Resource SV LC Sample Teams

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fun teams + just good teams so drifting can't yell at me for suggesting "bad teams" to him to make samples. Drifting update samples

:vullaby: :doduo: :mienfoo: :mareanie: :mudbray: :voltorb-hisui:
I made this during LCWC playoffs when Snivy was legal, and Flying beats Grass I think. Since then Snivy has been banned, but I still think this team performs pretty well. Adamant Vullaby does a super good amount of damage and can function as a solid pivot to a great amount of the metagame. Alongside that, if you are playing in LC without removal you are just borderline trolling anyways so it also functions as the removal on this team. Doduo is the next logical step I took while making this team because well, you can't do birdspam with only one bird and I noticed that a lot of people would rather use Mudbray as their Vullaby check, which was by far the most common bird and thus they wouldn't be very likely to pack something like a Glimmet or Tinkatink that would otherwise do good into Doduo. I chose Sky Plate on my item on it as it helps put a ton of stuff into range of Brave Bird into Quick Attack while not letting my Doduo die to hazards + recoil + Life orb, it generally does like 3 more damage to mons on average with Sky Plate Brave Bird. I don't think I need to explain why Mienfoo is on this team, but this SpDef spread allows it to live a Life Orb Gastly Psychic and further helps against Hisuian Voltorb which does quite well vs the first 2 mons. Mareanie and Mudbray both make an appearance here for similar reasons, they both check Hisuian Growlithe, and also both of these mons can help you check Vullaby. Pin MIssile Mareanie allows you to blow up Vullaby or at least put it in range of the priority Doduo and Mienfoo bring on this team, while Mudbray is a better initial Vullaby switchin and gives this team stealth rocks. Hisuian Voltorb is here to mostly just be a general annoyance to the opponent, but almost nobody in the tournament at this point in time has really brought or prepped with Hisuian Voltorb in mind. Thunderbolt and Giga Drain do a great amount of damage to the majority of mons. Thunder Wave is on this team initially to punish Snivy, but it also good into stuff like Swords Dance Pawniard and generally theres very little drawback to clicking Thunder Wave with Hisuian Voltorbs impressively good bulk.
:cottonee: :rhyhorn: :vullaby: :gastly: :shellder: :grookey:
im ngl very little thought went into this team but I laddered with it way too much. i started off wanting to use cottonee then realized its terrible without knock off, but then i went. holy smokes sd rock polish rhyhorn it cooks and walls torb. this dishonest as hell vullaby because I was bored , shellder because its just a good staple on ho teams. i wanted gastly on this to spread burns and make it easier to setup with my pokemon. sleep talk because cottonee just gets laughed at by foongus and ull notice otherwise that foongus 6-0s this. i toyed around with a few grook sets on this but i was generally pretty happy with sd grook and found it to actually be super underrated while laddering just as a pokemon itself. glide and stuff is great
:gastly: :houndour: :toedscool: :mienfoo: :voltorb-hisui: :tinkatink:
I wanted to use Will-O-Wisp + Hex + Pain Split gastly as a Mienfoo check. After that I asked a certain cult(that you guys should not worry about :worrywhirl:) what i should build around next and got told it should be a Fire-type. I decided to settle on using Houndour for said Fire-type because it resists Gastly's Shadow Ball and has pretty funny utility in Sucker Punch and Destiny Bond. It also 2HKOs Mienfoo while having Gastly in the back to threaten opposing Mienfoo. After that I needed removal obviously, and I had posted about Toedscool possibly being viable in another server so I wanted to give it a chance here. This spread lives 2 Life Orb Gastly attacks, while also being able to either get a Knoff (lol) or Spore on opposing pokemon, and from the games on ladder I did play with Toedscool I thought it was a pretty cool option on some teams where you either don't want Vullaby to be Defogging, or need a Ground-type that isn't Mudbray. Mienfoo is here because Mienfoo yet again. This Mienfoo is Swords Dance because I thought it would be a fun option here, and I didn't really view the defensuve utility Mienfoo offers here as needed here between Gastly for opposing Mienfoo and Toedscool for the special attackers that would otherwise threaten it. Max Attack allows you to KO Eviolite Gastly after rocks. Hisuian Voltorb is here for an additional strong attacker, but also it gives this team a much needed Pivot that you will notice this team does not otherwise have. This Hisuian Voltorb is Tera Blast Flying to hit both opposing Mienfoo and Foongus. Last mon Tinkatink because this team is exceptionally bad at switching into Vullaby and this team still had yet to have a Stealth Rock user. This slot could theoretically be a Glimmet and it actually would make the Hisuian Growlithe matchup a lot better, but I valued a more consistent Vullaby answer a lot more. The Tera types on this team should probably be played with a little bit to sponge a few of the rough offensive matchups like Hisuian Growlithe.
:mienfoo: :vullaby: :gastly: :growlithe-hisui: :voltorb-hisui: :mudbray:
this 6 shouldnt need an explanation but. foo bc foo, vulla bc vulla. ada to ko foo from full and defog to remove hazards. life orb gastly because it hits super hard, choice scarf hisuian growlithe bc it hits super hard. hisuian voltorb because its good and another pivot. mudbray for rocks and just an additional solid offensive presence alongside vull switchin
see you guys next in... open? can we PLEASE get a tournament schedule
 
https://pokepast.es/3e67050ba08d8434

peaked 1503 with this team, so thought I'd share the team since sample teams list doesn't have any that feature full HO atm.

Hyper beam is surprisingly free in the meta rn as not a lot of people are running set up, +2 hyper beam nukes everything. team is a bit stunky weak but glim, vull, and zorua can overwhelm it to enable eachother. I usually lead either vullaby because its stab is so strong in meta, or zorua disguised as vullaby, it can usually trade with mienfoo early using hyper beam.

+2 156 SpA Zorua-Hisui Hyper Beam vs. 0 HP / 0 SpD Eviolite Vullaby: 28-34 (121.7 - 147.8%) -- guaranteed OHKO
 
i wanna donate, here are all my post snivy teams:
:gastly::vullaby::growlithe-hisui::mareanie::mienfoo::toedscool:
idt ive gotten to use this one in tour yet but its worked wonders in tests. i think toed will spike in popularity sooner or later, as with snivy leaving the tier it is now kinda uncontested when doing its job. same for this mare set, i wanted to try it out as it should (i think) beat foongus. using scarf gastly here since i would lack speed control otherwise, and stuff like scarf dog could easily beat me.
:doduo::gastly::vullaby::mienfoo::foongus::trapinch:
i have been a doduo fan since the day the dlc dropped. however, i built a weird team w it day 1 (it had chou and therefore was bad) and abandoned it p quickly. after seeing it succeed in lcwc, i thought id give it a try w two different sets to test. first one is scarf, pretty self explanatory, combining it with gastlys destroying power to ease late game sweeps. here is a replay of me using it in ssnl vs double weather. i made a big mistake not setting rocks up and that lost me the game, but i had the tools to maneuver.
:doduo::gastly::vullaby::mienfoo::mudbray::snubbull:
this is the cooler version. everyone who sees gastly + doduo on preview will easily assume it is scarf doduo and some life orb/evio gastly, as they both work super well together. they will try to set rocks up asap, as i have no removal and they seem to hit my team for a lot of damage. HOWEVER. i am eridbst, known heavy duty boots believer. therefore, i am using the best doduo set known to man, as it allows you to bait your opponent and live forever. protect lets you scout teras and choiced moves, so maybe the opposing scarf gastly will wanna get funny with shadow ball and you will get a free kill in return, or maybe the lock into sludge wave and allow you to tera and take it out as well. i had to pair it with scarf gastly tho, as otherwise voltorb would kinda just run over the team. here is a replay of me using this vs a life orb voltorb + shellder team in a tournament, which my scarf gastly + quick attack doduo core allowed me to beat.
:voltorb-hisui::stunky::vullaby::mienfoo::gastly::mudbray:
i almost lost to a life orb leaf storm voltorb last week, so i wanted to try it out. it seemed a good idea, as i had always disliked lead tera blast psychic bc it needs to commit t1 and people already know the gimmick, but leaf storm ohkoing is nothing other than consistent. i did not wanna get too passive with an offensive core such as lo orb + stunky, so i went ahead and used bray as my rocker and gastly as my foo check.
:voltorb-hisui::gothita::mareanie::mienfoo::vullaby::pawniard:
ive started to think voltorb is incredible in this metagame atp, for reasons ive already mentioned here, so i wanted to make a team with it combined with gothita, which would trap foongus and mienfoo for orb, while allowing mareanie to set tspikes up very easily. pawn rounds this team out by giving me rocks, a flying resist and a gastly check. and no, i will never stop running boots vull when i see fit. i still think its amazing in the proper team when utilized correctly
