A bit of background: I'm pretty new to this; I started making teams and battling on Showdown just last week. I've played through gens 1-4 as a kid, but have very little knowledge of pokemon after that. Pretty standard I assume, but thought I should make that clear. I know that my explanations are pretty sparse, but some of the sets are not my own idea at all (from Smogon, friends, etc) and I don't understand them completely myself.
I've made this team because I heard that Vivillon, Feraligatr, and Gurdurr were OP in NU, hence "No shame." The rest of them are walls that I've added hoping to have the best synergy with them. Believe it or not, I've had decent success with it. I win maybe a bit more than half my matches, even though I have no overarching strategy or plan.
Vivillon @ Life Orb
Ability: Shield Dust
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sleep Powder
- Quiver Dance
- Hurricane
- Bug Buzz
Vivillon is my only special sweeper. It does an excellent work when it gets going, but I have lots of problems with it since I have no way to get rid of rocks. Sleep powder, when it doesn't miss, usually allows me to set up a quiver dance and do some decent damage with Hurricane and Bug Buzz.
Feraligatr @ Life Orb
Ability: Torrent
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Earthquake
- Crunch
Feraligatr is my main physical sweeper. I try to set up with dragon dance and sweep with his good move coverage. Like I said, I only chose it because I heard its OP. I'm pretty sure that with dragon dance up it has like the highest attack in the tier and almost nothing can withstand its power, so that's useful.
Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Knock Off
Gurdurr does a lot more work than I expected him to. I rarely get to set up with Bulk Up, but his bulk and power usually just makes it a nuisance to deal with. I understand why a lot of people say that it should be moved to RU. It doesn't have that good coverage, at least with the set that I have here, but I've found that people don't usually expect knock off.
Dusknoir @ Leftovers
Ability: Pressure
EVs: 252 HP / 248 Def / 8 SpD
Impish Nature
- Will-O-Wisp
- Pain Split
- Earthquake
- Fire Punch
I think Dusknoir is a good physical wall. I use it to deal with opposing Gurdurrs, Sawk, Feraligatr, Haryiyama, etc. It even deals with knock off pretty well. It has excellent coverage, but I can never really do any damage with it, expecially against fighting types, even though I have absolutely no problem walling them.
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 52 HP / 252 Def / 204 SpD
Calm Nature
- Scald
- Ice Beam
- Thunderbolt
- Heal Bell
Lanturn is an excellent mixed wall. It has pretty good typing and excellent coverage IMHO. Heal bell is wonderful when my opponent spams status stuff. It stops most water, flying, fire, and rock/ground/steel types dead in their tracks.
Torterra @ Leftovers
Ability: Overgrow
EVs: 212 HP / 44 Atk / 252 Def
Impish Nature
- Stealth Rock
- Seed Bomb
- Earthquake
- Synthesis
Torterra is a physical wall. I almost always lead with it to set up rocks. However, I haven't really found it all that useful; I only chose it because of the types it addresses. Surprise Signal Beam catches me off guard every time, though.
OK, there are a few problems that I know I have. First, I have no way of getting rid of hazards. Second, I don't have the best type distribution. I have problems dealing with flying, ghost, and psychic types in particular.
I'm not really asking you to rate my team, since I'm not that confident in it really. I'm mainly doing this for advice.
Thanks!
I've made this team because I heard that Vivillon, Feraligatr, and Gurdurr were OP in NU, hence "No shame." The rest of them are walls that I've added hoping to have the best synergy with them. Believe it or not, I've had decent success with it. I win maybe a bit more than half my matches, even though I have no overarching strategy or plan.
Vivillon @ Life Orb
Ability: Shield Dust
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sleep Powder
- Quiver Dance
- Hurricane
- Bug Buzz
Vivillon is my only special sweeper. It does an excellent work when it gets going, but I have lots of problems with it since I have no way to get rid of rocks. Sleep powder, when it doesn't miss, usually allows me to set up a quiver dance and do some decent damage with Hurricane and Bug Buzz.
Feraligatr @ Life Orb
Ability: Torrent
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Earthquake
- Crunch
Feraligatr is my main physical sweeper. I try to set up with dragon dance and sweep with his good move coverage. Like I said, I only chose it because I heard its OP. I'm pretty sure that with dragon dance up it has like the highest attack in the tier and almost nothing can withstand its power, so that's useful.
Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Knock Off
Gurdurr does a lot more work than I expected him to. I rarely get to set up with Bulk Up, but his bulk and power usually just makes it a nuisance to deal with. I understand why a lot of people say that it should be moved to RU. It doesn't have that good coverage, at least with the set that I have here, but I've found that people don't usually expect knock off.
Dusknoir @ Leftovers
Ability: Pressure
EVs: 252 HP / 248 Def / 8 SpD
Impish Nature
- Will-O-Wisp
- Pain Split
- Earthquake
- Fire Punch
I think Dusknoir is a good physical wall. I use it to deal with opposing Gurdurrs, Sawk, Feraligatr, Haryiyama, etc. It even deals with knock off pretty well. It has excellent coverage, but I can never really do any damage with it, expecially against fighting types, even though I have absolutely no problem walling them.
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 52 HP / 252 Def / 204 SpD
Calm Nature
- Scald
- Ice Beam
- Thunderbolt
- Heal Bell
Lanturn is an excellent mixed wall. It has pretty good typing and excellent coverage IMHO. Heal bell is wonderful when my opponent spams status stuff. It stops most water, flying, fire, and rock/ground/steel types dead in their tracks.
Torterra @ Leftovers
Ability: Overgrow
EVs: 212 HP / 44 Atk / 252 Def
Impish Nature
- Stealth Rock
- Seed Bomb
- Earthquake
- Synthesis
Torterra is a physical wall. I almost always lead with it to set up rocks. However, I haven't really found it all that useful; I only chose it because of the types it addresses. Surprise Signal Beam catches me off guard every time, though.
OK, there are a few problems that I know I have. First, I have no way of getting rid of hazards. Second, I don't have the best type distribution. I have problems dealing with flying, ghost, and psychic types in particular.
I'm not really asking you to rate my team, since I'm not that confident in it really. I'm mainly doing this for advice.
Thanks!
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