When building my team for VGC, I could't help but think the same thing over and over. "Be prepared for anything." So that's just what I did. The primary basis of this team was to counter anything thrown at it. This will be my first VGC attendance, so I decided to ask around these forums before anything was set in stone. I simply ask for feedback. Thanks in advance. Here they are:
Alakazam @ Life Orb | Magic Guard
Mild | HP 156 / Sp. Atk 212 / Spd 140
»Psychic
»Psyshock
»Guard Split
»Signal Beam
Primary Sweeper. Reliable with both Psychic & Psyshock to take care of both Physical and Special Defenses, and Magic Guard can't ever be a bad thing right? Guard Split is there to knock Tanks and walls down a peg while simultaneously bumping me up. Signal Beam is to cover Dark types.
•Idea was to counteract Walls and Tanks.
Cloyster @ Scope Lens | Skill Link
Sassy | Atk 200 / Def 20 / Sp. Atk 40 / Sp. Def 248
»Icicle Spear
»Protect
»Brine
»Rock Blast
Skill Link is the primary idea here. With both Icicle Spear and Rock Blast to match up. I also added Scope Lens to increase Critical Hit chance, which fits great with the Skill Link as well as each of the 5 hits from Icicle Spear have separate chance for Critical Hit. Brine is a backup for type coverage with STAB as well. Protect is mainly a filler but helps with weak Sp. Def as well.
•Idea was to counter Sturdy and Focus Sash users and Tanks/Walls.
Shuckle @ Chesto Berry | Contrary
Sassy | HP 156 / Def 172 / Sp. Def 180
»Power Split
»Rest
»Rock Slide/Sludge Bomb/Toxic
»Helping Hand
Everyone knows where this is headed. The main reason I caved to Shuckle was due to my discovery of Power Split, which my actually give me a chance to use some offense, however the main idea was to counter powerhouses. I can knock down their sole purpose of being there, their ridiculously high attack, and give me a chance to use something worth attacking with. with a backup of Rest+Chesto to annoy and defend a little longer, Helping Hand to benefit partner, plus with Cloyster's Skill Link, this could be devastating. My main problem is deciding whether to get a STAB Physical, Rock Slide, A poisoning Special, Sludge Bomb, or a draining Poison, Toxic.
•Idea was to counteract Powerhouses.
Porygon2 @ Eviolite | Trace
Bold | Def 116 / Sp. Atk 128 / Sp. Def 168 / Spd 96
»Tri Attack
»Hidden Power [Fight]
»Thunderbolt
»Trick Room
Primarily Tank, with it's Eviolite and high Sp. Attack. Trace is there to counteract wether teams, for many of them are very Ability heavy such as Chlorophyll, Rain Dish, & Ice Body. Also, typically people don't get a negative ability without a counter (which is commonly weather). Hidden Power for unpredictability and coverage, and Thunderbolt for coverage. Trick Room is for countering predominantly fast teams (also for filler).
•Idea was to counter Sweepers (not primarily though).
Breloom @ Toxic Orb | Poison Heal
Adament | Atk 108 / Def 116 / Sp. Def 236 / Spd 48
»Seed Bomb/Fling/Leech Seed
»Spore
»Facade
»Drain Punch
A personal favorite of mine, Breloom is there to piss off High HPs such as Blissey, Milotic, Slaking, etc. With Spore as a reliable Stall. Drain Punch for STAB and (of coarse) draining, and Toxic Orb+Poison Heal+Facade (for even more obvious reasons). My main concern is whether to use Seed Bomb as a high STAB, Fling for Poison, or Leech Seed for even more health, (I'm leaning Towards Leech Seed, but I thought I'd ask first)
•Idea was to counter high HPs.
Claydol @ Light Clay | Levitate
Relaxed | HP 88 / Def 176 / Sp. Atk 140 / Sp. Def 104
»Earth Power
»Ice Beam
»Reflect
»Light Screen
Just a typical Support/Tank. With a Light Clay+Reflect/Light Screen combo to add even more defense to this already bulky team. and Ice beam and Earth Power for coverage. That's pretty much it.
•Idea was....Support. :/
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I also kept a primarily slow team due to the overuse of Trick Room teams, and in such situations, I would not be hindered. Well there you have it, that's my team. So, give it to me straight.
Alakazam @ Life Orb | Magic Guard
Mild | HP 156 / Sp. Atk 212 / Spd 140
»Psychic
»Psyshock
»Guard Split
»Signal Beam
Primary Sweeper. Reliable with both Psychic & Psyshock to take care of both Physical and Special Defenses, and Magic Guard can't ever be a bad thing right? Guard Split is there to knock Tanks and walls down a peg while simultaneously bumping me up. Signal Beam is to cover Dark types.
•Idea was to counteract Walls and Tanks.
Cloyster @ Scope Lens | Skill Link
Sassy | Atk 200 / Def 20 / Sp. Atk 40 / Sp. Def 248
»Icicle Spear
»Protect
»Brine
»Rock Blast
Skill Link is the primary idea here. With both Icicle Spear and Rock Blast to match up. I also added Scope Lens to increase Critical Hit chance, which fits great with the Skill Link as well as each of the 5 hits from Icicle Spear have separate chance for Critical Hit. Brine is a backup for type coverage with STAB as well. Protect is mainly a filler but helps with weak Sp. Def as well.
•Idea was to counter Sturdy and Focus Sash users and Tanks/Walls.
Shuckle @ Chesto Berry | Contrary
Sassy | HP 156 / Def 172 / Sp. Def 180
»Power Split
»Rest
»Rock Slide/Sludge Bomb/Toxic
»Helping Hand
Everyone knows where this is headed. The main reason I caved to Shuckle was due to my discovery of Power Split, which my actually give me a chance to use some offense, however the main idea was to counter powerhouses. I can knock down their sole purpose of being there, their ridiculously high attack, and give me a chance to use something worth attacking with. with a backup of Rest+Chesto to annoy and defend a little longer, Helping Hand to benefit partner, plus with Cloyster's Skill Link, this could be devastating. My main problem is deciding whether to get a STAB Physical, Rock Slide, A poisoning Special, Sludge Bomb, or a draining Poison, Toxic.
•Idea was to counteract Powerhouses.
Porygon2 @ Eviolite | Trace
Bold | Def 116 / Sp. Atk 128 / Sp. Def 168 / Spd 96
»Tri Attack
»Hidden Power [Fight]
»Thunderbolt
»Trick Room
Primarily Tank, with it's Eviolite and high Sp. Attack. Trace is there to counteract wether teams, for many of them are very Ability heavy such as Chlorophyll, Rain Dish, & Ice Body. Also, typically people don't get a negative ability without a counter (which is commonly weather). Hidden Power for unpredictability and coverage, and Thunderbolt for coverage. Trick Room is for countering predominantly fast teams (also for filler).
•Idea was to counter Sweepers (not primarily though).
Breloom @ Toxic Orb | Poison Heal
Adament | Atk 108 / Def 116 / Sp. Def 236 / Spd 48
»Seed Bomb/Fling/Leech Seed
»Spore
»Facade
»Drain Punch
A personal favorite of mine, Breloom is there to piss off High HPs such as Blissey, Milotic, Slaking, etc. With Spore as a reliable Stall. Drain Punch for STAB and (of coarse) draining, and Toxic Orb+Poison Heal+Facade (for even more obvious reasons). My main concern is whether to use Seed Bomb as a high STAB, Fling for Poison, or Leech Seed for even more health, (I'm leaning Towards Leech Seed, but I thought I'd ask first)
•Idea was to counter high HPs.
Claydol @ Light Clay | Levitate
Relaxed | HP 88 / Def 176 / Sp. Atk 140 / Sp. Def 104
»Earth Power
»Ice Beam
»Reflect
»Light Screen
Just a typical Support/Tank. With a Light Clay+Reflect/Light Screen combo to add even more defense to this already bulky team. and Ice beam and Earth Power for coverage. That's pretty much it.
•Idea was....Support. :/
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I also kept a primarily slow team due to the overuse of Trick Room teams, and in such situations, I would not be hindered. Well there you have it, that's my team. So, give it to me straight.