Never played vgc, watched a couple of matches on twitch and YR. I currently main Ou and I would say I'm decently average having only peaked at 1750. I love teambuilding so VGC attracted me with some really aesthetically pleasing teams:)
I dont know much at all about the VGC meta bar 5 videos of Pokeaims and a few Wolfe. I know Arcanine and Garchomp are very popular but Im also assuming Fini is very common too as well as all the mons in these top teams where I took the team I tried to make:
http://www.trainertower.com/european-international-
championships/. I dont plan on fully learning the 17 meta, just getting used to the doubles aspect in battling and building before Vgc18 and Usm as well as having a cool self built team to play vs my friends with.
The team sets I tried to remake was:
I tried to remake this team as it has a similar concept to the team I'm trying to make. A speed mode and a Trick Room mode, though the more I look, the more this seems common place.
Golduck @ Waterium Z
Ability: Swift Swim
Level: 50
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Scald
- Protect
Golduck was the first Pokemon I decided to complete. I originally went for the moves Hydro Pump, Ice Beam and Focus Blast with Protect and FightiumZ to hit P2 as hard as possible to prevent Trick Room counter lead but realised WateriumZ Hydro Pump + Rain hit P2 harder, but still doing little damage to prevent TR. This also allowed me to run the more accurate Scald. Ice Beam is there to hit Grass and Dragon types such as Tapu Bulu, Garchomp, Goodra, Salamence and Whimscott. Protect is used as a last slot helping me gain better positioning throughout the match. The Evs allow me to hit as hard as possible and outpace Adamant Scarf Garchomp while the rest is placed in bulk.
Pelipper @ Focus Sash
Ability: Drizzle
Level: 50
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Hurricane
- Protect
- Tailwind
Peliper was the next choice, supporting Golduck with rain support, and I assume a leading partner too. Sash is there to help Peliper get off an attack supporting in either breaking a bulky grass/providing a double attack or tailwind countering opponents tailwind in there attempt to invalidate swift swim on Golduck, while allowing it to come back in later so reset rain potentially. Without sash Peliper will often be forced to switch turn 1 which is not ideal. I originally had Scald, Hurricane, Knock Off and Tailwind, with Knock Off helping Golduck smash P2 with ZHydro Pump in rain that are trying to counter lead and set up Trick Room. However I noticed P2 was often on teams with Fake Out support or a slow weather setter such as Gigalith or Torkoal, invalidating this. So Protect was the way to go, protecting the sash as well as helping to improve positioning. The speed allows Peliper to outpace 252 Timid Koko and neutral speed nature Pheromosa in a tailwind, while the rest is placed in Bulk to improve longevity.
Tapu Bulu @ Assault Vest
Ability: Grassy Surge
Level: 50
EVs: 204 HP / 252 Atk / 52 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Stone Edge
- Superpower
Next was Bulu which I decided to make Assault Vest to help Vs opposing Water spam, as the Rain is a double edged sword boosting opposing Water moves. Bulu also helps Electric moves, which the team attracts with no immunity. Wood Hammer with max attack adamant is used to allow Bulu to hit as hard as possible, allowing it to abuse both Tailwind support and Trick Room somewhat. Horn Leech improves Tapu Bulus longevity allowing it to perform its role as a Water and Electric check for the team. Stone Edge is used to hit Pokemon that Golduck doesnt appreciate, such as Gyarados but also allowing Bulu to hit Alolan Marowak, Arcanine and other Fire types hard. Once again the speed is to allow Bulu to outpace 252+ Koko and 252 Pheromosa with Tailwind support, but also under speeding a large amount of common mons still, for Trick Room.
Tapu Koko @ Tapunium Z
Ability: Electric Surge
Level: 50
EVs: 4 HP / 44 Def / 208 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Nature's Madness
- Protect
Next was Tapu Koko, providing nice speed for the team so I decided to make it max timid, escaping anything trying to creep modest, and to speed tie with opposing Koko and base 130s. Thunderbolt is used for strong single target damage and Dazzling Gleam for a nice spread move, hitting a few relevant threats. I decided to run Nature's Madness with Tapunium Z to help vs fat targets the team might struggle breaking such as Goodra, but also hitting bulky set up sweepers, trying to somewhat alleviate the problem. Lastly protect is used to help increase positioning during the match. The Evs allow Tapu Koko to always live an adamant Wood Hammer from Bulu not being boosted by an item, allowing Koko to potentially get off essential damage for the team.
Muk-Alola @ Iapapa Berry
Ability: Gluttony
Level: 50
EVs: 252 HP / 108 Atk / 148 Def
Adamant Nature
IVs: 25 Spe
- Poison Jab
- Knock Off
- Curse
- Protect
I saw Muk as the main pairing with P2 to abuse Trick Room and the kinda main way of helping Vs Tapu Lele. Knowing this I decided to make Muk a curse set, increasing its bulk and damage while reducing its speed, allowing it to abuse Trick Room better. Poison Jab was the main Poison stab of choice, having decent power when boosted and having 100% acc unlike Gunk Shot. The Poison Chance is also very much appreciated. Knock Off is Muks hardest hitting Dark move at 97.5 Bp when an item is held, but also has the utility of Knocking Off important items such as Thick Club, 50% Berries and Eviolite. This is why 25 Speed Ivs + adamant nature is run over brave 0speed, outpacing 4 Speed Marowak outside of Trick Room, but speed tying with Min speed Marowak after a curse (unless they try creep for Trick Room mirror by using 4iv) and outpacing min speed Porygons outside of Trick Room to try get a Knock Off as soon as possible, crippling these mons. It also under speeds neutral base 50s. The Evs allow Muk to always live adamant Arcanines Flare Blitz into another Flare Blitz after a curse w/o LO, also activating the 50% Berry while Z move at full activates the Berry avoiding the 2hko from Flare Blitz next turn most of the time. The attack investment always allows Muk to Ohko no Bulk Lele with Pjab.
Porygon2 @ Eviolite
Ability: Download
Level: 50
EVs: 244 HP / 76 Def / 188 SpD
Calm Nature
IVs: 0 Atk / 14 Spe
- Thunderbolt
- Ice Beam
- Recover
- Trick Room
P2 was the last mon for me to complete the set of, and after much calcing for Golduck and Peliper, I knew that the calc spread was designed to live Z Hydro into Scald (Hence I thought of using Knock), so I stole that. The rest of the moves were obvious. Bolt Beam coverage hitting as much as possible, while Return not being necessary for hitting Arcanine and Lele, Recover for longevity allowing as many TR sets as possible and lastly Trick Room for speed control. I chose to run 14 speed Calm Nature to outpace 4speed base 50s outside of Tr room, potentially allowing doubles into a target to avoid being Knock Off or other relevant damage.
Using this team I would have two modes, Trick Room and Rain Offence. The Trick Room mode would be running P2, Alolan Muk, Tapu Bulu and Koko for general speed control and helping break fatter mons as compared to rain, the Trick Room has far less immediate power or Peliper to help vs opposing weather Trick Rooms trying to abuse Torkoal and Gigalith. The Rain mode would have far more options to customise to the opposing team, being able to utilise every mon. Golduck and Peliper are the obvious pairing, with Peliper providing the Rain and Tailwind to not only boost your teams speed, but to nullify opposing Tailwind. Peliper also can help break bulky Grasses for Golduck with Hurricane. Tapu Bulu is an option in the back, being a nice Water, Electric resist, being able to switch in from either mon allowing for future preservation. Alolan Muk pairs well with Bulu appreciating its Grassey Terrain support. Alolan Muk can Knock Off P2 allowing for Golduck to break it while also discouraging the setting of TR as Muk can also abuse this. Tapu Koko can be run too, helping Golduck break through fatter mons such as Goodra. Lastly P2 can be ran to reverse opposing Trick Room, as well as its Bolt Beam coverage helping break bulky Waters and Grasses for Golduck.
Has anyone got an import for this team:
I just see a cool looking team and cant resist wanting it :D