The Twin Turtles

Hiya Smogon! It's me again with another RMT! I figured I should post my newest team before we move to PS. Anyway, I've been working on the team for awhile now and any help would be greatly appreciated, as there is always room for improvement. Currently, it is sitting at #51 on the PO ladder. Yeah, it's not an impressive peak, but for someone new to NU, I'd call it an accomplishment.
This team is focused around the core of Torterra and Carracosta. The idea came to mind when I wanted to use Torterra for a new team and I saw that he had decent synergy with his Water-type "cousin." So, without further ado, I present to you, The Twin Turtles!
This team is focused around the core of Torterra and Carracosta. The idea came to mind when I wanted to use Torterra for a new team and I saw that he had decent synergy with his Water-type "cousin." So, without further ado, I present to you, The Twin Turtles!
*Changes will be in Blue.
Team Building Process:
I started with Torterra and Carracosta, the twin turtles.


Carracosta has decent synergy with Torterra, taking Fire, Flying, and Ice attacks for him. Grass-types would be a problem (Tangela, I hate you!), and so would Bugs. To take care of these issues I added Braviary to the mix. Later on, FLCL suggested I replace him with a Rotom-S, so I did! Thanks go out to FLCL for this idea!



Right off the bat, I saw a big weakness to Electric. Torterra could take lightning like a boss, but I would be screwed if he went down early. Eelektross solved this problem, as he has enough bulk to take care of a bothersome Pikachu. Eelektross also has good synergy with Torterra and can take Ground moves for Carracosta. However, Emboar and Choice Banded Sawk turned out to be very hard to face and usually wrecked me. FLCL suggested I use Musharna instead, and it works very well with the team!




At this point, I knew I needed a Poison-type to get rid of Toxic Spikes. I chose to use Skuntank. His good typing would help get rid of Toxic Spikes, while also giving Psychics a run for their money.





Gurdurr filled the last slot of the team, serving as the glue and giving me more priority. Gurdurr could also come in and kill opposing Skuntank, or other Dark-types.






And with that, my team was finally finished and ready for battle! :)
The Team
Torterra (M) @Leftovers
Trait: Overgrow
EVs: 252 HP/56 Atk/200 Def
Impish Nature (+Def, -SpA)
-Stealth Rock
-Wood Hammer
-Earthquake
-Synthesis

Torterra (M) @Leftovers
Trait: Overgrow
EVs: 252 HP/56 Atk/200 Def
Impish Nature (+Def, -SpA)
-Stealth Rock
-Wood Hammer
-Earthquake
-Synthesis
Torterra is easily one of the MVPs of the team and forms the first part of the twin turtle core. He serves the team as my physical wall and also sets up the ever important Stealth Rocks. Torterra also puts pressure on the opponent right from the start of the battle. If my opponent brings in their Stealth Rocker, it will die. If they don't bring it in, Rotom-S can come in without worry. An Impish nature, max HP, and 200 defense EVs makes Torterra very bulky. The remaining EVs are put into attack to give off more damage. Wood Hammer provides Torterra with a powerful STAB move, while Synthesis helps to replenish Torterra's health. This allows him to come in multiple times when needed.

Carracosta (M) @White Herb
Trait: Sturdy
EVs: 20 HP/252 Atk/236 Spe
Adamant Nature (+Atk, -SpA)
-Shell Smash
-Aqua Jet
-Stone Edge
-Waterfall
Carracosta, the second part of the core. Once he sets up, he turns into a dangerous sweeper! We all know how Shell Smash works. I gave him an Adamant nature so he can do as much damage as possible, especially after Shell Smash. With a White Herb, Carracosta does not have to worry about his lowered defenses after the boost, too. However, he is still pretty slow even with a boost, which is why Aqua Jet comes in handy. Waterfall is a more reliable STAB move and together has decent coverage with Stone Edge.

Rotom-S @Choice Scarf
Trait: Levitate
EVs: 4 HP/252 SpA/252 Spe
Timid Nature (+Spe, -Atk)
-Thunderbolt
-Air Slash
-Hidden Power (Ice)
-Volt Switch
It's pretty clear that this is a poke specifically made to troll. It's typing and ability says it all! However, in NU, it is a lot more useful than some might think. It allows me to check Sawk (to an extent) and makes Grass-types squirm. Air Slash is great on this poke (and it suits him). A potential flinch is just icing on the cake! I gave him Hidden Power Ice to provide more coverage and potentially kill Swoobat. Volt Switch is a must on choiced Electrics, enough said.

Musharna (F) @Leftovers
Trait: Synchronize
EVs: 240 HP/252 Def/16 Spe
Bold Nature (+Def, -Atk)
-Calm Mind
-Psychic
-Signal Beam
-Moonlight
Musharna is hands down the best Psychic-type in NU! After a few boosts from Calm Mind, she becomes very dangerous! Sawk and Emboar will usually cower in a corner when they see her. The EVs and nature give her great bulk on the physical side. The remaining 16 EVs were put in Speed to outspeed other Musharna. Psychic is her best STAB move, causing ridiculous damage after Calm Mind. Signal Beam was used because it is helpful for catching things like Absol on the switch.

