NU- Not for the Faint-Hearted

The NU tier is certainly not for those with weak hearts or breathing difficulties, the myriad of possible sets themselves are enough to induce a coma and the 150 Pokemon excluding NFEs possess all the likelihood of a stroke. Unlike the rest of the tiers, NU actually requires creativity *gasp* and much more thought processing than it may seem. Before treading these dark and perilous waters, manage all your debts and take out some life insurance. A joke, hardly.

Team Building Process

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Magmortar is an offensive powerhouse, capable of mustling through every wall in the never-used tier with ample prediction. As a team focus, all the other members will complement it in a way; directly or indirectly.

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Every team needs synergy and mine is no exception. The combination of Quagsire and Vileplume, aside from achieving the infamous FWG core with Magmortar, is capable of stopping both choiced and set-up sweepers alike. Fundamentally, all the special attacks go to Vileplume and the physical go to Quagsire. Vileplume was selected for its excellent bulk and myriad support moves which were supplemented by its great special attack. Quagsire was selected for its sole trait of stopping relicanth in its tracks, who, apparently is a very potent sweeper in this tier *gasps again*.

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Quagsire’s defenses and support capabilities are limited, I needed another Pokemon to take the Brave birds and double edge’s from powerful sweepers such as Dodrio and Tauros. Rhydon’s defenses and destructive 130 base Atk wreaks havoc while simultaneously patching up multiple weaknesses. IMO, the most reliable SR user for an offensively based team.

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Looking back, two obvious weaknesses struck me, the first to psychic and the second to ground. After searching the NU tier to no avail for a pokemon that resisted both these type match-ups, I averted my gaze to the NFE tier and voila, I found Murkrow. Despite its poor defenses and sub-par attacking stats, it serves as my principle wall-breaker and lategame clean-upperer* (if such a term exists). With the inherent weaknesses of my team, Murkrow should find it relatively easy to to switch in on one of its immunities.

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With the majority of my team construction completed, I began formulating a lead. I wanted something capable of setting up entry hazards while also stopping the opponent from setting up theirs. I decided on Qwilfish at first, but pokelab denied access to the puffer fish even though smogon deemed it as NU. Glalie was the next best thing, with its access to spikes, taunt and a powerful Explosion while also bolstering decent speed.
The Team at a Glance
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NB:
Before we proceed further, I would just like to address a couple of questions that will undoubtably be dwelling in the recesses of your mind. You will notice I have a huge SR weakness (which NU team doesn’t), yet I don’t pack a spinner. However, with the constant pressure from the rest of my team, the opponent ‘should’ not get an opportunity to set up SR. Also, I chose not to run a rapid spinner, because they completely screw my momentum and frankly, all the NU spinners suck. Finally, even with spikes and SR on my team, I decided against a spinblocker as none of the ghosts fulfill the bulky offense stereotype for my team, excluding Drifblim. Furthermore, finding a slot for a ghost is indeed a daunting task as they offer no particular resistances and addition to synergy. Having said all that, onwards!
The Lead
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Glalie @ Focus Sash
Ability: Inner Focus
Nature: Jolly
EVs: 4HP. 252Atk. 252Spe
Moveset:
1. Taunt
2. Spikes
3. Explosion
4. Ice Shard

Glalie’s main purpose is to stop the opponent from getting up their entry hazards, as long as the opposing lead is incapacitated, Glalie can freely set up a layer of spikes, then explode for hopefully an OHKO. The EVs maximize speed for the up on the rockers and the Atk EVs give explosion that extra kick. Simple, yet effective.

The Tanks
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Vileplume @ Leftovers
Ability: Chlorophyll
Nature: Calm
EVs: 204HP. 148SpA. 156SpD
Moveset:
1. Sleep Powder
2. Energy Ball
3. Sludge bomb
4. Synthesis

If Blissey was the premier special wall of OU and Chansey was the premier wall of UU, then following that same logic, the special buffer of the NU tier should be… Happiny. No, I’m just kidding, I apologise to those who believed me for a second. Vileplume’s purpose is to tank hits from the specially offensive spectrum, while also dishing out heavy damage from its dual STABs, energy ball and sludge bomb. Vileplume and Quagsire have great synergy, with each stopping sweepers the other can’t handle. The EVs were originally 252 SpD with a Calm nature, but I realized that after sleep clause activation, Vileplume’s threat status was diminished substantially, so I made the decision of moving all the SpD EVs into special attack, to make Vileplume more of a threat.
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Quagsire @ Leftovers
Ability: Water Absorb
Nature: Impish
EVs: 252HP. 252Def. 4Atk
Moveset:
1. Earthquake
2. Stone Edge
3. Recover
4. Encore

When I first decided on using Quagsire, its main purpose was to simply stop RP Relicanth from destroying my team. However its support options have since then increased to the point of countering DDnite in the few times I used this team in OU for entertainment sake. The EVs max out defense as Quagsire needs it to tank specific hits easier. Earthquake and Stone edge provide perfect coverage while maintaining solid damage. Encore destroys set-up sweepers who try to set-up freely on Quagsire.

The Mark
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Magmortar @ Choice Scarf
Ability: Flame Body
Nature: Modest
EVs: 252spA. 252Spe. 4Def
Moveset:
1. Fire Blast
2. Thunderbolt
3. Hidden Power {Grass}
4. Focus Blast

The team focus, to think that a sweeper exists in NU with a whopping 125 spA, great speed couple with decent defenses is truly astonishing. Fire Blast decimates anything that doesn’t resist it and aside from a miss, it can sweep an entire team once the opposing fire, rock and water types have been eliminated. HP grass was chosen specifically to deal with the amphibious water ground hybrids in this tier. The rest of the moves provide perfect coverage.

The ‘Stall’ Breaker
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Murkrow @ leftovers
Ability: Insomnia
Nature: Hasty
EVs: 252Atk. 4SpA. 252 Spe
Moveset:
1. Brave bird
2. Sucker Punch
3. Heat Wave
4. Hidden Power {Grass}

The only few pokemon capable of resisting both psychic and ground are Murkrow and its evolution, Honchkrow. Unfortunately, with the latter’s banishment to BL, Murkrow was the only pokemon in the tier capable of taking both attacks. Murkrow’s role is as a Wallbreaker, taking down the few ‘bulky’ pokemon that reside in the tier while also picking off weakened opponents lategame. Brave bird and Sucker punch provide good STAB and Heat Wave and Hidden power maintain its wallbreaking capabilities.

The Megatank?
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Rhydon @ Life orb
Ability: Rock Head
Nature: Adamant
EVs: 252 HP. 252 Atk. 4 Def
Moveset:
1. Earthquake
2. Stone edge
3. Megahorn
4. Stealth rock

This was originally a RP don but with the later addition of Murkrow, lategame sweeping was no longer required for Rhydon, so I changed the EVs and replaced rock polish with stealth rock, so that Rhydon could support the team as well as dish out heavy damage at the same time with its powerful dual STABs. I ended up keeping life orb, so that Rhydon could guarantee OHKOs on important pokemon such as Slowking.
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Albeit not as imposing as I would have liked it to be, the team does work very well. As always, constructive criticism is always appreciated! No threat list, because it will take me a year, literally.

RHS - Rate, Hate, Steal...
 
Shucks, guess everyone's into 5th gen at the moment... May as well get this bump over and done with then. I might get luckier next time.
 
Shucks, guess everyone's into 5th gen at the moment... May as well get this bump over and done with then. I might get luckier next time.

I hear ya. I want to get the most out of Gen 4 before Gen 5 is actually released here, as after that, finding a Gen 4 battle will be impossible. =( Know anywhere good to find 4th Gen NU battles now that Lab is gone? =)

On Quagsire, I think you really want Toxic over Stone Edge. Toxic + Recover on such a bulky Pokémon is amazing. I use Quaggy on almost every NU team I make, and I've always found EQ/Recover/Encore/Toxic to be the most effective moveset. Also, why are you running Bold instead of Impish? Bold lowers its attack, a stat that actually matters, as opposed to Impish lowering special attack. I assume that's a typo though. ;)

Other than that your team looks pretty solid, nice job. =)
 
This is a cool team.

At a glance, your team lacks a switch-in to Medicham, who really fucks this team up, since it has no psychic pokemon.

Why not try Physically Defensive Slowking over Quaggy? Tanks hits from both sides easily with Slack Off, great STABs, your choice of annoying status move...yeah. It does tons to Canth with Surf or cripples it with Twave. It also makes you a lot less rain-weak (you are btw).
 
