After trying the rather fun and whacky team of psyspam
slowbro, greedent and wigglytuff, I got fed up losing with consistency soon.
Then I tried looking at more meta strategies to build an all rounder solid team
that I can potentially ladder with, not just a ladder schenanigans team but a
full fledged squad that has a upper hand on the metagame.
The Dragapult:
I once tried Ashtons raichu + pincurchin team with indeedee
support in the back, also packing volcarona and rapid strike urshifu, and I
have to say I feel in love with his bulky dragapult that carried weakness
policy, that really intrigued me and I started to build a team from scratch
around bulky dragapult myself.
The following is what I came up with:
Dragapult @ Weakness Policy
Ability: Clear Body
Level: 50
EVs: 132 HP / 92 Atk / 92 Def / 108 SpD / 84 Spe
Jolly Nature
- Phantom Force
- Dragon Darts
- Fly
- Baton Pass
|
Incineroar @ Safety Goggles
Ability: Intimidate
Level: 50
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Flare Blitz
- Taunt
- Parting Shot
- Lash Out
|
Rillaboom-Gmax @ Assault Vest
Ability: Grassy Surge
Level: 50
EVs: 180 HP / 180 Atk / 44 Def / 100 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Grassy Glide
- Knock Off
- Superpower
|
Gothitelle @ Focus sash
Ability: Shadow Tag
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Sassy Nature
- Fake Out
- Trick Room
- Ally Switch
- Expanding Force
|
Primarina @ Throat Spray
Ability: Liquid Voice
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Hydro Cannon
- Moonblast
- Protect
|
Magnezone @ Expert Belt
Ability: Sturdy
Level: 50
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Steel Beam
- Protect
- Body Press
|
There are a few things I absolutely adore about this team,
firstly has to be the strength of bulky wp dragapult when it is activated,
secondly I have to speak on how I came to realize why incineroar + rillaboom
combination is soo popular on a wide array of teams, I fell in love and brought
this duo to many games constantly swapping back and forth for disruption and
combine that with gothitelle you can shut down many strategies by spamming
intimidate and parting shot cycles.
Gothitelle came in after some testing with a tech dusclops
carrying shadow sneak and brick break as well as a porygon 2 before that
because I felt like I needed a primary mode of speed control, in this case
would be trick room, primarina and magnezone also held up well but ended up
being in a awkward base 60 speed tier, it made the outcome of many games kind
of unpredictable.
The reasons why the team didn’t work:
The thing is I love hyper offense, quick games, less strain
on your mind, especially in bo1 setting,
constantly pivoting, though I loved it on the team, didn’t really work
throughout th e course of the game especially if your opponent is talented. I
would basically slip up on a turn after playingso well which was enough to get
my opponents an edge over me to win the game.
For example once I completely had both my opponent’s
rillaboom and amoonguss shut down by my goth and incineroar, I was pivoting
rilla back and forth until rillaboom was able to do negligible damage and then
amoonguss was taunted. I playing stupidly enough ohko’d the opponent’s
rillaboom, allowing them to take over my team with their dynamax kritkiss in
the back. As I said above I can’t keep up a good defensive game.
Dragapult was fast, gothitelle isn’t the bulkiest trick room
setter and max airstream boosts for primarina or magnezone being base 60 and
not invested was predictably lackluster, the overall composition and flow of
the team really lacked.
What I learned from this team:
·
Incineroar and rillaboom is a powerful duo, its
main strength lies in their ability to switch back and forth.
·
Gothitelle is a solid mon, rather underexplored.
For a hyper offense player like me, the ability to lock onto targets is just
very solid with shadow tag, combine that with fake out and taunt disruption and
you have a rather solid mon.
·
I learned to respect magnezone for its potential
on being able to fair pretty well against bulky water and flying types of the
format, whether it still holds up against tyranitar due to body press… not so
sure.
Moving on and discovering my appreciation for Cinderace:
In the random out worldly ideas I was testing I found
something on those tests… a pokemon that I think is extremely tough to deal
with and can shred through teams.. it was non other than cinderace. And after
asking for a random cinderace team and leading cinderace + whimsicott every
turn I found the wonders of how good cinderace + tailwind/helping hand support
could be.
I won so many games testing a lead with hjk into
unsuspecting mons like lapras or porygon z landed me many turn 1 forfeits.
Cinderace marked itself as a very versatile and very potent mon of the format
right then and there and I wanted to build around it at that moment.
My Teambuilding Method: Pen and paper:
Basically write down the top 30-40 mons, write down speed
controls, strategies and leads to counter. Take 2 mons, in this case it would
be whimsicott and cinderace and tick out the mons this duo can counter as a
lead or as individuals. Cinderace naturally covered many mons and then the
psyspam strategies given it has the ability libero allowing it to change itself
into a dark type. Whimsicott I gave dazzling gleam to counter the rising
popularity if indeedee + urshofu single strike style I’ve lead on field.
Adding to it I felt cinderace really lacked against:
·
Rain matchups, the famous kingdra + politoed
lead.
·
Trick room.
At this point I already did happen to have tailwind but
adding in a bulkier set of mons in the background and then having a partial
trick room mode I felt would really help.
·
From my previous team that I improvised for the
isle of armor expansion I felt as if duraludon faired really well against the
rain lead and already having tailwind with whimsicott, I was very confident to
put it on, I can alternate the lead for duraludon over cinderace for different
matchups.
·
Having the knowledge how much gothitelle helped
against trapping or nullifying trick room setters, I felt as if it was the best
choice to go for as the fourth member of this team.
·
The last two slots ended up being urshifu’s
rapid strike style because I needed a hard counter to the very meta porygon 2 and
marowak combination found on two teams, combine that with trapping effect of
gothitelle, I can guarantee knocking them out very easily. And then came in a
max speed focus sash amoonguss to pair with max airstream from my cinderace.
The Team:
Whimsicott @ King's Rock
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Tailwind
- Helping Hand
- Fling
- Dazzling Gleam
|
Cinderace-Gmax @ Life Orb
Ability: Libero
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- Bounce
- Sucker Punch
- High Jump Kick
|
Duraludon @ Weakness Policy
Ability: Stalwart
Level: 50
EVs: 252 HP / 20 Def / 44 SpA / 124 SpD / 68 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Thunderbolt
- Dark Pulse
- Protect
|
Urshifu-Rapid-Strike @ Assault vest
Ability: Unseen Fist
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- Ice Punch
- Rock Slide
|
Gothitelle @ Safety Goggles
Ability: Shadow Tag
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Sassy Nature
- Fake Out
- Trick Room
- Taunt
- Psychic
|
Amoonguss @ Focus Sash
Ability: Regenerator
Level: 50
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Spore
- Rage Powder
- Protect
- Foul Play
|
Whimsicott is simple, I can slip
through the turn 1 fake out by helping hand + attack from my usual dynamax mon
in duraludon or cinderace. Fling’s rock
is a weird but sometime effective combination, one thing I also learned with
this team was that flinching is also an overlooked form of disruption in the
format, in most games the dynamax option is quite obvious, you can always
confidently go forfake out or fling into the alternating slots if needed, since
sash is taken up by Amoonguss. On a later version of the team I changed up the
item to mental herb and then added charm to fare better against cinderace
matchups or null trap opponents in combination with gothitelle.
Cinderace is as is a cinderace is
supposed to be, I ran some calcs that convinced me to start building:
252 Atk Life Orb Cinderace High Jump Kick vs. 4 HP / 0 Def Porygon-Z:
354-421 (109.9 - 130.7%) -- guaranteed OHKO
-1 252 Atk Life Orb Cinderace High Jump Kick vs. 236 HP / 4 Def
Incineroar: 195-229 (48.7 - 57.2%) -- 92.2% chance to 2HKO
252 Atk Life Orb Cinderace High Jump Kick vs. 236 HP / 4 Def
Incineroar: 289-343 (72.2 - 85.7%) -- guaranteed 2HKO
252 Atk Life Orb Libero Cinderace Sucker Punch vs. 4 HP / 0 Def
Dragapult: 182-218 (110.9 - 132.9%) -- guaranteed OHKO
-1 252 Atk Life Orb Cinderace High Jump Kick vs. 236 HP / 4 Def
Incineroar: 195-229 (97.5 - 114.5%) -- 75% chance to OHKO
252 Atk Life Orb Cinderace Pyro Ball vs. 252 HP / 252 Def Rillaboom:
211-250 (101.9 - 120.7%) -- guaranteed OHKO
252 Atk Life Orb Cinderace Pyro Ball vs. 252 HP / 252+ Def Amoonguss:
221-265 (100 - 119.9%) -- guaranteed OHKO
252 Atk Life Orb Cinderace High Jump Kick vs. 252 HP / 0 Def
Duraludon: 242-283 (136.7 - 159.8%) -- guaranteed OHKO
252 Atk Life Orb Cinderace High Jump Kick vs. 252 HP / 0 Def
Duraludon: 242-283 (68.3 - 79.9%) -- guaranteed 2HKO
|
Duraludon is a copy paste from my
last team, I kept protect here.
