AmbipomMaster
#TeamInstinct
Let me start off by saying that I am not competing in Day 1 of Worlds, but I will be competing in the Nashville Open on Day 2 to start off my 2019 season, and I need help in solidifying ideas for my team. Earlier this season, I utilized a Lele/Mega-gross core that I want to optimize for this tournament. I partnered it with Politoed/Ludicolo rain and it didn't quite work like I wanted to, so I've been tweaking the team here and there, and I could definitely use some help. So without further ado, here's my team!
Tapu-Lele@Psychium Z
Ability: Psychic Surge
EVs: 204 HP, 44 Def, 252 SpA, 8 SpD
Nature: Modest (+SpAtk, -Atk)
-Psychic
-Moonblast
-Protect
-Taunt
Fun fact: this Tapu Lele is the same one that I've used for 2017 and 2018 NAIC and I absolutely love it. I am a big fan of bulky Lele with Life Orb, but this would be the first time I've used a Z-Crystal on it. For obvious reasons, Psychic is chosen to get a very powerful Shattered Psyche in psychic terrain (although I suppose I could run Psyshock as well?), and Moonblast is another STAB option for Dark types and Cresselia. Protect is a general staple on any Pokemon in Doubles, and I like to use Taunt as a nice way to stop Trick Room users. Some things that Lele runs into trouble with include Kartana, Incineroar, Nihilego, Cresselia, and Calm Mind Fini, but overall, it's been a very reliable team member that's put in a lot of work.
Metagross@Metagrossite
Ability: Clear Body -> Tough Claws
EVs: 4 HP, 252 Atk, 252 Spe
Nature: Jolly (+Spe, -SpAtk)
-Protect
-Iron Head
-Stomping Tantrum
-Zen Headbutt
Metagross is a very synergistic partner with Lele, and I've been very happy with this team core. Clear Body is really nice as it protects from any Intimidate drops, and Tough Claws/psychic terrain-boosted Zen Headbutts are no laughing matter. I've maximized the Attack and Speed to get the most out of said Zen Headbutts, with the remaining EVs going into general bulk. If terrain is not in my favor, or I'm going up against an Incineroar or Metagross mirror match, then Stomping Tantrum is used to get super-effective damage, especially if my double Protect fails or my Zen Headbutt lands on a Dark type. Iron Head is another good STAB move to include, especially if I want the 100% accuracy and the possible flinch. Overall, this thing struggles with Charizard-Y and Landorus-T, so the rest of the team is tailored to help Lele and Metagross reach their full sweeping potential.
Landorus-Therian@Assault Vest
Ability: Intimidate
EVs: 124 HP, 252 Atk, 132 Spe
Nature: Adamant (+Atk, -SpAtk)
-Earthquake
-Rock Slide
-Superpower
-U-Turn
I had been toying around with a Choice Band variant of this set for a little while, but I've found that the 50% Speed increase was much needed when I want to run a bulkier Landorus. I've put 132 Speed EVs so that it can still outspeed 252 speed Timid Tyranitar by 1 point and knock it out with a Superpower. Because of this, I wanted to put the extra EVs into HP to help his longevity, but I don't know if I should focus on investing them into Defense or Special Defense instead. 252 Attack and Adamant Nature maximize the attacking power of this beast, and I need it to destroy Charizards and Salamences. Rock Slide and Earthquake provide very good coverage in and of itself, and Superpower was added as an answer for Kartana and Ferrothorn, as they tend to be a large threats to my team as well. U-Turn was thrown in in case I want to spam Intimidates during the match.
Milotic@Wiki Berry
Ability: Competitive
EVs: 252 HP, 232 Def, 4 SpAtk, 20 SpDef
Nature: Calm (+SpDef, -Atk)
-Scald
-Protect
-Icy Wind
-Mirror Coat
I have always been a big fan of Milotic, and with two Intimidating tigers having a large presence in the 2018 VGC format, I figured it was time to bring her onto my team. Competitive boosted Milotic can be a scary thing to go up against if you're a Landorus or Incineroar. The EVs have been chosen so she can survive Charizard-Y's Solar Beam in the sun, Adamant Kartana's Leaf Blade (after a burn or an Intimidate), and Tapu Koko's Thunderbolt in Electric Terrain about 2/3 of the time. Scald is a great reliable STAB move and the burn chance can really cripple physical mons, and Protect is never a bad option. Icy Wind is a good way to maintain Speed control during the game, which I'm a big fan of. The last slot is for a gimmicky Mirror Coat in case I want to get a cheeky KO on a unsuspecting Charizard-Y or Tapu Koko that think they want to knock me out.
