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.