Resource Team Shop 2.0

doomsday doink

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Approved by: macle
Hosted by: Mambo, Corporal Levi, Rowan, QuoteCS, kingmidas, apt-get, Amaura
(Shamelessly) stolen from: Trinitrotoluene


Rowan edit: We're sorry that team shop has been behind with request, we are hoping that with summer, activity will increase this project. Remember, that this is a project run by LC volunteers who don't actually have any obligation to fulfil your requests, so please don't nag too much, friendly reminders are fine though. This thread is designed for newer users who haven't quite got the hang of teambuilding yet. If you are a known LCer with a good handle on the metagame, maybe it's best if you refrain from posting here, to give the newer players the priority.


I'm gonna keep the explanation short n' sweet. If you're having trouble building a team around something, this is the place to post. I and a few others will be putting our teambuilding capabilities on sale, building a team around your Pokemon / core. We'll then post the team with a brief explanation as to why we chose to use what we did and the team will then be placed in the post below this one.

Also, if we haven't gotten to your request yet, it's probably because a) we're busy because we have lives outside of Pokemon, b) we're working on other players' teams or c) you posted something really terrible that doesn't comply with the guidelines below.
Rules:
- Have a one paragraph description with the core (and sets if possible) you want us to build around and a slight idea of what kind of team you want the end result to be. If your post doesn't meet this criteria, your team will not be built and your post will most likely be deleted.
- Do not post asking us to make use of uncompetitive Pokemon. This is not a competition to see how good we are at team building; this is us trying to educate people on what is good and how to build effective teams.
- Do not flame people for asking for a certain Pokemon or that they can't build one themselves.
- Each user is allowed one request per two weeks and any user found requesting multiple will have their post deleted
- Please remember that these teams are first drafts and as such will not be perfect. Edit them as you please.
- On that note, you are free (and highly encouraged) to suggest and post changes / critiques you've made to already posted teams that you feel improve them.
- Please refrain from posting teams unless you are an "employee," but if you feel that you would be a valuable asset to the construction of a certain team, PM me.

This is pretty much a revamped version of the first Team Shop, as it became rather uncontrollable during and after SPLC. If you posted a request for a team and we didn't make your team, feel free to post again. The "employees" of the Team Shop have also shifted a bit to accommodate LOA's and inactivities.

Requests:
Inkay
Skrelp Rain / Skrelp Webs
LO Magby

LO Snivy Webs
Larvitar + Croagunk
Meowth
Totodile
Bulbasaur Sun
Carvanha + Larvesta + Archen
Soak Chinchou
Tyrunt + Trubbish
Froakie Webs
Goldeen
Spikes Offense
VenoHex Gastly
 
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doomsday doink

v̶̱̅i̵̢̕l̶̦̈́ļ̵͗a̷̙̓g̸͈͝ę̵̎ ̵̱̌g̷̭͆û̷̦a̵̰͛ȓ̶̜d̸
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Inkay Balance

Inkay @ Berry Juice
Ability: Contrary
Level: 5
EVs: 12 HP / 244 Atk / 172 Def / 68 SpD
Adamant Nature
- Superpower
- Psycho Cut
- Knock Off
- Taunt

Larvesta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 HP / 76 Atk / 236 Def / 76 SpD / 36 Spe
Careful Nature
- U-turn
- Flare Blitz
- Morning Sun
- Will-O-Wisp

Magnemite @ Choice Scarf
Ability: Analytic
Level: 5
EVs: 240 SpA / 236 Spe
Timid Nature
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Grass]

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

Chespin @ Eviolite
Ability: Bulletproof
Level: 5
EVs: 68 HP / 28 Atk / 156 Def / 236 SpD
Impish Nature
- Seed Bomb
- Synthesis
- Drain Punch
- Spikes

Archen
Ability: Defeatist
Level: 5
EVs: 180 Atk / 76 Def / 196 Spe
Jolly Nature
- Stealth Rock
- Acrobatics
- Earthquake
- Rock Slide


LO Magby Offense

Magby @ Life Orb
Ability: Vital Spirit
Level: 5
EVs: 236 Atk / 252 Spe
Jolly Nature
IVs: 0 HP
- Fire Punch / Flare Blitz
- Mach Punch
- Thunder Punch
- Return

Archen
Ability: Defeatist
Level: 5
EVs: 76 HP / 20 Atk / 156 Def / 4 SpA / 196 Spe
Jolly Nature
- Acrobatics
- Roost
- Stone Edge
- Heat Wave

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

Axew @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 68 HP / 140 Atk / 36 Def / 36 SpD / 220 Spe
Adamant Nature
- Dragon Dance
- Dual Chop
- Poison Jab / Iron Tail
- Superpower

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

Tentacool @ Berry Juice
Ability: Liquid Ooze
Level: 5
EVs: 196 HP / 76 Def / 196 SpD / 40 Spe
Calm Nature
- Thief
- Scald
- Rapid Spin
- Hidden Power [Psychic]


Larvitar + NP Croagunk
Larvitar @ Toxic Orb
Ability: Guts
Level: 5
EVs: 36 HP / 244 Atk / 36 Def / 188 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Dragon Dance
- Crunch

Croagunk @ Eviolite
Ability: Dry Skin
Level: 5
EVs: 52 HP / 116 Def / 188 SpA / 116 SpD / 36 Spe
Modest Nature
- Nasty Plot
- Vacuum Wave
- Shadow Ball
- Sludge Bomb

Pawniard @ Berry Juice
Ability: Defiant
Level: 5
EVs: 76 Atk / 36 Def / 196 SpD / 196 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Taunt

Pumpkaboo-Super @ Eviolite
Ability: Frisk
Level: 5
EVs: 204 HP / 36 Def / 236 SpD / 28 Spe
Careful Nature
- Shadow Sneak
- Bullet Seed
- Synthesis
- Will-O-Wisp

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

Fletchling
Ability: Gale Wings
Level: 5
EVs: 156 HP / 196 Atk / 92 Def / 52 SpD
Adamant Nature
- Acrobatics
- Tailwind
- U-turn
- Roost


Rain Dance Webs feat. Skrelp
Skrelp @ Life Orb
Ability: Adaptability
Level: 5
EVs: 36 HP / 36 Def / 196 SpA / 36 SpD / 200 Spe
Timid Nature
- Sludge Wave
- Substitute
- Hydro Pump
- Hidden Power [Psychic]

Surskit @ Focus Sash
Ability: Swift Swim
Level: 5
EVs: 36 HP / 36 Atk / 196 SpA / 236 Spe
Hasty Nature
- Rain Dance
- Scald
- Protect
- Sticky Web

Cranidos @ Life Orb
Ability: Sheer Force
Level: 5
EVs: 236 Atk / 36 Def / 212 Spe
Jolly Nature
- Fire Punch
- Rock Slide
- Zen Headbutt
- Substitute

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

Gastly @ Life Orb
Ability: Levitate
Level: 5
EVs: 40 Def / 200 SpA / 200 Spe
Timid Nature
- Hidden Power [Fighting]
- Shadow Ball
- Sludge Bomb
- Substitute

Magnemite @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 240 SpA / 236 Spe
Modest Nature
- Volt Switch
- Flash Cannon
- Endure
- Hidden Power [Ground]
 
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Berks

has a Calm Mind
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ooo first

So Aj and I built a cool team around BJ Inkay and Scarf Larvesta, and I wanna see how much better the official shop could do


Core name: Larvayyy
Sets
Inkay @ Berry Juice
Ability: Contrary
Level: 5
EVs: 12 HP / 244 Atk / 172 Def / 68 SpD
Adamant Nature
- Superpower
- Psycho Cut
- Knock Off
- Hypnosis

Larvesta @ Choice Scarf
Ability: Flame Body
Level: 5
EVs: 76 HP / 236 Atk / 196 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Wild Charge
- Zen Headbutt / Morning Sun

Here's how Larvayyy digs. Inkay is a very dangerous mon, with really good coverage. Ghosts who could tank Superpower don't wanna take Night Slash, Darks who could take Psycho Cut cower at Superpower, etc. When Inkay comes in on something it threatens, your opponent becomes forced to predict. With Hypnosis, Inkay nullifies whatever your opponent brings in to stop it, which is absolutely lordly. However, Inkay features a 2x weakness to Fairy and a super weird 4x Bug weakness. Larvesta resists both of those types, and since most users of those types of moves use them as coverage or aren't meant particulary for offense (i.e. Snubbull, any U-Turn) Larv can forgo Eviolite's bulk for the ability to viciously outspeed and fulfill my scarf lust. Obviously hazard removal is key and I'm excited to see the other options y'all come up with! [/paragraph]

Let's see if this iteration of the Team Shop's first team can be such a force as snovanha
 
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(Repost from old team shop)

So I used to play LC a bit before ORAS, and decided to get back into it. I have no experience in LC post-ORAS, and my teambuilding skills suck wherever I try. So I saw this thread and decided ehh, Wynaut? So I looked at what I wanted and settled on this little fellow:
Skrelp seems like a pretty cool mon. One of my favorite evolution-families between him and Dragalge. So to have more to build around, I'd like to put it on a rain/sticky webs team. I never used a rain team before, but I can already imagine the power that Skrelps Scald/Hydro Pump/Waterfall (if physical, not sure how that would work) would do in the rain. I do have experience with sticky webs, though, as I have used it on past LC teams, and I found that, unlike the other tiers, they seem much more viable. Considering Skrelps rather poor speed stat, having sticky webs to alleviate that would be usefull.

I'm fine if you settle on just one of those two team types, as doing too much can make a team very hard to successfully use. I don't care what is decided to be better, I'll be eternally grateful for either of them. But if you do successfully find a way to combine these two together, I'll probably find out where you live and give you a hug (don't let that dissuade you from trying, tho!) In the end, I just need an intro team to the new ORAS LC meta, so I can learn from it and be able to build on my own.

I look forward to seeing what can be created. Thanks!

(Edit: forgot to mention, I have experience in both HO and balance, so either format would be fine by me.)
 

Holiday

on my best behavior
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As great of a LC player I am, I've been having difficulty making a team that supports Life Orb Magby. Hits hard af and has good coverage in TPunch, Fire Punch, Return, and Mach Punch doing wonders on most LC Pokemon.
 
I've been having trouble recently building a Sticky Web team that supports Life Orb Snivy effectively with a timid spread with 236 Spa and 176 speed with Leaf Storm, Giga Drain, Substitute, and Knock Off that allows it to function against many other faster mons in the tier such as abra, Gastly, Foo, scarf chou, and others.
 

doomsday doink

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H&MBerkeley, here's your team built around Inkay and Larvesta. We chose to change up the Larvesta set due to Choice Scarf being kinda "meh" overall and not aiding Inkay in its destruction. The Inkay set remains the same except for the addition of Taunt, which I personally found to be quite helpful for crippling opposing fatmons and firing off a couple of Superpowers / Knock Offs (but Hypnosis is still just as good, up to personal preference really). If you wanted, you could also try a TR set to actually sweep, but it doesn't help the rest of the team at all. The Larvesta is standard defensive, checking Pawniard and U-turners quite well. Magnemite provides good synergy with Inkay as it can severely damage switch-ins that Inkay doesn't like, such as Ponyta; it also provides the team with a means of RKing fast mons. Larvesta always needs some hazard removal and Staryu adds to the synergy of the team well, checking Water-types, Fighting-types (Croagunk mainly) and absorbing status. Chespin completes the FWG core and can set up Spikes throughout the match, as well as handle Foongus, Gastly, etc. Archen provides Stealth Rock and a hard check to FletchDig and Fletchling in general. Itemless allows it switch into Knock Off and fire off strong Acrobatics from Turn 1. The team is cool but the weakest link is honestly Inkay and if you wanted a really solid squad I'd recommend replacing Inkay, as it offers little to the defensive or offensive synergy of the team and is a rather mediocre mon to begin with. Good luck!
Inkay @ Berry Juice
Ability: Contrary
Level: 5
EVs: 12 HP / 244 Atk / 172 Def / 68 SpD
Adamant Nature
- Superpower
- Psycho Cut
- Knock Off
- Taunt / Hypnosis

Larvesta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 HP / 76 Atk / 236 Def / 76 SpD / 36 Spe
Careful Nature
- U-turn
- Flare Blitz
- Morning Sun
- Will-O-Wisp

Magnemite @ Choice Scarf
Ability: Analytic
Level: 5
EVs: 240 SpA / 236 Spe
Timid Nature
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Grass]

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

Chespin @ Eviolite
Ability: Bulletproof
Level: 5
EVs: 68 HP / 28 Atk / 156 Def / 236 SpD
Impish Nature
- Seed Bomb
- Synthesis
- Drain Punch
- Spikes

Archen
Ability: Defeatist
Level: 5
EVs: 180 Atk / 76 Def / 196 Spe
Jolly Nature
- Stealth Rock
- Acrobatics
- Earthquake
- Rock Slide
 

I'd like to request a Bulky Offense team built around this core I came up with involving DD Larvitar, and Croagunk. I just randomly decided that I wanted to use Larvitar, mainly to see if it is viable at all in LC, and upon looking at his main checks: Fighters, Waters, and Grasses, I noticed that Croagunk happens to check a good amount of mons of those types. This core still gets absolutely annihilated by Ground types though, so that will obviously need to be addressed with the rest of the team, but I think this core has a bit of potential.
Larvitar @ Eviolite
Ability: Guts
Level: 5
EVs: 36 HP / 188 Atk / 36 Def / 36 SpD / 188 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Dragon Dance
- Facade / Crunch / Superpower


Croagunk can do whatever set you feel is best, as I'm still up in the air for which I think is best, probably will depend on the rest of the team. But anyway, I look forward to seeing what the team shop can come up with.
 
Mambo, I just have a question. First I just want to know if Fletchling isn't a problem for this team ?
Lack of BJ + Roost + Offensive Spread makes Archen pretty weak with Fletch tbh.
200+ Atk Fletchling Acrobatics (110 BP) vs. 0 HP / 76 Def Archen: 8-9 (36.3 - 40.9%) -- guaranteed 3HKO

So it means that Archen can check it. But if Archen arrives on a Acrobatics, and if Fletch is full-life (Who is not impossible at all), Fletch wins almost always :
180 Atk Defeatist Archen Stone Edge vs. 156 HP / 92 Def Fletchling: 18-24 (78.2 - 104.3%) -- 6.3% chance to OHKO

Then you have Chespin, who take huge damages on Acro (But true, Chespin isn't OHKO)
28 Atk Chespin Drain Punch vs. 156 HP / 92 Def Fletchling: 6-8 (26 - 34.7%) -- 0.9% chance to 3HKO
As we can see, he has difficulties to hit fletch.

If Larvesta is weakened a little, this is a problem too :
200+ Atk Fletchling Acrobatics (110 BP) vs. 76 HP / 156 Def Eviolite Larvesta: 18-24 (78.2 - 104.3%) -- 6.3% chance to OHKO
Inkay is 2HKOed quite easily. And Magnemite is a sure check, but can take a Overheat on a switch.
Staryu is ok.

You doesn't have a real counter, a lot of checks but probably no more. If they are weakened, by hazards for exemple (And Staryu can't spin if there is a Pump in the other team), in late game, probably fletch can destroy a part of the team. But tbh, that's just a question, I just want to understand if you consider fletch like a threat for this team :) .
 

doomsday doink

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is a Tutor Alumnusis a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Mambo, I just have a question. First I just want to know if Fletchling isn't a problem for this team ?
Lack of BJ + Roost + Offensive Spread makes Archen pretty weak with Fletch tbh.
200+ Atk Fletchling Acrobatics (110 BP) vs. 0 HP / 76 Def Archen: 8-9 (36.3 - 40.9%) -- guaranteed 3HKO

So it means that Archen can check it. But if Archen arrives on a Acrobatics, and if Fletch is full-life (Who is not impossible at all), Fletch wins almost always :
180 Atk Defeatist Archen Stone Edge vs. 156 HP / 92 Def Fletchling: 18-24 (78.2 - 104.3%) -- 6.3% chance to OHKO

Then you have Chespin, who take huge damages on Acro (But true, Chespin isn't OHKO)
28 Atk Chespin Drain Punch vs. 156 HP / 92 Def Fletchling: 6-8 (26 - 34.7%) -- 0.9% chance to 3HKO
As we can see, he has difficulties to hit fletch.

If Larvesta is weakened a little, this is a problem too :
200+ Atk Fletchling Acrobatics (110 BP) vs. 76 HP / 156 Def Eviolite Larvesta: 18-24 (78.2 - 104.3%) -- 6.3% chance to OHKO
Inkay is 2HKOed quite easily. And Magnemite is a sure check, but can take a Overheat on a switch.
Staryu is ok.

You doesn't have a real counter, a lot of checks but probably no more. If they are weakened, by hazards for exemple (And Staryu can't spin if there is a Pump in the other team), in late game, probably fletch can destroy a part of the team. But tbh, that's just a question, I just want to understand if you consider fletch like a threat for this team :) .
Like you mentioned, Archen is a good check already. Plus, if you predict the Overheat, you can bring in the Archen or Staryu or something. Magnemite's taking Acro like a champ so it just comes down to whether or not you play around the (rather uncommon imo) Overheat well enough.

196+ Atk Fletchling Acrobatics (110 BP) vs. 0 HP / 0 Def Magnemite: 3-4 (15.7 - 21%) -- possible 5HKO

Yeah Fletch is a threat, but the team has two fast means of checking it and KOing it back. You don't need two Shieldons on a team to successfully check Fletchling, the limitations on its U-turning and the fact that both Pokemon aren't completely rekt by Diglett are entirely enough.
 
{Reposting this from old thread}

Usually just a lurker but I've been playing around with Meowth but have so far been incapable of building a squad that I actually enjoy. Pairing it alongside Mienfoo is what I'd want; the two have pretty good offensive synergy together. The most commonly used mon that Meowth can't touch is Pawniard which Mienfoo does a good job of checking. Meowth also appreciated free switch-ins which Mienfoo provides with U-turn. So a team using those would be nichze :^]

Meowth @ Life Orb
Ability: Technician
Level: 5
EVs: 236 Atk / 36 SpD / 196 Spe
Jolly Nature
IVs: 0 HP
- Fake Out
- Feint
- Knock Off
- Aerial Ace

There's the Meowth set, I've been darting around multiple Mienfoo sets myself so I won't put a particular one here :v No surprise that the team will end up being offensively oriented.
 

Berks

has a Calm Mind
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
H&MBerkeley, here's your team built around Inkay and Larvesta. We chose to change up the Larvesta set due to Choice Scarf being kinda "meh" overall and not aiding Inkay in its destruction. The Inkay set remains the same except for the addition of Taunt, which I personally found to be quite helpful for crippling opposing fatmons and firing off a couple of Superpowers / Knock Offs (but Hypnosis is still just as good, up to personal preference really). If you wanted, you could also try a TR set to actually sweep, but it doesn't help the rest of the team at all. The Larvesta is standard defensive, checking Pawniard and U-turners quite well. Magnemite provides good synergy with Inkay as it can severely damage switch-ins that Inkay doesn't like, such as Ponyta; it also provides the team with a means of RKing fast mons. Larvesta always needs some hazard removal and Staryu adds to the synergy of the team well, checking Water-types, Fighting-types (Croagunk mainly) and absorbing status. Chespin completes the FWG core and can set up Spikes throughout the match, as well as handle Foongus, Gastly, etc. Archen provides Stealth Rock and a hard check to FletchDig and Fletchling in general. Itemless allows it switch into Knock Off and fire off strong Acrobatics from Turn 1. The team is cool but the weakest link is honestly Inkay and if you wanted a really solid squad I'd recommend replacing Inkay, as it offers little to the defensive or offensive synergy of the team and is a rather mediocre mon to begin with. Good luck!
Inkay @ Berry Juice
Ability: Contrary
Level: 5
EVs: 12 HP / 244 Atk / 172 Def / 68 SpD
Adamant Nature
- Superpower
- Psycho Cut
- Knock Off
- Taunt / Hypnosis

Larvesta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 HP / 76 Atk / 236 Def / 76 SpD / 36 Spe
Careful Nature
- U-turn
- Flare Blitz
- Morning Sun
- Will-O-Wisp

Magnemite @ Choice Scarf
Ability: Analytic
Level: 5
EVs: 240 SpA / 236 Spe
Timid Nature
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Grass]

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

Chespin @ Eviolite
Ability: Bulletproof
Level: 5
EVs: 68 HP / 28 Atk / 156 Def / 236 SpD
Impish Nature
- Seed Bomb
- Synthesis
- Drain Punch
- Spikes

Archen
Ability: Defeatist
Level: 5
EVs: 180 Atk / 76 Def / 196 Spe
Jolly Nature
- Stealth Rock
- Acrobatics
- Earthquake
- Rock Slide
Already I'm having a great time with this team, team/10 imo. However, like you said, Inkay is a pretty weak point. What would you suggest replacing it with should it be replaced?
 

Fiend

someguy
is a Social Media Contributoris a Community Leaderis a Community Contributoris a Top Contributoris a Top Team Rater Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnus
LC Leader

Magby @ Life Orb
Ability: Vital Spirit
Level: 5
EVs: 236 Atk / 252 Spe
Jolly Nature
IVs: 0 HP
- Fire Punch / Flare Blitz
- Mach Punch
- Thunder Punch
- Return

Archen
Ability: Defeatist
Level: 5
EVs: 76 HP / 20 Atk / 156 Def / 4 SpA / 196 Spe
Jolly Nature
- Acrobatics
- Roost
- Stone Edge
- Heat Wave

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

Axew @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 68 HP / 140 Atk / 36 Def / 36 SpD / 220 Spe
Adamant Nature
- Dragon Dance
- Dual Chop
- Poison Jab / Iron Tail
- Superpower

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

Tentacool @ Berry Juice
Ability: Liquid Ooze
Level: 5
EVs: 196 HP / 76 Def / 196 SpD / 40 Spe
Calm Nature
- Thief
- Scald
- Rapid Spin
- Hidden Power [Psychic]

Cheek Pouch, here's your Heavy Offense team based around Life Orb Magby. Magby has Fire Punch over Flare Blitz as with Flare Blitz, it kills itself far too quickly to be useful; it is otherwise the same as you asked. Due to you wanting this to be an offensive team, I added itemless Archen as it pairs decently with Magby and provides a solid Fletchling answer while granting a check to fighters. Heat Wave may seem redundant with Magby present, but it enables you to lead with Archen and typically eliminate opposing leads of Mienfoo and Ferroseed. It also 2HKOes Pawniard and Magnemite which is a nice bonus. Diglett was the next choice, as it allows for Chinchou to be revenge killed and provides general utility in Memento and Stealth Rock. This pairs well with Axew, who was chosen over more traditional set up sweepers as it can break past Abra, isn't outright revenge killed by Fletchling, and doesn't open the team up to a larger Chinchou weakness. Poison Jab and Iron Tail are up to preference Mienfoo was added to aid Axew's efforts of sweeping, as it lures in Spritzee and switches into Pawniard. Feint is an odd choice, but it is used to break Abra's sash in a pinch as well as can rk random threats. This team needed a spinner and a Fairy resist, so naturally Tentacool fit perfectly. Scald and Thief wear down opposing teams decently, with Thief being used over Knock Off as it gives Tentacool the ability have a second wind. HP Psychic is the 4th move chosen as it surprises Croagunk which is otherwise a pain. The largest weaknesses with this team are Scarf Magnemite, Chinchou, and Abra, however, those are inherently weakness with offensive teams and these can be played around anyway.
Good luck!
 
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Magby @ Life Orb
Ability: Vital Spirit
Level: 5
EVs: 236 Atk / 252 Spe
Jolly Nature
IVs: 0 HP
- Fire Punch / Flare Blitz
- Mach Punch
- Thunder Punch
- Return

Archen
Ability: Defeatist
Level: 5
EVs: 76 HP / 20 Atk / 156 Def / 4 SpA / 196 Spe
Jolly Nature
- Acrobatics
- Roost
- Stone Edge
- Heat Wave

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

Axew @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 68 HP / 140 Atk / 36 Def / 36 SpD / 220 Spe
Adamant Nature
- Dragon Dance
- Dual Chop
- Poison Jab / Iron Tail
- Superpower

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

Tentacool @ Berry Juice
Ability: Liquid Ooze
Level: 5
EVs: 196 HP / 76 Def / 196 SpD / 40 Spe
Calm Nature
- Thief
- Scald
- Rapid Spin
- Hidden Power [Psychic]

Cheek Pouch, here's your Heavy Offense team based around Life Orb Magby. Magby has Fire Punch over Flare Blitz as with Flare Blitz, it kills itself far too quickly to be useful; it is otherwise the same as you asked. Due to you wanting this to be an offensive team, I added itemless Archen as it pairs decently with Magby and provides a solid Fletchling answer while granting a check to fighters. Heat Wave may seem redundant with Magby present, but it enables you to lead with Archen and typically eliminate opposing leads of Mienfoo and Ferroseed. It also 2HKOes Pawniard and Magnemite which is a nice bonus. Diglett was the next choice, as it allows for Chinchou to be revenge killed and provides general utility in Memento and Stealth Rock. This pairs well with Axew, who was chosen over more traditional set up sweepers as it can break past Abra, isn't outright revenge killed by Fletchling, and doesn't open the team up to a larger Chinchou weakness. Poison Jab and Iron Tail are up to preference Mienfoo was added to aid Axew's efforts of sweeping, as it lures in Spritzee and switches into Pawniard. Feint is an odd choice, but it is used to break Abra's sash in a pinch as well as can rk random threats. This team needed a spinner and a Fairy resist, so naturally Tentacool fit perfectly. Scald and Thief wear down opposing teams decently, with Thief being used over Knock Off as it gives Tentacool the ability have a second wind. HP Psychic is the 4th move chosen as it surprises Croagunk which is otherwise a pain. The largest weaknesses with this team are Scarf Magnemite, Chinchou, and Abra, however, those are inherently weakness with offensive teams and these can be played around anyway.
Good luck!
Bro that's extremely weak to win conditions like Tirt, Shellder, Omanyte, Zigzagoon, and more. Your team hates Fletch and especially Gothita. These weaks are pretty glaring and the team overall only pressures through Axew, which isn't really all that difficult to beat. This isn't a rate so I'll keep it short, but imo you really need to tweak some sets/use better Pokemon suited for certain roles. Axew is a glaring issue as it's your only real wincon, and not a particularly great one at that. HO teams also need safety nets, and I think yours especially wants Magnemite to deal with Shell Smashers.
 

Fiend

someguy
is a Social Media Contributoris a Community Leaderis a Community Contributoris a Top Contributoris a Top Team Rater Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnus
LC Leader
Bro that's extremely weak to win conditions like Tirt, Shellder, Omanyte, Zigzagoon, and more. Your team hates Fletch and especially Gothita. These weaks are pretty glaring and the team overall only pressures through Axew, which isn't really all that difficult to beat. This isn't a rate so I'll keep it short, but imo you really need to tweak some sets/use better Pokemon suited for certain roles. Axew is a glaring issue as it's your only real wincon, and not a particularly great one at that. HO teams also need safety nets, and I think yours especially wants Magnemite to deal with Shell Smashers.
You're not wrong in that it has weaknesses, however nothing, save possibly Tirtouga and Zigzagoon, tend to sweep through it by the virtue of its offensive pressure. Unless you find yourself horribly outplayed, getting swept shouldn't happen commonly. These pokemon don't set up and have full health basically every time. The largest issues are with things that can take damage when they set up, so Berry Juice pokemon and those with Memento support. Magby is able to do a clean 50% to the Oma and Tirt while Tentacool can do enough to Shellder typically allow it to die to Magby as well; these pokemon can't easily set up on anything, unless they want to risk the Scald burn, or have Sturdy intact. Zigzagoon needs -2 things to set up on, but is otherwise a non issue, though admittedly the only thing that lives a hit is Archen and that is only when SR is not in play. I would go so far to argue you're weak to Zig if you lack a Ghost though. Fletchling can be a problem, but generally it dies trying to set up or it attacks once (twice maybe) and then dies. Its U-turns are rather annoying, though, but usually it simply fails to do more than a Mienfoo does. The SR weakness really bites it in the ass here. Scarf Mienfoo is a slight problem itself, though it lacks a lot of Eviolite Mienfoo's utility in switching into shit; Tentacool lives at least 3 hits from anything save Knock Off. If it comes in on a HJK, it lives, heals, steals the Scarf, then attacks 1 more turn. If they Knocked Off as you went to Tentacool, Archen gets a free kill. Gothita does remove some key members, but so does Diglett. Diglett can also trap Gothita and beats it 1v1, unless SR is up which shouldn't be if it just trapped Tentacool, but then anything else revenge kills Gothita. Feint + Sucker Punch does enough to beat Goth as well, so you shouldn't lose more than 1 pokemon. Potentially losing 2 pokemon is major though, but its not game ending and happens when you are already at the disadvantage anyhow. Hell, if you're in a situation where Axew sweeps, you could sac Tentacool or Mienfoo, then set up on Gothita.

Magnemite would make the team weaker to Pawniard and Drilbur, which are rather decent threats to anything primarily offense based. Making the team Heavy Offense heightens this by a noticeable degree as well. We can look at Abra, but this causes issues with Shellder still, and makes Pawniard and Fletchling more annoying. The two least useful members on the team are Magby and Axew, but one is what the team is centered around while the other there simply due to it beating key things such as Abra, while not getting revenge killed/losing to certain pokemon ie Fletchling, Chinchou, Timburr, Corphish etc. A safety net doesn't fit in the team well unless you slow it down or remove Axew the wincon, or simply doesn't handle enough threats to be good enough.

