[NU] a team featuring ibrahimovic

Hi, welcome to my NU team RMT!
Soooooo, I'll just shut up and get straight to the team, right? >.>



Probopass_BW.gif

ibrahimovic (Probopass) @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Power Gem
- Toxic
- Stealth Rock
- Volt Switch


The first part of the defensive core features Probopass. He guarantees rocks with his ability, sturdy, and provides important special bulk to the team. Also, he provides a safe switch-in for one of my sweepers or Archeops. It's also pretty funny when people try to switch their Xatu in to block rocks but instead get nailed by a power gem/volt switch. He also forms a good volt-turn core with uxie and archeops. (props if you got the ibra reference, too. rofl)

Uxie_XY.gif

shrek's chop (Uxie) @ Leftovers
Ability: Levitate
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Knock Off
- Zen Headbutt
- Yawn
- U-turn

Uxie completes 2/3 of the defensive core, supplying the team with a much-needed ground resist. It's synergy with probo is amazing, easily taking the ground and fighting attacks that it would otherwise die to. It also forms a good volt-turn core with probo and archeops.

Vileplume_XY.gif

vile o' poison (Vileplume) @ Black Sludge
Ability: Effect Spore
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Giga Drain
- Moonlight
- Sludge Bomb
- Aromatherapy

Vileplume finishes the defensive core as the premier physical wall for the team, synergizing well with probo and uxie. It also acts as a cleric for the team, but i'm not sure if I should put heal bell on uxie and replace aromatherapy with sleep powder, so opinions on that please. ;)

Archeops_XY.gif

sitrus berry pls (Archeops) @ Life Orb
Ability: Defeatist
EVs: 252 Spd / 252 Atk
Hasty Nature
- Heat Wave
- Knock Off
- Roar
- U-turn


Archeops plays a mixed attacker role in the team. Life orb boosts his attack and special attack to greater heights. He is also my only answer to smashpass/sigilyph/etc with roar. He can add some nice damage with u-turn before switching out, forming a good core with probo and uxie.

doublade.gif


bruise lee (Doublade) @ Eviolite
Ability: No Guard
Shiny: Yes
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Swords Dance
- Sacred Sword
- Gyro Ball
- Shadow Sneak


Doublade is first on the list of the set-up sweepers on my team. Eviolite really helps to boost his already humongous defence, and once he gets one or two swords dance(s) up, he can really do some good damage to the other team. STAB gyro ball with 0 speed ivs really does a huge amount of damage.

Gurdurr_XY.gif

douevenlift (Gurdurr) @ Eviolite
Ability: Guts
Shiny: Yes
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch

Gurdurr completes the team as the second set-up sweeper. He is similar to doublade, with the exception that he can recover his health with a STAB drain punch. Knock off is also great against opposing doublades/ghost types. Overall gurdurr has gotten me many sweeps, even more than doublade.
 
nice team, but i'd go with thunder wave over yawn on uxie since opposing archeops are a big threat for your team. it also makes it easier to play vs smashpass since you can usually survive an attack and paralyze them. with that you can drop roar on archeops and put in stone edge (or just go with no item acrobatics).

i'd also look into replacing probopass with seismitoad since rotom could be a bit annoying with volt switch, and it generally has better synergy with your team. it also counters doublade which can be troublesome if your gurdurr is weakened.

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature
- Stealth Rock
- Earth Power
- Scald
- Knock Off
 
probopass is not that great in general, and it's especially bad on your team because its typing is rather redundant with you having doublade. i would probably fit stealth rock on uxie and also give it thunder wave so that you are actually punishing opponents for switching and paving a way for your slow sweepers, doublade, and gurdurr, to clean up the opposing team. it may also want a spread of 252 hp / 80 atk / 176 spe with a jolly nature because you have no safe switch-ins to sawk and outspeeding it will allow you to use thunder wave or zen headbutt to ease the pressure against it

with uxie being a hazard setter, you can use something over probopass to handle things like shell smash users, and also volt switch pokemon since you don't want to lose momentum too easily on a defensive team. lanturn works well over probopass since it'll still give you the same volt switch probopass had but now provides you a nice electric-type immunity and water-type check. it also provides heal bell so that you can run sleep powder on vileplume, and a nice fire-type resistance that you never had outside of a frail archeops

archeops itself is not a good answer to smashpass or just shell smash pokemon in general. roar is awful because archeops plays a hit-and-run style and doesn't want to go last. i would also try to drop the idea of u-turn because you have no hazard deterrents and you'll be in defeatist range quickly since it's not hard to get stealth rock up against your team. just use the itemless set with acrobatics / stone edge / earth power or heat wave / filler and change the nature to naive to lessen damage from stuff like shadow sneak

also, consider adamant and iron head with some speed on doublade. spiritomb looks annoying to deal with so you want to try and get hits on it before it can spread status or use foul play depending on the set
 
I really can't agree with roar on Archeops either. May I suggest:

Acheops
Ability: Defeatist
Jolly/Naive nature
252Att/ 252 Spe/ 4 SpDef
-Acrobatics
-Stone Edge
-U-Turn
-Earthquake/ Heat Wave

EQ Gives the fantastic EdgeQuake coverage, but Heat Wave can get rid of Durant if that's an issue. Full offense is just superior than roar on such a frail pokemon.
 
I'm just going to reiterate Ium's rate, since he hit all the necessary points, but will take a different route with the suggestions. Overall the team appears to work synergetically, but still has issues with powerful fire and electric types that hinder your team, and honestly Probopass is absolute deadweight as a whole, not serving much purpose. Your team also has issues beating ghost types such as NP Mismagius, which can potentially blitz your team. Overall, the team has crippling flaws which need to be fixed.

The first thing I would do is to replace Probopass with Pivot Lanturn. Retaining Probopass's bulk and momentum utility, while gaining more resistances and much more reliable offenses, Lanturn becomes a great pivot for Balance Voltturn such as your own team, while being a 100% check to the earlier stated fire and electric types that potentially caused you previous issues. On top of this, Lanturn also acts as a secondary safenet against Water types, which is critical as you will often find Vileplume being worn down quickly.

Archeops shouldn't be here to be honest. It is worn down quickly, and adds less to the team than it does benefit it. Frankly, it cannot take advantage of any bulk to aid the team with resistances, and doesn't fit on bulky offense / balance like yours. I do not feel that Wish Audino would be out of question, since it offers great utility, and helps to pivot and beat Mismagius and other ghosts without issue using a decently powerful Knock Off. On top of this, it helps heal Uxie, Doublade, and Lanturn, all of which are worn down quickly as they need to consistantly check opponents, and Audino can help to mallify this to let them come in more often.

Minor Changes:
Uxie: Stealth Rock > Yawn since you absolutely need rocks and Probopass just didnt help your team.
Vileplume: Sleep Powder or Hidden Power [Fire] > Aromatherapy Audino or Lanturn clerics much better, and instead Sleep Powder and HP Fire's utility to beat Vileplume's checks makes them far more useful.
Doublade: Iron Head > Gyro Ball you don't miss any important kills, but instead gain the upper hand on slower pokemon such as Spiritomb.
_________________________
171.gif

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 252 Def / 216 SDef
Calm Nature
- Scald
- Volt Switch
- Ice Beam
- Toxic / Heal Bell

531.gif

Audino @ Leftovers
Ability: Regenerator
EVs: 252 SDef / 252 HP / 4 Def
Careful Nature
- Knock Off
- Heal Bell / Toxic / Double-Edge
- Wish
- Protect
 
Back
Top