ORAS LC ORAS LC team

Hello everyone! This is my first LC team, and I've been playing LC for about a week and a half now. This team started out pretty well and showed potential, but I peaked around the 1330s and I don't think my team is good enough in its current state to move past that.

Right now I'm focusing on making it hyper-offensive, so please base your feedback around that.

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Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 236 Atk / 36 Def / 196 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Fake Out
- U-turn

Mienfoo acts as the team's main sweeper. I find Drain Punch better than High Jump Kick because it's more reliable and it adds much more sustain to Mienfoo, which really helps in a lot of situations. Fake out is really good on this set because it enables me to OHKO things that Drain Punch can't OHKO by itself. Knock off is very good at dealing with ghost types, and U-turn let's me switch out on psychic types (And digletts, if necessary).

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Torchic @ Berry Juice
Ability: Speed Boost
Level: 5
EVs: 40 Def / 36 SpA / 196 SpD / 236 Spe
Timid Nature
- Baton Pass
- Protect
- Heat Wave
- Swords Dance

Torchic's main role on this team is to baton pass to Mienfoo (or Pawniard/Carvahna if it's a better option, but Mienfoo is primarily who I want having the extra attack and speed). Typically if I know that I will survive the opposing pokemon's first move, I will do turn 1 swords dance, turn 2 protect, turn 3 baton pass. That allows me to pass +2 attack and +2 speed to Mienfoo, so his abysmal speed is made up for and his strong attack is even stronger. I find heat wave to do well against pokemon that torchic can defeat without help, but I've been contemplating switching that to fire punch so I can use the swords dance boost.

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Abra @ Focus Sash
Ability: Magic Guard
Level: 5
EVs: 240 SpA / 200 Spe
Timid Nature
- Psychic
- Protect
- Hidden Power [Fighting]
- Shadow Ball

At this point, I wanted something to cover the fighting type threats in LC, so I chose Abra. Psychic is an obvious choice, dishing out tons of damage. HP Fighting hits Pawniard/Carvahna/Magnemite etc. hard. Shadow Ball lets it hit other psychic and ghost types. Protect is on there mostly so I can dodge fake outs, but it has other niche uses. For example, the other game I used it to let a froakie switch to dark type to get the super-effectiveness on HP fighting. Sometimes it can be used against Mienfoo High Jump Kick. Abra can act as a general sweeper even to 'mons that are not weak to it, because of its insane SpA and Spe.

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Magnemite @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 76 HP / 196 Def / 236 SpA
Bold Nature
- Thunderbolt
- Protect
- Toxic
- Flash Cannon

After those three, I needed something to cover the myriad of water types in LC, so after failing with Foongus, I switched to Magnemite. Magnemite fits the hyper-offensive team well, with its high Special attack and good movepool. Thunderbolt and Flash Cannon deal tons of damage. Protect can block High Jump Kicks, or stall for toxic. Toxic can put the enemy sweepers on a time limit. The only thing I don't like about Magnemite is that he is a Diglett magnet (pun intended). He dies too easily to diglett, so I needed a Diglett counter.

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Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 76 SpD / 236 Spe
Adamant Nature
IVs: 9 HP
- Protect
- Aqua Jet
- Waterfall
- Crunch

This spot, and the next spot, are both spots that I have been experimenting with recently. I liked the idea of having a fast, hard-hitting water type to counter Diglett and other threats (although mainly Diglett, because he destroys the rest of my team barring a boosted Mienfoo). Protect allows it to get a free speed boost up, while also dodging high jump kicks, statuses, etc. Aqua Jet is my primary priority water attack, although I'm not too sure that I need it because of high speed + waterfall. Waterfall is a hard hitter, and Crunch gives me the dark type STAB. The 9 HP IV is a life orb number, so it loses 1/19 health for each attack. Carvahna acts as a secondary sweeper on this team, and also occasionally receives baton passes from Torchic.

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Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 196 SpD / 36 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Brick Break

Finally, Pawniard. Again, this is a spot that I am currently experimenting with, but so far I am really happy with Pawniard's performance. Knock Off is great for getting rid of Eviolites and leaving those bulky pokemon exposed. Sucker Punch is a great dark stab with priority. Iron Head is a good steel STAB, so it can wreck Fairies mainly, but also rocks. Brick Break rounds out the moveset well because it covers many types. My main problem with Pawniard is that its types conflict with Magnemite and with Carvahna, but so far I am happier with Pawniard than I am with Magnemite, and about as happy as with Carvahna.

