Sample Teams for VGC '16

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Serapis

Losing my way to Victory
approved by lucariojr and Ksh13
Alright, I've been meaning to put this up for awhile but I kept putting it off because I only had one team that I can really do in the 'Sample Team' format with a personal description. Hopefully we can rectify this soon; please feel free to contribute your own teams and be sure to add a description detailing what each member of the team does. If your team is reasonably good, I'll edit it into this opening post. So, let's begin!

Sam's Team

Kangaskhan @ Kangaskhanite
Ability: Inner Focus
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- Power-Up Punch
- Sucker Punch

Smeargle @ Focus Sash
Ability: Moody
Level: 50
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Dark Void
- Follow Me
- Fake Out
- Spiky Shield

Talonflame @ Life Orb
Ability: Gale Wings
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Quick Guard
- Tailwind

Xerneas @ Power Herb
Ability: Fairy Aura
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Dazzling Gleam
- Geomancy
- Protect

Groudon @ Red Orb
Ability: Drought
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Eruption
- Earth Power
- Psych Up
- Protect

Salamence @ Salamencite
Ability: Intimidate
Level: 50
EVs: 20 HP / 108 Atk / 4 Def / 124 SpA / 252 Spe
Naive Nature
- Double-Edge
- Hyper Voice
- Draco Meteor
- Protect

  • Kangaskhan was added as the 6th spot since I don't think Espeon has a whole lot of merit. Kangaskhan is great for leading Smeargle/Xerneas and getting your Geomancy set up, then being able to bring in a secondary Fake Out. In addition, Xerneas forces Protects like no other, so if you feel like reading your opponent hard, you have side PUP opportunities pretty often.
  • Changed to Jolly Talonflame in this version to be able to block any Fake Out in the format with Quick Guard.
  • Pretty big change to Groudon here, but I think getting Groudon in late game to Eruption everything is incredible. It usually takes all of a teams resources just to stop Xerneas/Smeargle/Kang, and then they have to deal with some of the strongest spread in the game. Psych Up is more or less for style points, but being able to nab your Xerneas's stat boosts is super neat. Precipice Blades is an option there.
  • Changed the Salamence spread to the one I used for VGC 2015, more of a personal comfort thing but I prefer a balance between Physical and Special rather than just special investment personally.
  • Overall, just lead Smeargle Xerneas and you're going to win a majority of your games, there isn't a ton in this format to deal with Focus Sashed Fake Out/Follow Me and Geomancy Xern. Only use Dark Void if necessary.
  • Based off of Randy Kwa's team, which can be found here


Serapis' Team

Gengar-Mega @ Gengarite
Ability: Levitate
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Disable
- Protect

Whimsicott @ Mental Herb
Ability: Prankster
Level: 50
EVs: 252 HP / 196 Def / 60 SpD
Bold Nature
- Fake Tears
- Encore
- Tailwind
- Protect

Xerneas @ Power Herb
Ability: Fairy Aura
Level: 50
EVs: 172 HP / 28 Def / 252 SpA / 4 SpD / 52 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Dazzling Gleam
- Geomancy
- Protect

Groudon (Groudon-Primal) @ Red Orb
Ability: Drought
Level: 50
EVs: 28 HP / 4 Def / 220 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Earth Power
- Eruption
- Protect

Kangaskhan-Mega (F) @ Kangaskhanite
Ability: Inner Focus
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Double-Edge
- Low Kick
- Sucker Punch

Amoonguss @ Sitrus Berry
Ability: Regenerator
Level: 50
EVs: 188 HP / 172 Def / 148 SpD
Sassy Nature
IVs: 0 Spe
- Grass Knot
- Spore
- Rage Powder
- Protect

The team is a relatively standard Gengar/Whimsicott mashup with the early trends of this meta. Gengar and Whimsicott are actually pretty effective leads when your opponent can't deal with them and Encore/Disable is as deadly as every. Fake Tears/Shadow Ball or Sludge Bomb is also pretty nice and can net a lot of KOs, but the meta has gotten bulkier and it's not the surefire OHKO it once was. Most notably, although Fake Tears Shadow Ball has a 100% chance to OHKO 4 HP Groudon, in testing I often find myself missing the KO against bulkier Groudon variants. Of course, the rest of the team helps. Xerneas is meant to be the sweeper it was born to be, and it can either set up when you have Tailwind going or use support from Mega-Kangaskhan or Amoonguss. Moonblast is for OHKOing everything, and Dazzling Gleam is for the nice spread damage. Personally, I'm not at all sold on HP Ground, HP Fire and Grass Knot. They all seem like overextensions of what Xerneas is meant to do; that being the utter destruction of everything in it's way that doesn't resist it's STABS. Primal Groudon is a fast set that lets you Eruption before a decent chunk of the meta and under Tailwind it can be downright devastating. When leading Gengar seems like a bad idea, you can always go Groudon/Whimsicott and then Tailwind before Fake Tears/Eruptioning. It's a really nice combo. Next, Mega-Kangaskhan was added for the Fake Out support and dual Mega option. Not much else to say; we're all familiar with how it functions. Finally, Amoonguss was for Rage Powder support for Xerneas and to help with my Trick Room matchup. Overall the team is relatively standard and extremely easy for new players to use. I won a PC with this exact team, and another with a variant of it, so I hope you have success with it too!


Okay, so like I said I only have one team with a full description right now. The other thing I have is this project I'm starting called The Archive which you can access below. I'll be attempting to compile as many Importable Teams as possible for testing/reference. Teams will be organized by where they were used (Generation Showdown, PCs, Regionals, International Challenges, Nationals) and the name of the person who used the team will be linked to their post about the team if applicable. I'll constantly be updating The Archive with new teams as I find them.

