Hi everyone!
This is a major evolution of the first VGC team (or competitive doubles team for that matter) that I've ever built. I think I have a pretty effective group that's versatile, fast, and hard-hitting, but I'd really like some feedback on EV spreads, a couple of move choices and metagame threat handling. I imagine there's room for improvement, but I'm just about prepared to make this team on cart and start playing Rating Battles instead of Showdown.
The team is called "Rare Kitchen *****" because it consists of Double Duck, Dog, hot Koko, Knives, and it's all tied together with a Chomp.
The Team:
Pelipper @ Focus Sash
Ability: Drizzle
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Hurricane
- Tailwind
- Protect
Golduck @ Waterium Z
Ability: Swift Swim
Level: 50
EVs: 36 HP / 252 SpA / 220 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Ice Beam
- Protect
Garchomp @ Groundium Z
Ability: Rough Skin
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw / Outrage?
- Poison Jab
- Protect
Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam / HP Ice?
- Taunt
- Protect
Kartana @ Choice Scarf
Ability: Beast Boost
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Giga Impact
Arcanine @ Leftovers
Ability: Intimidate
Level: 50
EVs: 212 HP / 132 Atk / 164 SpD
Jolly Nature
- Flare Blitz
- Will-O-Wisp
- Roar
- Protect
Conclusion:
So that's the Rare Kitchen ***** VGC team. Please check out the bolded statements in the quotes above, and let me know what suggestions you might have. I get the feeling that I'm close-ish to a final version of this team, but would like to continue plugging away at it until I get it juuuust right.
FWIW I pretty easily laddered to the 1400s on the Showdown VGC ladder with this team; dunno if that's my peak but it seems to have an answer to most situations.
This is a major evolution of the first VGC team (or competitive doubles team for that matter) that I've ever built. I think I have a pretty effective group that's versatile, fast, and hard-hitting, but I'd really like some feedback on EV spreads, a couple of move choices and metagame threat handling. I imagine there's room for improvement, but I'm just about prepared to make this team on cart and start playing Rating Battles instead of Showdown.
The team is called "Rare Kitchen *****" because it consists of Double Duck, Dog, hot Koko, Knives, and it's all tied together with a Chomp.
The Team:
Pelipper @ Focus Sash
Ability: Drizzle
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Hurricane
- Tailwind
- Protect
Your standard Sash/Tailwind rain-setter Pelipper. Pairs nicely with Golduck, and likes not needing to Protect when Garchomp throws Earthquakes out. Nukes Araquanids and Bulus with Hurricane; spreads confuse hax or burns incidentally by abusing its STABs.
Golduck @ Waterium Z
Ability: Swift Swim
Level: 50
EVs: 36 HP / 252 SpA / 220 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Ice Beam
- Protect
The other duck. Swift Swims its way to the occasional OHKO with Z-Hydro Pump; outspeeds and Ice Beams cocky dragons lategame. Spreads burns with Scald too and usually dents something before going down. Speed EVs allow it to hit 266 in the rain to outspeed max speed Scarf Kartana, which utterly ruined me so many times that I added it to my team.
Garchomp @ Groundium Z
Ability: Rough Skin
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw / Outrage?
- Poison Jab
- Protect
Groundium Z gives me a one-time Ground nuke to obliterate things, which is extremely useful because my team forces lots of switches. EQ because it's great STAB, Dragon Claw handles other dragons or hits neutral things like Gastrodon for good damage, Poison Jab really likes to destroy Bulus on the switch. I'm considering swapping Dragon Claw for Outrage for the extra damage, since I usually click either EQ or Poison Jab anyway. Thoughts?
Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam / HP Ice?
- Taunt
- Protect
I'm in love with the Koko. Thunderbolt for massive STAB, and Dazzling Gleam dents things pretty well. Taunt shuts down Trick Room, which I'm otherwise kinda crippled by. I'm considering swapping Dazzling Gleam for HP Ice for more dragon-slaying versatility. Dazzing Gleam is nice for the spread damage but it hasn't really been crucial in most games I've played. Thoughts?
