Resource LC Teambuilding Project V2

Aerow

rebel
is a Tiering Contributor Alumnusis a Contributor Alumnus
Approved by prem. Parts of the OP taken from TRC's RU teambuilding thread.

Welcome to the Little Cup teambuilding project!

This projects aim is to help newer Little Cup players to know what is, and isn't, viable to use on their Little Cup teams, and finding niches for less than common Pokemon that you haven't thought of before. For this, we would like you to post sets that work well and those that don't in the current metagame and explain why they do or do not work. From physical sweepers to hazard setters, we're looking to find which Pokemon are good at doing the job. Considering the usage stats, new players may be confused as to what is good to use in the tier.

That's where you guys come in! By posting your favorite sets with a quick little description, you can help save new users everywhere from using some less than effective sets, as well as helping them fill out their team by giving them a quick list of what fills different roles. Feel free to post sets that people should not be using, yet still do. Remember, however, that this is not the place to post overspecialized / gimmick sets. Those sets belong in the New/Creative movesets thread.

Other users can then comment on the set and discuss if it should be placed on the good or bad side of the fence. Discussion on sets is encouraged, so don't worry about jumping in and offering your input on a posted set! If a Pokemon fits under more than one category, list the role it is geared towards the most first, followed by the other roles it can perform with the same set. This is a great way for people new to Little Cup to see what additions could be good for a team, so check in regularly to see which Pokemon work so you can improve your team building skills!

This is what we'd like your posts providing sets to look like, and remember to export the set from a simulator so it's easily importable! It should including selling points as to why it is worthy of being considered for a spot on someone's team. If the Pokemon/set you post falls under the "what not to use" section, point out both the good and the bad as well as mentioning the issues it has. Since a lot of Pokemon are somewhat niche and very underrated, posting replays of these Pokemon in use can be great support to sell the set and to give players an idea of how they should be using the Pokemon. These replays can be put in the Additional Comments portion of your post.

POKEMON THAT NEEDS TO BE DONE

Nothing left


RULES

  • You can only have a maximum of 3 reservations at a time. When you have completed one analysis, you may reserve a new Pokemon. Remember to use CTRL + F before reserving a Pokemon, to be sure that no one else have reserved it, so work go to waste.
  • Reservations needs to be completed within 48 hours. If a person have reserved a Pokemon, but not completed it after 48 hours are gone, the Pokemon is up for reservation again. Most people don't have much experience with many of the "Do Not Use"-Pokemon, it is therefore recommended that you take atleast a few ladder battles, so you know what makes these Pokemon bad in practice.
  • To ensure this projects quality will be as high as possible, only reserve Pokemon you have experience with. I also want a good amount of content in each analysis, don't just write a few lines.
  • Write the analyses in a formally manner, otherwise I may have to reassign it, which isn't preferable.
  • Remember to have good grammar in your analyses, since this makes it much easier for me.
  • Keep also in mind that one Pokemon, may have more analyses. For example, we want both a Defensive Tirtouga and a Offensive Tirtouga analysis, since the sets are very different. For Pokemon with smaller differences, just add the optional set in "Additional Info".
Also remember when reserving analyses, use Bold and a Red color, to make it easier to see.

Follow this format for your post:

[What to use] or [What not to use]

Sprite (get sprites from here)
Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 76 SDef / 196 Def / 236 HP
Calm Nature
- Tri Attack
- Shadow Ball
- Thunder Wave
- Recover

Role: Special Wall, Rapid Spinner, Physical Wall, Wallbreaker, Physical Sweeper, Special Sweeper, Late-game Cleaner, Hazard User, Revenge Killer, Bulky Attacker, Tank, Lure, Mixed Attacker, Support (weather support...) etc.

What It Does: Talk about how it does its role, essentially. Talk about the moves, item, and EV spread, and talk about how it fares against common Pokemon.

Good Teammates: Pokemon it works well with, and why. For "What Not To Use", leave this section blank.

What Counters It: Talk about the Pokemon that trouble it, hinder it, or otherwise limit it as it tries to carry out the duties of its role.

Any Additional Info: Alternate EV spread, items, and ideas, as well as other miscellaneous information (maybe a replay proving its effectiveness from high level play).
 
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Aerow

rebel
is a Tiering Contributor Alumnusis a Contributor Alumnus
Physical Sweeper

_ _ _

What To Use:


Zigzagoon @ Berry Juice
Ability: Pickup
Level: 5
EVs: 132 HP / 196 Atk / 28 Def / 108 SDef / 36 Spe
Adamant Nature
-Belly Drum
-Extremespeed
-Thief
-Protect/Rock Smash/Seed Bomb

Role: Late-game cleaner

What it does: Zigzagoon is a terrifying late-game sweeper due to its unique combination of Belly Drum and STAB Extremespeed. After just 1 turn of setup, Zigzagoon reaches a sky-high 52 Attack with no drawbacks, thanks to Berry Juice negating the HP loss from Belly Drum. After it sets up, Zigzagoon can proceed to fire off stupidly powerful Extremespeeds. Because Extremespeed is a +2 priority move, Zigzagoon cannot be revenge killed by any of LC's powerful priority users such as Timburr or Fletchling. Thief is Zigzagoon's best option for hitting Ghost-types, and can OHKO every one in the tier at +6. The last moveslot is a tossup which depends on what your team can handle. Protect allows Zigzagoon to beat Fake Out users, who could otherwise stop its sweep with some luck and prediction. Rock Smash hits Rock- and Steel-types, most notably Pawniard, but its low BP may make it unappealing. Lastly, Seed Bomb makes quick work of bulky Rock-types such as Tirtouga and Onix who would otherwise wall Zigzagoon completely. Pickup is a mostly situational ability, but it can come in handy when facing Pokemon with Sturdy to grab some extra health.

Good Teammates: Zigzagoon needs Stealth Rock support to break Sturdy and Focus Sashes, as otherwise its sweep can easily be put to a halt. It also greatly appreciates Memento support, as if it takes a powerful hit, it will be left at 50% health after a Belly Drum. Finally, Zigzagoon appreciates having common Rock- and Steel- types eliminate or at least weeakened so it has an easier time with them. Diglett is capable of providing all 3 of these, making it a fantastic partner to Zigzagoon. It also really appreciates having the opponent's Ghost-types gone before it sets up, so a powerful Knock Off user such as Pawniard also makes a good teammate.

What Counters It: Ghost-types, particularly Misdreavus, are a massive thorn in Zigzagoon's side,as most are able to outspeed it and either cripple it with Will-O-Wisp or smack it with a powerful attack. Rock- and Steel-types are also able to check it - most are able to take an Extremespeed and attack it. Extremely bulky Pokemon that are neutral to Extremespeed, such as Spritzee, can tank an Extremespeed in a pinch with a little bit of luck. Finally, Zigzagoon cannot set up on anything with Knock Off, as if it gets its Berry Juice knocked off, it will be left at very low HP.

Any Additional Info: Zigzagoon has a few other coverage options at its disposal. Iron Tail guarantees an OHKO on Spritzee while also hitting Rock-types, but its 75% accuracy is less than ideal, while Dig hits both Rock- and Steel-types, but the charge turn can be easily taken advantage of. Also, Zigzagoon can run a Salac Berry with Gluttony to grab a Speed boost when it sets up, but this makes it much harder for Zigzagoon to set up as a strong attack on its setup turn can cause Belly Drum to fail, making it complete dead weight.



Sandshrew @ Eviolite
Ability: Sand Rush
Level: 5
EVs: 116 HP / 236 Atk / 76 Def / 36 SpD / 36 Spe
Adamant Nature
- Earthquake
- Rock Slide / Knock Off
- Knock Off / Stealth Rock
- Swords Dance / Rapid Spin

Role: Physical Sweeper, Late-game cleaner, Hazard remover, Hazard Setter, Bulky Attacker

What It Does: Sandshrew is an interesting Pokemon that can perform two very different roles; support and Sand Rush sweeper. Sandshrew is a great Pokemon for hazard control, being able to set up both Stealth Rock, as well as removing the opponents hazards with Rapid Spin. Sandshrew can also help teammates by removing the opponents items with Knock Off. Sandshrew's great physical bulk lets it do this with ease, and Sandshrew also hits very hard thanks to base 75 Attack. Sandshrew is also a great Sand Rush sweeper on sandstorm teams, and can form a Double Rush core with Drilbur, breaking walls to make it easier for both of them to sweep. Earthquake is a mandatory Ground-type STAB move, while Rock Slide hits Flying-types such as Fletchling, Archen, and Vullaby. For the third moveslot Sandshrew can use Knock Off or Stealth Rock if you need hazards. Same goes for the fourth moveslot, where Swords Dance is great for Sandshrew used as a sweeper, but is mostly useless without sandstorm. For item, you should always use Eviolite for support Sandshrew. However, both Eviolite and Life Orb are viable options if you want to use Sandshrew as a Sand Rush sweeper.

Good Teammates: Sandshrew works extremely well as a Sand Rush sweeper on sandstorm teams, Hippopotas is therefore a great teammate, as well as Drilbur. Teammates who loves hazard control will also enjoy having Sandshrew on the team, being able to set up Stealth Rock and remove the opponents hazards.

What Counters It: Bulkier Pokemon such as Ferroseed, Lileep, Cottonee, Koffing, Porygon can easily stop a sweep from Sandshrew unless it has already boosted with Swords Dance, also hitting it hard with a super-effective move or burning it. Special Attackers often beats Sandshrew due to it's awful special bulk.

Any Additional Information: More Speed EVs can be used to outspeed 15 Speed or more Choice Scarf users.


S
hellder @ Eviolite
Ability: Skill Link
Level: 5
EVs: 236 Atk / 76 SpD / 196 Spe
Adamant Nature
- Shell Smash
- Icicle Spear / Razor Shell
- Ice Shard
- Rock Blast

Roles: Physical Sweeper

What It Does: Shell Smash is the key component of Shellder's viability, especially when used alongside Skill Link. Rock Blast benefits from Skill Link while also deals with Flying and Fire-type threats, such as Archen and Wild Charge Larvesta, respectively, also scoring a neutral hit on Water-type Pokemon so they don't wall Shellder to oblivion. Razor Shell is a fantastic option, gaining STAB and providing fantastic coverage along side Rock Blast. Yet, Icicle Spear can be used to fully utilize Skill Link, but using this instead of Razor Shell will make Steel-types a bit more difficult to deal with. Icicle Spear does, however, give Shellder the ability to break through Grass-type Pokemon far easier. Ice Shard allows Shellder to bypass Fletchling before it can hit Shellder with a priority Acrobatics, scoring the KO after Stealth Rock when at +2. Additionally, with proper prediction, it causes Sucker Punch to fail. Here, Eviolite is used over White Herb as it not only grants an increase in Defense and Special Defense before Shell Smash, but also nullifies the drops afterwards.

Good Teammates: If Shellder runs Icicle Spear instead of Razor Shell, Steel-types can be a problem. Magnemite and Diglett are both great teammates as they easily trap and eliminate these pokemon. On the other hand, if Razor Shell is run over Icicle Spear instead, Foongus and Doduo pair well with Shellder in aiding the removal of opposing Grass-types. Knock Off support can aid Shellder in weakening bulky Fighting-types and other physical behemoths such as Spritzee. Memento users such as Koffing, Cottonee, and Drifloon provide Shellder with much easier set up. Stealth Rock support is a great asset to Shellder, letting it secure several KOes and break past Magnemite.

What Counters It: Shellder's counter are dependant on what it is running. Common Fighting-types, such as Mienfoo and Timburr, tend to be bulky enough to take Shellder's Icicle Spear multiple times and can normally fire back a Drain Punch Back for the KO. Croagunk gets a special mention for hard walling any Shellder lacking Icicle Spear, and revenging those who do run it. Pawniard and Magnemite are also able to sponge numerous attacks from shellder providing none of them are Razor Shell. If Razor Shell is run over Icicle Spear, Foongus and Cottonee pose quite the problem for Shellder. Additionally, pokemon with decent bulk and Berry Juice are able to revenge Shellder, for example Chinchou and Stunky, as are most walls (with Eviolite still).



Bunnelby @ Choice Scarf / Life Orb
Ability: Huge Power
Level: 5
EVs: 52 HP / 228 Atk / 220 Spe
Jolly Nature / Adamant Nature
- Return
- U-turn
- Earthquake
- Wild Charge / Quick Attack

Role: Physical Sweeper, Wallbreaker, Revenge killer, Late-game cleaner, Pivot

What It Does: Bunnelby can perform a lot of roles, and does all of them really well. Thanks to Huge Power, Bunnelby hits a fantastic 28 Attack with a Adamant nature. This makes Bunnelby an excellent wallbreaker and late-game cleaner. Access to U-turn and being able to hit 16 Speed makes Bunnelby an excellent Choice Scarf user. Choice Scarf also makes Bunnelby one of the best revenge kill and late-game cleaners. Return is a strong Normal-type STAB move. U-turn is great for momentum, while Earthquake hits Steel- and Rock-types which resists Return for super-effective damage. For the last slot you can use either Wild Charge or Quick Attack. Choice Scarf Bunnelby also works really well as a pivot.

Good Teammates: Teammates with Knock Off helps Bunnelby immensely, removing Eviolite from walls making it easier for Bunnelby to wallbreak and clean late-game. Bunnelby also appreciates removal of Ghost-types, as well as Sucker Punch and Mach Punch users.

What Counters It: Archen is a huge problem for Bunnelby if its locked into Return or isn't using Wild Charge. Fletchling can OHKO Bunnelby after some prior damage. Timburr can switch-in on Bunnelby and revenge-kill with Mach Punch. Croagunk can also revenge-kill Bunnelby with Vaccum Wave, but can't switch in. Pawniard fears Earthquake, but can OHKO Bunnelby with Sucker Punch after some prior damage.

Any Additional Info: If you are using Life Orb as an item, make sure to use 0 HP IVs and 52 EVs in Defense over HP, to take less Life Orb recoil damage.



Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Adamant Nature
- Waterfall
- Crunch
- Protect / Aqua Jet
- Destiny Bond / Protect

Role: Late Game Sweeper, Wallbreaker

What It Does: Carvanha is an incredible Pokemon in LC, despite its non-existent bulk and without a doubt one of, if not the best late game sweeper as well as a really dangerous wallbreaker. It hits hard thanks to its 19 Attack and its 2 STABs give it almost perfect coverage. On top of that, it has the great ability Speed boost, allowing it to outspeed a faster foe after a turn. Waterfall is the primary STAB thanks to its great power, reliability and flinch chance that can come handy. Crunch is the secondary STAB, hitting hard things that resists Waterfall such as Chinchou and Foonguss and has a nice Defense drop chance. Then, for the last two moves, Carvnha has 3 options, Protect, Aqua Jet and Destiny Bond. The former guarantees that Carvnha will be at +1 and helps against Fake Out users like Aipom and Mienfoo. Aqua Jet is helpful for killing weakned pokemon, most notably a weakened Fletchling which could otherwise ko Carvanha thanks to priority Acrobatics. Destiny Bond, while it seems counterproductive on a late game sweeper/wallbreaker like Carvanha is actually a great move, allowing Carvanha to take down a foe that would take a hit and hence allowing a partner to sweep. For instance, Carvanha can kill a Mienfoo with Destiny Bond so that Scraggy can sweep.

Good Teammates: Knock Off users are generally great partners. Pawniard is a notable example as it can use Knock Off throughout the game and weaken Fighting-types like Mienfoo and Timburr. Scraggy is also a great partner as it provides Knock Off support and can use Carvanha's Destiny Bond to sweep. Carvanha also really enjoys the use of Spikes as it guarantees OHKO. For this reason, Dwebble is a gnice artner as it's the best offensive hazard setter in the tier. Overall, most offensive team will appreciate the use of Carvnha as it's an excellent wallbreaker and Late Game Cleaner.

Any Additional Info: Zen Headbutt can be used in order to OHKO Croagunk but doesn't have much other utilities. Hydro Pump is another option, that unlike Waterfall always 2HKOes Mienfoo and Timburr.



Pawniard @ Choice Scarf
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
- Knock Off
- Iron Head
- Pursuit
- Brick Break / Sucker Punch
Roles: Revenge Killer, Wallbreaker, Physical Sweeper

What It Does: Pawniard is a phenomenal pokemon that is definitely a top tier threat. It's one of the most dominant Pokemon in LC. With this set, Pawniard acts as an amazing scarfer with lots of offensive and defensive utilities as it's able to revenge kill a plethora of threats. It provides Knock Off support throughout the game and can even trap threats by using Pursuit while checking several threats. STAB moves off an 18 Attack stat are extremely powerful, making Pawniard hard to switch into without a sturdy resistance. Knock Off is the move Pawniard will use most of the time as it's very powerful and removing items from switch-ins such as Mienfoo and Timburr can come handy for it and its partners. Knock off is a particularly crippling move since items are very important in a tier like LC where Eviolite and Berry Juice are very common. Iron Head is a great secondary STAB as it hits Spritzee, Cottonee and Snubbull for super-effective damage, and is Pawniard's most reliable move against fighting types, possibly 2hkoing them once they're knocked off and other dark resists such as Vullaby. Pursuit's aim is trapping Ghost (i.e Misdreavus and Gastly), but also Abra, that would escape Knock Off and potentially preventing a weaken foe like a low health from switching out and killing it. Then, in last slot, Pawniard has 2 options: Brick Break and Sucker Punch. The former lets Pawniard hit opposing Pawniard, Houndoor and Scraggy harder, OHKOing another Pawniard while OHKOing Offensive Houndour and 2HKO eviolite version. However, Sucker Punch can be used in order to kill fatser foes like Scarf Misdreavus, Scarf Gastly, Bellsprout under the Sun (after a round of LO and SR most of the time)and Shell Smashers after a boost(eg Omastar and Tirtouga).
Pawniard is always a great addition to basically every kind of teams because it just does so many things at once. Thanks to its typing and bulk Pawniard can check numerous threats such as Misdreavus(be carrefull with HP Fighting and Will-o-Wisp though), Fletchling, Spritzee and Cotonee. From there, it can start removing items thanks to Knock Off. Even counters can be taken as advantage as Pawniard can knock off them, possibly allowing a partner to sweep. Pawniard can even take advantage of Defog and Sticky Web thanks to Defiant.

Good Teammates: Basically every teams enjoy the use of Pawniard as it does so many things really effectively. Sweepers like Carvanha, Scraggy and Tirtouga really enjoy the use of Pawniard. It really support them by removing Eviolite and Berry Juice with Knock Off. With items removed, it will be easier to do their jobs. On top of that, it can weaken fighting-types that counters these sweepers, making the sweep easier. Fighting-types are also notable teammate as they can form a double knock off with Pawniard and appreciate Pawniard's ability to get rid of Fairies-type. Eventually, an answer to fighting-types is important as they counter Pawniard. For this reason, Fletching and fairies type are great partners especially the former as it deals with Fighting-type and appreciates Knock Off support from Pawniard.

What Counters It: Fighting-types are great counters to Pawniard. They resist Knock Off and have the bulk to tank Iron Head and they obiously kill Pawniard(or can set-up in Scraggy's case). Trubbish does also fairly well, it can take 2 knock off and kill with Drain Punch. Moreover, it sets up Spikes and thus prevents Pawniard's coming on the field. For this reason, Dwebble and Feroseed help in dealing with Pawniard as they both set up hazards.

Additional Info: Pawnaird can also use an Eviolite set to great effect with Knock Off, Sucker Punch, Iron Head and Swords Dance and 156 Atk / 36 Def / 116 SpD / 196 Spe with a Jolly nature. While this set loses the speed of Scarf, it gains bulk thanks to Eviolite and has a priority in Sucker Punch to patch it. The aim of this set is simple, setting up a swords Dance, which isn't too hard thanks to Pawniard's bulk and typing and Eviolite. While Eviolite is the prefered item for the bulk it provides, Berry Juice can be used for longevity and Life Orb to give more power. Moreover, if Swords Dance isn't necessary, Pawniard as it's an amazing setter thanks to its bulk, typing and ability to deter Defog thanks to its ability and it can set up it throughout the game. Brick Break, just like Scarf is used to hit harder other Pawniard, Houndour and Scraggy.


Fletchling
Ability: Gale Wings
Level: 5
EVs: 156 HP / 196 Atk / 92 Def / 52 SDef
Adamant Nature
- Acrobatics
- U-turn
- Swords Dance
- Roost

Role: Physical Sweeper

What It Does: Fletchling is a top tier threat that every team should prepare for. It is gifted with arguably the best ability in the tier Gale Wings, giving priority to Flying-types moves and Flying is such a good offensive type as it is, with powerful fighting-types and bulky Grass-types common in LC. No item is needed on this set to boost the power of Fletchlings Acrobatics, after a Swords Dance, priority Acrobatics tears through teams late game. With Fletchlings ability to easily revenge kill Pokemon it often causes lots of switches and U-turn is good to capatalise on this so that it can gain momentum and scout what your opponent is switching in. Priority Roost helps Archen recover HP if need be and although it is frail with no item, the switches it causes can give it Roost oppurtunities.

Good Teammates: Hazard setters like Ferroseed, Dwebble, Drilbur can weaken Pokemon giving Fletchling a much easier time cleaning up late game or revenge killing early on. Pokemon that can weaken or remove Pokemon that threaten Fletchling is also good, Focus Sash Diglett, can remove Chinchou, Magnemite, Pawnaird giving Fletchling an easier time. Other Flying-type Pokemon like Tailow and Doduo are walled by similar things and can as a result weaken them so Fletch can break through them. Tailow has acces to Steel Wing to make it a cool Archen lure and Doduo can use Knock Off to remove Eviolites and Berry Juices off of counters.

What Counters It: Being weak to Stealth Rocks certainly doesn't help Fletchling but with priority, Getting chipped away by rocks can also not do much depending on the opponents team. There are a few common Pokemon that can wall Fletchling. If it doesn't carry Overheat then Magnemite, Pawnaird and other steel-types become good counters, Archen, Tirtouga and Chinchou all resist Fletchlings Acrobatics and have STAB that can hit it super effectively
Any Additional Info: Using Fletch pretty much guarantees a 1500 elo on Showdown nah but seriosuly Overheat and Hp Grass are good options for nailing Steels and Tirtouga



Tirtouga @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 212 Atk / 92 Def / 180 Spe
Adamant Nature
- Shell Smash
- Waterfall
- Stone Edge / Rock Slide
- Aqua Jet / Earthquake / Knock Off

Role: Physical Sweeper

What it does: Tirtouga is able to set up a Shell Smash from the safety given by Sturdy, ensuring it will survive a hit. The combination of this and the item Berry Juice effectively gives it two Focus Sashes, meaning it is much harder to take down and it also prevents misplays from being catastrophic, as Tirtouga will usually get a second chance. After a Shell Smash, Tirtouga reaches 36 Attack and 22 Speed, which it uses to tear opposing teams apart. Stone Edge hammers Flying-types, Waterfall does heavy damage to Drilbur, Earthquake nails Steel-types namely Pawniard and Magnemite, Aqua Jet is practically impossible to outspeed, good for finishing an opponent off, while Knock Off is useful for its effect as well as nailing Misdreavus.

Good Teammates: Tirtouga appreciates teammates that can stop some of the more frustrating opponents that like to cripple Tirtouga or Knock Off its Berry Juice. Mienfoo can take incoming Knock Offs and even provide Tirtouga an opening to sweep with a slow U-turn. Tirtouga needs some hazard removal also, as any residual damage will compromise its Sturdy. Drilbur can Rapid Spin hazards away while burrowing through opposing Sturdy Pokemon with its Mold Breaker Earthquake. Cottonee and Foongus also make good teammates as they cover Tirtouga's weaknesses well, as well as being able to cripple threats to Tirtouga.

What counters it: Cottonee can Encore Tirtouga into Shell Smash and simply Giga Drain it to death. Any bulky Grass-type Pokemon can exploit Tirtouga's 4x weakness - even with Sturdy intact. Bulky Fighting-types such as Mienfoo, Timburr, or Scraggy can also take a +2 Attack and reply with a super effective attack.


Scraggy @ Eviolite
Ability: Shed Skin / Moxie
Level: 5
EVs: 36 HP / 156 Atk / 68 Def / 36 SDef / 212 Spd
Adamant Nature
- Dragon Dance
- Drain Punch
- Knock Off
- Poison Jab / Zen Headbutt

Roles: Physical Sweeper, Bulky Attacker, Wallbreaker, Stallbreaker, Late Game Cleaner, Tank

What it does: This Scraggy's role is to come in after one of your Pokemon faints, set up a Dragon Dance, and proceed to start attacking things with your move of choice. Drain Punch is your main STAB option, denting most things that aren't resistant to it after 1 or 2 boosts. Eviolite makes this set quite bulky, and it's able to survive an Acrobatics from Fletchling from Full Health, while hitting Fletchling back with a Drain Punch. Knock Off is your second STAB, and the advantage of the opponent not having an item is very nice. Knock Off is also a good option if the opposing Poke resists Drain Punch, or is Ghost Type. Poison Jab has the ability to hit Cottonee 4x super effectively, if you can predict it switching in. Zen Headbutt is for Croagunk and other poison types, as they wall Scraggy entirely without it, and it's also nice if you want to hit other Fighting Types for Super Effective damage. Shed Skin is for statuses, as Burn and Paralyze, as Scraggy is near-useless if it has a status. However, if you don't fear status ailments and want more power, Moxie is the preferred option.

Good Teammates: Fairy Types give Scraggy heaps of trouble. Cottonee can use Priority Encore after Scraggy uses Dragon Dance (although if you predict the switch, Cottonee falls to Poison Jab), and Spritzee can switch in and K.O. Scraggy with Moonblast (Spritzee doesn't take that much from Poison Jab, despite being weak to it). Therefore, a poison type such as Foongus or Koffing would be a good choice for a Teammate to remove Fairy types from the opposing team. Additionally, while Scraggy has the ability to survive an Acrobatics from Fletchling at Full Health, Scraggy is very prone to being revenge-killed afterwards. Thus, a Flying-Type-Counter such as Chinchou, Tirtouga, or Archen would be an excellent choice to pair with Scraggy.

What Counters It: The aforementioned Fairy Types give Scraggy a lot of trouble. Fletchling isn't necessarily a "Counter", but it makes a nice Check as it can put the hurt Scraggy with its Priority Acrobatics. Certain Pokemon that utilize Choice Scarf (such as the rare Choice Scarf Misdreavus or Choice Scarf Gastly) can K.O. Scraggy (Dazzling Gleam from Choice Scarfed Ghosts and Brave Bird from Doduo).

Any Additional Info: A set utilizing Choice Scarf and Moxie is also very viable. The immediate 1.5x speed that Choice Scarf offers is very nice, and after a few Moxie boosts, not many Pokemon can survive Scraggy's attacks. Fake Out can be used over Poison Jab, but inferior, and is not recommended. High Jump Kick is also an option, but since Misdreavus very common in this Metagame, Misdreavus has the opportunity to switch in on a predicted High Jump Kick, thus damaging Scraggy for 50% of its total health. Additionally, High Jump Kick does not heal you for any damage you deal, unlike Drain Punch. However, a 130 Base Power STAB move is very dangerous after one or two boosts, and it can very easily let Scraggy sweep a weakened team.



Drilbur @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 236 Atk / 36 Def / 212 Spe
Jolly Nature (+Spe, -SpA)
- Earthquake
- Rock Slide
- Swords Dance / Rapid Spin
- Stealth Rock / Rapid Spin

Role: Hazard User, Rapid Spinner, Bulky Attacker, Physical Sweeper

What It Does: Drilbur has the special use of hazard control, and it is what gives it most of its viability in Little cup. With decent bulk and an Eviolite, Drilbur can easily come in and set up Stealth Rock for your team or spin it away from your side of the field with Rapid Spin. The ability to both set and remove hazards is one that few Pokemon posses in LC, and Drilbur does it well. However, this isn't all it does, because along with its hazard control, Drilbur is a fierce attacker. It has STAB Earthquake, and with Mold Breaker as its ability nothing can defend against it. Levitate Pokemon like Misdreavus are not safe, and Sturdy + Berry Juice Pokemon are swiftly KO'd, instead of requiring three hits not knock out (like leads that lay down entry hazards). The one thing that is immune to Drilbur's Earthquake, Flying-types, are instead hit by the super effective Rock Slide. If you get opportunity, Drilbur can also set up with Swords Dance as well, and once it sets up, not much can take a +2 STAB Earthquake from it.

Good Teammates: One good partner for Drilbur is Cottonee. It can counter the Water-types like Carvanha that give Drilbur grief, as well as the Fighting-types that run rampant, (since they don't mind Earthquake as much as others because they can outlast Drilbur with Drain Punch). Foongus also serves this role as well, although it can't check Fighting-types as well. Something to take out faster threats and chip away at the opponents is much appreciated as well, as Drilbur's Speed stat of 17 lets it down sometimes. One teammate that Drilbur desperately needs is one that can break through or break down bulky walls, because unless it has already set up Swords Dance previously, it will not have the power to to so itself. A Shell Smash sweeper makes a good teammate as well, as Drilbur can Rapid Spin away hazards to keep SturdyJuice intact and set up Stealth Rock to break opposing Focus Sashes and Sturdy.

What Counters It: Unfortunately, while Drilbur's bulk is good, it isn't great. While it can switch in on weak or resisted attacks, it has trouble switching into strong ones. It has no way of healing to mitigate this weakness either, so one has to be careful about when they switch Drilbur in. Every Shell Smasher besides Dwebble walks all over Drilbur, so don't expect Drilbur to be of any help against them. Misdreavus also gives Drilbur grief, as it can Will-O-Wisp it a burn or outright attack it with Shadow Ball. Grass-types like Cottonee and Foongus have nothing to fear from Drilbur, and they can either wall it or straight up kill it with their STAB Grass-type moves. Bulky Pokemon like Spritzee and Porygon also cause trouble for Drilbur, as they can just stall it out with healing moves while there is little it can do.

Any Additional Info: While Misdreavus is a check to Drilbur, it can get around it. If Misdreavus switches in and a healthy Drilbur uses Earthquake, Drilbur will be able to knock out Misdreavus before it can KO it. However, Drilbur will be severely weakened by the end if this encounter, as Misdreavus will most likely use either a hurtful Shadow Ball, a burn inducing Will-O-Wisp, or even both if it uses Will-O-Wisp first. While Dribur can KO a weakened Chinchou, it is still ill-advised to switch Drilbur into it, as Chinchou could use Scald instead of Volt Switch and hit you for some heavy damage and possibly a burn. Another down side of Drilbur is that it falls just short of KOing a hazard lead Dwebble, so you do have to use Swords Dance first to get the clean KO and not activate Berry Juice.


What Not To Use:


Larvitar @ Eviolite / Flame Orb
Ability: Guts
Level: 5
EVs: 244 Atk / 36 Def / 36 SpD / 188 Spe
Jolly Nature
- Dragon Dance / Rock Polish
- Rock Slide / Stone Edge
- Earthquake
- Crunch

Role: Physical Sweeper, Status Absorber

What It Does: Larvitar can reliably set up Dragon Dance or a Rock Polish, hitting 24 Attack and 21 Speed or 28 Speed respectively. It also can reliably set up due to Guts as anyone who burns it or toxics it, gives it a boost that the opponent doesn't want to give. While this all seems fine and dandy for a set-up sweeper in LC, it is too slow with DD and not powerful enough with Rock Polish. Being outsped by Scarf Pawn with DD is no good as Scarf Pawn is the most common set currently. 21 does outspeed the entire non-scarfed metagame, but there are too many scarfers above the 14 speed tier that Larvitar cannot be effectively used as a set-up sweeper.

What Counters It: Anything scarfed above the 14 speed tier that can OHKO Larvitar, such as Scarf Pawn or Scarf Chinchou. Anything that can prevent it setting up, such as fast Taunt users or Cottonee, are stops to it as well. Cottonee even threatens Larvitar with its Grass- STAB, OHKOing with no investment.


Tyrunt @ Eviolite
Ability: Strong Jaw
Level: 5
EVs: 52 HP / 204 Atk / 212 Spe
Adamant Nature
- Dragon Dance
- Stone Edge
- Fire Fang
- Dragon Claw

Role: Physical Sweeper

What it does: Dragon Dance Tyrunt is supposed to be able to sweep by boosting its offensive stats and tearing through teams with its high Attack. Although it reaches 28 Attack and 21 Speed after a boost, it is weak to some common attacking types such as Fighting, Fairy, Ice, Steel and Ground. This makes it easier to revenge kill than other Physical Sweepers, especially as the only common priority Tyrunt resists is Fletchling's Acrobatics.

What counters it: A lot of things, unfortunately. Even at +1 Attack and Speed, Tyrunt's weaknesses make shutting it down easier than other sweepers. Timburr can take a hit and Drain Punch it, or simply Mach Punch if Tyrunt is low on health. Croagunk can also hit it with a Drain Punch or simply finish it with Vacuum Wave. Scarf users such as Pawniard, Bunnelby and Drilbur can also outspeed it and nail it with a super effective attack. Even bulky Fairies such as Spritzee and Cottonee can take a +1 Stone Edge and hit back hard.

Additional Info: Although Tyrunt isn't inherently a bad Pokémon, its typing is a real letdown, making it weak to some very common attacks. It is also outclassed as its job as a set-up sweeper by others such as Scraggy, who has a better ability, typing and movepool, or Tirtouga, who also has a broad movepool, along with priority and powerful STABs.


Hoppip @ Berry Juice
Ability: Chlorophyll
Level: 5
EVs: 196 Spd / 236 Atk / 76 HP
Jolly Nature
- Substitute / Seed Bomb / Bullet Seed
- Swords Dance / Memento / U-Turn
- Acrobatics
- Sleep Powder

Role: Physical Sweeper, Status Support

What It Does: Hoppip has a unique typing in LC, is the only Grass-type in LC with access to U-Turn, and has a decent offensive and support movepool. Fortunately, none of this is enough to make up for a base stat total of 250. In short, Hoppip is an atrocious Pokemon because its base stats are awful; it's not very fast, is very frail, and has abysmal attacking stats. Other Pokemon with relatively low base stat totals, such as Bunnelby and Zigzagoon, are able to carve niches for themselves by being absolutely incredible in another aspect, but none of Hoppip's abilities are anything to write home about, and its movepool isn't too expansive, either, certainly nowhere near enough to make up for Hoppip's numerous faults.

What Counters It: Any viable Pokemon that isn't weak to its STAB moves, and some that are, will be able to beat it easily.



Cubone @ Thick Club
Ability: Rock Head
Level: 5
EVs: 36 HP / 196 Atk / 36 SpD / 236 Spe
Jolly Nature
- Earthquake
- Fire Punch / Rock Slide
- Knock Off
- Double Edge

Role: Wallbreaker, Physical Sweeper

What It Does: Cubone is one of the few Pokemon that has a specialized item just for it, and the Thick Club is a very good one. It doubles Cubone's Attack, which allows it to hit extremely hard with its high base power moves. If Cubone can come in cleanly, it has the potential to sweep through an opponents team due to its massive power and great coverage, which includes Fire Punch for Grass and Bug-types, Rock Slide for Flying-types, Knock Off for Levitating (usually Ghost-types) Pokemon, and recoil-free, neutral coverage in Double Edge thanks to Rock Head. Its best move, STAB Earthquake, is what really allows it to tear through the opponent though, as it hits almost all Pokemon with few resisting it. Not much can take multiple hits from the Lonely Pokemon, so if you can outspeed you will most likely KO.

Good Teammates: -

What Counters It: Unfortunately, despite Cubone's massive Attack, it has dismal speed to back it up. Anything that can outspeed it makes a great revenge killer since it can just damage it off of its disappointing bulk and most likely KO. Bulky Levitating Pokemon like Misdreavus can take Knock Off and easily KO back. The inability to switch Cubone in due to its poor bulk and lack of defensive item makes it easily to control as well, because as long as you keep pressure on it will be unable to switch in. Cubone become dead-weight without its Thick Club, so anything that can Knock Off its item effectively neuters it.

Any Additional Info: Cubone greatly appreciates paralysis support or Sticky Web support so that it can attack the opponent before it gets attacked. If it gets this support, Cubone becomes less of a joke, and more of a serious threat that you need to worry about.
 
Last edited:

Aerow

rebel
is a Tiering Contributor Alumnusis a Contributor Alumnus
Special Sweeper

_ __

What To Use:



Bellsprout @ Eviolite / Life Orb
Ability: Chlorophyll
Level: 5
EVs: 36 HP / 76 Def / 196 SpA / 196 Spe
Modest Nature
- Solar Beam
- Sludge Bomb
- Weather Ball
- Sleep Powder

Role: Special Sweeper, Wallbreaker, Late-game cleaner

What It Does: Bellsprout is an excellent Chlorophyll-sweeper thanks to good Special Attack, access to Weather Ball as well as decent Speed. Bellsprout is also a great wallbreaker and late-game cleaner. Solar Beam requires no charging under strong sunlight, and is therefore a strong and reliable Grass-type STAB move. Sludge Bomb is also a STAB move, and hits Fairy-types as well as Grass-types for super-effective damage. Weather Ball is a great move, and allows Bellsprout to get through Steel-types such as Pawniard and Magnemite, and Grass/Poison-types such as Foongus. Sleep Powder is great for bypassing Sucker Punch, while also making it easier to get through special walls such as Porygon. Thanks to Bellsprout's ability Chlorophyll, it hits 26 Speed under sunlight, allowing it to even outspeed 16 and 17 Speed Choice Scarf users. For item, you can use either Eviolite or Life Orb. Eviolite allows Bellsprout to switch-in versus weaker attacks, while Life Orb gives Bellsprout better wallbreaking capabilities.

Good Teammates: Sunny Day support is mandatory for a Chlorophyll-sweeper like Bellsprout. Vulpix is able to automatically set up eight turns of sunlight with Drought if Heat Rock is used, and is therefore undoubtedly the best teammate for Bellsprout. Teammates with Knock Off help Bellsprout clean late-game by removing Eviolite's from the opposing team. Pawniard is therefore a good teammate, and is able to deal with Fletchling while also having a good typing synergy with Bellsprout.

What Counters It: Special walls, such as RestTalk Munchlax is one of the best counters to Bellsprout. Munchlax can shrug off any unboosted attack from Bellsprout, and also being able to OHKO Bellsprout with a sun-boosted Fire Punch. Porygon is also a huge problem for Bellsprout, as it can paralyze Bellsprout with Thunder Wave, while not getting hurt too badly by Bellsprout's moves. Chespin is another great counter thanks to Bulletproof, making Chespin immune to Ball- and Bomb-moves such as Sludge Bomb and Weather Ball, while Chespin already resists Solar Beam and is immune to Sleep Powder. Flying-types are also huge threats for Bellsprout, especially Fletchling due to its access to a 110 Base Power +1 priority Flying-type move, which easily OHKOes Bellsprout.

Any Additional Information: A physical set may look interesting because of Bellsprout's high Attack stat, but is mostly outclassed by the special set due to lackluster coverage.


Omanyte @ Eviolite
Ability: Shell Armor
Level: 5
EVs: 76 HP / 196 SpA / 236 Spe
Modest Nature
- Surf / Hydro Pump
- Ice Beam
- Earth Power
- Shell Smash

Role: Special Sweeper

What It Does: Omanyte is, without a trace of doubt, one of the most potent win conditions available in the tier. After a single Shell Smash boost, Omanyte hits 26 Speed, allowing it to outspeed the entire unboosted tier and the majority of Choice Scarf users, while being able to dish out attacks from a tremendous 38 Special Attack; a +2 Hydro Pump is able to OHKO all neutrally hit Pokemon except the bulkiest of walls. What really puts Omanyte a notch above the numerous other Water-type Shell Smashers available is its access to phenomenal coverage options in Ice Beam and Earth Power; the former hits Grass-types for heavy damage, while the latter gets rid of Chinchou and Croagunk. With a combination of Earth Power, Ice Beam, and a Water-type STAB move, Omanyte is able to hit every Pokemon in the metagame at least neutrally. Omanyte also has no shortage of opportunities to set up thanks to its solid 21/16/12 bulk after Eviolite and resistances to Flying, Fire, Ice, Normal, and Poison attacks; the Flying-type resistance is especially handy in allowing Omanyte to set up on most variants of one of the most popular Pokemon in LC, Fletchling. This bulk also allows Omanyte to survive most priority attacks, even after the defense drops from Shell Smash.

Good Teammates: As is the case for many dedicated win conditions, Cottonee and Diglett make for amazing partners. Cottonee has excellent type synergy with Omanyte, easily taking Grass, Ground, Electric, and Fighting attacks aimed at the fossil, while Omanyte relishes the opportunity to switch in on Fire, Poison, Flying and Ice attacks to set up a Shell Smash. Diglett traps and removes one of the biggest impediments to Omanyte's sweep in Croagunk and its Vacuum Wave, while also being able to set up Stealth Rock. What really makes Cottonee and Diglett in particular stand out as excellent teammates is their access to a fast Memento, the former through Prankster, and the latter through innately high Speed; Memento is immensely helpful in granting Omanyte significantly more set-up opportunities. Omanyte also wants hazard support; this allows it to attain key OHKOs after boosts, and negates opposing Sturdy abusers. Dwebble is a good candidate to set up Stealth Rock because it is also able to provide Knock Off support to weaken some bulkier walls that would otherwise be able to withstand one of Omanyte's boosted attacks, as well as packing Spikes if given the opportunity to set up more hazards; Pawniard is also able to set up Stealth Rock, and although it lacks Spikes, it has the element of surprise, possibly making it easier for Pawniard to get Stealth Rock up. Omanyte's ridiculous sweeping potential makes it an ideal Pokemon to build entire teams around.

What Counters It: In addition to being a brilliant teammate, Cottonee is also one of the biggest roadblocks to an Omanyte sweep. If it switches in on Omanyte's Shell Smash, it is able to priority Encore the move, forcing Omanyte to boost repeatedly while Cottonee takes it out with Giga Drain; Cottonee's mere presence on the opposing team can often deter Omanyte from setting up. Croagunk is another Pokemon able to shut down an Omanyte sweep, thanks to its priority Vacuum Wave hitting Omanyte's weakened Special Defense; although this doesn't even come close to OHKOing, even after Stealth Rock, Omanyte is usually unlikely to be at full health after setting up. Choice Scarf Misdreavus is able to outspeed even +2 Omanyte and OHKO it after Stealth Rock with Thunderbolt. Certain extremely bulky Pokemon, such as Slowpoke and defensive Porygon, are able to only take one boosted attack, which gives them ample opportunity to cut Omanyte's sweep short by paralyzing it. If Surf is chosen over Hydro Pump, the bar set for bulk required to deal with Omanyte is lowered, and Pokemon such as defensive Mienfoo and Timburr will also be able to take one boosted hit and KO in return.

Any Additional Info: Hidden Power Fire is a minor option to get around Ferroseed and Snover, but has little to no use outside of that, usually leaving Ice Beam and Earth Power as far better coverage moves. Omanyte is a premier rain abuser on dedicated rain teams due to its sky-high Special Attack allowing it to deal massive damage with its boosted Water-type attacks, as well as Swift Swim to make it a potent sweeper under the rain, and access to Rain Dance itself. However, if used as a stand-alone sweeper, Shell Smash is the better option because it boosts Omanyte's water-type attacks the same amount as Life Orb + rain, while powering up Omanyte's other attacks significantly more; at -1, it also has the same bulk as Life Orb Omanyte, due to Eviolite, meaning Rain Dance Life Orb Omanyte is completely outclassed by Shell Smash Omanyte if other members of the team don't take advantage of the rain as well. Shell Smash Omanyte is also significantly more powerful than Eviolite Rain Dance Omanyte, making it easier to actually sweep. Omanyte isn't particularly versatile when it comes to offensive options, but it does what it can do well.


Elekid @ Life Orb
Ability: Static
Level: 5
EVs: 240 SpA / 236 Spe / 12 Atk
Hasty Nature
IVs: 0 HP
- Thunderbolt
- Volt Switch
- Cross Chop
- Hidden Power [Grass] / Hidden Power [Ground]

Roles: Mixed Attacker

What It Does: Thunderbolt is used as Elekid's main STAB move, while Volt Switch is used for scouting early-game to mid-game and allows Elekid to build momentum off of a forced switch or two. Elekid becomes decent mixed attacker by using Cross Chop, allowing Pawniard and Magnemite to be KOed and hitting Porygon for the 2HKO. Hidden Power Grass can be used to provide coverage against Chinchou, who otherwise walls Elekid, while also hitting Ground-types such as Drilbur and Sandshrew for super effective damage. However, Hidden Power Ground also nails Chinchou while providing the bonus of defeating Magnemite if you wish to forgo Cross Chop. 240 Special Attack, 12 Attack, and 236 Speed EVs maximize Elekid's Speed and Special Attack, while 0 IVs in HP make it so that Elekid only loses 1 HP from Life Orb recoil. A Hasty nature allows Elekid to hit 20 Speed while still keeping Cross Chop powerful enough.

Good Teammates: Diglett is able to trap and KO opposing Electric-types such as Chinchou, as well as other common switch-ins to Elekid. Drilbur performs similar to Diglett, but lacks the ability to trap opponents. However, Drilbur does have access to Rapid Spin, letting it support Elekid and the team in that way instead. Bulky Water-types can defend against Ground-types such as Diglett, Drilbur, and Hippopotas, but keep in mind Chinchou is also weak to Ground-type attacks. Poison-types and Fire-types such as Trubbish and Koffing or Ponyta, Houndour, Vulpix, and Larvesta are also useful as they can wall and defeat both Foongus and Cottonee, the Fire-types having the edge with dealing with Ferroseed which would wall a set forgoing Cross Chop. Knock Off users such as Pawniard and Mienfoo are also welcomed as the soften up opposing pokemon, allowing Elekid to pick the of in the future. And as always, hazard setters provide nice support.

What Counters It: Hippopotas is by far the best counter to Elekid; being immune to Elekids STABs lets Hippopotas switch in freely, not letting Elekid Volt Switch out to safety. Hippopotas also has more than enough bulk to easily switch in on Hidden Power Grass and even Ice Punches, while still being able to retaliate with Earthquake for the KO. Chinchou also has the advantage over Elekid, thanks to the ability Volt Absorb. Chinchou can switch in to Elekid with some ease, only fearing a Hidden power Grass/Ground. However, thanks to Berry Juice, Chinchou avoids being 2HKOed. Absorbing Volt Switches for health is also a plus for Chinchou. On the other hand, Spritzee is able to switch in numerous times, but tends to be Volt Switched out on. However, Spritzee can wear down Elekid through Life Orb recoil fairly well. Grass types, especially Foongus are to be noted as well as they wall Elekid and beat it 1 on 1 providing Elekid is not packing Psychic nor Vital Spirit.

Any Additional Info: A set using Psychic or Substitute with a Timid nature can be used over one with Cross Chop. Psychic allows it to hit Mienfoo slightly harder and allows Foongus to be 2HKOed, the latter the most common switch in for Elekid. Substitute is an excellent move to use on Elekid, as it allows Elekid to bypass Sucker Punch and hit the opposing pokemon for large damage. However, Elekid will rack up large amounts of damage due to creating the Substitutes and Life Orb recoil.


Vullaby @ Berry Juice
Ability: Weak Armor
Level: 5
EVs: 236 SAtk / 76 Def / 196 Spd
Modest Nature
- Nasty Plot
- Dark Pulse
- Air Slash
- Heat Wave

Role: Special Sweeper, Set-up Sweeper

What It Does: Weak Armor Nasty Plot (WANP for short) Vullaby is an amazing and unexpected sweeper in the LC meta. Bulky Vullaby has fallen out of favor, but I believe this set keeps Vullaby relevant. The EV spread is simple, "max/max" Special Attack and Speed and the rest in Def to help tank hits even after -1. Most setup bait for Vullaby is the switches it forces when people think its the Bulky set and the hits it tanks due to its natural bulk. Berry Juice helps even more with the bulk as it allows for recovery as Offensive Vullaby cannot fit Roost onto its set.

Good Teammates: Good teammates are any momentum getters such as Cottonee, Diglett, and Missy. All of them learn Memento and synergizes well with Vullaby, forming the start to a decent team. Offensive Vullaby doesn't need wall broken down since it sets up and its STABs + Heat Wave means nothing can stand in its way at +2. The best partner I have found for this set is Cottonee since the combo of Encore and Memento means that Vullaby can switch in no matter what as Encore forces a switch and so does Memento.

What Counters It: Spritzee is the best counter as Vullaby only has a small 12.1% chance to 2HKO after a Nasty Plot whereas Spritzee has a 75% chance to OHKO with Moonblast. Vullaby would have to rely on hax (i.e. flinches) to beat Spritzee one on one. Checks like Defensive Tirt who can stomach a +2 Dark Pulse or +2 Air Slash and are not hurt by Heat Wave can wittle Vullaby down if Berry Juice has been used, although Tirt cannot switch into a +2 Dark Pulse.

