I have not done one of these nor have I been around for a while, but it would be nice to get some feedback on a team I've been using to ladder in NU Beta. It is nothing special but I enjoy using it a lot and would just like some thoughts on it:
Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Aromatherapy
- Moonlight
- Sludge Bomb
- Giga Drain
Camerupt @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Earth Power
- Lava Plume
- Roar
- Stealth Rock
Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Wish
- Protect
- Toxic
- Return
Seismitoad @ Leftovers
Ability: Water Absorb
Shiny: Yes
EVs: 252 HP / 4 SAtk / 252 Def
Relaxed Nature
- Knock Off
- Toxic / Grass Knot
- Scald
- Earth Power
Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SAtk / 252 Spd
Lonely Nature
- Knock Off
- Seed Bomb
- Sucker Punch
- Swords Dance
Sigilyph @ Choice Scarf
Ability: Magic Guard
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Trick
- Air Slash
- Psychic
- Energy Ball / Heat Wave
Sigilyph Description:
Usually I would lead with Sigilyph. Its 97 speed with a scarf and Timid Nature allows me to outspeed most scarfed pokes in the tier. Despite not hitting hard, most do not expect the scarf on it. It can definitely come in handy for revenge killing other scarfers or faster non-scarfed mons in NU. Trick being a huge help as well for switch ins or lead walls to wall Sigilyph , obtaining the choice scarf to even cripple it during game to not be as threatening and a less effective wall. Dual STAB is great coverage in a meta containing loads of threatening fighting types, and the last slot usually consist of Heat Wave, for incoming Steel threats (Magneton or Klinklang) for super effective damage, or Energy Ball for coverage on Seismitoad or other pokes, such as being able to outspeed Shell Smash Gorebyss,Omayster,Huntail, and Barbaricle and take it out with Energy Ball, or safety switch in after sacking a mon to then attack after.
Shiftry Description:
In some situations, when Sigilyph goes for Trick and locks a poke into a move thanks to Choice Scarf, the move usually tends to be hazards or a non damaging attack that can aid the team. Giving full advantage to allow Shiftry to let on coming pokes get their item knocked off, or set up a Swords Dance on the switch and take advantage of Sucker Punch for faster mons and knock off to get off a lot of damage and take away the items of the opponent's pokes.
Vileplume Description :
Its dual STAB and ability to be a stable wall with recovery in the form of Moonlight make this mon great to have around with offensive threats such as Feraligatr and Shiftry. Taking hits and being able to deal a lot with a base SAtk stat of 110. Aromatherapy is always handy to have for status healing, and Effect Spore can always play its part when hit with physical moves, leaving a chance for Para, Psn, or Sleep.
Camerupt Description :
With being able to get up rocks, Camerupt could also roar. If the opponent switches out to bring in something that can threaten Camerupt, Roar could phase that mon out and take advantage to set up rocks right after. Roar also comes into great play with Sub-Set-Ups(Mainly being CM/Nasty Plot Mismagius and Gear Shift Klinklang). The ground typing is good to prevent Volt Switching, and STAB coverage for Steel types that Vileplume lacks to hit.
Audino Description :
Able to recover the team as well as recover itself with wish, health can be distributed throughout the team. Regen also allows for Audino to switch often and pass wishes with not as much issue with regen giving some health back. It is mainly used for Wish support and its Regen, but I felt like toxic would be good to have on Audino for incoming ghost types or anything really to rack damage on the opponent. Return is for Audino to attack when in need in case of taunt.
Seismitoad Description :
Depending on what you run, Assault vest on Seismitoad could be an option to, if you run Grass Knot, considering Audino is able to pass wishes. Water absorb gives advantage to Camerupts usage with Water moves being 4x super effective on Camerupt. Knock off is always good to have if an incoming threat is coming in on Seismitoad, and Dual STAB is effective. Grass knot could be for Feraligatr or opposing Seismitoad if needed , Toxic though could help with other walls after a knock off to break down walls.
Conclusion and Other points:
Playing with this team quite often lead me to discover that certain threats can easily pop up and hurt. One being Sneasel. The STAB can easily wither my team and with an SD , it is pretty much GG at that point unless Camerupt could take a plus 2 knock off. Usually I don't find there to be many more threats or things to be aware of, other than the fact that I don't have a spinner/defog user. With the edition to SR Spikes and Tspikes, Sticky Web can be quite a game changer. My main reason as to why I don't carry one though is due to my lack of Super effective damage from the rock type ( Well Magic Guard makes the SR damage not occur) and taking away a spinner for a Wish passer in its place since I saw it to be much more effective and useful for the rest of my team, being Camerupt and Seismitoad since both are walls, yet do not have self recovery, only in the form of Lefties. But looking at it, Ice types can be problematic. Any advice, suggestions or anything really would help me out, and if you enjoy the team, try it out.
Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Aromatherapy
- Moonlight
- Sludge Bomb
- Giga Drain
Camerupt @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Earth Power
- Lava Plume
- Roar
- Stealth Rock
Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Wish
- Protect
- Toxic
- Return
Seismitoad @ Leftovers
Ability: Water Absorb
Shiny: Yes
EVs: 252 HP / 4 SAtk / 252 Def
Relaxed Nature
- Knock Off
- Toxic / Grass Knot
- Scald
- Earth Power
Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SAtk / 252 Spd
Lonely Nature
- Knock Off
- Seed Bomb
- Sucker Punch
- Swords Dance
Sigilyph @ Choice Scarf
Ability: Magic Guard
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Trick
- Air Slash
- Psychic
- Energy Ball / Heat Wave
Sigilyph Description:
Usually I would lead with Sigilyph. Its 97 speed with a scarf and Timid Nature allows me to outspeed most scarfed pokes in the tier. Despite not hitting hard, most do not expect the scarf on it. It can definitely come in handy for revenge killing other scarfers or faster non-scarfed mons in NU. Trick being a huge help as well for switch ins or lead walls to wall Sigilyph , obtaining the choice scarf to even cripple it during game to not be as threatening and a less effective wall. Dual STAB is great coverage in a meta containing loads of threatening fighting types, and the last slot usually consist of Heat Wave, for incoming Steel threats (Magneton or Klinklang) for super effective damage, or Energy Ball for coverage on Seismitoad or other pokes, such as being able to outspeed Shell Smash Gorebyss,Omayster,Huntail, and Barbaricle and take it out with Energy Ball, or safety switch in after sacking a mon to then attack after.
Shiftry Description:
In some situations, when Sigilyph goes for Trick and locks a poke into a move thanks to Choice Scarf, the move usually tends to be hazards or a non damaging attack that can aid the team. Giving full advantage to allow Shiftry to let on coming pokes get their item knocked off, or set up a Swords Dance on the switch and take advantage of Sucker Punch for faster mons and knock off to get off a lot of damage and take away the items of the opponent's pokes.
Vileplume Description :
Its dual STAB and ability to be a stable wall with recovery in the form of Moonlight make this mon great to have around with offensive threats such as Feraligatr and Shiftry. Taking hits and being able to deal a lot with a base SAtk stat of 110. Aromatherapy is always handy to have for status healing, and Effect Spore can always play its part when hit with physical moves, leaving a chance for Para, Psn, or Sleep.
Camerupt Description :
With being able to get up rocks, Camerupt could also roar. If the opponent switches out to bring in something that can threaten Camerupt, Roar could phase that mon out and take advantage to set up rocks right after. Roar also comes into great play with Sub-Set-Ups(Mainly being CM/Nasty Plot Mismagius and Gear Shift Klinklang). The ground typing is good to prevent Volt Switching, and STAB coverage for Steel types that Vileplume lacks to hit.
Audino Description :
Able to recover the team as well as recover itself with wish, health can be distributed throughout the team. Regen also allows for Audino to switch often and pass wishes with not as much issue with regen giving some health back. It is mainly used for Wish support and its Regen, but I felt like toxic would be good to have on Audino for incoming ghost types or anything really to rack damage on the opponent. Return is for Audino to attack when in need in case of taunt.
Seismitoad Description :
Depending on what you run, Assault vest on Seismitoad could be an option to, if you run Grass Knot, considering Audino is able to pass wishes. Water absorb gives advantage to Camerupts usage with Water moves being 4x super effective on Camerupt. Knock off is always good to have if an incoming threat is coming in on Seismitoad, and Dual STAB is effective. Grass knot could be for Feraligatr or opposing Seismitoad if needed , Toxic though could help with other walls after a knock off to break down walls.
Conclusion and Other points:
Playing with this team quite often lead me to discover that certain threats can easily pop up and hurt. One being Sneasel. The STAB can easily wither my team and with an SD , it is pretty much GG at that point unless Camerupt could take a plus 2 knock off. Usually I don't find there to be many more threats or things to be aware of, other than the fact that I don't have a spinner/defog user. With the edition to SR Spikes and Tspikes, Sticky Web can be quite a game changer. My main reason as to why I don't carry one though is due to my lack of Super effective damage from the rock type ( Well Magic Guard makes the SR damage not occur) and taking away a spinner for a Wish passer in its place since I saw it to be much more effective and useful for the rest of my team, being Camerupt and Seismitoad since both are walls, yet do not have self recovery, only in the form of Lefties. But looking at it, Ice types can be problematic. Any advice, suggestions or anything really would help me out, and if you enjoy the team, try it out.
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