Resource Multigen LC Sample Teams

Art by Kalalokki
OP by Fiend
155323


Little Cup Sample Teams

Welcome to the LC Sample Team Archive! Here you will find a collection of solid, successful teams intended to help new players get acclimated to the metagame and different playstyles found within Little Cup. Everyone is welcome to submit a team, but in order to maintain a good quality archive, your team will be subject to approval before its addition. You may use any team in this archive as you see fit. Teams are updated in the OP.

Team Submission Guidelines:
An Importable of the team is required.
A brief explanation of how the team works and what each member does. You may also include any success the team had on ladder or in tournament play, and if you want, some replays.
A submitted team will be added if deemed up to par.
No memes
(optional but helpful) put those mini sprites in :D


Directory:

SUMO Sample Teams
ORAS Sample Teams
BW2 Sample Teams
DPP Sample Teams
ADV Sample Teams

SUMO
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128584
128585
Webs Hyper Offense by Star

Surskit @ Focus Sash
Ability: Swift Swim
Level: 5
EVs: 36 HP / 20 Def / 196 SpA / 20 SpD / 236 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Scald
- Icy Wind
- Protect

mister wax (Bunnelby) @ Life Orb
Ability: Huge Power
Level: 5
EVs: 228 Atk / 52 Def / 220 Spe
Jolly Nature
IVs: 23 HP
- Return
- Iron Head
- Quick Attack
- Substitute

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Adamant Nature
- Stealth Rock
- Knock Off
- Iron Head
- Sucker Punch

Gastly @ Life Orb
Ability: Levitate
Level: 5
EVs: 36 Def / 200 SpA / 200 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Sludge Bomb
- Psychic
- Thunderbolt
- Hidden Power [Fire]

Magnemite @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 36 Def / 236 SpA / 236 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Flash Cannon
- Endure
- Recycle

Abra @ Life Orb
Ability: Magic Guard
Level: 5
EVs: 240 SpA / 200 Spe
Timid Nature
- Psychic
- Dazzling Gleam
- Hidden Power [Fire]
- Substitute

This team focus on allowing the wincons to break opposing teams once Sticky Webs is up, while avoiding Vullaby Defogging away the hazard. Surskit provides further support with Icy Wind to slow Vullaby down while Pawniard sets Stealth Rock and deters Defog. The rest boils down to break with the other 4 abusers.


Bulky Offense by Fille

Timburr @ Eviolite
Ability: Iron Fist
Level: 5
EVs: 76 HP / 196 Atk / 236 Def
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off

Onix @ Eviolite
Ability: Weak Armor
Level: 5
EVs: 76 HP / 236 Atk / 196 Spe
Jolly Nature
- Earthquake
- Rock Blast
- Stealth Rock
- Explosion

Vullaby @ Berry Juice
Ability: Overcoat
Level: 5
EVs: 116 HP / 76 Def / 156 SpD / 116 Spe
Careful Nature
- Brave Bird
- Knock Off
- U-turn
- Defog

Pawniard @ Choice Scarf
Ability: Defiant
Level: 5
Shiny: Yes
EVs: 76 HP / 236 Atk / 196 Spe
Adamant Nature
- Pursuit
- Knock Off
- Iron Head
- Sucker Punch

Mareanie @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 HP / 100 Def / 12 SpA / 100 SpD / 76 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Sludge Bomb
- Iron Defense
- Recover

Abra @ Focus Sash
Ability: Magic Guard
Level: 5
EVs: 236 SpA / 76 SpD / 196 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Counter
- Protect

Relatively standard Fight/Vull/Onix/Pawniard/Fightcheck composition. Vullaby and Pawniard acts as the Gastly+Abra check, with Timburr Mach Punch in the back. Vullaby spread guarantees that it lives Abra Dgleam with Rocks, or LO Dgleam with no Rocks up, same rolls from Gastly Dgleams and can live LO Gastly Tbolt from full Hp. Overcoat is used to easen the Foongus matchup, which isn’t really that bad with this team but Spore is annoying. Weak Armor is a viable option over Overcoat for those who prefers that tho. Pawniard is Adamant for generally better rolls, especially on Gastly where Pursuit is a 100% OHKO no matter. Onix + Pawniard can both act as flying counters, and Timburr has 25/15 hp/defense to tank Brave Birds from Max Attack Vullaby, Doduo and Pikipek. Mareanie can hardcounter any fighting type not name Croagunk, which needs to be dealt with by using Vullaby, Onix and Abra in emergency cases, Iron Defense Mareanie isn’t as scared of Diglett as other Mareanie sets, and can act as a win condition if removing the opposing team’s Special attackers is relatively easy. Abra acts as the late-game cleaner of the team, as well as an emergency wallbreaker or Set-up check with Sash intact, relatively standard set.
 
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ORAS
128518
Set-Up Spam by Holiday
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128530
128532
128533
128534
128535

chanel (Shellder) @ Eviolite
Ability: Skill Link
Level: 5
EVs: 236 Atk / 76 SpD / 196 Spe
Adamant Nature
- Shell Smash
- Icicle Spear
- Rock Blast
- Ice Shard

swim good (Diglett) @ Life Orb
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Earthquake
- Sucker Punch
- Rock Slide
- Substitute

biking (Pawniard) @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Iron Head
- Sucker Punch

novacane (Croagunk) @ Berry Juice
Ability: Dry Skin
Level: 5
EVs: 28 Atk / 116 Def / 188 SpA / 116 SpD / 36 Spe
Modest Nature
- Sludge Wave
- Focus Blast
- Vacuum Wave
- Thief

ivy (Fletchling)
Ability: Gale Wings
Level: 5
EVs: 76 HP / 200 Atk / 12 Def / 40 SpA / 180 Spe
Naughty Nature
- Acrobatics
- Overheat
- U-turn
- Swords Dance

seigfried (Porygon) @ Eviolite
Ability: Download
Level: 5
EVs: 36 Def / 236 SpA / 196 Spe
Modest Nature
IVs: 0 Atk
- Agility
- Tri Attack
- Thunderbolt
- Psychic

This team is a very basic hyper offense build to use. Shellder, Fletchling, and Porygon are three of the most threatening set-up sweepers in the metagame, and while it may seem like a bit much to use three, each has its own unique attributes to warrant their use. Shellder and Porygon both have solid natural bulk that allows them to set up and attack, with the former having Skill Link to deal incredible damage due to the nature of LC's damage rolls, while the latter has access to Download which gives it the potential to obtain a +1 SpA boost. Fletchling utilizes Gale Wings to punish the tier with a priority boosted Acrobatics. Diglett provides the team with trapping support, allowing it to remove weakened defensive Pokemon such as Chinchou, Ferroseed, and Snubbull which makes it easier for one of the three sweepers to end the game. Pawniard is used for SR and Knock Off support, and Croagunk is the team's sole fighting resist. You're not going to want to switch around a lot except for trapping predictions with Diglett and to take a Drain Punch or two with Croagunk, as the goal of the team is to overwhelm and exhaust your opponent out of options.


Iron Fist Timburr Offense by Fiend

Cottonee @ Eviolite
Ability: Prankster
Level: 5
EVs: 36 HP / 116 Def / 60 SpA / 36 SpD / 228 Spe
Timid Nature
- Dazzling Gleam
- Giga Drain
- Knock Off
- Encore

Onix @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 76 HP / 236 Atk / 196 Spe
Jolly Nature
- Earthquake
- Rock Blast
- Taunt
- Stealth Rock

Porygon @ Eviolite
Ability: Download
Level: 5
EVs: 156 HP / 40 Def / 240 SpA / 40 Spe
Modest Nature
- Tri Attack
- Psychic
- Hidden Power [Fighting]
- Recover

Gastly @ Life Orb
Ability: Levitate
Level: 5
EVs: 200 SpA / 76 SpD / 200 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Substitute
- Hidden Power [Fighting]
- Psychic
- Sludge Bomb

Pawniard @ Choice Scarf
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
- Knock Off
- Iron Head
- Pursuit
- Brick Break

Timburr @ Eviolite
Ability: Iron Fist
Level: 5
EVs: 196 Atk / 156 Def / 156 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- Ice Punch

Iron Fist Timburr is fairly anti-meta, though Gothita is a major pain. It simply dishes out adequate damage versus most things, and will be useful in as far as you don't get trapped. Download Porygon should always get 1 KO, and potentially can every time it comes in. Scarf Pawniard is standard as hell, but works as an important glue for removing the uncommon Gastly for everything and checking a lot of annoying things. Gastly serves as an offensive Fighting check, hence Psychic. You catch a lot of the offensive backbones of teams off guard with these 4 Pokemon, though Staryu is notably annoying. Speed control is an issue generally, but Cottonee, Timburr, and Scarf Pawniard tend to keep this issue at bay. Porygon is fat enough to check most of the tier innate anyway.


Hyper Offense by infamy and Vubon

Shellder @ Eviolite
Ability: Skill Link
Level: 5
EVs: 236 Atk / 76 SpD / 196 Spe
Adamant Nature
- Shell Smash
- Icicle Spear
- Rock Blast
- Razor Shell

Pawniard @ Choice Scarf
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
- Pursuit
- Knock Off
- Brick Break
- Iron Head

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

Diglett @ Eviolite
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Rock Slide
- Memento

Cottonee @ Eviolite
Ability: Prankster
Level: 5
EVs: 36 HP / 196 Def / 60 SpA / 196 SpD
Bold Nature
- Memento
- Giga Drain
- Dazzling Gleam
- Knock Off

Zigzagoon @ Berry Juice
Ability: Pickup
Level: 5
EVs: 132 HP / 196 Atk / 108 Def / 28 SpD / 36 Spe
Adamant Nature
- Belly Drum
- Extreme Speed
- Thief
- Protect

another simple ho team, this time for xy. i built this with vubon, and aim used it in one of his late-xy road to top 10 videos, which led to it taking over the bottom of the ladder for a month or so. this team only has two (maybe three, depending on how you count timburr) dedicated wincons, and it was built around getting a ziggy sweep. you'll want to focus on eliminating ziggy checks--timb takes out normal resists, pawn kills ghosts and breaks abra's sash, cott checks pesky fighters, etc.
 
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BW2
Hazard Spam HO by tcr

Dwebble @ Oran Berry
Ability: Sturdy
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Knock Off
- Rock Blast

Misdreavus @ Eviolite
Ability: Levitate
Level: 5
EVs: 240 SpA / 240 Spe
Timid Nature
IVs: 3 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Nasty Plot
- Shadow Ball
- Psychic
- Hidden Power [Fighting]

Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Adamant Nature
IVs: 3 HP
- Waterfall
- Crunch
- Protect
- Aqua Jet

Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 76 HP / 196 Atk / 156 Def / 76 SpD
Careful Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Payback

Drifloon @ Flying Gem
Ability: Unburden
Level: 5
EVs: 36 HP / 116 Atk / 4 Def / 120 SpA / 196 Spe
Naughty Nature
- Acrobatics
- Hidden Power [Ground]
- Destiny Bond
- Shadow Ball

Magnemite @ Choice Scarf
Ability: Magnet Pull
Level: 5
EVs: 240 SpA / 240 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Volt Switch
- Thunderbolt
- Flash Cannon

This was a team I helped Finchinator build for one week of LCWC with some slight changes (namely no Eviolite Dwebble set). I've played around with it since then playing against some people to test it and have fun in BW like I always do. Finch ended up bringing a different team with some different moves around but this is the squad I built around his idea of Dwebble + Carvanha. Basically play it like any HO and you set up hazards, trying to set up 2 layers of sr + spikes, and you just simply start sweeping from there with everything you have, breaking their team with threats like NP Misdreavus or Timburr or Drifloon. Magnemite is there to take care of Ferroseed and Bronzor, both of which are something that Carvanha / Drifloon don't want to fight to at least weaken them. You could run Hidden Power Fighting I guess on Magnemite but I think it's pointless because you wall Brick Break-less Pawniard anyway and have HP Fight Missy + Timburr. The Drifloon set is always my favorite, if you really wanted you could run Hypnosis over Dbond or Shadow Ball to abuse broken BW Sleep mechanics. Anyway, there's no Hyper Offense teams in the sample teams and no Carvanha teams, so maybe add this and have fun with it


Munchlax Balance by tcr

Horizons (Snover) @ Choice Scarf
Ability: Snow Warning
Level: 5
EVs: 104 Atk / 184 SpA / 200 Spe
Naive Nature
IVs: 30 HP / 30 Atk / 30 SpD / 30 Spe
- Blizzard
- Giga Drain
- Ice Shard
- Hidden Power [Rock]

Carrion (Munchlax) @ Eviolite
Ability: Thick Fat
Level: 5
EVs: 236 Atk / 36 Def / 236 SpD
Adamant Nature
- Return
- Fire Punch
- Earthquake
- Pursuit

Swing (Drilbur) @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 236 Atk / 36 Def / 212 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Rock Slide
- Rapid Spin

Crushed (Timburr) @ Eviolite
Ability: Guts
Level: 5
EVs: 76 HP / 196 Atk / 236 SpD
Careful Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Payback

Sparks (Abra) @ Focus Sash
Ability: Magic Guard
Level: 5
EVs: 240 SpA / 200 Spe
Timid Nature
IVs: 3 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Psychic
- Thunder Wave
- Hidden Power [Fighting]
- Protect

Deadweight (Misdreavus) @ Eviolite
Ability: Levitate
Level: 5
EVs: 240 SpA / 240 Spe
Timid Nature
IVs: 30 HP / 2 Atk / 30 SpA / 30 SpD / 30 Spe
- Shadow Ball
- Hidden Power [Fighting]
- Nasty Plot
- Toxic

After a humiliating defeat by TUO, i figured it was time for me to get serious, since the battles only got tougher from then on out. I also didn't feel like building to be honest, so I just made some generic Snow team that had solid matchups against a lot of things. Not too much to explain here, just a bunch of threats and a Munchlax to catch Abra + Misdreavus. Toxic Misdreavus lures in Vullaby and Porygon and lets me 1v1 them.


Riolu by fitzy72

Misdreavus (F) @ Choice Scarf
Ability: Levitate
EVs: 196 HP / 68 Def / 244 Spe
Timid Nature
- Shadow Ball
- Hidden Power [Fighting]
- Will-O-Wisp
- Trick

Riolu (F) @ Eviolite
Ability: Prankster
Level: 5
EVs: 196 HP / 72 Atk / 240 Spe
Impish Nature
- Copycat
- Roar
- Drain Punch
- Protect

Munchlax @ Eviolite
Ability: Thick Fat
EVs: 136 HP / 120 Def / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Stockpile
- Whirlwind

Snover (M) @ Choice Scarf
Ability: Snow Warning
EVs: 36 HP / 36 Def / 184 SpA / 36 SpD / 216 Spe
Timid Nature
- Blizzard
- Giga Drain
- Hidden Power [Fire]
- Grass Whistle

Dwebble (F) @ Custap Berry
Ability: Sturdy
EVs: 196 HP / 76 Def / 236 Spe
Jolly Nature
- Stealth Rock
- Spikes
- X-Scissor
- Knock Off

Tentacool (F) @ Eviolite
Ability: Liquid Ooze
EVs: 196 HP / 76 Def / 36 SpA / 196 SpD
Calm Nature
- Scald
- Rapid Spin
- Toxic Spikes
- Knock Off

I didn't get to use this but it is a nasty team that wins more than it loses from what I've found. Dwebble/Missy/Tentacool is a hazard core designed to get up hazards and keep them. Snover is an answer to sand and because sometimes it is beneficial to actually have the hail up. Munchlax is a phazer set that is from the very early stage of BW and can get really unkillable if you don't face Taunt. Riolu is the main star of the team with Prankster Copycat Roar which just beats a lot of teams that don't care fake out or >16 speed priority.
 
