First Time VGC

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    • He/Him
    • CT
    • Seen May 14, 2021
    You guys are more savers. Every question I ever have you always answer with really good ideas, and I love listening to them.

    So yet again, here I am. This time, I wanna dabble in a different format than I am used to. I normally avoid doubles like the plague, so attempting it is new for me. As such...I don't know of any good teams. Still, I tried, and got 4 pokemon choices...so...yeah...

    Crobat @ Black Sludge
    Ability: Inner Focus
    EVs: 252 HP / 124 Def / 124 SpD / 8 Spe
    Jolly Nature
    - Super Fang
    - Roost
    - Taunt
    - Tailwind

    Rotom-Heat @ Leftovers
    Ability: Levitate
    EVs: 248 HP / 252 SpA / 8 Spe
    Modest Nature
    - Will-O-Wisp
    - Discharge
    - Overheat
    - Protect

    Garchomp @ Rocky Helmet
    Ability: Rough Skin
    EVs: 4 HP / 252 Atk / 252 Spe
    Jolly Nature
    - Protect
    - Rock Slide
    - Earthquake
    - Dragon Claw

    Milotic @ Assault Vest
    Ability: Marvel Scale
    EVs: 248 HP / 252 Def / 8 SpA
    Bold Nature
    - Icy Wind
    - Scald
    - Protect
    - Recover


    So...any advice? I'll listen to anything. The reason I went Crobat is I see a lot of disruptors that are so easily taunt locked. Add in high speed walling...the roost recovery...and TAILWIND, a must in VGC right now. Milotic shuts down Heatran and Garchomp, popular picks, with the duo Rotom-H and Garchomp, which is so heavy hitting and well rounded. I lack poison or steel, which I need to deal with Fairy types...maybe a Grass type...idk. Any suggestions?


    EDIT: Of course, I'm not awake, which is why I stupidly put on Assault Vest on Milotic, with 2 non-attack moves. My point is that I need help, so realize that my items are not locked in even slightly, and Assault Vest would not be on this Milotic! Sry for the edit...
     
    Last edited:
    I'm gonna come back to this in the morning, but just real quick.

    You won't be able to use Protect and Recover on Milotic if you give it an Assault Vest. It prevents the user of non-attacking moves.

    Kay night see you in the morning kay bye
     
    Sky gives better advice than me, but you should know that in VGC your pokémon lvl's are set to 50.
    This means your EV spread got some unused EV's. 8 EV give the same as 4 EV. If you use it with 31 IV's that is and I think you do.
    Your EV's should not be divisible by 8.

    Also how cool Discharge is, it's not the move you want to go. You force your other pokémon to Protect itself (except your Garchomp) and in some situations you want to attack with both. Also spread damage deals less if both pokémon are on the field.

    That's all I have to say, make sure you have your core. Most teams need:
    - Mega Kanga counter
    - Bulky Water
    - Something that can burn things
    - Priority move(s)
    - Speed Control
    - At least one support pokémon
    - Mega pokémon
    - Type coverage (Fire/Grass/Water - Fairy/Steel/Fight (not sure))
     
    (lol)... you should know that in VGC your pokémon lvl's are set to 50.
    This means your EV spread got some unused EV's. 8 EV give the same as 4 EV. If you use it with 31 IV's that is and I think you do.
    Your EV's should not be divisible by 8.

    Good Point.


    Also how cool Discharge is, it's not the move you want to go. You force your other pokémon to Protect itself (except your Garchomp) and in some situations you want to attack with both. Also spread damage deals less if both pokémon are on the field.

    Agreed, DisQuake is not as popular as it was in 2012 for good reason. Spread moves drop to 75% power when there are multiple targets involved, so you end up missing out on some critical kills. Thunderbolt is definitely the way to go.

    That's all I have to say, make sure you have your core. Most teams need:
    - Mega Kanga counter
    - Bulky Water they're nice tho
    - Something that can burn things Intimidate, Tickle and a Fighting Type are all decent substitutes to this
    - Priority move(s)
    - Speed Control
    - At least one support pokémon
    - Mega pokémon
    - Type coverage (Fire/Grass/Water - Fairy/Steel/FightDragon (Fantasy core, yo)

    mark'd

    Alright so I'll just lead by saying this team is purd neat, and you have good ideas and great intentions.

