VGC Team Comparison (VGC RMT)

As the title suggests, this is a variation of a pervious team I had made (the original team also has an RMT thread, found here http://www.smogon.com/forums/threads/is-bulk-still-a-thing-vgc-rmt.3532886/) and I was wondering whether this team was better/worse and just looking for some overall advice. Anyways, onto the team

Kangaskhan @ Kangaskhanite
Ability: Scrappy
EVs: 212 HP / 120 Atk / 20 SpD / 156 Spe
Adamant Nature
- Power-Up Punch
- Return
- Protect
- Sucker Punch

Bulky Mega Kangaskhan is a favorite of mine, as this set can live a Choice Specs Hydreigon Draco Meteor guaranteed as well as out speed max Speed base 70s. Power-Up lets you gain a quick boost, while Protect can come in as a nasty surprise. Sucker Pubch is for priority and Return is for STAB as I don't want to lose HP from Double Edge as that messes with the calcs.

Zapdos @ Sitrus Berry
Ability: Pressure
Level: 50
EVs: 204 HP / 60 Def / 128 SpA / 116 Spe
Modest Nature
- Tailwind
- Thunderbolt
- Heat Wave
- Thunder Wave

This Zapdos set controls Speed on everything. The spread allowd Zapdos to live 2 Rock Slides from Landorus-T while out speeding max Speed base 70s. Tailwind and Thunder Wave act as the mentioned Speed control with Thunderbolt for STAB and Heat Wave for spread coverage.

Aegislash @ Leftovers
Ability: Stance Change
EVs: 228 HP / 252 SpA / 28 Spe
Modest Nature
- Substitute
- Flash Cannon
- Shadow Ball
- King's Shield

The same Aegislash from my previous team, this set is based on the Alex Ogloza Aegislash but runs 2 extra Speed. Substitute protects you from Sucker Punch while being specially based protects you from Intimidate. Naturally, King's Shield is staple on Aegislash

Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Ice Punch
- Rock Slide
- Gunk Shot

This is the same Primeape as before, doing the same role of taking down Sylveon, Mega Kang, Bisharp and Mega Mence with Super Effective attacks. Rock Slide is also ran in case I need to resort to flinching the opponent.

Hydreigon @ Choice Specs
Ability: Levitate
EVs: 84 HP / 76 Def / 216 SpA / 132 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Heat Wave
- Earth Power

This Hydreigon is the same from the previous team, which is EV'd to take Double Edge's from Mega Kang and KO it with Draco Meteor. The Speed lets you out speed max Speed base 70s. Heat Wave and Earth Power give you coverage against Steel while Dark Pulse is ran as a solid STAB move to fall back on.

Arcanine @ Air Balloon
Ability: Intimidate
Level: 50
EVs: 252 HP / 100 Def / 156 Spe
Impish Nature
- Will-O-Wisp
- Protect
- Extreme Speed
- Flare Blitz

Kind of the black sheep of the team, Arcanine is simply used for Intimidate and it cores well type wise with the team. The Speed lets you once again out speed max Speed base 70s, with the rest of the investment put into bulk. Will-O-Wisp cripples physical attackers, Protect is staple, Extremespeed is for priority and Flare Blitz is for a STAB move to fall back on. Air Balloon also makes Arcanine immune to EQ, which has came in handy a lot.

What do you guys think? Better or worse? I'm wanting to take one of these teams to regionals in a few months, so feed back would be greatly appreciated. Thanks for taking a look at the team, and I'll leave an importable version down below for you guys to try out!

Kangaskhan @ Kangaskhanite
Ability: Scrappy
EVs: 212 HP / 120 Atk / 20 SpD / 156 Spe
Adamant Nature
- Power-Up Punch
- Return
- Protect
- Sucker Punch
Zapdos @ Sitrus Berry
Ability: Pressure
Level: 50
EVs: 204 HP / 60 Def / 128 SpA / 116 Spe
Bold Nature
- Tailwind
- Thunderbolt
- Heat Wave
- Thunder Wave
Aegislash @ Leftovers
Ability: Stance Change
EVs: 228 HP / 252 SpA / 28 Spe
Modest Nature
- Substitute
- Flash Cannon
- Shadow Ball
- King's Shield
Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Ice Punch
- Rock Slide
- Gunk Shot
Hydreigon @ Choice Specs
Ability: Levitate
EVs: 84 HP / 76 Def / 216 SpA / 132 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Heat Wave
- Earth Power
Arcanine @ Air Balloon
Ability: Intimidate
Level: 50
EVs: 252 HP / 100 Def / 156 Spe
Impish Nature
- Will-O-Wisp
- Protect
- Extreme Speed
- Flare Blitz
 
i think you can fix some weaknesses by replacing arcanine for rotom-h (checks bisharp, sylveon and salamence, one more ground immunity and has great synergy with lando-t suicune and hydreigon) and primeape for scarf landorus-t (you can handle bisharp with kanga/rotomh/hydreigon)

also i would try out suicune>zapdos because getting tailwind without fake out can be difficult with zapdos and makes you less lando weak. wideguard on aegi and lo on hydreigon (and fakeout on kanga which helps to set up) are worth mentioning but not that necessary imo
 
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