I got into VGC gameplay a month or so ago and have really enjoyed it ever since. I started with a multitude of different teams first revolving around sunny day cress + venusaur and then a DisQuake Rotom-Chomp core both peaking between 1800-1900 I finally decided I wanted to build something new and different.
Without further ado here is the team:
@ Sitrus Berry
Trait: Serene Grace
EVs: 252 HP / 252 SDef / 4 Def
Bold Nature
- Air Slash
- Thunder Wave
- Protect
- Follow Me
The first member I put on this team and one of my favorite all time pokes. Air slash is the only attacking move on the set as he is primarily a supporting poke and is EVd to provide the most bulk. Follow me is used when paired with Terrakion to sponge the fighting attacks aimed at him and help preserve his sash. I like to use him to come in after Thundurus has spread Paralysis around for some parahax.
Some calcs
@ Focus Sash
Trait: Justified
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Close Combat
- Rock Slide
- Quick Attack
- Protect
The next in line is what I believe is the top physical attacker in VGC. Stab Rock/Fighting is the best combination IMO. A fairly standard set with a focus sash thrown in to give him a little extra longevity to do as much damage as possible. Close combat destroys nearly everything that doesnt resist and rock slide deals with Zapdos and volcarona who both can do nothing in return both who would give me team alot of trouble otherwise.
(M) @ Dragon Gem
Trait: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Draco Meteor
- Psychic
- Hidden Power [Fire]
- Protect
My primary special attacker. Dragon gem Draco Meteor 1hkos everything that doesnt resist or have full special bulk. It also allows him to use as a hit and run attacker switching out after the SpA drop to come in later and finish the job. Psychic is used for the fighting types that plague VGC and HP fire is primarily for Scizor who can give my team a ton of trouble without it. It also allows him to do something to metagros who would wall it outright otherwise. Timid is prefered over modest to be sure and outspeed chomp and in the rain prankster Thundurus is the best hope for dealing with kingdra. Metagross works exceptionally well with Latios taking down TTar, terrakion, and abomasnow while it can also hit Hitmontop for big damage while I protect in anticipation of sucker punch.
@ Lum Berry
Trait: Clear Body
EVs: 248 HP / 252 Atk / 8 Spd
Adamant Nature
- Bullet Punch
- Earthquake
- Meteor Mash
- Protect
My only other outright attacker and a poke I never really appreciated until VGC. Meteor mash hits hard and bullet punch finished it off. EQ to hit other steel types and opposing metagross. 8 Speed EVs are there to outspeed opposing adamant Metagross while the rest are invested into attack and HP. He is my main hope for taking down Cresselia without hoping for a slow death to hax. His bullet punch also helps take down most threats to Latios.
(M) @ Chesto Berry
Trait: Prankster
EVs: 196 HP / 204 SDef / 108 Spd
Calm Nature
- Rest
- Thunder Wave
- Taunt
- Thunderbolt
Here it is, the bane of a Tailwind setters existence, this bulky Thundurs is simply designed to paralyze as many pokes as possible. Chesto-rest gives it longevity and although I dislike missing out on HP Ice the rest usually allows him to survive til their second line and get a few more paras in. Thunderbolt gives him an attacking move so he is not completely neutered by taunt. Typically if they have 2 or more electric immunities I run Cress instead however if not this thing will cause opponents to pull their hair out in frustration.
(F) @ Leftovers
Trait: Levitate
EVs: 252 HP / 252 SDef / 4 Def
Bold Nature
- Icy Wind
- Psychic
- Sunny Day
- Trick Room
The final poke is a somewhat non-standard cress set whos primary purpose is to prevent Trick room if i feel thundurus isnt a good match. Icy wind is too slow opposing pokes and sunny day removes most annoying weather effects as ninetails is all the way down at #40 in the last usage stats I rarely see chlorophyll users.
Without further ado here is the team:

