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NU Team

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Dopey

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Just made up one, I know there's a giant room for improvement, so please post your suggestions.

Cradily@Leftovers, Impish nature
EVs: 252 def, 248 spcl def, 8 Attack
Ability: Suction Cups

Stealth Rock
Earthquake
Toxic
Rest

Team's stealth rocker, Toxic and then Rest away status ailments. EQ for Steel/Poison who are immune to Toxic.

Lopunny@Focus Sash, Adamant nature
EVs: 252 attack, 192 speed, 64 def
Ability: Cute Charm

Agility
Baton Pass
Drain Punch
Return

Agility BPer mainly for Octillery and can pack a few hits as well. Pretty uninspired tho

Octillery@Lum Berry, Modest nature
EVs: 252 spcl attack, 252 spd, 4 hp
Ability: Suction Cups

Ice Beam
Surf
Flamethrower
Psychic

Well, lots of thinking done for this one. Special Sweeper, unstoppable with BPed Agility and Lum Berry for status ailments. As for ability, Sniper is wonderful but Suction Cups protects against probable pseudo-Hazers(roar/whirlwind). Just imagine pulling out your star Fighting type(Hitmonchan/Hitmonlee/Hitmontop are also Rapid Spinners) on seeing Lopunny, then an Agility-ed Octillery Psy-kicking your @$$. So gets rid of the rapid spinner in some conditions.

Zangoose
@Chesto Berry, Adamant nature
EVs: 4 hp, 252 attck, 252 speed
Ability: Immunity

Return
Close Combat
Swords Dance
Rest

Physical Sweeper. Swords Dance(twice preferably), Rest away the damage, wake up with Chesto, BAM BAM BAM.

Ninetales@Lum Berry, Modest nature
EVs: 252 spcl Attck, 252 spd, 4 def
Ability: Flash Fire

Energy Ball
Flamethrower/Fire Blast/Heat Wave
Nasty Plot
Dark Pulse

NP and go on a rampage. Not sure about the item, or what to use as a STABed move, pls suggst.

Primeape@Focus Sash, Adamant nature
EVs: 252 attack, 252 spd, 4 def
Ability: Vital Spirit

Close Combat
Thunderpunch
Taunt
U-turn

Taunt for Shuckle/any damned phy wall. Still not sure about the item. Wanted to put EQ in there, went for U-turn instead.

Also considering Gorebyss. May remove Octilerry, or Lopunny.
 
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On Kangaskhan, definitely replace Crush Claw with Return. And as for Ninetales, I'd go for Flamethrower. NP Flamethrower hits very hard, and the accuracy won't let you down.
 
I'll do that, but I wanted Crush Claw for that hefty chance of lowering the target's defence and yeah I'll go with Flamethrower on Ninetales.
 
Are you using this on Shoddy?

For Cradily, give it Recover instead of Rest. Replace EQ with Rock Slide. And use these EVs and nature:
Nature: Careful
EVs: 252 HP / 96 Def / 160 SDef
 
Octillery is meant to be a Baton Pass recipient; that was why he put 252 Speed EVs in there.

Octillery has one of the lowest base speed stats so it won't really help. I'd try and put a Trick Room user in there for him, nice idea with Suction Cups, though.
I would also have Lopunny pass something other than speed if it's for Octillery
 
It doesn't matter how slow something is, if you pass it enough speed, it will be fast.
 
Well, I usually do get fortunate enough to pass on 2 agilities to Octillery, which gives it enough to make it decently fast(as in like sweepers should be). Thats why there's that 252 speed EVs. As for Lopunny, I previously had her Baton Pass Attract as well, but *if* Kanga or Octillery got going, it didn't really matter.

Now I plan to replace Kanga with a Zangoose(Swords Dance/Rest/Return/Crunch). Tell me if it would work.

As for Cradily, EQ stays, or else it's death for her vs a Poison/Steel type.
 
Don't think you need Rest on a Zangoose. His role is to hit hard and fast if he is used. Give him something to hit steels with, like fire punch or close combat.
 
About Octillery...

With 252 Speed EVs and a Modest nature, at Lv.100, it maxes at 189 Speed (31 IVs). Pass an Agility, and it goes up to 378. Not fast enough to outpace +125s like Weavile, but it's still quite fast.
 
Don't think you need Rest on a Zangoose. His role is to hit hard and fast if he is used. Give him something to hit steels with, like fire punch or close combat.
Rest 'coz he'll be taking serious damage while setting up with Swords Dance. So after (preferably 2) SDs, he can Rest off the damage and start sweeping.

But I'm considering Close Combat as well. He's not in there atm, he's just "planned".

Sharking319 said:
About Octillery...

With 252 Speed EVs and a Modest nature, at Lv.100, it maxes at 189 Speed (31 IVs). Pass an Agility, and it goes up to 378. Not fast enough to outpace +125s like Weavile, but it's still quite fast.
I talked about 2 Agilities.... but why do you think 378 is not enough?
 
Actually, I believe 378 is enough to outpace pretty much anything in NU. But aim higher, and there will still be faster Pokes.
 
Rest 'coz he'll be taking serious damage while setting up with Swords Dance. So after (preferably 2) SDs, he can Rest off the damage and start sweeping.

But I'm considering Close Combat as well. He's not in there atm, he's just "planned".

Zangoose is very frail, even for strictly NU purposes. If you think you can get away with 2 SD's and rest, go right ahead, but you'll definately need a Lum/Chesto berry for it to be effective at all.
 
Yup, I do have Chesto on him. Finally decided to add Zangoose, editing the first post as well.

@Sharking319: But you won't find a 320+Sp Attk and the versatility in NU, would you(C'mon, Flamethrower/Surf/Psychic on just ONE Pokemon IS incredible)? So why not just get rid of his Speed inabilities and let him shine?
 
I mentioned a Modest nature, not Timid. In NU, Octillery is a great idea (though Mantine might get in the way). Base 105 Sp. Attack boosted by a Modest nature (maxing at 339), as well as the aforementioned Speed, is nothing to laugh at.
 
^Thats why its there in my squad xD

Well, I was thinking of a Banette too.

Banette@Leftovers, ______ Nature
EVs: Depends upon nature

Protect
Mean Look
Curse
Rest

Basically this is just to surprise the opponent. Mean Look, then Curse, of course she'll be taking in damage so Rest, and maybe Protect to stall. And as each battle shall be 4 turn long, so there are Leftovers instead of Chesto Berry to try and take down at least 2-3 pokemon. What do you think?
 
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You know Banette's frail, right? It can't really take a hit, which is what you're asking it to do for 2 turns. You use Mean Look, the enemy attacks, you either die or become too weak to Curse. If the enemy doesn't attack the first turn, you use Curse, the enemy attacks, you die. You should use Rest-based strategies on Pokes that can actually take hits.
 
You know Banette's frail, right? It can't really take a hit, which is what you're asking it to do for 2 turns. You use Mean Look, the enemy attacks, you either die or become too weak to Curse. If the enemy doesn't attack the first turn, you use Curse, the enemy attacks, you die. You should use Rest-based strategies on Pokes that can actually take hits.

This was just a passing thought, I'm not tooo serious about using it anyway >.>
What about the final team(first post)? Should I keep it?
 
Two changes. One, on Octillery, replace Psychic with Energy Ball. Better for handling opposing Water-types. Two, on Zangoose, replace Rest with Shadow Claw. It's too frail for Rest, and without Shadow Claw, it's walled by Ghosts. Other than that, this team seems effective. With those changes in mind, keep it.
 
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