All right, gotta give credit where credit is due. These teams from the Generation Showdown were compiled by Carbonific (hopefully the same guy on here) over on Nugget Bridge. His initial post can be found here. This post is the same, but with some minor sprite updates to reflect Megas/Primals.

Scar

Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
Level: 50
EVs: 4 HP / 172 Atk / 76 Def / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Double-Edge
- Low Kick
- Sucker Punch

Tornadus @ Focus Sash
Ability: Prankster
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Tailwind
- Taunt
- Role Play

Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Water Spout
- Origin Pulse
- Ice Beam
- Protect

Groudon-Primal @ Red Orb
Ability: Desolate Land
Level: 50
EVs: 108 HP / 244 Atk / 156 SpD
Brave Nature
IVs: 0 Spe
- Precipice Blades
- Earth Power
- Overheat
- Protect

Cresselia @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 244 HP / 172 Def / 92 SpD
Sassy Nature
IVs: 0 Spe
- Ice Beam
- Gravity
- Helping Hand
- Trick Room

Amoonguss @ Occa Berry
Ability: Regenerator
Level: 50
EVs: 236 HP / 116 Def / 156 SpD
Sassy Nature
IVs: 0 Spe
- Grass Knot
- Spore
- Rage Powder
- Gastro Acid


ふぉんでゅ

Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
Level: 50
EVs: 204 HP / 60 Def / 84 SpA / 4 SpD / 156 Spe
Timid Nature
- Water Spout
- Scald
- Ice Beam
- Protect

Xerneas @ Power Herb
Ability: Fairy Aura
Level: 50
EVs: 60 HP / 36 Def / 156 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Dazzling Gleam
- Geomancy
- Protect

Thundurus @ Focus Sash
Ability: Prankster
Level: 50
EVs: 4 HP / 212 Def / 36 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Swagger
- Thunder Wave
- Sky Drop

Mawile-Mega @ Mawilite
Ability: Intimidate
Level: 50
EVs: 252 HP / 12 Atk / 4 Def / 132 SpD / 108 Spe
Adamant Nature
- Iron Head
- Play Rough
- Sucker Punch
- Protect

Ludicolo @ Assault Vest
Ability: Swift Swim
Level: 50
EVs: 108 HP / 148 SpA / 252 Spe
Modest Nature
- Grass Knot
- Ice Beam
- Scald
- Fake Out

Talonflame @ Life Orb
Ability: Gale Wings
Level: 50
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Brave Bird
- Overheat
- Tailwind
- Protect


mizuyarou

Groudon-Primal @ Red Orb
Ability: Desolate Land
Level: 50
EVs: 252 HP / 236 Atk / 20 SpD
Brave Nature
IVs: 0 Spe
- Precipice Blades
- Overheat
- Rock Slide
- Protect

Xerneas @ Power Herb
Ability: Fairy Aura
Level: 50
EVs: 44 HP / 132 Def / 76 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Dazzling Gleam
- Geomancy
- Protect

Mawile-Mega @ Mawilite
Ability: Intimidate
Level: 50
EVs: 252 HP / 116 Atk / 140 SpD
Brave Nature
IVs: 0 Spe
- Play Rough
- Iron Head
- Sucker Punch
- Protect

Cresselia @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 228 HP / 156 Def / 124 SpD
Relaxed Nature
IVs: 0 Spe
- Ice Beam
- Helping Hand
- Gravity
- Trick Room

Weavile @ Focus Sash
Ability: Pressure
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Knock Off
- Icicle Crash
- Taunt

Hydreigon @ Choice Scarf
Ability: Levitate
Level: 50
EVs: 60 HP / 4 Def / 252 SpA / 20 SpD / 172 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Flamethrower
- Flash Cannon


fate019

Groudon-Primal @ Red Orb
Ability: Drought
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Precipice Blades
- Dragon Claw
- Protect
- Overheat

Xerneas @ Power Herb
Ability: Fairy Aura
Level: 50
EVs: 4 HP / 148 Def / 100 SpA / 4 SpD / 252 Spe
Timid Nature
- Geomancy
- Moonblast
- Protect
- Dazzling Gleam

Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Sucker Punch
- Protect
- Double-Edge

Aegislash @ Occa Berry
Ability: Stance Change
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Flash Cannon
- King's Shield
- Wide Guard
- Shadow Ball

Cresselia @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 220 HP / 108 Def / 180 SpA
Sassy Nature
IVs: 0 Spe
- Psychic
- Toxic
- Helping Hand
- Trick Room

Landorus-Therian @ Focus Sash
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Rock Slide
- Earthquake
- Knock Off


aori_5

Groudon-Primal @ Red Orb
Ability: Desolate Land
Level: 50
EVs: 252 HP / 140 Atk / 116 SpD
Brave Nature
- Precipice Blades
- Overheat
- Rock Slide
- Protect

Xerneas @ Power Herb
Ability: Fairy Aura
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Geomancy
- Moonblast
- Dazzling Gleam
- Protect

Salamence-Mega @ Salamencite
Ability: Intimidate
Level: 50
EVs: 4 HP / 212 Atk / 4 Def / 36 SpA / 252 Spe
Naive Nature
- Double-Edge
- Draco Meteor
- Fire Blast
- Protect

Smeargle @ Choice Scarf
Ability: Own Tempo
Level: 50
EVs: 84 HP / 172 Def / 252 Spe
Jolly Nature
- Dark Void
- Fake Out
- Sheer Cold
- Wide Guard

Talonflame @ Life Orb
Ability: Gale Wings
Level: 50
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Quick Guard
- Tailwind
- Taunt