Any Additional Info: Although Bulky Vullaby has fallen out of favor, it is still a decent threat but decided not to include it here since it is a completely different set than this one.


What Not To Use:


Pichu @ Life Orb
Ability: Lightningrod
Level: 5
EVs: 36 HP / 240 SAtk / 196 Spd
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power [Grass]
- Signal Beam

Roles: Special Sweeper?

What It Does: Dies Pichu is inherently weak, frail, and slower than it would like to be. The EV spread trys to accommodate this as best as it can, letting Pichu hit 16 speed with a Timid nature and 13 Special Attack with 19 HP, granting another hit with Life Orb. Life Orb is the item of choice as it makes Pichu able to do some damage, while hardly affecting its atrocious bulk. Very rarely will Pichu be able to set up a Nasty Plot, however, when it does, it actually packs a punch. Lighting Rod is superior to Static as it allows Pichu to switch in on Electric attacks and gain a 1.5 boost to Special Attack, going nicely with Nasty Plot. But Pichu's move pool is as bad as its bulk, preventing it from really doing anything with these boosts. Thunderbolt is Pichu's preferred STAB as it does not miss, unlike Thunder, and is more powerful than Discharge. Hidden Power Grass is one of the few options Pichu has to hit Ground types, and offers a chance to KO Berry Juice Chinchou at +3. Finally, Signal Beam is all Pichu has to hit Grass types, though only neutrally.

Good Teammates: Hazard setters are about all that really can help Pichu. Pichu will often be switching into a Scarfed Chinchou or Magnemite going for Volt Switch, forcing a switch. Because of this, Dweeble or Ferroseed's Stealth Rocks and Spikes will be extraordinarily helpful for wearing down the opponent. Sticky Web slows all grounded pokemon to the point were Pichu can forgo a Timid Nature and choose a Modest one for a slight damage increase.

What Counters it: Far too much counters Pichu for it to truly ever be effective. Diglett and Porygon get special mentions. Diglett traps Pichu, outspeeds with Earthquake, and is immune to Thunderbolt. Porygon can Trace Lighting Rod making Pichu's STAB worthless and the rest of its moves too weak to harm Porygon. Non-Choice locked Chinchou can use Scald to easily beat Pichu while taking hardly 40% from HP Grass (no boosts). Foongus is yet another problematic mon for Pichu, as Pichu doesn't go nearly enough it it ever. Being Spored also is very hard to avoid. Misdreavus, Carvahna, and Mienfoo are all able to beat Pichu while it does little to nothing in return. Anything that outspeeds Pichu and can hit if with a Neutral STAB is a problem for it.

Any Additional Info: Elekid is basically Pichu, but faster, more powerful, and has an actual move pool. The only advantages thing about Pichu is the ability Lighting Rod which makes it more powerful than Elekid if it manages to pick up the boost. Pichu can also decide to go a physical route, with either Choice Band of Life Orb viable. However, its physical move pool is about as bad as its special one. Volt Tackle / Fake Out / Return or Facade / Iron Tail is the best it can do, yet this is still a poor set. Don't use Pichu.



Fennekin @ Power Herb / Berry Juice
Ability: Magician
Level: 5
EVs: 36 HP / 36 Def / 180 SpA / 36 SpD / 196 Spe
Timid Nature
- Fire Blast
- Solar Beam / Hidden Power [Grass]
- Hidden Power [Grass] / Substitute
- Psyshock

Roles: Special Attacker

What It Does: This set revolves around the use of Magician, an ability elusive to the Fennekin line. Magician allows Fennekin to steal the held item of a target it hits with a move when it does not have an item. Fire Blast is Fennekin's STAB of choice as is more powerful than the alternative Flamethrower which lets Fennekin abuse the potentially stolen Life Orb better. Solar Beam can be used with the item Power Herb to activate Magician and steal the opposing pokemon's item. However Solar Beam could only be used once, unless you have the Sun support. Hidden Power Grass is an option either over Solar Beam or along side it; if HP Grass is being used over Solar Beam, Substitute is the recommended option for the next move slot. Substitute can be used in tandem with Berry Juice to not only create more Substitutes, but also allow the activation of Magician. Psyshock rounds out the move set granting decent coverage in a metagame plagued with Fighting types.

Good Teammates: Nothing really pairs particularly well with Fennekin. Stick Web lets it not be checked as greatly by faster pokemon, yet it can only do so much. Hazard removal lets Fennekin live a neutral hit, but it doesn't greatly extend its life like it does for many Pokemon.

What Counters It: Fennekin has too many checks and several viable countes as it simply doesn't hit hard enough and is rather frail (until it steals an Eviolite at least). Because if these two reasons combined it cannot be easily switched in and is easily walled. Most neutral hits will KO Fennekin after rocks damage, and basically everything unresisted 2HKOes even with Eviolite. Yet, anything lacking Sap Sipper will have their item taken if the Solar Beam set is being used if you try to switch something in. Sadly, anything that outspeeds Fennekin acts as a check while Houndour, Mienfoo, and Porygon are the main counters for this particular fire fox.

Any Additional Info: Fennekin has very little going for it. It has average stats, a small move pool, and very tough competition. The only reason to use Fennekin over Vulpix, Houndour, or Ponyta is the Ability Magician which acts as poor man's Knock Off.


Ralts @ Choice Scarf
Ability: Trace
Level: 5
EVs: 240 SAtk / 200 Spd / 68 HP
Timid Nature
- Dazzling Gleam
- Psychic
- Shadow Ball
- Hidden Power [Fighting]

Role: Special Attacker, Late Game Cleaner

What It Does: Ralts generally does very little. A team has to be sufficiently weakened, lack all priority not named Mach Punch or Vacuum Wave, and have no scarfer still alive. Ralts has very low stats that make it very frail, weak, and slow all at once. However, despite this Ralts can occasionally clean up some of the opposing team, albeit rarely. Dazzling Gleam is the only Fairy STAB Ralts gets and it hits the Dark type pokemon that Ralts second STAB, Psychic, cannot. Shadow Ball hits Ghost types for SE damage and and allows you to be able to potentially revenge kill Misdreavus. HP Fighting allows you to hit Pawniard hard enough on the switch for it to be easily dealt with, but doesn't have much use out side of this.

Good Teammates: Ralts appreciates teammates that can severely hamper opposing teams. Timburr makes a great ally as it can effectively destroys Steel- and Dark- types who lie in the way of Ralts and can Knock Off the opposing team's Eviolites to weaken their defenses. Misdreavus helps Ralts by being able to wear down most Special Walls and potentially wall breaking with Life Orb. Porygon pairs well with Ralts as Porygon can switch into most of what troubles Ralts with ease.

What Counters It: Anything that isn't 1HKOed by Ralts is a problem for it. Not surprisingly, this is well over half of the metagame. As previously noted, all priority Ralts doesn't resist causes massive problems. Steel types, especially Pawniard, Magnemite, and Ferroseed, hold Ralts back substantially as the can easily KO Ralts or simply tank its hits more than long enough to mutilate Ralts.

Any Additional Info: Please never consider Ralts as an option on any serious team. As much as you may love this Fairy with a bowl cut, it is strongly outclassed by Abra. Abra is naturally both faster and stronger than Ralts but can run Focus Sash to be able to take a hit. Abra also has a similar move pool leaving Ralts with only one advantage in its Fairy dual typing. But Abra's raw power makes the loss of STAB on Dazzling Gleam and both are too frail for their typing to actually have an impact defensively.
 
Last edited:

Aerow

rebel
is a Tiering Contributor Alumnusis a Contributor Alumnus
Mixed Sweeper

_ _ _

What To Use:


Elekid @ Life Orb
Ability: Static
Level: 5
EVs: 240 SpA / 236 Spe / 12 Atk
Hasty Nature
IVs: 0 HP
- Thunderbolt
- Volt Switch
- Cross Chop
- Hidden Power [Grass] / Hidden Power [Ground]

Roles: Mixed Attacker

What It Does: Thunderbolt is used as Elekid's main STAB move, while Volt Switch is used for scouting early-game to mid-game and allows Elekid to build momentum off of a forced switch or two. Elekid becomes decent mixed attacker by using Cross Chop, allowing Pawniard and Magnemite to be KOed and hitting Porygon for the 2HKO. Hidden Power Grass can be used to provide coverage against Chinchou, who otherwise walls Elekid, while also hitting Ground-types such as Drilbur and Sandshrew for super effective damage. However, Hidden Power Ground also nails Chinchou while providing the bonus of defeating Magnemite if you wish to forgo Cross Chop. 240 Special Attack, 12 Attack, and 236 Speed EVs maximize Elekid's Speed and Special Attack, while 0 IVs in HP make it so that Elekid only loses 1 HP from Life Orb recoil. A Hasty nature allows Elekid to hit 20 Speed while still keeping Cross Chop powerful enough.

Good Teammates: Diglett is able to trap and KO opposing Electric-types such as Chinchou, as well as other common switch-ins to Elekid. Drilbur performs similar to Diglett, but lacks the ability to trap opponents. However, Drilbur does have access to Rapid Spin, letting it support Elekid and the team in that way instead. Bulky Water-types can defend against Ground-types such as Diglett, Drilbur, and Hippopotas, but keep in mind Chinchou is also weak to Ground-type attacks. Poison-types and Fire-types such as Trubbish and Koffing or Ponyta, Houndour, Vulpix, and Larvesta are also useful as they can wall and defeat both Foongus and Cottonee, the Fire-types having the edge with dealing with Ferroseed which would wall a set forgoing Cross Chop. Knock Off users such as Pawniard and Mienfoo are also welcomed as the soften up opposing pokemon, allowing Elekid to pick the of in the future. And as always, hazard setters provide nice support.

What Counters It: Hippopotas is by far the best counter to Elekid; being immune to Elekids STABs lets Hippopotas switch in freely, not letting Elekid Volt Switch out to safety. Hippopotas also has more than enough bulk to easily switch in on Hidden Power Grass and even Ice Punches, while still being able to retaliate with Earthquake for the KO. Chinchou also has the advantage over Elekid, thanks to the ability Volt Absorb. Chinchou can switch in to Elekid with some ease, only fearing a Hidden power Grass/Ground. However, thanks to Berry Juice, Chinchou avoids being 2HKOed. Absorbing Volt Switches for health is also a plus for Chinchou. On the other hand, Spritzee is able to switch in numerous times, but tends to be Volt Switched out on. However, Spritzee can wear down Elekid through Life Orb recoil fairly well. Grass types, especially Foongus are to be noted as well as they wall Elekid and beat it 1 on 1 providing Elekid is not packing Psychic nor Vital Spirit.

Any Additional Info: A set using Psychic or Substitute with a Timid nature can be used over one with Cross Chop. Psychic allows it to hit Mienfoo slightly harder and allows Foongus to be 2HKOed, the latter the most common switch in for Elekid. Substitute is an excellent move to use on Elekid, as it allows Elekid to bypass Sucker Punch and hit the opposing pokemon for large damage. However, Elekid will rack up large amounts of damage due to creating the Substitutes and Life Orb recoil.



Houndour @ Life Orb
Ability: Flash Fire
Level: 5
EVs: 236 Spd / 196 Atk / 36 SAtk / 40 SDef
Lonely Nature / Hasty Nature
IVs: 0 HP
- Fire Blast
- Sucker Punch
- Pursuit
- Protect / Substitute

Roles: Pursuit Trapper, Mixed Attacker

What It Does: STAB Sucker Punch is the primary move, giving Houndour the ability to check top metagame threats such as Misdreavus, Abra, and Fletchling. Sucker Punch also causes numerous switches to be forced, allowing Hazards to rack up passive damage. Fire Blast is Houndour's Fire STAB of choice; its raw power is a force to be reckoned with and is amazingly hard to switch in on. With Knock Off rampant, many pokemon do not have an Eviolite scoring Houndour KOes frequently. Pursuit is used for trapping Ghosts and Psychic types as it allows has been. The final move is filler: Protect can be used to gaurd against Fake Out, extending Houndour's life span and Substitute lets Houndour capitalize on the many switches it forces.

Good Teammates: Mienfoo makes an excellent teammate for Houndour. Knocking Off the opposing teams Eviolites greatly increases Houndour's damage out put, allowing it to KO Evioliteless Mienfoo with Fire Blast. Spritzee doesn't care about too much of what checks/counter Houndour and can easily take the hits; Spritzee can also Wishpass into Houndour occasionally, letting it fire off more powerful STAB moves without having to worry about Life Orb recoil.

What Counters It: Houndour is extremely frail so anything that outspeeds or lives its powerful hits can defeat it. Most Fighting types easily counter Houndour, as do Tirtouga and most Chinchou variants. Porygon can abuse Trace to copy Flash Fire to wall Houndour as well.


What Not To Use:

 
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Aerow

rebel
is a Tiering Contributor Alumnusis a Contributor Alumnus
Bulky Attacker

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What To Use:



Sandshrew @ Eviolite
Ability: Sand Rush
Level: 5
EVs: 116 HP / 236 Atk / 76 Def / 36 SpD / 36 Spe
Adamant Nature
- Earthquake
- Rock Slide / Knock Off
- Knock Off / Stealth Rock
- Swords Dance / Rapid Spin

Role: Physical Sweeper, Late-game cleaner, Hazard remover, Hazard Setter, Bulky Attacker

What It Does: Sandshrew is an interesting Pokemon that can perform two very different roles; support and Sand Rush sweeper. Sandshrew is a great Pokemon for hazard control, being able to set up both Stealth Rock, as well as removing the opponents hazards with Rapid Spin. Sandshrew can also help teammates by removing the opponents items with Knock Off. Sandshrew's great physical bulk lets it do this with ease, and Sandshrew also hits very hard thanks to base 75 Attack. Sandshrew is also a great Sand Rush sweeper on sandstorm teams, and can form a Double Rush core with Drilbur, breaking walls to make it easier for both of them to sweep. Earthquake is a mandatory Ground-type STAB move, while Rock Slide hits Flying-types such as Fletchling, Archen, and Vullaby. For the third moveslot Sandshrew can use Knock Off or Stealth Rock if you need hazards. Same goes for the fourth moveslot, where Swords Dance is great for Sandshrew used as a sweeper, but is mostly useless without sandstorm. For item, you should always use Eviolite for support Sandshrew. However, both Eviolite and Life Orb are viable options if you want to use Sandshrew as a Sand Rush sweeper.

Good Teammates: Sandshrew works extremely well as a Sand Rush sweeper on sandstorm teams, Hippopotas is therefore a great teammate, as well as Drilbur. Teammates who loves hazard control will also enjoy having Sandshrew on the team, being able to set up Stealth Rock and remove the opponents hazards.

What Counters It: Bulkier Pokemon such as Ferroseed, Lileep, Cottonee, Koffing, Porygon can easily stop a sweep from Sandshrew unless it has already boosted with Swords Dance, also hitting it hard with a super-effective move or burning it. Special Attackers often beats Sandshrew due to it's awful special bulk.

Any Additional Information:More Speed EVs can be used to outspeed 15 Speed or more Choice Scarf users.


Larvesta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 HP / 236 Atk / 156 Def / 36 Spe
Adamant Nature
- U-turn
- Flare Blitz
- Morning Sun
- Will-O-Wisp / Sunny Day

Roles: Pivot, Bulky Attacker, Support.

What it does: Larvesta is a reliable pivot with STAB in U-turn, a strong attacker with powerful STAB in Flare Blitz, a solid switch-in to Pawniard and most Fighting-types, and even a supporter with Sunny Day, which Larvesta stands as an incredible user of it due to a slow U-turn and as such, safely bringing Chlorophyll users, and Will-O-Wisp which burns physical attackers without relying on Flame Body. It has as well a nice defensive typing, awesome ability in Flame Body which is even better due to some of Larvesta's resistances, and Morning Sun so it can heal Stealth Rock and opposing Pokemon damage. 76 EVs in HP are used so Larvesta can hit an odd number thus being able to switch in Stealth Rock twice. Max Attack is necessary to hit as hard as possible. The rest is put in Defense so Larvesta can tank physical hits better. Eviolite is the prefered item to increase Larvesta's defenses even further. Larvesta will always proceed to wall any Fighting-type bar Timburr which could take an advantage of a burn.

Good teammates: When teambuilding with Larvesta you should always add some form of hazard removal such as Defog and Rapid Spin. Good users of these moves include Vullaby and Drilbur, the former being able to form a VoltTurn core and provides Knock Off support while Vullaby really appreciates Larvesta beating Pawniard, and the latter covering Larvesta's Rock-type weakness while also checking Fletchling. Chinchou beats opposing Water-types and also happens to beat Fletchling. Speaking of VoltTurn, this kind of team usually finds it good to have Larvesta on a slot as it's an incredible U-turn user and one of the few viable ones that have STAB on it. Bellsprout, Oddish, and Bulbasaur apprecites Larvesta's weather support as they will be able to beat the annoying Water-types. Foongus is another Grass-type that synergizes well with Larvesta and beats Water-types. Ferroseed can provide hazards and Thunder Wave support, which is always nice to have, and take out Rock-type attacks. Finnaly, Pawniard formes a great core with Larvesta, with Pawniard being able to beat Fletchling, and Larvesta being a solid switch in to Fighting-types.

What counters it: The obvious counter to Larvesta is Stealth Rock. It can't come in safely at all with Stealth Rock up. While it's other counters can be bypassed by U-turn, some good switch-ins to Larvesta include Water-types such as Chinchou and Staryu, that can switch in any attack and KO Larvesta with theirs Water-type STAB. Omanyte doesn't care about being burned, sets up Shell Smash or hazards with ease, and takes nothing from Flare Blitz as well. Fire-types such as Ponyta resist to both Larvesta's STABs and are immune to burn, being another solid counters. Finnaly, Rock-types such as Archen and Onix or anything with a Rock-type move like Drilbur can KO Larvesta fairly easy, but none of them likes to switch in on Will-O-Wisp.

Additional Info: Wild Charge can be run to hit Water-types, and a Choice Scarf set is fairly good in VoltTurn teams.

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 156 HP / 116 Def / 196 SDef
Impish Nature
- U-turn
- Knock Off
- Drain Punch
- Acrobatics / Stone Edge / Taunt / Fake Out / Poison Jab

Role: Pivot, Tank, Bulky Attacker, Physical Wall, Special Wall, Lure, Wallbreaker, Late-game Cleaner, Revenge Killer, Support, Physical Sweeper

What It Does: Mienfoo is without a doubt one of the very best Pokemon in LC. With the given set, it is able to function as an incredible defensive pivot, being able to switch into an enormous portion of the metagame repeatedly throughout a match and wear the opposing team down with its supportive movepool. The given EVs and nature allow Mienfoo to hit Eviolite numbers, giving it decent bulk for taking most neutral attacks and allowing it to avoid the OHKO from all but extremely powerful boosted or super-effective attacks. Drain Punch is Mienfoo's preferred STAB move, granting it ridiculous longevity in conjunction with Regenerator, while also dealing decent damage due to Mienfoo's innately high Attack stat. Knock Off provides good coverage alongside Drain Punch, and more importantly, is able to permanently cripple most Pokemon. U-Turn allows Mienfoo to scout while chipping away at the opponent's health, and meshes well with Regenerator; U-Turn and Knock Off are usually Mienfoo's most spammable moves. From there, Mienfoo has a large number of filler options to beat specific threats. Acrobatics turns Mienfoo into an even better Knock Off absorber; most Knock Off users are Pawniard and Fighting-types, with Mienfoo naturally checking the former, and Acrobatics allows Mienfoo to deal with the latter as well. Alternatively, Stone Edge and Poison Jab are solid coverage options, with the former hitting Archen, Fletchling, Larvesta and Ponyta on the switch, and the latter 2HKOing Snubbull and Spritzee after their Eviolites have been removed, while OHKOing Cottonee. Taunt is an excellent option to prevent Pokemon like Dwebble and Omanyte from setting up, but if it is run, a faster EV spread should be used instead. Fake Out can also be used for a bit of free damage here and there, and is especially useful if your team is particularly weak to Tirtouga. Mienfoo is able to come in on nearly everything that isn't able to hit it super-effectively, and even some that do if their attacks aren't boosted by STAB, and once it's in, it can start getting rid of opposing items. Mienfoo's Knock Off is so irritating that Pokemon such as Trubbish and Shellos have niches solely due to their ability to absorb Mienfoo's Knock Off, even when they don't fare as well against other Knock Off users. Even positive match-ups against Mienfoo, such as Fletchling, will often switch in only to be hit by U-Turn, and be faced with a negative match-up from one of Mienfoo's teammates, which Mienfoo loves doing due to U-Turn activating Regenerator and healing Mienfoo.

Good Teammates: Any team that isn't atrociously built will enjoy Mienfoo's presence. This is a fact.

What Counters It: Trubbish and Shellos are really the only Pokemon that won't mind being hit by Knock Off repeatedly, but they'll often be put on the back foot if Mienfoo uses U-Turn, since both Pokemon tend to detract from momentum. Other than that, Spritzee, Snubbull, Cottonee, Larvesta, Ponyta, Archen, Fletchling, Abra, Croagunk, Koffing and Foongus are all able to come in on certain attacks and force Mienfoo out with the threat of super-effective attacks or status, but forcing Mienfoo out is hardly enough to stop it due to Regenerator.

Any Additional Info: If Taunt is run, a spread of 196 Def / 36 SDef / 236 Spd is preferred because it allows Mienfoo to outspeed Dwebble and prevent it from setting up hazards with Taunt, while also speed tying with Surskit and Onix.
Mienfoo is also one of the metagame's premier Baton Passers due to its access to Swords Dance and Bulk Up, high base Attack to take advantage of these boosts itself before passing them off, and Regenerator, allowing it to pass boosts multiple times throughout the match. Such a set should run the usual defensive Eviolite spread to ensure it is bulky enough to survive to pass its boosts.
Even outside of its Eviolite sets, Mienfoo has several formidable options. A Life Orb set, possibly coupled with Reckless, turns it into one of the most potent wall-breakers available; a boosted High Jump Kick is able to deal tremendous damage to just about everything that doesn't resist it and some things that do. The Life Orb set can still run Knock Off and U-Turn to great effect, and is able to fire off a much more powerful Fake Out than the Eviolite set. If Reckless High Jump Kick isn't tempting enough, Regenerator can still be used as the ability to help deal with Life Orb recoil. If a Choice Scarf is instead donned, then Mienfoo becomes a brilliant revenge-killer, able to take out weakened Pokemon with ease through its powerful High Jump Kick while scouting with U-Turn; it can also use Knock Off to weaken switch-ins and prepare for a late-game sweep. Choice Scarf Mienfoo is also able to viably run either Reckless or Regenerator.


Croagunk @ Eviolite
Ability: Dry Skin
Level: 5
EVs: 132 HP / 28 Atk / 108 SAtk / 116 Def / 116 SDef
Quiet Nature
- Drain Punch
- Sludge Bomb
- Vacuum Wave
- Knock Off

Role: Bulky Attacker

What It Does: Croagunk walls Fighting types with ease. It's unique typing allows it to win against popular Fighting pokes, such as Mienfoo, Timburr, etc. and also threaten Fairies, mainly Spritzee, that the other Fighting types must use coverage to beat. It is also a great Pawn check as with the EV spread, Vacuum Wave OHKOes standard Pawn. Drain Punch is a great recovery move and has STAB to boot. Sludge Bomb threatens Spritzee and gets STAB, which other Fighting types cannot boast. Knock Off is for its ever-loving usefulness and even got a power buff this gen.

Good Teammates: To be honest, Croagunk is not one who needs teammates, but rather one who supports the team (a "gluemon" if you will). Croagunk's utility in LC is near unmatched since it is the only Fighting type to take neutral damage from Spritzee and be able to threaten it back. A team weak to Pawn or Spritzee really appreciates Gunk's ability to check both of these pokes effectively. Gunk also is able to take on the most common Shell Smashers as both Omanyte and Tirtouga STAB's are useless unless Omanyte is running EP and Tirt is running EQ, which are not that common. Croagunk's overall utility allows it fit on almost any team but it is hard to build a team around Croagunk.

What Counters It: Croagunk is countered by other Croagunk as it doesn't have any moves to hit them SE unless it is running something niche like EQ or Zen Headbutt. Speaking of EQ/Zen Headbutt, anything with that as their coverage, such as Carvanha, Scraggy, Tirt, etc. run it to beat Gunk, but Gunk takes these threats unless those pokes run EQ/ZH.

Any Additional Info: An LO + Nasty Plot set is plausible but Gunk is too frail to set up without Eviolite.


Houndour @ Eviolite
Ability: Flash Fire
Level: 5
EVs: 156 HP / 120 Atk / 36 Def / 196 SDef
Sassy Nature
- Flamethrower / Fire Blast
- Sucker Punch
- Pursuit
- Will-O-Wisp

Roles: Pursuit Trapper, Bulky Attacker

What It Does: This set has one intent: checking Misdreavus. (Though it checks most other Ghosts rather well too.) With this EV spread, Houndour capitalizes on the item Eviolite to have quite considerable bulk, while retaining sufficient damage out put. Houndour's new found bulk lets it tank a +2 Hidden Power Fighting from Misdreavus which is quite a feat. Houndour also still musters 14 attack which is powerful enough to effectively Pursuit trap Misdreavus. Any Misdreavus with HP Fighting loses to a Sucker Punch + Pursuit combination while a Misdreavus lacking HP Fighting is able to live if Stealth Rocks are not up, though normally Houndour is switched in after Misdreavus has taken some damage so this isn't too much of an issue. Fire Blast is an option for a more powerful Fire STAB, but more often Flamethrower should be used as it is far more consistent and is not used often anyway. Will-o-wisp is used normally when predicting a physical attacker to switch in on Houndour, thus finding itself now crippled.

Good Teammates: A Rapid Spinner or Defogger is greatly appreciated as this allows Houndour to switch in with more ease, Drilbur and Archen are fine choices for this role. Something to absorb Knock Off is enjoyed and something to deal with the plethora of Fighting types in the tier is needed as well; Trubbish and Mienfoo both fit these niches and synergy with Houndour well.

What Counters It: Most powerful physical attackers counter Houndour, especially ones who simply shrug off Sucker Punch. Timburr and Scraggy are prime examples of a Houndour counter as long. Both can set up in Houndour's face fearing little while, thanks to Guts and Shed Skin. Drilbur is also able to KO Houndour, but takes a fair amount of damage from Sucker Punch and fears the burn as it switches in.

Any Addition Info: Houndour involves a lot of mind games as the opponent may try to dodge the Sucker Punches and avoid being trapped by Pursuit. Be aware of this heading into the battle. Also Pawniard is a more effective offensive check to Misdreavus; depending on your if your team builds a lot of momentum, Pawniard might be better suited to your team.


Chinchou @ Berry Juice / Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SAtk / 60 Spd
Bold Nature
- Hydro Pump / Scald
- Volt Switch
- Heal Bell / Thunder Wave
- Thunderbolt / Hidden Power Ground

Role: Pivot, Bulky Attacker, Support

What it does: Chinchou is often found keeping various Flying and Electric-type Pokemon in check, as well as opposing Water-types. Due to its decent bulk and good typing, it can switch into many different attacks, and can limit the use of Electric-type moves due to its Ability, Volt Absorb. It functions well as a Pivot, Volt Switching out of the Grass-types it lures in and dissuading Ground-types from switching in due to its Secondary Water-typing.
Access to Heal Bell allows it to function as a Cleric, as it easily finds opportunities to use it when forcing out the many Pokemon it checks. Thunder Wave is used to spread Paralysis if it is so needed, and Scald puts pressure on any Physical attackers who risk switching in due to the Burn chance.

Good Teammates: Flying-types can cover its Grass weakness quite well, and have an immunity to the Ground-type moves that target Chinchou. Vullaby is effective, as it has great bulk to complement it, access to U-turn to form a Volturn core and immunity to Spore from Foongus who often switches into Chinchou. Fletchling also makes a great partner for more offensively inclined teams, as it also can form a Volturn core and immediately threaten Chinchous checks due to its strong priority. Fighting-types can help remove bulky Normal-types, such as Lickitung, who can easily switch in any attack, and Porygon, who can Trace Volt Absorb to gain an immunity to Volt Switch. Grass-types of your own can help weaken opposing Chinchou, as well as Ground-types that can switch-in safely. Allies who want status removed in order to sweep enjoy the Cleric support it offers. Examples of these are Nasty Plot Misdreavus and Shell Smasher users, such as Omanyte and Tirtouga.

What Counters It: Specially Defensive walls, such as Lickitung, Porygon or even Spritzee can switch in its attacks and easily stall it due to their access to recovery. Bulky Grass-types can safely switch in on any attack except the rare Ice Beam and threaten it with their STAB, Ferroseed and Foongus are two that function particularly well at this, having great bulk and Regenerator in Foongus' case. Timburr and Croagunk can check it well, as Timburr does not fear Scald Burns due to Guts and Croagunk has immunity to Water through Dry Skin. Ground-types can threaten Chinchou if they switch in on the proper move, Drilbur and Diglett both outspeed Chinchou and Diglett can also trap it with Arena Trap.

Any Additional Info: Soak can be used to make Grass-type switch-ins Water-type, in order to Pivot off of them with Volt Switch. Eviolite or Berry Juice are both run, so either can be expected, the former allowing it to take stronger attacks and the latter allowing it switch in on weak/resisted hits more often.


Porygon @ Eviolite
Ability: Trace
Level: 5
Shiny: Yes
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Tri Attack
- Thunder Wave
- Recover
- Shadow Ball

Role: Special Wall, Bulky Attacker, Status Support

What It Does: Porygon is an phenomenal special wall capable of stopping many powerful threats. Tri Attack is Porygon's obligatory STAB which provides decent damage and even a 20% chance to cripple the opponent. Thunder Wave hampers setup sweepers not behind a Substitute and can often end a sweep on the spot. Recover is for longevity and can be used alongside Thunder Wave to fish for the paralysis so a free turn of recovery is gained. Shadow Ball is used to damage the Ghost types and Psychic types you are often walling.

Good Teammates: Larvesta, Croagunk and Mienfoo all pair exceedingly well with Porygon. Larvesta can easily handle all fighting types not named Timburr due to its Fighting resistance and ability. Croagunk has an awesome typing that also allows it to check most fighting types, save Acrobatics Mienfoo. Croagunk can also doesn't mind a Knock Off too bad, but it is still an issue for Croagunk. Mienfoo on the other hand can easily take Knock Offs and switch in multiple times throughout the match to what ever the opponent brings in to deal with Porygon. Additionally, Misdreavus benefits from Porygon's ability to deal with opposing Misdreavus and Abras who otherwise might end her sweep due to speed ties.

What Counters It: Knock Off is detrimental to Porygon who relies on Eviolite to stay absurdly bulky. And as a general rule of thumb, Fighting types can easily counteract Porygon with their STAB Drain Punches and the ever present Knock Off. Pawniard doesn't mind either of Porygon's offensive moves, though Tri Attck does have a 20% chance to cripple Pawniard, and can Knock Off Porygon's Eviolite and Brick Break/Iron Head Porygon to death.

Any Additional Info: Ice Beam can be used over Shadow Ball or Thunder Wave, however this does very little to Misdreavus who (if it's running Substitute + Nasty Plot) can set up in Porygon's face or isn't losing worth the ability to stop sweeps cold.


Magnemite @ Berry Juice
Ability: Trace
Level: 5
EVs: 36 Def / 236 SAtk / 236 Spd
Timid Nature
- Endure
- Recycle
- Flash Cannon
- Volt Switch

Role: Special Attacker, Pivot

What It Does: Magnemite is a powerful special attacker who was gifted with the ability for insane longevity this generation. The unbanning of Berry Juice has offered a lot to Magnemite, as Magnemite has access to the ability Sturdy and an ideal HP stat to abuse this amazing item. Magnemite is able to live any hit, save multi-hit ground moves, thanks to Sturdy. However a large portion of the time, it is knocked below half health. Whenever this happens, Berry Juice is activated bringing Magnemite back to full. However, hazards break sturdy, so often Magnemite is at risk of fainting. Endure patches this flaw as it allows the user to survive the next hit with at least 1 HP, essentially another Sturdy. Recycle restores the Berry Juice if it has been used already, enabling Magnemite to be replenish its health numerous times. Volt Switch is used over Thunderbolt for the momentum it adds and is still decently powerful. Flash Cannon is a second STAB and grants neutral damage against Grass types and Ground types and super effective damage against Fairy types.

Good Teammates: Fletchling appreciates Magnemite as it can effectively deal with any opposing Fletchlings lacking Overheat. Magnemite can also KO Archen (an amazing Fletchling counter) with Volt Switch providing Archen lacks Earthquake or Sturdy is intact. Mienfoo compliments Magnemite in complementing a Volt-Turn core and acts as a nice Knock Off sponge. Trubbish also acts as a Knock Off absorber, but can stack spikes for passive damage.

What Counters It: Knock Off ruins Magnemite; i.e. Pawnaird and Fighting types completely hard counter Magnemite providing they get the Knock Off on Magnemite. Drillbur has Mold Breaker to ignore Sturdy and easily KO with Earthquake. Will-o-wisp also destroys Sturdy for the remainder of the match, making this set practically useless for anything other than Volt Switch and killing Fairys.


Snubbull @ Eviolite
Ability: Intimidate
Level: 5
EVs: 196 HP / 116 Def / 116 SDef / 36 Atk / 36 Spd
Impish Nature
- Play Rough
- Earthquake
- Rest
- Sleep Talk

Role: Physical Wall, Bulky Attacker, Status Absorber

What It Does: Snubbull has a welcomed ability for walling in Intimidate and with the retype it got in Gen 6 from Normal to Fairy, it is capable of walling some top tier Fighting types such as Mienfoo, Scraggy, Timburr, etc. instead of being weak to those said Fighting types. Although it doesn't have reliable recovery, RestTalk is a viable strategy for absorbing status and a form of recovery because of the perfect coverage that is attained through its STAB, Play Rough, and its coverage, Earthquake, which hits pretty hard coming off of 15 Attack. Eviolite is the go-to item for almost any bulky attacker/wall in LC and Snubbull benefits from it, reaching 25/21/18 with the Eviolite + investments. That is also further boosted when Intimidate is active on the opponent. Not only can it wall the Fighting types of the tier, but it can also tank neutral physical hits from almost any threat due to the added "bulk" of Intimidate.

Good Teammates: A good partner for it is Chinchou. This is because since Chinchou tends to run Heal Bell, it allows Snubbull to essentially get a "free" Rest and be back at full health to reign supreme against Physical attackers. Chinchou also checks the main threat to Snubbull's strategy of Intimidate walling which is Pawniard, who benefits from Intimidate drop due to Defiant. Another good partner for a more bulky attacker set is Steel- types such as Pawn or Magnemite. The infamous Steel + Fairy is a good defensive core as they cover each other's weaknesses pretty well.

What Counters It: Pawniard. This thing is a threat because it gets a free +1 from Intimidate, meaning Snubbull needs a partner or team support to take care of it. Other things that tend to counter it are Poison and Steel types not weak to EQ, such as Foongus and Ferroseed. Foongus can also put it to sleep without it getting recovery and Ferroseed can Leech Seed stall it whilst setting hazards. Although Snubbull does learn the elemental punches so if the Bulky Attacker set is what you use, then you can customize Snubbull to beat these threats.

Any Additional Info: A spread of 196 HP / 196 Atk / 36 Def / 36 SDef / 36 Spd can be used with Play Rough, EQ, Elemental Punch, T-Wave for Bulky Attacking Support. Snubbull can still tank hits thanks to Intimdate but doesn't have the longevity of the RestTalk set.


Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 196 Atk / 76 Def / 76 HP / 156 SDef
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- Bulk Up / Poison Jab

Role: Bulky Attacker, Pivot

What It Does: Timburr primary functions as both a Status absorber and an answer to Fighting-weak attackers such as Pawniard or Carvanha. Access to Knock Off means any Pokemon considering switching in will likely lose its item. It can make use of its bulk to switch in on ost neutral hits safely and threaten them back with is powerful Attack stat. Drain Punch keeps it healthy throughout the match, allowing it to continue taking resisted/neutral attacks multiple times. Priority in Mach Punch allows to threaten faster and frailer targets, limiting the threat if anything weak to it on the opposing team. Timburr finds great success at absorbing status for allies and threatening to remove the items or outright KO many pokemon.

Good Teammates: Late Game Sweepers such as Misdreavus thoroughly enjoy the Knock Off support Timburr offers, weakening the bulk of Walls in order to Sweep. Steel-types, such as Pawniard and Ferroseed can threaten Fairy-types for Timburr. In addition, Pawniard can form a Knock Off core with Timburr, allowing you to effectively soften up the opposing team. Rock and Electric-types, such as Archen and Chinchou can deal with Flying-types that can decimate Timburr. At the same time, Flying-types make decent partners, as they can deal with Foongus, Croagunk and any Bug-types who can cause Timburr trouble throughout the match.

What Counters It: Fairy-types can wall Timburr pretty effectively, as the resist much of Timburrs coverage and generally have the bulk to take repeated hits. Snubbull and Spritzee are two examples, Spritzee also has recovery in Wish, allowing it to switch in repeatedly. Poison-types like Koffing, Trubbish and Tentacool also give Timburr a hard time, resisting its STAB. Flying-types are very effective at keeping Timburr in Check, Vullaby can switch in safely the majority of the time and threaten with Brave Bird. Fletching and Archen can also outspeed and threaten with Acrobatics, though Archen will need be healthy enough to take a Mach Punch and be out of Defeatists range.

Any Additional Info: Bulk Up gives Timburr the potential to sweep unprepared teams, especially after their Fairy and Poison-types have been worn down. Posion Jab is a move often found on Timburr, and can threaten Fairies without their Eviolite from taking repeated hits. The elemental Punches are also available, and can hit the Flying-types such as Vullaby and Grass-types such as Foongus, notably, for super-effective damage.



Scraggy @ Eviolite
Ability: Shed Skin / Moxie
Level: 5
EVs: 36 HP / 156 Atk / 68 Def / 36 SDef / 212 Spd
Adamant Nature
- Dragon Dance
- Drain Punch
- Knock Off
- Poison Jab / Zen Headbutt

Roles: Physical Sweeper, Bulky Attacker, Wallbreaker, Stallbreaker, Late Game Cleaner, Tank

What it does: This Scraggy's role is to come in after one of your Pokemon faints, set up a Dragon Dance, and proceed to start attacking things with your move of choice. Drain Punch is your main STAB option, denting most things that aren't resistant to it after 1 or 2 boosts. Eviolite makes this set quite bulky, and it's able to survive an Acrobatics from Fletchling from Full Health, while hitting Fletchling back with a Drain Punch. Knock Off is your second STAB, and the advantage of the opponent not having an item is very nice. Knock Off is also a good option if the opposing Poke resists Drain Punch, or is Ghost Type. Poison Jab has the ability to hit Cottonee 4x super effectively, if you can predict it switching in. Zen Headbutt is for Croagunk and other poison types, as they wall Scraggy entirely without it, and it's also nice if you want to hit other Fighting Types for Super Effective damage. Shed Skin is for statuses, as Burn and Paralyze, as Scraggy is near-useless if it has a status. However, if you don't fear status ailments and want more power, Moxie is the preferred option.

Good Teammates: Fairy Types give Scraggy heaps of trouble. Cottonee can use Priority Encore after Scraggy uses Dragon Dance (although if you predict the switch, Cottonee falls to Poison Jab), and Spritzee can switch in and K.O. Scraggy with Moonblast (Spritzee doesn't take that much from Poison Jab, despite being weak to it). Therefore, a poison type such as Foongus or Koffing would be a good choice for a Teammate to remove Fairy types from the opposing team. Additionally, while Scraggy has the ability to survive an Acrobatics from Fletchling at Full Health, Scraggy is very prone to being revenge-killed afterwards. Thus, a Flying-Type-Counter such as Chinchou, Tirtouga, or Archen would be an excellent choice to pair with Scraggy.

What Counters It: The aforementioned Fairy Types give Scraggy a lot of trouble. Fletchling isn't necessarily a "Counter", but it makes a nice Check as it can put the hurt Scraggy with its Priority Acrobatics. Certain Pokemon that utilize Choice Scarf (such as the rare Choice Scarf Misdreavus or Choice Scarf Gastly) can K.O. Scraggy (Dazzling Gleam from Choice Scarfed Ghosts and Brave Bird from Doduo).

Any Additional Info: A set utilizing Choice Scarf and Moxie is also very viable. The immediate 1.5x speed that Choice Scarf offers is very nice, and after a few Moxie boosts, not many Pokemon can survive Scraggy's attacks. Fake Out can be used over Poison Jab, but inferior, and is not recommended. High Jump Kick is also an option, but since Misdreavus very common in this Metagame, Misdreavus has the opportunity to switch in on a predicted High Jump Kick, thus damaging Scraggy for 50% of its total health. Additionally, High Jump Kick does not heal you for any damage you deal, unlike Drain Punch. However, a 130 Base Power STAB move is very dangerous after one or two boosts, and it can very easily let Scraggy sweep a weakened team.


Drilbur @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 236 Atk / 36 Def / 212 Spe
Jolly Nature (+Spe, -SpA)
- Earthquake
- Rock Slide
- Swords Dance / Rapid Spin
- Stealth Rock / Rapid Spin

Role: Hazard User, Rapid Spinner, Bulky Attacker, Physical Sweeper

What It Does: Drilbur has the special use of hazard control, and it is what gives it most of its viability in Little cup. With decent bulk and an Eviolite, Drilbur can easily come in and set up Stealth Rock for your team or spin it away from your side of the field with Rapid Spin. The ability to both set and remove hazards is one that few Pokemon posses in LC, and Drilbur does it well. However, this isn't all it does, because along with its hazard control, Drilbur is a fierce attacker. It has STAB Earthquake, and with Mold Breaker as its ability nothing can defend against it. Levitate Pokemon like Misdreavus are not safe, and Sturdy + Berry Juice Pokemon are swiftly KO'd, instead of requiring three hits not knock out (like leads that lay down entry hazards). The one thing that is immune to Drilbur's Earthquake, Flying-types, are instead hit by the super effective Rock Slide. If you get opportunity, Drilbur can also set up with Swords Dance as well, and once it sets up, not much can take a +2 STAB Earthquake from it.

Good Teammates: One good partner for Drilbur is Cottonee. It can counter the Water-types like Carvanha that give Drilbur grief, as well as the Fighting-types that run rampant, (since they don't mind Earthquake as much as others because they can outlast Drilbur with Drain Punch). Foongus also serves this role as well, although it can't check Fighting-types as well. Something to take out faster threats and chip away at the opponents is much appreciated as well, as Drilbur's Speed stat of 17 lets it down sometimes. One teammate that Drilbur desperately needs is one that can break through or break down bulky walls, because unless it has already set up Swords Dance previously, it will not have the power to to so itself. A Shell Smash sweeper makes a good teammate as well, as Drilbur can Rapid Spin away hazards to keep SturdyJuice intact and set up Stealth Rock to break opposing Focus Sashes and Sturdy.

What Counters It: Unfortunately, while Drilbur's bulk is good, it isn't great. While it can switch in on weak or resisted attacks, it has trouble switching into strong ones. It has no way of healing to mitigate this weakness either, so one has to be careful about when they switch Drilbur in. Every Shell Smasher besides Dwebble walks all over Drilbur, so don't expect Drilbur to be of any help against them. Misdreavus also gives Drilbur grief, as it can Will-O-Wisp it a burn or outright attack it with Shadow Ball. Grass-types like Cottonee and Foongus have nothing to fear from Drilbur, and they can either wall it or straight up kill it with their STAB Grass-type moves. Bulky Pokemon like Spritzee and Porygon also cause trouble for Drilbur, as they can just stall it out with healing moves while there is little it can do.

Any Additional Info: While Misdreavus is a check to Drilbur, it can get around it. If Misdreavus switches in and a healthy Drilbur uses Earthquake, Drilbur will be able to knock out Misdreavus before it can KO it. However, Drilbur will be severely weakened by the end if this encounter, as Misdreavus will most likely use either a hurtful Shadow Ball, a burn inducing Will-O-Wisp, or even both if it uses Will-O-Wisp first. While Dribur can KO a weakened Chinchou, it is still ill-advised to switch Drilbur into it, as Chinchou could use Scald instead of Volt Switch and hit you for some heavy damage and possibly a burn. Another down side of Drilbur is that it falls just short of KOing a hazard lead Dwebble, so you do have to use Swords Dance first to get the clean KO and not activate Berry Juice.


Ponyta @ Eviolite
Ability: Flame Body
Level: 5
Happiness: 0
EVs: 156 Atk / 76 Def / 76 SDef / 196 Spd
Impish Nature
- Morning Sun
- Flare Blitz
- Will-O-Wisp / Toxic
- Frustration / Wild Charge

Roles: Physical Wall, Status Support

What It Does: Ponyta happily spreads status throughout the opposing team, namely crippling burns. Pseudo dual status can be used with Toxic to have a greater effect on special attackers, however normally Will-o-wisp is preferred for the ability to guarantee the burn on physical threats. Flare Blitz is the STAB of choice as its recoil is easily mitigated with Morning Sun and is used in tandem with either Frustration or Wild Charge. Wild Charge is used to hit all water types not named Chinchou for SE damage, however Frustration can be used to hit most water types neutrally. Morning Sun provides longevity for Ponyta.

Good Teammates: Mons that complete the Fire-Grass-Water core with out creating an unresisted ground weakness make a brilliant defensive core. i.e. Pumpkaboo and Tentacool complement Ponyta with Rapid Spin support, a hard counter to Chinchou and Drillbur, and the ability to switch into each others weaknesses. Cottonee and Tirtouga also make a nice Fire-Grass-Water core. Cottonee dissuades most pokemon from setting up while forcing switches. Tirtouga has access to Stealth Rock which adds passive damage and provides a check to Fletchling lacking HP Grass. Ponyta appreciates hazards off of her side of the field, so spinners such as Drillbur or defoggers like Vullaby or Archen are appreciated.

What Counters It: Strong SE attacks, especially those from special attackers severely hamper Ponyta. Chinchou makes a great counter to Ponyta, as do Guts abusers. Timburr threatens Ponyta with Knock Offs and Drain Punches, welcoming the chance to be burned. If Taillow can somehow come safely (coming in on a predicted Status or Morning Sun), its Facades is a guaranteed 1HKO as long as Guts is activated.


What Not To Use:


Larvitar @ Eviolite / Flame Orb
Ability: Guts
Level: 5
EVs: 244 Atk / 36 Def / 36 SpD / 188 Spe
Jolly Nature
- Dragon Dance / Rock Polish
- Rock Slide / Stone Edge
- Earthquake
- Crunch

Role: Physical Sweeper, Status Absorber

What It Does: Larvitar can reliably set up Dragon Dance or a Rock Polish, hitting 24 Attack and 21 Speed or 28 Speed respectively. It also can reliably set up due to Guts as anyone who burns it or toxics it, gives it a boost that the opponent doesn't want to give. While this all seems fine and dandy for a set-up sweeper in LC, it is too slow with DD and not powerful enough with Rock Polish. Being outsped by Scarf Pawn with DD is no good as Scarf Pawn is the most common set currently. 21 does outspeed the entire non-scarfed metagame, but there are too many scarfers above the 14 speed tier that Larvitar cannot be effectively used as a set-up sweeper.

What Counters It: Anything scarfed above the 14 speed tier that can OHKO Larvitar, such as Scarf Pawn or Scarf Chinchou. Anything that can prevent it setting up, such as fast Taunt users or Cottonee, are stops to it as well. Cottonee even threatens Larvitar with its Grass- STAB, OHKOing with no investment.


Geodude @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 196 Atk / 196 HP / 116 SDef
Adamant Nature
- Rock Blast
- Earthquake
- Sucker Punch
- Explosion

Role: Bulky Attacker

What It Does: It tanks hits, using the ever-so-popular SturdyJuice combination, whilst hitting hard with both its STABs. Although it does reach 18 Atk and have priority in Sucker Punch, it is too slow to actually be effective. While Sucker may alleviate the lack of speed, the Sucker Punch mindgames coupled with the fact Sucker Punch is non-STAB means it usually still loses to stuff that would be hurt by Sucker Punch, such as Sub users like Missy, Abra, etc. Explosion is there whenever Geodude has done mediocre work to the opponent's team and you want to do some damage bar Ghost types.

What Counters It: Although it has Rock Blast to get past Sub/other SturdyJuice users, Sub users still take it since if the Sub user is faster (and they usually are) Geodude has to go for Sucker Punch. Sucker Punch mindgames really doesn't help this at all. Other pokes that counter it are Bulky Fighting types, and those run rampant in LC (Timburr and Mienfoo to name a couple). Other pokes that resist Sucker Punch and are faster and can OHKO (which is hard to do unless Sturdy is broken) are decent checks.
 
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Aerow

rebel
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Wallbreaker

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What To Use:


Doduo @ Life Orb
Ability: Early Bird
Level: 5
EVs: 236 Atk / 240 Spe
Naive / Jolly Nature
- Brave Bird
- Knock Off
- Quick Attack
- Hidden Power Fighting / Return

Role: Wallbreaker

What it does: Doduo stands out on being an amazing wallbreaker as powerful as the banned Murkrow. Brave Bird is basically going to 2HKO or KO everything that doesn't resist it, while Knock Off eases Doduo's and its teammates's burden. It should be noted that Doduo is the only Flying-type used in birdspam that has access to Knock Off. Quick Attack is here mainly for revenge killing weakened threats that would otherwise threaten Doduo with its priority moves such as Timburr and Fletchling. Hidden Power Fighting is Doduo only way to hit Pawniard which is otherwise a safe switch in to Doduo. Return is also an option to hit Electric-types, mainly Chinchou. The EVs are straight forward; they maximize Attack and give Doduo an odd 18 Speed stat, allowing it to outspeed max speed Mienfoo while Life Orb eases Doduo's wallbreaking. Early Bird is useful to switch in on Foongus's Spore as you will wake up quickly. 19 IVs in HP are demanded to reduce Life Orb's recoil.

Good teammates: Fletchling is a good teammate as Doduo weakens Fletchling counters a lot, especially with Knock Off support. Chinchou has also a good defensive core with Doduo and brings it with safe via Volt Switch. Anything weak to Fighting-types appreciate Doduo so Pawniard stands as another great teammate. Hazard setters are always useful, so Drilbur and Archen can be potential teammates; they can provide hazard removal support as well which improve Doduo's longevity. Overall, any birdspam team will appreciate having Doduo.

What Counters it: Most Steel-types can easily switch in and wall Doduo. This includes Pawniard, which can KO Doduo with some mind games with Sucker Punch. Rock-types such as Archen also resists both of Doduo's STABs and due to Doduo being incredibly frail, all of them threaten Doduo for the KO with theirs Rock-type moves. A Rock-type threat that doesn't fear anything at full health from Doduo is Tirtouga, especially defensive one. Archen is another great check, but can't switch in with ease due to Knock Off bringing it to Defeatist range. Chinchou can switch in Doduo if its set lack Return. The only wall that doesn't resist any of Doduo's STABs yet tottaly wall Doduo is Hippopotas, which has access to reliable recovery in Slack Off.

Any Additional Info: Doduo can also function as a Late-Game Cleaner with Choice Scarf but you've got way better options for that, such as Scraggy and Carvanha. Pursuit is also an option to trap weakened threats.



Bellsprout @ Eviolite / Life Orb
Ability: Chlorophyll
Level: 5
EVs: 36 HP / 76 Def / 196 SpA / 196 Spe
Modest Nature
- Solar Beam
- Sludge Bomb
- Weather Ball
- Sleep Powder

Role: Special Sweeper, Wallbreaker, Late-game cleaner

What It Does: Bellsprout is an excellent Chlorophyll-sweeper thanks to good Special Attack, access to Weather Ball as well as decent Speed. Bellsprout is also a great wallbreaker and late-game cleaner. Solar Beam requires no charging under strong sunlight, and is therefore a strong and reliable Grass-type STAB move. Sludge Bomb is also a STAB move, and hits Fairy-types as well as Grass-types for super-effective damage. Weather Ball is a great move, and allows Bellsprout to get through Steel-types such as Pawniard and Magnemite, and Grass/Poison-types such as Foongus. Sleep Powder is great for bypassing Sucker Punch, while also making it easier to get through special walls such as Porygon. Thanks to Bellsprout's ability Chlorophyll, it hits 26 Speed under sunlight, allowing it to even outspeed 16 and 17 Speed Choice Scarf users. For item, you can use either Eviolite or Life Orb. Eviolite allows Bellsprout to switch-in versus weaker attacks, while Life Orb gives Bellsprout better wallbreaking capabilities.

Good Teammates: Sunny Day support is mandatory for a Chlorophyll-sweeper like Bellsprout. Vulpix is able to automatically set up eight turns of sunlight with Drought if Heat Rock is used, and is therefore undoubtedly the best teammate for Bellsprout. Teammates with Knock Off help Bellsprout clean late-game by removing Eviolite's from the opposing team. Pawniard is therefore a good teammate, and is able to deal with Fletchling while also having a good typing synergy with Bellsprout.

What Counters It: Special walls, such as RestTalk Munchlax is one of the best counters to Bellsprout. Munchlax can shrug off any unboosted attack from Bellsprout, and also being able to OHKO Bellsprout with a sun-boosted Fire Punch. Porygon is also a huge problem for Bellsprout, as it can paralyze Bellsprout with Thunder Wave, while not getting hurt too badly by Bellsprout's moves. Chespin is another great counter thanks to Bulletproof, making Chespin immune to Ball- and Bomb-moves such as Sludge Bomb and Weather Ball, while Chespin already resists Solar Beam and is immune to Sleep Powder. Flying-types are also huge threats for Bellsprout, especially Fletchling due to its access to a 110 Base Power +1 priority Flying-type move, which easily OHKOes Bellsprout.

Any Additional Information: A physical set may look interesting because of Bellsprout's high Attack stat, but is mostly outclassed by the special set due to lackluster coverage.



Aipom @ Life Orb / Eviolite
Ability: Skill Link
Level: 5
EVs: 196 Atk / 76 SpD / 236 Spe
Jolly Nature
- Fake Out
- Fury Swipes
- Knock Off
- U-turn

Role: Fast Pivot, Wallbreaker

What It Does: Aipom has really good attack stat along with an amazing speed of 19. It's also got access to fake out, which always goes first and flinches your opponent on the first turn Aipom is out. Having fake out is amazing since after one fake out, you can OHKO almost any LC poke with fury swipes and since Aipom's ability is skill link, fury swipes will always get 5 hits in a row. With the buff of knock off this generation, Aipom can easily just knock off an incoming switch-in, get rid of its item, and go for a U-Turn for offensive momentum or go for fury swipes for the OHKO. This is really helpful since most pokemon in LC carry eviolite, that will soften up for Aipom or one of your other pokemon in your team kill it. Life Orb for Aipom is a godly item because it will power up each fury swipes hit by 1.3, which is awesome and can almost 2HKO the entire metagame. Eviolite, of course is always useful in LC if you want some more bulk and you don't want to lose some of your HP due to life orb.

Good Teammates: Gastly could be a good partner for Aipom since they both cover eachother's weaknesses quite well and can play some mind games, but you do have to be aware of fighting types that carry knock off. Or you can just use substitute disable gastly if you want to screw up fighting types. Abra could be a really good partner too because a lot of offensive pressure will be put on your opponent as Abra and Aipom with a life orb are one of the hardest hitters in this current metagame and great wallbreakers. Just about anything that can cover its fighting weakness, and support Aipom/your whole team will do a decent job.

What Counters It: Not much can counter Aipom well. Ferroseed is one of the best counters since it could take fury swipes hits for days and has Iron Barbs, which means if Aipom uses fury swipes, it'll take around half its HP down, which is so bad for Aipom. Flame Body Ponyta is also another counter Aipom since every fury swipes hit will have a 30% to burn Aipom itself due to flame body and a burned Aipom is a worthless Aipom. Larvesta also has the same role too as one of the best Aipom counters.

Any Additional Information: You could swap out fake out for Ice Punch or Brick Break. Ice Punch is to deal with Archen and OHKO it. Brick Break is also useful for steel types especially Pawniard and Magnemite. Ice Punch and Brick Break are viable, but most of time you want to keep fake out for those shell smashers and flinching other opponents. It all depends on what your team needs.


Cubone @ Thick Club
Ability: Battle Armor
Level: 5
EVs: 116 HP / 196 Atk / 196 Spe
Jolly Nature
- Bonemerang / Earthquake
- Rock Tomb
- Knock Off
- Fire Punch / Swords Dance

Roles: Wallbreaker

What It Does: Cubone shatters even the metagme's most defensive walls thanks to the item, Thick Club, doubling Cubone's attack. With Thick Club, Cubone reaches an astounding 28 attack with an neutral nature. This monstrous attack is sturdily supported with Cubone's movepool, leaving a grand total of zero safe switch ins for this beast. Bonemerang allows Cubone to bypass Sturdy (sometimes) and Focus Sash pokemon, especially useful with Sticky Web support, however using Earthquake is also an option to avoid untimely misses. Rock Tomb is a perfect second move, allowing Cubone to outpace the entire unboosted metagame and providing EdgeQuake coverage, while also remaining powerful enough (and more accurate than the other alternatives). Knock Off is Cubone's third move, allowing pokemon to be crippled easily while also securing the 2HKO on Berry Juice pokemon and Lileep/Slowpoke. Lastly, Fire Punch is used over Swords Dance to defeat Ferroseed with much more ease, however Swords Dance allows Cubone to OHKO almost entire tier, save a few select pokemon.

Good Teammates: Torchic is an obvious pairing with Cubone, as Torchic can pass both Speed and attack boosts to Cubone, letting it annihilate everything if successful. Archen can set up Stealth Rock for Cubone allowing it to secure more KOes after a Swords Dance, while also providing a decent answer to the numerous Fighting types who'll try to land a Knock Off on Cubone. Mienfoo, Trubbish, and Shellos each easily sponge the Knock Offs aimed at Cubone, eash with their individual perks; Mienfoo is just a generally great pokemon which can easily deal with most Knock Off users while also retaining insane longevity, Trubbish provides hazard support for Cubone, securing everything dies if they come in on two layers of spikes when Cubone is at +2, and Shellos has the perk of being amazingly bulky with burn support and reliable recovery. Sticky Web support is also a godsend for Cubone, letting it outspeed much more of the metagame, letting even less check it.

What Counters It: Nothing actually can boast to counter Cubone. However, a fair amount of pokemon can revenge kill Cubone or cripple it. For example, Mienfoo can take one hit, then cripple with Knock Off, and then switch out again for Regenerator. Staryu can abuse Cubone's lower Speed and Special Defense KO with Scald. Vulpix outspeeds and KOes as well. Eviolite Aipom beats Cubone with the combination of Knock Off and Fury Swipes/Seed Bomb.

Any Additional Info: Don't let it get a pass from Torchic, or set an SD with Sticky Web support. Also actively try to hit Cubone with a Knock Off, it makes Cubone useless usually.

Bunnelby @ Choice Scarf / Life Orb
Ability: Huge Power
Level: 5
EVs: 52 HP / 228 Atk / 220 Spe
Adamant Nature
- Return
- U-turn
- Earthquake
- Wild Charge / Quick Attack

Role: Physical Sweeper, Wallbreaker, Revenge killer, Late-game cleaner, Pivot

What It Does: Bunnelby can perform a lot of roles, and does all of them really well. Thanks to Huge Power, Bunnelby hits a fantastic 28 Attack with a Adamant nature. This makes Bunnelby an excellent wallbreaker and late-game cleaner. Access to U-turn and being able to hit 16 Speed makes Bunnelby an excellent Choice Scarf user. Choice Scarf also makes Bunnelby one of the best revenge kill and late-game cleaners. Return is a strong Normal-type STAB move. U-turn is great for momentum, while Earthquake hits Steel- and Rock-types which resists Return for super-effective damage. For the last slot you can use either Wild Charge or Quick Attack. Choice Scarf Bunnelby also works really well as a pivot.

Good Teammates: Teammates with Knock Off helps Bunnelby immensely, removing Eviolite from walls making it easier for Bunnelby to wallbreak and clean late-game. Bunnelby also appreciates removal of Ghost-types, as well as Sucker Punch and Mach Punch users.

What Counters It: Archen is a huge problem for Bunnelby if its locked into Return or isn't using Wild Charge. Fletchling can OHKO Bunnelby after some prior damage. Timburr can switch-in on Bunnelby and revenge-kill with Mach Punch. Croagunk can also revenge-kill Bunnelby with Vaccum Wave, but can't switch in. Pawniard fears Earthquake, but can OHKO Bunnelby with Sucker Punch after some prior damage.

Any Additional Info: If you are using Life Orb as an item, make sure to use 0 HP IVs and 52 EVs in Defense over HP, to take less Life Orb recoil damage.


Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Adamant Nature
- Waterfall
- Crunch
- Protect / Aqua Jet
- Destiny Bond / Protect

Role: Late Game Sweeper, Wallbreaker

What It Does: Carvanha is an incredible Pokemon in LC, despite its non-existent bulk and without a doubt one of, if not the best late game sweeper as well as a really dangerous wallbreaker. It hits hard thanks to its 19 Attack and its 2 STABs give it almost perfect coverage. On top of that, it has the great ability Speed boost, allowing it to outspeed a faster foe after a turn. Waterfall is the primary STAB thanks to its great power, reliability and flinch chance that can come handy. Crunch is the secondary STAB, hitting hard things that resists Waterfall such as Chinchou and Foonguss and has a nice Defense drop chance. Then, for the last two moves, Carvnha has 3 options, Protect, Aqua Jet and Destiny Bond. The former guarantees that Carvnha will be at +1 and helps against Fake Out users like Aipom and Mienfoo. Aqua Jet is helpful for killing weakned pokemon, most notably a weakened Fletchling which could otherwise ko Carvanha thanks to priority Acrobatics. Destiny Bond, while it seems counterproductive on a late game sweeper/wallbreaker like Carvanha is actually a great move, allowing Carvanha to take down a foe that would take a hit and hence allowing a partner to sweep. For instance, Carvanha can kill a Mienfoo with Destiny Bond so that Scraggy can sweep.

Good Teammates: Knock Off users are generally great partners. Pawniard is a notable example as it can use Knock Off throughout the game and weaken Fighting-types like Mienfoo and Timburr. Scraggy is also a great partner as it provides Knock Off support and can use Carvanha's Destiny Bond to sweep. Carvanha also really enjoys the use of Spikes as it guarantees OHKO. For this reason, Dwebble is a gnice artner as it's the best offensive hazard setter in the tier. Overall, most offensive team will appreciate the use of Carvnha as it's an excellent wallbreaker and Late Game Cleaner.

Any Additional Info: Zen Headbutt can be used in order to OHKO Croagunk but doesn't have much other utilities. Hydro Pump is another option, that unlike Waterfall always 2HKOes Mienfoo and Timburr.


Gastly @ Life Orb
Ability: Levitate
Level: 5
EVs: 200 Spd / 200 SAtk / 80 SDef
Timid Nature
- Substitute
- Shadow Ball
- Sludge Bomb
- Hidden Power [Fighting]

Roles: Wallbreaker, Late Game Cleaner, Special Sweeper

What it Does: Gastly is an excellent wall breaker as, it breaks many common special walls, boasting 19 or 20 special attack. The evs are to maximize attack and speed. Life Orb maximizes damage output, while still letting Gastly switch moves. This set can be used to break Porygon and Pawniard, major threats to Gastly, as you can substitute on the predicted sucker punch against Pawniard and 2HKO Porygon with Sludge Bomb. Other walls this pokemon hurts are Spritzee and Cottenee This allows for an easier sweep for other special attackers such as Misdreavus, Omanyte, and Abra. Late game if there is nothing on your opponents team around full health or outspeeds. Gastly can then easily clean out an opponents team. Pokemon that can switch into Gastly include Ferroseed and Munchlax.

Good Teammates: Porygon makes an excellent partner as it deals with Abra and Misdreavus. Fighting types such as Croagunk, Mienfoo, and Timburr make great partners, same with Fairy types Spritzee, Snubull, and Cottonee as, they all enjoy a trubbishless world. Scraggy is good at removing Ghost and Psychic threats. Vullaby counters Drillbur which as, well as, providing Knock Off support on bulkier threats. Fighting types also make great partners because they remove bulky Normal and Dark type threats. Pursuit users Pawniard and Houndour are appreciated.

Counters/Checks: Not very many Pokemon can switch into Gastly as it can OHKO or 2HKO most of the common defensive walls or can Hypnosis or Substitute on the switch. Bulky Normals like Munchlax, Lickitung and Porygon as they can take a hit and threaten it will Pursuit, Knock Off and Shadow Ball respectively. Vullaby is a Pokemon that as falls under the bulky enough Pokemon as it can take a hit and KO with Knock Off. Dark types like Scraggy, Vullaby, and Pawniard can switch into Gastly's main stab Shadow Ball and OHKO with there stab but they have to beware of Dazzling Gleam and Hidden Power Fighting respectively. Faster Pokemon so anything from 83-102 19-20 Speed will outspeed but these Pokemon will have to beware the Scarf set. Priority from Fletchling, Pawniard, Tirtouga, Carvahna and many other users of priority that Gastly isn't immune to.

Additional Information: Gastly can also run a Substitute Disable set that works and can also run Scarf or Sash to act as a hard hitting revenge killer. Gastly gets excellent coverage with Thunderbolt, Energy Ball, Dazzling Gleam, and Psychic. It also gets Hypnosis and Sucker Punch. Remember Gastly isn't Misdreavus and shouldn't be used as such.



Houndour @ Life Orb
Ability: Flash Fire
Level: 5
EVs: 236 Spd / 196 Atk / 36 SAtk / 40 SDef
Lonely Nature / Hasty Nature
IVs: 0 HP
- Fire Blast
- Sucker Punch
- Pursuit
- Protect / Substitute

Roles: Pursuit Trapper, Mixed Attacker

What It Does: STAB Sucker Punch is the primary move, giving Houndour the ability to check top metagame threats such as Misdreavus, Abra, and Fletchling. Sucker Punch also causes numerous switches to be forced, allowing Hazards to rack up passive damage. Fire Blast is Houndour's Fire STAB of choice; its raw power is a force to be reckoned with and is amazingly hard to switch in on. With Knock Off rampant, many pokemon do not have an Eviolite scoring Houndour KOes frequently. Pursuit is used for trapping Ghosts and Psychic types as it allows has been. The final move is filler: Protect can be used to gaurd against Fake Out, extending Houndour's life span and Substitute lets Houndour capitalize on the many switches it forces.

Good Teammates: Mienfoo makes an excellent teammate for Houndour. Knocking Off the opposing teams Eviolites greatly increases Houndour's damage out put, allowing it to KO Evioliteless Mienfoo with Fire Blast. Spritzee doesn't care about too much of what checks/counter Houndour and can easily take the hits; Spritzee can also Wishpass into Houndour occasionally, letting it fire off more powerful STAB moves without having to worry about Life Orb recoil.

What Counters It: Houndour is extremely frail so anything that outspeeds or lives its powerful hits can defeat it. Most Fighting types easily counter Houndour, as do Tirtouga and most Chinchou variants. Porygon can abuse Trace to copy Flash Fire to wall Houndour as well.



Pawniard @ Choice Scarf
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
- Knock Off
- Iron Head
- Pursuit
- Brick Break / Sucker Punch
Roles: Revenge Killer, Wallbreaker, Physical Sweeper

What It Does: Pawniard is a phenomenal pokemon that is definitely a top tier threat. It's one of the most dominant Pokemon in LC. With this set, Pawniard acts as an amazing scarfer with lots of offensive and defensive utilities as it's able to revenge kill a plethora of threats. It provides Knock Off support throughout the game and can even trap threats by using Pursuit while checking several threats. STAB moves off an 18 Attack stat are extremely powerful, making Pawniard hard to switch into without a sturdy resistance. Knock Off is the move Pawniard will use most of the time as it's very powerful and removing items from switch-ins such as Mienfoo and Timburr can come handy for it and its partners. Knock off is a particularly crippling move since items are very important in a tier like LC where Eviolite and Berry Juice are very common. Iron Head is a great secondary STAB as it hits Spritzee, Cottonee and Snubbull for super-effective damage, and is Pawniard's most reliable move against fighting types, possibly 2hkoing them once they're knocked off and other dark resists such as Vullaby. Pursuit's aim is trapping Ghost (i.e Misdreavus and Gastly), but also Abra, that would escape Knock Off and potentially preventing a weaken foe like a low health from switching out and killing it. Then, in last slot, Pawniard has 2 options: Brick Break and Sucker Punch. The former lets Pawniard hit opposing Pawniard, Houndoor and Scraggy harder, OHKOing another Pawniard while OHKOing Offensive Houndour and 2HKO eviolite version. However, Sucker Punch can be used in order to kill fatser foes like Scarf Misdreavus, Scarf Gastly, Bellsprout under the Sun (after a round of LO and SR most of the time)and Shell Smashers after a boost(eg Omastar and Tirtouga).
Pawniard is always a great addition to basically every kind of teams because it just does so many things at once. Thanks to its typing and bulk Pawniard can check numerous threats such as Misdreavus(be carrefull with HP Fighting and Will-o-Wisp though), Fletchling, Spritzee and Cotonee. From there, it can start removing items thanks to Knock Off. Even counters can be taken as advantage as Pawniard can knock off them, possibly allowing a partner to sweep. Pawniard can even take advantage of Defog and Sticky Web thanks to Defiant.

Good Teammates: Basically every teams enjoy the use of Pawniard as it does so many things really effectively. Sweepers like Carvanha, Scraggy and Tirtouga really enjoy the use of Pawniard. It really support them by removing Eviolite and Berry Juice with Knock Off. With items removed, it will be easier to do their jobs. On top of that, it can weaken fighting-types that counters these sweepers, making the sweep easier. Fighting-types are also notable teammate as they can form a double knock off with Pawniard and appreciate Pawniard's ability to get rid of Fairies-type. Eventually, an answer to fighting-types is important as they counter Pawniard. For this reason, Fletching and fairies type are great partners especially the former as it deals with Fighting-type and appreciates Knock Off support from Pawniard.

What Counters It: Fighting-types are great counters to Pawniard. They resist Knock Off and have the bulk to tank Iron Head and they obiously kill Pawniard(or can set-up in Scraggy's case). Trubbish does also fairly well, it can take 2 knock off and kill with Drain Punch. Moreover, it sets up Spikes and thus prevents Pawniard's coming on the field. For this reason, Dwebble and Feroseed help in dealing with Pawniard as they both set up hazards.

Additional Info: Pawnaird can also use an Eviolite set to great effect with Knock Off, Sucker Punch, Iron Head and Swords Dance and 156 Atk / 36 Def / 116 SpD / 196 Spe with a Jolly nature. While this set loses the speed of Scarf, it gains bulk thanks to Eviolite and has a priority in Sucker Punch to patch it. The aim of this set is simple, setting up a swords Dance, which isn't too hard thanks to Pawniard's bulk and typing and Eviolite. While Eviolite is the prefered item for the bulk it provides, Berry Juice can be used for longevity and Life Orb to give more power. Moreover, if Swords Dance isn't necessary, Pawniard as it's an amazing setter thanks to its bulk, typing and ability to deter Defog thanks to its ability and it can set up it throughout the game. Brick Break, just like Scarf is used to hit harder other Pawniard, Houndour and Scraggy.


Abra @ Life Orb
Ability: Magic Guard
Level: 5
EVs: 200 Spd / 240 SAtk
Timid Nature
- Psychic
- Shadow Ball
- Dazzling Gleam / Hidden Power [Fighting]
- Substitute

Role: Wallbreaker, revenge killer, cleaner

What It Does: Abra is a fearsome Special Attacker that can easily create holes in the opponent's team. It reaches the coveted 19 Speed and it can thus outspeeds most of the metagame and ties with others 19 Speed like Misdreavus and hits 20 Special Attack. With Life Orb, it is even more threatening, it's actually powerful enough to 2HKO walls such as Porygon and Spritzee with Stealth Rock and doesn't take damages thanks to Magic Guard. Psychic is Abra's STAB that hits Fighting-types super effectively and is generally both srrong and reliable. Shadow Ball is used to hit harder Misdreavus, Honedge and Slowpoke, OHKOing Berry Juice Misdrevaus, Honedge most of the time while 2HKOing Slowpoke. The third move is preference between OHKOing Scraggy or Pawniard and Houndour. Lastly, Subsitute is an excellent move on LO Abra. It finds many occasions to set up Substitue as it forces lots of threats. From there, Abra makes sure it takes one hit and basically guarantee a kill as it 2HKOes almost everything.

Good Teammates: Special Sweepers are great partners as Abra can weaken or even in some cases get rid of Special Walls for them. Misdreavus and Omanyte are notable examples as they really like Abra's ability to weaken Special Walls such as Porygon and Lickitung. Stealth Rock is also necessary as it guarantees some 2HKOes, mostly on Porygon and Spritzee.

What Counters It : Munchlax is probably the best counter to Abra as it isn't 2HKOed by HP Fighting/Psychic and can ripost with Return or trap with Pursuit. Specially Defensive Lickitung is also a good answer as just like Munchlax, it isn't 2HKOed by HP Fighting/Psychic and can OHKO with Knock Off. While countering Abra is hard, revenge killing it is way easier. Scarfers such as Pawniard and Scraggy can easily revenge kill Abra and even trap in Pawniard's case. Abra is also prone to priority so Fletchling is a good way to deal with Abra. Evantually, Abra has a hard time against Eviolite Misdreavus as it can take a Shadow ball and ko back with its own and has speed tie with Abra

Any Additional Info : Encore can be used as it gives opportunities to set-up for Abra's teammates and can be helpful on a prediction against a set up sweeper that doesn't outspeed such as CM Spritzee.


Corphish @ Eviolite
Ability: Adaptability
Level: 5
Shiny: No
EVs: 196 Atk / 76 Def / 236 Spd
Adamant Nature
- Crabhammer
- Aqua Jet
- Knock Off
- Superpower

Roles: Wallbreaker

What It Does: Corphish is an underated pokemon that is a very good wall breaker. With 18 attack and Adaptability powering its 100 BP STAB Crabhammer Corphish is able to easily weaken Pokemon that don't resist it e.g. Crabhammer 2HKO's 156 HP / 116 Def Impish Mienfoo that is still holding its Eviolite. Knock Off is a great move on Corphish because it allows it to severely weaken common switch-ins such as Chinchou, and Foongus by removing their Eviolites / Berry Juices. Priority is a good thing in such a fast paced metagame and Aqua Jet backed with Adaptability packs a little bit of punch in a 40 BP move letting it pick off weakened faster threats, Abra on its Sash, Sturdy Smashers, etc. Superpower provides good coverage to this set 2HKOing any Ferroseed or Porygon foolish enough to switch in. With Eviolite Corphish also reaches 21 Def, letting it tank a physical hit or two and answer with Crabhammer ( a Fletchlings Adamant Acrobatics does 45-60%)
Good Teammates: Sweepers that appreciate Corphish's wall breaking ability are great partners so Fletchling, Carvahna and Tirtouga are some examples. Corphish lures in Pokemon that are also troublesome for the above pokemon, Chinchou, for some reason Ferroseed and Porygon like switching in, and in Carvahna and Tirtougas case, things like Foongus, Croagunk, etc Corphish at the very least removes Eviolites from these Pokemon so that the sweepers have an easier time breaking through and can also dish out damage to some of the above mentioned with Crabhammer and Superpower. With pokemon like these weakened, in come Fletchling, Tirtouga or Carvahna to clean up. Pokemon that can deal with Foongus are also beneficial because it can get a free switch in and while it doesn't like Knock Off, switching in on Corphish sets it up for a free Spore on something so having a pokemon like Ferroseed which is immune to Spore and can set up hazards which aids Corphish in turning 2HKO's into potential 1HKO's

What Counters It: Many Pokemon can beat Corphish due to its low special defense with super effective special moves but they may take a Knock Off in the process, aside from Knock Off however, Corphish can't do much to Chinchou and Foongus which can beat them with their supereffective Stabs. 13 Speed is also quite low so Pokemon that outspeed like Magnemite can KO it with Volt Switch. Abra with its Focus Sash intact can beat it, Misdreavus too although it doesn't like Knock Off

Any Additional Info: Corphish also has access to Swords Dance and Dragon Dance to aid its wallbreaking potential but that could come at the cost of the coverage of Superpower, which I think is more important to hit Ferroseed and Porygon


Amaura @ Choice Scarf
Ability: Refrigerate
Level: 5
EVs: 224 SpA / 52 SpD / 232 Spe
Timid Nature
- Nature Power
- Hyper Beam
- Ancient Power
- Hidden Power [Fighting]

Role: Revenge Killer, Pivot, Wallbreaker

What It Does: Amaura is a phenomenal Pokemon, that can carve its niche into the meta with complete disregard for its super-effective 4x weaknesses to Fighting-type and Steel-type. Amaura usually will run a Choice Scarf set, so as to revenge Pokemon such as Misdreavus, Fletchling, Mienfoo, and Drilbur, among others. Nature Power is most often used, seeing as it is essentially an Ice-type Tri Attack thanks to Amaura's Refrigerate ability. With Hyper Beam, Amaura can function as an excellent wallbreaker, often outright OHKOing Pokemon such as Misdreavus. Amaura can even be a decent pivot, with a Berry Juice set that lures in Fighting-types to paralyze, and has the ability to switch into Fletchling with ease.

Good Teammates: Larvesta pairs extremely well with Amaura, as Larvesta can beat out Pokemon such as Mienfoo and Pawniard, while Amaura can beat Pokemon such as Fletchling. Drilbur is a good teammate, as Amaura can usually switch into Pokemon like Cottonee, and can OHKO Foongus with Hyper Beam, while Drilbur can provide hazard support and hazard control. Ironically, Fletchling is a great teammate as well, as Amaura can severely dent a common check, such as Chinchou, allowing Fletchling to power through it. Amaura also beats Archen, allowing for Fletchling to sweep through a team.

What Counters It: Knock Off is easily spammable, and can seriously harm Amaura's revenge killing potential. Knock Off also hurts a pivot set, severely reducing the sustainability of the set, allowing it to often lose to the Pokemon that it is supposed to counter, namely Fletchling. Mienfoo and Timburr are also usually excellent Pokemon to switch into Amaura, however Mienfoo needs to worry about Hyper Beam as well as Thunder Wave.

Any Additional Info: Hidden Power Fire can be used to beat Ferroseed, however Ferroseed cannot switch into Nature Power too often. Similarly Hidden Power Grass or Ground can be used to hit Chinchou on the switch. Thunder Wave can be used to lure in Fighting-types such as Mienfoo or Pokemon such as Choice Scarf Pawniard, as well as to put a full stop to some set up sweepers. Encore and Haze can also be used, to help force switches or to stop a set up sweeper, however are often outclassed by Thunder Wave, as Thunder Wave can be spammed with ease.


What Not To Use:

 
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Aerow

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Late-game Cleaner

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What To Use:



Sandshrew @ Eviolite
Ability: Sand Rush
Level: 5
EVs: 116 HP / 236 Atk / 76 Def / 36 SpD / 36 Spe
Adamant Nature
- Earthquake
- Rock Slide / Knock Off
- Knock Off / Stealth Rock
- Swords Dance / Rapid Spin

Role: Physical Sweeper, Late-game cleaner, Hazard remover, Hazard Setter, Bulky Attacker

What It Does: Sandshrew is an interesting Pokemon that can perform two very different roles; support and Sand Rush sweeper. Sandshrew is a great Pokemon for hazard control, being able to set up both Stealth Rock, as well as removing the opponents hazards with Rapid Spin. Sandshrew can also help teammates by removing the opponents items with Knock Off. Sandshrew's great physical bulk lets it do this with ease, and Sandshrew also hits very hard thanks to base 75 Attack. Sandshrew is also a great Sand Rush sweeper on sandstorm teams, and can form a Double Rush core with Drilbur, breaking walls to make it easier for both of them to sweep. Earthquake is a mandatory Ground-type STAB move, while Rock Slide hits Flying-types such as Fletchling, Archen, and Vullaby. For the third moveslot Sandshrew can use Knock Off or Stealth Rock if you need hazards. Same goes for the fourth moveslot, where Swords Dance is great for Sandshrew used as a sweeper, but is mostly useless without sandstorm. For item, you should always use Eviolite for support Sandshrew. However, both Eviolite and Life Orb are viable options if you want to use Sandshrew as a Sand Rush sweeper.

Good Teammates: Sandshrew works extremely well as a Sand Rush sweeper on sandstorm teams, Hippopotas is therefore a great teammate, as well as Drilbur. Teammates who loves hazard control will also enjoy having Sandshrew on the team, being able to set up Stealth Rock and remove the opponents hazards.

What Counters It: Bulkier Pokemon such as Ferroseed, Lileep, Cottonee, Koffing, Porygon can easily stop a sweep from Sandshrew unless it has already boosted with Swords Dance, also hitting it hard with a super-effective move or burning it. Special Attackers often beats Sandshrew due to it's awful special bulk.

Any Additional Information:More Speed EVs can be used to outspeed 15 Speed or more Choice Scarf users.



Bellsprout @ Eviolite / Life Orb
Ability: Chlorophyll
Level: 5
EVs: 36 HP / 76 Def / 196 SpA / 196 Spe
Modest Nature
- Solar Beam
- Sludge Bomb
- Weather Ball
- Sleep Powder

Role: Special Sweeper, Wallbreaker, Late-game cleaner

What It Does: Bellsprout is an excellent Chlorophyll-sweeper thanks to good Special Attack, access to Weather Ball as well as decent Speed. Bellsprout is also a great wallbreaker and late-game cleaner. Solar Beam requires no charging under strong sunlight, and is therefore a strong and reliable Grass-type STAB move. Sludge Bomb is also a STAB move, and hits Fairy-types as well as Grass-types for super-effective damage. Weather Ball is a great move, and allows Bellsprout to get through Steel-types such as Pawniard and Magnemite, and Grass/Poison-types such as Foongus. Sleep Powder is great for bypassing Sucker Punch, while also making it easier to get through special walls such as Porygon. Thanks to Bellsprout's ability Chlorophyll, it hits 26 Speed under sunlight, allowing it to even outspeed 16 and 17 Speed Choice Scarf users. For item, you can use either Eviolite or Life Orb. Eviolite allows Bellsprout to switch-in versus weaker attacks, while Life Orb gives Bellsprout better wallbreaking capabilities.

Good Teammates: Sunny Day support is mandatory for a Chlorophyll-sweeper like Bellsprout. Vulpix is able to automatically set up eight turns of sunlight with Drought if Heat Rock is used, and is therefore undoubtedly the best teammate for Bellsprout. Teammates with Knock Off help Bellsprout clean late-game by removing Eviolite's from the opposing team. Pawniard is therefore a good teammate, and is able to deal with Fletchling while also having a good typing synergy with Bellsprout.

What Counters It: Special walls, such as RestTalk Munchlax is one of the best counters to Bellsprout. Munchlax can shrug off any unboosted attack from Bellsprout, and also being able to OHKO Bellsprout with a sun-boosted Fire Punch. Porygon is also a huge problem for Bellsprout, as it can paralyze Bellsprout with Thunder Wave, while not getting hurt too badly by Bellsprout's moves. Chespin is another great counter thanks to Bulletproof, making Chespin immune to Ball- and Bomb-moves such as Sludge Bomb and Weather Ball, while Chespin already resists Solar Beam and is immune to Sleep Powder. Flying-types are also huge threats for Bellsprout, especially Fletchling due to its access to a 110 Base Power +1 priority Flying-type move, which easily OHKOes Bellsprout.

Any Additional Information: A physical set may look interesting because of Bellsprout's high Attack stat, but is mostly outclassed by the special set due to lackluster coverage.


Bunnelby @ Choice Scarf / Life Orb
Ability: Huge Power
Level: 5
EVs: 52 HP / 228 Atk / 220 Spe
Adamant Nature
- Return
- U-turn
- Earthquake
- Wild Charge / Quick Attack

Role: Physical Sweeper, Wallbreaker, Revenge killer, Late-game cleaner, Pivot

What It Does: Bunnelby can perform a lot of roles, and does all of them really well. Thanks to Huge Power, Bunnelby hits a fantastic 28 Attack with a Adamant nature. This makes Bunnelby an excellent wallbreaker and late-game cleaner. Access to U-turn and being able to hit 16 Speed makes Bunnelby an excellent Choice Scarf user. Choice Scarf also makes Bunnelby one of the best revenge kill and late-game cleaners. Return is a strong Normal-type STAB move. U-turn is great for momentum, while Earthquake hits Steel- and Rock-types which resists Return for super-effective damage. For the last slot you can use either Wild Charge or Quick Attack. Choice Scarf Bunnelby also works really well as a pivot.

Good Teammates: Teammates with Knock Off helps Bunnelby immensely, removing Eviolite from walls making it easier for Bunnelby to wallbreak and clean late-game. Bunnelby also appreciates removal of Ghost-types, as well as Sucker Punch and Mach Punch users.

What Counters It: Archen is a huge problem for Bunnelby if its locked into Return or isn't using Wild Charge. Fletchling can OHKO Bunnelby after some prior damage. Timburr can switch-in on Bunnelby and revenge-kill with Mach Punch. Croagunk can also revenge-kill Bunnelby with Vaccum Wave, but can't switch in. Pawniard fears Earthquake, but can OHKO Bunnelby with Sucker Punch after some prior damage.

Any Additional Info: If you are using Life Orb as an item, make sure to use 0 HP IVs and 52 EVs in Defense over HP, to take less Life Orb recoil damage.


Omanyte @ Eviolite
Ability: Shell Armor
Level: 5
EVs: 76 HP / 196 SpA / 236 Spe
Modest Nature
- Surf / Hydro Pump
- Ice Beam
- Earth Power
- Shell Smash

Role: Special Sweeper

What It Does: Omanyte is, without a trace of doubt, one of the most potent win conditions available in the tier. After a single Shell Smash boost, Omanyte hits 26 Speed, allowing it to outspeed the entire unboosted tier and the majority of Choice Scarf users, while being able to dish out attacks from a tremendous 38 Special Attack; a +2 Hydro Pump is able to OHKO all neutrally hit Pokemon except the bulkiest of walls. What really puts Omanyte a notch above the numerous other Water-type Shell Smashers available is its access to phenomenal coverage options in Ice Beam and Earth Power; the former hits Grass-types for heavy damage, while the latter gets rid of Chinchou and Croagunk. With a combination of Earth Power, Ice Beam, and a Water-type STAB move, Omanyte is able to hit every Pokemon in the metagame at least neutrally. Omanyte also has no shortage of opportunities to set up thanks to its solid 21/16/12 bulk after Eviolite and resistances to Flying, Fire, Ice, Normal, and Poison attacks; the Flying-type resistance is especially handy in allowing Omanyte to set up on most variants of one of the most popular Pokemon in LC, Fletchling. This bulk also allows Omanyte to survive most priority attacks, even after the defense drops from Shell Smash.

Good Teammates: As is the case for many dedicated win conditions, Cottonee and Diglett make for amazing partners. Cottonee has excellent type synergy with Omanyte, easily taking Grass, Ground, Electric, and Fighting attacks aimed at the fossil, while Omanyte relishes the opportunity to switch in on Fire, Poison, Flying and Ice attacks to set up a Shell Smash. Diglett traps and removes one of the biggest impediments to Omanyte's sweep in Croagunk and its Vacuum Wave, while also being able to set up Stealth Rock. What really makes Cottonee and Diglett in particular stand out as excellent teammates is their access to a fast Memento, the former through Prankster, and the latter through innately high Speed; Memento is immensely helpful in granting Omanyte significantly more set-up opportunities. Omanyte also wants hazard support; this allows it to attain key OHKOs after boosts, and negates opposing Sturdy abusers. Dwebble is a good candidate to set up Stealth Rock because it is also able to provide Knock Off support to weaken some bulkier walls that would otherwise be able to withstand one of Omanyte's boosted attacks, as well as packing Spikes if given the opportunity to set up more hazards; Pawniard is also able to set up Stealth Rock, and although it lacks Spikes, it has the element of surprise, possibly making it easier for Pawniard to get Stealth Rock up. Omanyte's ridiculous sweeping potential makes it an ideal Pokemon to build entire teams around.

What Counters It: In addition to being a brilliant teammate, Cottonee is also one of the biggest roadblocks to an Omanyte sweep. If it switches in on Omanyte's Shell Smash, it is able to priority Encore the move, forcing Omanyte to boost repeatedly while Cottonee takes it out with Giga Drain; Cottonee's mere presence on the opposing team can often deter Omanyte from setting up. Croagunk is another Pokemon able to shut down an Omanyte sweep, thanks to its priority Vacuum Wave hitting Omanyte's weakened Special Defense; although this doesn't even come close to OHKOing, even after Stealth Rock, Omanyte is usually unlikely to be at full health after setting up. Choice Scarf Misdreavus is able to outspeed even +2 Omanyte and OHKO it after Stealth Rock with Thunderbolt. Certain extremely bulky Pokemon, such as Slowpoke and defensive Porygon, are able to only take one boosted attack, which gives them ample opportunity to cut Omanyte's sweep short by paralyzing it. If Surf is chosen over Hydro Pump, the bar set for bulk required to deal with Omanyte is lowered, and Pokemon such as defensive Mienfoo and Timburr will also be able to take one boosted hit and KO in return.

Any Additional Info: Hidden Power Fire is a minor option to get around Ferroseed and Snover, but has little to no use outside of that, usually leaving Ice Beam and Earth Power as far better coverage moves. Omanyte is a premier rain abuser on dedicated rain teams due to its sky-high Special Attack allowing it to deal massive damage with its boosted Water-type attacks, as well as Swift Swim to make it a potent sweeper under the rain, and access to Rain Dance itself. However, if used as a stand-alone sweeper, Shell Smash is the better option because it boosts Omanyte's water-type attacks the same amount as Life Orb + rain, while powering up Omanyte's other attacks significantly more; at -1, it also has the same bulk as Life Orb Omanyte, due to Eviolite, meaning Rain Dance Life Orb Omanyte is completely outclassed by Shell Smash Omanyte if other members of the team don't take advantage of the rain as well. Shell Smash Omanyte is also significantly more powerful than Eviolite Rain Dance Omanyte, making it easier to actually sweep. Omanyte isn't particularly versatile when it comes to offensive options, but it does what it can do well.


Elekid @ Life Orb
Ability: Static
Level: 5
EVs: 240 SpA / 236 Spe / 12 Atk
Hasty Nature
IVs: 0 HP
- Thunderbolt
- Volt Switch
- Cross Chop
- Hidden Power [Grass] / Hidden Power [Ground]

Roles: Mixed Attacker

What It Does: Thunderbolt is used as Elekid's main STAB move, while Volt Switch is used for scouting early-game to mid-game and allows Elekid to build momentum off of a forced switch or two. Elekid becomes decent mixed attacker by using Cross Chop, allowing Pawniard and Magnemite to be KOed and hitting Porygon for the 2HKO. Hidden Power Grass can be used to provide coverage against Chinchou, who otherwise walls Elekid, while also hitting Ground-types such as Drilbur and Sandshrew for super effective damage. However, Hidden Power Ground also nails Chinchou while providing the bonus of defeating Magnemite if you wish to forgo Cross Chop. 240 Special Attack, 12 Attack, and 236 Speed EVs maximize Elekid's Speed and Special Attack, while 0 IVs in HP make it so that Elekid only loses 1 HP from Life Orb recoil. A Hasty nature allows Elekid to hit 20 Speed while still keeping Cross Chop powerful enough.

Good Teammates: Diglett is able to trap and KO opposing Electric-types such as Chinchou, as well as other common switch-ins to Elekid. Drilbur performs similar to Diglett, but lacks the ability to trap opponents. However, Drilbur does have access to Rapid Spin, letting it support Elekid and the team in that way instead. Bulky Water-types can defend against Ground-types such as Diglett, Drilbur, and Hippopotas, but keep in mind Chinchou is also weak to Ground-type attacks. Poison-types and Fire-types such as Trubbish and Koffing or Ponyta, Houndour, Vulpix, and Larvesta are also useful as they can wall and defeat both Foongus and Cottonee, the Fire-types having the edge with dealing with Ferroseed which would wall a set forgoing Cross Chop. Knock Off users such as Pawniard and Mienfoo are also welcomed as the soften up opposing pokemon, allowing Elekid to pick the of in the future. And as always, hazard setters provide nice support.

What Counters It: Hippopotas is by far the best counter to Elekid; being immune to Elekids STABs lets Hippopotas switch in freely, not letting Elekid Volt Switch out to safety. Hippopotas also has more than enough bulk to easily switch in on Hidden Power Grass and even Ice Punches, while still being able to retaliate with Earthquake for the KO. Chinchou also has the advantage over Elekid, thanks to the ability Volt Absorb. Chinchou can switch in to Elekid with some ease, only fearing a Hidden power Grass/Ground. However, thanks to Berry Juice, Chinchou avoids being 2HKOed. Absorbing Volt Switches for health is also a plus for Chinchou. On the other hand, Spritzee is able to switch in numerous times, but tends to be Volt Switched out on. However, Spritzee can wear down Elekid through Life Orb recoil fairly well. Grass types, especially Foongus are to be noted as well as they wall Elekid and beat it 1 on 1 providing Elekid is not packing Psychic nor Vital Spirit.

Any Additional Info: A set using Psychic or Substitute with a Timid nature can be used over one with Cross Chop. Psychic allows it to hit Mienfoo slightly harder and allows Foongus to be 2HKOed, the latter the most common switch in for Elekid. Substitute is an excellent move to use on Elekid, as it allows Elekid to bypass Sucker Punch and hit the opposing pokemon for large damage. However, Elekid will rack up large amounts of damage due to creating the Substitutes and Life Orb recoil.


Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Adamant Nature
- Waterfall
- Crunch
- Protect / Aqua Jet
- Destiny Bond / Protect

Role: Late Game Sweeper, Wallbreaker

What It Does: Carvanha is an incredible Pokemon in LC, despite its non-existent bulk and without a doubt one of, if not the best late game sweeper as well as a really dangerous wallbreaker. It hits hard thanks to its 19 Attack and its 2 STABs give it almost perfect coverage. On top of that, it has the great ability Speed boost, allowing it to outspeed a faster foe after a turn. Waterfall is the primary STAB thanks to its great power, reliability and flinch chance that can come handy. Crunch is the secondary STAB, hitting hard things that resists Waterfall such as Chinchou and Foonguss and has a nice Defense drop chance. Then, for the last two moves, Carvnha has 3 options, Protect, Aqua Jet and Destiny Bond. The former guarantees that Carvnha will be at +1 and helps against Fake Out users like Aipom and Mienfoo. Aqua Jet is helpful for killing weakned pokemon, most notably a weakened Fletchling which could otherwise ko Carvanha thanks to priority Acrobatics. Destiny Bond, while it seems counterproductive on a late game sweeper/wallbreaker like Carvanha is actually a great move, allowing Carvanha to take down a foe that would take a hit and hence allowing a partner to sweep. For instance, Carvanha can kill a Mienfoo with Destiny Bond so that Scraggy can sweep.

Good Teammates: Knock Off users are generally great partners. Pawniard is a notable example as it can use Knock Off throughout the game and weaken Fighting-types like Mienfoo and Timburr. Scraggy is also a great partner as it provides Knock Off support and can use Carvanha's Destiny Bond to sweep. Carvanha also really enjoys the use of Spikes as it guarantees OHKO. For this reason, Dwebble is a gnice artner as it's the best offensive hazard setter in the tier. Overall, most offensive team will appreciate the use of Carvnha as it's an excellent wallbreaker and Late Game Cleaner.

Any Additional Info: Zen Headbutt can be used in order to OHKO Croagunk but doesn't have much other utilities. Hydro Pump is another option, that unlike Waterfall always 2HKOes Mienfoo and Timburr.


Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 180 Atk / 196 Spe
Jolly Nature
- U-Turn
- Stone Edge / Rock Tomb
- Acrobatics
- Earthquake

Role: Wallbreaker, Late-game Cleaner, Pivot

What It Does: Archen is one of those Pokemon that has a very simple role and doesn't involve to much strategy to use - spam high powered attacks. With its massive attack stat it is pretty easy to understand why. Stone Edge hits extremely hard (although misses at unfortunate times), and with it's Rock-type Archen is a great check to birds like Fletchling. Along with its Stone Edge, Archen also has another powerful STAB in Acrobatics, which is one of the strongest unboosted moves in Little Cup. Unfortuately, Acrobatics is fairly weak before Archen uses its Berry Juice unless used on a Grass or Fighting-type, but this is somewhat mitigated my having other high powered moves to abuse until then. Another move it has to go along with these two STABs is Earthquake, which can hurt the Rock and Steel-types that resist its other two moves. Berry Juice serves two important roles as well - enabling Archen to use a full powered Acrobatics after use and restoring its health so that it is out of Defeatist's range. With this high power and a second life in Berry Juice, Archen is able to check Flying-types as previously mentioned, revenge Grass-types or check them if it doesn't come in on a Grass-type move, and blast through walls and weaker things so that the rest of your team can clean up what is left. Archen can even utilize U-Turn to act as a pivot for your team, and keep momentum in your favor. This is great if you suspect your opponent will switch something in like Chinchou to check you.

Good Teammates: One great teammate is a Pokemon that can remove hazards from your side of the field, as Archen is not fond of Stealth Rock. However, Archen can run Defog itself instead of U-Turn, but that is not preferable on an offensive set such as this one. Archen is a great check to Fletchling and Flying-types, so teammates that have trouble doing there job due and need help dealing with them appreciate Archen. On the other hand, Archen is not fond of Scarf Pawniard at all, so it needs a teammate to take care of it.

What Counters It: Scarf Pawniard gives Archen issues, as it is greatly damaged or crippled by all of its moves. Every Shell Smasher counter Archen, despite it having access to Earthquake. Anything that can outspeed Archen and get it into Defeatist's range is a fairly good check, although not much can actually switch into Archen's powerful attacks. Any bulky Pokemon with the ability to heal can slowly whittle away at Archen until it gets into Defeatist's range and KO it.

Any Additional Info: While it can pivot, it has no healing so it can't Pivot forever. You have to be careful about when you bring it in to take hits and attack.


Gastly @ Life Orb
Ability: Levitate
Level: 5
EVs: 200 Spd / 200 SAtk / 80 SDef
Timid Nature
- Substitute
- Shadow Ball
- Sludge Bomb
- Hidden Power [Fighting]


Roles:Wall Breaker, Late Game Cleaner, Special Sweeper

What it Does: Gastly is an excellent wall breaker as, it breaks many common special walls, boasting 19 or 20 special attack. The evs are to maximize attack and speed. Life Orb maximizes damage output, while still letting Gastly switch moves. This set can be used to break Porygon and Pawniard, major threats to Gastly, as you can substitute on the predicted sucker punch against Pawniard and 2HKO Porygon with Sludge Bomb. Other walls this pokemon hurts are Spritzee and Cottenee This allows for an easier sweep for other special attackers such as Misdreavus, Omanyte, and Abra. Late game if there is nothing on your opponents team around full health or outspeeds. Gastly can then easily clean out an opponents team. Pokemon that can switch into Gastly include Ferroseed and Munchlax.

Good Teammates: Porygon makes an excellent partner as it deals with Abra and Misdreavus. Fighting types such as Croagunk, Mienfoo, and Timburr make great partners, same with Fairy types Spritzee, Snubull, and Cottonee as, they all enjoy a trubbishless world. Scraggy is good at removing Ghost and Psychic threats. Vullaby counters Drillbur which as, well as, providing Knock Off support on bulkier threats. Fighting types also make great partners because they remove bulky Normal and Dark type threats. Pursuit users Pawniard and Houndour are appreciated.

Counters/Checks: Not very many Pokemon can switch into Gastly as it can OHKO or 2HKO most of the common defensive walls or can Hypnosis or Substitute on the switch. Bulky Normals like Munchlax, Lickitung and Porygon as they can take a hit and threaten it will Pursuit, Knock Off and Shadow Ball respectively. Vullaby is a Pokemon that as falls under the bulky enough Pokemon as it can take a hit and KO with Knock Off. Dark types like Scraggy, Vullaby, and Pawniard can switch into Gastly's main stab Shadow Ball and OHKO with there stab but they have to beware of Dazzling Gleam and Hidden Power Fighting respectively. Faster Pokemon so anything from 83-102 19-20 Speed will outspeed but these Pokemon will have to beware the Scarf set. Priority from Fletchling, Pawniard, Tirtouga, Carvahna and many other users of priority that Gastly isn't immune to.

Additional Information: Gastly can also run a Substitute Disable set that works and can also run Scarf or Sash to act as a hard hitting revenge killer. Gastly gets excellent coverage with Thunderbolt, Energy Ball, Dazzling Gleam, and Psychic. It also gets Hypnosis and Sucker Punch. Remember Gastly isn't Misdreavus and shouldn't be used as such.


Zigzagoon @ Berry Juice
Ability: Pickup
Level: 5
EVs: 132 HP / 196 Atk / 28 Def / 108 SDef / 36 Spe
Adamant Nature
-Belly Drum
-Extremespeed
-Thief
-Protect/Rock Smash/Seed Bomb

Role: Late-game cleaner

What it does: Zigzagoon is a terrifying late-game sweeper due to its unique combination of Belly Drum and STAB Extremespeed. After just 1 turn of setup, Zigzagoon reaches a sky-high 52 Attack with no drawbacks, thanks to Berry Juice negating the HP loss from Belly Drum. After it sets up, Zigzagoon can proceed to fire off stupidly powerful Extremespeeds. Because Extremespeed is a +2 priority move, Zigzagoon cannot be revenge killed by any of LC's powerful priority users such as Timburr or Fletchling. Thief is Zigzagoon's best option for hitting Ghost-types, and can OHKO every one in the tier at +6. The last moveslot is a tossup which depends on what your team can handle. Protect allows Zigzagoon to beat Fake Out users, who could otherwise stop its sweep with some luck and prediction. Rock Smash hits Rock- and Steel-types, most notably Pawniard, but its low BP may make it unappealing. Lastly, Seed Bomb makes quick work of bulky Rock-types such as Tirtouga and Onix who would otherwise wall Zigzagoon completely. Pickup is a mostly situational ability, but it can come in handy when facing Pokemon with Sturdy to grab some extra health.

Good Teammates: Zigzagoon needs Stealth Rock support to break Sturdy and Focus Sashes, as otherwise its sweep can easily be put to a halt. It also greatly appreciates Memento support, as if it takes a powerful hit, it will be left at 50% health after a Belly Drum. Finally, Zigzagoon appreciates having common Rock- and Steel- types eliminate or at least weeakened so it has an easier time with them. Diglett is capable of providing all 3 of these, making it a fantastic partner to Zigzagoon. It also really appreciates having the opponent's Ghost-types gone before it sets up, so a powerful Knock Off user such as Pawniard also makes a good teammate.

What Counters It: Ghost-types, particularly Misdreavus, are a massive thorn in Zigzagoon's side,as most are able to outspeed it and either cripple it with Will-O-Wisp or smack it with a powerful attack. Rock- and Steel-types are also able to check it - most are able to take an Extremespeed and attack it. Extremely bulky Pokemon that are neutral to Extremespeed, such as Spritzee, can tank an Extremespeed in a pinch with a little bit of luck. Finally, Zigzagoon cannot set up on anything with Knock Off, as if it gets its Berry Juice knocked off, it will be left at very low HP.

Any Additional Info: Zigzagoon has a few other coverage options at its disposal. Iron Tail guarantees an OHKO on Spritzee while also hitting Rock-types, but its 75% accuracy is less than ideal, while Dig hits both Rock- and Steel-types, but the charge turn can be easily taken advantage of. Also, Zigzagoon can run a Salac Berry with Gluttony to grab a Speed boost when it sets up, but this makes it much harder for Zigzagoon to set up as a strong attack on its setup turn can cause Belly Drum to fail, making it complete dead weight.


Fletchling
Ability: Gale Wings
Level: 5
EVs: 156 HP / 196 Atk / 92 Def / 52 SDef
Adamant Nature
- Acrobatics
- U-turn
- Swords Dance
- Roost

Role: Physical Sweeper

What It Does: Fletchling is a top tier threat that every team should prepare for. It is gifted with arguably the best ability in the tier Gale Wings, giving priority to Flying-types moves and Flying is such a good offensive type as it is, with powerful fighting-types and bulky Grass-types common in LC. No item is needed on this set to boost the power of Fletchlings Acrobatics, after a Swords Dance, priority Acrobatics tears through teams late game. With Fletchlings ability to easily revenge kill Pokemon it often causes lots of switches and U-turn is good to capatalise on this so that it can gain momentum and scout what your opponent is switching in. Priority Roost helps Archen recover HP if need be and although it is frail with no item, the switches it causes can give it Roost oppurtunities.

Good Teammates: Hazard setters like Ferroseed, Dwebble, Drilbur can weaken Pokemon giving Fletchling a much easier time cleaning up late game or revenge killing early on. Pokemon that can weaken or remove Pokemon that threaten Fletchling is also good, Focus Sash Diglett, can remove Chinchou, Magnemite, Pawnaird giving Fletchling an easier time. Other Flying-type Pokemon like Tailow and Doduo are walled by similar things and can as a result weaken them so Fletch can break through them. Tailow has acces to Steel Wing to make it a cool Archen lure and Doduo can use Knock Off to remove Eviolites and Berry Juices off of counters.

What Counters It: Being weak to Stealth Rocks certainly doesn't help Fletchling but with priority, Getting chipped away by rocks can also not do much depending on the opponents team. There are a few common Pokemon that can wall Fletchling. If it doesn't carry Overheat then Magnemite, Pawnaird and other steel-types become good counters, Archen, Tirtouga and Chinchou all resist Fletchlings Acrobatics and have STAB that can hit it super effectively
Any Additional Info: Using Fletch pretty much guarantees a 1500 elo on Showdown nah but seriosuly Overheat and Hp Grass are good options for nailing Steels and Tirtouga


Scraggy @ Eviolite
Ability: Shed Skin / Moxie
Level: 5
EVs: 36 HP / 156 Atk / 68 Def / 36 SDef / 212 Spd
Adamant Nature
- Dragon Dance
- Drain Punch
- Knock Off
- Poison Jab / Zen Headbutt

Roles: Physical Sweeper, Bulky Attacker, Wallbreaker, Stallbreaker, Late Game Cleaner, Tank

What it does: This Scraggy's role is to come in after one of your Pokemon faints, set up a Dragon Dance, and proceed to start attacking things with your move of choice. Drain Punch is your main STAB option, denting most things that aren't resistant to it after 1 or 2 boosts. Eviolite makes this set quite bulky, and it's able to survive an Acrobatics from Fletchling from Full Health, while hitting Fletchling back with a Drain Punch. Knock Off is your second STAB, and the advantage of the opponent not having an item is very nice. Knock Off is also a good option if the opposing Poke resists Drain Punch, or is Ghost Type. Poison Jab has the ability to hit Cottonee 4x super effectively, if you can predict it switching in. Zen Headbutt is for Croagunk and other poison types, as they wall Scraggy entirely without it, and it's also nice if you want to hit other Fighting Types for Super Effective damage. Shed Skin is for statuses, as Burn and Paralyze, as Scraggy is near-useless if it has a status. However, if you don't fear status ailments and want more power, Moxie is the preferred option.

Good Teammates: Fairy Types give Scraggy heaps of trouble. Cottonee can use Priority Encore after Scraggy uses Dragon Dance (although if you predict the switch, Cottonee falls to Poison Jab), and Spritzee can switch in and K.O. Scraggy with Moonblast (Spritzee doesn't take that much from Poison Jab, despite being weak to it). Therefore, a poison type such as Foongus or Koffing would be a good choice for a Teammate to remove Fairy types from the opposing team. Additionally, while Scraggy has the ability to survive an Acrobatics from Fletchling at Full Health, Scraggy is very prone to being revenge-killed afterwards. Thus, a Flying-Type-Counter such as Chinchou, Tirtouga, or Archen would be an excellent choice to pair with Scraggy.

What Counters It: The aforementioned Fairy Types give Scraggy a lot of trouble. Fletchling isn't necessarily a "Counter", but it makes a nice Check as it can put the hurt Scraggy with its Priority Acrobatics. Certain Pokemon that utilize Choice Scarf (such as the rare Choice Scarf Misdreavus or Choice Scarf Gastly) can K.O. Scraggy (Dazzling Gleam from Choice Scarfed Ghosts and Brave Bird from Doduo).

Any Additional Info: A set utilizing Choice Scarf and Moxie is also very viable. The immediate 1.5x speed that Choice Scarf offers is very nice, and after a few Moxie boosts, not many Pokemon can survive Scraggy's attacks. Fake Out can be used over Poison Jab, but inferior, and is not recommended. High Jump Kick is also an option, but since Misdreavus very common in this Metagame, Misdreavus has the opportunity to switch in on a predicted High Jump Kick, thus damaging Scraggy for 50% of its total health. Additionally, High Jump Kick does not heal you for any damage you deal, unlike Drain Punch. However, a 130 Base Power STAB move is very dangerous after one or two boosts, and it can very easily let Scraggy sweep a weakened team.


Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 156 HP / 116 Def / 196 SDef
Impish Nature
- U-turn
- Knock Off
- Drain Punch
- Acrobatics / Stone Edge / Taunt / Fake Out / Poison Jab

Role: Pivot, Tank, Bulky Attacker, Physical Wall, Special Wall, Lure, Wallbreaker, Late-game Cleaner, Revenge Killer, Support, Physical Sweeper

What It Does: Mienfoo is without a doubt one of the very best Pokemon in LC. With the given set, it is able to function as an incredible defensive pivot, being able to switch into an enormous portion of the metagame repeatedly throughout a match and wear the opposing team down with its supportive movepool. The given EVs and nature allow Mienfoo to hit Eviolite numbers, giving it decent bulk for taking most neutral attacks and allowing it to avoid the OHKO from all but extremely powerful boosted or super-effective attacks. Drain Punch is Mienfoo's preferred STAB move, granting it ridiculous longevity in conjunction with Regenerator, while also dealing decent damage due to Mienfoo's innately high Attack stat. Knock Off provides good coverage alongside Drain Punch, and more importantly, is able to permanently cripple most Pokemon. U-Turn allows Mienfoo to scout while chipping away at the opponent's health, and meshes well with Regenerator; U-Turn and Knock Off are usually Mienfoo's most spammable moves. From there, Mienfoo has a large number of filler options to beat specific threats. Acrobatics turns Mienfoo into an even better Knock Off absorber; most Knock Off users are Pawniard and Fighting-types, with Mienfoo naturally checking the former, and Acrobatics allows Mienfoo to deal with the latter as well. Alternatively, Stone Edge and Poison Jab are solid coverage options, with the former hitting Archen, Fletchling, Larvesta and Ponyta on the switch, and the latter 2HKOing Snubbull and Spritzee after their Eviolites have been removed, while OHKOing Cottonee. Taunt is an excellent option to prevent Pokemon like Dwebble and Omanyte from setting up, but if it is run, a faster EV spread should be used instead. Fake Out can also be used for a bit of free damage here and there, and is especially useful if your team is particularly weak to Tirtouga. Mienfoo is able to come in on nearly everything that isn't able to hit it super-effectively, and even some that do if their attacks aren't boosted by STAB, and once it's in, it can start getting rid of opposing items. Mienfoo's Knock Off is so irritating that Pokemon such as Trubbish and Shellos have niches solely due to their ability to absorb Mienfoo's Knock Off, even when they don't fare as well against other Knock Off users. Even positive match-ups against Mienfoo, such as Fletchling, will often switch in only to be hit by U-Turn, and be faced with a negative match-up from one of Mienfoo's teammates, which Mienfoo loves doing due to U-Turn activating Regenerator and healing Mienfoo.

Good Teammates: Any team that isn't atrociously built will enjoy Mienfoo's presence. This is a fact.

What Counters It: Trubbish and Shellos are really the only Pokemon that won't mind being hit by Knock Off repeatedly, but they'll often be put on the back foot if Mienfoo uses U-Turn, since both Pokemon tend to detract from momentum. Other than that, Spritzee, Snubbull, Cottonee, Larvesta, Ponyta, Archen, Fletchling, Abra, Croagunk, Koffing and Foongus are all able to come in on certain attacks and force Mienfoo out with the threat of super-effective attacks or status, but forcing Mienfoo out is hardly enough to stop it due to Regenerator.

Any Additional Info: If Taunt is run, a spread of 196 Def / 36 SDef / 236 Spd is preferred because it allows Mienfoo to outspeed Dwebble and prevent it from setting up hazards with Taunt, while also speed tying with Surskit and Onix.
Mienfoo is also one of the metagame's premier Baton Passers due to its access to Swords Dance and Bulk Up, high base Attack to take advantage of these boosts itself before passing them off, and Regenerator, allowing it to pass boosts multiple times throughout the match. Such a set should run the usual defensive Eviolite spread to ensure it is bulky enough to survive to pass its boosts.
Even outside of its Eviolite sets, Mienfoo has several formidable options. A Life Orb set, possibly coupled with Reckless, turns it into one of the most potent wall-breakers available; a boosted High Jump Kick is able to deal tremendous damage to just about everything that doesn't resist it and some things that do. The Life Orb set can still run Knock Off and U-Turn to great effect, and is able to fire off a much more powerful Fake Out than the Eviolite set. If Reckless High Jump Kick isn't tempting enough, Regenerator can still be used as the ability to help deal with Life Orb recoil. If a Choice Scarf is instead donned, then Mienfoo becomes a brilliant revenge-killer, able to take out weakened Pokemon with ease through its powerful High Jump Kick while scouting with U-Turn; it can also use Knock Off to weaken switch-ins and prepare for a late-game sweep. Choice Scarf Mienfoo is also able to viably run either Reckless or Regenerator.


What Not To Use:



Gible @ Choice Scarf
Ability: Rough Skin / Sand Veil
Level: 5
EVs: 52 HP / 200 Atk / 76 Def / 180 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Dragon Claw
- Outrage / Iron Head

Roles: Late Game Cleaner, Revenge Killer

What It Does: Gible is a one of the pokemon that really wants to succeed, however it fails to as it lacks the proper resources. Unlike his older brother, Garchomp, Gible is rather slow and his inability to learn Dragon Dance really doesn't help Gible's case. Yet, 14 speed is just barely able to be obtained making the use of Choice Scarf possible. Earthquake is Gible's first attack and Ground STAB which is highly complimented by Stone Edge and Dragon Claw, both providing amazing neutral coverage against the tier. Stone Edge is used to nail the Flying types who dodge Gible's Earthquake for Super Effective damage. Next, Dragon Claw is essential for Gible, as it prevents it from being locked into Outrage and unable to switch out, which could often be problematic. Though, Iron Head can be used over Outrage to prevent Cottonee from totally walling you and hitting Fairy types slightly harder than with Earthquake.

Good Teammates: Hazard setters such as Onix and Dwebble allow for the opposing team to be weakened, granting Gible an easier time with its job. Knock Off support furthers this support allowing Gible to possible take down so walls if the switch into Earthquake, making Mienfoo, Pawniard, and Scraggy amazing choices. Set up sweepers can punch holes in the opposing teams, leaving Gible to clean up the opposition with much more ease. Because of this, Scraggy, Shell Smash Tirtouga, Swords Dance Drilbur, and Fletchling are superba options for teammates.

What Counters It: Bulky walls laugh at Gible's weak attacks, and can usually beat Gible, providing critical hits do not happen. Scarf Misdreavus can threaten with Dazzling Gleam, and scores a solid 2HKO in the best of situations for Gible. Misdreavus also has the benefit of being immune to Earthquake. Cottonee shut down Gible completely, unless Iron Head is used on the switch in, though then it can simply switch into something to reiste the hit.

Any Additional Info: To simply put it, Gible is not a good choice for any serious team. If you need a Revenge Killer, use Abra with a Focus Sash equipt or a Choice Scarf Misdreavus. If you simply want a choice Scarf pokemon, use Magnemite, Scraggy, or Pawniard instead.



Squirtle @ Choice Scarf
Ability: Torrent
Level: 5
EVs: 196 SAtk / 4 SDef / 252 Spd / 4 HP
Modest Nature
- Aura Sphere
- Ice Beam
- Water Spout
- Hydro Pump

Roles: Revenge Killer, Late Game Cleaner

What it Does: Squirtle is able to utilize Choice Scarf to become a fairly offensive pokemon. Squirtle has a decent niche in Water Spout which allows for some solid revenge killing and is a respectable attack coming off of an alright 15 Special Attack. Water Spout will be used most often as it does the most damage as long as the target doesn't resist water. However if Squirtle is below 76% (16 HP), Hydro Pump becomes more powerful than Water Spout. Aura Sphere is used to hit bulky normal types, Pawniard, Scraggy, and Ferroseed for SE damage when Water Spout loses some of its base power. Lastly, Ice Beam is used to hit Grass types and the rare Dragon types harder.

Good Teammates: As do most pokemon, Scarfed Squirtle enjoys hazards off of its side of the field, allowing Water Spout to be as powerful as possible for as long as possible. Powerful wall breakers can greatly improve Squirtle's performance as does Knock Off. That being said, Pawniard makes a great ally for Squirtle as does LO Gastly.

What Counters It: Quite a bit counters Squirtle actually, and that's what makes it a poor choice. Priority is detrimental to it and forces it out. Squirtle also fails to KO most of the meta game and needs its tagret at 50% or less to revenge kill them with Water Spout. Groagunk is immune to Squirtle's STAB and is only hit neutrally. In retaliation, Croagunk is able to land strong Drain Punches to replenish the HP lost while making Squirtle even less of a threat. Bulky normal types (Porygon, Lickitung, and Munchlax) can use their recovery to surmount any threat Squirtle MIGHT pose. Bulky Fighting types, Timburr and Mienfoo especially, simply out damage the poor squirrel-turtle hybrid.

Any Additional Info: Squirtle can run a bulky set with Rapid Spin support, though it fails to have any offensive presence. Squirtle also lacks recovery options, preventing it from switching in too many times. However, it does have considerable bulk which gives it a slight niche over the more offensive Drilbur. A dual priority set with Fake Out + Aqua jet can also be used, but that honestly isn't very good in the current metagame and it is outclassed by Croagunk in doing it. (Croagunk uses Vacuum Wave or Bullet Punch in place of Aqua Jet.) So please, try to avoid using Squirtle unless in the unlikely event it is perfect for your team and is exactly what you need. Instead, try Chinchou if a scarfer is what you desire or Kabuto or Staryu if you want a bulky water type spinner.




Ralts @ Choice Scarf
Ability: Trace
Level: 5
EVs: 240 SAtk / 200 Spd / 68 HP
Timid Nature
- Dazzling Gleam
- Psychic
- Shadow Ball
- Hidden Power [Fighting]

Role: Special Attacker, Late Game Cleaner

What It Does: Ralts generally does very little. A team has to be sufficiently weakened, lack all priority not named Mach Punch or Vacuum Wave, and have no scarfer still alive. Ralts has very low stats that make it very frail, weak, and slow all at once. However, despite this Ralts can occasionally clean up some of the opposing team, albeit rarely. Dazzling Gleam is the only Fairy STAB Ralts gets and it hits the Dark type pokemon that Ralts second STAB, Psychic, cannot. Shadow Ball hits Ghost types for SE damage and and allows you to be able to potentially revenge kill Misdreavus. HP Fighting allows you to hit Pawniard hard enough on the switch for it to be easily dealt with, but doesn't have much use out side of this.

Good Teammates: Ralts appreciates teammates that can severely hamper opposing teams. Timburr makes a great ally as it can effectively destroys Steel- and Dark- types who lie in the way of Ralts and can Knock Off the opposing team's Eviolites to weaken their defenses. Misdreavus helps Ralts by being able to wear down most Special Walls and potentially wall breaking with Life Orb. Porygon pairs well with Ralts as Porygon can switch into most of what troubles Ralts with ease.

What Counters It: Anything that isn't 1HKOed by Ralts is a problem for it. Not surprisingly, this is well over half of the metagame. As previously noted, all priority Ralts doesn't resist causes massive problems. Steel types, especially Pawniard, Magnemite, and Ferroseed, hold Ralts back substantially as the can easily KO Ralts or simply tank its hits more than long enough to mutilate Ralts.

Any Additional Info: Please never consider Ralts as an option on any serious team. As much as you may love this Fairy with a bowl cut, it is strongly outclassed by Abra. Abra is naturally both faster and stronger than Ralts but can run Focus Sash to be able to take a hit. Abra also has a similar move pool leaving Ralts with only one advantage in its Fairy dual typing. But Abra's raw power makes the loss of STAB on Dazzling Gleam and both are too frail for their typing to actually have an impact defensively.
 
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Aerow

rebel
is a Tiering Contributor Alumnusis a Contributor Alumnus
Revenge Killer

_ _ _

What To Use:


Abra @ Life Orb
Ability: Magic Guard
Level: 5
EVs: 200 Spd / 240 SAtk
Timid Nature
- Psychic
- Shadow Ball
- Dazzling Gleam / Hidden Power [Fighting]
- Substitute

Role: Wallbreaker, revenge killer, cleaner

What It Does: Abra is a fearsome Special Attacker that can easily create holes in the opponent's team. It reaches the coveted 19 Speed and it can thus outspeeds most of the metagame and ties with others 19 Speed like Misdreavus and hits 20 Special Attack. With Life Orb, it is even more threatening, it's actually powerful enough to 2HKO walls such as Porygon and Spritzee with Stealth Rock and doesn't take damages thanks to Magic Guard. Psychic is Abra's STAB that hits Fighting-types super effectively and is generally both srrong and reliable. Shadow Ball is used to hit harder Misdreavus, Honedge and Slowpoke, OHKOing Berry Juice Misdrevaus, Honedge most of the time while 2HKOing Slowpoke. The third move is preference between OHKOing Scraggy or Pawniard and Houndour. Lastly, Subsitute is an excellent move on LO Abra. It finds many occasions to set up Substitue as it forces lots of threats. From there, Abra makes sure it takes one hit and basically guarantee a kill as it 2HKOes almost everything.

Good Teammates: Special Sweepers are great partners as Abra can weaken or even in some cases get rid of Special Walls for them. Misdreavus and Omanyte are notable examples as they really like Abra's ability to weaken Special Walls such as Porygon and Lickitung. Stealth Rock is also necessary as it guarantees some 2HKOes, mostly on Porygon and Spritzee.

What Counters It : Munchlax is probably the best counter to Abra as it isn't 2HKOed by HP Fighting/Psychic and can ripost with Return or trap with Pursuit. Specially Defensive Lickitung is also a good answer as just like Munchlax, it isn't 2HKOed by HP Fighting/Psychic and can OHKO with Knock Off. While countering Abra is hard, revenge killing it is way easier. Scarfers such as Pawniard and Scraggy can easily revenge kill Abra and even trap in Pawniard's case. Abra is also prone to priority so Fletchling is a good way to deal with Abra. Evantually, Abra has a hard time against Eviolite Misdreavus as it can take a Shadow ball and ko back with its own and has speed tie with Abra

Any Additional Info : Encore can be used as it gives opportunities to set-up for Abra's teammates and can be helpful on a prediction against a set up sweeper that doesn't outspeed such as CM Spritzee.

Bunnelby @ Choice Scarf / Life Orb
Ability: Huge Power
Level: 5
EVs: 52 HP / 228 Atk / 220 Spe
Adamant Nature
- Return
- U-turn
- Earthquake
- Wild Charge / Quick Attack

Role: Physical Sweeper, Wallbreaker, Revenge killer, Late-game cleaner, Pivot

What It Does: Bunnelby can perform a lot of roles, and does all of them really well. Thanks to Huge Power, Bunnelby hits a fantastic 28 Attack with a Adamant nature. This makes Bunnelby an excellent wallbreaker and late-game cleaner. Access to U-turn and being able to hit 16 Speed makes Bunnelby an excellent Choice Scarf user. Choice Scarf also makes Bunnelby one of the best revenge kill and late-game cleaners. Return is a strong Normal-type STAB move. U-turn is great for momentum, while Earthquake hits Steel- and Rock-types which resists Return for super-effective damage. For the last slot you can use either Wild Charge or Quick Attack. Choice Scarf Bunnelby also works really well as a pivot.

Good Teammates: Teammates with Knock Off helps Bunnelby immensely, removing Eviolite from walls making it easier for Bunnelby to wallbreak and clean late-game. Bunnelby also appreciates removal of Ghost-types, as well as Sucker Punch and Mach Punch users.

What Counters It: Archen is a huge problem for Bunnelby if its locked into Return or isn't using Wild Charge. Fletchling can OHKO Bunnelby after some prior damage. Timburr can switch-in on Bunnelby and revenge-kill with Mach Punch. Croagunk can also revenge-kill Bunnelby with Vaccum Wave, but can't switch in. Pawniard fears Earthquake, but can OHKO Bunnelby with Sucker Punch after some prior damage.

Any Additional Info: If you are using Life Orb as an item, make sure to use 0 HP IVs and 52 EVs in Defense over HP, to take less Life Orb recoil damage.


Taillow @ Choice Scarf
Ability: Scrappy
Level: 5
EVs: 236 Spd / 236 Atk / 36 HP
Jolly Nature
- U-turn
- Return
- Brave Bird
- Quick Attack / Steel Wing

Roles: Revenge Killer

What It Does: Taillow has an incredible niche as a revenge killer, capable of outspeeding the standard Shell Smasher sets and Sun sweepers. With this EV spread, the coveted 19 speed tier is obtained and Taillow's attack is maximized. The remainding 36 EVs go into HP permitting Taillow to switch in on Stealth Rocks an extra time. U-turn is decently powerful move which helps your team build momentum throughout the match and is capable knocking out some neutral targets fairly easily. Return is a very spammable STAB thanks to Scrappy and is what you'll be using most often. Brave Bird the most powerful move on this set, and acts as a Flying STAB. Theireis a downside however: the recoil and Stealth Rock damage quickly wear down on Taillow. Lastly, Quick Attack is used for the priority it adds to your team; Quick Attack is rarely used however since Taillow is blisteringly fast anyway. Thus Steel Wing is a semi-viable alternative to hit Rock types for SE damage allowing Archen to not sponge you hits nearly as well, though often you shouldn't be staying in on any Rock types to begin with.

Good Teammates: Miefoo makes a great pairing with Taillow as Mienfoo easily softens up
the opponent with Knock Off, Drain Punch, and even Fake Out. Mienfoo is also able to deal with most of what troubles Taillow, providing a nice switch in for when things are looking poor. Fletchling and Taillow perform wonders together as well. Taillow can wear down much of what lies in the way of a Fletchling sweep or Fletchling can punch holes in unprepared teams letting Taillow clean up. Hazard control is heavily recommended and Drilbur, Staryu, and the like provide this wonderfully.

What Counters It: Bulky Normal types hardly care what Taillow does to tcan throw at them as they can easily recover off the damage, just wasting Taillow's time. Ferroseed just sits there, easily sponging Taillow's hits while dealing passive damage with Iron Barbs. Ferroseed can also set up Stealth Rocks which Taillow despises and Thunder Wave Taillow making it practically useless. Priority also checks Taillow as Taillow is so frail. Fletchling is an excellent user of priority and can OHKO 83.1% of the time from full. Archen stops Taillow stone cold a large portion of the time, as long as Steel Wing is missing from the set. Magnemite simply does not care about Taillow's antics either. Hardly anything a physical Taillow does will dent Magnemite who easily switches in and KOes with Volt Switch.

Any Additional Info: Taillow can opt to run a more powerful Guts set with Toxic/Flame Orb, though Priority becomes even more of an issue. On this set, the EVs stay the same, but Return is dropped for Facade and Quick Attack may be changed out for Protect. A Specs Taillow is also desirable; this set runs a Timid Nature with an EV spread of 36 HP / 36 Defense / 196 Special Attack / 236 Speed and a move set of Boomburst / Hidden Power Fighting / Air Slash / U-turn with the ability Scrappy. U-turn is for momentum, Hidden Power Fighting is for Steel and Rock types (who otherwise wall you), Boomburst is your primary STAB, and Air Slash is the Flying STAB of choice.



Elekid @ Life Orb
Ability: Static
Level: 5
EVs: 240 SpA / 236 Spe / 12 Atk
Hasty Nature
IVs: 0 HP
- Thunderbolt
- Volt Switch
- Cross Chop
- Hidden Power [Grass] / Hidden Power [Ground]

Roles: Mixed Attacker

What It Does: Thunderbolt is used as Elekid's main STAB move, while Volt Switch is used for scouting early-game to mid-game and allows Elekid to build momentum off of a forced switch or two. Elekid becomes decent mixed attacker by using Cross Chop, allowing Pawniard and Magnemite to be KOed and hitting Porygon for the 2HKO. Hidden Power Grass can be used to provide coverage against Chinchou, who otherwise walls Elekid, while also hitting Ground-types such as Drilbur and Sandshrew for super effective damage. However, Hidden Power Ground also nails Chinchou while providing the bonus of defeating Magnemite if you wish to forgo Cross Chop. 240 Special Attack, 12 Attack, and 236 Speed EVs maximize Elekid's Speed and Special Attack, while 0 IVs in HP make it so that Elekid only loses 1 HP from Life Orb recoil. A Hasty nature allows Elekid to hit 20 Speed while still keeping Cross Chop powerful enough.

Good Teammates: Diglett is able to trap and KO opposing Electric-types such as Chinchou, as well as other common switch-ins to Elekid. Drilbur performs similar to Diglett, but lacks the ability to trap opponents. However, Drilbur does have access to Rapid Spin, letting it support Elekid and the team in that way instead. Bulky Water-types can defend against Ground-types such as Diglett, Drilbur, and Hippopotas, but keep in mind Chinchou is also weak to Ground-type attacks. Poison-types and Fire-types such as Trubbish and Koffing or Ponyta, Houndour, Vulpix, and Larvesta are also useful as they can wall and defeat both Foongus and Cottonee, the Fire-types having the edge with dealing with Ferroseed which would wall a set forgoing Cross Chop. Knock Off users such as Pawniard and Mienfoo are also welcomed as the soften up opposing pokemon, allowing Elekid to pick the of in the future. And as always, hazard setters provide nice support.

What Counters It: Hippopotas is by far the best counter to Elekid; being immune to Elekids STABs lets Hippopotas switch in freely, not letting Elekid Volt Switch out to safety. Hippopotas also has more than enough bulk to easily switch in on Hidden Power Grass and even Ice Punches, while still being able to retaliate with Earthquake for the KO. Chinchou also has the advantage over Elekid, thanks to the ability Volt Absorb. Chinchou can switch in to Elekid with some ease, only fearing a Hidden power Grass/Ground. However, thanks to Berry Juice, Chinchou avoids being 2HKOed. Absorbing Volt Switches for health is also a plus for Chinchou. On the other hand, Spritzee is able to switch in numerous times, but tends to be Volt Switched out on. However, Spritzee can wear down Elekid through Life Orb recoil fairly well. Grass types, especially Foongus are to be noted as well as they wall Elekid and beat it 1 on 1 providing Elekid is not packing Psychic nor Vital Spirit.

Any Additional Info: A set using Psychic or Substitute with a Timid nature can be used over one with Cross Chop. Psychic allows it to hit Mienfoo slightly harder and allows Foongus to be 2HKOed, the latter the most common switch in for Elekid. Substitute is an excellent move to use on Elekid, as it allows Elekid to bypass Sucker Punch and hit the opposing pokemon for large damage. However, Elekid will rack up large amounts of damage due to creating the Substitutes and Life Orb recoil.


Fletchling
Ability: Gale Wings
Level: 5
EVs: 156 HP / 196 Atk / 92 Def / 52 SDef
Adamant Nature
- Acrobatics
- U-turn
- Swords Dance
- Roost

Role: Physical Sweeper

What It Does: Fletchling is a top tier threat that every team should prepare for. It is gifted with arguably the best ability in the tier Gale Wings, giving priority to Flying-types moves and Flying is such a good offensive type as it is, with powerful fighting-types and bulky Grass-types common in LC. No item is needed on this set to boost the power of Fletchlings Acrobatics, after a Swords Dance, priority Acrobatics tears through teams late game. With Fletchlings ability to easily revenge kill Pokemon it often causes lots of switches and U-turn is good to capatalise on this so that it can gain momentum and scout what your opponent is switching in. Priority Roost helps Archen recover HP if need be and although it is frail with no item, the switches it causes can give it Roost oppurtunities.

Good Teammates: Hazard setters like Ferroseed, Dwebble, Drilbur can weaken Pokemon giving Fletchling a much easier time cleaning up late game or revenge killing early on. Pokemon that can weaken or remove Pokemon that threaten Fletchling is also good, Focus Sash Diglett, can remove Chinchou, Magnemite, Pawnaird giving Fletchling an easier time. Other Flying-type Pokemon like Tailow and Doduo are walled by similar things and can as a result weaken them so Fletch can break through them. Tailow has acces to Steel Wing to make it a cool Archen lure and Doduo can use Knock Off to remove Eviolites and Berry Juices off of counters.

What Counters It: Being weak to Stealth Rocks certainly doesn't help Fletchling but with priority, Getting chipped away by rocks can also not do much depending on the opponents team. There are a few common Pokemon that can wall Fletchling. If it doesn't carry Overheat then Magnemite, Pawnaird and other steel-types become good counters, Archen, Tirtouga and Chinchou all resist Fletchlings Acrobatics and have STAB that can hit it super effectively
Any Additional Info: Using Fletch pretty much guarantees a 1500 elo on Showdown nah but seriosuly Overheat and Hp Grass are good options for nailing Steels and Tirtouga



Pawniard @ Choice Scarf
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
- Knock Off
- Iron Head
- Pursuit
- Brick Break / Sucker Punch
Roles: Revenge Killer, Wallbreaker, Physical Sweeper

What It Does: Pawniard is a phenomenal pokemon that is definitely a top tier threat. It's one of the most dominant Pokemon in LC. With this set, Pawniard acts as an amazing scarfer with lots of offensive and defensive utilities as it's able to revenge kill a plethora of threats. It provides Knock Off support throughout the game and can even trap threats by using Pursuit while checking several threats. STAB moves off an 18 Attack stat are extremely powerful, making Pawniard hard to switch into without a sturdy resistance. Knock Off is the move Pawniard will use most of the time as it's very powerful and removing items from switch-ins such as Mienfoo and Timburr can come handy for it and its partners. Knock off is a particularly crippling move since items are very important in a tier like LC where Eviolite and Berry Juice are very common. Iron Head is a great secondary STAB as it hits Spritzee, Cottonee and Snubbull for super-effective damage, and is Pawniard's most reliable move against fighting types, possibly 2hkoing them once they're knocked off and other dark resists such as Vullaby. Pursuit's aim is trapping Ghost (i.e Misdreavus and Gastly), but also Abra, that would escape Knock Off and potentially preventing a weaken foe like a low health from switching out and killing it. Then, in last slot, Pawniard has 2 options: Brick Break and Sucker Punch. The former lets Pawniard hit opposing Pawniard, Houndoor and Scraggy harder, OHKOing another Pawniard while OHKOing Offensive Houndour and 2HKO eviolite version. However, Sucker Punch can be used in order to kill fatser foes like Scarf Misdreavus, Scarf Gastly, Bellsprout under the Sun (after a round of LO and SR most of the time)and Shell Smashers after a boost(eg Omastar and Tirtouga).
Pawniard is always a great addition to basically every kind of teams because it just does so many things at once. Thanks to its typing and bulk Pawniard can check numerous threats such as Misdreavus(be carrefull with HP Fighting and Will-o-Wisp though), Fletchling, Spritzee and Cotonee. From there, it can start removing items thanks to Knock Off. Even counters can be taken as advantage as Pawniard can knock off them, possibly allowing a partner to sweep. Pawniard can even take advantage of Defog and Sticky Web thanks to Defiant.

Good Teammates: Basically every teams enjoy the use of Pawniard as it does so many things really effectively. Sweepers like Carvanha, Scraggy and Tirtouga really enjoy the use of Pawniard. It really support them by removing Eviolite and Berry Juice with Knock Off. With items removed, it will be easier to do their jobs. On top of that, it can weaken fighting-types that counters these sweepers, making the sweep easier. Fighting-types are also notable teammate as they can form a double knock off with Pawniard and appreciate Pawniard's ability to get rid of Fairies-type. Eventually, an answer to fighting-types is important as they counter Pawniard. For this reason, Fletching and fairies type are great partners especially the former as it deals with Fighting-type and appreciates Knock Off support from Pawniard.

What Counters It: Fighting-types are great counters to Pawniard. They resist Knock Off and have the bulk to tank Iron Head and they obiously kill Pawniard(or can set-up in Scraggy's case). Trubbish does also fairly well, it can take 2 knock off and kill with Drain Punch. Moreover, it sets up Spikes and thus prevents Pawniard's coming on the field. For this reason, Dwebble and Feroseed help in dealing with Pawniard as they both set up hazards.

Additional Info: Pawnaird can also use an Eviolite set to great effect with Knock Off, Sucker Punch, Iron Head and Swords Dance and 156 Atk / 36 Def / 116 SpD / 196 Spe with a Jolly nature. While this set loses the speed of Scarf, it gains bulk thanks to Eviolite and has a priority in Sucker Punch to patch it. The aim of this set is simple, setting up a swords Dance, which isn't too hard thanks to Pawniard's bulk and typing and Eviolite. While Eviolite is the prefered item for the bulk it provides, Berry Juice can be used for longevity and Life Orb to give more power. Moreover, if Swords Dance isn't necessary, Pawniard as it's an amazing setter thanks to its bulk, typing and ability to deter Defog thanks to its ability and it can set up it throughout the game. Brick Break, just like Scarf is used to hit harder other Pawniard, Houndour and Scraggy.


Amaura @ Choice Scarf
Ability: Refrigerate
Level: 5
EVs: 224 SpA / 52 SpD / 232 Spe
Timid Nature
- Nature Power
- Hyper Beam
- Ancient Power
- Hidden Power [Fighting]

Role: Revenge Killer, Pivot, Wallbreaker

What It Does: Amaura is a phenomenal Pokemon, that can carve its niche into the meta with complete disregard for its super-effective 4x weaknesses to Fighting-type and Steel-type. Amaura usually will run a Choice Scarf set, so as to revenge Pokemon such as Misdreavus, Fletchling, Mienfoo, and Drilbur, among others. Nature Power is most often used, seeing as it is essentially an Ice-type Tri Attack thanks to Amaura's Refrigerate ability. With Hyper Beam, Amaura can function as an excellent wallbreaker, often outright OHKOing Pokemon such as Misdreavus. Amaura can even be a decent pivot, with a Berry Juice set that lures in Fighting-types to paralyze, and has the ability to switch into Fletchling with ease.

Good Teammates: Larvesta pairs extremely well with Amaura, as Larvesta can beat out Pokemon such as Mienfoo and Pawniard, while Amaura can beat Pokemon such as Fletchling. Drilbur is a good teammate, as Amaura can usually switch into Pokemon like Cottonee, and can OHKO Foongus with Hyper Beam, while Drilbur can provide hazard support and hazard control. Ironically, Fletchling is a great teammate as well, as Amaura can severely dent a common check, such as Chinchou, allowing Fletchling to power through it. Amaura also beats Archen, allowing for Fletchling to sweep through a team.

What Counters It: Knock Off is easily spammable, and can seriously harm Amaura's revenge killing potential. Knock Off also hurts a pivot set, severely reducing the sustainability of the set, allowing it to often lose to the Pokemon that it is supposed to counter, namely Fletchling. Mienfoo and Timburr are also usually excellent Pokemon to switch into Amaura, however Mienfoo needs to worry about Hyper Beam as well as Thunder Wave.

Any Additional Info: Hidden Power Fire can be used to beat Ferroseed, however Ferroseed cannot switch into Nature Power too often. Similarly Hidden Power Grass or Ground can be used to hit Chinchou on the switch. Thunder Wave can be used to lure in Fighting-types such as Mienfoo or Pokemon such as Choice Scarf Pawniard, as well as to put a full stop to some set up sweepers. Encore and Haze can also be used, to help force switches or to stop a set up sweeper, however are often outclassed by Thunder Wave, as Thunder Wave can be spammed with ease.


What Not To Use:


Gible @ Choice Scarf
Ability: Rough Skin / Sand Veil
Level: 5
EVs: 52 HP / 200 Atk / 76 Def / 180 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Dragon Claw
- Outrage / Iron Head

Roles: Late Game Cleaner, Revenge Killer

What It Does: Gible is a one of the pokemon that really wants to succeed, however it fails to as it lacks the proper resources. Unlike his older brother, Garchomp, Gible is rather slow and his inability to learn Dragon Dance really doesn't help Gible's case. Yet, 14 speed is just barely able to be obtained making the use of Choice Scarf possible. Earthquake is Gible's first attack and Ground STAB which is highly complimented by Stone Edge and Dragon Claw, both providing amazing neutral coverage against the tier. Stone Edge is used to nail the Flying types who dodge Gible's Earthquake for Super Effective damage. Next, Dragon Claw is essential for Gible, as it prevents it from being locked into Outrage and unable to switch out, which could often be problematic. Though, Iron Head can be used over Outrage to prevent Cottonee from totally walling you and hitting Fairy types slightly harder than with Earthquake.

Good Teammates: Hazard setters such as Onix and Dwebble allow for the opposing team to be weakened, granting Gible an easier time with its job. Knock Off support furthers this support allowing Gible to possible take down so walls if the switch into Earthquake, making Mienfoo, Pawniard, and Scraggy amazing choices. Set up sweepers can punch holes in the opposing teams, leaving Gible to clean up the opposition with much more ease. Because of this, Scraggy, Shell Smash Tirtouga, Swords Dance Drilbur, and Fletchling are superba options for teammates.

What Counters It: Bulky walls laugh at Gible's weak attacks, and can usually beat Gible, providing critical hits do not happen. Scarf Misdreavus can threaten with Dazzling Gleam, and scores a solid 2HKO in the best of situations for Gible. Misdreavus also has the benefit of being immune to Earthquake. Cottonee shut down Gible completely, unless Iron Head is used on the switch in, though then it can simply switch into something to reiste the hit.

Any Additional Info: To simply put it, Gible is not a good choice for any serious team. If you need a Revenge Killer, use Abra with a Focus Sash equipt or a Choice Scarf Misdreavus. If you simply want a choice Scarf pokemon, use Magnemite, Scraggy, or Pawniard instead.



Psyduck @ Choice Scarf
Trait: Cloud Nine
EVs: 36 HP / 236 SpA / 236 Spe
Bold Nature
- Hydro Pump/Surf
- Ice Beam
- Hidden power Fire/Synchronoise
- Hypnosis/Psychic

Role:Revenge Killer

What it does: Psyduck's ability Cloud Nine along with a choice scarf and passable offenses make it an excellent weather revenge killer. Hydro Pump is used for Psyduck to hit as hard as possible scoring an OHKO on Hippopotas and Vulpix after Stealth Rock. Ice Beam provides good coverage as well as eliminating Chlorophyll abusers, and Hidden Power Fire is used to hit Ferroseed and the rare Snover. Psychic can also be used to 2HKO fighting types and Hypnosis can cripple a switch in or hit a set-up sweeper such as Misdreavus or Tirtouga.(Timid Nature must be used to out speed)

What counters it: Psyduck can’t touch bulky special walls such as Porygon, Lickitung, and Spritzee as they can heal off his attacks. Chinchou and Lileep can easily take an attack and force him out.

Good teammates: Psyduck appreciates hazards so ferroseed is a perfect partner to offer stealth rocks and spikes, as well as synergizing well with the dopey duck. Fighting types that can take care of its counters such as Timburr and Mienfoo are also good partners. Croagunk is another option sacrificing bulk for the ability to handle Spritzee, as well as other water type pokemon.


Squirtle @ Choice Scarf
Ability: Torrent
Level: 5
EVs: 196 SAtk / 4 SDef / 252 Spd / 4 HP
Modest Nature
- Aura Sphere
- Ice Beam
- Water Spout
- Hydro Pump

Roles: Revenge Killer, Late Game Cleaner

What it Does: Squirtle is able to utilize Choice Scarf to become a fairly offensive pokemon. Squirtle has a decent niche in Water Spout which allows for some solid revenge killing and is a respectable attack coming off of an alright 15 Special Attack. Water Spout will be used most often as it does the most damage as long as the target doesn't resist water. However if Squirtle is below 76% (16 HP), Hydro Pump becomes more powerful than Water Spout. Aura Sphere is used to hit bulky normal types, Pawniard, Scraggy, and Ferroseed for SE damage when Water Spout loses some of its base power. Lastly, Ice Beam is used to hit Grass types and the rare Dragon types harder.

Good Teammates: As do most pokemon, Scarfed Squirtle enjoys hazards off of its side of the field, allowing Water Spout to be as powerful as possible for as long as possible. Powerful wall breakers can greatly improve Squirtle's performance as does Knock Off. That being said, Pawniard makes a great ally for Squirtle as does LO Gastly.

What Counters It: Quite a bit counters Squirtle actually, and that's what makes it a poor choice. Priority is detrimental to it and forces it out. Squirtle also fails to KO most of the meta game and needs its tagret at 50% or less to revenge kill them with Water Spout. Groagunk is immune to Squirtle's STAB and is only hit neutrally. In retaliation, Croagunk is able to land strong Drain Punches to replenish the HP lost while making Squirtle even less of a threat. Bulky normal types (Porygon, Lickitung, and Munchlax) can use their recovery to surmount any threat Squirtle MIGHT pose. Bulky Fighting types, Timburr and Mienfoo especially, simply out damage the poor squirrel-turtle hybrid.

Any Additional Info: Squirtle can run a bulky set with Rapid Spin support, though it fails to have any offensive presence. Squirtle also lacks recovery options, preventing it from switching in too many times. However, it does have considerable bulk which gives it a slight niche over the more offensive Drilbur. A dual priority set with Fake Out + Aqua jet can also be used, but that honestly isn't very good in the current metagame and it is outclassed by Croagunk in doing it. (Croagunk uses Vacuum Wave or Bullet Punch in place of Aqua Jet.) So please, try to avoid using Squirtle unless in the unlikely event it is perfect for your team and is exactly what you need. Instead, try Chinchou if a scarfer is what you desire or Kabuto or Staryu if you want a bulky water type spinner.
 
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Aerow

rebel
is a Tiering Contributor Alumnusis a Contributor Alumnus
Pivot

_ _ _

What To Use:


Larvesta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 HP / 236 Atk / 156 Def / 36 Spe
Adamant Nature
- U-turn
- Flare Blitz
- Morning Sun
- Will-O-Wisp / Sunny Day

Roles: Pivot, Bulky Attacker, Support.

What it does:Larvesta is a reliable pivot with STAB in U-turn, a strong attacker with powerful STAB in Flare Blitz, a solid switch-in to Pawniard and most Fighting-types, and even a supporter with Sunny Day, which Larvesta stands as an incredible user of it due to a slow U-turn and as such, safely bringing Chlorophyll users, and Will-O-Wisp which burns physical attackers without relying on Flame Body. It has as well a nice defensive typing, awesome ability in Flame Body which is even better due to some of Larvesta's resistances, and Morning Sun so it can heal Stealth Rock and opposing Pokemon damage. 76 EVs in HP are used so Larvesta can hit an odd number thus being able to switch in Stealth Rock twice. Max Attack is necessary to hit as hard as possible. The rest is put in Defense so Larvesta can tank physical hits better. Eviolite is the prefered item to increase Larvesta's defenses even further. Larvesta will always proceed to wall any Fighting-type bar Timburr which could take an advantage of a burn.

Good teammates:When teambuilding with Larvesta you should always add some form of hazard removal such as Defog and Rapid Spin. Good users of these moves include Vullaby and Drilbur, the former being able to form a VoltTurn core and provides Knock Off support while Vullaby really appreciates Larvesta beating Pawniard, and the latter covering Larvesta's Rock-type weakness while also checking Fletchling. Chinchou beats opposing Water-types and also happens to beat Fletchling. Speaking of VoltTurn, this kind of team usually finds it good to have Larvesta on a slot as it's an incredible U-turn user and one of the few viable ones that have STAB on it. Bellsprout, Oddish, and Bulbasaur apprecites Larvesta's weather support as they will be able to beat the annoying Water-types. Foongus is another Grass-type that synergizes well with Larvesta and beats Water-types. Ferroseed can provide hazards and Thunder Wave support, which is always nice to have, and take out Rock-type attacks. Finnaly, Pawniard formes a great core with Larvesta, with Pawniard being able to beat Fletchling, and Larvesta being a solid switch in to Fighting-types.

What counters it:The obvious counter to Larvesta is Stealth Rock. It can't come in safely at all with Stealth Rock up. While it's other counters can be bypassed by U-turn, some good switch-ins to Larvesta include Water-types such as Chinchou and Staryu, that can switch in any attack and KO Larvesta with theirs Water-type STAB. Omanyte doesn't care about being burned, sets up Shell Smash or hazards with ease, and takes nothing from Flare Blitz as well. Fire-types such as Ponyta resist to both Larvesta's STABs and are immune to burn, being another solid counters. Finnaly, Rock-types such as Archen and Onix or anything with a Rock-type move like Drilbur can KO Larvesta fairly easy, but none of them likes to switch in on Will-O-Wisp.

Additional Info:Wild Charge can be run to hit Water-types, and a Choice Scarf set is fairly good in VoltTurn teams.


Elekid @ Life Orb
Ability: Static
Level: 5
EVs: 240 SpA / 236 Spe / 12 Atk
Hasty Nature
IVs: 0 HP
- Thunderbolt
- Volt Switch
- Cross Chop
- Hidden Power [Grass] / Hidden Power [Ground]

Roles: Mixed Attacker

What It Does: Thunderbolt is used as Elekid's main STAB move, while Volt Switch is used for scouting early-game to mid-game and allows Elekid to build momentum off of a forced switch or two. Elekid becomes decent mixed attacker by using Cross Chop, allowing Pawniard and Magnemite to be KOed and hitting Porygon for the 2HKO. Hidden Power Grass can be used to provide coverage against Chinchou, who otherwise walls Elekid, while also hitting Ground-types such as Drilbur and Sandshrew for super effective damage. However, Hidden Power Ground also nails Chinchou while providing the bonus of defeating Magnemite if you wish to forgo Cross Chop. 240 Special Attack, 12 Attack, and 236 Speed EVs maximize Elekid's Speed and Special Attack, while 0 IVs in HP make it so that Elekid only loses 1 HP from Life Orb recoil. A Hasty nature allows Elekid to hit 20 Speed while still keeping Cross Chop powerful enough.

Good Teammates: Diglett is able to trap and KO opposing Electric-types such as Chinchou, as well as other common switch-ins to Elekid. Drilbur performs similar to Diglett, but lacks the ability to trap opponents. However, Drilbur does have access to Rapid Spin, letting it support Elekid and the team in that way instead. Bulky Water-types can defend against Ground-types such as Diglett, Drilbur, and Hippopotas, but keep in mind Chinchou is also weak to Ground-type attacks. Poison-types and Fire-types such as Trubbish and Koffing or Ponyta, Houndour, Vulpix, and Larvesta are also useful as they can wall and defeat both Foongus and Cottonee, the Fire-types having the edge with dealing with Ferroseed which would wall a set forgoing Cross Chop. Knock Off users such as Pawniard and Mienfoo are also welcomed as the soften up opposing pokemon, allowing Elekid to pick the of in the future. And as always, hazard setters provide nice support.

What Counters It: Hippopotas is by far the best counter to Elekid; being immune to Elekids STABs lets Hippopotas switch in freely, not letting Elekid Volt Switch out to safety. Hippopotas also has more than enough bulk to easily switch in on Hidden Power Grass and even Ice Punches, while still being able to retaliate with Earthquake for the KO. Chinchou also has the advantage over Elekid, thanks to the ability Volt Absorb. Chinchou can switch in to Elekid with some ease, only fearing a Hidden power Grass/Ground. However, thanks to Berry Juice, Chinchou avoids being 2HKOed. Absorbing Volt Switches for health is also a plus for Chinchou. On the other hand, Spritzee is able to switch in numerous times, but tends to be Volt Switched out on. However, Spritzee can wear down Elekid through Life Orb recoil fairly well. Grass types, especially Foongus are to be noted as well as they wall Elekid and beat it 1 on 1 providing Elekid is not packing Psychic nor Vital Spirit.

Any Additional Info: A set using Psychic or Substitute with a Timid nature can be used over one with Cross Chop. Psychic allows it to hit Mienfoo slightly harder and allows Foongus to be 2HKOed, the latter the most common switch in for Elekid. Substitute is an excellent move to use on Elekid, as it allows Elekid to bypass Sucker Punch and hit the opposing pokemon for large damage. However, Elekid will rack up large amounts of damage due to creating the Substitutes and Life Orb recoil.


Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 156 HP / 116 Def / 196 SDef
Impish Nature
- U-turn
- Knock Off
- Drain Punch
- Acrobatics / Stone Edge / Taunt / Fake Out / Poison Jab

Role: Pivot, Tank, Bulky Attacker, Physical Wall, Special Wall, Lure, Wallbreaker, Late-game Cleaner, Revenge Killer, Support, Physical Sweeper

What It Does: Mienfoo is without a doubt one of the very best Pokemon in LC. With the given set, it is able to function as an incredible defensive pivot, being able to switch into an enormous portion of the metagame repeatedly throughout a match and wear the opposing team down with its supportive movepool. The given EVs and nature allow Mienfoo to hit Eviolite numbers, giving it decent bulk for taking most neutral attacks and allowing it to avoid the OHKO from all but extremely powerful boosted or super-effective attacks. Drain Punch is Mienfoo's preferred STAB move, granting it ridiculous longevity in conjunction with Regenerator, while also dealing decent damage due to Mienfoo's innately high Attack stat. Knock Off provides good coverage alongside Drain Punch, and more importantly, is able to permanently cripple most Pokemon. U-Turn allows Mienfoo to scout while chipping away at the opponent's health, and meshes well with Regenerator; U-Turn and Knock Off are usually Mienfoo's most spammable moves. From there, Mienfoo has a large number of filler options to beat specific threats. Acrobatics turns Mienfoo into an even better Knock Off absorber; most Knock Off users are Pawniard and Fighting-types, with Mienfoo naturally checking the former, and Acrobatics allows Mienfoo to deal with the latter as well. Alternatively, Stone Edge and Poison Jab are solid coverage options, with the former hitting Archen, Fletchling, Larvesta and Ponyta on the switch, and the latter 2HKOing Snubbull and Spritzee after their Eviolites have been removed, while OHKOing Cottonee. Taunt is an excellent option to prevent Pokemon like Dwebble and Omanyte from setting up, but if it is run, a faster EV spread should be used instead. Fake Out can also be used for a bit of free damage here and there, and is especially useful if your team is particularly weak to Tirtouga. Mienfoo is able to come in on nearly everything that isn't able to hit it super-effectively, and even some that do if their attacks aren't boosted by STAB, and once it's in, it can start getting rid of opposing items. Mienfoo's Knock Off is so irritating that Pokemon such as Trubbish and Shellos have niches solely due to their ability to absorb Mienfoo's Knock Off, even when they don't fare as well against other Knock Off users. Even positive match-ups against Mienfoo, such as Fletchling, will often switch in only to be hit by U-Turn, and be faced with a negative match-up from one of Mienfoo's teammates, which Mienfoo loves doing due to U-Turn activating Regenerator and healing Mienfoo.

Good Teammates: Any team that isn't atrociously built will enjoy Mienfoo's presence. This is a fact.

What Counters It: Trubbish and Shellos are really the only Pokemon that won't mind being hit by Knock Off repeatedly, but they'll often be put on the back foot if Mienfoo uses U-Turn, since both Pokemon tend to detract from momentum. Other than that, Spritzee, Snubbull, Cottonee, Larvesta, Ponyta, Archen, Fletchling, Abra, Croagunk, Koffing and Foongus are all able to come in on certain attacks and force Mienfoo out with the threat of super-effective attacks or status, but forcing Mienfoo out is hardly enough to stop it due to Regenerator.

Any Additional Info: If Taunt is run, a spread of 196 Def / 36 SDef / 236 Spd is preferred because it allows Mienfoo to outspeed Dwebble and prevent it from setting up hazards with Taunt, while also speed tying with Surskit and Onix.
Mienfoo is also one of the metagame's premier Baton Passers due to its access to Swords Dance and Bulk Up, high base Attack to take advantage of these boosts itself before passing them off, and Regenerator, allowing it to pass boosts multiple times throughout the match. Such a set should run the usual defensive Eviolite spread to ensure it is bulky enough to survive to pass its boosts.
Even outside of its Eviolite sets, Mienfoo has several formidable options. A Life Orb set, possibly coupled with Reckless, turns it into one of the most potent wall-breakers available; a boosted High Jump Kick is able to deal tremendous damage to just about everything that doesn't resist it and some things that do. The Life Orb set can still run Knock Off and U-Turn to great effect, and is able to fire off a much more powerful Fake Out than the Eviolite set. If Reckless High Jump Kick isn't tempting enough, Regenerator can still be used as the ability to help deal with Life Orb recoil. If a Choice Scarf is instead donned, then Mienfoo becomes a brilliant revenge-killer, able to take out weakened Pokemon with ease through its powerful High Jump Kick while scouting with U-Turn; it can also use Knock Off to weaken switch-ins and prepare for a late-game sweep. Choice Scarf Mienfoo is also able to viably run either Reckless or Regenerator.


Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 180 Atk / 196 Spe
Jolly Nature
- U-Turn
- Stone Edge / Rock Tomb
- Acrobatics
- Earthquake

Role: Wallbreaker, Late-game Cleaner, Pivot

What It Does: Archen is one of those Pokemon that has a very simple role and doesn't involve to much strategy to use - spam high powered attacks. With its massive attack stat it is pretty easy to understand why. Stone Edge hits extremely hard (although misses at unfortunate times), and with it's Rock-type Archen is a great check to birds like Fletchling. Along with its Stone Edge, Archen also has another powerful STAB in Acrobatics, which is one of the strongest unboosted moves in Little Cup. Unfortuately, Acrobatics is fairly weak before Archen uses its Berry Juice unless used on a Grass or Fighting-type, but this is somewhat mitigated my having other high powered moves to abuse until then. Another move it has to go along with these two STABs is Earthquake, which can hurt the Rock and Steel-types that resist its other two moves. Berry Juice serves two important roles as well - enabling Archen to use a full powered Acrobatics after use and restoring its health so that it is out of Defeatist's range. With this high power and a second life in Berry Juice, Archen is able to check Flying-types as previously mentioned, revenge Grass-types or check them if it doesn't come in on a Grass-type move, and blast through walls and weaker things so that the rest of your team can clean up what is left. Archen can even utilize U-Turn to act as a pivot for your team, and keep momentum in your favor. This is great if you suspect your opponent will switch something in like Chinchou to check you.

Good Teammates: One great teammate is a Pokemon that can remove hazards from your side of the field, as Archen is not fond of Stealth Rock. However, Archen can run Defog itself instead of U-Turn, but that is not preferable on an offensive set such as this one. Archen is a great check to Fletchling and Flying-types, so teammates that have trouble doing there job due and need help dealing with them appreciate Archen. On the other hand, Archen is not fond of Scarf Pawniard at all, so it needs a teammate to take care of it.

What Counters It: Scarf Pawniard gives Archen issues, as it is greatly damaged or crippled by all of its moves. Every Shell Smasher counter Archen, despite it having access to Earthquake. Anything that can outspeed Archen and get it into Defeatist's range is a fairly good check, although not much can actually switch into Archen's powerful attacks. Any bulky Pokemon with the ability to heal can slowly whittle away at Archen until it gets into Defeatist's range and KO it.

Any Additional Info: While it can pivot, it has no healing so it can't Pivot forever. You have to be careful about when you bring it in to take hits and attack.


Chinchou @ Berry Juice / Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SAtk / 60 Spd
Bold Nature
- Hydro Pump / Scald
- Volt Switch
- Heal Bell / Thunder Wave
- Thunderbolt / Hidden Power Ground

Role: Pivot, Bulky Attacker, Support

What it does: Chinchou is often found keeping various Flying and Electric-type Pokemon in check, as well as opposing Water-types. Due to its decent bulk and good typing, it can switch into many different attacks, and can limit the use of Electric-type moves due to its Ability, Volt Absorb. It functions well as a Pivot, Volt Switching out of the Grass-types it lures in and dissuading Ground-types from switching in due to its Secondary Water-typing.
Access to Heal Bell allows it to function as a Cleric, as it easily finds opportunities to use it when forcing out the many Pokemon it checks. Thunder Wave is used to spread Paralysis if it is so needed, and Scald puts pressure on any Physical attackers who risk switching in due to the Burn chance.

Good Teammates: Flying-types can cover its Grass weakness quite well, and have an immunity to the Ground-type moves that target Chinchou. Vullaby is effective, as it has great bulk to complement it, access to U-turn to form a Volturn core and immunity to Spore from Foongus who often switches into Chinchou. Fletchling also makes a great partner for more offensively inclined teams, as it also can form a Volturn core and immediately threaten Chinchous checks due to its strong priority. Fighting-types can help remove bulky Normal-types, such as Lickitung, who can easily switch in any attack, and Porygon, who can Trace Volt Absorb to gain an immunity to Volt Switch. Grass-types of your own can help weaken opposing Chinchou, as well as Ground-types that can switch-in safely. Allies who want status removed in order to sweep enjoy the Cleric support it offers. Examples of these are Nasty Plot Misdreavus and Shell Smasher users, such as Omanyte and Tirtouga.

What Counters It: Specially Defensive walls, such as Lickitung, Porygon or even Spritzee can switch in its attacks and easily stall it due to their access to recovery. Bulky Grass-types can safely switch in on any attack except the rare Ice Beam and threaten it with their STAB, Ferroseed and Foongus are two that function particularly well at this, having great bulk and Regenerator in Foongus' case. Timburr and Croagunk can check it well, as Timburr does not fear Scald Burns due to Guts and Croagunk has immunity to Water through Dry Skin. Ground-types can threaten Chinchou if they switch in on the proper move, Drilbur and Diglett both outspeed Chinchou and Diglett can also trap it with Arena Trap.

Any Additional Info: Soak can be used to make Grass-type switch-ins Water-type, in order to Pivot off of them with Volt Switch. Eviolite or Berry Juice are both run, so either can be expected, the former allowing it to take stronger attacks and the latter allowing it switch in on weak/resisted hits more often.


Archen @ Eviolite
Ability: Defeatist
Level: 5
EVs: 236 HP / 236 Def / 36 Spd
Impish Nature
- Defog / Stealth Rock
- Rock Slide
- Roost
- U-turn / Knock Off / Earthquake

Role: Hazards Remover, Hazard Setter, Support, Pivot

What It Does: Defensive Archen is less common than its more offensive variant but it swaps offensive presence with more bulk and staying power with Eviolite and Roost. The main thing that defensive Archen does is support the team however the set can be tweaked to let it give the support your team needs. For example Archen can act as a hazard remover if needed with Defog, or be a hazard setter instead, having access to Stealth Rock. It can choose to support the team by using Knock Off, or act as a pivot with U-turn so the set is easily tweaked to suit team requirements. Roost is the crux of the set, and is the main thing that seperates its role from offensive Archen because it allows Archen to recover its HP letting it stick around for the duration of a match. Rock Slide along with its bulk and typing, lets it act as a 'Bird' counter with powerful flying types being everywhere in this metagame Earthquake can be used for Steel-types, mainly Magnemite but keep in mind Archen can also just U-turn if it predicts one of them to switch in.

Good Teammates: Since this Archen set is designed to support team mates, there are a lot of Pokemon that can benefit from its support, Hazard weak Pokemon appreciate Defog such as Larvesta, With Archens ability to wall Fletchling Fighting-types make good team mates, Archen not carrying EQ becomes a target for Steel-types and Archen can simply U-turn out on Magnemite, Pawnaird, etc and bring in a Fighting-type. Bulky Grass-types also appreciate Archens ability to beat Fletchling, and soak up electric and water attacks that Archen hates. Notable ones include Foongus and Cottonee.

What Counters It: Despite having Defog, Stealth Rocks hamper Archens preformance by forcing it to Roost in sitautions where it could of set up its on Stealth Rocks or pivoted out with U-turn. If it isn't running Earthquake, then Pawnaird, Chinchou and Magnemite have a much easier time beating it, Knock Off will make it easier to take down. Set up sweepers that don't mind Archens coverage moves will also make short work of it.

Any Additional Info: Nice alternative to the more offensive set


Magnemite @ Berry Juice
Ability: Trace
Level: 5
EVs: 36 Def / 236 SAtk / 236 Spd
Timid Nature
- Endure
- Recycle
- Flash Cannon
- Volt Switch

Role: Special Attacker, Pivot

What It Does: Magnemite is a powerful special attacker who was gifted with the ability for insane longevity this generation. The unbanning of Berry Juice has offered a lot to Magnemite, as Magnemite has access to the ability Sturdy and an ideal HP stat to abuse this amazing item. Magnemite is able to live any hit, save multi-hit ground moves, thanks to Sturdy. However a large portion of the time, it is knocked below half health. Whenever this happens, Berry Juice is activated bringing Magnemite back to full. However, hazards break sturdy, so often Magnemite is at risk of fainting. Endure patches this flaw as it allows the user to survive the next hit with at least 1 HP, essentially another Sturdy. Recycle restores the Berry Juice if it has been used already, enabling Magnemite to be replenish its health numerous times. Volt Switch is used over Thunderbolt for the momentum it adds and is still decently powerful. Flash Cannon is a second STAB and grants neutral damage against Grass types and Ground types and super effective damage against Fairy types.

Good Teammates: Fletchling appreciates Magnemite as it can effectively deal with any opposing Fletchlings lacking Overheat. Magnemite can also KO Archen (an amazing Fletchling counter) with Volt Switch providing Archen lacks Earthquake or Sturdy is intact. Mienfoo compliments Magnemite in complementing a Volt-Turn core and acts as a nice Knock Off sponge. Trubbish also acts as a Knock Off absorber, but can stack spikes for passive damage.

What Counters It: Knock Off ruins Magnemite; i.e. Pawnaird and Fighting types completely hard counter Magnemite providing they get the Knock Off on Magnemite. Drillbur has Mold Breaker to ignore Sturdy and easily KO with Earthquake. Will-o-wisp also destroys Sturdy for the remainder of the match, making this set practically useless for anything other than Volt Switch and killing Fairys.


Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SDef
Bold Nature
- Hidden Power [Fighting] / Stun Spore
- Giga Drain
- Sludge Bomb / Clear Smog
- Spore

Role: Pivot, Status Support

What It Does: Foongus is acts as a phenomenal pivot due to its solid defensive typing and Regenerator. Eviolite allows it to take neutral and resisted hits with ease, while the given EVs and nature allow Foongus to hit Eviolite numbers, which are when the defense stat is an even number; this is ideal because Eviolite boosts round down. Giga Drain and Regenerator allow Foongus to stick around; the latter is especially notable because it means Foongus can repeatedly check and force key threats out without needing to constantly heal, making it an ideal pivot, while the former also acts as a STAB move. Foongus has two excellent options for its second STAB; it can go for a 30% chance and decent base damage with Sludge Bomb, or help check a variety of set-up sweepers with Sludge Bomb. Spore is a rare but incredibly useful move, almost guaranteed to take at least one opposing Pokemon out of the match, and a large part of Foongus's niche. Foongus also has a few options for its filler move, including Hidden Power Fighting to lure in and crush Pawniard, and Stun Spore as an alternate status move for when Sleep Clause is activated or Spore needs to be saved for something else. Foongus is a great addition to a variety of team archetypes because it can repeatedly check a variety of important threats, including but not limited to Mienfoo, Pawniard, Timburr, Carvanha, Tirtouga, Chinchou, Cottonee, Drilbur, and Spritzee. However, it struggles against certain other Pokemon, such as Fletchling, Abra, and Ponyta.

Good Teammates: Fellow Regenerator-abusing Pokemon in Mienfoo and Slowpoke are nice teammates because they form a Regenerator core with Foongus, which can be a nuisance to break through, since members of the core will be able to remain healthy for extended periods of time. Pokemon that can deal with threats that force Foongus out are also appreciated; for example, Archen is helpful to beat Fletchling, while the previously mentioned Slowpoke can take out Ponyta. Archen is also useful as a teammate to Regenerator cores because it is able to utilize Defog to clear hazards, which is useful for a core that relies so much on switching. Overall, however, as long as a team doesn't compound Foongus's weaknesses too badly, it will usually appreciate Foongus's presence, so it shouldn't be too much trouble to fit Foongus onto a team.

What Counters It: Vullaby and Ferroseed are two Pokemon that are able to switch into anything Foongus has to offer and force it out; the former has Overcoat while the latter is a Grass-type to deal with Spore, while both resist Giga Drain. Vullaby's innately high special bulk and access to Flying STAB means Foongus will have a great deal of trouble against opposing Vullaby, while Ferroseed is immune to Sludge Bomb and can freely set hazards up against Foongus. Once Sleep Clause has been activated, Foongus is much easier to deal with; Ponyta, Archen, Croagunk, Trubbish, Gastly, Larvesta and Koffing will all be able to switch into Foongus in such a scenario and beat it handily. Fletchling, Abra, Doduo, Houndour and Vulpix are notable threats that might not enjoy taking a Sludge Bomb, but will be able to deal with Foongus once they're in. Keep in mind that Foongus doesn't mind repeatedly switching out of unfavourable match-ups thanks to Regenerator.


Amaura @ Choice Scarf
Ability: Refrigerate
Level: 5
EVs: 224 SpA / 52 SpD / 232 Spe
Timid Nature
- Nature Power
- Hyper Beam
- Ancient Power
- Hidden Power [Fighting]

Role: Revenge Killer, Pivot, Wallbreaker

What It Does: Amaura is a phenomenal Pokemon, that can carve its niche into the meta with complete disregard for its super-effective 4x weaknesses to Fighting-type and Steel-type. Amaura usually will run a Choice Scarf set, so as to revenge Pokemon such as Misdreavus, Fletchling, Mienfoo, and Drilbur, among others. Nature Power is most often used, seeing as it is essentially an Ice-type Tri Attack thanks to Amaura's Refrigerate ability. With Hyper Beam, Amaura can function as an excellent wallbreaker, often outright OHKOing Pokemon such as Misdreavus. Amaura can even be a decent pivot, with a Berry Juice set that lures in Fighting-types to paralyze, and has the ability to switch into Fletchling with ease.

Good Teammates: Larvesta pairs extremely well with Amaura, as Larvesta can beat out Pokemon such as Mienfoo and Pawniard, while Amaura can beat Pokemon such as Fletchling. Drilbur is a good teammate, as Amaura can usually switch into Pokemon like Cottonee, and can OHKO Foongus with Hyper Beam, while Drilbur can provide hazard support and hazard control. Ironically, Fletchling is a great teammate as well, as Amaura can severely dent a common check, such as Chinchou, allowing Fletchling to power through it. Amaura also beats Archen, allowing for Fletchling to sweep through a team.

What Counters It: Knock Off is easily spammable, and can seriously harm Amaura's revenge killing potential. Knock Off also hurts a pivot set, severely reducing the sustainability of the set, allowing it to often lose to the Pokemon that it is supposed to counter, namely Fletchling. Mienfoo and Timburr are also usually excellent Pokemon to switch into Amaura, however Mienfoo needs to worry about Hyper Beam as well as Thunder Wave.

Any Additional Info: Hidden Power Fire can be used to beat Ferroseed, however Ferroseed cannot switch into Nature Power too often. Similarly Hidden Power Grass or Ground can be used to hit Chinchou on the switch. Thunder Wave can be used to lure in Fighting-types such as Mienfoo or Pokemon such as Choice Scarf Pawniard, as well as to put a full stop to some set up sweepers. Encore and Haze can also be used, to help force switches or to stop a set up sweeper, however are often outclassed by Thunder Wave, as Thunder Wave can be spammed with ease.


What Not To Use:


Zubat @ Eviolite
Ability: Inner Focus
Level: 5
EVs: 196 HP / 76 Atk / 236 Spe
Jolly Nature
- Defog
- Brave Bird
- Roost
- U-turn

Roles: Hazard Remover, Pivot.

What it does: It's supposed to remove hazards mainly while U-turn gives it a little niche as a pivot. Someone may like to use Zubat as a Deffoger due to its resistances, including a 4x resistance to Fighting-type moves and a powerful STAB in Brave Bird. However, Zubat is rather terrible due to its low stats, no coverage moves at all, and being set up fodder to most powerful threats in LC.

What Counters it: Misdreavus, Pawniard, Archen, Chinchou, Tirtouga, Magnemite, etc.

Any Additional Info: Don't use it.
 
Last edited:

Aerow

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Tank

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What To Use:


Chinchou @ Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 148 SpD / 60 Spe
Bold Nature
- Rest
- Sleep Talk
- Scald
- Discharge

Role: Mixed wall, Tank, Support.

What It Does: Thanks to the RestTalk combo, Chinchou is able to take huge damage then recover it all, while not being completely vulnerable when asleep. That's why it performs its role well checking top-tier mons and working as a status absorber. Scald is the prefered main move as it have that 30% burn chance which is really usefull crippling physical sweepers, while discharge is used because or it's decent paralysis chance and that's really really helpful for supporting teammates. The spread is standard, because it allows Chinchou to reach eviolite numbers and having a great bulk while reaching 14 speed that enables it to tie with bulky mienfoo, bulky archen and opposing bulky chinchou while outspeeding larvesta, vullaby and modest magnemite. Bold is used for physical bulk and berry juice is just useless in this set because it can recover all the damage with rest, so eviolite is the best item.

Good Teammates: Flying-types can cover its Grass weakness quite well, and have an immunity to the Ground-type moves that target Chinchou. Vullaby is effective, as it has great bulk to complement it, access to U-turn for gaining momentum and immunity to Spore from Foongus who often switches into Chinchou. Fletchling also makes a great partner for more offensively inclined teams, as it also can gain momentum with u-turn and immediately threaten Chinchous checks due to its strong priority. Fighting-types can help remove bulky Normal-types, such as Lickitung, who can easily switch in any attack, and Porygon, who can Trace Volt Absorb to gain an immunity to Discharge. Grass-types of your own can help weaken opposing Chinchou, as well as Ground-types that can switch-in safely.

What Counters It: Bulky Grass-types can safely switch in on any attack and threaten it with their STAB, Ferroseed and Foongus are two that function particularly well at this, having great bulk and Regenerator in Foongus' case. Timburr and Croagunk can check it well, as Timburr does not fear Scald Burns or Discharge Paralysis due to Guts and Croagunk has immunity to Water through Dry Skin. Ground-types can threaten Chinchou if they switch in on the proper move, Drilbur and Diglett both outspeed Chinchou and Diglett can also trap it with Arena Trap.

Any Additional Info: A spread of 76 HP / 132 Def / 228 SpD / 60 Spe with a Calm nature can also work, granting it 25 / 18 / 24 defenses instead so it can take special attacks better while having a good defense. Volt switch could be used over discharge to gain momentum against some pokemon and form voltturn cores. Heal Bell is also a good choice used to remove all status that may make the teammates struggle.


Trubbish
Ability: Sticky Hold
Level: 5
Evs: 116 HP / 36 Atk / 100 Def / 20 SpD / 236 Spe
Jolly Nature
- Spikes
- Recycle
- Gunk Shot
- Drain Punch

Roles: Tank, Hazard Setter
What It Does: The sixth generation has been very kind to Trubbish. While it does the exact same thing as before, it has recieved a number of buffs. Its role is to tank hits while setting up Spikes, then continue to take hits and weaken the opposing team. It is able to tank hits, not with Eviolite, but with Berry Juice. This previously banned item allows it to recover most of its health in one turn, which makes it suprisingly hard to take down. It also has the coveted Sticky Hold, which prevents its item from being knocked off. With the Knock Off spam this generation, that is a great ability. Sticky Hold allows it to be both Pawniard and Mienfoo, two of the most used pokemon this generation.
Good Teammates: Munchlax is a great partner. It hates losing its Berry Juice or Eviolite to Knock Off, which Trubbish easily takes. It also has trouble to the bulky Fighting-types which lose to Trubbish. It in turn takes down the Ghost-types that utterly wall Trubbish. Many offensive pokemon such as Abra appreciate the Spikes support. Abra uses Spikes to turn its attacks from 3HKOs to 2HKOs and to break Magnemite's Sturdy so it can be killed with Hidden Power Fighting. Abra is also beaten by Scarf Pawniard, which is defeated or used as set-up fodder by Trubbish.
What Counters It: Most Poison and Ghost types. They resist its attacks and can force it out or set-up. Notable examples are Gastly, Croagunk, and even other Trubbish. Drilbur can threaten it out and remove all the layers of Spikes Trubbish put up. Archen can also beat it and remove the Spikes with Defog. Physical walls like Slowpoke can take it on, but don't like the chance to get poisoned by Gunk Shot. Diglett is also notable for its ability to trap and KO it but doesnt like its Focus Sash broken by Spikes


Munchlax @ Eviolite
Ability: Thick Fat
Level: 5
EVs: 76 HP / 196 Def / 236 SpD
Impish Nature
- Pursuit
- Sleep Talk
- Body Slam
- Rest
Role: Special Wall, Mixed Wall, Tank

What It Does: Munchlax is the single specially bulkiest Pokemon in the entire metagame, so naturally, it should be used as a special wall. This is a role Munchlax performs admirably, being able to even avoid the OHKO from Modest Clamperl's Deepseatooth Shell Smash Surf from full health; it is arguably the only viable dedicated special wall in LC, as most other defensive Pokemon tend to focus on checking specific threats. Munchlax's enormous built-in bulk allows it to absorb unboosted special attacks with incredible ease, usually avoiding the 3HKO from even Modest Bellsprout's Solar Beam; anything weaker than that hardly scratches Munchlax at all. All this bulk gives Munchlax ample time to spread paralysis and a bit of damage with its STAB Body Slam; even without investments, frailer Pokemon will not enjoy being hit by Body Slam. Pursuit is an extremely useful move to have because two of the top threats to stall teams, Life Orb Abra and Life Orb Gastly, fail to 2HKO Munchlax, allowing Munchlax to switch in and put them in checkmate position. Munchlax's biggest issue as a wall is its lack of reliable recovery; Rest serves to alleviate this while also getting rid of bothersome burn and poison statuses, and still letting Munchlax keep its Eviolite to maintain its amazing special bulk. Sleep Talk is necessary to ensure that Munchlax isn't a sitting duck while asleep. Thick Fat may not seem very useful at first glance when Ice-types are almost non-existent, but it allows Munchlax to wall an even greater number of Pokemon; in particular, it allows Munchlax to crush important threats in Ponyta and Vulpix. Defense is usually maxed out because Munchlax's HP stat is so innately high that it doesn't need much investments, so with maximum Defense, Munchlax is able to withstand weaker hits from both sides of the spectrum with ease.

Good Teammates: Due to its ability to wall an enormous portion of the metagame, including very notable threats such as Sun sweepers and Abra, but at the same time get forced out by extremely important Pokemon like Mienfoo and Pawniard, and lose momentum drastically for its team due to its sluggish nature, Munchlax is best placed on a stall team that can repeatedly switch in on Pokemon that Munchlax dislikes and doesn't mind losing momentum. Two of the biggest impediments to Munchlax's walling capabilities are Knock Off and Fighting-types; as such, Trubbish and Foongus immediately come to mind as brilliant teammates, absorbing Knock Off with ease and dealing with most Fighting-types. Trubbish in particular can set up Spikes to take advantage of the switches Munchlax tends to force. Other than that, anything that appreciates Munchlax's ability to take on Fire-types and special Pokemon in general will greatly enjoy its presence; examples of these Pokemon include Larvesta and Spritzee.

What Counters It: Bulky Fighting-types are able to easily take a Body Slam and force Munchlax out with the threat of powerful STAB Super-effective attacks. Timburr in particular can actually take advantage of Body Slam paralysis to activate Guts, while Mienfoo abuses Regenerator to check Munchlax throughout the match. Any Fighting-type with access to the move will love to throw out Drain Punches to heal large amounts of HP back from Munchlax's massive HP stat. In addition, Fighting-types tend to pack another move that is very detrimental to Munchlax's walling capabilities - Knock Off. By getting rid of Munchlax's Eviolite, many former 4HKOs turn into 3HKOs, preventing Munchlax from stalling these attacks out with Rest. This means that if a team's Fighting-types are down, Munchlax can still be taken out if its Eviolite can be Knocked Off. Other than Fighting-types, the most prominent Knock Off user is probably Pawniard; Pawniard also has the physical bulk and the resistances to take anything this particular set can dish out, although Choice Scarf variants in particular won't want to be paralyzed. Powerful Rock-types such as offensive Archen and Shell Smash variants of Tirtouga and Omanyte can heavily damage or set up on Munchlax with ease, but must be wary of Body Slam paralysis as well.

Any Additional Info: A set with Recycle and Berry Juice was quite popular as a check to Murkrow before Murkrow's ban, but in the current metagame, it suffers from being prone to the very common burn status and is even more badly affected by Knock Off than the Eviolite set. However, by only running one recovery move, Munchlax is able to run an additional offensive move, such as Earthquake or Brick Break to deal with Pawniard. An Eviolite set with four attacks could work, but is easily worn down. A Curse set is usually ineffective at sweeping because if it runs Resttalk, then it is easily walled with only one attacking move, and if it does not, then it can be worn down. Munchlax's impressive special movepool is hampered by Munchlax's atrocious 40 base Special Attack, compared to its far more potent 85 base Attack.


Hippopotas @ Eviolite / Smooth Rock
Ability: Sand Stream
Level: 5
EVs: 132 HP, 20 Atk, 212 Def, 100 SpD, 20 Spe
Impish Nature
-Stealth Rock
-Slack Off
-Rock Slide / Whirlwind / Crunch
-Earthquake
Role: Tank, Physical Wall, Special Wall, Lead, Hazard Setter, Support
What it does: Hippopotas' main role in LC is to set up sand whenever it switches in; despite the weather-nerf that drastically lowered the appeal of sand teams, sand is still a viable play style to utilize, both defensively and offensively. When the opponents' team is weakened enough (this means removing any priority or bulky pokemon that can take several hits), it is easy to sweep with powerful sand-rushing team mates such as drilbur. Sand can also be used on defensively-minded teams, in which it whittles away at the opposing pokemons' HP and gives your own rock-types a boost to the special defense. If you are using a team with dual sandrushers (Drilbur and sandshrew), the preferred item for hippo to be carrying is smooth rock. If you are building a stall team, eviolite gives hippopotas enough bulk to not only be a weather inducer but also check certain threats such as archen (given earthquake isn't your only attack). Additionally, Hippopotas' bulk with eviolite allows it to set up rocks in the majority of its matchups; defensive hippo beats out any defensive drilbur trying to spam rapid spin. Offensively-minded teams should set up rocks as soon as possible, even at the cost of Hippo's HP and longevity. However, do not set up rocks in a scenario when the opposing poke can easily kill you from 100% HP; at least set up rocks, survive, switch out, and have the capability to switch back in to re-induce sand. More conservative teams should set up rocks on pokemon that Hippo checks or counters.
Good teammates: Drilbur (Sand rush makes it virtually impossible to outspeed without speed boosts or priority, and his stab earthquake can punch holes in opponents' teams), Sandshrew (Sandshrew's bulk with eviolite allows it to set up swords dance, use Sand rush's speed boost, and proceed to sweep teams. Generally, with sandrew, Hippopotas@smooth rock is preferred; Swords Dance can waste a vital turn.), Lileep (An extremely underated pokemon that gets a spD boost from sand and absorbs water attacks completely with storm drain. This is not only a good team mate for hippo but has excellent synergy with any other water-weak pokemon on a sand stall team.), Pawniard (It may seem like an odd team-mate, but if you aren't running something like crunch on hippo, things such as misdreavus easily stop hippo and occasionally set up on it. Pawniard can pursuit these threats or knock-off when the opponent is predicting a pursuit.), chinchou (chinchou can switch in and volt switch on any water type that threatens hippo with a scald or hydro pump. Also, it can heal bell when hippo is asleep [more on this later]).
What counters it: Very few pokemon (that have the ability to hit hippo hard enough) enjoy switching into Hippo's STAB earthquake. Most of its counters are therefore powerful pokemon with levitate. When hippo runs whirlwind, it ensures that pokemon such as fletchling cannot set up on you and sweep you. However, Misdreavus is allowed to get off a powerful STAB shadowball on hippo that, if it holds smooth rock, hippo will not enjoy taking. Crunch is therefore a viable option, but it's not seen too often. Rock slide is a good attack for hitting flying types with defog such as archen, allowing you to wittle them down while they continually defog your rocks.
More "counters" for hippo are bulky pokemon that don't mind its hits, have a means of recovery, and can set up. In other words--Timburr. If defensive Hippo does not pack whirlwind, Timburr can bulk up and drain punch all day. It is advised to take care of this threat ASAP. Grass types, such as foongus, that can easily recover from its hits can also threaten hippo with a Giga drain and cripple team mate with spore. When facing a hippo-to-foongus match up, the best play is to generally stay in and let hippo get put to sleep; set up rocks if you haven't yet, and accept the incoming spore. Even when it's asleep, hippo can continue to switch in and set up sand, making it still an extremely useful pokemon. When I mentioned chinchou earlier, this situation is what I was referring to. You could heal bell this spore (only when foongus is dead, so that it doesn't get to put anything else to sleep), allowing chinchou to further prove itself a pretty good team mate for hippo.
Additional Info:
1. Leading: A lot of players will predict Hippopotas to lead the match. Consequently, they will oftentimes lead with a counter to it. In order to avoid giving your opponent this headstart, it is recommended to lead with a counter to their counter of Hippopotas. Because sand is only temporary in this generation, it's not always vital to lead with Hippo. Sometimes, simply switching hippo in to set up sand and die (It is, however, advised to keep hippo until at least mid game) is more efficient than constantly slacking off and wasting precious turns of sand.
2. Rocks or not?: Rocks imo. If there comes a situation where you continually have to spam rocks while they spam rapid spin, make sure you come out on top, or at least die with rocks on their field. If it's clearly a losing battle, like when you're facing a defogging vullaby with earthquake and crunch as your only attacking moves, I would definitely recommend switching out.
3. Tanking: Hippo equipped with eviolite is a fairly good tank. Pokemon such as abra with annoying sashes cannot 2hko defensive hippo without energy ball. The best course of action is to sponge a hit then proceed to earthquake (to break their sash). You can either sacrifice hippo from there (with a few turns of sand left, hopefully), or switch out to a revenge killer that can take one of its hits. Please note that this is risky against players in the higher ladder. Nonetheless, hippo can sponge a hit from troublesome pokemon and proceed to knock them out or hurt them with earthquake.


What Not To Use:



Shroomish @ Eviolite
Ability: Poison Heal
Level: 5
EVs: 116 HP / 116 SpA / 116 Def / 116 SpD
Modest Nature
- Spore
- Protect
- Giga Drain
- Sludge Bomb

Roles: Tank, Support

What It Does: The sixth generation has improved Shroomish's viability to a degree; now all Grass types are immune to power moves allowing Shroomish to take all common status with decent ease. Posion Heal is not only makes Shroomish immune to Toxic damage, also gives Shroomish some, albeit little, recovery. Spore is a wonderful move, as it forces your opponent to create fodder. Protect is mostly filler, though it does allow free Poison Heal recovery and aid prediction against Choice Scarf pokemon. Giga Drain is the STAB of choice as it gives some recovery while also having damage out put. Since Shroomish has a fairly shallow special movepool, Sludge Bomb is used to grant some coverage.

Good Teammates: Bulky Pokemon enjoy Shroomish's company as they tend to be prone to status which ruins their longevity. Sturdy-Juice users are also fairly prone to status as well, and Tortuga also has decent type synergy with Shroomish making it a fine choice. Lastly, Ponyta greatly assists Shroomish by being able to cripple Shroomish's counters

What Counters It: Vullaby utterly counters Shroomish with it's STAB Brave Bird, immunity to Spore, Knock Off, and resistance to Giga Drain. Foongus walls Shroomish forever and threatens with Sludge Bomb. Ferroseed scoffs at Shroomish and its efforts as well while supporting its own team.

Any Additional Info: Shroomish can decide to go with physically options, generally though it's inferior option as you may be absorbing Will-o-Wisp. Yet over all, Shroomish is outclassed by Foongus in EVERY regard. Don't use Shroomish, please.


Gulpin @ Eviolite
Ability: Sticky Hold
Level: 5
Shiny: Yes
EVs: 172 SDef / 252 Def / 12 Atk / 36 HP / 36 Spd
Impish Nature
- Rest / Pain Split
- Stockpile
- Gunk Shot
- Power-Up Punch / Sleep Talk

Role: Knock Off Sponge, Tank

What It Does: Gulpin is moderately bulky hitting 15 defense with max investment, and 16 with a beneficial nature. That being said, it will always have its Eviolite thanks to sticky hold, allowing it to constantly be at 24/24/21 with this EV spread. Sadly, if fails to have any recovery options outside of Rest or Pain Split, holding it back to quite an extent. Pick your poison for Gulpin's recovery method, Rest allows you to be walled to oblivion by any Steel type if you use Sleep Talk to or gives the opponent 2 free turns to do whatever they wish depending if you have Sleep Talk on your set, while Pain Split doesn't recover much for Gulpin as the HP stats in LC are so close together meaning you'll get 8ish HP back on average. Stockpile makes you hard to kill, Gunk Shot is for STAB, and Power Up Punch deals with Steel Types and increases the power Gunk Shot.

Good Teammates: Anything that hates Knock Off, but has a strong offensive presence, so something such as Misdreavus.

What Counters It: Misdreavus, Drillbur, Onix, Mienfoo with Taunt, Foongus with Clear Smog. Misdreavus can set up all over Gulpin who fails to do anything in return. Drillbur is able to always at least 3HKO Gulpin while Onix is able to use Taunt + Earthquake to kill Gulpin. Foongus eliminates Gulpin's boost with Clear Smog and can spore Foongus making recovery impossible until Gulpin wakes up.

Any Additional Info: Never use Gulpin, as good as it might sound. Shellos or Trubbish or Meinfoo make far be Knock Off absorbers. The fact that at +3 defenses and Eviolite, Gulpin is still always 3HKOed by Jolly Eviolite Drillbur has to say something. Gulpin will also rarely get a chance to set up to +3 and is set up fodder to the most used pokemon in the tier. It's terrible at best.

236 Atk Mold Breaker Drilbur Earthquake vs. +3 36 HP / 252+ Def Eviolite Gulpin: 8-12 (33.3 - 50%) -- 0.4% chance to 2HKO This is pitiful.
 
Last edited:

Aerow

rebel
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Physical Wall

_ _ _

What To Use:


Hippopotas @ Eviolite / Smooth Rock
Ability: Sand Stream
Level: 5
EVs: 132 HP, 20 Atk, 212 Def, 100 SpD, 20 Spe
Impish Nature
-Stealth Rock
-Slack Off
-Rock Slide / Whirlwind / Crunch
-Earthquake
Role: Tank, Physical Wall, Special Wall, Lead, Hazard Setter, Support
What it does: Hippopotas' main role in LC is to set up sand whenever it switches in; despite the weather-nerf that drastically lowered the appeal of sand teams, sand is still a viable play style to utilize, both defensively and offensively. When the opponents' team is weakened enough (this means removing any priority or bulky pokemon that can take several hits), it is easy to sweep with powerful sand-rushing team mates such as drilbur. Sand can also be used on defensively-minded teams, in which it whittles away at the opposing pokemons' HP and gives your own rock-types a boost to the special defense. If you are using a team with dual sandrushers (Drilbur and sandshrew), the preferred item for hippo to be carrying is smooth rock. If you are building a stall team, eviolite gives hippopotas enough bulk to not only be a weather inducer but also check certain threats such as archen (given earthquake isn't your only attack). Additionally, Hippopotas' bulk with eviolite allows it to set up rocks in the majority of its matchups; defensive hippo beats out any defensive drilbur trying to spam rapid spin. Offensively-minded teams should set up rocks as soon as possible, even at the cost of Hippo's HP and longevity. However, do not set up rocks in a scenario when the opposing poke can easily kill you from 100% HP; at least set up rocks, survive, switch out, and have the capability to switch back in to re-induce sand. More conservative teams should set up rocks on pokemon that Hippo checks or counters.
Good teammates: Drilbur (Sand rush makes it virtually impossible to outspeed without speed boosts or priority, and his stab earthquake can punch holes in opponents' teams), Sandshrew (Sandshrew's bulk with eviolite allows it to set up swords dance, use Sand rush's speed boost, and proceed to sweep teams. Generally, with sandrew, Hippopotas@smooth rock is preferred; Swords Dance can waste a vital turn.), Lileep (An extremely underated pokemon that gets a spD boost from sand and absorbs water attacks completely with storm drain. This is not only a good team mate for hippo but has excellent synergy with any other water-weak pokemon on a sand stall team.), Pawniard (It may seem like an odd team-mate, but if you aren't running something like crunch on hippo, things such as misdreavus easily stop hippo and occasionally set up on it. Pawniard can pursuit these threats or knock-off when the opponent is predicting a pursuit.), chinchou (chinchou can switch in and volt switch on any water type that threatens hippo with a scald or hydro pump. Also, it can heal bell when hippo is asleep [more on this later]).
What counters it: Very few pokemon (that have the ability to hit hippo hard enough) enjoy switching into Hippo's STAB earthquake. Most of its counters are therefore powerful pokemon with levitate. When hippo runs whirlwind, it ensures that pokemon such as fletchling cannot set up on you and sweep you. However, Misdreavus is allowed to get off a powerful STAB shadowball on hippo that, if it holds smooth rock, hippo will not enjoy taking. Crunch is therefore a viable option, but it's not seen too often. Rock slide is a good attack for hitting flying types with defog such as archen, allowing you to wittle them down while they continually defog your rocks.
More "counters" for hippo are bulky pokemon that don't mind its hits, have a means of recovery, and can set up. In other words--Timburr. If defensive Hippo does not pack whirlwind, Timburr can bulk up and drain punch all day. It is advised to take care of this threat ASAP. Grass types, such as foongus, that can easily recover from its hits can also threaten hippo with a Giga drain and cripple team mate with spore. When facing a hippo-to-foongus match up, the best play is to generally stay in and let hippo get put to sleep; set up rocks if you haven't yet, and accept the incoming spore. Even when it's asleep, hippo can continue to switch in and set up sand, making it still an extremely useful pokemon. When I mentioned chinchou earlier, this situation is what I was referring to. You could heal bell this spore (only when foongus is dead, so that it doesn't get to put anything else to sleep), allowing chinchou to further prove itself a pretty good team mate for hippo.
Additional Info:
1. Leading: A lot of players will predict Hippopotas to lead the match. Consequently, they will oftentimes lead with a counter to it. In order to avoid giving your opponent this headstart, it is recommended to lead with a counter to their counter of Hippopotas. Because sand is only temporary in this generation, it's not always vital to lead with Hippo. Sometimes, simply switching hippo in to set up sand and die (It is, however, advised to keep hippo until at least mid game) is more efficient than constantly slacking off and wasting precious turns of sand.
2. Rocks or not?: Rocks imo. If there comes a situation where you continually have to spam rocks while they spam rapid spin, make sure you come out on top, or at least die with rocks on their field. If it's clearly a losing battle, like when you're facing a defogging vullaby with earthquake and crunch as your only attacking moves, I would definitely recommend switching out.
3. Tanking: Hippo equipped with eviolite is a fairly good tank. Pokemon such as abra with annoying sashes cannot 2hko defensive hippo without energy ball. The best course of action is to sponge a hit then proceed to earthquake (to break their sash). You can either sacrifice hippo from there (with a few turns of sand left, hopefully), or switch out to a revenge killer that can take one of its hits. Please note that this is risky against players in the higher ladder. Nonetheless, hippo can sponge a hit from troublesome pokemon and proceed to knock them out or hurt them with earthquake.