Kartana @ Choice Scarf
Ability: Beast Boost
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Giga Impact
Hello, wincon. This thing has won me so many games that it's quickly become the favorite on my team. Choice Scarf lets it hit an insane 265 speed, which outspeeds all Scarf Garchomp, all Scarf Lele, non-Scarf Koko & Aerodactyl, Swift Swim Golduck w/less than 220 Speed EVs, all Slush Rush Sandslash, +1 Gyarados, other Kartana, all Scarf Krookodile, almost all A-Ninetales (ties Scarf), standard Pelipper under Tailwind, and the list goes on. Surge Surfer Raichu and max speed Poliwrath/Golduck under Swift Swim are the only major meta threats that outspeed Scarftana. The standard "Big 3" attacks of Leaf Blade, Smart Strike, and Sacred Sword handle major threats in the meta and become even more fearsome after a Beast Boost. Giga Impact is there for late-game cleanup - if Kartana comes in and needs to KO something to win, BAM.
Arcanine @ Leftovers
Ability: Intimidate
Level: 50
EVs: 212 HP / 132 Atk / 164 SpD
Jolly Nature
- Flare Blitz
- Will-O-Wisp
- Roar
- Protect
This guy is a physical variant of "supportive" Arcanine - with decent bulk and decent offensive presence, he can fill a mixed role depending on the matchup. Flare Blitz obviously nukes things, WoW burns things on a forced switch, and Roar plays mindgames with forced switches and throws a wrench into Trick Room, EeveeBoost and other strategies. Speed EVs allow Arcanine to outspeed Adamant Krookodile, Jolly Gyarados, and Timid Xurkitree. HP EVs take Arcanine's HP stat to a Leftovers number (192). The rest is placed into Attack and happens to cleanly grab 2HKOs on Celesteela and Tapu Bulu. I know it's kind of weird to have an Intimidator on a Double Duck team, but maybe there's another Pokémon that might fit better here? Of all the Pokémon on my team, I'm least attached to this guy. Give me any suggestions for moveset rearrangement or full 'mon replacement in this sixth slot, please!
Conclusion:
So that's the Rare Kitchen ***** VGC team. Please check out the bolded statements in the quotes above, and let me know what suggestions you might have. I get the feeling that I'm close-ish to a final version of this team, but would like to continue plugging away at it until I get it juuuust right.
FWIW I pretty easily laddered to the 1400s on the Showdown VGC ladder with this team; dunno if that's my peak but it seems to have an answer to most situations.
Hi all,
Funny enough, this is actually the first VGC team (or competitive doubles team for that matter) that I've ever built. I think I have a pretty effective group that's versatile, fast, and hard-hitting, but I'd really like some feedback on the choice of Pokemon as well as EV spreads. All of them are 252 spreads, so I imagine there's room for improvement (especially if there are notable threats that I can survive attacks from that I haven't thought of, or if my Atk/SpAtk EVs are excessive in any spots).
The team is called "Rare Kitchen" because it consists of Double Duck, some Crab, Rocky Mountain Oysters (no bull), and one hot Koko. Now that I've ruined your appetite for this post, let's Chomp right into it.
The Team:
Pelipper @ Focus Sash
Ability: Drizzle
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Hurricane
- Tailwind
- Protect
Golduck @ Waterium Z
Ability: Swift Swim
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Ice Beam
- Protect
Garchomp @ Rocky Helmet
Ability: Rough Skin
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Poison Jab
- Protect
Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Dazzling Gleam
- Grass Knot
- Protect
Tauros @ Normal Gem
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Giga Impact
- Rock Slide
- Earthquake
- Protect
Crabominable @ Fightinium Z
Ability: Hyper Cutter
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Close Combat
- Ice Hammer
- Earthquake
- Protect
Showdown Replays:
Conclusion:
So yeah, that's my first VGC team. I've had some mild success on the Showdown VGC ladder the last couple days (laddered up to an Elo of 1416 with 61 wins and 33 losses), but please rip me a new one if there's anything obvious I'm missing, or help me out by recommending any better Pokemon for the roles I need, or by suggesting any EV spreads that could be better optimized.
Funny enough, this is actually the first VGC team (or competitive doubles team for that matter) that I've ever built. I think I have a pretty effective group that's versatile, fast, and hard-hitting, but I'd really like some feedback on the choice of Pokemon as well as EV spreads. All of them are 252 spreads, so I imagine there's room for improvement (especially if there are notable threats that I can survive attacks from that I haven't thought of, or if my Atk/SpAtk EVs are excessive in any spots).
