ORAS LC Little League Legends!

Hey, so recently I got into Little Cup and I am really enjoying it, I have made a team which I believe to be quite solid and would love to see what you guys think of it!

Pumpkaboo (Super Size)
Item: Eviolite.
Ability: Insomnia.
Nature: Carefull (+SPD -SpA)
Iv Spread: SpD: 236, Def: 196, Spe: 76

Moves:
Seed Bomb: A nice offensive attack with STAB.
Synthesis: He can heal himself up multiple times to tank more damage.
Will-O-Wisp: Nice support move, damages and half's attack (Good for meinfoo and pawniard aswell).
Shadow Sneak: Nice STAB move and can be useful in a last-ditch effort.

Role: Pumpkaboo is the reason I made this team (My favourite pokemon!) and he acts as my wall, he seems to do this role very well.
Pumpkaboo is also good for crippling physical threats which is good for Pawniard and Meinfoo, also seed bomb does quite a bit, he is also a good negater of rapid spin.

Tirtouga
Item: Eviolite.
Ability: Solid Rock.
Nature: Adamant (+Atk -SpA)
Iv Spread: Atk: 212 SpD: 236 Speed: 20 Defence: 12

Moves:
Stealth Rock: Does good damage against bird types and doesn't need constant set up.
Shell Smash: Mainly to combat instant-sweepers but also punishes fly-users very nicely, also great if I switch it in to make the enemy switch.
Waterfall: Good STAB move.
Zen Headbutt: Isn't really expected so can catch people off guard (great after shell smash) also good against fighting types.

Role: Normally my entry pokemon, good defence, can dish out decent damage, quick entry hazard and counter to a quick sweep, also a good counter for ponyta if they appear (normally don't but I can imagine they would be a pain to faint with it's speed).

Elekid
Item: Life Orb
Ability: Static
Nature: Jolly (+Spe -SpA)
Iv Spread: Atk: 252, Speed: 236, Def: 20

Moves:
Thunder Punch: Can outside all birds so this is great for taking them down (I had Wild Charge but I realised with a Stealth Rock a Thunder Punch would finish them off, haven't actually tried yet).
Ice Punch: Coverage.
Power-up Punch: Increase attack to high speed, might change this though just seems to not do well when I need a fighting attack.
Body Slam: Coverage.

Role: I introduced him to kill birds but with his high speed I decided he could also take out ground pokemon with Ice Punch, he picks off the threats that could be serious if I have nothing to deal with them with.

Mankey
Item: Life Orb
Ability: Vital Spirit
Nature: Jolly (+Spe -SpA)
Iv Spread: Spe: 196, Atk: 196, SpD: 76, Hp: 36

Moves:
Close Combat: Powerful and consistent fighting move with STAB (He has low defences if caught so lowered defences doesn't really matter).
Earthquake: High damage move with more coverage.
U-turn: Coverage and can be quite useful in some situations.
Poison Jab: Coverage.

Roles, very similar to Elekid but made to defeat Pawniard.

Vullaby
Item: Eviolite
Ability: Overcoat
Nature: Impish (+Def -SpA)
Iv Spread: Def: 236, SpD: 236, Spe: 36

Moves:
Brave Bird: Standard Brave Bird + Roost setup.
Roost: Standard Brave Bird + Roost Setup.
Foul Play: Good STAB move with a good power and is a good way to get past her mediocre attack stat.
Defog: In case Drilbur faints.

Role: I needed a bird to combat fighting types and since the only defence is my core (Pumpkaboo and Tirtouga) I decided I needed a more defensive Pokemon so here we are!
Also defog really helps if Drilbur faints.
Also having a good Dark type to combat ghosts is also a big bonus.

Drilbur
Item: Berry Juice
Ability: Moldbreaker
Nature: Jolly (+Spe -SpA)
Iv Spead: Atk: 236, Speed: 212, Hp: 60

Moves:
Rapid Spin: Takes normal damage from Stealth Rock and good hazard remover.
Drill Run: STAB move with a good power.
Stealth Rock: If I have to use Defog or if the first set gets removed for whatever reason.
Shadow Claw: Coverage and people don't really suspect I am being serious when my Drilbur appears to fight Frillish.

Role: Started off as a hazard remover but can effectively dish out damage and be a secondary hazard setter.


I thank you all for spending your time to help me with my team!

Pumpkaboo-Super @ Eviolite
Ability: Insomnia
Level: 5
EVs: 196 Def / 236 SpD / 76 Spe
Careful Nature
- Seed Bomb
- Synthesis
- Will-O-Wisp
- Shadow Sneak

Tirtouga @ Eviolite
Ability: Solid Rock
Level: 5
EVs: 212 Atk / 12 Def / 236 SpD / 20 Spe
Adamant Nature
- Stealth Rock
- Shell Smash
- Waterfall
- Zen Headbutt

Elekid @ Life Orb
Ability: Static
Level: 5
EVs: 252 Atk / 20 Def / 236 Spe
Jolly Nature
- Thunder Punch
- Ice Punch
- Power-Up Punch
- Body Slam

Mankey @ Life Orb
Ability: Vital Spirit
Level: 5
EVs: 36 HP / 196 Atk / 76 SpD / 196 Spe
Jolly Nature
- Close Combat
- Earthquake
- U-turn
- Poison Jab

Vullaby @ Eviolite
Ability: Overcoat
Level: 5
EVs: 236 Def / 236 SpD / 36 Spe
Impish Nature
- Brave Bird
- Roost
- Foul Play
- Defog

Drilbur @ Berry Juice
Ability: Mold Breaker
Level: 5
EVs: 60 HP / 236 Atk / 212 Spe
Jolly Nature
- Rapid Spin
- Drill Run
- Stealth Rock
- Shadow Claw
 
Yo.

You have a pretty good team so far. I'll try to help while maintaining the structure you currently have, for the most part.

I respect your choice to stick with your favorites. I can't use a team that is comprised of 6 of the top 15 or so because I rarely have a connection to any of those mons, and I've been playing LC (on cartridge and eventually sim) since the late DPPt days. However, you would benefit immensely from changing out Seed Bomb in favor of Bullet Seed. Due to the way the damage rolls work in Little Cup, multi-hit moves will come out on top of comparably powered (and sometimes stronger) attacks in many (all the cases that I can think of, but for accuracy's sake I'll say many) cases. I'll include some examples of damage calculations below.

Porygon:

0 Atk Pumpkaboo-Super Seed Bomb vs. 236 HP / 196 Def Eviolite Porygon: 6-7 (23 - 26.9%) -- 2.2% chance to 4HKO
(6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7)

0 Atk Pumpkaboo-Super Bullet Seed (3 hits) vs. 236 HP / 196 Def Eviolite Porygon: 9-12 (34.6 - 46.1%) -- guaranteed 3HKO
(3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4)

0 Atk Pumpkaboo-Super Bullet Seed (5 hits) vs. 236 HP / 196 Def Eviolite Porygon: 15-20 (57.6 - 76.9%) -- guaranteed 2HKO
(3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4)

Mienfoo:

0 Atk Pumpkaboo-Super Seed Bomb vs. 0 HP / 196 Def Eviolite Mienfoo: 6-7 (28.5 - 33.3%) -- 0% chance to 3HKO
(6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7)

0 Atk Pumpkaboo-Super Bullet Seed (3 hits) vs. 0 HP / 196 Def Eviolite Mienfoo: 9-12 (42.8 - 57.1%) -- approx. 12.1% chance to 2HKO
(3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4)

0 Atk Pumpkaboo-Super Bullet Seed (5 hits) vs. 0 HP / 196 Def Eviolite Mienfoo: 15-20 (71.4 - 95.2%) -- approx. 6.3% chance to OHKO after Stealth Rock
(3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4)

Spritzee:

0 Atk Pumpkaboo-Super Seed Bomb vs. 212 HP / 196+ Def Eviolite Spritzee: 6-7 (22.2 - 25.9%) -- 0.1% chance to 4HKO
(6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7)

0 Atk Pumpkaboo-Super Bullet Seed (3 hits) vs. 212 HP / 196+ Def Eviolite Spritzee: 9-12 (33.3 - 44.4%) -- approx. 0.4% chance to 2HKO after Stealth Rock
(3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4)

