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Kicking Grass: An Overview of Grass-type Pokemon in VGC

blog-chickterror.pngGrass-types don’t have the best reputation, and for good reason. Grass has the most weaknesses out of any type, totaling up to a whopping five (Fire, Flying, Poison, Bug, and Ice). It doesn’t help that Grass-type moves are typically geared towards support. Put that together with the fact that Grass-types have similar movepools and the typing almost seems to set itself up for failure.

However all is not lost! Grass is the only type to resist both Ground and Water, putting Grass Pokémon in a unique position in competitive play. A well played Grass-type can serve as a counter to both sand and rain, freeing up a team spot compared to the many teams that carry separate counters for each weather. But with so many Grass-types out there it can be very difficult to find the right one for the job, so let’s review a few of the better ones!



Whether Ludicolo actually wears a sombrero or just has an extravagant lilypad on its head we may never know, but what we do know is that Ludicolo is one of the most used Grass-types in the metagame. Its Water secondary typing offsets Grass’ two main weaknesses of Fire and Ice, while also allowing it to dip into the Water movepool. The addition of Surf, Ice Beam, and Hydro Pump allow Ludicolo to become an offensive presence.

Offensive Ludicolo is a standard Pokémon found in rain due to Ludicolo’s Swift Swim ability. It’ll typically be running max special attack and often also a power boosting item such as Absorb Bulb or Life Orb. After the boosts and rain, its Hydro Pump becomes disgustingly powerful, even able to OHKO very bulky Pokémon like max HP Zapdos. This version of Ludicolo is quite good in the current metagame since it can take on the sand teams that have become so prevalent. Ludicolo also serves as a check to other rain due to its Grass moves. The Grass typing also allows it to counter Gastrodon, one of the best answers (potentially) to rain. This version of Ludicolo often carries Fake Out since, with Swift Swim and Speed investment, Ludicolo can outspeed any other Fake Out user in rain.

Defensive Ludicolo is less common than offensive Ludicolo, but arguably more dangerous. This version isn’t found exclusively on rain teams; in fact it is probably found more on goodstuff teams in an attempt to counter rain. Instead of Swift Swim this version likes to run Rain Dish. Rain Dish gives Ludicolo very nice recovery each turn, especially combined with Sitrus Berry or Leftovers. On top of Rain Dish, Ludicolo gets Leech Seed, which is arguably one of the best Grass moves in the game. Leech Seed is the key to defensive Ludicolo working; it allows Ludicolo to outlast several Pokémon, including the bulkiest of Cresselia. However, it doesn’t just stick around because of its recovery. It has a surprising amount of bulk to anyone used to the offensive version; I remember a time where it got a lot of play because it was one of the few Pokémon that could reliably bait, survive, and recover off the damage from a Latios Dragon Gem Draco Meteor. In addition to Leech Seed, this Ludicolo version also uses Scald to get burns for passive damage and pseudo-buffing its defense. Scald burns really help it dealing with sand due to the physical nature of most of those Pokémon, but can also help it in a mirror against another Ludicolo.

Support Ludicolo is easily the least common version of Ludicolo, but my favorite. This Ludicolo is really a wild card capable of ruining your day. One such wild card support Ludicolo was found on Toler Webb’s (Dim) World Championships winning team. We had been talking and I had mentioned how good I thought Sunny Day was going to be at Worlds. Later he came back with Sunny Day Ludicolo, which was absolutely brilliant. Ludicolo would have next to no problems operating in rain and could easily throw up a fast Sunny Day to completely wreck an opponent running rain. Obviously, the results speak for themself. A support Ludicolo set I never quite got working, but never actually gave up on was Sweet Scent Ludicolo. Rain buffs three low accuracy moves: Hydro Pump, Thunder, and Hurricane (Hydro Pump getting a power boost; Thunder and Hurricane becoming unmissable). The main reason the moves aren’t used more is because of how easy it is to take down rain. With Sweet Scent, the moves could be used without fear of missing due to lost weather. The idea is simple, use Ludicolo to get a fast Sweet Scent off, then hammer away with high power low accuracy moves. Though I doubt we’ll see any Sweet Scent Ludicolos winning competitions anytime soon, I encourage everyone to try it out!



Abomasnow is one of those Pokémon that I really want to be good, but just never works properly for me. Abomasnow should be great. He should be able to come in, take down an opposing weather, resist sand’s Ground-type moves and rain’s Water-type moves, and hit a majority of Pokémon found in sand/rain super effectively. I've never been able to get him to work that way, though. I always seem to underachieve with him, either not having enough power or not having enough speed. The fact that Metagross is very likely the most used Pokémon further limits Abomasnow's usefulness. There have been a few successful teams this year which used Abomasnow in Trick Room to compensate for the lack of speed, but really I’m only mentioning Abomasnow due to Ice being a great offensive type and its ability to bring infinite hail.



Virizion was my favorite Grass-type I used this year. It is extremely versatile, as it can be either special or physical and operate under any weather condition. Virizion also has a vast support movepool containing everything from Taunt to Reflect, allowing it to provide some support while being an offensive presence.

To me, Virizion’s biggest selling point is its ability to beat weather. It can outspeed and hit every weather inducer; it has Grass STAB for Politoed and Hippodown, Fighting STAB for Abomasnow and Tyranitar, and the ever inaccurate Stone Edge for Ninetales. It can also run Hidden Power Ice, allowing it to take on sand even more reliably alongside some of its counters. In addition to stopping weathers, Taunt and Safeguard help protect against Trick Room and Swagger respectively. Usually when a Pokémon tries to check so many strategies it gets spread too thin. Luckily for Virizion, it has just enough raw stats to support this. For instance, the Virizion I used at Nationals was designed to be 3HKO’d by max Attack Excadrill’s X-Scissor, Garchomp’s Dragon Claw, Life Orb Ludicolo’s Ice Beam, and more while still outspeeding neutral base 80s and scoring a 2HKO back most of the time.



Anyone who’s ever played VGC ‘11 knows this Pokémon way better than they should. Considered one of the most dangerous threats in VGC ‘11, Amoonguss saw a large drop in usage once other Pokémon were introduced. Despite the drop, he remains one of the most threatening Grass-types; so much so to the extent that just by being on your team Amoonguss can convince your opponent to make poor choices.

Amoonguss trades his Ground resistance for a Fighting resist with a Poison secondary typing. This is both a blessing and a curse since it means Amoonguss won’t be as effective against sand teams, but can take on Hitmontop all day long. He’s also an oddity in that he inherently counters Trick Room. I don’t think it matters what kind of Amoonguss you are running, if your opponent is running Trick Room they’ll be very reluctant to set it up with an opposing Amoonguss around. However, this creates a situation where reverse speed creeping happens. Amoonguss can often be seen at lvl49 in order to out-slow other Amoonguss in Trick Room.

As far as sets go, the RestoChesto variant is probably the best Amoonguss in our current metagame. It can pull in a few hits from the opponent using Rage Powder and then recover off the damage. It always makes me smile seeing someone rage when they were about to kill off Amoonguss and Rests. Because it has a Chesto Berry, it can take on other Amoonguss in Trick Room without worrying about Speed ties (unless the other Amoonguss is RestoChesto as well). It doesn’t work solely in Trick Room, which is something I always look for.



First off, let me say this: I do not approve of Ferrothorn. I think it is a subpar Pokémon that excels in bashing noobs. It is complete dead weight against anyone who is prepared to handle it. That being said, I feel Ferrothorn must be included due to Luke Swenson’s (theamericandram38) success with it.

Ferrothorn is one of the greatest answers to rain, thanks to its high Special Defense. Of course, it also suffers from the same fate as Amoonguss in that it loses its Ground resist thanks to its dual typing. One-on-one, Ferrothorn can take down nearly anything that doesn’t hit it super effectively by using Leech Seed and Iron Barbs. An effective team for Ferrothorn must focus on taking out the things that beat it early, so you can come in later and wall. Luke’s teams did this perfectly.



Continuing with Pokémon I don’t particularly like we have Whimsicott. Generally I think Whimsicott just sits on the field, either being annoying or doing nothing. Occasionally though, Whimsicott does have a niche where it is the proper Pokémon to use. That’s the key to using Whimsicott effectively: it has to be used very specifically.  The team I won Athens Regionals with would be an example. Whimsicott wasn’t just filler, rather it had a well defined niche; I won two games due to it.

