As the title implies, this is just a balanced nu team that's done decently well on the ladder, that's got me sitting just under 1400 on the ladder atm.
I have no idea how to insert sprites, but I'd be glad to insert them if somebody wishes to inform me.
Horny (Rhydon) @ Eviolite
Ability: Lightning Rod
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Blast
- Earthquake
- Swords Dance
- Rock Polish
You know him and love him, good ol' double dance rhydon. Rock blast takes care of the more common leads like Archeops/crustle, while also functioning as a win condition/late game sweeper. After a rock polish, it outspeeds most everything in the tier, excepting scarfers. Overall, a solid mon that's become an NU staple over the last few months.
Threats
- Basically everything water/grass, unless you have sd/rp up
- Claydol
- Vivillion (Sleep powder)
- Xatu, unless you have an rp up (Grass knot/hp grass)
- Sawk
Ban Scald (Lanturn) @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 252 Def / 216 SpA
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Thunder Wave
- Heal Bell
One of Nu's most reliable bulky waters, and an overall solid mon. Scald takes care of offensive mons if you're lucky, and if played correctly can net you quite a few burns. Volt switch maintains momentum, especially after forcing out mantine, or other similar mons. Thunder wave slows down the rest of the team, which is almost essential, as this team is on the slower side. Heal bell is there mostly as filler, but it gets rid of the occasional status.
Threats
- Cacturne (and basically every other grass type)
- Seismitoad
Warning: This CANNOT switch in on M-camerupt
Kangaskhan (F) @ Silk Scarf
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Double-Edge
- Fake Out
- Drain Punch
- Sucker Punch
Probably the biggest threat on the team, and my personal favorite. Dual priority can take out most offensive sweepers, as well as rack up a bit of damage on the bulkier mons, while double edge+silk scarf absolutely destroys mons. Drain punch isn't too useful, as it does less than half to klinglang, and not much else gets hit by it. Kangaskhan can also function as a reliable lead, often picking up a quick kill by turn two with Fake out+DE. For the most part, I switch around with it, picking up extra damage with fake out.
Threats-
- Scarf Sawk (or any Sawk, on a switch-in)
- Hariyama
- Gurrdurr
- Malamar
- Rhydon (gets a free sd/rp on switch-in)
Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 4 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Spikes
- Stealth Rock
- Leech Seed
Basically just a standard ferroseed. It takes care of basically every quick lead (E.G. Archeops, mismagius, canturne, etc.), and can also seed mantine for a bit of residual damage on the defog. Aside from that, it sets hazards like every other ferro. Works as a sleep blocker, and handles vivillion rather well. (Hurricane does ~26%, while gyro+hazards/leech kill outright.) After it's outlived it's usefulness, it can be sacked for a bit of damage on physical mons. (Breaks sash/sturdy, kills mons that've already hit their sash)
- Switches in on lanturn's weaknesses
Threats
HP FIRE
Basically every fire mon
Taunt
Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Earth Power
- Psychic
- Grass Knot
- Rapid Spin
One of the 2-3 decent spinners in the tier. Deals with M-Camerupt extremely well, especially if you can get it to switch in on an earth power meant for lanturn/rhydon. Aside from that, hp grass is basically the only thing I have for toad, and psychic is the only thing I have that can hit plume decently. Earth power does overall great damage. Punishes switches pretty well.
-Spinner
-Ground immunity
Fuck Typhlosion (Hariyama) @ Assault Vest
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 SpD
Adamant Nature
- Close Combat
- Earthquake
- Knock Off
- Bullet Punch
Last but certainly not least, one of NU's best special walls. This thing is a MASSIVE tank, taking ~15% from most special hits, and dealing out 1/2hkos in return. Earthquake is mostly for Muk that try to switch in, expecting fake out in the final slot. Aside from that, knock off in an ohko on magius (after hazards break sash), and a 2hko on claydol. This thing basically just switches in on basically every special threat in the tier no problem. M-camerupt can't really do much to it, aside from wisp, and firespam in general gets demolished. (As the name implies)
- Covers special weaknesses
- switches in from ferro
Threats-
Physical flying
Overall, I think the team is pretty solid, but needs some work.
Needs-
Zangoose check/counter
Seismitoad check/counter
Vileplume check/counter
Edit: Fixing descriptions tomorrow.
I have no idea how to insert sprites, but I'd be glad to insert them if somebody wishes to inform me.
Horny (Rhydon) @ Eviolite
Ability: Lightning Rod
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Blast
- Earthquake
- Swords Dance
- Rock Polish
You know him and love him, good ol' double dance rhydon. Rock blast takes care of the more common leads like Archeops/crustle, while also functioning as a win condition/late game sweeper. After a rock polish, it outspeeds most everything in the tier, excepting scarfers. Overall, a solid mon that's become an NU staple over the last few months.
Threats
- Basically everything water/grass, unless you have sd/rp up
- Claydol
- Vivillion (Sleep powder)
- Xatu, unless you have an rp up (Grass knot/hp grass)
- Sawk
Ban Scald (Lanturn) @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 252 Def / 216 SpA
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Thunder Wave
- Heal Bell
One of Nu's most reliable bulky waters, and an overall solid mon. Scald takes care of offensive mons if you're lucky, and if played correctly can net you quite a few burns. Volt switch maintains momentum, especially after forcing out mantine, or other similar mons. Thunder wave slows down the rest of the team, which is almost essential, as this team is on the slower side. Heal bell is there mostly as filler, but it gets rid of the occasional status.
Threats
- Cacturne (and basically every other grass type)
- Seismitoad
Warning: This CANNOT switch in on M-camerupt
Kangaskhan (F) @ Silk Scarf
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Double-Edge
- Fake Out
- Drain Punch
- Sucker Punch
Probably the biggest threat on the team, and my personal favorite. Dual priority can take out most offensive sweepers, as well as rack up a bit of damage on the bulkier mons, while double edge+silk scarf absolutely destroys mons. Drain punch isn't too useful, as it does less than half to klinglang, and not much else gets hit by it. Kangaskhan can also function as a reliable lead, often picking up a quick kill by turn two with Fake out+DE. For the most part, I switch around with it, picking up extra damage with fake out.
Threats-
- Scarf Sawk (or any Sawk, on a switch-in)
- Hariyama
- Gurrdurr
- Malamar
- Rhydon (gets a free sd/rp on switch-in)
Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 4 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Spikes
- Stealth Rock
- Leech Seed
Basically just a standard ferroseed. It takes care of basically every quick lead (E.G. Archeops, mismagius, canturne, etc.), and can also seed mantine for a bit of residual damage on the defog. Aside from that, it sets hazards like every other ferro. Works as a sleep blocker, and handles vivillion rather well. (Hurricane does ~26%, while gyro+hazards/leech kill outright.) After it's outlived it's usefulness, it can be sacked for a bit of damage on physical mons. (Breaks sash/sturdy, kills mons that've already hit their sash)
- Switches in on lanturn's weaknesses
Threats
HP FIRE
Basically every fire mon
Taunt
Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Earth Power
- Psychic
- Grass Knot
- Rapid Spin
One of the 2-3 decent spinners in the tier. Deals with M-Camerupt extremely well, especially if you can get it to switch in on an earth power meant for lanturn/rhydon. Aside from that, hp grass is basically the only thing I have for toad, and psychic is the only thing I have that can hit plume decently. Earth power does overall great damage. Punishes switches pretty well.
-Spinner
-Ground immunity
Fuck Typhlosion (Hariyama) @ Assault Vest
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 SpD
Adamant Nature
- Close Combat
- Earthquake
- Knock Off
- Bullet Punch
Last but certainly not least, one of NU's best special walls. This thing is a MASSIVE tank, taking ~15% from most special hits, and dealing out 1/2hkos in return. Earthquake is mostly for Muk that try to switch in, expecting fake out in the final slot. Aside from that, knock off in an ohko on magius (after hazards break sash), and a 2hko on claydol. This thing basically just switches in on basically every special threat in the tier no problem. M-camerupt can't really do much to it, aside from wisp, and firespam in general gets demolished. (As the name implies)
- Covers special weaknesses
- switches in from ferro
Threats-
Physical flying
Overall, I think the team is pretty solid, but needs some work.
Needs-
Zangoose check/counter
Seismitoad check/counter
Vileplume check/counter
Edit: Fixing descriptions tomorrow.
Last edited: