Hi (again) guys.
As a part of my "try-to-play-every-tier" attempt, I've planned this team to play on LC, and, while it is achieving more wins than losses, it's still something I want to work on.
This team has its great merits, but being me a novice in the Little Cup metagame, I might get this team better from now on.
Team at a glance
Team Details
Meowth (F) @ Life Orb
Trait: Technician
EVs: 236 Atk / 76 Def / 196 Spd
IV's: 19 HP / 31 else
Jolly Nature
- Fake Out
- Feint
- Bite
- U-turn
Before you may even ask, here's our top-threat dedicated lead. Obviously, Team Preview kills the idea of "dedicated leads", but this guy more often than ever is the lead. Fake Out is not only the best starting move in a game, but also works well for pivoting. Feint goes over Quick Attack because of protect issues, and, while boosted by Technician and STAB, can hit almost as hard as the usual move. Bite is my main answer for ghost-types, and it also gets pseudo-stab in the form of Technician. It's flinch chance is also a good thing, but it's not something I want to rely on. U-Turn keeps momentum, and is the best answer I have when dealing with Mienfoo and Riolu leads, as both can OHKO Meowth with fighting moves, but not outspeed unless they carry a scarf. Low IV on HP (curiously enough, 19 IV is enough, even though 0 IV makes no difference) means I have 19 HP, a magic number for LO.
Mienfoo (F) @ Eviolite
Trait: Regenerator
EVs: 76 Atk / 196 Def / 80 SDef / 156 Spd
Impish Nature
- Swords Dance
- Drain Punch
- Knock Off
- Baton Pass
Behold, the power of Mienfoo. This bulky effort and Eviolite means it's not the usual attacking set one might expect. While some opponent might expect a Hi Jump Kick or Drain Punch (and he might be right, depending on matchup), I take my time setting up a Swords Dance. With that, Knock Off to take other Eviolites away, and Regenerator to recover his health, Mienfoo is arguably the best swords-dance supporter in LC (some might say about Gligar, but it can be easily scared because of common weaknesses and somewhat lack of special bulk even with Eviolite). Unfortunately, 4MSS means I can't run Fake Out.
Drifloon (F) @ Flight Gem
Trait: Unburden
EVs: 36 HP / 200 Atk / 4 Def / 40 SAtk / 4 SDef / 200 Spd
Naughty Nature (+Atk, -SDef)
- Acrobatics
- Shadow Ball
- Hidden Power [Fire]
- Explosion
Ah, the ability... Unburden is a godsend to some unusual, but not so gimmicky strategy... With a Naughty nature and this effort, Atk and SAtk are on par, and having a 110 base STAB move on its disposal, something is going to be hit HARD. Shadow Ball is another STAB, and can pick some physical wall that comes right after an KO from Acrobatics. The other moves are most filler, but with some nice purpose anyway. Ferroseed is hit harder by HP Fire than gem-boosted Acrobatics, but it's too situational, and Explosion lets me go with a boom and put another pokémon on field without a scratch.
Numel (F) @ Oran Berry
Trait: Simple
EVs: 36 HP / 196 Atk / 36 Def / 236 Spd
Adamant Nature (+Atk, -SAtk)
- Flame Charge
- Rock Slide
- Earthquake
- Stockpile
Yes, this is exactly what you may be thinking. Numel is a poor pokémon, with a common 4x weaknesses to Water, but who cares? He has a great ability to work as a swords dance recipient, and more about it, he doesn't always need the support to shine. Flame Charge works as an Agility, and, backed up by a Swords Dance boost, can KO many things, including an weakened resist. Stockpile doubles both his Def and SDef, making this thing a tank. The other moves complete a pseudo Edge-Quake combo, making it hard to resist. If I can pull a SD to him and set up Flame Charge with the berry intact, it's game over. If the opponent can't harm me while I set him up, game over.
Taillow (F) @ Toxic Orb
Trait: Guts
EVs: 36 HP / 236 Atk / 236 Spd
Jolly Nature (+Spd, -SAtk)
- Facade
- Pluck
- U-turn
- Quick Attack
Taillow works as my cleaner. If by some reason I fail with Numel, he takes the role and wrecks havoc around. Facade, while boosted by both STAB and Guts, have 210 BP and can destroy anything bar Aron or a ghost-type (because even resists can't take this sheer power). Pluck is on top of Brave Bird because I've got no many issues with Ferroseed (it is usually 2HKOed anyway by Facade), and have the boost of not only taking away opposing Oran Berries, but also using them on my own favor. Quick Attack means I'm not priority or Scarf bait, and U-Turn if I need to save him for later.
Omanyte (F) @ Eviolite
Trait: Weak Armor
EVs: 76 HP / 196 SAtk / 236 Spd
Timid Nature (+Spd, -Atk)
- Surf
- Ice Beam
- AncientPower
- Shell Smash
With issues about DeepSeaTooth Clamperl being banned, I stumbled upon this specialized behemoth here. While it lacks the raw power of the specs-alike power of some exclusive item, it compensates with his ability. Weak Armor, boosting his speed in trade for Defense, now becomes useful enough. LC lacks rain enough to make SwSw not viable, and reaching 14 Speed unboosted, it can wreck havoc on it's own after a boost. I rarely use Shell Smash, but it's there because it can save my life on a expected switch. For example, Omanyte scares all flying-types (especially Gligar) like the plague, meaning I can take the U-turn without being much damaged, achieve to rack up +2 SAtk and +3 speed, and then break through even special walls. Surf and Ice Beam are excellent attacks, but in a neutral situation, I end up using Ancientpower some more, because if I manage to get those +1, it's not going to end well to the opponent.
Weak links
I realize I have no way to deal with SR (not so common in such a fast-paced metagame, but still a worry as I have 2 pokémon weak to it)
Also, weather teams usually mean trouble. They can be beat by smart playing (foe example, Drilbur on sand can be easily killed by Meowth, but not without a sacrifice), but I'm sure there are easy ways by changing some small bits here and there.
As a part of my "try-to-play-every-tier" attempt, I've planned this team to play on LC, and, while it is achieving more wins than losses, it's still something I want to work on.
This team has its great merits, but being me a novice in the Little Cup metagame, I might get this team better from now on.
Team at a glance






