VGC Balanced Team - need help?

Hi. This is a doubles ranked team for wifi fun on Shield in the battle stadium but also wanted to use it for VGC. I need help tidying up this team as it's my first draft and know iy could be improved upon. I have 2 sweepers, 2 supporters, 1 to cause mischief (Rotom) and hopefully cripple and lastly Chandelure to support/cover a few of my weaknesses.

Darmanitan-Galar @ Choice Scarf
Ability: Gorilla Tactics
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Icicle Crash
- Flare Blitz
- U-turn
- Earthquake
Balls out sweeper who I try to bring in late game after I've burnt/paralysed/set up screens etc. I believe this is a standard set running a choice scarf then Dynamaxing him to unlock his move pool and give him a HP boost. I don't really use U-Turn much but know it'll be handy sometimes. Unsure if I should swap a move for Superpower?

Rotom-Wash @ Choice Specs
Ability: Levitate
Level: 50
EVs: 248 HP / 44 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Trick
- Volt Switch
- Hydro Pump
I love this guy. He has a lot of natural bulk and is easy to pivot into. He's also generally one of my main leads if I see a lot physical attackers. I've gone for a Timid set with a little bit invested in SA and a lot of bulk. He is here to cause as much burn as possible. Also, Trick can can cripple opposing physical attackers. Also, he covers a lot of Darmanitans weaknesses.

Duraludon @ Weakness Policy
Ability: Stalwart
Level: 50
EVs: 196 HP / 4 Def / 252 SpA / 28 SpD / 28 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Draco Meteor
- Thunder
- Solar Beam
My special sweeper. A lot of good resistances and works well with weakness Policy. I've put a lot of EVs into his health so I can bait a super effective attack. 2 powerful stabs, thunder for coverage and solar beam is for T-tar and Gastrodon. I've been using him a lot for Dynamaxing - having a lot of secondary effects liike increase Def etc. He can often lead the game with a lot of options. Also, he's my main check for people setting up Trick Room.

Togekiss @ Aguav Berry
Ability: Serene Grace
Level: 50
EVs: 252 HP / 204 Def / 24 SpD / 28 Spe
Calm Nature
IVs: 0 Atk
- Follow Me
- Air Slash
- Helping Hand
- Protect
I wanted a Follow Me user with a lot of bulk and other utility moves. I wanted Tailwind but realised Togekiss learns this from a move tutor in previous gens LOL. So I've opted for helping hand instead. Unsure if the berry is the right choice and maybe swap it for a Sitrus berry. Protect can be useful as sometimes people double down on him after using follow me. So until I can use tailwind, maybe there's a better Follow Me user out there like Clefairy?

Grimmsnarl @ Light Clay
Ability: Prankster
Level: 50
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Light Screen
- Reflect
- Thunder Wave
- Spirit Break
He can often lead setting up screens. Good for anyone who can outpace me with Thunder Wave when I need them to be slower like Dragupult. Spirit Break is here as it seems like a good option but I'm unsure if I should go full overall bulk and swap Spirit Break for Sucker Punch. I know he won't hit as hard but....? I believe he fits my team well.

Chandelure @ Sitrus Berry
Ability: Infiltrator
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ally Switch
- Will-O-Wisp
- Heat Wave
- Shadow Ball
I opted for Chandelure as he's resitant to a lot of my weaknesses apart from Ground and Rock and has access to Ally Swap. He's a glass canon basically but whenever I use him he does well. Heatwave for double hits, Will-O-Wisp for more burn. He can be good whenever I see sun users like Torkoal in a Trick Room or suspect a mystical fire.

I generally lead Rotom if I see physical and Duraldon or Grimmsnarl that is anyone quick with Duraldon. Each has a purpose. Please let me know if I can swap anytone better or improve someone. Many thanks.
 

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