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Resource SV LC Team Bazaar

:bronzor::elekid::mienfoo::vullaby::mareanie::tinkatink:

BRONZOR MY BELOVED

this team works to bring in bronzor at any possible gamestate. it does this by being intentionally weak to bronzor's good matchups as explained in this post. bronzor excels at keeping rocks up vs ice shard sandshrew-alola and non-knock variants of toedscool, aka the 2 spinners of the tier. it is weak to knock off so any mon that can knock it will try to, including mienfoo and vullaby. we run power gem and psychic to chip these mons as they come in; tinkatink to absorb knock off. could be run with defensive shellos for the same effect, as shown below.

bronzor is good at checking nasty plot these vull answers: glim, bray, a dig. so I put on a timid heat wave np vull for the tinkatink mu.
elekid runs modest because it doesnt need to worry about the a dig mu, this helps secure marginal damage increases including volt switch damage on incoming mienfoo.
236+ SpA Elekid Volt Switch vs. 0 HP / 36 SpD Eviolite Mienfoo: 7-10 (33.3 - 47.6%) -- guaranteed 3HKO
Possible damage amounts: (7, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 10)
236 SpA Elekid Volt Switch vs. 0 HP / 36 SpD Eviolite Mienfoo: 7-9 (33.3 - 42.8%) -- guaranteed 3HKO
Possible damage amounts: (7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 9)
there's a few other applications of modest elekid but I'm feelin lazy

tinkatink can run twave over rocks for extra support on NP vull. this brings in chinchou to be knocked and kissed MWAH

the rest is pretty standard I'm sure you can figure out why I'm running jolly 196 Def mienfoo lol

:bronzor::shellos::foongus::elekid::diglett-alola::mienfoo:

this team is less reliant on bronzor defensively because of shellos and foongus not being ground weak, and a dig putting pressure on glim. shellos is here as a knock absorber, as mandatory in any bronzor team. the problem matchup for the team is mudbray, patched by zor.

try building with bronzor and tell me how it goes I'm deathly curious

https://replay.pokemonshowdown.com/gen9lc-2685747602-8ctylwtouq4qkluktn0ljqmd3xhvslgpw
Goat.
 
:salandit: :mienfoo: :tinkatink: :growlithe-hisui: :aipom: :squirtle:
https://pokepast.es/8a4e73e00fb3dd4b

With the ban of Vullaby in SV LC, I believe this team holds a solid place in the new metagame. The ban eliminates one of the format's major threats and changes how teams must handle both this team's offensive pressure and its defensive responses. This team capitalizes on this shift by combining offensive pressure, momentum control, and a win condition centered on *Shell Smash* Squirtle.

*Salandit** utilizes *Eject Pack* alongside *Overheat* to deal damage while simultaneously switching out and safely bringing teammates onto the field. Grass-type *Tera Blast* provides additional coverage, particularly for dealing with opposing *Shell Smash* Squirtle.
*Aipom** acts as a potent physical attacker, using *Fury Swipes* (with the *Skill Link* ability), *Fake Out*, and *U-turn* to pressure opposing teams.
*Mienfoo** with *Choice Scarf* ensures speed control and momentum via *U-turn*, while *Knock Off* and *Close Combat* provide strong offensive pressure.
*Squirtle** serves as the primary setup sweeper. *Shell Smash* can turn favorable positions into imminent victories, with *Eviolite* and its move coverage helping to create opportunities to set up.
*Tinkatink** provides support with *Stealth Rock*, spreads paralysis via *Thunder Wave*, and removes opposing items using *Knock Off*. - *Hisuian Growlithe** applies immediate physical pressure with *Head Smash* and *Flare Blitz*, while the *Intimidate* ability and the move *Will-O-Wisp* provide tactical utility for dealing with physical attackers.

The team functions as follows:

The general strategy involves using Aipom, Mienfoo, and Salandit to generate momentum and wear down opposing teams. Tinkatink supports the squad with *Stealth Rock* and status conditions, while Hisuian Growlithe helps pressure the opponent's defensive answers. Once the threats that check Squirtle have been sufficiently weakened, look for an opportunity to use *Shell Smash* and close out the match.

The ban on Vullaby makes this offensive approach interesting; however, the team still needs to be evaluated against the new metagame, as one should not assume that Vullaby's ban automatically makes every matchup favorable.
 
https://pokepast.es/c576a0372fe82bd4

Hi! I haven´t played LC in a while, but a few days ago I decided to come back and to build a Froakie team, just because he´s a cool dude. Turned up to be very good, I made it to 1500+ (peaked top 8), so I decided to share it here for anyone to try it out.

I decided to go with scarf froakie, very standard moves but I added spikes to use when the opp is switching out. I also loved using scarf protean spikes on volt switches from chinchou or elekid and getting a free spike.

I´m a really big restalk mudbray fan, and since vullaby is banned I kinda wanted to try something different from the standard edgequake. Sleep Talk+Roar is such an underrated combination, since you can make roar go before the opponent attacks if you´re fast enough. Pairing this with full hazzards is kinda nasty ngl but I thought it was a cool core. I invested a lot in spdef and attack, because you´re going to live a lot of unexpected special attacks if you don´t lose your eviolite, and also earthquake from this beast hits like a truck.

Really standard tink set, just wanted a good rocks setter that wasn´t mudbray so i could afford to run restalk.

Also really standard spdef mareanie. I use tera ghost to spin block in case of an emergency, but I almost never used it.

Bramblin is here so I could make myself a really strong hazzard stack core with a primary spinblocker (+tera ghost mareanie). Also having a spinner myself makes a good synergy with the pivoting moves that froakie and mienfoo frecuently use. Tera fire + strenght sap gives bramblin a few deffensive utility against spinners like knock off toedscool or sandshrew alola, giving him a chance to ko them instead of dying. In this slot I was originally using my own sandshrew alola to spin and provide another win condition, with tera ghost for spinblocking purposes and also trolling some hjk mienfoos. However, I realized that I was so weak to mudbray and the team had 0 switch-ins to earthquake, so I added bramblin, who also provided a natural ghost tipe to spin block without relying on tera.

Also really standard foo set, I went with 236evs in hp and less sped because that provides more regen heal, and I had a buch of special walls on my team. Decided slow foo over fast one because slow u-turn allows free entry to froakie or mudbray.

About the gameplan, even though i had the idea of a hazzard stack+roar i ended rarelly using spikes on froakie. Most of the time it was more worth it to use u-turn on a switch in than a spike. Mudbray likes to enter the field as late as possible, when eviolites are removed (especially foongus and mareanie) and the team is weakened. It´s really important to ko all flying types, force tera on them or just weaken them enough so stealth rock kills after one roar before mudbray enters the field, since he cannot touch them. Also, wingull is kind of a nightmare to play against, if you face him you must save tink´s hp or tera mienfoo to deal with him without problem. Besides wingull i wouldn´t say this team has a specially bad match-up, but opposing mudbray might give you some trouble.

Overall I would say it was a pretty decent team, and really fun to play. If you try it and see any way the team can be improved feel free to let me know.

Thanks for reading and I hope you have a beautiful day!
 
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