TRICKS OF THE TRADE
Introduction
I'll be honest; if someone told me a few months ago that I was going to compete in the 2011 VGC, I would laugh pretty hard. But the hype of the 5th gen pulled me back once again, and here I am. I have done some amount of research onto how the metagame has shaped itself so far before jumping right in. Right before I started, I had a feeling that any Unova Pokemon with the Prankster ability was going to be in very high usage.
It turns out I was right; it's safe to say the whole metagame can be defined by these "Pranksters", mainly the two counterpart genies. I needed a good team to start with, as a sort of "training wheels", into 5th Gen VGC, learn all the new threats, and see what works and what doesn't. I decided to start with a Trick Room strategy.
This the fourth draft of my original design, and I must say, I have seen a good degree of success with it. I mainly play unrated on the Skarmbliss VGC server on PO where there is the most VGC traffic, it seems. The team is by no means wholly original, but it works with the apparent lack of other TR teams out there, which in turn means a lesser demand for TR counter-teams. This team has had quite a good win streak, so don't write it off right away. I encourage team raters to read it and critique - to critique my first foray into the exciting new VGC 2011 metagame.
It turns out I was right; it's safe to say the whole metagame can be defined by these "Pranksters", mainly the two counterpart genies. I needed a good team to start with, as a sort of "training wheels", into 5th Gen VGC, learn all the new threats, and see what works and what doesn't. I decided to start with a Trick Room strategy.
This the fourth draft of my original design, and I must say, I have seen a good degree of success with it. I mainly play unrated on the Skarmbliss VGC server on PO where there is the most VGC traffic, it seems. The team is by no means wholly original, but it works with the apparent lack of other TR teams out there, which in turn means a lesser demand for TR counter-teams. This team has had quite a good win streak, so don't write it off right away. I encourage team raters to read it and critique - to critique my first foray into the exciting new VGC 2011 metagame.
The Team
Amoongus (F) @ Coba Berry
Ability: Effect Spore
EVs: 244 HP/ 252 Def/ 12 SpD
Sassy Nature (+SpD, -Spe)
IVs: 0 Spe
- Rage Powder
- Giga Drain
- Spore
- Protect
With the lack of a Follow Me user this year, this funky shroom is the next best thing. The EVs have been copied over from Follow Me sets that I have worked for me in previous teams. His defenses are pretty good (114/70/80), and the given EVs, nature, and item allow him to take STAB Acrobatics from Flying Jewel Tornadus with still about a third of his HP left. I mean, I'm not big with calcs, but this is one example of how well his "survivability" is, so to speak. The EV spread may be old, but it still proves very effective; so much so that he doesn't even need a focus sash to do his job well!
The set up is simple. Start with Rage Powder and keep the partner safe to set up Trick Room. If he's still alive the next turn (he is most of the time, actually), he can spread sleep and recover while still doing okay damage (Giga Drain is particularly effective against Terakion). All things considering, he does his job pretty well. However, Fake Out stops him dead in his tracks. He also has problems with Shed Skin Scrafty. After a couple of weeks of testing, I found the only one attack (not counting crits) that he cannot survive no matter what: a STAB Overheat from Chandelure (any set). I'm not worried, though; that was only one time, and most carry the very managable Heat Wave.
The set up is simple. Start with Rage Powder and keep the partner safe to set up Trick Room. If he's still alive the next turn (he is most of the time, actually), he can spread sleep and recover while still doing okay damage (Giga Drain is particularly effective against Terakion). All things considering, he does his job pretty well. However, Fake Out stops him dead in his tracks. He also has problems with Shed Skin Scrafty. After a couple of weeks of testing, I found the only one attack (not counting crits) that he cannot survive no matter what: a STAB Overheat from Chandelure (any set). I'm not worried, though; that was only one time, and most carry the very managable Heat Wave.
Reuniclus (M) @ Mental Herb
Ability: Magic Guard
EVs: 248 HP/ 252 SpA/ 8 Def
Quiet Nature (+SpA, -Spe)
IVs: 0 Spe
- Psychic
- Trick Room
- Shadow Ball
- Protect
The standard TR sweeper, but it's a standard for a reason: because it works. No Overcoat because Hail and Sandstorm are almost non-existent. The mental herb prevents him from being Encored into TR, and he still gets the kills he needs without a Life Orb.
When I come up against opposing TR teams (which none that I've met so far carry an Amoongus), I go along with Rage Powder + TR anway, expecting them to do the same, thus "returning the dimensions to normal" by the end of the first turn. Then on the next turn, Amoongus Spores their TR user, taking advantage of the fact that that 'mon will move last, while my Reuniclus safely sets up TR. And thus the sweep begins, and the opponent is prevented from setting up.
Now, before you say "Imprison Chandelure says hi", that set has already payed me a few (painful) visits. It's hard to see coming, and a mispredict means I essentially lose right before the match even starts. However, now that he has Protect instead of Focus Blast, this is much less of a problem in terms of prediction.mImprison Chandelure almost always shares the lead with a Fake Out user, it seems. I would very much appreciate it if someone could inform me of other common partners that that kind of lead Chandelure is paired with to help aid my prediction.
When I come up against opposing TR teams (which none that I've met so far carry an Amoongus), I go along with Rage Powder + TR anway, expecting them to do the same, thus "returning the dimensions to normal" by the end of the first turn. Then on the next turn, Amoongus Spores their TR user, taking advantage of the fact that that 'mon will move last, while my Reuniclus safely sets up TR. And thus the sweep begins, and the opponent is prevented from setting up.
Now, before you say "Imprison Chandelure says hi", that set has already payed me a few (painful) visits. It's hard to see coming, and a mispredict means I essentially lose right before the match even starts. However, now that he has Protect instead of Focus Blast, this is much less of a problem in terms of prediction.mImprison Chandelure almost always shares the lead with a Fake Out user, it seems. I would very much appreciate it if someone could inform me of other common partners that that kind of lead Chandelure is paired with to help aid my prediction.
Druddigon (F) @ Life Orb
Ability: Sheer Force
EVs: 252 HP/ 252 Atk/ 4 Def
Brave Nature (+Atk, -Spe)
IVs: 0 Spe
- Dragon Claw
- Sucker Punch
- Protect
- Rock Slide
Ability: Sheer Force
EVs: 252 HP/ 252 Atk/ 4 Def
Brave Nature (+Atk, -Spe)
IVs: 0 Spe
- Dragon Claw
- Sucker Punch
- Protect
- Rock Slide
One of my physical sweepers that was on my team during a testing period. However, I have done so well with him, he is now an actual part of the team. The set itself is pretty self-explanatory: pure power. Rock Slide is for hitting both opponents, and I believe Sheer Force brings it up from 75 BP to 100. Dragon Claw has great coverage and Protect is basically a necessity. Sucker Punch is one of my favorite all-time moves in doubles, and for good reason: the doubles metagame is hyper-offensive, and even if the opponent knows you have it, they still have to attack at some point.
Because of Sucker Punch and immunity to Fire, Druddigon is a great answer to the ever-so-common Chandelure (so long as he avoids burns). Sucker Punch is also very useful against the likes of Golurk. It's too bad that the LO cuts his lifespan short, but he can't get important KOs without it. Also, when TR is up, Hyrdreigon doesn't have a prayer :). There's not much else to say; he's very effective, and I haven't really found a definite counter for him yet (well, other than Hydreigon when TR is not in play).
Because of Sucker Punch and immunity to Fire, Druddigon is a great answer to the ever-so-common Chandelure (so long as he avoids burns). Sucker Punch is also very useful against the likes of Golurk. It's too bad that the LO cuts his lifespan short, but he can't get important KOs without it. Also, when TR is up, Hyrdreigon doesn't have a prayer :). There's not much else to say; he's very effective, and I haven't really found a definite counter for him yet (well, other than Hydreigon when TR is not in play).
Conkledurr (M) @ Flame Orb
Ability: Guts
EVs: 252 HP/ 252 Atk/ 6 SpD
Brave Nature (+Atk, -Spe)
IVs: 0 Spe
- Mach Punch
- Payback
- Protect
- Hammer Arm
Ability: Guts
EVs: 252 HP/ 252 Atk/ 6 SpD
Brave Nature (+Atk, -Spe)
IVs: 0 Spe
- Mach Punch
- Payback
- Protect
- Hammer Arm
Last but not least is a Pokemon that can perform well both inside and outside of TR. Protect on the first turn he's out (unless there is something weakened that he can take out right away without fear of being hit hard), and let FO activate. He literally plows through most opponents, and under TR, Hammer Arm moves first with incredible power, and the speed drop only makes him more effective under TR. Mach Punch is the all-around standard fare. Payback is usually deployed under TR; though lacking the power boost of him moving after the opponent, it is still a decently powerful attack that takes care of Jellicent and opposing Reuniclus, which in turn greatly aids my team. Also, he is my answer for Hydreigon. With Mach Punch, he can hit the dark hydra for usually 2HKOs; partner Druddigon Protects on the first MP so that it is safe for him to move on the next turn when a second Mach Punch will strike first and get rid of Hydreigon.
The results with him are fantastic. According to the amount of research I've done, I do believe that he is the only pokemon with an attack stat over 120 that can abuse TR and use a powerful STAB priority move that hits 5 types for super-effective damage. As a last note, Drain Punch used to be in the final slot, but Hammer Arm is better for flat-out KOs that I really need; he can take the burn damage. Also, he functions at utmost efficiency with 2 STABs - after all, priority is very important in doubles, no?
The results with him are fantastic. According to the amount of research I've done, I do believe that he is the only pokemon with an attack stat over 120 that can abuse TR and use a powerful STAB priority move that hits 5 types for super-effective damage. As a last note, Drain Punch used to be in the final slot, but Hammer Arm is better for flat-out KOs that I really need; he can take the burn damage. Also, he functions at utmost efficiency with 2 STABs - after all, priority is very important in doubles, no?
Conclusion
In closing, I'd like to say that my first steps into this year's VGC metagame have been good ones. I will continue to use this team until a time comes where the ever-changing metagame renders it virtually unviable in terms of usefulness. Until then, please feel free to (kindly) rate and comment. I have done my best to list the Pokemon that have threatened this team the most over the past week of extensive testing. The two biggest threats that jump out at me are Imprison Chandelure and a Teeter Dance lead (uncommon, but I lose to it every time I see it). I've become better with using this team; as long as I find a way to set-up TR at the start, the odds are in my favor, and I've gotten much better with that. Most of my losses are actually just a result of the fact that I don't know enough about the current metagame yet, which in turn affects prediction. I'm not concerned, though; with more time and the help of the community, I'll just develop a natural knack for things. Thanks for reading; sorry it's so long .