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VGC New Justified Team

After the recent bans on the top 10 mons in the format, I set about trying to build a new justified team using Terrakion and a new beat-up/tailwind user since Whimsicott got banned. I'm still trying to figure out how to play this team to its best and have had on and off success on Showdown, but have had enough defeats to definitely see that it needs some improvement. So suggestions and feedback are greatly appreciated!

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Terrakion @ Life Orb
Ability: Justified
Level: 50
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rock Slide
- Close Combat
- Zen Headbutt
- Protect

Terrakion is the main sweeper and core of the team. Good overall speed means it usually moves before the opponents, and can offer some great offensive pressure when Dynamaxed, beat-up, and life-orbed. Pretty standard physical move-set, dual stabs in Rock Slide and Close Combat, and Zen Headbutt for some more coverage when facing other fighting types and poison types. The Life Orb can be switched out for an Assault Vest to offer more special defence, changing protect for another coverage move like Iron Head or Poison Jab - which can be exchangeable between Zen Headbutt too.


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Weavile @ Focus Sash
Ability: Pressure
Level: 50
EVs: 4 Atk / 252 SpD / 252 Spe
Jolly Nature
- Beat Up
- Fake Out
- Triple Axel
- Protect

Due to the banning of Whimsicott, I needed a new Beat Up user. Weavile seemed to be the best option due to its great speed and is the primary Beat Up user on this team and is nearly always paired up with Terrakion. I invested in SpD EVs to give it more bulk and ability to take more hits, but gave it a Focus Sash too to ensure it almost always lives to deliver one or two moves. I added the Triple Axel stab to try and counter any dragon types and grass types like Amoongus, which seems to be rising in popularity in the format after the DLC.

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Talonflame @ Sharp Beak
Ability: Gale Wings
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Tailwind
- Flare Blitz
- Brave Bird
- Protect

Talonflame is primarily used to set up Tailwind in the early game, but can also offer great offensive pressure with its high attack and speed and dual stabs in Flare Blitz and Brave Bird. I usually pair Talonflame with Amoongus to try and offer an easier later game when I bring in Terrakion and Weavile, but this does bring the risk in that Tailwind might run out before those two are brought in if Talonflame is run first. Gale Wings allows for a pretty seamless Tailwind entry and the Sharp Beak adds some added power when using Brave Bird in hope of ohkoing anything weak to it.


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Amoonguss @ Iapapa Berry
Ability: Effect Spore
Level: 50
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Spore
- Rage Powder
- Sludge Bomb
- Protect
Amoongus is usually paired with Talonflame to try and ensure a smooth set-up for Tailwind and initial chip damage to make it easier for the late-game sweepers. I chose to use Effect Spore for the chance of a status condition upon contact, which I find more useful as I don't really anticipate swapping Amoongus in and out enough to justify using Regenerator. Pretty standard set on this one, Rage Powder for redirection, Spore for the sleep chance which is always useful and Sludge Bomb for chip.

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Conkeldurr @ Flame Orb
Ability: Guts
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Ice Punch
- Detect
- Facade

Conkeldurr is probably the most uncertain mon on this team, but I chose it to serve as a late-game bulky sweeper that can also function pretty well in Trick Room in case it ever gets set up. The Guts, Flame Orb, Facade combo can serve to ohko or deal a lot of damage to pretty much any opponent. Drain punch serves as a good recovery stab move, and ice punch for coverage to deal with dragon and grass types.

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Dusclops @ Eviolite
Ability: Frisk
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Trick Room
- Imprison
- Night Shade
- Pain Split

Dusclops serves as the anti-trick room mon of this team, and can also function well in trick room if it does get set up, its bulk allowing it to survive to reverse trick room pretty easily. Standard move-set for this mon, Night Shade allowing for good chip damage if needed, and Pain Split for recovery, making Dusclops a very annoying mon to play against.

Would love some help identifying holes and weaknesses in this team and what I can do to improve it!
 
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