UPDATED.
Here's my Pokemon Team(s) for this years official VGC. Please comment about anything that catches your attention! All of these Pokemon will have flawless IVs.
TEAM 1
Chandelure @ Focus Sash
Quiet Nature, Flash Fire
252 HP/252 HP/4 SpD
Heat Wave
Shadow Ball
Trick Room
Protect
Chandelure's role is my special sweeper. In Turn one, if no threats are out (mainly Earthquake and Rock Slide users, since Amoongus can't Rage Powder those), Chandel will set up Trick Room while Amoongus Rage powders to prevent any direct attacks to its frail HP. Once Trick Room is up, it will Heat Weave or Shadow Ball down the enemy. In Turn one, though, if there IS a potential threat (such as a Terrakion, for example), Chandel will protect while Amoongus Spores the threat so it can set up Trick room. No need to worry about a Fake Out. Focus Sash guarantees a trick room set up.
Amoongus @ Mental Herb
Sassy Nature, Effect Spore
252 HP / 148 Def/ 108 SpD
Spore (Surprise!)
Giga Drain
Protect
Rage Powder
Amoongus sets up everything, the defensive bulk of my team, and uses it's relatively underwhelming appearance to catch the enemy off guard. In Turn 1, (as I said above), it will Rage Powder so Chandel can set up Trick room, or Spore a potential threat while Chandel protects. Once Trick room is set up, it will Spore any threats, or, if none are out, Giga Drain any water types to restore Lost HP from turn 1's Rage Powder. Protect if for any Fake Outs, and the mental herb prevents it from being taunted.
Conkeldurr @ Flame Orb
Brave Nature, Guts
252 HP/ 252 Atk/ 4 SpD
Mach Punch
Protect
Rock Slide
Drain Punch
Conkeldurr does well in bot TR and without, and is my physcial tank and sweeper. With Guts, Mach Punch can really make a dent in neutral attacks, and OHKO super effectives. I'm still not very sure on its moveset, (any comments are welcome). A Double Rock Slide from Druddigon and Conkeldurr together will leave a dent in the enemy as well as giving a very high chance of flinching. With Protect he can avoid any of those late game psychics or ghosts that might pop up while Druddigon plows over them with Sucker Punch. I'm thinking Drain Punch can help restore some HP while doing some decent damage.
Druddigon @ Life Orb (still unsure about this Pokemon...if you have any other alternatives please let me know!)
Brave Nature, Sheer Force
252 HP/252 Attack/ 2 Def
Dragon Claw/Outrage
Sucker Punch
Protect
Rock Slide
Durddigon is my finisher. A boosted Dragon claw can make a dent in other dragons. Sucker Punch is great while the psychics are lured to a Protected Conkeldurr while he can destroy them with Sucker Punch. The same applies with Rock Slide and genies. Protect can be for when Trick Room is down and a Dragon is out, Conkel can make a dent in it with Facade or Drain Punch then mach punch for a KO. I'm debating between Outrage or Dragon Claw. While I certainly hate being locked into Outrage, at the same time I can't afford to have a Dragon survive from a Dragon Claw. I'm still thinking heavily about this.
TEAM 2
Larexxa (Volcarona) (M) @ Life Orb
Trait: Flame Body
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Heat Wave
- Bug Buzz
- Protect
- Psychic
Alomomola (M) @ Leftovers
Trait: Healer
EVs: 252 HP / 108 Def / 148 SDef
Calm Nature (+SDef, -Atk)
- Safeguard
- Aqua Jet
- Protect
- Wide Guard
At first glance at this lead, you might be thinking, "WTF, Alomomola? What the hell is that doing there?" or, "Lol, Volcorona will get her ass handed to her by Rock Slide." Well, with careful thinking, I have gotten a great strategy with these two. The first course of action is determined by the opponent'd lead. If the opponent is likely to use a move that hits all Pokemon, such as Rock Slide or Earthquake, respectively, then Alomomola (I'll just call her Alom from now on...too much letters!) will set up a Wide Guard, protecting them both from the attack, and giving Volcorona a chance to dish out some damage with Heat Wave, Bug Buzz, or Psychic. This works extremely well against that infamous Whimsicott+ Terrakion combo, as the Wide guard protects against the Rock Slide and then Volcorona OKHOs/~10% Terrakion with Psychic. If that ugly bull survives the mental attack, Alom can easily finish him off with Aqua Jet the next turn.
