Hogg
grubbing in the ashes
Child's Play
A Webs RMT
Intro
I'd never really had the chance to play much Little Cup - I almost exclusively play UU these days, and when I mess around with another tier it's usually an older gen. Until deciding to make a go of Grand Slam, this was a tier I never paid much attention to.
That said, when I was preparing for Grand Slam, I decided I would try my best to seriously learn LC. From dipping my toe into the tier, it was a ton of fun, and I went back through as many tour replays as I could find to learn the meta. In general it seemed that since the release of ORAS, hazard offense and in particular Webs was really brutal in this metagame, so I decided to build a Webs team to use in the Open.
Overall, the team was way more successful than I could have hoped for. While I did eventually get knocked out of LC Open, I used this team in five games during my run, winning all of them. I also gave this team to some friends who also did not play LC, and they all did consistently well with it, using it to get wins and upsets against LC regulars such as Rowan and Celestavian.
I'd never really had the chance to play much Little Cup - I almost exclusively play UU these days, and when I mess around with another tier it's usually an older gen. Until deciding to make a go of Grand Slam, this was a tier I never paid much attention to.
That said, when I was preparing for Grand Slam, I decided I would try my best to seriously learn LC. From dipping my toe into the tier, it was a ton of fun, and I went back through as many tour replays as I could find to learn the meta. In general it seemed that since the release of ORAS, hazard offense and in particular Webs was really brutal in this metagame, so I decided to build a Webs team to use in the Open.
Overall, the team was way more successful than I could have hoped for. While I did eventually get knocked out of LC Open, I used this team in five games during my run, winning all of them. I also gave this team to some friends who also did not play LC, and they all did consistently well with it, using it to get wins and upsets against LC regulars such as Rowan and Celestavian.
Teambuilding
There was no great secret to building this team: I wanted webs, I wanted a way to keep them down as much as possible, and I wanted offensive powerhouses that could break through the opposing team's walls. In general I think it's important for a team like this to have a solid hazard core, a couple of decent defensive pivots and a strong, fast offensive core with good coverage (crazy, right??), so I built with that in mind.
For my hazard core, I started with Surskit and Pumpkaboo-S, and added Pawniard both to discourage Defog and to pull double duty by setting Rocks. Pumpkaboo-S also worked as a solid specially defensive pivot, and I added bulky fast Mienfoo to give me a reliable switch-in to opposing Pawniards. For my offensive core, I messed around with a few different options, but in the end settled on Sash Abra and LO Cranidos. Both were picked for their incredible coverage and their ability to beat out threats such as Fletchling that trouble most offensive Webs teams.
Not too much more to say - I'll cover the rest in the actual sets!
Ability: Swift Swim | EVs: 36 HP / 20 Def / 196 SpA / 20 SpD / 236 Spe | Timid Nature
Sticky Web | Hydro Pump | Ice Beam | Protect
Can't have a Webs team without Webs, and from testing Surskit was by far the most reliable Webs setter. As the fastest Webs setter around, she can almost always get Webs up against any opponent. EVs max out Speed and Special Attack, which is all that really matters on Surskit, but why waste EVs? Hydro Pump over Scald for my STAB of choice because it actually hits surprisingly hard even with Surskit's puny 14 SpAtt. Ice Beam nails Grass types and has solid overall coverage in the tier. I used to have Signal Beam in over Protect for a more reliable STAB, but it's stupid to lose to lead 'mons with Fake Out.
Pumpkaboo-Super @ Eviolite
Ability: Frisk | EVs: 204 HP / 36 Def / 236 SpD / 28 Spe | Careful Nature
Will-O-Wisp | Shadow Sneak | Bullet Seed | Synthesis
Pumpkaboo-S is the second key to the hazard core. With Synthesis and that great typing, it is bar none the best spinblocker I've tested. While Gastly presents a far greater offensive presence, which is brutal under Webs, it can't reliably switch into the two most common spinners (Staryu and Drilbur). Pumpkaboo, on the other hand, beats both of these handily. I went with a specially defensive spread to more easily tank Staryu's Ice Beams, and to help against things like Abra. This also acts as a fantastic pivot alongside Mienfoo, and can work wonders against things like Sash Abra that can otherwise trouble the team. If I had to pick a team MVP, it would be this guy.
Ability: Defiant | EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe | Jolly Nature
Sucker Punch | Knock Off | Iron Head | Stealth Rock
Pawniard completes the hazard trio, dropping rocks and discouraging Defog. In addition to being decently bulky with Eviolite and a solid defensive typing, Pawniard possesses excellent offensive capabilities despite the lack of Swords Dance or Life Orb, and its Sucker Punch is often the best defense against things like Snivy. I went with the standard spread to maximize Speed and bulk. Not too much else to say - this is pretty much a must-have for any Webs team IMO.
Ability: Regenerator | EVs: 196 Def / 36 SpD / 236 Spe | Jolly Nature
High Jump Kick | Knock Off | U-turn | Taunt
Bulky Mienfoo went on as a general defensive pivot and specifically as a switch-in to opposing Pawniards, who otherwise could threaten the hell out of this team with their Defiant boosts. Maximum Speed was for the fastest Taunt possible, which prevents set-up and helps block Defog. The only non-standard thing here is HJK. I needed a lot of defensive investment to reliably switch into things like Pawniard, but I found myself disappointed by the damage output of Drain Punch. Once I tried out HJK in its place, I never looked back. Even without Reckless or any Attack EVs, HJK hurts like hell, and I find Regenerator gives me all the healing I need.
Ability: Sheer Force | EVs: 236 Atk / 36 Def / 212 Spe | Adamant Nature
Rock Slide | Superpower | Zen Headbutt | Crunch
I tried out a lot of different options in this slot, but the real magic happened when I settled on Cranidos. This thing has absolutely outrageous attacking power (its base Attack is higher than Honchkrow's, ffs), and surprisingly good coverage. Perhaps even more importantly, it does not fear common birds (Fletchling in particular) that are immune to Webs. Sheer Force Rock Slide hurts like hell, at worst 2HKOing anything it hits neutrally and even denting the hell out of resists. Zen Headbutt is great for hitting bulky Fighting types, even OHKOing standard Timburr. Superpower is the best move against many common walls, OHKOing things like defensive Porygon and standard Ferroseed. Crunch is a nice 100% accurate move with good coverage and solid base power, hitting harder than EQ after a Sheer Force boost, and is nice for nailing Pumpkaboo. Seriously, this thing is a monster, and if Webs are down, it sweeps like nothing else.
Ability: Magic Guard | EVs: 240 SpA / 200 Spe | Timid Nature
Psychic | Energy Ball | Hidden Power [Fighting] | Taunt/Dazzling Gleam
To complete my offensive duo, I wanted another option with excellent Speed and coverage, and so Abra was an easy choice. While I originally had Life Orb Abra in this slot, and I sometimes miss its wallbreaking potential, I found Sash was more useful overall for its ability to reliably take on things like Fletchling, Snivy and Pawniard without having to resort to 50/50s, while also helping against faster Scarfers . Psychic and HP Fighting are must-haves, with HP Fighting being necessary for Pawniard in particular. Energy Ball is my preferred coverage move, since it hits the two most common spinners harder than anything else Abra has. For the last slot, I originally had Protect to block Fake Out, but I found it wasn't really necessary. Instead I waffle between DGleam and Taunt. Dazzling Gleam is nice for catching Vullaby on the switch, while Taunt is for mirror matches - with Taunt you can lead against an opposing Surskit and beat it one on one, keeping Webs off the field, and still block Defog in a pinch if you're feeling cheeky.
