No match for God.
・Team and Performance






https://pokepast.es/b7dd0f05815d903a
mizukurage1: 8-3 1273 -> 1277
not zeen: 0-1 1325 -> 1292
Azul Aqui: 11-2 1204 -> 1312
HellbladeXV: 19-0 1000 -> 1327
Total: 38-6
(Including variants for the Hydreigon slot)
・Introduction
The year is 2025, and we are blessed with yet another season of VGC in RoA.
This time for the month of April, VGC 2011 is voted as the RoA Community Choice Ladder format.
For many reasons I believe 2011 to be the least developed VGC format of all time, so I made it my goal for the season to create a team which lives up to today’s standards.
・Process
Like everyone else, the first thing I did was try other people’s teams.
There were a few teams from back in 2011 and a few from current players.
The teams that stood out to me the most were:
- RubeNCB’s Top 4 Worlds Team






- Mosquito’s Basic Neutral Damage v1.0






When piloted by myself I felt that RubeNCB’s team had power but lacked consistency, and Mosquito’s team lacked power but had consistency, so I wanted to build something that achieved both.
Overall I thought Mosquito’s team had the most potential, so it became the starting point for the team.
I really liked the lead of



- Thundurus + Scarf Krookodile is an amazing lead, being fast + powerful + bulky (enough) all at once.
- Coba Conkeldurr in the back closes out games well, being bulky with drain punch recovery, mach punch to finish off low opponents, and fast enough to outspeed paralysed opponents.
The game plan would be to knock out one of the opposing mons turn 1, paralyse + chip turn 2 as Thundurus and/or Krookodile faint, then close the game with the mons in the back in an advantageous position.
From my experience 2011 isn’t a format where building around switching mons around is very viable (would love to be proved wrong), so I found it especially important to have a lead which can beat most other leads head-to-head.
For the remaining spot, I needed:
- More damage vs. Amoonguss and Hydreigon.
- Another mon that can beat opposing Tornadus and Thundurus.
As a modern player, I was not expecting

The other losing condition was when the opponent had tailwind and was able to prevent Thundurus from dealing Thunder Waves, so I added a

Tornadus is also able to deal damage vs. Amoonguss and Hydreigon so this was an easy choice.
These five mons were strong enough alone to beat most teams, so I tried a few mons for the final slot.
The teams I’m expecting to struggle the most vs. are Trick Room and Rain, so I tried Amoonguss, Whimsicott, and Hydreigon.
Amoonguss put on a lot of pressure in team preview, but I was personally not very comfortable using non-Coba Amoonguss in this format.
Whimsicott worked well vs. teams that could not be KOd easily, by using Charm to win the long game. However vs. special attackers it relied on Swagger, and Light Screen wasn’t enough to win the damage race, so it felt a bit too volatile especially with the consistency of the rest of the team.

Which concludes the creation of the team






・In-Detail

Tornadus (M) @ Flying Gem
Ability: Prankster
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Acrobatics
- Tailwind
- Substitute
- Protect
Atk
252 Atk Flying Gem Tornadus Acrobatics (110 BP) vs. 4 HP / 0 Def Terrakion: 142-168 (85 - 100.5%) -- 6.3% chance to OHKO
(72.6% change to KO in combination with Krookodile Rock Slide, Guaranteed KO with Crunch or Stone Edge)
Both Substitute and Taunt are good options, but I figured Substitute is safer in BO1.
Mostly brought in the back but can also be lead if opposing electric types can be dealt with.

Thundurus (M) @ Electric Gem
Ability: Prankster
Level: 50
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 2 Atk / 30 Def / 30 SpA / 30 SpD
- Thunderbolt
- Hidden Power [Flying]
- Thunder Wave
- Protect
SpA
244 SpA 30 IVs Electric Gem Thundurus Thunderbolt vs. 4 HP / 0 SpD Thundurus: 141-166 (90.9 - 107%) -- 43.8% chance to OHKO
(Guaranteed KO in combination with Krookodile Rock Slide)
244 SpA 30 IVs Electric Gem Thundurus Thunderbolt vs. 252 HP / 0 SpD Jellicent: 224-266 (108.2 - 128.5%) -- guaranteed OHKO
244 SpA 30 IVs Thundurus Hidden Power Flying vs. 100 HP / 36 SpD Coba Berry Amoonguss: 67-79 (33.1 - 39.1%) -- 99.8% chance to 3HKO
(2HKO unless min roll + min roll)
Electric Gem fit the team better than Charti or Sitrus, since getting a KO turn 1 was more important than surviving many turns.
Brought to most games as a lead.

Hydreigon (F) @ Life Orb
Ability: Levitate
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dragon Pulse
- Dark Pulse
- Protect
SpA
252 SpA Life Orb Hydreigon Draco Meteor vs. 4 HP / 0 SpD Thundurus: 183-216 (118 - 139.3%) -- guaranteed OHKO
252 SpA Life Orb Hydreigon Draco Meteor vs. 4 HP / 0 SpD Seismitoad: 191-226 (105.5 - 124.8%) -- guaranteed OHKO
-2 252 SpA Life Orb Hydreigon Draco Meteor vs. 4 HP / 0 SpD Hydreigon: 166-198 (98.8 - 117.8%) -- 87.5% chance to OHKO
252 SpA Life Orb Hydreigon Dark Pulse vs. 4 HP / 0 SpD Jellicent: 166-198 (94.3 - 112.5%) -- 62.5% chance to OHKO
Chople Berry was very reliable, but since this mon was the final addition for specific matchups Life Orb damage was more useful.
Mostly brought in the back.

Krookodile (F) @ Choice Scarf
Ability: Intimidate
Level: 50
EVs: 100 HP / 252 Atk / 52 Def / 4 SpD / 100 Spe
Adamant Nature
- Earthquake
- Crunch
- Rock Slide
- Stone Edge
Atk
252+ Atk Krookodile Crunch vs. 4 HP / 0 Def Jellicent: 186-222 (105.6 - 126.1%) -- guaranteed OHKO
252+ Atk Krookodile Stone Edge vs. 4 HP / 0 Def Tornadus: 156-184 (100.6 - 118.7%) -- guaranteed OHKO
HP*Def
-1 252 Atk Terrakion Close Combat vs. 100 HP / 52 Def Krookodile: 168-200 (91.8 - 109.2%) -- 50% chance to OHKO
252+ Atk Fighting Gem Conkeldurr Mach Punch vs. 100 HP / 52 Def Krookodile: 150-176 (81.9 - 96.1%) -- guaranteed 2HKO
Spe
Max speed Choice Scarf Jellicent +3 with Choice Scarf
Max speed Whimsicott/Zebstrika +3 with Choice Scarf
Was very well balanced, being fast enough to outspeed everything but faster Choice Scarfers, strong enough to get KOs or chip damage for the partner to get a KO, bulky enough thanks to Intimidate which also increases the partner's bulk.
Brought to almost all games, mostly as a lead.

Eelektross (F) @ Expert Belt
Ability: Levitate
Level: 50
EVs: 76 HP / 252 SpA / 180 Spe
Modest Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Flamethrower
- Hidden Power [Ice]
- Protect
SpA
252+ SpA Expert Belt Eelektross Thunderbolt vs. 4 HP / 0 SpD Jellicent: 180-211 (102.2 - 119.8%) -- guaranteed OHKO
252+ SpA Expert Belt Eelektross Flamethrower vs. 100 HP / 36 SpD Amoonguss: 142-168 (70.2 - 83.1%) -- guaranteed 2HKO
(Guaranteed KO in combination with Krookodile Earthquake. Becomes a roll for bulkier Amoonguss)
252+ SpA Expert Belt Eelektross Hidden Power Ice vs. 4 HP / 0 SpD Thundurus: 108-130 (69.6 - 83.8%) -- guaranteed 2HKO
(Guaranteed KO in combination with Krookodile Rock Slide, Charti Included. 62.5% to KO if Thundurus Substitutes)
Spe
Max speed Amoonguss +3
Max speed Choice Scarf Jellicent +2 in Tailwind
Max speed Whimsicott/Zebstrika +2 in Tailwind
Expert Belt was chosen over Life Orb to save bulk, and I felt that it was enough to do the damage it needed to.
Lead vs. Amoonguss teams to get an early KO, otherwise brought in the back.

Conkeldurr (F) @ Coba Berry
Ability: Guts
Level: 50
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Drain Punch
- Rock Slide
- Mach Punch
- Detect
HP * SpD
Increase odds of surviving a psychic move
Spe
0 Speed Conkeldurr +3
Paralysed Max Speed Choice Scarf Terrakion +2
Coba Berry allowed it to tank a flying type attacks and hit back with Rock Slide.
Always brought in the back.
・Closing
Although I was not able to get the 1st place finish I am extremely happy with the team.
GGs to everyone who played on the ladder, and thank you to RoA for the opportunity to play past generations VGC!
Last edited: