VGC Would like advice for SV Reg G VGC team (updated

Alright so this is what I have right now. The entire team consists of 2 main cores, zamazenta and incineroar, and comfey and ursaluna. There are also 2 other Pokemon functioning as cleanup.


The Cloud Man (Landorus) @ Life Orb
Ability: Sheer Force
Tera Type: Water
EVs: 120 HP / 140 SpA / 4 SpD / 244 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Sludge Bomb
- Psychic
- Protect

Cloud man is a late game sweeper that it made to out damage the opponent. I am not sure about the move psychic but don’t really know what else to use, since substitute is something I don’t need

Fredy Fazber (Ursaluna-Bloodmoon) @ Assault Vest
Ability: Mind's Eye
Tera Type: Fairy
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Blood Moon
- Hyper Voice
- Earth Power
- Vacuum Wave

Ursaluna Bloodmon and comfey try and take as much KOs early game as possible, with comfey healing ursaluna. The entire idea is to out last the opponent and heal off whatever damage it takes. In practice this works well but I am wondering how much it can really take.

Flower Power (Comfey) @ Leftovers
Ability: Triage
Shiny: Yes
Tera Type: Fairy
EVs: 56 HP / 252 Def / 200 SpD
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Floral Healing
- Helping Hand
- Synthesis

Comfey is supportive with priority healing, and +3 priority draining kiss is great for picking up KOs that out prioritize all other priority moves. It keeps others alive and is also great with zamazenta. Other than that, it is made to be incredibly bulky

Zamazenta-Crowned @ Rusted Shield
Ability: Dauntless Shield
Shiny: Yes
Tera Type: Ghost
EVs: 252 HP / 172 Def / 84 Spe
Impish Nature
- Iron Defense
- Protect
- Behemoth Bash
- Body Press

Zamazenta is made to be incredibly bulky. The entire idea is to set up an iron defense, and sweep with body press. This works well but I am concerned with special attackers

Incinerator (Incineroar) @ Red Card
Ability: Intimidate
Shiny: Yes
Tera Type: Grass
EVs: 30 HP / 130 Atk / 128 Def / 220 SpD
Adamant Nature
- Knock Off
- Flare Blitz
- Fake Out
- Parting Shot

Zamazenta and incineroar are my other pair where incineroar tries to disrupt the opponent while zamazenta sets up an iron defense and sweeps. Incineroar, again, has red card, and fake out, for the sole purpose of disrupting the opponent so zamazenta can safely set up.

Dance Monke (Rillaboom) @ Miracle Seed
Ability: Grassy Surge
Shiny: Yes
Tera Type: Grass
EVs: 96 HP / 252 Atk / 160 SpD
Adamant Nature
- U-turn
- Grassy Glide
- Knock Off
- Fake Out

Rillaboom is clean up who picks up KOs and supports with fake out and grassy glide. It also pair well with comfey since floral healing heals 3/4 of your health when grassy terrain is up. Plus the fake out pressure is nice
 
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Well, at a glance all I can say is those comfey evs look weird. Comfey has low base HP, you should max that or near.

Edit: Calm and no/less SpD sounds better than bold 252/200

2nd edit: 0 Atk Incineroar Flare Blitz vs. 52 HP / 252+ Def Comfey: 58-70 (43.6 - 52.6%) -- 23.8% chance to 2HKO

0 Atk Incineroar Flare Blitz vs. 252 HP / 252 Def Comfey: 66-78 (41.7 - 49.3%) -- guaranteed 3HKO

0 SpA Amoonguss Sludge Bomb vs. 52 HP / 200 SpD Comfey: 68-84 (51.1 - 63.1%) -- guaranteed 2HKO

0 SpA Amoonguss Sludge Bomb vs. 252 HP / 4+ SpD Comfey: 74-90 (46.8 - 56.9%) -- 84% chance to 2HKO

Some example of attacks, I'm in singles so idk what to calc but it all for example anyhow. The point is, you can buff the higher base Def w/ nature AND the low base HP to get more in each area, maybe not neccesarily MUCH more, but any counts. And you can doubtless find a better spread than 252/ 252/ 4+. Comfey is kinda cool, gl. I like how you basically force koraidon to tera fire/steel, despite the fact you may not even be targeting it. Then you hit it w/ Luna, and it's gone.
 
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Well, at a glance all I can say is those comfey evs look weird. Comfey has low base HP, you should max that or near.

Edit: Calm and no/less SpD sounds better than bold 252/200

2nd edit: 0 Atk Incineroar Flare Blitz vs. 52 HP / 252+ Def Comfey: 58-70 (43.6 - 52.6%) -- 23.8% chance to 2HKO

0 Atk Incineroar Flare Blitz vs. 252 HP / 252 Def Comfey: 66-78 (41.7 - 49.3%) -- guaranteed 3HKO

0 SpA Amoonguss Sludge Bomb vs. 52 HP / 200 SpD Comfey: 68-84 (51.1 - 63.1%) -- guaranteed 2HKO

0 SpA Amoonguss Sludge Bomb vs. 252 HP / 4+ SpD Comfey: 74-90 (46.8 - 56.9%) -- 84% chance to 2HKO

Some example of attacks, I'm in singles so idk what to calc but it all for example anyhow. The point is, you can buff the higher base Def w/ nature AND the low base HP to get more in each area, maybe not neccesarily MUCH more, but any counts. And you can doubtless find a better spread than 252/ 252/ 4+. Comfey is kinda cool, gl. I like how you basically force koraidon to tera fire/steel, despite the fact you may not even be targeting it. Then you hit it w/ Luna, and it's gone.
Thanks for the advice, I’ll look into that, but one thing, comfey does have a higher base special defense and a pretty mid defense so it was better to max that out. But I still we want your saying with the low HP stat so I’ll check that out

Edit: Would a better EV spread be this, I know this also looks weird but it evens out the defense and special defense with max HP for I think the best chance of taking any hits.

Flower Power (Comfey) @ Leftovers
Ability: Triage
Shiny: Yes
Tera Type: Fairy
EVs: 252 HP / 160 Def / 96 SpD
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Floral Healing
- Helping Hand
- Synthesis
 
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Thanks for the advice, I’ll look into that, but one thing, comfey does have a higher base special defense and a pretty mid defense so it was better to max that out. But I still we want your saying with the low HP stat so I’ll check that out

Edit: Would a better EV spread be this, I know this also looks weird but it evens out the defense and special defense with max HP for I think the best chance of taking any hits.

Flower Power (Comfey) @ Leftovers
Ability: Triage
Shiny: Yes
Tera Type: Fairy
EVs: 252 HP / 160 Def / 96 SpD
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Floral Healing
- Helping Hand
- Synthesis

Yes, that would be better.
 
Erm well. Incineroar has 30 HP and 130 Atk. I think you mean 28 HP 132 Atk, otherwise a stat point is lost. That's minor but, again, I play singles. BSS RMTs are essentially either mine or already near perfect teams, so I can't do much for rating in general.

EDIT: I CAN say rilla's item is a waste w/ only grassy glide. I'd either change it, or run wood hammer/drum beating. Grassy Glide is strong, to be sure, but you are just barely better equipped w/ that item than, say, a Silk Scarf E-speed DNite. I say better cause terrain, but still. Any enemy terrain shuts down both your glide AND your item.

2nd edit: at level 50, w/ the presumable and easily obtainable 31 IVs in invested stats, you want evs to be divisble by 4 and not 8. So 160 SpD and 96 HP on Rilla isn't quite correct.

And on Comfey, I originally suggested Calm because nature is a 10% buff, so Calm buffs SpD, which is higher than def, 10%. More base stat points, and as you say on Zamazenta, special might be harder for you. Everything is prety much more physically bulky here, or kinda equal ish(but Lando-I and Rilla even have somewhat more def than SpD, and more so if you use Grassy seed rilla.) I think a slight focus on SpD can't hurt Comfey.

Maybe Fairy tera Zamazenta, or idk. Ghost fixes fighting fully, though fairy gets close, but you already take normal, bug, and poison w/ base. On the other hand, you already take fairy's other resists too...though it tends to be better, no being weak to Astral Barrage, as well as moves meant to beat Caly S. It might work still. Bug tera gets ground the ground type weakness though, as does flying. Both ofc still handle fight if you need that.

I think you are lacing some description, at least on the first mon. Why is it even there? It isn't a weather team, to use it's new sig move, and it compounds weaknesses, even though it only has 2. I'm sure it's fine, but it LOOKS like overlap w/ the special ground luna, so maybe explain more.
 
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Erm well. Incineroar has 30 HP and 130 Atk. I think you mean 28 HP 132 Atk, otherwise a stat point is lost. That's minor but, again, I play singles. BSS RMTs are essentially either mine or already near perfect teams, so I can't do much for rating in general.

EDIT: I CAN say rilla's item is a waste w/ only grassy glide. I'd either change it, or run wood hammer/drum beating. Grassy Glide is strong, to be sure, but you are just barely better equipped w/ that item than, say, a Silk Scarf E-speed DNite. I say better cause terrain, but still. Any enemy terrain shuts down both your glide AND your item.

2nd edit: at level 50, w/ the presumable and easily obtainable 31 IVs in invested stats, you want evs to be divisble by 4 and not 8. So 160 SpD and 96 HP on Rilla isn't quite correct.

And on Comfey, I originally suggested Calm because nature is a 10% buff, so Calm buffs SpD, which is higher than def, 10%. More base stat points, and as you say on Zamazenta, special might be harder for you. Everything is prety much more physically bulky here, or kinda equal ish(but Lando-I and Rilla even have somewhat more def than SpD, and more so if you use Grassy seed rilla.) I think a slight focus on SpD can't hurt Comfey.

Maybe Fairy tera Zamazenta, or idk. Ghost fixes fighting fully, though fairy gets close, but you already take normal, bug, and poison w/ base. On the other hand, you already take fairy's other resists too...though it tends to be better, no being weak to Astral Barrage, as well as moves meant to beat Caly S. It might work still. Bug tera gets ground the ground type weakness though, as does flying. Both ofc still handle fight if you need that.

I think you are lacing some description, at least on the first mon. Why is it even there? It isn't a weather team, to use it's new sig move, and it compounds weaknesses, even though it only has 2. I'm sure it's fine, but it LOOKS like overlap w/ the special ground luna, so maybe explain more.
Alright thanks so much for the advice. 2 things I should mention, the way incineroar is trained is to max out those stats so it is at bulky as possible, but it does not have sitrus berry because red card can disrupt a lot better. But I will look into the tweaking of those stats. Second, I like the idea of wood hammer, but the reason I have miracle seed is more of a filler so I’d be open to suggestions, grassy seed could work but I lose the boost when I switch out, which is something I do a lot with Rillaboom

Also, landorus is there because it’s a fast special attacker, it’s not themed, but that’s more because I need a special attacker that’s decently fast since ursaluna is slow and comfey can’t hit hard, so landorus fits that rolls really well
 
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I'm not too sure what else rilla could be. Maybe sitrus? If you get no specific calcs with seed, it is better.
I actually do, fluttermane, a very common VGC Pokemon, does not get OHKO’d by a grassy glide, but with miracle seed, it does. Another example would be kyogre, since it survives on a sliver from full health, but with miracle seed, it does with a grassy glide. So I think I found my answer

EDIT: with Tera grass, miracle seed, grassy terrain and STAB, wood hammer and grassy glide becomes an absolute NUKE
 
Alright so this is what I have right now. The entire team consists of 2 main cores, zamazenta and incineroar, and comfey and ursaluna. There are also 2 other Pokemon functioning as cleanup.


The Cloud Man (Landorus) @ Life Orb
Ability: Sheer Force
Tera Type: Water
EVs: 120 HP / 140 SpA / 4 SpD / 244 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Sludge Bomb
- Psychic
- Protect

Cloud man is a late game sweeper that it made to out damage the opponent. I am not sure about the move psychic but don’t really know what else to use, since substitute is something I don’t need

Fredy Fazber (Ursaluna-Bloodmoon) @ Assault Vest
Ability: Mind's Eye
Tera Type: Fairy
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Blood Moon
- Hyper Voice
- Earth Power
- Vacuum Wave

Ursaluna Bloodmon and comfey try and take as much KOs early game as possible, with comfey healing ursaluna. The entire idea is to out last the opponent and heal off whatever damage it takes. In practice this works well but I am wondering how much it can really take.

Flower Power (Comfey) @ Leftovers
Ability: Triage
Shiny: Yes
Tera Type: Fairy
EVs: 56 HP / 252 Def / 200 SpD
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Floral Healing
- Helping Hand
- Synthesis

Comfey is supportive with priority healing, and +3 priority draining kiss is great for picking up KOs that out prioritize all other priority moves. It keeps others alive and is also great with zamazenta. Other than that, it is made to be incredibly bulky

Zamazenta-Crowned @ Rusted Shield
Ability: Dauntless Shield
Shiny: Yes
Tera Type: Ghost
EVs: 252 HP / 172 Def / 84 Spe
Impish Nature
- Iron Defense
- Protect
- Behemoth Bash
- Body Press

Zamazenta is made to be incredibly bulky. The entire idea is to set up an iron defense, and sweep with body press. This works well but I am concerned with special attackers

Incinerator (Incineroar) @ Red Card
Ability: Intimidate
Shiny: Yes
Tera Type: Grass
EVs: 30 HP / 130 Atk / 128 Def / 220 SpD
Adamant Nature
- Knock Off
- Flare Blitz
- Fake Out
- Parting Shot

Zamazenta and incineroar are my other pair where incineroar tries to disrupt the opponent while zamazenta sets up an iron defense and sweeps. Incineroar, again, has red card, and fake out, for the sole purpose of disrupting the opponent so zamazenta can safely set up.

Dance Monke (Rillaboom) @ Miracle Seed
Ability: Grassy Surge
Shiny: Yes
Tera Type: Grass
EVs: 96 HP / 252 Atk / 160 SpD
Adamant Nature
- U-turn
- Grassy Glide
- Knock Off
- Fake Out

Rillaboom is clean up who picks up KOs and supports with fake out and grassy glide. It also pair well with comfey since floral healing heals 3/4 of your health when grassy terrain is up. Plus the fake out pressure is nice
Hey NotProGamer6, I have a few edits for you.
Your team has been tweaked and edited a bit I see, but there are some holes.
-Weakness to Amoonguss+Caly-I
This is pretty scary, as your only Spore immunity is Rillaboom, which gets wrecked by Carly-I. Once TR is up, your team gets clapped. I know you have Incineroar, but once Caly-I decides to have Pelipper/Urshifu-R (or both) in the back, that’s when things get scary.
-Tera Fire Koraidon
Tera Fire allows Koraidon to avoid Draining Kiss from Comfey, and even though Zama can Tera, Flare Blitz and partner Specs Flutter stop you in your tracks. Now you do have Landorus, but when Chien-Pao and Walking Wake accompany Koraidon, you’ll have one tough ride.

Here are my suggested edits:
Psychic->Taunt
This allows Landorus to deny Trick Room getting set up, which you don’t really have a way to deny.

Synthesis->Protect
Again, helping you with the Trick Room matchup. Not to mention the Tailwind matchup as well. I’m not sold on Comfey, but if it works for you, go for it.

Leftovers->Sitrus Berry
Thanks to the swap out of Synthesis, Sitrus gives you some healing that Comfey may need.

Tera Fairy->Tera Ground
This makes you into an absolute NUISANCE for Miraidon, forcing it to guess. I don’t suspect Comfey to Tera that often, but if it is forced to, this helps with your Miraidon matchup. It also drags out Water types that Rillaboom can then KO.

Red Card->Safety Goggles
This is literally needed to fix your matchup into Amoonguss+Calyrex, allowing you to eliminate the Caly.

Tera Ghost->Tera Water
For Zama, being weak to Caly-S is a no-no. Water is just a good defensive type, but Grass could work as well as Fairy.

Tera Grass->Tera Water
This is because you now have goggles.

Knock Off->Protect
Since you aren’t running AV Rilla, Protect is a good move to pack.

U-turn->Wood Hammer
Glide is useless without Terrain. (You could also drop Protect for U-turn if you really want to)

You could also drop Comfey entirely, for either redirection in Ogerpon-W, Clefairy or Amoonguss. Comfey could also be dropped for Pelipper, so Wide Guard becomes possible, aside from Zama.

I’ll drop a paste later today, but hope this helps.
 
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