Okay I've recently decided to start playing pokemon again(Haven't played since gen4 HGSS) and im still trying to get used to this current gen. I mostly played OU back then but i decided to start off this gen playing NU. I have recently discovered that i completely suck at teambuilding thus far in this gen. I get a decent amount of wins but once i play somebody that halfway knows what theyre doing i just get obliterated. Im posting the most recent team ive been playing with for the past few days. Any and all criticism is welcome(as long as its constructive). I dont mind changing moves, ev spreads, natures or even completely swapping team members just as long as you explain the reasoning behind it. Everyones help is appreciated greatly.
Muk @ Black Sludge
Ability: Poison touch
EVs: 252 HP / 252 SpD / 4 Spe
Nature: Careful
- Curse
- Poison Jab
- Ice Punch
- Shadow Sneak
Muk is meant to be my special wall. Poison typing carries a lot of resists with only 2 weaknesses which is a big reason i chose muk. Poison touch increases the potency of poison jab. If i can get a few curses up muk also becomes a defensive wall of sorts too and increasing his attack in the process. ice punch is sort of filler since i didnt know another move to use and i always find ice as good coverage to have. Shadow sneak is being used for priority while also being able to hurt psychic types a bit if i predict a switch. EVs are there to max out his walling potential.
Malamar @ Leftovers
Ability: Contrary
EVs: 252 HP / 244 SpD / 12 Spe
Nature: Careful
- Superpower
- Knock Off
- Psycho Cut
- Hypnosis
Malamar is here for that great psychic immunity he haswhich allows him to switch into predicted psychic moves aimed at Muk. If i can get a hypnosis off i can usually get off a few superpowers granted the opponent doesnt have a ghost mon still in play. Knock off is there to cripple choice users as well as eviolite users and lefty mons without other healing support, STAB also doesnt hurt. Psycho Cut is for STAB and that critical hit chance is always good. After the defense and attack boosts Malamar becomes a pretty big threat thats gonna be difficult to take down. EVs are taken from the resttalk set on smogon.
Lanturn @ Choice Specs
Ability: Volt Absorb
EVs: 196 HP / 252 SpA / 60 Spe
Nature: Modest
- Hydro Pump
- Scald
- Volt Switch
- HP Grass
Lanturn is my special attacker(also pretty decent pivot with volt switch). Hydro Pump is for for stab/ predicting a ground switch. Scald is there for the burn chance which could help in certain situations seeing as how i lack a burn user. volt switch is for the free switch and a stab switch is nice. HP Grass is there for coverage. Standard Smogon EVs for the Specs set.
Torterra @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 AtK / 4 Def
Nature: Adamant
- Wood Hammer
- Earthquake
- Synthesis
- Stealth Rock
Pretty Solid tank. Adds another electric resist. Wood Hammer and EQ are Standard for STAB and provide solid coverage. Synthesis is used to heal off the wood hammer recoil. Stealth Rock because well everybody appreciates rocks. Torterra is also pretty reliable at getting them up as i can switch him into a mon that generally cant hurt him and get them set. I also considered a rock polish set but in the end i liked a bulkier set better. EVs are there for dishing out maximum damage and tanking as many hits as possible.
Magmortar @ Choice Scarf
Ability: Flame Body
EVs: 252 SpA / 252 Spe / 4 HP
Nature: Timid
- Fire Blast
- Focus Blast
- Psychic
- Thunderbolt
My swift hitter. Magmortars moveset pretty much covers everything. Fireblast for STAB although i really dont like the lack of accuracy. Focus Blast and Psychic are there for situational coverage. Doesnt hurt to have either. Didnt think any other moves would have helped me more. Thunderbolt is for unsuspecting water mons that think they can switch in. EVs are there to outspeed no matter what and to pack the biggest punch.
Lickylicky @ Leftovers
Ability: Oblivious
EVs: 252 HP / 252 Def / 4 SpD
Nature: Impish
- Wish
- Protect
- Body Slam
- Heal bell
Probably the member of my team im most willing to replace. Pretty much only there to take some physical hits. His main purpose was to be a cleric but i never get the chance to really use him for that. Always gets taken down too early or it seems that way. body slams there for the STAB and paralysis chance. We allknow the wish/protect combo and heal bell is to remove status. EVs are for max physical wall capabilities.
