DBK
Renegade Trainer
INTRO
This is my potential team for the 2011 VGCs. I haven't made a proper team before (I usually patch one together from the teams that I see here and practice with it on PO). Most of the sets here are cut and paste from the Team Building Guide thread (some from the Single Rates thread) with one or two tweaks.
The idea was to be prepped for the more common teams while still being able to withstand the not-so-common ones, for the most part.
I actually put up 9 pokemon here because I have been testing with different combinations of 6 but have yet to be consistently successful. So any advice on which 6 to use would be appreciated.
This is for the VGCs. So 5th gen only, doubles, item clause, species clause, wifi clause, no Sky Drop. and pokemon are reduced to lvl 50 (if over lvl 50).
Alright, long intro over. On to the team.
TEAM
@ Life Orb
Ability: Prankster
EVs: 4 HP/252 SpAtk/252 Spe
Nature: Hasty
- Discharge
- Focus Blast
- Hidden Power (Ice)
- Swagger/Nasty Plot
He is my disabler/special sweeper. Swagger to confuse (and potentially score a self hit) then spam whatever is effective at the moment. His should be able to out-speed most (although PO seems to think otherwise). I thought about Thunder Wave in place of Swagger because of the speed reduction, but I've had more success with Swagger. Life Orb to boost everything. The nature is not the best, but I am stuck with it.
He is my physical sweeper. He is there to spam whatever is most effective. His nature (which I am also stuck with) coupled with the scarf makes him as fast as Thundurus, so he should be able to hit hard and fast. He's got decent defenses, so he should be able to take a few regular and non-effective hits (and maybe 1 or 2 effective hits).
@ Flame Orb
Ability: Guts
EVs: 120 HP/252 Atk/136 SpDef
Nature: Adamant
- Drain Punch
- Mach Punch
- Payback
- Rock Slide/Poison Jab
Another physical sweeper. Flame Orb with Guts equals Steroids. Drain punch for healing. Mach punch for priority hit. Payback for revenge hitting. Rock Slide to hit both opponents with possible flinch, or Poison Jab for those annoying grass pokemon (Whimsicott and Amoonguss). His speed sucks but he should be able to take a hit be fore attacking or he can use Mach Punch and get a strong hit in quick.
@ Choice Band
Ability: Mold Breaker
EVs: 4 HP/252 Atk/252 Spe
Nature: Adamant
- Outrage
- Dual Chop
- Rock Slide
- Earthquake
Yet another physical sweeper. Choice Band boosts everything. Outrage and Dual Chop get STAB and pretty much OHKOs almost everything. The other two to hit both opponents. It's speed is decent, but it gets out-sped more often than I would like and for some reason gets OHKOed more often than not (PO doesn't like him apparently).
@ Focus Sash
Ability: Levitate
EVs: 4 HP/252 SpDef/252 Spe
Nature: Modest
- Draco Meteor
- Dark Pulse
- Fire Blast/U-Turn
- Surf
A special sweeper. Since he manages to get out-sped often, Sash keeps him alive to get a really hard hit in. Draco Meteor and Dark Pulse for STAB, the other two for coverage. Didn't put EVs in SpAtk since the nature takes care of it, so put them in speed, since he needs that boost badly.
@ Shell Bell
Ability: Water Absorb
EVs: 252 HP/252 Def/4 SpDef
Nature: Bold
- Ice Beam
- Psychic
- Shadow Ball
- Water Spout
A special tank. Leftovers and Water Absorb (when paired with Hydreigon) keep it alive. Water Spout and Shadow Ball gets STAB, the rest for coverage. There to take out the fighters and dragons. Has proven to be useful.
@ Leftovers
Ability: Prankster
EVs: 4 HP/252 Def/252 SpDef
Nature: Bold
- Leach Seed
- Substitute
- Shadow Ball/Energy Ball
- Toxic/Encore
A special wall.I know another pokemon already has Leftovers, but I could use this pokemon in place of the other. Standard Whimsicott. Toxic/Encore, then SubSeed. Shadow/Energy Ball for coverage. Haven't tested it yet, but opponents who use it have been trouble for me.
@ Flying Gem
Ability: Defeatist
EVs: 4 HP/252 Atk/252 Spe
Nature: Jolly
- Stone Edge
- Acrobatics
- Dragon Claw
- U-Turn
A speedy physical sweeper. Acrobatics destroys, thanks to STAB and Flight Gem. The other three for coverage. U-Turn to hit and run. He should out-speed most and hurt like hell. Haven't tested it yet.
@ Ground Gem
Ability: Sand Force
EVs: 252 Atk/4 SpAtk/252 Spe
Nature: Naive
- Psychic
- Earthquake
- Stone Edge
- Hidden Power (Ice)
Yet another (there's quite a bit, huh?) physical sweeper. Earthquake gets STAB, destroys those that aren't immune. Stone Edge and Hidden Power for coverage. Protect for scouting purposes if I lead with him (and some defense against ice users). A speedy killer.
That's it for the team. As you can see, my basic strategy is to disable, and then hit hard and fast. I seem to have a bit of an ice weakness as well as a Trick Room weakness (although I think the Pranksters should help with that). I also have a hard time with Protect users. Any help is appreciated.
EDIT: Changes in BOLD.
This is my potential team for the 2011 VGCs. I haven't made a proper team before (I usually patch one together from the teams that I see here and practice with it on PO). Most of the sets here are cut and paste from the Team Building Guide thread (some from the Single Rates thread) with one or two tweaks.
The idea was to be prepped for the more common teams while still being able to withstand the not-so-common ones, for the most part.
I actually put up 9 pokemon here because I have been testing with different combinations of 6 but have yet to be consistently successful. So any advice on which 6 to use would be appreciated.
This is for the VGCs. So 5th gen only, doubles, item clause, species clause, wifi clause, no Sky Drop. and pokemon are reduced to lvl 50 (if over lvl 50).
Alright, long intro over. On to the team.
TEAM
Ability: Prankster
EVs: 4 HP/252 SpAtk/252 Spe
Nature: Hasty
- Discharge
- Focus Blast
- Hidden Power (Ice)
- Swagger/Nasty Plot
He is my disabler/special sweeper. Swagger to confuse (and potentially score a self hit) then spam whatever is effective at the moment. His should be able to out-speed most (although PO seems to think otherwise). I thought about Thunder Wave in place of Swagger because of the speed reduction, but I've had more success with Swagger. Life Orb to boost everything. The nature is not the best, but I am stuck with it.
*****NOTE*****
Thundurus is the only one of the 9 that I really want on my team. Advice on which of the remaining 8 should be used will be appreciated.
*****NOTE*****
@ Choice Scarf
Ability: Justified
EVs: 4 HP/252 Atk/252 Spe
Nature: Timid
- Close Combat
- Earthquake
- X-Scissor
- Rock Slide
Thundurus is the only one of the 9 that I really want on my team. Advice on which of the remaining 8 should be used will be appreciated.
*****NOTE*****
Ability: Justified
EVs: 4 HP/252 Atk/252 Spe
Nature: Timid
- Close Combat
- Earthquake
- X-Scissor
- Rock Slide
He is my physical sweeper. He is there to spam whatever is most effective. His nature (which I am also stuck with) coupled with the scarf makes him as fast as Thundurus, so he should be able to hit hard and fast. He's got decent defenses, so he should be able to take a few regular and non-effective hits (and maybe 1 or 2 effective hits).
Ability: Guts
EVs: 120 HP/252 Atk/136 SpDef
Nature: Adamant
- Drain Punch
- Mach Punch
- Payback
- Rock Slide/Poison Jab
Another physical sweeper. Flame Orb with Guts equals Steroids. Drain punch for healing. Mach punch for priority hit. Payback for revenge hitting. Rock Slide to hit both opponents with possible flinch, or Poison Jab for those annoying grass pokemon (Whimsicott and Amoonguss). His speed sucks but he should be able to take a hit be fore attacking or he can use Mach Punch and get a strong hit in quick.
Ability: Mold Breaker
EVs: 4 HP/252 Atk/252 Spe
Nature: Adamant
- Outrage
- Dual Chop
- Rock Slide
- Earthquake
Yet another physical sweeper. Choice Band boosts everything. Outrage and Dual Chop get STAB and pretty much OHKOs almost everything. The other two to hit both opponents. It's speed is decent, but it gets out-sped more often than I would like and for some reason gets OHKOed more often than not (PO doesn't like him apparently).
Ability: Levitate
EVs: 4 HP/252 SpDef/252 Spe
Nature: Modest
- Draco Meteor
- Dark Pulse
- Fire Blast/U-Turn
- Surf
A special sweeper. Since he manages to get out-sped often, Sash keeps him alive to get a really hard hit in. Draco Meteor and Dark Pulse for STAB, the other two for coverage. Didn't put EVs in SpAtk since the nature takes care of it, so put them in speed, since he needs that boost badly.
Ability: Water Absorb
EVs: 252 HP/252 Def/4 SpDef
Nature: Bold
- Ice Beam
- Psychic
- Shadow Ball
- Water Spout
Ability: Prankster
EVs: 4 HP/252 Def/252 SpDef
Nature: Bold
- Leach Seed
- Substitute
- Shadow Ball/Energy Ball
- Toxic/Encore
A special wall.I know another pokemon already has Leftovers, but I could use this pokemon in place of the other. Standard Whimsicott. Toxic/Encore, then SubSeed. Shadow/Energy Ball for coverage. Haven't tested it yet, but opponents who use it have been trouble for me.
Ability: Defeatist
EVs: 4 HP/252 Atk/252 Spe
Nature: Jolly
- Stone Edge
- Acrobatics
- Dragon Claw
- U-Turn
A speedy physical sweeper. Acrobatics destroys, thanks to STAB and Flight Gem. The other three for coverage. U-Turn to hit and run. He should out-speed most and hurt like hell. Haven't tested it yet.
Ability: Sand Force
EVs: 252 Atk/4 SpAtk/252 Spe
Nature: Naive
- Psychic
- Earthquake
- Stone Edge
- Hidden Power (Ice)
Yet another (there's quite a bit, huh?) physical sweeper. Earthquake gets STAB, destroys those that aren't immune. Stone Edge and Hidden Power for coverage. Protect for scouting purposes if I lead with him (and some defense against ice users). A speedy killer.
That's it for the team. As you can see, my basic strategy is to disable, and then hit hard and fast. I seem to have a bit of an ice weakness as well as a Trick Room weakness (although I think the Pranksters should help with that). I also have a hard time with Protect users. Any help is appreciated.
EDIT: Changes in BOLD.
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