Hey Daunting, I remember talking to you on TU. Cool team you have here. I'm going to try and suggest a few tweaks without giving it a complete overhaul.

Threats
  • LO Sharpedo
  • Scarf Medicham
  • SubCharge Magneton
  • Lack of Spin Blocker

I really couldn't find many immediate weaknesses to this bar Sharpedo and Medicham, all variants. SubCharge Magneton will wreck your team if it finds time to set up, which wouldn't be too hard considering it can find a cushiony switch with its 11 resistants and ability to set up a Substitute protecting itself from anything Vileplume could possibly throw at it. While LO Sharpedo and ScarfCham leave considerble blows to your entire team in and out, while you don't have a solid check present, nor do you have anything to switch into any of their attacks repeatedly; this would ware you down incredibly quickly. Your lack of Spin Blocker is considerably worrying also. I'm aware you touched upon this in the beginning, but if you're taking the effort to set up Spikes and Stealth Rocks - it couldn't hurt to add one.

Solutions
  • Replacing Rhydon with a Utility Armaldo
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Armaldo @ Leftovers
Battle Armor
252 HP / 4 Atk / 252 Def
Impish
- Rock Blast
- Stealth Rock
- Rapid Spin
- X-Scissor

This would give you reliable Spin Support while still being able to put the hurt down on Slowking. Armaldo is considerably bulkier than Rhydon, seeing as how you don't really have enough Def investments, and you will be OHKO'd by literally any Super Effective attack sent your way. You can opt for Sandslash over Armaldo, be in mind you will find it harder to deal with Slowking, but you gain another Electric immunity, but lose the Grass resist. It's your choice, but I'd defiantly add one of them over Rhydon.

  • Another idea would be a Utility Hitmonchan for both heavy offense and also a provider of Rapid Spin Support

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Hitmonchan @ Leftovers
Iron Fist
252 HP / 4 Atk / 252 SpD or 252 HP / 252 Atk / 4 SpD with an Adamant nature
Careful
- Fake Out
- Close Combat / Ice Punch
- Mach Punch
- Rapid Spin

This is by far my favourite Rapid Spinner in all of NU, why? It provides enough support and holds enough natural bulk to be a reliable Rapid Spinner, but also possess the raw power and beneficial typing neither Sandslash or Armaldo have. Fighting is a very potent-type in NU and it puts immediate pressure on your opponenet as they can't predict the set, one wrong move and it could be the end; which gives you many of opportunities to spin away Rocks and any other Hazards. Fake Out allows you to weaken down considerably weakened Pokémon. Yes, it doesn't deal a heft amount of damage, but paired with Mach Punch will score you a few cheeky 2HKOs. Ice Punch can be used to deal with Flying-types wanting to rain on Chans' parade and Rapid Spin is Rapid Spin. The reason you should opt for Hitmonchan is it allows you to properly deal with both Magneton and Sharpedo - all variants. Mach Punch scores you a clean OHKO, if you decide to opt for the 252 Atk / Adamant variant, and a Fake Out + Mach Punch lands you an easy 2HKO against both of them. But I'd use the Specially Defensive one as it allows you to switch into both Sharpedo's and Magneton's most powerful attacks and handle easily. Drain Punch can be used over Close Combat for recovery, but it is incredibly unreliable due to the amount of health recovered and its abysmal PP. The only downside is you lose the ability to set up Rocks. Most of your team is weak to SR, the important sweepers anyway, so I'd consider it. Arguably, you could opt for a 112 HP / 252 Atk / 144 Spe with an Adamant nature and Fake Out, Close Combat, Mach Punch and Ice Punch - this allows you to deal with all your threats easily, but you lose the ability to Spin rocks, which isn't a big loss as you don't even currently have Spin Support.

  • Dusclops
Dusclops is the most reliable Rapid Spinner on the face on NU due to its versatility and amazing bulk. Dusclops can be placed over Vileplume because it is generally a better Special Wall while also being able to deal with Physical threats - thanks to Will-O-Wisp. Dusclops can be used as your Rapid Spinner seeing as you don't have one, but generally need one.

