SM OU Long Live the Queen (Nidoqueen Team)

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Introduction

Nidoqueen is my favorite Pokemon of all time, and so I wanted to see what a team using her could do. I don't have much skill at teambuilding, but I've managed to reach the mid 1400's with this team-however, I hope to reach even higher than that, and so I came here to hopefully get some advice on how to best use this team, and what about it should be changed.

Teambuilding Process

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Greninja is my lead and one of my hazard setters.
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Defogger and physical tank.
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The Pokemon this team is centered around, Stealth Rock setter and special attacker.
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Special wall and Heal Bell cleric.
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Sweeper and Defog discourager.
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Wish cleric, setup blocker.

The Team

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Interceptor (Greninja) (M) @ Focus Sash
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Toxic Spikes
- Taunt
- Ice Beam
Greninja seeks to come in early, prevent other hazard-setting leads from setting up with Taunt, and set up as many of his own hazards as possible. I try my best to keep him alive longer than a typical suicide lead, so he can provide a fast Ice Beam for any Pokemon it would be good against and re-set hazards if they are removed.

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Walken (Scizor) (M) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Defog
- U-turn
- Bullet Punch
- Roost
Scizor is my Defogger, and can also take quite a bit of punishment from physical attackers. He also provides a relatively slow U-Turn to give my other Pokemon some safer switch-ins, along with Roost to provide him with some longevity.

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Sally (Nidoqueen) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Ice Beam
- Flamethrower
My strategy with Nidoqueen is simple-bring it in on something it scares out, then depending on the situation, either set up Stealth Rocks or use the appropriate attacking move to wreak havoc on whatever I predict is coming in. Flamethrower is used over Sludge Wave to provide my team with a more consistent answer to Ferrothorn, Celesteela and the like than Clefable's relatively weak Fire Blast.
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Blorb (Chansey) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Toxic
- Heal Bell
- Soft-Boiled
Chansey serves as a special sponge that can force pretty much any special attacker off the field, forcing switches to rack up hazard damage. Heal Bell is mostly there to prevent Bisharp from being completely crippled by Burns, and Toxic allows it to effectively stall most non-Poison or Steel types

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Basil (Bisharp) (M) @ Darkinium Z
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance
Bisharp forms an offensive core with Nidoqueen, soaking up Psychic hits meant for her and discouraging opponents from Defogging her Stealth Rocks away. Darkinium Z is used for a one-time nuke to dispose of whatever the opponent's most troublesome wall is, as nothing that doesn't resist it enjoys taking a +2 Black Hole Eclipse no matter how high its defense is.

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Treble (Clefable) (F) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Fire Blast
Clefable provides Wish support for the rest of my team, granting them extra longevity. Unaware prevents setup sweepers from scaring my team, as Clefable can handle most common ones.

Conclusion

I'm still not exactly an expert at competitive Pokemon, but this team has managed to carry me farther than any other; any advice to make it even more effective is appreciated!
Interceptor (Greninja) (M) @ Focus Sash
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Toxic Spikes
- Taunt
- Ice Beam

Walken (Scizor) (M) @ Scizorite
Ability: Light Metal
Shiny: Yes
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Defog
- U-turn
- Bullet Punch
- Roost

Sally (Nidoqueen) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Ice Beam
- Flamethrower

Blorb (Chansey) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Toxic
- Heal Bell
- Soft-Boiled

Basil (Bisharp) (M) @ Darkinium Z
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance

Treble (Clefable) (F) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Fire Blast
 
You have no means to effectively check STAB'ed Earthquake spam from wallbreakers while on the other hand two of (the most important Pokémon on your team) yours are potentially 1-hit K.Oed by the likes of it. Most notably, Sand Rush Excadrill could just train wreck through your entire team with stealth rock without any effort.

I would highly suggest trading either Chansey or Greninja for Rotom-W, since it will provide you both coverage and check against:
Ice;
Steel;
Ground;
Flying and Fire types, a consistent spammable high base damage water type move and also a consistent tool (Will-o-wisp) in order to cripple threatening physical attackers

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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

While not a must, you can also run a set with 60 Spe, 248 HP and 200 def in order to outspeed defensive Landorus-therian and choice band Tyranitar if you feel the need for it.


Tapu Lele would also be a valid choice,
 
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