My first VGC team. I wanted to go for balance and synergy, started with a FWG core and worked out the rest of the team from there.
Arcanine @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 148 Def / 44 SpA / 4 SpD / 60 Spe
Modest Nature
- Flamethrower
- Snarl
- Protect
- Will-O-Wisp
More of the bulky Arcanine, I like his ability to hinder attackers through Intimidate, WoW, and Snarl. Flamethrower is the STAB with both accuracy and power. Protect is protect, dropped Morning Sun for it because I never really got to use that move and Protect works much better with Landorus when I want to Earthquake.
Milotic @ Assault Vest
Ability: Competitive
EVs: 252 HP / 212 Def / 36 SpA / 4 SpD / 4 Spe
Modest Nature
- Hydro Pump
- Icy Wind
- Ice Beam
- Mirror Coat
Honestly I'm not too sure about AV, but this moveset actually isn't that bad. Hydro Pump over Scald because Arcanine provides the burns and Hydro Pump offers more power. Icy Wind slows down opponents and works great with Arcanine's Snarl and WoW. Ice Beam is there to hit Land Dog, Salemence, and a bunch of other stuff that hates Ice. Mirror Coat is the bee's knees when leading against Thundurus, which it will usually OHKO since no one sees it coming.
Breloom @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Spore
- Protect
In addition to the Milotic and Arcanine, I ended up going with Breloom for the Grass slot. This is a standard Breloom set, so nothing to really write home about. I needed something Physical, and I also needed a Fighting type to easily take out the Bisharps running around.
Landorus-T @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Knock-Off
- U-Turn
I normally steer away from legendaries, but Landorus is just too good. Very easy to lead with due to Intimidate and U-Turn. Knock-Off works wonders for getting rid of pesky items. Earthquake is an insane STAB, and Rock Slide to help out with Charizard-Y and Talonflames. If the opponent doesn't have Competitive or Defiant, it's very easy to lead with both Landorus and Arcanine for double Intimidate, or have Landorus U-Turn into Arcanine. Definitely came in handy with M-Khan leads and forced them to switch.
Metagross @ Metagrossite
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Ice Punch
- Protect
My Mega of choice, and a very effective one. Great stats, ability, and a decent enough movepool make M-Metagross a real force to be reckoned with. I went with the basic 252/252 spread because I wanted him to hit as hard and as fast as possible, and bulk wasn't quite as necessary since I don't really rely on M-Metagross as much as others and the teammates were able to provide enough debuffs to where bulk investment wasn't quite necessary.
Hydreigon @ Draco Plate
Ability: Levitate
EVs: 188 HP / 76 Def / 204 SpA / 36 SpD / 4 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Tailwind
- Protect
The only pokemon I'm iffy about on the team. I saw it on nuggetbridge and thought it looked good. Tailwind throws people off, and helps out the team with speed. The EVs help it with some bulk and take hits it normally wouldn't. (50% chance to survive Close Combat from -1 252 Jolly Life Orb Terrakion.) Draco Plate because I couldn't do a choice item with Tailwind and Protect, and it still gives Draco Meteor a decent punch.
Arcanine @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 148 Def / 44 SpA / 4 SpD / 60 Spe
Modest Nature
- Flamethrower
- Snarl
- Protect
- Will-O-Wisp
More of the bulky Arcanine, I like his ability to hinder attackers through Intimidate, WoW, and Snarl. Flamethrower is the STAB with both accuracy and power. Protect is protect, dropped Morning Sun for it because I never really got to use that move and Protect works much better with Landorus when I want to Earthquake.
Milotic @ Assault Vest
Ability: Competitive
EVs: 252 HP / 212 Def / 36 SpA / 4 SpD / 4 Spe
Modest Nature
- Hydro Pump
- Icy Wind
- Ice Beam
- Mirror Coat
Honestly I'm not too sure about AV, but this moveset actually isn't that bad. Hydro Pump over Scald because Arcanine provides the burns and Hydro Pump offers more power. Icy Wind slows down opponents and works great with Arcanine's Snarl and WoW. Ice Beam is there to hit Land Dog, Salemence, and a bunch of other stuff that hates Ice. Mirror Coat is the bee's knees when leading against Thundurus, which it will usually OHKO since no one sees it coming.
Breloom @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Spore
- Protect
In addition to the Milotic and Arcanine, I ended up going with Breloom for the Grass slot. This is a standard Breloom set, so nothing to really write home about. I needed something Physical, and I also needed a Fighting type to easily take out the Bisharps running around.
Landorus-T @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Knock-Off
- U-Turn
I normally steer away from legendaries, but Landorus is just too good. Very easy to lead with due to Intimidate and U-Turn. Knock-Off works wonders for getting rid of pesky items. Earthquake is an insane STAB, and Rock Slide to help out with Charizard-Y and Talonflames. If the opponent doesn't have Competitive or Defiant, it's very easy to lead with both Landorus and Arcanine for double Intimidate, or have Landorus U-Turn into Arcanine. Definitely came in handy with M-Khan leads and forced them to switch.
Metagross @ Metagrossite
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Ice Punch
- Protect
My Mega of choice, and a very effective one. Great stats, ability, and a decent enough movepool make M-Metagross a real force to be reckoned with. I went with the basic 252/252 spread because I wanted him to hit as hard and as fast as possible, and bulk wasn't quite as necessary since I don't really rely on M-Metagross as much as others and the teammates were able to provide enough debuffs to where bulk investment wasn't quite necessary.
Hydreigon @ Draco Plate
Ability: Levitate
EVs: 188 HP / 76 Def / 204 SpA / 36 SpD / 4 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Tailwind
- Protect
The only pokemon I'm iffy about on the team. I saw it on nuggetbridge and thought it looked good. Tailwind throws people off, and helps out the team with speed. The EVs help it with some bulk and take hits it normally wouldn't. (50% chance to survive Close Combat from -1 252 Jolly Life Orb Terrakion.) Draco Plate because I couldn't do a choice item with Tailwind and Protect, and it still gives Draco Meteor a decent punch.









