Nuclear Farts Stage 9 Testing - Peaked #2

Hi guys, KT here with my old kinda last meta NU Team, it still works imo, you guys can rate it though i suppose.

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Entropy (Seismitoad) (M) @ Leftovers
Trait: Water Absorb
Shiny: Yes
EVs: 200 HP / 252 Def / 56 SDef
Relaxed Nature
- Earthquake
- Knock Off
- Scald
- Stealth Rock

Entropy is my SR setter, this was originally golurk, but I found that Seismitoad's utility on beating a lot of SR users, and two spinners was a fine niche, the defense also allows you to take on a good amount of physical attackers. I chose Knock Off for added utility against choiced, custap, and eviolite users. the Smogon set is standard to survive GK from zebstrika and hit back with earthquake, earthquake also kos jynx after SR which it loves to switch on scald.


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Dream World (Musharna) (F) @ Leftovers
Trait: Synchronize
Shiny: Yes
EVs: 240 HP / 252 Def / 16 Spd
Bold Nature
IVs: null Atk
- Psychic
- Thunder Wave
- Heal Bell
- Moonlight


Musharna is my go to pivot, it can sponge hits and hit back decently hard with psychic, thunder wave can cripple skuntank switch-ins and a lot of pokemon who want to setup on musharna's face, heal bell allows you to act as a cleric and moonlight gives you semi-reliable recovery. I chose the null ATK IV to help reduce foul play/confusion damage if the situation calls for it.



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Sock (Sawk) (M) @ Choice Band
Trait: Mold Breaker
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
- Close Combat
- Earthquake
- Ice Punch
- Stone Edge

Banded Sawk is a fascinating wallbreaker thanks to mold breaker, you are able to bypass things like levitate from stopping you, Banded CB Sawk's EQ 2hkos weezing, which prevents it from doing much to you, while misdreavus can be worn out after multiple earthquakes and hazard damage, forcing it to use pain split or any other recovery move. Close Combat leaves a huge dent against most opponents, Earthquake hits poison types and gives decent coverage, while Ice punch hits a couple of threats harder like golurk, and stone edge rounds off the set, giving QuakeEdge coverage.


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Sweep (Braviary) (M) @ Leftovers
Trait: Defiant
Shiny: Yes
EVs: 252 HP / 192 SDef / 64 Spd
Careful Nature
- Brave Bird
- Bulk Up
- Substitute
- Roost

Braviary is a very versatile pokemon which is feared for it's Choice Band and Choice Scarf sets, it can also operate as a setup sweeper, with substitute it can setup on a lot of pokemon with ease, and the boosted special defense will allow braviary to survive hits you normally would expect to kill it, all of the moves are mostly straightforward, brave bird is chosen due to nothing is immune to it, while steel does resist it, Sock can usually take care of them.


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Farts (Skuntank) (M) @ Black Sludge
Trait: Aftermath
Shiny: Yes
EVs: 252 Atk / 220 SDef / 36 Spd
Adamant Nature
- Crunch
- Pursuit
- Sucker Punch
- Taunt

Farts completes the Fighting/Psychic/Dark core and is known as the utility trapper, it can revenge kill certain threats with sucker punch, and pursuit allows him to put psychic pokemon in a checkmate. Farts also pairs up well with Sock, clearing musharna will allow sock to bust down and do tons of damage with close combat.

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Sparks (Electabuzz) (M) @ Choice Scarf
Trait: Vital Spirit
Shiny: Yes
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Volt Switch
- Hidden Power [Ice]
- Focus Blast
- Thunderbolt

Last but not the least is my Choice Scarf Pokemon, Electabuzz has the base speed to outspeed even Jolly scarf Primeape and Timid Scarf Jynx, which is quite a feat, volt switch keeps the momentum up, while hidden power ice provides boltbeam coverage to hit ground types like Golurk. Thunderbolt is a reliable electric type attack that does more damage than volt switch, and focus blast can leave a dent on lickilicky, audino, regice, regirock and other pokemon.

Shoutout to Dr.Ciel for helping me, barely helping that is xD
 
I can see scolipede being a nuisance to your team, especially if you don't know if it's a spiker, swords dance or even has both. No poke is really a safe switch in, minus seismetoad, as your team is 2hko by megahorn or rock slide (though rock slide is not as common). Seismetoad cannot really do much in return though, and scolipede can set up either spikes or sd. Skuntank has the prediction game of taunting on a megahorn, sucker punching a SD or spikes, or crunching to no avail if the scolipede sets up a sd previously. Skuntank can handle it pretty well though, but I suggest psychic on your electabuzz somewhere as a back up option, as it revenge kill it with a not as common but still viable move (I always run it over focus blast or HP). Plus, you have sawk to handle bulky normal, so I would suggest to move focus blast.

With or without the removal of focus blast, piloswine is still another threat to your team, particularly if it has icicle spear, which will prevent your braviary from setting up well (especially with the increase in a crit rate due to the multiple hits). It can really switch into anything but seismetoad or sawk, and nothing can really switch in except seismetoad. With the right plays, I do not piloswine should be that problematic, but it can do decent damage to your team.