Cresselia @ Rocky Helmet
Ability: Levitate
Level: 50
EVs: 252 HP / 172 Def / 4 SpA / 76 SpD / 4 Spe
Bold Nature
- Psyshock
- Toxic
- Calm Mind
- Moonlight


pprk-sr

Whimsicott @ Focus Sash
Ability: Prankster
Level: 50
EVs: 252 HP / 36 Def / 220 Spe
Timid Nature
- Swagger
- Worry Seed
- Taunt
- Protect

Cresselia @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 228 HP / 100 Def / 180 SpD
Calm Nature
- Icy Wind
- Helping Hand
- Trick Room
- Skill Swap

Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
Level: 50
EVs: 4 HP / 244 Atk / 4 Def / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Low Kick
- Fake Out
- Protect

Salamence-Mega @ Salamencite
Ability: Intimidate
Level: 50
EVs: 204 Atk / 52 SpA / 252 Spe
Naive Nature
- Double-Edge
- Draco Meteor
- Tailwind
- Protect

Dialga @ Choice Specs
Ability: Pressure
Level: 50
EVs: 236 HP / 76 Def / 180 SpA / 4 SpD / 12 Spe
Modest Nature
- Draco Meteor
- Flash Cannon
- Thunder
- Earth Power

Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Origin Pulse
- Water Spout
- Ice Beam
- Protect


コマール

Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Water Spout
- Origin Pulse
- Ice Beam
- Protect

Xerneas @ Power Herb
Ability: Fairy Aura
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Dazzling Gleam
- Geomancy
- Protect

Cresselia @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 212 HP / 140 Def / 156 SpD
Sassy Nature
IVs: 0 Spe
- Psychic
- Skill Swap
- Trick Room
- Helping Hand

Weavile @ Focus Sash
Ability: Pressure
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Knock Off
- Icicle Crash
- Low Kick

Mawile-Mega @ Mawilite
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Iron Head
- Play Rough
- Sucker Punch
- Knock Off

Salamence-Mega @ Salamencite
Ability: Aerilate
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Hyper Voice
- Flamethrower
- Protect


raypeko

Dialga @ Lum Berry
Ability: Pressure
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Flash Cannon
- Draco Meteor
- Trick Room
- Gravity

Groudon-Primal @ Red Orb
Ability: Desolate Land
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Precipice Blades
- Fire Punch
- Rock Slide
- Protect

Cresselia @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 212 HP / 108 Def / 188 SpA
Sassy Nature
IVs: 0 Spe
- Psychic
- Ice Beam
- Helping Hand
- Trick Room

Mawile-Mega @ Mawilite
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Iron Head
- Play Rough
- Sucker Punch
- Protect

Smeargle @ Focus Sash
Ability: Technician
Level: 50
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Dark Void
- Wide Guard
- King's Shield

Landorus-Therian @ Choice Scarf
Ability: Intimidate
Level: 50
EVs: 84 HP / 164 Atk / 4 Def / 28 SpD / 228 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Superpower
- U-turn


pirorongo21

Groudon-Primal @ Red Orb
Ability: Drought
Level: 50
EVs: 252 HP / 4 Atk / 252 Spe
Adamant Nature
- Precipice Blades
- Rock Slide
- Overheat
- Protect

Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
Level: 50
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Origin Pulse
- Waterfall
- Ice Beam
- Protect

Salamence-Mega @ Salamencite
Ability: Intimidate
Level: 50
EVs: 204 Atk / 52 SpA / 252 Spe
Naive Nature
- Double-Edge
- Fire Blast
- Draco Meteor
- Protect

Crobat @ Mental Herb
Ability: Inner Focus
Level: 50
EVs: 244 HP / 12 Def / 252 Spe
Jolly Nature
- Tailwind
- Super Fang
- Taunt
- Protect

Aegislash @ Life Orb
Ability: Stance Change
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Shadow Ball
- Iron Head
- Wide Guard
- King's Shield

Cresselia @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 212 HP / 220 Def / 76 SpD
Sassy Nature
IVs: 0 Spe
- Ice Beam
- Helping Hand
- Thunder Wave
- Trick Room


Retear

Groudon-Primal @ Red Orb
Ability: Desolate Land
Level: 50
EVs: 252 HP / 4 SpD / 252 Spe
Adamant Nature
- Precipice Blades
- Fire Punch
- Thunder Wave
- Protect

Xerneas @ Power Herb
Ability: Fairy Aura
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dazzling Gleam
- Moonblast
- Geomancy
- Protect

Salamence-Mega @ Salamencite
Ability: Intimidate
Level: 50
EVs: 188 Atk / 68 SpA / 252 Spe
Naive Nature
- Double-Edge
- Draco Meteor
- Fire Blast
- Protect

Shedinja @ Focus Sash
Ability: Wonder Guard
Level: 50
EVs: 252 SpA / 252 Spe
- Shadow Ball
- Confuse Ray
- Toxic
- Protect

Golduck @ Choice Scarf
Ability: Cloud Nine
Level: 50
EVs: 220 HP / 36 Def / 252 Spe
Timid Nature
- Scald
- Ice Beam
- Soak
- Hypnosis

Amoonguss @ Occa Berry
Ability: Regenerator
Level: 50
EVs: 252 HP / 164 Def / 92 SpD
Relaxed Nature
IVs: 0 Spe
- Foul Play
- Spore
- Rage Powder
- Protect


ennui_noon

Xerneas @ Choice Specs
Ability: Fairy Aura
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Dazzling Gleam
- Grass Knot
- Thunder Wave

Yveltal @ Black Glasses
Ability: Dark Aura
Level: 50
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Tailwind
- Protect

Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Return
- Fake Out
- Low Kick
- Sucker Punch

Gengar-Mega @ Gengarite
Ability: Shadow Tag
Level: 50
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Taunt
- Protect

Landorus-Therian @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- U-turn
- Explosion

Breloom @ Focus Sash
Ability: Technician
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Spore
- Protect


acewild53

Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
Level: 50
EVs: 252 HP / 140 Def / 76 SpA / 20 SpD / 20 Spe
Modest Nature
- Origin Pulse
- Ice Beam
- Calm Mind
- Protect

Rayquaza-Mega @ Life Orb
Ability: Delta Stream
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Ascent
- Extreme Speed
- Overheat
- Protect

Crobat @ Lum Berry
Ability: Inner Focus
Level: 50
EVs: 20 HP / 236 Def / 252 Spe
Jolly Nature
- Super Fang
- Taunt
- Tailwind
- Quick Guard

Aegislash-Blade @ Focus Sash
Ability: Stance Change
Level: 50
EVs: 228 Atk / 252 SpA / 28 Spe
Rash Nature
- Shadow Ball
- Iron Head
- Shadow Sneak
- Wide Guard

Cresselia (F) @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 244 HP / 140 Def / 4 SpA / 116 SpD / 4 Spe
Bold Nature
- Psychic
- Skill Swap
- Trick Room
- Helping Hand

Landorus-Therian (M) @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 68 HP / 164 Atk / 12 Def / 12 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- U-turn
- Explosion


peckspec

Yveltal @ Weakness Policy
Ability: Dark Aura
Level: 50
EVs: 44 HP / 76 Def / 4 SpA / 132 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Oblivion Wing
- Dark Pulse
- Snarl
- Protect

Groudon @ Red Orb
Ability: Drought
Level: 50
EVs: 124 HP / 244 SpA / 140 Spe
Modest Nature
- Eruption
- Earth Power
- Iron Head
- Protect

Liepard @ Focus Sash
Ability: Prankster
Level: 50
EVs: 4 HP / 252 Def / 252 Spe
Jolly Nature
- Thunder Wave
- Taunt
- Foul Play
- Fake Out

Mawile @ Mawilite
Ability: Intimidate
Level: 50
EVs: 204 HP / 196 Atk / 108 Spe
Adamant Nature
- Iron Head
- Sucker Punch
- Knock Off
- Protect

Tyranitar @ Tyranitarite
Ability: Sand Stream
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Slide
- Crunch
- Dragon Dance
- Protect

Salamence @ Lum Berry
Ability: Intimidate
Level: 50
EVs: 36 HP / 4 Def / 132 SpA / 84 SpD / 252 Spe
Timid Nature
- Tailwind
- Draco Meteor
- Flamethrower
- Protect
 
Last edited:
I finally got to see your team! Gotta kick out the ladder with it!
But before, i'll hop on Twitter to add some PC teams to the archive, most notably, Unreality's
 
An incredibly bulky TR team that doesn't fail me often.
Cresselia @ Flame Orb
Ability: Levitate
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psycho Shift
- Skill Swap
- Moonblast

Porygon2 @ Eviolite
Ability: Download
Level: 50
EVs: 244 HP / 12 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Tri Attack
- Trick Room
- Recover
- Gravity

Groudon-Primal @ Red Orb
Ability: Desolate Land
Level: 50
EVs: 4 HP / 252 Atk / 252 SpD
Brave Nature
IVs: 0 Spe
- Precipice Blades
- Fire Punch
- Stone Edge
- Protect

Mawile-Mega @ Mawilite
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Play Rough
- Sucker Punch
- Swords Dance
- Protect

Amoonguss @ Lum Berry
Ability: Regenerator
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Foul Play
- Rage Powder
- Spore
- Protect

Zygarde @ Life Orb
Ability: Aura Break
Level: 50
EVs: 156 HP / 252 Atk / 100 SpA
Brave Nature
IVs: 0 Spe
- Land's Wrath
- Stone Edge
- Protect
- Draco Meteor
This team is highly Trick Room reliant, but because of how powerful and useful some of the mons on here are it can work pretty well out of Trick Room. Each pokemon is incredibly bulky and a few contribute to their partner's natural bulk by providing burn/Intimidate support (among other things).
Swords Dance on Mawile allows for incredibly powerful Sucker Punches when it can't do anything else and a Play Rough that OHKOs pretty much everything neutral to it. Primal Groudon and Zygarde are very well supported by Cresselia and Porygon2, as they provide Levi-swap and Gravity, respectively. Zygarde is my other option to go to when my opponent has a very annoying Dragon or has a very annoying Primal Groudon as it is not as prone to losing to them (depending on the dragon which annoys me; usually Giratina).
Intimidate and burnspam are great to increase the team's overall bulk, as well as redirection. Zygarde also contributes to the team's overall bulk by having Aura Break and reversing the effects of Fairy and Dark Aura, which by the way makes +0 Moonblast and +2 Dazzling Gleam a potential 2HKO on Zygarde, even after Life Orb recoil! This, as you could imagine, makes it much, much less difficult to set up Trick Room even against powerful pokemon such as Xerneas.
Common VGC '16 threats:
Primal Groudon may seem like a big threat, especially if it's a special variant, but I tend to live Earth Power from it and have Levi-swap support from Cresselia. Zygarde also does amazing against it, especially if it's a physical Groudon.
Xerneas isn't really that strong unboosted, and so its HP Grounds and Moonblasts/Dazzling Gleams have a hard time doing much to anything until they get some things prepared, and even then there is so much difficulty in just winning with a +2 Xerneas.
Primal Kyogre can quickly lose to Levi-swap with Primal Groudon and Cresselia, and takes heavy amounts of damage from Mawile. Amoonguss also completely resists two of the three moves Kyogre tends to run in Thunder and the water-STAB of choice.
Mawile suffers from a loss against Primal Groudon and gets easily redirected by Amoonguss, while also hating the burns and Intimidate that the team throws at it.
Kangaskhan can be annoying to the team, but again burns and Intimidate can very much cure my Kangaskhan issues, bar the ever annoying Fake Out.
Smeargle is very easy to beat with Lum Berry Amoonguss as I just Spore it to sleep. This is also much easier against Xerneas that like to set up turn 1 next to a Smeargle, as Amoonguss easily resists Xerneas' STAB of choice and sleeps it right after sleeping the Smeargle. Flame Orb Cress, if I can get the Flame Orb to activate at some point, can also improve my ability to stop Smeargle.
Liepard is annoying to everything in the game with its stupid Fake Out/Taunt/Encore+Prankster capabilities, but it's definitely not an autolose to find one. Liepard is only doing serious damage if it's Fake Tears+Kyogre/Xerneas, and as previously stated I have some relatively decent ways of playing around both of those, though it becomes more difficult with the Fake Tears support.
Ho-oh loses to both Groudon and Zygarde incredibly easily thanks to Stone Edge.
Most dragons such as Giratina or Rayquaza generally do well against Groudon, but not against Moonblast Cresselia, Play Rough Mawile, and Draco Meteor Zygarde :]
Opposing Gravity Room really messes with me, but Zygarde, Cresselia, and Porygon2 tend to pull me out of these situations.
 

Haruno

Skadi :)
is a Tiering Contributor Alumnus
First team posted auto loses to scarf smeargle + quick guard or just smeargle in tailwind. Wouldn't recommend using it considering how weak it is to a very dominant threat. Xern spread is also terribly inefficient, it almost looks like you took the ubers one and mixed some shit up for an inefficient spread ill equipped for ladder and vgc in general. Also like most other teams, struggles like mad against bat. Wouldn't really recommend it as a sample team due to a combination of being terrible + rather difficult to use due to iffy choices such as gengar + Kanga and the lack of proper checks to many mons just shows not much thought was put into the team. In all honesty it almost seems like op merely just slapped on a random team + linked generation showdown teams at an attempt for free likes but that could just be me shrug.

Lol wtf at zygarde
 
>Scarf smeargle+quick guard=dominant threat
>0 offensive presence whatsoever
>literally asking to lose to anything ever unless u get incredibly lucky
I mean you tend to be right about a lot of things but scarf smeargle is worse than non-mega mawile in terms of viability unless you plan on hitting every dark void for 3 turn sleeps lol
Lol wtf at zygarde
This team is highly Trick Room reliant, but because of how powerful and useful some of the mons on here are it can work pretty well out of Trick Room. Each pokemon is incredibly bulky and a few contribute to their partner's natural bulk by providing burn/Intimidate support (among other things).
Swords Dance on Mawile allows for incredibly powerful Sucker Punches when it can't do anything else and a Play Rough that OHKOs pretty much everything neutral to it. Primal Groudon and Zygarde are very well supported by Cresselia and Porygon2, as they provide Levi-swap and Gravity, respectively. Zygarde is my other option to go to when my opponent has a very annoying Dragon or has a very annoying Primal Groudon as it is not as prone to losing to them (depending on the dragon which annoys me; usually Giratina).
Intimidate and burnspam are great to increase the team's overall bulk, as well as redirection. Zygarde also contributes to the team's overall bulk by having Aura Break and reversing the effects of Fairy and Dark Aura, which by the way makes +0 Moonblast and +2 Dazzling Gleam a potential 2HKO on Zygarde, even after Life Orb recoil! This, as you could imagine, makes it much, much less difficult to set up Trick Room even against powerful pokemon such as Xerneas.
Common VGC '16 threats:
Primal Groudon may seem like a big threat, especially if it's a special variant, but I tend to live Earth Power from it and have Levi-swap support from Cresselia. Zygarde also does amazing against it, especially if it's a physical Groudon.
Xerneas isn't really that strong unboosted, and so its HP Grounds and Moonblasts/Dazzling Gleams have a hard time doing much to anything until they get some things prepared, and even then there is so much difficulty in just winning with a +2 Xerneas.
Primal Kyogre can quickly lose to Levi-swap with Primal Groudon and Cresselia, and takes heavy amounts of damage from Mawile. Amoonguss also completely resists two of the three moves Kyogre tends to run in Thunder and the water-STAB of choice.
Mawile suffers from a loss against Primal Groudon and gets easily redirected by Amoonguss, while also hating the burns and Intimidate that the team throws at it.
Kangaskhan can be annoying to the team, but again burns and Intimidate can very much cure my Kangaskhan issues, bar the ever annoying Fake Out.
Smeargle is very easy to beat with Lum Berry Amoonguss as I just Spore it to sleep. This is also much easier against Xerneas that like to set up turn 1 next to a Smeargle, as Amoonguss easily resists Xerneas' STAB of choice and sleeps it right after sleeping the Smeargle. Flame Orb Cress, if I can get the Flame Orb to activate at some point, can also improve my ability to stop Smeargle.
Liepard is annoying to everything in the game with its stupid Fake Out/Taunt/Encore+Prankster capabilities, but it's definitely not an autolose to find one. Liepard is only doing serious damage if it's Fake Tears+Kyogre/Xerneas, and as previously stated I have some relatively decent ways of playing around both of those, though it becomes more difficult with the Fake Tears support.
Ho-oh loses to both Groudon and Zygarde incredibly easily thanks to Stone Edge.
Most dragons such as Giratina or Rayquaza generally do well against Groudon, but not against Moonblast Cresselia, Play Rough Mawile, and Draco Meteor Zygarde :]
Opposing Gravity Room really messes with me, but Zygarde, Cresselia, and Porygon2 tend to pull me out of these situations.
 

Serapis

Losing my way to Victory
Haruno being as savage as ever. Anyway, answers time for my team. Going beyond the description, at the PC I took it to I actually met up with on of my friends Ashton Cox. As it happens, without discussing it at all, we both created almost the exact same team (we both Gengar, Whimsicott, Kangaskhan, Groudon, and Xerneas). To emphasize why this matters a little more, Ashton is currently the most highly ranked player in the United States, and I'm currently number two. I do kinda know what I'm doing. Both of us are also in the top ten internationally.

Still, that doesn't make a team good, does it? Well, yes, you're right. So let's look at your problems with the team.

1.)
First team posted auto loses to scarf smeargle + quick guard or just smeargle in tailwind.
Scarf Smeargle with Quick Guard is actually painfully easy to beat; just lead Groudon Whimsicot, Protect Tailwind turn one and then get a double OHKO with Eruption turn two. Smeargle in Tailwind is a bit more of an issue, but that also assumes that I just let them set up Tailwind without a fight. That's why my own Tailwind user is for. Plus, that's not really a fair criticism of a team. Pretty much everything loses to Smeargle in Tailwind if you let the opponent set that situation up.

2.)
Xern spread is also terribly inefficient
Funny you should mention that, actually. I couldn't get a Modest Xerneas for my PCs irl over the weekend so I was forced to use a standard Timid one and it almost cost me several games. I'm not a big fan of speedy Xerneas simply because it seems to waste EVs that can better serve you in bulk. At +2 the only fear is other Xerneas, and that's what Prankster Encore is for. As for speed at +0, the main thing you need it for is Geomancying before you get hit with an Eruoption/Water Spout, but once again the team is built around Tailwind. Geomancy is easy to get off, and there's a decent chance that your opponent won't even Eruption or Water Spout at all because they're stalling Tailwind turns. This also compounds by allowing you to use the threat of Geomancy to prevent Protect stalling Tailwind turns so you can make the most of them. The EVs provide nice overall bulk, and I personally see nothing wrong with the set in the context of the team.

3.)
Also like most other teams, struggles like mad against bat
Yeah, kinda. My main answer to Crobat is Gengar or Groudon/Whimsicott. Tailwind lets you avoid Quick Guard, and then a nicely timed switch or Eruption or even Fake Tears Shadow predicting Crobat to go for Super Fang or something can turn the match in your favor. Sure, it's not a great matchup, but it's hardly an auto-loss. Plus, as you said, Crobat is rather hard to deal with in general. More than Crobat, Talonflame really gives my team massive issues but even that can be taken down by Kangaskhan or simply steamrolled by Xerneas considering that to deal damage Talonflame has to take damage and a +2 Modest Dazzling Gleam does really nice damage.

4.)
Wouldn't really recommend it as a sample team due to a combination of being terrible
I do think that's going a bit far, especially considering the lack of substation behind the claim and the faults in the reasons you did provide. You're free to think that, but please do try to be less abrasive about it.
 

Haruno

Skadi :)
is a Tiering Contributor Alumnus
I mean being 1/2 might mean something if vgc16 season started or whatnot with actual results which as far as I'm aware it hasn't since no regionals/nats have used the current format, so your placement is due to vgc15 metagame so that claim is essentially irrelevant and this is disregarding how placement is more highly correlated to the ability to attend events as opposed to actual skill.

1. So coinflip between quick guard/tailwind (assuming the quick guard user is bat/talon which they almost always tends to be) so you're forced to outplay the coinflip between fake out'ing the predicted tailwind or tailwind on the quick guard and if you lose that coinflip you just lose outright. K fun logic much solid such wow.
2. Ironically enough, due to insane prevalence of fast ogre/pdon (your spread is slower than max speed neutral 90s now come on lol) you will almost certainly get hit by something that you would otherwise normally be able to take which makes it pointless. As far as I'm aware 52speed accomplishes nothing for xerneas, both before and after geomancy since in ubers that speed is used to outrun scarf 99s (which don't exist in ubers in the first place lol) which aren't even a thing in vgc so the speed itself is inefficient so by your own logic, it's better off just putting it all in bulk as opposed to wasting 52ev's in speed which you seem so keen on keeping. Relying on your team having tailwind up while your opponent not having it is dubious at best and laughable at worst and even with TW being up, that still doesn't justify the inefficient ev spread.
3. more coinflips breh.
4. If it isn't going too far then what would you consider it? I mean you're relying on a team with questionable matchups, in addition to hard to use dual megas (gengar is far from an easy pick especially for someone hoping to get into the metagame) unless of course sample teams for vgc as opposed to other metagames refers to random squads that can win as opposed to being simple to use, then I don't see why you bother posting it.

Overall I still don't see the point of like a bare bones opening where 90% of the content is just copied and pasted from a previous battle spot competition and you've yet to refute that claim overall.
 

kaori

Fully Automated Gay Space Communism
is a Top Tiering Contributoris a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus
Alright gonna submit a team that I think you have to have a pretty good reason not to run, based off of Randy Kwa's team that he posted here http://nuggetbridge.com/blogs/entry/1057-doble-ing-in-the-dark-arts/
This version has some slight modifications but generally sticks to the original well. He goes over most of the team in his report, so I'll go over Kangaskhan and any changes I've made.

Kangaskhan @ Kangaskhanite
Ability: Inner Focus
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- Power-Up Punch
- Sucker Punch


Smeargle @ Focus Sash
Ability: Moody
Level: 50
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Dark Void
- Follow Me
- Fake Out
- Spiky Shield

Talonflame @ Life Orb
Ability: Gale Wings
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Quick Guard
- Tailwind


Xerneas @ Power Herb
Ability: Fairy Aura
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Dazzling Gleam
- Geomancy
- Protect

Groudon @ Red Orb
Ability: Drought
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Eruption
- Earth Power
- Psych Up
- Protect


Salamence @ Salamencite
Ability: Intimidate
Level: 50
EVs: 20 HP / 108 Atk / 4 Def / 124 SpA / 252 Spe
Naive Nature
- Double-Edge
- Hyper Voice
- Draco Meteor
- Protect

  • Kangaskhan was added as the 6th spot since I don't think Espeon has a whole lot of merit. Kangaskhan is great for leading Smeargle/Xerneas and getting your Geomancy set up, then being able to bring in a secondary Fake Out. In addition, Xerneas forces Protects like no other, so if you feel like reading your opponent hard, you have side PUP opportunities pretty often.
  • Changed to Jolly Talonflame in this version to be able to block any Fake Out in the format with Quick Guard.
  • Pretty big change to Groudon here, but I think getting Groudon in late game to Eruption everything is incredible. It usually takes all of a teams resources just to stop Xerneas/Smeargle/Kang, and then they have to deal with some of the strongest spread in the game. Psych Up is more or less for style points, but being able to nab your Xerneas's stat boosts is super neat. Precipice Blades is an option there.
  • Changed the Salamence spread to the one I used for VGC 2015, more of a personal comfort thing but I prefer a balance between Physical and Special rather than just special investment personally.
  • Overall, just lead Smeargle Xerneas and you're going to win a majority of your games, there isn't a ton in this format to deal with Focus Sashed Fake Out/Follow Me and Geomancy Xern. Only use Dark Void if necessary.
 
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I mean being 1/2 might mean something if vgc16 season started or whatnot with actual results which as far as I'm aware it hasn't since no regionals/nats have used the current format, so your placement is due to vgc15 metagame so that claim is essentially irrelevant and this is disregarding how placement is more highly correlated to the ability to attend events as opposed to actual skill.

1. So coinflip between quick guard/tailwind (assuming the quick guard user is bat/talon which they almost always tends to be) so you're forced to outplay the coinflip between fake out'ing the predicted tailwind or tailwind on the quick guard and if you lose that coinflip you just lose outright. K fun logic much solid such wow.
2. Ironically enough, due to insane prevalence of fast ogre/pdon (your spread is slower than max speed neutral 90s now come on lol) you will almost certainly get hit by something that you would otherwise normally be able to take which makes it pointless. As far as I'm aware 52speed accomplishes nothing for xerneas, both before and after geomancy since in ubers that speed is used to outrun scarf 99s (which don't exist in ubers in the first place lol) which aren't even a thing in vgc so the speed itself is inefficient so by your own logic, it's better off just putting it all in bulk as opposed to wasting 52ev's in speed which you seem so keen on keeping. Relying on your team having tailwind up while your opponent not having it is dubious at best and laughable at worst and even with TW being up, that still doesn't justify the inefficient ev spread.
3. more coinflips breh.
4. If it isn't going too far then what would you consider it? I mean you're relying on a team with questionable matchups, in addition to hard to use dual megas (gengar is far from an easy pick especially for someone hoping to get into the metagame) unless of course sample teams for vgc as opposed to other metagames refers to random squads that can win as opposed to being simple to use, then I don't see why you bother posting it.

Overall I still don't see the point of like a bare bones opening where 90% of the content is just copied and pasted from a previous battle spot competition and you've yet to refute that claim overall.
>point one never stating anything about fake out mindgames nor kangaskhan in general, yet refering to it. Also, since when is going for Fake Out on crobat a good idea?
>relating CP placing because ability to go to events and ignoring the fact that Serapis did win a regional, which is supposed to prove any skill whatsoever. Experience tells consistent players are consistent regardless the format, otherwise there wouldn't be a three times world champion.
>implying VGC'16 doesn't have coinflips
>implying there is a simple way of playing VGC'16

Also, the thread is in bare bones because the VGC'16 metagame is in bare bones, and there is a need to hurry things up because people doesn't only need to adapt to this new mentality and playstyle but because they want to. I've heard it in Competitive Tutoring and i'm pretty sure you also got your interest in VGC once the new rules came out because well, they were unorthodox and almost without precedents (bar 2010 but that's a different story).

Paul Chua unable to get a good team.PNG


The unability of multiple players (not only new) to build a new team thanks to the multiple new, almost undefeatable threats there are (bless Primal Groudon) makes teambuilding more of a pain in the ass than last year, and sample teams are supposed to help to mitigate that. If you say Serapis's team is complicated to play, so be it, but i'm pretty sure there are some people that want to play VGC that will feel like the team Serapis showcased is more fitting to their playstyle rather than others. Some other people will find, let's say, find Scar's team more complicated because of reasons, and Scar was part of the top 8 in worlds last year so why would his teambuilding be more simple?
This is still a project in the makings, definitely not complete, so basically stop complaining. If it was for what you say, i'd honestly wait after Winter Regionals to make this but sadly people want to play.

Also, on another note, there won't be any simple team to use as long as the player who made it doesn't understand how to play it. This meaning, describing it into words. When a player knows a team, he can say how to play it, common leads, good and bad matchups, etc. For example, the team in my signature has a really tricky Ho-Oh matchup, specially because i'm running a Special Primal Groudon. My team, however, manages to single-handely beat any Xerneas / Smeargle / Kang combination there is, thanks to Gyro Ball, Lum Berry Ferrothorn and Taunt, Chesto Crobat (courtesy of Kyle Ayala) that allows me to beat one of the most common combinations in the game. Hydreigon helps with Primal Groudon so that's not too much of an issue.
 

Serapis

Losing my way to Victory
Draconid997, the set survives Adamant Mega-Kang Double Edge 100% of the time, with the rest in SpD. HP maximizes Regenerator health. It's pretty cookie cutter.

Anyway, Derivatives, I'm extremely hesitant to put a team in the OP that has a Flame Orb Psycho Shift Cresselia. Overlooking the fact that it's totally out of left field, Flame Orb takes up Cress's item slot, hurts it's bulk once it's activated, and doesn't even really achieve all that much. The biggest physical attacker in this meta is Primal Groudon, which you can't burn. I guess you can hit Kang, but Skill Swapping off Parental Bond is almost as good when it comes to weakening it and Skill Swap also provides greater overall team utility.
 
As requested by SlaySlenderDragonXD, I'd like to put forward a team that I've been working on for a while (it's turned into pretty much lightcore's team with a few of my own tweaks):


Xerneas @ Power Herb
Ability: Fairy Aura
Level: 50
EVs: 172 HP / 28 Def / 252 SpA / 4 SpD / 52 Spe
Modest Nature
- Geomancy
- Dazzling Gleam
- Moonblast
- Protect

Groudon-Primal @ Red Orb
Ability: Desolate Land
Level: 50
EVs: 12 HP / 4 Def / 252 SpA / 4 SpD / 236 Spe
Modest Nature
- Earth Power
- Eruption
- Fire Blast
- Protect

Kangaskhan-Mega @ Kangaskhanite
Ability: Inner Focus
Level: 50
EVs: 4 HP / 172 Atk / 76 Def / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Double-Edge
- Sucker Punch
- Power-Up Punch

Togekiss @ Sitrus Berry
Ability: Serene Grace
Level: 50
EVs: 252 HP / 116 Def / 4 SpA / 116 SpD / 20 Spe
Calm Nature
- Follow Me
- Air Slash
- Thunder Wave
- Magic Coat

Ferrothorn @ Leftovers
Ability: Iron Barbs
Level: 50
EVs: 252 HP / 60 Atk / 196 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Leech Seed
- Protect

Crobat @ Lum Berry
Ability: Inner Focus
Level: 50
EVs: 68 HP / 188 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Super Fang
- Taunt
- Tailwind
- Quick Guard

All reasons behind team choices as well as how the team has progressed since december 2015 can be found here in its own RMT
- It's basically a team built around the common xerneas/kangaskhan/primal groudon core with 3 supporting mons in the back
- Xerneas is an extremely powerful set up sweeper if it is allowed the chance to set up
- Primal groudon has almost perfect type coverage with xerneas, handling steels and poison types and a load of other threats to xerneas
- Kangaskhan provides fake out support, and a secondary set up opportunity with power-up punch
- Togekiss is one of the best redirectors in the format. Togekiss' sheer bulk means Xerneas has very little trouble in setting up with follow me support. Togekiss is also immune to earth powers from opposing primal groudon, making it the perfect partner for groudon in the mirror match, as well as being 4x resistant to fighting which also allows kangaskhan to set up with ease.
- Ferrothorn is here to check xerneas, and more importantly primal kyogre. Since this team has no real means of keeping the weather in our favour apart from groudon switch-ins, ferrothorn provides an all important counter to primal kyogre that is really appreciated by the team.
- Finally crobat is here to stop set up strategies from happening. Inner Focus + Taunt prevent xerneas from setting up if supported with fake out and quick guard will block prankster status moves as well as most opposing fake outs. Tailwind provides vital speed control alongside togekiss' thunder wave and super fang will chip bulky opponents' health for xerneas/groudon/kangaskhan to sweep more efficiently
(This slot can be replaced for talonflame if you like but i prefer crobat in this slot because of immunity to fake out/impunity to sleep + extra bulk)

+
/

Xerneas set up
Follow me/Fake out are hard to choose from at team preview, but with the added bonus of magic coat, togekiss is usually lead with xerneas vs teams with smeargle.

+
/

Groudon+Support
This will handle a number of different lead strategies, such as Cresselia/Primal groudon, Gengar/Whimsicott, Yveltal/Mawile etc
If groudon has a good matchup against the opposing team and you don't want to have it in the back, this is the lead i would recommend

+
/

Anti Set-up Lead
If your opponent has a set up strategy that threatens your team, this will probably be the best lead choice. Useful against: TR, Xerneas set up, smeargle+quick guard support ( <-- lead togekiss) etc


If you have any questions feel free to ask :)
 
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Take Azelfie

More flags more fun
This thread needs a dark spam team, luckily I have a very successful one right here

Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Origin Pulse
- Ice Beam
- Scald
- Protect

Yveltal @ Black Glasses
Ability: Dark Aura
Level: 50
EVs: 28 HP / 252 SpA / 228 Spe
Timid Nature
IVs: 0 Atk
- Tailwind
- Foul Play
- Dark Pulse
- Taunt

Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- Power-Up Punch
- Sucker Punch

Mawile-Mega @ Mawilite
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Play Rough
- Sucker Punch
- Iron Head
- Protect

Cresselia @ Mental Herb
Ability: Levitate
Level: 50
EVs: 252 HP / 172 Def / 12 SpD / 72 Spe
Bold Nature
IVs: 0 Atk
- Icy Wind
- Magic Coat
- Moonlight
- Helping Hand

Liepard @ Focus Sash
Ability: Prankster
Level: 50
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Fake Out
- Taunt
- Swagger
- Foul Play
Basic Dark Spam centered around Black Glasses Yveltal with Tailwind and Taunt as supportive options. Liepard makes the infamous SwagPlay combo even harder to deal with within Yveltal's pressence. As well as a nice lead due to Fake Out and Taunt. Mega Mawile is a nice counter to Xerneas which would trample Dark Spam otherwise while also appreciating Dark Aura boosted Sucker Punches. Primal Kyogre can help to shield Mega Mawile from Fire-type attacks and also helps against Groudon later in the match. Cresselia provides another form of speed sontrol and support, Magic Coat is notable for bouncing back Dark Void and Thunder Wave. The speed EVs outspeed a minus 1 Mega Mence and live a +1 Dragon Ascent and 1 Adamant Mega Kangs Double-Edge. Mega Kang was added to the last slot for just another power house and more than one mega.

Also add Draco's team since it is good.
 
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