SV LC PINECO OFFENSE - A unique take on HO

Hacker

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LC & Draft Leader
good morning. i've been waiting for a while for an oppurtunity to do an RMT and with LC Open finally being over I think now is a better time than ever to do one, and i don't really think theres a better team to do an rmt on compared to this one sooo. but hey, lets get to the point. i think that the most important thing regarding a game like pokemon is that you gotta make sure you are having fun above all else, and i really don't see the fun in loading the same boring ass structures game after game when you have the potential to branch out and try new things which this team was a result of me doing. this leads me to the team itself but i think to truly understand the team you have to look at meta trends first

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so the first thing that ull notice on all of these teams that people got comfy dropping fight resists in a metagame where mienfoo is the best mon thinking vull is a good enough check. they were wrong. second thing, this doesnt actually show on preview but people are also comfy with dropping defog on their vullaby to fit options like u turn, groundblast, endure, etc. so with that in mind you will notice that people also dont pack removal, so the next question in my mind is how do you take advantage of that and the conclusion i came to was

:pineco:
Pineco @ Eviolite
Ability: Sturdy
Level: 5
Tera Type: Ground
EVs: 36 HP / 196 Def / 236 SpD
Impish Nature
- Stealth Rock
- Spikes
- Rapid Spin
- Explosion

so like the first thing you might ask me is why use pineco as a dedicated hazard lead over something like glimmet, and my best answer to that is compared to glimmet, pineco has a lot more versatility in game just because bug has a few nice resistances, and it matches up positively into hisuian voltorb and mienfoo which otherwise may give glimmet a headache at lead. using stealth rock and spikes is self explanatory when you are using a hazard lead. rapid spin is to match up well and have the option to remove vs hazard setters like mudbray to give support for guys in the back of this team. explosion is here just to be a nice funny strong offensive attack. the last two moves are pretty much up to what exactly you wanna do. giga drain, drill run, lunge, rock blast etc are all viable options depending on what you want to do and what you want to cover. the defense evs let pineco live 3 heavy slams from mudbray, while the spdef leads you avoid getting 2hkoed by holtorbs thunderbolt.

:chinchou:
Chinchou @ Eviolite
Ability: Volt Absorb
Level: 5
Tera Type: Flying
EVs: 212 Def / 148 SpA / 148 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Thunderbolt
- Ice Beam
- Volt Switch

theres one main problem with pineco and that problem is that its not very good at actually getting out of the field. explosion can help with that a little bit but if your opponent does something like lead vullaby, explosion isnt really a good option because you would just be giving it a speed boost. alongside that, if you run into something like glimmet or hisuian growlithe at lead, with my pineco set you can't really do a whole lot about them. then to solve this problem i decided to put chinchou on the team. chinchou is normally a pretty terrible choice for bulky offense or balance type structures because it just doesn't do a lot of damage, but with me basically dedicating this to being a more offensive team because of dedicating to something like pineco i think chinchou does the job just fine here. the chinchou is 14 defense to better switch into vullaby and live 2 knocks after rocks, while the spdef lets you pivot into glimmet. 14 special attack lets you KO vullaby after rocks with thunderbolt. the offensive stabs are self explanatory, scald is to hit guys like glimmet hard alongside being one of the most broken moves in the game, thunderbolt lets you hit vullaby and mareanie without being forced to switch out with volt switch. ice beam lets you hit foongus and toedscool really hard. volt switch is the primarily reason why chinchou is even here to begin with. you come in on whatever is used to kill pineco at lead, and then get a slow volt switch out on whatever they used to lead well into pineco as chinchou synergizes near perfectly with pineco because of its defensive profile.

:mienfoo:
Mienfoo @ Choice Band
Ability: Reckless
Level: 5
Tera Type: Steel
EVs: 236 Atk / 36 Def / 236 Spe
Jolly Nature
- High Jump Kick
- Close Combat
- Knock Off
- U-turn

oh look its mienfoo. next pokemon. but WAIT it has a CHOICE BAND. and theres more... it has RECKLESS. okay trolling aside mienfoo is here because 17 speed is really good, and even if they do pack a fight resist for mienfoo like mareanie, etc they still get 2hkoed by foo after hazards and people will typically swap into their fight resist anyways. and if they dont have one, well they are picking one anyways
236 Atk Choice Band Reckless Mienfoo High Jump Kick vs. 116 HP / 180+ Def Eviolite Mareanie: 9-12 (39.1 - 52.1%) -- 54.3% chance to 2HKO after Stealth Rock
236 Atk Choice Band Reckless Mienfoo High Jump Kick vs. 124 HP / 156+ Def Eviolite Foongus: 11-13 (44 - 52%) -- guaranteed 2HKO after Stealth Rock
236 Atk Choice Band Reckless Mienfoo High Jump Kick vs. 0 HP / 76 Def Eviolite Vullaby: 21-25 (91.3 - 108.6%) -- 37.5% chance to OHKO
as you can see here with hazards up all of the fighting answers people use in the meta all get 2hkoed by foo after rocks. hjk reckless hit hard, cc also hit hard but doesnt risk missing. knock off is incase you need to remove an item but in all honesty is pretty replacable with whatever you want. u turn is there if something is in range of it and you don't want your mienfoo to be in. tera steel is for gothita trying to trap you

:timburr:
Timburr @ Eviolite
Ability: Iron Fist
Level: 5
Tera Type: Steel
EVs: 36 Atk / 236 Def / 236 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Ice Punch / Thunder Punch
- Mach Punch

nobody really uses this thing because there usually is no reason to with mienfoo being around UNLESS you are building jank structures, which this team does fit the description of. timburrs bulk is very respectable and can KIND OF function as another defensive piece here alongside chinchou but the nice thing about timburr is that with iron fist it hits pretty hard while also offering priority which is a must have for basicially any lc team this gen. drain punch does great damage while healing, knock off is to remove annoying eviolites from other mons to open up other threats if needed. you can use either ice punch or thunder punch depending on what you want to cover more. ice punch hits foongus hard and OHKOS toedscool, while thunder punch does great into mareanie. mach punch is here because there really is no reason to use timburr unless you are gonna put mach on it lol alongside its other good traits. tera steel is for mons like gothita, vullaby, etc basically turning its matchup with them the other way around

:torchic:
Torchic @ Life Orb
Ability: Speed Boost
Level: 5
Tera Type: Ground
EVs: 36 Def / 196 SpA / 36 SpD / 236 Spe
Modest Nature
IVs: 9 HP / 0 Atk
- Fire Blast
- Tera Blast
- Protect
- Substitute

torchic is a mon thats rose in popularity a pretty good amount in recent time and for a pretty good reason. this thing hits deceptively hard and i didn't even realize how hard it hits until i decided to give it a try myself. the main thing about torchic here is that so far i don't have a scarfer, and torchic isnt exactly that, but it does give me a form of speed control because of its ability alongside protect and substitute. fire blast hits REALLY hard, and groundblast hits everything really hard that doesn't want to tank a fire blast. protect is for speed boosting alongside avoiding mienfoos fake out. and substitute is also for speed boosting but allows you to get around priority such as sucker punch stunky

:stunky:
Stunky @ Life Orb
Ability: Aftermath
Level: 5
Tera Type: Ground
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Knock Off
- Gunk Shot
- Sucker Punch
- Explosion

and now the final member of the team... stunky. a mon that grew on me a lot during open was stunky as i began putting it on more and more teams because the offensive pressure it applies is very strong, and having a grounded poison in a glimmet meta is invaluable as otherwise the rest of your team will just die to toxic spikes. knock off removes eviolites and hits really hard with life orb, gunk shot is there bc stab and it also hits hard (dont miss), sucker punch is for strong priority. now you might question why would you use the last moveslot on stunky, explosion. and my best answer to that is holy hell it hits hard and it is surprisingly useful when trading into other mons like stunky or vullaby coupled with skunks power. tera ground is to avoid getting hit by holtorbs electric moves.

... and thats the team. but lets see what its weak to and some replays of it in tournaments
:voltorb-hisui: hisutorb in general is really annoying for 99% of teams (ban it) but the main thing thats really annoying about it here is if it opts to run protect. clicking hjk into holtorb protecting is a bottom 5 feeling of all time and shifts the momentum right back in your opponents favor.
:mareanie: if you opt for ice punch over thunder punch on timburr, this thing can be really annoying if they don't try to answer mienfoo with it. usually you will have to just use groundblast to kill it or boom with stunky on it.
:mudbray: :toedscool: :diglett-alola: ground types can be annoying in the lead sequence if they get the turns right vs you. be aware before brainlessly clicking volt switch with chinchou. you have the offensive tools to deal with all of these mons if you position yourself correctly though.

and thats it for immediate weaknesses or struggles ive had when playing with it. heres some replays of people using it below

and thats it. heres the importable. shoutouts when my slam run ends
:pineco: :chinchou: :mienfoo: :timburr: :torchic: :stunky:
Drifting heres a team for you to rate.
 

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