After experimenting with OU for a while I decided to try VGC. Also, I've decided that I'll stick with a Mega Gallade team that focus on speed control.
First, I wanted to have a strong Mega as the main Pokemon, but also I wanted my Mega to be uncommon. So I ended up choosing Mega Gallade.
Next thing I did was adding Bisharp to have a strong core that cover each other weaknesses.
Considering Bisharp Fire weakness, I thought about adding Rotom-Wash. But then I decided to choose Rotom-Heat, since both of them are basically the same in every aspect.
I began to worry about Water type threads. So Amoonguss came to mind.
To me having a FWG core it's important, so I thought about having Suicune.
Lastly, I added Thundurus since I think it's a valuable asset to any team.
Rotom-Heat @ Safety Goggles
Ability: Levitate
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
- Overheat
- Thunderbolt
- Will-O-Wisp
- Protect
Rotom-Heat it's one of my answers against Bisharp Fire weakness, and the first member of the FWG core. Basically it functions the same as Rotom-Wash. Two STAB moves in Overheat and Thunderbolt, WoW to help Gallade/Bisharp, and Protect. I know there are bulkier EV spreads and sets for Rotom, but I like it to be more offensive than bulkier. I use Safety Goggles so Overheat won't be affected by Rain/Sand teams and it provides a safe switch in against Spore users like Amoonguss or Breelom. Also it can check Charizard and Aegislash while also walling Heatran, Sylveon, most Salamence, and Thundurus. It appreciates Wide Guard support from Gallade to stop Landorus-Therian.
Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Spore
- Rage Powder
- Giga Drain
- Protect
The second member of the FWG core. Amoonguss it's here to check Rotom-Wash and other bulky water types. Regenerator is a great ability, allowing Amoonguss recover a given amount of HP from switching out. Giga Drain provides even more HP coverage, along with being a decent STAB move. Rage Powder can redirect hits, which will help with my speed control strategy. Spore can serve this purpose as well while putting opponents to sleep, mostly for bulkier and faster ones.
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 48 Def / 136 SpA / 72 SpD
Modest Nature
- Ice Beam
- Scald
- Tailwind
- Protect
Final member of the FWG core. Obviously, Tailwind is the move I chose to revolve this team around. I didn't invest any Spe EV since I think Suicune has a pretty reliable speed by itself. Gallade and most of the team appreciates Tailwind to ensure they will usually go first against most opponents. Scald it's STAB. I chose to run Ice Beam and go with Modest nature to confirm 1-2OHKO on Landorus-T and most dragons.
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Taunt
- Thunderbolt
- Hidden Power [Ice]
Lastly, we have Thundurus. I chose Thundurus thinking about a better matchup versus Flying-types, bulky Waters, priority Taunt, and lastly for the ability to snipe unsuspecting Diancie who come in expecting a bulky set. Taunt it's used because Mega Gallade has a disgusting matchup versus Trick Room, and any team with it naturally skews towards an offensive play-style that doesn't force enough pressure to beat Trick Room with brute force alone. Thundurus also helps with speed control via Thunder Wave. Thunderbolt it's STAB, and HP Ice helps as a backup strategy in case I lose Suicune, so I can deal with Megamence and dragons in general.
Replays

First, I wanted to have a strong Mega as the main Pokemon, but also I wanted my Mega to be uncommon. So I ended up choosing Mega Gallade.


Next thing I did was adding Bisharp to have a strong core that cover each other weaknesses.



Considering Bisharp Fire weakness, I thought about adding Rotom-Wash. But then I decided to choose Rotom-Heat, since both of them are basically the same in every aspect.




I began to worry about Water type threads. So Amoonguss came to mind.





To me having a FWG core it's important, so I thought about having Suicune.






Lastly, I added Thundurus since I think it's a valuable asset to any team.
The Team
M-Gallade @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Psycho Cut
- Wide Guard
- Protect
The star of the team. I choose M-Gallade since it has a good ATK stat and it's less fragile than M-Medicham. IMO. With Tailwind set up and a Jolly nature, M-Gallade will almost always move first. Close Combat is Gallade's hardest hitting STAB move, and Psycho Cut hits Fighting- and Poison-types for a decent amount of damage. I chose to run Wide Guard over Ice Punch and others because I already have two members on my team that have Ice-type attacks.
Bisharp @ Focus Sash
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Protect
Gallade's best friend. Defiant scares off common intimidate users that like to come in on Gallade. Focus Sash makes all of Bisharps counters pay for attempting to remove him other than Kangaskhan which is obliterated by Gallade. Sometimes I think about running a Lum Berry or Black Glasses instead of Focus Sash, but since this Bisharp doesn't have SD I guess that Lum Berry wouldn't fit.
M-Gallade @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Psycho Cut
- Wide Guard
- Protect
The star of the team. I choose M-Gallade since it has a good ATK stat and it's less fragile than M-Medicham. IMO. With Tailwind set up and a Jolly nature, M-Gallade will almost always move first. Close Combat is Gallade's hardest hitting STAB move, and Psycho Cut hits Fighting- and Poison-types for a decent amount of damage. I chose to run Wide Guard over Ice Punch and others because I already have two members on my team that have Ice-type attacks.

Bisharp @ Focus Sash
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Protect

Rotom-Heat @ Safety Goggles
Ability: Levitate
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
- Overheat
- Thunderbolt
- Will-O-Wisp
- Protect
Rotom-Heat it's one of my answers against Bisharp Fire weakness, and the first member of the FWG core. Basically it functions the same as Rotom-Wash. Two STAB moves in Overheat and Thunderbolt, WoW to help Gallade/Bisharp, and Protect. I know there are bulkier EV spreads and sets for Rotom, but I like it to be more offensive than bulkier. I use Safety Goggles so Overheat won't be affected by Rain/Sand teams and it provides a safe switch in against Spore users like Amoonguss or Breelom. Also it can check Charizard and Aegislash while also walling Heatran, Sylveon, most Salamence, and Thundurus. It appreciates Wide Guard support from Gallade to stop Landorus-Therian.

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Spore
- Rage Powder
- Giga Drain
- Protect
The second member of the FWG core. Amoonguss it's here to check Rotom-Wash and other bulky water types. Regenerator is a great ability, allowing Amoonguss recover a given amount of HP from switching out. Giga Drain provides even more HP coverage, along with being a decent STAB move. Rage Powder can redirect hits, which will help with my speed control strategy. Spore can serve this purpose as well while putting opponents to sleep, mostly for bulkier and faster ones.

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 48 Def / 136 SpA / 72 SpD
Modest Nature
- Ice Beam
- Scald
- Tailwind
- Protect
Final member of the FWG core. Obviously, Tailwind is the move I chose to revolve this team around. I didn't invest any Spe EV since I think Suicune has a pretty reliable speed by itself. Gallade and most of the team appreciates Tailwind to ensure they will usually go first against most opponents. Scald it's STAB. I chose to run Ice Beam and go with Modest nature to confirm 1-2OHKO on Landorus-T and most dragons.

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Taunt
- Thunderbolt
- Hidden Power [Ice]
Lastly, we have Thundurus. I chose Thundurus thinking about a better matchup versus Flying-types, bulky Waters, priority Taunt, and lastly for the ability to snipe unsuspecting Diancie who come in expecting a bulky set. Taunt it's used because Mega Gallade has a disgusting matchup versus Trick Room, and any team with it naturally skews towards an offensive play-style that doesn't force enough pressure to beat Trick Room with brute force alone. Thundurus also helps with speed control via Thunder Wave. Thunderbolt it's STAB, and HP Ice helps as a backup strategy in case I lose Suicune, so I can deal with Megamence and dragons in general.
M-Gallade @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Psycho Cut
- Wide Guard
- Protect
Bisharp @ Focus Sash
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Protect
Rotom-Heat @ Safety Goggles
Ability: Levitate
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
- Overheat
- Thunderbolt
- Will-O-Wisp
- Protect
Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Spore
- Rage Powder
- Giga Drain
- Protect
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 48 Def / 136 SpA / 72 SpD
Modest Nature
- Ice Beam
- Scald
- Tailwind
- Protect
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Taunt
- Thunderbolt
- Hidden Power [Ice]
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Psycho Cut
- Wide Guard
- Protect
Bisharp @ Focus Sash
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Protect
Rotom-Heat @ Safety Goggles
Ability: Levitate
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
- Overheat
- Thunderbolt
- Will-O-Wisp
- Protect
Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Spore
- Rage Powder
- Giga Drain
- Protect
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 48 Def / 136 SpA / 72 SpD
Modest Nature
- Ice Beam
- Scald
- Tailwind
- Protect
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Taunt
- Thunderbolt
- Hidden Power [Ice]
Replays
Last edited: