Mar 6, 2017, 04:10 PM
This is my first time making a VGC team. I have been looking all over the forums and I tried to follow the RMT as well. Also tried to cover weaknesses the best I could, but I feel like something is missing. On pokemon showdown tailwind, trickroom, and kartanas still give me trouble. Sometimes I can do things against them, but other times I just feel helpless.
Ninetales-Alola @ Focus Sash
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Freeze-Dry
- Aurora Veil
- Blizzard
It handles Garchomps exteremely well. Makes the team bulkier overall, and can destroy water types. Mainly to outspeed most of the common pokemon
Nihilego @ Life Orb
Ability: Beast Boost
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Power Gem
- Protect
- Hidden Power [Ice]
Can OHKO the tapus, and some variants of Garchomp. Though extremely frail and may be more of a liability.
Arcanine @ Firium Z
Ability: Intimidate
Level: 50
EVs: 244 Atk / 12 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Protect
- Close Combat
Great at dealing with Kartana's and Celesteela's.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 44 Def / 196 SpA / 4 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Protect
- Moonblast
- Muddy Water
Bulky so it's usually a safe switch in and helps with ground types. Is able to tank Koko, Lele, and Chomp. Though was thinking about changing Fini for someone else.
Snorlax @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 68 HP / 196 Atk / 244 Def
Brave Nature
IVs: 0 Spe
- Return
- High Horsepower
- Curse
- Protect
There to mainly handle Trick Room so I don't get obliterated. Also able to Tank a lot of physical moves.
Tapu Bulu @ Miracle Seed
Ability: Grassy Surge
EVs: 252 HP / 76 Atk / 116 Def / 4 SpD / 60 Spe
Adamant Nature
- Superpower
- Wood Hammer
- Horn Leech
- Protect
To handle ground types and water types when I cannot bring Ninetales, can survive a lot of pokemon who do not get STAB from poison jab.
Ninetales-Alola @ Focus Sash
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Freeze-Dry
- Aurora Veil
- Blizzard
It handles Garchomps exteremely well. Makes the team bulkier overall, and can destroy water types. Mainly to outspeed most of the common pokemon
Nihilego @ Life Orb
Ability: Beast Boost
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Power Gem
- Protect
- Hidden Power [Ice]
Can OHKO the tapus, and some variants of Garchomp. Though extremely frail and may be more of a liability.
Arcanine @ Firium Z
Ability: Intimidate
Level: 50
EVs: 244 Atk / 12 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Protect
- Close Combat
Great at dealing with Kartana's and Celesteela's.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 44 Def / 196 SpA / 4 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Protect
- Moonblast
- Muddy Water
Bulky so it's usually a safe switch in and helps with ground types. Is able to tank Koko, Lele, and Chomp. Though was thinking about changing Fini for someone else.
Snorlax @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 68 HP / 196 Atk / 244 Def
Brave Nature
IVs: 0 Spe
- Return
- High Horsepower
- Curse
- Protect
There to mainly handle Trick Room so I don't get obliterated. Also able to Tank a lot of physical moves.
Tapu Bulu @ Miracle Seed
Ability: Grassy Surge
EVs: 252 HP / 76 Atk / 116 Def / 4 SpD / 60 Spe
Adamant Nature
- Superpower
- Wood Hammer
- Horn Leech
- Protect
To handle ground types and water types when I cannot bring Ninetales, can survive a lot of pokemon who do not get STAB from poison jab.