> Xerneas+Lunala Sun Series <
|
|
|
|
|
Introduction
Hey everyone, Feesh Squad here with a VGC 2019 team for Sun Series. I never played VGC 16 so I'm excited to be building in a GS-style format. With the introduction of gen 7, one mon that I've been rather interested in is Lunala. I asked around for some teams that included Lunala (also Xerneas because that deer is :sogood:) and someone shared c9lifeorb's winning GS Cup team, which features Lunala and Xerneas. While I think it is a great team, there were a couple of issues with playing it in Sun Series. Firstly he decided to omit ev spreads (which is totally reasonable it just made team building a bit more of a hassle) and secondly Sun Series has different rules than reguler GS Cup/Ultra Series, being no z-moves, megas, or primals. Really as far as mons go, the only one I replaced was Salamence, all the other mons stayed the same bar nature/item/moveset changes.
The Team
Lunala @ Spooky Plate
Ability: Shadow Shield
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moongeist Beam
- Psyshock
- Wide Guard
- Protect
This mon is pretty much the same as lifeorb's Lunala except it runs Spooky Plate over Lunalium Z since it's banned. Moongeist Beam is such a great move for dealing with mons that rely on their abilities for survival and Psyshock is great for bopping Xerneas, even after Geomancy. Wide Guard is probably my favorite part, absolutely mishing Scarf Kyogres, Xerns, and Groudons that think they can just win with their spread moves. The evs are pretty standard and don't do much special.
Xerneas @ Power Herb
Ability: Fairy Aura
Level: 50
EVs: 92 HP / 124 Def / 244 SpA / 12 SpD / 36 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Dazzling Gleam
- Geomancy
- Protect
Man does this deer hit hard. Geomancy Xerneas is a pain to deal with once it sets up and getting it up can just be an instant win. While the moves are pretty standard with dual STAB, Geo, and Protect, the ev spread is the best part. Bulky Xerneas is one of the coolest things I've been running except for the last mon. The spread is fairly simple: 92 HP / 124 Def / 12 SpD allow Xerneas to live Modest Scarf Kyogre Water Spout in the rain without Geomancy boosts and it also lives max Attack Adamant Solgaleo's Sunsteel Strike (I know that Dusk Mane is used more, but Solgaleo is immune to Intimidate while Dusk Mane isn't). 36 Spe reaches 124 Speed, which, after Geomancy, outspeeds opposing +2 Xerns that speedcreep Modest Ludicolo. The rest was dumped into SpA with a Modest nature for extra firepower.
252+ Atk Solgaleo Sunsteel Strike vs. 92 HP / 124 Def Xerneas: 180-212 (84.5 - 99.5%) -- guaranteed 2HKO
252+ SpA Kyogre Water Spout (150 BP) vs. 92 HP / 12 SpD Xerneas in Rain: 177-208 (83 - 97.6%) -- guaranteed 2HKO
Incineroar @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 220 HP / 252 Atk / 4 Def / 12 SpD / 20 Spe
Adamant Nature
- Flare Blitz
- Knock Off
- Fake Out
- Snarl
This mon is a fantastic support option and is still powerful as an attacker. Intimidate helps so much in weakening opposing mons and having Fake Out support with a good defensive typing is so helpful. Other than the usual STAB moves I also added Snarl to weaken opposing Kyogres, Lunalas, Xerns, and other special attackers while being a nice spread move. Tbh I pulled this AV spread off of the VGC Damage Calc so I will need some help figuring out what it does/make a better spread but it has been working rather well. Outspeeding Incineroar and getting the Fake Out first is always helpful and having max Attack is really good against bulkier mons like Dusk Mane Necrozma.
Tapu Lele @ Life Orb
Ability: Psychic Surge
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Taunt
- Protect
Tapu Lele fits rather well in this team, boosting Lunala's Psyshock, benefiting from Fairy Aura, Preventing Fake Out's and other priority, and all-around being a pretty good damage dealer. I decided to go with a Life Orb set because this team is kinda lacking in speed control so I wanted something with Taunt to help with Tailwind/Trick Room. Probably the least complex member of the team though I feel I could do better with the ev spread.
Amoonguss @ Red Card
Ability: Regenerator
Level: 50
EVs: 252 HP / 44 Def / 212 SpD
Sassy Nature
IVs: 0 Atk
- Clear Smog
- Spore
- Rage Powder
- Grass Knot
Amoonguss is a pretty clutch support mon. I gave it two ways of dealing with Geomancy Xerneas/CM Lunala in Red Card and Clear Smog, Spore is great at shutting down offensive threats while outspeeding plenty of threats in Trick Room lets it shut down mons rather confidently, and Grass Knot helps with the surge (lol puns) of Kyogres that run the meta. As far as evs go, 252 HP / 212 SpD with a Sassy nature makes fast Geomancy Xern's +2 Moonblast a 3hko, which is rather helpful considering this set doesn't have a berry. Rest of the evs were dumped into Defense.
+2 252 SpA Fairy Aura Xerneas Moonblast vs. 252 HP / 212+ SpD Amoonguss: 93-110 (42 - 49.7%) -- guaranteed 3HKO
Ludicolo @ Absorb Bulb
Ability: Swift Swim
Level: 50
EVs: 4 HP / 36 Def / 164 SpA / 172 SpD / 132 Spe
Modest Nature
- Hydro Pump
- Grass Knot
- Fake Out
- Protect
This...is an odd one. I found Kyogre to still be a really big threat to the team, so I thought the salsa duck himself, Quackamole would help. As far as the spread goes, 4 HP / 36 Def / 172 SpD lets Ludicolo live max Attack Incineroar's Flare Blitz on the physical side and it makes Modest Kyogre's Thunder a 3HKO on the special side. 132 Spe Outspeeds Modest Scarf Kyogre under rain and the rest was dumped into Special Attack. While it may not do much damage on it's own, what really makes it the ultimate Kyogre counter is its item: Absorb Bulb. This item boosts Ludicolo's SpA by +1 when hit with a Water-type move, which is just enough to bring Grass Knot from a 2HKO into an OHKO. Surprisingly, even when neither team had Kyogre, Ludicolo still worked rather well as Fake Out support while being able to severely dent mons like Incineroar and Groudon with Hydro Pump and Grass Knot, respectively.
+1 164+ SpA Ludicolo Grass Knot (120 BP) vs. 4 HP / 0 SpD Kyogre: 186-218 (105.6 - 123.8%) -- guaranteed OHKO
Conclusion
While this team has been rather solid so far, this is still my first VGC team I've made since my hail team in mid-VGC 17 season. I find myself sometimes having issues with opposing Dusk Mane Necrozmas (Moongeist Beam doesn't ignore Prism Armor) and Incineroar (not much to hit super-effectively), but I think it shows promise and I've been having lots of fun with Sun Season. Finally, to whoever reads this, thanks for spending time checking out this rmt and making suggestions. I really appreciate that. If you wanna check it out, maybe playtest it some, click here for the full team. Later!






Introduction
Hey everyone, Feesh Squad here with a VGC 2019 team for Sun Series. I never played VGC 16 so I'm excited to be building in a GS-style format. With the introduction of gen 7, one mon that I've been rather interested in is Lunala. I asked around for some teams that included Lunala (also Xerneas because that deer is :sogood:) and someone shared c9lifeorb's winning GS Cup team, which features Lunala and Xerneas. While I think it is a great team, there were a couple of issues with playing it in Sun Series. Firstly he decided to omit ev spreads (which is totally reasonable it just made team building a bit more of a hassle) and secondly Sun Series has different rules than reguler GS Cup/Ultra Series, being no z-moves, megas, or primals. Really as far as mons go, the only one I replaced was Salamence, all the other mons stayed the same bar nature/item/moveset changes.
The Team

Lunala @ Spooky Plate
Ability: Shadow Shield
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moongeist Beam
- Psyshock
- Wide Guard
- Protect
This mon is pretty much the same as lifeorb's Lunala except it runs Spooky Plate over Lunalium Z since it's banned. Moongeist Beam is such a great move for dealing with mons that rely on their abilities for survival and Psyshock is great for bopping Xerneas, even after Geomancy. Wide Guard is probably my favorite part, absolutely mishing Scarf Kyogres, Xerns, and Groudons that think they can just win with their spread moves. The evs are pretty standard and don't do much special.

Xerneas @ Power Herb
Ability: Fairy Aura
Level: 50
EVs: 92 HP / 124 Def / 244 SpA / 12 SpD / 36 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Dazzling Gleam
- Geomancy
- Protect
Man does this deer hit hard. Geomancy Xerneas is a pain to deal with once it sets up and getting it up can just be an instant win. While the moves are pretty standard with dual STAB, Geo, and Protect, the ev spread is the best part. Bulky Xerneas is one of the coolest things I've been running except for the last mon. The spread is fairly simple: 92 HP / 124 Def / 12 SpD allow Xerneas to live Modest Scarf Kyogre Water Spout in the rain without Geomancy boosts and it also lives max Attack Adamant Solgaleo's Sunsteel Strike (I know that Dusk Mane is used more, but Solgaleo is immune to Intimidate while Dusk Mane isn't). 36 Spe reaches 124 Speed, which, after Geomancy, outspeeds opposing +2 Xerns that speedcreep Modest Ludicolo. The rest was dumped into SpA with a Modest nature for extra firepower.
252+ Atk Solgaleo Sunsteel Strike vs. 92 HP / 124 Def Xerneas: 180-212 (84.5 - 99.5%) -- guaranteed 2HKO
252+ SpA Kyogre Water Spout (150 BP) vs. 92 HP / 12 SpD Xerneas in Rain: 177-208 (83 - 97.6%) -- guaranteed 2HKO

Incineroar @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 220 HP / 252 Atk / 4 Def / 12 SpD / 20 Spe
Adamant Nature
- Flare Blitz
- Knock Off
- Fake Out
- Snarl
This mon is a fantastic support option and is still powerful as an attacker. Intimidate helps so much in weakening opposing mons and having Fake Out support with a good defensive typing is so helpful. Other than the usual STAB moves I also added Snarl to weaken opposing Kyogres, Lunalas, Xerns, and other special attackers while being a nice spread move. Tbh I pulled this AV spread off of the VGC Damage Calc so I will need some help figuring out what it does/make a better spread but it has been working rather well. Outspeeding Incineroar and getting the Fake Out first is always helpful and having max Attack is really good against bulkier mons like Dusk Mane Necrozma.

Tapu Lele @ Life Orb
Ability: Psychic Surge
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Taunt
- Protect
Tapu Lele fits rather well in this team, boosting Lunala's Psyshock, benefiting from Fairy Aura, Preventing Fake Out's and other priority, and all-around being a pretty good damage dealer. I decided to go with a Life Orb set because this team is kinda lacking in speed control so I wanted something with Taunt to help with Tailwind/Trick Room. Probably the least complex member of the team though I feel I could do better with the ev spread.

Amoonguss @ Red Card
Ability: Regenerator
Level: 50
EVs: 252 HP / 44 Def / 212 SpD
Sassy Nature
IVs: 0 Atk
- Clear Smog
- Spore
- Rage Powder
- Grass Knot
Amoonguss is a pretty clutch support mon. I gave it two ways of dealing with Geomancy Xerneas/CM Lunala in Red Card and Clear Smog, Spore is great at shutting down offensive threats while outspeeding plenty of threats in Trick Room lets it shut down mons rather confidently, and Grass Knot helps with the surge (lol puns) of Kyogres that run the meta. As far as evs go, 252 HP / 212 SpD with a Sassy nature makes fast Geomancy Xern's +2 Moonblast a 3hko, which is rather helpful considering this set doesn't have a berry. Rest of the evs were dumped into Defense.
+2 252 SpA Fairy Aura Xerneas Moonblast vs. 252 HP / 212+ SpD Amoonguss: 93-110 (42 - 49.7%) -- guaranteed 3HKO

Ludicolo @ Absorb Bulb
Ability: Swift Swim
Level: 50
EVs: 4 HP / 36 Def / 164 SpA / 172 SpD / 132 Spe
Modest Nature
- Hydro Pump
- Grass Knot
- Fake Out
- Protect
This...is an odd one. I found Kyogre to still be a really big threat to the team, so I thought the salsa duck himself, Quackamole would help. As far as the spread goes, 4 HP / 36 Def / 172 SpD lets Ludicolo live max Attack Incineroar's Flare Blitz on the physical side and it makes Modest Kyogre's Thunder a 3HKO on the special side. 132 Spe Outspeeds Modest Scarf Kyogre under rain and the rest was dumped into Special Attack. While it may not do much damage on it's own, what really makes it the ultimate Kyogre counter is its item: Absorb Bulb. This item boosts Ludicolo's SpA by +1 when hit with a Water-type move, which is just enough to bring Grass Knot from a 2HKO into an OHKO. Surprisingly, even when neither team had Kyogre, Ludicolo still worked rather well as Fake Out support while being able to severely dent mons like Incineroar and Groudon with Hydro Pump and Grass Knot, respectively.
+1 164+ SpA Ludicolo Grass Knot (120 BP) vs. 4 HP / 0 SpD Kyogre: 186-218 (105.6 - 123.8%) -- guaranteed OHKO
Conclusion
While this team has been rather solid so far, this is still my first VGC team I've made since my hail team in mid-VGC 17 season. I find myself sometimes having issues with opposing Dusk Mane Necrozmas (Moongeist Beam doesn't ignore Prism Armor) and Incineroar (not much to hit super-effectively), but I think it shows promise and I've been having lots of fun with Sun Season. Finally, to whoever reads this, thanks for spending time checking out this rmt and making suggestions. I really appreciate that. If you wanna check it out, maybe playtest it some, click here for the full team. Later!