Hi guys today after a long long delay I am back with a new
teambuilding post, and this is one of my most weird VGC 16 teams in which there
is a lot of anti meta mons, bech day is a weird title with no hint of mons in
it, but trust me this team has a lot of beach reference moves and mons in it.
Without spoiling anything, let’s get into this team:
Teambuilding process:
The starting thought of this team started from the idea of a
different combination of the restricted legendaries, I wanted to try something
solid and something with a value, rayquaza and groudon was something that I
have seen getting used very less and well it is almost to nowhere I talk
something of value I mean their offense. Magmortar is a pokemon that I saw also
had some unseen potential, especially focusing it’s pairing with groudon and
it’s ability to prevent sleep. After that the team went naturally and ended up
being ofcourse really weird, lt’s explain the pokemons individually.
The Team:
Magmortar @ Choice Scarf
Ability: Vital Spirit
Level: 50
EVs: 60 HP / 252 SpA / 196 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Heat Wave
- Flamethrower
- Hidden Power [Ice]
- Thunderbolt
First up I’d like to discuss magmortar as it is almost that
it’s kind of a star of this team, magmortar had a lot of fire power and
especially that hyper offensive ground + fire combination pin it gave me with
groudon was sure going to be epic. Magmortar had a wide variety of moves to
choose from and can do a lot on field, such as get rid of steel and grass
types, destroy any smeargle variants as well as get rid of mons like rayquaza,
salamence and landorus thanks to that hidden power ice that it packs, I think
this reasoning is enough to explain why am I using a magmortar on my team. The
spread that I choose for it allows it to outspeed scarfed smeargle, with max
attack and the rest falls into hp. I chose to give it scarf mainly because it’s
normal speed stat wasn’t that impressive at all, it’s resistance to xerneas is
also a big reason in it’s advantage to be used. It’s part of my rayquaza,
magmortar and groudon core as well.
Groudon-Primal @ Red Orb
Ability: Desolate Land
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Precipice Blades
- Fire Punch
- Substitute
- Protect
Next up is primal groudon, probably have to say my least
favorite primal due to the uncommon and even sometimes un required support it
needs on some of those teams (psst! Gravity) however I don’t wanna say that I
hate it, on this team it formed somewhat of a good combination as a physical
variant. First of all to discuss my big 6 matchup which I had magmortar and
pdon on the field 100% of the time magmortar can rid of talonflame, salamence,
and resist xerneas as well as counter smeargle too while pdon on side does well
solely against the xerneas + smeargle while providing the sun support to this
monstrous pick known here as a magmortar. Mag’s fire moves + grodon’s ground
spread moves form a really solid offensive pin combination as seen in the forms
of garchomp+ charizard and landorus + charizard in the previous seasons as
well. Fire punch and p-blade is quite common on a offensive set, my choice for
going into using a substitute is beause keeping that rock tomb would have
helped my just as much as keeping a gravity + p-blades combination that I do
have on this team, swords dance would become more costly on a faster groudon as
it immediately becomes the pointer of threat fryour opponents and probably
isn’t having the ideal speed to cut through their offense. Spread is simple,
the nature choice is quite questionable, I really feel like that on this team
3x of my pokemons have potential to ohko a groudon, so I didn’t needed my own
to match wits with them. As I say that this was a problem for me in the
previous teams while using physical groudon as it was hard to get ohko’s on
other groudons and was also very hard get the speeds right. The speed that i
reached with this spread hade more confident as I wouldn’t go up against the
risk of fighting a primal groudon on opposing big-6 as well as I would be very
confident in going against a groudon on trick room groudons outside of their
speed control mode of favor.
Rayquaza-Mega @ Life Orb
Ability: Delta Stream
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature
- Dragon Pulse
- Dragon Ascent
- Surf
- Protect
Rayquaza is surely my favorite restricted slot legendary of
this season as I like it’s contribution against other restricted legendaries.
For this team it wasn’t a really big question for me to decide what moves to
use, my vision was clear what to use. Dragon ascent is a staple for a mega
rayquaza and so is that protect. The choice of dragon pulse explains my
reasoning that mega salamence is used often to counter a promal groudon, why
not give my own rayquaza a dragon move as some do run tailwind over their
dragon move, similar to that concept of countering mega salamence, this can
also be effective against those ray-ogre teams where common rayquaza’s don’t
happen to carry a dragon move of their own, so I can hit them and score a ohko.
It was obvious that with a lead of magmortar + primal groudon, I was surely
weak against opposing groudons, what can be better than keeping a surprise
water move with your own rayquaza? Surf is my choice for that last move, and no
water pulse cuz it’s just terrible to be very honest. The only synergy that
rayquaza can provide for primal groudon in this team is that it can take those
incoming ground attacks for it, cut pogre’s weather to make fire hit steel and
grass which are common on those teams, also not to mention the countering to
opposing rayquaza’s and salamences depending on what they are carrying.
Jellicent @ Leftovers
Ability: Water Absorb
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Icy Wind
- Protect
- Recover
In all the madness of getting pure offensive pressure on the
team, I didn’t realize how terribly will kyogre match up against the first
three and don’t ask of them consequences, they will be brutal. The intention
for this slot was to provide icy wind form of speed control as I feel like
needing it with my primal support or my mirror matches, ideal was that this
pokemon was a water type even more preferably with that water absorb ability,this
requirement is needed here to switch into kyogres without any forms of regret
as well as providing a safe platform on the field for rayquaza to use it’s surf
which instead of doing damage to my own will provide hp for my own. This slot
of originally the fourth as in this place of explaining and had quite a riot
between choosing a politoed or a vaporoeon but then my mind went to something
more amazing, jellient. I chose jellicent over others like politoed and
vaporoen since it gave me recovery options especially in the late game (I don’t
wanna end up there against a ferrothorn) ofcourse the main bulk factor in
jellicent comes from it’s anti-kangaskhan typing and stance. Jellicent provided
another option to ohko primal groudon upon rayquaza switch ins without playing
around with it.
Landorus @ Focus Sash
Ability: Sand Force
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Earth Power
- Hidden Power [Ice]
- Gravity
- Protect
Landorus incarnate was landorus therian, before I explain
why was the change made, it’s necessary to understand why I had this slot. One
word simply GRAVITY. That is the word I need to make or say be be comfortable
with a primal groudon on my field; this was the sole purpose of this slot,
which it can be said that it did. So why was the switch to landorus incarnate
from it’s therian form made? I realized that the team really didn’t needed a
intimidate user to function also when going with landorus w/ gravity I had to
keep something un-efficient like rs + eq and then gravity with protect; as I
looked back on my team everything had a spread move of their own and I was not
gonna be playing around with a aegislash which surely has a wide guard by any
means. To avoid this conflict I went with keeping a landorus incarnate which
gave me advantages like the ability to outspeed a kangaskhan, better aegislash
matchup as well as the ability to potentially ohko landorus and groudon
variants which were a big threat to my own team; hence incarnate be better than
the therian form here. Spread is simple with the most sensible moves, I don’t
feel like explaining it much in depth after that.
Clefairy @ Eviolite
Ability: Friend Guard
Level: 50
EVs: 252 HP / 212 Def / 44 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Follow Me
- After You
- Magic Coat
- Helping Hand
Last but not least a trusty pokemon that I have used to
quite a significant amounts in this format. This team had synergy and stratergy
but that damn trick room always gets the best of it, the best way for me to
counter a trick room mode in this format is to have a pokemon with after you,
so that you can go before them in their trick room modes. Cleafairy fills in
the role and fits in this team perfectly; considering the rayquaza + clefairy
the very early skeleton of the format had sounds quite amusing and fun to use
for me. Most valuable part of this pokemon in my opinion is it’s amazing and
one of making ability, firend guard; this ability can allow you to crank up the
natural bulk of your pokemons was higher without any ev investment; I loved
this ability. The spread is my own standard clefairy one which I have used for
the entire season, this spread allows clefairy to live up to 252 atk choice
banded adamant dragon ascent from full health. In the actual game there isn’t
such a thing however this spread provided that hypothetical approach for up to
what clefairy can survive on the physically offensive spectrum of this format
Conclusion:
Here I would be concluding my beach day team, I really hope
that you guys enjoyed this team and liked it’s concept and probably got some
inspiration of your own. I’ll be back with some newer teams, until then, bye!
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