Hey, so this is the team i put together by just taking powerful offensive threats and combining thhelpful changes would be greatly appreciated.em with one supporting pokemon, either amoongus or espeon. It’s pretty standard stuff but any advice or
Kangaskhan (F) @ Kangaskhanite (Yogi + Bubu)
Ability: Scrappy
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Fake Out
- Sucker Punch
- Power-Up Punch
- Return
Kangaskhan is an outstanding offensive threat, i lead it almost always in ever battle. The 105/100/100 defensive base stats give enough bulk that it takes a lot of focus to bring down this titanic threat. When screens are up from espeon, kangaskhan is nigh unkillable without a close combat from strong fighting types. Ghost types that dont want to attack are also a problem for kangaskhan since when it is mega sucker punch is the only move that hits. if you suspect that your opponents gengar might be the perish song variant it is probably best to leave this soccer mom on the sidelines. Even though it seems as though power punch is a move only for setting up and not dealing damage, power up punch can ohko greninja a lot of the time, it 2hkos tyranitar a lot of the time. Once you have +2 attack, return will ohko nearly everything that doesnt resist it, and the jolly nature will allow it to out-speed many pokemon who mistakenly are not +speed.
Fun Guy (Amoonguss) @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 4 SDef / 252 Def
Relaxed Nature
IVs: 0 Spd
- Spore
- Giga Drain
- Synthesis
- Rage Powder
Amoongus is my preferred support lead on this team, being able to throw spore indiscriminately at anything that won’t throw it back is a massive boost in a meta game that still doesn't have sleep clause. The relaxed nature and 0 spd ivs are so that Amoongus has maximum value in opposing teams trick rooms. The way this metagame works is that defense is a more important stat than special defense, the strong physical threats are much bulkier than the special threats meaning that a +2 kangaskhan is less likely to ohko threats to amoongus with a sucker punch. Amoongus easily shuts down many of the formats threats, Garchomp barely scratches it with an EQ, and dragon claw doesn't do much more. The scariest threat to amoongus is mega charizard Y who can heat wave this amoongus for an ohko. Against teams that have this ubiquitous threat it may be better to lead with espeon who can make Charizard Y feel as powerless as it did before Charicific Valley.
Espeon @ Light Clay
Ability: Magic Bounce
EVs: 252 HP / 252 Spd / 4 SAtk
Timid Nature
- Psychic
- Reflect
- Light Screen
- Dazzling Gleam
Espeon’s primary role is to set up dual screen coverage in order to make kangaskhan an unkillable monster. The couple of attacking moves gets coverage against dark types like tyrannitar. Espeon is good at applying consistent damage to pokemon like mega venusaur and amoonguss. The magic bounce will occaisionally cause an opponent to rage quit because they accidentally burned themselves. Against the plague that is smeargle you can switch espeon in on turn one to make your opponent very angry. In general the way to use espeon is to set up the most relevant screen then the other and then attack until it faints.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Dragon Claw
- Earthquake
- Rock Slide
- Protect
I know, another Garchomp, these things are everywhere. The reason that Garchomp is so played is simply that it is amazing. This meta game is dominated by 100 base speed pokemon so the 102 base speed of Garchomp is exactly where it needs to be. I bring this guy to nearly ever battle and he performs wonderfully, rock slide is great because it destroys Charizard Y and Talonflame. EQ and Dragon Claw have great coverage as stab attacks and Salamence, Rotom W and Amoongus are happy to see you use earthquake. Garchomp is a strong and diverse pokemon that i am happy to use.
Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 252 SAtk / 4 Spd
Modest Nature
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Volt Switch
Rotom Wash is another one of the universally played pokemon in this metagame. It is a strong offensive threat that has supportive value in will-o-wisp. Rotoms only weakness is grass and the prevalent grass type threats are venusaur, amoongus, ferrothorn, and trevenant. Rotom is walled by all of these threats and it is unadvisable to bring it against teams with these pokemon. When your opponents team is likely perish trap (Gengar + gothitelle) lead with rotom so that you can volt switch out after perish song is used.
Salamence @ Choice Scarf
Ability: Intimidate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Draco Meteor
- Dragon Pulse
- Fire Blast
- Hydro Pump
Salamence is a great dragon counter for this team because it intimidates and outspeeds all threats. While this movepool has great coverage, it is necessary to exercise caution before locking a move, very frequently you can be caught fighting a single surviving pokemon that resists the locked move. I use Rotom and Salamence in the same slot usually so only one of them gets played.
Edit: I am not sold on playing Salamence, i would welcome a suggestion of a pokemon that plays better in the role of fast special attacker with good coverage, however I believe that Salamence is better than Greninja.
Conclusion: this team takes a straightforward approach to the vgc metagame. I personally really enjoy the idea of one support pokemon and 3 all out attackers. Of course you are welcome to interpret this team as you may, I would love any constructive comments and criticisms that you may wish to give. This is my first RMT so any comments on how to structure and improve the presentation are great as well.

Kangaskhan (F) @ Kangaskhanite (Yogi + Bubu)
Ability: Scrappy
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Fake Out
- Sucker Punch
- Power-Up Punch
- Return
Kangaskhan is an outstanding offensive threat, i lead it almost always in ever battle. The 105/100/100 defensive base stats give enough bulk that it takes a lot of focus to bring down this titanic threat. When screens are up from espeon, kangaskhan is nigh unkillable without a close combat from strong fighting types. Ghost types that dont want to attack are also a problem for kangaskhan since when it is mega sucker punch is the only move that hits. if you suspect that your opponents gengar might be the perish song variant it is probably best to leave this soccer mom on the sidelines. Even though it seems as though power punch is a move only for setting up and not dealing damage, power up punch can ohko greninja a lot of the time, it 2hkos tyranitar a lot of the time. Once you have +2 attack, return will ohko nearly everything that doesnt resist it, and the jolly nature will allow it to out-speed many pokemon who mistakenly are not +speed.

Fun Guy (Amoonguss) @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 4 SDef / 252 Def
Relaxed Nature
IVs: 0 Spd
- Spore
- Giga Drain
- Synthesis
- Rage Powder
Amoongus is my preferred support lead on this team, being able to throw spore indiscriminately at anything that won’t throw it back is a massive boost in a meta game that still doesn't have sleep clause. The relaxed nature and 0 spd ivs are so that Amoongus has maximum value in opposing teams trick rooms. The way this metagame works is that defense is a more important stat than special defense, the strong physical threats are much bulkier than the special threats meaning that a +2 kangaskhan is less likely to ohko threats to amoongus with a sucker punch. Amoongus easily shuts down many of the formats threats, Garchomp barely scratches it with an EQ, and dragon claw doesn't do much more. The scariest threat to amoongus is mega charizard Y who can heat wave this amoongus for an ohko. Against teams that have this ubiquitous threat it may be better to lead with espeon who can make Charizard Y feel as powerless as it did before Charicific Valley.

Espeon @ Light Clay
Ability: Magic Bounce
EVs: 252 HP / 252 Spd / 4 SAtk
Timid Nature
- Psychic
- Reflect
- Light Screen
- Dazzling Gleam
Espeon’s primary role is to set up dual screen coverage in order to make kangaskhan an unkillable monster. The couple of attacking moves gets coverage against dark types like tyrannitar. Espeon is good at applying consistent damage to pokemon like mega venusaur and amoonguss. The magic bounce will occaisionally cause an opponent to rage quit because they accidentally burned themselves. Against the plague that is smeargle you can switch espeon in on turn one to make your opponent very angry. In general the way to use espeon is to set up the most relevant screen then the other and then attack until it faints.

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Dragon Claw
- Earthquake
- Rock Slide
- Protect
I know, another Garchomp, these things are everywhere. The reason that Garchomp is so played is simply that it is amazing. This meta game is dominated by 100 base speed pokemon so the 102 base speed of Garchomp is exactly where it needs to be. I bring this guy to nearly ever battle and he performs wonderfully, rock slide is great because it destroys Charizard Y and Talonflame. EQ and Dragon Claw have great coverage as stab attacks and Salamence, Rotom W and Amoongus are happy to see you use earthquake. Garchomp is a strong and diverse pokemon that i am happy to use.

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 252 SAtk / 4 Spd
Modest Nature
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Volt Switch
Rotom Wash is another one of the universally played pokemon in this metagame. It is a strong offensive threat that has supportive value in will-o-wisp. Rotoms only weakness is grass and the prevalent grass type threats are venusaur, amoongus, ferrothorn, and trevenant. Rotom is walled by all of these threats and it is unadvisable to bring it against teams with these pokemon. When your opponents team is likely perish trap (Gengar + gothitelle) lead with rotom so that you can volt switch out after perish song is used.

Salamence @ Choice Scarf
Ability: Intimidate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Draco Meteor
- Dragon Pulse
- Fire Blast
- Hydro Pump
Salamence is a great dragon counter for this team because it intimidates and outspeeds all threats. While this movepool has great coverage, it is necessary to exercise caution before locking a move, very frequently you can be caught fighting a single surviving pokemon that resists the locked move. I use Rotom and Salamence in the same slot usually so only one of them gets played.
Edit: I am not sold on playing Salamence, i would welcome a suggestion of a pokemon that plays better in the role of fast special attacker with good coverage, however I believe that Salamence is better than Greninja.
Conclusion: this team takes a straightforward approach to the vgc metagame. I personally really enjoy the idea of one support pokemon and 3 all out attackers. Of course you are welcome to interpret this team as you may, I would love any constructive comments and criticisms that you may wish to give. This is my first RMT so any comments on how to structure and improve the presentation are great as well.
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