Saturday, 21 October 2017

October VGC Report Part 1

                Hi guys today I am back to share the exiting experiences regarding VGC of mine in the month of October. This  time something good happened, or atleast as I think that something did, when I desired to make my very own triple ultra beast + smeargle team and then the idea fused with more or less of a hard trick room team, this was somewhat very interesting. Without further ado lets get into the report:
Teambuilding Process:
I started off with choosing an ultra beast paired with smeargle, nihilego was something I wanted to centralize this team especially as nihilego is a pokemon a started to build a team around and couldn’t succeed very well that is why I was trying it out this time as it seemed like a solid start towards a new team. Htr was one of those to other teams to build a I had on my mind, as I tried to complete my triple ultra beast trio, I put around it a celesteela as I know that nihilego and celesteela go well together and then a buzzwole as well, I am familiar with smeargle + pheromosa being a thing however I like to use buzzwole for some flexibility on this team knowing how well it complements a team with nihilego on it as they can both cover up on a big chunk of this metagame. At this point I had the idea of turnin g this team into a hard trick room team. Since celesteela and buzzwole were relatively slow and nihilego could carry trick room, I rounded off this team by the classic and now somewhat considered less viable duo of araquanid and porygon 2. The team felt like after the triple ultra beast combination that it was more or less very weak to a lot of elements in this metagame. However constant pressureand dynamismthat araquanid and prygon 2’s reliability could provide stabilized this team very well.
Importance of nihilego and buzzwole under trick room:
This importance had a key role in whenever I played the games ith this team, that usually this duo cannot handle the on-field combination of arcanine and garchomp despite having the ohko options available on both of them, hoever under trick room this is much more accessible.
The Team:
Nihilego @ Life Orb 
Ability: Beast Boost 
Level: 50 
EVs: 252 HP / 4 Def / 252 SpA 
Modest Nature 
IVs: 0 Atk 
- Sludge Bomb 
- Power Gem 
- Trick Room 
- Protect
Smeargle @ Choice Scarf 
Ability: Own Tempo 
Level: 50 
EVs: 252 HP / 4 Def / 252 Spe 
Timid Nature 
- Fake Out 
- Spore 
- Mat Block 
- After You
Celesteela @ Assault Vest 
Ability: Beast Boost 
Level: 50 
EVs: 188 HP / 4 Atk / 60 Def / 68 SpA / 188 SpD 
Quiet Nature 
- Flamethrower 
- Heavy Slam 
- Air Slash 
- Giga Drain
Araquanid @ Waterium Z 
Ability: Water Bubble 
Level: 50 
EVs: 252 HP / 252 Atk / 4 Def 
Adamant Nature 
IVs: 0 Spe 
- Liquidation 
- Protect 
- Bug Bite 
- Wide Guard
Buzzwole @ Fightinium Z 
Ability: Beast Boost 
EVs: 20 HP / 84 Atk / 4 Def / 252 SpD / 148 Spe 
Adamant Nature 
- Superpower 
- Protect 
- Ice Punch 
- Poison Jab
Porygon2 @ Eviolite 
Ability: Download 
Level: 50 
EVs: 244 HP / 12 SpA / 252 SpD 
Sassy Nature 
IVs: 0 Atk 
- Ice Beam 
- Thunderbolt 
- Trick Room 
- Recover

Nihilego was absolutely my favorite part of this team, without any doubts. The bulk and slight bit of offense means a whole lot for it, nihilego with this amount of bulk was able to carry out that little bit of damage on its opponents that I always felt was somewhat missing, moreover the extra bulk allows it to fair off surprisingly well against the tapu pokemons. Its still a bit speedy and the weird speed tier it falls into is hard to catch up to however once the relative speeds are found of the nihilego and the opponents’ pokemons, playing it with under trick room or without trick room is always effective and fun.
Smeargle is something that I finally used in VGC after hating it oh so much, with this pokemon having any moves it wants to have I felt as if this could prove very much effective for its success. Fake out spore (oh dark void I miss you) accompanied with scarf and moves like mat block and after you give it a whole load o importance I felt it was good to sometimes have something speedy in a relatively slow team like this one was good, mat lock could allow for the easy setting of trick room against almost any pokemon as well as after you can provide a good form of speed control and fun access to trick room before time which wasn’t used much in practice however whenever I clicked it for that one time to give its partners a speed boost I was much satisfied with it. To be honest I was surprised how it handled a few attacks here and there.
Buzzwole is somewhat the weirder version of pheromosa I like it for its longevity over it, especially against pokemons like garchomp, with a team having a pokemon like smeargle I felt as if I needed a more coverage mon on this team, that Is why I first gave it the tman spread as well as the assault vest however then noticing quite a lot that I would be needing protect in a few cases as well as curse snorlax was giving me quite some issues the fightinium z was coming out to be quite effective.
Assault vest celesteela gives me a bit of a flashback to when the first time I was using it, I really liked it, whereas normal celesteela being as good as it is on this htr team where every turn should have a high damage outcome and the nature of its playing a defensive, slow and stall-y celesteela was understood as not being that much viable especially in this yard, that is why iopted for assault vest a more offensive moveset, whereas heavy sama d flamethrower are more or less self explanatory, air slash was good for specially offensive stab and also for those flinches which could prove very valuable against a few mons in the late game. Giga drain was chosen here especially for gastrodon and for a few amount of recovery whenever it was felt needed, gastrodon could be an issue as araquanid mostly relies on its water coverage for offense.
Araquanid is probably the simplest pokemon on this team, bug bite helps out a lot especially against pokemons like muk, which are a big threat, the main idea of araquanid was to be something strong in trick room as well as take switches to arcanine a very very big threat. For the first four on this team. Wid eguard is a move of choice often given up for toxic or substitute however I felt as if it was somewhat more important of a move than the others as it could protect the team against torkoal, rock slide annoyances, muddy waters, etc against a number of opponents, and it did ended up as the correct call for utility.
Honestly I feel like that I could have chosen like a very weird choice for this slot of the team however porygon 2 still felt as the most fitting, as it does provide a very reliable source of setting up that trick room. Also provides as an offensive option a recovery and bulky mon on this team and another counter to pokemons like garchomp and gyarados which I could have needed.
Conclusion and thoughts moving on:

This was it for this team of mine hopefully you guys liked going through it and got some ideas if ever, for yourself, moving on I still feel like that I have a few options on my desired to build list left, mainly triple tapu team and more importantly something I had an idea for is that the anti meta team and my weirder version of a rain team, what if as I think I combine politoed and relicanth with dragonite to build around this weird and anti meta rain team of mine, moreover on some thoughts I felt like that some partnerslike scarfed krokodile, vikavotl and trevenant may as well prove very beneficial there. Bye for now!

My CHALKF Team BSD Team Report




I guess here goes for my BSD or say First VGC 18 team, just a sample bit of my weird one, hopefully helps someone looking for a team (calcs added for ease)






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

Cresselia @ Aguav Berry 
Ability: Levitate 
Level: 50 
Shiny: Yes 
Happiness: 0 
EVs: 252 HP / 180 SpA / 76 SpD 
Quiet Nature 
IVs: 0 Atk 
- Psychic 
- Trick Room 
- Skill Swap 
- Icy Wind 

Landorus-Therian @ Groundium Z 
Ability: Intimidate 
Level: 50 
Happiness: 0 
EVs: 252 Atk / 4 SpD / 252 Spe 
Adamant Nature 
- Rock Slide 
- Earthquake 
- Superpower 
- Protect 

Heatran @ Safety Goggles 
Ability: Flash Fire 
Level: 50 
Happiness: 0 
EVs: 252 SpA / 4 SpD / 252 Spe 
Timid Nature 
IVs: 0 Atk 
- Flamethrower 
- Protect 
- Earth Power 
- Taunt 

Amoonguss @ Sitrus Berry 
Ability: Regenerator 
Level: 50 
Happiness: 0 
EVs: 244 HP / 108 SpA / 156 SpD 
Quiet Nature 
IVs: 0 Atk / 0 Spe 
- Rage Powder 
- Spore 
- Energy Ball 
- Sludge Bomb 

Tapu Fini @ Choice Specs 
Ability: Misty Surge 
Level: 50 
Happiness: 0 
EVs: 252 HP / 148 Def / 108 SpA 
Modest Nature 
IVs: 0 Atk 
- Heal Pulse 
- Hydro Pump 
- Moonblast 
- Muddy Water 


Amoonguss

108+ SpA Amoonguss Energy Ball vs. 252 HP / 4 SpD Mega Swampert: 204-244 (98.5 - 117.8%) -- 93.8% chance to OHKO
108+ SpA Amoonguss Sludge Bomb vs. 4 HP / 0 SpD Tapu Koko: 140-168 (95.8 - 115%) -- 81.3% chance to OHKO
108+ SpA Amoonguss Sludge Bomb vs. 252 HP / 44 SpD Tapu Fini: 86-104 (48.5 - 58.7%) -- 97.3% chance to 2HKO
252+ SpA Tapu Lele Psychic vs. 252 HP / 84 SpD Amoonguss: 186-218 (84.1 - 98.6%) -- guaranteed 2HKO after Sitrus Berry recovery
252+ SpA Cresselia Psychic vs. 244 HP / 156 SpD Amoonguss: 116-140 (52.7 - 63.6%) -- 3.5% chance to 2HKO after Sitrus Berry recovery
252+ SpA Cresselia Shattered Psyche (175 BP) vs. 244 HP / 156 SpD Amoonguss: 230-272 (104.5 - 123.6%) -- guaranteed OHKO
108+ SpA Amoonguss Sludge Bomb vs. 252 HP / 0 SpD Tapu Bulu: 232-276 (131 - 155.9%) -- guaranteed OHKO
108+ SpA Amoonguss Sludge Bomb vs. 252 HP / 4 SpD Assault Vest Ludicolo: 74-90 (39.5 - 48.1%) -- guaranteed 3HKO
108+ SpA Amoonguss Sludge Bomb vs. 252 HP / 4 SpD Ludicolo: 110-132 (58.8 - 70.5%) -- guaranteed 2HKO
252+ SpA Aegislash-Blade Ne
ver-Ending Nightmare (160 BP) vs. 244 HP / 156 SpD Amoonguss: 168-198 (76.3 - 90%) -- guaranteed 2HKO after Sitrus Berry recovery
252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 244 HP / 0 Def Amoonguss: 182-217 (82.7 - 98.6%) -- guaranteed 2HKO after Sitrus Berry recovery
252+ SpA Heatran Heat Wave vs. 244 HP / 156 SpD Amoonguss: 134-158 (60.9 - 71.8%) -- 92.2% chance to 2HKO after Sitrus Berry recovery

Kangaskhan

252+ Atk Parental Bond Mega Kangaskhan Power-Up Punch vs. 4 HP / 0 Def Tyranitar: 128-156 (72.7 - 88.6%) -- guaranteed 2HKO
252+ Atk Parental Bond Mega Kangaskhan Return vs. 4 HP / 0 Def Nihilego: 104-123 (56.2 - 66.4%) -- guaranteed 2HKO
252+ Atk Tapu Bulu Wood Hammer vs. 252 HP / 0 Def Mega Kangaskhan in Grassy Terrain: 171-202 (80.6 - 95.2%) -- guaranteed 2HKO after Grassy Terrain recovery
252+ Atk Parental Bond Mega Kangaskhan Return vs. 164 HP / 92 Def Tapu Lele: 132-157 (79.5 - 94.5%) -- guaranteed 2HKO
252+ Atk Parental Bond Mega Kangaskhan Return vs. 4 HP / 0 Def Tapu Lele: 148-175 (101.3 - 119.8%) -- guaranteed OHKO
252+ Atk Landorus-T Superpower vs. 252 HP / 0 Def Mega Kangaskhan: 164-194 (77.3 - 91.5%) -- guaranteed 2HKO
252+ Atk Parental Bond Mega Kangaskhan Return vs. 4 HP / 0 Def Tapu Koko: 133-159 (91 - 108.9%) -- 46.9% chance to OHKO

Cresselia:

