VGC '16 TailRoom Team

Sayuri

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    I posted a VGC '16 team a while back, but I've since sacked that one. This is a new team that I'm liking, but looking for improvements on (not in any specific areas, I more just want feedback on how you guys think it will hold up in this meta).

    Also, please note: I did NOT intentionally copy Aaron Zheng when I was building this team! Only after someone bitched at me on Showdown for it did I realise it was the same team as his ('mon-wise) except for Salamence.

    [PokeCommunity.com] VGC '16 TailRoom Team

    Kangaskhan-Mega @ Kangaskhanite
    Ability: Scrappy
    Level: 50
    EVs: 252 HP / 252 Atk / 4 Def
    Brave Nature
    - Double-Edge
    - Protect
    - Hammer Arm
    - Sucker Punch

    My Trick Room Mega of the team. Kangaskhan is a very solid Pokemon in this format and is able to deal with a lot of threats, especially bulky under Trick Room. Not really much to say about this set, though. Double-Edge is used over Return because Return, in my opinion, just doesn't do enough damage anymore. I just feel like Protect is more useful than Fake Out on this team, especially considering the -Speed Nature. Hammer Arm is used to deal mainly with other Kangaskhan and allows my Kanga to function better under TR, as using it halves its Speed.

    [PokeCommunity.com] VGC '16 TailRoom Team

    Salamence-Mega (F) @ Salamencite
    Ability: Intimidate
    Level: 50
    EVs: 252 Atk / 4 SpA / 252 Spe
    Lonely Nature
    - Double-Edge
    - Draco Meteor
    - Protect
    - Tailwind

    My non-TR Mega of the team and my Tailwind setter.
    Salamence is a good Tailwind-setter, imo, because it's very unlikely anyone is going to Taunt a Mega Salamence, and it's got decent natural bulk.
    I decided to run a mixed Lonely set because I wanted to deal lots of damage to the majority of the meta with Double-Edge, but also hit Dragon-types for super-effective damage with Draco Meteor.

    [PokeCommunity.com] VGC '16 TailRoom Team

    Cresselia @ Sitrus Berry
    Ability: Levitate
    Level: 50
    EVs: 244 HP / 164 Def / 100 SpD
    Sassy Nature
    IVs: 0 Spe
    - Skill Swap
    - Trick Room
    - Ice Beam
    - Magic Coat

    Cresselia is Groudon's main partner. She has a -Speed Nature in Sassy to maximize Trick Room potential. She also carries Magic Coat to redirect Dark Void and Taunt (and to protect against Spore, I guess). Skill Swap is there both to give Groudon Levitate (to avoid opposing PBlades or Earth Power) and to reactivate Desolate Land after Kyogre or Rayquaza-M has been sent out. Ice Beam is used over Psychic or anything else to at least get chip damage on a large majority of Pokemon.

    [PokeCommunity.com] VGC '16 TailRoom Team

    Groudon-Primal @ Red Orb
    Ability: Desolate Land
    Level: 50
    EVs: 252 HP / 252 Atk / 4 SpD
    Adamant Nature
    - Precipice Blades
    - Fire Blast
    - Stone Edge
    - Protect

    My Primal, Groudon is an extremely effective and bulky offensive threat.
    The moveset is rather unusual, but it's worked very well for me thus far. Fire Blast is used over Flamethrower for more power, and over Overheat to prevent Special Attack drop.
    Stone Edge is there to mainly deal with Flying-type Pokemon like Talonflame, Salamence, and -1 Defense Rayquaza.
    I run Adamant nature in order to maximize effectiveness both in and out of TR, allowing me to function well under TR and at least Speed tie with other uninvested Groudon/Kyogre out of it.
    The EV spread is a standard 252/252/4.

    [PokeCommunity.com] VGC '16 TailRoom Team

    Palkia @ Life Orb
    Ability: Pressure
    Level: 50
    EVs: 148 HP / 108 Def / 252 SpA
    Modest Nature
    - Earth Power
    - Spacial Rend
    - Gravity
    - Trick Room

    My other Trick Room setter.
    Palkia is also a pretty big threat not only to opposing Groudon, but also Kyogre, as it 4x resists Eruption, Water Spout, and Origin Pulse.
    I settled on Earth Power and Spacial Rend for my two offensive moves. Earth Power KOs uninvested Groudon and Spacial Rend KOs most Dragon-types, like Salamence and Rayquaza-M, as well as other Palkia.
    Gravity is run to maximize the effectiveness of Primal Groudon's attacks, as it allows PBlades to hit Flying-types and gives all of its moves 100% accuracy (as none of them are already). I would have run this on Cresselia, but I opted for Magic Coat instead, and I think it works on Palkia just fine.
    The EVs allow Palkia to potentially survive three PBlades from Primal Groudon and give it decent bulk.
    The reason it's not -Speed or 0 Speed IVs is the same reason as Groudon.

    [PokeCommunity.com] VGC '16 TailRoom Team

    Landorus-Therian @ Choice Scarf
    Ability: Intimidate
    Level: 50
    EVs: 4 HP / 252 Atk / 252 Spe
    Adamant Nature
    - Earthquake
    - Gravity
    - Rock Slide
    - U-turn

    This is the slot that I'm not sure about. Landorus has proven useful, but I feel like something could fit on this team better (possibly even Landorus-I?).
    Standard set, except for Gravity, which is used when I need to counter leads like Talonflame+Xerneas (first thing that came to mind) or something. Like I said, I'm not too happy with this slot and I feel like it could be a lot better.

    Some recent replays with this team (both successful and unsuccessful):
    https://replay.pokemonshowdown.com/vgc2016-316219742
    https://replay.pokemonshowdown.com/vgc2016-316222494
    https://replay.pokemonshowdown.com/vgc2016-316227109

    So, yeah. Any feedback/comments would be appreciated. Thanks! ^^
     
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