Hello, everyone! I'd like to make my forum debut with a team that I've been playing around with for a few months now, and have recently been tweaking. While I like the team as it is, there are some flaws that I have to iron out, and I would appreciate help in doing so. So, without further adieu, the team:
Iron Baby (Ferroseed) @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 84 HP / 36 Atk / 188 Def / 148 SpD / 52 Spe
Impish Nature
- Stealth Rock
- Bullet Seed
- Thunder Wave
- Leech Seed
First of all, we have a nice and standard Ferroseed. I can almost always set up Stealth Rocks, and with big holepunchers to take out opposing spinners, they can usually stay on the field. Bullet Seed is my attack to cover a surprisingly big portion of the game, and breaks Sturdys easily (namely Tirtouga). Thunder Wave provides extra utility, crippling most speedy mons. Finally, I run Leech Seed for recovery, since this also functions as a nice wall instead of a suicide lead.
The Perfume Dept (Spritzee) @ Eviolite
Ability: Aroma Veil
Level: 5
EVs: 212 HP / 116 Def / 12 SpA / 156 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Aromatherapy
Spritzee here serves as a great cleric and counter to the fighting-types in the tier. It's nothing more than a standard set, but alongside Ferroseed, it makes for part of a solid defensive core. However, I would be willing to switch out this mon if it means more team versatility.
Sanic (Drilbur) @ Choice Scarf
Ability: Mold Breaker
Level: 5
EVs: 236 Atk / 60 Def / 212 Spe
Jolly Nature
- Earthquake
- Poison Jab
- Rock Slide
- Rapid Spin
Gotta go fast, right? I stand by the mantra that every team needs a scarfer, and Drilbur is probably the best option, as it can't be paralyzed by Thunder Wave and the EdgeQuake coverage serves it amazingly. Poison Jab serves as a great coverage option for Grass-types like Pumpkaboo and Cottonee, and Rapid Spin allows me to get the occasional hazard support.
Not Centralizing (Mienfoo) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 76 SpD / 236 Spe
Jolly Nature
- Drain Punch
- Knock Off
- Fake Out
- U-turn
It's not a LC team without this guy. Drain Punch and Knock Off provide for great neutral coverage against non-fairies, and when one comes in, he can usually just U-Turn out. I run Fake-Out over Taunt or Acrobatics because I have no other priority options outside of the frail Fletchling. Obviously, this thing puts in work as a utility mon and a hard hitter.
Spooks (Frillish) @ Eviolite
Ability: Water Absorb
Level: 5
EVs: 196 Def / 76 SpA / 236 SpD
Calm Nature
- Scald
- Shadow Ball
- Recover
- Toxic
I think people overlook Frillish as a water-type in this tier. While it usually runs a physically defensive set, I like running specialized bulk on Pokemon whenever I can. Scald and Toxic provide the nice double status which, along with Ferrothorn, allow me to spread status over whole teams. Apparently, some people run Cursed Body, but Water Absorb is just...way better. Shadow Ball is a more powerful STAB and lets me take big bites out of things like Pumpkaboo, Gastly, and other Frillish.
SmogonBabby (Fletchling)
Ability: Gale Wings
Level: 5
EVs: 156 HP / 196 Atk / 92 Def / 44 SpA / 20 Spe
Naughty Nature
- Acrobatics
- U-turn
- Heat Wave
- Roost
Finally, we have this thing. Acrobatics provides me another form of priority, and a powerful one at that. Heat Wave is a more economical form of Overheat, allowing multiple uses in a row to take out bulkier fire-weak mons or to get off another decent special hit. U-turn is obvious momentum, and Roost is there for the rare chance I'll be able to heal up.
Overall, I know that a few things mess me up, like a lack of phasing or reliable hazard removal, but I'm still a bit new at the tier and am not sure how to fit these advantages onto my team.
				
			Iron Baby (Ferroseed) @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 84 HP / 36 Atk / 188 Def / 148 SpD / 52 Spe
Impish Nature
- Stealth Rock
- Bullet Seed
- Thunder Wave
- Leech Seed
First of all, we have a nice and standard Ferroseed. I can almost always set up Stealth Rocks, and with big holepunchers to take out opposing spinners, they can usually stay on the field. Bullet Seed is my attack to cover a surprisingly big portion of the game, and breaks Sturdys easily (namely Tirtouga). Thunder Wave provides extra utility, crippling most speedy mons. Finally, I run Leech Seed for recovery, since this also functions as a nice wall instead of a suicide lead.
The Perfume Dept (Spritzee) @ Eviolite
Ability: Aroma Veil
Level: 5
EVs: 212 HP / 116 Def / 12 SpA / 156 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Aromatherapy
Spritzee here serves as a great cleric and counter to the fighting-types in the tier. It's nothing more than a standard set, but alongside Ferroseed, it makes for part of a solid defensive core. However, I would be willing to switch out this mon if it means more team versatility.
Sanic (Drilbur) @ Choice Scarf
Ability: Mold Breaker
Level: 5
EVs: 236 Atk / 60 Def / 212 Spe
Jolly Nature
- Earthquake
- Poison Jab
- Rock Slide
- Rapid Spin
Gotta go fast, right? I stand by the mantra that every team needs a scarfer, and Drilbur is probably the best option, as it can't be paralyzed by Thunder Wave and the EdgeQuake coverage serves it amazingly. Poison Jab serves as a great coverage option for Grass-types like Pumpkaboo and Cottonee, and Rapid Spin allows me to get the occasional hazard support.
Not Centralizing (Mienfoo) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 76 SpD / 236 Spe
Jolly Nature
- Drain Punch
- Knock Off
- Fake Out
- U-turn
It's not a LC team without this guy. Drain Punch and Knock Off provide for great neutral coverage against non-fairies, and when one comes in, he can usually just U-Turn out. I run Fake-Out over Taunt or Acrobatics because I have no other priority options outside of the frail Fletchling. Obviously, this thing puts in work as a utility mon and a hard hitter.
Spooks (Frillish) @ Eviolite
Ability: Water Absorb
Level: 5
EVs: 196 Def / 76 SpA / 236 SpD
Calm Nature
- Scald
- Shadow Ball
- Recover
- Toxic
I think people overlook Frillish as a water-type in this tier. While it usually runs a physically defensive set, I like running specialized bulk on Pokemon whenever I can. Scald and Toxic provide the nice double status which, along with Ferrothorn, allow me to spread status over whole teams. Apparently, some people run Cursed Body, but Water Absorb is just...way better. Shadow Ball is a more powerful STAB and lets me take big bites out of things like Pumpkaboo, Gastly, and other Frillish.
SmogonBabby (Fletchling)
Ability: Gale Wings
Level: 5
EVs: 156 HP / 196 Atk / 92 Def / 44 SpA / 20 Spe
Naughty Nature
- Acrobatics
- U-turn
- Heat Wave
- Roost
Finally, we have this thing. Acrobatics provides me another form of priority, and a powerful one at that. Heat Wave is a more economical form of Overheat, allowing multiple uses in a row to take out bulkier fire-weak mons or to get off another decent special hit. U-turn is obvious momentum, and Roost is there for the rare chance I'll be able to heal up.
Overall, I know that a few things mess me up, like a lack of phasing or reliable hazard removal, but I'm still a bit new at the tier and am not sure how to fit these advantages onto my team.
 
 
		 
 
		






 
	 
	 
	 
	 
 
		 
	 
	