Intro
Whats goin' on guys. So the whole inspiration behind this team was when I watched my buddy The Goomy play one of his NU oppen games. He played a guy named Masterclass and Masterclass brought Natural Gift Leafeon. Which berry it was I'll never know but it makes sense that it was Occa Berry. So anyway I wanted to make a team around it because it seemed so cool.
Whats goin' on guys. So the whole inspiration behind this team was when I watched my buddy The Goomy play one of his NU oppen games. He played a guy named Masterclass and Masterclass brought Natural Gift Leafeon. Which berry it was I'll never know but it makes sense that it was Occa Berry. So anyway I wanted to make a team around it because it seemed so cool.

I wanted Leafeon. So we started with Leafeon :)


I'm also a big fan of Typhlosion, more so Specs than scarf, so I went in that direction.



Fire/Water/Grass core for bants and Seismitoad is just a standard.mon in the tier so why not y'know?




At this point I had decided that the team was going to be more offensive and I had been watching another friend, iplaytennislol, use a lead taunt, stealth rocks Archeops so I decided hey why the fuck not. Bird tho.





No hazard control. Xatu. Simple right? I dont see too many NU teams now a days with dedicated spinners/defoggers. The occasional Sandslash or rapid spin Kabutops yes but usually just Xatu's for bouncing.






Specs Typhlosion and Mismagius are threats so standard.avuser. Stops fire spam and is the teams only check to Ludicolo.
The Team

Leafeon @ Watmel Berry/OccaBerry
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Natural Gift
- Leaf Blade
- Knock Off
- Swords Dance
Leafeon was the whole idea behind the team. Leafeon is pretty powerful and has a decent speed stat. The physical bulk to take a hit from most things and it learns knock off. The last part of that sentence should have been neough to catch your attention. So Natural Gift is a move that takes the berry you are holding and turn into a physical move of varying base power and type. With this set you can choose between either Occa berry for the added effect of reducing fire moves, or Watmel berry which is stronger but "has no comeptitive use". Watmel berry will allow you to ohko a physically defensive Vileplume and physically defensive Ferroseed after a swords dance and minor damage. If somehow you manage to get a swords dance up and can predict a switch into vileplume while you have up rocks you will always kill. Otherwise you'll need about 10% damage on the vileplume. They usually switch it into Leafeon as you swords dance and if you have any prior damage you can just OHKO. Ferroseed will always die to a plus 2 Natural Gift with Watmel berry. Occa berry on the other hand will only do 71-87 to the Vileplume but always kill the Ferroseed.
Watmel Calc on Vileplume:
+2 252 Atk Watmel Berry Leafeon Natural Gift (100 BP Fire) vs. 252 HP / 224+ Def Vileplume: 318-376 (89.8 - 106.2%) -- guaranteed OHKO after Stealth Rock
Occa Calc on Vileplume:
+2 252 Atk Occa Berry Leafeon Natural Gift (80 BP Fire) vs. 252 HP / 224+ Def Vileplume: 254-300 (71.7 - 84.7%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
Notable counters to Leafeon with natural gift are Weezing and Garbodor. Both will take no damage from any move you have and just kill you. Carry a starf berry instead imo.

Typhlosion @ Choice Specs
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Focus Blast/Hidden Power Grass
- Eruption
- Extrasensory
Every team needs fire spam and here it is. Choice specs for maximum damage but timid so you can still outspeed things. Never forsake your speed for power. Typhlosion has no switchs in the tier aside from thick fat users and Seismitoad and even then only specially defensive Seismitoad can switch in. Physically defensive is 2HKO'd after rocks. Hariyama has to run AV and thick fat to even dream about switching in and then even Max HP AV Hariyama gets 3HKO'd by eruption. Kabutops is also a reasonable switch in but about 41-49%. These are all eruption calcs obviously and after some damage the mon becomes less useful until you can get it blaze range but the facts stands that this a powerful mon. Audino's will sometimes switch in but again they are another pokes who can not take 2 eruptions. I'll be the first to admit that I don't run HP Grass on this because I honestly don't see the point. You can run it if you like :]

