Suggestions for a VGC team (RMT-suggestions welcome)

Data-Roxas

The Hurt Incarnate
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Now that I've come to a general consensus about the team, at least in its first incarnation, this is what I have, though I'd appreciate feedback and input still.

Charizard @ Charizardite Y
Blaze
Timid Nature
4HP/252SpA/252Spe
-Protect
-Heat Wave
-Solar Beam
-Overheat

Standard Zard Y is standard. Overheat makes Mega Kanga less of a problem, and lets me STAB through wide guard. Drought on Zard Y makes it easier to switch into Politoed since scald loses power in sun. However, Zard has no business staying in on Politoed once it comes back. Other than that, Zard Y just wrecks opponents' days with Heat Wave and Solarbeam.

Cresselia @ Rocky Helmet
Levitate
Bold Nature
252HP/172Def/84SpD
-Helping Hand
-Moonlight
-Icy Wind
-Psychic

I had to use Cresselia, of course. Being one of this meta's best, if not the best, walls, it also makes a fantastic support. Icy Wind is a risky gambit, what with Bisharp being so common, but I can't get taunted out of it, and nothing has an immunity to it. Additionally, what the other members of my team being able to one- or two- shot Bisharp every time, It shouldn't be an overwhelming problem. Helping hand gives me niche KO's, like Heat Wave OHKO-ing M-Kanga, circumventing the SpAtk drop from Overheat.

Nidoking @ Choice Scarf
Sheer Force
Jolly Nature
244Atk/12SpA/252Spe
-Thunder Punch
-Earth Power
-Ice Beam
-Rock Slide

Nidoking is my favorite pokemon. It holds a special place in my heart. Fortunately, it holds a potent niche in the metagame. Rock Slide is the ubiquitous spread move of VGCs, and OHKO's Zard-Y, as well as potentially Talonflame, although Nidoking cannot reliably tank a brave bird or flare blitz. With Follow Me support, however, Talonflame will target clefable, and Nidoking can get the KO with recoil damage

Clefable @ Sitrus Berry
Ability: Magic Guard
Level: 50
EVs: 252 HP / 108 Def / 28 SpA / 116 SpD / 4 Spe
Bold Nature
- Moonblast
- Heal Pulse
- Follow Me
- Protect

Clefable's my secondary supporter, and works very well since Follow Me takes a lot of pressure off of Zard-Y, Nidoking, Crobat/Aegislash. Heal Pulse for a tech move, since Venusaur appreciates it, what with LO. Moonblast provides my strongest answer to Hydreigon, and Protect eases predictions. I'm considering Helping Hand over Heal Pulse, to add another helping hand user, since its so integral to landing KOs on key meta threats.

Aegislash @ Leftovers
Ability: Stance Change
Level: 50
EVs: 252 HP / 100 SpA / 156 SpD
Quiet Nature
- King's Shield
- Wide Guard
- Sacred Sword
- Flash Cannon

Aegislash provides a potential way to combat Hydreigon and Sylveon/Suicune (depending on the last move). It's also a potential answer to Kangaskhan, but Zard does that better, anyways. Leftovers enables Aegi to have a little more longevity, since the only thing it lacks to be an effective tank is a sizable HP stat. I intend to run Flash Cannon as an answer to sylveon and Gardevoir, and Sacred Sword, while situational, provides a way to finish off a weakened Kangaskhan and keeps Bisharp from getting too cocky.

Venusaur @ Life Orb
Chlyrophyll
Modest
4HP/252SpA/252Spe
-Giga Drain
-Sludge Bomb
-HP Ice
-Protect

Venusaur rounds out the team, providing a possible answer to sand and rain teams by nixing their heavy hitters and, hopefully, their weather setters. Giga Drain hits Tyranitar and Politoed hard, and Sludge Bomb is a decisive answer to Ludicolo.

With that, I turn the time over to the rest of you. Please be respectful of the fact that this is my first attempt at VGC's, so I'll probably have problems indicative of switching from singles to doubles, and I am typically not the best at teambuilding on my own.
 
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Re: Suggestions for a VGC team (Have 5/6 decided)

Hey there! Glad to see you giving a shot at VGC! It's a really fun format, and offers many interesting ways to battle. Building a good VGC team for the first time can be difficult, especially when coming from a singles background, so I will do my best to help.

First off, I think your team needs better checks to Mega Kangaskhan. For Char-Y, a sun-boosted Overheat is actually better coverage against Kang than Focus Blast:
252 SpA Mega Charizard Y Overheat vs. 4 HP / 0 SpD Mega Kangaskhan in Sun: 195-229 (107.7 - 126.5%) -- guaranteed OHKO
252 SpA Mega Charizard Y Focus Blast vs. 4 HP / 0 SpD Mega Kangaskhan: 158-188 (87.2 - 103.8%) -- 25% chance to OHKO
Although you have to deal with a stat drop, it's still a better option than risking a miss with an inaccurate Focus Blast that might not even pick up the OHKO.
Since your Cresselia is already more physically-invested, it could work well with a Rocky Helmet to get extra chip damage on Kang, especially if it hits twice with a Double-Edge.
If you feel like you still need one more way to counter Kang, replace Knock Off with Superpower on Landorus-T. It'll also be a good way to hit Hydreigon, which threatens your team quite a bit once Clefable is gone from the field.

Nidoking is a cool Pokemon to use, but is very niche in VGC '15. If you want to use one though, I'd suggest using a special (or at least mixed) set, since its special moves can make better use of Sheer Force. I would replace EQ with Earth Power and Sucker Punch with Ice Beam (which gives you a neat way to OHKO Mega Salamence and Landorus-T). You can keep Rock Slide, since it's always a nice move to have in VGC for spread damage, flinch chances, and a way to OHKO Char-Y and Talonflame. Since Nidoking is placed into an awkward speed tier with that 85 base speed, a Choice Scarf might be a better option to nab surprise KOs on threats and get the chance to launch faster Rock Slides.

There's also the option of switching Clefable for Clefairy. While Clefable's ability can be helpful in prevented a set-up sweep from boosted Pokemon and it gets the luxury of holding an item, Clefairy with an Eviolite and Friend Guard can give your team additional bulky support. In the end though, the choice is entirely up to your preference.

It's good that you have ways to counter the main checks to Char-Y (i.e. Rotom-H and Heatran). You might have some trouble with Rain Dance teams though, because once Char-Y loses the sun due to a Politoed's Drizzle, you'll have 3 Pokemon on your team weak to water. Maybe you can add Venusaur or Zapdos to help address that problem. Both have their advantages on your team, the former making use of Chlorophyll to raise its speed in the sun, and the latter providing Tailwind support as another speed control option. Although not nearly as much of a threat as rain, sand teams are definitely something to watch out for as well, since not only will it take away Char-Y's sun, but Char will also surely be facing fast incoming Rock Slides.

As for the final member, besides the Venusaur and Zapdos that I suggested earlier, I think Aegislash would be a good option as well. Wide Guard support protects Char-Y from Rock Slide. As for your choice of Shadow Ball vs. Flash Cannon, although Shadow Ball gives the better coverage of the two, you generally want Flash Cannon to knock out the Fairy- and Rock-types that threaten your team as quickly as possible. I feel like Sacred Sword is situational, since there's not too many scenarios where Shadow Ball or Flash Cannon wouldn't be better instead, but I guess it could work for dealing some Physical damage to special walls. Other useful options for Aegislash are Substitute and Shadow Sneak.

Hopefully my advice helped a bit. Good luck with the team, and let me know if you have any questions!
 
Re: Suggestions for a VGC team (Have 5/6 decided)

Hey there! Glad to see you giving a shot at VGC! It's a really fun format, and offers many interesting ways to battle. Building a good VGC team for the first time can be difficult, especially when coming from a singles background, so I will do my best to help.

First off, I think your team needs better checks to Mega Kangaskhan. For Char-Y, a sun-boosted Overheat is actually better coverage against Kang than Focus Blast:
252 SpA Mega Charizard Y Overheat vs. 4 HP / 0 SpD Mega Kangaskhan in Sun: 195-229 (107.7 - 126.5%) -- guaranteed OHKO
252 SpA Mega Charizard Y Focus Blast vs. 4 HP / 0 SpD Mega Kangaskhan: 158-188 (87.2 - 103.8%) -- 25% chance to OHKO
Although you have to deal with a stat drop, it's still a better option than risking a miss with an inaccurate Focus Blast that might not even pick up the OHKO.
Since your Cresselia is already more physically-invested, it could work well with a Rocky Helmet to get extra chip damage on Kang, especially if it hits twice with a Double-Edge.
If you feel like you still need one more way to counter Kang, replace Knock Off with Superpower on Landorus-T. It'll also be a good way to hit Hydreigon, which threatens your team quite a bit once Clefable is gone from the field.

Nidoking is a cool Pokemon to use, but is very niche in VGC '15. If you want to use one though, I'd suggest using a special (or at least mixed) set, since its special moves can make better use of Sheer Force. I would replace EQ with Earth Power and Sucker Punch with Ice Beam (which gives you a neat way to OHKO Mega Salamence and Landorus-T). You can keep Rock Slide, since it's always a nice move to have in VGC for spread damage, flinch chances, and a way to OHKO Char-Y and Talonflame. Since Nidoking is placed into an awkward speed tier with that 85 base speed, a Choice Scarf might be a better option to nab surprise KOs on threats and get the chance to launch faster Rock Slides.

There's also the option of switching Clefable for Clefairy. While Clefable's ability can be helpful in prevented a set-up sweep from boosted Pokemon and it gets the luxury of holding an item, Clefairy with an Eviolite and Friend Guard can give your team additional bulky support. In the end though, the choice is entirely up to your preference.

It's good that you have ways to counter the main checks to Char-Y (i.e. Rotom-H and Heatran). You might have some trouble with Rain Dance teams though, because once Char-Y loses the sun due to a Politoed's Drizzle, you'll have 3 Pokemon on your team weak to water. Maybe you can add Venusaur or Zapdos to help address that problem. Both have their advantages on your team, the former making use of Chlorophyll to raise its speed in the sun, and the latter providing Tailwind support as another speed control option. Although not nearly as much of a threat as rain, sand teams are definitely something to watch out for as well, since not only will it take away Char-Y's sun, but Char will also surely be facing fast incoming Rock Slides.

As for the final member, besides the Venusaur and Zapdos that I suggested earlier, I think Aegislash would be a good option as well. Wide Guard support protects Char-Y from Rock Slide. As for your choice of Shadow Ball vs. Flash Cannon, although Shadow Ball gives the better coverage of the two, you generally want Flash Cannon to knock out the Fairy- and Rock-types that threaten your team as quickly as possible. I feel like Sacred Sword is situational, since there's not too many scenarios where Shadow Ball or Flash Cannon wouldn't be better instead, but I guess it could work for dealing some Physical damage to special walls. Other useful options for Aegislash are Substitute and Shadow Sneak.

Hopefully my advice helped a bit. Good luck with the team, and let me know if you have any questions!

Okay, so just to make sure I'm getting it right-

Overheat on Zard (didn't think that would have as much utility as it does. At the very least, it gives me a stab that doesn't worry about wide guard)

Switch Lefties for Rocky Helmet on Cress (something I had actually considered, believe it or not. I was considering giving Clefable or Aegi lefties)

run special/Mixed Scarf Nidoking; drop EQ for Earth Power and give it Ice Beam over Sucker Punch

Possibly switch Clefable for Friend Guard, eviolite Clefairy

Find a place for Venusaur/Zapdos as a way to deal with other weathers

Aegi over Crobat; flash Cannon over Shadow Ball (I've been leaning that way for a while, tbh)

Okay, now to respond; Could I see some damage calcs for Eviolite Clefairy? I know that Clefable tanks a flare blitz from Zard Y, and the spread I run on it doesn't get OHKO'd by much. Friend Guard might be nice though, a way to bolster Nido's paper-thin SpDef, as well as making Aegi or Cress absolutely lulzy with their tanking shenanigans. I'm assuming that you're suggesting essentially the same EV's and moves, just Eviolite Clefairy over Clefable?

As for Nidoking, I like the idea of the mixed Scarf set. If I did do that, I'd have to get rid of protect, and I'd probably sub Lando for Venusaur/Zapdos. I'm thinking almost the same EV's (maybe shift a little more into Sp Attack), though I definitely need a better IV'd Naive Nidoking for a mixed set. I'm rather fond of Sucker Punch, but that's not a good move to be choice locked into. On the other hand, it's also Nidoking's best attempt at priority. What would you suggest? Sludge Bomb or Thunder Punch/bolt strike me as strong options for its fourth move. Sludge Bomb covers Sylveon, whereas an electric move gives me a way to deal with Politoed better. (Thunder Punch works better with the current EV's, obviously) I think I'll go with Thunder Punch, since even a Helping Hands Sludge Bomb doesn't take care of Sylveon without prior damage. (although poison Jab gets the job done quite nicely)

I think I want Venusaur for my Lando replacement, since it doesn't fear much from Rain but Ice Beam, and Sand Threats could be dealt with by running HP Ice on top of a grass move. I'll look into Venusaur sets, unless you have one in mind. I gotta go to school now, but I'll update the OP as soon as I have some spare time.
 
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