VGC Sylveon Team

JETZero3

Professional stick figure artist
Hello and welcome. Seems like I'm drifting around tiers, and now I've landed in VGC 2015. The team has done alright in both PS and Battle Spot Doubles, but there definitely could be improvements. Let's just cut to the chase and bring on the team members.

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Started with Sylveon, since I really liked it's strong spread move in Hyper Voice.
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Brought in Conkeldurr, since Conkeldurr is strong against most Steel types, beats Bisharp reliably, and can absorb burns.
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To patch up the weakness against Mega Charizard Y and Talonflame, as well as having another Steel check, I used Rotom-H.
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No team is complete without a bulky Water, and Empoleon was my first choice. It has a good Special Attack stat, and good speed control in Icy Wind. As well, it provides a strong check against opposing Sylveon, being able to 2HKO it with Flash Cannon.
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At this point, I considered my Mega Pokemon. I felt like I needed another Fairy check, as well as something that could beat Poison types. Mega Metagross fit the bill here.
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For my final Pokemon, I wanted an Intimidater, as well as another Pokemon that beats Heatran. Staraptor seems like a good choice, as its STAB Brave Bird dealt with Amoonguss, and its CC beat Heatran.
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After playing a fair amount of games, I found that Landorus-T could just come in and wreck me, and Empoleon couldn't really do anything about it. Suicune replaced Empoleon, seeing as it also has good speed control, and dealt with Lando-T better than Empoleon can.

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Sylveon @ Choice Specs
Ability: Pixilate
Level: 50
EVs: 92 HP / 116 Def / 252 SpA / 48 Spe
Modest Nature
- Hyper Voice
- Shadow Ball
- Psyshock
- Helping Hand

Sylveon was the Pokemon I've built the team around. Once Sylveon's checks are eliminated, it's free to simply spam Hyper Voice repeatedly until victory is obtained. Shadow Ball and Psyshock are coverage moves to deal with Pokemon that resist the Fairy STAB, such as Amoonguss. Helping Hand is used in the last slot, and has proven to be pretty useful in a 2 vs 1 situation where Sylveon can't really touch the other Pokemon. As well, a possible Knock Off can let it use this move freely, and can surprise an opponent who isn't expecting a support move on a Specs set.
The EV spread was popularized by Aaron Zheng, and it's a pretty damn good one. 252 SpA, a Modest nature, and Choice Specs maximize damage output. The HP and Defense EVs let it survive Jolly Kangaskhan Returns. 48 Speed EVs help it outspeed uninvested Sylveons.


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Conkeldurr @ Assault Vest
Ability: Guts
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Ice Punch
- Mach Punch

Conkeldurr was the next Pokemon picked, mainly for the reason that it beats most other Steel types (namely Bisharp). Drain Punch is the main STAB move of choice, letting it fulfill its role as a bulky physical attacker. Knock Off deals with Ghost types, and just provides utility in general. Mach Punch lets Conkeldurr bypass its low Speed. Ice Punch is used over something like Poison Jab, as the utility to beat Lando-T on the predicted switch is more useful than dealing more damage to Fairy types.
The Adamant nature and 252 Atk EVs let it deal as much damage as possible, while the Assault Vest and remaining EVs increase its bulk. Guts is used over Iron Fist to let it absorb burns. It also lets it come in on predicted Thunder Waves, since it's speed is already terrible as is.


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Rotom-Heat @ Life Orb
Ability: Levitate
Level: 50
EVs: 188 SpA / 100 SpD / 220 Spe
Modest Nature
- Overheat
- Thunderbolt
- Will-O-Wisp
- Protect

While Conkeldurr is pretty fantastic, Flying types like Talonflame scare it out. Rotom-H is used to check it, as well as checking Mega Charizard Y, something that Rotom-W cannot really do without taking a Solar Beam in the face. As well, Rotom-H can deal with Steel types that wall Sylveon, as well as a good amount of Poison types, since some of them also have the Grass typing. Overheat and T-Bolt are obligatory STAB moves. Will-O-Wisp is used to cripple physical attackers, and is used over Thunder Wave, due to other Pokemon fulfilling the speed control role.
A Life Orb, 180 SpA EVs, and a Modest nature let Rotom-H OHKO most Mega Charizard Y, as well as having a good chance of 2HKOing 252 HP Zapdos. 228 Speed is used to outspeed everything up to Gyarados and Milotic (Bisharp included). The rest is put into Special Defense to better take special hits, as Will-O-Wisp help Rotom-H on the physical side.


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Suicune @ Sitrus Berry
Ability: Pressure
Level: 50
EVs: 252 HP / 108 Def / 148 SpA
Bold Nature
- Scald
- Ice Beam
- Snarl
- Tailwind

Before Suicune, Empoleon filled the role of the bulky Water. While Empoleon could 2HKO Sylveon, Lando-T just destroyed it. Suicune was brought in, as it has good speed control, can beat Landorus-T and Heatran, and has the handy Fire resistance, something Empoleon wishes it has. Scald and Ice Beam take on what Suicune needs to beat, such as Landorus-T and Heatran. Tailwind is used to help mitigate Sylveon's and Conkeldurr's speed. Snarl is used over Protect, as I prefer lowering the opposing team's Special Attack as opposed to being more cautious.
The 148 SpA EVs let Suicune OHKO 252HP Landorus-T 50% of the time. The remaining EVs and Bold Nature increase its bulk. Sitrus Berry is used over Lefties to get the immediate recovery. As well, Suicune doesn't have Protect, and it can't abuse the extra turn of Lefties recovery if Suicune did have Leftovers.


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Metagross @ Metagrossite
Ability: Clear Body
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Substitute
- Protect

Metagross is the Mega of the team, and it's chosen for its ability to beat Fairy types, as well as being a strong physical attacker in general. Meteor Mash was chosen for its high base power and chance of increasing Metagross' Attack stat. While Iron Head exists as a more reliable STAB move, I much prefer the strong base power. Zen Headbutt lets it beats Fighting types, as well as Poison types that Sylveon doesn't like dealing with. Substitute is used to provide Metagross with a safety barrier against status. Protect lets it safely Mega Evolve whenever it needs to. Previously, I've used EQ over Substitute, but I feel like it doesn't deal enough damage.
The EV spread is far more standard here. 252 Speed EVs and a Jolly Nature lets it speed tie against other positive natured base 110s.


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Staraptor @ Choice Band
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- Close Combat
- Quick Attack
- U-turn

Staraptor rounds out my team, and once again, it's another member of the team that beats Steel types and Grass/Poison types (I feel like I've said this a lot). Brave Bird lets it beat Amoonguss and Mega Venusaur, as well as Fighting types in general. Close Combat beats the aforementioned Steel types (specifically Heatran), as well as hitting Mega Kangaskhan. Quick Attack is a decent STAB priority move, though it's usually used late game to clean up weakened Pokemon. U-turn is used as the final move to deal some chip damage before swapping out.
A Jolly Nature with max Speed investment lets it at least speed tie Jolly Mega Kangaskhan, while the max Attack investment with a Choice Band let it OHKO Mega Kangaskhan, and generally deal a high amount of damage.


As far as I can tell, the team has issues with Rotom-W, as well as Pokemon like Mega Swampert and Gastrodon. The lack of grass moves is pretty concerning, and the best I can do against these Pokemon is Sylveon's Hyper Voice. However, the team can do pretty well otherwise. Thank you for reading, and I may or may not see you later.

Sylveon @ Choice Specs
Ability: Pixilate
Level: 50
EVs: 92 HP / 116 Def / 252 SpA / 48 Spe
Modest Nature
- Hyper Voice
- Shadow Ball
- Psyshock
- Helping Hand

Conkeldurr @ Assault Vest
Ability: Guts
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Ice Punch
- Mach Punch

Rotom-Heat @ Life Orb
Ability: Levitate
Level: 50
EVs: 180 SpA / 100 SpD / 228 Spe
Modest Nature
- Overheat
- Thunderbolt
- Will-O-Wisp
- Protect

Suicune @ Sitrus Berry
Ability: Pressure
Level: 50
EVs: 252 HP / 108 Def / 148 SpA
Bold Nature
- Scald
- Ice Beam
- Snarl
- Tailwind

Metagross @ Metagrossite
Ability: Clear Body
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Substitute
- Protect

Staraptor @ Choice Band
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- Close Combat
- Quick Attack
- U-turn
 
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Amazing team overall!!! Y'know, i didn't expect less from this team. I think you should upload some replays to see how this team works in the field.
The lack of Ground+Rock coverage scares me, i think you should have some ways to deal with a specific threat once Rotom-H is gone (AKA Aegislash)
Keep it up friend!
 
Perhaps a more bulky heattom set? As it's your only fire type, you'll have a tough time later against something like ferro or aegi. Also, it's far more efficient to put your leftover 100 evs in hp; rotom has over 100 base spd, but only 50 hp, not to mention the bonus is for both defenses.

Also, bulky thundy+adamant and/or dedge kanga pretty much dismantles your team. It looks like megagross and conk are your best answers, but even those are shaky if conk gets double targeted or gross gets twaved/suckered. I'd have to say terrakion instead of conk. It certainly improves your matchup against kang, thundy, and tflame, but it makes you that much more weak to waters. You might wanna add a more reliable electric/grass than heattom.
 
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