Gothitelle now became a safety
goggles and taunt carrier this is inspired from incineroar fro the previous
team, fake out and psychic were as useful as before.
Urshifu worked in the matchups
where it is needed. Assault vest is quite nice, it allow sit to survive a
critical dazzling gleam from a togekiss, also I can pack rock slide as a
counter to charizard. Ice punch is a good coverage for amoonguss and rillaboom.
Amoonguss, is once again simple
however turbo shroom, max speed with focus sash. Rage powder protects against
beat up strategies, fast spore can save games, protect for protecting. This
team had a lack of fairy counters, specifically azumarill is a new fairy type
threat emerging, I can really use sludge bomb’s coverage also going well
against rillaboom and whimsicott to quite a degree.
Overall on the team:
Some times I would lose my offense
way too early in the game which can lead to an immediate loss, tech moves like
dazzling gleam, psychic and sludge bomb can really help against specific mons
but if the sweepers I brought it, be it urshifu, cinderace or duraludon, if
they fall early, I’m in a tough spot.
The composition was of an in
between for hyper offense to bulky disruption, however the team didn’t carry
the privilege of intimidate or snarl/will-o-wisp to wittle down opponents, the
coverage from amoonguss can really go a long way in such cases.
The venusaur and torkoal matchup
was a troublesome or more or less anooying one to deal if, I do have very good
safety against sleep powder and spore however if the venusaur decides to
gigantamax, they can go for max quakes, max ooze or gmax vine lash all
contributing to setups that are dangerous for my side.
Weakness policy duraludon when
triggered really can dish out many wins, however when not, its quite lackluster
of an option.
Keeping the above points in mind,
gaining familiarity with the composition, seeing things didn’t really pan out
in longer games. I decided to reach out for help:
Bacon VGC to the rescue:
I was obviously not satisfied with
the way my old team ended up panning out, knowing from the showdown vgc
chatroom that he himself was using a cinderace team, so I reached out in pm and
he was gracious enough to help me. He gave the following pointers:
Ø
The team is weak to primarina, it needs a
rillaboom
Ø
I might find it useful to have a earthquake mon
to prock my own weakness policy so that I can check trick room leads.
This advice immediately clicked to
me as I remembered my previous team, where I developed this bulky wp spread I
had rillaboom on the side to activate the weakness policy.
Ø
Next, I asked about dealing with venusaur and
mirror matches; he himself was using talonflame and advised me to do so as
well. I switched up the whimsicott slot with talonflame.
This ultimately brought out some
changes into the gothitelle moveslot as well now that I was having talonflame
as an extra cover for amoonguss and gothitelle can trap and taunt amoonguss
anyways, I felt like giving it focus sash, removing trick room slot because
with trick room checked it wasn’t needed to reverse, added helping hand in
place of it since I really enjoyed hh + cinderace.
The Improved team:
Talonflame @ Sharp Beak
Ability: Gale Wings
Level: 50
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Dual Wingbeat
- Brave Bird
- Tailwind
- Overheat
|
Cinderace-Gmax @ Life Orb
Ability: Libero
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- Giga Impact
- Sucker Punch
- High Jump Kick
|
Duraludon @ Weakness Policy
Ability: Stalwart
Level: 50
EVs: 252 HP / 20 Def / 44 SpA / 124 SpD / 68 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Thunderbolt
- Flash Cannon
- Dark Pulse
|
Urshifu-Rapid-Strike-Gmax @ Assault Vest
Ability: Unseen Fist
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- Ice Punch
- Rock Slide
|
Celestia (Gothitelle) @ Focus Sash
Ability: Shadow Tag
Level: 50
EVs: 252 HP / 204 Def / 4 SpA / 4 SpD / 44 Spe
Calm Nature
- Fake Out
- Helping Hand
- Taunt
- Psychic
|
OOga BOOga (Rillaboom-Gmax) @ Miracle Seed
Ability: Grassy Surge
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Grassy Glide
- Wood Hammer
- Earthquake
|
252+ Atk Miracle Seed Rillaboom Wood Hammer vs. 4 HP / 0 Def Lapras
in Grassy Terrain: 408-482 (99 - 116.9%) -- 93.8% chance to OHKO
252+ Atk Miracle Seed Rillaboom Helping Hand Wood Hammer vs. 252 HP /
252 Def Lapras in Grassy Terrain: 578-684 (121.9 - 144.3%) -- guaranteed OHKO
|
The Improvements:
Well Bacon’s idea of adding in
talonflame and side eq to prock weakness policy was just amazing, talonflame is
probably the better mon over whimsicott but I really missed the helping hand
slot there, I felt like urshifu, talonflame and then rillaboom combined were a
little bit too much physical attackers that incineroar pivots that I found
really likeable when trying out myself, could really take advantage of.
I suck at playing talonflame, yes
I was using it on thelast team however I ha other options around the
centralized weakness policy duraludon lead, I can go for rillaboom there or
even chandelure, it wasn’t the only option I had on a few leads, talonflame was
weak to fake out, which is increasing in use and then its offense was too low
to counter whimsicott mirrors as if they are 252 hp have only a 43% chance to
be ohko’d by talonflame’s dual wingbeat from sharp beak.
Urshifu was good but with assault
vest I found the damage output a bit lackluster, especially when taking into
account the lowered special defense.
FINALLY! :
Whimsicott @ Eject button
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tailwind
- Switcheroo
- Fake Tears
- Dazzling Gleam
|
Cinderace-Gmax @ Life Orb
Ability: Libero
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Pyro Ball
- Iron Head
- Sucker Punch
- High Jump Kick
|
Duraludon @ Weakness Policy
Ability: Stalwart
Level: 50
EVs: 252 HP / 20 Def / 44 SpA / 124 SpD / 68 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Thunderbolt
- Flash Cannon
- Dark Pulse
|
Primarina @ Assault Vest
Ability: Liquid Voice
Level: 50
EVs: 252 HP / 4 Def / 228 SpA / 4 SpD / 20 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Hydro Cannon
- Blizzard
- Moonblast
|
Rillaboom-Gmax @ Coba berry
Ability: Grassy Surge
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Grassy Glide
- Wood Hammer
- Earthquake
|
Togekiss @ Safety Goggles
Ability: Serene Grace
Level: 50
EVs: 228 HP / 196 Def / 12 SpA / 12 SpD / 60 Spe
Bold Nature
IVs: 0 Atk
- Air Slash
- Follow Me
- Protect
- Heat Wave
|
So this was the final rendering of the team after a
heartbreak of realizing a refined cinderace team wasn’t working for me, so I
gave it yet another try to mix up the elements which I liked keeping the
original whimsicott, duraludon and cinderace as the starting core.
Baconvgc’s advice made me realize that rillaboom’s eq + my
duraludon was an absolute must and a solid addition to the team, this lead also
allows me to inter-pair either whimsicott and duraludon or rillaboom with
cinderace adding to the solidity of this team, then the other glaring weakness
of incineroar and arcanine’s stat dropping spams. I knew what was needed here:
Primarina, a rather offensive variant, and since I was lucky
to have the assault vest slot on the team still open I decided to put it on and
it worked absolute wonders when faring against special attackers of the format,
this also allowed primarina to have both a single target, spread moves further
giving redirection support a challenge, especially as some teams now carry dual
redirection.
Individual notes:
Whimsicott’s moveset changed a lot, where tailwind and
dazzling gleam are the same, I changed the other two slots to fake tears and
then switcheroo with eject button, as now whimsicott obtained eject button not
only did it improve turn 1 dynamax matchups, it also allowed whimsicott to swap
into a sweeper when it sets up tailwind so that I can utilize these turns
fully. Fake tears for mons like primarina and duraludon in the back which works
wonders late game.
Cinderace remains the same, except I added on adamant nature
instead of jolly, I am not the person who is going to lead cinderace against
cinderace and hope for speed ties, this initially would have stopped the eject
button + sucker punch strategy from working as cinderace’s faster priority
moves before, also allows cinderace to outspeed tons and hit harder than jolly
variants which is always a plus point to keep if people invest to survive hits
from jolly cinderace.
I did one final
checkup with bacon afterwards expressing my concerns against togekiss and
cinderace teams and he advised adding a steel move on cinderace, I do
particularly enjoy keeping steel coverage on this slot and needless to say it
worked wonders in improving and assuring the togekiss matchup, especially after
a few clefairy are also making in the scene on porygon z teams.
Duraludon remains the same, I find myself looking back and
realizing how important every piece of coverage becomes in this big metagame,
this leads me to sometimes missing protect where I can just preserve it one
more turn before it goes down to a threat, but I guess it’s a fair trade
considering how much this moveset does.
Rillaboom remains fast and simple, the speed investment with
jolly allows it to outspeed max speed togekiss leading an option for me to
prock my own duraludon’s weakness policy before it can be taken down by a
airstream. This allows my rillaboom to confidently click fake out into mirrors
considering how I am max speed. I do once again miss the bulk, but the252
attack investment under grassy terrain allows it to deliver some very
devastating blows to primarina, rotom, lapras and others in the format which
turn games upside down.
Coba berry is a very valuable item, as I am often lead in
rillaboom against togekiss, cinderace or sometimes charizard leads to
desperately try to get a weakness policy boost or fake out off, this allows it
to survive 1 max airstream, so that it can have more longevity and provide more
fake outs and priority grassy glides with terrain disruption,
Primarina was basically explained as is where I started out
with why I chose it on the slot, furthermore what I can say is, it can also go
better 1v1 against things like torkoal even when in sun, it takes porygon z’s
max strikes as a 3hko under its own dynamax and overall can be a beast when
used right, not to mention it greatly improves my rain matchup and is somewhat
good against marowak trick room compositions as well, not to mention carrying
blizzard also helps eliminate rillaboom when my duraludon, togekiss or
cinderace aren’t around. I have found some love for the assault vest variant
for another bulky water type in this format.
Togekiss was once an amoonguss, a max speed one, however it
was changed to this slot for the following:
1.
Rillaboom can bypass amoonguss’ redirection.
2.
Whimsicott can also bypass amoonguss’
redirection when using beat up.
3.
I can’t redirection powder moves of sleep powder
and spore away from this slot and have to bank on other mons to avoid their
use, all this lead to togekiss.
4.
Not to mention an immunity to max quake and
ground moves.
Togekiss just was a better option for all the above
mentioned reasons, though this is my first time using the move yawn in this
format, I feel like it can change the outcome of many games when used correctly,
however carrying 2 terrains that are here to avoid sleep on my own side, I
opted for protect to keep longevity. Air slash and heat wave are the coverage
options, air slash not only being another option against grass types for primarina,
but also has a 60% flinch chance I can always rely on when needed, heat wave is
for the glaring ferrothorn weakness is cinderace isn’t sticking around for
using its pyro ball. Follow me with safety goggles is the reason it is kept
here. I initially wanted to go for bulk, but having 2 attack made me hesitant,
however opted for this standard bulky togekiss.
Leads and Combinations:
Rillaboom + Duraludon:
This is a lead that I want to opt for against trick room
teams usually having indeedee or togekiss as a source of redirection, it
basically seals the deal until they pull something back and forth, once I went
for fake out + dark pulse in a bronzing when facing a incineroar + bronzing as
I feared I wouldn’t be able to prock my own weakness policy, turns out, he kept
a colbur berry, so this actually saved me, but most of the time ou can outright
ohko the trick room setter if its hatterene, bronzing or slowbro, porygon has
to be played around with a bit, but usually it works best.
This lead is also a great one against you are up against a
bulkier or a team that relies on pivoting or even quickly picking up mons, you
can reduce opponent’s attack stat, snowball victories with weakness policy proc
and rillaboom on the side; it is quite versatile and definitely my favorite to
lead with this team.
Rillaboom + Cinderace:
Usually my lead of choice against porygon z teams.
Rillaboom’s fakeout covers for any prankster tailwind or redirection, while
cinderace can fire off a high jump kick into porygon z for an ohko, if they
protect, you can always backtrack as primarina can tank max strikes quite well
or simply try to dish out as much damage as possible until they run out of
steam.
Cinderace + Whimsicott:
This is a seemingly standard lead however against mirrors I
can cancel out their cinderace’s dynamax by switcheroo + sucker punch giving me
an instant head start for teams that have more cover against lapras counters I
can also make this combination work there. Not to forget whimsicott can also
set up tailwind to set the stage for sweepers in the back.
I’d be honest with the prevalence of fake out increasing, I
feel like that leading whimsicott can be discouraging especially as mine
doesn’t carry protect, however against the right matches it definitely is the
MVP.
This would be the end of this report, hope everyone liked this final product of the team and enjoyed going through the process of trail and error that came with its development. In the end a special thanks to BaconVGC for helping me with this build. Bye for now!
Comments
Post a Comment