ORAS LC Rate My Children

UPDATE:
I took the suggestions made by Fiend, and my team is definitely working better together. I still face a few problems, particularly normal types like Porygon and Aipom. I find myself struggling a lot with paralysis. I also have a little trouble from Gastly since most people don't bring out their Gastlies on me until late game when all I have left is Bunnelby or Vulpix.
abra.gif

Abra @ Focus Sash
Ability: Magic Guard
Level: 5
EVs: 240 SpA / 200 Spe
Timid Nature
- Psychic
- Dazzling Gleam
- Hidden Power [Fighting]
- Protect
I chose Abra simply for its great speed and sp atk. Abra's function has changed slightly, as I bring it in almost immediately after I set Stealth Rocks up. I can normally take out two pokemon before it faints. However, if there's a pawniard on the team, I wait until I can get Abra against it to kill with HP Fighting. Although my biggest issue right now is Normal types, I can never quite kill them with HP Fighting, and because of its fragility, get taken out instead.
bunnelby.gif

Bunnelby @ Choice Scarf
Ability: Huge Power
Level: 5
EVs: 52 HP / 228 Atk / 220 Spe
Jolly Nature
- Return
- Earthquake
- Rock Slide
- Quick Attack
I chose Bunnelby for its Huge Power ability, and because I didn't really have any physical attackers on my team. Since I've edited the team, Bunnelby has been doing better than it was doing before. I bring Bunnelby in once I've gotten rid of stallers and fighting types, but I find trouble when there's a Gastly on the team. Most of the time, Bunnelby is one of the last (and sometimes THE last) pokemon I have on my team, and the only thing I can touch ghost types with is U-Turn. The other issue I have with it is when I'm paralyzed, which is mostly done to me by Munchlax or Porygon.
434F.gif

Stunky @ Eviolite
Ability: Aftermath
Level: 5
EVs: 12 HP / 92 Atk / 64 Def / 108 SpD / 4 Spe
Brave Nature
- Pursuit
- Sucker Punch
- Haze
- Sludge Bomb
I used Stunky as a replacement for Frillish, and so far it's working out ok. I mostly use it to punish people who like to set up before they attack. Ghost types, which I have trouble with, never decide to stay in or hit when I try to use Stunky against them. I never really find the right opportunity to bring it in, but when I do figure out the right moment I can take out a few things with Sucker Punch. I still need to improve this.
archen.gif

Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 156 Def / 76 SpD / 196 Spe
Jolly Nature
- Stealth Rock
- Rock Slide
- Acrobatics
- Earthquake
Archen was chosen mainly for Stealth Rock and its resistant to Fire and Fighting attacks. I lead with Archen most battles and immediately throw out Stealth Rock. I occasionally face issues with Water leads, but other than that I can get Stealth Rock up without an issue and maybe dish out some damage. Archen has served me really well since a lot of people start with Fighting types like Machop and Mienfoo. It also helps a ton with Flying types, which is what I previously had the biggest issue with. The only move I rarely use is Earthquake, but it does help against Onix leads.
vulpix.gif

Vulpix @ Life Orb
Ability: Drought
Level: 5
EVs: 52 HP / 196 SpA / 240 SpD
Modest Nature
- Fire Blast
- Energy Ball
- Hidden Power [Rock]
- Will-O-Wisp
I chose Vulpix for drought and to sweep. Now that I've fixed the problems I had with Vulpix, it's done much better than it did before. It does really well as a sweeper and only falters when it misses. Even resisted hits do a number on enemies. The only issue is I don't really get to use it until it's one of the last pokemon left, and if the opponent is left with a water type, it crushes me. I don't find much trouble with Ground or Rock types since I normally get them out of the way pretty early on. Energy Ball definitely helps, but Vulpix is a little fragile so if a water type is faster than it, things get tricky.
snivy.gif

Snivy @ Eviolite
Ability: Contrary
Level: 5
EVs: 240 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Knock Off
- Synthesis
- Hidden Power [Flying]
I chose Snivy for its contrary ability and to take on Ground and Rock types. Like Vulpix, even resisted hits are detrimental to foes. Also like Vulpix, the biggest issue I have with it is when Leaf Storm misses. Because of how much better the team works together now, I find more opportunities to sweep with Snivy. It also has decent enough bulk that it's rarely taken out in one shot. The only issue other than misses I have with Snivy is when its paralyzed.
 
