Project LC Team Frameworks

Shrug

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LCPL Champion
approved by macle
credit to idea goes to DOU and Stratos


Any good team in any metagame is created with a singular goal: to win. More specifically, teams are built to win through the use of a specific strategy, whether that be Sun Offense with Bellsprout, Hazards HO with a lategame Carvanha, or Semistall with Pawniard to clean. Teams of a given archtype encounter similar problems which must be dealt with through similar means, creating a basic framework that can be adhered to or riffed on depending on the build. This thread will identify frameworks within teams of an archtype through anaylsis of high-level teams then seek to explain the roles held by each mon. By doing this, I hope the community can gain a better understanding of how teams of specific strategies synergize and the roles that need to be fulfilled for a team to work - the latter might even allow for innovation as underrated mons might be found to satisfy multiple jobs on a teamstyle and thus become valuable.

Archetypes and Analysis:
Bulky Timburr Offense:

My Team:

RZL2000 and Slurmz 's team:


Archen @ Eviolite
Ability: Defeatist
Level: 5
EVs: 76 HP / 100 Atk / 76 Def / 196 Spe
Jolly Nature
- Stone Edge
- Earthquake
- U-turn
- Roost

Ferroseed @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 164 HP / 188 Def / 148 SpD
Careful Nature
- Stealth Rock
- Knock Off
- Thunder Wave
- Bullet Seed

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

Houndour @ Eviolite
Ability: Flash Fire
Level: 5
EVs: 36 Atk / 196 SpA / 36 SpD / 236 Spe
Hasty Nature
- Fire Blast
- Pursuit
- Sucker Punch
- Toxic

Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 80 HP / 36 Atk / 156 Def / 236 SpD
Careful Nature
- Bulk Up
- Knock Off
- Drain Punch
- Mach Punch

Staryu @ Eviolite
Ability: Natural Cure
Level: 5
EVs: 116 HP / 156 Def / 236 Spe
Timid Nature
- Hydro Pump
- Rapid Spin
- Recover
- Psychic

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

Stunky @ Eviolite
Ability: Aftermath
Level: 5
EVs: 12 HP / 92 Atk / 64 Def / 108 SpA / 188 SpD / 4 Spe
Brave Nature
- Pursuit
- Sucker Punch
- Fire Blast
- Defog

Archen @ Eviolite
Ability: Defeatist
Level: 5
EVs: 236 HP / 156 Def / 76 SpD / 36 Spe
Impish Nature
- Rock Slide
- Roost
- Stealth Rock
- Earthquake

Chinchou @ Choice Scarf
Ability: Volt Absorb
Level: 5
EVs: 52 Def / 232 SpA / 220 Spe
Modest Nature
- Volt Switch
- Hidden Power [Ground]
- Hydro Pump
- Ice Beam

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

Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 156 Def / 156 SpD
Bold Nature
- Giga Drain
- Sludge Bomb
- Spore
- Hidden Power [Fire]


Analyzing the teams, you see clear similarities. Both are based around a strong sweeper in BU Timburr. Timburr clearly struggles with Gastly and Abra, so a Pursuit user is a good pick. Fletchling is also a concern, so a solid stop is found with Archen on both teams; both also use Snubbull to threaten Fighting-types. Fast water types threaten a lot of the metagame and serve as general threats and ways of regaining momentum. Bulky Grass types on both teams sponge common Water- and Electric- type attacks. The allotment of resources is different: RZL and Slurmz use their Pursuit mon as also their hazard-clearer, freeing up a spot for Scarfchou; they have Rocks on Archen and have Foongus serve as the bulky grass. Overall, though, teams of a similar framework that operate similarly.

- Timburr
- 1 Bulky Pursuit user for Abra / Gastly
- 1 Strong Fighting switch-in with offensive presence
- 1 Strong Fletch counter
- 1 Hazard Remover
- 1 Fast Water-type
- 1 Bulky Grass-type
- Stealth Rock


Sun Offense:
(mad0ka)
(tazz)
(Omastar42)

These teams are emblematic of the blueprint of effective Sun Offense. All obviously have Vulpix, as that what makes it a sun team. To note: Omastar uses Choice Scarf on his to increase its damage potential. Similarly, each has a sun sweeper, madoka and tazz using the more common Bellsprout, but Omastar taking a more powerful, slower approach with Houndour. Mienfoo is everywhere to give a pivot and a good Pawn check. Madoka and Oma opted for Pawniard as a good offensive Pawn switch and Rock user, while Tazzie elected to gain another Vturn presence with Mag; Madoka runs Scarfpawn to increase team speed. All teams have Archen to clear hazards with Defog as well as to provide a strong answer to Fletchling on top of their Steel-type. The last spot is Snubs to answer Fighting-types and hammer with strong attacks.

Houndour @ Life Orb
Ability: Early Bird
Level: 5
EVs: 116 Atk / 116 SpA / 36 SpD / 236 Spe
Hasty Nature
IVs: 9 HP
- Fire Blast
- Dark Pulse
- Sucker Punch
- Nasty Plot

Vulpix @ Choice Scarf
Ability: Drought
Level: 5
EVs: 52 HP / 196 SpA / 240 Spe
Timid Nature
- Fire Blast
- Energy Ball
- Hidden Power [Rock]
- Overheat

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

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

Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 156 Def / 76 SpD / 196 Spe
Jolly Nature
- Defog
- Rock Slide
- Acrobatics
- Earthquake

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

Vulpix @ Heat Rock
Ability: Drought
Level: 5
EVs: 76 HP / 196 SpA / 236 Spe
Timid Nature
- Fire Blast
- Energy Ball
- Will-O-Wisp
- Quick Attack

Snubbull @ Berry Juice
Ability: Intimidate
Level: 5
EVs: 196 HP / 36 Atk / 200 Def / 36 SpD / 36 Spe
Careful Nature
- Play Rough
- Earthquake
- Thief
- Heal Bell

Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 180 Atk / 76 Def / 196 Spe
Jolly Nature
- Earthquake
- Rock Tomb
- Acrobatics
- Defog

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

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 156 HP / 116 Def / 196 SpD
Impish Nature
- Stone Edge
- Knock Off
- Drain Punch
- U-turn

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

Heat Rock Vulpix / LO Sprout / Evio Mienfoo / Scarf Magnemite / Archen / Snubbull


- Sun Setter (Vulpix)
- Sun Sweeper
- 2 Fletch Switchins
- 1 Scarf User
- 1 Solid Fighting Switchin
- 1 Pivot
- 1 Hazard Remover
- Stealth Rocks
- 1 Pawn Check

What I hope from this thread will be a community effort to look at team structures and find the commonalities in them. I'll list archetypes that we could look at below; if anyone has one they would like added, just post here. The ideal process would be good teams are submitted for a given archetype, then as a community we look and find the necessary elements baked into those teams, from which we get a list. If anyone wants to find teams and analyze the framework, feel free; if anyone wants to correct / amend / disagree with my ideas in the op, feel free.

Styles:
- Sticky Webs HO
- Dwebble Hazard HO
- Volt-turn
- Semistall
- Rain Offense
- Birdspam
- Waterspam
- General Types of Bulky O
- Trick Room
 
the most popular SW variants are:
surskit/mienfoo/pawniard/elekid/gastly/bunnelby
surskit/mienfoo/pawniard/abra/gastly/archen
surskit/mienfoo/pawniard/abra/pumpkaboo/archen
etc
so basically most teams are surskit, pawniard, mienfoo, a spinblocker and two offensive pokemon one special and one physical and one being a fletch check
so basically:
- one webs setter
- one rock setter
- one pawniard check
- two fletch checks
- one spin blocker
- one physical sweeper
- (at least) one wallbreaker
- (at least) on special sweeper
- one pivot

Idk if he wants to make all his teams public but they're already well known so Brazilian Army
 
Issue with the 1st sentence: True stall doesn't play to win, it plays to survive, winning is an effect.
You honestly don't need people listing the obvious "You need a check to these things"
It should be more along the lines of the non-obvious elements, and its not just the way teams are built, its what the teams can utilize to make the frame better, such as moveset choices or underrated mons. Also just take teams from levi's thread, I don't see a point in listing all the teams you need for a certain archetype when you can just describe the actual teams and use them as a guiding point, but that imposes close mindedness in teambuilding.
Edit: Pretty sure dice posted a teambuilding framework thread before stratos but w.e
 
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I'm salty about my sun not being up there Z: rip
Pika sun needs more respect smh

I think I might be talking about rain since I expect no one will ever do that, will do it later because I'm a bit busy rn
 
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I'm salty about my sun not being up there Z: rip
Pika sun needs more respect smh

I think I might be talking about rain since I expect no one will ever do that, will do it later because I'm a bit busy rn
rain is p good since its the only weather not inherently weak to fletchling, and can overwhelm the few good water resists with coverage/spamming strong af attacks.
 

