[Little Cup] Ascetics of the Unorthodox Church
Welcome, welcome... For quite some time I've been using the following Little Cup team, one that I plan to soon breed in real life. I think I've gotten about as far as I can on my own with them, so now I turn to you, the Smogon community, for advice with what to fix or do next before taking the final step to actually breed them.
At a Glance: I tried to go for a balanced approach, having type combinations and immunities that compliment each other, allowing for good synergy and (hopefully) easy switches. Most of the team has some helpful resistances or immunities that benefit the others.
So without further ado, here's the team in-depth:
Changes are in greenish.
Buto @ Focus Sash
Ability: Battle Armor
Nature: Naughty / Adamant
EVs: 196 Atk / 236 Spd / 76 SpAtk (76 SpDef)
Moves:
- Stealth Rock
- Aqua Jet
- Rock Slide
- Ice Beam
Summary: My lead. Gets Stealth Rock up, takes the enemy lead out-- that's the plan, anyway. If I can manage to keep him alive or prevent Rocks from going up early on, he makes a fantastic revenge-killer with Aqua Jet, but due to my awful prediction, he rarely makes it that long. Aqua Jet for priority, Rock Slide to crush stuff, and Ice Beam for Gligar leads and because the rest of my team lacks an Ice move.
Sect @ Oran Berry
Ability: Dry Skin
Nature: Impish
EVs: 236 HP / 116 Atk / 156 Def
Moves:
- Spore
- Stun Spore
- Seed Bomb
- Bug Bite
Summary: Good ol' double-powder Paras. Its dual debilitating dust attacks cripple anyone not expecting them, and Bug Bite helps him cripple walls or tanks that like their Oran Berry recovery after they've had a visit from the sandman. Seed Bomb for STAB. Not much of an attacker, his main role is to screw things with status, hit things that don't like his STAB, and absorb Water and Ground attacks aimed at Houndour and Aron, a job he performs quite well.
Gnar @ Life Orb
Ability: Levitate
Nature: Modest
EVs: 36 Def / 196 SpAtk / 76 SpDef / 196 Spd
Moves:
- Substitute
- Shadow Ball
- Thunderbolt
- Will-O-Wisp / Torment / Destiny Bond
Summary: The all-important Ghostly immunizer of the team, replacing the now-banned Missy. With Missy, I previously ran a near-identical set to this one utilizing Substitute and Will-O-Wisp, and thought not as bulky, Gastly has settled into the role quite comfortably. Substitute is the main attraction here, since it allows Gastly to beat Sucker Punching Croagunk and survive Munchlax. Recently changed Sub-Gastly's nature to Modest, with which it will outspeed and OHKO Croagunk after Stealth Rock with Shadow Ball. Also experimenting with Torment in place of Will-O-Wisp in that last slot. Destiny Bond is now also being considered less as a suicide option, and more as a potential buffer-- discouraging faster opponents from KOing Gastly after they break his Sub.
Ondu @ Life Orb
Ability: Flash Fire
Nature: Lonely
EVs: 116 Atk / 116 SpAtk / 236 Spd / 36 SpDef
Moves:
- Fire Blast
- Dark Pulse
- Sucker Punch
- Pursuit
Summary: Trappy-Dour, great for taking Fire attacks thrown at Paras. I need Fire Blast's extra power, as I am now running the set with more physical power than previously before. Sucker Punch is the most important move here, and because of its failure to KO things I need KOed, I often find myself questioning and revising its EVs. As it is, my current spread gives me 16 Attack and 15 Special Attack, which is the lowest I dare take either while keeping both usable. Pursuit, finally, is for trapping Ghosts that block my Choice Band Dratini's Extremespeed.
Gron @ Oran Berry (Life Orb)
Ability: Rock Head
Nature: Adamant (Jolly)
EVs: 36 HP / 196 Atk / 36 Def / 36 SpDef / 196 Spd
Moves:
- Rock Polish
- Head Smash
- Earthquake
- Substitute
Summary: I absolutely love Agility/Rock Polish sweepers, so it was mandatory that I have one on my Little Cup team. Aron fits the bill the best for what my team wants, providing a crapload of resistances behind that sturdy Defense stat. This Aron absolutely loves Meowth leads, as they can do nothing but U-turn out as I come in on their Fake Out. Since Head Smash and EQ together get perfect coverage on everything but Bronzor in Little Cup, I omitted Iron Head from the set in favor of Substitute. This way, Aron can Sub on Meowth's U-Turn (or someone else's switch) when Croagunk comes in, gaining protection from Vacuum Wave and the capability to knock out one of its biggest counters in one fell swoop. It also serves to block status from Duskull, who it can outrun and proceed to set up in the face of.
Naire @ Choice Band
Ability: Shed Skin
Nature: Hasty
EVs: 28 HP / 244 Atk / 36 SpD / 196 Spe
Moves:
- Extremespeed
- Outrage
- Aqua Tail
- Fire Blast
Summary: Changed again from DDtini to Bandratini. I find that most of the time, I only really end up using ExSpeed before being forced out by something faster/stronger than Dratini, so running Choice Band on it fits my needs better by offering an immediately stronger priority attack for revenge-killing purposes. This also makes Houndour's Pursuit have a purpose again, since it traps the Ghosts that block Dratini's ExSpeed.
Advice? Comments? Criticism? Any and all are appreciated.
Mostly, I'm hoping to fix these problems without resorting to changing Pokemon, but if need be I will do that. Right now I'm thinking Houndour is the most easily changed here, since I seem never to need Pursuit.
Welcome, welcome... For quite some time I've been using the following Little Cup team, one that I plan to soon breed in real life. I think I've gotten about as far as I can on my own with them, so now I turn to you, the Smogon community, for advice with what to fix or do next before taking the final step to actually breed them.
At a Glance: I tried to go for a balanced approach, having type combinations and immunities that compliment each other, allowing for good synergy and (hopefully) easy switches. Most of the team has some helpful resistances or immunities that benefit the others.






So without further ado, here's the team in-depth:
Changes are in greenish.

Buto @ Focus Sash
Ability: Battle Armor
Nature: Naughty / Adamant
EVs: 196 Atk / 236 Spd / 76 SpAtk (76 SpDef)
Moves:
- Stealth Rock
- Aqua Jet
- Rock Slide
- Ice Beam
Summary: My lead. Gets Stealth Rock up, takes the enemy lead out-- that's the plan, anyway. If I can manage to keep him alive or prevent Rocks from going up early on, he makes a fantastic revenge-killer with Aqua Jet, but due to my awful prediction, he rarely makes it that long. Aqua Jet for priority, Rock Slide to crush stuff, and Ice Beam for Gligar leads and because the rest of my team lacks an Ice move.

Sect @ Oran Berry
Ability: Dry Skin
Nature: Impish
EVs: 236 HP / 116 Atk / 156 Def
Moves:
- Spore
- Stun Spore
- Seed Bomb
- Bug Bite
Summary: Good ol' double-powder Paras. Its dual debilitating dust attacks cripple anyone not expecting them, and Bug Bite helps him cripple walls or tanks that like their Oran Berry recovery after they've had a visit from the sandman. Seed Bomb for STAB. Not much of an attacker, his main role is to screw things with status, hit things that don't like his STAB, and absorb Water and Ground attacks aimed at Houndour and Aron, a job he performs quite well.

Gnar @ Life Orb
Ability: Levitate
Nature: Modest
EVs: 36 Def / 196 SpAtk / 76 SpDef / 196 Spd
Moves:
- Substitute
- Shadow Ball
- Thunderbolt
- Will-O-Wisp / Torment / Destiny Bond
Summary: The all-important Ghostly immunizer of the team, replacing the now-banned Missy. With Missy, I previously ran a near-identical set to this one utilizing Substitute and Will-O-Wisp, and thought not as bulky, Gastly has settled into the role quite comfortably. Substitute is the main attraction here, since it allows Gastly to beat Sucker Punching Croagunk and survive Munchlax. Recently changed Sub-Gastly's nature to Modest, with which it will outspeed and OHKO Croagunk after Stealth Rock with Shadow Ball. Also experimenting with Torment in place of Will-O-Wisp in that last slot. Destiny Bond is now also being considered less as a suicide option, and more as a potential buffer-- discouraging faster opponents from KOing Gastly after they break his Sub.

Ondu @ Life Orb
Ability: Flash Fire
Nature: Lonely
EVs: 116 Atk / 116 SpAtk / 236 Spd / 36 SpDef
Moves:
- Fire Blast
- Dark Pulse
- Sucker Punch
- Pursuit
Summary: Trappy-Dour, great for taking Fire attacks thrown at Paras. I need Fire Blast's extra power, as I am now running the set with more physical power than previously before. Sucker Punch is the most important move here, and because of its failure to KO things I need KOed, I often find myself questioning and revising its EVs. As it is, my current spread gives me 16 Attack and 15 Special Attack, which is the lowest I dare take either while keeping both usable. Pursuit, finally, is for trapping Ghosts that block my Choice Band Dratini's Extremespeed.

Gron @ Oran Berry (Life Orb)
Ability: Rock Head
Nature: Adamant (Jolly)
EVs: 36 HP / 196 Atk / 36 Def / 36 SpDef / 196 Spd
Moves:
- Rock Polish
- Head Smash
- Earthquake
- Substitute
Summary: I absolutely love Agility/Rock Polish sweepers, so it was mandatory that I have one on my Little Cup team. Aron fits the bill the best for what my team wants, providing a crapload of resistances behind that sturdy Defense stat. This Aron absolutely loves Meowth leads, as they can do nothing but U-turn out as I come in on their Fake Out. Since Head Smash and EQ together get perfect coverage on everything but Bronzor in Little Cup, I omitted Iron Head from the set in favor of Substitute. This way, Aron can Sub on Meowth's U-Turn (or someone else's switch) when Croagunk comes in, gaining protection from Vacuum Wave and the capability to knock out one of its biggest counters in one fell swoop. It also serves to block status from Duskull, who it can outrun and proceed to set up in the face of.

Naire @ Choice Band
Ability: Shed Skin
Nature: Hasty
EVs: 28 HP / 244 Atk / 36 SpD / 196 Spe
Moves:
- Extremespeed
- Outrage
- Aqua Tail
- Fire Blast
Summary: Changed again from DDtini to Bandratini. I find that most of the time, I only really end up using ExSpeed before being forced out by something faster/stronger than Dratini, so running Choice Band on it fits my needs better by offering an immediately stronger priority attack for revenge-killing purposes. This also makes Houndour's Pursuit have a purpose again, since it traps the Ghosts that block Dratini's ExSpeed.
Advice? Comments? Criticism? Any and all are appreciated.
Mostly, I'm hoping to fix these problems without resorting to changing Pokemon, but if need be I will do that. Right now I'm thinking Houndour is the most easily changed here, since I seem never to need Pursuit.