:stunky::vullaby::mienfoo::snubbull::growlithe-hisui::voltorb-hisui:
i noticed i had a lack of life orb stunky teams, which was a mon i thought highly of, for its ability to break defensive cores while working well vs offensive ones, given its speed, priority and typing. i decided to pair it with vullaby to create some sort of dark spam core, subbull and growlithe as my not passive defensive pivots and voltorb to round out the team and give me a fast answer to mudbray and diglett.
:trapinch::mareanie::mienfoo::voltorb::gastly::stunky:
idr who it was that made me notice that my goth tspikes idea, while not actually bad against it, would not be as effective if the poison is stunky, as gothita fails to trap it. with that in mind, i gave the concept a second try, this time with trapinch as my trapper. it should be still able to trap mareanie, glimmet and now stunky, while also beating foongus bc of my speed evs. this versions, while it should lose to foongus in theory, has actually got a lot of lures for it. also, hex gastly does pair incredibly well with tspikes and trapinch, as pinch traps its checks and allows tspikes to be set, while gastly burns tspike immunes and also greatly benefits from the tspikes with hex. here is a replay of me using it in ssnl, where i think i showcase why the idea functions well.
:mienfoo::koffing::shellder::voltorb-hisui::mudbray::vullaby:
i think koffing is a very underrated mon in this metagame. however, i used to kinda just see it as a defensive mon with thief and wisp/tspikes to annoy opp teams. however, one day i was in the bus listening to gfriend while it hit me: just like in ss lc, koffing can use its good old offensive set still to allow you to beat mareanie and foongus. so i thought, which mon would benefit the most from having the two fat blobs dead? enter: shellder. actually, koffing and shellder make for an incredible pair, as not only does koff deal w the three regen mons that annoy shellder to death, it also lures growlithe and mudbray in, allowing for easy set up/surprise koes. for my last mon, i decided to pair it with id vull, as i wanted a mon that beats both gastly and stunky while not having to burn tera.
:diglett-alola::glimmet::foongus::mienfoo::vullaby::gastly:
in my experience, diglett benefits heavily from spikes, much more than from rocks. thus, i decided to pair it with the best (and only) lc spiker, glimmet. however, i do think glimmet is kinda very bad at setting both rocks and spikes up, so i thought id give rocks to the diglett anyway, since its 4th move is kinda whatever, and it gets a lot of opportunities to set them up a la greninja. i paired them w foongus, foo and vull for insurance vs bray, voltorb and gastly, and as my last i decided id use wisp gastly, since it would be v good to help diglett vs vull if im unable to set my rocks up, and having another bray/foo punish would be greatly appreciated
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Hi Drifting, can you please provide a description on how to use this team? Thanks!

It's a pretty standard offensive Foo/Vull/Gast structure, with Toedscool providing hazard removal, sleep, and countering some stuff like Voltorb and Mudbray. Glimmet is the Vullaby answer and hazard setter, with Memento to enable Magby. Usually on this team I lead vullaby, and use a combination of Sleep, Wisp Gastly, Memento, Knock Off and Hazards to enable a sweep with the Tera Ghost Magby, who is the mon you should Tera in most matchups.
 
Wooper Nosepass Off-Meta Balanced
:sv/Mienfoo::sv/Vullaby::sv/Nosepass::sv/Foongus::sv/Magnemite::sv/Wooper:
these sets are fine-tuned thru months of laddering, and the team has many wins vs high ladder players. it is uniquely strong against HO and therefore has use cases in a best of 3 setting.

