hello. Just a brief introduction: I have compiled a team for the upcoming northwest (seattle) pokemon video game championships regional qualifier. I've battled with it online and my battle record is 89 wins, 19 losses, so it works fairly well, but I would appreciate any critiques or suggestions. Thanks.
Scrafty @ Big root
Ability: shed skind
Nature: brave (+ atk, - speed)
EV's: 252 atk, 100 def, 100 sp D, 58 HP
Moveset:
1: crunch
2: fake out
3: drain punch
4: protect
Scrafty's purpose is for first turn fake out, while cofagrigus sets up trick room. Big root is great for STAB drain punch. Crunch for STAB as well. Protect is necessary to make meinshoa's miss on high jump kicks. His ev spread has proven to be useful against most pokemon because of his good base defense and special defense, while still focusing on max power. Once this guy is in, he usually stays in for a while.
Cofagrigus @ mental herb
Ability: mummy
Nature: sassy (+sp D, - speed)
EV's: 252 sp D, 100 def. 158 sp A)
Moveset:
1: shadow ball
2: destiny bond
3: trick room
4: power split/ protect
Cofagrigus is for setting up trick room. Having him at sassy and 252 special defense EV's allows him to survive any shadow ball/ ghost threats while scrafty uses fake out/ protect. His great defense makes him able to survive most OHKO attacks, and mental herb for pesky taunts and encores. ( Still not sure what to do about chandelures with imprison. Any suggestions?) Once trick room is off, destiny bond is great if he has low hp.
Gigalith @ normal gem
Ability: sturdy
Nature: brave (+ atk, - speed)
EV's: 252 atk, 100 def, 158 sp D
Moveset:
1: Rock slide
2: Protect
3: Explosion
4: Rock blast
Gigalith is mostly for taking out genies trying to stall out trick room. Rock blast gets rid of substitute and rock slide hits hard if I'm faced with a tornadus thunderus lead. Explosion is for taking out pokemon I have no real coverage on, although most people usually run all pokemon with protect/ detect.
Conkeldurr @ flame orb
Ability: guts
Nature: brave (+ atk, - speed)
EV's: 252 atk, 58 def, 100 sp D, 100 HP
Moveset:
1: hammer arm
2: mach punch
3: stone edge
4: detect
Conkeldurr is my physical sweeper. With guts, he has the highest attack in the B/W metagame. Also, is immune to other status problems. Hammer arm is a powerful semi reliable STAB and it raises his speed every turn (in trick room). Mach punch is a powerful priority STAB, and stone edge is great coverage in general. His attack is maxed, with a nature hindering speed for tr, and his ev spread is seemingly very effective. I used more special defense ev's to make up for less base special defense, and less for defense. I'm sure the 100 hp helps too. ( And suggestions or critiques for this ev spread?)
ALTERNATE LEAD:
Amoonguss @ black sludge/ quick claw lol
Ability: effect spore
Nature: relaxed (+def, - speed)
EV's: 252 HP, 128 def, 128 sp D
Moveset:
1: giga drain
2: spore
3: ingrain/ protect
4: rage powder
Amoonguss is used for rage powder on the first turn to allow chandelure to set up trick room. Once trick room is set up, he can spore down any threats. Any suggestions for what item to use him with would be helpful, not to sure if black sludge is worth it. (Quick claw is kind of a joke, but itd be funny to get a random spore off first.)
Chandelure @ focas sash
Ability: flame body
Nature: quiet (+sp A, - speed)
EV's: 252 sp A, 128 def. 128 sp D
Moveset:
1: heat wave
2: shadow ball
3: imprison/ protect
4: trick room
Chandelure's for setting up trick room, and focus sash is useful if amoongus gets taken out after the first round of rage powder and trick room. after trick room is set up, amoongus spores threats while chandelure takes out the other with shadow ball, or just heat waves, both great STAB moves.
I appreciate any time you've taken to look over my team. My vgc regionals are in 9 days, ANY help and/or suggestions would be much appreciated. Thanks.
Scrafty @ Big root
Ability: shed skind
Nature: brave (+ atk, - speed)
EV's: 252 atk, 100 def, 100 sp D, 58 HP
Moveset:
1: crunch
2: fake out
3: drain punch
4: protect
Scrafty's purpose is for first turn fake out, while cofagrigus sets up trick room. Big root is great for STAB drain punch. Crunch for STAB as well. Protect is necessary to make meinshoa's miss on high jump kicks. His ev spread has proven to be useful against most pokemon because of his good base defense and special defense, while still focusing on max power. Once this guy is in, he usually stays in for a while.
Cofagrigus @ mental herb
Ability: mummy
Nature: sassy (+sp D, - speed)
EV's: 252 sp D, 100 def. 158 sp A)
Moveset:
1: shadow ball
2: destiny bond
3: trick room
4: power split/ protect
Cofagrigus is for setting up trick room. Having him at sassy and 252 special defense EV's allows him to survive any shadow ball/ ghost threats while scrafty uses fake out/ protect. His great defense makes him able to survive most OHKO attacks, and mental herb for pesky taunts and encores. ( Still not sure what to do about chandelures with imprison. Any suggestions?) Once trick room is off, destiny bond is great if he has low hp.
Gigalith @ normal gem
Ability: sturdy
Nature: brave (+ atk, - speed)
EV's: 252 atk, 100 def, 158 sp D
Moveset:
1: Rock slide
2: Protect
3: Explosion
4: Rock blast
Gigalith is mostly for taking out genies trying to stall out trick room. Rock blast gets rid of substitute and rock slide hits hard if I'm faced with a tornadus thunderus lead. Explosion is for taking out pokemon I have no real coverage on, although most people usually run all pokemon with protect/ detect.
Conkeldurr @ flame orb
Ability: guts
Nature: brave (+ atk, - speed)
EV's: 252 atk, 58 def, 100 sp D, 100 HP
Moveset:
1: hammer arm
2: mach punch
3: stone edge
4: detect
Conkeldurr is my physical sweeper. With guts, he has the highest attack in the B/W metagame. Also, is immune to other status problems. Hammer arm is a powerful semi reliable STAB and it raises his speed every turn (in trick room). Mach punch is a powerful priority STAB, and stone edge is great coverage in general. His attack is maxed, with a nature hindering speed for tr, and his ev spread is seemingly very effective. I used more special defense ev's to make up for less base special defense, and less for defense. I'm sure the 100 hp helps too. ( And suggestions or critiques for this ev spread?)
ALTERNATE LEAD:
Amoonguss @ black sludge/ quick claw lol
Ability: effect spore
Nature: relaxed (+def, - speed)
EV's: 252 HP, 128 def, 128 sp D
Moveset:
1: giga drain
2: spore
3: ingrain/ protect
4: rage powder
Amoonguss is used for rage powder on the first turn to allow chandelure to set up trick room. Once trick room is set up, he can spore down any threats. Any suggestions for what item to use him with would be helpful, not to sure if black sludge is worth it. (Quick claw is kind of a joke, but itd be funny to get a random spore off first.)
Chandelure @ focas sash
Ability: flame body
Nature: quiet (+sp A, - speed)
EV's: 252 sp A, 128 def. 128 sp D
Moveset:
1: heat wave
2: shadow ball
3: imprison/ protect
4: trick room
Chandelure's for setting up trick room, and focus sash is useful if amoongus gets taken out after the first round of rage powder and trick room. after trick room is set up, amoongus spores threats while chandelure takes out the other with shadow ball, or just heat waves, both great STAB moves.
I appreciate any time you've taken to look over my team. My vgc regionals are in 9 days, ANY help and/or suggestions would be much appreciated. Thanks.