My First VGC Team

So the point of this team was that I decided I wanted to learn VGC's. So this is what came out of it, a bunch of pokemon I decided I wanted to use. During testing, I have found that the support pokemon work really well with my attackers, and that there weren't very many spots that the team could not hit. So here's the team:

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The Mortal (Aegislash) (M) @ Weakness Policy
Ability: Stance Change
Shiny: Yes
EVs: 252 Atk / 252 HP / 4 SAtk
Brave Nature
IVs: 0 Spd
- Gyro Ball/Iron Head
- Shadow Ball
- Shadow Sneak
- King's Shield

Weakness Policy Aegislash hits like a truck with its base 150 offensive stats. Then it gets the weakness policy boost from the inevitable super-effective moves like Zard Y's Heat Wave, or anything's EQ. The 75% multiplier to spread moves actually helps a lot as Aegislash has traditionally been a big EQ magnet. I use Gyro Ball out of concern for faster pokemon, like Chomp and Mence, but Iron Head has proven more consistent in breaking walls.

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Da Shroom (Amoonguss) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Rage Powder
- Spore
- Giga Drain
- Protect

This mushroom is practically immortal unless there's a certain not-Dragon-type dragon on the field. It barely takes damage from physical attacks and tanks hits even from weaker special attackers. Rage Powder is my main reason for using this mon, (yes yes Spore is a close second) as it deflects all status effects from common prankster users like Mewostic and Liepard, and every incoming attack onto Amoonguss, who can just switch and gain it's Regenerator recovery if it's too much. Rage Powder has won me at least 2 games, allowing my Kangaskhan, Mawile, or Aegislash to destroy the opponent with their powerful STABS.

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ChompyMcChompterton (Mawile) (F) @ Mawilite
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Play Rough
- Fire Fang
- Sucker Punch
- Protect

Mawile serves 2 purposes: To intimidate things right off the bat, and to break everything not steel-typed with Play Rough. Mawile serves as part of my Double Intimidate strat whenever I see a team with too many physical attackers. Fire Fang covers Forretress, which would otherwise wall this set cold if Fire Fang was instead Iron Head. Mawile has proven to be resilient enough to take -1 Flare Blitzes from Talonflame, assuming they were banded. Play Rough with DAT HUGE POWAR doesn't need much of an explanation.
-1 252 Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Mega Mawile: 236-278 (77.6 - 91.4%) -- guaranteed 2HKO

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Mike (Kangaskhan) (F) @ Kangaskhanite
Ability: Scrappy
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Fake Out
- Protect
- Return
- Earthquake

Don't question the nickname, it's not even related to pokemon. Neither is Aegislash's. Mega Kangaskhan is arguably the best fake-out user due to Parental Bond. I chose Earthquake instead of Crunch because like Mawile, Steel Types like Ferrothorn would stop this set cold otherwise. Earthquake also activates my Aegislash's Weakness Policy who would then live with a comfortable amount in shield form and proceed to let off a HUGE Shadow Ball. Mega Kangaskhan's power also extends to its STAB Return. IT OHKO's things like Zard Y easily, and can take the Heat Wave beforehand. (although not comfortably)

252 Atk Mega Kangaskhan Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 112-134 (34.5 - 41.3%) -- 67.4% chance to 3HKO after Leftovers recovery
252 Atk Parental Bond Mega Kangaskhan Return vs. 4 HP / 0 Def Mega Charizard Y: 298-352 (100 - 118.1%) -- guaranteed OHKO
252 SpA Mega Charizard Y Heat Wave vs. 0 HP / 4 SpD Mega Kangaskhan in Sun: 202-238 (57.5 - 67.8%) -- guaranteed 2HKO

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Dat Mence (Salamence) @ Life Orb
Ability: Intimidate
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- Draco Meteor
- Fire Blast
- Rock Slide
- Protect

Salamence is mostly special so that Intimidate doesn't bother it as much. I haven't had to Draco yet, but it most certainly hits harder than Dragon Claw, the only reliable Dragon Physical STAB. Forms the second part of the Double Intimidate strat against primarily physical teams. I run Rock Slide to check Talonflame.

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Evil Laundry (Rotom-Wash) @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 252 SDef / 4 SAtk
Calm Nature
- Protect
- Hydro Pump
- Thunderbolt
- Will-O-Wisp

Surprisingly bulky even managing to live a Solarbeam from Zard Y with a good amount of health left. In my opinion, its moves have enough power on their own that I can invest fully into special defense. Will-o-Wisp compensates for Rotom's lack of defense investment, as well as cripples physical threats like Kangaskhan, Mawile, and Garchomp for Amoonguss and the attackers to more easily tank.
252 SpA Mega Charizard Y Solar Beam vs. 252 HP / 252+ SpD Rotom-W: 210-248 (69 - 81.5%) -- guaranteed 2HKO after Leftovers recovery

So far, I have fought and won against:
Trick Room
Rain (I found that if I draco and fake out the inevitable Kingdra, they have almost no real offensive pressure that doesn't get manmoded against by Aegislash and Kangaskhan)

Things that I can't handle:
Smeargle with Dark Void
 
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