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I'm a little short on time, so I'll keep this fairly brief:

With the directs your team seems to want to be taking, it would really appreciate several fairly small changes. First off, give your Snivy a Timid Nature as currently Snivy is natureless. This allows for Snivy to outspeed Pawniard instead of speed tie while also allows for Snivy to tentatively stay in and speed tie Archens.
snivy.png
Snivy @ Eviolite
Ability: Contrary
Level: 5
EVs: 240 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Knock Off
- Synthesis
- Hidden Power [Flying]
The next change I suggest is Stunky over Frillish, as Frillish is a poor special wall due to being weak to most Special Attacker's STAB options and compounds your weakness to Pawniard. Your team does not need a spinblocker either, making Frillish expendable. Stunky pursuit traps both Gaslty and Abra while also helping to weaken Pawniard and Ferroseed. Aftermath also provides chip damage on most physical attackers (such as Fletchling), making Stunky also help deal with Fairy-types, all notably blockades to a Snivy sweep. Sucker Punch and Defog are mostly interchangeable, one betters your ability to deal with Shellder and Tirtouga while the other gives you the edge over hazard stack and a second option against Sticky Web.
stunky.png
Stunky @ Eviolite
Ability: Aftermath
Level: 5
EVs: 12 HP / 92 Atk / 64 Def / 108 SpA / 188 SpD / 4 Spe
Brave Nature
- Pursuit
- Sucker Punch
- Fire Blast
- Sludge Bomb
Archen over Ferroseed helps maintain Stealth Rock for your team while completely stopping Fletchling which you noted was problematic for your team. Earthquake on Archen helps to lure Pawniard as well, potentially removing Pawniard from the game. This also provides your team with a Fire resist to replace Frillish and backs up the bulky aspect of your team with fair power.
archen.png
Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 156 Def / 76 SpD / 196 Spe
Jolly Nature
- Stealth Rock
- Rock Slide
- Acrobatics
- Earthquake
With Fletchling now dealt with, you can afford to run U-turn on Bunnelby over Rock Slide. This gives Bunnelby the ability to lure in and remove Gastly and Pumpkaboo with Stunky's support. Bunnelby also enjoys Adamant over Jolly on your team due to the noticeable power increase, securing an 2HKO on Archen disregarding Berry Juice and on Porygon.
bunnelby.png
Bunnelby @ Choice Scarf
Ability: Huge Power
Level: 5
EVs: 52 HP / 228 Atk / 220 Spe
Adamant Nature
- Return
- Earthquake
- U-turn
- Quick Attack
Lastly, both Confuse Ray and HP Bug are unviable in LC and Dark Pulse fails to provide meaningful coverage for Vulpix. Additionally, my previous suggestion create a team which mechanically tears apart most offensive teams but also one that struggles against bulkier teams. Life Orb Vulpix over your current set mends the issue; Life Orb Vulpix with Will-O-Wisp has no switch ins and forces many slower teams into unfavorable positions by virtue of its sheer strength.
vulpix.png
Vulpix @ Life Orb
Ability: Drought
Level: 5
EVs: 40 Def / 196 SpA / 240 Spe
Timid Nature
IVs: 21 HP
- Fire Blast
- Energy Ball
- Hidden Power [Rock]
- Will-O-Wisp

Hope you stick around in LC; Cheers!
 
took fiend's suggestions but still having a bit of trouble
if any further advice can be provided that'd be nice c:
 
I got you bruh

First off, you have a massive weakness to Fletchling. Your only check is Archen, which just so happens to be your best Fighting-type check as well (Abra is simply too squishy to ever switch in and can't really threaten teams that well without a Life Orb). This means that Fletchling can often just tear you apart, and there's honestly nothing you can do. Your team lacks the offensive pressure and utilizes Pokemon that take away momentum, such as Scarf Bunnelby and Stunky, that mean you simply do not have the pressure to keep Fletchling off the field. You also have no way to get rid of hazards, something that can really mess you up with things like Vulpix and Snivy not wanting to take any damage from hazards. Lastly, even though you DO have Fletchling and Abra, things like Timburr and Mienfoo simply destroy you. Scarf Mienfoo just HJK spams until it wins, Timburr can easily take on Snivy, Vulpix, and Stunky, and threaten Abra and Archen on the switchin with Knock Off. It also forces Bunnelby out.

The first thing you can do is get rid of Bunnelby. Just get rid of it. It doesn't really do you much good to have a revenge killer like that since you already have a Snivy and an Abra. Replacing it with Staryu should alleviate some pressure, since you can Scald and Psychic Fighting-types and Fletchling (or Ice Beam if you so chose) while also providing you with a means to get rid of hazards. Coincidentally, it also gives you a nice FWG core, maintaining defensive synergy. You don't lose any Speed or power either, since Staryu hits 19 Speed and is actually surprisingly powerful. However, you still need to be wary of Mienfoo's HJK, as well as Knock Offs, but this should take away from any momentum you might lose.

You also need another switchin to Fletchling. I think that Abra is the best thing to replace here, since you do run both Snivy and LO Vulpix, both of which are strong cleaners and revenge killers. I think that swapping it out with a Thunderbolt Spritzee would be nice. Spritzee helps to beat Fighting-types, helps pass wishes to your team that might need it, such as Snivy or Staryu, and can check Fletchling fairly easily. The only issue with this is that Pawniard is now a bit more difficult to beat, but you were already a bit risky using Sashbra as your check to it. I feel like maintaining good pressure should keep it off the field, just don't switch Spritzee into a Knock Off.

Lastly, I feel like Glare should be used over Knock Off on Snivy. Glare can be useful on Evio Snivy as a means to get free turns thru paralysis, and can make or break matches. It also helps check things like Pawniard well, since you can Glare it on the switchin and basically render it useless. Knock Off doesn't really do too much, only knocking off things like Cottonee or Vullaby Eviolites, which I don't think your team struggles with either.

I hope that this advice helped you out man! A small list of the changes is in the tl;dr below

tl;dr

Bunelbby-->Staryu (Bulky Staryu set)
Abra -->Thunderbolt Spritzee
Snivy Knock Off--> Glare
 
Mhm given Fiend changes and your update that said you have trouble against Porygon, your clear weakness to Scarf Mienfoo, which, when used right, Sash Abra won't ever be enough to deal with it; as such, we could replace it (Abra) to Calm Mind Spritzee
Spritzee @ Eviolite
Level: 5
Ability: Aroma Veil
EVs: 212 HP / 196 Def / 12 SpA / 76 SpD / 12 Spe
Bold Nature
- Wish
- Protect
- Calm Mind
- Moonblast
It should be noted that Moonblast easily 2HKOes Fletchling so Spritzee can act as a soft-check to the bird, making Archen's burden to check both Fighting-types and Flying-types much more easier. As TCR said, passing wishes may be very important to your team, including Archen and Vulpix, which may get worned down very easily, specially the former. Notably, this change gives your team a secondary win-con that may be used more actively than Snivy or Bunnelby, and also breaks through Porygon. I also agree on TCR's suggestion on Staryu, here is imo, the set that should be used:
Staryu @ Eviolite
Level: 5
Ability: Natural Cure
EVs: 36 HP / 200 SpA / 240 Spe
Timid Nature
- Rapid Spin
- Scald
- Psychic
- Recover
Note an offensive set is needed due to swaping out bunnelby for this, so we still keep the offensive momentum this team may have. Good job on the team!
 
Hi Sarai! You made a nice team but I think I could help you make it better with some little changes.

I think Max's rate might work and you can go for it if you feel like it, but I think Abra and Bunnelby have a great offensive synergy you should keep. My suggestion for this team is using Knock Off > Protect on Abra. As you said, you have a bad time facing bulky normal types such as Porygon. With Knock Off you can cripple porygon and some other defensive mons such as Spritzee in the switch in, which will allow you to 2HKO them with Psychic the next time they switch in. Another reason is that Bunnelby is one of those mons who love Knock Off support, so Abra doesn't just support himself, but the rest of the team. You might be knocking off hypothetical incoming scarf users as well expecting a Psychic, such as Magnemite or Pursuit Pawniard, and also BJ Sturdy Magnemite. You don't need to change your spread or your nature since koff isn't supposed to be going to deal a lot of damage. Protect is the move you should drop out since fake out mienfoo isn't common anymore and scouting is nice but that's all.

I hope I helped :)
 
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