DP Little Cup Analysis (WIP)

Introduction

Little Cup was spawned in Pokemon Stadium 2. The idea was that you bred to achieve the perfect baby Pokemon to battle. It was later reintroduced for Advance, and now Little Cup is back for the 4th Generation. The metagame is generally faster-paced than the standard OverUsed metagame which results in a speed-centered environment where Pokemon rely on their resistances and immunities to counter the opponent's team and from there, execute their own team's strategy.

Rules
  • Only Pokemon hatched from eggs are eligible.
  • Eligible Pokemon must be able to evolve, and be the first in an evolution chain.
  • All Pokemon used MUST be at Level 5.
  • Sleep Clause is ON.
  • Self-KO Clause is ON
  • Evasion Clause is ON
  • OHKO Clause is ON
  • Species Clause is ON
  • Item Clause is OFF
  • The attacks SonicBoom and Dragon Rage are banned
  • The item DeepSeaTooth is banned
  • A Pokemon's attacks must be limited those that can be legitimately learnt by the Pokemon at Level 5

Item Clause

In the earlier stages of Little Cup, it was thought necessary that Item Clause should be in effect, the main reason being the propensity of players to put the item Focus Sash on multiple Pokemon and allow the Pokemon to survive what should be an OHKO and perhaps kill its counter.

Since then, there has been a shift of thinking and Item Clause is widely thought to be unneeded. One of the main reasons for this is the prominence of Stealth Rock, which when laid early will nullify Focus Sash unless it is removed by Rapid Spin. Furthermore, D/P brought Little Cup two new auto-weather inducers in the form of Snover and Hippopotas and so a Focus Sash user will die at the end of the turn should it use its item and take damage from Hail or the Sandstorm. Finally, the addition of Life Orb means that the typical Focus Sash users, frail but fast Pokemon, are forced to give up the extra damage output afforded by Life Orb over the ability to potential survive a hit that would normally kill it.

Banned Pokemon
  • Scyther - A moveset consisting of Swords Dance, Aerial Ace, Quick Attack and Brick Break is almost unstoppable in Little Cup, with no Pokemon in Little Cup able to resist that attack combination. Both Aerial Ace and Quick Attack have their power boosted by 50% due to Technician, the latter attack is vital in stopping Pokemon using Choice Scarf to outspeed it or in stopping slower users of priority attacks. Scyther's pedigree is enhanced by the sheer power of its Base Stats, boasting both the second highest Attack (Base 110) and the second highest Speed (Base 105)
  • Sneasel - Sneasel can run a similar moveset to Scyther consisting of Swords Dance, Ice Shard, Bite and Brick Break and be equally difficult to stop. Also akin to Scyther, it boasts a priority attack and an attack combination that no Pokemon resists. 95 Base Attack and the highest unboosted Speed in Little Cup from a Base stat of 115 makes Sneasel all the harder to stop.
  • Yanma - Already in one of the highest Speed tiers, Yanma's Speed Boost ability means that after two turns it will outspeed virtually everything. From there it can wreak havoc with STAB Air Slash or STAB Bug Buzz from a respectable Special Attack or simply put to Sleep anything it can't kill with Hypnosis.
  • Tangela - With Sunny Day in effect, Tangela becomes an offensive juggernaut. Its Chlorophyll ability can take its Speed stat to 30 and it can power through anything not resistant to Grass-type attacks with SolarBeam from 100 Base Special Attack. Not even Munchlax can stand up to a Life Orb-boosted SolarBeam. Hidden Power Fire and AncientPower provide it with good type coverage or it can take the option of putting its counters to Sleep with Sleep Powder. Moreover, Tangela's bulky defensive nature -- in particular its 115 Base Defence -- makes it even harder to take down.
  • Meditite - Pure Power transforms Meditite into a very potent threat, reaching 28 Attack with no item boosts, not even Cranidos and its 125 Base Attack can match that. Hi Jump Kick, Psycho Cut and Ice Punch gives it all the coverage it needs, and such is the power of Hi Jump Kick is that with Life Orb it can OHKO Bronzor, arguably the best defensive Pokemon in Little Cup, who is not even weak to it. Alternatively, Choice Scarf can be used to remedy its modest speed and make it difficult to revenge kill. May be tested again in future.
  • Murkrow - Murkrow was allowed in Little Cup for longer than the rest of the banned Pokemon but in the end it was deemed that its ability to sweep through multiple members of a team without any set-up pushed it over the banned threshold. Sucker Punch really makes Murkrow difficult to take on, bypassing the speed hierachy with an 80 Base Power STAB attack with priority running off 91 Base Speed (i.e. the second highest speed tier aside excluding Sneasel and Scyther). Pluck complements Sucker Punch and runs off its 85 Base Attack, and hits any Pokemon carrying a berry, such as the Oran Berry favoured by walls, for 120 Base Power (180 Base Power after STAB), disabling and consuming the berry in the process. Dark Pulse hits many physical walls such as Gligar and Koffing for plentiful damage and has a 20% flinch rate. Murkrow also has access to Hidden Power, Heat Wave, Calm Mind and Pursuit. Murkrow was not unstoppable but was deemed too powerful and was also a clear centralizing force.

DeepSeaTooth
Clamperl is not banned but the DeepSeaTooth item is. DeepSeaTooth can give Clamperl up to 36 Special Attack, more than a Modest Choice Specs Abra, whilst still retaining freedom to switch attacks. Surf, Ice Beam and Hidden Power [Electric] or Hidden Power [Grass] provide good coverage and not even Munchlax, the Pokemon widely considered to be the best Special wall in Little Cup, can switch in on Surf, being 2HKOed even taking Oran Berry into account. Its low speed is a problem but if it is Baton Passed one Agility then it will be incredibly dominant over an opponent's team. Without DeepSeaTooth however, Clamperl is much more manageable.

Eligible Pokemon

RBY Pokemon

GSC Pokemon

RSE Pokemon

D/P Pokemon


Move Legality - Credit to Mr Happy for the research

Since Little Cup is played with Level 5 Pokemon there can be discrepancies with Level 100 play in the OverUsed metagame with regards to what moves certain Pokemon can or cannot learn at that level. It is important to check whether or not certain Pokemon can legitimately learn at Level 5 since it is forbidden to use moves that cannot be learnt by the Pokemon by said level. This section will guide you through the ways in which certain moves and move combinations are illegal. Note that impossible breeding combinations such as Hypnosis + Nasty Plot Zubat are already assumed illegal.

Genderless Pokemon
Genderless Pokemon lack the ability to breed unless it is with a Ditto. Thus, they do not have egg moves and lack the ability to pass on level-up moves to their offspring. As a consequence, genderless Pokemon in Little Cup cannot have any level-up move that is learned beyond Level 5. Take for example a Porygon. Its staple move is Tri Attack. However, it learns it at a higher level than 5, and is genderless. Thus, Tri Attack Porygon is illegal at Level 5. Bronzor is in the same boat: its evolution, Bronzong is often seen with Hypnosis, which Bronzor learns at Level 7 and thus is illegal in Little Cup.

D/P Introduced Moves
Moves, both egg and level-up, that were introduced in the fourth generation moves, and are learned after Level 5, are illegal together with third generation Move Tutor moves.

For example, Body Slam + Fire Fang Houndour is illegal, since Fire Fang is learned after level 5, and is thus not compatible with Body Slam, a 3rd generation move tutor attack.

Third Generation Move Tutor / Other Game Special Moves
These moves are illegal together with any move introduced in D/P that is an egg move or is learned after Level 5. An example of this would be Body Slam (third generation tutor move) + Cross Chop (egg move) Elekid. They are also illegal with any new ability introduced in D/P, since the ability change only occurs during evolution. For example, Pickup Meowth with Double-edge is legal, but Technician Double-edge Meowth is not.

Little Cup Pokemon that can use a move that comes from Pokemon XD and is caught in that game at a level higher than 5 are illegal with that move. In the event they are able to use it, it will be illegal together with any egg or level-up move.

Special moves from Pokemon Box eggs are illegal with any level-up or egg move, as they come from a pre-made egg that hatches at Level 5. This is the reason why Belly Drum + ExtremeSpeed Zigzagoon is illegal; as ExtremeSpeed comes from an egg from Pokémon Box, and it hatches at Level 5. For Belly Drum to be available to that Zigzagoon, it would be needed for two Linoone with Belly Drum to breed, but that egg cannot hatch with ExtremeSpeed.

Event Moves
Event moves are illegal together with any Egg Move or Level-up move learned after Level 5. If said event took place in D/P, they are also illegal with any 3rd generation move.

EV Distribution in Little Cup - Credit to Mr Happy for the research

Code:
Little Cup is a metagame that is played at Level 5. As such, the stats are calculated in a different way. Pokémon at Level 5 need different types of EV spreads than Level 100 ones. This guide will attempt to explain how to achieve the maximum potential of the 510 EV points you have at your disposal.

At level 5, there is not a huge gap when comparing very similar Base Stats. Take for an example: if we compare a Hippotas's (base 72) and Goldeen's (base 67) Attacks at level 100 with maximum EV investment in both, we can see that Hippotas beats Goldeen by 10 points (243 against 233). But if we take those same Pokémon and set them to Level 5, we can see that they both have 16 Attack. Why is that? Wasn't Hippotas stronger than Goldeen? And why do a Level 5 Jolly Buizel and Jolly Magby, with Base Speeds of 85 and 83 respectively, tie in max Speed (both 19)?

This happens because EVs affect stats differently at Level 5, and some Base Stat numbers max out with fewer EVs than others. Continuing with our previous example, we can see that:

-Hippotas has a Base 72 Attack and maxes out with 180 EVs, the final stat is 16.
-Growlithe has a base 70 Attack and maxes out with 196 EVs, the final stat is 16.
-Turtwig has a base 68 Attack and maxes out with 212 EVs, the final stat is 16.
-Goldeen has a base 67 Attack and maxes out with 220 EVs, the final stat is 16.
-Koffing has a base 65 Attack and maxes out with 236 EVs, the final stat is 16.
-Stunky has a base 63 Attack and maxes out with 252 EVs, the final stat is 16.
-Snover has a base 62 Attack and maxes out with 180 EVs, the final stat is 15.


We can observe a pattern here. Turtwig and Goldeen have a 1 BS point of difference between them, and they max out the stat with 8 EVs of difference. Koffing and Stunky have a BS difference of 2, and max out by a difference of 16 EVs. Yet, it seems their Base Stats all belong to a certain group of Base Stat numbers where the stat maxes are 16 with a neutral nature. Except for Snover, Snover only hits 15 Attack, and it needs 180 EVs to reach it.

What we can conclude from here is that we can organize Base Stats at level 5 by 'Stat Ranges'. A Stat Range is comprised of a range of Base Stat numbers which are able to be maxed out to the same stat number but require a different amount of EVs to do so. Stat Ranges start on a Base Stat number which ends in 3, and finish with a Base Stat number which ends in 2. So, an example Stat Range would be:

63 (Stunky / 252 Evs)
64
65 (Koffing / 236 Evs)
66
67 (Goldeen / 220)
68 (Turtwig / 212 Evs)
69
70 (Growlithe / 196 Evs)
71
72 (Hippotas / 180 Evs)

All these Base Stat numbers max out at 16 with a neutral nature. We can confirm that ONLY these numbers belong to this range, since a Pokémon with a Base 62 Attack (Snover) at level 5 with a neutral nature only reaches 15 Attack (thus, 62 belongs to the range below); in a similar way, a Pokémon with Base 73 Speed, at level 5 and with a neutral nature maxes out at 17 Attack (thus, 93 belongs to the range above).

We can then conclude that as the Base Stat nears the next range, it needs less and less EVs to max out. On the other hand, the nearer the number is to the previous range, the more EVs it needs to max out.

This amount of EVs needed to gain stats is directly related to the last digit of the Base Stat number.

Table of EVs required for Stat gains

This table will tell you how many EVs you need to raise a stat a certain number of points. It all depends on what digit the Base Stat ends in.

If the Base Stat number ends in # then - x/y/z EVs are required required for 1/2/3/4 stat point gain:

3 - 12/92/172/252 EVs
4 - 4/84/164/244 EVs
5 - 76/156/236 EVs
6 - 68/148/228 EVs
7 - 60/140/220 EVs
8 - 52/132/212 EVs
9 - 44/124/204 EVs
0 - 36/116/196 EVs
1 - 28/108/188 EVs
2 - 20/100/180 EVs

Note that these numbers not only apply to Speed; they apply to all stats.

