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Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
Do you have a team you want to share? Are you too lazy to write up a lengthy rmt? Are you bad at pokemon? If the answer is yes, then this is the thread for you!
With almost all of ORAS LC completed, and SuMo looming on the horizon, feel free to post any teams you've had success with. Meme teams can also be posted as well, but for the love of god don't be obnoxious with them. Don't post other people's teams either. This should really be pretty obvious, but I'll directly address it anyway.
Rules:
Have a brief description and an importable of the team on what you built around, type of team is it, etc.
Don't be obnoxious
Use cute sprites
note: all gens are welcome but ORAS is the focus. make sure the dumb know what gen you've built for.
___ ___ ___ ___ ___
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While I did post this awhile back, but it is the original Treecko team and generally manages to work despite 2 bad pokemon and Treecko taking up half the team. Plus it was last shared like a year and some ago and is buried lost in a thread. With lots of new people around I'm sharing it again bc I like it enough. It's also absurdly fun and not hard to use. Jolly Tree might be better on this team but idr anymore. You kinda just lose at matchup sometimes too.
Onix > Chimp and Fletch or Gunk or anything tbh > Boach is also very good
Chimchar @ Focus Sash
Ability: Blaze
Level: 5
EVs: 4 HP / 212 SpA / 104 SpD / 188 Spe
Timid Nature
- Fake Out
- Overheat
- Stealth Rock
- Endeavor
I've had a general variation of this team for well over a year now, but this is the best version of it. The idea with this team is that Chinchou is both annoying and mildly problematic, and has only a set number of predictable switch ins. These switch ins happen to also be Timburr's most reliable counters and are fairly easily dealt with when prepared for. Sludge Bomb Diglett is used to trap Cottonee and 50/50 Pawn to death, freeing up Timburr. Vullaby pressures Pawniard to come in, giving the team a non reactive response against it as Timburr teams chronically suffer from. Cottonee is a straight up check to Pawniard and is EVed to KO after Vulla's U-turn. Scarf Pawn likes when other Pawniard die too, and can be a rather threatening pokemon against offense. Also a sturdy enough Shellder counter and a reliable way to handle issue mons like Gastly or the odd ice types.
The team doesn't fully make usage of all the pokemon and their moves though, so maybe it should be editted some. Oh well I don't use it much.
Chinchou @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 148 SpA / 68 SpD
Relaxed Nature
- Volt Switch
- Scald
- Hydro Pump
- Sucker Punch
Diglett @ Life Orb
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Substitute
- Sludge Bomb
Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 116 Atk / 156 Def / 236 SpD
Careful Nature
- Mach Punch
- Drain Punch
- Knock Off
- Bulk Up
Cottonee @ Eviolite
Ability: Prankster
Level: 5
EVs: 36 HP / 40 Def / 144 SpA / 40 SpD / 232 Spe
Timid Nature
- Hidden Power [Fighting]
- Knock Off
- Dazzling Gleam
- Encore
Pawniard @ Choice Scarf
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Adamant Nature
- Pursuit
- Knock Off
- Iron Head
- Stealth Rock
Birdspam slowpoke offense? I do a lot of weird things when it comes to building, and tossing on slowpoke to old teams is probably the best of these. It's VullaFletch which isn't fun to deal with supported by most of regen core which also sucks to deal with. Scarf Mag ALSO sucks to deal with, and pairs well with the bulk of the team plus its need for speed. Cottonee is also annoying as hell. What a great team, just a bunch of shitty thing to deal with smashed together in a fairly fruitful way.
It supports itself mostly; Scarf Pawn can suck if you don't know its scarf, Gothita can also suck but it's uncommon enough i'm okay with it. Random stuff can be played around mostly, just limit spike stack as best as possible and most matchups lacking not against vullaby or bulky water spam aren't bad. also fuck Knock Off Smash Tirt.
Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 36 Def / 236 SpD
Calm Nature
- Tri Attack
- Thunder Wave
- Recover
- Ice Beam
Really similar to the rmt heysup posted but wutevz. Fletch + doduo + Vullaby for the KACAW core, with vullaby knocking off em eviolites and doduo breaking walls (and also knocking off evios tbh lol), mienfoo for a solid pawn answer and general utility, porygon to cover up most special attackers and watnot as its a really fat mon (and thunder wave is amazing jaja;]), and chinchou for a bird answer and fire resist so ponyta doesnt annoys me with burns (and if it does, help out the team with heal bell). Birdspam is just rly fun to use lol (also, who needs normal or fight resists lermao)
Hippopotas @ Eviolite
Ability: Sand Force
Level: 5
EVs: 52 HP / 20 Atk / 212 Def / 180 SpD / 20 Spe
Impish Nature
- Earthquake
- Rock Tomb
- Stealth Rock
- Slack Off
Chinchou @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SpA / 60 Spe
Bold Nature
- Scald
- Volt Switch
- Ice Beam
- Heal Bell
Wanted to use dual fighting core + fatboi to trap abra, and added torchic for the easy bp wins. Yeah thats basically all the thought i put into this team but idk, fighting spam and fatboi sounded good enough for me 8). Hippo + chou were added last for a defensive backbone as i needed a bird answer (why not 2 if you count hippo) and sr. (also, who needs normal or fight or ground resists lermao)
Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 180 Atk / 132 SpD / 196 Spe
Jolly Nature
- Acrobatics
- Stone Edge
- U-turn
- Earthquake
Trubbish @ Berry Juice
Ability: Sticky Hold
Level: 5
EVs: 196 HP / 36 Atk / 20 Def / 20 SpD / 236 Spe
Jolly Nature
- Spikes
- Recycle
- Gunk Shot
- Drain Punch
Gave this to some ppl for slam, they thought it was ok so might as well just make it public. Maybe it should be a different set on cottonne or just a different mon so abra doesnt just destroys the team lol. The team is pretty old so i dont really remember the thought behind it but eh, who really cares, can we really question the amazingness of 4 attacks archen? 8)
Ferroseed @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 84 HP / 36 Atk / 188 Def / 148 SpD / 36 Spe
Careful Nature
- Bullet Seed
- Spikes
- Thunder Wave
- Knock Off
Diglett @ Focus Sash
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Stealth Rock
- Memento
Ok so this is a pretty simple team. It is centered around my Water Spam core of Omanyte + Corphish who are both p nice sweepers. Basically the goal is to hazard stack with Ferro and eliminate the threats to the sweepers with Gothita and Diglett. Mienfoo is there for offense pressure and is a pretty nice glue mon. One of my most fun teams :D
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
This is my default LC team and for good reason: it is fun af. It is made around Deerling who is, in my opinion, one of the most underrated LC mons. With a speed reaching 18, a decent Attack and movepool, it makes a nice Offense check to Snivy and Water-types. Onix is there for hazards cause that's what Onix do, and Staryu is there for Hazard removal and speed. Skrelp is my Defensive check to tons of mons like Spritzee, Snubbull, and Ferroseed. Fletch is there for priority and a potential win-con. Pawniard is a very nice Pursuit trapper, a great Choice Scarf mon, and just good glue in general. This team was rated by Coconut while she was tutoring me, so you know it's good. ;)
This is a very fun team to use, especially if you aren't on of the disgusting scum who like Totodile > Cyndaquil! Cyndaquil is a fun Choice Scarf set that utilizes Cyndaquil's powerful Eruption and Blaze ability for high damage outputs at almost all HP levels. Staryu is my main hazard remover and good bulky mon. Ferroseed is a great tank and hazard setter, giving support to Cyndaquil with said hazards. Snubbull is my main Fighting check and cleric. Pory is a great tank and makes for decent glue. Gunk is just great glue and provides nice offensive pressure.
