Hello. I would like you to look at my loverly (modified) NU team who serve me well.
Wartortle @ Eviolite
Trait: Torrent
Nature: Gentle
252 SpD / 4 Spe / 252 SpA
Rapid Spin
Surf
Rain Dance
Foresight
O to the K. I decided on Wartortle to replace Dewgong. I am sad to see her go, as she has served me well. Right, back to Tortle. Rapid Spin is for the obvious threat to a lot of the rest of the team - Stealth Rock. The Rapid Spin will get rid of SR as well as any spikes or toxic spikes I have to face. This ties in nicely with Foresight, because I have seen many Golurks use SR and the Foresight will enable Rapid Spin to hit them. Surf - for the STAB move. It was the obvious choice because Hydro Pump, although more powerful, is just too inaccurate and will be to big a risk. Rain Dance, to power up Surf. All there is to it really.
Charizard @ Life Orb
Trait: Blaze
Nature: Timid
252 SpA / 252 Spe / 4 HP
Air Slash
Flamethrower
Dragon Pulse
Roost
When it comes to NU, Char is a boss. Air Slash deals with many opponents seen down here, and when put with STAB, Life Orb and already high Special Attack, it will deal lots of damage to even the toughest of foes. Flamethrower, for the STAB as well, and fares the same as Air Slash, but with the chance of a Burn instead of a flinch. Dragon Pulse, useful against the Rock-types that come along, because they can deal damage as long as I don't get there first, which is where DP comes in. Roost, to replenish health taken from enemies, Life Orb and sometimes Stealth Rock
Ampharos @ Choice Specs
Trait: Static
Nature: Modest
252 SpA / 4 SpD / 252 HP
Thunderbolt
Volt Switch
Focus Blast
Power Gem
Thunderbolt, we all know what that does. It deals with many opponents down in the NU tier, and will take out, if not punch a few holes, in even a tough team. Added to high Sp Atk, Choice Specs and STAB, this Thunderbolt from Amphy will really put a spanner in the works. Volt Switch, useful when you come up against those who don't always take much damage from Electric-type moves, but can make Amphy faint. As such, with Volt Switch (clue's in the name), you can switch for a more suitable source of damage. Focus Blast, although relatively inaccurate, will take out many foes and is always a useful one to have on the team. Power Gem now. It was a toss between Power Gem and Hidden Power Rock, but you can see which one clinched it. The reasons being that
1. It doesn't sacrifice IVs
2. There are many Bug-types that can challenge Amphy and win if left alone for long enough, so Power Gem really comes in handy.
Golurk @ Choice Band
Trait: No Guard
Nature: Adamant
252 Atk / 4 SpD / 252 HP
DynamicPunch
Shadow Punch
Earthquake
Stone Edge
Yes, DynamicPunch. Although due to Choice Band, I am then locked into one move, DynamicPunch comes in very handy. When the Ice-Types come along, they tend to do stuff, and as long as Golurk is left to survive, he can return the favour and happily get rid of them. Shadow Punch next. I wanted a physical, LEGAL Ghost-type move to give it some extra Oomph!, and the only one I could think of was Shadow Punch. It may look like not much, but it sure comes in handy against Jellicents that decide to come along. Earthquake, for STAB, power and a lil' extra push to ensure Total Wipeout on the other team. Stone Edge, for Ice-types again, and will definitely hit, as I have No Guard, which has its ups and downs, as with everything, but on the whole it sure is useful.
Jumpluff @ Life Orb
Trait: Infiltrator
Nature: Mild
252 SpA / 4 Atk / 252 Spe
Giga Drain
U-Turn
Toxic
Energy Ball
Never Underestimate Jumpluff. Know why? Because it is a Grass-type boss and can wipe you all out. Giga Drain, useful seeing as it has Life Orb, which gets rid of health, so you can always have lots of health at the end of the turn. Yes, I know. Jumpluff is weak to Ice-type moves, but I am prepared. U-Turn is the preparation. If I see a pokemon I don't want to face with Jumpluff, I just U-Turn and switch for someone else. Great isn't it? Toxic, to enable me to get rid of opponents more easily. In NU, Audino and Alomomola are common, and they have STACKS of HP, so toxic will be very useful. Energy Ball, is for STAB, as well as Oomph! and will ensure that I have a clear road to victory. The great thing about my Jumpluff is that it has Infiltrator. For those who don't know, if there is a Light Screen, Safeguard, Mist or Reflect, Jumpluff just says "Whatever!" and carries on as if they aren't there. It goes through them and this is very, very useful, especially with Toxic.
And now, for the main antagonist of the team, and the most Boss-like in my opinion.
Altaria @ Draco Plate
Trait: Natural Cure
Nature: Lonely
252 Atk / 4 SpA / 252 Spe
Dragon Dance
Outrage
Fire Blast
Roost
Altaria has gotten me out of many tight spaces and I will say now, I'm sorry to anyone who asks me to change her for someone else, because she is staying to keep on getting me unstuck in battles.
Anyway, moving on. Where the Draco Plate was concerned, it was another toss between it and the Dragon Fang, both of which do the same thing, but I think that the Draco Plate looks more ladylike, don't you? On to the moves now. Dragon Dance, for those who don't know, raises attack and speed by one stage each, so this will come in handy later on in the game. Outrage, the STAB move and this added to a use or two of Dragon Dance, high enough attack and the Draco Plate she's holding, then Altaria could be your worst nightmare. Fire Blast is for Altaria's main threat of Ice-type pokemon, and will deal enough damage to put a spanner in the works, maybe even more than once. Finally it's on to Roost. No doubt by this point, Little Miss A will have taken some damage and will need refreshing. No problem, and this is where Roost comes in. She flutters down and restores her health, and is then less weak to her Ice-type foes, so can deal with them later.
You may not believe at first how boss like my team really is for NU. But Please, have a look at these.
http://www.pokemonshowdown.com/replay/nu9515271
http://www.pokemonshowdown.com/replay/nu9519443
Wartortle @ Eviolite
Trait: Torrent
Nature: Gentle
252 SpD / 4 Spe / 252 SpA
Rapid Spin
Surf
Rain Dance
Foresight
O to the K. I decided on Wartortle to replace Dewgong. I am sad to see her go, as she has served me well. Right, back to Tortle. Rapid Spin is for the obvious threat to a lot of the rest of the team - Stealth Rock. The Rapid Spin will get rid of SR as well as any spikes or toxic spikes I have to face. This ties in nicely with Foresight, because I have seen many Golurks use SR and the Foresight will enable Rapid Spin to hit them. Surf - for the STAB move. It was the obvious choice because Hydro Pump, although more powerful, is just too inaccurate and will be to big a risk. Rain Dance, to power up Surf. All there is to it really.
Charizard @ Life Orb
Trait: Blaze
Nature: Timid
252 SpA / 252 Spe / 4 HP
Air Slash
Flamethrower
Dragon Pulse
Roost
When it comes to NU, Char is a boss. Air Slash deals with many opponents seen down here, and when put with STAB, Life Orb and already high Special Attack, it will deal lots of damage to even the toughest of foes. Flamethrower, for the STAB as well, and fares the same as Air Slash, but with the chance of a Burn instead of a flinch. Dragon Pulse, useful against the Rock-types that come along, because they can deal damage as long as I don't get there first, which is where DP comes in. Roost, to replenish health taken from enemies, Life Orb and sometimes Stealth Rock
Ampharos @ Choice Specs
Trait: Static
Nature: Modest
252 SpA / 4 SpD / 252 HP
Thunderbolt
Volt Switch
Focus Blast
Power Gem
Thunderbolt, we all know what that does. It deals with many opponents down in the NU tier, and will take out, if not punch a few holes, in even a tough team. Added to high Sp Atk, Choice Specs and STAB, this Thunderbolt from Amphy will really put a spanner in the works. Volt Switch, useful when you come up against those who don't always take much damage from Electric-type moves, but can make Amphy faint. As such, with Volt Switch (clue's in the name), you can switch for a more suitable source of damage. Focus Blast, although relatively inaccurate, will take out many foes and is always a useful one to have on the team. Power Gem now. It was a toss between Power Gem and Hidden Power Rock, but you can see which one clinched it. The reasons being that
1. It doesn't sacrifice IVs
2. There are many Bug-types that can challenge Amphy and win if left alone for long enough, so Power Gem really comes in handy.
Golurk @ Choice Band
Trait: No Guard
Nature: Adamant
252 Atk / 4 SpD / 252 HP
DynamicPunch
Shadow Punch
Earthquake
Stone Edge
Yes, DynamicPunch. Although due to Choice Band, I am then locked into one move, DynamicPunch comes in very handy. When the Ice-Types come along, they tend to do stuff, and as long as Golurk is left to survive, he can return the favour and happily get rid of them. Shadow Punch next. I wanted a physical, LEGAL Ghost-type move to give it some extra Oomph!, and the only one I could think of was Shadow Punch. It may look like not much, but it sure comes in handy against Jellicents that decide to come along. Earthquake, for STAB, power and a lil' extra push to ensure Total Wipeout on the other team. Stone Edge, for Ice-types again, and will definitely hit, as I have No Guard, which has its ups and downs, as with everything, but on the whole it sure is useful.
Jumpluff @ Life Orb
Trait: Infiltrator
Nature: Mild
252 SpA / 4 Atk / 252 Spe
Giga Drain
U-Turn
Toxic
Energy Ball
Never Underestimate Jumpluff. Know why? Because it is a Grass-type boss and can wipe you all out. Giga Drain, useful seeing as it has Life Orb, which gets rid of health, so you can always have lots of health at the end of the turn. Yes, I know. Jumpluff is weak to Ice-type moves, but I am prepared. U-Turn is the preparation. If I see a pokemon I don't want to face with Jumpluff, I just U-Turn and switch for someone else. Great isn't it? Toxic, to enable me to get rid of opponents more easily. In NU, Audino and Alomomola are common, and they have STACKS of HP, so toxic will be very useful. Energy Ball, is for STAB, as well as Oomph! and will ensure that I have a clear road to victory. The great thing about my Jumpluff is that it has Infiltrator. For those who don't know, if there is a Light Screen, Safeguard, Mist or Reflect, Jumpluff just says "Whatever!" and carries on as if they aren't there. It goes through them and this is very, very useful, especially with Toxic.
And now, for the main antagonist of the team, and the most Boss-like in my opinion.
Altaria @ Draco Plate
Trait: Natural Cure
Nature: Lonely
252 Atk / 4 SpA / 252 Spe
Dragon Dance
Outrage
Fire Blast
Roost
Altaria has gotten me out of many tight spaces and I will say now, I'm sorry to anyone who asks me to change her for someone else, because she is staying to keep on getting me unstuck in battles.
Anyway, moving on. Where the Draco Plate was concerned, it was another toss between it and the Dragon Fang, both of which do the same thing, but I think that the Draco Plate looks more ladylike, don't you? On to the moves now. Dragon Dance, for those who don't know, raises attack and speed by one stage each, so this will come in handy later on in the game. Outrage, the STAB move and this added to a use or two of Dragon Dance, high enough attack and the Draco Plate she's holding, then Altaria could be your worst nightmare. Fire Blast is for Altaria's main threat of Ice-type pokemon, and will deal enough damage to put a spanner in the works, maybe even more than once. Finally it's on to Roost. No doubt by this point, Little Miss A will have taken some damage and will need refreshing. No problem, and this is where Roost comes in. She flutters down and restores her health, and is then less weak to her Ice-type foes, so can deal with them later.
You may not believe at first how boss like my team really is for NU. But Please, have a look at these.
http://www.pokemonshowdown.com/replay/nu9515271
http://www.pokemonshowdown.com/replay/nu9519443