ORAS NU Mockingbird



fletchinder.gif
Mockingbird
fletchinder.gif


fletchinder.png
sneasel.png
togetic.png
torterra.png
lanturn.png
bouffalant.png


_________________________________

Hi everyone, it's me teamtesting bringing you another NU RMT. So many strange stuff happened this week, actually, only one thing happened, gallade. Yes, gallade is NU now, of course it's a really big threat to every team, and almost every team is using it. But I wanted to say "NO" to this gallade meta and build a team that does well regardless of this drop. I started my team with a mon that I think is really underrated, mixed fletchinder, I suggested it in the NU room but everyone said sd was the only viable set. I want to prove that mixed fletchinder can do as well as SD, so that's the mon I built around. Fletch is a fire type, FWG cores are classic, so I added two new pokemon, the first one was another underrated 'mon, assault vest lanturn, which can check a lot of things in the tier without any problem, while creating a nice volt-turn core with fletchinder. And to end the FWG core torterra seemed like a really cool pokemon to use, not only having perfect synergy with lanturn and fletch, but also having access to stealth rock. And what's volt-turn with hazards in the field? Suicide. I added the best gallade check ATM, even though it can get knocked off and poison jab is not uncommon it does the job really well, now I have a gallade check, a defogger, three fat mons and sr support + priority, at this point I needed to find weaknesses to cover. The first weakness that I found was a huge archeops/sneasel weakness. To help me with them I added sneasel to revenge kill archeops and ocasionally low kick opposing sneasels. I was still a bit sneasel weak tho, I know fletch can revenge, lanturn can take a hit and my own sneasel can hit it, but just to be safe I added superpower bouff, that also helps me against stuff like kangaskhan, because it's a pain with rocks up. After that, I searched a lot and I still can't see a glaring weakness. I stopped laddering with this team when I got the reqs, but I'll probably use it again when the suspect test is ended. Enjoy the RMT.

_________________________________

In Depth

fletchinder.png

Fletchinder
Ability: Gale Wings
EVs: 252 Atk / 112 SpA / 144 Spe
Naughty Nature
- Acrobatics
- Overheat
- U-turn
- Roost
As I said, mixed fletchinder is the mon I wanted to build around, overheat is a move that catches many people off guard when they are switching to their ferroseed/magneton to take your acrobatics. The EV spread lets it hit insanely hard with priority acrobatics, letting it revenge kill stuff like sawk, lilligant, and etc. No item maximizes the acrobatics power, and u-turn gives you offensive momentum when your opponent go out to carracosta/rhydon/his fletch check. Roost is a nice move in general for flying types, since they're weak to rocks and roost lets them recover all their health back. 112 SpA also helps you to OHKO eviolite magneton after some damage, and 144 in speed is to outspeed neutral nature max speed magneton, because how can you OHKO something that outspeeds you and kills you first?


Defensive synergy
Rock -
torterra.png

Electric -
torterra.png
lanturn.png

Water -
lanturn.png


lanturn.png

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 144 Def / 224 SpA / 140 Spe
Modest Nature
- Volt Switch
- Hidden Power [Grass]
- Scald
- Ice Beam

Lanturn is one of the best pokemon in the magneton meta, when packed with an assault vest it just checks so many things. 144 Def ensures that you don't get 2HKO'd by +2 acrobatics from fletch after stealth rocks, and the rest is thrown in speed and offensive power. Scald and volt switch are for both power and momentum. While Ice beam and hp grass are for coverage, for things like torterra, quag, and grass types. Volt Absorb is over water absorb to counter magneton.
Defensive Synergy

Ground -
torterra.png
fletchinder.png
togetic.png

Grass -
bouffalant.png
fletchinder.png
togetic.png


torterra.png


Torterra @ Leftovers
Ability: Overgrow
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Stealth Rock
- Synthesis
- Wood Hammer
- Earthquake

Torterra is amazing in NU, for some reason the tier is so ground weak, and it lets torterra shine. It also gets stealth rocks and synthesis, so it's basically a utility tank, it can take hits and hit really hard at the same time. While having a decent typing. 96 Speed EVs with an adamant nature lets it outspeed neutral nature lanturn/base 70 non invested. While max attack EVs lets it hit hard as hell. Leftovers is for longevity.
Defensive Synergy

Ice -
sneasel.png
lanturn.png

Fire -
fletchinder.png
lanturn.png

Bug -
fletchinder.png
togetic.png

Flying -
lanturn.png


togetic.png

Togetic @ Eviolite
Ability: Serene Grace
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Dazzling Gleam
- Thunder Wave
- Roost
- Defog

This thing is FAT, and checks so many things in the tier, including kangaskhan, cacturne, swellow, sawk, gallade and a lot of things, it doesn't even need SpD investment to be tanky in both defensive sides. It also give me thunder wave support that helps A LOT bouffalant and lanturn. 248 is there so I can switch 4 times with rocks up. Ah, and with rocks up many things are threatening to this team. Because togetic stops a lot of things that otherwise would destroy me. Anyways, defog helps my volt-turn core and dazzling gleam is a nice STAB move. P.S. oml I have no poison resists.
Defensive Synergy

Electric -
torterra.png
lanturn.png

Ice -
lanturn.png

Poison - :(
Steel -
lanturn.png
fletchinder.png

Rock -
torterra.png


sneasel.png

Sneasel @ Choice Band/Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Low Kick
- Ice Shard

This thing OHKO's OFFENSIVE GALLADE!!! Only with choice band <<<. LO or band is a decision that I tried to make, but both work really well. I myself prefer life orb so I can switch between moves, but band is also really good. Icicle Crash is a really good move since it has a chance to flinch, and knock off is the best move this generation. Low kick is for a nice coverage that hits opposing sneasels and sometimes things like aurorus and probopass.
Defensive Synergy

Fighting
fletchinder.png
togetic.png

Fairy
fletchinder.png

Fire
lanturn.png
fletchinder.png

Bug
fletchinder.png
togetic.png

Steel
lanturn.png
fletchinder.png

Rock
torterra.png



bouffalant.png

Bouffalant @ Leftovers/Lum Berry
Ability: Sap Sipper
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Return
- Swords Dance
- Superpower
- Pursuit

Everyone stopped using bouff because of the tauros hype. But they forgot that bouff is one of the bulkiest set up sweepers in NU, when it sets up your opponent should be really worried. Superpower helps me against steel types that resist my main powerful STAB move, return. Pursuit is actually decent, megahorn can be used if you are having problems with malaman, which I don't think you do because you have a togetic. The EV spread is a mix between speed and bulk that lets you outspeed base 70 uninvested neutral natured.
Defensive synergy

Fighting
fletchinder.png
togetic.png


Thanks for reading, this team is really fun to use.

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 144 Def / 224 SpA / 140 Spe
Modest Nature
- Volt Switch
- Hidden Power [Grass]
- Scald
- Ice Beam

Torterra @ Leftovers
Ability: Overgrow
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Stealth Rock
- Synthesis
- Wood Hammer
- Earthquake

Fletchinder
Ability: Gale Wings
EVs: 252 Atk / 112 SpA / 144 Spe
Naughty Nature
- Acrobatics
- Overheat
- U-turn
- Roost

Bouffalant @ Leftovers
Ability: Sap Sipper
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Return
- Swords Dance
- Superpower
- Pursuit

Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Low Kick
- Ice Shard

Togetic @ Eviolite
Ability: Serene Grace
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Dazzling Gleam
- Thunder Wave
- Roost
- Defog


 
Last edited:
Hey Bro!

This team is really really solid, based on the torterra - lanturn core as well as stacking 2 amazing threats in Fletch and Sneasel, as well as a couple of glue mons and you have a hugely successful and powerful team. Good Job! You are weak to a couple of mons, which we will try to address now.

You are a bit weak to Klinklang at the minute, you possess some checks in torterra and lanturn, but in reality, lanturn doesn't have recovery and gets hit hard by +1 return, and also torterra gets 2hko'd by +1 gear grind. Also, apart from Sneasel itself, you don't have that many reliable switch ins for Sneasel, which can be a very difficult crutch Mon to carry a weakness for. Therefore, I suggest Standard Bulk Up Gurdurr > Bouffalant.
Gurdurr is kinda living in the shadow of gallade at the moment but it does things gallade can't, such as perform these defensive duties a gallade can only wish to do. Gurdurr is also a bulky setup sweeper just like Bouffalant, with arguebly more longevity thanks to drain punch and is arguebly the "'bigger threat'" in the metagame. It also pairs extremely well with Sneasel that provides Pursuit support (> Low Kick) so that it can essentially remove all the psychic type gurdurr counters like mushy, uxie and mesprit that all hinder gurdurrs effevtiveness

Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

nice team, I wish you every success in the future n_n
yours in mons,
~HJAD
 
Last edited:
A switch from bouffalant into gurdurr literally gives you no way of beating weezing, as it can take 2 hits from fletchinder and obviously everything else on team. Crodino also beats this team especially without bouffalant.
I would suggest changing your fighting type into sub+bulk up gallade. You the will-o-wisp burn and it will take weezing 2 hits to break sub with sludge bomb (same for vileplume, while you can 2hko with zen headbutt. The 16 speed ev's allow you to outspeed adamant mawile, while the defensive investment allows you to tank the sludge bombs. rest of ev's were put into attack.

Gallade (M) @ Life Orb
Ability: Justified
EVs: 252 HP / 16 Atk / 224 SpD / 16 Spe
Careful Nature
- Substitute
- Bulk Up / Swords Dance
- Drain Punch
- Zen Headbutt

For the crodino, I would replace your fletchinder set for a swords dance fletchinder. You already have torterra and especially av lanturn, really good switch ins to magneton, so I do not think you really need a lure to beat it, as I dont think you will be hitting much else with overheat besides mawile and pawniard. This set allows you to manage mega audino with the first 3 moves, the taunt would just be overkill and is not necessarily needed, but it's cool for other instances. u-turn allows for momentum, especially if you keep rocks off the field. Overheat, even with adamant nature, lets you kill pawniard and mawile after rocks, so that can be a cool option, and overheat+acrobatics kills a switching in non-eviolite magneton. The spread for hp and speed you can change to whatever you want to outspeed, especially if you use u-turn. This allows you to outspeed neutral speed huntail without a boost trying to sucker punch and pawniard to play mind games with acrobatics I suppose.

