RMT. iunno

This is one of the first successful NU teams I've made, the only other being a team revolving around a Spinda, but I'll no be talking about that one. Without further ado, my team:

Alomomola @ Leftovers
Trait: Regenerator
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Waterfall
- Wish
- Protect
- Toxic

This is the standard physically defensive Alomomola set, working in conjunction with my Amoonguss for a great Regenerator core. Not much too be said about her.

Gurdurr @ Eviolite
Trait: Guts
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Bulk Up
- Drain Punch
- Ice Punch
- Knock Off

This Gurdurr forms a the Fighting/Psychic/Dark core with my Musharna and Skuntank. He's also a pretty standard set like Alomomola. I run Knock Off on him to render any pesky Eviolite holders useless for the match. This is somewhat ironic in that Gurdurr needs an Eviolite to be effective.

Amoonguss @ Leftovers
Trait: Regenerator
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Giga Drain
- Spore
- Synthesis
- Clear Smog

This is the standard specially defensive Amoonguss, working with Alomomola to from a Regenerator core. I run Clear Smog to stop CM users, though most are psychic and could do a great deal of damage to Amoonguss with a psychic or psyshock, making a somewhat ineffective phazer on CM users, though he works great against BU users.

Armaldo @ Life Orb
Trait: Battle Armor
EVs: 4 Atk / 252 HP / 252 Def
Impish Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- X-Scissor

Armaldo is really just here to set up SR, and will probably be replaced by fire-type SR setter to form a Fire/Grass/Water core with Alomomola and Amoonguss. Armaldo's Rapid Spinning services also aren't very much needed as I don't have any SR-weak Pokes on this team.

Musharna @ Leftovers
Trait: Synchronize
EVs: 240 HP / 252 Def / 16 SDef
Bold Nature
- Calm Mind
- Heal Bell
- Psychic
- Moonlight

This is the standard CM set on Musharna, with Heal Bell, Psychic, and Moonlight. Musharna has great synergy with Alomomola because once Alomomola is toxiced (the most common way to bring her down), she can pass a wish to Musharna, almost guaranteeing a safe switch-in, and Heal Bell and get back out. I've been thinking about switching out a different move for an attacking move to hit Dark types, as Musharna is completely walled by them. In fact, Skuntank can just force a switch on her and Pursuit. But if I don't switch, Pursuit would still 2HKO, but I don't know what move to switch out. Probably Psychic, even though she would lack stab.

Skuntank @ Leftovers
Trait: Aftermath
EVs: 252 Atk / 36 Spd / 220 HP
Adamant Nature
- Crunch
- Sucker Punch
- Pursuit
- Taunt

This is, as well, the standard Skuntank set. If you want to know why I run Lefties over Black Sludge, just look at the article on Black Sludge on Smogon. Skuntank is definitely my favorite on this team. He's very much a high-risk, EXTREMELY high-reward Poke, a he requires lots of prediction to use effectively. Fortunately, I have lots of experience in this, and I'm sure many of you reading this do as well. Skuntank is a very ideal trapper, with access to Sucker Punch and Pursuit as well as Taunt to force switches, netting more kills with Pursuit or striking first with Sucker Punch. Skuntank also has decent bulk as well, with 103/67/61 defenses. In fact, he's not even 2HKO'd by Specs Exeggcutor's Leaf Storm. I have been considering getting rid of Crunch on him because I literally have never used it in the three weeks I've been using this team, but there's not much to replace it besides Torment, and that's generally useless on Skuntank.

Well, that's my team in a nutshell. I hope you leave suggestions on how I could improve it, and good night.
 
Flying types can cause this team a lot of trouble since you have nothing to tank hits from the likes of Choice Band Braviary. It can also set up on most of your team with its Substitute Bulk Up set and proceed to wreck havoc. I suggest using Psych Up Regirock over Armaldo since it takes pitiful damage from anything except Superpower and can steal boosts from variants that set up, eventually defeating it. Your team doesn't really need rapid spin support anyways since nothing is weak to Stealth Rocks.

Skuntank should run Poison Jab over Crunch to be able to hit a lot more top threats harder, such as Sawk, Emboar, Cacturne, and Ludicolo. The poison chance can also help you a lot against bulkier Pokemon such as Rock-types, Miltank, or Alomomola.

Gurdurr needs Mach Punch in order to compensate for its lack of speed. It is especially helpful against fast, frail, Pokemon such as Cinccino, Swellow, and Zangoose. Knock Off isn't really useful since your main targets are bulky Psychic-types that are already taken care of by Skuntank. Gurdurr should be spending its time setting up and sweeping.

Most Calm Mind usually carry Substitute or have a way of damage Amoonguss significantly, so Clear Smog isn't the best option for Amoonguss. It also opens up the way for Pokemon such as Emboar, Exeggutor, and Braviary to practically come in for free. Sludge Bomb is a much better option since it hits common switch-in's to Amoonguss for a nice chunk of damage and has a sweet chance to poison them.


Summary of changes:

Armaldo —> Regirock
Crunch —> Posion Jab on Skuntank
Knock Off —> Mach Punch on Gurdurr
Clear Smog —> Sludge Bomb on Amoonguss


Regirock @ Leftovers
Trait: Clear Body
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Rock Slide
- Drain Punch
- Psych Up
- Stealth Rock
 
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