
Hi there, Guys and Gals from smogon!
I'd like to present here the team I kept using on the (buggy) LC ladder, at least until I got bored/mad with all the issues only a beta version can perform.
This team performed very good while I played with it, and should have ended in around 1700'ish if a bug didn't take me 340 points in just one battle (it peaked @1742, #63 on the ladder, in early December, but I lost the screenshot).
Anyways, that's not the matter.
The thing is, I got bored of playing for a while, and this team ought to break havoc (at least sometimes). So I'm sharing it with you.
While I have retired from the ladder itself, feel free to use it if you want a new experience.
So, here it goes!

It all started with a player that never played LC (in this case, me), getting in love with a LC pokémon that has the ability Simple. Numel has two great STABs offensively (while sucking defensively), so I thought that Baton Pass could do miracles.


And who else than a bulky offensive threat to provide it? Mienfoo was a top threat (it still is, mind you), going in an array from HO to bulky support with Regenerator. Don't laugh yet, it was a good idea when theorymoning.



Omanyte was my partner of all times, but it started as a poor-man's-Clamperl. While it seemed to be bulky enough to get into the field, take a hit while shell smashing, and releasing its full power, it at least covered some of my weakness to water moves.




Now, I needed for real a ground immunity, having both my sweepers weak to ground. Acrobatics + Flying Gem + Unburden mixed Drifloon was a great opportunity to make it flow while not losing offensive momentum.





After making some calcs, I discovered that Drifloon couldn't break through some threatening pokémon in the tier alone (name it: Scraggy). So, I found that another fast, powerful flying-type would be able to finish the job. Taillow was a given, because of high speed and sky-rocket attack after Guts. It could always be gone fast because of Toxic + recoil damage, but it was sure to take someone with it.






And with all that said, I had no true lead. I needed a fast pokémon that could scare some hazard-layering pokémon, among with the omnipresent Scarf Snover. It seemed to be a gimmick at first, but Meowth soon earned my joy in the team, becoming a vital pivot, and my main priority user.
Needless to say that the team was usually destroyed. It managed to go well in a tournament, but only because I had not faced what would be the bane of my team so far; anyone with good eyes can see this team is screaming "Thunderbolt me!". I made some switches to fix it before it was too late.






The first thing you might think is: Why the hell did I take the only Electric resist of the team? The answer is simple (no pun intended), either I could 6-0 or I was 6-0'd because of Numel. While it was powerful to break through anything and their mother with a SD from Mienfoo, I often had no opportunity to give it the boost, leaving it as dead-weight on the team. Chinchou, however, was always a safe switch to Staryu carrying Thunderbolt (who could Surf Numel into oblivion), bulky enough to take hits (at least more than the camel), yet had some offensive power, mainly because most sweepers are scared of being statused by a stray Scald.






The next very thing was to change the bulky sweeper. While SD Mienfoo was appealing at first, Moxie DD Scraggy is the beast of LC, and isn't threatened as much by ghosts as the first, having Crunch as secondary STAB (while even Frillish could force Mienfoo out). Seeing it plays from the same book as his father in UU, it could easily dish out the late-game punishment my team failed to perform.






Later, I realized that, without Numel, Bronzor and Ferroseed could wall my team to the moon and back. Searching for pokémon that could learn Heat Wave, I stumbled across Murkrow, and wasn't disappointed. It has extreme power to go mixed, yet enough speed to dish it before being hit. More over that, it didn't have to lose a turn on setup (sometimes Drifloon was KO'd before it could use Acrobatics), so that was a bonus.
And after this, all that was last was to change some EVs, and the team was ready to break through everything.
The team in details!

Beyonce (F) @ Life Orb
Trait: Technician
Level: 5
EVs: 236 Atk / 76 Def / 196 Spd
Jolly Nature
IVs: 19 HP
- Fake Out
- Bite
- Feint
- U-turn/Taunt
Technician Meowth is way underrated. I still don't get why so many people use Aipom. Right, the monkey has 2 more Atk points, but Meowth makes it up for it with Technician, an ability Aipom can only have after evolving. To top on this, with careful IV maneuvering, Meowth can have 19 HP, enough to minimize LO recoil. And to add insult to the injury, Aipom also lacks secondary priority, meaning it can and will be outpaced by scarfers. However, with Feint, Meowth is able to plow through things early and mid-game (as a nitpick, Fake Out + Feint always KO non-bulky Snover). Bite is a surprising move for any Gastly and Misdreavus, because with a little predict, I can take the ghost out before it notices (Bite is a guaranteed 2HKO on Eviolite Misdreavus unless it awkwardly runs max HP/Def - and even then, it can be 2HKO'd 18% of the time), and Meowth outspeed non-scarf Misdreavus as well. U-turn is for early-game scouting, and I found it to be fore useful than Taunt in the long run, but I'll leave the choice open if you want to.

