NU Bazaar: Post your teams here!

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#76
i was told this fits here better

PIKACHU


Pikachu @ Light Ball
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Grass Knot
- Nasty Plot
- Hidden Power [Fire]

Torterra @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
IVs: 0 Atk
- Wood Hammer
- Earthquake
- Synthesis
- Stealth Rock

Slowbro @ Colbur Berry
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Slack Off
- Toxic
- Ice Beam

Emboar @ Fightinium Z
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Superpower
- Wild Charge
- Bulk Up

Whimsicott @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Grass Knot
- Psychic
- Defog

Haunter @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Knock Off
- Trick

pretty self explanatory, knock off on haunter was because i didnt rly know what else i wanted but dbond or gleam is fine, on pika any coverage move over sub is cool as well hp fire or ground or vswitch work

have fun

so heres 2 more


Incineroar @ Firium Z
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Knock Off
- Swords Dance
- Taunt

Passimian @ Choice Scarf
Ability: Receiver
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Gunk Shot
- U-turn

Slowbro @ Colbur Berry
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Toxic
- Slack Off

Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Focus Blast
- Hyper Voice

Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
- Psychic
- U-turn
- Defog
- Roost

Steelix @ Leftovers
Ability: Rock Head
EVs: 252 HP / 128 Atk / 128 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Gyro Ball
- Protect
- Stealth Rock



Drampa @ Dragonium Z
Ability: Sap Sipper
EVs: 152 HP / 252 SpA / 104 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Hyper Voice
- Flamethrower
- Roost

Slowbro @ Colbur Berry
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Signal Beam
- Toxic
- Slack Off

Dugtrio @ Life Orb
Ability: Sand Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Substitute
- Pursuit
- Stone Edge

Togedemaru @ Leftovers
Ability: Lightning Rod
EVs: 248 HP / 212 SpD / 48 Spe
Careful Nature
- Super Fang
- U-turn
- Wish
- Spiky Shield

Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Heat Wave
- Roost
- Defog

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Play Rough
- Fire Fang
- Knock Off
- Stealth Rock


also heres an actual meme team

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Pikachu @ Light Ball
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Nasty Plot
- Grass Knot
- Hidden Power [Fire]

Gastrodon @ Icium Z
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Recover
- Toxic

Oricorio-Sensu @ Colbur Berry
Ability: Dancer
EVs: 248 HP / 164 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Roost
- Defog
- Revelation Dance

Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 SpD
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Earthquake
- Protect
- Gyro Ball

Houndoom @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Fire Blast
- Pursuit
- Destiny Bond

Gurdurr @ Eviolite
Ability: Guts
EVs: 192 HP / 252 Atk / 64 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up
 
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#77


It's a pretty basic team that I built right after the Helio drop. I decided to start the team with the Emboar + Heliolisk, because they have nice offensive sinergy, because Heliolisk can check bulk water types for Emboar and can also weaken Pokemon like Rhydon for Emboar, while Emboar can revenge kill Pokemon like Virizion, Sneasel and Whims for Helio. My next choice was originally a Slowbro, but the Slowbro version ended up kinda weak to hazards, so I decided to use Watervally > Slowbro, and use Venusaur to check some Fighting types, and also checks Whimsicott and Heliolisk, while it gives me a secondary Water check. At that point, I needed a Stealth Rocks user and a solid Klinklang and birds check, so I added Steelix. which forms a really cool defensive core with Watervally and Venu. For my last slot, I decided to use NP Mismagius because it can help dealing with fatter teams and also is an offensive check to BDrum Zangoose that was a really hyped Poke at the moment.
echoes (Heliolisk) @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hyper Voice
- Focus Blast
- Thunderbolt

brain damage (Emboar) @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Superpower
- Wild Charge
- Earthquake

goodbye blue sky (Silvally-Water) @ Water Memory
Ability: RKS System
Shiny: Yes
EVs: 248 HP / 204 Def / 56 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Surf
- Parting Shot
- Toxic

high hopes (Venusaur) @ Black Sludge
Ability: Overgrow
EVs: 248 HP / 116 Def / 144 SpD
Calm Nature
IVs: 0 Atk
- Synthesis
- Giga Drain
- Sleep Powder
- Sludge Bomb

have a cigar (Steelix) @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Stealth Rock
- Earthquake
- Heavy Slam
- Curse

learning to fly (Mismagius) @ Ghostium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Dazzling Gleam
- Taunt

As I said, the team is pretty basic, but you can change some things to fit your own preference, like putting more or less speed on Watervally, changing the 4th move on Emboar, change Sleep Powder on Venu for something like Knock Off or use a more offensive spread on Steelix

I hope y'all enjoy the team :heart:

If I don't get lazy I might someday post some fun teams that I built
 
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#78


I basically threw some 'mons together; some I wanted to try, some I really like and some I hoped would glue the team together (So far it has worked nicely though).
Steelix as a rocker started to feel a bit passive to me, so I wanted to try SD Rhydon.
LO Venu was added to pressure slower cores even more (and because I've learned to both love and fear the set).
Looking for a Water-type as well as a setup sweeper I turned my head to Z-Celebrate Vaporeon as being able to set up on Slowbro or a forced-out rocker seemed really good to me.
Wanting an offensive Fighting-check I then added LO Sigilyph, one of my favourite mons in the meta due to a good mix of power, speed, coverage and the ability to switch moves without taking damage (Heliolisk, eat your heart out). So far I'd mostly run 3 attacks+Defog, but I really wanted Energy Ball this time around to nail stuff like the Dopeys, Palossand, Rhydon and Gastro.
I still wanted a Defogger; and Steelvally's Parting Shot alongside the immunity to Toxic as well as the ability to check Sneasel won it for me.
Finally I needed a scarfer to make up for the lack of speed on the team; and I wanted a Fighting-type to pressure Dark-types. Medicham seemed like a great inclusion.

As an offense team, you try to go into the mon you think will do the most damage to the opponent; and after punching a hole or two you can often go into Vape, Sigilyph or Medicham to clean. Silvally is by far the most passive member of the team, but the momentum gained by it is absolutely stunning.

Opinions/suggestions are very welcome!

Venusaur @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Sludge Bomb
- Leaf Storm
- Synthesis

Rhydon @ Eviolite
Ability: Rock Head
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Swords Dance

Vaporeon @ Normalium Z
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Celebrate
- Hydro Pump
- Ice Beam
- Shadow Ball

Medicham @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Thunder Punch
- Trick

Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Heat Wave
- Energy Ball
- Psychic

Silvally-Steel @ Steel Memory
Ability: RKS System
EVs: 252 HP / 240 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Parting Shot
- Defog
- Toxic
- Flamethrower
 
#79


I basically threw some 'mons together; some I wanted to try, some I really like and some I hoped would glue the team together (So far it has worked nicely though).
Steelix as a rocker started to feel a bit passive to me, so I wanted to try SD Rhydon.
LO Venu was added to pressure slower cores even more (and because I've learned to both love and fear the set).
Looking for a Water-type as well as a setup sweeper I turned my head to Z-Celebrate Vaporeon as being able to set up on Slowbro or a forced-out rocker seemed really good to me.
Wanting an offensive Fighting-check I then added LO Sigilyph, one of my favourite mons in the meta due to a good mix of power, speed, coverage and the ability to switch moves without taking damage (Heliolisk, eat your heart out). So far I'd mostly run 3 attacks+Defog, but I really wanted Energy Ball this time around to nail stuff like the Dopeys, Palossand, Rhydon and Gastro.
I still wanted a Defogger; and Steelvally's Parting Shot alongside the immunity to Toxic as well as the ability to check Sneasel won it for me.
Finally I needed a scarfer to make up for the lack of speed on the team; and I wanted a Fighting-type to pressure Dark-types. Medicham seemed like a great inclusion.

As an offense team, you try to go into the mon you think will do the most damage to the opponent; and after punching a hole or two you can often go into Vape, Sigilyph or Medicham to clean. Silvally is by far the most passive member of the team, but the momentum gained by it is absolutely stunning.

Opinions/suggestions are very welcome!

Venusaur @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Sludge Bomb
- Leaf Storm
- Synthesis

Rhydon @ Eviolite
Ability: Rock Head
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Swords Dance

Vaporeon @ Normalium Z
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Celebrate
- Hydro Pump
- Ice Beam
- Shadow Ball

Medicham @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Thunder Punch
- Trick

Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Heat Wave
- Energy Ball
- Psychic

Silvally-Steel @ Steel Memory
Ability: RKS System
EVs: 252 HP / 240 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Parting Shot
- Defog
- Toxic
- Flamethrower
It's overall pretty good, but maybe scarf doom would fit the bill better? As you could be a bit weak to taunt mismagius
 
#80
It's overall pretty good, but maybe scarf doom would fit the bill better? As you could be a bit weak to taunt mismagius
Interesting suggestion, but I think replacing Medicham with Scarfdoom leads to a world of problems.

Without Medicham the team is a lot weaker to defensive Normal-types (Type: Null and Audino), Magmortar (especially AV can be a problem) and Incineroar. Medicham at least revenges all of these mons bar Scarf Magmortar (which I have to outplay), Scarfdoom has to rely on Destiny Bond to do so (and that is very unreliable).
I don't think the better match-up against Mismagius (which is annoying but can be checked between Rhydon and Vaporeon and is still revenged by Medicham) makes up for these weaknesses.

I did consider running a Dark-type (Sneasel, Houndoom or Absol) over Sigilyph, but then the team is too weak against opposing Fighting-types (it already is slightly weak to some as is). Ultimately, I decided including a Dark-type would be more trouble than it's worth.
 

quziel

I simulate Pottery
is a Pre-Contributor
#81

Vikavolt @ Leftovers
Ability: Levitate
EVs: 252 HP / 172 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Bug Buzz
- Volt Switch
- Energy Ball
- Roost

Medicham @ Life Orb
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Thunder Punch
- Psycho Cut
- Bullet Punch

Steelix @ Life Orb
Ability: Sheer Force
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Earth Power
- Dark Pulse
- Stealth Rock

Houndoom @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Pursuit
- Dark Pulse
- Destiny Bond

Omastar @ Normalium Z
Ability: Weak Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shell Smash
- Surf
- Ice Beam
- Wring Out

Froslass @ Leftovers
Ability: Cursed Body
EVs: 200 HP / 16 Def / 40 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Will-O-Wisp
- Spikes
- Ice Beam


Built this after the last workshop sorta died around Medicham + Vikavolt. Features the fun as hell dual hazard core of Froslass + LO Lix which are a very reliable way to get up hazards vs essentially any team, as Xatu ain't beating either, and most defoggers are at the least pressure by Lix, or setup bait for the team. Early game revolves around basiclaly pivoting around to get free turns to fire off HJKs on medicham, hoping to get to the point where the team can clean with either Houndoom or Omastar. May need to explain the Froslass set a tad, as its a tad unorthodox (though credit to Rozes, as I shamelessly stole it from them), but basically protect means you can actually 1v1 Sneasel to the point where at the least you get it burned and one layer of spikes, and swapping out if it doesn't pursuit. Overall, fun enough HO, and shows off how you can abuse the Sneasel bait + sweeper that sets up on Sneasel archetype which is just so easy to build atm. Just uh, don't face Houndoom and you'll be fine.
 
#82
Wherever you are(C+)

To be explained after work.
Audino-Mega @ Audinite
Ability: Regenerator
EVs: 252 HP / 252 SpD
Calm Nature
IVs: 0 Atk
- Heal Bell
- Wish
- Protect
- Toxic

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 252 Def
Bold Nature
IVs: 0 Atk
- Strength Sap
- Aromatherapy
- Giga Drain
- Moonblast

Pyukumuku @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def
Bold Nature
IVs: 0 Atk
- Toxic
- Counter
- Soak
- Recover

Cryogonal @ Leftovers
Ability: Levitate
EVs: 252 HP / 208 SpD / 48 Spe
Calm Nature
IVs: 0 Atk
- Ice Beam
- Rapid Spin
- Recover
- Toxic

Palossand @ Passho Berry
Ability: Water Compaction
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Shore Up
- Shadow Ball
- Earth Power
- Stealth Rock

Type: Null @ Eviolite
Ability: Battle Armor
EVs: 252 HP / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Return
- Swords Dance

So it's just basic stall that doesn't really need any explanation. A few things though.
I chose palo as a rocker over lix because it's a medi check that does more than gourgeist usually would. Type Null is SD over toxic, to apply pressure to teams that have clerics, which can of course make playing stall a lot more difficult. And of course the "weird one" here is Vileplume, I wanted to utilize a not so popular mon on a stall team, toxic is everywhere in this meta, so being a cleric immune to toxic is amazing.
 
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#83

Hey y'all, been a while since I've actually posted in here, but I've finally been enjoying NU again and have been building with some new stuff lately. This team is a bulky offense build, built around NP Toxicroak. Most of the sets are somewhat standard but otherwise the team does have some pretty cool quirks. LO NP Croak functions as a my balance/wall breaker, with DPulse to remove Slowbro at +2. The nice part about Croak is that it does also double as a late game cleaner against offense with VWave. I chose Steelix as my rocker as it has pretty solid defensive synergy with Croak, while providing it with the necessary support to get the OHKOs and 2HKO's its gonna need at +2. Slowbro covers my Delphox and fighting weakness pretty well. I wanted to use Eject Button Bro as it not only helps me bring in Skunk safely on mons like Delphox, Xatu, etc but also allows me to bring in Vivillon safely on the many fighting types I'm going to be switching Bro into. I chose Skunk as my pursuit trapper, as it provided me with much needed hazard control, while providing me with a form of priority outside of Croak. Vivillon functions as my other late game cleaner, and provides support to Croak with its ability to get almost 100% accurate sleep. In the last slot I needed an Ice switch in, and AV Hariyama fit the bill near perfectly. It provided the team with even more priority, while also giving it a way of handling bulky steels outside of Slowbro and taking some pressure of Bro checking Fire types. Fake Out also gives me ways to chip Toxic'd Pokemon away for both Croak and Viv. Overall the team is pretty well rounded and doesn't have any incredibly large weakness, however it is quite weak to mons like Vivavolt and Guzzlord who I legitimately have 0 switch in's if they predict properly. Incinerorar and Heliolisk can also be somewhat problematic if you let Hariyama get weakened. The team is definitely a lot of fun and I highly recommend you give it a shot! Shoot me any feedback or suggestions if you have any ideas! See y'all next time!

