My First Team (Liepard + Sigilyph)

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

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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.

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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.

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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.

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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.

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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).

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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!
 
Hey dann7686, I have a few suggestions that I think could help you out.

1) For Hitmonlee I would suggest Mach Punch and Fighting Gem>Fake Out and Normal Gem. Mach Punch allows you to have priority to get around stuff like Sucker Punch Absol, Aqua Jet Kabutops, and other priority users, which are some of the few things that can stop a Hitmonlee sweep.

2)Running Moltres on a team with no rapid spinner is super risky, and replacing Moltres with a special sweeper that isn't weak to electric attacks might help your team out. I'm going to recommend Eelektross.

Eelektross @Life Orb/Expert Belt
Trait: Levitate
EVs: 252 HP/252 SpA/4 SpD
Nature: Modest

-Thunderbolt
-Flamethrower
-Giga Drain/Grass Knot
-U-turn/Volt Switch

This not only gives you an additional electric resistance, but it provides you with a bulkier sweeper that doesn't mind hazards on the field. This also gives you a solid answer to Steelix, as Steelix can't do anything to Eelektross and Eelektross can 1HKO Steelix (guaranteed if it has already taken about ~10%) damage with Flamethrower. It also gives you a slow volt turn core with Lanturn that allows you to bring Sigilyph, Liepard and Hitmonlee in for free easier. I think with Eelektross I would recommend Life Orb/Giga Drain/U-turn because it is bulky and tends to draw in Ground type mons, plus scouting with U-turn initially makes your opponent think it is a physical attacker. This also gives you a better lead against Steelix and Sandslah than Lanturn (still won't prevent rocks though). Keep in mind it isn't as solid of a Spiritomb check as Moltres, but I'm pretty sure that Spiritomb hates Liepard anyways.

3) I know that Thunder Wave on Liepard is a super nice "Oh shit" button for sweepers, but encore might provide more utility and still stops set up sweepers (encore their set up move, set up a sub and foul play, then if the encore ends, encore again, with priority!).

Hope I helped! Good Luck with your team!
 
Hi dann7686,
Its a decent team you got there but I do have a couple of suggestions. Firstly, Psychic-types look like a pest, especially Uxie. Psychic Types ruins both Hitmonlee's and Sigilyph's sweep as they resist or have the bulk to take multiple assaults from your Pokemon. Therefore I suggest using Choice Band Spiritomb > Liepard. With the help from Spiritomb's Pursuit, Psychic Types, like Uxie and Slowking would no longer be a problem. Do to the Offensive nature of your team I suggest using Hazard Lead Smeargle > Aerodactyl. The ability to Spore your opponents Pokemon and setup hazards is just increadable. Hitmonlee and Moltres would benefit from this change the most, since Spikes would soften their checks and in Hitmonlee's case weaken teams for it to sweep / clean. The change from Aerotactyl to Smeargle wouldn't affect your team too much since you still have a check to Fire Types in Lanturn and you still have a way to prevent hazards, just a bit more unreliable though. That's it. I hope I helped you and Good Luck ~

Sets:

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@ Choice Band
Trait: Pressure
EVs: 248 Hp / 252 Atk / 8 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Shadow Sneak
- Trick / Return

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@ Focus Sash
Trait: Own Temp
EVs: 252 Hp / 4 Def / 252 Spe
Jolly Nature
- Spore
- Stealth Rock
- Spikes
- Whirlwind / Magic Coat / Taunt
 
Hi, think I faced your team tonight :p
I'm a big fan of liepard from random battles aswell and it has served me well thus far in RU, usually speading paralysis to half the team and sometimes causing ragequits lol.

I often lead with liepard since it doesn't get a ton of chances to switch in, has priority substitute to avoid spore/trick and it still survives a u-turn from the common uxie leads which just lets you get yet another thunderwave in. Also counter Crustle leads well. Paralyze first turn and then just foul play if it shell smashes since it will be +2atk and it will be easy to revenge kill.

I also think you're wasting some potential by only having fast attackers. When you've spread paralysis you can use bulkier attackers as they will still outspeed paralyzed opponents but be able to sponge more priority moves or attempts at revenge killing.

I will also suggest trying a Quagsire instead of lanturn. Ground typing grants electric immunity same as volt absorb, has reliable recovery and easily counters steelix with both scald and earthquake being STAB super effective and the former having burn chance. Its ability unaware is also awesome to have against setup sweepers.
 
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