Expert Evan
every battle has a smell!
It's a new VGC season, and with lots to contend with and the trickiness of trying to come up with a team that is able to adapt to as many possible scenarios, Here's a glance of what I've come up with as a team:
With either tailwind or trickroom to choose from, the intent of this team is to setup the speed with tailwind and sweep as fast as possible with the power provided with some of them. While it's done successful on the random wifi rating system and with some moderate success on Pokemon Online along with the battle subway even, with few months to prepare for VGC, I feel I still have room to improve and ultimately hope to qualify at the regionals and move until Nationals and hopefully Worlds. So here's some more details of each intended member:
Whimsicott (M) @ Mental Herb
Trait: Prankster
EVs: 252 HP / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Helping Hand
- Encore
- Taunt
- Tailwind
Whimsicott with no attacking moves nor protect can always go first. Start off with tailwind to setup the speed, taunt for other annoyers and whimsicotts not as fast, encore to make predictions work in my favor, and helping hand to strengthen support for some of these sweepers here. Whimsicott has highest speed among all the pranksters available and has been rather fun to use many times.
Terrakion @ Lum Berry
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Quick Guard
- Rock Slide
- Close Combat
- Protect
Terrakion is among the physical sweeping pokemon in the faster tier group, quick guard to prevent whimsicott from being faked out, or protect when expecting that same certain pokemon to do a hi jump kick to that effect, rock slide to target both especially against an amoongus setup and cause flinches and close combat for strongest stab.
Chandelure (M) @ Fire Jewel
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Heat Wave
- Shadow Ball
- Psychic
- Protect
Chandelure with special attack enhancing nature with an insane stat and powerful moves. Heat wave again for both targets particularly if amoongus is on the scene again, shadow ball alternatively for foe chandelure/jellicent, psychic for certain fighting types, and protect to stall foe's trick room possibly.
Jellicent (M) @ Water Jewel
Trait: Water Absorb
EVs: 100 HP / 252 SAtk / 156 Spd
Modest Nature (+SAtk, -Atk)
- Water Spout
- Ice Beam
- Shadow Ball
- Protect
The mini-kyogre of this generation as this offensive variant can deal heavy damage with water spout so long as it's still in full health, and with tailwind support can easily pull that off unless its sucker punched by likes of foe zoroark or bisharp to name a few. ice beam for foe dragon & grass types, shadow ball for other ghosts/psychics, and protect as goes with other members as well.
Zoroark (M) @ Focus Sash
Trait: Illusion
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Sucker Punch
- Low Sweep
- Protect
- Counter
Seeing how effectively this fools others, this is often brought in disguised as a terrakion particularly against certain fighting or psychic types that intend to KO it only to end up being sucker punched or countered instead. While this is still of a physical nature, low sweep is used to hurt opponents. Originally I was using hydreigon but am not so sure if I should go back to using it again really.
Musharna (M) @ Leftovers
Trait: Telepathy
EVs: 252 HP / 4 SAtk / 252 SDef
Sassy Nature (+SDef, -Spd)
- Helping Hand
- Psychic
- Trick Room
- Magic Coat
The idea of musharna is to serve as an anti-trickroom pokemon, taunt back to whimsicott, outspore amoongus with magic coat, attack fighters, and mainly serve as support.
Based on most matches, if I'm able to setup and predict correctly from the first turn, the match is usually over and done with quickly, but I've had matches where bad first turns costed me dearly. The teams I seem to have most trouble against are from certain sucker punchers, some trick-room or bulky teams, and those that outstall tailwind effectively, and therefore at this point, I'm looking for suggestions, recommendations, or other choices that can make this team any better.
With either tailwind or trickroom to choose from, the intent of this team is to setup the speed with tailwind and sweep as fast as possible with the power provided with some of them. While it's done successful on the random wifi rating system and with some moderate success on Pokemon Online along with the battle subway even, with few months to prepare for VGC, I feel I still have room to improve and ultimately hope to qualify at the regionals and move until Nationals and hopefully Worlds. So here's some more details of each intended member:
Whimsicott (M) @ Mental Herb
Trait: Prankster
EVs: 252 HP / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Helping Hand
- Encore
- Taunt
- Tailwind
Whimsicott with no attacking moves nor protect can always go first. Start off with tailwind to setup the speed, taunt for other annoyers and whimsicotts not as fast, encore to make predictions work in my favor, and helping hand to strengthen support for some of these sweepers here. Whimsicott has highest speed among all the pranksters available and has been rather fun to use many times.
Terrakion @ Lum Berry
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Quick Guard
- Rock Slide
- Close Combat
- Protect
Terrakion is among the physical sweeping pokemon in the faster tier group, quick guard to prevent whimsicott from being faked out, or protect when expecting that same certain pokemon to do a hi jump kick to that effect, rock slide to target both especially against an amoongus setup and cause flinches and close combat for strongest stab.
Chandelure (M) @ Fire Jewel
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Heat Wave
- Shadow Ball
- Psychic
- Protect
Chandelure with special attack enhancing nature with an insane stat and powerful moves. Heat wave again for both targets particularly if amoongus is on the scene again, shadow ball alternatively for foe chandelure/jellicent, psychic for certain fighting types, and protect to stall foe's trick room possibly.
Jellicent (M) @ Water Jewel
Trait: Water Absorb
EVs: 100 HP / 252 SAtk / 156 Spd
Modest Nature (+SAtk, -Atk)
- Water Spout
- Ice Beam
- Shadow Ball
- Protect
The mini-kyogre of this generation as this offensive variant can deal heavy damage with water spout so long as it's still in full health, and with tailwind support can easily pull that off unless its sucker punched by likes of foe zoroark or bisharp to name a few. ice beam for foe dragon & grass types, shadow ball for other ghosts/psychics, and protect as goes with other members as well.
Zoroark (M) @ Focus Sash
Trait: Illusion
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Sucker Punch
- Low Sweep
- Protect
- Counter
Seeing how effectively this fools others, this is often brought in disguised as a terrakion particularly against certain fighting or psychic types that intend to KO it only to end up being sucker punched or countered instead. While this is still of a physical nature, low sweep is used to hurt opponents. Originally I was using hydreigon but am not so sure if I should go back to using it again really.
Musharna (M) @ Leftovers
Trait: Telepathy
EVs: 252 HP / 4 SAtk / 252 SDef
Sassy Nature (+SDef, -Spd)
- Helping Hand
- Psychic
- Trick Room
- Magic Coat
The idea of musharna is to serve as an anti-trickroom pokemon, taunt back to whimsicott, outspore amoongus with magic coat, attack fighters, and mainly serve as support.
Based on most matches, if I'm able to setup and predict correctly from the first turn, the match is usually over and done with quickly, but I've had matches where bad first turns costed me dearly. The teams I seem to have most trouble against are from certain sucker punchers, some trick-room or bulky teams, and those that outstall tailwind effectively, and therefore at this point, I'm looking for suggestions, recommendations, or other choices that can make this team any better.