Skuntank (M) @Life Orb
Trait: Aftermath
EVs: 20 HP/252 Atk/236 Spe
Jolly Nature (+Spe, -SpA)
-Sucker Punch
-Crunch
-Poison Jab
-Taunt
Trait: Aftermath
EVs: 20 HP/252 Atk/236 Spe
Jolly Nature (+Spe, -SpA)
-Sucker Punch
-Crunch
-Poison Jab
-Taunt
Another one of the team's MVPs. Skuntank is definitely one of the best Pokemon in the metagame! It gets rid of Toxic Spikes. It kills Psychics. It stops set-up sweepers in their tracks. Skuntank is just a great mon! Jolly nature and the given EVs allow Skuntank to outspeed Gardevoir. Max Attack with a Life Orb lets me do as much damage as possible. Sucker Punch gives me more priority, killing off weakened pokes with ease. Crunch is for a more reliable STAB move. Poison Jab is another STAB move and helps kill off Grass-types. Taunt stops set up sweepers from, well, setting up and makes clerics such as Lickilicky completely useless for the rest of the match. What can I say? Skuntank is just awesome!

Gurdurr (M) @Eviolite
Trait: Guts
EVs: 252 HP/252 Atk/4 Spe
Adamant Nature (+Atk, -SpA)
-Bulk Up
-Mach Punch
-Drain Punch
-Ice Punch
Herp Derp Derp. On a serious note, Gurdurr is another great mon. He can set up on Skuntank and other Dark-types for days. It's also nice to know that he scares Cinccino away, too. Eviolite makes Gurdurr pretty bulky, allowing him to take a few hits while setting up in my foe's face. The Adamant nature and 252 attack EV's allows Gurdurr to do as much damage as possible. Mach Punch is a nice priority move and becomes quite powerful after a couple boosts. Drain Punch is for replenishing his health and it helps him last longer in battle. Ice Punch gives me a way to beat Golurk.
Importable
Torterra (M) @ Leftovers
Trait: Overgrow
EVs: 252 HP / 56 Atk / 200 Def
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Seed Bomb
- Earthquake
- Synthesis
Carracosta (M) @ White Herb
Trait: Sturdy
EVs: 20 HP / 252 Atk / 236 Spe
Adamant Nature (+Atk -SAtk)
- Shell Smash
- Aqua Jet
- Stone Edge
- Earthquake
Rotom-S @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SpA/ 252 Spe
Timid Nature (+Spe, -Atk)
- Thunderbolt
- Air Slash
- Hidden Power (Ice)
-Volt Switch
Musharna (F) @ Leftovers
Trait: Synchronize
EVs: 240 HP / 252 Def/ 16 Spe
Bold Nature (+Def, -Atk)
- Calm Mind
- Psychic
- Signal Beam
- Moonlight
Skuntank (M) @ Life Orb
Trait: Aftermath
EVs: 20 HP/ 252 Atk/ 236 Spe
Jolly Nature (+Spe, -SAtk)
- Sucker Punch
- Crunch
- Poison Jab
- Taunt
Gurdurr (M) @ Eviolite
Trait: Guts
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature (+Atk, -SAtk)
- Bulk Up
- Mach Punch
- Drain Punch
- Ice Punch
Trait: Overgrow
EVs: 252 HP / 56 Atk / 200 Def
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Seed Bomb
- Earthquake
- Synthesis
Carracosta (M) @ White Herb
Trait: Sturdy
EVs: 20 HP / 252 Atk / 236 Spe
Adamant Nature (+Atk -SAtk)
- Shell Smash
- Aqua Jet
- Stone Edge
- Earthquake
Rotom-S @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SpA/ 252 Spe
Timid Nature (+Spe, -Atk)
- Thunderbolt
- Air Slash
- Hidden Power (Ice)
-Volt Switch
Musharna (F) @ Leftovers
Trait: Synchronize
EVs: 240 HP / 252 Def/ 16 Spe
Bold Nature (+Def, -Atk)
- Calm Mind
- Psychic
- Signal Beam
- Moonlight
Skuntank (M) @ Life Orb
Trait: Aftermath
EVs: 20 HP/ 252 Atk/ 236 Spe
Jolly Nature (+Spe, -SAtk)
- Sucker Punch
- Crunch
- Poison Jab
- Taunt
Gurdurr (M) @ Eviolite
Trait: Guts
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature (+Atk, -SAtk)
- Bulk Up
- Mach Punch
- Drain Punch
- Ice Punch
So, that is the team! I'll continue playing around with it to try getting higher up on the ladder. If you guys have any suggestions, feel free to let me know. Thank you for reading and I hope you enjoyed it! :)