Resource VGC 17' Sample Teams!

Jio

Q U E E N
is a Tutoris a Community Leaderis a Contributor to Smogon
VGC Co-Leader
#1

credits to Centinela
Considering that VGC 17’ feature an abundance of high-stakes tournaments players are constantly testing different teams and understanding metagame trends. This thread aims to help players get an idea of how to properly team build by displaying competent and successful teams over the course of the season.

Similar to other Sample Team threads from other subforums, the teams featured here will be archived only after being approved by a variety of active and established VGC players to ensure that high-quality teams are displayed.

Of course, this thread can still be used to submit teams and I encourage anyone to do so.
  • provide an import of your team
  • provide an explanation of your team
  • provide replays/battle videos or some other form of success with the team
Happy posting!!

TEAM ARCHIVE


MOLF Squad - Sapphire Birch

Vanishing Act (Mimikyu) @ Mental Herb
Ability: Disguise
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Shadow Sneak
- Play Rough
- Psych Up

Vox in Box (Snorlax) @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 244 HP / 236 Def / 28 SpD
Relaxed Nature
IVs: 0 Spe
- Belly Drum
- Recycle
- Return
- Crunch

Broken Biscuit (Hariyama) @ Normalium Z
Ability: Thick Fat
Level: 50
EVs: 76 HP / 204 Def / 228 SpD
Sassy Nature
IVs: 0 Spe
- Belly Drum
- Fake Out
- Close Combat
- Rock Slide

Overdose (Slowking) @ Sitrus Berry
Ability: Oblivious
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Trick Room
- Heal Pulse
- Scald
- Flamethrower

Fool on the Hill (Smeargle) @ Focus Sash
Ability: Own Tempo
Level: 50
Brave Nature
IVs: 0 HP / 0 Def / 0 SpA / 0 SpD / 0 Spe
- Fake Out
- Follow Me
- Endeavor
- Spore

The Empty Box (Metagross) @ Psychium Z
Ability: Clear Body
Level: 50
EVs: 252 HP / 124 Atk / 132 Def
Impish Nature
- Psych Up
- Bullet Punch
- Protect
- Zen Headbutt


Hard Trick Room - kingofmars

Magnezone @ Choice Specs
Ability: Magnet Pull
Level: 50
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SpD / 30 Spe
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Ground]

Araquanid @ Waterium Z
Ability: Water Bubble
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Liquidation
- Leech Life
- Wide Guard
- Protect

Porygon2 @ Eviolite
Ability: Download
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Thunderbolt
- Recover
- Trick Room

Hariyama @ Flame Orb
Ability: Guts
Level: 50
EVs: 92 HP / 252 Atk / 164 Def
Brave Nature
IVs: 0 Spe
- Fake Out
- Close Combat
- Feint
- Knock Off

Drampa @ Life Orb
Ability: Cloud Nine
Level: 50
EVs: 244 HP / 12 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Draco Meteor
- Fire Blast
- Energy Ball
- Protect

Mimikyu @ Ghostium Z
Ability: Disguise
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Play Rough
- Shadow Claw
- Taunt
- Trick Room


Double Duck Rain by Tman

Pelipper @ Focus Sash
Ability: Drizzle
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Hurricane
- Tailwind
- Protect

Golduck @ Waterium Z
Ability: Swift Swim
EVs: 140 HP / 4 Def / 252 SpA / 28 SpD / 84 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Ice Beam
- Protect

Tapu Bulu @ Miracle Seed
Ability: Grassy Surge
EVs: 252 HP / 92 Atk / 108 Def / 4 SpD / 52 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Whirlwind
- Protect

Muk-Alola @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 188 HP / 252 Atk / 44 Def / 20 SpD / 4 Spe
Adamant Nature
IVs: 13 Spe
- Poison Jab
- Knock Off
- Curse
- Protect

Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 4 HP / 4 Def / 244 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Dazzling Gleam
- Protect

Porygon2 @ Eviolite
Ability: Download
EVs: 236 HP / 132 Def / 124 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Toxic
- Recover
- Trick Room


Semi Bulk Squad - R-B-Y


Celesteela @ Leftovers
Ability: Beast Boost
Level: 50
EVs: 228 HP / 44 Atk / 116 Def / 116 SpD / 4 Spe
Adamant Nature
- Heavy Slam
- Leech Seed
- Substitute
- Protect

Arcanine @ Firium Z
Ability: Intimidate
Level: 50
EVs: 252 HP / 52 Def / 128 SpA / 76 SpD
Bold Nature
- Will-O-Wisp
- Burn Up
- Snarl
- Protect

Gastrodon-East @ Sitrus Berry
Ability: Storm Drain
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Recover
- Protect

Gigalith @ Assault Vest
Ability: Sand Stream
Level: 50
EVs: 244 HP / 252 Atk / 12 SpD
Adamant Nature
- Rock Slide
- Explosion
- Earthquake
- Heavy slam

Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling gleam
- Protect
- Grass knot

Garchomp @ Groundium Z
Ability: Sand Veil
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- earthquake
- Poison jab
- Dragon Claw
- Protect


Sejun Team - Sejun

Tapu Fini @ Choice Specs
Ability: Misty Surge
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Muddy Water
- Scald
- Dazzling Gleam
- Moonblast

Porygon-Z @ Choice Scarf
Ability: Adaptability
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Tri Attack
- Hyper Beam
- Ice Beam
- Dark Pulse

Arcanine (F) @ Firium Z
Ability: Intimidate
Level: 50
EVs: 76 HP / 252 Atk / 4 Def / 12 SpD / 164 Spe
Adamant Nature
- Flare Blitz
- Wild Charge
- Extreme Speed
- Protect

Kartana @ Focus Sash
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Protect

Muk-Alola (F) @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 204 HP / 252 Atk / 44 Def / 4 SpD / 4 Spe
Adamant Nature
- Poison Jab
- Knock Off
- Shadow Sneak
- Protect

Gastrodon-East @ Sitrus Berry
Ability: Storm Drain
Level: 50
EVs: 164 HP / 92 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Scald
- Ice Beam
- Sludge Bomb
- Protect


Dual Weather + Grassy Core - The Fifth Whisper

Salamence @ Dragonium Z
Ability: Intimidate
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flamethrower
- Substitute
- Protect

Muk-Alola @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 220 HP / 252 Atk / 36 Spe
Adamant Nature
- Knock Off
- Poison Jab
- Shadow Sneak
- Protect

Magnezone @ Leftovers
Ability: Magnet Pull
Level: 50
EVs: 188 HP / 68 Def / 100 SpA / 108 SpD / 44 Spe
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Substitute
- Protect

Tapu Bulu @ Lum Berry
Ability: Grassy Surge
Level: 50
EVs: 252 HP / 28 Atk / 140 Def / 28 SpD / 60 Spe
Adamant Nature
- Horn Leech
- Leech Seed
- Substitute
- Protect

Politoed @ Sitrus Berry
Ability: Drizzle
Level: 50
EVs: 244 HP / 76 Def / 76 SpA / 108 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Encore
- Perish Song
- Protect

Ninetales-Alola @ Focus Sash
Ability: Snow Warning
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Freeze-Dry
- Aurora Veil
- Protect


Modern Bulk Squad - Pyritie

Muk-Alola @ Iapapa Berry
Ability: Gluttony
Level: 50
EVs: 188 HP / 244 Atk / 44 Def / 20 SpD / 12 Spe (credit goes to trainer tower)
Careful Nature
- Knock Off
- Poison Jab
- Protect
- Taunt

Kartana @ Focus Sash
Ability: Beast Boost
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Detect

Arcanine @ Sitrus Berry
Ability: Intimidate
Level: 50
EVs: 252 HP / 4 Atk / 100 Def / 148 SpD / 4 Spe (credit goes to P3DS )
Impish Nature
- Morning Sun
- Will-O-Wisp
- Roar
- Flare Blitz

Porygon2 @ Eviolite
Ability: Download
Level: 50
EVs: 252 HP / 92 Def / 164 SpD (credit goes to trainer tower)
Sassy Nature
IVs: 0 Atk / 0 Spe
- Tri Attack
- Ice Beam
- Recover
- Trick Room

Tapu Fini @ Waterium Z
Ability: Misty Surge
EVs: 252 HP / 228 SpA / 28 SpD (survives porygon-z hyper beam)
Modest Nature
IVs: 0 Atk
- Muddy Water
- Reflect
- Moonblast
- Protect

Goodra @ Assault Vest

Ability: Sap Sipper
Level: 50
EVs: 188 HP / 164 Def / 156 SpA (credit goes to trainer tower)
Modest Nature
IVs: 0 Atk
- Dragon Pulse
- Sludge Bomb
- Thunderbolt
- Flamethrower


Swagger Tapu Fini - Rayquaza64

Garchomp @ Groundium Z
Ability: Rough Skin
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Fire Fang
- Earthquake
- Protect

Muk-Alola @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 212 HP / 132 Atk / 116 Def / 44 SpD / 4 Spe
Adamant Nature
- Shadow Sneak
- Protect
- Knock Off
- Poison Jab

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Shadow Ball
- Thunderbolt

Arcanine @ Aguav Berry
Ability: Intimidate
Level: 50
EVs: 12 HP / 252 Def / 4 SpA / 236 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Snarl
- Flamethrower
- Morning Sun

Porygon2 @ Eviolite
Ability: Download
Level: 50
EVs: 248 HP / 116 Def / 116 SpA / 28 SpD
Modest Nature
IVs: 0 Atk
- Tri Attack
- Ice Beam
- Recover
- Shadow Ball

Tapu Fini @ Leftovers
Ability: Misty Surge
Level: 50
EVs: 252 HP / 212 Def / 44 SpA
Bold Nature
IVs: 0 Atk
- Swagger
- Heal Pulse
- Moonblast
- Scald


Twinkle Tackle Tapu Koko - Paul Chua

Kartana @ Focus Sash
Ability: Beast Boost
Level: 50
EVs: 6 HP / 252 Atk / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Protect

Araquanid @ Mystic Water
Ability: Water Bubble
Level: 50
EVs: 252 HP / 252 Atk / 6 SpD
Adamant Nature
- Liquidation
- Toxic
- Wide Guard
- Protect

Tapu Koko @ Fairium Z
Ability: Electric Surge
Level: 50
EVs: 6 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Taunt
- Protect

Muk-Alola @ Iapapa Berry
Ability: Gluttony
Level: 50
EVs: 204 HP / 252 Atk / 44 Def / 4 SpD / 4 Spe
Adamant Nature
- Poison Jab
- Knock Off
- Imprison
- Protect

Arcanine @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 4 Def / 4 SpA / 92 SpD / 156 Spe
Calm Nature
IVs: 0 Atk
- Flamethrower
- Snarl
- Will-O-Wisp
- Roar

Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 92 Def / 20 SpA / 140 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Trick Room
- Recover
- Shadow Ball


Nihilego + AFK - Mr.GX

Lego (Nihilego) @ Focus Sash
Ability: Beast Boost
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Hidden Power [Ice]
- Power Gem
- Sludge Bomb

Sea Food Glory (Tapu Fini) @ Aguav Berry
Ability: Misty Surge
Level: 50
EVs: 252 HP / 172 Def / 12 SpA / 36 SpD / 36 Spe
Modest Nature
IVs: 0 Atk
- Taunt
- Calm Mind
- Muddy Water
- Moonblast

Shikigami (Kartana) @ Assault Vest
Ability: Beast Boost
Level: 50
EVs: 44 HP / 44 Atk / 4 Def / 164 SpD / 252 Spe
Jolly Nature
- Night Slash
- Sacred Sword
- Smart Strike
- Leaf Blade

Fluffy (Arcanine) @ Electrium Z
Ability: Intimidate
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Wild Charge
- Flare Blitz
- Roar

Sharks 3D (Garchomp) @ Choice Scarf
Ability: Rough Skin
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Fire Fang
- Earthquake
- Poison Jab

Burj Khalifah (Celesteela) @ Misty Seed
Ability: Beast Boost
Level: 50
EVs: 252 HP / 116 Atk / 140 SpD
Brave Nature
IVs: 27 Spe
- Wide Guard
- Leech Seed
- Flamethrower
- Heavy Slam


Palossand Smeargle - Markus Stadter

Smeargle @ Focus Sash
Ability: Moody
Level: 50
EVs: 252 Def / 252 SpD
Sassy Nature
IVs: 0 HP / 0 SpA / 0 Spe
- Fake Out
- Follow Me
- Endeavor
- Water Shuriken

Palossand @ Weakness Policy
Ability: Water Compaction
Level: 50
Shiny: Yes
EVs: 244 HP / 20 SpA / 244 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Earth Power
- Amnesia
- Shadow Ball
- Shore Up

Gigalith @ Choice Band
Ability: Sand Stream
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Rock Slide
- Stone Edge
- Earthquake
- Heavy Slam

Tapu Koko @ Aguav Berry
Ability: Electric Surge
Level: 50
EVs: 252 HP / 36 Def / 12 SpA / 100 SpD / 108 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Roost
- Psych Up

Celesteela @ Leftovers
Ability: Beast Boost
Level: 50
EVs: 252 HP / 124 Atk / 12 Def / 4 SpA / 64 SpD / 52 Spe
Adamant Nature
- Heavy Slam
- Protect
- Leech Seed
- Flamethrower

Porygon-Z @ Normalium Z
Ability: Adaptability
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Hyper Beam
- Ice Beam
- Protect


Mismagius + AV Tapu Koko - Lucien Lachance

Mismagius (F) @ Ghostium Z
Ability: Levitate
Level: 50
EVs: 140 HP / 4 Def / 92 SpA / 28 SpD / 244 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Will-O-Wisp
- Taunt
- Protect

Tapu Koko @ Assault Vest
Ability: Electric Surge
Level: 50
EVs: 252 HP / 4 Def / 12 SpA / 140 SpD / 100 Spe
Timid Nature
- Thunderbolt
- Sky Drop
- Dazzling Gleam
- Nature's Madness

Arcanine @ Sitrus Berry
Ability: Intimidate
Level: 50
EVs: 76 HP / 4 Def / 196 SpA / 76 SpD / 156 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Roar
- Snarl
- Protect

Gastrodon-East @ Maranga Berry
Ability: Storm Drain
Level: 50
EVs: 252 HP / 196 Def / 60 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Toxic
- Protect

Garchomp @ Groundium Z
Ability: Rough Skin
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Poison Jab
- Protect

Kartana @ Focus Sash
Ability: Beast Boost
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Protect


Hard Trick Room V2 - kingofmars

Magnezone @ Choice Specs
Ability: Sturdy
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk / 30 Spe
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Ground]

Araquanid @ Waterium Z
Ability: Water Bubble
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Liquidation
- Lunge
- Substitute
- Protect

Porygon2 @ Eviolite
Ability: Download
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Thunderbolt
- Recover
- Trick Room

Hariyama @ Flame Orb
Ability: Guts
Level: 50
EVs: 92 HP / 252 Atk / 164 Def
Brave Nature
IVs: 0 Spe
- Fake Out
- Close Combat
- Knock Off
- Feint

Snorlax @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 68 HP / 252 Atk / 188 Def
Brave Nature
IVs: 2 Spe
- Return
- High Horsepower
- Belly Drum
- Protect

Mimikyu @ Ghostium Z
Ability: Disguise
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Shadow Claw
- Destiny Bond
- Taunt
- Trick Room


Nihilego + Tapu Lele + Mandibuzz - Human

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
Level: 50
EVs: 252 HP / 60 Def / 116 SpA / 4 SpD / 76 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Dazzling Gleam
- Hidden Power [Fire]

Nihilego @ Focus Sash
Ability: Beast Boost
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Bomb
- Hidden Power [Ice]
- Protect

Mandibuzz (F) @ Psychic Seed
Ability: Overcoat
Level: 50
EVs: 252 HP / 44 Def / 4 SpA / 196 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Foul Play
- Tailwind
- Roost
- Toxic

Snorlax @ Iapapa Berry
Ability: Gluttony
Level: 50
Happiness: 0
EVs: 68 HP / 252 Atk / 188 Def
Brave Nature
IVs: 0 Spe
- Frustration
- High Horsepower
- Curse
- Recycle

Arcanine @ Firium Z
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Flare Blitz
- Extreme Speed
- Helping Hand
- Protect

Gyarados (M) @ Waterium Z
Ability: Intimidate
Level: 50
Shiny: Yes
EVs: 60 HP / 252 Atk / 196 Spe
Jolly Nature
- Waterfall
- Taunt
- Dragon Dance
- Protect


Shoma's ONOG Winning Team - SHADEviera

Pheromosa @ Focus Sash
Ability: Beast Boost
Level: 50
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Ice Beam
- U-turn
- High Jump Kick
- Poison Jab

Tapu Lele @ Choice Specs
Ability: Psychic Surge
Level: 50
EVs: 236 HP / 212 Def / 36 SpA / 4 SpD / 20 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Dazzling Gleam
- Thunderbolt

Garchomp @ Groundium Z
Ability: Rough Skin
Level: 50
EVs: 188 HP / 236 Atk / 4 Def / 44 SpD / 36 Spe
Adamant Nature
IVs: 3 SpA
- Protect
- Earthquake
- Rock Slide
- Swords Dance

Gyarados @ Sitrus Berry
Ability: Intimidate
Level: 50
EVs: 68 HP / 252 Atk / 4 Def / 4 SpD / 180 Spe
Jolly Nature
- Protect
- Waterfall
- Earthquake
- Dragon Dance

Drifblim @ Psychic Seed
Ability: Unburden
Level: 50
EVs: 4 HP / 132 Def / 204 SpA / 4 SpD / 164 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Shadow Ball
- Tailwind
- Rain Dance

Magnezone @ Electrium Z
Ability: Sturdy
Level: 50
EVs: 92 HP / 4 Def / 156 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Thunderbolt
- Flash Cannon
- Magnet Rise


Aaron Zheng's 2nd Place ONOG Team - Cybertron

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 156 HP / 4 Def / 204 SpA / 4 SpD / 140 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Calm Mind
- Muddy Water
- Moonblast

Porygon2 @ Eviolite
Ability: Download
Level: 50
EVs: 252 HP / 92 Def / 164 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Tri Attack
- Recover
- Trick Room

Muk-Alola @ Iapapa Berry
Ability: Gluttony
Level: 52
EVs: 252 HP / 44 Atk / 108 Def / 100 SpD / 4 Spe
Adamant Nature
- Poison Jab
- Knock Off
- Shadow Sneak
- Protect

Garchomp @ Groundium Z
Ability: Rough Skin
Level: 52
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Swords Dance
- Poison Jab
- Protect

Arcanine @ Life Orb
Ability: Intimidate
Level: 54
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 18 SpA
- Flare Blitz
- Wild Charge
- Extreme Speed
- Protect

Gigalith @ Rockium Z
Ability: Sand Stream
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Stone Edge
- Rock Slide
- Earthquake
- Protect


Dan "aDrive" Clap's 3rd/4th Place ONOG Team - aDrive

Gyarados @ Waterium Z
Ability: Intimidate
Level: 50
Shiny: Yes
EVs: 76 HP / 252 Atk / 180 Spe
Jolly Nature
- Waterfall
- Dragon Dance
- Protect
- Ice Fang

Togedemaru @ Air Balloon
Ability: Lightning Rod
Level: 50
EVs: 244 HP / 12 Def / 252 Spe
Jolly Nature
- Fake Out
- Encore
- Spiky Shield
- Zing Zap

Arcanine @ Life Orb
Ability: Intimidate
Level: 50
EVs: 220 HP / 252 Atk / 36 Spe
Adamant Nature
- Flare Blitz
- Wild Charge
- Protect
- Extreme Speed

Tapu Fini @ Choice Specs
Ability: Misty Surge
Level: 50
EVs: 180 HP / 252 SpA / 76 Spe
Modest Nature
IVs: 0 Atk
- Muddy Water
- Hydro Pump
- Moonblast
- Grass Knot

Garchomp @ Choice Scarf
Ability: Rough Skin
Level: 50
EVs: 4 HP / 172 Atk / 92 SpD / 220 Spe
Adamant Nature
- Fire Fang
- Earthquake
- Poison Jab
- Rock Slide

Muk-Alola @ Figy Berry
Ability: Gluttony
Level: 50
Shiny: Yes
EVs: 252 HP / 44 Atk / 100 Def / 100 SpD / 12 Spe
Adamant Nature
- Poison Jab
- Knock Off
- Taunt
- Protect


Enosh Schachar's 3rd/4th place ONOG Team - Human

Kartana @ Scope Lens
Ability: Beast Boost
Level: 50
EVs: 52 HP / 124 Atk / 4 Def / 76 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Substitute
- Detect

Garchomp @ Assault Vest
Ability: Rough Skin
Level: 50
EVs: 140 HP / 84 Atk / 20 Def / 148 SpD / 116 Spe
Adamant Nature
- Bulldoze
- Earthquake
- Rock Slide
- Fire Fang

Porygon2 @ Eviolite
Ability: Download
Level: 50
Happiness: 0
EVs: 244 HP / 140 Def / 28 SpA / 92 SpD / 4 Spe
Sassy Nature
IVs: 0 Atk / 7 Spe
- Ice Beam
- Thunderbolt
- Trick Room
- Recover

Arcanine @ Firium Z
Ability: Intimidate
Level: 50
EVs: 92 HP / 148 Atk / 20 Def / 68 SpD / 180 Spe
Adamant Nature
- Flare Blitz
- Extreme Speed
- Protect
- Toxic

Tapu Fini @ Tapunium Z
Ability: Misty Surge
Level: 50
EVs: 252 HP / 12 Def / 244 Spe
Timid Nature
IVs: 0 Atk
- Muddy Water
- Substitute
- Protect
- Nature’s Madness

Tapu Lele @ Wiki Berry
Ability: Psychic Surge
Level: 50
EVs: 236 HP / 244 Def / 28 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Protect
- Calm Mind


Sejun Park's 5th/6th place ONOG Team - Sejun

Pheromosa @ Life Orb
Ability: Beast Boost
Level: 50
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- High Jump Kick
- Poison Jab
- Ice Beam
- Protect

Metagross @ Weakness Policy
Ability: Clear Body
Level: 50
EVs: 252 HP / 76 Atk / 180 Spe
Adamant Nature
- Meteor Mash
- Zen Headbutt
- Agility
- Protect

Tapu Lele @ Psychium Z
Ability: Psychic Surge
Level: 50
EVs: 84 HP / 4 Def / 252 SpA / 4 SpD / 164 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Taunt
- Protect

Ninetales-Alola @ Focus Sash
Ability: Snow Warning
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Icy Wind
- Aurora Veil
- Protect

Goodra @ Assault Vest
Ability: Sap Sipper
Level: 50
EVs: 160 HP / 164 Def / 76 SpA / 108 Spe
Modest Nature
- Dragon Pulse
- Flamethrower
- Sludge Bomb
- Bulldoze

Arcanine @ Mago Berry
Ability: Intimidate
Level: 50
EVs: 76 HP / 252 Atk / 4 Def / 4 SpD / 172 Spe
Adamant Nature
- Flare Blitz
- Wild Charge
- Extreme Speed
- Protect


Markus Stadter's 5th/6th Place ONOG Team - 13Yoshi37

Kartana @ Choice Scarf
Ability: Beast Boost
Level: 50
EVs: 196 HP / 252 SpD / 60 Spe
Adamant Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Razor Leaf

Persian-Alola @ Mago Berry
Ability: Fur Coat
Level: 50
EVs: 4 HP / 252 SpD / 252 Spe
Jolly Nature
- Fake Out
- Taunt
- Parting Shot
- Foul Play

Tapu Fini @ Wiki Berry
Ability: Misty Surge
Level: 50
EVs: 236 HP / 84 Def / 140 SpA / 20 SpD / 28 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Muddy Water
- Moonblast
- Protect

Snorlax @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 180 HP / 28 Atk / 244 Def / 52 SpD
Brave Nature
IVs: 0 Spe
- Recycle
- Curse
- Return
- High Horsepower

Tapu Koko @ Normalium Z
Ability: Electric Surge
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Nature Power
- Volt Switch
- Hidden Power [Fire]

Arcanine @ Iapapa Berry
Ability: Intimidate
Level: 50
EVs: 252 HP / 52 Atk / 4 Def / 164 SpD / 36 Spe
Careful Nature
- Flare Blitz
- Extreme Speed
- Helping Hand
- Protect


Wolfe Glick's 7th/8th place ONOG Team - Wolfey

Exeggutor-Alola @ Sitrus Berry
Ability: Harvest
Level: 50
EVs: 244 HP / 92 Def / 172 SpD
Sassy Nature
IVs: 0 Spe
- Protect
- Leech Seed
- Trick Room
- Wood Hammer

Arcanine @ Aguav Berry
Ability: Intimidate
Level: 50
EVs: 252 HP / 92 Atk / 44 Def / 76 SpD / 44 Spe
Adamant Nature
- Protect
- Extreme Speed
- Flare Blitz
- Snarl

Tapu Fini @ Mago Berry
Ability: Misty Surge
Level: 50
EVs: 252 HP / 76 Def / 132 SpA / 12 SpD / 36 Spe
Calm Nature
IVs: 0 Atk
- Protect
- Light Screen
- Moonblast
- Muddy Water

Snorlax @ Iapapa Berry
Ability: Gluttony
Level: 50
EVs: 156 HP / 100 Atk / 252 Def
Brave Nature
IVs: 0 Spe
- Recycle
- Return
- High Horsepower
- Curse

Mudsdale @ Groundium Z
Ability: Stamina
Level: 50
EVs: 172 HP / 196 Atk / 12 Def / 124 SpD
Brave Nature
IVs: 24 Spe
- Protect
- High Horsepower
- Close Combat
- Substitute

Kartana @ Assault Vest
Ability: Beast Boost
Level: 50
EVs: 116 HP / 140 SpD / 252 Spe
Jolly Nature
- Smart Strike
- Leaf Blade
- Sacred Sword
- Razor Leaf


Alex Ogloza's 7th/8th place ONOG Team - Alex Ogloza

Torkoal @ Firium Z
Ability: Drought
Level: 50
EVs: 132 HP / 252 SpA / 124 SpD
Quiet Nature
IVs: 0 Atk / 4 Spe
- Eruption
- Flamethrower
- Solar Beam
- Protect

Lilligant @ Wide Lens
Ability: Chlorophyll
Level: 50
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature
IVs: 0 Atk
- After You
- Sleep Powder
- Leaf Storm
- Protect

Porygon2 @ Eviolite
Ability: Download
Level: 50
EVs: 252 HP / 188 Def / 68 SpA
Bold Nature
IVs: 0 Atk
- Ice Beam
- Thunderbolt
- Recover
- Trick Room

Mudsdale @ Quick Claw
Ability: Stamina
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- High Horsepower
- Close Combat
- Protect
- Heavy Slam

Nihilego @ Focus Sash
Ability: Beast Boost
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Bomb
- Protect
- Hidden Power [Fire]

Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
Level: 50
EVs: 28 HP / 252 Atk / 228 Spe
Naive Nature
- Wood Hammer
- Horn Leech
- Rock Slide
- Hidden Power [Fire]


Modern-ish FAKEPG - Rakom

Tapu Koko @ Assault Vest
Ability: Electric Surge
Level: 50
EVs: 52 HP / 4 Def / 212 SpA / 84 SpD / 156 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Volt Switch
- Hidden Power [Fire]
- Sky Drop

Kartana @ Grassium Z
Ability: Beast Boost
Level: 50
EVs: 4 HP / 116 Atk / 4 Def / 132 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Substitute
- Detect

Arcanine @ Misty Seed
Ability: Intimidate
Level: 50
EVs: 252 HP / 76 Atk / 4 Def / 132 SpD / 44 Spe
Adamant Nature
- Flare Blitz
- Extreme Speed
- Thief
- Protect

Tapu Fini @ Mago Berry
Ability: Misty Surge
Level: 50
EVs: 236 HP / 4 Def / 196 SpA / 12 SpD / 60 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Muddy Water
- Calm Mind
- Protect

Porygon2 @ Eviolite
Ability: Download
Level: 50
EVs: 244 HP / 156 Def / 4 SpA / 100 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Ice Beam
- Thunderbolt
- Recover
- Trick Room

Gigalith @ Rockium Z
Ability: Sand Stream
Level: 50
EVs: 244 HP / 116 Atk / 148 SpD
Brave Nature
IVs: 0 Spe
- Rock Slide
- Stone Edge
- Curse
- Protect


Koko Lele Drifblim - heKtikVGC

Drifblim @ Psychic Seed
Ability: Unburden
Level: 50
EVs: 4 HP / 132 Def / 164 SpA / 4 SpD / 204 Spe
Timid Nature
IVs: 0 Atk
- Tailwind
- Shadow Ball
- Will-O-Wisp
- Sunny Day

Tapu Lele @ Life Orb
Ability: Psychic Surge
Level: 50
EVs: 236 HP / 212 Def / 36 SpA / 4 SpD / 20 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Protect
- Thunderbolt

Tapu Koko @ Electrium Z
Ability: Electric Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Volt Switch
- Thunderbolt
- Dazzling Gleam

Arcanine @ Iapapa Berry
Ability: Intimidate
EVs: 164 HP / 76 Atk / 92 Def / 172 SpD / 4 Spe
Careful Nature
- Flare Blitz
- Helping Hand
- Protect
- Toxic

Garchomp @ Groundium Z
Ability: Rough Skin
Level: 50
EVs: 4 HP / 252 Atk / 4 Def / 44 SpD / 204 Spe
Adamant Nature
- Protect
- Earthquake
- Poison Jab
- Rock Slide

Snorlax @ Figy Berry
Ability: Gluttony
Level: 50
Happiness: 0
EVs: 116 HP / 52 Atk / 244 Def / 92 SpD
Adamant Nature
IVs: 0 Spe
- Facade
- High Horsepower
- Curse
- Recycle



Tapu Lele Xurkitree squad - PinkSylvie
Top Lel (Tapu Lele) @ Choice Scarf
Ability: Psychic Surge
Level: 50
EVs: 92 HP / 252 SpA / 164 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Hidden Power [Fire]
- Psyshock

Spark Plug (Xurkitree) @ Wiki Berry
Ability: Beast Boost
Level: 50
EVs: 252 HP / 116 Def / 4 SpA / 44 SpD / 92 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Tail Glow
- Thunderbolt
- Dazzling Gleam

PaperCut (Kartana) @ Scope Lens
Ability: Beast Boost
Level: 50
EVs: 84 HP / 68 Atk / 4 Def / 100 SpD / 252 Spe
Jolly Nature
- Detect
- Substitute
- Leaf Blade
- Sacred Sword

Doggo (Arcanine) @ Firium Z
Ability: Intimidate
Level: 50
EVs: 204 HP / 132 Atk / 12 Def / 116 SpD / 44 Spe
Adamant Nature
- Protect
- Extreme Speed
- Flare Blitz
- Bulldoze

CyberDuck (Porygon2) @ Eviolite
Ability: Download
Level: 50
EVs: 244 HP / 108 Def / 156 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Recover
- Ice Beam
- Thunderbolt

Giggles (Gigalith) @ Figy Berry
Ability: Sand Stream
Level: 50
EVs: 236 HP / 212 Atk / 60 SpD
Brave Nature
IVs: 0 Spe
- Protect
- Rock Slide
- Curse
- Wide Guard

 
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#2
Intimidate

Arcanine - One of the best intimidators in the format. Arcanine has good bulk, a good defensive typing, access to recovery in Morning Sun, and learns a load of useful support moves like Snarl and Will-O-Wisp. Usually seen with an item like Sitrus Berry.

Gyarados - A more offensive intimidator with power and a useful typing. Frequently used with Waterfall and a Waterium-Z for a strong hit, but it can also learn moves like Taunt and Roar. Can also provide a win condition with Dragon Dance, but has to watch out for all the electric attacks that are thrown around.

Salamence - A strong and very offensive special-attacking pokemon, usually seen with Draco Meteor, Flamethrower or Fire Blast, and other moves like Hydro Pump, Substitute, or Protect. Likes having an item such as Draconium-Z to turn its Draco Meteor into an incredibly powerful attack, but is otherwise fairly flexible.

Krookodile - Another offensively oriented intimidator but with a ground type. Krookodile is not as fast or powerful as other ground types such as Garchomp, but intimidate alone makes it a strong choice for a team, and it also has access to taunt.

Granbull - While it has a high Attack stat and a good movepool, the rest of its stats are lackluster, especially its speed. If you need a slow intimidator for trick room, Granbull might be useful to you, but don't expect it to stick around for long, especially since many teams are carrying steel or poison attacks for the tapus.

Masquerain - Has access to Quiver Dance and a fairly large movepool including a few water and ice moves, but is still incredibly frail.

Stoutland - Use Sand Rush instead.

Follow Me

Clefairy - Has a solid support movepool to go along with its access to Follow Me, and also has the coveted Friend Guard, which lets it provide support to a partner just by being on the field. Clefairy is also incredibly passive, however, and is not a threat to teams with strong spread moves.

Clefable - Very similar to Clefairy, but with a few key differences. It can't use Eviolite, making it unable to take a single strong attack as well as Clefairy can, but can hold an item like Sitrus Berry to make it stick around longer. It also has a stronger special attack stat to make use of its massive movepool. Lastly, Magic Guard is a useful ability to take advantage of all the Toxic being thrown around.

Lucario - Unlike the other two pokemon available with Follow Me, Lucario is much more offensive. It's also a lot more frail, so don't expect it to be able to sit on the field for a long time soaking up hits like Clefairy and Clefable can. It also gets access to Inner Focus, letting it smack Porygon2 hard with a Close Combat even under the threat of a Fake Out.

Rage Powder

Butterfree - Incredibly frail but has access to a few cool support moves like Sleep Powder (with Compound Eyes to make it more accurate!) and Tailwind.

Parasect - Has Dry Skin to give it an immunity to water moves, but the pokemon seen on rain teams frequently carry an ice or flying move to hit it hard anyway. Parasect is also very slow, but it does have access to the coveted Spore, letting it mess with opposing trick room teams. It can also learn Wide Guard.

Ariados - Also frail, but has a few useful support moves like Toxic Thread, Sticky Web, Disable, Electroweb (after pokebank), and a variety of poison moves and priority moves.

Fake Out

Alolan Raichu - A great partner to both Tapu Koko and Tapu Lele, Raichu takes advantage of the terrain wars this format has seen. On top of being a fairly powerful attacker, it's also very fast, especially in electric terrain. Usually seen with either a focus sash or a z-crystal like psychium z.

Alolan Persian - A fast and surprisingly bulky support pokemon thanks to Fur Coat. It might seem similar to Liepard from previous formats, but it sticks around for a lot longer and has a great support movepool with moves like Feint, Snarl, Parting Shot, and Foul Play. It can even run an assault vest set.

Hariyama - A slow, bulky, hard hitter that uses fake out to help its partner set up trick room safely, with access to Guts to abuse the trick room afterwards. It's also one of the few pokemon that learns knock off.

Weavile - The fastest pokemon with fake out in the format with good offenses to back them up. Unfortunately, it has paper-thin defenses and its STABs aren't as valuable as they were in previous formats.

Togedemaru - Provides a useful set of resistances and has the unique combination of fake out and lightning rod. It also has access to encore and nuzzle.

Incineroar - Has a unique typing that gives it a whole bunch of useful resistances. Hits fairly hard and can also provide teams with a slow u-turn. Can also run an assault vest set with Snarl.

Salazzle - Poison and Fire are both great STABs to have, hitting loads of the meta super effectively, but doesn't hit hard enough without a boosting item and can't survive for very long unless it has a focus sash.


Other options: Kangaskhan, Sableye, Spinda

Weather Setters

Pelipper - An offensive but frail rain setter with a good secondary STAB move in Hurricane. It's also one of the better pokemon with access to tailwind, and can also run wide guard if spread moves are a problem for your team. Usually seen with a focus sash. Pelipper is also frequently paired with golduck for a rain core known as "double duck" even though pelicans aren't ducks.

Politoed - A more bulky, supportive rain setter. It's not going to be making big dents in your opponent, but its ability to stick around for a while and provide support with encore and perish song can be invaluable. If you're not using a teammate with swift swim, politoed is usually a better pick.

Torkoal - The only pokemon with drought in the format, torkoal is usually seen abusing the sun with its strong eruptions on a trick room team. It doesn't have a great movepool though and is fairly easy to wear down.

Gigalith - The only sand stream pokemon in the format. There aren't many good sand rush abusers in the format so gigalith is usually seen using the sand for itself to boost its special defense to absurd levels and slowly chip away at the team. Frequently seen on trick room teams, gigalith hits surprisingly hard, and can either run an offensive set with three attacks or a more supportive one with wide guard.

Alolan Ninetales - The main reason to use this hail setter is its access to Aurora Veil, setting both light screen and reflect in one turn for your team. It's also pretty fast and frail, and while it loves being able to throw around blizzards and blast certain pokemon with freeze dry, it doesn't hit very hard without a boosting item, as most carry a focus sash. It also has access to a few other support moves like icy wind, encore, and disable. It can also learn fairy-type moves like moonblast and dazzling gleam but it doesn't use them much, as there's not a lot of pokemon in the format that are weak to fairy that aren't also weak to ice.

Vanilluxe - A slower and harder-hitting hail setter but without a good movepool.

Weather Abusers

Golduck - This format doesn't have any of the good swift swim pokemon that have been available in the past, like ludicolo and kingdra, so golduck is the next best thing. It hits incredibly hard with its rain-boosted hydro pumps, and is frequently seen carrying a waterium Z to get off one big accurate attack. It also has access to scald, soak, ice beam, and encore, which round out its common movesets.

Lilligant - A useful Chlorophyll supporter with access to Sleep Powder, After You, and Helping hand. Only ever seen with Torkoal as a partner, to let Torkoal get off fast eruptions with After You.

Stoutland - Similar to lilligant except with Sand Rush instead, Stoutland helps its teammates get off fast devastating attacks with After You. It also has a surprisingly large movepool, with access to wild charge, play rough, and psychic fangs.

Alolan Sandslash - Hail finally has a weather abuser with slush rush sandslash, but even under a hailstorm it's not as fast as you'd hope. Its attack stat isn't bad but its best attacking moves have a low base power, making it not as devastating as other weather abusers by itself.

Poliwrath - Another pokemon with swift swim, but its attack stat isn't great, all of its moves are weak, and in general it just isn't good at getting the KOs it needs to get.

Other options: Leafeon, Lumineon

Trick Room Setters

Porygon2 - By far the bulkiest trick room setter in the format, there's very few attacks that can cleanly OHKO it. Porygon2 has access to Recover to stick around for a long time, and has a plethora of special attacks it can learn to patch up any of your team's weaknesses. Download can give it a special attack boost to let it hit harder. Porygon2 is fairly susceptible to taunt and fake out, however, as its item slot is taken by eviolite (so no mental herb) and it rarely carries protect. Toxic is another good way to put it on a timer.

Oranguru - This pokemon seems designed from the ground up to be made for doubles trick room teams, and it's certainly good at it. Instruct is a great move to let your trick room attackers get off their strong attacks twice in one turn, and it has two great abilities in telepathy and inner focus -- pick whichever suits your team best. Unlike porygon2, oranguru is fairly limited in its offensive capabilities, and doesn't have as much bulk as you'd like -- it's no cresselia, and any strong z-move should OHKO it.

Mimikyu - Ghost typing gives it a fake out immunity, and disguise forces the opponent to double-target it if they want to get rid of mimikyu in one turn. Ghost and fairy STABs have perfect coverage in this metagame, and it also learns a plethora of support moves like taunt, will-o-wisp, and curse.

Other options: Alakazam, Slowbro, Slowking, Gengar, Hypno, Exeggutor, Starmie, Porygon Z, Espeon, Misdreavus, Mismagius, Spinda, Kecleon, Whimsicott, Carbink, Trevenant, Comfey, Bruxish, Nihilego

Tailwind

Pelipper - One of the most solid tailwind users in the format, as it can use the threat of its swift swim partner to set up a tailwind safely. Pelipper can be built both as a sweeper and as a supporter, and tailwind works on both sets. Frequently seen with a focus sash.

Talonflame - While the gale wings nerf has hit talonflame hard, it can still get off a priority tailwind at full HP and hit things hard with its dual 120 BP STABs. Talonflame also has other cool support moves like will-o-wisp, taunt, and quick guard.

Aerodactyl - Incredibly fast but frail tailwind user that also has a fast rock slide and wide guard. Frequently seen running sky drop and a focus sash.

Whimsicott - Has a prankster tailwind along with a wide variety of other support moves. Has to watch out for psychic terrain and dark-types blocking prankster now, though.

Mandibuzz - By far the bulkiest tailwind setter in the format, mandibuzz can stick around for a long time with roost and support its team with moves like foul play, snarl, taunt, knock off, and whirlwind.

Braviary - Another offensive tailwind setter that can take advantage of intimidates with Defiant and also has access to moves like Superpower and Rock Slide.

Other options: Butterfree, Ledian, Murkrow, Honchkrow, Drifblim, Toucannon, Oricorio

Icy Wind

Alolan Ninetales - One of the few good users of icy wind in the format, but even still, ninetales usually prefers using other moves like aurora veil, freeze-dry, encore, or blizzard over icy wind.

Weavile - It's not going to be doing any damage, but if you need a fast icy wind pokemon that also has access to fake out, weavile might be worth using.

Other options: Glaceon, Delibird, Spinda, Glalie, Froslass, Vaniluxe

Quick Guard

A general lack of priority moves along with Psychic Terrain means quick guard will rarely, if ever, be a requirement for a team. Nonetheless, here are the available pokemon that can learn it:

Scizor - Psychic Terrain means Scizor isn't able to throw around strong bullet punches as easily as it could in the past, which is why it usually uses Steelium Z to get a one-use steel move that isn't blocked by priority-guarding effects. Scizor usually has bullet punch, a bug move, swords dance, and protect, but Quick Guard could be used in place of one of those moves.

Crobat - Not as useful as it was last year due to fake out being used less frequently and losing access to Tailwind. That being said, it's still incredibly fast and its poison attacks can hit all of the fairy types in this metagame hard.

Talonflame - Much less centralising than it was in previous formats due to the gale wings nerf, but talonflame can still hit hard with its base 120 power STAB moves, high speed, and access to useful support moves like quick guard, taunt, and will-o-wisp.

Pheromosa - Should be getting support from another pokemon to avoid priority moves, instead of blocking them itself.

Other options: Machamp, Lucario, Archeops, Pangoro, Lycanroc, Passimian

Wide Guard

Parasect, Pelipper, Aerodactyl, Gigalith, Hariyama - See above

Araquanid - A slow physical attacker that hits incredibly hard with its water-type moves due to its ability, Water Bubble. It usually doesn't need any other moves besides its STABs, so wide guard is usually the best move for the third slot, though it does also have access to z-stockpile.

Golisopod - Learns a plethora of priority moves and can hit fairly hard, but is held back by its ability, Emergency Exit

Celesteela - Usually has better things to run than wide guard, like leech seed, flamethrower, or substitute, but it is an option

Guzzlord - Its HP makes it look bulkier than it actually is, and its movepool and offensive stats are terrible. Don't use this unless you're trying to lose.

Other options: Machamp, Golem, Probopass, Bastiodon, Carracosta, Alomomola, Crabominable, Bewear, Turtonator

Lightning Rod

See above: Togedemaru

Alolan Marowak - Lightning rod combined with its typing makes marowak a fantastic check to a load of different pokemon. Thick club makes it hit incredibly hard, and Bonemerang lets it hit even more things super-effectively.

Other options: Seaking

Storm Drain

Gastrodon - Abuses storm drain to effectively nullify rain teams and stays alive for a long time due to its bulk and Recover. It can also learn toxic to stall out other bulky pokemon, and z-stockpile to fully heal itself and boost its defenses.

Other options: Lumineon

Sleep inducers

See above: Parasect, Lilligant, Butterfree

Smeargle - It can't learn Dark Void any more but smeargle can still learn Spore and every single other support move in the game. As the metagame doesn't revolve around a singular threat any more, smeargle's antics are far less centralising than in previous metagames, but it's still a fantastic support pokemon to watch out for.

Shiinotic - Its access to Spore seems to be the only thing going for it. It isn't nearly as bulky as amoonguss is and doesn't have access to rage powder, nor does it have good offenses to make up for its frailty.

Other options: Exeggutor
 
Last edited:
#3
(Filling this in later, here's a replay: http://replay.pokemonshowdown.com/gen7vgc2017-
502889369
)
Celesteela @ Leftovers
Ability: Beast Boost
Level: 50
EVs: 228 HP / 44 Atk / 116 Def / 116 SpD / 4 Spe
Adamant Nature
- Heavy Slam
- Leech Seed
- Substitute
- Protect

Arcanine @ Firium Z
Ability: Intimidate
Level: 50
EVs: 252 HP / 52 Def / 128 SpA / 76 SpD
Bold Nature
- Will-O-Wisp
- Burn Up
- Snarl
- Protect

Gastrodon-East @ Sitrus Berry
Ability: Storm Drain
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Recover
- Protect

Gigalith @ Assault Vest
Ability: Sand Stream
Level: 50
EVs: 244 HP / 252 Atk / 12 SpD
Adamant Nature
- Rock Slide
- Explosion
- Earthquake
- Heavy slam

Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling gleam
- Protect
- Grass knot

Garchomp @ Groundium Z
Ability: Sand Veil
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- earthquake
- Poison jab
- Dragon Claw
- Protect



So this is a team based on something I saw in the doubles team building competition, modified. It's mostly Goodstuffs, on the stallier side, but it's really, really fun to use. Games almost become like chess, slow, methodical, and strong. Arcanine's EV spread ohkoes bulu, I think, and lives some stuff I can't remember. Celesteelas ev spread boosts attack with beast boost, and maximizes general bulk. Also, bulldoze Arcanine activates weakness policy on gigalith!
A core of gastrodon/ Arcanine/ Celesteela works wonders, being nigh impenetrable. Gigalith is there to stop sun and fire types, and lele and Salamence are there to give some speed and power to the team.

EDIT: I've updated the team. Assault vest I found to be more reliable than WP on gigalith, and I've replaced bulldoze with snarl, along with changing Salamence and lele to Garchomp and koko, to help my matchup vs bulky waters and Metagross.

Currently at an 8-5 win loss ratio! Laddered to 1300 and rising, the best I've ever gotten since I tilt like crazy and I never seriously ladder.
 
Last edited:
#5
Considering that VGC 17’ feature an abundance of high-stakes tournaments players are constantly testing different teams and understanding metagame trends. This thread aims to help players get an idea of how to properly team build by displaying competent and successful teams over the course of the season.

Similar to other Sample Team threads from other subforums, the teams featured here will be archived only after being approved by a variety of active and established VGC players to ensure that high-quality teams are displayed.

Of course, this thread can still be used to submit teams and I encourage anyone to do so.
  • provide an import of your team
  • provide an explanation of your team
  • provide replays/battle videos or some other form of success with the team
Happy posting!!

TEAM ARCHIVE


MOLF Squad - Sapphire Birch

Vanishing Act (Mimikyu) @ Mental Herb
Ability: Disguise
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Shadow Sneak
- Play Rough
- Psych Up

Vox in Box (Snorlax) @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 244 HP / 236 Def / 28 SpD
Relaxed Nature
IVs: 0 Spe
- Belly Drum
- Recycle
- Return
- Crunch

Broken Biscuit (Hariyama) @ Normalium Z
Ability: Thick Fat
Level: 50
EVs: 76 HP / 204 Def / 228 SpD
Sassy Nature
IVs: 0 Spe
- Belly Drum
- Fake Out
- Close Combat
- Rock Slide

Overdose (Slowking) @ Sitrus Berry
Ability: Oblivious
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Trick Room
- Heal Pulse
- Scald
- Flamethrower

Fool on the Hill (Smeargle) @ Focus Sash
Ability: Own Tempo
Level: 50
Brave Nature
IVs: 0 HP / 0 Def / 0 SpA / 0 SpD / 0 Spe
- Fake Out
- Follow Me
- Endeavor
- Spore

The Empty Box (Metagross) @ Psychium Z
Ability: Clear Body
Level: 50
EVs: 252 HP / 124 Atk / 132 Def
Impish Nature
- Psych Up
- Bullet Punch
- Protect
- Zen Headbutt


Hard Trick Room - kingofmars

Magnezone @ Choice Specs
Ability: Magnet Pull
Level: 50
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SpD / 30 Spe
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Ground]

Araquanid @ Waterium Z
Ability: Water Bubble
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Liquidation
- Leech Life
- Wide Guard
- Protect

Porygon2 @ Eviolite
Ability: Download
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Thunderbolt
- Recover
- Trick Room

Hariyama @ Flame Orb
Ability: Guts
Level: 50
EVs: 92 HP / 252 Atk / 164 Def
Brave Nature
IVs: 0 Spe
- Fake Out
- Close Combat
- Feint
- Knock Off

Drampa @ Life Orb
Ability: Cloud Nine
Level: 50
EVs: 244 HP / 12 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Draco Meteor
- Fire Blast
- Energy Ball
- Protect

Mimikyu @ Ghostium Z
Ability: Disguise
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Play Rough
- Shadow Claw
- Taunt
- Trick Room


Double Duck Rain by Tman

Pelipper @ Focus Sash
Ability: Drizzle
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Hurricane
- Tailwind
- Protect

Golduck @ Waterium Z
Ability: Swift Swim
EVs: 140 HP / 4 Def / 252 SpA / 28 SpD / 84 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Ice Beam
- Protect

Tapu Bulu @ Miracle Seed
Ability: Grassy Surge
EVs: 252 HP / 92 Atk / 108 Def / 4 SpD / 52 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Whirlwind
- Protect

Muk-Alola @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 188 HP / 252 Atk / 44 Def / 20 SpD / 4 Spe
Adamant Nature
IVs: 13 Spe
- Poison Jab
- Knock Off
- Curse
- Protect

Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 4 HP / 4 Def / 244 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Dazzling Gleam
- Protect

Porygon2 @ Eviolite
Ability: Download
EVs: 236 HP / 132 Def / 124 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Toxic
- Recover
- Trick Room
Thank You, also is that R.Mika or am i crazy?
 
#6
Intimidate

Arcanine - One of the best intimidators in the format. Arcanine has good bulk, a good defensive typing, access to recovery in Morning Sun, and learns a load of useful support moves like Snarl and Will-O-Wisp. Usually seen with an item like Sitrus Berry.

Gyarados - A more offensive intimidator with power and a useful typing. Frequently used with Waterfall and a Waterium-Z for a strong hit, but it can also learn moves like Taunt and Roar. Can also provide a win condition with Dragon Dance, but has to watch out for all the electric attacks that are thrown around.

Salamence - A strong and very offensive special-attacking pokemon, usually seen with Draco Meteor, Flamethrower or Fire Blast, and other moves like Hydro Pump, Substitute, or Protect. Likes having an item such as Draconium-Z to turn its Draco Meteor into an incredibly powerful attack, but is otherwise fairly flexible.

Krookodile - Another offensively oriented intimidator but with a ground type. Krookodile is not as fast or powerful as other ground types such as Garchomp, but intimidate alone makes it a strong choice for a team.

Granbull - While it has a high Attack stat and a good movepool, the rest of its stats are lackluster, especially its speed. If you need a slow intimidator for trick room, Granbull might be useful to you, but don't expect it to stick around for long, especially since many teams are carrying steel or poison attacks for the tapus.

Masquerain - Has access to Quiver Dance and a fairly large movepool including a few water and ice moves, but is still incredibly frail.

Stoutland - Use Sand Rush instead.

Follow Me

Clefairy - Has a solid support movepool to go along with its access to Follow Me, and also has the coveted Friend Guard, which lets it provide support to a partner just by being on the field. Clefairy is also incredibly passive, however, and is not a threat to teams with strong spread moves.

Clefable - Very similar to Clefairy, but with a few key differences. It can't use Eviolite, making it unable to take a single strong attack as well as Clefairy can, but can hold an item like Sitrus Berry to make it stick around longer. It also has a stronger special attack stat to make use of its massive movepool. Lastly, Magic Guard is a useful ability to take advantage of all the Toxic being thrown around.

Lucario - Unlike the other two pokemon available with Follow Me, Lucario is much more offensive. It's also a lot more frail, so don't expect it to be able to sit on the field for a long time soaking up hits like Clefairy and Clefable can. It also gets access to Inner Focus, letting it smack Porygon2 hard with a Close Combat even under the threat of a Fake Out.

Rage Powder

Butterfree - Incredibly frail but has access to a few cool support moves like Sleep Powder (with Compound Eyes to make it more accurate!) and Tailwind.

Parasect - Has Dry Skin to give it an immunity to water moves, but the pokemon seen on rain teams frequently carry an ice or flying move to hit it hard anyway. Parasect is also very slow, but it does have access to the coveted Spore, letting it mess with opposing trick room teams. It can also learn Wide Guard.

Ariados - Also frail, but has a few useful support moves like Toxic Thread, Sticky Web, Disable, Electroweb (after pokebank), and a variety of poison moves and priority moves.

Fake Out

Alolan Raichu - A great partner to both Tapu Koko and Tapu Lele, Raichu takes advantage of the terrain wars this format has seen. On top of being a fairly powerful attacker, it's also very fast, especially in electric terrain. Usually seen with either a focus sash or a z-crystal like psychium z.

Alolan Persian - A fast and surprisingly bulky support pokemon thanks to Fur Coat. It might seem similar to Liepard from previous formats, but it sticks around for a lot longer and has a great support movepool with moves like Feint, Snarl, Parting Shot, and Foul Play. It can even run an assault vest set.

Hariyama - A slow, bulky, hard hitter that uses fake out to help its partner set up trick room safely, with access to Guts to abuse the trick room afterwards. It's also one of the few pokemon that learns knock off.

Weavile - The fastest pokemon with fake out in the format with good offenses to back them up. Unfortunately, it has paper-thin defenses and its STABs aren't as valuable as they were in previous formats.

Togedemaru - Provides a useful set of resistances and has the unique combination of fake out and lightning rod. It also has access to encore and nuzzle.

Incineroar - Has a unique typing that gives it a whole bunch of useful resistances. Hits fairly hard and can also provide teams with a slow u-turn. Can also run an assault vest set with Snarl.

Other options: Salazzle (unreleased), Kangaskhan, Sableye, Spinda

Weather Setters

Pelipper - An offensive but frail rain setter with a good secondary STAB move in Hurricane. It's also one of the better pokemon with access to tailwind, and can also run wide guard if spread moves are a problem for your team. Usually seen with a focus sash. Pelipper is also frequently paired with golduck for a rain core known as "double duck" even though pelicans aren't ducks.

Politoed - A more bulky, supportive rain setter. It's not going to be making big dents in your opponent, but its ability to stick around for a while and provide support with encore and perish song can be invaluable. If you're not using a teammate with swift swim, politoed is usually a better pick.

Torkoal - The only pokemon with drought in the format, torkoal is usually seen abusing the sun with its strong eruptions on a trick room team. It doesn't have a great movepool though and is fairly easy to wear down.

Gigalith - The only sand stream pokemon in the format. There aren't many good sand rush abusers in the format so gigalith is usually seen using the sand for itself to boost its special defense to absurd levels and slowly chip away at the team. Frequently seen on trick room teams, gigalith hits surprisingly hard, and can either run an offensive set with three attacks or a more supportive one with wide guard.

Alolan Ninetales - The main reason to use this hail setter is its access to Aurora Veil, setting both light screen and reflect in one turn for your team. It's also pretty fast and frail, and while it loves being able to throw around blizzards and blast certain pokemon with freeze dry, it doesn't hit very hard without a boosting item, as most carry a focus sash. It also has access to a few other support moves like icy wind, encore, and disable. It can also learn fairy-type moves like moonblast and dazzling gleam but it doesn't use them much, as there's not a lot of pokemon in the format that are weak to fairy that aren't also weak to ice.

Vanilluxe - A slower and harder-hitting hail setter but without a good movepool.

Weather Abusers

Golduck - This format doesn't have any of the good swift swim pokemon that have been available in the past, like ludicolo and kingdra, so golduck is the next best thing. It hits incredibly hard with its rain-boosted hydro pumps, and is frequently seen carrying a waterium Z to get off one big accurate attack. It also has access to scald, soak, ice beam, and encore, which round out its common movesets.

Lilligant - A useful Chlorophyll supporter with access to Sleep Powder, After You, and Helping hand. Only ever seen with Torkoal as a partner, to let Torkoal get off fast eruptions with After You.

Stoutland - Similar to lilligant except with Sand Rush instead, Stoutland helps its teammates get off fast devastating attacks with After You. It also has a surprisingly large movepool, with access to wild charge, play rough, and psychic fangs.

Alolan Sandslash - Hail finally has a weather abuser with slush rush sandslash, but even under a hailstorm it's not as fast as you'd hope. Its attack stat isn't bad but its best attacking moves have a low base power, making it not as devastating as other weather abusers by itself.

Poliwrath - Another pokemon with swift swim, but its attack stat isn't great, all of its moves are weak, and in general it just isn't good at getting the KOs it needs to get.

Other options: Leafeon, Lumineon

Trick Room Setters

Porygon2 - By far the bulkiest trick room setter in the format, there's very few attacks that can cleanly OHKO it. Porygon2 has access to Recover to stick around for a long time, and has a plethora of special attacks it can learn to patch up any of your team's weaknesses. Download can give it a special attack boost to let it hit harder. Porygon2 is fairly susceptible to taunt and fake out, however, as its item slot is taken by eviolite (so no mental herb) and it rarely carries protect. Toxic is another good way to put it on a timer.

Oranguru - This pokemon seems designed from the ground up to be made for doubles trick room teams, and it's certainly good at it. Instruct is a great move to let your trick room attackers get off their strong attacks twice in one turn, and it has two great abilities in telepathy and inner focus -- pick whichever suits your team best. Unlike porygon2, oranguru is fairly limited in its offensive capabilities, and doesn't have as much bulk as you'd like -- it's no cresselia, and any strong z-move should OHKO it.

Mimikyu - Ghost typing gives it a fake out immunity, and disguise forces the opponent to double-target it if they want to get rid of mimikyu in one turn. Ghost and fairy STABs have perfect coverage in this metagame, and it also learns a plethora of support moves like taunt, will-o-wisp, and curse.

Other options: Alakazam, Slowbro, Slowking, Gengar, Hypno, Exeggutor, Starmie, Porygon Z, Espeon, Misdreavus, Mismagius, Spinda, Kecleon, Whimsicott, Carbink, Trevenant, Comfey, Bruxish, Nihilego

Tailwind

Pelipper - One of the most solid tailwind users in the format, as it can use the threat of its swift swim partner to set up a tailwind safely. Pelipper can be built both as a sweeper and as a supporter, and tailwind works on both sets. Frequently seen with a focus sash.

Talonflame - While the gale wings nerf has hit talonflame hard, it can still get off a priority tailwind at full HP and hit things hard with its dual 120 BP STABs. Talonflame also has other cool support moves like will-o-wisp, taunt, and quick guard.

Aerodactyl - Incredibly fast but frail tailwind user that also has a fast rock slide and wide guard. Frequently seen running sky drop and a focus sash.

Whimsicott - Has a prankster tailwind along with a wide variety of other support moves. Has to watch out for psychic terrain and dark-types blocking prankster now, though.

Other options: Butterfree, Ledian, Murkrow, Honchkrow, Drifblim, Braviary, Mandibuzz, Toucannon, Oricorio

Icy Wind

Alolan Ninetales - One of the few good users of icy wind in the format, but even still, ninetales usually prefers using other moves like aurora veil, freeze-dry, encore, or blizzard over icy wind.

Weavile - It's not going to be doing any damage, but if you need a fast icy wind pokemon that also has access to fake out, weavile might be worth using.

Other options: Glaceon, Delibird, Spinda, Glalie, Froslass, Vaniluxe

Quick Guard

A general lack of priority moves along with Psychic Terrain means quick guard will rarely, if ever, be a requirement for a team. Nonetheless, here are the available pokemon that can learn it:

Scizor - Psychic Terrain means Scizor isn't able to throw around strong bullet punches as easily as it could in the past, which is why it usually uses Steelium Z to get a one-use steel move that isn't blocked by priority-guarding effects. Scizor usually has bullet punch, a bug move, swords dance, and protect, but Quick Guard could be used in place of one of those moves.

Crobat - Not as useful as it was last year due to fake out being used less frequently and losing access to Tailwind. That being said, it's still incredibly fast and its poison attacks can hit all of the fairy types in this metagame hard.

Talonflame - Much less centralising than it was in previous formats due to the gale wings nerf, but talonflame can still hit hard with its base 120 power STAB moves, high speed, and access to useful support moves like quick guard, taunt, and will-o-wisp.

Pheromosa - Should be getting support from another pokemon to avoid priority moves, instead of blocking them itself.

Other options: Machamp, Lucario, Archeops, Pangoro, Lycanroc, Passimian

Wide Guard

Parasect, Pelipper, Aerodactyl, Gigalith, Hariyama - See above

Araquanid - A slow physical attacker that hits incredibly hard with its water-type moves due to its ability, Water Bubble. It usually doesn't need any other moves besides its STABs, so wide guard is usually the best move for the third slot, though it does also have access to z-stockpile.

Golisopod - Learns a plethora of priority moves and can hit fairly hard, but is held back by its ability, Emergency Exit

Celesteela - Usually has better things to run than wide guard, like leech seed, flamethrower, or substitute, but it is an option

Guzzlord - Its HP makes it look bulkier than it actually is, and its movepool and offensive stats are terrible. Don't use this unless you're trying to lose.

Other options: Machamp, Golem, Probopass, Bastiodon, Carracosta, Alomomola, Crabominable, Bewear, Turtonator

Lightning Rod

See above: Togedemaru

Alolan Marowak - Lightning rod combined with its typing makes marowak a fantastic check to a load of different pokemon. Thick club makes it hit incredibly hard, and Bonemerang lets it hit even more things super-effectively.

Other options: Seaking

Storm Drain

Gastrodon - Abuses storm drain to effectively nullify rain teams and stays alive for a long time due to its bulk and Recover. It can also learn toxic to stall out other bulky pokemon, and z-stockpile to fully heal itself and boost its defenses.

Other options: Lumineon

Sleep inducers

See above: Parasect, Lilligant, Butterfree

Smeargle - It can't learn Dark Void any more but smeargle can still learn Spore and every single other support move in the game. As the metagame doesn't revolve around a singular threat any more, smeargle's antics are far less centralising than in previous metagames, but it's still a fantastic support pokemon to watch out for.

Shiinotic - Its access to Spore seems to be the only thing going for it. It isn't nearly as bulky as amoonguss is and doesn't have access to rage powder, nor does it have good offenses to make up for its frailty.

Other options: Exeggutor
Thank You too
 
#7
Don't suppose someone could enlighten me on what the EV spread on that double duck team's golduck does? Like what exactly are you trying to outspeed and what are you conceding in return for the bulk, and what does that bulk do for you.
 
#8
Luke (Lucario) (M) @ Black Belt
Ability: Steadfast
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Sassy Nature
IVs: 0 Atk
- Aura Sphere
- Psychic
- Focus Blast
- Flash Cannon

Charlotte (Araquanid) (F) @ Choice Band
Ability: Water Bubble
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Relaxed Nature
- Liquidation
- Aqua Ring
- Stockpile
- Lunge

Vander (Weavile) (F) @ Shell Bell
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Jolly Nature
- Aerial Ace
- Dark Pulse
- Shadow Ball
- Ice Beam

David (Decidueye) (M) @ Decidium Z
Ability: Overgrow
EVs: 248 HP / 252 Atk / 8 SpA
Hardy Nature
- Brave Bird
- Grass Pledge
- Spirit Shackle
- Frenzy Plant

IronBeetlesTV (Guzzlord) @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpA
Modest Nature
- Flamethrower
- Shadow Claw
- Draco Meteor
- Stone Edge

Shenron (Drampa) (M) @ Sitrus Berry
Ability: Berserk
Level: 50
EVs: 252 HP / 4 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Protect
- Roost
- Hyper Voice
- Draco Meteor
my vgc team so far i can change movesets and mons around, just want to see your guys option
 
#9
Luke (Lucario) (M) @ Black Belt
Ability: Steadfast
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Sassy Nature
IVs: 0 Atk
- Aura Sphere
- Psychic
- Focus Blast
- Flash Cannon

Charlotte (Araquanid) (F) @ Choice Band
Ability: Water Bubble
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Relaxed Nature
- Liquidation
- Aqua Ring
- Stockpile
- Lunge

Vander (Weavile) (F) @ Shell Bell
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Jolly Nature
- Aerial Ace
- Dark Pulse
- Shadow Ball
- Ice Beam

David (Decidueye) (M) @ Decidium Z
Ability: Overgrow
EVs: 248 HP / 252 Atk / 8 SpA
Hardy Nature
- Brave Bird
- Grass Pledge
- Spirit Shackle
- Frenzy Plant

IronBeetlesTV (Guzzlord) @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpA
Modest Nature
- Flamethrower
- Shadow Claw
- Draco Meteor
- Stone Edge

Shenron (Drampa) (M) @ Sitrus Berry
Ability: Berserk
Level: 50
EVs: 252 HP / 4 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Protect
- Roost
- Hyper Voice
- Draco Meteor
my vgc team so far i can change movesets and mons around, just want to see your guys option
This should be posted in our team building help forum instead of here.
 
#10
Don't suppose someone could enlighten me on what the EV spread on that double duck team's golduck does? Like what exactly are you trying to outspeed and what are you conceding in return for the bulk, and what does that bulk do for you.
Pretty sure speed is to creep adamant 252 speed scarf chomp, as for the defensive EV's I dunno everything they do but after doing some calcs you just live timid Raichu's tbolt outside of electric terrain all the time and timid scarf xurkitree has a 6.3% chance to ohko with discharge also outside of terrain.
 
#11
Don't suppose someone could enlighten me on what the EV spread on that double duck team's golduck does? Like what exactly are you trying to outspeed and what are you conceding in return for the bulk, and what does that bulk do for you.

It outspeeds Adamant Scarf Chomp. He doesn't say what benchmarks the defensive investment hits but after I ran this calc I assume it's to live Modest unboosted Psychic from Tapu Lele (from Sitrus Berry and Scarf sets).

252+ SpA Tapu Lele Psychic vs. 140 HP / 28 SpD Golduck in Psychic Terrain: 148-175 (85.5 - 101.1%) -- 6.3% chance to OHKO
 
#12
Nihilego @ Focus Sash
Ability: Beast Boost
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Power Gem
- Hidden Power [Ice]
- Protect

Oranguru @ Mental Herb
Ability: Telepathy
Level: 50
EVs: 252 HP / 140 Def / 116 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Instruct
- Protect
- Psyshock

Celesteela @ Leftovers
Ability: Beast Boost
Level: 50
EVs: 180 HP / 44 Atk / 124 Def / 148 SpD / 12 Spe
Careful Nature
- Heavy Slam
- Leech Seed
- Substitute
- Protect

Garchomp @ Groundium Z
Ability: Rough Skin
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Protect
- Rock Slide

Drampa @ Life Orb
Ability: Cloud Nine
Level: 50
EVs: 196 HP / 60 Def / 252 SpA
Quiet Nature
IVs: 0 Atk
- Hyper Voice
- Draco Meteor
- Flamethrower
- Protect

Talonflame @ Firium Z
Ability: Gale Wings
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Brave Bird
- Protect
- Tailwind

Pretty fun team I threw together that I've had the most success with after only just getting into VGC for 17, primarily built around Sludge Wave Nihilego which can potentially gain two beast boosts in a single turn. My first addition to this team was Drampa, I wanted something that could negate opposing weather in the form of Cloud Nine (to preserve Nihilego's Sash and to allow Nihilego and other mons to outspeed weather abusers) and something to take advantage of Nihilego's ability to beat opposing Fairies. After that I added Oranguru to give the team a trick room mode as well as a way to remove my opponent's trick room, I don't think I need to explain the synergy between Oranguru and Drampa, but Nihilego and Oranguru are a really solid partnership since Nihilego can freely Sludge Wave thanks to Oranaguru's Telepathy ability and of course Instruct allows Nihilego the ability to Sludge Wave twice in a single turn. I opted for Psyshock on Oranguru over Psychic as Psychic does 48% max to opposing Nihilego and also allows it to hit common AV users such as Goodra that slight bit harder. Next up I noticed my team so far deals with opposing Fire types particularly well and added Celesteela, which is a mon that can function well in and out of trick room and similarly to Oranguru allows Nihilego to freely Sludge Wave while also just acting as a solid win con in general. Garchomp was the next mon I added, mostly to beat opposing electrics for Celesteela, like with Nihilego I can also spam EQ freely when on the field alongside Celesteela and Oranguru and have the Groundium Z to of course nuke things or catch weakened mons protecting, but also so I don't have to attack my own Nihilego if the two are on the field together, I opted to not go for Poison Jab on Garchomp because of the fact I have the Nihiliego and as I touch upon next, the Talonflame also, and because of the how with Rock Slide I can fish for flinches and break sashes on ground immune mons (first one that comes to mind is Pelipper for example) while also targetting said pokemon's partner on the field. Despite the Gale Wings nerf, Talonflame looked like the best final addition to this team, it provides me with additional insurance vs Tapu Bulu and is my best way of beating Celesteela, hence the Firium Z, as well as beating opposing Kartana. While checking the steels and grass types my other 5 mons may otherwise struggle with, Talonflame also offers Tailwind support, which I value a lot, either being able to match my opponent's Tailwind, or allowing mons on my team such as Nihilego and Garchomp to outspeed and threaten faster pokemon such as Tapu Koko or Scarf Xurkitree.

The team so far has got me as far as 1539 on the showdown ladder and is still climbing, one of the biggest nuisances to this team I've noticed so far when laddering is Krookodile, I have no solid super effective move to hit it with and it has Intimidate to weaken my Z move users so nuking it is difficult, Kartana + mon that reliably beats Talonflame can also be troublesome depending on Protect 50/50s as well, and Gastrodon can also be difficult to deal with too and often forces me to bring Drampa to be able to beat it which sometimes then forces me to bring Trick Room depending on the match up.

Hope people try out the team, all the spreads atm are standard and can be found on trainer tower except for the Celesteela, where my only changes are dropping attack so still able to ohko 252 HP 4 Def Tapu Lele, adding 12 to speed to creep opposing Celesteela, and just throwing the rest into defence to beat mons such as Krookodile a little easier.
 
Last edited:
#13
Nihilego @ Focus Sash
Ability: Beast Boost
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Power Gem
- Hidden Power [Ice]
- Protect

Oranguru @ Mental Herb
Ability: Telepathy
Level: 50
EVs: 252 HP / 140 Def / 116 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Instruct
- Protect
- Psyshock

Celesteela @ Leftovers
Ability: Beast Boost
Level: 50
EVs: 180 HP / 44 Atk / 124 Def / 148 SpD / 12 Spe
Careful Nature
- Heavy Slam
- Leech Seed
- Substitute
- Protect

Garchomp @ Groundium Z
Ability: Rough Skin
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Protect
- Rock Slide

Drampa @ Life Orb
Ability: Cloud Nine
Level: 50
EVs: 196 HP / 60 Def / 252 SpA
Quiet Nature
IVs: 0 Atk
- Hyper Voice
- Draco Meteor
- Flamethrower
- Protect

Talonflame @ Firium Z
Ability: Gale Wings
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Brave Bird
- Protect
- Tailwind

Pretty fun team I threw together that I've had the most success with after only just getting into VGC for 17, primarily built around Sludge Wave Nihilego which can potentially gain two beast boosts in a single turn. My first addition to this team was Drampa, I wanted something that could negate opposing weather in the form of Cloud Nine (to preserve Nihilego's Sash and to allow Nihilego and other mons to outspeed weather abusers) and something to take advantage of Nihilego's ability to beat opposing Fairies. After that I added Oranguru to give the team a trick room mode as well as a way to remove my opponent's trick room, I don't think I need to explain the synergy between Oranguru and Drampa, but Nihilego and Oranguru are a really solid partnership since Nihilego can freely Sludge Wave thanks to Oranaguru's Telepathy ability and of course Instruct allows Nihilego the ability to Sludge Wave twice in a single turn. I opted for Psyshock on Oranguru over Psychic as Psychic does 48% max to opposing Nihilego and also allows it to hit common AV users such as Goodra that slight bit harder. Next up I noticed my team so far deals with opposing Fire types particularly well and added Celesteela, which is a mon that can function well in and out of trick room and similarly to Oranguru allows Nihilego to freely Sludge Wave while also just acting as a solid win con in general. Garchomp was the next mon I added, mostly to beat opposing electrics for Celesteela, like with Nihilego I can also spam EQ freely when on the field alongside Celesteela and Oranguru and have the Groundium Z to of course nuke things or catch weakened mons protecting, but also so I don't have to attack my own Nihilego if the two are on the field together, I opted to not go for Poison Jab on Garchomp because of the fact I have the Nihiliego and as I touch upon next, the Talonflame also, and because of the how with Rock Slide I can fish for flinches and break sashes on ground immune mons (first one that comes to mind is Pelipper for example) while also targetting said pokemon's partner on the field. Despite the Gale Wings nerf, Talonflame looked like the best final addition to this team, it provides me with additional insurance vs Tapu Bulu and is my best way of beating Celesteela, hence the Firium Z, as well as beating opposing Kartana. While checking the steels and grass types my other 5 mons may otherwise struggle with, Talonflame also offers Tailwind support, which I value a lot, either being able to match my opponent's Tailwind, or allowing mons on my team such as Nihilego and Garchomp to outspeed and threaten faster pokemon such as Tapu Koko or Scarf Xurkitree.

The team so far has got me as far as 1539 on the showdown ladder and is still climbing, one of the biggest nuisances to this team I've noticed so far when laddering is Krookodile, I have no solid super effective move to hit it with and it has Intimidate to weaken my Z move users so nuking it is difficult, Kartana + mon that reliably beats Talonflame can also be troublesome depending on Protect 50/50s as well, and Gastrodon can also be difficult to deal with too and often forces me to bring Drampa to be able to beat it which sometimes then forces me to bring Trick Room depending on the match up.

Hope people try out the team, all the spreads atm are standard and can be found on trainer tower except for the Celesteela, where my only changes are dropping attack so still able to ohko 252 HP 4 Def Tapu Lele, adding 12 to speed to creep opposing Celesteela, and just throwing the rest into defence to beat mons such as Krookodile a little easier.
Really cool looking team dude! I just have a few questions about it since it involves some Pokemon that I have no personal experience with but I've heard can function well in the format.

Firstly, how consistent have you found Sludge Wave to be? How often do you find yourself honestly glad that you had Sludge Wave over Sludge Bomb, and have there been any situations where having Sludge Bomb would have won you the game/made it easier to win? I ask this because it seems like it would be rather restricting at times forcing you to switch in Oranguru/Celesteela or to Protect. The same I suppose can be said about Discharge on Tapu Koko but that is generally not the only Electric STAB they run and is necessitated by the popularity of Marowak, and to make Koko usable beside a Marowak of your own. It just seems like against quite a lot of common leads (ones that come to my head are Celesteela + Garchomp or Koko + Garchomp for example) you would be much more better off with a single target sludge bomb. Poison doesn't have the best neutral coverage and I imagine Sludge Wave misses out on a lot of KOs that you would get if it was single target (I haven't done any calcs so I may be wrong). Other than the rare case of a lead like Koko+Lele I can't imagine the benefits of the spread damage being worth the spread damage reduction and restrictive nature of the move. I've just never seen the move used on Nihilego, or really ever in my experience of playing VGC so you can probably understand by scepticism. Oh also, quick question, if you pick up a double KO from Instructing your Nihilego, does that still count as a kill from Nihilego and thus give you a double beast boost?

Next up Talonflame. Really I just want to ask how useful you find it. What kind of matchups do you feel comfortable bringing it to and how do you usually play it? Do you try to preserve Gale Wings to pick up priority KOs on things like Bulu or to set up priority Tailwind or do you kind of just play it as if it didn't have Gale Wings and just abuse its speed? I've seen it used on JackTheBattler's squad to hit 5th on the ladder, though his team looked pretty crazy with scarf Kartana, specs Lele and Focus Sash fully special no STAB Pheromosa so I'm not sure how well that team would work in best of 3's. I'm also not too sure how necessary all of that speed investment is. I still think a Jolly nature is important considering most Tapu Koko still outspeed base 110s and you want to outspeed that, but past a speed stat of 185 I don't really see what you gain from it. Other than being undersped by Weavile and opposing Talonflame, neither being all that common, you outspeed Whimsicott (meaning they can't Prankster Taunt you and set up their own Tailwind), Persian and all Modest Tapu Koko (and Timid ones only outspeeding base 110s, such as Markus Stadter's and Ray Rizzo's). There must be something that that little bit of extra HP lets you live, especially once factoring in things like recoil.

I like the idea of Psyshock on Oranguru considering many teams are EVing to survive hits from special monster like Lele and Koko.

And just something that I thought of after seeing your weaknesses could be replacing Celesteela with Kartana. It keeps the steel type for Nihilego, while giving you a solid answer to Krook and Gastrodon while not hurting your Kartana matchup. Of course you no longer have a flying type to EQ beside, but I personally feel that with Groundium Z + Oranguru and Talonflame + Protect on every single other mon you should be fine finding opportunities to EQ. Of course Kartana functions very differently to Celesteela and it may not be a perfect match for the team but I think it's worth consideration. I feel like something like the AV Kartana set that Ray Rizzo made a video on 2 days ago could potentially fit nicely.

But yeah, as I said really cool team. I was thinking of trying out Nihilego and this gave me quite a few cool ideas. I would love to see some replays with this team to see how it plays if you're planning to use it in the future.
 
#14
Here's Se Jun Park's recent team he's been using to ladder with on cart. He posted it here: http://blog.naver.com/wp2dmldkdlel/220899553824
Some anon on /vp/ translated the descriptions, I'm just reposting it here for others to use so it doesn't get lost.


Tapu Fini @ Choice Specs
Ability: Misty Surge
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Muddy Water
- Scald
- Dazzling Gleam
- Moonblast

Good offensive/defensive typing and bulk with 252 HP
Misty Terrain is mainly there to erase Psychic Terrain and Electric Terrain due to its slow speed, but also helps other mons tank Z-Draco Meteor. Protection against status conditions is a plus. (gives peace of mind against Discharge paralysis/Blizzard freezes)
Muddy Water can OHKO 252 HP A-Marowak, hits both mons so Gastrodon isn't as effective.
Mainly there to hit both mons hard with Choice Specs Muddy Water/Dazzling Gleam; Scald and Moonblast for Wide Guard shenanigans

Porygon-Z @ Choice Scarf
Ability: Adaptability
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Tri Attack
- Hyper Beam
- Ice Beam
- Dark Pulse

People expect Z-Conversion and attack instead of using Protect, so this set catches them off guard.
Adaptability Tri Attack has 37.5% chance of OHKOing 4 HP Tapu Koko; Ice Beam is for Garchomp.
Hyper Beam is for when he really needs the firepower. Dark Pulse is there to be able to hit A-Marowak with Arcanine/Kartana as partners.

Arcanine (F) @ Firium Z
Ability: Intimidate
Level: 50
EVs: 76 HP / 252 Atk / 4 Def / 12 SpD / 164 Spe
Adamant Nature
- Flare Blitz
- Wild Charge
- Extreme Speed
- Protect

Intimidate support + Fire type attacker partners well with Fini.
Z-Flare Blitz doesn't give recoil, and is pretty safe to click. Great against P2 and A-Muk.
Wild Charge is nice against Gyarados, Pelipper and Politoed with Gastrodon as a partner.
76 HP for Hail/Sandstorm, Speed investment is for +1 Xurkitree, Sp Def is for Download shenanigans.
Lead if Celesteela is on opposing team. Rest of the mons don't really care about Celesteela, so he can safely target down the other mons and set up a win condition with Celesteela vs. Arcanine.
(Having trouble translating his notes on Extremespeed other than "priority move with good power")

Kartana @ Focus Sash
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Protect

Also has good synergy with Fini, good against Water types and Tapus excluding Tapu Koko, and puts great offensive pressure when paired with P-Z.
Celesteela with Heavy Slam as its only attacking move can't do shit to it, which allows it to target down other mons.

Muk-Alola (F) @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 204 HP / 252 Atk / 44 Def / 4 SpD / 4 Spe
Adamant Nature
- Poison Jab
- Knock Off
- Shadow Sneak
- Protect

Great survivability with Figy Berry, strong against A-Marowak and Tapus.
Also good against Trick Room setters, and has a nice priority move in Shadow Sneak
No notes on EVs other than that its almost the same as the original team's EVs, and that he's thinking about changing Speed investment to counter other Marowaks investing in speed.
(This team is based on a team a friend of his found on Google after school finals)

Gastrodon-East @ Sitrus Berry
Ability: Storm Drain
Level: 50
EVs: 164 HP / 92 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Scald
- Ice Beam
- Sludge Bomb
- Protect

Good synergy with Arcanine against rain teams.
Also used against Tapu Koko and Garchomp (unless Groundium Z), who quickly become annoying if left alive.
No special notes on EVs, isn't really used unless opponent has Trick Room or has problems against Gastrodon. Can influence the opponent's choice of mons even when it isn't being used.
 
#15
Here's Se Jun Park's recent team he's been using to ladder with on cart. He posted it here: http://blog.naver.com/wp2dmldkdlel/220899553824
Some anon on /vp/ translated the descriptions, I'm just reposting it here for others to use so it doesn't get lost.


Tapu Fini @ Choice Specs
Ability: Misty Surge
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Muddy Water
- Scald
- Dazzling Gleam
- Moonblast

Good offensive/defensive typing and bulk with 252 HP
Misty Terrain is mainly there to erase Psychic Terrain and Electric Terrain due to its slow speed, but also helps other mons tank Z-Draco Meteor. Protection against status conditions is a plus. (gives peace of mind against Discharge paralysis/Blizzard freezes)
Muddy Water can OHKO 252 HP A-Marowak, hits both mons so Gastrodon isn't as effective.
Mainly there to hit both mons hard with Choice Specs Muddy Water/Dazzling Gleam; Scald and Moonblast for Wide Guard shenanigans

Porygon-Z @ Choice Scarf
Ability: Adaptability
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Tri Attack
- Hyper Beam
- Ice Beam
- Dark Pulse

People expect Z-Conversion and attack instead of using Protect, so this set catches them off guard.
Adaptability Tri Attack has 37.5% chance of OHKOing 4 HP Tapu Koko; Ice Beam is for Garchomp.
Hyper Beam is for when he really needs the firepower. Dark Pulse is there to be able to hit A-Marowak with Arcanine/Kartana as partners.

Arcanine (F) @ Firium Z
Ability: Intimidate
Level: 50
EVs: 76 HP / 252 Atk / 4 Def / 12 SpD / 164 Spe
Adamant Nature
- Flare Blitz
- Wild Charge
- Extreme Speed
- Protect

Intimidate support + Fire type attacker partners well with Fini.
Z-Flare Blitz doesn't give recoil, and is pretty safe to click. Great against P2 and A-Muk.
Wild Charge is nice against Gyarados, Pelipper and Politoed with Gastrodon as a partner.
76 HP for Hail/Sandstorm, Speed investment is for +1 Xurkitree, Sp Def is for Download shenanigans.
Lead if Celesteela is on opposing team. Rest of the mons don't really care about Celesteela, so he can safely target down the other mons and set up a win condition with Celesteela vs. Arcanine.
(Having trouble translating his notes on Extremespeed other than "priority move with good power")

Kartana @ Focus Sash
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Protect

Also has good synergy with Fini, good against Water types and Tapus excluding Tapu Koko, and puts great offensive pressure when paired with P-Z.
Celesteela with Heavy Slam as its only attacking move can't do shit to it, which allows it to target down other mons.

Muk-Alola (F) @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 204 HP / 252 Atk / 44 Def / 4 SpD / 4 Spe
Adamant Nature
- Poison Jab
- Knock Off
- Shadow Sneak
- Protect

Great survivability with Figy Berry, strong against A-Marowak and Tapus.
Also good against Trick Room setters, and has a nice priority move in Shadow Sneak
No notes on EVs other than that its almost the same as the original team's EVs, and that he's thinking about changing Speed investment to counter other Marowaks investing in speed.
(This team is based on a team a friend of his found on Google after school finals)

Gastrodon-East @ Sitrus Berry
Ability: Storm Drain
Level: 50
EVs: 164 HP / 92 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Scald
- Ice Beam
- Sludge Bomb
- Protect

Good synergy with Arcanine against rain teams.
Also used against Tapu Koko and Garchomp (unless Groundium Z), who quickly become annoying if left alive.
No special notes on EVs, isn't really used unless opponent has Trick Room or has problems against Gastrodon. Can influence the opponent's choice of mons even when it isn't being used.
Interesting. The core itself seems common. I find it weak to sash Nihilego and Flamethrower Celesteela. Gastrodon without Recover also seems risky, and can be taken out by Leech Seed Celesteela. Other than that, seems good. I agree, Wild Charge Arcanine is really impressive. It can score KO quickly.
 
#16
Really cool looking team dude! I just have a few questions about it since it involves some Pokemon that I have no personal experience with but I've heard can function well in the format.

Firstly, how consistent have you found Sludge Wave to be? How often do you find yourself honestly glad that you had Sludge Wave over Sludge Bomb, and have there been any situations where having Sludge Bomb would have won you the game/made it easier to win? I ask this because it seems like it would be rather restricting at times forcing you to switch in Oranguru/Celesteela or to Protect. The same I suppose can be said about Discharge on Tapu Koko but that is generally not the only Electric STAB they run and is necessitated by the popularity of Marowak, and to make Koko usable beside a Marowak of your own. It just seems like against quite a lot of common leads (ones that come to my head are Celesteela + Garchomp or Koko + Garchomp for example) you would be much more better off with a single target sludge bomb. Poison doesn't have the best neutral coverage and I imagine Sludge Wave misses out on a lot of KOs that you would get if it was single target (I haven't done any calcs so I may be wrong). Other than the rare case of a lead like Koko+Lele I can't imagine the benefits of the spread damage being worth the spread damage reduction and restrictive nature of the move. I've just never seen the move used on Nihilego, or really ever in my experience of playing VGC so you can probably understand by scepticism. Oh also, quick question, if you pick up a double KO from Instructing your Nihilego, does that still count as a kill from Nihilego and thus give you a double beast boost?

Next up Talonflame. Really I just want to ask how useful you find it. What kind of matchups do you feel comfortable bringing it to and how do you usually play it? Do you try to preserve Gale Wings to pick up priority KOs on things like Bulu or to set up priority Tailwind or do you kind of just play it as if it didn't have Gale Wings and just abuse its speed? I've seen it used on JackTheBattler's squad to hit 5th on the ladder, though his team looked pretty crazy with scarf Kartana, specs Lele and Focus Sash fully special no STAB Pheromosa so I'm not sure how well that team would work in best of 3's. I'm also not too sure how necessary all of that speed investment is. I still think a Jolly nature is important considering most Tapu Koko still outspeed base 110s and you want to outspeed that, but past a speed stat of 185 I don't really see what you gain from it. Other than being undersped by Weavile and opposing Talonflame, neither being all that common, you outspeed Whimsicott (meaning they can't Prankster Taunt you and set up their own Tailwind), Persian and all Modest Tapu Koko (and Timid ones only outspeeding base 110s, such as Markus Stadter's and Ray Rizzo's). There must be something that that little bit of extra HP lets you live, especially once factoring in things like recoil.

I like the idea of Psyshock on Oranguru considering many teams are EVing to survive hits from special monster like Lele and Koko.

And just something that I thought of after seeing your weaknesses could be replacing Celesteela with Kartana. It keeps the steel type for Nihilego, while giving you a solid answer to Krook and Gastrodon while not hurting your Kartana matchup. Of course you no longer have a flying type to EQ beside, but I personally feel that with Groundium Z + Oranguru and Talonflame + Protect on every single other mon you should be fine finding opportunities to EQ. Of course Kartana functions very differently to Celesteela and it may not be a perfect match for the team but I think it's worth consideration. I feel like something like the AV Kartana set that Ray Rizzo made a video on 2 days ago could potentially fit nicely.

But yeah, as I said really cool team. I was thinking of trying out Nihilego and this gave me quite a few cool ideas. I would love to see some replays with this team to see how it plays if you're planning to use it in the future.
Thanks for your reply and comments on the team. :] I'll try keep my reply as short as I can since I don't wanna fill this place with discussion about this one team haha.

I definitely have experienced some situations where Sludge Bomb would have been better, but also situations that really warrant running Sludge Wave too, being able to threaten no bulk Tapu Koko with a guaranteed OHKO and chip (or more than just chip depending on the partner) to its partner is something I've found useful, plus very much like how you said yourself, poison coverage isn't hitting much, you primarily click poison move vs Fairies, and Bulu plus Koko are OHKO'd by Sludge Wave and Lele plus Fini live non life orb/specs sludge bomb all the time anyway. For me the biggest con of wave is you can't OHKO opposing Lele after a beast boost, but I feel my match up vs Lele isn't too uncomfortable.

As for Talonflame it definitely has its uses, like I said in my original post its primarily there to check opposing Kartana and Celesteela, so I'm much more inclined to bring it when I see one or both of them, and for those situations I do use it for its speed more so for Gale Wings and of course opt for Jolly nature because I don't like speed ties with Gengar and having the ability to use the Inferno Overdrive somewhat makes up for the loss of damage from not running adamant. As for Gale Wings the only time I really find myself making use of it is vs opposing Koko so my other mons can out speed it (for example I can tailwind into eq with chomp if my opponent tries to volt switch or other electric move vs tflame, which has happened a fair amount of times), vs rain if for example my opponent's rain abuser are low, and vs trick room so for example I can threaten an already chipped Araquanid with brave bird or something, or like I said just to match opposing tailwinds.

AV Kartana isn't something I've looked at too much, I've always favoured sash and always thought AV looked bad on paper because of its minuscule spdef and how you typically drop attack evs for bulk which without beast boosts isn't doing smart strike at 70 base power any favours haha, its definitely something I'll experiment with on this team though since like you said it does match up those weaknesses I mention without creating any blatantly obvious holes in the team. As for replays I definitely plan on climbing the ladder a bit further with this team, I only stopped because I've been busy lately hence the late reply but I can definitely save some replays for when I get back to laddering.
 
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Play on Birds

formerly The Fifth Whisper
#17
Putting in my two cents. Here's a team I've been using since the start of the season, I packed it for an MSS where I piloted it very poorly, as well as took it to 1600 on Showdown and took an older variant of it for R1 of the Smogon Open. I used Wolfe Glick's infamous Salamence/Muk/Magnezone/Tapu Bulu core as a starting point and made some minor adjustments to help keep up with the metagame. I think I'm moving on to something else now, so no hesitance putting it up here for the sample team thread. Here we go.

By offering this team I'm hoping to add something a bit more standard that is currently not on the list of teams at the top of the thread -- bulky offense. This team has both a long-game mode in Magnezone/Tapu Bulu/Muk/Politoed as well as a faster and more offensive mode in Salamence and Ninetales.



Alright, Fifth, what's going on here? Let's take the crew one by one.

Salamence @ Dragonium Z

Ability: Intimidate
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flamethrower
- Substitute
- Protect

Salamence is one of your heaviest hitters and can oftentimes remove two or more pokémon from the game thanks to the combination of Z-Draco Meteor's incredibly high damage, followed up with a solid chunk from a still-neutral-statted regular Draco Meteor afterwards. There's nothing special in the EV spread here, maximizing Special Attack and Speed for obvious reasons, but we purposefully invest our 4 points in Special Defense due to the following calcs;

252 SpA Life Orb Tapu Koko Thunderbolt vs. 4 HP / 0 SpD Salamence in Electric Terrain: 148-175 (86.5 - 102.3%) -- 18.8% chance to OHKO

252 SpA Life Orb Tapu Koko Thunderbolt vs. 0 HP / 4 SpD Salamence in Electric Terrain: 144-172 (84.7 - 101.1%) -- 6.3% chance to OHKO

Furthermore, if for whatever reason you end up in a situation where you end in a 1v1 against Porygon2, Porygon's Download will activate an Attack Boost and give you two chances to Draco Meteor instead of one.

It is advisable to play Salamence carefully if the other player has any Fairies in the back; losing your Z-Draco Meteor to an immunity is a massive loss of momentum. Removing even one pokémon and keeping Salamence around to cycle Intimidate also helps you work towards a situation where the other player only has two pokémon left and can no longer switch out to nullify the effects of Politoed's Perish Song, which acts as an extra win condition against less-offensive teams.

Be very careful and don't bring Salamence against Tapu Fini teams unless you're really, really sure you need it.



Muk-Alola @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 220 HP / 252 Atk / 36 Spe
Adamant Nature
- Knock Off
- Poison Jab
- Shadow Sneak
- Protect

I cannot even begin to emphasize how yamsing good Muk is. This pokémon is so strong guys, so strong. Thanks to its natural bulk, 105hp / 75def / 100spdef, and its typing (only weak to Ground? C'mon!) combined with Gluttony and FIGY BERRY (don't let anyone tell you to run a different one, Figy's the best), there are very few situations where Muk cannot activate Figy Berry and gain an extra 50% of its base health to stay around on the field for several more turns than you would expect. For those who don't know, Gluttony allows Muk to eat its berry when below 50% health instead of 25%, so the only way to deny Muk from consuming its berry is to chunk it to ~60% and finish it off with a nuke.

Things that are a little odd here; the EV spread does nothing in particular other than maximizing Muk's Attack and creeping a little in the hopes of outspeeding most Marowak, which has recently been happening less and less often. If you're concerned about your defensive calcs, PokeAlex ran 188HP / 244 Atk / 44 Def / 20 SpDef / 12 Spe to take things like Gyarados's Hydro Vortex and Choice Specs Torkoal's Eruption. It's probably a better spread. On this team I strongly recommend packing Shadow Sneak to help finish off low-health targets, like Tapu Koko after taking a Poison Jab or Raichu after taking a Knock Off in case it's holding a Z-Crystal or Focus Sash.

It's not uncommon to lead Salamence + Muk and just start chipping away at the enemy team; whether you go for an instant knock out with Z-Draco Meteor or decide to play passively and try to Substitute for momentum while Muk systematically removes the opposing team's items one at a time. It's good.



Magnezone @ Leftovers
Ability: Magnet Pull
Level: 50
EVs: 188 HP / 68 Def / 100 SpA / 108 SpD / 44 Spe
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Substitute
- Protect

Here's an odd Magnezone. Due to the omnipresence of Tapus in this metagame and the fact that Muk oftentimes has to dedicate itself to removing other threats from the enemy team, Magnezone will also end up firing into a bunch of Island Gods if you choose to bring it to a match. Thanks to its ability, Magnet Pull, Magnezone is also good at trapping pokémon like Celesteela on the field and then rendering it useless thanks to Substitute, denying its Leech Seed, and not taking any damage from Heavy Slam. Magnezone can also help you take on both Rain and Hail teams, though they've fallen in usage recently. With Leftovers and Substitute, oftentimes Magnezone can work itself into a position where it becomes an un-answerable killing machine thanks to its passive regeneration and myriad resistances. While Leftovers might seem trivial when you could run something like Iapapa Berry (which I've considered!), Magnezone can often find several turns to heal over even in short games, and in long ones the infinite healing can be incredibly useful.



Tapu Bulu @ Lum Berry
Ability: Grassy Surge
Level: 50
EVs: 252 HP / 28 Atk / 140 Def / 28 SpD / 60 Spe
Adamant Nature
- Horn Leech
- Leech Seed
- Substitute
- Protect

No sprite. Sue me.

Honestly the most underwhelming member of the team, but still necessary. With both Magnezone and Muk incredibly weak to ground-spammers like Garchomp and Krookodile, Grassy Terrain helps minimize their damage. This spread takes max-attack Celesteela's Heavy Slam, allowing you to Leech Seed it and then proceed to protect/substitute stall its health away in the 1v1. Leech Seed also provides a neat piece of extra passive healing, and usually forces opposing players to switch out defensive pokémon like Mandibuzz, which suddenly just become extra health for my team. Horn Leech does excellent damage under Grassy Terrain, and the regeneration it provides is also incredible. In recent days I've been finding Leech Seed and Substitute progressively less useful, however, so I would recommend testing out options like Wood Hammer and Superpower over them, to increase your damage output and to help take down enemy steel-types like Magnezone, which are otherwise very difficult to deal with. Lum Berry helps deter Scald and Will-o-Wisp burns mostly, though it also helps to know you can take Tri-Attacks from Porygon2 without fearing random status.



Politoed @ Sitrus Berry
Ability: Drizzle
Level: 50
EVs: 244 HP / 76 Def / 76 SpA / 108 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Encore
- Perish Song
- Protect

Hi there, Kermit. Politoed offers a pretty decent damage output thanks to rain-boosted Scalds, chipping down threats to put them into range of Magnezone, Muk, and Tapu Bulu's attacks. Thanks to this EV spread combined with Tapu Bulu's EV spread, if you lead these two pokémon together against Porygon2 (which you might do against hard-Trick Room teams) you'll deny their Special Attack boost. You'll also go faster than your Magnezone, allowing you to Scald KO Marowaks and follow up with a Thunderbolt if you feel the need to. Encore allows you to pin slow enemy pokémon into awkward moves, most commonly Celesteela's Protects, Substitutes, and Leech Seeds but occasionally you'll find the opportunity to use it elsewhere as well. Denying enemy Porygon2s' Trick Rooms and Recovers, and Gastrodon's Recovers, can help you put them in an awkward situation. While I lost this particular match, one example of this utility can be seen on this Battle Video from an MSS I played at: K5EW-WWWW-WWW4-8GQ4 . tldw; In the endgame, I nearly pull his high-health Gastrodon into range of Magnezone's Flash Cannon by Encoring it into Protect and Encoring his Gigalith into Earthquake, slowly forcing him to whittle down his own Gastrodon as Magnezone bought time with Substitute and Protect.

In terms of other neat things, as I mentioned under the Salamence section, Perish Song offers a win condition should you be able to whittle the opponent's team down to a 4v2 or 3v2, or even 2/1v2 if Politoed is the slowest pokémon on the field. In the prior cases, should you have three (3) or more pokémon left after Politoed uses Perish Song, the game is typically over. You can double Protect the first turn, let them take kills the second turn, and Protect with what's left on the final turn to end the game in your favor. If you have fewer pokémon you'll have to play a little trickier and hope that Politoed can take a few hits.

Interestingly, leading Politoed against Eeveemancy->Pass teams forces them to play differently, as the effects of Perish Song can be passed through Baton Pass. It's NOT an auto-win, as they can Psych Up the boosts onto another pokémon without the Perish Song effect with some smart switching, but it can help out.

Poli's neat.



Ninetales-Alola @ Focus Sash
Ability: Snow Warning
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Freeze-Dry
- Aurora Veil
- Protect

Wait a second, Fifth? Don't you already have one weather activator on this team?

Originally this slot was a Gigalith to help answer Trick Room teams (this team doesn't particularly enjoy playing against things like Araquanid given four turns of speed control) but I found it just wasn't pulling the weight it needed to. Ninetales helps out with fast Blizzard spam, and helps check enemy water-types with Freeze-Dry. For example, if you lead Salamence/Muk against a rain team lead of Pelipper and Golduck, you can switch Salamence out to Ninetales to break Pelipper's sash with hail chip before forcing it to switch out to avoid dying to Freeze-Dry and losing the weather war.

If Ninetales forces your opponent into an awkward spot, Aurora Veil can help out by increasing the bulk of your other pokémon, allowing bizarre things like Salamence to take scarf Tapu Lele's Moonblast, or just allowing your other attackers to weather a lot more punishment while striking back just as hard as usual. Ninetales also helps check Garchomp, which the team otherwise has difficulties taking down, and Blizzard helps freeze things.


That's the most of it. Can't figure out how to work spoilers here, so importable below.

http://pastebin.com/DxA7Dbw6
 

Pocket

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#18
The sample teams in the OP are great, but I'd like to see some updated teams that reflect the current trends, such as ones involving Tapu Fini, Arcanine, Kartana, Garchomp, etc.
 
#19
A new and updated variant of Wolfeys team I find plenty of success with

Garchomp @ Groundium Z
Ability: Rough Skin
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Fire Fang
- Earthquake
- Protect

Muk-Alola @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 212 HP / 132 Atk / 116 Def / 44 SpD / 4 Spe
Adamant Nature
- Shadow Sneak
- Protect
- Knock Off
- Poison Jab

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Shadow Ball
- Thunderbolt

Arcanine @ Aguav Berry
Ability: Intimidate
Level: 50
EVs: 12 HP / 252 Def / 4 SpA / 236 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Snarl
- Flamethrower
- Protect

Porygon2 @ Eviolite
Ability: Download
Level: 50
EVs: 248 HP / 116 Def / 116 SpA / 28 SpD
Modest Nature
IVs: 0 Atk
- Tri Attack
- Ice Beam
- Recover
- Shadow Ball

Tapu Fini @ Leftovers
Ability: Misty Surge
Level: 50
EVs: 252 HP / 212 Def / 44 SpA
Bold Nature
IVs: 0 Atk
- Swagger
- Heal Pulse
- Moonblast
- Scald
Garchomp is your main attacker. He is the reciver of the swaggers from Tapu Fini. Tapu Fini is the slowest of the Tapus so her terrain will always be the one up against the common threats. Its EVs are pretty standard, because outspeeds and damage are important.

Tapu Fini is the big supporter here, and with its terrain, Swagger won't confuse Garchomp. Heal pulse is there for healing your partner, if they dont get OHKOd. Its EVS are to specifically make Horn Leech from Adamant 252 Attack Tapu Bulu a 3HKO. I chose Leftovers for sustain in battle

Alolan Muk is a counter for trick room and other Tapus. Muk also is an alternate for Garchomp. Gluttony and Figy berry are there for easy back to more than half of your health. The attack EVs are to gaurentee that Poision Jab and Shadow sneak (with no poision) takes out Tapu Koko. The Special Defense EVs are to make Tapu Koko Thunderbolt a 3HKO

Tapu Lele is a back up sweeper. It dishes out tons of damage with the Modest Nature. Evs are standard for Scarfed mons. It overall is one of the hardest hitting mons on the team.

Arcanine is for 1 major purpose, Celesteela
It also can reduce attacks to nothing with snarl and will o wisp. Aguav berry for extra health and morning sun helps after. EVs are to live EQ from Garchomp and Water attacks flying everywhere.

Porygon2 is your huge bulky sweeper. EVs are to live Wood Hammer (I belive) and enough sp.atk to do major damage to Tapu Lele

This team works very well for me and please leave any feedback you have for my team :)
 
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#20
A new and updated sample team I find plenty of success with

Garchomp @ Groundium Z
Ability: Rough Skin
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Fire Fang
- Earthquake
- Protect

Muk-Alola @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 212 HP / 132 Atk / 116 Def / 44 SpD / 4 Spe
Adamant Nature
- Shadow Sneak
- Protect
- Knock Off
- Poison Jab

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Shadow Ball
- Thunderbolt

Arcanine @ Aguav Berry
Ability: Intimidate
Level: 50
EVs: 12 HP / 252 Def / 4 SpA / 236 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Snarl
- Flamethrower
- Morning Sun

Porygon2 @ Eviolite
Ability: Download
Level: 50
EVs: 248 HP / 116 Def / 116 SpA / 28 SpD
Modest Nature
IVs: 0 Atk
- Tri Attack
- Ice Beam
- Recover
- Shadow Ball

Tapu Fini @ Leftovers
Ability: Misty Surge
Level: 50
EVs: 252 HP / 212 Def / 44 SpA
Bold Nature
IVs: 0 Atk
- Swagger
- Heal Pulse
- Moonblast
- Scald
Garchomp is your main attacker. He is the reciver of the swaggers from Tapu Fini. Tapu Fini is the slowest of the Tapus so her terrain will always be the one up against the common threats. Its EVs are pretty standard, but outspeeds and damage are important, and the nature can also be adamant. Depends on if you want to speed tie with other Garchomps

Tapu Fini is the big supporter here, and with its terrain, Swagger won't confuse Garchomp. Heal pulse is there for healing your partner, if they dont get OHKOd. Its EVS are to specifically make Horn Leech from Adamant 252 Attack Tapu Bulu a 3HKO. I chose Leftovers for sustain in battle

Alolan Muk is a counter for trick room and other Tapus. Muk also is an alternate for Garchomp. Gluttony and Figy berry are there for easy back to more than half of your health.

Tapu Lele is a back up sweeper. It dishes out tons of damage with the Modest Nature. Evs are standard for Scarfed mons. It overall is one of the hardest hitting mons on the team.

Arcanine is for 1 major purpose, Celesteela
It also can reduce attacks to nothing with snarl and will o wisp. Aguav berry for extra health and morning sun helps after. EVs are to live EQ from Garchomp and Water attacks flying everywhere.

Porygon2 is your huge bulky sweeper. EVs are to live Wood Hammer (I belive) and enough sp.atk to do major damage to Tapu Lele

This team works very well for me and please leave any feedback you have for my team :)
Firstly you really should say that this is your version of Wolfey's team to give credit where credit is due.
Adamant Garchomp wouldn't really make all that much sense since after a +2 it should have plenty of fire power and Adamant makes it get outsped by relevant things that it doesn't want to be outsped by, such as Timid base 95s like Arcanine and Lele. The Fini benchmarks are redundant, considering any Bulu running that much attack investment will likely be running Wood Hammer, which has a chance to OHKO (and is guaranteed to OHKO in grassy terrain, which is likely considering how easily Bulu switches in on Fini while the inverse not being true), and likely running a boosting item like Meadow Plate or Miracle Seed. Even then, your calc is wrong.
252+ Atk Tapu Bulu Horn Leech vs. 252 HP / 212+ Def Tapu Fini: 98-116 (55.3 - 65.5%) -- guaranteed 2HKO after Leftovers recovery
Even if the calc was right though, Bulu isn't the most common thing ever nowadays. You'd be better off calcing for Kartana. You don't explain your Muk spread. Not running Dazzling Gleam on Lele seems strange considering how situational the other moves are. Your Arcanine spread is unoptimised, you're better off investing in HP than splitting your defences. 252 HP / 100 Def with a Bold nature lives 2 -1 Jolly Garchomp EQs which is just as well as your current Arcanine. Running no speed seems like a bad idea, and I personally value Protect over Morning Sun. Trick Room-less P2 is bad.
 
#21
I might as well post his here then since I'm not using this team as-is any more. Here's the team I used to come top 4 at a PC a week and a half ago:

Muk-Alola @ Iapapa Berry
Ability: Gluttony
Level: 50
EVs: 188 HP / 244 Atk / 44 Def / 20 SpD / 12 Spe (credit goes to trainer tower)
Careful Nature
- Knock Off
- Poison Jab
- Protect
- Taunt

Kartana @ Focus Sash
Ability: Beast Boost
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Detect

Arcanine @ Sitrus Berry
Ability: Intimidate
Level: 50
EVs: 252 HP / 4 Atk / 100 Def / 148 SpD / 4 Spe (credit goes to P3DS )
Impish Nature
- Morning Sun
- Will-O-Wisp
- Roar
- Flare Blitz

Porygon2 @ Eviolite
Ability: Download
Level: 50
EVs: 252 HP / 92 Def / 164 SpD (credit goes to trainer tower)
Sassy Nature
IVs: 0 Atk / 0 Spe
- Tri Attack
- Ice Beam
- Recover
- Trick Room

Tapu Fini @ Waterium Z
Ability: Misty Surge
EVs: 252 HP / 228 SpA / 28 SpD (survives porygon-z hyper beam)
Modest Nature
IVs: 0 Atk
- Muddy Water
- Reflect
- Moonblast
- Protect


Goodra @ Assault Vest
Ability: Sap Sipper
Level: 50
EVs: 188 HP / 164 Def / 156 SpA (credit goes to trainer tower)
Modest Nature
IVs: 0 Atk
- Dragon Pulse
- Sludge Bomb
- Thunderbolt
- Flamethrower


It started out with wanting to make a team around the "double slug" core of goodra and gastrodon, with nihilego as a third, but as I built around it eventually I dropped the latter two.

I like to play bulky offence since I'm not great at team preview and I want a team where I can switch it around and bulk the hits. Porygon2 seemed like a good fit as trick room is fantastic in this meta and not a whole lot can OHKO p2 -- it's basically my blanket check to a lot of things.

Kartana helps immensely against things this team is weak to and although I've fiddled with other things in its slot, nothing else comes close. It has a focus sash because goodra needs the AV to function, and I like having access to protect.

Goodra itself just soaks up so many special hits and deals good damage back. It can even survive two lele moonblasts most of the time. It's also one of my celesteela and kartana checks, since it can't be hit by leaf blade or leech seed. The moves are mostly for coverage on this team -- goodra has a huge movepool so it can be easily tailored to deal with things you struggle against.

Muk is fantastic in this meta. It survives for a long time and knocks off items and kills tapus. Taunt is for opposing hard trick room, though since my team is so bulky as it is, opposing trick room isn't really a big problem. I also use it to stop things like roar and other status moves.

Arcanine is another celesteela and kartana counter. I like flare blitz over flamethrower because of its higher base power and how it does more damage to things I want to hit with it, like celesteela, tapu lele, and so on. Celesteela likes to get SpD boosts so this helps there too. I really like morning sun on arcanine since it helps it stick around so much longer especially when it's a crucial member of the team and tends to get focused down. Morning sun and sitrus berry help offset the recoil from flare blitz. Will-o-wisp might not make much sense with misty terrain, but I use it a lot in games where tapu fini doesn't have a good matchup, and it's also useful to help against all the physical attackers in this meta.

I wanted a bulky water in the last slot and tapu fini seems to work here. It's easily the most replaceable pokemon on this team though. Reflect helps against the physical attackers this team struggles against, and waterium Z gives it some extra offense so it can't be taken advantage of as easily.

The team served me well but it has its flaws. Garchomp is a problem for this team, as I have no ground resists, and a well-supported one can dispatch most things, especially if porygon2 is taken out early. Opposing muk is another problem, as I have no way to get rid of it quickly and it can knock off the items that my team heavily relies on. I lost in top four to a core of garchomp + gyarados + magnezone, which this team doesn't really have any good way to deal with besides chipping things down.
 
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#22
Firstly you really should say that this is your version of Wolfey's team to give credit where credit is due.
Adamant Garchomp wouldn't really make all that much sense since after a +2 it should have plenty of fire power and Adamant makes it get outsped by relevant things that it doesn't want to be outsped by, such as Timid base 95s like Arcanine and Lele. The Fini benchmarks are redundant, considering any Bulu running that much attack investment will likely be running Wood Hammer, which has a chance to OHKO (and is guaranteed to OHKO in grassy terrain, which is likely considering how easily Bulu switches in on Fini while the inverse not being true), and likely running a boosting item like Meadow Plate or Miracle Seed. Even then, your calc is wrong.
252+ Atk Tapu Bulu Horn Leech vs. 252 HP / 212+ Def Tapu Fini: 98-116 (55.3 - 65.5%) -- guaranteed 2HKO after Leftovers recovery
Even if the calc was right though, Bulu isn't the most common thing ever nowadays. You'd be better off calcing for Kartana. You don't explain your Muk spread. Not running Dazzling Gleam on Lele seems strange considering how situational the other moves are. Your Arcanine spread is unoptimised, you're better off investing in HP than splitting your defences. 252 HP / 100 Def with a Bold nature lives 2 -1 Jolly Garchomp EQs which is just as well as your current Arcanine. Running no speed seems like a bad idea, and I personally value Protect over Morning Sun. Trick Room-less P2 is bad.
Ok. Credit Has been Given.

I personally run Jolly Garchomp over adamant and I assume nobody should use adamant so I will edit that later.

Thanks for the advice and I will edit this a lot soon
 

Jio

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#23
Ok, giant post time! I wanted to wait until we had enough entries before I updated the archive, and I think now is as good a time as ever.

So before I actually get into this just know that a lot of thought was put into deciding which teams get put up as samples. Since Smogon VGC is all about guiding new players towards VGC I figured one of the best ways to get the ball rolling would be to try out teams that have featured successful cores or move sets. Every metagame goes through phases and I want to highlight each of the most popular trends from a certain phase so that a new player can pick it up and get an idea of how people team build. If you're team got rejected then don't take it the wrong way, but some of the others teams did a better job at showing off what worked best at the time and are the easiest for newer players to pick up.

So with that out of the way:

R-B-Y 's team showcases early bulk squad featuring Celesteela, Arcanine, Gastrodon. Celesteela was already a dominant force in the metagame, but the added utility from Arcanine and Gastrodon allowed it to be even more of a nuisance. Arcanine provided damage control with Snarl, Intimidate, and Will-O-Wisp as well as a powerful nuke option with Inferno Overdrive which was capable of obliterating other Celesteela. Gastrodon was a hard stop for Marowak and Tapu Koko and also did decently well against popular Rain teams by being able to absorb Rain boosted Hydro Vortex. The team also features Gigalith which performed well at the London International and has picked up popularity ever since.

Celesteela @ Leftovers
Ability: Beast Boost
Level: 50
EVs: 228 HP / 44 Atk / 116 Def / 116 SpD / 4 Spe
Adamant Nature
- Heavy Slam
- Leech Seed
- Substitute
- Protect

Arcanine @ Firium Z
Ability: Intimidate
Level: 50
EVs: 252 HP / 52 Def / 128 SpA / 76 SpD
Bold Nature
- Will-O-Wisp
- Burn Up
- Snarl
- Protect

Gastrodon-East @ Sitrus Berry
Ability: Storm Drain
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Recover
- Protect

Gigalith @ Assault Vest
Ability: Sand Stream
Level: 50
EVs: 244 HP / 252 Atk / 12 SpD
Adamant Nature
- Rock Slide
- Explosion
- Earthquake
- Heavy slam

Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling gleam
- Protect
- Grass knot

Garchomp @ Groundium Z
Ability: Sand Veil
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- earthquake
- Poison jab
- Dragon Claw
- Protect


Sejun's team was one of the first to pilot Specs Tapu Fini and Scarf Porygon-Z. Z-Conversion Porygon-Z is decent on its own, but Hyper Beam was able to blow holes through plenty of teams that were ill prepared for it. Choice Specs Tapu Fini was surprisingly very effective at applying pressure to teams and had plenty of success during Dallas regionals.

Tapu Fini @ Choice Specs
Ability: Misty Surge
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Muddy Water
- Scald
- Dazzling Gleam
- Moonblast

Porygon-Z @ Choice Scarf
Ability: Adaptability
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Tri Attack
- Hyper Beam
- Ice Beam
- Dark Pulse

Arcanine (F) @ Firium Z
Ability: Intimidate
Level: 50
EVs: 76 HP / 252 Atk / 4 Def / 12 SpD / 164 Spe
Adamant Nature
- Flare Blitz
- Wild Charge
- Extreme Speed
- Protect

Kartana @ Focus Sash
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Protect

Muk-Alola (F) @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 204 HP / 252 Atk / 44 Def / 4 SpD / 4 Spe
Adamant Nature
- Poison Jab
- Knock Off
- Shadow Sneak
- Protect

Gastrodon-East @ Sitrus Berry
Ability: Storm Drain
Level: 50
EVs: 164 HP / 92 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Scald
- Ice Beam
- Sludge Bomb
- Protect


The Fifth Whisper 's team showcases Salamence, Tapu Bulu, Magnezone, Politoed, and Muk which were all featured on Wolfe Glick's London International team. Even though it's a bit outdated, its still important to note how Tapu Bulu, Magnezone, Politoed, and Muk formed a solid defensive core. Grassy Terrain neuters Earthquake's damage against Magnezone and Muk while Magnezone very much appreciates Rain from Politoed to weaken Fire- type attacks. While Magnezone, Muk, Politoed can't do too much to Gastrodon Tapu Bulu is there to wipe it off the field whenever it wants.

Salamence @ Dragonium Z
Ability: Intimidate
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flamethrower
- Substitute
- Protect

Muk-Alola @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 220 HP / 252 Atk / 36 Spe
Adamant Nature
- Knock Off
- Poison Jab
- Shadow Sneak
- Protect

Magnezone @ Leftovers
Ability: Magnet Pull
Level: 50
EVs: 188 HP / 68 Def / 100 SpA / 108 SpD / 44 Spe
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Substitute
- Protect

Tapu Bulu @ Lum Berry
Ability: Grassy Surge
Level: 50
EVs: 252 HP / 28 Atk / 140 Def / 28 SpD / 60 Spe
Adamant Nature
- Horn Leech
- Leech Seed
- Substitute
- Protect

Politoed @ Sitrus Berry
Ability: Drizzle
Level: 50
EVs: 244 HP / 76 Def / 76 SpA / 108 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Encore
- Perish Song
- Protect

Ninetales-Alola @ Focus Sash
Ability: Snow Warning
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Freeze-Dry
- Aurora Veil
- Protect


Pyritie 's team is a bit of a modern bulk squad which shows off Arcanine, Kartana, and Tapu Fini which is otherwise known as the "AFK" core. Arcanine is the standard bulky set but features Roar in order to combat Trick Room teams. Kartana is a solid Pokemon in the format as it is able to effectively deal with most Fairy- and Water- types as well as having great type synergy with Arcanine and Tapu Fini. Tapu Fini is a bulkier set this time around with Reflect to buff the team's defensive capability even further. The team also features Goodra which has been a bit of a rogue pick in the format, but has been surprisingly effective at walling certain threats with its great natural bulk.

Muk-Alola @ Iapapa Berry
Ability: Gluttony
Level: 50
EVs: 188 HP / 244 Atk / 44 Def / 20 SpD / 12 Spe (credit goes to trainer tower)
Careful Nature
- Knock Off
- Poison Jab
- Protect
- Taunt

Kartana @ Focus Sash
Ability: Beast Boost
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Detect

Arcanine @ Sitrus Berry
Ability: Intimidate
Level: 50
EVs: 252 HP / 4 Atk / 100 Def / 148 SpD / 4 Spe (credit goes to P3DS )
Impish Nature
- Morning Sun
- Will-O-Wisp
- Roar
- Flare Blitz

Ability: Download
Level: 50
EVs: 252 HP / 92 Def / 164 SpD (credit goes to trainer tower)
Sassy Nature
IVs: 0 Atk / 0 Spe
- Tri Attack
- Ice Beam
- Recover
- Trick Room

Ability: Misty Surge
EVs: 252 HP / 228 SpA / 28 SpD (survives porygon-z hyper beam)
Modest Nature
IVs: 0 Atk
- Muddy Water
- Reflect
- Moonblast
- Protect

Ability: Sap Sipper
Level: 50
EVs: 188 HP / 164 Def / 156 SpA (credit goes to trainer tower)
Modest Nature
IVs: 0 Atk
- Dragon Pulse
- Sludge Bomb
- Thunderbolt
- Flamethrower


Rayquaza64 's team is fairly standard but features Swagger Tapu Fini which was piloted by Wolfe Glick at Athen's Regionals. Swagger Tapu Fini is solid as it can freely Swagger its partners and prevent confusion because of its own Misty Terrain. Swagger Tapu Fini isn't exactly a new idea, but has been under the radar for a while and deserves some more praise.
Garchomp @ Groundium Z
Ability: Rough Skin
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Fire Fang
- Earthquake
- Protect

Muk-Alola @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 212 HP / 132 Atk / 116 Def / 44 SpD / 4 Spe
Adamant Nature
- Shadow Sneak
- Protect
- Knock Off
- Poison Jab

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Shadow Ball
- Thunderbolt

Arcanine @ Aguav Berry
Ability: Intimidate
Level: 50
EVs: 12 HP / 252 Def / 4 SpA / 236 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Snarl
- Flamethrower
- Morning Sun

Porygon2 @ Eviolite
Ability: Download
Level: 50
EVs: 248 HP / 116 Def / 116 SpA / 28 SpD
Modest Nature
IVs: 0 Atk
- Tri Attack
- Ice Beam
- Recover
- Shadow Ball

Tapu Fini @ Leftovers
Ability: Misty Surge
Level: 50
EVs: 252 HP / 212 Def / 44 SpA
Bold Nature
IVs: 0 Atk
- Swagger
- Heal Pulse
- Moonblast
- Scald


Paul Chua's team is what he used to win Athen's Regional recently. There's not much I can say about it personally besides it making use of Twinkle Tackle Tapu Koko which is not seen much anywhere, but easily OHKO's Garchomp while Life Orb Dazzling Gleam is a roll.

Kartana @ Focus Sash
Ability: Beast Boost
Level: 50
EVs: 6 HP / 252 Atk / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Protect

Araquanid @ Mystic Water
Ability: Water Bubble
Level: 50
EVs: 252 HP / 252 Atk / 6 SpD
Adamant Nature
- Liquidation
- Toxic
- Wide Guard
- Protect

Tapu Koko @ Fairium Z
Ability: Electric Surge
Level: 50
EVs: 6 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Taunt
- Protect

Muk-Alola @ Iapapa Berry
Ability: Gluttony
Level: 50
EVs: 204 HP / 252 Atk / 44 Def / 4 SpD / 4 Spe
Adamant Nature
- Poison Jab
- Knock Off
- Shadow Sneak
- Protect

Arcanine @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 4 Def / 4 SpA / 92 SpD / 156 Spe
Calm Nature
IVs: 0 Atk
- Flamethrower
- Snarl
- Will-O-Wisp
- Roar

Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 92 Def / 20 SpA / 140 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Trick Room
- Recover
- Shadow Ball


that's it for now!
 
#24
Paul's Muk definitely had Imprison. I can't be sure about Shadow Ball on P2 or Toxic on Araquanid or some of the spreads but everything else seems fine. I'm also not sure what you mean by 'Life Orb Dazzling Gleam is a roll.' If you mean Timid LO HP Ice then you're right, but not even Modest LO Dazzling Gleam comes close to an OHKO.
 

Jio

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#25
Paul's Muk definitely had Imprison. I can't be sure about Shadow Ball on P2 or Toxic on Araquanid or some of the spreads but everything else seems fine. I'm also not sure what you mean by 'Life Orb Dazzling Gleam is a roll.' If you mean Timid LO HP Ice then you're right, but not even Modest LO Dazzling Gleam comes close to an OHKO.
Thanks for both catches. I had single target damage when I calc'd vs the Garchomp.

Thank You, also is that R.Mika or am i crazy?
You probably figured this out by now, but yes that's R. Mika :]