NU Balanced Team

Hello all! Thank you for reading my RMT. My team is centered around a Fighting/Psychic/Dark core of Gurdurr, Musharna, and Skuntank. They check each others threats and perform very well together. I usually send out Pineco first to set up Stealth Rock, get some momentum, take out Musharna's or Gurdurr's checks and proceed to setup and sweep.

The Team:

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Pineco @ Eviolite
Trait: Sturdy
EVs: 40 Atk / 216 HP / 252 SDef
Brave Nature
IVs: 0 Spd
- Rapid Spin
- Stealth Rock
- Gyro Ball
- Payback

This guys main purpose is to set up stealth rocks and remove entry hazards, and with Eviolite, it can take a few hits before going down. Gyro Ball and Payback are his attacking moves and can deal a good amount of damage to things that it hits super effectively due to his non-existant speed. Sturdy ensures that it can get Stealth Rock up and Pineco can also be used to take a hit and go down so another pokemon can enter safely. Its EV spread is made to maximise its Special Defense so it can take hits from both sides of the spectrum and let do some damage as well.

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Gurdurr @ Eviolite
Trait: Iron Fist
EVs: 252 HP / 252 Atk / 4 Spd
Careful Nature
- Drain Punch
- Ice Punch
- Mach Punch
- Bulk Up

This is a standard Gurdurr set but nonetheless it is effective. It is the first part of my Fighting/Psychic/Dark core. It takes care of Skuntank for Musharna so it can pull of a sweep if the enemy team is particularly weak to it. It can also pull of a sweep of its own if it can get in a bulk up or two and its checks are removed. Its good bulk when coupled Eviolite can wall a good portion of the physical attackers in the tier. Drain punch is its only form of recovery and main STAB move, Mach Punch is to pick off weakened threats. Bulk Up is used to set up on physical attackers and Ice punch is for coverage. Its EV spread is made to give it bulk and power so it can take hits and dish them out.

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Golurk @ Leftovers
Trait: Iron Fist
EVs: 252 Atk / 172 HP / 84 Spd
Adamant Nature
- Shadow Punch
- Earthquake
- Focus Punch
- Substitute

Nobody expects a SubPunch set and with Iron Fist it can be deadly. Because of its unique typing it can set up Substitue fairly easily and smash through opposing pokemon. Earthquake is important because it allows Golurk to attack without the negative priorty that Focus Punch causes and is just a good STAB move. The same goes for Shadow Punch, which has perfect coverage with Focus Punch and is useful for taking down enemy Psychic and Ghost types. Golurk is also my spinblocker for blocking the uncommon rapid spin from Armaldo, Torkoal, and others. The EV spread gives it enough speed to outpace Alomomola and other pokemon with a base 65 speed stat. The remaining EVs are pumped into Attack and Hp.

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Skuntank @ Black Sludge
Trait: Aftermath
EVs: 236 Spd / 252 Atk / 20 HP
Jolly Nature
- Sucker Punch
- Poison Jab
- Pursuit
- Taunt

Skuntank is the second part of my Fighting/Psychic/Dark core. It gets rid of dangerous opposing Psychic and Ghost types for the team which helps Gurdurr pull of a sweep. Sucker Punch is my secondary priority move for killing of weakened threats, Poison Jab is for general STAB, Pursuit is for Ghosts and Psychic types trying to switch out and Taunt is for setup sweepers. Skuntank can also be used as a last resort in case I need to take down a weakened sweeper that I can't take down any other way because of Aftermath. The EVs are the standard ones for Skuntank focusing on Speed and Attack with a liitle bit in Hp.

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Rotom-Fan @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Air Slash
- Thunderbolt
- Trick
- Hidden Power [Ice]

Rotom is the revenge killer for my team, and a good one at that. He outpaces threats like Choice Scarf Sawk and other dangerous things and can KO them. Air slash is a standard STAB move for dealing with Fighting, Bug and Grass types and Thunderbolt is his main attacking move dealing a good amount of damage on anything that doesn't resist it. Trick is for crippling walls and such while Hidden Power [Ice] is move that most people dont expect and works well against things like Golurk and Altaria that aren't hit super effectively by Air Slash or Thunderbolt. The EV spread maximises his Special Attack and Speed.

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Musharna @ Leftovers
Trait: Synchronize
EVs: 240 HP / 252 Def / 16 SAtk
Bold Nature
- Psychic
- Heal Bell
- Calm Mind
- Moonlight

This guy is a MONSTER! Musharna is the last part of my Fighting/Psychic/Dark core. It can come in on any special attacker set up Calm Mind, heal off any damage with Moonlight and proceed to decimate the enemy team as long as all Dark types are gone. Psychic is Musharna's only damaging move but it is more than adequate after a few Calm Minds. With Heal Bell, he functions as a cleric as well as a bulky sweeper. Heal Bell also
keeps Musharna healthy while sweeping or setting up. Calm Mind is its set up move and Moonlight provides recovery. The EVs are put into Hp and Defense with a little in Special Attack for some extra damage.

Well, there is my team in a nutshell. Please rate and give me tips on how to improve my team.

Changes:
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Ludicolo @ Life Orb
Trait: Swift Swim
EVs: 252 Spd / 4 Def / 252 SAtk
Timid Nature
- Giga Drain
- Hydro Pump
- Ice Beam
- Rain Dance

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Sawk @ Choice Band
Trait: Mold Breaker
EVs: 252 HP / 252 Atk / 4 Spd
Careful Nature
- Close Combat
- Earthquake
- Stone Edge
- Ice Punch

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Rotom-Fan @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Air Slash
- Thunderbolt
- Trick
- Volt Switch

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Golurk @ Leftovers
Trait: Iron Fist
EVs: 252 Atk / 172 HP / 84 Spd
Adamant Nature
- Shadow Punch
- Earthquake
- Ice Punch
- Stealth Rock
 
pineco / gurdurr / golurk / skuntank / rotom-s / musharna

you have absolutely nothing to take water-type attacks, so anything like ludicolo can get easy KOs on your entire team; many swift swim users can be problematic if they are given any setup opportunities.

the way i would approach this is to allow golurk to be your stealth rock setter; despite subpunch being a really powerful set, fighting and ground have redundant coverage for the most part, so using stealth rock and ice punch over substitute and focus punch can help you fit a role that your team needs.

doing so will allow you to free up a slot, because pineco isn't that necessary. rapid spin may be pretty useful, but rotom-s is often saved for revenge killing faster threats that nothing else on the team can't handle instead of switching in often, and toxic spikes are a non-problem when skuntank is around. having a check to water-types is much, much more important, and i think fitting ludicolo here can help out. a quad-resistance to water-type attacks and access to a strong giga drain allows ludicolo to handle almost all the water-types in the tier that plague your team. against rain sweepers, ludicolo can match up against them with swift swim so that your entire team won't be outpaced and outright KO'd.

next off, i don't really see the need for gurdurr here. this metagame is infested with so many psychic- and ghost-types right now that gurdurr doesn't keep up that well. trying out choice band sawk may seem like a good idea here. despite psychic-types being prominent, almost all of them will still dislike switching into an attack (musharna is pretty much the only one comfortable switching in). sawk gives your team a much-needed wallbreaker, and can also make up for the loss of pineco by threatening many stealth rock leads since mold breaker can bypass sturdy.

summary:
ludicolo pineco / choice band sawk gurdurr / stealth rock and ice punch substitute and focus punch golurk / skuntank / rotom-s / musharna


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ludicolo @ life orb | swift swim
timid nature | 252 spa / 252 spe / 4 def
rain dance / hydro pump / giga drain / ice beam

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sawk @ choice band | mold breaker
jolly nature | 252 atk / 252 spe / 4 def
close combat / earthquake / ice punch / stone edge or toxic
 
Interesting team! But hopefully my rate can help you a bit as well.

First of all, that Rotom-Fan set doesn't really make sense because putting a scarf on Rotom essentially gives you momentum with Volt Switch, which you don't have. So I recommend Volt Switch > HP [ice] for the purpose of revenge killing threats while gaining momentum. I also recommend Timid > Modest on Rotom for revenge killing stuff like +2 Timid Gorebyss and Jolly Scarfed Sawk/Braviary.

Also if you do keep Gurdurr, I prefer Guts > Iron Fist for the purpose of having the ability to set up on Alomomola and Misdreavus, but you do have Musharna to heal bell, so I guess that's optional.

Anyway, good luck on the team!
 
Thank you for the suggestions! I have now replaced Pineco with Ludicolo and replaced Gurdurr with Sawk. I have changed Substitue and Focus Punch to Ice Punch and Stealth Rock for Golurk. I also changed Rotom-F's nature to timid and gave it volt switch instead of Hidden Power [Ice]. I have tested out all the Changes and my team works much better now. Once again thank you!
 
Hello Thatoneguy15 !
This team quite solid as there only a few changes needed, in this case some set changes and getting rid of Pineco as it really just are setup fodder for a lot of strong pokemeon in this tier. Okay while taking a fast look at your team I see no water resist which is not that good especially here in NU where strong water pokemon like Ludicolo, Samurott, Gorebyss and Swanna rule the meta. Therefore I suggest using Ludicolo over Pineco as it's 4x resistant to water and can usually easely setup on other water type pokemon. So now that Pineco is gone you obviously need Stealth Rock on your team, I suggest giving them too Golurk as he is an very reliable Stealth Rock setter and can also spin block with his unique typing. Some small issues are still left and that is to use Signal Beam over Heal Bell on Musharna so you are not beeing setup fodder for Cacturne, also Rotom-S should use Volt Switch over HP Ice as Ludicolo have Ice Beam to handle Dragons like Altaria.

Changes:

Ludicolo ---> Pineco
Stealth Rock ---> Golurk
Volt Switch ---> HP Ice (Rotom-S)
Signal Beam ---> Heal Bell (Musharna)


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Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 4 SpD | 252 SAtk | 252 Spd
IVs: 29 HP
Timid Nature: (+Spd, -Atk)
Hydro Pump | Ice Beam | Giga Drain | Rain Dance

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Golurk @ Leftovers
Ability: No Guard
EVs: 172 HP | 252 Atk | 84 Spd
Adamant Nature: (+Atk, -SAtk)
DynamicPunch | Shadow Punch | Earthquake | Stealth Rock
 
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