Not sure how to put pics since im brand new but here i go! So this is my VGC 2014 team, or at least my hopeful team, I would like it if you guys could give me any pointers and whatnot. I have played around with this team in the vgc section and it does pretty well but it could do better, any input is greatly appreciated! 1. Tryanitar Nature: Adamant (Atk+/SpAtk-) EVs: 180 HP/ 252 Atk/ 76 Spd Ability: Sand Stream Item: Chople Berry Moves: Crunch Rock Slide Protect Fire Punch I use this guy along with my Garchomp to set up a good Sandstorm combo with Garchomp's Sand Veil. Crunch is a nice STAB move along with a potential for decrease in Def, Rock Slide is a very nice area STAB move that hits Fire, Flying, and Ice types. Protect allows Tyranitar to survive a quick Close Combat from a pesky Infernape or some such Fighting type and Fire Punch is nice for getting rid of Ferrothorn and other bulky Steel or Grass types. 2. Garchomp Nature: Jolly (Spd+/SpAtk-) EVs: 4 HP/ 252 Atk/ 252 Spd Ability: Sand Veil Item: Dragon Gem Moves: Earthquake Dragon Claw/Outrage Stone Edge Protect Alongside Tyranitar, Garchomp sweeps through most teams. Stone Edge is handy for end game killing when Garchomp is left with someone else. Earthquake gets a nice STAB boost and provides nice coverage to Fire, Rock, and Ice types. Protect keeps Garchomp safe from any speedy Weaviles. Outrage is a stupidly powerful physical STAB move which is helpful with Garchomp's high Atk. Dragon Claw will be my main attackin Dragon type move if I dont use Outrage, only reason I havent changed completely to Dragon Claw is I wanna hear other opinions on Outrage. 3. Jellicent Nature: Bold (Def+/ Atk-) EVs: 248 HP/ 216 Def/ 44 Spd Ability: Water Absorb Item: Sitrus Berry Moves: Scald Protect Shadow Ball Recover So some of you may say why Def on this guy? Well, I say because since its Ghost it is immune to Fighting and Normal types, and it has Water Absorb so no Water damage, and it resists Bug, Steel, Ice, and Fire all which are generally physical. Shadow Ball allows Jellicent to hit those uncommon bulky Ghost Pokemon for some extra damage. Scald allows for a nice burn which lowers the opponent's attack which is why I decided to run a defensive set on Jellicent. Protect lets Jellicent sit back and eat its Leftovers while its opponents cry for Nurse Joy to heal their burn. Recover allows Jellicent to get its HP back. 4. Ferrothorn Nature: Relaxed (Def+/ Spd-) EVs: 252 HP/ 252 Def/ 4 Atk Ability: Iron Barbs Item: Rocky Helmet Moves: Power Whip Gyro Ball Protect Substitute Ferrothorn and Jellicent being paired up together are able to stall the opposing team for a few turns. The Rocky Helmet along with Iron Barbs Ability will allow for Ferrothorn to stack damage up on any pokemon who tries to whittle down its HP and will hopefully cause more damage to them than Ferrothorn receives. Substitute helps keep Ferrothorn alive for an extra turn or two. Power Whip is a great STAB move for Ferrothorn to hit those bulky Water/Ground types such as Swampert or Gastrodon. Gyro Ball is a nice STAB move and since Ferrothorn is inherently slow it will do lots more damage. Protect allows Ferrothorn to survive while Garchomp Earthquakes and just allow for him to stall for one more turn. 5. Wash Rotom Nature: Modest (SpAtk+/ Atk-) EVs: 4 HP/ 252 SpAtk/ 252 Spd Ability: Levitate Item: Electric Gem Moves: Thunderbolt Protect Hydro Pump Hidden Power(Ice) I guess you could call this my revenge Dragon killer with his HP Ice. Thunderbolt kills bulky Waters that my team would otherwise have no type advantages over. Hydro Pump gets rid of Ground and Rock types that I might have a hard time getting rid of otherwise. Protect is standard doubles play. 6. Uhm for this one I'm not sure, I was planning on having a Special Fairy Sweeper once Gen VI rolls around, so I have something for next gen VGC, that will be current. Still not decided on this one but I'm thinking of running this for the time being: Blaziken Nature: Jolly (Spe+/SpAtk-)/ Adamant (Atk+/SpAtk-) EVs: 4 HP/ 252 Atk/ 252 Spe Ability: Speed Boost Item: Life Orb Moves: Flare Blitz/Fire Punch Sky Uppercut Protect Brave Bird Protect on the first turn allows for Blaziken to get a free Speed Boost while Garchomp rushes in with a powerful STAB Earthquake while bypassing Blaziken, who on the next turn would be fast enough to break any glass cannons such as Weavile with Sky Uppercut. Brave Bird is GREAT for getting rid of those pesky Hitmontops and other Fighting types. Flare Blitz is a good STAB physical move to deal with any stray Steels, if I dont run Flare Blitz I will run Fire Punch, same as with Outrage, I'd like to hear different opinions on Flare Blitz vs. Fire Punch.