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[RATE MY TEAM] April international challenge team
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Regarding the team as is, honestly there are many conflicting / questionable item choices which I don't really understand given the current metagame trend. For starters, I'm not sure why you'd need Electrium Z on Togedemaru when it can still provide a decent amount of support with say an Air Balloon, or Focus Sash. Same can be said about the Arcanine since it seems like it be "better" to run it with an Assault Vest, and Garchomp should have Groundium Z. Now I'm not going to go thru every Pokemon per say since I do thing there is some potential with this team, but I'll just say what mons I'd replace if it were mine. Again, you are welcome to consider these changes.

Togedemaru @ Focus Sash / Air Balloon
Ability: Lightning Rod
Level: 50
EVs: 132 HP / 120 Def / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Zing Zap
- Encore
- Spiky Shield

Typically, most of the Togedemaru sets are generally there to support the team from taking any Electric-type attacks from the likes of Tapu Koko, Xurkitree, Alolan Raichu, etc. The speed investment allows Togedemaru to outspeed Arcanine and Tapu Lele for sure as it can Zip Zap flinch, or even lock targets into Encore. Spiky Shield is a better version of Protect as you deal damage if the opponent makes contact. Again not much to say about Todegemaru, though if you are facing a ton of Electric-type Pokemon or users, try to keep it around as long as possible. The item choice is up to you as Focus Sash allows Togedemaru to withstand one fatal hit, meanwhile Air Balloon lets it be immune to all Ground-type attacks as long as its item is intact.

Arcanine @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 76 HP / 156 Atk / 4 Def / 76 SpD / 196 Spe
Adamant Nature
- Flare Blitz
- Extreme Speed
- Bulldoze
- Wild Charge / Snarl

Assault Vest Arcanine can be rather suprising for the opponent as it can withstand some strong special Z-Moves like Z-Psychic or Z-thunderbolt from Lele and Koko respectively. The moveset is somewhat self explanatory, yet will say Bulldoze is mostly their to give its partners some form of speed control aside the Mandibuzz. The last moveslot is somewhat tricky given Wild Charge might get redirected to Togedemaru and Arcanine won't deal any Electric-type damage. I listed Snarl in case you want to reduce the special attack output of the opponent while "trick" them into thinking you aren't a support Arcanine with wisp or Roar.

Mandibuzz @ Misty Seed
Ability: Overcoat
Level: 50
EVs: 248 HP / 52 Def / 196 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Foul Play
- Snarl / Taunt
- Roost
- Tailwind

Same Mandibuzz set with more special defense investment, and notably the Misty Seed, which will activate if you lead with Tapu Fini (will get to later). Again the only real changes or suggestions to consider is if you want to have Snarl or Taunt. As mention, Snarl reduces the special attack of the pokemon by -1, while Taunt can be useful to prevent setup.

Garchomp @ Groundium Z
Ability: Rough Skin
Level: 50
EVs: 60 HP / 76 Atk / 4 Def / 132 SpD / 236 Spe
Adamant Nature
- Earthquake
- Fire Fang
- Swords Dance / Poison Jab / Rock Slide
- Protect

Standard Z-Earthquake Chomp with Adamant nature is perhap one of the most dominate Pokemon in the VGC 17 format and with Good reason. After a Sword Dance boost, few Pokemon are able to withstand this attack that aren't rediculously defensive, or have a resistance / immunity. Put Adamant nature given your speed control options with Mandibuzz and Arcanine to a degree. Now the only other suggestions would be Fire Fang to hit opposing Steel-types like Kartana or Celesteela for Super Effective. If you don't like Sword Dance and want coverage, Poison Jab or Rock Slide can suffice. 

Tapu Fini @ Leftovers
Ability: Misty Surge
Level: 50
EVs: 244 HP / 124 Def / 4 SpA / 76 SpD / 60 Spe
Calm Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Calm Mind
- Protect

CM Fini is still relevant in this metagame given Calm Mind allows it to beat many Pokemon like Porygon2 thanks to its large special defense stat. The goal will likely be to lead with either Mandibuzz / Togedemaru in orther to get special raise an deal strong damage over time. Muddy Water is a rather annoying move to use given it can drop the accuracy of both targets at times, though its inaccurate. 

Kartana @ Assault Vest
Ability: Beast Boost
Level: 50
EVs: 84 HP / 20 Atk / 4 Def / 148 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Night Slash

Was originally going to recommend Celesteela on this team, but I feel that Kartana is better given the fact the team needs an offensive mon that can presssure the opponent. The Assault Vest allows Kartana to withstand some strong special attacks while get potential beast boost raises over time. The moveset is somewhat standard, though Night Slash is listed to hit opposing Ghost-types like Drifblim, Gengar, or Alolan Marowak for super effective. 

Well anyways that's the team. Hopefully you get to test this team out in battle for yourself as honestly that's the best way to evaluate its success.
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Messages In This Thread
April international challenge team - by Noodles - Mar 30, 2017, 03:14 AM
RE: April international challenge team - by Black117 - Mar 31, 2017, 01:08 AM
RE: April international challenge team - by Noodles - Mar 31, 2017, 03:53 PM

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