I WANTED to go to the New Jersey VGC's this year, but whether I do or not is in the air, since it is a pretty long drive.
But yeah.. on to the RMT!
I wanted to make a Tailwind team since I saw that they were fairly dominant team styles. So here ya go.
(M) @ Flight Gem
Trait: Prankster
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Acrobatics
- Substitute
- Taunt
- Tailwind
Well, this guy is pretty much a staple in VGC for tailwind besides Whimsicott. What made me choose this guy over the Dandelion Puffball was that this guy has much better offensive prowess and solid defensive qualities to go along side it. It's pretty much your standard set; I run the usually Acrobatics with flight gem for it's extreme power. Substitute is so that should I meet a scarf Chandelure, I can stall out Overheat's power when it's SpAtk get's dropped. Tailwind is obvious and Taunt shuts down Trickroom.
(M) @ Haban Berry
Trait: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Dual Chop
- Brick Break
- Rock Slide
- Protect
Haxorus. Wow. What a powerhouse. Haxorus boasts the HIGHEST attack in all of VGC 2011. What's the catch? He speed is just a little bit lack luster, lingering around Hydreigon's speed stat. Well, Tailwind fixes this little issue perfectly. You might first ask, "Why dual chop?" Well, I chose Dual Chop because it has the same base power as Dragon Claw (Since it hit's twice) and with Hax"R"us' (haha) massive attack stat, can break a sub, and then proceed to do even more damage after the broken sub. Brick Break is there for Terrakion, Scrafty, Bisharp, and the occasional Stoutland. Rock Slide is a great spread move that hit's the genies really hard. Protect is well, for predictions.
(M) @ Big Root
Trait: Moxie
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature (+Atk, -SAtk)
- Drain Punch
- Fake Out
- Ice Punch
- Crunch
Scrafty. Well, Fake Out for one. He is one of 3 Pokemon who get it in this metagame. And, he is the only one with Moxie. The EV's are to max is HP and Atk considering he won't be needing speed anyway, considering Tailwind will double that pitiful speed. Big root is there to boost his Drain Punch, which destroys those pesky Terrakion you see running rampant. Ice Punch for the Genie's (most specifically Landorus) and Crunch is for coverage and STAB.
@ Rock Gem
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Rock Slide
- Close Combat
- Protect
- Earthquake
Terrakion is part of this team's meat. He is fast (blinding in Tailwind) and hits very hard. I wasn't sure what to do with the item, so I gave it Rock Gem in order to boost it's Rock Slide. Speaking of Rock Slide, it decimates the Genies. Pretty badly. Close Combat is there for STAB, coverage, and most importantly, annoying little Scrafty. Protect is obvious, and Earthquake should be used in conjunction with Thundurus or Tornadus.
(M) @ Focus Sash
Trait: Intimidate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Crunch
- Earthquake
- Rock Slide
- Protect
Standard Krookodile set really. Crunch is for STAB, and it hit's Musharna hard. Earthquake is great when used with Thundurus or Tornadus. Rock Slide is great for hitting those pesky Genies (I've said that quite a lot, haven't I?) and Protect for obvious reasons. I gave it Intimidate for team support over Moxie, and I picked Focus Sash so I can live a hit from Terrakion and hit it back with a STAB, super effective Earthquake.
(M) @ Electric Gem
Trait: Prankster
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Hidden Power [Ice]
- Substitute
- Thunder Wave
Last guy. My Thundurus. I broke my back trying to RNG this thing. Not gonna lie. So basically, standard set really. (I've said that a lot too, huh?)
Thunderbolt + Electric Gem hits really hard, and HP Ice rounds off my coverage. Substitute is for the same reason as Tornadus, so I can stall out Overheat's power and stall out Trick Room should it actually go up. Thunder Wave counter's the opponent's Tailwind pretty well, I like it more than Taunt.
Great Combos:
Tornadus + Haxorus
Tornadus + Scrafty
Haxorus + Scrafty (Should leading with a Genie be unsafe. Haxorus has decent speed anyway.)
Thundurus + Krookodile
Thundurus + Scrafty
Scrafty + Terrakion
Terrakion + Thundurus
Terrakion + Tornadus
Tornadus + Thundurus
Well, there you have it. My VGC team.
I will say this: Thundurus, Tornadus, and Haxorus STAY. Period.
