ORAS LC Little Busters: Peaked #1 at 1514

Hey what's up guys, this is the second RMT I've made and the first one I've done by myself. I built this team after I came back from a hiatus. I had gotten pretty rusty, and I couldn't get reqs for the suspect test. I wanted to prove to myself that I could still play LC, so I built this team and took it to Number 1 on the ladder. It encompasses my favorite things in Pokemon, bulky mons and strong set up sweepers. This is certainly my strongest team, but it can definitely improved. And yes, I do have 6 Eviolites. Not sure how that happened. Anyway, on to the team!

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I wanted to build a team around Omanyte as it was a mon i had had plenty of success with in the past, and its just very strong in general. I also wanted to try out Pumpkaboo-Super, as I had never used it before and it had excellent synergy with Oma, not only in type but also in that it helped check things which normally gave Omanyte plenty of trouble when preparing a sweep
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Vullaby was my next addition, as i liked the synergy it brought to the team, and its access to both Hazard removal and Knock Off, both of which are things Omanyte appreciates.
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I chose Hippopotas because needed Stealth Rocks, and since I had Defog as my Hazard Removal instead of Rapid Spin I wanted something that was bulky enough that it could set up Rocks multiple times throughout the match. The ability to check strong physical attackers such as Fletching and Archen was a large bonus.
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Ponyta was added because it rounded out the Fire/Water/Grass core started by Omanyte and Pumpkaboo. I was also sorely lacking in the speed department and lacked status on the team, two thing that Pony very easily provided for me
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Timber was the last Pokemon to be added, and it was brought on because I felt I needed both a secondary win condition in case Oma could not set up, and a status absorber. Timburr is also a Fighting Type, something my team was missing and a crucial part of most LC teams.

The Team
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Omanyte @ Eviolite
Ability: Shell Armor
Level: 5
EVs: 76 HP / 196 SpA / 236 Spe
Modest Nature
- Shell Smash
- Surf
- Earth Power
- Ice Beam

Omanyte is a very strong sweeper in LC, as teams that are unprepared for it often can be completely eliminated once it gets a chance to set up. This sweeping potential is compounded by Omanyte's impressive natural bulk, which lets it find ample set up opportunities. Ironically however, I find myself rarely needing to set up with Oma, even though it is what I built the team around. More often then not it just comes in to threaten the Shell Smash, then either fires off an attack in order to weaken whatever they bring in to stop the Smash, or it gets switched out in order to provide momentum for my team. Besides sweeping, Omanyte's bulk in addition to Eviolite allow it to do well as a check to both Fire types and Fletchling, which can be very difficult for my team to handle. The moveset and EVs are fairly standard for Omanyte. Shell Smash allows Omanyte to boost its stats in order to allow it to sweep. Surf was chosen as the STAB of choice over Hydro Pump because of the higher accuracy, and I haven't run into a situation where I missed a KO because of the lower Base Power. Earth Power and Ice Beam provide Oma with solid coverage, with Earth Power in particular allows Omanyte to hit both Chinchou and Croagunk, which could absorb its moves otherwise.

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Pumpkaboo-Super @ Eviolite
Ability: Frisk
Level: 5
EVs: 204 HP / 36 Def / 236 SpD / 28 Spe
Careful Nature
- Bullet Seed
- Synthesis
- Will-O-Wisp
- Shadow Sneak

I'll be honest, I had some preconceived notions about Pumpkaboo before I started using it. I thought it wasn't a very good mon, but after using it on this team I've found it to be incredibly useful and I'm very glad it proved me wrong. Pumpkaboo has excellent synergy with Omanyte, resisting Grass, Electric, and Ground as well as having an immunity to Fighting, and provides a lot of use through checking some big threats to my team as a whole. Pumpkaboo's ability to take on and weaken Abra is essential for Omanyte's success. It also can handle Pokemon like Tirtouga and Staryu, as well as being able to block opposing Rapid Spins. Bullet Seed acts as a primary STAB for Pumpkaboo, and while it doesn't necessarily hit extremely hard, but it's multi-hit property allows Pump to get past Tirtouga and other Sturdy users. Synthesis provides Pump with a form of recovery, which allows it to do it's job in checking other threats better. Will-O-Wisp is an excellent utility move, as it cripples Physical attackers and provides chip damage on others. Shadow Sneak is fairly weak, but is useful because of its priority, especially in regards to things like Abra and Gastly, and does allow Pump to get some extra damage if your about to faint.

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Vullaby @ Eviolite
Ability: Overcoat
Level: 5
EVs: 116 HP / 236 Def / 156 SpD
Impish Nature
- Roost
- Knock Off
- Brave Bird
- Defog

Vullaby acts as the teams go to Fighting check, as even though it takes neutral damage from Fighting Type attacks it's immense Physical bulk allows it to very easily take most fighters, which is very important. Vullaby also is very good at taking on Foongus as well, by virtue of it's typing and Overcoat allows it to absorb Spore. I chose this spread instead of the standard one because it allows Vullaby to take Abra's Dazzling Gleam a bit more comfortably, while still retaining physical bulk. Roost gives Vullaby recovery, which is essential for allowing it to continue to do it's job. Knock Off is used more for its utility then it's damage, and the ability to remove an opponents item is such an extremely powerful thing. Brave Bird is Vullaby's best STAB, which allows it to deal heavy damage to opposing Fighting types, and does decent damage to other mons even with no investment. Defog is another essential utility move, as it allows Vullaby to remove entry hazards. While my team isn't terribly weak to hazards, constantly switching in to them will wear them down to the point where they can no longer effectively do their jobs.

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Hippopotas @ Eviolite
Ability: Sand Force
Level: 5
EVs: 212 HP / 20 Atk / 212 Def / 20 SpD / 20 Spe
Impish Nature
- Earthquake
- Slack Off
- Stealth Rock
- Rock Tomb

Hippo is an extremely important mon on this team, as it does a ton of things for me. It was brought on primarily because I needed a check to mons like Fletch and Archen, as I noticed a significant weakness to both of them. Hippo does an excellent of job of taking care of them for me, as well as providing hazards to help weaken the opposing team so that Omanyte can break through a bit easier. Hippo can also be used as an emergency check to Fighters if Vullaby is serverly weakened because of it's immense Physical bulk, but it doesn't appreciate Knock Off at all. If you see a Magnemite on the enemy team, you must preserve Hippo at all costs as Mag is extremely threatening to this team. Sand Force was the chosen ability because two members of my team, Pumpkaboo and Ponyta, have Recovery that relies on weather to function properly. Earthquake is a reliable and powerful STAB that allows Hippopotas to deal decent damage so it is not just useless when Taunted. Slack Off provides recovery, which allows Hippo to stay healthy enough to check sets and set up Rocks throughout the match. Stealth Rock is the essential entry hazard that should find its way on to every team. Rock Tomb is the final move on this set, and I selected it over Rock Slide because the Speed drop can make for some very interesting situations.

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Ponyta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 Atk / 236 Def / 196 Spe
Jolly Nature
- Flare Blitz
- Morning Sun
- Wild Charge
- Will-O-Wisp

Pony was added because I wanted a Fire type on my team, and I noticed that my team was lacking in the speed department. Pony works as a solid check to Pawniard, and like Hippo is able to check Fighters, primarily due to Will-O-Wisp and Flame Body. Pony also helps to round out the F/W/G core, which provides good synergy with the rest of the team. The decision between Ponyta and Larvesta was one I considered for a while, and I did end up testing both. However, I found that Ponyta's higher speed and the fact that it is not 4x weak to Stealth Rocks was more important than Larvesta's ability to check Fighting types. Flare Blitz functions as a high power STAB that gives Ponyta the ability to hit even Pokemon neutral to Fire hard. Morning Sun is somewhat reliable recovery that allows Ponyta to heal off the recoil from Flare Blitz and the damage from entry hazards. Wild Charge is a decently strong coverage move that hits almost all of Ponyta's switchins fairly hard, excluding Chinchou of course. Will-O-Wisp, as I stated in Pumpkaboo's description, is an immensely useful status move that weakens the opposing team and cripples Physical attackers.

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Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 116 Atk / 156 Def / 236 SpD
Careful Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

Last but certainly not least is Timburr. I felt that I needed something that could beat Pawniard a bit more reliably, and I also wanted a Fighting type. Mienfoo was a definite consideration, but I found that Timburr's ability to absorb status was extremely useful to my team, something Mienfoo definitely does not want to do. Timburr also possesses the ability to set up using Bulk Up, allowing it to act as a secondary win condition in case Omanyte gets worn down or I am otherwise unable to set up with it. Timburr also has access to priority in Mach Punch, which gives me another way to deal with faster opponents, especially those who set up. Drain Punch is Timburr's primary move, and allows it to deal good damage while also recovering HP. Mach Punch, as mentioned before, patches up Timburr's low speed through its priority. Knock Off is an incredibly useful move, as it gives Timburr more utility and a way to hit Ghost types. Bulk Up allows Timburr to boost its stats, and can be used during a switch to weaken the opponents switch in for Timburr with a boosted hit, or as a way to set up and sweep late game.

Threat List
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: Easily the biggest threat to my team. I lack solid ways to deal with it aside from keeping Hippo extremely healthy, and even then it's immense offensive presence allows it deal heavy damage to my supposed check with Flash Cannon
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: Similar to Mag but a bit easier to deal with because of Pumpkaboo. Can wear down my team with repeated Volt Switches.
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: Opposing Timburr can be tough to deal with, if it gets rolling with multiple Bulk Ups it can run away with the game. One of the cases where I wish I had Whirlwind on Hippopotas.
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: The scarf set can be annoying to deal with, but Vullaby can generally handle it unless I play poorly and get rocked by a Stone Edge
If you spot any other threats that I may be missing please let me know.

Thanks for taking the time to read everything I've written, and please leave a rate!
 
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What up dude, strong team!

You say you have problems with things like Chinchou and Magnemite, specifically the Analytic Scarf set. You could try swapping Hippo's spread to be 132 HP / 20 Atk / 132 Def / 180 SpD / 20 Spe with a Careful Nature. This assures that Analytic Magnemite will not 2hko you, which is pretty cool. It also helps you out a bit against things like Sun teams, as a simple Vulpix+Bellsprout puts so much pressure onto your team that it isn't funny. This EV spread lets it act as a Vulpix check, since it is not 2hkoed by Vulpix anymore. This EV spread still allows you to check things like Mienfoo and Timburr, although I suggest getting a better Stealth Rock setter and slotting Whirlwind to shove out Timburr.

Not much can really be done to change this team around and help it against boosting Fighting-types, but I can offer a bit of advice. I have a team that's pretty similar to this, with Timburr+Pumpkaboo+Hippo+Omanyte, and it might be worthwhile finding something that can pass Wishes around, like Spritzee, or even to swap in Pawniard over Vullaby and something over Ponyta to help with dealing with Boosters. If you could find a slot for Spritzee that owuld be pretty peachy, since Spritz would allow you to deal with Mienfoo and Timburr, while also keeping the team healthy, while also not wasting turns on a Roost or a Morning Sun or something. I think that's your team's biggest problem right now, not really team structure, but that it has no way of maintaining momentum against more offensive teams. You are often forced to Roost or Slack Off, essentially wasting a turn, or sometimes even just stalling something out. Those free turns eventually stack up, allowing stallbreakers like SD Pancham or BU Timburr to run through you, and threats like Magnemite to pressure you immensely. Anyway, like I said, theres not much you can do to fix too many things since the teambuilding is fairly solid, but if you were to make a version 2 or something I would definitely suggest in a Wishpasser, since that allows you to maintain momentum while also keeping up health. Congrats on your peak! Good luck in LC!
 
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