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

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).

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.

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.

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.

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.

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 @ 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
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.
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.
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