.....o0o..... [Introduction] .....o0o.....
This team is based arround setting up Chansey until she can sweep. I have played with this type of concept for a few years now, they are usually fun to play in Smogon's ladder but not viable in any VGC even because of the timer. HOWEVER, I belive I have finally made a team that can: A) do quite well (Peaked #10 on the ladder) and B) reliable win games inside VGC's timer.
The bast majority of you have grow up thinking "timmer doesnt let you play gimmick or stall games because you get time stalled and lose". All I can say is I have won or put myself into a winning tiebreaker position in +95% of my games by turn 15, and considering VGC current rules (45 seconds a move + 15 mins time limit) Im pretty sure this team can win inside those rules (specially if I play arround the clock aswell). Also, I dont remember a single time I needed more than 25 turns to win a game, and considering the current online vgc 2015 ladder has a 30 mins limit with a 60 seconds a move limit, Im pretty sure I can do even better in the online ladder.
Anyways, I will gladly appreciate any suggestion that could improve my team. So with no further delay, let me introduce you my team!
.....o0o..... [The Team] .....o0o.....
It's So Fluffy! (Chansey) @ Eviolite
Ability: Healer
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Soft-Boiled
- Calm Mind
- Minimize
Chansey is the fundation of the team. I lead with her 100% of the time and just spam Minimize until she either dies (in which case I will probably lose) or she goes to +6 Eva (3 turns). Because of her natural huge bulk and a single weakness, its almost impossible to take her down before she sets up, specially with all the support I give her.
Once Im at +6 Eva, I simply Calm Mind a few times and start taking everything down with Hyper Voice. At +1 SpD no special attack can do anything against her. At +4 SpA her special attack reaches Sylveon's. At +6 it reaches MegaGengar's. Even factoring the turns I have to Softboild, and considering I rarely go to +6 SpA/SpD, I can set by turn 8 to 10. And since 5 to 7 Hyper Voices are usually enough to take down at last 2 mons + and damage others, I can dodge time loses in real VGC events vs people who want to stall me out.
Softboild is there for obvious reasons. Hyper Voice is my attacking move of choise because she gets STAB on it and its overall a solid move. I think STAB is more important than been able to hit Ghosts since I can use MSableye to compensate the lack of coverage. Im Maxing her HP and Def because if she falls, it will be a physical attack 99.99% of times. Specially since I can bulk up her SpD via Calm Mind.
The Joker (Sableye) @ Sablenite
Ability: Prankster
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Snarl
- Will-O-Wisp
- Recover
- Psych Up
MSableye is the reason why this team doesnt relay on hax to win. I always send MSableye last, at which point Chansey has several boosts. At that point, I can Prankster Psych Up the Chansey to copy the +X Evasion and +X SpA/SpD, so even if Chansey somehow dies, MSableye can clean up.
Recover is there for obvious reasons. I have decided to go for Snarl + WoW as my offensive moves because they can do damage AND reduce incoming damage (Burn shut downs physical attackers while Snarl shut downs special attackers). MSableye has a solid base SpA so with some Calm Mind boost his STAB Snarl does insane damage. It basically is as strong as Chansey's Hyper Voice (twice Base SpA, halve Base Power).
Minimum attack to reduce Foul Play and Confusion damage. As with Chansey, Im maxing his Def because I can cover the lack of SpD via Calm Mind. The 1HKO vs MGardevoir is a roll when Im at 0 SpD. MMawile cant 1HKO if I manage to burn it. Azumarril needs LO or Band to be able to 1HKO and cant do so anymore if I manage to burn him. Non Spec Sylveon cant 1HKO, and Spec Sylveon cant 1HKO at +1 SpD. MAltaria cant 1HKO regardless of his moveset. MLopunny cant 1HKO with Low Kick and its a roll with HJK (nobody will try to HJK a +6 Evasion pokmon regardless lol). Scrappy Kangaskhan's Low Kick is a 3HKO.
Worm Hole (Shuckle) @ Mental Herb
Ability: Sturdy
Level: 50
Shiny: Yes
EVs: 228 HP / 252 Def / 28 SpD
Bold Nature
IVs: 0 Atk / 0 Spe
- Guard Split
- Power Split
- Struggle Bug
- Protect
Shuckle is the final piece of this holy trinity. However, while I use Chansey/Sableye in 100% of my games, I send Shuckle in about 90% of them. Basically, Eviolite Chansey (one of the lowest defenses with one of the higgest HP pools in the game) plus Guard Split Shuckle (one of the higgest defenses in the game) equals Immortal Chansey.
By immortal I mean ChoiceBand Adamant Terrakion's Close Combat goes from 121.5 - 143.4% (guaranteed 1HKO) to 40.8 - 48.7% (guaranteed 3HKO). Thats right, Guard Split improves Chansey's Def by 300% and her SpD by 200%. Even if she loses her Eviolite her Def is still 200% higher (than Eviolite Chansey) and her SpD 150% higger.
The rest is pretty much filler because in the bast majority of games I dont use any of that. Simply put, once Shuckle halves her defenses he usually dies quite fast. Sturdy is there to make sure I Guard Split (all I care) and Mental Herb is there for random Taunts (I only need to use his non attacking move once). I tried Safety Goggles to counter Rage Powder and Spore but since I rarely send Shuckle over Gourgeist when I face Amoonguss I didnt really needed it.
I maxed Def because thats what Chansey needs the most. Rest goes to HP because I have lost him before the could Guard Split several times vs 2 random attacks in turn 1 when I didnt maxed his HP. 28 SpD over 4 SpD because it maximises Guard Split and Eviolite numbers.
The filler moves are Power Split because its the only viable crippling/supporting move he has left. Once in a lifetime I get to steal some big SpA and give it to Chansey but its quite uncommon and results in a +25/50% SpA increase at best. The attacking moves are there so they cant ignore me after Guard Split + Power Split. Shuckle gets STAB on both moves and with some attack he can put major damage on the field. I used to have Rock Slide there but I wanted to play Protect since some games I just need to boost up Chansey for MSableye and having an extra turn is sometimes priceless. Struggle Bug is there so I dont struggle after the second Taunt. Also, the -1 SpA to both opponents is pretty cool, specially vs Trick Room.
Karen (Aromatisse) @ Sitrus Berry
Ability: Aroma Veil
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Heal Pulse
- Reflect
- Protect
Aroma is kind of the reason this team can succeed vs good players. Aroma Veil is sickening because it protects my beloved Chansey from Taunt (plus Encore/Disable). And even if they manage to take down Aroma fast, having an ensured 1/2 Minimize is usually enough to ensure the full set up since they will most likely miss Taunt before I go to +6, at which point, even if they Taunt I can simply wait until its over via Hyper Voice.
I used to have Dual Screens and Light Clay, however, after a lot of testing I decided I really wanted Protect on her because having another secure anti-Taunt turn is priceless. I still kept Reflect because its ability to shut down one Chansey's biggest issues (huge physical attacks) is priceless.
Next up is Trick Room. Its pretty cool for two main reasons. On one side it makes Shuckle waaay more usefull (specially since I usually have him as my 3rd mon when Aroma is my lead). On the other side, if they didnt expect Minimize and I manage to Trick Room + Minimize turn 1, I will get a 2nd Minimize off before they can even do anything which puts me in an insanely advantageous possition.
My final move is Heal Pulse which works as a pseudo Follow Me. It also is a very nice follow up to Trick Room when they focused Chansey turn 1 because it allows me to keep seting up instead having to waste a turn on Softboild.
Finally, I decided to go for a defensive set over a mixed or specially defensive set because I feel like physically offensive teams are the biggest threat to this strat, and I wanna optimise the odds against them. Sitrus Berry is there because is one of the best items to help me pull of a Trick Room vs a double focus.
This is Halloween (Gourgeist-Small) @ Choice Scarf
Ability: Frisk
Level: 50
Shiny: Yes
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick-or-Treat
- Safeguard
- Will-O-Wisp
- Trick
First of all, I know what your first impression is: What the actual fuck? With that been said, Gourgeist-S is a very specific counter for certain things that would, otherwise, really hurt me. The biggest reason I have him is ToT, obviously, since it trades Chansey's Fight weakness for a Dark weakness. In some games thats the difference between winning and losing. The most notable examples are Sacred Sword, No Guard Machamp, Aura Sphere, Vital Throw, Terrakion, etc. It also completely decimates MKhan who is the most used Mega in the metagame.
The other moves are general support. A really fast Safeguard + Grass/Ghost typing is quite awesome imo since Fake Out + Dark Void / Spore is running rampant in our metagame. Fast WoW to cripple physical attackers and Light Screen to cripple special attackers. Frisk is the cherry on the top since it helps me make really good reads and predictions that may ensure the win.
I have decided to go for the Small one because I think a fast ToT is crucial. That Speed EV + Nature is enough to oughtspeed Jolly 95 base aswell as Adamant Terrakion (who would otherwise do a major number on Chansey). The rest goes into bulk for obvious reasons. Focus Sash with that Speed usually allows me to ensure the ToT/Safeguard regardless of what my opponent decides to do.
Linux (Linoone) @ Focus Sash
Ability: Quick Feet
Level: 50
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Simple Beam
- Protect
- Thunder Wave
- Charm
First of all, I have played many things in this slot. At first I used to play Hitmontop, then MLopunny and now Linoone. I dont have definitive conclusions on whether I whould play Linoone or not yet. Linoone is a situational pick that some times gives me the edge in the battle.
With that been said lets start with Simple Beam, a move that, in combination with Chansey, provides +4 Evasion out of 1 Minimize and +2 SpA/SpD out of a single Calm Mind. This is specially effective when my opponent is a specially offensive based team (and more so if they have MGardevoir or Sylveon, since if Im at +some SpD they cant kill MSableye anymore).
On top of that, Simple Beam lets me cripple certain mons that relay on their ability to do damage (Huge Power, Parental Bond, Pixiliate, etc) or dodge allied damage (Levitate, Storm Drain, etc).
Protects is there to gain time for Chansey to boost up, while TWave and Charm are there to cripple opponents giving Chansey better odds at setting up.
.....o0o..... [Replays] .....o0o.....
http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-209141710
Vs Infernape, Knock off Kecleon, Sylveon and Mienshao.
Got into tiebreak win position by turn 10.
http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-207591036
Vs No Guard Machamp and Knock Off Uxie.
Got into tiebreak win position by turn 10.
http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-207578623
Vs Thundurus, MKhan, Amoonguss, Aegislash and Talonflame.
Got into tiebreak win position by turn 10.
http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-207576598
Vs Taunt Gyarados, Raichu and Breloom.
Got into tiebreak win position by turn 14.
http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-207269149
Vs Knock Off Bisharp, Raichu, Breloom, MGardevoir and Taunt Talonflame.
Got into tiebreak win position by turn 11.
http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-207259149
Vs Togekiss, Knock Off Bisharp, MLucario and Gengar.
Got into tiebreak win position by turn 12.
http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-207230691
Vs Jolly Taunt Terrakion, Bisharp and MKhan.
Honestly, that Terrakion almost stomps me lol, I didnt expected that fast Taunt in the least.
Would have been into tiebreak win position by turn 13 if he didnt FF in turn 12.
http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-206556240
Vs Spec Sylveon, Amoongus, Knock Off Bisharp and MKhan.
Got into tiebreak win position by turn 10.
.....o0o..... [Changelog] .....o0o.....
01/02/15 - This team was posted.
01/02/15 - Peak #10:
05/02/15 - Updated:
Hitmontop: Switched for MLopunny.
Shuckle: Switched Rock Slide for Protect.
Gourgeis-Small: Speed from 228 to 242 to outspeed Modest Gengar.
Aromatisse: Switched Light Screen and Light Clay for Protect and Sitrus Berry.
07/02/15 - Updated:
MLopunny: Switched for Linoone.
Gourgeis-Small: Switched Focus Sash for Choice Scarf.
This team is based arround setting up Chansey until she can sweep. I have played with this type of concept for a few years now, they are usually fun to play in Smogon's ladder but not viable in any VGC even because of the timer. HOWEVER, I belive I have finally made a team that can: A) do quite well (Peaked #10 on the ladder) and B) reliable win games inside VGC's timer.
The bast majority of you have grow up thinking "timmer doesnt let you play gimmick or stall games because you get time stalled and lose". All I can say is I have won or put myself into a winning tiebreaker position in +95% of my games by turn 15, and considering VGC current rules (45 seconds a move + 15 mins time limit) Im pretty sure this team can win inside those rules (specially if I play arround the clock aswell). Also, I dont remember a single time I needed more than 25 turns to win a game, and considering the current online vgc 2015 ladder has a 30 mins limit with a 60 seconds a move limit, Im pretty sure I can do even better in the online ladder.
Anyways, I will gladly appreciate any suggestion that could improve my team. So with no further delay, let me introduce you my team!
.....o0o..... [The Team] .....o0o.....

It's So Fluffy! (Chansey) @ Eviolite
Ability: Healer
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Soft-Boiled
- Calm Mind
- Minimize
Chansey is the fundation of the team. I lead with her 100% of the time and just spam Minimize until she either dies (in which case I will probably lose) or she goes to +6 Eva (3 turns). Because of her natural huge bulk and a single weakness, its almost impossible to take her down before she sets up, specially with all the support I give her.
Once Im at +6 Eva, I simply Calm Mind a few times and start taking everything down with Hyper Voice. At +1 SpD no special attack can do anything against her. At +4 SpA her special attack reaches Sylveon's. At +6 it reaches MegaGengar's. Even factoring the turns I have to Softboild, and considering I rarely go to +6 SpA/SpD, I can set by turn 8 to 10. And since 5 to 7 Hyper Voices are usually enough to take down at last 2 mons + and damage others, I can dodge time loses in real VGC events vs people who want to stall me out.
Softboild is there for obvious reasons. Hyper Voice is my attacking move of choise because she gets STAB on it and its overall a solid move. I think STAB is more important than been able to hit Ghosts since I can use MSableye to compensate the lack of coverage. Im Maxing her HP and Def because if she falls, it will be a physical attack 99.99% of times. Specially since I can bulk up her SpD via Calm Mind.

The Joker (Sableye) @ Sablenite
Ability: Prankster
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Snarl
- Will-O-Wisp
- Recover
- Psych Up
MSableye is the reason why this team doesnt relay on hax to win. I always send MSableye last, at which point Chansey has several boosts. At that point, I can Prankster Psych Up the Chansey to copy the +X Evasion and +X SpA/SpD, so even if Chansey somehow dies, MSableye can clean up.
Recover is there for obvious reasons. I have decided to go for Snarl + WoW as my offensive moves because they can do damage AND reduce incoming damage (Burn shut downs physical attackers while Snarl shut downs special attackers). MSableye has a solid base SpA so with some Calm Mind boost his STAB Snarl does insane damage. It basically is as strong as Chansey's Hyper Voice (twice Base SpA, halve Base Power).
Minimum attack to reduce Foul Play and Confusion damage. As with Chansey, Im maxing his Def because I can cover the lack of SpD via Calm Mind. The 1HKO vs MGardevoir is a roll when Im at 0 SpD. MMawile cant 1HKO if I manage to burn it. Azumarril needs LO or Band to be able to 1HKO and cant do so anymore if I manage to burn him. Non Spec Sylveon cant 1HKO, and Spec Sylveon cant 1HKO at +1 SpD. MAltaria cant 1HKO regardless of his moveset. MLopunny cant 1HKO with Low Kick and its a roll with HJK (nobody will try to HJK a +6 Evasion pokmon regardless lol). Scrappy Kangaskhan's Low Kick is a 3HKO.

Worm Hole (Shuckle) @ Mental Herb
Ability: Sturdy
Level: 50
Shiny: Yes
EVs: 228 HP / 252 Def / 28 SpD
Bold Nature
IVs: 0 Atk / 0 Spe
- Guard Split
- Power Split
- Struggle Bug
- Protect
Shuckle is the final piece of this holy trinity. However, while I use Chansey/Sableye in 100% of my games, I send Shuckle in about 90% of them. Basically, Eviolite Chansey (one of the lowest defenses with one of the higgest HP pools in the game) plus Guard Split Shuckle (one of the higgest defenses in the game) equals Immortal Chansey.
By immortal I mean ChoiceBand Adamant Terrakion's Close Combat goes from 121.5 - 143.4% (guaranteed 1HKO) to 40.8 - 48.7% (guaranteed 3HKO). Thats right, Guard Split improves Chansey's Def by 300% and her SpD by 200%. Even if she loses her Eviolite her Def is still 200% higher (than Eviolite Chansey) and her SpD 150% higger.
The rest is pretty much filler because in the bast majority of games I dont use any of that. Simply put, once Shuckle halves her defenses he usually dies quite fast. Sturdy is there to make sure I Guard Split (all I care) and Mental Herb is there for random Taunts (I only need to use his non attacking move once). I tried Safety Goggles to counter Rage Powder and Spore but since I rarely send Shuckle over Gourgeist when I face Amoonguss I didnt really needed it.
I maxed Def because thats what Chansey needs the most. Rest goes to HP because I have lost him before the could Guard Split several times vs 2 random attacks in turn 1 when I didnt maxed his HP. 28 SpD over 4 SpD because it maximises Guard Split and Eviolite numbers.
The filler moves are Power Split because its the only viable crippling/supporting move he has left. Once in a lifetime I get to steal some big SpA and give it to Chansey but its quite uncommon and results in a +25/50% SpA increase at best. The attacking moves are there so they cant ignore me after Guard Split + Power Split. Shuckle gets STAB on both moves and with some attack he can put major damage on the field. I used to have Rock Slide there but I wanted to play Protect since some games I just need to boost up Chansey for MSableye and having an extra turn is sometimes priceless. Struggle Bug is there so I dont struggle after the second Taunt. Also, the -1 SpA to both opponents is pretty cool, specially vs Trick Room.

Karen (Aromatisse) @ Sitrus Berry
Ability: Aroma Veil
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Heal Pulse
- Reflect
- Protect
Aroma is kind of the reason this team can succeed vs good players. Aroma Veil is sickening because it protects my beloved Chansey from Taunt (plus Encore/Disable). And even if they manage to take down Aroma fast, having an ensured 1/2 Minimize is usually enough to ensure the full set up since they will most likely miss Taunt before I go to +6, at which point, even if they Taunt I can simply wait until its over via Hyper Voice.
I used to have Dual Screens and Light Clay, however, after a lot of testing I decided I really wanted Protect on her because having another secure anti-Taunt turn is priceless. I still kept Reflect because its ability to shut down one Chansey's biggest issues (huge physical attacks) is priceless.
Next up is Trick Room. Its pretty cool for two main reasons. On one side it makes Shuckle waaay more usefull (specially since I usually have him as my 3rd mon when Aroma is my lead). On the other side, if they didnt expect Minimize and I manage to Trick Room + Minimize turn 1, I will get a 2nd Minimize off before they can even do anything which puts me in an insanely advantageous possition.
My final move is Heal Pulse which works as a pseudo Follow Me. It also is a very nice follow up to Trick Room when they focused Chansey turn 1 because it allows me to keep seting up instead having to waste a turn on Softboild.
Finally, I decided to go for a defensive set over a mixed or specially defensive set because I feel like physically offensive teams are the biggest threat to this strat, and I wanna optimise the odds against them. Sitrus Berry is there because is one of the best items to help me pull of a Trick Room vs a double focus.

This is Halloween (Gourgeist-Small) @ Choice Scarf
Ability: Frisk
Level: 50
Shiny: Yes
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick-or-Treat
- Safeguard
- Will-O-Wisp
- Trick
First of all, I know what your first impression is: What the actual fuck? With that been said, Gourgeist-S is a very specific counter for certain things that would, otherwise, really hurt me. The biggest reason I have him is ToT, obviously, since it trades Chansey's Fight weakness for a Dark weakness. In some games thats the difference between winning and losing. The most notable examples are Sacred Sword, No Guard Machamp, Aura Sphere, Vital Throw, Terrakion, etc. It also completely decimates MKhan who is the most used Mega in the metagame.
The other moves are general support. A really fast Safeguard + Grass/Ghost typing is quite awesome imo since Fake Out + Dark Void / Spore is running rampant in our metagame. Fast WoW to cripple physical attackers and Light Screen to cripple special attackers. Frisk is the cherry on the top since it helps me make really good reads and predictions that may ensure the win.
I have decided to go for the Small one because I think a fast ToT is crucial. That Speed EV + Nature is enough to oughtspeed Jolly 95 base aswell as Adamant Terrakion (who would otherwise do a major number on Chansey). The rest goes into bulk for obvious reasons. Focus Sash with that Speed usually allows me to ensure the ToT/Safeguard regardless of what my opponent decides to do.

Linux (Linoone) @ Focus Sash
Ability: Quick Feet
Level: 50
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Simple Beam
- Protect
- Thunder Wave
- Charm
First of all, I have played many things in this slot. At first I used to play Hitmontop, then MLopunny and now Linoone. I dont have definitive conclusions on whether I whould play Linoone or not yet. Linoone is a situational pick that some times gives me the edge in the battle.
With that been said lets start with Simple Beam, a move that, in combination with Chansey, provides +4 Evasion out of 1 Minimize and +2 SpA/SpD out of a single Calm Mind. This is specially effective when my opponent is a specially offensive based team (and more so if they have MGardevoir or Sylveon, since if Im at +some SpD they cant kill MSableye anymore).
On top of that, Simple Beam lets me cripple certain mons that relay on their ability to do damage (Huge Power, Parental Bond, Pixiliate, etc) or dodge allied damage (Levitate, Storm Drain, etc).
Protects is there to gain time for Chansey to boost up, while TWave and Charm are there to cripple opponents giving Chansey better odds at setting up.
.....o0o..... [Replays] .....o0o.....
http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-209141710
Vs Infernape, Knock off Kecleon, Sylveon and Mienshao.
Got into tiebreak win position by turn 10.
http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-207591036
Vs No Guard Machamp and Knock Off Uxie.
Got into tiebreak win position by turn 10.
http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-207578623
Vs Thundurus, MKhan, Amoonguss, Aegislash and Talonflame.
Got into tiebreak win position by turn 10.
http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-207576598
Vs Taunt Gyarados, Raichu and Breloom.
Got into tiebreak win position by turn 14.
http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-207269149
Vs Knock Off Bisharp, Raichu, Breloom, MGardevoir and Taunt Talonflame.
Got into tiebreak win position by turn 11.
http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-207259149
Vs Togekiss, Knock Off Bisharp, MLucario and Gengar.
Got into tiebreak win position by turn 12.
http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-207230691
Vs Jolly Taunt Terrakion, Bisharp and MKhan.
Honestly, that Terrakion almost stomps me lol, I didnt expected that fast Taunt in the least.
Would have been into tiebreak win position by turn 13 if he didnt FF in turn 12.
http://pokemonshowdown.com/replay/battlespotdoublesvgc2015-206556240
Vs Spec Sylveon, Amoongus, Knock Off Bisharp and MKhan.
Got into tiebreak win position by turn 10.
.....o0o..... [Changelog] .....o0o.....
01/02/15 - This team was posted.
01/02/15 - Peak #10:

05/02/15 - Updated:
Hitmontop: Switched for MLopunny.
Shuckle: Switched Rock Slide for Protect.
Gourgeis-Small: Speed from 228 to 242 to outspeed Modest Gengar.
Aromatisse: Switched Light Screen and Light Clay for Protect and Sitrus Berry.
07/02/15 - Updated:
MLopunny: Switched for Linoone.
Gourgeis-Small: Switched Focus Sash for Choice Scarf.
Last edited: