So, now that LC is a part of Smogon, here's a team I made recently to get back in to the metagame, while incorporating one of HGSS's biggest additions: Dragon Dance Extremespeed Tini.
This team also uses Hail and Protect, a combination that helps wear down so many pokemon, helping to get vital KOs. Hail is also sometimes my only defence against boosted LO Sweepers, where Protect + Priority move help take down sweepers already weakened by previous Hail and possibly LO and Burn.
So, here's the team!
This team also uses Hail and Protect, a combination that helps wear down so many pokemon, helping to get vital KOs. Hail is also sometimes my only defence against boosted LO Sweepers, where Protect + Priority move help take down sweepers already weakened by previous Hail and possibly LO and Burn.
So, here's the team!
At a Glance
At first glance, this seems to be a fairly defensive team, something often deemed as infeasible in LC. However, this more relies on Hail for a bit of minor damage to weaken opponents. Then two formidable sweepers, Choice Scarf Machop and DDTini are used to do a quick clean up. If any survive, they are swiftly KOd by more Hail + Priority Attacks. Everyone but Munchlax on this team packs a priority move, which is of utmost utility in LC.
In Depth
Snover (M) @ Leftovers
Ability: Snow Warning
EVs: 36 HP/180 Atk/36 Def/196 Spd/36 SDef
Jolly nature (+Spd, -SAtk)
- Protect
- Leech Seed
- Substitute
- Ice Shard
Snover starts off the match with an annoying combination of Hail and SubSeeding. Against faster FO leads, I start off with Protect and then follow to Leech Seed. Switches are ideal opportunities for Substitute. Ice Shard is for when Hail + Leech Seed gets the opponent into KO range. Also helps to pick off weakened sweepers lategame.
Leftovers is usually a bad item in LC, but with Leech Seed it provides good recovery.
Snover has problems with Houndour leads, but I have something to take care of them.
---
Munchlax (M) @ Oran Berry
Ability: Thick Fat
EVs: 236 HP/196 Def/76 SDef
Adamant nature (+Atk, -SAtk)
- Protect
- Return
- Earthquake
- Pursuit
Munchlax provides me with both a special wall and a powerful hitter. Protect is for mainly scouting purposes, and allows for more residual damage on the opponent. Return + Earthquake gives me decent coverage, while Pursuit is for hitting the omnipresent Misdreavus, amongst other weakened pokemon that may wish to switch out. EV's are for maximum durability, and a 16 attack stat is good enough anyways
---
Duskull (M) @ Oran Berry
Ability: Levitate
EVs: 196 HP/196 Def/116 SDef
Brave nature (+Atk, -Spd)
- Blizzard
- Will-o-wisp
- Protect
- Shadow Sneak
Duskull is a solid mixed wall, and its low HP helps it utilize Oran Berry more effectively. Blizzard gets 100% accuracy in hail, and is a sure OHKO on Gligar, while doing tons to Phanpy. Will-o-Wisp spreads even more residual damage around, and also allows me to safely switch out of standard Munchlax's pursuit, as it does around 24% with a non switching pursuit when burned. Protect allows for scouting and racking up damage with Hail and Burn, while Shadow Sneak provides the priority, allowing to finish off weakened pokemon.
Currently Testing:
Misdreavus @ Oran Berry
Levitate
EVs: 196 HP / 36 Atk / 196 Def / 76 SDef
Relaxed Nature
-HP Ice
-W-o-W
-Protect
-Shadow Sneak
---
Kabuto (M) @ Oran Berry
Ability: Battle Armor
EVs: 196 HP/196 Atk/36 Def/76 SAtk
Testing: 196 HP / 116 Atk / 116 Def / 76 SAtk
Brave nature (+Atk, -Spd)
- Stealth Rock
- Aqua Jet
- Earth Power
- Rock Slide
Kabuto is a sturdy tank, and when EVd defensively, it takes most non boosted EQs with ease. Kabuto also sets up Stealth Rock for me, which is a must on every team. Aqua Jet is another form of priority, and deals a decent chunk to most frail sweepers. Rock Slide is for Physical STAB, hitting Munchlax super hard. Earth Power is used for Omanyte and the like, as it hits them on their weaker side, while providing decent coverage.
---
Dratini (M) @ Life Orb
Ability: Shed Skin
EVs: 244 Atk/196 Spd/36 SDef
Jolly nature (+Spd, -SAtk)
Testing: Adamant
- Dragon Dance
- Waterfall
- Outrage
- Extremespeed
DD ES Tini, one of the most anticipated additions in HGSS. Dratini was fairly rare in the past, but now its one of the most threatening lategame sweepers. Dragon Dance gets Dratini to 24 Attack and 22 Speed, allowing me to outspeed most scarfers which sit happy at 21 speed. Waterfall and Outrage provide perfect coverage, while dealing good damage. Extremespeed is the centerpeice, being one of the most powerful priority moves, preventing revenge killing by scarfers. Dratini performs in almost everymatch, and is perhaps the focus of the team. A perfect example of how HGSS has changed our metagame drastically.
---
Machop (M) @ Choice Scarf
Ability: No Guard
EVs: 36 HP/196 Atk/36 Def/236 Spd
Jolly nature (+Spd, -SAtk)
- Dynamicpunch
- Ice Punch
- Payback
- Bullet Punch
Choice Scarf Machop is potentially capable of sweeping whole teams once their ghost is down. Dynamic Punch is for coverage, Ice Punch for Gligar. Payback hits Misdreavus and Gastly on the switchin, and Bullet Punch for priority, if I need it.
Machop has always been broken, and will always be just as threatening even in the new HGSS. I cant really say much about him, except that he always ends up doing so much everymatch
Currently Testing
Mankey @ Choice Scarf
Vital Spirit
EV's: 116 HP / 196 Atk / 116 Spe
Adamant
-Close COmbat
-Ice Punch
-Punishment
-U-Turn
---
About the changes:
Misdreavus when EV'd properly falls 2 Def short of Duskull, but makes it up by being superior in every other stat. Also has a stronger SSneak, Higher Speed and higher Special Defense
Kabuto needs a bit more bulk, as it is taking heavy damage from things that it tries to set up on
Adamant over Jolly gets more OHKOes and 2HKOes, however now I tie with all 21 Speed Scarfers. HYU insists though that they are taken out by an Extreme Speed, so Im giving it a shot
Without Mankey, I usually have to rely on hail and prioirity to revenge kill Machop. Mankey allows me to revenge kill Machop easily with a quick CC. Also, it has more power, more speed, and gets the wonderful scouting move, U-turn.
---
So there's my team, Ill add threat lists and other stuff soon, but until then please rate a away
At first glance, this seems to be a fairly defensive team, something often deemed as infeasible in LC. However, this more relies on Hail for a bit of minor damage to weaken opponents. Then two formidable sweepers, Choice Scarf Machop and DDTini are used to do a quick clean up. If any survive, they are swiftly KOd by more Hail + Priority Attacks. Everyone but Munchlax on this team packs a priority move, which is of utmost utility in LC.
In Depth
Snover (M) @ Leftovers
Ability: Snow Warning
EVs: 36 HP/180 Atk/36 Def/196 Spd/36 SDef
Jolly nature (+Spd, -SAtk)
- Protect
- Leech Seed
- Substitute
- Ice Shard
Snover starts off the match with an annoying combination of Hail and SubSeeding. Against faster FO leads, I start off with Protect and then follow to Leech Seed. Switches are ideal opportunities for Substitute. Ice Shard is for when Hail + Leech Seed gets the opponent into KO range. Also helps to pick off weakened sweepers lategame.
Leftovers is usually a bad item in LC, but with Leech Seed it provides good recovery.
Snover has problems with Houndour leads, but I have something to take care of them.
---
Munchlax (M) @ Oran Berry
Ability: Thick Fat
EVs: 236 HP/196 Def/76 SDef
Adamant nature (+Atk, -SAtk)
- Protect
- Return
- Earthquake
- Pursuit
Munchlax provides me with both a special wall and a powerful hitter. Protect is for mainly scouting purposes, and allows for more residual damage on the opponent. Return + Earthquake gives me decent coverage, while Pursuit is for hitting the omnipresent Misdreavus, amongst other weakened pokemon that may wish to switch out. EV's are for maximum durability, and a 16 attack stat is good enough anyways
---
Duskull (M) @ Oran Berry
Ability: Levitate
EVs: 196 HP/196 Def/116 SDef
Brave nature (+Atk, -Spd)
- Blizzard
- Will-o-wisp
- Protect
- Shadow Sneak
Duskull is a solid mixed wall, and its low HP helps it utilize Oran Berry more effectively. Blizzard gets 100% accuracy in hail, and is a sure OHKO on Gligar, while doing tons to Phanpy. Will-o-Wisp spreads even more residual damage around, and also allows me to safely switch out of standard Munchlax's pursuit, as it does around 24% with a non switching pursuit when burned. Protect allows for scouting and racking up damage with Hail and Burn, while Shadow Sneak provides the priority, allowing to finish off weakened pokemon.
Currently Testing:
Misdreavus @ Oran Berry
Levitate
EVs: 196 HP / 36 Atk / 196 Def / 76 SDef
Relaxed Nature
-HP Ice
-W-o-W
-Protect
-Shadow Sneak
---
Kabuto (M) @ Oran Berry
Ability: Battle Armor
EVs: 196 HP/196 Atk/36 Def/76 SAtk
Testing: 196 HP / 116 Atk / 116 Def / 76 SAtk
Brave nature (+Atk, -Spd)
- Stealth Rock
- Aqua Jet
- Earth Power
- Rock Slide
Kabuto is a sturdy tank, and when EVd defensively, it takes most non boosted EQs with ease. Kabuto also sets up Stealth Rock for me, which is a must on every team. Aqua Jet is another form of priority, and deals a decent chunk to most frail sweepers. Rock Slide is for Physical STAB, hitting Munchlax super hard. Earth Power is used for Omanyte and the like, as it hits them on their weaker side, while providing decent coverage.
---
Dratini (M) @ Life Orb
Ability: Shed Skin
EVs: 244 Atk/196 Spd/36 SDef
Jolly nature (+Spd, -SAtk)
Testing: Adamant
- Dragon Dance
- Waterfall
- Outrage
- Extremespeed
DD ES Tini, one of the most anticipated additions in HGSS. Dratini was fairly rare in the past, but now its one of the most threatening lategame sweepers. Dragon Dance gets Dratini to 24 Attack and 22 Speed, allowing me to outspeed most scarfers which sit happy at 21 speed. Waterfall and Outrage provide perfect coverage, while dealing good damage. Extremespeed is the centerpeice, being one of the most powerful priority moves, preventing revenge killing by scarfers. Dratini performs in almost everymatch, and is perhaps the focus of the team. A perfect example of how HGSS has changed our metagame drastically.
---
Machop (M) @ Choice Scarf
Ability: No Guard
EVs: 36 HP/196 Atk/36 Def/236 Spd
Jolly nature (+Spd, -SAtk)
- Dynamicpunch
- Ice Punch
- Payback
- Bullet Punch
Choice Scarf Machop is potentially capable of sweeping whole teams once their ghost is down. Dynamic Punch is for coverage, Ice Punch for Gligar. Payback hits Misdreavus and Gastly on the switchin, and Bullet Punch for priority, if I need it.
Machop has always been broken, and will always be just as threatening even in the new HGSS. I cant really say much about him, except that he always ends up doing so much everymatch
Currently Testing
Mankey @ Choice Scarf
Vital Spirit
EV's: 116 HP / 196 Atk / 116 Spe
Adamant
-Close COmbat
-Ice Punch
-Punishment
-U-Turn
---
About the changes:
Misdreavus when EV'd properly falls 2 Def short of Duskull, but makes it up by being superior in every other stat. Also has a stronger SSneak, Higher Speed and higher Special Defense
Kabuto needs a bit more bulk, as it is taking heavy damage from things that it tries to set up on
Adamant over Jolly gets more OHKOes and 2HKOes, however now I tie with all 21 Speed Scarfers. HYU insists though that they are taken out by an Extreme Speed, so Im giving it a shot
Without Mankey, I usually have to rely on hail and prioirity to revenge kill Machop. Mankey allows me to revenge kill Machop easily with a quick CC. Also, it has more power, more speed, and gets the wonderful scouting move, U-turn.
---
So there's my team, Ill add threat lists and other stuff soon, but until then please rate a away