Teambuilding Process
I started with a pretty simple defensive core here. SpDef Clef/Marshtomp/Ferroseed basically cover most offensive mons in the tier and they synergize very well together. Ferroseed is a great special wall that can come in on most mons and go for Leech/Knock/Spikes depending on what's in front of it. Marshtomp is the bulky water on the team and has a great matchup against other rockers in the tier and can spread Toxic to most anything that switches in outside of a couple things like Hattrem/Golbat/Ferroseed. Clef is the glue of this team and is the special wall that can cover things like Mime-Galar and specs Magmar (to a degree) that Ferro couldn't handle itself. Wish is also a really nice move that helps the other walls stay alive longer.
There are a couple roles on this team that Koffing compresses very well. First, I needed a better fighting resist as SpDef Clef still struggles with physical attackers like Raboot, Thwackey, and Gurdurr. Second, Toxic Spikes are everywhere in NFE right now, and I needed something that could not only remove Toxic Spikes easily but also spread them themselves. It also rounds out the defensive core very nicely and can spread burn itself.
Gurdurr is just amazing on balance. It has a great attack and HP stat, access to Knock Off, and it's own form of (mild) recover in Drain Punch. Plus, most importantly for this team, access to Defog. I was very unsure originally of whether I wanted a spinner (Wartortle) or a Defogger (like Golbat) and I found through testing this team out that Gurdurr just worked nicely. Plus, it has a nice defense stat that allows it to also serve as a check to threatening Rockers like Piloswine and Gabite.
Like Gurdurr, Electabuzz is just a great mon right now. I realized that this team was lacking a solid offensive presence and Electabuzz serves as a solid pivot, cleaner, and check to other offensive mons. Base 105 speed is the fastest thing in the tier right now (bar scarf and boosted mons) and Volt Switch just lets me constantly pivot into my other walls. Eviolite lets me pivot a bit longer than I'd be able to otherwise and also let Electabuzz sponge a few hits from things like Mime-Galar.
The Team More Closely
Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Soft-Boiled
- Moonblast / Heal Bell
- Wish
- Knock Off / Heal Bell
Clefairy is just good. Softboiled/Wish are used in conjunction so that Clef can not only heal itself freely but also spread healing to its teammates. Moonblast/Knock are used here as the attacking moves. Moonblast lets Clef check fighting and dragon types like Gurdurr and Gabite (although I wouldn't switch in on these directly as you aren't physdef) and also have STAB while Knock is needed so that Clef can check the Psychic types it's supposed to beat like Kadabra/Gime as well as to hit things that may switch in on Clef and remove their item. Heal Bell is something I've considered and it can help remove those annoying statuses but I really like having both Knock and Moonblast. SpDef is used over PhysDef mainly due to Magmar being incredibly problematic (in general) and it helps check the myriad of special attackers better. I could tailor an EV spread specifically for it's role here but that takes brainpower I'd rather use elsewhere.
Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Knock Off
- Gyro Ball
- Leech Seed
- Spikes
Ferroseed is my favorite special wall and hazard setter in NFE right now. Spikes are a pretty solid hazard in the tier right now and it also lets the team pack a second hazard outside of rocks to do more damage to Stealth Rock resists like Gurdurr. Knock is of course on Ferro because it's Knock Off and everything has eviolite. Leech Seed in conjunction with Spikes/Rocks/TSpikes help get off a LOT of residual damage onto everything that switches in and also is a form of recovery for Ferro. Gyro is the stab brought because Ferro is hella slow. It can get a bit testy as Gyro only has 8 PP but it isn't a huge concern in most games.
Koffing @ Eviolite
Ability: Neutralizing Gas
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Will-O-Wisp*
- Sludge Bomb
- Pain Split
Toxic Spikes in NFE right now are very good. Not only can Koffing soak up Toxic Spikes but it can also spread them itself. Even though there are a wide variety of hazard removal or blocking (in Hattrem's case) options, even getting one or two mons poisoned helps dramatically, as the absence of Leftovers in NFE allows mons to get chipped and worn down much more easily. Neutralizing Gas allows Koffing to set up TSpikes in the face of Hattrem and is in general a very good ability. PhysDef helps you check Thwackey/Gurdurr and cover the weaknesses that Clefairy/Ferro have. Will-O-Wisp is pretty self-explanatory and helps you spread status even if TSpikes aren't up. Sludge Bomb acts as STAB and Pain Split helps you recover some HP.
*I guess if you want you could run something like Flamethrower in this spot but you aren't always going to be able to get Toxic Spikes up and being able to stop physical attackers in their tracks is much more helpful imo.
Marshtomp @ Eviolite
Ability: Damp
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Earthquake
- Scald
- Stealth Rock
- Toxic
Marshtomp is one of my favorite hazard setters in the tier right now. PhysDef makes Marshtomp very bulky and helps check opposing rockers and also things like Raboot that can sometimes get testy. Earthquake/Scald round out the STAB moves and are pretty self-explanatory on their own. Stealth Rocks function as this team's third layer of hazards and Toxic helps spread status to grass types that may switch in like Tangela or Thwackey as well as rapid spinners and defoggers outside of Golbat/Hattrem. Marshtomp also helps me stop Volt Switch mons like Pikachu and Electabuzz and prevent them from pivoting constantly in and out.
Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- Defog
Gurdurr acts as a sort of second physical wall as well as this team's hazard removal. Guts is a very handy ability as, while things like TSpikes can be annoying, it at least gives me a boost in attack and can sometimes help me get through some annoying walls that would usually trouble me. Since I'm not running Bulk Up I decided to go max HP max Attack in order to maximize Gurdurr's offensive potential, as well as going with an Adamant Nature. Drain Punch/Knock Off/Mach Punch act as the three standard attacking moves usually carried by Gurdurr and are plenty effective on their own. You could run some tech here like Bulk Up > Mach Punch or Poison Jab but I've never felt like I'm ever lacking coverage.
Electabuzz @ Eviolite
Ability: Vital Spirit
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Psychic
- Focus Blast
Electabuzz acts as speed control and also something that can offensively check and sponge attacks from weaker mons in the tier. The four moves here are basically the only coverage Electabuzz can run and help round out the set very nicely. Buzz also acts as a nice Golbat check (but you do have to worry about toxic). Electabuzz has a lot of special bulk, and with Eviolite you can sponge a lot of attacks that you wouldn't be able to with Boots or Scarf. You can also bluff those items if you want to and Focus Blast/Psychic the things that would usually switch in.
Threatlist
What is there to say about this mon that hasn't already been written on every bathroom stall? Specs is a menace and Taunt/Three Attacks or even Taunt/Toxic/Two Attacks can break through everything in the tier.
This thing isn't usually a big issue but Stallbreaker variants can just be incredibly annoying to deal with
RestTalk is annoying, point blank periodt. I haven't ever run into CM variants but I know they exist and I know I would die inside if I ever ran across one.
CB and Bulk Up can definitely be an issue but if I can get a TSpikes off I can usually at some point switch into EBuzz and kill it
Acro variants can be problematic but Koffing is usually able to handle them
What is there to say about this mon that hasn't already been written on every bathroom stall? Specs is a menace and Taunt/Three Attacks or even Taunt/Toxic/Two Attacks can break through everything in the tier.
This thing isn't usually a big issue but Stallbreaker variants can just be incredibly annoying to deal with
RestTalk is annoying, point blank periodt. I haven't ever run into CM variants but I know they exist and I know I would die inside if I ever ran across one.
CB and Bulk Up can definitely be an issue but if I can get a TSpikes off I can usually at some point switch into EBuzz and kill it
Acro variants can be problematic but Koffing is usually able to handle them
Possible Changes
- I have toyed around with the idea of compressing and -> and running a separate rocker (maybe rocks on Ferro or just using spikes alone) or another offensive mon but I haven't actually found anything I liked yet.
- Running SpDef Defog Golbat > Koffing and making Clef Physdef / BU Gurdurr, but it opens me up a bit more to Magmar
Credits
Miyami~~~ for playing NFE battles with me in the upwards of tens or even hundreds of times in the past two weeks, and also getting me involved in the tier by proxy of just existing and me being bored
Cheryl. for constantly throwing and keeping me entertained, even if you talk smack way too much
and a few other people in the NFE tier but i dont know your smogon handles but you guys have been really helpful, thanks!
Pokepaste
https://pokepast.es/1e688925ee53eef2
Miyami~~~ for playing NFE battles with me in the upwards of tens or even hundreds of times in the past two weeks, and also getting me involved in the tier by proxy of just existing and me being bored
Cheryl. for constantly throwing and keeping me entertained, even if you talk smack way too much
and a few other people in the NFE tier but i dont know your smogon handles but you guys have been really helpful, thanks!
Pokepaste
https://pokepast.es/1e688925ee53eef2