Alom, boasting a massive 272 HP, can survive a gem-boosted Thunderbolt from a Thunderus, and just about every attack there is. Leftovers gives great survivabilty, and Protect can stall out a burned Conkeldurr. Protect for Volcorona is also there Fake Outs, SE moves, etc. Safeguard is AWESOME for Amoongus leads. The biggest threats to my lead as of now are Fake Out/Acrobatics Mienshao (I never know which one the mutant squirrel will Fake Out), Tornadus, and Scrafty.
Zazkir (Hydreigon) (M) @ Focus Sash <-----Still iffy about this guy
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Dark Pulse
- Draco Meteor/Dragon Pulse
- Protect
- Flamethrower
Eelektross (M) @ Flight Gem
Trait: Levitate
EVs: 252 HP / 108 Atk / 148 SpA
Rash Nature (+SAtk, -SDef)
- Thunderbolt
- Protect
- Hidden Power [Ice]
- Acrobatics
Now the finisher-uppers are my Hydreigion and Eelektross. This pair does well in and out of Trick Room. Eelektross is rough but does some moderate damage.* I guess I could call him the bulk of my team (after Alom, of course). Protect is for the usual, Thunderbolt is a great STAB, Hidden Power Ice is great for getting rid of Late Genies or Dragons. Acrobatics + Gem has great coverage for Fighting Types targeting Protected Hydreigon.
Hydreigon is great for cleaning up the mess. Dark Pulse is a good STAB for getting rid of Musharna or Reunciclus, and I'm debating to use Dragon Pulse or MissMeteor. I could picture it now : "REGIONAL FINALS: Haxorus VS. Hydregion, last Pokemon standing! Hydregion uses Draco Meteor! IT MISSED! Haxorus uses Dragon Claw. GG!"
Draco Meteor is a great cleaner upper, but since Hydreigon is in the back I won't be able to switch out for that Sp.A loss. Dragon Pulse is the other option, but may be to weak to be able to finish a weakened foe. A Focus Sash? you ask, well, Hydregion will have a Modest Nature. Timid And Jolly Hydreigion/Haxorus will be able to outspeed it and attempt to OHKO. Focus Sash is great for just that, allowing him to STRIKE BACK (FIRIN' MAH LAZORRS) and OHKO the unprepared Dragon.
Thunderus @ Electric Gem
Timid Nature, Prankster
4 HP/252 SpA/ 252 Speed
-Thunderbolt
-Taunt
-Protect
-Psychic
Conkeldurr @ Flame Orb
Adamant Nature, Guts
252 HP/252 Atk/ 4 SpD
-Rock Slide/Earthquake
-Mach Punch
-Drain Punch
-Protect
* *This duo is my alternative lead to Volcorona+ Alom especially if I can see an obvious Acrobatics lead, even more especially Tornadus. Let's start with Thundurus. If I am correct in my predictions and a Torndaus pops out, I'll detect with Conkel and Thunderbolt down the wind genie. EVs in SpA and Speed give him the upper hand in The beginning, easily KOing early Jellicents with a gem boosted Thunderbolt. Taunt helps with Trick Room set ups, Amoongus leads, and Spikes/Tailwind teams. I chose Psychic as his last move for great coverage against Rock Slide Conkeldurrs and other fighting types. Protect is for the usual.
* * Conkeldurr has some great synergy potential. This angry clown can Detect (I chose Detect in case of Imprison Chandelures) the first turn to get the monstrous Guts Boost. My main debate for this guy is Earthquake or Rock Slide. Earthquake fits in quite well in my team, as Thundurus, Hydreigon, and Eelektross all are immune to it. At the same time, Rock Slide is great for late Thunduruses or Tornaduses. Drain Punch helps recover the health lost from burns and easily KOs Hydreigon and 2HKOs Scrafty. Mach punch finishes off Focus Sashers, or a last ditch move. Protect is for the usual.
*
Again, any comments are welcomed.
Thanks!
Again, any comments are welcomed.
Thanks!
Here's my Pokemon Team(s) for this years official VGC. Please comment about anything that catches your attention! All of these Pokemon will have flawless IVs.
TEAM 1
Chandelure @ Focus Sash
Quiet Nature, Flash Fire
252 HP/252 HP/4 SpD
Heat Wave
Shadow Ball
Trick Room
Protect
Chandelure's role is my special sweeper. In Turn one, if no threats are out (mainly Earthquake and Rock Slide users, since Amoongus can't Rage Powder those), Chandel will set up Trick Room while Amoongus Rage powders to prevent any direct attacks to its frail HP. Once Trick Room is up, it will Heat Weave or Shadow Ball down the enemy. In Turn one, though, if there IS a potential threat (such as a Terrakion, for example), Chandel will protect while Amoongus Spores the threat so it can set up Trick room. No need to worry about a Fake Out. Focus Sash guarantees a trick room set up.
Amoongus @ Mental Herb
Sassy Nature, Effect Spore
252 HP / 148 Def/ 108 SpD
Spore (Surprise!)
Giga Drain
Protect
Rage Powder
Amoongus sets up everything, the defensive bulk of my team, and uses it's relatively underwhelming appearance to catch the enemy off guard. In Turn 1, (as I said above), it will Rage Powder so Chandel can set up Trick room, or Spore a potential threat while Chandel protects. Once Trick room is set up, it will Spore any threats, or, if none are out, Giga Drain any water types to restore Lost HP from turn 1's Rage Powder. Protect if for any Fake Outs, and the mental herb prevents it from being taunted.
Conkeldurr @ Flame Orb
Brave Nature, Guts
252 HP/ 252 Atk/ 4 SpD
Mach Punch
Protect
Rock Slide
Drain Punch
Conkeldurr does well in bot TR and without, and is my physcial tank and sweeper. With Guts, Mach Punch can really make a dent in neutral attacks, and OHKO super effectives. I'm still not very sure on its moveset, (any comments are welcome). A Double Rock Slide from Druddigon and Conkeldurr together will leave a dent in the enemy as well as giving a very high chance of flinching. With Protect he can avoid any of those late game psychics or ghosts that might pop up while Druddigon plows over them with Sucker Punch. I'm thinking Drain Punch can help restore some HP while doing some decent damage.
Druddigon @ Life Orb (still unsure about this Pokemon...if you have any other alternatives please let me know!)
Brave Nature, Sheer Force
252 HP/252 Attack/ 2 Def
Dragon Claw/Outrage
Sucker Punch
Protect
Rock Slide
Durddigon is my finisher. A boosted Dragon claw can make a dent in other dragons. Sucker Punch is great while the psychics are lured to a Protected Conkeldurr while he can destroy them with Sucker Punch. The same applies with Rock Slide and genies. Protect can be for when Trick Room is down and a Dragon is out, Conkel can make a dent in it with Facade or Drain Punch then mach punch for a KO. I'm debating between Outrage or Dragon Claw. While I certainly hate being locked into Outrage, at the same time I can't afford to have a Dragon survive from a Dragon Claw. I'm still thinking heavily about this.
TEAM 2
Larexxa (Volcarona) (M) @ Life Orb
Trait: Flame Body
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Heat Wave
- Bug Buzz
- Protect
- Psychic
Alomomola (M) @ Leftovers
Trait: Healer
EVs: 252 HP / 108 Def / 148 SDef
Calm Nature (+SDef, -Atk)
- Safeguard
- Aqua Jet
- Protect
- Wide Guard
At first glance at this lead, you might be thinking, "WTF, Alomomola? What the hell is that doing there?" or, "Lol, Volcorona will get her ass handed to her by Rock Slide." Well, with careful thinking, I have gotten a great strategy with these two. The first course of action is determined by the opponent'd lead. If the opponent is likely to use a move that hits all Pokemon, such as Rock Slide or Earthquake, respectively, then Alomomola (I'll just call her Alom from now on...too much letters!) will set up a Wide Guard, protecting them both from the attack, and giving Volcorona a chance to dish out some damage with Heat Wave, Bug Buzz, or Psychic. This works extremely well against that infamous Whimsicott+ Terrakion combo, as the Wide guard protects against the Rock Slide and then Volcorona OKHOs/~10% Terrakion with Psychic. If that ugly bull survives the mental attack, Alom can easily finish him off with Aqua Jet the next turn.
Alom, boasting a massive 272 HP, can survive a gem-boosted Thunderbolt from a Thunderus, and just about every attack there is. Leftovers gives great survivabilty, and Protect can stall out a burned Conkeldurr. Protect for Volcorona is also there Fake Outs, SE moves, etc. Safeguard is AWESOME for Amoongus leads. The biggest threats to my lead as of now are Fake Out/Acrobatics Mienshao (I never know which one the mutant squirrel will Fake Out), Tornadus, and Scrafty.
Zazkir (Hydreigon) (M) @ Focus Sash <-----Still iffy about this guy
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Dark Pulse
- Draco Meteor/Dragon Pulse
- Protect
- Flamethrower
Eelektross (M) @ Flight Gem
Trait: Levitate
EVs: 252 HP / 108 Atk / 148 SpA
Rash Nature (+SAtk, -SDef)
- Thunderbolt
- Protect
- Hidden Power [Ice]
- Acrobatics
Now the finisher-uppers are my Hydreigion and Eelektross. This pair does well in and out of Trick Room. Eelektross is rough but does some moderate damage.* I guess I could call him the bulk of my team (after Alom, of course). Protect is for the usual, Thunderbolt is a great STAB, Hidden Power Ice is great for getting rid of Late Genies or Dragons. Acrobatics + Gem has great coverage for Fighting Types targeting Protected Hydreigon.
Hydreigon is great for cleaning up the mess. Dark Pulse is a good STAB for getting rid of Musharna or Reunciclus, and I'm debating to use Dragon Pulse or MissMeteor. I could picture it now : "REGIONAL FINALS: Haxorus VS. Hydregion, last Pokemon standing! Hydregion uses Draco Meteor! IT MISSED! Haxorus uses Dragon Claw. GG!"
Draco Meteor is a great cleaner upper, but since Hydreigon is in the back I won't be able to switch out for that Sp.A loss. Dragon Pulse is the other option, but may be to weak to be able to finish a weakened foe. A Focus Sash? you ask, well, Hydregion will have a Modest Nature. Timid And Jolly Hydreigion/Haxorus will be able to outspeed it and attempt to OHKO. Focus Sash is great for just that, allowing him to STRIKE BACK (FIRIN' MAH LAZORRS) and OHKO the unprepared Dragon.
Thunderus @ Electric Gem
Timid Nature, Prankster
4 HP/252 SpA/ 252 Speed
-Thunderbolt
-Taunt
-Protect
-Psychic
Conkeldurr @ Flame Orb
Adamant Nature, Guts
252 HP/252 Atk/ 4 SpD
-Rock Slide/Earthquake
-Mach Punch
-Drain Punch
-Protect
* *This duo is my alternative lead to Volcorona+ Alom especially if I can see an obvious Acrobatics lead, even more especially Tornadus. Let's start with Thundurus. If I am correct in my predictions and a Torndaus pops out, I'll detect with Conkel and Thunderbolt down the wind genie. EVs in SpA and Speed give him the upper hand in The beginning, easily KOing early Jellicents with a gem boosted Thunderbolt. Taunt helps with Trick Room set ups, Amoongus leads, and Spikes/Tailwind teams. I chose Psychic as his last move for great coverage against Rock Slide Conkeldurrs and other fighting types. Protect is for the usual.
* * Conkeldurr has some great synergy potential. This angry clown can Detect (I chose Detect in case of Imprison Chandelures) the first turn to get the monstrous Guts Boost. My main debate for this guy is Earthquake or Rock Slide. Earthquake fits in quite well in my team, as Thundurus, Hydreigon, and Eelektross all are immune to it. At the same time, Rock Slide is great for late Thunduruses or Tornaduses. Drain Punch helps recover the health lost from burns and easily KOs Hydreigon and 2HKOs Scrafty. Mach punch finishes off Focus Sashers, or a last ditch move. Protect is for the usual.
*
Again, any comments are welcomed.
Thanks!
Again, any comments are welcomed.
Thanks!