VGC Looking for advice: Building off a Lunala and Ursaluna core (VGC Reg G)

Hello everyone, I'm trying to get back into playing more VGC, but I'm having trouble building my team.

Currently the team is as follows: https://pokepast.es/fc584f041a98a9d7
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The core of Lunala and Ursaluna are intended to function as strong, bulky attackers on both the physical and special sides of the offensive spectrum. Lunala can stay on the field after setting up trick room, boost itself with meteor beam, and do great damage with moongeist beam, all while tanking opposing attacks. Once it receives it's guts boost, very few pokemon can survive Ursaluna's facades and earthquakes. It can set up a swords dance while Lunala sets up trick room, enabling the conditions for their sweep.

Some current questions I am considering:
  1. Is it worth it to switch out protect on Lunala for wide guard? That's what I see in most sample sets/teams, but I chose protect so Ursaluna could use earthquake.
  2. Should Ursaluna's ground stab be headlong rush rather than earthquake? I've found it leads to some scenarios where my own team member could get hurt, but hitting both targets is also more than often more beneficial from the games I've played to try out the team. Earthquake is the reason Incineroar has a flying tera, which even I rarely end up using. But I also worry headlong rush might make Ursa too vulnerable.
  3. Should I change my EV spreads? Lunala's feels ok; it has enough spA EV to 2HKO tera fairy Calyrex Shadow with either of it's attacks, and through the games I've played it seems to take most attacks well. Ursaluna I might want to invest more in bulk, since with sword's dance, guts, and a naturally high attack stat, I'm unsure if it needs a full 252 EV in attack. It's very vulnerable outside of trick room.
  4. Should Lunala have minus speed nature and 0 speed IV? I'm just on the fence for this one. I don't want to put it in an awkward speed tier where it's too fast for it's own trick room, but at the same time, if it ever get's taunted, it's very difficult to use. It can be nice to get the jump on marginally slower pokemon outside of trick room though.
Some pokemon that have proven useful have been Incineroar, Urshifu, and Flutter Mane. Incineroar functions as another key player in this team's bulky offense. Fake out and parting shot are very valuable tools, and it provides super effective coverage against grass and ghost types. Urshifu is a more strictly offensive pokemon, working better outside of trick room. It's water and fighting coverage hit important targets for strong, super effective damage, and we all probably know about the power of unseen fist. Flutter Mane, while obviously another great offensive tool, also functions as a faster trick room setting alternative to Lunala. It's powerful dazzling gleams put dents in opponents, and are especially useful against the many pokemon using follow me and ally switch.

They have their own concerns however:
  1. Should I change Incineroar's tera type? It was originally water (refer to number 2 in the above questions)
  2. Should Incineroar have a minus speed nature and 0 speed IVs? Or on the contrary should I invest in some speed? I personally don't think I should invest anything in speed, but it can get frustrating to try and fake something out outside of trick room.
  3. Flutter Mane's speed tier seems pretty awkward. I've noticed there have been times where it's too fast under trick room. This might be a consequence of me improperly using it. As a fast trick room setting alternative to Lunala, should I invest more into it's speed so it can function outside of trick room along Urshifu? Or is it not worth it, since most pokemon, like opposing flutter or calyrex shadow, will be faster than it regardless, so I'd only be making it frailer for no reason. Is it worth it to invest more in special attack so I can guarantee more OHKOs? I do think it could be worth it to increase Flutter's speed, considering how turn order adapts during the turn. Flutter's EVs are something I very much need some help with.
  4. Should flutter be replaced? It's type overlaps with Lunala and Ursaluna's tera lead to many common weaknesses. Perhaps I should just change lunala's or flutter's tera, since ursa's ghost tera is much too useful to prevent fake out or fighting attacks to change. I don't know which pokemon I would switch it out for though. It's strong spread dazzling gleams are such an important asset, as mentioned in the blurb above.
Lastly, Rillaboom works as a fake out pivot similar to Incineroar. It also provides important features that is missing or scarce in other members of them team, such as priority. It's grass typing is also valuable, hitting crucial targets like urshifu rapid strike for super effective, as well as being immune to amgoongus' spore. It's grassy terrain is also valuable for helping retain the health of the team's bulky attackers, and offsetting Ursaluna's burn damage.
  1. I'm considering replacing Rillaboom with Amoongus. Amoongus works better under trick room, being it's slower than everything else on my team. Spore and pollen puff would also be indispensable. Originally, Rillaboom's slot was occupied by Clefairy, but Amoongus is probably a better choice than clef. It's just that this team is mostly focused on bulky offense, so something besides it felt off to me while teambuilding. But hey, variaty is the spice of life.
  2. Rillaboom is similar to flutter currently where it feels awkward to use in trick room and outside due to it's speed tier, despite max speed investment. I have its EVs as such to ensure fake outs outside of trick room, unlike Incineroar. Because of that, I tend to lead it with Urshifu. I would like to hear about if any changes to it's speed or any other EV could be made.
This might partially be my own ineptitude, but from my experience, this team struggles greatly against Groudon, Amoongus, and opposing Flutter Mane. There come some other issues, struggling to take ghost and water type offenses without tera, and some other issues that aren't currently coming to me.

I've tried my best to make this all comprehensive, and I've discussed every concern or question I've encountered through my time playing around with this team.
I would love to hear as much in depth feedback as possible! Thank you :)
 
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Greetings. A rather well rounded team, I must say. It has a solid objective, and the means to go through with it. A few points I would like to mention:

  • Calyrex-Shadow can deal quite some damage to the team. Sure, you can set up Lunala with Shadow Shield and Tera-Fairy, however, you don't have any means to prevent a boosted Calyrex-Shadow from sweeping you with a partner such as Clefairy or Amoonguss.
  • Calyrex-Ice: Similar instance. Can deal quite a bit of damage in TR while threatening your Rillaboom as well as Ursaluna. You can play around it, but would still be a viable threat.
  • Terapagos: Terapagos-Stellar with decent support can dish out massive damage after forcing a Tera on your Lunala thanks to their Chi-Yu.
Most of these issues can be tackled without changed the team too much:
  • Amoonguss or Ogerpon-Fire > Flutter Mane: Gives additional Amoonguss immunity, and the former really helps vs opposing TR teams. Compliments Lunala with Pollen Puff Recovery to restore Shadow Shield. Meanwhile, Ogerpon-Fire quickly deals with opposing Amoonguss, provides redirection and functions as a strong attacker in Wide Guard from Lunala against more offensive threats such as Calyrex-Shadow.
  • Wide Guard > Protect on Lunala: Wide Guard is too good. Try it out definitely, see how it works. It can patch up most of the above mentioned weaknesses. You will be weak to Amoonguss, but the next points will be on dealing with that weakness.
  • Safety Goggles > Sitrus Berry on Incineroar: Solid Amoonguss switch-in. You need it.
  • Taunt > Flare Blitz on Incineroar: Helps shut down Amoonguss while you can attempt to set up. I would also recommend running faster Incineroar to get the jump on opposing Incineroar and fast Taunting/FO'ing them.
  • Headlong Rush > Earthquake on Ursaluna: You are running Rillaboom. Grassy Terrain weakens Earthquake. Switch to Headlong Rush. Gives you more flexibility when planning your moves.
  • Bulkier Rillaboom: I would definitely make Rillaboom slower and bulkier.
Try out these changes and see how it works. Hope this helps, good luck!
 
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