    Rob is humble but he is secretly having giggle fits because someone else is using Crobat in BTB.

    Offensive Garchomp has no business wearing a Rocky Helmet. Your set's identical to my Garchomp's, only I use a Life Orb. Lum Berry is another alternative that allows for momentum swings. Focus Sash guarantees that you can live an Ice Beam, Ice Shard, or Icicle Crash, but I'd recommend swapping Rock Slide for Iron Head if you go with that option so you can retaliate against Mamoswine. Regardless, the thing destroys under Tailwind. Would recommend giving that a shot.

    Your Milotic set is good if you want to run a Sitrus Berry and move 4 IV's over into Defense. Pretty standard Milotic, but that doesn't make it any less threatening, or any less of a bear.

    Here are some possibilities for a mega, the first two of which are obvious substitutes for existing megas on your team.

    Blastoise@ Blastoisinite
    Ability: Torrent
    EV's: 252 HP / 252 SpA
    Modest Nature
    - Fake Out
    - Aura Sphere
    - Water Pulse/Water Spout
    - Dragon Pulse/Dark Pulse

    Fake Out pressure is an invaluable asset in VGC. Also, Water Spout from this guy hits very, very hard. And the only thing that really shuts it down is Mega Altaria.

    Manectric @ Manectite
    Ability: Lightningrod
    EVs: 24 HP / 252 SpA / 232 Spe
    Timid Nature
    - Overheat/Volt Switch
    - Overheat/Thunderbolt
    - Hidden Power Ice
    - Protect

    A nice substitute for Rotom that also gives you Intimidate and extra coverage.

    Venusaur @ Venusaurite
    Ability: Chlorophyll
    Level: 50
    EVs: 252 HP / 116 Def / 100 SpA / 36 SpD / 4 Spe
    Bold Nature
    - Giga Drain
    - Sludge Bomb
    - Leech Seed
    - Protect

    The completion of an FWG core. Rotom Heat and Venusaur synergize together well because of Rotom's resistance to Flying types, which is its biggest vulnerability in a meta with priority Brave Bird and rain-boosted Hurricane. The EV spread is Cybertron's, and allows Venusaur to take any hit.

    Kangaskhan @ Kangaskhanite
    Ability: Scrappy
    EVs: 4 HP / 252 Atk / 252 Spe
    Jolly Nature
    – Fake Out/Protect
    – Return/Double Edge
    – Low Kick/Power-Up Punch
    – Sucker Punch/Ice Punch

    The preferred alternatives are on the left. Kang's usefulness has not declined at all since VGC'14 and it is still the de facto mega for most teams, super goodstuff, and a bear on the field. Be prepared to have counters on every team you face, though.

    Mawile @ Mawilite
    Ability: Intimidate
    EVs: 252 HP / 252 Atk
    Adamant Nature
    – Sucker Punch
    – Iron Head
    – Play Rough
    – Protect

    A finish to a miniature Fantasy core with Garchomp. An answer to Trick Room. Generally just a reliable mega.

    I'll post more later (sorry for spreading my advice out over so many posts), I gotta have a project done by noon.
     
    Last edited:
    Here's my list of what I want:

    - Mega Kanga counter (A must)
    - Bulky Ice move user.
    - De-setup Pokemon (Intimidate, Burn, T-wave...etc)
    - Priority move(s)
    - Speed Control
    - At least one support pokémon
    - Mega pokémon
    - Type coverage

    What I refuse to use:

    - Mega Khanga
    - Mega Mawile
    - Mega Gengar
    - Foul Play + T-wave Kelfki (probably not used in VGC, but its BS to begin with, so no)
    - Hidden Power (I hate breeding for a specific hidden power, and everyone else who would for me wants something I don't have T.T)



    So therefore, taking what has been said into account...

    Crobat @ Black Sludge
    Ability: Inner Focus
    Level: 50
    EVs: 252 HP / 60 Def / 196 SpD
    Impish Nature
    - Super Fang
    - Roost
    - Quick Guard
    - Tailwind

    Garchomp @ Life Orb
    Ability: Rough Skin
    Level: 50
    EVs: 4 HP / 252 Atk / 252 Spe
    Jolly Nature
    - Protect
    - Rock Slide
    - Earthquake
    - Dragon Claw

    Blastoise-Mega @ Blastoisinite
    Ability: Mega Launcher
    Level: 50
    EVs: 220 HP / 252 SpA / 36 SpD
    Modest Nature
    - Fake Out
    - Aura Sphere
    - Water Pulse
    - Dragon Pulse

    Rotom-Heat @ Leftovers
    Ability: Levitate
    Level: 50
    EVs: 252 HP / 252 SpA / 4 Spe
    Modest Nature
    - Will-O-Wisp
    - Thunderbolt
    - Overheat
    - Protect

    Conkeldurr @ Assault Vest
    Ability: Iron Fist
    Level: 50
    EVs: 108 HP / 152 Atk / 104 Def / 144 SpD
    Adamant Nature
    - Drain Punch
    - Mach Punch
    - Knock Off
    - Ice Punch


    The change for Crobat gives him a little more utility, especially given my lack of Priority moves. I think this covers that weakness nicely. Add in Conkeldurr as a counter to Mega Khanga, plus a solid Ice move user, though its low speed still is a problem. Any more suggestions?
     
    Here's my list of what I want:

    - Mega Kanga counter (A must)
    - Bulky Ice move user.
    - De-setup Pokemon (Intimidate, Burn, T-wave...etc)
    - Priority move(s)
    - Speed Control
    - At least one support pokémon
    - Mega pokémon
    - Type coverage

    What I refuse to use:

    - Mega Khanga
    - Mega Mawile
    - Mega Gengar
    - Foul Play + T-wave Kelfki (probably not used in VGC, but its BS to begin with, so no)
    - Hidden Power (I hate breeding for a specific hidden power, and everyone else who would for me wants something I don't have T.T)



    So therefore, taking what has been said into account...

    Crobat @ Black Sludge
    Ability: Inner Focus
    Level: 50
    EVs: 252 HP / 60 Def / 196 SpD
    Impish Nature
    - Super Fang
    - Roost
    - Quick Guard
    - Tailwind

    Garchomp @ Life Orb
    Ability: Rough Skin
    Level: 50
    EVs: 4 HP / 252 Atk / 252 Spe
    Jolly Nature
    - Protect
    - Rock Slide
    - Earthquake
    - Dragon Claw

    Blastoise-Mega @ Blastoisinite
    Ability: Mega Launcher
    Level: 50
    EVs: 220 HP / 252 SpA / 36 SpD
    Modest Nature
    - Fake Out
    - Aura Sphere
    - Water Pulse
    - Dragon Pulse

    Rotom-Heat @ Leftovers
    Ability: Levitate
    Level: 50
    EVs: 252 HP / 252 SpA / 4 Spe
    Modest Nature
    - Will-O-Wisp
    - Thunderbolt
    - Overheat
    - Protect

    Conkeldurr @ Assault Vest
    Ability: Iron Fist
    Level: 50
    EVs: 108 HP / 152 Atk / 104 Def / 144 SpD
    Adamant Nature
    - Drain Punch
    - Mach Punch
    - Knock Off
    - Ice Punch


    The change for Crobat gives him a little more utility, especially given my lack of Priority moves. I think this covers that weakness nicely. Add in Conkeldurr as a counter to Mega Khanga, plus a solid Ice move user, though its low speed still is a problem. Any more suggestions?

    I think Crobat really needs protect, Super Fang is a good move don't get me wrong but I think you want to have Protect cause Rock Slide is a common move in VGC. Also I think it needs a Poison move cause of that annoying piece of sh*t called Sylveon.

    It is not bad that Conkeldurr is slow, you can bring him against Trick Room teams.

    I think Scarf or Specs Hydreigon would do nice on your team.
     
    Quick Guard is a good adjustment on Crobat.

    Ice might have the worst defensive typing in the whole meta, lol. Why have a bulky Pokemon with only one resistance and 4 common weaknesses? I'd scratch that notion. I think that the following are decent choices for this team:

    Cradily @ Sitrus Berry/Leftovers
    Ability: Storm Drain
    EVs: 252 HP / 188 Def / 68 SpA
    Sassy Nature
    – Ancient Power
    – Giga Drain
    – Mirror Coat/Confuse Ray/Protect
    – Recover

    This gives you Storm Drain for Rotom, ignores Rage Powder and Spore (but is still a liability against Breloom), plays games against Terrakion and completes an FWG core without adding to your growing list of Pokemon weak to Psychic-types.

    Considering that weakness, I'd recommend putting Dark Pulse on Blastoise.

    OR

    Clefable @ Rocky Helmet/Sitrus Berry
    Ability: Unaware
    252 HP / X Def / X SpD/ X SpA
    Nature: Bold
    – Protect
    – Thunder Wave/Helping Hand
    – Follow Me
    – Moonblast

    This is a blank slate for a Clefable that will redirect Scalds, Ice Beams, Psychics, Zen Headbutts, Psyshocks, Giga Drains, and other things that threaten the rest of your team. However, you'll need to be aware of Mega Metagross, which threatens a big chunk of the rest of your team. The remaining IV's should be calced based on what you want to preserve on your team and what you want to check against. I can help if you shed some light on what you're thinking.

    *UNPOPULAR OPINION* If you do go with this option, I'd recommend the following in place of Conkeldurr:

    Coballion @ Life Orb
    Ability: Justified
    EV's: 252 Atk (or SpA)/252 Spe
    Nature: Jolly/Timid
    - Iron Head/Volt Switch
    - Close Combat/Focus Blast
    - Bounce/Zen Headbutt/Substitute
    - Helping Hand/Thunder Wave (if Bounce was not selected)

    We could also switch the combo on its head and make it a Support Lucario/Spec Sylveon pair. I'll come back with that a bit later. Also, if you elect to make a Fantasy core, you should put Safety Goggles on Rotom so it can counter Spore.
     
    Crobat @ Black Sludge
    Ability: Inner Focus
    Level: 50
    EVs: 252 HP / 60 Def / 196 SpD
    Impish Nature
    - Super Fang
    - Roost
    - Quick Guard
    - Tailwind

    Garchomp @ Life Orb
    Ability: Rough Skin
    Level: 50
    EVs: 4 HP / 252 Atk / 252 Spe
    Jolly Nature
    - Protect
    - Rock Slide
    - Earthquake
    - Dragon Claw

    Blastoise-Mega @ Blastoisinite
    Ability: Mega Launcher
    Level: 50
    EVs: 220 HP / 252 SpA / 36 SpD
    Modest Nature
    - Fake Out
    - Aura Sphere
    - Water Pulse
    - Dark Pulse

    Rotom-Heat @ Leftovers
    Ability: Levitate
    Level: 50
    EVs: 252 HP / 252 SpA / 4 Spe
    Modest Nature
    - Will-O-Wisp
    - Thunderbolt
    - Overheat
    - Protect

    Conkeldurr @ Assault Vest
    Ability: Iron Fist
    Level: 50
    EVs: 108 HP / 152 Atk / 104 Def / 144 SpD
    Adamant Nature
    - Drain Punch
    - Mach Punch
    - Knock Off
    - Ice Punch

    Bisharp @ Red Card
    Ability: Defiant
    Level: 50
    EVs: 16 HP / 252 Atk / 240 SpD
    Adamant Nature
    - Psycho Cut
    - Knock Off
    - Iron Head
    - Protect


    The Bisharp closes the weakness to Fairy and Psychic, while being able to check Mega-Metagross (though the Dark Pulse change helps that too.) It can't be stopped by Intimidate, in fact it encourages it, and with Knock Off, it can hinder wallers. In addition, Psycho Cut Predicts the Fighting types that could counter it, if used right. The only problem I see with this team is the fact that it is walled by bulky Water types that resist Electric types. I lack Grass moves, but since Super Fang halves, if used right, I could just power them down...


    Originally Posted by skyburial:
    Ice might have the worst defensive typing in the whole meta, lol. Why have a bulky Pokemon with only one resistance and 4 common weaknesses? I'd scratch that notion. I think that the following are decent choices for this team:

    In response, I meant a bulky pokemon with an Ice type move, like Conkeldurr. I don't need them to be Ice type, as that would be near impossible to obtain outside of Lapras or Mamoswine.
     
    All good calls, IMO. I'd put Sucker Punch in place of Knock Off since you're hurting for priority and it's what Bisharp uses to counter Metagross. And you need something with Safety Goggles. This is the set I use on my Rotom-H for the same reason:

    Rotom-Heat @ Safety Goggles
    Ability: Levitate
    EVs: 236 HP / 84 Def / 20 SpA / 4 SpD / 164 Spe
    Modest Nature
    – Overheat
    – Thunderbolt
    – Will-O-Wisp
    – Protect
     
    Good call. Will do. Update looks like this:

    Crobat @ Black Sludge
    Ability: Inner Focus
    Level: 50
    EVs: 252 HP / 60 Def / 196 SpD
    Impish Nature
    - Super Fang
    - Roost
    - Quick Guard
    - Tailwind

    Garchomp @ Life Orb
    Ability: Rough Skin
    Level: 50
    EVs: 4 HP / 252 Atk / 252 Spe
    Jolly Nature
    - Protect
    - Rock Slide
    - Earthquake
    - Dragon Claw

    Blastoise-Mega @ Blastoisinite
    Ability: Mega Launcher
    Level: 50
    EVs: 220 HP / 252 SpA / 36 SpD
    Modest Nature
    - Fake Out
    - Aura Sphere
    - Water Pulse
    - Dark Pulse

    Rotom-Heat @ Safety Goggles
    Ability: Levitate
    Level: 50
    EVs: 252 HP / 252 SpA / 4 Spe
    Modest Nature
    - Will-O-Wisp
    - Thunderbolt
    - Overheat
    - Protect

    Conkeldurr @ Assault Vest
    Ability: Iron Fist
    Level: 50
    EVs: 108 HP / 152 Atk / 104 Def / 144 SpD
    Adamant Nature
    - Drain Punch
    - Mach Punch
    - Knock Off
    - Ice Punch

    Bisharp @ Red Card
    Ability: Defiant
    Level: 50
    EVs: 16 HP / 252 Atk / 240 SpD
    Adamant Nature
    - Psycho Cut
    - Sucker Punch
    - Iron Head
    - Protect

    Though it's weird not running leftovers and Black Sludge...should I change Bisharp to Life Orb and Garchomp to Leftovers? I know Garchomp benefits from Life Orb greatly...
     
    Idk, I'd run with both Knock Off and Sucker Punch on Bisharp and not even bother with Psycho Cut. Bisharp's kinda slow and so most Fighting types you'll encounter are either gonna be faster or use Mach Punch. Yeah if you have Tailwind up so can outspeed a lot of them but there's still the Mach Punch ones and stuff like Lucario and Mega Gallade aren't KO'd by Psycho Cut. So many pokes are hindered by having their item removed that I think that Sucker Punch+Knock Off is better than Sucker Punch+Psycho Cut. Oh and Bisharp needs Life Orb in order to OHKO Mega Metagross:
    252+ Atk Life Orb Bisharp Sucker Punch vs. 0 HP / 0 Def Mega Metagross: 135-164 (87 - 105.8%) -- 31.3% chance to OHKO

    Also Guts>>>>>>>>>>>>>>>>>>Conk's other abilities. Being able to turn a burn/poison/paralyze against your opponent is so good.
     
    Idk, I'd run with both Knock Off and Sucker Punch on Bisharp and not even bother with Psycho Cut. Bisharp's kinda slow and so most Fighting types you'll encounter are either gonna be faster or use Mach Punch. Yeah if you have Tailwind up so can outspeed a lot of them but there's still the Mach Punch ones and stuff like Lucario and Mega Gallade aren't KO'd by Psycho Cut. So many pokes are hindered by having their item removed that I think that Sucker Punch+Knock Off is better than Sucker Punch+Psycho Cut. Oh and Bisharp needs Life Orb in order to OHKO Mega Metagross:
    252+ Atk Life Orb Bisharp Sucker Punch vs. 0 HP / 0 Def Mega Metagross: 135-164 (87 - 105.8%) -- 31.3% chance to OHKO

    Also Guts>>>>>>>>>>>>>>>>>>Conk's other abilities. Being able to turn a burn/poison/paralyze against your opponent is so good.

    I understand for the Bisharp. What item should I then use for Garchomp?

    As for Guts, I heard for Assault Vest/Drain Punch/Mach Punch, Iron Fist was better. If I ran Flame Orb/Superpower, than Guts is infinitely better. Even with Drain Punch/Mach Punch, if I was running Flame Orb, Guts is perfect, but for Assault Vest, go with Iron Fist. And since I want the bulk...
     
    I understand for the Bisharp. What item should I then use for Garchomp?

    As for Guts, I heard for Assault Vest/Drain Punch/Mach Punch, Iron Fist was better. If I ran Flame Orb/Superpower, than Guts is infinitely better. Even with Drain Punch/Mach Punch, if I was running Flame Orb, Guts is perfect, but for Assault Vest, go with Iron Fist. And since I want the bulk...

    Either Lum Berry or Life Orb on Garchomp is best. The former lets it shrug off burn (something that physical attackers hate) or other statuses once and the latter just gives it extra power.

    Drain Punch is the preferred primary Fighting STAB on Conkeldurr, as it helps mitigate the passive damage it racks up through burn and poison; it also doesn't make Conkeldurr worn down as easily in general, as Assault Vest doesn't provide recovery, nor does it let Conkeldurr use status moves like Rest. Superpower is detrimental in the long run, as despite its high power, it weakens Conkeldurr with each use, and switching out is very rarely done in doubles.
     
    Either Lum Berry or Life Orb on Garchomp is best. The former lets it shrug off burn (something that physical attackers hate) or other statuses once and the latter just gives it extra power.

    Drain Punch is the preferred primary Fighting STAB on Conkeldurr, as it helps mitigate the passive damage it racks up through burn and poison; it also doesn't make Conkeldurr worn down as easily in general, as Assault Vest doesn't provide recovery, nor does it let Conkeldurr use status moves like Rest. Superpower is detrimental in the long run, as despite its high power, it weakens Conkeldurr with each use, and switching out is very rarely done in doubles.

    So Guts with Drain Punch and Flame Orb for Conkeldurr, and Lum Berry of Garchomp. Anything else?
     
    I understand for the Bisharp. What item should I then use for Garchomp?

    As for Guts, I heard for Assault Vest/Drain Punch/Mach Punch, Iron Fist was better. If I ran Flame Orb/Superpower, than Guts is infinitely better. Even with Drain Punch/Mach Punch, if I was running Flame Orb, Guts is perfect, but for Assault Vest, go with Iron Fist. And since I want the bulk...
    You don't necessarily have to run LO on Bisharp since a 1/3 chance to OHKO is not what I'd call favorable odds, but like Platinum said, Lum Berry's a good alternative. I like using Yache Berry sometimes.

    But with Assault Vest Guts Conkeldurr the idea more is to let your opponent status Conk for you. It lets you keep the bulk while punishing or discouraging your opponent for using status moves. It has plenty of power without an Iron Fist/Guts boost so even if it doesn't get statused it's still threatening.
     
    Ok, thank you all. It seems like at this point, the tweaks will come from actually playing, and learning.

    That said, Part 1 is done.

    Part 1. You see, I'm not the only one breeding for VGC options. My girlfriend is joining me, though she wants her own team.

    Given what you've taught me so far, and what she wants, this is what I've made.

    Milotic @ Life Orb
    Ability: Competitive
    Level: 50
    EVs: 252 HP / 252 Def / 4 SpA
    Bold Nature
    - Icy Wind
    - Scald
    - Protect
    - Recover

    Meowstic @ Sitrus Berry
    Ability: Prankster
    Level: 50
    EVs: 252 HP / 4 Def / 252 Spe
    Jolly Nature
    - Thunder Wave
    - Confide
    - Charm
    - Quick Guard

    Serperior @ Safety Goggles
    Ability: Contrary
    Level: 50
    EVs: 4 HP / 252 SpA / 252 Spe
    Timid Nature
    - Leaf Storm
    - Hidden Power [Rock]
    - Dragon Pulse
    - Protect

    Mawile-Mega @ Mawilite
    Ability: Huge Power
    Level: 50
    EVs: 252 HP / 252 Atk / 4 SpD
    Adamant Nature
    - Play Rough
    - Iron Head
    - Sucker Punch
    - Protect

    Heatran @ Leftovers
    Ability: Flash Fire
    Level: 50
    EVs: 252 HP / 252 SpA / 4 Spe
    Modest Nature
    - Earth Power
    - Heat Wave
    - Flash Cannon
    - Will-O-Wisp


    I realize this may be...unusual, but she wants the Mega-Mawile, for instance, as well as the Milotic. Other than that..what do you think of it, and any suggestions?
     
    Your team is shaping up very nice. Some final comments as my closing statement:

    Zekrom's point on Guts is valid and it is interchangeable with Iron Fist. Because Guts is the more popular choice (by 25% according to Global Link stats), an opponent will be taking a huge gamble if they try to fire off a T-Wave or Will-o-Wisp if you have Conkeldurr in the back. If they do, you can punish their risky play and hit back with a boosted Drain Punch or Knock Off. Usually it's the better choice, but if you develop a lot of finesse around Conkeldurr, you can bluff Guts and still hit with a 20% boost.

    Dunno what the deal is with the Red Card on that Bisharp. If you opt to keep Life Orb on Garchomp, I'd run a Focus Sash. Otherwise, Life Orb is the way to go.
     
    Milotic @ Life Orb
    Ability: Competitive
    Level: 50
    EVs: 252 HP / 252 Def / 4 SpA
    Bold Nature
    - Icy Wind
    - Scald
    - Protect
    - Recover

    Meowstic @ Sitrus Berry
    Ability: Prankster
    Level: 50
    EVs: 252 HP / 4 Def / 252 Spe
    Jolly Nature
    - Thunder Wave
    - Confide
    - Charm
    - Quick Guard

    Serperior @ Safety Goggles
    Ability: Contrary
    Level: 50
    EVs: 4 HP / 252 SpA / 252 Spe
    Timid Nature
    - Leaf Storm
    - Hidden Power [Rock]
    - Dragon Pulse
    - Protect

    Mawile-Mega @ Mawilite
    Ability: Huge Power
    Level: 50
    EVs: 252 HP / 252 Atk / 4 SpD
    Adamant Nature
    - Play Rough
    - Iron Head
    - Sucker Punch
    - Protect

    Heatran @ Leftovers
    Ability: Flash Fire
    Level: 50
    EVs: 252 HP / 252 SpA / 4 Spe
    Modest Nature
    - Earth Power
    - Heat Wave
    - Flash Cannon
    - Will-O-Wisp


    So...any comments on this? Any ideas on the sixth?
     
    First and foremost, no need to run Safety Goggles on a Grass type as they already ignore the effects of Spore and Rage Powder.

    Second, nothing wrong with running two Steel types on the same team, but she will want something(s) that can levitate over EQ's. I recommend having 2 so that she can double switch if she gets caught with Heatran and Mawile out against Landorus-T or Garchomp:

    (In place of Meowstic)
    Murkrow @ Eviolite
    Ability: Prankster
    EV's: 252 HP/252 Def
    Nature: Careful
    - Quash
    - Sucker Punch
    - Roost
    - Feather Dance

    (In Place of Serperior)
    Hydreigon @ Choice Specs
    Ability: Levitate
    Level: 50
    EVs: 60 HP / 180 Def / 132 SpA / 4 SpD / 132 Spe
    Modest Nature
    – Draco Meteor
    – Dark Pulse
    – Earth Power
    – Flamethrower

    Then you can put that Sitrus Berry on Milotic, because Life Orb defeats the purpose of a defensive Pokemon. You could put the Life Orb on Serperior and keep it instead, too.
     
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