This means that the absolute minimum number of EVs to max a stat will be 180, and this will only happen if your Base stat's last digit is a two. This means that investing more than 180 Evs in Rattata's Speed (Base 72), Snover's Attack (Base 62) or Hippopotas's Special Defence (Base 42) will not get you any more points, and leaves some "spare" EVs once you have invested in your main two stats.

On the other hand, the absolute maximum of EVs you will need to max a stat is 252, IF your Base Stat's last digit is a three. Magby's Speed (base 83), Corphish's HP (base 43) and Shuppet's Special Attack need the full 252 EVs to max out, however they have the advantage that your first stat point will only need 4 EVs.

Stat Ranges

A list of the Stat Ranges at Level 5 follows. This table will quickly tell you which number will reach your Pokémon once EVs are adjusted, depending on the Base Stat range it belongs to.

---

RANGE 1: Stat maxes at 10 with a neutral nature, at 11 with a positive nature; HP maxes at 20
Base 5,6,7,8,9,10,11,12

RANGE 2: Stat maxes at 11 with a neutral nature, at 12 with a positive nature; HP maxes at 21
Base 13,14,15,16,17,18,19,20,21,22

RANGE 3: Stat maxes at 12 with a neutral nature, at 13 with a positive nature; HP maxes at 22
Base 23,24,25,26,27,28,29,30,31,32

RANGE 4: Stat maxes at 13 with a neutral nature, at 14 with a positive nature; HP maxes at 23
Base 33,34,35,36,37,38,39,40,41,42

RANGE 5: Stat maxes at 14 with a neutral nature, at 15 with a positive nature; HP maxes at 24
Base 43,44,45,46,47,48,49,50,51,52

RANGE 5: Stat maxes at 15 with a neutral nature, at 16 with a positive nature; HP maxes at 25
Base 53,54,55,56,57,58,59,60,61,62

RANGE 6: Stat maxes at 16 with a neutral nature, at 17 with a positive nature; HP maxes at 26
Base 63,64,65,66,67,68,69,70,71,72

RANGE 7: Stat maxes at 17 with a neutral nature, at 18 with a positive nature; HP maxes at 27
Base 73,74,75,76,77,78,79,80,81,82

RANGE 8: Stat maxes at 18 with a neutral nature, at 19 with a positive nature; HP maxes at 28
Base 83,84,85,86,87,88,89,90,91,92

RANGE 9: Stat maxes at 19 with a neutral nature, at 20 with a positive nature; HP maxes at 29
Base 93,94,95,96,97,98,99,100,101,102

RANGE 10: Stat maxes at 20 with a neutral nature, at 21 with a positive nature; HP maxes at 30
Base 103,104,105,106,107,108,109,110,111,112

RANGE 11: Stat maxes at 21 with a neutral nature, at 22 with a positive nature; HP maxes at 31
Base 113,114,115,116,117,118,119,120,121,122

RANGE 12: Stat maxes at 22 with a neutral nature, at 23 with a positive nature; HP maxes at 32
Base 123,124,125,126,127,128,129,130,131,132

RANGE 13: Stat maxes at 23 with a neutral nature, at 24 with a positive nature; HP maxes at 33
Base 133,134,135

RANGE 14: Nonexistant for Little Cup, no eligible Pokémon with a Base Stat between 143 and 152

RANGE 15: Stat maxes at 25 with a neutral nature, at 26 with a positive nature
Base 160

*Range 1 starts at 5, the lowest Base Stat for a Pokémon allowed in Little Cup (Happiny's Attack / Munchlax's Speed)
**Range 13 ends at 135, the highest Base Stat number of its range before entering the next (Munchlax's HP)
***Range 15 only includes Onix's Defense (160), as no other numbers enter this range. It is also the highest base stat of any Little Cup Pokémon.


Demonstration
To apply all this to a practical example, let's EV a Lv5 Totodile. We want it to be a physical sweeper, so we will maximize Attack and Speed, and if possible, dump the remaining EVs into HP or the defences.

Totodile's Base Stats are 50 HP / 65 Atk / 64 Def / 44 SpA / 48 SpD / 43 Spe

Its Attack is Base 65, so it falls under Range 6. We will use a Jolly nature, so Attack will max out at 16. Since 65 ends in 5, according to the table its Attack will max at 236 EVs. So far our spread is 236Atk.

The Speed sits at Base 43. This is Range 5, so it will reach 15. It ends with 3, so we need 252 EVs to max it. The spread is now 236Atk / 252 Spe.

We have 22 EVs remaining now. To gain a point in another stat, we need said stat to end in 2, 3 or 4. HP and the defences end in 0/4/8, respectively. Which means that you can get an extra 1 point in Def for 12 EVs. The spread is now 236Atk / 12 Def / 252 Spe

We now have 10 remaining but we can't get a single point with them so they will go to waste.


Now take a Lv. 5 Cyndaquil. We'll make this a Mixed Sweeper, with mainly Special attacks.

Cyndaquil's Base Stats are 39 HP / 52 Atk / 43 Def / 60 SpA / 50 SpD / 65 Spe. Using a Naive nature, we see that the Speed is in Range 6, giving us 17 Speed. Special Attack belongs to Range 5, maxing out at 15.

65 ends in 5, so we'll make use of 236 EVs. The spread is 236 Spe.

SpA ends in 0, so we'll have to invest 196 EVs to get to the maximum. This leaves us with 196SpA / 236Spe with 78 EVs remaining.

We can gain a stat point more if one of the other base stats end in 5, 6, 7, 8, 9, 0, 1 or 2. On our priority list, Attack is next. Fortunately, Attack's Base Stat ends in 2, so we only need 20 EVs to up it 1 point, but we don't have enough EVs for two points. The spread is now 20Atk / 196SpA / 236Spe with 58 EVs remaining.

We can still gain a point if a Base Stat ends in 8, 9, 0, 1, 2, 3 or 4. Both HP and Def fit into this, HP is more important so we will do it first. It ends in 9, so we need 44 EVs, Making the Spread 44 HP / 20 Atk / 196 SpA / 236 Spe.

Now there is only 14 evs left but maybe we can still squeeze one more point out of them. Def ends with 3 so it only needs 12 to get that extra point, we have just enough! Since we won't be able to up the other stats we are left with a final spread of 44 HP / 20 Atk / 12 Def / 196 SpA / 236 Spe.

On these two examples, we first maximized the two most important stats and then checked if there was a way to extract some juice from the leftover EVs, thus maximizing the points gained from the EVs, you may not think that it is important for just one or two points but look at the differences between the spreads we just made and quick and easy 252/252 spreads:

Totodile:
21/16/12/9/11/15
21/16/13/9/11/15

It may not look much different, but with spread 2 you will take every Physical attack 8% better, is that worth a few seconds of your time?

Cyndaquil
20/11/10/15/9/17
21/12/11/15/9/17

Quite an obvious change here, 9% more Physical offence (almost as much as nature boost!), and it takes Special hits 5% better but Physical hits 15.5% better. That will significantly help Cyndaquil in quite a few situations.

Hidden Power
If you ever need to change the IVs of a Pokémon for Hidden Power purposes, make sure you add 4 EVs for each IV you substract. To make this clear: Say you want to give our Cyndaquil Hidden Power Grass 70. You need an Attack and Special Attack IV of 30. We were left with only 2 EVs going to waste on the previous spread, so we'll have to reduce defence (or HP, but HP is more important in this instance) to make up for it. use them to fix the attacking Stats. Changing the spread to 44HP / 24Atk / 200SpA / 236Spe should leave Cyndaquil's more important stats intact.

Use this guide as a reference when EVing Pokémon for Little Cup to find the best possible spreads, and also to know whether your Pokémon will outrun, tie or go after a certain opponent.

Stat Formula
If anyone wants it here is the formula to work out the any stat at level 5:

For HP
(((2 x Base + IV + (EV / 4)) x 5 / 100 + 10)

If the stat is not HP:
((((2 x Base + IV + (EV / 4)) x 5 / 100 + 5) x Nature)

Base = The base stat for that Pokemon.
EVs = The number of EVs invested in that stat.
IVs = The IV for that stat (normally 31).
Nature = 1 if the nature is neutral for that stat, 1.1 if it is boosting and 0.9 if it is hindering.

Round down the answer to the nearest whole number, and if the stat is HP simply add 10 points to the end result.

Some fun facts about stats at Lv. 5:
80 EVs = 1 Stat point
1 Base stat Point = 8 EVs
1 IV = 4 EVs
Standards

This is quick sample of common Pokemon and their likely movesets. It is important to remember that this list is not exhaustive and you will likely encounter Pokemon not listed here and so it is recommended that you read the full list of eligible Pokemon.

Notable Walls

Bronzor @ Oran Berry / Shed Shell
Levitate
220 HP / 4 Atk / 68 Def / 148 SpD
IVs: 0 Spe
Relaxed
~ Stealth Rock
~ Gyro Ball
~ Earthquake
~ Reflect / Light Screen

Bronzor is the most prominent defensive Pokemon in Little Cup thanks to its wide array of resistances coupled with two further immunities. This allows it to take on powerful threats on both sides of the spectrum, such as Teddiursa, Gligar, Larvitar and Abra. Bronzor plays in a similar fashion to Bronzong in the OverUsed metagame, being an equally reliable Stealth Rock user as its evolution. Hypnosis is absent as Bronzor is genderless and it thus cannot learn it at Level 5. In its place, either Reflect or Light Screen can be used for team support. Shed Shell is a viable option on Bronzor, as Magnet Rise allows Magnemite to beat it one on one.

Chinchou @ Oran Berry / Shed Shell
Volt Absorb
156 HP / 52 Def / 228 SpD / 60 Spe
Calm
~ Surf
~ Thunderbolt
~ Thunderwave
~ Confuse Ray

Although Chinchou's 75 HP / 38 Def / 56 SpD defensive stats may seem lacking, its resistances certainly are not; Chinchou enjoys resistances to Water, Ice and Fire as well as healing 25% should an Electric attack be directed at it. These are common attack types used by special attackers which makes Chinchou worthy of a slot in your team should you want extra protection from the likes of Porygon, Houndour, Staryu and others. Surf and Thunderbolt takes advantage of Chinchou's unique dual-STAB to provide good type coverage (as such an Agility sweeper set is very viable) and in addition, Chinchou can make use of Parafusion to slow your opponent's momentum. Chinchou is very vulnerable to Diglett and so again, Shed Shell is an option. Perhaps the greatest tribute to Chinchou is the fact that many Water and Fire types carry Hidden Power Grass.

Gligar @ Oran Berry
Sand Veil
236 HP / 236 Def
Impish
~ Earthquake
~ Roost
~ Stealth Rock
~ Stone Edge / Taunt

Gligar makes an almost impervious physical wall with 105 base Defense and access to Roost. Consequently, Gligar is one of the best users of Stealth Rock as well as being a great switch into Fighting-type attacks but must be wary of Ice Punch, which both Mankey and Machop have access to. Despite this, it is one of the best switches into Cranidos, Larvitar, Rhyhorn and Croagunk.

Mantyke @ Oran Berry
Water Absorb
236 HP / 36 Def / 40 SpA / 196 SpD
Calm
~ Surf
~ Ice Beam
~ Hidden Power Grass
~ Protect / Haze

Whilst generally less common than Chinchou, Mantyke has a few advantages over its fellow special wall. Firstly, Mantyke has no fear of being trapped by Diglett and secondly, Mantyke boasts a huge 120 base special defense, meaning that it gets 24 HP and 23 Special Defense with these EVs. Its raw defensive stats allows it to negate most special threats that do not carry Thunderbolt and it has a useful niche in stopping Water-types and Fire-types that tend to use Hidden Power Grass for the more common Chinchou. The moveset is rather self-explanatory with the three damage-dealing attacks given to maximize type coverage whilst in the last slot, Protect can scout for a random Electric move whereas Haze can help with dealing with Croagunk and other stat boosters.

