Showing posts with label VGC 2017. Show all posts
Showing posts with label VGC 2017. Show all posts

Wednesday, April 19, 2017

VGC Team Report 3 : Wot In Liquidation

Wot In Liquidation: A VGC 2017 Team


Mar 9, 2017

Image by PrincePrimarina

Its been a long time since I've posted an RMT in the forums... (yeah I know somewhere there's a joke), but given the fact I've been playing much in the past few weeks and coming off from a hiatus is understandable. For sometime I was  teambuilding around the already well-established Porygon2 and Araquanid core, and before I noticed that I did happen to make kind of the same regional winning team (on accident), but with my own spin to it. Guess if anyone is pissy about credit, its "team" was built originally by Paul Chewa, a long time VGC player slash arch nemesis of Cybertron (i dunno... guess there's a storyline there). Did tried out his team on Battle Spot WCS, or the actual VGC Ladder and on PS and got moderately high, but I know I can do better. Well all I can say is, its bath time. 


Background


First off, the main basis of the team was centered around a Trick Room mode with the infamous Porygon2 and Araquanid pairing as its honestly one of the best and most "successful" core in the early VGC 17 format. Like, what can I say, Porygon2 setups the Trick Room and Araquanid attempt to sweep or breakdown team with Water Bubble Liquidation. There's nothing too fancy about the core, though will say Intimdate support is appreciated to give Porygon2 more TR opportunities and let both these two withstand physical hits. In addition, Porygon2 + Araquanid fairly poorly against strong physical Grass-type Pokemon like Tapu Bulu and Kartana so a Fire-type was needed. As a result of this weakness, everyone's favorite Intimidator Landorus-T...I mean Arcanine was added to 1) combat strong Grass-type foes, and 2) of course, Intimidate support. Since this Arcanine was going to on a support route, mainly wanted it as a pivot to stick around the battlefield for as long as possible to reduce the damage output of the opponent and chip away at them steadly.

 +  

With my "slow" Trick Room mode of the team well established, I've decided to add a "fast mode" of this core mainly to outspeed most of the VGC 17 format and pick off anything that my TR core hasn't, or vice versa. Decided to add Tapu Koko to "completion" sakes given at this point, the team needed a way to combat opposing Water-types and on occasion for terrain control with my own. For this Tapu Koko, felt like it would be the main "glue" of the team to facilitate the main cores of the team, and pick off any weaken Pokemon in the mid-to-late game. For this reason, the Tapu Koko will have a significant amount of investment with the Assault Vest to pivot around opposing teams and provide its own "support" for the team. Afterward, Kartana made sense as the secondary "fast" mon given its naturally high attack and speed stats to actually sweep unprepared teams if the chance arises. Definitely like AV Tapu Koko and Focus Sash Kartana for their roles to withstand even one hit while cleanly pick off any weaken targets, even so I'd consider leading with these two and having the Trick Room mode in the back.


 +     +  

At this point, the team was moderately complete, with the obvious exception of the final sixth slot for the team. There was honestly few mons I can think of for this role, but given how "weak" the team was to certain mons like Snorlax, decided another "heavy" pressure mon was in order. There was little reason not to select Garchomp since 1) it has one of the most threatening Z-Moves in the game with Z-Earthquake, and 2) deals with opposing Arcanine, Tapu Koko, and Alolan Muk rather well while "pressuring" my opponent to respond accordingly. Did forgo the Jolly nature for Adamant with some bulk investment to allow Garchomp to allocate more attack while taking advantage of Trick Room if need be. Honestly yeah.... that's how I "accidentally" ended up using this team. Will admit there are certain mons and cores that I've struggled with, but will leave that towards the end. For those who want to see the type chart synergy of the team, here's a link.



The Team



Tapu Koko @ Assault Vest
Ability: Electric Surge
Level: 50
EVs: 236 HP / 4 Def / 4 SpA / 164 SpD / 100 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Sky Drop

Milestones:
- Lives Rain-boosted Z-Hydro Pump from Golduck.
-Withstands neutral 252 Garchomp's Earthquake
- Outspeeds base 110s and 109s like Gengar, Kartana, and Alolan Ninetales.
- HP Value to take less Hail/Sand/Burn damage.

Most of the Tapu Koko seen in the VGC 17 format are mostly offensively oriented with either the Focus Sash, Life Orb, Choice Specs, or even either Electrium/Fairium Z. For this specific team, was intrigued by the idea of using Assault Vest Tapu Koko with significant HP and Special Defense investment to withstand some of the common, and even strongest special hits in the format. Assault Vest Tapu Koko played two critical roles for this team 1) pivoting around the opposing team with Volt Switch and 2) to pick off and weaken targets with its two STAB of choice in Thunder Bolt or Dazzling Gleam. The team was in need of additional support against opposing weather-based teams, notably against Rain and Sun-teams.. Thanks to the Assault Vest, Tapu Koko can withstand a Z-Hydro Pump in Rain from Golduck, and an Eruption from Torkoal, which not to mention Electric Terrain deters Sleep Powder / Spore.

Thunderbolt and Dazzling Gleam are self-explanatory STABs since those are Tapu Koko's best means of offense, even if it lacks Special Attack investment. At the very least Electric Terrain-boosted Thunderbolt and Volt Switch do enough to 2HKO most non bulky neutral targets, considering Tapu Koko isn't meant to pickup immediate OHKOs in the first place. That role is for the other team members listed here, though Tapu Koko can setup these opportunities with the move Sky Drop. Essentially what this move allows Tapu Koko do to is remove one Pokemon from play (provided they aren't too heavy) for at least one turn and deal some damage. The main factor is by removing a certain threat for one turn, this allows one of Tapu Koko's teammates to setup or immediately threaten the other opposing partner. Will explain some of these opportunities the following mons below.  

  

Kartana @ Focus Sash
Ability: Beast Boost
Level: 50
EVs: 4 HP / 148 Atk / 4 Def / 100 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Detect

Milestones:
- Survives Blizzard from Alolan Ninetales.
- Has a 87.5% chance to OHKO 164 HP / 92 Def Tapu Lele with Smart Strike.


Oh Kartana. Perhaps the literal definition of a glass cannon since it pretty much one. As the second-fastest Pokemon on this team, Kartana cements  the "fast mode" of the team when paired with Tapu Koko considering both at least outspeed threats such as Garchomp and Nihilego with their natural speed stats. The set here is mostly basic though gets the job since Kartana's main role of the team is similar to Tapu Koko: pick off any weaken targets and attempt a sweep via Beast Boosts. Focus Sash allows Kartana to live one fatal blow on 1 HP and at least stick around the same turn to retalitate back with its coverage options. In terms of matchups, Kartana is here to deal with opposing Rain, Sand, or "slow" teams who can't react fast enough against my Grass/Steel-type. STAB Leaf Blade from a base 181 attack threatens opposing Water-, Rock-, Ground-types and even neutral targets with the high critical hit ratio. Smart Strike is mostly there to hit opposing Fairy-types, notable non bulky Tapu Lele, Mimikyu, and Clefairy since Kartana will either OHKO, or inflict major damage. Lastly, Sacred Sword is as important as ever to hit Steel-, Rock-, Dark-, and most notably Normal-types such as Porygon2 and the ever common Curse Snorlax.  (oh Detect is the same as Protect, except less PP but at least Kartana can't lose Protection against an Imprison user).

Honestly, have thought about replacing Kartana, but the amount of offensive pressure this mon emits is so great, opponents attempt to work around Kart as best the can with proper defensive switching. Even so, Grass/Steel is an amazing type combination with key resistances to Fairy-, Electric-, Normal-, Rock-, Steel-, Psychic-, Grass-, Water- and Dragon-type (literally all its resistances) just so convenient in this format given there's many Pokemon of each type variety mention. Despite the abysmal special defense, at least the high 131 defense stat allows Kartana to withstand a good amount physical attacks, even so with the help of Intimidate Support from Arcanine. At the end of the day, Kartana is a monstrous paper alien who can initiate the offense for my team, or simply wipe out the competition clean cut.





Porygon2 @ Eviolite
Ability: Download
Level: 50
EVs: 244 HP / 12 Atk / 92 Def / 36 SpA / 124 SpD
Sassy Nature
- Ice Beam
- Return
- Trick Room
- Recover

Milestones:
- OHKOs Garchomp with Download Boosts (+1 Special Attack)
- Withstands Rain-boosted Z-Hydro Pump from Golduck and Z-Earthquake from Chomp.
- Download-boosted Return 2HKO's Tapu Lele and Tapu Koko

With every bath, comes a rubber duck, in this case Porygon2. As the main defensive pivot of the team, Porygon2's is the overall tank who is ready to stick out the battle in the long run and setup Trick Room for its allies. These support and defensive capabilities wouldn't be possible without the Eviolite, which effectively boosts Porygon2's Defense and Special Defense stats by 1.5x. Basically speaking, when you have a Pokemon with high defenses stats and access to Recover, chances are its not going away. Chances are Porygon2 is the mon I'm most certainly sending in from the back to take a fatal hit from any of my other five, and shrug it off easily. Normally I'd wouldn't care much about the Download boosts, but recently decided to pickup the latest trend on Porygon2: Return. Since most players are likely going to raise their mons special defense stats to withstand obviously powerful special attacks or ensure Porygon2 always gets an Attack raise to boost its STAB Return. Though not as strong as STAB +1 Tri Attack, Return at least allows Porygon2 to deal good chip damage against mons with notably frail defenses.

In short, the Download boosts is meant to raise either the Attack or Special Attack stat so Porygon2 always has something to inflict good chip damage. Chances are Ice Beam will be Porygon2's most used attack to hit opposing Ground-, Grass-, Flying-, and Dragon-types for super effective damage. Recover replenishes Porygon2's lost HP at about 50% HP, which thanks to its Eviolite boosted defenses means Porygon2 be around the long run. Finally, we have Trick Room, one of the best speed control options in VGC 17 by reverse the speed orders and allowing some of my "slower" Pokemon to outspeed much faster threats or Scarfers. The key when using Porygon2 is to setup Trick Room at the most "convinient" time, but knowing the opponent cannot stop it with either Roar, Taunt, or even a reverse Trick Room. Thankfully, Arcanine Intimidate Support and Tapu Koko's Sky Drop allows Porygon2 more opportunities to setup its speed control by weakening the damage output of the opponent, or removing a "threatening/disruptive" mon from play.

In short, Porygon2 is the main nucleus of the team as without its high defenses and Trick Room support this team will surely fall to at times. This duck is so incredibly bulky that its likely going to be sent in the front line to tank a hit, recover off the damage, and slowly chip done my opponent. Do note Porygon2 isn't meant to OHKO things (except Garchomp/Salamence), however the goal is to setup Trick Room when appropriate and weaken the opposition enough for my other mons can finish them off. If it needs to, Porygon2 can net faint, but usually its when the foe is at low HP or its the late game where P2 beat the 2v1 mons who can't harm/distupt it back. Do have to worry about Porygon2's offensive pressure my opponent will most certainly outspeed Porygon2 to double target it, or its partner down. Porygon2 essentially thrives when it can setup Trick Room for its allies and/or be able to win matchups where my opponent's cannot penetrate its defense and win from there.

PS: Ducks are Animekillers

Araquanid @ Waterium Z
Ability: Water Bubble
Level: 50
EVs: 252 HP / 244 Atk / 4 Def / 4 SpD / 4 Spe
Adamant Nature
- Liquidation
- Bug Bite
- Toxic
- Protect

Milestones:
- Z-Liquidation OHKOs a plethora of things like Celesteela, Garchomp, Tapu Koko/Lele, etc
- HP Value to reduce Hail / Sand Damage. 

Here we have honestly one of the best Water-types Pokemon to ever grace the VGC format: Water Bubble Araquanid. Seriously even with a base 70 Attack stat, Araquanid can almost 2HKO most of the format with Water Bubble-boosted Liquidations effortlessly. Since Araquanid has a pitiful base 42 speed, it can make use of Porygon2's Trick Room support handily to pressure the opponent with either Liquadtion or its Z-Move variant. Speaking of which, Z-Liquidation is almost over kill at time, but definitely strong enough to net a guaranteed OHKO on certain targets, provided they don't Protect. While Araquanid might not have an insanely high attack stat, it certainly does have a good Defense and high Special Defense stat meaning water spider can surely tank a couple strong hits before it goes down. Aside Liquidation and Protect, the last two slots are generally up for grabs quite honestly. For this Araquanid set, decided to go with Bug Bite considering the rising popularity of the 50% berries on like Snorlax or Alolan Muk, which actually replenishes 50% of water spider's own HP by the same amount. Lastly, Toxic is there to wear down bulky mons such as Gastrodon, Porygon2, Milotic, etc. The status condition also helps Porygon2 "stall" out it opponents with its Eviolite defenses and Recover.

Its important to note Araquanid has to make use of its time on the battlefield, especially during Trick Room since it is one of the main offense of my team. While Araquanid has a seemingly spammable move thanks to its Water Bubble Liquidation, I need to ensure it can stick around long enough to where it Araquanid can at the very least break down opposing teams, or possibly sweep. Do like Water Bubble's additional effects of tank half of a Fire-type move like a resisted hit is helpful when facing Fire-types like Arcanine or Torkoal. Do feel like the EV Spread can be optimized better for at least some speed creep, but so far Araquanid just proves itself as a strong bulky attack who can overwhelm unprepared teams. 



Arcanine @ Aguav Berry
Ability: Intimidate
Level: 50
EVs: 252 HP / 100 Def / 156 SpD
Impish Nature
- Flare Blitz
- Snarl
- Will-O-Wisp
- Helping Hand

Milestones:
- Neutral 252 Garchomp's Earthquake is a 4HKO after Intimidate.
- Has a 15/16th chance to withstand Modest Life Orb Tapu Lele's Psychic
- Withstands a -1 Liquidation from Araquanid.

Everyone's favorite Woofer is here: Arcanine. At the time, most Arcanine sets have switch to being a physically offensive variant, however this Arcanine remains as the designated support pupper for this team with decent investment into it HP, Defense, and Special Defense. The main objective of this Arcanine is to limit the damage output of the opposing team as best as possible thru the combination of either Will-O-Wisp to burn physical attackers, Snarl to drop both mons special attack by one stage, and most importantly Intimidate. Thanks to its Intimdiate ability, Arcanine can switch in and drop the attack stats of both target by one stage, which is often enough to allow certain mons like Tapu Koko, or Porygon2 easily withstand. Aguav Berry is selected to give Arcanine "more" recovery from that of Sitrus Berry, however do note Arcanine's HP needs to hit below 25% and not faint in order to replenish health.

Honestly this Arcanine can easily be "special" but decided to have a strong Fire-type STAB in Flare Blitz over something like Burn Out or Flamethrower for a couple reasons. First off, Arcanine needs a relatively strong Fire-type STAB capable of threatening targets without being in a "Snarl" war against opposing Arcanine or other Snarl users. Second, despite "losing" HP from recoil damage this can sometimes allow Arcanine's Aguav Berry to trigger and replenish 50% of its HP to be much healthier than it was the previous turn. Finally, most of Arcanine's Fire-type moves, don't appeal to me to be frank, since Flamethrower is still weak, Overheat drops your Special Attack, and Burn Out forces Arcanine to run a "secondary" Fire-STAB, if I ever want to use it.

Originally, Arcanine had Roar to combat setup-based and "hard" Trick Room teams, though decide to explore another neat support option: Helping Hand. Through its +7 priority, Helping Hand allows Arcanine to boost one of its allies attack to which it can hopefully net an OHKO through this combination. This is one of the reasons why I'd typically don't have to worry much about the damage output of some of my mons as Helping Hand gives most of my Pokemon an extra boost in power. Thanks to its high priority, Arcanine can used this as a last resort before it faints to power up one of my Pokemon's attack such as Z-Liquidation from Araquanid or Z-Earthquake from Garchomp. Here are some damage calculations showcasing Helping Hand's usefulness.

[spoiler]

252+ Atk Water Bubble Araquanid Helping Hand Hydro Vortex (160 BP) vs. 244 HP / 92 Def Eviolite Porygon2: 198-234 (103.6 - 122.5%) -- guaranteed OHKO
252+ Atk Water Bubble Araquanid Helping Hand Hydro Vortex (160 BP) vs. 252 HP / 156 Def Celesteela: 253-298 (124 - 146%) -- guaranteed OHKO
252+ Atk Water Bubble Araquanid Helping Hand Hydro Vortex (160 BP) vs. 0 HP / 0 Def Gyarados: 182-215 (107 - 126.4%) -- guaranteed OHKO
252+ Atk Water Bubble Araquanid Helping Hand Hydro Vortex (160 BP) vs. 252 HP / 140 Def Oranguru: 306-361 (155.3 - 183.2%) -- guaranteed OHKO


76+ Atk Garchomp Helping Hand Tectonic Rage (180 BP) vs. 244 HP / 92 Def Eviolite Porygon2: 147-174 (76.9 - 91%) -- guaranteed 2HKO
76+ Atk Garchomp Helping Hand Tectonic Rage (180 BP) vs. 252 HP / 100 Def Tapu Fini: 181-214 (102.2 - 120.9%) -- guaranteed OHKO
76+ Atk Garchomp Helping Hand Tectonic Rage (180 BP) vs. 252 HP / 140 Def Oranguru: 228-268 (115.7 - 136%) -- guaranteed OHKO
76+ Atk Garchomp Helping Hand Tectonic Rage (180 BP) vs. 68 HP / 188 Def Snorlax: 246-289 (100.8 - 118.4%) -- guaranteed OHKO
76+ Atk Garchomp Helping Hand Tectonic Rage (180 BP) vs. 252 HP / 252+ Def Milotic: 186-220 (92 - 108.9%) -- 56.3% chance to OHKO
76+ Atk Garchomp Helping Hand Tectonic Rage (180 BP) vs. 252 HP / 0 Def Mudsdale: 223-264 (107.7 - 127.5%) -- guaranteed OHKO


[/spoiler]



Garchomp @ Groundium Z
Ability: Rough Skin
Level: 50
EVs: 60 HP / 76 Atk / 4 Def / 148 SpD / 220 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Swords Dance
- Protect

Milestones:
-Outspeeds threats such as Gyarados, Xurkitree, and Arcanine (non-positive speed) by a couple points.
- Timid Tapu Koko has a low chance to 2HKO Garchomp
- HP Value to reduce hail/burn damage
- Dumped Special Defense to withstand Ice Beam from non-boosted Porygon2.

At this point, Garchomp was a splashable mon to fit on this team thanks to its useful resistances and incredible damage output from Z-Earthquake. In terms of how this Garchomp's stats were allocated, decided to forgo some a potential Jolly nature to an Adamant in order to give Garchomp a sizable attack stat, speed benchmark that can take advantage of Trick Room, and decent amount of bulk investment. The main reason for the investment is to give Garchomp opportunities to setup with Sword Dance, which sharply raise Garchomp's attack by two stages and become a immediate offensive threat. If that wasn't enough, Garchomp still has the option to use its Z-Crystal, and effectively nuke non resisted almost Pokemon with Techonic Rage. Perhaps the only drawback using Garchomp on this team is its lack of potential to just freely spam Earthquake without its partner going to Protect, though its only a nitpick. Rock Slide was added here since Ground / Rock is a solid offensive coverage, and can allow Garchomp to potentially flinch down opponents.

Not much to say about Garchomp, though it tremendously helps pressure my opponent's team with the potential Z-Move option and Sword Dance-boosted attacks. Some Pokemon this team struggles against such as Snorlax, Arcanine, Alolan Muk, Tapu Koko, etc are immediate threaten by Garchomp. Do admit the Jolly might come in handy at times, Garchomp can at least be "slow" enough to make use of Trick Room from Porygon2 and hit faster threats like Tapu Koko and Pheromosa back. 


IMPORTABLE & Final thoughts

[spoiler]

Tapu Koko @ Assault Vest
Ability: Electric Surge
Level: 50
EVs: 236 HP / 4 Def / 4 SpA / 164 SpD / 100 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Sky Drop

Kartana @ Focus Sash
Ability: Beast Boost
Level: 50
EVs: 4 HP / 148 Atk / 4 Def / 100 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Detect

Porygon2 @ Eviolite
Ability: Download
Level: 50
EVs: 244 HP / 12 Atk / 92 Def / 36 SpA / 124 SpD
Sassy Nature
- Ice Beam
- Return
- Trick Room
- Recover

Araquanid @ Waterium Z
Ability: Water Bubble
Level: 50
EVs: 252 HP / 244 Atk / 4 Def / 4 SpD / 4 Spe
Adamant Nature
- Liquidation
- Bug Bite
- Toxic
- Protect

Arcanine @ Aguav Berry
Ability: Intimidate
Level: 50
EVs: 252 HP / 100 Def / 156 SpD
Impish Nature
- Flare Blitz
- Snarl
- Will-O-Wisp
- Helping Hand

Garchomp @ Groundium Z
Ability: Rough Skin
Level: 50
EVs: 60 HP / 76 Atk / 4 Def / 148 SpD / 220 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Swords Dance
- Protect


[/spoiler]

So that's the team. Been using variations of this team for the past week now and its honestly one of my favorite teams to use so far in the VGC 17 format. Do think there are some issues like the lack of immediate offense without the use of Z-Moves or Helping Hand support. Will admit this team relies heavily on getting nessesary chip damage in order to make use of its offensive threats like Garchomp, Kartana, or Araquanid, hence why I didn't list down additional Damage Calculations. Will clarify things and take any considerations to improve this team. With that said, hope you all enjoy. 

VGC 17 Team Report 2: Swords Don't Swish, They Pew


Swords Don't Swish, They Pew: 1st Place PF VGC 17 Team Report


(Jan 6th 2017)

So huh...Happy New Year everyone and its been awhile. Don't know what to say, let me start off with this. Didn't expect much out of this tournament in terms of my performance and was kinda doing my best to monitor things smoothly, yet here we are. Will admit, did have considerations on using two of my high ladder PS/BS teams (both will come in due time), though decide to based this on the one of them. Honestly don't elaborate much regarding the teambuiding process as this will be explain in the next team report (coming soon). All I can say is that this team is INDEED heavily based on Se Jun Park's team with Tapu Fini, Arcanine, Kartana, and of course Scarf Adaptability Porygon-Z with Hyper Beam. Will explain the other core between those mons, though Se Jun's team is heavily hyper offensive as oppose to I taking a more "passive-defensive" approach (except the Porygon-Z).  Guess the best way to say this is a bulky offensive team to describe it at the end of the day. 



Background

Instead of starting off with the core, I'm going to show the "final product" here thanks to the Pokemon Team Builder: http://pokemonforever.com/teambuilder.php?788|798|59|785|526|474

As you all see, this team has a major Fighting-, and far worse Ground-type weakness so again its not the best synergy wise. While Pheromosa and Hariyama can be dealt with some proper play with this team, things such as Garchomp for sure can do some major damage especially if it has Groundium Z to get almost for sure OHKOs against key members. The "best" way to deal with opposing fast Ground-type types Garchomp is essentially OHKO them back quickly with my fast attackers (Koko, Z, and Kartana) along with a makeshift "Wide Guard" support from Gigalith. Again gonna say Groundium Z Chomp as its honestly the most common, and best user given it doesn't get affected by Wide Guard / Grassy Terrain, while is a incredibly powerful single target Ground-type move on my team. In short, this team has to faint Garchomp quick enough, or have it weaken or "checked" in the endgame by one of my mons in order to beat it.

Originally this team was suppose to have Snorlax as oppose to Porygon-Z, though the issue with it was it wasn't the "best" response to fast teams, which I did expect to face many as oppose to Trick Room. For this tournament, wanted a fast Pokemon who can basically hit hard and fast without much repercussions. Indeed "consider" Z-Conversion Porygon-Z for this team, though I felt "too" comfortable" having another Z-Attack on my team instead of relying on one setup, not to mention Z-Conversion Porygon-Z is a team effort which wasn't there. Given the similar core to this team and with Se Jun's, decided to eventually use Scarf Porygon-Z with Hyper Beam as my main "nuke" attack against opposing targets. To keep this explanation short, I felt people would "expect" me to Z-Conversion with Porygon-Z, but having a Scarf Adaptability Hyper Beam + Z-Move was appealing to use for this tournament. Basically I felt if Porygon-Z can get a good one for one KO, then Hyper Beam was justifable enough, provided it gets knocked out for a free switch.

The core between Tapu Fini, Kartana, and Arcanine was probably developed by someone else despite me knowing, though the overall synergy between each Pokemon is amazing. Both Tapu Fini and Kartana have strong defensive typing with an Intimidate user such as Arcanine to pair well. If anything, Tapu Fini was perhaps the main anchor of this team as it prevents any form of "status" conditions against my team which neuters defensive teams with Toxic / Wisp. All I can say about Kartana is that it complements Tapu Fini so well given its amazing Grass/Steel typing and offensive nature as it can wall/threaten opposing most Grass-, Poison-, and Fairy-types, especially with the Assault Vest. Finally Arcanine is here to provide Intimidate support and "if possible" burn targets assuming Fini's Misty Terrain is gone. Used many variations of fast support Arcanine in the past month, but this one is probably my favorite as you'll see soon.  


Lastly Tapu Koko and Gigalith are kinda there to help against opposing weather-based teams with the combination of Sand + Electric Terrain. Will say Gigalith does have Wide Guard to block Earthquake from Ground-types, though that might not have been the best idea given how many Ground-types these days have Groundium Z. Regarding Tapu Koko, it was a rather fast mon with Taunt support to not only pick off weaken targets, but prevent opposing setup.



The Team



Loser (Tapu Fini) @ Leftovers
Ability: Misty Surge
Level: 50
EVs: 244 HP / 148 Def / 68 SpA / 4 SpD / 44 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Scald
- Calm Mind
- Protect

Milestones:
- -Avoids being OHKOed by a Wild Charge or Thunderbolt LO from Tapu Koko without Electric Terrain
-Takes two Poison Jabs from Garchomp / Pheromosa without a boosting item.
-Takes two LO Psychics from Tapu Lele (without Psychic Terrain) relatively well.
-OHKOs 4 Garchomp after +1 CM Moonblast.

Ever since the start new VGC format, Tapu Fini was and possibly still is the most unexplored Tapu. Don't blame other players from consider the other three Tapu Pokemon since all of them get an additional boost to one of their respective STABs which makes them hit hard. So that begs the question why consider Tapu Fini? To answer that shortly: Misty Terrain. Let me just say the fact Tapu Fini can summon a Terrain field which can block all "status conditions" for five turns and avoid being shafted by random Toxic, Sleep, or Wisp for it opposing mons is amazing insurance. With the rise of defensive oriented teams, felt Tapu Fini was arguably on, if the best handpick check to them given its impressive typing and bulk to tank as many hits possible. This Fini set could have been Specs, but in the end felt like using the bulky Calm Mind to setup potential endgames similar to how I used CM Cresselia (and everyone knows how fun that was).

With its impressive typing, figured a simple two attacking CM set of Moonblast and Scald was sufficient enough.  Moonblast is Tapu Fini's main attack of choice as its a strong Fairy-type STAB with the 30% chance to drop SpAtk which actually helped in my last battle. Wanted to try Muddy Water to avoid being pseudo-walled by Gastrodon, but Scald was listed on as a last minute mistake, which once again helped. Then again with all the opposing Terrains being shifted around, Tapu Fini can potentially burn targets with Scald and allows it to progressively setup.

Calm Mind is the crux of this Tapu Fini set as it boost both Special stats for Fini, making it an nearly immovably special wall. If Tapu Fini is up against mostly specially based attacks who can't hurt it for super effective damage, chances are it can carry the game by itself. Normally by one or two turns of setup, Tapu Fini can start inflicting some major damage to my opponent, though again I have to play carefully against opposing Tapu Koko or Tapu Bulu-based teams. Speaking of opposing threats, Tapu Fini can take one hit from either those two provided their terrain fields aren't in effect.

In all, Tapu Fini was one of the main defensive anchor for this team which was able to perform its job as a bulky setup sweeper. Not much else to say, though I will give a further analysis later on for another team report soon. 


  

Rouge Smite (Kartana) @ Assault Vest
Ability: Beast Boost
Level: 50
EVs: 116 HP / 4 Atk / 4 Def / 132 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Night Slash

Milestones:
- Survives both Rain-boosted Hydro Vortex or Techonic Rage from Golduck / Garchomp.
- Has a 16% Chance to be 2HKOed by Alolan Ninetales's Blizzard with Hail damage.
-Speed Ties Max Speed Alolan Ninetales and Kartana

Originally didn't like the idea of running Assault Vest on Kartana, since usually whenever I do consider AV mons, they have to have an impressive amount of Special defense, or somewhat workable Special Defense with great bulk and power. Usually I alway went back and forth between using either AV Kartana or Focus Sash Kartana on one of my other teams. At the time, felt like both sets performed similar effects where I'd want AV to take a strong Special hit, or when Kartana just needed to survive on turn to get that damage off. Then after watching Ray Rizzo's bulky Kartana set, I decided to run the exact same EV spread since pretty much it was far bulkier and the damage calculations proved that Kartana doesn't lose out in any "significant" 2HKOs or OHKOs. Like this mon has a higher attack stat as Primal Groudon and the same typing (and defense stat) as Ferrothorn...so yeah it ain't losing much.

Speaking of Ferrothorn (who I miss dearly), Kartana's Grass/Steel typing gives it a whooping ten combined resistance/immunities, of which it can tank opposing Grass-, Electric-, or Poison-type hits for Tapu Fini. Thanks to the Assault Vest, Kartana is able to handle most of the common threats such as THE ENTIRE TAPU GUARDIANS. Like none of these mons if weaken want to be staring at the blades of this mon, as Kartana can threaten, if not OHKO them to gain a further +1 Attack raise. Beast Boost is one of the main reason why Kartana doesn't have much attack investment since if it can get a kill, well it can one shot so many targets with little ease.

In terms of attacks, Kartana has STAB Leaf Blade to hit opposing Grass-, Ground-, or Rock-type Pokemon for super effective damage alongside Smart Strike for opposing Fairy-types (plus can't miss). Sacred Sword is a cool Fighting coverage since it negates all stat boost from the opposing Pokemon and great against Normal-, Rock-, or Steel-types. Night Slash actually give Kartana perfect coverage with this movepool as it hits opposing Ghost- and Psychic-types like Alolan Raichu, Alolan Marowak, and Gengar hard. Will like to say aside Leaf Blade and Sacred Sword, Kartana's moveset is rather limited, though it does get the job done.

In short, AV Kartana was probably my most used mon after Fini which got the job done when it need to. Not once did I felt the lack of attack investment was an issue as Beast Boosts only supplement it further. Will say it was my most effective "glue" and offensive mon for the team. 


Aloe Archer (Arcanine) @ Firium Z
Ability: Intimidate
Level: 50
EVs: 212 HP / 4 Atk / 12 Def / 28 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Snarl
- Will-O-Wisp
- Protect

Milestones:
- Outspeed and Speed Tied up to base 95 speed.
- Survives Modest Tapu Lele's Psychic
-Survives Modest LO Tapu Koko's Thunderbolt

So in all my teams I've built for this format, they all had this big Aloe Vera Pupper given how 1) it has alright defensive potential with Intimidate and 2) its a doge. Usually most of my defensive Arcanine sets were specially based with Overheat or Flamethrower with Firium Z, but decided to test out Flare Blitz and didn't turn back on that choice. Essentially wanted a consistent Fire-type move to utilize for this tournament and it did came down to using either Flamethrower, Overheat, Burn Up, or Flare Blitz. Realize that there was a potential for "defensive" Arcanine mirrors as we both spammed Snarl to reduce both the Special Attack stats. Of course, the potential for intimidate is there, but felt Flare Blitz was a safer choice with a strong physical Fire-type Z-attack to use. Even when using Flare Blitz, didn't feel and different than using Overheat or Flamethrower, though was able to pick up OHKOs a bit sooner on specially defensive based mons.

Will-O-Wisp is listed in case I do have the pontential to burn the target down, though chances are somewhat slim with Tapu Fini on this team. Then again with all the Terrain switching going on, rather have something to cripple physical attackers and hold them down. Snarl is on this set to reduce the special attack output of my opponent and break potential sashes. Given the somewhat bulk nature of this team with CM Fini and AV Kartana, Snarl can assist both mons in their efforts to lead the team. If Arcanine manages to burn opposing targets and drop their physical attacks, there's a good chance either Fini or Kartana can just win the game from there with setup.

Not really much to say about Fast Support Arcanine, except it did its job to Intimidate down opposing targets, burn stuff down, and using its physical Fire-type Z move to hit opposing targets. Not sure if the special variant would have been "better" for this tournament, but again not I didn't want to rely on Overheat / Burn Out given their inconsistent situations and the weaker Flamethrower. Maybe this Pupper just wants to hug you, or burn you IDK. Oh yeah @"naitre" feed the pupper. 




Coco Puffs (Tapu Koko) @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 28 HP / 4 Def / 244 SpA / 4 SpD / 228 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Taunt
- Protect

Milestones:
-Life Orb HP Value
-Outspeed base 110s

Perhaps the most "boring" mon on this team, but over the past few weeks, I've came to appreciate how "powerful" Tapu Koko is in this format. The set is self-explanatory given how I'm only using two STAB attacks: Thunderbolt and Dazzling Gleam. Still unsure whether Modest Tapu Koko is "good" but apparently so many players use it over the Timid variant. The goal of this Tapu Koko is simple and that is to pick off weaken targets and get fast Taunts off to prevent any setup. Modest Life Orb Electric Terrain STAB-boosted Thunderbolt is still strong enough to dent the opposition, though have to play Tapu Koko carefully given it won't last long. Dazzling Gleam is good enough to deal decent spread damage, though not strong enough to pickup the OHKO on things like Garchomp without prior damage. In short, really have to play Tapu Koko carefully and to attack when I have to finish the game. 




Comrade (Gigalith) @ Rockium Z
Ability: Sand Stream
Level: 50
EVs: 196 HP / 124 Atk / 188 SpD
Brave Nature
IVs: 0 Spe
- Rock Slide
- Heavy Slam
- Wide Guard
- Protect

Milestones:
-OHKOs 252 HP / 4 Def  Tapu Lele with Heavy Slam
-Timid Koko has a 9.8% Chance to 2HKO
-Z-Psychic (Shatter Psyche) has a 12.5% chance to OHKO from Tapu Lele

Not so sure why I decided to add Gigalith onto the team aside to help its matchup against opposing weather and potentially take on special attack thanks to its Special Defense raise. Didn't bring Gigalith to any games bar one, which was honestly sub-par due to it being Intimidated and failing to get crucial damage. Well elaborate on why I still brought Gigalith, one of my main concerns was opposing weather and double spread attacks, especially from Earthquake. Even though Gigalith will fall to a Tectonic Rage from Garchomp, still want something to act as a mini tank of sort to sponge hits and hit back hard. If there's any regret about this Gigalith set that it wasn't "bulky" enough, or had the move Earthquake which I think would have helped me against Eye Shine (ThatsaplusONE). Rock Slide is for spread damage with the Rockium Z to also chunk at something like a Gyarados or Arcanine for heavy damage. Heavy Slam hits opposing Fairy-types and gets some surprise OHKOs on Tapu Lele, Mimikyu, Alolan Ninetales, and others. Wide Guard is there for again spread damage protection, though I don't know if it was "good enough". Guess all I can say is Gigalith did "help" influence" my opponent's lead choice / selection, though again it was a makeshift last minute pick. 



ANIMEKILLER (Porygon-Z) @ Choice Scarf
Ability: Adaptability
Level: 50
EVs: 4 HP / 20 Def / 252 SpA / 20 SpD / 212 Spe
Timid Nature
IVs: 0 Atk
- Hyper Beam
- Tri Attack
- Ice Beam
- Thunderbolt

Milestones:
-Outspeed Max Speed Pheromosa
-Pew things with Hyper Beam
-Pew

What can I say, AnimeKid7 lives on in the spirit of its new cybernetic duck body, though he might be a little corrupted from the procedure, but science is amazing. Yes everyone. It has Hyper Beam. Adaptability STAB Hyper Beam. Don't think that spamming Hyper Beam with Porygon-Z will net suprise KOs or kills. This has to be timed and position correctly since these type of attacks do have a "recharge" turn phase afterward. Honestly I'd only use this attack if 1) to OHKO something and my opponent can't OHKO Porygon-Z the turn afterward, 2) net a suprise OHKO, or 3) go for it when its my only play (as seen in the finals). Porygon-Z's Adaptability Hyper Beam is one of the strongest attacks in the games, and to have this on a strong Scarf user as Porygon-Z, well its going to net some OHKOs. Will like to reiterate that Hyper Beam like attacks have drawbacks as Porygon-Z can't attack the following turn.

Essentially the basic idea of running Hyper Beam on Porygon-Z is to get a one for one trade where I know my opponent's loss was going to vastly affect their win cons...hopefully. For some STAB damage, Tri Attack is still good enough to net some target down especially with the Adabtibility. Ice Beam is for opposing Dragon-, Grass-, Ground-, and Flying-types who won't appreciate a Scarf attack, and same can be said for Thunderbolt to hit Water-types. If there's one thing I have to say, Porygon-Z was able to be clutch on the turns it manage to hit a Hyper Beam, and thankfully none of them missed.

Will say it was good to end the tournament on a high note with that Hyper Beam. Definitely caught my opponents off guard. 



IMPORTABLE

[spoiler]

Loser (Tapu Fini) @ Leftovers
Ability: Misty Surge
Level: 50
EVs: 244 HP / 148 Def / 68 SpA / 4 SpD / 44 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Scald
- Calm Mind
- Protect

Rouge Smite (Kartana) @ Assault Vest
Ability: Beast Boost
Level: 50
EVs: 116 HP / 4 Atk / 4 Def / 132 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Night Slash

Aloe Archer (Arcanine) @ Sitrus Berry
Ability: Intimidate
Level: 50
EVs: 212 HP / 4 Atk / 12 Def / 28 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Snarl
- Will-O-Wisp
- Protect

Coco Puffs (Tapu Koko) @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 28 HP / 4 Def / 244 SpA / 4 SpD / 228 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Taunt
- Protect

Comrade (Gigalith) @ Rockium Z
Ability: Sand Stream
Level: 50
EVs: 196 HP / 124 Atk / 188 SpD
Brave Nature
IVs: 0 Spe
- Rock Slide
- Heavy Slam
- Wide Guard
- Protect

ANIMEKILLER (Porygon-Z) @ Choice Scarf
Ability: Adaptability
Level: 50
EVs: 4 HP / 20 Def / 252 SpA / 20 SpD / 212 Spe
Timid Nature
IVs: 0 Atk
- Hyper Beam
- Tri Attack
- Ice Beam
- Thunderbolt



[/spoiler]


Tournament Summary


Now I won't detail every battle play-by-playexactly done, but will give some "post-game" thoughts on each round. Will leave out my Round 1 opponent as the person was a no-show, but IDK what would have happen there since this is Best of 1, so I could have lost there. With that said, here's my tournament run play-by-play summary. Here's a good rundown of the tournament as well from Challonge.

Round 1: Vs Hyrunwoo0124

Again, not sure what would happen if my opponent showed up, but again everyone has to be on time for the tour so guess its a free win.


Round 2 Vs YugiohTravis12

Opponent Team: Gastrodon, Togedemaru, Tapu Bulu, Minior, Incineroar, and Alolan Muk

I Brought: Porygon-Z, Tapu Koko, Kartana, Arcanine
He brought: Incineroar, Gastrodon, Tapu Bulu, Alolan Muk

Summary: This is an example of what happens if Arcanine manages to burn / Intimidate down opposing physical attackers. Porygon2 manages to 2HKO Gastrodon and Tapu Koko dealt some decent damage to both the Alolan Muk and Incineroar. Don't recall much of my thoughts on this battle, but basically pulled a double switch, Arcanine burn Alolan Muk, and Grassy Terrain was setup from Tapu Bulu...so Kartana had some fun in the late game. Basically speaking once Incinceroar's HP was render low enough, Kartana could pickup the OHKO on the Fire Starter, then Tapu Bulu, and finally Alolan Muk. Arcanine did a good job ensuring Alolan Muk wasn't an issues, especially if it had any setup options. Essentially had the game in the bag with Kartana slowly pick off my opponent's team.


Round 3 VS Mudkiplegend

Opponent Team: Celesteela, Goodra, Alolan Marowak, Tapu Koko, Gyarados, Porygon2

I Brought: Gigalith, Porygon-Z, Arcanine, Tapu Fini
He Brought: Gyarados, Goodra, Celesteela, Alolan Marowak

Summary: So... I Hyper Beam the Gyarados turn 1 knowing either Mudkip would setup, or go after my Gigalith, meanwhile Porygon-Z was likely going to faint due to a potential Draco Meteor, which surprisingly doesn't. Adaptability Hyper Beam basically KOs Gyarados and Goodra is felt with moderate damage. Do feel that I'd played passively too much during the following turns as I should have went for the Flare Blitz on the Goodra with Arcanine after it was at less than 5% HP. The Alolan-Marowak was perhaps the most troublesome Pokemon on Mudkiplegend's team remaining as I virtually had to rely on Gigalith / Fini to OHKO it, even though both can't take Heavy Slams from Celesteela. Can't risk Arcanine at point in the game, so am forced into Fini, which gets Leech Seeded. I manage to pressure Alec's Alolan Marowak down to where it had to OHKO the Gigalith meanwhile Fini kept dealing consistent damage, or pressuring it. The main concern was if Mudkip seeded both my Arcanine and Tapu Fini to go for the Sub Seed endgame, but thankfully (and yes thanks Archer for the Hax) burnt the Flying Steel Spaceship...thing. Pretty much the burn meant Celesteela can't OHKO Tapu Fini so another Flare Blitz + Scald should win me the game in clear fashion. Key note I notice is Alec kept attacking the Tapu Fini with Heavy Slam and didn't go for Seeds on Arcanine, which actually might have won him the game since I had Flare Blitz on Arcanine, but that's how it happens. Still think the burn didn't matter in the end as two Flare Blitz still OHKOed Celesteela.



Round 4 VS 101 ("Numbers") / Semi Finals

Opponent Team: 
Arcanine, Kartana, Tapu Bulu, Tapu Fini, Gigalith, Stoutland

Game 1

I Brought: Porygon-Z, Kartana, Arcanine, Tapu Fini
He Brought: Gigalith, Stoutland, Arcanine, Tapu Fini

Game 2 

I brought: Kartana, Arcanine, Tapu Fini, Porygon-Z
He brought: Arcanine, Kartana, Tapu Bulu, Tapu Fini

Game 3:

I brought: Kartana, Arcanine, Tapu Fini, Porygon-Z
He Brought: Arcanine, Tapu Fini, Tapu Bulu, Kartana

Summary: This was as close to a "mirror match" we could get, and it actually terrified me given he was running 4 of the same mons with Sand + TWO DOGS. TWO DOGS GUYS. To sum up what happen game 1, my opponent leads with his Sand, but Arcanine + Kartana manages to hold their ground against Stoutland + Gigalith. Surprisingly pulled a successful double switch to get Porygon-Z against his Arcanine and I already know what to do. Animekiller gets a crit Hyper Beam to OHKO the Arcanine and Kartana gets a OHKO against the Gigalith. At this point, Stoutland faints the P-Z, which then falls to a Sacred Sword from Kartana, which survives a Hydro Pump from his own Fini. Essentially Kartana gets the last OHKO and I lead 1-0 in the series.

Game 2 all I can say is this I made the biggest messes up in VGC 17 (for me at least by deciding to sack Porygon-Z turn 1 to a double up from Numbers's own Kartana and Arcanine. It was a dumb play, but should I've switch into Fini, this battle might have been radically different instead of me being far behind. Don't remember what happen, but Tapu Bulu manages to OHKO Tapu Fini with Horn Leech even when it was burnt. Felt that was another major mistake as CM Tapu Fini could salvage the game, though threw my last viable win con. If Numbers stayed in with Arcanine and I got the crit Leaf Blade on Grassy Terrain, the battle might have swayed heavily in my favor, but he switch into Fini knowing well that Arcanine might die to a crit. With Kartana fainted due to a Flamethrower, all that's left was my own Arcanine, which I knew there was no way to win.

Game 3 let me just say plays out probably what "Should" have happen, except Tapu Fini gets a eventful Scald burn on to the incoming Tapu Bulu (remember Misty Terrain was lifted). Decide to pull another Hyper Beam attack with Porygon-Z onto the Tapu Fini and switch into Kartana while both Number's Tapus were on the field. As Arcanine switches in, Porygon-Z lands and OHKOs the Fire Doge for the second time this series meanwhile Bulu protects itself from my Kartana. The dreaded Kartana mirror match happens as I don't know if Kartana will protect, or worse potentially speed tie to OHKO my own. To cover this, Arcanine goes for the Inferno Overdrive to pick off the opposing Kartana, which actually works out. In the same turn, actually learn that the Kartana is slower against my max speed Arcanine so that was a relief there. As soon as the enemy Kartana fainted, the game was mine was I Leaf Blade the Tapu Fini and Flare Blitz the Tapu Bulu with Kartana / Arcanine respectively. The opposing Fini manages to live, but with a Kartana and my own Fini on the field, it was over. Somehow managed to get to Finals by OHKOing a Fire Doge two times with Hyper Beam.


Round 5 VS Eye Shine ("NME_THATSAplusONE") / Finals

Opponent Team: 
Gyarados, Tapu Lele, Alolan Raichu, Tapu Koko, Garchomp, Butterfree

Game 1

I Brought: Kartana, Tapu Fini, Porygon-Z, Tapu Koko
He Brought: Alolan Raichu, Butterfree, Gyarados, Tapu Koko

Game 2 

I brought: Kartana, Tapu Fini, Porygon-Z, Tapu Koko
He brought: Garchomp, Butterfree, Tapu Lele, Alolan Raichu

Game 3:

I brought: Tapu Koko, Kartana, Porygon-Z, Tapu Fini
He Brought: Garchomp, Gyarados, Tapu Koko, Alolan Raichu

Summary: So I'm apparently battling someone who top cut regionals with a Butterfree, though I won't dismiss nor ignore Eye Shine accomplishment. All I know was his team looked hyper offensive and the best way to beat him was to out play or outgun him at key point. Game 1 Alolan Raichu Fake Outs my AV Kartana to ensure Butterfree gets the Tailwind, as Fini get a CM boost. I protect with Fini to prevent a potential Encore / Thunderbolt, yet Eye Shine double targets correctly into the AV Kartana, which tanks the hits and nets an OHKO with Night Slash onto the A-Raichu. As Tapu Koko is sent in, I knew Butterfree was a threat so had to get some damage on it with Fini as Kartana goes down to the Bug Buzz from Butterfree. As my own Tapu Koko is out on the field, immediately go for the Double Protect with both Tapus to stall out the last turns of Tailwind. Here I learned his Tapu Koko has the Fairium Z, though he wastes it on my protect. Butterfree manages to get a Rage Powder off, but I read to this and Dazzling Gleam with Tapu Koko, OHKO Butterfree and dealing sufficient damage to his own. With my Scarf Porygon-Z on the field, Tapu Koko and Porygon-Z can clean up the endgame against his weaken Koko and surprisingly Scarf Gyarados. Lots of Info learned from Eye Shine's team from this battle, so had to capitalize on the next game(s).

Game 2 pretty much was decided on that turn one switch Eye Shine did with his Garchomp by removing Misty Terrain with the incoming Lele switch to put Tapu Fini to sleep. Honestly, if I'd targeted down the Butterfree and protected the same turn, this would have given me enough momentum to carry the game, except it didn't have happen that way. Wasn't sure if Butterfree had Protect until I saw that Lele switch and knew he was going for the Sleep Powder. Eye Shine essentially setups Tailwind and manages to get Lele and Butterfree OHKOed the same turn. At this point with Kartana gone and Tapu Koko / Fini were at the mercy of his own Alolan Raichu and Garchomp. Essentially the momentum from that turn one play was huge to the point I couldn't recover. The Encore from Alolan Raichu, Life Orb from Lele, Sleep Powder from Butterfree, and the Groundium Z from CHomp was useful info to have for the last game so at least I know now.

Immediately I knew game 3 Tapu Koko + Kartana was my best lead to pressure Eye Shine's Butterfree, maybe to prevent the opposing Tailwind setup with Taunt, or OHKO Alolan Raichu with Night Slash. Instead, Eye Shine leads with Garchomp + Gyarados, which kinda throws me off for a bit. Kinda wanted to double target the Garchomp, but felt it would protect, so decide to go for the Dazzling Gleam and switch Kartana out for Fini. Turn one I get crucial damage on Garchomp and somewhat on Gyarados, yet Chomp manages to OHKO Tapu Koko with the Earthquake. Here I honestly wanted to double on the Gyarados slot, but felt a Groudium Z was incoming, so had to cover for it via knocking out the Chomp. Again this plan backfires as as Alolan Raichu comes in and I attack onto the Protect Garchomp. Welp Now I I know Eye Shine is going for the Fake Out on Kartana + Z Earthquake on Fini, which doesn't faint. (Actually lived on 1 HP)

Am disappointed that Fini failed to 2HKO the Alolan Raichu, but on the incoming Gyarados switch in comes I get a Special Attack drop...which actually helps me. Kartana meanwhile manages to OHKO Garchomp with the Leaf Blade and gets back to neutral attack thanks to Beast Boost. Around this time, Eye Shine reveals he has Flamethrower Gyarados, which at -1 Special Attack AV Kartana tanks it well enough. At this point I'd thought this game was "Winnable" until the Flamethrower tech was shown and felt Eye Shine just about had the game locked up. Tapu Koko manages to OHKO Tapu Fini and Kartana OHKOs the Gyarados, though problem is the Alolan Raichu is still around with Fake Out support. All Eye Shine has to do is double target and OHKO Kartana to be able to win the series.

With only my low HP Kartana and Scarf Porygon-Z, decided the only play I can make is have Kartana attack Raichu while Porygon-Z goes for the Hyper Beam on Tapu Koko as I know Tri Attack won't net the OHKO. In a suprising twist of events, Eye Shine doubles into the Porygon-Z with Fake Out + Thunderbolt on Porygon-Z, which is literally shocking to me (ban pun not intended). This leaves Kartana open for the OHKO onto the Alolan Raichu, the fastest mon on the field thanks to the Surge Surfer ability. Now I'm certain unless Hyper Beam fails to connect, I can win this. The moment of truth...Animekiller aims...and fires directly to the Tapu Koko and not takes its sites unto the new DLC for The Binding of Isaac (you want wait until next week).

Final Thoughts and Closing Opinions


That was really a good game and series from Eye Shine, though I'll admit the Moonblast Special Attack drop kinda helped me there. Then again if I can't predict exactly what his team was, but figured the Flamethrower was intentional for opposing Kartanas, especially given it was Scarf. Did talk to Eye Shine after the match and discuss the last turn of events involving the Moonblast drop until the last Hyper Beam play. If anything, all Eye Shine had to do was double attack and make sure that the Kartana was fainted, but instead it manages to live on, OHKO the Alolan Raichu (Koko might be risky as it has Protect) and give me a chance to win. Will say that's how some games goes, but we pulled a win and won a tournament using a resurrected Porygon-Z. 

Anyways feel free to use this team. Probably going to start dumping RMT and Team Report from Battle Spot VGC Ladder soon. Not sure how frequent will these be, but hopefully around once a month or so. Well anyways thanks for reading this team, even though most of it wasn't mine. Still think the core around this team is rather strong so hopefully can find ways to improve around it. Will try to get some more Pokemon builds and team reports up in the future so keep an eye out for that. Well cya and thanks.

VGC 17 Team Report 1: Slugfests


Slugfests: A VGC 2017 Team


Dec 12 2016


Artist by kampfkewob

So its been awhile right? Like me posting a team here, people reading about it and saying how bleh it is. Well I hate to inform all of you its that time to hear my ramblings. To be honest, I'm not well versed in VGC 17, though heck no one is. The format is new and many players are just coming back after the dry spell of VGC 16 with all the unrestricted Pokemon. For this format, Megas were banned, but we do have strong contenders like the Tapus and Ultras who are powerful under their own right. Z-Moves have been a major influence in this format as akin to the Gems from the Black and White era, though somewhat restricted. Still one well timed Z-Move or use of it can sway the battle directly to one's favor, so most teams tend to carry one for their best attackers. The past few weeks was mostly me laddering on Showdown in anticipation of the new format. Though I don't have my teams ready in-game aside one, at least Showdown is a decent Substitute for now. Will say there's plenty of room for experimentation and testing at the moment, but its almost like a free for all.

Of course, we are going to get out "Standard Big 6" or generic team for this format however one views it, though I normally try my best to work around the format. Yes while this is all early as hell in the format, want to see what people have to say about this team in particular. The team featured here was originally based around Celesteela, Gastrodon, Tapu Bulu, Salamence, Alolan Muk, and Alolan Marowak though the will admit I change the last two mons to be exactly like Baris Akros (Billa)'s VGC team he used at the Intercontinental Championship at London. Yes this is Billa's team, but a solid one that is. Certain its not like 100% his team, but can see the potential to refurbish certain team members however you chose. 


Background

So the team. To start out, last week I tested out a core between Celesteela and Gastrodon and found out how strong a "defensive" core it was. Gastrodon can deal with Fire- and Electric-type Pokemon with it STABs while Celesteela can wall out any Grass-type thanks to its quadruple resistance to Grass-types. As an added bonus, Gastrodon's Storm Drain can block out most single target Water-type moves like Scald for Celesteela, which players tend to use to get burns. If anything, this was the main basis for the team as these two do a great job in walling out Pokemon for the endgame. At this point, we all know what Celesteela can do with its overall bulk and ability to stall out opposing mons better than Ferrothorn can in the endgame scenarios. As long as Gastrodon can keep most threats in check, Celesteela has the potential to wall out most mons in the format.

For my Fire-type, originally Alolan Marowak was here to aid in beating Electric-types such as Tapu Koko and Alola Raichu, however it seems too frail to perform this task. Course realizing now, Alolan Marowak thrives in a semi-Trick Room setting, however most threats are either going to faster than it naturally, or just have a TR speed to underspeed in that field condition. In short chances were likely Alolan Marowak would die before getting some major damage, or at least preventing major single target Electric-type attacks off. In essence, Defensive Arcanine was a decent replace not only to aid in beating potential Celesteela matchups with Wisp + Fire STAB, but can utilize Intimidate to give both my other mons extra turns.

Tapu Bulu and Salamence were added there to complete the duo FWG and Steel Dragon Fairy Triage core, but note there's some room for improvement. In terms of "heavy" attackers, the team was missing some and what better physical attacker to add than Tapu Bulu. For those who don't know what Tapu Bulu does, it basically activates Grassy Terrains which gives 1/16th recovery for all "grounded" Pokemon and gives Bulu an effective "Choice" boost to its Grass-type attacks. Given that most of the team is grounded, they essentially get a semi Leftovers with the item choice selection for a few turns, unless a Tapu switches in. Salamence was originally used a a Choice Specs variant popularized by Cybertron, but another cool idea from LegacyVGC was Dragonium Z Salamence, which essentially give Mence a one-time Specs Draco without the drop.

The finally member of the team was added as Gigalith and shamelessly stolen, but I do like the idea here. To explain Gigalith received the Sand Stream ability, which can serve as a poor man's Tyranitar in the format. Gigalith has the attack power of 135 and the bulk (85/130/80) to maintain itself for most of the matchups and combat Sun/Hail teams with its Sand Stream ability. Note the special defense boost allows Gigalith to tank some special hits better than usual and can function as a bulky attacker for the team. On a final note, the pure Rock-type can be useful to handle some Poison-, Fire-, Ice-, and Flying-type Pokemon, though again Gigalith can't do everything.

So that's it about the background. Did use about 4/6th of the team before seeing Billa pilot it on stream which intrigued me. Definitely give shout to him and all the top  players this last weekend as they are do indirectly help me in some fashion with just ideas or trends. Do feel like some of the moveslot selection on my end can be substitute (pun not intended) for better options or however one please. Alright with that said, here's the team (Note mons were swapped to match types).




The Team



Celesteela @ Leftovers
Ability: Beast Boost
Level: 50
EVs: 164 HP / 68 Atk / 108 Def / 124 SpD / 44 Spe
Adamant Nature
- Heavy Slam
- Leech Seed
- Substitute
- Protect

Milestones:
- OHKOs up to 252 HP / 108 Def Tapu Lele.
- Lives Jolly Arcanine's Flare Blitz 100% of the time.
-Lives Modest / Timid Tapu Koko's Thunderbolt without Electric Terrain
-Xurketree's Thunderbolt has a 18.8% chance to OHKO
-Speed Creeps opposing Celesteela

Not going to lie. Celesteela's is the unfaithful creation of Ferrothorn and Skarmory's one night stand and here we are. In all seriousness, Celesteela has established itself as one of the best, if not best defensive Steel-type Pokemon I've seen rivaling up there with Aegislash, though not as offensive. This thing can and will wall any unprepared teams that aren't able to break the Substitutes and stalled out of from Leech Seed recovery. Honestly I don't know what drug or meds Game Freak's developmental staff was on giving a Steel/Flying-type that doesn't resemble a tree or a plant Leech Seed. Anyways this set is somewhat standard by now, but we have Substitute, Leech Seed, Heavy Slam, and Protect. Substitute with Celesteela's overall bulk is rather strong. Heavy Slam from this 2204.4 pound Pokemon is going to hurt, especially factoring STAB.

The goal of this set is to SubSeed stall the opponent with the assistance of other teammates to get in position for the endgame. Once the opposing Pokemon's HP is low enough, Celesteela can knock them out to get an Attack raise from its "Beast Boost" ability, which turn into a formidable tank. Note to always keep Celesteela healthy at all times, unless its not needed for the endgame with other win cons. There have been games were I'm usually play for the Celesteela Mirror as either Arcanine or Gastrodon attempts to get a burn on the opposing plant-metal thing alien so my own can beat it 1v1 late game. Gradual Leech Seed and Leftovers recovery helps Celesteela keeps itself alive throughout the battle and at times stall out even two opposing Pokemon under the right conditions.

To be honest, there wasn't a particular EV spread I'd use, rather to give it a good HP value so Celesteela can setup 4 Subs if that situation happens. Celesteela is Adamant nature with a higher attack stat to ensure the Beast Boost will always increase attack, unless a stat drop occurs. For those might be wonder, "Oh Celesteela isn't that good" or "I HATE CELESTEELA F%%%%), well I got good news and bad news for you. Get use to it as this mon will be around for awhile. Not saying Celesteela is the best mon in the format, though I feel it like up there, its usage will eventually drop later on.

In order to support Celesteela's main goal of walling opposing Pokemon while dealing residual damage, well we turn to the next two Mons.


  

Gastrodon @ Sitrus Berry
Ability: Storm Drain
Level: 50
EVs: 252 HP / 116 Def / 140 SpD
Sassy Nature
- Scald
- Toxic
- Earthquake
- Protect

Milestones:
- Modest Tapu Lele's Psychic from Psychic Terrian has a 8.2% chance to 2HKO with Sitrus Berry recovery
-LO Jolly Garchomp's EQ has a 3.9% chance to 2HKO with Sitrus Berry recovery
-Lives Tectonic Rage (Groundium Z EQ) from Garchomp 100% of the time.
- Intimidated Alolan Marowak's Shadow Bone is a 3HKO with Sitrus Berry Recovery

Honestly Gastrodon is one of the most underrated Pokemon used at the moment and will definitely see some usage in the future. So why have Gastrodon on this team unlike most other Water-, or Ground-type. Well first...why not both? Second, thing about Gastrodon is it covers two over Celesteela's major weaknesses in Electric-, and Fire-type while blocking all single target Water-type attack against it. If you think about it, Gastrodon is a decent response to some of the core pairs we've seen lately such as Gyarados + Alolan Marowak, or Arcanine + Milotic which can effectively wear them down. Now in terms of moveset, Scald is the STAB of choice for all Bulky Water-type Pokemon to burn crap, so not much there. Earthquake is Gastrodon's secondary STAB to hit opposing Electric-, Rock-, Poison-, or Fire-type Pokemon for heavy damage, but won't necessarily OHKO.

Now aside the obvious "protect",  we have here Toxic on Gastrodon as the last moveslot. Anyone might be wondering why Toxic over something such as Ice Beam? Well think about it this way. How can we improve Celesteela and the rest of my team's odds of dealing damage against my opponent over time? Toxic is just a modes to progressively inflict HP every turn against bulk Pokemon such as Milotic, Arcanine, Porygon2, Politoed, and yes even enemy Gastrodons. If the Water/Ground slug manages to Toxic Poison many target that Celesteela can virtually wall, it can pretty much spell doom for my opponent as ....yes I can stall them out. Some people don't like Stall, but with the new timer changes, I do see the potential of defensive play in this format so it everyone's game.

Regarding what Gastrodon can do in terms of defensive positioning, it can essentially be used as a switch in for all Water- and Electric-type attacks inbound. There isn't much Gastrodon can do in terms of "offense" aside deal super effective damage with its STABs and just Toxic stuff around. Do have to weary about Gastrodon's HP at times as it doesn't have Recovery to replenish its HP and can be taken out over time. Gastrodon is usually a primary Pokemon to face opposing Weather teams such as Rain, Sand, and Sun teams as it has the tools deal with the primary weather setter / sweeper. In all, Gastrodon is a unique defensive Pokemon who paired with Celesteela can only be called Satan... JK.


ALOE VERA PUPPER (Arcanine) @ Firium Z
Ability: Intimidate
Level: 50
EVs: 236 HP / 4 Def / 4 SpA / 12 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Will-O-Wisp
- Snarl
- Morning Sun / Protect

Milestones:
- Outspeed and Speed Tied up to base 95 speed.
- Survives Modest Tapu Lele's Psychic
-Survives Modest LO Tapu Koko's Thunderbolt


ALOHA COUSINS! Its come to my attention that there's been a sighting of Aloe Vera Puppers around here, but yet I can't find them. Well I'll talk about what Aloe Vera Pup can do for this team. Honeslty Aloe Vera Pupper isn't just a dog, but also a semi automatic raging quitting and pooping machine (JK maybe not on the last one). Careful not to get this Aloe Vera upset, or it will get angry at its opponent and Overheat just like my useless laptop. Even so, Aloe Vera has a magic crystal in its dog collar to abuse Inferno Overdrive for at least one turn and litter your garden into roaster turkey. If you don't happen to pet this pupper, it might start to Snarling since it hasn't been given proper attention all day. Careful not to give this doggo tantrums, for it will get tired of itseld and its fire attacks will decrease drastically. Hell this Doggy might give you some 2nd or 3rd Degree burns if you don't pet him well or don't feed him all day. Aloe Vera Puppers are really majestic creatures, though sometimes it can be intimidating to look at its beauty even from two Pokemon on the field. NO... SERIOUSLY, WHO THE HELL WOULD WANT TO HURT THIS ALOE VERA PUPPER. Better yet... WHO doesn't like Doggos? Like all you have to do is just give it some food, pet him everyday, don't make him too upset unless you want to lose the home...etc. Here's some good advice, always give Aloe Vera Puppers a good morning walk in the sun as they'll fee much better about themselves. Give this Aloe Vera Pupper some morning walks, except when there's a sandstorm brewing and you question yourself why aren't I protect this Doggo from having sand all over its fur.

In context, this Aloe Vera Pupper has a ton of HP and Speed since I've been giving it too much Puppy Chow (because I want Pup to stay as a Pupper) and now always chases me around for food. Some of Aloe Vera's best friends include Gastrodon and Celesteela for a number of reason probably not related to Cats, but here goes. See Aloe Vera Pupper like to takes bath, but hates random hose sprays from every now and then. At least Gastrodon can handle any incoming liquids coming onto its way and redirect it somewhere safe, maybe even its own water bowl. In turn, Aloe Vera Puppers can burn up any leafs and trees around which make Gastrodon self conscious about itself. Aloe Vera Pupper is even good friends with an Alien plant-thing as they converse to each other about their goals and dreams. They've been such good friends that Celesteela is willing to protect the pupper of anyone who throws rocks at the pupper, or give it a lift when pupper senses an earthquake incoming. In return, Aloe Vera Pupper will burn anyone with dare tries to fight Celesteela and help Celesteela with some gardening even just planting some seeds.

See thing about Aloe Vera Puppers is they are extremely loyal to not only me, but also to their own friends. From my experience, Aloe Veras will stand up to their friends and even take some weak punk Pokemon. Hell Aloe Vera Pupper has gotten so use to defending its friends now any Pokemon feel don't feel confident with their own attempts. It will come along with on some walks, burn some stuff, burn more stuff, maybe Snarl at people, or even  AGAIN Aloe Vera Puppers are majestic magical Yo Kai who if you take care of him and his friends well,  then he's willing to standout to what's evil in this world.

Then again Aloe Vera Puppers might not exist but I believe in Santa! 



Gigalith @ Rockium Z
Ability: Sand Stream
Level: 50
EVs: 252 HP / 124 Atk /  4 Def / 124 SpD / 4 Spe
Adamant Nature
- Rock Slide
- Heavy Slam
- Earthquake
- Protect

Milestones:
-OHKOs 252 HP / 4 HP Tapu Lele With Heavy Slam
-OHKOs standard Arcanine, Gyarados, and Salamence with Continental Crush after Intimidate
- LO Tapu Koko has a 17.2% chance to 2HKO in the sand
-
At first, kinda ignored Gigalith for most of the early format (well not entirely), but after seeing how well it can play against opposing weather that's not Rain, well I'd at least gave it a shot. Some people might not know this, but Gigalith got a substantial buff with the Sand Stream ability to not only setup Sand, but also give it a 50% Special Defense boost. Pair this with its 85 HP / 130 Def / 80 SpDef + all the Intimidate pressuring going around then Gigalith will likely stick around for several turns. For the item choice, Rockium Z is rather interesting given how Rock-types "lack" a strong Rock-type move to abuse that's doesn't have the best accuracy. With Rockium Z, Continental Crush even at minus 1 can OHKO opposing Gyarados, Arcanine, and Salamence who are three share a Rock-type weakness. Rock Slide is Gigalith's main STAB for most mons though don't expect it to Flinch stuff, unless under Trick Room. Earthquake is still a great coverage move to have with all the Fire-, Poison-, Steel-, and Electric-type Pokemon running around these days. Finally Heavy Slam is for the Fairies, and even OHKO Comfey, Mimikyu, Tapu Lele with it.

When using Gigalith, I'd have to consider whether it stick around for much of the battle to get off its attacks. In terms of the weather matchup, Gigalith + Gastrodon can do decently well against opposing Oranguru + Torkoal teams as the Sand will block the increase and prevent Torkoal from using Solar Beam. Opposing Hail teams usually contend with Gigalith + Arcanine to maintain Sand, while pupper can threaten both targets. One last thing to note is Sand Stream damage can help rack up residual against my opponents just like I have Leech Seed, Wisp, Toxic, and other utility options on this team. 




Tapu Bulu @ Miracle Seed
Ability: Grassy Surge
Level: 50
EVs: 244 HP / 76 Atk / 116 Def / 4 SpD / 60 Spe
Adamant Nature
- Wood Hammer
- Swords Dance
- Superpower
- Protect

Milestones:
-Survives Poison Jab From non boosted neutral Garchomp 100% of the time.
-OHKOs Tapu Lele, Koko, and Fini with Grassy Terrain-boosted Wood Hammer
-OHKOs 4 HP / 4 Def Garchomp with the Grassy Terrain Miracle Seed Wood Hammer
-OHKOs up to 252 HP / 212 Def Porygon2 with a Sword Dance boost.
-Outspeeds Neutral non invested base 80s.

So here we have one of the most threatening physical Pokemon in the format and honestly in contention as Best Grass-type: Tapu Bulu. Now lets think about this for a second. Tapu Bulu essentially has a base 130 Attack, Adamant nature, a boosting-type item, and a pseudo Choice Band-like boost to its main 120 STAB Wood Hammer. oh did I forget to mention Sword Dance? Thing about Tapu Bulu is the threat a boosted Wood Hammer alone is enough to force opponents to make defensive switches or hope they can take the hit. Superpower is listed down only to hit things like Porygon2 and Celesteela (if that happens) harder, though chances are I'm going to be using Wood Hammer for most of the time. Note Tapu Bulu is a decent check to other Tapus as it can usually setup its own Grassy Terrain last to maintain the 50% boosts. Of course, this is not how just the only way to use Tapu Bulu. Remember that part of Grassy Terrain's effects is gradual replenishment of about 1/16th of all grounded Pokemon's HP value and reduced the damage of Earthquake to half. Now only does this benefit most of my team with pseudo Leftovers, but helps them take far less damage from Earthquake so its at least decent. Will admit Tapu Bulu is the least used member of the team, but never I do bring it, Bulu can do work and well act like a bully. 



Salamence @ Dragonium Z
Ability: Intimidate
Level: 50
EVs: 52 HP / 4 Def / 188 SpA / 12 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flamethrower
- Roar
- Protect

Milestones:
- See this thread.
-Basically the same, with slight SpD to no raise Download Porygon2's SpA


Last member of the team is none other that Dragonium Z Salamence. Yes it might sound strange running Dragonium Z instead of the Specs set, but here me out. With the Dragonium Z, Salamence has essentially one Specs Draco Meter, or Devastating Drake to hit opposing targets somewhat hard. Since Salamence is using a Z-Move and not techincally Draco Meteor, it can get one other Draco Meteor off before its Special Attack drops. Flamethrower is listed here to hit Fire-type Pokemon more consistantly than Fire Blast which tends to miss at critical points. Now Roar might sound like a rather dumb option to use, but this allows Salamence to phaze out any Trick Room or setup based strategies if in case I have to deal with any. Roar can also be used to phaze out Pokemon in Substitutes like opposing Celesteela since those can still be annoying for the team. One thing to note is Salamence and Arcanine form a dual Double Intimidate core between each other to allow its partners to take physical damage better. With the other defensive capabilities of the team, it can be rather frustrating to without knock out, or crit though the drops.  



IMPORTABLE & Final thoughts

[spoiler]

Celesteela @ Leftovers
Ability: Beast Boost
Level: 50
EVs: 164 HP / 68 Atk / 108 Def / 124 SpD / 44 Spe
Adamant Nature
- Heavy Slam
- Leech Seed
- Substitute
- Protect

Gastrodon @ Sitrus Berry
Ability: Storm Drain
Level: 50
EVs: 252 HP / 116 Def / 140 SpD
Sassy Nature
- Scald
- Toxic
- Earthquake
- Protect

ALOE VERA PUPPER (Arcanine) @ Firium Z
Ability: Intimidate
Level: 50
EVs: 236 HP / 4 Def / 4 SpA / 12 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Will-O-Wisp
- Snarl
- Morning Sun

Gigalith @ Rockium Z
Ability: Sand Stream
Level: 50
EVs: 252 HP / 124 Atk / 4 Def / 124 SpD / 4 Spe
Adamant Nature
- Rock Slide
- Heavy Slam
- Earthquake
- Protect

Tapu Bulu @ Miracle Seed
Ability: Grassy Surge
Level: 50
EVs: 252 HP / 76 Atk / 116 Def / 4 SpD / 60 Spe
Adamant Nature
- Wood Hammer
- Swords Dance
- Superpower
- Protect

Salamence @ Dragonium Z
Ability: Intimidate
Level: 50
EVs: 52 HP / 4 Def / 188 SpA / 12 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flamethrower
- Roar
- Protect

[/spoiler]

Feel free to use this team. Probably going to start dumping RMT and Team Report from Battle Spot VGC Ladder soon. Not sure how frequent will these be, but hopefully around once a month or so. Well anyways thanks for reading this team, even though most of it wasn't mine. Still think the core around this team is rather strong so hopefully can find ways to improve around it. Well thanks for reading.

VGC 17 Analysis: Pheromosa



[VGC 2017] Pheromosa - Mixed Attacker Movesets

(March 23th 2017)

As one of the seven Ultra Beast to reign in the VGC 17 scene, Pheromosa stands out as the glass cannon and for good reason. Despite the abysmal defensive stats and somewhat lacking coverage options, Pheromosa is one of the most threatening frail sweepers in the format given its high base Fighting-type coverage, respectively high offensive attacks, and an 151 speed stat to basically outspeed everything in the format that's not naturally boosted. Coverage options like Ice Beam, Poison Jab, or even a Z-Fighting move allow Pheromosa to threaten most of the common Pokemon such as the Tapus, Porygon2, Garchomp, Kartana, etc. Given its unique stat distribution, Pheromosa can raise either its attack, special attack, or speed stat with a potential Beast Boost and make it far threatening than it is. Despite its high offensive capabilities, this Ultra Beast has paper thin defenses to which any strong neutral or super effective option will squash this bug. Even with its low defenses, do not underestimate Pheromosa offensive potential as it certainly has the high damage output and speed necessary to clean thru unprepared teams.



Pheromosa


Type: :bug: :fighting:
Base Stats: 71 HP / 137 Attack / 37 Defense /  137 Special Attack / 37 Special Defense / 151 Speed
Weaknesses:  :flying: [x4] , :fire: [x2] , :psychic: [x2] , :fairy: [x2]
Resistances: :bug: [x0.5], :fighting: [x0.5], :dark: [x0.5], :ground: [0.5x], :grass: [0.5x]
Immune To: None

Ability: Beast Boost  - Raises the highest stat by one stage. If equal, the "next" stat is boosted by this sequence: [Atk, Def, SpA, SpD, Spe].



Physically Mixed Attacker


Pheromosa @ Life Orb / Focus Sash / Fightinium Z
Ability: Beast Boost
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Naughty Nature
- High Jump Kick
- Poison Jab
- Ice Beam / U-Turn
- Protect

Milestones:
- OHKOs 4 HP Tapu Lele / Koko and 252 HP 4 Def Tapu Bulu with Poison Jab
- OHKOs most Garchomp with Life Orb Ice Beam (not AV, Sash, Yache)
- Outspeed Tapu Koko and Aerodactyl
- Z High Jump Kick OHKOs max defense Porygon2

When using Pheromosa, the goal is to apply offensive pressure with its high base speed, and coverage options against some of the common Pokemon in the format. Given Pheromosa's lack of defensive potential, Life Orb is a great item to boost its main attacks to ensure the OHKOs on key targets. One example is Life Orb Adamant Pheromosa can knock out frail Tapu Koko, Lele, and Bulu in one go while do about over have to a defensive Fini. Life Orb High Jump Kick from Pheromosa is one of the strongest Fighting-type attacks in the game given few Pokemon take it well aside resisted targets, though the player must call whether the opponent protects as the Ultra Beast will suffer 50% recoil. The reason for having High Jump Kick on a mon like Pheromosa is to OHKO common Normal-types such as Eviolite Porygon2 to prevent the potential Trick Room or Snorlax before they setup. If Pheromosa wants a potential nuke, then it can run Z-High Jump Kick to OHKO a plethora of targets, including a fully Defensive Porygon2.

Aside a limited Fighting-type coverage, Pheromosa doesn't have much coverage options, but has enough to make it threatening. As mentioned earlier, Poison Jab is listed to hit opposing Grass-, and Fairy-types, notably the Tapus given how extremely common they are. Ice Beam also Pheromosa go mixed to hit Grass-, Flying-, Ground-, and Dragon-type Pokemon such as Garchomp, Salamence, Aerodactyl, etc. U-Turn is Pheromosa's secondary STAB option, generally used to gain momentum in the match to switch out immediately for another partner. Even with its shallow movepool, what makes Pheromosa threatening is the potential Beast Boost in its attack stat to makes its Poison Jabs and STAB High Jump Kick a wide variety of neutral pokemon than before. If the player wants Pheromosa to withstand a fatal attack, Focus Sash allows it to take one hit, but will lose out in offensive power from Life Orb or Fightinium Z.

The following are some offensive calculations of Pheromosa's listed attacks based with the Life Orb as well as Z-High Jump Kick.


Offensive Calcs:

[spoiler]

Z-High Jump Kick

252+ Atk Pheromosa All-Out Pummeling (195 BP) vs. 252 HP / 252+ Def Eviolite Porygon2: 194-230 (101 - 119.7%) -- guaranteed OHKO
252+ Atk Pheromosa All-Out Pummeling (195 BP) vs. 68 HP / 188 Def Snorlax: 416-492 (170.4 - 201.6%) -- guaranteed OHKO
252+ Atk Pheromosa All-Out Pummeling (195 BP) vs. 228 HP / 52 Def Gigalith: 290-344 (153.4 - 182%) -- guaranteed OHKO
252+ Atk Pheromosa All-Out Pummeling (195 BP) vs. 252 HP / 0 Def Mudsdale: 190-225 (91.7 - 108.6%) -- 56.3% chance to OHKO
252+ Atk Pheromosa All-Out Pummeling (195 BP) vs. 228 HP / 220+ Def Gastrodon: 178-211 (82.7 - 98.1%) -- guaranteed 2HKO
252+ Atk Pheromosa All-Out Pummeling (195 BP) vs. 252 HP / 0 Def Muk-Alola: 238-282 (112.2 - 133%) -- guaranteed OHKO
252+ Atk Pheromosa All-Out Pummeling (195 BP) vs. 4 HP / 0 Def Kartana: 302-356 (223.7 - 263.7%) -- guaranteed OHKO
252+ Atk Pheromosa All-Out Pummeling (195 BP) vs. 0 HP / 0 Def Garchomp: 198-234 (108.1 - 127.8%) -- guaranteed OHKO
252+ Atk Pheromosa All-Out Pummeling (195 BP) vs. 252 HP / 0 Def Arcanine: 228-268 (115.7 - 136%) -- guaranteed OHKO (without Intimidate)
252+ Atk Pheromosa All-Out Pummeling (195 BP) vs. 228 HP / 116 Def Celesteela: 165-195 (82 - 97%) -- guaranteed 2HKO after Leftovers recovery


Life Orb High Jump Kick

252+ Atk Life Orb Pheromosa High Jump Kick vs. 244 HP / 92 Def Eviolite Porygon2: 218-257 (114.1 - 134.5%) -- guaranteed OHKO
252+ Atk Life Orb Pheromosa High Jump Kick vs. 244 HP / 252+ Def Eviolite Porygon2: 172-203 (90 - 106.2%) -- 25% chance to OHKO
252+ Atk Life Orb Pheromosa High Jump Kick vs. 68 HP / 188 Def Snorlax: 361-429 (147.9 - 175.8%) -- guaranteed OHKO
-1 252+ Atk Life Orb Pheromosa High Jump Kick vs. 252 HP / 0 Def Arcanine: 133-156 (67.5 - 79.1%) -- guaranteed 2HKO after Sitrus Berry recovery
252+ Atk Life Orb Pheromosa High Jump Kick vs. 252 HP / 0 Def Arcanine: 199-234 (101 - 118.7%) -- guaranteed OHKO
252+ Atk Life Orb Pheromosa High Jump Kick vs. 220 HP / 36 Def Metagross: 129-152 (70.4 - 83%) -- guaranteed 2HKO
252+ Atk Life Orb Pheromosa High Jump Kick vs. 4 HP / 0 Def Nihilego: 294-347 (158.9 - 187.5%) -- guaranteed OHKO
252+ Atk Life Orb Pheromosa High Jump Kick vs. 228 HP / 116 Def Celesteela: 142-169 (70.6 - 84%) -- guaranteed 2HKO after Leftovers recovery


Life Orb Poison Jab

252+ Atk Life Orb Pheromosa Poison Jab vs. 0 HP / 0 Def Tapu Lele: 172-203 (118.6 - 140%) -- guaranteed OHKO
252+ Atk Life Orb Pheromosa Poison Jab vs. 164 HP / 92 Def Tapu Lele: 153-182 (92.1 - 109.6%) -- 56.3% chance to OHKO
252+ Atk Life Orb Pheromosa Poison Jab vs. 4 HP / 0 Def Tapu Koko: 156-185 (106.8 - 126.7%) -- guaranteed OHKO
252+ Atk Life Orb Pheromosa Poison Jab vs. 252 HP / 4 Def Tapu Bulu: 239-286 (135 - 161.5%) -- guaranteed OHKO
252+ Atk Life Orb Pheromosa Poison Jab vs. 4 HP / 0 Def Ninetales-Alola: 172-203 (115.4 - 136.2%) -- guaranteed OHKO
252+ Atk Life Orb Pheromosa Poison Jab vs. 252 HP / 4 Def Mimikyu: 81-96 (50 - 59.2%) -- guaranteed 2HKO
252+ Atk Life Orb Pheromosa Poison Jab vs. 252 HP / 156 Def Tapu Fini: 107-127 (60.4 - 71.7%) -- guaranteed 2HKO after Leftovers recovery


Life Orb Ice Beam (with a Neutral Nature)

0 SpA Life Orb Pheromosa Ice Beam vs. 44 HP / 156 SpD Garchomp: 224-265 (118.5 - 140.2%) -- guaranteed OHKO
0 SpA Life Orb Pheromosa Ice Beam vs. 28 HP / 52 SpD Assault Vest Garchomp: 172-203 (91.9 - 108.5%) -- 50% chance to OHKO
0 SpA Life Orb Pheromosa Ice Beam vs. 4 HP / 0 SpD Tapu Koko: 73-87 (50 - 59.5%) -- guaranteed 2HKO
0 SpA Life Orb Pheromosa Ice Beam vs. 4 HP / 0 SpD Salamence: 281-333 (164.3 - 194.7%) -- guaranteed OHKO
0 SpA Life Orb Pheromosa Ice Beam vs. 4 HP / 0 SpD Kartana: 135-160 (100 - 118.5%) -- guaranteed OHKO
0 SpA Life Orb Pheromosa Ice Beam vs. 252 HP / 0 SpD Pelipper: 78-92 (46.7 - 55%) -- 67.6% chance to 2HKO
0 SpA Life Orb Pheromosa Ice Beam vs. 252 HP / 4 SpD Assault Vest Mudsdale: 88-107 (42.5 - 51.6%) -- 5.1% chance to 2HKO

[/spoiler]





Specially-Mixed Attacker
Pheromosa @ Life Orb / Focus Sash / Fightinium Z
Ability: Beast Boost
EVs: 4 Def / 252 SpA / 252 Spe
Modest / Rash Nature
- Ice Beam
- Focus Blast / High Jump Kick
- Bug Buzz / Poison Jab / Hidden Power [Ground]
- Protect

Milestones:
- OHKOs most Porygon2 sets with Z-Focus Blast
- OHKOs most Garchomp sets, even some with AV
- OHKOs Tapu Koko with +1 HP Ground
- Outspeed Tapu Koko and Aerodactyl

One of the ways players deal with Pheromosa is thru Intimidate spam to ensure its physical attack output is significantly lowered to the point that certain Pokemon can withstand any hit from the Bug/Fighting-type. As a natural response to this, here is a special Pheromosa set which doesn't mind Intimidate spam and can still OHKO key targets with its special coverage options. Focus Blast has a somewhat shaky accuracy, but can OHKO many Normal-, Dark-, and Steel-type Pokemon who don't appreciate such an attack. Using Focus Blast as a Z-move can not only resolve its accuracy issue for one use, but can ensure Pheromosa can OHKO something like Porygon2 or Snorlax without any Intimidate support. If Focus Blast isn't your style, then High Jump Kick is an alternative, though at that point Pheromosa will likely need to be Attack Evs and a boosting item like Life Orb to ensure some OHKOs.

Specially-Mixed Pheromosa has slightly more special attack combinations to use, but still shallow coverage at best. Ice Beam from a special Pheromosa is much stronger and hits Grass-, Flying-, Ground-, and Dragon-type Pokemon for super effective. Bug Buzz is Pheromosa's special Bug-type coverage for any Dark- and Psychic-types pestering around, though the targets Pheromosa hits with this move is rather limited. HP Ground is an interesting move which can benefit Pheromosa's Ice Beam coverage as it hits Electric-, Fire-, and Poison-type Pokemon. The only notable feat using HP Ground is at +1 with the special attack Beast Boost Pheromosa can OHKO 4 HP Tapu Koko 100% of the time. Poison Jab is the last potential option to run given how effective it is to deal with the opposing Tapu Pokemon, though it might need a neutral nature and Life Orb to ensure OHKOs. Lastly Protect is here to scout for the opponent attacks while ensuring Pheromosa can stick around for awhile longer. 

Offensive Calcs:

[spoiler]

Z-Focus Blast

252+ SpA Pheromosa All-Out Pummeling (190 BP) vs. 244 HP / 252+ SpD Eviolite Porygon2: 186-218 (97.3 - 114.1%) -- 81.3% chance to OHKO
252+ SpA Pheromosa All-Out Pummeling (190 BP) vs. 68 HP / 0 SpD Snorlax: 342-404 (140.1 - 165.5%) -- guaranteed OHKO
252+ SpA Pheromosa All-Out Pummeling (190 BP) vs. 228 HP / 0 SpD Assault Vest Gigalith in Sand: 198-234 (104.7 - 123.8%) -- guaranteed OHKO
252+ SpA Pheromosa All-Out Pummeling (190 BP) vs. 84 HP / 164 SpD Assault Vest Kartana: 410-486 (282.7 - 335.1%) -- guaranteed OHKO
252+ SpA Pheromosa All-Out Pummeling (190 BP) vs. 228 HP / 116 SpD Celesteela: 163-193 (81 - 96%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Pheromosa All-Out Pummeling (190 BP) vs. 252 HP / 4 SpD Arcanine: 220-259 (111.6 - 131.4%) -- guaranteed OHKO
252+ SpA Pheromosa All-Out Pummeling (190 BP) vs. 188 HP / 20 SpD Muk-Alola: 180-213 (88.2 - 104.4%) -- 31.3% chance to OHKO
252+ SpA Pheromosa All-Out Pummeling (190 BP) vs. 4 HP / 0 SpD Nihilego: 147-174 (79.4 - 94%) -- guaranteed 2HKO
252+ SpA Pheromosa All-Out Pummeling (190 BP) vs. 220 HP / 0 SpD Assault Vest Metagross: 135-159 (73.7 - 86.8%) -- guaranteed 2HKO


Life Orb HP Ground

252+ SpA Life Orb Pheromosa Hidden Power Ground vs. 4 HP / 0 SpD Tapu Koko: 130-153 (89 - 104.7%) -- 37.5% chance to OHKO
252+ SpA Life Orb Pheromosa Hidden Power Ground vs. 252 HP / 4 SpD Arcanine: 122-146 (61.9 - 74.1%) -- 99.6% chance to 2HKO after Sitrus Berry recovery
252+ SpA Life Orb Pheromosa Hidden Power Ground vs. 4 HP / 0 SpD Nihilego: 166-198 (89.7 - 107%) -- 37.5% chance to OHKO
252+ SpA Life Orb Pheromosa Hidden Power Ground vs. 4 HP / 0 SpD Xurkitree: 135-161 (84.9 - 101.2%) -- 12.5% chance to OHKO
252+ SpA Life Orb Pheromosa Hidden Power Ground vs. 252 HP / 0 SpD Marowak-Alola: 122-146 (73 - 87.4%) -- guaranteed 2HKO
252+ SpA Life Orb Pheromosa Hidden Power Ground vs. 0 HP / 4 SpD Gengar: 127-151 (94 - 111.8%) -- 68.8% chance to OHKO
252+ SpA Life Orb Pheromosa Hidden Power Ground vs. 248 HP / 8 SpD Magnezone: 224-265 (127.2 - 150.5%) -- guaranteed OHKO


Life Orb Ice Beam

252+ SpA Life Orb Pheromosa Ice Beam vs. 28 HP / 52 SpD Assault Vest Garchomp: 218-260 (116.5 - 139%) -- guaranteed OHKO
252+ SpA Life Orb Pheromosa Ice Beam vs. 28 HP / 0 SpD Krookodile: 205-242 (117.8 - 139%) -- guaranteed OHKO
252+ SpA Life Orb Pheromosa Ice Beam vs. 4 HP / 0 SpD Kartana: 178-211 (131.8 - 156.2%) -- guaranteed OHKO
252+ SpA Life Orb Pheromosa Ice Beam vs. 252 HP / 0 SpD Pelipper: 103-121 (61.6 - 72.4%) -- guaranteed 2HKO
252+ SpA Life Orb Pheromosa Ice Beam vs. 252 HP / 0 SpD Tapu Bulu: 161-190 (90.9 - 107.3%) -- 43.8% chance to OHKO



[/spoiler]





Potential Teammates include, but aren't limited to:
  • Tapu Lele - Arguably Pheromosa's best partner-in-crime given Lele's Psychic Terrain prevents any form of priority from being used to target such a glass sweeper. In turn, Pheromosa can heavily pressure many of the Pokemon that threaten Lele such as Steel-types, Dark-types, and even the other three Tapu Pokemon. 
  • Fast Offensive Pokemon - In order for Pheromosa to maintain offensive pressure, it needs partners who are also extremely to moderately fast than most others in the format while capable of threatening many targets with their powerful STABs or Z-Move option ( Ex. Garchomp, Tapu Koko, Tapu Lele, Nihilego, Kartana etc). 
  • Steel-types - Aside sharing a weakness in Fire-type moves, Pheromosa appreciate Steel-types given it resist the other three of Pheromosa's weakness and are usually defensive enough to withstand most hits in the format.   ( Ex. Celesteela, Metagross, Kartana, Magnezone, etc ) 
  • Defensive Pokemon - Generally speaking, if Pheromosa finds itself in an unfavorable matchup, it will likely switch back into defensively capable Pokemon who are bulky and  can wear down the opposing team to which the Bug/Fighting-type can pick them off later.  (Ex. Celesteela, Gastrodon, Porygon2, Gigalith, Milotic, Snorlax, etc ).

Threats include, but aren't limited to:
  • Fire-types - Arcanine, Alolan Marowak, Torkoal, Talonflame, etc.
  • Flying-types - Drifblim, Talonflame, Aerodactyl, Pelipper, Gyarados, Celesteela etc
  • Fairy-types - Mimikyu, Tapu Fini, etc
  • Psychic-types - Metagross, Tapu Lele, Oranguru, etc
  • Ghost-types - Drifblim, Mimikyu, Gengar, Mismagius, Alolan Marowak. 
  • Any Powerful Neutral STAB or even Z-Move can OHKO Pheromosa (provide it doesn't resist).
  • Trick Room since Pheromosa is extremely frail and too fast in a Trick Room setting.  
Other Notable Options
  • A Quiver Dance set especially paired with Oricorio Pom-Pom might sound gimmicky at first, but can sweep opposing unprepared teams if Pheromosa manages to boost and attack. 
  • With a base 151 speed, Pheromosa can run positive speed natures like Timid, Hasty, or Naive to raise its speed from a Beast Boost. 
  • Fast Taunt from Pheromosa is uncommon, but effective to shut down setup options.
  • Speed Swap allows Pheromosa to gift its fast speed stat to a partner Pokemon, often one who has a setup option to sweep an opposing team like Belly Drum Snorlax.
  • Poisonium Z is rarely used to ensure the Tapu Pokemon go down in one hit. 



Will break from the usual corny joke / send off. At this point, done about twenty-one VGC 17 Pokemon threads for the forums and many others have made their own contributions here to the moveset archives as well. All I can say is thanks for continuing to read these threads from all of us here.