0 Atk Pumpkaboo-Super Bullet Seed (5 hits) vs. 212 HP / 196+ Def Eviolite Spritzee: 15-20 (55.5 - 74%) -- guaranteed 2HKO
(3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4)

Archen:

0 Atk Pumpkaboo-Super Seed Bomb vs. 76 HP / 0 Def Archen: 10-13 (43.4 - 56.5%) -- 59.4% chance to 2HKO
(10, 10, 10, 10, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 13)

0 Atk Pumpkaboo-Super Bullet Seed (3 hits) vs. 76 HP / 0 Def Archen: 12-18 (52.1 - 78.2%) -- approx. 6.3% chance to OHKO after Stealth Rock
(4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 6)

0 Atk Pumpkaboo-Super Bullet Seed (5 hits) vs. 76 HP / 0 Def Archen: 20-30 (86.9 - 130.4%) -- guaranteed OHKO after Stealth Rock
(4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 6)

Pawniard:

0 Atk Pumpkaboo-Super Seed Bomb vs. 0 HP / 36 Def Eviolite Pawniard: 3-3 (14.2 - 14.2%) -- guaranteed 7HKO
(3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3)

0 Atk Pumpkaboo-Super Bullet Seed (3 hits) vs. 0 HP / 36 Def Eviolite Pawniard: 3-6 (14.2 - 28.5%) -- approx. 0.1% chance to 4HKO
(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2)

0 Atk Pumpkaboo-Super Bullet Seed (5 hits) vs. 0 HP / 36 Def Eviolite Pawniard: 5-10 (23.8 - 47.6%) -- approx. 0.4% chance to 2HKO after Stealth Rock
(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2)

I also would suggest using Frisk instead of Insomnia. Pumpkaboo is immune to the relevant reliable forms of sleep on the tier, and Frisk can help to scout certain sets that you need to know how to check or counter properly

Because you have Drilbur setting hazards, Tirtouga can be freed to run a third attacking move and thus function better as a win con. I recommend Stone Edge, as it gives you a strong Rock-Typed STAB attack and additionally lets you defeat the Flying-Types that Tirtouga can so easily set up on, so that you can set up successfully without reading a switch and therefore not be out in a awkward position if the bird attacks you instead. I also recommend the Sturdy Shell Smash set; you have the hazard control that is required, and if worse comes to worse and you haven't used Tirtouga yet, you can stop a set-up sweeper from cleaning up your team.

While Elekid provides you with more offensive pressure and a fast revenge killer/general attacker, your team is quite weak to Fire-Types (especially those that carry Will-O-Wisp.). You also have a bad time against status. To remedy both, I would advise replacing Elekid with RestTalk Munchlax. Munchlax can tank whatever status you need it to, as it can heal itself by sleeping when it gets to be weakened by too much, and also hits hard to back it up. Munchlax also comes with the large boon of sponging nearly every special attacker's arsenal in the tier, as long as said attacker doesn't have a strong enough/STAB fighting-type attack. I personally run Facade on Munchlax to have a better matchup against Water-Types (and by extension Scald); it also means less time wasted Resting, but you could use Body Slam if you'd prefer. The second moveslot is also up for grabs, but I like to use Pursuit to get rid of those pesky Abra and Gastly as well as for trapping weakened threats to your sweepers or your other team members.

Your team does not fair too well against the omnipresent Fairy-Types of the 6th gen; you have no resists to their STAB and, more importantly, are lacking in SE coverage with which to combat them. As a fix, switch Mankey with Croagunk. The little frog patches up your matchups against Fairies (just watch out for Earthquake from Snubbull) as well as keeps the previous slot's role of countering Pawniard. Croagunk also adds a priority attack to your team, which crucially allows you to stop weakened set-up sweepers (especially smashers) which choose to stay in against you and snipe weakened threats. Croagunk will also, in conjunction with my next change, double up on Knock Off support, which is crucial to have at least one user of in the LC metagame. Croagunk is a Fighting-Resist that is not weak to Knock Off as well, which is very useful to have in today's showing of Knock Off: The Tier.

Vullaby is in a similar predicament as Tirtouga: Drilbur is playing hazard control on both fronts, so you don't need to use Defog on it. In addition, Foul Play isn't a good move for a(n) (physically) attacking Pokemon -- let alone in LC, where the move I'm going to recommend is S-tier viable -- and given that Vullaby has a high attacking score, it would much rather use Knock Off. Vullaby also can function as an offensive pivot effectively via U-Turn, and given the structure of your team I would recommend using the proper spread for it to do so.

Finally, speaking of Drilbur, there is no disadvantage for running Earthquake over Drill Run on Drilbur, and Rock Slide helps Drilbur take out Flying-Types if it comes in safely against them. I recommend making both of these changes.
(notably Vullaby, which causes sizable issues for your team and walls your current set)

As a closing note, the standard spreads of effort values are standard for a reason. These tried and true allotments allow each Pokemon to maximize the potential they hold in their appropriate niche/role, and thus I feel you should be using them all. A recap of the changes/list of the new sets will be posted below, in a hide tag.

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

Tirtouga @ Berry Juice
Level: 5
Ability: Sturdy
EVs: 212 Atk / 92 Def / 180 Spe
Jolly Nature
- Shell Smash
- Waterfall
- Stone Edge
- Zen Headbutt

Munchlax @ Eviolite
Level: 5
Ability: Thick Fat
EVs: 236 Atk / 36 Def / 236 SpD
Adamant Nature
- Facade / Body Slam
- Pursuit / Earthquake / Fire Punch / Whirlwind
- Rest
- Sleep Talk

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

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

Drilbur @ Berry Juice
Level: 5
Ability: Mold Breaker
EVs: 36 HP / 76 Atk / 36 Def / 76 SpD / 212 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Stealth Rock

Good luck with your team, and welcome to the tier :D.
 
Hello and welcome to LC!

Solid Gold made some pretty good changes, but I disagree with the Tirtouga one. Solid Rock Eviolite is a very good set and has the benefit of retaining a nice amount of bulk even after a Shell Smash due to Eviolite. I agree with changing Stealth Rock to Stone Edge, because it allows you to not only deal with birds but also hit Larvesta and Ponyta without touching them, avoiding flame body which is super nice.

Croagunk happens to be your only fight/fairy check, and it happens to get trapped very easily. I would suggest instead of using the standard set, I would use a Bulk Up set in order to beat trappers.

Croagunk @ Eviolite
Level: 5
Ability: Dry Skin
EVs: 52 HP / 188 Atk / 116 Def / 116 SpD / 36 Spe
Adamant Nature
- Drain Punch
- Gunk Shot
- Sucker Punch
- Bulk Up

This set allows you to bulk up and then sucker punch the gothita/diglett, allowing you to play around them and keep your croagunk alive. It also acts as a wincon sometimes that your opponent will definitely not expect.

And use the standard sets, the people who made them spent a lot of time calcing those EVs and they tend to be the best.

Again, welcome and I hope you stay around!
 
Hey there, solid and sam gave you some nice suggestions but something came to my mind. With Rock Slide on Drilbur you miss out the OHKO on birds if rocks aren't up, so Rock Tomb can be an option to still damage them while also dropping their speed which can be nice in many situations.
larvesta.png

Also I've noted that you are pretty Pawniard weak. Croagunk is the only mon that can knock it out (support Drilbur has only the 6.3% to OHKO standard set) but you lack of Vacuum Wave, so you will need to be careful because if Gunk switches on Iron Head it will be difficult to switch on it a second time, and after the opponent will scout your set it will be pretty easy to abuse of this situation. Vullaby seems the weak link of the team, in its paragraph you says that you use it for Fighting-types mon and to play againist Ghost-types, but Vullaby is a mediocre fight check and you have Pursuit Munchlax to beat ghosts, which also works as an effectively Spore absorber so you won't miss Overcoat that much. Larvesta is a nice addition to the team imo, it forms a cool FWG core with Pumpkaboo and Tirtouga, it's a good fight and Pawn check, and it still gives you momentum with U-Turn.
Larvesta @ Eviolite
Level: 5
Ability: Flame Body
EVs: 76 HP / 236 Def / 156 SpD / 36 Spe
Impish Nature
- U-turn
- Flare Blitz
- Will-O-Wisp
- Morning Sun
That's all I have, good luck with your team n___n
 
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