It’s pretty easy to see that Whimsicott’s strength lies in its Prankster ability. Nearly every Pokémon who has Prankster sees some use. It’s just that good. To set it apart from the competition Whimsicott has some tricks that are unique to it. The first trick is priority Encore. Locking your opponent into a move really eases prediction, especially if the move was Fake Out, Protect, or Trick Room. However, Encore’s real strength lies in an often overlooked mechanic: in a double battle, if the Encored Pokémon is locked into a single targeting move, the target will be chosen at random. Another trick Whimsicott gets is priority Light Screen/Reflect. Screens are rather underused in VGC, which surprises me. You sacrifice one moveslot to make your entire team ⅓ more bulky. That extra ⅓ turns OHKOs into 2HKOs, 2HKOs into 3HKOs, etc. Especially in a metagame like North America’s where there is a large focus on surviving specific hits, I cannot see why people don’t use screens more. Whimsicott is also the only Prankster Pokémon to get Safeguard. If you don’t understand why this is fantastic, you probably haven’t played a game where your opponents spammed Thunder Wave or Swagger. Speaking of spamming paralysis, Whimsicott also gets priority Stun Spore. Although not the most accurate paralysis move, the Grass typing means you get to paralyze anything that doesn’t have Limber or Sap Sipper. Notably, this lets you paralyze threats like Garchomp, Excadrill, Landorus, and other assorted Ground-types.



Due to the recent endeavors of a certain Wolfe Glick (Wolfey), it would be a crime for me not to include Exeggutor on this list. In Wolfe’s Worlds report he talks about how much of an underrated threat Exeggutor is. I agree with this, as I also have experience with the sentient palm tree.

The main reason you’d want to use Exeggutor is its Harvest ability. With it you can have a potentially infinite amount of berries, translating to a potentially infinite amount of recovery, immunity to status, resistance to a type, etc. The build I have the most experience with is a defensive version with Sitrus Berry. I used it as a counter to rain and sand. It would resist their hits, recover using its berry if it needed to, then set up Trick Room so I could counter fast weather abusers without the need to have weather myself. Occasionally I ran Sleep Powder on it to stop opposing Trick Room from setting up, but 75% is a shaky accuracy to rely on. I could talk about how Exeggutor is surprising powerful and bulky, but Wolfe already did that in his article, so if you want to know more about Exeggutor I suggest you check that out.

Leaves on the Wind

The Grass type has always been one of my favorites. I’ve chosen the Grass starter on my first playthrough of every game (except Silver. Chikorita is terrifying.) because it seems like a relaxed type. I hope that if you were of the opinion that Grass-types were generic and bad that they have grown on you a bit. I hope to see a better variety of Grass-types in the upcoming season, rather than just Ludicolo!

