LC Teambuilding Project

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gali

I just wanna grill, man!
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[What to use]


Zigzagoon @ Berry Juice
Ability: Pickup
Level: 5
EVs: 132 HP / 196 Atk / 28 Def / 108 SDef / 36 Spe
Adamant Nature
-Belly Drum
-Extremespeed
-Thief
-Protect/Rock Smash/Seed Bomb

Role: Late-game cleaner

What it does: Zigzagoon is a terrifying late-game sweeper due to its unique combination of Belly Drum and STAB Extremespeed. After just 1 turn of setup, Zigzagoon reaches a sky-high 52 Attack with no drawbacks, thanks to Berry Juice negating the HP loss from Belly Drum. After it sets up, Zigzagoon can proceed to fire off stupidly powerful Extremespeeds. Because Extremespeed is a +2 priority move, Zigzagoon cannot be revenge killed by any of LC's powerful priority users such as Timburr or Fletchling. Thief is Zigzagoon's best option for hitting Ghost-types, and can OHKO every one in the tier at +6. The last moveslot is a tossup which depends on what your team can handle. Protect allows Zigzagoon to beat Fake Out users, who could otherwise stop its sweep with some luck and prediction. Rock Smash hits Rock- and Steel-types, most notably Pawniard, but its low BP may make it unappealing. Lastly, Seed Bomb makes quick work of bulky Rock-types such as Tirtouga and Onix who would otherwise wall Zigzagoon completely. Pickup is a mostly situational ability, but it can come in handy when facing Pokemon with Sturdy to grab some extra health.

Good Teammates: Zigzagoon needs Stealth Rock support to break Sturdy and Focus Sashes, as otherwise its sweep can easily be put to a halt. It also greatly appreciates Memento support, as if it takes a powerful hit, it will be left at 50% health after a Belly Drum. Finally, Zigzagoon appreciates having common Rock- and Steel- types eliminate or at least weeakened so it has an easier time with them. Diglett is capable of providing all 3 of these, making it a fantastic partner to Zigzagoon. It also really appreciates having the opponent's Ghost-types gone before it sets up, so a powerful Knock Off user such as Pawniard also makes a good teammate.

What Counters It: Ghost-types, particularly Misdreavus, are a massive thorn in Zigzagoon's side,as most are able to outspeed it and either cripple it with Will-O-Wisp or smack it with a powerful attack. Rock- and Steel-types are also able to check it - most are able to take an Extremespeed and attack it. Extremely bulky Pokemon that are neutral to Extremespeed, such as Spritzee, can tank an Extremespeed in a pinch with a little bit of luck. Finally, Zigzagoon cannot set up on anything with Knock Off, as if it gets its Berry Juice knocked off, it will be left at very low HP.

Any Additional Info: Zigzagoon has a few other coverage options at its disposal. Iron Tail guarantees an OHKO on Spritzee while also hitting Rock-types, but its 75% accuracy is less than ideal, while Dig hits both Rock- and Steel-types, but the charge turn can be easily taken advantage of. Also, Zigzagoon can run a Salac Berry with Gluttony to grab a Speed boost when it sets up, but this makes it much harder for Zigzagoon to set up as a strong attack on its setup turn can cause Belly Drum to fail, making it complete dead weight.
 

Fiend

someguy
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[What to use]

Diglett @ Focus Sash
Ability: Arena Trap
Level: 5
EVs: 236 Atk / 36 SDef / 236 Spd
Jolly Nature
- Earthquake
- Shadow Claw / Sucker Punch
- Rock Slide
- Memento

Role: Trapper Support

What It Does: Diglett is an extremely fast pokemon who has the rare ability Arena Trap. Diglett is also inertly frail and not the most powerful making it less appealing than Drilbur more often than not. However, Diglett is still a great pokemon. When used alongside a Volt-Turn core (preferably a slow one), he can come in on various threats safely and annihilate them with his STAB Earthquake. Shadow Claw is used to finish off weaken Ghost types, though Sucker Punch is a viable alternative. Be wary of Will-o-wisp however, which allows Misdreavus to not only dodge the Sucker Punch, but stifle Diglett's potency as a threat. Rock Slide is used to nail Flying types for SE damage while rounding out Diglett's coverage with an EdgeQuake combo of sorts. Lastly, Memento is used to allow team members the chance to set up and sweep.

Good Teammates: Fletchling loves the support Diglett offers; Diglett is able to effectively remove most of Fletchling's checks and counters who switch in. Fletchling is able to U-turn out to Diglett on the switch, allowing Diglett do what it thrives at-trapping the opponent so it can quickly defeat it with the appropriate move. Zigzagoon absolutely adores the Memento support Diglett offers it. With the opponent at -2 offenses, Zigzagoon is able to set up its Belly Drum easily, then proceed to sweep as long as its counters are down. Mienfoo and Chinchou make a great Volt-Turn core for Diglett, allowing it to become slightly offensive and trap various threats to your team. Hazard control allows Diglett to keep his Focus Sash intact, so Defoggers such as Archen and Vullaby or Rapid Spinners like Kabuto or Drilbur are beneficial.

What Counters It: Ghost have been gifted this generation with the ability to not be trapped by Arena Trap or Shadow Tag. Also Arena Trap has a short coming of failing to trap anything with a Flying immunity, thus allowing Archen to stick around throughout the match. Hazards can be used to limit the amount of times Diglett can switch in as they destroy his Focus Sash making him easily revenge killed. Most Choice Scarfers out speed Diglett and can easily 1HKO or 2HKO depending if the Focus Sash is broken or not. Diglett also fears priority as it has nonexistent bulk.

Any Additional Info: Life Orb can be used on Diglett to obtain more power, but it will come at the cost of surviving a hit from priority. Generally,this set is inferior, but it can be useful in certain circumstances.
 
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[What to use]


Chinchou @ Berry Juice / Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SAtk / 60 Spd
Bold Nature
- Hydro Pump / Scald
- Volt Switch
- Heal Bell / Thunder Wave
- Thunderbolt / Hidden Power Ground



Role: Pivot, Bulky Attacker, Support

What it does: Chinchou is often found keeping various Flying and Electric-type Pokemon in check, as well as opposing Water-types. Due to its decent bulk and good typing, it can switch into many different attacks, and can limit the use of Electric-type moves due to its Ability, Volt Absorb. It functions well as a Pivot, Volt Switching out of the Grass-types it lures in and dissuading Ground-types from switching in due to its Secondary Water-typing.
Access to Heal Bell allows it to function as a Cleric, as it easily finds opportunities to use it when forcing out the many Pokemon it checks. Thunder Wave is used to spread Paralysis if it is so needed, and Scald puts pressure on any Physical attackers who risk switching in due to the Burn chance.

Good Teammates: Flying-types can cover its Grass weakness quite well, and have an immunity to the Ground-type moves that target Chinchou. Vullaby is effective, as it has great bulk to complement it, access to U-turn to form a Volturn core and immunity to Spore from Foongus who often switches into Chinchou. Fletchling also makes a great partner for more offensively inclined teams, as it also can form a Volturn core and immediately threaten Chinchous checks due to its strong priority. Fighting-types can help remove bulky Normal-types, such as Lickitung, who can easily switch in any attack, and Porygon, who can Trace Volt Absorb to gain an immunity to Volt Switch. Grass-types of your own can help weaken opposing Chinchou, as well as Ground-types that can switch-in safely. Allies who want status removed in order to sweep enjoy the Cleric support it offers. Examples of these are Nasty Plot Misdreavus and Shell Smasher users, such as Omanyte and Tirtouga.

What Counters It: Specially Defensive walls, such as Lickitung, Porygon or even Spritzee can switch in its attacks and easily stall it due to their access to recovery. Bulky Grass-types can safely switch in on any attack except the rare Ice Beam and threaten it with their STAB, Ferroseed and Foongus are two that function particularly well at this, having great bulk and Regenerator in Foongus' case. Timburr and Croagunk can check it well, as Timburr does not fear Scald Burns due to Guts and Croagunk has immunity to Water through Dry Skin. Ground-types can threaten Chinchou if they switch in on the proper move, Drilbur and Diglett both outspeed Chinchou and Diglett can also trap it with Arena Trap.

Any Additional Info: Soak can be used to make Grass-type switch-ins Water-type, in order to Pivot off of them with Volt Switch. Eviolite or Berry Juice are both run, so either can be expected, the former allowing it to take stronger attacks and the latter allowing it switch in on weak/resisted hits more often.
 
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Fiend

someguy
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[What to use]

Houndour @ Eviolite
Ability: Flash Fire
Level: 5
EVs: 156 HP / 120 Atk / 36 Def / 196 SDef
Sassy Nature
- Flamethrower / Fire Blast
- Sucker Punch
- Pursuit
- Will-O-Wisp

Roles: Pursuit Trapper, Bulky Attacker

What It Does: This set has one intent: checking Misdreavus. (Though it checks most other Ghosts rather well too.) With this EV spread, Houndour capitalizes on the item Eviolite to have quite considerable bulk, while retaining sufficient damage out put. Houndour's new found bulk lets it tank a +2 Hidden Power Fighting from Misdreavus which is quite a feat. Houndour also still musters 14 attack which is powerful enough to effectively Pursuit trap Misdreavus. Any Misdreavus with HP Fighting loses to a Sucker Punch + Pursuit combination while a Misdreavus lacking HP Fighting is able to live if Stealth Rocks are not up, though normally Houndour is switched in after Misdreavus has taken some damage so this isn't too much of an issue. Fire Blast is an option for a more powerful Fire STAB, but more often Flamethrower should be used as it is far more consistent and is not used often anyway. Will-o-wisp is used normally when predicting a physical attacker to switch in on Houndour, thus finding itself now crippled.

Good Teammates: A Rapid Spinner or Defogger is greatly appreciated as this allows Houndour to switch in with more ease, Drilbur and Archen are fine choices for this role. Something to absorb Knock Off is enjoyed and something to deal with the plethora of Fighting types in the tier is needed as well; Trubbish and Mienfoo both fit these niches and synergy with Houndour well.

What Counters It: Most powerful physical attackers counter Houndour, especially ones who simply shrug off Sucker Punch. Timburr and Scraggy are prime examples of a Houndour counter as long. Both can set up in Houndour's face fearing little while, thanks to Guts and Shed Skin. Drilbur is also able to KO Houndour, but takes a fair amount of damage from Sucker Punch and fears the burn as it switches in.

Any Addition Info: Houndour involves a lot of mind games as the opponent may try to dodge the Sucker Punches and avoid being trapped by Pursuit. Be aware of this heading into the battle. Also Pawniard is a more effective offensive check to Misdreavus; depending on your if your team builds a lot of momentum, Pawniard might be better suited to your team.

[What to use]


Houndour @ Life Orb
Ability: Flash Fire
Level: 5
EVs: 236 Spd / 196 Atk / 36 SAtk / 40 SDef
Lonely Nature / Hasty Nature
IVs: 0 HP
- Fire Blast
- Sucker Punch
- Pursuit
- Protect / Substitute

Roles: Pursuit Trapper, Mixed Attacker

What It Does: STAB Sucker Punch is the primary move, giving Houndour the ability to check top metagame threats such as Misdreavus, Abra, and Fletchling. Sucker Punch also causes numerous switches to be forced, allowing Hazards to rack up passive damage. Fire Blast is Houndour's Fire STAB of choice; its raw power is a force to be reckoned with and is amazingly hard to switch in on. With Knock Off rampant, many pokemon do not have an Eviolite scoring Houndour KOes frequently. Pursuit is used for trapping Ghosts and Psychic types as it allows has been. The final move is filler: Protect can be used to gaurd against Fake Out, extending Houndour's life span and Substitute lets Houndour capitalize on the many switches it forces.

Good Teammates: Mienfoo makes an excellent teammate for Houndour. Knocking Off the opposing teams Eviolites greatly increases Houndour's damage out put, allowing it to KO Evioliteless Mienfoo with Fire Blast. Spritzee doesn't care about too much of what checks/counter Houndour and can easily take the hits; Spritzee can also Wishpass into Houndour occasionally, letting it fire off more powerful STAB moves without having to worry about Life Orb recoil.

What Counters It: Houndour is extremely frail so anything that outspeeds or lives its powerful hits can defeat it. Most Fighting types easily counter Houndour, as do Tirtouga and most Chinchou variants. Porygon can abuse Trace to copy Flash Fire to wall Houndour as well.
 
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nv

The Lost Age
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[What To Use]

Croagunk

Croagunk @ Eviolite
Ability: Dry Skin
Level: 5
EVs: 132 HP / 28 Atk / 108 SAtk / 116 Def / 116 SDef
Quiet Nature
- Drain Punch
- Sludge Bomb
- Vacuum Wave
- Knock Off


Role: Bulky Attacker

What It Does: Croagunk walls Fighting types with ease. It's unique typing allows it to win against popular Fighting pokes, such as Mienfoo, Timburr, etc. and also threaten Fairies, mainly Spritzee, that the other Fighting types must use coverage to beat. It is also a great Pawn check as with the EV spread, Vacuum Wave OHKOes standard Pawn. Drain Punch is a great recovery move and has STAB to boot. Sludge Bomb threatens Spritzee and gets STAB, which other Fighting types cannot boast. Knock Off is for its ever-loving usefulness and even got a power buff this gen.

Good Teammates: To be honest, Croagunk is not one who needs teammates, but rather one who supports the team (a "gluemon" if you will). Croagunk's utility in LC is near unmatched since it is the only Fighting type to take neutral damage from Spritzee and be able to threaten it back. A team weak to Pawn or Spritzee really appreciates Gunk's ability to check both of these pokes effectively. Gunk also is able to take on the most common Shell Smashers as both Omanyte and Tirtouga STAB's are useless unless Omanyte is running EP and Tirt is running EQ, which are not that common. Croagunk's overall utility allows it fit on almost any team but it is hard to build a team around Croagunk.

What Counters It: Croagunk is countered by other Croagunk as it doesn't have any moves to hit them SE unless it is running something niche like EQ or Zen Headbutt. Speaking of EQ/Zen Headbutt, anything with that as their coverage, such as Carvanha, Scraggy, Tirt, etc. run it to beat Gunk, but Gunk takes these threats unless those pokes run EQ/ZH.

Any Additional Info: An LO + Nasty Plot set is plausible but Gunk is too frail to set up without Eviolite.


Vullaby

Vullaby (F) @ Berry Juice
Ability: Weak Armor
Level: 5
EVs: 236 SAtk / 76 Def / 196 Spd
Modest Nature
- Nasty Plot
- Dark Pulse
- Air Slash
- Heat Wave

Role: Special Sweeper, Set-up Sweeper

What It Does: Weak Armor Nasty Plot (WANP for short) Vullaby is an amazing and unexpected sweeper in the LC meta. Bulky Vullaby has fallen out of favor, but I believe this set keeps Vullaby relevant. The EV spread is simple, "max/max" Special Attack and Speed and the rest in Def to help tank hits even after -1. Most setup bait for Vullaby is the switches it forces when people think its the Bulky set and the hits it tanks due to its natural bulk. Berry Juice helps even more with the bulk as it allows for recovery as Offensive Vullaby cannot fit Roost onto its set.

Good Teammates: Good teammates are any momentum getters such as Cottonee, Diglett, and Missy. All of them learn Memento and synergizes well with Vullaby, forming the start to a decent team. Offensive Vullaby doesn't need wall broken down since it sets up and its STABs + Heat Wave means nothing can stand in its way at +2. The best partner I have found for this set is Cottonee since the combo of Encore and Memento means that Vullaby can switch in no matter what as Encore forces a switch and so does Memento.

What Counters It: Spritzee is the best counter as Vullaby only has a small 12.1% chance to 2HKO after a Nasty Plot whereas Spritzee has a 75% chance to OHKO with Moonblast. Vullaby would have to rely on hax (i.e. flinches) to beat Spritzee one on one. Checks like Defensive Tirt who can stomach a +2 Dark Pulse or +2 Air Slash and are not hurt by Heat Wave can wittle Vullaby down if Berry Juice has been used, although Tirt cannot switch into a +2 Dark Pulse.

Any Additional Info: Although Bulky Vullaby has fallen out of favor, it is still a decent threat but decided not to include it here since it is a completely different set than this one.
 
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finished defensive Archen, defensive tirt and fletch http://www.smogon.com/forums/threads/lc-teambuilding-project.3510659/#post-5561923

reserving Sash Abra, standard Cottonee, standard Timburr and Ferroseed
[what to use]


Abra @ Focus Sash
Ability: Magic Guard
Level: 5
EVs: 200 Spd / 240 SAtk
Timid Nature
- Psychic
- Shadow Ball
- Dazzling Gleam / Hidden Power Fighting
- Protect
Role: Revenge Killer, Special Sweeper
What It Does: If played correctly, Abra should always be able to KO a Pokemon on the opponents team unless they have like 6 special walls. With Focus Sash and Magic Gaurd the only thing that can break Abra's focus sash is it actually being attacked which is easier said then done since Abra reaches 20 Special attack with a Timid nature and 19 Speed. Focus Sash ensures it gets a free hit one something and its coverage is excellent which along with its special attack is why it is often able to pick off something. Psychic is a powerful STAB that hits all the fighting-types in the tier super effectively except for Scraggy and is therefore the move of choice, Shadow Ball allows it to hit Misdreavus super effectively. The Next move slot is up to the user either way one of Scraggy or Pawnaird will be able to beat you but having extra coverage against either Dark-types or Steel-types is cool. Protect is to avoid Fake Out KOing it when it is on its Sash.
Good Teammates: Powerful special sweepers make good partners with Abra since it can soften up special walls over time. Nasty Plot Misdreavus and Shell Smash Omanyte immediately come to mind. Hazard setters are also appreciated to weaken things withing Koing range for Abra.
What Counters It: Some bulky Pokemon are able to live hits and beat Abra, Porygon can Thunderwave it making it easier to KO by slower Pokemon, can use Recover to heal damage and Tri Attack / Shadow Ball is a 2HKO Lickitung can also take hits heal of damage with Wish and Protect and do damage to it. Depending on the coverage that Abra uses it will always be defeated by something. Lack Of HP Fighting and Pawnaird beats it. After its Focus Sash has been removed it is much easier to beat with any priority moves doing the Trick aside from Fake Out due to Protect, and faster scarfers.
Any Additional Info: People that think Abra isn't that good need to get their brain examined and I have also seen Energy Ball used on some of these sets to nail Water-types but I think its other coverage options are two important and you don't want to lose Protect because a lot of people still run Fake Out Mienfoo

