Friday, January 24, 2014

Offensive Combinations - Charizard + Venusaur and Garchomp + Salamence [Kalos-Double]

Hey everybody! A lot of people who start with VGC have played singles before that. While both types of battle do have a lot in common, there is obviously also great differences, most outstandingly the fact, that you may have more than one Pokémon on the battle field at the same time. This leads to a lot of possibilities to have Pokémon support each other



Moves like Wide Guard, Helping Hand or Trick Room are mostly used to tap out the full potential of another Pokémon.



It is generally a good advice to have a team in which the Pokémon can benefit from each other and complement the others in a way were they function as a real team, rather than only independent Pokémon.


However, from time to time, there is two or sometimes even three or more Pokémon, that help each other in a very elaborate way. These groups are often referred to as “cores”. This analysis touches two cores, offensively as well as defensively, and gives basic ideas about how to build a proper team in which the members truly appreciate the presence of the others as well as how to counter two of the most dangerous combinations out there!

The Fox is gone, but not the Sun! - Mega Charizard Y + Venusaur 

The first core I want to take a look at is Mega Charizard-Y plus Venusaur. This core is a basic start whenever you want to put a lot of pressure to the opponent and overwhelm them with the pure power of Charizard-Y. While its stats and ability are pretty good, its typing, which has been its major flaw in the past years, ensures that Charizard is very likely to be OHKO’d by any Rock Slide or Stone edge and takes a lot of damage of the very common Electric and Water moves. The mega evolution raises the SpDef, but the Defence and HP stats are pretty low compared to other common Pokémon.

When the power of Charizard-Y was discovered, the first thing to do was to run 252 EVs on Special Attack and Speed, along with a Timid nature. It often came together with Venusaur, which of course benefits from Drought, as it receives a speed boost. Even though Charizard has access to Solar Beam on its own, the addition of STAB Giga Drain from Venusaur means, that Water-types will think twice before switching into Charizard, or being picked to begin with. 

However, this combination had one very big flaw, which is the weakness to Talonflame plus Garchomp. Galewings STAB Brave Bird shuts down Venusaur pretty hard, while Garchomp can OHKO Charizard with a single Rock Slide! It seemed like Charizard could only be a niche Pokémon at most. However, the SoCal Regional proved the critics wrong, as BadIntent and kingofkongs both managed to advance to the finals with their respective Charizard + Venusaur team! 

So, judging from the results, it is probably a good thing to give this core another look! 




Venusaur @ Coba Berry

Trait: Chlorophyll

EVs: 228 HP / 4 Def / 252 SAtk / 4 SDef / 20 Spd

Modest Nature (+SAtk, -Atk)

- Giga Drain/Grass Pledge/Leaf Storm
- Protect
- Sludge Bomb
- Sleep Powder /Hidden Power Ice


20 Speed EVs ensure to outspeed even Timid max speed Mega Manectric by one point. Max SAtk is recommended, as Venusaur wants to function as a bulky sweeper that can provide support with Sleep Powder, but also be able to hit Pokémon like Rotom-W, Ludicolo, Abomasnow, Gardevoir, Azumarill, Tyranitar, Politoed, Rhyperior and many more that its STABs are super effective on, for decent damage. HP Ice could be chosen over Sleep Powder to deal with Lum Berry Garchomp as well as Salamence.


252+ Atk Talonflame Brave Bird vs. 228 HP / 4 Def Venusaur: 192-228 (104.3 - 123.9%) -- guaranteed OHKO


However, even non-boosted adamant Talonflame’s Brave Bird easily One-Hit-KO’s Venusaur, so Coba Berry is used in order to reduce the effectiveness of this threat. 

Adamant Life-Orb Brave Bird only does 67.9 - 80.4% to Coba Venusaur and even adamant Choice Band fails to KO as it does 78.5 - 91.8 %! Sludge Bomb does 62.3 to 74% in return, so after all the recoil Talonflame gets when attacking it with Brave Bird, Venusaur can KO it. While Coba Berry is a very situational Item, I would still recommend trying it out as other items such as Sitrus Berry, Life Orb or Lum Berry are usually better off on other Pokémon. The alternative is to use Black Sludge or Leftovers to regain health, but being able to beat Talonflame is superior in my opinion. 






Charizard (F) @ Charizardite Y

Trait: Solar Power

EVs: 92 HP / 4 Def / 212 SAtk / 44 SDef / 156 Spd

Modest Nature (+SAtk, -Atk)

- Heat Wave/Flamethrower
- Protect
- Solar Beam
- Overheat/Fire Pledge/Roost/Air Slash


As I said earlier, 4/252/252 Timid was the way to run Charizard in the past, but things have changed!


252+ Atk Choice Band Talonflame Brave Bird vs. 92 HP / 4 Def Mega Charizard Y: 150-177 (90.9 - 107.2%) -- 43.8% chance to OHKO 
252 Atk Garchomp Rock Slide vs. 92 HP / 4 Def Mega Charizard Y: 156-184 (94.5 - 111.5%) -- 56.3% chance to OHKO 
4 Atk Salamence Rock Slide vs. 92 HP / 4 Def Mega Charizard Y: 136-160 (82.4 - 96.9%)
4- Atk Life Orb Salamence Rock Slide vs. 92 HP / 4 Def Mega Charizard Y: 156-187 (94.5 - 113.3%) -- 75% chance to OHKO
 
252 SpA Life Orb Salamence Draco Meteor vs. 92 HP / 44 SpD Mega Charizard Y: 109-130 (66 - 78.7%) 
116+ SpA Rotom-W Thunderbolt vs. 92 HP / 44 SpD Mega Charizard Y: 114-134 (69 - 81.2%)


It can be seen, that investing some EVs into bulk means that Charizard is not OHKO’d as easily, while a modest nature means that it will still hit even harder than the Timid set.


212+ SpA Mega Charizard Y Solar Beam vs. 252 HP / 100 SpD Rotom-W: 146-174 (92.9 - 110.8%) -- 62.5% chance to OHKO


With the given EV spread, Charizard hits harder and is more bulky, only at the cost of speed. 156 EVs allow to outpace all Modest Rotom-Applications as well as stuff like Smeargle or Kingdra outside of rain.


How to complement the core


Pokémon that can provide even more support to this and take out the counters of Charizard-Y and Venusaur are Mienshao, Scrafty, Garchomp, Gyarados, Mamoswine, Rotom-W.



Mienshao and Scrafty can provide Fake Out support, as well as Wide Guard and Quick Guard respectively. This allows them to protect the team from either Rock Slide or moves like Galewings Brave Bird. Scrafty and Gyarados come with Intimidate, that turns most Rock Slides into 2HKOs. Mamoswine and Rotom-W are generally good tools to stop Garchomp from wrecking the combo. Both, Mamoswine and Garchomp enjoy using Earthquake when Charizard is on the field, in order to prevent damage to the ally. They are also pretty good answers to Chandelure and Tyranitar, two Pokémon that give ChariVenu a lot of trouble.



Dragon Buddies - Garchomp + Salamence

The next combination I want to touch is the very popular DoubleDragon Garchomp plus Salamence that has had a lot of success recently.

While it might seem redundant to have two dragon-types that both share weaknesses to Ice, Dragon and Fairy, Garchomp Salamence is a very good example for an offensive combination. While neither of them is super fast, both are sitting at a comfortable 100 and 102 base speed respectively. Despite the addition of the fairy type, dragon is still a primary attacking choice and allows these two Pokémon that might seem to be very similar at first, to perform that well together. 

The last time when these two made quite a splash was when Jumpei Yamamoto used them side by side in 2012 to claim second place at the Japanese National Championship.

The obvious parts in which Garchomp and Salamence complement one another is the fact that Salamence is a flying type and Garchomp may therefore use Earthquake freely. But there is a lot more than that! Despite its sky-high attack stat, most Salamence go either special or mixed these days. One of the main Pokémon that gives pure special Salamence trouble is Tyranitar with its super high special defence in sand. Garchomp, of course, loves to take on Tyranitar. Similarly, Rotom-W is able to shut down most Garchomp pretty handily, as Sitrus Berry ensures it is not 2HKOd, while Will-O-Wisp cripples Garchomp. Salamence on the other hand, doesn’t mind to be burned and loves to fire off Draco Meteor on Rotom to get it down to less than 50% after Sitrus Berry kicked in. While Rotom-W might not be the best example, as it can also damage Salamence and is never OHKOd, it shows that Garchomp and Salamence are especially strong when they combine their attacks, since Rotom-W falls to Draco Meteor after it was hit with a Dragon Claw first. With Garchomp covering the physical, Salamence taking on the special spectrum and phenomenal coverage, they have very little bad matchups. Even the steel fairy Mega Mawile does not beat them at all, because of Earthquake and Fire Blast/Flamethrower. Since Dragon is super effective on Dragon vice versa and the fact that there is only very little ice types and even fewer that can take Fire Blast or Draco Meteor, the only really hard counter to the Dragon duo is fairy-types like Gardevoir or Azumarill, that can easily take on the non-STAB attacks. It is therefore recommended to add a steel-type to this combo, such as Mega Mawile, Scizor or Aegislash




Salamence @ Life Orb

Ability: Intimidate

EVs: 4 Atk / 252 SAtk / 252 Spd

Timid Nature

- Flamethrower
- Draco Meteor
- Stone Edge / Rock Slide / Hydro Pump
- Protect




Salamence (M) @ Choice Scarf

Trait: Intimidate

EVs: 4 HP / 4 Def / 244 SAtk / 4 SDef / 252 Spd

Modest Nature (+SAtk, -Atk)

- Draco Meteor
- Dragon Pulse
- Fire Blast/Flamethrower
- Hydro Pump/Rock Slide

Salamence can go either with Life Orb or Choice Scarf. It is rarely seen with Choice Specs, too, so keep that in mind when playing against it! 




Garchomp @ Rocky Helmet/Lum Berry/Focus Sash

Ability: Rough Skin

EVs: 4 HP / 252 Atk / 252 Spd

Jolly Nature

- Earthquake
- Dragon Claw
- Rock Slide/Substitute/Stone Edge
- Protect

As you can see, the sets are very simple at the moment and it is not that difficult to use either of them, too. Yet, it is so difficult to shut these down without limiting your resources! In the Japanese metagame, Gardevoir has kind of established as a very good counter to them. I also used Scarf Gardevoir in the past and I can confirm that it helps a ton! However, I think that the dominating Gardevoir set will be a bulky Sitrus Berry version that is capable of taking several hits. I recommend to try that out! 

Again, the beauty of this duo is not that they cover each other’s weaknesses, instead, they even add up! The good thing about Salamence + Garchomp is that they have superior type coverage offensive-wise and can beat a lot of threats by double targeting them. Another option this duo is capable off, is to double Rock Slide, which has a pretty nice chance of flinching either of the opponnet’s Pokémon. Therefore, you should try to outspeed them!

On top of that, Garchomp and Salamence can easily fit in any type of team, may it be a sun based team or a sand team, a team with Tailwind or just a very general goodstuff team. 

As these two are dominating the metagame right now, it is very important to keep them in mind during the team building process. I’d like to show you some Pokémon I have used in the past, that are able to beat or at least put a lot of pressure on the Dragons!

How to become a Dragonslayer




Manectric (M) @ Manectite

Trait: Lightningrod

EVs: 60 HP / 244 SAtk / 204 Spd

Timid Nature (+Spd, -Atk)

-Volt Switch / Thunderbolt
-Overheat / Flamethrower / Snarl
-Protect
-Hidden Power Ice

Mega Manectric outspeeds non-scarfed variants and is able to one-shot non-bulky Garchomp and Salamence with Hidden Power Ice. It also has Intimidate as ability, which helps a ton in dealing with Garchomp. 204 Speed EVs allow to outspeed Choice Scarfed Chandelure, Gardevoir and Mamoswine. Overheat one-shots non-bulky Mega Mawile, while Volt Switch resets the special attack drop and Intimidate. Snarl is another option to cripple special sweepers and could be used to deal with Salamence more easily. 




Gardevoir @ Choice Scarf

Ability: Telepathy / Trace

EVs: 52 HP / 28 Def / 196 SAtk / 4 SDef / 228 Spd

Modest Nature (+SAtk, -Atk)

- Dazzling Gleam
- Moonblast
- Psychic
- Thunderbolt / Shadow Ball

Choice Scarf Gardevoir is a pretty good check to ChompMence, as it outspeeds and OHKO’s both of them with Moonblast. The speed EVs ensure to outspeed max speed timid Noivern, while the Special Attack EVs guarantee to KO Garchomp that has a little bit invested into bulk. The rest is put into HP and Def because the SDef is naturally high.

Recently, we have also seen things like Ice Punch Scrafty, Hidden Power Ice Choice Scarf Rotom-H or Ice Fang Gyarados to be viable checks to Garchomp and Salamence. However, all of them do not like to take a boosted Draco Meteor

Another Pokémon that has been overshadowed by Garchomp and Salamence in the past, but might be a good call at the moment, is Noivern.



Noivern @ Life Orb / Focus Sash

Ability: Infiltrator / Frisk

EVs: 4 HP / 252 SAtk / 252 Spd

Timid Nature (+Spd, -Atk)

- Draco Meteor
- Flamethrower
- Protect
- Tailwind / Air Slash

Noivern is a pretty interesting Pokémon, that outspeeds and OHKO’s the other Dragons with Draco Meteor. It is especially interesting, because it doesn’t need a Choice Scarf to outpace the majority of the metagame and, when equipped with a Life Orb, it hits 8,4% harder than Modest Scarf Salamence, while having free move choice! I think Noivern is pretty underrated at the moment and should get more usage in the future. Infiltrator is very cool against Substitute and Screens, while Frisk allows you to gain information over the opponent’s items and might help against unorthodox Item choices, such as random Choice Scarf or Focus Sash.


Greninja @ Life Orb / Focus Sash
Ability: Protean
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Ice Beam
- Dark Pulse
- Mat Block / Protect

Greninja is one of those Pokémon that is just able to outspeed and OHKO a lot of stuff, while being very frail. Therefore, it can be useless in some games, but a deadly weapon in the right hands! Protean gave it one of the best offensive abilities, while Mat Block is a unique way to support the team. Ice Beam is of course the Dragon-killer on this set, while the other moves provide good neutral coverage. Dark Pulse comes with a handy chance to flinch. I think this Pokémon’s full potential hasn’t been exploited just yet and I am very interested in seeing whether it is able to claim a place in the most commonly used Pokémon in VGC14 or not.


Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 4 Atk / 252 SAtk / 252 Spd 
Timid Nature
- Rock Slide / Ancient Power
- Dark Pulse
- Ice Beam
- Fire Blast

The last set I would like to share with you is special Choice Scarf Tyranitar. While most Tyranitar tend to go special these days, I think Choice Scarf is a pretty nice surprise item on it, as it allows the rather slow sand-setter to reach a respectable speed stat of 186, which is enough to outpace Mega Lucario, Adamant Talonflame and Aerodactyl and of course Garchomp and Salamence, too! Rock Slide is generally used over Ancient Power due to multiple targets and the chance to flinch, but it is no fun to face a +1/+1/+1/+1/+1 Tyranitar! Ice Beam one-shots Garchomp and Salamence. I am sure this Tyranitar will catch a lot of players off-guard and it has helped me to gain some good victories in the past!

I hope this list encourages some of you to try unorthodox counters to the dominating double dragon. Of course, there is a lot more out there, as Wolfe Glick has proven at the Virginia Regional with Mr.Mime!

- Markus

Thursday, January 23, 2014

■[カロスダブル][Kalos-Double][Team]15th Arena-Off Team(Top16)-Perish Trap Rainy Team

■[カロスダブル][Kalos-Double][Team]15th Arena-Off Team(Top16)-Perish Trap Rainy Team



Politoed@Brightpowder
Sassy Nature
Drizzle
EV: 204 HP/148 Def/156 SDef
IVs:0 Spd
-Scald
-Hypnosis
-Perish Song
-Protect



The HP evs are designed to take minimal damages from chip damage (e.g. hail). This spread also survives a Timid Mega Manectric's Thunder and also can survive an Adamant Mega Mawile's Play Rough.
Scald was chosen because I wanted an accurate move and the burn chance is also very welcome
Hypnosis was chosen over Encore or Ice Beam, because I felt it was more suited for a team of this nature.
Brightpowder was chosen since Leftovers or Sitrus Berry were already used on two of my party's pokemon. Since Politoed can take a Thunder from Mega-Manectric I felt that it could benefit from an item that could turn the odds of the battle in my favour.




Kingdra@Life Orb
Timid Nature
Swift Swim
EVs: 4 HP/252 SpA/252 Spd
-Hydro Pump
-Draco Meteor
-Muddy Water
-Protect

This Kingdra needed to be quicker than my opponent's Kingdra so I chose a Timid Nature instead of Modest. Life Orb was chosen instead of the common items for Kingdra such as Choice Specs, which I felt was incompatible with this type of team. Kingdra was a pokemon a feel a lot of opponents would like to take out of the fight, so I liked the option of Protecting when needed. Kingdra was mainly used when I couldn't use my Perish Trapping tactic.


Gengar@Gengarite
Timid Nature
Levitate>Shadow Tag
EVs: 188 HP / 20 Def / 44 SAtk / 4 SDef / 252 Spd
-Shadow Ball
-Substitute
-Perish Song
-Protect

The HP evs are designed to take chip damage. The Defense Evs allow it to take an Intimidated Adamant Tyranitar's Crunch plus one round of sandstorm damage. The SDef evs allow Gengar to take a rain boosted Modest Politoed's Hydro Pump. The SpA investment has a 13/16 chance to defeat 252 HP Chandelure.


Gothithelle@Sitrus Berry
Sassy Nature
IVs:0 Spd
Shadow Tag
EVs: 236 HP / 188 Def / 84 SDef
-Psybeam
-Trick Room
-Protect
-Reflect
The HP again is optimized to take chip damage. The Defense allows me to have a high chance of surviving an Adamant Mega Tyranitar's Crunch. With Sitrus Berry Gothithelle can survive a Modest Kingdra's Choice Specs Hydro Pump as well as a Rain boosted Modest Politoed's Hydro Pump. Psybeam was chosen because I liked the confusion chance of it, but Psychic or Psyshock are both options you can use as well.


Amoonguss@Eject Button
Sassy Nature
Regenerator
EVs: 236 HP / 68 Def / 204 SDef
IVs: 0 Spd
-Spore
-Giga Drain
-Protect
-Rage Powder

The HP is divisible by 3 so Amoonguss can get the most benefit out of Regenerator. The moveset is standard, so I won't go over it. The SDef EVs allow Amoonguss to take a Sun boosted Timid Charizard-Y's Heat Wave. Eject Button allows me to reset rain or when Scrafty switches out to Amoonguss, allows me to reuse Fake Out, effectively exhausting one of my opponents turns. This also cancels out the effect of moves like U-Turn and Volt Switch.


Scrafty@Leftovers
Careful Nature
Intimidate
EVs: 252 HP / 92 Atk / 44 Def / 116 SDef / 4 Spd
-Fake Out
-Protect
-Crunch
-Drain Punch

In tandem with Gengar's Shadow Ball the Attack investment allows Scrafty to KO 244 HP/156 Defense/108 SDef Trenavant with a Sitrus Berry. This spread allows Scrafty to survive a Talonflame's Brave Bird and allows it to survive a Choice Specs Kingdra's Rain boosted Hydro Pump. This spread also may have a 77% chance to survive a Timid Gardevoir's Dazzling Gleam.

++++Team Synergy and Pokemon Choice for Battles++++


Scrafty/Gengar/Politoed/Gothithelle (Standard Choice)
1st turn:Fake Out with Scrafty and Mega Evolve with Gengar. Gengar will then use Perish Song.

*The Priority of which Pokemon to use Fake Out on with Scrafty is as follows (in order from highest importance to least important)
Anything that can Intercept Perish Song> Anything that can score a OHKO on my Pokemon>High Powered attackers>Others

2nd turn: Double Protect
3rd turn; Switch to Pokemon in the rear (in this case, Gothithelle, Politoed)to erase the Perish Countdown on your pokemon.
4th turn: Double Protect.


Amoonguss/Gengar/Gothithelle/Politoed
This configuration is chosen when my opponent has a fast Taunter such as Greninja or a fast Fake Out user such as Liepard.
1st turn: Mega Evolve Gengar, Double Protect with both Amoonguss and Mega Gengar
2nd turn: Perish Song (Gengar), Rage Powder (Amoonguss)
the rest of turns are self-explanatory.

Threats
Ghost types: Gengar and Scrafty's moves can beat the majority of them (e.g. Gourgeist,Chandelure,Trenavant) but be extremely wary of Choice Scarf Chandelure.
Gengar+Sableye: Flexible choices are the key to sucsess against these Pokemon.
Aegislash: If you can predict what move it will use (e.g. King's Shield, Flash Cannon, Shadow Ball,) you can win.
Volt Switch, U-Turn: You better throw away any notion of using Perish Trap here, hit hard with your high power moves!

Achievements
1st on the Pokemon Showdown! Server under the names of showme and igrek.
15th Arena Off!-Top 16.

Original team found: http://d.hatena.ne.jp/YT0616/touch/20140122/1390407078
Translation by Miikasa/LithiumAcid (Adit Selvaraj)

This team is by https://twitter.com/warnyan0616

Thank you to Keewan Bae https://twitter.com/bizzy_thug  for directing me to this information

- Adit

                                               Wolfe's Analysis

  I'll start by touching on some of the unique team choices made on this team. The first is the fact that Politoed's item is Brightpowder. While this might seem like a ridiculous choice at first, it makes some sense upon reflection. As the original team builder stated, he already had both primary recovery items in use elsewhere on his team, and because his Politoed survived the strongest Electric Type attack he was likely to face, he felt that Brightpowder, although unreliable, was the next best option. I personally would have experimented with items such as Safety Goggles or Mental Herb, as when I ran Perish Trap last year I found mental Herb to be game changing. Safety Goggles could work as well due to the new mechanic where Grass types ignore Rage Powder, and falling asleep would cause Politoed to be unable to Protect. Hypnosis>Ice Beam is another unconventional choice, but as this player seemed to be utilizing the odds already it pairs well with his style. Politoed doesn't have too many good moves anymore and I don't think objectively any one choice is better than any other. Next up is Kingdra, which I think was a solid choice, except that I might have utilized Disable instead of one of the Water moves in order to incapacitate choice locked Pokemon. Gengar is up next, and has so many potential moves. I like the EV spread for this set in particular. Gengar can experiment with Will-O-Wisp and Disable as well as some other niche options, but again I think the choices made are more stylistic than objective. Gothitelle's Ev spread is fantastic. I think Psybeam is a funny choice, and I personally would have opted for Psychic or Psyshock in order to hit Psychic weak Pokemon more effectively, but I suppose the surprise factor and the power of Confusion+Shadow Tag makes up for the drop in power. Scrafty and Amoongus are both standard and I don't feel the need to discuss them in depth. Perish Trap this season got a lot of interesting new tools, and I dont believe this is the last of the teams we will see in a Top Cut somewhere. At the moment in the US at least, Perish Trap hasn't quite caught on yet, and I personally hope it never will, but it is undoubtedly a dangerous strategy when built correctly and used with fore site. It might be time to change my Mr. Mime to soundproof.

Wednesday, January 22, 2014

【ダブル】 Following Ray Rizzo's footsteps - Japanese Torkoal team

Thanks to Ryokon and Chiron for translating
Original Link: http://rasuku73.jimdo.com/2014/01/20/%E7%AC%AC15%E5%9B%9E-%E3%82%A2%E3%83%AA%E3%83%BC%E3%83%8A%E3%82%AA%E3%83%95%E7%B5%90%E6%9E%9C/ 
This is the team I used at the 15th Arena Off Convention.

I started off by building a rain-room team which revolved around Mega-Lucario, however, using Mega-Lucario was harder than I expected so instead, I decided to make a more Trick Room based team with a Scarf Lucario to help set up Trick Room.

Politoed @ Choice Specs
Ability: Drizzle
Level: 50
EVs: 252 HP / 76 Def / 180 SAtk
Quiet Nature
IVs: 0 Spd
- Hydro Pump
- Scald
- Ice Beam
- Focus Blast


Although weather setting abilities did get nerfed to a limited 5 turns of that weather, I still think that 'Drizzle' is a great ability. I never sent Politoed and Kingdra together as leads as I would almost always keep Politoed in the back. Because there is no gem, I used choice specs with focus blast. Focus Blast was a great move which helps defeat Ferrothorn.

Kingdra @ Focus Sash
Ability: Swift Swim
Level: 50
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Hydro Pump
- Muddy Water
- Draco Meteor
- Protect


The 'Ace Attacker' of this rain team.
I chose Focus Sash to always win mirror matches against opposing rain teams and allow Kingdra to be brought into matches without Politoed. Focus Sash is also helpful when rain stops.

Gourgeist-Super @ Mental Herb
Ability: Frisk
Level: 50
EVs: 244 HP / 12 Def / 252 SDef
Relaxed Nature
IVs: 0 Spd
- Seed Bomb
- Will-O-Wisp
- Swagger
- Trick Room

The Trick Room setter.
The lead consisting of Lucario and Gourgeist nullifies fake outs on both sides (except from scrappy) and with mental herb on Gourgeist, there is a high chance it'll be able to set up a Trick Room. Gougeist is strong against Rotom-W, so I think it synergies very well with rain teams, but just beware of Trick+Choice item combo. I chose to use Swagger simply because I think it is a strong move, but also to effectively use against special Aegislash, which have become popular.

Lucario @ Choice Scarf
Ability: Inner Focus
Level: 50
EVs: 252 HP / 4 Def / 252 Spd
Jolly Nature
- Final Gambit
- Close Combat
- Stone Edge
- Follow Me


Lucario was mainly used to support setting up Trick Room.
Electric types are often chosen as leads against rain teams, and in VGC 2014 rules, the most common electric types are Rotom and Manectric, both of which Lucario can take out with Final Gambit. Final Gambit worked effectively on these pokemon most of the time, and I think Lucario is a very powerful pokemon if the opponent is not aware of the tactic.

Torkoal @ Life Orb
Ability: White Smoke
Level: 50
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
- Heat Wave
- Overheat
- Rock Slide
- Hidden Power [Ice]

Torkoal is the pokemon which stands out the most in this team.
I had been curious about Torkoal, however actually using it needed some courage (Base stats wise).
I eventually decided to use it with some reassurance from an acquaintance, Oyatsu.
With base 20 speed, it out speeds most pokemon under Trick Room.
The move choices were Overheat which can OHKO Aegislash, Heat Wave for a spread move option, Rock Slide for Talonflame and Charizard, and Hidden Power Ice for Garchomp and Salamence.
After using this set, I realized that Superpower would have been a better option than Rock Slide, as Talonflame usually withers on its own with recoil damage and life orb damage along with intimidate from Mawile. With Superpower, it would have been much easier to deal with Tyranitar, which gave trouble to both Gourgeist and Torkoal.

Mawile @ Mawilite
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Play Rough
- Iron Head
- Sucker Punch
- Protect

The Mega pokemon of the team.
I really think that Mega-Mawile under trickroom is very strong.
If it can hit at neutral or above type wise, it is capable of bringing most pokemon to the red HP gage. The key to using Mega-Mawile is to set up the field to allow it to attack first.  I really liked using Mega-Mawile on this team, so I want to continue using it in other teams as well.

Wolfe's Analysis
This team is especially interesting because it is an effective Trick Room team, a strategy that has been rather lacking in VGC14 compared to previous years. This team uses unconventional Pokemon both to help set up Trick Room (using Final Gambit as opposed to Fake Out/Rage Powder) and to sweep once Trick Room is up (Torkoal). It also is not entirely reliant on Trick Room, as Kingdra and Politoed are both included and if need be I am sure Lucario could be used to take out a Charizard-Y. The lack of Protect/Eruption on Torkoal surprised me at first, but on closer inspection it makes a lot of sense. I think my favorite thing about this team is the fact that it is extremely unconventional, yet each choice that was against the grain was extremely well thought through. It is neither strange for the sake of being strange nor standard because of what other players think is good. I have a feeling some of the choices here would not work on teams in general, but that doesn't matter much because they weren't meant for other teams.

Tuesday, January 21, 2014

In The Zone

Hey, this is StormfrontWhen I began building this team, I wanted to recreate the team I used in Philadelphia to success. That was the basis of this team, originally featuring the three pokemon that were still legal (Articuno, Ludicolo, Garchomp) and three replacements for the others (Suicune, Heatran, Metagross). Eventually most of the original build got dropped, or heavily modified, and a new team was born. There’s nothing extremely fancy about this team, it’s a simple read and react style build that can take hits and hit back.


Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 20 HP / 252 Atk / 236 Spd
Adamant Nature
- Dragon Claw
- Earthquake
- Stone Edge
- Iron Head


Garchomp was carried over from my team in Philadelphia. I still ran a scarf Garchomp, for multiple reasons. A. Speed ties suck. B. I can run Adamant with a scarf. C. It allows me to catch people off-guard and get some solid KOs nobody expects. The main change from the previous Garchomp I used in Philly is the switch from Crunch to Iron Head. Iron Head is much more useful against the fairies (namely Gardevoir/Mr. Mime/Wigglytuff) than Crunch is to me with the lack of Jellicent, Cresselia, and Musharna, who were the main reasons to run Crunch in VGC 13. The speed EVs let me outspeed Max Speed Scarf Rotom-F (I played too many of those) 100% of the time.



Rotom-Heat @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 108 Def / 4 SAtk / 116 SDef / 28 Spd
Calm Nature
- Thunderbolt
- Overheat
- Protect
- Will-O-Wisp


Rotom-H eventually replaced Articuno who was almost never brought into battle and it really opened up my options when I brought it to the team. The EV spread allows it to survive Gyarados Waterfall 100% of the time and either burn or T-Bolt back. It also survives most Rotom-W Hydro Pumps. 28 Speed was to speed creep all those 20 Speed Rotom seen early in the year. The lack of offense really didn’t take away from Rotom as my style often was dealing a lot of chip damage and adding that up, and the bulk really let it stick around longer helping me a lot in the end.



Ludicolo @ Leftovers
Ability: Rain Dish
EVs: 252 HP / 108 Def / 92 SAtk / 56 SDef
Calm Nature
- Protect
- Fake Out
- Giga Drain
- Scald


Ludicolo, the MVP of my team in Philly ended up being the least used and most worthless pokemon on the team this time around. The spread does the exact same as the one I used in Philly, but better optimized and I had extra EVs to add to Def, adding a little more survivability. Scald was chosen over Hydro Pump as the burn chance is extremely great for me, and Hydro Pump wasn’t as effective in VGC ‘14 as compared to ‘13 with a lack of stuff to really hit hard with it.



Charizard @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 212 HP / 196 Atk / 100 Def
Impish Nature
- Flare Blitz
- Dragon Claw
- Will-O-Wisp
- Protect



Probably the MVP of the team was this here Charizard. Originally a Charizard-Y, I didn’t like how it played at all and soon changed to Charizard X for better matchups against Garchomp and other pokemon. Charizard added a great element of surprise to the team as everybody expects Charizard Y. One of my favorite things to do was Mega Evolve on a Garchomp Rock Slide and OHKO with Dragon Claw. Will-O-Wisp is what made this set a pokemon usable as it completely crippled so many pokemon and not many people expected a WoW from a Charizard either. The EVs allow me to survive two Rock Slides from Max Atk Tyranitar Rock Slide (outside Sandstorm). The remainder of the EVs were placed into attack to maximize power.



Scrafty @ Chesto Berry
Ability: Intimidate
Shiny: Yes
EVs: 244 HP / 72 Atk / 84 Def / 108 SDef
Careful Nature
- Low Sweep
- Rest
- Crunch
- Fake Out


Being completely honest, I don’t remember what this spread does at all. Rest was a great move, especially when they protected or double targeted my other pokemon because they were threatened by the partner or thought Scrafty was not a threat to them. Low Sweep was amazing at providing speed control for the slower mons of this team. Sometimes hiding Garchomp’s scarf, other times letting Charizard outspeed Garchomp or other threats that would otherwise outspeed and threaten Charizard.




Magnezone @ Shuca Berry
Ability: Analytic
EVs: 252 HP / 156 SAtk / 100 SDef
Calm Nature
IVs: 28 Spd
- Flash Cannon
- Hidden Power [Ice]
- Thunderbolt
- Protect


Magnezone was a replacement for Metagross in the original build, at that time carrying an Occa Berry. When this spread was made, it was built to handle Charizard-Y Heat Wave and Overheat with an Occa Berry. Eventually, as I started seeing less Charizard-Y and fewer Talonflame, and an increasing number of Garchomp, I decided to add HP Ice and switch to Shuca Berry. I left the EV spread the same as the original because I loved the solid bulk it provided against the rest of the special attacking metagame. The 28 Speed IV was just what I happened to breed, and added to the chance of my going slower and gaining the Analytic boost. Analytic added so much power when I moved after both of the opposing pokemon, it netted many OHKOs and 2HKOs because of the power boost.

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