:sv/Mienfoo:
this could be any inner focus foo set, but the def + hone claws + stone edge set is for vullaby specifically, and it's not even reliable without chip on vull. the best lines are
1. hone claws on the switch in, then hone claws again, dodging the 1/16 max roll on brave bird. then, there is a 5050 roll to ohko 23hp 15def vullaby at full.
2. hone claws on the switch in and take your chip for scarf vullaby, magnemite or nosepass to clean up.
i chose these subpar options to take some defensive pressure off of nosepass, while still outspeeding +speed nature vullaby.
opt for tera rock, ohko vull at +1 : )
if i made this team today i would use trailblaze bulkup 2a.

:sv/Vullaby:
scarf vullaby is good because of the surprise, so you should preserve the reveal until you need it to make an important pick.
brave bird has a 13/16 roll to ko 21hp 14def mienfoo after 1 later of spikes, and always kos after 2 or more.
tera fire tera blast is used to hit tinkatink on the physical side, as many run spdef to live a heat wave at +2. it also hits hisuian voltorb for a significant chunk, with a 1/16 ko after 1 layer and a 15/16 ko after 2 layers (21hp 12def). tera fire also used to absorb will o wisp from gastly, thank god that abomination is gone.
tera could easily be tera ground, electric, stellar.
scarf vull has the potential to sweep endgame, too.

:sv/Nosepass:
here's the star of the show. a jack-of-all-trades on this team, with its insane bulk allowing it to tank 2 of (almost) any attack, allowing iron defense body press to do massive damage. as a designated vullaby switch, it can ohko weak armor with rock blast luck or 2hko with its bulk.
iron defense also holds crucial defensive utility against shellder, as if it sets up alongside shellder, liquidation will only ohko 1/16 after rocks, and then nosepass hits a juicy 40 def body press.
rest is a gimmick, but could be useful. pain split is probably the best recovery option.
tera ghost for: mienfoo high jump kick, timburr, and magby mach punch
tera water for: securing the shellder matchup

:sv/Foongus:
the most "standard" set here, so i wont go into detail. spore, then stun spore if expecting an opponent switch to play off of sleep clause. provides important speed control for nosepass, magnemite and mienfoo.

:sv/Magnemite:
man, i wish berry juice recycle was legal. instead, magnemite is condemned to be a ground type lure. bluffing scarf, a mudbray or toedscool might switch in on volt switch. click the tera button.

:sv/Wooper:
this team would not be possible without the happy guy. spikes enables the rest of the team. panic unaware can save the game versus set-up.
but woopers best role is as a reliable switch-in to hisuian growlithes stabs.
i chose yawn for synergy with spikes and as an emergency bedtime, but encore haze counter earth power are all strong options here. please, for the love of god, ice beam the hisuian voltorb.

thank you to everybody who has used nosepass on ladder.

edit: oh yeah also this happened https://replay.pokemonshowdown.com/gen9lc-2085716604?p2
 
spikes + fast knock is my favorite playstyle in every newer generations tiers and i wanted to do something similar in LC. here is the team and the ladder peak with it

https://pokepast.es/c86b5f6ea73e1472

Drifting hello
1717254826634.png
 
https://pokepast.es/83522706efbe8f2c
Drifting

I built this team back in LPL with help from coll andre lily bbb kythr ghost and zero. It's seen a fair amount of usage across different tours at this point so dropping it here with some replays. It's an extremely standard team outside of Diglett and pretty easy to pilot, just get a sub up on a sleep turn or switch (usually Glimmet) and Diglett can put in work. Andre had been passing around an Iron Head version as well which is good into Grookey/Toeds matchups (which seem more popular now than when it was made) and I also threw in Tera Ghost Glimmet for some Fighting insurance since choiced Foo is pretty in right now. The team's worst matchup is definitely Shellder, but preserving Evio on Mienfoo/Foongus/Torb and maintaining good positioning generally does the job.

