ORAS NU Tect Nae Nae's!

Who is better?


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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.
jumpluff.gif


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.
floatzel.gif


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.
magmortar.gif


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.
claydol.gif


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.
mawile.gif


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.
garbodor.gif


one generation of animation later... Lets get into the sets
jumpluff.gif
floatzel.gif
magmortar.gif
claydol.gif
mawile.gif
garbodor.gif




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
 
Hey there FreddieMercury, this seems like a pretty straightforward build for Jumpluff balance (in fact a very similar build was made in a workshop a month ago lol), so it looks pretty solid. The main issue I see is your matchup against offense. Primarily I think that you rely too much on Speed alone to keep offensive threats in check; although you have two fast mons, you have a pretty tough matchup against threats like Swellow which can beat both of them, as well as certain Speed-boosting sweepers like Vivillon.

Looking over the team, I'd have to say Floatzel looks like the most expendable mon. Since you already have Jumpluff as a general fastmon, Claydol + Magmortar to cover Rock- and Fire-types respectively, and a Steel-type to cover Tauros and Archeops, most of Floatzel's main roles are still covered at least decently well by the rest of your team. Like I said before, you really want something that can take on Speed boosters and Specs Swellow, so I'd try Kangaskhan in its place. Covers the majority of those threats very well with Fake Out + Sucker Punch and shares usable offensive and defensive synergy with the team as well.

115.png
@ Silk Scarf | Scrappy
252 Atk / 252 Spe / 4 HP | Adamant or Jolly
Fake Out | Double-Edge | Earthquake | Sucker Punch

The other thing I want to touch on is that you're pretty weak to Water and Ground. You have pretty limited answers for either and the checks you do have are still a bit shaky; for example Claydol still falls over to Megahorn Rhydon, and Jumpluff is your only Water resist despite still taking massive damage on switching in. I would suggest using Ferroseed over Mawile for that reason; it accomplishes that while retaining Stealth Rock and Mawile's Steel typing to maintain a Normal resist and such.

597.png
@ Eviolite | Iron Barbs
248 HP / 144 Def / 112 SpD | Impish or Relaxed
Stealth Rock | Knock Off -or- Gyro Ball | Leech Seed | Protect

Lastly I just want to touch on a minor detail but running Toxic Spikes on Garbodor is pretty counterproductive with Jumpluff, because you need to be able to put things to sleep in order to set up comfortably. Some other moves you can try in place of it are Toxic or Haze, which can both help deal with boosting sweepers by putting them on a timer / removing boosts.

Jumpluff's really neat to try right now so it's cool to see people are using it. Gl and hope I helped!
 
Hey there FreddieMercury, this seems like a pretty straightforward build for Jumpluff balance (in fact a very similar build was made in a workshop a month ago lol), so it looks pretty solid. The main issue I see is your matchup against offense. Primarily I think that you rely too much on Speed alone to keep offensive threats in check; although you have two fast mons, you have a pretty tough matchup against threats like Swellow which can beat both of them, as well as certain Speed-boosting sweepers like Vivillon.

Looking over the team, I'd have to say Floatzel looks like the most expendable mon. Since you already have Jumpluff as a general fastmon, Claydol + Magmortar to cover Rock- and Fire-types respectively, and a Steel-type to cover Tauros and Archeops, most of Floatzel's main roles are still covered at least decently well by the rest of your team. Like I said before, you really want something that can take on Speed boosters and Specs Swellow, so I'd try Kangaskhan in its place. Covers the majority of those threats very well with Fake Out + Sucker Punch and shares usable offensive and defensive synergy with the team as well.

115.png
@ Silk Scarf | Scrappy
252 Atk / 252 Spe / 4 HP | Adamant or Jolly
Fake Out | Double-Edge | Earthquake | Sucker Punch

The other thing I want to touch on is that you're pretty weak to Water and Ground. You have pretty limited answers for either and the checks you do have are still a bit shaky; for example Claydol still falls over to Megahorn Rhydon, and Jumpluff is your only Water resist despite still taking massive damage on switching in. I would suggest using Ferroseed over Mawile for that reason; it accomplishes that while retaining Stealth Rock and Mawile's Steel typing to maintain a Normal resist and such.

597.png
@ Eviolite | Iron Barbs
248 HP / 144 Def / 112 SpD | Impish or Relaxed
Stealth Rock | Knock Off -or- Gyro Ball | Leech Seed | Protect

Lastly I just want to touch on a minor detail but running Toxic Spikes on Garbodor is pretty counterproductive with Jumpluff, because you need to be able to put things to sleep in order to set up comfortably. Some other moves you can try in place of it are Toxic or Haze, which can both help deal with boosting sweepers by putting them on a timer / removing boosts.

Jumpluff's really neat to try right now so it's cool to see people are using it. Gl and hope I helped!
Ferroseed works great on the team. Thanks for the help Blast
 
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