It's a team heavily reliant on its own offensive pressure to handle other teams. It has the bare necessities for switchins, but it otherwise is a team meant to attack and not try to take hits. The team requires making very, very few mistakes, but it does what is is supposed to. There are bad matchups versus some teams, some teams are just horrible for it to face, but the bad matchup can be surmounted via good plays and brute force.
 
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This threat debut 2 webs team at once

#websareback


Also I want to ask for a team with the new Sheer force totodile, I have builded something and it looks really fun and real, I hope you guys are in good shape to build with this new toy of LC.

Sheer force make totodile a really good sweeper reaching 21 speed when DD is UP, enjoy :)
 
Joltage[/USER] ]
Larvitar @ Toxic Orb
Ability: Guts
Level: 5
EVs: 36 HP / 244 Atk / 36 Def / 188 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Dragon Dance
- Crunch

Croagunk @ Eviolite
Ability: Dry Skin
Level: 5
EVs: 52 HP / 116 Def / 188 SpA / 116 SpD / 36 Spe
Modest Nature
- Nasty Plot
- Vacuum Wave
- Shadow Ball
- Sludge Bomb

Pawniard @ Berry Juice
Ability: Defiant
Level: 5
EVs: 76 Atk / 36 Def / 196 SpD / 196 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Taunt

Pumpkaboo-Super @ Eviolite
Ability: Frisk
Level: 5
EVs: 204 HP / 36 Def / 236 SpD / 28 Spe
Careful Nature
- Shadow Sneak
- Bullet Seed
- Synthesis
- Will-O-Wisp

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

Fletchling
Ability: Gale Wings
Level: 5
EVs: 156 HP / 196 Atk / 92 Def / 52 SpD
Adamant Nature
- Acrobatics
- Tailwind
- U-turn
- Roost

Joltage here is your bulky offense team a la NP croagunk and the updated larvitar set, toxic orb is what you always want on it and I changed the evs around to make up for lack of eviolite so more in hp less in defenses and max attack. Stone edge is replaceable as well as crunch but they are the best fit imo. Both wear down each others checks/can set up on the others answers, like fires and fletchling for larvitar whom check croagunk, and fighting/water types for croagunk, who check larvitar. Figured knock off support was good for larv/croagunk as both are sorta weak and drilbur won't be to hard for an offensive team to cover so pawniard went in as a main check to flying types and overall tank with taunt to insure you can win wars vs bulky stuff like vullaby/porygon lacking hp fighting, and same with foongus. It also wears down fire types since they cannot recover or wisp. Priority lastly to mess with other offensive teams. The evs keep good attack, 14/13 bulk with berry juice lets it check overheat fletchling and miscellaneous special attackers better than eviolite, since it goes back to full after tanking it. Pumpkaboo sorta kills momentum but eh, wisp + priority is cool and it helps with drilbur and special attackers, as chinchou is a major pain to the team if it makes a predict. Next I realized 0 fire answers bar larvitar which is easy to wear down, resulting in sash diggy, which gives SR and memento for support, while trapping pesky fires. Added fletchling because tailwind + overall nuking fighting/grass types is good for a team like this (40 speed diglett is also fun). Its a little foongus weak and you can run LO on diglett if you want because no hazard removal but its your choice.

Edit: Fucked up notification thing so if someone can tell joltage if they see him k ty.
 

Sebberball

formerly BoXeD

Bulbasaur @ Life Orb
Level: 5
Ability: Chlorophyll
EVs: 240 SpA / 240 Spe
Modest Nature
- Sludge Bomb
- Giga Drain
- Sleep Powder
- Hidden Power Fire

hello good sirs/madams, i would like a sun team in LC built around this bulbasaur, bulbasaur is one of my favorite LC sun sweepers, so i would like a team that doesn't suck, built around it (i suck at LC team building XD), i would like it offensive if that is possible... and name them funny things is that is possible!
plz + TY


EDIT: change the set in any way you please!
 

eren

je suis d'ailleurs

Core Name: CarVestChen :]
Carvanha @ Life Orb
EVs: 236 Spe / 196 Atk / 36 SpD / 36 Def
Jolly / Adamant Nature
- Protect
- Waterfall
- Aqua Jet / Destiny Bond
- Crunch

Larvesta @ Eviolite
EVs: 196 Spe / 76 Atk / 236 Def
Jolly / Adamant Nature
- Morning Sun
- U-turn
- Flare Blitz
- Will-o-Wisp

Smh Wheres ur cute sprite (Archen) @ Berry Juice
Level: 5
Ability: Defeatist
EVs: 76 HP / 156 Atk / 76 SpD / 196 Spe
Jolly Nature
- Stealth Rock
- Rock Slide
- Acrobatics
- U-turn


This is a VoltTurn core centered around bringing in Carvanha in safely and being able to do tons of work to opposing teams. Initially, when I was building, I chose Larvesta to help aid Carvanha due to its ability to check Fighting Types such as Croagunk very well, and it also helps dealing with bulky grass types that threaten Carvanha such as Chespin. After this, I realized I need a fletch check that could support the team. I chose Sr U-turn Archen again to pivot and also set up rocks. However, whenever I try building with it, I always seem to lack something, be it a check to abra or just a good glue mon in general. Please help me make destroy people with Carvanha :].

Note: I would prefer VoltTurn, as this is my favorite style of LC, yet any sort of Offense or Balance would be great. Feel free to change sets and/or spreads. Thanks friends :]
 
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Welp
Ive given into peer pressure
I would like to request a webs team with this little gem

Chinchou (M) @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 52 Def / 232 SpA / 224 Spe
Timid Nature
- Volt Switch
- Scald
- Soak
- Hidden Power [Ground]

I really love this set, and its ultra fun predicting switches and soaking :]
I just want a nice web team including this and I would prefer spinarak over surskuit but either works.

thanks :D
 
Soooo, while I'm waiting for my other team to be built, I decided to fill up my time by putting in another request to wait on. It's been over two weeks since my post and, tbf, that's a repost of a post I put in on the first of March. Now, what do I want to build a team around? Well, unfortunately Brazilian Army took my first idea. But ya know what else learns Dragon Dance but is actually a dragon? This Guy:

Tyrunt seems like a lot of fun to use. And, while Dragon Dance does seem nice, I'm actually leaning towards Rock Polish to make it more of a cleaner. I'll leave it to you guys as to what you think is best for the team. Attack-wise: Stone Edge, Dragon Claw, and Earthquake are probably the way to go, but Poison and Fire Fang seem to be nice coverage options as well.