The team is called "Rare Kitchen" because it consists of Double Duck, some Crab, Rocky Mountain Oysters (no bull), and one hot Koko. Now that I've ruined your appetite for this post, let's Chomp right into it.
The Team:
Pelipper @ Focus Sash
Ability: Drizzle
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Hurricane
- Tailwind
- Protect
Your standard Sash/Tailwind rain-setter Pelipper. Pairs nicely with Golduck, and likes not needing to Protect when Garchomp, Crabominable, or Tauros throw Earthquakes out. Nukes Araquanids and Bulus with Hurricane; spreads confuse hax or burns if it needs to.
Golduck @ Waterium Z
Ability: Swift Swim
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Ice Beam
- Protect
The other duck. Swift Swims its way to the occasional OHKO with Z-Hydro Pump; outspeeds and Ice Beams cocky dragons lategame. Spreads burns with Scald too and usually dents something before going down.
Garchomp @ Rocky Helmet
Ability: Rough Skin
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Poison Jab
- Protect
Running Rocky Helmet now to bluff Scarf, but not really sure if I should continue (it does get some nice chip damage in pairing with Rough Skin though). EQ because it ruins things under Tailwind, Dragon Claw handles other dragons or hits neutral things like Gastrodon for good damage, Poison Jab really likes to destroy Bulus on the switch.
Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Dazzling Gleam
- Grass Knot
- Protect
I'm in love with the Koko. Discharge spreads Parahax, Dazzling Gleam hits most things pretty well. Grass Knot for Gastrodon instead of the usual HP Ice (because I have plenty o'ice on this team).
Tauros @ Normal Gem
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Giga Impact
- Rock Slide
- Earthquake
- Protect
Junior Z-Mover in training. Intimidate because it's super meta and all the kids have it these days. Max speed + Rock Slide for flinch hax and outspeeding non-Scarf Kartana. Normal Gem Giga Impact hits for 195 base power plus STAB, making it a great surprise kill when Tauros is out of options (does somewhere in the range of 90% to bulky Gastrodon). EQ because why not.
Crabominable @ Fightinium Z
Ability: Hyper Cutter
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Close Combat
- Ice Hammer
- Earthquake
- Protect
My "fuck you, opposing Trick Room" Pokemon. Z-Close Combat OHKOs all variants of Porygon2. Ice Hammer in Trick Room makes me even FASTER and pisses in the face of the dragons sitting behind P2 as I tear through their team with my 43 speed. Hyper Cutter keeps me safe from Intimidate shenanigans. I imagine I could probably rejigger the EVs on this guy a bit; I just threw max Attack for the P2 OHKO (which is a bit excessive) and max HP for the tankiness.
Showdown Replays:
First ever VGC game: http://replay.pokemonshowdown.com/gen7vgc2017-510892476
Trick Room: http://replay.pokemonshowdown.com/gen7vgc2017-511266330
Ducks fly together: http://replay.pokemonshowdown.com/gen7vgc2017-511275809
Rock dat Helmet: http://replay.pokemonshowdown.com/gen7vgc2017-511302969
Late game Z: http://replay.pokemonshowdown.com/gen7vgc2017-511351573
T is for Tailwind: http://replay.pokemonshowdown.com/gen7vgc2017-511366582
Trick Room: http://replay.pokemonshowdown.com/gen7vgc2017-511266330
Ducks fly together: http://replay.pokemonshowdown.com/gen7vgc2017-511275809
Rock dat Helmet: http://replay.pokemonshowdown.com/gen7vgc2017-511302969
Late game Z: http://replay.pokemonshowdown.com/gen7vgc2017-511351573
T is for Tailwind: http://replay.pokemonshowdown.com/gen7vgc2017-511366582
Conclusion:
So yeah, that's my first VGC team. I've had some mild success on the Showdown VGC ladder the last couple days (laddered up to an Elo of 1416 with 61 wins and 33 losses), but please rip me a new one if there's anything obvious I'm missing, or help me out by recommending any better Pokemon for the roles I need, or by suggesting any EV spreads that could be better optimized.
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