Team Details

Meowth (F) @ Life Orb
Trait: Technician
EVs: 236 Atk / 76 Def / 196 Spd
IV's: 19 HP / 31 else
Jolly Nature
- Fake Out
- Feint
- Bite
- U-turn
Before you may even ask, here's our top-threat dedicated lead. Obviously, Team Preview kills the idea of "dedicated leads", but this guy more often than ever is the lead. Fake Out is not only the best starting move in a game, but also works well for pivoting. Feint goes over Quick Attack because of protect issues, and, while boosted by Technician and STAB, can hit almost as hard as the usual move. Bite is my main answer for ghost-types, and it also gets pseudo-stab in the form of Technician. It's flinch chance is also a good thing, but it's not something I want to rely on. U-Turn keeps momentum, and is the best answer I have when dealing with Mienfoo and Riolu leads, as both can OHKO Meowth with fighting moves, but not outspeed unless they carry a scarf. Low IV on HP (curiously enough, 19 IV is enough, even though 0 IV makes no difference) means I have 19 HP, a magic number for LO.

Mienfoo (F) @ Eviolite
Trait: Regenerator
EVs: 76 Atk / 196 Def / 80 SDef / 156 Spd
Impish Nature
- Swords Dance
- Drain Punch
- Knock Off
- Baton Pass
Behold, the power of Mienfoo. This bulky effort and Eviolite means it's not the usual attacking set one might expect. While some opponent might expect a Hi Jump Kick or Drain Punch (and he might be right, depending on matchup), I take my time setting up a Swords Dance. With that, Knock Off to take other Eviolites away, and Regenerator to recover his health, Mienfoo is arguably the best swords-dance supporter in LC (some might say about Gligar, but it can be easily scared because of common weaknesses and somewhat lack of special bulk even with Eviolite). Unfortunately, 4MSS means I can't run Fake Out.

Drifloon (F) @ Flight Gem
Trait: Unburden
EVs: 36 HP / 200 Atk / 4 Def / 40 SAtk / 4 SDef / 200 Spd
Naughty Nature (+Atk, -SDef)
- Acrobatics
- Shadow Ball
- Hidden Power [Fire]
- Explosion
Ah, the ability... Unburden is a godsend to some unusual, but not so gimmicky strategy... With a Naughty nature and this effort, Atk and SAtk are on par, and having a 110 base STAB move on its disposal, something is going to be hit HARD. Shadow Ball is another STAB, and can pick some physical wall that comes right after an KO from Acrobatics. The other moves are most filler, but with some nice purpose anyway. Ferroseed is hit harder by HP Fire than gem-boosted Acrobatics, but it's too situational, and Explosion lets me go with a boom and put another pokémon on field without a scratch.

Numel (F) @ Oran Berry
Trait: Simple
EVs: 36 HP / 196 Atk / 36 Def / 236 Spd
Adamant Nature (+Atk, -SAtk)
- Flame Charge
- Rock Slide
- Earthquake
- Stockpile
Yes, this is exactly what you may be thinking. Numel is a poor pokémon, with a common 4x weaknesses to Water, but who cares? He has a great ability to work as a swords dance recipient, and more about it, he doesn't always need the support to shine. Flame Charge works as an Agility, and, backed up by a Swords Dance boost, can KO many things, including an weakened resist. Stockpile doubles both his Def and SDef, making this thing a tank. The other moves complete a pseudo Edge-Quake combo, making it hard to resist. If I can pull a SD to him and set up Flame Charge with the berry intact, it's game over. If the opponent can't harm me while I set him up, game over.

Taillow (F) @ Toxic Orb
Trait: Guts
EVs: 36 HP / 236 Atk / 236 Spd
Jolly Nature (+Spd, -SAtk)
- Facade
- Pluck
- U-turn
- Quick Attack
Taillow works as my cleaner. If by some reason I fail with Numel, he takes the role and wrecks havoc around. Facade, while boosted by both STAB and Guts, have 210 BP and can destroy anything bar Aron or a ghost-type (because even resists can't take this sheer power). Pluck is on top of Brave Bird because I've got no many issues with Ferroseed (it is usually 2HKOed anyway by Facade), and have the boost of not only taking away opposing Oran Berries, but also using them on my own favor. Quick Attack means I'm not priority or Scarf bait, and U-Turn if I need to save him for later.

Omanyte (F) @ Eviolite
Trait: Weak Armor
EVs: 76 HP / 196 SAtk / 236 Spd
Timid Nature (+Spd, -Atk)
- Surf
- Ice Beam
- AncientPower
- Shell Smash
With issues about DeepSeaTooth Clamperl being banned, I stumbled upon this specialized behemoth here. While it lacks the raw power of the specs-alike power of some exclusive item, it compensates with his ability. Weak Armor, boosting his speed in trade for Defense, now becomes useful enough. LC lacks rain enough to make SwSw not viable, and reaching 14 Speed unboosted, it can wreck havoc on it's own after a boost. I rarely use Shell Smash, but it's there because it can save my life on a expected switch. For example, Omanyte scares all flying-types (especially Gligar) like the plague, meaning I can take the U-turn without being much damaged, achieve to rack up +2 SAtk and +3 speed, and then break through even special walls. Surf and Ice Beam are excellent attacks, but in a neutral situation, I end up using Ancientpower some more, because if I manage to get those +1, it's not going to end well to the opponent.
Weak links
I realize I have no way to deal with SR (not so common in such a fast-paced metagame, but still a worry as I have 2 pokémon weak to it)
Also, weather teams usually mean trouble. They can be beat by smart playing (foe example, Drilbur on sand can be easily killed by Meowth, but not without a sacrifice), but I'm sure there are easy ways by changing some small bits here and there.