Munchlax @ Oran Berry / Chesto Berry
Thick Fat
76 HP / 156 Atk / 236 SpD
Careful / Sassy
~ Return
~ Earthquake
~ Pursuit
~ Fire Punch / Fire Blast / Rest

Munchlax is a top tier Little Cup pokemon, being both an offensive juggernaut as well as an effective special wall. Munchlax's massive 135 base HP and 85 base Special Defense turns it into a one-stop counter for all but the most powerful special attackers with Thick Fat only serving to further emphasize its credentials. On the offensive side of things, Munchlax's Return from 85 base Attack is one of the most powerful physical moves around and in combination with Earthquake, a fire-type attack of choice and Pursuit for Gastly and Misdreavus, Munchlax achieves perfect coverage. With regards to item choice, Munchlax's massive HP means that an Oran Berry heals around 30% of maximum HP and so the option of Rest and Chesto Berry is very viable.

Shieldon @ Oran Berry / Shed Shell
Sturdy
196 HP / 132 Def / 20 SpA / 132 SpD
Relaxed / Sassy
~ Stealth Rock
~ Ice Beam
~ Thunderbolt / Flamethrower
~ Magnet Rise

Shieldon is an extremely useful wall in Little Cup, being the best counter available to mixed Dragon Dance Dratini. Stealth Rock is rarer in Little Cup than in the normal OverUsed metagame and Shieldon's multiple resistances allows it to make good use of it. Magnet Rise allows it to escape the grasps of its nemesis Diglett as well as being able to avoid Earthquakes from common Pokemon like Munchlax and Bronzor. Ice Beam is listed to hit Dratini and Gible for super effective damage. Thunderbolt hits water-types and forms part of the BoltBeam combination whereas Flamethrower hits steels. Shed Shell can be used to keep Shieldon safe from Magnemite should you opt against Flamethrower. Finally, it is worth noting that Shieldon's already excellent 88 base Special Defense (higher than Munchlax's for instance) allows it to become an excellent special wall in sand, when paired with Hippopotas.

Koffing @ Oran Berry
Levitate
196 HP / 236 Def / 36 SpA
Relaxed
~ Taunt
~ Sludge Bomb
~ Flamethrower / Thunderbolt
~ Explosion / Pain Split / Will-o-Wisp

Koffing boats 95 base Defense and a typing that makes it the best fighting-type counter in the metagame. Taunt is useful for stopping sweepers using it as set-up bait. Sludge Bomb and Flamethrower provide good coverage, and the latter will hit Dry Skin Croagunk for super effective damage, although it could be replaced by Thunderbolt. Most Koffing tend to explode after they have finished their job although there are alternatives, should you want Koffing to stick around longer.

Hippopotas @ Oran Berry
Sand Stream
212 HP / 20 Atk / 212 Def / 20 SpD / 20 Spe
Impish
~ Stealth Rock
~ Earthquake
~ Rock Slide
~ Slack Off / Yawn

Hippopotas is one of the elite band of Pokemon in the metagame that can set up Stealth Rock reliably and is also one of two physical walls -- the other being Gligar -- that has access to a reliable recovery move. With these EVs, Hippopotas generates 26 HP and 18 Defense which combined with its Ground typing allows it to be an effective counter to Cranidos, Larvitar and Rhyhorn amongst others. Despite this, Hippopotas's premier attraction is its Sand Stream trait which makes it essential for sandstorm-based teams.

Common Sweepers

Dratini @ Life Orb
Shed Skin
84 Atk / 196 SpA / 196 Spe
IVs: 0 HP
Rash
~ Dragon Dance
~ Outrage
~ Fire Blast
~ Draco Meteor

The Mixed-Dancer Dratini is one of the most potentially destructive sweepers in the metagame. After one Dragon Dance, Dratini will reach the magical 21 speed mark which allows it to outpace all Pokemon without a speed boost (with the exception of the banned Sneasel and Scyther). A +1 Life Orbed Outrage will tear through anything without a gargantuan Defense stat that isn't of the Steel type and most Pokemon that can withstand Outrage will get roasted by Draco Meteor. For example, Gligar (with Max HP / Max Def+) which takes around 70% on average from a boosted Outrage, has a chance of being OHKOed by Draco Meteor and is OHKOed on average with Stealth Rock down. Fire Blast is almost the perfect move to round off the set, being another high base power move and completing the Dragon/Fire attacking combination which is unresisted. The most common Steel type, Bronzor, takes around 90% damage from Fire Blast.

Shieldon (particularly in the sand) is the only Pokemon that can reliably take on and beat Dratini, although smart playing to lure out Outrage or Draco Meteor will help immensely when trying to stop it. However, do not be intimidated by Dratini, it is relatively slow before a Dragon Dance at 14 speed, so you can usually hit it hard before it sets up. It is also quite easily revenge killed with any moderately fast Pokemon with Choice Scarf and is weak to Ice Shard.

Note: The 0 HP is to lower its HP stat to 19, meaning that Life Orb recoil is 1 HP or approximately 5% instead of taking twice that amount.

Gligar @ Oran Berry / Yache Berry
Sand Veil
236 Atk / 236 Spe
Jolly
~ Swords Dance
~ Earthquake
~ Stone Edge / Aqua Tail
~ Quick Attack / Brick Break / Baton Pass

Gligar can also function as a semi-bulky Swords Dancer and a very good one at that. Its defenses, typing and Oran Berry mean that a Swords Dance, or even two, is not hard to come by, after which it can hit very hard, OHKOing common Pokemon like Munchlax with Earthquake and dealing upwards of 80% damage to even Hippopotas, a physical wall. All this comes off the back of a speed stat of 19, which places it in the second highest bracket of unboosted speeds. Stone Edge hits Flying-types but Aqua Tail has the bonus of OHKOing outright opposing Gligar and Hippopotas after a Swords Dance
With regards to the last slot, Quick Attack is useful for preventing revenge-kills whilst Brick Break is Gligar's best chance of beating Bronzor (it will nullify Reflect). Baton Pass can be used to bail out if Gligar faces a Pokemon it cannot beat with Buizel in particular making a good recipient of Swords Dance due to its complementary typing and access to priority attacks.

Gligar @ Life Orb
Sand Veil
156 HP/ 236 Atk / 76 Spe
Adamant
~ Agility
~ Earthquake
~ Stone Edge / Aqua Tail
~ Brick Break / Roost / Baton Pass

Agility Gligar functions more as a cleaner rather than a brute attacker like the Swords Dancer. Before an Agility, Gligar has a respectable 16 speed which in the space of one turn doubles into 32 speed, at which point you outspeed all Pokemon, even with Choice Scarf. Even without Swords Dance, a STAB Life Orbed Earthquake from 18 Attack is not to be underestimated; the same Hippopotas mentioned in the Swords Dance set comments, takes over 60% on average from Earthquake and the same Munchlax takes 87% on average. Stone Edge or Aqua Tail again, supplements Earthquake's coverage. In the last slot, Roost can help to preserve Gligar, taking advantage of the more defensive EV spread and recovering off Life Orb recoil. Gligar can also make a potent Agility-passer with Baton Pass an ever credible option.

This set has more troubles with traditional Gligar counters such as Bronzor and bulky Grass- and Water-types but also punishes opponent's who rely on revenge killers such as Elekid or Choice Scarfers to beat Gligar.

Misdreavus @ Oran Berry / Salac Berry / Life Orb
Levitate
240 SpA / 240 Spe
Timid
~ Calm Mind
~ Shadow Ball
~ Hidden Power Fighting / Thunderbolt
~ Destiny Bond / Substitute

Misdreavus is a top-tier Little Cup Pokemon. Its three immunities - all of which are common types - allow it to come in often unscathed and its 19 speed stat means it will more often that not attack first. Misdreavus is most commonly seen as Calm Mind user and with just two attacks, it can gain complete type coverage. Its STAB Shadow Ball will hit hard after a Calm Mind and Thunderbolt hit Mantyke and other Waters whilst Hidden Power Fighting helps it beat Munchlax rather easily. Despite Misdreavus's offensive nature, Oran Berry is a good item choice for it as after a Calm Mind, Misdreavus will have 22 HP / 22 SpDef defenses and can function as a special wall of sorts. Salac Berry on the other hand, works well with Substitute and allows Misdreavus to outspeed most scarfers after a boost.

Croagunk @ Life Orb / Focus Sash
Dry Skin
108 Atk / 188 SpA / 198 Spe
Rash
~ Nasty Plot
~ Vacuum Wave
~ Sludge Bomb / Dark Pulse
~ Sucker Punch / Cross Chop

Houndour @ Life Orb / Focus Sash / Shed Shell
Flash Fire
200 SpA / 40 SpD / 244 Spe
Timid
~ Nasty Plot
~ Flamethrower / Fire Blast
~ Dark Pulse
~ Hidden Power Fighting

Teddiursa @ Toxic Orb
Quick Feet
116 HP / 196 Atk / 196 Spe
Jolly
~ Protect
~ Facade
~ Crunch
~ Close Combat

Teddiursa owes its potency to its Quick Feet ability, which allows it to reach the famed 21 speed mark should it be inflicted with status. On the first turn, you should use Protect to activate the Toxic Orb. From there, Teddiursa can decimate opponents with its STAB 140 base power Facade running off 17 Attack. Crunch hits Ghost-types whilst Close Combat hammers Rock- and Steel-types. Of Pokemon of those two types, only Bronzor and defensively EVed Onix and Rhyhorn can survive a Close Combat.

Teddiursa is rather vulnerable to being revenge-killed, so Choice Scarf Diglett makes a useful partner as you can pick off bulky Rock-types and also slower Choice Scarfers that would normally try to end Teddiursa's sweep.

Larvitar @ Toxic Orb
Guts
36 HP / 244 Atk / 188 Spe
Jolly
~ Dragon Dance
~ Earthquake
~ Stone Edge
~ Superpower / Protect

After one Dragon Dance, this Larvitar is able to reach 36 Attack and 21 Speed and is ready to wreak havoc onto opposing teams with dual-STAB on Earthquake and Stone Edge. Superpower is a great option for hitting Bronzor, who is the main adversary of this set, dealing an estimate of 76% damage after a Dragon Dance. In its place, Protect can be used to safely activate Guts if you do not have the time to use Dragon Dance to further boost your power. Toxic Orb is the recommended item as it deals less damage to Larvitar in the first few turns of the battle than a Flame Orb induced burn.

Rhyhorn @ Life Orb / Oran Berry
Rock Head / Lightningrod
236 Atk / 236 Spe
Adamant / Jolly
~ Rock Polish
~ Earthquake
~ Stone Edge
~ Megahorn / Fire Fang

Abra @ Choice Specs
Synchronize
240 SpA / 200 Spe
Modest / Timid
~ Psychic
~ Hidden Power Fire
~ Signal Beam
~ Energy Ball

Staryu @ Life Orb
Natural Cure
200 SpA / 236 Spe
Timid
~ Surf / Hydro Pump
~ Ice Beam
~ Thunderbolt
~ Hidden Power Grass

Staryu is one of the best late-game cleaners, in part due to it reaching 19 speed and not being weak to any priority moves but also due to its fantastic type coverage these 4 attacks afford it. Surf will 2HKO or threaten to OHKO to anything that doesn't resist it and that does not have significant investment in special defense and is usually superior to Hydro Pump due to its better accuracy, although the raw power of the latter is not to be underestimated; Staryu deals at least 50% to Munchlax. Staryu, unlike most other Water-types, has the ability to make use of Electric- and Grass-type attacks on the same set; Thunderbolt will OHKO Mantyke whilst Chinchou takes in the region of 70% from Hidden Power Grass.

Porygon @ Life Orb / Oran Berry
Download
120 Def / 240 SpA / 80 SpD
IVs: 30 Def / 30 SpA / 30 SpD / 2 Spe
Quiet
~ Trick Room
~ Ice Beam
~ Thunderbolt
~ Hidden Power Fighting

Gastly @ Life Orb / Leftovers / Wide Lens
Levitate
116 HP / 196 SpA / 196 Spe
Timid / Naive
~ Hypnosis
~ Shadow Ball
~ Thunderbolt / Hidden Power Fighting
~ Explosion / Substitute

Buizel @ Life Orb
Swift Swim
236 Atk / 36 SpD / 236 Spe
Jolly
~ Bulk Up
~ Aqua Jet
~ Waterfall
~ Return

Buizel can take advantage of the defensive prowess of the pure Water typing to squeeze in some Bulk Ups to aid a sweep. It can set up easily on physical Water-types as well as weak physical-based walls like Bronzor and then use Waterfall and Return to gain perfect coverage. Aqua Jet seals the deal in a way, making Buizel tough to stop with its speed stat of 19 and good defensive typing combining with STAB priority to limit the number of effective revenge killers.

Elekid @ Life Orb / Petaya Berry
Static
176 Atk / 80 SpA / 236 Spe
IVs: 3 HP / 30 Atk / 30 SpA
Mild / Hasty
~ Thunderbolt
~ Ice Punch
~ Cross Chop / Focus Punch
~ Hidden Power Grass / Substitute

Magby @ Expert Belt / Shed Shell
Flame Body
236 Atk / 252 Spe
Hasty
~ Flare Blitz
~ Cross Chop
~ ThunderPunch
~ Hidden Power Grass / Hidden Power Ice / Overheat

Magby can make good use of a physical-based set thanks to its ability to reach the 19 Speed tier and formidable Attack. Flare Blitz slams hard into anything that doesn't resist it and has the added bonus of OHKOing Bronzor, a prominent wall. Cross Chop dismantles any Munchlax silly enough to flaunt Thick Fat and has a chance to OHKO offensive Rhyhorn as well as any Rock-types less defensive than it. ThunderPunch will keep the Water-types at bay. In the last slot, Hidden Power Grass is usually the best option to ensure an OHKO on defensive Rhyhorn, Onix and other Rock/Ground types in addition to deterring Chinchou whereas Hidden Power Ice is a clean OHKO on Gligar. Overheat is alternative attack against Fire weak Pokemon which deals huge damage without the recoil damage of Flare Blitz.

Expert Belt is chosen over Life Orb due to the propensity for Flare Blitz recoil to combine with a Stealth Rock weakness to result in residual damage building up quickly. Shed Shell can be used to punish teams reliant on stopping it with Diglett.

Revenge Killers

Mankey @ Choice Scarf
Vital Spirit
36 HP / 200 Atk / 240 Spe
Jolly
~ Close Combat
~ Ice Punch
~ Punishment
~ U-turn

Psyduck @ Choice Scarf
Cloud Nine
24 Atk / 240 SpA / 236 Spe
Naive
~ Surf
~ Ice Beam
~ Hidden Power Grass
~ Cross Chop

Carvanha @ Choice Scarf
Rough Skin
36 Atk / 236 SpA / 236 Spe
Naive / Rash
~ Aqua Jet
~ Surf
~ Ice Beam
~ Crunch

Diglett @ Choice Scarf / Life Orb / Focus Sash
Arena Trap
36 HP / 236 Atk / 236 Spe
Lonely / Hasty
~ Earthquake
~ Sucker Punch
~ Hidden Power Ice
~ Pursuit / Shadow Claw / Aerial Ace

Cranidos @ Choice Scarf
Mold Breaker
236 Atk / 36 SpA / 212 Spe
Naughty
~ Stone Edge / Head Smash
~ Earthquake
~ Ice Beam
~ Superpower / Pursuit / Zen Headbutt

Useful Leads

Meowth @ Focus Sash / Life Orb
Technician
236 Atk / 76 Def / 196 Spe
IVs: 0 HP
Jolly
~ Hypnosis
~ Fake Out
~ U-turn
~ Bite / Return

Meowth functions as a useful lead as well as a potent revenge killer later on in the match. Technician boosts Fake Out to 60 base power, which combined with STAB and Life Orb will put a sizeable dent into any opposing lead that doesn't resist Normal. Should the opponent be wary of this tactic and switch in a suitable Pokemon to sponge the Fake Out, Meowth can then proceed to Hypnosis the next switch in and U-turn out, without having taken damage from the opponent. Bite is Technician boosted and hits Ghost-types whilst Return is the most reliable damage-inflicting attack that Meowth possesses. Meowth's high speed is what makes it able to make full use of this set, reaching 19 speed which only Elekid, Diglett and Voltorb can beat without a speed boost.

Note: The 0 HP IV reduces Meowth's HP stat to 19 and so reduces Life Orb recoil.

Chimchar @ Focus Sash
Blaze
84 HP / 4 Def / 212 SpA / 4 SpD / 188 Spe
Timid
~ Flamethrower
~ U-turn
~ Taunt / Fake Out / Protect
~ Stealth Rock

Chimchar is one of the better options for stopping set up leads. Immediately, that STAB Flamethrower frightens Bronzor and Gligar. Taunt can be used to stop Stealth Rock leads and Baton Passers, although Fake Out can be used in conjuction in U-turn in a similar way that Meowth does but Chimchar is inferior in that respect as Meowth has 19 speed stat compared to Chimchar's 16 and Meowth's Fake Out base power is over twice as high as Chimchar's. Chimchar can use Protect in the same slot to help scout the opponent's next move and safeguard itself from Meowth and other Fake Out users. Chimchar does have some advantages over similar leads, primarily its ability to set up Stealth Rock but also its oft-overlooked Blaze trait which works well with Focus Sash. For example, Chimchar can survive a Diglett Earthquake with Focus Sash and then OHKO back with a Blaze-boosted Flamethrower.

Ponyta @ Wide Lens
Flash Fire
236 Atk / 76 Def / 196 Spe
Jolly
~ Hypnosis
~ Will-o-Wisp
~ Flare Blitz
~ Return

Drifloon @ Wide Lens / Petaya Berry
Unburden
196 HP / 4 Def / 36 SpA / 4 SpD / 196 Spe
Timid
~ Hypnosis
~ Substitute
~ Baton Pass
~ Shadow Ball

Offensive Threat List

Code:
[u]Staryu[/u]
Water 45 Atk / 70 SpA / 85 Spe
Fast and hits with good type coverage. A Life Orbed Surf will OHKO or 2HKO most Pokemon that it hits neutral with Stealth Rock down, and Thunderbolt and Ice Beam hits the majority of pokemon that Surf cannot.

[u]Dratini[/u]
Dragon 64 Atk / 50 SpA / 50 Spe
Can boost its mediocre speed with Dragon Dance and gets Outrage, which is resisted by very few , to take advantage of its heightened attack. Draco Meteor is another powerful STAB move that it gains, along with Fire Blast which can combine with a STAB move to make a combination that hits every Little Cup pokemon at least neutral.

[u]Elekid[/u]
Electric 63 Atk / 65 SpA / 95 Spe
It has access to a diverse movepool, including Thunderbolt, ThunderPunch, Ice Punch, Psychic Cross Chop and Fire Punch which when coupled with its high speed, enables it to use a Mixed Set effectively.

[u]Gligar[/u]
Ground/Flying 75 Atk / 35 SpA / 85 Spe
With its high defences, Gligar is often able to find time to boost its already credible attack with Swords Dance and it can then sweep using a combination of Earthquake and Stone Edge and has the option of Baton Passing its Attack boosts to an ally as well as being able to Baton Pass Agility boosts.

[u]Abra[/u]
Psychic 20 Atk / 105 SpA / 90 Spe
A Choice Specs Psychic will OHKO most pokemon in Little Cup, and the threat it poses is enhanced by his high speed which ties with the likes of Elekid, Magby, Misdreavus and Staryu amongst others.

[u]Gastly[/u]
Ghost/Poison 35 Atk / 100 SpA / 80 Spe
Shadow Ball, Thunderbolt and Hidden Power [Fighting] provides excellent coverage off its high Special Attack and Speed. Life Orb or Choice Specs enable it to OHKO or 2HKO most pokemon with Shadow Ball, and can also use Hypnosis, Will-o-Wisp and Explosion to beat some of its counters.

[u]Cranidos[/u]
Rock 125 Atk / 30 SpA / 58 Spe
It is able to fire STAB Stone Edges and Head Smashes off the same base Attack as Heracross. Mold Breaker means Gastly and Bronzor do not enjoy immunity to Earthquake and it can remedy its modest speed with Choice Scarf or Rock Polish.

[u]Misdreavus[/u]
Ghost 60 Atk / 85 SpA / 85 Spe
Three immunities allow it switch in repeatedly, coupled with good Speed and Special Attack. Notable moves include Calm Mind, Shadow Ball, Thunderbolt, Will-o-Wisp and Taunt.

[u]Magby[/u]
Fire 75 Atk / 70 SpA / 83 Spe
Similar to Elekid, in regards to his high Attack, Special Attack and Speed. Also akin to Elekid, this is combined with a great movepool, which notably includes Fire Punch, Flare Blitz and Flamethrower as STAB moves as well as Focus Punch, Psychic, Cross Chop and ThunderPunch.

[u]Teddiursa[/u]
Normal 80 Atk / 50 SpA / 40 Spe
Once inflicted with status, via a Toxic Orb often, Teddiursa outspeeds all non-scarf pokemon with the exception of the banned Sneasel and Scyther. At this point, it can attempt to sweep with a combination of a STAB 140 power Facade, Close Combat and Crunch, a combination that no pokemon in Little Cup resists.

[u]Houndour[/u]
Dark/Fire 60 Atk / 80 SpA / 65 Spe
With respectable, if not spectacular, Special Attack and Speed, Houndour can make good use of Nasty Plot to power up its STAB Flamethower or Fire Blast and Dark Pulse which few pokemon resist in tandem. It also can use STAB Pursuit on the physical side, to punish fleeing victims, making a Choice Scarf set very useful. Flash Fire is another thing to take into consideration.

[u]Kabuto[/u]
Rock/Water 80 Atk / 55 SpA / 55 Spe
Swift Swim allows it outrun most of the metagame, provided with some Speed EVs, in the rain. It can then sweep with its almost unresisted dual STAB. Has access to a priority move in the form of Aqua Jet to outspeed other priority users.

[u]Rhyhorn[/u]
Ground/Rock 85 Atk / 30 SpA / 25 Spe
Gains STAB on two high powered moves in Stone Edge and Earthquake which provide good coverage in Little Cup and run off its high Attack. Megahorn and Fire Fang can be used to supplement its STAB moves. A common strategy is to use Rock Polish on it, which doubles its poor speed after one use, and makes Rhyhorn into a deadly sweeper.

[u]Mankey[/u]
Fighting 80 Atk / 35 SpA / 70 Spe
It has access to Close Combat, Elemental punches (illegal with the aforementioned Close Combat) and a wide array of physical moves running off its high Attack as well as access to U-Turn to scout switches. Often seen making use of Choice Scarf. It can also gain immunity to Sleep thanks to Vital Spirit.

[u]Carvanha[/u]
Water/Dark 90 Atk / 65 SpA / 65 Spe
Can attack with a combination of STAB moves which are resisted by few together with the option of Physical moves such as Crunch, Waterfall, Aqua Jet and Ice Fang which run off its great Attack or Special moves such as Surf, Ice Beam and Dark Pulse which run off its lower but still respectable Special Attack. Often uses Choice Scarf to boost its slightly lacking Speed.

[u]Munchlax[/u]
Normal 85 Atk / 40 SpA / 5 Spe
A STAB Return from his large attack threatens to OHKO or 2HKO most pokemon that it hits for neutral. For those who resist Return, Munchlax gets access to Earthquake, Pursuit, Focus Punch, Zen Headbutt as well as Fire Blast to hit Bronzor for SE damage. Especially dangerous under Trick Room conditions.

[u]Diglett[/u]
Ground 55 Atk / 35 SpA / 95 Spe
Not a direct threat a such, but a good battler will be wary of its ability to trap pokemon at will and pick them off. Choice Scarf allows it to outspeed almost everything whilst Earthquake, Sucker Punch, Rock Slide, Pursuit and Aerial Ace are common moves can be boosted by Choice Band and Life Orb, making use of its high speed. Even an unboosted Earthquake will do over 50% to most pokemon.

[u]Omanyte[/u]
Rock/Water 40 Atk / 90 SpA / 35 Spe
Swift Swim and a high Special Attack makes Omanyte a potent threat in the rain. With Life Orb, anything that doesn't resist Water is OHKOed by Surf, bar Munchlax who is 2HKOed, in conjunction in Surf, a STABbed AncientPower and also Ice Beam can be used for good coverage.

[u]Gible[/u]
Dragon/Ground 70 Atk / 40 SpA / 42 Spe
Poses a threat due STAB on Earthquake and Outrage coming off its relatively high attack, and when equipped in a Choice Band, these moves will OHKO the vast majority that do not resist it. It is only held back by its poor speed, which can be cured to an extent by a Choice Scarf. A STAB Draco Meteor can also threaten opponents.

[u]Porygon[/u]
Normal 60 Atk / 85 SpA / 40 Spe
Its already high Special Attack can be boosted spontaneously by Download and whilst it lacks a reliable STAB Special Move, Ice Beam, Thunderbolt, Shadow Ball and Hidden Power [Fighting] provides more than enough coverage between them. It can also threaten on the physical side, with STAB Return, should Download boost its Attack. Often carries Trick Room, to reverse the detrimental effect of its low Speed.

[u]Croagunk[/u]
Poison/Fighting 61 Atk / 61 SpA / 50 Spe
The main danger it poses is through a combination of Nasty Plot and STAB Vacuum Wave complemented by STAB Sludge Bomb and often Dark Pulse. However, with respectable attacking stats on both side of the spectrum and with Cross Chop, a choice of physical priority moves in addition to X-Scissor and Rock Slide, Croagunk can also pose a significant threat on the physical side.
Speed Tiers

Item Analysis

Common Strategies



===============================================================
Update 30 Aug: Longer sections in CODE tag to cure the tl;dr-itis. This is temporary. Also started to add to standards section
Update 10 Oct: Added more to standards section, added the stat boosting pokemon
Update 12 Oct: Added new section to standards: Sweepers. Added to other sections of standards too.
Update 15 Oct: Pokemon sets - complete! Just need to add commentary to all the pokemon.
Update 18 Oct: Eric's EV guide updates added and some commentary added on sets.
Update 24 Oct: Commentary complete for all of the listed walls.
Update 5 Feb: Begun to make adaptations due to Murkrow's banning.
Update 25 March: All Murkrow references removed
Update 27 March: Legality section updated thanks to Dragonite24
 

cim

happiness is such hard work
is a Contributor Alumnusis a Smogon Media Contributor Alumnus
I'll finish the Defensive Threats guide so you can use it.

Don't forget that any base stat ending in 4 can go up 4 points, I think.

Anyways, this is an awesome start.
 
Why do you have Pursuit listed under Diglett when it has Arena Trap?
I wasn't aware that Shed Shell was even used in this meta.

SkarmBlissCounter said:
Sneasel - Sneasel can run a similar moveset to Scyther consisting of Swords Dance, Ice Shard, Bite and Brick Break and be equally difficult to stop. Also akin to Scyther, it boasts a priority attack and an attack combination that no Pokemon resists.
Sucks that this forum doesn't have strikeout tags.
 
Duskull doesn't have Arena Trap so...

Is your Offensive Threat List finished, or will you still add in some? I can think of a few who are not inside, but really deadly.
 
Why do you have Pursuit listed under Diglett when it has Arena Trap?
I wasn't aware that Shed Shell was even used in this meta.



Sucks that this forum doesn't have strikeout tags.
To kill fleeing Misdreavus and Gastly mainly who normally run from a potential Sucker Punch. Also it hits random levitators at low health that many switch.

Duskull doesn't have Arena Trap so...

Is your Offensive Threat List finished, or will you still add in some? I can think of a few who are not inside, but really deadly.
I'd say its more or less finished. The threat list here is more or less thorough but it is not the complete version I did (which in itself is about 80-90% complete) and is on the Little Cup Forums. Feel free to name anything I've missed but I don't want too many, just the most common and powerful since almost anything can become a threat in LC.

I'll finish the Defensive Threats guide so you can use it.

Don't forget that any base stat ending in 4 can go up 4 points, I think.

Anyways, this is an awesome start.
I've decided against a DTL since I don't want to overload the reader with "watch out for this" stuff, I'll mention them in the standards though.
 

eric the espeon

maybe I just misunderstood
is a Forum Moderator Alumnusis a Researcher Alumnusis a Top CAP Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
The EV guide needs a couple of fixes, but I will post that on LCF.

Do you think it would be possible to give a link to the Completed Analysis subforum on LCF?
I am not sure if Smogon would be comfortable with it but it does have a lot of useful info for LC players.

Otherwise looking great DN.
 
I am still working on this, but I have a lot of school-related stuff to do and it doesn't help getting 2 hours of maths homework a night.
 
OK, this has been updated, I have lengthened the sample pokemon section and I am looking for advice on how to sort and organise the common movesets of pokemon. At the moment I am thinking: Walls, Stat-Boosters, Sweepers and Support pokemon. Although the middle two may be combined.

This is not too far from completion, just:
~ Finishing the common pokemon sets+ adding commentary
~ Speed Tiers (already written on LCF)
~ Item Analysis (already written)
~ Common Strategies (which I plan to be a short summary of themed teams with maybe some general tips)

Help as always is appreciated.
 
Introduction

Little Cup was spawned in Pokémon Stadium 2. The idea was that you bred to achieve the perfect baby Pokémon to battle. It was later reintroduced for Advance, and now Little Cup is back for the 4th generation. The metagame is generally faster-paced than the standard OverUsed metagame, which results in a speed-centered environment where Pokemon rely on their resistances and immunities to counter the opponent's team and from there, execute their own team's strategy.

Rules
  • Only Pokémon hatched from eggs are eligible.
  • Eligible Pokémon must be able to evolve, and be the first in an evolution chain.
  • All Pokemon used MUST be at Level 5.
  • Sleep Clause is ON.
  • Self-KO Clause is ON
  • Evasion Clause is ON
  • OHKO Clause is ON
  • Species Clause is ON
  • Item Clause is OFF
  • The attacks SonicBoom and Dragon Rage are banned.
  • The item DeepSeaTooth is banned.
  • A Pokemon's attacks must be limited those that can be legitimately learnt by the Pokemon at Level 5.

Item Clause

In the earlier stages of Little Cup, it was thought necessary that Item Clause should be in effect, the main reason being the propensity of players to put the item Focus Sash on multiple Pokemon and allow the Pokemon to survive what should be an OHKO and perhaps kill its counter.

Since then, there has been a shift of thinking and Item Clause is widely thought to be unneeded. One of the main reasons for this is the prominence of Stealth Rock, which when laid early will nullify Focus Sash unless it is removed by Rapid Spin. Furthermore, D/P brought Little Cup two new auto-weather inducers in the form of Snover and Hippopotas, and so a Focus Sash user will die at the end of the turn, should it use its item and take damage from Hail or the Sandstorm. Finally, the addition of Life Orb means that the typical Focus Sash users, frail but fast Pokemon, are forced to give up the extra damage output afforded by Life Orb over the ability to potentially survive a hit that would normally kill it.

Banned Pokemon
  • Scyther - A moveset consisting of Swords Dance, Aerial Ace, Quick Attack and Brick Break is almost unstoppable in Little Cup, with no Pokemon in Little Cup able to resist that Attack combination. Both Aerial Ace and Quick Attack have their power boosted by 50% due to Technician; the latter attack is vital in stopping Pokemon using Choice Scarf from outspeeding it or in stopping slower users of priority attacks. Scyther's pedigree is enhanced by the sheer power of its base stats, boasting both the second highest Attack (Base 110) and the second highest Speed (Base 105).
  • Sneasel - Sneasel can run a similar moveset to Scyther, consisting of Swords Dance, Ice Shard, Bite, and Brick Break, and be equally difficult to stop. Also akin to Scyther, it boasts a priority attack and an attack combination that no Pokemon resists. 95 Base Attack and the highest unboosted Speed in Little Cup from a base stat of 115 makes Sneasel all the stronger.
  • Yanma - Already in one of the highest Speed tiers, Yanma's Speed Boost ability means that after two turns it will outspeed virtually everything. From there it can wreak havoc with STAB Air Slash or STAB Bug Buzz from a respectable Special Attack, or simply put anything it can't kill to sleep with Hypnosis.
  • Tangela - With Sunny Day in effect, Tangela becomes an offensive juggernaut. Its Chlorophyll ability can take its Speed stat to 30 and it can power through anything not resistant to Grass-type attacks with SolarBeam from 100 base Special Attack. Not even Munchlax can stand up to a Life Orb-boosted SolarBeam. Hidden Power Fire and AncientPower provide it with good type coverage, or it can take the option of putting its counters to sleep with Sleep Powder. Moreover, Tangela's bulky defensive nature -- in particular its 115 base Defense -- makes it even harder to take down.
  • Meditite - Pure Power transforms Meditite into a very potent threat, reaching 28 Attack with no item boosts; not even Cranidos and its 125 Base Attack can match that. Hi Jump Kick, Psycho Cut, and Ice Punch give it all the coverage it needs, and such is the power of Hi Jump Kick is that with Life Orb it can OHKO Bronzor, arguably the best defensive Pokemon in Little Cup, who is not even weak to it. Alternatively, Choice Scarf can be used to remedy its modest speed and make it difficult to revenge kill. May be tested again in future.
Murkrow
Murkrow is currently being tested, and although it is perfectly legal to use it now, in future it may be banned.

DeepSeaTooth
Clamperl is not banned, but the DeepSeaTooth item is. DeepSeaTooth can give Clamperl up to 36 Special Attack, more than a Modest Choice Specs Abra, whilst still retaining freedom to switch attacks. Surf, Ice Beam, and Hidden Power Electric or Hidden Power Grass provide good coverage, and not even Munchlax, the Pokemon widely considered to be the best special wall in Little Cup, can switch in on Surf, being 2HKOed even taking Oran Berry into account. Its low speed is a problem but if it is Baton Passed one Agility, then it will be incredibly dominant over an opponent's team. Without DeepSeaTooth however, Clamperl is much more manageable.

Eligible Pokemon

RBY Pokemon

GSC Pokemon

RSE Pokemon

D/P Pokemon


Move Legality - Credit to Mr Happy for the research

Since Little Cup is played with Level 5 Pokemon, this can cause discrepancies with Level 100 play in the OverUsed metagame, in regards to what moves certain Pokemon cannot learn at that level. It is important to check whether or not certain Pokemon can legitimately learn at that level since it is forbidden to use moves that cannot be learnt by the Pokemon and Level 5. This section will guide you through the ways in which certain moves and move combinations are illegal. Note that impossible breeding combinations such as Hypnosis + Nasty Plot Zubat are already assumed illegal.

Genderless Pokemon
Genderless Pokemon lack the ability to breed unless it is with a Ditto. Thus, they do not have egg moves and lack the ability to pass on level-up moves to their offspring. As a consequence, genderless Pokemon in Little Cup cannot have any level-up move that is learned beyond Level 5. Take for example a Porygon. Its staple move is Tri Attack. However, it learns it at a higher level than 5, and is genderless. Thus, Tri Attack Porygon is illegal at Level 5. Bronzor is in the same boat: its evolution, Bronzong, is seldom seen without Hypnosis, which Bronzor learns at Level 7 and thus is illegal in Little Cup.

D/P Introduced Moves
Moves, both egg and Level-up, that were introduced in the fourth generation moves,and are learned after Level 5, are illegal together with 3rd gen Move Tutor moves.

For example, Mankey with Ice Punch and Close Combat is illegal: if it was taught Ice Punch in Emerald, it couldn't been bred with Close Combat, and if it was bred with Close Combat, it couldn't go to Emerald to receive Ice Punch.

3rd Generation Move Tutor / Other Game Special Moves
These moves are illegal together with any move introduced in D/P that is an egg move or is learned after Level 5. They are also illegal with any new ability introduced in D/P, since the ability change only occurs during evolution. For example, Ice Punch (3rd gen tutor) + Close Combat (4th gen level-up) Mankey is illegal. Technician Meowth with Swift is illegal, but Pickup Swift Meowth is not.

Little Cup Pokemon that can use a move that comes from Pokemon XD and is caught in that game at a level higher than 5 are illegal with that move. In the event they are able to use it, it will be illegal together with any egg or level-up move.

Special moves from Pokemon Box eggs are illegal with any level-up or egg move, as they come from a pre-made egg that hatches at Level 5. This is the reason why Belly Drum + ExtremeSpeed Zigzagoon is illegal, as ExtremeSpeed comes from an egg from Pokémon Box, and it hatches at Level 5. For Belly Drum to be available to that Zigzagoon, it would be needed for two Linoone with Belly Drum to breed, but that egg cannot hatch with ExtremeSpeed.

Event Moves
Event moves are illegal together with any Egg Move or Level-up move learned after Level 5. If said event took place in D/P, they are also illegal with any 3rd generation move.

EV Distribution in Little Cup - Credit to Mr Happy for the research

Code:
Little Cup is a metagame that is played at Level 5. As such, the stats are calculated in a different way. Pokémon at Level 5 are EV trained differently than Level 100 ones. This guide will attempt to explain how to achieve the maximum potential of the 510 EV points you have at your disposal.

At level 5, there is not a huge gap when comparing very similar Base Stats. Take for an example: if we compare a Timid Abra (base 90) and a Timid Murkrow (base 91) at level 100, with maximum Speed each, we can see that Murkrow beats Abra by 3 points (309 against 306). But if we take those same Pokémon and set them to Level 5, we can see that they both max out at 19 Speed. Why is that? Wasn't Murkrow faster than Abra? And why do a Level 5 Jolly Buizel and Jolly Magby, with Base Speeds of 85 and 83 respectively, also max out Speed at 19?

This happens because EVs affect stats differently at Level 5, and some [b][color=magenta]b[/color][/b]ase [b][color=magenta]s[/color][/b]tat numbers max out with fewer EVs than others. Continuing with our previous example, we can see that:

Murkrow has a [b][color=magenta]b[/color][/b]ase 91 Speed and maxes out with 188 EVs
Abra has a base 90 Speed and maxes out with 196 EVs
Buizel has a base 85 Speed and maxes out with 236 EVs
Magby has a base 83 Speed and maxes out with 252 EVs

We can observe a pattern here. Abra and Murkrow have a 1 BS point of difference between them, and they max out the stat with 8 EVs of difference. Buizel and Magby have a BS difference of 2, and max out by a difference of 16 EVs. [b][color=magenta]Yet[/color][/b] it seems their [b][color=magenta]b[/color][/b]ase Speeds all pertain to a certain group of [b][color=magenta]b[/color][/b]ase [b][color=magenta]s[/color][/b]tat numbers where the stat maxes ar 19.

What we can conclude from here is that we can organize [b][color=magenta]b[/color][/b]ase [b][color=magenta]s[/color][/b]tats at level 5 by '[b][color=magenta]stat ranges[/color][/b]'. A [b][color=magenta]stat range[/color][/b] is comprised of a range of [b][color=magenta]b[/color][/b]ase [b][color=magenta]s[/color][/b]tats numbers which are able to be maxed out to the same stat number but require a different amount of EVs to do so. Stat [b][color=magenta]ranges[/color][/b] start [b][color=magenta]with[/color][/b] a b][color=magenta]b[/color][/b]ase [b][color=magenta]s[/color][/b]tats number which ends in 3, and finish with a [b][color=magenta]b[/color][/b]ase [b][color=magenta]s[/color][/b]tats number which ends in 2. So, an example [b][color=magenta]stat range[/color][/b] would be:

83 (Magby / 252 EVs)
84
85 (Buizel / 236 EVs)
86
87
88
89
90 (Abra / 196 EVs)
91 (Murkrow / 188EVs)
92

All these Base Stat numbers max out at 19 with a positive nature. We can confirm that ONLY these numbers belong to this range, since
a Pokémon with a Base 82 Speed (a hypotethical Gabite) at level 5 and with a positive nature only reaches 18 Speed (thus, 82 belongs to the previous range); in a similar way, a Pokémon with Base 93 Speed (a hypothetical Magmar), at level 5 and with a positive nature maxes out at 20 Speed (thus, 93 belongs to the next range).

We can then conclude that as the [b][color=magenta]base stat[/color][/b] nears the next range, it needs less and less EVs to max out. On the other hand, the nearer
the number is to the previous range, the more EVs it needs to max out.

This amount of EVs needed to gain stats is directly related to the last digit of the [b][color=magenta]base stat[/color][/b] number.

This table will tell you how many EVs you need to up a stat a certain number of points. It all depends on which digit the Base Stat in question ends.

If the Base Stat number ends in.....# of EVs required for 1/2/3(max) stat point gain

3 - 92/172/252 EVs
4 - 84/164/244 EVs
5 - 76/156/236 EVs
6 - 68/148/228 EVs
7 - 60/140/220 EVs
8 - 52/132/212 EVs
9 - 44/124/204 EVs
0 - 36/116/196 EVs
1 - 28/108/188 EVs
2 - 20/100/180 EVs

Note that these numbers not only apply to Speed; they apply to all stats.

This means that the absolute minimum number of EVs to max a stat will be 180 [b][color=magenta]if[/color][/b] your [b][color=magenta]base stat[/color][/b]'s last digit is a two. This means that Rattata (Base 72), Drowzee (Base 42)[b][color=magenta]base stat[/color][/b] and Hippopotas (Base 32) reach max Speed with 180 Speed EVs and a positive nature.

On the other hand, the absolute maximum of EVs you will need to max a stat is 252 [b][color=magenta]if[/color][/b] your [b][color=magenta]base stat[/color][/b]'s last digit is a three. Magby (base 83) and
Totodile (base 43) max out their Speed with 252 EVs.

A list of the Stat Ranges at Level 5 follows. This table will tell you which number will reach your Pokémon once EVs are adjusted, depending on the
Base Stat range it belongs to.

---

RANGE 1: Stat maxes at 10 with a neutral nature, at 11 with a positive nature; HP maxes at 20
Base 5,6,7,8,9,10,11,12

RANGE 2: Stat maxes at 11 with a neutral nature, at 12 with a positive nature; HP maxes at 21
Base 13,14,15,16,17,18,19,20,21,22

RANGE 3: Stat maxes at 12 with a neutral nature, at 13 with a positive nature; HP maxes at 22
Base 23,24,25,26,27,28,29,30,31,32

RANGE 4: Stat maxes at 13 with a neutral nature, at 14 with a positive nature; HP maxes at 23
Base 33,34,35,36,37,38,39,40,41,42

RANGE 5: Stat maxes at 14 with a neutral nature, at 15 with a positive nature; HP maxes at 24
Base 43,44,45,46,47,48,49,50,51,52

RANGE 5: Stat maxes at 15 with a neutral nature, at 16 with a positive nature; HP maxes at 25
Base 53,54,55,56,57,58,59,60,61,62

RANGE 6: Stat maxes at 16 with a neutral nature, at 17 with a positive nature; HP maxes at 26
Base 63,64,65,66,67,68,69,70,71,72

RANGE 7: Stat maxes at 17 with a neutral nature, at 18 with a positive nature; HP maxes at 27
Base 73,74,75,76,77,78,79,80,81,82

RANGE 8: Stat maxes at 18 with a neutral nature, at 19 with a positive nature; HP maxes at 28
Base 83,84,85,86,87,88,89,90,91,92

RANGE 9: Stat maxes at 19 with a neutral nature, at 20 with a positive nature; HP maxes at 29
Base 93,94,95,96,97,98,99,100,101,102

RANGE 10: Stat maxes at 20 with a neutral nature, at 21 with a positive nature; HP maxes at 30
Base 103,104,105,106,107,108,109,110,111,112

RANGE 11: Stat maxes at 21 with a neutral nature, at 22 with a positive nature; HP maxes at 31
Base 113,114,115,116,117,118,119,120,121,122

RANGE 12: Stat maxes at 22 with a neutral nature, at 23 with a positive nature; HP maxes at 32
Base 123,124,125,126,127,128,129,130,131,132

RANGE 13: Stat maxes at 23 with a neutral nature, at 24 with a positive nature; HP maxes at 33
Base 133,134,135

RANGE 14: Nonexistant for Little Cup, no eligible Pokémon with a Base Stat between 143 and 152

RANGE 15: Stat maxes at 25 with a neutral nature, at 26 with a positive nature
Base 160

*Range 1 starts at 5, the lowest Base Stat for a Pokémon allowed in Little Cup (Happiny's Attack / Munchlax's Speed)
**Range 13 ends at 135, the highest Base Stat number of its range before entering the next (Munchlax's HP)
***Range 15 only includes Onix's Defense (160), as no other numbers enter this range. It is also the highest base stat of any Little Cup Pokémon.

---
To apply this to a practical example, let's EV a Lv5 Totodile. We want it to be a physical sweeper, so we will maximize Attack and Speed, and if possible, dump the remaining EVs into HP or the defenses.

Totodile's Base Stats are 50HP 65Atk 64Def 44SpA 48SpD 43Spe

Its Attack is Base 65, so it falls under Range 6. We will use a Jolly nature, so Attack will max out at 16. Since 65 ends in 5, according to the table its Attack will max at 236 EVs. So far our spread is 236Atk.

The Speed sits at Base 43. This is Range 5, so it will reach 15. It ends with 3, so we need 252 EVs to max it. The spread is now 236Atk / 252Spe.

We have 22 EVs remaining now. To gain a point in another stat, we'd need said stat to end in 2. HP and the defenses end in 0/4/8, respectively. So, sadly, those 22 EVs will go to waste.

Now take a Lv5 Cyndaquil. We'll make this a Mixed Sweeper, with mainly Special attacks.

Cyndaquil's Base Stats are 39/52/43/60/50/65. Using a Hasty nature, we see that the Speed is in Range 6, giving us 17 Speed. Special Attack belongs to Range 5, maxing out at 15.

65 ends in 5, so we'll make use of 236 EVs. The spread is 236Spe.

SpA ends in 0, so we'll have to invest 196 EVs to get to the maximum. This leaves us with 196SpA / 236Spe with 78 EVs remaining.

We can gain a stat point more if one of the other base stats end in 5, 6, 7, 8, 9, 0, 1[b][color=magenta],[/color][/b] or 2. On our priority list, Attack is next. Fortunately, Attack's Base Stat ends in 2, so we only need 20 EVs to up it 1 point, but we don't have enough EVs for two points. The spread is now 20Atk / 196SpA / 236Spe with 58 EVs remaining.

We can still gain a point if a Base Stat ends in 8, 9, 0, 1 or 2.The only stat that meets this criteria is HP. It ends in 9, so we need 44 EVs. Since we won't be able to up the other stats, we will just use the necessary EVs in HP, leaving the rest alone. This leaves you with a final spread of 44HP / 20Atk / 196SpA / 236Spe.

On these two examples, we first maximized the two most important stats and then checked if there was a way to extract some juice from the leftover EVs, thus maximizing the points gained from the EVs.

One last note: if you ever need to change the IVs of a Pokemon for Hidden Power purposes, make sure you add 4 EVs for each IV you subtract. To make this clear[b][color=magenta],[/color][/b] [b][color=magenta]s[/color][/b]ay you want to give our Cyndaquil Hidden Power Grass 70. You need an Attack and Special Attack IV of 30. We were left with 14 EVs going to waste on the previous spread, so we'll use them to fix the attacking Stats. Changing the spread to 44HP / 24Atk / 200SpA / 236Spe should leave Cyndaquil as good as before.

Use this guide as a reference when EVing Pokemon for Little Cup to find the best possible spreads, and also to know whether your Pokemon will outrun, tie or go after a certain opponent.
Standards

This is quick sample of common Pokemon and their likely movesets. It is important to remember that this list is not exhaustive and you will likely encounter Pokemon not listed here and so it is recommended that you read the full list of eligible Pokemon.

Notable Walls

Bronzor @ Oran Berry / Shed Shell
Levitate
4 Atk / 228 Def / 252 SpD
IVs: 0 Spe
Relaxed
~ Stealth Rock
~ Gyro Ball
~ Earthquake
~ Reflect / Light Screen

Chinchou @ Oran Berry / Shed Shell
Volt Absorb
156 HP / 52 Def / 228 SpD / 60 Spe
Calm
~ Surf
~ Thunderbolt
~ Thunderwave
~ Confuse Ray

Gligar @ Oran Berry
Sand Veil
236 HP / 236 Def
Impish
~ Earthquake
~ Roost
~ Stealth Rock
~ Stone Edge / Knock Off / Taunt

Mantyke @ Oran Berry
Water Absorb
236 HP / 36 Def / 40 SpA / 196 SpD
Calm
~ Surf
~ Ice Beam
~ Hidden Power [Grass]
~ Protect / Haze

Munchlax @ Oran Berry / Chesto Berry
Thick Fat
76 HP / 156 Atk / 236 SpD
Careful / Sassy
~ Return
~ Earthquake
~ Pursuit
~ Fire Punch / Fire Blast / Rest

Shieldon @ Oran Berry / Shuca Berry / Shed Shell
Sturdy
196 HP / 132 Def / 20 SpA / 132 SpD
Relaxed / Sassy
~ Stealth Rock
~ Ice Beam
~ Thunderbolt / Flamethrower
~ Magnet Rise / Taunt / Metal Burst

Koffing @ Oran Berry
Levitate
196 HP / 236 Def / 36 SpA
Relaxed
~ Taunt
~ Sludge Bomb
~ Flamethrower
~ Explosion / Pain Split

Hippopotas @ Oran Berry
Sand Stream
212 HP / 20 Atk / 212 Def / 20 SpD / 20 Spe
Impish
~ Stealth Rock
~ Earthquake
~ Rock Slide
~ Slack Off / Yawn

Common Sweepers

Dratini @ Life Orb
Shed Skin
84 Atk / 196 SpA / 196 Spe
IVs: 0 HP
Rash
~ Dragon Dance
~ Outrage
~ Fire Blast
~ Draco Meteor

Gligar @ Oran Berry / Yache Berry
Sand Veil
236 Atk / 236 Spe
Jolly
~ Swords Dance
~ Earthquake
~ Stone Edge
~ Quick Attack / Brick Break / Baton Pass

Gligar @ Life Orb
Sand Veil
156 HP/ 236 Atk / 156 Spe
Adamant
~ Agility
~ Earthquake
~ Stone Edge
~ Brick Break / Roost / Baton Pass

Misdreavus @ Life Orb / Petaya Berry / Leftovers
Levitate
240 SpA / 240 Spe
Timid
~ Calm Mind
~ Shadow Ball
~ Thunderbolt / Hidden Power [Fighting]
~ Substitute / Destiny Bond / Hidden Power [Fighting]

Croagunk @ Life Orb / Focus Sash
Dry Skin
108 Atk / 188 SpA / 198 Spe
Rash
~ Nasty Plot
~ Vacuum Wave
~ Sludge Bomb / Dark Pulse
~ Sucker Punch / Cross Chop

Houndour @ Life Orb / Focus Sash / Shed Shell
Flash Fire
200 SpA / 40 SpD / 244 Spe
Timid
~ Nasty Plot
~ Flamethrower / Fire Blast
~ Dark Pulse
~ Hidden Power [Fighting]

Teddiursa @ Toxic Orb
Quick Feet
116 HP / 196 Atk / 196 Spe
Jolly
~ Protect
~ Facade
~ Crunch
~ Close Combat

Larvitar @ Toxic Orb / Flame Orb
Guts
36 HP / 244 Atk / 188 Spe
Jolly
~ Dragon Dance
~ Earthquake
~ Stone Edge
~ Superpower / Protect

Rhyhorn @ Life Orb / Oran Berry
Rock Head / Lightningrod
236 Atk / 236 Spe
Adamant / Jolly
~ Rock Polish
~ Earthquake
~ Stone Edge
~ Megahorn / Fire Fang

Abra @ Choice Specs
Synchronize
240 SpA / 200 Spe
Modest / Timid
~ Psychic
~ Hidden Power Fire
~ Signal Beam
~ Energy Ball

Murkrow @ Life Orb
Insomnia
236 Atk / 80 SAtk / 192 Spe
Hasty
~ Sucker Punch
~ Pluck / Drill Peck
~ Dark Pulse / Pursuit
~ Hidden Power [Fighting] / Heat Wave

Staryu @ Life Orb
Natural Cure
200 SpA / 236 Spe
Timid
~ Surf / Hydro Pump
~ Ice Beam
~ Thunderbolt
~ Hidden Power [Grass]

Porygon @ Life Orb / Oran Berry
Download
120 Def / 240 SpA / 80 SpD
IVs: 30 Def / 30 SpA / 30 SpD / 2 Spe
Quiet
~ Trick Room
~ Ice Beam
~ Thunderbolt
~ Hidden Power [Fighting]

Gastly @ Life Orb / Leftovers / Wide Lens
Levitate
116 HP / 196 SpA / 196 Spe
Timid / Naive
~ Hypnosis
~ Shadow Ball
~ Thunderbolt / Hidden Power [Fighting]
~ Explosion / Substitute

Buizel @ Life Orb
Swift Swim
236 Atk / 36 SpD / 236 Spe
Jolly
~ Bulk Up
~ Aqua Jet / Baton Pass
~ Waterfall
~ Return

Elekid @ Life Orb / Petaya Berry
Static
176 Atk / 80 SpA / 236 Spe
IVs: 3 HP / 30 Atk / 30 SpA
Mild / Hasty
~ Thunderbolt
~ Ice Punch
~ Cross Chop / Focus Punch
~ Hidden Power [Grass] / Substitute

Magby @ Expert Belt / Shed Shell
Flame Body
236 Atk / 252 Spe
IVs: 3 HP
Hasty
~ Flare Blitz
~ Cross Chop
~ ThunderPunch
~ Hidden Power [Grass] / Hidden Power [Ice] / Overheat

Revenge Killers

Mankey @ Choice Scarf
Vital Spirit
36 HP / 200 Atk / 240 Spe
Jolly
~ Close Combat
~ Ice Punch
~ Punishment
~ U-turn / Earthquake

Psyduck @ Choice Scarf
Cloud Nine
24 Atk / 240 SpA / 236 Spe
Naive
~ Surf
~ Ice Beam
~ Hidden Power [Grass]
~ Cross Chop

Carvanha @ Choice Scarf
Rough Skin
36 Atk / 236 SpA / 236 Spe
Naive / Rash
~ Aqua Jet
~ Surf
~ Ice Beam
~ Crunch

Diglett @ Choice Scarf / Life Orb
Arena Trap
36 HP / 236 Atk / 236 Spe
Adamant / Jolly
~ Earthquake
~ Sucker Punch
~ Rock Slide
~ Aerial Ace / Pursuit / Shadow Claw

Cranidos @ Choice Scarf
Mold Breaker
236 Atk / 36 SpA / 212 Spe
Naughty
~ Stone Edge / Head Smash
~ Earthquake
~ Ice Beam
~ Superpower / Pursuit / Zen Headbutt

Useful Leads

Meowth @ Focus Sash / Life Orb
Technician
76 HP / 236 Atk / 196 Spe
Jolly
~ Hypnosis
~ Fake Out
~ U-turn
~ Bite / Return

Chimchar @ Focus Sash
Blaze
84 HP / 4 Def / 212 SpA / 4 SpD /188 Spe
Timid
~ Flamethrower
~ U-turn
~ Taunt / Fake Out
~ Protect / Stealth Rock

Ponyta @ Wide Lens
Flash Fire
236 Atk / 76 Def / 196 Spe
Jolly
~ Hypnosis
~ Will-o-Wisp
~ Flare Blitz
~ Return

Drifloon @ Wide Lens / Petaya Berry
Unburden
196 HP / 4 Def / 36 SpA / 4 SpD / 196 Spe
Timid
~ Hypnosis
~ Substitute
~ Baton Pass
~ Shadow Ball

Offensive Threat List

Code:
[u]Murkrow[/u]
Dark/Flying 85 Atk / 85 SpA / 91 Spe
It has a powerful STAB priority move in Sucker Punch that combos nicely with Pursuit and Drill Peck, two moves that also gain STAB running off his ample Attack. It can also run special moves effectively and is one of the fastest non-scarf Pokemon.

[u]Staryu[/u]
Water 45 Atk / 70 SpA / 85 Spe
Fast and hits with good type coverage. A Life Orbed Surf will OHKO or 2HKO most Pokemon that it hits neutral with Stealth Rock down, and Thunderbolt and Ice Beam hits the majority of pokemon that Surf cannot.

[u]Dratini[/u]
Dragon 64 Atk / 50 SpA / 50 Spe
Can boost its mediocre speed with Dragon Dance and gets Outrage, which is resisted by very few , to take advantage of its heightened attack. Draco Meteor is another powerful STAB move that it gains, along with Fire Blast which can combine with a STAB move to make a combination that hits every Little Cup pokemon at least neutral.

[u]Elekid[/u]
Electric 63 Atk / 65 SpA / 95 Spe
It has access to a diverse movepool, including Thunderbolt, ThunderPunch, Ice Punch, Psychic Cross Chop and Fire Punch which when coupled with its high speed, enables it to use a Mixed Set effectively.

[u]Gligar[/u]
Ground/Flying 75 Atk / 35 SpA / 85 Spe
With its high defences, Gligar is often able to find time to boost its already credible attack with Swords Dance and it can then sweep using a combination of Earthquake and Stone Edge and has the option of Baton Passing its Attack boosts to an ally[b][color=magenta],/color][/b] as well as being able to Baton Pass Agility boosts.

[u]Abra[/u]
Psychic 20 Atk / 105 SpA / 90 Spe
A Choice Specs Psychic will OHKO most pokemon in Little Cup, and the threat it poses is enhanced by his high speed which ties with the likes of Elekid, Magby, Misdreavus[b][color=magenta],/color][/b] and Murkrow[b][color=magenta],/color][/b] amongst others.

[u]Gastly[/u]
Ghost/Poison 35 Atk / 100 SpA / 80 Spe
Shadow Ball, Thunderbolt[b][color=magenta],/color][/b] and Hidden Power [Fighting] provides excellent coverage off its high Special Attack and Speed. Life Orb or Choice Specs enable it to OHKO or 2HKO most pokemon with Shadow Ball, and can also use Hypnosis, Will-o-Wisp and Explosion to beat some of its counters.

[u]Cranidos[/u]
Rock 125 Atk / 30 SpA / 58 Spe
It is able to fire STAB Stone Edges and Head Smashes off the same base Attack as Heracross. Mold Breaker means Gastly and Bronzor do not enjoy immunity to Earthquake and it can remedy its modest speed with Choice Scarf or Rock Polish.

[u]Misdreavus[/u]
Ghost 60 Atk / 85 SpA / 85 Spe
Three immunities allow it switch in repeatedly, coupled with good Speed and Special Attack. Notable moves include Calm Mind, Shadow Ball, Thunderbolt, Will-o-Wisp and Taunt.

[u]Magby[/u]
Fire 75 Atk / 70 SpA / 83 Spe
Similar to Elekid, in regards to his high Attack, Special Attack and Speed. Also akin to Elekid, this is combined with a great movepool, which notably includes Fire Punch, Flare Blitz and Flamethrower as STAB moves as well as Focus Punch, Psychic, Cross Chop and ThunderPunch.

[u]Teddiursa[/u]
Normal 80 Atk / 50 SpA / 40 Spe
Once inflicted with status, via a Toxic Orb often, Teddiursa outspeeds all non-scarf pokemon with the exception of the banned Sneasel and Scyther. At this point, it can attempt to sweep with a combination of a STAB 140 power Facade, Close Combat and Crunch, a combination that no pokemon in Little Cup resists.

[u]Houndour[/u]
Dark/Fire 60 Atk / 80 SpA / 65 Spe
With respectable, if not spectacular, Special Attack and Speed, Houndour can make good use of Nasty Plot to power up its STAB Flamethower or Fire Blast and Dark Pulse which few pokemon resist in tandem. It also can use STAB Pursuit on the physical side, to punish fleeing victims, making a Choice Scarf set very useful. Flash Fire is another thing to take into consideration.

[u]Kabuto[/u]
Rock/Water 80 Atk / 55 SpA / 55 Spe
Swift Swim allows it outrun most of the metagame, provided with some Speed EVs, in the rain. It can then sweep with its almost unresisted dual STAB. Has access to a priority move in the form of Aqua Jet to outspeed other priority users.

[u]Rhyhorn[/u]
Ground/Rock 85 Atk / 30 SpA / 25 Spe
Gains STAB on two high powered moves in Stone Edge and Earthquake which provide good coverage in Little Cup and run off its high Attack. Megahorn and Fire Fang can be used to supplement its STAB moves. A common strategy is to use Rock Polish on it, which doubles its poor speed after one use, and makes Rhyhorn into a deadly sweeper.

[u]Mankey[/u]
Fighting 80 Atk / 35 SpA / 70 Spe
It has access to Close Combat, Elemental punches (illegal with the aforementioned Close Combat) and a wide array of physical moves running off its high Attack as well as access to U-Turn to scout switches. Often seen making use of Choice Scarf. It can also gain immunity to Sleep thanks to Vital Spirit.

[u]Carvanha[/u]
Water/Dark 90 Atk / 65 SpA / 65 Spe
Can attack with a combination of STAB moves which are resisted by few together with the option of Physical moves such as Crunch, Waterfall, Aqua Jet and Ice Fang which run off its great Attack or Special moves such as Surf, Ice Beam and Dark Pulse which run off its lower but still respectable Special Attack. Often uses Choice Scarf to boost its slightly lacking Speed.

[u]Munchlax[/u]
Normal 85 Atk / 40 SpA / 5 Spe
A STAB Return from his large attack threatens to OHKO or 2HKO most pokemon that it hits for neutral. For those who resist Return, Munchlax gets access to Earthquake, Pursuit, Focus Punch, Zen Headbutt as well as Fire Blast to hit Bronzor for SE damage. Especially dangerous under Trick Room conditions.

[u]Diglett[/u]
Ground 55 Atk / 35 SpA / 95 Spe
Not a direct threat a such, but a good battler will be wary of its ability to trap pokemon at will and pick them off. Choice Scarf allows it to outspeed almost everything whilst Earthquake, Sucker Punch, Rock Slide, Pursuit and Aerial Ace are common moves can be boosted by Choice Band and Life Orb, making use of its high speed. Even an unboosted Earthquake will do over 50% to most pokemon.

[u]Omanyte[/u]
Rock/Water 40 Atk / 90 SpA / 35 Spe
Swift Swim and a high Special Attack makes Omanyte a potent threat in the rain. With Life Orb, anything that doesn't resist Water is OHKOed by Surf, bar Munchlax who is 2HKOed, in conjunction in Surf, a STABbed AncientPower and also Ice Beam can be used for good coverage.

[u]Gible[/u]
Dragon/Ground 70 Atk / 40 SpA / 42 Spe
Poses a threat due STAB on Earthquake and Outrage coming off its relatively high attack, and when equipped in a Choice Band, these moves will OHKO the vast majority that do not resist it. It is only held back by its poor speed, which can be cured to an extent by a Choice Scarf. A STAB Draco Meteor can also threaten opponents.

[u]Porygon[/u]
Normal 60 Atk / 85 SpA / 40 Spe
Its already high Special Attack can be boosted spontaneously by Download and whilst it lacks a reliable STAB Special Move, Ice Beam, Thunderbolt, Shadow Ball and Hidden Power [Fighting] provides more than enough coverage between them. It can also threaten on the physical side, with STAB Return, should Download boost its Attack. Often carries Trick Room, to reverse the detrimental effect of its low Speed.

[u]Croagunk[/u]
Poison/Fighting 61 Atk / 61 SpA / 50 Spe
The main danger it poses is through a combination of Nasty Plot and STAB Vacuum Wave complemented by STAB Sludge Bomb and often Dark Pulse. However, with respectable attacking stats on both side of the spectrum and with Cross Chop, a choice of physical priority moves in addition to X-Scissor and Rock Slide, Croagunk can also pose a significant threat on the physical side.
Speed Tiers

Item Analysis

Common Strategies



===============================================================

I'm still adding more to this, WIP, I will be away for a week so this won't be updated. I need to ask some authors of content on the Little Cup Forums to use their guides in this.

Update 30 Aug: Longer sections in CODE tag to cure the tl;dr-itis. This is temporary. Also started to add to standards section
Update 10 Oct: Added more to standards section, added the stat boosting pokemon
Update 12 Oct: Added new section to standards: Sweepers. Added to other sections of standards too.
Update 15 Oct: Pokemon sets - complete! Just need to add commentary to all the pokemon.
My corrections aren't complete, but I'm exhausted. This is such a great article, so comprehensive and detailed. Do you know how to HTMLise? I'd be honoured to HTMLise it, especially as I can see there are probably several tables to be done, and I don't mind doing that. ^_^ And then any minor nitpicks I have with grammar [commas, etc.] can be fixed as I go, as opposed to posting them all and bothering you with modifying your post. Actually, this is really, really long, so I think perhaps it should be split up like the breeding guide, except I wouldn't know where... The speed tiers/item analyses/sets/strategies section maybe on their own, and the rest in the other page?
 

eric the espeon

maybe I just misunderstood
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It is more of a collection of all the most important articles written on the LCF than a single one.

The Move Legality guide (There is a newer version, it is a LOT longer and much more comprehensive), Speed Tiers, EV distribution Guide (Which is actually outdated here, I rewrote it due to some errors.), were written as separate articles.

Also I need to go over the Speed Tiers and remove the ones that don't see much/any play. I wrote it before people started playing so its quite inaccurate.

Maybe EvilBob's LC Stat program could get a mention?
hmm.. I really think this needs to be split up into its separate parts, if Smogon is ok with having multiple guides.
 
My corrections aren't complete, but I'm exhausted. This is such a great article, so comprehensive and detailed. Do you know how to HTMLise? I'd be honoured to HTMLise it, especially as I can see there are probably several tables to be done, and I don't mind doing that. ^_^ And then any minor nitpicks I have with grammar [commas, etc.] can be fixed as I go, as opposed to posting them all and bothering you with modifying your post. Actually, this is really, really long, so I think perhaps it should be split up like the breeding guide, except I wouldn't know where... The speed tiers/item analyses/sets/strategies section maybe on their own, and the rest in the other page?
Thanks, I will shortly make the changes. I do not know how to HTMLise and would be thankful if you could help, although I think it would be best if I wait until the rest of the guide is finished.

It is long, yes, but I suspect that the 40-odd pokemon sets makes it seem longer than it perhaps is. I could drastically cut the size of the EVing guide and just perhaps make a list of the base stat last number and the number of EVs needed to max it. I will have to see what is said about splitting the guides up, and it's a bit of a dilemma, I think it is worth keeping all the team-building related stuff in one place, but perhaps the pokemon sets are too big to have in one place. As I said, I have to think stuff through and talk to the site staff about whether it would be allowed.

Thanks again.

Just a thought, perhaps 3 sections: Rules (everything up to and including move legality), Team Building (EV Guide, Threat List, Pokemon sets) and Strategy and Guides (speed tiers, item analysis and strategies)

I think the lengths are decent, although the team building section may be longer (although expected).

It is more of a collection of all the most important articles written on the LCF than a single one.

The Move Legality guide (There is a newer version, it is a LOT longer and much more comprehensive), Speed Tiers, EV distribution Guide (Which is actually outdated here, I rewrote it due to some errors.), were written as separate articles.

Also I need to go over the Speed Tiers and remove the ones that don't see much/any play. I wrote it before people started playing so its quite inaccurate.

Maybe EvilBob's LC Stat program could get a mention?
hmm.. I really think this needs to be split up into its separate parts, if Smogon is ok with having multiple guides.

Yeah, I'm thinking of speed tiers being quite concise. At the moment I'm trying to complete the framework of the guides and then trying to fix it up. I will probably end up rewriting some of the guides partly myself too. If you have posted the updates on LCF, I'll have a look.

I aim to have this done and dusted within 3 weeks if I don't have a gay amount of work.
 

Seven Deadly Sins

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Dixie, if you don't mind, I'd like to do the Item and Metagame analysis sections of this guide. I've already been working on both of them for a while, and if you want, I'll post what I've got. I just want to make sure we're not working on the same parts of the guide. If you can, hit me up on the Smogon server for more details.
 
OK that's fine with me. Although I may add / edit parts of it for whatever reason. I'll credit you of course.
 

eric the espeon

maybe I just misunderstood
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Dixie, I really think that this should be done in separate sections, not the 3 you proposed but each guide as it is posted on the LCF for easy reading. So EV spreads, Move Legality, Speed Tiers, threat lists and all the others would get their own guides, OU can't be incorporated into a single guide so why should LC?

The general LC guide would include links to most or all of the individual guides, and a overview of the metagames differences from OU and others.
I would like to discuss this with you when there is a chance.
 
IMO 3-4 sections is enough, having 7/8 different guides isn't going to be convenient for anyone who wants to quickly get into LC and I don't think stuff like the Item Analysis section would be long enough to warrant a new page.

Like I said I need to contact site staff.
 

eric the espeon

maybe I just misunderstood
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But surely it would be more easy to access if you did not have to scroll past all the stuff you are not trying to get to..

I think Ubers is the example we should follow, they have one page for general stuff like team making and how the metagame plays out (http://www.smogon.com/dp/articles/uber_battling) and another for Speed Tiers. Now Little Cup is more complicated we have quite interesing illegal moves and EV spreads work totally differently. There are two ways I see to go about this:

1. Cram everything into one guide, them split it into sections.
This seems to be the way you are doing it. Basicly you merge the 3 main guides (Speed Tiers, Move Legality, EV spreads) into one and abreviate tham all then cut it up again because its just to big.

2. Put up the 3 main guides indervidually then write up another one which would have an overview of LC, it would include Eligible Pokemon, Rules, and introduction to LC, how Items work differently in LC some example sets

I see no reason not to put at least some of the most important guides on their own page if we can get them that way.

And its not like there would be "7/8 different guides", just 4.


Edit:
After talking for a while in the main chat and him agreeing that the Move Legality guide should be separate:
Code:
eric the espeon: So Dixie do you agree with the other 2 main guides getting their own page? (Speed tiers and EV spreads) I need to know for the plan for LC which I will be working on, as well as what to tell people. 
eric the espeon: If yes you would still b working on the main general guide, but you would not need to chop it up or add in those specific parts, and I would be able to prepare for submitting the EV guide. 
Dixie Normas: speed tiers doesn't really need one 
Dixie Normas: ev spreads doesn't really tbh 
eric the espeon: Ubers has one separately 
Dixie Normas: meh 
eric the espeon: And EVs is pretty big and may not be of interest to those who just want an overview of LC 
eric the espeon: Also if those 3 bits are taken out you will not need to cut the general guide up 
Dixie Normas: EV guide is in teambuilding 
eric the espeon: it will not be too big to fit in one 
eric the espeon: How? 
Dixie Normas: it would still be too big 
eric the espeon: Teambuilding is something else 
eric the espeon: KD is working on it 
eric the espeon: I don't think so, sure it would have a few big lists and a heap of sets (most of the sets can go once the analysis are up) 
Dixie Normas: no theres a teambuilding section 
eric the espeon: But it would be manageable because there would not be to many parts 
eric the espeon: If you take out the big 3 you can fit everything into one so there is no need for a team building section 
Dixie Normas: I dunno tvh 
Dixie Normas: let me finish most of it and then worry about it 
eric the espeon: please dont.. 
eric the espeon: that makes it much more complex.. 
Dixie Normas: not really 
eric the espeon: Yes. 
eric the espeon: It means I have to wait and not get the EV guide up soon 
eric the espeon: And it means a rewrite (not massive) if you change your mind 
Dixie Normas: ill have a think anyway 
Dixie Normas: gtg 
eric the espeon: fine 
Dixie Normas: bye 
eric the espeon: bye
 
in a couple of places you have it stated that mankey cannot learn ice punch and close combat
but then you have it under the commonly used sets
so you might want to fix that
(i know it can learn it now due to platinum)
 
Thanks, I'm aware of that - the examples given in the move legality guide are slightly outdated. I think there is a newer version of it however.

OK, I'm planning a significant overall to the structure of this:


a) Move Legality will be much shorter. Swinub_Toupee (not sure of his Smogon name) has written a comprehensive article on the legality issues and has even identified ALL the illegal combinations for LC pokemon. Eric will/has asked him to post it in C&C and hopefully it can be uploaded onto the site and linked to from this article instead.

b) EV distribution will be much shorter

c) Speed Tiers will have its own article. Eric has written the speed tiers and once he reformats it he will post it on C&C and then perhaps hosted on the site and then linked from this article.
 

cim

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EV Distirbution is simply this:

1. List the 1 / 2 / 3 / 4 points
2. 4 evs = 1 IV

that's it.

speed tiers takes up not really all that much room, but if it works in another article then sure.

I can start some short descriptions of the threats.

Are we working under the assumption that Murkrow will be voted Uber on Little Cup Forums?

Abra does not tie Elekid in Speed.

Most Misdreavus don't use Life Orb and run CM / SB / HP Fighting / Destiny Bond or Sub @ Oran/Salac
 
Yeah I plan to do that for EV distribution and Eric made a forumla iirc.

I'm working under the assumption that Murkrow is not uber, it would be easier to change it if it does become so than assuming it uber and then having add stuff.

Re Abra and Elekid: noted. Will update the OTL assuming that's where you saw it later when I complete the set comments.

Misdreavus is a bit tricky in trying to show its options in one set because you can have a semi-bulky Missy with Oran and Destiny Bond, an all out Calm Minder with life orb or a sub-CM with random boost berry at the end. All of the sets look similar so 2 separate sets would look dumb but all play rather differently. I've done my best to avoid slash-itis particularly on items although I may look at changing leftovers for Oran in that case.

thanks for the feedback
 

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