Hi everyone, I wanted to post about the first team I've really put thought into building for VGC, and have a lot of questions about what to do with it.
Team 1: we do a little sanding
Tyranitar @ Covert Cloak
Ability: Sand Stream
Level: 50
Tera Type: Flying
EVs: 220 HP / 252 Atk / 36 Spe
Adamant Nature
- Helping Hand
- Rock Slide
- Knock Off
- Tera Blast
Excadrill @ Clear Amulet
Ability: Sand Rush
Level: 50
Shiny: Yes
Tera Type: Stellar
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Iron Head
- Rock Slide
- High Horsepower
- Protect
Primarina @ Throat Spray
Ability: Liquid Voice
Level: 50
Shiny: Yes
Tera Type: Grass
EVs: 252 HP / 84 Def / 108 SpA / 4 SpD / 60 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Haze
- Hyper Voice
- Moonblast
Incineroar @ Safety Goggles
Ability: Intimidate
Level: 50
Tera Type: Ghost
EVs: 252 HP / 4 Atk / 156 Def / 60 SpD / 36 Spe
Impish Nature
- Fake Out
- Parting Shot
- Knock Off
- Flare Blitz
Ability: Regenerator
Level: 50
Shiny: Yes
Tera Type: Water
EVs: 244 HP / 156 Def / 108 SpD
Bold Nature
IVs: 0 Atk
- Rage Powder
- Spore
- Clear Smog
- Giga Drain
Murkrow @ Eviolite
Ability: Prankster
Level: 50
Shiny: Yes
Tera Type: Ghost
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Tailwind
- Taunt
- Foul Play
- Haze
I wanted to build around a sand core because of my affinity for Excadrill and Tyranitar, and built the rest of the team ostensibly around them, with Incin being the all around supportive monster it is, murkrow being able to provide speed control and counter some trick room setters (notably not farigiraf though), and amoonguss for additional support. Primarina came to mind as the primary special attacker in situations where running ttar/excadrill seemed less than ideal. At one point I had it running choice specs with max special attack investment and tera grass + energy ball specifically to be able to hit dondozo for big damage, especially with murkrow alongside it to haze away stat boosts from dozogiri, but have since moved away from it in favor of a more traditional primarina set that can still resist dozo and hit hard, but isn't specifically tuned to that matchup in order to give myself some more flexibility. The garchomp over excadrill version came about because in the games I've played on ladder I've seen just how exploitable excadrill's fragile defensive stats and weaknesses are, though this could also be due to my own carelessness in using it and defaulting to ttar/excadrill lead in most situations.
In the games I've played so far I've noticed a little trouble dealing with Ursaluna and some water types, but I've fared alright against rain teams. I'm also having trouble dealing with corviknight teams. Of course, I'm pretty low elo in these matches so perhaps that should all be taken with a grain of salt. Mostly I wanted to hear thoughts on each team, especially running excadrill vs running garchomp, potentially replacing Murkrow or Incineroar in favor of Salamence, who seems to be more popular on sand teams, as well as how you all would answer the threats you see on this team. I apologize for the clunkiness of the post, I'm not familar with how to embed all the little sprites like I see on the metagame discussion threads, and I appreciate any help y'all can give.
Team 1: we do a little sanding
Tyranitar @ Covert Cloak
Ability: Sand Stream
Level: 50
Tera Type: Flying
EVs: 220 HP / 252 Atk / 36 Spe
Adamant Nature
- Helping Hand
- Rock Slide
- Knock Off
- Tera Blast
- Tyranitar is of course the sand setter of the team, and the moveset was aped from a Reg G team I found on the VGCPastes repository. I've ended up really liking Helping Hand, as it can really bolster Excadrill's damage output since it isn't carrying Life Orb or Choice Band. The EV spread is meant to let it hit hard, soak up a couple of hits, and though I'm not too familiar with where that specific Speed investment puts it, it has helped it move right after excadrill in a lot of games I've played so far. I was juggling several potential items for Tyranitar at one point in time, starting with the Clear Amulet it came with from the Reg G team, opting to move that over to Excadrill instead and trying to decide whether or not I should get rid of Helping Hand in order to run AV, at one point using Leftovers as a placeholder and eventually settling on Covert Cloak to get around Fake Out pressure. The Tera Type gives the team a ready-made answer to Grass types that could give it trouble, as well as the dreaded Fighting-type that could cause headaches for both Ttar and Excadrill.
Excadrill @ Clear Amulet
Ability: Sand Rush
Level: 50
Shiny: Yes
Tera Type: Stellar
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Iron Head
- Rock Slide
- High Horsepower
- Protect
- Excadrill is meant to be the star of the show on this team, built to deal as much damage as possible and hopefully take care of opposingn threats quickly. I prefered Adamant over Jolly nature for this reason, but I still find that there's some problems taking out other threats before they take out Excadrill, given its clear frailty. I prefered High Horsepower over Earthquake because my team isn't necessarily built with Earthquake in mind, only Tera-Tyranitar and Murkrow can reasonably be on the field with Excadrill running it. The Tera-Stellar is meant to give amplified damage all-around without committing to an item that could potentially be made moot by an Intimidate. Clear Amulet allows it to attack unhindered by Intimidate, Parting Shots, and other Attack-lowering problems, as well as letting keep its full Sand Rush boost after Icy Wind or other Speed-lowering attacks. I have been wavering on keeping Excadrill, considering a version of this team where Garchomp features as the main attacker, with much the same investment, same item, but a Jolly nature instead since it is reasonably tankier than Excadrill and can reliably 2HKO most of the field if OHKO is not on the table.
Primarina @ Throat Spray
Ability: Liquid Voice
Level: 50
Shiny: Yes
Tera Type: Grass
EVs: 252 HP / 84 Def / 108 SpA / 4 SpD / 60 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Haze
- Hyper Voice
- Moonblast
- Primarina becomes the primary special attacker on the team, being able to take a hit and deal damage in return in many cases, invested for bulk and solid Special Attack that can then be boosted by Throat Spray. The Speed investment allows it to move first in some situations and really helps it become a faster threat under Tailwind. There was a version of Primarina on this team that ran specifically as a Dozogiri counter in particular, running max Special Attack investment, 92 HP EVs, 164 Defense EVs, and Choice Specs with Icy Wind, Energy Ball, Hyper Voice, and Moonblast. I decided to move away from this particular set so I could comfortably bring it into more situations where it can reliably deal damage, though I question still bringing Haze instead of Icy Wind in order to have some extra Speed control, especially since I am usually bringing it alongside Murkrow who also has Haze.
Incineroar @ Safety Goggles
Ability: Intimidate
Level: 50
Tera Type: Ghost
EVs: 252 HP / 4 Atk / 156 Def / 60 SpD / 36 Spe
Impish Nature
- Fake Out
- Parting Shot
- Knock Off
- Flare Blitz
- Incineroar, for lack of a better word, is Incineroar. I figured it would be wise to bring it because it just provides a ton of supportive power to the team and is tough to get rid of. It is running a standard moveset but the EV spread is something I will gladly accept changes to, I grabbed it from another Reg G team I was using and am not sure if it is the best allocation in the current meta. The goggles are also somewhat bog standard for Incin against threats like Amoonguss, but it also provides it the double utility of not taking damage from the sandstorm.
Ability: Regenerator
Level: 50
Shiny: Yes
Tera Type: Water
EVs: 244 HP / 156 Def / 108 SpD
Bold Nature
IVs: 0 Atk
- Rage Powder
- Spore
- Clear Smog
- Giga Drain
- Amoonguss is a famous source of bulk and staying power which I figured would be good to have, which also has the power to remove stat boosts from some potentially dangerous setup pokemon, while redirecting hits and sleeping opponents. I gave it Rocky Helmet as a way to have more utility when redirecting attacks should the attack be a contact move. I also ran Giga Drain over Pollen Puff because I wanted a source of STAB for Amoonguss as well as supereffective damage against Water types and did not find myself getting much out of Pollen Puff when I would run it on this team. The EV investment is one I had seen was pretty standard for Amoonguss and figured best to run as is.
Murkrow @ Eviolite
Ability: Prankster
Level: 50
Shiny: Yes
Tera Type: Ghost
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Tailwind
- Taunt
- Foul Play
- Haze
- Murkrow is the Tailwind setter I chose for this team, as I wanted a Prankster user to be able to set up faster and get Taunts off with priority as well. I brought Taunt to be able to block other Tailwind users as well as TR setters (except Farigiraf who blocks Prankster Taunt with Armor Tail). Haze is there to level things off in case of a problematic setup (Dozogiri), and Foul Play lets Murkrow take advantage of opposing pokemon. I chose to run Eviolite on this Murkrow with defensive EV investments since I figured with Prankster it would be able to forgo speed investment and still fare well into most teams when setting up, and tank hits as well. I have seen some Murkrows that max speed and run Focus Sash instead though, so I'm wondering if my thinkning was misguided. I mirrored the spread of a Clefairy I had on a Reg G team.
I wanted to build around a sand core because of my affinity for Excadrill and Tyranitar, and built the rest of the team ostensibly around them, with Incin being the all around supportive monster it is, murkrow being able to provide speed control and counter some trick room setters (notably not farigiraf though), and amoonguss for additional support. Primarina came to mind as the primary special attacker in situations where running ttar/excadrill seemed less than ideal. At one point I had it running choice specs with max special attack investment and tera grass + energy ball specifically to be able to hit dondozo for big damage, especially with murkrow alongside it to haze away stat boosts from dozogiri, but have since moved away from it in favor of a more traditional primarina set that can still resist dozo and hit hard, but isn't specifically tuned to that matchup in order to give myself some more flexibility. The garchomp over excadrill version came about because in the games I've played on ladder I've seen just how exploitable excadrill's fragile defensive stats and weaknesses are, though this could also be due to my own carelessness in using it and defaulting to ttar/excadrill lead in most situations.
In the games I've played so far I've noticed a little trouble dealing with Ursaluna and some water types, but I've fared alright against rain teams. I'm also having trouble dealing with corviknight teams. Of course, I'm pretty low elo in these matches so perhaps that should all be taken with a grain of salt. Mostly I wanted to hear thoughts on each team, especially running excadrill vs running garchomp, potentially replacing Murkrow or Incineroar in favor of Salamence, who seems to be more popular on sand teams, as well as how you all would answer the threats you see on this team. I apologize for the clunkiness of the post, I'm not familar with how to embed all the little sprites like I see on the metagame discussion threads, and I appreciate any help y'all can give.
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