Razorblade Salvation (Peaked 1603)

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Oh look, another Chou/Chen/Pawn team.
This iirc is my first RMT here, though I've actually played this game for a while. I'm also rather new to LC lol, having started during the Krow/Tite Suspect test. However, I daresay that (thanks to helpful users such as the incredibly underrated Mysterious_Vincent, Corporal Levi, Zeriloa, and others) I've become rather decent at it. Anyways, this team really came around through a joint effort between Vincent and myself. In response to the influx of Fighting types from the recent bans, we both became fascinated with Archen (as did others at the time). Though it started off as a rather average team, the changes we both made it far better than before. So, on a rather boring day, i chose to try laddering for a couple days with the team. As a result of all that laddering, the team was able to crawl up to #5 on the ladder until bullshit and lucy used my own BOSSCHEN set on me ;_;




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:

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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:

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@ Berry Juice
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.


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@ 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

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.

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@ Eviolite
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.

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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.

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@ Choice Scarf
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.

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@ Life Orb
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


Yeah, I'll clean up the format later. I gotta head out.
 
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o hey :) thanks for the shoutout, but i'm not here for that :p

pretty much everything with the team is fine, i was a part of testing it too and our matches were even most of the time - you have most things covered without any glaring weakness, now about the sets

  • you might actually make cotton a little bit faster, something among 16-17 is fine(picking off weaker fighters that can outspeed and Jab you otherwise - that's pretty common sight)
  • Rock Tomb Archen is really damn good and screwed me over few times, kudos for running that quite underrated move, it's totally OK if used right
  • well, i suggested Evio sd Drilbur to you, but if it's job is just to beat hazard leads, it's k - up to preference i guess
  • i'd go BJ on bird since you then can afford coverage move like Overheat/HP Grass, we both know that switching bird on some hits to instarecover is easy+swordsdance benefits from it too
  • pawniard -> jolly - at worst u tie with opposing scarfed pawniards
  • i'd really go hp fight on cotton - i can see combating Pawniard being a bit problematic


I'm one helluva offensive player, so i'd kick chinchou since it doesn't seem to add much OFFENSIVE SYNERGY to the team,if you want to go the offensive route, maybe try Misdreavus instead? Although it enhances Scraggy weakness, you have much easier time vs opposing offensive teams

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@ Choice Specs/Choice Scarf
Ability: Levitate
Level: 5
EVs: 240 SAtk / 240 Spd
Timid Nature
- Trick
- Will-O-Wisp/Nasty Plot
- Hidden Power [Fighting]
- Shadow Ball

...is what i'd put in it's place
Trick really eases prediction and can cripple tons of switchins
yeah, you lose some 'momentum' Chou provides, in return u get a mon that can hit much stronger, is faster, can effectively 'steal' Evio or BJ crippling receiver at the same time(forcing shitton of switches can give u exact same amount of momentum chinchou did) and finally, it could serve as another fighting softcheck. my scarfoo owns the team otherwise. It doesn't add to defensive synergy, but its offensive capabilities are really big. If you try it out, remember to be twice as careful with Archen.


You know my opinion, team is solid af and you managed to make me try Tombchen which i really like so far. Although, i'm no good writer so wait for others opinions :)
 
I don't have much time so I can't write much at the moment, but I do want to say something about Archen. I myself have used Rock Tomb, and it is an amazing move when used correctly, as that speed drop totally changes your opponets gameplan. People should not be afraid of using it because of it's lower power.
 
First off, if you reduce Fletchling's Def EVs to 12 you have space for 36 SpA EVs should you choose to run Overheat.

I think Chinchou is necessary as a back up Fletchling check, since Berry Juice Archen won't be checking Fletchling for long, especially when considering how Defeatist Rock Tomb doesn't OHKO 0/92 Fletch; however, I'm questioning Ice Beam on it, since it doesn't actually OHKO 0/0 Fletchling or 2HKO 124/160 Foongus. Instead, I would like to suggest either a support move in Heal Bell or Thunder Wave, or possibly Thunderbolt as an electric STAB for when you don't want to switch (not Discharge, since it's a bit weak and you already have Scald as a status move). I'm also wondering why you have HP Grass over HP Ground; I might just be forgetting something, but I feel as if hitting Magnemite is a far bigger priority than hitting Wooper.

You mentioned replacing Taunt on Cottonee. You seem very weak to Pawniard, so I absolutely support the idea of adding in HP Fighting instead; remember to change the EVs to 36 HP / 40 Def / 144 SAtk / 40 SDef / 232 Spd to outspeed Jolly Pawniard while accounting for the missing IVs.

On Fletchling, I think you should retain Swords Dance, since Fletchling seems to be your main win condition.

Anyway, I want to mention that overall, your team is incredibly solid. I look forward to facing you with my skillful Porygon some more :)))))
 
o hey :) thanks for the shoutout, but i'm not here for that :p

pretty much everything with the team is fine, i was a part of testing it too and our matches were even most of the time - you have most things covered without any glaring weakness, now about the sets

  • you might actually make cotton a little bit faster, something among 16-17 is fine(picking off weaker fighters that can outspeed and Jab you otherwise - that's pretty common sight)
  • Rock Tomb Archen is really damn good and screwed me over few times, kudos for running that quite underrated move, it's totally OK if used right
  • well, i suggested Evio sd Drilbur to you, but if it's job is just to beat hazard leads, it's k - up to preference i guess
  • i'd go BJ on bird since you then can afford coverage move like Overheat/HP Grass, we both know that switching bird on some hits to instarecover is easy+swordsdance benefits from it too
  • pawniard -> jolly - at worst u tie with opposing scarfed pawniards
  • i'd really go hp fight on cotton - i can see combating Pawniard being a bit problematic


I'm one helluva offensive player, so i'd kick chinchou since it doesn't seem to add much OFFENSIVE SYNERGY to the team,if you want to go the offensive route, maybe try Misdreavus instead? Although it enhances Scraggy weakness, you have much easier time vs opposing offensive teams

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@ Choice Specs/Choice Scarf
Ability: Levitate
Level: 5
EVs: 240 SAtk / 240 Spd
Timid Nature
- Trick
- Will-O-Wisp/Nasty Plot
- Hidden Power [Fighting]
- Shadow Ball

...is what i'd put in it's place
Trick really eases prediction and can cripple tons of switchins
yeah, you lose some 'momentum' Chou provides, in return u get a mon that can hit much stronger, is faster, can effectively 'steal' Evio or BJ crippling receiver at the same time(forcing shitton of switches can give u exact same amount of momentum chinchou did) and finally, it could serve as another fighting softcheck. my scarfoo owns the team otherwise. It doesn't add to defensive synergy, but its offensive capabilities are really big. If you try it out, remember to be twice as careful with Archen.


You know my opinion, team is solid af and you managed to make me try Tombchen which i really like so far. Although, i'm no good writer so wait for others opinions :)

Considering that I made this for the purpose of screwing over popular offensive eams, Pory is a massive goddamn pain lol. Chinchou is really effective on this team, as my Fletchling check, because you really can't have enough of those these days. Missy is kind of a sweet Pokemon, but I don't think it will add much that Chinchou doesn't. Multiple choice users also means I'm switching a lot more, which doesn't help me. however, I'm probably going to take your advice on the other stuff (save BJ on Fletch, because that's always been a matter of preference tbh.

First off, if you reduce Fletchling's Def EVs to 12 you have space for 36 SpA EVs should you choose to run Overheat.

I think Chinchou is necessary as a back up Fletchling check, since Berry Juice Archen won't be checking Fletchling for long, especially when considering how Defeatist Rock Tomb doesn't OHKO 0/92 Fletch; however, I'm questioning Ice Beam on it, since it doesn't actually OHKO 0/0 Fletchling or 2HKO 124/160 Foongus. Instead, I would like to suggest either a support move in Heal Bell or Thunder Wave, or possibly Thunderbolt as an electric STAB for when you don't want to switch (not Discharge, since it's a bit weak and you already have Scald as a status move). I'm also wondering why you have HP Grass over HP Ground; I might just be forgetting something, but I feel as if hitting Magnemite is a far bigger priority than hitting Wooper.

You mentioned replacing Taunt on Cottonee. You seem very weak to Pawniard, so I absolutely support the idea of adding in HP Fighting instead; remember to change the EVs to 36 HP / 40 Def / 144 SAtk / 40 SDef / 232 Spd to outspeed Jolly Pawniard while accounting for the missing IVs.

On Fletchling, I think you should retain Swords Dance, since Fletchling seems to be your main win condition.

Anyway, I want to mention that overall, your team is incredibly solid. I look forward to facing you with my skillful Porygon some more :)))))

I'm not weak to Pawniard so much as it's just annoying to deal with. Hp Ground is probably the better move, and not even something I considered. Hidden Power Fighting is probably the option I'll go with, and I'll mess around with the EVs to get the right speed. Swords Dance has been kind of useless, and my win condition is typically Fletch vs a weakened team. I'm strongly considering getting rid of Drilbur simply because it hasn't proved to be as valuable as I had previously hoped. Tbh, LO is still probably the best set to run for what I want it to do, but I think I probably need something more along the lines of a good wallbreaker now, as bulkier teams actually screw me over (this team was meant to take on the super offensive meta lol).

Thanks for the rates guys, I'll be sure to make edits as soon as I get home!
 
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