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 212 HP / 252 Def / 44 Spe
Bold Nature
- Toxic/Stealh Rock
- Sludge Wave/Grass Knot
- Scald
- Earth Power
Seismitoad to finish the Fire/Water/Grass core and to add something with physical bulk. Seismitoad has decent offensive stats and bulk so why the fuck not right? Somewhat of a Feraligatr check and also the standard.scalduser. This team would lose to things like DD Feraligatr and Offensive Archeops without this mon so thank fuck for the toad. Not always a switch into Kangaskhan but can come in on fake outs and sucker punches and fish for burns or just get off damage with earth powers. I carry sludge wave on mine because people will often see that this team gets swept by Lilligant and try to switch in on this. Its a ballsy prediction but will do a decent chunk to the incoming Lilligant. Sludge wave obviously being a silly situational move, you can run grass knot instead to hit opposing Seismitoad's and Feraligatr. The 44 speed EV's are to outspeed other toads and outspeed adamant Feraligatr with no speed investment. Typically the SD variants run bulk so I figured the few EV's might come in handy one day. You can choose between stealh rock and toxic as a support move. Toxic for the obvious reason of toxicing things and stealth rock for the ability to put up rocks later on in the game.

Archeops @ Focus Sash
Ability: Defeatist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Endeavor
- Taunt
- Rock Slide
Lead Archeops just sounded like a decent idea to me and something needs to have taunt and rocks so hey there you go. Can beat things that to lead and set up their own hazards and usually get off an endeavor so that the opposing mon can't switch out. Assuming you've already gotten up your rocks that is. People will usually lead with scarfed Rotom and volt switch to take it down to sash then go into something like Kabutops or Kangaskhan so finish you off. You have to play a lot of mind games in that situation because if the rotom is not scarfed then you can't go for an endeavor preditcing another mon to come in because you'll outspeed and have wasted a turn. Lead Crustle can also be a problem. You have to predict around them going for rock blast, which they do 9/10 times, or going for rocks because they have mental herb. Overall a solid poke. While maybe not being used to its fullest potential it serves the team well and does what I need it to do. I use rock slide over any other move for the chance at flinching Crustle turn one.

Xatu @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 236 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Psychic
- Calm Mind
- Dazzling Gleam/Heat Wave
The team had no hazard control and one thing already weak to it so I decided to go with the ever so solid based bird Xatu. This one is physically defensive so it can take hits, usually knock off, and maybe roost stall or get off a hit. This one is calm mind to more or less scare things out and if you're in the position to do so, sweep. More often than not you'll come in on a Sandslash or a toad and roost stall until they switch into their Pawniard, Cacturne, or Liepard. Sometimes it takes a lot of predicting to catch those mones. I run enough speed EV's to outspeed adamant max speed Sandslash.

Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 HP / 116 Atk / 140 SpD
Careful Nature
- Close Combat
- Bullet Punch
- Knock Off
- Heavy Slam
Hariyama is the fire spam checker as well as the Ludicolo check. Not to be confused for a counter. The weight of so much of the team has fallen on to Hariyama's fat shoulders. Literally without this mon the team would be swept by so many things and in most instances the team falls apart when Hariyama dies because special attackers do a number to this team. I run alot of spdef on Hariyama to ensure that he does his job. While it does make him less effective in killing the things that otherwise threaten the team, it's still a Hariyama and bop things with CC. Bullet punch is for priority because every team needs priority plus when Archeops kills something, which it will, you can send this in and threaten to bullet punch and take them into deafetist. Heavy slam is because sometimes people try to set up on this with Slurpuff and heavy slam will kill it. Also does a chunk to Granbull.
Archeops
Offensive Archeops sweeps this team if Seismitoad is not at full health lol. Toad is the only thing that can take a hit and fire back with something to do real damage. If Archeops is knocked into defeatist Leafeon can take a hit and kill it back but that instance is not often. So if you see this thing lead with your own archeops, hope like hell you win a speed tier and kill it with rock slide(if you do that means its offensive and not sashed otherwise you would have take in down to its sash and it's not really a threat) and if you dont end up seeing/killing it, save the toad.
Slurpuff
If it gets up a belly drum and you dont still have sashed Archeops you lose. If it's calm mind and you dont have Hariyama you lose. The only way to stop this thing is hope you have it in on Hariyama and can heavy slam then while they do something else. Good luck.
Ludicolo
There are no switch ins. Fodder your team imo. The only thing that can dream of coming in on this is Hariyama. And he can't even do that if this thing carries hydro over surf. If this thing comes in while the rain is up you have to pick your fodder and go into Hariyama and knock off then CC and hope like hell they stay in for whatever reason. If this mon is paired up with offensive Seismitoad in the rain then you just straight lose. Sorry lol.
Other notable problems are Cacturne, Rotom, Vivillon and Lilligant. Rotom is annoying and forces you to take damage on Hariyama while the others will just sweep you if they set up.

