Help Me Choose a 6th - VGC

Hello, and thank-you for viewing my team! I haven't been the best at making these types of threads with all the specifications, so I apologize in advance if something's wrong or off. Honest to God, I have no specific strategy or goal with this team except to win (strange, I know).


greninja.png

Greninja @ Life Orb
Protean
4 Atk / 252 SpA / 252 Spe
Timid
- Surf
- Ice Beam
- Dark Pulse
- U-turn

This is a full-on attacking set. Hydro Pump is a solid Water-type STAB attack, and despite the slight nerf is still pretty deadly. Ice Beam is necessary in order to take out Grass and Dragon-types. The third moveslot features Dark Pulse, which is useful both as a reliable secondary STAB attack and to give Starmie a world of pain. Not to mention it does some solid damage to Tentacruel. For the final moveslot, I use U-turn for momentum-grabbing purposes and complements Greninja's blazing Speed. This Greninja in particular is generally most effective mid-game to late-game and is focused on putting pressure on the opposing team by spamming its Protean-made STAB attacks. When faced with something I cannot defeat, I simply take Greninja's blazing speed to my advantage and U-turn out.

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Garchomp @ Yache Berry
Sand Veil
252 Atk/252 Speed/4 HP
Jolly
- Protect
- Dragon Claw
- Earthquake
- Poison Jab

There's not much to say about Garchomp, except, "Why Sand Veil with no T-Tar?" That will be talked about later on. I chose Dragon Claw so I don't get locked into Outrage on Fairies. Earthquake for obvious STAB purposes, then Poison Jab to attack Fairies with. Protect is there to get free turns for my partner Pokémon to setup or help Garchomp itself out. Again, not too much else to say here.

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Rotom-H @ Chesto Berry
248 HP / 8 Def / 252 SpD
Calm
- Overheat
- Volt Switch
- Thunder Wave/Will-O-Wisp
- Rest

I had a Special Attacker and a Physical Attacker, so I needed some sort of bulk/defense while being able to attack. Who other than Rotom-H? Rest + Chesto for recovery, the ability to cripple physical attackers while being able to Volt Switch out is an amazing combination. I know there are way too many Rotom-W's out there, but I can take Rotom-W out & then proceed to send in Rotom-H. My question is: T-Wave or WoW?
meowstic.png

Meowstic (M) @ Leftovers
Prankster
252 HP / 252 Def / 4 SDef
Bold
- Fake Out
- Safeguard
- Thunder Wave/Psychic
- Swagger

Supports my team as best as possible. Meowstic can get Fake Out damage to allow my partner to gain back momentum. My main thing is to Safeguard + Swagger, throw status effects around, & die. Simple. EV's help me stay alive a bit more. Leftovers for some extra longetivity. T-Wave or Psychic? Psychic keeps me from failing to Taunt & T-Wave allows me to cripple. Suggestions?
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VupROrf.gif

Mawile @ Mawlilite
Intimidate -> Huge Power
252 HP / 252 Atk / 4 Sdef
Adamant
- Play Rough
- Sucker Punch
- Iron Head/Substitute
- Fire Fang

After some playtesting of Mega Mawile upon the advent of Gen. 6 I quickly noticed the biggest thorn in its side: how easy it is to get around Sucker Punch, especially with Rotom around on every other team spamming WoW. I am unsure which move to use, though. 1)Substitute. The opponent is forced to attack you as well as providing an immunity to Status. Behind a Sub, little is safe from Mawile. 2)Iron Head. I wasn't sure if I wanted to fill up a slot with Sub or just got all-out attack with Iron Head. Suggestions? Sucker Punch let's Mega Mawile forget about it's sub par Speed and blast through the opponent untouched. Play Rough is a great Fairy STAB that is only flawed in its 90% Accuracy. Little can handle a Sub-protected Play Rough followed up with a Sucker Punch to secure a KO. I went with Fire Fang to let me get past Steels that would otherwise wall this set, leaving little outside of Heatran to give me trouble.


NOMINATIONS FOR 6TH SLOT:

amoonguss.png

Amoonguss @ Sitrus Berry
Regenerator
252 HP / 184 Def / 72 SpD
Sassy
- Rage Powder
- Spore
- Protect
- Giga Drain

This set brings out Amoonguss's full potential as a team player and a defensive Pokemon. Spore is a staple on Amoonguss, as it allows Amoonguss to instantly put a threatening foe to sleep, rendering it helpless for several turns. Rage Powder, which redirects any attack aimed at Amoonguss's partner back to itself, is another non-negotiable move, as it is especially helpful for allowing Amoonguss's teammate to set up safely. Giga Drain is Amoonguss's STAB move of choice; not only does it prevent Amoonguss from becoming dead weight if Taunted, it also ensures that Amoonguss's health is as high as possible. Protect is generally a useful move in doubles, as it allows Amoonguss to avoid a possible attack from either opponent.

tyranitar.png
mega303.png
248-mega.png

Tyranitar @ Tyranitarite
Sand Stream/Unnerve
48 HP / 252 Atk / 208 Spe
Jolly
- Crunch
- Rock Slide / Stone Edge
- Dragon Dance
- Earthquake

Tyranitar is nominated mostly because it'll allow Garchomp to have a reason for Sand Veil. 208 Speed EV's and a Jolly nature out-speed max speed Timid Greninja after a DD when Mega Evolved, which is pretty much every relevant Pokémon. Surprisingly easy to set up due to it's above average defense and insane special defense for a sweeper. After a DD it even outspeeds base 130's, something regular T-Tar couldn't do after a DD. After two DD (which again not that hard to pull off) it outspeeds Scarf Keldeo, Scarf Terrakion, Scarf Latios, Scarf Landorus-T, etc. Mega Tyranitar's defense lets it take a Banded Scizor Bullet Punch, Aqua Jet from banded Azumarill, Bullet Punch from unboosted Mega Lucario, not to mention it resists very common priority like Shadow Sneak, Extremespeed, and Sucker Punch.

Exported:

Code:
Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SAtk / 252 Spd
Timid Nature
- Surf
- Ice Beam
- Dark Pulse
- U-turn

Garchomp @ Yache Berry
Ability: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Protect
- Dragon Claw
- Earthquake
- Poison Jab

Rotom-Heat @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature
- Overheat
- Volt Switch
- Will-O-Wisp
- Rest

Meowstic (M) @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Fake Out
- Safeguard
- Thunder Wave
- Swagger

Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Play Rough
- Sucker Punch
- Substitute
- Fire Fang

Tyranitar @ Weakness Policy
Ability: Sand Stream
EVs: 48 HP / 252 Atk / 208 Spd
Jolly Nature
- Crunch
- Rock Slide
- Dragon Dance
- Earthquake

In closing, thank-you again for viewing my team. Please leave feedback & especially suggestions.
 
Last edited:
I'd suggest running Sub on M-Mawile - it's what I run, and it's been very grateful to me.

As for a 6th slot, considering you want to run Sand Veil, you HAVE to run T-Tar because while it seems like a good idea to have Amoonguss, but if you're gonna have Sand Veil you'd probably want to run that. Also, don't run it's Mega, you're already running M-Mawile. Maybe run something else? Perhaps Weakness Policy, as it can allow it to deal more damage, plus it's already bulky so it won't mind that minor damage. Good luck!
 
A little update/edit:

On Showdown I'm running T-Tar, Sub on Mawile, WoW on Rotom-H (who I've yet to play with), and I've won my first 4 battles straight. Haven't used Rotom-H as I said or Greninja yet. I start with Mewostic & Garchomp, use a Fake Out, Safeguard + Swagger my Chomp, who is protecting, and run that until they die. Meowstic usually dies first, so I send T-Tar with Garchomp & they do amazingly.
 
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