Upheaval

Introduction:
Hello Smogon, it's Jajub123 here, with my second RMT. I'm fairly new to the competitive scene, only having ~3 months of experience under my belt. NU is by far my favorite tier, due to all of the options to choose from. The idea of this team is to apply pressure to the other team by having "bulky offence". This is where somebody on my team can set up, and then to proceed to "up heave" the entire team (hence the name). This team centralizes on preforming a sweep with Sawsbuck, due to the amazing force of this Pokemon. I have two other bulky sweepers that have amazing synergy with Sawsbuck defensively and offensively, as well as removing Sawsbuck's threats for a clean sweep. This team has had a record of 12-0 wins to losses, so I'd say it's pretty good (on PS). I don't have any laddering achievements, due to the fact that I don't try to ladder; I play for fun. Anyway, on to the team:

Team Building Process:

586.gif


To start I wanted to utilize Sawsbuck, a great sweeper. It was capable of preforming a sweep on an entire team, due to it's great speed and outstanding power after a Sap Sipper boost/SD boost.

586.gif
594.gif
326.gif


I knew that, while Sawbuck is great, it was weak to priority if it didn't have a sub. Sawsbuck would also take a lot of recoil from LO and sub, and may not be able to use Horn Leech. So, I needed two great walls that could also serve as clerics for Sawsbuck (cause status ruins Sawbuck; wishes are great also). Immediately Alomomola came to mind, having wish and being an outstanding psysical wall. Alo could lure in grass moves for Sawsbuck. Grumpig could Heal Bell, and had some great resistances to fire, ice, and fighting, which destroy Sawsbuck. They can also counter things like Sawk and other strong attackers.

586.gif
594.gif
326.gif
348.gif
435.gif
124.gif


Now I needed a stealth rocker, as well as a rapid spinner to support Sawsbuck furthur. I also needed a check to the giant amounts of ghosts in the tier, which Sawsbuck has troubles with (i.e. Haunter, Drifblim, etc.). I also needed a special attacker. So, Armaldo fit the rock/rapid spin cue perfectly, Skuntank was an amazing check to those ghosts (and psychics), and I decided to slap Jynx on there from seeing how much work it could do.

586.gif
594.gif
518.gif
348.gif
533.gif
435.gif


Now then, after some testing, I saw that Grumpig, while being a great special wall, was dying too quickly due to lack of reliable recovery. Musharna fit everything Grumpig could do, if not better. She could also preform sweeps countless times. She could Heal Bell, have Moonlight, take physical hit very well, and can be a better special wall due to CM. Jynx was a good idea on paper, seeing as it OHKO's things that wall Sawsbuck like Tangela, it needed momentum. A majority of my team was defensive/support, so that just didn't happen. I found that Gurdurr countered basically everything that Musharna and Sawsbuck couldn't put a dent in/counter.

So then, with Sawsbuck, Musharna, and Gurdurr as my core, Armaldo as my support, Alo as a wall, and Skuntank as a revenge killer/ghost counter, my team was ready.

An in Depth Look:

348.gif

Armaldo@Leftovers
Ability: Battle Armor
EV's: 252 HP, 216 Def, 40 SDef, Impish Nature (+Def, -SAtk)
Moves:
-Stealth Rocks
-Rapid Spin
-Rock Blast
-Earthquake

This thing is awesome, and is my typical lead (unless a set-up opportunity seems obvious immediately). Armaldo's defense is crazy, and it can practically not be even 2HKO'd by another lead's attack. Stealth Rocks for obvious reasons and Rapid Spin to get away those hazards for somebody to set-up easily. Armaldo can easily counter basically any lead. I play slightly suicide-ish with Armaldo, due to the fact that rocks help a ton with the rest of my team. For example, if I see a Golem, I'll typically go strait for an EQ, and then 2HKO it. I can then set up rocks, spin the other rocks away, and then switch out (I can repeat this process if necessary; Alo can pass a wish and practically fully heal Armaldo). Rock Blast is such a great move on Armaldo, doing about the same damage as rock slide, but it can break subs. This feature is very useful against set-up Pokemon. Overall, Armaldo is an amazing lead that I utilize to the best advantage.

435.gif

Skuntank@Black Sludge
Ability: Aftermath
EV's: 252 Atk, 196 SDef, 60 Spe, Adamant Nature (+Atk, -SAtk)
Moves:
-Pursuit
-Sucker Punch
-Crunch
-Roar

Skuntank is either the most useless Pokemon on my team, or the most useful one. Skuntank does what this team needs it to do perfectly: it's decimates ghosts and psychics. It can also act as a revenge killer and pick off the little bits of HP left on a Pokemon, which is exactly what I need it to do sometimes. Skuntank can counter things like Haunter, Drifblim, Musharna, Jynx... Yeah, Skuntank is a pretty good counter for those things. I want to say something about the EV's: I'm speed creeping. That's because a lot of Pokemon such as Drifblim aim to outspeed the typical Skuntank, and so therefore, I outspeed them. Roar is kind of an oddity here; but it works very well. Since a lot of switching happens with Skuntank, you can Roar on the switch and bring another Pokemon in that Skuntank can counter/doesn't counter Skuntank. Roar is also incredible at having a surprise factor, and stops set-up-sweepers in their tracks.