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Dusclops @ Leftovers
Pressure
252 HP / 106 Def / 152 SDef or 252 HP / 28 Def / 228 SpD
Careful nature
- Will-O-Wisp
- Seismic Toss / Night Shade
- Pain Split
- Earthquake / Ice Punch

Will-O-Wisp allows you to deal with Physical threats, such as the ever so threatening Medicham; when burnt it becomes a minimal threat to the rest of your team. Seismic Toss and Night Shade deal a consistent amount of damage and paired with residual damage picked up from a Burn and Entry Hazards it will pick off weakened foes easily. Seismic toss is generally the more superior choice as there are less Ghost-types than Normal-types in NU. Earthquake lets you handle common Substitute users like Magneton and Manetric. Ice Punch is for Drifblim if you decide to opt for Seismic Toss.

  • Tweaking Vileplume
No offense, but your current Vileplume set is just funky. Surely if you wanted an offensive Grass-type you would opt for Shiftry of Cacturne who are more of a threat behind a Sub and their plethora of stat boosting moves. You say Vileplume is a "tank", but what is it tanking exactly? It can't switch into any Ground-type attack, bar an Earth Power from Camperupt, seeing as how it is part Ground, and its Defense if generally poor. It can't tank a lot of hits even with 252 HP / 4 SpD. Vileplume is currently heavily walled by Magneton, not only giving it a chance to set up but it gives it a free turn to gain a possible boost. Vileplume is currently the weakest link on your team, in my opinion. Try this set instead;

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Vileplume @ Leftovers
Chlorophyll
204 HP / 112 SAtk / 192 SpD
Calm
Substitute / Aromatherapy
Leech Seed / Synthesis
Energy Ball
Hidden Power Fire / Ground

This set focuses on wearing down the opponent as much as possible while adding to the teams Walls being able to sponge Electric-type attacks aimed at Murkrow and Grass-type attacks aimed at the team while being able to pose a threat to other Grass-types, but now being able to check Magneton. SubSeed is an incredible tactic, and paired with Vileplumes incredibly Specially orientated bulk it will have no trouble setting up on certain Special Attackers. Hidden Power Ground allows you to check Manetric and Magneton, but you can't hit Grass-types super effectively. You can also try Sleep Powder and Aromatherapy. Both are good for aiding the team and adding beneficial support all around. The EVs may seem funky at first but they are specially designed check everything you're supposed to and prevent dangerous switch ins. It's Defensive enough to always survive a Timid LO Manetric Flamethrower with Stealth Rocks in play. t has 112 SpA EVs so that it 2HKOes most Regirock (3HKOes the Calm 252/252 SpD+ variants), OHKOes most offensive Sandslash, OHKOs Magneton, and obviously OHKOes Rhydon, Relicanth, and Sharpedo. It also survives a Lava Plume from Flareon, outspeeds and 2HKOs with Hidden Power Ground. Leech Seed can be used to wear it down so it can't keep Wishing + Protecting. You could keep your EVs, but I'd recommend Hidden Power Fire or Ground.

  • Earthquake on Magmortar and switch to a Hasty nature
Small nitpick. Earthquake allows you to nail Flareon, and provides a reliable way to deal with Magneton since Fire Blast isn't the most accurate move in the world. Focus Blast already hits Quagsire and friends hard enough, and handles RP Adamant Relicanth which your team struggles with quite a bit too.

Well that's all I have to say for now. I hope you take my feedback into consideration, your team is pretty solid at the moment. Good luck!
 
A huge haul of comments, I'll go over each one by one. Thanks goes to everyone who posted!

Quote:
Originally Posted by Fat Daunting
Shucks, guess everyone's into 5th gen at the moment... May as well get this bump over and done with then. I might get luckier next time.

I hear ya. I want to get the most out of Gen 4 before Gen 5 is actually released here, as after that, finding a Gen 4 battle will be impossible. =( Know anywhere good to find 4th Gen NU battles now that Lab is gone? =)

On Quagsire, I think you really want Toxic over Stone Edge. Toxic + Recover on such a bulky Pokémon is amazing. I use Quaggy on almost every NU team I make, and I've always found EQ/Recover/Encore/Toxic to be the most effective moveset. Also, why are you running Bold instead of Impish? Bold lowers its attack, a stat that actually matters, as opposed to Impish lowering special attack. I assume that's a typo though. ;)

Other than that your team looks pretty solid, nice job. =)

Well, I play once in a while on the TU ladder ever since Pokelab died and they do actually host an NU tier there, although there aren't much NU players =( .

Sorry about the typos, I'll fix 'em up. I've been contemplating toxic, but the thing is, my team is mainly based on offense so it'll be difficult to abuse the toxic stall thing effectively. Anyway, I'll try out the toxic and see whether it works, and it can cause quite a few switches so it works hand in hand with all the entry hazards.

Well, thanks for the rate and I hope you get as much out of 4th gen before its over ;D .

This is a cool team.

At a glance, your team lacks a switch-in to Medicham, who really fucks this team up, since it has no psychic pokemon.

Why not try Physically Defensive Slowking over Quaggy? Tanks hits from both sides easily with Slack Off, great STABs, your choice of annoying status move...yeah. It does tons to Canth with Surf or cripples it with Twave. It also makes you a lot less rain-weak (you are btw).

Medicham... haven't seen one in a while, but in retrospect, it seems I do have a problem. Murkrow can take all the psycho cuts and Vileplume takes the Hi Jump kicks but one misprediction and its all over. I can revenge with Magmortar since its faster and Fire Blast OHKOs.

The physically defensive Slowking might be able to patch up this problem, but most medicham carry thunderpunch which leaves me in a similarly 'mispredict and I die' situation. To be honest, I haven't faced a rain dance team yet, but looking back, this team may have some issues with Gorebyss( I'll probably have to stall the rain out). I don't really have an opportunity to test this since Pokelab's down, but once its back up, I'll see how it works out. Thanks or the rate!

Hey Daunting, I remember talking to you on TU. Cool team you have here. I'm going to try and suggest a few tweaks without giving it a complete overhaul.




Threats
  • LO Sharpedo
  • Scarf Medicham
  • SubCharge Magneton
  • Lack of Spin Blocker
I really couldn't find many immediate weaknesses to this bar Sharpedo and Medicham, all variants. SubCharge Magneton will wreck your team if it finds time to set up, which wouldn't be too hard considering it can find a cushiony switch with its 11 resistants and ability to set up a Substitute protecting itself from anything Vileplume could possibly throw at it. While LO Sharpedo and ScarfCham leave considerble blows to your entire team in and out, while you don't have a solid check present, nor do you have anything to switch into any of their attacks repeatedly; this would ware you down incredibly quickly. Your lack of Spin Blocker is considerably worrying also. I'm aware you touched upon this in the beginning, but if you're taking the effort to set up Spikes and Stealth Rocks - it couldn't hurt to add one.




Solutions
  • Replacing Rhydon with a Utility Armaldo
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Armaldo @ Leftovers
Battle Armor
252 HP / 4 Atk / 252 Def
Impish
- Rock Blast
- Stealth Rock
- Rapid Spin
- X-Scissor

This would give you reliable Spin Support while still being able to put the hurt down on Slowking. Armaldo is considerably bulkier than Rhydon, seeing as how you don't really have enough Def investments, and you will be OHKO'd by literally any Super Effective attack sent your way. You can opt for Sandslash over Armaldo, be in mind you will find it harder to deal with Slowking, but you gain another Electric immunity, but lose the Grass resist. It's your choice, but I'd defiantly add one of them over Rhydon.

  • Another idea would be a Utility Hitmonchan for both heavy offense and also a provider of Rapid Spin Support
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Hitmonchan @ Leftovers
Iron Fist
252 HP / 4 Atk / 252 SpD or 252 HP / 252 Atk / 4 SpD with an Adamant nature
Careful
- Fake Out
- Close Combat / Ice Punch
- Mach Punch
- Rapid Spin

This is by far my favourite Rapid Spinner in all of NU, why? It provides enough support and holds enough natural bulk to be a reliable Rapid Spinner, but also possess the raw power and beneficial typing neither Sandslash or Armaldo have. Fighting is a very potent-type in NU and it puts immediate pressure on your opponenet as they can't predict the set, one wrong move and it could be the end; which gives you many of opportunities to spin away Rocks and any other Hazards. Fake Out allows you to weaken down considerably weakened Pokémon. Yes, it doesn't deal a heft amount of damage, but paired with Mach Punch will score you a few cheeky 2HKOs. Ice Punch can be used to deal with Flying-types wanting to rain on Chans' parade and Rapid Spin is Rapid Spin. The reason you should opt for Hitmonchan is it allows you to properly deal with both Magneton and Sharpedo - all variants. Mach Punch scores you a clean OHKO, if you decide to opt for the 252 Atk / Adamant variant, and a Fake Out + Mach Punch lands you an easy 2HKO against both of them. But I'd use the Specially Defensive one as it allows you to switch into both Sharpedo's and Magneton's most powerful attacks and handle easily. Drain Punch can be used over Close Combat for recovery, but it is incredibly unreliable due to the amount of health recovered and its abysmal PP. The only downside is you lose the ability to set up Rocks. Most of your team is weak to SR, the important sweepers anyway, so I'd consider it. Arguably, you could opt for a 112 HP / 252 Atk / 144 Spe with an Adamant nature and Fake Out, Close Combat, Mach Punch and Ice Punch - this allows you to deal with all your threats easily, but you lose the ability to Spin rocks, which isn't a big loss as you don't even currently have Spin Support.

