Hello everyone! As Game Freak finally decided to lower the barrier to Competetive Pokemon, I've decided to enter VGC for the first time. So I've spent some time making a team. It's been doing well for me so far, as I've hit Master Ball tier with it in game. However, it would be nice to have some constructive criticism, and I feel it could be better.
At a glance
A deeper look:
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Hurricane
- Protect
- Tailwind
Pelipper is the cornerstone of my team, proving both Rain and Tailwind support. I decided to go with a defensive spread with no Speed, so if it's sent out at the same time as Tyranitar I can win the weather war. It used to hold a Power Lens, but then I discovered that if people wanted a Sand setter that could work on Trick Room they'd just use Gigalith instead. Scald and Hurricane are good STABs that benefit Rain, with a power boost and an accuracy boost, respectively. Protect lets me scout moves, block Fake Outs and stall out Trick Room / Tailwind turns. Tailwind helps Frosmoth and Toxtricity, and also lets me match opposing Tailwind setters.
Possible changes: Drop Scald for U-turn, run Wiki Berry or Eject Button instead of Damp Rock.
Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Energy Ball
- Ice Beam
- Fake Out
Ludicolo is one of my Rain Sweepers, and it's the one that's been the most consistent for me so far. It's the standard set - Hydro Pump is Ludicolo's most powerful STAB, especially in Rain. Energy Ball is a reliable STAB for when I can't afford to miss - it also hits opposing Water types hard, OHKOing Gastrodon and 2HKOing defensive Rotom-W. Ice Beam hits the Grass and Dragon types that resist Luciolo's STABs hard, though I have to be careful using it when Dynamaxed as it takes away the Rain. Fake Out is useful pre DMax to score a free hit, and possibly allow Frosmoth to set up. The EVs are self explanatory. Life Orb is by far the best item for Ludicolo, as its Special Attack isn't that high and it needs the boost. EVs are self explanatory.
Possible changes: Might drop Fake Out for Protect or Rain Dance, and I might swap Energy Ball out for Leaf Storm.
Frosmoth @ Focus Sash
Ability: Ice scales
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Quiver Dance
- Ice Beam
- Bug Buzz
- Protect
Frosmoth has been the biggest surprise of my team. While it's not the Volcarona-Galar I was hoping for, it's still a very solid Pokemon, and can check a lot of stuff Rain teams struggle with, like Rotom-C, Rotom-W and opposing Ludicolo. Quiver Dance gives it enough Speed to outrun 120s at +1. Ice Beam and Bug Buzz get STAB, and hit extremely hard at +1. Protect lets Frosmoth dodge an Attack in a pinch. Focus Sash lets it set up safely. EVs are self explanatory. Ice Scales is an amazing ability, letting it use most opposing bulky Water types as set up fodder. I have fallen in love with this thing, and am not swapping it out.
Possible changes: Might replace Bug Buzz with Hurricane so it can use Max Airstream.
Barraskewda @ Choice Band
Ability: Propeller Tail
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Liquidation
- Close Combat
- Crunch
- Poison Jab
My team's main physical wallbreaker and cleaner, Barraskewda's job is to hit hard and fast. Liquidation is the STAB, hitting very hard in Rain. Close Combat wrecks Tyranitar, Snorlax and Ferrothorn. Crunch hits the likes of Dragapult and Dusclops hard. Poison Jab hits opposing Grass types, giving me a reliable way to OHKO Whimsicott and opposing Ludicolo out of Rain. The EVs are self explanatory. Propeller Tail is used to bypass Gastrodon's Storm Drain and Follow me from Togekiss and Indeedee. It doesn't need Swift Swim, as it's fast enough already.
Possible changes: Might run Expert Belt or Mystic Water instead of Choice Band.
Toxtricity @ Choice Specs
Ability: Punk Rock
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Overdrive
- Sludge Bomb
- Boomburst
- Volt Switch
Toxtricity has been extremely helpful in checking opposing water types like Gyarados, and is just a very powerful Pokemon in general. Overdrive is boosted by Punk Rock and hits both opponents hard if they don't resist. Sludge Bomb is the alternate STAb that gets strong hits on the Grass types that resist Overdrive, and strong single target damage. When Dynamaxed it also boosts my team's Special Attack. Boomburst is a really powerful netural move that hits 182 power factoring in Punk Rock. Volt Switch lets Toxtricity escape bad match ups, though I rarely use it. EVs maximise Speed and power - I run Modest nature as most faster Pokemon either run defensive sets, so I'll outrun them anyway, or positive natures, so they'll outrun me anyway.
Possible changes: Might replace Choice Specs with Air Balloon and Volt Switch for Protect.
Runerigus @ Weakness Policy
Ability: Wandering Spirit
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Trick Room
- Power Swap
- Shadow Claw
- Body Press
While it seems super gimmicky, it has actually done great work for me so far. Trick Room was a huge problem for my team, and with Runerigus I can threaten most Trick Room teams. I didn't go with a Taunt user, as Runerigus can also shut down Magic Bounce Hatterene. Trick Room also lets me turn the tables on Sand teams if I choose not to bring Pelipper, and Runerigus can check both Tyranitar and Excadrill thanks to its amazing physical bulk and Body Press coming off base 145 Def. Power Swap lets me steal Snorlax's Belly Drum or Weakness Poilcy Rhyperior's boosts. Shadow Claw is Runerigus's STAB, letting it hit Mimikyu and Dusclops super effectively. The EVs maximise physical bulk, while a Weakness Policy. Wandering Spirit can also let me steal an ability in a pinch.
Possible changes: Might replace Weakness Policy with a Figy Berry, and Power Swap with either Will-o-Wisp or Ally Switch.
Thanks for reading. As always feedback is greatly appreciated. If anyone wants to battle or trade with me, I'll update this with my Friend Code later on. I have Shield version.
At a glance
A deeper look:
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Hurricane
- Protect
- Tailwind
Pelipper is the cornerstone of my team, proving both Rain and Tailwind support. I decided to go with a defensive spread with no Speed, so if it's sent out at the same time as Tyranitar I can win the weather war. It used to hold a Power Lens, but then I discovered that if people wanted a Sand setter that could work on Trick Room they'd just use Gigalith instead. Scald and Hurricane are good STABs that benefit Rain, with a power boost and an accuracy boost, respectively. Protect lets me scout moves, block Fake Outs and stall out Trick Room / Tailwind turns. Tailwind helps Frosmoth and Toxtricity, and also lets me match opposing Tailwind setters.
Possible changes: Drop Scald for U-turn, run Wiki Berry or Eject Button instead of Damp Rock.
Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Energy Ball
- Ice Beam
- Fake Out
Ludicolo is one of my Rain Sweepers, and it's the one that's been the most consistent for me so far. It's the standard set - Hydro Pump is Ludicolo's most powerful STAB, especially in Rain. Energy Ball is a reliable STAB for when I can't afford to miss - it also hits opposing Water types hard, OHKOing Gastrodon and 2HKOing defensive Rotom-W. Ice Beam hits the Grass and Dragon types that resist Luciolo's STABs hard, though I have to be careful using it when Dynamaxed as it takes away the Rain. Fake Out is useful pre DMax to score a free hit, and possibly allow Frosmoth to set up. The EVs are self explanatory. Life Orb is by far the best item for Ludicolo, as its Special Attack isn't that high and it needs the boost. EVs are self explanatory.
Possible changes: Might drop Fake Out for Protect or Rain Dance, and I might swap Energy Ball out for Leaf Storm.
Frosmoth @ Focus Sash
Ability: Ice scales
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Quiver Dance
- Ice Beam
- Bug Buzz
- Protect
Frosmoth has been the biggest surprise of my team. While it's not the Volcarona-Galar I was hoping for, it's still a very solid Pokemon, and can check a lot of stuff Rain teams struggle with, like Rotom-C, Rotom-W and opposing Ludicolo. Quiver Dance gives it enough Speed to outrun 120s at +1. Ice Beam and Bug Buzz get STAB, and hit extremely hard at +1. Protect lets Frosmoth dodge an Attack in a pinch. Focus Sash lets it set up safely. EVs are self explanatory. Ice Scales is an amazing ability, letting it use most opposing bulky Water types as set up fodder. I have fallen in love with this thing, and am not swapping it out.
Possible changes: Might replace Bug Buzz with Hurricane so it can use Max Airstream.
Barraskewda @ Choice Band
Ability: Propeller Tail
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Liquidation
- Close Combat
- Crunch
- Poison Jab
My team's main physical wallbreaker and cleaner, Barraskewda's job is to hit hard and fast. Liquidation is the STAB, hitting very hard in Rain. Close Combat wrecks Tyranitar, Snorlax and Ferrothorn. Crunch hits the likes of Dragapult and Dusclops hard. Poison Jab hits opposing Grass types, giving me a reliable way to OHKO Whimsicott and opposing Ludicolo out of Rain. The EVs are self explanatory. Propeller Tail is used to bypass Gastrodon's Storm Drain and Follow me from Togekiss and Indeedee. It doesn't need Swift Swim, as it's fast enough already.
Possible changes: Might run Expert Belt or Mystic Water instead of Choice Band.
Toxtricity @ Choice Specs
Ability: Punk Rock
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Overdrive
- Sludge Bomb
- Boomburst
- Volt Switch
Toxtricity has been extremely helpful in checking opposing water types like Gyarados, and is just a very powerful Pokemon in general. Overdrive is boosted by Punk Rock and hits both opponents hard if they don't resist. Sludge Bomb is the alternate STAb that gets strong hits on the Grass types that resist Overdrive, and strong single target damage. When Dynamaxed it also boosts my team's Special Attack. Boomburst is a really powerful netural move that hits 182 power factoring in Punk Rock. Volt Switch lets Toxtricity escape bad match ups, though I rarely use it. EVs maximise Speed and power - I run Modest nature as most faster Pokemon either run defensive sets, so I'll outrun them anyway, or positive natures, so they'll outrun me anyway.
Possible changes: Might replace Choice Specs with Air Balloon and Volt Switch for Protect.
Runerigus @ Weakness Policy
Ability: Wandering Spirit
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Trick Room
- Power Swap
- Shadow Claw
- Body Press
While it seems super gimmicky, it has actually done great work for me so far. Trick Room was a huge problem for my team, and with Runerigus I can threaten most Trick Room teams. I didn't go with a Taunt user, as Runerigus can also shut down Magic Bounce Hatterene. Trick Room also lets me turn the tables on Sand teams if I choose not to bring Pelipper, and Runerigus can check both Tyranitar and Excadrill thanks to its amazing physical bulk and Body Press coming off base 145 Def. Power Swap lets me steal Snorlax's Belly Drum or Weakness Poilcy Rhyperior's boosts. Shadow Claw is Runerigus's STAB, letting it hit Mimikyu and Dusclops super effectively. The EVs maximise physical bulk, while a Weakness Policy. Wandering Spirit can also let me steal an ability in a pinch.
Possible changes: Might replace Weakness Policy with a Figy Berry, and Power Swap with either Will-o-Wisp or Ally Switch.
Thanks for reading. As always feedback is greatly appreciated. If anyone wants to battle or trade with me, I'll update this with my Friend Code later on. I have Shield version.
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Hurricane
- Protect
- Tailwind
Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Energy Ball
- Ice Beam
- Fake Out
Frosmoth @ Focus Sash
Ability: Ice scales
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Quiver Dance
- Ice Beam
- Bug Buzz
- Protect
Drednaw @ Weakness Policy
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Slide
- Liquidation
- Superpower
- Protect
Toxtricity @ Choice Specs
Ability: Punk Rock
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Overdrive
- Sludge Bomb
- Boomburst
- Volt Switch
Runerigus @ Colbur Berry
Ability: Wandering Spirit
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Trick Room
- Imprison
- Shadow Claw
- Body Press
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Hurricane
- Protect
- Tailwind
Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Energy Ball
- Ice Beam
- Fake Out
Frosmoth @ Focus Sash
Ability: Ice scales
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Quiver Dance
- Ice Beam
- Bug Buzz
- Protect
Drednaw @ Weakness Policy
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Slide
- Liquidation
- Superpower
- Protect
Toxtricity @ Choice Specs
Ability: Punk Rock
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Overdrive
- Sludge Bomb
- Boomburst
- Volt Switch
Runerigus @ Colbur Berry
Ability: Wandering Spirit
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Trick Room
- Imprison
- Shadow Claw
- Body Press
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