VGC My first attempt at a Reg H team

Hello Everyone! I know its early days yet but hopefully I can reiterate on this team throughout the format and make tweaks and improvements as the meta shifts.

I was trying to make a team as similar as I could to my Reg G team in terms of how it works, but the new format means a few tweaks to even the existing mons so here we go.

Palafin-Hero @ Choice Band
Ability: Zero to Hero
Level: 50
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Jet Punch
- Flip Turn
- Close Combat
- Wave Crash

Look how they massacred my Urshifu-R. Palafin makes a very natural substitute into the FWG core that held up the old team. Palafin appreciates the fake out support and type coverage from Incin and Rilla below and rounds out the core as a heavy hitter.

Tera Ghost is to immunise Palafin to fake out with the Band, Nature and EVs maximising damage output as far as possible


Incineroar @ Safety Goggles
Ability: Intimidate
Level: 50
Tera Type: Water
EVs: 252 HP / 156 Def / 100 SpD
Impish Nature
IVs: 27 Spe
- Knock Off
- Parting Shot
- Will-O-Wisp
- Fake Out

A fairly standard setup with Will-O-Wisp to help deal with the prominent physical attackers of the format such as Palafin and Kingambit.

27 Speed IVs makes sure my Parting Shot goes second into opposing Incineroars with the EV spread maximising bulk.

Tera Water is a defensive Tera of choice with the Safety Goggles giving protection from Amoongus


Rillaboom @ Assault Vest
Ability: Grassy Surge
Level: 50
Tera Type: Fire
EVs: 244 HP / 116 Atk / 20 Def / 76 SpD / 52 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- U-turn
- Fake Out

Rilla is my other Pivot, has great offensive pressure and can remove pesky psychic terrain which nullifies all the priority on the team.

Another fairly standard Assault Vest Set balancing Bulk and offence with a defensive fire Tera

Archaludon @ Choice Specs
Ability: Stamina
Level: 50
Tera Type: Fairy
EVs: 252 HP / 76 Def / 108 SpA / 52 Spe
Bold Nature
IVs: 0 Atk
- Electro Shot
- Body Press
- Steel Beam
- Draco Meteor

This is my ‘we have Raging Bolt at home’ pick. But in all seriousness its a solid check to a lot of the physical attackers of the format with the Stamina ability. This mon snowballs so fast and serves as another of the teams heavy hitters.

A defensive fairy tera is used against the likes of Sylveon

Ursaluna-Bloodmoon (M) @ Life Orb
Ability: Mind's Eye
Level: 50
Tera Type: Normal
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Earth Power
- Hyper Voice
- Blood Moon

The team needed another heavy hitter especially that can deal with Kingambit and Archaludon. This is the heaviest of the format. It appreciates the Tailwind support coming up shortly and checks a lot of the teams main threats.

Normal Tera boosts Blood Moons damage woth the EV spread making it

Pelipper @ Covert Cloak
Ability: Drizzle
Level: 50
Tera Type: Grass
EVs: 172 HP / 4 Def / 172 SpA / 140 SpD / 20 Spe
Modest Nature
IVs: 0 Atk
- Weather Ball
- Hurricane
- Protect
- Tailwind

The teams speed control mon. Palafin enjoys the rain, as does Archaludon. Ursa loves the tailwind as does the FWG core on the team.

This is a bulkier spread to keep it on the field as long as possible into things like Amoongus and Rilla. A defensive Tera Grass is used too.

And there we have it: I’m mostly worried about the EV spreads as I’m definately weakest at that but I’ll happily take all advice offered if course. Lets see if we can make the ultimate Palance team together!!
 
Looks like a solid rain team. Some issues I found would be:

Threats:

:Pelipper: + :Archaludon: + :Palafin: (Opposing Rain Team): Right now, the team feels quite frail when facing off against opposing Rain Team and can potentially force a lot of unwanted 50/50s due to the frailty of your heavy hitters such as Archaludon and Palafin (lack of protect).

:Farigiraf: + :Ursaluna-Bloodmoon: (TR Teams): Once they set up TR, Bloodmoon goes through the team. Your own Bloodmoon might be able to deny their TR to an extent, but they can always go for Fake Out or Redirection support to set it up. Opposing Bloodmoon is terrifying for the team.

:Amoonguss: (Spore): You currently have two Spore immunity, but would you bring those two to every game with an Amoonguss? Ideally, you want to capitalize on the Rain offense, which consists of 3 Pokemon: Pelipper, Archaludon and Palafin. Being forced to bring both of your Spore immunities is not exactly ideal when playing Rain.

Pokemon Changes:


:Rillaboom: -> :Farigiraf:

You have an Ursaluna-B. Farigiraf helps prevent Fake Out, freeing Palafin's Tera slot. Not to mention, it can be used to deny TR with Imprison, depending on the set you run, or can be used to reverse TR. Is a very powerful partner with Ursaluna-B.