I've got to say, I really enjoyed playing around with Little Cup, and it's a tier I plan to return to more often. While this isn't the only team I made for LC Open, it is by far the most successful. I used it at least once in every round of LC Open, and as I mentioned above, I won all five games I used it in. In addition, I gave the team to several friends who don't main the tier, and they all had tremendous success with it (even against veteran LC players):
http://replay.pokemonshowdown.com/smogtours-lc-83144 - R1 versus Quite Quiet
http://replay.pokemonshowdown.com/lc-265120690 - R2 versus Lunar.
http://replay.pokemonshowdown.com/smogtours-lc-88160 / http://replay.pokemonshowdown.com/smogtours-lc-88165 - R3 versus TheKFC (used it in both games because YOLO)
http://replay.pokemonshowdown.com/smogtours-lc-89688 - R4 versus ZoroDark
http://replay.pokemonshowdown.com/smogtours-lc-86653 - Christo the Gr8 versus tazz.
http://replay.pokemonshowdown.com/smogtours-lc-85463 - Christo the Gr8 versus Rowan.
http://replay.pokemonshowdown.com/smogtours-lc-85465 - Christo the Gr8 versus Rowan again.
http://replay.pokemonshowdown.com/smogtours-lc-90460 - Meru versus Atlantic.
http://replay.pokemonshowdown.com/smogtours-lc-87789 - r0ady versus Celestavian.
Anyhow, despite its successes, I'm certainly not going to pretend this team is perfect. Despite building to minimize their impact, well-played 'mons like Snivy, Fletchling and Archen can be very problematic, and opposing Webs teams are a serious pain if you aren't running Taunt on Abra. I'd love to get some feedback on the team.
Surskit @ Focus Sash
Ability: Swift Swim
Level: 5
EVs: 36 HP / 20 Def / 196 SpA / 20 SpD / 236 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Hydro Pump
- Ice Beam
- Protect
Pumpkaboo-Super @ Eviolite
Ability: Frisk
Level: 5
EVs: 204 HP / 36 Def / 236 SpD / 28 Spe
Careful Nature
- Will-O-Wisp
- Shadow Sneak
- Bullet Seed
- Synthesis
Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Sucker Punch
- Knock Off
- Iron Head
- Stealth Rock
Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 36 SpD / 236 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- U-turn
- Taunt
Cranidos @ Life Orb
Ability: Sheer Force
Level: 5
EVs: 236 Atk / 36 Def / 212 Spe
Adamant Nature
- Rock Slide
- Superpower
- Zen Headbutt
- Crunch
Abra @ Focus Sash
Ability: Magic Guard
Level: 5
EVs: 240 SpA / 200 Spe
Timid Nature
- Psychic
- Energy Ball
- Hidden Power [Fighting]
- Taunt
Ability: Swift Swim
Level: 5
EVs: 36 HP / 20 Def / 196 SpA / 20 SpD / 236 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Hydro Pump
- Ice Beam
- Protect
Pumpkaboo-Super @ Eviolite
Ability: Frisk
Level: 5
EVs: 204 HP / 36 Def / 236 SpD / 28 Spe
Careful Nature
- Will-O-Wisp
- Shadow Sneak
- Bullet Seed
- Synthesis
Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Sucker Punch
- Knock Off
- Iron Head
- Stealth Rock
Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 36 SpD / 236 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- U-turn
- Taunt
Cranidos @ Life Orb
Ability: Sheer Force
Level: 5
EVs: 236 Atk / 36 Def / 212 Spe
Adamant Nature
- Rock Slide
- Superpower
- Zen Headbutt
- Crunch
Abra @ Focus Sash
Ability: Magic Guard
Level: 5
EVs: 240 SpA / 200 Spe
Timid Nature
- Psychic
- Energy Ball
- Hidden Power [Fighting]
- Taunt
I don't want to do shout outs because eh, but I do want to thank the UU folks who specifically helped test and use this team. If I forgot anybody important, just pretend I included you: teal6 King UU Christo The Gr8 R0ady Meru
Last edited: