Resource Multigen LC Sample Teams

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Fiend

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Little Cup Sample Teams
Welcome to the LC Sample Team Archive! Here you will find a collection of solid, successful teams intended to help new players get acclimated to the metagame and different playstyles found within Little Cup. Everyone is welcome to submit a team, but in order to maintain a good quality archive, your team will be subject to approval before its addition. You may use any team in this archive as you see fit. Teams are updated in the OP.​

Team Submission Guidelines:
  • An Importable of the team is required.
  • A brief explanation of how the team works and what each member does. You may also include any success the team had on ladder or in tournament play, and if you want, some replays.
  • A submitted team will be added if deemed up to par.
Sample Teams:

ORAS
Dual Scarf Offense by Fiend
Pawniard @ Choice Scarf
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Adamant Nature
- Knock Off
- Iron Head
- Pursuit
- Stealth Rock

Drilbur @ Choice Scarf
Ability: Mold Breaker
Level: 5
EVs: 236 Atk / 36 Def / 212 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Poison Jab
- Rapid Spin

Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Giga Drain
- Sludge Bomb
- Spore
- Hidden Power [Fighting]

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 36 SpD / 236 Spe
Jolly Nature
- Knock Off
- High Jump Kick
- U-turn
- Acrobatics

Fletchling
Ability: Gale Wings
Level: 5
EVs: 76 HP / 200 Atk / 92 Def / 120 SpA / 20 Spe
Naughty Nature
- Acrobatics
- U-turn
- Swords Dance
- Hidden Power [Grass]

Tirtouga @ Eviolite
Ability: Solid Rock
Level: 5
EVs: 4 HP / 212 Atk / 92 Def / 76 SpD / 100 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Zen Headbutt
- Shell Smash
Scarf Pawniard and Scarf Drilbur are rather hard pokemon to deal with, especially together. Both Scarf pokemon provide hazards utility, and in Pawniard's case defensive utility by Pursuit trapping Gastly and Abra, whilst soft checking Fletchling. Drilbur is Jolly in order to be as quick as possible while Pawniard secures 2HKOs on Mienfoo with its Adamant Nature. Foongus helps add a defensive backbone to the team, dealing with the Fighting-type and Water-type attackers which handle the dual Scarf core. Mienfoo runs Acrobatics to help check Fighting-types and lure Foongus which is often enough to hinder the two Scarf pokemon. Fletchling was added to help against various sweepers and cleaners, while helping handle Smashers with an unexpected Hidden Power [Grass]. Tirtouga rounds off the team adding yet more priority to the team and a bulky Flying resist. Tirtouga is a smash set in an effort to either outright sweep teams or wallbreak for either of the Scarf pokemon on the team.


Scarf Scraggy Balance by The LC Community:

Scraggy @ Choice Scarf
Ability: Moxie
Level: 5
EVs: 236 Atk / 36 SpD / 212 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Zen Headbutt
- Drain Punch

Honedge @ Eviolite
Level: 5
Ability: No Guard
EVs: 116 Atk / 116 Def / 140 SpD / 132 Spe
Adamant Nature
- Pursuit
- Iron Head
- Swords Dance
- Shadow Sneak

Chinchou @ Berry Juice
Level: 5
Ability: Volt Absorb
EVs: 76 HP / 212 Def / 152 SpA / 60 Spe
Bold Nature
- Scald
- Volt Switch
- Ice Beam
- Thunder Wave

Timburr @ Eviolite
Level: 5
Ability: Guts
EVs: 116 Atk / 156 Def / 236 SpD
Careful Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 156 Def / 156 SpD
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Clear Smog

Archen
Ability: Defeatist
Level: 5
EVs: 76 HP / 20 Atk / 76 Def / 76 SpD / 196 Spe
Jolly Nature
- Acrobatics
- Stone Edge
- Roost
- Stealth Rock
This is the team that was the result of the recent Community Create-a-Team, which actually managed to produce a solid a fun team! You can find descriptions of what each Pokemon is supposed to do, and what the threats to the team are in the CCAT thread, so all I'll really put here is that the team is built around the Fighting-spam core of Scarf Scraggy, which can sweep late-game once its checks are eliminated, and Timburr, which wears down teams and knocks off the Fairy-types that like to switch into it, softening the team for a Scraggy sweep. Honedge provides a Fairy- and Psychic- check, Chinchou checks Fletchling among other things. Foongus checks Fighting-types and lessens the overall Ground weakness, and itemless Archen checks Vullaby and Drifloon.
Here's the CCAT thread


Shellder Offense by trash:

Diglett @ Life Orb
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Substitute
- Rock Slide
- Earthquake
- Memento

Archen @ Eviolite
Ability: Defeatist
Level: 5
EVs: 76 HP / 20 Atk / 76 Def / 76 SpD / 196 Spe
Jolly Nature
- Roost
- Earthquake
- Stone Edge
- Defog

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Iron Head
- Stealth Rock

Spritzee @ Eviolite
Ability: Aroma Veil
Level: 5
EVs: 212 HP / 196 Def / 12 SpA / 76 SpD / 12 Spe
Bold Nature
- Wish
- Protect
- Moonblast
- Calm Mind

Shellder @ Eviolite
Ability: Skill Link
Level: 5
EVs: 36 HP / 236 Atk / 36 Def / 196 Spe
Adamant Nature
- Icicle Spear
- Rock Blast
- Ice Shard
- Shell Smash

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 156 HP / 116 Def / 196 SpD
Impish Nature
- Knock Off
- Poison Jab
- Drain Punch
- U-turn
Diglett is a massive pain for a lot of teams; Shellder really enjoys Diglett's Memento support as this allows Shellder to reliably set up for a sweep. Eviolite Archen provides a bulkier and more resilient Fletchling counter that can repeatedly remove hazards and pressure VoltTurn. Pawniard provides powerful priority and wallbreaking utility as well as Stealth Rocks for the team. However Pawniard presence makes the team far too weak to Fighting type, thus Calm Mind Spritzee is added for synergy with Diglett and walling half of the metagame. Shellder is one of the most reliable and threatening sweepers in the current game, with most bulky teams only having on a two things to stop the sweep and most offense outright losing if their Steel-type drops below 50% from switching into Spritzee. In the last slot we have Mienfoo, as nothing reliably Knocks Off Spritzee nor does the team have a Pawniard counter. Poison Jab is to lure Snubbull and Spritzee, both of which are rather threatening if they stay around for too long. Slow U-turns also give Diglett more opportunities for trapping.


SpikeStack Offense by Coconut.:
Dwebble @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Rock Blast
- Spikes

Porygon @ Eviolite
Ability: Download
Level: 5
EVs: 156 HP / 36 Def / 240 SpA / 40 Spe
Modest Nature
- Hidden Power [Fire]
- Tri Attack
- Recover
- Psychic

Pawniard @ Choice Scarf
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 40 SpD / 196 Spe
Jolly Nature
- Iron Head
- Knock Off
- Pursuit
- Brick Break

Scraggy @ Eviolite
Ability: Shed Skin
Level: 5
EVs: 236 Atk / 60 Def / 212 Spe
Adamant Nature
- Dragon Dance
- Drain Punch
- Knock Off
- Poison Jab

Skrelp @ Eviolite
Ability: Adaptability
Level: 5
EVs: 36 HP / 116 Def / 200 SpA / 36 SpD / 120 Spe
Modest Nature
- Hydro Pump
- Scald
- Sludge Bomb
- Hidden Power [Fire]

Fletchling
Ability: Gale Wings
Level: 5
EVs: 196 Atk / 172 Def / 116 SpA / 20 Spe
Naughty Nature
- Acrobatics
- U-turn
- Overheat
- Roost
The team revolves around punishing switches and weakening counters for every pokemon via the usage of hazards. Dwebble is chosen for its simplicity and ability to set up on slower pokemon such as Spritzee. Download Porygon is added to make up for Dwebble's shortcomings, namely losing to Onix, Drilbur, and most water types; additionally, Porygon speed creeps Timburr, meaning Dwebble can simply Knock Off Timburr and hazard up instead of trying to play around the Bulk Up user. Porygon is able to then revenge kill an unsuspecting Timburr in the worst case scenario and generally be a thorn in the opposing player's side. Additionally, Skrelp helps to further augment Dwebble's inability to aid the team outside of hazards. However both pokemon are pretty slow, therefore Fletchling was added. Fletchling is packing Overheat so that Pawniard will die to a combination of a Spike + SR + Overheat + Acrobatics. Fletchling is bait for most smashers however, making porygon especially important to the team. However Fletchling itself is an issue for the team, therefore Scarf Pursuit Pawniard was added. This patches up holes in Gastly, Abra, and Fletchling. Pawniard also acts as a Pawniard and Scraggy check, and can often break through teams with Iron Head thanks to Knock Off support and hazards. Lastly, Scraggy is added as a secondary sweeper. Scraggy and Pawniard have great synergy, allowing for Mienfoo to always be susceptible to the other member. Scraggy is also able to overwhelm pokemon such as Foongus and Timburr thanks to hazards, leading Scraggy to often be able to sweep despite its counters being alive.


Feeling Blue by Infamy

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
Shiny: Yes
EVs: 76 HP / 76 Atk / 196 Def / 116 SpD
Sassy Nature
- High Jump Kick
- Knock Off
- Acrobatics
- U-turn

Foongus @ Eviolite
Ability: Regenerator
Level: 5
Shiny: Yes
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
- Spore
- Hidden Power [Fighting]
- Giga Drain
- Sludge Bomb

Slowpoke @ Eviolite
Ability: Regenerator
Level: 5
Shiny: Yes
EVs: 116 HP / 236 Def / 36 SpA / 116 SpD
Quiet Nature
IVs: 0 Atk
- Scald
- Fire Blast
- Thunder Wave
- Slack Off

Ponyta @ Eviolite
Ability: Flame Body
Level: 5
Shiny: Yes
EVs: 76 Atk / 156 Def / 76 SpD / 196 Spe
Jolly Nature
- Will-O-Wisp
- Flame Charge
- Flare Blitz
- Morning Sun

Pawniard @ Eviolite
Ability: Defiant
Level: 5
Shiny: Yes
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Swords Dance
- Iron Head
- Knock Off
- Sucker Punch

Porygon @ Eviolite
Ability: Trace
Level: 5
Shiny: Yes
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
IVs: 0 Atk
- Tri Attack
- Psychic
- Thunder Wave
- Recover
This is a pretty simple team I built a little while ago. It's based around a Regenerator core of Mienfoo + Foongus + Slowpoke and a Fire-Water-Grass core of Foongus + Slowpoke + Ponyta. What I wanted to do with this team was make something that was very simple and easy to use but also very solid and something that would hold up against most threats. I'd like to think I accomplished that.

I don't feel like there's a lot to say about this team; it's fairly self-explanatory. Basically, play safe, pivot a lot, and wear the opponent down. Ponyta has Flame Charge in the fourth moveslot so it can beat Diglett if it uses Flame Charge on the switch-in. If you feel like you're too weak to opposing Ponyta, changing it to Toxic can suffice. Ponyta is 19 Speed so that it can outspeed Gastly, which was a little problematic for the team. Notably, Slowpoke has Fire Blast instead of Psychic. This is because the team was too vulnerable to Steel-types and Psychic was doing a little for the team. You still beat Fighting-types with Scald and Thunder Wave. Pawniard has Swords Dance in the fourth moveslot because I felt like the team needed a defined win condition. You can also use Brick Break or Stealth Rock if you want to beat opposing Pawniard or have increased utility, respectively. Mienfoo is 13 Speed. This almost always lets it U-turn out after an opposing Mienfoo. One drawback to this is that they will always win if you both Knock Off the first turn and Acrobatics the second, though the added momentum makes up for this. Foongus has Hidden Power Fighting for Pawniard in particular but it also hits Magnemite. Hidden Power Fire, Clear Smog, or Stun Spore can be used instead to help with other matchups or to give Foongus more overall utility. Porygon is running an HP-invested spread. If you want it to hit harder, try a spread of 196 Defense / 156 Special Attack / 156 Special Defense with a Modest nature. This spread also takes less residual damage since the HP number is below 24. Please keep the Pokemon shiny if you use the team. Otherwise the team is not mono-blue and that makes me feel blue.


Omanyte Offense by BrandonBeast

Omanyte @ Eviolite
Ability: Shell Armor
Level: 5
EVs: 76 HP / 196 SpA / 236 Spe
Modest Nature
- Shell Smash
- Hydro Pump
- Earth Power
- Ice Beam

Gothita @ Choice Scarf
Ability: Shadow Tag
Level: 5
Shiny: Yes
EVs: 28 Def / 240 SpA / 240 Spe
Modest Nature
- Hidden Power [Fire]
- Psychic
- Energy Ball
- Trick

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Iron Head
- Stealth Rock

Snubbull @ Berry Juice
Ability: Intimidate
Level: 5
Shiny: Yes
EVs: 36 HP / 196 Atk / 44 Def / 116 SpD / 116 Spe
Adamant Nature
- Thief
- Play Rough
- Earthquake
- Thunder Wave

Snivy @ Eviolite
Ability: Contrary
Level: 5
EVs: 240 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Synthesis
- Glare
- Hidden Power [Flying]

Timburr @ Eviolite
Ability: Guts
Level: 5
Shiny: Yes
EVs: 116 Atk / 156 Def / 236 SpD
Careful Nature
- Bulk Up
- Mach Punch
- Drain Punch
- Knock Off
The team is built around Shell Smash Omanyte, one of the most powerful sweepers in the tier. It can set up on Fire and Flying types easily and with its amazing coverage, can sweep very easily as well. Scarf Gothita was added to trap weakened stuff and to help remove or weaken Omanyte checks such as Timburr, Croagunk, and Ferroseed. Pawniard's here to set up Rocks if it can, and to check Psychic types and Ghost types, and Fairy types. It also provides Knock Off support, which is very useful. Snubbull is here to counter Fighting types and Dark types and check a lot of physical attacks, hit pretty hard, and steal items with Thief when it's Berry Juice is used or Knocked Off. Thunder Wave can also cripple stuff, which is great. Snivy is used to check Water types and be a great wallbreaker or sweeper with Leaf Storm. Timburr was added to be another Dark type answer, and be an amazing sweeper if the conditions are right. The team is a tad weak to Abra and Fighting spam, however it has the ability to work around these weaknesses.


FooFish by slurmz and mad0ka:

TIMELESS (Mienfoo) (M) @ Eviolite
Ability: Regenerator
Level: 5
Shiny: Yes
EVs: 156 HP / 196 Def / 116 SpD
Sassy Nature
IVs: 0 Spe
- Swords Dance
- Baton Pass
- Knock Off
- Drain Punch

FROM THE DUST (Carvanha) (M) @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
IVs: 9 HP
Adamant Nature
- Waterfall
- Crunch
- Aqua Jet
- Protect

MOTIONLESS (Gothita) (F) @ Choice Scarf
Ability: Shadow Tag
Level: 5
EVs: 36 Def / 236 SpA / 236 Spe
Timid Nature
- Psychic
- Energy Ball
- Thunderbolt
- Trick

GREEN STORM (Cottonee) (M) @ Eviolite
Ability: Prankster
Level: 5
EVs: 116 HP / 196 Def / 196 SpD
Bold Nature
- Encore
- Dazzling Gleam
- Knock Off
- Memento

ELEMENTS (Archen) (M) @ Eviolite
Ability: Defeatist
Level: 5
EVs: 236 Def / 76 SpD / 196 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Rock Slide
- Roost

TIMBERWOLF (Stunky) (M) @ Eviolite
Ability: Aftermath
Level: 5
EVs: 12 HP / 92 Atk / 60 Def / 108 SpA / 188 SpD / 4 Spe
Brave Nature
- Pursuit
- Sucker Punch
- Fire Blast
- Defog / Memento
This team features a Swords Dance BP Mienfoo, which passes to Carvanha. This strategy is the one that embodies FooFish, equipped with lots of Knock Off Spam, Trapping, and Memento support to help Mienfoo pass into a Carvanha sweep more reliably. Mienfoo was the initial member of the team, being the main way of checking Pawniard, as well as the way of passing Swords Dance or sweeping itself as mentioned before. Mienfoo is minimum speed to help pass much without something needing to take a hit. Carvanha was subsequently added to be the cleaner of the team, and usually can clean up most teams after sufficient damage. Aqua Jet Carvanha was chosen instead of something such as Zen Headbutt as it can severely damage Fletchling at +2. Gothita was then added to the team to trap Croagunk, one of the main checks to Zen Headbutt-less Carvanha. If the opponent doesn't have a Croagunk or a solid Carvanha answer, Gothita can act as revenge killer of sorts or against more defensive teams without Croagunk, you can trick their fairy out of their eviolite to make it easier for Carvanha to sweep. Cottonee was added as a solid water and fighting check. Cottonee has an odd set of sorts, lacking Stun Spore. However, Knock Off support is critical for the team, as Cottonee lures in stuff like Foongus, another check to Carvanha, which Gothita doesn't lure in, albeit traps it. Archen is your fletchling counter, and again carries knock off, which is uncommon on both Cottonee and Archen. Archen also sets rocks for the team. Stunky is a glue of sorts for the team. It reliably traps both Abra and Gastly, huge threats to the team as it was, and is yet another fairy check. The stunky moveset has a choice in the last slot, either Defog or Memento. If you feel comfortable playing hazard stack, you may run secondary memento support, which while it may seem odd, it can keep the opponent on the back foot while reducing your options defensively. Defog is the move I run most commonly as only member of the team is immune to Spikes and only one resists Stealth Rock.


Rufflet Bulky Offense by rssp1:

Omanyte @ Eviolite
Ability: Weak Armor
Level: 5
EVs: 76 HP / 196 SpA / 236 Spe
Timid Nature
- Stealth Rock
- Surf
- Ice Beam
- Earth Power

Fletchling
Ability: Gale Wings
Level: 5
EVs: 196 Atk / 132 SpA / 180 Spe
Naughty Nature
- Acrobatics
- U-turn
- Overheat
- Swords Dance

Mienfoo @ Choice Scarf
Ability: Regenerator
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Stone Edge

Sandshrew @ Eviolite
Ability: Sand Rush
Level: 5
EVs: 236 Atk / 236 Def / 36 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Knock Off
- Rapid Spin

Rufflet @ Life Orb
Ability: Hustle
Level: 5
Happiness: 0
EVs: 252 Atk / 60 Def / 196 Spe
Adamant Nature
- Aerial Ace
- Frustration
- Superpower
- Substitute

Chinchou @ Eviolite
Ability: Volt Absorb
Level: 5
EVs: 212 Def / 68 SpA / 228 SpD
Modest Nature
- Rest
- Sleep Talk
- Volt Switch
- Scald
Omanyte is the rocker and often the lead for the team; it sets up rocks and generally doesn't last long unless the opponent has Fletchling, in which case you want to try and preserve it. It is EV'd so that it survives EQ from Drilbur and ko'es the next turn with its boosted speed. Earth Power is on there to hit Steel types like Pawniard and Ice beam is there to OHKO Fletch. These additional coverage moves are occasionally helpful for weakening Chinchou and Foongus for the rest of the team. Fletchling is a revenge killer and a late-game sweeper for the team; it has Overheat to hit things like Ferroseed, Pawniard, and most importantly Honedge. Mienfoo functions as a secondary lead, an early game pivot, and a late-game sweeper. It is your only answer to Tirtouga after it has a Shell Smash up, so be careful not to sack it if you are facing one. Mienfoo also helps pressure the team and force in a variety of Pokemon which Rufflet manhandles. Sandshrew is a switchin to physical attackers, special Croagunk, and occasionally Electric-types if Chinchou is gone. It also functions as a spinner and Knock Off spammer in order to help Fletchling and Scarf Mienfoo out. Rufflet is the team's primary wallbreaker--very few things can switch into its attacks, and clicking Substitute at the right time sometimes allows you to sweep teams. Chinchou is the blanket switch in to a ton of things, most importantly Magnemite and Elekid, and is able to wall most Waters, all Electrics, and Fletchling. Rest keeps it healthy and Sleep Talk allows Chinchou to still provide utility while asleep. In general the team manages to really do well against opposing balance and the most common variations of offense. However, Shell Smashers, Zigzagoon, and a well player Pawniard are all threatening to the team, though they all have limited chances to be irksome and are generally manageable. Similarly, Abra is a massive issue on paper, but a combination of 0 switch in opportunities and the teams revenge killing options keeps it at bay. FletchDig teams can also be an issue.
 
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Fiend

someguy
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LC Leader
BW2


send some please!

Standard Double Rush by Vileman
Hippopotas @ Eviolite
Ability: Sand Stream
Level: 5
Shiny: Yes
EVs: 212 HP / 20 Atk / 212 Def / 20 SpD / 44 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Whirlwind
- Slack Off

Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 36 Def / 236 SpD
Calm Nature
- Tri Attack
- Psychic
- Thunder Wave
- Recover

Lileep @ Eviolite
Ability: Storm Drain
Level: 5
Shiny: Yes
EVs: 228 HP / 60 Def / 220 SpD
Calm Nature
- Recover
- Giga Drain
- Ancient Power
- Hidden Power [Fire]

Drilbur (M) @ Life Orb
Ability: Sand Rush
Level: 5
EVs: 236 Atk / 36 Def / 212 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Shadow Claw
- Poison Jab

Sandshrew @ Eviolite
Ability: Sand Rush
Level: 5
Shiny: Yes
EVs: 40 HP / 236 Atk / 36 SpD / 196 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Rapid Spin
- Shadow Claw

Misdreavus @ Eviolite
Ability: Levitate
Level: 5
EVs: 240 SpA / 240 Spe
Timid Nature
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]
- Thunderbolt
Classic Sand Rush spam format: hippo + drilbur + sandshrew + lileep + 2 fillers. Vileman opted for Misdreavus to provide a nice fighting counter/check and Porygon for a solid Snover answer. The sets are all pretty standard sans a bulkier than normal Sandshrew and 3 attack Misdreavus, as these both help Drilbur bust through more teams late game via covering threats such as Timburr, Pawniard, and Vullaby more effectively.
 
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Fiend

someguy
is a Social Media Contributoris a Community Leaderis a Community Contributoris a Top Contributoris a Top Team Rater Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnus
LC Leader
DPP
Unstandardized Offense by Fiend:
Chimchar @ Focus Sash
Ability: Blaze
Level: 5
EVs: 4 HP / 56 Atk / 216 SpA / 4 SpD / 188 Spe
Hasty Nature
- Fake Out
- Overheat
- Hidden Power [Grass]
- Stealth Rock

Elekid @ Life Orb
Ability: Static
Level: 5
EVs: 96 Atk / 160 SpA / 240 Spe
Hasty Nature
- Thunderbolt
- Ice Punch
- Cross Chop
- Hidden Power [Grass]

Clamperl @ DeepSeaScale
Ability: Shell Armor
Level: 5
EVs: 236 HP / 236 Def / 8 SpA / 20 Spe
Bold Nature
- Rest
- Sleep Talk
- Surf
- Hidden Power [Electric]

Munchlax @ Oran Berry
Ability: Thick Fat
Level: 5
EVs: 76 HP / 196 Def / 236 SpD
Sassy Nature
- Recycle
- Pursuit
- Return
- Fire Punch

Drifloon @ Oran Berry
Ability: Unburden
Level: 5
EVs: 116 HP / 8 Def / 200 SpA / 8 SpD / 120 Spe
Modest Nature
- Calm Mind
- Shadow Ball
- Hidden Power [Fighting]
- Substitute

Croagunk @ Life Orb
Ability: Dry Skin
Level: 5
EVs: 188 Atk / 188 SpA / 116 Spe
Lonely Nature
- Fake Out
- Sucker Punch
- Vacuum Wave
- Dark Pulse
Chimchar function as the lead rocker, helping to prevent other lead rocks while rarely being at a large disadvantage. Lead Scarf Machop is somewhat annoying, as it is for all teams, thus we have a Drifloon to sponge Dynamic punches. After Rocks, +1 Drifloon can beat or set up on most of the tier save the bulkiest of walls. Elekid finds usage for revenge killing Gligar while wearing down or outright killing most walls for Drifloon. Croagunk is used to lure in Ghost-types and Munchlax with Dark Pulse as current teams use these to counter Gunk. Croagunk and Elekid together means we can forgo a Scarfer of our own and chose some bulkier threats. Munchlax is the king of DPP and acts to Pursuit trap a variety of Pokemon, namely Gastly. Clamperl is an oddity, but it has good synergy with Munchlax and annoys many teams and is generally a forgotten threat. Munchlax and Clamperl safeguard against rain teams, which are menacing, and help reduce the potency of opposing scarfers.


DD Tini by trash:
Meowth @ Focus Sash
Ability: Technician
Level: 5
EVs: 236 Atk / 76 Def / 196 Spe
Jolly Nature
- Fake Out
- Seed Bomb
- Bite
- Hypnosis

Dratini @ Life Orb
Ability: Shed Skin
Level: 5
EVs: 28 HP / 244 Atk / 36 SpD / 196 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Waterfall
- Extreme Speed

Munchlax @ Oran Berry
Ability: Thick Fat
Level: 5
EVs: 76 HP / 196 Def / 236 SpD
Sassy Nature
- Recycle
- Pursuit
- Return
- Fire Punch

Bronzor @ Oran Berry
Ability: Levitate
Level: 5
EVs: 220 HP / 8 Atk / 156 Def / 4 SpA / 68 SpD / 12 Spe
Relaxed Nature
- Stealth Rock
- Recycle
- Earthquake
- Hidden Power [Ice]

Magby @ Life Orb
Ability: Flame Body
Level: 5
EVs: 240 Atk / 252 Spe
Hasty Nature
- Flare Blitz
- Mach Punch
- Thunder Punch
- Overheat

Gligar @ Choice Scarf
Ability: Hyper Cutter
Level: 5
EVs: 236 Atk / 236 Spe
Jolly Nature
- U-turn
- Earthquake
- Aerial Ace
- Aqua Tail
Meowth is thought to be one of the best leads in DPP. Fake Out + Bite deals with Chimchar while Fake Out + Seed Bomb deal with Kabuto and help prevent rocks. Hypnosis is ran over Taunt to render Machop useless. However the team is lacking so we have HP Ice Bronzor to get up rocks and counter Gligar. Recycle provides longevity for Bronzor while EQ lures Houndour which is always problematic. Scarf Gligar is used because opposing Scarf pokemon are rather deadly to play versus and has good synergy with Magby who can remove Bronzor for Gligar. There is a weakness to Gastly and rain, so Munchlax is added. Fire Punch is used to hit Bronzors and Snovers harder while also not losing to variants of Magnemite. The team lacks something to swing the game, so DD Dratini was added. +1 Speed Extreme Speed outpaces all other priority making revenge killers limited to Choice Scarf Pokemon which live Extreme Speed.


SD Gligar by iss:

Machop @ Oran Berry
Ability: No Guard
Level: 5
EVs: 196 HP / 196 Atk / 36 Def / 76 SpD
Adamant Nature
- Bullet Punch
- Dynamic Punch
- Ice Punch
- Protect

Stunky @ Life Orb
Ability: Aftermath
Level: 5
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Crunch
- Explosion
- Hidden Power [Ground]
- Sucker Punch

Gligar @ Oran Berry
Ability: Sand Veil
Level: 5
EVs: 76 HP / 156 Atk / 236 Spe
Jolly Nature
- Aqua Tail
- Earthquake
- Stone Edge
- Swords Dance

Staryu @ Life Orb
Ability: Natural Cure
Level: 5
EVs: 200 SpA / 240 Spe
Timid Nature
- Hidden Power [Fire]
- Hydro Pump
- Ice Beam
- Thunderbolt

Gastly @ Choice Scarf
Ability: Levitate
Level: 5
EVs: 36 HP / 76 Atk / 196 SpA / 196 Spe
Rash Nature
- Explosion
- Shadow Ball
- Sludge Bomb
- Thunderbolt

Croagunk @ Life Orb
Ability: Dry Skin
Level: 5
EVs: 188 Atk / 188 SpA / 116 Spe
Mild Nature
- Fake Out
- Ice Punch
- Sucker Punch
- Vacuum Wave
Lead Machop pressures every opposing lead due to Dynamic Punch and priority; this gives the team the ability to maintain offensive pressure throughout the match, quickly removing leads and forcing in either a powerful attacker or a ghost. Stunky provides rather strong synergy with Machop, remving ghosts which try to abuse Machop's presence and general predictability while also matching up greatly the odd Psychic types, such as Slowpoke, which counter Machop. Life Orb Stunky is used to pressure set up sweepers and fast pokemon, softening them for late game. Swords Dance Gligar is used to maintain the pressure of the team and further abuse the momentum generated by the team in an effort to set up and kill its few counters. Life Orb Staryu is used to weaken the likes of Munchlax, Bronzor, and otherwise irksome pokemon for Gligar, while forcing in faster pokemon that would outspeed Gligar, allowing them to be picked off. The last two slots revolve mostly around patching weaknesses to fast pokemon and set up sweepers; Gastly is used for both its ability to revenge kill threats such as DD Dratini and Ghost-types. Croagunk is added to help against almost every other sweeper and further pressure Choice Scarfed Pokemon.


Stinky Music by: iss and Elevator Music

Omanyte @ Life Orb
Ability: Swift Swim
Level: 5
EVs: 236 HP / 36 SpA / 236 Spe
Modest Nature
- Hydro Pump
- AncientPower
- Ice Beam
- Stealth Rock

Stunky @ Life Orb
Ability: Aftermath
Level: 5
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Crunch
- Sucker Punch
- Explosion
- Hidden Power [Ground]

Gligar @ Choice Scarf
Ability: Sand Veil
Level: 5
EVs: 236 Atk / 236 Spe
Adamant Nature
- Earthquake
- Aqua Tail
- Stone Edge
- U-turn

Chinchou @ Life Orb
Ability: Volt Absorb
Level: 5
EVs: 58 Def / 228 SpA / 220 Spe
Modest Nature
- Agility
- Hydro Pump
- Thunderbolt
- Ice Beam

Porygon @ Life Orb
Ability: Trace
Level: 5
EVs: 76 HP / 236 SpA / 196 Spe
Timid Nature
- Agility
- Tri Attack
- Ice Beam
- Shadow Ball

Staryu @ Life Orb
Ability: Trace
Level: 5
EVs: 240 SpA / 240 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Thunderbolt
- Hidden Power [Fire]
Want to play DPP the way it was supposed to be played? Use this team. This features specials such as five Life Orbs, two essentially identical Agility sweepers, three offensive Water-types, and non-trivial defensive EVs on a total of one Pokemon. It was really good, too, as long as Hydro Pump didn't miss. You play this team by pressing the strongest attack available; sometimes maybe even Agility.

For a more detailed analysis, read the 2010 Smog article.
 
Last edited:

Vileman

Work is over
is a Tournament Director Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a former Tournament Circuit Champion
Some bw lc teams i made that i like:
standard double rush:
Hippopotas @ Eviolite
Ability: Sand Stream
Level: 5
Shiny: Yes
EVs: 212 HP / 20 Atk / 212 Def / 20 SpD / 44 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Whirlwind
- Slack Off

Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 36 Def / 236 SpD
Calm Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Tri Attack
- Psychic
- Thunder Wave
- Recover

Lileep @ Eviolite
Ability: Storm Drain
Level: 5
Shiny: Yes
EVs: 228 HP / 60 Def / 220 SpD
Calm Nature
- Recover
- Giga Drain
- Ancient Power
- Hidden Power [Fire]

Drilbur (M) @ Life Orb
Ability: Sand Rush
Level: 5
EVs: 236 Atk / 36 Def / 212 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Shadow Claw
- Poison Jab

Sandshrew @ Eviolite
Ability: Sand Rush
Level: 5
Shiny: Yes
EVs: 40 HP / 236 Atk / 36 SpD / 196 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Rapid Spin
- Shadow Claw

Misdreavus @ Eviolite
Ability: Levitate
Level: 5
EVs: 240 SpA / 240 Spe
Timid Nature
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]
- Thunderbolt

Description
Classic sand rush spam format: hippo + drilbur + sandshew + lileep + 2 fillers, opted for missy for a nice fighting resist andporygon for a solid snover answer. Sets are all pretty standard except from maybe sandshrew who i made it bulky which helps cover a lot of stuff actually as its still hitting hard 8)


Scraggy balance:
Snover @ Choice Scarf
Ability: Snow Warning
Level: 5
EVs: 104 Atk / 184 SpA / 200 Spe
Naive Nature
- Blizzard
- Giga Drain
- Ice Shard
- Hidden Power [Fire]

Misdreavus @ Eviolite
Ability: Levitate
Level: 5
EVs: 240 SpA / 240 Spe
Timid Nature
- Taunt
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]

Scraggy @ Eviolite
Ability: Shed Skin
Level: 5
EVs: 236 Atk / 36 SpD / 212 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Drain Punch
- Zen Headbutt

Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Tri Attack
- Shadow Ball
- Recover
- Thunder Wave

Mienfoo @ Choice Scarf
Ability: Reckless
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Stone Edge
- Drain Punch

Drilbur @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 36 HP / 236 Atk / 212 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Stealth Rock
- Rapid Spin

Description:
This team has some weaknesses but its really fun to use, scarf snover and scarf foo can work as nice revenge killers/late game cleaners (reckless mienfoo hits really hard), scraggy is absurdly good himself, misdreavus works as a speciall wallbreaker and fight resist, porygon as a general glue for the team and drilbur helps dealing with hazards and provides SR to the team

And of course, SLAM CLAM:
Clamperl @ DeepSeaTooth
Ability: Rattled
Level: 5
EVs: 80 HP / 248 SpA / 180 Spe
Timid Nature
- Shell Smash
- Surf
- Ice Beam
- Hidden Power [Grass]

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 156 HP / 76 Atk / 116 Def / 36 SpD / 76 Spe
Impish Nature
- Drain Punch
- U-turn
- Fake Out
- Knock Off

Wynaut @ Eviolite
Ability: Shadow Tag
Level: 5
EVs: 76 HP / 132 Def / 212 SpD / 12 Spe
Bold Nature
- Mirror Coat
- Counter
- Destiny Bond
- Encore

Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 204 HP / 236 Def
Bold Nature
- Spore
- Stun Spore
- Giga Drain
- Sludge Bomb

Chinchou @ Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 132 Def / 228 SpD / 60 Spe
Bold Nature
- Scald
- Discharge
- Rest
- Sleep Talk

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 76 HP / 236 Atk / 196 Spe
Adamant Nature
- Substitute
- Swords Dance
- Sucker Punch
- Iron Head

Description:
Format is pretty clear, mienfoo is a general utility mon that checks stuff like pawn, snover, scraggy, etc. Pawn gives strong priority and a second wincon, foongus checks fightmons and gives a kill per game with spore, chinchou is primarly for murkrow(who now is gone so im open to change it!!) and an ice resist is always nice, wynaut traps stuff and gives clamperl set up opportunities with encore, or just deals with stuff like scarf snover who can be annoying for the team. And of course, clamperl can work as an early game wallbreaker with his insanely strong hits, or can sweep late game after a shell smash.
 
Nice new thread, I will repost so.

Birdspam



Birdspam + Diglett is cancer. Physical spam too I guess.
Standard Doduo + Digfletch. Doduo Mixed lures things like Omanyte and Tirtouga, cripples Fletchling's counters and let them weakened.
Digfletch is also very standard. Dig allows me to set-up hazards too. Tirtouga is very cool especially Solid Rock. Also it helps against things like Porygon, doing 70/80% at +2 and putting them in Fletch's kill range. Magnemite is my second fletch check and destroys fairies such as Snubbull and Spritzee, who are annoying. I finally chase Timburr because it is bulky, and because I did not want to lose easily against smashers and stuff like Carvanha Aqua-Jet (If the opponent sets rock, that would be difficult without timb). Also he is able to handle things like Pawniard. Also it has Stone Edge because it is cool in order to lure Archen. This team has two birds, no spin, 5 physical with 1 special, but it works because it is violent and very agressive. Really cool to play, a classical exemple of spam offense

Cork (Doduo) @ Life Orb
Ability: Early Bird
Level: 5
EVs: 240 Atk / 236 Spe
Naive Nature
IVs: 18 HP / 30 Atk / 30 SpA
- Brave Bird
- Return
- Knock Off
- Hidden Power [Grass]

Limerick (Fletchling)
Ability: Gale Wings
Level: 5
EVs: 196 Atk / 172 Def / 140 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- U-turn
- Roost

Man's Man (Diglett) @ Life Orb
Ability: Arena Trap
Level: 5
EVs: 236 Atk / 236 Spe
Jolly Nature
- Substitute
- Stealth Rock
- Earthquake
- Rock Slide

Glasgow (Tirtouga) @ Eviolite
Ability: Solid Rock
Level: 5
EVs: 4 HP / 212 Atk / 92 Def / 180 Spe
Jolly Nature
- Shell Smash
- Waterfall
- Aqua Jet
- Stone Edge

Northampton (Magnemite) @ Choice Scarf
Ability: Analytic
Level: 5
EVs: 240 SpA / 236 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Ground]

Cardiff (Timburr) @ Eviolite
Ability: Guts
Level: 5
EVs: 76 HP / 196 Atk / 156 Def / 80 SpD
Careful Nature
- Drain Punch
- Mach Punch
- Knock Off
- Stone Edge

Spikes Offense



This is a simple Dwebble Offense, with a antispin core Pumpkaboo-Pawn. Pumpkaboo blocks totally Drilbur, and Pawn can come on some standards defog like Vullaby. Twave on Pawn is for ruin Foo, and try Paraflinch eventually. Archen Defog + EQ is however a real threat for my team, that's why I keep often dwebble in the beginning if I meet archen on th opponent's team. Archen is a great pivot, and I use Roost in order to win always Fletchling, and BJ because Acrobatics itemless hit hard a lot of things. It's quite weird. U-turn permits me to keep the momentum. Staryu is my spinner and can come on Archen's EQ most of the time and force him to switch. I use Psychic on Tbolt because Croagunk can annoys me if Archen died. Finally, I use Mienfoo HJK Reckless, who is incredibely powerful, to late game clean. I can use it in Lead too to lure Drilbur and OHKO him with HJK, then it's not very difficult to spikes and win the game.

I'm a Crab Cake (Dwebble) @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Spe
Jolly Nature
- Spikes
- Stealth Rock
- Knock Off
- Counter

Heilloween (Pumpkaboo-Super) @ Eviolite
Ability: Frisk
Level: 5
EVs: 204 HP / 80 Atk / 196 Def / 28 Spe
Impish Nature
- Bullet Seed
- Shadow Sneak
- Will-O-Wisp
- Synthesis

Soldier Ryan (Pawniard) @ Life Orb
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
IVs: 0 HP
- Iron Head
- Knock Off
- Sucker Punch
- Thunder Wave

Fuck birds (Archen) @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 156 Def / 156 SpD / 196 Spe
Jolly Nature
- Acrobatics
- Rock Slide
- U-turn
- Roost

Sebalter bitch (Staryu) @ Eviolite
Ability: Natural Cure
Level: 5
EVs: 36 HP / 196 SpA / 236 Spe
Timid Nature
- Hydro Pump
- Psychic
- Recover
- Rapid Spin

Destruction. (Mienfoo) @ Choice Scarf
Ability: Reckless
Level: 5
EVs: 236 Atk / 36 Def / 236 Spe
Adamant Nature
- High Jump Kick
- Drain Punch
- Knock Off
- U-turn


Sun



I'm always wondering why good LC players doesn't use sun (I don't count lucy). Sun is probably, imo, the more powerful playstyle in LC, maybe even better than HO without Sun and Spikes Offense. I always enjoyed play Heavy Offense, and I like sun the most.

Vulpix-Bellsprout is a classical core in the sun. Archen allows me to beat fletch.
Munchlax is a B rank, because have a b rank make your team not broken of originality. More seriously, that was because I was afraid by Scarf Gastly, who is quite embarassing for suns, and because I doesn't wanted problems with sashbra. Probably you will say "sleep powder", but 25% of miss + one sleep turn, it does like 35% of lose. This is too much, and Bellsprout was my wincon, so munch pursuit was perfect. Also, his powerful atk, a good coverage, with a sympathic Fire Punch under sun. His ability with Thick Fat to check things that can abuse the sun, like Larvesta/Ponyta/Fire Types and things like Snover and Amaura was just perfect and definitely convinced me. Drilbur, with a cool electric immunity, a fast stealth rock, and a spin, was also perfect for the team. Timburr finally counters bulky normals that can be embarassing, and absorb status. The most irritating thing wih this team, it's his faculty to lose with miss SP, crits on Vulpix, and other shitty things.
This team, more than a lot of teams, is really weak to the haxx. One crit on vulpix makes me lose most of the time. However, this is p cool team.

California (Vulpix) @ Heat Rock
Ability: Drought
Level: 5
EVs: 52 HP / 196 SpA / 236 Spe
Timid Nature
- Overheat
- Energy Ball
- Will-O-Wisp
- Quick Attack

Flower Rock (Bellsprout) @ Eviolite
Ability: Chlorophyll
Level: 5
EVs: 116 HP / 196 SpA / 196 Spe
Modest Nature
- Sleep Powder
- Solar Beam
- Sludge Bomb
- Weather Ball

The Papa's. (Archen) @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 156 Def / 76 SpD / 200 Spe
Jolly Nature
- Acrobatics
- Rock Slide
- Defog
- Roost

Dreamin (Munchlax) @ Berry Juice
Ability: Thick Fat
Level: 5
EVs: 236 Atk / 36 Def / 236 SpD
Adamant Nature
- Body Slam
- Fire Punch
- Pursuit
- Recycle

The Mama's. (Drilbur) @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 60 HP / 236 Atk / 212 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Rock Slide
- Rapid Spin

Cass Eliot (Timburr) @ Eviolite
Ability: Guts
Level: 5
EVs: 76 HP / 196 Atk / 236 SpD
Careful Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
 

Cheryl.

Celesteela is Life
ORAS
Shell of a Jesus: Omanyte Offense

This is one of my first LC teams, and by far the most successful one. (Well, I only have like 4 LC teams, but eh lol) I built this team around 3 or 4 months ago, and even though it's old, it's still great at laddering and even in tourneys. I built it around Shell Smash Omanyte, one of the most powerful sweepers in the tier. It can set up on Fire and Flying types easily and with it's amazing coverage, can sweeo very easily as well. I added Scarf Gothita to trap weakened stuff and to check Fighting types and other things, like Croagunk. Pawniard's here to set up Rocks if it can, and to check Psychic types and Ghost types, and Fairy types. It also provides Knock Off support, which is very useful. Snubbull is here to counter Fighting types and Dark types and check a lot of physical attacks, hit pretty hard, and steal items with Thief when it's Berry Juice is used or Knocked Off. TWave can also cripple stuff, which is great. Snivy is used to check Water types and be a great wallbreaker or sweeper with Leaf Storm. Timburr was added to be another Dark type answer, and be an amazing sweeper if the conditions are right. (I have 6-0ed people with Burr, although that's not really an accomplishment since people do it all the time unless the opposing team has a Fairy lol).

I really love this team, as it is very good at laddering and it can even do well in tourneys. Most teams don't have a realiable answer to Omanyte, especially if that answer is weakened or crippled. The team also hits really hard, so it can overwhelm players with it's offensive prowess. It does have some cons tho, like a bit of a weakness to Adolf Abra and a bit of a Fighting weakness. But overall, this team is very awesome and should definetely be used. Enjoy! Love, BrandonBeast =]

Lord (Omanyte) @ Eviolite
Ability: Shell Armor
Level: 5
EVs: 76 HP / 196 SpA / 236 Spe
Modest Nature
- Shell Smash
- Hydro Pump
- Earth Power
- Ice Beam

Hot Topic (Gothita) @ Choice Scarf
Ability: Shadow Tag
Level: 5
Shiny: Yes
EVs: 28 Def / 240 SpA / 240 Spe
Modest Nature
- Hidden Power [Fire]
- Psychic
- Energy Ball
- Trick

Steel Link (Pawniard) @ Eviolite
Ability: Defiant
Level: 5
EVs: 160 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Iron Head
- Stealth Rock

Poochie (Snubbull) @ Berry Juice
Ability: Intimidate
Level: 5
Shiny: Yes
EVs: 36 HP / 196 Atk / 44 Def / 116 SpD / 116 Spe
Adamant Nature
- Thief
- Play Rough
- Earthquake
- Thunder Wave

Vine Whip me (Snivy) @ Eviolite
Ability: Contrary
Level: 5
EVs: 240 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Synthesis
- Glare
- Hidden Power [Flying]

Johnny and Plank (Timburr) @ Eviolite
Ability: Guts
Level: 5
Shiny: Yes
EVs: 116 Atk / 156 Def / 236 SpD
Careful Nature
- Bulk Up
- Mach Punch
- Drain Punch
- Knock Off

 
Last edited:

Fiend

someguy
is a Social Media Contributoris a Community Leaderis a Community Contributoris a Top Contributoris a Top Team Rater Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnus
LC Leader
Some bw lc teams i made that i like:
standard double rush:
Hippopotas @ Eviolite
Ability: Sand Stream
Level: 5
Shiny: Yes
EVs: 212 HP / 20 Atk / 212 Def / 20 SpD / 44 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Whirlwind
- Slack Off

Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 36 Def / 236 SpD
Calm Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Tri Attack
- Psychic
- Thunder Wave
- Recover

Lileep @ Eviolite
Ability: Storm Drain
Level: 5
Shiny: Yes
EVs: 228 HP / 60 Def / 220 SpD
Calm Nature
- Recover
- Giga Drain
- Ancient Power
- Hidden Power [Fire]

Drilbur (M) @ Life Orb
Ability: Sand Rush
Level: 5
EVs: 236 Atk / 36 Def / 212 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Shadow Claw
- Poison Jab

Sandshrew @ Eviolite
Ability: Sand Rush
Level: 5
Shiny: Yes
EVs: 40 HP / 236 Atk / 36 SpD / 196 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Rapid Spin
- Shadow Claw

Misdreavus @ Eviolite
Ability: Levitate
Level: 5
EVs: 240 SpA / 240 Spe
Timid Nature
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]
- Thunderbolt

Description
Classic sand rush spam format: hippo + drilbur + sandshew + lileep + 2 fillers, opted for missy for a nice fighting resist andporygon for a solid snover answer. Sets are all pretty standard except from maybe sandshrew who i made it bulky which helps cover a lot of stuff actually as its still hitting hard 8)
Added
Scraggy balance:
Snover @ Choice Scarf
Ability: Snow Warning
Level: 5
EVs: 104 Atk / 184 SpA / 200 Spe
Naive Nature
- Blizzard
- Giga Drain
- Ice Shard
- Hidden Power [Fire]

Misdreavus @ Eviolite
Ability: Levitate
Level: 5
EVs: 240 SpA / 240 Spe
Timid Nature
- Taunt
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]

Scraggy @ Eviolite
Ability: Shed Skin
Level: 5
EVs: 236 Atk / 36 SpD / 212 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Drain Punch
- Zen Headbutt

Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Tri Attack
- Shadow Ball
- Recover
- Thunder Wave

Mienfoo @ Choice Scarf
Ability: Reckless
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Stone Edge
- Drain Punch

Drilbur @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 36 HP / 236 Atk / 212 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Stealth Rock
- Rapid Spin

Description:
This team has some weaknesses but its really fun to use, scarf snover and scarf foo can work as nice revenge killers/late game cleaners (reckless mienfoo hits really hard), scraggy is absurdly good himself, misdreavus works as a speciall wallbreaker and fight resist, porygon as a general glue for the team and drilbur helps dealing with hazards and provides SR to the team
Added
And of course, SLAM CLAM:
Clamperl @ DeepSeaTooth
Ability: Rattled
Level: 5
EVs: 80 HP / 248 SpA / 180 Spe
Timid Nature
- Shell Smash
- Surf
- Ice Beam
- Hidden Power [Grass]

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 156 HP / 76 Atk / 116 Def / 36 SpD / 76 Spe
Impish Nature
- Drain Punch
- U-turn
- Fake Out
- Knock Off

Wynaut @ Eviolite
Ability: Shadow Tag
Level: 5
EVs: 76 HP / 132 Def / 212 SpD / 12 Spe
Bold Nature
- Mirror Coat
- Counter
- Destiny Bond
- Encore

Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 204 HP / 236 Def
Bold Nature
- Spore
- Stun Spore
- Giga Drain
- Sludge Bomb

Chinchou @ Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 132 Def / 228 SpD / 60 Spe
Bold Nature
- Scald
- Discharge
- Rest
- Sleep Talk

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 76 HP / 236 Atk / 196 Spe
Adamant Nature
- Substitute
- Swords Dance
- Sucker Punch
- Iron Head

Description:
Format is pretty clear, mienfoo is a general utility mon that checks stuff like pawn, snover, scraggy, etc. Pawn gives strong priority and a second wincon, foongus checks fightmons and gives a kill per game with spore, chinchou is primarly for murkrow(who now is gone so im open to change it!!) and an ice resist is always nice, wynaut traps stuff and gives clamperl set up opportunities with encore, or just deals with stuff like scarf snover who can be annoying for the team. And of course, clamperl can work as an early game wallbreaker with his insanely strong hits, or can sweep late game after a shell smash.
No since outdated :(
Added with some optimization and slashed QA.

Spikes Offense

No reliable pawn switch in, and very questionable ability to deal with Offensive spinners. Did not add

Why is Archen your fighting counter? Wallbreakers just tear you apart too. Did not add
Alright so i wanted to finaly put some teams that worked well on this so here we go:

Nice flying resist. Also very mediocre Pawn counters, despite giving it a switch in on half your team. Not decided on this, I'll get back to you later.
Did not add; is not new user friendly.

See above.
You made balance, with a spike stacker even though most of your team doesn't particularly care if you do or do not have hazards up. I'm very torn on whether to add this or not.


ORAS
Shell of a Jesus: Omanyte Offense
Added

Friendly reminder that this is not a thread to dump teams in. Be sure to only post teams which you truly think would be helpful to new players please!
 
Last edited:
Alright then, A very straight forward Ballenced team then:


Pawniard/Chinchou to check Fletch, Acro foo to only increase my chances against Pumpkaboo and to take better care of Fight types.
Ponyta/Mienfoo take solid care of Pawniard. Chinchou fills up my gap for electric weakness only still fearing Rest Talk Chinchou a bit.
Wild charge helps me deal with water types including Skrelp/Omanyte a slight bit better, even tho switching into Chinchou is mutch more helpfull.


Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 36 SpD / 236 Spe
Jolly Nature
- Drain Punch
- U-turn
- Knock Off
- Acrobatics

Fletchling
Ability: Gale Wings
Level: 5
EVs: 156 HP / 196 Atk / 92 Def / 52 SpD
Adamant Nature
- Acrobatics
- Swords Dance
- U-turn
- Roost

Staryu @ Eviolite
Ability: Natural Cure
Level: 5
Shiny: Yes
EVs: 36 HP / 196 SpA / 236 Spe
Timid Nature
- Rapid Spin
- Scald
- Recover
- Ice Beam

Ponyta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 Atk / 156 Def / 76 SpD / 196 Spe
Jolly Nature
- Flare Blitz
- Will-O-Wisp
- Wild Charge
- Morning Sun

Chinchou @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SpA / 60 Spe
Bold Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Scald
- Volt Switch
- Hidden Power [Ground]
- Heal Bell

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Stealth Rock
 
Last edited:

eren

je suis d'ailleurs
ORAS


FooFish Balance made by slurmz and mad0ka

FooFish is one of the most reliable ways for a user to get into the prestigious little cup tier. This team is featured in my team archive (self plug xd) and is one of the most consistent builds I have ever made, and one of my favorites at that. It has been used by several prominent players such as Tesung and Nails for LC Open. This team features a Swords Dance BP Mienfoo, which passes to Carvanha. This strategy is the one that embodies FooFish, equipped with lots of Knock Off Spam, Trapping, and Memento support to help Mienfoo pass into a Carvanha sweep more reliably. Mienfoo was the initial member of the team, being the main way of checking Pawniard, as well as the way of passing Swords Dance or sweeping itself as mentioned before. Mienfoo is minimum speed to help pass much without something needing to take a hit. Carvanha was subsequently added to be the cleaner of the team, and usually can clean up most teams after sufficient damage. Aqua Jet Carvanha was chosen instead of something such as Zen Headbutt as it can severely damage Fletchling at +2. Gothita was then added to the team to trap Croagunk, one of the main checks to Zen Headbutt-less Carvanha. If the opponent doesn't have a Croagunk or a solid Carvanha answer, Gothita can act as revengekiller of sorts or against more defensive teams without Croagunk, you can trick their fairy out of their eviolite to make it easier for Carvanha to sweep. Cottonee was added as a solid water and fighting check. Cottonee has an odd set of sorts, lacking Stun Spore. However, Knock Off support is critical for the team, as Cottonee lures in stuff like Foongus, another check to Carvanha, which Gothita doesn't lure in, albeit traps it. Archen is your fletchling counter, and again carries knock off, which is uncommon on both Cottonee and Archen. Archen also sets rocks for the team. Stunky is a glue of sorts for the team. It reliably traps both Abra and Gastly, huge threats to the team as it was, and is yet another fairy check. The stunky moveset has a choice in the last slot, either Defog or Memento. If you feel comfortable playing hazard stack, you may run secondary memento support, which while it may seem odd, it can keep the opponent on the backfoot while reducing your options defensively. Defog is the move i run most commonly as only member of the team is immune to Spikes and only one resists Stealth Rock. I feel this team is one of the best because it can be played very aggresively, spamming knock off mindlessly, memento-ing, and sweeping, or in a much more patient manner, through multiple traps, calculated attacks, and the like. Sorry if description is shit. Enjoy the team!

TIMELESS (Mienfoo) (M) @ Eviolite
Ability: Regenerator
Level: 5
Shiny: Yes
EVs: 156 HP / 196 Def / 116 SpD
Sassy Nature
IVs: 0 Spe
- Swords Dance
- Baton Pass
- Knock Off
- Drain Punch

FROM THE DUST (Carvanha) (M) @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
IVs: 9 HP
Adamant Nature
- Waterfall
- Crunch
- Aqua Jet
- Protect

MOTIONLESS (Gothita) (F) @ Choice Scarf
Ability: Shadow Tag
Level: 5
EVs: 36 Def / 236 SpA / 236 Spe
Timid Nature
- Psychic
- Energy Ball
- Thunderbolt
- Trick

GREEN STORM (Cottonee) (M) @ Eviolite
Ability: Prankster
Level: 5
EVs: 116 HP / 196 Def / 196 SpD
Bold Nature
- Encore
- Dazzling Gleam
- Knock Off
- Memento

ELEMENTS (Archen) (M) @ Eviolite
Ability: Defeatist
Level: 5
EVs: 236 Def / 76 SpD / 196 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Rock Slide
- Roost

TIMBERWOLF (Stunky) (M) @ Eviolite
Ability: Aftermath
Level: 5
EVs: 12 HP / 92 Atk / 60 Def / 108 SpA / 188 SpD / 4 Spe
Brave Nature
- Pursuit
- Sucker Punch
- Fire Blast
- Defog / Memento
 

Bughouse

Like ships in the night, you're passing me by
is a Site Content Manageris a Forum Moderator Alumnusis a CAP Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Have a DPP team, since you only have 2 listed atm. I have this team in my teambuilder listed as being by the legendary retired old fart iss, but I can't find it on forums atm. But I can vouch that it's good.

Gligar Sand Veil may or may not be banned rn idk. It's not clear.
Machop @ Oran Berry
Ability: No Guard
Level: 5
EVs: 196 HP / 196 Atk / 36 Def / 76 SpD
Adamant Nature
- Bullet Punch
- Dynamic Punch
- Ice Punch
- Protect

Stunky @ Life Orb
Ability: Aftermath
Level: 5
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Crunch
- Explosion
- Hidden Power [Ground]
- Sucker Punch

Gligar @ Oran Berry
Ability: Sand Veil
Level: 5
EVs: 76 HP / 156 Atk / 236 Spe
Jolly Nature
- Aqua Tail
- Earthquake
- Stone Edge
- Swords Dance

Staryu @ Life Orb
Ability: Natural Cure
Level: 5
EVs: 200 SpA / 240 Spe
Timid Nature
- Hidden Power [Fire]
- Hydro Pump
- Ice Beam
- Thunderbolt

Gastly @ Choice Scarf
Ability: Levitate
Level: 5
EVs: 36 HP / 76 Atk / 196 SpA / 196 Spe
Rash Nature
- Explosion
- Shadow Ball
- Sludge Bomb
- Thunderbolt

Croagunk @ Life Orb
Ability: Dry Skin
Level: 5
EVs: 188 Atk / 188 SpA / 116 Spe
Mild Nature
- Fake Out
- Ice Punch
- Sucker Punch
- Vacuum Wave
 

San Tomas

had a Calm Mind
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
From the policy thread, since DPP LC isn't in any official tournaments its up to the TDs so leaving it as Sand Veil is probably fine
 

Cheryl.

Celesteela is Life
ORAS

CarvanMaura Bulky Offense by BrandonBeast

This is a really cool build I made around the core of Carvanha and Amaura, and I think it can be a great team for new players to try out, as it's pretty simple and easy to use. So the starting point was my core of Special Blizzard Carvanha with Snow Warning Choice Scarf Amaura, a great offensive core that can rip apart weakened teams very easily late-game. Blizzard Vanha is really cool with Snow Warning making Blizzard 100% accurate, and it OHKOs Cottonee and Snivy most of the time! Croagunk is a great partner for the core, as it checks Fighting, Dark, Water, and Fairy types all in one slot, making it a really great glue that can weaken down walls for the CarvanMaura core to sweep through. I finished off the team with a standard Fire-Water-Grass core, composed of Ponyta to check Grass types and most physical attackers thanks to Flame Body, Snivy as a good wallbreaker who checks Water types and also adds paralysis support and another sweeper in case, and Chinchou as a role compression mon to add another check to Fletchling and Fire types, Electric and Water types as well, while also adding momentum to bring the teammates in with Volt Switch. I've tested this team out on ladder and a few tourneys, and it's gotten me a good amount of wins, and just a few losses, mostly due to crits or the opponent outplaying me. This team still has weaknesses though, such as Timburr ripping the CarvanMaura core apart, making it a must to wear it down during the course of the match. Other Fighting types can be a problem, but Mienfoo gets walled by Gunk or burned by Ponyta, so it isn't much of a problem. Fletchling hurts the team a lot if it's checks and counters are dead, so try to keep that in notice. Overall, this is a really cool team that's gotten really good results and can help people get into the tier, and I hope you like it!

Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 236 SpA / 36 SpD / 236 Spe
Modest Nature
IVs: 0 HP
- Protect
- Hydro Pump
- Dark Pulse
- Blizzard

Amaura @ Choice Scarf
Ability: Snow Warning
Level: 5
Shiny: Yes
EVs: 60 HP / 220 SpA / 228 Spe
Modest Nature
- Blizzard
- Earth Power
- Thunderbolt
- Ancient Power

Croagunk @ Eviolite
Ability: Dry Skin
EVs: 132 HP / 28 Atk / 116 Def / 108 SpA / 116 SpD
Quiet Nature
- Vacuum Wave
- Sludge Bomb
- Drain Punch
- Knock Off

Ponyta @ Eviolite
Ability: Flame Body
EVs: 76 Atk / 156 Def / 76 SpD / 196 Spe
Jolly Nature
- Flare Blitz
- Morning Sun
- Will-O-Wisp
- Flame Charge

Snivy @ Eviolite
Ability: Contrary
EVs: 240 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Glare
- Synthesis
- Hidden Power [Flying]

Chinchou @ Berry Juice
Ability: Volt Absorb
EVs: 76 HP / 212 Def / 152 SpA / 60 Spe
Bold Nature
- Volt Switch
- Scald
- Hidden Power [Ground]
- Ice Beam
 

Fiend

someguy
is a Social Media Contributoris a Community Leaderis a Community Contributoris a Top Contributoris a Top Team Rater Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnus
LC Leader
Finally have time so;
Added.
Gross.
Added.
Machop @ Oran Berry
Ability: No Guard
Level: 5
EVs: 196 HP / 196 Atk / 36 Def / 76 SpD
Adamant Nature
- Bullet Punch
- Dynamic Punch
- Ice Punch
- Protect

Stunky @ Life Orb
Ability: Aftermath
Level: 5
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Crunch
- Explosion
- Hidden Power [Ground]
- Sucker Punch

Gligar @ Oran Berry
Ability: Sand Veil
Level: 5
EVs: 76 HP / 156 Atk / 236 Spe
Jolly Nature
- Aqua Tail
- Earthquake
- Stone Edge
- Swords Dance

Staryu @ Life Orb
Ability: Natural Cure
Level: 5
EVs: 200 SpA / 240 Spe
Timid Nature
- Hidden Power [Fire]
- Hydro Pump
- Ice Beam
- Thunderbolt

Gastly @ Choice Scarf
Ability: Levitate
Level: 5
EVs: 36 HP / 76 Atk / 196 SpA / 196 Spe
Rash Nature
- Explosion
- Shadow Ball
- Sludge Bomb
- Thunderbolt

Croagunk @ Life Orb
Ability: Dry Skin
Level: 5
EVs: 188 Atk / 188 SpA / 116 Spe
Mild Nature
- Fake Out
- Ice Punch
- Sucker Punch
- Vacuum Wave
Added and credited to ISS.
Weak to type spams; rather awkward combination of weather reliant recovery in tandem with detrimental weather. It handles Gothita okay-ly, however nothing truly punishes a Diglett; Snivy can weaken its counters or kill the Diglett, but you shall be playing from behind after the trap, or barely ahead. Lack of hazard control makes hazard matchups rather dependant on how they deal with Gunk and Snivy, making Webs okay but Dwebble/Pineco/Venipede offenses are hardly pressured. Additionally it is one of those teams which is so barely not weak to things, that great playing is needed. However the offensive pressure of the team is also lack luster, and leaves you weak to Shellder, Scraggy, and even Fletchling if they maintain the proper offensive pressure needed, which is your team does very little to provide counterplay to. The win condition of the team isn't even particularly drawing, so overall the team just feels lackluster and purposefully underwhelming. The Tsars of the thread feel that the team does not add to a new player's understanding of the tier. Sorry dude.
 

eren

je suis d'ailleurs
ORAS


Dark Spam SpikeStack Offense made by slurmz and RZL

This is another fairly standard archtype in LC which is SpikeStack offense. We initially based this build off of Pancham and instantly decided SpikeStack offense would be a cool approach to Pancham which is how we decided Dwebble would be our next pick. A choice of moveset comes up with Dwebble. As usually Mienfoo lead off against Dwebble to immediately taunt it, you can run Knock Off to help remove its item to free it up for a potential Carvanha cleaning. Counter provides a similar role, and while it beats a much broader spam of mons, it is much more risky to use. Afterwards, Pawnkapoo (Pawniard + Pumpkaboo) was immediately chosen to help deter the removal of hazards. TWave Pawniard is chosen in this slot to help alleviate the bit of a fighter weakness and standard Pump is chosen. The last two slots are very good clean up and wall breakers after some knock off and especially so after hazards damage. Zen Headbutt Carvanha helps our Croagunk match up by being able to sorta lure it in and LO Abra is just one of the best wall breakers due to it's sheer power. Both of these mons get many more KOes if you have SR and a Spike up. Because this team is so offensive in nature, it does struggle with strong offensive mons if you give then free switch ins such as Archen, Timburr and other Fighters, and Gastly. You must pressure these mons and only give them free switch ins if you force them to sack something. Hope you enjoy the team!

Rock Or Bust (Dwebble) (M) @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 36 Def / 236 Spe
Jolly Nature
- Rock Blast
- Spikes
- Stealth Rock
- Knock Off / Counter

Big Gun (Pancham) @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 180 Atk / 100 Def / 212 SpD / 12 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Knock Off
- Gunk Shot

Back In Black (Pawniard) (M) @ Eviolite
Ability: Defiant
Level: 5
Shiny: Yes
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Sucker Punch
- Knock Off
- Iron Head
- Thunder Wave

Hells Bells (Carvanha) (M) @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Adamant Nature
IVs: 0 HP
- Crunch
- Waterfall
- Zen Headbutt
- Protect

Highway to Hell (Pumpkaboo-Super) (M) @ Eviolite
Ability: Frisk
Level: 5
EVs: 204 HP / 32 Atk / 196 Def / 76 SpD
Impish Nature
- Will-O-Wisp
- Synthesis
- Bullet Seed
- Shadow Sneak

Thunderstruck (Abra) (M) @ Life Orb
Ability: Magic Guard
Level: 5
EVs: 240 SpA / 200 Spe
Timid Nature
- Substitute
- Hidden Power [Fighting]
- Psychic
- Dazzling Gleam


ORAS


Natu Offense by slurmz and mad0ka

A fun team whoch was used in LC Open multiple times. It features a mon currently being discussed to be moved up in the viability rankings, Natu. This team features a cool VoltTurn core supported by other ways of getting momentum by means of spore or by trapping. The team began with Natu, a cool mon with a neat movepool with great coverage options in Sucker Punch and Heat Wave as one of the best moves in the game, U-turn. Diglett was chosen as the bext mon as it traps fast elecs who can be annoying for Natu to face. Furthermore, Natu just U-turns on these elecs if they switch in and you give Sash Dig a free turn to kill something. Mienfoo was added as the obligatory pawn check which also gains momentum. Magnemite was chosen for its speed and ability to check Fletchling. Eviolite bulky Star was chosen to help spin as well as take EQs more reliably than anything on the team. Foongus is the last mon and one of the most important. It checks a plethora of threats and spores to allow for free switches to keep momentum. Hopw you enjoy the team!

EAGLE EYES (Natu) (M) @ Life Orb
Ability: Magic Bounce
Level: 5
EVs: 116 Atk / 196 SpA / 196 Spe
Naive Nature
IVs: 0 HP
- Psychic
- Heat Wave
- Sucker Punch
- U-turn

SURFACE (Diglett) (M) @ Focus Sash
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe /
Jolly Nature
- Earthquake
- Rock Slide
- Sucker Punch
- Stealth Rock

QUANTAM (Mienfoo) (M) @ Eviolite
Ability: Regenerator
Level: 5
Shiny: Yes
EVs: 196 Def / 76 SpD / 236 Spe
Jolly Nature
- Drain Punch
- Knock Off
- U-turn
- Taunt

SURGE (Magnemite) @ Choice Scarf
Ability: Analytic
Level: 5
EVs: 240 SpA / 32 SpD / 236 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Ground]

FRAME OF MIND (Staryu) @ Eviolite
Ability: Natural Cure
Level: 5
EVs: 116 HP / 156 Def / 236 Spe
Timid Nature
- Rapid Spin
- Scald
- Psychic
- Recover

ITVARA (Foongus) (M) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Gastro Acid
 
Last edited:

San Tomas

had a Calm Mind
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
ORAS


Dark Spam SpikeStack Offense made by slurmz and RZL

This is another fairly standard archtype in LC which is SpikeStack offense. We initially based this build off of Pancham and instantly decided SpikeStack offense would be a cool approach to Pancham which is how we decided Dwebble would be our next pick. A choice of moveset comes up with Dwebble. As usually Mienfoo lead off against Dwebble to immediately taunt it, you can run Knock Off to help remove its item to free it up for a potential Carvanha cleaning. Counter provides a similar role, and while it beats a much broader spam of mons, it is much more risky to use. Afterwards, Pawnkapoo (Pawniard + Pumpkaboo) was immediately chosen to help deter the removal of hazards. TWave Pawniard is chosen in this slot to help alleviate the bit of a fighter weakness and standard Pump is chosen. The last two slots are very good clean up and wall breakers after some knock off and especially so after hazards damage. Zen Headbutt Carvanha helps our Croagunk match up by being able to sorta lure it in and LO Abra is just one of the best wall breakers due to it's sheer power. Both of these mons get many more KOes if you have SR and a Spike up. Because this team is so offensive in nature, it does struggle with strong offensive mons if you give then free switch ins such as Archen, Timburr and other Fighters, and Gastly. You must pressure these mons and only give them free switch ins if you force them to sack something. Hope you enjoy the team!

Rock Or Bust (Dwebble) (M) @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 36 Def / 236 Spe
Jolly Nature
- Rock Blast
- Spikes
- Stealth Rock
- Knock Off / Counter

Big Gun (Pancham) @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 180 Atk / 100 Def / 212 SpD / 12 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Knock Off
- Gunk Shot

Back In Black (Pawniard) (M) @ Eviolite
Ability: Defiant
Level: 5
Shiny: Yes
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Sucker Punch
- Knock Off
- Iron Head
- Thunder Wave

Hells Bells (Carvanha) (M) @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Adamant Nature
IVs: 0 HP
- Crunch
- Waterfall
- Zen Headbutt
- Protect

Highway to Hell (Pumpkaboo-Super) (M) @ Eviolite
Ability: Frisk
Level: 5
EVs: 204 HP / 32 Atk / 196 Def / 76 SpD
Impish Nature
- Will-O-Wisp
- Synthesis
- Bullet Seed
- Shadow Sneak

Thunderstruck (Abra) (M) @ Life Orb
Ability: Magic Guard
Level: 5
EVs: 240 SpA / 200 Spe
Timid Nature
- Substitute
- Hidden Power [Fighting]
- Psychic
- Dazzling Gleam


ORAS


Natu Offense by slurmz and mad0ka

A fun team whoch was used in LC Open multiple times. It features a mon currently being discussed to be moved up in the viability rankings, Natu. This team features a cool VoltTurn core supported by other ways of getting momentum by means of spore or by trapping. The team began with Natu, a cool mon with a neat movepool with great coverage options in Sucker Punch and Heat Wave as one of the best moves in the game, U-turn. Diglett was chosen as the bext mon as it traps fast elecs who can be annoying for Natu to face. Furthermore, Natu just U-turns on these elecs if they switch in and you give Sash Dig a free turn to kill something. Mienfoo was added as the obligatory pawn check which also gains momentum. Magnemite was chosen for its speed and ability to check Fletchling. Eviolite bulky Star was chosen to help spin as well as take EQs more reliably than anything on the team. Foongus is the last mon and one of the most important. It checks a plethora of threats and spores to allow for free switches to keep momentum. Hopw you enjoy the team!

EAGLE EYES (Natu) (M) @ Life Orb
Ability: Magic Bounce
Level: 5
EVs: 116 Atk / 196 SpA / 196 Spe
Naive Nature
IVs: 0 HP
- Psychic
- Heat Wave
- Sucker Punch
- U-turn

SURFACE (Diglett) (M) @ Focus Sash
Ability: Arena Trap
Level: 5
EVs: 36 HP / 36 Atk / 196 Def / 116 SpD / 116 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Sucker Punch
- Stealth Rock

QUANTAM (Mienfoo) (M) @ Eviolite
Ability: Regenerator
Level: 5
Shiny: Yes
EVs: 196 Def / 76 SpD / 236 Spe
Jolly Nature
- Drain Punch
- Knock Off
- U-turn
- Taunt

SURGE (Magnemite) @ Choice Scarf
Ability: Analytic
Level: 5
EVs: 240 SpA / 32 SpD / 236 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Ground]

FRAME OF MIND (Staryu) @ Eviolite
Ability: Natural Cure
Level: 5
EVs: 116 HP / 156 Def / 236 Spe
Timid Nature
- Rapid Spin
- Scald
- Psychic
- Recover

ITVARA (Foongus) (M) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Gastro Acid
hello Overheat Fletch checks

e: to elaborate, should the opponent get up any damaging hazard, you will have no way to take care of a Fletchling with Overheat other than some iffy prio on the first team and, well, nothing on the second team. Birdspam of any kind would destroy these teams as well.
 

Star

is a Tournament Directoris a Community Leaderis a Top Tiering Contributoris a Past SPL Championis a former Tournament Circuit Champion
OGC Leader
ORAS


Dark Spam SpikeStack Offense made by slurmz and RZL

This is another fairly standard archtype in LC which is SpikeStack offense. We initially based this build off of Pancham and instantly decided SpikeStack offense would be a cool approach to Pancham which is how we decided Dwebble would be our next pick. A choice of moveset comes up with Dwebble. As usually Mienfoo lead off against Dwebble to immediately taunt it, you can run Knock Off to help remove its item to free it up for a potential Carvanha cleaning. Counter provides a similar role, and while it beats a much broader spam of mons, it is much more risky to use. Afterwards, Pawnkapoo (Pawniard + Pumpkaboo) was immediately chosen to help deter the removal of hazards. TWave Pawniard is chosen in this slot to help alleviate the bit of a fighter weakness and standard Pump is chosen. The last two slots are very good clean up and wall breakers after some knock off and especially so after hazards damage. Zen Headbutt Carvanha helps our Croagunk match up by being able to sorta lure it in and LO Abra is just one of the best wall breakers due to it's sheer power. Both of these mons get many more KOes if you have SR and a Spike up. Because this team is so offensive in nature, it does struggle with strong offensive mons if you give then free switch ins such as Archen, Timburr and other Fighters, and Gastly. You must pressure these mons and only give them free switch ins if you force them to sack something. Hope you enjoy the team!

Rock Or Bust (Dwebble) (M) @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 36 Def / 236 Spe
Jolly Nature
- Rock Blast
- Spikes
- Stealth Rock
- Knock Off / Counter

Big Gun (Pancham) @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 180 Atk / 100 Def / 212 SpD / 12 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Knock Off
- Gunk Shot

Back In Black (Pawniard) (M) @ Eviolite
Ability: Defiant
Level: 5
Shiny: Yes
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Sucker Punch
- Knock Off
- Iron Head
- Thunder Wave

Hells Bells (Carvanha) (M) @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Adamant Nature
IVs: 0 HP
- Crunch
- Waterfall
- Zen Headbutt
- Protect

Highway to Hell (Pumpkaboo-Super) (M) @ Eviolite
Ability: Frisk
Level: 5
EVs: 204 HP / 32 Atk / 196 Def / 76 SpD
Impish Nature
- Will-O-Wisp
- Synthesis
- Bullet Seed
- Shadow Sneak

Thunderstruck (Abra) (M) @ Life Orb
Ability: Magic Guard
Level: 5
EVs: 240 SpA / 200 Spe
Timid Nature
- Substitute
- Hidden Power [Fighting]
- Psychic
- Dazzling Gleam


ORAS


Natu Offense by slurmz and mad0ka

A fun team whoch was used in LC Open multiple times. It features a mon currently being discussed to be moved up in the viability rankings, Natu. This team features a cool VoltTurn core supported by other ways of getting momentum by means of spore or by trapping. The team began with Natu, a cool mon with a neat movepool with great coverage options in Sucker Punch and Heat Wave as one of the best moves in the game, U-turn. Diglett was chosen as the bext mon as it traps fast elecs who can be annoying for Natu to face. Furthermore, Natu just U-turns on these elecs if they switch in and you give Sash Dig a free turn to kill something. Mienfoo was added as the obligatory pawn check which also gains momentum. Magnemite was chosen for its speed and ability to check Fletchling. Eviolite bulky Star was chosen to help spin as well as take EQs more reliably than anything on the team. Foongus is the last mon and one of the most important. It checks a plethora of threats and spores to allow for free switches to keep momentum. Hopw you enjoy the team!

EAGLE EYES (Natu) (M) @ Life Orb
Ability: Magic Bounce
Level: 5
EVs: 116 Atk / 196 SpA / 196 Spe
Naive Nature
IVs: 0 HP
- Psychic
- Heat Wave
- Sucker Punch
- U-turn

SURFACE (Diglett) (M) @ Focus Sash
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe /
Jolly Nature
- Earthquake
- Rock Slide
- Sucker Punch
- Stealth Rock

QUANTAM (Mienfoo) (M) @ Eviolite
Ability: Regenerator
Level: 5
Shiny: Yes
EVs: 196 Def / 76 SpD / 236 Spe
Jolly Nature
- Drain Punch
- Knock Off
- U-turn
- Taunt

SURGE (Magnemite) @ Choice Scarf
Ability: Analytic
Level: 5
EVs: 240 SpA / 32 SpD / 236 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Ground]

FRAME OF MIND (Staryu) @ Eviolite
Ability: Natural Cure
Level: 5
EVs: 116 HP / 156 Def / 236 Spe
Timid Nature
- Rapid Spin
- Scald
- Psychic
- Recover

ITVARA (Foongus) (M) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Gastro Acid
U have a stunky Sprite instead of pancham oO
 

Corporal Levi

ninjadog of the decade
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BW Machop Balance

This team revolves around paralyzing the opposing team so that Machop and Misdreavus can take advantage of Parafusion to sweep. Deerling and Ekans are together able to paralyze the majority of the metagame as they lure in different threats. They have decent defensive synergy as well - Deerling checks the Sand abusers that force Ekans out, while Ekans switches into Fighting-, Bug-, and Poison-type attacks that threaten Deerling. Defensive Deerling hits stellar 25/14/14 bulk, and can itself take advantage of paralysis with Serene Grace Snore to paraflinch past would-be counters such as Foongus. Intimidate Ekans ensures that the team is not swept by Scraggy; Coil is run for more offensive presence. Choice Scarf Machop is the team's primary win condition with its powerful Dynamic Punch. Knock Off is useful for crippling certain walls despite its low damage, and the remaining moves hit specific switch-ins for decent damage. Machop further synergizes with paralysis support because it is not a very fast Choice Scarf user. The main obstacle to Machop's sweep is Misdreavus, so Pursuit Houndour is useful to trap it, in addition to trapping Snover and providing powerful priority. The given EVs allow Houndour to almost always survive LO Misdreavus's HP Fighting after Stealth Rock. Now, the team does a lot of switching, and Houndour in particular dislikes Stealth Rock, so a Rapid Spinner is necessary. Considering how the team now has three Drilbur-weak Pokemon and only a single check, Staryu fits in well; it also completes the Fire-Water-Grass core with Deerling and Houndour. Finally, Machop, although a good win condition, still struggles to break through teams that are especially resistant to Fighting-types. Life Orb Misdreavus acts as a potent wall-breaker with its perfect coverage, is a back-up check to Fighting-types, and is generally a very good Pokemon. Substitute is useful to abuse paralysis, and Nasty Plot makes it easier to sweep through slower teams that Machop has trouble against.
Regarding this team's tour success, macle used it once in the LC tour and lost

Deerling @ Eviolite
Ability: Serene Grace
Level: 5
EVs: 196 HP / 196 Def / 116 SpD
Calm Nature
- Thunder Wave
- Snore
- Giga Drain
- Rest

Ekans @ Eviolite
Ability: Intimidate
Level: 5
EVs: 236 HP / 4 Def / 244 SpD
Careful Nature
- Coil
- Gunk Shot
- Glare
- Sucker Punch

Machop @ Choice Scarf
Ability: No Guard
Level: 5
EVs: 36 HP / 196 Atk / 36 Def / 236 Spe
Jolly Nature
- Payback
- Dynamic Punch
- Rock Slide
- Knock Off

Houndour @ Eviolite
Ability: Early Bird
Level: 5
EVs: 76 HP / 116 Atk / 36 SpA / 36 SpD / 236 Spe
Hasty Nature
- Pursuit
- Fire Blast
- Dark Pulse
- Sucker Punch

Staryu @ Eviolite
Ability: Natural Cure
Level: 5
EVs: 116 HP / 156 Def / 36 SpA / 156 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Thunderbolt
- Recover

Misdreavus @ Life Orb
Ability: Levitate
Level: 5
EVs: 240 SpA / 240 Spe
Timid Nature
- Substitute
- Shadow Ball
- Hidden Power [Fighting]
- Nasty Plot
 

ORAS Eternal Sun

Eternal Sun is a slightly more advanced team only because the sun is encouraged to be up as much as possible. Numel is the main sweeper on the team, being able to get to +4 attack and special attack from one Growth in the sun and get +2 speed from one Flame Charge. It runs a bulky set so it can set up easily on opponents and get a full sweep. Numel is supported with the sweepers Bellsprout and Mienfoo. Bellsprout can outspeed almost anything in the sun, OHKO many Pokemon, and put to sleep what it can’t OHKO. Mienfoo is similar to Bellsprout in that it is very fast and can OHKO lots of threats, but is a bit less useful than Bellsprout since it can’t incapacitate Pokemon and is locked into one move from Choice Scarf. Drilbur is around to set up Stealth Rocks and Rapid Spin away hazards. Vullaby is an all around tank, and used to switch in to moves that the rest of the team doesn’t want to take. It is the answer for most of the team’s checks, so it is good to keep healthy.

Edit: I decided to add another point in speed to Numel so it can outspeed 20 speed Pokemon after a Flame Charge instead of causing a speed tie. A point in Defense was taken away to do this and also makes Porygon's Download ability increase Attack instead of Special Attack.

Vulpix @ Heat Rock
Ability: Drought
Level: 5
EVs: 52 HP / 196 SpA / 240 Spe
Timid Nature
- Fire Blast
- Energy Ball
- Will-O-Wisp
- Quick Attack

Vullaby @ Eviolite
Ability: Overcoat
Level: 5
EVs: 116 HP / 76 Atk / 236 Def / 76 SpD
Impish Nature
- Roost
- Knock Off
- Brave Bird
- Whirlwind

Drilbur @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 36 HP / 236 Atk / 212 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Stealth Rock

Numel @ Eviolite
Ability: Simple
Level: 5
Shiny: Yes
EVs: 196 HP / 36 Atk / 36 Def / 76 SpA / 76 SpD / 76 Spe
Modest Nature
- Flamethrower
- Earth Power
- Flame Charge
- Growth

Bellsprout @ Eviolite
Ability: Chlorophyll
Level: 5
Shiny: Yes
EVs: 36 HP / 196 SpA / 36 SpD / 196 Spe
Modest Nature
- Solar Beam
- Sleep Powder
- Weather Ball
- Sludge Bomb

Mienfoo @ Choice Scarf
Ability: Reckless
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- High Jump Kick
- Drain Punch
- Knock Off
- U-turn

Although the above description gives a good idea of what Eternal Sun can do, it doesn’t provide an in-depth description of each Pokemon or talk about the weaknesses of the team. These notes are here to do that. These notes are not intended to be read all in one sitting, but skimmed through as needed during a battle.

Eternal Sun is a very fun hyper offense LC team originally built around Numel. Its purpose is to have the sun up constantly so both Bellsprout and Numel can sweep with ease. Mienfoo acts as a supporting sweeper and helps out with eliminating big threats. Vulpix and Drilbur are both supporting teammates and set up the sun and Stealth Rocks respectively. Vullaby acts as the team tank and can take almost any hit.


Team Overview:


Numel is a powerhouse! Numel acts as the preferred/ideal sweeper due to its ability Simple, which doubles stat changes done to it. Its main setup move is Growth, which normally increases attack and special attack by one stage, but can increase attack and special attack by two stages when done in the sun. When Simple increases this move in the sun, Numel instantly gains +4 attack and special attack, allowing it to OHKO almost everything. Numel is still very slow, so Flame Charge is used in tandem with Growth to increase Numel’s speed by +2 in one turn. Once Growth and Flame Charge are used, Numel is ready to sweep (unless Elekid or Diglett are on the enemy team, with whom you will speed tie). At this point, the only things that can stop it are Fletchling (Acro does about half to Numel), Aqua Jet Carvanha (instant death unless the sun is up), Sturdy and Focus Sash users, and general priority moves.


Bellsprout is the team’s second sweeper that only requires that the sun be up to pick up knock outs. Once the sun is up, Bellsprout can outspeed all other unboosted Pokemon. It has great coverage with Solar Beam, Sludge Bomb, and Weather Ball (which becomes a 140 base power fire type moves in the sun) and can also support Numel to set up by putting opponents to sleep with Sleep Powder.


Mienfoo is the third fully fledged sweeper. It is outfitted with a choice scarf which makes it perfect for revenge-killing and surprising the opponent. The ability chosen for it is Reckless, which when coupled with Hi Jump Kick allows Mienfoo to tear through the enemy. Because of its high speed and attack, it can defeat Pokemon that the rest of the team have trouble with and allow Bellsprout and Numel opportunities to set up.


The way the sun is set up is through Vulpix. Vulpix performs extremely well with setting up the sun, as its ability Drought automatically summons the sun as soon as Vulpix switches in. However, Vulpix must not faint since it is the only sun user on the team. Without the sun, Bellsprout almost good as dead and Numel is severely crippled, as a Growth boosts him half as effectively as it would under the sun. Fortunately, Vulpix is very easy to keep alive and rarely needs to actually fight, which it can do rather effectively.


Vullaby is the team’s wall. With a whopping 25 HP, 27 defense with Eviolite, and 21 special defense, Vullaby can soak up hits like they are nothing. It is the counter to most of the team’s threats, being able to tank hits from enemies, Whirlwind away foes that have set up, and recover its health with roost. Vullaby is crucial to keep healthy if significant threats appear at the beginning of matches, as the rest of the team will crumble under sweepers that have set up (with a possible exception of Drilbur, who might live one hit).


Drilbur is probably the most expendable member of the team, but still a useful Pokemon. The main use for Drilbur is setting up Stealth Rocks on the opponent’s side of the field and clearing hazards on its side of the field with Rapid Spin. It also gains Mold Breaker as its ability, allowing it to hit Gastly with Earthquake and OHKO pesky Sturdy users.


Turn 1:

93% of the time, Vulpix will open out the game and set up the sun with Drought. The other 7% of the time there will be a Diglett on the other team. The only time Vulpix is not safe to open with is if there is a Diglett on the other team since Vulpix cannot outspeed it and Diglett can OHKO it. If there is a Diglett on the opponent’s team, the Pokemon to open with is Mienfoo.


Checks and How to Counter Them:


Fletchling:

Fletchling is easily the biggest threat to the Eternal Sun team (plz ban smogon). It can greatly hurt the team with its base power and after a swords dance is almost unstoppable. If the enemy has one, you will want to play more cautiously just because of that/hope and pray they misclick with it.

Vullaby is the best counter to Fletchling. A Brave Bird from Vullaby does 65.2% to 78.2% of Fletchling’s health and Fletchling can only do 28% to 36% with Acrobatics (52% to 64% after a Swords Dance). Additionally, Vullaby carries whirlwind specifically to whirlwind away Fletchling after a Swords Dance (which is useful for other Pokemon too).

Also, Vulpix and Drilbur can live one hit from a Fletchling (the former being a low roll) and can both do serious damage to Fletchling. Vulpix can OHKO Fletchling with Fire Blast (plz don’t miss) and Drilbur does 78.2% to 95.6% damage to Fletchling with Rock Slide.


Carvanha:

Carvanha is a big threat to Numel since it can OHKO Numel with Aqua Jet (unless the sun is up at which point it can protect to gain speed boosts/stall the sun). It also outspeeds Bellsprout at +2 speed and can do 72.7% to 86.3% with a crunch. Since Bellsprout generally has to take some damage to switch in, this can be enough to finish off the Bellsprout. It also can 2HKO Mienfoo if Mienfoo is switched into Carvanha’s attack.

Bellsprout is honestly the best counter to Carvanha. In the sun (the only time Bellsprout would be active) Carvanha’s water moves do barely anything and a crunch cannot completely kill Bellsprout. DON’T USE SLEEP POWDER ON IT since Solar Beam already OHKOs Carvanha and can’t miss. Make sure to keep damage on Bellsprout a minimum if you run into a Carvanha.

Other counters to Carvanha include Mienfoo and Vullaby. Mienfoo cannot be OHKOed by any of Carvanha’s attacks and can dispatch it with a Drain Punch or U-Turn. Vullaby has an 87% chance to OHKO Carvanha with Brave Bird and the best Carvanha can do to Vullaby is 16% to 20% with Waterfall and Crunch.


Zigzagoon:

Zigzagoon can sweep an Eternal Sun team after a Belly Drum with Extreme Speed. Fortunately, it is an uncommon Pokemon and has to set up in order for it to be a real threat.

Warning: I do not have many games of experience against Zigzagoon with this team, so the following is mainly speculation based on damage calculations.

Vullaby is the best check to Zigzagoon on the team. An unboosted Extreme Speed does 24% to 28% damage to Vullaby and after a Belly Drum it does 64% to 84%. Vullaby ideally would Whirlwind the Zigzagoon immediately after it Belly Drums so the Berry Juice is consumed. After a Whirlwind, Vullaby needs to get a Roost off if it was hit by BD ESpeed so it can survive another. Fortunately, Brave Bird does 68.1% to 81.8% to a Zigzagoon, so after a second Belly Drum Vullaby could kill the pest.

Zigzagoon doesn’t really have any other counters on the team. The only other thing that could kill it is if Mienfoo could switch in before a Belly Drum is set up, but that is unlikely.


Bellsprout:

Surprisingly enough, Bellsprout can be a problem against this team since it benefits from the sun also. It can get many OHKOs on the team and can put to sleep Pokemon like Vulpix and Numel who can’t be OHKOed.

Fortunately, Vullaby is the perfect counter to Bellsprout. The most Bellsprout can do to Vullaby is 40% to 48% with Weather Ball in the sun and Bellsprout cannot put Vullaby to sleep because of Overcoat. Vullaby has a 75% chance to OHKO Bellsprout with Brave Bird too.


Numel:

Numel is a Pokemon God, so if you ever encounter one just forfeit so your pride doesn’t get destroyed and no replays get shared of you getting 6-0ed.


If you have a concussion or are really dumb and want to challenge the Numel, you must act quickly. Numel is only a real threat if it is a Simple set and not if it is an Oblivious set. Unfortunately, Simple Growth is the most common set BUT most people don’t run it on a sun team and don’t know the power of Sun Numel. On their first turn, they will likely be going for a Growth.

Knowing this, the best play is to switch in Bellsprout on a Growth or Earth Power and go for Sleep Powder. The sun should be up for you 90% of the time and Bellsprout speed ties even if the sun isn’t up. Afterward, Bellsprout can double Solar Beam to take it down (or have a 6.3% chance of OHKOing).

Numel can also be dealt with using Drilbur and Mienfoo. Both can outspeed Numel with no speed boosts and OHKO with their most powerful moves. Again, you must be quick, since after a flame charge Numel outspeeds even Mienfoo and speed ties Bellsprout.


Shell Smash Sturdy User/Generic Focus Sash:

Tirtouga and Dwebble are strong sweepers since they have Shell Smash and Sturdy. This set always runs Berry Juice, so the sweeper can Shell Smash against almost any Pokemon, survive any hit with Sturdy, and get back Sturdy with Berry Juice to live another two attacks. After setting up, the sweeper can eliminate a good chunk of the team if the correct actions are not taken.

Drilbur is effective with keeping Shell Smash Sturdy (abbreviated as SSS starting now) at bay with Stealth Rocks. Stealth Rocks can break the sturdy on SSS and make OHKOs on them easy. If rocks are unable to be set up for any reason, it gets a bit tougher to deal with SSS. Knock Off is a must against SSS since it can get rid of Berry Juice and save a turn or two of trying to take down the opponent.

Focus Sash is similar to deal with, but a bit easier since the opponent cannot regain its health and Focus Sash like SSS can. Unfortunately, Focus Sash cannot be knocked off if Knock Off would OHKO the target, guaranteeing a 2HKO. The ways to counter it are pretty broad, being two hits from a fast Pokemon (like Mienfoo), putting the opponent to sleep with Bellsprout and then attacking it, or revenge killing with Vulpix’s Quick Attack if the opponent is brought down to 1HP from the last Pokemon.


Shell Smash Water Type:

Binacle, Clampearl, Omanyte, and Shellder all also use Shell Smash, but do not get Sturdy and generally do not run Focus Sash (unless it is a strange set). These Pokemon are actually not very big threats because of Bellsprout overkilling all four Pokemon and Vulpix being able to OHKO the Binacle and Omanyte and do 70% to 90% to the others with Energy Ball, leaving them in Quick attack range after the Shell Smash. If one of these Pokemon are sent out turn 1, Energy Ball 100% of the time. The opponent will predict you to switch out and then go for Shell Smash allowing Vulpix to get off a free kill (Note – this will only happen in the lower portions of the ladder since at the top of the ladder players will know not to lead with their Shell Smasher).


Pokemon to set up on:


In order for Numel to sweep, it must use 2 turns minimum to set up. To secure the sweep, it is useful to know what is safe to set up on. Of course these are not the only Pokemon to set up on, but just good suggestions.


Torchic:

Torchic is one of the easiest Pokemon to set up on since all it is mainly used for is Baton Passing. Torchic will always Protect on its first turn making it easy to switch into. After that it will either Curse or Swords Dance allowing Numel to Growth. After then, it will likely Baton Pass into whatever sweeper the team uses while you Flame Charge into it. Since the Curse set is more popular in higher tiers, the sweeper will not be able to outspeed Numel and Numel will sweep unless priority users alive.


Ferroseed:

Ferroseed is 4x weak to Numel’s Fire-type attacks and even has a chance to OHKO with Flame Charge. Numel is a Ground-type also, and so is immune to Thunder Wave. Since Ferroseeds run Leech Seed, Bullet Seed, Stealth Rocks, and Thunder Wave, Numel can switch in on a Thunder Wave, Stealth Rock, or even Leech Seed. Leech Seed does not hurt Pokemon if there isn’t an opposing Pokemon active at the end of a turn, so Leech Seed should only apply for two turns while setting up since Numel will kill all other Pokemon in one hit. The only problem that could happen is if Ferroseed uses Bullet Seed and gets 5 hits with a max roll. A max roll 5 hit Bullet Seed is 80% of Numel’s health, but is unlikely to happen and unable to kill even with max damage.


Magnemite:

Magnemite is an amazing Pokemon to switch Numel in on. After being sent out, Magnemites often will try to Volt Switch away into another Pokemon (especially when switched in on Vullaby). Numel’s Ground typing makes it immune to Volt Switch and keeps Magnemite from gaining initiative. Numel can tank 5 hits from Flash Cannon and the opponent will likely switch out Magnemite after seeing how much a Flash Cannon actually doesn. This let’s Numel set up easily.


Mienfoo

Mienfoo is a potential Pokemon to set up on IF it is not running the Choice Scarf set, since a Hi Jump Kick from it is a 2HKO to Numel and Numel can’t outspeed after a Flame Charge. However, Scarf Mienfoo isn’t as common as the bulky set, and that set can be set up on. Just make sure Mienfoo doesn’t go for Hi Jump Kick before trying to set up. Mienfoo isn’t the best choice to set up on, but can only do about 60% in the two turns while Numel sets up, so Mienfoo is a good Pokemon to set up late game. If the Mienfoo ends up getting burned, it is pretty good to set up against since the only thing it can really do to Numel is Knock Off the Eviolite which only matters if one of Numel’s checks are alive.


Sleeping Pawniard:

To be honest, Pawniard isn’t the greatest Pokemon to be hogging sleep clause since it isn’t really much of a threat to this team. It gets taken down instantly by literally everything but Vullaby, who uses Knock Off to get rid of Pawniard’s Eviolite. It is normally put to sleep so Bellsprout doesn’t take Sucker Punch damage. However, if no other Pokemon on the opponent’s team need to be put to sleep, Numel can switch in safely as Pawniard switches out. Many times people will try to wait for Pawniard to wake up, so if that happens then Numel basically gets a free Growth. From there it is a typical Numel sweep.


Sleeping Archen:

Archen is a good Pokemon to put to sleep since Bellsprout can’t OHKO it and Numel can’t get OHKOed by Archen. Sleeping Archens will usually stay in on Numel thinking they can kill it with a Stone Edge while their strongest move against Numel is Earthquake. Since Pokemon don’t usually wake up turn 1 of sleep, Numel can at least get a free Growth off and outspeed after a Flame Charge. People can also get scared after seeing the Growth and switch the sleeping Archen out, providing yet another free turn.


Sleeping Ponyta:

Ponyta is another good Pokemon to put to sleep since Bellsprout can’t OHKO it while Ponyta nukes Bellsprout. Like most Sleeping Pokemon to set up on, Ponyta generally doesn’t get switched out immediately. Ponyta also can’t do too much to Numel, since a Flare Blitz will do 36% to 44% and allow Numel enough time to set up.


Sleeping Croagunk:

Croagunk is good to put to sleep since it can do a number to the team in the right hands. Croagunk isn’t as effective as it could be because of its ability Dry Skin, which makes it take damage every turn it is in on the sun and makes Fire-type moves super effective against Croagunk. After being put to sleep, Croagunk will likely stay in on Bellsprout expecting it to not have a Fire-type move allowing Numel to switch in for free. After seeing Numel switch in, it will probably switch out predicting the Fire-type move allowing Numel to set up a Growth. If Croagunk actually stays in and wakes up, it can only do 28% to 36% to Numel at most.


Here are some replays to show how this team is played and the work Numel can do:
http://replay.pokemonshowdown.com/lc-320029647
http://replay.pokemonshowdown.com/lc-319640117
http://replay.pokemonshowdown.com/lc-319652747

Edit: I can't words.
 
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sam-testings

What a beautiful face, I have found in this place
I dont have a team of my own cuz I suck at teambuilding, but heres the old sample team thread that has a lot of really good teams for beginners to LC.

http://www.smogon.com/forums/threads/lc-oras-sample-teams.3524438/

Edit: herp derp forgot to say what teams were good. Infamy's Volt Turn team is extremely good for beginners as it is easy to use and works well. Once you get that Volt Turn combo going its very hard to stop it.

Sparkychilds bulky is also fantastic for beginners as it employs the classic fire-water-grass core to great effect and is a very straightforward team.
 
Last edited:

Cheryl.

Celesteela is Life
ORAS Honedge Fat Balance


A pretty good balanced team that I made a couple of weeks ago to test out Honedge, who is a really cool check to some of the big threats in the metagame, like Porygon and Fairy-types, and can Pursuit trap stuff like Abra as well. Timburr is the team's main win condition, appreciating Honedge's ability to check a lot of it's checks and counters, like Fairy and Psychic-types, and also checks Dark-types and is a nice status absorber. Omanyte is used as a nice Fire and Flying check, and is the team's hazard setter, with Spikes and Stealth Rock at it's disposal. Knock Off is chosen to take off Eviolites and Berry Juices from mons like Chinchou. Snubbull is used as a Fighting counter (Except for Croagunk and Pancham) and as another Dark check and a check to most physical attackers, while also spreading Thunder Wave. Ponyta is chosen to be another check to Pawniard and Fighting-types, and also provides some of the speed for the team, helping with threats like Gastly. Porygon is chosen as a special sponge for threats like Abra and Gastly, while also spreading TWave and checking Chinchou thanks to Trace. This team is really cool and can take on a lot of threats in the metagame due to the amount of defensive synergy between these Pokes, and while it's sort of slow, the TWave support, Ponyta, and priority from Honedge and Timburr help with this problem, and this is just a really cool team that helps support a Timburr sweep pretty nicely.

Honedge @ Berry Juice
Ability: No Guard
Level: 5
EVs: 76 HP / 116 Atk / 36 Def / 220 SpD / 52 Spe
Careful Nature
- Pursuit
- Shadow Sneak
- Iron Head
- Sacred Sword

Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 116 Atk / 156 Def / 236 SpD
Careful Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Knock Off

Omanyte @ Eviolite
Ability: Weak Armor
Level: 5
EVs: 76 HP / 196 SpA / 236 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Stealth Rock
- Hydro Pump
- Knock Off

Snubbull @ Berry Juice
Ability: Intimidate
Level: 5
EVs: 36 HP / 36 Atk / 196 Def / 116 SpD / 116 Spe
Adamant Nature
- Play Rough
- Earthquake
- Thief
- Thunder Wave

Ponyta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 Atk / 156 Def / 76 SpD / 196 Spe
Jolly Nature
- Flare Blitz
- Will-O-Wisp
- Morning Sun
- Wild Charge / Toxic

Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
IVs: 0 Atk
- Ice Beam
- Psychic
- Recover
- Thunder Wave
 

iss

let's play bw lc!
is a Tiering Contributoris a Top Contributoris a Forum Moderator Alumnus
LC Rising
Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 156 HP / 76 Atk / 196 Def / 76 Spe
Impish Nature
- Drain Punch
- U-turn
- Fake Out
- Knock Off

Murkrow @ Eviolite
Ability: Prankster
Level: 5
EVs: 36 HP / 236 Atk / 20 Def / 20 SpD / 188 Spe
Jolly Nature
- Substitute
- Roost
- Brave Bird
- Sucker Punch

Snover @ Choice Scarf
Ability: Snow Warning
Level: 5
EVs: 104 Atk / 184 SpA / 200 Spe
Hasty Nature
- Blizzard
- Giga Drain
- Ice Shard
- Hidden Power [Fire]

Drifloon @ Flying Gem
Ability: Unburden
Level: 5
EVs: 196 Atk / 116 SpA / 196 Spe
Naughty Nature
- Acrobatics
- Shadow Ball
- Substitute
- Hypnosis

Staryu @ Eviolite
Ability: Natural Cure
Level: 5
EVs: 36 HP / 196 SpA / 236 Spe
Timid Nature
- Hydro Pump
- Thunderbolt
- Rapid Spin
- Recover

Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Tri Attack
- Thunder Wave
- Shadow Ball
- Recover

The original BW2 balance team. As with all of the teams based off of this team, there's a strong focus on three things: being able to easily pivot, being able to deal with any setup sweeper (even after a boost), and having one or two lategame cleanup Pokemon. At the time this team was built, the combination of Mienfoo, Porygon, and Snover stopped every common threat; in postmodern BW2, this team does tend to struggle with hyper offense, especially Darumaka. However, the dual Flying-type threats of Murkrow and Drifloon give this team a chance to win nearly any game.

For a more detailed analysis, read the 2012 RMT.

Stinky Music
Omanyte @ Life Orb
Ability: Swift Swim
Level: 5
EVs: 236 HP / 36 SpA / 236 Spe
Modest Nature
- Hydro Pump
- AncientPower
- Ice Beam
- Stealth Rock

Stunky @ Life Orb
Ability: Aftermath
Level: 5
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Crunch
- Sucker Punch
- Explosion
- Hidden Power [Ground]

Gligar @ Choice Scarf
Ability: Sand Veil
Level: 5
EVs: 236 Atk / 236 Spe
Adamant Nature
- Earthquake
- Aqua Tail
- Stone Edge
- U-turn

Chinchou @ Life Orb
Ability: Volt Absorb
Level: 5
EVs: 58 Def / 228 SpA / 220 Spe
Modest Nature
- Agility
- Hydro Pump
- Thunderbolt
- Ice Beam

Porygon @ Life Orb
Ability: Trace
Level: 5
EVs: 76 HP / 236 SpA / 196 Spe
Timid Nature
- Agility
- Tri Attack
- Ice Beam
- Shadow Ball

Staryu @ Life Orb
Ability: Trace
Level: 5
EVs: 240 SpA / 240 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Thunderbolt
- Hidden Power [Fire]

Want to play DPP the way it was supposed to be played? Use this team. This features specials such as five Life Orbs, two essentially identical Agility sweepers, three offensive Water-types, and non-trivial defensive EVs on a total of one Pokemon. It was really good, too, as long as Hydro Pump didn't miss. You play this team by pressing the strongest attack available; sometimes maybe even Agility.

For a more detailed analysis, read the 2010 Smog article. (huh? 2010?)
 

San Tomas

had a Calm Mind
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LC Rising
Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 156 HP / 76 Atk / 196 Def / 76 Spe
Impish Nature
- Drain Punch
- U-turn
- Fake Out
- Knock Off

Murkrow @ Eviolite
Ability: Prankster
Level: 5
EVs: 36 HP / 236 Atk / 20 Def / 20 SpD / 188 Spe
Jolly Nature
- Substitute
- Roost
- Brave Bird
- Sucker Punch

Snover @ Choice Scarf
Ability: Snow Warning
Level: 5
EVs: 104 Atk / 184 SpA / 200 Spe
Hasty Nature
- Blizzard
- Giga Drain
- Ice Shard
- Hidden Power [Fire]

Drifloon @ Flying Gem
Ability: Unburden
Level: 5
EVs: 196 Atk / 116 SpA / 196 Spe
Naughty Nature
- Acrobatics
- Shadow Ball
- Substitute
- Hypnosis

Staryu @ Eviolite
Ability: Natural Cure
Level: 5
EVs: 36 HP / 196 SpA / 236 Spe
Timid Nature
- Hydro Pump
- Thunderbolt
- Rapid Spin
- Recover

Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Tri Attack
- Thunder Wave
- Shadow Ball
- Recover

The original BW2 balance team. As with all of the teams based off of this team, there's a strong focus on three things: being able to easily pivot, being able to deal with any setup sweeper (even after a boost), and having one or two lategame cleanup Pokemon. At the time this team was built, the combination of Mienfoo, Porygon, and Snover stopped every common threat; in postmodern BW2, this team does tend to struggle with hyper offense, especially Darumaka. However, the dual Flying-type threats of Murkrow and Drifloon give this team a chance to win nearly any game.

For a more detailed analysis, read the 2012 RMT.

Stinky Music
Omanyte @ Life Orb
Ability: Swift Swim
Level: 5
EVs: 236 HP / 36 SpA / 236 Spe
Modest Nature
- Hydro Pump
- AncientPower
- Ice Beam
- Stealth Rock

Stunky @ Life Orb
Ability: Aftermath
Level: 5
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Crunch
- Sucker Punch
- Explosion
- Hidden Power [Ground]

Gligar @ Choice Scarf
Ability: Sand Veil
Level: 5
EVs: 236 Atk / 236 Spe
Adamant Nature
- Earthquake
- Aqua Tail
- Stone Edge
- U-turn

Chinchou @ Life Orb
Ability: Volt Absorb
Level: 5
EVs: 58 Def / 228 SpA / 220 Spe
Modest Nature
- Agility
- Hydro Pump
- Thunderbolt
- Ice Beam

Porygon @ Life Orb
Ability: Trace
Level: 5
EVs: 76 HP / 236 SpA / 196 Spe
Timid Nature
- Agility
- Tri Attack
- Ice Beam
- Shadow Ball

Staryu @ Life Orb
Ability: Trace
Level: 5
EVs: 240 SpA / 240 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Thunderbolt
- Hidden Power [Fire]

Want to play DPP the way it was supposed to be played? Use this team. This features specials such as five Life Orbs, two essentially identical Agility sweepers, three offensive Water-types, and non-trivial defensive EVs on a total of one Pokemon. It was really good, too, as long as Hydro Pump didn't miss. You play this team by pressing the strongest attack available; sometimes maybe even Agility.

For a more detailed analysis, read the 2010 Smog article. (huh? 2010?)
Beautiful post, but I do want to point out that Murkrow is banned in current iterations of BW2. With that said, what would you recommend replacing it with in order to keep the team functioning?
 
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