Trait: Serene Grace
EVs: 252 HP / 252 SDef / 4 Def
Bold Nature
- Air Slash
- Thunder Wave
- Protect
- Follow Me
The first member I put on this team and one of my favorite all time pokes. Air slash is the only attacking move on the set as he is primarily a supporting poke and is EVd to provide the most bulk. Follow me is used when paired with Terrakion to sponge the fighting attacks aimed at him and help preserve his sash. I like to use him to come in after Thundurus has spread Paralysis around for some parahax.
Some calcs
from the most common special attackers: (all Modest and 252)
Ludicolo: Ice Beam: 32.29 - 38.54%
Zapdos : Thunderbolt: 60.41 - 71.87%
Latios : Draco Meteor: 57.29 - 69.27%
Chandelure: Heat Wave: 26.56 - 31.25%
Rotom-w : Discharge: 34.37 - 40.62%
Hydreigon :Dark Pulse: 30.2 - 36.45%
He doesnt take rock slides quite as well however he can still survive (All adamant and 252)
TTar : Rock Slide: 59.37 - 69.79%
Terrakion: Rock Slide: 56.25 - 66.66%
Garchomp: Rock Slide: 37.5 - 44.79%
Ludicolo: Ice Beam: 32.29 - 38.54%
Zapdos : Thunderbolt: 60.41 - 71.87%
Latios : Draco Meteor: 57.29 - 69.27%
Chandelure: Heat Wave: 26.56 - 31.25%
Rotom-w : Discharge: 34.37 - 40.62%
Hydreigon :Dark Pulse: 30.2 - 36.45%
He doesnt take rock slides quite as well however he can still survive (All adamant and 252)
TTar : Rock Slide: 59.37 - 69.79%
Terrakion: Rock Slide: 56.25 - 66.66%
Garchomp: Rock Slide: 37.5 - 44.79%
Trait: Justified
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Close Combat
- Rock Slide
- Quick Attack
- Protect
The next in line is what I believe is the top physical attacker in VGC. Stab Rock/Fighting is the best combination IMO. A fairly standard set with a focus sash thrown in to give him a little extra longevity to do as much damage as possible. Close combat destroys nearly everything that doesnt resist and rock slide deals with Zapdos and volcarona who both can do nothing in return both who would give me team alot of trouble otherwise.
Trait: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Draco Meteor
- Psychic
- Hidden Power [Fire]
- Protect
My primary special attacker. Dragon gem Draco Meteor 1hkos everything that doesnt resist or have full special bulk. It also allows him to use as a hit and run attacker switching out after the SpA drop to come in later and finish the job. Psychic is used for the fighting types that plague VGC and HP fire is primarily for Scizor who can give my team a ton of trouble without it. It also allows him to do something to metagros who would wall it outright otherwise. Timid is prefered over modest to be sure and outspeed chomp and in the rain prankster Thundurus is the best hope for dealing with kingdra. Metagross works exceptionally well with Latios taking down TTar, terrakion, and abomasnow while it can also hit Hitmontop for big damage while I protect in anticipation of sucker punch.

Trait: Clear Body
EVs: 248 HP / 252 Atk / 8 Spd
Adamant Nature
- Bullet Punch
- Earthquake
- Meteor Mash
- Protect
My only other outright attacker and a poke I never really appreciated until VGC. Meteor mash hits hard and bullet punch finished it off. EQ to hit other steel types and opposing metagross. 8 Speed EVs are there to outspeed opposing adamant Metagross while the rest are invested into attack and HP. He is my main hope for taking down Cresselia without hoping for a slow death to hax. His bullet punch also helps take down most threats to Latios.
Trait: Prankster
EVs: 196 HP / 204 SDef / 108 Spd
Calm Nature
- Rest
- Thunder Wave
- Taunt
- Thunderbolt
Here it is, the bane of a Tailwind setters existence, this bulky Thundurs is simply designed to paralyze as many pokes as possible. Chesto-rest gives it longevity and although I dislike missing out on HP Ice the rest usually allows him to survive til their second line and get a few more paras in. Thunderbolt gives him an attacking move so he is not completely neutered by taunt. Typically if they have 2 or more electric immunities I run Cress instead however if not this thing will cause opponents to pull their hair out in frustration.

Trait: Levitate
EVs: 252 HP / 252 SDef / 4 Def
Bold Nature
- Icy Wind
- Psychic
- Sunny Day
- Trick Room
The final poke is a somewhat non-standard cress set whos primary purpose is to prevent Trick room if i feel thundurus isnt a good match. Icy wind is too slow opposing pokes and sunny day removes most annoying weather effects as ninetails is all the way down at #40 in the last usage stats I rarely see chlorophyll users.
Conclusion
So thats my team. I realize it is not at all perfect and I can have some real issues with rotom-w and skill swap cress/heatran however I have had fun with this team and it has done well for me. Id be more than happy to try any suggestions as I have only just started to play with this team. Ill be back tomorrow to clean it up and expand the post a bit however its 6 am here and Im off to bed for now.