This is the first VGC team I've created. The original focus was Grimmsnarl, but it has sort of evolved into a Tailwind team, with Grimmsnarl there to provide utility that will be mentioned in the summary below. I've tried it out on showdown, and I feel like there are some obvious changes that should be made that I am missing. I am also not completely sold on all my EV spreads or items, as I took those suggestions from other sources. Feel free to be as harsh with this team and/or your changes as you'd like; as long as the team comes out better than it originally was, I accept all criticism. Now, onto the team:
Grimmsnarl @ Light Clay
Ability: Prankster
Level: 50
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Light Screen
- Reflect
- Spirit Break
- Taunt
Grimmsnarl's function on the team is to provide utility through its dual screens and taunt. He mainly functions as a lead, to set up screens early and shut down possible setup threats; however, sometimes I choose to keep him in the back until the optimal opportunity to set up screens comes in. Spirit Break serves as an offensive option to take down opposing Dragon-types that may threaten my own. I noticed that sometimes I am tempted to lead with both Grimmsnarl and Corviknight, but that leaves me with lots of setup options, yet few offensive options to do any damage in return.
Rotom-Mow @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Will-O-Wisp
- Volt Switch
- Protect
I enjoyed having Rotom on my last VGC team, and given the current composition of the rest of my team, I feel that Mow-tom has the best typing of all the appliances to complement the team. Leaf Storm allows it to muscle through Seismitoad and and other Water Absorbing water-types, the biggest hindrance to a Fishious Rend sweep. Will-O-Wisp cripples opposing physical threats, and I chose Volt Switch over Thunderbolt as a means of pivoting into Dracovish cleanly once the aforementioned roadblocks were removed, along with general pivot utility. I've always held a Sitrus Berry on Mow-tom, and I believe it is the optimal form of healing for this Pokemon given its bulk and average field time.
Dragapult (M) @ Life Orb
Ability: Infiltrator
Level: 50
EVs: 252 Atk / 252 Spe / 4 HP
Adamant Nature
- Dragon Darts
- Phantom Force
- Dragon Dance
- Protect
Dragapult is one of the two main offensive options on my team. I chose a Dragon Dance set because, after one Dance and a Tailwind, it's effectively at +1/+4, a prime position to sweep with or without Dynamaxing. I've seen many people run Dragon Claw, but I chose Dragon Darts for its unique property of automatic control: it's already strong enough even as a spread move, but if one of the opposing Pokemon is a Fairy-type, vanished, or otherwise makes the spread a waste, both hits are redirected at the other Pokemon. This means that switching to a Fairy-type or using a 2-turn move is detrimental to the other Pokemon. Phantom Force, on the other hand, gives the opponent a turn to switch to another Pokemon that is better suited to take the Ghost-type move, but this has a hidden effect of giving Dragapult almost perfect switch control, allowing it to cover its options. A Life Orb was chosen to allow Dragapult to give the most power to its moves, given that it has a setup move.
Corviknight-Gmax @ Figy Berry
Ability: Pressure
Level: 50
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Brave Bird
- Roost
- Tailwind
- Iron Head
Corviknight serves as the means to set up Tailwind on the team. With Tailwind, my team receives benefits they otherwise would not, such as Dragapult outspeeding everything else and a higher chance for Grimmsnarl to outspeed opposing Prankster users. I chose Corviknight as, while it is slow, it does have the bulk to almost guarantee setting up a Tailwind, and it provides some needed coverage with its offensive STAB. Figy Berry and Roost further its longevity against opposing Pokemon that look like they can be pressured out of their moves, and it has the option of Gigantamaxing if it has an opportunity of clearing the opponent's Screens.
Coalossal @ Weakness Policy
Ability: Steam Engine
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
- Burn Up
- Rock Slide
- Flare Blitz
- Protect
Since this team is all about maximizing speed, I chose to add to my team Coalossal, whose ability literally maximizes its speed. Coalossal also provides additional offensive coverage with its Fire and Rock typing. Combined with Weakness Policy and Tailwind, Coalossal looks to be a Pokemon capable of punching big holes in the opponent's team, should they use the wrong move against it. I opted for a Physical Coalossal to make the most of STAB Rock Slide, which can also be boosted by a Max Phantasm that Dragapult may throw out after its dynamax. I also gave it Burn up to help mitigate the weaknesses of its Fire typing.
Dracovish @ Choice Scarf
Ability: Strong Jaw
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fishious Rend
- Ice Fang
- Psychic Fangs
- Outrage
Last, but not least, we have Dracovish, known well for scraping its gills against any and every Pokemon without Water Absorb or Storm Drain. I feel that Dracovish is an even better fit on this team, as Tailwind allows it to outspeed and empower Fishious Rend against a wider range of opposing Pokemon. In reality, Fishous Rend and Choice Scarf are all it needs for 90% of games, so the other three moves must be chosen for their utility after Dynamaxing. Max Hailstorm hits opposing Grass-types and can summon hail to provide chip damage against Pokemon just out of KO range, and Max Mindstorm adds Psychic Terrain to empower future Psychic moves and stop priority moves against Dracovish. Max Wyrmwind, on the other hand, stops or hinders opposing physical sweepers, whilst simultaneously offering a backup STAB Max Move.
And that's about it for my team. Let me know what you think, and I'll apply your feedback to make this a more perfect team!
Grimmsnarl @ Light Clay
Ability: Prankster
Level: 50
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Light Screen
- Reflect
- Spirit Break
- Taunt
Rotom-Mow @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Will-O-Wisp
- Volt Switch
- Protect
Dragapult (M) @ Life Orb
Ability: Infiltrator
Level: 50
EVs: 252 Atk / 252 Spe / 4 HP
Adamant Nature
- Dragon Darts
- Phantom Force
- Dragon Dance
- Protect
Corviknight-Gmax @ Figy Berry
Ability: Pressure
Level: 50
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Brave Bird
- Roost
- Tailwind
- Iron Head
Coalossal @ Weakness Policy
Ability: Steam Engine
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
- Burn Up
- Rock Slide
- Flare Blitz
- Protect
Dracovish @ Choice Scarf
Ability: Strong Jaw
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fishious Rend
- Ice Fang
- Psychic Fangs
- Outrage
Ability: Prankster
Level: 50
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Light Screen
- Reflect
- Spirit Break
- Taunt
Rotom-Mow @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Will-O-Wisp
- Volt Switch
- Protect
Dragapult (M) @ Life Orb
Ability: Infiltrator
Level: 50
EVs: 252 Atk / 252 Spe / 4 HP
Adamant Nature
- Dragon Darts
- Phantom Force
- Dragon Dance
- Protect
Corviknight-Gmax @ Figy Berry
Ability: Pressure
Level: 50
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Brave Bird
- Roost
- Tailwind
- Iron Head
Coalossal @ Weakness Policy
Ability: Steam Engine
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
- Burn Up
- Rock Slide
- Flare Blitz
- Protect
Dracovish @ Choice Scarf
Ability: Strong Jaw
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fishious Rend
- Ice Fang
- Psychic Fangs
- Outrage
Grimmsnarl @ Light Clay
Ability: Prankster
Level: 50
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Light Screen
- Reflect
- Spirit Break
- Taunt
Grimmsnarl's function on the team is to provide utility through its dual screens and taunt. He mainly functions as a lead, to set up screens early and shut down possible setup threats; however, sometimes I choose to keep him in the back until the optimal opportunity to set up screens comes in. Spirit Break serves as an offensive option to take down opposing Dragon-types that may threaten my own. I noticed that sometimes I am tempted to lead with both Grimmsnarl and Corviknight, but that leaves me with lots of setup options, yet few offensive options to do any damage in return.
Rotom-Mow @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Will-O-Wisp
- Volt Switch
- Protect
I enjoyed having Rotom on my last VGC team, and given the current composition of the rest of my team, I feel that Mow-tom has the best typing of all the appliances to complement the team. Leaf Storm allows it to muscle through Seismitoad and and other Water Absorbing water-types, the biggest hindrance to a Fishious Rend sweep. Will-O-Wisp cripples opposing physical threats, and I chose Volt Switch over Thunderbolt as a means of pivoting into Dracovish cleanly once the aforementioned roadblocks were removed, along with general pivot utility. I've always held a Sitrus Berry on Mow-tom, and I believe it is the optimal form of healing for this Pokemon given its bulk and average field time.
Dragapult (M) @ Life Orb
Ability: Infiltrator
Level: 50
EVs: 252 Atk / 252 Spe / 4 HP
Adamant Nature
- Dragon Darts
- Phantom Force
- Dragon Dance
- Protect
Dragapult is one of the two main offensive options on my team. I chose a Dragon Dance set because, after one Dance and a Tailwind, it's effectively at +1/+4, a prime position to sweep with or without Dynamaxing. I've seen many people run Dragon Claw, but I chose Dragon Darts for its unique property of automatic control: it's already strong enough even as a spread move, but if one of the opposing Pokemon is a Fairy-type, vanished, or otherwise makes the spread a waste, both hits are redirected at the other Pokemon. This means that switching to a Fairy-type or using a 2-turn move is detrimental to the other Pokemon. Phantom Force, on the other hand, gives the opponent a turn to switch to another Pokemon that is better suited to take the Ghost-type move, but this has a hidden effect of giving Dragapult almost perfect switch control, allowing it to cover its options. A Life Orb was chosen to allow Dragapult to give the most power to its moves, given that it has a setup move.
Corviknight-Gmax @ Figy Berry
Ability: Pressure
Level: 50
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Brave Bird
- Roost
- Tailwind
- Iron Head
Corviknight serves as the means to set up Tailwind on the team. With Tailwind, my team receives benefits they otherwise would not, such as Dragapult outspeeding everything else and a higher chance for Grimmsnarl to outspeed opposing Prankster users. I chose Corviknight as, while it is slow, it does have the bulk to almost guarantee setting up a Tailwind, and it provides some needed coverage with its offensive STAB. Figy Berry and Roost further its longevity against opposing Pokemon that look like they can be pressured out of their moves, and it has the option of Gigantamaxing if it has an opportunity of clearing the opponent's Screens.
Coalossal @ Weakness Policy
Ability: Steam Engine
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
- Burn Up
- Rock Slide
- Flare Blitz
- Protect
Since this team is all about maximizing speed, I chose to add to my team Coalossal, whose ability literally maximizes its speed. Coalossal also provides additional offensive coverage with its Fire and Rock typing. Combined with Weakness Policy and Tailwind, Coalossal looks to be a Pokemon capable of punching big holes in the opponent's team, should they use the wrong move against it. I opted for a Physical Coalossal to make the most of STAB Rock Slide, which can also be boosted by a Max Phantasm that Dragapult may throw out after its dynamax. I also gave it Burn up to help mitigate the weaknesses of its Fire typing.
Dracovish @ Choice Scarf
Ability: Strong Jaw
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fishious Rend
- Ice Fang
- Psychic Fangs
- Outrage
Last, but not least, we have Dracovish, known well for scraping its gills against any and every Pokemon without Water Absorb or Storm Drain. I feel that Dracovish is an even better fit on this team, as Tailwind allows it to outspeed and empower Fishious Rend against a wider range of opposing Pokemon. In reality, Fishous Rend and Choice Scarf are all it needs for 90% of games, so the other three moves must be chosen for their utility after Dynamaxing. Max Hailstorm hits opposing Grass-types and can summon hail to provide chip damage against Pokemon just out of KO range, and Max Mindstorm adds Psychic Terrain to empower future Psychic moves and stop priority moves against Dracovish. Max Wyrmwind, on the other hand, stops or hinders opposing physical sweepers, whilst simultaneously offering a backup STAB Max Move.
And that's about it for my team. Let me know what you think, and I'll apply your feedback to make this a more perfect team!
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