Hi. I have recently started playing LC. I built this team on the basis of what others suggested, but I am happy to accept your opinions on it.
My Lead:
Spike (Ferroseed) (M) @ Eviolite
Ability: Iron Barbs
Level: 5
Shiny: Yes
EVs: 196 Atk / 108 Def / 204 SpD
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Knock Off
- I mostly just lead with Ferroseed for rocks then switch. Knock Off makes him a nuisance for any item dependant mons that want to 1 shot it. T-Wave forces switches most of the time. Gyro Ball mostly because he's slow. If he gets slowed by T-Wave or by other means, Gyro Ball becomes a force to be reckoned with.
Get Out Of Jail Free Card:
Bad Bunny (Scorbunny) (M) @ Choice Band
Ability: Libero
Level: 5
Shiny: Yes
EVs: 36 HP / 188 Atk / 36 Def / 44 SpD / 204 Spe
Jolly Nature
- U-turn
- Gunk Shot
- Quick Attack
- High Jump Kick
My go to mon if I'm in a pickle. Libero is helpful to counter mons that hit for super-effective damage. U-turn if it's a bad matchup, Gunk Shot is 120 base power + Band + 188 Atk... Pretty good if I say so myself. High Jump Kick is a more powerful Gunk Shot. Quick Attack for priority.
Good Staller?:
Sapphire (Chinchou) (F) @ Eviolite
Ability: Volt Absorb
Level: 5
Shiny: Yes
EVs: 60 HP / 228 SpA / 220 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Thunderbolt
- Volt Switch
- Scald
I don't really have a name for this mon , however it is very good at tanking moves. Ice Beam is probably the best Special Ice Move out there, T-Bolt being the same for Electric. Volt Switch for bad matchups and Scald for the potential burn.
STAB Heaven:
Vera (Farfetch’d-Galar) (F) @ Choice Scarf
Ability: Scrappy
Level: 5
Shiny: Yes
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Close Combat
- Knock Off
- Brave Bird
- Poison Jab
Indeed it is my STAB mon. Scarf makes sure Vera outspeeds Abra and Diglett. Close Combat and Brave Bird both share 120 base power, so opposing Ferroseeds/Mienfoos beware. Poison Jab is the only good stab move that doesn't share a typing with my other moves. Knock Off for obvious reasons. No items allowed.
Bulky Attacker:
KayKay (Cufant) (F) @ Eviolite
Ability: Sheer Force
Level: 5
Shiny: Yes
EVs: 180 HP / 196 Atk / 44 Def / 88 SpD
Adamant Nature
- Iron Head
- Play Rough
- Power Whip
- Rock Slide
Ah yes my Tanky Human Shield, but for some reason I have trouble keeping Cufant alive. (hence the Human Shield gimmick) Sheer Force makes all the moves in Cufant's arsenal increase in power by 30%, so rock slide has the potential to OHKO if timed right. Play Rough is a very good move that fits the criteria for her ability. 117 base power is nice. Power Whip is inaccurate but powerful. Iron Head just slays.
Deadly Attacker.
BriBri (Ponyta-Galar) (F) @ Life Orb
Ability: Pastel Veil
Level: 5
Shiny: Yes
EVs: 76 HP / 236 Atk / 196 Spe
Jolly Nature
- Play Rough
- High Horsepower
- Morning Sun
- Zen Headbutt
Finally my last mon. Ponyta's new typing really changes the game as she now doesn't get hit for as much super-effective damage compared to when she was purely Fire Type. Tbh Life Orb gives zen headbutt a helping hand in being a decent move. The flinch possibility is nice. Morning Sun is a good healing move to make sure I get a switch off. High Horsepower is the only Physical Move besides Wild Charge. (I don't really want to get recoil damage every turn plus life orb PLUS the opponent).
Just throw your likes/dislikes about this team at me.
My Lead:
Spike (Ferroseed) (M) @ Eviolite
Ability: Iron Barbs
Level: 5
Shiny: Yes
EVs: 196 Atk / 108 Def / 204 SpD
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Knock Off
- I mostly just lead with Ferroseed for rocks then switch. Knock Off makes him a nuisance for any item dependant mons that want to 1 shot it. T-Wave forces switches most of the time. Gyro Ball mostly because he's slow. If he gets slowed by T-Wave or by other means, Gyro Ball becomes a force to be reckoned with.
Get Out Of Jail Free Card:
Bad Bunny (Scorbunny) (M) @ Choice Band
Ability: Libero
Level: 5
Shiny: Yes
EVs: 36 HP / 188 Atk / 36 Def / 44 SpD / 204 Spe
Jolly Nature
- U-turn
- Gunk Shot
- Quick Attack
- High Jump Kick
My go to mon if I'm in a pickle. Libero is helpful to counter mons that hit for super-effective damage. U-turn if it's a bad matchup, Gunk Shot is 120 base power + Band + 188 Atk... Pretty good if I say so myself. High Jump Kick is a more powerful Gunk Shot. Quick Attack for priority.
Good Staller?:
Sapphire (Chinchou) (F) @ Eviolite
Ability: Volt Absorb
Level: 5
Shiny: Yes
EVs: 60 HP / 228 SpA / 220 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Thunderbolt
- Volt Switch
- Scald
I don't really have a name for this mon , however it is very good at tanking moves. Ice Beam is probably the best Special Ice Move out there, T-Bolt being the same for Electric. Volt Switch for bad matchups and Scald for the potential burn.
STAB Heaven:
Vera (Farfetch’d-Galar) (F) @ Choice Scarf
Ability: Scrappy
Level: 5
Shiny: Yes
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Close Combat
- Knock Off
- Brave Bird
- Poison Jab
Indeed it is my STAB mon. Scarf makes sure Vera outspeeds Abra and Diglett. Close Combat and Brave Bird both share 120 base power, so opposing Ferroseeds/Mienfoos beware. Poison Jab is the only good stab move that doesn't share a typing with my other moves. Knock Off for obvious reasons. No items allowed.
Bulky Attacker:
KayKay (Cufant) (F) @ Eviolite
Ability: Sheer Force
Level: 5
Shiny: Yes
EVs: 180 HP / 196 Atk / 44 Def / 88 SpD
Adamant Nature
- Iron Head
- Play Rough
- Power Whip
- Rock Slide
Ah yes my Tanky Human Shield, but for some reason I have trouble keeping Cufant alive. (hence the Human Shield gimmick) Sheer Force makes all the moves in Cufant's arsenal increase in power by 30%, so rock slide has the potential to OHKO if timed right. Play Rough is a very good move that fits the criteria for her ability. 117 base power is nice. Power Whip is inaccurate but powerful. Iron Head just slays.
Deadly Attacker.
BriBri (Ponyta-Galar) (F) @ Life Orb
Ability: Pastel Veil
Level: 5
Shiny: Yes
EVs: 76 HP / 236 Atk / 196 Spe
Jolly Nature
- Play Rough
- High Horsepower
- Morning Sun
- Zen Headbutt
Finally my last mon. Ponyta's new typing really changes the game as she now doesn't get hit for as much super-effective damage compared to when she was purely Fire Type. Tbh Life Orb gives zen headbutt a helping hand in being a decent move. The flinch possibility is nice. Morning Sun is a good healing move to make sure I get a switch off. High Horsepower is the only Physical Move besides Wild Charge. (I don't really want to get recoil damage every turn plus life orb PLUS the opponent).
Just throw your likes/dislikes about this team at me.
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