Items, Moves & Tera Changes:

:Palafin:

  • Choice Band -> Clear Amulet: Protect helps stall out turns and survive. While the sheer power of Choice Band is tempting, running Protect is well worth it, and Clear Amulet prevents any stat drops, effectively making it function the same as a Choice Band version against an Intimidate user.
  • Tera Ghost -> Tera Grass/Water: With Farigiraf and Protect, you can avoid Fake Out. Tera Water can be used for additional damage, OR Tera Grass can be opted to get around Amoonguss and Rillaboom.

:Archaludon:

  • Choice Specs -> Assault Vest: Archaludon needs the move flexibility, especially when you use Electro Shot. Assault Vest bulk helps tremendously in the mirror games, as well as against Ursaluna-B.
  • Tera Fairy -> Tera Grass: One word, Amoonguss. With Tera Grass, Archaludon can be a major threat on the field ignoring Amoonguss and function well in Rain. As well as resisting Ground-types such as the occasional Garchomps.
  • Steel Beam -> Flash Cannon: You want to be as less frail as possible. Flash Cannon is more consistent.
  • Snarl/Dragon Pulse -> Draco Meteor: Not a mandatory charge, but helps a lot into special attacking Trick Room stuff like Ursaluna-B and Psyspam.

:Pelipper:

  • Covert Cloak -> Focus Sash: Going fast Sash feels better here overall, instead of the Cloak stuff.
  • Wide Guard? Is a potential move that is still good, especially against Gholdengo and Ursaluna-B. Not mandatory in my opinion.

Hope these helps, good luck!
 
Looks like a solid rain team. Some issues I found would be:

Threats:

:Pelipper: + :Archaludon: + :Palafin: (Opposing Rain Team): Right now, the team feels quite frail when facing off against opposing Rain Team and can potentially force a lot of unwanted 50/50s due to the frailty of your heavy hitters such as Archaludon and Palafin (lack of protect).

:Farigiraf: + :Ursaluna-Bloodmoon: (TR Teams): Once they set up TR, Bloodmoon goes through the team. Your own Bloodmoon might be able to deny their TR to an extent, but they can always go for Fake Out or Redirection support to set it up. Opposing Bloodmoon is terrifying for the team.

:Amoonguss: (Spore): You currently have two Spore immunity, but would you bring those two to every game with an Amoonguss? Ideally, you want to capitalize on the Rain offense, which consists of 3 Pokemon: Pelipper, Archaludon and Palafin. Being forced to bring both of your Spore immunities is not exactly ideal when playing Rain.

Pokemon Changes:

:Rillaboom: -> :Farigiraf:

You have an Ursaluna-B. Farigiraf helps prevent Fake Out, freeing Palafin's Tera slot. Not to mention, it can be used to deny TR with Imprison, depending on the set you run, or can be used to reverse TR. Is a very powerful partner with Ursaluna-B.

Items, Moves & Tera Changes:

:Palafin:

  • Choice Band -> Clear Amulet: Protect helps stall out turns and survive. While the sheer power of Choice Band is tempting, running Protect is well worth it, and Clear Amulet prevents any stat drops, effectively making it function the same as a Choice Band version against an Intimidate user.
  • Tera Ghost -> Tera Grass/Water: With Farigiraf and Protect, you can avoid Fake Out. Tera Water can be used for additional damage, OR Tera Grass can be opted to get around Amoonguss and Rillaboom.

:Archaludon:

  • Choice Specs -> Assault Vest: Archaludon needs the move flexibility, especially when you use Electro Shot. Assault Vest bulk helps tremendously in the mirror games, as well as against Ursaluna-B.
  • Tera Fairy -> Tera Grass: One word, Amoonguss. With Tera Grass, Archaludon can be a major threat on the field ignoring Amoonguss and function well in Rain. As well as resisting Ground-types such as the occasional Garchomps.
  • Steel Beam -> Flash Cannon: You want to be as less frail as possible. Flash Cannon is more consistent.
  • Snarl/Dragon Pulse -> Draco Meteor: Not a mandatory charge, but helps a lot into special attacking Trick Room stuff like Ursaluna-B and Psyspam.

:Pelipper:

  • Covert Cloak -> Focus Sash: Going fast Sash feels better here overall, instead of the Cloak stuff.
  • Wide Guard? Is a potential move that is still good, especially against Gholdengo and Ursaluna-B. Not mandatory in my opinion.

Hope these helps, good luck!

You, sir are a legend. The changes are wonderful.
Case in point:
https://replay.pokemonshowdown.com/gen9vgc2024regh-2172484264-geppxfjl4fgph9lbv9hrfim7nshlvdipw

if anything I’m using pelliper more than Palafin

Most up to date: https://pokepast.es/0d977e91d9788246
 
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