https://replay.pokemonshowdown.com/smogtours-gen9lc-771707?p2
https://replay.pokemonshowdown.com/gen9lc-2135602867-e45cxbc7u4fkjs56pinnax4pch576kqpw

https://replay.pokemonshowdown.com/smogtours-gen9lc-777414 -- iron head version
 
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july 2024 teamdump

standard colors
:mienfoo::vullaby::voltorb-hisui::tinkatink::toedscool::mareanie:
timburr colors
:tinkatink::toedscool::mareanie::voltorb-hisui::vullaby::timburr:
balanced colors
:vullaby::tinkatink::mareanie::toedscool::timburr::foongus:
joltik colors
:tinkatink::toedscool::mareanie::mienfoo::vullaby::joltik:
doduo colors
:mienfoo::stunky::tinkatink::toedscool::mareanie::doduo:
duskull acu toed colors
:duskull::mienfoo::tinkatink::toedscool::mareanie::stunky:
fake HO duskull offmagby colors
:duskull::magby::tinkatink::toedscool::mareanie::mienfoo:
duskull HO
:duskull::glimmet::magby::mareanie::mienfoo::pawniard:
e button + trapper
:mienfoo::pawniard::foongus::mudbray::gothita::glimmet:
defensive shellder
:shellder::tinkatink::mienfoo::vullaby::voltorb-hisui::mudbray:
scarf grookey timburr
:grookey::growlithe-hisui::stunky::mudbray::timburr::vullaby:
endeavor bray
:voltorb-hisui::foongus::vullaby::mienfoo::tinkatink::mudbray:
wattrel cranidos
:mienfoo::pawniard::mudbray::wattrel::mareanie::cranidos:
stankmuletink
:mienfoo::vullaby::voltorb-hisui::stunky::mudbray::tinkatink:
stankmuledog
:mienfoo::vullaby::stunky::mudbray::growlithe-hisui::toedscool:
tentadig
:mienfoo::vullaby::foongus::diglett-alola::tentacool::growlithe-hisui:
mag tenta offense
:zorua-hisui::voltorb-hisui::tinkatink::magby::tentacool::diglett-alola:
hex stunky
:zorua-hisui::mienfoo::tinkatink::voltorb-hisui::stunky::mudbray:
counter bray
:zorua-hisui::mienfoo::vullaby::voltorb-hisui::mareanie::mudbray:
beartrap
:zorua-hisui::mienfoo::vullaby::tinkatink::shellder::glimmet:
watt shellder hail
:zorua-hisui::snover::sandshrew-alola::shellder::wattrel::timburr:
ghost in the shell
:mienfoo::foongus::mareanie::vullaby::timburr::zorua-hisui:
toed + regen
:mienfoo::foongus::mareanie::vullaby::timburr::toedscool:

-- bad teams --

feebas HO
:feebas::voltorb-hisui::stunky::drifloon::wooper::tinkatink:
swablu balanced
:mienfoo::vullaby::mudbray::foongus::voltorb-hisui::swablu:
nosepass doduo
:mienfoo::doduo::nosepass::foongus::mudbray::stunky:
kanto offense
:meowth::koffing::tentacool::doduo::magnemite::sandshrew:
 
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pre suspect teamdump (august + early september 2024)

