My second attempt at a Little Cup team, this team has barely found any losses where the opposition wasn't down to their last Pokémon. It has also drawn nothing but compliments from my opponents. Pretty nice for a novice LC team. Changes will be made in Red.
When They Get Older:
For Now:
Meowth @ Focus Sash
Ability: Technician
EVs: 236 Att, 76 Def, 196 Spe
Jolly nature
- Fake Out
- Hypnosis
- Sunny Day
- U-turn
Standard Meowth with a twist. This one carries Sunny Day, which allows it to set-up on its last turn in order to allow Bellsprout to set-up. If Meowth somehow survives that turn, U-Turn will typically knock out whatever the opposition has, which still gives Bellsprout a free switch-in instead of taking a hit on the way in. Unfortunately it loses Speed ties left and right.
Natu @ Heat Rock
Ability: Synchronize
EVs: 36 HP, 196 SpA, 196 Spe
Timid nature
- Heat Wave
- Psychic
- Sunny Day
- Thunder Wave
Natu is an attempt at fitting Sunny Day on more than just Meowth. While it originally had SolarBeam, Psychic was found to be more effective, as it only gets to either attack or set up the Sun. Rarely does it ever get a chance to try both. With this in mind, Thunder Wave is meant to stop any and all switch-ins, allowing me a slim chance to use it for both.
Bellsprout @ Focus Sash
Ability: Chlorophyll
EVs: 36 HP, 236 Att, 196 Spe
Adamant nature
- Seed Bomb
- Sleep Powder
- Sucker Punch
- Swords Dance
Bellsprout takes center stage in this team. It can get in in many ways, ranging from U-Turn to a teammate being KO'd after setting up the Sun, to switching in after a KO WITHOUT THE SUN and simply using Sleep Powder or Swords Dance as the Focus Sash is broken. After a single Swords Dance, most things get hit for an OHKO. Those that don't typically don't hit hard enough for me to NOT be able to use a second Swords Dance and OHKO them anyways. Under the Sun, Bellsprout's Speed stat of 13 doubles to 26, becoming faster than all non-scarfed enemies, which will get hit hard by Sucker Punch. After the Sun is down, the main issues are those, priority users, and things with Substitute. It was originally Special-based and made use of Weather Ball and Solarbeam to sweep under the Sun.
Porygon @ Choice Scarf
Ability: Download
EVs: 76 HP, 236 SpA, 196 Spe
Modest nature
- Hyper Beam
- Ice Beam
- Solarbeam
- Thunderbolt
Porygon is an all-purpose threat eliminator. Barring faster Scarfed opposition or Sashed opposition in general with Fighting moves, it seems to be able to out-speed and one-shot everything Hyper Beam may need a turn to recharge, but it isn't used at all unless I need it for the OHKO, which does happen. On the rare occasions that this is in under the Sun, Solarbeam becomes a useful and unexpected move.
Munchlax @ Leftovers
Ability: Thick Fat
EVs: 236 HP, 36 Def, 236 SpD
Sassy nature
- Earthquake
- Fire Punch
- Return
- Sunny Day
Munchlax is a third team member to set up the sunlight. Aside from that, it simply attacks. Fire Punch gets double the power in the Sun, so even the odd Reflect gets essentially nullified. Unfortunately, Munchlax is relied on too heavily for handling certain threats with ease, and thus it is typically the first KO'd team member.
Ponyta @ Life Orb
Ability: Flash Fire
EVs: 36 HP, 236 Att, 196 Spe
Jolly nature
- Bounce
- Quick Attack
- Flare Blitz
- Iron Tail
Ponyta rounds out the team with the second-best use of the Sun that this team has. Ponyta's weakness to Water is nullified, and any non-double resistances to its STAB move is null and void. Ponyta typically just goes for a straight KO, but it requires a bit of luck to use, as many things can cause this to go down before doing its job well.
When They Get Older:






For Now:

Meowth @ Focus Sash
Ability: Technician
EVs: 236 Att, 76 Def, 196 Spe
Jolly nature
- Fake Out
- Hypnosis
- Sunny Day
- U-turn
Standard Meowth with a twist. This one carries Sunny Day, which allows it to set-up on its last turn in order to allow Bellsprout to set-up. If Meowth somehow survives that turn, U-Turn will typically knock out whatever the opposition has, which still gives Bellsprout a free switch-in instead of taking a hit on the way in. Unfortunately it loses Speed ties left and right.

Natu @ Heat Rock
Ability: Synchronize
EVs: 36 HP, 196 SpA, 196 Spe
Timid nature
- Heat Wave
- Psychic
- Sunny Day
- Thunder Wave
Natu is an attempt at fitting Sunny Day on more than just Meowth. While it originally had SolarBeam, Psychic was found to be more effective, as it only gets to either attack or set up the Sun. Rarely does it ever get a chance to try both. With this in mind, Thunder Wave is meant to stop any and all switch-ins, allowing me a slim chance to use it for both.

Bellsprout @ Focus Sash
Ability: Chlorophyll
EVs: 36 HP, 236 Att, 196 Spe
Adamant nature
- Seed Bomb
- Sleep Powder
- Sucker Punch
- Swords Dance
Bellsprout takes center stage in this team. It can get in in many ways, ranging from U-Turn to a teammate being KO'd after setting up the Sun, to switching in after a KO WITHOUT THE SUN and simply using Sleep Powder or Swords Dance as the Focus Sash is broken. After a single Swords Dance, most things get hit for an OHKO. Those that don't typically don't hit hard enough for me to NOT be able to use a second Swords Dance and OHKO them anyways. Under the Sun, Bellsprout's Speed stat of 13 doubles to 26, becoming faster than all non-scarfed enemies, which will get hit hard by Sucker Punch. After the Sun is down, the main issues are those, priority users, and things with Substitute. It was originally Special-based and made use of Weather Ball and Solarbeam to sweep under the Sun.

Porygon @ Choice Scarf
Ability: Download
EVs: 76 HP, 236 SpA, 196 Spe
Modest nature
- Hyper Beam
- Ice Beam
- Solarbeam
- Thunderbolt
Porygon is an all-purpose threat eliminator. Barring faster Scarfed opposition or Sashed opposition in general with Fighting moves, it seems to be able to out-speed and one-shot everything Hyper Beam may need a turn to recharge, but it isn't used at all unless I need it for the OHKO, which does happen. On the rare occasions that this is in under the Sun, Solarbeam becomes a useful and unexpected move.

Munchlax @ Leftovers
Ability: Thick Fat
EVs: 236 HP, 36 Def, 236 SpD
Sassy nature
- Earthquake
- Fire Punch
- Return
- Sunny Day
Munchlax is a third team member to set up the sunlight. Aside from that, it simply attacks. Fire Punch gets double the power in the Sun, so even the odd Reflect gets essentially nullified. Unfortunately, Munchlax is relied on too heavily for handling certain threats with ease, and thus it is typically the first KO'd team member.

Ponyta @ Life Orb
Ability: Flash Fire
EVs: 36 HP, 236 Att, 196 Spe
Jolly nature
- Bounce
- Quick Attack
- Flare Blitz
- Iron Tail
Ponyta rounds out the team with the second-best use of the Sun that this team has. Ponyta's weakness to Water is nullified, and any non-double resistances to its STAB move is null and void. Ponyta typically just goes for a straight KO, but it requires a bit of luck to use, as many things can cause this to go down before doing its job well.