For some reason the sprites aren't showing up on my comp today and it won't let me c/p them from the sprite dex so I will ignore it for now

[what to use]
Cottonee (F) @ Eviolite
Ability: Prankster
Level: 5
EVs: 116 HP / 196 Def / 196 SDef
Impish Nature
- Encore
- Dazzling Gleam / Giga Drain
- Knock Off / Stun Spore / Taunt / Memento
- Knock Off / Stun Spore / Taunt / Memento


Role: Support, Stall Breaker
What It Does: With Cottonee's handy resistances to types such as Fighting, Electric, Water, Ground, etc and a great supportive movepool to abuse with Prankster Cottonee finds its place on many LC teams. It is quite versatile too, can work on a defensive core in a balanced or semi stall team with Prankster options like Subseed avialble and it can work on more offensive teams supporting set up sweepers with options like Stun Spore, Memento, Knock Off and Encore. Dazzling Gleam and Giga Drain give you coverage on either Fighting-types like Mienfoo or Water-types like Chinchou. Alternatively you could run both on the one set but that comes at the expense of losing a Prankster abusing option or Knock Off. The ability to use Knock Off is great, because Cottonee can't do to much damage offensively unless it can hit something super effectively and Knock Off still gives it a way to threaten Pokemon that are staying in against it. Encore its absolutely crucial on this set, it lets Cottonee act as a check to Misdreavus, not letting it set up with Nasty Plot, it lets you stop pretty much any set up sweeper and turns the momentum in your teams favour.
Good Teammates: Sweepers love the oppurtinities that Cottonee gives to let them set up. Something being locked into a stupid move with Encore, a pokemon being Memento'd, Stun Spore'd makes it much easier to set up a Nasty Plot on with your Misdreavus or a Belly Drum with Zigzagoon. It's Knock Off also helps sweepers KO Pokemon easier. Pokemon that counter Fletchling make great partners because it has priority Acrobatics which can KO Cottonee with ease. Shell Smash Omayte and Tirtouga come to mind because they can set up on Fletchling, and Cottonee can make it easy for them to gain set up oppurtunities because of what I mentioned above.
What Counters It: Fletchling is the main one, beats it with super effective Acrobatics, doesn't care about Knock Off or Giga Drain because it normally carries no item and Giga Drain is resisted, with priority Acrobatics, it doen't really care about Stun Spore that much either. Foongus resists its Stabs, can't be stun spored and can KO it with 4x effective Sludge Bomb. Unless running SubSeed, Cottonee doesn't have much oppurtunities to heal itself either so it can be constantly worn out through the course of a battle untill it can be taken out. Pawnaird has super effective STAB Iron Head to deal with it too.
Any Additional Info: SubSeed is also a cool option on Cottonee, as is Choice Item switcheroo sets

[what to use]
Ferroseed @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 84 HP / 36 Atk / 188 Def / 148 SDef / 36 Spd
Careful Nature
IVs: 0 Spd
- Stealth Rock / Spikes
- Thunder Wave / Protect / Spikes
- Leech Seed
- Bullet Seed

Role: Support, Hazard Setter
What It Does: While often overlooked as a bulky Grass-type, Ferroseed does have access to a good support movepool and is a good counter to Sturdy Smashers and Chinchou who are quite common in the metagame. It is blessed with learning both Stealth Rock and Spikes, allowing the player use Ferroseed as a hazard setter even if they already have Stealth Rock on another member, Or both could be used on the one set however this does limit Ferroseeds survivablity because it wouldn't be able to use Leech Seed + Protect for recovery. Thunder Wave can also be used in that slot to reduce the effectiveness of Mienfoo's and other's that often switch in. Bullet Seed is the prefered attack move to break through Sturdy on Pokemon like Dwebble, Tirtouga, Onix so that they can't abuse Berry Juice to its fullest potential.
Good Teammates: Sweepers enjoy hazard support of course to let them KO Pokemon easier and same goes with Thunderwave. If using Ferroseed on a defensive core, then something to handle Fighting-types is crucial, Spritzee makes a good defensive core with Ferroseed, able to scare off Fighting-types and heal Ferroseed via Wish however this core still has problems with Fire-types, and stuff like Magnemite and Croagunk so keep that in mind while teambuilding.
What Counters It: With Fire being 4x super effective to it naturally Pokemon like Larvesta, Vulpix and Ponyta cause an issue, Fighting-types can also exploit it's only other weakness, so Pokemon like Timburr, Mienfoo, Scraggy can all beat it with no trouble. Although more scarce than the Sturdy variant, Magnet Pull Magnemite will beat Ferroseed very easily, can't be paralyzed by Thunder Wave either.
Any Additional Info: It is often ignored in teambuilding over Pokemon like Cottonee and Foongus who are also bulky Grass-types that have good utility, but are not weak to Fighting and have other useful perks (prankster, regen) However Ferroseed can still prove useful for its hazard setting abilities
 
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[what to use]

Hippopotas @ Eviolite/Smooth Rock
Ability: Sand Stream
Level: 5
EVs: 132 HP, 20 Atk, 212 Def, 100 SpD, 20 Spe
Impish Nature
-Stealth Rock
-Slack off
-Rockslide/Whirlwind/Crunch
-Earthquake

Role:
Tank, Physical Wall, Special Wall, Lead, Hazard Setter, Support

What it does:
Hippopotas' main role in LC is to set up sand whenever it switches in; despite the weather-nerf that drastically lowered the appeal of sand teams, sand is still a viable play style to utilize, both defensively and offensively. When the opponents' team is weakened enough (this means removing any priority or bulky pokemon that can take several hits), it is easy to sweep with powerful sand-rushing team mates such as drilbur. Sand can also be used on defensively-minded teams, in which it whittles away at the opposing pokemons' HP and gives your own rock-types a boost to the special defense. If you are using a team with dual sandrushers (Drilbur and sandshrew), the preferred item for hippo to be carrying is smooth rock. If you are building a stall team, eviolite gives hippopotas enough bulk to not only be a weather inducer but also check certain threats such as archen (given earthquake isn't your only attack). Additionally, Hippopotas' bulk with eviolite allows it to set up rocks in the majority of its matchups; defensive hippo beats out any defensive drilbur trying to spam rapid spin. Offensively-minded teams should set up rocks as soon as possible, even at the cost of Hippo's HP and longevity. However, do not set up rocks in a scenario when the opposing poke can easily kill you from 100% HP; at least set up rocks, survive, switch out, and have the capability to switch back in to re-induce sand. More conservative teams should set up rocks on pokemon that Hippo checks or counters.

Good teammates: Drilbur
(Sand rush makes it virtually impossible to outspeed without speed boosts or priority, and his stab earthquake can punch holes in opponents' teams), Sandshrew (Sandshrew's bulk with eviolite allows it to set up swords dance, use Sand rush's speed boost, and proceed to sweep teams. Generally, with sandrew, Hippopotas@smooth rock is preferred; Swords Dance can waste a vital turn.), Lileep (An extremely underated pokemon that gets a spD boost from sand and absorbs water attacks completely with storm drain. This is not only a good team mate for hippo but has excellent synergy with any other water-weak pokemon on a sand stall team.), Pawniard (It may seem like an odd team-mate, but if you aren't running something like crunch on hippo, things such as misdreavus easily stop hippo and occasionally set up on it. Pawniard can pursuit these threats or knock-off when the opponent is predicting a pursuit.), chinchou (chinchou can switch in and volt switch on any water type that threatens hippo with a scald or hydro pump. Also, it can heal bell when hippo is asleep [more on this later]).

What counters it:
Very few pokemon (that have the ability to hit hippo hard enough) enjoy switching into Hippo's STAB earthquake. Most of its counters are therefore powerful pokemon with levitate. When hippo runs whirlwind, it ensures that pokemon such as fletchling cannot set up on you and sweep you. However, Misdreavus is allowed to get off a powerful STAB shadowball on hippo that, if it holds smooth rock, hippo will not enjoy taking. Crunch is therefore a viable option, but it's not seen too often. Rock slide is a good attack for hitting flying types with defog such as archen, allowing you to wittle them down while they continually defog your rocks.
More "counters" for hippo are bulky pokemon that don't mind its hits, have a means of recovery, and can set up. In other words--Timburr. If defensive Hippo does not pack whirlwind, Timburr can bulk up and drain punch all day. It is advised to take care of this threat ASAP. Grass types, such as foongus, that can easily recover from its hits can also threaten hippo with a Giga drain and cripple team mate with spore. When facing a hippo-to-foongus match up, the best play is to generally stay in and let hippo get put to sleep; set up rocks if you haven't yet, and accept the incoming spore. Even when it's asleep, hippo can continue to switch in and set up sand, making it still an extremely useful pokemon. When I mentioned chinchou earlier, this situation is what I was referring to. You could heal bell this spore (only when foongus is dead, so that it doesn't get to put anything else to sleep), allowing chinchou to further prove itself a pretty good team mate for hippo.

Additional Info:

1. Leading: A lot of players will predict Hippopotas to lead the match. Consequently, they will oftentimes lead with a counter to it. In order to avoid giving your opponent this headstart, it is recommended to lead with a counter to their counter of Hippopotas. Because sand is only temporary in this generation, it's not always vital to lead with Hippo. Sometimes, simply switching hippo in to set up sand and die (It is, however, advised to keep hippo until at least mid game) is more efficient than constantly slacking off and wasting precious turns of sand.
2. Rocks or not?: Rocks imo. If there comes a situation where you continually have to spam rocks while they spam rapid spin, make sure you come out on top, or at least die with rocks on their field. If it's clearly a losing battle, like when you're facing a defogging vullaby with earthquake and crunch as your only attacking moves, I would definitely recommend switching out.
3. Tanking: Hippo equipped with eviolite is a fairly good tank. Pokemon such as abra with annoying sashes cannot 2hko defensive hippo without energy ball. The best course of action is to sponge a hit then proceed to earthquake (to break their sash). You can either sacrifice hippo from there (with a few turns of sand left, hopefully), or switch out to a revenge killer that can take one of its hits. Please note that this is risky against players in the higher ladder. Nonetheless, hippo can sponge a hit from troublesome pokemon and proceed to knock them out or hurt them with earthquake.
 
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Reserving Gastly

[what to use]

Gastly @ Life Orb
Ability: Levitate
Level: 5
EVs: 200 Spd / 200 SAtk / 80 SDef
Timid Nature
- Substitute
- Shadow Ball
- Sludge Bomb
- Hidden Power [Fighting]


Roles:Wall Breaker, Late Game Cleaner, Special Sweeper

What it Does: Gastly is an excellent wall breaker as, it breaks many common special walls, boasting 19 or 20 special attack. The evs are to maximize attack and speed. Life Orb maximizes damage output, while still letting Gastly switch moves. This set can be used to break Porygon and Pawniard, major threats to Gastly, as you can substitute on the predicted sucker punch against Pawniard and 2HKO Porygon with Sludge Bomb. Other walls this pokemon hurts are Spritzee and Cottenee This allows for an easier sweep for other special attackers such as Misdreavus, Omanyte, and Abra. Late game if there is nothing on your opponents team around full health or outspeeds. Gastly can then easily clean out an opponents team. Pokemon that can switch into Gastly include Ferroseed and Munchlax.

Good Teammates: Porygon makes an excellent partner as it deals with Abra and Misdreavus. Fighting types such as Croagunk, Mienfoo, and Timburr make great partners, same with Fairy types Spritzee, Snubull, and Cottonee as, they all enjoy a trubbishless world. Scraggy is good at removing Ghost and Psychic threats. Vullaby counters Drillbur which as, well as, providing Knock Off support on bulkier threats. Fighting types also make great partners because they remove bulky Normal and Dark type threats. Pursuit users Pawniard and Houndour are appreciated.

Counters/Checks: Not very many Pokemon can switch into Gastly as it can OHKO or 2HKO most of the common defensive walls or can Hypnosis or Substitute on the switch. Bulky Normals like Munchlax, Lickitung and Porygon as they can take a hit and threaten it will Pursuit, Knock Off and Shadow Ball respectively. Vullaby is a Pokemon that as falls under the bulky enough Pokemon as it can take a hit and KO with Knock Off. Dark types like Scraggy, Vullaby, and Pawniard can switch into Gastly's main stab Shadow Ball and OHKO with there stab but they have to beware of Dazzling Gleam and Hidden Power Fighting respectively. Faster Pokemon so anything from 83-102 19-20 Speed will outspeed but these Pokemon will have to beware the Scarf set. Priority from Fletchling, Pawniard, Tirtouga, Carvahna and many other users of priority that Gastly isn't immune to.

Additional Information: Gastly can also run a Substitute Disable set that works and can also run Scarf or Sash to act as a hard hitting revenge killer. Gastly gets excellent coverage with Thunderbolt, Energy Ball, Dazzling Gleam, and Psychic. It also gets Hypnosis and Sucker Punch. Remember Gastly isn't Misdreavus and shouldn't be used as such.

Code:
[hide]
196 SpA Life Orb Gastly Sludge Bomb vs. 236 HP / 76+ SpD Eviolite Porygon: 9-13 (34.6 - 50%) -- 0.4% chance to 2HKO
196 SpA Life Orb Gastly Sludge Bomb vs. 212 HP / 76 SpD Eviolite Spritzee: 23-31 (85.1 - 114.8%) -- 6.3% chance to OHKO
196 SpA Life Orb Gastly Shadow Ball vs. 36 HP / 0 SpD Eviolite Misdreavus: 18-26 (78.2 - 113%) -- 93.8% chance to OHKO
 
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Fiend

someguy
is a Social Media Contributoris a Top Contributoris a Top Team Rater Alumnusis a Community Leader Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnus
[What to not Use]

Squirtle @ Choice Scarf
Ability: Torrent
Level: 5
EVs: 196 SAtk / 4 SDef / 252 Spd / 4 HP
Modest Nature
- Aura Sphere
- Ice Beam
- Water Spout
- Hydro Pump

Roles: Revenge Killer, Late Game Cleaner

What it Does: Squirtle is able to utilize Choice Scarf to become a fairly offensive pokemon. Squirtle has a decent niche in Water Spout which allows for some solid revenge killing and is a respectable attack coming off of an alright 15 Special Attack. Water Spout will be used most often as it does the most damage as long as the target doesn't resist water. However if Squirtle is below 76% (16 HP), Hydro Pump becomes more powerful than Water Spout. Aura Sphere is used to hit bulky normal types, Pawniard, Scraggy, and Ferroseed for SE damage when Water Spout loses some of its base power. Lastly, Ice Beam is used to hit Grass types and the rare Dragon types harder.

Good Teammates: As do most pokemon, Scarfed Squirtle enjoys hazards off of its side of the field, allowing Water Spout to be as powerful as possible for as long as possible. Powerful wall breakers can greatly improve Squirtle's performance as does Knock Off. That being said, Pawniard makes a great ally for Squirtle as does LO Gastly.

What Counters It: Quite a bit counters Squirtle actually, and that's what makes it a poor choice. Priority is detrimental to it and forces it out. Squirtle also fails to KO most of the meta game and needs its tagret at 50% or less to revenge kill them with Water Spout. Groagunk is immune to Squirtle's STAB and is only hit neutrally. In retaliation, Croagunk is able to land strong Drain Punches to replenish the HP lost while making Squirtle even less of a threat. Bulky normal types (Porygon, Lickitung, and Munchlax) can use their recovery to surmount any threat Squirtle MIGHT pose. Bulky Fighting types, Timburr and Mienfoo especially, simply out damage the poor squirrel-turtle hybrid.

Any Additional Info: Squirtle can run a bulky set with Rapid Spin support, though it fails to have any offensive presence. Squirtle also lacks recovery options, preventing it from switching in too many times. However, it does have considerable bulk which gives it a slight niche over the more offensive Drilbur. A dual priority set with Fake Out + Aqua jet can also be used, but that honestly isn't very good in the current metagame and it is outclassed by Croagunk in doing it. (Croagunk uses Vacuum Wave or Bullet Punch in place of Aqua Jet.) So please, try to avoid using Squirtle unless in the unlikely event it is perfect for your team and is exactly what you need. Instead, try Chinchou if a scarfer is what you desire or Kabuto or Staryu if you want a bulky water type spinner.

196+ SpA Squirtle Water Spout (150 BP) vs. 0 HP / 236+ SpD Eviolite Timburr: 12-15 (50 - 62.5%) -- guaranteed 2HKO
196+ SpA Squirtle Water Spout (150 BP) vs. 156 HP / 196 SpD Eviolite Mienfoo: 12-15 (52.1 - 65.2%) -- guaranteed 2HKO
196+ SpA Squirtle Water Spout (150 BP) vs. 36 HP / 0 SpD Eviolite Misdreavus: 12-15 (52.1 - 65.2%) -- guaranteed 2HKO
196+ SpA Squirtle Aura Sphere vs. 236 HP / 76+ SpD Eviolite Porygon: 10-12 (38.4 - 46.1%) -- guaranteed 3HKO
Why can't something with Water Spout be good?

