Examples and Viability Ranking of Team Types

Corporal Levi

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Credits to Rowan for parts of the OP


Preliminary Team Types Viability Rankings


Drawn by talented artist Glassglaceon


Welcome to the LC team types ranking project. In this project, we will "tier" every type of team commonly seen in ladder and tourney play based on consistent effectiveness. An initial tier list has already been made; if you think something should be moved up or down, post in this thread with your reasoning on why, and the change may be enacted. However, please post solid arguments as to why this is; you'll need to convince everybody else given the subjective nature of this thread, so one-liners won't cut it. Posting strong teams of a given style and/or replays of these teams being used can help (although the opposite does not apply).

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Viability Ranking Council
For more controversial cases, the viability ranking council will vote on a team type's tiering.

Anybody on the LC Pokemon Viability Ranking Council
Glassglaceon
Corporal Levi
Obvious Power

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Tier List

Here is the tier list itself, along with rough definitions for each tier.
Keep in mind that some of these may overlap on each other, with some team types (eg Quickpass) more likely to overlap than others (eg Hazard Stall).
Also note that these are very subjective (of course), so do not, for whatever reason, take any of these to heart. It is also very important to note that, as is the case for any viability thread, player ability is, in general, far more important in terms of the outcome of the match than the type of team. As such, do not be discouraged from using a team style because of its ranking here (unless it's E or Fiend Hound rank because then it sucks); after all, this list is to subjectively rank how competitively viable a team style is, not how much fun it is to use!
Here is a spreadsheet that roughly describes how certain archetypes fare against another:

+ is a positive match-up.
o is a neutral match-up.
- is a negative match-up.
This is to be read horizontally, such that Sun Offense has a positive match-up against Hail Offense.
Except in some specific cases, like those concerning full Baton Pass chains, good plays are much more important in deciding a match's outcome than the match-up between the overall archetypes of two teams. As such, an avid user of Rain Offense will, for example, probably have beaten Bulky Offense at some point. Try to back up arguments for changing this chart with general arguments instead of anecdotal evidence.

If you have an example of a solid team that falls under one of these categories and wouldn't mind sharing it, feel free to post it in this thread and I may add it in this list as an example of the team type.

S-Rank
These team types are ridiculously strong and have a great matchup against most, if not all of the metagame.
Voltturn
Larvesta (M) @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 HP / 236 Atk / 156 Def / 36 Spe
Adamant Nature
- U-turn
- Flare Blitz
- Wild Charge
- Zen Headbutt

Chinchou @ Choice Scarf
Ability: Volt Absorb
Level: 5
EVs: 52 Def / 232 SAtk / 220 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Hydro Pump
- Hidden Power [Ground]

Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 180 Atk / 76 Def / 196 Spe
Jolly Nature
- U-Turn
- Earthquake
- Acrobatics
- Defog

Mienfoo (M) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 156 HP / 196 Def / 116 SpD
Careful Nature
- Knock Off
- Drain Punch
- U-turn
- Taunt

Fletchling (M)
Ability: Gale Wings
Level: 5
Happiness: 0
EVs: 196 Atk / 120 SpA / 180 Spe
Naughty Nature
- Acrobatics
- Swords Dance
- U-turn
- Overheat

Gastly @ Focus Sash
Ability: Levitate
Level: 5
EVs: 76 Atk / 200 SpA / 204 Spe
Hasty Nature
- Shadow Ball
- Sludge Bomb
- Hidden Power [Fighting]
- Sucker Punch
FIRE IS MY BLOOD (Larvesta) @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 HP / 236 Def / 156 SpD / 36 Spe
Impish Nature
- Flare Blitz
- U-turn
- Will-O-Wisp
- Morning Sun

WTHDYTIA KICK (Mienfoo) @ Choice Scarf
Ability: Regenerator
Level: 5
EVs: 156 Atk / 116 Def / 236 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Drain Punch

ZAP7 (Chinchou) @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 52 Def / 228 SpA / 220 Spe
Timid Nature
- Volt Switch
- Hydro Pump
- Heal Bell
- Ice Beam

PIERCE THE HEAVENS (Drilbur) @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Earthquake
- Poison Jab
- Rapid Spin
- Stealth Rock

FULLMETALALCHEMIST (Magnemite) @ Choice Scarf
Ability: Sturdy
Level: 5
EVs: 240 SpA / 236 Spe
Modest Nature
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Ground]

AS FREE AS A BIRD (Archen)
Ability: Defeatist
Level: 5
EVs: 180 Atk / 76 Def / 196 Spe
Jolly Nature
- Rock Polish
- Acrobatics
- Stone Edge
- Earthquake
Semistall
Pawniard (M) @ Eviolite
Ability: Defiant
Level: 5
Shiny: Yes
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head

Spritzee (F) @ Eviolite
Ability: Aroma Veil
Level: 5
EVs: 212 HP / 196 Def / 12 SpA / 76 SpD / 12 Spe
Bold Nature
- Wish
- Protect
- Moonblast
- Aromatherapy

Hippopotas (F) @ Eviolite
Ability: Sand Stream
Level: 5
EVs: 132 HP / 20 Atk / 212 Def / 100 SpD / 20 Spe
Impish Nature
- Slack Off
- Earthquake
- Whirlwind
- Stealth Rock

