Hi all,
I'm attending a local PGL Little Cup tournament in the next few weeks, and I need some help making sure my team is completely up to scratch. I have chosen a team that looks good, but I need to make sure i'm running the best of what I can have. Please take a look and lemme know what you think!
Sneasel @ Life Orb
Ability: Inner Focus
Level: 5
EVs: 4 HP / 236 Atk / 32 SpD / 236 Spe
Jolly Nature
- Fake Out
- Knock Off
- Ice Punch
- Brick Break
I chose Sneasel as the base for the team as it's one of my favourites and is legal in this format. Its high speed and attack provide a potent physical force for the team. I wasn't sure on the ability, but I thought it was better to go with Fake Out to hit back with Brick Break against other Sneasels who go for it. Knock off and Ice Punch cover the STABS, and Brick Break is for coverage against steel types.
Krabby @ Choice Scarf
Ability: Sheer Force
Level: 5
EVs: 236 Atk / 76 SpD / 196 Spe
Adamant Nature
- Rock Slide
- Crabhammer
- Superpower
- X-Scissor
I have heard many good things about Krabby, so I thought I would give him a go. Krabby makes a fairly decent physical attacker who can switch into the Fire Attacks Sneasel can't take. The Choice Scarf helps mitigate his otherwise middling speed and let's Krabby focus on doing what he does best (hitting things really hard). Sheer Force seemed like the better of the abilities, but I could change that if needs be. Rock slide tackles flying and bug types, Superpower covers Steel/Dark types and X-Scissor because I didn't know what else to put there. It'll get me a super effective move against psychic types though!
Magnemite @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 36 Def / 236 SpA / 236 SpD
Modest Nature
- Flash Cannon
- Thunderbolt
- Signal Beam
- Volt Switch
Magnemite has been chosen to provide Electric and Steel coverage, as well as balance out the ratio of special to physical attackers.
Since I have been informed that Berry Juice is legal, I thought i'd give this annoying Magnemite set a go. Magnemite's HP sits at 19 without any investment, so I plopped the EVs into defenses instead to give Magnemite extra longevity. Sturdy means Magnemite can take a hit, get fully healed by Berry Juice, and then take another hit before it goes down. In the mean time, he's either netted a KO or he's jumping back to the bag using Volt Switch. Since Magnemite can live so long, it might be better to take off Thunderbolt/ Volt Switch and put Thunder Wave on instead. I'm still debating this.
Snivy @ Light Clay
Ability: Contrary
Level: 5
EVs: 76 HP / 156 Def / 252 Spe
Timid Nature
- Light Screen
- Reflect
- Hidden Power [Ice]
- Leaf Storm
Snivy's purpose is to provide support via screens to help mitigate damage. Once the appropriate screen is down, Snivy can boost itself using Leaf Storms. Hidden power Ice helps fight back against those Pesky Flying types (especially Fletchling who 4x resists grass moves). Speed is maximised to ensure it can get those screens down. 3 on 3 games last nowhere as long as regular 6v6 games, so Light Clay allows the screens to stay down for most, if not the entire battle.
Growlithe @ White Herb
Ability: Intimidate
Level: 5
EVs: 236 HP / 156 Def / 116 SpD
Impish Nature
- Will-O-Wisp
- Overheat
- Morning Sun
- Wild Charge
Growlithe provides much needed Fire Coverage and utility through burns. The intimidate + burn combo allows me to prevent having problems with Sneasel, Scyther and Slurpuff, who all run physical sets most of the time. It's also handy to stall out other mons using Morning Sun. Wild Charge stops Growlithe being dead weight against water types, and Overheat means he can circumvent attack drops. White Herb allows Growlithe to avoid stat drops and recover himself after an overheat.
Slurpuff @ Oran Berry
Ability: Unburden
Level: 5
EVs: 196 Atk / 132 SpD / 180 Spe
Adamant Nature
- Belly Drum
- Play Rough
- Substitute
- Drain Punch
Slurpuff provides Fairy coverage and a switch in to fighting types such a Timburr, something this team didn't have until now. The function of the set is quite simple. Set up Belly Drum and/or Subs, and sweep once Unburden activates. The Oran Berry allows Slurpuff to claw back some of that HP loss sustained from Subs and Belly Drum.
Thanks in advance!
I'm attending a local PGL Little Cup tournament in the next few weeks, and I need some help making sure my team is completely up to scratch. I have chosen a team that looks good, but I need to make sure i'm running the best of what I can have. Please take a look and lemme know what you think!
Sneasel @ Life Orb
Ability: Inner Focus
Level: 5
EVs: 4 HP / 236 Atk / 32 SpD / 236 Spe
Jolly Nature
- Fake Out
- Knock Off
- Ice Punch
- Brick Break
I chose Sneasel as the base for the team as it's one of my favourites and is legal in this format. Its high speed and attack provide a potent physical force for the team. I wasn't sure on the ability, but I thought it was better to go with Fake Out to hit back with Brick Break against other Sneasels who go for it. Knock off and Ice Punch cover the STABS, and Brick Break is for coverage against steel types.
Krabby @ Choice Scarf
Ability: Sheer Force
Level: 5
EVs: 236 Atk / 76 SpD / 196 Spe
Adamant Nature
- Rock Slide
- Crabhammer
- Superpower
- X-Scissor
I have heard many good things about Krabby, so I thought I would give him a go. Krabby makes a fairly decent physical attacker who can switch into the Fire Attacks Sneasel can't take. The Choice Scarf helps mitigate his otherwise middling speed and let's Krabby focus on doing what he does best (hitting things really hard). Sheer Force seemed like the better of the abilities, but I could change that if needs be. Rock slide tackles flying and bug types, Superpower covers Steel/Dark types and X-Scissor because I didn't know what else to put there. It'll get me a super effective move against psychic types though!
Magnemite @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 36 Def / 236 SpA / 236 SpD
Modest Nature
- Flash Cannon
- Thunderbolt
- Signal Beam
- Volt Switch
Magnemite has been chosen to provide Electric and Steel coverage, as well as balance out the ratio of special to physical attackers.
Since I have been informed that Berry Juice is legal, I thought i'd give this annoying Magnemite set a go. Magnemite's HP sits at 19 without any investment, so I plopped the EVs into defenses instead to give Magnemite extra longevity. Sturdy means Magnemite can take a hit, get fully healed by Berry Juice, and then take another hit before it goes down. In the mean time, he's either netted a KO or he's jumping back to the bag using Volt Switch. Since Magnemite can live so long, it might be better to take off Thunderbolt/ Volt Switch and put Thunder Wave on instead. I'm still debating this.
Snivy @ Light Clay
Ability: Contrary
Level: 5
EVs: 76 HP / 156 Def / 252 Spe
Timid Nature
- Light Screen
- Reflect
- Hidden Power [Ice]
- Leaf Storm
Snivy's purpose is to provide support via screens to help mitigate damage. Once the appropriate screen is down, Snivy can boost itself using Leaf Storms. Hidden power Ice helps fight back against those Pesky Flying types (especially Fletchling who 4x resists grass moves). Speed is maximised to ensure it can get those screens down. 3 on 3 games last nowhere as long as regular 6v6 games, so Light Clay allows the screens to stay down for most, if not the entire battle.
Growlithe @ White Herb
Ability: Intimidate
Level: 5
EVs: 236 HP / 156 Def / 116 SpD
Impish Nature
- Will-O-Wisp
- Overheat
- Morning Sun
- Wild Charge
Growlithe provides much needed Fire Coverage and utility through burns. The intimidate + burn combo allows me to prevent having problems with Sneasel, Scyther and Slurpuff, who all run physical sets most of the time. It's also handy to stall out other mons using Morning Sun. Wild Charge stops Growlithe being dead weight against water types, and Overheat means he can circumvent attack drops. White Herb allows Growlithe to avoid stat drops and recover himself after an overheat.
Slurpuff @ Oran Berry
Ability: Unburden
Level: 5
EVs: 196 Atk / 132 SpD / 180 Spe
Adamant Nature
- Belly Drum
- Play Rough
- Substitute
- Drain Punch
Slurpuff provides Fairy coverage and a switch in to fighting types such a Timburr, something this team didn't have until now. The function of the set is quite simple. Set up Belly Drum and/or Subs, and sweep once Unburden activates. The Oran Berry allows Slurpuff to claw back some of that HP loss sustained from Subs and Belly Drum.
Thanks in advance!
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