Fletchinder
Ability: Gale Wings
EVs: 176 HP / 252 Atk / 80 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- Roost
- Taunt / U-Turn / Overheat
Edit: I dont your team is particularly weak to klinklang with lanturn + torterra anyways
 
Wow. Compared to the other rates, this one pretty sucks. I suggest Shell Armor > Overgrow on Torterra to make it a better tank. I also agree with ShuckleKing87's Gallade set because you can revenge kill those annoying poison types too. Anyways, great team!

PS Your title says "In Depht" instead of "In Depth". :toast:
 
Hey there, shuckleking87 ans HJAD have already suggested what i had in mind, but there is a suggestion which could make your team better, you can consider using Pursuit instead of Low Kick, the team's fine other than that, great team!
 
That little grammar fail :(

Anyways, overgrow helps me nuke somethings with woodhammer, even though no crits can be something to try, thanks for the suggestions. HJAD and shuckeking, I see that my team is quite weak to those threats, gallade helps me beat weezing (I don't see how the team can't beat weezing tho, it can't switch in to sneasel, doesn't appreciate a scald, maybe I can even switch it out to hydro pump to hit it harder, and also hates taking an overheat.) And gurdurr helps me against sneasel. After all, I'm a little bit weak to crodino as shuckleking mentioned, and for that maybe I should try your sd set, I'll keep overheat.

Thank you all.
 
Overheat Fletchinder / AV Lanturn / Tank Torterra / Defensive Togetic / AOA Sneasel / SD Bouffalant

Hey dude, this team looks really solid and congrats on getting reqs (although you should really post a screenshot here if you want to be recognized for it). I think HJAD's suggestion of Gurdurr would be pretty good for this team even if you don't feel too weak to Klinklang, since Gurdurr also helps a lot with dealing with opposing which I agree looks to give you a lot of trouble. It also gives you a solid check to Kangaskhan, which also seems to be a pretty big threat to you at the moment. If you test it out though, I would try a slightly bulkier variant of Gurdurr over max Attack, since it's really your only switch in to Double-Edge and such so the extra bulk can help cushion hits. Generally I like using a spread of 252 HP / 136 Atk / 60 Def / 60 SpD (provides a little extra special bulk and enough physical bulk to eat two Kangaskhan Double-Edges after rocks), though feel free to experiment with whatever you like.

I also definitely agree on running Pursuit on Sneasel and SD on Fletchinder, the former makes up for the loss of Bouffalant and the latter is important for breaking down Audino and cleaning. I'd suggest dropping U-turn personally because it seems the most filler move currently.

From there, your team should probably be fine though I do agree you're a bit weak to Weezing (nothing wants to switch into the combo of Wisp + Sludge Bomb). I think you could benefit from some kind of special attacker because of this, since they can switch into Wisp without getting crippled. I'd consider Stealth Rock Mesprit over Torterra for this reason, because it fills that role while also still providing a Ground resistance (and Gurdurr can make up for the Rock resistance). Not really sure what specific set would be best for your team (other than SR and Psychic being staples), so sort of like Gurdurr, just experiment with what works for you, but here's the link to the analysis for a basic outline.

Gl in the future, hope I helped!
 
Hey there, thanks for you rate. Btw I already posted a screenshot of my reqs in the thread.

With rocks up I have to double-edge switch-ins, but kangaskhan usually prefers to fake out before attacking, but here I have this calc.

252+ Atk Silk Scarf Kangaskhan Double-Edge vs. 248 HP / 252+ Def Eviolite Togetic: 111-132 (35.4 - 42.1%) -- 80.1% chance to 2HKO after Stealth Rock

Thanks for the gurdurr spread, it will definitely help me against kangaskhan,.

About pursuit and sd, they're probably happening, I actually like using pursuit on this team, but I forgot to put it as secondary option in the in depth. And as I said, I'll use the SD set to help me against audino.

And for weezing, I haven't seen many of them in the ladder, and if I put hydro pump on lanturn I can deal with it easily. And let's be honest, it's SO easy to predict a weezing coming in, it's the first switch for torterra, sneasel (it can't take a knock off that well at all) and sometimes for fletch, in which case I can just click acrobatics in the switch, and overheat to get some damage off on it, weezing is not a switch-in for overheat fletch if rocks are up.

112 SpA Fletchinder Overheat vs. 252 HP / 4 SpD Weezing: 139-165 (41.6 - 49.4%) -- 22.3% chance to 2HKO after Stealth Rock and Black Sludge recovery

I already have two ground immunites and one resistance, and if I find myself having trouble with weezing, I'll probably try out SR mesprit.

Thank you.
 
Back
Top