Thank you in advance to whoever helps with this. It took me almost an hour to make so i would appreciate any and all feedback/advice. just trying to become a better player.
Muk @ Black Sludge
Ability: Poison touch
EVs: 252 HP / 252 SpD / 4 Spe
Nature: Careful
- Curse
- Poison Jab
- Ice Punch
- Shadow Sneak
Muk is meant to be my special wall. Poison typing carries a lot of resists with only 2 weaknesses which is a big reason i chose muk. Poison touch increases the potency of poison jab. If i can get a few curses up muk also becomes a defensive wall of sorts too and increasing his attack in the process. ice punch is sort of filler since i didnt know another move to use and i always find ice as good coverage to have. Shadow sneak is being used for priority while also being able to hurt psychic types a bit if i predict a switch. EVs are there to max out his walling potential.
Malamar @ Leftovers
Ability: Contrary
EVs: 252 HP / 244 SpD / 12 Spe
Nature: Careful
- Superpower
- Knock Off
- Psycho Cut
- Hypnosis
Malamar is here for that great psychic immunity he haswhich allows him to switch into predicted psychic moves aimed at Muk. If i can get a hypnosis off i can usually get off a few superpowers granted the opponent doesnt have a ghost mon still in play. Knock off is there to cripple choice users as well as eviolite users and lefty mons without other healing support, STAB also doesnt hurt. Psycho Cut is for STAB and that critical hit chance is always good. After the defense and attack boosts Malamar becomes a pretty big threat thats gonna be difficult to take down. EVs are taken from the resttalk set on smogon.
Lanturn @ Choice Specs
Ability: Volt Absorb
EVs: 196 HP / 252 SpA / 60 Spe
Nature: Modest
- Hydro Pump
- Scald
- Volt Switch
- HP Grass
Lanturn is my special attacker(also pretty decent pivot with volt switch). Hydro Pump is for for stab/ predicting a ground switch. Scald is there for the burn chance which could help in certain situations seeing as how i lack a burn user. volt switch is for the free switch and a stab switch is nice. HP Grass is there for coverage. Standard Smogon EVs for the Specs set.
Torterra @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 AtK / 4 Def
Nature: Adamant
- Wood Hammer
- Earthquake
- Synthesis
- Stealth Rock
Pretty Solid tank. Adds another electric resist. Wood Hammer and EQ are Standard for STAB and provide solid coverage. Synthesis is used to heal off the wood hammer recoil. Stealth Rock because well everybody appreciates rocks. Torterra is also pretty reliable at getting them up as i can switch him into a mon that generally cant hurt him and get them set. I also considered a rock polish set but in the end i liked a bulkier set better. EVs are there for dishing out maximum damage and tanking as many hits as possible.
Magmortar @ Choice Scarf
Ability: Flame Body
EVs: 252 SpA / 252 Spe / 4 HP
Nature: Timid
- Fire Blast
- Focus Blast
- Psychic
- Thunderbolt
My swift hitter. Magmortars moveset pretty much covers everything. Fireblast for STAB although i really dont like the lack of accuracy. Focus Blast and Psychic are there for situational coverage. Doesnt hurt to have either. Didnt think any other moves would have helped me more. Thunderbolt is for unsuspecting water mons that think they can switch in. EVs are there to outspeed no matter what and to pack the biggest punch.
Lickylicky @ Leftovers
Ability: Oblivious
EVs: 252 HP / 252 Def / 4 SpD
Nature: Impish
- Wish
- Protect
- Body Slam
- Heal bell
Probably the member of my team im most willing to replace. Pretty much only there to take some physical hits. His main purpose was to be a cleric but i never get the chance to really use him for that. Always gets taken down too early or it seems that way. body slams there for the STAB and paralysis chance. We allknow the wish/protect combo and heal bell is to remove status. EVs are for max physical wall capabilities.
Thank you in advance to whoever helps with this. It took me almost an hour to make so i would appreciate any and all feedback/advice. just trying to become a better player.