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       Giratina | Bold | Levitate | 31/31/31/31/31/31 | OT: (Japanese) | ID: 43681
       Giratina | Rash | Pressure | 31/31/31/31/31/31 | OT: SciresM | ID: 43681 (Shiny)
       Cresselia | Sassy | Levitate | 31/x/31/31/31/0 | OT: Hyosung | ID: 28156
       Heatran | Timid | Flash Fire | 31/x/31/31/31/31 | OT: Denver | ID: 58229
       Suicune | Bold | Pressure | 31/x/31/31/31/31 | OT: J | ID: 47951
       Cresselia | Bold | Levitate | 31/x/31/31/31/31 | OT: Linda | ID: 31646 (Nickname: Pretzelia)
       Thundurus | Bold | Prankster | 31/30/30/31/31/31 | OT: Penguin | ID: 24362 (HP Ice)
       Thundurus | Timid | Prankster | 31/30/30/31/31/31 | OT: Tempest | ID: 47697 (HP Ice)
       Thundurus | Bold | Prankster | 31/30/30/31/31/31 | OT: Shreyas | ID: 18081 (HP Ice)
       Raikou | Timid | Pressure | 31/30/30/31/31/31 | OT: Oli | ID: 64587 (Shiny) (HP Ice)
       Entei | Jolly | Pressure | 31/31/31/x/31/31 | OT: Oli | ID: 64587 (Shiny)
       Suicune | Calm | Pressure | 31/x/31/31/31/31 | OT: Oli | ID: 64587 (Shiny)
       Terrakion | Jolly | Justified | 31/31/31/x/31/31 | OT: Jopidia | ID: 27034
       Virizion | Jolly | Justified | 31/31/31/31/31/31 | OT: Arne | ID: 63662
       Heatran | Modest | Flash Fire | 31/x/31/31/31/30 | OT: Ben | ID: 21124
       Landorus | Timid | Sand Force | 31/30/30/31/31/31 | OT: PKMNSammy | ID: 24173
       Zapdos | Bold | Pressure | 31/even/30/31/31/31 | OT: Zack | ID: 59858
       Zapdos | Modest | Pressure | 31/even/30/31/31/31 | OT: Edith | ID: 32059
       Thundurus | Timid | Prankster | 31/31/31/31/31/30 | OT: Kevin | ID: 16962 (HP Ice)
       Landorus | Jolly | Intimidate | 31/31/31/31/31/31 | OT: Jacob | ID: 17410
       Cresselia | Sassy | Levitate | 31/0/31/31/31/31 | OT: Topher | ID: 41414
      Landorus | Timid | Intimidate | 31/0/31/31/31/31 | OT: Vantage802 | ID: 07131
       Thundurus | Timid | Prankster | 31/0/30/31/31/31 | OT: Maximo | ID: 33995 (HP Ice)
       Articuno | Modest | Pressure | 31/31/31/31/31/31 | OT: Ariel | ID: 42500 (Shiny) (Nickname: Elsa)
       Latias | Timid | Levitate | 31/31/31/31/31/31 | OT: Connor | ID: 20687 (Shiny) (Nickname: Bananasmoosh)
       Latios | Timid | Levitate | 31/x/31/31/31/31 | OT: Arianeira | ID: 36676
    • Tailwind for the Win!
      By graybeardhalt
      Here's the first successful"?" team I built myself. Yveltal is a pokemon I always wanted to try out, with dark aura powering up so many amazing moves. I originally liked a physical one, but now I tried out a special one with a lot of success. Whimsicott is amazing paired with yveltal with all of its support moves. I used endeavor after seeing it used on Jamie the Beautiful's channel. Groudon and Kangaskhan were added to take advantage of tailwind and for fake out support. Because I was running a fast team, I needed something to counter trick room, which why I brought suicune. Finally, I was having problems with kyogre and xerneas, so I added Ferrothorn. 
      Yveltal @ Life Orb  
      Ability: Dark Aura  
      Level: 50  
      EVs: 52 HP / 252 SpA / 204 Spe  
      Timid Nature  
      - Dark Pulse  
      - Oblivion Wing  
      - Snarl  
      - Protect  
      Yveltal's dark aura is amazing. It makes dark pulse super powerful and it is able to deal with the majority of the metagame when it is paired with Whimsicott. It runs 204 timid to outspeed max speed primals and landorus, and the rest is invested into bulk. I wanted to run foul play, but I felt snarl did more because it is a double target move, and it lowers the special attack of other pokes. Oblivion wing is stab + has a bunch of healing, so paired with whimsicotts fake tears, it healed almost all of its health. 
      Whimsicott @ Focus Sash  
      Ability: Prankster  
      Level: 50  
      EVs: 252 Def / 4 SpD / 252 Spe  
      Timid Nature  
      IVs: 0 HP  
      - Tailwind  
      - Fake Tears  
      - Encore  
      - Endeavor  
      Whimsicott is my support prankster pokemon. It brings tailwind support to the team, which is important because of all of the speed ties. Fake tears helps a lot of the pokemon on my team and allows it to support groudon and yvealtl well. After protect tailwind, fake tears + a special move destroys most things in the format. If its used with oblivion wing, yvealtal is basicly full health again. Encore is a staple move, used to stop support pokemon or force them to switch out. Endeavor is something new I wanted to try out, with the focus sash, it can bring most things down to 1 hp and allow a easy kill after that. It worked most games, but I might want to switch it out for foul play because endeavor can't pick up ko's, which hurt me a couple times. 
      Spoiler 252+ SpA Primal Groudon Eruption (150 BP) vs. -2 252 HP / 0 SpD Primal Groudon in Harsh Sun: 191-225 (92.2 - 108.6%) -- 56.3% chance to OHKO
      252+ SpA Primal Groudon Eruption (150 BP) vs. -2 52 HP / 84 SpD Mega Salamence in Harsh Sun: 175-207 (98.8 - 116.9%) -- 93.8% chance to OHKO
      252 SpA Life Orb Yveltal Oblivion Wing vs. -2 4 HP / 0 SpD Xerneas: 183-216 (90.5 - 106.9%) -- 43.8% chance to OHKO
      252 SpA Life Orb Dark Aura Yveltal Dark Pulse vs. -2 252 HP / 0 SpD Primal Groudon: 261-308 (126 - 148.7%) -- guaranteed OHKO
      Groudon-Primal @ Red Orb  
      Ability: Desolate Land  
      Level: 50  
      EVs: 100 HP / 252 SpA / 156 SpD  
      Modest Nature  
      - Earth Power  
      - Eruption  
      - Flamethrower  
      - Protect  
      This is just a common groudon. I didn't want to invest into speed because I didn't want to deal with 50% chance speed ties. It has enough bulk to survive an earth power from other timid groudons. I ran special to take advantage of powerful eruptions under tailwind and whimsicott's fake tears. 
      Kangaskhan-Mega (F) @ Kangaskhanite  
      Ability: Inner Focus  
      Level: 50  
      Happiness: 0  
      EVs: 4 HP / 252 Atk / 252 Spe  
      Jolly Nature  
      - Fake Out  
      - Frustration  
      - Sucker Punch  
      - Low Kick  
      Standard max speed kangaskhan. You've seen it before. I run frustration for no recoil and punishing any dittos/smeargles who transform into me and have 252 happiness. 
      Suicune @ Sitrus Berry  
      Ability: Pressure  
      Level: 50  
      EVs: 252 HP / 132 Def / 124 SpD  
      Bold Nature  
      - Scald  
      - Ice Beam  
      - Tailwind  
      - Roar  
      Suicune my secondary tailwind setter and counter to trick room. I didn't know what to invest in, so I just spread out the ev's and made a bold nature to deal with kangs/talonflames. It can resist the primal's main stabs and sitrus berry is just to help it stay around longer. Roar is good for switching out boosted xerneas's and trick roomers. I don't use it much, because scald is not very good with groudon, and I don't get to use Roar much. I want to replace it. 
      Ferrothorn @ Lum Berry  
      Ability: Iron Barbs  
      Level: 50  
      EVs: 252 HP / 252 Atk / 4 SpD  
      Brave Nature  
      IVs: 0 Spe  
      - Gyro Ball  
      - Power Whip  
      - Leech Seed  
      - Protect  
      Ferrothorn is my counter to xerneas + kyogre. With leech seed and protect, it can take out entire teams if they don't have a fire or fighting move. I use gyro ball for good damage because ferrothorn is slow, power whip for the 120 power and ability to beat kyogre, leech seed for the residual damage and health regain. It is a little slow for my playstyle, because I can't defeat the kyogre/xerneas until the end of the turn, but it does its job and it also functions well under trick room. I can't decide between lum berry and leftovers. Both are good, but I don't know which one I like better. 
      +-> +
