Aerow
rebel
Approved by macle. Parts of the OP taken from TRC's RU teambuilding thread.
Welcome to the Little Cup teambuilding project!
This projects aim is to help newer Little Cup players to know what is, and isn't, viable to use on their Little Cup teams, and finding niches for less than common Pokemon that you haven't thought of before. For this, we would like you to post sets that work well and those that don't in the current metagame and explain why they do or do not work. From physical sweepers to hazard setters, we're looking to find which Pokemon are good at doing the job. Considering the usage stats, new players may be confused as to what is good to use in the tier.
That's where you guys come in! By posting your favorite sets with a quick little description, you can help save new users everywhere from using some less than effective sets, as well as helping them fill out their team by giving them a quick list of what fills different roles. Feel free to post sets that people should not be using, yet still do. Remember, however, that this is not the place to post overspecialized / gimmick sets. Those sets belong in the New/Creative movesets thread.
Other users can then comment on the set and discuss if it should be placed on the good or bad side of the fence. Discussion on sets is encouraged, so don't worry about jumping in and offering your input on a posted set! If a Pokemon fits under more than one category, list the role it is geared towards the most first, followed by the other roles it can perform with the same set. This is a great way for people new to Little Cup to see what additions could be good for a team, so check in regularly to see which Pokemon work so you can improve your team building skills!
This is what we'd like your posts providing sets to look like, and remember to export the set from a simulator so it's easily importable! It should including selling points as to why it is worthy of being considered for a spot on someone's team. If the Pokemon/set you post falls under the "what not to use" section, point out both the good and the bad as well as mentioning the issues it has. Since a lot of Pokemon are somewhat niche and very underrated, posting replays of these Pokemon in use can be great support to sell the set and to give players an idea of how they should be using the Pokemon. These replays can be put in the Additional Comments portion of your post.
RULES
Follow this format for your post:
What to use:
Fletchling
Ability: Gale Wings
Level: 5
EVs: 156 HP / 196 Atk / 92 Def / 52 SDef
Adamant Nature
- Acrobatics
- U-turn
- Swords Dance
- Roost
What It Does: Fletchling is a top tier threat that every team should prepare for. It is gifted with arguably the best ability in the tier Gale Wings, giving priority to Flying-types moves and Flying is such a good offensive type as it is, with powerful fighting-types and bulky Grass-types common in LC. No item is needed on this set to boost the power of Fletchlings Acrobatics, after a Swords Dance, priority Acrobatics tears through teams late game. With Fletchlings ability to easily revenge kill Pokemon it often causes lots of switches and U-turn is good to capatalise on this so that it can gain momentum and scout what your opponent is switching in. Priority Roost helps Archen recover HP if need be and although it is frail with no item, the switches it causes can give it Roost oppurtunities.
Good Teammates: Hazard setters like Ferroseed, Dwebble, Drilbur can weaken Pokemon giving Fletchling a much easier time cleaning up late game or revenge killing early on. Pokemon that can weaken or remove Pokemon that threaten Fletchling is also good, Focus Sash Diglett, can remove Chinchou, Magnemite, Pawnaird giving Fletchling an easier time. Other Flying-type Pokemon like Tailow and Doduo are walled by similar things and can as a result weaken them so Fletch can break through them. Tailow has acces to Steel Wing to make it a cool Archen lure and Doduo can use Knock Off to remove Eviolites and Berry Juices off of counters.
What Counters It: Being weak to Stealth Rocks certainly doesn't help Fletchling but with priority, Getting chipped away by rocks can also not do much depending on the opponents team. There are a few common Pokemon that can wall Fletchling. If it doesn't carry Overheat then Magnemite, Pawnaird and other steel-types become good counters, Archen, Tirtouga and Chinchou all resist Fletchlings Acrobatics and have STAB that can hit it super effectively
Any Additional Info: Using Fletch pretty much guarantees a 1500 elo on Showdown nah but seriosuly Overheat and Hp Grass are good options for nailing Steels and Tirtouga
Tirtouga @ Berry Juice
Trait: Sturdy
EVs: 212 Atk / 92 Def / 180 Spe
Adamant Nature
- Shell Smash
- Waterfall
- Stone Edge / Rock Slide
- Aqua Jet / Earthquake / Knock Off
Role: Physical Sweeper
What it does: Tirtouga is able to set up a Shell Smash from the safety given by Sturdy, ensuring it will survive a hit. The combination of this and the item Berry Juice effectively gives it two Focus Sashes, meaning it is much harder to take down and it also prevents misplays from being catastrophic, as Tirtouga will usually get a second chance. After a Shell Smash, Tirtouga reaches 36 Attack and 22 Speed, which it uses to tear opposing teams apart. Stone Edge hammers Flying-types, Waterfall does heavy damage to Drilbur, Earthquake nails Steel-types namely Pawniard and Magnemite, Aqua Jet is practically impossible to outspeed, good for finishing an opponent off, while Knock Off is useful for its effect as well as nailing Misdreavus.
Good Teammates: Tirtouga appreciates teammates that can stop some of the more frustrating opponents that like to cripple Tirtouga or Knock Off its Berry Juice. Mienfoo can take incoming Knock Offs and even provide Tirtouga an opening to sweep with a slow U-turn. Tirtouga needs some hazard removal also, as any residual damage will compromise its Sturdy. Drilbur can Rapid Spin hazards away while burrowing through opposing Sturdy Pokemon with its Mold Breaker Earthquake. Cottonee and Foongus also make good teammates as they cover Tirtouga's weaknesses well, as well as being able to cripple threats to Tirtouga.
What counters it: Cottonee can Encore Tirtouga into Shell Smash and simply Giga Drain it to death. Any bulky Grass-type Pokemon can exploit Tirtouga's 4x weakness - even with Sturdy intact. Bulky Fighting-types such as Mienfoo, Timburr, or Scraggy can also take a +2 Attack and reply with a super effective attack.
Scraggy @ Eviolite
Ability: Shed Skin / Moxie
Level: 5
Shiny: Yes
EVs: 36 HP / 156 Atk / 68 Def / 36 SDef / 212 Spd
Adamant Nature
- Dragon Dance
- Drain Punch
- Knock Off
- Poison Jab / Zen Headbutt
What it does: This Scraggy's role is to come in after one of your Pokemon faints, set up a Dragon Dance, and proceed to start attacking things with your move of choice. Drain Punch is your main STAB option, denting most things that aren't resistant to it after 1 or 2 boosts. Eviolite makes this set quite bulky, and it's able to survive an Acrobatics from Fletchling from Full Health, while hitting Fletchling back with a Drain Punch. Knock Off is your second STAB, and the advantage of the opponent not having an item is very nice. Knock Off is also a good option if the opposing Poke resists Drain Punch, or is Ghost Type. Poison Jab has the ability to hit Cottonee 4x super effectively, if you can predict it switching in. Zen Headbutt is for Croagunk and other poison types, as they wall Scraggy entirely without it, and it's also nice if you want to hit other Fighting Types for Super Effective damage. Shed Skin is for statuses, as Burn and Paralyze, as Scraggy is near-useless if it has a status. However, if you don't fear status ailments and want more power, Moxie is the preferred option.
Good Teammates: Fairy Types give Scraggy heaps of trouble. Cottonee can use Priority Encore after Scraggy uses Dragon Dance (although if you predict the switch, Cottonee falls to Poison Jab), and Spritzee can switch in and K.O. Scraggy with Moonblast (Spritzee doesn't take that much from Poison Jab, despite being weak to it). Therefore, a poison type such as Foongus or Koffing would be a good choice for a Teammate to remove Fairy types from the opposing team. Additionally, while Scraggy has the ability to survive an Acrobatics from Fletchling at Full Health, Scraggy is very prone to being revenge-killed afterwards. Thus, a Flying-Type-Counter such as Chinchou, Tirtouga, or Archen would be an excellent choice to pair with Scraggy.
What Counters It: The aforementioned Fairy Types give Scraggy a lot of trouble. Fletchling isn't necessarily a "Counter", but it makes a nice Check as it can put the hurt Scraggy with its Priority Acrobatics. Certain Pokemon that utilize Choice Scarf (such as the rare Choice Scarf Misdreavus or Choice Scarf Gastly) can K.O. Scraggy (Dazzling Gleam from Choice Scarfed Ghosts and Brave Bird from Doduo).
Any Additional Info: A set utilizing Choice Scarf and Moxie is also very viable. The immediate 1.5x speed that Choice Scarf offers is very nice, and after a few Moxie boosts, not many Pokemon can survive Scraggy's attacks. Fake Out can be used over Poison Jab, but inferior, and is not recommended. High Jump Kick is also an option, but since Misdreavus very common in this Metagame, Misdreavus has the opportunity to switch in on a predicted High Jump Kick, thus damaging Scraggy for 50% of its total health. Additionally, High Jump Kick does not heal you for any damage you deal, unlike Drain Punch. However, a 130 Base Power STAB move is very dangerous after one or two boosts, and it can very easily let Scraggy sweep a weakened team.
Houndour @ Life Orb
Ability: Flash Fire
Level: 5
EVs: 236 Spd / 196 Atk / 36 SAtk / 40 SDef
Lonely Nature / Hasty Nature
IVs: 0 HP
- Fire Blast
- Sucker Punch
- Pursuit
- Protect / Substitute
Roles: Pursuit Trapper, Mixed Attacker
What It Does: STAB Sucker Punch is the primary move, giving Houndour the ability to check top metagame threats such as Misdreavus, Abra, and Fletchling. Sucker Punch also causes numerous switches to be forced, allowing Hazards to rack up passive damage. Fire Blast is Houndour's Fire STAB of choice; its raw power is a force to be reckoned with and is amazingly hard to switch in on. With Knock Off rampant, many pokemon do not have an Eviolite scoring Houndour KOes frequently. Pursuit is used for trapping Ghosts and Psychic types as it allows has been. The final move is filler: Protect can be used to gaurd against Fake Out, extending Houndour's life span and Substitute lets Houndour capitalize on the many switches it forces.
Good Teammates: Mienfoo makes an excellent teammate for Houndour. Knocking Off the opposing teams Eviolites greatly increases Houndour's damage out put, allowing it to KO Evioliteless Mienfoo with Fire Blast. Spritzee doesn't care about too much of what checks/counter Houndour and can easily take the hits; Spritzee can also Wishpass into Houndour occasionally, letting it fire off more powerful STAB moves without having to worry about Life Orb recoil.
What Counters It: Houndour is extremely frail so anything that outspeeds or lives its powerful hits can defeat it. Most Fighting types easily counter Houndour, as do Tirtouga and most Chinchou variants. Porygon can abuse Trace to copy Flash Fire to wall Houndour as well.
Houndour @ Eviolite
Ability: Flash Fire
Level: 5
EVs: 156 HP / 120 Atk / 36 Def / 196 SDef
Sassy Nature
- Flamethrower / Fire Blast
- Sucker Punch
- Pursuit
- Will-O-Wisp
Roles: Pursuit Trapper, Bulky Attacker
What It Does: This set has one intent: checking Misdreavus. (Though it checks most other Ghosts rather well too.) With this EV spread, Houndour capitalizes on the item Eviolite to have quite considerable bulk, while retaining sufficient damage out put. Houndour's new found bulk lets it tank a +2 Hidden Power Fighting from Misdreavus which is quite a feat. Houndour also still musters 14 attack which is powerful enough to effectively Pursuit trap Misdreavus. Any Misdreavus with HP Fighting loses to a Sucker Punch + Pursuit combination while a Misdreavus lacking HP Fighting is able to live if Stealth Rocks are not up, though normally Houndour is switched in after Misdreavus has taken some damage so this isn't too much of an issue. Fire Blast is an option for a more powerful Fire STAB, but more often Flamethrower should be used as it is far more consistent and is not used often anyway. Will-o-wisp is used normally when predicting a physical attacker to switch in on Houndour, thus finding itself now crippled.
Good Teammates: A Rapid Spinner or Defogger is greatly appreciated as this allows Houndour to switch in with more ease, Drilbur and Archen are fine choices for this role. Something to absorb Knock Off is enjoyed and something to deal with the plethora of Fighting types in the tier is needed as well; Trubbish and Mienfoo both fit these niches and synergy with Houndour well.
What Counters It: Most powerful physical attackers counter Houndour, especially ones who simply shrug off Sucker Punch. Timburr and Scraggy are prime examples of a Houndour counter as long. Both can set up in Houndour's face fearing little while, thanks to Guts and Shed Skin. Drilbur is also able to KO Houndour, but takes a fair amount of damage from Sucker Punch and fears the burn as it switches in.
Any Addition Info: Houndour involves a lot of mind games as the opponent may try to dodge the Sucker Punches and avoid being trapped by Pursuit. Be aware of this heading into the battle. Also Pawniard is a more effective offensive check to Misdreavus; depending on your if your team builds a lot of momentum, Pawniard might be better suited to your team.
Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 196 Atk / 76 Def / 76 HP / 156 SDef
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- Bulk Up
What It Does: Timburr primary functions as both a Status absorber and an answer to Fighting-weak attackers such as Pawniard or Carvanha. Access to Knock Off means any Pokemon considering switching in will likely lose its item. It can make use of its bulk to switch in on ost neutral hits safely and threaten them back with is powerful Attack stat. Drain Punch keeps it healthy throughout the match, allowing it to continue taking resisted/neutral attacks multiple times. Priority in Mach Punch allows to threaten faster and frailer targets, limiting the threat if anything weak to it on the opposing team. Timburr finds great success at absorbing status for allies and threatening to remove the items or outright KO many pokemon.
Good Teammates: Late Game Sweepers such as Misdreavus thoroughly enjoy the Knock Off support Timburr offers, weakening the bulk of Walls in order to Sweep. Steel-types, such as Pawniard and Ferroseed can threaten Fairy-types for Timburr. In addition, Pawniard can form a Knock Off core with Timburr, allowing you to effectively soften up the opposing team. Rock and Electric-types, such as Archen and Chinchou can deal with Flying-types that can decimate Timburr. At the same time, Flying-types make decent partners, as they can deal with Foongus, Croagunk and any Bug-types who can cause Timburr trouble throughout the match.
What Counters It: Fairy-types can wall Timburr pretty effectively, as the resist much of Timburrs coverage and generally have the bulk to take repeated hits. Snubbull and Spritzee are two examples, Spritzee also has recovery in Wish, allowing it to switch in repeatedly. Poison-types like Koffing, Trubbish and Tentacool also give Timburr a hard time, resisting its STAB. Flying-types are very effective at keeping Timburr in Check, Vullaby can switch in safely the majority of the time and threaten with Brave Bird. Fletching and Archen can also outspeed and threaten with Acrobatics, though Archen will need be healthy enough to take a Mach Punch and be out of Defeatists range.
Any Additional Info: Bulk Up gives Timburr the potential to sweep unprepared teams, especially after their Fairy and Poison-types have been worn down. Posion Jab is a move often found on Timburr, and can threaten Fairies without their Eviolite from taking repeated hits. The elemental Punches are also available, and can hit the Flying-types such as Vullaby and Grass-types such as Foongus, notably, for super-effective damage.
Chinchou @ Berry Juice / Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SAtk / 60 Spd
Bold Nature
- Hydro Pump / Scald
- Volt Switch
- Heal Bell / Thunder Wave
- Thunderbolt / Hidden Power Ground
What it does: Chinchou is often found keeping various Flying and Electric-type Pokemon in check, as well as opposing Water-types. Due to its decent bulk and good typing, it can switch into many different attacks, and can limit the use of Electric-type moves due to its Ability, Volt Absorb. It functions well as a Pivot, Volt Switching out of the Grass-types it lures in and dissuading Ground-types from switching in due to its Secondary Water-typing.
Access to Heal Bell allows it to function as a Cleric, as it easily finds opportunities to use it when forcing out the many Pokemon it checks. Thunder Wave is used to spread Paralysis if it is so needed, and Scald puts pressure on any Physical attackers who risk switching in due to the Burn chance.
Good Teammates: Flying-types can cover its Grass weakness quite well, and have an immunity to the Ground-type moves that target Chinchou. Vullaby is effective, as it has great bulk to complement it, access to U-turn to form a Volturn core and immunity to Spore from Foongus who often switches into Chinchou. Fletchling also makes a great partner for more offensively inclined teams, as it also can form a Volturn core and immediately threaten Chinchous checks due to its strong priority. Fighting-types can help remove bulky Normal-types, such as Lickitung, who can easily switch in any attack, and Porygon, who can Trace Volt Absorb to gain an immunity to Volt Switch. Grass-types of your own can help weaken opposing Chinchou, as well as Ground-types that can switch-in safely. Allies who want status removed in order to sweep enjoy the Cleric support it offers. Examples of these are Nasty Plot Misdreavus and Shell Smasher users, such as Omanyte and Tirtouga.
What Counters It: Specially Defensive walls, such as Lickitung, Porygon or even Spritzee can switch in its attacks and easily stall it due to their access to recovery. Bulky Grass-types can safely switch in on any attack except the rare Ice Beam and threaten it with their STAB, Ferroseed and Foongus are two that function particularly well at this, having great bulk and Regenerator in Foongus' case. Timburr and Croagunk can check it well, as Timburr does not fear Scald Burns due to Guts and Croagunk has immunity to Water through Dry Skin. Ground-types can threaten Chinchou if they switch in on the proper move, Drilbur and Diglett both outspeed Chinchou and Diglett can also trap it with Arena Trap.
Any Additional Info: Soak can be used to make Grass-type switch-ins Water-type, in order to Pivot off of them with Volt Switch. Eviolite or Berry Juice are both run, so either can be expected, the former allowing it to take stronger attacks and the latter allowing it switch in on weak/resisted hits more often.
Snubbull @ Eviolite
Ability: Intimidate
Level: 5
EVs: 196 HP / 116 Def / 116 SDef / 36 Atk / 36 Spd
Impish Nature
- Play Rough
- Earthquake
- Rest
- Sleep Talk
What It Does: Snubbull has a welcomed ability for walling in Intimidate and with the retype it got in Gen 6 from Normal to Fairy, it is capable of walling some top tier Fighting types such as Mienfoo, Scraggy, Timburr, etc. instead of being weak to those said Fighting types. Although it doesn't have reliable recovery, RestTalk is a viable strategy for absorbing status and a form of recovery because of the perfect coverage that is attained through its STAB, Play Rough, and its coverage, Earthquake, which hits pretty hard coming off of 15 Attack. Eviolite is the go-to item for almost any bulky attacker/wall in LC and Snubbull benefits from it, reaching 25/21/18 with the Eviolite + investments. That is also further boosted when Intimidate is active on the opponent. Not only can it wall the Fighting types of the tier, but it can also tank neutral physical hits from almost any threat due to the added "bulk" of Intimidate.
Good Teammates: A good partner for it is Chinchou. This is because since Chinchou tends to run Heal Bell, it allows Snubbull to essentially get a "free" Rest and be back at full health to reign supreme against Physical attackers. Chinchou also checks the main threat to Snubbull's strategy of Intimidate walling which is Pawniard, who benefits from Intimidate drop due to Defiant. Another good partner for a more bulky attacker set is Steel- types such as Pawn or Magnemite. The infamous Steel + Fairy is a good defensive core as they cover each other's weaknesses pretty well.
What Counters It: Pawniard. This thing is a threat because it gets a free +1 from Intimidate, meaning Snubbull needs a partner or team support to take care of it. Other things that tend to counter it are Poison and Steel types not weak to EQ, such as Foongus and Ferroseed. Foongus can also put it to sleep without it getting recovery and Ferroseed can Leech Seed stall it whilst setting hazards. Although Snubbull does learn the elemental punches so if the Bulky Attacker set is what you use, then you can customize Snubbull to beat these threats.
Any Additional Info: A spread of 196 HP / 196 Atk / 36 Def / 36 SDef / 36 Spd can be used with Play Rough, EQ, Elemental Punch, T-Wave for Bulky Attacking Support. Snubbull can still tank hits thanks to Intimdate but doesn't have the longevity of the RestTalk set.
Ponyta @ Eviolite
Ability: Flame Body
Level: 5
Happiness: 0
EVs: 156 Atk / 76 Def / 76 SDef / 196 Spd
Impish Nature
- Morning Sun
- Flare Blitz
- Will-O-Wisp / Toxic
- Frustration / Wild Charge
What It Does: Ponyta happily spreads status throughout the opposing team, namely crippling burns. Pseudo dual status can be used with Toxic to have a greater effect on special attackers, however normally Will-o-wisp is preferred for the ability to guarantee the burn on physical threats. Flare Blitz is the STAB of choice as its recoil is easily mitigated with Morning Sun and is used in tandem with either Frustration or Wild Charge. Wild Charge is used to hit all water types not named Chinchou for SE damage, however Frustration can be used to hit most water types neutrally. Morning Sun provides longevity for Ponyta.
Good Teammates: Mons that complete the Fire-Grass-Water core with out creating an unresisted ground weakness make a brilliant defensive core. i.e. Pumpkaboo and Tentacool complement Ponyta with Rapid Spin support, a hard counter to Chinchou and Drillbur, and the ability to switch into each others weaknesses. Cottonee and Tirtouga also make a nice Fire-Grass-Water core. Cottonee dissuades most pokemon from setting up while forcing switches. Tirtouga has access to Stealth Rock which adds passive damage and provides a check to Fletchling lacking HP Grass. Ponyta appreciates hazards off of her side of the field, so spinners such as Drillbur or defoggers like Vullaby or Archen are appreciated.
What Counters It: Strong SE attacks, especially those from special attackers severely hamper Ponyta. Chinchou makes a great counter to Ponyta, as do Guts abusers. Timburr threatens Ponyta with Knock Offs and Drain Punches, welcoming the chance to be burned. If Taillow can somehow come safely (coming in on a predicted Status or Morning Sun), its Facades is a guaranteed 1HKO as long as Guts is activated.
Corphish @ Eviolite
Ability: Adaptability
Level: 5
Shiny: No
EVs: 196 Atk / 76 Def / 236 Spd
Adamant Nature
- Crabhammer
- Aqua Jet
- Knock Off
- Superpower
What It Does: Corphish is an underated pokemon that is a very good wall breaker. With 18 attack and Adaptability powering its 100 BP STAB Crabhammer Corphish is able to easily weaken Pokemon that don't resist it e.g. Crabhammer 2HKO's 156 HP / 116 Def Impish Mienfoo that is still holding its Eviolite. Knock Off is a great move on Corphish because it allows it to severely weaken common switch-ins such as Chinchou, and Foongus by removing their Eviolites / Berry Juices. Priority is a good thing in such a fast paced metagame and Aqua Jet backed with Adaptability packs a little bit of punch in a 40 BP move letting it pick off weakened faster threats, Abra on its Sash, Sturdy Smashers, etc. Superpower provides good coverage to this set 2HKOing any Ferroseed or Porygon foolish enough to switch in. With Eviolite Corphish also reaches 21 Def, letting it tank a physical hit or two and answer with Crabhammer ( a Fletchlings Adamant Acrobatics does 45-60%).
Good Teammates: Sweepers that appreciate Corphish's wall breaking ability are great partners so Fletchling, Carvahna and Tirtouga are some examples. Corphish lures in Pokemon that are also troublesome for the above pokemon, Chinchou, for some reason Ferroseed and Porygon like switching in, and in Carvahna and Tirtougas case, things like Foongus, Croagunk, etc Corphish at the very least removes Eviolites from these Pokemon so that the sweepers have an easier time breaking through and can also dish out damage to some of the above mentioned with Crabhammer and Superpower. With pokemon like these weakened, in come Fletchling, Tirtouga or Carvahna to clean up. Pokemon that can deal with Foongus are also beneficial because it can get a free switch in and while it doesn't like Knock Off, switching in on Corphish sets it up for a free Spore on something so having a pokemon like Ferroseed which is immune to Spore and can set up hazards which aids Corphish in turning 2HKO's into potential 1HKO's.
What Counters It: Many Pokemon can beat Corphish due to its low special defense with super effective special moves but they may take a Knock Off in the process, aside from Knock Off however, Corphish can't do much to Chinchou and Foongus which can beat them with their supereffective Stabs. 13 Speed is also quite low so Pokemon that outspeed like Magnemite can KO it with Volt Switch. Abra with its Focus Sash intact can beat it, Misdreavus too although it doesn't like Knock Off.
Any Additional Info: Corphish also has access to Swords Dance and Dragon Dance to aid its wallbreaking potential but that could come at the cost of the coverage of Superpower, which I think is more important to hit Ferroseed and Porygon.
Scraggy @ Eviolite
Ability: Shed Skin / Moxie
Level: 5
Shiny: Yes
EVs: 36 HP / 156 Atk / 68 Def / 36 SDef / 212 Spd
Adamant Nature
- Dragon Dance
- Drain Punch
- Knock Off
- Poison Jab / Zen Headbutt
Roles: Physical Sweeper, Bulky Attacker, Wallbreaker, Stallbreaker, Late Game Cleaner, Tank
What it does: This Scraggy's role is to come in after one of your Pokemon faints, set up a Dragon Dance, and proceed to start attacking things with your move of choice. Drain Punch is your main STAB option, denting most things that aren't resistant to it after 1 or 2 boosts. Eviolite makes this set quite bulky, and it's able to survive an Acrobatics from Fletchling from Full Health, while hitting Fletchling back with a Drain Punch. Knock Off is your second STAB, and the advantage of the opponent not having an item is very nice. Knock Off is also a good option if the opposing Poke resists Drain Punch, or is Ghost Type. Poison Jab has the ability to hit Cottonee 4x super effectively, if you can predict it switching in. Zen Headbutt is for Croagunk and other poison types, as they wall Scraggy entirely without it, and it's also nice if you want to hit other Fighting Types for Super Effective damage. Shed Skin is for statuses, as Burn and Paralyze, as Scraggy is near-useless if it has a status. However, if you don't fear status ailments and want more power, Moxie is the preferred option.
Good Teammates: Fairy Types give Scraggy heaps of trouble. Cottonee can use Priority Encore after Scraggy uses Dragon Dance (although if you predict the switch, Cottonee falls to Poison Jab), and Spritzee can switch in and K.O. Scraggy with Moonblast (Spritzee doesn't take that much from Poison Jab, despite being weak to it). Therefore, a poison type such as Foongus or Koffing would be a good choice for a Teammate to remove Fairy types from the opposing team. Additionally, while Scraggy has the ability to survive an Acrobatics from Fletchling at Full Health, Scraggy is very prone to being revenge-killed afterwards. Thus, a Flying-Type-Counter such as Chinchou, Tirtouga, or Archen would be an excellent choice to pair with Scraggy.