Amoonguss@Aguav Berry
Ability: Regenerator
EVs: 244 HP, 76 Def, 188 SpDef
Nature: Sassy (+SpD, -Spe)
-Rage Powder
-Spore
-Protect
-Giga Drain
Amoonguss was added as a really good support Pokemon to aid my team. A specially bulky set was chosen from Smogon to survive not only a lot of boosted special moves but some physical moves as well, and Regenerator and Aguav Berry should provide Amoonguss with enough recovery. Rage Powder and Spore are really good ways to ensure that I can get Zen Headbutts/Shattered Psyches/Scalds off without fear of losing my mons before they can attack. Giga Drain was chosen over my original idea of Clear Smog because Clear Smog can reset all the Icy Winds that Milotic sets up, and Giga Drain gives me more damage output on Fini as well as some additional recovery. For the most part, I really like this Amoonguss and there isn't much that I think needs changed.
Drifblim@Psychic Seed
Ability: Unburden
EVs: 16 HP, 120 Def, 120 SpD, 252 Spe
Nature: Timid (+Spe, -Atk)
-Shadow Ball
-Tailwind
-Will-o-Wisp
-Disable
The Psychic Ter-Rain team I brought to the 2018 NAIC originally had Zapdos as my Tailwind user, but seeing how successful Drifblim has been in these kinds of teams, I figured I better give it a shot. Unburden doubles my speed and Psychic Seed boosts my Special Defense, so it's already getting so many boosts just by entering the field. The EVs and Nature were chosen to help make sure I can set up before losing Drifblim and survive Adamant 252 Atk Kartana's Night Slash (which is CRAZY to me). Tailwind is a staple move, giving me total speed control of the field (except for Trick Room teams, I really don't like going up against those). Shadow Ball is there in case he gets Taunted, or I could get a quick KO if it came down to it. Will-o-Wisp is there to help with a lot of damage calcs against things like Milotic and Amoonguss, and it in tandem with Landorus-T makes my opponents' physical hitters extremely crippled.
And that's what I've got for my team so far! I've been working really hard on my teambuilding skills, and I would really appreciate any kind of feedback anybody would be willing to offer. Thank you guys so much in advance!
Tapu-Lele@Psychium Z
Ability: Psychic Surge
EVs: 204 HP, 44 Def, 252 SpA, 8 SpD
Nature: Modest (+SpAtk, -Atk)
-Psychic
-Moonblast
-Protect
-Taunt
Fun fact: this Tapu Lele is the same one that I've used for 2017 and 2018 NAIC and I absolutely love it. I am a big fan of bulky Lele with Life Orb, but this would be the first time I've used a Z-Crystal on it. For obvious reasons, Psychic is chosen to get a very powerful Shattered Psyche in psychic terrain (although I suppose I could run Psyshock as well?), and Moonblast is another STAB option for Dark types and Cresselia. Protect is a general staple on any Pokemon in Doubles, and I like to use Taunt as a nice way to stop Trick Room users. Some things that Lele runs into trouble with include Kartana, Incineroar, Nihilego, Cresselia, and Calm Mind Fini, but overall, it's been a very reliable team member that's put in a lot of work.
Metagross@Metagrossite
Ability: Clear Body -> Tough Claws
EVs: 4 HP, 252 Atk, 252 Spe
Nature: Jolly (+Spe, -SpAtk)
-Protect
-Iron Head
-Stomping Tantrum
-Zen Headbutt
Metagross is a very synergistic partner with Lele, and I've been very happy with this team core. Clear Body is really nice as it protects from any Intimidate drops, and Tough Claws/psychic terrain-boosted Zen Headbutts are no laughing matter. I've maximized the Attack and Speed to get the most out of said Zen Headbutts, with the remaining EVs going into general bulk. If terrain is not in my favor, or I'm going up against an Incineroar or Metagross mirror match, then Stomping Tantrum is used to get super-effective damage, especially if my double Protect fails or my Zen Headbutt lands on a Dark type. Iron Head is another good STAB move to include, especially if I want the 100% accuracy and the possible flinch. Overall, this thing struggles with Charizard-Y and Landorus-T, so the rest of the team is tailored to help Lele and Metagross reach their full sweeping potential.
Landorus-Therian@Assault Vest
Ability: Intimidate
EVs: 124 HP, 252 Atk, 132 Spe
Nature: Adamant (+Atk, -SpAtk)
-Earthquake
-Rock Slide
-Superpower
-U-Turn
I had been toying around with a Choice Band variant of this set for a little while, but I've found that the 50% Speed increase was much needed when I want to run a bulkier Landorus. I've put 132 Speed EVs so that it can still outspeed 252 speed Timid Tyranitar by 1 point and knock it out with a Superpower. Because of this, I wanted to put the extra EVs into HP to help his longevity, but I don't know if I should focus on investing them into Defense or Special Defense instead. 252 Attack and Adamant Nature maximize the attacking power of this beast, and I need it to destroy Charizards and Salamences. Rock Slide and Earthquake provide very good coverage in and of itself, and Superpower was added as an answer for Kartana and Ferrothorn, as they tend to be a large threats to my team as well. U-Turn was thrown in in case I want to spam Intimidates during the match.
Milotic@Wiki Berry
Ability: Competitive
EVs: 252 HP, 232 Def, 4 SpAtk, 20 SpDef
Nature: Calm (+SpDef, -Atk)
-Scald
-Protect
-Icy Wind
-Mirror Coat
I have always been a big fan of Milotic, and with two Intimidating tigers having a large presence in the 2018 VGC format, I figured it was time to bring her onto my team. Competitive boosted Milotic can be a scary thing to go up against if you're a Landorus or Incineroar. The EVs have been chosen so she can survive Charizard-Y's Solar Beam in the sun, Adamant Kartana's Leaf Blade (after a burn or an Intimidate), and Tapu Koko's Thunderbolt in Electric Terrain about 2/3 of the time. Scald is a great reliable STAB move and the burn chance can really cripple physical mons, and Protect is never a bad option. Icy Wind is a good way to maintain Speed control during the game, which I'm a big fan of. The last slot is for a gimmicky Mirror Coat in case I want to get a cheeky KO on a unsuspecting Charizard-Y or Tapu Koko that think they want to knock me out.
Amoonguss@Aguav Berry
Ability: Regenerator
EVs: 244 HP, 76 Def, 188 SpDef
Nature: Sassy (+SpD, -Spe)
-Rage Powder
-Spore
-Protect
-Giga Drain
Amoonguss was added as a really good support Pokemon to aid my team. A specially bulky set was chosen from Smogon to survive not only a lot of boosted special moves but some physical moves as well, and Regenerator and Aguav Berry should provide Amoonguss with enough recovery. Rage Powder and Spore are really good ways to ensure that I can get Zen Headbutts/Shattered Psyches/Scalds off without fear of losing my mons before they can attack. Giga Drain was chosen over my original idea of Clear Smog because Clear Smog can reset all the Icy Winds that Milotic sets up, and Giga Drain gives me more damage output on Fini as well as some additional recovery. For the most part, I really like this Amoonguss and there isn't much that I think needs changed.
Drifblim@Psychic Seed
Ability: Unburden
EVs: 16 HP, 120 Def, 120 SpD, 252 Spe
Nature: Timid (+Spe, -Atk)
-Shadow Ball
-Tailwind
-Will-o-Wisp
-Disable
The Psychic Ter-Rain team I brought to the 2018 NAIC originally had Zapdos as my Tailwind user, but seeing how successful Drifblim has been in these kinds of teams, I figured I better give it a shot. Unburden doubles my speed and Psychic Seed boosts my Special Defense, so it's already getting so many boosts just by entering the field. The EVs and Nature were chosen to help make sure I can set up before losing Drifblim and survive Adamant 252 Atk Kartana's Night Slash (which is CRAZY to me). Tailwind is a staple move, giving me total speed control of the field (except for Trick Room teams, I really don't like going up against those). Shadow Ball is there in case he gets Taunted, or I could get a quick KO if it came down to it. Will-o-Wisp is there to help with a lot of damage calcs against things like Milotic and Amoonguss, and it in tandem with Landorus-T makes my opponents' physical hitters extremely crippled.
And that's what I've got for my team so far! I've been working really hard on my teambuilding skills, and I would really appreciate any kind of feedback anybody would be willing to offer. Thank you guys so much in advance!
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