




In the NU environment, Entry Hazards are not only useful to stall teams, but also to offensive ones, as there aren't lots of good rapid spinners and they help many threatening sweepers like Zangoose, Samurott and Gorebyss 2HKO their most common checks. The potentially viable users of Entry Hazard setting-up moves are very limited in the Neverused tier, with the exception of Stealth Rock. Toxic Spikes users are not very good (Garbodor, Roselia, Scolipede, Ariados, Beedril) and the selection of Spikes ones is even more limitated than that of Toxic Spikes. On the other hand, there are some very good anti-spinners in the tier, so I decide that Dwebble + Golurk has to be my starting point, as they form a nice core: the former can lure Fighting- and Rock-type moves while setting up hazards that Golurk can protect; the latter deals with Armaldo, Torkoal and Golem, also putting huge pressure to the opponent and forcing a ton of switches.
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Anyway, a strong offensive team needs strong offensive attackers and having good sweepers that can both be fast and take advantage of entry hazards is one of the most important things. Braviary, Gorebyss, Kangaskhan, Sawk, Swellow and Zangoose are one of the best ones. Even if Braviary, Swellow and Sawk have really good Speed and Gorebyss is one of the most threatening stat-up sweepers thanks to Shell Smash, Zangoose + Kangaskhan is my choice. They have great priority moves, that can be useful against opposing offensive teams; moreover, they can kill some Golurk's checks like Haunter, Misdreavus and Skuntank.
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Golurk, Zangoose and Kangaskhan are very threatening sweepers; however, they share some counters like Alomomola. In fact, the main threats are Grass-type like Tangela, Torterra, Serperior and Water-type Pokémon like Simipour and Alomomola: Zebstrika is my obvious choice, as it can check Serperior thanks to Sap Sipper, also revenge-killing Alomomola.
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At this point, I have a quick look at the threat list and realise the team is quite frail: I need an "universal" tank. In particular, Sawk, Throh and Gurdurr are some really threatening physical attackers. Musharna takes up the last spot.
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Playing the team on the ladder, I realize it's really weak to Toxic Spikes as the whole team is grounded and I have no Poison-type Pokémon. Moreover, Dwebble is not the best EH user and struggles against Golem and Golurk. After my post on Smogon, Ranger Dell and Moose V suggest me to try a bulky Spikes Scolipede, which can be definitely the right choice.
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Yuppi yae!








Shadow Punch and Earthquake are the principal STAB moves: boosted by Iron Fist, the former can revenge-kill Misdreavus, Musharna and opposing Golurk, while the latter hits extremely hard, even 2HKOing Alomomola after Stealth Rock and Spikes damage; Ice Punch nails Altaria, Meganium and other Grass-type Pokèmon; last but not least, Stealth Rock is an obvious choice as it grants many 2HKOes, also because Golurk is the only user that can spinblock.

Spikes and Toxic Spikes can be helpful in different situations, also because there are not lots of good spinners in the tier and Golurk is a quite good anti-spinner; Megahorn is the main STAB move, hitting hard lots of Psychic- and Dark-type threats like Musharna and Tentacruel; finally, Aqua Tail is a decent coverage move, hitting Golurk, Charizard, Golem and Armaldo.

Fake Out and Double Edge are the most common move, also being boosted by Silk Scarf; Sucker Punch is the second priority move, revenge-killing Haunter, Gardevoir and Kadabra; finally, Earthquake hits Bastiodon, Garbodor and Skuntank.

Facade is the main STAB and even OHKOes bulky threats such as Samurott and Eelektross; Close Combat and Night Slash are essential coverage moves, hitting Misdreavus, Golurk, Cradily, Bastiodon; Quick Attack makes Zangoose a good finisher and priority user, revenge-killing fast threats like Swellow and Zebstrika.

Thunderbolt and Volt Switch are the main STAB moves, respectively being the most reliable Electric move and building momentum; Overheat and Hidden Power [Grass] are really good coverage moves, hitting Serperior, Tangela, Metang and Golem, Seismitoad.

Psychic is the main STAB, as it kills Gurdurr and Sawk; Calm Mind makes Musharna a good boosting sweeper, boosting its already good Special Attack and Special Defense by one stage; Moonlight allows it to heal off wounds from any attacks that hit it; finally, Heal Bell rounds the set, being useful to heal Kangaskhan and Zebstrika from Burn and Poison.


Golurk @ Leftovers
Trait: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
- Earthquake
- Ice Punch
- Shadow Punch
- Stealth Rock
Scolipede @ Black Sludge
Trait: Swarm
EVs: 248 HP / 36 Atk / 56 Def / 168 Spe
Jolly Nature
- Aqua Tail
- Megahorn
- Spikes
- Toxic Spikes
Kangaskhan @ Silk Scarf
Trait: Scrappy
EVs: 32 HP / 252 Atk / 4 SDef / 220 Spd
Adamant Nature
- Double Edge
- Earthquake
- Fake Out
- Sucker Punch
Zangoose @ Toxic Orb
Trait: Toxic Boost
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Close Combat
- Facade
- Night Slash
- Quick Attack
Zebstrika @ Life Orb
Trait: Sap Sipper
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Hidden Power [Grass]
- Overheat
- Thunderbolt
- Volt Switch
Musharna @ Leftovers
Trait: Synchronize
EVs: 252 HP / 252 Def / 4 SAtk
Relaxed Nature
IVs: 0 Spd
- Heal Bell
- Moonlight
- Psychic
- Calm Mind
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