What Counters It: The aforementioned Fairy Types give Scraggy a lot of trouble. Fletchling isn't necessarily a "Counter", but it makes a nice Check as it can put the hurt Scraggy with its Priority Acrobatics. Certain Pokemon that utilize Choice Scarf (such as the rare Choice Scarf Misdreavus or Choice Scarf Gastly) can K.O. Scraggy (Dazzling Gleam from Choice Scarfed Ghosts and Brave Bird from Doduo).
Any Additional Info: A set utilizing Choice Scarf and Moxie is also very viable. The immediate 1.5x speed that Choice Scarf offers is very nice, and after a few Moxie boosts, not many Pokemon can survive Scraggy's attacks. Fake Out can be used over Poison Jab, but inferior, and is not recommended. High Jump Kick is also an option, but since Misdreavus very common in this Metagame, Misdreavus has the opportunity to switch in on a predicted High Jump Kick, thus damaging Scraggy for 50% of its total health. Additionally, High Jump Kick does not heal you for any damage you deal, unlike Drain Punch. However, a 130 Base Power STAB move is very dangerous after one or two boosts, and it can very easily let Scraggy sweep a weakened team.
Zigzagoon @ Berry Juice
Ability: Pickup
Level: 5
EVs: 132 HP / 196 Atk / 28 Def / 108 SDef / 36 Spe
Adamant Nature
- Belly Drum
- Extremespeed
- Thief
- Protect / Rock Smash / Seed Bomb
Role: Late-game cleaner
What it does: Zigzagoon is a terrifying late-game sweeper due to its unique combination of Belly Drum and STAB Extremespeed. After just 1 turn of setup, Zigzagoon reaches a sky-high 52 Attack with no drawbacks, thanks to Berry Juice negating the HP loss from Belly Drum. After it sets up, Zigzagoon can proceed to fire off stupidly powerful Extremespeeds. Because Extremespeed is a +2 priority move, Zigzagoon cannot be revenge killed by any of LC's powerful priority users such as Timburr or Fletchling. Thief is Zigzagoon's best option for hitting Ghost-types, and can OHKO every one in the tier at +6. The last moveslot is a tossup which depends on what your team can handle. Protect allows Zigzagoon to beat Fake Out users, who could otherwise stop its sweep with some luck and prediction. Rock Smash hits Rock- and Steel-types, most notably Pawniard, but its low BP may make it unappealing. Lastly, Seed Bomb makes quick work of bulky Rock-types such as Tirtouga and Onix who would otherwise wall Zigzagoon completely. Pickup is a mostly situational ability, but it can come in handy when facing Pokemon with Sturdy to grab some extra health.
Good Teammates: Zigzagoon needs Stealth Rock support to break Sturdy and Focus Sashes, as otherwise its sweep can easily be put to a halt. It also greatly appreciates Memento support, as if it takes a powerful hit, it will be left at 50% health after a Belly Drum. Finally, Zigzagoon appreciates having common Rock- and Steel- types eliminate or at least weeakened so it has an easier time with them. Diglett is capable of providing all 3 of these, making it a fantastic partner to Zigzagoon. It also really appreciates having the opponent's Ghost-types gone before it sets up, so a powerful Knock Off user such as Pawniard also makes a good teammate.
What Counters It: Ghost-types, particularly Misdreavus, are a massive thorn in Zigzagoon's side,as most are able to outspeed it and either cripple it with Will-O-Wisp or smack it with a powerful attack. Rock- and Steel-types are also able to check it - most are able to take an Extremespeed and attack it. Extremely bulky Pokemon that are neutral to Extremespeed, such as Spritzee, can tank an Extremespeed in a pinch with a little bit of luck. Finally, Zigzagoon cannot set up on anything with Knock Off, as if it gets its Berry Juice knocked off, it will be left at very low HP.
Any Additional Info: Zigzagoon has a few other coverage options at its disposal. Iron Tail guarantees an OHKO on Spritzee while also hitting Rock-types, but its 75% accuracy is less than ideal, while Dig hits both Rock- and Steel-types, but the charge turn can be easily taken advantage of. Also, Zigzagoon can run a Salac Berry with Gluttony to grab a Speed boost when it sets up, but this makes it much harder for Zigzagoon to set up as a strong attack on its setup turn can cause Belly Drum to fail, making it complete dead weight.
Fletchling
Ability: Gale Wings
Level: 5
EVs: 156 HP / 196 Atk / 92 Def / 52 SDef
Adamant Nature
- Acrobatics
- U-turn
- Swords Dance
- Roost
What It Does: Fletchling is a top tier threat that every team should prepare for. It is gifted with arguably the best ability in the tier Gale Wings, giving priority to Flying-types moves and Flying is such a good offensive type as it is, with powerful fighting-types and bulky Grass-types common in LC. No item is needed on this set to boost the power of Fletchlings Acrobatics, after a Swords Dance, priority Acrobatics tears through teams late game. With Fletchlings ability to easily revenge kill Pokemon it often causes lots of switches and U-turn is good to capatalise on this so that it can gain momentum and scout what your opponent is switching in. Priority Roost helps Archen recover HP if need be and although it is frail with no item, the switches it causes can give it Roost oppurtunities.
Good Teammates: Hazard setters like Ferroseed, Dwebble, Drilbur can weaken Pokemon giving Fletchling a much easier time cleaning up late game or revenge killing early on. Pokemon that can weaken or remove Pokemon that threaten Fletchling is also good, Focus Sash Diglett, can remove Chinchou, Magnemite, Pawnaird giving Fletchling an easier time. Other Flying-type Pokemon like Tailow and Doduo are walled by similar things and can as a result weaken them so Fletch can break through them. Tailow has acces to Steel Wing to make it a cool Archen lure and Doduo can use Knock Off to remove Eviolites and Berry Juices off of counters.
What Counters It: Being weak to Stealth Rocks certainly doesn't help Fletchling but with priority, Getting chipped away by rocks can also not do much depending on the opponents team. There are a few common Pokemon that can wall Fletchling. If it doesn't carry Overheat then Magnemite, Pawnaird and other steel-types become good counters, Archen, Tirtouga and Chinchou all resist Fletchlings Acrobatics and have STAB that can hit it super effectively
Any Additional Info: Using Fletch pretty much guarantees a 1500 elo on Showdown nah but seriosuly Overheat and Hp Grass are good options for nailing Steels and Tirtouga
Chinchou @ Berry Juice / Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SAtk / 60 Spd
Bold Nature
- Hydro Pump / Scald
- Volt Switch
- Heal Bell / Thunder Wave
- Thunderbolt / Hidden Power Ground
What it does: Chinchou is often found keeping various Flying and Electric-type Pokemon in check, as well as opposing Water-types. Due to its decent bulk and good typing, it can switch into many different attacks, and can limit the use of Electric-type moves due to its Ability, Volt Absorb. It functions well as a Pivot, Volt Switching out of the Grass-types it lures in and dissuading Ground-types from switching in due to its Secondary Water-typing.
Access to Heal Bell allows it to function as a Cleric, as it easily finds opportunities to use it when forcing out the many Pokemon it checks. Thunder Wave is used to spread Paralysis if it is so needed, and Scald puts pressure on any Physical attackers who risk switching in due to the Burn chance.
Good Teammates: Flying-types can cover its Grass weakness quite well, and have an immunity to the Ground-type moves that target Chinchou. Vullaby is effective, as it has great bulk to complement it, access to U-turn to form a Volturn core and immunity to Spore from Foongus who often switches into Chinchou. Fletchling also makes a great partner for more offensively inclined teams, as it also can form a Volturn core and immediately threaten Chinchous checks due to its strong priority. Fighting-types can help remove bulky Normal-types, such as Lickitung, who can easily switch in any attack, and Porygon, who can Trace Volt Absorb to gain an immunity to Volt Switch. Grass-types of your own can help weaken opposing Chinchou, as well as Ground-types that can switch-in safely. Allies who want status removed in order to sweep enjoy the Cleric support it offers. Examples of these are Nasty Plot Misdreavus and Shell Smasher users, such as Omanyte and Tirtouga.
What Counters It: Specially Defensive walls, such as Lickitung, Porygon or even Spritzee can switch in its attacks and easily stall it due to their access to recovery. Bulky Grass-types can safely switch in on any attack except the rare Ice Beam and threaten it with their STAB, Ferroseed and Foongus are two that function particularly well at this, having great bulk and Regenerator in Foongus' case. Timburr and Croagunk can check it well, as Timburr does not fear Scald Burns due to Guts and Croagunk has immunity to Water through Dry Skin. Ground-types can threaten Chinchou if they switch in on the proper move, Drilbur and Diglett both outspeed Chinchou and Diglett can also trap it with Arena Trap.
Any Additional Info: Soak can be used to make Grass-type switch-ins Water-type, in order to Pivot off of them with Volt Switch. Eviolite or Berry Juice are both run, so either can be expected, the former allowing it to take stronger attacks and the latter allowing it switch in on weak/resisted hits more often.
Magnemite @ Berry Juice
Ability: Trace
Level: 5
EVs: 36 Def / 236 SAtk / 236 Spd
Timid Nature
- Endure
- Recycle
- Flash Cannon
- Volt Switch
What It Does: Magnemite is a powerful special attacker who was gifted with the ability for insane longevity this generation. The unbanning of Berry Juice has offered a lot to Magnemite, as Magnemite has access to the ability Sturdy and an ideal HP stat to abuse this amazing item. Magnemite is able to live any hit, save multi-hit ground moves, thanks to Sturdy. However a large portion of the time, it is knocked below half health. Whenever this happens, Berry Juice is activated bringing Magnemite back to full. However, hazards break sturdy, so often Magnemite is at risk of fainting. Endure patches this flaw as it allows the user to survive the next hit with at least 1 HP, essentially another Sturdy. Recycle restores the Berry Juice if it has been used already, enabling Magnemite to be replenish its health numerous times. Volt Switch is used over Thunderbolt for the momentum it adds and is still decently powerful. Flash Cannon is a second STAB and grants neutral damage against Grass types and Ground types and super effective damage against Fairy types.
Good Teammates: Fletchling appreciates Magnemite as it can effectively deal with any opposing Fletchlings lacking Overheat. Magnemite can also KO Archen (an amazing Fletchling counter) with Volt Switch providing Archen lacks Earthquake or Sturdy is intact. Mienfoo compliments Magnemite in complementing a Volt-Turn core and acts as a nice Knock Off sponge. Trubbish also acts as a Knock Off absorber, but can stack spikes for passive damage.
What Counters It: Knock Off ruins Magnemite; i.e. Pawnaird and Fighting types completely hard counter Magnemite providing they get the Knock Off on Magnemite. Drillbur has Mold Breaker to ignore Sturdy and easily KO with Earthquake. Will-o-wisp also destroys Sturdy for the remainder of the match, making this set practically useless for anything other than Volt Switch and killing Fairys.
Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SDef
Bold Nature
- Hidden Power [Fighting] / Stun Spore
- Giga Drain
- Sludge Bomb / Clear Smog
- Spore
What It Does: Foongus is acts as a phenomenal pivot due to its solid defensive typing and Regenerator. Eviolite allows it to take neutral and resisted hits with ease, while the given EVs and nature allow Foongus to hit Eviolite numbers, which are when the defense stat is an even number; this is ideal because Eviolite boosts round down. Giga Drain and Regenerator allow Foongus to stick around; the latter is especially notable because it means Foongus can repeatedly check and force key threats out without needing to constantly heal, making it an ideal pivot, while the former also acts as a STAB move. Foongus has two excellent options for its second STAB; it can go for a 30% chance and decent base damage with Sludge Bomb, or help check a variety of set-up sweepers with Sludge Bomb. Spore is a rare but incredibly useful move, almost guaranteed to take at least one opposing Pokemon out of the match, and a large part of Foongus's niche. Foongus also has a few options for its filler move, including Hidden Power Fighting to lure in and crush Pawniard, and Stun Spore as an alternate status move for when Sleep Clause is activated or Spore needs to be saved for something else. Foongus is a great addition to a variety of team archetypes because it can repeatedly check a variety of important threats, including but not limited to Mienfoo, Pawniard, Timburr, Carvanha, Tirtouga, Chinchou, Cottonee, Drilbur, and Spritzee. However, it struggles against certain other Pokemon, such as Fletchling, Abra, and Ponyta.
Good Teammates: Fellow Regenerator-abusing Pokemon in Mienfoo and Slowpoke are nice teammates because they form a Regenerator core with Foongus, which can be a nuisance to break through, since members of the core will be able to remain healthy for extended periods of time. Pokemon that can deal with threats that force Foongus out are also appreciated; for example, Archen is helpful to beat Fletchling, while the previously mentioned Slowpoke can take out Ponyta. Archen is also useful as a teammate to Regenerator cores because it is able to utilize Defog to clear hazards, which is useful for a core that relies so much on switching. Overall, however, as long as a team doesn't compound Foongus's weaknesses too badly, it will usually appreciate Foongus's presence, so it shouldn't be too much trouble to fit Foongus onto a team.
What Counters It: Vullaby and Ferroseed are two Pokemon that are able to switch into anything Foongus has to offer and force it out; the former has Overcoat while the latter is a Grass-type to deal with Spore, while both resist Giga Drain. Vullaby's innately high special bulk and access to Flying STAB means Foongus will have a great deal of trouble against opposing Vullaby, while Ferroseed is immune to Sludge Bomb and can freely set hazards up against Foongus. Once Sleep Clause has been activated, Foongus is much easier to deal with; Ponyta, Archen, Croagunk, Trubbish, Gastly, Larvesta and Koffing will all be able to switch into Foongus in such a scenario and beat it handily. Fletchling, Abra, Doduo, Houndour and Vulpix are notable threats that might not enjoy taking a Sludge Bomb, but will be able to deal with Foongus once they're in. Keep in mind that Foongus doesn't mind repeatedly switching out of unfavourable match-ups thanks to Regenerator.
Any Additional Info: Foongus is great at what it does, but can't do much else :(
Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 196 Atk / 76 Def / 76 HP / 156 SDef
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- Bulk Up
What It Does: Timburr primary functions as both a Status absorber and an answer to Fighting-weak attackers such as Pawniard or Carvanha. Access to Knock Off means any Pokemon considering switching in will likely lose its item. It can make use of its bulk to switch in on ost neutral hits safely and threaten them back with is powerful Attack stat. Drain Punch keeps it healthy throughout the match, allowing it to continue taking resisted/neutral attacks multiple times. Priority in Mach Punch allows to threaten faster and frailer targets, limiting the threat if anything weak to it on the opposing team. Timburr finds great success at absorbing status for allies and threatening to remove the items or outright KO many pokemon.
Good Teammates: Late Game Sweepers such as Misdreavus thoroughly enjoy the Knock Off support Timburr offers, weakening the bulk of Walls in order to Sweep. Steel-types, such as Pawniard and Ferroseed can threaten Fairy-types for Timburr. In addition, Pawniard can form a Knock Off core with Timburr, allowing you to effectively soften up the opposing team. Rock and Electric-types, such as Archen and Chinchou can deal with Flying-types that can decimate Timburr. At the same time, Flying-types make decent partners, as they can deal with Foongus, Croagunk and any Bug-types who can cause Timburr trouble throughout the match.
What Counters It: Fairy-types can wall Timburr pretty effectively, as the resist much of Timburrs coverage and generally have the bulk to take repeated hits. Snubbull and Spritzee are two examples, Spritzee also has recovery in Wish, allowing it to switch in repeatedly. Poison-types like Koffing, Trubbish and Tentacool also give Timburr a hard time, resisting its STAB. Flying-types are very effective at keeping Timburr in Check, Vullaby can switch in safely the majority of the time and threaten with Brave Bird. Fletching and Archen can also outspeed and threaten with Acrobatics, though Archen will need be healthy enough to take a Mach Punch and be out of Defeatists range.
Any Additional Info: Bulk Up gives Timburr the potential to sweep unprepared teams, especially after their Fairy and Poison-types have been worn down. Posion Jab is a move often found on Timburr, and can threaten Fairies without their Eviolite from taking repeated hits. The elemental Punches are also available, and can hit the Flying-types such as Vullaby and Grass-types such as Foongus, notably, for super-effective damage.
Ponyta @ Eviolite
Ability: Flame Body
Level: 5
Happiness: 0
EVs: 156 Atk / 76 Def / 76 SDef / 196 Spd
Impish Nature
- Morning Sun
- Flare Blitz
- Will-O-Wisp / Toxic
- Frustration / Wild Charge
What It Does: Ponyta happily spreads status throughout the opposing team, namely crippling burns. Pseudo dual status can be used with Toxic to have a greater effect on special attackers, however normally Will-o-wisp is preferred for the ability to guarantee the burn on physical threats. Flare Blitz is the STAB of choice as its recoil is easily mitigated with Morning Sun and is used in tandem with either Frustration or Wild Charge. Wild Charge is used to hit all water types not named Chinchou for SE damage, however Frustration can be used to hit most water types neutrally. Morning Sun provides longevity for Ponyta.
Good Teammates: Mons that complete the Fire-Grass-Water core with out creating an unresisted ground weakness make a brilliant defensive core. i.e. Pumpkaboo and Tentacool complement Ponyta with Rapid Spin support, a hard counter to Chinchou and Drillbur, and the ability to switch into each others weaknesses. Cottonee and Tirtouga also make a nice Fire-Grass-Water core. Cottonee dissuades most pokemon from setting up while forcing switches. Tirtouga has access to Stealth Rock which adds passive damage and provides a check to Fletchling lacking HP Grass. Ponyta appreciates hazards off of her side of the field, so spinners such as Drillbur or defoggers like Vullaby or Archen are appreciated.
What Counters It: Strong SE attacks, especially those from special attackers severely hamper Ponyta. Chinchou makes a great counter to Ponyta, as do Guts abusers. Timburr threatens Ponyta with Knock Offs and Drain Punches, welcoming the chance to be burned. If Taillow can somehow come safely (coming in on a predicted Status or Morning Sun), its Facades is a guaranteed 1HKO as long as Guts is activated.
Snubbull @ Eviolite
Ability: Intimidate
Level: 5
EVs: 196 HP / 116 Def / 116 SDef / 36 Atk / 36 Spd
Impish Nature
- Play Rough
- Earthquake
- Rest
- Sleep Talk
What It Does: Snubbull has a welcomed ability for walling in Intimidate and with the retype it got in Gen 6 from Normal to Fairy, it is capable of walling some top tier Fighting types such as Mienfoo, Scraggy, Timburr, etc. instead of being weak to those said Fighting types. Although it doesn't have reliable recovery, RestTalk is a viable strategy for absorbing status and a form of recovery because of the perfect coverage that is attained through its STAB, Play Rough, and its coverage, Earthquake, which hits pretty hard coming off of 15 Attack. Eviolite is the go-to item for almost any bulky attacker/wall in LC and Snubbull benefits from it, reaching 25/21/18 with the Eviolite + investments. That is also further boosted when Intimidate is active on the opponent. Not only can it wall the Fighting types of the tier, but it can also tank neutral physical hits from almost any threat due to the added "bulk" of Intimidate.
Good Teammates: A good partner for it is Chinchou. This is because since Chinchou tends to run Heal Bell, it allows Snubbull to essentially get a "free" Rest and be back at full health to reign supreme against Physical attackers. Chinchou also checks the main threat to Snubbull's strategy of Intimidate walling which is Pawniard, who benefits from Intimidate drop due to Defiant. Another good partner for a more bulky attacker set is Steel- types such as Pawn or Magnemite. The infamous Steel + Fairy is a good defensive core as they cover each other's weaknesses pretty well.
What Counters It: Pawniard. This thing is a threat because it gets a free +1 from Intimidate, meaning Snubbull needs a partner or team support to take care of it. Other things that tend to counter it are Poison and Steel types not weak to EQ, such as Foongus and Ferroseed. Foongus can also put it to sleep without it getting recovery and Ferroseed can Leech Seed stall it whilst setting hazards. Although Snubbull does learn the elemental punches so if the Bulky Attacker set is what you use, then you can customize Snubbull to beat these threats.
Any Additional Info: A spread of 196 HP / 196 Atk / 36 Def / 36 SDef / 36 Spd can be used with Play Rough, EQ, Elemental Punch, T-Wave for Bulky Attacking Support. Snubbull can still tank hits thanks to Intimdate but doesn't have the longevity of the RestTalk set.
Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Tri Attack
- Thunder Wave
- Recover
- Shadow Ball
What It Does: Porygon is an phenomenal special wall capable of stopping many powerful threats. Tri Attack is Porygon's obligatory STAB which provides decent damage and even a 20% chance to cripple the opponent. Thunder Wave hampers setup sweepers not behind a Substitute and can often end a sweep on the spot. Recover is for longevity and can be used alongside Thunder Wave to fish for the paralysis so a free turn of recovery is gained. Shadow Ball is used to damage the Ghost types and Psychic types you are often walling.
Good Teammates: Larvesta, Croagunk and Mienfoo all pair exceedingly well with Porygon. Larvesta can easily handle all fighting types not named Timburr due to its Fighting resistance and ability. Croagunk has an awesome typing that also allows it to check most fighting types, save Acrobatics Mienfoo. Croagunk can also doesn't mind a Knock Off too bad, but it is still an issue for Croagunk. Mienfoo on the other hand can easily take Knock Offs and switch in multiple times throughout the match to what ever the opponent brings in to deal with Porygon. Additionally, Misdreavus benefits from Porygon's ability to deal with opposing Misdreavus and Abras who otherwise might end her sweep due to speed ties.
What Counters It: Knock Off is detrimental to Porygon who relies on Eviolite to stay absurdly bulky. And as a general rule of thumb, Fighting types can easily counteract Porygon with their STAB Drain Punches and the ever present Knock Off. Pawniard doesn't mind either of Porygon's offensive moves, though Tri Attck does have a 20% chance to cripple Pawniard, and can Knock Off Porygon's Eviolite and Brick Break/Iron Head Porygon to death.
Any Additional Info: Ice Beam can be used over Shadow Ball or Thunder Wave, however this does very little to Misdreavus who (if it's running Substitute + Nasty Plot) can set up in Porygon's face or isn't losing worth the ability to stop sweeps cold.
Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Tri Attack
- Thunder Wave
- Recover
- Shadow Ball
What It Does: Porygon is an phenomenal special wall capable of stopping many powerful threats. Tri Attack is Porygon's obligatory STAB which provides decent damage and even a 20% chance to cripple the opponent. Thunder Wave hampers setup sweepers not behind a Substitute and can often end a sweep on the spot. Recover is for longevity and can be used alongside Thunder Wave to fish for the paralysis so a free turn of recovery is gained. Shadow Ball is used to damage the Ghost types and Psychic types you are often walling.
Good Teammates: Larvesta, Croagunk and Mienfoo all pair exceedingly well with Porygon. Larvesta can easily handle all fighting types not named Timburr due to its Fighting resistance and ability. Croagunk has an awesome typing that also allows it to check most fighting types, save Acrobatics Mienfoo. Croagunk can also doesn't mind a Knock Off too bad, but it is still an issue for Croagunk. Mienfoo on the other hand can easily take Knock Offs and switch in multiple times throughout the match to what ever the opponent brings in to deal with Porygon. Additionally, Misdreavus benefits from Porygon's ability to deal with opposing Misdreavus and Abras who otherwise might end her sweep due to speed ties.
What Counters It: Knock Off is detrimental to Porygon who relies on Eviolite to stay absurdly bulky. And as a general rule of thumb, Fighting types can easily counteract Porygon with their STAB Drain Punches and the ever present Knock Off. Pawniard doesn't mind either of Porygon's offensive moves, though Tri Attck does have a 20% chance to cripple Pawniard, and can Knock Off Porygon's Eviolite and Brick Break/Iron Head Porygon to death.
Any Additional Info: Ice Beam can be used over Shadow Ball or Thunder Wave, however this does very little to Misdreavus who (if it's running Substitute + Nasty Plot) can set up in Porygon's face or isn't losing worth the ability to stop sweeps cold.
Onix @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 76 HP / 236 Atk / 196 Spd
Jolly Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Taunt
What It Does: Onix is a fairly useful, albeit less used Pokemon than say Dwebble or Defensive Tirt. What it has over both of them is a little thing called Taunt. With it reaching 17 speed with the given nature/investment, it allows it to outspeed (speedtie with opposing Onix and losing to Diglett) and Taunt other leads/hazard setters before they start the stacking. And even without investment, Onix still reaches a nice bulk of 21/22/11, allowing him to take a few physical hits. Granted the idea of SturdyJuice is a thing with Onix, and in this case it is used as insurance to ensure the Taunt/Rocks get up (and maybe even a few hits can be given coming off of 14 Atk). Both of these ideas, the fact that it can Taunt plus set up hazards, is unique in practice (although there are pokes who get this combo, none of them are "viable").
Good Teammates: Any Pokemon in LC appreciates hazards, so to be fair, any poke can be a good teammate. Onix and any poke weak to hazards, such as Archen, Fletchling, Vullaby, and so on, are good teammates because with Onix Taunting other leads to not set up hazards he can also whittle them down to be RK'd and/or set up own hazards. Other good teammates are set up sweepers so that Sash users (bar Abra [which is trash imo]) cannot come in and stop their sweep because their Sash'll be broken by Rocks.
What Counters It: Diglett is a great lead that can counter it by still being able to get up its Rocks and thus causing problems for Onix's team. Another poke that troubles it is Cottonee, as it can Encore Onix into Rocks, Taunt, or EQ and beat it 1v1. Will-O-Wisp users wreck Onix's offensive capabilities and break the SturdyJuice, allowing it to possibly be killed without completing its job.
