





I don't have proof that I peaked at 1603 (I thought I'd keep going before I took a picture), but here's the 1597 shot:

Yeah, I know the score isn't actually too impressive because I haven't battled as much as others, but I'm a lazy bastard lol.
Anywho, the team:

Ability: Defeatist
Level: 5
EVs: 76 HP / 180 Atk / 196 Spd
Jolly Nature
- Defog
- Acrobatics
- Rock Tomb
- Earthquake
Given the dominance of the FletchDig core in this meta, Archen has pretty much become a staple for most teams. Offensively, it hits like a truck off of a 20 Attack stat, and outspeeds a good portion of this slower meta, with 17 Speed. We all know just how great Archen is, but for those of you that somehow don't, let me tell you: it's one of the best hazard removers in the game. As its typing allows it to come in on a variety of threats and force switches, Defog on Archen is almost a no-brainer for removing those pesky hazards (especially since Stealth Rock is a little annoying to this team).
Now, you'll have realized that this set isn't exactly conventional. I've opted for a offensive spread over the now standard defensive one, and I've chosen Rock Tomb over the much more common Rock Slide. This has been a recent change, but I found TombChen to be far more awesome than the standard set. Rock Tomb at first looks a little outclassed by the more powerful Rock Slide, but we hardly consider the size of that difference. Rock Slide has a mere 15 BP over Rock Tomb, and is actually more inaccurate. As a player, I prefer to have as much consistency as possible (especially when laddering), as more often than not, misses may cost games, especially in an incredibly offensive metagame such as LC. Outside of that matter though, Rock Tomb also serves as a second purpose: it aids in maintaining momentum over the opponent. When playing games such as chess or checkers, it's vital that you make every move count. Every advance your opponent makes means that there is less space for you to claim. The same applies in Pokemon, where you will inevitably be switching out and taking a hit in return. To counter that, Archen utilizes Rock Tomb to set up a situation where you A) Are able to finish off whatever poor bugger came in to try checking you, B) Force the switch out and have the opponent take another heavy hit from Archen, or C) Are able to switch in a check in response and maintain (a little less) pressure. As Archen is monstrously powerful, it really is able to make the most out of the move.

Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SAtk / 60 Spd
Bold Nature
- Volt Switch
- Ice Beam
- Scald
- Hidden Power Grass
As the second primary part of the core, Chinchou compliments Archen well by MERCILESSLY SLOW SWITCHING to maintain momentum. Oh, and it also absorbs moves that would hurt Archen like a champ. It's the standard Berry Juice set, using its item for a little more survivability over bulk. Chinchou loves smacking around Fletchling and luring Diglett switches, and I'm always happy to double switch into something that will laugh and score a hit. Chou is hella, and Hidden Power Grass Chou is even more hella. Being able to handle other Chou in this meta is actually pretty important to me, and using it with my other Chou checks just ensures that it's going down.

Ability: Prankster
Level: 5
EVs: 36 HP / 40 Def / 144 SAtk / 40 SDef / 232 Spd
Timid Nature
- Encore
- Dazzling Gleam
- Hidden Power Fighting
- Giga Drain
And next up, here's the most annoying Pokemon in the metagame right now. Cottonee is absolutely phenomenal at checking Pokemon like Timburr, SturdySmashers, Jab-less Mienfoo, and Chinchou. Does Croagunk do it too? Perhaps, but Cottonee's priority Encore opens my opponent up to taking a hit from one of my super scary Pokemon. As odd as it sounds, I've been considering replacing Taunt with Nature Power in order to give Cottonee what is essentially a Special version of Extremespeed. I've found Taunt to not be too useful, as Encore pretty much does everything I'd use Taunt for. I figure that I might as well use something a little more useful, and although it's weak, priority still has a lot of utility.
Edit: Changed to Hidden Power Fighting bcos Pawn.

Ability: Gale Wings
Level: 5
EVs: 180 Spd / 76 HP / 196 Atk / 56 Def
Adamant Nature
- Acrobatics
- Roost
- U-turn
- Swords Dance/Overheat
No PostKrow team would be set without a Fletchling. Due to the dominance of Fighting types in this metagame, Fletchling has had time to truly shine. With a STAB 110 Priority attack, Fletchling has become a monster capable of ripping through unprepared teams. Hell, even prepared teams might still have problems with it. Anyways, Fletchling is my primary sweeper. After I've whittled stuff down/removed checks with my various Pokemon, Fletchling has a freaking field day. I'm not going to bother wasting my time or anyone else's with an in-depth explanation of what Fletchling does, because we all pretty much get it. I'm thinking that as of late (due to the prevalence of Chou/Archen/Pawniard), that Swords Dance has really become a wasted slot now. Overheat on the other hand allows me to #rekt Pawniard/a certain Grass type that looks like a testicle, as both pose an issue to this team.

Ability: Defiant
Level: 5
EVs: 196 Spd / 236 Atk / 36 Def / 36 SDef
Jolly Nature
- Iron Head
- Brick Break
- Sucker Punch
- Knock Off
After seeing it on AtomicLlamas' Mermaid Motel, I fell in love with Scarf Pawniard. Serving as my principle Missy check, a secondary revenge killer, and a supporter with Knock Off, Pawniard is really a boon to this team. It's a check to Cottonee, Spritzee, Archen, Fletchling, and many more threatening Pokemon in this metagame, making it truly invaluable in this meta. As weird as it sounds, I like running Sucker Punch on my Scarf set. Typically, Pawniard will have its Choice Scarf removed at some point in the game. So, instead of letting it become cannon fodder, I have priority to further score hits and kills.

Ability: Mold Breaker
Level: 5
EVs: 236 Atk / 212 Spd / 60 HP
Jolly Nature
- Rock Slide
- Earthquake
- Stealth Rock
- Substitute
Yeah, I've got another oddball set going too. Though it's honestly the weakest link of this team, I find Drilbur to be fantastic for taking on various SturdyJuice leads. Even outside of that, STAB EQ hits like a freaking truck, especially when boosted by a Life Orb. As Drilburr tends to cause a lot of switches, I've found that Substitute allows me to scout the switch properly and deal with it accordingly. I'm completely open to replacements for Drilbur (that aren't Diglett, I want something to help cover any weaknesses I have), but I do want you to also understand that though LO Dril lacks a lot of bulk, it certainly has the power to make up for it. Typically, a well-played Drilbur will take down at least something, which I find to be absolutely handy in this type of metagame.
--
Importable:
Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 180 Atk / 196 Spd
Jolly Nature
- Defog
- Acrobatics
- Rock Tomb
- Earthquake
Chinchou @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SAtk / 60 Spd
Bold Nature
- Volt Switch
- Ice Beam
- Scald
- Hidden Power [Grass]
Cottonee @ Eviolite
Ability: Prankster
Level: 5
EVs: 116 HP / 196 Def / 196 SDef
Bold Nature
IVs: NaN Atk
- Encore
- Dazzling Gleam
- Taunt
- Giga Drain
Fletchling
Ability: Gale Wings
Level: 5
EVs: 180 Spd / 76 HP / 196 Atk / 56 Def
Adamant Nature
- Acrobatics
- Roost
- U-turn
- Swords Dance
Pawniard @ Choice Scarf
Ability: Defiant
Level: 5
EVs: 196 Spd / 236 Atk / 36 Def / 36 SDef
Adamant Nature
- Iron Head
- Brick Break
- Sucker Punch
- Knock Off
Drilbur @ Life Orb
Ability: Mold Breaker
Level: 5
EVs: 236 Atk / 212 Spd / 60 HP
Jolly Nature
- Rock Slide
- Earthquake
- Stealth Rock
- Substitute
Ability: Defeatist
Level: 5
EVs: 76 HP / 180 Atk / 196 Spd
Jolly Nature
- Defog
- Acrobatics
- Rock Tomb
- Earthquake
Chinchou @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SAtk / 60 Spd
Bold Nature
- Volt Switch
- Ice Beam
- Scald
- Hidden Power [Grass]
Cottonee @ Eviolite
Ability: Prankster
Level: 5
EVs: 116 HP / 196 Def / 196 SDef
Bold Nature
IVs: NaN Atk
- Encore
- Dazzling Gleam
- Taunt
- Giga Drain
Fletchling
Ability: Gale Wings
Level: 5
EVs: 180 Spd / 76 HP / 196 Atk / 56 Def
Adamant Nature
- Acrobatics
- Roost
- U-turn
- Swords Dance
Pawniard @ Choice Scarf
Ability: Defiant
Level: 5
EVs: 196 Spd / 236 Atk / 36 Def / 36 SDef
Adamant Nature
- Iron Head
- Brick Break
- Sucker Punch
- Knock Off
Drilbur @ Life Orb
Ability: Mold Breaker
Level: 5
EVs: 236 Atk / 212 Spd / 60 HP
Jolly Nature
- Rock Slide
- Earthquake
- Stealth Rock
- Substitute
Yeah, I'll clean up the format later. I gotta head out.
Last edited: