Pixl Posted June 29, 2015 Share Posted June 29, 2015 (edited) Hey guys! I don't really post much about competitive because I'm a no-good scrub, but I think this forum deserves some more LC love! I know some of you are aware of my recent obsession with this tier, but it's warranted. Seriously, the pool of Pokemon you can choose from is amazing, and although there is a clear meta of strong team members, I feel there is a lot of diversity. So, this thread is just being made to highlight any team showcases for Little Cup in addition to general discussion of the tier! Not sure how many of you out there play it, but I suggest looking into it, because it's super fun. I didn't make this to be an RMT thread, but due to my inexperience in team building, I think some of you might be inclined to want to correct my errors... However, this isn't just for my teams; I encourage anyone to showcase their own as well! Anyway, here are a select few teams I have made recently, that I enjoy using: Camel Express I wanted to build a team around Numel. This was my first LC team and I just had fun with it. It went from playing with weather to building a team that can actually work. Vulpix goes with Numel most times to set up sun. Lileep is there to suck up the Water hits they draw in. Hippo is a good bulk wall to have, and has good synergy with Numel and Vulpix as a weather resetter. Amaura is a good scarf revenge killer that does well in sand as well for the boosted special defense. Mienfoo is a good bulky physical member that can scout, come in on hazards, switch out, and regenerate its health due to its ability. Numel (M) @ Eviolite Ability: Simple Level: 5 EVs: 36 HP / 236 SpA / 236 Spe Timid Nature - Flame Charge - Growth - Fire Blast - Earth Power Ah Numel, the champion! This little cute and adorable guy here is Simple-y a monster! (Get it? Hah...) Prioritizing the +2 speed boost in Flame Charge over Growth is usually a safer bet. Growth is an amazing move for Numel and I am just amazed and thankful that it gets it! +2 Atk and SpA? Yes please. Also, in the sun? Well, let's just say you don't want to mess with it. As far as attacks go, its STAB coverage is pretty alright. Earth Power is a given, but some people prefer to run Lava Plume or Flamethrower over Fire Blast. Just preference, and all are completely usable! Vulpix (F) @ Heat Rock Ability: Drought Level: 5 EVs: 52 HP / 196 SpA / 236 Spe Timid Nature - Fire Blast - Energy Ball - Will-O-Wisp - Sunny Day Vulpix works really well with Numel, and you usually see the two together, simply because the camel does so well in the sun. Fire Blast gives Vulpix the raw power it needs when attacking, and Energy Ball is the more lame version of Solarbeam, which is sadly denied to Vulpix while Ninetales gets all the fun, but it still hits those Water and Ground types well. Will-O-Wisp is good utility for crippling physical attackers, or if you just want to be annoying. Last slot is up for grabs. You could go with a Hidden Power type (Ground would probably be best, with Chinchou prevalence), or Roar if you want to stop set ups. However, I have Sunny Day on this set as per Skitty's suggestion; you can keep momentum going for you if you can predict a Hippo or--if your opponent is desperate--Snover switch, effectively eliminating the weather presence they set up that turn. Lileep (F) @ Eviolite Ability: Storm Drain Level: 5 EVs: 228 HP / 140 Def / 140 SpD Calm Nature - Stealth Rock - Giga Drain - Recover - Ancient Power This little tentacle monster is a great wall that can suck up the Water type hits that your team hates (kind of necessary on this team!) AND get a boost with it. It also gets the added bonus of being a Stealth Rock setter with reliable recovery in the form of both STAB Giga Drain and Recover. The last slot is also one that can switch around a lot, but here I've chosen Ancient Power to deal damage to those annoying Flying types that like to switch in, namely Vullaby, which also packs Defog. Plus, you can have fun if you manage to get the boosts! Other options here are things like Toxic if you want to cripple other walls which may decide to switch in on you as well, and decide to use Toxic on YOU! Lileep doesn't like getting hit by Toxic. Hippopotas (M) @ Eviolite Ability: Sand Stream Level: 5 EVs: 212 HP / 16 Atk / 140 Def / 20 SpD / 20 Spe Impish Nature - Earthquake - Crunch - Slack Off - Whirlwind Yes, Hippo is its actual name. But here it is, one of my favorite walls. I originally had him in to create a weird weather team, and I even considered giving Amaura Snow Warning (but no, Refrigerate is always better) to add to the hilarity. But as it turns out, and thanks to some cool people for telling me, sun and sand work really well together! For resets and getting more sun turns. Numel also does well in sand because it's immune, so Hippo has some great synergy on this team. Earthquake is good STAB, and Crunch is coverage. Slack Off is necessary, which makes Hippo such a great tank, and Whirlwind stops losers from setting up. I have another Hippo that's exactly the same, except with Rock Tomb rather than Crunch, to hit switch ins like Fletchinder, but this team has Amaura, and to a lesser degree Lileep, so I don't worry about that so much. You can also slap Toxic onto Hippo in place of Whirlwind or something, if you want. Amaura (F) @ Choice Scarf Ability: Refrigerate Level: 5 EVs: 60 HP / 220 SpA / 228 Spe Modest Nature - Nature Power - Ancient Power - Thunderbolt - Dark Pulse Amaura is just adorable! Deadly too. Choice Scarf makes it a great revenge killer. Nature Power is an amazing move, as it turns to Tri Attack in battle, which gets the power boost and type change from Refrigerate, then STAB! The best thing about it is that Nature Power itself is a status move, and therefore Amaura cannot be hit by Sucker Punch when using it. Ancient Power is good STAB as well, and once again, the boosts are neat when they happen. Thunderbolt punishes Water types that try to switch in, and Dark Pulse for extra great coverage. Mienfoo (M) @ Eviolite Ability: Regenerator Level: 5 EVs: 196 Def / 36 SpD / 236 Spe Jolly Nature - U-turn - Drain Punch - Knock Off - Fake Out Mienfoo is a very common Pokemon in LC, and for good reason. It has good bulk in its stats, with Eviolite, and with Regenerator, allowing it to pivot excellently. U-turn is for obvious scouting purposes, Drain Punch is STAB and recovery. Knock Off is arguably the best move in LC as well. Last slot can be changed between Fake Out or Taunt, or something else. I have Fake Out, but remember that it is very easy to predict, so you might waste a turn using it. Full text export: Numel (M) @ Eviolite Ability: Simple Level: 5 EVs: 36 HP / 236 SpA / 236 Spe Timid Nature - Flame Charge - Growth - Fire Blast - Earth Power Vulpix (F) @ Heat Rock Ability: Drought Level: 5 EVs: 52 HP / 196 SpA / 236 Spe Timid Nature - Fire Blast - Energy Ball - Will-O-Wisp - Sunny Day Lileep (F) @ Eviolite Ability: Storm Drain Level: 5 EVs: 228 HP / 140 Def / 140 SpD Calm Nature - Stealth Rock - Giga Drain - Recover - Ancient Power Hippopotas (M) @ Eviolite Ability: Sand Stream Level: 5 EVs: 212 HP / 16 Atk / 140 Def / 20 SpD / 20 Spe Impish Nature - Earthquake - Crunch - Slack Off - Whirlwind Amaura (F) @ Choice Scarf Ability: Refrigerate Level: 5 EVs: 60 HP / 220 SpA / 228 Spe Modest Nature - Nature Power - Ancient Power - Thunderbolt - Dark Pulse Mienfoo (M) @ Eviolite Ability: Regenerator Level: 5 EVs: 196 Def / 36 SpD / 236 Spe Jolly Nature - U-turn - Drain Punch - Knock Off - Fake Out Rain & Relaxation I wanted to build a rain team that has Lotad, so here it is! Riolu has nothing to do with the rain, but I thought it was a good fit as a physical attacker here. Voltorb is my main rain setter, and can still pack a punch with its Thunder, in addition to Taunting other leads. Anorith is my rocks setter, and with Swift Swim and Swords Dance does it make for a formidable force. Lotad is Lotad, need I say more? Mantyke and Tentacool are bulkier. Tentacool usually runs Liquid Ooze, which can also be used, but I felt like I might as well take advantage of Rain Dish. Riolu (M) @ Berry Juice Ability: Prankster Level: 5 EVs: 116 HP / 196 Atk / 196 Spe Jolly Nature - Swords Dance - High Jump Kick - Copycat - Blaze Kick Now, I hate Lucario, honestly. It's a shame, because I like the jackal/Anubis design, and the idea behind it, but the way it used to be so widely used, and the fact that it is so popular and overrated, made me slowly hate it. As a little anecdote, I remember being in elementary/middle school and hearing two smaller children talk: "Hey, what's your favorite legendary Pokemon?" "Lucario!" I shake my head even today. ANYWAY, I digress. Riolu, however, is awesome. it gets Prankster! I love using LC Pokemon that have different abilities than their evolutions. And Riolu uses it really well. It sets up Swords Dance so it can sweep with High Jump Kick and Blaze Kick for coverage, sure, but the most fun thing about it is its access to Copycat. Priority Copycat. Uses the last move used in battle. So if you were slower and hit High Jump Kick, you can get a priority High Jump Kick out next for the potential KO. Situationally, it can work as a revenge kill mechanic against something that used a move it itself is weak to (for example, Archen killing with Stone Edge, then dying to your priority Stone Edge when you bring in Riolu for the revenge). Voltorb @ Damp Rock Ability: Static Level: 5 EVs: 36 HP / 36 Def / 236 SpA / 196 Spe Timid Nature - Rain Dance - Thunder - Taunt - Volt Switch Voltorb is a neat lead in LC. It reaches the legendary 20 speed status like Diglett, and gets access to things like Taunt, and in this team's case, Rain Dance. Since this is a rain team, of course. Now, rain teams aren't common in LC because rain is the only weather that has no Pokemon that sets it with an ability. There's Sandstorm in Hippo, Hail in Snover, Sun in Vulpix, but no Drizzle. You usually have things like Prankster Murkrow as rain setters, however. Anyway, Taunt for obvious reasons, good against other set up Pokemon, and it's not always expected. Rain Dance of course. I have Thunder because I like it, but you can go Thunderbolt if you are worried about needing to attack before being able to set up rain. I have Volt Switch on the last slot for quick escapes, but be careful of Diglett on the enemy team! You can also substitute for something like Hidden Power (Fire, Ice, Grass, Ground are all options), or even Explosion if you want to suicide (which I wouldn't suggest here; you need Voltorb alive for the rest of the team). Anorith (M) @ Berry Juice Ability: Swift Swim Level: 5 EVs: 236 Atk / 36 Def / 236 Spe Adamant Nature - Stealth Rock - Swords Dance - Rock Blast - Knock Off Monster shrimp coming through. This thing is great, and it can also pack Rapid Spin too. Unfortunately, it does hurt to Stealth Rock so switching in isn't always the safest. It does set them up though, and it can set up itself with Swords Dance. Its attack is great and Swift Swim with its decent speed make it a real threat. Rock Blast helps with those Berry Juicers and Knock Off is universally amazing. Lotad (F) @ Life Orb Ability: Swift Swim Level: 5 EVs: 116 Def / 196 SpA / 196 Spe Timid Nature - Surf - Giga Drain - Ice Beam - Hidden Power [Electric] Even though I usually put the Pokemon I'm building around first, that didn't happen for whatever reason with this team. Anyway, I wanted to use Lotad, cause apparently people love Lotad. Sure, it's cute, so why shouldn't I? It can be pretty good, but needs rain. Standard coverage set, and then Hidden Power Electric for Flying types and yeah. Mantyke (M) @ Eviolite Ability: Swift Swim Level: 5 EVs: 76 HP / 36 Def / 196 SpA / 196 Spe Modest Nature - Hydro Pump - Air Slash - Hidden Power [Ground] - Rain Dance Mantyke is nice and bulky, and is good at setting up Rain Dance. I have it slotted in case Voltorb dies because I suck and am careless. Not much to say about the set here, standard STAB coverage, and then the Hidden Power type being Ground is there to hit switch ins like Chinchou. Tentacool (M) @ Eviolite Ability: Rain Dish Level: 5 EVs: 196 HP / 76 Def / 196 SpD / 36 Spe Calm Nature - Acid Spray - Scald - Rapid Spin - Toxic Spikes Tentacool does the same thing Tentacruel does, really. This set, at least. Toxic Spikes are a good layer of hazards to have, despite the prevalence of Poison types to suck them up. I prefer Acid Spray because Tentacool doesn't hit the hardest anyway, and the special defense drop has more utility. This is my Rapid Spinner, so I didn't need to slot that on Anorith. I prefer using Tentacool for it anyway because it is bulkier. Full text export: Riolu (M) @ Berry Juice Ability: Prankster Level: 5 EVs: 116 HP / 196 Atk / 196 Spe Jolly Nature - Swords Dance - High Jump Kick - Copycat - Blaze Kick Voltorb @ Damp Rock Ability: Static Level: 5 EVs: 36 HP / 36 Def / 236 SpA / 196 Spe Timid Nature - Rain Dance - Thunder - Taunt - Volt Switch Anorith (M) @ Berry Juice Ability: Swift Swim Level: 5 EVs: 236 Atk / 36 Def / 236 Spe Adamant Nature - Stealth Rock - Swords Dance - Rock Blast - Knock Off Lotad (F) @ Life Orb Ability: Swift Swim Level: 5 EVs: 116 Def / 196 SpA / 196 Spe Timid Nature - Surf - Giga Drain - Ice Beam - Hidden Power [Electric] Mantyke (M) @ Eviolite Ability: Swift Swim Level: 5 EVs: 76 HP / 36 Def / 196 SpA / 196 Spe Modest Nature - Hydro Pump - Air Slash - Hidden Power [Ground] - Rain Dance Tentacool (M) @ Eviolite Ability: Rain Dish Level: 5 EVs: 196 HP / 76 Def / 196 SpD / 36 Spe Calm Nature - Acid Spray - Scald - Rapid Spin - Toxic Spikes Reduce, Reuse, Recycle Team based around a Recycle Trubbish. Pawniard has great synergy with Trubbish, as it takes the Psychic hits the bag of trash draws in, while Trubbish tanks the Fighting hits Pawniard attracts. Drifloon because screw Earthquake. I actually just wanted to use a Flying type. Drifloon still needs to be careful because a lot of things with Ground moves also have Rock moves. Hippo, however, is there to save the day from those dreaded Rock moves, while also providing bulk. Back to Trubbish, it also is a good switch in for the Dark moves that Drifloon draws. Nosepass does well with sand, and my set on it takes full advantage of it. Foongus because it's bulky and provides a good pivot for the rest. Trubbish (M) @ Berry Juice Ability: Sticky Hold Level: 5 EVs: 116 HP / 36 Atk / 100 Def / 20 SpD / 236 Spe Jolly Nature - Recycle - Spikes - Gunk Shot - Drain Punch I think fink suggested I use a Recycler, and Trubbish too, so I tried it out! Trubbish is actually pretty cool, and can tank some hits like a champ. The Berry Juice Recycle combo is great though, even if it gets the "..." reaction a lot. Trubbish is also a great Spikes setter, and then Gunk Shot hits hard with STAB, and Drain Punch for coverage and extra recovery. There are also other choices for the last slot, it's up to you! Pawniard (M) @ Eviolite Ability: Defiant Level: 5 EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe Jolly Nature - Knock Off - Sucker Punch - Iron Head - Stealth Rock So, Pawniard is really strong and common in LC. I have Stealth Rock on it because it can do that pretty well. Defiant means that you can switch into predicted Defogs and get a +2 attack boost, then set up your rocks anyway. It also gets the legendary Knock Off, and even gets STAB with it. Can't go wrong there. Iron Head as secondary STAB, and Sucker Punch as super strong priority. Drifloon (M) @ Berry Juice Ability: Unburden Level: 5 EVs: 196 Atk / 116 SpA / 196 Spe Naive Nature IVs: 19 HP - Acrobatics - Shadow Ball - Substitute - Recycle Drifloon is love. It's a cute little balloon that does fun things. Substitute is there to get Berry Juice to activate faster, or at least in a more controlled environment. The HP IVs are there so you can Sub twice and get the heal. Acrobatics is a monster move with the speed boost from Unburden, when there's no held item. Shadow Ball is also coverage with STAB. Recycle in the last slot is for a couple of reasons. One is that it fits with my theme! But really, it has its uses. If you have a sweep going you can prevent revenge killers with Sucker Punch from killing you by using Recycle, thus regaining your Berry Juice. If you're below 50%, it's a free heal, and if you're above, then it allows you to get another Unburden boost if you are forced to switch out. Alternatively, you can go for something like Will-O-Wisp, which is always useful. Hippopotas (M) @ Eviolite Ability: Sand Stream Level: 5 EVs: 212 HP / 20 Atk / 212 Def / 20 SpD / 20 Spe Impish Nature - Earthquake - Rock Tomb - Slack Off - Whirlwind Hippo again! Same as before, but this one has Rock Tomb instead. I have a good Dark Pokemon in Pawniard, so I didn't feel the need for Crunch. I can also use Drifloon, carefully, against Ghost types like Gastly that come in, but it needs the Unburden boost before attacking. Plus, Rock Tomb can help slow switch ins and make it just easier overall for the team. Nosepass (M) @ Choice Scarf Ability: Sand Force Level: 5 EVs: 36 HP / 236 SpA / 36 SpD / 196 Spe Timid Nature - Power Gem - Earth Power - Dazzling Gleam - Volt Switch This is the reason this is my favorite team so far. No one really thinks to expect a scarf Nosepass. Sand Force too, which is scary for frailty, but 20/20/16 defenses are not too shabby, and that special defense is boosted in sand. Even though this team isn't a dedicated sand team, the mechanism of Hippo and Nosepass works fabulously together, and due to Hippo's bulk it is easy to set up sand if you need it. Nosepass is more of a late game cleaner though, so I find myself often sending out Hippo to be sacked in the end so I can get a Nosepass sweep going. Anyway, Power Gem for STAB, which also gets boosted by Sand Force. Win/win. Because of the boosts, you could also go for Ancient Power if you wanted, but Power Gem is better for the initial damage output. Earth Power is great coverage and also gets a Sand Force boost. Dazzling Gleam is great! Screw those common Fighting Pokemon, am I right? I didn't actually realize Nosepass got this until I found out it didn't get Flash Cannon and had to find something else. But it works out! And Volt Switch, ah yes, so good, and makes Nosepass a pretty decent scarf user. Plus, it hits Water Pokemon. Win/win again! Unless it's Chinchou... Foongus (M) @ Eviolite Ability: Regenerator Level: 5 EVs: 124 HP / 160 Def / 160 SpD Bold Nature - Spore - Giga Drain - Clear Smog - Stun Spore Foongus is a good pivot that can put things to sleep with Spore and then cripple others with Stun Spore. Giga Drain for STAB and recovery, and I prefer Clear Smog over Sludge Bomb for utility. Full text export: Trubbish (M) @ Berry Juice Ability: Sticky Hold Level: 5 EVs: 116 HP / 36 Atk / 100 Def / 20 SpD / 236 Spe Jolly Nature - Recycle - Spikes - Gunk Shot - Drain Punch Pawniard (M) @ Eviolite Ability: Defiant Level: 5 EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe Jolly Nature - Knock Off - Sucker Punch - Iron Head - Stealth Rock Drifloon (M) @ Berry Juice Ability: Unburden Level: 5 EVs: 196 Atk / 116 SpA / 196 Spe Naive Nature IVs: 19 HP - Acrobatics - Shadow Ball - Substitute - Recycle Hippopotas (M) @ Eviolite Ability: Sand Stream Level: 5 EVs: 212 HP / 20 Atk / 212 Def / 20 SpD / 20 Spe Impish Nature - Earthquake - Rock Tomb - Slack Off - Whirlwind Nosepass (M) @ Choice Scarf Ability: Sand Force Level: 5 EVs: 36 HP / 236 SpA / 36 SpD / 196 Spe Timid Nature - Power Gem - Earth Power - Dazzling Gleam - Volt Switch Foongus (M) @ Eviolite Ability: Regenerator Level: 5 EVs: 124 HP / 160 Def / 160 SpD Bold Nature - Spore - Giga Drain - Clear Smog - Stun Spore Edited June 29, 2015 by Pixl Quote Link to comment Share on other sites More sharing options...
Shadow Tack Posted June 29, 2015 Share Posted June 29, 2015 I have to get approval to make an LC showcase thread, i keep forgetting to do that. for the first team earth power>ancient on amaura, and hyper voice is better than nature 95% of the time on the second team i'd say aftermath is more relable than static on volty, swapping riolu's or anorith's SD for another move might be beneficial, i'd say use aqua jet if swaping out the anorith, and crunch, shadow claw or P-jab is swapping w/ riolu. on lotad HP electric is useless since it has moves that hit fliers already, and gets wrecked by fletch anyways, maybe use sub? on the third team a sturdy juice recycle magnemite would perfectly fit, the only thing to watch out for that i can specifically think of is pancham, which breaks trubbish w/ no chance of fixing. Quote Link to comment Share on other sites More sharing options...
AuthorReborn Posted June 29, 2015 Share Posted June 29, 2015 LC is dominated completely mostly by physical attackers bar a few exceptions (such as Abra and Gastly), so Lava Plume is always a far superior move in comparison to Flamethrower or Fire Blast due to the high burn chance allowing you to cripple most threats and/or walls. Quote Link to comment Share on other sites More sharing options...
Pixl Posted June 29, 2015 Author Share Posted June 29, 2015 I really do appreciate the input, guys, and I will continue discussion on those points, and hopefully better my teams!However, as I mentioned, I didn't mean for this to be an RMT just for my team (otherwise I would have posted in the RMT subforum), so please, I want to encourage general LC discussion, and if other people want to post team brainstorms or whatever, they should feel free to do that! I have to get approval to make an LC showcase thread, i keep forgetting to do that. for the first team earth power>ancient on amaura, and hyper voice is better than nature 95% of the time on the second team i'd say aftermath is more relable than static on volty, swapping riolu's or anorith's SD for another move might be beneficial, i'd say use aqua jet if swaping out the anorith, and crunch, shadow claw or P-jab is swapping w/ riolu. on lotad HP electric is useless since it has moves that hit fliers already, and gets wrecked by fletch anyways, maybe use sub? on the third team a sturdy juice recycle magnemite would perfectly fit, the only thing to watch out for that i can specifically think of is pancham, which breaks trubbish w/ no chance of fixing. I've not yet encountered much to see how useful Ancient Power is on it, but I will keep a look out in field testing. Nature Power, on the other hand, has saved me numerous times from Sucker Punch revenge killers, so I tend to learn toward it. If I ever find myself lacking raw power, which I have not as of yet, I shall give it a try! As for Voltorb, I'm inclined to agree. I've only gotten the paralyze once. I was considering Aqua Jet but I wasn't sure which to replace it. If SD isn't wholly necessary then I'll give that a go. I've also never gotten much use out of SD on Riolu so I'll take a second look to see which coverage is better. Sub is interesting, I'll try that. Yeah Magnemite was something I was aware of, but which member are you suggesting to replace with it? I hope it's not Trubbish, because I'd not feel inclined to replace the Pokemon I was building around. Nosepass either, I love that thing :C But if it makes the team better... LC is dominated completely mostly by physical attackers bar a few exceptions (such as Abra and Gastly), so Lava Plume is always a far superior move in comparison to Flamethrower or Fire Blast due to the high burn chance allowing you to cripple most threats and/or walls. Ah, I see. I didn't think of that really, and I shall switch back to Lava Plume then. Thank you. Quote Link to comment Share on other sites More sharing options...
Shadow Tack Posted June 30, 2015 Share Posted June 30, 2015 I really do appreciate the input, guys, and I will continue discussion on those points, and hopefully better my teams! However, as I mentioned, I didn't mean for this to be an RMT just for my team (otherwise I would have posted in the RMT subforum), so please, I want to encourage general LC discussion, and if other people want to post team brainstorms or whatever, they should feel free to do that! I've not yet encountered much to see how useful Ancient Power is on it, but I will keep a look out in field testing. Nature Power, on the other hand, has saved me numerous times from Sucker Punch revenge killers, so I tend to learn toward it. If I ever find myself lacking raw power, which I have not as of yet, I shall give it a try! As for Voltorb, I'm inclined to agree. I've only gotten the paralyze once. I was considering Aqua Jet but I wasn't sure which to replace it. If SD isn't wholly necessary then I'll give that a go. I've also never gotten much use out of SD on Riolu so I'll take a second look to see which coverage is better. Sub is interesting, I'll try that. Yeah Magnemite was something I was aware of, but which member are you suggesting to replace with it? I hope it's not Trubbish, because I'd not feel inclined to replace the Pokemon I was building around. Nosepass either, I love that thing :C But if it makes the team better... the reason i say hyper voice is because amaura can take any sucker punch easily after SR iirc and to just go through subs, which is more useful than hax imho on riolu i was more throwing ideas around, same w/ the mag. test the ideas at your discretion, but if you try out mag i'd say swap it w/ foongus because of how filler it is on that team. Quote Link to comment Share on other sites More sharing options...
AuthorReborn Posted July 2, 2015 Share Posted July 2, 2015 Little Cup ladder is so screwed up right now, at least in the low ladder. Waaaaay too many people try to use the most gimmicky sets possible to try and win. I just fought a battle where a guy tried to BP everything to a magikarp to sweep me, but lost to my Staryu which had been tricked a Lagging Tail. I second the idea to encourage legitimately competent battlers to play Little Cup as its current ladder is half comprised of complete imbeciles. I'm no spectacular battler myself, but I can be pretty good sometimes. That being said, I shouldn't be able to win every match I have in a tier with little to no effort required. Thanks for taking the time to read this. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.