SharKing
I won't bite... much.
- Joined
- Jan 2, 2009
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So the November 2018 International Challenge was announced, and those who participate will receive a Shiny Tapu Lele. That was a prize enticing enough to get me to finally try out VGC battles - I could have just entered for the Lele and been content with that, but something in me wanted to give this a serious try, so I put together a team after doing some research on the current metagame, and tweaked it a little after trying it on Showdown.
This is my first attempt at a VGC team, and I've never been that good at teambuilding in the first place, but I wanted to share it anyway, so here it is!
Kyogre
Modest / Mystic Water / Drizzle
252 HP / 4 Defense / 252 Sp. Attack
Water Spout
Origin Pulse
Thunder
Protect
My favorite Legendary Pokémon in the series, and one of the best that VGC has to offer - its rain-boosted Water STABs are downright terrifying. Water Spout deals insane damage when Kyogre's at full HP - I've seen it KO a Dusk Mane Necrozma from full HP, even with the 75% spread modifier! Origin Pulse is a backup option for when Kyogre gets damaged. I decided to go with Thunder for coverage, mainly to answer opposing Kyogre and Tapu Fini. Protect is obvious, since Kyogre will be targeted a lot - it's also good for preserving its HP when Lunala's next to it and setting up Trick Room. The bulky build with a lack of Speed is indeed meant to take advantage of Trick Room and crush the opposing side with its brutal Water STABs.
Lunala
Quiet / Weakness Policy / Shadow Shield
188 HP / 68 Defense / 252 Sp. Attack
IVs: 0 Speed
Moongeist Beam
Psyshock
Trick Room
Protect
The other restricted legendary 'mon I felt like using, mainly because I saw a lot of potential in using Trick Room with it, since it's very bulky (especially with Shadow Shield) and immune to Fake Out. Moongeist Beam and Psyshock are both powerful STABs, with Psyshock making Lunala a "mixed" attacker and also benefiting from Tapu Lele's Psychic Surge. Dark-type moves like Knock Off are common in VGC, especially with Incineroar dominating the format, and Ghost-type moves like Lunala's Moongeist Beam also pop up. That's what the Weakness Policy is for - if Lunala gets hit by one of those moves at full HP while it sets up Trick Room, not only will it survive with Shadow Shield, but it'll deal ferocious single-target damage while "outspeeding" practically everything!
Ludicolo
Timid / Life Orb / Swift Swim
252 Sp. Attack / 4 Sp. Defense / 252 Speed
Grass Knot
Hydro Pump
Ice Beam
Fake Out
Arguably the best partner for Kyogre, and one of its better counters as well. Grass Knot is used almost exclusively to deal consistently high damage against Kyogre and Groudon, both of them highly prominent in VGC. Hydro Pump takes advantage of the rain, STAB, and Life Orb to deal good damage to a single target. Ice Beam obviously hits Grass-types and things like Zygarde. Fake Out is a staple in VGC and any Doubles metagame, shutting down a single target's attempt to do anything for a turn, whether it's by flinching them or forcing a Protect. With Swift Swim, Ludicolo is potentially the fastest Fake Out user in the metagame, preventing other Fake Out users from shutting down its partner.
Incineroar
Careful / Iapapa Berry / Intimidate
236 HP / 20 Attack / 4 Defense / 236 Sp. Defense / 12 Speed
Flare Blitz
Knock Off
Fake Out
U-turn
The King of VGC himself. Is anyone surprised to see Incineroar on this team, like, at all? Didn't think so. This beast can take a licking thanks to Intimidate and its special bulk, and from there, it provides tons of support. Flare Blitz is an obvious Fire STAB that deals with things like Kartana, Amoonguss, Ferrothorn, Solgaleo, DM Necrozma, the list goes on. Knock Off is amazing in the Sun Series, since there's no Mega Stones or Z-Crystals to worry about, and taking out a 50% berry is immensely helpful for KO'ing bulkier opponents. Fake Out is Fake Out, need I say more? Because Incineroar's slow, it can make use of a slow U-turn to get another 'mon safely on the field.
Tapu Lele
Timid / Choice Scarf / Psychic Surge
28 HP / 4 Defense / 252 Sp. Attack / 4 Sp. Defense / 220 Speed
Psychic
Moonblast
Dazzling Gleam
Thunder
Because I decided on using Lunala, I needed something to answer a huge threat named Yveltal, and that's mainly what Tapu Lele's here for. Psychic Surge shuts down that nasty birb's Sucker Punch, as well as Fake Out and other forms of priority, and also powers up Lele's own Psychic and Lunala's Psyshock. Moonblast and Dazzling Gleam deal single-target and spread damage, respectively, and serve to threaten Yveltal and Zygarde, among others. Thunder's there to deal with opposing Kyogre - I EV'd my Lele to speed-creep Choice Scarf Kyogre when Trick Room and opposing Tailwinds aren't active, so why not?
Stakataka
Lonely / Lum Berry / Beast Boost
252 HP / 252 Attack / 4 Sp. Defense
IVs: 14 Defense / 0 Speed
Gyro Ball
Rock Slide
Trick Room
Protect
I needed a Steel-type to deal with Xerneas, and Stakataka fit right in with the Trick Room strategy I'd already decided on, so here it is. Gyro Ball hits like a truck thanks to Stakataka's high Attack and molasses Speed. Rock Slide hits both opponents, threatens Ho-Oh and Incineroar, and under Trick Room, potentially causes a lot of hax with its flinch chance. Once Trick Room is set and this thing gets at least one kill, it can snowball out of control thanks to Beast Boost raising its Attack. The Lum Berry is there to foil Spore, as well as things like random Scalds.
So, any thoughts on improving this team? Part of me is actually considering Tapu Koko over Lele, since it's practically guaranteed to kill Yveltal (Lele needs some chip damage to kill with Moonblast), outspeeds most opponents without needing a Scarf, boosts Kyogre's Thunder and shuts down Spore with its Electric Surge, and has an interesting disruption move in Sky Drop. However, I really like the way Psychic Surge shuts down priority (especially Fake Out), but maybe that's just me. I'm also contemplating Roar or Low Kick over U-turn on Incineroar.
Importable:
This is my first attempt at a VGC team, and I've never been that good at teambuilding in the first place, but I wanted to share it anyway, so here it is!
Kyogre
Modest / Mystic Water / Drizzle
252 HP / 4 Defense / 252 Sp. Attack
Water Spout
Origin Pulse
Thunder
Protect
My favorite Legendary Pokémon in the series, and one of the best that VGC has to offer - its rain-boosted Water STABs are downright terrifying. Water Spout deals insane damage when Kyogre's at full HP - I've seen it KO a Dusk Mane Necrozma from full HP, even with the 75% spread modifier! Origin Pulse is a backup option for when Kyogre gets damaged. I decided to go with Thunder for coverage, mainly to answer opposing Kyogre and Tapu Fini. Protect is obvious, since Kyogre will be targeted a lot - it's also good for preserving its HP when Lunala's next to it and setting up Trick Room. The bulky build with a lack of Speed is indeed meant to take advantage of Trick Room and crush the opposing side with its brutal Water STABs.
Lunala
Quiet / Weakness Policy / Shadow Shield
188 HP / 68 Defense / 252 Sp. Attack
IVs: 0 Speed
Moongeist Beam
Psyshock
Trick Room
Protect
The other restricted legendary 'mon I felt like using, mainly because I saw a lot of potential in using Trick Room with it, since it's very bulky (especially with Shadow Shield) and immune to Fake Out. Moongeist Beam and Psyshock are both powerful STABs, with Psyshock making Lunala a "mixed" attacker and also benefiting from Tapu Lele's Psychic Surge. Dark-type moves like Knock Off are common in VGC, especially with Incineroar dominating the format, and Ghost-type moves like Lunala's Moongeist Beam also pop up. That's what the Weakness Policy is for - if Lunala gets hit by one of those moves at full HP while it sets up Trick Room, not only will it survive with Shadow Shield, but it'll deal ferocious single-target damage while "outspeeding" practically everything!
Ludicolo
Timid / Life Orb / Swift Swim
252 Sp. Attack / 4 Sp. Defense / 252 Speed
Grass Knot
Hydro Pump
Ice Beam
Fake Out
Arguably the best partner for Kyogre, and one of its better counters as well. Grass Knot is used almost exclusively to deal consistently high damage against Kyogre and Groudon, both of them highly prominent in VGC. Hydro Pump takes advantage of the rain, STAB, and Life Orb to deal good damage to a single target. Ice Beam obviously hits Grass-types and things like Zygarde. Fake Out is a staple in VGC and any Doubles metagame, shutting down a single target's attempt to do anything for a turn, whether it's by flinching them or forcing a Protect. With Swift Swim, Ludicolo is potentially the fastest Fake Out user in the metagame, preventing other Fake Out users from shutting down its partner.
Incineroar
Careful / Iapapa Berry / Intimidate
236 HP / 20 Attack / 4 Defense / 236 Sp. Defense / 12 Speed
Flare Blitz
Knock Off
Fake Out
U-turn
The King of VGC himself. Is anyone surprised to see Incineroar on this team, like, at all? Didn't think so. This beast can take a licking thanks to Intimidate and its special bulk, and from there, it provides tons of support. Flare Blitz is an obvious Fire STAB that deals with things like Kartana, Amoonguss, Ferrothorn, Solgaleo, DM Necrozma, the list goes on. Knock Off is amazing in the Sun Series, since there's no Mega Stones or Z-Crystals to worry about, and taking out a 50% berry is immensely helpful for KO'ing bulkier opponents. Fake Out is Fake Out, need I say more? Because Incineroar's slow, it can make use of a slow U-turn to get another 'mon safely on the field.
Tapu Lele
Timid / Choice Scarf / Psychic Surge
28 HP / 4 Defense / 252 Sp. Attack / 4 Sp. Defense / 220 Speed
Psychic
Moonblast
Dazzling Gleam
Thunder
Because I decided on using Lunala, I needed something to answer a huge threat named Yveltal, and that's mainly what Tapu Lele's here for. Psychic Surge shuts down that nasty birb's Sucker Punch, as well as Fake Out and other forms of priority, and also powers up Lele's own Psychic and Lunala's Psyshock. Moonblast and Dazzling Gleam deal single-target and spread damage, respectively, and serve to threaten Yveltal and Zygarde, among others. Thunder's there to deal with opposing Kyogre - I EV'd my Lele to speed-creep Choice Scarf Kyogre when Trick Room and opposing Tailwinds aren't active, so why not?
Stakataka
Lonely / Lum Berry / Beast Boost
252 HP / 252 Attack / 4 Sp. Defense
IVs: 14 Defense / 0 Speed
Gyro Ball
Rock Slide
Trick Room
Protect
I needed a Steel-type to deal with Xerneas, and Stakataka fit right in with the Trick Room strategy I'd already decided on, so here it is. Gyro Ball hits like a truck thanks to Stakataka's high Attack and molasses Speed. Rock Slide hits both opponents, threatens Ho-Oh and Incineroar, and under Trick Room, potentially causes a lot of hax with its flinch chance. Once Trick Room is set and this thing gets at least one kill, it can snowball out of control thanks to Beast Boost raising its Attack. The Lum Berry is there to foil Spore, as well as things like random Scalds.
So, any thoughts on improving this team? Part of me is actually considering Tapu Koko over Lele, since it's practically guaranteed to kill Yveltal (Lele needs some chip damage to kill with Moonblast), outspeeds most opponents without needing a Scarf, boosts Kyogre's Thunder and shuts down Spore with its Electric Surge, and has an interesting disruption move in Sky Drop. However, I really like the way Psychic Surge shuts down priority (especially Fake Out), but maybe that's just me. I'm also contemplating Roar or Low Kick over U-turn on Incineroar.
Importable:
Kyogre @ Mystic Water
Ability: Drizzle
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Water Spout
- Origin Pulse
- Thunder
- Protect
Lunala @ Weakness Policy
Ability: Shadow Shield
Level: 50
EVs: 188 HP / 68 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Moongeist Beam
- Psyshock
- Trick Room
- Protect
Ludicolo (F) @ Life Orb
Ability: Swift Swim
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Grass Knot
- Hydro Pump
- Ice Beam
- Fake Out
Incineroar (M) @ Iapapa Berry
Ability: Intimidate
Level: 50
EVs: 236 HP / 20 Atk / 4 Def / 236 SpD / 12 Spe
Careful Nature
- Flare Blitz
- Knock Off
- Fake Out
- U-turn
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
Level: 50
EVs: 28 HP / 4 Def / 252 SpA / 4 SpD / 220 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Dazzling Gleam
- Thunder
Stakataka @ Lum Berry
Ability: Beast Boost
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 14 Def / 0 Spe
- Gyro Ball
- Rock Slide
- Trick Room
- Protect
Ability: Drizzle
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Water Spout
- Origin Pulse
- Thunder
- Protect
Lunala @ Weakness Policy
Ability: Shadow Shield
Level: 50
EVs: 188 HP / 68 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Moongeist Beam
- Psyshock
- Trick Room
- Protect
Ludicolo (F) @ Life Orb
Ability: Swift Swim
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Grass Knot
- Hydro Pump
- Ice Beam
- Fake Out
Incineroar (M) @ Iapapa Berry
Ability: Intimidate
Level: 50
EVs: 236 HP / 20 Atk / 4 Def / 236 SpD / 12 Spe
Careful Nature
- Flare Blitz
- Knock Off
- Fake Out
- U-turn
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
Level: 50
EVs: 28 HP / 4 Def / 252 SpA / 4 SpD / 220 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Dazzling Gleam
- Thunder
Stakataka @ Lum Berry
Ability: Beast Boost
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 14 Def / 0 Spe
- Gyro Ball
- Rock Slide
- Trick Room
- Protect