ORAS LC [Insert Song Name Here]

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[Insert Song Name Here]

Overview
This is a team that I've been toying around with on the ladder and in room tours, and it's been doing pretty well as of yet. So far, it seems incredibly solid against most types of teams (except Sticky Web, which is a move sent by Satan to destroy humanity.) However, I am not here to display a jaw-dropping ladder peak or a team with a great tournament record, I am here to hopefully get some advice and provide a decent team people can copy/paste when in need.

Teambuilding Process
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I started this team off because I wanted to play around with Scarf Mienfoo, since it looked like a very powerful set that I hadn't made use of before.
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I then added Fletchling to the team. Everybody who has played at least a few games of LC knows how much of a monster this mon can be. With its great sweeping potential, there was no way I was going to miss out on having it.
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Every team enjoys having Stealth Rocks, and this team is no exception. Drilbur has three jobs: lay down rocks, spin away enemy rocks and those dreaded webs, and smack things with Earthquake.
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Since Fletchling is a prominent force in the metagame right now, every team needs a check or it faces being swept. Magnemite not only can tank Fletchling's Acrobatics with ease, but it is also a nice switch-in to a wide variety of attacks.
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After looking at what I had, I decided that my team was weak to the ubiquitous Fighting type. To remedy this, I added one of the best checks I could think of: Snubbull. Without Snubbull, this team is usually run over by fighters so it's in your best interest to keep her alive versus Fighting-heavy teams.
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I was a little iffy about what to add for the last slot, so I added LO Staryu as a sort of revenge killer. Not much to say about it.

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The finished product!

Without further ado...

The Team
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Rick Astley (Mienfoo) @ Choice Scarf
Ability: Regenerator
Level: 5
Shiny: Yes
EVs: 236 Atk / 36 Def / 236 Spe
Jolly Nature
- U-turn
- High Jump Kick
- Knock Off
- Drain Punch

Mienfoo is named after the great Rick himself for being the star of the team, but that's besides the point. Choice Scarf Mienfoo is simply a great Pokemon in the Little Cup Metagame. Mienfoo, who is already a very powerful pokemon, becomes an absolute beast with the Choice Scarf equipped. The ability to outspeed many Pokemon and deal loads of damage makes him a very valuable asset. The EV spread allows him to churn out a large amount of damage wihle sitting at a whopping 25 speed. The moves provided are fairly simple. U-turn allows Mienfoo to deal damage and escape a dangerous situation. High Jump Kick is Mienfoo's main cleaning tool, allowing him to sweep weakened teams singlehandedly. Knock Off is useful for combating Ghost and Psychic types, and Drain Punch is a more reliable, defensive option over High Jump Kick.

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Never (Drilbur) @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 236 Atk / 36 Def / 24 SpD / 212 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Rapid Spin
- Stealth Rock

When teams find that they need a Pokemon to set up Stealth Rocks, most people turn to Drilbur to fulfil that role. This team is no exception. 17 speed allows him to outspeed a decent amount of Pokemon, while Eviolite ensures he will not be too hurt from any attack. Drilbur's moveset isn't anything special, though. Earthquake is your everyday STAB attack, and any Pokemon without heavy bulk will take quite the beating. Rock Slide is here to hit those Flying types that love to come in on Earthquake. Rapid Spin is to knock away those sneaky pebbles and evil webs. Stealth Rock is self-explanatory, being able to deal a small amount of damage at each switchin is too valuable for most teams to lose out on. 99% of the time, you're sending this out as your lead Pokemon.

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Gonna (Snubbull) @ Berry Juice
Ability: Intimidate
Level: 5
EVs: 36 HP / 196 Atk / 44 Def / 116 SpD / 116 Spe
Adamant Nature
- Thief
- Earthquake
- Play Rough
- Close Combat

Snubbull is a fantastic Pokemon in this current LC meta filled with Fighters. One day, I decided to put Snubbull on a team over Spritzee, and I've never looked back since. Upon switching in, Snubbull immediately lowers the attack of any Pokemon it faces. Against Fighting types, this is an invaluable tool because they hit so gosh-darn hard. From there, Snubbull gets to use the move of its chioce. Versus Fighters, you're likely going to hit Play Rough, but if you suspect they will switch into a Poison type then use Earthquake. Close Combat also nails Pawniard switchins. The real MVP of this set, though, is Thief. When Snubbull gets knocked to below 50% health, then it will immediately restore all of her health. It is also a very good tool against the ubiquitous Knock Off, since then Snubbull is immediately free to steal another item.

