Arrokuda @ Life Orb
Ability: Swift Swim
Level: 5
EVs: 252 Atk / 228 Spe
Jolly Nature
IVs: 17 HP
- Liquidation
- Close Combat
- Psychic Fangs
- Aqua Jet
Arrokuda acts as the primary breaker for the team, utilizing it's strong coverage to remove a good chuck of LC's walls (capable of KOing Ferroseed with CC after a Liquidation or a Psychic Fangs). Liquidation is stab, CC and Psychic Fangs are coverage options for Steels and Poisons prospectively... While Aqua Jet is used to deal with weakened sweepers (like a Weak Armor Vullaby)
Onix @ Eviolite
Ability: Rock Head
Level: 5
EVs: 236 Atk / 36 Def / 196 Spe
Jolly Nature
- Dragon Dance
- Head Smash
- Earthquake
- Stealth Rock
Our rocker and a DD sweeper for the team, Onix takes the role as one of the main leads for the team. EQ and Head Smash are the attacking moves of choice to utilize both stabs. Onix is also the main check to most physical attackers (thanks to it's abnormally high defense stat for a LC mon along side Eviolite).
Rufflet (M) @ Choice Scarf
Ability: Hustle
Level: 5
EVs: 252 Atk / 36 Def / 196 Spe
Jolly Nature
- Brave Bird
- Close Combat
- U-turn
- Facade
Speed control and a secondary breaker, Hustle Rufflet uses scarf and Brave Bird to smack bulkier mons that could give Arrokuda trouble. CC allows Rufflet to hit Steel and Rock types (to potentially avoid needing to switch out) and U-turn allows for momentum and aggressive piveting for this more offensive style build.
Drifloon @ Chesto Berry
Ability: Unburden
Level: 5
EVs: 84 Def / 196 SpA / 4 SpD / 196 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Shadow Ball
- Thunderbolt
- Rest
This is a experimental set for Drifloon that uses RestoChesto alongside Unburden to act as a potential late game cleaner (if I'm lucky enough to not get Suckered lol). Defog is just for hazard control... But an additional coverage option like Flamethrower or Dark Pulse works as well.
Morelull @ Eviolite
Ability: Effect Spore
Level: 5
EVs: 196 HP / 76 Def / 236 SpA
Modest Nature
IVs: 0 Atk
- Strength Sap
- Dazzling Gleam
- Energy Ball
- Sludge Bomb
Defensive pivot and the primary check to electric types. Strength Sap allows for some sustain to complement it's decent coverage and deceptively good Special Attack.
Impidimp (M) @ Eviolite
Ability: Prankster
Level: 5
EVs: 236 HP / 116 Def / 116 SpD / 36 Spe
Impish Nature
- Fake Out
- Thunder Wave
- Taunt
- Foul Play
The secondary go to lead and overall team support mon: Impidimp. This set mostly utilizes Prankster to spread taunt and paralyze to mess with any threats the enemy team might have. Impish nature is there so that the two defense stats can be equal (at 18 each with Eviolite). Fake out helps with messing up mons... While Foul Play allows it to hit physical sweepers really hard.
Notable weaknesses from my own testing:
Weak Armor Vullaby: Due to the limited answers to special attackers for this team defensively, Vullaby becomes a big problem if it gets it's Weak Armor off and Arrokuda isn't there to Jet it down.
Electric types: Even with the addition of Morelull (previously Litwick), this team struggles with Electric types, such as Scarf Electrik.
Sucker punch: Remember when I mentioned that Sucker Punch ruins my Drifloon build? It also chunks if not OHKO's most of the mons. Onix can still tank, Impidimp doesn't care and Arrokuda can outplay with Jet... The other mons don't fair so well and Morelull doesn't like staying in on most Sucker users (namely Pawniard).
Physical Walls: Since this is a primarily physical team, they are semi prone to getting walled by physically bulky mons. However, Aside from Iron Head Mudbray, the teams can break almost every one of them with the right pivots and moves.
Ability: Swift Swim
Level: 5
EVs: 252 Atk / 228 Spe
Jolly Nature
IVs: 17 HP
- Liquidation
- Close Combat
- Psychic Fangs
- Aqua Jet
Arrokuda acts as the primary breaker for the team, utilizing it's strong coverage to remove a good chuck of LC's walls (capable of KOing Ferroseed with CC after a Liquidation or a Psychic Fangs). Liquidation is stab, CC and Psychic Fangs are coverage options for Steels and Poisons prospectively... While Aqua Jet is used to deal with weakened sweepers (like a Weak Armor Vullaby)
Onix @ Eviolite
Ability: Rock Head
Level: 5
EVs: 236 Atk / 36 Def / 196 Spe
Jolly Nature
- Dragon Dance
- Head Smash
- Earthquake
- Stealth Rock
Our rocker and a DD sweeper for the team, Onix takes the role as one of the main leads for the team. EQ and Head Smash are the attacking moves of choice to utilize both stabs. Onix is also the main check to most physical attackers (thanks to it's abnormally high defense stat for a LC mon along side Eviolite).
Rufflet (M) @ Choice Scarf
Ability: Hustle
Level: 5
EVs: 252 Atk / 36 Def / 196 Spe
Jolly Nature
- Brave Bird
- Close Combat
- U-turn
- Facade
Speed control and a secondary breaker, Hustle Rufflet uses scarf and Brave Bird to smack bulkier mons that could give Arrokuda trouble. CC allows Rufflet to hit Steel and Rock types (to potentially avoid needing to switch out) and U-turn allows for momentum and aggressive piveting for this more offensive style build.
Drifloon @ Chesto Berry
Ability: Unburden
Level: 5
EVs: 84 Def / 196 SpA / 4 SpD / 196 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Shadow Ball
- Thunderbolt
- Rest
This is a experimental set for Drifloon that uses RestoChesto alongside Unburden to act as a potential late game cleaner (if I'm lucky enough to not get Suckered lol). Defog is just for hazard control... But an additional coverage option like Flamethrower or Dark Pulse works as well.
Morelull @ Eviolite
Ability: Effect Spore
Level: 5
EVs: 196 HP / 76 Def / 236 SpA
Modest Nature
IVs: 0 Atk
- Strength Sap
- Dazzling Gleam
- Energy Ball
- Sludge Bomb
Defensive pivot and the primary check to electric types. Strength Sap allows for some sustain to complement it's decent coverage and deceptively good Special Attack.
Impidimp (M) @ Eviolite
Ability: Prankster
Level: 5
EVs: 236 HP / 116 Def / 116 SpD / 36 Spe
Impish Nature
- Fake Out
- Thunder Wave
- Taunt
- Foul Play
The secondary go to lead and overall team support mon: Impidimp. This set mostly utilizes Prankster to spread taunt and paralyze to mess with any threats the enemy team might have. Impish nature is there so that the two defense stats can be equal (at 18 each with Eviolite). Fake out helps with messing up mons... While Foul Play allows it to hit physical sweepers really hard.
Notable weaknesses from my own testing:
Weak Armor Vullaby: Due to the limited answers to special attackers for this team defensively, Vullaby becomes a big problem if it gets it's Weak Armor off and Arrokuda isn't there to Jet it down.
Electric types: Even with the addition of Morelull (previously Litwick), this team struggles with Electric types, such as Scarf Electrik.
Sucker punch: Remember when I mentioned that Sucker Punch ruins my Drifloon build? It also chunks if not OHKO's most of the mons. Onix can still tank, Impidimp doesn't care and Arrokuda can outplay with Jet... The other mons don't fair so well and Morelull doesn't like staying in on most Sucker users (namely Pawniard).
Physical Walls: Since this is a primarily physical team, they are semi prone to getting walled by physically bulky mons. However, Aside from Iron Head Mudbray, the teams can break almost every one of them with the right pivots and moves.