Hi. I´m trying to create a decent, excellent and not so standar team for the VCG of Paris. So I thought: what should I use in this metagame dominated by Hitmontop, Zapdos, Cresselia, Terrakion and company? So I decided to stick to Sun since I think nobody will use it and well used it can surprise everybody.
I´ve been testing this team in SkarmBliss but...I usually finish beaten 1-0 (almost always by hax ¬¬) but if I usually lose, then, hax or not hax, there must be something wrong in the team.
Posting it.
Ninetales (M) @ Charti Berry
Trait: Drought
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Heat Wave
- Hidden Power [Ice]
- Energy Ball
- Protect
My sun inducer with an offensive movepool. Heat Wave to strike hard opponent mon, Energy Ball for Water types and that annoying Terrakion, and HP Ice for trying to kill dragons (yet it will never OHKO Garchomp or Dragonite). Charti Berry allows Ninetales to ALWAYS survive a Rock Slide from Terrakion.
Venusaur (M) @ Leftovers
Trait: Chlorophyll
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Sleep Powder
- SolarBeam
- Sludge Bomb
- Protect
The second reason I use a Sun team: is my favourite mon ever. I usually don´t face weather teams or win easily the weather wars, so I´m using SolarBeam instead Energy Ball. Sleep Powder for sleep the enemies (but I usually am haxed there; I never sleep both enemy Pokemon and the asleep Poke always awakes after 1-2 turns). Sludge Bomb for STAB and that 30% of poisoning that never happens; it allows me to beat Zapdos or Latios but then Venusaur cannot do nothing to Metagross. Lefties makes Venusaur more bulky
Volcarona (M) @ Focus Sash
Trait: Flame Body
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Heat Wave
- Bug Buzz
- Hidden Power [Ground]
- Protect
Ah! I remember when the used attack for striking both opponents was EQ; but now is Rock Slide and being Volcarona is suffering. For that reason the item is Focus Sash. Hidden Power Ground is for Terrakion and Heatran, yet it nevers OHKO Terrakion. I was thinking in Quiver Dance but I´m not sure.
Cresselia (F) @ Heat Rock
Trait: Levitate
EVs: 252 HP / 84 SAtk / 160 SDef / 12 Spd
Calm Nature (+SDef, -Atk)
- Moonlight
- Helping Hand
- Psychic
- Sunny Day
The utility wall of VCG, sunny version. Sunny Day + Heat Rock comes handy allowing me to have a second sun inducer (and allowing me to even change Ninetales if I need to do modifications to my team to make it more successful). Moonlight gives it 2/3 HP recovery. The sacrifice I had to do was Ice Beam making me Tyranitar weak (I choose Psychic to handle Terrakion).
Infernape (F) @ Life Orb
Trait: Blaze
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Fake Out
- Close Combat
- Flare Blitz
- Protect
My physical sweeper. I carry Life Orb to strike hard, but in exchange Infernape only lasts 2-3 turns. I put it as lead if I see my opponent carrying an Hitmontop to Fake Outing it. I also use it when I see an enemy Terrakion or Tyranitar. Also, Infernape and Volcarona have a good synergy with Infernape taking down Tyranitar and Terrakion while Volcarona takes care of Latios and Cresselia.
Rotom-W @ Electric Gem
Trait: Levitate
EVs: 124 HP / 252 SAtk / 132 Spd
Modest Nature (+SAtk, -Atk)
- Protect
- Discharge
- Hydro Pump
- Hidden Power [Ice]
My anti-rain teams. Helping Hand + Electric Gem + Discharge allows me to do a lot of damage to rain teams (except Ludicolo). Hydro Pump is my only certain anti-Chandelure way and HP Ice goes for Zapdos, Garchomps and dragons in general.
What changes would you reccomend me? I´m thinking in adding a Dugtrio for enemy Tyranitars or Terrakions, but I´m not sure...
Also, I´ve been testing other items: Wise Glasses on Ninetales to increase its offensive power (then I would put Charti Berry to Volcarona), and Wise Glasses of Venusaur to increase Sleep Powder accuracy.
I´ve been testing this team in SkarmBliss but...I usually finish beaten 1-0 (almost always by hax ¬¬) but if I usually lose, then, hax or not hax, there must be something wrong in the team.
Posting it.

Ninetales (M) @ Charti Berry
Trait: Drought
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Heat Wave
- Hidden Power [Ice]
- Energy Ball
- Protect
My sun inducer with an offensive movepool. Heat Wave to strike hard opponent mon, Energy Ball for Water types and that annoying Terrakion, and HP Ice for trying to kill dragons (yet it will never OHKO Garchomp or Dragonite). Charti Berry allows Ninetales to ALWAYS survive a Rock Slide from Terrakion.

Venusaur (M) @ Leftovers
Trait: Chlorophyll
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Sleep Powder
- SolarBeam
- Sludge Bomb
- Protect
The second reason I use a Sun team: is my favourite mon ever. I usually don´t face weather teams or win easily the weather wars, so I´m using SolarBeam instead Energy Ball. Sleep Powder for sleep the enemies (but I usually am haxed there; I never sleep both enemy Pokemon and the asleep Poke always awakes after 1-2 turns). Sludge Bomb for STAB and that 30% of poisoning that never happens; it allows me to beat Zapdos or Latios but then Venusaur cannot do nothing to Metagross. Lefties makes Venusaur more bulky

Volcarona (M) @ Focus Sash
Trait: Flame Body
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Heat Wave
- Bug Buzz
- Hidden Power [Ground]
- Protect
Ah! I remember when the used attack for striking both opponents was EQ; but now is Rock Slide and being Volcarona is suffering. For that reason the item is Focus Sash. Hidden Power Ground is for Terrakion and Heatran, yet it nevers OHKO Terrakion. I was thinking in Quiver Dance but I´m not sure.

Cresselia (F) @ Heat Rock
Trait: Levitate
EVs: 252 HP / 84 SAtk / 160 SDef / 12 Spd
Calm Nature (+SDef, -Atk)
- Moonlight
- Helping Hand
- Psychic
- Sunny Day
The utility wall of VCG, sunny version. Sunny Day + Heat Rock comes handy allowing me to have a second sun inducer (and allowing me to even change Ninetales if I need to do modifications to my team to make it more successful). Moonlight gives it 2/3 HP recovery. The sacrifice I had to do was Ice Beam making me Tyranitar weak (I choose Psychic to handle Terrakion).

Infernape (F) @ Life Orb
Trait: Blaze
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Fake Out
- Close Combat
- Flare Blitz
- Protect
My physical sweeper. I carry Life Orb to strike hard, but in exchange Infernape only lasts 2-3 turns. I put it as lead if I see my opponent carrying an Hitmontop to Fake Outing it. I also use it when I see an enemy Terrakion or Tyranitar. Also, Infernape and Volcarona have a good synergy with Infernape taking down Tyranitar and Terrakion while Volcarona takes care of Latios and Cresselia.

Rotom-W @ Electric Gem
Trait: Levitate
EVs: 124 HP / 252 SAtk / 132 Spd
Modest Nature (+SAtk, -Atk)
- Protect
- Discharge
- Hydro Pump
- Hidden Power [Ice]
My anti-rain teams. Helping Hand + Electric Gem + Discharge allows me to do a lot of damage to rain teams (except Ludicolo). Hydro Pump is my only certain anti-Chandelure way and HP Ice goes for Zapdos, Garchomps and dragons in general.
What changes would you reccomend me? I´m thinking in adding a Dugtrio for enemy Tyranitars or Terrakions, but I´m not sure...
Also, I´ve been testing other items: Wise Glasses on Ninetales to increase its offensive power (then I would put Charti Berry to Volcarona), and Wise Glasses of Venusaur to increase Sleep Powder accuracy.