Step Into My Parlor (A Little Cup RMT)

Brambane

protect the wetlands
is a CAP Contributoris a Contributor Alumnus

~First Glance~

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-Introduction-

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I was inspired to build this team by the poem "The Spider and the Fly". The goal of the team was rather simple: create a team that can effectively use Spinarak. I went through a lot of Pokemon on this team, ranging from Rapid Spinning tanks like Baltoy to powerful Life Orb attackers like Ponyta, but these six Pokemon are the ones that have proven to me to work the best together. Now, usually a RMT has a team-building process. But the process to this team was extremely random, and whatever didn't work I replaced with another Pokemon until I found something that works. With that being said, let's dive right in!

-The Team-

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Grand Venom
@ Focus Sash
Ability: Insomnia
EVs: 36 HP / 196 Atk / 36 Def / 196 Spd /36 SDef
Adamant nature
~Bug Bite
~Sucker Punch
~Protect
~Toxic Spikes

The main focus of my team, and where better to put the big cheese than in the front! Grand Venom isn't as much as an offensive lead as it is a support lead. He supports the team in a very unusual way: by eating. Bug Bite is at its best in Little Cup, where Oran Berry is a very common hold item. Spinarak takes away the foes Oran Berry and heals itself while doing damage. Sucker Punch is Spinarak's strongest priority move and allows Grand Venom to beat Meowth leads with the help of Protect, as well as revenge killing. Protect is mainly used for protection against Fake Out, but it has been useful for scouting lately too. Toxic Spikes is normally a poor choice in Little Cup, since Croagunkis so common. However, Grand Venom can use this to its advantage, which will be explained later. If the foe doesn't have Croagunk (or Grimer), than Toxic Spikes damage is just a great bonus.

The EVs allow him to reach 16 Attack and 12 Speed. While 12 Speed may not seem like much, it actually is extremely effective for Spinarak. 12 Speed outspeeds common leads that only use 11 Speed, such as Phanpy, Machop and some Snover. The 36 EVs elsewhere give him an extra point in each stat. Insomnia is a great ability, since it makes Grand Venom immune to Hypnosis, which is common on Meowth and Gastly leads.


***

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Incinerator @ Muscle Band
Ability: Flame Body
EVs: 236 Atk / 252 Spd
Jolly nature
~Flare Blitz
~Mach Punch
~ThunderPunch
~Fire Punch

Muscle Band Magby! Normally, Life Orb is the primary choice of 19 Speed sweepers in Little Cup. However, Flare Blitz recoil and potential damage from Stealth Rock and weather, Life Orb's recoil really hurts Incinerator. Thus, I went with Muscle Band. Expert Belt seemed superior at first, but I found most of the time I was hitting things wither either neutral priority or neutral Flare Blitz. Flare Blitz is Incinerator's main STAB move, and anything that doesn't resist it is taking a ton of damage. Mach Punch is for revenge-killing and beating Houndour's Sucker Punch. ThunderPunch is a last ditch effort against Water-types and helps keep Mantyke at bay. Fire Punch is there for STAB when I don't need to use Flare Blitz or Incinerator's health is low and i don't want to risk recoil killing him.

EVing Incinerator was very simple. 236 Attack and 252 Speed for max Attack and Speed. Jolly nature allows him to reach 19 Speed, the second highest unboosted Speed in Little Cup. Flame Body is a cruel ability and works best against Quick Attack and other priority users trying to revenge-kill Incinerator. However, it is near useless if Toxic Spikes are on the field.

***
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Double Trouble
@ Choice Scarf
Ability: Early Bird
EVs: 236 Atk / 240 Spd
Jolly nature (+Spd, -SAtk)
~Drill Peck
~Return
~Quick Attack
~Hidden Power Fighting

Double Trouble is easily my MVP (sorry Grand Venom, you are just the focus of the team) and is my favorite Choice Scarf user in the current metagame. I used Drill Peck over Brave Bird to avoid recoil damage, since nothing is worse than sweeping lategame and ending up dead with the foe left with one Pokemon with 10% because you died to recoil. Drill Peck still OHKOes everything I want it to OHKO, such as Machop, Mankey and Gastly. Return is my main STAB move, however, and puts the hurt on anything that isn't immune or doesn't resist it. Quick Attack is used for revenge-killing other Choice Scarf users. Hidden Power Fighting is literally a last ditch effort for Double Trouble to beat Aron.

The EVs are once again very simple. They allow Double Trouble to reach max Speed and Attack. With Choice Scarf and a Jolly Nature, they outspeed common Scarfers like Mankey and Machop and ties with Gastly. Early Bird is way more useful than Run Away, so that's why it was chosen. Spinarak is a better Sleep absorber.

***
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Plug @ Life Orb
Ability: Static
EVs: 252 Atk / 236 Spd
Jolly nature
IVs: 0 HP
~ThunderPunch
~Ice Punch
~Quick Attack
~Cross Chop

Anyone who's played me enough should know who Plug is. Normally, Plug is a Focus Sash Anti-Lead, but this time around he's a Life Orb attacker. Plug does a great job at taking down Water-types like Mantyke and sweeping lategame with his great Speed and coverage. ThunderPunch is his best physical STAB and his main attacking move. Ice Punch gives Plug the great Electric / Ice coverage and OHKOes Gligar. Quick Attack is for revenge-killing and finishing off weakened Pokemon. Cross Chop is for Magnemite and Chinchou, who would wall him otherwise, and scoring an OHKO on Munchlax.

Max Speed and max Attack are what the EVs give Plug, with no boosts anywhere else. The 0 HP IVs give Plug 19 HP and limits the amount of recoil damage he takes from Life Orb. Jolly Natures allows him to reach 20 Speed, outpacing most of the unboosted metagame. Static is easily the most annoying ability in Little Cup. It's the single reason I try to avoid hitting Elekid with direct contact. Paralysis makes almost any sweeper in Little Cup near useless. However, on my own Elekid, it's great!

***
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Chomper @ Oran Berry
Ability: Torrent
EVs: 236 Atk / 4 Def / 252 Spd
Jolly nature
~Swords Dance
~Return
~Aqua Jet
~Substitute

SubSD Totodile is an interesting sweeper. If Chomper can get a Substitute and Swords Dance up, than it easily my deadliest attacker. However, without his Substitute, he has issues with many common threats like Croagunk and Machop. Swords Dance is a given on the set, raising Chomper's Attack stat to a whopping 32 after a single boost. Return and Aqua Jet get perfect coverage together. Return is actually stronger than STAB Aqua Jet, so it is Chomper's strongest option. Aqua Jet is his main attacking move though, since he is outsped by a lot of common Pokemon in Little Cup. Substitute protects Chomper for Duskull's Will-O-Wisp and acts as a buffer against other attacks. It can also be used to get Chomper into Torrent range. Oran Berry is used since I didn't want Life Orb recoil and Chomper doesn't really need a boost in power.

The EVs give Chomper max Speed and Attack as well as an extra point in Defense. Jolly nature allows Totodile to tie with an unboosted Modest Mantyke. Torrent is Totodile's only option for an ability.

***
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Pinchy
@ Oran Berry
Ability: Arena Trap
EVs: 236 HP / 116 Atk / 156 Def
Impish nature
~Crunch
~Earthquake
~Quick Attack
~Substitute

Pinchy is probably my weakest member, which is ironic since Trapinch has one of the highest Attack stats in the tier. Howe useful Pinchy is entirely depends on the opponents team. It is also my only "counter" to Scarf Chinchou, who can dismantle my team very easily. Now, remember how I said how Croagunk absorbing Toxic Spikes can be used to my advantage? Well, that's where Pinchy comes in. Croagunk comes in to absorb Toxic Spikes and use Fake Out. Pinchy can switch into Croagunk's Fake Out and with the help of Oran Berry, OHKO Croagunk with Earthquake, elimanating Chomper's main counter. If Croagunk uses Ice Punch and Oran wasn't activated, Pinchy could be in deep trouble though. Crunch and Earthquake get great coverage together in Little Cup, making them obvious choice on Pinchy. Quick Attack is for revenge-killing, finishing off weakened Pokemon, etc. Substitute is for when Trapinch switches in on a Choice-locked Electric-type move. With a Substitute up, Pinchy can usually take down one Pokemon and either KO or severly weaken another. The reason I chose Trapinch over Diglett is because Trapinch is more bulky, although the severe lack of Speed hurts. However, it does make Trapinch a great Trick Room counter!

Pinchy's EVs give him max HP, 18 Attack and 14 Defense to help him take an Ice Punch from Croagunk. Impish nature is so Pinchy reaches 14 Defense. Arena Trap is Trapinch's best ability choice and is the only reason I used him.


-Threat List-


coming soon!


-Conclusion-

Thanks for reading! This team still seems to have a few leaks I have yet to patch up (Pinchy may be getting the boot). It has some issues, but they can be overcome. Although, considering I'm still using this team, maybe posting it for all to see might have been a bad idea...

Any comments about how to approve the team are appreciated!


Final Look

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Hey, the team looks pretty solid but I have some things you should change
1) Magby should run cross chop. From my experience a mach punch + flareblitz won't KO most munchlax.
2) On dodou you don't need hp fighting. Makes no sense unless you are week to aron but in that case you still have mach punch on Magby. Why not run pluck or pursuit? Like you said before the majority of Lc run Oran berry and those free orans will help you a lot.
3) I really dont understand the point of spinarak. He won't really get a chance to set toxic spikes and his attack stat isn't very good.

Also can you tell me where you got the sprites? I love them and i wanted to use them if i want to make a LC rmt.


ALSO CAN ANYONE TELL ME HOW TO ADD A PIC UNDER THE SCREEN NAME
 
dammit draco, you little gimmick user!

In all seriousness, this team is pretty good. However, it does have several weaknesses.

1) You are kinda Staryu weak. If Doduo is down (not difficult due to how my team handles it) and Elekid is taken out you are easily swept by it. I think throwing Munchlax or Wynaut over Trapinch would help you a lot.

2) You are very RP Gar weak. It easily sets up on Trapinch and murders your team if Toto is down. You are weak to Scarf users in general as well. Again, Munchlax (specifially Ice Punch versions) or Wynaut could help with this.

3) I don't like your lead. In the two-three matches we played, it never koed my lead or set up TSpikes while every time I was able to KO you and set up SR. I would use Tentacool (Surf/TSpikes/Giga Drain/Filler) in the lead spot, as it would help your team immensly.

Other than that, you are the most creative person I have ever met. Stay gimmicky Draco =P
 
Great job dy8, just look for stuff that avoids easy rock polish set ups from gligar. iss mentioned your large weakness to it and he is right. The first tweak I'd like you to try is a simple Diglett > Trapinch with Hp Ice/Eq/Rock Slide/SR and simple max/max spread. At the moment, Trapinch is easily set up on by gligar so yea Diglett would patch up this issue all-together as it adds that trapping ability to banish choiced Chou to name a few threats and deal with gligar via Hp ice. Either LO or sash can work on Diglett, it is totally up to you.

As for other options, you might want to try out dig over Toxic Spikes perhaps? I don't see any of your members fully benefiting from it, so might as well improve coverage and limit an easy Aron set up - a threat who would otherwise steamroll you once it gets the boost. This suggestion simply limits easy set ups since I found the risk of using underrated LC mon to come with a price of having a shit movepool, which in result can have many Pokemon set up on them. Try out dig, maybe it might be more useful over t-spikes. overall gl! 5 stars.
 
I agree with Diglett>Trapinch, as if they don't have a croagunk, which is entirely possible, then Diglett would be a better sweeper imo. I can't say too much as i haven't tried Trapinch, but I know diglett gets the job done.

Gotta say what makes this team really cool is the lead. When i faced it i totally underestimated it. It does very well indeed. Dig however seems gimmicky to me, stick with T spikes to lure croagunk in, and it also i would imagine helps with some ko's. The place where i see the most use out of it is weakening pokes for Elekid's sweep late game. Elekid is a fantastic sweeper, i love using it, but it always seems to fall just short on some pokes.

All in all, great team.
 
I also agree to that. But maybe sucker punch could go somewhere.
Can anyone tell me how to get the moving sprites? I want to use em too!
 
@ sunkirby

give me one reason that Toxic Spikes is benefiting this team from. Dig actually provides coverage so yea - but it is a lesser option to look for. I just find T-spikes odd on such an offensive team like this. maybe if he were running eo stall.
 
back @ franky

Mainly to wear down pokes over time, so Elekid can sweep more easily, but also to lure Gunk so Dile can sweep more easily. Dig seems a little meh though, because it's...dig. I would calc HP Ground and see if that works first if you do switch to Dig.
 
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