NU Team-We're Cheating

Hello. My team is nothing too original with some sets just ripped off smogon but that's the whole point of my team. There's no need to do anything original or different with it since all of the creatures are very powerful and can take a hit. I'm not entirely sure if one set is considered UU for any creature but anyways here it is:


1) Sandslash (U Spin Me)- Lead/Rocks

Item- Leftovers

Ability- Sand Veil

Nature- Impish

EV's- 252 HP / 4 Atk / 252 Spe

- Stealth Rocks
- Rapid Spin
- Earthquake
- Stone Edge

I use my Sandslash for straight Rocks and Rapid spin. If it can get damage off then that's great and the STAB earthquake helps me out alot. I like having Sandslash as a lead since it is immune to any electric move (such as twave) so it doesn't really need a lum berry. The only thing I would worry about is being toxic'd but that wouldn't change much since Sandslash just gets off one maybe two hits then leaves. Sandslash needs to blow away stealth rocks since charizard takes 50% damage and jumpluff takes 25% which is bad.


2) Ampharos (Ayyy)- Special Tank

Item- Leftovers

Ability- Static

Nature- Calm

EV's- 252 HP / 80 SpA / 176 SpD

- Thunderbolt
- Heal Bell
- Toxic
- Focus Blast

Ampharos serves to stall/get off some damage. With amazing special defense and good special attack, nothing is impossible. If my opponent decides to send out a creature with a physical rock set, I can just toxic stall it as apposed to wilo wisping and hope to just slowly kill it. I recently added Heal Bell because it's the perfect backup plan incase my opponent is about toxic stalling/burning. Nothing much else to say besides I take thunderbolt over discharge since it has a 30 percent chance of paralyze because of static.


3) Porygon2 (Quackers)- Wall

Item- Leftovers

Ability- Trace

Nature- Bold

EV's- 252 HP / 216 Def / 40 SpA

- Tri Attack
- Ice Beam
- Recover
- Toxic

Porygon2 is great in every stat except for it's speed so I made put it as a Bold nature so it's physical defense can be at par with it's special defense. With trace, I can just chose what ability I want and as long as the other creature doesn't use fighting moves, I will have a pretty good wall.


4) Espeon (NotChoiced)- Choice/Revenge

Item- Choice Specs

Ability- Synchronize

Nature- Timid

EV's- 32 HP / 252 SpA / 224 Spe

- Psychic
- Hidden Power Fire
- Signal Beam
- Trick

Exact set off of smogon I am so original lol. Espeon loves to one hit kill any creature with low special defense and can outspeed most NU's so if it is near death then it's the perfect time to trick the specs that's why I chose specs over scarf because the opponent could benefit and I don't want that. Espeon also makes for a great revenge killer since none of my team uses choice scarf.


5) Jumpluff (No Skill)- Support

Item- Leftovers

Ability- Chlorophyll

Nature- Timid

EV's- 188 Def / 68 SpD / 252 Spe

- Leech Seed
- Substitute
- Sleep Powder
- Encore

The name just gives it all away. Everyone knows what to expect and I apologize for using it in my team. The whole point is to get back health since I have no creature with wish at all. Again, sorry.


6) Charizard (Rawr)- Sweep

Item- Life Orb

Ability- Blaze

Nature- Hasty

EV's- 60 Atk / 252 SpA / 196 Spe

- Fire Blast
- Earthquake
- Roost
- Hidden Power Electric

Charizard is the game ender. Since stealth rocks take 50% of it's health, I pretty much need to have leech seed set up from the last turn to recover if not then that's why roost is there. Life orb is great for the fact that charizard is a great attacker and I decided to lower it's defense since I don't want to sent it out to a physical creature although I will if I have to. I just have to watch for a rock move just one hit could kill charizard and just end the game for me there.

If you read this far then thanks a ton! Also, if you have any sort of constructive criticism I'd love to hear it. I understand if my team is just plain terrible I just think that it works well since there is no major weakness besides rock(2 creatures) plus it has everything any other team would have minus a rapid spinner. Thanks!
 
If you are going to use Charizard you need a rapid spinner. Sandslash is your best bet in NU, so I would recomend adding that in somewhere, not sure who over though.
 
You're right. I Would be better off using sandslash since it is somewhat faster then Armaldo. However I haven't decided yet which to use I'll change it sometime tonight and take out pinsir. It sucks because pinsir outspeeds pretty much everything.
 
Or you could just go for an anti-lead Persian.

Persian @ Life orb
252 Atk / 252 Spe / 4 HP
Technician
Adamant
- U-Turn
- Fake Out
- Aerial Ace
- Bite

Ghost types love to come in on a Fake Out, so Bite will pretty much take care of them. Aerial Ace can hit some Pokemon hard on the switch-in, i personally prefer Adamant over Jolly just for more power.
 
I just updated it with sandslash and I really have no use for a persian. Thank you anyways. I think it's pretty stupid that three of my creatures have leftovers now but since sandslash is very defensive I don't really see a use for a focus sash plus a lum berry would really only be useful to block a burn which wouldn't really matter to me.
 
Hello. My team is nothing too original with some sets just ripped off smogon but that's the whole point of my team. There's no need to do anything original or different with it since all of the creatures are very powerful and can take a hit. I'm not entirely sure if one set is considered UU for any creature but anyways here it is:


1) Sandslash (U Spin Me)- Lead/Rocks

Item- Leftovers

Ability- Sand Veil

Nature- Impish

EV's- 252 HP / 4 Atk / 252 Spe

- Stealth Rocks
- Rapid Spin
- Earthquake
- Stone Edge

I use my Sandslash for straight Rocks and Rapid spin. If it can get damage off then that's great and the STAB earthquake helps me out alot. I like having Sandslash as a lead since it is immune to any electric move (such as twave) so it doesn't really need a lum berry. The only thing I would worry about is being toxic'd but that wouldn't change much since Sandslash just gets off one maybe two hits then leaves. Sandslash needs to blow away stealth rocks since charizard takes 50% damage and jumpluff takes 25% which is bad.


2) Ampharos (Ayyy)- Special Tank

Item- Leftovers

Ability- Static

Nature- Calm

EV's- 252 HP / 80 SpA / 176 SpD

- Thunderbolt
- Heal Bell
- Toxic
- Focus Blast

Ampharos serves to stall/get off some damage. With amazing special defense and good special attack, nothing is impossible. If my opponent decides to send out a creature with a physical rock set, I can just toxic stall it as apposed to wilo wisping and hope to just slowly kill it. I recently added Heal Bell because it's the perfect backup plan incase my opponent is about toxic stalling/burning. Nothing much else to say besides I take thunderbolt over discharge since it has a 30 percent chance of paralyze because of static.


3) Porygon2 (Quackers)- Wall

Item- Leftovers

Ability- Trace

Nature- Bold

EV's- 252 HP / 216 Def / 40 SpA

- Tri Attack
- Ice Beam
- Recover
- Toxic

Porygon2 is great in every stat except for it's speed so I made put it as a Bold nature so it's physical defense can be at par with it's special defense. Even if it gets tricked a choice band, it can still be use effectively with Tri attack since it is a normal move. With trace, I can just chose what ability I want and as long as the other creature doesn't use fighting moves, I will have a pretty good wall.


4) Espeon (NotChoiced)- Choice/Revenge

Item- Choice Specs

Ability- Synchronize

Nature- Timid

EV's- 32 HP / 252 SpA / 224 Spe

- Psychic
- Hidden Power Fire
- Signal Beam
- Trick

Exact set off of smogon I am so original lol. Espeon loves to one hit kill any creature with low special defense and can outspeed most NU's so if it is near death then it's the perfect time to trick the specs that's why I chose specs over scarf because the opponent could benefit and I don't want that. Espeon also makes for a great revenge killer since none of my team uses choice scarf.


5) Jumpluff (No Skill)- Support

Item- Leftovers

Ability- Chlorophyll

Nature- Timid

EV's- 188 Def / 68 SpD / 252 Spe

- Leech Seed
- Substitute
- Sleep Powder
- Encore

The name just gives it all away. Everyone knows what to expect and I apologize for using it in my team. The whole point is to get back health since I have no creature with wish at all. Again, sorry.


6) Charizard (Rawr)- Sweep

Item- Life Orb

Ability- Blaze

Nature- Hasty

EV's- 60 Atk / 252 SpA / 196 Spe

- Fire Blast
- Earthquake
- Roost
- Hidden Power Grass

Charizard is the game ender. Since stealth rocks take 50% of it's health, I pretty much need to have leech seed set up from the last turn to recover if not then that's why roost is there. Life orb is great for the fact that charizard is a great attacker and I decided to lower it's defense since I don't want to sent it out to a physical creature although I will if I have to. I just have to watch for a rock move just one hit could kill charizard and just end the game for me there.

If you read this far then thanks a ton! Also, if you have any sort of constructive criticism I'd love to hear it. I understand if my team is just plain terrible I just think that it works well since there is no major weakness besides rock(3 creatures) plus it has everything any other team would have minus a rapid spinner. Thanks!
I don't see much wrong with this team, but there is one thing.
Sandslash, your only rapid spinner, on a team pretty much based on charizard. Now sandslash isn't a badd NU spinner at all, but it's your lead! Leads tend to die quite early, and if you rapid spin early on, the opponent will just wait for it to die the SR again! Maybe nudging him back a spot, and going with a different lead. Quilfish perhaps?
 
I don't see much wrong with this team, but there is one thing.
Sandslash, your only rapid spinner, on a team pretty much based on charizard. Now sandslash isn't a badd NU spinner at all, but it's your lead! Leads tend to die quite early, and if you rapid spin early on, the opponent will just wait for it to die the SR again! Maybe nudging him back a spot, and going with a different lead. Quilfish perhaps?
I kind of want to put jumpluff as my lead
 
Porygon2 is great in every stat except for it's speed so I made put it as a Bold nature so it's physical defense can be at par with it's special defense. Even if it gets tricked a choice band, it can still be use effectively with Tri attack since it is a normal move. With trace, I can just chose what ability I want and as long as the other creature doesn't use fighting moves, I will have a pretty good wall.

Don't forget that Tri Attack isn't physical anymore. Also, Walls who receive Choice Items are almost useless.
 
Porygon2 is great in every stat except for it's speed so I made put it as a Bold nature so it's physical defense can be at par with it's special defense. Even if it gets tricked a choice band, it can still be use effectively with Tri attack since it is a normal move. With trace, I can just chose what ability I want and as long as the other creature doesn't use fighting moves, I will have a pretty good wall.

Don't forget that Tri Attack isn't physical anymore. Also, Walls who receive Choice Items are almost useless.
My bad thank you for pointing that out! If I were to get choice scarf it wouldn't be completely useless in my opinion it can outspeed a few good fast creatures but then it really wouldn't be a wall.
 
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