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[TEAM REPORT] Metal Jungle [VGC'17]
#3
Interesting team you have done there @Marcusube. There are some niche pokemon here I like such as the Tapu Fini, Metagross, and the Mudsdale since have used them rather extensively over since the format started. That said, would ask some concerns here.

To start off, for this team specifically, it doesn't have a solid answer to most weather-based offense notable Rain given how Pelipper + Golduck can play around this team. Scarf Xuritree won't be able to outpace even Swift Swim Golduck which is rather problematic as it can in turn fire a Hydro Vortex (Hydro Pump) and get the OHKO on it. Pelipper can threaten Tapu Bulu with STAB Hurricane or even setup Tailwind to further give the opposing team the speed control. If anything, Tapu Fini here is somewhat replaced for another Water-type like Gastrodon has the opponent can't freely use their Rain mode against you. If possible, try out Safety Goggles Arcanine as a method to check most sun-based teams around Torkoal-Liligant, notable to block the Sleep Powder.

Another concern is the fact the team itself is rather "middling" without any form of speed control. Normally this won't be an issue unless there's at least a few "fast" mons" here and there, though aside the Scarf Xurkitree, there isn't much. Definitely this team has the bulk to take on certain matchups, but when it comes down to speed control in general such as having a Trick Room or "fast mode" response, its rather lacking. 

There's an unique direction I could take the team as it can "solve" your middling speed issues, though it will require replacing about half the team such as Tapu Fini, Metagross, and Xuritree and going rather hyper offensive. Some of these mons you've see before, though keep in mind what this is going.

For Tapu Bulu, the aside the EV Spread change suggest by TempleVGC, try to give it Wood Hammer over Leech Seed to get a stronger "Bloom Doom" attack instead of using it with Horn Leech. Stone Edge can be replaced with Rock Slide if pleased, though Rock-type coverage on Bulu is appreciated.

Now here's where the changes happen. Replace Metagross for Kartana. TBH, Kartana synergies better with the Tapu Bulu than with Metagross for a number of reasons given how 1) both Grass-types receive a boosts to their attacks, and 2) Kartana CAN threaten opposing Tapu better than Metagross. In terms of movesets, its really up to you here, though an Focus Sash set with Sword Dance, Leaf Blade, and either Smart Strike/Sacred Sword to bolster its already sky high attack to monstrous levels. Despite its "frail" special defense, Kartana is rather bulky with its Steel/Grass-typing and can take some hits with an Assault Vest before it goes down. A final thing to note is SD Kartana (if you go this route), can 1v1 Celesteela assuming its not special or has substantial boosts.

Scarf Pelipper with Soak can be rather funny to use on this team since not only will Pelipper be able to change the typing of Pokemon to Water-type, but look at your team. A rather hard hitting Tapu Bulu, a fast Kartana with Leaf Blade, and an fast Electric-type of your choice ( Xurkitree / Tapu Koko ) can all essentially OHKO any "water" type in the format. Imagine just changing Celesteela's type to Water and have Tapu Koko or Tapu Bulu OHKO it immediately. The Drizzle can cover for the team's weakness to Fire and will for the opposing side to reconsider bringing their Fire-types. 

In addition, Pelipper can give the team a decent response to weather, though its rather shaky since it will be the "fastest" Weather setter on the field, meaning the opposing ones will go up first. This Pelipper is fast enough to outpace Nihilego, Garchomp, Alolan Raichu, and even Kartana so it can get off a one of STAB Coverage moves to deal with its respective threats.

Tapu Koko on this team can help alleviate some of the much needed speed for this team and can function as a strong revenge killer with its Electric Terrain-boosted Thunderbolts. Note this isn't the only way to run a Tapu Koko as some are usually have a support move like Taunt or Nature's Madness to prevent setup or deal damage to targets Koko can't hit as effective. Taunt seems to work better for this team given how you don't have responses to some anti-setup Pokemon. The EV Spread will allow it to underspeed Pelipper before Soak, so that's fun.

Arcanine can remain the same, though Burn Out isn't the most reliable STAB option. Would understand if Arcanine has the Firium Z + Burn Out / Overheat to deal heavy damage with Inferno Overdrive, though a safe option like Flamethrower can be utilize. As mention above, Safety Goggles is a decent option for Arcanine so it can prevent itself from being Spore or Sleep Powdered, especially against the Torkoal - Liligant matchup.

Finally Mudsdale's EV Spread can be spread out a bit to take advantage of its Assault Vest, though Adamant nature should be opted. Only change I'd consider is sashing either EQ or Rock Tomb for Close Combat since its always helpful to hit Snorlax or Porygon2.

Well if anyone noticed, most of the suggested are based on this video, though I can see these changes fitting the original team better. Frankly there are multiple ways you can consider re-working the team itself since there's several "niche" mons stacked together here. Hope this helps. 





Tapu Bulu @ Grassium Z  
Ability: Grassy Surge  
Level: 50  
EVs: 236 HP / 252 Atk / 4 Def / 4 SpD / 12 Spe  
Adamant Nature  
- Wood Hammer  
- Horn Leech  
- Stone Edge  
- Protect  

Kartana @ Focus Sash  
Ability: Beast Boost  
Level: 50  
EVs: 4 HP / 148 Atk / 4 Def / 100 SpD / 252 Spe  
Jolly Nature  
- Swords Dance  
- Leaf Blade  
- Smart Strike  
- Protect  

Mudsdale @ Assault Vest  
Ability: Stamina  
Level: 50  
EVs: 156 HP / 204 Atk / 12 Def / 132 SpD / 4 Spe  
Adamant Nature  
- High Horsepower  
- Rock Slide  
- Heavy Slam  
- Close Combat  

Tapu Koko @ Life Orb  
Ability: Electric Surge  
Level: 50  
EVs: 28 HP / 44 Def / 252 SpA / 28 SpD / 156 Spe  
Timid Nature  
IVs: 0 Atk  
- Thunderbolt  
- Taunt  
- Dazzling Gleam  
- Protect  

Arcanine @ Safety Goggles  
Ability: Intimidate  
Level: 50  
EVs: 212 HP / 132 SpA / 164 Spe  
Timid Nature  
IVs: 0 Atk  
- Burn Up  
- Snarl  
- Roar  
- Will-O-Wisp  

Pelipper @ Choice Scarf  
Ability: Drizzle  
Level: 50  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
IVs: 0 Atk  
- Scald  
- Hurricane  
- Ice Beam  
- Soak  

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Messages In This Thread
Metal Jungle [VGC'17] - by Marcusube - Dec 20, 2016, 08:20 AM
RE: Metal Jungle [VGC'17] - by TempleVGC - Dec 20, 2016, 09:54 AM
RE: Metal Jungle [VGC'17] - by Black117 - Dec 21, 2016, 11:04 PM
RE: Metal Jungle [VGC'17] - by Marcusube - Dec 22, 2016, 05:25 AM
RE: Metal Jungle [VGC'17] - by Marcusube - Dec 22, 2016, 05:26 AM

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