Now, as to what to pair it with, it really comes down to the team type, which is either balance or HO. While I'm tempted to keep web hype going, I'm gonna have to refrain. I was looking at Trubbish for Ballance or Croagunk for Offense. It was tough, but I decided to go with what I have less experience and skill with teambuilding-wise, which is Balance. Also, my previous request will more than likely be HO, anyway, so I wanna do something different. Thus, my core is complete with everyone's favorite piece of garbage: Trubbish

Trubbish and Tyrunt go with each other pretty well. Tyrunt, despite its fearsome look, is afraid of things like fairies and the ever present fighting types. Trubbish can switch in on these things and can scare them right off. It also can lay down spikes, which can really help with Tyrunt sweeping and cleaning (now an image of Tyrunt holding a broom trying to clean as a bag of garbage throws spikes on the ground trying to help just went through my head...) It's not all good, though. Both are scared of the quaking ground and the Tyrunt-Trubbish relationship is pretty one-sided, as Tyrunt can't do as much for Trubbish as Trubbish does for him. But that's why we have 6 team slots, so it's all good.

Here are the sets:
Tyrunt @ Eviolite
Level: 5
Ability: Strong Jaw
EVs: (Don't know crap about Evs. Go with what you think)
Adamant/Jolly Nature
- Dragon Dance/Rock Polish
- Dragon Claw
- Stone Edge
- Earthquake

Trubbish @ Berry Juice
Level: 5
Ability: Sticky Hold
EVs: (Same as above)
??? Nature
- Spikes
- Recycle
- Gunk Shot
- Drain Punch

Thanks for taking your time to build the team. Can't wait to try it out once it's finished. Thanks!

(PS: Sorry for the length of the post. I appearantly just like to talk a lot.)
 

Corporal Levi

ninjadog of the decade
is a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Site Content Manager Alumnusis a Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnus
Sorry again for the delay Bostonl1, but here's the team -
Skrelp @ Life Orb
Ability: Adaptability
Level: 5
EVs: 36 HP / 36 Def / 196 SpA / 36 SpD / 200 Spe
Timid Nature
- Sludge Wave
- Substitute
- Hydro Pump
- Hidden Power [Psychic]

Surskit @ Focus Sash
Ability: Swift Swim
Level: 5
EVs: 36 HP / 36 Atk / 196 SpA / 236 Spe
Hasty Nature
- Rain Dance
- Scald
- Protect
- Sticky Web

Cranidos @ Life Orb
Ability: Sheer Force
Level: 5
EVs: 236 Atk / 36 Def / 212 Spe
Jolly Nature
- Fire Punch
- Rock Slide
- Zen Headbutt
- Substitute

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

Gastly @ Life Orb
Ability: Levitate
Level: 5
EVs: 40 Def / 200 SpA / 200 Spe
Timid Nature
- Hidden Power [Fighting]
- Shadow Ball
- Sludge Bomb
- Substitute

Magnemite @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 240 SpA / 236 Spe
Modest Nature
- Volt Switch
- Flash Cannon
- Endure
- Hidden Power [Ground]


This team is mostly based around webs; Surskit does have Rain Dance, but it's mostly just a filler move, since Surskit doesn't need much other than Sticky Web / Water-type STAB / Protect. The Surskit set is just the standard Webs setter that usually leads.
Skrelp is usually seen with an Eviolite because it is far too slow to sweep with a Life Orb, but I figured it could be useful here with webs support to break down switch-ins for Gastly, one of the team's main win conditions, to sweep later, as the extra power can be a nasty surprise to specially defensive walls, opposing Skrelp, and whatever else tries to switch in. Hidden Power Psychic is specifically for Croagunk, which heavily threatens the entire team otherwise. Substitute is used as the filler move to ease prediction, block paralysis, and get around Sucker Punch. 13 Speed is necessary to outspeed Abra after webs, which you will usually need to sack a Pokemon to take down. A team as offensive as this one does not usually mind sacking teammates, but if you feel that Fighting-types are becoming overwhelming, Eviolite is still a solid item choice.
Gastly and Cranidos are what you'll usually be trying to play towards a sweep with, just because they're very powerful so it's easy to do so. Cranidos ties with anything up to Choice Scarfed 17 Speed Pokemon or slower after factoring in webs, and has the power to cleanly OHKO almost anything not holding an Eviolite as well as a good number that do. Zen Headbutt is primarily for Skrelp and various Fighting-types, which are annoying for most teams and especially for this one; keep in mind, though, that fast Mienfoo is the only one it can commonly OHKO without them having been slightly weakened beforehand. Fire Punch is primarily for Steel-types like Ferroseed and Pawniard; it may seem odd on a team with Rain Dance, but Surskit won't be focusing on getting rain up, and even if it does, stalling out four turns shouldn't be too troublesome. Substitute is included for the same reason as it is on Skrelp. Although weaknesses to Mach Punch, Vacuum Wave and Aqua Jet are troublesome, Cranidos greatly benefits from a resistance to Fletchling's Acrobatics.
Gastly is running a standard Life Orb attacking set, and is a third Substitute user to mess with opposing Pawniard. Unlike most other members of the team, it is naturally very fast, allowing it to outspeed Archen, and even most Choice Scarf users after webs. Although its frailty will make it difficult to safely switch into Drilbur or Staryu, Gastly's mere presence on a team can act as a deterrent for Rapid Spinners.
A standard Eviolite Pawniard set provides Knock Off support against Fighting-type switch-ins in particular so that Gastly and Cranidos can clean through them, as well as powerful priority in case opposing offensive Pokemon get out of hand. Instead of running Brick Break like most webs Pawniards do, I figured three Substitute users would be enough for enemy Pawniard, and Stealth Rock is helpful for just about any offensive Pokemon.
Endure Magnemite is the team's safety net, able to use Endure to ensure Berry Juice is activated and then take advantage of Sturdy to take a hit and revenge-kill key threats, even if Magnemite is not at full health. Volt Switch is used as the Electric-type STAB move of choice to keep momentum for the team. Because the power of the team means that it is unlikely for the opposing team to be able to set a sweeper up more than once, Recycle isn't hugely necessary. Instead, Hidden Power Ground heavily damages Chinchou.
edit: whoops, meant HP Ground > Grass

