approved by macle
Infamy's VoltTurn
Sken's offensive
Brazilian Army's Stall
Svalkenaeres's Dwebble offensive
Sparkychild's Bulky
tazz's trapspam
LC Sample Teams
This thread will be for LC teams in the ORAS metagame. I want everyone to feel comfortable posting their teams however, I will only include the best ones in this post. If you decide to post a team include a short description of the team, or include a couple of sentences for each Pokemon and an importable.
DO NOT USE THIS THREAD TO DUMP TEAMS AS YOU BUILD THEM. We want to avoid including teams with glaring weaknesses, or just overall lack of quality. This thread is aimed at newer players, so please keep that in mind when posting. Teams posted can and will be deleted at moderators' discretion.
LC ORAS has been great so far, hopefully you'll join us and think so too!
Sample Teams: This thread will be for LC teams in the ORAS metagame. I want everyone to feel comfortable posting their teams however, I will only include the best ones in this post. If you decide to post a team include a short description of the team, or include a couple of sentences for each Pokemon and an importable.
DO NOT USE THIS THREAD TO DUMP TEAMS AS YOU BUILD THEM. We want to avoid including teams with glaring weaknesses, or just overall lack of quality. This thread is aimed at newer players, so please keep that in mind when posting. Teams posted can and will be deleted at moderators' discretion.
LC ORAS has been great so far, hopefully you'll join us and think so too!
Infamy's VoltTurn
This team functions by using Volt Switch and U-Turn to gain momentum over the opponent and apply significant amounts of pressure to the opposing team by switching into the most appropriate check to their current Pokemon. VoltTurn was the first team archetype I had any success with in LC, so I figure I might as well pass a decent team on to new players, because not too long ago I was one of them. Anyway, Vullaby is a very useful Pokemon on VoltTurn, providing momentum with U-Turn while being able to stay healthy and preserve the longevity of the team with Roost and Defog respectively. It also makes good use of Knock Off to weaken opposing walls, which allow the more offensive members of the team to apply more pressure on the opponent. Mienfoo is somewhat necessitated on any serious VoltTurn team, with the combination of its excellent bulk, Speed, and ability all letting it provide great support for its teammates. Drain Punch allows it to recover without switching, Knock Off weakens the opponent's walls and bulky Pokemon in general, and U-Turn allows it not only to provide excellent momentum but also to recover a third of its HP thanks to Regenerator. The last move on Mienfoo is something of a toss-up, I decided to go with Acrobatics to allow it to function as a secondary check to Fighting types since Mienfoo often finds itself getting Knocked Off and it takes some pressure off of Foongus and Larvesta. Chinchou is also a Pokemon seen very often on VoltTurn teams, due to its excellent bulk, ability to stop opposing Volt Switches, and Speed that can allow it to function as either a fast or slow pivot- in this case, I chose the slower set because it is bulkier. Scald and Volt Switch are both STABs with excellent effects, with Scald's 100% 30% burn chance and Volt Switch providing momentum- the lifeblood of the team. Rest and Sleep Talk are Chinchou's only form of recovery, with a 33% chance to provide momentum even while it is asleep. Larvesta is an excellent Pokemon for VoltTurn teams, with excellent bulk, reliable recovery, and the excellent capacity to cripple the opponent's team with Will-O-Wisp. Flame Body is Larvesta's best ability, letting it switch in on physical attackers and threaten them. U-Turn is obviously necessary on a VoltTurn, while Flare Blitz provides a strong STAB. Morning Sun lets Larvesta recover half its HP in most situations, and Will-O-Wisp lets Larvesta burn the opponent's Pokemon, wearing them down over the course of the battle. Foongus may seem like a bit of a strange choice for a VoltTurn team, as it has neither Volt Switch nor U-Turn, but it is chosen because of its excellent synergy with the other members. It forms a Regenerator core with Mienfoo, and completes a Fire-Water-Grass core, notorious for its excellent defensive synergy, with Chinchou and Larvesta. Furthermore, Foongus can still pressure the opponent with Spore. It has Giga Drain and Sludge Bomb to act as reliable STABs with excellent secondary effects, respectively recovery and a 30% poison chance. Hidden Power Fighting is to let Foongus hit Pawniard, which, while it cannot often switch in on anything but Foongus, can hit the entire team for at least neutral damage with its STABs. The final member is Archen, who acts as an offensive Flying check and puts significant offensive pressure on the opponent. It makes use of its high Attack and Speed to clean up the opposing team after it has been worn down by the constant Volting and Turning of its teammates, while it can also provide momentum itself with U-Turn. Acrobatics and Stone Edge are both very strong STABs for Archen to use, while Earthquake gives it the famous EdgeQuake coverage and U-Turn allows it provide momentum.
Zebra Bird (Vullaby) (F) @ Eviolite
Ability: Overcoat
Level: 5
EVs: 236 Def / 236 SpD / 36 Spe
Impish Nature
- Roost
- Defog
- U-turn
- Knock Off
Smogonweasel (Mienfoo) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 36 Def / 196 SpD / 236 Spe
Jolly Nature
- Drain Punch
- U-turn
- Knock Off
- Acrobatics
Chin Chang Chou (Chinchou) @ Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 68 SpA / 148 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Sleep Talk
- Rest
Assaultvesta (Larvesta) @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 HP / 76 Atk / 156 Def / 156 SpD / 36 Spe
Adamant Nature
- Morning Sun
- Flare Blitz
- U-turn
- Will-O-Wisp
Corporal (Foongus) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Spore
- Sludge Bomb
- Giga Drain
- Hidden Power [Fighting]
Rainbows (Archen) @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 180 Atk / 196 Spe
Jolly Nature
- Stealth Rock
- Acrobatics
- Stone Edge
- U-turn
Ability: Overcoat
Level: 5
EVs: 236 Def / 236 SpD / 36 Spe
Impish Nature
- Roost
- Defog
- U-turn
- Knock Off
Smogonweasel (Mienfoo) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 36 Def / 196 SpD / 236 Spe
Jolly Nature
- Drain Punch
- U-turn
- Knock Off
- Acrobatics
Chin Chang Chou (Chinchou) @ Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 68 SpA / 148 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Sleep Talk
- Rest
Assaultvesta (Larvesta) @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 HP / 76 Atk / 156 Def / 156 SpD / 36 Spe
Adamant Nature
- Morning Sun
- Flare Blitz
- U-turn
- Will-O-Wisp
Corporal (Foongus) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Spore
- Sludge Bomb
- Giga Drain
- Hidden Power [Fighting]
Rainbows (Archen) @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 180 Atk / 196 Spe
Jolly Nature
- Stealth Rock
- Acrobatics
- Stone Edge
- U-turn
Sken's offensive
I wanted to use Sub Life Orb Abra since I realized it 2HKOed common sashbra's counters that were supposed to be such as Spritzee or Porygon, and it's quite usefull in ORAS because of Pancham and Skrelp's rise. It became a very standard team but it works pretty well. Abra + Scarf Mienfoo is a great offensive combo wich gets a great coverage. The game plan uses to be easy: leave some rocks with Diglett on the opponent's field, burn/poison/paralyse some things with Ponyta and Chinchou, knock off some eviolites or BJuices with Foo and Vullaby and then Volt-turn with Mien-chou to trap abra's main counters with diglett. Now sweep.
Ole (Chinchou) @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SpA / 60 Spe
Bold Nature
- Scald
- Volt Switch
- Heal Bell
- Thunder Wave
Ole (Mienfoo) @ Choice Scarf
Ability: Regenerator
Level: 5
EVs: 236 Atk / 36 Def / 236 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Drain Punch
Ole (Ponyta) @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 Atk / 236 Def / 196 Spe
Jolly Nature
- Flare Blitz
- Morning Sun
- Toxic
- Will-O-Wisp
Ole (Vullaby) (F) @ Eviolite
Ability: Overcoat
Level: 5
EVs: 116 HP / 76 Atk / 236 Def / 76 SpD
Impish Nature
- Brave Bird
- Knock Off
- Roost
- Defog
Ole (Diglett) @ Focus Sash
Ability: Arena Trap
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Sucker Punch
- Stealth Rock
Y Ole (Abra) @ Life Orb
Ability: Magic Guard
Level: 5
EVs: 240 SpA / 68 SpD / 200 Spe
Timid Nature
- Psychic
- Hidden Power [Fighting]
- Substitute
- Dazzling Gleam
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SpA / 60 Spe
Bold Nature
- Scald
- Volt Switch
- Heal Bell
- Thunder Wave
Ole (Mienfoo) @ Choice Scarf
Ability: Regenerator
Level: 5
EVs: 236 Atk / 36 Def / 236 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Drain Punch
Ole (Ponyta) @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 Atk / 236 Def / 196 Spe
Jolly Nature
- Flare Blitz
- Morning Sun
- Toxic
- Will-O-Wisp
Ole (Vullaby) (F) @ Eviolite
Ability: Overcoat
Level: 5
EVs: 116 HP / 76 Atk / 236 Def / 76 SpD
Impish Nature
- Brave Bird
- Knock Off
- Roost
- Defog
Ole (Diglett) @ Focus Sash
Ability: Arena Trap
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Sucker Punch
- Stealth Rock
Y Ole (Abra) @ Life Orb
Ability: Magic Guard
Level: 5
EVs: 240 SpA / 68 SpD / 200 Spe
Timid Nature
- Psychic
- Hidden Power [Fighting]
- Substitute
- Dazzling Gleam
Brazilian Army's Stall
Dunno why people just say to new plays not to use stall , as it is really good in this current meta specially with hazards stall, so today I will share a team that I use on my botw and i discovery it was really weak vs sd fletchling(gracias Tricking) but it shows exactly how stall could be, with (spikes and stealthrocks[if you can add toxic spikes is even better]), this stall is a based around sand stall core(Hippopotas,Spritzee and Ferroseed) covering the majority of the meta game and pursuit trapping with Munchlax the likes of Gastly and Abra, with a Mienfoo for the like os Pawn and archen for hazard control(I use Juice archen because of acro as you can heal archen at some point with Spritzee, I build this in the end of XY , and I think it is perfect for a simple team thread as it have some flaws that people will have to build around Awhile learning the meta
PS:Eviolite Archen can be used as well, its even better to be honest
PS:Eviolite Archen can be used as well, its even better to be honest
Hernesto (Munchlax) @ Eviolite
Ability: Thick Fat
Level: 5
EVs: 236 Atk / 36 Def / 236 SpD
Careful Nature
- Rest
- Pursuit
- Body Slam
- Sleep Talk
Henrique (Ferroseed) @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 92 Atk / 188 Def / 228 SpD
Impish Nature
IVs: 0 Spe
- Bullet Seed
- Thunder Wave
- Iron Head
- Leech Seed
Francisco (Mienfoo) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 76 SpD / 236 Spe
Jolly Nature
- U-turn
- Drain Punch
- Taunt
- Knock Off
Fernando(Spritzee) @ Eviolite
Ability: Aroma Veil
Level: 5
EVs: 212 HP / 196 Def / 4 SpA / 96 SpD
Bold Nature
- Wish
- Moonblast
- Aromatherapy
- Protect
Gabriel(Archen) @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 156 Def / 76 SpD / 200 Spe
Jolly Nature
- Defog
- Earthquake
- Acrobatics
- Rock Slide
Pablo(Hippopotas) @ Eviolite
Ability: Sand Stream
Level: 5
EVs: 116 Atk / 212 Def / 180 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind
Ability: Thick Fat
Level: 5
EVs: 236 Atk / 36 Def / 236 SpD
Careful Nature
- Rest
- Pursuit
- Body Slam
- Sleep Talk
Henrique (Ferroseed) @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 92 Atk / 188 Def / 228 SpD
Impish Nature
IVs: 0 Spe
- Bullet Seed
- Thunder Wave
- Iron Head
- Leech Seed
Francisco (Mienfoo) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 76 SpD / 236 Spe
Jolly Nature
- U-turn
- Drain Punch
- Taunt
- Knock Off
Fernando(Spritzee) @ Eviolite
Ability: Aroma Veil
Level: 5
EVs: 212 HP / 196 Def / 4 SpA / 96 SpD
Bold Nature
- Wish
- Moonblast
- Aromatherapy
- Protect
Gabriel(Archen) @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 156 Def / 76 SpD / 200 Spe
Jolly Nature
- Defog
- Earthquake
- Acrobatics
- Rock Slide
Pablo(Hippopotas) @ Eviolite
Ability: Sand Stream
Level: 5
EVs: 116 Atk / 212 Def / 180 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind
Svalkenaeres's Dwebble offensive
This is a simple Dwebble Offense, with a antispin core Pumpkaboo-Pawn. Pumpkaboo blocks totally Drilbur, and Pawn can come on some standards defog like Vullaby. Twave on Pawn is for ruin Foo, and try Paraflinch eventually. Archen Defog + EQ is however a real threat for my team, that's why I keep often dwebble in the beginning if I meet archen on th opponent's team. Archen is a great pivot, and I use Roost in order to win always Fletchling, and BJ because Acrobatics itemless hit hard a lot of things. It's quite weird. U-turn permits me to keep the momentum. Staryu is my spinner and can come on Archen's EQ most of the time and force him to switch. I use Psychic on Tbolt because Croagunk can annoys me if Archen died. Finally, I use Mienfoo HJK Reckless, who is incredibely powerful, to late game clean. I can use it in Lead too to lure Drilbur and OHKO him with HJK, then it's not very difficult to spikes and win the game.
I'm a Crab Cake (Dwebble) @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Spe
Jolly Nature
- Spikes
- Stealth Rock
- Knock Off
- Counter
Heilloween (Pumpkaboo-Super) @ Eviolite
Ability: Frisk
Level: 5
EVs: 204 HP / 80 Atk / 196 Def / 28 Spe
Impish Nature
- Bullet Seed
- Shadow Sneak
- Will-O-Wisp
- Synthesis
Soldier Ryan (Pawniard) @ Life Orb
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
IVs: 0 HP
- Iron Head
- Knock Off
- Sucker Punch
- Thunder Wave
Fuck birds (Archen) @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 156 Def / 156 SpD / 196 Spe
Jolly Nature
- Acrobatics
- Rock Slide
- U-turn
- Roost
Sebalter bitch (Staryu) @ Eviolite
Ability: Natural Cure
Level: 5
EVs: 36 HP / 196 SpA / 236 Spe
Timid Nature
- Hydro Pump
- Psychic
- Recover
- Rapid Spin
Destruction. (Mienfoo) @ Choice Scarf
Ability: Reckless
Level: 5
EVs: 236 Atk / 36 Def / 236 Spe
Adamant Nature
- High Jump Kick
- Drain Punch
- Knock Off
- U-turn
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Spe
Jolly Nature
- Spikes
- Stealth Rock
- Knock Off
- Counter
Heilloween (Pumpkaboo-Super) @ Eviolite
Ability: Frisk
Level: 5
EVs: 204 HP / 80 Atk / 196 Def / 28 Spe
Impish Nature
- Bullet Seed
- Shadow Sneak
- Will-O-Wisp
- Synthesis
Soldier Ryan (Pawniard) @ Life Orb
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
IVs: 0 HP
- Iron Head
- Knock Off
- Sucker Punch
- Thunder Wave
Fuck birds (Archen) @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 156 Def / 156 SpD / 196 Spe
Jolly Nature
- Acrobatics
- Rock Slide
- U-turn
- Roost
Sebalter bitch (Staryu) @ Eviolite
Ability: Natural Cure
Level: 5
EVs: 36 HP / 196 SpA / 236 Spe
Timid Nature
- Hydro Pump
- Psychic
- Recover
- Rapid Spin
Destruction. (Mienfoo) @ Choice Scarf
Ability: Reckless
Level: 5
EVs: 236 Atk / 36 Def / 236 Spe
Adamant Nature
- High Jump Kick
- Drain Punch
- Knock Off
- U-turn
Sparkychild's Bulky
This employs a Fire-water-grass core for resists. Spritzee is really useful in keeping ferroseed healthy throughout the game and removing any crippling status. Scarf'd Gastly provides me with a revenge killer and an answer to zigzagoon as well as a last ditch button with destiny bond. Mienfoo provides the generic fighting type to my team that knocks items off and "eases" the opponent's stall with taunt. Mienfoo makes a great lead as usual.
Starmaster (Ferroseed) (M) @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 80 HP / 36 Atk / 188 Def / 148 SpD / 36 Spe
Careful Nature
- Bullet Seed
- Thunder Wave
- Leech Seed
- Stealth Rock
SnoopingGil (Chinchou) @ Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 148 SpD / 69 Spe
Bold Nature
- Scald
- Volt Switch
- Rest
- Sleep Talk
Meteordash (Ponyta) @ Eviolite
Ability: Flame Body
Level: 5
EVs: 236 Def / 76 SpD / 196 Spe
Impish Nature
- Flare Blitz
- Wild Charge
- Will-O-Wisp
- Morning Sun
Briyella (Spritzee) @ Eviolite
Ability: Aroma Veil
Level: 5
EVs: 212 HP / 196 Def / 12 SpA / 76 SpD / 12 Spe
Bold Nature
- Moonblast
- Aromatherapy
- Wish
- Protect
Trickster (Mienfoo) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 36 SpD / 236 Spe
Jolly Nature
- Drain Punch
- Knock Off
- U-turn
- Taunt
DeathxShinigami (Gastly) @ Choice Scarf
Ability: Levitate
Level: 5
EVs: 36 Def / 196 SpA / 76 SpD / 196 Spe
Modest Nature
- Shadow Ball
- Sludge Bomb
- Dazzling Gleam
- Destiny Bond
Ability: Iron Barbs
Level: 5
EVs: 80 HP / 36 Atk / 188 Def / 148 SpD / 36 Spe
Careful Nature
- Bullet Seed
- Thunder Wave
- Leech Seed
- Stealth Rock
SnoopingGil (Chinchou) @ Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 148 SpD / 69 Spe
Bold Nature
- Scald
- Volt Switch
- Rest
- Sleep Talk
Meteordash (Ponyta) @ Eviolite
Ability: Flame Body
Level: 5
EVs: 236 Def / 76 SpD / 196 Spe
Impish Nature
- Flare Blitz
- Wild Charge
- Will-O-Wisp
- Morning Sun
Briyella (Spritzee) @ Eviolite
Ability: Aroma Veil
Level: 5