This rounds out my team.

EDIT: I forgot to mention something. On my other computer, I'm currently trying out a variation of the team that is running Helioptile over Magnemite.
helioptile_sprite_by_br0de0-d66is0e.png

Helioptile @ Berry Juice
Ability: Dry Skin
Level: 5
EVs: 4 HP / 20 Def / 192 SpA / 96 SpD / 196 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Dark Pulse
- Hidden Power [Ground]

Heloptile's main purpose on this team is to act as a counter to water types, where my team has no other water counters. Thunderbolt is his main damage-dealing STAB move. Volt Switch is used mainly right after I switch into a water type, because Helioptile forces a switch. Hidden Power Ground gets rid of fire types who give Helioptile a hard time, and Dark Pulse rounds out the coverage.


Abra @ Focus Sash
Ability: Magic Guard
Level: 5
EVs: 240 SpA / 200 Spe
Timid Nature
- Psychic
- Protect
- Hidden Power [Fighting]
- Shadow Ball

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 236 Atk / 36 Def / 196 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Fake Out
- U-turn

Torchic @ Berry Juice
Ability: Speed Boost
Level: 5
EVs: 40 Def / 36 SpA / 196 SpD / 236 Spe
Timid Nature
- Baton Pass
- Protect
- Heat Wave
- Swords Dance

Magnemite @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 76 HP / 196 Def / 236 SpA
Bold Nature
- Thunderbolt
- Protect
- Toxic
- Flash Cannon

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 196 SpD / 36 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Brick Break

Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 76 SpD / 236 Spe
Adamant Nature
IVs: 9 HP
- Protect
- Aqua Jet
- Waterfall
- Crunch

My team vs Hyper Offense: http://replay.pokemonshowdown.com/lc-222203100
My team vs Balanced (4 OFF, 2 DEF) team: http://replay.pokemonshowdown.com/lc-222212150
Maybe more to come, depends on how lazy I am.
 
Last edited:
Hi there, NFLfan2539!

This is an interesting team you have here, but most sets can use some improvement, be it in the department of moves or EV spreads. I'll be suggesting ways to optimize these so that the team as a whole can perform better in the Little Cup metagame. :)


mienfoo.gif


Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 236 Atk / 36 Def / 196 SpD -> 236 Atk / 36 Def / 236 Spe
Adamant Nature -> Jolly Nature
- Drain Punch
- Knock Off
- Fake Out -> Taunt
- U-turn

I recommend these changes to Mienfoo. For a hyper offense team, it's ideal to want to have a means to shut down stall and especially hazard layers. 236 Speed EVs in tandem with Jolly nature assures that Mienfoo is able to use Taunt on Dwebble before it can set up hazards. The other three moves round out Mienfoo nicely and are pretty standard for fairly obvious reasons.

Bulk Up, Substitute, and Baton Pass can be used here as an extension of Torchic's purpose of providing teammates with boosts, and it's a much more reliable way to get boosts safely to Carvanha, but that's up to you.


torchic.gif


Torchic @ Berry Juice -> Eviolite
Ability: Speed Boost
Level: 5
EVs: 40 Def / 36 SpA / 196 SpD / 236 Spe -> 196 Def / 36 SpA / 36 SpD / 236 Spe
Timid Nature
- Baton Pass
- Protect
- Heat Wave -> Fire Blast
- Swords Dance

I recommend these changes to Torchic. Maximizing Defense while using Eviolite actually allows Torchic to take an Earthquake from Drilbur before passing if it has to, and the bulk of Eviolite is appreciated in general here because the team only has a few receivers. Using Fire Blast over Heat Wave gives Torchic more power while only sacrificing a slight bit of accuracy, a worthwhile trade-off. Torchic unfortunately does not get any physical Fire-type attacks to use with Swords Dance, outside of the weak Flame Charge.


abra.gif


Abra @ Focus Sash
Ability: Magic Guard
Level: 5
EVs: 240 SpA / 200 Spe
Timid Nature
- Psychic
- Protect -> Dazzling Gleam
- Hidden Power [Fighting]
- Shadow Ball -> Energy Ball

I recommend these changes to Abra's moveset. Fake Out is not common enough in the current metagame to warrant use of Protect, and it's not worth scouting with when Abra already outspeeds the vast majority of the metagame, so Dazzling Gleam's coverage alongside Abra's STAB is appreciated. Shadow Ball additionally doesn't hit very much in the metagame when the only Psychic-types you'll commonly find are opposing Abra and the occasional Slowpoke on Regen core teams, so Energy Ball is a better choice; not only does it hit Slowpoke even harder, but it also destroys Drilbur and OHKOes Water/Rock Shell Smashers such as Omanyte.

Life Orb can be used over Focus Sash here for the additional power, but you'd lose the security of being able to always survive a hit regardless of hazards. That's up to you and how comfortable you are with making predictions.


magnemite.gif
helioptile.gif
->
chinchou.gif


Chinchou @ Choice Scarf
Level: 5
Ability: Volt Absorb
EVs: 52 Def / 232 SpA / 224 Spe
Modest Nature
- Volt Switch
- Hydro Pump
- Hidden Power Ground
- Thunderbolt

Chinchou is a much better fit for this team than Magnemite, and it almost completely outclasses Helioptile as well. The ability to check Fletchling is retained with this change, and Choice Scarf allows Chinchou to revenge kill the likes of Archen and Drilbur as well.


pawniard.gif


Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 196 SpD / 36 Spe -> 156 Atk / 36 Def / 116 SpD / 196 Spe
Adamant Nature -> Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Brick Break -> Stealth Rock

I recommend these changes to Pawniard. Every good hyper offense team needs Stealth Rock to break Sturdy and Focus Sash and to aid in getting KOs in general, which is far more valuable than the coverage provided by a sub-par move in Brick Break. Jolly Nature and 196 Speed EVs also allows Pawniard to hit 16 Speed (Pawniard generally would like to be as fast as possible), and switching from Adamant doesn't cause Pawniard to miss out on any notable 2HKOs, so nothing is really lost there.


This concludes my rate. I wish you luck and success with your team! :)
 
Hello,

While making Bri's changes will improve your team greatly, I would like to suggest some alternative options. However, the changes to Abra and Pawniard I do agree with entirely.

The first of these is SD Pass Mienfoo over your current Mienfoo. As to why I would suggest this is that SD Pass Mienfoo working in tandem with Carvanha punishes the metagame severally. Very few teams can adequately deal with such a force, and ones that can generally lose to well played Heavy Offense. Mienfoo works better than Torchic when it comes passing to Carvanha due to its ability to not force Carvanha to take a hit (that's why it has 29 Speed IVs), and Carvanha is able to generate its own speed.
Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 156 HP / 116 Def / 196 SpD
Impish Nature
IVs: 29 Spe
- Knock Off
- Baton Pass
- Drain Punch
- Swords Dance

If you make this change with Mienfoo, your electric types should be changed to Itemless Archen and Scarf Chinchou. Bri's Chinchou above is perfect. Itemless Archen is invaluable to supporting your Carvanha due to its nature of luring in both Croagunk and Timburr. Itemless Archen is a good safe switch in to these and maintains the ability to smash Fighters, Fletchling, and pressures Grass types greatly. Archen can also shatter most stall builds easily, granted they are rare, at +2 from Foo.
Archen
Ability: Defeatist
Level: 5
EVs: 76 HP / 20 Atk / 156 Def / 196 Spe
Jolly Nature
- Roost
- Earthquake
- Acrobatics
- Knock Off

Since SD Pass Mienfoo would take over Torchic's niche, I would suggest Cottonee over Torchic. Cottonee is a generally good switch into other Chinchou's if you fear being trapped by Diglett while checking opposing Fighting types. Cottonee also prevents setup versus you and aids in providing set up turns for you. Even more Knock Off support is added allowing your team to begin to tear the other team apart with far more ease, but Giga Drain can be used to utterly shut down Shell Smash. Fast Cottonee outspeeds all fletchling, thus letting it Memento on it in a pinch.
Cottonee @ Eviolite
Ability: Prankster
Level: 5
EVs: 116 HP / 116 Def / 36 SpD / 228 Spe
Timid Nature
- Knock Off / Giga Drain
- Dazzling Gleam
- Memento
- Encore

Lastly, I'm going to recommend this Carvanha spread due to how poorly people will handle it and protect lacking great utility when playing better players due to your lack of speed being only an issue for a single turn and Fake Out being rare at best.
Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Adamant Nature
IVs: 0 HP
- Aqua Jet
- Waterfall
- Crunch
- Zen Headbutt

I'm including this due to how radical my previous suggestions may be, and you may not feel that your team is still your team after them:
However, you if chose to no use SD Pass with Mienfoo and rather continue to use Torchic, then I suggest Timburr over Mienfoo. This is due to Taunt not being needed for your team really, and the added bulk and priority Timburr has. The lack of momentum grabbing is a slight issue, but if you run Torchic Pass with Bri's changes, you will enjoy the added priority. Bulk Up can also be used to make your attack stupidly high while making Fletch a non issue, but Poison Jab has the ability to 2HKO Spritzee with a SD boost.
Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 116 Atk / 156 Def / 236 SpD
Careful Nature
- Knock Off
- Drain Punch
- Mach Punch
- Bulk Up / Poison Jab

Cheers!
 
Right now I'm testing out the team with Goddess Briyella's suggestions at the moment. Fiend Hound, your suggestions look good and I'll probably try them afterwards, but first a few thoughts on the current variation (Briyella's changes) after just a few games:

  1. EV Spreads: The EV spread changes are all really good, the extra speeds on Mienfoo and Pawniard are really helping a lot. Neither really had a noticeable drop in attack or defense. Torchic's defense change was pretty good. It can't survive a Drilbur Earthquake, but it has survived an earthquake from Hippopotas (72 base attack) so far and Diglett only has a base attack of 55, so I'm really optimistic about this change. Overall, the EV spreads have been a big plus.
  2. Mienfoo Changes: Adamant -> Jolly; Fake Out -> Taunt. So far, the Jolly nature really boosts Mienfoo's speed to competent levels, and again, his attacks haven't really suffered. However, the taunt change has not been favorable so far. I have yet to find a place where I would be able to use it. Please note though that this is only through about 5 games of experience, so it still could come in handy. The Mienfoo changes in general have been pretty good.
  3. Torchic changes: Berry Juice -> Eviolite; Heat Wave -> Fire Blast. The item change has definitely helped Torchic tank more hits. I'm liking eviolite over berry juice so far. Heat Wave to Fire Blast also hasn't posed an issue. These changes have improved Torchic.
  4. Chinchou: Where Magnemite and Helioptile felt lackluster, Chinchou feels good. It definitely does an amazing job filling its role as a water counter and it acts as a good offensive electric type. I'm very satisfied with this change.
  5. Pawniard Changes: Adamant -> Jolly; Brick Break -> Stealth Rock. Adamant to Jolly was a great change, Pawniard feels like he has the speed he really needs. The Brick Break/Stealth Rock change I admittedly haven't gotten to test much. So far the changes have been good.
Thank you so much for suggesting the changes! All of them have worked out well! I'm going to try out the team for another day or two, then I'm going to switch to Fiend Hound's suggestions, because they seem intriguing as well.
 
Brogunk (Croagunk) (M) @ Choice Scarf
Ability: Poison Touch
Level: 5
Shiny: Yes
EVs: 188 Atk / 124 SpD / 196 Spe
Jolly Nature
- Poison Jab
- Fake Out
- Bullet Punch
- Me First


SWAGNEMITE (Magnemite) @ Berry Juice
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Magic Coat
- Protect
- Toxic
- Recycle

Cuz Wynaut? (Wynaut) (F) @ Focus Sash
Ability: Shadow Tag
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Counter
- Destiny Bond
- Encore
- Mirror Coat

BIGdoof (Bidoof) (M) @ Focus Sash
Ability: Unaware
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Retaliate
- Return
- Quick Attack
- Rollout

Ferrel's Weed (Ferroseed) (M) @ Rocky Helmet
Ability: Iron Barbs
Level: 5
Shiny: Yes
EVs: 4 HP / 188 Def / 228 SpD
Bold Nature
- Curse
- Substitute
- Protect
- Leech Seed

Chingling (F) @ Eviolite
Ability: Levitate
Level: 5
Shiny: Yes
EVs: 76 Def / 236 SpA / 196 SpD
Modest Nature
- Cosmic Power
- Stored Power
- Charge Beam
- Rest


Hey Guys!
I made this LC team with other fake-outers, and baton pass users in mind, so I would like to know if you guys could help me out a bit.
I just want to know if I should make changes, or keep it the way it is, although I would not like to change my Croagunk as the team is somewhat built around him! Thank you!
 
MegaTorterra you should make your own thread if you want someone to look at your team, as right now you would be highjacking NFLfan2539's thread. That being said, you should also include 3 lines of description for every pokemon and maybe look here so you can help yourself before we help you.

Sorry to mini mod, actual mods.
 
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