Larvesta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 HP / 236 Def / 156 SpD / 36 Spe
Impish Nature
- U-turn
- Flare Blitz
- Will-O-Wisp
- Morning Sun
Sandshrew @ Eviolite
Ability: Sand Rush
Level: 5
EVs: 116 HP / 156 Atk / 156 Def / 36 SpD / 36 Spe
Impish Nature
- Rapid Spin
- Earthquake
- Knock Off
- Stealth Rock
Chinchou @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SpA / 60 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Heal Bell
- Ice Beam
Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 116 Atk / 156 Def / 236 SpD
Careful Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up
Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Recover
- Ice Beam
- Tri Attack
- Thunder Wave
Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Hidden Power [Fighting]
Larvitar and Chinchou make a nice VoltTurn core and with Foongus, it is hard for the opponent to punish your switches. Sandshrew is a fun hazard setter/remover, while Timburr is a win-con and just a good mon in general. Pory is a really nice Tank and spreads Twave.
Shellos-East @ Eviolite
Ability: Sticky Hold
Level: 5
EVs: 228 HP / 132 Def / 100 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Earth Power
- Clear Smog
This was my attempt at a Shellos team and I guess it works. Shellos/Spritzee/Ferro makes a decent defensive core for Stalling while Ponyta spreads burns and checks physical attackers. Magnemite is my Choice Scarf and Volt Switch user, and Shellder is my wincon. Decent team all things considered.
This is my attempt at using the Honedge/Spritzee/Chespin core. Honedge is my main wincona and is a fun mon to use in general. Spritzee is a defensive Fighting check and cleric while Chespin is a Spikes Stacker and Gastly/Foongus check. Drilbur is hazard remover/setter Chinchou is nice Chocie Scrarf mon, Fletch is priority and secondary wincon. Standard stuff.
Hanna Jr. (Bulbasaur) (F) @ Eviolite
Ability: Chlorophyll
Level: 5
EVs: 240 SpA / 240 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Solar Beam
- Growth
- Hidden Power [Fire]
- Sludge Bomb
Georgie (Vulpix) (M) @ Heat Rock
Ability: Drought
Level: 5
EVs: 52 HP / 20 Def / 196 SpA / 240 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Energy Ball
- Will-O-Wisp
- Quick Attack
Jordan (Chinchou) (M) @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 160 SpA / 60 Spe
IVs: 0 Atk
- Scald
- Volt Switch
- Ice Beam
- Heal Bell
chool like choolio (Gothita) @ Eviolite
Ability: Shadow Tag
Level: 5
EVs: 236 HP / 36 Def / 156 SpD / 76 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Rest
- Substitute
- Psyshock
tony like a flygon (Scraggy) @ Eviolite
Ability: Shed Skin
Level: 5
EVs: 36 HP / 156 Atk / 36 Def / 36 SpD / 212 Spe
Jolly Nature
- Dragon Dance
- Knock Off
- Drain Punch
- High Jump Kick
ice like a tea (Onix) @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 76 HP / 236 Atk / 196 Spe
Jolly Nature
- Earthquake
- Rock Blast
- Stealth Rock
- Taunt
blim like a lax (Ponyta) @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 Atk / 156 Def / 76 SpD / 196 Spe
Jolly Nature
- Flare Blitz
- Morning Sun
- Will-O-Wisp
- Toxic
twin like cities (Vullaby) @ Eviolite
Ability: Overcoat
Level: 5
EVs: 116 HP / 76 Atk / 236 Def / 76 SpD
Impish Nature
- Roost
- Knock Off
- Brave Bird
- Defog
cased like victory (Foongus) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Hidden Power [Fighting]
zf changed it to staryu > vullaby and his version mite be better? idk but I like this team and since my fav builder used it's base to make a great team imma post it here. pretty basic core around scraggy + gothita, onix is for rocks + vs immunity/bird spam check, foongus checks most of fighters such as BU timburr and mienfoo sometimes. vullaby has defog cuz of rocks bein very annoying esp. when onix is v important almost every game, ponyta is the best pkmn atm.
look I dont have shellder/skrelp counter because I built it for artemisa and he never used those.
blinnelby (Bunnelby) @ Eviolite
Ability: Huge Power
Level: 5
EVs: 60 HP / 228 Atk / 220 Spe
Adamant Nature
- Agility
- Earthquake
- Return
- Stone Edge
fletchlingoao (Fletchling)
Ability: Gale Wings
Level: 5
EVs: 156 HP / 196 Atk / 92 Def / 52 SpD
Adamant Nature
- Acrobatics
- U-turn
- Swords Dance
- Roost
this teams cool tbh I built it in lcpl but only used vs sken in POCL week 5, i shud have won but I choked rly bad lool! bunnelby is a v. unexpected threat (just got swept by it today playing vs Star.), while the entire team is build around it. cotton is by far the best fight check in offense but t also helps bunnelby setupping with memento. fletchling helps breaking opposing team esp. magnemite's and onix' sturdy. pjab timburr is to make sure cotton wont encore you and also I like it, scarf pawn traps abra/gastly and also breaks some sashs. omanyte uses hazards.
heysup-sensei (Mienfoo) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 36 SpD / 236 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- U-turn
- Acrobatics
goao-kouhai (Honedge) @ Eviolite
Ability: No Guard
Level: 5
EVs: 76 HP / 116 Atk / 36 Def / 220 SpD / 52 Spe
Careful Nature
- Iron Head
- Shadow Sneak
- Swords Dance
- Sacred Sword
another pocl team, this time I used it vs my senpai Heysup . the team aint bad but it got some fear of shit liek ponyta etc... honedges there cause I wanted to have a set-up sweeper (tho it never set-ups) and a check for fairies. Mienfoo is so splashable and i'm using it too check some fighters (gunk, scraggy) n pawn. also lures foong, my own foong checks shit like fairies as well n some fighters who foo cant check (bu timburr/foo), pawniard checks bird spam and has priority + rocks lol tahts so good! carvanha is rly good as late game sweeper so why not lolo.. and c'mon who expects scarf porygon unless playing madoka xd
yes I only posted pocl teams cuz t was the first time I built for srs. tagging star heysup and ZoroarkForever u guys r the best builders ever!!!!!
cheers
This team was a fun aipom team I made after Drifloon got banned. Its not the best team out there, but does its job and has won more games than it has lost. It operates off Aipom and Skrelp unleashing massive amounts of damage for Omanyte/Fletchling to sweep. Mienfoo and Foongus are there as Pawn check and a more reliable Fighting check, as well as making a Regencore which is always nice. Overall, a pretty fun team that I use a lot. Probably my only original team too.
With the rise of Pokemon Sun & Moon and the downfall of ORAS, I feel like its only right for me to share a few of the jaw-dropping, peculiar/unique, notorious, tournament winning teams that have made me the successful LC player I am today. Although, with the motion of Shrug's LC tour still into play, I will only be handling out a few of my beautiful creations.
Without further ado..(at the time making this, I had a lot of homework, and needed to study for the SAT, so there will be very little description) Here are the squads~
Golett @ Focus Sash
Ability: Iron Fist
Level: 5
EVs: 244 Atk / 28 SpD / 236 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Drain Punch
- Rock Tomb
Description: This team is by-far one of the most skill-less, but BEST team to use (preferably on ladder). There is almost no description needed, except for: If you see a potential fake out user at team preview, lead Golett, and rock tomb. This allows you to get an advantage with speed then an easy stealth rock off after. After sac'ing Golett, you either have the choice to go into surskit and get free webs or to kill of that fake out mon. Once you have both of your hazards you are pretty much set. Whatever you do, do not let them defog/rapid spin(that's the mindset I have when playing with this team)
Notable Threats:
Hands down the biggest threat is Snivy as with the webs + contrary, it can completely sweep through your team. You can either outplay it, or just don't lay down webs at all.
Next are taunt users. Just hope for a speed tie win with surskit webs.
This team does have its downsides and isn't invincible; honestly I find it losing a lot more now, but it was always my go-to in tournaments and it's safe to say that it has a positive win/loss ratio.
Angler Fish (Chinchou) @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 212 Def / 152 SpA / 68 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Heal Bell
- Volt Switch
- Scald
- Ice Beam
Description: Originally, I had changed the team to where Drifloon replaced Magnemite, but Drifloon was exiled from LC land. For a full description check out the link at the top.
Description: Very fun and fast paced team to use. Its one of my more recent creations with the excessive use of u-turn. It's pretty much self explanatory: Mienfoo is the main knock off switchin, Darumaka leads and uturns or flare blitzes and fucks shit up. Abra serves as a stopper to shell smash sweepers. Drilbur paves the way with stealth rock support and is an overall good lead. Foongus is.... well foongus. Every team needs a chinchou. DARUMAKA IS AN ABSOLUTE MONSTER THAT NEEDS YOUR BELIEF IN ORDER TO LAND UNBELIEVABLY POWERFUL HITS.
Dwebble @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Rock Blast
- Knock Off
Description: This is one of my better creations and one that I personally like a lot. The Skill-level required to use this team is pretty advanced so I wouldn't recommend it to newcomers, but it has its perks. Budew is my main foongus switchin/pumpkaboo, and can even handle diglett quite fairly. I just recently used this in LC open vs. Fiend..but he brought a chespin which completely donked this entire team. The playstyle is simple. Play safe,but play aggressively when needed. I don't really feel like explaining how to use this team, but good luck.
I will come back with better descriptions and a few of my more preferred teams once I get the chance to and after Shrug's tour is over, but I hope you all enjoy these mediocre OUTSTANDING Squads
this is dpp but fiend said i could post these
and to preface this post these teams aren't actually supposed to be good, i made them at the end of lcpl because our team was out and i was just like, gonna take the casedvictory route to playing games with less shittalking
i actually dont have any kind of description for them either because i threw the first x type mon i could find on the team and built them faster than one of my typical dogshit goon squads in ou ,_,
i just wanted an excuse to use the cute adv/dpp minisprites :D
Aron @ Life Orb
Ability: Rock Head
Level: 5
EVs: 36 HP / 196 Atk / 36 Def / 36 SpD / 196 Spe
Adamant Nature
- Rock Polish
- Head Smash
- Earthquake
- Iron Head
Cranidos @ Choice Scarf
Ability: Mold Breaker
Level: 5
EVs: 60 HP / 236 Atk / 212 Spe
Adamant Nature
- Head Smash
- Stone Edge
- Earthquake
- Zen Headbutt
Kabuto @ Life Orb
Ability: Swift Swim
Level: 5
EVs: 196 Atk / 156 SpA / 156 Spe
Naughty Nature
- Waterfall
- Rock Slide
- Earth Power
- Aqua Jet
Omanyte @ Life Orb
Ability: Swift Swim
Level: 5
EVs: 76 HP / 196 SpA / 236 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Earth Power
- Rain Dance
Lileep @ Oran Berry
Ability: Suction Cups
Level: 5
EVs: 228 HP / 36 SpA / 220 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Energy Ball
- Earth Power
- Ancient Power
This team is very simple. It's a Water Spam of Corphish and Chinchou, in which, Corphish is my wincon, which it boosts and kills. Ferro gives Stealth Rock support, Dig traps everything and deals amounts of damage, also, it can weaken the presence of the Fairy-types in the tier to give Corphish a chance vs them, Foo and Chou form a VTO core, which it can give momentum to switch to Corp, and sweep with it. Vulla is for hazard removal.
I havent played much or built after the Drifloon suspect but since it redefined ORAS and i assume these teams are still worth contributing if only someone can figure out how to replace floon or in the unlikely future drifloon gets unbanned.
Though Fiend demands a brief description and cute sprites i'm going to avoid them both since this thread is for the lazy and adding those two would almost result into a mini rmt -.-
Clamperl
Decently bulky setup sweeper, with Substitute to set up safely and then sweep the team easily with a powerful STAB move and a powerful type coverage move in Ice Beam for Grass-type checks such as Cottonee.
Ponyta
Fast physical attacker which is a great check to Pawniard, Magnemite and other Pokemon that are commonly used that are weak against Ponyta. Nice Water-type coverage move in Wild Charge which can hit slower Water-type Pokemon, Will-O-Wisp to cripple other physical attackers such as Mienfoo, and Morning Sun to recover back up and deal as much damage as possible, although Ponyta is quite frail to physical walls or Pokemon faster than it such as Diglett.
Drilbur
Drilbur is the main entry hazard setter with Stealth Rock and the main entry hazard remover, it is also a fast attacker and it can deal damage to many Pokemon, that are slower than it or weak to it. Drilbur also provides decent Flying-type coverage with Rock Slide.
Magnemite
Magnemite acts as one of the main offensive special attackers with decent move coverage and high SpA. Magnemite is also a good user of momentum with Volt Switch and can recover and recycle it's Berry Juice in conjunction with Sturdy, as it can take any hit, heal up and take the Pokemon out like nothing happened.
Cottonee
Cottonee acts as the "troll" of the team, wielding the highly annoying Prankster with Encore and Thunder Wave which can cripple a lot of Pokemon, Cottonee also has simple STAB moves in Giga Drain to recover health as well, and Dazzling Gleam for simple Fairy-type STAB.
Mienfoo
Mienfoo is one of the most commonly used Pokemon in the tier, as it has good move coverage, high Attack, and very good options to defeat certain Pokemon. Drain Punch is Mienfoo's primary STAB move, as it can also drain health and provides a good form recovery, Knock Off is very effective against the Psychic-type Pokemon that check it as they are very reliant on their items, it also works against nearly all Pokemon in the metagame as they value their items. U-Turn can also provide Mienfoo a safe switch-in option, Taunt also cripples hazard setters, setup sweepers and Pokemon that are reliant on non-attacking moves.
I'm not writing long paragraphs fiend sucks. No Role Modelz
only reason I didn't RMT this is because I couldn't find a good youtube video of the song. Basic LC Semistall, generally wins by wearing down opponents and forcing the opponent to predict double switches, which are punished by Wynaut. Has the works, hazards, Toxic, spinner, trapper, fire type. I removed a lot of the special techs from the importable, but if you test with me a lot, you'll probably know what I changed.
Fool Me Once (Ponyta) @ Eviolite
Ability: Flame Body
Level: 5
EVs: 236 Def / 76 SpD / 196 Spe
Impish Nature
- Flame Charge
- Flare Blitz
- Toxic
- Morning Sun
Fool Me Twice (Hippopotas) @ Eviolite
Ability: Sand Stream
Level: 5
EVs: 132 HP / 20 Atk / 132 Def / 180 SpD / 20 Spe
Careful Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind
Shame On You (Wynaut) @ Berry Juice
Ability: Shadow Tag
Level: 5
EVs: 84 HP / 132 Def / 212 SpD / 12 Spe
Bold Nature
- Encore
- Counter
- Mirror Coat
- Destiny Bond
Load The Chopper (Ferroseed) @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 164 HP / 108 Def / 228 SpD / 8 Spe
Impish Nature
- Bullet Seed
- Knock Off
- Thunder Wave
- Spikes
Rain On You (Spritzee) @ Eviolite
Ability: Aroma Veil
Level: 5
EVs: 212 HP / 196 Def / 12 SpA / 76 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Moonblast
- Aromatherapy
Probably the Last 6 Rappers I Listed to...I don't really remember.
Probably my favorite team in a non-competitive environment, but definitely has put in work against some real players. CM Pass Foo, Scarf Pory, standard Offensive bias Numel, SD fletch, 3 Attacks Heal Bell Chou (who probably doesn't need heal bell, because nothing on my team really minds status, hell mienfoo tanks burns without an issue.), haze defog Stunky. HP Psychic is for Croagunk switch-ins. CM -> HP Psychic is an okho.
I threw nicknames on them because the rest of them had them. Compton's Human Sacrifice.
Probably my favorite team, standard Onix / Staryu / Cotton core. Gothita is a good pokemon, but this isn't the nuts set that has been "up and coming" for months... Timburr is a gluemon essentially. Shellder is probably my favorite mon on this team as it sets up on Pawniard switch-ins super hard. After it Smashes, it Iron Defenses and completely mindfucks the Pawniard. There's slightly more things that it sets up ID on than just KOing it with HP Fighting. That's no fun anyway.
alcohol (Onix) @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 76 HP / 236 Atk / 196 Spe
Jolly Nature
- Stealth Rock
- Rock Blast
- Taunt
- Earthquake
Hmm maybe a 6.5 or 7 out of 10 Rufflet team I made a while ago. Started with Rufflet because it was a cool unique win-con and I love Hustle more than anything. Diglett and Staryu fit perfectly with Rufflet because they help remove Rocks and Steels and Rocks. The rest of the team glues the first three together, adds speed, and provides pivotability to the team. I guess I'll call this a bulky offense team, pretty much everything can be switched into resisted hits besides Diglett. In general, when using this team, try to preserve Chinchou and Pawniard because they are often useful against opposing set-up sweepers. Also see if you can try to Memento w/ Diglett right before you set up w/ Rufflet, fast Memento is always nice for offensive teams.
LC Open dump - if you guys like my teams, I can post more!
I don't claim that LC has a single best playstyle, as top quality teams have been produced for almost all of them, but I feel that in the current metagame, hyper offense is by far the most versatile. The effectiveness of trappers produces all sorts of frail but very potent cores to build around, and allows for otherwise mediocre sweepers to be viable, though this comes at the cost of diversity in bulky balance/semistall archetypes. In addition, a well-built hyper offense team is almost guaranteed to be resistant to trappers; it doesn't mind losing a single Pokemon very much, and can take advantage of DigGoth's average stats to put huge amounts of pressure on the enemy. This isn't just my own teambuilding preferences, because we can see it in other teams; bulkier builds like Kaleidoscope have mostly fallen out of favour, whereas squads like Sken's hyper offensive Pineco Offense are still going strong. To my knowledge, only two noteworthy bulky RMTs have been posted for the entirety of ORAS: boom psh boom psh by GOAO and fr*ck by trash (Tricking's team feels like it's leaning toward offense).
Anyways, my thoughts on that are why six of the next ten teams are hyper offense:
Life Orb Shellder
Trapinch @ Berry Juice
Ability: Arena Trap
Level: 5
EVs: 156 HP / 116 Atk / 156 Def / 76 SpD
Impish Nature
- Feint
- Earthquake
- Rock Slide
- Toxic
Chinchou @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 148 SpA / 68 SpD
Relaxed Nature
- Volt Switch
- Scald
- Thunderbolt
- Sucker Punch
Shellder @ Life Orb
Ability: Skill Link
Level: 5
EVs: 236 Atk / 76 SpD / 196 Spe
Adamant Nature
- Icicle Spear
- Rock Blast
- Ice Shard
- Shell Smash
Ferroseed @ Berry Juice
Ability: Iron Barbs
Level: 5
EVs: 84 HP / 36 Atk / 188 Def / 148 SpD / 36 Spe
Careful Nature
- Thunder Wave
- Bullet Seed
- Iron Head
- Spikes
This is the team I pulled out whenever I was really desperate for the win. It's certainly not the most consistent team around - actually, it's very match-up based - but I find it very intuitive to use.
Life Orb Shellder is a fun set that nets a lot of those important KOs Eviolite Shellder just barely misses out on. It's tough to set up on its own without bluffing Eviolite Shellder, but it synergizes well enough with Memento Cottonee for this to not usually be that big of an issue.
+2 236+ Atk Life Orb Shellder Icicle Spear (5 hits) vs. 0 HP / 156 Def Eviolite Timburr: 25-30 (104.1 - 125%) -- guaranteed OHKO
+2 236+ Atk Life Orb Shellder Icicle Spear (5 hits) vs. 156 HP / 40 Def Eviolite Porygon: 25-30 (100 - 120%) -- guaranteed OHKO
+2 236+ Atk Life Orb Shellder Icicle Spear (5 hits) vs. 0 HP / 0 Def Magnemite: 15-20 (78.9 - 105.2%) -- approx. 93.8% chance to OHKO (Note that SturdyJuice Magnemite is not OHKOed because it has room for 36 Def EVs)
+2 236+ Atk Life Orb Shellder Ice Shard vs. 156 HP / 92 Def Fletchling: 23-29 (100 - 126%) -- guaranteed OHKO
+2 236+ Atk Life Orb Shellder Icicle Spear (5 hits) vs. 84 HP / 188 Def Eviolite Ferroseed: 20-25 (90.9 - 113.6%) -- guaranteed OHKO after 1 layer of Spikes
Safeguard on Cottonee was mostly for Drifloon, so Encore may be a better choice in the current metagame, but I kept it to let Shellder set up on Ponyta, non-Thunderbolt Staryu, and, after Memento, Trace Porygon. Cottonee checks Swords Dance Pawniard, which Trapinch struggles against, and Knocks Off Trace Porygon and Spritzee, pretty much the only common Pokemon with enough raw bulk to survive the OHKO from a boosted LO Shellder. Fletchling is the team's revenge-killer and back-up sweeper in case the team is especially LO Shellder-resistant. Foongus is one of the few Cottonee switch-ins that also deters Shellder from setting up, so against teams with those, it may be a good idea to play toward a Fletchling sweep instead. Fletchling also helps to wear down Berry Juice Chinchou for Shellder's sweep (Eviolite and Choice Scarf variants are already OHKOed), and safely gets Trapinch in on Pawniard with a slow U-turn. I don't run Overheat because I find that the reduced bulk makes it much harder to set up in case a Shellder sweep isn't feasible, and the team is already very Magnemite-resistant.
Trapinch traps Pawniard and SturdyJuice Magnemite better than LO Diglett does; I chose it over Eviolite Diglett because it can do a bit more damage to Aipom, and needs to get flinched twice instead of once against Scarfpawn. Toxic helps a bit against Slowpoke and CM Spritzee, though not hugely - it's mostly just filler. Ferroseed sets up Spikes to take advantage of the switches this team forces, and so that Shellder can OHKO opposing Ferroseed after setup. It and Chinchou help to patch up the many holes that the otherwise very frail team has. Sucker Punch on Chinchou helps to break Abra's sash in case I decide to sweep with Fletchling, and the team doesn't really care for other filler moves anyway (Scald is usually enough to whittle opposing BJ Chinchou into Shellder range). Ferroseed is running Berry Juice to last a little bit longer against the things it's usually trying to check. It also helps in mirror matches against opposing Life Orb Shellder.
This team's checks to a lot of important threats tend not to last very long; it relies on finding the opportunity for Shellder or Fletchling to sweep before this becomes an issue. If the opposing team is decently Fletchling-resistant and has more than a single LO Shellder check, then you're probably out of luck, but this is unlikely because LO Shellder does not have many checks.
This is the same team as above with some edits that Aerow and I made for his LCPL game against Vubon, who was at the time known for using a lot of Drifloon. This version better handles birds, which comes at the cost of a slow pivot and switch-ins to opposing Chinchou.
(Replay vs JCM. not saved)
Darkspam
Scraggy @ Eviolite
Ability: Shed Skin
Level: 5
EVs: 36 HP / 156 Atk / 36 Def / 36 SpD / 212 Spe
Jolly Nature
- Knock Off
- Drain Punch
- High Jump Kick
- Dragon Dance
Pawniard @ Life Orb
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
IVs: 9 HP
- Low Sweep
- Knock Off
- Iron Head
- Sucker Punch
Drilbur @ Berry Juice
Ability: Mold Breaker
Level: 5
EVs: 36 HP / 76 Atk / 36 Def / 76 SpD / 212 Spe
Jolly Nature
- Earthquake
- Poison Jab
- Rock Tomb
- Stealth Rock
Darkspam is fantastic right now. I would go as far as to say it's the best type spam. This is because, where traditional type spam strategies like birdspam, fishspam, and fightspam simply have great offensive synergy, the key members of darkspam cores also innately synergize defensively. Scraggy checks opposing Pawniard for Vullaby, Vullaby checks Foongus for Scraggy and Fighting-types for Pawniard/Scraggy, and Pawniard checks birds for Scraggy and fairies for Scraggy/Vullaby. Carvanha doesn't really switch into anything but can force out a lot of threats to the other three, such as Ponyta and Hippopotas. There's also the fact that Scraggy, Pawniard, Vullaby, and Carvanha are all absurdly threatening throughout the match. You don't have to spend the entire battle trying to wear down Spritzee for the Timburr sweep or Archen for the Fletchling sweep, because the darkspam members significantly cripple their checks on their own; all four Dark-types are some of the most difficult Pokemon to check in the metagame. The next three teams focus on ScragVully, which is probably my favourite offensive core in LC.
---
This team puts into practice what I mentioned earlier about hyper offense being resistant to trappers through offensive pressure alone. Gothita can only trap one Pokemon before Diglett revenges it? That's fine, because darkspam will break through any secondary checks on its own. Skrelp only checks one Fire- or Fighting-type before it gets trapped? No worries, because the rest get worn down by darkspam. Pawniard loses to Diglett after Knocking Off a few things? Not a problem, as Scraggy is already ready to sweep. Everything on the team is expendable. This team definitely has its weaknesses, opposing Scraggy chief among them, but despite running several Diglett-weak Pokemon and no countertrapper, Diglett isn't one.
Triple STAB Scraggy is probably its best set as far as raw sweeping goes. It's completely shut down by some things early game, but if those things are sufficiently weakened, the set becomes pretty unstoppable, muscling through bulkier things with a boosted High Jump Kick and becoming very difficult to revenge-kill with Drain Punch. Life Orb Pawniard's insane damage output catches a lot of enemies by surprise. Low Sweep + Knock Off + Stealth Rock gets rid of Ponyta, Sucker Punch OHKOes Fletchling after Stealth Rock, and Mienfoo comes pretty close to being KOed by a combination of Low Sweep and Iron Head. Low Sweep is superior to Brick Break on Life Orb sets because Life Orb gives Pawniard just enough of a power boost for Low Sweep to OHKO opposing Eviolite Pawniard (which non-Life Orb Pawniard needs Brick Break to do). It also prevents opposing Scraggy from setting up on Pawniard.
The rest of the team is pretty straight-forward. Vullaby completes the darkspam core by weakening mutual checks a little bit more and being a generally good offensive pivot. Gothita traps Poison- and Fighting-types that trouble Scraggy and Pawniard. Skrelp checks Fire- and Fighting-types and is generally good at 1v1s. The two of them help to make sure Fighting spam doesn't get out of hand. Drilbur sets up Stealth Rock, lures in Cottonee with Poison Jab, and is my only switch-in to Magnemite.
This isn't actually the optimal anti-melon squad, as Diglett is Beat Up in name only. I built this team to face the Naughty Noibats in week 1 of LCPL, and included the nicknames to intimidate melon, but he ended up not starting himself so I didn't get to use this team.
I didn't use this team as much as the other ScragVully teams because I like my Scraggy teams to be able to consistently pressure the opponent, which this team is often unable to do. That said, FerroSpritz leaves me with plenty of room to misplay, so the build does have its advantages. I won't go into detail on what each Pokemon does as I feel the team's composition is fairly self-explanatory, but in summary, FerroSpritz gets me hazards, a secondary win condition, and checks to most of the metagame; VullaDig weakens or KOes Scraggy and Spritzee checks such as Cottonee, Croagunk, and Magnemite; Chinchou soft checks Flying- and Fire-types, and helps to gain momentum; and Scraggy attempts to sweep.
Surely you didn't think I could go through the entire post without a single Foongus! For most of my tutees, I unfortunately didn't feel that I could get in everything I wanted to teach within the length of a round due to timezone differences (the exception being Coryn02, more on that later). However, I ended up really taking a liking to the Scraggy team Wretched Waltz and I built for our first session, as despite the team only having one real sweeper, Scraggy is supported quite well. Neither of us were fond of using a sweeper as potent as Scraggy to lure things, and the inclusion of Gothita meant Zen Headbutt wasn't necessary, so the set is still triple STAB. Between SturdyJuice Magnemite and Foongus, the team is pretty safe as far as offense goes, except against opposing Scraggy. Vullaby and Omanyte provide Knock Off support for Scraggy. Omanyte also checks troublesome Fire- and Flying-types and sets up Stealth Rock, while Vullaby is a generally potent wall-breaker and can pivot. Gothita synergizes well with Scraggy in general, getting rid of Poison- and Fighting-types and sometimes Fletchling.
