Hello Smogon. I really need your help on this one;
I made a VGC '12 for a smaller tournament in my country (I live in Denmark). It's not a real VGC, but it's going to be played after the rules run at an Official VGC'12 event. Before I go into the testing and breeding phase, I just wanted to know if there is anything I can improve on during my theory phase of the team-building, or if the team is at least "Okay". Before showing off the the team;
My team is based on Tailwind, and I would like to keep it at that, unless someone makes a really good point on using a different strategy. Anyways, the team is as follows;
Latios (M) @ Dragon Gem
Trait: Levitate
EVs: 4 HP / 4 Def / 248 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Tailwind
- Dragon Pulse
- Thunderbolt
- Protect
Here to set up Tailwind and do massive amounts of damage. The set pretty much speak for itself. Dragon Pulse is stab, Thunderbolt is coverage and for Ran team, Tailwind for team support and protect for the trend.
Medicham (F) @ Life Orb
Trait: Pure Power
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Drain Punch
- Zen Headbutt
- Protect
- Fake Out
After reading another Tailwind team post and the stuff that Medicham is possible of doing, I decided to add him to my team too. He lacks the kind of power I like to have on my team. Fake Out for obvious reasons, Zen Headbutt for Fighting types, Drain Punch for Dual-STAB and decent coverage and Protect for the fact it is trendy to use it in VGC. I was told something about a Medicham with at least 228 Speed under Tailwind will outspeed an Excadrill with Adamant nature and his +Speed ability under SandStorm (I think it was Voodoo Pimp who made the calculations). If it does, it sure is a bonus.
Chandelure (F) @ Fire Gem
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Heat Wave
- Energy Ball
- Protect
- Shadow Ball
I like Chandelure, okay ._. Chandelure is here mainly to counter Sun teams and hopefully damage Hail teams. Heat Wave to hit multiple targets, Energy Ball for the, I've read, "Oh so common" Gastrodon and other Water types (If I use it against Water types), Hidden Power [Ice] for coverage (And because I didn't know what else to use) and Protect for being trendy.
Zapdos @ Leftovers
Trait: Pressure
EVs: 212 HP / 44 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Tailwind
- Thunderbolt
- Heat Wave
- Protect
I needed the second Tailwind Support, and since Scizor wasn't so great an idea, maybe Zapdos is the pokemon I needed.
Mamoswine (M) @ Ice Gem
Trait: Snow Cloak
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Ice Shard
- Protect
- Earthquake
- Icycle Spear
I looked through Smogons Attack stat tier and found Mamoswine. I also lacked Ice moves for Dragons, where as Mamoswine came in handy. The set is also from Smogon, so not much to say. He can almost freely use Earthquake, since 3 of my pokemons have Protect (One being part Flying), Scizor won't take much damage and neither will my last member
Gastrodon (M) @ Rindo Berry
Trait: Storm Drain
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Ice Beam
- Earth Power
- Scald
- Recover
The hyped Gastrodon. He is tanking, hopefully dealing with Rain teams, Sun teams and Sand teams. Earth Power and Scald for dual STAB (I don't like hurting my team mates with Surf and chances of Muddy Water missing for me is 100% in crucial moments), Ice Beam is for covering Dragons, though when I have Mamoswin, it can be switched for something else, and Recover for healing. He may be my Swines partner, and would want to heal some of that Earthquake damage. Rindo Berry is for reducing Grass type moves damage, while most of my team will insta-kill a Grass type.
Changes to consider:
I made a VGC '12 for a smaller tournament in my country (I live in Denmark). It's not a real VGC, but it's going to be played after the rules run at an Official VGC'12 event. Before I go into the testing and breeding phase, I just wanted to know if there is anything I can improve on during my theory phase of the team-building, or if the team is at least "Okay". Before showing off the the team;
My team is based on Tailwind, and I would like to keep it at that, unless someone makes a really good point on using a different strategy. Anyways, the team is as follows;
Latios (M) @ Dragon Gem
Trait: Levitate
EVs: 4 HP / 4 Def / 248 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Tailwind
- Dragon Pulse
- Thunderbolt
- Protect
Here to set up Tailwind and do massive amounts of damage. The set pretty much speak for itself. Dragon Pulse is stab, Thunderbolt is coverage and for Ran team, Tailwind for team support and protect for the trend.
