Saturday, 28 April 2018

Pokemon VGC 18 April Report


Hey guys this is my report for the team that I developed in April for VGC 18 format, it went through quite a big struggle but I felt as if in the end I got a good team together, I got to use 4 mons that I hadn’t tried out in the vgc 18 season before and loved to use them, without further ado lets get into this post:

Teambuilding Process:
I was quite confused with what to build next, before this team took any shape or actual form I had used 4 teams built from scratch by me before this, 1st one was the idea of mega venusaur in which I ended up loving the combination of gardevoir and zapdos, then was the gardevoir + whimsicott + heatran team in which the core worked kinda well for me and in the end I had this blastoise team with the additional landorus I + hippowdon combination which worked as an individual combination however wasn’t much in sync with the team. Then after taking a big breath I look down at mega swampert and the following team came up to me:

The Team:

Swampert-Mega @ Swampertite 
Ability: Damp 
Level: 50 
EVs: 164 HP / 252 Atk / 4 Def / 4 SpD / 84 Spe 
Adamant Nature 
- Waterfall 
- Earthquake 
- Rock Slide 
- Protect

Swampert happens to be a unexpectedly strong attacker especially in its mega form, swampert happened to be the base for this team of mine, with having access to stab towards types like water and earthquake with potentially being able to get a speed and attack power boost through its partner bringing the rain swampert was sure to make a strong mega option for this team of mine. It even has the power to ohko a landorus with waterfall through intimidate until it is heavily invested in bulk. Swampert needed a somewhat simple ev spread I invested in enough speed to make it able to outspeed tapu koko after the rain boost which really did came in handy at points.

Pelipper @ Focus Sash 
Ability: Drizzle 
Level: 50 
EVs: 4 HP / 252 SpA / 252 Spe 
Modest Nature 
IVs: 0 Atk 
- Scald 
- Hurricane 
- Protect 
- Tailwind

Not any big description for a pelliper, it has drizzle, it has coverage against grass types like amoonguss and tapu bulu that make it a good partner also to have a ground side immunity to a pokemon that uses earthquake is amazing, those are all the factors that make this pelliper a better partner for this swampert than any other pokemons. Pelliper is simple and proves to be a good pokemon, its rain also helps out other partners than just swampert.

Aegislash @ Aguav Berry 
Ability: Stance Change 
Level: 50 
EVs: 228 HP / 4 Def / 188 SpA / 76 SpD / 12 Spe 
Modest Nature 
IVs: 0 Atk 
- Shadow Ball 
- Flash Cannon 
- Substitute 
- King's Shield

When I said so in pelliper’s description, yes aegislash does get helped out a whole lot by the rain in this team, I was confused on what set to decide then I thought since I already do happen to have a tailwind setter on my team. Make it fast I recently read a report with a incineroar faster than this one carrying a darkinium z I thought it would be the perfect opportunity to have mine given a creeping speed to that one which would eventually make it faster than any other aegislash and then make it proceed to defense with a substitute a great opportunity to waste up other aegislash and incineroar’s z moves. It did ended up working really really well, this is the first time I am using aegislash in vgc 18 maybe even in the past formats and for a fact I loved it, since I had no direct cunters to a celesteela, aegislash was happening to be my primary go to option there.

Tapu Lele @ Psychium Z 
Ability: Psychic Surge 
Level: 50 
EVs: 252 HP / 4 Def / 252 SpA 
Modest Nature 
IVs: 0 Atk 
- Psychic 
- Moonblast 
- Protect 
- Taunt

I was now wanting to complete a fantasy core with a dragon and a fairy type to add in some more offensive pressure and coverage to my team, tapu lele came in as the thought of disrupting and offensive terrains also with intimidate and fake out running wild psychic terrain was much needed to stop them also tapu lele with psychic terrain had got the best option to stop trick room than the other tapus having taunt especially due to its ability to stop other mons from using fake out as a disruptor, tapu lele was great with the surprise z move and did caught off guard my opponents a lot of the time.

Naganadel @ Life Orb 
Ability: Beast Boost 
Level: 50 
EVs: 252 SpA / 4 SpD / 252 Spe 
Timid Nature 
IVs: 0 Atk 
- Sludge Bomb 
- Hidden Power [Ice] 
- Protect 
- Flamethrower

Naganadel happened to be a dragon type that can really fit in well to this team of mine. It definitely does check the tapus whereas he has resistances to grass attacks as well as steel and poison moves for tapu lele despite being extremely frail on the correct timings it can really absorb attacks the dynamism its coverage on offense provides is great as well, it may not last long on the field but when attacks does leave its marks on the field.

Snorlax @ Iapapa Berry 
Ability: Gluttony 
Level: 50 
EVs: 244 HP / 4 Atk / 252 Def / 4 SpD / 4 Spe 
Adamant Nature 
- Return 
- Recycle 
- High Horsepower 
- Belly Drum

Uplast I knew my team was extremely fast and then ofcourse really weak to trick room. My team also had two ghost weakness, snorlax seemed to be the best option, I honestly didn’t thought that snorlax would ever be able to fit in on my team as it was becoming a purely archetype trick room thing however snorlax happened to work outside of opposing trick room teams as well, the teams that are defensive snorlax was able to handle them as well as if set up took them out with ease whereas providing the trick room answer as well.

Update:
At first I did happen to update with something really bad for this team, a politoed in place of pelliper, a crobat for naganadel and tapu koko the politoed and crobat were working individually very well however the team didn’t pull itself together though the idea of psychic seed supportive crobat as a trick room counter and tailwind utility as well as eject button polotoed as a pivot for intimidate and setting up perish songs in the late game was good for a strategy with itself and I would rather be considering these ideas maybe later in the format.
The thing was that I ended up working on an update for this team the team lacked any intimidate users or many moves which can be used for defense, snorax didn’t seem very special after whole lot of tries in teams and didn’t seem like fitting in the team, naganadel had an amazing typing however it couldn’t stand much longer on the field, so I decided to change things up a bit
(Naganadel was removed for Dragalge)
Dragalge @ Poisonium Z 
Ability: Adaptability 
Level: 50 
EVs: 252 HP / 4 Def / 252 SpA 
Modest Nature 
IVs: 0 Atk 
- Sludge Bomb 
- Thunderbolt 
- Haze 
- Protect

The final version of the team that I found happened to have the dragalge on it instead of naganadel, it happens to be the only pokemon that can have the dragon poison typing in the entire game, and being slow meant that now it could also work really well under a trick room user, since one sludge bomb wasn;t able to kill all the tapus in a hit, I added in the poisonium z also for it to be able to deal massive damage and utilize the trick room turns very sufficiently. Thunderbolt was also an amazing coverage move for it against many water types that it can wall in the game. Haze turned out to be such an amazing move that I just had put on it for the move to be tested out. It formed the absolute best counter to snorlax or any other set-up based strategies. Dragalge obviously not being one of the best pokemons in terms of overall looking at the format could also counter a rising threat, araquanid, with both its dragon typing and thunderbolt.
(Snorlax was replaced with Porygon 2)
Porygon2 @ Eviolite 
Ability: Download 
Level: 50 
EVs: 244 HP / 12 SpA / 252 SpD 
Sassy Nature 
IVs: 0 Atk 
- Ice Beam 
- Shadow Ball 
- Trick Room 
- Recover

Porygon 2 is love from the 2017 format I just happened to like this pokemon very very much back then but now when I used it, I wouldn’t be able to use a better pokemon in place of it, since the typings were so important for this team and normal type was the best for it, porygo 2 provides a whole lot of defensive utility for my team, the ev spread is simple but does work against big tapu + zapdos or rain leads in terms of taking those hits well, I chose to go for shadow ball as the coverage move instead of thunderbolt as I already had found my celesteela counters in aegislash and dragalge had that move having shadow ball opens up the opportunity for it to hit pokemons like gardevoir, metagross, lele and cresselia for super effective damage and ice beam, is needless to say good on this team as it is.

Conclusion:
So guys this was it for my April team report which did went through a whole lot f bumps but in the end I ended up bringing together a fun, somewhat different and successful team, hopefully you guys liked this post, I’d be back with more bye for now!


Saturday, 24 March 2018

March VGC 18 Team Report


Hi guys today I am back with another team this time am presenting my experiences in the month of march, this time I tried to be creative around kommo-o teams especially after getting super surprised by the costa mesa regional finals in their creative teams especially in term so it being a turtlemoth meme team which was extremely surprising to be seen getting played in a serious tournament and seeing such success. Without further ado this report:

Teambuilding process:
First of all the goal that I did set for myself was to build around kommo-o mainly I didn’t knew how successful would this dragon thing get but I wanted to innovate this concept something other than the mega gengar, whimsicott bulu usual kommo-o stuff.
As common concept of the fantasy cores, around the dragon fairy steel core goes I wanted to put it in one, kommo deals with a lot but mainly goes down to fairies and tapu lele was a big issue for the format tapu koko was my tapu of choice to beat tapu fini something that sticks around much longer than expected and the next option I did add on was a celesteela as I knew it’d deal well with the ever so popular mega metagross + tapu lele combination.
 When the thoughts of supporting these three came to mind hitmontop seemed to be a much amazing option it can help kommo-o clear up the steel types with its fighting coverage and further greatly helps pokemons like celesteela to set up leech seed or attack as well as tapu koko and especially kommo-o to land attacks with feint, fake out supporthelps kommo-o set up and wide guard could form an amazing support to this core didn’t knew it’d work out this well now the last two slots were left to figure out what this core didn’t cover + could use around kommo-o as a mega.
Now as weird as it may sound the two mons I used to round the team out were tyranitar as my mega and then nihilego the most interesting part was that they were part of the trick room mode alongside hitmontop the first few tests went by extremely well and I loved this composition for the team nihilego being reasonably frail was covered by hitmontop’s intimidate, fakeout support whereas its special defense got a boost from tyranitar’s sand stream. Got a 4-0 win streak in the first time playing with the team.
Important calculations:
Offensive Calcs
180+ SpA Kommo-o Clangorous Soulblaze vs. 44 HP / 100 SpD Mega Charizard Y: 84-99 (52.8 – 62.2%) — guaranteed 2HKO
+1 180+ SpA Kommo-o Clanging Scales vs. 44 HP / 100 SpD Mega Charizard Y: 73-87 (45.9 – 54.7%) — 52% chance to 2HKO
180+ SpA Kommo-o Clangorous Soulblaze vs. 236 HP / 84 SpD Zapdos: 102-120 (52.3 – 61.5%) — guaranteed 2HKO
+1 180+ SpA Kommo-o Clanging Scales vs. 236 HP / 84 SpD Zapdos: 91-108 (46.6 – 55.3%) — 66.8% chance to 2HKO
+1 0- Atk Kommo-o Close Combat vs. 172 HP / 0 Def Heatran: 188-224 (100 – 119.1%) — guaranteed OHKO
Defensive Calcs
252 SpA Life Orb Tapu Koko Dazzling Gleam vs. +1 0 HP / 68 SpD Kommo-o: 130-156 (86.6 – 104%) — 6.3% chance to OHKO
4 Atk Aerilate Mega Salamence Double-Edge vs. +1 4 HP / 4 Def Kommo-o: 126-150 (83.4 – 99.3%) — guaranteed 2HKO

-1 252+ Atk Landorus-T Earthquake vs. 156 HP / 4 Def Tapu Koko in Electric Terrain: 116-138 (70.3 - 83.6%) -- guaranteed 2HKO
252 SpA Mega Gengar Sludge Bomb vs. 156 HP / 76 SpD Assault Vest Tapu Koko: 144-170 (87.2 - 103%) -- 12.5% chance to OHKO
-1 252+ Atk Landorus-T Tectonic Rage (180 BP) vs. 156 HP / 4 Def Tapu Koko: 276-326 (167.2 - 197.5%) -- guaranteed OHKO


0 Atk Celesteela Heavy Slam (120 BP) vs. 252 HP / 0 Def Tapu Lele: 174-206 (98.3 – 116.3%) — 87.5% chance to OHKO
252 SpA Mega Charizard Y Heat Wave vs. 228 HP / 124+ SpD Celesteela in Sun: 168-200 (83.5 – 99.5%) — guaranteed 2HKO after Leftovers recovery
212+ Atk Incineroar Flare Blitz vs. 228 HP / 156 Def Celesteela: 168-200 (83.5 – 99.5%) — guaranteed 2HKO after Leftovers recovery
252+ SpA Tapu Lele Psychic vs. 228 HP / 124+ SpD Celesteela in Psychic Terrain: 51-60 (25.3 – 29.8%) — 0.4% chance to 4HKO after Leftovers recovery

The Team:


Kommo-o @ Kommonium Z 
Ability: Soundproof 
Level: 50 
EVs: 4 HP / 4 Def / 180 SpA / 68 SpD / 252 Spe 
Modest Nature 
- Clanging Scales 
- Flamethrower 
- Close Combat 
- Protect 

So the first member definitely has to be kommo-o here the spread was really satisfying and was taken online from a sample set, this really did work out, to sum up my overall opinion on kommo-o I really don’t think if it ever did extremely well in a match mainly relating to me not being able to use it properly in my games or losing it too early but when it did exerted a big amount of offensive pressure on its opponents, there were thought games where it got all the kos before my opponents happened to quit seeing themselves at loss but I think kommo-o still stands vulnerable to some tactics especially due to then its moves lowering the stat boosts very much soon. I felt like I’d have to write a whole lot of kommo-o in this report but not that much, it is a good pokemon that can exert loads of pressure on your team but then again I felt as if centralizing a team around it which definitely did limit the potent of the team considering it took quite some support to be played on the field correctly.

Hitmontop @ Mago Berry 
Ability: Intimidate 
Level: 50 
EVs: 252 HP / 252 Atk / 4 SpD 
Adamant Nature 
- Fake Out 
- Feint 
- Close Combat 
- Wide Guard 

Hitmontop is the mvp of this team pretty much, first of all the support it provides with fakeout and then add that up with the pressure of feint is quite amazing a lot of people will ask why not scrafty? Scrafty does get intimidate and fake out however the stronger option on fighting coverage as well as the wide guard and feint as aforementioned was quite amazing. Strong fighting coverage helps against a whole lot of this fighting weak format, the tyranitars, kangaskhans, heatrans, incineroars, kartanas, you name it! Hitmontop also proved to be a surprisingly good counter to the landorus out there, with the support of wide guard, fake out and especially intimidate it was quite an excellent defensive counter to it. Hitmontop’s wide guard suppot works excellently against others especially for this team which has many mpokemons that need defense against strong support moves, overall I didn’;t think hitmontop would be this useful but I think it was an extremely good support for kommo-o as well as the rest of this team.
Tapu Koko @ Assault Vest 
Ability: Electric Surge 
Level: 50 
EVs: 156 HP / 4 Def / 92 SpA / 76 SpD / 180 Spe 
Timid Nature 
- Thunderbolt 
- Dazzling Gleam 
- Sky Drop 
- Electroweb 
Assault vest tapu koko was something I was against the ret of the entire season as I felt like it couldn’t do anything properly at all. This is the only spread that I made myself and I guess am extremely satisfied with it, the overall role of this tapu koko could be called out as an offensive or supportive utility, electro web is a great addition to this team as it helps against kommo-o’s setup for teams as well as lowering others’ speed for this teams kinda weird speed tier. Dazzling gleam and thunderbolt are staple on any tapu koko sets however sky dropwas also quite awesome especially for the peoplewho missed out on expecting this option once again for the setup of kommo-o as well as lifting off huge threats from the field, while the partner could do the damage. Sometimes the disruption of its electric terrain would also help to disrupt lele or bulu as well as proved to be my primary counter to amoonguss’s spore. Overall I guess this was really the first time I loved using this pokemon after ‘not getting it’ for so long.
Celesteela @ Leftovers 
Ability: Beast Boost 
Level: 50 
EVs: 228 HP / 156 Def / 124 SpD 
Careful Nature 
- Heavy Slam 
- Flamethrower 
- Protect 
- Leech Seed 

Celesteela forms the final part of this core and well did I got after one year what real celesteelas can do the best, this team also did made e realize how celesteela is used however not in the same format ti once happened to dominate. This celesteela is extremely simple of a pokemon and also very simple to use, an excellent pivotal switch in or to be used to pick up kos or settle down on the field easily. Alto o people have started to use it with seeds in combination with any terrain bu I guess this spread calls out better for the more classic versions of celesteela and fit the team amazingly especially when it had to absorb the attacks, for it had a lot to absorb attacks.
Tyranitar-Mega @ Tyranitarite 
Ability: Sand Stream 
Level: 50 
EVs: 252 HP / 252 Atk / 4 SpD 
Adamant Nature 
- Rock Slide 
- Assurance 
- Ice Punch 
- Protect 

Tyranitar was the option when I realized I could still use some mons to counter zard y and needed coverage battling against a cresselia with two fighting types to begin with and the other that can’t land a huge amount of damage was going to be tough, tyranitar was the option so for it could also count as my mega, gave me more weather control as well. always thought of tyranitar being as pretty much of an eh-ish mega pokemon however I did got the taste of its power by using it in this team. It can even survive 4x effective attacks of fighting types and then can also land monstrous attacks back. The coverage option after the stab attacks was ice punch as it could give me more offensive coverage against a landorus. Assurance was a really cool option that could potentially allow me to pick up surprise and easy as well as unexpected ohkos in combination whwne a koko, ninilego, hitmontop or kommo-o was on the side of the field with this monster. I loved this mega despite thining of it as something that shouldn’t be appreciated in use.
Nihilego @ Life Orb 
Ability: Beast Boost 
Level: 50 
EVs: 4 HP / 252 SpA / 252 Spe 
Timid Nature 
IVs: 0 Atk 
- Sludge Bomb 
- Power Gem 
- Trick Room 
- Protect 

Last up is nihilego as surprise option as well, nihilego is quite an amazing pokemon especially packing up for that strong poison type coverage in that sludge bomb as wel as giving extre move coverage with more reliable of a accurate rock type attack in power gem nihilego ended up acting as surprisingly bulky on this team especially as the support of hitmontop and then the sand boost gave to its defenses hitmontops wide guard was also quite a big cause. Its cover move after protect, as in for trick room was an interesting option especially as I thought this team ended up being in a weird speed tier with mons like hitmontop, celesteela and tyranitar itself trick room proved to be an excellent and yet again an unexpected speed control option on this team of mine. It worked really well against teams that relied on tailwind as well as unsuspected reversing opposing trick room pokemons.
Full pastebin:
Kommo-o @ Kommonium Z 
Ability: Soundproof 
Level: 50 
EVs: 4 HP / 4 Def / 180 SpA / 68 SpD / 252 Spe 
Modest Nature 
- Clanging Scales 
- Flamethrower 
- Close Combat 
- Protect 

Tapu Koko @ Assault Vest 
Ability: Electric Surge 
Level: 50 
EVs: 156 HP / 4 Def / 92 SpA / 76 SpD / 180 Spe 
Timid Nature 
- Thunderbolt 
- Dazzling Gleam 
- Sky Drop 
- Electroweb 

Hitmontop @ Mago Berry 
Ability: Intimidate 
Level: 50 
EVs: 252 HP / 252 Atk / 4 SpD 
Adamant Nature 
- Fake Out 
- Feint 
- Close Combat 
- Wide Guard 

Celesteela @ Leftovers 
Ability: Beast Boost 
Level: 50 
EVs: 228 HP / 156 Def / 124 SpD 
Careful Nature 
- Heavy Slam 
- Flamethrower 
- Protect 
- Leech Seed 

Tyranitar-Mega @ Tyranitarite 
Ability: Sand Stream 
Level: 50 
EVs: 252 HP / 252 Atk / 4 SpD 
Adamant Nature 
- Rock Slide 
- Assurance 
- Ice Punch 
- Protect 

Nihilego @ Life Orb 
Ability: Beast Boost 
Level: 50 
EVs: 4 HP / 252 SpA / 252 Spe 
Timid Nature 
IVs: 0 Atk 
- Sludge Bomb 
- Power Gem 
- Trick Room 
- Protect 

Conclusion:
This was it for my weird yet fun march team I honestly didn’t think that this idea would ever have worked out here, however this got really fun to use and I think I really did got a hang of the offense provided by this team. Hopefully you guys liked it and would give it a try for yourself, as of now I am looking forward to a new month where I would probably be using a mega venusaur team or something anti-meta and defensive. Bye for now!

Thursday, 1 March 2018

February VGC Report


Hey guys today I am back with another team report, this time covering my February team that I built, right from the onset of the season I was interested in doing a HTR Hard Trick Room team in this format and soon after seeing a few successful ones and especially noticing that this time the ground for the usage of mega camerupt was much bigger, I was determined to build this team:

Cresselia @ Wiki Berry 
Ability: Levitate 
Level: 50 
EVs: 252 HP / 4 SpA / 252 SpD 
Sassy Nature 
IVs: 0 Atk 
- Ice Beam 
- Trick Room 
- Helping Hand 
- Skill Swap 
Tapu Fini @ Choice Specs 
Ability: Misty Surge 
Level: 50 
EVs: 252 HP / 252 SpA / 4 SpD 
Modest Nature 
IVs: 0 Atk 
- Muddy Water 
- Moonblast 
- Dazzling Gleam 
- Hydro Pump 
Scrafty @ Leftovers 
Ability: Intimidate 
Level: 50 
EVs: 252 HP / 252 Atk / 4 SpD 
Adamant Nature 
- Fake Out 
- Drain Punch 
- Knock Off 
- Detect 
 Tapu Bulu @ Grassium Z 
Ability: Grassy Surge 
Level: 50 
EVs: 252 HP / 252 Atk / 4 SpD 
Adamant Nature 
- Wood Hammer 
- Horn Leech 
- Protect 
- Taunt 
Stakataka @ Life Orb 
Ability: Beast Boost 
Level: 50 
EVs: 252 HP / 252 Atk / 4 SpD 
Brave Nature 
IVs: 0 Spe 
- Rock Slide 
- Gyro Ball 
- Trick Room 
- Protect 

Camerupt @ Cameruptite 
Ability: Solid Rock 
Level: 50 
EVs: 252 HP / 252 SpA / 4 SpD 
Quiet Nature 
IVs: 0 Atk / 0 Spe 
- Heat Wave 
- Earth Power 
- Nature Power 
- Protect 


Teambuilding Process:
This team was something that was to be based around a heatran, a pokemon I felt like had a lot of potential especially for the purpose of taking out most of the metamons and having great resistances. Then it got a lapras to cover heatran’s weaknesses and then cresselia on it and then there was an incineroar the last two members were originally stakataka and tapu fini, but then I changed up incineroar scrafty, since lapras was not providing much against the water types of the format, tapu bulu was added and what was heatran became a mega camerupt realizing it’d be more dominant as well as that I didn’t add a mega yet.

The Team:

The Trick room setters:
I feel like it would have to be somewhat necessary to chose two trick room setters on a hard trick room team and in my opinion stakataka and cresseia are the best for the purpose because they are extremely dynamic to cover different situations.

Cresselia is the bulkier one of the two, can take more hits and guaranteeing trick room setup against offense based teams combined with scrafty’s fake out. Cresselia is also the member which can provide the support to this team’s members.
Stakataka is the one which is more preferably to be chosen against the defensive teams 1) it can survive hits before setting up a trick room 2) it also is able to provide instant offense against these teams unlike cresselia.

Overall the dynamism is amazing between these two as cresselia covers up for the major weaknesses of stakataka as in ground and fighting types as well.

Levelers:
Both the tapus as well as scrafty work as levelers in the format for this team, scrafty can provide its fake out support as well as intimidate support to cut out offense, whereas tapu fini’s terrain cuts out status conditions against your pokemons whereas tapu bulu helps in bits of recovery, both these terrains help to lower the damage output being done from tapu lele’s or koko’s side of the field. All these factors help to get the trick room set up before my mons can sweep.

The Sweepers:
Mega camerupt is something that screams to be a sweeper especially under trick room for this team. Sheer force further increases its damage output being done through heat wave and earthpower. Nature power is amazing in accordance with the tapus terrains which allow mega camerupt to handle those dragons and water types which it wouldn’t be able to without this move.
The tapus are built to do damage as well on this team, especially the choice specs hydro pump as well as the z-move on tapu bulu are the big hitters for OHKO’ing other pokemons unsuspectingly even at times.

Stakataka is amazing, its gyro ball does crazy amounts of damage to almost anything in the format which is often times surprising even for me.
To start off with the team let us discuss the ever reliable trick room setter + general support of cresselia, this year with the added effects of ally switch to come in cresselia had the new defensive tactics in the pack but mainly for this team I chose to go for support other than that the more old school ways of a cresselia, firstly the helping hand I chose to go for this move as inside trick room cresselia can’t do much damage while helping out partners like camerupt stakataka tapu fini or scrafty to boost their damage output even further seemed to be helpful in matches right after setter up a trick room. Skill swap is another rather very interesting choice here for my team really does help to single handedly take out all perish trap teams by taking their shadow tag, whether its shuffling levitate to its partners or even when applied to stealing abilities like flash fire and aerialte, cresselia is there to play its part. Ice beam is the choice of offense to take care of any landorus t which stakataka and camerupt seemed to be very threatened by. Overall cresselia was as it is supposed to be a very reliable trick room setter.

Scrafty is the leveler for this team overall. It can support this team on its leads. Provide general offense or other support with intimidate, their isn’t a whole lot to say about this mon but yeah I guess its fairly decent there in its job its coverage of knock off especially does provide big for in matches to limit its opponents, not the most offensive member of this team but sure does play a big part in its success. Fakeout helps to set up even two trick rooms in a single game which surely does help it win a lot.

Stakataka is a member I really did want to use on a team of mine and got to study its glorious damage output from gyro ball only recently apart from adding a second trick room setter to this team of mine stakataka brings it the fastest and probably the hardest form of offense in this team of mine. Whether it’s the flincing rock slides or the damaging gyro ball stakataka forms a big part on the offensive side once it hits the field.

Camerupt is another favorite member on this team. Not only for its mega’s cool design but for the ‘sheer’ offensive pressure that it brings to the field, fire and ground type moves cover up a big span of types for big damage however now with the addition of nature power alongside two tapus give it the addition of fairy and grass coverage further helping it deal with those dragon and grass types it would lack offensive pressure against. At first this was an eruption set however I felt as if that lost its potential if not played well especially with some of the leads started of with scrafty and cresselia the team couldn’t afford to get up camerupt in good timing, heat wave provided further spread damage however things really did hurt much when it missed on important turns but hey mega camerupt you do just fine around here J

Now to discuss the guardians of the team tapu bulu is as real as a guardian gets. It can help against those really big ground weaknesses on my team furthermore helps out scrafty in healing, sheer offense and the holder of the z crystal do make it a strong option for offense but taunt turned out to be somewhat of a secret weapon here it greatly did help against a lot of people who didn’t expect me to use this move couldnt’ve been a more amazing move here on the slot. Overall tapu bulu solidly helped to support this team and keep it together.

Tapu fini is a pokemon that doesn’t happen to fill a big particular role in the overall composition of this team however fini can be very much useful in this team especially on leads it can exert a big amount of offensive pressure on a wide variety of opponents from single or double target attacks. Tapu fini is also very bulky and can fit into a whole lot of situations whether used to level the terrains take a bit of damage or do much more in return tap fini really does help out the team a lot.
(against apologies for not posting the calcs here hopefully from the next month I’ll be posting them with my teams.)

Conclusion: probably a long time in which I’ve kept a team and have loved playing with it as well, overall I think this was a very solid and balanced team to play with despite being the a bit inder the use concept of hard trick room teams. Hopefully you guys liked it as well and are going to try this team out for yourselves as well. Bye for now!