Pastebin: http://pokepast.es/42ae85100fbcf22e
 
#84

Hey y'all, been a while since I've actually posted in here, but I've finally been enjoying NU again and have been building with some new stuff lately. This team is a bulky offense build, built around NP Toxicroak. Most of the sets are somewhat standard but otherwise the team does have some pretty cool quirks. LO NP Croak functions as a my balance/wall breaker, with DPulse to remove Slowbro at +2. The nice part about Croak is that it does also double as a late game cleaner against offense with VWave. I chose Steelix as my rocker as it has pretty solid defensive synergy with Croak, while providing it with the necessary support to get the OHKOs and 2HKO's its gonna need at +2. Slowbro covers my Delphox and fighting weakness pretty well. I wanted to use Eject Button Bro as it not only helps me bring in Skunk safely on mons like Delphox, Xatu, etc but also allows me to bring in Vivillon safely on the many fighting types I'm going to be switching Bro into. I chose Skunk as my pursuit trapper, as it provided me with much needed hazard control, while providing me with a form of priority outside of Croak. Vivillon functions as my other late game cleaner, and provides support to Croak with its ability to get almost 100% accurate sleep. In the last slot I needed an Ice switch in, and AV Hariyama fit the bill near perfectly. It provided the team with even more priority, while also giving it a way of handling bulky steels outside of Slowbro and taking some pressure of Bro checking Fire types. Fake Out also gives me ways to chip Toxic'd Pokemon away for both Croak and Viv. Overall the team is pretty well rounded and doesn't have any incredibly large weakness, however it is quite weak to mons like Vivavolt and Guzzlord who I legitimately have 0 switch in's if they predict properly. Incinerorar and Heliolisk can also be somewhat problematic if you let Hariyama get weakened. The team is definitely a lot of fun and I highly recommend you give it a shot! Shoot me any feedback or suggestions if you have any ideas! See y'all next time!

Pastebin: http://pokepast.es/42ae85100fbcf22e
Nice team but I think maybe a more spdef spread on your Lix would soften your issues with opposing vikavolt and Guzz. Also you made it brave nature when you don’t have gyro ball. Sounds minimal but you could speedtie bro and get a toxic off.
 
#85

Hey y'all, been a while since I've actually posted in here, but I've finally been enjoying NU again and have been building with some new stuff lately. This team is a bulky offense build, built around NP Toxicroak. Most of the sets are somewhat standard but otherwise the team does have some pretty cool quirks. LO NP Croak functions as a my balance/wall breaker, with DPulse to remove Slowbro at +2. The nice part about Croak is that it does also double as a late game cleaner against offense with VWave. I chose Steelix as my rocker as it has pretty solid defensive synergy with Croak, while providing it with the necessary support to get the OHKOs and 2HKO's its gonna need at +2. Slowbro covers my Delphox and fighting weakness pretty well. I wanted to use Eject Button Bro as it not only helps me bring in Skunk safely on mons like Delphox, Xatu, etc but also allows me to bring in Vivillon safely on the many fighting types I'm going to be switching Bro into. I chose Skunk as my pursuit trapper, as it provided me with much needed hazard control, while providing me with a form of priority outside of Croak. Vivillon functions as my other late game cleaner, and provides support to Croak with its ability to get almost 100% accurate sleep. In the last slot I needed an Ice switch in, and AV Hariyama fit the bill near perfectly. It provided the team with even more priority, while also giving it a way of handling bulky steels outside of Slowbro and taking some pressure of Bro checking Fire types. Fake Out also gives me ways to chip Toxic'd Pokemon away for both Croak and Viv. Overall the team is pretty well rounded and doesn't have any incredibly large weakness, however it is quite weak to mons like Vivavolt and Guzzlord who I legitimately have 0 switch in's if they predict properly. Incinerorar and Heliolisk can also be somewhat problematic if you let Hariyama get weakened. The team is definitely a lot of fun and I highly recommend you give it a shot! Shoot me any feedback or suggestions if you have any ideas! See y'all next time!

Pastebin: http://pokepast.es/42ae85100fbcf22e
Nice but there's absolutely 0 reason to run dark pulse over shadow ball. Shadow ball hits everything dark pulse does + it isn't affected by those pesky colbur berries. And of course not hitting normal types isn't an issue for obv reasons.

Oh and maybe replace vivillion with a scarfer or something that outspeeds heliolisk, or something that outspeeds/deals with whimsicott, as Hariyama is just a soft check to list and Skunktank is only a soft check to whimsicott. I think scarf doom would fit fine there, and it has synergy with croak.
 