  • Dusclops
Dusclops is the most reliable Rapid Spinner on the face on NU due to its versatility and amazing bulk. Dusclops can be placed over Vileplume because it is generally a better Special Wall while also being able to deal with Physical threats - thanks to Will-O-Wisp. Dusclops can be used as your Rapid Spinner seeing as you don't have one, but generally need one.

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Dusclops @ Leftovers
Pressure
252 HP / 106 Def / 152 SDef or 252 HP / 28 Def / 228 SpD
Careful nature
- Will-O-Wisp
- Seismic Toss / Night Shade
- Pain Split
- Earthquake / Ice Punch

Will-O-Wisp allows you to deal with Physical threats, such as the ever so threatening Medicham; when burnt it becomes a minimal threat to the rest of your team. Seismic Toss and Night Shade deal a consistent amount of damage and paired with residual damage picked up from a Burn and Entry Hazards it will pick off weakened foes easily. Seismic toss is generally the more superior choice as there are less Ghost-types than Normal-types in NU. Earthquake lets you handle common Substitute users like Magneton and Manetric. Ice Punch is for Drifblim if you decide to opt for Seismic Toss.

  • Tweaking Vileplume
No offense, but your current Vileplume set is just funky. Surely if you wanted an offensive Grass-type you would opt for Shiftry of Cacturne who are more of a threat behind a Sub and their plethora of stat boosting moves. You say Vileplume is a "tank", but what is it tanking exactly? It can't switch into any Ground-type attack, bar an Earth Power from Camperupt, seeing as how it is part Ground, and its Defense if generally poor. It can't tank a lot of hits even with 252 HP / 4 SpD. Vileplume is currently heavily walled by Magneton, not only giving it a chance to set up but it gives it a free turn to gain a possible boost. Vileplume is currently the weakest link on your team, in my opinion. Try this set instead;

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Vileplume @ Leftovers
Chlorophyll
204 HP / 112 SAtk / 192 SpD
Calm
Substitute / Aromatherapy
Leech Seed / Synthesis
Energy Ball
Hidden Power Fire / Ground

This set focuses on wearing down the opponent as much as possible while adding to the teams Walls being able to sponge Electric-type attacks aimed at Murkrow and Grass-type attacks aimed at the team while being able to pose a threat to other Grass-types, but now being able to check Magneton. SubSeed is an incredible tactic, and paired with Vileplumes incredibly Specially orientated bulk it will have no trouble setting up on certain Special Attackers. Hidden Power Ground allows you to check Manetric and Magneton, but you can't hit Grass-types super effectively. You can also try Sleep Powder and Aromatherapy. Both are good for aiding the team and adding beneficial support all around. The EVs may seem funky at first but they are specially designed check everything you're supposed to and prevent dangerous switch ins. It's Defensive enough to always survive a Timid LO Manetric Flamethrower with Stealth Rocks in play. t has 112 SpA EVs so that it 2HKOes most Regirock (3HKOes the Calm 252/252 SpD+ variants), OHKOes most offensive Sandslash, OHKOs Magneton, and obviously OHKOes Rhydon, Relicanth, and Sharpedo. It also survives a Lava Plume from Flareon, outspeeds and 2HKOs with Hidden Power Ground. Leech Seed can be used to wear it down so it can't keep Wishing + Protecting. You could keep your EVs, but I'd recommend Hidden Power Fire or Ground.

  • Earthquake on Magmortar and switch to a Hasty nature
Small nitpick. Earthquake allows you to nail Flareon, and provides a reliable way to deal with Magneton since Fire Blast isn't the most accurate move in the world. Focus Blast already hits Quagsire and friends hard enough, and handles RP Adamant Relicanth which your team struggles with quite a bit too.

Well that's all I have to say for now. I hope you take my feedback into consideration, your team is pretty solid at the moment. Good luck!

Wow, a mega-rate, thanks for putting in so much time and effort. I think I talked with you a couple days back when I first made this team.

Medicham will definitely be an issue, seeing how it can get super-effective coverage on most of my pokes. Murkrow can come in on a psycho cut and KO with Bravebird, but once again, 1 false misprediction will cost me a valuable poke and maybe the game. LO sharpedo can be a bit of an issue but Quagsire can counter most physical ones lacking HP grass and Vileplume can take the special variants. Subcharge Magneton will find it really difficult to set-up and Vileplume deals 30.2% - 35.8% with energy ball to the standard sets, which will allow it to break its subs.

Armaldo seems good and I've actually tried it out before. The problem is, Armaldo doesn't resist Flying which means I have no safe switch in to a CB Dodrio and other Brave birds. However this is a small problem, and I'll test it out, since sometimes, bulky pokes like nidoqueen will be able to get up SR on Vileplume which may prove troublesome for the rest of my team.

Hitmonchan has great bulk and offense so I don't mind replacing Rhydon with it, the only problem, then would be a weakness to CB Tauros, slaking and Dodrio which will be difficult to handle for the rest of my team. I'll try out your second set with Max atk, simply to be more of a threat and abuse all that priority better. Hmm, though if I use dusclops it'll remedy this problem so I think over it.

Dusclops seems a good addition to my team and I'll try it out as soon as pokelab's back up since no one plays NU on the TU server... I'll try out the first set, to handle Medicham more efficiently. Dusclops doesn't seem to open up much weaknesses which is good too, offensively though, it does have a few problems, but that can be worked around.

I haven't thought about changing Vileplume but the new set you presented is very good and I agree I made my Vileplume EVs to haphazard. I actually had aromatherapy on there but I found that I rarely used it so I replaced it with sludge bomb. HP fire is a good suggestion over Sludge bomb and will allow Vileplume to attack opposing grass, steel and bug types which resist energy ball, so I'll try it out. In my opinion, Vileplume is too slow to abuse a subseed strategy and Jumpluff would fill the role a bit better, so I'll keep synthesis.

Personally I have never liked putting a physical move on a special pokemon that's scarfed, as it leaves me vulnerable to set-up sweepers, but that's for Ubers where it is very dangerous (I never ran aqua tail on scarfed Palkia). However, the 100% acc from Earthquake will be pretty good cause Fire blast can miss at crucial times. Anyway, I'll give this some thought but chances are, I'll stick with my old set because HP grass can get coverage on Gastrodon, DD whishcash and Quagsire.

I can't make too much changes right now since Pokelab is still down so I can't fully test it out. However as soon as lab goes back up, I'll try out your changes and see how they work. I'll upload the Vileplume EVs first since they're perfect and I don't need to test them, however, I'll add a bit more to special attack to break Magneton's subs. Thanks again and I really appreciate all the effort you've put in for this rate!
 
Nice team! It's pretty cool to see that some people still loves to battle with a low tier team...

Well, i'm not really into the NU environment and maybe i can underestimate what Murkrow can do (I use a Sneasel lead in OU and works magics, so...) but i can suggest to try a Drifblim in that slot, it has the same array of inmunities that Gengar in OU and with the absence of SR in the tier it could be useful; Figthing, Normal and Ground inmunities can cover nicely almost all the Banders out there and it's gigantic HP can help it to absorb some hits and act as an offensive pivot or glue with a boosting set, it can also work as a spin blocker retaining a Figthing resistance against Foresigth users (if you want to try it at UU/OU!) and with Quaggy covering Electric weakness it can be useful...
 
Drifblim... I dunno, it blocks rapid spin and can tank tons of hits with its gargantuan HP, but then I lose out on a proper psychic resist so Espeon might tear through my team and I'll also be left with no wall-breakers. I agree with everything you said so I'll test it out and give it some thought. Thanks for commenting!
 
Espeon isn't NU anymore, so no need to worry about it being a threat.

But with a Drifblim, Espeon is the least of your problems; watch out for Skuntank.
 
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