Hey ya'll, this is Ian again bringing you another team. I need A LOT of help with this team as I needed to create an NU team for this tournament I am in. Normally I'd just make one on my own and hope it kicks ass, but the people in this tournament are some really good players and I need all the help I can get with making this team. So here was my original team idea:
From Afar...
EV's/Nature: Naive and 248 speed allow Magmortar to outspeed neutral base 90's as well as other positive natured base 80's. 252 for highest Sp.A and the rest into Atk to boost the power of Mach Punch.
From Afar...
The Lead
Magmortar (Maganon)@ Focus Sash
Ability: Flame Body
EV's: 252 Sp.A, 248 Speed, 8 Atk
Nature: Naive
~Fire Blast/Flamethrower
~Thunderbolt
~Hidden Power Grass
~Mach Punch
Moveset: My Lead, well actually my Anti-lead. This Magortar is great at hitting hard, outspeeding a good amount of pokes (Neutral Base 90's and Pos. Natured Base 80's), and just kicking ass. Fire Blast is a great attack and coming off of a large 125 Base powerful is painful, however Flamethrower is just as usable because of the perfect accuracy it offers. Another thing that makes Magmortar a great pokemon is how it learns Thunderbolt, I mean how awesome is that. T-bolt destroys Mantine and wrecks many other waters. HP Grass hits the water/ground types for an OHKO, as well as the rock/grounds. Mach Punch is a great way for finishing off faster frail pokes, and also allows Magmortar to 2HKO the faster sash leads.Ability: Flame Body
EV's: 252 Sp.A, 248 Speed, 8 Atk
Nature: Naive
~Fire Blast/Flamethrower
~Thunderbolt
~Hidden Power Grass
~Mach Punch
EV's/Nature: Naive and 248 speed allow Magmortar to outspeed neutral base 90's as well as other positive natured base 80's. 252 for highest Sp.A and the rest into Atk to boost the power of Mach Punch.
The Special Wall
Lapras (Lokhlass)@ Leftovers
Ability: Water Absorb
EV's: 248 HP, 252 Sp.D, 8 Speed
Nature: Calm
Moveset:
~Surf
~Ice Beam
~Thunderbolt
~Roar
Ability: Water Absorb
EV's: 248 HP, 252 Sp.D, 8 Speed
Nature: Calm
Moveset:
~Surf
~Ice Beam
~Thunderbolt
~Roar
Moveset: I decided to use Lapras as my Special wall because i believe it offers a little more than Mantine does to my more offensive team. One is how Lapras has a much, MUCH higher base HP which comes in handy for taking other physical attacks. Also, Lapras offers a higher Defensive stat, meaning it can take hits from both sides better than Mantine (Though I have to watch out for CC and SE). Lapras brings better Special attacks to the table, like the ability to use the Boltbeam combo which also means that Lapras can take out other Water types if it comes down to it. Those 3 attacks give Lapras perfect type coverage in NU (Lanturn is UU). Lapras is my main check against Rain Dance teams, I just have to watch out for Relicanth. Also, Roar is my phazing move for this team and is great for scouting the opponents team as well as nullifying pokemon that want to setup on Lapras.
EV's/Nature: 248 HP give Lapras max hp that is not divisible by 4 (for SR). Calm nature and Max Sp.D allow Lapras to take Special attacks like a beast. The rest is put into speed to outrun any other random base 60's.
EV's/Nature: 248 HP give Lapras max hp that is not divisible by 4 (for SR). Calm nature and Max Sp.D allow Lapras to take Special attacks like a beast. The rest is put into speed to outrun any other random base 60's.
The Defensive Wall
Miltank (AK-Milky7)@ Leftovers
Ability: Thick Fat/Scrappy
EV's: 252 HP, 240 Def, 16 Speed
Nature: Impish
Moveset:
~Stealth Rock
~Milk Drink
~Body Slam
~Earthquake/Brick Break
Ability: Thick Fat/Scrappy
EV's: 252 HP, 240 Def, 16 Speed
Nature: Impish
Moveset:
~Stealth Rock
~Milk Drink
~Body Slam
~Earthquake/Brick Break
Moveset: I do not really know why Miltank was put into NU, it is really a physical beast. With a good recovery move, good abilities, and only 1 weakness, Miltank does especially well as a wall. My team needs a SRer and Miltank serves this role well, as she finds many times where she can come in and throw it up. Milk Drink is for recovery after taking hits. Body Slam is for STAB and the Paralysis is always a positive. The last move went with the ability, EQ is for hitting the rare ghost types while allowing me to use the great ability that is Thick Fat which allows Miltank to take those popular Fire and Ice attacks well. Brick Break and scrappy was my other option, because it allows Miltank to hit Steels for SE damage and allows Miltank to ruin Double Screeners. But I thought that Thick Fat and EQ was a better combo for the NU tier, of course I could be wrong.
EV's/Nature: Pretty Standard EV's, Max HP for bulk, 16 speed to outrun something (Can't remember what it was for sure though),and the rest put into Def for taking those physical hits well.
EV's/Nature: Pretty Standard EV's, Max HP for bulk, 16 speed to outrun something (Can't remember what it was for sure though),and the rest put into Def for taking those physical hits well.
The Revenge Killer
Gardevoir (Gardian)@ Choice Scarf
Ability: Trace
EV's: 252 Sp.A, 252 Speed, 6 Sp.d
Nature: Modest
Moveset:
~Psychic
~Thunderbolt
~Shadow Ball/Focus Blast
~Trick
Ability: Trace
EV's: 252 Sp.A, 252 Speed, 6 Sp.d
Nature: Modest
Moveset:
~Psychic
~Thunderbolt
~Shadow Ball/Focus Blast
~Trick
Moveset: Gardevoir works extremely well as a revenge killer with it's great Sp.A and rare ability Trace. Trace allows Gardevoir to counter the popular weather teams in NU, and with choice scarf mean the speed boosts allow Gardevoir to outspeed all of the weather sweepers. Gardevoir is not only for taking out weather sweepers, but with Trick it allows Gardevoir to ruin Walls/ Stall teams. Psychic is for STAB and is a good move overall, Thunderbolt gives good type coverage alongside psychic and hits rain sweepers hard. The last attacking move is up for grabs because both are usable. Shadow Ball takes out other Psychic types and is what I am leaning towards more. Though this leaves me walled by Probopass/Bastiodon, I have other pokemon for dealing with these walls, plus if I have not tricked my scarf yet I can cripple them immensely.
EV's/Nature: 252 in Speed in Special Attack for making Gardeboir reach it's fullest potential as a revenge killer and Modest Nature for added power because with a scarf the speed boost from a Timid nature isn't really necessary. The rest is put into Sp.d.
EV's/Nature: 252 in Speed in Special Attack for making Gardeboir reach it's fullest potential as a revenge killer and Modest Nature for added power because with a scarf the speed boost from a Timid nature isn't really necessary. The rest is put into Sp.d.
Sweeper #1
Hitmonchan (Knockchan)@ Life Orb
Ability: Iron Fist
EV's: 48 HP, 252 Atk, 208 Speed
Nature: Adamant
Moveset:
~Agility
~Close Combat
~Earthquake
~Thunderpunch/Ice Punch
Ability: Iron Fist
EV's: 48 HP, 252 Atk, 208 Speed
Nature: Adamant
Moveset:
~Agility
~Close Combat
~Earthquake
~Thunderpunch/Ice Punch
Moveset: Agility Hitmonchan is a surprisingly potent threat in the tier with it's large base power moves and type coverage. Agility boosts Hitmonchan's speed to 480, enough to outspeed all swift swimmers and chlorophyll pokes in their respective weather in the NU tier (Besides Floatzel and Shiftry). Close Combat is for STAB and is a very powerful move overall. Earthquake destroys the popular fire types in NU and is Hitmonchan's greatest weapon against psychic's. The last move is hard to choose from, but I'm slanted towards Thunderpunch because then I can absolutely destroy Mantine as well as do a good amount of damage to Slowking and other waters resist to Close Combat. Ice Punch however hit's the grass/poison's for more damage than EQ and CC.
EV's/Nature: 252 Atk and Adamant for max power. 208 allows Hitmonchan to reach a speed of 240, which is enough to outrun Modest/Adamant Victreebel in the sun. The rest is placed into HP.
EV's/Nature: 252 Atk and Adamant for max power. 208 allows Hitmonchan to reach a speed of 240, which is enough to outrun Modest/Adamant Victreebel in the sun. The rest is placed into HP.
Sweeper #2
Pinsir (Kailios)@ Life Orb
Ability: Mold Breaker
EV's: 252 Atk, 4 Def, 252 Speed
Nature: Jolly
~Swords Dance
~X-Scissor
~Quick Attack
~Earthquake
Ability: Mold Breaker
EV's: 252 Atk, 4 Def, 252 Speed
Nature: Jolly
~Swords Dance
~X-Scissor
~Quick Attack
~Earthquake
Moveset: The other sweeper on my team is Pinsir. The set I use works well in UU so I decided to try it out in NU. Though Pinsir doesn't have Technician like Scyther (Though he is UU), Pinsir gets a larger Base Atk Power and the ability take out Steel Types with Earthquake. Mold Breaker is a great ability and also takes care of Shedninja who could be problematic. Swords Dance boosts Pinsir's attack to an extremely large level and with Pinsir's decent speed, good type coverage, and priority move Pinsir becomes hard to stop. Life Orb boosts Pinsir's attack to turn 2HKO's into OHKO's, because basically a +2 Pinsir with Life Orb is going to 2HKO minimum everything in the tier.
EV's/Nature: Standard EV's with Jolly Nature to outspeed more, plus with a +2 from swords dance and a life orb boost the attack difference between adamant and jolly becomes minimal.
EV's/Nature: Standard EV's with Jolly Nature to outspeed more, plus with a +2 from swords dance and a life orb boost the attack difference between adamant and jolly becomes minimal.
So yeah, this is my first thought as to how this team should look. I want to keep this team as a mainly offensive team, so while rating this team please keep that in mind. However, I do believe I need a lot of help with this team, so I am open to any and all suggestions for improvement. Thanks for reading my RMT and any advice will be greatly appreciated.
...A Final Look