Heyy. Welcome to another NU RMT. This is a team I just threw together last night. It's based on multi-weather teams in OU, so it uses more than one weather setter along with abusers of each. It's supposed to be hyper offensive, with games finishing very quickly, so don't comment saying "you need a defensive core". Each pokemon supports its respective weather abuser, almost guaranteeing setup. Descriptions will come later.
@ Focus Sash
Trait: Insomnia
EVs: 252 Atk
Brave Nature (+Atk, -Spd)
- Trick Room
- Destiny Bond
- Shadow Claw
- Curse
Banette is one of my favourite pokemon. She's also one of the best suicide Trick Room leads in NU! :D Now I'm sure you all know the drill; setup Trick Room on the first turn, guaranteeing it bar Taunt (fairly uncommon in NU) thanks to Focus Sash. Then, you are now faster, and can use Destiny Bond to take out one of your opponent's pokemon and bring in a sweeper safely. If they try to screw up your plan by switching around and not attacking, I can kill myself with Curse. Shadow Claw is STAB and hits surprisingly hard off my base 115 attack >:D
@ Thick Club
Trait: Rock Head
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd)
- Swords Dance
- Earthquake
- Stone Edge
- Double-Edge
Trick Room sweeper. Pretty standard, but that's because he is just too powerful. Thick Club doubles my attack to an amazing 568. Earthquake is STAB, because I don't like the accuracy of Bonemerang and nobody has the balls to set up a substitute on Marowak anyway. Stone Edge is coverage, hitting Bug & Flying types for SE damage. Double Edge is great neutral coverage, useful for when my opponent starts switching around to stall out Trick Room. Swords Dance doesn't get much use, but it's helpful for Alomomola pulling Wish/Protect shenanigans.
@ Damp Rock
Trait: Soundproof
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature (+Spd, -Atk)
- Taunt
- Rain Dance
- Thunder
- Explosion
Now, my rain setter. Taunt blocks opposing Taunt, as well as setup. Works well with Electrode's amazing Speed. Rain Dance is obvious, and extended by Damp Rock. Thunder is STAB and 100% accurate in the rain. Explosion is not really for damage, but to bring in my next sweeper safely.
@ Life Orb
Trait: Swift Swim
EVs: 240 Atk / 252 SAtk / 16 Spd
Rash Nature (+SAtk, -SDef)
- Waterfall
- Crunch
- Ice Beam
- Hidden Power [Grass]
This guy is a baws. I ran Choice Band on an old NU team, and it was pretty good. However, I always thought there was some overlooked potential in Swift Swim. It seems like his Speed is high enough already, so he doesn't need it; but it actually allows him to almost fully invest in both Attack and Special Attack. Waterfall is STAB and rain boosted. Crunch is some coverage. Ice Beam hits Grass & Dragon types, while HP Grass nails Alomomola, Regirock and other physical walls.
@ Heat Rock
Trait: Prankster
EVs: 252 HP / 140 Def / 96 SDef / 20 Spd
Bold Nature (+Def, -Atk)
- Taunt
- Sunny Day
- Memento
- Stun Spore
Cottonee can guarantee setup of Sunny Day thanks to Prankster. Heat Rock extends its duration to 8 turns. Taunt stops setup like before. Once I've used Sunny Day, if I live, I can use Memento. This not only lets me safely switch in my last sweeper, but lowers the opponent's pokemon to -2 on both stats, making them setup fodder. Stun Spore is mainly filler, idk what to put in the last slot.
@ Life Orb
Trait: Chlorophyll
EVs: 252 SAtk / 252 Spd / 4 Def
Modest Nature (+SAtk, -Atk)
- Growth
- SolarBeam
- Sludge Bomb
- Weather Ball
The grand finale, Victreebel. With sun up, I reach over 500 speed. After my Cottonee has used Memento, I can either tank a very weak hit, or set up a Growth on the switch in, which doubles my Special Attack. SolarBeam is STAB, with no charge turn. Sludge Bomb is secondary STAB and gets pretty good neutral coverage. Weather Ball is essentially a 150 base power Fire move, and destroys Steel types, as well as hitting Amoonguss harder.