Stefani (Chinchou) (F) @ Eviolite
Trait: Volt Absorb
Level: 5
EVs: 76 HP / 132 Def / 228 SDef / 60 Spd
Calm Nature
IVs: 0 Atk
- Discharge
- Scald
- Rest
- Sleep Talk
Chinchou started as my answer to Staryu when my team was blatantly weak to BoltPump combo. Not only it has a nice resist to water and an immunity to electricity, it can also switch into many steels in the tier (except maybe Ferroseed). It also works wonders as a status absorber with RestTalk, and is also an answer to Sucker Punch Murkrow. EVs are taken from the analysis, but I run Calm instead of Bold to have a chance on surviving weaker HP Grass that may appear from unexpected foes. It runs both STABs for the higher chance of leaving a foe statused, especially those Croagunk and Lileep that tend to switch in as soon as I put Chinchou to sleep. No IVs in Attack means I have one less point to be abused in case of a Foul Play or confusion, and since I'm not using any physical moves, then why the hell not?

Madonna (Omanyte) (F) @ Eviolite
Trait: Weak Armor
Level: 5
EVs: 76 HP / 196 SAtk / 236 Spd
Modest Nature
IVs: 0 Atk
- Shell Smash
- Surf
- Ice Beam
- AncientPower
Like I said in Team Building, Omanyte looks like a poor option when compared with Clamperl or Shellder for a Shell Smash sweeper, because the first has DeepSeaTooth for true sweeping and the latter has some kind of priority in Ice Shard, and both also lack a Fighting and Ground weakness, which is crucial in the current metagame. But most players can't see that either one of these would kill for that DW ability Omanyte got in Weak Armor. You can bring it on so many foes using resisted moves it's not even funny - and get a speed boost from it. With both a Weak Armor and Shell Smash boost, Omanyte can outspeed even Drilbur in sand (which IS something to be proud of), while it actually enjoys sandstorm because it boosts his somewhat lackluster SDef. The main issue with Omanyte is the moveset choices. Surf is a staple, being his most powerful, accurate STAB (an Hydro Pump miss can cost you a match and doesn't net you any significative KO while not running LO), and Ice Beam is a staple since Storm Drain Lileep is everywhere. The last slot is there it's hard to choose, but I opted for Ancientpower mainly because its a secondary STAB, although a bit redundant with Ice Beam. HP Grass and Fire were other options, hitting bulky waters and Croagunk/Ferroseed better, in order, but the first are hit hard by Ancientpower and the latter should be cleaned before I attempt to sweep with Omanyte. 0 IVs on attack are for the very same reason as Chinchou.

Britney (Taillow) (F) @ Toxic Orb
Trait: Guts
Level: 5
EVs: 36 HP / 236 Atk / 236 Spd
Jolly Nature
- Brave Bird
- Facade
- Quick Attack
- U-turn
While it usually is the weakest link on the team, Taillow is a pokémon that die fast, but not alone. With a Toxic Orb, it reaches 22/19 offensive stats, enough to plow through opposition while it lasts. Facade reaches astounding 210 BP while factoring poison and STAB, and hits everything that doesn't resist the move very hard. Brave Bird is for the ghost types on the tier, who are immune to Facade. Quick Attack hits any priority user before going down, and U-turn is for scouting, especially when you think they might switch their Ferroseed against you.

Bjork (Murkrow) (F) @ Choice Scarf
Trait: Super Luck
Level: 5
EVs: 240 Atk / 80 SAtk / 188 Spd
Naughty Nature
- Brave Bird
- Dark Pulse
- Heat Wave
- Hidden Power [Grass]
Here's the glue that put my team together. Murkrow is good at what it does best: revenge kill. DD Scraggy? Take this Brave Bird to the face. Scarf Gastly trying to run rampant with Thunderbolt? Dark Pulse to the face. Oh, that Omanyte managed to get a Shell Smash? Take that HP Grass. It usually take more than one foe with this set. Brave Bird is staple, and OHKOes many threats, especially those fighting types there are in every team. Naughty nature and max Atk EVs are unfortunately needed to secure some key KOs (I used to run 160/160 to take advantage of the rest of moveset, but got tired of hitting for 95% on bulky foes - and I don't have hazards support). Dark Pulse goes in the place of Sucker Punch mainly for Misdreavus - It's not funny how many of those try to sub on my face expecting Sucker Punch. Heat Wave is to roost any steel who dares to stay on me (mainly Magnemites and Ferroseeds), and HP Grass rounds by taking any water-type that might give trouble.

Tarja (Scraggy) (F) @ Eviolite
Trait: Moxie
Level: 5
EVs: 236 Atk / 36 SDef / 236 Spd
Jolly Nature
- Crunch
- Dragon Dance
- Hi Jump Kick
- Zen Headbutt
How can I say? When everything else fails, time to setup and sweep. Once the main counters are gone, it's just a matter of getting a free turn or two. Factoring in Dragon Dance and Moxie boosts, it becomes a unstoppable train, with nearly-perfect coverage with only three moves. HJK gets the jump on Mienfoo, KOing it before it can retaliate. Crunch takes out ghosts expecting me to fail my kick. The last move is mainly a filler; I used to run Ice Punch alongside Drain Punch, but HJK hits harder on those flying-types because it's always paired with Normal or Dark anyway, so Zen Headbutt is an insurance against Croagunk (which I try to take with my fliers before, anyway). I have even tried to run Taunt, but had almost no chances to fire it, so it's a filler anyway.
Conclusion!
While I liked the team a lot, there are things when it could do better. While it has the power to plow through unprepared teams, it suffers against most weather-based strategies (Double-Rush gives me some nerves). There are things that should make it better, or maybe not, but it's still a solid team.Not a threat
Minor Threat
Big threat
Real danger
: Sash + Magic Guard means I'm often sac'ing something for the sake of it. Meowth KO's it with Fake Out + Feint, Murkrow outspeeds and Taillow has priority, but the last two risk being KO'd.
: While Murkrow outspeeds it after a DD, it isn't a reliable choice to take on it, because it can't always KO it. Scraggy can't deal with it unless it boosts too, which it can't do unless there is a Protect mindgame. Omanyte take an unboosted Outrage and can fire Ice Beam afterwards, but if Axew has a DD on the belt, it secures the KO. Good thing this thing is rare.
: Murkrow can switch in with impunity and KO with Heat Wave, Scraggy also uses it as setup fodder most of the time.
: Murkrow has HP Grass, but can't switch into it. If Taillow is already poisoned, it can take it out non-scarfers with Facade. My own Chinchou can take almost anything it throws, but does nothing in return.
: Murkrow outspeeds even after a Shell Smash, and both Meowth and Taillow can take a weakened Clamperl out after the defense drop.
: The only true status absorber in the team is weak to grass-type moves, so I need to be careful. Taillow can come in after being poisoned and scare it to death, but can't switch in directly because of Stun Spore. Meowth can finish the job if it has taken prior damage, as it has enough bulk to survive Fake Out + Feint on full HP (Feint goes before Stun Spore because Meowth is faster)
: With two flying-types outspeeding it, and Zen Headbutt in Scraggy (who takes a Vaccum Wave, but can't risk a speed tie), it gives no trouble. Meowth outspeeds and take it out with the priority combo
: While I have two pokémon immune to Arena Trap, his Sash means it usually takes a member of my team, meaning I have to play carefully whenever I see it on preview. If it doesn't have a Sash, however, Scraggy survives a hit, KO back and activates Moxie.
: Non-scarfers lose to Omanyte due to Weak Armor, Chinchou can also take a Brave Bird or two, KO it with Discharge and Rest off the damage.
: Good to see this thing is rare. Murkrow and Scraggy can take it before Unburden, but after it activates, I'm in a pain. Chinchou can come after it kills someone and finish the job. Omanyte may give it a try in sand, because it never carries a SE coverage move, but leaving it crippled isn't a good option anyway.
: Non-eviolite versions are taken by Meowth's priority combo, but Bulky Sand Rush usually gives me trouble. Scraggy can take two unboosted hits and KO it, but if it carries SD, I'm in a hard time. If Omanyte has managed to setup before, it can outspeed. Mold Breaker versions are taken much easier, though.
: Shell Smash isn't as common, but I usually can break his sturdy while it sets up, allowing me to revenge easily. Scraggy takes everything it throws (not so easily when at +2) and KO in return.
: It's only trouble before Sleep Clause has been activated. If it comes on Chinchou or Omanyte before SS, it can put something to sleep with impunity (if it doesn't run Sleep Powder, it's doing it wrong). Scraggy, Murkrow, Taillow and Meowth have these eggs for lunch, especially the latter two because of 4x SE U-Turn.
: Murkrow has Heat Wave. 'nuff said. Scraggy can set up on it anyway, if the worst happens, but it dislikes Leech Seed/Thunder Wave.
: Murkrow loves to KO it. Scraggy can set up on it (if it lacks Will-o-Wisp) or fire a Crunch to KO it or dent a switch-in, because it outspeeds before DD. Meowth has Bite, but it doesn't KO it and has to be aware of Cursed Body, WoW and Scald.
: They love to switch into Meowth, only for me to predict and OHKO with Bite. Murkrow ties opposing Scarf, can KO it easily, and isn't scared of anything bar the not-so-rare Thunderbolt. Scraggy scares it if lacking HP Fighting (which, again, never happens)
: Funny how most of them lack Rock Slide, since Murkrow forces it out easily even before firing HP Grass... If they do use a rock move, however, Omanyte comes in, take anything not named Earthquake, gets the boost from Weak Armor and outspeeds. Preditcion is key, however.
: Meowth can usually take non-eviolite versions out (or at least dent hardly), and Scraggy plays mind games on his Sucker Punchwith DD/HJK. It also doesn't live a Brave Bird from Murkrow. Chinchou takes a hit, scalds him away and can Rest afterwards.
: Being weak to flying makes it a no threat. Taillow isn't afraid of getting burned and OKHO with either a boosted Facade or Brave Bird; Taillow does the same, Omanyte sets up on it if lacking Wild Charge. Chinchou also walls it and KOs with a couple Scalds
: The very reason I run Ice Beam instead of HP Grass on Omanyte, which KOs it after a Shell Smash outside Sandstorm. Scraggy sets up on it with ease.
: Murkrow has Heat Wave, Chinchou blocks any attempt to Volt Switch, resists anything it can throw, and Scalds in return.
: Murkrow is his demise, Brave Bird'ing it to oblivion. Taillow stands as a backup, and Meowth can Fake Out + Feint, KOing even eviolite versions with prior damage (unneeded if lacking the item)
: Aside from Meowth predicting his switch (Bite OHKOs eviolite-less Misdreavus and 2HKO the rest), there isn't that much to do. Murkrow can Dark Pulse (and it's the main reason I use it over Sucker Punch, as Misdreavus loves to use non-attacking moves against Murkrow) and Scraggy scares it, but isn't a true check because it has Moxie instead of Shed Skin - if the opponent knows this, I'm out of goods. It doesn't give that much trouble, but I need to play on my tiptoes when the opponent has the mighty ghost.
: If lacking Focus Punch (and even if it has), Scraggy goes to town. On the same boat, Omanyte can set up if it lacks Earthquake. However, it asks for careful playing with my fighter, because not only EQ is on every Munchlax I saw so far, but it also can take a Surf even at +2.
: Scouting his moveset is the key. My own Murkrow can take it out with Brave Bird, unless it runs Prankster Featherdance. Omanyte can set up on Sucker Punch and takes Brave Bird, but can't take a special move. Scraggy fears Brave Bird, but can OHKO with unboosted HJK. Meowth can KO with Fake Out + Feint, but Sucker Punch bypasses it and leaves me dented, if not dead. Chinchou can Discharge, but falls to the same HP Grass as Omanyte.
: Murkrow can deal with it easily. If used as lead, Meowth can take it with either priority or Bite. Scraggy can come into Natu lacking HP Flying for the KO or setup, assuming it doesn't run Featherdance.
: I just let it Shell Smash while switching to Murkrow, not to risk Weak Armor to activate, and take it with HP Grass. Chinchou can also come in and fire a Discharge. Scraggy can also come into it before SS and HJK to oblivion.
: Any team with Scraggy shouldn't be scared of Pawniard. Chinchou resists Iron Head and can bypass Sucker Punch with RestTalk. Murkrow outspeeds (or can take a Sucker Punch) and has Heat Wave to roast it.
: Chinchou is the best answer, resisting Flare Blitz and being immune to Wild Charge, and can fire a Scald. Sunny Day versions can be taken by Murkrow. Special mention to Omanyte, who can come on a predicted Flare Blitz with his high defense and resist, activate Weak Armor, and retaliate with Surf.
: Taillow can check it, but loses if it managed to get a DD in the switch. The best answer is Murkrow, who outspeeds it and can KO with Brave Bird. However, if I don't pay attention, it can rip my team in pieces.
: Being too frail after a Shell Smash, it can easily be disposed by Meowth or even Taillow after the orb (but it has to be wary of Ice Shard). As with other Shell Smash users, it is outsped by Scarf Murkrow and OHKO'd.
: Taillow can easily Brave Bird, and it loses to Murkrow as well (Heat Wave is better, due to Shelmet's lower SDef and lack of recoil). Scraggy used to counter it with Taunt, but this thing isn't as common anyway.
: Meowth and Taillow can play with U-turn on it, and Scraggy sets up on it with ease, especially if it lacks Scald. Chinchou also has Discharge to take care of it. Murkrow also has Dark-type STAB to dispatch it.
: Meowth can take the usual Scarf set with priority. Scraggy takes a Blizzard and OHKO in return. Taillow can also leave a dent on it, but is scared of Ice Shard. Murkrow floats in the same boat, being able to OHKO but, without Sucker Punch, can't deal with Ice Shard reliably.
: Chinchou walls it to the sun and back, firing off Discharge to hit any switch. Scraggy usually can take a hit and HJK back.
: Setup bait for Scraggy. Meowth can also take it out due to low defenses.
: Meowth can Fake Out + Feint for the KO, taking at worst a speed-tied Quick Attack. Omanyte can come in before the orb activates, get the speed boost and fire an Ice Beam, but can't always take two Brave Birds from Scarfed set. Murkrow outspeeds and KO with any of his STABs.
: Switching Scraggy into it before the Toxic Spikes is my best option, as it becomes a setup fodder. Chinchou can also come on everything it throws, treatens with Discharge and can cure status with Rest.
: I have two faster birds with Brave Bird. Go and figure.
: Omanyte can take on physical sets with Ice Beam, and Chinchou threatens any kind of Vullaby with Thunderbolt (especially those without Roost). Scraggy needs two Dragon Dances to take on it, which is way unlikely to happen. A well-played Vullaby usually means trouble to my team.
: There's no true counter to Wynaut, as it can trap anything. Murkrow can play mind games with it, because it has both physical and special moves able to KO it. Scraggy can be locked with Encore, but few things will like to switch into it. Meowth and Taillow have U-turn, allowing it to escape while dealing SE damage (didn't make the calcs, but if the latter is already poisoned, it might be able to OHKO non-eviolite variants).
Minor Threat
Big threat
Real danger









































=== [lc] Little Nappy ===
Bjork (Murkrow) (F) @ Choice Scarf
Trait: Super Luck
Level: 5
EVs: 240 Atk / 80 SAtk / 188 Spd
Naughty Nature
- Brave Bird
- Dark Pulse
- Heat Wave
- Hidden Power [Grass]
Stefani (Chinchou) (F) @ Eviolite
Trait: Volt Absorb
Level: 5
EVs: 76 HP / 132 Def / 228 SDef / 60 Spd
Calm Nature
IVs: 0 Atk
- Discharge
- Scald
- Rest
- Sleep Talk
Beyonce (Meowth) (F) @ Life Orb
Trait: Technician
Level: 5
EVs: 236 Atk / 76 Def / 196 Spd
Jolly Nature
IVs: 19 HP
- Fake Out
- Bite
- Feint
- U-turn
Madonna (Omanyte) (F) @ Eviolite
Trait: Weak Armor
Level: 5
EVs: 76 HP / 196 SAtk / 236 Spd
Modest Nature
IVs: 0 Atk
- Shell Smash
- Ice Beam
- Surf
- AncientPower
Britney (Taillow) (F) @ Toxic Orb
Trait: Guts
Level: 5
EVs: 36 HP / 236 Atk / 236 Spd
Jolly Nature
- Brave Bird
- Facade
- Quick Attack
- U-turn
Tarja (Scraggy) (F) @ Eviolite
Trait: Moxie
Level: 5
EVs: 236 Atk / 36 SDef / 236 Spd
Jolly Nature
- Crunch
- Dragon Dance
- Hi Jump Kick
- Zen Headbutt