mummy
Banned deucer.
Hello everyone :)
I have recently started to play a bit of NU and this is my first attempt at building a team in this tier. I sometimes struggle a bit with, but I can not really pinpoint the issues and therefore hope i could get some help here.
When I started to build the team, I wanted to use Volt Switch and U-turns to safely bring in Teddyy so I can deal a lot of damage, because he can hit really hard. The first draft of the team had a U-turn Articuno-galar, which i had to switch out because i had some significant problems and replaced it for Eldegoss.
puffpuff (Eldegoss) (F) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 120 SpA / 136 SpD
Calm Nature
IVs: 0 Atk
- Rapid Spin
- Leaf Storm
- Light Screen
- Sleep Powder
I added Eldegoss because I felt i was having a lot of hard times vs Shell Smash Blastoise and some other special attackers. My team doesnt seem too concerned about Hazards, but a Rapid Spin is still a good thing to have, especially against webs. I chose Leaf Storm as my attack, to be able to damage Blastoise hard enough, Sleep Powder is self-exeplanatory, but for Light Screen I have no good reason, but it does a good job when Salazzles are switching in. Could probably be replaced but I don't know with what, maybe I could just keep it, idkkk ^^
Teddyy (Bewear) (M) @ Choice Band
Ability: Fluffy
EVs: 252 Atk / 192 Def / 64 Spe
Adamant Nature
- Drain Punch
- Superpower
- Double-Edge
- Darkest Lariat
Teddyy is my star of the team. Thanks to his ability he has no problem with any physical attacks and hits everything in the tier really hard. With Drain Punch he can even heal himself and stay longer in the game, which appears especially helpful against Spikes teams. I am not sure about my EVs, but I chose to go with some more Def because he has already a very high HP stat and I don't want him to stay in special attacks either way. Suggestions to change the EVs are very welcome!
doge (Arcanine) (F) @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 252 HP / 176 SpD / 80 Spe
Careful Nature
- Morning Sun
- Flare Blitz
- Extreme Speed
- Toxic
Arcanine was mainly added because of the fire resistance, since fire is deadly for Bewear. She also helps as a somewhat answer for Salazzle, Steels, etc.. Maybe I should play Intimidate though, to better switch into the steels? Toxic is supposed to hit waters and Flare Blitz is just really strong, while I wanted to have Extreme Speed to have a backup priority move, in case I need it and it turned out really helpful a lot of times.
Shrek (Flygon) (M) @ Leftovers
Ability: Levitate
EVs: 16 HP / 252 Atk / 240 Spe
Lonely Nature
- U-turn
- Earthquake
- Fire Blast
- Roost
Flygon used to be Choice Scarf on this team at first, but later I realized it doesn't really help with much and I'd rather have it have Roost to better deal with Salazzle and not being locked into Earthquake, which can be taken advantage of very hard. Fire Blast is used to hit Bronzong and grass types harder, but it doesnt seem like a very good option, maybe there is a better move that I could play. Draco Meteor or Defog were my ideas, although I don't think Defog is needed here at all and I should probably keep the offensive with this team and especially here with this Flygon.
ZONG! (Bronzong) @ Leftovers
Ability: Levitate
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Stealth Rock
- Toxic
- Earthquake
- Protect
Bronzong is my answer to rocks and it sets up rocks for my team too. Stealth Rocks are always helpful and he finds a lot of opportunities to set them up. It also is a great answer for psychic and dragon moves/types that are mainly handled by Toxic and sometimes by Earthquake too. Earthquake also helps me to not be walled by other steels. I sometimes feel a bit out of place when I play vs Xatu or other Bronzongs, as I can't touch them AT ALL. But I also don't know how I could fix this or if I'm fine with just switching out of those.
mow mow (Rotom-Mow) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Leaf Storm
- Dark Pulse
- Trick
mow mow is my Volt Switcher to set up for Teddyy and it really does it's job great. I use Dark Pulse as a move, because I otherwise couldn't hit Celebi and Dhelmise and it in general seems like an okayish move to lock into, because a lot of things get hit neutrally by it. Most of the time, of course, I want to Volt Switch though, and with its grass type, mow mow doesn't easily get stopped by ground types so it can more efficiently switch around. Trick can be a good move to cripple some defensive wall, but I don't see myself clicking it often, maybe this could be replaced? But then again, it feels necessary vs e.g. a defensive CM Cresselia, which could just set up and win against me if I go wrong somewhere.
Thanks to anyone who took the time to read this, I really appreciate that. And please feel welcome to note everything you notice, to help me improve this team, I really do like the idea behind it.