[what to use]

Gastly@Life Orb
Ability: Levitate
Level: 5

Evs: 200Spd/ 200SAtk/108SDef
Timid/Modest Nature
Ivs: 31/31/30/30/30/30
Shadow Ball
Hidden Power[Fighting]
Sludge Bomb
Substitute/Dazzling Gleam
Uh, you're post looks a little funky, but that's probably alright. You are also lacking the roles section for Gastly though.
 
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Staryu @ Eviolite
Ability: Natural Cure
Level: 5
EVs: 36 HP / 200 SAtk / 252 Spd
IVs: 31/0/31/31/31/31
Timid Nature
- Hydro Pump
- Thunderbolt
- Rapid Spin
- Recover


Reserved: lickitung.
 
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Aerow

rebel
is a Tiering Contributor Alumnusis a Contributor Alumnus
Due to Smogon being down for maintenance for many hours, everyone who have reserved a Pokemon before this post have 24 hours of extra work time. I have also updated the OP with rules and also added most of the sets.

RZL2000, your Gastly analysis is very thin with content, and is also written in a wrong format. Please fix this. :)
 

Fiend

someguy
is a Social Media Contributoris a Top Contributoris a Top Team Rater Alumnusis a Community Leader Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnus
[What to use]

Taillow @ Choice Scarf
Ability: Scrappy
Level: 5
EVs: 236 Spd / 236 Atk / 36 HP
Jolly Nature
- U-turn
- Return
- Brave Bird
- Quick Attack / Steel Wing

Roles: Revenge Killer

What It Does: Taillow has an incredible niche as a revenge killer, capable of outspeeding the standard Shell Smasher sets and Sun sweepers. With this EV spread, the coveted 19 speed tier is obtained and Taillow's attack is maximized. The remainding 36 EVs go into HP permitting Taillow to switch in on Stealth Rocks an extra time. U-turn is decently powerful move which helps your team build momentum throughout the match and is capable knocking out some neutral targets fairly easily. Return is a very spammable STAB thanks to Scrappy and is what you'll be using most often. Brave Bird the most powerful move on this set, and acts as a Flying STAB. Theireis a downside however: the recoil and Stealth Rock damage quickly wear down on Taillow. Lastly, Quick Attack is used for the priority it adds to your team; Quick Attack is rarely used however since Taillow is blisteringly fast anyway. Thus Steel Wing is a semi-viable alternative to hit Rock types for SE damage allowing Archen to not sponge you hits nearly as well, though often you shouldn't be staying in on any Rock types to begin with.

Good Teammates: Miefoo makes a great pairing with Taillow as Mienfoo easily softens up
the opponent with Knock Off, Drain Punch, and even Fake Out. Mienfoo is also able to deal with most of what troubles Taillow, providing a nice switch in for when things are looking poor. Fletchling and Taillow perform wonders together as well. Taillow can wear down much of what lies in the way of a Fletchling sweep or Fletchling can punch holes in unprepared teams letting Taillow clean up. Hazard control is heavily recommended and Drilbur, Staryu, and the like provide this wonderfully.

What Counters It: Bulky Normal types hardly care what Taillow does to tcan throw at them as they can easily recover off the damage, just wasting Taillow's time. Ferroseed just sits there, easily sponging Taillow's hits while dealing passive damage with Iron Barbs. Ferroseed can also set up Stealth Rocks which Taillow despises and Thunder Wave Taillow making it practically useless. Priority also checks Taillow as Taillow is so frail. Fletchling is an excellent user of priority and can OHKO 83.1% of the time from full. Archen stops Taillow stone cold a large portion of the time, as long as Steel Wing is missing from the set. Magnemite simply does not care about Taillow's antics either. Hardly anything a physical Taillow does will dent Magnemite who easily switches in and KOes with Volt Switch.

Any Additional Info: Taillow can opt to run a more powerful Guts set with Toxic/Flame Orb, though Priority becomes even more of an issue. On this set, the EVs stay the same, but Return is dropped for Facade and Quick Attack may be changed out for Protect. A Specs Taillow is also desirable; this set runs a Timid Nature with an EV spread of 36 HP / 36 Defense / 196 Special Attack / 236 Speed and a move set of Boomburst / Hidden Power Fighting / Air Slash / U-turn with the ability Scrappy. U-turn is for momentum, Hidden Power Fighting is for Steel and Rock types (who otherwise wall you), Boomburst is your primary STAB, and Air Slash is the Flying STAB of choice.
 
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Max Carvalho

Que os jogos comecem
Going to reserve Zubat as a hazard remover Shieldon as a hazard setter ( both what not to use) and Abra as a Revenge Killer (what to use.).
 

Fiend

someguy
is a Social Media Contributoris a Top Contributoris a Top Team Rater Alumnusis a Community Leader Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnus
[What not to use]

Pichu @ Life Orb
Ability: Lightningrod
Level: 5
EVs: 36 HP / 240 SAtk / 196 Spd
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power [Grass]
- Signal Beam

Roles: Special Sweeper?

What It Does: Dies Pichu is inherently weak, frail, and slower than it would like to be. The EV spread trys to accommodate this as best as it can, letting Pichu hit 16 speed with a Timid nature and 13 Special Attack with 19 HP, granting another hit with Life Orb. Life Orb is the item of choice as it makes Pichu able to do some damage, while hardly affecting its atrocious bulk. Very rarely will Pichu be able to set up a Nasty Plot, however, when it does, it actually packs a punch. Lighting Rod is superior to Static as it allows Pichu to switch in on Electric attacks and gain a 1.5 boost to Special Attack, going nicely with Nasty Plot. But Pichu's move pool is as bad as its bulk, preventing it from really doing anything with these boosts. Thunderbolt is Pichu's preferred STAB as it does not miss, unlike Thunder, and is more powerful than Discharge. Hidden Power Grass is one of the few options Pichu has to hit Ground types, and offers a chance to KO Berry Juice Chinchou at +3. Finally, Signal Beam is all Pichu has to hit Grass types, though only neutrally.