Any Additional Info: The 76 EVs in HP > Special Defense is used to survive a Earthquake from Drilbur
Archen @ Eviolite
Ability: Defeatist
Level: 5
EVs: 236 HP / 236 Def / 36 Spd
Impish Nature
- Defog / Stelalth Rock
- Rock Slide
- Roost
- U-turn / Knock Off / Earthquake
Role: Hazards Remover, Hazard Setter, Support, Pivot
What It Does: Defensive Archen is less common than its more offensive variant but it swaps offensive presence with more bulk and staying power with Eviolite and Roost. The main thing that defensive Archen does is support the team however the set can be tweaked to let it give the support your team needs. For example Archen can act as a hazard remover if needed with Defog, or be a hazard setter instead, having access to Stealth Rock. It can choose to support the team by using Knock Off, or act as a pivot with U-turn so the set is easily tweaked to suit team requirements. Roost is the crux of the set, and is the main thing that seperates its role from offensive Archen because it allows Archen to recover its HP letting it stick around for the duration of a match. Rock Slide along with its bulk and typing, lets it act as a 'Bird' counter with powerful flying types being everywhere in this metagame Earthquake can be used for Steel-types, mainly Magnemite but keep in mind Archen can also just U-turn if it predicts one of them to switch in.
Good Teammates: Since this Archen set is designed to support team mates, there are a lot of Pokemon that can benefit from its support, Hazard weak Pokemon appreciate Defog such as Larvesta, With Archens ability to wall Fletchling Fighting-types make good team mates, Archen not carrying EQ becomes a target for Steel-types and Archen can simply U-turn out on Magnemite, Pawnaird, etc and bring in a Fighting-type. Bulky Grass-types also appreciate Archens ability to beat Fletchling, and soak up electric and water attacks that Archen hates. Notable ones include Foongus and Cottonee.
What Counters It: Despite having Defog, Stealth Rocks hamper Archens preformance by forcing it to Roost in sitautions where it could of set up its on Stealth Rocks or pivoted out with U-turn. If it isn't running Earthquake, then Pawnaird, Chinchou and Magnemite have a much easier time beating it, Knock Off will make it easier to take down. Set up sweepers that don't mind Archens coverage moves will also make short work of it.
Any Additional Info: Nice alternative to the more offensive set
Tirtouga @ Eviolite
Ability: Solid Rock
Level: 5
EVs: 84 Atk / 156 SDef / 12 SAtk / 252 Def / 4 HP
Sassy Nature
- Stealth Rock
- Scald
- Knock Off
- Aqua Jet / Rock Slide / Earthquake
Role: Hazard Setter, Support
What It Does: This Tirtouga set uses its excellent bulk and typing to give it plenty of oppurtunities to support its team. It provieds Stealth Rock, which is such a valuable hazard dealing damage to Pokemon trying to switch in. With Solid Rock, Tirtouga is able to take some random super effective hits although it isn't recommended to let him take those hits. It can freely switch in on Fletchling, one of the most common Pokemon in the tier, Knock Off support is very valuable since most Pokemon lose their effectiveness after having their Choice Scarf, Berry Juice, or Eviolite removed. Scald gives you a STAB move and the 30% chance to burn is often appreciated with Fighting-types being able to hit it super effectively. Aqua Jet lets you pick of weakened threats, Pokemon on their Sturdy, Abra on its Focus Sash so it is a cool move, however Earthqauke is also good for nailing Steel-types and making sure Croagunk can't get a free switch. Rock Slide gives you something to super effectively hit Flying-types.
Good Teammates: Makes a good defensive core with Cottonee and Foongus, they synergise very well type wise (Cottonee and Tirtouga have perfect type synergy) and Tirtouga can remove Flying-type Pokemon that the other two hate. Along with Tirtouga, Foongus / Cottonee can provide great support for offensive Pokemon with Tirtouga having acces to moves like Spore, Stun Spore, Memento, Encore, Switcheroo, Leech Seed, Knock Off, Stealth Rock making Tirtouga + Grass-type great on balanced teams. Sweepers in general pair up well with Tirtouga since Knock Off and Stealth Rock support makes things considerably easier to sweep.
What Counters It: Croagunk and Timburr don't care about Scald because of their abilities and can hit it supereffectively with Fighting-type STAB. Despite its bulk and Solid Rock, Grass is 4x super effective to it so even with Solid Rock a super effective Giga Drain from the likes of Foongus and Cottonee would put it away. Same goes with Bullet Seed Ferroseed who doesn't really care about any of Trtouga's moves and can set up hazards on it
Any Additional Info: Nice alternative to the more offensive set
Onix @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 76 HP / 236 Atk / 196 Spd
Jolly Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Taunt
What It Does: Onix is a fairly useful, albeit less used Pokemon than say Dwebble or Defensive Tirtouga. What it has over both of them is a little thing called Taunt. With it reaching 17 speed with the given nature/investment, it allows it to outspeed (speedtie with opposing Onix and losing to Diglett) and Taunt other leads/hazard setters before they start the stacking. And even without investment, Onix still reaches a nice bulk of 21/22/11, allowing him to take a few physical hits. Granted the idea of SturdyJuice is a thing with Onix, and in this case it is used as insurance to ensure the Taunt/Rocks get up (and maybe even a few hits can be given coming off of 14 Atk). Both of these ideas, the fact that it can Taunt plus set up hazards, is unique in practice (although there are pokes who get this combo, none of them are "viable").
Good Teammates: Any Pokemon in LC appreciates hazards, so to be fair, any poke can be a good teammate. Onix and any poke weak to hazards, such as Archen, Fletchling, Vullaby, and so on, are good teammates because with Onix Taunting other leads to not set up hazards he can also whittle them down to be RK'd and/or set up own hazards. Other good teammates are set up sweepers so that Sash users (bar Abra) cannot come in and stop their sweep because their Sash'll be broken by Rocks.
What Counters It: Diglett is a great lead that can counter it by still being able to get up its Rocks and thus causing problems for Onix's team. Another poke that troubles it is Cottonee, as it can Encore Onix into Rocks, Taunt, or EQ and beat it 1v1. Will-o-Wisp users wreck Onix's offensive capabilities and break the SturdyJuice, allowing it to possibly be killed without completing its job.
Any Additional Info: The 76 EVs in HP > Special Defense are used to surive a Earthquake from Drilbur.
Dwebble @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Spd
Jolly Nature
- Stealth Rock
- Spikes
- Rock Blast
- Knock Off / Counter
What It Does: Support Dwebble is an effective lead and hazard setter, and it's easy to see why. Its ability Sturdy coupled with Berry Juice allows it to take 3 standard hits before going down, giving it ample time to set up Stealth Rock and a layer of Spikes, which puts immediate pressure on the opponent. Rock Blast gives it an effective way to deal with defoggers (seeing as many are Flying-type), other Dwebble, and Torchic (it won't be able to effectively set up a Substitute). Knock Off is especially useful for removing an opponent's item and doing some respectable damage, not to mention it discourages Misdreavus from switching in/trying to set up. Counter is a less frequently seen move on Dwebble, but it can OHKO plenty of physical attackers, such as Pawniard, who decide to hit it with Knock Off or another powerful physical attack.
Good Teammates: Dwebble is best used on bulky or hyper offensive teams, since Dwebble's hazards can help secure one-hit and two-hit KOs on the opposing team. Setup pokemon and/or late game cleaners make good teammates, such as DD Scraggy, Fletchling, and Carvanha. Pawniard also makes for a good teammate since it can weaken the opposition even further with Knock Off, and it can punish opponents who try to Defog the hazards away with its ability Defiant. Dwebble doesn't particularly enjoy leading off against Mienfoo (a common lead), so a teammate that can switch into Mienfoo such as Spritzee can pair well with it.
What Counters It: Anything with 17 speed or more that has Taunt (namely speedy Mienfoo) causes Support Dwebble serious issues, since it won't be able to lay down hazards right away. Knock Off users in general such as Pawniard, Timburr, and Mienfoo cause Dwebble issues since they limit how many hazards Dwebble can set up. Opposing hazard removers may not necessarily "counter" Dwebble, but they defeat its entire purpose as a hazard setter, so be sure to carry a teammates than can spinblock and/or punish defoggers.
Any Additional Info: People forget that Dwebble can use Counter so try it out sometime it's pretty good lol. Also, Dwebble isn't entirely one-dimensional; it can use an offensive Shell Smash set, which is admittedly very rare in comparison to Support Dwebble.
Archen @ Eviolite
Ability: Defeatist
Level: 5
EVs: 236 HP / 236 Def / 36 Spd
Impish Nature
- Defog / Stelalth Rock
- Rock Slide
- Roost
- U-turn / Knock Off / Earthquake
What It Does: Defensive Archen is less common than its more offensive variant but it swaps offensive presence with more bulk and staying power with Eviolite and Roost. The main thing that defensive Archen does is support the team however the set can be tweaked to let it give the support your team needs. For example Archen can act as a hazard remover if needed with Defog, or be a hazard setter instead, having access to Stealth Rock. It can choose to support the team by using Knock Off, or act as a pivot with U-turn so the set is easily tweaked to suit team requirements. Roost is the crux of the set, and is the main thing that seperates its role from offensive Archen because it allows Archen to recover its HP letting it stick around for the duration of a match. Rock Slide along with its bulk and typing, lets it act as a 'Bird' counter with powerful flying types being everywhere in this metagame Earthquake can be used for Steel-types, mainly Magnemite but keep in mind Archen can also just U-turn if it predicts one of them to switch in.
Good Teammates: Since this Archen set is designed to support team mates, there are a lot of Pokemon that can benefit from its support, Hazard weak Pokemon appreciate Defog such as Larvesta, With Archens ability to wall Fletchling Fighting-types make good team mates, Archen not carrying EQ becomes a target for Steel-types and Archen can simply U-turn out on Magnemite, Pawnaird, etc and bring in a Fighting-type. Bulky Grass-types also appreciate Archens ability to beat Fletchling, and soak up electric and water attacks that Archen hates. Notable ones include Foongus and Cottonee.
What Counters It: Despite having Defog, Stealth Rocks hamper Archens preformance by forcing it to Roost in sitautions where it could of set up its on Stealth Rocks or pivoted out with U-turn. If it isn't running Earthquake, then Pawnaird, Chinchou and Magnemite have a much easier time beating it, Knock Off will make it easier to take down. Set up sweepers that don't mind Archens coverage moves will also make short work of it.
Any Additional Info: Nice alternative to the more offensive set
Diglett @ Focus Sash
Ability: Arena Trap
Level: 5
EVs: 236 Atk / 36 SDef / 236 Spd
Jolly Nature
- Earthquake
- Shadow Claw / Sucker Punch
- Rock Slide
- Memento
Role: Trapper Support
What It Does: Diglett is an extremely fast pokemon who has the rare ability Arena Trap. Diglett is also inertly frail and not the most powerful making it less appealing than Drilbur more often than not. However, Diglett is still a great pokemon. When used alongside a Volt-Turn core (preferably a slow one), he can come in on various threats safely and annihilate them with his STAB Earthquake. Shadow Claw is used to finish off weaken Ghost types, though Sucker Punch is a viable alternative. Be wary of Will-o-wisp however, which allows Misdreavus to not only dodge the Sucker Punch, but stifle Diglett's potency as a threat. Rock Slide is used to nail Flying types for SE damage while rounding out Diglett's coverage with an EdgeQuake combo of sorts. Lastly, Memento is used to allow team members the chance to set up and sweep.
Good Teammates: Fletchling loves the support Diglett offers; Diglett is able to effectively remove most of Fletchling's checks and counters who switch in. Fletchling is able to U-turn out to Diglett on the switch, allowing Diglett do what it thrives at-trapping the opponent so it can quickly defeat it with the appropriate move. Zigzagoon absolutely adores the Memento support Diglett offers it. With the opponent at -2 offenses, Zigzagoon is able to set up its Belly Drum easily, then proceed to sweep as long as its counters are down. Mienfoo and Chinchou make a great Volt-Turn core for Diglett, allowing it to become slightly offensive and trap various threats to your team. Hazard control allows Diglett to keep his Focus Sash intact, so Defoggers such as Archen and Vullaby or Rapid Spinners like Kabuto or Drilbur are beneficial.
What Counters It: Ghost have been gifted this generation with the ability to not be trapped by Arena Trap or Shadow Tag. Also Arena Trap has a short coming of failing to trap anything with a Flying immunity, thus allowing Archen to stick around throughout the match. Hazards can be used to limit the amount of times Diglett can switch in as they destroy his Focus Sash making him easily revenge killed. Most Choice Scarfers out speed Diglett and can easily 1HKO or 2HKO depending if the Focus Sash is broken or not. Diglett also fears priority as it has nonexistent bulk.
Any Additional Info: Life Orb can be used on Diglett to obtain more power, but it will come at the cost of surviving a hit from priority. Generally,this set is inferior, but it can be useful in certain circumstances.
Tirtouga @ Eviolite
Ability: Solid Rock
Level: 5
EVs: 84 Atk / 156 SDef / 12 SAtk / 252 Def / 4 HP
Sassy Nature
- Stealth Rock
- Scald
- Knock Off
- Aqua Jet / Rock Slide / Earthquake
What It Does: This Tirtouga set uses its excellent bulk and typing to give it plenty of oppurtunities to support its team. It provieds Stealth Rock, which is such a valuable hazard dealing damage to Pokemon trying to switch in. With Solid Rock, Tirtouga is able to take some random super effective hits although it isn't recommended to let him take those hits. It can freely switch in on Fletchling, one of the most common Pokemon in the tier, Knock Off support is very valuable since most Pokemon lose their effectiveness after having their Choice Scarf, Berry Juice, or Eviolite removed. Scald gives you a STAB move and the 30% chance to burn is often appreciated with Fighting-types being able to hit it super effectively. Aqua Jet lets you pick of weakened threats, Pokemon on their Sturdy, Abra on its Focus Sash so it is a cool move, however Earthqauke is also good for nailing Steel-types and making sure Croagunk can't get a free switch. Rock Slide gives you something to super effectively hit Flying-types.
Good Teammates: Makes a good defensive core with Cottonee and Foongus, they synergise very well type wise (Cottonee and Tirtouga have perfect type synergy) and Tirtouga can remove Flying-type Pokemon that the other two hate. Along with Tirtouga, Foongus / Cottonee can provide great support for offensive Pokemon with Tirtouga having acces to moves like Spore, Stun Spore, Memento, Encore, Switcheroo, Leech Seed, Knock Off, Stealth Rock making Tirtouga + Grass-type great on balanced teams. Sweepers in general pair up well with Tirtouga since Knock Off and Stealth Rock support makes things considerably easier to sweep.
What Counters It: Croagunk and Timburr don't care about Scald because of their abilities and can hit it supereffectively with Fighting-type STAB. Despite its bulk and Solid Rock, Grass is 4x super effective to it so even with Solid Rock a super effective Giga Drain from the likes of Foongus and Cottonee would put it away. Same goes with Bullet Seed Ferroseed who doesn't really care about any of Trtouga's moves and can set up hazards on it
Any Additional Info: Nice alternative to the more offensive set
Porygon @ Eviolite
Ability: Trace
Level: 5
Shiny: Yes
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Tri Attack
- Thunder Wave
- Recover
- Shadow Ball
What It Does: Porygon is an phenomenal special wall capable of stopping many powerful threats. Tri Attack is Porygon's obligatory STAB which provides decent damage and even a 20% chance to cripple the opponent. Thunder Wave hampers setup sweepers not behind a Substitute and can often end a sweep on the spot. Recover is for longevity and can be used alongside Thunder Wave to fish for the paralysis so a free turn of recovery is gained. Shadow Ball is used to damage the Ghost types and Psychic types you are often walling.
Good Teammates: Larvesta, Croagunk and Mienfoo all pair exceedingly well with Porygon. Larvesta can easily handle all fighting types not named Timburr due to its Fighting resistance and ability. Croagunk has an awesome typing that also allows it to check most fighting types, save Acrobatics Mienfoo. Croagunk can also doesn't mind a Knock Off too bad, but it is still an issue for Croagunk. Mienfoo on the other hand can easily take Knock Offs and switch in multiple times throughout the match to what ever the opponent brings in to deal with Porygon. Additionally, Misdreavus benefits from Porygon's ability to deal with opposing Misdreavus and Abras who otherwise might end her sweep due to speed ties.
What Counters It: Knock Off is detrimental to Porygon who relies on Eviolite to stay absurdly bulky. And as a general rule of thumb, Fighting types can easily counteract Porygon with their STAB Drain Punches and the ever present Knock Off. Pawniard doesn't mind either of Porygon's offensive moves, though Tri Attck does have a 20% chance to cripple Pawniard, and can Knock Off Porygon's Eviolite and Brick Break/Iron Head Porygon to death.
Any Additional Info: Ice Beam can be used over Shadow Ball or Thunder Wave, however this does very little to Misdreavus who (if it's running Substitute + Nasty Plot) can set up in Porygon's face or isn't losing worth the ability to stop sweeps cold.
Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SDef
Bold Nature
- Hidden Power [Fighting] / Stun Spore
- Giga Drain
- Sludge Bomb / Clear Smog
- Spore
What It Does: Foongus is acts as a phenomenal pivot due to its solid defensive typing and Regenerator. Eviolite allows it to take neutral and resisted hits with ease, while the given EVs and nature allow Foongus to hit Eviolite numbers, which are when the defense stat is an even number; this is ideal because Eviolite boosts round down. Giga Drain and Regenerator allow Foongus to stick around; the latter is especially notable because it means Foongus can repeatedly check and force key threats out without needing to constantly heal, making it an ideal pivot, while the former also acts as a STAB move. Foongus has two excellent options for its second STAB; it can go for a 30% chance and decent base damage with Sludge Bomb, or help check a variety of set-up sweepers with Sludge Bomb. Spore is a rare but incredibly useful move, almost guaranteed to take at least one opposing Pokemon out of the match, and a large part of Foongus's niche. Foongus also has a few options for its filler move, including Hidden Power Fighting to lure in and crush Pawniard, and Stun Spore as an alternate status move for when Sleep Clause is activated or Spore needs to be saved for something else. Foongus is a great addition to a variety of team archetypes because it can repeatedly check a variety of important threats, including but not limited to Mienfoo, Pawniard, Timburr, Carvanha, Tirtouga, Chinchou, Cottonee, Drilbur, and Spritzee. However, it struggles against certain other Pokemon, such as Fletchling, Abra, and Ponyta.
Good Teammates: Fellow Regenerator-abusing Pokemon in Mienfoo and Slowpoke are nice teammates because they form a Regenerator core with Foongus, which can be a nuisance to break through, since members of the core will be able to remain healthy for extended periods of time. Pokemon that can deal with threats that force Foongus out are also appreciated; for example, Archen is helpful to beat Fletchling, while the previously mentioned Slowpoke can take out Ponyta. Archen is also useful as a teammate to Regenerator cores because it is able to utilize Defog to clear hazards, which is useful for a core that relies so much on switching. Overall, however, as long as a team doesn't compound Foongus's weaknesses too badly, it will usually appreciate Foongus's presence, so it shouldn't be too much trouble to fit Foongus onto a team.
What Counters It: Vullaby and Ferroseed are two Pokemon that are able to switch into anything Foongus has to offer and force it out; the former has Overcoat while the latter is a Grass-type to deal with Spore, while both resist Giga Drain. Vullaby's innately high special bulk and access to Flying STAB means Foongus will have a great deal of trouble against opposing Vullaby, while Ferroseed is immune to Sludge Bomb and can freely set hazards up against Foongus. Once Sleep Clause has been activated, Foongus is much easier to deal with; Ponyta, Archen, Croagunk, Trubbish, Gastly, Larvesta and Koffing will all be able to switch into Foongus in such a scenario and beat it handily. Fletchling, Abra, Doduo, Houndour and Vulpix are notable threats that might not enjoy taking a Sludge Bomb, but will be able to deal with Foongus once they're in. Keep in mind that Foongus doesn't mind repeatedly switching out of unfavourable match-ups thanks to Regenerator.
Any Additional Info: Foongus is great at what it does, but can't do much else :(
Ponyta @ Eviolite
Ability: Flame Body
Level: 5
Happiness: 0
EVs: 156 Atk / 76 Def / 76 SDef / 196 Spd
Impish Nature
- Morning Sun
- Flare Blitz
- Will-O-Wisp / Toxic
- Frustration / Wild Charge
What It Does: Ponyta happily spreads status throughout the opposing team, namely crippling burns. Pseudo dual status can be used with Toxic to have a greater effect on special attackers, however normally Will-o-wisp is preferred for the ability to guarantee the burn on physical threats. Flare Blitz is the STAB of choice as its recoil is easily mitigated with Morning Sun and is used in tandem with either Frustration or Wild Charge. Wild Charge is used to hit all water types not named Chinchou for SE damage, however Frustration can be used to hit most water types neutrally. Morning Sun provides longevity for Ponyta.
Good Teammates: Mons that complete the Fire-Grass-Water core with out creating an unresisted ground weakness make a brilliant defensive core. i.e. Pumpkaboo and Tentacool complement Ponyta with Rapid Spin support, a hard counter to Chinchou and Drillbur, and the ability to switch into each others weaknesses. Cottonee and Tirtouga also make a nice Fire-Grass-Water core. Cottonee dissuades most pokemon from setting up while forcing switches. Tirtouga has access to Stealth Rock which adds passive damage and provides a check to Fletchling lacking HP Grass. Ponyta appreciates hazards off of her side of the field, so spinners such as Drillbur or defoggers like Vullaby or Archen are appreciated.
What Counters It: Strong SE attacks, especially those from special attackers severely hamper Ponyta. Chinchou makes a great counter to Ponyta, as do Guts abusers. Timburr threatens Ponyta with Knock Offs and Drain Punches, welcoming the chance to be burned. If Taillow can somehow come safely (coming in on a predicted Status or Morning Sun), its Facades is a guaranteed 1HKO as long as Guts is activated.
Archen @ Eviolite
Ability: Defeatist
Level: 5
EVs: 236 HP / 236 Def / 36 Spd
Impish Nature
- Defog / Stelalth Rock
- Rock Slide
- Roost
- U-turn / Knock Off / Earthquake
What It Does: Defensive Archen is less common than its more offensive variant but it swaps offensive presence with more bulk and staying power with Eviolite and Roost. The main thing that defensive Archen does is support the team however the set can be tweaked to let it give the support your team needs. For example Archen can act as a hazard remover if needed with Defog, or be a hazard setter instead, having access to Stealth Rock. It can choose to support the team by using Knock Off, or act as a pivot with U-turn so the set is easily tweaked to suit team requirements. Roost is the crux of the set, and is the main thing that seperates its role from offensive Archen because it allows Archen to recover its HP letting it stick around for the duration of a match. Rock Slide along with its bulk and typing, lets it act as a 'Bird' counter with powerful flying types being everywhere in this metagame Earthquake can be used for Steel-types, mainly Magnemite but keep in mind Archen can also just U-turn if it predicts one of them to switch in.
Good Teammates: Since this Archen set is designed to support team mates, there are a lot of Pokemon that can benefit from its support, Hazard weak Pokemon appreciate Defog such as Larvesta, With Archens ability to wall Fletchling Fighting-types make good team mates, Archen not carrying EQ becomes a target for Steel-types and Archen can simply U-turn out on Magnemite, Pawnaird, etc and bring in a Fighting-type. Bulky Grass-types also appreciate Archens ability to beat Fletchling, and soak up electric and water attacks that Archen hates. Notable ones include Foongus and Cottonee.
What Counters It: Despite having Defog, Stealth Rocks hamper Archens preformance by forcing it to Roost in sitautions where it could of set up its on Stealth Rocks or pivoted out with U-turn. If it isn't running Earthquake, then Pawnaird, Chinchou and Magnemite have a much easier time beating it, Knock Off will make it easier to take down. Set up sweepers that don't mind Archens coverage moves will also make short work of it.
Any Additional Info: Nice alternative to the more offensive set
Chinchou @ Berry Juice / Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SAtk / 60 Spd
Bold Nature
- Hydro Pump / Scald
- Volt Switch
- Heal Bell / Thunder Wave
- Thunderbolt / Hidden Power Ground
What it does: Chinchou is often found keeping various Flying and Electric-type Pokemon in check, as well as opposing Water-types. Due to its decent bulk and good typing, it can switch into many different attacks, and can limit the use of Electric-type moves due to its Ability, Volt Absorb. It functions well as a Pivot, Volt Switching out of the Grass-types it lures in and dissuading Ground-types from switching in due to its Secondary Water-typing.
Access to Heal Bell allows it to function as a Cleric, as it easily finds opportunities to use it when forcing out the many Pokemon it checks. Thunder Wave is used to spread Paralysis if it is so needed, and Scald puts pressure on any Physical attackers who risk switching in due to the Burn chance.
Good Teammates: Flying-types can cover its Grass weakness quite well, and have an immunity to the Ground-type moves that target Chinchou. Vullaby is effective, as it has great bulk to complement it, access to U-turn to form a Volturn core and immunity to Spore from Foongus who often switches into Chinchou. Fletchling also makes a great partner for more offensively inclined teams, as it also can form a Volturn core and immediately threaten Chinchous checks due to its strong priority. Fighting-types can help remove bulky Normal-types, such as Lickitung, who can easily switch in any attack, and Porygon, who can Trace Volt Absorb to gain an immunity to Volt Switch. Grass-types of your own can help weaken opposing Chinchou, as well as Ground-types that can switch-in safely. Allies who want status removed in order to sweep enjoy the Cleric support it offers. Examples of these are Nasty Plot Misdreavus and Shell Smasher users, such as Omanyte and Tirtouga.
What Counters It: Specially Defensive walls, such as Lickitung, Porygon or even Spritzee can switch in its attacks and easily stall it due to their access to recovery. Bulky Grass-types can safely switch in on any attack except the rare Ice Beam and threaten it with their STAB, Ferroseed and Foongus are two that function particularly well at this, having great bulk and Regenerator in Foongus' case. Timburr and Croagunk can check it well, as Timburr does not fear Scald Burns due to Guts and Croagunk has immunity to Water through Dry Skin. Ground-types can threaten Chinchou if they switch in on the proper move, Drilbur and Diglett both outspeed Chinchou and Diglett can also trap it with Arena Trap.
Any Additional Info: Soak can be used to make Grass-type switch-ins Water-type, in order to Pivot off of them with Volt Switch. Eviolite or Berry Juice are both run, so either can be expected, the former allowing it to take stronger attacks and the latter allowing it switch in on weak/resisted hits more often.
What NOT to use:
Hoppip @ Berry Juice
Ability: Chlorophyll
Level: 5
EVs: 196 Spd / 236 Atk / 76 HP
Jolly Nature
- Substitute / Seed Bomb / Bullet Seed
- Swords Dance / Memento / U-Turn
- Acrobatics
- Sleep Powder
What It Does: Hoppip has a unique typing in LC, is the only Grass-type in LC with access to U-Turn, and has a decent offensive and support movepool. Fortunately, none of this is enough to make up for a base stat total of 250. In short, Hoppip is an atrocious Pokemon because its base stats are awful; it's not very fast, is very frail, and has abysmal attacking stats. Other Pokemon with relatively low base stat totals, such as Bunnelby and Zigzagoon, are able to carve niches for themselves by being absolutely incredible in another aspect, but none of Hoppip's abilities are anything to write home about, and its movepool isn't too expansive, either, certainly nowhere near enough to make up for Hoppip's numerous faults.
What Counters It: Any viable Pokemon that isn't weak to its STAB moves, and some that are, will be able to beat it easily.
Any Additional Info: Just don't use it.
Ralts @ Choice Scarf
Ability: Trace
Level: 5
EVs: 240 SAtk / 200 Spd / 68 HP
Timid Nature
- Dazzling Gleam
- Psychic
- Shadow Ball
- Hidden Power [Fighting]
What It Does: Ralts generally does very little. A team has to be sufficiently weakened, lack all priority not named Mach Punch or Vacuum Wave, and have no scarfer still alive. Ralts has very low stats that make it very frail, weak, and slow all at once. However, despite this Ralts can occasionally clean up some of the opposing team, albeit rarely. Dazzling Gleam is the only Fairy STAB Ralts gets and it hits the Dark type pokemon that Ralts second STAB, Psychic, cannot. Shadow Ball hits Ghost types for SE damage and and allows you to be able to potentially revenge kill Misdreavus. HP Fighting allows you to hit Pawniard hard enough on the switch for it to be easily dealt with, but doesn't have much use out side of this.
Good Teammates: Ralts appreciates teammates that can severely hamper opposing teams. Timburr makes a great ally as it can effectively destroys Steel- and Dark- types who lie in the way of Ralts and can Knock Off the opposing team's Eviolites to weaken their defenses. Misdreavus helps Ralts by being able to wear down most Special Walls and potentially wall breaking with Life Orb. Porygon pairs well with Ralts as Porygon can switch into most of what troubles Ralts with ease.
What Counters It: Anything that isn't 1HKOed by Ralts is a problem for it. Not surprisingly, this is well over half of the metagame. As previously noted, all priority Ralts doesn't resist causes massive problems. Steel types, especially Pawniard, Magnemite, and Ferroseed, hold Ralts back substantially as the can easily KO Ralts or simply tank its hits more than long enough to mutilate Ralts.
Any Additional Info: Please never consider Ralts as an option on any serious team. As much as you may love this Fairy with a bowl cut, it is strongly outclassed by Abra. Abra is naturally both faster and stronger than Ralts but can run Focus Sash to be able to take a hit. Abra also has a similar move pool leaving Ralts with only one advantage in its Fairy dual typing. But Abra's raw power makes the loss of STAB on Dazzling Gleam and both are too frail for their typing to actually have an impact defensively.
Geodude @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 196 Atk / 196 HP / 116 SDef
Adamant Nature
- Rock Blast
- Earthquake
- Sucker Punch
- Explosion
What It Does: It tanks hits, using the ever-so-popular SturdyJuice combination, whilst hitting hard with both its STABs. Although it does reach 18 Atk and have priority in Sucker Punch, it is too slow to actually be effective. While Sucker may alleviate the lack of speed, the Sucker Punch mindgames coupled with the fact Sucker Punch is non-STAB means it usually still loses to stuff that would be hurt by Sucker Punch, such as Sub users like Missy, Abra, etc. Explosion is there whenever Geodude has done mediocre work to the opponent's team and you want to do some damage bar Ghost types.
What Counters It: Although it has Rock Blast to get past Sub/other SturdyJuice users, Sub users still take it since if the Sub user is faster (and they usually are) Geodude has to go for Sucker Punch. Sucker Punch mindgames really doesn't help this at all. Other pokes that counter it are Bulky Fighting types, and those run rampant in LC (Timburr and Mienfoo to name a couple). Other pokes that resist Sucker Punch and are faster and can OHKO (which is hard to do unless Sturdy is broken) are decent checks.
Any Additional Info: Just use Onix if you want a "fast" Rock/Ground type.
Ralts @ Choice Scarf
Ability: Trace
Level: 5
EVs: 240 SAtk / 200 Spd / 68 HP
Timid Nature
- Dazzling Gleam
- Psychic
- Shadow Ball
- Hidden Power [Fighting]
What It Does: Ralts generally does very little. A team has to be sufficiently weakened, lack all priority not named Mach Punch or Vacuum Wave, and have no scarfer still alive. Ralts has very low stats that make it very frail, weak, and slow all at once. However, despite this Ralts can occasionally clean up some of the opposing team, albeit rarely. Dazzling Gleam is the only Fairy STAB Ralts gets and it hits the Dark type pokemon that Ralts second STAB, Psychic, cannot. Shadow Ball hits Ghost types for SE damage and and allows you to be able to potentially revenge kill Misdreavus. HP Fighting allows you to hit Pawniard hard enough on the switch for it to be easily dealt with, but doesn't have much use out side of this.
Good Teammates: Ralts appreciates teammates that can severely hamper opposing teams. Timburr makes a great ally as it can effectively destroys Steel- and Dark- types who lie in the way of Ralts and can Knock Off the opposing team's Eviolites to weaken their defenses. Misdreavus helps Ralts by being able to wear down most Special Walls and potentially wall breaking with Life Orb. Porygon pairs well with Ralts as Porygon can switch into most of what troubles Ralts with ease.
What Counters It: Anything that isn't 1HKOed by Ralts is a problem for it. Not surprisingly, this is well over half of the metagame. As previously noted, all priority Ralts doesn't resist causes massive problems. Steel types, especially Pawniard, Magnemite, and Ferroseed, hold Ralts back substantially as the can easily KO Ralts or simply tank its hits more than long enough to mutilate Ralts.
Any Additional Info: Please never consider Ralts as an option on any serious team. As much as you may love this Fairy with a bowl cut, it is strongly outclassed by Abra. Abra is naturally both faster and stronger than Ralts but can run Focus Sash to be able to take a hit. Abra also has a similar move pool leaving Ralts with only one advantage in its Fairy dual typing. But Abra's raw power makes the loss of STAB on Dazzling Gleam and both are too frail for their typing to actually have an impact defensively.
Gulpin @ Eviolite
Ability: Sticky Hold
Level: 5
Shiny: Yes
EVs: 172 SDef / 252 Def / 12 Atk / 36 HP / 36 Spd
Impish Nature
- Rest / Pain Split
- Stockpile
- Gunk Shot
- Power-Up Punch / Sleep Talk
What It Does: Gulpin is moderately bulky hitting 15 defense with max investment, and 16 with a beneficial nature. That being said, it will always have its Eviolite thanks to sticky hold, allowing it to constantly be at 24/24/21 with this EV spread. Sadly, if fails to have any recovery options outside of Rest or Pain Split, holding it back to quite an extent. Pick your poison for Gulpin's recovery method, Rest allows you to be walled to oblivion by any Steel type if you use Sleep Talk to or gives the opponent 2 free turns to do whatever they wish depending if you have Sleep Talk on your set, while Pain Split doesn't recover much for Gulpin as the HP stats in LC are so close together meaning you'll get 8ish HP back on average. Stockpile makes you hard to kill, Gunk Shot is for STAB, and Power Up Punch deals with Steel Types and increases the power Gunk Shot.
Good Teammates: Anything that hates Knock Off, but has a strong offensive presence, so something such as Misdreavus.
What Counters It: Misdreavus, Drillbur, Onix, Mienfoo with Taunt, Foongus with Clear Smog. Misdreavus can set up all over Gulpin who fails to do anything in return. Drillbur is able to always at least 3HKO Gulpin while Onix is able to use Taunt + Earthquake to kill Gulpin. Foongus eliminates Gulpin's boost with Clear Smog and can spore Foongus making recovery impossible until Gulpin wakes up.
Any Additional Info: Never use Gulpin, as good as it might sound. Shellos or Trubbish or Meinfoo make far be Knock Off absorbers. The fact that at +3 defenses and Eviolite, Gulpin is still always 3HKOed by Jolly Eviolite Drillbur has to say something. Gulpin will also rarely get a chance to set up to +3 and is set up fodder to the most used pokemon in the tier. It's terrible at best.
236 Atk Mold Breaker Drilbur Earthquake vs. +3 36 HP / 252+ Def Eviolite Gulpin: 8-12 (33.3 - 50%) -- 0.4% chance to 2HKO This is pitiful.
Duskull @ Eviolite
Ability: Levitate
Level: 5
EVs: 196 Def / 196 SDef / 116 HP
Relaxed Nature
- Will-O-Wisp
- Pain Split
- Shadow Sneak
- Ice Beam / Substitute
What It Does: Duskull is supposed to wall Physical Attackers for the most part by spreading Burn through Will-o-Wisp. Has trouble walling much of anything with the advent of the Knock Off buff, decimating it and removing its Eviolite. Pain Split is its only form of recovery and really only way to cause real damage. Shadow Snake gives priority for the rare case where it can make use of it and actually do real damage. Ice beam hits Drilbur who you can attempt to Spin block, although burning it is top priority. Substitute can be run to cause further damage with Pain Split, however Duskulls lack of speed holds it back.
Good Teammates: Things to take Knock Offs for Duskull, as it becomes near useless once it loses it, without any form of reliable recovery. Foongus is decent for this, as well as Sticky Hold users such as Shellos and Trubbish. Dark-types can cause Duskull major issues, so Fighting-types such as Mienfoo or Timburr can help remove them. Wish passers such as Spritzee or Lickitung can help it recover with Wish and also handle strong Special attackers that don't care about Burn.
What Counters It: Special Attackers that aren't weak to Ghost fear absolutely nothing and can set up on it. Pawniard does not enjoy Will-o-Wisp, but fears nothing else and can remove its Eviolite and cause massive damage with Knock Off. Anything with Knock Off can threaten it, and allow a second attacker to KO it easily. Other strong Ghosts, such as Misdreavus can switch in its weak attacks and threaten with their own Ghost STAB
Any Additional Info: Misdreavus can do everything Duskull can do much better and is far superior in every other aspect. Don't use Duskull on a serious team, like really it's pretty bad despite its "high" defenses, due its awful HP stat and zero offensive pressure.
Gulpin @ Eviolite
Ability: Sticky Hold
Level: 5
Shiny: Yes
EVs: 172 SDef / 252 Def / 12 Atk / 36 HP / 36 Spd
Impish Nature
- Rest / Pain Split
- Stockpile
- Gunk Shot
- Power-Up Punch / Sleep Talk
What It Does: Gulpin is moderately bulky hitting 15 defense with max investment, and 16 with a beneficial nature. That being said, it will always have its Eviolite thanks to sticky hold, allowing it to constantly be at 24/24/21 with this EV spread. Sadly, if fails to have any recovery options outside of Rest or Pain Split, holding it back to quite an extent. Pick your poison for Gulpin's recovery method, Rest allows you to be walled to oblivion by any Steel type if you use Sleep Talk to or gives the opponent 2 free turns to do whatever they wish depending if you have Sleep Talk on your set, while Pain Split doesn't recover much for Gulpin as the HP stats in LC are so close together meaning you'll get 8ish HP back on average. Stockpile makes you hard to kill, Gunk Shot is for STAB, and Power Up Punch deals with Steel Types and increases the power Gunk Shot.
Good Teammates: Anything that hates Knock Off, but has a strong offensive presence, so something such as Misdreavus.
What Counters It: Misdreavus, Drillbur, Onix, Mienfoo with Taunt, Foongus with Clear Smog. Misdreavus can set up all over Gulpin who fails to do anything in return. Drillbur is able to always at least 3HKO Gulpin while Onix is able to use Taunt + Earthquake to kill Gulpin. Foongus eliminates Gulpin's boost with Clear Smog and can spore Foongus making recovery impossible until Gulpin wakes up.
Any Additional Info: Never use Gulpin, as good as it might sound. Shellos or Trubbish or Meinfoo make far be Knock Off absorbers. The fact that at +3 defenses and Eviolite, Gulpin is still always 3HKOed by Jolly Eviolite Drillbur has to say something. Gulpin will also rarely get a chance to set up to +3 and is set up fodder to the most used pokemon in the tier. It's terrible at best.
236 Atk Mold Breaker Drilbur Earthquake vs. +3 36 HP / 252+ Def Eviolite Gulpin: 8-12 (33.3 - 50%) -- 0.4% chance to 2HKO This is pitiful.
Baltoy @ Eviolite / Light Clay
Ability: Levitate
Level: 5
EVs: 196 SDef / 116 SAtk / 196 Def
Calm Nature
- Reflect
- Light Screen / Rapid Spin
- Psyshock
- Stealth Rock
What it does: Baltoy may look like a very decent option for a lead or hazard setter, but it's quite the contrary, as Baltoy is generally a mediocre Pokemon. Baltoy has some extreme struggles against most other Pokemon in the Metagame. Mienfoo, an extremely popular Lead, gives Baltoy loads of trouble with a combination of Fake Out, Knock Off, and U-Turn. Pawniard is also a very big problem for Baltoy, as it is immune to Psyshock and can cripple Baltoy with Knock Off. While Baltoy is meant to be a special wall, the 3 most common Special Attackers in the Metagame, Misdreavus, Abra, and Chinchou all can hurt Baltoy bad with Shadow Ball or Scald. In this set, really stands out in particular. Eviolite or Light Clay can be chosen as an item, depending on whether you want Eviolite's Bulk or Light Clay's Longer Reflects and Light Screes. EVs and Nature make Baltoy decently bulky against most Bottom-LC Special Attackers. Reflect and Light Screen are nice for supporting the team, if you can get them up. Rapid Spin can be used over Light Screen if hazards are an issue for your team. Psyshock prevents Baltoy from being complete setup bait, but if the opponent uses Taunt and switches into a Dark type, there's nothing you can really do but switch out. Stealth Rock is standard, and is very useful for breaking the opposing team's Focus Sashes and Sturdies.
Good Teammates: Anything that benefits from Stealth Rock, anything that benefits from Dual-Screens, or anything that can remove Ghost Types that are immune to Rapid Spin.
What Counters It: Lead Mienfoo, Pawniard, Misdreavus, Chinchou, Abra, Houndour, Gastly, Carvanha, Honedge, Scraggy, Vullaby, Every Dark-Type ever
Any Additional Info: Baltoy is, in all honesty, mediocre. Drilbur totally outclasses it in almost every aspect. While it can't set up Reflects or Light Screens, Drilbur can set up Stealth Rock, it's reasonably sturdy, it's stronger, it isn't crippled by Knock Off, it has a way to deal with things like Misdreavus, and the list goes on.
Baltoy @ Eviolite / Light Clay
Ability: Levitate
Level: 5
EVs: 196 SDef / 116 SAtk / 196 Def
Calm Nature
- Reflect
- Light Screen / Rapid Spin
- Psyshock
- Stealth Rock
What it does: Baltoy may look like a very decent option for a lead or hazard setter, but it's quite the contrary, as Baltoy is generally a mediocre Pokemon. Baltoy has some extreme struggles against most other Pokemon in the Metagame. Mienfoo, an extremely popular Lead, gives Baltoy loads of trouble with a combination of Fake Out, Knock Off, and U-Turn. Pawniard is also a very big problem for Baltoy, as it is immune to Psyshock and can cripple Baltoy with Knock Off. While Baltoy is meant to be a special wall, the 3 most common Special Attackers in the Metagame, Misdreavus, Abra, and Chinchou all can hurt Baltoy bad with Shadow Ball or Scald. In this set, really stands out in particular. Eviolite or Light Clay can be chosen as an item, depending on whether you want Eviolite's Bulk or Light Clay's Longer Reflects and Light Screes. EVs and Nature make Baltoy decently bulky against most Bottom-LC Special Attackers. Reflect and Light Screen are nice for supporting the team, if you can get them up. Rapid Spin can be used over Light Screen if hazards are an issue for your team. Psyshock prevents Baltoy from being complete setup bait, but if the opponent uses Taunt and switches into a Dark type, there's nothing you can really do but switch out. Stealth Rock is standard, and is very useful for breaking the opposing team's Focus Sashes and Sturdies.
Good Teammates: Anything that benefits from Stealth Rock, anything that benefits from Dual-Screens, or anything that can remove Ghost Types that are immune to Rapid Spin.
What Counters It: Lead Mienfoo, Pawniard, Misdreavus, Chinchou, Abra, Houndour, Gastly, Carvanha, Honedge, Scraggy, Vullaby, Every Dark-Type ever
Any Additional Info: Baltoy is, in all honesty, mediocre. Drilbur totally outclasses it in almost every aspect. While it can't set up Reflects or Light Screens, Drilbur can set up Stealth Rock, it's reasonably sturdy, it's stronger, it isn't crippled by Knock Off, it has a way to deal with things like Misdreavus, and the list goes on.
Pineco @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 76 Atk / 196 Def / 236 SDef
Impish Nature
- Stealth Rock
- Spikes
- Explosion / Toxic Spikes
- Rapid Spin
What It Does: It gets all the hazards and Rapid Spin, what could be better? Unfortunately, Pineco is Taunt bait, setup bait, and it straight up loses to the most common Pokemon in the tier, Misdreavus. It is outclassed by other hazard setters such as Dwebble, Tirtouga, and Onix due to its low speed and nearly non-existent offensive presence. It's outclassed as a Rapid Spinner by Drilbur and Staryu for similar reasons. Fletchling is also a extremely huge threat for Pineco.
What Counters It: Anything that can Taunt it, set up on it, Knock it off.
Any Additional Info: Just because Pineco gets all the hazards doesn't make it good.
Baltoy @ Eviolite / Light Clay
Ability: Levitate
Level: 5
EVs: 196 SDef / 116 SAtk / 196 Def
Calm Nature
- Reflect
- Light Screen / Rapid Spin
- Psyshock
- Stealth Rock
What it does: Baltoy may look like a very decent option for a lead or hazard setter, but it's quite the contrary, as Baltoy is generally a mediocre Pokemon. Baltoy has some extreme struggles against most other Pokemon in the Metagame. Mienfoo, an extremely popular Lead, gives Baltoy loads of trouble with a combination of Fake Out, Knock Off, and U-Turn. Pawniard is also a very big problem for Baltoy, as it is immune to Psyshock and can cripple Baltoy with Knock Off. While Baltoy is meant to be a special wall, the 3 most common Special Attackers in the Metagame, Misdreavus, Abra, and Chinchou all can hurt Baltoy bad with Shadow Ball or Scald. In this set, really stands out in particular. Eviolite or Light Clay can be chosen as an item, depending on whether you want Eviolite's Bulk or Light Clay's Longer Reflects and Light Screes. EVs and Nature make Baltoy decently bulky against most Bottom-LC Special Attackers. Reflect and Light Screen are nice for supporting the team, if you can get them up. Rapid Spin can be used over Light Screen if hazards are an issue for your team. Psyshock prevents Baltoy from being complete setup bait, but if the opponent uses Taunt and switches into a Dark type, there's nothing you can really do but switch out. Stealth Rock is standard, and is very useful for breaking the opposing team's Focus Sashes and Sturdies.
Good Teammates: Anything that benefits from Stealth Rock, anything that benefits from Dual-Screens, or anything that can remove Ghost Types that are immune to Rapid Spin.
What Counters It: Lead Mienfoo, Pawniard, Misdreavus, Chinchou, Abra, Houndour, Gastly, Carvanha, Honedge, Scraggy, Vullaby, Every Dark-Type ever
Any Additional Info: Baltoy is, in all honesty, mediocre. Drilbur totally outclasses it in almost every aspect. While it can't set up Reflects or Light Screens, Drilbur can set up Stealth Rock, it's reasonably sturdy, it's stronger, it isn't crippled by Knock Off, it has a way to deal with things like Misdreavus, and the list goes on.
Baltoy @ Eviolite / Light Clay
Ability: Levitate
Level: 5
EVs: 196 SDef / 116 SAtk / 196 Def
Calm Nature
- Reflect
- Light Screen / Rapid Spin
- Psyshock
- Stealth Rock
What it does: Baltoy may look like a very decent option for a lead or hazard setter, but it's quite the contrary, as Baltoy is generally a mediocre Pokemon. Baltoy has some extreme struggles against most other Pokemon in the Metagame. Mienfoo, an extremely popular Lead, gives Baltoy loads of trouble with a combination of Fake Out, Knock Off, and U-Turn. Pawniard is also a very big problem for Baltoy, as it is immune to Psyshock and can cripple Baltoy with Knock Off. While Baltoy is meant to be a special wall, the 3 most common Special Attackers in the Metagame, Misdreavus, Abra, and Chinchou all can hurt Baltoy bad with Shadow Ball or Scald. In this set, really stands out in particular. Eviolite or Light Clay can be chosen as an item, depending on whether you want Eviolite's Bulk or Light Clay's Longer Reflects and Light Screes. EVs and Nature make Baltoy decently bulky against most Bottom-LC Special Attackers. Reflect and Light Screen are nice for supporting the team, if you can get them up. Rapid Spin can be used over Light Screen if hazards are an issue for your team. Psyshock prevents Baltoy from being complete setup bait, but if the opponent uses Taunt and switches into a Dark type, there's nothing you can really do but switch out. Stealth Rock is standard, and is very useful for breaking the opposing team's Focus Sashes and Sturdies.
Good Teammates: Anything that benefits from Stealth Rock, anything that benefits from Dual-Screens, or anything that can remove Ghost Types that are immune to Rapid Spin.
What Counters It: Lead Mienfoo, Pawniard, Misdreavus, Chinchou, Abra, Houndour, Gastly, Carvanha, Honedge, Scraggy, Vullaby, Every Dark-Type ever
Any Additional Info: Baltoy is, in all honesty, mediocre. Drilbur totally outclasses it in almost every aspect. While it can't set up Reflects or Light Screens, Drilbur can set up Stealth Rock, it's reasonably sturdy, it's stronger, it isn't crippled by Knock Off, it has a way to deal with things like Misdreavus, and the list goes on.
Duskull @ Eviolite
Ability: Levitate
Level: 5
EVs: 196 Def / 196 SDef / 116 HP
Relaxed Nature
- Will-O-Wisp
- Pain Split
- Shadow Sneak
- Ice Beam / Substitute
What It Does: Duskull is supposed to wall Physical Attackers for the most part by spreading Burn through Will-o-Wisp. Has trouble walling much of anything with the advent of the Knock Off buff, decimating it and removing its Eviolite. Pain Split is its only form of recovery and really only way to cause real damage. Shadow Snake gives priority for the rare case where it can make use of it and actually do real damage. Ice beam hits Drilbur who you can attempt to Spin block, although burning it is top priority. Substitute can be run to cause further damage with Pain Split, however Duskulls lack of speed holds it back.
Good Teammates: Things to take Knock Offs for Duskull, as it becomes near useless once it loses it, without any form of reliable recovery. Foongus is decent for this, as well as Sticky Hold users such as Shellos and Trubbish. Dark-types can cause Duskull major issues, so Fighting-types such as Mienfoo or Timburr can help remove them. Wish passers such as Spritzee or Lickitung can help it recover with Wish and also handle strong Special attackers that don't care about Burn.
What Counters It: Special Attackers that aren't weak to Ghost fear absolutely nothing and can set up on it. Pawniard does not enjoy Will-o-Wisp, but fears nothing else and can remove its Eviolite and cause massive damage with Knock Off. Anything with Knock Off can threaten it, and allow a second attacker to KO it easily. Other strong Ghosts, such as Misdreavus can switch in its weak attacks and threaten with their own Ghost STAB
Any Additional Info: Misdreavus can do everything Duskull can do much better and is far superior in every other aspect. Don't use Duskull on a serious team, like really it's pretty bad despite its "high" defenses, due its awful HP stat and zero offensive pressure.
Hoppip @ Berry Juice
Ability: Chlorophyll
Level: 5
EVs: 196 Spd / 236 Atk / 76 HP
Jolly Nature
- Substitute / Seed Bomb / Bullet Seed
- Swords Dance / Memento / U-Turn
- Acrobatics
- Sleep Powder
What It Does: Hoppip has a unique typing in LC, is the only Grass-type in LC with access to U-Turn, and has a decent offensive and support movepool. Fortunately, none of this is enough to make up for a base stat total of 250. In short, Hoppip is an atrocious Pokemon because its base stats are awful; it's not very fast, is very frail, and has abysmal attacking stats. Other Pokemon with relatively low base stat totals, such as Bunnelby and Zigzagoon, are able to carve niches for themselves by being absolutely incredible in another aspect, but none of Hoppip's abilities are anything to write home about, and its movepool isn't too expansive, either, certainly nowhere near enough to make up for Hoppip's numerous faults.
What Counters It: Any viable Pokemon that isn't weak to its STAB moves, and some that are, will be able to beat it easily.
Any Additional Info: Just don't use it.
Feel free to send me a PM or VM with questions or suggestions. Get posting!
Welcome to the Little Cup teambuilding project!
This projects aim is to help newer Little Cup players to know what is, and isn't, viable to use on their Little Cup teams, and finding niches for less than common Pokemon that you haven't thought of before. For this, we would like you to post sets that work well and those that don't in the current metagame and explain why they do or do not work. From physical sweepers to hazard setters, we're looking to find which Pokemon are good at doing the job. Considering the usage stats, new players may be confused as to what is good to use in the tier.
That's where you guys come in! By posting your favorite sets with a quick little description, you can help save new users everywhere from using some less than effective sets, as well as helping them fill out their team by giving them a quick list of what fills different roles. Feel free to post sets that people should not be using, yet still do. Remember, however, that this is not the place to post overspecialized / gimmick sets. Those sets belong in the New/Creative movesets thread.
Other users can then comment on the set and discuss if it should be placed on the good or bad side of the fence. Discussion on sets is encouraged, so don't worry about jumping in and offering your input on a posted set! If a Pokemon fits under more than one category, list the role it is geared towards the most first, followed by the other roles it can perform with the same set. This is a great way for people new to Little Cup to see what additions could be good for a team, so check in regularly to see which Pokemon work so you can improve your team building skills!
This is what we'd like your posts providing sets to look like, and remember to export the set from a simulator so it's easily importable! It should including selling points as to why it is worthy of being considered for a spot on someone's team. If the Pokemon/set you post falls under the "what not to use" section, point out both the good and the bad as well as mentioning the issues it has. Since a lot of Pokemon are somewhat niche and very underrated, posting replays of these Pokemon in use can be great support to sell the set and to give players an idea of how they should be using the Pokemon. These replays can be put in the Additional Comments portion of your post.
RULES
- You can only have a maximum of 3 reservations at a time. When you have completed one analysis, you may reserve a new Pokemon. Remember to use CTRL + F before reserving a Pokemon, to be sure that no one else have reserved it, so work go to waste.
- Reservations needs to be completed within 48 hours. If a person have reserved a Pokemon, but not completed it after 48 hours are gone, the Pokemon is up for reservation again. Most people don't have much experience with many of the "Do Not Use"-Pokemon, it is therefore recommended that you take atleast a few ladder battles, so you know what makes these Pokemon bad in practice.
- To ensure this projects quality will be as high as possible, only reserve Pokemon you have experience with. I also want a good amount of content in each analysis, don't just write a few lines.
- Write the analyses in a formally manner, otherwise I may have to reassign it, which isn't preferable.
- Remember to have good grammar in your analyses, since this makes it much easier for me.
- Keep also in mind that one Pokemon, may have more analyses. For example, we want both a Defensive Tirtouga and a Offensive Tirtouga analysis, since the sets are very different. For Pokemon with smaller differences, just add the optional set in "Additional Info".
Follow this format for your post:
[What to use] or [What not to use]
Sprite (get sprites from here)
Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 76 SDef / 196 Def / 236 HP
Calm Nature
- Tri Attack
- Shadow Ball
- Thunder Wave
- Recover
Role: Special Wall, Rapid Spinner, Physical Wall, Wallbreaker, Physical Sweeper, Special Sweeper, Late-game Cleaner, Hazard User, Revenge Killer, Bulky Attacker, Tank, Lure, Mixed Attacker, Support (weather support...) etc.
What It Does: Talk about how it does its role, essentially. Talk about the moves, item, and EV spread, and talk about how it fares against common Pokemon.
Good Teammates: Pokemon it works well with, and why. For "What Not To Use", leave this section blank.
What Counters It: Talk about the Pokemon that trouble it, hinder it, or otherwise limit it as it tries to carry out the duties of its role.
Any Additional Info: Alternate EV spread, items, and ideas, as well as other miscellaneous information (maybe a replay proving its effectiveness from high level play).
What to use:
Fletchling
Ability: Gale Wings
Level: 5
EVs: 156 HP / 196 Atk / 92 Def / 52 SDef
Adamant Nature
- Acrobatics
- U-turn
- Swords Dance
- Roost
What It Does: Fletchling is a top tier threat that every team should prepare for. It is gifted with arguably the best ability in the tier Gale Wings, giving priority to Flying-types moves and Flying is such a good offensive type as it is, with powerful fighting-types and bulky Grass-types common in LC. No item is needed on this set to boost the power of Fletchlings Acrobatics, after a Swords Dance, priority Acrobatics tears through teams late game. With Fletchlings ability to easily revenge kill Pokemon it often causes lots of switches and U-turn is good to capatalise on this so that it can gain momentum and scout what your opponent is switching in. Priority Roost helps Archen recover HP if need be and although it is frail with no item, the switches it causes can give it Roost oppurtunities.
Good Teammates: Hazard setters like Ferroseed, Dwebble, Drilbur can weaken Pokemon giving Fletchling a much easier time cleaning up late game or revenge killing early on. Pokemon that can weaken or remove Pokemon that threaten Fletchling is also good, Focus Sash Diglett, can remove Chinchou, Magnemite, Pawnaird giving Fletchling an easier time. Other Flying-type Pokemon like Tailow and Doduo are walled by similar things and can as a result weaken them so Fletch can break through them. Tailow has acces to Steel Wing to make it a cool Archen lure and Doduo can use Knock Off to remove Eviolites and Berry Juices off of counters.
What Counters It: Being weak to Stealth Rocks certainly doesn't help Fletchling but with priority, Getting chipped away by rocks can also not do much depending on the opponents team. There are a few common Pokemon that can wall Fletchling. If it doesn't carry Overheat then Magnemite, Pawnaird and other steel-types become good counters, Archen, Tirtouga and Chinchou all resist Fletchlings Acrobatics and have STAB that can hit it super effectively
Any Additional Info: Using Fletch pretty much guarantees a 1500 elo on Showdown nah but seriosuly Overheat and Hp Grass are good options for nailing Steels and Tirtouga
Tirtouga @ Berry Juice
Trait: Sturdy
EVs: 212 Atk / 92 Def / 180 Spe
Adamant Nature
- Shell Smash
- Waterfall
- Stone Edge / Rock Slide
- Aqua Jet / Earthquake / Knock Off
Role: Physical Sweeper
What it does: Tirtouga is able to set up a Shell Smash from the safety given by Sturdy, ensuring it will survive a hit. The combination of this and the item Berry Juice effectively gives it two Focus Sashes, meaning it is much harder to take down and it also prevents misplays from being catastrophic, as Tirtouga will usually get a second chance. After a Shell Smash, Tirtouga reaches 36 Attack and 22 Speed, which it uses to tear opposing teams apart. Stone Edge hammers Flying-types, Waterfall does heavy damage to Drilbur, Earthquake nails Steel-types namely Pawniard and Magnemite, Aqua Jet is practically impossible to outspeed, good for finishing an opponent off, while Knock Off is useful for its effect as well as nailing Misdreavus.
Good Teammates: Tirtouga appreciates teammates that can stop some of the more frustrating opponents that like to cripple Tirtouga or Knock Off its Berry Juice. Mienfoo can take incoming Knock Offs and even provide Tirtouga an opening to sweep with a slow U-turn. Tirtouga needs some hazard removal also, as any residual damage will compromise its Sturdy. Drilbur can Rapid Spin hazards away while burrowing through opposing Sturdy Pokemon with its Mold Breaker Earthquake. Cottonee and Foongus also make good teammates as they cover Tirtouga's weaknesses well, as well as being able to cripple threats to Tirtouga.
What counters it: Cottonee can Encore Tirtouga into Shell Smash and simply Giga Drain it to death. Any bulky Grass-type Pokemon can exploit Tirtouga's 4x weakness - even with Sturdy intact. Bulky Fighting-types such as Mienfoo, Timburr, or Scraggy can also take a +2 Attack and reply with a super effective attack.
Scraggy @ Eviolite
Ability: Shed Skin / Moxie
Level: 5
Shiny: Yes
EVs: 36 HP / 156 Atk / 68 Def / 36 SDef / 212 Spd
Adamant Nature
- Dragon Dance
- Drain Punch
- Knock Off
- Poison Jab / Zen Headbutt
What it does: This Scraggy's role is to come in after one of your Pokemon faints, set up a Dragon Dance, and proceed to start attacking things with your move of choice. Drain Punch is your main STAB option, denting most things that aren't resistant to it after 1 or 2 boosts. Eviolite makes this set quite bulky, and it's able to survive an Acrobatics from Fletchling from Full Health, while hitting Fletchling back with a Drain Punch. Knock Off is your second STAB, and the advantage of the opponent not having an item is very nice. Knock Off is also a good option if the opposing Poke resists Drain Punch, or is Ghost Type. Poison Jab has the ability to hit Cottonee 4x super effectively, if you can predict it switching in. Zen Headbutt is for Croagunk and other poison types, as they wall Scraggy entirely without it, and it's also nice if you want to hit other Fighting Types for Super Effective damage. Shed Skin is for statuses, as Burn and Paralyze, as Scraggy is near-useless if it has a status. However, if you don't fear status ailments and want more power, Moxie is the preferred option.
Good Teammates: Fairy Types give Scraggy heaps of trouble. Cottonee can use Priority Encore after Scraggy uses Dragon Dance (although if you predict the switch, Cottonee falls to Poison Jab), and Spritzee can switch in and K.O. Scraggy with Moonblast (Spritzee doesn't take that much from Poison Jab, despite being weak to it). Therefore, a poison type such as Foongus or Koffing would be a good choice for a Teammate to remove Fairy types from the opposing team. Additionally, while Scraggy has the ability to survive an Acrobatics from Fletchling at Full Health, Scraggy is very prone to being revenge-killed afterwards. Thus, a Flying-Type-Counter such as Chinchou, Tirtouga, or Archen would be an excellent choice to pair with Scraggy.
What Counters It: The aforementioned Fairy Types give Scraggy a lot of trouble. Fletchling isn't necessarily a "Counter", but it makes a nice Check as it can put the hurt Scraggy with its Priority Acrobatics. Certain Pokemon that utilize Choice Scarf (such as the rare Choice Scarf Misdreavus or Choice Scarf Gastly) can K.O. Scraggy (Dazzling Gleam from Choice Scarfed Ghosts and Brave Bird from Doduo).
Any Additional Info: A set utilizing Choice Scarf and Moxie is also very viable. The immediate 1.5x speed that Choice Scarf offers is very nice, and after a few Moxie boosts, not many Pokemon can survive Scraggy's attacks. Fake Out can be used over Poison Jab, but inferior, and is not recommended. High Jump Kick is also an option, but since Misdreavus very common in this Metagame, Misdreavus has the opportunity to switch in on a predicted High Jump Kick, thus damaging Scraggy for 50% of its total health. Additionally, High Jump Kick does not heal you for any damage you deal, unlike Drain Punch. However, a 130 Base Power STAB move is very dangerous after one or two boosts, and it can very easily let Scraggy sweep a weakened team.
Houndour @ Life Orb
Ability: Flash Fire
Level: 5
EVs: 236 Spd / 196 Atk / 36 SAtk / 40 SDef
Lonely Nature / Hasty Nature
IVs: 0 HP
- Fire Blast
- Sucker Punch
- Pursuit
- Protect / Substitute
Roles: Pursuit Trapper, Mixed Attacker
What It Does: STAB Sucker Punch is the primary move, giving Houndour the ability to check top metagame threats such as Misdreavus, Abra, and Fletchling. Sucker Punch also causes numerous switches to be forced, allowing Hazards to rack up passive damage. Fire Blast is Houndour's Fire STAB of choice; its raw power is a force to be reckoned with and is amazingly hard to switch in on. With Knock Off rampant, many pokemon do not have an Eviolite scoring Houndour KOes frequently. Pursuit is used for trapping Ghosts and Psychic types as it allows has been. The final move is filler: Protect can be used to gaurd against Fake Out, extending Houndour's life span and Substitute lets Houndour capitalize on the many switches it forces.
Good Teammates: Mienfoo makes an excellent teammate for Houndour. Knocking Off the opposing teams Eviolites greatly increases Houndour's damage out put, allowing it to KO Evioliteless Mienfoo with Fire Blast. Spritzee doesn't care about too much of what checks/counter Houndour and can easily take the hits; Spritzee can also Wishpass into Houndour occasionally, letting it fire off more powerful STAB moves without having to worry about Life Orb recoil.
What Counters It: Houndour is extremely frail so anything that outspeeds or lives its powerful hits can defeat it. Most Fighting types easily counter Houndour, as do Tirtouga and most Chinchou variants. Porygon can abuse Trace to copy Flash Fire to wall Houndour as well.
Houndour @ Eviolite
Ability: Flash Fire
Level: 5
EVs: 156 HP / 120 Atk / 36 Def / 196 SDef
Sassy Nature
- Flamethrower / Fire Blast
- Sucker Punch
- Pursuit
- Will-O-Wisp
Roles: Pursuit Trapper, Bulky Attacker
What It Does: This set has one intent: checking Misdreavus. (Though it checks most other Ghosts rather well too.) With this EV spread, Houndour capitalizes on the item Eviolite to have quite considerable bulk, while retaining sufficient damage out put. Houndour's new found bulk lets it tank a +2 Hidden Power Fighting from Misdreavus which is quite a feat. Houndour also still musters 14 attack which is powerful enough to effectively Pursuit trap Misdreavus. Any Misdreavus with HP Fighting loses to a Sucker Punch + Pursuit combination while a Misdreavus lacking HP Fighting is able to live if Stealth Rocks are not up, though normally Houndour is switched in after Misdreavus has taken some damage so this isn't too much of an issue. Fire Blast is an option for a more powerful Fire STAB, but more often Flamethrower should be used as it is far more consistent and is not used often anyway. Will-o-wisp is used normally when predicting a physical attacker to switch in on Houndour, thus finding itself now crippled.
Good Teammates: A Rapid Spinner or Defogger is greatly appreciated as this allows Houndour to switch in with more ease, Drilbur and Archen are fine choices for this role. Something to absorb Knock Off is enjoyed and something to deal with the plethora of Fighting types in the tier is needed as well; Trubbish and Mienfoo both fit these niches and synergy with Houndour well.
What Counters It: Most powerful physical attackers counter Houndour, especially ones who simply shrug off Sucker Punch. Timburr and Scraggy are prime examples of a Houndour counter as long. Both can set up in Houndour's face fearing little while, thanks to Guts and Shed Skin. Drilbur is also able to KO Houndour, but takes a fair amount of damage from Sucker Punch and fears the burn as it switches in.
Any Addition Info: Houndour involves a lot of mind games as the opponent may try to dodge the Sucker Punches and avoid being trapped by Pursuit. Be aware of this heading into the battle. Also Pawniard is a more effective offensive check to Misdreavus; depending on your if your team builds a lot of momentum, Pawniard might be better suited to your team.
Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 196 Atk / 76 Def / 76 HP / 156 SDef
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- Bulk Up
What It Does: Timburr primary functions as both a Status absorber and an answer to Fighting-weak attackers such as Pawniard or Carvanha. Access to Knock Off means any Pokemon considering switching in will likely lose its item. It can make use of its bulk to switch in on ost neutral hits safely and threaten them back with is powerful Attack stat. Drain Punch keeps it healthy throughout the match, allowing it to continue taking resisted/neutral attacks multiple times. Priority in Mach Punch allows to threaten faster and frailer targets, limiting the threat if anything weak to it on the opposing team. Timburr finds great success at absorbing status for allies and threatening to remove the items or outright KO many pokemon.
Good Teammates: Late Game Sweepers such as Misdreavus thoroughly enjoy the Knock Off support Timburr offers, weakening the bulk of Walls in order to Sweep. Steel-types, such as Pawniard and Ferroseed can threaten Fairy-types for Timburr. In addition, Pawniard can form a Knock Off core with Timburr, allowing you to effectively soften up the opposing team. Rock and Electric-types, such as Archen and Chinchou can deal with Flying-types that can decimate Timburr. At the same time, Flying-types make decent partners, as they can deal with Foongus, Croagunk and any Bug-types who can cause Timburr trouble throughout the match.
What Counters It: Fairy-types can wall Timburr pretty effectively, as the resist much of Timburrs coverage and generally have the bulk to take repeated hits. Snubbull and Spritzee are two examples, Spritzee also has recovery in Wish, allowing it to switch in repeatedly. Poison-types like Koffing, Trubbish and Tentacool also give Timburr a hard time, resisting its STAB. Flying-types are very effective at keeping Timburr in Check, Vullaby can switch in safely the majority of the time and threaten with Brave Bird. Fletching and Archen can also outspeed and threaten with Acrobatics, though Archen will need be healthy enough to take a Mach Punch and be out of Defeatists range.
Any Additional Info: Bulk Up gives Timburr the potential to sweep unprepared teams, especially after their Fairy and Poison-types have been worn down. Posion Jab is a move often found on Timburr, and can threaten Fairies without their Eviolite from taking repeated hits. The elemental Punches are also available, and can hit the Flying-types such as Vullaby and Grass-types such as Foongus, notably, for super-effective damage.
Chinchou @ Berry Juice / Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SAtk / 60 Spd
Bold Nature
- Hydro Pump / Scald
- Volt Switch
- Heal Bell / Thunder Wave
- Thunderbolt / Hidden Power Ground
What it does: Chinchou is often found keeping various Flying and Electric-type Pokemon in check, as well as opposing Water-types. Due to its decent bulk and good typing, it can switch into many different attacks, and can limit the use of Electric-type moves due to its Ability, Volt Absorb. It functions well as a Pivot, Volt Switching out of the Grass-types it lures in and dissuading Ground-types from switching in due to its Secondary Water-typing.
Access to Heal Bell allows it to function as a Cleric, as it easily finds opportunities to use it when forcing out the many Pokemon it checks. Thunder Wave is used to spread Paralysis if it is so needed, and Scald puts pressure on any Physical attackers who risk switching in due to the Burn chance.
Good Teammates: Flying-types can cover its Grass weakness quite well, and have an immunity to the Ground-type moves that target Chinchou. Vullaby is effective, as it has great bulk to complement it, access to U-turn to form a Volturn core and immunity to Spore from Foongus who often switches into Chinchou. Fletchling also makes a great partner for more offensively inclined teams, as it also can form a Volturn core and immediately threaten Chinchous checks due to its strong priority. Fighting-types can help remove bulky Normal-types, such as Lickitung, who can easily switch in any attack, and Porygon, who can Trace Volt Absorb to gain an immunity to Volt Switch. Grass-types of your own can help weaken opposing Chinchou, as well as Ground-types that can switch-in safely. Allies who want status removed in order to sweep enjoy the Cleric support it offers. Examples of these are Nasty Plot Misdreavus and Shell Smasher users, such as Omanyte and Tirtouga.
What Counters It: Specially Defensive walls, such as Lickitung, Porygon or even Spritzee can switch in its attacks and easily stall it due to their access to recovery. Bulky Grass-types can safely switch in on any attack except the rare Ice Beam and threaten it with their STAB, Ferroseed and Foongus are two that function particularly well at this, having great bulk and Regenerator in Foongus' case. Timburr and Croagunk can check it well, as Timburr does not fear Scald Burns due to Guts and Croagunk has immunity to Water through Dry Skin. Ground-types can threaten Chinchou if they switch in on the proper move, Drilbur and Diglett both outspeed Chinchou and Diglett can also trap it with Arena Trap.
Any Additional Info: Soak can be used to make Grass-type switch-ins Water-type, in order to Pivot off of them with Volt Switch. Eviolite or Berry Juice are both run, so either can be expected, the former allowing it to take stronger attacks and the latter allowing it switch in on weak/resisted hits more often.
Snubbull @ Eviolite
Ability: Intimidate
Level: 5
EVs: 196 HP / 116 Def / 116 SDef / 36 Atk / 36 Spd
Impish Nature
- Play Rough
- Earthquake
- Rest
- Sleep Talk
What It Does: Snubbull has a welcomed ability for walling in Intimidate and with the retype it got in Gen 6 from Normal to Fairy, it is capable of walling some top tier Fighting types such as Mienfoo, Scraggy, Timburr, etc. instead of being weak to those said Fighting types. Although it doesn't have reliable recovery, RestTalk is a viable strategy for absorbing status and a form of recovery because of the perfect coverage that is attained through its STAB, Play Rough, and its coverage, Earthquake, which hits pretty hard coming off of 15 Attack. Eviolite is the go-to item for almost any bulky attacker/wall in LC and Snubbull benefits from it, reaching 25/21/18 with the Eviolite + investments. That is also further boosted when Intimidate is active on the opponent. Not only can it wall the Fighting types of the tier, but it can also tank neutral physical hits from almost any threat due to the added "bulk" of Intimidate.
Good Teammates: A good partner for it is Chinchou. This is because since Chinchou tends to run Heal Bell, it allows Snubbull to essentially get a "free" Rest and be back at full health to reign supreme against Physical attackers. Chinchou also checks the main threat to Snubbull's strategy of Intimidate walling which is Pawniard, who benefits from Intimidate drop due to Defiant. Another good partner for a more bulky attacker set is Steel- types such as Pawn or Magnemite. The infamous Steel + Fairy is a good defensive core as they cover each other's weaknesses pretty well.
What Counters It: Pawniard. This thing is a threat because it gets a free +1 from Intimidate, meaning Snubbull needs a partner or team support to take care of it. Other things that tend to counter it are Poison and Steel types not weak to EQ, such as Foongus and Ferroseed. Foongus can also put it to sleep without it getting recovery and Ferroseed can Leech Seed stall it whilst setting hazards. Although Snubbull does learn the elemental punches so if the Bulky Attacker set is what you use, then you can customize Snubbull to beat these threats.
Any Additional Info: A spread of 196 HP / 196 Atk / 36 Def / 36 SDef / 36 Spd can be used with Play Rough, EQ, Elemental Punch, T-Wave for Bulky Attacking Support. Snubbull can still tank hits thanks to Intimdate but doesn't have the longevity of the RestTalk set.
Ponyta @ Eviolite
Ability: Flame Body
Level: 5
Happiness: 0
EVs: 156 Atk / 76 Def / 76 SDef / 196 Spd
Impish Nature
- Morning Sun
- Flare Blitz
- Will-O-Wisp / Toxic
- Frustration / Wild Charge
What It Does: Ponyta happily spreads status throughout the opposing team, namely crippling burns. Pseudo dual status can be used with Toxic to have a greater effect on special attackers, however normally Will-o-wisp is preferred for the ability to guarantee the burn on physical threats. Flare Blitz is the STAB of choice as its recoil is easily mitigated with Morning Sun and is used in tandem with either Frustration or Wild Charge. Wild Charge is used to hit all water types not named Chinchou for SE damage, however Frustration can be used to hit most water types neutrally. Morning Sun provides longevity for Ponyta.
Good Teammates: Mons that complete the Fire-Grass-Water core with out creating an unresisted ground weakness make a brilliant defensive core. i.e. Pumpkaboo and Tentacool complement Ponyta with Rapid Spin support, a hard counter to Chinchou and Drillbur, and the ability to switch into each others weaknesses. Cottonee and Tirtouga also make a nice Fire-Grass-Water core. Cottonee dissuades most pokemon from setting up while forcing switches. Tirtouga has access to Stealth Rock which adds passive damage and provides a check to Fletchling lacking HP Grass. Ponyta appreciates hazards off of her side of the field, so spinners such as Drillbur or defoggers like Vullaby or Archen are appreciated.
What Counters It: Strong SE attacks, especially those from special attackers severely hamper Ponyta. Chinchou makes a great counter to Ponyta, as do Guts abusers. Timburr threatens Ponyta with Knock Offs and Drain Punches, welcoming the chance to be burned. If Taillow can somehow come safely (coming in on a predicted Status or Morning Sun), its Facades is a guaranteed 1HKO as long as Guts is activated.
Corphish @ Eviolite
Ability: Adaptability
Level: 5
Shiny: No
EVs: 196 Atk / 76 Def / 236 Spd
Adamant Nature
- Crabhammer
- Aqua Jet
- Knock Off
- Superpower
What It Does: Corphish is an underated pokemon that is a very good wall breaker. With 18 attack and Adaptability powering its 100 BP STAB Crabhammer Corphish is able to easily weaken Pokemon that don't resist it e.g. Crabhammer 2HKO's 156 HP / 116 Def Impish Mienfoo that is still holding its Eviolite. Knock Off is a great move on Corphish because it allows it to severely weaken common switch-ins such as Chinchou, and Foongus by removing their Eviolites / Berry Juices. Priority is a good thing in such a fast paced metagame and Aqua Jet backed with Adaptability packs a little bit of punch in a 40 BP move letting it pick off weakened faster threats, Abra on its Sash, Sturdy Smashers, etc. Superpower provides good coverage to this set 2HKOing any Ferroseed or Porygon foolish enough to switch in. With Eviolite Corphish also reaches 21 Def, letting it tank a physical hit or two and answer with Crabhammer ( a Fletchlings Adamant Acrobatics does 45-60%).
Good Teammates: Sweepers that appreciate Corphish's wall breaking ability are great partners so Fletchling, Carvahna and Tirtouga are some examples. Corphish lures in Pokemon that are also troublesome for the above pokemon, Chinchou, for some reason Ferroseed and Porygon like switching in, and in Carvahna and Tirtougas case, things like Foongus, Croagunk, etc Corphish at the very least removes Eviolites from these Pokemon so that the sweepers have an easier time breaking through and can also dish out damage to some of the above mentioned with Crabhammer and Superpower. With pokemon like these weakened, in come Fletchling, Tirtouga or Carvahna to clean up. Pokemon that can deal with Foongus are also beneficial because it can get a free switch in and while it doesn't like Knock Off, switching in on Corphish sets it up for a free Spore on something so having a pokemon like Ferroseed which is immune to Spore and can set up hazards which aids Corphish in turning 2HKO's into potential 1HKO's.
What Counters It: Many Pokemon can beat Corphish due to its low special defense with super effective special moves but they may take a Knock Off in the process, aside from Knock Off however, Corphish can't do much to Chinchou and Foongus which can beat them with their supereffective Stabs. 13 Speed is also quite low so Pokemon that outspeed like Magnemite can KO it with Volt Switch. Abra with its Focus Sash intact can beat it, Misdreavus too although it doesn't like Knock Off.
Any Additional Info: Corphish also has access to Swords Dance and Dragon Dance to aid its wallbreaking potential but that could come at the cost of the coverage of Superpower, which I think is more important to hit Ferroseed and Porygon.
Scraggy @ Eviolite
Ability: Shed Skin / Moxie
Level: 5
Shiny: Yes
EVs: 36 HP / 156 Atk / 68 Def / 36 SDef / 212 Spd
Adamant Nature
- Dragon Dance
- Drain Punch
- Knock Off
- Poison Jab / Zen Headbutt
Roles: Physical Sweeper, Bulky Attacker, Wallbreaker, Stallbreaker, Late Game Cleaner, Tank
What it does: This Scraggy's role is to come in after one of your Pokemon faints, set up a Dragon Dance, and proceed to start attacking things with your move of choice. Drain Punch is your main STAB option, denting most things that aren't resistant to it after 1 or 2 boosts. Eviolite makes this set quite bulky, and it's able to survive an Acrobatics from Fletchling from Full Health, while hitting Fletchling back with a Drain Punch. Knock Off is your second STAB, and the advantage of the opponent not having an item is very nice. Knock Off is also a good option if the opposing Poke resists Drain Punch, or is Ghost Type. Poison Jab has the ability to hit Cottonee 4x super effectively, if you can predict it switching in. Zen Headbutt is for Croagunk and other poison types, as they wall Scraggy entirely without it, and it's also nice if you want to hit other Fighting Types for Super Effective damage. Shed Skin is for statuses, as Burn and Paralyze, as Scraggy is near-useless if it has a status. However, if you don't fear status ailments and want more power, Moxie is the preferred option.
Good Teammates: Fairy Types give Scraggy heaps of trouble. Cottonee can use Priority Encore after Scraggy uses Dragon Dance (although if you predict the switch, Cottonee falls to Poison Jab), and Spritzee can switch in and K.O. Scraggy with Moonblast (Spritzee doesn't take that much from Poison Jab, despite being weak to it). Therefore, a poison type such as Foongus or Koffing would be a good choice for a Teammate to remove Fairy types from the opposing team. Additionally, while Scraggy has the ability to survive an Acrobatics from Fletchling at Full Health, Scraggy is very prone to being revenge-killed afterwards. Thus, a Flying-Type-Counter such as Chinchou, Tirtouga, or Archen would be an excellent choice to pair with Scraggy.
What Counters It: The aforementioned Fairy Types give Scraggy a lot of trouble. Fletchling isn't necessarily a "Counter", but it makes a nice Check as it can put the hurt Scraggy with its Priority Acrobatics. Certain Pokemon that utilize Choice Scarf (such as the rare Choice Scarf Misdreavus or Choice Scarf Gastly) can K.O. Scraggy (Dazzling Gleam from Choice Scarfed Ghosts and Brave Bird from Doduo).
Any Additional Info: A set utilizing Choice Scarf and Moxie is also very viable. The immediate 1.5x speed that Choice Scarf offers is very nice, and after a few Moxie boosts, not many Pokemon can survive Scraggy's attacks. Fake Out can be used over Poison Jab, but inferior, and is not recommended. High Jump Kick is also an option, but since Misdreavus very common in this Metagame, Misdreavus has the opportunity to switch in on a predicted High Jump Kick, thus damaging Scraggy for 50% of its total health. Additionally, High Jump Kick does not heal you for any damage you deal, unlike Drain Punch. However, a 130 Base Power STAB move is very dangerous after one or two boosts, and it can very easily let Scraggy sweep a weakened team.
Zigzagoon @ Berry Juice
Ability: Pickup
Level: 5
EVs: 132 HP / 196 Atk / 28 Def / 108 SDef / 36 Spe
Adamant Nature
- Belly Drum
- Extremespeed
- Thief
- Protect / Rock Smash / Seed Bomb
Role: Late-game cleaner
What it does: Zigzagoon is a terrifying late-game sweeper due to its unique combination of Belly Drum and STAB Extremespeed. After just 1 turn of setup, Zigzagoon reaches a sky-high 52 Attack with no drawbacks, thanks to Berry Juice negating the HP loss from Belly Drum. After it sets up, Zigzagoon can proceed to fire off stupidly powerful Extremespeeds. Because Extremespeed is a +2 priority move, Zigzagoon cannot be revenge killed by any of LC's powerful priority users such as Timburr or Fletchling. Thief is Zigzagoon's best option for hitting Ghost-types, and can OHKO every one in the tier at +6. The last moveslot is a tossup which depends on what your team can handle. Protect allows Zigzagoon to beat Fake Out users, who could otherwise stop its sweep with some luck and prediction. Rock Smash hits Rock- and Steel-types, most notably Pawniard, but its low BP may make it unappealing. Lastly, Seed Bomb makes quick work of bulky Rock-types such as Tirtouga and Onix who would otherwise wall Zigzagoon completely. Pickup is a mostly situational ability, but it can come in handy when facing Pokemon with Sturdy to grab some extra health.
Good Teammates: Zigzagoon needs Stealth Rock support to break Sturdy and Focus Sashes, as otherwise its sweep can easily be put to a halt. It also greatly appreciates Memento support, as if it takes a powerful hit, it will be left at 50% health after a Belly Drum. Finally, Zigzagoon appreciates having common Rock- and Steel- types eliminate or at least weeakened so it has an easier time with them. Diglett is capable of providing all 3 of these, making it a fantastic partner to Zigzagoon. It also really appreciates having the opponent's Ghost-types gone before it sets up, so a powerful Knock Off user such as Pawniard also makes a good teammate.
What Counters It: Ghost-types, particularly Misdreavus, are a massive thorn in Zigzagoon's side,as most are able to outspeed it and either cripple it with Will-O-Wisp or smack it with a powerful attack. Rock- and Steel-types are also able to check it - most are able to take an Extremespeed and attack it. Extremely bulky Pokemon that are neutral to Extremespeed, such as Spritzee, can tank an Extremespeed in a pinch with a little bit of luck. Finally, Zigzagoon cannot set up on anything with Knock Off, as if it gets its Berry Juice knocked off, it will be left at very low HP.
Any Additional Info: Zigzagoon has a few other coverage options at its disposal. Iron Tail guarantees an OHKO on Spritzee while also hitting Rock-types, but its 75% accuracy is less than ideal, while Dig hits both Rock- and Steel-types, but the charge turn can be easily taken advantage of. Also, Zigzagoon can run a Salac Berry with Gluttony to grab a Speed boost when it sets up, but this makes it much harder for Zigzagoon to set up as a strong attack on its setup turn can cause Belly Drum to fail, making it complete dead weight.
Fletchling
Ability: Gale Wings
Level: 5
EVs: 156 HP / 196 Atk / 92 Def / 52 SDef
Adamant Nature
- Acrobatics
- U-turn
- Swords Dance
- Roost
What It Does: Fletchling is a top tier threat that every team should prepare for. It is gifted with arguably the best ability in the tier Gale Wings, giving priority to Flying-types moves and Flying is such a good offensive type as it is, with powerful fighting-types and bulky Grass-types common in LC. No item is needed on this set to boost the power of Fletchlings Acrobatics, after a Swords Dance, priority Acrobatics tears through teams late game. With Fletchlings ability to easily revenge kill Pokemon it often causes lots of switches and U-turn is good to capatalise on this so that it can gain momentum and scout what your opponent is switching in. Priority Roost helps Archen recover HP if need be and although it is frail with no item, the switches it causes can give it Roost oppurtunities.
Good Teammates: Hazard setters like Ferroseed, Dwebble, Drilbur can weaken Pokemon giving Fletchling a much easier time cleaning up late game or revenge killing early on. Pokemon that can weaken or remove Pokemon that threaten Fletchling is also good, Focus Sash Diglett, can remove Chinchou, Magnemite, Pawnaird giving Fletchling an easier time. Other Flying-type Pokemon like Tailow and Doduo are walled by similar things and can as a result weaken them so Fletch can break through them. Tailow has acces to Steel Wing to make it a cool Archen lure and Doduo can use Knock Off to remove Eviolites and Berry Juices off of counters.
What Counters It: Being weak to Stealth Rocks certainly doesn't help Fletchling but with priority, Getting chipped away by rocks can also not do much depending on the opponents team. There are a few common Pokemon that can wall Fletchling. If it doesn't carry Overheat then Magnemite, Pawnaird and other steel-types become good counters, Archen, Tirtouga and Chinchou all resist Fletchlings Acrobatics and have STAB that can hit it super effectively
Any Additional Info: Using Fletch pretty much guarantees a 1500 elo on Showdown nah but seriosuly Overheat and Hp Grass are good options for nailing Steels and Tirtouga
Chinchou @ Berry Juice / Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SAtk / 60 Spd
Bold Nature
- Hydro Pump / Scald
- Volt Switch
- Heal Bell / Thunder Wave
- Thunderbolt / Hidden Power Ground
What it does: Chinchou is often found keeping various Flying and Electric-type Pokemon in check, as well as opposing Water-types. Due to its decent bulk and good typing, it can switch into many different attacks, and can limit the use of Electric-type moves due to its Ability, Volt Absorb. It functions well as a Pivot, Volt Switching out of the Grass-types it lures in and dissuading Ground-types from switching in due to its Secondary Water-typing.
Access to Heal Bell allows it to function as a Cleric, as it easily finds opportunities to use it when forcing out the many Pokemon it checks. Thunder Wave is used to spread Paralysis if it is so needed, and Scald puts pressure on any Physical attackers who risk switching in due to the Burn chance.
Good Teammates: Flying-types can cover its Grass weakness quite well, and have an immunity to the Ground-type moves that target Chinchou. Vullaby is effective, as it has great bulk to complement it, access to U-turn to form a Volturn core and immunity to Spore from Foongus who often switches into Chinchou. Fletchling also makes a great partner for more offensively inclined teams, as it also can form a Volturn core and immediately threaten Chinchous checks due to its strong priority. Fighting-types can help remove bulky Normal-types, such as Lickitung, who can easily switch in any attack, and Porygon, who can Trace Volt Absorb to gain an immunity to Volt Switch. Grass-types of your own can help weaken opposing Chinchou, as well as Ground-types that can switch-in safely. Allies who want status removed in order to sweep enjoy the Cleric support it offers. Examples of these are Nasty Plot Misdreavus and Shell Smasher users, such as Omanyte and Tirtouga.
What Counters It: Specially Defensive walls, such as Lickitung, Porygon or even Spritzee can switch in its attacks and easily stall it due to their access to recovery. Bulky Grass-types can safely switch in on any attack except the rare Ice Beam and threaten it with their STAB, Ferroseed and Foongus are two that function particularly well at this, having great bulk and Regenerator in Foongus' case. Timburr and Croagunk can check it well, as Timburr does not fear Scald Burns due to Guts and Croagunk has immunity to Water through Dry Skin. Ground-types can threaten Chinchou if they switch in on the proper move, Drilbur and Diglett both outspeed Chinchou and Diglett can also trap it with Arena Trap.
Any Additional Info: Soak can be used to make Grass-type switch-ins Water-type, in order to Pivot off of them with Volt Switch. Eviolite or Berry Juice are both run, so either can be expected, the former allowing it to take stronger attacks and the latter allowing it switch in on weak/resisted hits more often.
Magnemite @ Berry Juice
Ability: Trace
Level: 5
EVs: 36 Def / 236 SAtk / 236 Spd
Timid Nature
- Endure
- Recycle
- Flash Cannon
- Volt Switch
What It Does: Magnemite is a powerful special attacker who was gifted with the ability for insane longevity this generation. The unbanning of Berry Juice has offered a lot to Magnemite, as Magnemite has access to the ability Sturdy and an ideal HP stat to abuse this amazing item. Magnemite is able to live any hit, save multi-hit ground moves, thanks to Sturdy. However a large portion of the time, it is knocked below half health. Whenever this happens, Berry Juice is activated bringing Magnemite back to full. However, hazards break sturdy, so often Magnemite is at risk of fainting. Endure patches this flaw as it allows the user to survive the next hit with at least 1 HP, essentially another Sturdy. Recycle restores the Berry Juice if it has been used already, enabling Magnemite to be replenish its health numerous times. Volt Switch is used over Thunderbolt for the momentum it adds and is still decently powerful. Flash Cannon is a second STAB and grants neutral damage against Grass types and Ground types and super effective damage against Fairy types.
Good Teammates: Fletchling appreciates Magnemite as it can effectively deal with any opposing Fletchlings lacking Overheat. Magnemite can also KO Archen (an amazing Fletchling counter) with Volt Switch providing Archen lacks Earthquake or Sturdy is intact. Mienfoo compliments Magnemite in complementing a Volt-Turn core and acts as a nice Knock Off sponge. Trubbish also acts as a Knock Off absorber, but can stack spikes for passive damage.
What Counters It: Knock Off ruins Magnemite; i.e. Pawnaird and Fighting types completely hard counter Magnemite providing they get the Knock Off on Magnemite. Drillbur has Mold Breaker to ignore Sturdy and easily KO with Earthquake. Will-o-wisp also destroys Sturdy for the remainder of the match, making this set practically useless for anything other than Volt Switch and killing Fairys.
Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SDef
Bold Nature
- Hidden Power [Fighting] / Stun Spore
- Giga Drain
- Sludge Bomb / Clear Smog
- Spore
What It Does: Foongus is acts as a phenomenal pivot due to its solid defensive typing and Regenerator. Eviolite allows it to take neutral and resisted hits with ease, while the given EVs and nature allow Foongus to hit Eviolite numbers, which are when the defense stat is an even number; this is ideal because Eviolite boosts round down. Giga Drain and Regenerator allow Foongus to stick around; the latter is especially notable because it means Foongus can repeatedly check and force key threats out without needing to constantly heal, making it an ideal pivot, while the former also acts as a STAB move. Foongus has two excellent options for its second STAB; it can go for a 30% chance and decent base damage with Sludge Bomb, or help check a variety of set-up sweepers with Sludge Bomb. Spore is a rare but incredibly useful move, almost guaranteed to take at least one opposing Pokemon out of the match, and a large part of Foongus's niche. Foongus also has a few options for its filler move, including Hidden Power Fighting to lure in and crush Pawniard, and Stun Spore as an alternate status move for when Sleep Clause is activated or Spore needs to be saved for something else. Foongus is a great addition to a variety of team archetypes because it can repeatedly check a variety of important threats, including but not limited to Mienfoo, Pawniard, Timburr, Carvanha, Tirtouga, Chinchou, Cottonee, Drilbur, and Spritzee. However, it struggles against certain other Pokemon, such as Fletchling, Abra, and Ponyta.
Good Teammates: Fellow Regenerator-abusing Pokemon in Mienfoo and Slowpoke are nice teammates because they form a Regenerator core with Foongus, which can be a nuisance to break through, since members of the core will be able to remain healthy for extended periods of time. Pokemon that can deal with threats that force Foongus out are also appreciated; for example, Archen is helpful to beat Fletchling, while the previously mentioned Slowpoke can take out Ponyta. Archen is also useful as a teammate to Regenerator cores because it is able to utilize Defog to clear hazards, which is useful for a core that relies so much on switching. Overall, however, as long as a team doesn't compound Foongus's weaknesses too badly, it will usually appreciate Foongus's presence, so it shouldn't be too much trouble to fit Foongus onto a team.
What Counters It: Vullaby and Ferroseed are two Pokemon that are able to switch into anything Foongus has to offer and force it out; the former has Overcoat while the latter is a Grass-type to deal with Spore, while both resist Giga Drain. Vullaby's innately high special bulk and access to Flying STAB means Foongus will have a great deal of trouble against opposing Vullaby, while Ferroseed is immune to Sludge Bomb and can freely set hazards up against Foongus. Once Sleep Clause has been activated, Foongus is much easier to deal with; Ponyta, Archen, Croagunk, Trubbish, Gastly, Larvesta and Koffing will all be able to switch into Foongus in such a scenario and beat it handily. Fletchling, Abra, Doduo, Houndour and Vulpix are notable threats that might not enjoy taking a Sludge Bomb, but will be able to deal with Foongus once they're in. Keep in mind that Foongus doesn't mind repeatedly switching out of unfavourable match-ups thanks to Regenerator.
Any Additional Info: Foongus is great at what it does, but can't do much else :(
Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 196 Atk / 76 Def / 76 HP / 156 SDef
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- Bulk Up
What It Does: Timburr primary functions as both a Status absorber and an answer to Fighting-weak attackers such as Pawniard or Carvanha. Access to Knock Off means any Pokemon considering switching in will likely lose its item. It can make use of its bulk to switch in on ost neutral hits safely and threaten them back with is powerful Attack stat. Drain Punch keeps it healthy throughout the match, allowing it to continue taking resisted/neutral attacks multiple times. Priority in Mach Punch allows to threaten faster and frailer targets, limiting the threat if anything weak to it on the opposing team. Timburr finds great success at absorbing status for allies and threatening to remove the items or outright KO many pokemon.
Good Teammates: Late Game Sweepers such as Misdreavus thoroughly enjoy the Knock Off support Timburr offers, weakening the bulk of Walls in order to Sweep. Steel-types, such as Pawniard and Ferroseed can threaten Fairy-types for Timburr. In addition, Pawniard can form a Knock Off core with Timburr, allowing you to effectively soften up the opposing team. Rock and Electric-types, such as Archen and Chinchou can deal with Flying-types that can decimate Timburr. At the same time, Flying-types make decent partners, as they can deal with Foongus, Croagunk and any Bug-types who can cause Timburr trouble throughout the match.
What Counters It: Fairy-types can wall Timburr pretty effectively, as the resist much of Timburrs coverage and generally have the bulk to take repeated hits. Snubbull and Spritzee are two examples, Spritzee also has recovery in Wish, allowing it to switch in repeatedly. Poison-types like Koffing, Trubbish and Tentacool also give Timburr a hard time, resisting its STAB. Flying-types are very effective at keeping Timburr in Check, Vullaby can switch in safely the majority of the time and threaten with Brave Bird. Fletching and Archen can also outspeed and threaten with Acrobatics, though Archen will need be healthy enough to take a Mach Punch and be out of Defeatists range.
Any Additional Info: Bulk Up gives Timburr the potential to sweep unprepared teams, especially after their Fairy and Poison-types have been worn down. Posion Jab is a move often found on Timburr, and can threaten Fairies without their Eviolite from taking repeated hits. The elemental Punches are also available, and can hit the Flying-types such as Vullaby and Grass-types such as Foongus, notably, for super-effective damage.
Ponyta @ Eviolite
Ability: Flame Body
Level: 5
Happiness: 0
EVs: 156 Atk / 76 Def / 76 SDef / 196 Spd
Impish Nature
- Morning Sun
- Flare Blitz
- Will-O-Wisp / Toxic
- Frustration / Wild Charge
What It Does: Ponyta happily spreads status throughout the opposing team, namely crippling burns. Pseudo dual status can be used with Toxic to have a greater effect on special attackers, however normally Will-o-wisp is preferred for the ability to guarantee the burn on physical threats. Flare Blitz is the STAB of choice as its recoil is easily mitigated with Morning Sun and is used in tandem with either Frustration or Wild Charge. Wild Charge is used to hit all water types not named Chinchou for SE damage, however Frustration can be used to hit most water types neutrally. Morning Sun provides longevity for Ponyta.
Good Teammates: Mons that complete the Fire-Grass-Water core with out creating an unresisted ground weakness make a brilliant defensive core. i.e. Pumpkaboo and Tentacool complement Ponyta with Rapid Spin support, a hard counter to Chinchou and Drillbur, and the ability to switch into each others weaknesses. Cottonee and Tirtouga also make a nice Fire-Grass-Water core. Cottonee dissuades most pokemon from setting up while forcing switches. Tirtouga has access to Stealth Rock which adds passive damage and provides a check to Fletchling lacking HP Grass. Ponyta appreciates hazards off of her side of the field, so spinners such as Drillbur or defoggers like Vullaby or Archen are appreciated.
What Counters It: Strong SE attacks, especially those from special attackers severely hamper Ponyta. Chinchou makes a great counter to Ponyta, as do Guts abusers. Timburr threatens Ponyta with Knock Offs and Drain Punches, welcoming the chance to be burned. If Taillow can somehow come safely (coming in on a predicted Status or Morning Sun), its Facades is a guaranteed 1HKO as long as Guts is activated.
Snubbull @ Eviolite
Ability: Intimidate
Level: 5
EVs: 196 HP / 116 Def / 116 SDef / 36 Atk / 36 Spd
Impish Nature
- Play Rough
- Earthquake
- Rest
- Sleep Talk
What It Does: Snubbull has a welcomed ability for walling in Intimidate and with the retype it got in Gen 6 from Normal to Fairy, it is capable of walling some top tier Fighting types such as Mienfoo, Scraggy, Timburr, etc. instead of being weak to those said Fighting types. Although it doesn't have reliable recovery, RestTalk is a viable strategy for absorbing status and a form of recovery because of the perfect coverage that is attained through its STAB, Play Rough, and its coverage, Earthquake, which hits pretty hard coming off of 15 Attack. Eviolite is the go-to item for almost any bulky attacker/wall in LC and Snubbull benefits from it, reaching 25/21/18 with the Eviolite + investments. That is also further boosted when Intimidate is active on the opponent. Not only can it wall the Fighting types of the tier, but it can also tank neutral physical hits from almost any threat due to the added "bulk" of Intimidate.
Good Teammates: A good partner for it is Chinchou. This is because since Chinchou tends to run Heal Bell, it allows Snubbull to essentially get a "free" Rest and be back at full health to reign supreme against Physical attackers. Chinchou also checks the main threat to Snubbull's strategy of Intimidate walling which is Pawniard, who benefits from Intimidate drop due to Defiant. Another good partner for a more bulky attacker set is Steel- types such as Pawn or Magnemite. The infamous Steel + Fairy is a good defensive core as they cover each other's weaknesses pretty well.
What Counters It: Pawniard. This thing is a threat because it gets a free +1 from Intimidate, meaning Snubbull needs a partner or team support to take care of it. Other things that tend to counter it are Poison and Steel types not weak to EQ, such as Foongus and Ferroseed. Foongus can also put it to sleep without it getting recovery and Ferroseed can Leech Seed stall it whilst setting hazards. Although Snubbull does learn the elemental punches so if the Bulky Attacker set is what you use, then you can customize Snubbull to beat these threats.
Any Additional Info: A spread of 196 HP / 196 Atk / 36 Def / 36 SDef / 36 Spd can be used with Play Rough, EQ, Elemental Punch, T-Wave for Bulky Attacking Support. Snubbull can still tank hits thanks to Intimdate but doesn't have the longevity of the RestTalk set.
Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Tri Attack
- Thunder Wave
- Recover
- Shadow Ball
What It Does: Porygon is an phenomenal special wall capable of stopping many powerful threats. Tri Attack is Porygon's obligatory STAB which provides decent damage and even a 20% chance to cripple the opponent. Thunder Wave hampers setup sweepers not behind a Substitute and can often end a sweep on the spot. Recover is for longevity and can be used alongside Thunder Wave to fish for the paralysis so a free turn of recovery is gained. Shadow Ball is used to damage the Ghost types and Psychic types you are often walling.
Good Teammates: Larvesta, Croagunk and Mienfoo all pair exceedingly well with Porygon. Larvesta can easily handle all fighting types not named Timburr due to its Fighting resistance and ability. Croagunk has an awesome typing that also allows it to check most fighting types, save Acrobatics Mienfoo. Croagunk can also doesn't mind a Knock Off too bad, but it is still an issue for Croagunk. Mienfoo on the other hand can easily take Knock Offs and switch in multiple times throughout the match to what ever the opponent brings in to deal with Porygon. Additionally, Misdreavus benefits from Porygon's ability to deal with opposing Misdreavus and Abras who otherwise might end her sweep due to speed ties.
What Counters It: Knock Off is detrimental to Porygon who relies on Eviolite to stay absurdly bulky. And as a general rule of thumb, Fighting types can easily counteract Porygon with their STAB Drain Punches and the ever present Knock Off. Pawniard doesn't mind either of Porygon's offensive moves, though Tri Attck does have a 20% chance to cripple Pawniard, and can Knock Off Porygon's Eviolite and Brick Break/Iron Head Porygon to death.
Any Additional Info: Ice Beam can be used over Shadow Ball or Thunder Wave, however this does very little to Misdreavus who (if it's running Substitute + Nasty Plot) can set up in Porygon's face or isn't losing worth the ability to stop sweeps cold.
Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Tri Attack
- Thunder Wave
- Recover
- Shadow Ball
What It Does: Porygon is an phenomenal special wall capable of stopping many powerful threats. Tri Attack is Porygon's obligatory STAB which provides decent damage and even a 20% chance to cripple the opponent. Thunder Wave hampers setup sweepers not behind a Substitute and can often end a sweep on the spot. Recover is for longevity and can be used alongside Thunder Wave to fish for the paralysis so a free turn of recovery is gained. Shadow Ball is used to damage the Ghost types and Psychic types you are often walling.
Good Teammates: Larvesta, Croagunk and Mienfoo all pair exceedingly well with Porygon. Larvesta can easily handle all fighting types not named Timburr due to its Fighting resistance and ability. Croagunk has an awesome typing that also allows it to check most fighting types, save Acrobatics Mienfoo. Croagunk can also doesn't mind a Knock Off too bad, but it is still an issue for Croagunk. Mienfoo on the other hand can easily take Knock Offs and switch in multiple times throughout the match to what ever the opponent brings in to deal with Porygon. Additionally, Misdreavus benefits from Porygon's ability to deal with opposing Misdreavus and Abras who otherwise might end her sweep due to speed ties.
What Counters It: Knock Off is detrimental to Porygon who relies on Eviolite to stay absurdly bulky. And as a general rule of thumb, Fighting types can easily counteract Porygon with their STAB Drain Punches and the ever present Knock Off. Pawniard doesn't mind either of Porygon's offensive moves, though Tri Attck does have a 20% chance to cripple Pawniard, and can Knock Off Porygon's Eviolite and Brick Break/Iron Head Porygon to death.
Any Additional Info: Ice Beam can be used over Shadow Ball or Thunder Wave, however this does very little to Misdreavus who (if it's running Substitute + Nasty Plot) can set up in Porygon's face or isn't losing worth the ability to stop sweeps cold.
Onix @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 76 HP / 236 Atk / 196 Spd
Jolly Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Taunt
What It Does: Onix is a fairly useful, albeit less used Pokemon than say Dwebble or Defensive Tirt. What it has over both of them is a little thing called Taunt. With it reaching 17 speed with the given nature/investment, it allows it to outspeed (speedtie with opposing Onix and losing to Diglett) and Taunt other leads/hazard setters before they start the stacking. And even without investment, Onix still reaches a nice bulk of 21/22/11, allowing him to take a few physical hits. Granted the idea of SturdyJuice is a thing with Onix, and in this case it is used as insurance to ensure the Taunt/Rocks get up (and maybe even a few hits can be given coming off of 14 Atk). Both of these ideas, the fact that it can Taunt plus set up hazards, is unique in practice (although there are pokes who get this combo, none of them are "viable").
Good Teammates: Any Pokemon in LC appreciates hazards, so to be fair, any poke can be a good teammate. Onix and any poke weak to hazards, such as Archen, Fletchling, Vullaby, and so on, are good teammates because with Onix Taunting other leads to not set up hazards he can also whittle them down to be RK'd and/or set up own hazards. Other good teammates are set up sweepers so that Sash users (bar Abra [which is trash imo]) cannot come in and stop their sweep because their Sash'll be broken by Rocks.
What Counters It: Diglett is a great lead that can counter it by still being able to get up its Rocks and thus causing problems for Onix's team. Another poke that troubles it is Cottonee, as it can Encore Onix into Rocks, Taunt, or EQ and beat it 1v1. Will-O-Wisp users wreck Onix's offensive capabilities and break the SturdyJuice, allowing it to possibly be killed without completing its job.
Any Additional Info: The 76 EVs in HP > Special Defense is used to survive a Earthquake from Drilbur
Archen @ Eviolite
Ability: Defeatist
Level: 5
EVs: 236 HP / 236 Def / 36 Spd
Impish Nature
- Defog / Stelalth Rock
- Rock Slide
- Roost
- U-turn / Knock Off / Earthquake
Role: Hazards Remover, Hazard Setter, Support, Pivot
What It Does: Defensive Archen is less common than its more offensive variant but it swaps offensive presence with more bulk and staying power with Eviolite and Roost. The main thing that defensive Archen does is support the team however the set can be tweaked to let it give the support your team needs. For example Archen can act as a hazard remover if needed with Defog, or be a hazard setter instead, having access to Stealth Rock. It can choose to support the team by using Knock Off, or act as a pivot with U-turn so the set is easily tweaked to suit team requirements. Roost is the crux of the set, and is the main thing that seperates its role from offensive Archen because it allows Archen to recover its HP letting it stick around for the duration of a match. Rock Slide along with its bulk and typing, lets it act as a 'Bird' counter with powerful flying types being everywhere in this metagame Earthquake can be used for Steel-types, mainly Magnemite but keep in mind Archen can also just U-turn if it predicts one of them to switch in.
Good Teammates: Since this Archen set is designed to support team mates, there are a lot of Pokemon that can benefit from its support, Hazard weak Pokemon appreciate Defog such as Larvesta, With Archens ability to wall Fletchling Fighting-types make good team mates, Archen not carrying EQ becomes a target for Steel-types and Archen can simply U-turn out on Magnemite, Pawnaird, etc and bring in a Fighting-type. Bulky Grass-types also appreciate Archens ability to beat Fletchling, and soak up electric and water attacks that Archen hates. Notable ones include Foongus and Cottonee.
What Counters It: Despite having Defog, Stealth Rocks hamper Archens preformance by forcing it to Roost in sitautions where it could of set up its on Stealth Rocks or pivoted out with U-turn. If it isn't running Earthquake, then Pawnaird, Chinchou and Magnemite have a much easier time beating it, Knock Off will make it easier to take down. Set up sweepers that don't mind Archens coverage moves will also make short work of it.
Any Additional Info: Nice alternative to the more offensive set
Tirtouga @ Eviolite
Ability: Solid Rock
Level: 5
EVs: 84 Atk / 156 SDef / 12 SAtk / 252 Def / 4 HP
Sassy Nature
- Stealth Rock
- Scald
- Knock Off
- Aqua Jet / Rock Slide / Earthquake
Role: Hazard Setter, Support
What It Does: This Tirtouga set uses its excellent bulk and typing to give it plenty of oppurtunities to support its team. It provieds Stealth Rock, which is such a valuable hazard dealing damage to Pokemon trying to switch in. With Solid Rock, Tirtouga is able to take some random super effective hits although it isn't recommended to let him take those hits. It can freely switch in on Fletchling, one of the most common Pokemon in the tier, Knock Off support is very valuable since most Pokemon lose their effectiveness after having their Choice Scarf, Berry Juice, or Eviolite removed. Scald gives you a STAB move and the 30% chance to burn is often appreciated with Fighting-types being able to hit it super effectively. Aqua Jet lets you pick of weakened threats, Pokemon on their Sturdy, Abra on its Focus Sash so it is a cool move, however Earthqauke is also good for nailing Steel-types and making sure Croagunk can't get a free switch. Rock Slide gives you something to super effectively hit Flying-types.
Good Teammates: Makes a good defensive core with Cottonee and Foongus, they synergise very well type wise (Cottonee and Tirtouga have perfect type synergy) and Tirtouga can remove Flying-type Pokemon that the other two hate. Along with Tirtouga, Foongus / Cottonee can provide great support for offensive Pokemon with Tirtouga having acces to moves like Spore, Stun Spore, Memento, Encore, Switcheroo, Leech Seed, Knock Off, Stealth Rock making Tirtouga + Grass-type great on balanced teams. Sweepers in general pair up well with Tirtouga since Knock Off and Stealth Rock support makes things considerably easier to sweep.
What Counters It: Croagunk and Timburr don't care about Scald because of their abilities and can hit it supereffectively with Fighting-type STAB. Despite its bulk and Solid Rock, Grass is 4x super effective to it so even with Solid Rock a super effective Giga Drain from the likes of Foongus and Cottonee would put it away. Same goes with Bullet Seed Ferroseed who doesn't really care about any of Trtouga's moves and can set up hazards on it
Any Additional Info: Nice alternative to the more offensive set
Onix @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 76 HP / 236 Atk / 196 Spd
Jolly Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Taunt
What It Does: Onix is a fairly useful, albeit less used Pokemon than say Dwebble or Defensive Tirtouga. What it has over both of them is a little thing called Taunt. With it reaching 17 speed with the given nature/investment, it allows it to outspeed (speedtie with opposing Onix and losing to Diglett) and Taunt other leads/hazard setters before they start the stacking. And even without investment, Onix still reaches a nice bulk of 21/22/11, allowing him to take a few physical hits. Granted the idea of SturdyJuice is a thing with Onix, and in this case it is used as insurance to ensure the Taunt/Rocks get up (and maybe even a few hits can be given coming off of 14 Atk). Both of these ideas, the fact that it can Taunt plus set up hazards, is unique in practice (although there are pokes who get this combo, none of them are "viable").
Good Teammates: Any Pokemon in LC appreciates hazards, so to be fair, any poke can be a good teammate. Onix and any poke weak to hazards, such as Archen, Fletchling, Vullaby, and so on, are good teammates because with Onix Taunting other leads to not set up hazards he can also whittle them down to be RK'd and/or set up own hazards. Other good teammates are set up sweepers so that Sash users (bar Abra) cannot come in and stop their sweep because their Sash'll be broken by Rocks.
What Counters It: Diglett is a great lead that can counter it by still being able to get up its Rocks and thus causing problems for Onix's team. Another poke that troubles it is Cottonee, as it can Encore Onix into Rocks, Taunt, or EQ and beat it 1v1. Will-o-Wisp users wreck Onix's offensive capabilities and break the SturdyJuice, allowing it to possibly be killed without completing its job.
Any Additional Info: The 76 EVs in HP > Special Defense are used to surive a Earthquake from Drilbur.
Dwebble @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Spd
Jolly Nature
- Stealth Rock
- Spikes
- Rock Blast
- Knock Off / Counter
What It Does: Support Dwebble is an effective lead and hazard setter, and it's easy to see why. Its ability Sturdy coupled with Berry Juice allows it to take 3 standard hits before going down, giving it ample time to set up Stealth Rock and a layer of Spikes, which puts immediate pressure on the opponent. Rock Blast gives it an effective way to deal with defoggers (seeing as many are Flying-type), other Dwebble, and Torchic (it won't be able to effectively set up a Substitute). Knock Off is especially useful for removing an opponent's item and doing some respectable damage, not to mention it discourages Misdreavus from switching in/trying to set up. Counter is a less frequently seen move on Dwebble, but it can OHKO plenty of physical attackers, such as Pawniard, who decide to hit it with Knock Off or another powerful physical attack.
Good Teammates: Dwebble is best used on bulky or hyper offensive teams, since Dwebble's hazards can help secure one-hit and two-hit KOs on the opposing team. Setup pokemon and/or late game cleaners make good teammates, such as DD Scraggy, Fletchling, and Carvanha. Pawniard also makes for a good teammate since it can weaken the opposition even further with Knock Off, and it can punish opponents who try to Defog the hazards away with its ability Defiant. Dwebble doesn't particularly enjoy leading off against Mienfoo (a common lead), so a teammate that can switch into Mienfoo such as Spritzee can pair well with it.
What Counters It: Anything with 17 speed or more that has Taunt (namely speedy Mienfoo) causes Support Dwebble serious issues, since it won't be able to lay down hazards right away. Knock Off users in general such as Pawniard, Timburr, and Mienfoo cause Dwebble issues since they limit how many hazards Dwebble can set up. Opposing hazard removers may not necessarily "counter" Dwebble, but they defeat its entire purpose as a hazard setter, so be sure to carry a teammates than can spinblock and/or punish defoggers.
Any Additional Info: People forget that Dwebble can use Counter so try it out sometime it's pretty good lol. Also, Dwebble isn't entirely one-dimensional; it can use an offensive Shell Smash set, which is admittedly very rare in comparison to Support Dwebble.
Archen @ Eviolite
Ability: Defeatist
Level: 5
EVs: 236 HP / 236 Def / 36 Spd
Impish Nature
- Defog / Stelalth Rock
- Rock Slide
- Roost
- U-turn / Knock Off / Earthquake
What It Does: Defensive Archen is less common than its more offensive variant but it swaps offensive presence with more bulk and staying power with Eviolite and Roost. The main thing that defensive Archen does is support the team however the set can be tweaked to let it give the support your team needs. For example Archen can act as a hazard remover if needed with Defog, or be a hazard setter instead, having access to Stealth Rock. It can choose to support the team by using Knock Off, or act as a pivot with U-turn so the set is easily tweaked to suit team requirements. Roost is the crux of the set, and is the main thing that seperates its role from offensive Archen because it allows Archen to recover its HP letting it stick around for the duration of a match. Rock Slide along with its bulk and typing, lets it act as a 'Bird' counter with powerful flying types being everywhere in this metagame Earthquake can be used for Steel-types, mainly Magnemite but keep in mind Archen can also just U-turn if it predicts one of them to switch in.
Good Teammates: Since this Archen set is designed to support team mates, there are a lot of Pokemon that can benefit from its support, Hazard weak Pokemon appreciate Defog such as Larvesta, With Archens ability to wall Fletchling Fighting-types make good team mates, Archen not carrying EQ becomes a target for Steel-types and Archen can simply U-turn out on Magnemite, Pawnaird, etc and bring in a Fighting-type. Bulky Grass-types also appreciate Archens ability to beat Fletchling, and soak up electric and water attacks that Archen hates. Notable ones include Foongus and Cottonee.
What Counters It: Despite having Defog, Stealth Rocks hamper Archens preformance by forcing it to Roost in sitautions where it could of set up its on Stealth Rocks or pivoted out with U-turn. If it isn't running Earthquake, then Pawnaird, Chinchou and Magnemite have a much easier time beating it, Knock Off will make it easier to take down. Set up sweepers that don't mind Archens coverage moves will also make short work of it.
Any Additional Info: Nice alternative to the more offensive set
Diglett @ Focus Sash
Ability: Arena Trap
Level: 5
EVs: 236 Atk / 36 SDef / 236 Spd
Jolly Nature
- Earthquake
- Shadow Claw / Sucker Punch
- Rock Slide
- Memento
Role: Trapper Support
What It Does: Diglett is an extremely fast pokemon who has the rare ability Arena Trap. Diglett is also inertly frail and not the most powerful making it less appealing than Drilbur more often than not. However, Diglett is still a great pokemon. When used alongside a Volt-Turn core (preferably a slow one), he can come in on various threats safely and annihilate them with his STAB Earthquake. Shadow Claw is used to finish off weaken Ghost types, though Sucker Punch is a viable alternative. Be wary of Will-o-wisp however, which allows Misdreavus to not only dodge the Sucker Punch, but stifle Diglett's potency as a threat. Rock Slide is used to nail Flying types for SE damage while rounding out Diglett's coverage with an EdgeQuake combo of sorts. Lastly, Memento is used to allow team members the chance to set up and sweep.
Good Teammates: Fletchling loves the support Diglett offers; Diglett is able to effectively remove most of Fletchling's checks and counters who switch in. Fletchling is able to U-turn out to Diglett on the switch, allowing Diglett do what it thrives at-trapping the opponent so it can quickly defeat it with the appropriate move. Zigzagoon absolutely adores the Memento support Diglett offers it. With the opponent at -2 offenses, Zigzagoon is able to set up its Belly Drum easily, then proceed to sweep as long as its counters are down. Mienfoo and Chinchou make a great Volt-Turn core for Diglett, allowing it to become slightly offensive and trap various threats to your team. Hazard control allows Diglett to keep his Focus Sash intact, so Defoggers such as Archen and Vullaby or Rapid Spinners like Kabuto or Drilbur are beneficial.
What Counters It: Ghost have been gifted this generation with the ability to not be trapped by Arena Trap or Shadow Tag. Also Arena Trap has a short coming of failing to trap anything with a Flying immunity, thus allowing Archen to stick around throughout the match. Hazards can be used to limit the amount of times Diglett can switch in as they destroy his Focus Sash making him easily revenge killed. Most Choice Scarfers out speed Diglett and can easily 1HKO or 2HKO depending if the Focus Sash is broken or not. Diglett also fears priority as it has nonexistent bulk.
Any Additional Info: Life Orb can be used on Diglett to obtain more power, but it will come at the cost of surviving a hit from priority. Generally,this set is inferior, but it can be useful in certain circumstances.
Tirtouga @ Eviolite
Ability: Solid Rock
Level: 5
EVs: 84 Atk / 156 SDef / 12 SAtk / 252 Def / 4 HP
Sassy Nature
- Stealth Rock
- Scald
- Knock Off
- Aqua Jet / Rock Slide / Earthquake
What It Does: This Tirtouga set uses its excellent bulk and typing to give it plenty of oppurtunities to support its team. It provieds Stealth Rock, which is such a valuable hazard dealing damage to Pokemon trying to switch in. With Solid Rock, Tirtouga is able to take some random super effective hits although it isn't recommended to let him take those hits. It can freely switch in on Fletchling, one of the most common Pokemon in the tier, Knock Off support is very valuable since most Pokemon lose their effectiveness after having their Choice Scarf, Berry Juice, or Eviolite removed. Scald gives you a STAB move and the 30% chance to burn is often appreciated with Fighting-types being able to hit it super effectively. Aqua Jet lets you pick of weakened threats, Pokemon on their Sturdy, Abra on its Focus Sash so it is a cool move, however Earthqauke is also good for nailing Steel-types and making sure Croagunk can't get a free switch. Rock Slide gives you something to super effectively hit Flying-types.
Good Teammates: Makes a good defensive core with Cottonee and Foongus, they synergise very well type wise (Cottonee and Tirtouga have perfect type synergy) and Tirtouga can remove Flying-type Pokemon that the other two hate. Along with Tirtouga, Foongus / Cottonee can provide great support for offensive Pokemon with Tirtouga having acces to moves like Spore, Stun Spore, Memento, Encore, Switcheroo, Leech Seed, Knock Off, Stealth Rock making Tirtouga + Grass-type great on balanced teams. Sweepers in general pair up well with Tirtouga since Knock Off and Stealth Rock support makes things considerably easier to sweep.
What Counters It: Croagunk and Timburr don't care about Scald because of their abilities and can hit it supereffectively with Fighting-type STAB. Despite its bulk and Solid Rock, Grass is 4x super effective to it so even with Solid Rock a super effective Giga Drain from the likes of Foongus and Cottonee would put it away. Same goes with Bullet Seed Ferroseed who doesn't really care about any of Trtouga's moves and can set up hazards on it
Any Additional Info: Nice alternative to the more offensive set
Porygon @ Eviolite
Ability: Trace
Level: 5
Shiny: Yes
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Tri Attack
- Thunder Wave
- Recover
- Shadow Ball
What It Does: Porygon is an phenomenal special wall capable of stopping many powerful threats. Tri Attack is Porygon's obligatory STAB which provides decent damage and even a 20% chance to cripple the opponent. Thunder Wave hampers setup sweepers not behind a Substitute and can often end a sweep on the spot. Recover is for longevity and can be used alongside Thunder Wave to fish for the paralysis so a free turn of recovery is gained. Shadow Ball is used to damage the Ghost types and Psychic types you are often walling.
Good Teammates: Larvesta, Croagunk and Mienfoo all pair exceedingly well with Porygon. Larvesta can easily handle all fighting types not named Timburr due to its Fighting resistance and ability. Croagunk has an awesome typing that also allows it to check most fighting types, save Acrobatics Mienfoo. Croagunk can also doesn't mind a Knock Off too bad, but it is still an issue for Croagunk. Mienfoo on the other hand can easily take Knock Offs and switch in multiple times throughout the match to what ever the opponent brings in to deal with Porygon. Additionally, Misdreavus benefits from Porygon's ability to deal with opposing Misdreavus and Abras who otherwise might end her sweep due to speed ties.
What Counters It: Knock Off is detrimental to Porygon who relies on Eviolite to stay absurdly bulky. And as a general rule of thumb, Fighting types can easily counteract Porygon with their STAB Drain Punches and the ever present Knock Off. Pawniard doesn't mind either of Porygon's offensive moves, though Tri Attck does have a 20% chance to cripple Pawniard, and can Knock Off Porygon's Eviolite and Brick Break/Iron Head Porygon to death.
Any Additional Info: Ice Beam can be used over Shadow Ball or Thunder Wave, however this does very little to Misdreavus who (if it's running Substitute + Nasty Plot) can set up in Porygon's face or isn't losing worth the ability to stop sweeps cold.
Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SDef
Bold Nature
- Hidden Power [Fighting] / Stun Spore
- Giga Drain
- Sludge Bomb / Clear Smog
- Spore
What It Does: Foongus is acts as a phenomenal pivot due to its solid defensive typing and Regenerator. Eviolite allows it to take neutral and resisted hits with ease, while the given EVs and nature allow Foongus to hit Eviolite numbers, which are when the defense stat is an even number; this is ideal because Eviolite boosts round down. Giga Drain and Regenerator allow Foongus to stick around; the latter is especially notable because it means Foongus can repeatedly check and force key threats out without needing to constantly heal, making it an ideal pivot, while the former also acts as a STAB move. Foongus has two excellent options for its second STAB; it can go for a 30% chance and decent base damage with Sludge Bomb, or help check a variety of set-up sweepers with Sludge Bomb. Spore is a rare but incredibly useful move, almost guaranteed to take at least one opposing Pokemon out of the match, and a large part of Foongus's niche. Foongus also has a few options for its filler move, including Hidden Power Fighting to lure in and crush Pawniard, and Stun Spore as an alternate status move for when Sleep Clause is activated or Spore needs to be saved for something else. Foongus is a great addition to a variety of team archetypes because it can repeatedly check a variety of important threats, including but not limited to Mienfoo, Pawniard, Timburr, Carvanha, Tirtouga, Chinchou, Cottonee, Drilbur, and Spritzee. However, it struggles against certain other Pokemon, such as Fletchling, Abra, and Ponyta.
Good Teammates: Fellow Regenerator-abusing Pokemon in Mienfoo and Slowpoke are nice teammates because they form a Regenerator core with Foongus, which can be a nuisance to break through, since members of the core will be able to remain healthy for extended periods of time. Pokemon that can deal with threats that force Foongus out are also appreciated; for example, Archen is helpful to beat Fletchling, while the previously mentioned Slowpoke can take out Ponyta. Archen is also useful as a teammate to Regenerator cores because it is able to utilize Defog to clear hazards, which is useful for a core that relies so much on switching. Overall, however, as long as a team doesn't compound Foongus's weaknesses too badly, it will usually appreciate Foongus's presence, so it shouldn't be too much trouble to fit Foongus onto a team.
What Counters It: Vullaby and Ferroseed are two Pokemon that are able to switch into anything Foongus has to offer and force it out; the former has Overcoat while the latter is a Grass-type to deal with Spore, while both resist Giga Drain. Vullaby's innately high special bulk and access to Flying STAB means Foongus will have a great deal of trouble against opposing Vullaby, while Ferroseed is immune to Sludge Bomb and can freely set hazards up against Foongus. Once Sleep Clause has been activated, Foongus is much easier to deal with; Ponyta, Archen, Croagunk, Trubbish, Gastly, Larvesta and Koffing will all be able to switch into Foongus in such a scenario and beat it handily. Fletchling, Abra, Doduo, Houndour and Vulpix are notable threats that might not enjoy taking a Sludge Bomb, but will be able to deal with Foongus once they're in. Keep in mind that Foongus doesn't mind repeatedly switching out of unfavourable match-ups thanks to Regenerator.
Any Additional Info: Foongus is great at what it does, but can't do much else :(
Ponyta @ Eviolite
Ability: Flame Body
Level: 5
Happiness: 0
EVs: 156 Atk / 76 Def / 76 SDef / 196 Spd
Impish Nature
- Morning Sun
- Flare Blitz
- Will-O-Wisp / Toxic
- Frustration / Wild Charge
What It Does: Ponyta happily spreads status throughout the opposing team, namely crippling burns. Pseudo dual status can be used with Toxic to have a greater effect on special attackers, however normally Will-o-wisp is preferred for the ability to guarantee the burn on physical threats. Flare Blitz is the STAB of choice as its recoil is easily mitigated with Morning Sun and is used in tandem with either Frustration or Wild Charge. Wild Charge is used to hit all water types not named Chinchou for SE damage, however Frustration can be used to hit most water types neutrally. Morning Sun provides longevity for Ponyta.
Good Teammates: Mons that complete the Fire-Grass-Water core with out creating an unresisted ground weakness make a brilliant defensive core. i.e. Pumpkaboo and Tentacool complement Ponyta with Rapid Spin support, a hard counter to Chinchou and Drillbur, and the ability to switch into each others weaknesses. Cottonee and Tirtouga also make a nice Fire-Grass-Water core. Cottonee dissuades most pokemon from setting up while forcing switches. Tirtouga has access to Stealth Rock which adds passive damage and provides a check to Fletchling lacking HP Grass. Ponyta appreciates hazards off of her side of the field, so spinners such as Drillbur or defoggers like Vullaby or Archen are appreciated.
What Counters It: Strong SE attacks, especially those from special attackers severely hamper Ponyta. Chinchou makes a great counter to Ponyta, as do Guts abusers. Timburr threatens Ponyta with Knock Offs and Drain Punches, welcoming the chance to be burned. If Taillow can somehow come safely (coming in on a predicted Status or Morning Sun), its Facades is a guaranteed 1HKO as long as Guts is activated.
Archen @ Eviolite
Ability: Defeatist
Level: 5
EVs: 236 HP / 236 Def / 36 Spd
Impish Nature
- Defog / Stelalth Rock
- Rock Slide
- Roost
- U-turn / Knock Off / Earthquake
What It Does: Defensive Archen is less common than its more offensive variant but it swaps offensive presence with more bulk and staying power with Eviolite and Roost. The main thing that defensive Archen does is support the team however the set can be tweaked to let it give the support your team needs. For example Archen can act as a hazard remover if needed with Defog, or be a hazard setter instead, having access to Stealth Rock. It can choose to support the team by using Knock Off, or act as a pivot with U-turn so the set is easily tweaked to suit team requirements. Roost is the crux of the set, and is the main thing that seperates its role from offensive Archen because it allows Archen to recover its HP letting it stick around for the duration of a match. Rock Slide along with its bulk and typing, lets it act as a 'Bird' counter with powerful flying types being everywhere in this metagame Earthquake can be used for Steel-types, mainly Magnemite but keep in mind Archen can also just U-turn if it predicts one of them to switch in.
Good Teammates: Since this Archen set is designed to support team mates, there are a lot of Pokemon that can benefit from its support, Hazard weak Pokemon appreciate Defog such as Larvesta, With Archens ability to wall Fletchling Fighting-types make good team mates, Archen not carrying EQ becomes a target for Steel-types and Archen can simply U-turn out on Magnemite, Pawnaird, etc and bring in a Fighting-type. Bulky Grass-types also appreciate Archens ability to beat Fletchling, and soak up electric and water attacks that Archen hates. Notable ones include Foongus and Cottonee.
What Counters It: Despite having Defog, Stealth Rocks hamper Archens preformance by forcing it to Roost in sitautions where it could of set up its on Stealth Rocks or pivoted out with U-turn. If it isn't running Earthquake, then Pawnaird, Chinchou and Magnemite have a much easier time beating it, Knock Off will make it easier to take down. Set up sweepers that don't mind Archens coverage moves will also make short work of it.
Any Additional Info: Nice alternative to the more offensive set
Chinchou @ Berry Juice / Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SAtk / 60 Spd
Bold Nature
- Hydro Pump / Scald
- Volt Switch
- Heal Bell / Thunder Wave
- Thunderbolt / Hidden Power Ground
What it does: Chinchou is often found keeping various Flying and Electric-type Pokemon in check, as well as opposing Water-types. Due to its decent bulk and good typing, it can switch into many different attacks, and can limit the use of Electric-type moves due to its Ability, Volt Absorb. It functions well as a Pivot, Volt Switching out of the Grass-types it lures in and dissuading Ground-types from switching in due to its Secondary Water-typing.
Access to Heal Bell allows it to function as a Cleric, as it easily finds opportunities to use it when forcing out the many Pokemon it checks. Thunder Wave is used to spread Paralysis if it is so needed, and Scald puts pressure on any Physical attackers who risk switching in due to the Burn chance.
Good Teammates: Flying-types can cover its Grass weakness quite well, and have an immunity to the Ground-type moves that target Chinchou. Vullaby is effective, as it has great bulk to complement it, access to U-turn to form a Volturn core and immunity to Spore from Foongus who often switches into Chinchou. Fletchling also makes a great partner for more offensively inclined teams, as it also can form a Volturn core and immediately threaten Chinchous checks due to its strong priority. Fighting-types can help remove bulky Normal-types, such as Lickitung, who can easily switch in any attack, and Porygon, who can Trace Volt Absorb to gain an immunity to Volt Switch. Grass-types of your own can help weaken opposing Chinchou, as well as Ground-types that can switch-in safely. Allies who want status removed in order to sweep enjoy the Cleric support it offers. Examples of these are Nasty Plot Misdreavus and Shell Smasher users, such as Omanyte and Tirtouga.