Offensive Archeops sweeps this team if Seismitoad is not at full health lol. Toad is the only thing that can take a hit and fire back with something to do real damage. If Archeops is knocked into defeatist Leafeon can take a hit and kill it back but that instance is not often. So if you see this thing lead with your own archeops, hope like hell you win a speed tier and kill it with rock slide(if you do that means its offensive and not sashed otherwise you would have take in down to its sash and it's not really a threat) and if you dont end up seeing/killing it, save the toad.
Slurpuff

If it gets up a belly drum and you dont still have sashed Archeops you lose. If it's calm mind and you dont have Hariyama you lose. The only way to stop this thing is hope you have it in on Hariyama and can heavy slam then while they do something else. Good luck.
Ludicolo

There are no switch ins. Fodder your team imo. The only thing that can dream of coming in on this is Hariyama. And he can't even do that if this thing carries hydro over surf. If this thing comes in while the rain is up you have to pick your fodder and go into Hariyama and knock off then CC and hope like hell they stay in for whatever reason. If this mon is paired up with offensive Seismitoad in the rain then you just straight lose. Sorry lol.
Other notable problems are Cacturne, Rotom, Vivillon and Lilligant. Rotom is annoying and forces you to take damage on Hariyama while the others will just sweep you if they set up.
Keep in mind this is the team how I use it. Feel free to change moves and such.
Leafeon @ Watmel Berry
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Natural Gift
- Leaf Blade
- Knock Off
- Swords Dance
Typhlosion @ Choice Specs
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Focus Blast
- Eruption
- Extrasensory
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 212 HP / 252 Def / 44 Spe
Bold Nature
- Toxic
- Sludge Wave
- Scald
- Earth Power
Archeops @ Focus Sash
Ability: Defeatist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Endeavor
- Taunt
- Rock Slide
Xatu @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 236 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Psychic
- Calm Mind
- Dazzling Gleam
Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 HP / 116 Atk / 140 SpD
Careful Nature
- Close Combat
- Bullet Punch
- Knock Off
- Heavy Slam
Leafeon @ Watmel Berry
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Natural Gift
- Leaf Blade
- Knock Off
- Swords Dance
Typhlosion @ Choice Specs
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Focus Blast
- Eruption
- Extrasensory
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 212 HP / 252 Def / 44 Spe
Bold Nature
- Toxic
- Sludge Wave
- Scald
- Earth Power
Archeops @ Focus Sash
Ability: Defeatist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Endeavor
- Taunt
- Rock Slide
Xatu @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 236 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Psychic
- Calm Mind
- Dazzling Gleam
Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 HP / 116 Atk / 140 SpD
Careful Nature
- Close Combat
- Bullet Punch
- Knock Off
- Heavy Slam
Thanks for checking out my team. If you liked it be sure to let me know and if you decide to test it out please let me know how it works out for you. I know this team has problems and is not completely comeptitive but it's fun. And sometimes you need to make a fun team competitive so this is my version of that. Rates are appreicated :]