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View Full Version : My all NU team



Lord Jesseus
07-03-2009, 10:31 AM
So recently I've been testing out a team of all NU pokemon. Unfortunately, most games I've found are against OU teams, but I've goten so many almost wins...

Anyway, This is how it goes...

At a glance:
http://i218.photobucket.com/albums/cc149/aeojrtfao/Cloyster.jpghttp://i218.photobucket.com/albums/cc149/aeojrtfao/Kingler.jpghttp://i218.photobucket.com/albums/cc149/aeojrtfao/Masquerain.jpghttp://i218.photobucket.com/albums/cc149/aeojrtfao/Marowak.jpghttp://i218.photobucket.com/albums/cc149/aeojrtfao/Pikachu.jpghttp://i218.photobucket.com/albums/cc149/aeojrtfao/Dunsparce.jpg

In Detail...

http://i218.photobucket.com/albums/cc149/aeojrtfao/Cloyster.jpg
Lv100 Cloyster - "Oyster Meister"
Vicious and Delicious
Nature - Bold
Ability - Skill Link
Item - Leftovers

Evs: 252 HP/6 Def/252 SpD

Moveset:
Icicle Spear
Protect
Rapid Spin
Toxic Spikes

Main Priority: Toxic Spikes. Sure, fliers and steels are immune, posions soak it up, but it can still really hurt.
Rapid Spin is self explanatory - it cleans up the opponents mess.
Protect has its uses: Scouting, Leftovers recovery, extra TS damage.
Icicle spear may seem puny, especially with Cloyster's unimpressive attack, but you'd be surprised - it does hefty damage to Roserade and Ninjask, two kinda common leads, and it can take down Salamences that try to be clever and come in to set up some Dragon Dances. It's ability to break through subs is also nothing to scoff at. Skill Link and Stab help here obviosuly.
Tricksters and Taunters aren't friendly to it, but at least with a choice scarf I can still let off another set of TS before switching, and Taunters... go Icicle Spear go!

http://i218.photobucket.com/albums/cc149/aeojrtfao/Kingler.jpg
Lv100 Kingler - "Snippy"
Yum, more seafood
Nature - Jolly
Ability - Hyper Cutter
Item - Leftovers

Evs: 36 HP/ 252 Atk/222 Spe

Moveset:
Brick Break
Crabhammer
Swords Dance
X-Scissor

Yep, my seafood sure likes its rubbish. Anyway, this is pretty obvious - Swords Dance, if I can get away with it/if it's necessary, then ka-boom! Hit 'em hard and if lucky, fast.
Crabhammer is for Stab, Brick Break is for the nice healthy type coverage offered by the fighting type, and X-Scissor hits grass and psychic types.
Electric types are a big problem, especially Lanturn.

http://i218.photobucket.com/albums/cc149/aeojrtfao/Masquerain.jpg
Lv100 Masqerain - "Uber Bug"
Hang on, what?!
Nature - Jolly
Ability - Intimidate (This thing is intimidating how?)
Item - Leichi Berry

Evs: 248 HP/252 Spe/8 SpA

Moveset:
Agility
Baton Pass
Silver Wind
Substitute

Not the greatest Baton Passer, but he can manage... kinda.
So basically, get an Agility in there somewhere, preferably behind a sub. If I feel the need, I sub down to the Leichi and then pass the boosts off to Marowak or Kingler, assuming they're still around.
Silver Wind... you're probably thinking 'WTF?', so let me explain: Sure most of the time it just slightly annoys the opponent or finishes off a weak foe. But it can hopefully do some slightly siginificant damage to grass types (who both of my ideal BP recipients struggle against).
But the fun bit is on the off 10% chance that Silver Wind's second effect kicks in. It's not something to rely on, but passing an all round stat boost to my friends is a real joy.
The Evs mean that his HP isn't divisible by 4, allowing him more than 4 subs (right?). 8 Evs are not likely to make Silver Wind make much more of a difference, but you never know do you?
Like Ninjask, he doesn't like Stealth Rock much, but hopefully Cloyster can deal with that.