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DPP
128520

Drifloon Bulky Offense by Melon

Gligar @ Choice Scarf
Ability: Sand Veil
Level: 5
EVs: 236 Atk / 236 Spe
Adamant Nature
- U-turn
- Earthquake
- Aqua Tail
- Night Slash



Duskull @ Oran Berry
Ability: Levitate
Level: 5
EVs: 196 HP / 116 Atk / 36 Def / 116 SpD
Impish Nature
- Shadow Sneak
- Return
- Will-O-Wisp
- Pain Split



Chinchou @ Oran Berry
Ability: Volt Absorb
Level: 5
EVs: 52 Def / 232 SpA / 224 Spe
Modest Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Hydro Pump
- Thunderbolt
- Hidden Power [Fire]
- Agility



Munchlax @ Oran Berry
Ability: Thick Fat
Level: 5
EVs: 236 Atk / 36 Def / 236 SpD
Adamant Nature
- Return
- Ice Punch
- Fire Punch
- Pursuit



Houndour @ Oran Berry
Ability: Flash Fire
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Jolly Nature
- Crunch
- Pursuit
- Sucker Punch
- Will-O-Wisp



Drifloon @ Oran Berry
Ability: Unburden
Level: 5
EVs: 116 HP / 8 Def / 200 SpA / 8 SpD / 120 Spe
Modest Nature
IVs: 3 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Shadow Ball
- Hidden Power [Fighting]
- Calm Mind
- Substitute

The goal of this team is to eventually finish the game with Drifloon while weakening and luring checks to it beforehand and giving it opportunities to shine. Lead Scarf Gligar is the speed of the team and allows you U-Turn right off the bat to whatever you see fit. Duskull and Munchlax are the defensive backbone of the team, giving you answers to some of the most threatening Mons in the tier, such as Gastly, Houndour, Gligar, and Munchlax. Oran Berry Houndour allows you to consistently Pursuit trap opposing Duskull, which is vital as Shadow Sneak could be a problem for Drifloon. Beyond that it also is the team's Snover check and Will-o-Wisp allows you to cripple opposing Munchlax, which is a nice bonus as a burned Munchlax gives Drifloon a free opportunity to get up a few Calm Minds. Chinchou gives you a way to deal with some of the Mons that Duskull and Munchlax struggle with, such as Elekid, Magnemite, and Staryu, while also being a secondary sweeper. The real magic behind the set is that Hidden Power Fire allows Chinchou to lure Snover out and OHKO it, which is absolutely necessary to do before you start setting up with Drifloon as Ice Shard will cause serious problems. Lastly, Drifloon is how you will be ending games the majority of the time. Oran Berry allows Drifloon to take a hit while setting up, getting back much of it's HP, and then doubling it's speed thanks to Unburden. Sometimes setting up won't even be necessary and you will only need to Substitute yourself into Unburden before sweeping the other team.

The team is fairly simple and should be pretty easy to pick up. The team doesn't struggle versus too much, the only major weakness of the team noticed so far are Swords Dance / Agility Gligar with Night Slash (which can be dealt with by keeping Gligar alive / Munchlax healthy respectively).


Hyper Offense by Fiend

Kabuto (M) @ Focus Sash
Ability: Swift Swim
Level: 5
EVs: 36 HP / 196 Atk / 36 Def / 236 Spe
Jolly Nature
- Aqua Jet
- Stealth Rock
- Rock Slide
- Waterfall

Stunky @ Life Orb
Ability: Aftermath
Level: 5
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Crunch
- Sucker Punch
- Explosion
- Hidden Power [Ground]

Gligar @ Choice Scarf
Ability: Sand Veil
Level: 5
EVs: 236 Atk / 236 Spe
Adamant Nature
- Earthquake
- Aqua Tail
- Night Slash / Stone Edge
- U-turn

Chinchou @ Oran Berry
Ability: Volt Absorb
Level: 5
EVs: 52 Def / 232 SpA / 224 Spe
Modest Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Agility
- Hydro Pump
- Thunderbolt
- Hidden Power [Fire]

Porygon @ Oran Berry
Ability: Trace
Level: 5
EVs: 76 HP / 236 SpA / 196 Spe
Timid Nature
IVs: 0 Atk
- Agility
- Tri Attack
- Ice Beam
- Shadow Ball

Staryu @ Life Orb
Ability: Natural Cure
Level: 5
EVs: 200 SpA / 236 Spe
Timid Nature
IVs: 3 Atk / 30 SpA / 30 SpD
- Hydro Pump
- Ice Beam
- Thunderbolt
- Hidden Power [Ground]

This is a somewhat updated version of that old iss team, with a bit more bulk and updated moved to better survive the modern DPP meta. Aggressive plays are required to pilot the team correctly, as ideally your will more or less win once you click Agility and are therefore always trying to get the opportunity to. Essentially, the team aims to overwhelm opposing offense as quickly as possible. Stacking special attackers allows for you to overcome relevant checks, though sometimes you need to get a turn correct in order to beat your checks. Stunky is more or less the go to Gastly and Drifloon answer, though Gligar is able to revenge them fairly well. Staryu is a decent check to both too, but is more importantly a breaker for the two Agility sweepers. Porygon is a little weak overall, but is bulky enough to check pretty much everything relevant with some competence. If you're concerned about the rain matchup, run Thunderbolt over Ice Beam on Porygon, or just play better than them.
 
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ADV
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Elekid and Anorith Offense by slurmz

Houndour (M) @ Salac Berry
Ability: Flash Fire
Level: 5
EVs: 36 Def / 200 SpA / 36 SpD / 236 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Fire Blast
- Endure
- Overheat
- Crunch

Shellder (M) @ Sitrus Berry
Ability: Shell Armor
Level: 5
EVs: 196 HP / 196 Def / 116 Spe
Bold Nature
- Surf
- Explosion
- Rapid Spin
- Icy Wind

Trapinch (M) @ Sitrus Berry
Ability: Arena Trap
Level: 5
EVs: 76 HP / 36 Atk / 156 Def / 240 SpD
Adamant Nature
- Hidden Power [Bug]
- Earthquake
- Rock Slide
- Quick Attack

Elekid (M) @ Petaya Berry
Ability: Static
Level: 5
EVs: 240 SpA / 236 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Substitute
- Thunderbolt
- Ice Punch
- Hidden Power [Grass]

Anorith (M) @ Sitrus Berry
Ability: Battle Armor
Level: 5
EVs: 240 Atk / 236 Spe
Jolly Nature
- Swords Dance
- Rock Blast
- Double-Edge
- Hidden Power [Bug]

Doduo (M) @ Choice Band
Ability: Early Bird
Level: 5
EVs: 240 Atk / 236 Spe
Naive Nature
- Drill Peck
- Double-Edge
- Hidden Power [Grass]
- Quick Attack
Slurmz's team aims primarily to aggressively overwhelm the opponent at every turn in the match. With Endure Houndour in the lead slot, slurmz's team starts off with maximum firepower as its method of preventing lead slot hazard setters. Trapinch compliments the anti-lead of choice by counter trapping Diglett while also being a general catchall for Elekid. The removal of both of these monsters from the match benefits the team immensely, as it allows Choice Band Doduo to outpace a majority of the opposing team and consistently fire off its powerful attacks. However Band Doduo does suffer from the inability to prevent setup, consequently making Shellder a prime choice for the team. With the ability to live the attacks of Bagon and Larvitar even at +2, Shellder is a full stop to these otherwise problem Pokemon. Similarly the last two Pokemon function to sweep teams once the faster Pokemon have been removed, with Anorith boosting its attacks to astronomical levels after just one Swords Dance, and Elekid who uses its Peetya Berry and Substitute to abuse anything slower than it.


Shellder Sun by ggggd

Voltorb @ Sitrus Berry
Ability: Static
Level: 5
EVs: 40 Atk / 240 SpA / 196 Spe
Hasty Nature
- Thunderbolt
- Taunt
- Thunder Wave
- Explosion

Diglett @ Salac Berry
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Hasty Nature
- Endure
- Earthquake
- Sludge Bomb
- Rock Slide

Doduo @ Choice Band
Ability: Early Bird
Level: 5
EVs: 240 Atk / 236 Spe
Naive Nature
- Drill Peck
- Double-Edge
- Quick Attack
- Hidden Power [Grass]

Shellder @ Sitrus Berry
Ability: Shell Armor
Level: 5
EVs: 196 HP / 196 Def / 116 Spe
Bold Nature
- Surf
- Icy Wind
- Rapid Spin
- Explosion

Exeggcute @ Sitrus Berry
Ability: Chlorophyll
Level: 5
EVs: 36 HP / 196 SpA / 196 Spe
Modest Nature
- Sleep Powder
- Explosion
- Solar Beam
- Sunny Day

Oddish @ Sitrus Berry
Ability: Chlorophyll
Level: 5
EVs: 236 SpA / 196 Spe
Modest Nature
IVs: 2 Atk / 30 Def
- Sunny Day
- Sleep Powder
- Solar Beam
- Hidden Power [Fire]
Voltorb is chosen as the lead for the team specifically to start the match off by forcing opposing players on the back foot from turn one. Between Taunt to deadstop spikers, a moderately powerful Thunderbolt, Thunder Wave for opposing anti-leads, and Explosion to all but guarantee a KO, Voltorb opens up holes early. This is capitalized on with Doduo and Diglett; Doduo itself is all but impossible to switch into without outplaying, forcing bulky Pokemon in and taking them down to minimal health. Diglett handles the quicker Pokemon which can be used to revenge kill Doduo after a sack, and appreciates Voltorb's ability to explode on Trapinch and other Digletts. With Salac and Endure, Diglett presents itself as a general glue Pokemon capable of revenge killing the ever menacing Abra and Dragon Dancers of the tier. Similarly, Shellder provides the team with a powerful yet bulky defensive Pokemon. Able to spin away hazards and explode on any sweeper, Shellder is incredibly irksome for any team and generally capable of picking up a KO. The last two slots are dedicated to sun sweepers, which brutalize the tier after Doduo, Voltorb, and Diglett soften up the few things that absorb their Solarbeams. With Sleep Powders and Explosions in their arsenal, most teams fail to have reliable answers to the duo of Eggy and Oddish.


Larvitar Hyper Offense by Coconut

Abra @ Salac Berry
Ability: Inner Focus
Level: 5
EVs: 76 Def / 236 SpA / 196 Spe
Timid Nature
IVs: 2 Atk / 30 Def / 30 SpA
- Psychic
- Hidden Power [Water]
- Endure
- Thunder Punch

Diglett @ Choice Band
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Hidden Power [Ghost]
- Sludge Bomb

Doduo @ Sitrus Berry
Ability: Early Bird
Level: 5
EVs: 236 Atk / 240 Spe
Adamant Nature
- Drill Peck
- Hidden Power [Fighting]
- Double-Edge
- Quick Attack

Larvitar @ Sitrus Berry
Ability: Guts
Level: 5
EVs: 244 Atk / 40 Def / 192 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Rock Slide
- Hidden Power [Fighting]

Meowth @ Silk Scarf
Ability: Pickup
Level: 5
EVs: 36 HP / 236 Atk / 36 SpD / 200 Spe
Jolly Nature
- Fake Out
- Double-Edge
- Shadow Ball
- Hypnosis

Koffing @ Sitrus Berry
Ability: Levitate
Level: 5
EVs: 36 HP / 76 Atk / 236 Def / 160 SpD
Impish Nature
- Explosion
- Sludge Bomb
- Will-O-Wisp
- Hidden Power [Fighting]
Abra is the chosen lead because of it's versatility and unpredictably, while this particular set is designed to defeat other counterleads, such as Diglett and Doduo. Abra can Endure on threats like Ponyta or Diglett and then outspeed them the next turn with it's Salac Berry. This allows the team to create some pressure with it's wallbreakers in Meowth and Doduo. Meowth generally abuses it's priority in Fake Out, in conjunction with it's 19 speed to break through key threats. Doduo on the other hand, can also function as a secondary wincon, because of it's ability to hit the majority of the tier extremely hard and catch people off guard with it's coverage in Hidden Power Fighting. Doduo also works well with Diglett to remove many of the things that could possibly wall Doduo. In addition to trapping Rock-types like Onix or Anorith, Diglett allows the team to trap key threats like opposing Abra, Chinchou, or Grimer, all of which can give the team some small issues. Koffing is used as a switch-in to a number of different things, and can easily spread burns. This clears the way for Larvitar, the primary sweeper of the team, who sets up a Dragon Dance with relative ease and proceeds to break through the remaining pokemon on the opposing team.
 
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Aconit

just like a monkey i've been dancing my whole life


Mienfoo @ Choice Scarf
Ability: Reckless
Level: 5
EVs: 236 Atk / 36 Def / 236 Spe
Adamant Nature
- High Jump Kick
- Drain Punch
- Knock Off
- U-turn

Onix @ Eviolite
Ability: Weak Armor
Level: 5
EVs: 76 HP / 236 Atk / 196 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Explosion

Wynaut @ Berry Juice
Ability: Shadow Tag
Level: 5
EVs: 156 HP / 132 Def / 132 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Counter
- Mirror Coat
- Encore
- Safeguard

Corphish @ Flyinium Z
Ability: Adaptability
Level: 5
EVs: 12 HP / 196 Atk / 236 Spe
Adamant Nature
- Swords Dance
- Crabhammer
- Aqua Jet
- Aerial Ace

Grimer-Alola @ Eviolite
Ability: Poison Touch
Level: 5
EVs: 36 HP / 196 Atk / 196 Def / 36 SpD
Adamant Nature
- Pursuit
- Knock Off
- Poison Jab
- Shadow Sneak / Memento

Snivy @ Eviolite
Ability: Contrary
Level: 5
EVs: 240 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Leaf Storm
- Defog
- Synthesis
- Hidden Power [Ice]

The idea is kinda simple : trap or lure foongus / croagunk, then hit like a truck with adamant scarf reckless foo, or snivy / sd corphish if needed.
Okeoke traps most of the time foongus with the good predicts, or at least offers a free set-up for either snivy or corphish. Onix set-up the rocks and is the only real answer against vullaby and birdspam in general, so it has to be used carefully. Flyinium-Z Corphish is a great lure against both croagunk and foongus, as a +2 flyinium z aerial ace ohkoes them, making hjk spam easier. Snivy likes also to have foongus and croagunk down, and like corphish, it is used to wallbreak walls such as spritzee, while hp ice helps to deal with both vullaby and foongus. Grimer-A is a general glue, as it traps both ghost (annoying as hell for hjk spam) and sashbra. I play personnally with shadow sneak for an extra priority, but memento has its use as it helps if you want to use corphish or snivy as your wincon.

the team is really offensive and kinda frail, but that's a blast in ladder (started with stg like 25-0) and it also works against really good players from my experience.
 

Blizzard Spam HO:
Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 236 SpA / 36 SpD / 236 Spe
Modest Nature
IVs: 9 HP / 0 Atk
- Hydro Pump
- Dark Pulse
- Blizzard
- Protect

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 36 SpD / 236 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- U-turn
- Taunt

Snover @ Eviolite
Ability: Snow Warning
Level: 5
EVs: 36 HP / 104 Atk / 36 Def / 184 SpA / 116 SpD
Quiet Nature
- Blizzard
- Giga Drain
- Hidden Power [Fire]
- Ice Shard

Drilbur @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 36 HP / 236 Atk / 212 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Rapid Spin
- Stealth Rock

Wynaut @ Oran Berry
Ability: Shadow Tag
Level: 5
EVs: 76 HP / 132 Def / 212 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Counter
- Mirror Coat
- Encore
- Destiny Bond

Larvesta @ Choice Scarf
Ability: Flame Body
Level: 5
EVs: 76 HP / 236 Atk / 196 Spe
Jolly Nature
- U-turn
- Flare Blitz
- Wild Charge
- Sleep Talk

Pretty simple Hail HO team that utilizes Blizzard Carvanha as its sweeper. Carvanah is the centerpiece of the team, existing as its wincon and ghost type pressurer. Mienfoo is running a fast defensive set in order to outpace and taunt opposing hazard setters while retaining the upperhand vs Normals/Darks. Snover is the hail setter and sand check of the team, aiding Carv in Blizzard spamming and breaking. Wynaut keeps the team from auto losing to scarf Mienfoo and annoys setup sweepers/fights. Drilbur is the teams SR setter and spinner/mag check. Lastly Scarf Larvesta takes the rear as the teams revenge killer and sleep absorber if Foo is unable to taunt. All in all a pretty simple team to use if you keep momentum up through pivoting and setuping up Carv for the sweep. s/o TCR
 
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sm: white snow (a simple aurora veil team focused on setting up as much as possible. it's pretty easy to use, but you should be careful which pokemon you set up with at what point, because it's easy to accidentally sack your wincon.)
Vulpix-Alola @ Light Clay
Ability: Snow Warning
Level: 5
Shiny: Yes
EVs: 52 HP / 200 SpA / 240 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Aurora Veil
- Hidden Power [Fire]
- Blizzard
- Freeze-Dry

Zigzagoon @ Berry Juice
Ability: Pickup
Level: 5
Shiny: Yes
EVs: 132 HP / 196 Atk / 108 Def / 28 SpD / 36 Spe
Adamant Nature
- Belly Drum
- Extreme Speed
- Thief
- Protect

Vullaby @ Berry Juice
Ability: Weak Armor
Level: 5
Shiny: Yes
EVs: 240 SpA / 196 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Nasty Plot
- Hidden Power [Grass]
- Air Slash
- Heat Wave

Tirtouga @ Eviolite
Ability: Solid Rock
Level: 5
Shiny: Yes
EVs: 4 HP / 212 Atk / 12 Def / 76 SpD / 180 Spe
Jolly Nature
- Shell Smash
- Zen Headbutt
- Stone Edge
- Waterfall

Diglett @ Groundium Z
Ability: Arena Trap
Level: 5
Shiny: Yes
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Earthquake
- Substitute
- Memento
- Stealth Rock

Shellder @ Eviolite
Ability: Skill Link
Level: 5
Shiny: Yes
EVs: 236 Atk / 76 SpD / 196 Spe
Adamant Nature
- Shell Smash
- Liquidation
- Icicle Spear
- Rock Blast


xy: goon squad (another simple ho team, this time for xy. i built this with vubon, and aim used it in one of his late-xy road to top 10 videos, which led to it taking over the bottom of the ladder for a month or so. this team only has two (maybe three, depending on how you count timburr) dedicated wincons, and it was built around getting a ziggy sweep. you'll want to focus on eliminating ziggy checks--timb takes out normal resists, pawn kills ghosts and breaks abra's sash, cott checks pesky fighters, etc.)
Shellder @ Eviolite
Ability: Skill Link
Level: 5
EVs: 236 Atk / 76 SpD / 196 Spe
Adamant Nature
- Shell Smash
- Icicle Spear
- Rock Blast
- Razor Shell

Pawniard @ Choice Scarf
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
- Pursuit
- Knock Off
- Brick Break
- Iron Head

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

Diglett @ Eviolite
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Rock Slide
- Memento

Cottonee @ Eviolite
Ability: Prankster
Level: 5
EVs: 36 HP / 196 Def / 60 SpA / 196 SpD
Bold Nature
- Memento
- Giga Drain
- Dazzling Gleam
- Knock Off

Zigzagoon @ Berry Juice
Ability: Pickup
Level: 5
EVs: 132 HP / 196 Atk / 108 Def / 28 SpD / 36 Spe
Adamant Nature
- Belly Drum
- Extreme Speed
- Thief
- Protect
 
Good-looking project as always. Anyways, here are some teams I had in my Discord pms for the moment:

SM LC

Flying Spam + Trapinch
The point of the team is easy to get: Trapinch helps the Vullaby + Wingull core removing Flying checks such as Onix, Tirtouga and Magnemite (hence the SpD investment), making those two able to go rampant and break each other's checks. Make sure not to lose Trapinch too soon or all will be for naught.

Hazard Stack
I got inspired to build this team to give a chance to Stealth Rock-less Kabuto, while the core Chespin + Pawniard puts Spikes and Stealth Rock, which Scarf Foo, NP Vulla and CM Spritzee take advantage of by easing some important KOs.

Wynaut team
Scarf Scraggy gets benefitted by Wynaut trapping stuff such as Timburr locked in Mach Punch, and special attackers. Mienfoo helps Wynaut to enter the field safely against the threat it wants to trap. Seems complex, but the point is easy to get, trap things for Scraggy to let it do a snowball sweep.
 
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Melon

WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
is a Pre-Contributor
DPP LC - Drifloon Bulky Offense


The goal of this team is to eventually finish the game with Drifloon while weakening and luring checks to it beforehand and giving it opportunities to shine. Lead Scarf Gligar is the speed of the team and allows you U-Turn right off the bat to whatever you see fit. Duskull and Munchlax are the defensive backbone of the team, giving you answers to some of the most threatening Mons in the tier, such as Gastly, Houndour, Gligar, and Munchlax. Oran Berry Houndour allows you to consistently Pursuit trap opposing Duskull, which is vital as Shadow Sneak could be a problem for Drifloon. Beyond that it also is the team's Snover check and Will-o-Wisp allows you to cripple opposing Munchlax, which is a nice bonus as a burned Munchlax gives Drifloon a free opportunity to get up a few Calm Minds. Chinchou gives you a way to deal with some of the Mons that Duskull and Munchlax struggle with, such as Elekid, Magnemite, and Staryu, while also being a secondary sweeper. The real magic behind the set is that Hidden Power Fire allows Chinchou to lure Snover out and OHKO it, which is absolutely necessary to do before you start setting up with Drifloon as Ice Shard will cause serious problems. Lastly, Drifloon is how you will be ending games the majority of the time. Oran Berry allows Drifloon to take a hit while setting up, getting back much of it's HP, and then doubling it's speed thanks to Unburden. Sometimes setting up won't even be necessary and you will only need to Substitute yourself into Unburden before sweeping the other team.

The team is fairly simple and should be pretty easy to pick up. The team doesn't struggle versus too much, the only major weakness of the team noticed so far are Swords Dance / Agility Gligar with Night Slash (which can be dealt with by keeping Gligar alive / Munchlax healthy respectively).

Also, the team is actually a slightly edited version of what was used by Passion vs. Eseque for Week 3 of this LCPL, so it has proved effective in "high level" matches.
 
Wingull Fighting Spam
This team was built around the duo of Mienfoo and Timburr as a fighting type spam combo. Each of these fighting types weaken common checks and counters for the other. Mienfoo is running a choice scarf set with reckless high jump kick to either wallbreak teams early for Timburr or sweep after Timburr hits opposing counters with a knock off and weakens them. U-turn on Mienfoo is also a great move to gain momentum and knock off can remove eviolites from counters for later in the game. The EV spread on Mienfoo allows it to hit 17 speed and have the rest put into attack. Finally, the extra defense on Mienfoo is to help defend against weak prioritiy moves from revenge killing Mienfoo. Timburr is running drain punch as a STAB move, mach punch for priority, knock off to remove eviolites, and finally thunder punch to deal with Mareanie who is somewhat troublesome for the team without it. The EV spread on Timburr allows for Timburr to deal the most damage it can while still having great bulk by hitting eviolite numbers. The next Pokemon I added was Grimer-Alola. Grimer traps ghost types that would otherwise stop Mienfoo from locking into high jump kick and also traps focus sash Abra. The EV spread lets Grimer hit max attack to pressure Pokemon that switch into Grimer and other Pokemon like Foongus while also allowing Grimer to hit eviolite numbers and live hits from common special attackers while still having respectable physical bulk to allow it to almost always live an attack from a +2 Shellder.



Next, I added in the defensive core of Foongus + Onix to the team. Foongus is meant to blanket check a lot of threats including fairy types, opposing fighting types, and opposing Foongus while Onix is there to set stealth rocks and act as a counter to most flying types. Foongus is running synthesis as its last move to better deal with opposing Foongus in a 1v1 senario. The EV spread on Foongus allows it to hit eviolite numbers and act as a successful counter to the Pokemon I had previously mentioned. Onix is running the eviolite weak armor set to have an easier time dealing with Doduo and Vullaby. Finally, taunt is used to stop Shellder from setting up on Onix as Shellder is a big threat to this team. The main way to deal with shellder is to get Onix in on a rock blast from Shellder and get the weak armor speed boosts. Finally, the last Pokemon I added to the team was Wingull. Wingull was added to allow for more offensive pressure, take the weight off of Foongus as the sole fighting type check, and to have a solid hazard remover. Protect on Wingull serves two purposes. The first being the block Mienfoo's fake out from causing chip damage that could add up later and the second being to be able to see what moves choice scarfed Pokemon lock themselves into. An example of this would be when a scarf Magnemite switches into Wingull. Instead of being forced to predict if the Magnemite will volt switch and if you should go Onix, you can instead hit protect and see what move your opponent clicks. The EV spread on Wingull allows it to hit 19 speed and have the rest of the EVs going into special attack. The remaining 36 EVs in defense allow Wingull to take less damage from weak priority moves.
 

taranteeeno

levi premier league of the decade
is a Community Contributor
Scarf Donkey + Water Spam

This was supposed to be my LCPL Week 6 vs pinktidal, but I did not feel comfortable enough to use at the time. Fly-Z Wingull and Analytic Staryu combined have pretty devastating breaking ability. Wingull has standard scald/hurricane coverage while providing hazard removal and protect to scout scarfers such as Magnemite and Pawniard. With even a small amount of prediction, Staryu can break through typical switch-ins like Foongus and Ferro.

Scarf Mudbray boasts a crazy 20atk and even has a 93.8% chance to 2HKO Foongus after rocks with STAB EQ. It is a great rocks bluffer and. It is also a hard hitting late game sweeper once defensive mons have been knocked and/or weakened.

Foo/Foon/Pawn make up the defensive and utility core of this team. Foo and Pawn provide excellent knock support while Foon prevents the team from getting swept by Scarf Snivy.
 
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Wimpod Hyper-Offense

Golden Coil (Elekid) (M) @ Life Orb
Ability: Vital Spirit
Level: 5
EVs: 16 Atk / 240 SpA / 236 Spe
Naive Nature
IVs: 9 HP / 30 Atk / 30 SpA
- Volt Switch
- Cross Chop
- Psychic
- Hidden Power [Grass]

Sand Dune (Diglett) (M) @ Groundium Z
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Sucker Punch
- Substitute

Yellow Jacket (Abra) (M) @ Life Orb
Ability: Magic Guard
Level: 5
EVs: 240 SpA / 200 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psychic
- Dazzling Gleam
- Hidden Power [Fire]
- Substitute

Hot Rod (Wimpod) (M) @ Focus Sash
Ability: Wimp Out
Level: 5
Shiny: Yes
EVs: 76 Atk / 196 Def / 36 SpA / 196 Spe
Naive Nature
- Spikes
- Taunt
- Scald
- Aqua Jet

Neon Rider (Gastly) (M) @ Choice Scarf
Ability: Levitate
Level: 5
Shiny: Yes
EVs: 36 Def / 196 SpA / 76 SpD / 196 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Thunderbolt
- Dazzling Gleam

Royal Blue (Mienfoo) (F) @ Eviolite
Ability: Regenerator
Level: 5
Shiny: Yes
EVs: 76 HP / 196 Def / 196 SpD
Impish Nature
- High Jump Kick
- U-turn
- Knock Off
- Feint


This is a team that I have been playing with for more than a year now. It has gone through a few tweaks with time, but the main elements remain the same: this is a hyper-offense team. The goal of this team is to put as much offensive pressure as possible on the opponent, with the use of very fast Pokemons and a lot of coverage options. I have had quite a lot of success with this team, reaching #1 on ladder (no proof sorry but here's when I was #2). Here's a summary of how the team works:

Wimpod is the Pokemon that is the most special in this team, and it fits it almost perfectly. First, Wimpod should almost always be used as a lead. It sets up Spikes, which is the only entry hazard on this team. Furthermore, its 18 Speed Taunt allows it to prevent the opponent from setting up hazards, especially Sticky Web (bar scarf Surskit), which is crucial since this team has no hazard removal. Its unique ability in Wimp Out allows it to pivot out right after setting up Spikes, essentially giving a free switch, which is extremely precious with this team. Most of the time, Wimpod will grant two free switches, since it can come back at 1 HP on an attack. The free switches is exactly what this team needs to keep the momentum on its side. As an added niche, Wimp Out also cancels opponents' U-Turns and Volt Switches. Therefore, if a Scarf Magnemite or Chinchou outspeeds Wimpod and uses Volt Switch, Wimpod can be immediately switched out to Diglett who then has an easy kill due to the opposing Pokemon being locked into Volt Switch.
Elekid is a wonderful offensive Pokemon, with the best speed in the tier and excellent coverage options. It can hit a good chunk of the tier for super-effective damage. I choose not to run Thunderbolt to squeeze in both Hidden Power Grass and Cross Chop. The extra power is sometimes needed, but for a team that can't really switch, it's even more important to have the extra coverage. Elekid is also a good switch-in to Foongus' Spore, thanks to its ability Vital Spirit, and can 2HKO Foongus with Psychic.
Life Orb Abra is the premium wallbreaker on this set, taking full advantage of the many free switches provided by Wimpod, slow U-Turns and dying teammates to nuke anything in its way. Hidden Power Fire is used over other coverage options in order to gain as much coverage as possible: it OHKOes Ferroseed after Spikes, which is extremely important. It also OHKOes Magnemite (or takes it down to Sturdy) and nails Scarf Pawniard on the switch or from behind a Substitute. I also run HP Fire because although it doesn't OHKO Pawniard, LO Abra has Substitute to have a good chance at beating Pawniard anyway.
Gastly follows Abra closely, and acts as a safety net to popular set-up sweepers such as Clamperl, Shellder, Tirtouga or Scraggy. Gastly and Abra are very good at weakening their mutual checks. Gastly is also a HJK spam deterrent and checks many Choice Scarf Pokemon that would otherwise be troublesome, such as Mienfoo, Pikipek and Magnemite. Not running a Hidden Power also allows Gastly to almost always survive non-Life Orb Diglett's Sucker Punch.
Diglett on this team has excellent synergy with Abra and Gastly, since it can trap and KO most of the checks that Abra or Gastly lures in, to facilitate a sweep from the other. Those checks notably include Grimer-Alola and Pawniard (Diglett beats Eviolite variants with Substitute, and also barely survives a Knock Off from Scarf variants). Diglett can also use its Z-move to pick off important threats like weakened Mienfoo, Scarf Mienfoo locked into Knock Off, and Ponyta. It is also a Volt Switch spam deterrent.
Finally, Mienfoo is a little glue that allows the team to withstand some attacks. It is the only Knock Off user in the team, which helps a lot in defeating bulky Pokemon like Spritzee, Munchlax, Mienfoo, or Timburr. The used build is a slow variant, so that it can tank a hit for its teammates and then slow U-Turn to give a free switch to its more powerful teammates. A spread of 76 HP / 196 Def / 196 SpD with an Impish nature is used so that it can almost always survive a Brave Bird from max attack Vullaby after Stealth Rock. This team is incredibly weak to Vullaby after it gets a Weak Armor boost, so Mienfoo must be used with care when the opponent has Vullaby in their team. Double switches should be very often considered when the opponent might switch in Vullaby on Mienfoo. The extra defense investment allows Mienfoo to not be scared of a Vullaby switch-in when using Knock Off at full health. Feint is used over Fake Out to provide more flexible priority, especially in this meta when many Pokemon run Protect to counter Fake Out.

