Introduction: Ladies and Gents, I'm relatively new to VGC so i just wanted to run my team by you.
Through watching matches and practicing on showdown, I've noticed weather (at least at this point in the Meta) is very important, so I chose Sand as my counter to the other three.
Gigalith @ Rockium Z
Ability: Sand Stream
Level: 50
EVs: 244 HP / 12 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Rock Slide
- Heavy Slam
- Wide Guard
- Protect
Basic: My weather setter. Gigalith is the second slowest of the bunch so its guarunteed to get Sand up against everyone except Torkoal. In that case, I bring Gigalith in the back.
Spreads: 244 HP to maximize longevity and Max Sdef/Sassy nature since its Physical defense is high enough already, although I am considering spreading that around a bit more. Min speed so i have something that can function in Trick Room.
Moves: I believe this could be a relatively standard moveset - Rock Slide for STAB, Heavy Slam to hit Fairies (I can't imagine how much that would hurt), Wide Guard and Protect for obvious reasons.
Tapu Bulu @ Grassium Z
Ability: Grassy Surge
Level: 50
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Leech Seed
- Horn Leech
- Wood Hammer
- Protect
Basic: One of two Tapus on my team, I like how hard this guy hits, Z-Bloom Doom does a stupid ammount of damage.
Spread: Relatively straight forward. Max attack so it hits as hard as possible.
Moves: Leech Seed+Horn Leech+Terrain recovery helps it stay around for an obnoxiously long time, as long as you avoid taking strong Super Effective hits. Wood Hammer is to hit hard, and usually the recoil is recovered rather quickly.
Side note: Grassy Terrain helps weaken Garchomp's EQ significantly, which is a nice side effect.
Tapu Fini @ Waterium Z
Ability: Misty Surge
Level: 50
EVs: 52 HP / 52 Def / 156 SpA / 236 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Swagger
- Hydro Pump
- Nature's Madness
- Protect
Basic: I know Tapu Fini is an odd choice, but during my practice rounds with this team, since everyone is so physically based, if my opponents started spamming burns, i was basically screwed.
Spreads: I really mixed around the EVs on this Pokemon to try and maximize it's defenses, coupled with my Intimidate user, it can stay around for a while. Plus it can piggy back off of rain teams.
Moves: Hydro Pump for STAB, does even more damage in rain. Nature's Madness to chunk the bulky mons of the meta *cough* Porygon2 *cough*
Swagger to use on my team while Misty Terrain is up, and i like to Swagger my opponents special attackers when its not up.
Arcanine @ Safety Goggles
Ability: Intimidate
Level: 50
EVs: 244 HP / 12 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Flamethrower
- Protect
- Snarl
Basic: I originally had Gyarados as my Intimidate user, but I found I was really week to Celesteela. So, in came Arcanine. I used Safety Goggles to prevent Sand damage, and Spore/Sleep Powder when i didnt bring Fini.
Spread: Pretty straight forward, Max speed so it can get a WoW off to cripple Mons like Chomp or Kartana even more.
Moves: Really nothing earth shattering here.
Kartana @ Assault Vest
Ability: Beast Boost
Level: 50
EVs: 52 Atk / 140 Def / 252 SpD / 52 Spe
Careful Nature
- Leaf Blade
- Sacred Sword
- Smart Strike
- Night Slash
Overview: I originally had Celesteela here, but he wasn't fun to play with. So I chose Kartana instead. And it still keeps its immunity to Sand.
Spread: I chose to use the AV plus max Sdef, unless it runs into a Fire Attack, it more than makes up for its awful Sdef. This piece of paper doesn't need much, if any, attack investment to hit hard. For example, 0 -Atk (0 IVs) Leaf Blade Kartana vs 252 HP/252+ Def Gastrodon is STILL an OHKO.
Moves: Leaf Blade and Smart Strike for STAB, Night Slash and Sacred Sword for coverage.
Stoutland @ Life Orb
Ability: Sand Rush
Level: 50
Shiny: Yes
EVs: 244 HP / 252 Atk / 8 Spe
Adamant Nature
- Giga Impact
- Protect
- Wild Charge
- Return
Basic: Now I love this guy. I'm using Sand Rush to take advantage of sand, and Base 80 Speed outside sand outspeeds a lot of pokemon I come across with minimal investment.
Spread: Max Attack so it hits like a truck. 244 HP so it can take a couple hits. The left overs went into speed so it can win a couple speed ties here and there outside of sand.
Moves: Return for a strong STAB attack.
Wild Charge is for coverage: (the following calcs are all assuming max HP and max Def)
Vs Celesteela: 50% chance to 2HKO
Vs Tapu Fini: guaranteed 2HKO
Vs Toxapex: guaranteed 2HKO
Vs Golispod: guaranteed 2HKO
Vs Araquanid: guaranteed 2HKO
Giga Impact - the recharge turn admittedly sucks, but this moves straight up nukes a lot of threats, it's bailed me out a couple times.
Wel that's it, in open to changes and tips, obviously. Let me know what you think!! And i appreciate the constructive criticism in advance!!
Happy Connecting. Sent from my Sprint Samsung Galaxy S® 5
Through watching matches and practicing on showdown, I've noticed weather (at least at this point in the Meta) is very important, so I chose Sand as my counter to the other three.
Gigalith @ Rockium Z
Ability: Sand Stream
Level: 50
EVs: 244 HP / 12 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Rock Slide
- Heavy Slam
- Wide Guard
- Protect
Basic: My weather setter. Gigalith is the second slowest of the bunch so its guarunteed to get Sand up against everyone except Torkoal. In that case, I bring Gigalith in the back.
Spreads: 244 HP to maximize longevity and Max Sdef/Sassy nature since its Physical defense is high enough already, although I am considering spreading that around a bit more. Min speed so i have something that can function in Trick Room.
Moves: I believe this could be a relatively standard moveset - Rock Slide for STAB, Heavy Slam to hit Fairies (I can't imagine how much that would hurt), Wide Guard and Protect for obvious reasons.
Tapu Bulu @ Grassium Z
Ability: Grassy Surge
Level: 50
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Leech Seed
- Horn Leech
- Wood Hammer
- Protect
Basic: One of two Tapus on my team, I like how hard this guy hits, Z-Bloom Doom does a stupid ammount of damage.
Spread: Relatively straight forward. Max attack so it hits as hard as possible.
Moves: Leech Seed+Horn Leech+Terrain recovery helps it stay around for an obnoxiously long time, as long as you avoid taking strong Super Effective hits. Wood Hammer is to hit hard, and usually the recoil is recovered rather quickly.
Side note: Grassy Terrain helps weaken Garchomp's EQ significantly, which is a nice side effect.
Tapu Fini @ Waterium Z
Ability: Misty Surge
Level: 50
EVs: 52 HP / 52 Def / 156 SpA / 236 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Swagger
- Hydro Pump
- Nature's Madness
- Protect
Basic: I know Tapu Fini is an odd choice, but during my practice rounds with this team, since everyone is so physically based, if my opponents started spamming burns, i was basically screwed.
Spreads: I really mixed around the EVs on this Pokemon to try and maximize it's defenses, coupled with my Intimidate user, it can stay around for a while. Plus it can piggy back off of rain teams.
Moves: Hydro Pump for STAB, does even more damage in rain. Nature's Madness to chunk the bulky mons of the meta *cough* Porygon2 *cough*
Swagger to use on my team while Misty Terrain is up, and i like to Swagger my opponents special attackers when its not up.
Arcanine @ Safety Goggles
Ability: Intimidate
Level: 50
EVs: 244 HP / 12 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Flamethrower
- Protect
- Snarl
Basic: I originally had Gyarados as my Intimidate user, but I found I was really week to Celesteela. So, in came Arcanine. I used Safety Goggles to prevent Sand damage, and Spore/Sleep Powder when i didnt bring Fini.
Spread: Pretty straight forward, Max speed so it can get a WoW off to cripple Mons like Chomp or Kartana even more.
Moves: Really nothing earth shattering here.
Kartana @ Assault Vest
Ability: Beast Boost
Level: 50
EVs: 52 Atk / 140 Def / 252 SpD / 52 Spe
Careful Nature
- Leaf Blade
- Sacred Sword
- Smart Strike
- Night Slash
Overview: I originally had Celesteela here, but he wasn't fun to play with. So I chose Kartana instead. And it still keeps its immunity to Sand.
Spread: I chose to use the AV plus max Sdef, unless it runs into a Fire Attack, it more than makes up for its awful Sdef. This piece of paper doesn't need much, if any, attack investment to hit hard. For example, 0 -Atk (0 IVs) Leaf Blade Kartana vs 252 HP/252+ Def Gastrodon is STILL an OHKO.
Moves: Leaf Blade and Smart Strike for STAB, Night Slash and Sacred Sword for coverage.
Stoutland @ Life Orb
Ability: Sand Rush
Level: 50
Shiny: Yes
EVs: 244 HP / 252 Atk / 8 Spe
Adamant Nature
- Giga Impact
- Protect
- Wild Charge
- Return
Basic: Now I love this guy. I'm using Sand Rush to take advantage of sand, and Base 80 Speed outside sand outspeeds a lot of pokemon I come across with minimal investment.
Spread: Max Attack so it hits like a truck. 244 HP so it can take a couple hits. The left overs went into speed so it can win a couple speed ties here and there outside of sand.
Moves: Return for a strong STAB attack.
Wild Charge is for coverage: (the following calcs are all assuming max HP and max Def)
Vs Celesteela: 50% chance to 2HKO
Vs Tapu Fini: guaranteed 2HKO
Vs Toxapex: guaranteed 2HKO
Vs Golispod: guaranteed 2HKO
Vs Araquanid: guaranteed 2HKO
Giga Impact - the recharge turn admittedly sucks, but this moves straight up nukes a lot of threats, it's bailed me out a couple times.
Wel that's it, in open to changes and tips, obviously. Let me know what you think!! And i appreciate the constructive criticism in advance!!
Happy Connecting. Sent from my Sprint Samsung Galaxy S® 5