Introduction
So I have been on PS for a few months now, and up until a few weeks back, I was playing almost exclusively randbats. When playing, there was one Pokemon that I always looked forward to using, when I got it: Sigilyph. The Cosmic Power, Flame Orb one. There was another Pokemon that I always found very annoying to fight, and I decided I wanted it working for me, instead: Liepard.
I looked and saw that Sigilyph was RU and Liepard was NU, so I decided to make an RU team. I then read up on the metagame and the the threatlist on Smogon, and made a tentative team. I was expecting it to fall apart fairly easily, and that I would have to make adjustments. However, as I got used to the tier, I got pretty good results with this team (no modifications), and currently have a score of around 1750.
Team Building
As I mentioned above, I started with Sigilyph and Liepard.
Spiritomb was listed as one of Sigilyph's biggest counters (I'm guessing because, not only is it dark, but also sometimes uses SpA, so doesn't fear burn). Moltres was listed as an excellent Spiritomb counter. So, Moltres joined.
I wanted a strong physical attacker, and a fighting type. I settled on Hitmonlee. Although I didn't know it at the time, this guy would end up being my most frequent win condition.
Call me old school, or just call me someone who didn't, at the time, think about team preview, but I wanted to have a fast, primary lead Poke. Aerodactyl fit the bill perfectly.
At this point, with three flying-type Pokes, my team had some glaring weaknesses even to my untrained eye (particularly to Electric). I also needed a bulky pivot, and maybe a cleric. So, completing my team, Lanturn.
In Detail
Sigilyph @ Flame Orb
Trait: Magic Guard
EVs: 252 HP / 16 Def / 240 Spd
Timid Nature
- Cosmic Power
- Psycho Shift
- Roost
- Stored Power
The classic annoying, gimmicky but frequently effective Sigilyph. For the first time, I try to switch it in (usually from Lanturn's Volt Switch) rather than send it out after a death so that I don't have that awkward turn where I can't Psycho Shift and I can be put to sleep. Also a great switch-in to Leech Seed.
Although there are plenty of Pokes I wouldn't switch Sigilyph into, once I have 2 Cosmic Powers, there is little I will switch out of. I don't mind sending Sigilyph out when the other side still has Dark Pokes out, because I can burn Absol and Drapion, and even Spiritomb, and then switch out (surviving Pursuit after CP and burn).
Biggest weakness? Faster encore users (except Whimsicott, which can't touch me, and runs out of Encore before I run out of CP) and Trick/Switcheroo. I quickly learned to switch out of Pokemon likely to cripple me that way.
Liepard @ Leftovers
Trait: Prankster
EVs: 80 HP / 8 Def / 252 SDef / 168 Spd
Timid Nature
- Swagger
- Thunder Wave
- Foul Play
- Substitute
Also classic, also annoying. Liepard wears down pretty much any Pokemon that would give Hitmonlee trouble in the endgame: Ghosts, Psychics, and bulky Pokemon.
I almost never switch Liepard into anything, unless I'm very confident that the next attack is Psychic (like, for instance, Uxie with only one attack slot).
Although I don't like to do it, Liepard is a great sweep stopper; although it has a 75% chance of dying, it has been quite useful for paralyzing boosted Pokemon. I also try to paralyze anything with a choice scarf that I wish were slower, obviously. Anything else, I Swagger and Sub, waiting for a self-hit, and then Foul Play. It tears through even certain Pokemon that resist it, such as Durant and Gallade. Very few effective counters once I'm in and have a sub up.
Moltres @ Life Orb
Trait: Pressure
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Fire Blast
- Hurricane
- Substitute
- Roost
Since I'm still relatively inexperienced, maybe I'll be criticized for running Moltres on a team without a spinner. I obviously use Moltres very carefully when SR is up, but the sheer number of 1HKOs this guy has landed me makes me frequently depend on it. It hates Slowking and Lanturn (Specially bulky Slowking is not 2HKO'd by Hurricane, even if I predict the switch/have a sub up.
Maybe I should consider HP Grass, but it wouldn't help me with Slowking much. And Sub/Roost lets me scout a bit or protect from status, not to mention shut down Sucker Punch/Shadow Sneak Spiritomb.
Hitmonlee (M) @ Normal Gem
Trait: Unburden
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Close Combat
- Fake Out
- Earthquake
- Stone Edge
Hitmonlee turned out to work really well on my team. I use him very sparingly throughout most of the game, mostly only sending him in to revenge kill slower threats like Clefable. They nearly always have a Ghost or Flying type, so I usually just use Stone Edge.
Hitmonlee is my endgame sweeper. If I use Fake Out, that means that, either I'm about to lose, or I think that he can sweep everything the opponent has left. Although it's tempting to use him earlier in the game against a boosted threat, I've found that it's usually better to sacrifice Liepard.
Aerodactyl @ Life Orb
Trait: Pressure
EVs: 80 HP / 252 Atk / 176 Spd
Jolly Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Taunt
Beats common leads like Uxie, sets up Stealth Rocks. Is blazing fast. Your standard Aerodactyl. It's Life Orbed because I wanted the extra power. I lead with Lanturn if the other team has Steelix or Sandslash. At the start of the game, I Stealth Rock if I think I'm gonna need it, and try to save Aerodactyl for revenge-killing purposes later (but it's not the end of the world if I don't).
Aerodactyl helps a bit with non-scarfed Electric Pokemon, as it outspeeds them all and, I believe, 1HKOs them all as well (Earthquake, and Stone Edge for Galvantula).
Lanturn @ Leftovers
Trait: Volt Absorb
EVs: 40 HP / 252 Def / 216 SDef
Calm Nature
- Scald
- Volt Switch
- Ice Beam
- Heal Bell
Lanturn takes most hits nicely, and I will usually scout by switching to Lanturn, and then Volt Switching. I don't like its weakness to Earthquake, as that leads to it taking high damage from Pokemon like Steelix and Sandslash that I need to kill, but I think Volt Absorb is pretty much necessary for my team, so I couldn't afford to switch Lanturn out for, say, Slowking.
Heal Bell has saved my bacon a few times. Although Sigilyph doesn't love losing its burn status, Volt Switch on a faster Pokemon can restore it for free.
What I've Had Trouble With
As I learned the movesets and the likely items of RU Pokemon, my playing improved quite a lot (obviously). Still, when I lose, I'm not always good at identifying why.
I know that I have problems with Steelix. Aerodactyl's Earthquake doesn't do that much, and Gyro Ball is a 1HKO. Roar Steelix is even worse, as it often brings Moltres and Hitmonlee out before I want them (while threats such as Slowking are still around), it can wall Liepard, hurt Lanturn with EQ, and phase Sigilyph.
Another team I couldn't beat had Slowking + Tangrowth as a defensive core, and I just couldn't damage them fast enough after SR was spun away. I think it might have just been the player, though, as s/he was very good.
Finally, I hate Crustle as an opposing lead. I can never predict whether it's going to use Shell Smash (in which case I should taunt), or if it will use a rock move (which often KOs me quickly).
Anyway, I look forward to any criticism/suggestions, as this is my first team and I know I have a lot to learn!
So I have been on PS for a few months now, and up until a few weeks back, I was playing almost exclusively randbats. When playing, there was one Pokemon that I always looked forward to using, when I got it: Sigilyph. The Cosmic Power, Flame Orb one. There was another Pokemon that I always found very annoying to fight, and I decided I wanted it working for me, instead: Liepard.
I looked and saw that Sigilyph was RU and Liepard was NU, so I decided to make an RU team. I then read up on the metagame and the the threatlist on Smogon, and made a tentative team. I was expecting it to fall apart fairly easily, and that I would have to make adjustments. However, as I got used to the tier, I got pretty good results with this team (no modifications), and currently have a score of around 1750.
Team Building


As I mentioned above, I started with Sigilyph and Liepard.



Spiritomb was listed as one of Sigilyph's biggest counters (I'm guessing because, not only is it dark, but also sometimes uses SpA, so doesn't fear burn). Moltres was listed as an excellent Spiritomb counter. So, Moltres joined.




I wanted a strong physical attacker, and a fighting type. I settled on Hitmonlee. Although I didn't know it at the time, this guy would end up being my most frequent win condition.





Call me old school, or just call me someone who didn't, at the time, think about team preview, but I wanted to have a fast, primary lead Poke. Aerodactyl fit the bill perfectly.






At this point, with three flying-type Pokes, my team had some glaring weaknesses even to my untrained eye (particularly to Electric). I also needed a bulky pivot, and maybe a cleric. So, completing my team, Lanturn.
In Detail

Sigilyph @ Flame Orb
Trait: Magic Guard
EVs: 252 HP / 16 Def / 240 Spd
Timid Nature
- Cosmic Power
- Psycho Shift
- Roost
- Stored Power
The classic annoying, gimmicky but frequently effective Sigilyph. For the first time, I try to switch it in (usually from Lanturn's Volt Switch) rather than send it out after a death so that I don't have that awkward turn where I can't Psycho Shift and I can be put to sleep. Also a great switch-in to Leech Seed.
Although there are plenty of Pokes I wouldn't switch Sigilyph into, once I have 2 Cosmic Powers, there is little I will switch out of. I don't mind sending Sigilyph out when the other side still has Dark Pokes out, because I can burn Absol and Drapion, and even Spiritomb, and then switch out (surviving Pursuit after CP and burn).
Biggest weakness? Faster encore users (except Whimsicott, which can't touch me, and runs out of Encore before I run out of CP) and Trick/Switcheroo. I quickly learned to switch out of Pokemon likely to cripple me that way.

Liepard @ Leftovers
Trait: Prankster
EVs: 80 HP / 8 Def / 252 SDef / 168 Spd
Timid Nature
- Swagger
- Thunder Wave
- Foul Play
- Substitute
Also classic, also annoying. Liepard wears down pretty much any Pokemon that would give Hitmonlee trouble in the endgame: Ghosts, Psychics, and bulky Pokemon.
I almost never switch Liepard into anything, unless I'm very confident that the next attack is Psychic (like, for instance, Uxie with only one attack slot).
Although I don't like to do it, Liepard is a great sweep stopper; although it has a 75% chance of dying, it has been quite useful for paralyzing boosted Pokemon. I also try to paralyze anything with a choice scarf that I wish were slower, obviously. Anything else, I Swagger and Sub, waiting for a self-hit, and then Foul Play. It tears through even certain Pokemon that resist it, such as Durant and Gallade. Very few effective counters once I'm in and have a sub up.

Moltres @ Life Orb
Trait: Pressure
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Fire Blast
- Hurricane
- Substitute
- Roost
Since I'm still relatively inexperienced, maybe I'll be criticized for running Moltres on a team without a spinner. I obviously use Moltres very carefully when SR is up, but the sheer number of 1HKOs this guy has landed me makes me frequently depend on it. It hates Slowking and Lanturn (Specially bulky Slowking is not 2HKO'd by Hurricane, even if I predict the switch/have a sub up.
Maybe I should consider HP Grass, but it wouldn't help me with Slowking much. And Sub/Roost lets me scout a bit or protect from status, not to mention shut down Sucker Punch/Shadow Sneak Spiritomb.

Hitmonlee (M) @ Normal Gem
Trait: Unburden
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Close Combat
- Fake Out
- Earthquake
- Stone Edge
Hitmonlee turned out to work really well on my team. I use him very sparingly throughout most of the game, mostly only sending him in to revenge kill slower threats like Clefable. They nearly always have a Ghost or Flying type, so I usually just use Stone Edge.
Hitmonlee is my endgame sweeper. If I use Fake Out, that means that, either I'm about to lose, or I think that he can sweep everything the opponent has left. Although it's tempting to use him earlier in the game against a boosted threat, I've found that it's usually better to sacrifice Liepard.

Aerodactyl @ Life Orb
Trait: Pressure
EVs: 80 HP / 252 Atk / 176 Spd
Jolly Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Taunt
Beats common leads like Uxie, sets up Stealth Rocks. Is blazing fast. Your standard Aerodactyl. It's Life Orbed because I wanted the extra power. I lead with Lanturn if the other team has Steelix or Sandslash. At the start of the game, I Stealth Rock if I think I'm gonna need it, and try to save Aerodactyl for revenge-killing purposes later (but it's not the end of the world if I don't).
Aerodactyl helps a bit with non-scarfed Electric Pokemon, as it outspeeds them all and, I believe, 1HKOs them all as well (Earthquake, and Stone Edge for Galvantula).

Lanturn @ Leftovers
Trait: Volt Absorb
EVs: 40 HP / 252 Def / 216 SDef
Calm Nature
- Scald
- Volt Switch
- Ice Beam
- Heal Bell
Lanturn takes most hits nicely, and I will usually scout by switching to Lanturn, and then Volt Switching. I don't like its weakness to Earthquake, as that leads to it taking high damage from Pokemon like Steelix and Sandslash that I need to kill, but I think Volt Absorb is pretty much necessary for my team, so I couldn't afford to switch Lanturn out for, say, Slowking.
Heal Bell has saved my bacon a few times. Although Sigilyph doesn't love losing its burn status, Volt Switch on a faster Pokemon can restore it for free.
What I've Had Trouble With
As I learned the movesets and the likely items of RU Pokemon, my playing improved quite a lot (obviously). Still, when I lose, I'm not always good at identifying why.
I know that I have problems with Steelix. Aerodactyl's Earthquake doesn't do that much, and Gyro Ball is a 1HKO. Roar Steelix is even worse, as it often brings Moltres and Hitmonlee out before I want them (while threats such as Slowking are still around), it can wall Liepard, hurt Lanturn with EQ, and phase Sigilyph.
Another team I couldn't beat had Slowking + Tangrowth as a defensive core, and I just couldn't damage them fast enough after SR was spun away. I think it might have just been the player, though, as s/he was very good.
Finally, I hate Crustle as an opposing lead. I can never predict whether it's going to use Shell Smash (in which case I should taunt), or if it will use a rock move (which often KOs me quickly).
Anyway, I look forward to any criticism/suggestions, as this is my first team and I know I have a lot to learn!