EVs: 212 HP / 196 Def / 12 SpA / 76 SpD / 12 Spe
Bold Nature
- Moonblast
- Aromatherapy
- Wish
- Protect
Trickster (Mienfoo) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 36 SpD / 236 Spe
Jolly Nature
- Drain Punch
- Knock Off
- U-turn
- Taunt
DeathxShinigami (Gastly) @ Choice Scarf
Ability: Levitate
Level: 5
EVs: 36 Def / 196 SpA / 76 SpD / 196 Spe
Modest Nature
- Shadow Ball
- Sludge Bomb
- Dazzling Gleam
- Destiny Bond
tazz's trapspam
Standard trapping spam team, super easy to use and effective. Fletchling is the wincon on this team, and the first u-turner. With its checks like chinchou, magnemite, tirt, archen, etc removed by the trappers, it becomes very scary for teams to face. Diglett and Gothita are your trapping core, being able to trap many of fletchilng's checks and counters, as well as a lot of the meta. Mienfoo is the obligatory fighting type, and provides some bulk to the team as well as a very potent slow u-turn, which is a nightmare for many teams with two trappers. Pawniard sets rocks and forces fairies out, which otherwise greatly annoy the team. It also checks zig/fletch/omanyte, which is very needed. Archen defogs, as SR is annoying.
This team goes even or better with most of the meta, however there are some mons you should watch out for:
Corphish - great annoyance, able to OHKO everything and due to aqua jet is very hard to trap. the choice to use slow foo also makes the team rather weak to it.
Scarf chou - also great annoyance as it's not trappabe, however mienfoo/pawniard can threaten it out
and a bunch of other things like any team, as long as you play well with this it's very potent.
This team goes even or better with most of the meta, however there are some mons you should watch out for:
Corphish - great annoyance, able to OHKO everything and due to aqua jet is very hard to trap. the choice to use slow foo also makes the team rather weak to it.
Scarf chou - also great annoyance as it's not trappabe, however mienfoo/pawniard can threaten it out
and a bunch of other things like any team, as long as you play well with this it's very potent.
Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 156 HP / 196 Def / 116 SpD
Sassy Nature
- U-turn
- Knock Off
- Drain Punch
- Taunt
Fletchling
Ability: Gale Wings
Level: 5
EVs: 156 HP / 196 Atk / 92 Def / 20 Spe
Adamant Nature
- Acrobatics
- Roost
- Swords Dance
- U-turn
Diglett @ Life Orb
Ability: Arena Trap
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- Rock Slide
- Substitute
- Earthquake
- Sucker Punch
Gothita @ Choice Scarf
Ability: Shadow Tag
Level: 5
EVs: 240 SpA / 28 SpD / 240 Spe
Modest Nature
- Thunderbolt
- Psychic
- Hidden Power [Fire]
- Trick
Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 116 Def / 40 SpD / 196 Spe
Jolly Nature
- Stealth Rock
- Sucker Punch
- Knock Off
- Iron Head
Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 4 HP / 180 Atk / 128 SpD / 196 Spe
Jolly Nature
- Rock Slide
- Defog
- U-turn
- Acrobatics
Ability: Regenerator
Level: 5
EVs: 156 HP / 196 Def / 116 SpD
Sassy Nature
- U-turn
- Knock Off
- Drain Punch
- Taunt
Fletchling
Ability: Gale Wings
Level: 5
EVs: 156 HP / 196 Atk / 92 Def / 20 Spe
Adamant Nature
- Acrobatics
- Roost
- Swords Dance
- U-turn
Diglett @ Life Orb
Ability: Arena Trap
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- Rock Slide
- Substitute
- Earthquake
- Sucker Punch
Gothita @ Choice Scarf
Ability: Shadow Tag
Level: 5
EVs: 240 SpA / 28 SpD / 240 Spe
Modest Nature
- Thunderbolt
- Psychic
- Hidden Power [Fire]
- Trick
Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 116 Def / 40 SpD / 196 Spe
Jolly Nature
- Stealth Rock
- Sucker Punch
- Knock Off
- Iron Head
Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 4 HP / 180 Atk / 128 SpD / 196 Spe
Jolly Nature
- Rock Slide
- Defog
- U-turn
- Acrobatics
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