Resource [SPOILERS] Early VGC 2017 Interesting Pokemon

Status
Not open for further replies.
Honestly I think bubble is probably best used offensively on water types that don't rely on their abilities, mainly the ones that just use their ability on the switch in like Gyarados, Politoed, Pelliper, Tapu Fini, ect. But the idea of using it defensively is interesting too.

I saw someone dump a pastebin with all of the 'legal' QR code pokemon but I can't remember where it is. I wonder if VGC is even going to check for pre-bank move legality since there are legal ways to get non-alola dex pokemon within the game before bank, so some egg moves requiring non-Alola dex parents would be technically illegal while others would be okay.
I thought I wrote Gyarados on that one, oh well. If someone wanted to make this work, I would guess a core of Togedemaru (Fake Out, Encore + Lightning Rod support), Gyarados, and Araquanid would work? (Gastrodon and Pelipper help as well).
 
So here's my first attempt at a VGC 2017 team. I don't really know much about damage calcs yet. So EV distributions are what make sense to me intuitively and/or what I've seen suggested.

Tapu Koko @ Life Orb
Modest Nature
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
- Thunder
- Volt Switch
- Dazzling Gleam
- Protect

Raichu-A @ Electric-Z
Modest Nature
Ability: Surge Surfer
EVs: 4 Def / 242 SpA / 252 Spe
- Thunder
- Volt Switch
- Psychic
- Fake Out

Pelipper @ Damp Rock
Quiet Nature
Ability: Drizzle
EVs: 248 HP / 200 SpA / 60 SpD
- Hurricane
- Scald
- U-Turn
- Protect

Gastrodon @ Expert Belt
Modest Nature
Ability: Storm Drain
EVs: 180 HP / 108 Def / 212 SpA / 4 SpD
- Scald
- Earth Power
- Ice Beam
- Protect

Golisopod @ Red Card
Adamant Nature
Ability: Emergency Exit
EVs: 248 HP / 252 SpA / 8 SpD
- Leech Life
- First Impression
- Aqua Jet
- Protect

Goodra @ Assault Vest
Modest Nature
Ability: Sap Sipper
EVs: 252 HP / 84 Def / 172 SpA
- Draco Meteor
- Thunder
- Focus Blast
- Protect
 
This is a tutor move and so it won't be legal.
Oh snap. Thank you so much.

EDIT: Wow... that really hurts. Any suggestions on what to run instead? I'm open to replacing Gastrodon altogether if need be.

EDIT AGAIN: Well no Earth Power for Gastrodon messed things up a bit. Let's try again. Haha

Tapu Koko @ Life Orb
Modest Nature
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
- Thunder
- Volt Switch
- Dazzling Gleam
- Protect

Raichu-A @ Electric-Z
Modest Nature
Ability: Surge Surfer
EVs: 4 Def / 242 SpA / 252 Spe
- Thunder
- Volt Switch
- Psychic
- Fake Out

Pelipper @ Damp Rock
Quiet Nature
Ability: Drizzle
EVs: 248 HP / 200 SpA / 60 SpD
- Hurricane
- Scald
- U-Turn
- Protect

Golisopod @ Red Card
Adamant Nature
Ability: Emergency Exit
EVs: 248 HP / 252 SpA / 8 SpD
- Leech Life
- First Impression
- Aqua Jet
- Protect

Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 SpD
Adamant Nature
- Earthquake
- Dragon Claw
- Rock Slide
- Protect

Celesteela @ Sitrus Berry
Ability: Beast Boost
EVs: 68 HP / 208 Atk / 236 SpD
Adamant Nature
- Heavy Slam
- Seed Bomb
- Flame Charge
- Protect
 
Last edited:
Here's my VGC team v2.

It's mostly a team that works well in most situations (terrains, trick room, rain) although I will have a problem against weather wars.

We don't need no Ultra Beasts! I also don't know where to fit the Z-moves. Maybe on Metagross/Sharpedo and give Metagross the Life Orb?

Pelipper @ Sitrus Berry
Quiet/Sassy Nature
EVs: 252 HP/180 SpA/76 SpD

- U-turn
- Scald
- Hurricane
- Wide Guard/Protect


Hariyama @ Assault Vest
Brave Nature
Ability: Thick Fat
EVs: 60 HP / 144 Atk / 132 Def / 172 SpD

-Fake Out
-Knock Off
-Close Combat
-Feint/Rock Slide


Tapu Koko @ Shuca Berry
Timid Nature
EVs: 236 HP/138 SpA/140 Spe

- Nature's Madness/Dazzling Gleam
- Volt Switch
- Protect
- Taunt

-Outspeeds up to base 115 +speed pokemon
-Shuca + EVs help him beat Garchomp in 1v1


Sharpedo @ Life Orb/Wateruim-Z(?)
Adamant Nature
EVs: 252 Atk/252 Spe/4 Sp.A

-Protect
-Waterfall
-Crunch
-Psychic Fangs


Metagross @ Lum Berry (?)
Adamant Nature
EVs: 252 Atk/252 HP/4 Spe

-Protect
-Earthquake
-Meteor Mash
-Bullet Punch/Rock Slide/Zen Headbutt


Dhelmise @ Leftovers
Brave Nature
EVs: 252 HP/252 Atk/4 Def

- Anchor Shot
- Shadow Claw
- Power Whip
- Protect


The only thing that legit scares me is Xurkitree. Most of my team can handle the ultra beasts fine. If they use a Clefairy/Clefable for redirection + Tail Glow it's all over.
 
Last edited:
I wouldn't try to force a Z-Move onto the team if you can't find a spot for it. They are definitely not Megas and aren't required, which is nice.
 
Is there a list of new hazard setters anywhere and also new mons with speed control moves? The OP just has old mons
 
Is there a list of new hazard setters anywhere and also new mons with speed control moves? The OP just has old mons
What kind of hazard setters in particular are you looking for? I have a list of all the old speed control moves (bar Trick Room)

Edit: Added new Hazard setters

Aerodactyl

Honchkrow

Murkrow

Drifblim

Pelliper

Whimsicott

Braviary

Mandibuzz

Talonflame

Toucannon

Oricorio

Butterfree


Froslass/Glalie

Vanilluxe

Delibird

A-Sandslash

A-Ninetales

Weavile

Spinda

Glaceon


Raticate

A-Golem

A-Raichu

Clefairy/Clefable

Wigglytuff

Alakazam

Slowbro

Slowking

Magneton

Magnezone

Hypno

Chansey

Blissey

Starmie

Mr. Mime

Electivire

Gyarados

Lapras

Jolteon

Porygon2

Porygon-Z

Dragonite

Lanturn

Murkrow

Honchkrow

Misdreavus

Mismagius

Granbull

Drifblim

Stoutland

Klefki

Vikavolt

Shiinotic

Type: Null

Silvally

Togedemaru

Mimikyu

Drampa

Tapu Koko

Nihilego

Xurkitree




A-Golem

Sudowoodo

Probopass

Skarmory (VGC illegal)

Gigalith

Carbink

Lycanroc

Minior

Nihilego

Necrozma (VGC Illegal)


Beedrill

Tentacruel

Cloyster

Ariados

Garbodor

Toxapex

Nihilego


Cloyster

Delibird

Skarmory

Glalie/Froslass

Garbodor

Klefki

Golisopod


Ariados

Masquerain
 
Last edited:
What kind of hazard setters in particular are you looking for? I have a list of all the old speed control moves (bar Trick Room)

Aerodactyl

Honchkrow

Murkrow

Drifblim

Pelliper

Whimsicott

Braviary

Mandibuzz

Talonflame

Toucannon

Oricorio

Butterfree


Froslass/Glalie

Vanilluxe

Delibird

A-Sandslash

A-Ninetales

Weavile

Spinda

Glaceon




Raticate

A-Golem

A-Raichu

Clefairy/Clefable

Wigglytuff

Alakazam

Slowbro

Slowking

Magneton

Magnezone

Hypno

Chansey

Blissey

Starmie

Mr. Mime

Electivire

Gyarados

Lapras

Jolteon

Porygon2

Porygon-Z

Dragonite

Lanturn

Murkrow

Honchkrow

Misdreavus

Mismagius

Granbull

Drifblim

Stoutland

Klefki

Vikavolt

Shiinotic

Type: Null

Silvally

Togedemaru

Mimikyu

Drampa

Tapu Koko

Nihilego

Xurkitree


Much appreciate. I am specifically looking for stealth rocks.
 
Oh really, why not? I'm new to this
Doubles is much more fast paced and less switch heavy compared to singles since only 4 pokemon are allowed in battle. Tactics like Toxic stall, entry hazards, and setup moves to an extent are rarely used since you can double target the threat before it keeps going, and sashes aren't as common unless it's an obviously super frail mon (which is usually a lead like Smeargle). Tactics like Speed Control, Intimidate (and anti-intimidate like Defiant/Competitive), Redirection moves (including Storm Drain/Lightning Rod), Fake Out, Feint, Protection (Wide Guard/Quick Guard/Protect), and Trick Room (along with Weather and Terrains this year) are more common tactics and strategies used for Doubles.
 
So everyone knows the hot meme combos going on with Tapu Koko leads but I honestly feel that Koko won't be the tip top tap. Here's the "problem" I have with it: It's too fast. Its terrain will be overwritten by any other Tapu that switches in on the same turn. Granted the terrain's not all it brings to the table but many of the calcs I've been seeing (not in this thread but in general) operate under the assumption he will have electric terrain which isn't necessarily a given when it's in a lead role as many people seem to be wanting to play it, alongside Pelliper, Raichu A or Politoed. Lele is probably the 2nd most scrutinized for its anti-priority properties, a lead combo immune to fake out is obviously very strong anti-lead in VGC (leading Lele in fact simply shuts down Raichu A by taking both its fake out and surge surfer away).

BUT even slower than Lele, and negating her weather, is Fini and slower yet is Bulu. So you can't try to anti-lead with Lele without worrying about getting your terrain trumped and losing priority protection. The only Tapu who can actually assume he will always have his terrain down in a lead position is Bulu, who as some have noted has a wood hammer capable of some truly terrific damage with grassy boost (it can threaten an OHKO on most Chomp sets for example). Someone in the SM forum brought up the synergy between Bulu and Incineroar as a lead combo as well. Leading with Bulu or Fini has the added effect of preventing any attempts to counter FO with Lele. Some times slow and steady does win the race, at least in the wild world of weather wars.

Another thing worth noting is that the research thread has confirmed that Tapu Fini's misty terrain now works against confusion, and Tapu Fini gets swagger. This will likely allow it to give its ally a confusion free +2 atk which doesn't depend on an item slot unlike older lum/persim swagstrats. This, combined with solid bulk, good defensive typing, decent special attack, muddy water and of course the burn/paralysis/sleep immunity, makes Fini an interesting support choice for many physical attackers.
 
So hey, I made a set for xurkitree.
252 hp, 28 def, 76 spA, 152 speed. Timid
2hkoes metagross and pretty much everything in the meta, outspeed tapu Koko when with scarf, survives 252 atk garchomp earthquake.
Yup yup yup this seems op as all hell
 
I've been kind of bearish on Xurkitree in singles but EQ's lower power in doubles and his not great but not worthless defenses put him above the two glass cannons in doubles usability. Also synergizes well with Bulu, who can further weaken EQ and covers all of the ground types that he can't thunderbolt to death.
 
I've been kind of bearish on Xurkitree in singles but EQ's lower power in doubles and his not great but not worthless defenses put him above the two glass cannons in doubles usability. Also synergizes well with Bulu, who can further weaken EQ and covers all of the ground types that he can't thunderbolt to death.
That's part of why I might just start using Mudsdale and High Horsepower. Lose the spread damage but can't be blocked by Wide Guard, does more damage to a single target, and it's not weakened by Grassy Terrain.
 
Also, why is nobody paying attention to Celesteela? Well rounded, bulky stats, 120 bp stab heavy slam, beast boost, the greatest defensive typing on the planet, automises, and lots of coverage.
 
Also, why is nobody paying attention to Celesteela? Well rounded, bulky stats, 120 bp stab heavy slam, beast boost, the greatest defensive typing on the planet, automises, and lots of coverage.
It seems like its a great bulky support mon with a myriad of coverage options (no recovery) even though Xurkitree easily stops it. I can see it being one of the better UBs to pick for Doubles though since its more balanced stat wise, works in a lot of teams and is less frail.

Mixed attacking stats also help for a little unpredictability (even though it may want to abuse the Heavy Slams).

I would probably have to test what EVs/Nature would be optimal, but a set with Leech Seed/Giga Drain, Wide Guard/Protect, Heavy Slam and Coverage (EQ/Rock Slide/Giga Drain/etc.) holding leftovers sounds decent.
 
Last edited:
It seems like its a great bulky support mon with a myriad of coverage options (no recovery) even though Xurkitree easily stops it. I can see it being one of the better UBs to pick for Doubles though since its more balanced stat wise, works in a lot of teams and is less frail.

Mixed attacking stats also help for a little unpredictability (even though it may want to abuse the Heavy Slams).

I would probably have to test what EVs/Nature would be optimal, but a set with Leech Seed/Autotomize, Wide Guard/Protect, Heavy Slam and Coverage (EQ/Rock Slide/Giga Drain/etc.) holding leftovers sounds decent.
Why Autotomize? Does it really need speed and can it really afford to lose the weight?
 
Wow i'm dumb. I forgot the autotomize heavy weight drop thing. Just forget it over leech seed I guess for more longevity.
I think most do because it normally doesn't matter. In this rare instance (and for Mudsdale) it absolutely matters.
 
In the VGC meta the only max power heavy slams you lose with one autotomize, IIRC are on Snorlax, Exeggutor A, Gigalith, Golem A/Golem, and maybe Hariyama? So basically, filtering out shitmons and stuff you're not gonna want to use it on anyways you're only losing effective power against Gigalith and you'll still be pretty close to what Iron Head would give you anyways.
 
In the VGC meta the only max power heavy slams you lose with one autotomize, IIRC are on Snorlax, Exeggutor A, Gigalith, Golem A/Golem, and maybe Hariyama? So basically, filtering out shitmons and stuff you're not gonna want to use it on anyways you're only losing effective power against Gigalith and you'll still be pretty close to what Iron Head would give you anyways.
I'd still rather have that power. I don't see moves that only raise your speed as that valuable anyways. Sure you might see someone run Agility Zapdos but most set up moves that people actually use either boost multiple stats (Quiver Dance, Dragon Dance, Calm Mind) or give a big boost to one stat (Swords Dance).
 
Agiligross still isn't unheard of either, and in Celesteela's case you have beast boost for an attack boost on every KO which can give you a bigger effective return for your one turn investment on boosting speed. This is on a pokemon with considerable bulk, good defensive typing, good offensive coverage and with max investment is capable of 248 speed after one autotomize which puts it ahead of both max investment koko (200) or even max investment Pheromosa (223) for argument's sake, as well as any scarfers below around base 85-90 IIRC which will make it faster than scarf Xurk as well. Not to mention that even without autotomize, it does fairly well in trick room.

I don't get why you'd rather have the power either unless there's some super fat steel neutral/weak Alolamons I'm not aware of. You're still going to hit all of the important stuff at full power, the fattest Tapu weighs like 100lbs. It doesn't matter for Mudsdale at all because it's so fat that heavy slam is a bad move whether or not you lose weight, and Celsteela will probably carry grass coverage most of the time. This is also disregarding that it can easily run mixed or special sets with access to fire blast, grass knot, air slash, ect and also gets wide guard which is always a nice support option against rock sliders.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top