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Give (Magnemite) @ Berry Juice
Ability: Sturdy
Level: 5
Shiny: Yes
EVs: 32 Def / 240 SpA / 236 Spe
Modest Nature
- Volt Switch
- Flash Cannon
- Recycle
- Hidden Power [Ground]

In a metagame where Fletchling is around every corner, every team needs a check or it risks being swept. This team is no exception to that rule. Not only does Magnemite 4x resist Fletchling's Acrobatics, it's also a good pivot with Berry Juice and Volt Switch. The EV Spread allows Magnemite to fire off powerful attacks while maintaining a decent Speed. Regarding the moveset, Volt Switch is a great way to deal a decent chunk of damage while gaining momentum at the same time. Flash Cannon is also a reliable option if you don't want to switch or just need a Steel attack. Recycle allows Magnemite to effectivelty have multiple Berry Juices, and is also good for stalling shenanigans. Hidden Power Ground is this set's secret weapon for Chinchous and enemy Magnemites.

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You (Staryu) @ Life Orb
Ability: Natural Cure
Level: 5
EVs: 200 SpA / 68 SpD / 240 Spe
Timid Nature
- Hydro Pump
- Psychic
- Thunderbolt
- Hidden Power [Fire]

Staryu is the Pokemon I'm most on the fence about, but it's here for the time being. Staryu, as it stands, is here for taking out Fletchling checks. The EV Spread allows Staryu to have 100% maximum speed and still hit pretty hard to compensate. Hydro Pump is a good, spammable STAB attack that kills Archen and takes a large chunk out of Pawniard's health. Psychic can help clean up Fighting types and does decent damage against Chinchou. Thunderbolt helps take out Water types (outside of Chinchou) and kills most Flying types. Hidden Power Fire is a more reliable option vs. Pawniard and destroys Ferroseed. Please, if you have a better idea than Staryu for this team, I'd love to hear it.

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Up (Fletchling)
Ability: Gale Wings
Level: 5
Shiny: Yes
EVs: 196 Atk / 172 Def / 40 SpA / 100 Spe
Naughty Nature
- Swords Dance
- Acrobatics
- U-turn
- Overheat

Fletchling is a pretty beastly mon in today's metagame. In any serious team, you're bound to see a check to this little monster right here. The EV spread gives Fletchling as much power as it can have to back up its Acrobatics. This set also gives Fletchling considerable physical bulk and speed. The 40 Special Attack is to give Fletch a little more power behind Overheat. Regarding the moveset, it's not anything special. Swords Dance is your usual boosting move, and after one Swords Dance, good luck stopping this without Defensive Tirtouga or Focus Sash Abra. Acrobatics is the main move you'll be spamming when using Fletchling due to the priority through Gale Wings. U-turn is a risky move but one that is very rewarding when it goes off correctly, since it's a good way to gather momentum and switch to a different threat. Overheat is here as a way to get past Steel types, but I'm considering replacing it with Roost.

Importable
Rick Astley (Mienfoo) @ Choice Scarf
Ability: Regenerator
Level: 5
Shiny: Yes
EVs: 236 Atk / 36 Def / 236 Spe
Jolly Nature
- U-turn
- High Jump Kick
- Knock Off
- Drain Punch

Never (Drilbur) @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 236 Atk / 36 Def / 24 SpD / 212 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Rapid Spin
- Stealth Rock

Gonna (Snubbull) @ Berry Juice
Ability: Intimidate
Level: 5
EVs: 36 HP / 196 Atk / 44 Def / 116 SpD / 116 Spe
Adamant Nature
- Thief
- Earthquake
- Play Rough
- Close Combat

Give (Magnemite) @ Berry Juice
Ability: Sturdy
Level: 5
Shiny: Yes
EVs: 32 Def / 240 SpA / 236 Spe
Modest Nature
- Volt Switch
- Flash Cannon
- Recycle
- Hidden Power [Ground]

You (Staryu) @ Life Orb
Ability: Natural Cure
Level: 5
EVs: 200 SpA / 68 SpD / 240 Spe
Timid Nature
- Hydro Pump
- Psychic
- Thunderbolt
- Hidden Power [Fire]

Up (Fletchling)
Ability: Gale Wings
Level: 5
Shiny: Yes
EVs: 196 Atk / 172 Def / 40 SpA / 100 Spe
Naughty Nature
- Swords Dance
- Acrobatics
- U-turn
- Overheat

Conclusion

Well then, I guess this wraps up my LC RMT. I hope you enjoyed reading this, and I encourage you to try this team out for youself once in a while. Also, if you have any suggestions to make the team better, please post them below.

I also forgot this is my first RMT. Whoops.
 
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At a glance, your team seems to struggle versus 2 pokemon more so than anything else: Chinchou and Drilbur. While Drilbur doesn't exactly come in freely versus anything, save maybe a Magnemite Volt Switch, when it does come in it either gets a kill, or something takes massive damage. Chinchou is the opposite in that it does come in on much of your team and while it doesn't exactly kill something, nothing wants to take a Volt Switch besides Drilbur, which greatly fears Hydro Pumps or Scalds. Effectively either makes you need to play incredibly well to even have a chance.

Typically the suggestion for remedying this is Pumpkaboo-Super, which while working beautifully, would greatly increase your weaknesses to Pawniard and Houndour, both of which are already slightly troublesome. However, the addition of Hidden Power Fighting Cottonee over Snubbull makes a rather excellent and surprisingly effective lure and counter to all of the previously mentioned pokemon while still providing a switch in to Fighting types.
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Cottonee @ Eviolite
Ability: Prankster
Level: 5
EVs: 36 HP / 40 Def / 144 SpA / 40 SpD / 232 Spe
Timid Nature
- Dazzling Gleam
- Hidden Power [Fighting]
- Giga Drain
- Encore / Knock Off

If you run 4 attacks Infiltrator is probably the best ability to run as Prankster becomes entirely useless and while Chlorophyll does allow you to put speed sun sweepers, you hit them all rather weakly.
Knock Off helps make up for the overall loss of power you have with the absence of Staryu though Encore makes most things regret setting up. Safety net Magnemite covers almost anything else which would sweep your team however, thus meaning Knock Off can be rather viable in place of Encore if you think you can maintain SR off the field.

Speaking of Safety Net Magnemite, with Cottonee now a member of your squad, Hidden Power ground is no longer needed for precious damage on Chinchou, and thus Endure over Hidden Power Ground allows Magnemite to better check everything and no longer loses to sweepers if SR (most importantly Omanyte) is up assuming you have a Berry Juice to consume. This of course means that Knock Off can be run on Cottonee as Encore is needed less, though it is still nice.

Ecna tagging you since my internet went out as I posted this; somethings got messed up due to that, sorry.
 
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Hi Ecna, this is a really nice team and I'm always a fan of your art n_n The team's really solid but there are a few evs or movests that can be changed.

-On Mienfoo, I would personally run Stone Edge>Drain Punch. While it is a much safer move than HJK, Drain Punch is not something you want to get locked into because anything that's bulky can take it and harm foo, and you'll mostly be clicking HJK anyway. Stone Edge allows you to avoid flame Body and get a surprise OHKO on Larvesta.

-On Snubbull, I would recommend a spread of 36 HP/196 Atk/116 Def/116 Spd/36 Spe with an Impish Nature. This spread takes physical attacks much better while still 2HKOing fighters and Drilbur. Speed tying with Timburr is rather unfortunate but you still check it.

-Staryu should be running Ice Beam>Thunderbolt. Hitting other Staryu isnt that big of an issue for you, but your team has difficulties with Grass types such as Cottonee and Pumpkaboo. Ice Beam lures them in and 2HKOes them , allowing Mienfoo to sweep far more easily.

-This team has huge issues with Shell Smash Omanyte,as it can set up on Fletch and OHKO literallly your whole team. For this reason, I would recommend running Endure>Hidden Power Ground. This will let you check Omanyte even if hazards are up, and Fletch functions as a Mag lure anyway.
 
Hello Ecna, smexy pictures.

Now onto this team. It is very solid, but is very weak to Chinchou, Drilbur, and Omanyte.

I recommend using Fiend Hound's Cottonee over Staryu.

I will now make this post my own by saying that your Fletchling EVs are not standard, and thus that would not be the feared set; I am also going to recommend you use the standard set for Mixed Fletchling.

Fletchling
Ability: Gale Wings
Level: 5
EVs: 156 HP / 196 Atk / 92 Def / 36 SpA / 20 Spe
Naughty Nature
- Acrobatics
- Swords Dance
- U-turn
- Overheat
 
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