Shrug

is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Past SPL Championis a Past SCL Champion
LCPL Champion
1 webs setter
2 wallbreakers
2 fletch checks (flying spam tbh)
1 sr
1 pawniard check
1 flying mon

Goao had this to say bout webs
 

Corporal Levi

ninjadog of the decade
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Hello I think this works for the team frame of usual semistall teams:
Porygon
Spritzee
Filler
Filler
Filler
Filler
Porygon is pretty much the best thing ever, it checks a ton of things, can be tailored to check everything else as well, also it gets thunder wave. Spritzee deals with everything Porygon can't handle and then around another half of the meta, and it lets you viably use stuff like Ferroseed which would get worn down otherwise, it doesn't get thunder wave but it gets aromatherapy or calm mind which are pretty good as well. After that you have the filler spots, one of them should probably be to remove hazards, maybe staryu or archen because they can beat fire-types which are annoying for poryspritz. And then you probably want a pawniard check which also annoy poryspritz, bulk up timburr can be a good wincon but mienfoo has regen and ponyta can burn things but maybe gets trapped. And then you want something for foongus, which is pretty annoying for poryspritz, not as annoying though because porygon can run ice beam and psychic, so you should run your own foongus. And then you need something for gothita because gothita can be annoying too with trick. so something like this
Porygon
Spritzee
staryu or archen
pawn check
foongus or other general switchin for everything maybe
stinky/pawn
 
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I see there is no "archtype style" for Sand Offense/Balance which is uncommon in LC but imo a very strong style. So I would like to present you my team frame for sand offense/balance:

Sand Setter (Most likely Hippo, it can be either Smooth Rock or Evio)
Sand Sweeper (Most likely either Drilbur or Sandshrew)
1 Bulky Water-type (for ice/water switchins)
1 Bulky Grass-type (for annoying grass types also helps with water switchin)
1 Fighting switchin
1 Pawn check
1 Pivot
Stealth Rocks
*Aromatherapy/Heal Bell

Hippo is the main reason why sand is used in LC, as it can do many things (set rocks, phaze physical wall, or set up sand for sweepers). But here we are talking about sand offense/balance, so we start off with the Sand Setter, Hippo, then we choose a sand sweeper Drilbur or Sandshrew. As you can see we are really weak to Grass, Ice, Water. That is where our bulky Water/Grass-type comes into play as it helps with those three types. Now we need a Fighting switchin as those can be quite annoying also a Pawn check because nothing on the team so far appreciates a knock off and iron head if sand is not up. Lastly we need a pivot to keep momentum to the team and stealth rocks since that is just amazing, as the chip damage increases. Aromatherapy/Heal Bell is not required but would be good on the team.

A team could look like this (not a real team):
Hippopotas: Sand Setter (may be stealth rocks)
Drilbur: Sand Sweeper
Lileep: Bulky Grass (may be stealth rocks)
Frillish: Bulky Water
Mienfoo: Pawn check
Snubbull: Fighting switchin (may be the Heal Bell user)


This is how I build my sand offense/balance in ORAS meta, I hope this helps! Get creative as this team frame works very well.
 
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Fiend

someguy
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Reviving the thread since it is helpful for builders and I've been indirectly asked too--
(By myself and H&MBerkeley)
Fletchling
Ability: Gale Wings
Level: 5
EVs: 76 HP / 200 Atk / 12 Def / 196 SpA / 20 Spe
Naughty Nature
- Acrobatics
- Overheat
- U-turn
- Swords Dance

Drifloon @ Berry Juice
Ability: Unburden
Level: 5
EVs: 196 Atk / 4 Def / 84 SpD / 196 Spe
Jolly Nature
- Knock Off
- Acrobatics
- Substitute
- Destiny Bond

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

Diglett @ Focus Sash
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Stealth Rock
- Memento
- Earthquake
- Rock Slide

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance

Chinchou @ Choice Scarf
Ability: Water Absorb
Level: 5
EVs: 52 Def / 228 SpA / 220 Spe
Timid Nature
- Hydro Pump
- Volt Switch
- Ice Beam
- Thunderbolt

(By myself)
Fletchling @ Berry Juice
Ability: Gale Wings
Level: 5
EVs: 196 Atk / 92 Def / 180 Spe
Adamant Nature
- Acrobatics
- U-turn
- Swords Dance
- Substitute

Doduo @ Life Orb
Ability: Early Bird
Level: 5
EVs: 236 Atk / 240 Spe
Naive Nature
- Brave Bird
- Knock Off
- Quick Attack
- Hidden Power [Fighting]

Croagunk @ Eviolite
Ability: Dry Skin
Level: 5
EVs: 52 HP / 188 Atk / 116 Def / 116 SpD / 36 Spe
Adamant Nature
- Drain Punch
- Gunk Shot
- Knock Off
- Vacuum Wave

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

Ponyta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 236 Def / 76 SpA / 196 Spe
Timid Nature
- Sunny Day
- Morning Sun
- Fire Blast
- Solar Beam

Drilbur (M) @ Berry Juice
Ability: Mold Breaker
Level: 5
EVs: 36 HP / 116 Def / 76 SpD / 212 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Swords Dance

(By myself and H&MBerkeley)
Fletchling
Ability: Gale Wings
Level: 5
EVs: 156 HP / 200 Atk / 92 Def / 36 SpA / 20 Spe
Naughty Nature
- Acrobatics
- Overheat
- U-turn
- Swords Dance

Vullaby @ Eviolite
Ability: Overcoat
Level: 5
EVs: 116 HP / 156 Atk / 76 SpD / 116 Spe
Jolly Nature
- Brave Bird
- Knock Off
- Roost
- U-turn

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

Drilbur @ Berry Juice
Ability: Mold Breaker
Level: 5
EVs: 36 HP / 116 Def / 76 SpD / 212 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Stealth Rock

Porygon @ Eviolite
Ability: Download
Level: 5
EVs: 236 HP / 116 Def / 156 SpD
Bold Nature
- Tri Attack
- Thunderbolt
- Recover
- Psychic

Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 166 HP / 156 Def / 156 SpD
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Clear Smog

(By myself)
Taillow @ Toxic Orb
Ability: Guts
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Facade
- Brave Bird
- Quick Attack
- U-turn

Drifloon @ Berry Juice
Ability: Unburden
Level: 5
EVs: 196 Atk / 4 Def / 84 SpD / 196 Spe
Jolly Nature
- Hypnosis
- Knock Off
- Acrobatics
- Substitute

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

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 116 SpD / 116 Spe
Jolly Nature
- Stealth Rock
- Sucker Punch
- Knock Off
- Iron Head

Chinchou @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 148 SpA / 60 Spe
Bold Nature
- Volt Switch
- Scald
- Sucker Punch
- Heal Bell

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


Birdspam teams: There may be some variations from the outline I am about to give, as most builders have personal quirks and these teams and outlines are tailored to support my playstyle and have personal flairs/flavours to make using them easier (and more fun) for myself to use. This can first be seen with the bird cores of choice, and the notable lack of Calm Mind Drifloon, Specs or Life Orb Taillow, Nasty Plot Vullaby, Natus and Archens. However you can build teams to support these and use them, I just lack the motivation to build a 5th or 6th birdspam team today.

The general list of roles to cover in a team would be:
  • Water Check
  • Fighting Check
  • Volt Switch Absorber
  • Pawn Counter
  • Stealth Rock
  • Hazard deterrent or preferably removal
  • Abra Check
  • Smasher Check (or lure if HP Grass Fletchling)
  • Gastly Check
  • Shellder Counter (it gets its own mention bc god)
  • Fletchling Counter
  • Archen lure or Counter
  • Chinchou Counter
In an effort to show how one might compress this all into a team without overextending too much into a single aspect of the team, I'll go over the most bare bones way to build a birdspam team that allows others to take their own path when building the archetype; enjoy:

These teams can have anywhere from 2 to somewhat viably 4 'birds' per team to for the offensive core. However, often past the second bird, you can slot the other members of that core into other roles, thus for the sake of simplicity, we shall just have the first 2 slots be the 'birds.' As long as it abuses Flying type STAB, it should work here even if it is technically balloon or a mantaray.

Bird #1 / Bird #2
Notably, these two birds require having synergy with one another; Nasty Plot Vullaby does not need either Chinchou or Archen removed in the same way that Fletchling or Drifloon do, and thus is a poor partner for Taillow especially considering the lack of support Nasty Plot Vullaby gives to its partner. One of the cores I used was Overheat Fletchling as it cripples Pawniard, making it a superb partner for any Drifloon set and any Vullaby set--both of which were used in the teams pasted above. Essentially, choose any two birds which have dissimilar hard counters in order to start off your team correctly.

The third slot of any given team can be pretty much one of every viable pokemon granted it has some loose synergy to your first 2, which makes pivots a personal preference to use here. As you can see with 3 of my teams, I have a Mienfoo and in the 4th team, there is a Croagunk. These set the tempo for the team, making the three with Mienfoo some form of offense with bulk beyond just type synergy (which supports the given bird cores better) while the Croagunk team relies on winning via type synergy and simply dominating balance through Doduo more and thus appreciating Mienfoo less. (It is still a solid choice here.)

Bird #1 / Bird #2 / Pivot
Your choice of pivot determines the nature of the team and should reflect the bird duo in the first two slots. The pivot should be able to absorb the onslaught of whatever the two birds cannot break through/pivot out of/lure in, in an effort to weaken the opposition. Fighting types are often good choice as they get both Knock Off and help to weaken walls into the range of the birds while eating Pawniard alive. Ponyta, Foongus, Snubbull, Spritzee, Porygon, Chinchou, and Pawniard are all rather viable non-Fighting type choices in this slot, however I like Fighting types simply for their ability to compress roles greatly.

At this point, you should have an idea of how the team should be generally played, i.e.: slow, quick obliterate everything, try not to be obliterated by quicker teams but overwhelm slower ones, etc. This is where I fit a rocker onto the team as I have found this is where rockers can be added without making holes in the team or without force the team into an awkward direction. Fletch/Floon runs Sash Diglett to get up rocks, provide memento support, trap important things in the way of the team, and revenge kill whatever. Pawniard is ran on the Fletch/Doduo and Taillow/Floon teams due to typing and consistent priority while pressuring walls. A bulkier Drilbur was chosen for the Fletch/Vulla team to compress the roles of Spin/SR and provide an absorption of Volt Switch.

Bird #1 / Bird #2 / Pivot / Stealth Rocker
The rocker should be chosen based on how offensive or defensive your team is; generally this is a role which should go to a pokemon which also forfiles other useful roles for your team, such as wallbreaking, spinning, trapping, walling, or even sweeping. Due to a fairly small variety in viable stealth rockers this should not be a hard choice.

The next two slots are used to help birdspam in common matchups and fill any holes the team may have. The hope with these slots is to maintain the same tempo as the other 4 pokemon on the team set. Synergy in these two slots is incredibly important, and is determined by the shortcomings of the rest of your team. For example, the first team runs Sword Dance Pawniard and Scarf Water Absorb Chinchou in order to adequately cover water offense, Fletchling, Archen, Porygon, Omanyte, Tirtouga, Shellder and other such threats to the team. Via the offensive tempo of the team, as shown through Taunt Mienfoo and Diglett, longevity is not especially important however the team is not entirely reckless in an effort to outlast more reckless teams and force their flaws to be their downfall. The Fletch/Doduo
team is reckless though, and is geared toward beating Smasher teams, typical balance, hazard offense, and sticky web. Ponyta acts to lure Chinchou's and help the speed game while everything else is geared towards hitting hard and killing most things. There is an overwhelming amount of priority in an effort to make any blunders or free turns given not be too costly and to prevent setup from steamrolling the team. Such ideas are shown in the Vullaby/Fletch team with bulky Download Porygon to provide offensive pressure while covering Shell Smashers and Foongus to cover fighting types and fairies while providing pressure via Spore. Chinchou is packing both Sucker Punch and Heal Bell to roughly patch up the Abra/Gastly weakness while giving Snubbull a free slot to lure Ferroseed, Pawniard, Ponyta, Ekans, Skrelp, etc with both Fire Punch and EQ.

Bird #1 / Bird #2 / Pivot #1 / Stealth Rocker / (Type synergy) pivot #2 / Fast Offensive pokemon or tank
These two choices can vary greatly due to personal tastes; the basics are cover your basics which is needed in a team through either means of offensive pressure or type advantage or lures or most likely a combination of all three. These tend to be bulky pokemon with solid power or in some form exert a large presence on the field. Very broad range and can literally be any pokemon on the viability ranking if the team calls for it.
 
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