VGC A cold mirror

Hey everyone :) this team is for an upcoming premier challenge I'm entering. Just found out it's Bo3 so should be fun. I designed this team when helping a friend of mine with their first team, and after making a few tweaks i ended up with this.

Nihilego @ Life Orb
Ability: Beast Boost
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Power Gem
- Sludge Bomb
- Protect
- Grass Knot

Nihilego is one of my main offensive pressures. Lorb sludge bomb does large amounts to all the tapus, ohko'ing each most of the time. Power gem is for for more coverage and its strongest rock STAB attack. I chose grass knot over hp ice as I already have an ice type on my team and I have very few ways to deal with gastrodon. Not only is this unexpected, it picks up many useful ko's. The ev spread is the typical 252/252 spread, to maximise speed and spec atk and life orb is for extra damage output.

Some calcs: offensive
Nihilego Grass Knot (60 BP) vs. 244 HP / 88 SpD Gastrodon: (86.1 - 103.2%) --18.8% chance to OHKO
252 SpA Life Orb Nihilego Sludge Bomb vs. 252 HP / 44+ SpD Tapu Fini: (79 - 93.7%) -- guaranteed 2HKO after Leftovers recovery

Tapu Koko @ Flyinium Z
Ability: Electric Surge
Level: 50
EVs: 252 HP / 84 Atk / 12 Def / 60 SpD / 100 Spe
Jolly Nature
- Wild Charge
- Mirror Move
- U-turn
- Protect

This tapu Koko set was inspired by both Ray Rizzo's bulky Koko, and Alex Ogloza's physical Koko. 100 speed evs allow it to speed almost everything (except other koko) that isn't boosted by scarf or tailwind. 252hp/ 12 def allow it to survive a neutral chomp eq. For those who aren't aware, Z mirror move boosts the users attack by 2, then copies the targets last move and turns it into the z move of that respective type. With 84atk evs, Koko is not only able to survive a garchomp earthquake but then has a 62.5% chance to return the ko with tectonic rage. Wild charge is for STAB, and u-turn is my physical volt switch for neutral damage and a way to get out of sticky situations. Now this Team was made prior to me finding out the pc will be best of 3, so I am aware that I will need to play carefully with Koko as to not give too much information away.

Some calcs: offensive
84 Atk Tapu Koko Wild Charge vs. 252 HP / 100 Def Tapu Fini in Electric Terrain: (85.8 - 102.8%) -- 12.5% chance to OHKO

84 Atk Tapu Koko Wild Charge vs. 252 HP / 0 Def Celesteela in Electric Terrain: 186-218 (91.1 - 106.8%) -- 43.8% chance to OHKO

Keep in mind that these calcs are at neutral attack, if z mirror move has successfully been used he's able to pick up a lot of ko's.

Mudsdale @ Assault Vest
Ability: Stamina
Level: 50
EVs: 228 HP / 252 Atk / 28 Spe
Adamant Nature
- High Horsepower
- Heavy Slam
- Earthquake
- Close Combat

Mudsdale is a Pokemon I've always enjoyed. Though not as fast as garchomp, he's still a very strong ground option. With access to high horsepower, I don't need to worry as much about having Koko or arcanine on the field with him. Heavy slam is a great way of dealing with troublesome fairy Pokemon (tapus), being able to ko tapu lele unless invested to be bulky. Close combat is for opposing kartana or porygon2. Earthquake is definitely a strong move, though I don't use it as often as I have very little to avoid it myself. I will mainly use it if he has lead with fini, and fini will most likely go down that turn, so that I may swagger myself and deal large damage to my opponent. The 28evs in speed is so that I can outspeed alolan marowak outside of trick room. I know marowak isn't as common as it used to be, but having marowak being able to hit ninetales, Koko or arcanine before I hit it was very annoying. Assault vest is for maximising special defence, which actually helped a lot. He's able to easily survive an alolan ninetales blizzard.

Some calcs:
252+ Atk Mudsdale Close Combat vs. 244 HP / 92 Def Eviolite Porygon2: 96-114 (50.2 - 59.6%) -- guaranteed 2HKO

252+ Atk Mudsdale Heavy Slam (120 BP) vs. 164 HP / 92 Def Tapu Lele: 164-194 (98.7 - 116.8%) -- 93.8% chance to OHKO

Tapu Fini @ Leftovers
Ability: Misty Surge
Level: 50
EVs: 252 HP / 4 Def / 84 SpA / 140 SpD / 28 Spe
Bold Nature
- Moonblast
- Muddy Water
- Heal Pulse
- Swagger

This tapu fini was a set I copied from Trainer Tower's damage calc and edited to fit around my fini. It was initially a calm mind set, but i never found myself using it so I switched it to heal pulse (little did I know I just began using Wolfe Glick's set). Muddy water and moonblast are STAB moves for maximum damage output. Swagger I mainly use on myself inside misty terrain, but if the terrain is ever removed I would use it on my opponent (shame about the nerf). The evs are optimised for as much bulk as possible while still hitting hard. In all honesty, I'm still working out what the 28 evs allow me to outspeed but I will continue checking.

Some calcs:
84 SpA Tapu Fini Moonblast vs. 0 HP / 4 SpD Garchomp: 128-152 (69.9 - 83%) -- guaranteed 2HKO

84 SpA Tapu Fini Muddy Water vs. 252 HP / 4 SpD Arcanine: 96-114 (48.7 - 57.8%) -- 21.5% chance to 2HKO after Sitrus Berry recovery

As this is more of a supportive fini, it can't pick up as many ohko's as a calm mind variant or a specs variant could, but it is still incredibly bulky, especially when paired with arcanine or under aurora veil.

Ninetales-Alola @ Focus Sash
Ability: Snow Warning
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Aurora Veil
- Moonblast
- Freeze-Dry
- Protect

Each player has their own play style. Wolfe's being heavily switch orientated/defensive, Aaron Zheng being a large fan of trick room etc. for me, I find my play style is with weather. Ninetales is perfect for this team as it helps add to the already bulky nature of the team and is able to deal out big damage as well. The set is pretty standard, allowing me to get aurora veil up very fast and most of the time able to hang on for a few more turns. Moonblast is for fairy stab, to pick up any ko's that tapu fini isn't able to. I chose freeze dry over ice beam or blizzard as 1. Is more accurate than blizzard out of my own weather 2. Is 4x super effective against Pokemon such as pelipper and gastrodon, due to it being super effective against water. Combine ninetales and nihilego, gastrodon has a hard time, which is helpful as I find my team doesn't like facing gastrodon if they aren't around.

Some calcs:
Alola Freeze-Dry vs. 0 HP / 4 SpD Garchomp: 204-240 (111.4 - 131.1%) -- guaranteed OHKO

Alola Freeze-Dry vs. 244 HP / 88 SpD Gastrodon: 192-228 (88.4 - 105%) -- 18.8% chance to OHKO

Arcanine @ Figy Berry
Ability: Intimidate
Level: 50
EVs: 236 HP / 68 Atk / 76 Def / 128 SpD
Adamant Nature
IVs: 29 HP
- Flare Blitz
- Wild Charge
- Will-O-Wisp
- Snarl

Arcanine is my main way to beat kartana, celesteela and other steel/grass types and just prove annoying with both intimidate and snarl. Flare blitz is its main source of offense, being STAB and having such a large base power. Wild charge I don't find myself using as much, but still helps for picking up ko's on weaker fini. Wil-o-whisp is for weakening physical attackers, making it harder for them to pick up ko's. Finally snarl is for lowering special attack. I find arcanine is especially helpful when combined with ninetales and fini. If I have set up aurora veil, arcanine is able to provide support that can force my opponent to switch, waste pp trying to knock out mons or just make it too hard for them to pick up ko's. I do feel that if I had to, I'd drop wild charge for something, though I'm not sure what for yet. And honestly, once the starters have their hidden abilities released, incineroar will most likely take its place, as it is ko'd too much by shattered psyche by tapu lele.

Some calcs:

68+ Atk Arcanine Flare Blitz vs. 252 HP / 0 Def Celesteela: 168-200 (82.3 - 98%) -- guaranteed 2HKO after Leftovers recovery

68+ Atk Arcanine Flare Blitz vs. 252 HP / 4 Def Vikavolt: 186-222 (101 - 120.6%) -- guaranteed OHKO
 
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