XY NU NU Team Help

Hi guys!
I'm just your usual competitive player who hangs out on the battle spot, passey-by battles, and smogon-based battles with friends.

For a long time i just build mix-tier teams and OU team with some sort of lower-tier pokemon in it. But now I decided to build a pure NU team.
I got really fascinated on Electivire (one of my favorite pokemon) and Magmortar. They are counterparts of one another ever since gen 4 and to me they look like rivals. So I decided to build a team based on the 2 of them.
electivire-pokemon-hd-wallpaper-1.jpg

The other reason would be that almost every pokemon I breed somehow falls into NU. Which gave me more encouragement to make one.
The thing I like about NU is that majority of pokemon resides here and it is a place where OP mons like T-flame, greninja, and others don't exist. So I feel like this tier is more varied.


Without any further ado, here is the team that I build. Let me hear your opinions guys.

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Meowstic M w/ Light Clay (nk: Le Meow)
Bold, Prankster

252 hp / 252 def / 4 sp.def

- Reflect
- Light Screen
- Thunder Wave
- Psychic

Meowstic M serves as my lead. Prankster pokemon are reall perfect for setting up or support and I was glad that a prankster pokemon like meowstic is in NU. If possible, I would use thunder wave on the enemy to cripple it and then i set-up my dual screen. Psychic is for times where Meowstic caught a taunt. I would try to keep meowstic alive as long as possible so that he can still set-up screens on late game.




466___shiny_electivire_by_merum_sb_blueolimar-d38kcem.png


Electivire w/ life orb (nk: Ampere)
Adamant, Motor Drive

252 Att / 252 Spe / 4 HP

- Wild Charge
- Ice Punch
- Fire Punch
- Cross Chop

Electivire is one of the main member of this team and my physical damager. Such a shame that his stats were more focused on a mix attacker rather than a speed physical one(I'm bad at making mix-attacker). But she has some bulk in her shoulders and she can take some hits. Her coverage is wide with the 2 elemental punches plus cross chop. I tried to put expert belt on her but After a couple of plays I decided to put life orb instead. Wild Charge is the main attack which will deal double recoil from the attack and the life orb (Should i use thunder punch instead?), and the rest of the moves are just for pure coverage with ice punch being an anti ground attack.




250px-467Magmortar.png


Magmortar w/ choice specs (nk: Celsius)
Timid, Vital Spirit

252 Sp/ 252 Sp.Att / 4 Hp

- Flamethrower
- Psychic
- Thunderbolt
- Clear Smog

Magmortar is the other main member of this team and my special damager. It's really a shame that magmortar didn't get an "absorb fire" ability which would be great for free switches. I picked vital spirit over flame body because I checked the meta and for some reason, vivillon is in this tier. It made me worried because I use vivillon on a regular basis and she kills people. So magmortar can Put a vivillon to sash while she tries to use sleep powder. Flamethrower is his main attack which I prefer over Fire blast because #1 flamethrower looks perfect on magmortar and #2 I can't risk missing since I'm choiced. Psychic and thunderbolt are for coverage and a very peculiar choice of mine being clear smog. Clear Smog is for debuffing pokemons that tries to set-up in front of my face. Only steel types are immune to clear smog but I am confident that no steel type will set up in front of magmortar because you know......Fire cannons....nuff said.



250px-226Mantine.png


Mantine w/ Leftovers (nk: SS Airlines)
Calm, Water Absorb

252 Hp / 252 Sp.Def / 4 Def

- Air slash
- Scald
- Aqua Ring
- Protect

It's obvious that Electivire and Magmortar have a common weakness.....taxe-I mean ground. I want a pokemon that not only can take a ground move, but also walls other moves in general. I was about to use weezing or any levitate pokemon but when I think about it I always Imagine a mold breaking choice banded Rampardos saying "sup?" and then killing my entire team. After a quick search I found mantine. Not only he is immune to ground, but he has amazing special bulk. Turns out he has the same sp.def as kyogre. So he serves as my special wall. The only downside to mantine is that he has not recover moves like roost, so I settled with aqua ring instead to stack up after battle recover with lefties. Air slash is just there in hopes that I chip away damage while trying to flinch slower opponents and scald for burn. Protect is for a scouting move and it gives a free turn to heal with lefties and aqua ring. I know that he is quad-weak to electric, but that's exactly why i put him in there. If someone stupid enough to try and use an electric move on this guy I can just predict it (protect scouting) and go for electivire to make her eat that and activate her motor drive. And If someone wants to spray some water on magmortar I can just use it to heal Mantine. Of course is the opponent is smarter I can just play prediction games with him/her.



250px-154Meganium.png


Meganium w/ Sitrus berry (nk: Littlefoot)
Bold, Overgrow

252 Hp / 252 def / 4 Sp.def

- Energy Ball (edited from grass pledge since I'm too stupid to realize energy ball is a thing)
- Toxic
- Aromatherapy
- Synthesis

Meganium serves as my physical wall and my status healer. A lot of people seems to ignore meganium because it has limited offensive movepool. But good thing I breed a physical wall a couple of months back(because I was trying to complete the starters). The reason why I use meganium is because of Aromatherapy just in case someone haxxed me to death. This is also why I dont have misty terrain on my meowstic (that and I cant hax them right back). Energy is just for chipping away damage (this is the safest offense move he has), Toxic is for stalling, Armoatherapy is for the team support, and Synthesis is for healing the tank. This is also why I wished magmortar have a flame-eating ability so I dont have to rely Mantine on everything.



THE 6TH SLOT.
My mind went blanked when I was thinking about my 6th slot. I was thinking of a spinner in case of rocks. Or a sweeper. I thought of using vivillon but my brain is screaming "ROCKS!" over and over again. Slaking is another considered mon but truant ability will bite me in the *ss eventually. I dont need any defensive mon either, I already have 3 defensive mons for a good core. Then there's also
late game where my team falls apart.

I would like your suggestions, so for now I'm using this guy.

250px-685Slurpuff.png


Slurpuff w/ sitrus berry (nk: Star Cream)
Jolly, unburden

252 Att / 252 Spe / 4 Hp

- Belly Drum
- Play rough
- Wish
- Return

Slurpuff is basically here for late game and for some situations. I have no idea why is this thing here in NU (same question for vivilllon). Belly drum-sitrus-unburden combo is as scary as a belly drum azumarill. Maybe this guy is here because he has a few offensive moves (only return and play rough I think). Like I said, belly drum-sitrus-unburden combo then play rough or return will hit something hard. Steel stops this guy but since I have magmortar I can rest easy. Like I said I never really thought about this guys I was just like "oh look a pokemon that isn't suppose to be here, let's use it"


There you have it, my 1st NU team. Let me know what you think and which pokemon should I replace (other than e-vire and m-tar of course)? I really need your opinions about the 6th slot because I dont need another defensive mon.

P.S.: Please dont recomend a set that requires me to use pokegen or a transfer moves. I don't have those and my pokebank expired already. And no mix sets....I suck at those....a lot. THANKS!!
 
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Nice team you got here :)

Alright, first off, can you fix the EVs on your Meganium? They're just, kinda, freaking me out...I just ended up investing the extra 4 in SpD because why not.

Essentially, your team is based off of Magmortar and Electivire, specifically on their synergy. Then Mantine and Meganium make fantastic additions, really rounding off a nice core. However, I felt the other two Pokemon, Meowstic and Slurpuff, did not fit in well with the team. I switched Meowstic out for a entry hazard setter, changing Meowstic ---> Ferroseed. Your team does a great job of utilizing entry hazards, as the coverage that MagVire provide and the defensive semi-stall semi-support nature of Mantine and Meganium bring really force a lot of switches. Then I needed something that would do the job of keeping the hazards on the field, and what better change than Slurpuff ---> Bulky Rotom. Rotom is a fantastic spinblocker, especially with its ability to Will-O-Wisp the spinners that attempt to overwhelm it. It also works well with the team as Ghost typing just provides a nice coverage from a lot of Pokemon, like Kangaskhan. Just be sure to don't burn any Gurdurr. The sets for these two Pokemon look like this:

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Spikes
- Gyro Ball
- Thunder Wave

Rotom @ Leftovers
Ability: Levitate
Happiness: 0
EVs: 252 HP / 72 Def / 184 Spe
Timid Nature
- Thunderbolt
- Will-O-Wisp
- Volt Switch
- Shadow Ball

While I was using this team, I also made a few changes to some of the moves on Meganium, Mantine, and Magmortar. First, I changed Grass Pledge ---> Energy Ball. There's no reason to run Grass Pledge instead of Energy Ball. It just does less damage and makes it easier to set up on Meganium. I also changed Toxic ---> Leech Seed. With Toxic, you have a serious problem with getting walled by Steel-types. Leech Seed at least gives you the opportunity to stall them out. I also changed Sitrus Berry to Leftovers, because Sitrus Berry just wasn't doing it for me. If the item clause applies to Battle Spot or whatever this is for then you can totally just disregard the advice offered in the last sentence. On Mantine, I changed Aqua Ring ---> Toxic. The passive recovery didn't help me much, I found I regretted wasting the turn using the move, and Mantine has a ridiculous bulk that's incredibly hard to overcome anyways. Another change I made was Protect ---> Haze. However, I really see how Protect could be used, especially with Toxic now on Mantine. So that changed was more a personal preference than advice. The last change I made was to Magmortar. I changed Clear Smog ---> Hidden Power Grass. I literally never used Clear Smog once, ever. Especially once I put Haze on Mantine, a much bulkier, more utility based Pokemon. Hidden Power Grass allows you to hit Seismitoad, Rhydon, Kabutops, and all those other common mons in the tier really quite well.

As far as I know, all of these moves are easily obtainable through Gen 6 mechanics. Good luck in the future :)

~~LA
 
Nice team you got here :)

Alright, first off, can you fix the EVs on your Meganium? They're just, kinda, freaking me out...I just ended up investing the extra 4 in SpD because why not.

Essentially, your team is based off of Magmortar and Electivire, specifically on their synergy. Then Mantine and Meganium make fantastic additions, really rounding off a nice core. However, I felt the other two Pokemon, Meowstic and Slurpuff, did not fit in well with the team. I switched Meowstic out for a entry hazard setter, changing Meowstic ---> Ferroseed. Your team does a great job of utilizing entry hazards, as the coverage that MagVire provide and the defensive semi-stall semi-support nature of Mantine and Meganium bring really force a lot of switches. Then I needed something that would do the job of keeping the hazards on the field, and what better change than Slurpuff ---> Bulky Rotom. Rotom is a fantastic spinblocker, especially with its ability to Will-O-Wisp the spinners that attempt to overwhelm it. It also works well with the team as Ghost typing just provides a nice coverage from a lot of Pokemon, like Kangaskhan. Just be sure to don't burn any Gurdurr. The sets for these two Pokemon look like this:

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Spikes
- Gyro Ball
- Thunder Wave

Rotom @ Leftovers
Ability: Levitate
Happiness: 0
EVs: 252 HP / 72 Def / 184 Spe
Timid Nature
- Thunderbolt
- Will-O-Wisp
- Volt Switch
- Shadow Ball

While I was using this team, I also made a few changes to some of the moves on Meganium, Mantine, and Magmortar. First, I changed Grass Pledge ---> Energy Ball. There's no reason to run Grass Pledge instead of Energy Ball. It just does less damage and makes it easier to set up on Meganium. I also changed Toxic ---> Leech Seed. With Toxic, you have a serious problem with getting walled by Steel-types. Leech Seed at least gives you the opportunity to stall them out. I also changed Sitrus Berry to Leftovers, because Sitrus Berry just wasn't doing it for me. If the item clause applies to Battle Spot or whatever this is for then you can totally just disregard the advice offered in the last sentence. On Mantine, I changed Aqua Ring ---> Toxic. The passive recovery didn't help me much, I found I regretted wasting the turn using the move, and Mantine has a ridiculous bulk that's incredibly hard to overcome anyways. Another change I made was Protect ---> Haze. However, I really see how Protect could be used, especially with Toxic now on Mantine. So that changed was more a personal preference than advice. The last change I made was to Magmortar. I changed Clear Smog ---> Hidden Power Grass. I literally never used Clear Smog once, ever. Especially once I put Haze on Mantine, a much bulkier, more utility based Pokemon. Hidden Power Grass allows you to hit Seismitoad, Rhydon, Kabutops, and all those other common mons in the tier really quite well.

As far as I know, all of these moves are easily obtainable through Gen 6 mechanics. Good luck in the future :)

~~LA
Thanks for the excellent advice.
about meganium...that was suppose to be 4 sp.def. My brain just backtarcked.
I also never realised that meganium can learn energy ball as well.
Ill rebreed mantine right away to get haze and i put the sitrus berry because i only have 1 lefties.
but the entry hazards and rotom is a great addition to his team. you have my thanks
 
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