Hi everyone ! I've made a few days ago a NU Team and I'm really dispointed of his performance even if I think it looks pretty cool on the paper. Here is the team :
Frogadier (M) @ Leftovers
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Toxic Spikes
- Protect
- Surf
- Hidden Power [Ground]
Frogadier is here first to deploy his Toxic Spikes on the battlefield to supposedly begin the principal strategy of the team. Protect to win scout at least one of the ennemy move and win maybe a second if I predict a Ghost move. Surf is the main STAB here, Scald could be a choice against Poison-types because of the burn and Hydropump for a stronger hit. Hidden Power Ground is here to make some cool damage to Electric-types and by the way to win the immunity to Electric moves through the Protean ability.
Full investisment and Timid nature to be as fast as possible. 252 EVs in SpA to decently hit the opponent.
Haunter (M) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Venoshock
- Thunderbolt
- Destiny Bond
A Timid, Choice Scarfed, already pretty speed Haunter to outspeed pretty much everything that don't have a priority move, what is pretty useful considering the crappy bulkyness of Haunter. Hex and Venoshock are the two STAB who wins a benefit through the Toxic Spikes of Frogadier. Thunderbolt is here to give haunter some coverage and Destiny Bond to take down a possible threat to all my team like a Mach Punch+Assault Vest-Hariyama, Gurdurr... Maybe Destiny Bond could be replaced by an other move of coverage like Energy Ball or Psychic.
Combusken (F) @ Focus Sash
Ability: Speed Boost
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Baton Pass
- Protect
- Flame Charge
- Brick Break
You probably already see what Combusken is all about. Speed Boost + Flame Charge + Baton Pass to give to an other Poké a good improvement in Speed. The Focus Sash, if needed give the possibility to quickly get a nice speed improvement through Flame Charge and Speed Boost, Protect give an other free turn. Brick Break is principally here for the STAB. I first choose to make a full investisment in SpA over the HP a choose Vacuum Wave to Revenge Kill an opponent, but for an obscure reason you can't do this. So I choose Brick Break. Focus Blast is always a possibility btw.
Kabutops (M) @ Choice Band
Ability: Weak Armor
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Stone Edge
- Rapid Spin
Choice Band + Adamant Nature to help Kabutops Revenge Killing an enemy through Aqua Jet. Waterfall and Stone Edge are his main STABs and Rapid Spin to get rid off the entry hazard. His set is a think pretty common and I think he's maybe a Pokémon I can remplace for someone else. I choose the Weak Armor ability in case of a already KO Combusken but if he's not, it may be useless or even
disadvantageous to lost Def for a small unneeded boost in Spe.
Cacturne (M) @ Life Orb
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Giga Drain
- Venoshock
- Dark Pulse
- Hidden Power [Rock]
Here is the last piece of the Frogadier srategy. A Modest Nature plus a full investisment in SpA plus the Life Orb to give Cacturne some serious power. Venoshock to eliminate all the poisoned targets, Giga Drain to get a good STAB and a way to recover a bit from the recoil of the Life Orb. Dark Pulse for a second STAB and Hidden Power Rock to eventually take down a Fire, a Bug or a Flying threat. The principal negative point of Cacturne is how fragile he is and how many common types can threat him. He's pretty slow too but the Baton Pass-Combusken is here to help him. I choose Water Absorb over Sand Veil because it gives him a second immunity and because Sand Veil is just useless here.
I actually run two versions of this team, the difference is the last Pokémon. I run a team with Zangoose and an other with Mega-Audino. Here's their sets :
Zangoose (M) @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Close Combat
- Swords Dance
- Knock Off
The classic Zangoose set. He's high 115 base-stat in Atk with Toxic Boost and Swords Dance make him maybe the strongest physical sweeper in NU. I choose a jolly nature to give him more needed Speed. Return is the main STAB who get ridiculously powerfull here, Close Combat for the Rock and Steel types who aren't too afraid of Normal moves and Knock Off for the Ghosts immune to Normal and Fight moves.
Audino (F) @ Audinite
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Heal Bell
- Wish
- Protect
- Thunder Wave
It's the classic set of a cleric Audino. Heal Bell and Wish are pretty cool since a lot of my Pokés don't get a way to be healed. Protect make you win some free turn of poison damages through the Toxic Spikes. I choose Thunder Wave to cripple everything the poisonproof like Mawile, Weezing... But as you can guess, it's pretty dangerous to run a set like this since he doesn't have a way to actually hit his opponent, I've been in this situation later and I won just because my ennemy was poisoned. If Mega-Audino is alone against a Steel or a Poison-type Pokémon, he's dead, with or without the fact that he become half-fairy through Mega-Evolution.
I actually play with these two teams. The one with Zangoose is the one with which I won the most but I really feel like something isn't working in it. That's why I need your comments and maybe your improvements.
By the way, I'm really sorry about muy crappy english, but I'm french, that explain a lot haha !

Frogadier (M) @ Leftovers
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Toxic Spikes
- Protect
- Surf
- Hidden Power [Ground]
Frogadier is here first to deploy his Toxic Spikes on the battlefield to supposedly begin the principal strategy of the team. Protect to win scout at least one of the ennemy move and win maybe a second if I predict a Ghost move. Surf is the main STAB here, Scald could be a choice against Poison-types because of the burn and Hydropump for a stronger hit. Hidden Power Ground is here to make some cool damage to Electric-types and by the way to win the immunity to Electric moves through the Protean ability.
Full investisment and Timid nature to be as fast as possible. 252 EVs in SpA to decently hit the opponent.

Haunter (M) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Venoshock
- Thunderbolt
- Destiny Bond
A Timid, Choice Scarfed, already pretty speed Haunter to outspeed pretty much everything that don't have a priority move, what is pretty useful considering the crappy bulkyness of Haunter. Hex and Venoshock are the two STAB who wins a benefit through the Toxic Spikes of Frogadier. Thunderbolt is here to give haunter some coverage and Destiny Bond to take down a possible threat to all my team like a Mach Punch+Assault Vest-Hariyama, Gurdurr... Maybe Destiny Bond could be replaced by an other move of coverage like Energy Ball or Psychic.

Combusken (F) @ Focus Sash
Ability: Speed Boost
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Baton Pass
- Protect
- Flame Charge
- Brick Break
You probably already see what Combusken is all about. Speed Boost + Flame Charge + Baton Pass to give to an other Poké a good improvement in Speed. The Focus Sash, if needed give the possibility to quickly get a nice speed improvement through Flame Charge and Speed Boost, Protect give an other free turn. Brick Break is principally here for the STAB. I first choose to make a full investisment in SpA over the HP a choose Vacuum Wave to Revenge Kill an opponent, but for an obscure reason you can't do this. So I choose Brick Break. Focus Blast is always a possibility btw.

Kabutops (M) @ Choice Band
Ability: Weak Armor
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Stone Edge
- Rapid Spin
Choice Band + Adamant Nature to help Kabutops Revenge Killing an enemy through Aqua Jet. Waterfall and Stone Edge are his main STABs and Rapid Spin to get rid off the entry hazard. His set is a think pretty common and I think he's maybe a Pokémon I can remplace for someone else. I choose the Weak Armor ability in case of a already KO Combusken but if he's not, it may be useless or even
disadvantageous to lost Def for a small unneeded boost in Spe.

Cacturne (M) @ Life Orb
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Giga Drain
- Venoshock
- Dark Pulse
- Hidden Power [Rock]
Here is the last piece of the Frogadier srategy. A Modest Nature plus a full investisment in SpA plus the Life Orb to give Cacturne some serious power. Venoshock to eliminate all the poisoned targets, Giga Drain to get a good STAB and a way to recover a bit from the recoil of the Life Orb. Dark Pulse for a second STAB and Hidden Power Rock to eventually take down a Fire, a Bug or a Flying threat. The principal negative point of Cacturne is how fragile he is and how many common types can threat him. He's pretty slow too but the Baton Pass-Combusken is here to help him. I choose Water Absorb over Sand Veil because it gives him a second immunity and because Sand Veil is just useless here.
I actually run two versions of this team, the difference is the last Pokémon. I run a team with Zangoose and an other with Mega-Audino. Here's their sets :

Zangoose (M) @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Close Combat
- Swords Dance
- Knock Off
The classic Zangoose set. He's high 115 base-stat in Atk with Toxic Boost and Swords Dance make him maybe the strongest physical sweeper in NU. I choose a jolly nature to give him more needed Speed. Return is the main STAB who get ridiculously powerfull here, Close Combat for the Rock and Steel types who aren't too afraid of Normal moves and Knock Off for the Ghosts immune to Normal and Fight moves.

Audino (F) @ Audinite
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Heal Bell
- Wish
- Protect
- Thunder Wave
It's the classic set of a cleric Audino. Heal Bell and Wish are pretty cool since a lot of my Pokés don't get a way to be healed. Protect make you win some free turn of poison damages through the Toxic Spikes. I choose Thunder Wave to cripple everything the poisonproof like Mawile, Weezing... But as you can guess, it's pretty dangerous to run a set like this since he doesn't have a way to actually hit his opponent, I've been in this situation later and I won just because my ennemy was poisoned. If Mega-Audino is alone against a Steel or a Poison-type Pokémon, he's dead, with or without the fact that he become half-fairy through Mega-Evolution.
I actually play with these two teams. The one with Zangoose is the one with which I won the most but I really feel like something isn't working in it. That's why I need your comments and maybe your improvements.
By the way, I'm really sorry about muy crappy english, but I'm french, that explain a lot haha !