Thread: VGC Legend's Trudge
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Old Feb 1st, 2013, 4:13:55 AM   #4
iRenzo
 
Join Date: Feb 2012
Posts: 14
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You need to include an Importable for your team.

For Dusclops, I would consider put some of the Def evs into S.Def. Will-o-wisp deals with physical threats and VGC is a overrun with big Special hitters (Latios, Rotom, Thundurus etc).

On Conkeldurr use Drain Punch over hammer arm. The life gain add to it's survivability and nothing is going to outspeed it in trick room. Switch Facade to mach punch for a priority move. I would also suggest Iron Fist over Guts. If you factor in Weather chip, Toxic damage, Protect Stall and the odd attack, Conk will be lucky to last over 4 turns. With it being able to having Guts as an ability, people are normally too scared of the attack boost to attempt a status infliction. You can then run Muscle Band for even more damage or Lum berry if it does end up getting burnt.

On Chandelure change Energy ball to Protect. Chandelure has a weird speed stat where it can be outspeed by counters in and out of Trick Room. Instead use Protect to get intel and use Slowbro to combat Water Types.

On Scizor change Roost to Acrobatics or Superpower. It's banded so unless you hoping on something tricking it stick to attacking moves only.

On Slowbro change it's ability to Own Tempo. Switch don't happen enough for Regenerator to have effective use. Own Tempo helps counter Swagger users. Also switch it's item to Sitrus Berry. You'll get more effective HP recovery and turns 2HKO into 3HKO.

tldr
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