VGC Bridge over Troubled Water

Hello All

Reg H has been around a few days now and I think we're starting to see the Meta emerge so I'd like to lock in on the archetype I'm gonna be playing for the format early on and try to get as good as I can with it for the next few months. That means I'm going to need to pick a strong archetype that I think has proper staying power into a developing meta.

Being not an especially good player that means I'm going to pick one of the mons that made me think twice when it hit the field in the previous format.

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Archaludon @ Assault Vest
Ability: Stamina
Level: 50
Tera Type: Grass
EVs: 212 HP / 12 Def / 44 SpA / 164 SpD / 76 Spe
Modest Nature
IVs: 0 Atk
- Electro Shot
- Draco Meteor
- Body Press
- Flash Cannon

Archaludon is a powerful special attacker with amazing physical bulk and strong utility options. The Stamina ability makes it difficult to take down and requires opponents to think twice before blindly attacking into it. Electo Shot and Stamina combined can start this mon snowballing surprisingly quickly with Body Press becoming more and more dangerous for every careless or unsuccessful attack. Draco Meteor and Flash Cannon are added for STAB coverage becoming very formidable with only a few Electo Shot boosts.

The snowball effect allows for a minimal investment in Special Attack, instead preferring to outspeed max speed Ursaluna-B. There is also enough investment in Special Defense along with the Assault Vest to be able to tank Earth Power from it without needing to Tera, unless its max special attack and rolls a high damage roll.

Tera Grass swaps away from some weaknesses while giving a spore immunity that Archaludon appreciates.

Archaludon has two main drawbacks in a weakness to ground types, which are immune to Electro Shot and can hit back with STAB in its only weakness, and a strong preference to operate in the rain allowing Electro-Shot to be fired off in 1 turn. So ideally we need a partner that is immune to ground and can set the rain.

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Pelipper @ Focus Sash
Ability: Drizzle
Level: 50
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Weather Ball
- Hurricane
- Wide Guard
- Protect

Sort of a no-brainer here setting Rain every time it comes in. Weather Ball and Hurricane's high Base Power make up for Pelipper's middling Special Attack, nuking most targets weak to its STAB moves if they don't respect it properly. Protect is here for utility and to block Fake Out. Wide Guard is a niche pick to confound the Expanding Forces, Hyper Voices and Make it Rains which seem ubiquitous in the format.

Focus Sash is needed to guarantee Pelipper can remain a threat even when facing one of the many Pokémon that can hit it for super effective damage. The EV spread just makes this Pokémon move as fast as it can while hitting as hard as it can before swapping out or being sacrificed.

Tera Ghost is a generally strong Tera type and allows Pelipper to dodge Fake Out, which is especially important because it threatens to break Focus Sash. You're not going to Tera Pelliper 99% of the time but its the most useful of the Tera resources to have, maybe to catch something off guard.

So we have our offensive captain in Archaludon, what other support does it appreciate?

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Incineroar @ Safety Goggles
Ability: Intimidate
Level: 50
Tera Type: Ghost
EVs: 236 HP / 4 Atk / 76 Def / 156 SpD / 36 Spe
Careful Nature
- Fake Out
- Knock Off
- Parting Shot
- Taunt

Incineroar is one of the premier Pokémon in metagame thanks to Intimidate and its ability to check centralizing threats such as Gholdengo for its team. Its access to Fake Out and Parting Shot combined with its great natural bulk make for a strong combination, demanding respect from foes lest they be forced to switch out, leaving themselves vulnerable to Incineroar's allies, or stay on the field outputting negligible damage. Incineroar appreciates the fact that Pelliper makes Ground and Fighting types think twice making this an ideal addition to the team.

Taunt can prevent various set-up Pokemon or redirection Pokemon from operating, while Knock Off is a powerful dark type STAB that can remove key items such as Berries, Assault Vests and the like. Parting Shot makes an excellent supportive pivoting move too while Fake Out can allow Archaludon a turn to start rolling. You can even Fake Out your own Archaludon in a pinch to give a defence boost turning certain calculations in its favour.

Safety Goggles allow this Pokémon switch into and go after Spore and Rage Powder users without having to Tera Archaludon

EVs are added here purely for bulk with not much concern for speed or attack.

The Ghost Tera is again just to catch out a Fake Out user on the odd occasion, as with Pelliper. Its not going to be a frequent Tera, but its a useful tech in niche scenarios.

So we have Fire and Water, makes sense to round out the core with a supportive Grass Type, so who would Archaludon most appreciate?

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Sinistcha @ Rocky Helmet
Ability: Hospitality
Level: 50
Tera Type: Water
EVs: 252 HP / 76 Def / 16 SpA / 164 SpD
Relaxed Nature
IVs: 0 Atk
- Matcha Gotcha
- Rage Powder
- Life Dew
- Shadow Ball

Amoongus may seem like the more natural pick, but the Ghost typing and slightly more offensive capability of Sinistcha allows some plays that the team and I personally appreciate. Particularly against Gallade on Sun-Room/Psyspam teams which would otherwise nuke Amoongus. Sinistcha has great natural bulk, especially on the physical side which allows it to do great work with Hospitality alongside Palafin, Incineroar and Pelliper which are all hit-and-run Pokemon. It has decent special attack too which allows you to occasionally catch a Annihilape or Gholdengo off-guard with Shadow Ball. Rage Powder and Life Dew are hear to mimic an Amoongus-style set and give some of the same utility.

The Rocky Helmet is used here to discourage physical attackers

The EVs are chosen for Bulk and to shore up Sinistchas special defense allowing it to survive a Shadow Ball from Gholdengo

Tera Water is a defensive Tera that sheds the Ghost type weaknesses and give a resistance to Fire types which naturally counter Sinistcha

So thats our core 4, but we could use a few more offensive team mates to put some more damage across the field and to take the fight to some other metagame threats. So who is a physical attacker that appreciates the rain, tailwind, fake out support, redirection and healing?

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Palafin-Hero @ Mystic Water
Ability: Zero to Hero
Level: 50
Tera Type: Grass
EVs: 188 HP / 156 Atk / 4 Def / 4 SpD / 156 Spe
Adamant Nature
- Jet Punch
- Wave Crash
- Haze
- Drain Punch

The Hero, with its base 160 Attack, puts enormous pressure on opposing teams, often forcing an opponent to use defensive Terastallization and still managing to muscle past that. It also has a multitude of other tools that allow it to be the teams Dondozo and Kommo-o check such as Haze. Jet Punch is a strong priority move that is backed up by the even stronger Wave Crash if Jet Punch won't get the job done. Drain Punch offers some coverage while giving Palafin a little more longevity without relying solely on Sinistcha to do so.

In the rain, with a Mystic Water item this Pokémon can be hard to deal with. EVs are chosen to give a Balance between Speed, Power and Health to ensure it does as much damage as it can, as fast as it can, for as long as possible.

A grass Tera is chosen to give Immunity to pesky powder moves and resistance to Grassy Glides.

So at the moment I can run the team as a rain team and a balance team, which gives me great flexibility. So who could I add that wouldn't upset the synergies, doesn't mind being in the rain (and can also maybe even exist without it) that allows me potentially another way to run the team?

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Baxcalibur @ Clear Amulet
Ability: Thermal Exchange
Level: 50
Tera Type: Poison
EVs: 124 HP / 196 Atk / 4 Def / 4 SpD / 180 Spe
Adamant Nature
- Glaive Rush
- Icicle Crash
- Ice Shard
- Protect

Baxcalibur is one of the most powerful physical wallbreakers available. Glaive Rush is an amazing move that makes full use of Baxcalibur's Attack stat, and it has plenty of coverage and setup options. It sets itself apart from similar physical attackers with an immunity to burn due to Thermal Exchange and the strongest Ice Shard in the format, allowing it to pick off faster threats. It appreciates the rain to soften Fire attacks to allow Thermal Exchange to shine, but doesn't depend on it to function. Baxcalibur has a sky-high Attack stat with access to several powerful attacks. It will usually be able to pick up a KO or at least deal significant damage whenever it gets a chance to act. Baxcalibur's respectable bulk also allows it to survive many stray hits, making it a threat to both defensive and offensive Pokemon alike

Glaive Rush and Icicle Crash are strong STAB options that allow the team to deal more easily with opposing Dragons (especially Tera Grass ones - looking at you Archaludon and Dondozo).

The Clear Amulet stops any intimidate drops coupling well with Baxcaliburs natural burn immunity.

Tera Poison adds a resistance to Fighting and Fairys which threaten Baxcalibur as well as a potentially useful poison immunity now that Glimmora is more common and against those Muk/Smeargle toxic teams.

The EVs are chosen to hit Speed and Attack bumps while HP helps round out Baxcaliburs already respectable bulk.

Baxcalibur appreciates the Redirection and Healing Support as well as support with Fake Out to sneak in an nuke something so fits on the team quite well.

Now the team can function, as a Rain, Balance and Double Dragon team which gives me a lot of flexibility into various types of matchups which I'm hoping will give the team a lot of longevity as we go forward into the format proper. I hope to update and adjust the team as the Meta develops so perhaps I'll posts updates as we go along!

As always, I appreciate any and all analysis, comments, queries and suggestions. Feel free to take and use the team on the condition you let me know how you're getting along with it!

Thank you!

Pokepaste: https://pokepast.es/85b633677ee4a0eb


PS:

Changes I’m considering:
Palafin -> Primarina to give me a fairy type for all the dragons in the format that still appreciates rain
Baxcalibur -> Gholdengo/Hydreigon as another answer for the psyspam that doesn’t depend on weather and leave it all to poor Incineroar
 
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Heyo, sorry for the late reply. The team actually looks fine, but I have a few things to change for your matchups into the archetypes you mentioned to improve.

Tera Water --> Tera Grass on Palafin:palafin-hero:
This grants Palafin:palafin-hero:an immunity to Amoonguss:amoonguss:'s Spore, one of the key components of these Trick Room bases teams.

Tailwind --> Wide Guard on Pelipper:pelipper:
While I don't think you have to do this, your team will surely benefit from it because it stops powerful Eruption Torkoal:torkoal:and Expanding Force Hatterene:hatterene:.

Some notes on the replays:

You seemed to truly struggle with the threat of Gallade:gallade:. I think leading something along the lines of Amoonguse:amoonguss:and something with Protect (preferably Baxcalibur:baxcalibur:) should be nice, as you can either Protect Baxcalibur:baxcalibur:and Spore Gallade:gallade:with Tera Water Amoonguss:amoonguss:, or call the Tera Grass on Gallade:gallade:and KO it with Baxcalibur:baxcalibur:. You will have to be careful of the potential Follow Me Indeedee-F:indeedee-f:. You can also just Tera Poison Baxcalibur:baxcalibur:and Glaive Rush, and possibly EVing your Amoonguss:amoonguss:to survive a Psycho Cut from Gallade:gallade:would be nice.

After that, you can keep Pelipper:pelipper:and Archaludon:archaludon:safely in the back so Archaludon:archaludon:can be positioned for a sweep once you drag out and trap Torkoal:torkoal:in with Rain up.

You seemed to just send out Pelipper:pelipper:without keeping Torkoal:torkoal:in your mind, just something to look out for. Also, you seemed to have forgotten the effect of Psychic Terrain turning off priority, so that is also something to keep in your mind.

Overall I think this matchup just takes a lot of practice, but I'm assured you'll pull through.
 
Thank you so much as always. I’ve included all the changes you’ve suggested

I’m having a problem with EVing Amoonguss to survive Psycho Cut. Even if I go 252HP/252Def an Adamant Life Orb Psycho Cut is a garunteed OHKO. I think I have to Tera in front of it regardless
 
Thank you so much as always. I’ve included all the changes you’ve suggested

I’m having a problem with EVing Amoonguss to survive Psycho Cut. Even if I go 252HP/252Def an Adamant Life Orb Psycho Cut is a garunteed OHKO. I think I have to Tera in front of it regardless
Probably try calcing for the Clear Amulet set, although you can probably just keep the same EVs with Tera Dark and maybe try to survive Sacred Sword after Tera.
 
252HP/252Def Tera Dark is a 93.8% chance to OHKO with Sacred Sword Gallade on a Clear Amulet.

This is tough haha >.<

Sinistcha might get around the Sacred Sword with its Ghost typing and take neutral from Psycho cut, even with no investment its a 2 hit KO and I still get redirection and healing

Perhaps:


Sinistcha @ Rocky Helmet
Ability: Hospitality
Level: 50
Tera Type: Water
EVs: 252 HP / 76 Def / 16 SpA / 164 SpD
Relaxed Nature
IVs: 0 Atk
- Matcha Gotcha
- Rage Powder
- Life Dew
- Shadow Ball/Protect

EVs live a Psycho Cut from Gallade and a Shadow Ball from Gholdengo

That would make the team look like this: https://pokepast.es/5a4de1d2f78fab64
 
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252HP/252Def Tera Dark is a 93.8% chance to OHKO with Sacred Sword Gallade on a Clear Amulet.

This is tough haha >.<

Sinistcha might get around the Sacred Sword with its Ghost typing and take neutral from Psycho cut, even with no investment its a 2 hit KO and I still get redirection and healing

Perhaps:


Sinistcha @ Rocky Helmet
Ability: Hospitality
Level: 50
Tera Type: Water
EVs: 252 HP / 76 Def / 16 SpA / 164 SpD
Relaxed Nature
IVs: 0 Atk
- Matcha Gotcha
- Rage Powder
- Life Dew
- Shadow Ball/Protect

EVs live a Psycho Cut from Gallade and a Shadow Ball from Gholdengo

That would make the team look like this: https://pokepast.es/5a4de1d2f78fab64

I love my sinistcha. So I can support this change. Is strength sap too optimistic in doubles? World like a charm in singles provided they are physical lol. Idk, could be an option.
 
I love my sinistcha. So I can support this change. Is strength sap too optimistic in doubles? World like a charm in singles provided they are physical lol. Idk, could be an option.
Pretty sure Sinistcha likes running Matcha Gotcha, Shadow Ball, Trick Room and then either set up with CM or Nasty Plot, but I personally like Strength Sap
 
I’ll try Matcha Gotcha vs Strength Sap. Ive opted for Shadow Ball over Protect too.
Do you guys think I could do away with Life Dew if I make sure to get the Hospitality Cycles right?
 
Pretty sure Sinistcha likes running Matcha Gotcha, Shadow Ball, Trick Room and then either set up with CM or Nasty Plot, but I personally like Strength Sap

Yea that makes sense here. In singles I still started matcha, but the burn rate is very disappointing. So I went scald, that actually does way better for me BUT that's singles, where I can even run iron defense(so burns are needed for insurance vs crits, but not really besides.) in here, do you think scald is bad/worse than matcha? The latter hits palafin so probably. Then again scald hits fires and better burns others...
 
Yea that makes sense here. In singles I still started matcha, but the burn rate is very disappointing. So I went scald, that actually does way better for me BUT that's singles, where I can even run iron defense(so burns are needed for insurance vs crits, but not really besides.) in here, do you think scald is bad/worse than matcha? The latter hits palafin so probably. Then again scald hits fires and better burns others...

I think the healing from Matcha is a little more on Doubles because it hits 2 targets at once which might make it more appealing.

Sinistcha coming in Clutch:
https://replay.pokemonshowdown.com/gen9vgc2024reghbo3-2178455016
https://replay.pokemonshowdown.com/gen9vgc2024reghbo3-2178456563

I've also updated the OP so its now accurate to the most up-to-date version of the team.
 
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Hello again all,

I thought I'd use my 1 bump to update the thread with the most up-to-date version of the team with explanations. I've made a few changes due to calcs and experience with the team and this is the strongest version I've found so far, so to wit:
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Archaludon @ Assault Vest
Ability: Stamina
Level: 50
Tera Type: Grass
EVs: 212 HP / 12 Def / 44 SpA / 164 SpD / 76 Spe
Modest Nature
IVs: 0 Atk
- Electro Shot
- Draco Meteor
- Body Press
- Flash Cannon

Archaludon is a powerful special attacker with amazing physical bulk and strong utility options. The Stamina ability makes it difficult to take down and requires opponents to think twice before blindly attacking into it. Electo Shot and Stamina combined can start this mon snowballing surprisingly quickly with Body Press becoming more and more dangerous for every careless or unsuccessful attack. Draco Meteor and Flash Cannon are added for STAB coverage becoming very formidable with only a few Electo Shot boosts.

The snowball effect allows for a minimal investment in Special Attack, instead preferring to outspeed max speed Ursaluna-B. There is also enough investment in Special Defense along with the Assault Vest to be able to tank Earth Power from it without needing to Tera, unless its max special attack and rolls a high damage roll.

Tera Grass swaps away from some weaknesses while giving a spore immunity that Archaludon appreciates.

Archaludon has two main drawbacks in a weakness to ground types, which are immune to Electro Shot and can hit back with STAB in its only weakness, and a strong preference to operate in the rain allowing Electro-Shot to be fired off in 1 turn. So ideally we need a partner that is immune to ground and can set the rain.

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Pelipper @ Focus Sash
Ability: Drizzle
Level: 50
Tera Type: Stellar
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Weather Ball
- Hurricane
- Protect
- Tailwind

Sort of a no-brainer here setting Rain every time it comes in. Weather Ball and Hurricane's high Base Power make up for Pelipper's middling Special Attack, nuking most targets weak to its STAB moves if they don't respect it properly. Protect and Tailwind are here for utility and to block Fake Out and give the team a fast mode, respectively.

Focus Sash is needed to guarantee Pelipper can remain a threat even when facing one of the many Pokémon that can hit it for super effective damage. The EV spread just makes this Pokémon move as fast as it can while hitting as hard as it can before swapping out or being sacrificed.

I have opted for Tera Stellar as I find I don't get much mileage out of Tera Ghost and Stellar allows me to occasionally get the drop on something and nuke it.

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Amoonguss @ Sitrus Berry
Ability: Regenerator
Level: 50
Tera Type: Fairy
EVs: 236 HP / 156 Def / 116 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Pollen Puff
- Rage Powder
- Spore
- Protect

Yes, I have re-opted for the bulky mushroom. Amoonguss is one of the formats premier redirector with Rage powder, neutralizing foes with Spore and sustaining its teammates with Pollen Puff. Its defensive prowess, coupled with Regenerator, provides the sustainability to soak up hits while supporting its team.
It pairs very well with Archaludon forming a very difficult wall to break down while Archaludon pumps out damage.
As the most consistent sleep user in the tier, Amoonguss's Spore forces switches to powder-immune foes. This is especially powerful in Trick Room, as Amoonguss can utilize its low Speed to render foes immobile before they can act. Pollen Puff heals teammates and damages foes in a pinch, allowing Amoonguss to provide value even during the effects of Taunt.

Sitrus Berry improves Amoonguss's survivability when redirecting multiple attacks, with the EV/IVs allowing for a very bulky Mushroom that under-speeds everything for Trick Room matchups.

Tera Fairy is chosen to remove a weakness to Gallades Psycho Cut without making me weak to Sacred Sword and has been working well.

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Incineroar @ Safety Goggles
Ability: Intimidate
Level: 50
Tera Type: Ghost
EVs: 236 HP / 4 Atk / 76 Def / 156 SpD / 36 Spe
Careful Nature
- Knock Off
- Fake Out
- Parting Shot
- Taunt

Incineroar is one of the premier Pokémon in metagame thanks to Intimidate and its ability to check centralizing threats such as Gholdengo for its team. Its access to Fake Out and Parting Shot combined with its great natural bulk make for a strong combination, demanding respect from foes lest they be forced to switch out, leaving themselves vulnerable to Incineroar's allies, or stay on the field outputting negligible damage. Incineroar appreciates the fact that Pelliper makes Ground and Fighting types think twice making this an ideal addition to the team.

Taunt can prevent various set-up Pokemon or redirection Pokemon from operating, while Knock Off is a powerful dark type STAB that can remove key items such as Berries, Assault Vests and the like. Parting Shot makes an excellent supportive pivoting move too while Fake Out can allow Archaludon a turn to start rolling. You can even Fake Out your own Archaludon in a pinch to give a defence boost turning certain calculations in its favour.

Safety Goggles allow this Pokémon switch into and go after Spore and Rage Powder users without having to Tera Archaludon

EVs are added here purely for bulk with not much concern for speed or attack.

The Ghost Tera is again just to catch out a Fake Out user on the odd occasion. Its not going to be a frequent Tera, but its a useful tech in niche scenarios.

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Primarina @ Throat Spray
Ability: Liquid Voice
Level: 50
Tera Type: Grass
EVs: 252 HP / 52 Def / 108 SpA / 4 SpD / 92 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Moonblast
- Haze
- Protect

Rounding out the balance FWG core of the team, Primarina is an excellent offensive threat thanks to its high Special Attack, enabling it to punch holes in opposing teams with its powerful STAB combination of Hyper Voice and Moonblast. It also possesses a nice defensive typing and special bulk, allowing it to check many special attackers. Primarina can sometimes struggle to stay on the field due to its poor Speed and physical bulk, but it is still a dangerous offensive threat that must be carefully managed by your opponents. Haze and Protect are for utility and serve as the teams set-up counter into threats such as Dondozo/Tatsugiri, Kommo-o and the seemingly ubiquitous Alolan Muk/Smeargle nonsense.

The Throat Spray allows Primarina to setup without having to sacrifice a moveslot

The EVs are chosen to round out its bulk and boost the already formidable SpA.

A Grass Tera type gives Primarina an immunity to spore and a resistance to Electro-Shot in mirror matchups

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Baxcalibur @ Clear Amulet
Ability: Thermal Exchange
Level: 50
Tera Type: Poison
EVs: 124 HP / 196 Atk / 4 Def / 4 SpD / 172 Spe
Adamant Nature
- Glaive Rush
- Ice Shard
- Icicle Crash
- Protect

Baxcalibur is one of the most powerful physical wallbreakers available. Glaive Rush is an amazing move that makes full use of Baxcalibur's Attack stat, and it has plenty of coverage and setup options. It sets itself apart from similar physical attackers with an immunity to burn due to Thermal Exchange and the strongest Ice Shard in the format, allowing it to pick off faster threats. It appreciates the rain to soften Fire attacks to allow Thermal Exchange to shine, but doesn't depend on it to function. Baxcalibur has a sky-high Attack stat with access to several powerful attacks. It will usually be able to pick up a KO or at least deal significant damage whenever it gets a chance to act. Baxcalibur's respectable bulk also allows it to survive many stray hits, making it a threat to both defensive and offensive Pokemon alike

Glaive Rush and Icicle Crash are strong STAB options that allow the team to deal more easily with opposing Dragons (especially Tera Grass ones - looking at you Archaludon and Dondozo).

The Clear Amulet stops any intimidate drops coupling well with Baxcaliburs natural burn immunity.

Tera Poison adds a resistance to Fighting and Fairys which threaten Baxcalibur as well as a potentially useful poison immunity now that Glimmora is more common and against those Muk/Smeargle toxic teams.

The EVs are chosen to hit Speed and Attack bumps while HP helps round out Baxcaliburs already respectable bulk.

Baxcalibur appreciates the Redirection and Healing Support as well as support with Fake Out to sneak in an nuke something so fits on the team quite well.

Now the team can function, as a Rain, Balance and Double Dragon team which gives me a lot of flexibility into various types of matchups which I'm hoping will give the team a lot of longevity as we go forward into the format proper.

As always, I appreciate any and all analysis, comments, queries and suggestions. Feel free to take and use the team on the condition you let me know how you're getting along with it!

Thank you!

Pokepaste: https://pokepast.es/8602023bc306efd1
 
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