594.gif

Alomomola@Leftovers
Ability: Regenerator
EV's: 252 HP, 252 Def, 4 SDef, Impish Nature (+Def, -SAtk)
Moves:
-Wish
-Waterfall
-Toxic
-Protect

Ah yes, the standard Alo set. It works SO well as a physical wall/cleric. I try to keep Alo safe for the majority of the match, because it can basically give every pokemon a "new chance". It's also great at stalling out various Pokemon such as bulky attackers, walls, and glass cannons. Alomomola basically rejuvenates this team, and keeps it together. Also, as a nice bonus, Alo can lure in the grass types and their moves, switch to Sawsbuck, get the Sap Sipper boost, and then proceed to sweep. Sometimes I lead with Alo, force a switch into something else, and while predicting that switch, I go into the appropriate sweeper. EV's to maximize physical bulk, and to increase the amount that Wish heals. Overall, ths little fish will NOT die. It keeps this entire team healthy, and is vital to my success.

533.gif

Gurdurr@Eviolite
Ability: Guts
EV's: 252 HP, 4 Def, 252 SDef, Careful Nature (+SDef, -SAtk)
Moves:
-Bulk Up
-Drain Punch
-Payback
-Mach Punch

Gurdurr: the first part of my set-up core. This thing is such a good pokemon. After a couple of Bulk Up's (which are quite easy to acquire due to Gurdurr's bulk), it can devastate most of a team, if not all of it. Drain Punch and Payback have great offensive synergy, Drain Punch dealing massive damage to anything that doesn't resist, and Payback hitting the ghosts/psychics/faster pokes. The only thing that hinders Gurdurr is lack of reliable recovery, but again, that is solved through the benevolent powers of Alomomola. Gurdurr counters things like Skuntank, Liepard (which I have major troubles with), and other Pokemon as well. Once it gets going, Gurdurr doesn't stop. EV's maximize durability, and the ability to appreciate most status is priceless for Gurdurr. Gurdurr can also act as a "back up" physical wall. Mach Punch also gives Gurdurr much needed priority, OHKO-ing Pokemon such as Jynx and opposing Sawsbuck. So, Gurdurr is an overall great sweeper.

518.gif

Musharna@Leftovers
Ability: Synchronize
EV's: 240 HP, 252 Def, 16 SDef, Bold Nature (+Def, -Atk)
Moves:
-Calm Mind
-Heal Bell
-Psychic
-Moonlight

Musharna acts as my special wall, as well as being an incredible special sweeper. Musharna can easily set up on practically anything that doesn't hit it for super effective damage. After several CM's, Musharna is ready to sweep. Musharna counters things like Weezing that Gurdurr and Sawsbuck have trouble taking down. Now, you may be asking: you are completely walled by dark types (especially Skuntank)! That's why I have Gurdurr, and to a lesser extent, Sawsbuck. Due to the fact that I have three sweepers that can devastate an entire team by themselves, this is essentially an non-existent issue. I will NEVER bring in Musharna if SKuntank is alive, maybe for other darks to lure. Anyway, Musharna can also act as a superb cleric with Heal Bell, alleviating Pokemon such as Alomomola and Sawsbuck from their ailments. Moonlight keeps Musharna healthy, not much else to say. EV's, again, maximize bulk so she can set up easily. All in all, Musharna functions as an excellent special wall as well as a great sweeper.

586.gif

Sawsbuck@ Life Orb
Ability: Sap Sipper
EV's: 252 Atk, 4 Def, 252 Spe, Jolly Nature (+Spe, -SAtk)
Moves:
Swords Dance
Substitute
Horn Leech
Return

Sawsbuck: the star of the show. This deer is so powerful, I don't even know how to explain it. It's slightly sad that people aren't using it that much, but, I guess that makes it a slightly-underrated threat. Anyway, Sawsbuck, once it get several SD's up, WILL sweep a majority of the team, if not all of it. It's sublime speed only makes it susceptible to CS-ers, priority, and the few Pokemon that outspeed. However, all of these problems are solved through Substitute. Sawsbuck is here to kill so much stuff on the other team, and it does that perfectly. One set up opportunity, and, well, sweep for Sawsbuck. While Life Orb and Substitute may seem odd, the HP lost is easily regained through Horn Leech (looking at you, Alomomola!). Through the rest of the team, Sawsbuck can easily set up and sweep. EV's and nature increase POWER!, and lets Sawsbuck's seeping capabilities expand. This deer is powerful- oh so powerful.

Threat List:

Liepard: Liepard can cause some issues for my team, as with Encore can easily stop my sweepers if they haven't already set up. It's solved through Skuntank w/ Roar, and Sawsbuck usually outspeeds and can OHKO...usually.
Jumpluff: This may seem weird, but it's for the same reasons as Liepard. It's just that Jumpluff can't really do anything back, unless it carries SD. Usually solved through a predicted switch, every sweeper can OHKO. Stealth Rocks reduce the durability a lot for Jumpluff.
Musharna/Haunter/Drifblim/other ghosts/pychics: These can be fairly annoying to deal with if Skuntank's gone, but usually Musharna can take a hit from a ghost, and retaliate with Psychic. Gurdurr can also OHKO a majority of them with Payback.

Conclusion:

Thank you for taking your time to read this RMT. Any feedback, advice, or suggestions are welcome and appreciated!
 
the two things i notice are that you can't really do much to scolipede and that weather teams are difficult for you to face. because of this, you may want to use stone edge over payback, and iron fist over guts on gurdurr. gurdurr is your best bet against scolipede considering how gurdurr takes pitiful damage from all its moves and scolipede can only use spikes against you, and stone edge will allow you to OHKO it readily before it sets up too much. stone edge is also nice since it allows you to hit charizard, articuno, and other flying-types on the switch before they give you trouble. payback is rather useless because most psychic-types are either too bulky to care, or too frail to where any other attack will do enough damage. iron fist is nice because it lets you possibly OHKO jynx with mach punch after hazards, and it allows you to pick off fast things that you may be weak to more effectively. most of the things that use status on gurdurr should be avoided, and musharna can heal bell and/or set up more easily on those pokemon anyway.

i would also advise using lickilicky over alomomola, because it's quite redundant when two-thirds of your team is already extremely bulky on the physical side. lickilicky's prime role is allowing you to check prominent weather pokemon that utilize swift swim or chlorophyll. stuff like ludicolo or seismitoad will have a much harder time breaking through your team with lickilicky, whereas your current team would have to rely too heavily on priority for the duration of the sunny day or rain dance turns.

because lickilicky has access to heal bell, you have some flexible options. you could use heal bell on that and run signal beam over heal bell on musharna so that you have an easier time against dark-types and other psychic-types, or you could just use dragon tail on lickilicky's last slot in order to keep away certain setup pokemon, especially calm mind users. i would recommend the former.

463.png
lickilicky @ leftovers | own tempo
careful nature | 252 hp / 4 def / 252 spd
body slam / wish / protect / heal bell
 
Alright, I generally agree with ium's rate, first off.

Additionally, something else I noticed while looking at your team was that Rapid Spin support isn't really necessary for it. Pretty much in general in NU, Rapin Spin support isn't all that important. The best way to handle hazards is to try to prevent them being set up to begin with. Right now, with the Gurdurr set ium mentioned, you don't really have any issues against Scolipede, the premier Spikes user in NU. Toxic Spikes are handled so long as Skuntank stays around, and even if you need to find a chance to get a free switch into Skuntank, you also have Heal Bell support on your team. Stealth Rock, the main hazard you may struggle to keep off the field, only really causes problems for you Spinner itself. So ultimately, I feel like you would benefit from replacing Armaldo with physically defensive Seismitoad. This can help you out in a few ways.

To begin with, physically defensive Seismitoad is a good matchup against nearly every other Stealth Rock user in the tier. This alone may frighten opponents who lead with their Stealth Rock user which in turn postpones the presence of Stealth Rock on your side of the field. Seismitoad in general also has pretty nice synergy with Sawsbuck as it lures in the Grass-type attacks into which Sawsbuck loves to enter the field. Finally, with the set that I'll be recommending, you can OHKO Jynx, spread Scald burns, and either Knock Off the opponent's item or Toxic it. Since you already have Toxic support, Knock Off would probably be better for your team, though both are solid options. The utility that you can get from this set is much greater than that of Armaldo, and I think it will do well for you.

You can read up more on the set here.

Seismitoad @ Leftovers | Trait: Water Absorb
Relaxed Nature | 200 HP / 252 Def / 56 SpDef
Stealth Rock / Scald / Earthquake / Toxic|Knock Off
 
Thanks for the suggestions, everybody!

@ium: With this, I mostly agree with you. First of all, I tried out Lickilicky and it worked great. I agree with everything you just said, except for that Gurdurr really appreciates Guts. It can not worry about status; in fact it helps. Picking off Jynx isn't really a big deal for my team, so I won't change the ability. But anyway, thanks!

@Treeko37
This helped a ton! You are right about this team not really needing Rapid Spin support; there won't be a whole lot of switching. But, yeah, Seismitoad functions great and can bait those grass moves that Sawsbuck oh so loves.

Thanks for the replies!
 
I reccomend adding a strong special attacker to this team. Sawsbuck can't touch Tangela, and Gurdurr has a hard time with Alomomola. Maybe you can switch either Gurdurr or Skuntank for a special attacker. Having a strong special attacker to go alongside sawsbuck could help you eliminate bulky pokemon like Tangela, and several others.
 
@Harbringer of Peace

Thanks for the rate, but, um...Musharna? Musharna OHKO's Tangela, 2HKO's Alo, and Alo can't do a thing to Mushy. It won't dare to Toxic due to Synchronize, and can't do anything offensively . If it does Toxic/Burn through Scald, Lickilicky's there for it with Heal Bell. And if you really think that switching Gurdurr (Skun is just out of the option, it's so vital), please list an example and why it would function better.

Edit: The new changes suggested by ium and Treeko will be in soon! (the names will be in bold to signify change)
 
Back
Top