Vullaby @ Eviolite
Ability: Overcoat
Level: 5
EVs: 116 HP / 156 Def / 156 SpD / 36 Spe
Careful Nature
- Roost
- Defog
- Knock Off
- Brave Bird

Mienfoo (M) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 36 SpD / 236 Spe
Jolly Nature
- Stone Edge
- Drain Punch
- Knock Off
- U-turn

Ferroseed @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 84 HP / 36 Atk / 188 Def / 148 SpD / 36 Spe
Careful Nature
- Spikes
- Thunder Wave
- Bullet Seed
- Leech Seed


A-rank
These team types are extremely strong. They are reliable and have a good match-up against most playstyles, although they may still suffer from minor flaws.
Bulky Offense (Offensive Balance)
Magna Potentia (Timburr) (M) @ Eviolite
Ability: Guts
Level: 5
EVs: 76 HP / 196 Atk / 76 Def / 156 SpD
Impish Nature
- Drain Punch
- Mach Punch
- Knock Off
- Stone Edge

LEGIONARIVS (Drilbur) (M) @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 36 HP / 236 Atk / 212 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Stealth Rock
- Rapid Spin

CENTVRIONE (Porygon) @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Ice Beam
- Psychic
- Thunder Wave
- Recover

GLADIATORE (Pawniard) (M) @ Life Orb
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
IVs: 0 HP
- Sucker Punch
- Knock Off
- Brick Break
- Iron Head

Tonitrua Celeria (Chinchou) @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SpA / 60 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Thunder Wave
- Heal Bell

Spritzee @ Eviolite
Ability: Aroma Veil
Level: 5
EVs: 212 HP / 196 Def / 12 SpA / 76 SpD / 12 Spe
Bold Nature
- Calm Mind
- Moonblast
- Wish
- Protect
Pawniard @ Choice Scarf
Ability: Defiant
Level: 5
EVs: 76 HP / 236 Atk / 196 Spe
Jolly Nature
- Knock Off
- Pursuit
- Iron Head
- Stealth Rock

Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Adamant Nature
IVs: 0 HP
- Waterfall
- Crunch
- Zen Headbutt
- Protect

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 156 HP / 116 Def / 196 SpD
Impish Nature
- Drain Punch
- U-turn
- Knock Off
- High Jump Kick

Ponyta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 Atk / 236 Def / 196 Spe
Jolly Nature
- Flare Blitz
- Will-O-Wisp
- Toxic
- Morning Sun

Cottonee @ Eviolite
Ability: Prankster
Level: 5
EVs: 116 HP / 116 Def / 36 SpD / 228 Spe
Timid Nature
- Knock Off
- Dazzling Gleam
- Stun Spore
- Encore

Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 180 Atk / 76 Def / 196 Spe
Jolly Nature
- Knock Off
- Acrobatics
- Earthquake
- Defog
Birdspam
Fletchling
Ability: Gale Wings
Level: 5
EVs: 156 HP / 196 Atk / 92 Def / 52 SpD
Adamant Nature
- Swords Dance
- Acrobatics
- U-turn
- Roost

Diglett @ Life Orb
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Sucker Punch
- Rock Slide
- Earthquake
- Memento

Staryu @ Eviolite
Ability: Natural Cure
Level: 5
EVs: 116 HP / 156 Def / 36 SpA / 156 Spe
Timid Nature
- Rapid Spin
- Thunderbolt
- Scald
- Recover

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

Ponyta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 236 Def / 76 SpD / 196 Spe
Jolly Nature
- Sunny Day
- Will-O-Wisp
- Flare Blitz
- Morning Sun

Croagunk @ Eviolite
Ability: Dry Skin
Level: 5
EVs: 132 HP / 28 Atk / 116 Def / 108 SpA / 116 SpD
Quiet Nature
- Knock Off
- Sludge Bomb
- Vacuum Wave
- Drain Punch
Dual Water
Corphish @ Eviolite
Ability: Adaptability
Level: 5
EVs: 92 HP / 196 Atk / 76 Def / 76 Spe
Adamant Nature
- Crabhammer
- Aqua Jet
- Knock Off
- Swords Dance

Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 169 SpD
Bold Nature
- Hidden Power [Fighting]
- Giga Drain
- Sludge Bomb
- Spore

Tirtouga @ Berry Juice
Ability: Solid Rock
Level: 5
EVs: 4 HP / 212 Atk / 12 Def / 76 SpD / 180 Spe
Adamant Nature
- Shell Smash
- Waterfall
- Aqua Jet
- Stone Edge

Drilbur @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 36 HP / 236 Atk / 212 Spe
Jolly Nature
- Rapid Spin
- Stealth Rock
- Earthquake
- Rock Slide

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 156 HP / 116 Def / 196 SpD
Impish Nature
- U-turn
- Knock Off
- Acrobatics
- Drain Punch

Magnemite @ Choice Scarf
Ability: Magnet Pull
Level: 5
EVs: 240 SpA / 240 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Sun Offense
Vulpix @ Heat Rock
Ability: Drought
Level: 5
EVs: 52 HP / 196 SpA / 236 Spe
Timid Nature
- Fire Blast
- Energy Ball
- Will-O-Wisp
- Quick Attack

Bellsprout @ Eviolite
Ability: Chlorophyll
Level: 5
Shiny: Yes
EVs: 36 HP / 76 Def / 196 SpA / 196 Spe
Modest Nature
- SolarBeam
- Weather Ball
- Sleep Powder
- Sludge Bomb

Magnemite @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 36 Def / 236 SpA / 236 Spe
Timid Nature
- Endure
- Volt Switch
- Flash Cannon
- Recycle

Snubbull @ Berry Juice
Ability: Intimidate
Level: 5
EVs: 36 HP / 196 Atk / 116 Def / 116 SpD / 36 Spe
Adamant Nature
- Thief
- Play Rough
- Earthquake
- Heal Bell

Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 180 Atk / 76 Def / 196 Spe
Jolly Nature
- Earthquake
- Rock Tomb
- Acrobatics
- Defog

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 76 HP / 196 Def / 116 SpD / 76 Spe
Careful Nature
- U-turn
- Drain Punch
- Knock Off
- Acrobatics
Drilbur @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 36 HP / 236 Atk / 212 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Rock Slide
- Swords Dance

Vulpix @ Heat Rock
Ability: Drought
Level: 5
EVs: 52 HP / 196 SpA / 236 Spe
Timid Nature
- Energy Ball
- Fire Blast
- Will-O-Wisp
- Flamethrower

Ponyta @ Life Orb
Ability: Flame Body
Level: 5
EVs: 36 HP / 236 Atk / 196 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Morning Sun
- Sunny Day

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

Bellsprout @ Eviolite
Ability: Chlorophyll
Level: 5
EVs: 116 HP / 196 SpA / 196 Spe
Modest Nature
- Sleep Powder
- Sludge Bomb
- Weather Ball
- Solar Beam

Magnemite @ Choice Scarf
Ability: Analytic
Level: 5
EVs: 36 Def / 236 SpA / 236 Spe
Modest Nature
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Ground]
Sticky Web
SURSKIT2LEGIT (Surskit) @ Focus Sash
Ability: Swift Swim
Level: 5
EVs: 36 HP / 20 Def / 196 SpA / 20 SpD / 236 Spe
Timid Nature
- Sticky Web
- Hydro Pump
- Ice Beam
- Signal Beam

Abra @ Focus Sash
Ability: Magic Guard
Level: 5
EVs: 240 SpA / 200 Spe
Timid Nature
- Psychic
- Dazzling Gleam
- Hidden Power [Fighting]
- Knock Off

Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 76 HP / 36 Atk / 156 Def / 236 SpD
Careful Nature
- Mach Punch
- Drain Punch
- Knock Off
- Bulk Up

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

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 76 SpD / 236 Spe
Jolly Nature
- Knock Off
- Taunt
- U-turn
- Drain Punch

Stier (Chinchou) @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SpA / 60 Spe
Bold Nature
- Scald
- Volt Switch
- Hydro Pump
- Hidden Power [Ground]


B-Rank
These team types are usually very effective, but may suffer from clearer flaws than playstyles in upper tiers.
Trapping
Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head

Fletchling
Ability: Gale Wings
Level: 5
EVs: 156 HP / 200 Atk / 92 Def / 40 SpA / 20 Spe
Naughty Nature
- Acrobatics
- U-turn
- Hidden Power [Grass]
- Swords Dance

Gothita @ Choice Scarf
Ability: Shadow Tag
Level: 5
EVs: 240 SpA / 28 SpD / 240 Spe
Modest Nature
IVs: 30 Def / 30 SpA / 30 SpD / 30 Spe
- Psychic
- Energy Ball
- Shadow Ball
- Thunderbolt

Chinchou @ Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 148 SpD / 60 Spe
Bold Nature
- Volt Switch
- Scald
- Rest
- Sleep Talk

Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 76 HP / 196 Atk / 156 Def / 76 SpD
Careful Nature
- Knock Off
- Mach Punch
- Drain Punch
- Stone Edge / Poison Jab

Gastly @ Life Orb
Ability: Levitate
Level: 5
EVs: 108 Def / 200 SpA / 200 Spe
Timid Nature
- Substitute
- Shadow Ball
- Hidden Power [Fighting]
- Sludge Bomb
Tirtouga/Omanyte Offense
HELIX (Omanyte) @ Eviolite
Ability: Shell Armor
Level: 5
EVs: 76 HP / 196 SpA / 236 Spe
Modest Nature
- Shell Smash
- Surf
- Earth Power
- Ice Beam

Cottonee @ Eviolite
Ability: Prankster
Level: 5
EVs: 36 HP / 40 Def / 144 SpA / 40 SpD / 232 Spe
Timid Nature
- Encore
- Giga Drain
- Hidden Power [Fighting]
- Memento

Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 180 Atk / 76 Def / 196 Spe
Jolly Nature
- Acrobatics
- Rock Tomb
- Earthquake
- Knock Off

Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 76 HP / 196 Atk / 76 Def / 156 SpD
Impish Nature
- Drain Punch
- Knock Off
- Poison Jab
- Mach Punch

Chinchou @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 52 Def / 232 SpA / 224 Spe
Timid Nature
- Hydro Pump
- Volt Switch
- Heal Bell
- Hidden Power [Fire]

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Stealth Rock
Zigzagoon Offense
Pawniard @ Choice Scarf
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
- Knock Off
- Iron Head
- Pursuit
- Brick Break

Zigzagoon @ Berry Juice
Ability: Pickup
Level: 5
EVs: 132 HP / 196 Atk / 108 Def / 28 SpD / 36 Spe
Adamant Nature
- Extreme Speed
- Seed Bomb
- Thief
- Belly Drum

Magnemite @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 36 Def / 236 SpA / 236 Spe
Modest Nature
- Thunderbolt
- Flash Cannon
- Volt Switch
- Recycle

Cottonee @ Eviolite
Ability: Prankster
Level: 5
EVs: 36 HP / 36 Def / 140 SpA / 36 SpD / 228 Spe
Timid Nature
- Encore
- Dazzling Gleam
- Giga Drain
- Memento

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

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 156 HP / 116 Def / 196 SpD
Impish Nature
- Drain Punch
- Acrobatics
- U-turn
- Knock Off
Hyper Offense
Snubbull @ Berry Juice
Ability: Intimidate
Level: 5
EVs: 36 HP / 196 Atk / 116 Def / 116 SpD / 36 Spe
Adamant Nature
- Thief
- Play Rough
- Earthquake
- Thunder Wave

Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Adamant Nature
IVs: 0 HP
- Aqua Jet
- Waterfall
- Crunch
- Protect

Vullaby (F) @ Eviolite
Ability: Overcoat
Level: 5
EVs: 116 HP / 156 Atk / 76 SpD / 116 Spe
Jolly Nature
- Knock Off
- Brave Bird
- U-turn
- Roost

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 40 SpD / 236 Spe
Jolly Nature
- Taunt
- High Jump Kick
- U-turn
- Knock Off

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Iron Head
- Stealth Rock

Chinchou @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 52 Def / 232 SpA / 224 Spe
Timid Nature
- Hidden Power [Ground]
- Hydro Pump
- Heal Bell
- Volt Switch
Quickpass
Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 196 Atk / 76 Def / 160 SpD / 76 Spe
Impish Nature
- Drain Punch
- Knock Off
- Poison Jab
- Mach Punch

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 200 Spe
Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Brick Break

Drilbur @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 36 HP / 236 Atk / 212 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Rock Slide
- Stealth Rock

Spritzee @ Eviolite
Ability: Aroma Veil
Level: 5
EVs: 212 HP / 196 Def / 12 SpA / 76 SpD / 12 Spe
Bold Nature
- Wish
- Protect
- Calm Mind
- Moonblast

Torchic @ Berry Juice
Ability: Speed Boost
Level: 5
EVs: 196 Def / 36 SpA / 36 SpD / 236 Spe
Bold Nature
- Curse
- Substitute
- Protect
- Baton Pass

Tirtouga @ Berry Juice
Ability: Solid Rock
Level: 5
EVs: 4 HP / 212 Atk / 92 Def / 180 Spe
Jolly Nature
- Earthquake
- Waterfall
- Stone Edge
- Shell Smash

C-Rank
These team types can be made to be quite effective, but will often struggle against more popular playstyles due to various flaws.
Sand Offense
Lileep @ Eviolite
Ability: Storm Drain
Level: 5
EVs: 228 HP / 220 Def / 60 SpD
Bold Nature
- Stealth Rock
- Giga Drain
- Ancient Power
- Recover

Hippopotas @ Eviolite
Ability: Sand Stream
Level: 5
EVs: 132 HP / 20 Atk / 212 Def / 100 SpD / 20 Spe
Impish Nature
- Earthquake
- Rock Slide
- Whirlwind
- Slack Off

Sandshrew @ Berry Juice
Ability: Sand Rush
Level: 5
EVs: 236 Atk / 236 Def / 36 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Rock Slide
- Knock Off

Abra @ Life Orb
Ability: Magic Guard
Level: 5
EVs: 240 SpA / 200 Spe
Timid Nature
- Psychic
- Hidden Power [Fighting]
- Substitute
- Knock Off

Vullaby (F) @ Eviolite
Ability: Overcoat
Level: 5
EVs: 116 HP / 76 Atk / 236 Def / 76 SpD
Impish Nature
- Defog
- Brave Bird
- Knock Off
- Roost

Magnemite @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 36 Def / 236 SpA / 236 Spe
Modest Nature
- Volt Switch
- Flash Cannon
- Endure
- Recycle
Quickstall
Tirtouga @ Eviolite
Ability: Solid Rock
Level: 5
EVs: 84 HP / 252 Def / 12 SpA / 156 SpD
Sassy Nature
- Stealth Rock
- Scald
- Stone Edge
- Knock Off

Ferroseed @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 164 HP / 188 Def / 148 SpD
Careful Nature
- Spikes
- Leech Seed
- Iron Head
- Thunder Wave

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

Slowpoke @ Eviolite
Ability: Regenerator
Level: 5
EVs: 116 HP / 236 Def / 36 SpA / 116 SpD
Bold Nature
- Thunder Wave
- Scald
- Fire Blast
- Slack Off

Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Clear Smog

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 36 SpD / 236 Spe
Jolly Nature
- U-turn
- Drain Punch
- Knock Off
- Taunt
Toxic Spikes Stall
STARMASTER (Trubbish) @ Berry Juice
Ability: Sticky Hold
Level: 5
EVs: 116 HP / 36 Atk / 100 Def / 20 SpD / 236 Spe
Jolly Nature
- Recycle
- Gunk Shot
- Drain Punch
- Toxic Spikes

