So after a good start (Currently #42 on the ladder! Woo!) on Little Cup I began to adapt my first team. Here they are; the beauties!
D'aww... Cute and deadly; the two reasons I love Little Cup!
Below you'll find stats, movesets and descriptions of their roles etc.
Please read and your analytical, planet-sized brains to help me perfect my formula!!! MY FORMULA FOR DESTRUCTION!!! *Evil Laugh*







D'aww... Cute and deadly; the two reasons I love Little Cup!
Below you'll find stats, movesets and descriptions of their roles etc.
Please read and your analytical, planet-sized brains to help me perfect my formula!!! MY FORMULA FOR DESTRUCTION!!! *Evil Laugh*

Norris, the Machop @ Oran Berry
Ability: No Guard
EVs: 206 ATK 125 DEF 125 SPD
Nature: Adamant
- Dynamic Punch
- Earthquake
- Ice Punch
- Bullet Punch
I usually lead with Norris as his 100% accurate Dynamic Punch, thanks to No Guard, is super-effective against many common leads such as Aipom or Dwebble and even without the super-effectiveness the confusion usually messes the opponent up considerably. Earthquake deals with pesky electric, rock, steel and fire types with considerable effect and Ice Punch takes down flying types and ground types, mainly Hippopotas. Bullet Punch is a good priority move and helpful when facing opponents who would outspeed Machop such as Mienfoo or Buizel. I favour the Oran Berry for Machop as it allows him to be an effective lead, take damage, heal himself and then return later in the game for a sweep.

Polaris, the Staryu@ Life Orb
Ability: Natural Cure
EVs: 36 HP / 200 SpA / 240 Spe
Nature: Timid
- Hydro Pump
- Thunderbolt
- Recover
- Rapid Spin
My first major change. I've replaced Moby Dick the Chinchou with Polaris the Staryu in favour of the starfish Pokemon's speed and rapid-spinning qualities which cover Solaris the Larvesta's weakness to Stealth Rock. Polaris's Hydro Pump and Thunderbolt cover the same bases as Chinchou minus the STAB TBolt and Recover gives my lil' star a decent recovery option. Rapid Spin will help me dispel Spikes, Toxic Spikes and other entry hazards to protect other members of my team, primarily Solaris.

Tentacula, the Lileep@ Eviolite
Ability: Storm Drain
EVs: 228 HP 114 DEF 28 SPA 64 SPD 16 SPE
Nature: Calm
- Giga Drain
- Hidden Power (Rock)
- Toxic
- Stealth Rock
I've gone through a few grass types now and Tentacula is by far my favourite. She has massive bulk and her typing means she isn't super-effected by fire types as well as being resistan against normal and electric type attacks! Her ability, Storm Drain, gives her immunity against water-type attacks and ups her SPA every time she is hit by one! So with the right timing I can set up on the switch in and then hit with Giga Drain or Hidden Power. These two attacks provide STAB and have good coverage, with Giga Drain healing Tentacula too! Toxic is thrown in their before Tentacula switches out as thanks to her general bulkiness she can take the extra hit! Stealth Rock helps her set up before a potential sweep.

Solaris, the Larvesta@ Eviolite
Ability: Flame Body
EVs: 76 HP / 236 Atk / 156 Def / 36 Spe
Nature: Adamant
- U-turn
- Flare Blitz
- Morning Sun
- Wild Charge
As per advice from Ray Jay and my own annoyance at Hustle I've replaced Darumaka with a Larvesta named Solaris. It fills the same roll as Darumaka as a physical sweeper seeking to take care of the weaknesses of the other members of my grass-fire-water core (Staryu-Larvesta-Lileep) and generally cause the enemy some trouble! U-Turn hits ghost and psychic-types which Solaris doesn't want to fight and Flare Blitz provides Solaris' primary beatstick with STAB and phenomonal damage. Wild Charge hits water and flying-types, both of which who would be deadly to Solaris and Morning Sun provides her with the option of recovery.

Balthazar, the Abra@ Focus Sash
Ability: Magic Guard
EVs: 240 SPA 200 SPE
Nature: Timid
- Psychic
- Shadow Ball
- Hidden Power (Fighting)
- Protect
Balthazar! When I was talking about Machop I mentioned that he was my lead most of the time. Balthazar is my back-up lead with a vast moveset, Magic Bounce, Focus Sash and Protect he is a jack of all trades and can take most of the things that Machop can't. He's also super-fast and is probably my second best Sweeper on the team.

Skullduggery, the Cubone@ Thick Club
Ability: Battle Armour
EVs: 36 HP 196 ATK 36 SPD 236 SPE
Nature: Adamant
- Earthquake
- Fire Punch
- Thunder Punch
- Swords Dance
Skullduggery is amazingly, superly, fantastically easy to down... Which is a shame but with the right switch-in and a single Dance he becomes a monster, well more of a monster. To tell the truth he can normally handle himself without setting up but I like to anyway. A bit of insurance. Skullduggery has a massive ATK stat anyway but with the addition of Thick Club and perhaps some dancing it becomes titanic. Earthquake hits electric and rock types for STAB damage as well as dealing with most things that aren't resistant to it. Thunder Punch deals with flying types or Pokemon with Levitate as well as water-types (if he's quick enough). Fire Punch takes out slower grass and ice-types as well as providing the extra chance of a status condition, the same applies to Thunder Punch.
So that's my team! See any glaring flaws? Comment! See something shiningly beautiful? Comment! See a Unicorn? Stop taking drugs!
Peace out,
B.