Even though the "sexy" move for musharna is thunder wave, I think the oldy moldy calm mind set can also work. I do not think you really should be threatened by skuntank if that is the justification for running thunder wave, as seismetoad and sawk handle it brillantly. Also, once your braviary is gone, your team really does not hit that hard except for sawk. I guess the main reason I suggest calm mind somewhere is if I saw your team in team preview, I would instantly assume that your sawk was banded, electabuzz scarfed and your braviary was sub bulk. The standardness of your team would let me play accordingly to ensure that a set up with both musharna and braviary wold not happen, but it is difficult for that to happen (unless I set up a Swords dance with scolipede). Musharna with calm mind gives you yet another win condition that would make it even more difficult to defeat your already solid team. I would run a psychic/calm mind/moonlight/ other (thunderwave>signal beam>heal bell). I do not know how much heal bell is really a threat to your team, as skuntank absorbs toxic spikes, seismetoad can absorb predicted thunder waves, and braviary is generally faster than most status inducers.

Very good team, and if you want try some of my suggestions, great! Good luck, and maybe you can get the #1 spot
 
Hi there.

Based on the core that is centered around the focal point of this team, I don't really find Braviary's placing to be particularly beneficial for this team. It is a fun setup sweeper to use and all, but the Dark / Fighting / Psychic core that you going on is to primarily support Choice Band Sawk to help break through common defensive cores that Braviary is already able to setup on. In addition, I find that Braviary really seems to be adding towards your compounded weaknesses in general to some standard threats such as Swords Dance Samurott, Rain Dance Ludicolo, and just most fast Normal- and Flying-type threats such as Swellow, Tauros, Zangoose, opposing Braviary, and Kangaskhan. All of these threats are able to outpace a vast majority of your team and you don't seem to have a dedicated resist or something that does well at beating most of these hard-hitting threats 1v1.

As a way to start off by helping your team, I think that you should consider replacing Braviary with Rain Dance Ludicolo and opt for Golem over Seismitoad. Regarding the Ludicolo suggestion, it helps you check the first two threats that come to mind, as Samurott rarely ever tries to run max Speed for the need to speed tie with Timid as much anymore. Because of this, you can run a Modest nature to increase your damage output, allowing you to take on and beat opposing Ludicolo in Giga Drain wars, should it ever come to that situation. You also have a solid check against virtually ever other Water-type and can threaten opposing Seismitoad which can disrupt this team with potential burns from Scald and Knock Off utility, or with an offensive set as nothing likes taking really powerful hits. It also nets another win condition for the team, being able to sweep with Rain Dance and gives you something that can take advantage of Piloswine and Golurk.

As for Seismitoad, I don't think its utility is very much of a necessity in terms of what you need to be dealing with. Golem on the other hand provides a nice utility check against the aforementioned fast Normal- and Flying-types with its typing and priority and can at the very least force Scolipede to attack in fear of getting hit extremely hard by Rock Blast. Golem also sports more offensive presence, which lessens the opportunities of them getting free switches as they previously had with Seismitoad.

I'll have to say that I disagree with the idea of forgoing Thunder Wave on Musharna, as it really comes in handy so that it can cripple fast threats that give this team trouble, allowing Choice Band Sawk and Ludicolo to further take advantage of them. Sweeping with Calm Mind isn't that necessary in this offensive-paced metagame and it allows Musharna to perform as a better pivot, giving it a better time of healing since this team is dependent on Musharna's walling capabilities towards offensive threats that'd otherwise pick off this team.

Not much else to say otherwise. You can also consider running HP Grass if you would like to give switch-ins like Seismitoad a harder time, while still having some of the same coverage for the most part. That's up to you though.

Electabuzz: Hidden Power Grass > Hidden Power Ice (optional)

  • Rain Dance Ludicolo over Braviary
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Ludicolo @ Life Orb | Swift Swim
Modest or Timid nature | 4 HP / 252 SpA / 252 Spe
Rain Dance / Hydro Pump / Giga Drain / Ice Beam


  • Golem over Seismitoad
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Golem @ Leftovers | Sturdy
Adamant nature | 200 HP / 252 Atk / 56 Spe (enough to outspeed Shell Smash Torkoal before a boost)
Stealth Rock / Earthquake / Rock Blast / Sucker Punch or Toxic
 
Actually, running + speed natures on both the physical and special attacking sets are more common then I expected, as shown by the usage statistics, and the fact that megahorn is used more than waterfall means that megahorn is a not a rare occurrence for the special set. I also see that ludicolo is not as efficient in a meta filled with fast physical attackers, so ludicolo cannot fully utilize its special bulk before a set up. If you think your braviary was working, then I would keep it; however, swellow might be a nice fit to give you another fast poke and priority.

Seismetoad isn't really going to take two strong physical hits, so, even though seismetoad is a pretty good lead, having a better wall to take normal moves such as golem or even regirock can work. Golem for the electric resist, priority and satb earthquake, and regirock for taking special and physical hits better, no quad weakness and thunder wave. HP grass is a great idea for electabuzz, as grass types aren't really going to take that much damage from hp ice anyway
 
Awesome replies guys, I ran HP Ice to hit things like rotom-s (not common btw), Tangela, sawsbuck, etc, also bolt beam coverage.

Adding Rain Ludi could really work, Braviary is more of a setup sweeper, it can end games pretty early due to good amount of mons it can setup on, and can take special hits if needed.

Golem over Seismi, hmm i will miss taking on Golurk I suppose, Knock off also helped me get against eviolite users, while scald gave me chances to bait jynx to get EQd.

Edit: Seismi can live a CB CC From sawk and either burn it, knock off its band or yeah hit with EQ.
 
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