horua fake balanced
:zorua-hisui::wooper::tinkatink::foongus::mienfoo::mareanie:
squirtle funnel
:mienfoo::stunky::wattrel::mudbray::growlithe-hisui::squirtle:
watt + a-dig offense
:mienfoo::stunky::wattrel::diglett-alola::growlithe-hisui::squirtle:
fairy wisp ap glim
:zorua-hisui::tinkatink::mienfoo::voltorb-hisui::glimmet::drilbur:
support squirtle intim
:growlithe-hisui::squirtle::glimmet::tinkatink::mienfoo::vullaby:
trick squirtle intim
:growlithe-hisui::squirtle::glimmet::tinkatink::mienfoo::vullaby:
squirtle HO
:duskull::glimmet::tinkatink::mudbray::magby::squirtle:
band foo alt colors
:mienfoo::mareanie::elekid::chespin::tinkatink::vullaby:
timburr alt colors
:timburr::mareanie::elekid::chespin::tinkatink::vullaby:
timburr alt colors watt
:timburr::mareanie::wattrel::chespin::tinkatink::vullaby:
chespin 1
:growlithe-hisui::mudbray::tinkatink::chespin::wattrel::mienfoo:
chespin 2
:growlithe-hisui::mudbray::tinkatink::chespin::chinchou::crabrawler:
bluff cranidos
:mienfoo::vullaby::mudbray::koffing::squirtle::cranidos:
Untitled 745
:voltorb-hisui::shellder::glimmet::pawniard::mienfoo::koffing:
LJCcore glim
:mienfoo::voltorb-hisui::houndour::toedscool::mudbray::glimmet:
LJCcore mare
:mienfoo::voltorb-hisui::houndour::mareanie::toedscool::mudbray:
sandless shrew
:sandshrew::glimmet::voltorb-hisui::shellder::stunky::mienfoo:
5 + squirtle
:mienfoo::vullaby::voltorb-hisui::mudbray::growlithe-hisui::squirtle:
maglimtentabray
:mienfoo::voltorb-hisui::magby::glimmet::tentacool::mudbray:
fire water grookey
:growlithe-hisui::grookey::tinkatink::mareanie::timburr::vullaby:
electric chicken
:torchic::elekid::wooper::chespin::timburr::vullaby:
fightspam
:mienfoo::voltorb-hisui::tinkatink::mareanie::timburr::vullaby:

- bad teams
exeggcute sun
:exeggcute::diglett-alola::shroodle::grookey::charmander::timburr:
 
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https://pokepast.es/449421ccc2989da4

The idea behind the team is really basic: it just mixes the bird spam idea with the only 2 physicall decent STAB brave bird users (I don´t like special birds because hurricane=miss and air slash is weak) with Trapinch, a really underrated mon in my opinion. Trapinch traps steel and rock types for a late game doduo or vullaby sweep. Voltorb and mienfoo are almost mandatory and they pair really good with the team with their pivot moves and make progress with knock off and random static paras. Last member is tinkatink but bc i wasnt sure what to use instead. I tried toedscool to get the defog+spin core but i had 5 weaknesses to ice so i switched to mareanie to have a grounded poison and ice resist. Then i realized i didnt need t-spikes absorber because the team has 2 flying types and both mienfoo and voltorb aren´t suposed to stay on the field for a long time.

I usually save tera to use it on trapinch bc with tera bug first impresion ohkoes voltorb with stealth rock support and that allows doduo for a sweep later. Voltorb is also a great user to surprise ko opposite voltorb or any steel type with tera blast fire. Doduo doesn´t need tera if the opposite team is weakened enough so you don´t have to worry about saving tera for the sweep.

Well, that´s all! If u have any suggestions about the team or my explanation please let me know, i´ve never done this before. Thanks for reading :)
 
This was a while ago at this point, like early summer but I thought I'd post a team I was consistently top 1 in ladder with for a couple weeks before I lost interest. I'd like to get back into it tho. (my main account is Quackstorm)

https://pokepast.es/423ed741051d10a0
:timburr::voltorb-hisui::tentacool::vullaby::mudbray::numel:

1726852591036.png


This team has win cons in Numel, Timburr (which I would often switch around with Mienfoo), and also the unexpected overcoat Iron Defense Vullaby. Also lots of momentum in volt switch, flip turn (maybe Growlithe-h should be here). Especially the last set along with the Numel were the MVPs of this team. Especially at the time, Numel felt really good for disrupting the Torb/Vull/Mudbray/Foo teams with flame charge and will o wisp. I would not aim to sweep with it every game but it always had value, as the threat of flame charge would force people to switch to vullaby and eat a wisp, also very threatening dual stab in this meta. Vullaby can set up and sweep as long as Mudbray has been removed/doesnt have whirlwind and Gothita wasn't present (its goal is to win, not disrupt). Tera poison doesn't get 2hko'd by Growlithe-h after an iron def, it 1v1's Voltorb-h, and generally people would exhaust their checks for it on other mons as they didn't expect it. Overcoat also allows it to switch into and 1v1 Foongus even if it has tera'd. Honestly the Tentacool set kept being changed, and to this day I'm not 100% happy with it, but rapid spin and flip turn were constants. Everything else is quite standard, maybe with the exception of protect on Voltorb for scouting Growlithe-h when it would come in.
 

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Sun Team
:mienfoo::vullaby::bulbasaur::cottonee::mudbray::elekid:
:cottonee: Suicide lead, set up sun, then memento out. If dark type use dazzling gleam to force them to kill you. Tera fire with tera blast is used to kill snover and honestly 17 speed with the sun boost to tera blast isn't awful in a pinch. I use cottonee over shroodle because you can threaten dark types that switch in to block prankster.
:bulbasaur: Main sweeper. Set up with growth, then tera fire weather ball everything. Sleep powder anything that could stall you out or if you need to set up. Giga drain for heals as well as damage once sun runs out. Just clicking weather ball in most situations is good enough to get 2-4 mons depending on the team.
:vullaby: Switches into ground types that outspeed bulbasaur after sun, as well as fake out. Standard set, defog over roost.
:elekid: Deals with water mons when sun runs out as well as pivot. Protect + tera ghost help escape trapinch and surprise overconfident foo with hjk. Tera psychic is also fine but you usually won't have tera anyways.
:mudbray: Tank, deals with priority mons like pawinard and stunky as well as glimmet that threaten bulbasaur. Also can be used as a lead into hail to surprise snover with tera steel heavy slam and set rocks before letting cottonee safely set up. Sunny day is also an option over rocks and honestly I prefer it.
:mienfoo: So standard literally not worth explaining.
 
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Sun Team
:mienfoo::vullaby::bulbasaur::cottonee::mudbray::elekid:
:cottonee: Suicide lead, set up sun, then memento out. If dark type use dazzling gleam to force them to kill you. Tera fire with tera blast is used to kill snover and honestly 17 speed with the sun boost to tera blast isn't awful in a pinch. I use cottonee over shroodle because you can threaten dark types that switch in to block prankster.
:bulbasaur: Main sweeper. Set up with growth, then tera fire weather ball everything. Sleep powder anything that could stall you out or if you need to set up. Giga drain for heals as well as damage once sun runs out. Just clicking weather ball in most situations is good enough to get 2-4 mons depending on the team.
:vullaby: Switches into ground types that outspeed bulbasaur after sun, as well as fake out. Standard set, defog over roost.
:elekid: Deals with water mons when sun runs out as well as pivot. Protect + tera ghost help escape trapinch and surprise overconfident foo with hjk. Tera psychic is also fine but you usually won't have tera anyways.
:mudbray: Tank, deals with priority mons like pawinard and stunky as well as glimmet that threaten bulbasaur. Also can be used as a lead into hail to surprise snover with tera steel heavy slam and set rocks before letting cottonee safely set up. Sunny day is also an option over rocks and honestly I prefer it.
:mienfoo: So standard literally not worth explaining.
Made some changes but didn't want to erase this team because I've seen people using it.
https://pokepast.es/308102219e07587b
New team has notes on the right side if needed.
 
eridteams explained:
:wingull::stunky::mienfoo::foongus::mudbray::magnemite:
here i just wanted to build a team with wingull and without removal. i paired it with stunky bc of the speed control combined with its ability to take on most things once (something evioless gull cant do). i added foongus + bray as defensive core bc poison and ground were needed atp, and last mon scarf mag to trap very dangerous adig and tink while soft checking vullaby and opp wingull
:vullaby::mienfoo::toedscool::snubbull::glimmet::chinchou:
i thought terablast ground vullaby and scarf mienfoo pair well, bc vull is a good lead in mienfoo's absence, and it's abel to break teams open early to mid game so mienfoo gets to win. they also dont usually want to tera in the same games, so they dont have anti synergy in that department, unlike some 2 offensive mon pairings. i then added toed for spin and mudbray/dig checking while giving me spikes, snubbull + glimmet as defensive core that can take with both mienfoo and vullaby and be hard to switch into, and chinchou last because wingull was very scary at this point
:froakie::mienfoo::glimmet::vullaby::foongus::grookey:
the wildest team here, you might want to tweak it a bit, but i still wanna showcase it. its got froakie as a breaker that lures mareanie/foongus for sd mienfoo lategame, glim + foongus as defensive core (you could swap mudbray for glimmet here i think), and last mons grookey + scarf vullaby to add ground resists and speed control. i think these are the slots that can be changed the most, im not sure whats the optimal combination here
 
Hey LC, this time around I wanted to be more structured, so I built around these cores
:sv/Mienfoo::sv/Vullaby: / :sv/Timburr::sv/Vullaby:
in order to study the difference between the fighters, how they play, what support they need, and when you should use:timburr:


:sv/shellder:
foo clam
:mienfoo::vullaby::foongus::stunky::mudbray::shellder:
timb clam
:timburr::vullaby::foongus::tinkatink::mudbray::shellder:
foo larv clam
:mienfoo::vullaby::larvesta::glimmet::toedscool::shellder:
timb larv clam
:timburr::vullaby::larvesta::tinkatink::toedscool::shellder:

:sv/glimmet:
sash glim foo
:mienfoo::vullaby::elekid::glimmet::toedscool::stunky:
sash glim timb
:timburr::vullaby::elekid::glimmet::toedscool::stunky:
ap glim foo
:mienfoo::vullaby::toedscool::glimmet::mudbray::stunky:
ap glim timb
:timburr::vullaby::foongus::glimmet::mudbray::tinkatink:

:sv/gothita::sv/magnemite:
goth foo
:mienfoo::vullaby::gothita::glimmet::toedscool::snover:
mag timb
:timburr::vullaby::magnemite::glimmet::toedscool::mareanie:

What did we learn?
:sv/mienfoo:
:mienfoo: is faster, and has access to U-turn + Regenerator, which give it greater longevity and the perfect toolkit for a pivot pokemon. Using :mienfoo: can sometimes feel like having 2 or 3 copies of the same pokemon. :mienfoo: also has a stronger stab move in HJK, which hits certain KO thresholds. The better choice in most scenarios.
:sv/timburr:
:timburr: has access to a wider range of relevant moves in the 3 elemental punches and Defog. Instead of speed, :timburr: invests EVs into bulk. Therefore, :timburr: is capable of trading 1 vs 1 with a lot of pokemon, if it has the proper moves.:timburr: feels secure because it uses accurate moves and has a reliable STAB priority in Mach Punch. Works best on slow, defensive teams.
:sv/mienfoo::sv/timburr:
Why choose? Next up, we will look at the "fight spam" strategy using both of these pokemon.​

Please don't be like me, be better than me. These ideas are far from optimal and I share them to inspire you to create something better. Thank you.
 
Theres no TTM on the samples so ive decided to change that

:diglett-alola: :Tinkatink: :Toedscool: :Mareanie: :Mienfoo: :Vullaby:
Team description
:diglett-alola: - the main win con of the team, after a spikes this thing 2hkos basically everything
:tinkatink: - :vullaby: check, eats knocks, sets rocks and can help with stuff like :grookey: :stunky: and :mienfoo:
:toedscool: - :mudbray: switch in, sets spikes and spins
:mareanie: - fight check and secondary win con
:mienfoo: - does classic mienfoo things
:vullaby: - switch in to :toedscool: and :mienfoo:
I peaked #2 on ladder (then tilted) but i didnt screenshot it, heres a ss of me going 47-3 on an alt.
Screenshot 2024-10-25 170226.png

Replays
brought to my first tour game https://replay.pokemonshowdown.com/gen9lc-2229762162-t9bkb4uo9oud3ydbmxev5wk87aw236wpw
v the goat lejameschonk :lechonk: https://replay.pokemonshowdown.com/gen9lc-2230230033-it5rka4er54tnwnibsv4f47qqk2c9yepw (I played ass)
 
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