Non-Weather VGC 2012 Team :\

Hey guys, I am planning to go to the VGCs in April. I have been testing around with teams for a while, and I think I'm onto something with this team. I'd appreciate any help or tips of which you'd be willing to share.

Thanks!


Team Overview:
Strategy:

Leads: Infernape and Thundurus are my general leads. They seem to work very well together. The idea is to Fake Out one of their Pokemon (primarily a suspected focus sash user), and then Thunder Wave the next. Additionally, both of these leads have good coverage over the other. Thundurus is vulnerable to rock slides, so I equip him with a charti berry while Infernape can close combat the rock slide user. Infernape is vulnerable to water, therefore I can protect with him on turn two and thunderbolt the water user.


Infernape:
-Fake Out: High priority move
-Close Combat: STAB Fighting to cover Thundurus
-Overheat: Aimed at Amoonguss that has a Mental Herb, powerful fire move
-Protect: Stall after Focus Sash, defensive move in general

Thundurus:
-Taunt: Disable Trick Room users, or other gimmicks
-Thunderbolt: STAB Electric to cover Infernape
-Thunder Wave: Slow down opponents and hopefully outspeed the next turn
-Protect: Stall after charti berry proc, defensive move in general


First 2 Cores: Now, I need something that can support the leads. Some Pokemon that could be threatening to my lead Pokemon could be Gastrodon, Swampert, Whishcash, Seismitoad etc due to my leads having nothing super effecive against water/ground users, and thundurus having nothing that could even touch them.
For the first core Pokemon, I chose Jellicent. It's water typing allows it to be a great switch out for Infernape if an expected water attack is coming, and it's water absorb ability makes it even more valuable. Additionally, if a Psychic Pokemon was threatening Infernape as well, Jellicent's Ghost Gem Shadow Ball can most likely take care of such. For the next Pokemon, I choose Reuniclus. I figured that a Pokemon with it's move-set will be useful. I also needed something to take care of Pokemon that Thundurus + Infernape would have trouble with.


Jellicent:
-Water Spout: Immensely powerful STAB water attack.
-Shadow Ball: STAB Ghost move along with Ghost Gem to take out Psychics.
-Ice Beam: Takes great care of Dragon Pokemon.
-Protect: Defensive move in general

Reuniclus:
-Psychic: STAB Psychic move, boosted with 252 Sp Atk EVs
-Grass Knot: Primary move to deal with
-Safeguard: To protect my team against spore users
-Protect: Defensive move in general


Last 2 Cores: I need two Pokemon that can patch up the remaining weaknesses of my team. I noticed that 2 of my Pokemon are weak to Ghost and Dark. In specific, a possible threat could be a psychic Pokemon that knows shadow ball.
Therfore, I chose Scizor. He's great for dealing with bulky psychic types, of which I could have trouble with. Additionally, he can be a great switch out against dragon type moves. The last Pokemon that I chose for my team is Krookodile. If needed, I can have Krookodile and Thundurus be my leads in some situations. Krookodile also provides great coverage for the rest of my team, and has 3 type of moves that none of my other Pokemon has.


Scizor:
-Bullet Punch: STAB Priority Steel move,
-Bug Bite: STAB bug move, removes possible berry
-Acrobatics: Powerful flying move w/o Occa Berry
-Protect; Defensive move in general, stall after Occa Berry proc

Krookodile:
-Crunch: STAB Dark move
-Earthquake: STAB ground move
-Rock Slide: Potential Thunder wave + Flinch hax
-Protect: Defensive move in general

392.gif


[Pokemon] Infernape
Type: Fire/Fighting
Nature: Naive
Ability: Blaze
Item: Focus Sash
Move-set:
-Fake Out
-Close Combat
-Overheat
-Protect
EVs: 116 Atk / 140 Sp. Atk / 252 Spe

642.gif


[Pokemon] Thundurus
Type: Electric/Flying
Nature: Modest
Ability: Prankster
Item: Chart Berry
Move-set:
-Thunderbolt
-Thunder Wave
-Taunt
-Protect
EVs: 4 HP / 252 Sp. Atk / 252 Spe

593.gif


[Pokemon] Jellicent
Type: Water/Ghost
Nature: Timid
Ability: Water Absorb
Item: Ghost Gem
Move-set:
-Water Spout
-Shadow Ball
-Ice Beam
-Protect
EVs: 4 HP / 252 Sp. Atk / 252 Spe

579.gif


[Pokemon] Reuniclus
Type: Psychic
Nature: Quiet
Ability: Magic Guard
Item: Sirus Berry
Move-set:
-Psychic
-Energy Ball
-Safeguard
-Protect
EVs: 172 HP / 32 Def / 252 Sp. Atk / 52 Sp. Def

212.gif


[Pokemon] Scizor
Type: Steel/Bug
Nature: Adamant
Ability: Technician
Item: Occa Berry
Move-set:
-Bullet Punch
-Bug Bite
-Acrobatics
-Protect
EVs: 252 HP / 252 Atk / 4 Sp. Def

553.gif


[Pokemon] Krookodile
Type: Dark/Ground
Nature: Adamant
Ability: Intimidate
Item: Chople Berry
Move-set:
-Crunch
-Earthquake
-Rock Slide
-Protect
EVs: 168 HP / 252 Atk / 88 Spe
 
You don't want to just have a "basic lead" that you plan to use everytime, what will win the VGC is synergy, or being able to mix any two pokemon together and have maximum profits. Think about expanding on that.
 
You don't want to just have a "basic lead" that you plan to use everytime, what will win the VGC is synergy, or being able to mix any two pokemon together and have maximum profits. Think about expanding on that.

I'll keep that in mind, I do not have a lead that I use all the time, however I found that Infernape + Thundurus work well most of the time.

Anyways, do you have anything else you can say about my team? Movesets, EV's, etc? : )
 
i think energy ball is better than grass knot on reuniclus, GK has a BP of 60-70 on swampert and co while energy ball has 80 BP. i'm not sure about acrobatics on scizor but for the rest is a very good team
 
May I suggest Hidden Power Ice on Thundurus over Taunt...
I know taunt is there for Trick Room-ers but most carry Mental Herb and the such so it wont always be good.
 
actually, the better way to stop trick room users is to put them to sleep or use fake-out, due to the frequent diffusion of mental herb. imprison+TR is also viable.
EDIT: also with krookodile, jellicent and scizor I think you need tailwind support, expecially to outspeed scarf terrakion/garchomp. zapdos can help in this role instead of thundurus, with a moveset of hp ice-protect/thunderbolt-discharge/heat wave-protect/tailwind.
tailwind is for support, thunderbolt or discharge for STAB but I think thunderbolt is better in your team, heat wave and hp ice are for optimal coverage buth in doubles protect is useful as well
 
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