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VGC 2015: Ask a Simple Question, Get a Simple Answer

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So guys, serious question: How do you counter PerishTrap Mega gengar + Gothitelle + Perish Song politeod/Azumarill? I have been 4-0'd by every PerishTrap team I've ever seen. There is no counter to Perish Song (except... what, Soundproof? Lets be serious). And this isn't a "One team I've only seen once", this is "50% of every Japanese player I see runs this and I run into a lot of Japanese teams at 5am Toyko time". Prankster Taunt is the only thing I can think of. Gengar just has to Perish Song on a predicted Protect, Protect, and switch. Can't touch the damn thing. Can't Protect against Perish Song. Can't exactly run a mono-Ghost team either. Just brute force the Gengar to death on the one turn it uses Perish Song?

just double target the gengar as quickly as you can. once gengar faints, the threat of perish song becomes a lot more manageable. you do have to avoid falling into the trap of disable, though, which is kind of difficult to respect.
 
The problem with pure Perish Trap is that they effectively give you three turns to just beat their mons' faces in while waiting for you to die. While I personally think it's more of a gimmick than a viable strat by itself (it's a nice secondary win-con though), it certainly takes some skill to make it work despite a good opponent's effort to stop it. The more offensively-oriented your team is, the easier it is to just kill them first.

If you flat out cannot beat Perish Trap, your team needs some modifications. At any rate, the easiest way to deal with it is U-Turn + Volt Switch. Ghost-types also help even if Gengar can potentially kill them directly, as that's definitely not a given plus Gothitelle shares the Ghost (and Dark) weakness anyway.
 
The problem with pure Perish Trap is that they effectively give you three turns to just beat their mons' faces in while waiting for you to die. While I personally think it's more of a gimmick than a viable strat by itself (it's a nice secondary win-con though), it certainly takes some skill to make it work despite a good opponent's effort to stop it. The more offensively-oriented your team is, the easier it is to just kill them first.

If you flat out cannot beat Perish Trap, your team needs some modifications. At any rate, the easiest way to deal with it is U-Turn + Volt Switch. Ghost-types also help even if Gengar can potentially kill them directly, as that's definitely not a given plus Gothitelle shares the Ghost (and Dark) weakness anyway.

Yeah, I have Aegislash but it does buckle against things like Weavile+Gengar leads. U-Turn/Volt Switch is something I do need though / didn't think of. Problem isn't raw power; between a Modest Char-Y, Aegislash, and Reckless Mienshao's HJK I actually have rather enormous immediate power. Mienshao is unfortunately useless against a Mega Gengar, Aegislash has Gengar+partner to deal with and threaten a KO, Venusaur is useless against Gengar, Foul Play on a support mon does shit to it, and an Expert Belt Swampy has to be careful aiming an Earth Power at Gengar. About the only thing I can do is Char-Y+Aegislash or Swampy+Char-Y. I guess the main problem I have is a hard time hitting Gengar due to a lack of a strong Dark move.

Taunt+Volt Switch Thundy gogogo
 
Not sure if this is the right place to ask but:

Does the Enter the Dragon tournament coming up require KB/HB pentagon-only Pokemon or are past generation Pokemon allowed?
 
it's using ORAS exclusively, so i don't think you can use past gen mons. usually the ORAS league uses the pentagon clause exclusively and the X/Y league allows past gen pokemon.
 
Hey guys, I'm doing my first Vgc team, and currently it goes by: M-Tyranitar / Aegislash / Thundurus / Cradily / Garchomp

I tought about adding Support suicune, or even maybe a togekiss, but i decided to come here and see what oppinion you guys could guive me.

Thanks in advance :)
 
I tought about adding Support suicune, or even maybe a togekiss, but i decided to come here and see what oppinion you guys could guive me.

M-Tyranitar is a personal favorite of mine, but requires a lot of support to unleash its full power. Togekiss is a great partner -- besides using Tailwind to patch up their middling speeds, it can Follow Me away attacks and statuses (Safety Goggles are even an option since sand will be guaranteed) while resisting 4 of the weaknesses that tend to prematurely end T-Tar's reign. I'm including the Ground weakness, though you'll need that Aegislash to Wide Guard any Earthquakes. Those 3 are pretty solid -- I'm not as experienced with the others so will leave my onion at that.
 
Is Super Fang M-Glalie viable? (If without Explosion)
Mega Glalie isn't really that viable to start with. I probably would want to run Ice Shard or Explosion, Earthquake, Return or Double Edge, and Protect. Earthquake would let you hit Steel-types, Heatran importantly. Super Fang doesn't really provide much other than a guaranteed 50% damage, which is something you should probably being doing anyway with Return or Double Edge.
 
Is Super Fang M-Glalie viable? (If without Explosion)

Chenkovsky explained it well. The only time you should really be using Super Fang in general is on very defensive or supportive Pokémon with little to no offensive power. Pachirisu, Purugly, and support Noivern/Crobat for example.
Chesnaught, Scrafty, and Walrein, despite having actual offensive power, can also use it in certain situations. Walrein for the Super Fang + Brine combo since it has no good Water STAB (Water/Ice type = no Scald, also lacks Hydro Pump), Scrafty *can* do damage with a +1 HJK or a SE Crunch, but let's be serious its usual damage output sucks. Chesnaught is usually bulky, but can run it to hit Poison, Bug, and Flying types if needed. Leech Seed/Spiky Shield/Rocky Helmet/Drain Punch and Super Fang could stack fast on non-Ghosts.

Most other things that learn Super Fang have at least one of the following qualities:
1) Complete shit. Watchog, Raticate, Furret, Dedenne, Swoobat, Mightyena, Sandslash, Linoone.
2) Can actually deal damage and don't really need it. (Mega) Houndoom, Eelektross, Diggersby, Toxicroak, (Mega) Sharpedo, Granbull, Mega Mawile, Nidoking/queen.
 
Thanks.
Another question: How viable is Jellicent outside rain or trick room? (ie: under normal circumstances)
 
Thanks.
Another question: How viable is Jellicent outside rain or trick room? (ie: under normal circumstances)

Ah, haven't played with Jellicent much, and honestly have not seen it used in Gen 6. Which is odd, it has such nice typing and a good movepool.
Outside of Rain, its offensive presence is low, though its still enough to threaten a decent number of Psychic, Fire, and Ground mons. Outside Trick Room, its fine. It can use Trick Room to turn off opposing Trick Room, or fire it off against faster teams as a form of Speed control (depending on your team, it may be better than Icy Wind) and is an absolute burn machine with Scald and WoW. Ghost is the new Dragon pretty much the best typing in the game, so Jelly honestly has the most spammable STABs ever in Scald + Shadow Ball/Hex. Its physical bulk is a bit low, but with Burns flying everywhere + Recover it can handle things like Lando-T. Taunt is also good, though Jelly is a bit slow to really abuse it. 100/105 special bulk isn't bad at all either.

You could use it without Toed, and TR isn't required to do what Jelly does best: threaten physical attackers and deal medium damage with amazing STAB coverage. TR vs Icy Wind just depends on your team. Middling Speed teams like mine, TR is best. Faster teams with things like Scarf Hydreigon/Landog, Raikou, etc. would definetly appreciate Icy Wind more. iirc its pretty high on our viability ratings, its low (direct) damage is what holds it back outside of Rain.
This is of course 90% speculation and assumption for all intents and purposes; like I said, never used one, never fought one.
 
In the Winter Regionals in Missouri, Braverius, the guy who finished second, used it in a team outside of rain or Trick Room and it worked pretty good for him. I saw some battles and he did a good job with Jelli.
If you are interested, his team consisted of: Jellicent, Hydreigon, Megagross, Lando-T, Thundurus and Terrakion (:
 
Question time:

Since I only will SR one Cresselia, what nature should I go for, bold or relaxed?
Also could bold work on a TR set?
I can not tell you the specifics of my team, because I will use this one Cresselia for many different teams.
 
Question time:

Since I only will SR one Cresselia, what nature should I go for, bold or relaxed?
Also could bold work on a TR set?
I can not tell you the specifics of my team, because I will use this one Cresselia for many different teams.
A Bold nature could work with Trick Room if you were using it to have an advantage against faster teams and to shutdown opposing Trick Room teams. For a dedicated Trick Room team a Relaxed nature would be needed to make the most of Cresselia's relatively high Speed for a Trick Room Pokemon.
 
Hey guys! Could you help me decide the last member of my team? Currently I have: Mega Gardevoir, Aegislash, Rotom-H, Suicune and Virizion. But I don't know whick pokémon should I put in the last slot. Suggestions?
 
Hey guys! Could you help me decide the last member of my team? Currently I have: Mega Gardevoir, Aegislash, Rotom-H, Suicune and Virizion. But I don't know whick pokémon should I put in the last slot. Suggestions?
Just based off of the typings on your team I'd suggest a dark type such as Hydreigon, Tyranitar, or Bisharp to help deal with your ghost weakness.
 
Does anyone have a copy of the Thundurus and/or Terrakion that was given out in the recent tournaments in this sub forum? I won't be able to make these tournaments because I'm going to work on Friday's at the same time they start. If anyone has a copy and they're willing to trade, please let me know!
 
Looking for tips on how to handle Tailwind setters such as Suicune and Zapdos, found my team unable to stop them and when it is a pretty speed oriented team it falls behind when the opponent will be able to always go first after the first turn. :(
 
Looking for tips on how to handle Tailwind setters such as Suicune and Zapdos, found my team unable to stop them and when it is a pretty speed oriented team it falls behind when the opponent will be able to always go first after the first turn. :(

Taunt or double targeting with a Fake Out user + another Pokémon, if you don't expect the first turn Protect. Having a "Trick Room mode" on your team can also screw with Tailwind setters. Prankster Thunder Wave/Quash is very effective and so is Icy Wind.
Or just use strong priority moves like Talonflame's Life Orb/Choice Band Gale Wings STAB Brave Bird, Bisharp's LO STAB Sucker Punch, Mega Kangaskhan's Parental Bond Sucker Punch, etc... while Tailwind is active and try to stall out the 4 turns with clever uses of the move Protect.
 
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Looking for tips on how to handle Tailwind setters such as Suicune and Zapdos, found my team unable to stop them and when it is a pretty speed oriented team it falls behind when the opponent will be able to always go first after the first turn. :(

My team has the same issue: very middling Speed (4/6 of my team is outsped by max Speed Adamant Bisharp/Breloom/Metagross) plus Tailwind, which means pretty much any other team with Tailwind outruns me. Which is to say, pretty much every non-TR team you'll ever see on BS Doubles lol. Typically how I compensate for this is with bulky, powerful attackers (Char-Y, Mega Venusaur, Aegislash), Fake Out (Mienshao), and stalling out Tailwind (Protect/Sleep Powder/King's Shield) and then setting my own 2-3 turns after the foe with my own Tailwind setter (Mandibuzz). I have battle vids of me overcoming faster Tailwind teams with nothing but Tailwind if you want to see that.

But putting aside bulky offense, you can also run heavy Speed control. Tailwind + Icy Wind Suicune can set Tailwind and help destroy the Speed gap of faster Tailwind teams. It's very passive, though, and leaves your ally in a bad spot of the opponent being able to largely ignore Suicune. Cresselia lacks Tailwind, but Icy Wind/Thunder Wave/Trick Room can bring things down a peg. Even if its not a 0 Speed, -Speed natured TR team, Trick Room will put you at a powerful advantage against Tailwind. Running Tailwind and Trick Room on the same team isn't absurd either.
Prankster T-Wave is annoying as fuck, but the easiest to counter. Ground and Electric types, Lightningrod, Lum Berry, and Quick Guard render it utterly useless. Quash, nothing is immune, but it limits you to Murkrow and Sableye. Not that either of them is bad. Murkrow has an absolutely horrifying array of Prankster terror, with Tailwind, Quash, T-Wave, Perish Song, Taunt, Featherdance, Screech, Confuse Ray, Spite, Haze (Draco + Haze = fun), Mean Look, and Rain Dance/Sunny Day (if you want a certain weather archetype to cry). Kinda frail though, even with Eviolite and Prankster Roost. Sableye has WoW and better typing.

Tornadus-I and Whimsicott have Prankster Taunt + Tailwind. Whimsicott can outrun Thundy and Taunt it before it Taunts you/uses Dick Thunder Wave, and has a Prankster Tailwind of its own. Also has the power to cripple anything that uses Trick Room, Tailwind, Protect, King's Shield, etc. with Encore. It's completely dead against Quick Guard though. Tornadus-I is a viable alternative, with the same Prankster Tailwind+Taunt, offensive presence, and different typing if Whimsicott stacks weaknesses. Also has Icy Wind for "seriously, fuck off, I will Taunt your TR, Tailwind your Tailwind, and then Icy Wind your ass".
Talonflame, priority Tailwind + Brave Bird. Cliche, but it works.
If you want to pull an "ultimate asshole" move, Snatch a Tailwind.

Hopefully some of this ramble is useful xD
 
I have a question about the legendaries we get from the weekly tournaments:
How are the redis-rights on those? I assume they are non-redis, but I have seen several of those floating around on Nuggetbridge, and I have been unable to find any traces of a trade between the user who SR'ed the 'mon and the one that has it for trade.
 
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