Shikijika (Normal/Grass)
HP: 60
Attack: 60
Defense 50
Special Attack: 40
Special Defense: 50
Speed: 75
Abilities:
Herbivore : Increases attack 1.5x when hit by a Grass move.
Chlorophyll: Doubles speed in sunlight.
Bold Moves Get STAB.
— Tackle
— Camouflage
4 Growl
7 Sand-Attack
10 Double Kick
13 Leech Seed
16 Faint Attack
20 Take Down
24 Jump Kick BP: 100 PP: 10 95%
28 Aromatherapy
32 Energy Ball
36 Charm
41 Nature Power
46 Double-Edge
51 SolarBeam
— Tackle
— Camouflage
4 Growl
7 Sand-Attack
10 Double Kick
13 Leech Seed
16 Faint Attack
20 Take Down
24 Jump Kick BP: 100 PP: 10 95%
28 Aromatherapy
32 Energy Ball
36 Charm
41 Nature Power
46 Double-Edge
51 SolarBeam
Agility
Baton Pass
Fake Tears
GrassWhistle
Natural Gift
Odor Sleuth
Sleep Talk
Synthesis
Worry Seed
Baton Pass
Fake Tears
GrassWhistle
Natural Gift
Odor Sleuth
Sleep Talk
Synthesis
Worry Seed
06 Toxic
10 Hidden Power
11 Sunny Day
16 Light Screen
17 Protect
18 Rain Dance
20 Safeguard
21 Frustration
22 SolarBeam
27 Return
30 Shadow Ball
32 Double Team
42 Facade
44 Rest
45 Attract
48 A Capella 15 60 100%
Power increases the more Pokémon in the trainer's team know this move.
49 Echo voice 15 40 100%
Power is raised when used consecutively, topping at 200 (Singles). In doubles/triples, the power is raised when used by other teammates on that turn.
53 Energy Ball
67 Retribution 5 70 100%
Inflicts double damage if a friendly Pokémon fainted on the last turn.
70 Flash
73 Thunder Wave
83 Cheer Up 30 0 —
Raises the user's Attack and Special Attack by one stage.
86 Grass Knot
87 Swagger
90 Substitute
93 Wild Bolt 15 90 100%
User receives 1/4 the damage it inflicts in recoil.
10 Hidden Power
11 Sunny Day
16 Light Screen
17 Protect
18 Rain Dance
20 Safeguard
21 Frustration
22 SolarBeam
27 Return
30 Shadow Ball
32 Double Team
42 Facade
44 Rest
45 Attract
48 A Capella 15 60 100%
Power increases the more Pokémon in the trainer's team know this move.
49 Echo voice 15 40 100%
Power is raised when used consecutively, topping at 200 (Singles). In doubles/triples, the power is raised when used by other teammates on that turn.
53 Energy Ball
67 Retribution 5 70 100%
Inflicts double damage if a friendly Pokémon fainted on the last turn.
70 Flash
73 Thunder Wave
83 Cheer Up 30 0 —
Raises the user's Attack and Special Attack by one stage.
86 Grass Knot
87 Swagger
90 Substitute
93 Wild Bolt 15 90 100%
User receives 1/4 the damage it inflicts in recoil.
NOTE: All calcs are with max EV's in Each Stat unless said otherwise.
Well, here we have Shikijika, which looks like it has some potential in Little Cup. It has interesting STAB, and If it can come in on a Grass Type attack, Reaches a good 23 Attack, and If it Gets in a Cheer Up as well, Shikijika reaches a wonderful 33 Attack. It's Dual STAB Is resisted by little in, well, Little Cup, and anything that resists both is zapped into oblivion by Wild Bolt, Which doesn't make sense, since it's a little forest fawn. Unfortunately, However, It doesn't really have any physical moves to take advantage of its Grass STAB, Though Cheer Up may Help in That department, since it gets Grass Knot and Energy Ball To eat through any Water/Rock/Ground Walls that may stand in the way of a Double-Edge, especially Onix. On a Positive Note, It Gets Jump Kick, which helps it a lot when it comes to its sweeping potential.
Besides that, It gets Agility, Which Doubles its decent speed to an amazing 34, Which puts in in top-tier speed. With Substitute, Leech seed, and Even Thunder Wave, Shikijika can also pull of supportive sets if need be.
Sets:
Need to show them my hyperness
Ability: Herbivore/Chlorophyll (Doesn't matter really)
Berry Juice
Jolly/Naive Nature
196 Attack/ 16 Defense/ 56 Special Defense/ 240 Speed
Baton Pass
Agility
Cheer Up/Double-Edge/Leech Seed
Wild Bolt/Jump Kick/ Energy Ball/Substitute
Basically You're just trying to pass Agility and/or Cheer Up. Pretty Self-Explanatory. However, The odd numbers in HP and Speed are the lowest needed to max them out. The rest can just go into any of your attacking stats as you see fit. Agility is a must on all variations on this set, however, since it Doubles your average speed to the Speed of light, thus allowing you to outspeed anything outside of rain not named,well, anything with doubled speed. Leech Seed and Substitute are if you want to run the supportive route.
I Get into a Hyper rage when I'm happy
Ability: Herbivore
Life Orb
Jolly Nature
196 Attack/72 Sp. Attack/ 240 Speed
Cheer Up
Agility/Leech Seed/Energy Ball
Double-Edge
Wild Bolt/Jump Kick
Again, EVs are just enough to max that stat at Level 5, with the rest thrown in Special Attack. Cheer Up is obvious, and if it comes in on a Grass Move, then that's a free attack boost which is always nice. Double-Edge should also be mandatory, being a base 120 Power STAB, especially so if you get a Herbivore Boost and a Cheer Up. To avoid being walled by Steel and Rock Types, Wild Bolt or Jump Kick. Wild Bolt Also helps with water types like Kabuto and Omanyte.
Eatin' those funny acorns
Ability: Herbivore
Life Orb/Focus Sash
Jolly Nature
196 Atk/ 36 Defense/36 Special Defense/ 236 Spd
Agility
Jump Kick
Wild Bolt
Double Edge/Baton Pass/Cheer Up
A set meant to really take advantage of Shikijika's Ability, Herbivore. Say you have a Kabuto on the Field and they switch to a Tangela to blow it into oblivion (if Tangela gets banned, you still get the general idea). You switch out to this, who gets a free boost equivalent to a Choice Band. As they attack (or switch), You use Agility, reaching Tier 0 Speed, and can proceed to wreak havoc with Jump Kick and Wild Bolt. However, If you plan on coming in by your own means, then you need to run Cheer Up.However, Shikijika is far from Bulky, so Defensive Evs are recommended. That way, if, say, Houndour comes in to Fire Blast for the OHKO, Focus Sash is recommended if you want that so you can Jump Kick it. In that same situation, you could Baton Pass to a Pokemon who could take Houndour with ease who now has doubled speed, like Gligar (who may or not now switch Rock Polish with another offensive move). On a final note, set the HP to 0 so it falls to 21.
LeaDeer
Ability: Chlorophyll
Careful Nature
Oran Berry/Light Clay
196 HP/36 Defense/ 36 Special Defense/ 236 Speed
Light Screen
Thunder Wave/Leech Seed
Wild Bolt/Baton Pass
Protect/Jump-Kick/Double-Edge
Designed as a defensive lead, and capitalizing on Light Screen, Which further boosts its defenses. The rest of the options are personal, though if you are going to use Leech Seed, It is recommended you use Baton Pass along with it. Thunder wave is just for hitting other leads, though on a defensive set like this, if it serves its purpose, then you can come back and Put up light screen. Chlorophyll has added use here, since Vulpix leads will probably be on the rise with Drought.
LeaDeer v2
Ability: Chlorophyll
Jolly Nature
Focus Sash
196 Attack/76 Special Attack/236 Speed
Light Screen
Jump Kick
Wild Bolt
Double-Edge/ Energy Ball
A much more offensive lead, designed just to set up Screens, and hurt something if possible. Say if a Vulpix or a Houndoom lead comes in, this way you will be able to at least set up your screen. Even more so with Vulpix, since you reach 34 Speed after Chlorophyll Boost. However, if a Water-Type Lead Comes in, there is always Wild Bolt, and Fighting/Electric/Normal Being unresited by most of Little Cup, let alone leads.
Clenup Deer
Ability: Herbivore
Naive Nature
36 HP /36 Attack /192 Special Attack/236 Speed
Life Orb
-Return
-Jump Kick
-Energy Ball
-Shadow Ball
A simple set aiming to clean up once most threats are gone, especially Croagunk. This set can be a fine counter to Contrarian Tsutarja's Leaf Storm, which is now rendered completely useless, while raising your Attack by half to 19 after a single Leaf Storm. Since minimal attack EV's are needed, the rest can be put into Special Attack, taking advantage of STAB Grass and Shadow ball to hit Super effectively on most pokemon that are not covered by Fighting/Normal.
Well, That's My two cents. I'll ad more sets as life goes.
Discuss!