This team is pretty simple. Its a brutal hyper offense team (based on the LC CCAT) that aims to smash through opponents with high powered moves - Murkrow's Brave Bird, Mienfoo's Hi Jump Kick, Drifloon's Fly Gem Acrobatics, Shell Smash Tirtouga's almost anything. It started out running snover to check hail, but it broke Tirtouga's Sturdy, and Tirtouga is a decent check to sand (I also find sand to not be that common). Laddering in the fifties on an alt (ab1cd2).
Drifloon @ Flying Gem
Trait: Unburden
Level: 5
EVs: 196 Spd / 196 SAtk / 116 Atk
Hasty Nature
- Acrobatics
- Shadow Ball
- Hidden Power [Fire]
- Destiny Bond
Description
Acroloon is a key member of the team. With Murkrow it forms a double flying core that can break through most teams for a couple of reasons. The first is that the only flying resist with reliable recovery is Archen, meaning that most teams will get worn down with Brave Bird or Acrobatics. The second is that both carry a fire move (HP Fire on Drifloon and Heat Wave on Murkrow) to break steels (most of the common flying resists). The final thing that makes this core so effective is its lack of true counters - Murkrow's coverage and Drifloon's Destiny Bond let them take out counters.
Move Justifications
Acrobatics - This is the essence of AcroLoon. STAB Acrobatics boosted by flying gem hits even resists pretty hard and doubles Drifloon's speed - meaning it outspeeds everything - even Drilbur in sand.
Shadow Ball - Drifloon's STAB attack of choice after Flying Gem is gone, though it gets used surprisingly rarely - I'm usually sniping something with HP Fire or taking an enemy out with Destiny Bond.
Hidden Power [Fire] - Obligatory third attack move. Used to be Thunderbolt, but then I was walled hard by Ferroseed - this takes it out easy.
Destiny Bond - Probably the most important move after Acrobatics. It usually takes out another pokemon and causes absolutely insane mindgames with Sucker Punch.
Other Options
Acrobatics is obviously a given and Shadow Ball is Drifloon's best STAB, but I could see a different Hidden Power or Sub in place of Destiny Bond (in that case, Hidden Power would probably turn to Hypnosis). This thing is solid and usually gets at least one kill.
Drilbur @ Eviolite
Trait: Mold Breaker
Level: 5
EVs: 236 Atk / 212 Spd / 60 HP
Jolly Nature
IVs: 30 Def / 30 SAtk / 30 SDef / 30 Spd
- Earthquake
- Rapid Spin
- Rock Slide
- Stealth Rock
Description
This is the closest thing I have to a lead, but it plays more of a support role. I'm pretty sure this is the set from LC CCAT, but its a solid pokemon. It covers for Murkrow's desperate need not to take any more damage than it already does. It gives Drifloon ever so slightly more health to tank the occasional hit while setting up. It stops hazards from breaking Tirtouga's sturdy. Keeping rocks off of my field is also essential to my A strat against sand. Drilbur is not a brutal as the rest of my team, but he provides crucial support that keeps my team ticking.
Move Justifications
Earthquake - Does this really need an explanation? It hits everything expect flying types thanks to Mold Breaker, gives Drilbur a powerful STAB move and is instrumental in beating Missy.
Rapid Spin - This team really does not appreciate hazards on its side of the field and Rapid Spin is my only way to get rid of them.
Rock Slide - This gives Drilbur EdgeQuake coverage, which is a nice bonus, but only really gets used on flying types and stuff I appreciate flinches on (like Dwebble).
Stealth Rock - One of the most metagame defining moves in all of pokemon, Stealth Rock checks pokemon like Snover and Larvesta and helps my sweepers get OHKOs they'd miss otherwise. I use it less than I should though.
Other Options
This set seems pretty close to ideal to me. I honestly can't think of any changes I'd make to the moveset, though I could see Dwebble (for more hazards) or Staryu (for better spinning) taking this slot if I valued one more than the other.
Murkrow @ Life Orb
Trait: Insomnia
Level: 5
EVs: 188 Spd / 240 Atk / 80 SAtk
Hasty Nature
- Brave Bird
- Sucker Punch
- Hidden Power [Grass]
- Heat Wave
Description
This is the second part of my Dual Bird offensive core. LO MixedKrow is a oldie but a goody, with the power to 2HKO the meta, making it nearly impossible to switch in one. Murkrow provides brutal offensive power to the team with a 120 power Life Orb boosted STAB move that rips holes in even its counters. It also gives me crucial priority with sucker punch giving me a decent chance against sweepers that manage to set up. I tried Super Luck to hax my way through counters, but the ability to beat Spore was to much to give up.
Move Justifications
Brave Bird - Simple. Brutal. Destructive. That's Brave Bird in a nutshell. It deals 50% or more to even the toughest of physical walls (with the exception of flying resists), and OHKOs much of the tier.
Sucker Punch - Murkrow's other basic move. It does a number on many of Murkrows checks, kills shell smashers, and can even beat Drilbur in sand (with prior damage, prediction and a little luck).
Hidden Power [Grass] - Possibly the "worst" move on the team. Its here because I needed something to do to Chinchou. It 2HKOs the fish as well as Hippo.
Heat Wave - The only reason I don't kill Murkrow trying to break through steel types. It fries Ferroseed, Bronzor and Magnemite, as well as saving me some HP if I think I can kill without Brave Bird.
Other Options
I like this set a lot honestly. Maybe HP Ground to beat Aron? If only this thing got Giga Drain...
Mienfoo @ Choice Scarf
Trait: Regenerator
Level: 5
EVs: 236 Atk / 236 Spd / 36 SDef
Adamant Nature
- Drain Punch
- Hi Jump Kick
- Stone Edge
- U-turn
Description
Mienfoo is without a doubt the most versatile pokemon in all of little cup. Regenerator, the coveted fighting type, decent stats across the board, a killer STAB in Hi Jump Kick, and a movepool without a doubt worthy of envy combine to make it a deadly, diverse threat to anything my opponents field. This Mienfoo runs Choice Scarf to beat Abra (predict psychic, U-turn to Krow), serve as brutal pivot, a check to Scraggy, and the first part of a VoltTurn core with Chinchou - the fact that it can do all this on one team is testament to Mienfoo's versatility. This guy sometimes leads to buy me momentum by switching to a counter.
Move Justifications
Drain Punch - Drain Punch is on the set for use when I need a fighting hit without risking recoil from Hi Jump Kick, such as checking Scraggy when my opponent's ghost is "alive" and kicking.
Hi Jump Kick - Mienfoo's signature move. 130 power STAB moves a brutal and fighting is the best type in the game. If I can take out whatever ghost my opponent is using, I let loose with this to tear holes in my opponents team.
Stone Edge - It hits flying types, I guess? This rarely gets used because most of the time I'm better of U-Turning to a counter and killing my target that way.
U-Turn - The key source of Mienfoo's diversity, letting me pivot to anything I need from my team, or put down damage on walls. It also takes Abra down to its sash, letting sucker punch kill it.
Other Options
Drain Punch or Stone Edge could be Payback, I guess, but Mienfoo is faster than most ghosts and loses to the rest. I could also rework it to an eviolite set, but the speed from scarf is really, really nice.
Tirtouga @ Liechi Berry
Trait: Sturdy
Level: 5
EVs: 184 Spd / 216 Atk / 108 SDef
Adamant Nature
IVs: 30 Atk / 30 SAtk / 30 Spd
- Aqua Jet
- Stone Edge
- Waterfall
- Shell Smash
Description
I used to run Snover on this team, but hail broke Tirtouga's sturdy, making it much harder to set up with shell smash and sweep. Tirtouga is a decent sweeper most of the time, but is my best out to sand. I can set up shell smash on anything, OHKO all of the team (even Lileep with rocks and prior damage), and win - as long as I have sturdy (making Drilbur's spin even more essential against sand). Liechi Berry is a change from the conventional Splash Plate giving me a key boost when I get taken down to sturdy (as I usually do).
Move Justifications
Aqua Jet - What sets Tirtouga apart from other Shell Smashers. Priority - priority that is super effective on Sand's best sweepers - is pretty brutal, especially STAB priority at +3. It also covers the fact that Tirtouga is slow, hitting only 22 speed after Shell Smash.
Stone Edge - STAB move number one. It wish so much that this was 100% accuracy...
Waterfall - STAB move number two. Weaker than Aqua Tail, but I really don't like hax.
Shell Smash - This is Shell Smash Tirtouga, after all. It would be rather silly not to run Shell Smash.
Other Options
I could go back to Splash Plate or I could pick up Aqua Tail, but I'm happy with the changes I've made.
Chinchou @ Choice Scarf
Trait: Volt Absorb
Level: 5
EVs: 232 SAtk / 224 Spd / 52 SDef
Modest Nature
IVs: 30 Def / 30 SAtk / 30 SDef / 30 Spd
- Volt Switch
- Hydro Pump
- Ice Beam
- Thunderbolt
Description
If Drilbur provides the support the team needs, Chinchou is offensive glue. It gives me so much for one slot. It hits BoltBeam coverage that no one else does, combos with Mienfoo to make a proper VoltTurn core and gives me a special attacker to beat out physical walls. It is also a second scarfer helping me outspeed threats and kill most shell smashers (every LC Shell Smasher is hit for SE damage by one of Chinchou's moves). It also gives me a pivot, albeit a riskier one than Mienfoo (its also much less resilient).
Move Justifications
Volt Switch - The Volt to Mienfoo's turn this threatens Murkrow, Slowpoke and others without risk of giving something nasty a turn to set up on the switch. Also my most used STAB move.
Hydro Pump - A secondary STAB move, as well as a brutal attack. Picked over Surf because I find accuracy better than power. I've never lost a game to accuracy hax, but the power has been nice.
Ice Beam - Boltbeam coverage part two. It threatens grass types that would otherwise wall Chinchou.
Thunderbolt - A stronger Electric STAB for times when I'm not worried about switching out.
Other Options
Surf over Hydro Pump trades power for accuracy. Scald is even weaker, but can burn. HP Grass kills other Chinchou. Discharge can paralyze, but is weaker. If I go back to Snover I might switch Ice Beam for Blizzard again.
Drifloon @ Flying Gem
Trait: Unburden
Level: 5
EVs: 196 Spd / 196 SAtk / 116 Atk
Hasty Nature
- Acrobatics
- Shadow Ball
- Hidden Power [Fire]
- Destiny Bond
Description
Acroloon is a key member of the team. With Murkrow it forms a double flying core that can break through most teams for a couple of reasons. The first is that the only flying resist with reliable recovery is Archen, meaning that most teams will get worn down with Brave Bird or Acrobatics. The second is that both carry a fire move (HP Fire on Drifloon and Heat Wave on Murkrow) to break steels (most of the common flying resists). The final thing that makes this core so effective is its lack of true counters - Murkrow's coverage and Drifloon's Destiny Bond let them take out counters.
Move Justifications
Acrobatics - This is the essence of AcroLoon. STAB Acrobatics boosted by flying gem hits even resists pretty hard and doubles Drifloon's speed - meaning it outspeeds everything - even Drilbur in sand.
Shadow Ball - Drifloon's STAB attack of choice after Flying Gem is gone, though it gets used surprisingly rarely - I'm usually sniping something with HP Fire or taking an enemy out with Destiny Bond.
Hidden Power [Fire] - Obligatory third attack move. Used to be Thunderbolt, but then I was walled hard by Ferroseed - this takes it out easy.
Destiny Bond - Probably the most important move after Acrobatics. It usually takes out another pokemon and causes absolutely insane mindgames with Sucker Punch.
Other Options
Acrobatics is obviously a given and Shadow Ball is Drifloon's best STAB, but I could see a different Hidden Power or Sub in place of Destiny Bond (in that case, Hidden Power would probably turn to Hypnosis). This thing is solid and usually gets at least one kill.
Drilbur @ Eviolite
Trait: Mold Breaker
Level: 5
EVs: 236 Atk / 212 Spd / 60 HP
Jolly Nature
IVs: 30 Def / 30 SAtk / 30 SDef / 30 Spd
- Earthquake
- Rapid Spin
- Rock Slide
- Stealth Rock
Description
This is the closest thing I have to a lead, but it plays more of a support role. I'm pretty sure this is the set from LC CCAT, but its a solid pokemon. It covers for Murkrow's desperate need not to take any more damage than it already does. It gives Drifloon ever so slightly more health to tank the occasional hit while setting up. It stops hazards from breaking Tirtouga's sturdy. Keeping rocks off of my field is also essential to my A strat against sand. Drilbur is not a brutal as the rest of my team, but he provides crucial support that keeps my team ticking.
Move Justifications
Earthquake - Does this really need an explanation? It hits everything expect flying types thanks to Mold Breaker, gives Drilbur a powerful STAB move and is instrumental in beating Missy.
Rapid Spin - This team really does not appreciate hazards on its side of the field and Rapid Spin is my only way to get rid of them.
Rock Slide - This gives Drilbur EdgeQuake coverage, which is a nice bonus, but only really gets used on flying types and stuff I appreciate flinches on (like Dwebble).
Stealth Rock - One of the most metagame defining moves in all of pokemon, Stealth Rock checks pokemon like Snover and Larvesta and helps my sweepers get OHKOs they'd miss otherwise. I use it less than I should though.
Other Options
This set seems pretty close to ideal to me. I honestly can't think of any changes I'd make to the moveset, though I could see Dwebble (for more hazards) or Staryu (for better spinning) taking this slot if I valued one more than the other.
Murkrow @ Life Orb
Trait: Insomnia
Level: 5
EVs: 188 Spd / 240 Atk / 80 SAtk
Hasty Nature
- Brave Bird
- Sucker Punch
- Hidden Power [Grass]
- Heat Wave
Description
This is the second part of my Dual Bird offensive core. LO MixedKrow is a oldie but a goody, with the power to 2HKO the meta, making it nearly impossible to switch in one. Murkrow provides brutal offensive power to the team with a 120 power Life Orb boosted STAB move that rips holes in even its counters. It also gives me crucial priority with sucker punch giving me a decent chance against sweepers that manage to set up. I tried Super Luck to hax my way through counters, but the ability to beat Spore was to much to give up.
Move Justifications
Brave Bird - Simple. Brutal. Destructive. That's Brave Bird in a nutshell. It deals 50% or more to even the toughest of physical walls (with the exception of flying resists), and OHKOs much of the tier.
Sucker Punch - Murkrow's other basic move. It does a number on many of Murkrows checks, kills shell smashers, and can even beat Drilbur in sand (with prior damage, prediction and a little luck).
Hidden Power [Grass] - Possibly the "worst" move on the team. Its here because I needed something to do to Chinchou. It 2HKOs the fish as well as Hippo.
Heat Wave - The only reason I don't kill Murkrow trying to break through steel types. It fries Ferroseed, Bronzor and Magnemite, as well as saving me some HP if I think I can kill without Brave Bird.
Other Options
I like this set a lot honestly. Maybe HP Ground to beat Aron? If only this thing got Giga Drain...
Mienfoo @ Choice Scarf
Trait: Regenerator
Level: 5
EVs: 236 Atk / 236 Spd / 36 SDef
Adamant Nature
- Drain Punch
- Hi Jump Kick
- Stone Edge
- U-turn
Description
Mienfoo is without a doubt the most versatile pokemon in all of little cup. Regenerator, the coveted fighting type, decent stats across the board, a killer STAB in Hi Jump Kick, and a movepool without a doubt worthy of envy combine to make it a deadly, diverse threat to anything my opponents field. This Mienfoo runs Choice Scarf to beat Abra (predict psychic, U-turn to Krow), serve as brutal pivot, a check to Scraggy, and the first part of a VoltTurn core with Chinchou - the fact that it can do all this on one team is testament to Mienfoo's versatility. This guy sometimes leads to buy me momentum by switching to a counter.
Move Justifications
Drain Punch - Drain Punch is on the set for use when I need a fighting hit without risking recoil from Hi Jump Kick, such as checking Scraggy when my opponent's ghost is "alive" and kicking.
Hi Jump Kick - Mienfoo's signature move. 130 power STAB moves a brutal and fighting is the best type in the game. If I can take out whatever ghost my opponent is using, I let loose with this to tear holes in my opponents team.
Stone Edge - It hits flying types, I guess? This rarely gets used because most of the time I'm better of U-Turning to a counter and killing my target that way.
U-Turn - The key source of Mienfoo's diversity, letting me pivot to anything I need from my team, or put down damage on walls. It also takes Abra down to its sash, letting sucker punch kill it.
Other Options
Drain Punch or Stone Edge could be Payback, I guess, but Mienfoo is faster than most ghosts and loses to the rest. I could also rework it to an eviolite set, but the speed from scarf is really, really nice.
Tirtouga @ Liechi Berry
Trait: Sturdy
Level: 5
EVs: 184 Spd / 216 Atk / 108 SDef
Adamant Nature
IVs: 30 Atk / 30 SAtk / 30 Spd
- Aqua Jet
- Stone Edge
- Waterfall
- Shell Smash
Description
I used to run Snover on this team, but hail broke Tirtouga's sturdy, making it much harder to set up with shell smash and sweep. Tirtouga is a decent sweeper most of the time, but is my best out to sand. I can set up shell smash on anything, OHKO all of the team (even Lileep with rocks and prior damage), and win - as long as I have sturdy (making Drilbur's spin even more essential against sand). Liechi Berry is a change from the conventional Splash Plate giving me a key boost when I get taken down to sturdy (as I usually do).
Move Justifications
Aqua Jet - What sets Tirtouga apart from other Shell Smashers. Priority - priority that is super effective on Sand's best sweepers - is pretty brutal, especially STAB priority at +3. It also covers the fact that Tirtouga is slow, hitting only 22 speed after Shell Smash.
Stone Edge - STAB move number one. It wish so much that this was 100% accuracy...
Waterfall - STAB move number two. Weaker than Aqua Tail, but I really don't like hax.
Shell Smash - This is Shell Smash Tirtouga, after all. It would be rather silly not to run Shell Smash.
Other Options
I could go back to Splash Plate or I could pick up Aqua Tail, but I'm happy with the changes I've made.
Chinchou @ Choice Scarf
Trait: Volt Absorb
Level: 5
EVs: 232 SAtk / 224 Spd / 52 SDef
Modest Nature
IVs: 30 Def / 30 SAtk / 30 SDef / 30 Spd
- Volt Switch
- Hydro Pump
- Ice Beam
- Thunderbolt
Description
If Drilbur provides the support the team needs, Chinchou is offensive glue. It gives me so much for one slot. It hits BoltBeam coverage that no one else does, combos with Mienfoo to make a proper VoltTurn core and gives me a special attacker to beat out physical walls. It is also a second scarfer helping me outspeed threats and kill most shell smashers (every LC Shell Smasher is hit for SE damage by one of Chinchou's moves). It also gives me a pivot, albeit a riskier one than Mienfoo (its also much less resilient).
Move Justifications
Volt Switch - The Volt to Mienfoo's turn this threatens Murkrow, Slowpoke and others without risk of giving something nasty a turn to set up on the switch. Also my most used STAB move.
Hydro Pump - A secondary STAB move, as well as a brutal attack. Picked over Surf because I find accuracy better than power. I've never lost a game to accuracy hax, but the power has been nice.
Ice Beam - Boltbeam coverage part two. It threatens grass types that would otherwise wall Chinchou.
Thunderbolt - A stronger Electric STAB for times when I'm not worried about switching out.
Other Options
Surf over Hydro Pump trades power for accuracy. Scald is even weaker, but can burn. HP Grass kills other Chinchou. Discharge can paralyze, but is weaker. If I go back to Snover I might switch Ice Beam for Blizzard again.