VGC Erupting onto the Regulation H Scene RMT

Regulation H gave use a VCG metagame where many of the biggest hitters and sponges were removed from the equation. With all these uber, standard legendary normally allowed in ou singles meta and all paradox pokemon now gone there is now an opportunity for many pokemon that were either hopelessly outclassed and or walled by to thrive in this new meta. With that I decided to make around The honey badger starter typhlosion, using his powerful eruptions to wreck even many pokemon resistant to his fire stab thanks to sunny day/ help me/ tailwind support from whimsiccott, as well as double stab granted from Terra fire.

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Starting off with the Hisiunian variant of typhlosion over Johotian for it's duel stab as well as the joys of identifying your opponents held items courtesy of hidden ability frisk.
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Whimsicottjoins to be one of the best pokemon to support typhlosion in this format. With key abilities to have typhlosion out speed faster threats with tailwind, Sunny day to rid the field of the common rain while buffing his own fire stab, helping hand to help team mates get over the threshold on 2ko's to ohko's, moon blast stab to hit threats like Hydreigon very hard.
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With his ability to hit threats to typhlosion hard, namely fire, and rock types as well as being an over whelming powerful threat in it's own right that enjoys typhlosion picking off grass types and whimisicott patching up it's dismal speed ursaluna BM joins the team as yet another nuclear option to quickly clean up the enmy team while gelling with with ty and whim.
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With it's stellar dragon steel typing and stat distribution archdeleon felt like a natural fit for the team, hitting dragons, pelippers, fairies ect. hard with it's power herb set with a terra fighting to help boost body press which can effectively help bypass more specially defensive pokemon making up for no defensive investment to boost the move normally.
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Priority moves can be a real pain for the team, especially typhlosion and while i was temped to go with the giraff and it's ability to prevent priority, having something that can also help with terrain control felt like a better fit. For this the male version of indeedee was chosen for his more offensive nature than the female counterpart.
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Looking for a fighting type for coverage against various mons for the team, naturally sneasler came up as an obvious candidate. Benefitting from psychic terrain set by myself or my opponent sneasler can quickly can become a very overwhelming bulky fast and strong threat and for that makes a great addition to this already heavily offensive team.

Typhlosion-Hisui @ Choice Specs
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Ability: Frisk
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Eruption
- Overheat
- Shadow Ball
- Heat Wave

Erupting onto the scene thyphlosion boasts the power eruption as a move in it's arsenal. With the ability to hit the opposing pokemon in doubles with a base 150 stab move, typhlosion is no joke with the ability to further boilster it's power with an additional stab fire thanks to terra. The set is pretty straight forward, starting with the Frisk as ability that's great for scouting out the opponents held items, which especially for holders of focus sash can be invaluable information that saves ty from a potential revenge kill from said sash user left on 1 hp to attack back against the frail honey badger. A Timid nature helps keep Ty ahead of base 100 pokemon not fully invested into their speed with this nature also as well as pokemon of this speed tier and bellow, with choice specs keeping the power of typhlosion as high as possible while being as fast as possible. Speaking of keeping him both strong and fast, max eves in special attack and speed are a given to achieve this. finaly the moves chosen are mainly making use of his fire stab bloistered further by terra fire and support from sunny day from whimsicott- overheat acts as a single nuclear option against 1 pokemon, heat wave takes over from eruption once typholsion has taken or damage or predicting it will to avoid being locked into a weakened eruption, eruption as previously mentions is tys main selling point and is nuclear fire spread move of choice, finally shadow ball provide great stab coverage that the ghost type is very well known for.

Archaludon @ Power Herb
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Ability: Stamina
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dragon Pulse
- Body Press
- Electro Shot
- Flash Cannon

Archaludon provides it's exxcellent dragon steel typing for the team while also being strong and bulky even if investment is fully offensive in nature. helping deal with fairy types, dragon types and water pokemon that are prominently found in the metagame like pelpiper. Stamina allows for him to get a boost to his defences and works in tandem with body press gives Archaludon both on the physical and special, in order to keep body press powerful on a set with no defensive investment a fighting terra is chosen to boost it in a pinch. Nature and eves allow for maxing out speed first and special attack second with a timid nature and 252/252 in SpA and Spe of course allowing him to out speed alot of slow threats like fellow archaldon outside of tail wind and even more when it is active. The move choice is straight forward - dragon pulse and flash cannon are reliable strong stab moves, Electroshot can benefit dealing with opposing teams waters namely pelipper while boosting arch's special attack in addition power herbs allows ofr the one turn useage of the move when rain is not on the field while it's kept when rain is put up by the opponent, body press rounds things off for moves.

Whimsicott @ Covert Cloak
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Ability: Prankster
Tera Type: water
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Encore
- Tailwind
- Sunny Day

The little fairy cotton ball thanks to it's solid typing and access to prankster with a massive support movepool allows it to support teams in a pinch. For the team this is invaluable through tailwind as ursaluna is very slow without it, typhlosion doesn't want to take damage that would weaken his eruption so being first to move is also important. Sunny day also acts as a great way to shut down rain teams as welll as power up typhlosion further, weakening the bears weakness to water is another bonus. Helping hand acts as a way to boost his team mates in a pich and as mentioned before is great for turning those would be 2kos into ohkos, and moon blast is the final move as stab coverage that can help dispatch a non terraed hydriegon before it gets out of control. Whimsicott is kept fast and bulky with a timid nature max hp and speed to stay alive for longer with a water terra typing to switch up it's resistances in a pinch and Covert cloak allows whim to avoid nasty prority like fake out in a pinch while setting up for it's team.

Indeedee (M) @ Focus sash
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Ability: Psychic Surge
Tera Type: Psychic
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Expanding Force
- Trick Room
- Imprison
- Protect

I hate trick room, this team aims to be as offensive and fast as possible with tailwind support to achieve this, and as mentioned before priority is not something this team likes to deal with. Indeedee helps nip these problem in the but in thanks to psychic terrain and imprison. Psychic terrain stops priority period and activates fellow team mates sneaslers psychic seed, and with the added advantage making indeedee able to spam powerful boosted expanding forces to which a timid nature allows indeedee to be as fast as possible with 252 in special attack and speed to be be as strong as possible, after debating with people ive gone back to using a focus sash on indeedee to keep it alive longer, helping keep things like Tr imprisoned. Imprison provided the ability to shut off trick room teams quickly, always being the fastest indeedee on the field against Tr users allows it to not only imprison other indeedee's setting up trick room but other useers normally very slow too, protect allows indeedee to scout as welll as being deactivated by imprison as well so nothing safe from the nuclear onslaught of typhlosion & pals as well as using protect to avoid teammates spread moves like earthquake/surf.

Sneasler @ Psychic Seed
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Ability: Unburden
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Dire Claw
- Acrobatics
- Bulk Up

Sneaseler is a powerful fighting/posion type that can easily pick apart dark/fairy/ steel pokemon amongst others with ease. With psychic seed and that terrain active it out speeds a vast majority of pokemon in the metagame, with a 1+ Spd to boot and setting up with bulk up patches up it's low defence to make for a hard pokemon to get rid of. With terra flying and it's held item gone acrobatics has the potential to be a very powerful stab or just a powerful flying move coverage in general. Dire claw and close combat make for powerful combination of stab with bulk up and psychic seed making up for any potential drops as well. an adamant nature is chosen as sneasler is ungodly fast at the bets of times so keeping it as strong as possible with an adamant nature and the eves maxed in speed and attack.

Ursaluna-Bloodmoon @ Life Orb
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Ability: Mind's Eye
Tera Type: Normal
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Protect
- Hyper Voice
- Blood Moon

The blood moon bear is an absolute tank, it's very bulky and strong but naturally pretty slow. Helping the team easily clean up threats with it's powerful stab ground normal that can hit ghosts. Whimisicott takes ursaluna bm to the enxt level with much needed tailwind support to make up for that poor speed reaching about 403, thus allowing it to outspeed most unboosted threats. Blood moon as a move is a single target, nuclear stab move that easily rips to shreds pokemonm that don't resist it, hyper voice is normal spread move that hits hard for the bear, protect is great for scouting and earth move rounds out the moves as strong ground stab to kill pesky rock, archaludons and fire types about with ease. Life orb is chosen to keep the bear not locked into a single move while benefitting from the power boost at the cost of a little chip. Keeping it as strong as possible a modest nature is chosen over timid, as the bear hits 403 anyways under tailwind anyways so naturally we have max eves in special attack and speed to hit this speed tier and being an impressive 405 SpA, which a normal terra allows it's spread move and blood moon to hit even harder when need be.
 
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male indeedee is rare(going off what I see from VGC RMTs.) In singles, only male seems acceptable, but here it's a hot take, how is that going? I'd calc w/ it for sure if not running sash. Mayb even w/. I figure some HP over SpA is good, you only have 1 attack, albeit a crazy strong one. Still, often attacking WON'T be the go to, for instance if they are immune.

I'm not gonna suggest, but I will ask, is infernal parade on typhlosion h not ok over shadow? I can't decide, on the one hand it shouldn't really be gambling on status, and the move itself is your only source of burns. On the other hand, burns on them really help shore up the weak side of sneasler, and the move CAN be 40 more BP than shadow ball, while only 20 less normally. I would call it a toss up mostly. idk if I should even ask, I've seen justified use of shadow on Zoroark h, an that generally has the better sig attack.
 
Sash Indeedee-M is actually doing very well right now, and Scarf just won Lille regionals.

Shadow Ball is probably preferred on Hyphlo (typhlosion hisui)

Overall a really cool team, but I would suggest using Sturdy Archaludon with Protect over Body Press, as, judging from the EVs, the set seems more offensively targeted over taking hits.

Bulk Up Sneasler is odd but seems really cool, I’d love to see how it goes (if you could provide replays)

It’s overall a really good team!
 
Sash Indeedee-M is actually doing very well right now, and Scarf just won Lille regionals.

Shadow Ball is probably preferred on Hyphlo (typhlosion hisui)

Overall a really cool team, but I would suggest using Sturdy Archaludon with Protect over Body Press, as, judging from the EVs, the set seems more offensively targeted over taking hits.

Bulk Up Sneasler is odd but seems really cool, I’d love to see how it goes (if you could provide replays)

It’s overall a really good team!
Ye i've been trying out both and at this point i agree sash is better, im not sure about sturdy as it's very rare he ever gets hit hard enough that sturdy really does as much as stallwart. Sneasel is something ive been toying with alot of the time ive had this thought of i wish it was his defence was higher aka that it was a defence boost over special attack, the team has such heavy hitters anyways a bulk up attack boost alone is enough to clean up in general. Bellow i have my johtonian Typhlosion switch, which i occasionally use if i have an incline of what i am up against and it fairs better for it's perks.
Thanks for your feed back.

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Choice Specs
Ability: Flash fire
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Eruption
- Overheat
- Scorching Sands
- Heat Wave
 
Ye i've been trying out both and at this point i agree sash is better, im not sure about sturdy as it's very rare he ever gets hit hard enough that sturdy really does as much as stallwart. Sneasel is something ive been toying with alot of the time ive had this thought of i wish it was his defence was higher aka that it was a defence boost over special attack, the team has such heavy hitters anyways a bulk up attack boost alone is enough to clean up in general. Bellow i have my johtonian Typhlosion switch, which i occasionally use if i have an incline of what i am up against and it fairs better for it's perks.
Thanks for your feed back.

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Choice Specs
Ability: Flash fire
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Eruption
- Overheat
- Scorching Sands
- Heat Wave


Oo cool. I think j has potential, if only cause h lacks scorching sands.
 
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