Soooo, i'm having a major hard time getting into VGC, and am under the assumption i've made a ridiculously bad team. If anyone could help me with getting this team more competition worthy, I would be most grateful.
Gardevoir @ Choice Scarf
Ability: Telepathy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Dazzling Gleam
- Psyshock
- Thunderbolt
Since I wasn't using a Mega-Gard, I though using Moonblast and Dazzling Gleam would help me get past Wide Guard. The fairy coverage is useful in hitting the Dragon types that people seem to be quite fond of. Thunderbolt is there because I couldn't think of what to put in the last slot. Perhaps shadow ball would be better? Telepathy is so it can avoid spread moves on my side.
Talonflame @ Sky Plate
Ability: Gale Wings
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Brave Bird
- Flare Blitz
- Quick Guard
- Overheat
Just a speedy Birdspam, but I thought i'd use Quick Guard to help prevent priority hits and Overheat to stop SmogBird being entirely crippled by Intimidate. Though part of me thinks I should just forego it for Roost for some recovery.
Milotic @ Leftovers
Ability: Competitive
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Icy Wind
- Scald
- Ice Beam
- Recover
Milotic is my main form of speed control, with Icy Wind enabling me to slow down speedy mons and hit them first. Scald is there for burn chance and Recover is to help keep it in play. Ice beam is to let Milotic hit Dragon's hard, since Icy Wind has low BP.
Salamence @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Dragon Dance
- Earthquake
- Double-Edge
- Fire Blast
Salamence is my main damage dealer. I chose a DD set because I wasn't sure about what works best in VGC. He seems to be fairly powerful without it, so I could forego the DD for a mixed attacking set. I chose Fire Blast in the last slot to help avoid being completely stunted by Intimidate.
Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Seed Bomb
- Protect
I needed a grass pokemon and access to fighting type coverage, so I thought "Why not Breloom?". Speed EVs allow it to outspeed slower enemies and drain with Drain Punch. The priority of Mach Punch allows me to finish up weakened 'mons. Protect gets me free heals.
Zapdos @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Heat Wave
- Thunderbolt
- Thunder Wave
- Roost
Zapdos is because I needed Electric coverage. Heat Wave allows Zapdos to hit Grass and Steel Types hard. I thought Heat Wave would be an interesting choice to run for the sake of coverage. Thunderbolt is for much needed STAB and Roost lets it stay healthy.
I understand this team is likely very terrible, but what can you do being new to the VGC game? I appreciate all the help you can give! Thanks!
Gardevoir @ Choice Scarf
Ability: Telepathy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Dazzling Gleam
- Psyshock
- Thunderbolt
Since I wasn't using a Mega-Gard, I though using Moonblast and Dazzling Gleam would help me get past Wide Guard. The fairy coverage is useful in hitting the Dragon types that people seem to be quite fond of. Thunderbolt is there because I couldn't think of what to put in the last slot. Perhaps shadow ball would be better? Telepathy is so it can avoid spread moves on my side.
Talonflame @ Sky Plate
Ability: Gale Wings
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Brave Bird
- Flare Blitz
- Quick Guard
- Overheat
Just a speedy Birdspam, but I thought i'd use Quick Guard to help prevent priority hits and Overheat to stop SmogBird being entirely crippled by Intimidate. Though part of me thinks I should just forego it for Roost for some recovery.
Milotic @ Leftovers
Ability: Competitive
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Icy Wind
- Scald
- Ice Beam
- Recover
Milotic is my main form of speed control, with Icy Wind enabling me to slow down speedy mons and hit them first. Scald is there for burn chance and Recover is to help keep it in play. Ice beam is to let Milotic hit Dragon's hard, since Icy Wind has low BP.
Salamence @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Dragon Dance
- Earthquake
- Double-Edge
- Fire Blast
Salamence is my main damage dealer. I chose a DD set because I wasn't sure about what works best in VGC. He seems to be fairly powerful without it, so I could forego the DD for a mixed attacking set. I chose Fire Blast in the last slot to help avoid being completely stunted by Intimidate.
Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Seed Bomb
- Protect
I needed a grass pokemon and access to fighting type coverage, so I thought "Why not Breloom?". Speed EVs allow it to outspeed slower enemies and drain with Drain Punch. The priority of Mach Punch allows me to finish up weakened 'mons. Protect gets me free heals.
Zapdos @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Heat Wave
- Thunderbolt
- Thunder Wave
- Roost
Zapdos is because I needed Electric coverage. Heat Wave allows Zapdos to hit Grass and Steel Types hard. I thought Heat Wave would be an interesting choice to run for the sake of coverage. Thunderbolt is for much needed STAB and Roost lets it stay healthy.
I understand this team is likely very terrible, but what can you do being new to the VGC game? I appreciate all the help you can give! Thanks!
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