Thursday, December 31, 2015

Azumarill the Champion: Last Battle Spot Doubles / VGC 2015 Team




Azumarill the Champion: Last Battle Spot Doubles / VGC 2015 Team
(at least for now)



Artist: Sephirona


Prelude

Going to start off with this team report or RMT (whatever you might call it) with an apology for not posting this team earlier before the new VGC 2016 format was announced. As people are now simulating the VGC 2016 format on Showdown (again no In-Game Ladder though unlikely), I'd assume interest would be moved toward figuring out how to beat Xerneas + Primal Groudon or Scarf Smeargle + Quick Guard. I did plan to post this team and the other team centered around Kang + Volc early December, however the lack of time, testing out some VGC 2016 teams, and of course, not planning out for these team report schedules much sooner. Just a brief notice, this team is based on the Battle Spot Doubles / VGC 2015 formats and the Season 12 of Battle Spot Doubles as the record indicates. I just wanted to post these teams and some fun Battle Spot Doubles teams before I talk about the who VGC 15 format in sorta a review from a Battle Spot Doubles in-game ladder perspective. 


Background + Brief Teambuilding

After playing some Battle Spot Doubles Season 12 with some of the no pentagon Pokemon now available, I want to refocus on making another Mega Salamence / Aegislash / Entei core fir laddering given I've already am familiar with these Pokemon. Immediately I dropped the idea of having Rotom-W on the team given its I wasn't comfortable testing out offensive sets with Life Orb, and the low 50 Base HP. Sure this Pokemon has 107 points in both base defenses, however its not going to live as long with stuff like Mega Kangaskhan, Mega Gardevoir, Dragon-types, Amoonguss, Cresselia, and others who can sponge Rotom-W's attacks. In the end, I wanted a Pokemon who was somewhat bulky enough to take on Dark-, Dragon-, and Fighting-types while still resisted to Fire/Ice-type hits so Aegislash and Mega Salamence can switch on freely. With these features, Azumarill was a prime Pokemon to use with the rise of the Belly Drum variants in response to CHALK teams usage, though I didn't want to use Amoonguss at the time. Eventually AV Azumarrill, though not the most original set for Azu was the main item chose given with its base 100 HP / 80 Def / 80 Sp. Def can take even a STAB Thunderbolt from Thunderus.

Thundurus was my main go-to Electric-type Pokemon at this point given it's ability Prankster to spread Thunder Wave paralysis, and yes, Swagger certain targets when need be. I did notice somewhat of an Rock-/Ice-type weakness especially against a potential sand or rain team with their fast weather attackers. Breloom was the last Pokemon added here since it has Mach Punch to bypass the speed orders and form a duel priority core with Azumarill. With that here's the team in full: 



Team










Salamence-Mega @ Salamencite  
Ability: Intimidate  
Level: 50  
EVs: 44 Atk / 212 SpA / 252 Spe  
Naive Nature  
- Double-Edge  
- Hyper Voice  
- Draco Meteor  / Flamethrower
- Protect  

Milestones
-Standard Mega Salamence (from Cybertron's US Nats Team)
-Outspeeds base 110s and at least speed ties with opposing Mega Mence

Well if anyone had to guess, Mega Salamence is not dead. In fact by the end of the VGC 2015 and Battle Spot Doubles season, Mega Salamence usage did rose likely due it its potential to take on some of the common Pokemon in the formats like Mega Kangaskhan, Heatran, Landorus-T, Amoonguss, (look at that...4/5 of CHALK), and OHKO others like Mega Gardevoir, Charizard Y, or Sylveon with a Aerilate-boosted Double Edge. To be fair, most of these Pokemon can have a coverage option like HP Ice, Pixilate Hyper Voice, fast Dragon STAB, or good old Rock Slide to at least neutralize my Mega. Still regardless of Mence's quad weakness to Ice or Pixlate Hyper Voice, IMO it was the top 2 / 3 Mega Evolution by the end of the season... at least for me. 

Anyways Mega Salamence's EV spread was exactly the same as Cybertron's, however I did test out some other EV's spreads to balance out the damage output of Aerilate Double Edge / Hyper Voice. For some people who don't know, Mega Salamence is arguably among the best mixed attackers in both Battle Spot Doubles and VGC given how hard it hits with either those two attack I've mentioned. Aerliate Double Edge is almost as strong as a Parental Bond Return and deals about 69% to 4 HP Mega Kang. Hyper Voice has been Mega Salamence's cleaning option though not as strong as something like Sylveon or Mega Gardevoir's Hyper Voice due to the lower Sp Atk and lack of a boosting item/status. The main for Hyper Voice is to deal more damage against an Intimidate user like opposing Salamence, Landorus-T, Gyarados, or Scrafty though I have to be careful against Snarl users. Draco Meteor is for opposing Mega Salamence since some of them can breakthrough this team (aka Dragon Dance), however I have to risk the speed tie. Opposing Dragon-types like Hydreigon and Lati@s get hit hard with a Draco Meteor, but usually I scout if these Pokemon have Scarfs outspeed my Mence. Flamethrower was added later on since bar the Entei, my team doesn't fair well against Ferrothorn or even opposing Aegislash. 









Entei @ Shuca Berry  
Ability: Pressure  
Level: 50  
EVs: 132 HP / 116 Atk / 4 Def / 68 SpD / 188 Spe  
Jolly Nature  
- Sacred Fire  
- Snarl  
- Will-O-Wisp  
- Protect  

Milestones:
-Outspeeds both Jolly Lando-T (non-Scarf) and Kang before it Megas.
-Can take a Banded EQ from Adamant Lando-T (and even single target as well).
-Can take one Double Edge from Jolly 252 Atk Mega Kangaskhan.
-Can take three Specs Hyper Voice from Modest 252 SpA Sylveon.

Man this Pokemon has come a long way with me ever since I almost one an online tourney with it, though I failed to deliver for Entei in those battles. Eventually I got another Entei set with Jolly and gave it enough investment to outspeed both Jolly Max Speed Landorus-T or Kangaskhan before it gets the full speed after Mega Evolution. If anyone can tell, this Entei was more of a utility set to allow my Pokemon to take either physical or special hits better with the combination of Sacred Fire, Snarl, and Will-O-Wisp. Sacred Fire is without the best Fire-type move in the game given the 45% chance to burn a target, and yes factoring in the 5% chance to miss as well. Likewise, Entei's task is mainly to burn physical Pokemon like Mega Kangaskhan, Tyranitar, Landorus-T, Mega Salamence, and others with either Will-O-Wisp, or from the Sacred Fire via switch ins. Another thing about Sacred Fire is how it can its a solid option against Focus Sash Pokemom like Breloom, Bisharp, Excadrill, or Terrakion given that most of these Pokemon are weak to Fire-type attacks, or are physical attackers themselves. Snarl is Entei's option to mitigate the amount of damage against both targets so special attackers like Sylveon, Mega Gardevoir, Suicune, Thundurus, Heatran, etc. The only other time I use Snarl is to get a KO against a Pokemon who is down to 1 HP with their Focus Sash, while reducing the other special attack by one stage.  In the end, Entei would probably go down as my favorite Fire-type Pokemon to use in the formats given how much work it can do for my team from a defensive standpoint. Sure I know the format was leaning somewhat in a hyper offense direction, but with Entei mitigating damage, and burning help close out games. 