180+ SpA Cresselia Icy Wind vs. 4 HP / 0 SpD Landorus-T: 84-100 (50.9 - 60.6%) -- guaranteed 2HKO
180+ SpA Cresselia Icy Wind vs. 4 HP / 0 SpD Mega Salamence: 72-88 (42.1 - 51.4%) -- 3.5% chance to 2HKO
180+ SpA Cresselia Psychic vs. 252 HP / 4 SpD Amoonguss: 132-156 (59.7 - 70.5%) -- guaranteed 2HKO
180+ SpA Cresselia Psychic vs. 252 HP / 104+ SpD Amoonguss: 108-128 (48.8 - 57.9%) -- 93.8% chance to 2HKO
180+ SpA Cresselia Psychic vs. 252 HP / 104+ SpD Amoonguss: 108-128 (48.8 - 57.9%) -- 18.8% chance to 2HKO after Sitrus Berry recovery
252+ SpA Aegislash-Blade Never-Ending Nightmare (160 BP) vs. 252 HP / 76 SpD Cresselia: 252-296 (111 - 130.3%) -- guaranteed OHKO
252 Atk Tyranitar Black Hole Eclipse (160 BP) vs. 252 HP / 0 Def Cresselia: 240-284 (105.7 - 125.1%) -- guaranteed OHKO
-1 252 Atk Tyranitar Black Hole Eclipse (160 BP) vs. 252 HP / 0 Def Cresselia: 162-192 (71.3 - 84.5%) -- guaranteed 2HKO after sandstorm damage
252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 252 HP / 0 Def Cresselia: 119-142 (52.4 - 62.5%) -- guaranteed 2HKO
-1 252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 252 HP / 0 Def Cresselia: 79-96 (34.8 - 42.2%) -- guaranteed 3HKO
148+ SpA Ludicolo Hydro Vortex (185 BP) vs. 252 HP / 76 SpD Cresselia in Rain: 138-163 (60.7 - 71.8%) -- guaranteed 2HKO
+1 252+ Atk Muk-Alola Knock Off (97.5 BP) vs. 252 HP / 0 Def Cresselia: 204-240 (89.8 - 105.7%) -- 37.5% chance to OHKO

Lando t

252+ Atk Landorus-T Tectonic Rage (180 BP) vs. 252 HP / 0 Def Muk-Alola: 462-546 (217.9 - 257.5%) -- guaranteed OHKO
-1 252+ Atk Landorus-T Tectonic Rage (180 BP) vs. 252 HP / 0 Def Muk-Alola: 308-366 (145.2 - 172.6%) -- guaranteed OHKO
-1 252+ Atk Landorus-T Tectonic Rage (180 BP) vs. 252 HP / 0 Def Tyranitar: 224-266 (108.2 - 128.5%) -- guaranteed OHKO
-1 252+ Atk Landorus-T Tectonic Rage (180 BP) vs. 252 HP / 0 Def Aegislash-Shield: 174-206 (104.1 - 123.3%) -- guaranteed OHKO
-1 252+ Atk Landorus-T Tectonic Rage (180 BP) vs. 252 HP / 0 Def Shuca Berry Heatran: 234-276 (118.1 - 139.3%) -- guaranteed OHKO
252+ Atk Landorus-T Tectonic Rage (180 BP) vs. 252 HP / 0 Def Shuca Berry Heatran through Protect: 87-102 (43.9 - 51.5%) -- 10.9% chance to 2HKO
252+ Atk Landorus-T Tectonic Rage (180 BP) vs. 252 HP / 0 Def Heatran through Protect: 174-205 (87.8 - 103.5%) -- 25% chance to OHKO
252+ Atk Landorus-T Rock Slide vs. 252 HP / 0 Def Mega Charizard Y: 184-220 (99.4 - 118.9%) -- 93.8% chance to OHKO
252+ Atk Landorus-T Rock Slide vs. 252 HP / 144 Def Mega Charizard Y: 156-188 (84.3 - 101.6%) -- 6.3% chance to OHKO
252+ SpA Mega Charizard Y Heat Wave vs. 4 HP / 0 SpD Landorus-T in Sun: 138-163 (83.6 - 98.7%) -- guaranteed 2HKO
4 SpA Cresselia Ice Beam vs. 4 HP / 0 SpD Landorus-T: 136-160 (82.4 - 96.9%) -- guaranteed 2HKO
120+ SpA Cresselia Ice Beam vs. 4 HP / 0 SpD Landorus-T: 164-196 (99.3 - 118.7%) -- 93.8% chance to OHKO

Heatran:

252 SpA Heatran Earth Power vs. 4 HP / 0 SpD Nihilego: 164-196 (88.6 - 105.9%) -- 31.3% chance to OHKO
252 SpA Heatran Flamethrower vs. 252 HP / 4 SpD Amoonguss: 186-218 (84.1 - 98.6%) -- guaranteed 2HKO
252 SpA Heatran Flamethrower vs. 252 HP / 252+ SpD Amoonguss: 128-152 (57.9 - 68.7%) -- 60.9% chance to 2HKO after Sitrus Berry recovery
252 SpA Heatran Flamethrower vs. 220 HP / 92+ SpD Cresselia: 52-63 (23.3 - 28.2%) -- 86.3% chance to 4HKO
252 SpA Heatran Flamethrower vs. 180 HP / 148+ SpD Celesteela: 120-144 (61.5 - 73.8%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Heatran Flamethrower vs. 84 HP / 164 SpD Assault Vest Kartana: 340-408 (234.4 - 281.3%) -- guaranteed OHKO
252+ Atk Pheromosa High Jump Kick vs. 4 HP / 0 Def Heatran: 240-284 (143.7 - 170%) -- guaranteed OHKO
-1 252+ Atk Pheromosa High Jump Kick vs. 4 HP / 0 Def Heatran: 162-192 (97 - 114.9%) -- 81.3% chance to OHKO
252 SpA Heatran Earth Power vs. 4 HP / 0 SpD Heatran: 200-236 (119.7 - 141.3%) -- guaranteed OHKO
252 SpA Heatran Earth Power vs. 252 HP / 4 SpD Heatran: 196-232 (98.9 - 117.1%) -- 87.5% chance to OHKO
252 SpA Heatran Earth Power vs. 4 HP / 0 SpD Shuca Berry Heatran: 100-118 (59.8 - 70.6%) -- guaranteed 2HKO
164+ SpA Choice Specs Tapu Fini Hydro Pump vs. 4 HP / 0 SpD Heatran: 218-260 (130.5 - 155.6%) -- guaranteed OHKO

Tapu Fini:

108+ SpA Choice Specs Tapu Fini Moonblast vs. 252 HP / 44 SpD Tapu Fini: 73-87 (41.2 - 49.1%) -- guaranteed 3HKO
108+ SpA Choice Specs Tapu Fini Hydro Pump vs. 4 HP / 0 SpD Heatran: 210-248 (125.7 - 148.5%) -- guaranteed OHKO
108+ SpA Choice Specs Tapu Fini Hydro Pump vs. 252 HP / 72 SpD Heatran: 194-230 (97.9 - 116.1%) -- 93.8% chance to OHKO
252+ SpA Mega Charizard Y Solar Beam vs. 252 HP / 0 SpD Tapu Fini: 140-166 (79 - 93.7%) -- guaranteed 2HKO
108+ SpA Choice Specs Tapu Fini Hydro Pump vs. 252 HP / 4 SpD Mega Charizard Y in Sun: 96-114 (51.8 - 61.6%) -- guaranteed 2HKO
108+ SpA Choice Specs Tapu Fini Moonblast vs. 4 HP / 0 SpD Tapu Lele: 84-100 (57.5 - 68.4%) -- guaranteed 2HKO
252+ SpA Life Orb Tapu Lele Moonblast vs. 252 HP / 0 SpD Tapu Fini: 94-110 (53.1 - 62.1%) -- guaranteed 2HKO
252+ SpA Life Orb Tapu Lele Psychic vs. 252 HP / 0 SpD Tapu Fini: 87-105 (49.1 - 59.3%) -- 99.6% chance to 2HKO
108+ SpA Choice Specs Tapu Fini Muddy Water vs. 4 HP / 0 SpD Landorus-T: 162-192 (98.1 - 116.3%) -- 81.3% chance to OHKO
252+ Atk Landorus-T Tectonic Rage (180 BP) vs. 252 HP / 148 Def Tapu Fini: 144-169 (81.3 - 95.4%) -- guaranteed 2HKO
252 Atk Garchomp Tectonic Rage (180 BP) vs. 252 HP / 148 Def Tapu Fini: 120-142 (67.7 - 80.2%) -- guaranteed 2HKO
252+ Atk Garchomp Tectonic Rage (180 BP) vs. 252 HP / 148 Def Tapu Fini: 132-156 (74.5 - 88.1%) -- guaranteed 2HKO
108+ SpA Choice Specs Tapu Fini Moonblast vs. 28 HP / 52 SpD Assault Vest Garchomp: 134-162 (71.6 - 86.6%) -- guaranteed 2HKO
108+ SpA Choice Specs Tapu Fini Moonblast vs. 0 HP / 4 SpD Garchomp: 216-254 (118 - 138.7%) -- guaranteed OHKO
252 SpA Life Orb Nihilego Sludge Bomb vs. 252 HP / 0 SpD Tapu Fini: 159-190 (89.8 - 107.3%) -- 43.8% chance to OHKO
252 SpA Nihilego Sludge Bomb vs. 252 HP / 0 SpD Tapu Fini: 122-146 (68.9 - 82.4%) -- guaranteed 2HKO
108+ SpA Choice Specs Tapu Fini Hydro Pump vs. 4 HP / 0 SpD Nihilego: 174-206 (94 - 111.3%) -- 68.8% chance to OHKO
108+ SpA Choice Specs Tapu Fini Hydro Pump vs. 4 HP / 0 SpD Kartana: 128-151 (94.8 - 111.8%) -- 68.8% chance to OHKO
252 Atk Kartana Leaf Blade vs. 252 HP / 148 Def Tapu Fini: 152-182 (85.8 - 102.8%) -- 12.5% chance to OHKO
108+ SpA Choice Specs Tapu Fini Hydro Pump vs. 84 HP / 164 SpD Assault Vest Kartana: 60-72 (41.3 - 49.6%) -- guaranteed 3HKO
108+ SpA Choice Specs Tapu Fini Moonblast vs. 84 HP / 164 SpD Assault Vest Kartana: 52-62 (35.8 - 42.7%) -- guaranteed 3HKO

September VGC Report Part 2

Hey guys tody I am back with another teampost of mine, this time I will be sharing, some more fun and teams I enjoyed with in te month of September, hopefully you guys will like going through it, without further ado lets get into it:
Raikoko Team:
This team was exciting to build around especially since the idea was to get kos on opponents as fast as possible, but then overall didn’t came out to be that successful in the real play, to build the team I started off with the old fashioned vgc 17 core of raichu tapu koko and tapu lele, there very offensive pokemons, I wanted to mainly try out the raichu + tapu koko especially as t got some success at worlds, from where I put on garchomp as a must to have aspect against muk, then the ddition of several options like ninetales, nihilego etc came down, but then I finally settled onto the duo of drifblim and buzzwole to patch this team of mine up, it is the following:
Drifblim @ Psychic Seed 
Ability: Unburden 
Level: 50 
EVs: 52 HP / 236 SpA / 220 Spe 
Modest Nature 
IVs: 0 Atk 
- Shadow Ball 
- Destiny Bond 
- Tailwind 
- Will-O-Wisp
Tapu Koko @ Choice Specs 
Ability: Electric Surge 
Level: 50 
EVs: 252 SpA / 4 SpD / 252 Spe 
Timid Nature 
IVs: 0 Atk 
- Thunderbolt 
- Dazzling Gleam 
- Hidden Power [Ground] 
- Volt Switch
Tapu Lele @ Life Orb 
Ability: Psychic Surge 
Level: 50 
EVs: 252 HP / 252 SpA / 4 Spe 
Modest Nature 
IVs: 0 Atk 
- Psychic 
- Moonblast 
- Protect 
- Taunt
Garchomp @ Groundium Z 
Ability: Rough Skin 
Level: 50 
EVs: 252 Atk / 4 SpD / 252 Spe 
Jolly Nature 
- Earthquake 
- Swords Dance 
- Protect 
- Fire Fang
Raichu-Alola @ Aloraichium Z 
Ability: Surge Surfer 
Level: 50 
EVs: 100 HP / 4 Def / 252 SpA / 4 SpD / 148 Spe 
Timid Nature 
- Fake Out 
- Psyshock 
- Thunderbolt 
- Electro Ball
Buzzwole @ Focus Sash 
Ability: Beast Boost 
Level: 50 
EVs: 4 HP / 252 Atk / 252 Spe 
Adamant Nature 
- Superpower 
- Protect 
- Ice Punch 
- Taunt

 Following are some of the defects of this team of mine, which I noticed made it lack, however some individual components of this team can be used in other teams especially the ones that stand out from the rest:
·         Switch In synergy: since the entire idea was to bam wham and win, I didn’t pay a lot of noticing on the switch in synergy and added on and on offensive components that’ll help me counter the metagame. Moonblast was such a big issue as switching in garchomp and buzzwole will get them ko’d and other four will be facing a real fear of the 30% chance spa drop
·         Trick Room: Since this team has the tapu koko and raichu option on it with the further addition of drifblim and garchomp also with the tailwind option as the speed control mode you can expect this team to be very very fast, even though I used the doule taunt tactic and buzzwole to counter trick room teams when my opponents were a bit too clever it didn’t end up being well for me though.
·         Defense and Coverage: the team does too much offense that attention to the defense gets overlooked, all the pokemons can withstand more like one or two attacks, some can completely wall the others like buzzwole against chomp but then isn’t in a very good switch in position, also coverage was some issue, I felt like needing poison jab on buzzwole but didn’t use it in time, as taunt was needed, lele and blimp can do big damage but get completely blocked out and passive by some pokemons. I also would have liked a very bulky garchomp spread.
Tips and tricks: as with my other teams I feel like completely explaining my all choices, however with this one it was well, different, since the overall team wasn’t a whole lot effective. But some components were.
·         Double taunt, trick room was big to stop for its success, also other dangerous setup needed to be blocked out before it could dominate me, this trick does work.
·         Hidden Power Tapu koko: togedemaru or marowak could render the big offensive mode of this team much rather useless, however having hp-ground makes it to counter the electric rodent.
·         Tailwind + Electro ball: his was a tactic I always wanted to try out, raichu combined with electric surge and tailwind is one of the fastest pokemons in the game, combine that with electro ball and it does wonders.
·         Focus sash Buzzwole: how I see all offense buzzwole is that one big and important attack, however it may be weakened by its opponents’ fairy, fire, psychic partners, combining it with a focus sash makes sure it takes atleast two hits to go down and more chances to attack doing big damage.
September Team;
Do you guys remember my weirdest team becoming the most successful one, when I was trying to build this team I had another hard trick room team mode on my mind starting out with oranguru + redirection with torkoal being the main sweeper whereas comfey would also be coming in at some point of this build. However then I added the more classic lilligant to complete the core, that lead me to the memories of the success I had with politoed + lilligant + torkoal core and with the gact core being big this time, I knew how to use this type of sun and rain fwg against it, this time instead of a politod I added in a choice scarf pelliper, seeing I had sufficient special attackers I added in buzzwole remembering I had troubles with snorlax and p2 last time and then patches things up with nihilego for more overage, it also marked out the team idea I had around a buzzwole and nihilego duo. This was the first time I was going back to update a team and so far it seemed kinda effective.
The Team:
At first I felt like as if making such a drastic change to just an old team would end up terrible however it polished up quite qwell in the final product, only from theory to practice changes made were giving nihilego the focus sash from life orb and the move thunderbolt as well.
Lilligant is such a good pivotal pokemon on this team either it an use the speed boost from torkoal to do offense or hide behind rain from fire types and then land big hits, its seemingly quite underwhelming for lilligant to be the only z-move user of this team of mine however it ended up doing quite its job idk if it’s the correct way to use a z-move but often on I’d use it as a non spa dropping leaf storm so that lilligant can get more attacks off, the ev spread is simple, the nature is something I would talk about, even thought extremely bulky fini live bloom doom from a timid lilligant, I felt as if timid was important this time to counter any mirror speed issues I’d have, turn one of after you + eruption wins you the mirror by breaking the combination. Hp fire is a nice chip damage tech but other times I’d like to have protect as well, mostly I’d switch out lilligant but when I didn’t I’d like to go for using protect other than any other moves, after you can also be used to set up trick room. Fun trick I’d use with sleep powder is to use z-sleep powder in a raikoko combination and then after + eruption for the win!
Torkoal is the true partner in crime, last time I used a bulkier more defensive sitrus berry version but this time I felt as if offense was really needed, especially as conservation of torkoal wasn’t required quite as much for some matchups as before. Torkoal is simply, just very simple and lovable too for the reason, that is why I mainly like this pokemon soo much, even thought it might not have the most impressive stats combined with charcoal, sun boost and instruct from its partner oranguru. Sometimes I’d bring the double beast + double weather where torkoal mainly comes in as a weather defense tactic or for the bulky steel type or grass types in the late game, I too doubted myself bringing in torkoal on some matchups without oranguru or lilligant however, it still proved helpful.
Even thought the rest of the four members of this team are different from before, I’d discuss pelliper first. Scarf pelliper, especially this one is not that impressive however seeing the huge amount of garchomp + arcanine teams + pelliper being able to outspeed them with its scarf was marvelous it still falls short against others like ninetales, koko and Persian, however proves to be quite a utility against the ones mentioned above. Scald and hydro pump are good stab as well as hurricane, whereas ice beam is quite a special and effective tech that most garchomps will fall for, atleast once. Main reason for choosing pelliper over politoed was that it had the ground immunity as well as flying stab coverage which helped more with the evolved, more offensive version of this team of mine, there was something good about pelliper +nihilego or pelliper + buzzwole on field combinations during matches.
Oranguru is yet quite another simple pokemon the ev spread was designed to for sure ohko a nihilego with its psyshock, the extra offense ended up helping too in quite some cases. Oranguru s designed to take hits before it can set up trick room and then support with instruct, nothing much more to say about this pokemon, simple yet effective and somehow surprisingly the least used member of my team.
Buzzwole is always nice, being for an ultra east and providing a very vast range of attacks that have a huge cover on this metagame makes it soo lovable especially its coverage against the most common archetypes seems very amazing, the best snorlax and p2 counter is something I’d consider buzzwole to be as well. This spread is the same as the all famous tman’s av buzzwole I swapped out the usual move, leech life for earthquake as it’s unexpected offense against tapu koko as well a nihilego which comes in handy in quite some situations. The bulk was just right to land those big offensive hits that help to win the game.
Nihilego is a pokemon that I’vehad my eyes on for a very long time however I haven’t been able to say how good it actually is as I feel like I couldn’t find the correct team for it. However in this one it just does the trick with pelliper and lilligatnt to handle the fire, ground and water types and torkoal to handle the steel types, nihilego can get its right time to shine, at first it was a focus sash nihilego but then I felt I was falling prey often on to stupid scarf mons like lele and the battles with nihilego became more of a k.o trade thingie, focus sash helped out a whole lot more. The addition of the unexpected thunderbolt can allow nihilego to ohko those gyarados even when coupled in the back with lightningrod users as it is unexpected, this was needed as dragon d

Sunday, 10 September 2017

August Report and September VGC Report Part 1

Hey guys today I am back and here to share my vgc experiences in the month of august, mostly this whole month went by quite slow for me and was quite frustration as one after the other of my team builds didn’t work out, however we do have a very interesting worlds to talk about so lets get into it!

Worlds 2017:
Here it was on the 2nd last weekend of august, the biggest event of the entire season and year regarding vgc, the big stage of worlds, where all people who battled through the entire season and qualified only could compete, with vgc really going by much slowly in the entire month of august and later events featuring standardish teams I wasn’t expected a whole lot of new variety, but worlds became a much more enjoyable thing to watch especially because of the variety with fun it brought within itself. Following are my notes on the meta:

Salamence (less popularly Arcanine) + Metagross :
Talking about the meta brings about a metagross with it, I just thought that this whole trend of metagross + bulldoze was just an idea being shared around in the community by different people and would fade itself out very soon, however worlds brought it for a much bigger splash and especially the duo of salamence + metagross was much widely used in this tournament. And for those who don’t know the general strategy, using bulldoze to activate your metagross’ weakness policy with clear body which doesn’t count in the speed drop on metagross, makes it a monster to deal with and salamence provides counter to pokemons like arcanine, kartana and garchomp, some metagross has difficulties facing.

Mimilax:
Another rise of an old strategy was mimilax, found significantly on more teams than usual, I felt as if this duo was done for its success in this metagame, but worlds was making it quite good of a call. Whether with the belly drum lax + psych up mimikyu or the z- destiny bond + belly drum mimilax or just simply as in curse snorlax and trick room mimikyu made quite a name for themselves in this tournament.

Rain is back:
Just like all the other major events of the game, double ducks found itself in the top cut of world championships once again. Also this time not for pelliper’s rain with golduck was all for it, but some combined a hybrid of politoed and golduck whereas few even had a politoed alone on their teams, this may mean more for rain as a weather con in general for this meta.

Raichu and Tapu Koko:
 This was also mentioned on a few teams, an old highly anticipated pokemon, alolan raichu found itself in trend at the world championships with its as predicted partner tapu koko, this might not just be a call and may turn into the metagame.

The new Norm?
We did saw newer trends on some older used pokemons in this metagame as well, most noticeably kartana having the move substitute, snorlax variants carrying protect and a few Persian having quash was a big change, maybe I am mistaking it for some idea circulating in the higher levels of the community but definitely is possible too that they can come out to be the more of new meta picks in the tournaments to come. Lucario was surprisingly another pokemon used by two players as I have seen going into worlds, it was ever so surprising as it is something never seen or discussed before at all.

Surprise Surprise! :
As it has been seen as a trend for the different pokemon world championships, the surprises are always a blast, here’s some noticeable ones: Wolfe’s Special shadow ball mimikyu, Fighitnium Z Metagross, Rain dance + Z-Parting shot Persian, Krookodile!, Brick break Marowak, Iron defense Celesteela, Klefki!

World Championships Finals (My Thoughts):
This finals between Ryota and Sam was extremely interesting to watch as one featured a more passive and highly defensive team that enjoyed to take its time to set up on its opponents in the hands of Sam and then a hyper offensive team held by Ryota (which a few people were mentioning how it was looking like it came straight from December), this was difficult to decide for who to cheer upon because Sam had a good reputation and I would have loved to see him win, whereas Ryota’s team featured an all time favorite, alolan marowak on it, after all (spoilers, if you haven’t watched) Ryota ended up taking the set and becoming the new world champion after a very entertaining set of three games. This meant a lot to me as in the victory of alolan marowak as marowak I feel like after the start of this season has been really looked down upon, GO ALOLAN MAROWAK!

Teambuilding in August:
Woah this was a slow month however world championships incited a lot of spark in me to get back to doing VGC especially as the scene looked as if it shifted a bit, from the norm of the overall meta, with some interesting new viable options as mentioned above, I had ideas to build around.
 Normally I would be going around a very very silly idea however this time, I felt like I wanted to reevaluate myself as a teambuilder and build myself around something solid, yet my style to test myself, especially as this month was very discouraging for me in terms of using mons I wanted to, or building around them, with worlds showing a lot of new potential, I wanted too test out salamence + metagross myself too, that is why I started with that combination, this felt like demanding a dsf core and tapu fini was my choice of comfort here, then adding on a Persian to support with the favorite alolan marowak as I do know that Persian and marowak and especially marowak and fini go very well together + it also seemed fitting for the threat of tapu koko and then finally I felt lke I had trouble with tr and gigalith, however then I realized that tapu pokemons were also not countered sufficiently enough so I decided to test around muk. From this point on I feel like the team was always going to be in testing till the end of august, I wasn’t satisfied with the team that I had. Sorry for now but you’ll have loads f new content regarding this team on the next month’s report.

Conclusion:
I set off after worlds to test myself as a teambuilder, the start was discouraging however working on my current team made me much more confident in it, hopefully it’ll become a big team of mine. Hopefully you liked this post and really enjoyed going through it, bye for now!

 September:

 Hi guys
Teambuilding presumed from August, my September teambuilding:
Uptil testing weird mons as I’ll be explaining here for the team, I settled onto the six of tapu fini, Persian, metagross salamence, marowak and kartana at last. This wasn’t an easy but rather a such struggling build from the start, I had gotten myself a dragon fairy steel (fantasy) core of fini, grosss and mence as well as sets for them I really wanted to use and was comfortable with but the rest three were much confusing, starting from Persian and marowak with gigalith, which became muk , the following is the first updated  version of this team:
 Salamence @ Misty Seed  
Ability: Intimidate  
Level: 50  
EVs: 148 HP / 4 Def / 124 SpA / 116 SpD / 116 Spe  
Timid Nature  
- Draco Meteor  
- Flamethrower  
- Bulldoze  
- Toxic
 Metagross @ Weakness Policy 
Ability: Clear Body  
Level: 50  
EVs: 252 HP / 252 Atk / 4 SpD 
Adamant Nature  
- Bullet Punch  
- Zen Headbutt  
- Earthquake  
- Protect
 Tapu Fini @ Leftovers  
Ability: Misty Surge  
Level: 50  
EVs: 252 HP / 44 Def / 4 SpA / 44 SpD / 164 Spe  
Calm Nature  
IVs: 0 Atk  
- Muddy Water  
- Moonblast  
- Swagger  
- Heal Pulse
 Persian-Alola @ Darkinium Z  
Ability: Fur Coat  
Level: 50  
EVs: 4 HP / 4 Atk / 68 Def / 204 SpD / 228 Spe  
Jolly Nature  
- Fake Out  
- Taunt  
- Parting Shot  
- Foul Play
 Marowak-Alola @ Thick Club  
Ability: Lightning Rod  
Level: 50  
EVs: 252 HP / 244 SpD / 12 Spe  
Careful Nature  
- Flare Blitz  
- Shadow Bone  
- Detect  
- Bonemerang
 Tapu Bulu @ Grassium Z  
Ability: Grassy Surge  
Level: 50  
EVs: 252 HP / 4 Atk / 252 Spe  
Adamant Nature  
- Wood Hammer  
- Stone Edge  
- Protect  
- Leech Seed
The first major change that came to this team was tapu fini getting hold of the choice specs item, the main thing was swagger worked, but heal pulse was almost always much useless on this team of mine, Persian was putting in work after I noticed how this team needed a option to recovery but heal pulse wasn’t paying much, swagger was much of a passive tactic. Tapu fini’s offense was of value and more damage could be useful so it didn’t take much time to decide for the more offensive choice specs. I am a terrible tapu bulu player, I knew for quite some tme that I was putting Persian to somewhat good use, however whenever I play it wrong I felt like it wasn’t very suitable for this team of mine, I completely decided to take out both marowak and Persian and fit in togedemaru as fini + toge was a viable combination in worlds and aerodactyl to provide speed control and rain dance to stop ninetales, but its matchup against both koko and ninetales was terrible, then I did happen to switch back to marowak and Persian realizing I was playing them a whole lot even in combination with salamence and metagross on this tea of mine. The last slot still did however strugglw, when I wrote down the theory of what my team was wak to I found out I really didn’t have much very solid answers to pokemons like snorlawith curse or porygon 2, moving a few moveslots here and there like roost on salamence and rain dance over taunt of Persian, since wanting to counter ninetales and arcanine as well as being able to add to fini and support metagross, kartana took up being a great tr counter by taking out porygon 2 , the big trick room setter.

Playing with the Team:
Conservative approach, as from the start of this team one mon was put on to support the other, plus as I was strugging for a very good pokemon in the last slot, it is important to play the correct pokemon at the correct time, I’d play it offensively and lose but playing a bit more slow and conservative is the style to go with this team also always keep in mind what your opponent has in the back while playing the game as you may be unintentionally losing your wincon in a match.

The Team:

Salamence @ Misty Seed 
Ability: Intimidate 
Level: 50 
EVs: 148 HP / 4 Def / 124 SpA / 116 SpD / 116 Spe 
Timid Nature 
- Dragon Pulse 
- Flamethrower 
- Bulldoze 
- Roost

First of all I’d be discussing a pokemon I always wanted to, but never got to use in a team of mine, mon, none other than salamence when you look at salamence in a format filled with faries and ninetales, it feels like its hard for salamence to make its place but then thinking about its defensive matchup against garchomp, kartana and arcane is very very big, plus providing with the amazing utilities of the intimidate ability and bulldoze makes it feel too good of a pokemon. This was indeed the tme for it to shine in this format. The main, my effect of this set has to be the misty seed, I knew assault vest was and is the most common item for a salamence in this format, but moves other than the dragon stab, flamethrower and bulldoze seemed of no good use whereas I felt like I could slip in a very useful move or two alaongside that slot, misty seed will, I thought as an item choie provide me with a middle way to successand help me play salamence in more than one ways especially as I put together fini and mence as a core. The moves now, flamethrower and bulldoze are common, for the others, like dragon pulse is questionable from the much earlier tests of this team I realized draco meter however significantly did more damage however salamence would whittle itself to doing negligible damage and lose o pokemons like arcanine in end game situations, dragon pulse does less damage but was a much better utility. Throughtout the course of the game. Roost works in as a good source of recovery especially when wanting to maintain a stance for a few turns, it isn’t widely used but in some matches it does good work. the ev spread as for the goals I wanted it to reach helps me to outspeed all sorts of arcanine as well as allowing me to get 3hko’d by tapu koko’s dazzling gleam. The rest was put in as a leftovers to special attack stat

Metagross @ Weakness Policy 
Ability: Clear Body 
Level: 50 
EVs: 252 HP / 252 Atk / 4 SpD 
Adamant Nature 
- Bullet Punch 
- Zen Headbutt 
- Earthquake 
- Protect

Metagross that I use seems different but oddly something that satisfies me and makes me feel a whole lot more confident in using this set. Watching worlds however inspired me to use metagross in the games I play, but seeing the major metagross attack missing upsets I felt like I didn’t wanted to roll accuracy’s way and give it more accurate moves, that explaining bullet punch and earthquake, as the discussion starts with its moves: zen headbutt and protect are a staple for all movesets, I chose bullet punch as aforementioned + you don’t have to worry about speeds when at plus two especially the danger of being ohko’d by opposing pokemons before landing a big hit, even though its a base 40 bp move, going through massive attack stat, boosts as well as stab it does quite some damage to its opponents. Earthquake seems to be a much more interesting move in my opinion ere, a move that is usually taken over by other moves like agility explosion, hammer arm or even bullet punch in some sets, here earthauke, in my opinion is very good, one part for being a 100% accurate 100 bp move, secondarily for the importance of the types of pokemons it can hit for super effective damage, all those like muk, arcanine and tapu koko make it such an amazing choice for this team. Also the clear bodyability is such an amazing complement to its sheer power, metagross has quite a really positive matchup against a number of pokemons in this metagame. Glad I was inspired to use this lovely combination of salamence and metagross.

Tapu Fini @ Choice Specs 
Ability: Misty Surge 
Level: 50 
EVs: 148 HP / 44 Def / 148 SpA / 4 SpD / 164 Spe 
Modest Nature 
IVs: 0 Atk 
- Muddy Water 
- Moonblast 
- Scald 
- Haze

A third blue pokemon gives it those blue squad coincidence vibes I had while teambuilding in vgc 16. Even thought choice specs fini is simple and good to me I’ll be explaining my intial choice of this specific tapu in combination with it. All the tapu pokemon seem to form a really good core with salamence and metagross however my choice of tapu fini felt like much more comfortable as it as far as completing the dsf core also took up to take metagross’ fire and salamence’s ice type weaknesses to itself, being able to have a very defensive and offensive combination against a lot of pokemons in this format made me comfortable to use it, overall I’d say it’s the tapu im most comfortable playing with. Tapu koko I’ve used as a tech. bulu is something I can’t play and always take it too harsh whenever using tapu lele, basically trading kos at some points, tapu fini even in different styles for me, just does fine. Choice specs is quite an interesting item for a pokemon like this, muddy water and moonblast are basically on any tapu fini set however moves like scald were chosen, for powerful yet more accurate damage. Haze was a hasty choice for more gimmick based teams or eeveemancy fear in common it did make quite some people rage quit to haze tapu fini as well as saved me against a scary snorlax that had two stockpile’s set up. The speed stat I’m using on this tapu fini allows it to outspeed bulkier variants of arcanine allowing to dish out a lot of damage even before they make a big move on their end I haven’t even tried speedy tapu fini (except for that one time I used scarfed fini but then regret its choice in every match I brought it in) but it was worth it when a speedy tapu fini happened to outspeed pokemons like tapu lele and mirrors as well as more importantly arcanines and buzzwoles.

Persian-Alola @ Darkinium Z 
Ability: Fur Coat 
Level: 50 
EVs: 4 HP / 4 Atk / 68 Def / 204 SpD / 228 Spe 
Jolly Nature 
- Fake Out 
- Rain Dance 
- Parting Shot 
- Foul Play

Persian is a pokemon I call as a regulator in this format, its best role is of a tech and utility if put in more literal terms because there are a lot of mons Persian can itself counter, such as snorlax with belly drum or swords dance garhcomp and weakness policy metagross as well as stop ninetales making it a tech ( I know its not the definition of a tech in pokemon terms but I guess it works this way for me when describing its special roles) as well as providing loads and loads of support and ‘regulation’ to its team members helping them cycle around by ,making disruption through parting shot and fake out while cycling terrians, its own fake out and intimidates on the opponents making it touher for them to pull out a win. The Persian spread I choose I simple and the most effective in a my opinion, a Persian wont like anything better than taking a koko’s dazzling gleam for a turn. The item choice as awell as the move rain dance is interesting so let me explain. Firstly I was using taut on this Persian, however as I added specs on the fini and struggled facing off against arcanine with my metagross, and the main idea of taunt being able to stop ninetales from using its aurora veil, raindance seemed a better equivalent and proved to be so in the games I played with it, I have used weird manual weathers with my flying types like mandibuzz and drifblim before but this time it happened to be more meaningful to my team, than just a tech, it became a support move. Darkinium Z started out as a ‘I don’t have a z’move to use’ thing but I realized how important was getting back to full hp was for the mons on this team, especially as it can increase their survivability by a lot in the future turns of a game and as I can make them survive eve if for one more turn.

Marowak-Alola @ Thick Club 
Ability: Lightning Rod 
Level: 50 
EVs: 252 HP / 252 Atk / 4 SpD 
Adamant Nature 
- Flare Blitz 
- Shadow Bone 
- Detect 
- Bonemerang

Hey its your favorite a marowak in the team! I knew I wanted to use it on a solid team of mine especially as marowak did won worlds I was feeling more confident than ever to use it on a team of mine, knowing that how good tapu fini and maowak’s synergy is especially as I felt that this team was somewhat weak to tapu koko, marowak’s addition was incoming. Marowak then again adding in as a pokemon that has a pretty good matchup in this format against a lot of mns I felt confident putting it in place especially wanting to cover for a second, fwg core on this team as well. My favorite marowak spreads would have to be the max hp, max special defense that allows it to live things like nihilego’s power gem and strong lele’s psychic, but this time when I had Persian to use parting shot before I felt like going with a simpler more offensive ev spread, especially as the survival surprise tech takes out a whole lot of offense away from marowak which makes it struggle in quite some situations. Item and move choice is quite self explanatory.

Kartana @ Fightinium Z 
Ability: Beast Boost 
Level: 50 
EVs: 20 HP / 148 Atk / 4 Def / 84 SpD / 252 Spe 
Jolly Nature 
- Leaf Blade 
- Sacred Sword 
- Detect 
- Vacuum Wave

Kartana comes in last but isn’t at all the least, with completing the second core of fwg typing it feels pretty good to have a pokemon like kartana on this team of mine. I starting with this spread and then dropped it and then when doing more serious theory and not random ‘oh I think this might work’ testing kartana felt like the best pokemon to use in this team of mine. Fightinium z gives it a big utility against porygon 2 and snorlax even if they tend to survive I try to double up on them with my partner to draw out that extra bit of chip damage, detect can be good in situations you have basically lost all faith of winning. (z-detect gives +1 evasion) detect can also be a good way of countering any potential imprision users (muk carrying protect) vacuum wave is just simply for a kartana tech if you don’t want to use a speed tie situation, I felt like it would be good of a Persian tech as well, but fini does its part against Persian. The ev spread allows kartana to live a tapu koko’s thunderbolt, which I feel like is a good benchmark to hit especially for a non vested pokemon like z-crystl kartana (took this spread off from wolfe’s report)