VGC First time trying VGC! Dont be gentle! (VGC 2024Reg H)

Hiya! Played Pokemon a lot! never really dabbled much into proper comp, made a team and it seems ot be running well, was hoping for some feedback and thoughts!
Too many times I see teams with only one trick, so I was hoping to make at least a little diversity and keep some wiggle room.
Especially on IV's, Ive kind of just winged them or seen what a friend has done and tried to copy them, but im unfamiliar with calcs or why youd want certain things to meet breakpoints.
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Arcanine-Hisui @ Choice Band
Ability: Intimidate
Level: 50
Shiny: Yes
Tera Type: Grass
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Flare Blitz
- Rock Slide
- Extreme Speed
- Tera Blast

A Banded HRK9 for raw output on early leads when a start is unknown. Often sent out with my Indeedee and is more there to provide an early game instant threat and shutdown annoying things like G-Weezing/Toedscruel starts. I made the Tera Grass to avoid Spores and Powders, Protect against obvious weakspots, and kind of surprise people with Tera Blast on Commonplace Pokemon such as the Ursalunas and any water type coming in to threaten. Speed Investment is because I often will have RK9 out before Trick goes out
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Torkoal @ Charcoal
Ability: Drought
Level: 50
Tera Type: Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Eruption
- Heat Wave
- Earth Power
- Protect

From what I understand a pretty standard Torkoal setup, Protect for obvious baits and incase I need to wait a turn to set up Trick room to start clicking Eruption or Heatwave. When Torkoal is on the field the goal is a very simple do as much damage as possible with Eruption or Heatwave. Had some issues with Wideguard so Earthpower is there to answer that problem and also act as a coverage option. Quiet Nature as Torkoal often will want to exist within the Trick Room. As my primary sunsetter can live outside of Trickroom with RK9 or H-Lilligant in the early game.
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Lilligant-Hisui @ Focus Sash
Ability: Chlorophyll
Level: 50
Shiny: Yes
Tera Type: Ghost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- After You
- Protect
- Sleep Powder
- Solar Blade

Typically my Girl is being used as a lead with Torkoal or not at all, Tera Ghost to stop Fakeouts ensuring quick After You Eruptions and protecting the Sash, Wants to be in the sun with Torkoal but since most people are terrified of After You Eruption I can take the opperunity to attempt to make a read and Sun-Solar Blade or Sleep Powder a slot coming in if I dont believe Torkoal will do much to that slot. Lilligant often exists to fulfil the role for a turn or two, then die and make way for one of my other setups.
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Indeedee-F @ Psychic Seed
Ability: Psychic Surge
Level: 50
Tera Type: Fairy
EVs: 252 HP / 4 SpA / 252 SpD
Bold Nature
IVs: 0 Atk
- Psychic
- Follow Me
- Protect
- Trick Room

My primary Trick Roomer. Psychic Surge protects against potential problems throughout the game, especially Prio moves like fakeout and gives Terrain control against problems like Rillaboom. Primarily a support with Followme to let its friend to whatever theyre trying to do, if thats Eruptions or Psychic terrain Expanding force, Indeedee has good support no matter who theyre next too in this team thus the bulky nature, as long as Indeedee is alive, Indeedee can do its job of protecting its friend, and setting up the various Terrains.
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Ursaluna @ Flame Orb
Ability: Guts
Level: 50
Tera Type: Normal
EVs: 140 HP / 156 Atk / 76 Def / 132 SpD
Brave Nature
- Facade
- Headlong Rush
- Protect
- Drain Punch

Big slow and angry Ursaluna wants to live in the burn and Trick room and just click Facade. Headlong Rush is a typing tech thats come in handy here and there, Protect to stall in the event I want the flame orb to proc or wait for trick room to go up, and a sneaky drain punch to catch out various normal or steel types and get a bit of sustain on Ursaluna. Just a big bruiser to come in and make a problem dissapear.
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Hatterene (F) @ Life Orb
Ability: Magic Bounce
Level: 50
Tera Type: Psychic
EVs: 252 HP / 4 Def / 252 SpA
IVs: 0 Atk
- Expanding Force
- Dazzling Gleam
- Trick Room
- Protect
Magic Bounce away Spores and other nuisances. Hatterene can often start the game next to Indeedee and carry with Expanding Force spam if the other player isnt paying attention, Dazzling Gleam for dark types, and even catching dark Teras offguard. A second Trick room incase Indeedee goes down before being able to set things up but ultimately a big SPAtk AoE Threat who hits hard, and hits slow ( Or fast? ) living in the trick room.
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https://pokepast.es/92afc1da1d5846b0
 
Pretty solid team you've got here. Have a few minor suggestions that could help you out.

Hatterene (F) @ Life Orb
Ability: Magic Bounce
Level: 50
Tera Type: Psychic -> Fire
EVs: 252 HP / 4 Def / 252 SpA
IVs: 0 Atk
- Expanding Force
- Dazzling Gleam
- Trick Room
- Protect -> Mystical Fire

Fire Tera with Mystical Fire gives you a wider ranger of offensive coverage, but also the defensive profile helps against something like Gholdengo's Make It Rain or other steel moves. Gives you even more tools to pressure a Rillaboom that might be trying to disrupt your Psychic Terrain gameplans. Losing Protect isn't too big of a deal because with Trick Room you really want to be attacking every turn anyways.

Ursaluna @ Flame Orb
Ability: Guts
Level: 50
Tera Type: Normal
EVs: 140 HP / 156 Atk / 76 Def / 132 SpD -> 220 HP / 252 Atk / 36 SpD
Brave Nature
- Facade
- Headlong Rush
- Protect
- Drain Punch -> Substitute

The EV spread maxes out attack and lives a Hyper Voice + 1 burn chip from Life Orb Primarina. Maxing out attack is important since getting the most damage in TR possible is crucial. Substitute over Drain Punch is to give you an aggressive option that can punish double protects to stall Trick Room.

Indeedee-F @ Psychic Seed
Ability: Psychic Surge
Level: 50
Tera Type: Fairy
EVs: 252 HP / 4 SpA / 252 SpD -> 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Psychic
- Follow Me
- Protect -> Helping Hand
- Trick Room

Lilligant-Hisui @ Focus Sash
Ability: Chlorophyll
Level: 50
Shiny: Yes
Tera Type: Ghost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- After You
- Protect -> Close Combat
- Sleep Powder
- Solar Blade
Two more slight moveset changes to optimize offensive potential. Helping Hand Indeedee gives it something to do when Trick Room actually goes up as Psychic doesn't do a lot of damage and boosting hits from Hatterene or Torkoal could just KO a Pokemon you'd otherwise have to redirect attacks from. Lilligant can always Ghost Tera or switch to Indeedee if threatened by Fake Out or other priority, but having Close Combat will go a long way in dealing with Incineroar, Tyranitar, Ursaluna, Porygon2 etc.

The Indeedee spread has shifted investment from SpDef to Def as Psychic Seed + Indeedee's high natural SpDef cover its bases there, but the defense investment goes a long way when it comes to withstanding physical hits.

One more major change that you could make if you want to lean more into Trick Room is Clear Amulet Gallade over Arcanine, with a set like this:

Gallade @ Clear Amulet
Ability: Sharpness
Level: 50
Tera Type: Grass
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Sacred Sword
- Psycho Cut
- Wide Guard
- Trick Room

Which helps against Incineroar and supports getting up TR in tricky spots with Wide Guard and has lots of synergy with Indeedee.

Here's a paste of the edits I made: https://pokepast.es/ff9a195be8e24282
 
Pretty solid team you've got here. Have a few minor suggestions that could help you out.

Hatterene (F) @ Life Orb
Ability: Magic Bounce
Level: 50
Tera Type: Psychic -> Fire
EVs: 252 HP / 4 Def / 252 SpA
IVs: 0 Atk
- Expanding Force
- Dazzling Gleam
- Trick Room
- Protect -> Mystical Fire

Fire Tera with Mystical Fire gives you a wider ranger of offensive coverage, but also the defensive profile helps against something like Gholdengo's Make It Rain or other steel moves. Gives you even more tools to pressure a Rillaboom that might be trying to disrupt your Psychic Terrain gameplans. Losing Protect isn't too big of a deal because with Trick Room you really want to be attacking every turn anyways.

Ursaluna @ Flame Orb
Ability: Guts
Level: 50
Tera Type: Normal
EVs: 140 HP / 156 Atk / 76 Def / 132 SpD -> 220 HP / 252 Atk / 36 SpD
Brave Nature
- Facade
- Headlong Rush
- Protect
- Drain Punch -> Substitute

The EV spread maxes out attack and lives a Hyper Voice + 1 burn chip from Life Orb Primarina. Maxing out attack is important since getting the most damage in TR possible is crucial. Substitute over Drain Punch is to give you an aggressive option that can punish double protects to stall Trick Room.

Indeedee-F @ Psychic Seed
Ability: Psychic Surge
Level: 50
Tera Type: Fairy
EVs: 252 HP / 4 SpA / 252 SpD -> 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Psychic
- Follow Me
- Protect -> Helping Hand
- Trick Room

Lilligant-Hisui @ Focus Sash
Ability: Chlorophyll
Level: 50
Shiny: Yes
Tera Type: Ghost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- After You
- Protect -> Close Combat
- Sleep Powder
- Solar Blade
Two more slight moveset changes to optimize offensive potential. Helping Hand Indeedee gives it something to do when Trick Room actually goes up as Psychic doesn't do a lot of damage and boosting hits from Hatterene or Torkoal could just KO a Pokemon you'd otherwise have to redirect attacks from. Lilligant can always Ghost Tera or switch to Indeedee if threatened by Fake Out or other priority, but having Close Combat will go a long way in dealing with Incineroar, Tyranitar, Ursaluna, Porygon2 etc.

The Indeedee spread has shifted investment from SpDef to Def as Psychic Seed + Indeedee's high natural SpDef cover its bases there, but the defense investment goes a long way when it comes to withstanding physical hits.

One more major change that you could make if you want to lean more into Trick Room is Clear Amulet Gallade over Arcanine, with a set like this:

Gallade @ Clear Amulet
Ability: Sharpness
Level: 50
Tera Type: Grass
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Sacred Sword
- Psycho Cut
- Wide Guard
- Trick Room

Which helps against Incineroar and supports getting up TR in tricky spots with Wide Guard and has lots of synergy with Indeedee.

Here's a paste of the edits I made: https://pokepast.es/ff9a195be8e24282
Thanks very much for the feedback! Ill be sure to give some of your suggestions a go!
 
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