Thursday, 17 December 2015

First VGC 16 team

Hey Fools!

The rules for VGC 16 were relatively recently announced. Some frown and throw tantrums because of the new rules, whereas others have learnt to welcome it. To be honest the former group doesn't matter at all in my opinion. They're the same group of people that cry foul whenever they see a Smeargle, and are the same bunch that sourly retort "But you used legendaries," whenever they lose against a team that isn't next-level dog shit. The latter group however are those of us that are adapting and have learnt to enjoy VGC 16, despite its flaws, for what it is: a super aggro, centralised but not limited, fast paced meta. I do understand that obtaining competitively viable legendaries is a mission. And I feel like that's a downside since most of us would have already caught Rayquaza, Groudon, and Kyogre in our playthroughs without caring much for their IVs and natures. This would leave us up the creek with no canoe, as we would either have to start a new game and soft reset for legendaries, otrturn to the internet for trades and such. The second option might leave us feeling a little dirty since we don't always know 'where' these Pokémon come from, so to speak. Whatever your views on the matter are, I certainly won't tell you what or how to feel...

Anyways, I'd like to share the team I've been using lately. By no means is it ground breakingly special. Nor is it the most consistent team, it is certainly lacking in some fields. It is, however, a nice team to use as a starting point for me. It is fairly simple to use and has several 'game plan' options available. I will try to explain why certain choices have been made too.

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Protect
- Moonblast
- Dazzling Gleam
- Geomancy

Xerneas is a powerhouse. Once it's used Geomancy, it can clean out entire teams. I have opted not to use a Hidde Power Fire/Ground version, because when teamed up with Primal-Groudon those moves become superfluous. Both attacks benefit from the amazing Fairy Aura boost. A Timid nature is preferred because of the potential speed tie with other Xerneas. Getting Geomancy off first, and subsequently firing off a Moonblast first are a big deal for me in these early stages of the format.

Kangaskhan (F) @ Kangaskhanite
Ability: Inner Focus
EVs: 4 HP / 252 Atk / 4 Def / 4 SpD / 244 Spe
Adamant Nature
- Fake Out
- Double-Edge
- Sucker Punch
- Low Kick

Not much has changed with Mega Kang, but one  noticeable feature is the ability has changed from the regular Scrappy to Inner Focus. This allows Kangaskhan to deal with stuff like Geomancy Xerneas, and Smeargle better, as these two are usually accompanied by a Fake Out user and not flinching helps throw a wrench in their works. I did not opt for Jolly, as this is a Tailwind-Trick Room team, and I feel that Adamant allows for better versatility in either speed control form. The Speed EVs outspeed 140 Smeargle.

Cresselia (F) @ Mental Herb
Ability: Levitate
EVs: 252 HP / 100 Def / 156 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Grass Knot/Psychic
- Helping Hand

Cress is an interesting choice, since it has the bulk to take a few hits from these Primal monstrosities which is much more important now in VGC 16 than ever before. I'm not sure I'm altogether convinced of Grass Knot's utility, but it does alright against both Primals, but obviously extremely poorly against Mega Rayquaza. Psychic is probably a better option for it.

Groudon @ Red Orb
Ability: Drought
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Protect
- Earth Power
- Eruption
- Overheat/Ancient Power

Many claim that this is the best Pokémon in the format. While I'm inclined to agree, I do feel that this has led people to blindly choose P-Don over P-Kyogre (myself included). But, looking at it from an observer's perspective and not a player, it can't be argued against that P-Don has the superior ability of the two. I opted for a Special Attack Groudon, since I feel like Precipice Blades has much too shoddy accuracy to merit use. Remember, I'm in the accounting profession and we tend to be risk averse people. (At least that's how I view us). Earth Power is also superior over PrecBlades, since Wide Guard doesn't block it. Eruption and Overheat are just there to abuse Desolate Land and STAB.

Liepard @ Focus Sash
Ability: Prankster
EVs: 228 HP / 28 Def / 252 Spe
Jolly Nature
- Fake Out
- Fake Tears
- Foul Play
- Encore

Liepard is a really great Xerneas partner, and more often that not is pivotal in setting up Geomancy. Fake Tears synergises really well with both legendaries, and Foul Play allows Liepard to deal with Primal Groudon, as opposed to just being complete dead weight.

0 Atk Liepard Foul Play vs. 0 HP / +252 Atk Primal Groudon: 76-91 (43.4 - 52%)

Crobat @ Lum Berry
Ability: Inner Focus
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Quick Guard
- Super Fang
- Taunt
- Tailwind

With Inner Focus, Lum Berry, Taunt and Quick Guard - Crobat manages to handle a lot of common threats: Smeargle, Kangaskhan and Fake Out in general, Trick Room, Geomancy, to name a few. I think Crobat plays its roles well, and helps contribute to the team's performance. I did consider using Cross Poison for Xerneas, but Super Fang does more damage initially.

0 Atk Crobat Cross Poison vs. 0 HP / 0 Def Xerneas: 78-92 (38.8 - 45.7%) -- guaranteed 3HKO


Well folks, that's the team. I hope this has at least helped you understand the threats running amok in our brand new format. Since it's still early days, I wouldn't take my statements as the 'be all and end all'. Heck, we haven't even had a VGC 16 tournament yet.


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