(Also, first post, so let me know if I'm doing something wrong...)
I'm working on making a team for online VGC tournaments ingame. I have been testing this one out on a battle simulator and it's gotten mixed results, and I want some opinions on it.
The team:
Garchomp (M) @ Garchompite
Ability: Sand Veil
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Earthquake
- Dragon Claw
- Fire Fang
- Protect
This is my primary sweeper, and the Pokemon around which the team centers. After Mega-evolving, his attack reaches massive levels, enabling him to mow down all but the sturdiest physical walls. Earthquake is the primary STAB attack, hitting everything that doesn't have a resistance or immunity to it for huge damage. Dragon Claw is secondary STAB, and hits almost everything else for at least neutral damage. Fire Fang rounds off perfect neutral coverage, giving Garchomp the tools it needs to sweep. Protect is very useful for scouting, or avoiding a status move, while softening up the opponent with Garchomp's sweeping partner so Garchomp can take out that opponent more easily.
Talonflame @ Safety Goggles
Ability: Gale Wings
EVs: 252 Atk / 252 Spe / 4 HP
Adamant Nature
- Tailwind
- Brave Bird
- Flare Blitz
- Quick Guard
Talonflame serves several purposes on the team. Its main role is to set Tailwind, patching up Garchomp's less-than-desirable Speed. Gale Wings makes Talonflame a very effective Tailwind user, and also gives priority to the powerful Brave Bird. After setting Tailwind, Talonflame can then use this powerful priority attack to help Garchomp sweep, softening up its opponents. Flare Blitz is a powerful secondary STAB to be used when a priority attack is not needed or the opponent has a fire-weak Pokemon slower than Talonflame. Quick Guard is an interesting option that has the capability to surprise opponents. It blocks Prankster status moves as well as priority moves like Ice Shard that could cripple or kill Garchomp. The Safety Goggles are also useful for surprise factor, as they provide an immunity to Spore.
Rotom-Wash @ Choice Specs
Ability: Levitate
EVs: 252 HP / 252 SpAtk/ 4 Def
Modest Nature
- Trick
- Volt Switch
- Hydro Pump
- Discharge
One of my usual leads and half of my VoltTurn cleanup crew, Rotom-W serves a number of purposes for the team. As a lead, Rotom has a couple options: it can Trick its Choice Specs onto an opposing Pokemon that cannot take advantage of them and then Volt Switch out, or it can use the power provided by the Specs to deal some damage with Volt Switch. It then can come back in later in the battle to clean up or even help sweep with Garchomp, using Discharge as the primary attacking option if sweeping with Garchomp, as Garchomp is immune to it, and using Hydro Pump as a backup move and secondary STAB.
Scizor @ Life Orb
Ability: Technician
EVs: 252 Atk / 252 Spe / 4 HP
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- X-Scissor
Scizor serves as the second half of my VoltTurn cleanup crew. U-turn is usually the first move it uses, allowing it to switch out to something else, usually Talonflame to set Tailwind, while softening up an opponent. Bullet Punch is for both STAB and priority, and reaches considerable levels of power when boosted by Technician and Life Orb. It allows Scizor to pick off weakened opponents. Pursuit lets Scizor catch a weakened fleeing opponent, and X-Scissor both gives more power than U-turn and doesn't require Scizor to switch out.
Chandelure @ Choice Scarf
Ability: Infiltrator
EVs: 252 SpAtk / 252 Spe / 4 SpDef
Timid Nature
- Shadow Ball
- Heat Wave
- Energy Ball
- Psychic
I have been testing out this new Chandelure build, and it has replaced Gengar. When I've used it, it has worked better. It can use Heat Wave for a fairly powerful spread move, and the other attacks are mostly for coverage. Shadow Ball is a secondary STAB, and Energy Ball and Psychic just let it hit more things for Super-Effective damage.
Zapdos @ Smooth Rock
Ability: Pressure
EVs: 252 HP / 252 SpAtk / 4 SpDef
Modest Naure
- Sandstorm
- Volt Switch
- Sky Drop
- Thunderbolt
I changed Zapdos around and this version has been serving my team very well. Its primary function is to serve as a surprise Sandstorm setter and then Volt Switch out. Most opponents do not expect Sandstorm on Zapdos, so using it as my Sandstorm setter is fairly effective. Volt Switch allows it to then escape from the battle while softening up the foe. Sky Drop is a useful move for stalling, though I am considering replacing it, and Thunderbolt is a reliable STAB attack.
In almost all of the matches I play, I use this team the same way. I open with Scizor and Rotom-Wash or Zapdos. I U-Turn out with Scizor to do some damage and switch in Talonflame, while either tricking Choice Specs onto one of my opponent's leads if I used Rotom, or setting up Sandstorm if I used Zapdos. I then Volt Switch out with Rotom or Zapdos into Garchomp and use Tailwind with Talonflame. The team then culminates with Garchomp mega evolving for a sweep with his massive attack, with Tailwind making up for his lesser speed and Sandstorm when it's up increasing the power of his Earthquakes. Talonflame will soften up any tough threats with priority Brave Birds for Mega-Garchomp to destroy with Earthquake or Dragon Claw. Scizor and Rotom can then clean up whatever Garchomp doesn't defeat.
I almost never use Gengar or Zapdos, and I'd like to replace them with other VoltTurn users or sweepers. Gengar just tends to be too frail for doubles, and Zapdos just doesn't bring enough to the table to warrant being used in one of my four valuable teamslots.
I'd also like some ideas for how to play this team, and for some of its major weaknesses.
Any suggestions? Thanks!
I'm working on making a team for online VGC tournaments ingame. I have been testing this one out on a battle simulator and it's gotten mixed results, and I want some opinions on it.
The team:
Garchomp (M) @ Garchompite
Ability: Sand Veil
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Earthquake
- Dragon Claw
- Fire Fang
- Protect
This is my primary sweeper, and the Pokemon around which the team centers. After Mega-evolving, his attack reaches massive levels, enabling him to mow down all but the sturdiest physical walls. Earthquake is the primary STAB attack, hitting everything that doesn't have a resistance or immunity to it for huge damage. Dragon Claw is secondary STAB, and hits almost everything else for at least neutral damage. Fire Fang rounds off perfect neutral coverage, giving Garchomp the tools it needs to sweep. Protect is very useful for scouting, or avoiding a status move, while softening up the opponent with Garchomp's sweeping partner so Garchomp can take out that opponent more easily.
Talonflame @ Safety Goggles
Ability: Gale Wings
EVs: 252 Atk / 252 Spe / 4 HP
Adamant Nature
- Tailwind
- Brave Bird
- Flare Blitz
- Quick Guard
Talonflame serves several purposes on the team. Its main role is to set Tailwind, patching up Garchomp's less-than-desirable Speed. Gale Wings makes Talonflame a very effective Tailwind user, and also gives priority to the powerful Brave Bird. After setting Tailwind, Talonflame can then use this powerful priority attack to help Garchomp sweep, softening up its opponents. Flare Blitz is a powerful secondary STAB to be used when a priority attack is not needed or the opponent has a fire-weak Pokemon slower than Talonflame. Quick Guard is an interesting option that has the capability to surprise opponents. It blocks Prankster status moves as well as priority moves like Ice Shard that could cripple or kill Garchomp. The Safety Goggles are also useful for surprise factor, as they provide an immunity to Spore.
Rotom-Wash @ Choice Specs
Ability: Levitate
EVs: 252 HP / 252 SpAtk/ 4 Def
Modest Nature
- Trick
- Volt Switch
- Hydro Pump
- Discharge
One of my usual leads and half of my VoltTurn cleanup crew, Rotom-W serves a number of purposes for the team. As a lead, Rotom has a couple options: it can Trick its Choice Specs onto an opposing Pokemon that cannot take advantage of them and then Volt Switch out, or it can use the power provided by the Specs to deal some damage with Volt Switch. It then can come back in later in the battle to clean up or even help sweep with Garchomp, using Discharge as the primary attacking option if sweeping with Garchomp, as Garchomp is immune to it, and using Hydro Pump as a backup move and secondary STAB.
Scizor @ Life Orb
Ability: Technician
EVs: 252 Atk / 252 Spe / 4 HP
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- X-Scissor
Scizor serves as the second half of my VoltTurn cleanup crew. U-turn is usually the first move it uses, allowing it to switch out to something else, usually Talonflame to set Tailwind, while softening up an opponent. Bullet Punch is for both STAB and priority, and reaches considerable levels of power when boosted by Technician and Life Orb. It allows Scizor to pick off weakened opponents. Pursuit lets Scizor catch a weakened fleeing opponent, and X-Scissor both gives more power than U-turn and doesn't require Scizor to switch out.
Chandelure @ Choice Scarf
Ability: Infiltrator
EVs: 252 SpAtk / 252 Spe / 4 SpDef
Timid Nature
- Shadow Ball
- Heat Wave
- Energy Ball
- Psychic
I have been testing out this new Chandelure build, and it has replaced Gengar. When I've used it, it has worked better. It can use Heat Wave for a fairly powerful spread move, and the other attacks are mostly for coverage. Shadow Ball is a secondary STAB, and Energy Ball and Psychic just let it hit more things for Super-Effective damage.
Zapdos @ Smooth Rock
Ability: Pressure
EVs: 252 HP / 252 SpAtk / 4 SpDef
Modest Naure
- Sandstorm
- Volt Switch
- Sky Drop
- Thunderbolt
I changed Zapdos around and this version has been serving my team very well. Its primary function is to serve as a surprise Sandstorm setter and then Volt Switch out. Most opponents do not expect Sandstorm on Zapdos, so using it as my Sandstorm setter is fairly effective. Volt Switch allows it to then escape from the battle while softening up the foe. Sky Drop is a useful move for stalling, though I am considering replacing it, and Thunderbolt is a reliable STAB attack.
In almost all of the matches I play, I use this team the same way. I open with Scizor and Rotom-Wash or Zapdos. I U-Turn out with Scizor to do some damage and switch in Talonflame, while either tricking Choice Specs onto one of my opponent's leads if I used Rotom, or setting up Sandstorm if I used Zapdos. I then Volt Switch out with Rotom or Zapdos into Garchomp and use Tailwind with Talonflame. The team then culminates with Garchomp mega evolving for a sweep with his massive attack, with Tailwind making up for his lesser speed and Sandstorm when it's up increasing the power of his Earthquakes. Talonflame will soften up any tough threats with priority Brave Birds for Mega-Garchomp to destroy with Earthquake or Dragon Claw. Scizor and Rotom can then clean up whatever Garchomp doesn't defeat.
I almost never use Gengar or Zapdos, and I'd like to replace them with other VoltTurn users or sweepers. Gengar just tends to be too frail for doubles, and Zapdos just doesn't bring enough to the table to warrant being used in one of my four valuable teamslots.
I'd also like some ideas for how to play this team, and for some of its major weaknesses.
Any suggestions? Thanks!
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