As a general strategy with this team, just like other Hyper-Offensive teams, sacrificing a Pokemon for momentum is very often the best play, so one must not be reluctant to do so. Also, predictions are extremely important to gain momentum, whether it is to use a coverage move to nuke a switch-in, or double-switching while predicting a switch. This is very important, since this team will force many switches with its offensive pressure. This team might be hard to pilot at first, but with experience, it will become much easier, and I hope that you will get as much success as I did with this team!

Finally, here are some replays , to give an idea of how the team flows:
http://replay.pokemonshowdown.com/gen7lc-801158416
http://replay.pokemonshowdown.com/gen7lc-801925302
http://replay.pokemonshowdown.com/gen7lc-799828864

- Acehunter1

(12/09/2019) Edit: One year later, my experience with this team is that it still performs well on ladder. It has notably benefited a lot from the ban of Trapinch. The only change I have made to the team is to replace Cross Chop with Thunderbolt on Elekid, since Munchlax has become much less used than before. Thunderbolt allows Elekid to hit harder on many Electric-neutral Pokemon, and also allows Elekid to have an extra point in Defense, since it can now use a Timid nature. The rest of the team remains the same.
 

Attachments

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The samples thread has been updated with new teams for both SM and BW, and will be run from today by me. Remember that submitting teams is allowed, as long as they are in par with the current state of each metagame, and must follow the rules of submitting. This said, enjoy and let the posting start.
 
Double Scarf Fight-Spam with EvioDig


https://pokepast.es/e21ea54cbdff9624
This Fightspam is made to punish the Abra/Gastly Teams that doesn’t run any additional fighting check as well as the lack of Foongus/Mareanie/Spritzee teams compared to earlier metas. Mienfoo is reckless for easy cleaning and wallbreaking, Brick Break in case of random veils teams. Timburr is 25 hp / 15 defense to have a better matchup against other fighting types since this team lacks a good fighting counter, as well as tanking Brave Birds from Adamant Vullaby 100% of the time. Eviolite Diglett can safely live a Flash Cannon from Magnemite if necessary, but is mainly there to hard in on Abra / Gastly to tank a hit and Beat Up / Pursuit. Final Gambit can be used to chip down threatening fighting types if up against Fightspam. Adamant Z Ground Onix can Earthquake into Z to kill incoming Mienfoos trying to check it, and has the kill unless 24 hp 15 defense in which case Foo has a chance to live. Alternatively, Earthquake into Z means Trapinch can’t hard in and trap it, keeping your Ponyta check safe + getting rid of Trapinch for Pawniard in matchups where such is required. Pawniard is a good secondary scarfer to trap Abra / Gastly, as well as providing a secondary soft check to flying types and some emergency priority. Finally Vullaby rounds of the team as a solid soft check to half the meta, as well as providing Defog utility vs Spikestack or Webs and acting as a good check to fighting types, Overcoat is used because fuck Foongus.
- If possible, bait out Trapinch early on with Onix to EQ into Z. Pawniard should mainly be used to trap Gastly, while Diglett should be used for Abra (Can hard in, so going from Timburr or Mienfoo hard into either is not a big problem).

- Keep Onix alive, should be able to deal with both if Trapinch is caught on switch-in, Alternatively bait in Trapinch with Pawniard to chip it enough for Onix to kill. Standard Ponyta Z variants dies to Mienfoo HJK if needed, alternatively Z Sunny Day can be troublesome but Timburr can tank a sun-boosted Fire Blast from full and retalite with Drain + Mach. Diglett just dies if hit but if you can get it in for free then ofc that deals with Pony as well.

- Try to bait in Vullaby with Timburr. As mentioned, Timmy tanks a Brave Bird so Drain Punching twice on a switch-in will leave Timburr relatively healthy and Bjuice Vullaby dead, Scarf / Z dies to Drain into Mach. That leaves only a Doduo for Onix/Pawniard to deal with.

- Get Foo and Foongus knocked earlier to make the easier to deal with. Vullaby can hard in on Foongus due to Overcoat, Timburr can hard in on Onix, Onix can hard in on most Vullabys (Hp grass lures to exist tho but this team has Pawn too and Reckless Foo) and while Mienfoo is more troublesome, Most variants dies to reckless HJK after rocks or can be played around with Onix Z / Timburr Drain Punches / Vullaby Brave Birds.

- If Onix is not important then it can be sacced for Diglett to trap Staryu. Vullaby Outspeeds Corp and any chip leaves it in Foo HJK Range, alternatively Timburr can double drain from full to kill Corphish if not LO. Generally have to keep the offensive pressure up vs these two.

- Same as with the Staryu / Corp Water-Spam, but Timburr must be kept above 20% to check Carv late-game (LO Ajet does 20%, 32 on a single max roll).

- Pawniard is generally the safest lead, from there Defogging with Vullaby shouldn't be difficult. Don't worry about opposing Pawniards, Timburr Mach Punch OHKOs.

- Mienfoo lead is always the safest, as it's not something anything really sets up on bar Eviolite WA Vulla or people playing their Bjuice Vulla in a risky way. Timburr can deal with most smashers, and Sucker Punch from Pawn helps out a lot if up vs several smashers. Vullaby should be played around carefully if Nasty Plot, going hard into Onix and Rock Blasting is generally the best play, Timburr in the back in case of low Rock Blast roll vs Berry Juice is adviced. Remember that both Brick Break and Defog can get rid of Veils if necessary.

- If Mienfoo is paired with either a Mudbray or Rufflet, it is likely to be Z-Me First. Reckless HJK OHKOs, so leading Foo is generally the best idea. Alternatively, if Z Foo comes in on a Pawniard Knock Off, hard into Something other fast to force it to z me first to gain speed without using any move, as that makes it easier to deal with afterwards. Diglett can Final Gambit on a potential z me first to chip Mienfoo enough (Kill after Knock Chip), bringing it down enough for Timburr to revenge.

- After a Knock Off, Spritzee is 2hkod by Onix and Vullaby + Pawnird Iron Head is always threatening, otherwise tough mon to beat. Generally wann knock it on switch-in then hard into Onix. Letting Vullaby get chipped down by Brave Birding into Wish+Protect is unnecessary, better to catch Sprit on Switch-in a second time. Snubbull is a bit more difficult, but as long as you don't knock it, getting it down into EQ range from Diglett / Z EQ range from Onix is relatively easy. Diglett can tank a Play Rough and EQ generally does 52-56%.
 
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tcr

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Dwebble @ Oran Berry
Ability: Sturdy
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Knock Off
- Rock Blast

Misdreavus @ Eviolite
Ability: Levitate
Level: 5
EVs: 240 SpA / 240 Spe
Timid Nature
IVs: 3 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Nasty Plot
- Shadow Ball
- Psychic
- Hidden Power [Fighting]

Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Adamant Nature
IVs: 3 HP
- Waterfall
- Crunch
- Protect
- Aqua Jet

Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 76 HP / 196 Atk / 156 Def / 76 SpD
Careful Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Payback

Drifloon @ Flying Gem
Ability: Unburden
Level: 5
EVs: 36 HP / 116 Atk / 4 Def / 120 SpA / 196 Spe
Naughty Nature
- Acrobatics
- Hidden Power [Ground]
- Destiny Bond
- Shadow Ball

Magnemite @ Choice Scarf
Ability: Magnet Pull
Level: 5
EVs: 240 SpA / 240 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Volt Switch
- Thunderbolt
- Flash Cannon


This was a team I helped Finchinator build for one week of LCWC with some slight changes (namely no Eviolite Dwebble set). I've played around with it since then playing against some people to test it and have fun in BW like I always do. Finch ended up bringing a different team with some different moves around but this is the squad I built around his idea of Dwebble + Carvanha. Basically play it like any HO and you set up hazards, trying to set up 2 layers of sr + spikes, and you just simply start sweeping from there with everything you have, breaking their team with threats like NP Misdreavus or Timburr or Drifloon. Magnemite is there to take care of Ferroseed and Bronzor, both of which are something that Carvanha / Drifloon don't want to fight to at least weaken them. You could run Hidden Power Fighting I guess on Magnemite but I think it's pointless because you wall Brick Break-less Pawniard anyway and have HP Fight Missy + Timburr. The Drifloon set is always my favorite, if you really wanted you could run Hypnosis over Dbond or Shadow Ball to abuse broken BW Sleep mechanics. Anyway, there's no Hyper Offense teams in the sample teams and no Carvanha teams, so maybe add this and have fun with it
 

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the dpp section is a little lacking, esp since cb tini is of dubious viability.
Kabuto (M) @ Focus Sash
Ability: Swift Swim
Level: 5
EVs: 36 HP / 196 Atk / 36 Def / 236 Spe
Jolly Nature
- Aqua Jet
- Stealth Rock
- Rock Slide
- Waterfall

Stunky @ Life Orb
Ability: Aftermath
Level: 5
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Crunch
- Sucker Punch
- Explosion
- Hidden Power [Ground]

Gligar @ Choice Scarf
Ability: Sand Veil
Level: 5
EVs: 236 Atk / 236 Spe
Adamant Nature
- Earthquake
- Aqua Tail
- Night Slash / Stone Edge
- U-turn

Chinchou @ Oran Berry
Ability: Volt Absorb
Level: 5
EVs: 52 Def / 232 SpA / 224 Spe
Modest Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Agility
- Hydro Pump
- Thunderbolt
- Hidden Power [Fire]

Porygon @ Oran Berry
Ability: Trace
Level: 5
EVs: 76 HP / 236 SpA / 196 Spe
Timid Nature
IVs: 0 Atk
- Agility
- Tri Attack
- Ice Beam
- Shadow Ball

Staryu @ Life Orb
Ability: Natural Cure
Level: 5
EVs: 200 SpA / 236 Spe
Timid Nature
IVs: 3 Atk / 30 SpA / 30 SpD
- Hydro Pump
- Ice Beam
- Thunderbolt
- Hidden Power [Ground]
This is a somewhat updated version of that old iss team, with a bit more bulk and updated moved to better survive the modern DPP meta. Aggressive plays are required to pilot the team correctly, as ideally your will more or less win once you click Agility and are therefore always trying to get the opportunity to. Essentially, the team aims to overwhelm opposing offense as quickly as possible. Stacking special attackers allows for you to overcome relevant checks, though sometimes you need to get a turn correct in order to beat your checks. Stunky is more or less the go to Gastly and Drifloon answer, though Gligar is able to revenge them fairly well. Staryu is a decent check to both too, but is more importantly a breaker for the two Agility sweepers. Porygon is a little weak overall, but is bulky enough to check pretty much everything relevant with some competence. If you're concerned about the rain matchup, run Thunderbolt over Ice Beam on Porygon, or just play better than them.

Have an ORAS build too:
Cottonee @ Eviolite
Ability: Prankster
Level: 5
EVs: 36 HP / 116 Def / 60 SpA / 36 SpD / 228 Spe
Timid Nature
- Dazzling Gleam
- Giga Drain
- Knock Off
- Encore

Onix @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 76 HP / 236 Atk / 196 Spe
Jolly Nature
- Earthquake
- Rock Blast
- Taunt
- Stealth Rock

Porygon @ Eviolite
Ability: Download
Level: 5
EVs: 156 HP / 40 Def / 240 SpA / 40 Spe
Modest Nature
- Tri Attack
- Psychic
- Hidden Power [Fighting]
- Recover

Gastly @ Life Orb
Ability: Levitate
Level: 5
EVs: 200 SpA / 76 SpD / 200 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Substitute
- Hidden Power [Fighting]
- Psychic
- Sludge Bomb

Pawniard @ Choice Scarf
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
- Knock Off
- Iron Head
- Pursuit
- Brick Break

Timburr @ Eviolite
Ability: Iron Fist
Level: 5
EVs: 196 Atk / 156 Def / 156 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- Ice Punch
Iron Fist Timburr is fairly anti-meta, though Gothita is a major pain. It simply dishes out adequate damage versus most things, and will be useful in as far as you don't get trapped. Download Porygon should always get 1 KO, and potentially can every time it comes in. Scarf Pawniard is standard as hell, but works as an important glue for removing the uncommon Gastly for everything and checking a lot of annoying things. Gastly serves as an offensive Fighting check, hence Psychic. You catch a lot of the offensive backbones of teams off guard with these 4 Pokemon, though Staryu is notably annoying. Speed control is an issue generally, but Cottonee, Timburr, and Scarf Pawniard tend to keep this issue at bay. Porygon is fat enough to check most of the tier innate anyway.
 
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LO Carvanha Sweeper + Groundium Z Trapper




Kharny (Carvanha) (M) @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Adamant Nature
IVs: 9 HP
- Waterfall
- Crunch
- Psychic Fangs
- Protect

Ferroseed (F) @ Eviolite
Ability: Iron Barbs
Level: 5
Shiny: Yes
EVs: 84 HP / 36 Atk / 108 Def / 228 SpD / 36 Spe
Impish Nature
- Bullet Seed
- Knock Off
- Thunder Wave
- Stealth Rock

Snubbull (F) @ Eviolite
Ability: Intimidate
Level: 5
EVs: 36 HP / 116 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Play Rough
- Earthquake
- Thief
- Bulk Up

Diglett @ Groundium Z
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Sucker Punch
- Substitute

Tentacool @ Eviolite
Ability: Liquid Ooze
Level: 5
EVs: 196 HP / 236 Def / 36 SpA / 36 Spe
Calm Nature
IVs: 0 Atk
- Rapid Spin
- Toxic Spikes
- Scald
- Sludge Bomb

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 36 SpD / 236 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Fake Out



The purpose of this team is to make sweeping with LO Carvanha much easier after +1 Speed-Boost.
-----------------------------------------------------------------------

Sweeping with Carvanha is a pretty basic concept. Protect is there to guarantee the +1 Speed making it outspeed the likes of Abra, Magnemite and Mienfoo and should be able to OHKO or Flinchhax them after enough chip and hazard damage. That's what Ferroseed and Tentacool are for, being switch ins to mons like Foongus and Magnemite who would destroy Carvanha otherwise. Ferroseed completely walls Foongus and is immune to spore making it a perfect switch in to it as well for any fairies that don't like Carvanha while getting up hazards to chip away at the rest of the team, making sweeping a breeze; the same could be said for T-spike Tentacool except that it's susceptible to spore but it's ability could be of use as a drain switch in for foongus (although it's high risk). Magnemite can be baited out by Carvanha and switched in on by Diglett which traps it while Snubbull protects Diglett and Carvanha from Mienfoo as a hard counter.


Here's a few replays of it in action to give you a general idea
https://replay.pokemonshowdown.com/gen7lc-963296875
https://replay.pokemonshowdown.com/gen7lc-962989299
https://replay.pokemonshowdown.com/gen7lc-962972968
https://replay.pokemonshowdown.com/gen7lc-962824018
 

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