http://i218.photobucket.com/albums/cc149/aeojrtfao/Marowak.jpg
Lv100 Marowak - "*****"
His is bigger than yours
Nature - Jolly
Ability - Rock Head
Item - Thick Club

Evs: 4 HP/252 Atk/252 Spe

Moveset:
Bonemerang
Double Edge
Fire Punch
Stone Edge

I even use this guy in OU, so he was a definite choice in my NU team. He's one of the big sweepers, thanks to Thick Club and (hopefully) a nice speed boost from Masquerain.
Most people are familiar with the Stone Edge/Earthquake combo. I've opted for his sig move over Earthquake however - it's multi-hit power makes it a great sub breaker, and the slight accuracy drop rarely affects me.
Double Edge may not get any Super Effective hits but even a neutral hit at 120 base power with Marowaks whopping attack behind it really hurts, and of course with Rock Head there's no side effect.
Fire Punch is basically a big "FU!" To the likes of Skarmory and Bronzong. Platinum Move Tutors FTW!

http://i218.photobucket.com/albums/cc149/aeojrtfao/Pikachu.jpg
Lv100 Pikachu - "Kzapzapzap!"
Yes, I do have a little bit of Special Attacking in here
Nature - Modest
Ability - Static
Item - Light Ball

Evs: 4 HP/252 Spe/252 SpA

Moveset:
Grass Knot
Hidden Power
Quick Attack
Thunderbolt

Ah pikachu... thanks to Light Ball he's one of those Super Cool pokemon who can evolve but doesn't have to to be useful (wait... can he be classified as useful?). He's my only real special "threat".
Thunderbolt is obvious. STAB, decent power, the usual... did you expect otherwise?
Hidden Power is to achieve a psuedo-BoltBeam. It's not quite as good, but still packs a punch against the right opponents.
Grass Knot is lovely. Many a Rhyperior or Hippowdon has switched in to Pikachu thinking itself to be clever... only to be OHKOed by Grass Knot.
Quick Attack is mainly for finishing off weakened, but faster (or priority using) enemies, or for if he's doomed to die but it's not worth switching (so basically, just a little tiny bit of damage before dying).

http://i218.photobucket.com/albums/cc149/aeojrtfao/Dunsparce.jpg
Lv100 Dunsparce - "Dunce Man"
[I]The knave from Dark Cave
Nature - Adamant
Ability - Serene Grace (No, Run Away FTW!!!)
Item - Leftovers

Evs: 144 HP/252 Atk/36 Def/76 Spe

Moveset:
Bite
Headbutt
Rock Slide
Thunder Wave

Ah the days of GSC... he was rare, he was elusive, he was... useless.
But Serene Grace has given him a sliiiiight usefulness.
You know what's coming... It's PARA-FLINCH!
So, start off with a nice little Thunder Wave. Now, they're hopefully slower than you, and better still, have a chance of doing... absolutely nothing.
But it gets better.
Headbutt is for STAB. Bite is for Psychics and Ghosts. Rock Slide is for flying types, fires etc... but they ahve one special thing in common: Flinching. Of course, you most likely already knew that, and you probably also know that thanks to Serene Grace, the chance is doubled. Para-Flinch stops enemies from doing anything at all most of the time.
It's especially fun to come in on something that's setting up like a Dragon Dance Feraligatr. One minute they're enjoying they're boosts and getting all cocky. The next minute they're on the pointy end of Para-Flinch. And of course, many players are reluctant to switch after setting up so much.
It takes a while to take down bulky enemies, but this can be a good thing - since they can't really touch it, every extra turn of killing is an extra turn of recovery.
It's usually only good for taking down one pokemon - but if that other pokemon is a dangerous sweeper or some other big threat, than one for one sounds good to me.
It's major problem is being paralyzed itself - That makes the whole strategy useless... unless it somehow outspeeds its opponent anyway.

So that's basically it. What do you think?