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quziel

I simulate Pottery
is a Pre-Contributor
#86


Silvally-Dragon @ Dragon Memory
Ability: RKS System
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Parting Shot
- Flamethrower
- Defog

Venusaur @ Choice Specs
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Leaf Storm
- Giga Drain
- Hidden Power [Fire] / Hidden Power [Ground]

Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 148 Atk / 108 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Earthquake
- Stealth Rock
- Curse

Aromatisse @ Fairium Z
Ability: Aroma Veil
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Nasty Plot
- Trick Room

Houndoom @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Dark Pulse
- Destiny Bond
- Pursuit

Hariyama @ Leftovers
Ability: Thick Fat
8 HP / 136 Atk / 116 Def / 208 SpD / 40 Spe
Adamant Nature
- Close Combat
- Earthquake
- Knock Off
- Toxic


Really fun team I've been using recently. Basically, every single one of Aroma's answers is trivially chipped by Venusaur to the point that you barely have to try to get an enemy chipped down to 0 HP. Main issue is 1) your gameplan vs stall is hope you outplay with Venu / keep up rocks with Curselix, and 2) You gotta choose between beating Ferroseed and beating Togedemaru with Venusaur. Aside from that, suppose I should go over the general team structure: Silvally Dragon is here because I think its sorta fun to use, though its really fucking bad, and legit is too weak to do basically anything. The meat of the team is obviously the core of Venu + Aroma, where you legit just spam the strongest move you can afford to with Venu until it dies, or the opponent sacks something. Aroma should generally be brought into something passive enough that it can afford to NP + TR, but that isn't always possible. Lix is standard lix: it gives a reliable answer to enemy Sneasel so you legit don't have to go Aroma every time it comes in, and means you don't get Braviary'd on. Houndoom is here to remove Delphox so you don't have to play those dumb Z-Moonblast games with it, and Yama rounds off the team with a solid way to annoy Incineroar to death, and will generally always manage to Toxic Bro, while also beating Houndoom. Set and spread go to shiloh.

Issues with the team:
1) Your gameplan vs stall is hope you outplay with Venu / keep up rocks with Curselix
2) You gotta choose between beating Ferroseed and beating Togedemaru with Venusaur
3) Slowbro is annoying as you don't have a hard switchin, and instead have to outplay with Venu and Dragonvally
4) You don't necessarily have an easy way to switch into lix, as something on the team is losing a meaningful amount of HP/ Getting Chipped
5) Golbat is annoying

Suggested Fixes:
1) Replacement Defogger over Silvally-Dragon: preferably something with a usable speed stat that can match up positively vs Slowbro and Grass types (so probably Cryogonal)
2) Find a way to force Sneasel to Click Knock Off or Pursuit so Aroma can get free setup.
 
#87
quizel: What about Sigilyph as your defogger?

Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Heat Wave
- Energy Ball
- Defog

Pressures stall (especially Ferroseed), Energy Ball deals 66-78% to standard Bro, Air Slash demolishes Grass-types aside from maybe Whimsicott and Aroma can set up on Sneasel should it Pursuit Sigi.
 
#88
The dimensions were twisted!


Steal Squad Here

Some basic TR for you. I wanted to build around OTR Aroma since it got NP in USUM. Vika, Crab, and Yama are the abusers, and Aroma, King, and Uxie are the setters. (The former two can also set up NP and start abusing TR). The reason I have Adamant > Brave and 31 Speed IVs on Hariyama is because A. Yama's speed stat with it is perfectly fine in TR, and B. the extra speed outside of TR helps in matchups vs mons like incine. (btw guts yama has like 3 switchins in the entire tier)

The game plan is usually to set up TR with Uxie, and then once it dies, go into an abuser and then start melting mons.
Also, I originally used an Exeggutor with Dragonium Z and TR/Draco/Giga Drain/Flamethrower but that's been straight ass for me so Aroma made it in the squad instead. Uxie's last moveslot is up to personal preference, yet Slowking NEEDS Colbur to survive vs all the darks running around like doomer and incine.

So, enjoy! And may the dimensions forever twist in your favor!

UPDATE: After the shifts I replaced Crabominable with Camerupt-Mega. New team here.
 
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#89
hi I am here to give u latest insight of the (now) dangerous dungeon of neverused.


https://pokepast.es/5b3dd3b16f6ea8cd
took inspiration from a dibs team i got earlier today, kinda just wanted to roll w an offensive miltank, cuz spdef even if it sounds useable, actually still gets raped by megarupt and im generally convinced that with such mons (also like vikavolt, and fellow mega aboma, etc) u gotta offensively pressure them which is why i kinda played around w a miltank set that does the job. in times of emergency u can switch in once if ur at full and rocks are up and live and ep, then toxic back, if ur in and oppo tries to switch in or w/e u zDE or pup into zDE depending on the situation
speed for adacham and ice cream (to again, offensively pressure it), the rest is, i think, p self explanatory, the sprit kinda was the first idea i had to pair w megasnow , oh yeah and the speed is for like 12 speed slowkings, idk im paranoid


https://pokepast.es/d186417491853fbd
naturally, one of the first things we all thought off today was, ok what are we doing w/ sand and about sand, and i kinda just took a p classic approach w spikes support and some defensive backbone cuz i cant use offense for shit so like theres that, the team hasnt seen much practice and is probably p average to bad but what im trying to do w this post is encourage u guys to try post drop meta before we ban everything :]

enjoy
 

Marches

Banned deucer.
#90
Yo! So this meta is gonna change a lot and as such imma post some of my favourite teams before the shifts


Vanilluxe @ Choice Specs
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Blizzard
- Freeze-Dry
- Flash Cannon
- Sleep Talk



Incineroar @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Knock Off
- Flare Blitz
- U-turn
- Fake Out



Slowbro @ Waterium Z
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Toxic
- Scald
- Psyshock
- Slack Off



Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- U-turn
- Defog
- Psychic
- Grass Knot



Steelix @ Aguav Berry
Ability: Sturdy
EVs: 244 HP / 12 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Earthquake
- Curse



Whimsicott @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Energy Ball
- Psychic
- U-turn


I used this team to qualify for nult and apart from like 3 rng losses it would’ve gone undefeated. Really easy to use pivot balance that takes advantage of one of the best wall breakers in the tier. On paper the stall matchup looks eh but I’ve never personally had an issue tho you could tweak sets to rememdy this if you chose


Swirlix @ Focus Sash
Ability: Unburden
EVs: 252 Spe
Hasty Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Yawn
- Sticky Web
- Endeavor
- Magic Coat



Malamar @ Iapapa Berry
Ability: Contrary
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Superpower
- Knock Off
- Psycho Cut
- Substitute



Delphox @ Colbur Berry
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Fire Blast
- Psychic
- Grass Knot



Venusaur @ Normalium Z
Ability: Chlorophyll
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Celebrate
- Sludge Bomb
- Giga Drain
- Growth



Omastar @ Focus Sash
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Surf
- Shell Smash



Mismagius @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Dazzling Gleam
- Taunt

I gave this to a bunch of friends for random team tours and nu stuff, frania also used this to qual for his run. Really autopilot webs. Omastar is really good at baiting out and pressuring a lot of the things that give swirlix trouble in getting webs up such as xatu (if you lead with it they usually assume you’re hazards if not you can freely spike and rocks up). Only matchup I really had trouble with this team was Defog whims but I don’t think many people use that :s



Blastoise @ Choice Specs
Ability: Torrent
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Water Spout
- Aura Sphere
- Hydro Pump
- Ice Beam



Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- U-turn
- Roost
- Psychic
- Grass Knot



Piloswine @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Stealth Rock
- Earthquake
- Ice Shard
- Icicle Crash



Incineroar @ Iapapa Berry
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Flare Blitz
- Swords Dance
- Darkest Lariat
- Taunt



Rotom @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Shadow Ball
- Defog



Venusaur @ Normalium Z
Ability: Chlorophyll
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Growth
- Celebrate
- Sludge Bomb


This team was just meant to be a counterteam to stall for frania since his opponent was a big fan of it, and it ended up winning that match. Later on I found that I really enjoy using this team! One matchup that’s slightly annoying is z cele venusaur but like everything pressures it or brings it low, rotom can revenge when low enough, incineroar can take a sludge at even after rocks.



Palossand @ Colbur Berry
Ability: Water Compaction
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Shore Up
- Shadow Ball
- Earth Power



Whimsicott @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Giga Drain
- Psychic
- Encore



Silvally-Steel @ Steel Memory
Ability: RKS System
EVs: 192 HP / 4 Def / 252 SpD / 60 Spe
Calm Nature
- Flash Cannon
- Flamethrower
- Parting Shot
- Defog



Omastar @ Waterium Z
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Shell Smash
- Earth Power



Incineroar @ Iapapa Berry
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Knock Off
- Flare Blitz
- Taunt
- Fake Out



Drampa @ Choice Specs
Ability: Sap Sipper
EVs: 136 HP / 252 SpA / 120 Spe
Modest Nature
- Draco Meteor
- Hyper Voice
- Surf
- Fire Blast
I don’t remember exactly what I was aiming to do with this squad but fsr it works so lol

Maybe some use can be made out of these idk but here’s to all the new broken shit we have!
 
#91
Sand Doggy Bulky Offense aka Zoinks Scoob
import: http://pokepast.es/6c3f49a4f9dd298a

First off, this team is just really fun to play. But also pretty good. A bit slow and maybe a bit Heliolisk weak.

First the new drop in Gigalith which is of course mandatory in this style of team (sorry Hippopotas). Standard spread max spdef to be fire/ice resist, smooth rock for more broken sand turns, Toxic for bro and stuff, and EQ is round off the coverage. However I often have to rely on this as my Sneasel check which takes a shitton from knock n crash as well as my Incineroar check.

Xatu covers Gigalith's weaknesses in more ways than none. Steelix would otherwise get free rocks against this squad and pound this team otherwise but Xatu also provides much needed pivot in U-turn to get the breakers and Gigalith in easily as well as hazard control option that isnt terrible or type stacks. For this Xatu I wanted specifically it to be Night Shade-Protect bc I didn't want Sneasel to just nab one and rock up with Steelix and it will always give to upper hand in SR mindgames as well as Z-crystal exploiting. I don't run any speed on my Xatu in fact I take off 1 spe IV to get the slower u-turn against opposing Xatu because it doesn't really offensively check anything notable with speed with just night shade.

Ferroseed rounds off well with Gigalith and Stoutland as well providing offensive pressure in spikes for Stoutland to come and sweep and a much needed water resist as well as hard Venusaur check for the team. Also makes for an excellent protect spam core with the aforementioned Xatu so often times you'll have the edge in the hazard war. 52 EVs in defense allow you to take 2 banded crunches from Bruxish after rocks as well as take on Klinklang a little bit better. Gyro Ball is kind of needed over smth like bullet seed cause you need some move that actually does damage to z-celebrate venu as well as Whimsicott in order to check it.

Band Stoutland is the only real Stoutland because LO wears it down incredibly fast and gives it the much needed extra muscle. I personally think Crunch is rather extra bc ghosts aren't really "in" right now instead I've been more bothered by switching Stoutland into status and other gooch and Facade has been a lifesaver for the games I have been statused as I heavily rely on it as my physical breaker. Other than that, pretty standard and imo pursuit is mandatory in this squad bc AV Slowking is a major issue for the rest of the squad and getting it out early game spells out sucess.

Aromatisse is a bit of a tech as I didn't want Sneasel/Fightings to just keep clicking knock and expecting some form of momentum but I also wanted some degree of speed control. Enter Aromatisse with a pretty standard TR set which I chose psychic as my secondary coverage as HP fire is just not that useful bc I can beat ferroseed p easily with this team and HP ground hits like Delphox but that's checked p well by Gigalith already and takes a quintillion vs +2 Z-Moonblast. It's p surprising how this little puffball manages to sweep so easily lategame at times with this team with all these hazards and sand damage stacking up and pairs well with Mega Camel if it happens to die during TR turns.

Mega Camel is the GOAT except not really it's a camel xd but it destroys any bulky mon that might wanna take on Stoutland like Lix or Bro while being a solid counter to volt switch spam by Rotom-N. 164 Speed is enough to outrun Rhydon in mega form but it's really just to speedcreep out Lixes and Bros who tryna square up but certainly feel free to dump less if you'd like. Fire Blast and Earth Power are staples but the rest of Camel's moveset is kind of headass. I am a strong believer though in Substitute as you constantly force switches and gives you a blanket versus Altaria from toxicing you. I believe Yawn is honestly the best option for the last slot cause Yawn works with sub, it forces the opponent to either sack their check to sleep or take a large chunk from Camel's stabs. If you ain't real and don't wanna settle for the yawn life, Sandstorm(!heat alert) is also a tech I've used that can be a last ditch effort if Stoutland is around, Toxic if Miltank and Jellicent start becoming mons again, Flamethrower if you're not about missing, and Roar is alright at doing what Yawn does except not really.
 
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#92
Comfey @ Life Orb
Ability: Triage
EVs: 252 HP / 252 SpA
Modest Nature
- Draining Kiss
- Calm Mind
- Giga Drain
- U-turn

Bruxish @ Life Orb
Ability: Strong Jaw
EVs: 252 Atk / 252 Spe
Jolly Nature
- Aqua Jet
- Crunch
- Swords Dance
- Psychic Fangs

Houndoom @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 252 Spe
Hasty Nature
- Pursuit
- Fire Blast
- Dark Pulse
- Destiny Bond

Palossand @ Leftovers
Ability: Water Compaction
EVs: 252 HP / 252 Def
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Shadow Ball
- Shore Up

Cryogonal @ Leftovers
Ability: Levitate
EVs: 252 HP / 208 SpD / 48 Spe
Calm Nature
IVs: 0 Atk
- Flash Cannon
- Recover
- Defog
- Ice Beam

Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Surf
- Hyper Voice
- Focus Blast

Not much of an explanation here, pretty self explanatory. Bruxish sets up on things that come in on Houndoom, Comfey sets up on things that deal with Bruxish, Cryogonal is the special switch in, I like Palo here because although rhydon and steelix usually win vs diancie they take considerable damage first from EP and can't recover it, Heliolisk was just slapped on there for more speed
 
#94
When I saw the new drops, I knew I immediately that I wanted to build sand, so here's my most successful build so far.
Sand HO

Gigalith @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stone Edge
- Explosion
- Superpower
- Stealth Rock

Sandslash @ Groundium Z
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Knock Off
- Stone Edge
- Swords Dance

Stoutland @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Pursuit
- Superpower
- Crunch

Vikavolt @ Choice Specs
Ability: Levitate
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Bug Buzz
- Volt Switch
- Energy Ball

Froslass @ Focus Sash
Ability: Cursed Body
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Spikes
- Taunt
- Destiny Bond

Mesprit @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- U-turn
- Hidden Power [Ground]
- Healing Wish


So first off you have your sand setter in Gigalith which is necessary on these kinds of teams. The set is a bit more unique though as I wanted it to provide more offensive pressure with boom, because a more defensive set might save been too passive for a HO teams such as this one. Superpower over Earthquake is because of a possible magnet rise Klinklang since otherwise Gigalith is setup bait in that situation. It is also my rocks setter and my fire check, so keeping it healthy can be important in some games. Usually though, it comes in to set up sand and then booms when my sand abusers can win the game. Next is Stoutland, who is also a necessary part of the sand strategy. I'm just using the standard banded set here, nothing much to say about it other than it can be very dangerous and can win you some games almost on it's own. Next is Sandslash, who is my second sand abuser and setup sweeper. The moveset is pretty simple, though i'm forgoing spin since I don't know how necessary that would be in this team and edge+knock provides almost perfect coverage to hit everything in the tier. With an SD up, Sandslash can be very scary for many teams and even without SD, it can still revenge kill a good amount of things. Next comes Froslass, who is this teams lead. The set is pretty simple, just lead and set up spikes or taunt/ice beam in certain cases along with having destiny bond for extra pressure. Froslass consistently sets up at least 1 spike if not more and also prevents other hazards as well which is one of the reasons I don't have spin with Sandslash. The next member is Vikavolt, who is my wallbreaker. I'm using the standard specs set, since I want the most power possible. Vikavolts job is mainly to pressure Slowbro balances as the rest of my team can't switch in to a scald very well, so Vikavolt can come in and start breaking the opposing team. It also functions as a Klinklang check and Fighting check for the team, though it is not the most reliable is those roles. The final member is scarf mesprit, who just provides more speed outside of sand and has healing wish. Set is pretty simple again, though i'm using hp ground since it's just my preferred choice to hit lix and toge, especially with vika on the team. U-turn is also nice for creating a little volt-turn core with vika, so that you can get your sand abusers in easier. Healing wish is a very nice tool for this team, as it can heal up a weakened Vikavolt or even a Gigalith if I need a healthy fire check. So yeah, the team is pretty simple to use overall, just lead with lass and weaken things until one of the sand abusers can win the game. Team does kinda get shit on by vani and aboma though you can weaken them with rocks+ spikes and most of the team out speeds aboma anyway but they are still pretty annoying to deal with. This team also weak to things like Klinklang which basically wins after Vikavolt is weakened a bit though you can prevent Klinklang setting up with most of your mons. You can probably make a couple changes to this team but this has worked for me so far so I guess it's ok.
 
#95
Buncha Pansies


Haven't posted here in a minute but, drops have me excited about NU again, so here's a fun Weather Ball Venusaur team I've been testing for a few days. Weather Ball Venusaur wasn't my own original idea but I feel like this team utilizes it decently well, so lets start off with star of the show. Venusaur's set is pretty self explanitory, Giga + Sludge Bomb because recovery and Leaf Storm + WB is illegal. Sleep Powder is there to put walls, Incin, etc in a merciful position vs Venusaur. Lastly Weather Ball is there to do solid damage to Golbats/Ferroseeds (namely the former) when hail is up to aid Croagunk in sweeping after an SD. Vanilluxe is running a pretty standard scarf set with Explosion over Hidden Power Ground to make revenge killing certain threats easier since the team has alot to keep the rare Togedamaru from pestering the Ice Cream. Croagunk comes in at third as this teams wincon/potential breaker. Running the standard SD Poisinium set so not much to talk about here. Picked Diancie as my rocker since with a mixed defensive set it can take on alot of threats the offensive mons struggle with (Braviary, Incineroar, Stoutland, Sneasel, Delphox) while also providing the team with Heal Bell. Wanted to run a Dragon, Fairy, Steel core so I added Vibrava as my Defogger since it takes on rockers that give Diancie trouble (Steelix, M Camel, etc) while also keeping up momentum with U-Turn. The final memeber of the team took a while to choose but I settled on Toxic>Spikes Ferroseed as the team appreciated a solid Slowbro/Bruxish/Klang check and I didn't want to try and spikes stack just to have to defog them away later on in the game.

Chickweed (Venusaur) @ Black Sludge
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Weather Ball
- Sleep Powder

Jasper (Vanilluxe) @ Choice Scarf
Ability: Snow Warning
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Blizzard
- Freeze-Dry
- Flash Cannon
- Explosion

Vocal Sac (Toxicroak) @ Poisonium Z
Ability: Anticipation
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gunk Shot
- Drain Punch
- Sucker Punch
- Swords Dance

Steinmetz (Diancie) @ Leftovers
Ability: Clear Body
EVs: 252 HP / 176 Def / 80 SpD
Bold Nature
- Diamond Storm
- Moonblast
- Heal Bell
- Stealth Rock

Mandibles` (Vibrava) @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Earth Power
- U-turn
- Defog
- Roost

Move! (Ferroseed) @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Toxic
- Leech Seed
- Protect
- Gyro Ball

The team is susceptible to change as it hasn't been completely fleshed out. Running a Timid nature or more bulk on Venusaur isn't a bad idea but it'll make it a bit weaker, Vanilluxe can run a Rash/Modest Nature for power, etc
 
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