Ice-eyes
Simper Fi
This is not only a very good and pretty successful team, but a good example of how the NU metagame is shaping up for this format. The team is designed to utilise bulky pivots to manipulate the opponent, break down their walls, eliminate their checks, take down sweepers if necessary, and then sweep.
Props to arkeis for pictures.
The Lead
Primeape @ Choice Scarf
Adamant (+Atk, -SpA)
Vital Spirit
4 HP/252 Atk/252 Spe
Close Combat
U-Turn
Ice Punch
Stone Edge
Choice Scarf Primeape is an insane lead. Unlike many, it can actually stay alive, and has a number of roles. It has access to U-Turn for scouting, can function as a revenge killer in the late game, and can take down many otherwise dangerous +2 Dragon Dancers/Agility users such as Crawdaunt and weakened Kingler. Of course, it’s nice to be able to beat just about every common lead, or predict the switch and U-Turn away. Here’s how it matches up against these often-used leads:
: Ice Punch is 4x Super Effective, and unless the annoying little puffball is Scarfed (god forbid) it’s outsped and OHKOd. If Sashed, it doesn’t matter, since it can’t really do anything to Ape (yay, Sleep Immunity!)
: Take the Fake Out, then Close Combat or U-Turn away. It’s outsped and can’t Hypnosis because of Vital Spirit.
: Close Combat isn’t an OHKO, but it lands a heavy blow on Relicanth, deterring it from setting up Rocks. Meanwhile, Ape resists Rock and comfortably survives either of Relicanth’s STABs even at -1.
: Basically the only reason I’m running Stone Edge on this set – Pinsir takes very heavy damage from it.
: See Pinsir.
: Did someone say 4x Ice Punch weakness? It’s always outsped and usually OHKOd.
: Guess who gets outsped and has paper defenses that can’t deal with Close Combat and take a hefty amount from U-Turn? If you said Floatzel, you win a cookie.
: Guess who gets outsped and has paper defenses that can’t deal with Close Combat and take a hefty amount from U-Turn (which also breaks its Sash for something like Skuntank to revenge)? If you said Floatzel, you were wrong – it’s Electrode.
: See Relicanth.
: Even a 2x Ice Punch doesn’t do that much damage, since most are phsically bulky – a U-Turn to Slowking is generally advisable, as it can take Slash's attacks, heal off damage, and threaten with Surf.
: I’ve seen a couple of these as leads – they fear Close Combat, and U-Turn can find Magmortar to OHKO with Focus Blast if they stayed in.
: It’s weak to both Close Combat and U-Turn, with paper defenses. Go figure.
: U-Turn out to Miltank, who can take any Ghost-type moves and doesn’t mind Will-o-Wisp either.
: Good luck setting up. CC OHKOs, but it’s unlikely to stay in, so I usually U-Turn.
The Walls
Miltank @ Leftovers
Impish (+Def, -SpA)
Scrappy
252 HP/4 Atk/252 Def
Body Slam
Milk Drink
Heal Bell
Stealth Rock
While I do agree that Stealth Rock is generally a waste of Miltank’s prodigious talents, the question was not really what set to run on the little cow that could, but what pokemon to run that could set up the Rocks. With that in mind, Miltank is a great wall, offering both ridiculous physical bulk (enhanced by its EV spread) and great defensive synergy with Slowking. It takes on the vast majority of NU’s physical threats, fearing only carriers of Fighting-type moves, such as Primeape, Medicham, Pinsir and Zangoose. Heal Bell and fast, instant recovery makes Miltank one of the best utility pokes and walls in NU, and it really serves its purpose as a bulky pivot here.
Slowking @ Leftovers
Calm (+SpD, -Atk)
Own Tempo
252 HP/52 SpA/200 SpD
Surf
Grass Knot
Slack Off
Light Screen / Toxic
Slowking completes my defensive combo, allowing me to avoid revenge kills from special attackers. It’s a good switch-in to most of the special side of NU, including the otherwise threatening Choice Scarf Typhlosion and Choice Scarf Magmortar. It also takes on the Choiced Fighting-types that threaten Miltank, such as Primeape and Medicham. Another useful role of Slowking is to attract Skuntank like flies – it can switch out, allowing another poke to damage The Stinky One, or it can wear it down with STAB Surf. With Skuntank weakened or KOed outright, Espeon has a much easier time sweeping.
Surf provides powerful STAB, and Grass Knot is a powerful secondary attack that few people see coming. I’ve had a few people tell me I should be using Ice Beam (news flash – Leafeon is gone!), or Hidden Power Electric – this is usually said immediately after I have hit their Quagsire/Gastrodon with it, or broken the sub of the DD-Lapras they expected to wall me. The EV spread provides maximum Special bulk – I’m still searching for a magic number to invest in Slowking’s Special Attack that allows certain OHKOs/2HKOs, but I’m not sure exactly how much. Light Screen is a useful support option, and something to do in the common situation that Slowking forces something out, while Toxic allows it to force out or beat other Slowking.
The Wall-Breakers
Magmortar @ Expert Belt
Modest (+SpA, -Atk)
Flame Body
4 Def/252 Spe/252 SpA
Fire Blast
Thunderbolt
Focus Blast
Hidden Power (Grass)
This Magmortar is absolutely ridiculous. If it comes in on something slower, or something that fears ScarfMortar, something is going down, most likely your Special wall. Think about it – what’s your switch-in to Magmortar? Slowking, Mantine, Miltank or Quagsire? What do all of these have in common? After a Thunderbolt on the switch, Magmortar KOs all four, and countless other possible switch ins – the only one of them it doesn’t outspeed is Miltank, which really hates a Focus Blast to the face and can’t hope to OHKO with Body Slam/Return. The great thing about the Expert Belt is that it encourages you to stay in or pivot to something else that Magmortar really threatens. Ah, my Quagsire is immune to your clearly Scarfed Thunderbolt! I don’t have to fear HP Grass! Ah, your Choiced Thunderbolt has damaged my Slowking! I’ll switch to my Sandslash! Magmortar tears holes in absolutely every common switch in there is to it, and most of them are also Espeon checks.
What’s really nice about this team is that Magmortar, usually so easy to revenge kill, can just be switched out to one of the two pivots/walls. The EV spread is built to maximise Speed, so Mortar can take down even threats like max Speed Timid Magneton, which can otherwise cause problems – especially if it gets a Sub. However, Modest with maxed-out Special Attack is required to make sure that neutral Fire Blast still maintains enough kick without a boost from Life Orb.
Skuntank @ Life Orb
Adamant (+Atk, -SpA)
Aftermath
252 Atk/252 Spe/4 SpD
Sucker Punch
Pursuit
Taunt
Explosion
I’ve lumped it in with Magmortar as a wall-breaker, but Skuntank fulfils several overlapping roles on this team. The first is to break down walls that the rest of the team can’t really deal with – since Magmortar can’t hit bulky switch-ins like Dusclops and Gardevoir super effectively, Skuntank is a good pokemon to tear through them and make sure they can’t even switch out due to Pursuit – and it can avoid the inevitable Will-o-Wisp with Taunt. Even if it does switch in on Will-o-Wisp, it can be healed by Miltank, so it’s not the end of the world. The second job Skuntank has is to switch in on and KO threatening foes like Espeon and Haunter, both of which can otherwise pose an issue to the team. Another function of Skuntank is as a revenge killer – there are quite a few threatening Swords Dancers, Agility users and Dragon Dancers in the tier, some of which Primeape can’t deal with (particularly if it is dead). If they are weakened, Skuntank can often KO with Sucker Punch and Aftermath. Belly Drum Charizard also dies, even when behind a Substitute. Finally, when it gets low on health and it has done its job, it can tear through pretty much anything with a Life Orbed, max attack Explosion.
Its EVs and item cast it in a very offensive role – this isn’t a pokemon that sticks around for that long once it has neutralised a threat. But it makes up for its lack of longevity by taking down at least one and often two threats to the team. Taunt is a surprisingly undervalued option – it lets Skuntank stop Will-o-Wisp and force out annoying threats like SubSeed Jumpluff, otherwise hugely difficult to kill once it gets going. Similarly, Cursers can be forced out, or killed if they stay in. Skuntank is a hugely versatile pokemon, and wreaks havoc in nearly every match.
The Sweeper
Espeon @ Choice Specs
Modest (+SpA, -Atk)
Synchronise
252 Spe/252 SpA/4 SpD
Psychic
Signal Beam
Hidden Power (Ground)
Trick / Baton Pass
Espeon is the only pure sweeper that the team has and is the source of many of its wins – while attritional warfare can let Primeape or Magmortar finish things off, it is Espeon which the team is built around setting up for. Once Magmortar has taken out their dedicated special wall and pulled in their fast, Scarf revenger to be worn down, and Skuntank has torn through their bulky Psychic-type or Choice Scarf Haunter, Espeon shreds pretty much everything. Modest max SpA Specs Psychic is enough to OHKO most non-bulky pokemon – as well as anything else that doesn’t resist it and has taken residual damage.
Psychic offers a powerful STAB move, and is the main sweeping tool – Signal Beam hits other Psychics and most Dark-types, while Hidden Power Ground hits Skuntank. It is a difficult choice in the last slot – Trick allows Espeon to cripple walls like Miltank, while Baton Pass allows it to scout their Espeon counter and bring in the appropriate poke to grind it down.
So, there you have it – a hard-hitting, synergistic balanced team based around using bulky pivots to weaken the opponent, taking out their counters along the way, for an Espeon sweep.
Props to arkeis for pictures.
The Lead
Primeape @ Choice Scarf
Adamant (+Atk, -SpA)
Vital Spirit
4 HP/252 Atk/252 Spe
Close Combat
U-Turn
Ice Punch
Stone Edge
Choice Scarf Primeape is an insane lead. Unlike many, it can actually stay alive, and has a number of roles. It has access to U-Turn for scouting, can function as a revenge killer in the late game, and can take down many otherwise dangerous +2 Dragon Dancers/Agility users such as Crawdaunt and weakened Kingler. Of course, it’s nice to be able to beat just about every common lead, or predict the switch and U-Turn away. Here’s how it matches up against these often-used leads:
The Walls
Miltank @ Leftovers
Impish (+Def, -SpA)
Scrappy
252 HP/4 Atk/252 Def
Body Slam
Milk Drink
Heal Bell
Stealth Rock
While I do agree that Stealth Rock is generally a waste of Miltank’s prodigious talents, the question was not really what set to run on the little cow that could, but what pokemon to run that could set up the Rocks. With that in mind, Miltank is a great wall, offering both ridiculous physical bulk (enhanced by its EV spread) and great defensive synergy with Slowking. It takes on the vast majority of NU’s physical threats, fearing only carriers of Fighting-type moves, such as Primeape, Medicham, Pinsir and Zangoose. Heal Bell and fast, instant recovery makes Miltank one of the best utility pokes and walls in NU, and it really serves its purpose as a bulky pivot here.
Slowking @ Leftovers
Calm (+SpD, -Atk)
Own Tempo
252 HP/52 SpA/200 SpD
Surf
Grass Knot
Slack Off
Light Screen / Toxic
Slowking completes my defensive combo, allowing me to avoid revenge kills from special attackers. It’s a good switch-in to most of the special side of NU, including the otherwise threatening Choice Scarf Typhlosion and Choice Scarf Magmortar. It also takes on the Choiced Fighting-types that threaten Miltank, such as Primeape and Medicham. Another useful role of Slowking is to attract Skuntank like flies – it can switch out, allowing another poke to damage The Stinky One, or it can wear it down with STAB Surf. With Skuntank weakened or KOed outright, Espeon has a much easier time sweeping.
Surf provides powerful STAB, and Grass Knot is a powerful secondary attack that few people see coming. I’ve had a few people tell me I should be using Ice Beam (news flash – Leafeon is gone!), or Hidden Power Electric – this is usually said immediately after I have hit their Quagsire/Gastrodon with it, or broken the sub of the DD-Lapras they expected to wall me. The EV spread provides maximum Special bulk – I’m still searching for a magic number to invest in Slowking’s Special Attack that allows certain OHKOs/2HKOs, but I’m not sure exactly how much. Light Screen is a useful support option, and something to do in the common situation that Slowking forces something out, while Toxic allows it to force out or beat other Slowking.
The Wall-Breakers
Magmortar @ Expert Belt
Modest (+SpA, -Atk)
Flame Body
4 Def/252 Spe/252 SpA
Fire Blast
Thunderbolt
Focus Blast
Hidden Power (Grass)
This Magmortar is absolutely ridiculous. If it comes in on something slower, or something that fears ScarfMortar, something is going down, most likely your Special wall. Think about it – what’s your switch-in to Magmortar? Slowking, Mantine, Miltank or Quagsire? What do all of these have in common? After a Thunderbolt on the switch, Magmortar KOs all four, and countless other possible switch ins – the only one of them it doesn’t outspeed is Miltank, which really hates a Focus Blast to the face and can’t hope to OHKO with Body Slam/Return. The great thing about the Expert Belt is that it encourages you to stay in or pivot to something else that Magmortar really threatens. Ah, my Quagsire is immune to your clearly Scarfed Thunderbolt! I don’t have to fear HP Grass! Ah, your Choiced Thunderbolt has damaged my Slowking! I’ll switch to my Sandslash! Magmortar tears holes in absolutely every common switch in there is to it, and most of them are also Espeon checks.
What’s really nice about this team is that Magmortar, usually so easy to revenge kill, can just be switched out to one of the two pivots/walls. The EV spread is built to maximise Speed, so Mortar can take down even threats like max Speed Timid Magneton, which can otherwise cause problems – especially if it gets a Sub. However, Modest with maxed-out Special Attack is required to make sure that neutral Fire Blast still maintains enough kick without a boost from Life Orb.
Skuntank @ Life Orb
Adamant (+Atk, -SpA)
Aftermath
252 Atk/252 Spe/4 SpD
Sucker Punch
Pursuit
Taunt
Explosion
I’ve lumped it in with Magmortar as a wall-breaker, but Skuntank fulfils several overlapping roles on this team. The first is to break down walls that the rest of the team can’t really deal with – since Magmortar can’t hit bulky switch-ins like Dusclops and Gardevoir super effectively, Skuntank is a good pokemon to tear through them and make sure they can’t even switch out due to Pursuit – and it can avoid the inevitable Will-o-Wisp with Taunt. Even if it does switch in on Will-o-Wisp, it can be healed by Miltank, so it’s not the end of the world. The second job Skuntank has is to switch in on and KO threatening foes like Espeon and Haunter, both of which can otherwise pose an issue to the team. Another function of Skuntank is as a revenge killer – there are quite a few threatening Swords Dancers, Agility users and Dragon Dancers in the tier, some of which Primeape can’t deal with (particularly if it is dead). If they are weakened, Skuntank can often KO with Sucker Punch and Aftermath. Belly Drum Charizard also dies, even when behind a Substitute. Finally, when it gets low on health and it has done its job, it can tear through pretty much anything with a Life Orbed, max attack Explosion.
Its EVs and item cast it in a very offensive role – this isn’t a pokemon that sticks around for that long once it has neutralised a threat. But it makes up for its lack of longevity by taking down at least one and often two threats to the team. Taunt is a surprisingly undervalued option – it lets Skuntank stop Will-o-Wisp and force out annoying threats like SubSeed Jumpluff, otherwise hugely difficult to kill once it gets going. Similarly, Cursers can be forced out, or killed if they stay in. Skuntank is a hugely versatile pokemon, and wreaks havoc in nearly every match.
The Sweeper
Espeon @ Choice Specs
Modest (+SpA, -Atk)
Synchronise
252 Spe/252 SpA/4 SpD
Psychic
Signal Beam
Hidden Power (Ground)
Trick / Baton Pass
Espeon is the only pure sweeper that the team has and is the source of many of its wins – while attritional warfare can let Primeape or Magmortar finish things off, it is Espeon which the team is built around setting up for. Once Magmortar has taken out their dedicated special wall and pulled in their fast, Scarf revenger to be worn down, and Skuntank has torn through their bulky Psychic-type or Choice Scarf Haunter, Espeon shreds pretty much everything. Modest max SpA Specs Psychic is enough to OHKO most non-bulky pokemon – as well as anything else that doesn’t resist it and has taken residual damage.
Psychic offers a powerful STAB move, and is the main sweeping tool – Signal Beam hits other Psychics and most Dark-types, while Hidden Power Ground hits Skuntank. It is a difficult choice in the last slot – Trick allows Espeon to cripple walls like Miltank, while Baton Pass allows it to scout their Espeon counter and bring in the appropriate poke to grind it down.
So, there you have it – a hard-hitting, synergistic balanced team based around using bulky pivots to weaken the opponent, taking out their counters along the way, for an Espeon sweep.