Team ShatterDawn [NU RMT]

Ice-eyes

Simper Fi
My latest NU team is a revamp of my previous one. Now that the metagame has progressed, the team has been rebuilt with a few different choices to further exploit the team’s synergy and combat the metagame’s adaptations of recent times.

A quick glance:
308.png
57.png
207.png
199.png
435.png
196.png


medicham.png

Medicham @ Life Orb
Adamant (+Atk, -SpA)
Pure Power
4 HP/252 Atk/252 Spe
Fake Out
Hi Jump Kick
Zen Headbutt
ThunderPunch

Medicham is one of my favourite NU leads and for good reason. The raw power it packs is incredible – with maximised EVs and IVs, it hits about 168 base attack. Many leads are completely destroyed, but the great thing about Cham is that nothing – nothing – can switch into it for free. Anything quick enough to outspeed it generally takes a huge amount of damage even on a resisted hit, and anything slower is 2HKOd, often no matter what they switch into. Even the leads it loses to, generally those that are faster and can OHKO or sleep it, eat a Fake Out before I switch. An Adamant nature is important because it increases the damage output of Fake Out as well as making sure that Medicham’s attacks, even when resisted, wreak as much havoc as possible. It also increases the chance of KOing Slowking with ThunderPunch after it switches into a HJK, reducing the potential for Thunder Wave stall-out.

primeape.png

Primeape @ Choice Scarf
Adamant (+Atk, -SpA)
Vital Spirit
4 HP/252 Atk/252 Spe
Close Combat
U-Turn
Stone Edge
Ice Punch

Ah, ScarfApe. What does it do? What can’t it do? It’s a scout, a revenge-killer and even a sweeper by turns. It boasts excellent synergy with Medicham, which is adept at killing or weakening physically bulky pokémon so that Primeape can unleash its Close Combats unhindered. Its U-Turn allows it to bring Skuntank in for free on pokes that are ideal for trapping, like Dusclops and Slowking. It’s also a good sleep absorber, covering for Cham against leads like Jumpluff and Butterfree. For all its utility, though, Primeape fills one basic role at heart – as an incredibly good revenge-killer. It tears through most weakened sweepers, coming close to an OHKO on Espeon with U-Turn and slamming through frailer attackers like Magmortar with its powerful Close Combats.

gligar.png


Gligar @ Leftovers
Impish (+Def, -SpA)
Sand Veil
252 HP/4 Atk/252 Def
Earthquake
U-Turn
Stealth Rock
Roost

Gligar is a new addition to the team, brought in in place of Miltank. The annoying cow just wasn’t cutting it as a Stealth Rock user any more, partly because the metagame was starting to adapt to it. Electric- and Fighting-type pokes are becoming more and more common as players bring in attackers that can break through the ‘MilKing’ core. More than that, though, strong physical attackers like Tauros are becoming less common precisely because they are completely walled by Miltank – I was finding that Miltank wasn’t getting Rocks up early, or even at all, because it didn’t have any opportunities to come in or force anything out. Gligar provides a spread of useful resistances and immunities, so it can be brought in on many resists as well as to sponge generic physical hits. It also has arguably better synergy with Slowking – it can take the Electric attacks aimed at its walling partner while Water and Ice moves targeted for Gligar are easily sponged by the King’s absurd special bulk.

Gligar also has a few other nice touches. In a metagame filled with powerful Fire-types, few Fliers and a burgeoning population of Electrics, STAB Earthquake is a rare and valuable commodity. Its U-Turn, too, makes it a very good wall – should it not need to Roost on an obvious switch, it can let the appropriate poke come in, retaining momentum. Moreover, a slow U-Turn is invaluable to support pokes like Medicham and Primeape, which are otherwise too frail to switch in without impeccable prediction or a sacrifice.

slowking.png

Slowking @ Leftovers
Calm (+SpD, -Atk)
Own Tempo
252 HP/56 SpA/200 SpD
Surf
Grass Knot
Slack Off
Thunder Wave

Slowking completes my defensive combo, allowing me to avoid revenge kills from special attackers. It’s a good switch-in to most of the special side of NU, including the huge threats that are Choice Typhlosion, Charizard and Magmortar. Another useful role of Slowking is to attract Skuntank like flies – it can switch out, allowing another poke to damage the skunk (though it risks Pursuit, few Skuntank are Pursuiting first any more) or it can wear it down with STAB Surf. With Skuntank weakened, KOd or forced to Explode, Espeon has a much easier time sweeping.

Surf provides powerful STAB, and Grass Knot is a powerful secondary attack that few people see coming. I’ve had a few people tell me I should be using Ice Beam (news flash – Leafeon is gone!), or Hidden Power Electric – this is usually said immediately after I have hit their Quagsire/Gastrodon with it, or broken the sub of the DD Lapras they expected to wall me. The EV spread provides maximum Special bulk while allowing Slowking to do an average of 50% to 4 HP Skuntank with Surf – a good chance of a 2HKO, guaranteed with Stealth Rock. Thunder Wave cripples most switch-ins and allows Slowking to stall out many attackers that would otherwise 2HKO, such as Expert Belt Magmortar.

skuntank.png

Skuntank @ Life Orb
Adamant (+Atk, -SpA)
Aftermath
32 HP/252 Atk/224 Spe
Sucker Punch
Pursuit
Taunt
Explosion

Skuntank is an incredibly useful pokémon that I’ve used on almost all of my teams this format. It helps break down walls like Dusclops, Slowking and Gardevoir, using its Taunt, threatening Sucker Punch and powerful Pursuit to trap and kill these checks to Espeon and Primeape. Skuntank’s second job is to insure the team against threats like Espeon and Haunter – its immunity to Psychic and neutrality to Bug allows it to deal with Substitute variants of the cat that lack HP Ground as well as soft countering Specs sets. It’s also a fantastic revenge-killer, taking down many sweepers and wallbreakers with its incredibly powerful Sucker Punch. There are some threats Primeape can’t deal with – especially if it’s dead – so Skuntank is a catch-all answer to most of NU’s most dangerous threats. Finally, when it gets low on health and it has done its job, it can tear through pretty much anything with a Life Orbed, max attack Explosion.

Its EVs and item cast it in a very offensive role – this isn’t a pokemon that sticks around for that long once it has neutralised a threat. 224 Spe lets it outspeed all Miltank that don't have significant investment, as well as Adamant Medicham. Skuntank makes up for its lack of longevity by taking down at least one and often two threats to the team. Taunt is a surprisingly undervalued option – it lets Skuntank stop Will-o-Wisp and force out annoying threats like SubSeed Jumpluff, otherwise hugely difficult to kill once it gets going. Similarly, Cursers can be forced out, or killed if they stay in. Skuntank is a hugely versatile pokemon, and wreaks havoc in nearly every match.

espeon.png

Espeon @ Life Orb
Timid (+Spe, -Atk)
Synchronise
252 Spe/252 SpA/4 SpD
Psychic
Signal Beam
Hidden Power (Ground)
Calm Mind

Calm Mind + 3 Attacks Espeon is in my experience the most effective set. While Specs is easy to wall and always wary of Skuntank’s trapping, and SubCM versions don’t have the coverage to hit both Slowking and Skuntank for super-effective damage, this set has the least problems with the metagame hate against it. Sure, Skuntank can switch in as Espy Calm Minds, but then mind-games ensue. If Skuntank Pursuits, Espeon could stay in and OHKO with HP Ground, but if it Sucker Punches then it risks a free switch-out. Moreover, many players have started sacking weakened pokes to Espy in order to scout for a Specs HP Ground, so Skuntank rarely switches in directly.

Essentially, Espeon is the cleaner that the team needs to finish things off. Once Medicham has taken out their Slowking and pulled in their fast, Scarf revenger to be worn down, and Skuntank has torn through their bulky Psychic-type or Choice Scarf Haunter, Espeon shreds pretty much everything. After a Calm Mind, Psychic destroys anything that doesn’t resist it.

Psychic offers a powerful STAB move, and is the main sweeping tool – Signal Beam hits other Psychics and most Dark-types, while Hidden Power Ground hits Skuntank. A Timid nature is essential because not to outspeed +Spe-natured base 100s greatly hampers Espeon’s ability to function – it needs to beat things like Ninetales, Typhlosion, Manectric and Charizard as well as at worst tying with Tauros.

A last look:
308.png
57.png
207.png
199.png
435.png
196.png
 
This team rapes me three times in a row lol. Medicham is so killer. Just a thought, I've almost always found Earthquake more helpful than Stone Edge on ScarfApe. Both work though, it's nothing huge.
 
Earthquake has pretty redundant coverage with Close Combat, though, while Stone Edge is important to hit Bug- and Flying-types that resist Fighting, such as Venomoth, Pinsir and Charizard.
 
This is a pretty powerful threat in NU. (possibly the strongest team...)

It's a fantastic team with no apparent flaws. If stall were popular you could run Gligar with taunt but it's nearly non-existant.
 
Ice-eyes used Psycho Shift!
Now YOU have a grotesquely bloated ego.

I can't help but agree with you, though I am pretty subjective.
 
Stall is nonexistent in NU? o___o By jorge, I think I just found one MORE reason to do NU.

Quick question, is there any particular reason to use Signal Beam over Shadow Ball? I know Shadow Ball is more powerful, so unless there's anything Signal Beam wants to hit that Shadow Ball doesn't....?
....owait, Dark. Nvm.
 
Yup, stall is pretty out of the picture and Gligar is cursed with four-moveslot syndrome so...

Banryu, the only viable stall variant is hail, which it really sucks to face but which Medicham and Primeape can tear holes in.
 
Yeah, this seems like a representation of NU in a team. :/

4 pokemon I'd list as 'possible suspects', Primeape, who counters another 'possible Suspect' and can revenge the 6th of them group.

These being Slowking, Espeon, Medicham, and Skuntank, as you've even stated they're massivly useful. You're only missing Magmortar and Miltank to have the 'NU Suspect Team' <_<.

Seriously, though I can't really think of anything to say, other than good team, I'd hate to face it, props to not useing Miliking, and not props for using 4 of the most broken pokemon in the teir.

And, nothing can switch into Medicham for free? I thought of something.

Shedinja.
 
Quick question, is there any particular reason to use Signal Beam over Shadow Ball? I know Shadow Ball is more powerful, so unless there's anything Signal Beam wants to hit that Shadow Ball doesn't....?
....owait, Dark. Nvm.

Murkrow is the ultimate reason for signal beam.C-o/Alan recently popularized Murkrow as a late game sweeper and an espeon check, possibly a counter. Its immune to psychic/Hp Ground, and laughs at resisted Shadow Balls. The only that can kill it is signal beam, or 2 SR switchins and a pair of shadow balls (good luck with that.) also skunktank at least takes damage from signal beam, unlike shadow ball. (the amount is negligible)
 
Pretty damn decent team.
Only one niggle though; I don't think Slowking's in NU anymore, however, I reckon Politoed might make an acceptable equivalent.
 
Back
Top