Art by DA user Immer
Teambuilding Process
I started off this season of vgc making 4 teams to (hopefully) get a better understanding of how to beat certain archetypes; good stuffs, rain, sun, and Japan sand. I quickly fell in love with sand and
Volcarona added redirection to the team, which either scarf Ttar or Excadrill can take advantage of and sorta patches up a few of those weaknesses Ttar and Excadrill have. Ttar benefits from the redirection as it is my setter and Excadrill is the team's resident glass cannon.
Zapdos is meant to deal with bulky waters the team would otherwise struggle with as well as Lando-T and Mence. Zapdos and Volc also have TW, so, that can come in handy.
Mega-Salamence was added as another Mon nigh impervious to ground attacks which can intimidate on a free switch and annihilate Amoongus. Mence also appreciates redirection to set up a Dragon Dance as Volc resists any pesky ice beams aimed his way.
I don't make teams without bulky waters. Tapu fini does a few things for this team that nothing else can do, having two grounded physical mons that appreciate not getting burned. Care to guess what else they might appreciate? How about a +2?
Set Details
Tyranitar @ Choice Scarf
Ability: Sand Stream
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Crunch
- Ice Punch
- Low Kick
Tyranitar's job is summarized concisely with the facts that it has a powerful and quick Rock Slide and it sets up sand. Low kick over Superpower is mainly for any opposing Tyranitar. This is pretty much the only difference I can see from your normal, run of the mill scarf Ttar. Crunch hits hard enough and I didn't fully invest my Salamence in speed, so I didn't bother going for Assurance. Ice Punch over Ice beam because I'd just prefer max speed max attack. Being jolly misses out on some much needed damage, but when it can, I will usually just go for flinches and I need to outspeed as much as possible, even if that means I outspeed any scarf Politoed running around.Tyranitar @ Choice Scarf
Ability: Sand Stream
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Crunch
- Ice Punch
- Low Kick
Excadrill @ Groundium Z
Ability: Sand Rush
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Protect
- Rock Slide
Volcarona @ Aguav Berry
Ability: Flame Body
Level: 50
EVs: 252 HP / 236 Def / 12 SpA / 4 SpD / 4 Spe
Modest Nature
IVs: 0 Atk
- Rage Powder
- Bug Buzz
- Fiery Dance
- Tailwind
-Survives max attack Jolly Mega Kangaskhan's Double Edge.
-Most Aerilate Hyper Voice from Mega Salamence is a 2HKO.
-Takes a Rock Slide from Adamant max attack Landorus-T and Garchomp (non-boosted)
Zapdos @ Misty Seed
Ability: Pressure
Level: 50
EVs: 244 HP / 44 Def / 52 SpA / 148 SpD / 20 Spe
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Tailwind
- Hidden Power [Ice]
- Roost
With the combination of tailwind and roost, I'm able to wear at any Lando-T and most bulky water types. I forget most of what this spread accomplishes but a few quick calcs reveal that max attack Lando-T Rock Slide is a 3HKO and Mega Kang's Double-Edge is a 2hko.
252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 244 HP / 44+ Def Zapdos: 164-195 (83.6 - 99.4%) -- guaranteed 2HKO
252+ Atk Landorus-T Rock Slide vs. 244 HP / 44+ Def Zapdos: 76-90 (38.7 - 45.9%) -- guaranteed 3HKO
252+ SpA Ludicolo Hydro Vortex (185 BP) vs. +1 244 HP / 148 SpD Zapdos in Rain: 127-150 (64.7 - 76.5%) -- guaranteed 2HKO
Salamence-Mega @ Salamencite
Ability: Aerilate
Level: 50
EVs: 100 HP / 196 Atk / 4 Def / 12 SpD / 196 Spe
Jolly Nature
- Return
- Roost
- Dragon Dance
- Protect
Tapu Fini @ Leftovers
Ability: Misty Surge
Level: 50
EVs: 252 HP / 148 Def / 4 SpA / 76 SpD / 28 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Scald
- Swagger
- Protect
252 Atk Kartana Leaf Blade vs. 252 HP / 148+ Def Tapu Fini: 140-168 (79 - 94.9%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Nihilego Sludge Bomb vs. 252 HP / 76 SpD Tapu Fini: 151-179 (85.3 - 101.1%) -- 6.3% chance to OHKO
Threats
This team, a lot like the Death Star, has only one real weakness (as far as I can tell). It's just a glaring one in Trick Room. Fake Out users or opposing users of redirection will more than likely be able to help set up Trick Room. From there it can be difficult to stall out the turns. Stakataka coming in for free before Trick Room expires can be a real nightmare to face.
Conclusion
I guess this is it. Thanks for taking the time to read this. Though it's still a few months away, I think with a few tweaks I may just be able to use this team in an upcoming event. This is one of my more rushed teams to rate, but I already see definite potential with this team.