Hey people! I'm back with another RMT for NU today, It's a pretty fun Offense team. I decided to build
around Floatzel + Jumpluff + Magmortar. A standard Fire Water Grass core. Lets break it down. (sorry PU):)
Teambuilding Process
So I started off with a standard FWG core. I wanted to use a physical grass type, because I assumed my water type and fire type would be special. Leafeon and Jumppluff stood out and picked Pluff because of its speed tier, typing, and Sleep Powder.
Next, I wanted a fast water type to pair with Pluff. I chose Floatzel. Floatzel has base 115 Speed, being the biggest reason I chose it over Samurott.
Thirdly, I went for the best Fire Type in the NU tier, Magmortar. Magmortar rounds off the core as a Bulkier, Wallbreaking, Fire Type that can break things that Jumpluff cannot, and can also switch into Ice Types and other Special Fire types that give Jumpluff problems. It also handles bulky grass types Floatzel cannot KO safely with an Ice Beam.
Fourthly, I needed to have Hazard Control if I planned on using Magmortar to Switch into weak attacks, so I chose Claydol. Claydol provides valuable hazard removal, and a Rhydon check.
In Fifth Place, So far, I was in desperate need of a Stealth Rocker so that it is harder for the opponent to switch into Magmortar and Floatzel. I chose Mawile. Mawile provides Intimidate support, Stealth Rocks and Taunt for my team. It also switches into Jynx, handles certain forms of Mega Audino and can also intimidate Sawk helping with that wallbreaking king.
FINALLY, the sixth Pokemon on this team is Garbodor. Garbodor serves as a Fighting check, Spikes and Toxic Spikes to wear down switch ins for Magmortar and Floatzel. This slot was hard for me to figure out honestly, I had some help from the NU chatroom for it.
one generation of animation later... Lets get into the sets
Tect (Jumpluff)
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sleep Powder
- Acrobatics
- Seed Bomb
Jumpluff is the sweeper of the team, Swords Dance to boost its pitiful attack, Sleep Powder to give it more set up opportunities and cripple threats it cannot OHKO. Acrobatics is a base 110 STAB flying type move as long as Jumpluff has no item, the move you will be clicking most. Seed Bomb hits Rock Types that may try to switch into an Acrobatics, and hits Lanturn harder.
jaws (Floatzel) @ Life Orb
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Focus Blast
- Baton Pass
Floatzel is one of the revenge killer of the team, and can also clean up late game. Hydro Pump is a base 110 water type STAB move, hitting anything the comes in decently hard. Ice Beam lets me hit Grass Types that try to switch in, also giving me a more accurate move against some weakened opponents. Focus Blast allows me to get a strong neutral hit against Water types that may come in, Specifically Lanturn. Baton Pass allows me to dodge Skuntanks Pursuit, and Sucker Punch if Floatzel is in range. It also allows Floatzel to gain momentum.
Armaldoxd (Magmortar) @ Assault Vest
Ability: Vital Spirit
EVs: 104 HP / 252 SpA / 152 Spe
Mild Nature
- Fire Blast
- Thunderbolt
- Hidden Power [Grass]
- Earthquake
Magmortar is the Wallbreaker of the team, and can also switch into fire types and ice types for Jumpluff with the Assault Vest. Fire Blast is a base 110 STAB fire move, coming off of Magmortars high special attack stat, it breaks most that come in. Thunderbolt allows me to hit water types that may want to come in such as Pelipper, Prinplup, and Kabutops. Hidden Power Grass allows me to hit Quagsires that may want to come in on a thunderbolt or a Fire Blast, Earthquake hitting Lanturn and other Fire Types.
8balls (Claydol) @ Leftovers
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Rapid Spin
- Earth Power
- Shadow Ball
- Psychic
Claydol has the Hazard Removal of the team, also serving as a Rhydon Check. Rapid Spin allows me to keep Magmortar and Jumpluff healthy by removing Stealth Rocks and Spikes respectively. Earth Power is a base 90 ground type STAB move, Shadow Ball can catch ghost types on the switch if they come in and attempt to Spinblock, and Psychic is a base 90 psychic type move. Soft Sand can be ran over leftovers to hit things harder, but I like lefties for longevity.
Audrey 2 (Mawile) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 188 Def / 64 SpD / 4 Spe
Impish Nature
- Stealth Rock
- Iron Head
- Toxic
- Taunt
Mawile has the Stealth Rocks for the team (shout out to the Reverend), which wear down switch ins for Magmortar and Floatzel. Iron Head is a base 80 STAB move, I chose it over Play Rough because it hits Mega Audino after I prevent it from setting up stuff using Taunt, Which helps me stop other hazard users and Set-Up Sweepers. Toxic helps me wear down bulky things, giving them a timer for the amount of turns they can stay in. The odd EVs are the spread I found on Smogon, allowing me to take physical hits and not get 2hko'd by strong resisted special moves.
Mirak (Garbodor) @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Spikes
- Gunk Shot
- Drain Punch
- Toxic Spikes
Garbodor is the Spiker of the team, also supplying me with a Fighting type switch in, and in general to check physical threats. Spikes goes a step further in the wearing down process, if I do manage to set them up it limits the switch ins of Grounded Pokemon. Gunk Shot is a strong base 120 poison stab move, helping me break Mega Audino and hitting Xatu on the switch in. Toxic Spikes help me poison things like Musharna, helping me stop its sweep. Rocky Helmet helping me wear down physical threats, breaking Sawks Sturdy, and working with its Ability Aftermath. The spread is a Standard defensive spread.
Threatlist
-Missing the moves.
So that wraps it up.
Thanks to Disjunction for helping me find the last member of the team
Thanks to Tect for kindly allowing me to use mons from PU!
RawMelon is better than Tect at pokemon and rapping.
Importable: http://pastebin.com/GGLwZqtU
around Floatzel + Jumpluff + Magmortar. A standard Fire Water Grass core. Lets break it down. (sorry PU):)
Teambuilding Process
So I started off with a standard FWG core. I wanted to use a physical grass type, because I assumed my water type and fire type would be special. Leafeon and Jumppluff stood out and picked Pluff because of its speed tier, typing, and Sleep Powder.

Next, I wanted a fast water type to pair with Pluff. I chose Floatzel. Floatzel has base 115 Speed, being the biggest reason I chose it over Samurott.

Thirdly, I went for the best Fire Type in the NU tier, Magmortar. Magmortar rounds off the core as a Bulkier, Wallbreaking, Fire Type that can break things that Jumpluff cannot, and can also switch into Ice Types and other Special Fire types that give Jumpluff problems. It also handles bulky grass types Floatzel cannot KO safely with an Ice Beam.

Fourthly, I needed to have Hazard Control if I planned on using Magmortar to Switch into weak attacks, so I chose Claydol. Claydol provides valuable hazard removal, and a Rhydon check.

In Fifth Place, So far, I was in desperate need of a Stealth Rocker so that it is harder for the opponent to switch into Magmortar and Floatzel. I chose Mawile. Mawile provides Intimidate support, Stealth Rocks and Taunt for my team. It also switches into Jynx, handles certain forms of Mega Audino and can also intimidate Sawk helping with that wallbreaking king.

FINALLY, the sixth Pokemon on this team is Garbodor. Garbodor serves as a Fighting check, Spikes and Toxic Spikes to wear down switch ins for Magmortar and Floatzel. This slot was hard for me to figure out honestly, I had some help from the NU chatroom for it.







Tect (Jumpluff)
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sleep Powder
- Acrobatics
- Seed Bomb
Jumpluff is the sweeper of the team, Swords Dance to boost its pitiful attack, Sleep Powder to give it more set up opportunities and cripple threats it cannot OHKO. Acrobatics is a base 110 STAB flying type move as long as Jumpluff has no item, the move you will be clicking most. Seed Bomb hits Rock Types that may try to switch into an Acrobatics, and hits Lanturn harder.
jaws (Floatzel) @ Life Orb
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Focus Blast
- Baton Pass
Floatzel is one of the revenge killer of the team, and can also clean up late game. Hydro Pump is a base 110 water type STAB move, hitting anything the comes in decently hard. Ice Beam lets me hit Grass Types that try to switch in, also giving me a more accurate move against some weakened opponents. Focus Blast allows me to get a strong neutral hit against Water types that may come in, Specifically Lanturn. Baton Pass allows me to dodge Skuntanks Pursuit, and Sucker Punch if Floatzel is in range. It also allows Floatzel to gain momentum.
Armaldoxd (Magmortar) @ Assault Vest
Ability: Vital Spirit
EVs: 104 HP / 252 SpA / 152 Spe
Mild Nature
- Fire Blast
- Thunderbolt
- Hidden Power [Grass]
- Earthquake
Magmortar is the Wallbreaker of the team, and can also switch into fire types and ice types for Jumpluff with the Assault Vest. Fire Blast is a base 110 STAB fire move, coming off of Magmortars high special attack stat, it breaks most that come in. Thunderbolt allows me to hit water types that may want to come in such as Pelipper, Prinplup, and Kabutops. Hidden Power Grass allows me to hit Quagsires that may want to come in on a thunderbolt or a Fire Blast, Earthquake hitting Lanturn and other Fire Types.
8balls (Claydol) @ Leftovers
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Rapid Spin
- Earth Power
- Shadow Ball
- Psychic
Claydol has the Hazard Removal of the team, also serving as a Rhydon Check. Rapid Spin allows me to keep Magmortar and Jumpluff healthy by removing Stealth Rocks and Spikes respectively. Earth Power is a base 90 ground type STAB move, Shadow Ball can catch ghost types on the switch if they come in and attempt to Spinblock, and Psychic is a base 90 psychic type move. Soft Sand can be ran over leftovers to hit things harder, but I like lefties for longevity.
Audrey 2 (Mawile) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 188 Def / 64 SpD / 4 Spe
Impish Nature
- Stealth Rock
- Iron Head
- Toxic
- Taunt
Mawile has the Stealth Rocks for the team (shout out to the Reverend), which wear down switch ins for Magmortar and Floatzel. Iron Head is a base 80 STAB move, I chose it over Play Rough because it hits Mega Audino after I prevent it from setting up stuff using Taunt, Which helps me stop other hazard users and Set-Up Sweepers. Toxic helps me wear down bulky things, giving them a timer for the amount of turns they can stay in. The odd EVs are the spread I found on Smogon, allowing me to take physical hits and not get 2hko'd by strong resisted special moves.
Mirak (Garbodor) @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Spikes
- Gunk Shot
- Drain Punch
- Toxic Spikes
Garbodor is the Spiker of the team, also supplying me with a Fighting type switch in, and in general to check physical threats. Spikes goes a step further in the wearing down process, if I do manage to set them up it limits the switch ins of Grounded Pokemon. Gunk Shot is a strong base 120 poison stab move, helping me break Mega Audino and hitting Xatu on the switch in. Toxic Spikes help me poison things like Musharna, helping me stop its sweep. Rocky Helmet helping me wear down physical threats, breaking Sawks Sturdy, and working with its Ability Aftermath. The spread is a Standard defensive spread.
Threatlist
-Missing the moves.
So that wraps it up.
Thanks to Disjunction for helping me find the last member of the team
Thanks to Tect for kindly allowing me to use mons from PU!
RawMelon is better than Tect at pokemon and rapping.
Importable: http://pastebin.com/GGLwZqtU