Wanted to share the teams I used on the 2014 ladder and during the Spotlight tournament. They are similar but different enough. For most of the month of November I held two of the top ten spots on ladder and stopped caring towards the end as I got passed by those who did care. Not as prestigious of a resume as the 2013 team, so I will be quickly covering the teams.
Pumpkin
This team is lifted straight from ZachDro's regional report (a team which he lifted from Henry). I made some slight changes, but it's basically the same team.
This team wins games in one of two ways: you either kill their special attacker(s) & Talonflame and then let Gourgeist autowin you the game, or you run over their team with Kang / Talonflame / Scarf Ttar HO. I found in bo3 settings that winning with one endgame sets up the other since the opponent often overcorrects.
Kangaskhan (F) @ Kangaskhanite
Ability: Scrappy
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- Power-Up Punch
- Sucker Punch
I strongly feel that Mega Kang is the best mega Pokemon in the format. It has a great ability (both pre- and post-mega transformation), great natural bulk, great speed, and a kit which lets it overrun many teams. Mega Kang outscales Intimidate cycling teams thanks to Parental Bond PuP and it gets crits more often by merit of double attacking every turn. While a lot of Pokemon can be EV'd to survive a Return from Jolly Kang, most are not EV'd to survive a FO + Return from Kang, and few if any Pokemon are intentionally EVd to survive a +1 or +2 Return.
The EV spread is standard, with max speed to speedtie other Kangaskhans / Charizards and outspeed Hydreigon (!!) and max attack to hit as hard as possible. Kang is more than bulky enough that it doesn't need investment, and I often found sacrificing Kang for meaningful chip damage on 2+ Pokemon was almost always worth it for the variety of endgames this team has. This isn't a Kang team; I can play my mega like an idiot and it'll give me far more value than it should.
Talonflame @ Choice Band
Ability: Gale Wings
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Will-O-Wisp / Sleep Talk / Giga Impact
Talonflame is stupidly strong. The damage output you get from this Pokemon is absurd, even when Intimidated, and the number of things it outright counters is astronomical. So many endgames are won by getting the entire enemy team down to ~70% HP and letting Talonflame KOs everything from that range with priority Brave Bird. PRIORITY. The rest of the moves are pretty much irrelevant. You pick whatever fourth move you want based on what you most recently lost to, with WoW "supporting" Gourgeist, Sleep Talk aiding in the Smeargle MU, and Giga Impact letting you threaten Rotom-W and -H.
Garchomp @ Lum Berry / Focus Sash
Ability: Rough Skin / Sand Veil
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Rock Slide
- Protect
Another unexciting spread and Pokemon, however what Garchomp provides the team is very exciting: checks to the major threats to Gourgeist in Hydreigon, Talonflame, and Charizard. Piloting a standard Garchomp feels a lot like a battle of chicken, daring the opponent to not bring their Garchomp or switch it out in the mirror, and I find it unsatisfying to play more often than not. Garchomp is a Pokemon which desperately wants both of its preferred items, and whichever one you brought isn't the right one for the MU. I was always Rough Skin, but I acknowledge you can be an annoying twat and be Sand Veil and win 20% of games you shouldn't with a timely dodge.
Rotom-Wash @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 60 Def / 28 SpA / 148 SpD / 20 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect / Light Screen
Much of the team actually hinges upon Rotom-W, as frightening as that sounds. It's typing, ability, and bulk make it useful in pretty much every game. Rotom is yet another counter to Talonflame and check (albeit softly) to Charizard-Y, and is one of two (or three) WoW users which makes Gourgeist unkillable in the endgame. Its EV'd to survive a Specs Hydreigon Draco Meteor, it OHKOs Talonflame with TBolt, it speed creeps opposing Rotoms, and the rest is dumped into Defense.
Tyranitar @ Choice Scarf
Ability: Sand Stream
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Rock Slide
- Fire Blast
- Ice Beam
- Dark Pulse / Low Kick
This is the first real departure from what Zach ran. Where he was Life Orb I am Scarf, because I think Scarf Ttar is by far its best set in this format. In one Pokemon you get a counter to CharY, Talonflame, Garchomp, Salamence, (and opposing Ttar if you are Low Kick), and checks to rain, Zapdos, Mawile, Aegislash, and so on. My spread could probably be tweaked, like to what zeenbola used, but this has been just fine.
Gourgeist-Super @ Leftovers
Ability: Insomnia
Level: 50
EVs: 252 HP / 36 Def / 220 SpD
Calm Nature
- Phantom Force
- Leech Seed
- Will-O-Wisp
- Protect
This thing is a demon. It creates the most messed up endgames thanks to its fantastic physical bulk, typing, and access to Leech Seed. Insomnia is a very useful ability as well, as it is unthreatened by Kang+Smeargle leads and just burns and Leech Seeds until the game ends. Phantom Force is its best attacking move as not only does it bypass Protect (including Aegislash Kings Shield), it gives it basically a free Protect to heal up from Leftovers and Leech Seed. One thing in particular that I love about Gourgeist is that it beats many of the most common megas. Kang cannot touch you, Mawile gets burned and you stall it out, you survive a Crunch from Ttar and can also stall it out, etc. Its a valuable Pokemon in its own merit, and its supporting five accentuates its abilities.
Gourgeist is majorly threatened by several of the top meta threats, namely Talonflame, CharizardY, and Hydreigon, (it can beat Aegislash most of the time depending on spread), but all of its threats are beaten by the rest of the team. Leading Gourgeist often forces the opponent to switch in their Gourgeist check(s) at inopportune spots or times, letting you wail on it with Kangaskhan or Talonflame and accelerating your endgame. Perhaps the only way this team could better support Gourgeist was if the Garchomp was like Scarf Salamence, letting it intimidate Talonflame and threaten it with Rock Slide, while Scarf Draco Meteor is more of a threat to Hydreigon than Dragon Claw, but the team is more than effective enough as is (and losing Scarf Ttar is probably a bigger loss than whatever Scarf Mence adds).
Frog
This team took several iterations to reach its current form. It was originally an Intimidate spam team with Mega Manectric setting up a Ferrothorn endgame, but I shifted one day to Mega Venusaur and then started having much more consistent success. Although this team looks much more one dimensional than the previous (being all in on the Mega Venu endgame), I found that it too possesses an alternative endgame: letting Garchomp sweep weakened teams. It's a fun team, but I'm not 100% on all its parts.
Venusaur @ Venusaurite
Ability: Chlorophyll
Level: 50
EVs: 252 HP / 124 Def / 12 SpA / 52 SpD / 68 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Leech Seed
- Protect
Originally I didn't like Mega Venu because "its Gourgeist but it uses your Mega slot," which is true, but it beats many things which Gourgeist cannot due to its ability. It's really only weak to Talonflame (which you survive a hit from and usually KO back with Sludge Bomb), Gardevoir (you deal more damage to it than it does to you), and Hydreigon (Specs Draco hurts a LOT), and it's potentially weaker to the premier megas in Mawile and Kangaskhan. However, its more general bulk makes it more easier to force its endgames, and you can force them on t1 more consistently.
The spread is the default spread on the damage calc, but I moved EVs out of SpA into Speed to outspeed any Rotom with fewer than 20 Speed EVs, letting it potentially KO them before they can WoW me or heal up with Giga Drain before I take an Overheat or something.
Gyarados @ Sitrus Berry
Ability: Intimidate
Level: 50
EVs: 204 HP / 84 Atk / 4 Def / 4 SpD / 212 Spe
Jolly Nature
- Waterfall
- Thunder Wave
- Taunt
- Protect
Gyarados was one of the real stars of the show. I'd lead Venu + Gyarados most games and just click TWave like a moron and more often than not I'd get a lot of value out of that in the long term. Paralysis is a stupid status condition, especially when paired with moves which have a chance to flinch. Any paralyzed Pokemon which is hit by Waterfall only has a 60% chance to move that turn, and that's before factoring in that their move might have a miss chance associated with it. These stolen turns are even more important when you consider that Mega Venu is healing via Leech Seed + Giga Drain while they cannot attack that turn. In addition, Thunder Wave is a great way to check threats to Venusaur like Hydreigon and Scarf Gardevoir. Taunt is there for Smeargle and Amoonguss, but also Aegislash, forcing it to remain in sword form which is greatly threatened by Gyarados and the rest of the team.
The Gyarados spread isn't too creative. Jolly 212 Speed is the minimum to outspeed Smeargle. 84 Atk is the minimum needed to OHKO 4 HP Talonflame, and the rest are dumped into HP. Those 212 EVs could probably be allocated more effectively.
Rotom-Heat @ Safety Goggles
Ability: Levitate
Level: 50
EVs: 252 HP / 68 Def / 20 SpA / 164 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Overheat
- Will-O-Wisp
- Protect
Rounding out the FWG core is Rotom-H. It is probably the Pokemon I used the least in all my games, but when it has a good MU it has a very good MU. It checks Aegislash, Mawile, Talonflame, Amoonguss, and opposing Gyarados, several Pokemon which have a good MU into Venusaur or are generally annoying to deal with. With Safety Goggles, Rotom also gives me an answer to the occasional Amoonguss + Azu/Kang teams which would otherwise run me over.
I wish Arcanine was legal so much.
Tyranitar @ Choice Scarf
Ability: Sand Stream
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Rock Slide
- Fire Blast
- Ice Beam
- Dark Pulse / Snarl
Hello Scarf Ttar my old friend. Ttar still does Ttar things on this team, namely checking Talonflame, but it also gives me a way to greatly threaten the Dragon-types and Steels which Mega Venusaur struggles to beat in a timely manner. It also synergizes with Gyarados spamming Thunder Wave to steal even more turns from the opponent by spamming flinch moves, although if I was clicking those buttons I was in almost certainly in a losing position to begin with.
I experimented with the fourth moveslot on Ttar a little. Snarl is interesting(?) but I never found a lot of value from it. Why Snarl the Hydreigon when you can 2HKO it with Ice Beam? Or Rock Slide the CharY? Or Fire Blast the Aegislash? Etc. Although Snarl does make Venusaur even more difficult to KO, which was the thought.
Conkeldurr @ Assault Vest
Ability: Guts
Level: 50
EVs: 212 HP / 44 Atk / 144 Def / 108 SpD
Adamant Nature
IVs: 15 Spe
- Drain Punch
- Mach Punch
- Rock Slide
- Payback
This was Scrafty for the longest time, giving me a second Intimidate user, FO support, and access to a much more natural Snarl user, but Scrafty fucking sucks. Conkeldurr, on the other hand, is a manly Pokemon with an attack stat that warrants respect. Another Pokemon I didn't bring all that often, but when it had a good MU, it really shined. The spread is ripped from Collin's Worlds Team but I lowered its Speed stat by 1 point to underspeed other uncreative builders and win the Drain Punch wars.
Garchomp @ Choice Band
Ability: Rough Skin
Level: 50
EVs: 124 HP / 44 Atk / 84 Def / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Rock Slide
- Stone Edge
Garchomp was the other star of the show on this team. This is the legendary 199 Chomp created in Japan to win the Garchomp mirror. It has the physical bulk to survive a LO Garchomp Dragon Claw (in the event you lose the speedtie) and it OHKOs all non-Haban Berry Garchomps back (and if they are sash, they die to Rough Skin when they attack you). Band Chomp is really strong outside of the mirror, and after a few turns of Gyarados and Venusaur whittling down the opponent, a Garchomp endgame where it sweeps their enitre team was very common.
This team is not an offense oriented team. That should be clear from looking at the EV spreads. I am not often applying offensive pressure to the opponents team, that is really only done by just Garchomp and Tyranitar. Piloting those two Pokemon well is the key to success with this team. That being said, it was a lot of fun to play this team and I enjoyed its many iterations and finding new ways to win with a team with basically only 300 attacking EVs across the 6 Pokemon. Perhaps it would benefit from having Kang >> Conk for MUs where Venu isn't that good.
Anyway, peace.
Pumpkin
This team is lifted straight from ZachDro's regional report (a team which he lifted from Henry). I made some slight changes, but it's basically the same team.
This team wins games in one of two ways: you either kill their special attacker(s) & Talonflame and then let Gourgeist autowin you the game, or you run over their team with Kang / Talonflame / Scarf Ttar HO. I found in bo3 settings that winning with one endgame sets up the other since the opponent often overcorrects.
Kangaskhan (F) @ Kangaskhanite
Ability: Scrappy
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- Power-Up Punch
- Sucker Punch
I strongly feel that Mega Kang is the best mega Pokemon in the format. It has a great ability (both pre- and post-mega transformation), great natural bulk, great speed, and a kit which lets it overrun many teams. Mega Kang outscales Intimidate cycling teams thanks to Parental Bond PuP and it gets crits more often by merit of double attacking every turn. While a lot of Pokemon can be EV'd to survive a Return from Jolly Kang, most are not EV'd to survive a FO + Return from Kang, and few if any Pokemon are intentionally EVd to survive a +1 or +2 Return.
The EV spread is standard, with max speed to speedtie other Kangaskhans / Charizards and outspeed Hydreigon (!!) and max attack to hit as hard as possible. Kang is more than bulky enough that it doesn't need investment, and I often found sacrificing Kang for meaningful chip damage on 2+ Pokemon was almost always worth it for the variety of endgames this team has. This isn't a Kang team; I can play my mega like an idiot and it'll give me far more value than it should.
Talonflame @ Choice Band
Ability: Gale Wings
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Will-O-Wisp / Sleep Talk / Giga Impact
Talonflame is stupidly strong. The damage output you get from this Pokemon is absurd, even when Intimidated, and the number of things it outright counters is astronomical. So many endgames are won by getting the entire enemy team down to ~70% HP and letting Talonflame KOs everything from that range with priority Brave Bird. PRIORITY. The rest of the moves are pretty much irrelevant. You pick whatever fourth move you want based on what you most recently lost to, with WoW "supporting" Gourgeist, Sleep Talk aiding in the Smeargle MU, and Giga Impact letting you threaten Rotom-W and -H.
Garchomp @ Lum Berry / Focus Sash
Ability: Rough Skin / Sand Veil
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Rock Slide
- Protect
Another unexciting spread and Pokemon, however what Garchomp provides the team is very exciting: checks to the major threats to Gourgeist in Hydreigon, Talonflame, and Charizard. Piloting a standard Garchomp feels a lot like a battle of chicken, daring the opponent to not bring their Garchomp or switch it out in the mirror, and I find it unsatisfying to play more often than not. Garchomp is a Pokemon which desperately wants both of its preferred items, and whichever one you brought isn't the right one for the MU. I was always Rough Skin, but I acknowledge you can be an annoying twat and be Sand Veil and win 20% of games you shouldn't with a timely dodge.
Rotom-Wash @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 60 Def / 28 SpA / 148 SpD / 20 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect / Light Screen
Much of the team actually hinges upon Rotom-W, as frightening as that sounds. It's typing, ability, and bulk make it useful in pretty much every game. Rotom is yet another counter to Talonflame and check (albeit softly) to Charizard-Y, and is one of two (or three) WoW users which makes Gourgeist unkillable in the endgame. Its EV'd to survive a Specs Hydreigon Draco Meteor, it OHKOs Talonflame with TBolt, it speed creeps opposing Rotoms, and the rest is dumped into Defense.
Tyranitar @ Choice Scarf
Ability: Sand Stream
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Rock Slide
- Fire Blast
- Ice Beam
- Dark Pulse / Low Kick
This is the first real departure from what Zach ran. Where he was Life Orb I am Scarf, because I think Scarf Ttar is by far its best set in this format. In one Pokemon you get a counter to CharY, Talonflame, Garchomp, Salamence, (and opposing Ttar if you are Low Kick), and checks to rain, Zapdos, Mawile, Aegislash, and so on. My spread could probably be tweaked, like to what zeenbola used, but this has been just fine.
Gourgeist-Super @ Leftovers
Ability: Insomnia
Level: 50
EVs: 252 HP / 36 Def / 220 SpD
Calm Nature
- Phantom Force
- Leech Seed
- Will-O-Wisp
- Protect
This thing is a demon. It creates the most messed up endgames thanks to its fantastic physical bulk, typing, and access to Leech Seed. Insomnia is a very useful ability as well, as it is unthreatened by Kang+Smeargle leads and just burns and Leech Seeds until the game ends. Phantom Force is its best attacking move as not only does it bypass Protect (including Aegislash Kings Shield), it gives it basically a free Protect to heal up from Leftovers and Leech Seed. One thing in particular that I love about Gourgeist is that it beats many of the most common megas. Kang cannot touch you, Mawile gets burned and you stall it out, you survive a Crunch from Ttar and can also stall it out, etc. Its a valuable Pokemon in its own merit, and its supporting five accentuates its abilities.
Gourgeist is majorly threatened by several of the top meta threats, namely Talonflame, CharizardY, and Hydreigon, (it can beat Aegislash most of the time depending on spread), but all of its threats are beaten by the rest of the team. Leading Gourgeist often forces the opponent to switch in their Gourgeist check(s) at inopportune spots or times, letting you wail on it with Kangaskhan or Talonflame and accelerating your endgame. Perhaps the only way this team could better support Gourgeist was if the Garchomp was like Scarf Salamence, letting it intimidate Talonflame and threaten it with Rock Slide, while Scarf Draco Meteor is more of a threat to Hydreigon than Dragon Claw, but the team is more than effective enough as is (and losing Scarf Ttar is probably a bigger loss than whatever Scarf Mence adds).
Frog
This team took several iterations to reach its current form. It was originally an Intimidate spam team with Mega Manectric setting up a Ferrothorn endgame, but I shifted one day to Mega Venusaur and then started having much more consistent success. Although this team looks much more one dimensional than the previous (being all in on the Mega Venu endgame), I found that it too possesses an alternative endgame: letting Garchomp sweep weakened teams. It's a fun team, but I'm not 100% on all its parts.
Venusaur @ Venusaurite
Ability: Chlorophyll
Level: 50
EVs: 252 HP / 124 Def / 12 SpA / 52 SpD / 68 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Leech Seed
- Protect
Originally I didn't like Mega Venu because "its Gourgeist but it uses your Mega slot," which is true, but it beats many things which Gourgeist cannot due to its ability. It's really only weak to Talonflame (which you survive a hit from and usually KO back with Sludge Bomb), Gardevoir (you deal more damage to it than it does to you), and Hydreigon (Specs Draco hurts a LOT), and it's potentially weaker to the premier megas in Mawile and Kangaskhan. However, its more general bulk makes it more easier to force its endgames, and you can force them on t1 more consistently.
The spread is the default spread on the damage calc, but I moved EVs out of SpA into Speed to outspeed any Rotom with fewer than 20 Speed EVs, letting it potentially KO them before they can WoW me or heal up with Giga Drain before I take an Overheat or something.
Gyarados @ Sitrus Berry
Ability: Intimidate
Level: 50
EVs: 204 HP / 84 Atk / 4 Def / 4 SpD / 212 Spe
Jolly Nature
- Waterfall
- Thunder Wave
- Taunt
- Protect
Gyarados was one of the real stars of the show. I'd lead Venu + Gyarados most games and just click TWave like a moron and more often than not I'd get a lot of value out of that in the long term. Paralysis is a stupid status condition, especially when paired with moves which have a chance to flinch. Any paralyzed Pokemon which is hit by Waterfall only has a 60% chance to move that turn, and that's before factoring in that their move might have a miss chance associated with it. These stolen turns are even more important when you consider that Mega Venu is healing via Leech Seed + Giga Drain while they cannot attack that turn. In addition, Thunder Wave is a great way to check threats to Venusaur like Hydreigon and Scarf Gardevoir. Taunt is there for Smeargle and Amoonguss, but also Aegislash, forcing it to remain in sword form which is greatly threatened by Gyarados and the rest of the team.
The Gyarados spread isn't too creative. Jolly 212 Speed is the minimum to outspeed Smeargle. 84 Atk is the minimum needed to OHKO 4 HP Talonflame, and the rest are dumped into HP. Those 212 EVs could probably be allocated more effectively.
Rotom-Heat @ Safety Goggles
Ability: Levitate
Level: 50
EVs: 252 HP / 68 Def / 20 SpA / 164 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Overheat
- Will-O-Wisp
- Protect
Rounding out the FWG core is Rotom-H. It is probably the Pokemon I used the least in all my games, but when it has a good MU it has a very good MU. It checks Aegislash, Mawile, Talonflame, Amoonguss, and opposing Gyarados, several Pokemon which have a good MU into Venusaur or are generally annoying to deal with. With Safety Goggles, Rotom also gives me an answer to the occasional Amoonguss + Azu/Kang teams which would otherwise run me over.
I wish Arcanine was legal so much.
Tyranitar @ Choice Scarf
Ability: Sand Stream
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Rock Slide
- Fire Blast
- Ice Beam
- Dark Pulse / Snarl
Hello Scarf Ttar my old friend. Ttar still does Ttar things on this team, namely checking Talonflame, but it also gives me a way to greatly threaten the Dragon-types and Steels which Mega Venusaur struggles to beat in a timely manner. It also synergizes with Gyarados spamming Thunder Wave to steal even more turns from the opponent by spamming flinch moves, although if I was clicking those buttons I was in almost certainly in a losing position to begin with.
I experimented with the fourth moveslot on Ttar a little. Snarl is interesting(?) but I never found a lot of value from it. Why Snarl the Hydreigon when you can 2HKO it with Ice Beam? Or Rock Slide the CharY? Or Fire Blast the Aegislash? Etc. Although Snarl does make Venusaur even more difficult to KO, which was the thought.
Conkeldurr @ Assault Vest
Ability: Guts
Level: 50
EVs: 212 HP / 44 Atk / 144 Def / 108 SpD
Adamant Nature
IVs: 15 Spe
- Drain Punch
- Mach Punch
- Rock Slide
- Payback
This was Scrafty for the longest time, giving me a second Intimidate user, FO support, and access to a much more natural Snarl user, but Scrafty fucking sucks. Conkeldurr, on the other hand, is a manly Pokemon with an attack stat that warrants respect. Another Pokemon I didn't bring all that often, but when it had a good MU, it really shined. The spread is ripped from Collin's Worlds Team but I lowered its Speed stat by 1 point to underspeed other uncreative builders and win the Drain Punch wars.
Garchomp @ Choice Band
Ability: Rough Skin
Level: 50
EVs: 124 HP / 44 Atk / 84 Def / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Rock Slide
- Stone Edge
Garchomp was the other star of the show on this team. This is the legendary 199 Chomp created in Japan to win the Garchomp mirror. It has the physical bulk to survive a LO Garchomp Dragon Claw (in the event you lose the speedtie) and it OHKOs all non-Haban Berry Garchomps back (and if they are sash, they die to Rough Skin when they attack you). Band Chomp is really strong outside of the mirror, and after a few turns of Gyarados and Venusaur whittling down the opponent, a Garchomp endgame where it sweeps their enitre team was very common.
This team is not an offense oriented team. That should be clear from looking at the EV spreads. I am not often applying offensive pressure to the opponents team, that is really only done by just Garchomp and Tyranitar. Piloting those two Pokemon well is the key to success with this team. That being said, it was a lot of fun to play this team and I enjoyed its many iterations and finding new ways to win with a team with basically only 300 attacking EVs across the 6 Pokemon. Perhaps it would benefit from having Kang >> Conk for MUs where Venu isn't that good.
Anyway, peace.
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