My NU team <3
Rampardos (M) @ Choice Scarf
Trait: Mold Breaker
EVs: 252 Atk / 252 Spd / 4 HP
Adamant Nature (+Atk, -SAtk)
- Head Smash
- Crunch
- Stone Edge
- Earthquake
Item: The choice scarf lets rampardos have a chance at succesfully unleashing his brutal assault by giving him the speed to move first, which is a very dangerous thing for my enemy.
Ability: Mold Breaker really only allows earthquake to hit levitaters.
EVs: 252 atk lets him rain devastation right out of the start, and 252 spd is so the scarf has something to work with. 4 HP is really just because.
Nature: Most would run Jolly nature to get all the crucial speed hey can out of him, but I'm looking for more of an offensive dinosaur as opposed to a fater one.
Head Smash: He can't take a hit, so recoil doesnt really matter, and he'll be OHKO'ing a lot of foes with this extremely powerful priary STAB move.
Crunch: Hits psychics and ghosts.
Zen Headbutt: Supposed to cover fighting types, but I think if a fighting type cough sawk cough comes in he'll be screwed, but I don't have anything better to put here.
Earthquake: Covers other rampardos mainly, as well as hitting other rock types, and steel types too.
Ursaring (M) @ Toxic Orb
Trait: Quick Feet
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Facade
- Protect
- Crunch
- Close Combat
Item: Toxic Orb activtes his ability Quick Feet, but the downfall to this is he takes damage every turn.
Ability: Quick Feet lets Ursaring outspeed many opponents, and makes him capable of pulling off a sweep.
EVs: the 4 HP EVs are thre to give him what litle bulk it can, while 252 atk and spd allow him to sweep.
Nature: Jolly nature speeds him up, but I'm wondering if it might be speed overkill with Quick Feet.
Facade: Facade is main STAB, and hit's hard what with him being poisoned all the time.
Protect: Protect lets the T-Orb activate
Crunch: Crunch takes down psychic and ghost types.
Close Combat: Close Combat takes steel and rock types that resist Facade and Crunch.
Weezing (M) @ Black Sludge
Trait: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature (+Def, -Atk)
- Will-O-Wisp
- Clear Smog
- Sludge Wave
- Pain Split
Item: Black Sludge gives Weezing a very much needed method of recovery, small or not, it all helps.
Ability: Levitate gives Weezing only one weakness: Psychic types. The only exception is earthquake coming from Sawk/Fraxure/Rampardos/Other pokemon with mold breaker.
EVs: 252 HP and defense let him sponge physica attacks really well, letting him effectively work as a physical tank.
Nature: Bold nature helps him take physical attacks even more.
Will-O-Wisp: Cripples opponent's sweepers,letting him take virtually no damage from physical attacks.
Clear Smog: Gets STAB boost, but more importantly it eliminates the stat boosts of the enemy/
Sludge Wave: STAB, if I'm attacking this is most likely the move I'll be using.
Pain Split: My only form of recovery besides lefties, it also works to deal damage to the enemy.
Vanilluxe (M) @ Focus Sash
Trait: Ice Body
EVs: 32 HP / 252 SAtk / 224 Spd
Modest Nature (+SAtk, -Atk)
- Ice Beam
- Autotomize
- Hidden Power [Fighting]
- Taunt
Item: The Focus Sash usuall lets him set up automize before getting KO'd
Ability: Ice Body is really the only option, as Weak Armor will hurt me, while Ice body is won't hurt me.
EVs: 252 spatk lets him fire off artillery-like Ice beams and HPs, while 32 HO gives him a little bulk. 224 spd gives him a reasonable amount of speed, ensurin him to be insanely fast after just one automize.
Nature: Automize will make him fast, so I can run modest, which will give him the ability to hit a bit harder, maiming surviving enemies that much more.
Ice Beam: Ice Beam is my one and only STAB, an it hits considerably hard coming off of a 110 base special attack stat.
Automize: Gets his speed up to a deadly level, suitable for sweeping.
HP Fighting: Coverage against rock, and steel types.
Taunt: Keeps him status free, and stops enemies from setting up.
Musharna (F) @ Leftovers
Trait: Synchronize
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Yawn
- Psychic
- Moonlight
- Substitute
Item: Leftovers gives her that essential recovery that all walls (secial in this case) need to operate.
Ability: Synchronize is there to hopefully discourage the enemy from trying to infict status.
EVs: 252 HP and spdef allow her to take special attacks with ease, while 4 spatk gives her something (though not much) to attack with.
Nature: Calm Nature lets her takesecial attacks that much easier.
Yawn: About 50% of the time the time the opponent will switch, making me seem really trolly, and about 50% of the time the enemy will stay in, letting Musharna or one of my sweepers set up.
Psychic: STAB, lets her atttack, and do SOMETHING while being taunted.
Moonlight: HP recovery
Substitute: Just really trolly and annoying.
Swoobat (F) @ Life Orb
Trait: Simple
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Psychic
- Hidden Power [Fighting]
- Shadow Ball
Item: Life Orb gives him a little extra punch.
Ability: Simple turns Calm Mind into an Amnesia and a Nasty Plot in the same turn.
EVs: 252 spatk and spd allow her to sweep, and 4 spdef givers her a little bit of special bulk, which she will have plenty of after calm mind.
Nature: Timid improves her peed a bit, which gives her a prowes for sweeping.
Calm Mind: Calm Mind is essentially an Amnesia and a Nasty Plot in one turn, transforming her into an specially based super-bat with near god-like power.
Psychic: Primary STAB, hits really hard after Calm Mind.
HP Fighting: Coverage, namey against Absol.
Shadow Ball: Coverage.
I am in the process of adding descriptions