[RMT/HMF] A New Leaf: My 1st (2nd) Attempt at VGC Teambuilding
I had originally slapped something together when I was first interested in VGC, knowing only what I had read in a few articles. I am now returning with something I have considered more deeply after reading a lot of WVW (which are incredible) and seeing many teams on here. Please let me know if this is the right track and what I can improve on. I'm excited to play test all changes you guys suggest!
Venusaur @ Venusaurite Ability: Chlorophyll EVs: 220 HP / 124 Def / 76 SpA / 84 SpD / 4 Spe Bold Nature Giga Drain Sludge Bomb Leech Seed Protect In reverse to my Wall breaking glass cannon Chari-Y of my OU team, I wanted Venusaur to be the star of the show here.
Zapdos @ Expert Belt Ability: Pressure Modest Nature 100 HP / 252 SpA / 156 Spe Thunderbolt Hidden Power Ice Tailwind Protect I'm under the impression that Tailwind can make Venusaur brutal, and the two seem to be paired up nicely regardless to stop a Talonflame. My question is how important is a 0Atk IV? (I had never heard of it before looking in to zapdos actually)
Talonflame @ Life Orb Ability: Gale Wings Adamant Nature 4HP/252 Atk/252 Spe Brave Bird Flare Blitz Taunt Quick Guard Speaking of Talonflame, she doesn't fit too badly in to this mix. I was really concerned with the priority game for a while and I think flame is a way to address this, and double birds should guarantee a tailwind if it seems necessary.
Swampert @ Leftovers Ability: Torrent Adamant Nature EVs: 244 HP / 252 Atk / 12 Def Waterfall/Scald Wide Guard Rock Slide Earth Quake Not sure if that burn possibility is mandatory, but I figured flinch is nice as well. With three 'mons immune to EQ, it seems like a nice touch. Wide Guard and Quick Guard seems like a good pool of defense for a team which wants to hit hard and fast without taking much of a dent.
Hydreigon @ Choice Specs Ability: Levitate Modest Nature 28 HP / 36 Def / 252 SpA / 4 SpD / 188 Spe Draco Meteor Dark Pulse Earth Power/Focus Blast Flash Cannon He's just too cool! While a 4x fairy weakness is horrifying, I want him fast and bulked enough to take a hit or at least address the problem first. With my heavy guns being Sp. Atkers, the sp. def reducing moves may prove handy, but I wasn't sure if the overlap of type was more of a concern than the lousy 70% acc of Focus blast.
Clefairy @ Eviolite Ability: Friend Guard 252 Hp/ 172 Def/ 20 Spa/ 60 Spd/ 4 Spe Follow Me Helping Hand Moonblast/Dazzling Gleam Thunder Wave/Protect Full on support, and to be honest I'm not as sure about this as the other members of my team. I need to address fairy and redirection, and I'm worried about having 3 flying types with Togekiss (though does Zap really count?). So yes, I like redirection, friend guard is great and helping hand is better. Don't know if the spread damage is worth the power decrease for my lil tauntbait, and also if it really needs protect (though it is so slow I doubt t-wave is helpful).
Even if someone clarifies a few doubts I'm having, it'll be really appreciated! I'm not locked in to these 'mons as choices and would love your suggestions on any changes big or small. Thank you for reading this!!
Posted Aug 12, 2015, 4:50 PM UTC