Hippopotas @ Eviolite
Ability: Sand Stream
Level: 5
EVs: 132 HP / 20 Atk / 212 Def / 100 SpD / 20 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Rock Slide
- Slack Off

Staryu @ Eviolite
Ability: Natural Cure
Level: 5
EVs: 116 HP / 156 Def / 36 SpA / 156 Spe
Timid Nature
- Rapid Spin
- Thunderbolt
- Scald
- Recover

Gothita @ Eviolite
Ability: Shadow Tag
Level: 5
EVs: 156 HP / 36 Def / 236 SpA / 76 SpD
Modest Nature
- Thunder Wave
- Hidden Power [Fire]
- Psychic
- Taunt

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 76 SpD / 236 Spe
Jolly Nature
- U-turn
- Drain Punch
- Knock Off
- Fake Out

Lickitung @ Eviolite
Ability: Oblivious
Level: 5
EVs: 196 HP / 156 Def / 156 SpD
Careful Nature
- Wish
- Protect
- Knock Off
- Heal Bell
Shell Smash spam
Omanyte @ Eviolite
Ability: Shell Armor
Level: 5
EVs: 36 Def / 200 SpA / 240 Spe
Modest Nature
- Shell Smash
- Surf
- Hidden Power [Fire]
- Ice Beam

Shellder @ Eviolite
Ability: Skill Link
Level: 5
EVs: 36 HP / 236 Atk / 36 Def / 196 Spe
Jolly Nature
- Shell Smash
- Icicle Spear
- Rock Blast
- Rapid Spin

Tirtouga @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 212 Atk / 12 Def / 76 SpD / 180 Spe
Jolly Nature
- Shell Smash
- Aqua Jet
- Waterfall
- Earthquake

Binacle @ Eviolite
Ability: Tough Claws
Level: 5
EVs: 180 Atk / 60 Def / 68 SpD / 196 Spe
Adamant Nature
- Shell Smash
- Razor Shell
- Stone Edge
- Cross Chop

Dwebble @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Spe
Jolly Nature
- Spikes
- Shell Smash
- Rock Blast
- Knock Off

Clamperl @ DeepSeaTooth
Ability: Rattled
Level: 5
EVs: 76 Def / 248 SpA / 180 Spe
Timid Nature
- Shell Smash
- Surf
- Ice Beam
- Hidden Power [Grass]
Trick Room
Pumpkaboo-Super @ Eviolite
Ability: Frisk
Level: 5
EVs: 44 HP / 68 Atk / 196 Def / 156 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Bullet Seed
- Will-O-Wisp
- Explosion

Spritzee @ Eviolite
Ability: Aroma Veil
Level: 5
EVs: 212 HP / 196 Def / 12 SpA / 76 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Wish
- Aromatherapy
- Moonblast

Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 40 Def / 160 SpA
Quiet Nature
IVs: 30 Def / 30 SpA / 30 SpD / 2 Spe
- Trick Room
- Tri Attack
- Shadow Ball
- Hidden Power [Fighting]

Cubone @ Thick Club
Ability: Battle Armor
Level: 5
EVs: 116 HP / 196 Atk / 156 Def / 36 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Rock Slide
- Knock Off
- Iron Head

Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 196 Atk / 156 Def / 156 SpD
Brave Nature
IVs: 0 Spe
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

Magnemite @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 156 HP / 36 Def / 240 SpA / 76 SpD
Quiet Nature
IVs: 0 Spe
- Recycle
- Thunderbolt
- Flash Cannon
- Endure

D-Rank
These team types tend to be fairly mediocre bar a significant discrepancy in player abilities, although they can still work decently under the right conditions.
Multi-Weather
MyAsianPredation (Drilbur) @ Eviolite
Ability: Sand Rush
Level: 5
EVs: 36 HP / 236 Atk / 212 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Rock Slide
- Rapid Spin

TheAsianAbrasion (Hippopotas) @ Smooth Rock
Ability: Sand Stream
Level: 5
EVs: 212 HP / 180 Atk / 52 Def / 20 SpD / 20 Spe
Adamant Nature
- Earthquake
- Crunch
- Rock Slide
- Whirlwind

Chinchou @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 148 SpA / 60 Spe
Bold Nature
- Volt Switch
- Scald
- Thunderbolt
- Heal Bell

Vulpix @ Choice Scarf
Ability: Drought
Level: 5
EVs: 52 HP / 196 SpA / 236 Spe
Timid Nature
- Energy Ball
- Overheat
- Will-O-Wisp
- Fire Blast

Bellsprout @ Life Orb
Ability: Chlorophyll
Level: 5
EVs: 116 Atk / 196 SpA / 196 Spe
Rash Nature
- Solar Beam
- Weather Ball
- Sludge Bomb
- Sucker Punch

Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 180 Atk / 76 Def / 196 Spe
Jolly Nature
- Stealth Rock
- Rock Slide
- Acrobatics
- Earthquake
Rain Offense
Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 156 HP / 76 Atk / 116 Def / 80 SpD / 80 Spe
Adamant Nature
- Rain Dance
- Drain Punch
- Knock Off
- U-turn

Chinchou @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SpA / 60 Spe
Bold Nature
- Hydro Pump
- Thunder
- Hidden Power [Ground]
- Rain Dance

Anorith @ Life Orb
Ability: Swift Swim
Level: 5
EVs: 176 Atk / 36 SpD / 236 Spe
Adamant Nature
IVs: 0 HP
- Aqua Jet
- Knock Off
- Rock Blast
- Rapid Spin

Omanyte @ Splash Plate
Ability: Swift Swim
Level: 5
EVs: 196 SpA / 72 SpD / 236 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Surf
- Earth Power

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

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Knock Off
- Iron Head
- Stealth Rock
- Sucker Punch
Full Baton pass chains
Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 HP / 116 Def / 196 SpD
Impish Nature
- Substitute
- Baton Pass
- Drain Punch
- Bulk Up

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 116 SpD / 116 Spe
Adamant Nature
- Knock Off
- Iron Head
- Psycho Cut
- Brick Break

Deerling @ Eviolite
Ability: Sap Sipper
Level: 5
EVs: 36 HP / 196 Atk / 36 Def / 36 SpD / 156 Spe
Adamant Nature
- Substitute
- Return
- Jump Kick
- Baton Pass

Spinarak @ Eviolite
Ability: Swarm
Level: 5
EVs: 196 HP / 196 Atk / 116 Spe
Adamant Nature
- Substitute
- Megahorn
- Hone Claws
- Baton Pass

Torchic @ Eviolite
Ability: Speed Boost
Level: 5
EVs: 156 HP / 116 Def / 236 Spe
Impish Nature
- Protect
- Curse
- Flame Charge
- Baton Pass

Buizel @ Eviolite
Ability: Water Veil
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- Bulk Up
- Waterfall
- Ice Punch
- Baton Pass

E-Rank
These team types are usually reserved for patronizing jerks.
Gravity
Mono-Fighting
Hail Offense

Fiend Hound Rank -
All-out gimmick teams
Barboach @ Leftovers
Ability: Anticipation
Level: 5
EVs: 212 Atk / 108 SpA / 188 SpD
Naughty Nature
- Earth Power
- Bounce
- Muddy Water
- Thrash

Elgyem @ Leftovers
Ability: Analytic
Level: 5
EVs: 36 Atk / 236 SpD
Gentle Nature
- Charge Beam
- Nasty Plot
- Headbutt
- Toxic

Nidoran-M (M) @ Big Root
Ability: Rivalry
Level: 5
EVs: 116 Atk / 196 SpA / 196 SpD
Mild Nature
- Blizzard
- Fury Attack
- Confusion
- Disable

Litwick @ Absorb Bulb
Ability: Infiltrator
Level: 5
EVs: 36 Def / 236 SpA / 236 SpD
Modest Nature
- Fire Spin
- Hex
- Overheat
- Power Split

wtffff (Mantyke) @ Air Balloon
Ability: Water Absorb
Level: 5
EVs: 116 Def / 196 SpD
Calm Nature
- Supersonic
- Endure
- Splash
- Captivate

Poochyena @ Aguav Berry
Ability: Rattled
Level: 5
EVs: 116 Def / 196 SpA / 196 SpD
Modest Nature
IVs: 30 Atk
- Dark Pulse
- Hidden Power [Dark]
- Round
- Hidden Power [Dragon]
Manual Hail Stall
Manual Rain Stall
Manual Sun Stall
Manual Sand Stall
Sandshrew @ Eviolite
Ability: Sand Rush
Level: 5
EVs: 116 HP / 76 Atk / 76 Def / 196 SpD / 36 Spe
Adamant Nature
- Rapid Spin
- Knock Off
- Earthquake
- Sandstorm

Goomy @ Eviolite
Ability: Sap Sipper
Level: 5
EVs: 156 HP / 76 SpA / 236 SpD / 36 Spe
Calm Nature
- Sludge Wave
- Rest
- Sleep Talk
- Dragon Pulse

Shelmet @ Eviolite
Ability: Overcoat
Level: 5
EVs: 116 HP / 156 SpA / 236 SpD
Calm Nature
- Spikes
- Acid Armor
- Recover
- Bug Buzz

Omanyte @ Berry Juice
Ability: Weak Armor
Level: 5
EVs: 76 HP / 196 SpA / 236 Spe
Timid Nature
- Toxic Spikes
- Surf
- Ice Beam
- Earth Power

Lileep @ Eviolite
Ability: Storm Drain
Level: 5
EVs: 148 HP / 220 Def / 140 SpD
Bold Nature
- Giga Drain
- Stealth Rock
- Recover
- Sandstorm

Ponyta @ Eviolite
Ability: Flame Body
Level: 5
Happiness: 0
EVs: 116 HP / 76 Def / 76 SpD / 196 Spe
Impish Nature
- Will-O-Wisp
- Flare Blitz
- Frustration
- Morning Sun
Mono-Starter
One-Pokemon test teams
Squirtle (M) @ Leftovers
Ability: Torrent
Level: 5
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Gyro Ball
- Toxic
- Seismic Toss
- Attract


TBD -

Teams
 
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Fiend

someguy
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LC Leader
Why is All-out gimmick teams not under Fiend Hound rank? It's something I do infact run. And they are basically always worse than any manual sand team I've run.
 
Basically it was discussed by levi and glass while I had fun battling people :]

Obviously we aren't the "end-all, be-all" judges, and as such input would be really great. A couple ones I could possibly see being controversial are birdspam being in A, when the style seems to have died down and you'll never see a doduo or taillow anymore, the fact that stall is in S, and where hyper-offense should be placed or if it should be split up. I'd love to hear people's thoughts and ideas, even if it's just confirming that things are in the right place.

Also why is there a totodile next to my name,,,, Yay squirtle
 
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You should put teams that I only have starters in fiend hound rank it's something I see to often

Also mono fight for e rank cos fighters are strong but FLETCH KILLS
 
even better is that it's hazards stall. It's totally not like two of the top ten are hazard removers lel
 
I'm not sure that Rain Offence and Baton Pass (quick and full) teams have so lower rank. I hope to have time to talk about with you.
 
You guys should really stop whining about this thread, you should know that the idea behind this project is to help people who are new to LC to easily determine which play style is more viable/easy to use. So it'll be wiser to help Levi out because these rankings are still initial and our role as a community is to improve it.
 

tcr

sage of six tabs
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You guys should really stop whining about this thread, you should know that the idea behind this project is to help people who are new to LC to easily determine which play style is more viable/easy to use. So it'll be wiser to help Levi out because these rankings are still initial and our role as a community is to improve it.
Actually this thread is incredibly unnecessary. There are already many options available to new players, such as the SQSA thread, Mentor program, Viability rankings, PS users, Teambuilding thread, XY Threatlist, etc etc. This yhread is incredibly subjective. If someone is comfortable running HO then they should be able to run it and not worry about whether they should run stall with hazards or whatever. There are no playstyles that are "easier to use" thus making this thread pointless. Every player is different, and this doesnt change. I agree with others, this thread is incredibly superfluous.
 
The odd thing with stall is I don't often see it but it's very difficult to play against when I do vs a well built one. Stall can be very anti meta, with these kind of teams able to have great coverage of threats that are high in usage.

I don't know if this warrants it to stay in S though, if the general consensus is to be dropped down to A, I'm fine with that but it is a legit play style and I don't really want to see it any lower than that

Also I want to move quick passing up from c to b. It can actually be quite good and work similar to offense style teams. The tier has two good passers in particular, Mienfoo and Torchic. The main drawback to this strategy is how common Fletchling is who can make it hard for these Pokemon to pass their attack or speed to something else. Mienfoo is a very cool passer with regen letting it do it consistntly
 

Corporal Levi

ninjadog of the decade
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All-out gimmick teams: E -> Fiend Hound
Mono-Starter: Unranked -> Fiend Hound
Mono-Fighting: Unranked -> E
Multiweather -> D
Quickpassing -> B

I currently have stall with hazards in S because some of the very best teams I have seen in the current metagame are stall teams, I have seen others use stall to great effect, and I, Glassglaceon, and possibly Obvious Power have had as much or more success with stall than any other archetype. With that being said, all of this is extremely subjective and I admit that the entire list is probably quite biased given its preliminary stage, so (as several others have already pointed out) if those of you who disagree with the placement can post a few solid arguments explaining why this is, I'll be glad to move it down.

It looks like there have been a lot of complaints about the subjectivity of the thread, which are entirely warranted; all of us who worked on the initial list were well aware that this would be one of the bigger concerns, and I made sure to emphasize this in the post. TCR and I had a quick chat about how to reduce this subjectivity so this thread could be more useful to newer users, and discussed several possibilities that might help. Among these was reducing the scale of the project from teams to strategies and cores, which would get rid of all-encompassing categories like "Hyper Offense", as previously suggested by The Unlucky One; by narrowing the flexibility of each item, it might be easier to distinguish which can be generally agreed upon to be more consistently effective.
For the time being, I would like to make sure it's clear that player ability is far more important than the archetype of the team, and that the intent of this list is not to discourage the usage of certain playstyles (although I personally would not teach a new player to use rain teams over a more standard sun team), but more to make them known to those looking to challenge themselves (but most of all because I personally think that viability threads are fun to work with). One thing I am hoping for is that if more people can give their input, we can settle on a list that is much more agreeable, at least to the experienced player. I am also looking for relatively solid teams of each archetype to make it clear what each archetype is.
 
Actually this thread is incredibly unnecessary. There are already many options available to new players, such as the SQSA thread, Mentor program, Viability rankings, PS users, Teambuilding thread, XY Threatlist, etc etc. This yhread is incredibly subjective. If someone is comfortable running HO then they should be able to run it and not worry about whether they should run stall with hazards or whatever. There are no playstyles that are "easier to use" thus making this thread pointless. Every player is different, and this doesnt change. I agree with others, this thread is incredibly superfluous.
Although new players have many options on how to get involved in the meta as you said, all teams have limitations depending on the pokemon on that team. And it is a pure fact that some teams are more viable then others. Like how Hyper Offense has consistency issues, and how Zigzagoon Offense relies on one pokemon to win. This thread really helps people already familiar with the metagames and broadens the knowledge of team matchups.
 

tcr

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Although new players have many options on how to get involved in the meta as you said, all teams have limitations depending on the pokemon on that team. And it is a pure fact that some teams are more viable then others. Like how Hyper Offense has consistency issues, and how Zigzagoon Offense relies on one pokemon to win. This thread really helps people already familiar with the metagames and broadens the knowledge of team matchups.
1) there was zero reason to bump this thread, I honestly don't know why you did.
2) this thread was unnecessary at the time, as it simply listed styles in an order rather than provide any reason or any examples and simply trusted new people to the tier to automatically know what QuickPass was or how Hyper Stall worked or what Hazardless Stall even accomplished. That changed now that Levi provided examples of teams so new players can get a basis for what does what, but at the time the op literally consisted of "Bulky Offense - A tier" and that was the extent of the relative content.
3) Any team style can work efficiently, far past the point where styles need to be broken down into tiers. For example, I am decently good at using Hyper Offensive teams, so naturally I would place them up near S rank A rank, however I cannot play a stall team to save my life, thus I would place it at the lowest rank. So the subjectiveness still stands, as each new player will play diffferently. Hyper Offense does not have consistency issues, if you think it does then you simply do not play the style correctly. Zigzagoon Offense is supposed to rely on one Pokemon to win: Zigzagoon. That is the entire point of that particular style.

In the end the game devolves into "who can outplay whom." No one style will always beat another style, the deciding factor is usually based around team matchup (which is why we have the already made Viability Rankings so as to set each Pokemon in its own class) or straight outplaying. Stall will not 100% win against Hyper Offense, Hyper Offense will not 100% win against Stall, Manual Rain will not 100% win against Manual Sun teams, and vice versa.

I would honestly suggest against bumping threads 3-4 weeks old. However since you already did, and I mentioned "Hyper Stall," we might as well tier it. For those who don't know, Hyper Stall, i.e. Quickstall, was first popularized in BW Ubers by Bojangles and Fireburn, and had a brief stint in XY OU during the Mega Lucario metagame. It involves keeping and maintaining momentum while also destroying momentum of the opposing team, and limiting recovery. It is weird however, in that quickstall usually involves regen cores, as a way to gain momentum while simultaneously keeping pressure on the opponent through clever switches. For those who still are confused, here is an indepth guide on the art of quickstall. Hyper stall will generally be quickly confused with Bulky Offense. Regenerator cores are all together common on these teams. I personally have used it, as it provides a means for me to drift away from Hyper Offensive teams and play a more defensive yet offensive style. I honestly suggest B rank for these types of teams. I can provide examples but most of my teams are outdated. Think Artemisa regenerator teams and you have the main idea of this style.
 

Corporal Levi

ninjadog of the decade
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I was planning on doing something with this thread once I had sample teams for all of the teams that were deemed viable (S to D). I was waiting for permission from queenlucy to use her team but I haven't been able to catch her, and The Quasar has been kind enough to lend me one of his Sun teams after seeing this thread get bumped.
Thanks a ton to Yagura, Tricking, HollowRidley, Superpowerdude, boo836, Rowan, Aerow, zeriloa, Eren Yeagar, Max Carvalho, Tahu, The Avalanches, KS2, Champion Fizz, Ecna, and Fiend Hound as well for the teams! Greatly appreciated.

TCR would this qualify as quickstall
Tirtouga @ Eviolite
Ability: Solid Rock
Level: 5
EVs: 84 HP / 252 Def / 12 SpA / 156 SpD
Sassy Nature
- Stealth Rock
- Scald
- Stone Edge
- Knock Off

Ferroseed @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 164 HP / 188 Def / 148 SpD
Careful Nature
- Spikes
- Leech Seed
- Iron Head
- Thunder Wave

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

Slowpoke @ Eviolite
Ability: Regenerator
Level: 5
EVs: 116 HP / 236 Def / 36 SpA / 116 SpD
Bold Nature
- Thunder Wave
- Scald
- Fire Blast
- Slack Off

Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Clear Smog

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 36 SpD / 236 Spe
Jolly Nature
- U-turn
- Drain Punch
- Knock Off
- Taunt

I quickly skimmed through the OP of the thread and I understand that quickstall doesn't usually run more than one hazards but I figured I would make up for the general lack of other forms of passive damage. Also, the team relies more on paralysis to deter set-up sweepers as opposed to Taunt because I think Thunder Wave is much easier to fit onto a LC team.
 
I'm gonna do something crazy and nominate the playstyle Toxic Spikes Stall for B Rank. Yeah I know it's my team, but hear me out. The strategy revolves around utilizing the entry hazard Toxic Spikes (hence the name) in order to out the opposing team on a clock. Other than this detail, it pretty much plays the exact same way as normal stall, and suffers from similar strengths and weaknesses. Trubbish is probably your best bet for a setter, as it's combination of Recycle + Berry Juice + Sticky Hold allows it to check stuff like Pawn and most Fighters, so it isn't dead weight. Of course, like other types of Stall, it suffers from being pretty passive. It has problems with powerful set up sweepers, but the team is bulky enough to take most of them on. However, the biggest problem with the team, and the thing that keeps it away from A Rank in my opinion, is it's weakness to Bird Spam as a whole.

Also Vullaby is really fucking annoying for this team, Tfw I had to put Toxic on Goth for it :(

Hopefully this post incites some more discussion in this thread, it's pretty interesting and I want to see what other people think of these strategies.

I may post some replays here later to showcase TSpikes Stall later on.

Edit: Changed the wording of the post, this is a discussion thread, so no need for permission to post :). Hope we get some discussion soon ^_^
 
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