What Counters It: Specially Defensive walls, such as Lickitung, Porygon or even Spritzee can switch in its attacks and easily stall it due to their access to recovery. Bulky Grass-types can safely switch in on any attack except the rare Ice Beam and threaten it with their STAB, Ferroseed and Foongus are two that function particularly well at this, having great bulk and Regenerator in Foongus' case. Timburr and Croagunk can check it well, as Timburr does not fear Scald Burns due to Guts and Croagunk has immunity to Water through Dry Skin. Ground-types can threaten Chinchou if they switch in on the proper move, Drilbur and Diglett both outspeed Chinchou and Diglett can also trap it with Arena Trap.
Any Additional Info: Soak can be used to make Grass-type switch-ins Water-type, in order to Pivot off of them with Volt Switch. Eviolite or Berry Juice are both run, so either can be expected, the former allowing it to take stronger attacks and the latter allowing it switch in on weak/resisted hits more often.
What NOT to use:
Hoppip @ Berry Juice
Ability: Chlorophyll
Level: 5
EVs: 196 Spd / 236 Atk / 76 HP
Jolly Nature
- Substitute / Seed Bomb / Bullet Seed
- Swords Dance / Memento / U-Turn
- Acrobatics
- Sleep Powder
What It Does: Hoppip has a unique typing in LC, is the only Grass-type in LC with access to U-Turn, and has a decent offensive and support movepool. Fortunately, none of this is enough to make up for a base stat total of 250. In short, Hoppip is an atrocious Pokemon because its base stats are awful; it's not very fast, is very frail, and has abysmal attacking stats. Other Pokemon with relatively low base stat totals, such as Bunnelby and Zigzagoon, are able to carve niches for themselves by being absolutely incredible in another aspect, but none of Hoppip's abilities are anything to write home about, and its movepool isn't too expansive, either, certainly nowhere near enough to make up for Hoppip's numerous faults.
What Counters It: Any viable Pokemon that isn't weak to its STAB moves, and some that are, will be able to beat it easily.
Any Additional Info: Just don't use it.
Ralts @ Choice Scarf
Ability: Trace
Level: 5
EVs: 240 SAtk / 200 Spd / 68 HP
Timid Nature
- Dazzling Gleam
- Psychic
- Shadow Ball
- Hidden Power [Fighting]
What It Does: Ralts generally does very little. A team has to be sufficiently weakened, lack all priority not named Mach Punch or Vacuum Wave, and have no scarfer still alive. Ralts has very low stats that make it very frail, weak, and slow all at once. However, despite this Ralts can occasionally clean up some of the opposing team, albeit rarely. Dazzling Gleam is the only Fairy STAB Ralts gets and it hits the Dark type pokemon that Ralts second STAB, Psychic, cannot. Shadow Ball hits Ghost types for SE damage and and allows you to be able to potentially revenge kill Misdreavus. HP Fighting allows you to hit Pawniard hard enough on the switch for it to be easily dealt with, but doesn't have much use out side of this.
Good Teammates: Ralts appreciates teammates that can severely hamper opposing teams. Timburr makes a great ally as it can effectively destroys Steel- and Dark- types who lie in the way of Ralts and can Knock Off the opposing team's Eviolites to weaken their defenses. Misdreavus helps Ralts by being able to wear down most Special Walls and potentially wall breaking with Life Orb. Porygon pairs well with Ralts as Porygon can switch into most of what troubles Ralts with ease.
What Counters It: Anything that isn't 1HKOed by Ralts is a problem for it. Not surprisingly, this is well over half of the metagame. As previously noted, all priority Ralts doesn't resist causes massive problems. Steel types, especially Pawniard, Magnemite, and Ferroseed, hold Ralts back substantially as the can easily KO Ralts or simply tank its hits more than long enough to mutilate Ralts.
Any Additional Info: Please never consider Ralts as an option on any serious team. As much as you may love this Fairy with a bowl cut, it is strongly outclassed by Abra. Abra is naturally both faster and stronger than Ralts but can run Focus Sash to be able to take a hit. Abra also has a similar move pool leaving Ralts with only one advantage in its Fairy dual typing. But Abra's raw power makes the loss of STAB on Dazzling Gleam and both are too frail for their typing to actually have an impact defensively.
Geodude @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 196 Atk / 196 HP / 116 SDef
Adamant Nature
- Rock Blast
- Earthquake
- Sucker Punch
- Explosion
What It Does: It tanks hits, using the ever-so-popular SturdyJuice combination, whilst hitting hard with both its STABs. Although it does reach 18 Atk and have priority in Sucker Punch, it is too slow to actually be effective. While Sucker may alleviate the lack of speed, the Sucker Punch mindgames coupled with the fact Sucker Punch is non-STAB means it usually still loses to stuff that would be hurt by Sucker Punch, such as Sub users like Missy, Abra, etc. Explosion is there whenever Geodude has done mediocre work to the opponent's team and you want to do some damage bar Ghost types.
What Counters It: Although it has Rock Blast to get past Sub/other SturdyJuice users, Sub users still take it since if the Sub user is faster (and they usually are) Geodude has to go for Sucker Punch. Sucker Punch mindgames really doesn't help this at all. Other pokes that counter it are Bulky Fighting types, and those run rampant in LC (Timburr and Mienfoo to name a couple). Other pokes that resist Sucker Punch and are faster and can OHKO (which is hard to do unless Sturdy is broken) are decent checks.
Any Additional Info: Just use Onix if you want a "fast" Rock/Ground type.
Ralts @ Choice Scarf
Ability: Trace
Level: 5
EVs: 240 SAtk / 200 Spd / 68 HP
Timid Nature
- Dazzling Gleam
- Psychic
- Shadow Ball
- Hidden Power [Fighting]
What It Does: Ralts generally does very little. A team has to be sufficiently weakened, lack all priority not named Mach Punch or Vacuum Wave, and have no scarfer still alive. Ralts has very low stats that make it very frail, weak, and slow all at once. However, despite this Ralts can occasionally clean up some of the opposing team, albeit rarely. Dazzling Gleam is the only Fairy STAB Ralts gets and it hits the Dark type pokemon that Ralts second STAB, Psychic, cannot. Shadow Ball hits Ghost types for SE damage and and allows you to be able to potentially revenge kill Misdreavus. HP Fighting allows you to hit Pawniard hard enough on the switch for it to be easily dealt with, but doesn't have much use out side of this.
Good Teammates: Ralts appreciates teammates that can severely hamper opposing teams. Timburr makes a great ally as it can effectively destroys Steel- and Dark- types who lie in the way of Ralts and can Knock Off the opposing team's Eviolites to weaken their defenses. Misdreavus helps Ralts by being able to wear down most Special Walls and potentially wall breaking with Life Orb. Porygon pairs well with Ralts as Porygon can switch into most of what troubles Ralts with ease.
What Counters It: Anything that isn't 1HKOed by Ralts is a problem for it. Not surprisingly, this is well over half of the metagame. As previously noted, all priority Ralts doesn't resist causes massive problems. Steel types, especially Pawniard, Magnemite, and Ferroseed, hold Ralts back substantially as the can easily KO Ralts or simply tank its hits more than long enough to mutilate Ralts.
Any Additional Info: Please never consider Ralts as an option on any serious team. As much as you may love this Fairy with a bowl cut, it is strongly outclassed by Abra. Abra is naturally both faster and stronger than Ralts but can run Focus Sash to be able to take a hit. Abra also has a similar move pool leaving Ralts with only one advantage in its Fairy dual typing. But Abra's raw power makes the loss of STAB on Dazzling Gleam and both are too frail for their typing to actually have an impact defensively.
Gulpin @ Eviolite
Ability: Sticky Hold
Level: 5
Shiny: Yes
EVs: 172 SDef / 252 Def / 12 Atk / 36 HP / 36 Spd
Impish Nature
- Rest / Pain Split
- Stockpile
- Gunk Shot
- Power-Up Punch / Sleep Talk
What It Does: Gulpin is moderately bulky hitting 15 defense with max investment, and 16 with a beneficial nature. That being said, it will always have its Eviolite thanks to sticky hold, allowing it to constantly be at 24/24/21 with this EV spread. Sadly, if fails to have any recovery options outside of Rest or Pain Split, holding it back to quite an extent. Pick your poison for Gulpin's recovery method, Rest allows you to be walled to oblivion by any Steel type if you use Sleep Talk to or gives the opponent 2 free turns to do whatever they wish depending if you have Sleep Talk on your set, while Pain Split doesn't recover much for Gulpin as the HP stats in LC are so close together meaning you'll get 8ish HP back on average. Stockpile makes you hard to kill, Gunk Shot is for STAB, and Power Up Punch deals with Steel Types and increases the power Gunk Shot.
Good Teammates: Anything that hates Knock Off, but has a strong offensive presence, so something such as Misdreavus.
What Counters It: Misdreavus, Drillbur, Onix, Mienfoo with Taunt, Foongus with Clear Smog. Misdreavus can set up all over Gulpin who fails to do anything in return. Drillbur is able to always at least 3HKO Gulpin while Onix is able to use Taunt + Earthquake to kill Gulpin. Foongus eliminates Gulpin's boost with Clear Smog and can spore Foongus making recovery impossible until Gulpin wakes up.
Any Additional Info: Never use Gulpin, as good as it might sound. Shellos or Trubbish or Meinfoo make far be Knock Off absorbers. The fact that at +3 defenses and Eviolite, Gulpin is still always 3HKOed by Jolly Eviolite Drillbur has to say something. Gulpin will also rarely get a chance to set up to +3 and is set up fodder to the most used pokemon in the tier. It's terrible at best.
236 Atk Mold Breaker Drilbur Earthquake vs. +3 36 HP / 252+ Def Eviolite Gulpin: 8-12 (33.3 - 50%) -- 0.4% chance to 2HKO This is pitiful.
Duskull @ Eviolite
Ability: Levitate
Level: 5
EVs: 196 Def / 196 SDef / 116 HP
Relaxed Nature
- Will-O-Wisp
- Pain Split
- Shadow Sneak
- Ice Beam / Substitute
What It Does: Duskull is supposed to wall Physical Attackers for the most part by spreading Burn through Will-o-Wisp. Has trouble walling much of anything with the advent of the Knock Off buff, decimating it and removing its Eviolite. Pain Split is its only form of recovery and really only way to cause real damage. Shadow Snake gives priority for the rare case where it can make use of it and actually do real damage. Ice beam hits Drilbur who you can attempt to Spin block, although burning it is top priority. Substitute can be run to cause further damage with Pain Split, however Duskulls lack of speed holds it back.
Good Teammates: Things to take Knock Offs for Duskull, as it becomes near useless once it loses it, without any form of reliable recovery. Foongus is decent for this, as well as Sticky Hold users such as Shellos and Trubbish. Dark-types can cause Duskull major issues, so Fighting-types such as Mienfoo or Timburr can help remove them. Wish passers such as Spritzee or Lickitung can help it recover with Wish and also handle strong Special attackers that don't care about Burn.
What Counters It: Special Attackers that aren't weak to Ghost fear absolutely nothing and can set up on it. Pawniard does not enjoy Will-o-Wisp, but fears nothing else and can remove its Eviolite and cause massive damage with Knock Off. Anything with Knock Off can threaten it, and allow a second attacker to KO it easily. Other strong Ghosts, such as Misdreavus can switch in its weak attacks and threaten with their own Ghost STAB
Any Additional Info: Misdreavus can do everything Duskull can do much better and is far superior in every other aspect. Don't use Duskull on a serious team, like really it's pretty bad despite its "high" defenses, due its awful HP stat and zero offensive pressure.
Gulpin @ Eviolite
Ability: Sticky Hold
Level: 5
Shiny: Yes
EVs: 172 SDef / 252 Def / 12 Atk / 36 HP / 36 Spd
Impish Nature
- Rest / Pain Split
- Stockpile
- Gunk Shot
- Power-Up Punch / Sleep Talk
What It Does: Gulpin is moderately bulky hitting 15 defense with max investment, and 16 with a beneficial nature. That being said, it will always have its Eviolite thanks to sticky hold, allowing it to constantly be at 24/24/21 with this EV spread. Sadly, if fails to have any recovery options outside of Rest or Pain Split, holding it back to quite an extent. Pick your poison for Gulpin's recovery method, Rest allows you to be walled to oblivion by any Steel type if you use Sleep Talk to or gives the opponent 2 free turns to do whatever they wish depending if you have Sleep Talk on your set, while Pain Split doesn't recover much for Gulpin as the HP stats in LC are so close together meaning you'll get 8ish HP back on average. Stockpile makes you hard to kill, Gunk Shot is for STAB, and Power Up Punch deals with Steel Types and increases the power Gunk Shot.
Good Teammates: Anything that hates Knock Off, but has a strong offensive presence, so something such as Misdreavus.
What Counters It: Misdreavus, Drillbur, Onix, Mienfoo with Taunt, Foongus with Clear Smog. Misdreavus can set up all over Gulpin who fails to do anything in return. Drillbur is able to always at least 3HKO Gulpin while Onix is able to use Taunt + Earthquake to kill Gulpin. Foongus eliminates Gulpin's boost with Clear Smog and can spore Foongus making recovery impossible until Gulpin wakes up.
Any Additional Info: Never use Gulpin, as good as it might sound. Shellos or Trubbish or Meinfoo make far be Knock Off absorbers. The fact that at +3 defenses and Eviolite, Gulpin is still always 3HKOed by Jolly Eviolite Drillbur has to say something. Gulpin will also rarely get a chance to set up to +3 and is set up fodder to the most used pokemon in the tier. It's terrible at best.
236 Atk Mold Breaker Drilbur Earthquake vs. +3 36 HP / 252+ Def Eviolite Gulpin: 8-12 (33.3 - 50%) -- 0.4% chance to 2HKO This is pitiful.
Baltoy @ Eviolite / Light Clay
Ability: Levitate
Level: 5
EVs: 196 SDef / 116 SAtk / 196 Def
Calm Nature
- Reflect
- Light Screen / Rapid Spin
- Psyshock
- Stealth Rock
What it does: Baltoy may look like a very decent option for a lead or hazard setter, but it's quite the contrary, as Baltoy is generally a mediocre Pokemon. Baltoy has some extreme struggles against most other Pokemon in the Metagame. Mienfoo, an extremely popular Lead, gives Baltoy loads of trouble with a combination of Fake Out, Knock Off, and U-Turn. Pawniard is also a very big problem for Baltoy, as it is immune to Psyshock and can cripple Baltoy with Knock Off. While Baltoy is meant to be a special wall, the 3 most common Special Attackers in the Metagame, Misdreavus, Abra, and Chinchou all can hurt Baltoy bad with Shadow Ball or Scald. In this set, really stands out in particular. Eviolite or Light Clay can be chosen as an item, depending on whether you want Eviolite's Bulk or Light Clay's Longer Reflects and Light Screes. EVs and Nature make Baltoy decently bulky against most Bottom-LC Special Attackers. Reflect and Light Screen are nice for supporting the team, if you can get them up. Rapid Spin can be used over Light Screen if hazards are an issue for your team. Psyshock prevents Baltoy from being complete setup bait, but if the opponent uses Taunt and switches into a Dark type, there's nothing you can really do but switch out. Stealth Rock is standard, and is very useful for breaking the opposing team's Focus Sashes and Sturdies.
Good Teammates: Anything that benefits from Stealth Rock, anything that benefits from Dual-Screens, or anything that can remove Ghost Types that are immune to Rapid Spin.
What Counters It: Lead Mienfoo, Pawniard, Misdreavus, Chinchou, Abra, Houndour, Gastly, Carvanha, Honedge, Scraggy, Vullaby, Every Dark-Type ever
Any Additional Info: Baltoy is, in all honesty, mediocre. Drilbur totally outclasses it in almost every aspect. While it can't set up Reflects or Light Screens, Drilbur can set up Stealth Rock, it's reasonably sturdy, it's stronger, it isn't crippled by Knock Off, it has a way to deal with things like Misdreavus, and the list goes on.
Baltoy @ Eviolite / Light Clay
Ability: Levitate
Level: 5
EVs: 196 SDef / 116 SAtk / 196 Def
Calm Nature
- Reflect
- Light Screen / Rapid Spin
- Psyshock
- Stealth Rock
What it does: Baltoy may look like a very decent option for a lead or hazard setter, but it's quite the contrary, as Baltoy is generally a mediocre Pokemon. Baltoy has some extreme struggles against most other Pokemon in the Metagame. Mienfoo, an extremely popular Lead, gives Baltoy loads of trouble with a combination of Fake Out, Knock Off, and U-Turn. Pawniard is also a very big problem for Baltoy, as it is immune to Psyshock and can cripple Baltoy with Knock Off. While Baltoy is meant to be a special wall, the 3 most common Special Attackers in the Metagame, Misdreavus, Abra, and Chinchou all can hurt Baltoy bad with Shadow Ball or Scald. In this set, really stands out in particular. Eviolite or Light Clay can be chosen as an item, depending on whether you want Eviolite's Bulk or Light Clay's Longer Reflects and Light Screes. EVs and Nature make Baltoy decently bulky against most Bottom-LC Special Attackers. Reflect and Light Screen are nice for supporting the team, if you can get them up. Rapid Spin can be used over Light Screen if hazards are an issue for your team. Psyshock prevents Baltoy from being complete setup bait, but if the opponent uses Taunt and switches into a Dark type, there's nothing you can really do but switch out. Stealth Rock is standard, and is very useful for breaking the opposing team's Focus Sashes and Sturdies.
Good Teammates: Anything that benefits from Stealth Rock, anything that benefits from Dual-Screens, or anything that can remove Ghost Types that are immune to Rapid Spin.
What Counters It: Lead Mienfoo, Pawniard, Misdreavus, Chinchou, Abra, Houndour, Gastly, Carvanha, Honedge, Scraggy, Vullaby, Every Dark-Type ever
Any Additional Info: Baltoy is, in all honesty, mediocre. Drilbur totally outclasses it in almost every aspect. While it can't set up Reflects or Light Screens, Drilbur can set up Stealth Rock, it's reasonably sturdy, it's stronger, it isn't crippled by Knock Off, it has a way to deal with things like Misdreavus, and the list goes on.
Pineco @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 76 Atk / 196 Def / 236 SDef
Impish Nature
- Stealth Rock
- Spikes
- Explosion / Toxic Spikes
- Rapid Spin
What It Does: It gets all the hazards and Rapid Spin, what could be better? Unfortunately, Pineco is Taunt bait, setup bait, and it straight up loses to the most common Pokemon in the tier, Misdreavus. It is outclassed by other hazard setters such as Dwebble, Tirtouga, and Onix due to its low speed and nearly non-existent offensive presence. It's outclassed as a Rapid Spinner by Drilbur and Staryu for similar reasons. Fletchling is also a extremely huge threat for Pineco.
What Counters It: Anything that can Taunt it, set up on it, Knock it off.
Any Additional Info: Just because Pineco gets all the hazards doesn't make it good.
Baltoy @ Eviolite / Light Clay
Ability: Levitate
Level: 5
EVs: 196 SDef / 116 SAtk / 196 Def
Calm Nature
- Reflect
- Light Screen / Rapid Spin
- Psyshock
- Stealth Rock
What it does: Baltoy may look like a very decent option for a lead or hazard setter, but it's quite the contrary, as Baltoy is generally a mediocre Pokemon. Baltoy has some extreme struggles against most other Pokemon in the Metagame. Mienfoo, an extremely popular Lead, gives Baltoy loads of trouble with a combination of Fake Out, Knock Off, and U-Turn. Pawniard is also a very big problem for Baltoy, as it is immune to Psyshock and can cripple Baltoy with Knock Off. While Baltoy is meant to be a special wall, the 3 most common Special Attackers in the Metagame, Misdreavus, Abra, and Chinchou all can hurt Baltoy bad with Shadow Ball or Scald. In this set, really stands out in particular. Eviolite or Light Clay can be chosen as an item, depending on whether you want Eviolite's Bulk or Light Clay's Longer Reflects and Light Screes. EVs and Nature make Baltoy decently bulky against most Bottom-LC Special Attackers. Reflect and Light Screen are nice for supporting the team, if you can get them up. Rapid Spin can be used over Light Screen if hazards are an issue for your team. Psyshock prevents Baltoy from being complete setup bait, but if the opponent uses Taunt and switches into a Dark type, there's nothing you can really do but switch out. Stealth Rock is standard, and is very useful for breaking the opposing team's Focus Sashes and Sturdies.
Good Teammates: Anything that benefits from Stealth Rock, anything that benefits from Dual-Screens, or anything that can remove Ghost Types that are immune to Rapid Spin.
What Counters It: Lead Mienfoo, Pawniard, Misdreavus, Chinchou, Abra, Houndour, Gastly, Carvanha, Honedge, Scraggy, Vullaby, Every Dark-Type ever
Any Additional Info: Baltoy is, in all honesty, mediocre. Drilbur totally outclasses it in almost every aspect. While it can't set up Reflects or Light Screens, Drilbur can set up Stealth Rock, it's reasonably sturdy, it's stronger, it isn't crippled by Knock Off, it has a way to deal with things like Misdreavus, and the list goes on.
Baltoy @ Eviolite / Light Clay
Ability: Levitate
Level: 5
EVs: 196 SDef / 116 SAtk / 196 Def
Calm Nature
- Reflect
- Light Screen / Rapid Spin
- Psyshock
- Stealth Rock
What it does: Baltoy may look like a very decent option for a lead or hazard setter, but it's quite the contrary, as Baltoy is generally a mediocre Pokemon. Baltoy has some extreme struggles against most other Pokemon in the Metagame. Mienfoo, an extremely popular Lead, gives Baltoy loads of trouble with a combination of Fake Out, Knock Off, and U-Turn. Pawniard is also a very big problem for Baltoy, as it is immune to Psyshock and can cripple Baltoy with Knock Off. While Baltoy is meant to be a special wall, the 3 most common Special Attackers in the Metagame, Misdreavus, Abra, and Chinchou all can hurt Baltoy bad with Shadow Ball or Scald. In this set, really stands out in particular. Eviolite or Light Clay can be chosen as an item, depending on whether you want Eviolite's Bulk or Light Clay's Longer Reflects and Light Screes. EVs and Nature make Baltoy decently bulky against most Bottom-LC Special Attackers. Reflect and Light Screen are nice for supporting the team, if you can get them up. Rapid Spin can be used over Light Screen if hazards are an issue for your team. Psyshock prevents Baltoy from being complete setup bait, but if the opponent uses Taunt and switches into a Dark type, there's nothing you can really do but switch out. Stealth Rock is standard, and is very useful for breaking the opposing team's Focus Sashes and Sturdies.
Good Teammates: Anything that benefits from Stealth Rock, anything that benefits from Dual-Screens, or anything that can remove Ghost Types that are immune to Rapid Spin.
What Counters It: Lead Mienfoo, Pawniard, Misdreavus, Chinchou, Abra, Houndour, Gastly, Carvanha, Honedge, Scraggy, Vullaby, Every Dark-Type ever
Any Additional Info: Baltoy is, in all honesty, mediocre. Drilbur totally outclasses it in almost every aspect. While it can't set up Reflects or Light Screens, Drilbur can set up Stealth Rock, it's reasonably sturdy, it's stronger, it isn't crippled by Knock Off, it has a way to deal with things like Misdreavus, and the list goes on.
Duskull @ Eviolite
Ability: Levitate
Level: 5
EVs: 196 Def / 196 SDef / 116 HP
Relaxed Nature
- Will-O-Wisp
- Pain Split
- Shadow Sneak
- Ice Beam / Substitute
What It Does: Duskull is supposed to wall Physical Attackers for the most part by spreading Burn through Will-o-Wisp. Has trouble walling much of anything with the advent of the Knock Off buff, decimating it and removing its Eviolite. Pain Split is its only form of recovery and really only way to cause real damage. Shadow Snake gives priority for the rare case where it can make use of it and actually do real damage. Ice beam hits Drilbur who you can attempt to Spin block, although burning it is top priority. Substitute can be run to cause further damage with Pain Split, however Duskulls lack of speed holds it back.
Good Teammates: Things to take Knock Offs for Duskull, as it becomes near useless once it loses it, without any form of reliable recovery. Foongus is decent for this, as well as Sticky Hold users such as Shellos and Trubbish. Dark-types can cause Duskull major issues, so Fighting-types such as Mienfoo or Timburr can help remove them. Wish passers such as Spritzee or Lickitung can help it recover with Wish and also handle strong Special attackers that don't care about Burn.
What Counters It: Special Attackers that aren't weak to Ghost fear absolutely nothing and can set up on it. Pawniard does not enjoy Will-o-Wisp, but fears nothing else and can remove its Eviolite and cause massive damage with Knock Off. Anything with Knock Off can threaten it, and allow a second attacker to KO it easily. Other strong Ghosts, such as Misdreavus can switch in its weak attacks and threaten with their own Ghost STAB
Any Additional Info: Misdreavus can do everything Duskull can do much better and is far superior in every other aspect. Don't use Duskull on a serious team, like really it's pretty bad despite its "high" defenses, due its awful HP stat and zero offensive pressure.
Hoppip @ Berry Juice
Ability: Chlorophyll
Level: 5
EVs: 196 Spd / 236 Atk / 76 HP
Jolly Nature
- Substitute / Seed Bomb / Bullet Seed
- Swords Dance / Memento / U-Turn
- Acrobatics
- Sleep Powder
What It Does: Hoppip has a unique typing in LC, is the only Grass-type in LC with access to U-Turn, and has a decent offensive and support movepool. Fortunately, none of this is enough to make up for a base stat total of 250. In short, Hoppip is an atrocious Pokemon because its base stats are awful; it's not very fast, is very frail, and has abysmal attacking stats. Other Pokemon with relatively low base stat totals, such as Bunnelby and Zigzagoon, are able to carve niches for themselves by being absolutely incredible in another aspect, but none of Hoppip's abilities are anything to write home about, and its movepool isn't too expansive, either, certainly nowhere near enough to make up for Hoppip's numerous faults.
What Counters It: Any viable Pokemon that isn't weak to its STAB moves, and some that are, will be able to beat it easily.
Any Additional Info: Just don't use it.
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