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Rate My NU Team, All Help is Appriciated

(idk how to put pictures)
My Team
Mr. Mime @ Life Orb or assault vest (idk which is better)
Ability: Filter
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Dazzling Gleam
- Energy Ball
- Psyshock
- Shadow Ball
life orb for better late game sweeping or assault vest to take more special hits. Filter to take a super effective hit. Max speed and special attack for maximum effective late game sweeping. Timid to outspeed most pokes. Dazzling gleam stab and deals with dark types -spiritomb or shiftry-. Energy ball for water types -seismitoad-.
Psyshock for stab and poison coverage. Shadow ball for ghost and psychic types. Mr.Mime used to be Lairon(Lairon was my lead).

(not currently using)Lairon @ Eviolite-Poke was good for setting up rock and being a defensive wall at times. lots of fighting types in this metagame recking lairon.
Ability: Sturdy
EVs: 252 Atk / 236 HP / 20 Spd
Adamant Nature
- Earthquake -covers alot of types good for damage
- Stealth Rock-every knows what these are
- toxic-cripples walls
- Roar-gets rid of pokes that set up or getting pokes to switch into stealth rocks



Electrode @ Focus Sash
Ability: Aftermath
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Grass]
- Signal Beam
Focus Sash can be changed because usually gets hit by stealth rocks. Focus sash because its frail can sometimes stop, Pokes that have set up. Evs are obvious. Volt Switch for switch initiative or to get out of bad situations. Thunderbolt for stab and water types. Hidden Power for ground types and rock types and seismitoad. Signal Beam is psychic, dark and grass coverage.
This poke is mainly use to outspeed and revenge kill pokes. Aftermath helps get damage for revenge kills or unexpected kill on weak pokes.


Lunatone @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 252 SAtk / 252 Spd / 4 HP
Modest Nature
- Earth Power
- Ice Beam
- Shadow Ball
- Psychic
Idk y but lunatone is my favorite on the team besides Fletchinder. Choice Scarf for unexpected revenge kill/late game sweep. Earth Power for electric and steel types. Ice beam for grass and flying coverage. Shadow ball for ghost and psychic types. Psychic for stab and fighting type or poison types. I usually start off with this poke just because of the coverage and speed. (i need a lead)


Fletchinder (F)
Ability: Gale Wings
Shiny: Yes
EVs: 216 HP / 252 Atk / 40 Spd
Adamant Nature
IVs: 30 Atk / 30 Def
- Acrobatics
- Swords Dance
- Will-O-Wisp
- U-turn
No Item for max acrobatics damage. 216 in HP to take hits. Max attack evs for max damage. 40 Spd evs to outspeed lots of pokes to attack with other non-priority moves. Acrobatics for priority and good stab damage. Swords Dance for setting up on fire types or on forced switches. Will-O-Wisp for crippling physical attackers. U-turn for switch initiative. Good for revenge kills/Dealing damage all around. Good for the priority.


Swanna @ Leftovers
Ability: Big Pecks
EVs: 252 HP / 252 SAtk / 4 Spd
Modest Nature
- Air Slash
- Scald
- Defog
- Tailwind (replaceable)
Leftovers to recover since its gonna be switching into stealth rocks. Max HP evs to take hits. Max SAtk to deal good damage. 4 Spd just because. Modest max damage. Air Slash stab and coverage for grass and fighting. Scald go for birds, STAB and good for rock, ground and fire types. Defog to get rid of stealth rocks/toxic spikes/any hazard. Tailwind to make throh be able to outspeed pokes it normally cant or outspeed scarfed Magmortar with scarfed lunatone. Good at getting rid of rocks or taking care of fire and rock types. This is my most defensive poke on my team. Can take most special hits and deal good damage back.

Throh (M) @ Leftovers
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Storm Throw
- Bulk Up
- Knock Off
- Circle Throw
Leftovers for survivability. Guts allows it to switch into will-o-wisp. Most people forget throh gets guts and trys to burn it anyway. Max HP to take hits. Max Atk to deal damage. Adamant for damage. Storm throw to hit through intimidate and pokes with raised defense. Bulk up to set up on pokes that are forced to switch out. Knock off for ghost coverage,eviolite and getting ride of items. Circle Throw for pokes that might try to set up. Good at taking physical hits.

Feel free to comment about any pokes. The more suggestions the better. Thankyou for reading and commenting.
 
This team is stealth rock weak beyong all odds. Stealth Rocks break a Sash, and then do SE Damage against 2 Other mons. Swanna just has too many better things to do than defog. Strong electric types also unresistingly run through your team such as SpecsTom. The reality is that almost every pokemon on this team has their job done better by something else in the tier, and are almost always outclassed. Before entering the rate, I reccomend looking at Battling 101, since you know some basics it appears, but you need help going in the right direction. In order to change you team to something viable, I am forced to make more than 2 Significant changes, which I am unhappy about.

There is literally no reason to use Lairon on your team. It loses tons of momentum for an offensive team like yours, and frankly loses to almost every common stealth rocker based on typing alone. This compiled with the fact that your set is mono attacking with a non-STAB move makes it worse. Instead I reccomend using Rhydon to do the same role, since it hits much harder to maintain offensive pressure, and packs the same resistances. It also acts much better at checking common stealth rockers having an advantage in most cases, and also has an ground typing, which means it can absorb Electric moves for your team, which is key.

The next thing I would to is to replace Electrode with Wallbreaker Defog Shiftry. Electrode doesn't do much for your team, especially since your sash will be broken half the time and Electrode while fast is honestly a bad pokemon due to low defenses compiled with a dreadful 80 Special Attack. Instead I reccomend looking into Wallbreaker Defog Shiftry, who like Electrode acts as a all out attacker to punch holes into opponents for other members. It is a much more reliable defogger than Swanna due to its ability to actually force out stealth rockers, as well as half the tier fearing powerful Knock Off's or Sucker Punches.

The final change would be from Scarf Lunatone to Scarf Mismagius. I noticed you wanted a scarfer with coverage, and so Mismagius is key. Its faster, stronger, has better 3 move coverage, and gets Trick, which is key for a scarfer. There is literally no reason to use Lunatone over it, since Lunatone has no advantages other than a minor increase in defense, but Mismagius has a much better SDef. This is basically a 100% outclass scenario.

Minor Changes:
Fletchinder: Roost > U-Turn since if stealth rocks accidentally go up, you want a way to tackle them, and Fletch is your primary counter to strong grass types or fighting types, which means it needs more survivability in a reliable recovery move.
Swanna: I reccomend using a much more effective set in Surf / Hurricane / Substitute / Roost with max SAtk and max Spd. Use a Life Orb too. SubRoost is frankly Swanna's most effective set on offensive teams, forcing opponents out with good STAB 2 Move Coverage, and getting off free subs, to which it can safely fire off powerful moves against stuff that would normally force it out.
Throh: I reccomend running Rest > Storm Throw with a Chesto Berry. This gives Throh an advantage as it still can pack its favorite coverage, but more importantly can recover itself to full upon setting up, and honestly Storm Throw is uneeded because you would rather be phazing the opponent anyways.
Mr. Mime: Focus Blast > Shadow Ball because SE Coverage on Steel Types is invaluable [Shadow Ball doesn't add any other coverage]
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Rhydon @ Eviolite
Ability: Rock Head
EVs: 20 Atk / 252 HP / 240 SDef
Adamant Nature
- Rock Blast
- Stealth Rock
- Earthquake
- Roar / Dragon Tail

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Shiftry @ Life Orb
Ability: Early Bird
Shiny: Yes
EVs: 252 Spd / 252 Atk / 4 SAtk
Hasty Nature
- Leaf Storm / Seed Bomb
- Knock Off
- Sucker Punch
- Defog

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Mismagius @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Shadow Ball
- Dazzling Gleam
- Thunderbolt
- Trick
 
your team simply has pokemon that are overshadowed by other pokemon that perform the same role better. sigilyph is more efficient than lunatone, rhydon or steelix is generally better than lairon due to better typing and similar/better bulk or offensive presence, and unlike throh, gurdurr has drain punch and mach punch which are two moves that help sustain itself as a slow setup pokemon without reliable recovery

for the team as a whole, you're missing checks to many dangerous pokemon like boosting water-types and certainly can't switch into any of them. something like sceptile—probably a substitute life orb set—does mr. mime's role roughly the same while being a soft check to water-types, while a choice scarf sigilyph with psyshock / heat wave / energy ball / trick does everything lunatone can do but is faster and can also stop most water-types that have boosted their speed via shell smash

swanna should be running a faster offensive set with surf / hurricane / roost / defog and a timid nature because it's fairly strong with its high base power moves and hits an important speed that lets it outspeed particularly threatening pokemon like sigilyph and sawk. also, even though lairon isn't currently there, a stealth rock user and a reliable normal- and flying-type check is necessary, although rhydon will probably do more for your team instead. and as i've also implied, gurdurr is far better than throh for the most part. electrode isn't really needed for this team at its current state

rhydon / sceptile / sigilyph / fletchinder / swanna / gurdurr
 
Thanks for the help. I dont need battling 101. I didnt really try super hard to make this team. Sometimes i just throw things together and try to make them work. But honestly thanks for the help
 
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