haiiiiiiiiup! eventually, i decided to make another NU team after playing with my klang team a while. this team is mainly focusing on this unstoppable beast serperior and some unfinished "cores" (dark-psychic, grass-water). anyway,
well, serpy was the one i wanted to test out, so it seems logical that it is here
golurk was almost immediately added as the only lead i know who works and one of my fav pokemons in NU + stealth rock can be extremely useful when your sweeper are weak to fire
i needed a cleric and someone to take care of bulky psychical powerhouse's like gurrdurr and marowak. alomonola was added mainly for this and she provided good synergy with the rest of my team
at this point, i was extremely weak to grass types. especially grass-poison. rotom-fan is my pivot to take care of water and grass types.
i was still weak to status and poison types. i was also in need for someone to heal annoying paralysis and will-o's. so i added musharna as a healer and bulky pivot
skuntank was added for synergy purposes only. i was weak to ghost, grass and dark. skuntank doesn't really "counter" dark types but it was still a good adition
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now, lets look a bit closer on how all those pokemons are meant to work together:
snake @ Petaya Berry
Ability: Overgrow
EVs: 252 Spd / 252 SAtk / 4 HP
IVs: 0 Atk
Timid Nature
- Calm Mind
- Substitute
- Giga Drain
- Hidden Power [Fire]
oh yeah! offensive serperior is maybe one of the most underrated pokemons in NU. the tactic is fairly simple: i lead with golurk, use stealth rock. then i switch to serperior, switching to alomonola and then switching even more, forcing my opponent to switch a lot too until their flying and fire types is weak. then i try to spam some calm minds on serperior and starting a sweep. the petaya berry can be really useful sometimes. i guess the strategy here is self-explained. spam some subs if i meet a opponent that has type advantage and I'm at low health and no CM boost. then i sub down to 25% to activate petaya and can surprise my opponent. HP fire might seem weird for some of you. but i already have two good fire counters, so instead I'm focusing on killing those vileplumes that can threat my team alot more.
possible replacements: no.
Fish @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Waterfall
- Toxic
- Wish
- Protect
alomonola is my hardcore psychical wall and fire counter. the EVs might seem weird for some of you, but with max Def and HP invested, he can take on almost every attacker that isn't special.
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252 Atk Leafeon Leaf Blade vs. 252 HP / 252+ Def Alomomola: 218-258 (40.8 - 48.3%) -- guaranteed 3HKO after Leftovers recovery
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252 Atk Choice Band Sawk Close Combat vs. 252 HP / 252+ Def Alomomola: 237-280 (44.3 - 52.4%) -- guaranteed 3HKO after Leftovers recovery
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252 Atk Zebstrika Wild Charge vs. 252 HP / 252+ Def Alomomola: 204-242 (38.2 - 45.3%) -- guaranteed 3HKO after Leftovers recovery
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wall. nuff said
other options: well, I'm probably keeping this one too, being my only ice resist
Statue @ Lum Berry
Ability: No Guard
EVs: 252 Atk / 80 HP / 176 Spd
Adamant Nature
- Dynamic Punch
- Shadow Punch
- Stealth Rock
- Earthquake
golurk as i said. is my awesome fav lead in NU. no guard dynamic punch will guarantee haxy starts and usually, stealth rock up. stealth rock is extremely important on this team, as I'm otherwise easily swept by char and glacy once alomonola is down. I'm running shadow punch over ice punch mainly for STAB and to take missy. thats also the reason why Lum berry is there. misdreavus can be so *********** annoying sometimes so I'm doing anything to counter it. 176 speed is for golem.
possible replacements: i like golurk, but he fits bad in this team synergy wise, being weak to ice, grass ghost, dark and water. all of them except for water is huge threats to my team so i was thinking about replacing it with a good ice resist with SR. probopass is good for this role, but that would leave me extremely vulnerable to fighting. i need suggestions.
Fan @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Volt Switch
- Air Slash
- Thunderbolt
- Trick
rotom is my grass counter and fast pivot. air slash can do a good chunk of damage to vilelume and it can also easily survive a sludge bomb. this set is fairly common, so I'm not going to talk much about it. thunderbolt for power and volt switch for scouting. i use trick to remove the eviolite from mamoswine, the biggest counter to this team. but the pig won't resist a couple of dynamic punch from golurk without a eviolite which is my only way to kill him if alomonola is down.
possible replacements: this was formally a scarf chard and I'm maybe going back to it soon just to take annoying grass types and focus blast for piloswine. it would also make my huge ice weakness less of a threat… i leave this up to you
Elephant @ Leftovers
Ability: Synchronize
EVs: 252 SAtk / 252 HP / 4 Def
Modest Nature
IVs: 0 Atk
- Heal Bell
- Moonlight
- Shadow Ball
- Psychic
I'm going to say more about this later, but i have to go soon. anyway, musharna is my poison counter and cleric. alomonola heals my team with HP while mushy fixes annoying burn and paralysis. theres not much more to say, but I'm adding more descriptions later. oh! and 0 Atk is for foul play mandibuz
possible replacements: if ghost and dark becomes a big problem, then I'm probably replacing golurk instead. 252 Def could be another option.
Dog @ Lum Berry
Ability: Aftermath
EVs: 102 Spd / 154 HP / 252 Atk
Adamant Nature
- Poison Jab
- Sucker Punch
- Pursuit
- Taunt
then its skuntank. he's here for synergy purposes only. i was incredibly weak to ghost and dark, so i added skunky to fix it. well… ghost at least. dark is still a threat. 102 speed is just to make sure i can taunt and slay super annoying missy and its also just enough to outspeed and taunt standard mandibuzz. this guy fits really great on this team, so I'm probably not going to replace it.
possible replacements: as i said, skuntank fits good on this team. however, I'm fairly weak to ice so i was thinking about replace someone. not skuntank with gurrdurr or throh to remove this weakness. except from that… night slash could be a good option too if i know my opponent isn't going to switch out, nor use an attack move
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that was it! i like this team but its far from perfect. i need desperately help to take on my counters:
^ these are the three major threats. i need help to remove my dark and ice weakness especially. this team has rather poor synergy. the dark and ice problem can be solved by adding a fighting type, but I'm not sure who to replace…
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replay section:
none yet! hard to find "good replays" nowadays imo
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