Hey folks! I'm here with a LC team that I've had a surprising amount of success with. Fitting the its name, the Brat Pack was originally an attempt to make an especially annoying team -- the fact that it performed well competitively was a nice bonus. While testing and climbing the ladder, I made some adjustments, replacing some (but not all) of the purely "annoying" aspects to make it stronger overall. I'm not an especially skilled player, so the fact I made it as high as I did speaks volumes for this team. Maybe some players better than me can have even more fun with the Brat Pack.
Overview
What began as a Regenerator core with Mienfoo and Foongus quickly spiraled out of control when I asked myself, "how can I make this even more annoying?" I figured Sturdy-Juice-Smash pokemon could be frustrating to deal with, so why not include two?
The Pack
Mienfoo @ Choice Scarf
Ability: Regenerator
EVs: 236 Atk / 36 SpD / 236 Spe
Adamant Nature
- High Jump Kick
- Knock Off
- Stone Edge
- U-turn
The Frank Sinatra of the team, Mienfoo has flown more than a few opponents to the moon. He's my go-to lead for most games. I started out with a Life Orb build, but found it lacking. Namely, it lost to Aipom and got completely shut down by Abra and Gastly. This set is standard all the way. I originally ran Drain Punch in addition to HJK for more accuracy, but Stone Edge gives Scarfoo better coverage. It's especially helpful against Larvesta, since it isn't a contact move, and every once in a while on a predicted Fletchling switch. As always, it's crucial to keep him alive as he is deadly revenge killer and late-game cleaner. Beware of Fletchling, Cottonee, Spritzee, Croagunk, Foongus, and Spritzee, as they can all switch into Mienfoo and force it out. Not that you want to keep him on the field long most of the time, anyway.
Foongus @ Eviolite
Ability: Regenerator
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Spore
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
Foongus forms a nice Regenerator core with Mienfoo. I originally ran a dual-powder set, but rarely used Stun Spore -- most opponents would already be switching in a Vullaby or Grass type. HP Fire replaced it, allowing Foongus to handle opposing Foongus, Ferroseed, and Pawniard. It also provides a solid switch-in against fairy types and fighting types, though be careful of knock-off and ice punch, the former of which is annoying and the latter of which feels pretty rare but can hurt a lot. Regenerator gives him great survivability, which is crucial because the ability to Spore late-game threats has saved me multiple times. Beware of strong fire types that can OHKO him, as well as flying types. Vullaby especially, as you can't even Spore on a predicted switch. Ferroseed and Pawniard used to be annoying before HP Fire.
Dwebble @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Spe
Adamant Nature
- Shell Smash
- Rock Blast
- Earthquake
- Substitute
What's more annoying than a Regenerator core? Why, a boosting sweeper that you need to kill three times. Dwebble has fewer switch-in opportunities than its partner (see below), but clears through sash and sturdy pokemon with relative ease. Send Dwebble out after a faint or against a pokemon that doesn't resist its attacks, can't break through Sturdy, and doesn't have a combination of Knock-off and Vacuum Wave/Mach Punch (which narrows the field a lot, I know), Shell Smash, and go to town. Substitute does two main things. It blocks status moves and, if your sturdy is broken and you can't reliably OHKO the target, it can be used to activate Berry Juice. It's usually not worth using Sub on a predicted switch turn, since it'll almost always be more worthwhile to Shell Smash or attack. Dwebble usually, but not always, comes out later in the game than Tirtuoga.
Beware of entry hazards, as they can cripple Dwebble to the point where he can only come in safely after a KO against a slower opponent (at which point, use Sub twice to activate berry juice). Timburr can be trouble as well, especially if you've already used up Berry Juice. His main challenge is setting up safely, but once you do there aren't many (any?) hard counters.
Tirtouga @ Berry Juice
Ability: Sturdy
EVs: 212 Atk / 92 Def / 180 Spe
Jolly Nature
- Shell Smash
- Waterfall
- Stone Edge
- Zen Headbutt
What's more annoying than a Sturdy-Juice-Smasher? Two of them! Most good teams have ways of dealing with a sturdy-juice-smash pokemon, but few can reliably deal with two -- their checks/counters are usually KO'd or severely weakened after shutting down the first.
As Sturdy-Juice-Smasher number two, Tirtuoga plays differently than his partner. First, he can switch in against Fletchling and set up, especially if you don't have to worry about priority fighting attacks (these can finish off a slightly damaged Tirt with a good damage roll). For moves, Waterfall and Stone Edge provide the standard STAB offense. I opted for Zen Headbutt over Aqua Jet because the ability to hit Timburr and Foongus hard was more valuable than priority.
Beware of entry hazards, priority fighting attacks (especially Vacuum wave), status ailments, and bulky grass types (some can still be KO'd or severely hurt by Stone Edge or Zen Headbutt). Chinchou can be OHKO'd by Stone Edge, but Scarf'd Chinchou ties for speed and can OHKO with Volt Switch. Any speed 17 or higher Scarf users will outspeed boosted Tirt. Scarf Mold-Breaker Drilbur is especially problematic.
Diglett @ Focus Sash
Ability: Arena Trap
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Sucker Punch
- Stealth Rock
What's more annoying than trapping? Diglett is an excellent revenge killer and takes out a few of the main threats to my team that way -- especially Croagunk, Sash Abra (with the help of suckerpunch), Pawniard, Chinchou, and others. Taking out hazard setters is also valuable. He can also switch into any non-scarf, priority-lacking pokemon that he can OHKO, though this isn't typically ideal. Beware of entry hazards, as they break his sash and make him far less potent. Also, avoid Timburr unless he's weak enough to finish off in one hit. His moves allow him to 1v1 a wide variety of pokemon, and Stealth Rocks is a nice way to go out after a job well done. I've thought about using a different fourth move, so please post any suggestions.
Vullaby @ Eviolite
Ability: Overcoat
EVs: 116 HP / 76 Atk / 236 Def / 76 SpD
Impish Nature
- Roost
- Knock Off
- Brave Bird
- Defog
Vullaby is my compromise to decent, non-annoying team building. She's unlikely to drive my opponents insane, but she patches up some of the Brat Pack's holes. First and most importantly, entry hazards hurt my team fiercely, crippling half of my pokemon. Thus, defogging is a must -- if you allow Vullaby to get KO'd while hazards remain on the field, your chances of winning will drop dramatically. Beyond Defog, Vullaby also covers Mienfoo's psychic weakness (just be careful for Dazzling Gleam) and counters Foongus. It's usually okay to sacrifice her to remove hazards if you're not worried about future hazards. Beware of Pawniard, as he likes to get a stat boost from Defog. Also make sure that you send her out against a pokemon that can't OHKO after Stealth Rocks damage.
Abra:
He isn't impossible to deal with, but I usually have to either make good predictions or revenge kill it. Dwebble can do in a pinch if there aren't entry hazards.
Timburr:
If he gets a free turn to bulk-up, I will have a very difficult time dealing with it. Foongus can help if he's still alive.
Scarf Drilbur:
He outspeeds boosted Tirt and ignores sturdy.
Croagunk:
Him on a team with Fletchling causes some havoc, making it difficult for me to set up my sweepers. He's one of my main targets for Diglett.
In general, very physically bulky pokemon can give me a hard time, as I lack a good special attacker. On the flip side, teams abnormally heavy in special attackers can cause some pain, though if I keep hazards at bay I never get swept by them.
He isn't impossible to deal with, but I usually have to either make good predictions or revenge kill it. Dwebble can do in a pinch if there aren't entry hazards.
Timburr:
If he gets a free turn to bulk-up, I will have a very difficult time dealing with it. Foongus can help if he's still alive.
Scarf Drilbur:
He outspeeds boosted Tirt and ignores sturdy.
Croagunk:
Him on a team with Fletchling causes some havoc, making it difficult for me to set up my sweepers. He's one of my main targets for Diglett.
In general, very physically bulky pokemon can give me a hard time, as I lack a good special attacker. On the flip side, teams abnormally heavy in special attackers can cause some pain, though if I keep hazards at bay I never get swept by them.
Conclusion:
Overall, this team was a blast to play. It will clear through the lower ladder with ease and provide some tactically demanding matches at high ladder. It is competitively viable, for sure. Two sturdy pokemon and one focus sash make it nearly impervious to most sweeps, and the two Sturdy-Juice-Smashers can turn a slow loss into a fast win, capitalizing on any mistake. Overall, this team sits at 52 wins, 10 losses. Of those losses, four resulted from specific play blunders I made, three from bad luck against skilled opponents, and the last three from actual team disadvantages.
Mienfoo (F) @ Choice Scarf
Ability: Regenerator
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Adamant Nature
- High Jump Kick
- Knock Off
- Stone Edge
- U-turn
Foongus (M) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Spore
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
Vullaby @ Eviolite
Ability: Overcoat
Level: 5
EVs: 116 HP / 76 Atk / 236 Def / 76 SpD
Impish Nature
- Roost
- Knock Off
- Brave Bird
- Defog
Dwebble (M) @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Spe
Adamant Nature
- Shell Smash
- Rock Blast
- Earthquake
- Substitute
Tirtouga (F) @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 212 Atk / 92 Def / 180 Spe
Jolly Nature
- Shell Smash
- Waterfall
- Stone Edge
- Zen Headbutt
Diglett @ Focus Sash
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Sucker Punch
- Stealth Rock
Ability: Regenerator
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Adamant Nature
- High Jump Kick
- Knock Off
- Stone Edge
- U-turn
Foongus (M) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Spore
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
Vullaby @ Eviolite
Ability: Overcoat
Level: 5
EVs: 116 HP / 76 Atk / 236 Def / 76 SpD
Impish Nature
- Roost
- Knock Off
- Brave Bird
- Defog
Dwebble (M) @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Spe
Adamant Nature
- Shell Smash
- Rock Blast
- Earthquake
- Substitute
Tirtouga (F) @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 212 Atk / 92 Def / 180 Spe
Jolly Nature
- Shell Smash
- Waterfall
- Stone Edge
- Zen Headbutt
Diglett @ Focus Sash
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Sucker Punch
- Stealth Rock
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