This is my first LC team for Gen 9. I've experimented with teambuilding a little bit, but I still struggle with movesets and synergy. The team consists of a dedicated lead of Glimmet, a Maschiff-Ghastly offensive core, Mankey-Magnemite VoltTurn, and Tinkatink. This is my first LC team, so I'd love to hear ways to improve it.
Glimmet @ Focus Sash
Ability: Toxic Debris
Level: 5
Tera Type: Grass
EVs: 236 SpA / 236 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Sludge Bomb
- Power Gem
- Tera Blast
I chose Glimmet to set up Stealth Rocks and switch in with Toxic Debris on a physical attack. It only lasts a few turns, but it sets up at least one hazard. Sludge Bomb and Power Gem give it offensive potential in case it survives a few turns. Grass Tera Blast handles things such as Quaxly and Barboach, which I've found are used against Glimmet often. I did not give it any HP, Def, or SpD EVs, because I felt it did not need the survivability. I think Glimmet is a really good lead because of its high Speed and Special Attack.
Maschiff @ Eviolite
Ability: Stakeout
Level: 5
Tera Type: Steel
EVs: 212 Atk / 36 Def / 188 SpD / 28 Spe
Adamant Nature
- Crunch
- Play Rough
- Ice Fang
- Fire Fang
I chose Maschiff as the central focus of the team. I felt Stakeout really helped it deal more damage against the opponent, and I gave it Fire and Ice Fang for coverage. Play Rough handles Fighting types and Crunch gives STAB. Eviolite and some Def/SpD investment gives it the survivability it needs. While I don't Tera it often, a defensive Tera covers its weaknesses to Bug and Fairy. It's part of a core with Gastly, because both cover most of each others weaknesses. I like how, when Stakeout is in effect, it's able to OHKO a lot of Pokemon.
Gastly @ Life Orb
Ability: Levitate
Level: 5
Tera Type: Fighting
EVs: 200 SpA / 80 SpD / 200 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Tera Blast
- Sucker Punch
I use Gastly to force switches, to handle some Psychic, Dark, Steel, or Grass types (such as Girafarig, Sprigatito, and sometimes Pawniard), and to block Rapid Spinners. Life Orb buffs its SpA stat. Shadow Ball and Sludge Bomb give STAB, and Fighting Tera Blast KOs Pawniards. I think its EV spread is pretty plain, but sometimes plain is good. It gets the job done, and I can give it up in exchange for a safe switch into Mankey or Magnemite late game. I like its high SpA.
Tinkatink (F) @ Eviolite
Ability: Mold Breaker
Level: 5
Tera Type: Dark
EVs: 36 HP / 156 Atk / 156 Def / 84 SpD / 52 Spe
Impish Nature
- Play Rough
- Knock Off
- Thunder Wave
- Protect
Tinkatink is something I'm not really sure about. I chose it for type coverage, but it doesn't really serve a defined role on my team. Thunder Wave handles fast sweepers, Protect helps me know what moves my opponent's running. Play Rough is STAB and Knock Off is Knock Off. I gave it an Eviolite to give it more bulk and Defensive EVs help it well.
Mankey @ Choice Scarf
Ability: Defiant
Level: 5
Tera Type: Fighting
EVs: 36 HP / 196 Atk / 76 Def / 196 Spe
Jolly Nature
- Close Combat
- Gunk Shot
- U-turn
- Earthquake
Mankey is my U-Turner and late-game sweeper. Choice Scarf helps it outspeed everything except other Choice Scarfers. Close Combat is STAB, and Gunk Shot and Earthquake are coverage. Choice Scarf helps it outspeed almost everything. Fighting Tera makes Close Combat very strong. Its EV spread gives it just enough bulk to survive a neutral hit under many conditions. I like Mankey because Mienfoo isn't here yet, and I really appreciate Fighting type's coverage on this team.
Magnemite @ Choice Scarf
Ability: Analytic
Level: 5
Tera Type: Electric
EVs: 36 Def / 236 SpA / 236 Spe
Timid Nature
- Volt Switch
- Flash Cannon
- Thunderbolt
- Steel Beam
Magnemite helps with Volt Switch. This is, as far as I can tell, a very standard moveset. I chose Analytic over Sturdy because the opponent's switching means it moves last. Unfortunately, Magnemite's lack of coverage options makes it pretty basic. As with Gastly, it gets the job done. I use Magnemite over other Volt Switch options because I think Magnemite's the most reliable.
Please let me know if there's any issues with the team or any advice/suggestions you have.
Glimmet @ Focus Sash
Ability: Toxic Debris
Level: 5
Tera Type: Grass
EVs: 236 SpA / 236 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Sludge Bomb
- Power Gem
- Tera Blast
I chose Glimmet to set up Stealth Rocks and switch in with Toxic Debris on a physical attack. It only lasts a few turns, but it sets up at least one hazard. Sludge Bomb and Power Gem give it offensive potential in case it survives a few turns. Grass Tera Blast handles things such as Quaxly and Barboach, which I've found are used against Glimmet often. I did not give it any HP, Def, or SpD EVs, because I felt it did not need the survivability. I think Glimmet is a really good lead because of its high Speed and Special Attack.
Maschiff @ Eviolite
Ability: Stakeout
Level: 5
Tera Type: Steel
EVs: 212 Atk / 36 Def / 188 SpD / 28 Spe
Adamant Nature
- Crunch
- Play Rough
- Ice Fang
- Fire Fang
I chose Maschiff as the central focus of the team. I felt Stakeout really helped it deal more damage against the opponent, and I gave it Fire and Ice Fang for coverage. Play Rough handles Fighting types and Crunch gives STAB. Eviolite and some Def/SpD investment gives it the survivability it needs. While I don't Tera it often, a defensive Tera covers its weaknesses to Bug and Fairy. It's part of a core with Gastly, because both cover most of each others weaknesses. I like how, when Stakeout is in effect, it's able to OHKO a lot of Pokemon.
Gastly @ Life Orb
Ability: Levitate
Level: 5
Tera Type: Fighting
EVs: 200 SpA / 80 SpD / 200 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Tera Blast
- Sucker Punch
I use Gastly to force switches, to handle some Psychic, Dark, Steel, or Grass types (such as Girafarig, Sprigatito, and sometimes Pawniard), and to block Rapid Spinners. Life Orb buffs its SpA stat. Shadow Ball and Sludge Bomb give STAB, and Fighting Tera Blast KOs Pawniards. I think its EV spread is pretty plain, but sometimes plain is good. It gets the job done, and I can give it up in exchange for a safe switch into Mankey or Magnemite late game. I like its high SpA.
Tinkatink (F) @ Eviolite
Ability: Mold Breaker
Level: 5
Tera Type: Dark
EVs: 36 HP / 156 Atk / 156 Def / 84 SpD / 52 Spe
Impish Nature
- Play Rough
- Knock Off
- Thunder Wave
- Protect
Tinkatink is something I'm not really sure about. I chose it for type coverage, but it doesn't really serve a defined role on my team. Thunder Wave handles fast sweepers, Protect helps me know what moves my opponent's running. Play Rough is STAB and Knock Off is Knock Off. I gave it an Eviolite to give it more bulk and Defensive EVs help it well.
Mankey @ Choice Scarf
Ability: Defiant
Level: 5
Tera Type: Fighting
EVs: 36 HP / 196 Atk / 76 Def / 196 Spe
Jolly Nature
- Close Combat
- Gunk Shot
- U-turn
- Earthquake
Mankey is my U-Turner and late-game sweeper. Choice Scarf helps it outspeed everything except other Choice Scarfers. Close Combat is STAB, and Gunk Shot and Earthquake are coverage. Choice Scarf helps it outspeed almost everything. Fighting Tera makes Close Combat very strong. Its EV spread gives it just enough bulk to survive a neutral hit under many conditions. I like Mankey because Mienfoo isn't here yet, and I really appreciate Fighting type's coverage on this team.
Magnemite @ Choice Scarf
Ability: Analytic
Level: 5
Tera Type: Electric
EVs: 36 Def / 236 SpA / 236 Spe
Timid Nature
- Volt Switch
- Flash Cannon
- Thunderbolt
- Steel Beam
Magnemite helps with Volt Switch. This is, as far as I can tell, a very standard moveset. I chose Analytic over Sturdy because the opponent's switching means it moves last. Unfortunately, Magnemite's lack of coverage options makes it pretty basic. As with Gastly, it gets the job done. I use Magnemite over other Volt Switch options because I think Magnemite's the most reliable.
Please let me know if there's any issues with the team or any advice/suggestions you have.