2 vs 2 VGC

Hello everyone, just a quick bit of info about this team’s purpose… I created it with the VGC in mind, so all the regular battle clauses apply, as well as the rules of only 2 ‘special’ Pokemon in a team(Which I filled in with Kyogre and Palkia), neither two can be holding the same items as one another, only 4 Pokemon can be entered into the actual battle, all Pokemon are reduced to level 50 for the battle and it will be in the form of double battles.


First up when making this team, I chose Palkia, if it’s ran with a Timid nature and a nice EV boost into speed, it can easily out run most of the other Ubers that pose a threat to it (although a Jolly Rayquaza will out run it and if it has Dragon Claw it is a big threat). So with a Dragon/Water type, I needed another lead with a high Special Attack that can support Palkia well.

Palkia – Dragon/Water – Move set: Surf
Thunder
Draco Meteor
Spacial Rend
Item: Lustrous orb
EVs: 80 HP/ 176 SPD/ 252 SAtk
Nature: Timid

Kyogre – Water – Move set: Calm mind
Water Spout
Ice beam
Surf
Item: Mystic water
EVs: 4 HP/252 SAtk /252 SPD
Nature: Modest

Electivire – Electric – Move set: Earthquake
Cross Chop
Ice Punch
Thunder Punch
Item: Expert belt
EVs: 4 HP/ 252 Atk/ 252 SPD
Nature: Adamant

Porygon-Z – Normal – Move set: Protect
Nasty Plot
Recover
Tri-Attack
Item: Silk Scarf
EVs: 252 SPD/ 252 SAtk/ 4 HP
Nature: Timid


Cradily – Rock/Grass – Move set: Toxic
Recover
Amnesia
Giga Drain
Item: Miracle Seed
EVs: 222 HP/ 200 Def/ 80 SDef/ 8 Atk
Nature: Bold

Claydol – Ground/Psychic – Move set: Heal Block
Earth Power
Cosmic Power
Stealth Rock
Item: Softsand
EVs: 236 HP/ 136 SAtk/ 108 Def/ 30 SDef
Nature: Relaxed

This brought me to choosing a Kyogre. Kyogre’s drizzle ability will buff out its own and indeed Palkia’s water moves, it also has the added effect of giving Thunder the 100% accuracy boost, proving a valuable asset. Kyogres ability to learn Ice moves allows even more retaliation against ever popular dragons and if ran with a Modest nature, its special attack can be boosted even higher than Palkia’s.

With those two down as my leads, I needed another 2 that could support in place of one of the others, either covering a weakness or giving the team a break from a hard hitting sweeper. This bring me to Electivire. With its insanely high attack stat, any Pokemon resistant to the large special attacks of Palkia and Kyogre, will not have the defences to protect it from Electivire. Its move set allows it to hit 13 different types for super effective damage, being only truly vulnerable to ground types, which could be easily dealt with by Palkia or Kyogre.

For the next hard hitting member I chose the ever frail Porygon – Z. Although its defensive stats are poor, its extremely diverse move pool and ability to learn nasty plot proved it an invaluable member. Along with protect, Electivire could use earthquake to hit the opponents, allowing a nasty plot powered tri-attack to finish off anything left. The main threat to Porygon – Z is the fighting type, which can be countered by either Palkia or Kyogre.

Looking over my team I saw a distinct lack of Grass types and I was in need of a staller, so this brought me to choose the NU Cradily. I saw a hell of a lot of potential in this guy, with the ability to poison, boost its defence and recover, he fit the role perfectly. Its main weakness and threat would be an adamant infernape, but they wouldn’t last a round with either Palkia or Kyogre, so he is a good choice.

The final Pokemon I chose had to support Cradily in a defensive/staller kind of role. Claydol has the abilty to prevent healing on the other team and lay down stealth rocks. The ability to attack is always a positive and his defence boosting cosmic power makes these two a sturdy duo, capable of working well with my two leads.

Below is my team list, items held, movesets and natures/EVs. The team has been battle tested and indeed has proven its worth to me in a 2 vs 2 situation. I’d like to add about the ‘Choice’ items, I personally never liked to use these as I am not a fan of switching frequently in battle.

If you got this far I’d like to say a massive thanks for reading through all that, rate as you will please =]
Remember that its for the VGC so I can’t have certain Pokemon or anymore Legends.
Thanks in advance.
 
Not sure if I have the credentials for a competent team rate, but I'll throw in some comments anyway since I play VGC. I'm also not sure if this thread should be in the OU forum, but anyway...

In VGC 2010 style, you are allowed spots for 6 total team members, but only 4 of them will be used at any one time. This means that you can actually have more than 2 ubers on your team roster; you just can't actually use more than 2 of them simultaneously. The same goes for items; you can give 2 members of your team a moveset designed for the same item; you just wouldn't be able to use both of them at once.

Lustrous Orb, Mystic Water, Silk Scarf, and other items that only boost the power of certain elemental types of attacks are questionable imo. Unless you've run some damage calcs to determine that the 20% boost in power actually nets you some key KOs, I would consider other choices. A good overview of item usage in VGC can be found here.

Low Kick is worth considering over Cross Chop on Electivire's moveset (and on other physical attackers who can learn it should you choose to go with something else). Most of the stuff in VGC10 that is weak to fighting is heavy enough to take more damage from LK.

Consider using Blizzard instead of Ice Beam on Kyogre. Even though you're not using Abomasnow, he is so incredibly common in VGC10 that you often have the benefit of hail anyway. Furthermore, Blizzard has a 91% chance to hit at least one target in doubles even without hail. Ice Beam can still be justified if you decide to go with that though.

The abundance of recovery/boosting moves (Recover, Nasty Plot, Amnesia, Cosmic Power) on your last 3 team members probably won't get you very far. Recovery moves are difficult to justify on frail Pokemon like Porygon-Z in doubles because of the likelihood that they will be double-targetted. Claydol would also not appreciate a Surf from either of your leads, especially without Protect. Stall *can* work in VGC10, but you'd need something better than Cradily and Claydol to pull it off; neither would appreciate double Blizzard or a number of other attacks wielded by the ubers in this meta.

Don't use Stealth Rock in VGC. While it can be justified in a 6v6 doubles format, it is nearly useless in a 4v4 doubles format. Not enough switching will occur over the course of a match for SR to be worth it. Heal Block is also shaky; I can't imagine it being useful against anything except Blissey specifically, who is just as easily shut down by the more generally-useful Taunt.

Your team has no priority moves (Fake Out, Mach Punch, Ice Shard, ExtremeSpeed, Sucker Punch, Shadow Sneak, etc). This is something I greatly recommend fixing. Most competitive VGC10 teams have one physical attacker that packs one or more of these moves, and for good reason.

You have nothing that can hit Shedinja except Toxic and Stealth Rock, the latter of which should probably be replaced with something else anyway.

Major changes I hope at least some of this is useful.
 
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