I'm open to any other suggestions though. Including moveset adjustments for the above three, but I will NOT get rid of them.
Please don't hate.
But yeah.. on to the RMT!
I wanted to make a Tailwind team since I saw that they were fairly dominant team styles. So here ya go.
Trait: Prankster
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Acrobatics
- Substitute
- Taunt
- Tailwind
Well, this guy is pretty much a staple in VGC for tailwind besides Whimsicott. What made me choose this guy over the Dandelion Puffball was that this guy has much better offensive prowess and solid defensive qualities to go along side it. It's pretty much your standard set; I run the usually Acrobatics with flight gem for it's extreme power. Substitute is so that should I meet a scarf Chandelure, I can stall out Overheat's power when it's SpAtk get's dropped. Tailwind is obvious and Taunt shuts down Trickroom.
Trait: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Dual Chop
- Brick Break
- Rock Slide
- Protect
Haxorus. Wow. What a powerhouse. Haxorus boasts the HIGHEST attack in all of VGC 2011. What's the catch? He speed is just a little bit lack luster, lingering around Hydreigon's speed stat. Well, Tailwind fixes this little issue perfectly. You might first ask, "Why dual chop?" Well, I chose Dual Chop because it has the same base power as Dragon Claw (Since it hit's twice) and with Hax"R"us' (haha) massive attack stat, can break a sub, and then proceed to do even more damage after the broken sub. Brick Break is there for Terrakion, Scrafty, Bisharp, and the occasional Stoutland. Rock Slide is a great spread move that hit's the genies really hard. Protect is well, for predictions.
Trait: Moxie
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature (+Atk, -SAtk)
- Drain Punch
- Fake Out
- Ice Punch
- Crunch
Scrafty. Well, Fake Out for one. He is one of 3 Pokemon who get it in this metagame. And, he is the only one with Moxie. The EV's are to max is HP and Atk considering he won't be needing speed anyway, considering Tailwind will double that pitiful speed. Big root is there to boost his Drain Punch, which destroys those pesky Terrakion you see running rampant. Ice Punch for the Genie's (most specifically Landorus) and Crunch is for coverage and STAB.
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Rock Slide
- Close Combat
- Protect
- Earthquake
Terrakion is part of this team's meat. He is fast (blinding in Tailwind) and hits very hard. I wasn't sure what to do with the item, so I gave it Rock Gem in order to boost it's Rock Slide. Speaking of Rock Slide, it decimates the Genies. Pretty badly. Close Combat is there for STAB, coverage, and most importantly, annoying little Scrafty. Protect is obvious, and Earthquake should be used in conjunction with Thundurus or Tornadus.
Trait: Intimidate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Crunch
- Earthquake
- Rock Slide
- Protect
Standard Krookodile set really. Crunch is for STAB, and it hit's Musharna hard. Earthquake is great when used with Thundurus or Tornadus. Rock Slide is great for hitting those pesky Genies (I've said that quite a lot, haven't I?) and Protect for obvious reasons. I gave it Intimidate for team support over Moxie, and I picked Focus Sash so I can live a hit from Terrakion and hit it back with a STAB, super effective Earthquake.
Trait: Prankster
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Hidden Power [Ice]
- Substitute
- Thunder Wave
Last guy. My Thundurus. I broke my back trying to RNG this thing. Not gonna lie. So basically, standard set really. (I've said that a lot too, huh?)
Thunderbolt + Electric Gem hits really hard, and HP Ice rounds off my coverage. Substitute is for the same reason as Tornadus, so I can stall out Overheat's power and stall out Trick Room should it actually go up. Thunder Wave counter's the opponent's Tailwind pretty well, I like it more than Taunt.
Great Combos:
Tornadus + Haxorus
Tornadus + Scrafty
Haxorus + Scrafty (Should leading with a Genie be unsafe. Haxorus has decent speed anyway.)
Thundurus + Krookodile
Thundurus + Scrafty
Scrafty + Terrakion
Terrakion + Thundurus
Terrakion + Tornadus
Tornadus + Thundurus
Well, there you have it. My VGC team.
I will say this: Thundurus, Tornadus, and Haxorus STAY. Period.
I'm open to any other suggestions though. Including moveset adjustments for the above three, but I will NOT get rid of them.
Please don't hate.