Azumarill @ Assault Vest  
Ability: Huge Power  
Level: 50  
EVs: 196 HP / 252 Atk / 4 Def / 44 SpD / 12 Spe  
- Waterfall  
- Play Rough  
- Aqua Jet  
- Knock Off  

Milestones:
-Survives a Life Orb Thundurus Thunderbolt bar crit.
-OHKOs Landorus-T and Heatran with Waterfall + Aqua Jet (Intimdiate drop)
-Has a 62.5% chance to OHKO Blade form Aegislash with Knock Off.
-Can live a Solar Beam from Modest Charizard Y.

After some thought about which Pokemon haven't I tried out yet, Azumarill was the only decent Water-type who fits this team somewhat well, specifically with the CHALK matchup. Since Thundurus had Sitrus Berry as its item (I'll discuss this later), Azumarill was given the Assault Vest so it can take most special hits like Pixilate Hyper Voice from Sylveon or a Thunderbolt from Electric-types. Azumarill was my team's primary response to Fighting-type Pokemon bar Breloom/Virizion (both are weak to Mence) given some of these Pokemon tend to carry a coverage option like Ice Punch or Rock Slide. If Salamence/Entei can either Intimidate/burns some key targets while get a couple Snarl drops, then Azumarill can tank most of these mitigated attacks bar crits and can proceed to steamroll against the opposition. Waterfall is one of the best Water-type attacks given the 20%  chance to flinch, though Azumarill doesn't tale advantage of this due to its low speed stat. Then again, Thundurus can Thunder Wave a key target as Azu can paraflinch my opponent with this combo. Regardless if Initimidated,  Waterfall from Azumarill will deal a chunk to most targets, especially against Landorus-T so one Aqua Jet can OHKO the following turn. 

I know in most situations, Landorus-T won't switch unto to an Azumarill, but getting that attack drop is all what my opponent needs to mitigate the damage to his own team. Play Rough is another standard option mostly for Dragons, Fighting, and Dark Pokemon which can potentially OHKO. Knock Off is mostly there for Aegislash and Cresselia, however removing items can help deduce what sets my opponent is running with their team. Finally, Aqua Jet gives the team its first form of priority and often used to take out weaken Pokemon like Excadrill, Tyranitar, Heatran, Landorus-T, or any other Pokemon likely weak to water. Even though I've doubted the power of this Pokemon many times, Azumarill was definitely the MVP for this team in multiple situations where at it has to do is either clean of the game, or at times wrestle out the opposition with its 100 HP / 80 Def /  80 Sp. Def bulk. No matter how many times this Azumarill got hit, it took most attacks and finished off the opposing Pokemon with its STABs or Aqua Jets. 










Breloom @ Focus Sash  
Ability: Technician  
Level: 50  
EVs: 4 HP / 252 Atk / 252 Spe  
Jolly Nature  
- Bullet Seed  
- Mach Punch  
- Spore  
- Protect  

Milestones: 
-Standard Bread-and-Butter Focus Sash Breloom.
-Can OHKO Scarf Tyranitar with Mach Punch.
-Needs three Bullet Seeds to OHKO standard AV Azumarill 
-2HKOs most Water-type Pokemon 

Breloom's task for this team largely to put stuff to sleep with Spore, use its Technician STAB Mach Punch to pick off targets, and Bullet Seed anything else that isn't resistant to Grass-type. Not much to say about Breloom other than why I've started using it lately and before the new format rules where announced. While not as strong as say the other Grass-types like Amoonguss or Ferrothorn from a defensive standpoint, Breloom can win battles off of Spore mind games. Essentially, Breloom can allow at least one free turn for my other Pokemon to get off damage, or even spread their own status option. Catching targets off a switch is essential using Breloom since if they aren't either Grass-types, or even holding Safety Goggles/Lum Berry, this allows for another free turn against Pokemon as it hasn't taken the guarantee turn of sleep.  Breloom was honestly the one of the few Grass-type IMO who can handle Trick Room, Rain, and Sand while maintaining offensive pressure for my team. Breloom has been most helpful against opposing Azumarill-Amoonguss cores since I can either for Bullet Seed or Spore the Azu slot. By the end of the Battle Spot Double Season 12, people started using Sap Sipper Azumarill so now I'd pair Breloom with Salamence, or have Thundurus in the back who can deal deal with both Pokemon. 










Thundurus @ Sitrus Berry  
Ability: Prankster  
Level: 50  
EVs: 252 HP / 160 Def  / 28 SpD / 68 Spe  
Bold Nature  
IVs: 0 Atk / 30 Def  
- Thunderbolt  
- Thunder Wave  
- Swagger  / HP Ice
- Protect  

Milestones:
-EV Spread is based on Thundurus having 30 in Def. 
-Max speed to outspeed Smeargle 
-Takes a Double Edge from Mega Kangaskhan (Jolly)
-Landorus-T's Rock Slide is a 3HKO with Sitrus Berry 

Throughout the year, Thundurus has been a "necessary evil" on most of my teams given how powerful it is with Prankster Thunder Wave, Swagger, Taunt, etc. For this moveset, Thundurus only has Thunderbolt as its main attacking option while I did switch between either HP Ice and Swagger since Landorus-T can be annoying for this team. Again I wanted Thundurus to spread as much paralysis against faster Pokemon given my team is still considerably slow to middling speed. Swagger I'll admit has been my safe-net in case something "goes wrong" and we need to get ourselves out of the negative odds. There is a stigma with Swagger given that its mainly used to either ensure special attackers don't attack as often, or hope to whoever +3 Kangaskhan faints itself. I will say relying on Swagger immediately against physical attackers is risky given you've just powered up a Kangaskhan or Landorus-T to +2 and both have 50/50 odds of OHKOing something, which is still great odds. Personally, Swagger isn't broken as one might think in doubles as the opponent can either switch out or have an item like Lum Berry to take the Swagger. Many battles I have to assume that Swagger won't work and I've only used it as a supplement like pairing it with Thunder Wave. Yes it sound like a dick move to paraconfusion someone, but I'm reducing the chance for them to be immobile (either from paralysis or confusion) for the rest of the at least one turn. In the end, Thundurus has been a great asset in buying almost pseudo free turns while maintaining speed control. 









Aegislash @ Leftovers  
Ability: Stance Change  
Level: 50  
EVs: 236 HP / 12 Def / 92 SpA / 100 SpD / 68 Spe  
Modest Nature  
IVs: 0 Atk  
- Shadow Ball  
- Flash Cannon  
- Substitute  
- King's Shield  

Milestones:
-Same set from Kang + Volc team

I'm not going to discuss this Aegslash set for the team since it kinda obvious Aegislash is my Substitute attacker with STAB Shadow Ball and Flash Cannon to hits their intended targets. One thing I'll say is Aegislash has a better chance at stall out matches against opposing Kangaskhan provided I've burnt it with Entei so and about like 4 battles have come down to this scenario.  One thing I'll say is drawing Aegislash on the field will often force them to bring a response to it like their Fire-type/Ground-type Pokemon ( i.e Heatran, Landorus-T, Blaziken, Tyranitar, etc).  Azumarill pairs well in these situations for Aegislash as my opponent usually has to deal with the Azu first but might give Aegislash a free Substitute.  Given Aegislash massive defense stats and a plethora of resistances/immunities, it only becomes harder to take downe when anyone factors in all the potential burns, attack drops (Intimidate), or Snarls for either Mega Salmence or Entei.  Aegislash is honestly been the most consistent member of the team to day and likely will find itself in some of my new VGC 2016 teams. 




Highest Record with this Team 


(With my OR Cartidge) 



Final Thoughts/Conclusion

So there you have it, my last serious VGC 2015 / Battle Spot Doubles team I'll use in awhile. If there was one thing I've purposely disregarded in the article, its the lack or no mentions of any of the "No-Pentagon" exclusive Pokemon Aka Sheer Force Landorus, Defiant Thundurus, or Seismic Toss Kang. If anything, I didn't encounter any of those teams until I reached the 1800 on a couple occasion until I stopped around 1810.Of the all the exclusive No Pentagon Pokemon, Defiant Thundurus and Eruption Heatran are the most concerning, however I've only encountered them as I laddered with my Alpha Sapphire team. Well as stated earlier, I'm probably going to give sorta a review of my time with the VGC 2015 and Battle Spot Doubles formats around January regarding how I felt about the year. This team might be revisited, but only for any somewhat grassroot/unofficial tourney using Battle Spot Doubles rules since I could have made some improvements here and there, but as stated multiple times I'd rather focus on VGC 2016. If there is time, I might even go to the local Anaheim Regionals to see how I fare against other people, though I want to prepare as much as possible. 

Well I guess I'll leave this one last note... have a great 2016 year!

Wednesday, December 30, 2015

PFA: Week 7


Week 7: Vs Zigzagger456





Mississauga Mences: Mega Pinsir, Skarmory, Weavile, Vaporeon, Galvantula, Nidoking, Delphox, Registeel, Granbull, Rhydon, Mismagius, Sawk

After one of the closest battles fought in the PFA, the LA Nidokings are now 6-0 with a guarantee positive record in the 11-game season. Last week, we took on the the upstart Mississauga Mences coached by Zigzagger456 who sport a 2-4 record for the season. Initially, Zigzagger had an good 2-0 start but lost a series of close games and now he has to battle me for a chance to get a win and a huge upset. Looking at his team, Zigzagger has a great wall core in Skarmory, Vaporeon, Registeel, Intimidate Grandbull, and Evolite Rhydon. Rounding off Zigzagger's main offense is his Mega Pinsir, Sheer Force Nidoking (to add has been doing extremely well under his care), a Pursuit trapping Weavile, a Sticky Web user in Galvantula who threatens Manaphy,  and his other three Pokemon. Delphox was sorta an X-factor given it can use Power Herb Solar Beam to hit my Manaphy for immediate super effective damage. Mismaguis was another Ghost-type Pokemon that my team somewhat struggles against given I have no Pokemon to take a resisted Ghost-type hit, and lets not forget Destiny Bond nor Sub-Nasty Plot sets. The last Pokemon from his team was Sawk and it has access to Sturdy so if for whatever reason I don't get up rocks, Sawk has  a free Focus Sash. 

Here's the thing, most of these Pokemon are handled considerably well against either Jirachi, Mega Manetric, Arcanine, and even Manaphy. For sure, I knew he'd prepare for the Manaphy given I've gotten 7 kills and only 1 death this entire season so far. Here I made the bold decision not to bring it given he has Galvantula, a Haze user in Vaporeon, an uncertain revenge killers in Power Herb Delphox, Scarf Sawk/Nidoking, Weavile, or a Destiny Bond using Mismagius. At the same time, Mega Pinsir has a poor matchup against my team given that Mega Manetric/Arcanine can Intimidate, and follow suit with a Electric/Fire move. Crobat can easily revenge kill most of his team including Mega Pinsir with a Brave Bird and has Defog to get rid of hazards for my team. Nidoqueen was another threat that I could have brought, but didn't given he has stuff that can outspeed Nidoqueen. Jirachi actually looks viable in this matchup as it can setup against most of his Pokemon and potentially sweep (I'll get to the sets in a bit). There were other Pokemon I wanted to use, but in the end I felt these 6 were my best to use:

Team I used:
  • A standard Mega Manetric set with Thunderbolt, Volt Switch, Overheat, and HP Ground, to most of Zigzagger's teams for super effective damage. I've gone over M-Manetric so not much to say.
  • Leftovers Jirachi wasn't used much in this matchup, so I guess I'll keep the set secret on the EVs for now other than the fact it knew Psychic, Ancient Power, Substitute, and Calm Mind. (However proved to be an extreme viability... partly because of the Holidays and my lack of prep for this match.)
  • Black Sludge Crobat was again designated for a utility purpose with Brave Bird, Super Fang, Roost, and Defog. The last move, Defog was to ensure no hazards would be on both sides though Zigzagger has Spikes, Stealth Rocks, and Sticky Web support. 
  • A defensive Leftovers Arcanine with STAB Flamethrower, Extreme Speed priority, Will-O-Wisp (originally Toxic but changed last second), and Morning Sun. I was kinda unsure if Wild Charge was the better option given the Vaporeon was likely coming, however I concluded that residual damage from rocks + burn would be enough hamper Vaporeon along with Mega Manetric. 
  • A utility Uxie designed to counter the Nidoking with Psychic, U-turn, Knock Off, and Toxic. Again Psychic is for Nidoking, U-turn is to switch out to do some chip damage against Weavile, Knock Off is to remove any item, and Toxic was for Vaporeon. 
  • Finally after a long hiatus, we have our Mixed Wall, Regirock with Stealth Rocks, Earthquake, Rock Slide, and Drain Punch. Not much to say but Regirock is my rock setter so it will see some action especially against his physical mons  like Granbull, Registeel, Delphox, Mega Pinsir, and Weavile.


He Brought: Weavile, Skarmory, Vaporeon, Galvantula, Granbull, and Sawk



DISCLAIMER (Before "Match 2): There Was ONE Disconnect

Now this post isn't to be any actions against Zigzagger at all. What happen was Zigzagger's home computer went out and thus we lost an entire battle which SPOILERS: I was in control most of the match. The hax was somewhat even, however there was a turn where I went for Thunderbolt against Vaporeon, and got parahax (10% chance and 25% chance to not move) so like 2.5% for this scenario to happen. Did it matter, yes no doubt. Earlier in the 1st battle, I went for a Toxic against Vaporeon with Uxie and it missed. This issue with that miss was that Vaporeon would have gotten worn down  considerably though I think Zigzagger would have been in the same position where Vaporeon has taken about a good chunk of HP against it. Crobat in this battle got Scald burned and we both got useless crits like a crit Overheat against Galvantula from Mega Manetric, though the Electric/Bug Pokemon already took a Thunderbolt damage. In the end, we both made this compromise and follow suit with the second battle. 




The Match: FG7G-WWWW-WW3A-4Q3X
(Not gonna explain everything, just the important stuff that influenced the battle).

  1. Recreation Up to Turn 3: In the end, Mega Manetric got a "free kill" to resemble what happen with the first battle. Yes I did get a Thunderbolt crit, it doesn't change the fact I honored my agreement and went for Overheat.
  2. Crit Stone Edge on Mega Manetric Early On: Out of all the amount of crits I received against me (except possibly in the end), Mega Manetric gets hit with a crit Stone Edge and is taken to 43 HP. I had sent in Uxie to take on Sawk but it taken too much damage from consecutive Stone Edge crits, then when I went for Knock Off, I figured out Sawk was Choice Banded and not Scarf. I'm 100% sure however had I didn't went for Knock Off against the Sawk, I'd would have the impression it was Scarf, however I believe that Mega Manetric would have fainted as a result even with the Intimidate drop. Either way this proved extremely advantageous for Zigzagger throughout the match.
  3. Removing  Hazards and Maintaining Hazards: After switching into my Jirachi, I realized I had to get rid of the Sticky Webs and Spikes at any cost. Crobat was able to Defog the hazards away from my end and gave my Pokemon some breathing room. The main object was to setup rocks that my opponent is incline to use Defog and eventually allow a free switch into Mega Manetric. Once Skarmory is out of the way, I can easily maintain my rocks on the field and pressure Weavile, Vaporeon, and Granbull into a point where any one of my Pokemon can knock them out. 
  4. Granbull + Vaporeon Much Harder to Crack: Here's where I pretty much "messed up"; overestimating both Granbull and Vaporeon's overall bulk. My lord... this battle proved to me that when dealing with wall, you need to have more than one response for them otherwise all they have to do is faint the Pokemon that beats their walls. Though Mega Manetric wasn't at all out of the picture...yet, the fact that Ziggzagger stayed in on his Sawk and ensure that either a Scald or Play Rough/EQ can take out my Mega.  Going back to these two, turns out Granbull carries Heal Bell to maintain everyone healthy from status while Vaporeon has Roar, though revealed in the first battle. In the first battle, Mega Manetric was able to break these two with repeated Thunderbolts against Granbull as it swapped in, and an unfortunately parahax T-Bolt which for sure won me the game. Now these two have more leeway against my own team. Vaporeon was the biggest issue here given it was able to Wish-Protect to regain Leftovers and about 50% of its health or an ally. Crobat can do 50% damage to either with Super Fang, however Vaporeon can easily stall me out with Wish-Protects to where Zigzagger attempt to get a burn. Out of all 4-5 time, this didn't occur. 
  5. Mega Manetric OHKO and 50/50 Play Following: At one point, Mega Manetric finally gets a free switch in on the Skarmory,gets a kill with T-bolt, and Zigzagger is forced to send it Weavile. This was essentially a 50/50 given that Zigzagger either goes for the Ice Shard for the safe play, goes for Pursuit against my Mega Manetric attempting to hard switch, or what I did the end, try to counter the Pursuit with an Overheat so I can KO Weavile and ensure speed supremacy with Crobat and my Mega. Unfortunately, Zigzagger goes for the correct play and kills off my Mega Manetric with Ice Shard. While this gave Zigzagger a slight edge in speed, Crobat can still outspeed the Weavile given its near max speed. 
  6. The 20-30 Turn Stalemate: I've tried to burn both Vaporeon and Granbull, however learned Granbull has Heal Bell which proved rather annoying for the battle. Since Uxie was severely weaken to Banded Stone Edges, there was no way to at least Toxic the Vaporeon and continued to be a nuisance throughout the battle. Arcanine's Extreme Speed, both Crobat's Brave Bird/Super Fang, and setup Jirachi weren't enough to stop Wish Vaporeon with Roar. I did switch into Jirachi for some turns, but I realized that Ancient Power wasn't going to OHKO Weavile without it taking another Stealth Rock switch in. There was one thing I realized during this stalemate: if Vaporeon faints, or gets low in HP, I would win the battle. Same can be said to my opponent as all he has to do is KO Crobat and Arcanine and the battle is determine if Jirachi can sweep and get an Ancient Power boost. 
  7. Turning Point: The main turning point of the battle comes around turn 28-38 when I switch out my Crobat into Regirock to get up Stealth Rocks. Granbull reveals Thunder Wave, and suddenly I feel a bit confident in the direction of the battle, of course if I can get up rocks. After getting parahax and receiving a critical hit in two turns, Regirock finally gets up rocks which are forever on his side of the field. Around this time, Crobat battles Vaporeon yet again, however from the Stealth Rock switch in + burn its not going to last as long. My opponent decides to switch out Vaporeon for Granbull in hopes of paralyzing my fastest Pokmon. This plan backfires as even with the Intimidate drop, Crobat 2HKOs Granbull with Brave Bird. Now Vaporeon has no way to get rid of the burn at all and has to Wish-Protect to maintain health, but unfortunately for it has taken to much HP. 
  8. Initiating Endgame: By the time Granbull was gone, Weavile comes in to revenge kill Crobat, though fails to do so as Arcanine switches in. Weavile takes about 35% damage with the combination of Life Orb and Stealth Rocks and is forced out into Vaporeon. Arcanine goes for Extreme Speed and it looks as though Vaporeon cannot take 2 Extreme Speeds, though this was likely a roll in my favor with the burn and rocks damage stacking up. Here Zigzagger makes a questionable play and goes for into Sawk, however instead of going for Wish-Protect. Now Vaporeon is low to where an Extreme Speed or Brave Bird can OHKO. In fact Crobat wins the game for me by just clicking Brave Bird.
  9. Final Turns: Uxie is sacked for my free Crobat switch in, and now it Brave Birds everything to dead. First came the Sawk and I knew it wasn't Scarf after taking off the Band earlier in the match. Weavile switches in, and crits my near Max Hp Crobat with a LO Ice Shard. This sorta made me upset at first, but I realized Weavile can't switch in anymore so Arcanine can easily Extreme Speed it for a KO. Vaporeon is Zigzagger's last Pokemon but can't live an E-Speed from the range its at. After a long 45 turn battle, the LA Nidokings stay undefeated with 7-0, with Mega Manetric, Crobat, and Arcanine netting 2 kills each.

Final Thoughts

I'll keep this section a bir shorter than usual, but lets cut to the chase. If anyone notice the battle, the Stone Edge crit on Mega Manetric place my plans backwards as Mega Manetric wasn't as much of a threat compared in the first battle where it got 3 kills before the DC happen. Honestly if I was able to preserve M-Manetric, when all I had to do was faint the Weavile and weaken the Vaporeon below 50%. Of course, Vaporeon still has Roar, though I'd probably pressured it enough so its was forced into Wish-Protect stances. There is one thing I don't understand from Zigzagger from all these Wish-Protect turns. Even as I made my move in a matter of less than 45 secs at times, he took like a minute or so to just use Wish-Protect, which honestly I understand that one of his own win conditions was stalling me while having a healthier team than the other once the timer hit zero.  To be fair, this match might have gone to timer if Vaporeon wasn't swapped in for Sawk. I guess Zig was trying to break my team's defense. Regarding the whole stalemate situation, if Arcanine had Wild Charge, a move I completely overlooked for this match, then I'd probably would have beaten the Vaporeon at varies times it switched in.

 Definitely the MVP was Crobat despite the crit Ice Shard from LO Weavile,  though I could have preserved Crobat and switched in Arcanine instead. The reason I'd award Crobat the MVP for this battle is because it took on most of Zigzagger's team from both an offensive and defensive standpoint. Crobat was the reason why Zigzagger was unable to gain any momentum as it restored HP with Roost, Super Fang his walls, and Brave Bird to maintain momentum. Funny enough, Crobat could have lived the Ice Shard from LO Weavile and taken both faints away from Arcanine, though again the crit happen. Arcanine did a fantastic job in walling his main offensive core, Defogging hazards away, and even wearing down Vaporeon to which fainted to an Extreme Speed the last turn. Mega Manetric was great in this battle, though the crit Stone Edge and the Ice Shard KO made this battle longer than it should. 

In the end, this game proved I need to figure out how to prepare against team cores who can fairly match up well against my own.  This will likely be the case in the next battles that follow suit, but for now I'm glad we were able to get a win and a good game from Zigzagger. Yeah I guess I'm still sour about the DC, but things happen and at least Mega Manetric proved useful in both battles and I was kinda doubting it for a bit. Now I'm certain that both Mega Manetric and Crobat can do work when needed in such long battles. 

Conclusion

Not much do go on here, but the LA Nidokings are now 7-0 and are in playoffs with this win. Funny thing happen this week that all the two 5-1 teams lost to the other two 4-2 teams so the playoff race just got heated with 4 teams being 5-2 records. The next few battles I think are going to be a prelude of how the eventual playoff standings will evolve into in the coming weeks so I cannot drop my guard down. Anyways, see you all later!

Sunday, December 27, 2015

Early VGC 2016 Format Summary: A Short Guide to the Restricted Pokemon


Early VGC 2016 Format Summary



Its been about a few weeks since the VGC 2016 format was released since the 9th of December. While an official ladder for Battle Spot Special hasn't been announced, players can already test out team cores, ideas, and sets with the new and old Restricted Pokemon of the format. Originally, I was planning on making sorta a tier list of all the legendary Pokemon, or at least my thoughts on each of the individual Pokemon. After some thought, the new format was just announced a few weeks ago and people have yet to understand or figure out potentially viable strategies for each Restricted Pokemon so I've decided to categorize them based on the following: Name (and form), Typing, Ability, BST, Weaknesses,  Resistances, Notable Feats, Issues, and Attacks/Moves. To be honest, I didn't organize the Pokemon based on their usage, order in the Dex, or viability (though somewhat unlikely), but based on the first Restricted Pokemon I used on Showdown while testing so the top Pokemon placed are biased. Please bear with me as I won't likely list down every flaw from each Pokemon apart from the common weaknesses and notable traits. I'll have a more formal and finalized opinion about each of the Pokemon in the coming months as most VGC players will, but for now here's a list of all the Restricted Legends. 

Note 1: I recommend for anyone to see Pokemon Strategy's 2016 preview section as well for their take on the Legendary Pokemon. 

Note 2: For "notable moves", I chose not to list down certain attacks like Substitute, Protect, Hidden Power, etc or basically attacks most Pokemon can learn. Again not every single attack will be jotted down for the sack of the a simple list. 

Note 3: Abilities have a link to their Bulbapedia page so anyone can review them in full. 

Note 4: When I mention "low" for a particular stat, this means that certain stat isn't as impressive compared with other Restricted Legends, Mega Evolutions, and even regular Pokemon. For example, a base 90 Sp Def stat from Primal Groudon is above average compared to regular Pokemon with often lower Sp. Def, however is considerable not comparable to the others Legends like Ho-oh or Primal Kyogre who have their Sp.Def stats at 154 and 160 respectively. 



Full List of "Restricted Legends"

Primal Groudon

Typing: Ground / Fire
Ability: Desolate Land 
Base Stat Total: 100 HP / 180 Atk / 160 Def / 150 Sp. Atk /  90 Sp. Def / 90 Spe
Weaknesses: Ground (2x), Water (4x) (if Desolate Land is removed)
Resistances: Poison (0.5x), Fire (0.5x) , Bug (0.5x) , Steel (0.5x) , Fairy (0.5x)
Immunity: Electric, Burns, "Electrical" paralysis, Water (if Desolate Land is up)
Notable Feats: Must carry the Red Orb to undergo Primal Reversion. ; Strongest Ground/Fire STAB attacker in the   game. ; With its ability, all Water-type moves "evaporate" and cancel out with Desolate Land. Effects of Sun are remain unchanged such as Fire boost and 1-turn Solar Beams. ; Highest Defense stat among the Restricted Legends. ; Incredibly versatile Pokemon from a physical/mixed/special attack to a defensive pivot. 
Notable Issues: Low Special Defense and Speed compared to other Restricted Pokemon. ;  Needs to be careful against Pokemon who can reverse, nullify, or reset "primal weathers" with Role Play, Skill Swap, Gastro Acid, Worry Seed,       etc. ; Abilities like Air Lock and Cloud Nine will allow for any Pokemon on the field to use a quad super effective Water-type against against Primal Groudon. ; Special Ground-type attacks like OHKO, or heavily damage Primal Groudon unless its invested heavily into Sp. Def. ; Primordial Sea will make a Fire-type attacks useless though Groudon can easily use its STAB Ground-type attacks instead. 
Notable Moves: Earthquake, Precipice Blades, Eruption, Fire Punch, Flamethrower, Earth Power, Iron Head, Overheat, Dragon Claw, Thunder Wave, Rock Slide, Dragon Pulse, Solar Beam, Thunderbolt, Dragon Pulse, etc.





Xerneas

Typing: Fairy
Ability: Fairy Aura
Base Stat Total: 126 HP / 131 Atk / 95 Def / 131 Sp. Atk /  98 Sp. Def / 99 Spe
Weaknesses: Poison (2x), Steel (2x)
Resistances: Fighting (0.5x), Bug (0.5x), Dark (0.5x)
Immunity: Dragon
Notable Feats: Power Herb item will make Geomancy a one-turn setup. ; Strongest Fairy-type attacker if setup with Geomancy. ; Fairy Aura will boost the power of all Fairy-type moves used on the field including that of Xerneas, its allies, and opposition by 1.33x. 
 Notable Issues: Doesn't reach the base 100 speed threshold (though mitigated with Geomancy). ; Most Steel-type Pokemon can wall Xerneas like Aegislash, Ferrothorn, Mega Metagross, etc if Xerneas doesn't have the proper     coverage. ; Weak to Steel and Poison moves which are somewhat uncommon. ;  Geomancy setup can be exploited with moves like Taunt, Knock Off (makes Geomancy a 2-turn setup if Power Herb is removed), Encore, etc. ; Geomancy sets will be prime targets for Thunder Wave/Swagger and opposing speed control setup (Tailwind/Trick Room). 
Notable Moves: Geomancy, Moonblast, Dazzling Gleam, Thunder, Focus Blast, Gravity, Hidden Power (Likely Ground/ Fire), Psychic, Close Combat, Heal Pulse,  Grass Knot, Flash Cannon, Aurora Beam (only Ice move bar HP Ice), etc. 


Primal Kyogre

Typing: Water
Ability: Primordial Seas
Base Stat Total: 100 HP / 150 Atk / 90 Def / 180 Sp. Atk /  160 Sp. Def / 90 Spe
Weaknesses: Grass (2x), Electric (2x)
Resistances: Steel (0.5x), Fire (0.5x) , Water (0.5x)
Immunity: Fire (if Primordial Sea is up)
Notable Feats: Must carry the Blue Orb to undergo Primal Reversion. ; One of Strongest Water STAB attacker in the game. ; With its ability, makes all Fire-type moves bar Will-O-Wisp useless and has the same effects as rain.
Notable Issues: Rather low Defense and Speed compared with the restricted Pokemon. ; Desolate Land makes all its Water-type attacks useless unless Primal Kyogre resets the weather or an ability-changing move is used. 
Notable Moves: Origin Pulse, Water Spout, Scald, Ice Beam, Thunder, Thunderbolt, Calm Mind, Psych Up, Earthquake, Icy Wind, Thunder Wave, Waterfall, Rock Slide, Ancient Power, etc







Mega Rayquaza

Typing: Dragon / Flying
Ability: Delta Stream
Base Stat Total: 105 HP / 180 Atk / 100 Def / 180 Sp. Atk /  100 Sp. Def / 115 Spe
Weaknesses (With Delta Stream): Ice (2x) , Dragon (2x) , Fairy (2x)
Resistances (With Delta Stream): Electric (0.5x), Fighting (0.5x), Bug (0.5x), Fire (0.5x), Water (0.5x), Grass (0.25x)
Weaknesses (Without Delta Stream): Ice (4x), Dragon (2x), Fairy (2x), Rock (2x)
Resistances (Without Delta Stream): Fighting (0.5x), Bug (0.5x), Fire (0.5x), Water (0.5x) ,Grass (0.25x)
Immunity: Ground
Notable Feats: Must have the move Dragon Ascent to Mega Evolve. ; Can hold items. ; Strongest STAB Dragon/ Flying attacker. ; Essentially a "Dragon-type" when Delta Stream is up. ; All Flying-type Pokemon on the field including Mega Rayquaza are receive less damage dealt by super effective hits like Ice/Rock/Electric. 
Notable Issues: Mega Rayquaza's signature move, Dragon Ascent will drop its defenses by one stage per use, therefore making the Restricted Legend/Mega easy to take out. ; Ice-type attacks will still hurt Mega Rayquaza despite Delta Stream. ; Users who have Mega Rayquaza will take up a restricted slot. ; Weak to Geo-Herb Xerneas (gonna be a common theme for some Dragon-types). 
Notable Moves: Dragon Ascent, Extreme Speed, Draco Meteor, Dragon Claw, Waterfall, Thunder, Flamethrower, Overheat, Ice Beam, Dragon Dance, Earthquake, Iron Head, Sky Drop, etc. 










Dialga

Typing: Dragon / Steel 
Ability: PressureTelepathy (must be with a Modest nature)
Base Stat Total: 100 HP / 120 Atk / 120 Def / 150 Sp. Atk /  100 Sp. Def / 90 Spe
Weaknesses: Fighting (2x), Ground (2x)
Resistances: Normal (0.5x), Flying (0.5x), Rock (0.5x), Bug (0.5x), Steel (0.5x), Water (0.5x), Grass (0.25x), Electric (0.5x), Psychic (0.5x)
Immunity: Poison, Most Ally attacks (with Telepathy) 
Notable Feats: Arguably the legend with the most Resisted/Immunity in the format. ; Adamant Orb allows for a 1.2x boost to all its Dragon / Steel type attacks. ; High 150 Base Special Attack 
Notable Issues: Considerably slow compared to other Restricted Legends. ; Fighting/Ground-type attacks are rather common, Telepathy Dialga is limited in distribution and only available via Japanese event. 
Notable Moves: Draco Meteor, Dragon Pulse, Trick Room, Aura Sphere, Earth Power, Thunder, Flash Cannon, Power Gem, Metal Burst, Flamethrower, Ice Beam, Gravity, Magnet Rise, etc. 










Yveltal

Typing: Dark / Flying 
Ability: Dark Aura
Base Stat Total: 126 HP / 131 Atk /  95 Def / 131 Sp. Atk /  98 Sp. Def / 99 Spe
Weaknesses: Fairy (2x), Ice (2x) , Electric (2x) , Rock (2x)
Resistances: Ghost (0.5x) , Dark (0.5x), Grass (0.5x)
Immunity: Ground, Psychic 
Notable Feats: Strongest Foul Play / Sucker Punch STABs in the game. ; Dark Aura will boost the power of all Dark-type moves used on the field including that of Yveltal, its allies, and opposition by 1.33x. 
Notable Issues: Weak to common type attacks  (see Weaknesses). ; Xerneas wall Yveltal almost completely. ; Doesn't reach the base 100 speed threshold. ; Lack of coverage hurts Yveltal against facing Fairy-types like Xerneas.
Notable Moves: Foul Play, Sucker Punch, Dark Pulse, Oblivion Wing, Hurricane, Taunt, Snarl, Disable, Heat Wave, Tailwind, Sky Drop, etc.











Giratina-Origin 

Typing: Ghost / Dragon
Ability: Levitate
Base Stat Total: 150 HP / 120 Atk /  100 Def / 120 Sp. Atk /  100 Sp. Def / 90 Spe
Weaknesses: Ghost (2x), Dragon (2x), Ice (2x), Dark (2x), Fairy (2x)
Resistances: Fire (0.5x), Water (0.5x), Grass (0.5x), Electric (0.5x), Bug (0.5x), Poison (0.5x)
Immunity: Normal, Fighting, Ground (Levitate) 
Notable Feats: Must carry Griseous Orb to maintain Origin Form and cannot be knock off ; Griseous Orb gives Giratina-Origin a 1.2x boost in its Ghost / Dragon STABs / Can potentially wall both Primal Groudon + Mega Kangaskhan
Notable Issues: Weak to rather common type attacks (see Weaknesses). ; Rather slow compared to most Restricted Legends, ; Dragon-types + Fairy Pokemon (Xerneas) are common in this format. ; Limited to using Griseous Orb and not any other item. 
Notable Moves: Shadow Force, Shadow Ball, Will-O-Wisp, Tailwind, Draco Meteor, Dragon Pulse, Thunder, Shadow Sneak, Earth Power, etc. 













Giratina-Altered 

Typing: Ghost / Dragon
Ability: Pressure / Telepathy (Must be with a Brave nature). 
Base Stat Total: 150 HP / 100 Atk / 120 Def / 100 Sp. Atk /  120 Sp. Def / 90 Spe
Weaknesses: Ghost (2x), Dragon (2x), Ice (2x), Dark (2x), Fairy (2x)
Resistances: Fire (0.5x), Water (0.5x), Grass (0.5x), Electric (0.5x), Bug (0.5x), Poison (0.5x)
Immunity: Normal, Fighting
Notable Feats: "Bulkiest Ghost-type in the game not named Aegislash." ; Can hold a unique item other than its Griseous Orb. ; One of the best defensive Pokemon available from the Restricted Legends. 
Notable Issues: Lack of offensive pressure without setup might not be worth restricted slot. ; Weak to common types (see Weaknesses). ; Low Speed ; Hidden Ability only available with Brave Nature and is limited in distribution. 
Notable Moves:  Shadow Ball, Will-O-Wisp, Tailwind, Draco Meteor, Dragon Pulse, Thunder, Shadow Sneak, Earth Power, Hex etc. 









Palkia

Typing: Dragon / Water 
Ability: Pressure / Telepathy (must be with a Timid nature) 
Base Stat Total: 90 HP / 120 Atk / 100 Def / 150 Sp. Atk /  120 Sp. Def / 100 Spe
Weaknesses: Dragon (2x) , Fairy (2x) 
Resistances: Water (0.25x), Fire (0.25x), Steel (0.5x) 
Immunity: Most Ally attacks (with Telepathy) 
Notable Feats: Lustrous Orb allows for a 1.2x boost to all its Dragon / Water type attacks ; Fastest of the Sinnoh Legends and can outspeed cover XY/ORAS Legends. ; High 150 Base Special Attack
Notable Issues: Desolate Land will make Water-type STABs useless. ; Somewhat frail on the physical end. ; Weak to common Dragon-type attacks and Xerneas. ; Hidden Ability is limited in distribution.
Notable Moves: Draco Meteor, Dragon Pulse, Spacial Rend, Trick Room, Hydro Pump, Surf, Aura Sphere, Earth Power, Thunder, Power Gem, Flamethrower, Ice Beam, Gravity, etc.










Mewtwo

Typing: Psychic 
Ability: Pressure 
Base Stat Total: 106 HP / 130 Atk / 90 Def / 154 Sp. Atk / 90 Sp. Def / 130 Spe
Weaknesses: Dark (2x), Bug (2x), Ghost (2x) 
Resistances: Psychic (0.5x), Fighting (0.5x)
Immunity: None
Notable Feats: Only "Mewtwo" that isn't restricted of a Mega Stone slot ; Can hold items. ; Widest movepool of the restricted legends ; Among the fastest natural Pokemon in the game. ; Has respectable attack and one of the highest Special Attack in the game.  
Notable Issues: Rather frail on both defensive and special defensive ends. ; Weak to Sucker Punch priority, other Dark-types attackers like Yveltal. ; Can be walled by either Aegislash/Giratina/Lugia/Cresselia without some coverage option 
Notable Moves: Psychic, Psystrike, Thunder, Aura Sphere, Dark Pulse, Shadow Ball, Ice Beam, Flamethrower, Low Kick, Trick Room, Earth Power, Gravity,  etc 










Mega Mewtwo X

Typing: Psychic / Fighting
Ability: Steadfast
Base Stat Total: 106 HP / 190 Atk / 100 Def / 154 Sp. Atk / 100 Sp. Def / 130 Spe
Weaknesses: Dark (2x), Ghost (2x). Fairy (2x)
Resistances: Psychic (0.5x), Rock (0.5x)
Immunity: None
Notable Feats: Strongest Fighting-type Pokemon (including Megas)  ; Yields the highest Attack of all Megas ; Widest movepool of restricted legends. 
Notable Issues: Lack of a strong, reliable Fighting-type move other than Low Kick. ; Can potentially be walled by either Aegislash/Giratina/Lugia/Cresselia without some coverage option. ; Weak to Xerneas 
Notable Moves: Psychic, Psystrike, Thunder, Aura Sphere, Dark Pulse, Shadow Ball, Ice Beam, Flamethrower, Low Kick, Trick Room, Earth Power, Gravity, Low Kick, Drain Punch, Zen Heabutt, Rock Slide, Earthquake, etc 











Mega Mewtwo Y

Typing: Psychic 
Ability: Insomnia
Base Stat Total: 106 HP / 150 Atk / 70 Def / 194 Sp. Atk / 120 Sp. Def / 140 Spe 
Weaknesses: Dark (2x), Bug (2x), Ghost (2x) 
Resistances: Psychic (0.5x), Fighting (0.5x)
Immunity: None
Notable Feats: Yields the highest Sp. Atk of all Megas with high attack stat as well ; Immune to Dark Void, Spore, Sleep Powder, and other sleep-inducing moves. ;  Faster than Mega Gengar. ; Fastest natural Mega and Pokemon in the format (without Scarf or boosts). 
Notable Issues: Extremely frail from its physical defense. ; Weak to Sucker Punch priority, other Dark-types attackers like Yvetal. ; Cannot hold items compared to base form and restricts a Mega slot in battle. 
Notable Moves: Psychic, Psystrike, Thunder, Aura Sphere, Dark Pulse, Shadow Ball, Ice Beam, Flamethrower, Low Kick, Trick Room, Earth Power, Gravity, etc 










Ho-oh

Typing: Fire / Flying 
Ability: Pressure
Base Stat Total: 106 HP / 130 Atk / 90 Def / 110  Sp. Atk /  154 Sp. Def / 90 Spe
Weaknesses: Rock (4x), Electric (2x), Water (2x)
Resistances: Fighting (0.5x), Bug (0.25x), Steel (0.5x), Fire (0.5x), Fairy (0,5x), Grass (0.25x)
Immunity: Ground, Burns
Notable Feats: Sacred Fire has a 50% (or 45% factoring when it  misses) chance to burn targets ; Resists most of Xerneas moves bar Thunder ; Second-Best "Bird Spam" Pokemon in the game (other than Mega Ray). 
Notable Issues: Quad weak to Rock-type attacks like Rock Slide/Stone Edge will make Ho-oh falter. ; Low Defense and Speed compared to Restricted Legends ; Weak to common types  in the format (see Weaknesses) ; Somewhat shallow movepool. 
Notable Moves: Sacred Fire, Brave Bird, Roost, Substitute, Calm Mind, Punishment, Thunder, Earthquake, Sky Drop, Will-O-Wisp, Thunder Wave, Psychic, Shadow Ball, Fire Blast, Flamethrower, Punishment, Giga Drain, Earth Power, Tailwind, etc. 











Lugia

Typing: Psychic / Flying 
Ability: Pressure
Base Stat Total: 106 HP / 90 Atk / 130 Def / 90 Sp. Atk /  154 Sp. Def / 110  Spe
Weaknesses: Rock (2x), Electric (2x), Ice (2x), Ghost (2x), Dark (2x)
Resistances: Fighting (0.25x), Grass (0.5x), Psychic (0.5x)
Immunity: Ground
Notable Feats: One of the most defensive Pokemon in the format ; Can outspeed most restricted Pokemon bar Mega Rayquaza and Mewtwo
Notable Issues: Lack of offensive pressure without setting up which can cost important turns. ; While extremely defensive, still weak to somewhat common coverage moves (see Weaknesses).
Notable Moves: Aeroblast, Whirlwind, Calm Mind, Roost/Recover, Ice Beam, Psychic, Hydro Pump, Psych Up, Thunder, Earth Power, Tailwind, Psych Up, Earthquake, Sky Drop, Icy Wind, Skill Swap, etc.











Rayquaza (Non-Mega)


Typing: Dragon / Flying
Ability: Air Lock
Base Stat Total: 105 HP / 150 Atk / 90 Def / 150 Sp. Atk /  90 Sp. Def / 95 Spe
Weaknesses: Ice (4x),  Dragon (2x), Fairy (2x), Rock (2x)
Resistances: Fighting (0.5x), Bug (0.5x), Fire (0.5x), Water (0.5x), Grass (0.5x)
Immunity: Ground
Notable Feats: Air Lock can cancel out all the effects of  weathers including "Primals Weathers" like Desolate Land, Primordial Seas, Delta Stream, and regular weather ; Allows the user to have a different Mega Evolution other than "Mega Ray". 
Notable Issues: Somewhat frail and mediocre speed compared to some other Restricted Legends ; Easily outspeed by Xerneas. ; Isn't as strong/powerful as is Mega form. ; Lack of Delta Stream make 
Notable Moves: Dragon Ascent, Extreme Speed, Draco Meteor, Dragon Claw, Waterfall, Thunder, Flamethrower, Overheat, Ice Beam, Dragon Dance, Earthquake, Iron Head, Sky Drop, etc. 










Kyogre (Non-Primal)

Typing: Water
Ability: Drizzle
Base Stat Total: 100 HP / 100 Atk / 90 Def / 150 Sp. Atk /  140 Sp. Def / 90 Spe
Weaknesses: Grass (2x), Electric (2x)
Resistances: Steel (0.5x) , Fire (0.5x), Water (0.5x)
Immunity: None
Notable Feats: Can carry a different item other than the Blue Orb.
Notable Issues: Unfortunately hampered severely by Desolate Land from Primal Groudon (unless supported well). Low Defense and Speed compared to other Restricted Legends. 
Notable Moves: Origin Pulse, Water Spout, Scald, Ice Beam, Thunder, Calm Mind, Psych Up, Earthquake, Icy Wind, Thunder Wave, etc 





Groudon (Non-Primal)

Typing: Ground 
Ability: Drought
Base Stat Total: 100 HP / 150 Atk / 140 Def / 100 Sp. Atk /  90 Sp. Def / 90 Spe
Weaknesses:  Water (2x) , Ice (2x), Grass (2x)
Resistances: Rock (0.5x), Poison (0.5x)
Immunity: Electric, "Electrical" paralysis
Notable Feats: Can carry a different item other than the Red Orb ; Not Quad weak to Water-type attacks
Notable Issues: Drought is canceled out by most weather abilities bar Desolate Land which is an enhanced version of it (however Regular Groudon was known for being a Ground-type attacker. ; Absolutely can't beat Primal Kyogre 1v1. Low Speed and Sp. Def compared with the other Restricted Legends.  
Notable Moves: Earthquake, Precipice Blades, Fire Punch, Earth Power, Iron Head, Overheat, Dragon Claw, Thunder Wave, Rock Slide, etc 





Kyurem-White

Typing: Dragon / Ice
Ability: Turboblaze
Base Stat Total: 125 HP / 120 Atk / 90 Def / 170 Sp. Atk /  100 Sp. Def / 95 Spe
Weaknesses: Rock (2x) , Fairy (2x), Fighting (2x), Steel (2x), Dragon (2x)
Resistances: Water (0.5x), Grass (0.5x), Electric (0.5x)
Immunity: None
Notable Feats: Arguably the strongest "immediate" Special Attacker due to the potential to hold items (I meant "immediate" since Kyurem-White can hit hard with Specs or Life Orb, not setup) ; Turboblaze ignores most effects of abilities which can either influence the user (like Mold Breaker). ; Shallow movepool 
Notable Issues: Shallow Movepool ; Weak to somewhat common types (see Weaknesses). ; Weak to Xerneas ; Mediocre Speed stat. 
Notable Moves: Ice Beam, Draco Meteor, Dragon Pulse, Flash Cannon, Earth Power, Ice Burn, Fusion Flare, Psychic, Shadow Ball, Roost, Icy Wind, Endeavor, etc .











Kyurem-Black

Typing: Dragon / Ice
Ability: Terrabolt
Base Stat Total: 125 HP / 170 Atk / 100 Def / 120 Sp. Atk /  90 Sp. Def / 95 Spe
Weaknesses: Rock (2x), Fairy (2x), Fighting (2x), Steel (2x), Dragon (2x)
Resistances: Water (0.5x), Grass (0.5x), Electric (0.5x)
Immunity: None
Notable Feats: One of the strongest physical attackers to the potential to hold items ; Terrabolt ignores most effects of abilities which can either influence the user (like Mold Breaker.) 
Notable Issues: Lack of strong physical Ice-STAB other than Freeze Shock hamper this Pokemon and is forced to be Mixed. ; Really shallow movepool ; Weak to somewhat common types (see Weaknesses). ; Mediocre Speed stat
Notable Moves: Ice Beam, Draco Meteor, Dragon Claw, Rock Slide, Earth Power, Freeze Shock , Fusion Bolt, Iron Head, Psychic, Shadow Ball, Roost, Icy Wind, Endeavor, etc. 










Kyurem-Regular

Typing: Dragon / Ice
Ability: Pressure
Base Stat Total: 125 HP / 130 Atk / 90 Def / 130 Sp. Atk /  90 Sp. Def / 95 Spe
Weaknesses: Rock (2x) , Fairy (2x), Fighting (2x), Steel (2x), Dragon (2x)
Resistances: Water (0.5x), Grass (0.5x), Electric (0.5x)
Immunity: None
Notable Feats: Has both base 130 Attack and Special Attack allowing regular Kyurem to be Mixed
Notable Issues: Shallow Movepool ; Weak to somewhat common types (see Weaknesses). ; Weak to Xerneas ; Mediocre Speed stat;  ALMOST no reason to use regular Kyurem compared to its other forms due to similar stat distribution but stronger abilities, and offensive stats. 
Notable Moves: Ice Beam, Draco Meteor, Dragon Pulse, Flash Cannon, Earth Power, Glaciate, Psychic, Shadow Ball, Roost, Icy Wind, Endeavor, etc .











Reshiram

Typing: Dragon / Fire
Ability: Turboblaze
Base Stat Total: 100 HP / 120 Atk / 100 Def / 150 Sp. Atk /  120 Sp. Def / 90 Spe
Weaknesses: Ground (2x) , Rock  (2x), Dragon (2x)
Resistances: Bug (0.5x), Grass (0.25x), Electric (0.5x), Steel (0.5x), Fire (0.25x)
Immunity: Burns
Notable Feats: Access to a stronger STAB version of "Heat Wave" in Blue Flare which has 130 base power and a 20% chance to burn either target though has a 85% chance to miss. ; Isn't weak to Fairy (AKA Xerneas). :High 150 Base  Special Attack
Notable Issues: Shallow Movepool ; Weak to common types (see Weaknesses). ; Low Speed stat compared with the other Restricted Legends ; Lack of "stronger coverage options" compared with ...say the Sinnoh Legendary Dragons. 
Notable Moves: Blue Flare, Fusion Flare, Draco Meteor, Dragon Pulse, Earth Power, Solar Beam, Tailwind, Will-O-Wisp, Overheat, Shadow Ball, Roost, Ancient Power, etc. 










Zekrom 


Typing: Dragon / Electric
Ability: Terrabolt
Base Stat Total: 100 HP / 150 Atk / 120 Def / 120 Sp. Atk /  100 Sp. Def / 90 Spe
Weaknesses: Ground (2x) , Fairy (2x), Dragon (2x),  Ice (2x)
Resistances: Flying (0.5x), Grass (0.5x), Electric (0.25x), Steel (0.5x), Fire (0.5x), Water (0.5x)
Immunity: Paralysis
Notable Feats: Access to a physical Electric STAB version of "Blue Flare" in Bolt Strike which has 130 base power and a 20% chance to paralyze either target though has a 85% chance to miss. ; High 150 Base Attack stat 
Notable Issues: Shallow Movepool ; Weak to common types (see Weaknesses). ; Low Speed stat ; Unreliable coverage options and forced to be a mixed attacker. 
Notable Moves: Bolt Strike, Fusion Bolt, Draco Meteor, Dragon Pulse, Earth Power, Thunder Wave Tailwind,  Shadow Ball, Roost, Magnet Rise, Flash Cannon, Shadow Claw, Volt Switch, Dragon Claw, etc.  











Zygarde 50% Form

Typing: Dragon / Ground
Ability: Aura Break
Base Stat Total: 108 HP / 100  Atk / 121 Def / 81 Sp. Atk / 95 Sp. Def / 95 Spe
Weaknesses: Ice (4x), Fairy (2x), Dragon (2x),   (2x)
Resistances: Fire (0.5x), Rock (0.5x), Poison (0.5x),
Immunity: Electric,  "Electrical" Paraysis
Notable Feats:  Has Haze...for Geomancy Xerneas, Dragon Dance for setup, Extreme Speed for priority, Land's Wrath to hit both targets (not its ally), and Glare to even paralyze Primal Groudon. 
Notable Issues: Shallow Movepool ; Lack of a reliable Dragon-type STAB aside from Outrage ;  Extremely low base stat distribution compared with the other Restricted Legends ; Opportunity cost of making Zygarde "work" isn't worth it until the other forms (likely 100% form) is released. 
Notable Moves: Outrage, Extreme Speed, Earthquake, Rock Slide, Glare, Land's Wrath, Sludge Wave, Haze, Dragon Dance, Earth Power, Draco Meteor, Iron Tail, Super Power, Coil, etc. 



Special thanks to the people of PokeStadium for having all the Restricted Legends' Sprites.



As the season goes on, I'll make an in-depth analysis of each of these Pokemon similar to how I did so for the most prevalent VGC 2015 Pokemon. Hopefully I'll get to use (or maybe not since I'm looking at Zygarde) the legendary Pokemon now available for the new format and so people can get an idea of where to start. Until then, see you all later!