Hey, since this is my first post on Smogon I may as well have do an introduction. I've been playing Pokemon ever since I first got my gameboy pocket about 12 years ago. I've always enjoyed playing against other people, and WiFi and discovering Shoddy has really gotten me into the competitive metagame. After drifting between different tiers, I found my favourite to be NU, so without further adieu here's my NU team.
Changes are in red
Haunter (M) @ Life Orb
Ability: Levitate
EVs: 4 Def/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Shadow Ball
- Hidden Power [Fighting]
- Will-o-wisp
- Sludge Bomb
---
Sandslash (M) @ Leftovers
Ability: Sand Veil
EVs: 80 HP/252 Atk/176 Spd
Adamant nature (+Atk, -SAtk)
- Swords Dance
- Earthquake
- Stone Edge
- X-Scissor
---
Currently Testing:
Flareon (M) @ Life Orb
Ability: Flash Fire
EVs: 192 Atk/128 Spd/188 SAtk
Lonely nature (+Atk, -Def)
- Fire Blast
- Superpower
- Return
- Hidden Power [Grass]
Physically hits harder than Luxray , though his special attack isn't as high. Also provides good synergy with Pinsir and Poliwrath, taking fire attacks for the former whilst acting as a lure for the later. Still not sure if I'm going to permanently going to replace Luxray. Considering Wish of HP Grass for some team support.
And thats my first ever RMT. As usual, any advice is more than welcome :)
Changes are in red
At a glance:
---
Bibarel (M) @ Lum Berry
Ability: Unaware
EVs: 200 HP/112 Def/100 Spd/96 SDef
Careful nature (+SDef, -SAtk)
- Taunt
- Super Fang
- Waterfall
- Stealth Rock
Bibarel is the first NU I've tried, and he rarely does his fault without fail. Taunt and Super Fang usually cause switches meaning he can fufill his job of spreading status allowing my slower Mons(especially Sandslash) to get the first hit in for the KO. His only real problem is Venomoth, who usually sleeps him before he can do anything. Now instead of spreading Paralysis, he sets up rocks, which helps the team secure more KOs.
---
Pinsir (M) @ Leftovers
Ability: Mold Breaker
EVs: 98 HP/252 Atk/160 Spd
Jolly nature (+Spd, -SAtk)
- X-Scissor
- Swords Dance
- Stone Edge
- Earthquake
Pinsir hits harder than Sandslash, while still having the same coverage. The gained STAB for X-Scissor means he can now hit psychics and grass types alot harder, whilst most things I'll be aiming earthquake at take a huge amount of damage from it anyway. He can also take special hits a bit better, whilst not taking all that much more damage from physical attacks. He also supplies nice fire bait for Flareon when I use him.
---
Medicham (M) @ Choice Scarf
Ability: Pure Power
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Brick Break
- Psycho Cut
- Thunderpunch
- Ice Punch
Scarfed Medicham is the team's main revenge killer. With a scarf he outruns everything that without a speed boost or its own Scarf, and with True Power he always hits hard. Adamant nature over Jolly gives me more power, as the scarf and speed EVs give me more than enough speed. Switching in Medicham usually requires good prediction as he is the epitome of glass cannon, and he really hates priority moves.
---
Luxray (M) @ Life Orb
Ability: Intimidate
EVs: 120 Atk/136 Spd/252 SAtk
Naughty nature (+Atk, -SDef)
- Thunderbolt
- Hidden Power [Grass]
- Ice Fang
- Crunch
Luxray is my main wall breaker. Thunderbolt for the Stab, ice fang deals with bulky grass types and crunch takes care of any Hypnos(and now Gardevoir) I come across. HP Grass means I'm not walled by Quagsire or Wishcash, though I'm considering Fighting to hit the Steel/Rock walls in NU as well as Regice harder.
---
Gardevoir (F) @ Leftovers
Ability: Trace
EVs: 56 HP/200 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Calm Mind
- Wish
- Psychic
- Hidden Power [Fighting]
Gardevoir is the team's special wall and main special attacker. Psychic and fighting gives good coverage, although it does mean she can't do anything against Banette or Shedninja(who Gardevoir doesn't really have any business staying in against anyway) or other Psychic types. I'm considering Signal beam to hit other psychic types as well as hitting Grass type walls harder than psychic.
---
Poliwrath (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/252 Atk/4 Spd
Adamant nature (+Atk, -SAtk)
- Hypnosis
- Brick Break
- Ice Punch
- Waterfall
Poliwrath replaces Haunter, and while I miss the fighting and normal immunities, the dark resist is a welcome replacement. Ice Punch and Brick Break give me good coverage, while Waterfall hits Stunktank harder. The HP EVs along with Water Absorb means he often has plenty of oppertunities to switch in, especially if Flareon attracts the water attacks.
---
Main Worries:





---

Bibarel (M) @ Lum Berry
Ability: Unaware
EVs: 200 HP/112 Def/100 Spd/96 SDef
Careful nature (+SDef, -SAtk)
- Taunt
- Super Fang
- Waterfall
- Stealth Rock
Bibarel is the first NU I've tried, and he rarely does his fault without fail. Taunt and Super Fang usually cause switches meaning he can fufill his job of spreading status allowing my slower Mons(especially Sandslash) to get the first hit in for the KO. His only real problem is Venomoth, who usually sleeps him before he can do anything. Now instead of spreading Paralysis, he sets up rocks, which helps the team secure more KOs.
---

Pinsir (M) @ Leftovers
Ability: Mold Breaker
EVs: 98 HP/252 Atk/160 Spd
Jolly nature (+Spd, -SAtk)
- X-Scissor
- Swords Dance
- Stone Edge
- Earthquake
Pinsir hits harder than Sandslash, while still having the same coverage. The gained STAB for X-Scissor means he can now hit psychics and grass types alot harder, whilst most things I'll be aiming earthquake at take a huge amount of damage from it anyway. He can also take special hits a bit better, whilst not taking all that much more damage from physical attacks. He also supplies nice fire bait for Flareon when I use him.
---

Medicham (M) @ Choice Scarf
Ability: Pure Power
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Brick Break
- Psycho Cut
- Thunderpunch
- Ice Punch
Scarfed Medicham is the team's main revenge killer. With a scarf he outruns everything that without a speed boost or its own Scarf, and with True Power he always hits hard. Adamant nature over Jolly gives me more power, as the scarf and speed EVs give me more than enough speed. Switching in Medicham usually requires good prediction as he is the epitome of glass cannon, and he really hates priority moves.
---

Luxray (M) @ Life Orb
Ability: Intimidate
EVs: 120 Atk/136 Spd/252 SAtk
Naughty nature (+Atk, -SDef)
- Thunderbolt
- Hidden Power [Grass]
- Ice Fang
- Crunch
Luxray is my main wall breaker. Thunderbolt for the Stab, ice fang deals with bulky grass types and crunch takes care of any Hypnos(and now Gardevoir) I come across. HP Grass means I'm not walled by Quagsire or Wishcash, though I'm considering Fighting to hit the Steel/Rock walls in NU as well as Regice harder.
---

Gardevoir (F) @ Leftovers
Ability: Trace
EVs: 56 HP/200 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Calm Mind
- Wish
- Psychic
- Hidden Power [Fighting]
Gardevoir is the team's special wall and main special attacker. Psychic and fighting gives good coverage, although it does mean she can't do anything against Banette or Shedninja(who Gardevoir doesn't really have any business staying in against anyway) or other Psychic types. I'm considering Signal beam to hit other psychic types as well as hitting Grass type walls harder than psychic.
---

Poliwrath (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/252 Atk/4 Spd
Adamant nature (+Atk, -SAtk)
- Hypnosis
- Brick Break
- Ice Punch
- Waterfall
Poliwrath replaces Haunter, and while I miss the fighting and normal immunities, the dark resist is a welcome replacement. Ice Punch and Brick Break give me good coverage, while Waterfall hits Stunktank harder. The HP EVs along with Water Absorb means he often has plenty of oppertunities to switch in, especially if Flareon attracts the water attacks.
---
- Lack of Entry Hazards:Not having any entry hazards means I miss out on some valuable OHKOs, and means my opponent can usually switch around with impunity.
- Threats: Skunktank has proven to be a major problem for this team, as once Sandslash is gone I don't really have any checks or counters.
Hypno: Though i've not come up against one since adding luxray, its decent defenses meant it completely messed with my team.
Entry Hazards: I currently have no way of getting rid of entry hazards. Though most of my team only takes at most neutral damage from stealth rocks, toxic spikes are an annoying hinderance
Haunter (M) @ Life Orb
Ability: Levitate
EVs: 4 Def/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Shadow Ball
- Hidden Power [Fighting]
- Will-o-wisp
- Sludge Bomb
---
Sandslash (M) @ Leftovers
Ability: Sand Veil
EVs: 80 HP/252 Atk/176 Spd
Adamant nature (+Atk, -SAtk)
- Swords Dance
- Earthquake
- Stone Edge
- X-Scissor
---
Currently Testing:
Flareon (M) @ Life Orb
Ability: Flash Fire
EVs: 192 Atk/128 Spd/188 SAtk
Lonely nature (+Atk, -Def)
- Fire Blast
- Superpower
- Return
- Hidden Power [Grass]
Physically hits harder than Luxray , though his special attack isn't as high. Also provides good synergy with Pinsir and Poliwrath, taking fire attacks for the former whilst acting as a lure for the later. Still not sure if I'm going to permanently going to replace Luxray. Considering Wish of HP Grass for some team support.
And thats my first ever RMT. As usual, any advice is more than welcome :)