jedirb:Thanks a lot!jedirb said:Steel is supereffective against Rock.
I'll look over the rest later.
jedirb:Thanks a lot!jedirb said:Steel is supereffective against Rock.
I'll look over the rest later.
Hi there, I'm not sure you understand the assignment, the purpose of it is to make a team, and then explain the sets and general synergy of the team, just as you would in a RMT.I decided to rebuild the team from MaximumZero what he used at the Sao Paolo Challenge:
Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Discharge
- Dazzling Gleam
- Protect
Raichu-Alola @ Aloraichium Z
Ability: Surge Surfer
EVs: 252 Atk / 4 SpD / 252 Spe
Modest Nature
- Thunderbolt
- Psychic
- Fake Out
- Protect
Incineroar @ Assault Vest
Ability: Blaze
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Flare Blitz
- Darkest Lariat
- Fake Out
- U-turn
Kartana @ Focus Sash
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Detect
Porygon2 @ Eviolite
Ability: Download
EVs: 252 Def / 4 SpA / 252 SpD
Quiet Nature
IVs: 0 Atk
- Discharge
- Ice Beam
- Recover
- Trick Room
Araquanid @ Waterium Z
Ability: Water Bubble
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Liquidation
- Leech Life
- Lunge
- Poison Jab
Hi there, I'm not sure you understand the assignment, the purpose of it is to make a team, and then explain the sets and general synergy of the team, just as you would in a RMT.
Thanks for the feedback. I adjusted my Gigalith description accordingly.I know I'm probably not one to talk, but your descriptions are kinda lacking. I see you have two Z crystals on your team. Nothing wrong with that, mind you, but you could expand upon them a bit as to why you chose those items. If my memory serves me correctly, Gigalith usually runs an assault vest. Nothing wrong with deviating, it's just an idea of how you could improve your descriptions without stating the obvious. For example, Gigalith can score *insert ko* with rockzium z or negates the accuracy problem of Stone edge. You might also look at some other people's posts for more ideas.
And gigilath's description, at least I feel, is on piont. I just need that level of detail with every other mon on the team. While we're at it, your ev's could use some work as well. http://www.trainertower.com/vgc-17-ev-spread-compendium/ is not a bad place to start. At this point in the meta, some of these sets aren't quite up to snuff and that's where playtesting comes in handy. Set yourself benchmarks you absolutely need to hit to succeed. There is nothing wrong with a 252/252 set, but 99 times out of 100 times in vgc, those sets can be better optimized.Thanks for the feedback. I adjusted my Gigalith description accordingly.
I fixed that.Also, your celesteela doesn't have a nature.
Hey, Paul Chua's Georgia regionals team. I just wanted to point out a few things. No bulk Arcanine is ohko'ed by jolly garchomp if it isn't intimidated. You say that speed investment is for opposing Arcanine but what does it do to them when it outspeeds? An offensive, physical (life orb or z-move) does more damage across the board, but even so, I've played with a version of this team and cannot tell you how often I needed bulk over speed. You don't get to wisp that garchomp unless you survive a turn first.I hope I can still post here?
Long time reader first time poster, I have been intimidated by VGC for a long time mostly focusing on shiny hunting more than anything. I would love to get better at VGC and battling in general. I dragged my feet on this exercise; I didn't like the teams listed very much. When I realised that the task Blarajan set is a critical thinking exercise I decided to use Paul Chau's team. I have never played with trick room teams before, I think of this as a mixed trick room team. I think the trick in the team is anticipating moves and switching in things that are bulky against moves I think the opponent is going to throw at me.
Tapu Koko @ Focus Sash
Ability: Electric Surge
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Protect
Tapu Koko can be a leader with poryon2 to get in one big hit before trick room is set up, leads with arcanine to set up intimidate and electric terrain or he can be a sweeper in the back. He is sashed to make sure I get in at least one hit. Even though his Atk his higher his move pool isn't very deep. I went with thunderbolt and dazzling gleam because of his typing, I really like volt switch especially with bulky team members like Alolan Muk and intimidators on the team. I put protect on everything not holding an assault vest.
Arcanine @ Charcoal
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Protect
- Will-O-Wisp
- Hidden Power [Electric]
Arcanine is here to be the intimidator and bring in fire typing. He can also come in with porygon2 and get in one big hit before trick room. I went with timid nature so I can have hidden power electric and take advantage of the electric terrain, plus flamethrower is the better fire move. I invested in SpA and Spe to try and out speed other Arcanines. Will o wisp to use if I feel safe enough. Protect.
Kartana @ Assault Vest
Ability: Beast Boost
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Night Slash
- Smart Strike
- Sacred Sword
Kartana can be a really good sweeper. I think he comes in the back and sweeps at the end. I chose Jolly Nature with investments in Spe because if trick room does come up he is way too fast to invest him slow anyway, if it doesn't get up I want him to be as fast as possible. He has the assault vest so no detect. Put on the moves I have been seeing used leaf blade, smart strike and sacred sword. It was a tossup between X scissor and night slash
Porygon2 eviolite
Ability: Download
Level: 50
EVs: 244 HP / 12 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Tri Attack
- Recover
- Protect
- Trick Room
I have always hated playing against Porygon2. I set him up as slow and bulky with a EV investment I think I found on smogon? At first I thought I would use either thundershock or ice beam instead of recover, but all the porygon2's I have played against have used recover really well. Trick room obvs. Tri attack because it his is normal stab. Eviolite because it's the best item to use on non evolved Pokémon.
Araquanid @ Waterium Z
Ability: Water Bubble
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Liquidation
- Protect
- Wide Guard
- Lunge
Araquanid comes in when I have set up trick room or when I'm against teams weak to water. He has my Z move. I didn't know which Pokémon to put a z move on went with Araquanid because of his ability. I have never used wide guard with much success, but it annoys me when other people use it really well, lunge because of his typing and to maybe reduce attack stats a little. Brave nature and 0 Spe because of trick room, if I don't get trick room up he is a super slow Pokémon, probably coming last, even without 0 in Spe.
Muk-Alola @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 252 HP / 128 Def / 128 SpD
Relaxed Nature
- Knock Off
- Shadow Sneak
- Poison Jab
- Minimize
Muk Alola is my fav Pokémon this gen so far. Bulky. I love minimize, it's basically Muk's protect. It has been on all the teams I have been playing with so far, a couple of times I felt safe enough to minimise two or three times and it was awesome. I usually only do it once after coming in. Knock off because of STAB and it supports my team to hit those items off. Poison Jab for all the fairies, shadow sneak because of priority. I thought stockpile was a good idea for a bit, but I usually only feel safe enough to use one set up move with Muk. Relaxed nature and 0 Spe because of trick room, if I don't get trick room up he is a super slow Pokémon even with investment in speed.
Hey, Paul Chua's Georgia regionals team. I just wanted to point out a few things. No bulk Arcanine is ohko'ed by jolly garchomp if it isn't intimidated. You say that speed investment is for opposing Arcanine but what does it do to them when it outspeeds? An offensive, physical (life orb or z-move) does more damage across the board, but even so, I've played with a version of this team and cannot tell you how often I needed bulk over speed. You don't get to wisp that garchomp unless you survive a turn first.
As for minimize Muk, it can be done. There are a few psych up Pokemon that appreciate having some staying power. That said, there's nothing on this team to take advantage of that and without offensive investment, it fails to exert any pressure. Even so, at least having sky drop on Tapu Koko would facilitate your setting up (I'd recommend curse, though).
Anywho, I know the jump to vgc can be intimidating and am in no position to give anything other than my own two cents (still not sure if my homework assignment passed). In any case, hope the feedback is helpful. Best of luck to you.
*snip*
Kartana @ Assault Vest
Ability: Beast Boost
Level: 50
EVs: 56 HP / 200 Atk / 252 Speed
Jolly Nature
-Leaf Blade
-Smart Strike
-Detect
-Laser Focus
For my third shot at this, I'm taking Robbie Moore's second place team at the Roanoke regionals. Fake PG should be pretty hard to screw up...let's see how badly I do.
Tapu Fini @ Wiki Berry
Ability: Misty Surge
Level: 50
EVs: 252 HP / 252 SpAtk / 4 SpDef
Bold Nature
-Muddy Water
-Moonblast
-Protect
-Soak
As one-third of the popular AFK core, Fini's job is to be the bulkiest of the three while dishing out respectably strong special attacks. Muddy Water is chosen as the water stab because of its spread targeting and chance of accuracy drop on hit, both of which make up for the lack of damage output. Moonblast is the fairy stab of choice, Protect is used to scout for an opponent's intentions and buy time on the clock, and Soak is a rather gimmicky move to be sure which is incredibly useful against all manner of threats, taking away their stabs and setting them up to be cut to ribbons by a well-placed Leaf Blade or Thunderbolt from one of its partners. Misty Surge is incredibly useful in shutting down enemy fake outs, so it's a good lead choice in order to make sure the enemy doesn't gain momentum right off the bat. Bold is chosen to boost its otherwise uninvested defense, though it still doesn't want to take a poison jab unless it absolutely has to. Wiki Berry allows it to gain back health and continue doing its job of bulky offense to wear down the foe and set them up for a devastating blow.
Arcanine @ Firium Z
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Speed
Jolly Nature
-Flare Blitz
-Wild Charge
-Extreme Speed
-Protect
Attack doggo is an obvious and excellent set. Intimidate support is extremely valuable to undo opposing beast boosts and further shore up the team's general lack of physical defense. While Extremespeed doesn't work in misty terrain, it still has plenty of utility and versatility, especially if Trick Room comes into play. Wild Charge lets it function against opposing Fini, but one should take care if Milotic is present in team preview. Firium Z is chosen in order to let the doggo go out with a bang that goes through protects, especially to hammer hail mode teams and get through Tapu Bulu without the problems of potentially having a Gigavolt Havoc getting redirected and absorbed. A Jolly nature is chosen to help scout the opponent's sets, particularly when it comes to speed investment for things like Togedemaru and Mimikyu that just creep over its speed tier.
Kartana @ Assault Vest
Ability: Beast Boost
Level: 50
EVs: 56 HP / 200 Atk / 252 Speed
Jolly Nature
-Leaf Blade
-Smart Strike
-Detect
-Laser Focus
Kartana's job is simple: Do 9/11 by cutting down towers with one stroke. When it's not committing terrorism, it settles for giving its enemies vicious paper cuts. Leaf Blade and Smart Strike are the obvious choices for stab attacks, Detect is chosen to avoid Imprison problems despite having half the PP, and the unique move Laser Focus guarantees that the next attack will result in a critical hit, which bypasses defense boosts on top of dealing 1.5x damage. The EVs are chosen to give Kartana a little extra breathing room defensively while still letting Beast Boost increase its attack stat. Jolly is chosen in order to outrun Garchomp, though it's still too frail to go without support against things like Celesteela. I was considering Brick Break in the last slot, but the only real screen you see in this format is Aurora Veil and this team has enough ways to deal with Ninetales and Sandslash-A.
Tapu Koko @ Fairium Z
Ability: Electric Surge
Level: 50
EVs: 4 HP / 252 SpAtk / 252 Speed
Modest Nature
-Thunderbolt
-Dazzling Gleam
-Nature Power
-Protect
The second half of the one-two punch that Soak can provide, alongside Kartana's leaf blade. The great part about Nature Power is that it turns into Thunderbolt in electric terrain, so it's a good move to click on if you're worried about a potential switch or if you've lost the terrain war. Nature Power does grant STAB if the move it turns into matches the user's type (in particular, if misty terrain is out, it turns into Moonblast, something Koko does not ordinarily have access to), so it's applicable in a wide variety of situations. Thunderbolt and Dazzling Gleam are run alongside it for the sake of consistency, though if a Muk-Alola or Garchomp really needs to die, it can pop Twinkle Tackle and really put the hurt on without worrying about a Marowak-A coming in to spoil the fun. Due to Koko's frailty, Protect is a needed investment of a moveslot to help it stay safe. The EVs and nature are chosen because although Koko's physical attack stat is superior, most of its good attacks are special, including everything that Nature Power turns into. It struggles against Kartana, though its neutrality to steel attacks makes up for it somewhat.
Porygon2 @ Eviolite
Ability: Download
Level: 50
EVs: 244 HP / 12 Atk / 252 SpAtk
Quiet Nature
-Thunderbolt
-Ice Beam
-Return
-Trick Room
In case of trick room setups, pull PG lever. This defensive behemoth can get download boosts to further enhance its impressive special attack and great boltbeam coverage. Return is chosen as the STAB move in case of Download boosting attack instead (also explaining the mild investment in that stat). The Quiet nature is chosen to ensure P2 hits minimum speed. It's possible that a 0 Speed IV could be run to further make use of this, but it too has issues with Kartana, particularly if it has Assault Vest or Sacred Sword.
Gigalith @ Weakness Policy
Ability: Sand Stream
Level: 50
EVs: 244 HP / 252 Atk / 12 SpDef
Adamant Nature
-Rock Slide
-Heavy Slam
-Wide Guard
-Stone Edge
A sand streamer is needed to offset grassy terrain and leftovers heals from the opposing team. Enter Gigalith, who also takes insane advantage of P2's TR. Heavy Slam is intended as an anti-tapu measure, and Rock Slide is good for causing flinches in TR, so it's a good move in the format despite the lack of damage output (it's barely better than a smack down after the multi-target penalty). Stone Edge is the choice against Celesteela, Arcanine or Marowak-A. Despite its miss chance, its sheer power is unrivaled for rock stab. The EVs are chosen not only so that Gigalith can benefit from his own sand, but also so that he can survive a super effective hit to get the weakness policy going and really start leaving a mark. Adamant nature is chosen to further boost this massive attack stat, enough to offset enemy Arcanine and their attempts to intimidate, or even the rare Parting Shot.