VGC Reg J first team

Arceus-Fire @ Flame Plate
Ability: Multitype
Level: 50
Tera Type: Dragon
EVs: 252 HP / 4 Atk / 252 SpA
Mild Nature
- Judgment
- Extreme Speed
- Protect
- Dragon Pulse

I wanted to try an extremely offensive set on Arceus, and fire seemed to be a good matchup into common meta picks like Calyrex-Ice and Magearna as well as Judgment being able to take advantage of any sun that an opposing team might set up with Koraidon or Groudon. Fire also forms a nice defensive backbone with Amoongus too.

I decided to take E-Speed just for the priority damage to take unexpected KOs on lower health pokemon. I originally ran tera Normal to boost E-Speeds damage and to be able to lose my weaknesses and gain an immunity, but realised that I was having a really hard time actually damaging dragon types like Koraidon and Miraidon, so changed to a tera dragon to try and power up dragon pulse, but was thinking of just running tera Fairy tera blast instead, as I already have good matchups into Steel types because of Judgment and Urshifu.

The EV spread looks a bit weird, but the HP investment allows me to survive a Calyrex-Shadow Astral Barrage if I have to take one. Unfortunately Arceus still goes down to most super-effective hits if they're decently powerful, so any suggestions on the EV spread would be much appreciated. The SpA investment is obvious, just allows for my moves to hit hard, and the 4 points in attack are just to boost E-Speed a tiny bit, but I'm not sure if it actually affects any important calcs, and it does leave me weaker to confusion and foul play, not that I've seen much of those in Reg-J yet.

Zamazenta-Crowned @ Rusted Shield
Ability: Dauntless Shield
Level: 50
Tera Type: Fighting
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Heavy Slam
- Body Press
- Wide Guard
- Crunch

This is a much more bulky set on Zamazenta, just to take advantage of the insane damage that Body Press can do with max defense investment and a +1 to defense. Heavy slam is just for stab coverage, really good option for any pokemon that may resist fighting or that are super light. Wide Guard is here because, as far as I can tell, most restricted legendary attackers are using spread moves, and having the option to protect my team for even one turn against those moves really opens up some interesting plays and can help pick up KOs. Crunch is the move I'm the least sure on. I added it because I realised that while I matched up really well defensively into Calyrex-Shadow, I couldn't actually hit it back for big damage. Crunch allows for a really good chance to OHKO Calyrex-Shadow as well as some other coverage for psychic and ghost types, which Body Press struggles to hit for meaningful damage.

The EV spread is pretty self explanatory, make Zamazenta bulky so it can stick around and do good damage. The extra point in special bulk doesn't seem to impact on any calcs as far as I can tell, so I was thinking of switching it to be in speed, just to outspeed other Zamazenta that might be using that point in their attack stat instead.

Amoonguss @ Leftovers
Ability: Regenerator
Level: 50
Tera Type: Water
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk / 27 Spe
- Spore
- Pollen Puff
- Protect
- Rage Powder

This is just a standard bulky Amoongus for support. Spore and Rage Powder help keep my team safe, Pollen Puff is there mostly for the healing, but I have had it do some meaningful chip, but not in many matches and Protect is Protect.

Tera water here is purely defensive. Amoongus is mainly here to combat Trick Room teams, a lot of which are running Calyrex-Ice, so tera water just helps against it. That's also why the speed IVs are so weird. Calyrex-Ice at minimum speed is something like 49 speed stat, which is 1 more than Amoongus at max speed, so dropping those points allows me to outspeed it in Trick Room, but I didn't want minimum speed investment because outside of Trick Room, I wanted to outspeed minimum speed Amoongus that Trick Room teams might run, as in trick room, outspeeding opposing Amoongus is less important (in my opinion). It's also running Leftovers just in case there comes a time where a match just drags on (particularly between two Amoongus), which provides better healing than Sitrus Berry after 5 turns have passed and because I wanted Sitrus Berry on Tornadus

Tornadus @ Sitrus Berry
Ability: Prankster
Level: 50
Tera Type: Grass
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Tailwind
- Taunt
- Bleakwind Storm
- Protect

Tornadus is here just to support the team. Most of my pokemon would otherwise be in this sort of middle ground of speed where they don't outspeed the major threats (especially as I chose to invest more into bulk), so Tailwind was essential. I had a similar team earlier without Tailwind, and I basically never won a single match. Leading Tornadus with Zamazenta and Wide Guard usually allows me to get Tailwind up without much risk, but I can also use Urshifu to outspeed and KO threats or Amoongus for redirection to allow it to go up too. Taunt helps stop opposing Amoongus from bothering my team, as well as being a counter to Trick Room teams if I don't want to deal with Trick Room. Bleakwind Storm is just here for damage, and while it doesn't do too much, the chip damage can be really nice, and if Crunch from Zamazenta doesn't KO Calyrex-Shadow, then the chip from Bleakwind can secure that KO. The inconsistent accuracy is a bit of a problem, but most of the time, I don't want to attack with Tornadus anyway, and the speed drops can be nice.

Once again, this is set up as a bulky support pokemon rather than a standard fast set. With tera grass, this allows me to survive some surprising hits, but I can still be KO'd quite easily if the opponent decides to double the slot, or if I get hit with a strong super-effective hit. The Sitrus Berry aims to offset that a little, and let Torn stay on the field for an extra turn, so it can usually get 2 Tailwinds up if it's needed.

Urshifu @ Choice Scarf
Ability: Unseen Fist
Level: 50
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wicked Blow
- Close Combat
- Facade
- U-turn

This is my other extremely offensive pokemon. This is just full steam ahead, usually clicking Wicked Blow, but Close Combat helps with opposing steel types and even Arceus Normal. Facade is the move that I'd probably want to drop if any. It's just there so if Urshifu gets burned, it can still deal good damage. U-Turn helps reset my Choice Scarf selection, and helps me get out of bad matchups with a little bit of chip damage. Urshifu is my main Calyrex-Shadow counter, hence why it's Urshifu dark rather than Rapid Strike.

Tera steel helps to deal with Magerna just in case Arceus goes down, and provides decent defensive coverage in general as well. I'm unsure if it would be better to go with an offensive tera like dark, so steel was the safer pick. The EV spread is really self explanatory, just hit hard and hit fast. This helps to offset my dependance on Tornadus and with Tailwind up, can outspeed other Tailwind teams.

Incineroar @ Covert Cloak
Ability: Intimidate
Level: 50
Tera Type: Water
EVs: 252 HP / 84 Def / 172 SpD
Careful Nature
- Knock Off
- Parting Shot
- Flare Blitz
- Fake Out

This is another pretty standard set. Knock off to deal with opposing items that might be annoying, Parting Shot to weaken the enemy big hitters, Flare Blitz is mostly for steel coverage and does good neutral damage too, and Fake Out helps my team avoid a big hit and retaliate on the same turn.

Tera water comes back for poor water matchups, as well as resistance to Calyrex-Ice. I decided to invest more into Incineroars special bulk, as Intimidate already reduces any physical damage I might take, and I tend to see a lot more special attackers anyway. Max HP investment means that it can stick around for maximum annoyance and the Covert Cloak means that it can't be flinched by higher speed Incineroars or other Fake Out users, however I'm finding it less useful on Incineroar than I expected, so I was thinking of switching over to Safety Goggles, specifically for the Amoongus counter, as I have had one game where Incineroar was put to sleep multiple times.


Any feedback is very much appreciated as this is my first time building a team for a competitive format, and as more experienced players can probably see, I have no idea what I am doing lmao
 
Facade on ursh sounds like ok tech, but burns should be rare, and it is extra hard to use if you have to lock in imo. Plus intimidate is dealt w/ by wicked blow, not that, that's the common one.

Arceus seems interesting...I'd probably change it to special fully, mixed needs -bulk nature more or less, no bueno. Esp w/ full hp investment, only thing to run mild/rash/etc is something really weird or hard to use at least like infernape or deoxys-a.
 
Oh hm. Is crunch a decent option for zama? I doubt it just cause your pool of targets is so small, though it IS caly. idk, you can probably wide guard caly and do work w/ the other.
 
Back
Top