Team Archetypes in VGC

Written by Professor Birch with assistance from Chenkovsky and gamer boy

Introduction:
Hello! If you are reading this, you are most likely ready to build or stuck with building a VGC team. In this article, I will explain some team archetypes (or strategies) as well as include some examples of Pokemon that work well in each (these are not teams). Hopefully, when you have finished reading, you will be able to use what you have learned to finish that treasured team of yours. Enjoy!

Sun:
This season, many teams are focused around the sun setter, Mega Charizard Y. Because weather effects now dissipate after 5 turns, you may also opt to use a Pokemon with Sunny Day instead. The main effects that will be taken advantage of are 50% reduction to Water-type moves, 50% boost to Fire-type moves, and the activation of Chlorophyll. In addition, Solarbeam does not need a turn to charge. The main abuser this season is Venusaur, as it synergizes well with Charizard. Also, the ability Harvest gets boosted in the sun and has a 100% chance of restoring a consumed berry. Trevenant is a good user of this and can infinitely restore a Sitrus berry. A downside, though, is that because Fire-type moves are boosted, the Grass-types on these teams suffer or risk getting KOed by these moves. Nonetheless, sun is still a great framework to build a VGC team around.



Rain:
Following sun comes the rain team and the main rain bringer, Politoed. As with sun teams, you can opt to use a Pokemon with Rain Dance instead. In rain, Fire-types moves are reduced 50% power while Water-type moves boosted by 50%, and Thunder and Hurricane have 100% accuracy. In addition, Swift Swim Pokemon get their Speed doubled and Rain Dish heals 1/16th of total HP every turn. There are quite a few viable Swift Swim users, a great example of which is Kingdra. Ludicolo's unique typing and nice bulk make it a great user of Rain Dish, and it also has the ability to utilize Swift Swim thanks to it being another one of Ludicolo's abilities. However, rain users must be ward, as a lot of them are Water-type Pokemon and Thunder has 100% accuracy in rain. Otherwise, rain is a solid option for those new to weather.



Hail:
This is the third type of weather, with the main setter being Abomasnow, who has the ability Snow Warning. Once again, you can opt to use a Pokemon with hail instead. In hail, every Pokemon that is not an Ice-type will take damage each turn. Also, Blizzard becomes a 100% accurate move and two hail oriented abilities are activated: Ice Body and Snow Cloak. Ice Body heals 1/16th of a Pokemon's total HP each turn in hail (much like Rain Dish in rain), and Snow Cloak raises the users evasiveness by 20%. Generally, hail is used more as a counter to other weather teams than as a weather-based team itself. It does not have any major effects, and because neither Ice-type Pokemon are common nor Pokemon with those Ice Body and Snow Cloak are common, it makes it an even playing field. Overall, hail is the least common form of weather and is arguably the hardest to run.



Sand:
Last but not least, the fourth type of weather is sand. There are two main viable setters for sand, Tyranitar and Hippowdon. Tyranitar has a crippling 4x weakness to Fighting-types but is a very solid Pokemon overall. Hippowdon does not have a 4x weakness and is more on the tanky stall side. As with the other weather types, you may once again decide to use a setter with the move Sandstorm instead of either of these two. Bringing up a sandstorm does have a good number of effects: Pokemon that are not Rock-, Ground-, or Steel-type will take damage each turn, Rock-type Pokemon have a 50% increase in their Special Defense, Solar Beam has a slight decrease in power, and the three sand oriented abilities are activated, Sand Rush, Sand Force, and Sand Veil, are activated. Sand Rush doubles Speed, Sand Force increases the power of all Ground-, Rock-, and Steel-type moves by one stage, and Sand Veil increase evasiveness by 20%. Sand is a great weather archetype for both new and experienced with weather.



Trick Room:
Trick Room reverses the order in which Pokemon move for five turns. Therefore, the slowest Pokemon attacks first while the fastest Pokemon attacks last. A Trick Room team focuses on setting up and maintaining Trick Room in order for slower, powerful Pokemon to sweep, which they would otherwise be unable to do as effectively due to their low Speed. Pokemon will often run different moves on Trick Room teams which they wouldn't normally run. For instance, Mega Mawile will use Rock Slide on Trick Room to threaten Mega Charizard Y, which wouldn't otherwise be advisable, as it is outsped and OHKOed by Charizard's Fire-type STAB moves. In addition to certain moves, certain Pokemon are also mainly used on Trick Room, particularly Aromatisse and Gourgeist. Due to this, Trick Room is generally very noticeable in Team Preview and will give your opponent the heads up that you are running one. Given Trick Room's limited duration and how certain setters will only be effective in certain match-ups, it is strongly advised to run at least two Trick Room users on a Trick Room team.



Good Stuff:
Good stuff differentiates itself from the other play styles in that it doesn't follow one overarching strategy; instead, it aims to beat the other archetypes while having its own unique strategy. While these teams may have a weather inducer, a Tailwind user, or Trick Room setter, these won't be the team's primary focus. These Pokemon will primarily be used situationally depending on the team they are facing. Tyranitar is often used on good stuff, as the sand that it induces is seen as a neutral weather. This is especially true given the lack of Pokemon which can abuse sand in VGC 2014, and on top of this, Tyranitar is a very powerful Pokemon with good coverage. Rotom-W and Rotom-H are hugely popular choices, as they can check many common Pokemon with their good defensive typings, and they have Will-O-Wisp to inflict burn on physical attackers. Many good stuff teams are built around less common Mega Pokemon, Lucario for instance, with the team being built to support them. Simply put, these teams use the "good stuff" in the Pokemon world.



Tailwind:
Tailwind is a strategy that, similarly to Trick Room, tends to utilize Pokemon which aren't necessarily the fastest around and benefit from the Tailwind support. The move Tailwind doubles the Speed stat of all the Pokemon on the user's side of the field for four turns, including the turn in which it is used. This means that Tailwind is more effective in doubles than it is in singles due to more effective 'turns' to use it. These teams will consist of one or more Tailwind setters, such as Talonflame, Aerodactyl, or Noivern; something to counter Trick Room, such as Amoonguss or Aegislash; and a member that typically invests more in bulk than they do in speed. This means that you tend to see Pokemon like Mega Charizard Y which have been EV trained to take monstrous hits like Garchomp's Rock Slide on Tailwind teams. Tailwind is one of those strategies that is fairly visible from the Team Preview, but it isn't as easy to spot as things like Trick Room. This is because such teams look like good stuff teams at a glance and generally will not give away that it is indeed a Tailwind team.



Conclusion:
I would like to end with a small note about these archetypes. These are some common ones, but this in no way means that you are limited to these options. Part of the fun is experimenting and trying out your own things. I would truly recommend this, as it makes you more experienced, and it can be extremely fun. For example, you might want to try mixing Trick Room and rain to get a RainRoom team or even hail and Trick Room to get HailRoom. Thank you for reading and I wish you the best of luck on your quest to be the very best, like no one ever was!
 
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You should probably include a conclusion of some sought, and mention the possible combination of various archetypes, for instance HailRoom. I am willing to help with the article in general, if you want it of course.
 
I can help if you want it, or supply a few sample teams at the very least.
I have pretty much 0 experience with Tailwind or at least a team based on it so you can give me an example for that. Also, TR is the other one I havent used as much as the others so you could have an example for that as well.
 
FYI, Thunder (and similar moves) haven't been able to bypass Protect in the rain since Platinum. Some other notes:

-I would personally axe Tailwind; no one really builds their team around it, the most anyone does is throw in a Tailwind Talonflame or something.
-PerishTrapping deserves a mention.
-Mention how SolarBeam can be instantly used in the sunlight. You should mention all weather effects, but that's the major one missing.
-I'd list Mega Manectric > Dragonite for rain, I've never seen anyone use a Dragonite in rain in VGC.
 
FYI, Thunder (and similar moves) haven't been able to bypass Protect in the rain since Platinum. Some other notes:

-I would personally axe Tailwind; no one really builds their team around it, the most anyone does is throw in a Tailwind Talonflame or something.
-PerishTrapping deserves a mention.
-Mention how SolarBeam can be instantly used in the sunlight. You should mention all weather effects, but that's the major one missing.
-I'd list Mega Manectric > Dragonite for rain, I've never seen anyone use a Dragonite in rain in VGC.
Tailwind can be extremely scary when done well, Noivern, Areodactyl, and Talonflame are the main users of it although I guess Murkrow could be used if your inclined that way. Noivern + Mega Kangaskhan is probably the best Tailwind lead. We haven't seen dedicated weather teams out side of maybe Enosh's Virginia regionals team and Hippos in Free Fall. Most "weather" teams have a weather mode allowing them to counter some common Pokemon and not give opposing weather (Mega Charizard Y) to much leeway. Mega Charizard Y is normally used as it is so ridiculously strong, Chlorophyll sweepers are really a nice bonus. There have been teams with Mega Charizard Y, Venusaur and Sand Stream Tyranitar which have done well. With no permanent weather we can't build teams completely reliant on weather, Tailwind has always been that way. PerishTrap does not deserve a mention, it is very beatable and has never done well at a major tournament. It is uncompetitive and is generally extremely unreliable. Dragonite is very good in rain Multiscale works like a Haban or Yache Berry when at full health, STAB Hurricane is also a thing.

EDIT: have no idea what's happened can't seem to format the text...
 
Due to me being quite busy at this time(finals and such), I will be taking your input. I will definitely be finishing Hail and Sand but if you wish to do one of the last three:
-TR
-Goodstuffs
-Tailwind
Just post that you will take care of it. Otherwise, I will get to it when I have time.
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
I'd just compile all of Sun, Rain, Hail and Sandstorm into one archetype called Weather. Also, I'll do Tailwind because I used a Tailwind team at UK nationals this year.
 
I'd just compile all of Sun, Rain, Hail and Sandstorm into one archetype called Weather. Also, I'll do Tailwind because I used a Tailwind team at UK nationals this year.
All of the weathers play differently, and should probably be separate because of that.

I would add mention of Wide Guard in sun.
 
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Good Stuff:
Good stuff differentiates itself from the other play styles in that it doesn't follow one overarching strategy, instead it aims to beat the other archetypes while having a unique strategy. While these teams may have a weather inducer, a Tailwind or Trick Room user these won't be the teams primary focus, having these Pokemon allows the team to beat opposing teams which rely on these strategies or are weak to them. Tyranitar is often used on good stuff as the sand that it induces is seen as a neutral weather, this is especially true given the lack of Pokemon which can abuse sand in VGC 2014, on top of this Tyranitar is a very powerful Pokemon with good coverage. Rotom-W and Rotom-H are hugely popular choices as they can check many common Pokemon with their good defensive typings and Will-O-Wisp to inflict burn on physical attackers. Many good stuff teams are built around less common Mega Pokemon, Lucario for instance, with team being built to support them.
 
Trick Room:
Trick Room is a move used to reverse the order in which Pokemon move for five turns, the slowest Pokemon attacks first. A Trick Room team focuses on setting up and maintaining Trick Room in order for slower, powerful Pokemon to sweep which would otherwise be unable to do so as effectively because of their Speed. Pokemon will often run different moves on Trick Room which they wouldn't otherwise, for instance Mega Mawile will use Rock Slide on Trick Room to threaten Mega Charizard Y, which wouldn't otherwise be advisable as it is outsped and OHKOed by Charizard's Fire-type STAB moves. Certain Pokemon only get used on Trick Room, Aromatisse and Gourgeist are prime examples, because of this Trick Room is very noticeable in team preview and will bate out the opponents way of beating Trick Room, this can be capitalized on. Given Trick Room limited duration and how certain setters will only be effective in certain match-ups it is strongly advised to run at least two Trick Room users on a Trick Room team.
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Tailwind:
Tailwind is a strategy that, similarly to Trick Room, tends to utilize Pokémon which aren't necessarily the fastest around, and who benefit from the Tailwind support. The move Tailwind doubles the speed stats of all of the Pokémon on the user's side of the field for four turns, including the turn which in which it is used. This means that Tailwind is more effective in doubles than it is in singles due to more effective 'turns' to use it. These teams will consist of one or more Tailwind setters, such as Talonflame, Aerodactyl or Noivern, something to counter Trick Room, such as Amoonguss or Aegislash, and a team members typically invest more in bulk than they do in speed. This means that you tend to see Pokémon like Mega Charizard Y which have been EV trained to take monstrous hits like Garchomp's Rock Slide on Tailwind teams. Tailwind is one of those strategies which are fairly visible from the team preview, but aren't as easy to spot as things like Trick Room. This is because such teams look like Goodstuffs teams at a glance, and this will be a Tailwind team's greatest ally at the start of a match.

 
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Tailwind:
Tailwind is a strategy that, similarly to Trick Room, tends to utilize Pokémon which aren't necessarily the fastest around, and who benefit from the Tailwind support. These teams will consist of one or more Tailwind setters, such as Talonflame, Aerodactyl or Noivern, something to counter Trick Room, such as Amoonguss or Aegislash, and a team members typically invest more in bulk than they do in speed. This means that you tend to see Pokémon like Mega Charizard Y which have been EV trained to take monstrous hits like Garchomp's Rock Slide on Tailwind teams. Tailwind is one of those strategies which are fairly visible from the team preview, but aren't as easy to spot as things like Trick Room. This is because such teams look like Goodstuffs teams at a glance, and this will be a Tailwind team's greatest ally at the start of a match.

You don't actually mention what tailwind does or how long it lasts, just a short sentence at the start would clarify this.
 

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