Hello all, last Saturday I attended the official 2011VGC in Birmingham only to be knocked out in Round 2 by a single mistake. I believe I should ask you all and see what I could have done to improve my team. This team is all caught and bred in game with no RNG'ing involved, but in any case I would appreciate and advice and tips that people would be willing to give me in order for me to improve my game.
Volcarona 'Ifrit' w) Focus Sash
Timid [Flame Body]
EV's: 4 HP / 252 Sp.Atk / 252 Spd
IV's: 30/18/25/27/31/31
Attacks: Bug Buzz / Heat Wave / Rage Powder / Protect
The purpose of Ifrit is to give it's partner a chance to breath and either get a free hit or get a turn to boost. The reason behind using Volc and not my nemesis Amoongus is simply because few would expect a set like this on a Volcarona. It is intended to lead with either Haxorus or Terrakion giving them a turn to swords and increase in power. Though only problem with the set is it's EV's but this is simply because I intended it to be a basic Sp.Atk'er but then changed the strategy slightly so I could fool a few people. Focus Sash is a must to last a turn of 2 attacks.
Terrakion 'Kjata' w) Life Orb
Jolly [Justified]
EV's: 4 HP / 252 Atk / 252 Spd
IV's: 22/21/22/26/5/27
Attacks: Swords Dance / Protect / Rock Slide / Close Combat
Terrakion: The power house of the 5th gen. An already high base attack and speed and with a justified-beat up combo going on it can have a god-tier attack level. The purpose of this team member is to hit fast and hit hard while it is still on the field. With the life orb it can have an even higher attack power, Jolly is a better nature for this set to give it more speed than it's Adamant counterpart.
Jellicent 'Tonberry' w) Ice Gem
Modest [Water Absorb]
EV's: 252 HP / 104 Def / 48 Sp.Atk / 66 Sp.Def / 40 Spd
IV's: 31/16/12/23/30/31
Attacks: Psychic / Scald / Blizzard / Recover
My Jellicent has an unusual EV set that's for sure but I have found that it is pretty useful and works majority of the time. It's main purpose for being in the team is a counter to Mach Punch Conk and the genies, giving Conk's a psychic and giving the genies a gem-boosted Blizzard (risky I know). Scald is there for a STAB and Recover gives reasoning itself.
Haxorus 'Eden' w) Haban Berry
Jolly [Mold Breaker]
EV's: 24 HP / 232 Atk / 252 Spd
IV's: 30/28/12/0/19/31
Attacks: Swords Dance / Dragon Claw / Rock Slide / Earthquake
Haxorus is built to take out other Haxorus, Hydreigon and many others that won't be able to take it out after it has danced. The berry speaks for itself..to outlast a dragon attack (unless it's a crit). And the set is a basic attack set to attack it's foes.
Whimsicott 'Pandemona' w) Occa Berry
Timid [Prankster]
EV's: 248 HP / 12 Sp.Def / 248 Spd
IV's: 15/7/19/31/26/31
Attacks: Tailwind / Beat Up / Light Screen / Energy Ball
The main reason for Whim to be involved is to trick people into believing I will be initiating the TerraWhim beat up combo, then not actually using it. I sometimes involve it to come in after a lead is taken out so that I can gain a Tailwind and possible Screen. It is defensive enough to take hit's and with the berry it can take a fire hit off the bat.
Krookodile 'Fenrir' w) Choice Scarf
Adamant [Intimidate]
EV's: 248 Atk / 8 Def / 252 Spd
IV's: 30/22/24/24/26/31
Attacks: Earthquake / Aerial Ace / Crunch / Dragon Claw
Scarfed Krook? AA? What has he been smoking you may be asking but every attack and item has a reason behind it. Bring the Krook in on an advantage or when an ally faints and it brings it's auto Intimidate into action, the scarf means it will outspeed anything un-scarfed and give it a turn to attack with a weapon of choice. Now AA.....an attack with base damage of 60, as a non-lead it should be looking at a battle-hardened fighting type not a full health meaning it's AA should take out the remaining health without an attack back at it. It's only flaw is it's lack of a Rock Slide to deal with the fliers and such.
Now I welcome any advice and tips that could be given about my team.