Monday, 10 August 2015

Shark Sighted! Enter at own Risk: VGC15 Teambuild

Hi guys i am back with another teambuild post, usually early than anyone else though cuz i didn't wanted the idea to be stolen or something + for right now this team stands out perfect. i got tons of suggestions and advice on it from's members so a big thanks to them for fixing this idiotic team of mine. here's what the older models of the team looked like which with this actual team refers alot back to so you guys may wanna look into it: The older models of team sharpedo Let's get started:

The Team Building Process:

i wanted to build around m-sharpedo as everyone already knows though, after making it's spread it couldn't have survived much so i needed a bulky/defensive core around to keep it alive with the first though of adding redirection, wide guard was one thing i acknowledged as important from sharpedo's point of view. after which i added DD t-tar and excadrill as  it was the best weather in my purpose. for the last slot as suggested by friends here, i acknowledged thundurus to be an important member overall for the team which was then putted on providing exceptional speed control and the important move taunt + ways of dealing with bulky water types

The Team:

Sharpedo @ Sharpedonite
Ability: Speed Boost
Level: 50
EVs: 228 Atk / 52 SpA / 228 Spe
Naive Nature
- Protect
- Ice Beam
- Waterfall
- Crunch

. Outspeeds jolly scarfed lando after a +1 boost.
. OHKO'es a 4 HP salamence with ice beam.
. Rest was tossed into Attack stat.

Sharpedo despite being the main focus of the team doesn't gets much to discuss about though. it gets brought into every match by now and often proves to finish off the games and the mons weakened by it's partners. sharpedo is also observed to be a momentum shifter, sharpedo wipes away any lando-t which are big threats to sand mode and other 4x weak dragons in general too though. sharpedo becomes an attack magnet by achieving such great speed but surely does gets one or two OHKO'es. if sharpedo is left unchecked then it would be gg from my opponents from me.

Parasect @ Rocky Helmet
Ability: Dry Skin
Level: 50
EVs: 156 HP / 220 Def / 132 SpD
Sassy Nature
- Giga Drain
- Wide Guard
- Spore
- Rage Powder

. More physical defense to counter physical oriented metagame
. I choose it over the amoonguss because of wide guard and sorta compress the purposes of the members.
. Rocky helmet to improve matchup of fake out and m-kang generally.  

Mostly people will be arguing and i did saw someone argue that people will use anything else over the meta mons, who can do the job much much better and considering my non-meta natre many already hink by now that it straight forwardly is an idiotic idea, however i have many reasons to use it over amoongus and good ones too. First of all my old team occupied wide guard aegislash which costed me a whole slot and i was forced to bring it in the matches against spread attackers. people suggested thundurus/taunt and thundy was the best for the job though. i did replaced aegislash with Thundy though however then came back nd choose the better redirectioner which was parasect. it gave me wide guard and better ways to defend sharpedo single handedly. plus that it had a similar movepool to amoongus and the best ability dry skin which absorbs water for HP and further improves my matchup against water types. parasect surely brought amoongus with some things i needed as extras. it has 2x, 4x weaknesses which my team can handle extremely well by nature (flying and fire).

parasect also amazingly handled the stability of the core when being played with wide guard it protects rotom from rock slides and sharpedo from any fairy attacks from which i mean pixiliate hyper voices :)

Rotom-Heat @ Safety Goggles
Ability: Levitate
Level: 50
EVs: 164 HP / 4 Def / 204 SpA / 4 SpD / 132 Spe
Modest Nature
- Overheat
- Thunderbolt
- Protect
- Will-O-Wisp

. Safety goggles to help it against any Powder move users as well as prevent sand damage
. Speed investment to burn down bisharps.
. Will-o-wisp helps against the threat of fighting types to the team (god forbid any guts conk)

Rotom-h forms this team a picture perfect core which i really liked. F/W/G cores were something easy to think off and build around i this case of the team i did the same and loved to play it. rotom while being naturally bulky works better in the presence of m-sharpedo as the third member of the team. i honestly have seen some calm nature very bulky rotom sets which i hate the most as the utilize two attacking moves apparently it wasn't my style to play, i choose for an offensive spread with safety goggles to give it a fairly good chance of OHKO'ing amoonguss'.

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Crunch
- Superpower
- Ice Beam

. Choice scarf to pick of OHKO'es fast rock slides to get flinch haxes.
. Choice scarf syncs in well with the team overall.
. With 3 pokemons on the field immune to chip damages (my side) and becomes really useful.

Tyranitar as discussed before was at first a DD variant but then even after 252/252/4 i thought it was missing out it's own potential especially against things like breloom and venusaur while setting up who negate rage powder's effects. the team surely did acquired a fighting move at thing point to deal with sand mirror matches. after alot of argues with myself and the communities/after trying taunt even aerial ace but rouge made a really fair point with the team. sharpedo pays off in almost every match but a second ice beam user was felt needed over practice course today, so t-tar was the best call for it.

Excadrill @ Life Orb
Ability: Sand Rush
Level: 50
EVs: 172 HP / 212 Atk / 20 Def / 20 SpD / 84 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Protect

. Speed EV's to outspeed lando-t by one point behind sand.
. Attack EV's make it an equivalent to 200 total attack stat + life orb adding to the damage scale.
. The rest dumped into the bulk making it exceptionally bulky.

i know this is weird but let me explain. you guys may think why not EV to counter opposing excadrill like 252 speed and jolly nature to tie and win under some conditions? after Aaron zheng's landorus thingie excadrill's chances of appearing are just further more reduced, and also people are using that after you  or protect, last resort gimmicky ways with stoutland. even if one appears i just have to lead with amoongus + sharpedo with rage powder + waterfall to take off any excadrills on the field, so that was my explanation. now for the set, as for saying wasting tons of HP, HUH! these investments make my excadril survive most and probably many non-super effective attacks from my opponents, rock slide haxes out when i try my luck in addition slowly helps in wearing off my opponent's team, iron head to fairly deal with fairies though, the old team had drill run over EQ but this one had the though changed with thundurus added, with 2x ground immunities i was comfortable to use the move.

Thundurus @ Expert Belt
Ability: Prankster
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Taunt
- Thunder Wave
- Protect

. You'll know, just read down below.

Ok so now my brain started to work thanks to everyone who pointed out the flaws in the team, i choose thundurus over all the following reasons: my team needed ways to counter bulky water types (which is what this update brought) Marcusube (of pokemonforever) suggested that i needed taunt as an essential which i acknowledged to be true after giving the old status of the team a though, someone directly stated the use of thundurus to remove the 2x ground weakness from the team + it was comfy for it to switch in for fighting type moves. so there you have the reasons for using it. 

Now would be for the EV spread: i choose 252/252/4 spread as a first because i was scared into running the thundurus mirror-match every second battle and at max with timid nature i would speed tie though; secondly it was to inflict more damage to water types (a big issue for the team). i choose expert belt as thundurus' main job was to inflict damage and on the other hand sand was being brought into every game which 2 countering chip damage, i was constantly being annoyed the hell out of.

This little teambuilding post comes to an end here the reason i am writing in much short and hurry this time is that setting a goal to present every team of mine built this season before worlds so that i won't get called a copycat. anyways hoped u guys enjoyed going through the post and are gonna enjoy maybe trying out the team for yourself. Bye for now!

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