Medicham (F) @ Life Orb
Trait: Pure Power
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Drain Punch
- Zen Headbutt
- Protect
- Fake Out
After reading another Tailwind team post and the stuff that Medicham is possible of doing, I decided to add him to my team too. He lacks the kind of power I like to have on my team. Fake Out for obvious reasons, Zen Headbutt for Fighting types, Drain Punch for Dual-STAB and decent coverage and Protect for the fact it is trendy to use it in VGC. I was told something about a Medicham with at least 228 Speed under Tailwind will outspeed an Excadrill with Adamant nature and his +Speed ability under SandStorm (I think it was Voodoo Pimp who made the calculations). If it does, it sure is a bonus.
Chandelure (F) @ Fire Gem
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Heat Wave
- Energy Ball
- Protect
- Shadow Ball
I like Chandelure, okay ._. Chandelure is here mainly to counter Sun teams and hopefully damage Hail teams. Heat Wave to hit multiple targets, Energy Ball for the, I've read, "Oh so common" Gastrodon and other Water types (If I use it against Water types), Hidden Power [Ice] for coverage (And because I didn't know what else to use) and Protect for being trendy.
Zapdos @ Leftovers
Trait: Pressure
EVs: 212 HP / 44 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Tailwind
- Thunderbolt
- Heat Wave
- Protect
I needed the second Tailwind Support, and since Scizor wasn't so great an idea, maybe Zapdos is the pokemon I needed.
Mamoswine (M) @ Ice Gem
Trait: Snow Cloak
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Ice Shard
- Protect
- Earthquake
- Icycle Spear
I looked through Smogons Attack stat tier and found Mamoswine. I also lacked Ice moves for Dragons, where as Mamoswine came in handy. The set is also from Smogon, so not much to say. He can almost freely use Earthquake, since 3 of my pokemons have Protect (One being part Flying), Scizor won't take much damage and neither will my last member
Gastrodon (M) @ Rindo Berry
Trait: Storm Drain
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Ice Beam
- Earth Power
- Scald
- Recover
The hyped Gastrodon. He is tanking, hopefully dealing with Rain teams, Sun teams and Sand teams. Earth Power and Scald for dual STAB (I don't like hurting my team mates with Surf and chances of Muddy Water missing for me is 100% in crucial moments), Ice Beam is for covering Dragons, though when I have Mamoswin, it can be switched for something else, and Recover for healing. He may be my Swines partner, and would want to heal some of that Earthquake damage. Rindo Berry is for reducing Grass type moves damage, while most of my team will insta-kill a Grass type.
Latios (M) @ Dragon Gem
Trait: Levitate
EVs: 4 HP / 4 Def / 248 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Tailwind
- Dragon Pulse
- Thunderbolt
- Protect
Medicham (F) @ Life Orb
Trait: Pure Power
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Drain Punch
- Zen Headbutt
- Protect
- Fake Out
Chandelure (F) @ Focus Sash
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Heat Wave
- Energy Ball
- Protect
- Shadow Ball
Zapdos @ Leftovers
Trait: Pressure
EVs: 212 HP / 44 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Tailwind
- Thunderbolt
- Heat Wave
- Protect
Mamoswine (M) @ Ice Gem
Trait: Snow Cloak
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Ice Shard
- Protect
- Earthquake
Gastrodon (M) @ Rindo Berry
Trait: Storm Drain
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Ice Beam
- Earth Power
- Scald
- Recover
Trait: Levitate
EVs: 4 HP / 4 Def / 248 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Tailwind
- Dragon Pulse
- Thunderbolt
- Protect
Medicham (F) @ Life Orb
Trait: Pure Power
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Drain Punch
- Zen Headbutt
- Protect
- Fake Out
Chandelure (F) @ Focus Sash
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Heat Wave
- Energy Ball
- Protect
- Shadow Ball
Zapdos @ Leftovers
Trait: Pressure
EVs: 212 HP / 44 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Tailwind
- Thunderbolt
- Heat Wave
- Protect
Mamoswine (M) @ Ice Gem
Trait: Snow Cloak
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Ice Shard
- Protect
- Earthquake
Gastrodon (M) @ Rindo Berry
Trait: Storm Drain
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Ice Beam
- Earth Power
- Scald
- Recover
Changes to consider: