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OP semi stolen from Fiend's ORAS thread
Welcome to the LC Bazaar for the 7th generation of pocket monsters. Do you have a team you want to share? Are you too lazy to write up a lengthy rmt? Are you bad at pokemon? If the answer is yes, then this is the thread for you!
You'll be able in here to post fun teams that you enjoy playing and that you want to share with your fellow Pokemon players.
Rules:
Have a brief description and an importable of the team on what you built around, type of team is it, etc.
This is a team I enjoyed using during the first few weeks of SM release back when z-conversion porygon and cutiefly were prominent. Although, its still a very well balanced team and reliable to use due to the current metagame.
Jackass (Mudbray) @ Eviolite
Ability: Stamina
Level: 5
Shiny: Yes
EVs: 116 HP / 196 Atk / 36 Def / 156 SpD
Adamant Nature
- Earthquake
- Heavy Slam
- Rest
- Sleep Talk
Mudbray is the teams physical soft-check / hitter while it has access to a fairly popular ability in stamina and the necessary movepool it needs in order to put in work. In honesty, this is a very centralizing pokemon and can pressure many teams as well as switchin to a plethora of physical attacks.
Timburr is used as a wincon in many matches as well as a bulky fighter to deliver knockoffs early game and switch into a few pokemon that threaten the team(most notably pawniard).
Munchlax was slapped on in order to deal with the rise of spatker's with the access to boosting moves such as quiver dance, nasty plot, and pory's z conversion before it became banned. Despite, most of the things it was supposed to check back then being banned, it still retains the special bulk necessary in order to check a lot of things that threatened the team, such as bellsprout sun, hail, abra, gastly..etc.
Cottonee was more or less just put on in compliance of the fighting/water/grass weakness towards the team and it fit on perfectly due to the introduction of z-moves, making it viable as a knockoff absorber as well as the king of z-mementos thanks to prankster. Cottonee really serves to allow timburr to put in work both beginning game and late game with the healing up of zmemento.
Pawniard- at this point, I needed a pokemon capable of hitting bulky fairy types along with another knock-off hitter. I also needed a pokemon with slight priority and the ability to lay down rocks in order to support the team.
Staryu fit on perfectly with the team as I noticed my own team, was fairly weak against Mudbrays, and hazards. Staryu also served as another scald absorber/status in general.
Threats include:
This thing can tear a whole in the team if solely a physical wallbreaker w/ choice band or life orb at least. Its untouchable by staryu which is one of the only pokemon that can really switch into it.
This team is also kind of weak and whittled down by fighting types that have coverage to hurt cottonee such as pjab mienfoo or pjab timburr..etc.
Big Birb (Vullaby) @ Eviolite
Level: 5
Ability: Overcoat
EVs: 116 HP / 76 Atk / 236 Def / 76 SpD
Impish Nature
- Roost
- Knock Off
- Brave Bird
- U-Turn
Ohm (Chinchou) @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 148 SpD / 60 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Heal Bell
- Hidden Power [Ground]
Most explanations, along with pretty pictures and the sage advice of Fiend and Mambo can be found here.
Abra: This team originally had Gothita, and as much as I liked to use it, it should've been banned. So Abra had to step in as a resident Psychic type. It's fast and powerful, with T-Bolt to destroy Vullabies and HP Fighting for Pawniards.
Vullaby: I had a mixed Vullaby at first because I didn't want recoil from Brave Bird. But that was a dumb misconception, so now Vullaby is bulky as always and fully physical.
Mienfoo: With Defog no longer on Vullaby, I had to run Taunt > Fake Out on Mienfoo at last. You can't outrun good opinions.
Chinchou: Since most of my team hates to be burned, Heal Bell is necessary on Chinchou, the cleric of my team.
Bulky Teams: I've lost to all-bulk teams a lot using this team. By all-bulk, I mean there were no offensive mons on the opposing team.
Weak Armor Vullaby: Once Chinchou is gone, WA Vullaby can easily sweep me after one contact move. That's troublesome, because almost all of my team is physical.
Screwdriver (Onix) @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 76 HP / 236 Atk / 196 Spe
Jolly Nature
- Rock Blast
- Earthquake
- Stealth Rock
- Taunt
I made this team originally around bulky slow foo / vull core which I have found to be fantastic this gen. Bulky foo can really surprise opponents defensively (i.e. by living a sashbra psychic 93% of the time) and still packs a punch offensively. Vullaby is my favorite sweeper this gen and has single handedly won me games. NP Gunk serves as a defensive fighting check, as well as a fairy check which foo and vull appreciate. I have also come to greatly appreciate vacuum wave, which helps to take down sweepers and break / finish off sash mons. Staryu is becoming a staple this gen as one of the few good spinners. It also serves as a good offensive bird check and late game cleaner. I went with a defensive set with hydro and analytic because I found myself preferring the damage output over possible burns a lot of the time. Pumpkaboo was added for its synergy with staryu and as an all around water / fighting check. Similar to croagunk, I often find shadow sneak priority to be incredibly valuable. Finally I added onix as a rocks setter, bird check, and taunt user. It's one of my favorite leads because it allows me to stop hazards on slower setters. When on the ladder I find it invaluable in stopping the odd sticky webs setter which is always annoying.
Threats:
This boi right here is an issue. While the team can account for nearly all water types, offensive variants of staryu can deal very well with my checks such as boo and gunk.
I am very open to suggestions if anyone would like to make one, thanks in advance n_n
yeah this was just named "sm lc balls deep" in my teambuilder, and after trying it out on the ladder i think the name fits. i initially got the idea of trying to run pure ho in lc after playing with my good bud Smurf. in many many dpp matches. if you don't know, smurf plays a lot of dpp ho, and not cute little rocker + balanced offensive mons, but true-to-form boom azelf, lo set-up sweepers, pressure overload ho. i never really got a sense that this sort of playstyle truly existed in lc, but with the advent of alolan vulpix, i think it finally has its time to shine. keeping this in mind, and after seeing a rise in alolan vulpix on the ladder, i thought i'd give my own shot at building around it and this is what i came up with.
i would like to say first of all that due to the fact that this is hyper offense in essentially its truest form, the team is going to be weak to some shit. actually a lot of shit. basically, if you give up momentum in the wrong spot, you will lose no doubt about it. BUT, if you keep that momentum riding throughout a match, most likely you will come out on top and be the recipient of much vitriol, anger, and flaming. the easiest way to do this is to always lead dwebble. very rarely will you not be leading dwebble. even if you can't get both sr + spikes up, sr is often enough. actually tbh, in most cases, go for stealth rock and then knock on things such as staryu or mienfoo, spikes should be your third option. this makes it much easier to break past stuff like mien or w/e with your 2 sweepers + cleaner.
after dwebble has done its job (very easy with weak armor), its time to pick your spot to bring alolapix in. this is the most important aspect of using these types of teams. you can be a little reckless (setting up aurora on fighters / other powerful mons), but rule #1 is to make sure you will get reasonable use out of setting up either shell or scrag on that particular mon. you don't want to sac alolapix for no reason because if there's a reasonable chance you can't win / set yourself to win in those 8 turns of veil, then again, you will lose no doubt.
after pix has done its job, it's now time to decide what you're gonna blast away with. you have two options: scraggy or shellder. often times, under screens, scraggy is going to be your go-to early or midgame. this is because it has the bulk to shrug off most things v easily, can easily snowball into a win, and knock is always wonderful for softening things up. the only time i would deviate away from this is if scrag is cockblocked right away (its bulky enough to be useful latter and u dont wanna waste veil) or if the opponent has abra. due to sash, shellder is going to be your go-to win con in this scenario.
the last mons are glue and help the team function in a more offensive manner. due to the fact that i only have 2 legit ways to win, z-memento cotton helps me gain an extra life if i need it and serves as a secondary set up opportunity if i screw up with alolapix. lastly, scarf gas can clean in emergencies after the carnage of shell / scrag, blocks spin if i feeling ballsy, and can serve as an emergency button vs other sweepers.
Stall Time. This team is not great, but the idea is def there and solid. S/os to Infamy For being a cute user and an inspiration to LC Stall players everywhere
Spikes Stack Stall. Fairly simple. Get a spike up with ferro+anie and the game is over if they can't Spikes Stack you. One option is SpDef vull over Lax but then you are SUPER LO gastly and abra weak. Double rest talk with recovery and wish pass to ferro and bray. Standard sets, annoying team to deal with. But LC Stall isn't recognized as a playstyle because it sucks because no one takes the time to try it.
The Team
Ferroseed @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 84 HP / 36 Atk / 188 Def / 148 SpD / 36 Spe
Careful Nature
- Bullet Seed
- Knock Off
- Spikes
- Stealth Rock
Hello guys i have one good team for lc. Please take look
Omanyte @ Eviolite
Ability: Shell Armor
Level: 5
EVs: 76 HP / 196 SpA / 236 Spe
Modest Nature
- Shell Smash
- Hydro Pump
- Earth Power
- Ice Beam
Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Iron Head
- Stealth Rock
Snubbull @ Berry Juice
Ability: Intimidate
Level: 5
Shiny: Yes
EVs: 36 HP / 196 Atk / 44 Def / 116 SpD / 116 Spe
Adamant Nature
- Thief
- Play Rough
- Earthquake
- Thunder Wave
Hello guys i have one good team for lc. Please take look
Omanyte @ Eviolite
Ability: Shell Armor
Level: 5
EVs: 76 HP / 196 SpA / 236 Spe
Modest Nature
- Shell Smash
- Hydro Pump
- Earth Power
- Ice Beam
Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Iron Head
- Stealth Rock
Snubbull @ Berry Juice
Ability: Intimidate
Level: 5
Shiny: Yes
EVs: 36 HP / 196 Atk / 44 Def / 116 SpD / 116 Spe
Adamant Nature
- Thief
- Play Rough
- Earthquake
- Thunder Wave
That first team looks pretty solid, especially compared to the other two, but I have to know why you use special Groundium Z Onix?? Like, is there a purpose for it?? I'm sincerely intrigued!
So Spinarak+Frillish has already proven to be a good Sticky core, at least in my humble opinion. Litleo is main sweeper for late game, with the slightly weird (For a webs team) Flame charge just in case of Flying types that may outspeed such as doduo/pikipek/scarf rufflet. Roggenrola is also a small safenet for flying types on line with Onix, but does not have the 4x weakness to grass+water and a higher attack stat, which is tbh not as valuable as the Ground STAB on EQ + the immunity to elec but w/e. 236 Speed gives 11 speed which is rather unnecessary tbh since diglett and scarfers will be below 20 so can add an extra point to sp.def/hp/attack if you feel like it. Main rocker works like Onix mostly. Cacnea covers the huge ground weakness, but is sadly too frail to switch in on common ground types if they happen to otuspeed it. Destiny bond is also great for tking down huge threats to the town. Lastly some speed was needed to outspeed certain flying types/levitating mons, and Diglett-A resists that nice Quick Attack from Doduo which is really helpful, as well as having a flying resist making it able to take a flying move from scarf flying types and lower their speed with Tangling Hair. Also if certian threats still outspeed even after webs, tangling hair death fodder can still be a fun niche (ie Kabuto sweep after WA boost). Diglett can also threaten out and trap Gastly/Doduo which wrecks this team.
Biggest threat is Pawniard, having no real switch ins tbh. Frillish Sub games is best way to beat it, or adding Substitute/Will o Wisp or something on Litleo which outspeeds and can OHKO.
Mudbray is a bitch if you fuck up early game, and Sashbra always a threat but the sheer amount of sucker punches should beat it. The lack of Electric Immunity also makes team rather weak to Voltturn, and having no real fight switch-ins outside of Spinarak can be a pain.
Can show peaks and shit with teams, should start saving replays cause got some epic matches with it as well
i was sitting at my victorian writing desk the night past considering a quandary: post my skitty teams or not? i figured, yes, do it. but another part feared being jeered at in the little cup discord for talking about cute cats, similar to my friend MK007. however, upon reading esteemed user fille's above team, i realized if even a roggenrola webs team is good enough to post, then hell yeah my SUPER CUTE TEAMS are allowed.
disclaimer, being said because merritt and coconut will leer at me threateningly if i dont: skitty's bad dont use it lol
This team is based around Life Orb Normalize Skitty. Normalize Fake Out + Sucker Punch is slightly worse than Technician Fake Out + Feint, but Meowth is really ugly and this team had enough ugly mons such as Ferroseed and Grimer-A, so I decided to make it cute af. Thunder Wave lets you flex when they hard diglett which is something every pokemon player does at one point
Kabuto @ Eviolite
Ability: Weak Armor
Level: 5
EVs: 116 HP / 36 Atk / 36 Def / 156 SpD / 156 Spe
Careful Nature
- Rapid Spin
- Stealth Rock
- Knock Off
- Rock Slide
Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 76 Atk / 196 Def / 196 SpD
Brave Nature
- Drain Punch
- U-turn
- Knock Off
- Fake Out
Pawniard @ Choice Scarf
Ability: Defiant
Level: 5
Shiny: Yes
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
- Knock Off
- Iron Head
- Pursuit
- Brick Break
skitty will never live long enough against a ghost to foresight them 1v1. however, i use this team as a kind of trick. everytime i bring skitty, it's always normalize because its other two abilities are subpar. my opponents often capitalize on that and switch into gastly and laugh at me. the plan? foresight, flex af, then ohko whatever switches in with normalize silk scarf boosted double edge. this has never worked, but its still a cute team if i do say so myself.
SHOUTOUTS INFAMY, the most godlike teambuilder in LC. im not kidding, this team is actually pretty fuckin decent. skitty defends you against wacky ladder shit like subseed toxic cottonee. i'd link a replay in those words but i dont know how to do that so you'll just have to take my word for it.
Mime Jr. @ Berry Juice
Ability: Soundproof
Level: 5
EVs: 196 HP / 156 Def / 116 SpD / 36 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Barrier
- Encore
- Teeter Dance
Woobat @ Berry Juice
Ability: Unaware
Level: 5
EVs: 236 SpA / 92 SpD / 180 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Calm Mind
- Stored Power
- Magic Coat
you spam cosmic power till you get +2 or +3 defenses depending on the calcs vs your opponents team then you start clicking assist and wish till you get bored and pass into mime/buneary and boost a lil bit more then pass to woobat/munna and win
you spam cosmic power till you get +2 or +3 defenses depending on the calcs vs your opponents team then you start clicking assist and wish till you get bored and pass into mime/buneary and boost a lil bit more then pass to woobat/munna and win
I think he wants to know the reason why you use it. Like, what are the main targets for Flash Cannon? Do they grant to Onix some crucial KOs that other moves don't grant?
Basically, go a bit more in detail about that moveset and how to use the team. It makes it easier for others to try it out and give you feedback.
I think he wants to know the reason why you use it. Like, what are the main targets for Flash Cannon? Do they grant to Onix some crucial KOs that other moves don't grant?
Basically, go a bit more in detail about that moveset and how to use the team. It makes it easier for others to try it out and give you feedback.
This is correct, I really don't understand why you wouldn't use Onix's much better physical movepool and Attack stat? I'm only wondering because the team seems really solid outside of that set!
this is a pretty fun little squadron i cooked up around timburr cause i thought it must be pretty good if prestigious users like nineage put it in s rank. added chespin cause i felt like building stall- say what u will about playing stall, i really enjoy building it- and i thought spikes would be really nice for weakening timburr's checks. then i added tirtouga because at the time birds weren't running hp grass so it was a super solid check to them. then i added spritzee because i needed a fighting check of my own and also wish is really handy for the team. alolan grimer patches up the abra/gastly weakness. drilbur is on there because i figured i needed hazard removal and didn't want to stack waters- you could use something like defog vullaby instead, but sd drilbur lets you put more pressure on your opponent.
this is a really fun little stall team i stitched together from the old oras core of vullaby, lileep, and hippopotas. i figured if vullaby is so much better this generation then surely sandstall must be the same. honestly i'm not sure what the teambuilding process was after that because i've started scrambling the order of pokemon on my teams so people don't look at the first two pokemon and figure out the whole team. i guess i kinda shot myself in the foot there. but basically you've got multiple checks to every metagame threat i can think of bar shellder i guess. croagunk is a super solid pokemon right now, it's really splashable and you should be abusing it, especially the nasty plot set which is not the set i am on this team. again you've got spritzee, but now only croagunk is reliant on those sweet wishes, and croagunk switches in pretty easily on most spritzee checks. staryu is almost mandatory right now because it's so splashable and fills so many roles.
i'm gonna be straight up: this team is probably garbage. i don't think i've ever actually used it and if i have i'm pretty sure i've never copped a dub. but at least in theory it's a pretty cute little squad. you've got bulk up scraggy, which is a bad pokemon that you shouldn't use, and then you've got a bunch of good pokemon you should use to balance it all out. if you win with this team vs like a real user and not a 12 year old i'll send you a cute picture of my dog being cute once a day for a week.
on the other side of the spectrum we've got one of my favorite sumo teams so far. this team isn't particularly good but it's a lot of fun to use. life orb totodile destroys many common pokemon and corphish is super good right now. double nasty plot core because originally this was like balance i guess with snubbull over chinchou but then i realized it would be way more fun to have two unpleasant schemers along for the ride. onix is onix. chinchou is there because i really didn't need snubbull, i'm kinda bird weak, and i wanted a scarfer.
here's a pretty self-explanatory little team i built a while back. i think voltturn is really good right now. larvesta seemed especially underrated to me, considering how easily staryu spins and how many physical, especially fighting-type, attackers are prominent in the current metagame, so i started off with larvesta and staryu. then i added onix and three pokemon with volt switch and uturn and proclaimed it a masterpiece. i don't remember ever using this team but i probably have. what that means is i can't give you any advice on how to use it beyond click volt switch and uturn but i think you can figure it out i believe in you.
oh yeah, tomorrow's my birthday. please validate my existence by liking this post.
Since esteemed user Infamy shared some pretty rad Little Cup teams I figured why not share some half decent fun teams. I was not in LCPL so I am not as excellent and splendid as these other users but I made some cute teams that work decently well and figured I could share them. Most of these are very old but they're pretty cute and fun.
BD Webs Drowzee
Webs based around belly drum drowzee. Spinarak for a not suicide webs setter. Pawn cause Pawn on webs is always good. Pump for blocking. Drowzee for setting up on mons like spritzee, staryu, and foongus. Outspeeds all grounded mons not scarfed with 14 speed. Diglett cause revenging staryu is really nice and trapping is just nice.
Treecko+Clauncher Offense
I love this team honestly. It's not great but it's very cute and for an old team it's still pretty solid. Bulk Up Timburr is severely underrated and still nuts. Treecko is standard but once in juice range and SD up the game is over. Trubbish is similar to BU Timb where it's super underrated, not the best but I wanted spikes and it was cute and a decent fighting resist. Alolan-Shrew is for pressure I guess. I needed a spinner and had never used Alolan-Shrew so wanted to try it. It's a pretty rad mon and helps with pump webs as pump can't reliably block or risks its life to block. Clauncher is VERY underrated it's like a meh chinchou honestly but it puts in work with double base 21 defenses, priority, U-turn and the broken move scald. Diglett just traps shit again.
Lileep Offense
Unfortunately I lost my original dual double dance lileep+rhyhorn team on my old computer, however I made this which is similar with chimchar. Honestly really bad. But it's super fun to play with some weird mons. Spikes Stack with no blockers of any kind cause who spins when I can go hard diglett and trap you :x. Double dance lileep the legend. Togepi+Diglett core is SUPER nice tbh togepi can t-wave or hard BP and let diglett trap and KO something. Foo cause it's foo. Scarf Chimchar cause that dude is hella cute and ok with spikes stacked up. Omanyte cause it's better than dwebble at stacking imo.
Slowpoke TR
This isn't full TR but slowpoke's dual stab is incredible rn so I figured I'd try it out. This is overall the best team here battling wise and it's really fun and fast paced to play as all of the other are. Goal of the team is to spikes stack. If they have an onix. Lead Timb. If you get spikes up and they have a staryu. Hard Gastly. If they KO you diglett traps and hazards stay up. If it spins. T-bolt kills star. After that Slowpoke does damage if you get a TR up. Honestly Fire blast can be switched with slack off or calm mind. Morelull is just there cause Dundies 5-0ed me with one before I made this and I wanted to try the mon out.
Chespin+Doduo
Final team. Allstar wanted me to build around Chespin+Doduo Core as Chespin forces Doduo's 2 counters out and sets up spikes. I really liked the concept so I started going serious with it. And then added a Groundium Numel you're seeing. This ohkoes staryu after rocks and just nukes shit. I feel numel is severely underrated right now and just a fun mon. Standard everything. Croagunk is ridiculous under spikes. Doduo is nuts. Scarf Chou is eh and Numel is very fun. Snubs for fighting counter and overall good pokemon. Just a cute team. Not great but ok.
So there are some of my favorite teams. I hope you enjoy :]
Well, I haven't posted an RMT in years so I may as well drop a few teams here. I'll leave 2 because that's fun. Also, dead threads aren't fun so let's liven this thing up.
Snubbull @ Berry Juice
Ability: Intimidate
Level: 5
EVs: 36 HP / 36 Atk / 196 Def / 116 SpD / 116 Spe
Adamant Nature
- Heal Bell
- Thief
- Play Rough
- Earthquake
Ferroseed @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 84 HP / 36 Atk / 188 Def / 148 SpD / 36 Spe
Careful Nature
- Spikes
- Thunder Wave
- Knock Off
- Bullet Seed
Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 156 HP / 76 Atk / 196 Def / 36 SpD
Adamant Nature
- High Jump Kick
- Knock Off
- U-turn
- Poison Jab
Drilbur @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 36 HP / 76 Atk / 36 Def / 76 SpD / 212 Spe
Jolly Nature
- Earthquake
- Rock Tomb
- Stealth Rock
- Rapid Spin
Looks like standard Bird spam and plays like it too. Wallbreak with Vullaby mid game to open the way for Doduo to clean or vise versa, it's all about match-up. Snubbull is a shaky check to physical attackers, be wary of z-moves. Ferro is a pretty solid check to most waters and Onix, but it usually can't do much late game due to low damage output. Spikes + rocks are a big priority early game, as they help ensure KOes late game, but that's common knowledge for the most part. Foo is a pivot, but due to it's checks being very prominent it can't come in that much for fear of being worn down too quickly. Drilbur rounds out the team, giving us rocks and getting rid of them as well. Rock Tomb is my preferred rock type move because screw Snivy/ scarf Chinchou.
Now unlike the other team, this one needs a lot of work. Alolan Vulpix sets up hail + Aurora Veil, so you do your best to preserve it because Aurora Veil is a really good win con. Alolan Sandshrew puts out decent offensive pressure late game as long as hail is up, otherwise it's dead weight. Croagunk + Tirtouga are potent sweepers under Veil, and for the most part you should only bring them in after a sack because they need their health, croagunk in particular. Mienfoo is running another, bulkier set, though it should probably be scarf to better fit the offensive playstyle of the team. Lastly, Abra is sash because it's the second best catch-all in the meta.
Here is a team with which I had decent results on the ladder recently with around 86 gxe. Basically the team is built around SD Corphish. Onix here is the lead and allows me to check NP Vullaby (without HP Grass) who is very threatening otherwise. Fast Foo is a nice pivot able to contain some set-up sweepers with repetitive fake outs, allowing me to keep the momentum and forming a nice defensive core with Foongus, bringing some solidity. RestTalk Inkay is by far the more original mon of the team, his job is basically to handle Foongus and some others mons such as Pumpkaboo that Corphish can't beat. Also it is quite fun to use because the set being unusual, a part of the people is prone to choke and, searching the good answer to it, they will let Inkay knock off some eviolites, facilitating corphish work. Also, defensive teams will struggle most of the time against it. Snubull is the main answer to fight types, the knock off absorber and is often used to break the momentum. Finally, Foongus is basically a glue, handling mainly mons such as Snivy, Spritzee and Mudbray. The team has some weaknesses, the most important one being to be really slow in my opinion, but the build is quite solid in general. One of the most important threat for the team is Focus Sash Abra with Dazzling Gleam.
A possible remplacement could be Alolan-Grimer Fire Blast over Inkay, losing some free sweeps against stall teams and the ability to absorb status but dealing with Abra and keeping the ability to wreck Pump/Foo with Knock Off and Fire Blast. It's probably slightly better than Inkay but Inkay is a cool octopus so it makes the difference for me. But if you want something more competitive, I guess you should probably replace it.
blue (Mienfoo) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 200 Atk / 36 Def / 36 SpD / 236 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Taunt
i've talked about this team (and this garbage gimmick) a lot in discord and i feel it is time to put the team to rest and share the fruits of my knowledge. i present to you: GRASSIUM Z BALTOY!! plus other fun techs like sleep talk grimer-a and dual 18 speed scarf mons. before you think this belongs in LC dumpster let me explain!!
the idea of grassium z baltoy is thusly, and this has never worked: you lead baltoy, they lead onix. you set up rocks, they set up rocks. they go hard staryu, you spin. they expect you to switch out for fear of an hpump or something i guess??? so they spin and you z-solar beam and bop. no rocks needed even, just a clean ohko on most staryu sets. the problem: LITERALLY nobody does this!! everyone and their mom just leads mienfoo and clicks knock off. and if they DO go staryu they always click hpump. once someone missed hpump and i actually got the bloom doom off which felt amazing but anyway
the point of the team is to set up hazards, "lure and eliminate" the spinner (on paper), wear the team down with one scarfer (generally, scarf doduo/scarf gastly are cleaners, but pretty much no team has more than 1 or 2 resists to both, so you can wallbreak with one and save the other for cleaning), use the other team members to defend against the stupid amount of threats in LC, then clean up with ur remaining scarfer. scarf doduo/scarf gastly is a neat core and even though you just lose to onix it's really offensive, fun, and unpredictable!! i think this would genuinely be a decent team if you replaced baltoy with something that actually does its job more than 20% of the time.
If I had to guess, and this is just a crazy theory mind you, it's probably because your team has no water resists so hydro pump if you switch will let them get a KO, which most people do value quite a bit.
In it for the $ (Shellder) @ Eviolite
Ability: Skill Link
Level: 5
EVs: 36 HP / 160 Atk / 80 SpA / 200 Spe
Adamant Nature
- Icicle Spear
- Hidden Power [Fire]
- Shell Smash
- Rock Blast
ready to roll (Cottonee) @ Eviolite
Ability: Prankster
Level: 5
EVs: 116 HP / 120 Def / 40 SpD / 232 Spe
Timid Nature
- Memento
- Hidden Power [Fighting]
- Encore
- Knock Off
need for speed (Zigzagoon) @ Berry Juice
Ability: Pickup
Level: 5
EVs: 132 HP / 196 Atk / 108 Def / 28 SpD / 36 Spe
Adamant Nature
- Belly Drum
- Extreme Speed
- Seed Bomb
- Thief
So the point of this team should be hilariously easy to grasp, and while it might not be the best team ever I find it very fun and simple to use.
If for some reason you don't really get what I'm going for here, there's three setup sweepers here and there's three memento users. For many games the depth of long term strategy is - get to a point where one of your setup sweepers can set up, now sweep until sweeper is dead, now repeat.
Most of the time the lead is Diglett, purely because getting rocks up makes sweeping with an all out offensive team like this easier. Cottonee and Slugma, the other two memento users, do have a bit more strategy involved for some games, mostly by using their defensive or support utility to the fullest. Slugma especially is helpful because it more pushes Pawniard and Snivy out than invite them in which is always handy for using Memento.
Omanyte is probably the most replaceable member of the team, since it's vulnerable to Croagunk and Timburr's priority. But I wouldn't think too hard about it, it's just a very fast almost decent team.
CarvNaut is a good core, double Speed Boost is really fun, so why not both? Firium Z Torchic is obviously a cool set and here it functions to more effectively break Mienfoo/Timburr/Spritzee/Vullaby for Carv. Thunder Punch Timburr is for when Torchic lures in Mareanie and passes into Timburr, non-Brave Bird Vullaby because you really need all 4 moves, and Scarf Chou is nice momentum.
Hey, this thread is pretty dead, and with USUM coming out recently I figured I would share a lot of my teams that were at least reasonably successful in SM. I don't think I'm a particularly good teambuilder so some these teams may be a bit flawed and could be improved upon. A few are probably quite out of date, though with a couple of changes I think most of these are still usable in today's meta. s/o SpaceWorm and Alore who helped test/build on a lot of these.
Also sorry if some of my descriptions aren't very good, never really made a post like this before.
Anyway in no particular order:
Scraggy @ Eviolite
Ability: Shed Skin
Level: 5
EVs: 36 HP / 156 Atk / 36 Def / 36 SpD / 212 Spe
Jolly Nature
- Dragon Dance
- Drain Punch
- High Jump Kick
- Knock Off
Vullaby @ Berry Juice
Ability: Weak Armor
Level: 5
EVs: 116 HP / 240 SpA / 116 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Air Slash
- Heat Wave
- Nasty Plot
- Hidden Power [Grass]
This team was built around the idea that a lot of people relied on fallback options such as Sturdyjuice Onix or Sash Abra to deal with opposing sweepers that had already set up, and so with multiple set-up sweepers these obstacles would be out of the way.
I absolutely love Shed Skin DD Scraggy, I know some people run Moxie but I much prefer Shed Skin as it turns Pokemon like Ferroseed, Pumpkaboo-Super, Chinchou, Defensive Staryu etc. into complete set-up bait. Both HJK and Drain Punch are used over coverage, as HJK at +2 nets important OHKOs such as Bulky Foo and Vullaby (after Rocks), whilst the recovery of Drain Punch is also needed. DD Scraggy is the primary sweeper but NP Vullaby and CM Spritzee are nice back-up options, Vull runs BJ over Eviolite as I find BJ makes it easier to set-up on and KO Pawniard, a fairly threatening Pokemon against this team, though if you find Abra particularly troublesome you could swap to Eviolite. CM Spritzee in general I think is pretty underrated and is also the team's fighting check. Given Spritzee gets NP now you could probably try that out instead. Grimer-Alola is there to help out Scraggy by checking Fairy-types, which are really the only thing that can stop it at +2, as well as to counter Abra - I used to run Memento on this set as I thought it would be helpful with the 3 set-up sweepers but it wasn't as good in practice, particularly given Pawn is a lot of people's Grimer switch-in. With 3 slots used on set-up mons, Kabuto's role compression with Rocks and Rapid Spin comes in handy. I like Aqua Jet over Rock Slide as it lets you beat Onix 1-on-1 which is cool, and originally this was the only priority move on the team. The last mon is Scarf Drilbur, which is there for Speed control as this is a fairly slow team without boosts, it also beats Grimer-Alola which can be a bit of a problem mon. I chucked Facade in the last slot so it wouldn't become completely useless if it got burnt but I don't think I've ever actually clicked it so you could probably use Shadow Claw instead to hit Pumpkaboo.
Slowpoke @ Eviolite
Ability: Regenerator
Level: 5
EVs: 116 HP / 156 Def / 116 SpA / 116 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Psychic
- Slack Off
- Fire Blast
I originally built this triple Regenerator team for a match against Dundies, as I felt it matched up well against the bulkier type teams he often uses. The team itself I think went decently that game but a bad play on my own part proved costly.
The idea is pretty obvious, in that the core should be hard for the opponent to break down. I've opted for Clear Smog over HP Fire on Foongus as I found sweepers like BU Timburr to be particularly threatening, though if you want something extra for Ferro you could use HP Fire. Onix is there for Rocks, with no Hazard removal and given I more often than not lead with Mienfoo I think WA is better than BJ for this team, it also deals with Birdspam better. Elekid is the chosen scarfer for speed control and also to provide momentum with Volt Switch - I don't think Scarf Elekid is good at all in USUM though so you may want to change it to something else. Corph on this team ideally cleans up late-game, Aqua Jet also provides priority, something I think is important to have on every team. I tried a version of this team with SD Pawn over Corphish but I didn't really like it.
This is a team I built for the "Not My Type" tour, in which Flying-types were banned. It actually ended up losing (came down to para final turn iirc) but I like the idea behind the team. Despite this I think it's still usable in normal LC, just maybe replace Drilbur/Koffing with Onix or something as atm the team has no Flying resist and no Rocks.
With Flying-types banned, the idea of this team is to not only take advantage of that but to also beat Pokemon that are more common as a result. Curse Torchic passes off boosts to Timburr and Drilbur (who can now spam EQ), who both have a much easier time sweeping without Flying-types. Z-Wring Out Snivy aims to lure and beat Pokemon like Foongus and Croagunk who are harder to check without flying types, as well as discouraging Webs from being set-up (not that this team is troubled by them). You could probably replace HP Ice with HP Fire, I don't really think the extra point in speed is that important over a better coverage move especially with Torchic on the team, but I guess I did at the time. Koffing is a pretty decent Fighting check, a type I figured would be more common without Flying-types. Grimer-Alola was the final mon added as I needed something that could beat Abra 1v1 or at least force it to use its Sash.
Ferroseed @ Berry Juice
Ability: Iron Barbs
Level: 5
EVs: 84 HP / 36 Atk / 108 Def / 228 SpD / 36 Spe
Impish Nature
- Stealth Rock
- Thunder Wave
- Bullet Seed
- Knock Off
This is a Water Spam team that I made after reading a post Sken made about Offensive Waters in the Metagame thread, and probably my favourite team I've ever made.
Basically you've got the 3 Offensive Water-types in Corphish, Scarf Chou, and Wingull who all break down the opponents Water resists, with Diglett in there to help remove weakened resists Ferroseeds or Foongus. Usually after Diglett has gotten rid of Foongus/Ferroseed/whatever its main target is, I'll Final Gambit immediately to bring in one of the more threatening Pokemon in on something with low HP and in order to keep momentum going, something I think is pretty important with this team given Diglett and Wingull can't really switch-in to anything, and keeping Corph healthy is also important. Croagunk is in there as a fighting resist as well as to beat Ferroseed, as otherwise you basically have to weaken it gradually. Ferroseed provides Rocks as well as Knock Off, which is handy as Corph is the only other Knock Off user on the team, it's also the main switch-in to a lot of stuff, like Abra, Gastly etc. given the offensive nature of the rest of the team. Rain Dance in the 4th slot of Wingull is something I think is really cool (imo it's better than Knock in that slot) particularly on this team, given it makes Hurricane 100%, boosts the STABs of itself, Chinchou and Corph, lessens Ferroseed's Fire weakness, heals Croagunk, and Diglett doesn't mind it either. Now Rain Dance is a situational move, and not something you should click in all circumstances - you should try and use it in scenarios where you can get it off for free, for example when expecting Sucker Punch from an opposing Pawniard, or when the opponent has a weakened mon with a resisted priority attack (ie Gunk with Vacuum Wave) that they will try to get off before being KOed by a Scald or Hurricane - these are the situations that I've found it best to use Rain Dance in. Oh and you could run SD Corph with 13 speed Adamant over DD Jolly if you want, I just like DD Jolly because I like the ability to outspeed the entire unboosted metagame after 1 DD. This team is pretty weak to NP Gunk also but it's manageable if you play around it and U-Turn/Volt Switch to try trap it with Diglett.
This is a HO team built around the Abra/Gastly core, lacks switch-ins for a lot of things and requires you to play really aggressively but it's a pretty fun/solid team. With this team you do have to be prepared to sack a lot of stuff and trade mon-for-mon though.
Abra/Gastly is a nice core on offensive teams, I've got Sash Abra with Counter and Destiny Bond LO Gastly on this team, with the idea that if Grimer-A/Pawn or something that would counter both of them comes in you 100% click Counter or Destiny Bond sacking it (well effectively in Abra's case) in order to give the other an easier time sweeping. Onix is there for Rocks, and Sturdy helps a lot on this team as a fallback option given a lot of mons can't really switch in to anything. Scarf Pawn beats opposing Abras, being locked into Sucker Punch isn't ideal but I actually really like it on Scarf Pawn, the opponent typically doesn't expect it and it helps you beat stuff that's already set-up, and you can bluff non-Scarf if Sucker Punch is the first move you use. Doduo is in there as another set-up sweeper and as something to stop Fighting-types. BU Timburr is something that unlike the majority of the team has good bulk, and is usually my switch-in to opposing Fighting-types, having a second Knock Off user is nice too.
Corphish @ Eviolite
Ability: Adaptability
Level: 5
EVs: 196 Atk / 76 SpD / 236 Spe
Jolly Nature
- Aqua Jet
- Crabhammer
- Knock Off
- Dragon Dance
Ferroseed @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 4 HP / 36 Atk / 188 Def / 228 SpD / 36 Spe
Impish Nature
- Stealth Rock
- Thunder Wave
- Bullet Seed
- Spikes
This team is built around Snivy and Corphish, and was my main team for a long time, as well as the team I was finally able to reach #1 on the Ladder with. It's probably my second favourite after the Water Spam one.
The main idea with this team is that Z-Wring Out Snivy lures shared counters with Corphish like Croagunk and Foongus in on the Leaf Storm and then KOs them with Breakneck Blitz, allowing Corphish to sweep. Aside from that you've got Vullaby for Knock Off and U-Turn support, which is just in general a good mon that contributes to every team. I've gone with All-Out Attacker Mudbray as a lot of teams lack a switch-in to a strong ground type, and Mudbray in general is a Pokemon that handles Corph's counters reasonably well. Scarf Gastly with DBond may seem pretty weird, but this team is super weak to NP Vull, so if it sets up I just send in Gastly and click DBond, not a particularly good tactic but oh well. It can come in handy against some other set-up mons too. Ferro is the final slot for its defensive versatility as well as Rocks, Spikes, and TWave support. This team lacks a Fighting resist but I think the combo of Vullaby + Mudbray can handle most of them reasonably well.
Snubbull @ Berry Juice
Ability: Intimidate
Level: 5
EVs: 36 HP / 116 Atk / 196 Def / 116 SpD / 36 Spe
Adamant Nature
- Play Rough
- Earthquake
- Thief
- Thunder Wave
Here's a Torchic Pass team I made with SpaceWorm, the main feature of which is the Overcoat NP Vull.
LO Torchic is really really good, it is able to 2HKO or OHKO so much of the tier, whilst also being to pass off boosts. Overcoat NP Vullaby I think is pretty nice on Torchic teams, given you require Torchic passing you to sweep generally but it's much bulkier and can Roost back health. It's also walled by Pawniard without Heat Wave but on this team that's not a major issue. Gunk is the other main BP target - the EVs are probably not optimal, you can give it 12 or even 14 speed if you want, and we gave it HP Psychic in order to beat opposing Croagunks and Mareanie. Snubbull I think is still fairly underrated, intimidate is one of the best abilities in the game and Fairy is a strong typing. Snivy is fairly self explanatory, HP Fire to hit Ferro, though Ice is an option too. I'm generally not that big on hazard removal in LC but on this team we felt it was necessary, and Kabuto fills that role whilst also providing Rocks.
Cricket (Pawniard) @ Choice Scarf
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Brick Break
Charlie (Ponyta) @ Grassium Z
Ability: Flame Body
Level: 5
EVs: 76 Def / 236 SpA / 196 Spe
Timid Nature
- Flame Charge
- Will-O-Wisp
- Solar Beam
- Flamethrower
Dee (Foongus) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Spore
- Sludge Bomb
- Giga Drain
- Hidden Power [Fire]
Mac (Timburr) @ Eviolite
Ability: Guts
Level: 5
EVs: 156 HP / 196 Atk / 156 SpD
Adamant Nature
- Ice Punch
- Knock Off
- Drain Punch
- Mach Punch
Frank (Onix) @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 76 SpD / 196 Spe
Jolly Nature
- Stealth Rock
- Roar
- Rock Blast
- Earthquake
This is probably the first 'good' team I ever made, it's fairly old (used it in the Vulpix suspect test) so probably would struggle a bit today. The It's Always Sunny nicknames probably would have made more sense on a Sun team but they suit the mons fairly well lol.
This was a team I made around Ponyta luring and KOing the opponents Water/Ground/Rock types with Bloom Doom - Grassium Z Pony was a lot less common and less known at the time so it doesn't really pack the surprise factor it did then and is easier to play around, and Sun was obviously still in the tier so Solar Beam wasn't a completely useless move either. Pawn is there as a scarfer, originally didn't have Sucker Punch but I found scenarios where I needed it to stop sweeps and such so I took out Pursuit for it, though the 2 moves are fairly interchangeable. Onix is for Rocks and is standard, Foongus is standard too and is the team's fighting resist. Staryu was originally defensive with Scald/Tbolt/Recover/Rapid Spin, but I was having trouble with BU Timburr so I switched to an offensive set featuring 3 attacks including Psychic. Timburr invests into SpD more than usual for Guts Timburr due to my weakness to offensive Staryu.
I wanted to try out Omanyte as a Hazard Setter so this was my attempt at a team with it, the idea was to clean up late game with Bunny after Hazards had been put up and Pawn had eliminated opposing Ghost types.
Omanyte sets up Hazards, it's ok I guess but I feel like it doesn't match-up very well against a lot of the tier's common Pokemon. Bunnelby is a Pokemon I personally love, Scarf QA may seem a bit weird but it still does a decent chunk to most non Ghost/Rock/Steel types and can net useful KOs on faster Scarfers, mons that have boosted in speed, weakened priority attackers etc. Stone Edge I don't think is a huge loss given Bunny can OHKO most Flying-types after Rocks anyways. The only thing you really miss out on hitting is Gastly, which I would U-turn on anyway. I used to run Psychium Z on Pawniard but honestly it sucked and no one should ever run it - the only way you can realistically use it on Fighting types is if you predict the switch or if you are 100% certain it's Bulky Foo, because Timburr and Croagunk both OHKO with Priority moves, and Mienfoo can potentially outspeed and KO. It doesn't even OHKO Timburr, Bulky Foo or Foongus either. Rest of the team is fairly straight forward, you might want to swap out Dark Pulse for Hidden Power Grass though. Fair warning this team is super weak to Mag and Chinchou, Mienfoo or Snubbull generally have to be switched in.
The rest of the teams I'm not going to go as in-depth on, as either they aren't as good or I don't remember as much about my choices in teambuilding.
I wanted to try out Cubone on Webs given it has 28 attack but is often held back by it's poor speed. This team is pretty fun to use and worth trying out, Cubone hits extremely hard, and LO Abra is always good. This team is horrible against opposing Webs teams with Abra though, and in general gets a lot of bad match-ups.
Basically just put up hazards with Dwebble, remove any threats to Abra, and then try and clean up with Abra. DD Scraggy is in there as a secondary wincon, Pawniard to beat stuff like Spritzee and for speed control and priority in Sucker Punch. You can run Pursuit over Sucker Punch or Rapid Spin over Recover on Staryu, they're both interchangeable, Sucker and Recover are just my preferences.
Chinchou @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 160 SpA / 60 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Scald
- Ice Beam
- Heal Bell
Venipede is actually pretty nice, Speed Boost allows you to get Spikes up easily and it beats Sash Abra 1-on-1, the Rock type weakness kinda sucks though. I really like Bunnelby on Hazard Stack as Return does in the 70-100% range to a lot of mons. Pumpkaboo-Super spinblocks, Mienfoo is just generally good and Onix does Rocks. Usually I wouldn't run Heal Bell on Chinchou but burns to Mienfoo, Onix and Bunnelby can be really annoying on this team.
Kill V Maim (Snubbull) @ Berry Juice
Ability: Intimidate
Level: 5
EVs: 36 HP / 116 Atk / 116 Def / 196 SpD / 36 Spe
Impish Nature
- Play Rough
- Thunder Wave
- Earthquake
- Thief
This was another attempt at trying a Bunnelby hazards team, something I really thought had potential to be amazing but never quite got there. Pretty similar to last couple teams, don't really have much to add here, this team is decent but kinda ordinary, at least from my experience with it.
Kingsley (Surskit) (M) @ Focus Sash
Ability: Swift Swim
Level: 5
EVs: 36 HP / 20 Def / 196 SpA / 20 SpD / 236 Spe
Timid Nature
- Sticky Web
- Scald
- Thief
- Giga Drain
JP (Pawniard) @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Adamant Nature
- Stealth Rock
- Sucker Punch
- Knock Off
- Iron Head
Oregon (Frillish) (F) @ Choice Scarf
Ability: Water Absorb
Level: 5
EVs: 236 SpA / 76 SpD / 196 Spe
Timid Nature
IVs: 0 Atk
- Water Spout
- Energy Ball
- Shadow Ball
- Hydro Pump
Wanted to give Pancham a shot so made this Webs team for it. Honestly this team is not very good and gets 6-0ed by stuff like Scarf Vullaby, but it's fun to use on the ladder. Pancham is really nice as a physical Fighting type that OHKOs standard Spritzee and Snubbull 100% time after Rocks (still >80% without them) if you SD on the switch.
So yeah, there's all of my SM teams that I figured were worth sharing, hopefully people enjoy this post and the teams. Feel free to use them and/or make changes etc. and if you have any questions about a team let me know. It'd be cool if others also shared their SM teams.