Again, thanks for reading and I am looking forward to every response :D
I have recently started to play a bit of NU and this is my first attempt at building a team in this tier. I sometimes struggle a bit with, but I can not really pinpoint the issues and therefore hope i could get some help here.
When I started to build the team, I wanted to use Volt Switch and U-turns to safely bring in Teddyy so I can deal a lot of damage, because he can hit really hard. The first draft of the team had a U-turn Articuno-galar, which i had to switch out because i had some significant problems and replaced it for Eldegoss.
puffpuff (Eldegoss) (F) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 120 SpA / 136 SpD
Calm Nature
IVs: 0 Atk
- Rapid Spin
- Leaf Storm
- Light Screen
- Sleep Powder
I added Eldegoss because I felt i was having a lot of hard times vs Shell Smash Blastoise and some other special attackers. My team doesnt seem too concerned about Hazards, but a Rapid Spin is still a good thing to have, especially against webs. I chose Leaf Storm as my attack, to be able to damage Blastoise hard enough, Sleep Powder is self-exeplanatory, but for Light Screen I have no good reason, but it does a good job when Salazzles are switching in. Could probably be replaced but I don't know with what, maybe I could just keep it, idkkk ^^
Teddyy (Bewear) (M) @ Choice Band
Ability: Fluffy
EVs: 252 Atk / 192 Def / 64 Spe
Adamant Nature
- Drain Punch
- Superpower
- Double-Edge
- Darkest Lariat
Teddyy is my star of the team. Thanks to his ability he has no problem with any physical attacks and hits everything in the tier really hard. With Drain Punch he can even heal himself and stay longer in the game, which appears especially helpful against Spikes teams. I am not sure about my EVs, but I chose to go with some more Def because he has already a very high HP stat and I don't want him to stay in special attacks either way. Suggestions to change the EVs are very welcome!
doge (Arcanine) (F) @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 252 HP / 176 SpD / 80 Spe
Careful Nature
- Morning Sun
- Flare Blitz
- Extreme Speed
- Toxic
Arcanine was mainly added because of the fire resistance, since fire is deadly for Bewear. She also helps as a somewhat answer for Salazzle, Steels, etc.. Maybe I should play Intimidate though, to better switch into the steels? Toxic is supposed to hit waters and Flare Blitz is just really strong, while I wanted to have Extreme Speed to have a backup priority move, in case I need it and it turned out really helpful a lot of times.
Shrek (Flygon) (M) @ Leftovers
Ability: Levitate
EVs: 16 HP / 252 Atk / 240 Spe
Lonely Nature
- U-turn
- Earthquake
- Fire Blast
- Roost
Flygon used to be Choice Scarf on this team at first, but later I realized it doesn't really help with much and I'd rather have it have Roost to better deal with Salazzle and not being locked into Earthquake, which can be taken advantage of very hard. Fire Blast is used to hit Bronzong and grass types harder, but it doesnt seem like a very good option, maybe there is a better move that I could play. Draco Meteor or Defog were my ideas, although I don't think Defog is needed here at all and I should probably keep the offensive with this team and especially here with this Flygon.
ZONG! (Bronzong) @ Leftovers
Ability: Levitate
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Stealth Rock
- Toxic
- Earthquake
- Protect
Bronzong is my answer to rocks and it sets up rocks for my team too. Stealth Rocks are always helpful and he finds a lot of opportunities to set them up. It also is a great answer for psychic and dragon moves/types that are mainly handled by Toxic and sometimes by Earthquake too. Earthquake also helps me to not be walled by other steels. I sometimes feel a bit out of place when I play vs Xatu or other Bronzongs, as I can't touch them AT ALL. But I also don't know how I could fix this or if I'm fine with just switching out of those.
mow mow (Rotom-Mow) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Leaf Storm
- Dark Pulse
- Trick
mow mow is my Volt Switcher to set up for Teddyy and it really does it's job great. I use Dark Pulse as a move, because I otherwise couldn't hit Celebi and Dhelmise and it in general seems like an okayish move to lock into, because a lot of things get hit neutrally by it. Most of the time, of course, I want to Volt Switch though, and with its grass type, mow mow doesn't easily get stopped by ground types so it can more efficiently switch around. Trick can be a good move to cripple some defensive wall, but I don't see myself clicking it often, maybe this could be replaced? But then again, it feels necessary vs e.g. a defensive CM Cresselia, which could just set up and win against me if I go wrong somewhere.
Thanks to anyone who took the time to read this, I really appreciate that. And please feel welcome to note everything you notice, to help me improve this team, I really do like the idea behind it.
Again, thanks for reading and I am looking forward to every response :D