VGC Reg I Calyrex-Shadow and Koraidon Team

I'm pretty new to SV vgc and am just trying to get some opinion on this team I've been testing in showdown before I waste my time and resources on making it in SV.
Calyrex-Shadow @ Clear Amulet
Ability: As One (Spectrier)
Level: 50
Tera Type: Fairy
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Astral Barrage
- Draining Kiss
- Protect
Pretty basic shadow rider set up with a speed boosting nature just so I can out speed another calyrex if they are running a modest nature, I have tera fairy just as a good defensive typing and for stab draining kiss which can be helpful
Koraidon @ Life Orb
Ability: Orichalcum Pulse
Level: 50
Tera Type: Fire
EVs: 28 HP / 196 Atk / 4 Def / 28 SpD / 252 Spe
Adamant Nature
- Protect
- Close Combat
- Flare Blitz
- Flame Charge
running a more glass cannon koraidon with close combat instead of collision course for that extra damage with a lot of evs invested into speed for and attack to hope and try to out speed and ohko or do big damage to other pokemon, running fire tera type for the good defensive typing and stab on flare blitz and flame charge

Incineroar @ Rocky Helmet
Ability: Intimidate
Level: 50
Tera Type: Bug
EVs: 228 HP / 68 Def / 212 SpD
Careful Nature
- Fake Out
- Parting Shot
- Knock Off
- Flare Blitz
pretty basic incineroar, investing evs into bulk more than attack, running flare blitz instead of will o wisp incase I'm in a situation where i need the damage so i have a good stab strong move, bug tera type just incase i need to resist a ground type or for resisting a choice urshifu locked into a water move

Ogerpon-Hearthflame @ Hearthflame Mask
Ability: Mold Breaker
Level: 50
Tera Type: Fire
EVs: 4 HP / 148 Atk / 100 Def / 76 SpD / 180 Spe
Adamant Nature
- Follow Me
- Horn Leech
- Ivy Cudgel
- Helping Hand
Mainly using it for helping calyrex get a nasty plot off by using follow me and can help calyrex do big damage with helping hand, besides that it is a pretty good source of damage and do good stab supereffective damage

Tornadus @ Covert Cloak
Ability: Prankster
Level: 50
Tera Type: Steel
EVs: 204 HP / 36 Def / 4 SpA / 12 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tailwind
- Bleakwind Storm
- Taunt
- Protect
also mainly being used as a support pokemon being able to set up tailwind almost confirming that my restricted will be able to outspeed everything on the field, bleakwind storm for good stab damage if i need to attack, running taunt so i can disable teams trying to set up trick room which can be very bad for my team and its just a useful move in general, running a steel tera type for good matchups and countering popular fairy mons and moves

Flutter Mane @ Focus Sash
Ability: Protosynthesis
Level: 50
Tera Type: Grass
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Shadow Ball
- Energy Ball
- Protect
pretty basic flutter mane build with a modest nature to deal more damage, I'm running energy ball because while making the team i noticed it was pretty weak to fire and needed to help resist against popular water types like urshifu, kyogre, and ogerpon, so tera greass energy ball can be very helpful and suprise people
 
Only things I wonder for sure is why clear amulet caly s? It is special ofc so the common intimidate is np, and I figure that's about the only real point to that. You just don't see moves like acid spray and lumina crash/apple acid...ever, esp in doubles I'd think. Something like SpA drop from flutter moonblast is hardly niche but...probably not worth that item. Oh, and there's covert cloak too. If need be give torn __ and run cc caly s
 
:calyrex-shadow:
:clear amulet: --> :spooky plate: / :spell tag:
Draining Kiss --> Psychic
Tera Fairy --> Tera Dark / Normal

Clear Amulet CSR was a Regulation G "protect the king" thing, far from being real on offensive Koraidon teams. Spooky Plate and Spell Tag hold the same effect, just makes Astral Barrage stronger (which I believe is the best option for just more general damage). Because we are aiming for a more offensive build to fit in with this team, Draining Kiss has to go. Luckily, there is a easy replacement; Psychic. Very strong STAB option and can OHKO Iron Hands after a Nasty Plot. Tera Fairy is also kinda fake right now on offensive Koraidon teams, ones with more immediate effect (into CSR and Incineroar in particular) are Dark and Normal, which are a lot better as of right now.

Koraidon looks solid!

Incineroar looks solid!

:ogerpon-hearthflame:
Horn Leech --> Wood Hammer

Wood Hammer is better here, considering Ogerpon-H on sun is a big attacker, often utilizing Tera Fire for a attack buff. Horn Leech also does pretty bad damage rn, don't recommend it.

:tornadus:
Protect / Taunt --> Sunny Day

As a sun team, you certainly need another way to set sun aside from Koraidon. This is the perfect way to achieve this. I think Protect should go because you have Cloak, but you can drop Taunt if you don't feel it putting in the work it should.

:flutter mane:
Tera Grass --> Tera Fairy
Energy Ball --> Icy Wind
Modest --> Timid

I'm going to be honest, Tera Grass Energy Ball sucks. Often times, Tera Fairy Moonblast hits harder (harder into the general meta). Energy Ball as a whole should be dropped. I think Icy Wind is a good replacement as it capitalizes on Flutter Mane's high speed and gives it a nice way to provide some support. Because you want to be as fast as possible to more consistently pull off Icy Wind, I suggest a Timid nature to at least win some speed interactions with opposing Flutter Mane.

New paste: https://pokepast.es/afe06eaa85f2dfb8

glhf trainer!
 
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