Snubbull @ Eviolite
Ability: Intimidate
Level: 5
EVs: 196 HP / 116 Def / 116 SDef / 36 Atk / 36 Spd
Impish Nature
- Play Rough
- Earthquake
- Rest
- Sleep Talk

Role: Physical Wall, Bulky Attacker, Status Absorber

What It Does: Snubbull has a welcomed ability for walling in Intimidate and with the retype it got in Gen 6 from Normal to Fairy, it is capable of walling some top tier Fighting types such as Mienfoo, Scraggy, Timburr, etc. instead of being weak to those said Fighting types. Although it doesn't have reliable recovery, RestTalk is a viable strategy for absorbing status and a form of recovery because of the perfect coverage that is attained through its STAB, Play Rough, and its coverage, Earthquake, which hits pretty hard coming off of 15 Attack. Eviolite is the go-to item for almost any bulky attacker/wall in LC and Snubbull benefits from it, reaching 25/21/18 with the Eviolite + investments. That is also further boosted when Intimidate is active on the opponent. Not only can it wall the Fighting types of the tier, but it can also tank neutral physical hits from almost any threat due to the added "bulk" of Intimidate.

Good Teammates: A good partner for it is Chinchou. This is because since Chinchou tends to run Heal Bell, it allows Snubbull to essentially get a "free" Rest and be back at full health to reign supreme against Physical attackers. Chinchou also checks the main threat to Snubbull's strategy of Intimidate walling which is Pawniard, who benefits from Intimidate drop due to Defiant. Another good partner for a more bulky attacker set is Steel- types such as Pawn or Magnemite. The infamous Steel + Fairy is a good defensive core as they cover each other's weaknesses pretty well.

What Counters It: Pawniard. This thing is a threat because it gets a free +1 from Intimidate, meaning Snubbull needs a partner or team support to take care of it. Other things that tend to counter it are Poison and Steel types not weak to EQ, such as Foongus and Ferroseed. Foongus can also put it to sleep without it getting recovery and Ferroseed can Leech Seed stall it whilst setting hazards. Although Snubbull does learn the elemental punches so if the Bulky Attacker set is what you use, then you can customize Snubbull to beat these threats.

Any Additional Info: A spread of 196 HP / 196 Atk / 36 Def / 36 SDef / 36 Spd can be used with Play Rough, EQ, Elemental Punch, T-Wave for Bulky Attacking Support. Snubbull can still tank hits thanks to Intimdate but doesn't have the longevity of the RestTalk set.


Ponyta @ Eviolite
Ability: Flame Body
Level: 5
Happiness: 0
EVs: 156 Atk / 76 Def / 76 SDef / 196 Spd
Impish Nature
- Morning Sun
- Flare Blitz
- Will-O-Wisp / Toxic
- Frustration / Wild Charge

Roles: Physical Wall, Status Support

What It Does: Ponyta happily spreads status throughout the opposing team, namely crippling burns. Pseudo dual status can be used with Toxic to have a greater effect on special attackers, however normally Will-o-wisp is preferred for the ability to guarantee the burn on physical threats. Flare Blitz is the STAB of choice as its recoil is easily mitigated with Morning Sun and is used in tandem with either Frustration or Wild Charge. Wild Charge is used to hit all water types not named Chinchou for SE damage, however Frustration can be used to hit most water types neutrally. Morning Sun provides longevity for Ponyta.

Good Teammates: Mons that complete the Fire-Grass-Water core with out creating an unresisted ground weakness make a brilliant defensive core. i.e. Pumpkaboo and Tentacool complement Ponyta with Rapid Spin support, a hard counter to Chinchou and Drillbur, and the ability to switch into each others weaknesses. Cottonee and Tirtouga also make a nice Fire-Grass-Water core. Cottonee dissuades most pokemon from setting up while forcing switches. Tirtouga has access to Stealth Rock which adds passive damage and provides a check to Fletchling lacking HP Grass. Ponyta appreciates hazards off of her side of the field, so spinners such as Drillbur or defoggers like Vullaby or Archen are appreciated.

What Counters It: Strong SE attacks, especially those from special attackers severely hamper Ponyta. Chinchou makes a great counter to Ponyta, as do Guts abusers. Timburr threatens Ponyta with Knock Offs and Drain Punches, welcoming the chance to be burned. If Taillow can somehow come safely (coming in on a predicted Status or Morning Sun), its Facades is a guaranteed 1HKO as long as Guts is activated.


Shellos @ Eviolite
Ability: Sticky Hold
Level: 5
EVs: 228 HP / 132 Def / 100 SpD / 4 Spe
Bold Nature
- Scald
- Recover
- Earth Power / Ice Beam
- Stockpile / Yawn / Ice Beam

Role: Wall

What it does: Shellos's ability Sticky Hold along with its high defenses with Eviolite make it an amazing Knock Off absorber. In addition, it can boost its defenses over time with Stockpile and recover off damage with Recover, making it easy to come in on Knock Off users such as Pawniard and Mienfoo and use Earth Power or Scald and fish for a burn. It can also even take on Fletchling if it runs Ice Beam, 2HKOing it while only being 3HKOed by Acrobatics.

Good teammates: Shellos is a welcome addition on any team weak to common Knock Off users, or on bulkier teams to absorb Knock Offs so that Eviolites remain in place. It's also good at countering Pokemon like Mienfoo and Pawniard, so if teammates are weak to these Pokemon, Shellos can be helpful.

What counters it: If Shellos is not running Stockpile, Misdreavus can set up a Substitute and start Nasty Plotting. Anything bulky that doesn't mind being burned can also give Shellos a hard time, such as Cortonee and Foongus, who both avoid a 2HKO from Ice Beam. Magnemite can also nail Shellos with a Thunderbolt or Volt Switch.


What Not To Use:



Shroomish @ Eviolite
Ability: Poison Heal
Level: 5
EVs: 116 HP / 116 SpA / 116 Def / 116 SpD
Modest Nature
- Spore
- Protect
- Giga Drain
- Sludge Bomb

Roles: Tank, Support

What It Does: The sixth generation has improved Shroomish's viability to a degree; now all Grass types are immune to power moves allowing Shroomish to take all common status with decent ease. Posion Heal is not only makes Shroomish immune to Toxic damage, also gives Shroomish some, albeit little, recovery. Spore is a wonderful move, as it forces your opponent to create fodder. Protect is mostly filler, though it does allow free Poison Heal recovery and aid prediction against Choice Scarf pokemon. Giga Drain is the STAB of choice as it gives some recovery while also having damage out put. Since Shroomish has a fairly shallow special movepool, Sludge Bomb is used to grant some coverage.

Good Teammates: Bulky Pokemon enjoy Shroomish's company as they tend to be prone to status which ruins their longevity. Sturdy-Juice users are also fairly prone to status as well, and Tortuga also has decent type synergy with Shroomish making it a fine choice. Lastly, Ponyta greatly assists Shroomish by being able to cripple Shroomish's counters

What Counters It: Vullaby utterly counters Shroomish with it's STAB Brave Bird, immunity to Spore, Knock Off, and resistance to Giga Drain. Foongus walls Shroomish forever and threatens with Sludge Bomb. Ferroseed scoffs at Shroomish and its efforts as well while supporting its own team.

Any Additional Info: Shroomish can decide to go with physically options, generally though it's inferior option as you may be absorbing Will-o-Wisp. Yet over all, Shroomish is outclassed by Foongus in EVERY regard. Don't use Shroomish, please.


Bronzor @ Eviolite
Ability: Levitate
Level: 5
EVs: 248 HP / 72 Def / 88 SpD
Bold Nature
- Stealth Rock
- Toxic
- Earthquake
- Flash Cannon

Role: Hazard User, Wall

What It Does: Last gen Bronzor was used a Stealth Rock user and a good counter to sand plus it could wall stuff like Murkrow. This gen sand is dead and with the Steel nerf and Knock Off buff Bronzor can't really stick around with no recovery, It also is hit 2x super effectively by Ghost now so it can't cripple Misdreavus with Toxic. It would pretty much set up Stealth Rock and die.
Good Teammates: Don't every use this, it is a waste of a team slot

What Counters It: Knock Off users, Misdreavus, Gastly, Pawnaird, Drilbur w/ Mold Breaker, taunt users shut it down since it has no offensive presence and with no recovery it can be worn down repeatedly.

Any Additional Info: If you have a real Bronzor fetish, play 5th gen LC and even then.... no recovery is kinda lame

Swablu @ Eviolite
Ability: Natural Cure
Level: 5
Shiny: Yes
EVs: 160 HP / 36 Atk / 36 Def / 236 SDef / 36 Spd
Careful Nature
- Roost
- Toxic / Haze
- Return
- Pluck

Roles: Mixed Wall

What It Does: Swablu is surprisingly bulky, but absurdly weak. It also has an offensive move pool that as shallow as a child's pool. Swablu can barely make ends meet for its offensive needs; Return makes an adequate Normal STAB and is semi-powerful while Pluck is the most powerful Flying STAB Swablu gets, at a pathetic 60 base power. The next move, Roost, allows Swablu to actually have a use. Roost enables Swablu to survive for a large amount of time and use Toxic to stall out some attackers. Haze can be used over Toxic to not have Swablu be set up fodder for Spritzee or anything else it can only hit neutrally, though Toxic can dissuade from set up as well. The ability Natural Cure also gives it the ability to absorb status which might be valuable.

Good Teammates: Wallbreakers such as Corphish surprisingly help Swablu out greatly; with walls broken or eliminated, Swablu has an easier time stalling out opponents. Drilbur is useful for eliminating Poison and Steel types who are immune to Swablu's main source of damage: Toxic.

What Counters it: Anything immune to Toxic walls Swablu and can eventually force it out or kill it. Offensive Rock types are also a massive thorn in Swablu's side as they can normally at least 2HKO it. Knock Off turns Swablu into an inferior Aipom making it all but worthless.

Any Additional Info: Please do not use Swablu, ever. Porygon does the same roll 200% better as do so many other times. Just don't use it, you'll thank us later.


Duskull @ Eviolite
Ability: Levitate
Level: 5
EVs: 196 Def / 196 SDef / 116 HP
Relaxed Nature
- Will-O-Wisp
- Pain Split
- Shadow Sneak
- Ice Beam / Substitute

Role: Physical Wall, Support (status)

What It Does: Duskull is supposed to wall Physical Attackers for the most part by spreading Burn through Will-o-Wisp. Has trouble walling much of anything with the advent of the Knock Off buff, decimating it and removing its Eviolite. Pain Split is its only form of recovery and really only way to cause real damage. Shadow Snake gives priority for the rare case where it can make use of it and actually do real damage. Ice beam hits Drilbur who you can attempt to Spin block, although burning it is top priority. Substitute can be run to cause further damage with Pain Split, however Duskulls lack of speed holds it back.
Good Teammates: Things to take Knock Offs for Duskull, as it becomes near useless once it loses it, without any form of reliable recovery. Foongus is decent for this, as well as Sticky Hold users such as Shellos and Trubbish. Dark-types can cause Duskull major issues, so Fighting-types such as Mienfoo or Timburr can help remove them. Wish passers such as Spritzee or Lickitung can help it recover with Wish and also handle strong Special attackers that don't care about Burn.

What Counters It: Special Attackers that aren't weak to Ghost fear absolutely nothing and can set up on it. Pawniard does not enjoy Will-o-Wisp, but fears nothing else and can remove its Eviolite and cause massive damage with Knock Off. Anything with Knock Off can threaten it, and allow a second attacker to KO it easily. Other strong Ghosts, such as Misdreavus can switch in its weak attacks and threaten with their own Ghost STAB

Any Additional Info: Misdreavus can do everything Duskull can do much better and is far superior in every other aspect. Don't use Duskull on a serious team, like really it's pretty bad despite its "high" defenses, due its awful HP stat and zero offensive pressure.


Gulpin @ Eviolite
Ability: Sticky Hold
Level: 5
Shiny: Yes
EVs: 172 SDef / 252 Def / 12 Atk / 36 HP / 36 Spd
Impish Nature
- Rest / Pain Split
- Stockpile
- Gunk Shot
- Power-Up Punch / Sleep Talk

Role: Knock Off Sponge, Tank

What It Does: Gulpin is moderately bulky hitting 15 defense with max investment, and 16 with a beneficial nature. That being said, it will always have its Eviolite thanks to sticky hold, allowing it to constantly be at 24/24/21 with this EV spread. Sadly, if fails to have any recovery options outside of Rest or Pain Split, holding it back to quite an extent. Pick your poison for Gulpin's recovery method, Rest allows you to be walled to oblivion by any Steel type if you use Sleep Talk to or gives the opponent 2 free turns to do whatever they wish depending if you have Sleep Talk on your set, while Pain Split doesn't recover much for Gulpin as the HP stats in LC are so close together meaning you'll get 8ish HP back on average. Stockpile makes you hard to kill, Gunk Shot is for STAB, and Power Up Punch deals with Steel Types and increases the power Gunk Shot.

Good Teammates: Anything that hates Knock Off, but has a strong offensive presence, so something such as Misdreavus.

What Counters It: Misdreavus, Drillbur, Onix, Mienfoo with Taunt, Foongus with Clear Smog. Misdreavus can set up all over Gulpin who fails to do anything in return. Drillbur is able to always at least 3HKO Gulpin while Onix is able to use Taunt + Earthquake to kill Gulpin. Foongus eliminates Gulpin's boost with Clear Smog and can spore Foongus making recovery impossible until Gulpin wakes up.

Any Additional Info: Never use Gulpin, as good as it might sound. Shellos or Trubbish or Meinfoo make far be Knock Off absorbers. The fact that at +3 defenses and Eviolite, Gulpin is still always 3HKOed by Jolly Eviolite Drillbur has to say something. Gulpin will also rarely get a chance to set up to +3 and is set up fodder to the most used pokemon in the tier. It's terrible at best.

236 Atk Mold Breaker Drilbur Earthquake vs. +3 36 HP / 252+ Def Eviolite Gulpin: 8-12 (33.3 - 50%) -- 0.4% chance to 2HKO This is pitiful.
 
Last edited:

Aerow

rebel
is a Tiering Contributor Alumnusis a Contributor Alumnus
Special Wall

_ _ _

What To Use:


Munchlax @ Eviolite
Ability: Thick Fat
Level: 5
EVs: 76 HP / 196 Def / 236 SpD
Impish Nature
- Pursuit
- Sleep Talk
- Body Slam
- Rest
Role: Special Wall, Mixed Wall, Tank

What It Does: Munchlax is the single specially bulkiest Pokemon in the entire metagame, so naturally, it should be used as a special wall. This is a role Munchlax performs admirably, being able to even avoid the OHKO from Modest Clamperl's Deepseatooth Shell Smash Surf from full health; it is arguably the only viable dedicated special wall in LC, as most other defensive Pokemon tend to focus on checking specific threats. Munchlax's enormous built-in bulk allows it to absorb unboosted special attacks with incredible ease, usually avoiding the 3HKO from even Modest Bellsprout's Solar Beam; anything weaker than that hardly scratches Munchlax at all. All this bulk gives Munchlax ample time to spread paralysis and a bit of damage with its STAB Body Slam; even without investments, frailer Pokemon will not enjoy being hit by Body Slam. Pursuit is an extremely useful move to have because two of the top threats to stall teams, Life Orb Abra and Life Orb Gastly, fail to 2HKO Munchlax, allowing Munchlax to switch in and put them in checkmate position. Munchlax's biggest issue as a wall is its lack of reliable recovery; Rest serves to alleviate this while also getting rid of bothersome burn and poison statuses, and still letting Munchlax keep its Eviolite to maintain its amazing special bulk. Sleep Talk is necessary to ensure that Munchlax isn't a sitting duck while asleep. Thick Fat may not seem very useful at first glance when Ice-types are almost non-existent, but it allows Munchlax to wall an even greater number of Pokemon; in particular, it allows Munchlax to crush important threats in Ponyta and Vulpix. Defense is usually maxed out because Munchlax's HP stat is so innately high that it doesn't need much investments, so with maximum Defense, Munchlax is able to withstand weaker hits from both sides of the spectrum with ease.

Good Teammates: Due to its ability to wall an enormous portion of the metagame, including very notable threats such as Sun sweepers and Abra, but at the same time get forced out by extremely important Pokemon like Mienfoo and Pawniard, and lose momentum drastically for its team due to its sluggish nature, Munchlax is best placed on a stall team that can repeatedly switch in on Pokemon that Munchlax dislikes and doesn't mind losing momentum. Two of the biggest impediments to Munchlax's walling capabilities are Knock Off and Fighting-types; as such, Trubbish and Foongus immediately come to mind as brilliant teammates, absorbing Knock Off with ease and dealing with most Fighting-types. Trubbish in particular can set up Spikes to take advantage of the switches Munchlax tends to force. Other than that, anything that appreciates Munchlax's ability to take on Fire-types and special Pokemon in general will greatly enjoy its presence; examples of these Pokemon include Larvesta and Spritzee.

What Counters It: Bulky Fighting-types are able to easily take a Body Slam and force Munchlax out with the threat of powerful STAB Super-effective attacks. Timburr in particular can actually take advantage of Body Slam paralysis to activate Guts, while Mienfoo abuses Regenerator to check Munchlax throughout the match. Any Fighting-type with access to the move will love to throw out Drain Punches to heal large amounts of HP back from Munchlax's massive HP stat. In addition, Fighting-types tend to pack another move that is very detrimental to Munchlax's walling capabilities - Knock Off. By getting rid of Munchlax's Eviolite, many former 4HKOs turn into 3HKOs, preventing Munchlax from stalling these attacks out with Rest. This means that if a team's Fighting-types are down, Munchlax can still be taken out if its Eviolite can be Knocked Off. Other than Fighting-types, the most prominent Knock Off user is probably Pawniard; Pawniard also has the physical bulk and the resistances to take anything this particular set can dish out, although Choice Scarf variants in particular won't want to be paralyzed. Powerful Rock-types such as offensive Archen and Shell Smash variants of Tirtouga and Omanyte can heavily damage or set up on Munchlax with ease, but must be wary of Body Slam paralysis as well.

Any Additional Info: A set with Recycle and Berry Juice was quite popular as a check to Murkrow before Murkrow's ban, but in the current metagame, it suffers from being prone to the very common burn status and is even more badly affected by Knock Off than the Eviolite set. However, by only running one recovery move, Munchlax is able to run an additional offensive move, such as Earthquake or Brick Break to deal with Pawniard. An Eviolite set with four attacks could work, but is easily worn down. A Curse set is usually ineffective at sweeping because if it runs Resttalk, then it is easily walled with only one attacking move, and if it does not, then it can be worn down. Munchlax's impressive special movepool is hampered by Munchlax's atrocious 40 base Special Attack, compared to its far more potent 85 base Attack.


Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Tri Attack
- Thunder Wave
- Recover
- Shadow Ball

Role: Special Wall, Bulky Attacker, Status Support

What It Does: Porygon is an phenomenal special wall capable of stopping many powerful threats. Tri Attack is Porygon's obligatory STAB which provides decent damage and even a 20% chance to cripple the opponent. Thunder Wave hampers setup sweepers not behind a Substitute and can often end a sweep on the spot. Recover is for longevity and can be used alongside Thunder Wave to fish for the paralysis so a free turn of recovery is gained. Shadow Ball is used to damage the Ghost types and Psychic types you are often walling.

Good Teammates: Larvesta, Croagunk and Mienfoo all pair exceedingly well with Porygon. Larvesta can easily handle all fighting types not named Timburr due to its Fighting resistance and ability. Croagunk has an awesome typing that also allows it to check most fighting types, save Acrobatics Mienfoo. Croagunk can also doesn't mind a Knock Off too bad, but it is still an issue for Croagunk. Mienfoo on the other hand can easily take Knock Offs and switch in multiple times throughout the match to what ever the opponent brings in to deal with Porygon. Additionally, Misdreavus benefits from Porygon's ability to deal with opposing Misdreavus and Abras who otherwise might end her sweep due to speed ties.

What Counters It: Knock Off is detrimental to Porygon who relies on Eviolite to stay absurdly bulky. And as a general rule of thumb, Fighting types can easily counteract Porygon with their STAB Drain Punches and the ever present Knock Off. Pawniard doesn't mind either of Porygon's offensive moves, though Tri Attck does have a 20% chance to cripple Pawniard, and can Knock Off Porygon's Eviolite and Brick Break/Iron Head Porygon to death.

Any Additional Info: Ice Beam can be used over Shadow Ball or Thunder Wave, however this does very little to Misdreavus who (if it's running Substitute + Nasty Plot) can set up in Porygon's face or isn't losing worth the ability to stop sweeps cold.


Shellos @ Eviolite
Ability: Sticky Hold
Level: 5
EVs: 228 HP / 132 Def / 100 SpD / 4 Spe
Bold Nature
- Scald
- Recover
- Earth Power / Ice Beam
- Stockpile / Yawn / Ice Beam

Role: Wall

What it does: Shellos's ability Sticky Hold along with its high defenses with Eviolite make it an amazing Knock Off absorber. In addition, it can boost its defenses over time with Stockpile and recover off damage with Recover, making it easy to come in on Knock Off users such as Pawniard and Mienfoo and use Earth Power or Scald and fish for a burn. It can also even take on Fletchling if it runs Ice Beam, 2HKOing it while only being 3HKOed by Acrobatics.

Good teammates: Shellos is a welcome addition on any team weak to common Knock Off users, or on bulkier teams to absorb Knock Offs so that Eviolites remain in place. It's also good at countering Pokemon like Mienfoo and Pawniard, so if teammates are weak to these Pokemon, Shellos can be helpful.

What counters it: If Shellos is not running Stockpile, Misdreavus can set up a Substitute and start Nasty Plotting. Anything bulky that doesn't mind being burned can also give Shellos a hard time, such as Cortonee and Foongus, who both avoid a 2HKO from Ice Beam. Magnemite can also nail Shellos with a Thunderbolt or Volt Switch.


What Not To Use:


Bronzor @ Eviolite
Ability: Levitate
Level: 5
EVs: 248 HP / 72 Def / 88 SpD
Bold Nature
- Stealth Rock
- Toxic
- Earthquake
- Flash Cannon

Role: Hazard User, Wall

What It Does: Last gen Bronzor was used a Stealth Rock user and a good counter to sand plus it could wall stuff like Murkrow. This gen sand is dead and with the Steel nerf and Knock Off buff Bronzor can't really stick around with no recovery, It also is hit 2x super effectively by Ghost now so it can't cripple Misdreavus with Toxic. It would pretty much set up Stealth Rock and die.
Good Teammates: Don't every use this, it is a waste of a team slot

What Counters It: Knock Off users, Misdreavus, Gastly, Pawnaird, Drilbur w/ Mold Breaker, taunt users shut it down since it has no offensive presence and with no recovery it can be worn down repeatedly.

Any Additional Info: If you have a real Bronzor fetish, play 5th gen LC and even then.... no recovery is kinda lame


Baltoy @ Eviolite / Light Clay
Ability: Levitate
Level: 5
EVs: 196 SDef / 116 SAtk / 196 Def
Calm Nature
- Reflect
- Light Screen / Rapid Spin
- Psyshock
- Stealth Rock

Roles: Special Wall, Hazard Setter, Hazard Remover, Support, Lead

What it does: Baltoy may look like a very decent option for a lead or hazard setter, but it's quite the contrary, as Baltoy is generally a mediocre Pokemon. Baltoy has some extreme struggles against most other Pokemon in the Metagame. Mienfoo, an extremely popular Lead, gives Baltoy loads of trouble with a combination of Fake Out, Knock Off, and U-Turn. Pawniard is also a very big problem for Baltoy, as it is immune to Psyshock and can cripple Baltoy with Knock Off. While Baltoy is meant to be a special wall, the 3 most common Special Attackers in the Metagame, Misdreavus, Abra, and Chinchou all can hurt Baltoy bad with Shadow Ball or Scald. In this set, really stands out in particular. Eviolite or Light Clay can be chosen as an item, depending on whether you want Eviolite's Bulk or Light Clay's Longer Reflects and Light Screes. EVs and Nature make Baltoy decently bulky against most Bottom-LC Special Attackers. Reflect and Light Screen are nice for supporting the team, if you can get them up. Rapid Spin can be used over Light Screen if hazards are an issue for your team. Psyshock prevents Baltoy from being complete setup bait, but if the opponent uses Taunt and switches into a Dark type, there's nothing you can really do but switch out. Stealth Rock is standard, and is very useful for breaking the opposing team's Focus Sashes and Sturdies.

Good Teammates: Anything that benefits from Stealth Rock, anything that benefits from Dual-Screens, or anything that can remove Ghost Types that are immune to Rapid Spin.

What Counters It: Lead Mienfoo, Pawniard, Misdreavus, Chinchou, Abra, Houndour, Gastly, Carvanha, Honedge, Scraggy, Vullaby, Every Dark-Type ever

Any Additional Info: Baltoy is, in all honesty, mediocre. Drilbur totally outclasses it in almost every aspect. While it can't set up Reflects or Light Screens, Drilbur can set up Stealth Rock, it's reasonably sturdy, it's stronger, it isn't crippled by Knock Off, it has a way to deal with things like Misdreavus, and the list goes on.
 
Last edited:

Aerow

rebel
is a Tiering Contributor Alumnusis a Contributor Alumnus
Mixed Wall

_ _ _

What To Use:


Munchlax @ Eviolite
Ability: Thick Fat
Level: 5
EVs: 76 HP / 196 Def / 236 SpD
Impish Nature
- Pursuit
- Sleep Talk
- Body Slam
- Rest
Role: Special Wall, Mixed Wall, Tank

What It Does: Munchlax is the single specially bulkiest Pokemon in the entire metagame, so naturally, it should be used as a special wall. This is a role Munchlax performs admirably, being able to even avoid the OHKO from Modest Clamperl's Deepseatooth Shell Smash Surf from full health; it is arguably the only viable dedicated special wall in LC, as most other defensive Pokemon tend to focus on checking specific threats. Munchlax's enormous built-in bulk allows it to absorb unboosted special attacks with incredible ease, usually avoiding the 3HKO from even Modest Bellsprout's Solar Beam; anything weaker than that hardly scratches Munchlax at all. All this bulk gives Munchlax ample time to spread paralysis and a bit of damage with its STAB Body Slam; even without investments, frailer Pokemon will not enjoy being hit by Body Slam. Pursuit is an extremely useful move to have because two of the top threats to stall teams, Life Orb Abra and Life Orb Gastly, fail to 2HKO Munchlax, allowing Munchlax to switch in and put them in checkmate position. Munchlax's biggest issue as a wall is its lack of reliable recovery; Rest serves to alleviate this while also getting rid of bothersome burn and poison statuses, and still letting Munchlax keep its Eviolite to maintain its amazing special bulk. Sleep Talk is necessary to ensure that Munchlax isn't a sitting duck while asleep. Thick Fat may not seem very useful at first glance when Ice-types are almost non-existent, but it allows Munchlax to wall an even greater number of Pokemon; in particular, it allows Munchlax to crush important threats in Ponyta and Vulpix. Defense is usually maxed out because Munchlax's HP stat is so innately high that it doesn't need much investments, so with maximum Defense, Munchlax is able to withstand weaker hits from both sides of the spectrum with ease.

Good Teammates: Due to its ability to wall an enormous portion of the metagame, including very notable threats such as Sun sweepers and Abra, but at the same time get forced out by extremely important Pokemon like Mienfoo and Pawniard, and lose momentum drastically for its team due to its sluggish nature, Munchlax is best placed on a stall team that can repeatedly switch in on Pokemon that Munchlax dislikes and doesn't mind losing momentum. Two of the biggest impediments to Munchlax's walling capabilities are Knock Off and Fighting-types; as such, Trubbish and Foongus immediately come to mind as brilliant teammates, absorbing Knock Off with ease and dealing with most Fighting-types. Trubbish in particular can set up Spikes to take advantage of the switches Munchlax tends to force. Other than that, anything that appreciates Munchlax's ability to take on Fire-types and special Pokemon in general will greatly enjoy its presence; examples of these Pokemon include Larvesta and Spritzee.

What Counters It: Bulky Fighting-types are able to easily take a Body Slam and force Munchlax out with the threat of powerful STAB Super-effective attacks. Timburr in particular can actually take advantage of Body Slam paralysis to activate Guts, while Mienfoo abuses Regenerator to check Munchlax throughout the match. Any Fighting-type with access to the move will love to throw out Drain Punches to heal large amounts of HP back from Munchlax's massive HP stat. In addition, Fighting-types tend to pack another move that is very detrimental to Munchlax's walling capabilities - Knock Off. By getting rid of Munchlax's Eviolite, many former 4HKOs turn into 3HKOs, preventing Munchlax from stalling these attacks out with Rest. This means that if a team's Fighting-types are down, Munchlax can still be taken out if its Eviolite can be Knocked Off. Other than Fighting-types, the most prominent Knock Off user is probably Pawniard; Pawniard also has the physical bulk and the resistances to take anything this particular set can dish out, although Choice Scarf variants in particular won't want to be paralyzed. Powerful Rock-types such as offensive Archen and Shell Smash variants of Tirtouga and Omanyte can heavily damage or set up on Munchlax with ease, but must be wary of Body Slam paralysis as well.

Any Additional Info: A set with Recycle and Berry Juice was quite popular as a check to Murkrow before Murkrow's ban, but in the current metagame, it suffers from being prone to the very common burn status and is even more badly affected by Knock Off than the Eviolite set. However, by only running one recovery move, Munchlax is able to run an additional offensive move, such as Earthquake or Brick Break to deal with Pawniard. An Eviolite set with four attacks could work, but is easily worn down. A Curse set is usually ineffective at sweeping because if it runs Resttalk, then it is easily walled with only one attacking move, and if it does not, then it can be worn down. Munchlax's impressive special movepool is hampered by Munchlax's atrocious 40 base Special Attack, compared to its far more potent 85 base Attack.


Porygon @ Eviolite
Ability: Trace
Level: 5
Shiny: Yes
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Tri Attack
- Thunder Wave
- Recover
- Shadow Ball

Role: Special Wall, Bulky Attacker, Status Support

What It Does: Porygon is an phenomenal special wall capable of stopping many powerful threats. Tri Attack is Porygon's obligatory STAB which provides decent damage and even a 20% chance to cripple the opponent. Thunder Wave hampers setup sweepers not behind a Substitute and can often end a sweep on the spot. Recover is for longevity and can be used alongside Thunder Wave to fish for the paralysis so a free turn of recovery is gained. Shadow Ball is used to damage the Ghost types and Psychic types you are often walling.

Good Teammates: Larvesta, Croagunk and Mienfoo all pair exceedingly well with Porygon. Larvesta can easily handle all fighting types not named Timburr due to its Fighting resistance and ability. Croagunk has an awesome typing that also allows it to check most fighting types, save Acrobatics Mienfoo. Croagunk can also doesn't mind a Knock Off too bad, but it is still an issue for Croagunk. Mienfoo on the other hand can easily take Knock Offs and switch in multiple times throughout the match to what ever the opponent brings in to deal with Porygon. Additionally, Misdreavus benefits from Porygon's ability to deal with opposing Misdreavus and Abras who otherwise might end her sweep due to speed ties.

What Counters It: Knock Off is detrimental to Porygon who relies on Eviolite to stay absurdly bulky. And as a general rule of thumb, Fighting types can easily counteract Porygon with their STAB Drain Punches and the ever present Knock Off. Pawniard doesn't mind either of Porygon's offensive moves, though Tri Attck does have a 20% chance to cripple Pawniard, and can Knock Off Porygon's Eviolite and Brick Break/Iron Head Porygon to death.

Any Additional Info: Ice Beam can be used over Shadow Ball or Thunder Wave, however this does very little to Misdreavus who (if it's running Substitute + Nasty Plot) can set up in Porygon's face or isn't losing worth the ability to stop sweeps cold.


Shellos @ Eviolite
Ability: Sticky Hold
Level: 5
EVs: 228 HP / 132 Def / 100 SpD / 4 Spe
Bold Nature
- Scald
- Recover
- Earth Power / Ice Beam
- Stockpile / Yawn / Ice Beam

Role: Wall

What it does: Shellos's ability Sticky Hold along with its high defenses with Eviolite make it an amazing Knock Off absorber. In addition, it can boost its defenses over time with Stockpile and recover off damage with Recover, making it easy to come in on Knock Off users such as Pawniard and Mienfoo and use Earth Power or Scald and fish for a burn. It can also even take on Fletchling if it runs Ice Beam, 2HKOing it while only being 3HKOed by Acrobatics.

Good teammates: Shellos is a welcome addition on any team weak to common Knock Off users, or on bulkier teams to absorb Knock Offs so that Eviolites remain in place. It's also good at countering Pokemon like Mienfoo and Pawniard, so if teammates are weak to these Pokemon, Shellos can be helpful.

What counters it: If Shellos is not running Stockpile, Misdreavus can set up a Substitute and start Nasty Plotting. Anything bulky that doesn't mind being burned can also give Shellos a hard time, such as Cortonee and Foongus, who both avoid a 2HKO from Ice Beam. Magnemite can also nail Shellos with a Thunderbolt or Volt Switch.


What Not To Use:


Bronzor @ Eviolite
Ability: Levitate
Level: 5
EVs: 248 HP / 72 Def / 88 SpD
Bold Nature
- Stealth Rock
- Toxic
- Earthquake
- Flash Cannon

Role: Hazard User, Wall

What It Does: Last gen Bronzor was used a Stealth Rock user and a good counter to sand plus it could wall stuff like Murkrow. This gen sand is dead and with the Steel nerf and Knock Off buff Bronzor can't really stick around with no recovery, It also is hit 2x super effectively by Ghost now so it can't cripple Misdreavus with Toxic. It would pretty much set up Stealth Rock and die.
Good Teammates: Don't every use this, it is a waste of a team slot

What Counters It: Knock Off users, Misdreavus, Gastly, Pawnaird, Drilbur w/ Mold Breaker, taunt users shut it down since it has no offensive presence and with no recovery it can be worn down repeatedly.

Any Additional Info: If you have a real Bronzor fetish, play 5th gen LC and even then.... no recovery is kinda lame

Swablu @ Eviolite
Ability: Natural Cure
Level: 5
Shiny: Yes
EVs: 160 HP / 36 Atk / 36 Def / 236 SDef / 36 Spd
Careful Nature
- Roost
- Toxic / Haze
- Return
- Pluck

Roles: Mixed Wall

What It Does: Swablu is surprisingly bulky, but absurdly weak. It also has an offensive move pool that as shallow as a child's pool. Swablu can barely make ends meet for its offensive needs; Return makes an adequate Normal STAB and is semi-powerful while Pluck is the most powerful Flying STAB Swablu gets, at a pathetic 60 base power. The next move, Roost, allows Swablu to actually have a use. Roost enables Swablu to survive for a large amount of time and use Toxic to stall out some attackers. Haze can be used over Toxic to not have Swablu be set up fodder for Spritzee or anything else it can only hit neutrally, though Toxic can dissuade from set up as well. The ability Natural Cure also gives it the ability to absorb status which might be valuable.

Good Teammates: Wallbreakers such as Corphish surprisingly help Swablu out greatly; with walls broken or eliminated, Swablu has an easier time stalling out opponents. Drilbur is useful for eliminating Poison and Steel types who are immune to Swablu's main source of damage: Toxic.

What Counters it: Anything immune to Toxic walls Swablu and can eventually force it out or kill it. Offensive Rock types are also a massive thorn in Swablu's side as they can normally at least 2HKO it. Knock Off turns Swablu into an inferior Aipom making it all but worthless.

Any Additional Info: Please do not use Swablu, ever. Porygon does the same roll 200% better as do so many other times. Just don't use it, you'll thank us later.
 
Last edited:

Aerow

rebel
is a Tiering Contributor Alumnusis a Contributor Alumnus
Lead

_ _ _

What To Use:


Dwebble @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Spd
Jolly Nature
- Stealth Rock
- Spikes
- Rock Blast
- Knock Off / Counter

Role: Hazard Setter

What It Does: Support Dwebble is an effective lead and hazard setter, and it's easy to see why. Its ability Sturdy coupled with Berry Juice allows it to take 3 standard hits before going down, giving it ample time to set up Stealth Rock and a layer of Spikes, which puts immediate pressure on the opponent. Rock Blast gives it an effective way to deal with defoggers (seeing as many are Flying-type), other Dwebble, and Torchic (it won't be able to effectively set up a Substitute). Knock Off is especially useful for removing an opponent's item and doing some respectable damage, not to mention it discourages Misdreavus from switching in/trying to set up. Counter is a less frequently seen move on Dwebble, but it can OHKO plenty of physical attackers, such as Pawniard, who decide to hit it with Knock Off or another powerful physical attack.

Good Teammates: Dwebble is best used on bulky or hyper offensive teams, since Dwebble's hazards can help secure one-hit and two-hit KOs on the opposing team. Setup pokemon and/or late game cleaners make good teammates, such as DD Scraggy, Fletchling, and Carvanha. Pawniard also makes for a good teammate since it can weaken the opposition even further with Knock Off, and it can punish opponents who try to Defog the hazards away with its ability Defiant. Dwebble doesn't particularly enjoy leading off against Mienfoo (a common lead), so a teammate that can switch into Mienfoo such as Spritzee can pair well with it.

What Counters It: Anything with 17 speed or more that has Taunt (namely speedy Mienfoo) causes Support Dwebble serious issues, since it won't be able to lay down hazards right away. Knock Off users in general such as Pawniard, Timburr, and Mienfoo cause Dwebble issues since they limit how many hazards Dwebble can set up. Opposing hazard removers may not necessarily "counter" Dwebble, but they defeat its entire purpose as a hazard setter, so be sure to carry a teammates than can spinblock and/or punish defoggers.

Any Additional Info: People forget that Dwebble can use Counter so try it out sometime it's pretty good lol. Also, Dwebble isn't entirely one-dimensional; it can use an offensive Shell Smash set, which is admittedly very rare in comparison to Support Dwebble.


Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 156 HP / 116 Def / 196 SDef
Impish Nature
- U-turn
- Knock Off
- Drain Punch
- Acrobatics / Stone Edge / Taunt / Fake Out / Poison Jab

Role: Pivot, Tank, Bulky Attacker, Physical Wall, Special Wall, Lure, Wallbreaker, Late-game Cleaner, Revenge Killer, Support, Physical Sweeper

What It Does: Mienfoo is without a doubt one of the very best Pokemon in LC. With the given set, it is able to function as an incredible defensive pivot, being able to switch into an enormous portion of the metagame repeatedly throughout a match and wear the opposing team down with its supportive movepool. The given EVs and nature allow Mienfoo to hit Eviolite numbers, giving it decent bulk for taking most neutral attacks and allowing it to avoid the OHKO from all but extremely powerful boosted or super-effective attacks. Drain Punch is Mienfoo's preferred STAB move, granting it ridiculous longevity in conjunction with Regenerator, while also dealing decent damage due to Mienfoo's innately high Attack stat. Knock Off provides good coverage alongside Drain Punch, and more importantly, is able to permanently cripple most Pokemon. U-Turn allows Mienfoo to scout while chipping away at the opponent's health, and meshes well with Regenerator; U-Turn and Knock Off are usually Mienfoo's most spammable moves. From there, Mienfoo has a large number of filler options to beat specific threats. Acrobatics turns Mienfoo into an even better Knock Off absorber; most Knock Off users are Pawniard and Fighting-types, with Mienfoo naturally checking the former, and Acrobatics allows Mienfoo to deal with the latter as well. Alternatively, Stone Edge and Poison Jab are solid coverage options, with the former hitting Archen, Fletchling, Larvesta and Ponyta on the switch, and the latter 2HKOing Snubbull and Spritzee after their Eviolites have been removed, while OHKOing Cottonee. Taunt is an excellent option to prevent Pokemon like Dwebble and Omanyte from setting up, but if it is run, a faster EV spread should be used instead. Fake Out can also be used for a bit of free damage here and there, and is especially useful if your team is particularly weak to Tirtouga. Mienfoo is able to come in on nearly everything that isn't able to hit it super-effectively, and even some that do if their attacks aren't boosted by STAB, and once it's in, it can start getting rid of opposing items. Mienfoo's Knock Off is so irritating that Pokemon such as Trubbish and Shellos have niches solely due to their ability to absorb Mienfoo's Knock Off, even when they don't fare as well against other Knock Off users. Even positive match-ups against Mienfoo, such as Fletchling, will often switch in only to be hit by U-Turn, and be faced with a negative match-up from one of Mienfoo's teammates, which Mienfoo loves doing due to U-Turn activating Regenerator and healing Mienfoo.

Good Teammates: Any team that isn't atrociously built will enjoy Mienfoo's presence. This is a fact.

What Counters It: Trubbish and Shellos are really the only Pokemon that won't mind being hit by Knock Off repeatedly, but they'll often be put on the back foot if Mienfoo uses U-Turn, since both Pokemon tend to detract from momentum. Other than that, Spritzee, Snubbull, Cottonee, Larvesta, Ponyta, Archen, Fletchling, Abra, Croagunk, Koffing and Foongus are all able to come in on certain attacks and force Mienfoo out with the threat of super-effective attacks or status, but forcing Mienfoo out is hardly enough to stop it due to Regenerator.

Any Additional Info: If Taunt is run, a spread of 196 Def / 36 SDef / 236 Spd is preferred because it allows Mienfoo to outspeed Dwebble and prevent it from setting up hazards with Taunt, while also speed tying with Surskit and Onix.
Mienfoo is also one of the metagame's premier Baton Passers due to its access to Swords Dance and Bulk Up, high base Attack to take advantage of these boosts itself before passing them off, and Regenerator, allowing it to pass boosts multiple times throughout the match. Such a set should run the usual defensive Eviolite spread to ensure it is bulky enough to survive to pass its boosts.
Even outside of its Eviolite sets, Mienfoo has several formidable options. A Life Orb set, possibly coupled with Reckless, turns it into one of the most potent wall-breakers available; a boosted High Jump Kick is able to deal tremendous damage to just about everything that doesn't resist it and some things that do. The Life Orb set can still run Knock Off and U-Turn to great effect, and is able to fire off a much more powerful Fake Out than the Eviolite set. If Reckless High Jump Kick isn't tempting enough, Regenerator can still be used as the ability to help deal with Life Orb recoil. If a Choice Scarf is instead donned, then Mienfoo becomes a brilliant revenge-killer, able to take out weakened Pokemon with ease through its powerful High Jump Kick while scouting with U-Turn; it can also use Knock Off to weaken switch-ins and prepare for a late-game sweep. Choice Scarf Mienfoo is also able to viably run either Reckless or Regenerator.


Hippopotas @ Eviolite / Smooth Rock
Ability: Sand Stream
Level: 5
EVs: 132 HP, 20 Atk, 212 Def, 100 SpD, 20 Spe
Impish Nature
-Stealth Rock
-Slack Off
-Rock Slide / Whirlwind / Crunch
-Earthquake
Role: Tank, Physical Wall, Special Wall, Lead, Hazard Setter, Support
What it does: Hippopotas' main role in LC is to set up sand whenever it switches in; despite the weather-nerf that drastically lowered the appeal of sand teams, sand is still a viable play style to utilize, both defensively and offensively. When the opponents' team is weakened enough (this means removing any priority or bulky pokemon that can take several hits), it is easy to sweep with powerful sand-rushing team mates such as drilbur. Sand can also be used on defensively-minded teams, in which it whittles away at the opposing pokemons' HP and gives your own rock-types a boost to the special defense. If you are using a team with dual sandrushers (Drilbur and sandshrew), the preferred item for hippo to be carrying is smooth rock. If you are building a stall team, eviolite gives hippopotas enough bulk to not only be a weather inducer but also check certain threats such as archen (given earthquake isn't your only attack). Additionally, Hippopotas' bulk with eviolite allows it to set up rocks in the majority of its matchups; defensive hippo beats out any defensive drilbur trying to spam rapid spin. Offensively-minded teams should set up rocks as soon as possible, even at the cost of Hippo's HP and longevity. However, do not set up rocks in a scenario when the opposing poke can easily kill you from 100% HP; at least set up rocks, survive, switch out, and have the capability to switch back in to re-induce sand. More conservative teams should set up rocks on pokemon that Hippo checks or counters.
Good teammates: Drilbur (Sand rush makes it virtually impossible to outspeed without speed boosts or priority, and his stab earthquake can punch holes in opponents' teams), Sandshrew (Sandshrew's bulk with eviolite allows it to set up swords dance, use Sand rush's speed boost, and proceed to sweep teams. Generally, with sandrew, Hippopotas@smooth rock is preferred; Swords Dance can waste a vital turn.), Lileep (An extremely underated pokemon that gets a spD boost from sand and absorbs water attacks completely with storm drain. This is not only a good team mate for hippo but has excellent synergy with any other water-weak pokemon on a sand stall team.), Pawniard (It may seem like an odd team-mate, but if you aren't running something like crunch on hippo, things such as misdreavus easily stop hippo and occasionally set up on it. Pawniard can pursuit these threats or knock-off when the opponent is predicting a pursuit.), chinchou (chinchou can switch in and volt switch on any water type that threatens hippo with a scald or hydro pump. Also, it can heal bell when hippo is asleep [more on this later]).
What counters it: Very few pokemon (that have the ability to hit hippo hard enough) enjoy switching into Hippo's STAB earthquake. Most of its counters are therefore powerful pokemon with levitate. When hippo runs whirlwind, it ensures that pokemon such as fletchling cannot set up on you and sweep you. However, Misdreavus is allowed to get off a powerful STAB shadowball on hippo that, if it holds smooth rock, hippo will not enjoy taking. Crunch is therefore a viable option, but it's not seen too often. Rock slide is a good attack for hitting flying types with defog such as archen, allowing you to wittle them down while they continually defog your rocks.
More "counters" for hippo are bulky pokemon that don't mind its hits, have a means of recovery, and can set up. In other words--Timburr. If defensive Hippo does not pack whirlwind, Timburr can bulk up and drain punch all day. It is advised to take care of this threat ASAP. Grass types, such as foongus, that can easily recover from its hits can also threaten hippo with a Giga drain and cripple team mate with spore. When facing a hippo-to-foongus match up, the best play is to generally stay in and let hippo get put to sleep; set up rocks if you haven't yet, and accept the incoming spore. Even when it's asleep, hippo can continue to switch in and set up sand, making it still an extremely useful pokemon. When I mentioned chinchou earlier, this situation is what I was referring to. You could heal bell this spore (only when foongus is dead, so that it doesn't get to put anything else to sleep), allowing chinchou to further prove itself a pretty good team mate for hippo.
Additional Info:
1. Leading: A lot of players will predict Hippopotas to lead the match. Consequently, they will oftentimes lead with a counter to it. In order to avoid giving your opponent this headstart, it is recommended to lead with a counter to their counter of Hippopotas. Because sand is only temporary in this generation, it's not always vital to lead with Hippo. Sometimes, simply switching hippo in to set up sand and die (It is, however, advised to keep hippo until at least mid game) is more efficient than constantly slacking off and wasting precious turns of sand.
2. Rocks or not?: Rocks imo. If there comes a situation where you continually have to spam rocks while they spam rapid spin, make sure you come out on top, or at least die with rocks on their field. If it's clearly a losing battle, like when you're facing a defogging vullaby with earthquake and crunch as your only attacking moves, I would definitely recommend switching out.
3. Tanking: Hippo equipped with eviolite is a fairly good tank. Pokemon such as abra with annoying sashes cannot 2hko defensive hippo without energy ball. The best course of action is to sponge a hit then proceed to earthquake (to break their sash). You can either sacrifice hippo from there (with a few turns of sand left, hopefully), or switch out to a revenge killer that can take one of its hits. Please note that this is risky against players in the higher ladder. Nonetheless, hippo can sponge a hit from troublesome pokemon and proceed to knock them out or hurt them with earthquake.


Onix @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 76 HP / 236 Atk / 196 Spd
Jolly Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Taunt

Role: Lead, Hazard Setter

What It Does: Onix is a fairly useful, albeit less used Pokemon than say Dwebble or Defensive Tirt. What it has over both of them is a little thing called Taunt. With it reaching 17 speed with the given nature/investment, it allows it to outspeed (speedtie with opposing Onix and losing to Diglett) and Taunt other leads/hazard setters before they start the stacking. And even without investment, Onix still reaches a nice bulk of 21/22/11, allowing him to take a few physical hits. Granted the idea of SturdyJuice is a thing with Onix, and in this case it is used as insurance to ensure the Taunt/Rocks get up (and maybe even a few hits can be given coming off of 14 Atk). Both of these ideas, the fact that it can Taunt plus set up hazards, is unique in practice (although there are pokes who get this combo, none of them are "viable").

Good Teammates: Any Pokemon in LC appreciates hazards, so to be fair, any poke can be a good teammate. Onix and any poke weak to hazards, such as Archen, Fletchling, Vullaby, and so on, are good teammates because with Onix Taunting other leads to not set up hazards he can also whittle them down to be RK'd and/or set up own hazards. Other good teammates are set up sweepers so that Sash users (bar Abra [which is trash imo]) cannot come in and stop their sweep because their Sash'll be broken by Rocks.

What Counters It: Diglett is a great lead that can counter it by still being able to get up its Rocks and thus causing problems for Onix's team. Another poke that troubles it is Cottonee, as it can Encore Onix into Rocks, Taunt, or EQ and beat it 1v1. Will-o-Wisp users wreck Onix's offensive capabilities and break the SturdyJuice, allowing it to possibly be killed without completing its job.

Any Additional Info: 76 EVs in HP instead Special Defense is used to survive Earthquake from Drilbur with 1 HP.


What Not To Use:


Roggenrola @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 SDef / 36 Def
Adamant Nature
IVs: 29 HP
- Stealth Rock
- Rock Blast
- Earthquake
- Return / Protect

Roles: Lead

What It Does: Roggenrola has one set it can viable run: a suicide lead. The purpose of this set is to get Stealth Rock on the field as quickly as possible, then do some damage to the opposing team until it dies. Stealth Rock is a fantastic move which grants passive damage and breaks most Focus Sashes and Sturdys, perfect for most teams. Rock Blast is used over Stone Edge as it can break through Substitutes, is more accurate, and does similar damage. Earthquake is gives Roggenrola amazing coverage with Rock Blast, though sadly it is not STAB boosted. Return can be used as it is about the only other offensive option available to Roggenrola, though Protect is also an option allowing Fake Out to be negated to maintain Sturdy. Neither option has much of an impact since Roggenrola won't be around for long.

Good Teammates: Hyper Offensive teams like the support of suicide leads, and thus Misdreavus, Pawnaird, and Fletchling make Roggenrola as valuable as possible. They each benefit from rocks greatly while Misdreavus is able to block Rapid Spin and Pawniard is able to dissuade users from going for Defog, effectively keeping these beneficial hazards up for longer.

What Counters it: Knock Off, Drilbur, Defog, Rapid Spin ect. Knock off ruins both Sturdy and Berry Juice, basically letting Roggenrola barely get up rocks. Drilbur can KO through Sturdy thanks to Mold Breaker and even Rapid Spin if Roggenrola does actually get up Rocks. Either form of hazard removal, when successful, ends Roggenrola's life work.

Any Additional Info: Roggenrola is not good; don't use it. It was cursed to be in a metagame where Onix, Dweeble, and even Geodude reside. All three manage to outclass it by some margin which makes Roggenrola very unappealing. The most viable set it can run is a Suicide Lead abusing SturdyJuice, though the previous three do it much more efficiently.



Baltoy @ Eviolite / Light Clay
Ability: Levitate
Level: 5
EVs: 196 SDef / 116 SAtk / 196 Def
Calm Nature
- Reflect
- Light Screen / Rapid Spin
- Psyshock
- Stealth Rock

Roles: Special Wall, Hazard Setter, Hazard Remover, Support, Lead

What it does: Baltoy may look like a very decent option for a lead or hazard setter, but it's quite the contrary, as Baltoy is generally a mediocre Pokemon. Baltoy has some extreme struggles against most other Pokemon in the Metagame. Mienfoo, an extremely popular Lead, gives Baltoy loads of trouble with a combination of Fake Out, Knock Off, and U-Turn. Pawniard is also a very big problem for Baltoy, as it is immune to Psyshock and can cripple Baltoy with Knock Off. While Baltoy is meant to be a special wall, the 3 most common Special Attackers in the Metagame, Misdreavus, Abra, and Chinchou all can hurt Baltoy bad with Shadow Ball or Scald. In this set, really stands out in particular. Eviolite or Light Clay can be chosen as an item, depending on whether you want Eviolite's Bulk or Light Clay's Longer Reflects and Light Screes. EVs and Nature make Baltoy decently bulky against most Bottom-LC Special Attackers. Reflect and Light Screen are nice for supporting the team, if you can get them up. Rapid Spin can be used over Light Screen if hazards are an issue for your team. Psyshock prevents Baltoy from being complete setup bait, but if the opponent uses Taunt and switches into a Dark type, there's nothing you can really do but switch out. Stealth Rock is standard, and is very useful for breaking the opposing team's Focus Sashes and Sturdies.

Good Teammates: Anything that benefits from Stealth Rock, anything that benefits from Dual-Screens, or anything that can remove Ghost Types that are immune to Rapid Spin.

What Counters It: Lead Mienfoo, Pawniard, Misdreavus, Chinchou, Abra, Houndour, Gastly, Carvanha, Honedge, Scraggy, Vullaby, Every Dark-Type ever

Any Additional Info: Baltoy is, in all honesty, mediocre. Drilbur totally outclasses it in almost every aspect. While it can't set up Reflects or Light Screens, Drilbur can set up Stealth Rock, it's reasonably sturdy, it's stronger, it isn't crippled by Knock Off, it has a way to deal with things like Misdreavus, and the list goes on.
 
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Aerow

rebel
is a Tiering Contributor Alumnusis a Contributor Alumnus
Hazard Setter

_ _ _

What To Use:



Sandshrew @ Eviolite
Ability: Sand Rush
Level: 5
EVs: 116 HP / 236 Atk / 76 Def / 36 SpD / 36 Spe
Adamant Nature
- Earthquake
- Rock Slide / Knock Off
- Knock Off / Stealth Rock
- Swords Dance / Rapid Spin

Role: Physical Sweeper, Late-game cleaner, Hazard remover, Hazard Setter, Bulky Attacker

What It Does: Sandshrew is an interesting Pokemon that can perform two very different roles; support and Sand Rush sweeper. Sandshrew is a great Pokemon for hazard control, being able to set up both Stealth Rock, as well as removing the opponents hazards with Rapid Spin. Sandshrew can also help teammates by removing the opponents items with Knock Off. Sandshrew's great physical bulk lets it do this with ease, and Sandshrew also hits very hard thanks to base 75 Attack. Sandshrew is also a great Sand Rush sweeper on sandstorm teams, and can form a Double Rush core with Drilbur, breaking walls to make it easier for both of them to sweep. Earthquake is a mandatory Ground-type STAB move, while Rock Slide hits Flying-types such as Fletchling, Archen, and Vullaby. For the third moveslot Sandshrew can use Knock Off or Stealth Rock if you need hazards. Same goes for the fourth moveslot, where Swords Dance is great for Sandshrew used as a sweeper, but is mostly useless without sandstorm. For item, you should always use Eviolite for support Sandshrew. However, both Eviolite and Life Orb are viable options if you want to use Sandshrew as a Sand Rush sweeper.

Good Teammates: Sandshrew works extremely well as a Sand Rush sweeper on sandstorm teams, Hippopotas is therefore a great teammate, as well as Drilbur. Teammates who loves hazard control will also enjoy having Sandshrew on the team, being able to set up Stealth Rock and remove the opponents hazards.

What Counters It: Bulkier Pokemon such as Ferroseed, Lileep, Cottonee, Koffing, Porygon can easily stop a sweep from Sandshrew unless it has already boosted with Swords Dance, also hitting it hard with a super-effective move or burning it. Special Attackers often beats Sandshrew due to it's awful special bulk.

Any Additional Information:More Speed EVs can be used to outspeed 15 Speed or more Choice Scarf users.


Trubbish
Ability: Sticky Hold
Level: 5
Evs: 116 HP / 36 Atk / 100 Def / 20 SpD / 236 Spe
Jolly Nature
- Spikes
- Recycle
- Gunk Shot
- Drain Punch

Roles: Tank, Hazard Setter
What It Does: The sixth generation has been very kind to Trubbish. While it does the exact same thing as before, it has recieved a number of buffs. Its role is to tank hits while setting up Spikes, then continue to take hits and weaken the opposing team. It is able to tank hits, not with Eviolite, but with Berry Juice. This previously banned item allows it to recover most of its health in one turn, which makes it suprisingly hard to take down. It also has the coveted Sticky Hold, which prevents its item from being knocked off. With the Knock Off spam this generation, that is a great ability. Sticky Hold allows it to be both Pawniard and Mienfoo, two of the most used pokemon this generation.
Good Teammates: Munchlax is a great partner. It hates losing its Berry Juice or Eviolite to Knock Off, which Trubbish easily takes. It also has trouble to the bulky Fighting-types which lose to Trubbish. It in turn takes down the Ghost-types that utterly wall Trubbish. Many offensive pokemon such as Abra appreciate the Spikes support. Abra uses Spikes to turn its attacks from 3HKOs to 2HKOs and to break Magnemite's Sturdy so it can be killed with Hidden Power Fighting. Abra is also beaten by Scarf Pawniard, which is defeated or used as set-up fodder by Trubbish.
What Counters It: Most Poison and Ghost types. They resist its attacks and can force it out or set-up. Notable examples are Gastly, Croagunk, and even other Trubbish. Drilbur can threaten it out and remove all the layers of Spikes Trubbish put up. Archen can also beat it and remove the Spikes with Defog. Physical walls like Slowpoke can take it on, but don't like the chance to get poisoned by Gunk Shot. Diglett is also notable for its ability to trap and KO it but doesnt like its Focus Sash broken by Spikes


Surskit @ Focus Sash
Ability: Rain Dish
Level: 5
EVs: 36 HP / 20 Def / 196 SpA / 20 SpD / 236 Spe
Timid Nature
- Sticky Web
- Signal Beam
- Hydro Pump
- Ice Beam

Role: Hazard User, Suicide Lead

What It Does: Surskit's role is to support the team with its new move it got from Gen 6: Sticky Web. This Sticky Web user is best used on offensive teams as a lead, letting the team keep up the pressure as the the opponent tries to get rid of the Web or deal with it. Surskit is the premier Sticky Web setter as it can reliably beat the most common spinner, Drilbur, with its Water-type STAB whilst also resisting Drilbur's STAB Earthquake, although it must watch for Rock Slide.

Good Teammates: A good teammate for Surskit is any poke that is slow yet powerful such as Cranidos. It also allows bulky teams to outlast and outspeed the opponent's team. A great partner for Surskit is Elekid as Elekid outspeeds the unboosted metagame so with Sticky Web to ensure Scarfers don't outspeed it, Elekid can use its coverage to clear through the opponent.

What Counters It: Taunt leads that have more than 17 speed or speedtie with it, such as Misdreavus and Onix. Multi-hit moves, such as Rock Blast or Tail Slap, also ruin Surskit's job as they don't care about Sash. Being frail means it must watch out for any super effective so as to not break Sash when it should. It should also watch out for hazards if it is Sash and not lead.

Any Additional Info: Surskit can provide offense to the team by equipping a Life Orb over a Sash, setting up Sticky Web as a "dying wish" as so.



Spinarak @ Focus Sash / Eviolite
Ability: Swarm / Insomnia
Level: 5
EVs: 116 HP / 196 Atk / 196 Spe
Adamant Nature
- Sticky Web
- Megahorn
- Poison Jab
- Toxic Spikes / Sucker Punch / Shadow Sneak

Role: Hazard User, Suicide Lead

What It Does: The other premier web setter in LC, Spinarak can take advantage of its typing and its ability to tank hits and reliably set up Sticky Web. It also has the combo of Focus Sash + Swarm + Megahorn, which it got as a Gen 6 Egg Move, allowing it to hit super hard after the Sticky Web has been set up and the Sash is broken. The Focus Sash allows Spinarak to survive any one hit and make sure Sticky Web is up. This is best paired with Swarm to make Megahorn hit harder. Insomnia works best with Eviolite, allowing Spinarak to not only tank resisted hits, but take Sleep moves from the likes of Foongus.

Good Teammates: Teammates for Spinarak are the same as Surskit, essentially. Anyone who is too slow to truly be effective loves Sticky Web, such as Bulky mons ranging from Porygon to Bulky Foo.

What Counters It: Any Taunter as most common users of Taunt, such as Onix, Missy, and Fast Foo, are all faster than Spinarak and won't let it set up Web. Multi-hit moves ruin Sash Spinarak and Eviolite Spinarak still cannot tank too many super-effective hits. It's own frailty is its downfall.



Sewaddle @ Eviolite
Ability: Chlorophyll
Level: 5
EVs: 156 HP / 196 Def / 40 SpA / 116 SpD
Bold Nature
- Sticky Web
- Energy Ball
- Hidden Power [Fire]
- Air Slash

Role: Hazard User

What It Does: Sewaddle is the premier Sticky Web user for sun teams. It not only helps to make sure the team outspeeds the opponent, but it has Chlorophyll to reach a speed of 20 in the sun. This also allows it to be the faster setter of Sticky Web in LC. Other than that, Sewaddle is commonly shunned to the side as Spinarak and Surskit are better at doing the Sticky Web setting.

Good Teammates: Vulpix. This is obvious as Vulpix has auto-sun and allows Sewaddle to take advantage of its ability. Other teammates are the same pokes that benefit from Spinarak and Surskit's support; bulky/frail mons that hit hard but are too slow to be effective.

What Counters It: Sewaddle's typing is the worst of the three Sticky Web users and it has many exploitable weaknesses, such as Fire-, Flying-, and Rock-. Eviolite doesn't even help with Fire- and Flying- as 4x weaknesses still manage to OHKO Sewaddle.

Any Additional Info: This does have a niche on sun teams, but outside of that use Spinarak or Surskit for Sticky Web support.



Hippopotas @ Eviolite / Smooth Rock
Ability: Sand Stream
Level: 5
EVs: 132 HP, 20 Atk, 212 Def, 100 SpD, 20 Spe
Impish Nature
-Stealth Rock
-Slack Off
-Rock Slide / Whirlwind / Crunch
-Earthquake
Role: Tank, Physical Wall, Special Wall, Lead, Hazard Setter, Support
What it does: Hippopotas' main role in LC is to set up sand whenever it switches in; despite the weather-nerf that drastically lowered the appeal of sand teams, sand is still a viable play style to utilize, both defensively and offensively. When the opponents' team is weakened enough (this means removing any priority or bulky pokemon that can take several hits), it is easy to sweep with powerful sand-rushing team mates such as drilbur. Sand can also be used on defensively-minded teams, in which it whittles away at the opposing pokemons' HP and gives your own rock-types a boost to the special defense. If you are using a team with dual sandrushers (Drilbur and sandshrew), the preferred item for hippo to be carrying is smooth rock. If you are building a stall team, eviolite gives hippopotas enough bulk to not only be a weather inducer but also check certain threats such as archen (given earthquake isn't your only attack). Additionally, Hippopotas' bulk with eviolite allows it to set up rocks in the majority of its matchups; defensive hippo beats out any defensive drilbur trying to spam rapid spin. Offensively-minded teams should set up rocks as soon as possible, even at the cost of Hippo's HP and longevity. However, do not set up rocks in a scenario when the opposing poke can easily kill you from 100% HP; at least set up rocks, survive, switch out, and have the capability to switch back in to re-induce sand. More conservative teams should set up rocks on pokemon that Hippo checks or counters.
Good teammates: Drilbur (Sand rush makes it virtually impossible to outspeed without speed boosts or priority, and his stab earthquake can punch holes in opponents' teams), Sandshrew (Sandshrew's bulk with eviolite allows it to set up swords dance, use Sand rush's speed boost, and proceed to sweep teams. Generally, with sandrew, Hippopotas@smooth rock is preferred; Swords Dance can waste a vital turn.), Lileep (An extremely underated pokemon that gets a spD boost from sand and absorbs water attacks completely with storm drain. This is not only a good team mate for hippo but has excellent synergy with any other water-weak pokemon on a sand stall team.), Pawniard (It may seem like an odd team-mate, but if you aren't running something like crunch on hippo, things such as misdreavus easily stop hippo and occasionally set up on it. Pawniard can pursuit these threats or knock-off when the opponent is predicting a pursuit.), chinchou (chinchou can switch in and volt switch on any water type that threatens hippo with a scald or hydro pump. Also, it can heal bell when hippo is asleep [more on this later]).
What counters it: Very few pokemon (that have the ability to hit hippo hard enough) enjoy switching into Hippo's STAB earthquake. Most of its counters are therefore powerful pokemon with levitate. When hippo runs whirlwind, it ensures that pokemon such as fletchling cannot set up on you and sweep you. However, Misdreavus is allowed to get off a powerful STAB shadowball on hippo that, if it holds smooth rock, hippo will not enjoy taking. Crunch is therefore a viable option, but it's not seen too often. Rock slide is a good attack for hitting flying types with defog such as archen, allowing you to wittle them down while they continually defog your rocks.
More "counters" for hippo are bulky pokemon that don't mind its hits, have a means of recovery, and can set up. In other words--Timburr. If defensive Hippo does not pack whirlwind, Timburr can bulk up and drain punch all day. It is advised to take care of this threat ASAP. Grass types, such as foongus, that can easily recover from its hits can also threaten hippo with a Giga drain and cripple team mate with spore. When facing a hippo-to-foongus match up, the best play is to generally stay in and let hippo get put to sleep; set up rocks if you haven't yet, and accept the incoming spore. Even when it's asleep, hippo can continue to switch in and set up sand, making it still an extremely useful pokemon. When I mentioned chinchou earlier, this situation is what I was referring to. You could heal bell this spore (only when foongus is dead, so that it doesn't get to put anything else to sleep), allowing chinchou to further prove itself a pretty good team mate for hippo.
Additional Info:
1. Leading: A lot of players will predict Hippopotas to lead the match. Consequently, they will oftentimes lead with a counter to it. In order to avoid giving your opponent this headstart, it is recommended to lead with a counter to their counter of Hippopotas. Because sand is only temporary in this generation, it's not always vital to lead with Hippo. Sometimes, simply switching hippo in to set up sand and die (It is, however, advised to keep hippo until at least mid game) is more efficient than constantly slacking off and wasting precious turns of sand.
2. Rocks or not?: Rocks imo. If there comes a situation where you continually have to spam rocks while they spam rapid spin, make sure you come out on top, or at least die with rocks on their field. If it's clearly a losing battle, like when you're facing a defogging vullaby with earthquake and crunch as your only attacking moves, I would definitely recommend switching out.
3. Tanking: Hippo equipped with eviolite is a fairly good tank. Pokemon such as abra with annoying sashes cannot 2hko defensive hippo without energy ball. The best course of action is to sponge a hit then proceed to earthquake (to break their sash). You can either sacrifice hippo from there (with a few turns of sand left, hopefully), or switch out to a revenge killer that can take one of its hits. Please note that this is risky against players in the higher ladder. Nonetheless, hippo can sponge a hit from troublesome pokemon and proceed to knock them out or hurt them with earthquake.



Ferroseed @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 84 HP / 36 Atk / 188 Def / 148 SDef / 36 Spd
Careful Nature
IVs: 0 Spd
- Stealth Rock / Spikes
- Thunder Wave / Protect / Spikes
- Leech Seed
- Bullet Seed

Role: Support, Hazard Setter
What It Does: While often overlooked as a bulky Grass-type, Ferroseed does have access to a good support movepool and is a good counter to Sturdy Smashers and Chinchou who are quite common in the metagame. It is blessed with learning both Stealth Rock and Spikes, allowing the player use Ferroseed as a hazard setter even if they already have Stealth Rock on another member, Or both could be used on the one set however this does limit Ferroseeds survivablity because it wouldn't be able to use Leech Seed + Protect for recovery. Thunder Wave can also be used in that slot to reduce the effectiveness of Mienfoo's and other's that often switch in. Bullet Seed is the prefered attack move to break through Sturdy on Pokemon like Dwebble, Tirtouga, Onix so that they can't abuse Berry Juice to its fullest potential.
Good Teammates: Sweepers enjoy hazard support of course to let them KO Pokemon easier and same goes with Thunderwave. If using Ferroseed on a defensive core, then something to handle Fighting-types is crucial, Spritzee makes a good defensive core with Ferroseed, able to scare off Fighting-types and heal Ferroseed via Wish however this core still has problems with Fire-types, and stuff like Magnemite and Croagunk so keep that in mind while teambuilding.
What Counters It: With Fire being 4x super effective to it naturally Pokemon like Larvesta, Vulpix and Ponyta cause an issue, Fighting-types can also exploit it's only other weakness, so Pokemon like Timburr, Mienfoo, Scraggy can all beat it with no trouble. Although more scarce than the Sturdy variant, Magnet Pull Magnemite will beat Ferroseed very easily, can't be paralyzed by Thunder Wave either.
Any Additional Info: It is often ignored in teambuilding over Pokemon like Cottonee and Foongus who are also bulky Grass-types that have good utility, but are not weak to Fighting and have other useful perks (prankster, regen) However Ferroseed can still prove useful for its hazard setting abilities


Archen @ Eviolite
Ability: Defeatist
Level: 5
EVs: 236 HP / 236 Def / 36 Spd
Impish Nature
- Defog / Stelalth Rock
- Rock Slide
- Roost
- U-turn / Knock Off / Earthquake

Role: Hazards Remover, Hazard Setter, Support, Pivot

What It Does: Defensive Archen is less common than its more offensive variant but it swaps offensive presence with more bulk and staying power with Eviolite and Roost. The main thing that defensive Archen does is support the team however the set can be tweaked to let it give the support your team needs. For example Archen can act as a hazard remover if needed with Defog, or be a hazard setter instead, having access to Stealth Rock. It can choose to support the team by using Knock Off, or act as a pivot with U-turn so the set is easily tweaked to suit team requirements. Roost is the crux of the set, and is the main thing that seperates its role from offensive Archen because it allows Archen to recover its HP letting it stick around for the duration of a match. Rock Slide along with its bulk and typing, lets it act as a 'Bird' counter with powerful flying types being everywhere in this metagame Earthquake can be used for Steel-types, mainly Magnemite but keep in mind Archen can also just U-turn if it predicts one of them to switch in.

Good Teammates: Since this Archen set is designed to support team mates, there are a lot of Pokemon that can benefit from its support, Hazard weak Pokemon appreciate Defog such as Larvesta, With Archens ability to wall Fletchling Fighting-types make good team mates, Archen not carrying EQ becomes a target for Steel-types and Archen can simply U-turn out on Magnemite, Pawnaird, etc and bring in a Fighting-type. Bulky Grass-types also appreciate Archens ability to beat Fletchling, and soak up electric and water attacks that Archen hates. Notable ones include Foongus and Cottonee.

What Counters It: Despite having Defog, Stealth Rocks hamper Archens preformance by forcing it to Roost in sitautions where it could of set up its on Stealth Rocks or pivoted out with U-turn. If it isn't running Earthquake, then Pawnaird, Chinchou and Magnemite have a much easier time beating it, Knock Off will make it easier to take down. Set up sweepers that don't mind Archens coverage moves will also make short work of it.

Any Additional Info: Nice alternative to the more offensive set


Tirtouga @ Eviolite
Ability: Solid Rock
Level: 5
EVs: 84 Atk / 156 SDef / 12 SAtk / 252 Def / 4 HP
Sassy Nature
- Stealth Rock
- Scald
- Knock Off
- Aqua Jet / Rock Slide / Earthquake

Role: Hazard Setter, Support

What It Does: This Tirtouga set uses its excellent bulk and typing to give it plenty of oppurtunities to support its team. It provieds Stealth Rock, which is such a valuable hazard dealing damage to Pokemon trying to switch in. With Solid Rock, Tirtouga is able to take some random super effective hits although it isn't recommended to let him take those hits. It can freely switch in on Fletchling, one of the most common Pokemon in the tier, Knock Off support is very valuable since most Pokemon lose their effectiveness after having their Choice Scarf, Berry Juice, or Eviolite removed. Scald gives you a STAB move and the 30% chance to burn is often appreciated with Fighting-types being able to hit it super effectively. Aqua Jet lets you pick of weakened threats, Pokemon on their Sturdy, Abra on its Focus Sash so it is a cool move, however Earthqauke is also good for nailing Steel-types and making sure Croagunk can't get a free switch. Rock Slide gives you something to super effectively hit Flying-types.

Good Teammates: Makes a good defensive core with Cottonee and Foongus, they synergise very well type wise (Cottonee and Tirtouga have perfect type synergy) and Tirtouga can remove Flying-type Pokemon that the other two hate. Along with Tirtouga, Foongus / Cottonee can provide great support for offensive Pokemon with Tirtouga having acces to moves like Spore, Stun Spore, Memento, Encore, Switcheroo, Leech Seed, Knock Off, Stealth Rock making Tirtouga + Grass-type great on balanced teams. Sweepers in general pair up well with Tirtouga since Knock Off and Stealth Rock support makes things considerably easier to sweep.
What Counters It: Croagunk and Timburr don't care about Scald because of their abilities and can hit it supereffectively with Fighting-type STAB. Despite its bulk and Solid Rock, Grass is 4x super effective to it so even with Solid Rock a super effective Giga Drain from the likes of Foongus and Cottonee would put it away. Same goes with Bullet Seed Ferroseed who doesn't really care about any of Trtouga's moves and can set up hazards on it

Any Additional Info: Nice alternative to the more offensive set


Onix @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 76 HP / 236 Atk / 196 Spd
Jolly Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Taunt

Role: Lead, Hazard Setter

What It Does: Onix is a fairly useful, albeit less used Pokemon than say Dwebble or Defensive Tirt. What it has over both of them is a little thing called Taunt. With it reaching 17 speed with the given nature/investment, it allows it to outspeed (speedtie with opposing Onix and losing to Diglett) and Taunt other leads/hazard setters before they start the stacking. And even without investment, Onix still reaches a nice bulk of 21/22/11, allowing him to take a few physical hits. Granted the idea of SturdyJuice is a thing with Onix, and in this case it is used as insurance to ensure the Taunt/Rocks get up (and maybe even a few hits can be given coming off of 14 Atk). Both of these ideas, the fact that it can Taunt plus set up hazards, is unique in practice (although there are pokes who get this combo, none of them are "viable").

Good Teammates: Any Pokemon in LC appreciates hazards, so to be fair, any poke can be a good teammate. Onix and any poke weak to hazards, such as Archen, Fletchling, Vullaby, and so on, are good teammates because with Onix Taunting other leads to not set up hazards he can also whittle them down to be RK'd and/or set up own hazards. Other good teammates are set up sweepers so that Sash users (bar Abra [which is trash imo]) cannot come in and stop their sweep because their Sash'll be broken by Rocks.

What Counters It: Diglett is a great lead that can counter it by still being able to get up its Rocks and thus causing problems for Onix's team. Another poke that troubles it is Cottonee, as it can Encore Onix into Rocks, Taunt, or EQ and beat it 1v1. Will-o-Wisp users wreck Onix's offensive capabilities and break the SturdyJuice, allowing it to possibly be killed without completing its job.

Any Additional Info: 76 EVs in HP instead Special Defense is used to survive Earthquake from Drilbur with 1 HP.


Drilbur @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 236 Atk / 36 Def / 212 Spe
Jolly Nature (+Spe, -SpA)
- Earthquake
- Rock Slide
- Swords Dance / Rapid Spin
- Stealth Rock / Rapid Spin

Role: Hazard User, Rapid Spinner, Bulky Attacker, Physical Sweeper

What It Does: Drilbur has the special use of hazard control, and it is what gives it most of its viability in Little cup. With decent bulk and an Eviolite, Drilbur can easily come in and set up Stealth Rock for your team or spin it away from your side of the field with Rapid Spin. The ability to both set and remove hazards is one that few Pokemon posses in LC, and Drilbur does it well. However, this isn't all it does, because along with its hazard control, Drilbur is a fierce attacker. It has STAB Earthquake, and with Mold Breaker as its ability nothing can defend against it. Levitate Pokemon like Misdreavus are not safe, and Sturdy + Berry Juice Pokemon are swiftly KO'd, instead of requiring three hits not knock out (like leads that lay down entry hazards). The one thing that is immune to Drilbur's Earthquake, Flying-types, are instead hit by the super effective Rock Slide. If you get opportunity, Drilbur can also set up with Swords Dance as well, and once it sets up, not much can take a +2 STAB Earthquake from it.

Good Teammates: One good partner for Drilbur is Cottonee. It can counter the Water-types like Carvanha that give Drilbur grief, as well as the Fighting-types that run rampant, (since they don't mind Earthquake as much as others because they can outlast Drilbur with Drain Punch). Foongus also serves this role as well, although it can't check Fighting-types as well. Something to take out faster threats and chip away at the opponents is much appreciated as well, as Drilbur's Speed stat of 17 lets it down sometimes. One teammate that Drilbur desperately needs is one that can break through or break down bulky walls, because unless it has already set up Swords Dance previously, it will not have the power to to so itself. A Shell Smash sweeper makes a good teammate as well, as Drilbur can Rapid Spin away hazards to keep SturdyJuice intact and set up Stealth Rock to break opposing Focus Sashes and Sturdy.

What Counters It: Unfortunately, while Drilbur's bulk is good, it isn't great. While it can switch in on weak or resisted attacks, it has trouble switching into strong ones. It has no way of healing to mitigate this weakness either, so one has to be careful about when they switch Drilbur in. Every Shell Smasher besides Dwebble walks all over Drilbur, so don't expect Drilbur to be of any help against them. Misdreavus also gives Drilbur grief, as it can Will-O-Wisp it a burn or outright attack it with Shadow Ball. Grass-types like Cottonee and Foongus have nothing to fear from Drilbur, and they can either wall it or straight up kill it with their STAB Grass-type moves. Bulky Pokemon like Spritzee and Porygon also cause trouble for Drilbur, as they can just stall it out with healing moves while there is little it can do.

Any Additional Info: While Misdreavus is a check to Drilbur, it can get around it. If Misdreavus switches in and a healthy Drilbur uses Earthquake, Drilbur will be able to knock out Misdreavus before it can KO it. However, Drilbur will be severely weakened by the end if this encounter, as Misdreavus will most likely use either a hurtful Shadow Ball, a burn inducing Will-O-Wisp, or even both if it uses Will-O-Wisp first. While Dribur can KO a weakened Chinchou, it is still ill-advised to switch Drilbur into it, as Chinchou could use Scald instead of Volt Switch and hit you for some heavy damage and possibly a burn. Another down side of Drilbur is that it falls just short of KOing a hazard lead Dwebble, so you do have to use Swords Dance first to get the clean KO and not activate Berry Juice.



Dwebble @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Spd
Jolly Nature
- Stealth Rock
- Spikes
- Rock Blast
- Knock Off / Counter

Role: Hazard Setter

What It Does: Support Dwebble is an effective lead and hazard setter, and it's easy to see why. Its ability Sturdy coupled with Berry Juice allows it to take 3 standard hits before going down, giving it ample time to set up Stealth Rock and a layer of Spikes, which puts immediate pressure on the opponent. Rock Blast gives it an effective way to deal with defoggers (seeing as many are Flying-type), other Dwebble, and Torchic (it won't be able to effectively set up a Substitute). Knock Off is especially useful for removing an opponent's item and doing some respectable damage, not to mention it discourages Misdreavus from switching in/trying to set up. Counter is a less frequently seen move on Dwebble, but it can OHKO plenty of physical attackers, such as Pawniard, who decide to hit it with Knock Off or another powerful physical attack.

Good Teammates: Dwebble is best used on bulky or hyper offensive teams, since Dwebble's hazards can help secure one-hit and two-hit KOs on the opposing team. Setup pokemon and/or late game cleaners make good teammates, such as DD Scraggy, Fletchling, and Carvanha. Pawniard also makes for a good teammate since it can weaken the opposition even further with Knock Off, and it can punish opponents who try to Defog the hazards away with its ability Defiant. Dwebble doesn't particularly enjoy leading off against Mienfoo (a common lead), so a teammate that can switch into Mienfoo such as Spritzee can pair well with it.

What Counters It: Anything with 17 speed or more that has Taunt (namely speedy Mienfoo) causes Support Dwebble serious issues, since it won't be able to lay down hazards right away. Knock Off users in general such as Pawniard, Timburr, and Mienfoo cause Dwebble issues since they limit how many hazards Dwebble can set up. Opposing hazard removers may not necessarily "counter" Dwebble, but they defeat its entire purpose as a hazard setter, so be sure to carry a teammates than can spinblock and/or punish defoggers.

Any Additional Info: People forget that Dwebble can use Counter so try it out sometime it's pretty good lol. Also, Dwebble isn't entirely one-dimensional; it can use an offensive Shell Smash set, which is admittedly very rare in comparison to Support Dwebble.


What Not To Use:


Shieldon @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 116 HP / 20 Atk / 212 Def / 132 SpD
Impish Nature
- Stealth Rock
- Heavy Slam
- Rock Blast
- Earthquake / Roar
Roles: Hazard Setter.

What it does: It is a Stealth Rock setter with the coveted ability Sturdy. Some people may find Shieldon huge Defense stat very cool but its typing is incredibly poor, being easily beaten by Fighting- and Ground-types such as Mienfoo and Drilbur. Shieldon is always a sitting duck after Sturdy is broken and it probably won't be able to set up more than once. It is easily outclassed by Aron and other hazard leads such as Dweeble.

What Counters it: Mienfoo, Timburr, Scraggy, Croagunk, Misdreavus, Drilbur, Diglett, etc.

Any Additional Info: Metal Burst can always be used to get more damage.

Roggenrola @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 SDef / 36 Def
Adamant Nature
IVs: 29 HP
- Stealth Rock
- Rock Blast
- Earthquake
- Return / Protect

Roles: Lead

What It Does: Roggenrola has one set it can viable run: a suicide lead. The purpose of this set is to get Stealth Rock on the field as quickly as possible, then do some damage to the opposing team until it dies. Stealth Rock is a fantastic move which grants passive damage and breaks most Focus Sashes and Sturdys, perfect for most teams. Rock Blast is used over Stone Edge as it can break through Substitutes, is more accurate, and does similar damage. Earthquake is gives Roggenrola amazing coverage with Rock Blast, though sadly it is not STAB boosted. Return can be used as it is about the only other offensive option available to Roggenrola, though Protect is also an option allowing Fake Out to be negated to maintain Sturdy. Neither option has much of an impact since Roggenrola won't be around for long.

Good Teammates: Hyper Offensive teams like the support of suicide leads, and thus Misdreavus, Pawnaird, and Fletchling make Roggenrola as valuable as possible. They each benefit from rocks greatly while Misdreavus is able to block Rapid Spin and Pawniard is able to dissuade users from going for Defog, effectively keeping these beneficial hazards up for longer.

What Counters it: Knock Off, Drilbur, Defog, Rapid Spin ect. Knock off ruins both Sturdy and Berry Juice, basically letting Roggenrola barely get up rocks. Drilbur can KO through Sturdy thanks to Mold Breaker and even Rapid Spin if Roggenrola does actually get up Rocks. Either form of hazard removal, when successful, ends Roggenrola's life work.

Any Additional Info: Roggenrola is not good; don't use it. It was cursed to be in a metagame where Onix, Dweeble, and even Geodude reside. All three manage to outclass it by some margin which makes Roggenrola very unappealing. The most viable set it can run is a Suicide Lead abusing SturdyJuice, though the previous three do it much more efficiently.



Baltoy @ Eviolite / Light Clay
Ability: Levitate
Level: 5
EVs: 196 SDef / 116 SAtk / 196 Def
Calm Nature
- Reflect
- Light Screen / Rapid Spin
- Psyshock
- Stealth Rock

Roles: Special Wall, Hazard Setter, Hazard Remover, Support, Lead

What it does: Baltoy may look like a very decent option for a lead or hazard setter, but it's quite the contrary, as Baltoy is generally a mediocre Pokemon. Baltoy has some extreme struggles against most other Pokemon in the Metagame. Mienfoo, an extremely popular Lead, gives Baltoy loads of trouble with a combination of Fake Out, Knock Off, and U-Turn. Pawniard is also a very big problem for Baltoy, as it is immune to Psyshock and can cripple Baltoy with Knock Off. While Baltoy is meant to be a special wall, the 3 most common Special Attackers in the Metagame, Misdreavus, Abra, and Chinchou all can hurt Baltoy bad with Shadow Ball or Scald. In this set, really stands out in particular. Eviolite or Light Clay can be chosen as an item, depending on whether you want Eviolite's Bulk or Light Clay's Longer Reflects and Light Screes. EVs and Nature make Baltoy decently bulky against most Bottom-LC Special Attackers. Reflect and Light Screen are nice for supporting the team, if you can get them up. Rapid Spin can be used over Light Screen if hazards are an issue for your team. Psyshock prevents Baltoy from being complete setup bait, but if the opponent uses Taunt and switches into a Dark type, there's nothing you can really do but switch out. Stealth Rock is standard, and is very useful for breaking the opposing team's Focus Sashes and Sturdies.

Good Teammates: Anything that benefits from Stealth Rock, anything that benefits from Dual-Screens, or anything that can remove Ghost Types that are immune to Rapid Spin.

What Counters It: Lead Mienfoo, Pawniard, Misdreavus, Chinchou, Abra, Houndour, Gastly, Carvanha, Honedge, Scraggy, Vullaby, Every Dark-Type ever

Any Additional Info: Baltoy is, in all honesty, mediocre. Drilbur totally outclasses it in almost every aspect. While it can't set up Reflects or Light Screens, Drilbur can set up Stealth Rock, it's reasonably sturdy, it's stronger, it isn't crippled by Knock Off, it has a way to deal with things like Misdreavus, and the list goes on.

Pineco @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 76 Atk / 196 Def / 236 SDef
Impish Nature
- Stealth Rock
- Spikes
- Explosion / Toxic Spikes
- Rapid Spin

Role: Hazard Setter, Hazard Remover

What It Does: It gets all the hazards AND Rapid Spin, what could be better?!? Unfortunately, Pineco is Taunt bait, setup bait, and it straight up loses to the most common pokemon in the tier, Misdreavus. It is outclassed by other hazard setters such as Dwebble, Tirtouga, and Onix due to its low speed and nearly non-existent offensive presence. It's outclassed as a rapid spinner by Drilbur and Staryu for similar reasons.

Good Teammates: other badmons

What Counters It: Anything that can Taunt it, set up on it, knock it off...

Any Additional Info: just because it gets all da hazards doesn't make it good.


Bronzor @ Eviolite
Ability: Levitate
Level: 5
EVs: 248 HP / 72 Def / 88 SpD
Bold Nature
- Stealth Rock
- Toxic
- Earthquake
- Flash Cannon

Role: Hazard User, Wall

What It Does: Last gen Bronzor was used a Stealth Rock user and a good counter to sand plus it could wall stuff like Murkrow. This gen sand is dead and with the Steel nerf and Knock Off buff Bronzor can't really stick around with no recovery, It also is hit 2x super effectively by Ghost now so it can't cripple Misdreavus with Toxic. It would pretty much set up Stealth Rock and die.
Good Teammates: Don't every use this, it is a waste of a team slot

What Counters It: Knock Off users, Misdreavus, Gastly, Pawnaird, Drilbur w/ Mold Breaker, taunt users shut it down since it has no offensive presence and with no recovery it can be worn down repeatedly.

Any Additional Info: If you have a real Bronzor fetish, play 5th gen LC and even then.... no recovery is kinda lame
 
Last edited:

Aerow

rebel
is a Tiering Contributor Alumnusis a Contributor Alumnus
Hazard Remover

_ _ _

What To Use:



Sandshrew @ Eviolite
Ability: Sand Rush
Level: 5
EVs: 116 HP / 236 Atk / 76 Def / 36 SpD / 36 Spe
Adamant Nature
- Earthquake
- Rock Slide / Knock Off
- Knock Off / Stealth Rock
- Swords Dance / Rapid Spin

Role: Physical Sweeper, Late-game cleaner, Hazard remover, Hazard Setter, Bulky Attacker

What It Does: Sandshrew is an interesting Pokemon that can perform two very different roles; support and Sand Rush sweeper. Sandshrew is a great Pokemon for hazard control, being able to set up both Stealth Rock, as well as removing the opponents hazards with Rapid Spin. Sandshrew can also help teammates by removing the opponents items with Knock Off. Sandshrew's great physical bulk lets it do this with ease, and Sandshrew also hits very hard thanks to base 75 Attack. Sandshrew is also a great Sand Rush sweeper on sandstorm teams, and can form a Double Rush core with Drilbur, breaking walls to make it easier for both of them to sweep. Earthquake is a mandatory Ground-type STAB move, while Rock Slide hits Flying-types such as Fletchling, Archen, and Vullaby. For the third moveslot Sandshrew can use Knock Off or Stealth Rock if you need hazards. Same goes for the fourth moveslot, where Swords Dance is great for Sandshrew used as a sweeper, but is mostly useless without sandstorm. For item, you should always use Eviolite for support Sandshrew. However, both Eviolite and Life Orb are viable options if you want to use Sandshrew as a Sand Rush sweeper.

Good Teammates: Sandshrew works extremely well as a Sand Rush sweeper on sandstorm teams, Hippopotas is therefore a great teammate, as well as Drilbur. Teammates who loves hazard control will also enjoy having Sandshrew on the team, being able to set up Stealth Rock and remove the opponents hazards.

What Counters It: Bulkier Pokemon such as Ferroseed, Lileep, Cottonee, Koffing, Porygon can easily stop a sweep from Sandshrew unless it has already boosted with Swords Dance, also hitting it hard with a super-effective move or burning it. Special Attackers often beats Sandshrew due to it's awful special bulk.

Any Additional Information:More Speed EVs can be used to outspeed 15 Speed or more Choice Scarf users.


Archen @ Eviolite
Ability: Defeatist
Level: 5
EVs: 236 HP / 236 Def / 36 Spd
Impish Nature
- Defog / Stelalth Rock
- Rock Slide
- Roost
- U-turn / Knock Off / Earthquake

Role: Hazards Remover, Hazard Setter, Support, Pivot

What It Does: Defensive Archen is less common than its more offensive variant but it swaps offensive presence with more bulk and staying power with Eviolite and Roost. The main thing that defensive Archen does is support the team however the set can be tweaked to let it give the support your team needs. For example Archen can act as a hazard remover if needed with Defog, or be a hazard setter instead, having access to Stealth Rock. It can choose to support the team by using Knock Off, or act as a pivot with U-turn so the set is easily tweaked to suit team requirements. Roost is the crux of the set, and is the main thing that seperates its role from offensive Archen because it allows Archen to recover its HP letting it stick around for the duration of a match. Rock Slide along with its bulk and typing, lets it act as a 'Bird' counter with powerful flying types being everywhere in this metagame Earthquake can be used for Steel-types, mainly Magnemite but keep in mind Archen can also just U-turn if it predicts one of them to switch in.

Good Teammates: Since this Archen set is designed to support team mates, there are a lot of Pokemon that can benefit from its support, Hazard weak Pokemon appreciate Defog such as Larvesta, With Archens ability to wall Fletchling Fighting-types make good team mates, Archen not carrying EQ becomes a target for Steel-types and Archen can simply U-turn out on Magnemite, Pawnaird, etc and bring in a Fighting-type. Bulky Grass-types also appreciate Archens ability to beat Fletchling, and soak up electric and water attacks that Archen hates. Notable ones include Foongus and Cottonee.

What Counters It: Despite having Defog, Stealth Rocks hamper Archens preformance by forcing it to Roost in sitautions where it could of set up its on Stealth Rocks or pivoted out with U-turn. If it isn't running Earthquake, then Pawnaird, Chinchou and Magnemite have a much easier time beating it, Knock Off will make it easier to take down. Set up sweepers that don't mind Archens coverage moves will also make short work of it.

Any Additional Info: Nice alternative to the more offensive set


Drilbur @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 236 Atk / 36 Def / 212 Spe
Jolly Nature (+Spe, -SpA)
- Earthquake
- Rock Slide
- Swords Dance / Rapid Spin
- Stealth Rock / Rapid Spin

Role: Hazard User, Rapid Spinner, Bulky Attacker, Physical Sweeper

What It Does: Drilbur has the special use of hazard control, and it is what gives it most of its viability in Little cup. With decent bulk and an Eviolite, Drilbur can easily come in and set up Stealth Rock for your team or spin it away from your side of the field with Rapid Spin. The ability to both set and remove hazards is one that few Pokemon posses in LC, and Drilbur does it well. However, this isn't all it does, because along with its hazard control, Drilbur is a fierce attacker. It has STAB Earthquake, and with Mold Breaker as its ability nothing can defend against it. Levitate Pokemon like Misdreavus are not safe, and Sturdy + Berry Juice Pokemon are swiftly KO'd, instead of requiring three hits not knock out (like leads that lay down entry hazards). The one thing that is immune to Drilbur's Earthquake, Flying-types, are instead hit by the super effective Rock Slide. If you get opportunity, Drilbur can also set up with Swords Dance as well, and once it sets up, not much can take a +2 STAB Earthquake from it.

Good Teammates: One good partner for Drilbur is Cottonee. It can counter the Water-types like Carvanha that give Drilbur grief, as well as the Fighting-types that run rampant, (since they don't mind Earthquake as much as others because they can outlast Drilbur with Drain Punch). Foongus also serves this role as well, although it can't check Fighting-types as well. Something to take out faster threats and chip away at the opponents is much appreciated as well, as Drilbur's Speed stat of 17 lets it down sometimes. One teammate that Drilbur desperately needs is one that can break through or break down bulky walls, because unless it has already set up Swords Dance previously, it will not have the power to to so itself. A Shell Smash sweeper makes a good teammate as well, as Drilbur can Rapid Spin away hazards to keep SturdyJuice intact and set up Stealth Rock to break opposing Focus Sashes and Sturdy.

What Counters It: Unfortunately, while Drilbur's bulk is good, it isn't great. While it can switch in on weak or resisted attacks, it has trouble switching into strong ones. It has no way of healing to mitigate this weakness either, so one has to be careful about when they switch Drilbur in. Every Shell Smasher besides Dwebble walks all over Drilbur, so don't expect Drilbur to be of any help against them. Misdreavus also gives Drilbur grief, as it can Will-O-Wisp it a burn or outright attack it with Shadow Ball. Grass-types like Cottonee and Foongus have nothing to fear from Drilbur, and they can either wall it or straight up kill it with their STAB Grass-type moves. Bulky Pokemon like Spritzee and Porygon also cause trouble for Drilbur, as they can just stall it out with healing moves while there is little it can do.

Any Additional Info: While Misdreavus is a check to Drilbur, it can get around it. If Misdreavus switches in and a healthy Drilbur uses Earthquake, Drilbur will be able to knock out Misdreavus before it can KO it. However, Drilbur will be severely weakened by the end if this encounter, as Misdreavus will most likely use either a hurtful Shadow Ball, a burn inducing Will-O-Wisp, or even both if it uses Will-O-Wisp first. While Dribur can KO a weakened Chinchou, it is still ill-advised to switch Drilbur into it, as Chinchou could use Scald instead of Volt Switch and hit you for some heavy damage and possibly a burn. Another down side of Drilbur is that it falls just short of KOing a hazard lead Dwebble, so you do have to use Swords Dance first to get the clean KO and not activate Berry Juice.


What Not To Use:


Zubat @ Eviolite
Ability: Inner Focus
Level: 5
EVs: 196 HP / 76 Atk / 236 Spe
Jolly Nature
- Defog
- Brave Bird
- Roost
- U-turn

Roles: Hazard Remover, Pivot.

What it does: It's supposed to remove hazards mainly while U-turn gives it a little niche as a pivot. Someone may like to use Zubat as a Deffoger due to its resistances, including a 4x resistance to Fighting-type moves and a powerful STAB in Brave Bird. However, Zubat is rather terrible due to its low stats, no coverage moves at all, and being set up fodder to most powerful threats in LC.

What Counters it: Misdreavus, Pawniard, Archen, Chinchou, Tirtouga, Magnemite, etc.

Any Additional Info: Don't use it.


Baltoy @ Eviolite / Light Clay
Ability: Levitate
Level: 5
EVs: 196 SDef / 116 SAtk / 196 Def
Calm Nature
- Reflect
- Light Screen / Rapid Spin
- Psyshock
- Stealth Rock

Roles: Special Wall, Hazard Setter, Hazard Remover, Support, Lead

What it does: Baltoy may look like a very decent option for a lead or hazard setter, but it's quite the contrary, as Baltoy is generally a mediocre Pokemon. Baltoy has some extreme struggles against most other Pokemon in the Metagame. Mienfoo, an extremely popular Lead, gives Baltoy loads of trouble with a combination of Fake Out, Knock Off, and U-Turn. Pawniard is also a very big problem for Baltoy, as it is immune to Psyshock and can cripple Baltoy with Knock Off. While Baltoy is meant to be a special wall, the 3 most common Special Attackers in the Metagame, Misdreavus, Abra, and Chinchou all can hurt Baltoy bad with Shadow Ball or Scald. In this set, really stands out in particular. Eviolite or Light Clay can be chosen as an item, depending on whether you want Eviolite's Bulk or Light Clay's Longer Reflects and Light Screes. EVs and Nature make Baltoy decently bulky against most Bottom-LC Special Attackers. Reflect and Light Screen are nice for supporting the team, if you can get them up. Rapid Spin can be used over Light Screen if hazards are an issue for your team. Psyshock prevents Baltoy from being complete setup bait, but if the opponent uses Taunt and switches into a Dark type, there's nothing you can really do but switch out. Stealth Rock is standard, and is very useful for breaking the opposing team's Focus Sashes and Sturdies.

Good Teammates: Anything that benefits from Stealth Rock, anything that benefits from Dual-Screens, or anything that can remove Ghost Types that are immune to Rapid Spin.

What Counters It: Lead Mienfoo, Pawniard, Misdreavus, Chinchou, Abra, Houndour, Gastly, Carvanha, Honedge, Scraggy, Vullaby, Every Dark-Type ever

Any Additional Info: Baltoy is, in all honesty, mediocre. Drilbur totally outclasses it in almost every aspect. While it can't set up Reflects or Light Screens, Drilbur can set up Stealth Rock, it's reasonably sturdy, it's stronger, it isn't crippled by Knock Off, it has a way to deal with things like Misdreavus, and the list goes on.

Pineco @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 76 Atk / 196 Def / 236 SDef
Impish Nature
- Stealth Rock
- Spikes
- Explosion / Toxic Spikes
- Rapid Spin

Role: Hazard Remover

What It Does: It gets all the hazards AND Rapid Spin, what could be better?!? Unfortunately, Pineco is Taunt bait, setup bait, and it straight up loses to the most common pokemon in the tier, Misdreavus. It is outclassed by other hazard setters such as Dwebble, Tirtouga, and Onix due to its low speed and nearly non-existent offensive presence. It's outclassed as a rapid spinner by Drilbur and Staryu for similar reasons.

Good Teammates: other badmons

What Counters It: Anything that can Taunt it, set up on it, knock it off...

Any Additional Info: just because it gets all da hazards doesn't make it good.
 
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Aerow

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Support

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What To Use:


Larvesta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 HP / 236 Atk / 156 Def / 36 Spe
Adamant Nature
- U-turn
- Flare Blitz
- Morning Sun
- Will-O-Wisp / Sunny Day

Roles: Pivot, Bulky Attacker, Support.

What it does:Larvesta is a reliable pivot with STAB in U-turn, a strong attacker with powerful STAB in Flare Blitz, a solid switch-in to Pawniard and most Fighting-types, and even a supporter with Sunny Day, which Larvesta stands as an incredible user of it due to a slow U-turn and as such, safely bringing Chlorophyll users, and Will-O-Wisp which burns physical attackers without relying on Flame Body. It has as well a nice defensive typing, awesome ability in Flame Body which is even better due to some of Larvesta's resistances, and Morning Sun so it can heal Stealth Rock and opposing Pokemon damage. 76 EVs in HP are used so Larvesta can hit an odd number thus being able to switch in Stealth Rock twice. Max Attack is necessary to hit as hard as possible. The rest is put in Defense so Larvesta can tank physical hits better. Eviolite is the prefered item to increase Larvesta's defenses even further. Larvesta will always proceed to wall any Fighting-type bar Timburr which could take an advantage of a burn.

Good teammates:When teambuilding with Larvesta you should always add some form of hazard removal such as Defog and Rapid Spin. Good users of these moves include Vullaby and Drilbur, the former being able to form a VoltTurn core and provides Knock Off support while Vullaby really appreciates Larvesta beating Pawniard, and the latter covering Larvesta's Rock-type weakness while also checking Fletchling. Chinchou beats opposing Water-types and also happens to beat Fletchling. Speaking of VoltTurn, this kind of team usually finds it good to have Larvesta on a slot as it's an incredible U-turn user and one of the few viable ones that have STAB on it. Bellsprout, Oddish, and Bulbasaur apprecites Larvesta's weather support as they will be able to beat the annoying Water-types. Foongus is another Grass-type that synergizes well with Larvesta and beats Water-types. Ferroseed can provide hazards and Thunder Wave support, which is always nice to have, and take out Rock-type attacks. Finnaly, Pawniard formes a great core with Larvesta, with Pawniard being able to beat Fletchling, and Larvesta being a solid switch in to Fighting-types.

What counters it:The obvious counter to Larvesta is Stealth Rock. It can't come in safely at all with Stealth Rock up. While it's other counters can be bypassed by U-turn, some good switch-ins to Larvesta include Water-types such as Chinchou and Staryu, that can switch in any attack and KO Larvesta with theirs Water-type STAB. Omanyte doesn't care about being burned, sets up Shell Smash or hazards with ease, and takes nothing from Flare Blitz as well. Fire-types such as Ponyta resist to both Larvesta's STABs and are immune to burn, being another solid counters. Finnaly, Rock-types such as Archen and Onix or anything with a Rock-type move like Drilbur can KO Larvesta fairly easy, but none of them likes to switch in on Will-O-Wisp.

Additional Info:Wild Charge can be run to hit Water-types, and a Choice Scarf set is fairly good in VoltTurn teams.

Chinchou @ Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 148 SpD / 60 Spe
Bold Nature
- Rest
- Sleep Talk
- Scald
- Discharge

Role: Mixed wall, Tank, Support.

What It Does: Thanks to the RestTalk combo, Chinchou is able to take huge damage then recover it all, while not being completely vulnerable when asleep. That's why it performs its role well checking top-tier mons and working as a status absorber. Scald is the prefered main move as it have that 30% burn chance which is really usefull crippling physical sweepers, while discharge is used because or it's decent paralysis chance and that's really really helpful for supporting teammates. The spread is standard, because it allows Chinchou to reach eviolite numbers and having a great bulk while reaching 14 speed that enables it to tie with bulky mienfoo, bulky archen and opposing bulky chinchou while outspeeding larvesta, vullaby and modest magnemite. Bold is used for physical bulk and berry juice is just useless in this set because it can recover all the damage with rest, so eviolite is the best item.

Good Teammates: Flying-types can cover its Grass weakness quite well, and have an immunity to the Ground-type moves that target Chinchou. Vullaby is effective, as it has great bulk to complement it, access to U-turn for gaining momentum and immunity to Spore from Foongus who often switches into Chinchou. Fletchling also makes a great partner for more offensively inclined teams, as it also can gain momentum with u-turn and immediately threaten Chinchous checks due to its strong priority. Fighting-types can help remove bulky Normal-types, such as Lickitung, who can easily switch in any attack, and Porygon, who can Trace Volt Absorb to gain an immunity to Discharge. Grass-types of your own can help weaken opposing Chinchou, as well as Ground-types that can switch-in safely.

What Counters It: Bulky Grass-types can safely switch in on any attack and threaten it with their STAB, Ferroseed and Foongus are two that function particularly well at this, having great bulk and Regenerator in Foongus' case. Timburr and Croagunk can check it well, as Timburr does not fear Scald Burns or Discharge Paralysis due to Guts and Croagunk has immunity to Water through Dry Skin. Ground-types can threaten Chinchou if they switch in on the proper move, Drilbur and Diglett both outspeed Chinchou and Diglett can also trap it with Arena Trap.

Any Additional Info: A spread of 76 HP / 132 Def / 228 SpD / 60 Spe with a Calm nature can also work, granting it 25 / 18 / 24 defenses instead so it can take special attacks better while having a good defense. Volt switch could be used over discharge to gain momentum against some pokemon and form voltturn cores. Heal Bell is also a good choice used to remove all status that may make the teammates struggle.


Hippopotas @ Eviolite / Smooth Rock
Ability: Sand Stream
Level: 5
EVs: 132 HP, 20 Atk, 212 Def, 100 SpD, 20 Spe
Impish Nature
-Stealth Rock
-Slack Off
-Rock Slide / Whirlwind / Crunch
-Earthquake
Role: Tank, Physical Wall, Special Wall, Lead, Hazard Setter, Support
What it does: Hippopotas' main role in LC is to set up sand whenever it switches in; despite the weather-nerf that drastically lowered the appeal of sand teams, sand is still a viable play style to utilize, both defensively and offensively. When the opponents' team is weakened enough (this means removing any priority or bulky pokemon that can take several hits), it is easy to sweep with powerful sand-rushing team mates such as drilbur. Sand can also be used on defensively-minded teams, in which it whittles away at the opposing pokemons' HP and gives your own rock-types a boost to the special defense. If you are using a team with dual sandrushers (Drilbur and sandshrew), the preferred item for hippo to be carrying is smooth rock. If you are building a stall team, eviolite gives hippopotas enough bulk to not only be a weather inducer but also check certain threats such as archen (given earthquake isn't your only attack). Additionally, Hippopotas' bulk with eviolite allows it to set up rocks in the majority of its matchups; defensive hippo beats out any defensive drilbur trying to spam rapid spin. Offensively-minded teams should set up rocks as soon as possible, even at the cost of Hippo's HP and longevity. However, do not set up rocks in a scenario when the opposing poke can easily kill you from 100% HP; at least set up rocks, survive, switch out, and have the capability to switch back in to re-induce sand. More conservative teams should set up rocks on pokemon that Hippo checks or counters.
Good teammates: Drilbur (Sand rush makes it virtually impossible to outspeed without speed boosts or priority, and his stab earthquake can punch holes in opponents' teams), Sandshrew (Sandshrew's bulk with eviolite allows it to set up swords dance, use Sand rush's speed boost, and proceed to sweep teams. Generally, with sandrew, Hippopotas@smooth rock is preferred; Swords Dance can waste a vital turn.), Lileep (An extremely underated pokemon that gets a spD boost from sand and absorbs water attacks completely with storm drain. This is not only a good team mate for hippo but has excellent synergy with any other water-weak pokemon on a sand stall team.), Pawniard (It may seem like an odd team-mate, but if you aren't running something like crunch on hippo, things such as misdreavus easily stop hippo and occasionally set up on it. Pawniard can pursuit these threats or knock-off when the opponent is predicting a pursuit.), chinchou (chinchou can switch in and volt switch on any water type that threatens hippo with a scald or hydro pump. Also, it can heal bell when hippo is asleep [more on this later]).
What counters it: Very few pokemon (that have the ability to hit hippo hard enough) enjoy switching into Hippo's STAB earthquake. Most of its counters are therefore powerful pokemon with levitate. When hippo runs whirlwind, it ensures that pokemon such as fletchling cannot set up on you and sweep you. However, Misdreavus is allowed to get off a powerful STAB shadowball on hippo that, if it holds smooth rock, hippo will not enjoy taking. Crunch is therefore a viable option, but it's not seen too often. Rock slide is a good attack for hitting flying types with defog such as archen, allowing you to wittle them down while they continually defog your rocks.
More "counters" for hippo are bulky pokemon that don't mind its hits, have a means of recovery, and can set up. In other words--Timburr. If defensive Hippo does not pack whirlwind, Timburr can bulk up and drain punch all day. It is advised to take care of this threat ASAP. Grass types, such as foongus, that can easily recover from its hits can also threaten hippo with a Giga drain and cripple team mate with spore. When facing a hippo-to-foongus match up, the best play is to generally stay in and let hippo get put to sleep; set up rocks if you haven't yet, and accept the incoming spore. Even when it's asleep, hippo can continue to switch in and set up sand, making it still an extremely useful pokemon. When I mentioned chinchou earlier, this situation is what I was referring to. You could heal bell this spore (only when foongus is dead, so that it doesn't get to put anything else to sleep), allowing chinchou to further prove itself a pretty good team mate for hippo.
Additional Info:
1. Leading: A lot of players will predict Hippopotas to lead the match. Consequently, they will oftentimes lead with a counter to it. In order to avoid giving your opponent this headstart, it is recommended to lead with a counter to their counter of Hippopotas. Because sand is only temporary in this generation, it's not always vital to lead with Hippo. Sometimes, simply switching hippo in to set up sand and die (It is, however, advised to keep hippo until at least mid game) is more efficient than constantly slacking off and wasting precious turns of sand.
2. Rocks or not?: Rocks imo. If there comes a situation where you continually have to spam rocks while they spam rapid spin, make sure you come out on top, or at least die with rocks on their field. If it's clearly a losing battle, like when you're facing a defogging vullaby with earthquake and crunch as your only attacking moves, I would definitely recommend switching out.
3. Tanking: Hippo equipped with eviolite is a fairly good tank. Pokemon such as abra with annoying sashes cannot 2hko defensive hippo without energy ball. The best course of action is to sponge a hit then proceed to earthquake (to break their sash). You can either sacrifice hippo from there (with a few turns of sand left, hopefully), or switch out to a revenge killer that can take one of its hits. Please note that this is risky against players in the higher ladder. Nonetheless, hippo can sponge a hit from troublesome pokemon and proceed to knock them out or hurt them with earthquake.



Ferroseed @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 84 HP / 36 Atk / 188 Def / 148 SDef / 36 Spd
Careful Nature
IVs: 0 Spd
- Stealth Rock / Spikes
- Thunder Wave / Protect / Spikes
- Leech Seed
- Bullet Seed

Role: Support, Hazard Setter
What It Does: While often overlooked as a bulky Grass-type, Ferroseed does have access to a good support movepool and is a good counter to Sturdy Smashers and Chinchou who are quite common in the metagame. It is blessed with learning both Stealth Rock and Spikes, allowing the player use Ferroseed as a hazard setter even if they already have Stealth Rock on another member, Or both could be used on the one set however this does limit Ferroseeds survivablity because it wouldn't be able to use Leech Seed + Protect for recovery. Thunder Wave can also be used in that slot to reduce the effectiveness of Mienfoo's and other's that often switch in. Bullet Seed is the prefered attack move to break through Sturdy on Pokemon like Dwebble, Tirtouga, Onix so that they can't abuse Berry Juice to its fullest potential.
Good Teammates: Sweepers enjoy hazard support of course to let them KO Pokemon easier and same goes with Thunderwave. If using Ferroseed on a defensive core, then something to handle Fighting-types is crucial, Spritzee makes a good defensive core with Ferroseed, able to scare off Fighting-types and heal Ferroseed via Wish however this core still has problems with Fire-types, and stuff like Magnemite and Croagunk so keep that in mind while teambuilding.
What Counters It: With Fire being 4x super effective to it naturally Pokemon like Larvesta, Vulpix and Ponyta cause an issue, Fighting-types can also exploit it's only other weakness, so Pokemon like Timburr, Mienfoo, Scraggy can all beat it with no trouble. Although more scarce than the Sturdy variant, Magnet Pull Magnemite will beat Ferroseed very easily, can't be paralyzed by Thunder Wave either.
Any Additional Info: It is often ignored in teambuilding over Pokemon like Cottonee and Foongus who are also bulky Grass-types that have good utility, but are not weak to Fighting and have other useful perks (prankster, regen) However Ferroseed can still prove useful for its hazard setting abilities



Cottonee @ Eviolite
Ability: Prankster
Level: 5
EVs: 116 HP / 196 Def / 196 SDef
Impish Nature
- Encore
- Dazzling Gleam / Giga Drain
- Knock Off / Stun Spore / Taunt / Memento
- Knock Off / Stun Spore / Taunt / Memento

Role: Support, Stall Breaker

What It Does: With Cottonee's handy resistances to types such as Fighting, Electric, Water, Ground, etc and a great supportive movepool to abuse with Prankster Cottonee finds its place on many LC teams. It is quite versatile too, can work on a defensive core in a balanced or semi stall team with Prankster options like Subseed avialble and it can work on more offensive teams supporting set up sweepers with options like Stun Spore, Memento, Knock Off and Encore. Dazzling Gleam and Giga Drain give you coverage on either Fighting-types like Mienfoo or Water-types like Chinchou. Alternatively you could run both on the one set but that comes at the expense of losing a Prankster abusing option or Knock Off. The ability to use Knock Off is great, because Cottonee can't do to much damage offensively unless it can hit something super effectively and Knock Off still gives it a way to threaten Pokemon that are staying in against it. Encore its absolutely crucial on this set, it lets Cottonee act as a check to Misdreavus, not letting it set up with Nasty Plot, it lets you stop pretty much any set up sweeper and turns the momentum in your teams favour.
Good Teammates: Sweepers love the oppurtinities that Cottonee gives to let them set up. Something being locked into a stupid move with Encore, a pokemon being Memento'd, Stun Spore'd makes it much easier to set up a Nasty Plot on with your Misdreavus or a Belly Drum with Zigzagoon. It's Knock Off also helps sweepers KO Pokemon easier. Pokemon that counter Fletchling make great partners because it has priority Acrobatics which can KO Cottonee with ease. Shell Smash Omayte and Tirtouga come to mind because they can set up on Fletchling, and Cottonee can make it easy for them to gain set up oppurtunities because of what I mentioned above.
What Counters It: Fletchling is the main one, beats it with super effective Acrobatics, doesn't care about Knock Off or Giga Drain because it normally carries no item and Giga Drain is resisted, with priority Acrobatics, it doen't really care about Stun Spore that much either. Foongus resists its Stabs, can't be stun spored and can KO it with 4x effective Sludge Bomb. Unless running SubSeed, Cottonee doesn't have much oppurtunities to heal itself either so it can be constantly worn out through the course of a battle untill it can be taken out. Pawnaird has super effective STAB Iron Head to deal with it too.
Any Additional Info: SubSeed is also a cool option on Cottonee, as is Choice Item switcheroo sets


Houndour @ Eviolite
Ability: Flash Fire
Level: 5
EVs: 156 HP / 120 Atk / 36 Def / 196 SDef
Sassy Nature
- Flamethrower / Fire Blast
- Sucker Punch
- Pursuit
- Will-O-Wisp

Roles: Pursuit Trapper, Bulky Attacker

What It Does: This set has one intent: checking Misdreavus. (Though it checks most other Ghosts rather well too.) With this EV spread, Houndour capitalizes on the item Eviolite to have quite considerable bulk, while retaining sufficient damage out put. Houndour's new found bulk lets it tank a +2 Hidden Power Fighting from Misdreavus which is quite a feat. Houndour also still musters 14 attack which is powerful enough to effectively Pursuit trap Misdreavus. Any Misdreavus with HP Fighting loses to a Sucker Punch + Pursuit combination while a Misdreavus lacking HP Fighting is able to live if Stealth Rocks are not up, though normally Houndour is switched in after Misdreavus has taken some damage so this isn't too much of an issue. Fire Blast is an option for a more powerful Fire STAB, but more often Flamethrower should be used as it is far more consistent and is not used often anyway. Will-o-wisp is used normally when predicting a physical attacker to switch in on Houndour, thus finding itself now crippled.

Good Teammates: A Rapid Spinner or Defogger is greatly appreciated as this allows Houndour to switch in with more ease, Drilbur and Archen are fine choices for this role. Something to absorb Knock Off is enjoyed and something to deal with the plethora of Fighting types in the tier is needed as well; Trubbish and Mienfoo both fit these niches and synergy with Houndour well.

What Counters It: Most powerful physical attackers counter Houndour, especially ones who simply shrug off Sucker Punch. Timburr and Scraggy are prime examples of a Houndour counter as long. Both can set up in Houndour's face fearing little while, thanks to Guts and Shed Skin. Drilbur is also able to KO Houndour, but takes a fair amount of damage from Sucker Punch and fears the burn as it switches in.

Any Addition Info: Houndour involves a lot of mind games as the opponent may try to dodge the Sucker Punches and avoid being trapped by Pursuit. Be aware of this heading into the battle. Also Pawniard is a more effective offensive check to Misdreavus; depending on your if your team builds a lot of momentum, Pawniard might be better suited to your team.


Chinchou @ Berry Juice / Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 152 SAtk / 60 Spd
Bold Nature
- Hydro Pump / Scald
- Volt Switch
- Heal Bell / Thunder Wave
- Thunderbolt / Hidden Power Ground

Role: Pivot, Bulky Attacker, Support

What it does: Chinchou is often found keeping various Flying and Electric-type Pokemon in check, as well as opposing Water-types. Due to its decent bulk and good typing, it can switch into many different attacks, and can limit the use of Electric-type moves due to its Ability, Volt Absorb. It functions well as a Pivot, Volt Switching out of the Grass-types it lures in and dissuading Ground-types from switching in due to its Secondary Water-typing.
Access to Heal Bell allows it to function as a Cleric, as it easily finds opportunities to use it when forcing out the many Pokemon it checks. Thunder Wave is used to spread Paralysis if it is so needed, and Scald puts pressure on any Physical attackers who risk switching in due to the Burn chance.

Good Teammates: Flying-types can cover its Grass weakness quite well, and have an immunity to the Ground-type moves that target Chinchou. Vullaby is effective, as it has great bulk to complement it, access to U-turn to form a Volturn core and immunity to Spore from Foongus who often switches into Chinchou. Fletchling also makes a great partner for more offensively inclined teams, as it also can form a Volturn core and immediately threaten Chinchous checks due to its strong priority. Fighting-types can help remove bulky Normal-types, such as Lickitung, who can easily switch in any attack, and Porygon, who can Trace Volt Absorb to gain an immunity to Volt Switch. Grass-types of your own can help weaken opposing Chinchou, as well as Ground-types that can switch-in safely. Allies who want status removed in order to sweep enjoy the Cleric support it offers. Examples of these are Nasty Plot Misdreavus and Shell Smasher users, such as Omanyte and Tirtouga.

What Counters It: Specially Defensive walls, such as Lickitung, Porygon or even Spritzee can switch in its attacks and easily stall it due to their access to recovery. Bulky Grass-types can safely switch in on any attack except the rare Ice Beam and threaten it with their STAB, Ferroseed and Foongus are two that function particularly well at this, having great bulk and Regenerator in Foongus' case. Timburr and Croagunk can check it well, as Timburr does not fear Scald Burns due to Guts and Croagunk has immunity to Water through Dry Skin. Ground-types can threaten Chinchou if they switch in on the proper move, Drilbur and Diglett both outspeed Chinchou and Diglett can also trap it with Arena Trap.

Any Additional Info: Soak can be used to make Grass-type switch-ins Water-type, in order to Pivot off of them with Volt Switch. Eviolite or Berry Juice are both run, so either can be expected, the former allowing it to take stronger attacks and the latter allowing it switch in on weak/resisted hits more often.


Diglett @ Focus Sash
Ability: Arena Trap
Level: 5
EVs: 236 Atk / 36 SDef / 236 Spd
Jolly Nature
- Earthquake
- Shadow Claw / Sucker Punch
- Rock Slide
- Memento

Role: Trapper Support

What It Does: Diglett is an extremely fast pokemon who has the rare ability Arena Trap. Diglett is also inertly frail and not the most powerful making it less appealing than Drilbur more often than not. However, Diglett is still a great pokemon. When used alongside a Volt-Turn core (preferably a slow one), he can come in on various threats safely and annihilate them with his STAB Earthquake. Shadow Claw is used to finish off weaken Ghost types, though Sucker Punch is a viable alternative. Be wary of Will-o-wisp however, which allows Misdreavus to not only dodge the Sucker Punch, but stifle Diglett's potency as a threat. Rock Slide is used to nail Flying types for SE damage while rounding out Diglett's coverage with an EdgeQuake combo of sorts. Lastly, Memento is used to allow team members the chance to set up and sweep.

Good Teammates: Fletchling loves the support Diglett offers; Diglett is able to effectively remove most of Fletchling's checks and counters who switch in. Fletchling is able to U-turn out to Diglett on the switch, allowing Diglett do what it thrives at-trapping the opponent so it can quickly defeat it with the appropriate move. Zigzagoon absolutely adores the Memento support Diglett offers it. With the opponent at -2 offenses, Zigzagoon is able to set up its Belly Drum easily, then proceed to sweep as long as its counters are down. Mienfoo and Chinchou make a great Volt-Turn core for Diglett, allowing it to become slightly offensive and trap various threats to your team. Hazard control allows Diglett to keep his Focus Sash intact, so Defoggers such as Archen and Vullaby or Rapid Spinners like Kabuto or Drilbur are beneficial.

What Counters It: Ghost have been gifted this generation with the ability to not be trapped by Arena Trap or Shadow Tag. Also Arena Trap has a short coming of failing to trap anything with a Flying immunity, thus allowing Archen to stick around throughout the match. Hazards can be used to limit the amount of times Diglett can switch in as they destroy his Focus Sash making him easily revenge killed. Most Choice Scarfers out speed Diglett and can easily 1HKO or 2HKO depending if the Focus Sash is broken or not. Diglett also fears priority as it has nonexistent bulk.

Any Additional Info: Life Orb can be used on Diglett to obtain more power, but it will come at the cost of surviving a hit from priority. Generally,this set is inferior, but it can be useful in certain circumstances.


Archen @ Eviolite
Ability: Defeatist
Level: 5
EVs: 236 HP / 236 Def / 36 Spd
Impish Nature
- Defog / Stealth Rock
- Rock Slide
- Roost
- U-turn / Knock Off / Earthquake

Role: Hazards Remover, Hazard Setter, Support, Pivot

What It Does: Defensive Archen is less common than its more offensive variant but it swaps offensive presence with more bulk and staying power with Eviolite and Roost. The main thing that defensive Archen does is support the team however the set can be tweaked to let it give the support your team needs. For example Archen can act as a hazard remover if needed with Defog, or be a hazard setter instead, having access to Stealth Rock. It can choose to support the team by using Knock Off, or act as a pivot with U-turn so the set is easily tweaked to suit team requirements. Roost is the crux of the set, and is the main thing that seperates its role from offensive Archen because it allows Archen to recover its HP letting it stick around for the duration of a match. Rock Slide along with its bulk and typing, lets it act as a 'Bird' counter with powerful flying types being everywhere in this metagame Earthquake can be used for Steel-types, mainly Magnemite but keep in mind Archen can also just U-turn if it predicts one of them to switch in.

Good Teammates: Since this Archen set is designed to support team mates, there are a lot of Pokemon that can benefit from its support, Hazard weak Pokemon appreciate Defog such as Larvesta, With Archens ability to wall Fletchling Fighting-types make good team mates, Archen not carrying EQ becomes a target for Steel-types and Archen can simply U-turn out on Magnemite, Pawnaird, etc and bring in a Fighting-type. Bulky Grass-types also appreciate Archens ability to beat Fletchling, and soak up electric and water attacks that Archen hates. Notable ones include Foongus and Cottonee.

What Counters It: Despite having Defog, Stealth Rocks hamper Archens preformance by forcing it to Roost in sitautions where it could of set up its on Stealth Rocks or pivoted out with U-turn. If it isn't running Earthquake, then Pawnaird, Chinchou and Magnemite have a much easier time beating it, Knock Off will make it easier to take down. Set up sweepers that don't mind Archens coverage moves will also make short work of it.

Any Additional Info: Nice alternative to the more offensive set


Tirtouga @ Eviolite
Ability: Solid Rock
Level: 5
EVs: 84 Atk / 156 SDef / 12 SAtk / 252 Def / 4 HP
Sassy Nature
- Stealth Rock
- Scald
- Knock Off
- Aqua Jet / Rock Slide / Earthquake

Role: Hazard Setter, Support

What It Does: This Tirtouga set uses its excellent bulk and typing to give it plenty of oppurtunities to support its team. It provieds Stealth Rock, which is such a valuable hazard dealing damage to Pokemon trying to switch in. With Solid Rock, Tirtouga is able to take some random super effective hits although it isn't recommended to let him take those hits. It can freely switch in on Fletchling, one of the most common Pokemon in the tier, Knock Off support is very valuable since most Pokemon lose their effectiveness after having their Choice Scarf, Berry Juice, or Eviolite removed. Scald gives you a STAB move and the 30% chance to burn is often appreciated with Fighting-types being able to hit it super effectively. Aqua Jet lets you pick of weakened threats, Pokemon on their Sturdy, Abra on its Focus Sash so it is a cool move, however Earthqauke is also good for nailing Steel-types and making sure Croagunk can't get a free switch. Rock Slide gives you something to super effectively hit Flying-types.

Good Teammates: Makes a good defensive core with Cottonee and Foongus, they synergise very well type wise (Cottonee and Tirtouga have perfect type synergy) and Tirtouga can remove Flying-type Pokemon that the other two hate. Along with Tirtouga, Foongus / Cottonee can provide great support for offensive Pokemon with Tirtouga having acces to moves like Spore, Stun Spore, Memento, Encore, Switcheroo, Leech Seed, Knock Off, Stealth Rock making Tirtouga + Grass-type great on balanced teams. Sweepers in general pair up well with Tirtouga since Knock Off and Stealth Rock support makes things considerably easier to sweep.
What Counters It: Croagunk and Timburr don't care about Scald because of their abilities and can hit it supereffectively with Fighting-type STAB. Despite its bulk and Solid Rock, Grass is 4x super effective to it so even with Solid Rock a super effective Giga Drain from the likes of Foongus and Cottonee would put it away. Same goes with Bullet Seed Ferroseed who doesn't really care about any of Trtouga's moves and can set up hazards on it

Any Additional Info: Nice alternative to the more offensive set


Porygon @ Eviolite
Ability: Trace
Level: 5
Shiny: Yes
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Tri Attack
- Thunder Wave
- Recover
- Shadow Ball

Role: Special Wall, Bulky Attacker, Status Support

What It Does: Porygon is an phenomenal special wall capable of stopping many powerful threats. Tri Attack is Porygon's obligatory STAB which provides decent damage and even a 20% chance to cripple the opponent. Thunder Wave hampers setup sweepers not behind a Substitute and can often end a sweep on the spot. Recover is for longevity and can be used alongside Thunder Wave to fish for the paralysis so a free turn of recovery is gained. Shadow Ball is used to damage the Ghost types and Psychic types you are often walling.

Good Teammates: Larvesta, Croagunk and Mienfoo all pair exceedingly well with Porygon. Larvesta can easily handle all fighting types not named Timburr due to its Fighting resistance and ability. Croagunk has an awesome typing that also allows it to check most fighting types, save Acrobatics Mienfoo. Croagunk can also doesn't mind a Knock Off too bad, but it is still an issue for Croagunk. Mienfoo on the other hand can easily take Knock Offs and switch in multiple times throughout the match to what ever the opponent brings in to deal with Porygon. Additionally, Misdreavus benefits from Porygon's ability to deal with opposing Misdreavus and Abras who otherwise might end her sweep due to speed ties.

What Counters It: Knock Off is detrimental to Porygon who relies on Eviolite to stay absurdly bulky. And as a general rule of thumb, Fighting types can easily counteract Porygon with their STAB Drain Punches and the ever present Knock Off. Pawniard doesn't mind either of Porygon's offensive moves, though Tri Attck does have a 20% chance to cripple Pawniard, and can Knock Off Porygon's Eviolite and Brick Break/Iron Head Porygon to death.

Any Additional Info: Ice Beam can be used over Shadow Ball or Thunder Wave, however this does very little to Misdreavus who (if it's running Substitute + Nasty Plot) can set up in Porygon's face or isn't losing worth the ability to stop sweeps cold.


Ponyta @ Eviolite
Ability: Flame Body
Level: 5
Happiness: 0
EVs: 156 Atk / 76 Def / 76 SDef / 196 Spd
Impish Nature
- Morning Sun
- Flare Blitz
- Will-O-Wisp / Toxic
- Frustration / Wild Charge

Roles: Physical Wall, Status Support

What It Does: Ponyta happily spreads status throughout the opposing team, namely crippling burns. Pseudo dual status can be used with Toxic to have a greater effect on special attackers, however normally Will-o-wisp is preferred for the ability to guarantee the burn on physical threats. Flare Blitz is the STAB of choice as its recoil is easily mitigated with Morning Sun and is used in tandem with either Frustration or Wild Charge. Wild Charge is used to hit all water types not named Chinchou for SE damage, however Frustration can be used to hit most water types neutrally. Morning Sun provides longevity for Ponyta.

Good Teammates: Mons that complete the Fire-Grass-Water core with out creating an unresisted ground weakness make a brilliant defensive core. i.e. Pumpkaboo and Tentacool complement Ponyta with Rapid Spin support, a hard counter to Chinchou and Drillbur, and the ability to switch into each others weaknesses. Cottonee and Tirtouga also make a nice Fire-Grass-Water core. Cottonee dissuades most pokemon from setting up while forcing switches. Tirtouga has access to Stealth Rock which adds passive damage and provides a check to Fletchling lacking HP Grass. Ponyta appreciates hazards off of her side of the field, so spinners such as Drillbur or defoggers like Vullaby or Archen are appreciated.

What Counters It: Strong SE attacks, especially those from special attackers severely hamper Ponyta. Chinchou makes a great counter to Ponyta, as do Guts abusers. Timburr threatens Ponyta with Knock Offs and Drain Punches, welcoming the chance to be burned. If Taillow can somehow come safely (coming in on a predicted Status or Morning Sun), its Facades is a guaranteed 1HKO as long as Guts is activated.


Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SDef
Bold Nature
- Hidden Power [Fighting] / Stun Spore
- Giga Drain
- Sludge Bomb / Clear Smog
- Spore

Role: Pivot, Status Support

What It Does: Foongus is acts as a phenomenal pivot due to its solid defensive typing and Regenerator. Eviolite allows it to take neutral and resisted hits with ease, while the given EVs and nature allow Foongus to hit Eviolite numbers, which are when the defense stat is an even number; this is ideal because Eviolite boosts round down. Giga Drain and Regenerator allow Foongus to stick around; the latter is especially notable because it means Foongus can repeatedly check and force key threats out without needing to constantly heal, making it an ideal pivot, while the former also acts as a STAB move. Foongus has two excellent options for its second STAB; it can go for a 30% chance and decent base damage with Sludge Bomb, or help check a variety of set-up sweepers with Sludge Bomb. Spore is a rare but incredibly useful move, almost guaranteed to take at least one opposing Pokemon out of the match, and a large part of Foongus's niche. Foongus also has a few options for its filler move, including Hidden Power Fighting to lure in and crush Pawniard, and Stun Spore as an alternate status move for when Sleep Clause is activated or Spore needs to be saved for something else. Foongus is a great addition to a variety of team archetypes because it can repeatedly check a variety of important threats, including but not limited to Mienfoo, Pawniard, Timburr, Carvanha, Tirtouga, Chinchou, Cottonee, Drilbur, and Spritzee. However, it struggles against certain other Pokemon, such as Fletchling, Abra, and Ponyta.

Good Teammates: Fellow Regenerator-abusing Pokemon in Mienfoo and Slowpoke are nice teammates because they form a Regenerator core with Foongus, which can be a nuisance to break through, since members of the core will be able to remain healthy for extended periods of time. Pokemon that can deal with threats that force Foongus out are also appreciated; for example, Archen is helpful to beat Fletchling, while the previously mentioned Slowpoke can take out Ponyta. Archen is also useful as a teammate to Regenerator cores because it is able to utilize Defog to clear hazards, which is useful for a core that relies so much on switching. Overall, however, as long as a team doesn't compound Foongus's weaknesses too badly, it will usually appreciate Foongus's presence, so it shouldn't be too much trouble to fit Foongus onto a team.

What Counters It: Vullaby and Ferroseed are two Pokemon that are able to switch into anything Foongus has to offer and force it out; the former has Overcoat while the latter is a Grass-type to deal with Spore, while both resist Giga Drain. Vullaby's innately high special bulk and access to Flying STAB means Foongus will have a great deal of trouble against opposing Vullaby, while Ferroseed is immune to Sludge Bomb and can freely set hazards up against Foongus. Once Sleep Clause has been activated, Foongus is much easier to deal with; Ponyta, Archen, Croagunk, Trubbish, Gastly, Larvesta and Koffing will all be able to switch into Foongus in such a scenario and beat it handily. Fletchling, Abra, Doduo, Houndour and Vulpix are notable threats that might not enjoy taking a Sludge Bomb, but will be able to deal with Foongus once they're in. Keep in mind that Foongus doesn't mind repeatedly switching out of unfavourable match-ups thanks to Regenerator.


What Not To Use:



Shroomish @ Eviolite
Ability: Poison Heal
Level: 5
EVs: 116 HP / 116 SpA / 116 Def / 116 SpD
Modest Nature
- Spore
- Protect
- Giga Drain
- Sludge Bomb

Roles: Tank, Support

What It Does: The sixth generation has improved Shroomish's viability to a degree; now all Grass types are immune to power moves allowing Shroomish to take all common status with decent ease. Posion Heal is not only makes Shroomish immune to Toxic damage, also gives Shroomish some, albeit little, recovery. Spore is a wonderful move, as it forces your opponent to create fodder. Protect is mostly filler, though it does allow free Poison Heal recovery and aid prediction against Choice Scarf pokemon. Giga Drain is the STAB of choice as it gives some recovery while also having damage out put. Since Shroomish has a fairly shallow special movepool, Sludge Bomb is used to grant some coverage.

Good Teammates: Bulky Pokemon enjoy Shroomish's company as they tend to be prone to status which ruins their longevity. Sturdy-Juice users are also fairly prone to status as well, and Tortuga also has decent type synergy with Shroomish making it a fine choice. Lastly, Ponyta greatly assists Shroomish by being able to cripple Shroomish's counters

What Counters It: Vullaby utterly counters Shroomish with it's STAB Brave Bird, immunity to Spore, Knock Off, and resistance to Giga Drain. Foongus walls Shroomish forever and threatens with Sludge Bomb. Ferroseed scoffs at Shroomish and its efforts as well while supporting its own team.

Any Additional Info: Shroomish can decide to go with physically options, generally though it's inferior option as you may be absorbing Will-o-Wisp. Yet over all, Shroomish is outclassed by Foongus in EVERY regard. Don't use Shroomish, please.



Baltoy @ Eviolite / Light Clay
Ability: Levitate
Level: 5
EVs: 196 SDef / 116 SAtk / 196 Def
Calm Nature
- Reflect
- Light Screen / Rapid Spin
- Psyshock
- Stealth Rock

Roles: Special Wall, Hazard Setter, Hazard Remover, Support, Lead

What it does: Baltoy may look like a very decent option for a lead or hazard setter, but it's quite the contrary, as Baltoy is generally a mediocre Pokemon. Baltoy has some extreme struggles against most other Pokemon in the Metagame. Mienfoo, an extremely popular Lead, gives Baltoy loads of trouble with a combination of Fake Out, Knock Off, and U-Turn. Pawniard is also a very big problem for Baltoy, as it is immune to Psyshock and can cripple Baltoy with Knock Off. While Baltoy is meant to be a special wall, the 3 most common Special Attackers in the Metagame, Misdreavus, Abra, and Chinchou all can hurt Baltoy bad with Shadow Ball or Scald. In this set, really stands out in particular. Eviolite or Light Clay can be chosen as an item, depending on whether you want Eviolite's Bulk or Light Clay's Longer Reflects and Light Screes. EVs and Nature make Baltoy decently bulky against most Bottom-LC Special Attackers. Reflect and Light Screen are nice for supporting the team, if you can get them up. Rapid Spin can be used over Light Screen if hazards are an issue for your team. Psyshock prevents Baltoy from being complete setup bait, but if the opponent uses Taunt and switches into a Dark type, there's nothing you can really do but switch out. Stealth Rock is standard, and is very useful for breaking the opposing team's Focus Sashes and Sturdies.

Good Teammates: Anything that benefits from Stealth Rock, anything that benefits from Dual-Screens, or anything that can remove Ghost Types that are immune to Rapid Spin.

What Counters It: Lead Mienfoo, Pawniard, Misdreavus, Chinchou, Abra, Houndour, Gastly, Carvanha, Honedge, Scraggy, Vullaby, Every Dark-Type ever

Any Additional Info: Baltoy is, in all honesty, mediocre. Drilbur totally outclasses it in almost every aspect. While it can't set up Reflects or Light Screens, Drilbur can set up Stealth Rock, it's reasonably sturdy, it's stronger, it isn't crippled by Knock Off, it has a way to deal with things like Misdreavus, and the list goes on.


Duskull @ Eviolite
Ability: Levitate
Level: 5
EVs: 196 Def / 196 SDef / 116 HP
Relaxed Nature
- Will-O-Wisp
- Pain Split
- Shadow Sneak
- Ice Beam / Substitute

Role: Physical Wall, Support (status)

What It Does: Duskull is supposed to wall Physical Attackers for the most part by spreading Burn through Will-o-Wisp. Has trouble walling much of anything with the advent of the Knock Off buff, decimating it and removing its Eviolite. Pain Split is its only form of recovery and really only way to cause real damage. Shadow Snake gives priority for the rare case where it can make use of it and actually do real damage. Ice beam hits Drilbur who you can attempt to Spin block, although burning it is top priority. Substitute can be run to cause further damage with Pain Split, however Duskulls lack of speed holds it back.
Good Teammates: Things to take Knock Offs for Duskull, as it becomes near useless once it loses it, without any form of reliable recovery. Foongus is decent for this, as well as Sticky Hold users such as Shellos and Trubbish. Dark-types can cause Duskull major issues, so Fighting-types such as Mienfoo or Timburr can help remove them. Wish passers such as Spritzee or Lickitung can help it recover with Wish and also handle strong Special attackers that don't care about Burn.

What Counters It: Special Attackers that aren't weak to Ghost fear absolutely nothing and can set up on it. Pawniard does not enjoy Will-o-Wisp, but fears nothing else and can remove its Eviolite and cause massive damage with Knock Off. Anything with Knock Off can threaten it, and allow a second attacker to KO it easily. Other strong Ghosts, such as Misdreavus can switch in its weak attacks and threaten with their own Ghost STAB

Any Additional Info: Misdreavus can do everything Duskull can do much better and is far superior in every other aspect. Don't use Duskull on a serious team, like really it's pretty bad despite its "high" defenses, due its awful HP stat and zero offensive pressure.


Hoppip @ Berry Juice
Ability: Chlorophyll
Level: 5
EVs: 196 Spd / 236 Atk / 76 HP
Jolly Nature
- Substitute / Seed Bomb / Bullet Seed
- Swords Dance / Memento / U-Turn
- Acrobatics
- Sleep Powder

Role: Physical Sweeper, Status Support

What It Does: Hoppip has a unique typing in LC, is the only Grass-type in LC with access to U-Turn, and has a decent offensive and support movepool. Fortunately, none of this is enough to make up for a base stat total of 250. In short, Hoppip is an atrocious Pokemon because its base stats are awful; it's not very fast, is very frail, and has abysmal attacking stats. Other Pokemon with relatively low base stat totals, such as Bunnelby and Zigzagoon, are able to carve niches for themselves by being absolutely incredible in another aspect, but none of Hoppip's abilities are anything to write home about, and its movepool isn't too expansive, either, certainly nowhere near enough to make up for Hoppip's numerous faults.

What Counters It: Any viable Pokemon that isn't weak to its STAB moves, and some that are, will be able to beat it easily.


I have reserved everything I need now, so you guys can start posting now :)
 
Last edited:

Aerow

rebel
is a Tiering Contributor Alumnusis a Contributor Alumnus
I have now reserved as many posts as I need, and all sets from the previous thread should be added now. I have also made a Reserved/Completed list in the OP, so get posting! :)
 

Max Carvalho

Que os jogos comecem
What not to use
Zubat
Zubat @Eviolite
Ability: Ineer Focus
Level: 5
EVs: 196 HP / 76 Atk / 236 Spe
Jolly Nature
- Defog
- Brave Bird
- Roost
- U-turn

Roles: Hazard Remover, Pivot.

What it does: It's supposed to remove hazards mainly while U-turn gives it a little niche as a pivot. Someone may like to use Zubat as a Deffoger due to its resistances, including a 4x resistance to Fighting-type moves and a powerful STAB in Brave Bird. However, Zubat is rather terrible due to its low stats, no coverage moves at all, and being set up fodder to most powerful threats in LC.

What Counters it: Misdreavus, Pawniard, Archen, Chinchou, Tirtouga, Magnemite, any wall, etc.

Any Additional Info: Don't use it.


Shieldon Berry Juice
Ability: Sturdy
Level: 5
EVs: 116 HP / 20 Atk / 212 Def / 132 SpD
Impish Nature
- Stealth Rock
- Heavy Slam
- Rock Blast
- Earthquake / Roar
Roles: Hazard Setter.

What it does: It is a Stealth Rock setter with the coveted ability Sturdy. Some people may find Shieldon huge Defense stat very cool but its typing is incredibly poor, being easily beaten by Fighting- and Ground-types such as Mienfoo and Drilbur. Shieldon is always a sitting duck after Sturdy is broken and it probably won't be able to set up more than once. It is easily outclassed by Aron and other hazard leads such as Dweeble.

What Counters it: Mienfoo, Timburr, Scraggy, Croagunk, Misdreavus, Drilbur, Diglett, or anything with a Fighting- or Ground-type move should be enough to deal with Shieldon.

Any Additional Info: Metal Burst can always be used to get more damage.
 
Last edited:

The Avalanches

pokemon tcg
is a Contributor Alumnusis a Smogon Media Contributor Alumnus
Reserving Shellos for what to use, Bergmite & Cacnea what not to use.


Shellos @ Eviolite
Trait: Sticky Hold
EVs: 228 HP / 132 Def / 100 SpD / 4 Spe
Bold Nature
- Scald
- Recover
- Earth Power / Ice Beam
- Stockpile / Yawn / Ice Beam

Role: Wall

What it does: Shellos's ability Sticky Hold along with its high defenses with Eviolite make it an amazing Knock Off absorber. In addition, it can boost its defenses over time with Stockpile and recover off damage with Recover, making it easy to come in on Knock Off users such as Pawniard and Mienfoo and use Earth Power or Scald and fish for a burn. It can also even take on Fletchling if it runs Ice Beam, 2HKOing it while only being 3HKOed by Acrobatics.

Good teammates: Shellos is a welcome addition on any team weak to common Knock Off users, or on bulkier teams to absorb Knock Offs so that Eviolites remain in place. It's also good at countering Pokemon like Mienfoo and Pawniard, so if teammates are weak to these Pokemon, Shellos can be helpful.

What counters it: If Shellos is not running Stockpile, Misdreavus can set up a Substitute and start Nasty Plotting. Anything bulky that doesn't mind being burned can also give Shellos a hard time, such as Cortonee and Foongus, who both avoid a 2HKO from Ice Beam. Magnemite can also nail Shellos with a Thunderbolt or Volt Switch.

What NOT to use:

Bergmite @ Eviolite
Trait: Sturdy
EVs: 76 HP / 236 Def / 156 SpD
Impish Nature
- Rapid Spin
- Recover
- Toxic
- Avalanche

Role: Haxard Remover
 
Last edited:

Corporal Levi

ninjadog of the decade
is a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Site Content Manager Alumnusis a Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnus
Reserving Corphish for what to use, and Cranidos for what not to use.
I would like to think Cranidos has a fair niche; base 125 attack is no laughing matter, and it's still fast enough to abuse Sticky Web. With Sticky Web, it has a really nice movepool to abuse Sheer Force + Life Orb, and has the bonus of resisting Fletchling's Acrobatics.
 
I would like to think Cranidos has a fair niche; base 125 attack is no laughing matter, and it's still fast enough to abuse Sticky Web. With Sticky Web, it has a really nice movepool to abuse Sheer Force + Life Orb, and has the bonus of resisting Fletchling's Acrobatics.
Nevermind, Corphish has already been taken.
 

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