Hey everyone. I plan on using this team in the upcoming VGC and I'm not wholly sure it's at it's best. I've tried it on the ladder, and it's fared okay, but I feel like it can do so much better. I've managed to reach around 1300-1350, but I'm pretty sure that's me getting lucky and playing against lower skilled players. I'm going to be blunt in my opinion about the team: my team definitely needs work, as it seems like, from how I've fared, it wouldn't stand a chance with higher ranked teams. The problem is, given my lack of full experience in VGC, I don't know how to take it to the next step :/
Moving on, before I start, I'd like to give a general overview of my team. This is a Trick Room team meant to take advantage of the low speed of most of my pokemon, and the high power provided by some of them (such as Mega Camerupt). Each pokemon plays a specific role that can be flexed a little, but is otherwise an assigned role. The team was built around Mega Cam and providing him support, but in order to avoid an over reliance, the team is also built so should Mega Cam fail, the rest of the team can still pick up from there and march forward. Or, you know, that's what I tried and it may not look like that.
Edit 1/3/15: After some consideration, I've made some edits to my team. My team has actually been doing a lot better now thanks to these changes!
Still, feel free to critique my team and point out any threats or possible changes I can still make. I'm sure there's still a lot to work out with it.
Also, sorry if there seems to be something wrong with the hide tag and Gastrodon's missing picture- I've tried correcting it several times and it appears there might be a glitch or something.
Aroma Veil is useful to ensure TR is set up. Moonblast is there just as an attacking option. Heal Pulse is extraordinarily useful for healing Camerupt, Conkeldurr, and others when they get low on HP, particularly Camerupt since he can't heal himself at all. Finally, Skill Swap is a great tool to take away the great abilities of other Pokemon. Mega Sableye's Magic Bounce? Bye-bye. Heatran walling Heat Wave? No more Flash Fire for you! Gliscor's Poison Heal? Start taking some toxic damage. The list goes on and on, but this move is excellent for its utility. It might seem gimmicky, but it truly is wonderful.
My primary Trick Room setter. Cresselia has a defensive spread as opposed to the more offensive one on-site. Holding a mental herb, she can avoid taunt once before getting shut down. Trick Room is there to set it up for my team. Psychic is there to not become complete taunt bait and strike fighting types that want to cause trouble. Helping hand will help boost the power of teammates such as Mega Camerupt, who will enjoy blasting out a scorching Heat Wave. Finally, Skill Swap, though it may seem strange, is there as a counter move. Should Mega Sableye come in, ready to Will-O-Wisp one of my pokemon, I can skill swap for Magic Bounce and hopefully reflect it right back (although, under Trick Room, the swap of speeds lets Sableye go first :/). It also works with Intimidators, which is always helpful as well.
Camerupt (M) @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 30 Def / 1 Spe
- Heat Wave
- Earth Power
- Hidden Power [Ice]
- Protect
My team's Mega, and the ultimate trick room sweeper... well at least in my opinion,haha. Camerupt, with it's horribly low speed and pretty high special attack can do some heavy damage in trick room. The IVs are to allow for the lowest possible IVs in order to get HP Ice. Heat Wave is the ultimate spam move, striking both opponents with a fiery wave of burning air. Earth Power is a secondary STAB move that is useful for pokemon like Empoleon, who are okay with taking a Heat Wave to the face. HP Ice is there to strike threats such as Mega Salamence and Landorus-T. Finally, Protect is there in order to avoid attacks, wait out weather, and grant a free chance at Mega Evolution.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 212 HP / 28 Atk / 30 Def / 240 SpD
Brave Nature
IVs: 0 Spe
- Knock Off
- Drain Punch
- Mach Punch
- Ice Punch
Conkeldurr has proven himself to be quite a powerhouse, and he hasn't failed me thus far. Assault Vest forces him to forgo protect, but he now has a boost to his mediocre SDef. Guts allows him to absorb status and punish status users. I've been considering Iron Fist to increase my punch power, but the risk of getting burned and truly becoming useless is just too big, despite the mind games I can play with people. The evs are placed in order to defend him from specific attacks. 0 spe is for TR.
Knock Off removes items and smacks psychic and ghost types pretty hard. I've been considering Rock Slide over it, but Knock Off seems to have more utility. Mach Punch is for priority, and Drain Punch hits hard and allows for HP restoration. Finally, Ice Punch smacks around flying types and provides coverage for Landorus-T and Salamence (Norm and Mega).
Slowbro (F) @ Leftovers
Ability: Oblivious
EVs: 252 HP / 20 SpA / 232 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Slack Off
- Scald
- Protect
My adorable second Trick Room Starter. By having her on my team (though most experienced players won't fall for it), I can have foes second guessing as to whether Slowbro or Camerupt is my mega, providing some pressure for the opposing team. Leftovers provides for some recovery, and the horrible speed is excellent for Trick Room. Slowbro has Oblivious in order to disappoint Taunt users, and with it's already high physical bulk, the evs give it a chance to boost it's rather low special bulk. Trick Room is there to set up the situation for my slow pokemon. Slack Off is there for recovery purposes. Scald allows me to strike opponents and grab a possible burn. Protect, finally, is an absolute necessity for VGC.
I've been considering Cradily, but I'm not sure if he would be better or if he'd be any good at all.
Amoonguss (F) @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Rage Powder
- Spore
- Protect
- Clear Smog
My distractor. With his relatively good bulk, he can take a few hits, and then switch out for a Regenerator healing. Low speed is also lovely for TR. Sitrus Berry is to get some healing at lower health. Rage Powder is to distract the opponent from attacking my other pokemon, who will either attack heavily or provide trick room. Spore is awesome for putting everyone to sleep, and is a MUST on Amoonguss... unless of course this was AV, where we'd have a different story. Protect goes without saying now, and Clear Smog is there to make stat boosters cry.
Bisharp (M) @ Life Orb
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Protect
My multi-utility anti-game pokemon. Bisharp is a great check against those that want to lower my team's stats in any way. Life Orb STAB Knock Off is annoying and deals a ton of damage, and this move in particular is great because losing an item in VGC is aggravating. Sucker Punch is there simply to get ahead, and Iron Head is for annoying fairies and anything that resists Dark. Iron Head's flinch chance is also really nice. Protect is there because it's an absolute necessity on VGC. Also, I shifted the speed evs to hp evs in order to give bulk and allow for good speed under trick room.
I've been thinking of playing around with his defensive evs. Are there any attacks I should give him evs for to survive?
Talonflame (F) @ Sharp Beak
Ability: Gale Wings
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Quick Guard
- Protect
Finally, we have the ever helpful fail-safe of my team, BirdSpam :3 Talonflame, with Gale Wings, bypasses TR speed reverses by using flying moves. Brave Bird, with a boost from Sharp Beak, is monstrously strong, and helps me attack fighting types and anything annoying that my team can't quite hit. Brave Bird also helps revenge kill, which is helpful against scarfers. It also helps to have a strong physical attacker on the team, amidst all the special attackers. Flare Blitz won't get priority, but outside of TR, it's useful secondary STAB should Brave Bird prove fruitless. Roost is for healing, and Protect is there, for most of the reasons I mentioned for all my other pokes.
I opted for Quick Guard in order to block priority moves. Talonflame is pretty awesome, overall, and has really contributed with Brave Bird.
As an end result, I do have a few problems with my team. Cresselia and Mega Camerupt have done all right. Slowbro has done very well, to be honest, as she's very reliable and dependable, as far as my battling has gone. However, I've noticed my team struggles against Waters (especially Mega Blastoise) and Fairies, and I'm really not sure how to fix that. Also, I've been thinking of replacing Bisharp with a fighting type like Conkeldurr, being he has great utility and works great in TR, but I'm not sure how to integrate or whether it would detract from my team already.
I also feel like I don't have enough TR sweepers and that Amoonguss, though useful for removing stat boosters and sleeping things, acts more or less like a dead weight, especially when countering something an not being able to do anything back... or I might not be using it right, which I'll also need help in.
Finally, I'm a veteran of doubles and of singles TR, but I've never done TR VGC, so I'm still acclimating to the new environment and am very unsure how to traverse. Any and all help will truly be appreciated. Thank you to anyone who can help me improve my team! :-)
Here's my redone team! Please pick on it as much as possible, as I'd really like to improve it greatly.
I tried Gothitelle, and while she worked well, for the most part, she was redundant and sort of weighed the team down. Maybe I just wasn't using her right, but the experience wasn't too great.
In terms of problems, there really haven't been any besides getting unlucky, starting at a disadvantage, or just bad play. However, if there's one pokemon who has been getting on me, it's Ludicolo. I can usually play around with Gastrodon, but once the opponent has caught on and I don't have Talonflame on me, it's very hard to deal with.
Fake out is annoying, too, but I'm sure that's a problem with everyone.
Also, here's an amusing strategy I was able to outsmart, just for funs: http://replay.pokemonshowdown.com/vgc2015-199333273
PS- Yes, I did forget to put Shadow Tag on Gothitelle, sorry
Moving on, before I start, I'd like to give a general overview of my team. This is a Trick Room team meant to take advantage of the low speed of most of my pokemon, and the high power provided by some of them (such as Mega Camerupt). Each pokemon plays a specific role that can be flexed a little, but is otherwise an assigned role. The team was built around Mega Cam and providing him support, but in order to avoid an over reliance, the team is also built so should Mega Cam fail, the rest of the team can still pick up from there and march forward. Or, you know, that's what I tried and it may not look like that.
Edit 1/3/15: After some consideration, I've made some edits to my team. My team has actually been doing a lot better now thanks to these changes!
Still, feel free to critique my team and point out any threats or possible changes I can still make. I'm sure there's still a lot to work out with it.
Also, sorry if there seems to be something wrong with the hide tag and Gastrodon's missing picture- I've tried correcting it several times and it appears there might be a glitch or something.
Now with that said... let's begin!
Aromatisse (F) @ Focus Sash
Ability: Aroma Veil
EVs: 252 HP / 200 Def / 56 SpD
Relaxed Nature
- Trick Room
- Moonblast
- Heal Pulse
- Skill Swap
The replacement for Cresselia, my original TR setter. I opted for only one TR user now in order to remove my team's dependency on it. I want my team to use it as an advantage, but I don't want everyone to be a dead weigh when it isn't available for set-up.
Aromatisse (F) @ Focus Sash
Ability: Aroma Veil
EVs: 252 HP / 200 Def / 56 SpD
Relaxed Nature
- Trick Room
- Moonblast
- Heal Pulse
- Skill Swap
Aroma Veil is useful to ensure TR is set up. Moonblast is there just as an attacking option. Heal Pulse is extraordinarily useful for healing Camerupt, Conkeldurr, and others when they get low on HP, particularly Camerupt since he can't heal himself at all. Finally, Skill Swap is a great tool to take away the great abilities of other Pokemon. Mega Sableye's Magic Bounce? Bye-bye. Heatran walling Heat Wave? No more Flash Fire for you! Gliscor's Poison Heal? Start taking some toxic damage. The list goes on and on, but this move is excellent for its utility. It might seem gimmicky, but it truly is wonderful.

Cresselia @ Mental Herb
Ability: Levitate
EVs: 248 HP / 124 Def / 136 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Skill Swap
- Psychic
- Helping Hand
- Trick Room
Ability: Levitate
EVs: 248 HP / 124 Def / 136 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Skill Swap
- Psychic
- Helping Hand
- Trick Room
My primary Trick Room setter. Cresselia has a defensive spread as opposed to the more offensive one on-site. Holding a mental herb, she can avoid taunt once before getting shut down. Trick Room is there to set it up for my team. Psychic is there to not become complete taunt bait and strike fighting types that want to cause trouble. Helping hand will help boost the power of teammates such as Mega Camerupt, who will enjoy blasting out a scorching Heat Wave. Finally, Skill Swap, though it may seem strange, is there as a counter move. Should Mega Sableye come in, ready to Will-O-Wisp one of my pokemon, I can skill swap for Magic Bounce and hopefully reflect it right back (although, under Trick Room, the swap of speeds lets Sableye go first :/). It also works with Intimidators, which is always helpful as well.

Camerupt (M) @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 30 Def / 1 Spe
- Heat Wave
- Earth Power
- Hidden Power [Ice]
- Protect
My team's Mega, and the ultimate trick room sweeper... well at least in my opinion,haha. Camerupt, with it's horribly low speed and pretty high special attack can do some heavy damage in trick room. The IVs are to allow for the lowest possible IVs in order to get HP Ice. Heat Wave is the ultimate spam move, striking both opponents with a fiery wave of burning air. Earth Power is a secondary STAB move that is useful for pokemon like Empoleon, who are okay with taking a Heat Wave to the face. HP Ice is there to strike threats such as Mega Salamence and Landorus-T. Finally, Protect is there in order to avoid attacks, wait out weather, and grant a free chance at Mega Evolution.

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 212 HP / 28 Atk / 30 Def / 240 SpD
Brave Nature
IVs: 0 Spe
- Knock Off
- Drain Punch
- Mach Punch
- Ice Punch
Knock Off removes items and smacks psychic and ghost types pretty hard. I've been considering Rock Slide over it, but Knock Off seems to have more utility. Mach Punch is for priority, and Drain Punch hits hard and allows for HP restoration. Finally, Ice Punch smacks around flying types and provides coverage for Landorus-T and Salamence (Norm and Mega).

Slowbro (F) @ Leftovers
Ability: Oblivious
EVs: 252 HP / 20 SpA / 232 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Slack Off
- Scald
- Protect
Gastrodon (F) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 112 Def / 144 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Protect
- Recover
- Ice Beam
- Scald
Gastrodon is here to save the day! She's my rain counter (though Ludicolo makes things iffy) and helps Camerupt by drawing away water moves that will OHKO him. Sitrus Berry is there to restore health, and the evs allow Gastrodon to always OHKO Landorus-T and Salamence Mega. Scald is there for coverage, Protect is a necessity to stall, and Recover is there for healing.Ability: Storm Drain
EVs: 252 HP / 112 Def / 144 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Protect
- Recover
- Ice Beam
- Scald
I've been considering Cradily, but I'm not sure if he would be better or if he'd be any good at all.

Amoonguss (F) @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Rage Powder
- Spore
- Protect
- Clear Smog
My distractor. With his relatively good bulk, he can take a few hits, and then switch out for a Regenerator healing. Low speed is also lovely for TR. Sitrus Berry is to get some healing at lower health. Rage Powder is to distract the opponent from attacking my other pokemon, who will either attack heavily or provide trick room. Spore is awesome for putting everyone to sleep, and is a MUST on Amoonguss... unless of course this was AV, where we'd have a different story. Protect goes without saying now, and Clear Smog is there to make stat boosters cry.

Bisharp (M) @ Life Orb
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Protect
My multi-utility anti-game pokemon. Bisharp is a great check against those that want to lower my team's stats in any way. Life Orb STAB Knock Off is annoying and deals a ton of damage, and this move in particular is great because losing an item in VGC is aggravating. Sucker Punch is there simply to get ahead, and Iron Head is for annoying fairies and anything that resists Dark. Iron Head's flinch chance is also really nice. Protect is there because it's an absolute necessity on VGC. Also, I shifted the speed evs to hp evs in order to give bulk and allow for good speed under trick room.
I've been thinking of playing around with his defensive evs. Are there any attacks I should give him evs for to survive?

Talonflame (F) @ Sharp Beak
Ability: Gale Wings
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Quick Guard
- Protect
Finally, we have the ever helpful fail-safe of my team, BirdSpam :3 Talonflame, with Gale Wings, bypasses TR speed reverses by using flying moves. Brave Bird, with a boost from Sharp Beak, is monstrously strong, and helps me attack fighting types and anything annoying that my team can't quite hit. Brave Bird also helps revenge kill, which is helpful against scarfers. It also helps to have a strong physical attacker on the team, amidst all the special attackers. Flare Blitz won't get priority, but outside of TR, it's useful secondary STAB should Brave Bird prove fruitless. Roost is for healing, and Protect is there, for most of the reasons I mentioned for all my other pokes.
I opted for Quick Guard in order to block priority moves. Talonflame is pretty awesome, overall, and has really contributed with Brave Bird.
As an end result, I do have a few problems with my team. Cresselia and Mega Camerupt have done all right. Slowbro has done very well, to be honest, as she's very reliable and dependable, as far as my battling has gone. However, I've noticed my team struggles against Waters (especially Mega Blastoise) and Fairies, and I'm really not sure how to fix that. Also, I've been thinking of replacing Bisharp with a fighting type like Conkeldurr, being he has great utility and works great in TR, but I'm not sure how to integrate or whether it would detract from my team already.
I also feel like I don't have enough TR sweepers and that Amoonguss, though useful for removing stat boosters and sleeping things, acts more or less like a dead weight, especially when countering something an not being able to do anything back... or I might not be using it right, which I'll also need help in.
Finally, I'm a veteran of doubles and of singles TR, but I've never done TR VGC, so I'm still acclimating to the new environment and am very unsure how to traverse. Any and all help will truly be appreciated. Thank you to anyone who can help me improve my team! :-)
Here's my redone team! Please pick on it as much as possible, as I'd really like to improve it greatly.
I tried Gothitelle, and while she worked well, for the most part, she was redundant and sort of weighed the team down. Maybe I just wasn't using her right, but the experience wasn't too great.
In terms of problems, there really haven't been any besides getting unlucky, starting at a disadvantage, or just bad play. However, if there's one pokemon who has been getting on me, it's Ludicolo. I can usually play around with Gastrodon, but once the opponent has caught on and I don't have Talonflame on me, it's very hard to deal with.
Fake out is annoying, too, but I'm sure that's a problem with everyone.
Also, here's an amusing strategy I was able to outsmart, just for funs: http://replay.pokemonshowdown.com/vgc2015-199333273
PS- Yes, I did forget to put Shadow Tag on Gothitelle, sorry
Camerupt (M) @ Cameruptite
Ability: Solid Rock
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 30 Def / 1 Spe
- Heat Wave
- Earth Power
- Hidden Power [Ice]
- Protect
Aromatisse (F) @ Focus Sash
Ability: Aroma Veil
Level: 50
EVs: 252 HP / 200 Def / 56 SpD
Relaxed Nature
- Trick Room
- Moonblast
- Heal Pulse
- Skill Swap
Bisharp (M) @ Life Orb
Ability: Defiant
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Protect
Talonflame (F) @ Sharp Beak
Ability: Gale Wings
Level: 50
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Quick Guard
- Protect
Conkeldurr @ Assault Vest
Ability: Guts
Level: 50
EVs: 212 HP / 28 Atk / 30 Def / 240 SpD
Brave Nature
IVs: 0 Spe
- Knock Off
- Drain Punch
- Mach Punch
- Ice Punch
Gastrodon (F) @ Sitrus Berry
Ability: Storm Drain
Level: 50
EVs: 252 HP / 112 Def / 144 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Protect
- Recover
- Ice Beam
- Scald
Ability: Solid Rock
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 30 Def / 1 Spe
- Heat Wave
- Earth Power
- Hidden Power [Ice]
- Protect
Aromatisse (F) @ Focus Sash
Ability: Aroma Veil
Level: 50
EVs: 252 HP / 200 Def / 56 SpD
Relaxed Nature
- Trick Room
- Moonblast
- Heal Pulse
- Skill Swap
Bisharp (M) @ Life Orb
Ability: Defiant
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Protect
Talonflame (F) @ Sharp Beak
Ability: Gale Wings
Level: 50
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Quick Guard
- Protect
Conkeldurr @ Assault Vest
Ability: Guts
Level: 50
EVs: 212 HP / 28 Atk / 30 Def / 240 SpD
Brave Nature
IVs: 0 Spe
- Knock Off
- Drain Punch
- Mach Punch
- Ice Punch
Gastrodon (F) @ Sitrus Berry
Ability: Storm Drain
Level: 50
EVs: 252 HP / 112 Def / 144 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Protect
- Recover
- Ice Beam
- Scald
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