I don't just breed little cup mons, I play it now! (LC)

I was told to post my LC RMT here so here we go.

At a glance:
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Machop@ Focus Sash
Trait: No Guard
Nature: Mild
EVs: 36Hp/196Atk/36Def/236Spatk
-Dynamic Punch
-Fire Blast
-Hidden Power Grass
-Protect

This little lead I made myself. Let's take a look at how it works against other commom leads:
Code:
Meowth: Protect first to avoid technician fake out. Then fire blast because it'll probably u-turn to a ghost type or a fighting-resist. Usually that means Gligar/Mantyke but the purpose of fire blast on the set is for that sexy 30% burn chance.
Kabuto: I obviously hidden power grass then switch to snover for the kill/
Onix: HP grass OHKOs. If it doesn't, switch to Dsukull to take an explosion.
Bronzor: They'll be thinking dynamic punch but really fire blast is coming their way.
Diglett: I haven't run into this guy yet hp grass followed by fire blast.
Voltorb: Direct switch to Diglett to trap and kill.
Anorith: Eats a dynamic punch, or fire blast. depends on whether or not I predict a switch.
Hippopotas: Fire blast from the start. Most others are only looking to set up SS on the first turn when they use Hippopotas.
Machop: Fire blast until burn.
Houndour: Dynamic punch.
Snover: Fire blast that mother.
Wailmer: I haven't run into this guy either but I guess I hp grass or dynamic punch.
Arron: Fire blast the incoming ghost/fight-resist type.
Driftloon: I'm not sure what I would do here. Probably switch to Magnemite.
I'm considering berry juice/oran berry over focus sash since this tough little guy takes hits like a machamp. Sorry, I couldn't resist.

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Diglett@ Focus Sash
Trait: Areana Trap
Nature: Jolly
EVs: 36Hp/236Atk/236Spe
-Earthquake
-Sucker Punch
-Stealth Rock
-Protect

Traps things and my number 1 choice after a one of my guys gets killed. Earthquake is essential for killing things like Voltorb and Elekid. I went wilth a supporting diggy set since I so often find myself up against Wynaut. Although the fact that someone made a supporting diggy set is strange. What the hell is switching out of diggy? In my experience Misdreavus stays in and there aren't very many others that can switch out. Whatever though. Protect helps me scout, especially versus Stunky ho usually likes to explode.

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Magnemite@ Choice Scarf
Trait: Magnet Pull
Nature: Modest
EVs: 36Def/236Spatk/236Spe
-Thunderbolt
-Flash Canon
-Hidden Power Dark
-Explosion

The revenge killer and sweeper! Thunderbolt and flash canon for stab, hp dark is a special gift for Misreavus but really, I only put it there because I had no idea what else to put. It's a good option though for hitting things that resist the 2 stabs. Explode on things late game. Although late game is usually 3 minutes in lol

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Snover@ Berry Juice
Trait: Snow Warning
Nature: Adamant
EVs: 196Hp/180Atk/36Def/36Spdef
-Ice Shard
-Seed Bomb
-Leech Seed
-Sword Dance

Wow, I just noticed the whole time I was running this thing I have not used any EVs. That's probably why I lost so many times... I'll do a few more battles to see how the new EV spread affects things.
Anyway, come in on a resistance, in the early game use leech seed and in the late game use sword dance and sweep. Also a good counter to Diggy after a revenge kill.

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Duskull@ Berry Juice
Trait: Levitate
Nature: Relaxed
EVs: 196Hp/116Atk/196Def
-Shadow Sneak
-Blizzard
-Disable
-Will-O-Wisp

This guy sees the most action. Will-o-wisp spam breaks everything that might counter (obviously except for guts Machop/Larvitar). Blizzard hits 100% of the time in the hail and does a ton of damage to neutral mons. Shadow sneak lets me get Misdreavus after she kills something. It's espeically helpful versus Gligar too. Disable-- the gimmick move. I couldn't think of what else to put since all I really wanted was wisp/ss/blizzard. Disable has been sort of helpful. I can stay in on things and disable their last move meaning whatever I switch in next doesn't have to worry about that move for awhile. The only time I clearly remember thaat being helpful was when I was up against a brave bird Tailow. it allowed my Machop to get in and kill it off with fire blast.

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Dratini@ Life Orb
Trait: Shed Skin
Nature: Lonely
EVs: 244Atk/36Spdef/196Spe
-Extreme Speed
-Aqua Tail
-Draco Metoer
-Agility

This thing dies all the time. I should probably use DD over agility but still this thing is my teams weak link. The idea for the set was to attempt a sweep but I've always failed. I need help deciding whom to put over this guy :(

Most guys will only run one or 2 sets which are usually not that different. I like LC because of that and would like to get better at it. The main thing that beats my team is stat-uppers, especially ones that boost speed. Those being Gligar, Aron, Dratini and swift swimmers. Now that I think of it though Snover can deal with all of them. Maybe the lack of EVs is really what has been causing me to lose.
 
First off, let me say that it's good to see more LC RMTs around. This one's got some neat tricks up its sleeves, which seem cool.

First, Magnemite should be using something like HP Ice or Signal Beam in its last slot. Neutral Thunderbolt is as strong or stronger than HP Dark, which makes it a little less appealing. HP Ice, on the other hand, is extremely useful as a way to hit Gligar, Dratini, and Bagon hard, which is one of Scarf Magnemite's main draws. If you run HP Ice, you won't be able to get the extra point of Defense, though, so keep that in mind.

As much as I think that Disable is an interesting move on Duskull, it looks like pure gimimick that isn't especially useful. I'd suggest replacing it with something more useful. Pain Split is interesting after Berry Juice has already proc'd once, and can secure a couple KOs against low health foes with Pain Split + Shadow Sneak. On the other hand, Shadow Ball gives a STAB on the special side, which can come in handy from time to time.

Not entirely sure about Blizzard on Duskull. IIRC, Ice Beam gets all the necessary KOs that Blizzard gets, and since you aren't leading with Snover, there's the chance that you might need Blizzard before Snover comes out, and that 70% accuracy might bite you in the ass. It's your choice, but Ice Beam is generally more reliable midgame.

Also not sure about Leech Seed on Snover. Usually Leech Seed as an afterthought move is kinda iffy, as it needs support from the other 3 moveslots to be truly useful, but it can be neat to seed something on the switch and then ease the switchin of your next Pokemon. Then again, Snover really has nothing better to do with that moveslot, so at least Leech Seed has minor midgame utility before you want to Swords Dance.

As for Dratini, you might want to try a slightly bulkier one. I've been running the following set for a while:

Dratini (M) @ Berry Juice
Ability: Shed Skin
EVs: 28 HP/164 Atk/76 Def/196 Spd/36 SDef
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Outrage
- Extremespeed
- Aqua Tail

Yeah, the EVs look a little whacked out, but it's still solid. Stats are 21 / 16 / 12 / x / 12 / 14, meaning that after a DD it's got 24 Attack and 21 Speed. With Berry Juice and its solid defenses, it's easy to set up multiple DDs. Generally you bring it in to revenge something that can't OHKO it, and then DD. If they stay in, they probably haven't OHKOed you, and you can either attack or DD again. If they do switch, you're probably solid, as the things that can OHKO it and outspeed it are few and far between, and the things that can OHKO it and also survive STAB Outrage are also few and far between. If you manage to get up a second DD, you can probably clean them with Outrage and Extremespeed easily.
 
Ok here is my review, i would have Pic's but it takes too long, the changes are in Bold and Underlined, e.g.: Hello

The descriptions of the set are divided with a _________ , other wise known as a large underscore, with the description by 824545201 or Ixtab on top and the one done by me underneath, eg:

Hello
____

G'Day all

Anyway on with the Review:


At a glance:

No sign of Missy; looks interesting.







Machop@ Berry Juice
Trait: No Guard
Nature: Mild
EVs: 196Hp/196Atk/36Def/76SpDef
-Dynamic Punch
-Payback
-Bullet Punch
-Protect

Let's take a look at how it works against other common leads:

Code:
Code:
[COLOR=black]Meowth: Protect on the Fake-Out, go for the Payback or Dynamic Punch, and finish off with Bullet punch. (i think a boosted Payback + B-Punch kills). If scared Hypno with strike go for B-Punch after protecting to get some damage on. Switch out after usually.[/COLOR]
[COLOR=black]Kabuto: Dynamic Punch or Payback, doesn't pose too much of a threat Power wise but residual is annoying.[/COLOR]
[COLOR=black]Onix: D-Punch for the KO.[/COLOR]
[COLOR=black]Bronzor: Use D-Punch first turn, Payback second for the switch, this surprisingly works many times.[/COLOR]
[COLOR=black]Diglett: D-Punch followed by B-Punch.[/COLOR]
[COLOR=black]Voltorb: D-Punch followed by B-Punch, or switch in Diglett, but careful of explode.[/COLOR]
[COLOR=black]Anorith: D-Punch followed by B-Punch I guess.[/COLOR]
[COLOR=black]Hippopotas: D-Punch first turn, Payback second, unlikely to stay in but if they do you can have a free switch.[/COLOR]
[COLOR=black]Houndour: Dynamic punch, B-Punch.[/COLOR]
[COLOR=black]Snover: D-Punch, B-punch. Paybacks second turn if predict switch and don't mind taking an Ice Shard.[/COLOR]
[COLOR=black]Wailmer: Dynamic punch, you take a large hit then dish one back for huge damage, or B-Punch to take less but do a lot less, this is for if you want to switch Snover in early on to set up Hail. (Snover could be switched in at the start but could be a key member for later on).[/COLOR]
[COLOR=black]Aron: D-Punch. Ghost switch common, but over prediction is also.[/COLOR]
[COLOR=black]Drifloon: No Lead can be perfect, just Protect first turn, Payback or B-Punch second.[/COLOR]
[COLOR=black]Phanpy: Protect first, could D-Punch or switch in Snover; could cause problem with phanpy's counter attack, Encore on second turn if they went for SR.[/COLOR]

I'm considering berry juice over focus sash since this tough little guy takes hits like a Machamp. Sorry, I couldn't resist.
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This set works like clockwork. Power, and then Finish off. Protect for obvious Fake-out and scouting reasons. Note: Encore + B-Punch are illegal.







Diglett@ Life Orb
Trait: Arena Trap
Nature: Hasty
EVs: 240Atk/236Spe
IVs: 30 Atk/30 Def

-Earthquake
-Sucker Punch
-Hidden Power (Ice)
-Rock Slide

Traps things and my number 1 choice after a one of my guys gets killed. Earthquake is essential for killing things like Voltorb and Elekid. I went with a supporting diggy set since I so often find myself up against Wynaut. Although the fact that someone made a supporting diggy set is strange. What the hell is switching out of diggy? In my experience Misdreavus stays in and there aren't very many others that can switch out. Whatever though. Protect helps me scout, especially versus Stunky who usually likes to explode.
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This set doesn't need much work, but i think the team might. With snover, sash is almost worthless, life orb provides a better revenge killer option, protect doesn't offer much mid-game apart from against scarfers. Yes there are many scarfers in Little Cup, but protect is for a lead situation.
Rock Slide provides the common Ground/Rock duo (stone edge if HG/SS provides Diggy so but I haven't checked). Hidden Power (Ice) provides a weapon against primarily Gligar but also others like Phanpy and Hippopotas.







Magnemite@ Choice Scarf
Trait: Magnet Pull
Nature: Rash/Naive
EVs: 36Def/236Spatk/236Spe

-Thunderbolt
-Flash Cannon
-Hidden Power Ground
-Explosion

The revenge killer and sweeper! Thunderbolt and flash canon for stab, hp dark is a special gift for Misdreavus but really, I only put it there because I had no idea what else to put. It's a good option though for hitting things that resist the 2 stabs. Explode on things late game. Although late game is usually 3 minutes in lol
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A Powerful Revenge Killer, Hp Dark is rendered useless with the fact that T-Bolt manages 142.5 power after STAB and Hp Dark only 140 after super effective.
Naive may be a bit on the gimmick side, but it beats ScarfChop (though being increasingly rare) and the other likes of 21 speed scarfers (Teddiursa also comes into this, a pokemon with an increase of popularity).






Snover@ Berry Juice
Trait: Snow Warning
Nature: Adamant
EVs: 196Hp/180Atk/36Def/36Spdef

-Ice Shard
-Seed Bomb
-Leech Seed/Earthquake
-Sword Dance

Wow, I just noticed the whole time I was running this thing I have not used any EVs. That's probably why I lost so many times... I'll do a few more battles to see how the new EV spread affects things.
Anyway, come in on a resistance, in the early game use leech seed and in the late game use sword dance and sweep. Also a good counter to Diggy after a revenge kill.
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This set is a neat set, i haven't used it but if it works then stick with it.
Try three attacking moves for better coverage and provide KO's, EQ is written there but others could be used.






Duskull@ Berry Juice
Trait: Levitate
Nature: Relaxed
EVs: 196Hp/116Atk/196Def

-Shadow Sneak
-Will-O-Wisp
-Blizzard
-Protect/Pain Split

This guy sees the most action. Will-o-wisp Spam breaks everything that might counter (obviously except for guts Machop/Larvitar). Blizzard hits 100% of the time in the hail and does a ton of damage to neutral Mons. Shadow sneak lets me get Misdreavus after she kills something. It's especially helpful versus Gligar too. Disable-- the gimmick move. I couldn't think of what else to put since all I really wanted was wisp/ss/blizzard. Disable has been sort of helpful. I can stay in on things and disable their last move meaning whatever I switch in next doesn't have to worry about that move for awhile. The only time I clearly remember that being helpful was when I was up against a brave bird Tailow. It allowed my Machop to get in and kill it off with fire blast.
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Disable as you said is gimmick, so protect or pain split goes there, this allows to stall with W-O-w active and Hail storming to finish off with Sneak, or you can pain split, with Dusk's low hp it provides the only recovery that strikes on the foe as well.






Dratini@ Berry Juice
Trait: Shed Skin
Nature: Adamant
EVs: 28 HP / 164 Atk / 76 Def / 36 Sp Def / 196 Spe

-Dragon Dance
-Outrage
-Extreme Speed
-Aqua Tail

This thing dies all the time. I should probably use DD over agility but still this thing is my team’s weak link. The idea for the set was to attempt a sweep but I've always failed. I need help deciding whom to put over this guy :(

Most guys’ will only run one or 2 sets which are usually not that different. I like LC because of that and would like to get better at it. The main thing that beats my team is stat-uppers, especially ones that boost speed. Those being Gligar, Aron, Dratini and swift swimmers. Now that I think of it though Snover can deal with all of them. Maybe the lack of EVs is really what has been causing me to lose.
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This Bulky Set provides an easier time to set up, often twice or three times. Aim is to come in mid-game/late game when there's a pokemon that is weak, locked in to something, basically anything that can't do much to Tini. Set-up and sweep with Hail to break any sashes that might've stopped the sweep and destroy the team.
 
I agree that full physical Machop is better. Fire Blast doesn't really hit much considering that there are very few grass-types and no steel-types that aren't hit as hard or harder by Dynamicpunch.

Snover doesn't get EQ. Please run some checks before you suggest stuff.

Protect is interesting on Duskull, but I'd still consider Shadow Ball for a little more power. It's a toss-up.

HP Ground hits nothing notable on Magnemite and makes you massive setup bait for Misdreavus and Gligar. Given your slight issues with fighting Rock Polish Gligar, I'd suggest that you switch to HP Ice.
 
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