Mambo will be doing your trubbish/tyrunt request
 
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sam-testings

What a beautiful face, I have found in this place
I would like to request a webs team with Froakie. ( I'm sorry this is probably like the billionth webs team you've made guys ). I have always thought froakie would have potential in LC as a sweeper just as its evolution does in OU, but its speed ties and many other things prevent it from doing so. I think a web would be able to circumvent this, but i could never get the right team for it. Halp please?
 
Sorry again for the delay Bostonl1, but here's the team -
Skrelp @ Life Orb
Ability: Adaptability
Level: 5
EVs: 36 HP / 36 Def / 196 SpA / 36 SpD / 200 Spe
Timid Nature
- Sludge Wave
- Substitute
- Hydro Pump
- Hidden Power [Psychic]

Surskit @ Focus Sash
Ability: Swift Swim
Level: 5
EVs: 36 HP / 36 Atk / 196 SpA / 236 Spe
Hasty Nature
- Rain Dance
- Scald
- Protect
- Sticky Web

Cranidos @ Life Orb
Ability: Sheer Force
Level: 5
EVs: 236 Atk / 36 Def / 212 Spe
Jolly Nature
- Fire Punch
- Rock Slide
- Zen Headbutt
- Substitute

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

Gastly @ Life Orb
Ability: Levitate
Level: 5
EVs: 40 Def / 200 SpA / 200 Spe
Timid Nature
- Hidden Power [Fighting]
- Shadow Ball
- Sludge Bomb
- Substitute

Magnemite @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 240 SpA / 236 Spe
Modest Nature
- Volt Switch
- Flash Cannon
- Endure
- Hidden Power [Ground]


This team is mostly based around webs; Surskit does have Rain Dance, but it's mostly just a filler move, since Surskit doesn't need much other than Sticky Web / Water-type STAB / Protect. The Surskit set is just the standard Webs setter that usually leads.
Skrelp is usually seen with an Eviolite because it is far too slow to sweep with a Life Orb, but I figured it could be useful here with webs support to break down switch-ins for Gastly, one of the team's main win conditions, to sweep later, as the extra power can be a nasty surprise to specially defensive walls, opposing Skrelp, and whatever else tries to switch in. Hidden Power Psychic is specifically for Croagunk, which heavily threatens the entire team otherwise. Substitute is used as the filler move to ease prediction, block paralysis, and get around Sucker Punch. 13 Speed is necessary to outspeed Abra after webs, which you will usually need to sack a Pokemon to take down. A team as offensive as this one does not usually mind sacking teammates, but if you feel that Fighting-types are becoming overwhelming, Eviolite is still a solid item choice.
Gastly and Cranidos are what you'll usually be trying to play towards a sweep with, just because they're very powerful so it's easy to do so. Cranidos ties with anything up to Choice Scarfed 17 Speed Pokemon or slower after factoring in webs, and has the power to cleanly OHKO almost anything not holding an Eviolite as well as a good number that do. Zen Headbutt is primarily for Skrelp and various Fighting-types, which are annoying for most teams and especially for this one; keep in mind, though, that fast Mienfoo is the only one it can commonly OHKO without them having been slightly weakened beforehand. Fire Punch is primarily for Steel-types like Ferroseed and Pawniard; it may seem odd on a team with Rain Dance, but Surskit won't be focusing on getting rain up, and even if it does, stalling out four turns shouldn't be too troublesome. Substitute is included for the same reason as it is on Skrelp. Although weaknesses to Mach Punch, Vacuum Wave and Aqua Jet are troublesome, Cranidos greatly benefits from a resistance to Fletchling's Acrobatics.
Gastly is running a standard Life Orb attacking set, and is a third Substitute user to mess with opposing Pawniard. Unlike most other members of the team, it is naturally very fast, allowing it to outspeed Archen, and even most Choice Scarf users after webs. Although its frailty will make it difficult to safely switch into Drilbur or Staryu, Gastly's mere presence on a team can act as a deterrent for Rapid Spinners.
A standard Eviolite Pawniard set provides Knock Off support against Fighting-type switch-ins in particular so that Gastly and Cranidos can clean through them, as well as powerful priority in case opposing offensive Pokemon get out of hand. Instead of running Brick Break like most webs Pawniards do, I figured three Substitute users would be enough for enemy Pawniard, and Stealth Rock is helpful for just about any offensive Pokemon.
Endure Magnemite is the team's safety net, able to use Endure to ensure Berry Juice is activated and then take advantage of Sturdy to take a hit and revenge-kill key threats, even if Magnemite is not at full health. Volt Switch is used as the Electric-type STAB move of choice to keep momentum for the team. Because the power of the team means that it is unlikely for the opposing team to be able to set a sweeper up more than once, Recycle isn't hugely necessary. Instead, Hidden Power Grass heavily damages Chinchou.

Mambo will be doing your trubbish/tyrunt request
So this is what it's like to have a good team 0.0
This team has so far been really fun to use. I am really enjoying it and have found good success with it. Nothing is more satisfying than seeing a pawniard on the opposing team, as all the sub users just laugh in its face. My Skrelp needs glasses, though. It can't hit a Hydro Pump if it's life depended on it (and, most of the time, it's life does depend on it). Otherwise, Skrelp has put in work all the while impressing everyone who faces it. I am deffinitely satisfied with the team. One question I do have is, in your description, you mention that HP Grass is used on Magnemite for Chinchou, but the importable uses HP Ground. HP ground works just as well, but I wanted to make sure this is what you intended. Tbh, hp ground has been very useful, so I may keep it unless hp grass is just that more important.
Thanks for the team!
 

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