Hello everybody. Im kind of new to VGC. I have been testing some stuff and is overall quite a nice metagame. This is the first "serious" team I mead after testing some stuff. I made this team arround Explosion/Selfdestruct (which is the first thing that brought me to VGC, a replay I saw of somebody going Ghost with Helping Hand into Explosion).
Dusclops is my main support. He has a huge bulk and access to the 2 things I want: Trick Room and Helping Hand. The idea is to turn 1 Trick Room, and turn 2 Helping Hand the Explosion.
Pain Split and Seismic Toss are my offensive weapons of choice. After I used Trick Room I can either use Helping Hand or simply damage them via Seismic Toss or Pain Split. Usually, I go Trick Room turn 1, Helping Hand turn 2, then again Helping Hand turn 3 if I use Explosion again or Pain Split to heal whatever damage I took in the first 2 turns, and then Seismic Toss. Because of this, I usually can 3HKO anybody (Pain Toss Toss), so if they ignore me I pretty much rape them in the 5 Trick Room turns.
One of the benefits of Seismic Toss is the fact that I can kill both Sash/Sturdy users aswell as turn 1 Substitutes, and since Im faster thanks to Trick Room, is kind of a priority thing so it almost never fails.
I tested Dusknoir over Dusclops so I could use Mental Herb to dodge Taunt, but I decided to go with Espeon instead because Eviolite makes a huge difference. Dusclops can die to easily, so in the long run, while I would have safest Trick Rooms, I wouldnt have a support right there all the time.
Snorlax-Dusclops is my main lead. I went for Selfdestruct Snorlax because: 1) I love Snorlax, and I love been able to play him competitively. 2) STAB counters Selfdestruct 50 base damage difference aswell as Snormal non owerpowered Atk. He does pretty much the same damage than my other Explosion thanks to that.
Normal Gem is the obvious choice. 200 * .5 (Gem) * .5 (STAB) * .5 (Helping Hand) * .5 (Curse if Im able to use it) into a 110 base Atk means I can kill everything, including Steel and Rocks.
Crunch is there to take down Ghost who are, obviously, one of the main problems of using Explosion/Selfdestruct. Helping Hand + Crunch can kill pretty much anything.
Protect is there for when I cant tank them while Curse is there for when I can tank them. I tested Belly Drum but I died to often and it was beyond innecesary.
Another benefit of Curse is that my speed drops to so low that I will hit before Dusclops, so if I know I will 1HKO them both I can use an attacking move with Dusclops instead Helping hand, getting a free Pain Split or Seismic Toss on the newcomers.
Gigalith is my secondary Explosion user. I usually choose DuscLax as lead, and then have Gigalith and some thing else as my back up.
Gigalith has several things that makes him one of the best for this job. First of all, he has access to Explosion and 135 base Atk, that can pretty much kill anything (minus Rock, Steel and Ghost) alone.
Second, he has Sturdy and a HUGE physical bulk, so he doesnt necesary needs Trick Room, which is important for when Dusclops gets Taunted or I go with Espeon as my Lead (Gigalith+Espeon, GigaEon, is my secondary lead, specially effective against Trick Room teams and stall teams)
Third, STAB Choice Band Stone Edge with Sturdy baby! That thing alone can sweep a team, specially under Trick Room, and if I can use Helping Hand... orgasm!
Finally, Superpower and Earthquake are there to counter Steel and Rock who resist my Explosion-Stone Edge combo.
Im using Metagross as one of my 4th pokes. Non-Explosion because at the point where I bring out Metagross that would be unneeded. He is my bulky Trick Room sweeper. He can take adventage of Helping Hand AND Trick Room and is almost impossible to 1HKO thanks to only few weakness and huge bulk. Leftovers is there to make him last. I can also Pain Split him to make him live even longer if needed. I also have a mixed wall bulk so I aint going down unless they have Eartquake (who cant 1HKO regarldess because of the dmg drop) and Fire.
Life Orb because im going for a mixed set, both in defences and ofences (type). I have double STAB that hits for at last neutral to everything, and Earthquake/Hammer Arm to hit for super effective the ones that resist my stabs.
Finally, my Dynamic Punch Machamp. I really like the fact that I can abuse Trick Room and Dynamic Punch with Machamp natural low Spe, high Atk and access to No Guard.
Im going for elemental punches and Life Orb to have good overall coverage. This set tested out to be quite effective because I usually choose DuscLax as lead, Gigalith as my 1st back up, and then either Machamp or Metagross acording to whatever I expect. If they have, for example, a x4 weak to Fire, Ice or Electric, Machamp is my obvious choice, while if they have 2 or more Ghost, Metagross is my obvious choice.
Espeon is my secondary lead and support, but I rarely send him out. While there are better Dual Screeners, Espeon has a psicologial factor that helps out a lot. Even if I dont choose it, they may think I may switch into Espeon and avoid Taunting my Dusclops, or doing stuff like that. That fear can really help some times.
He is also my secondary lead. He is specially effective against Stall teams thanks to Magical Bounce, while also providing access to Dual Screens against Trick Rooms.
Helping Hand and Protect are there to general support. If they expect a Protect and dont attack I get a free Helping Hand, while if they expect a Helping Hand and attack I dodge with Protect.
Another added benefit of Protect is the fact that I can use Explosion/Selfdestruct and I wont die in the process. Of course I cant use Helping Hand like I would with Dusclops.
Dual Screens with Light Clay shits on most offenisve Trick Room teams because they relay on been able to either use Spore fast or put as much damage as possible in the 5 turns. Dual Screener Espeon really puts a number on them, but again, I choosed Espeon MOSTLY for the psicologial factor, rather than the back up supporter.
Replay: http://pokemonshowdown.com/replay/doublesvgc2013dev6388595
Suggestions are appreciated.
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Dusclops @ Eviolite
Pressure
Sassy (+SpD -Spe)
EVs: 132 HP 252 Def 124 SpD
IVs: 0 Spe 0 Atk
- Pain Split
- Seismic Toss
- Trick Room
- Helping Hand
Dusclops is my main support. He has a huge bulk and access to the 2 things I want: Trick Room and Helping Hand. The idea is to turn 1 Trick Room, and turn 2 Helping Hand the Explosion.
Pain Split and Seismic Toss are my offensive weapons of choice. After I used Trick Room I can either use Helping Hand or simply damage them via Seismic Toss or Pain Split. Usually, I go Trick Room turn 1, Helping Hand turn 2, then again Helping Hand turn 3 if I use Explosion again or Pain Split to heal whatever damage I took in the first 2 turns, and then Seismic Toss. Because of this, I usually can 3HKO anybody (Pain Toss Toss), so if they ignore me I pretty much rape them in the 5 Trick Room turns.
One of the benefits of Seismic Toss is the fact that I can kill both Sash/Sturdy users aswell as turn 1 Substitutes, and since Im faster thanks to Trick Room, is kind of a priority thing so it almost never fails.
I tested Dusknoir over Dusclops so I could use Mental Herb to dodge Taunt, but I decided to go with Espeon instead because Eviolite makes a huge difference. Dusclops can die to easily, so in the long run, while I would have safest Trick Rooms, I wouldnt have a support right there all the time.
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Snorlax @ Normal Gem
Thick Fat
Brave (+Atk -Spe)
EVs: 4 HP 252 Atk 252 Def
IVs: 0 Spe
- Selfdestruct
- Crunch
- Curse
- Protect
Snorlax-Dusclops is my main lead. I went for Selfdestruct Snorlax because: 1) I love Snorlax, and I love been able to play him competitively. 2) STAB counters Selfdestruct 50 base damage difference aswell as Snormal non owerpowered Atk. He does pretty much the same damage than my other Explosion thanks to that.
Normal Gem is the obvious choice. 200 * .5 (Gem) * .5 (STAB) * .5 (Helping Hand) * .5 (Curse if Im able to use it) into a 110 base Atk means I can kill everything, including Steel and Rocks.
Crunch is there to take down Ghost who are, obviously, one of the main problems of using Explosion/Selfdestruct. Helping Hand + Crunch can kill pretty much anything.
Protect is there for when I cant tank them while Curse is there for when I can tank them. I tested Belly Drum but I died to often and it was beyond innecesary.
Another benefit of Curse is that my speed drops to so low that I will hit before Dusclops, so if I know I will 1HKO them both I can use an attacking move with Dusclops instead Helping hand, getting a free Pain Split or Seismic Toss on the newcomers.
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Gigalith @ Choice Band
Sturdy
Brave (+Atk -Spe)
EVs: 8 HP 252 Atk 248 Def
IVs: 0 Spe
- Explosion
- Stone Edge
- Earthquake
- Superpower
Gigalith is my secondary Explosion user. I usually choose DuscLax as lead, and then have Gigalith and some thing else as my back up.
Gigalith has several things that makes him one of the best for this job. First of all, he has access to Explosion and 135 base Atk, that can pretty much kill anything (minus Rock, Steel and Ghost) alone.
Second, he has Sturdy and a HUGE physical bulk, so he doesnt necesary needs Trick Room, which is important for when Dusclops gets Taunted or I go with Espeon as my Lead (Gigalith+Espeon, GigaEon, is my secondary lead, specially effective against Trick Room teams and stall teams)
Third, STAB Choice Band Stone Edge with Sturdy baby! That thing alone can sweep a team, specially under Trick Room, and if I can use Helping Hand... orgasm!
Finally, Superpower and Earthquake are there to counter Steel and Rock who resist my Explosion-Stone Edge combo.
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Metagross @ Leftovers
Clear Body
Brave (+Atk -Spe)
EVs: 252 Atk 16 Def 240 SpD
IVs: 0 Spe
- Iron Head
- Zen Headbutt
- Earthquake
- Hammer Arm
Im using Metagross as one of my 4th pokes. Non-Explosion because at the point where I bring out Metagross that would be unneeded. He is my bulky Trick Room sweeper. He can take adventage of Helping Hand AND Trick Room and is almost impossible to 1HKO thanks to only few weakness and huge bulk. Leftovers is there to make him last. I can also Pain Split him to make him live even longer if needed. I also have a mixed wall bulk so I aint going down unless they have Eartquake (who cant 1HKO regarldess because of the dmg drop) and Fire.
Life Orb because im going for a mixed set, both in defences and ofences (type). I have double STAB that hits for at last neutral to everything, and Earthquake/Hammer Arm to hit for super effective the ones that resist my stabs.
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Machamp @ Life Orb
No Guard
Brave (+Atk -Spe)
EVs: 216 HP 252 Atk 40 Def
IVs: 0 Spe
- Dynamic Punch
- Fire Punch
- Ice Punch
- Thunder Punch
Finally, my Dynamic Punch Machamp. I really like the fact that I can abuse Trick Room and Dynamic Punch with Machamp natural low Spe, high Atk and access to No Guard.
Im going for elemental punches and Life Orb to have good overall coverage. This set tested out to be quite effective because I usually choose DuscLax as lead, Gigalith as my 1st back up, and then either Machamp or Metagross acording to whatever I expect. If they have, for example, a x4 weak to Fire, Ice or Electric, Machamp is my obvious choice, while if they have 2 or more Ghost, Metagross is my obvious choice.
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Espeon @ Light Clay
Magic Bounce
Bold (+Def -Atk)
EVs: 200 HP 252 Def 56 SpD
IVs: 0 Atk
- Helping Hand
- Protect
- Reflect
- Light Screen
Espeon is my secondary lead and support, but I rarely send him out. While there are better Dual Screeners, Espeon has a psicologial factor that helps out a lot. Even if I dont choose it, they may think I may switch into Espeon and avoid Taunting my Dusclops, or doing stuff like that. That fear can really help some times.
He is also my secondary lead. He is specially effective against Stall teams thanks to Magical Bounce, while also providing access to Dual Screens against Trick Rooms.
Helping Hand and Protect are there to general support. If they expect a Protect and dont attack I get a free Helping Hand, while if they expect a Helping Hand and attack I dodge with Protect.
Another added benefit of Protect is the fact that I can use Explosion/Selfdestruct and I wont die in the process. Of course I cant use Helping Hand like I would with Dusclops.
Dual Screens with Light Clay shits on most offenisve Trick Room teams because they relay on been able to either use Spore fast or put as much damage as possible in the 5 turns. Dual Screener Espeon really puts a number on them, but again, I choosed Espeon MOSTLY for the psicologial factor, rather than the back up supporter.
Replay: http://pokemonshowdown.com/replay/doublesvgc2013dev6388595
Suggestions Are Welcome