Good Teammates: Hazard setters are about all that really can help Pichu. Pichu will often be switching into a Scarfed Chinchou or Magnemite going for Volt Switch, forcing a switch. Because of this, Dweeble or Ferroseed's Stealth Rocks and Spikes will be extraordinarily helpful for wearing down the opponent. Sticky Web slows all grounded pokemon to the point were Pichu can forgo a Timid Nature and choose a Modest one for a slight damage increase.

What Counters it: Far too much counters Pichu for it to truly ever be effective. Diglett and Porygon get special mentions. Diglett traps Pichu, outspeeds with Earthquake, and is immune to Thunderbolt. Porygon can Trace Lighting Rod making Pichu's STAB worthless and the rest of its moves too weak to harm Porygon. Non-Choice locked Chinchou can use Scald to easily beat Pichu while taking hardly 40% from HP Grass (no boosts). Foongus is yet another problematic mon for Pichu, as Pichu doesn't go nearly enough it it ever. Being Spored also is very hard to avoid. Misdreavus, Carvahna, and Mienfoo are all able to beat Pichu while it does little to nothing in return. Anything that outspeeds Pichu and can hit if with a Neutral STAB is a problem for it.

Any Additional Info: Elekid is basically Pichu, but faster, more powerful, and has an actual move pool. The only advantages thing about Pichu is the ability Lighting Rod which makes it more powerful than Elekid if it manages to pick up the boost. Pichu can also decide to go a physical route, with either Choice Band of Life Orb viable. However, its physical move pool is about as bad as its special one. Volt Tackle / Fake Out / Return or Facade / Iron Tail is the best it can do, yet this is still a poor set. Don't use Pichu.


[What not to use]

Roggenrola @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 SDef / 36 Def
Adamant Nature
IVs: 29 HP
- Stealth Rock
- Rock Blast
- Earthquake
- Return / Protect

Roles: Lead

What It Does: Roggenrola has one set it can viable run: a suicide lead. The purpose of this set is to get Stealth Rock on the field as quickly as possible, then do some damage to the opposing team until it dies. Stealth Rock is a fantastic move which grants passive damage and breaks most Focus Sashes and Sturdys, perfect for most teams. Rock Blast is used over Stone Edge as it can break through Substitutes, is more accurate, and does similar damage. Earthquake is gives Roggenrola amazing coverage with Rock Blast, though sadly it is not STAB boosted. Return can be used as it is about the only other offensive option available to Roggenrola, though Protect is also an option allowing Fake Out to be negated to maintain Sturdy. Neither option has much of an impact since Roggenrola won't be around for long.

Good Teammates: Hyper Offensive teams like the support of suicide leads, and thus Misdreavus, Pawnaird, and Fletchling make Roggenrola as valuable as possible. They each benefit from rocks greatly while Misdreavus is able to block Rapid Spin and Pawniard is able to dissuade users from going for Defog, effectively keeping these beneficial hazards up for longer.

What Counters it: Knock Off, Drilbur, Defog, Rapid Spin ect. Knock off ruins both Sturdy and Berry Juice, basically letting Roggenrola barely get up rocks. Drilbur can KO through Sturdy thanks to Mold Breaker and even Rapid Spin if Roggenrola does actually get up Rocks. Either form of hazard removal, when successful, ends Roggenrola's life work.

Any Additional Info: Roggenrola is not good; don't use it. It was cursed to be in a metagame where Onix, Dweeble, and even Geodude reside. All three manage to outclass it by some margin which makes Roggenrola very unappealing. The most viable set it can run is a Suicide Lead abusing SturdyJuice, though the previous three do it much more efficiently.


[What not to use]

Swablu @ Eviolite
Ability: Natural Cure
Level: 5
Shiny: Yes
EVs: 160 HP / 36 Atk / 36 Def / 236 SDef / 36 Spd
Careful Nature
- Roost
- Toxic / Haze
- Return
- Pluck

Roles: Mixed Wall

What It Does: Swablu is surprisingly bulky, but absurdly weak. It also has an offensive move pool that as shallow as a child's pool. Swablu can barely make ends meet for its offensive needs; Return makes an adequate Normal STAB and is semi-powerful while Pluck is the most powerful Flying STAB Swablu gets, at a pathetic 60 base power. The next move, Roost, allows Swablu to actually have a use. Roost enables Swablu to survive for a large amount of time and use Toxic to stall out some attackers. Haze can be used over Toxic to not have Swablu be set up fodder for Spritzee or anything else it can only hit neutrally, though Toxic can dissuade from set up as well. The ability Natural Cure also gives it the ability to absorb status which might be valuable.

Good Teammates: Wallbreakers such as Corphish surprisingly help Swablu out greatly; with walls broken or eliminated, Swablu has an easier time stalling out opponents. Drilbur is useful for eliminating Poison and Steel types who are immune to Swablu's main source of damage: Toxic.

What Counters it: Anything immune to Toxic walls Swablu and can eventually force it out or kill it. Offensive Rock types are also a massive thorn in Swablu's side as they can normally at least 2HKO it. Knock Off turns Swablu into an inferior Aipom making it all but worthless.

Any Additional Info: Please do not use Swablu, ever. Porygon does the same roll 200% better as do so many other times. Just don't use it, you'll thank us later.
 
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Aaron's Aron

A concussion update in my info tab
I am unreserving Clamperl because I feel like even though I could do it, someone with more experience should write it so that it is the best it can be. Instead, I reserve Cubone for what not to use.
 
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Aerow

rebel
is a Tiering Contributor Alumnusis a Contributor Alumnus
I have already done Sash, I did mention LO in additional information iirc but regardless Max you can do LO Abra
Uhm, this isn't correct. Hakumen reserved Abra before you did actually, but I let it go since I guess Abra needs two analyses anyway, because the Life Orb and Sash sets are pretty different in use. :) So yeah, LO Abra are already reserved and Sash is completed. Sorry.

Before reserving a analysis next time, I strongly recommend using CTRL + F, to see if it's already taken or not. :)
 
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