ms poke (Slowpoke) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 116 HP / 76 Def / 116 SpA / 196 SpD
Calm Nature
- Psychic
- Fire Blast
- Scald
- Thunder Wave
mr plug (Elekid) @ Life Orb
Ability: Vital Spirit
Level: 5
EVs: 240 SpA / 236 Spe
Timid Nature
IVs: 9 HP / 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Psychic
- Hidden Power [Grass]
ms hippo (Hippopotas) @ Eviolite
Ability: Sand Force
Level: 5
EVs: 132 HP / 20 Atk / 132 Def / 180 SpD / 20 Spe
Careful Nature
- Stealth Rock
- Earthquake
- Rock Tomb
- Slack Off
One day I decided to take advantage of Magnemite being able to hit Life Orb numbers, and this team was the result. It struggles to get more than one KO because of how popular Diglett is, but can really mess up most things that try to switch in:
240+ SpA Life Orb Analytic Magnemite Flash Cannon vs. 36 HP / 76 SpD Drilbur: 23-29 (100 - 126%) -- guaranteed OHKO
240+ SpA Life Orb Analytic Magnemite Hidden Power Ground vs. 76 HP / 0 SpD Chinchou: 26-31 (104 - 124%) -- guaranteed OHKO
240+ SpA Life Orb Analytic Magnemite Thunderbolt vs. 0 HP / 36 SpD Eviolite Mienfoo: 19-23 (90.4 - 109.5%) -- 56.3% chance to OHKO
240+ SpA Life Orb Analytic Magnemite Flash Cannon vs. 132 HP / 180+ SpD Eviolite Hippopotas: 13-17 (52 - 68%) -- guaranteed 2HKO (two Flash Cannons KOes)
Substitute helps to ease prediction, especially if I'm not sure whether they're going into Mienfoo or Drilbur, and blocks Foongus's Spore. I didn't run Volt Switch because Magnemite kills everything, though it'd help to avoid being revenged by Diglett. Magnemite and Elekid tend to share switch-ins, so Magnemite getting a KO on Drilbur or Chinchou makes Elekid much more difficult to switch into. Elekid usually lacks the raw damage output to pull off a clean sweep, though, which is where Reckless Scarf Mienfoo comes in. It doesn't benefit from Magnemite much except for a bit of type synergy; I chose it because it can check Pawniard, and on this team, it masquerades as a defensive variant included as part of the regencore. I almost always run Jolly on Scarf Mienfoo because I feel that outspeeding Scarf Pawniard and speed tying with opposing Scarf Chinchou and Mienfoo is very important.
Slowpoke and Foongus are actually Regenerator variants. They both try to lure in Ferroseed, one of the few Elekid checks that Magnemite can't heavily damage. A specially defensive Slowpoke is used because it lives dumb things that it shouldn't be living, like LO Gastly's Shadow Ball and Snivy's Leaf Storm, and KOes or cripples them in return. I ditched Slack Off because a good STAB move in Scald, heavily damaging Steel-types with Fire Blast, KOing Croagunk and hitting Timburr hard with Psychic, and crippling Abra and other faster Pokemon with Thunder Wave all felt more important. Slowpoke still has pretty good survivability thanks to Regenerator. Hippopotas rounds out the defensive half of the team by checking Magnemite, helping Slowpoke deal with strong physical attackers like Archen, and getting rocks up.
To be honest, I'm not super comfortable using this team. It just feels weird for a momentum-centric squad to not have the means to immediately pressure Mienfoo.
Coryn and I share a timezone, so we had plenty of time to build during our tutoring round. For our GothPawn team, we decided to turn it into something bulky and went with a safe slowfoo + FWG core. The Staryu filler move may not be what we originally had as I've been playing around with different moves in that slot, but it's a relatively minor change. This team struggles somewhat against Scraggy, which you may notice is a trend for a lot of the teams I used (but now that I've posted this dump, I'll make sure to change that). Nasty Plot Vullaby also makes a big mess once it's set up, which can be seen in my game against rozes. Otherwise, the bulky lineup does its job and the team is quite solid, carrying multiple checks to most other major threats.
This is another team I feel very comfortable with, in part because I spent most of the generation using bulkier teams, and in part because it's just really simple to use. Mienfoo chips at things and pivots into Gothita, who proceeds to trap Poison- and Fighting-types, allowing Pawniard to sweep. Ferroseed sets up hazards, Ponyta and Staryu spread status, Staryu gets rid of hazards for Ponyta, and all three synergize defensively to blanket check most of the metagame. You can play toward a Pawniard sweep or just try to wear the enemy down with burns and Knock Offs - Pawniard still has plenty to offer against more Pawniard-resistant teams.
Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Recover
- Ice Beam
- Tri Attack
- Thunder Wave
Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Hidden Power [Fighting]
Shellos @ Eviolite
Ability: Sticky Hold
Level: 5
EVs: 228 HP / 132 Def / 100 SpD / 4 Spe
Bold Nature
- Scald
- Recover
- Earth Power
- Clear Smog
The first team Coryn and I built together was based off of the big sweeper at the time, Timburr. I hadn't formed a tutoring style yet so the team ended up with some things I don't usually like in a team - only one good wincon, nothing to immediately pressure Mienfoo with, and overall very slow sets (outside of the weak Stunky). Also, I would never recommend Stunky and Shellos for the average team in the current metagame, but they both fit this team perfectly, and Stunky wasn't considered as bad when we were building this team. This doesn't change that I think this is one of the best semistall teams in the ORAS LC metagame, though that isn't actually saying much when we consider how scarce semistall teams are.
StunkBurr may have fallen out of favour over the past few months, but it isn't much less threatening. An easy way to get rid of Abra, Gastly, and Gothita means that only bulky Fairy- and Poison-types are left to impede a clean Timburr sweep. I think we just went with a fast Taunt + Defog Stunky set because it was the default analysis set at the time, but the superb hazard control it offers is really useful for this team; a huge amount of 3HKOs turn into 2HKOs if the opponent manages to get hazards up, which completely messes up the defensive backbone. We didn't include Stealth Rock - another thing I would not normally suggest - because it doesn't affect Timburr's sweep much given the rest of the team's composition, and SturdyJuice users are checked quite well already. Magnemite, Porygon, Foongus, and Shellos together just about completely shut down every major sweeper except for Scraggy, which Timburr can handle. SturdyJuice Magnemite and Trace Porygon are both prominent safety nets that cover most sweepers that aren't Fighting-type, while Foongus and Shellos can take on opposing Timburr. Magnemite and Foongus ensure that Fairy-types do not become a threat. Shellos is used to check Fire-types, serve as insurance against Timburr and Shell Smashers, and soft check Pawniard so that Timburr can be saved for sweeping; its passiveness that renders it a liability on many other teams is not an issue on a team this slow-paced.
Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 20 Atk / 76 Def / 76 SpD / 196 Spe
Jolly Nature
- Stealth Rock
- Acrobatics
- Roost
- Earthquake
I normally don't like bringing this team to tour games because it has some pretty gaping holes; Shellder, birdspam, and Scraggy immediately come to mind. It's much better suited for laddering, as the variety of potent sweepers gives the team plenty of options to end a game quickly. I brought it against Fiend anyways because I wanted to be menacing and unpredictable, which turned out to be a success.
Usually you want to pick one of Carvanha, Timburr, or Snivy to sweep with based on the opponent's team composition, and use the other two to check things or wear down checks. All three synergize with Gothita offensively, but Gothita mostly just tries to trap Fletchling after Stealth Rock. It may be worth changing Gothita to an Eviolite Thunderbolt variant for this reason, but Scarf Gothita can use Trick against Foongus and helps against Tauntfoo. Foongus switches into some things the team otherwise has trouble against, such as Fairy-types, but we mostly included it because Coryn really likes Foongus. Berry Juice Archen tries its best to patch up some holes to things like birdspam, and only partially succeeds.
Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 20 Atk / 76 Def / 76 SpD / 196 Spe
Jolly Nature
- U-turn
- Earthquake
- Acrobatics
- Stealth Rock
This is probably the most matchup-based team I used in LC Open, which ended up working against me because I was at a slight disadvantage against Kushalos's team and he played it very well. You can probably smell the Scraggy weakness from here by now, but Pawniard and various Diglett + sweeper cores threaten the team as well. Gothita trapping Croagunk and Foongus helps somewhat, but Koffing offers very little outside of setting up Toxic Spikes, so sufficiently Toxic Spikes-resistant teams are playing close to a 6v5. On the other hand, if the opposing team lacks Snivy and Carvanha checks, or, more satisfyingly, only has Snivy and Carvanha checks that are vulnerable to Toxic Spikes, you can get some pretty nice wins. Toxic Spikes in general isn't very reliable with the prominence of Foongus so I don't recommend using this team to ladder.
I originally built this during the Drifloon metagame after taking a liking to a Toxic Spikes + CM Hexfloon squad. Here I decided to go for a different approach to abusing Toxic Spikes, with Substitute Snivy, Protect Carvanha, and Recycle Magnemite all being able to stall for extra turns to chip away at their checks. Koffing was used mostly because I already had Toxic Spikes Omanyte on my Drifloon team; it helps a bit against Fighting-types and Pawniard for this team, though I still feel Omanyte is the best Toxic Spikes setter overall. Gothita traps every Toxic Spikes abuser except for Stunky, as well as Archen and Staryu. A CM variant doesn't deal with Archen and Drilbur very well, but could be used to directly switch into Foongus and mixed 9 Speed Croagunk (fully physical and Nasty Plot variants hit 12 Speed so you risk a tie). Archen is again included to attempt to patch up holes; U-turn helps to get Gothita in a bit more easily.
built these for LCPL, used these in open too i think? i did pretty disastrously so doesn't really matter. second team was originally the legendary pickup shadow ball pump. got around to fixing one of the errors!
Vullaby @ Eviolite
Ability: Overcoat
Level: 5
EVs: 196 HP / 156 Def / 156 SpD
Impish Nature
- Knock Off
- U-turn
- Roost
- Defog
super gay team i built with blara. gets REALLY good matchups against some teams, you have to wish and go directly to trapinch on the pawn switch with spritz as your pawn counter though
Gothita @ Eviolite
Ability: Shadow Tag
Level: 5
EVs: 76 HP / 196 Def / 236 SpD
Timid Nature
IVs: 0 Atk
- Calm Mind
- Rest
- Psyshock
- Substitute
will o wisp or trade your own drilbur against opposing drilburs. you can fight them with timburr too. but the no ground resists aren't an issue with people not bothering to run anything beyond the standard drilbur (scarf drilbur would probably 6-0 me lol)
Aipom @ Life Orb
Ability: Skill Link
Level: 5
EVs: 76 HP / 196 Atk / 236 Spe
Jolly Nature
- Fury Swipes
- Brick Break
- Knock Off
- Fake Out
Honedge @ Eviolite
Ability: No Guard
Level: 5
EVs: 76 HP / 116 Atk / 36 Def / 220 SpD / 52 Spe
Careful Nature
- Iron Head
- Shadow Sneak
- Pursuit
- Sacred Sword
had gastly on an earlier version of the team, seemed rather inconsistent so i changed to cott.
ORAS is at an end and these are pretty much all the teams i made since like may? i don't have any of my teams from before then, had a lot more back in ~february.
don't have any of my SPL teams but i wasn't particularly innovative with them; if i find any older teams, i'll probably post them. i might try to rebuild them so i can post here, would definitely be cool to share squads that i had success with. feel free to ask questions about any of these teams + spl/past slam ones though (fairly sure i remember most of them).
sorry for the lazy descriptions lol i'm really bad at this
i made this team before i knew what a wincon was or even that teams should probably have a set focused goal even if its as simple as "hyper offense" but im too lazy to figure one out now so this teams strategy is to win
magnemite and spritzee are able to switch into things unlike carvahna so thats a plus. no hazard setters or removal because i like pretending hazards don't exist. vullaby and ponyta because i absolutely despise foongus. (scarf) mienfoo because i literally can't build a team without one. carvahna used to be fun to use but now i just use it as a free sack or switch-in to a chinchou's scald. usually when i play with this team vullaby runs the nasty plot set to punch holes in the team and scarfoo cleans it up. i think it's solid enough
this is the most boring team of all time except before this team i'd never used any of the mons except chou and pony so it was new to me. someone said fletchdig is good and that's why that is there. the only thing this team kind of sucks at is beating timburr. do fletchling and chou count as a voltturn core? if so they get momentum or something. i really don't know what momentum even means in a competitive context. timburr and pawniard are also fun to use together. ponyta because like stated above i hate foongus.
Diglett @ Life Orb
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Sucker Punch
- Substitute
Splendiferous (Goldeen) @ Eviolite
Ability: Lightning Rod
Level: 5
EVs: 140 Atk / 116 Def / 196 SpD / 12 Spe
Adamant Nature
- Knock Off
- Drill Run
- Waterfall
- Megahorn
Nibbles (Carvanha) @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Crunch
- Destiny Bond
HO with Red mons. Dweb hs hazards, Torb tries to stop enemy hazards, Goldeen is a wonky check to Chou who otherwise plays ball with my team, and the last three are standard set-up sweepers yadda this is usually one of my prime picks for monocolor.
Shinespark (Chinchou) (F) @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 52 HP / 132 Def / 152 SpA / 152 SpD
Modest Nature
IVs: 30 Atk / 30 SpA
- Volt Switch
- Scald
- Ice Beam
- Heal Bell
Aoi Sora (Taillow) (M) @ Life Orb
Ability: Scrappy
Level: 5
EVs: 200 SpA / 236 Spe
Hasty Nature
IVs: 0 HP / 30 SpA / 30 SpD
- Boomburst
- Brave Bird
- Roost
- Hidden Power [Ground]
Ellie (Phanpy) (F) @ Eviolite
Ability: Pickup
Level: 5
EVs: 36 HP / 116 Atk / 196 Def / 116 SpD / 36 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Knock Off
- Rock Slide
MIGHT HORN (Karrablast) @ Choice Scarf
Ability: No Guard
Level: 5
EVs: 236 Atk / 196 Spe
Jolly Nature
- Knock Off
- Megahorn
- Poison Jab
- Drill Run
Diamonds (Amaura) @ Choice Scarf
Ability: Refrigerate
Level: 5
EVs: 224 SpA / 228 Spe
Timid Nature
- Hyper Voice
- Earth Power
- Thunderbolt
- Ancient Power
Yandere (Wynaut) (F) @ Berry Juice
Ability: Shadow Tag
Level: 5
EVs: 132 Def / 132 SpD / 172 Spe
Jolly Nature
- Counter
- Destiny Bond
- Encore
- Mirror Coat
Blue has a fucking plethora of Water types so it's exceptionally hard to build a balanced team. The typical flow of battle is use Phanphy to set hazards and then wear the enemy team down with Taillow / Chinchou / Wynaut. At the end with use Scarf Amaura and Karrablast to clean up. Sadly this team is very SR weak so eventually i'll rebuild it to not be because we have spinners and defoggers in Blue.
Khezy Peazy (Cottonee) (F) @ Eviolite
Ability: Prankster
Level: 5
EVs: 36 HP / 196 Def / 196 SpD / 72 Spe
Bold Nature
- Stun Spore
- Encore
- Giga Drain
- Knock Off
Basarios (Golett) @ Eviolite
Ability: Iron Fist
Level: 5
EVs: 44 HP / 8 Atk / 196 Def / 196 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Drain Punch
- Ice Punch
Okay this is where we get very inconsistant. Green is home to a lot of Grass types and other oddities. Without reliable hazard removal (Natu exists but cant use MCoat) I forced myself to run a status heavy team to give Snivy a chance to sweep. Spinirak is very consistent at setting webs, sadly mons like Cottonee and Trubbish do not fare well when they are trying to do their jobs so they are backed up by Golett and Electrike to help mitigate thair shortcomings. Overall a somewhat subpar team.
Jackson (Meowth) (M) @ Life Orb
Ability: Technician
Level: 5
EVs: 236 Atk / 76 Def / 196 Spe
Jolly Nature
IVs: 0 HP
- Fake Out
- Knock Off
- U-turn
- Feint
Fwiendship (Ponyta) (F) @ Eviolite
Ability: Flame Body
Level: 5
EVs: 236 Def / 76 SpA / 196 Spe
Timid Nature
- Sunny Day
- Fire Blast
- Solar Beam
- Morning Sun
Koji Kondo (Mienfoo) (M) @ Life Orb
Ability: Regenerator
Level: 5
EVs: 236 Atk / 236 Spe
Jolly Nature
- Drain Punch
- Acrobatics
- Knock Off
- U-turn
Ah the VoltTurn special! I decided a more defensive Archen build would suit the team better since i'll be doing a lot of switching. Plus Shrew had a lot on it's plate being the spinner so i didnt want to pressure it too much to do it's job. Ponyta is to help vs those pesky Fighting types and running Special Pony helps me against Bulky Waters too. Helio is great vs Bulky Waters and helps lock the enemy team down so i can have an advantage. Lastly Foo and Meowth are self explanitory af.
Here's the team i use the most. Venohex AOA Gastly yadda yadda (even tho subdisable is the better set), Floon is cancer I know no need to tell me. Skorupi is good at it's job of sticking the field up with TSpikes and Taunt helps vs certain matchups. Stunky is my Abra check bc Abra donks a good amount of this team. Goth is here to trap and Shellder is Smash and kinda last resort to break the enemy team up. Purrloin is the real cancer, spreading para and knocking off items so Gastly/Floon can sweep.
Ritardando (Slowpoke) (F) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 116 HP / 236 Def / 36 SpA / 116 SpD
Bold Nature
- Scald
- Psychic
- Slack Off
- Fire Blast
Leslie (Lickitung) (F) @ Eviolite
Ability: Cloud Nine
Level: 5
EVs: 196 HP / 76 Def / 236 SpD
Careful Nature
- Wish
- Protect
- Knock Off
- Body Slam
Eggselent (Exeggcute) @ Eviolite
Ability: Chlorophyll
Level: 5
EVs: 36 HP / 116 SpA / 236 SpD / 116 Spe
Modest Nature
- Psychic
- Giga Drain
- Ancient Power
- Moonlight
So Pink has very limited options but a super bulky team is the best i can really do bc well i dont have a lot of options zzz. The team p much explains itself. Basically if i can live I'll win but if they have spikes/sr and some wallbreakers well i lose. Simple enough.
Hippo Hop! (Hippopotas) (F) @ Eviolite
Ability: Sand Stream
Level: 5
EVs: 132 HP / 212 Def / 100 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Crunch
- Slack Off
Bone Zone (Cubone) (M) @ Thick Club
Ability: Rock Head
Level: 5
EVs: 196 Atk / 36 SpD / 236 Spe
Adamant Nature
- Fire Punch
- Earthquake
- Knock Off
- Rock Slide
So Brown is about as diverse as any color but i felt this team worked out best. Buneary is here to Agilipass into Cubone to yknow bone bone the team up and shit. Abra is oblig af and it sure does it's job of cleaning up. Dig is a trapper yippie and Hippo / Pump are here to "stall". While I have a Defog option in Vull i decided against running it and well, this team loses to Waterspam and half the Smashers so.
Fatters (Munchlax) @ Berry Juice
Ability: Thick Fat
Level: 5
EVs: 236 Atk / 36 Def / 236 SpD
Impish Nature
- Body Slam
- Fire Punch
- Curse
- Recycle
Agent Skully (Houndour) (M) @ Eviolite
Ability: Flash Fire
Level: 5
EVs: 116 Atk / 196 SpA / 36 SpD / 156 Spe
Hasty Nature
- Dark Pulse
- Fire Blast
- Pursuit
- Sucker Punch
Talk about scraping the barrel. Once Krow got banned, this team saw little to no usage. ANYWHO I have a bunhc of Status inducers bc Hexspam is how i get over having a shitty selection. Dour and Blitzle are the powerhouses that keep me offensive af and Munch survives as long as he's not gutpunched. Having 3 Ghosties is a pain but literally my other choice is Scatterbug. nty.
Nickolai (Magnemite) @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 240 SpA / 24 Spe
Modest Nature
- Recycle
- Volt Switch
- Flash Cannon
- Hidden Power [Ground]
Minnie (Minccino) (F) @ Life Orb
Ability: Skill Link
Level: 5
EVs: 196 Atk / 76 SpD / 236 Spe
Jolly Nature
- Tail Slap
- U-turn
- Aqua Tail
- Seed Bomb
Roger (Zorua) (M) @ Life Orb
Ability: Illusion
Level: 5
EVs: 236 Atk / 236 Spe
Naive Nature
IVs: 2 HP
- Knock Off
- Taunt
- Sucker Punch
- U-turn
Peppercorn (Ferroseed) (M) @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 116 Atk / 188 Def / 148 SpD
Careful Nature
IVs: 0 Spe
- Thunder Wave
- Iron Head
- Leech Seed
- Knock Off
Say hello to the most fighting weak color ever. Zorua gets some deserved usage but it's not enough to get it viability yknow? BU Timburr + SR Spin Dril bc why mess with the classics? Also TWave KO Ferro bc im cancer help me please and Minc is tossed on bc Minc actually works ig #aipombetter. Mag is Mag and nothign's changed.
Well here we are with an actual team. Foon / Larv/ Fril make a cute FWG core and tries to break the enemy team down so that Rufflet can sweep. Wingull has Defog finally Jac pays attention and runs a hazard clearing mon. Flabebe was slapped on last minute bc I am willing to run it over Toge and sadly Toge is a better option bc movepool but Flabebe has better sdef so there you go.
Is running 5 scarfers ass? Probably. It's still fun as hell to play though. Originally it was 6 scarfers with Chinchou > Croagunk, and that worked fine too, but I like having some priority on the team. MixPrio Croagunk is pretty much a blast from the past, used to be all the rage in DPP LC. The idea behind the team is simple, VoltTurn around, and smack stuff hard when you can. Sturdy Mag acts as a soft check to Shell Smashers and Ziggy, so make sure to get a spin in with Drilbur if such threats are on the opposing team. Scarf Taillow really catches people by surprise, as they usually expect LO. Acrobatics on Mienfoo since it's probably the only thing you want to switch into Knock Offs. If you run into a super bulky team, you're probably going to lose though. Knock Off on Croagunk might help remedy that.
Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
Diglett @ Life Orb
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Stealth Rock
- Sucker Punch
Fairly standard webs team. SD Corphish is an absolute beast. Pumpkaboo is a god, probably my favourite spin blocker in the tier. Pawniard is there to discourage defogs and soft check things, and act as a secondary wincon. Fletch and Dig are kind of just there, but they're good Pokemon to have anyway. Team is weak to a lot of stuff I'm sure but it's been a while since I played with this so it's slipping my mind. Fun team though.