OU VGC

Ive been messing around with some VGC ideas, and i think ive finally found the one that works for me. Ive messed around with some trick room teams, some rain dance teams, even a few gimmick teams but nothing was really spectacular, and nothing really worked too well for me, so i decided to go through my boxes it find what could support what, while being able to hold its own at the same time, and not on my team just for the sake of being there, so please share any changes you might think of that could help me.

Garchomp

Jolly @ Yache berry
EV-252 Atk/252 Spe/6 Hp
Moveset-Earthquake/Protect/Rock Slide/Dragon Claw

Paired as a lead with zapdos, it absorbs discharge while also hitting both opponents with rock slide, just before discharge hits both enemies, protect for Scouting ice moves, earthquake for another double hit with zapdos having immunity, dragon claw for stab.

-With up to 2 ubers allowed you can be sure to see lots of yache chomps, and for good reason, theyre very effective, and can deal lots of damage really quickly, along with the electric immunity, it opens up alot of possibilites.

Zapdos

Bold @ Lum Berry
Ev-252 Hp/252 Def/6 Sp Atk
Moveset-Discharge/Roost/Hidden Power Grass/Heat Wave

Lead with garchomp, discharges hitting both opponents, garchomp having immunity, roost to keep him in the battle, hp grass for coverage, heat wave for coverage.

-My favorite of the 3 birds, and in my opinion the all around best. very bulky with a decent movepool, along with discharge which can hit both pokes and possibly paralyze them, zapdos xan pose a big threat to any team.

Mamoswine

Adamant @ Life Orb
Ev-252 Atk/252 Spe/6 Hp
Moveset-Earthquake/Ice Shard/Superpower/Protect

Protect for scouting, earthquake for hitting both opponents, azelf and zapdos having immunity, ice shard for priority and as a way to deal with chomps (there will be many).

-The Fierce mamoswine, one of my favorite pokes ever since the beginning of D/P, with the electric immunity he can pair well with zapdos, and the very important ice shard, which provides much needed proirity and a solid way to 1hko most yache chomp, mences and flygons that i may see.

Azelf

Naive @ focus Sash
Ev-252 Spe/204 Atk/52 Sp Atk
Moveset-Explosion/U Turn/ThunderBolt/Flamethrower

U turn for scouting, explosion for massive damage on both opponents while my team protects, tbolt and flamethrower for coverage.

-Also my favorite of the legendary trio, azelf is fast and powerful, both physically and specially, with the power to scout and explode when something comes along i dont think i can handle, he can come up big for me, at the same time being able to KO any gyara and scizor i come across.

Possible Ideas:

Hariyama

Admant/Impish @ Flame Orb-Guts

Ev-252 Hp/252 Atk/6 Def
Moveset-Fake Out/Bullet Pawnch/Force Palm~Close Combat/Ice Pawnch~Protect

Fake Out to activate Flame Orb, Pullet punch for a KO on weak opponents, forcepalm for stab and chance for paralysis or Close Combat for Stab, Ice punch for those pesky Chomps, or protect for explosion or earthquake protection

-Most people would overlook Hariyama for VGC, but with it having the power to go offensive or defensive, i think it can potentially be a huge threat. if i go with the bulky version it can be very very helpful by absorbing ice attacks difrected at chomp, and fire attacks directed at mamo, as well as the combo of Fake Out/Bullet punch, it can easily take down pokes at minimum health.


Gengar

Hasty @ Focus Sash
Ev-252 Spe/176 Sp Atk/82 Atk
Moveset-Counter/Explosion/Shadow Ball/ThunderBolt~Destiny Bond~taunt?

Counter Sash is a big suprise and nets at least 1 ko, eplodes in opponents faces, while being immune to Explosions and earthquakes, tbolt for coverage, destiny bond for another kill, taunt(if chosen as a lead) for dreaded TR pokes.

-Not your standard Gengar, i have always been a fan of Sash and counter gengar, and in VGC it can potentially take down 3 pokes on its own, giving that i cant a counter kill then explode the next turn, if that doesnt tun out i can always destiny bond and take something down with me, taunt is an option(im pretty sure it learns taunt) because i see TR teams being a big threat, from my past experiences with TR teams, they can be deadly if used correctly.

Concerns
Trick Room Teams*
-My biggest worry, if i dont prepare correctly, a TR team could potentially sweep me.
Ubers
-With my lack of Uber power, the 2 uber limit may be too much to handle.
 
Two things,

Are you preparing for a VGC '10 according to the rules they used in Japan? If so you can have two ubers, except event ones, or something like that. There's a thread on it in Stark.

Two, that is an amazing picture for gengar.
 
Two things,

Are you preparing for a VGC '10 according to the rules they used in Japan? If so you can have two ubers, except event ones, or something like that. There's a thread on it in Stark.

Two, that is an amazing picture for gengar.

yea 2010 jp rules

i know, i feel bad for pikachu though xD
 
Bronzong would be a pretty gpod anti-tr? Seeing as it's slow and can wall although it lacks recovery.

Or a speed-hindering, 0 spd iv Metagross with agility, to be prepared?
 
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