VGC 2014 Team

This is my first time making a team for VGC so I'll be needing some assistance c:

mega-manectric2.png

Manetric @ Manectite
Ability: Static / Intimidate
EVs: 252 Spe / 252 SpA / 4 SpD
Nature: Timid (+Spe -Atk)
~ Volt Switch
~ Flame Burst
~ Thunder Wave
~ Eerie Impulse

Manectric received a gift from Gamefreak in the form of Intimidate. In a doubles environment, Intimidate cripples physical attackers. Combine that with the ability to volt-switch in and out of the battle to gain consecutive intimidates is really useful in doubles. Eerie Impulse completely stops special attackers as well as it drops their attack to 0.5, which usually forces a switch. Thunder Wave assists some of the slower members on my team and allows it to outspeed anything that its base 135 Speed doesn't already. Manectric is great for spreading decent damage and status, as well as forcing switches and crippling both physical and special attackers.

250px-460Abomasnow.png


Abomasnow @ Leftovers
Ability: Snow Warning
EVs: 252 HP / 252 SpD / 4 SpA
Nature: Calm (+SpD -Atk)
~ Icy Wind
~ Light Screen
~ Substitute
~ Leech Seed

Abomasnow mega was originally my star of the team, but I've changed it to just normal Abomasnow as Mega-Manectric is much better to have in my mega-slot. Icy Wind alongside Manectrics attack boosts cripples the speed of any sweeper and is great for immediately stopping threats that are being switched in. Light Screen makes great synergy with Intimidate and allows Snow to wall a little harder. Substitute lets it avoid pesky status users and Leech Seed and leftovers are there for health recovery.

250px-660Diggersby.png


Diggersby @ Choice Scarf
Ability: Huge Power
EVs: 252 Spe / 252 Atk / 4 Def
Nature: Adamant (+Atk -SpA)
~ U-Turn
~ Return
~ Earthquake
~ Super Fang

Diggersby may not see much use, but with a Scarf it's pretty scary as a cleaner. U-Turn allows it to continue stacking up Manectrics intimidate and Return allows it to 2HKO anything that doesn't resist it. Earthquake offers it secondary STAB coverage as well as the ability to hit everyone on the field aside from its buddy Talonflame. Super Fang is for anything that it can't hit for at least neutral damage, as it will always do 1/2 of the current HP.

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 HP / 252 Atk / 4 Spe
Nature: Adamant (+Atk -SpA)
~ U-Turn
~ Flare Blitz
~ Brave Bird
~ Thief / Giga Impact?

250px-663Talonflame.png


Once again U-Turn utilizes intimidate and a Band allows Talonflame to do exceptional amounts of damage whilst not having to worry about its speed. Flare Blitz and Brave Bird are there for STAB purposes and both will hit extremely hard. U-Turn is also great for taking out the unsuspecting Alakazam that occasionally comes up. Its last spot is undecided, Talonflame's movepool is quite shallow and thus something like Roost is usually put there instead, however on a Banded set it doesn't really have a fourth option.


 
1. Flamethrower/Overheat > Flame Burst for obvious reason. Replace Eerie Impulse, as it is useless as a mega Manectric.

2. Abomasnow has seemingly random moves. Only 1 Screen?

3. Replace Super Fang on Diggersby

4. Finish the team, you use 4 in a battle, but picking from 6 is an obvious advantage.

Also, NO GIGA IMPACT ON TALONFLAME. NO. NEVER. ANYWHERE.
 
I also recommend getting rid of Choice Band on Talonflame- Doubles is a very different meta game to singles and an unfavorable matchup after a brave bird can leave it dead weight, especially due to its popularity atm meaning many teams are carrying several checks/counters. I recommend life orb- talonflame will be lucky to get 2 brave birds off after recoil anyway and Talonflames quick guard provide a great deal of support against opposing talonflame/ prankster and fakeout users. Good prediction with protect can be crucial to keep it around aswell, and the flame really doesn't need any attacks outside flare blitz and bb anyway

Also on Aboma, focus sash > leftovers with it being weak to nearly every priority and being so slow
 
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