VGC Crippling the Cheshire Unicorn - A Team of Explosive Consequence

A Team of Explosive Consequence
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It's tough work justifying Mega Glalie. But be it a butcher, a baker, or a candlestick maker (or whatever else fits in the tub), Mega Glalie will explode, one way or another. And the rest of the team is there to make it happen, trying for the most immediate and devastating detonation possible while still allowing for a good sweeping up afterward. A flexible team that highlights the unique talents of Mega Glalie and takes advantage of the unique situations it presents. That's the dream, and I need your help to make it a reality.


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Cheshire (Glalie) (M) @ Glalitite
Ability: Inner Focus
Level: 50
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant
Nature
- Explosion
- Ice Shard
- Earthquake/Double Edge
- Protect

This beautiful blue cheshire unicorn—true just a disembodied ball of ice—is the backbone of the team, crippled by scoliosis it may be. But just as Oppenheimer too suffered a bad back, both he and Mega Glalie continue to have an explosive impact on whatever (or whoever) they may land on. Bottomline, Mega Glalie should not be trifled with. Explosion is what separates the men from the boys. There aren't many things that can compare to the devastation Mega Glalie can inflict when he goes off. Ice Shard can take down most things with a 4x weakness in 2 or 3 hits. Earthquake offers decent coverage and adds variety, while Double Edge takes advantage of Refrigerate and is rather destructive in its own right. Strategically, Glalie is a piece best played with the transition to mid-game, or as a scout, applying psychological pressure behind the cover of Inner Focus, baiting attacks hoping to take advantage of Glalie's fragile typing. The meager 4 EVs in Defense let Mega Glalie survive a Superpower from -1 Landorus T. Everything else is there to keep Glalie powerful and fast for when he's ready to do what he does best.


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Jubjub (Noivern) (F) @ Focus Sash
Ability: Telepathy
Level: 50
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Tailwind
- Draco Meteor
- Super Fang
- Taunt

The role Noivern plays here is simple, but sophisticated in that simplicity—a fast offensive support who can both increase the effectiveness of Glalie's unique talents while still benefit the team. Tailwind applies tremendous offensive pressure. Noivern's speedy Taunt support makes the bothersome Substitute almost trivial, and prevents Trickroom activation which could otherwise prove dubious. Super Fang followed by Draco Meteor almost guarantees a 2HKO on anything failing to resist it. Telepathy allows Noivern to sacrifice Protect in favor of a support move. Pretty much what I needed here was something that could pretend to be be an offensive threat, while at the same time would be predicted as a non-threat, all while actually being an offensive threat. It doesn't really make sense, but it's this sort of nonsense Noivern is good at.


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Reign (Aegislash) (M) @ Weakness Policy
Ability: Stance Change
Level: 50
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk / 0 Spe
- King's Shield
- Shadow Ball
- Flash Cannon
- Wide Guard

Aegislash fits on any team, and mine is no exception. He brings fighting immunity and steel resistances, and has the offensive coverage needed to handle the Fairies the team so despises. Wide Guard protects against Earthquakes that would otherwise destroy Aegislash, baiting attacks to contact King's Shield so that he may survive the same Earthquakes later. The remaining moves ensure a diverse and devastating offensive presence that compliment the rest of the team. Modest nature maximizes that presence, and in tandem with 0 Attack IVs, minimizes the risks associated with Foul Play and Swagger, which have proven to be genuine threats to Aegislash with a base Attack of 150 and a weakness to Dark. Reducing that risk at no cost is not only appreciated, but necessary. No Speed IVs keeps my Aegislash slower then your Aegislash, and my goldfish smarter then your honer's student.


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Dreidel (Hitmontop) @ Sitrus Berry
Ability: Intimidate
Level: 50
Shiny: Yes
EVs: 252 HP / 124 Atk / 132 Def
Adamant Nature
- High Jump Kick
- Rock Slide
- Fake Out
- Wide Guard

When my team needed Intimidate support, Hitmontop was who a first thought of. He offered everything I needed: Fake Out, Wide Guard, and a powerful Fighting move High Jump Kick. High Jump Kick let's him 2HKO Rotom-A where Close Combat falls short, and Close Combat sapped my defenses, gradually crippling the support he offered, both emotional and physical. I couldn't handle that much strain on our relationship, so I gave him an ultimatum: Change or I'll have to, that or I will break that ridiculous spike right off your head. He changed, and High Jump Kick is how. It's an odd choice I know, but his Sitrus Berry keeps him safe when it fails. The 132 EVs invested in Defense let Hitmontop survive a -1 Brave Bird from Life Orb Talonflame, dulling that threat and letting Hitmontop retaliate with Rock Slide. Two Pokemon with Wide Guard may seem redundant, but its proven useful considering Glalie's susceptibility to standard spread moves Rock Slide and Heat Wave. There's really nothing else noteworthy, except to say that who knew Hitmontop could pull off that shade of pink?


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Romney (Rotom-Heat) @ Life Orb
Ability: Levitate
Level: 50
Shiny: Yes
EVs: 92 HP / 252 SpA / 164 Spe
Modest Nature
- Overheat
- Thunderbolt
- Will-O-Wisp
- Protect

Don't be deceived by this toasty toaster. With a Life Orb in one mitten and Modest Special Attack in another, Rotom-H can burn a hole in hell itself and still cook a waffle for you when its done. Its standard moveset is a tried and true arsenal. Why mess with perfection? The HP investment lets Rotom survive a Hyper Beam from Choice Specs Sylveon, with the rest left to Speed to sucker punch unsuspecting foes.


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Mulligan (Gastrodon) (M) @ Expert Belt
Ability: Storm Drain
Level: 50
Shiny: Yes
EVs: 244 HP / 68 Def / 196 SpA
Modest Nature
- Muddy Water
- Recover
- Ice Beam
- Protect

Gastrodon resists nearly every weakness suffered by the rest of the team. Muddy water was chosen over Scald, as it, in tandem with the Expert Belt, allows a greater investment in bulk and has unique typing for a spread move. Special Attack is set at 196 EVs to OHKO Terrakion. Maximum odd HP leaves 68 EVs left to defense for bulk needed of his role. Recover is there over Earth Power to compensate for choosing an Expert Belt in favor of a Sitrus berry, who currently is in the company of much less special nubs.


Any feedback is of course greatly appreciated, as is any time spent reading this post.


Ever grateful,
-Noah
 
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Wow a Mega Glalie team, I haven't seen this thing used much so its nice to see it being used! Personally, I find your team way too catered to Glalie's Explosion, to the point where if you don't pull it off, you'll end up losing the game. With that in mind, I will be making a few changes on your team so that it isn't so catered towards Glalie. Just a few minor changes first. I recommend switching Heatran's EV spread to 44 HP / 4 Def / 252 SpA / 4 SpD / 204 Spe with a Modest nature and Shuca Berry as the item. Shuca Berry is essentially a more "reliable" version of Air Balloon since it doesn't disappear after being hit with any attack. This EV spread alongside Shuca Berry allows Heatran to survive an Adamant Landorus-T's Earthquake while the Speed EVs allow Heatran to outrun Adamant max Speed Bisharp. Though another potential nature you can use is Timid to creep Jolly Breloom, but I wouldn't worry too much about it to be honest.

Another minor change I would switch to is Close Combat instead of High Jump Kick on Hitmontop. High Jump Kick is a SUPER risky move, especially in VGC since most Pokemon will be carrying Protect. While Close Combat does lower your defenses, High Jump Kick makes Hitmontop lose HALF of its health on a misprediction, essentially meaning that the same move that would kill you after the defense drops from Close Combat will kill you after a High Jump Kick into a Protect. Plus there is always a chance that High Jump Kick will miss, whereas Close Combat has 100% accuracy and doesn't punish you for predicting wrong. The extra 10 power from High Jump Kick isn't worth it either since Hitmontop gets the same KOs with Close Combat anyways.

Krookodile, while a very interesting Pokemon, is horribly outclassed by Landorus-T, especially for the role that you want Krookodile to perform, which is as a bulky attacker. So I recommend switching from Krookodile to Landorus-T. Not only does Landorus-T have better stats than Krookodile, but Landorus-T overall synergizes a lot better with the team. Krookodile has a Fighting-type weakness, which is already shared by two members on your team, whereas Landorus-T actually resists Fighting-types. It also helps against Terrakion, which is currently a major threat to your team. It does lose out on STAB from Knock Off, however, that is worth it for the support that Landorus provides for your team.

Now both Noivern and Gardevoir are very unorthodox choices; neither of them can really function on their own to be honest. Regular Gardevoir is really frail, to the point where most powerful physical attacks, VGC is pretty physically oriented this year, will KO it whereas Noivern is essentially useless after firing off a Draco Meteor. Nonetheless, Noivern provides more for the team than Gardevoir so it is best to replace Gardevoir with Ludicolo. Now I know what you're thinking, Ludicolo and Gardevoir have absolutely nothing in common. While, yes that is true, Ludicolo offers coverage against Rotom-W, who is currently a pretty huge threat to your team. Ludicolo also is able to check Landorus-T, another big threat, and Rotom-H. Plus, it synergizes REALLY well with Landorus-T and Heatran by being able to switch into Water-type attacks aimed at them and force it out.

That's pretty much it dude, really cool team! I also love the witty comments, made the RMT much more fun to read! Hope I helped and good luck with the team!!! :]
-DaAwesomeDude1

heatran.gif

Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 44 HP / 4 Def / 252 SpA / 4 SpD / 204 Spe
Modest Nature
- Heat Wave
- Earth Power
- Ancient Power
- Protect

hitmontop.gif

Hitmontop @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Wide Guard
- Close Combat
- Fake Out
- Feint

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Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 164 HP / 172 Atk / 4 Def / 76 SpD / 92 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn / Knock Off
- Superpower

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Ludicolo @ Expert Belt (not my first choice for an item, but AV is already taken haha)
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Scald
- Giga Drain
- Ice Beam
- Protect / Fake Out
 
Wow a Mega Glalie team, I haven't seen this thing used much so its nice to see it being used! Personally, I find your team way too catered to Glalie's Explosion, to the point where if you don't pull it off, you'll end up losing the game. With that in mind, I will be making a few changes on your team so that it isn't so catered towards Glalie. Just a few minor changes first. I recommend switching Heatran's EV spread to 44 HP / 4 Def / 252 SpA / 4 SpD / 204 Spe with a Modest nature and Shuca Berry as the item. Shuca Berry is essentially a more "reliable" version of Air Balloon since it doesn't disappear after being hit with any attack. This EV spread alongside Shuca Berry allows Heatran to survive an Adamant Landorus-T's Earthquake while the Speed EVs allow Heatran to outrun Adamant max Speed Bisharp. Though another potential nature you can use is Timid to creep Jolly Breloom, but I wouldn't worry too much about it to be honest.

Another minor change I would switch to is Close Combat instead of High Jump Kick on Hitmontop. High Jump Kick is a SUPER risky move, especially in VGC since most Pokemon will be carrying Protect. While Close Combat does lower your defenses, High Jump Kick makes Hitmontop lose HALF of its health on a misprediction, essentially meaning that the same move that would kill you after the defense drops from Close Combat will kill you after a High Jump Kick into a Protect. Plus there is always a chance that High Jump Kick will miss, whereas Close Combat has 100% accuracy and doesn't punish you for predicting wrong. The extra 10 power from High Jump Kick isn't worth it either since Hitmontop gets the same KOs with Close Combat anyways.

Krookodile, while a very interesting Pokemon, is horribly outclassed by Landorus-T, especially for the role that you want Krookodile to perform, which is as a bulky attacker. So I recommend switching from Krookodile to Landorus-T. Not only does Landorus-T have better stats than Krookodile, but Landorus-T overall synergizes a lot better with the team. Krookodile has a Fighting-type weakness, which is already shared by two members on your team, whereas Landorus-T actually resists Fighting-types. It also helps against Terrakion, which is currently a major threat to your team. It does lose out on STAB from Knock Off, however, that is worth it for the support that Landorus provides for your team.

Now both Noivern and Gardevoir are very unorthodox choices; neither of them can really function on their own to be honest. Regular Gardevoir is really frail, to the point where most powerful physical attacks, VGC is pretty physically oriented this year, will KO it whereas Noivern is essentially useless after firing off a Draco Meteor. Nonetheless, Noivern provides more for the team than Gardevoir so it is best to replace Gardevoir with Ludicolo. Now I know what you're thinking, Ludicolo and Gardevoir have absolutely nothing in common. While, yes that is true, Ludicolo offers coverage against Rotom-W, who is currently a pretty huge threat to your team. Ludicolo also is able to check Landorus-T, another big threat, and Rotom-H. Plus, it synergizes REALLY well with Landorus-T and Heatran by being able to switch into Water-type attacks aimed at them and force it out.

That's pretty much it dude, really cool team! I also love the witty comments, made the RMT much more fun to read! Hope I helped and good luck with the team!!! :]
-DaAwesomeDude1

heatran.gif

Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 44 HP / 4 Def / 252 SpA / 4 SpD / 204 Spe
Modest Nature
- Heat Wave
- Earth Power
- Ancient Power
- Protect

hitmontop.gif

Hitmontop @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Wide Guard
- Close Combat
- Fake Out
- Feint

645-therian.gif

Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 164 HP / 172 Atk / 4 Def / 76 SpD / 92 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn / Knock Off
- Superpower

ludicolo.gif

Ludicolo @ Expert Belt (not my first choice for an item, but AV is already taken haha)
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Scald
- Giga Drain
- Ice Beam
- Protect / Fake Out
Wow, thanks for all the input. There's really no argument against replacing Krookodile except to say he's really the only Pokemon you can name Nixon and get away with it, and his departure will be deeply felt by republicans everywhere. Nifty Heatran spread. The only reason I gave him the balloon was for emergency switches to negate ground moves, but you've already remedied that by adding Landorus. Crafty sir, very crafty. You've sold me on Hitmontop holding Close Combat. Not sure how you slid that one by me, but it was very well done to say the least. Now, that stupid looking pineapple—I have some concerns, aside from putting any kind of faith in a fruit that I don't even like. It has the coverage I need, but it's offensive pressure is a bit lackluster. I like the expert belt on him, it's a nice little homage to Gardevoir. But I'm thinking a life orb would better fill the position to compensate for the decline in damage output. All things aside, thanks again; you've been tremendously helpful. Here's to the Ludicolo, may he dance on for eternity.
 
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