Hey guys I just peaked on ladder, so I figured I should share my team since I found it to be really reliable:
Ponyta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 Atk / 156 Def / 76 SpD / 196 Spe
Jolly Nature
- Flare Blitz
- Morning Sun
- Will-O-Wisp
- Flame Charge
Ponyta outspeeds almost everything in the tier due to it reaching 19 speed, so it can act as a great revenge killer vs weak mons. It also walls physical attackers great, threatening the common mienfoo with a burn, if it trys to uturn out for momentum. Even with little attack investment, the fire blitz hits hard and kills and outpseeds common grass types like ferroseed, snivy, foongus. With the prevalence of driftloon rising greatly in LC, I wanted to have a reliable way to deal with it; the acro/ sub/ willo/ recycle set of floon is completely walled by ponyta, and it can be kept safe from diglett by running flame charge and getting the speed boost.
Magnemite @ Choice Scarf
Ability: Analytic
Level: 5
EVs: 240 SpA / 236 Spe
Timid Nature
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Ground]
Next up, I wanted a fast pivot mon, and magnemite fit the bill. Magnemite's volt switch helps my team with momentum, and it can revenge kill mons and then switch back out. Flash cannon allows me to threaten and deal with the fairy types like the spritzees and snubull, which can wall my timburr and fletch. Also flash cannon can do a great amount of damage to drilburs that switch in and predict a electric move. Tbolt is used when i need more dmg than a volt switch can give me, and it's commonly locked in the later game. Lastly, the combined analytic ability with HP ground allows me to do serious damage to chinchous that come in hoping to volt absorb me. If the chinchou is crippled or killed off, typically my fletch becomes very dangerous.
Staryu @ Eviolite
Ability: Natural Cure
Level: 5
EVs: 116 HP / 156 Def / 236 Spe
Timid Nature
- Rapid Spin
- Scald
- Ice Beam
- Recover
I needed a reliable rapid spinner so fletch could switch in and out freely; consequently, staryu with its 19 speed earned a spot on the squad. I got tired of playing web teams on ladder, so I created a way to stop common surskit leads reliably; no more hoping you win that 17 speed tie to stop the web setup. I love being able to volt switch with mag vs surskit leads into staryu ( hits before web lands) and being able to rapid spin freely if no ghost on their team, or ice beam/ scald on a predicted gastly or punkaboo switch to block a spin that never happened. Ice beam is able to weaken many birds and do damage to foongus. I have no heal bell on my team, so staryu is great for absorbing the predicted spore from foognus, or any other status.
Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Recover
- Thunderbolt
- Psychic
- Thunder Wave
Porygon is a hero and has such versatility. With tw and recover, it can out-stall most mons in meta that arent fighting, even an abra. Water spam was looking troublesome for my team, and besides mag I had no answer for slowpoke and sword dance corphish. As a result, pory is running tbolt instead of the common tri-attack. Tbolt also hits shell smashers and pawnard better too. Psychic is there to be able to damage gastlys, kill weak/ para-ed fightings, and hit foongus. As a side note, it's quite useful to be able to stop volt switch spam by chinchous by the ability trace.
Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 116 Atk / 156 Def / 236 SpD
Careful Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up
I needed another way to absorb status and check bulky normal types like munchlax and pory, so timburr happened. Timburr bulk up is often times a great lead vs stealth rocks users, it provides a win condition, and it makes timburr extremely hard to kill. In dire matchups, the timburr spread allows you to tank an acro from fletch; vs. abra, you can even knock off, eat an abra psychic, and finishwith priority mach punch. The priority mach punch is very useful vs shell smashers too.
Fletchling
Ability: Gale Wings
Level: 5
EVs: 156 HP / 196 Atk / 92 Def / 52 SpD
Adamant Nature
- Acrobatics
- U-turn
- Swords Dance
- Roost
Fletchling is great at sweeping lategame, and this set is very standard. The main purpose of fletch, for my team, is to remove foongus for timburr and fighting types that prevent porygon from out-stalling teams. Acro hits incredibly hard and with a +2 SD sweeps almost anything that doesnt resist. Sword dances and uturns are great options, depending on your opponents team, when predicting your opponent to switch out. Furthermore, roost provides survivability and a way to combat predicted sucker punches.
Shoutout to Vubon for always helping me out along the way
Squad runs deep: http://pastebin.com/F7yKZ2eX
Thanks for looking at my team!
Ponyta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 Atk / 156 Def / 76 SpD / 196 Spe
Jolly Nature
- Flare Blitz
- Morning Sun
- Will-O-Wisp
- Flame Charge
Ponyta outspeeds almost everything in the tier due to it reaching 19 speed, so it can act as a great revenge killer vs weak mons. It also walls physical attackers great, threatening the common mienfoo with a burn, if it trys to uturn out for momentum. Even with little attack investment, the fire blitz hits hard and kills and outpseeds common grass types like ferroseed, snivy, foongus. With the prevalence of driftloon rising greatly in LC, I wanted to have a reliable way to deal with it; the acro/ sub/ willo/ recycle set of floon is completely walled by ponyta, and it can be kept safe from diglett by running flame charge and getting the speed boost.
Magnemite @ Choice Scarf
Ability: Analytic
Level: 5
EVs: 240 SpA / 236 Spe
Timid Nature
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Ground]
Next up, I wanted a fast pivot mon, and magnemite fit the bill. Magnemite's volt switch helps my team with momentum, and it can revenge kill mons and then switch back out. Flash cannon allows me to threaten and deal with the fairy types like the spritzees and snubull, which can wall my timburr and fletch. Also flash cannon can do a great amount of damage to drilburs that switch in and predict a electric move. Tbolt is used when i need more dmg than a volt switch can give me, and it's commonly locked in the later game. Lastly, the combined analytic ability with HP ground allows me to do serious damage to chinchous that come in hoping to volt absorb me. If the chinchou is crippled or killed off, typically my fletch becomes very dangerous.
Staryu @ Eviolite
Ability: Natural Cure
Level: 5
EVs: 116 HP / 156 Def / 236 Spe
Timid Nature
- Rapid Spin
- Scald
- Ice Beam
- Recover
I needed a reliable rapid spinner so fletch could switch in and out freely; consequently, staryu with its 19 speed earned a spot on the squad. I got tired of playing web teams on ladder, so I created a way to stop common surskit leads reliably; no more hoping you win that 17 speed tie to stop the web setup. I love being able to volt switch with mag vs surskit leads into staryu ( hits before web lands) and being able to rapid spin freely if no ghost on their team, or ice beam/ scald on a predicted gastly or punkaboo switch to block a spin that never happened. Ice beam is able to weaken many birds and do damage to foongus. I have no heal bell on my team, so staryu is great for absorbing the predicted spore from foognus, or any other status.
Porygon @ Eviolite
Ability: Trace
Level: 5
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Recover
- Thunderbolt
- Psychic
- Thunder Wave
Porygon is a hero and has such versatility. With tw and recover, it can out-stall most mons in meta that arent fighting, even an abra. Water spam was looking troublesome for my team, and besides mag I had no answer for slowpoke and sword dance corphish. As a result, pory is running tbolt instead of the common tri-attack. Tbolt also hits shell smashers and pawnard better too. Psychic is there to be able to damage gastlys, kill weak/ para-ed fightings, and hit foongus. As a side note, it's quite useful to be able to stop volt switch spam by chinchous by the ability trace.
Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 116 Atk / 156 Def / 236 SpD
Careful Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up
I needed another way to absorb status and check bulky normal types like munchlax and pory, so timburr happened. Timburr bulk up is often times a great lead vs stealth rocks users, it provides a win condition, and it makes timburr extremely hard to kill. In dire matchups, the timburr spread allows you to tank an acro from fletch; vs. abra, you can even knock off, eat an abra psychic, and finishwith priority mach punch. The priority mach punch is very useful vs shell smashers too.
Fletchling
Ability: Gale Wings
Level: 5
EVs: 156 HP / 196 Atk / 92 Def / 52 SpD
Adamant Nature
- Acrobatics
- U-turn
- Swords Dance
- Roost
Fletchling is great at sweeping lategame, and this set is very standard. The main purpose of fletch, for my team, is to remove foongus for timburr and fighting types that prevent porygon from out-stalling teams. Acro hits incredibly hard and with a +2 SD sweeps almost anything that doesnt resist. Sword dances and uturns are great options, depending on your opponents team, when predicting your opponent to switch out. Furthermore, roost provides survivability and a way to combat predicted sucker punches.
Shoutout to Vubon for always helping me out along the way
Squad runs deep: http://pastebin.com/F7yKZ2eX
Thanks for looking at my team!