VGC My "First" VGC Team

Having started VGC at VGC13-14, I was excited to know that the previously used legendaries (namely Landorus-Therian) were taking a break for that year, and eagerly got to work on creating a bunch of teams and battling a bunch. Unfortunately, none of those teams were very good, until I decided to start what would be this team with Scizor (because he is one of my favorites and I kept hearing that ORAS tutors would give him back bug bite, making him a tons more viable), and it turned out to be my best VGC team. After taking a hiatus on showdown, I came back and found that this was one of the only teams left after the restart or whatever had happened to wipe out all of my teams. But nonetheless, I have gotten back into the game and decided to see how well my team will fare in VGC15 (on paper, at least).



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EdwardScissorhands (Scizor) @ Lum Berry
Ability: Technician
EVs: 236 HP / 164 Atk / 20 Def / 84 SpD / 4 Spe
Adamant Nature
- Bullet Punch
- Bug Bite
- Swords Dance
- Protect

Because I wanted to make an actual good team, I decided that for this team I would start out with a little core of sorts that could deal with all of the major archetypes. So, I started out with Scizor, keeping in mind Rain Teams (with Ludicolo leads), and Trick Room teams (the many Fairy and Psychic types that are apart of such teams, like Cresselia). Now I know that the ev spread is very complicated, but... I sort of forgot what it was all for, so excuse me for that (I built this team a year ago so...). But the moveset is just a basic set with Bullet Punch for STAB priority+Technician, Bug Bite as a STAB move+Technician (and can be handy for sitrus berry-holders), and Swords Dance and Protect which are self explanatory.

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WashYoShit! (Rotom-Wash) @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 44 Def / 4 SpA / 180 SpD / 28 Spe
Calm Nature
- Hydro Pump
- Will-O-Wisp
- Thunderbolt
- Protect

To complete my "Anti-Rain Team" lead, also keeping in mind Sunny Day teams, I then chose Rotom-Wash! It is used with Scizor against teams that lead with Ludicolo+Politoed, as it baits Ludicolo into Giga-Draining it (which it would survive even if it didn't just protect), allowing for me to set up Scizor to Bug Bite it back. Type-wise, it covers fire attacks coming at Scizor, and Scizor eats up grass attacks coming at Rotom-Wash! This particular ev spread is to survive a solar beam from Charizard Y. Other then that, the set is a standard Rotom-Wash set.

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Titty-Tar (Tyranitar) @ Assault Vest
Ability: Sand Stream
EVs: 252 HP / 100 Def
Serious Nature
- Rock Slide
- Dark Pulse
- Ice Beam
- Low Kick

I realized that I so far had a big weakness to Mega-Charizard Y, and I also needed something against Sunny Day teams, and Tyranitar was the perfect candidate for both of these things! Not only does it form a nice "Anti-Sunny Day" lead with Rotom-Wash, but it also provides a form of weather support (for changing up the weather as well as considering that 4/6 of my team wouldn't be effected by it)! Its set is a standard Tyranitar set, Rock Slide as a STAB move to murder Charizard Y and Talonflame, Dark Pulse as another STAB, Ice Beam for Landorus-Therian and Low Kick for opposing Tyranitars.

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Excalibur (Aegislash) @ Leftovers
Ability: Stance Change
Shiny: Yes
EVs: 252 HP / 4 Def / 176 SpA / 76 SpD
Quiet Nature
IVs: 0 Spe
- King’s Shield
- Shadow Ball
- Flash Cannon
- Wide Guard

Now that I had finished my "Anti-Archtype" core, I realized that I had a staggering weakness with the addition of Tyranitar in fighting moves, ESPECIALLY with Landorus-Therian and Terrakion being welcomed back into VGC, and so I chose Aegislash! This particular ev spread is used so that when Aegislash attacks, he attacks last and tanks any hit coming his way, then hits hard. Next turn you use either King's Shield of Wide Guard to revert him back to his defensive form, rinse lather and repeat. I used this particular set with Wide Guard to bait Heat Weave+Earthquake spammers such as Charizard Y and Landorus-Therian (respectively).

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Sharknado (Garchomp) @ Choice Band
Ability: Rough Skin
Shiny: Yes
EVs: 124 HP / 44 Atk / 84 Def / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Iron Head
- Rock Slide

Garchomp seemed to synergize well with my team overall, and provided another check to Charizard Y to give me a bit more breathing room for choosing what 4 mons to battle with (and it also isn't effected by sandstorm from Tyranitar). Type-wise, even with a fairy weakness in Garchomp and Tyranitar, I have Scizor and Aegislash to balance me out, and visa versa with Garchomp and Tyranitar to take care of fire types that would otherwise threaten Scizor and Aegislash. This particular set is the Garchomp 199 set, with Dragon Claw as it's STAB, Earthquake as another STAB, Iron Head for fairies and Rock Slide for Charizard Y and Talonflame (given that I'm not using Tyranitar). This creates a nice core with Rotom-Wash and Talonflame.

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CAWCAWMUTHAFUCKA (Talonflame) @ Life Orb
Ability: Gale Wings
EVs: 84 HP / 252 Atk / 172 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Quick Guard
- Tailwind

Lastly, I was lacking move-type coverage (especially against grass types) and something to soak up Will-o-Wisp's that would certainly be coming my way with Scizor and Garchomp on my team, and so I chose Talonflame (who provides a nice Fire+Flying move-type coverage). This set is a support set with it's two STAB moves and Quick Guard for Fake Out, Prankster and Ice Shards (coming at Garchomp)+Tailwind for speed control.

Overall, I was very satisfied with this team when I completed it, and it doesn't have any major weaknesses besides lacking a bit of move-type coverage (though it might have trouble with Rotom-Wash itself), but other then that it's quite a solid team. I do have a mega slot I could fill, and was thinking that I could fill that by making Scizor mega, but I'm not all that sure because of it's comp. All and any *constructive* criticism/advice helps. Thanks!​
 
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