NUr Speed and Power.

Hi guys. :) I'm relatively new to Smogon and all these competitive battling, but I've been having fun on Pokemon Showdown lately and testing out some teams which I made (which mostly sucked).
However, as I started to get interested in NU, I (somehow) created a team that works pretty OK. When used well, this team can enable you to have an endless sweep!
(Just saying, I'm not really a serious battler, and I cannot boast any good rankings on the ladder or stuff. I just want to hear your comments, recommendations, or even criticism.)
So...now for the team...

414.png

Bastiodon (M) @ Leftovers
Trait: Sturdy
EVs: 252 Def / 252 HP / 4 SDef
Relaxed Nature
IVs: 0 Spd
- Metal Burst
- Roar
- Magic Coat
- Stealth Rock

This thing. THIS THING is sometimes just TOO bulky to handle. In NU, spinners are pretty rare (I guess), so at first, this guy was only used for stealth rocks or taking a scarfsawk down with metal burst (I don't know, I just tend to see scarfsawk too often :P). However, I also included Magic Coat to block opposing hazards OR even as an amoonguss spore counter. If time permits, roar can also be effectively used for phazing with bastiodon's INDESTRUCTIBLE bulk.

8.png

Wartortle (F) @ Eviolite
Trait: Rain Dish
EVs: 252 HP / 200 SDef / 56 Def
Calm Nature
- Scald
- Toxic
- Rapid Spin
- Protect

I do not use armaldo. I don't like spinners who are weak to sr, which I think as stupid.
Yeah, so this guy is just a spinner. Usually that's all it does. But it's also a quite sturdy special wall with eviolite, and sometimes I use it for last-minute toxic stalling (too bad it doesn't have a reliable recovery).

431.png

Drifblim (F) @ Ghost Gem
Trait: Unburden
EVs: 252 Spd / 252 SAtk / 4 Def
Modest Nature
- Calm Mind
- Shadow Ball
- Thunderbolt
- Hidden Power [Fighting]

I love unburden. It's like the best ability for a sweeper.
In smogon, there is a set for Drifblim called "Acroblimp" or something. It says that by using acrobatics and flying gem, Drifblim can try to get a sweep going. I disagree. THIS is THE sweep set for Drifblim.
First, bring it in a special attacker which probably cannot do much damage to you. (do not risk setting up in front of a physical attacker, Drifblim is actually pretty frail than expected) Then, set up right before you're about to die, then use shadow ball. By then you'll have enough spatk boosts and, with double speed, can really go for a sweep.
Shadow Ball can fish out a surprise KO with ghost gem, and after that, it's still powerful. Thunderbolt and HP Fighting provides great coverage along shadow ball.

127.png

Pinsir (M) @ Choice Scarf
Trait: Moxie
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- X-Scissor
- Close Combat
- Stone Edge
- Earthquake

I love moxie. It's like the best ability for a...wait, that sounds familiar.
Anyways, Pinsir can be a very effective revenge killer or a late game sweeper. Every time you kill, you're attack goes up, and with the scarf speed boost, it can really be unstoppable. However, without a moxie boost it tends to get walled pretty easily, so beware.

368.png


Gorebyss (F) @ Focus Sash
Trait: Swift Swim
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Shell Smash
- Surf
- Ice Beam
- Hidden Power [Grass]

The epitome of sweeping. Shell smash gorebyss.
This thing, this BEAST is so strong, the only reason wartortle is in my team was for gorebyss...well, originally.
After a shell smash, gorebyss smashes everything except Amoonguss or maybe...Alomomola? Mostly Amoonguss, being the special tank in NU. I've had some incidents when Amoonguss survived a +3 ice beam from gorebyss. So, if amoonguss is on the opponent's team, try to wear it out before you try a sweep (damn that regenerator :/)

335.png


Zangoose (M) @ Toxic Orb
Trait: Toxic Boost
EVs: 252 Spd / 4 HP / 252 Atk
Jolly Nature
- Facade
- Close Combat
- Night Slash
- Quick Attack

Now, this thing. THIS THING is a monster. With toxic boost...boosted...facade, it can take down almost EVERYTHING. It would be wise to get rid of bulky ghosts such as misdreavus first, but after that, it's practically unstoppable. Just get it in a safe switch to activate toxic orb, because without toxic, you're vulnerable to status and have shit attack.
Facade has CRAZY power after toxic, CC is for Rock/Steels, Night Slash is for ghosts (although bulky ones like Misdreavus can probably wall it and go for WoW). Lastly, quick attack provides priority, which sometimes can be really helpful. Despite it's 40 bp, it's pretty powerful with STAB and toxic boost.


Some things I've been considering to change:
-Maybe protect on Zangoose? :P
-Gorebyss did a great job when Serperior wasn't there. If you would like, you could change Serperior either with shell smash gorebyss or light ball pikachu (yes, I'm serious.)
-Bastiodon could have toxic over magic coat, that's what I used to have. But stealth rocks cannot be replaced. CANNOT.
-Sometimes, Pinsir just doesn't have enough power to take down bulky walls, even with moxie, so I was considering to change Pinsir with SLAKING. (Yes, Slaking was actually my original member of this team)
-Anything that you would suggest!

Common threats...I don't know, I will have to play with this team a bit more. However, Amoonguss can really be a bitch to take down, and bulky fire types have also been quite a problem, if I remember correctly.

So...that's basically it! Please leave any kind of comment or suggestions :)
 
Gorebyss can really threaten your team if it sets up since Pinsir cannot outrun it even with Choice Scarf. To combat it, you can run Haze over Protect on Wartortle since Protect doesn't accomplish much without Leftovers. Seismic Toss is also a better option than Scald on it since Wartortle is pitifully weak and Scald's burn chance conflicts with Toxic.

A Timid nature is crucial on Drifblim so it can outrun Ludicolo, Samurott, Adamant Sawk, and Adamant Zangoose.


Summary of changes:

Protect and Scald —> Haze and Seismic Toss on Wartortle
Timid nature on Drifblim
 
Bastiodon is pretty much dead weight on this team, imo. His moveset and EV spread means he can do absolutely nothing to his most common switchins, including Ludicolo which can sweep your team after a Rain Dance. I suggest replacing him with Regirock, who can at least paralyze dangerous threats like Sawk and Gorebyss as they come in. Without a secondary Steel typing he much more easily tanks the strong Fire-type moves that plague your team (CB Emboar's Flare Blitz is a clean 2HKO on Wartortle).

I'm not sure what the purpose is of those defense EVs on Wartortle, but as far as I know they don't turn any 2HKOs into 3HKOs, so you're better off with a spread of 252 HP / 4 Def / 252 SDef to take attacks from the likes of Charizard better.

If you're having trouble with Amoonguss, you could change Drifblim to the standard AcroBlimp set. He can set up a Substitute to block Amoonguss's Spore and deal heavy damage with a Flying Gem-boosted Acrobatics. Again, this is optional so whatever works out for you. Also, Pinsir should have 252 Atk / 4 Def / 252 Spd to switch safely into Stealth Rock four times.

Other than that, just take FLCL's suggestions and you should be good to go. Good luck with the team!

Bastiodon -> Regirock
252 HP / 4 Def / 252 SDef on Wartortle
252 Atk / 4 Def / 252 Spd on Pinsir
(Optional) Drifblim -> AcroBlimp
Regirock @ Leftovers
Trait: Clear Body
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Stone Edge
- Drain Punch
- Thunder Wave

Drifblim (M) @ Flying Gem
Trait: Unburden
EVs: 252 Atk / 48 Def / 208 Spd
Adamant Nature (+Atk, -SAtk)
- Acrobatics
- Substitute
- Will-O-Wisp
- Destiny Bond / Disable
 
Improvements

Thanks guys. :D
I really see I did some stuff badly, like, giving drifblim modest nature (I don't get why I did that...)

First of all, I don't think I will be changing Drifblim's set, because it really works outstandingly in the right situations.
Secondly, I have changed Bastiodon to Regirock, but it hasn't really done much and I'm still experimenting with it.
I had quite a dilemma for wartortle, weather I should have scald or seismic toss was really a big problem. However, as I encountered a masquerain with substitute + quiver dance + baton pass, I decided that seismic toss would be more important than scald (although the burn helped me out...sometimes), so I changed scald with seismic toss.

Additionally, I decided to put gorebyss instead of serperior, because it's more suitable for sweeping and rapid spin support was originally for gorebyss (although drifblim and pinsir also benefit from it quite a lot).

So...any other comments and suggestions are welcome! :)
 
I don't have much to say that hasn't been already said. I DO see a few things you can alter to have a more efficient team.

Gorebyss really prefers White Herb over Focus Sash. Even if you spin away hazards, very few smart players would immediately switch out when you send it in. Most players tend to inflict as much damage as possible to force Gorebyss to attack after setting up. Also, most teams have a good revenge killer, either a faster Scarfer or a powerful priority user, so maintaining your defensive stats is much more useful than an item that will usually be broken.

Now, the decision to use AcroBlim or CM Drifblim is up to you, but I'll explain the reason most players don't find the CM set to be quite as effective. The reason is that you really need to set up in order to sweep (or even inflict significant damage), which means that Drifblim will have to take a good amount of damage at least once (your opponent will either attack twice with their current Pokemon, or switch out to a faster/threatening Pokemon and hit you at least once). The AcroBlim set can immediately attack for a large amount of damage with excellent neutral coverage and activate Unburder right off the bat. It also has Will-O-Wisp to weaken hysical attackers, and Substitute to block crippling status. Either Disable or Destiny Bond can disrupt your opponent's momentum. The set almost always gets at least a single KO and will usually cripple at least 2 Pokes.

Finally, citro's idea of using Regirock is pretty good. I'd say that Golem may be a more useful Rock setter for your team though. It provides a necessary Electric immunity, and brings valuable priority to the table. Rock Blast's utility is also pretty hard to deny, and Golem's higher damage output can be quite useful. Your team isn't exactly defensive, so Bastiodon isn't exactly the best option after all.

Changes:

Gorebyss: White Herb>Focus Sash
Golem>Regirock>Bastiodon

Golem @ Leftovers
Trait: Sturdy
EVs: 196 HP / 252 Atk / 60 Spe
Adamant Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Sucker Punch

I'm at work right now, so I don't have time for a more in-depth rate. Good luck!
 
Thanks for the suggestions! I admit that I haven't had much success with regirock tbh, and I've always wanted to try out golem, mostly because of sucker punch (...?)

I'll have to try white herb, because gorebyss is really quite frail, and I'm a little doubtful weather it can take a hit. No focus sash will also mean I'll need to play more carefully, which I usually don't :P I have had success with white herb cloyster in the higher tiers, so I'll give it a try.

Lastly, about the CM Drifblim...It is true that requiring set-up is sometimes quite annoying (a lot of times, I admit, it got OHKO'd before trying to set up). However, once it's set up, it's an unstoppable monster, and people don't really expect calm mind + ghost gem unburden Drifblim that much, so I kinda use it for the surprise factor as well. I'll still think about the acroblimp set, although that will also mean that I will need to change one of my physical pokes to a special attacker (I like to keep physical/special relatively balanced).

EDIT: I tried white herb gorebyss, and I got smashed. So, I'll use focus sash but I'll put white herb as an alternative.
 
Back
Top