      This lead starts out with a protect tailwind 90% of the time. If the opponent brang whimsicott to its sash, then next turn is encore if the opponent used tailwind/support move, or endeavor + snarl/dark pulse. This usually ends in 1 opponents poke dead, the other at -1 special attack, and a free switch into groudon/kangaskhan with my tailwind up. If they ko whimsicott, just switch into groudon/kang and fire off powerful moves with tailwind up. If they didn't attack whimsicott at all, I can just fake tears + dark pulse to kill or endeavor to bring them down to 120 health. 
      +/ -> ++
      Most of the time I would use whimsicott because of the prankster tailwind + the encore and endeavor, which is why I want to switch out suicune, but if the opponent has a team revolving around trick room or xerneas I would bring suicune. First turn is normally fake out/tailwind, and then endeavor/scald/ice beam + frustration to kill. If either of them gets knocked out, go into one of the mons in the back and kill. This lead is also decent against most smeargle because I just go for the fake out into smeargle + tailwind and then frustration the smeargle turn 2. 
      I normally go for the protect/tailwind, but if I outspeed my opponent, I may go straight for the eruption. After I get tailwind up, I can go for eruption/fake tears or earth power/endeavor/fake tears if I predict a kyogre. 
      As you can see from my leads, my team depends heavily on tailwind. If my opponent finds ways to outspeed me, my team is in big trouble. (thunder wave/trick room) I only have 2 bulky mons and most of my other pokemon lose to faster water spout/eruptions. 
      Also, without the taunt on Whimsicott, i'm having trouble with smeargle. I'm not sure whether I should change a move for taunt or if I should change suicune into a smeargle counter. 
      Thanks for taking the time to read my report!
    • My First VGC 16 Team
      By Eva SSJ Blue
      Hello Nugget Bridge !
      Some of you may have seen many of my questions floating around here, especially about Lord Bacon Yveltal. After gathering all of your input and after a lot of practising I have come to this team. I am kind of a newbie since I started in vgc 15 so please bear with me.
      Team building process
      So as soon as I heard of the vgc 16 rules I got really excited. Rayquaza was my favourite legendary so I immediately thought of taking it as my first restricted mon. Next I had a shiny 6iv yveltal sitting in my box so i thought of taking it ( unfortunately it turned out to be a genned mon so I will have to soft reset for a 6iv one). Also i prefer yveltal than xerneas because I never really liked Xerneas, I mean what is a deer compared to the Bacon Lord Wyvern of Death ?
      So I heard that many primal groudon were running rampant so I thought of including a water type move on rayquaza to counter it. But if I ever lose a weather war then it is gg for me so I thought of using the rayquaza in normal as well as mega form. That means I can have two mega evolutions on my team. I don't really like Kangaskhan and mega salamence means I have 3 weaknesses to xernias. So I chose mawile as my mega since it has access to steel stab for xerneas, play rough for the dragons and the dark aura boosted sucker punch.
      So now I have some hard hitting mons but I will be needing support too. I heard crobat was an awesome support pokemon due to access to crazy high speed, haze and super fang to top it all. Also I chose whimsicott since swagger + Fowl play form Yveltal or Fake tears + Oblivion wing on yveltal is almost a OHKO on anything and tailwind.
      Choice scarf and focus sash DV smeargle were really ruining my team when I didn't bring whimsicott or didn't have crobat for quick guard. So I chose lum terrakion with double kick. It also helps to KO opposing Kangaskhans too.
      EDIT 1:
      Okay so terrakion is really not of any use when the opponent does not have terrakion so I decided to scrap it. In its place I put a clefairy because the additional bulk along with follow me support is really nice and with that I am able to use the Mega Rayquaza a little bit more better rather than just going mawile all the time.
      The Team

      Chara (Yveltal) @ Life Orb  
      Ability: Dark Aura  
      Level: 50  
      EVs: 60 HP / 68 Atk / 188 SpA / 4 SpD / 188 Spe  
      Lonely Nature  
      - Oblivion Wing  
      - Foul Play  
      - Sucker Punch  
      - Protect  
      Since I am using LO, with 60 HP evs I reach 209 HP so recoil is less. With 188 speed I can out speed neutral natured Dialga, Giratina, Giratina-Origin, Ho-Oh, Kyogre, Groudon, Reshiram, Zekrom, Kangaskhan, Moltres, Lucario  and smeargle of course. Rest is dumped into attack. Oblivion wing is really nice as it helps me recover the life orb recoil.
      Just take look at these calcs
       68+ Atk Life Orb Dark Aura Yveltal Sucker Punch vs. 4 HP / 0 Def Primal Kyogre: 126-149 (71.5 - 84.6%) -- guaranteed 2HKO
      68+ Atk Life Orb Dark Aura Yveltal Sucker Punch vs. 212 HP / 60 Def Mega Kangaskhan: 109-129 (52.6 - 62.3%) -- guaranteed 2HKO
      Now I know it doesn't seem impressive on its own but with a sucker punch from mawile or an extreme speed from rayquaza there is only little that cannot be OHKO.
      This thing is an absolute monster. I don't know why it's usage is so less.
      Mettaton EX (Mawile) @ Mawilite  
      Ability: Intimidate  
      Level: 50  
      EVs: 144 HP / 252 Atk / 4 SpD / 108 Spe  
      Adamant Nature  
      - Iron Head  
      - Play Rough  
      - Sucker Punch  
      - Protect  
      Mega Mawile has to be the one of the best Megas this season due to its ability to completely body non HP ground Xerneas. This is a pretty standard Mega Mawile set. Max attack is for max damage output. 108 speed allows me to get 84 speed stat which is just one below min speed primal and after tailwind can out speed xernias or yveltal.
      Rayquaza @ Assault Vest  
      Ability: Air Lock  
      Level: 50  
      EVs: 4 HP / 196 Atk / 44 SpA / 44 SpD / 220 Spe  
      Hasty Nature  
      - Dragon Ascent  
      - Overheat  
      - Waterfall  
      - Extreme Speed 
      Yes you read that right, it is assault vest. This was actually an experiment. I was so excited to use this bad boy and since life orb was taken I just slapped on an assault vest and boy did it take hits. This variant of Rayquaza does the job of providing coverage to my team since I often bring rayquaza along with mawile. Overheat is for those pesky ferrothorns. Overheat was chosen because in normal form, Rayquaza is not able to secure a KO on Mega mawile with flamethrower or fire blast. With this spread Overheat is a OHKO on 144 HP mega mawile. Waterfall is for primal groudons and extreme speed is...........extreme speed lol.
      220 speed evs helps me to outspeed max speed primals.
      Now here is the best part - 
      252 SpA Fairy Aura Xerneas Moonblast vs. 4 HP / 44 SpD Assault Vest Rayquaza: 152-180 (83.9 - 99.4%) -- guaranteed 2HKO
      And if friend guard is up then -
      +2 252 SpA Fairy Aura Xerneas Dazzling Gleam vs. 4 HP / 44 SpD Assault Vest Rayquaza: 144-171 (79.5 - 94.4%) -- guaranteed 2HKO
      And with friend guard I can even survive ice beams from kyoger in the normal form !
      252+ SpA Primal Kyogre Ice Beam vs. 4 HP / 44 SpD Assault Vest Rayquaza: 153-180 (84.5 - 99.4%) -- guaranteed 2HKO
      And it also allows me switch into eruptions -
      252+ SpA Primal Groudon Eruption (150 BP) vs. 4 HP / 44 SpD Assault Vest Rayquaza: 40-48 (22 - 26.5%) -- 11.9% chance to 4HKO
      This mon in normal form isnt meant to dish out OHKOs, but to provide e-speed with sucker punch for KOs or just e-speed in the late game.
      Now for the Mega Rayquaza path
      Usually if I am going to go mega then it has to be a lead of clefairy and Rayquaza. After clefairy's Helping Hand, Drgaon ascent becomes really powerful. Helping hand waterfall can also now secure KOs on Primal groudons
      196 Atk Mega Rayquaza Helping Hand Waterfall vs. 252 HP / 144 Def Primal Groudon: 208-248 (100.4 - 119.8%) -- guaranteed OHKO
      Also Ice beam is a 3HKO with friend guard although it becomes a 2HKO after defense drop from dragon ascent
      252+ SpA Primal Kyogre Ice Beam vs. 4 HP / 44 SpD Assault Vest Mega Rayquaza in Strong Winds: 66-81 (36.4 - 44.7%) -- guaranteed 3HKO
      252+ SpA Primal Kyogre Ice Beam vs. -1 4 HP / 44 SpD Assault Vest Mega Rayquaza in Strong Winds: 102-123 (56.3 - 67.9%) -- guaranteed 2HKO

      Clefairy @ Eviolite  
      Ability: Friend Guard  
      Level: 50  
      EVs: 252 HP / 188 Def / 68 SpD  
      Calm Nature  
      - Follow Me  
      - Helping Hand  
      - Magic Coat  
      - Protect  
      This pokemon really fits into my team very well. Magic coat is for dark void and even for taunts if I do predict it. Follow me along with friend guard means that none of my pokemon are dropping down easily. I chose clefairy over clefable because of access to friend guard. Since many moves such as dazzling gleam, eruption, p-blades, water spout, origin pulse, hyper voice, etc can easily negate follow me, friend guard is really helpful. Protect is mandatory as not only does it help against double targets but also provides bulk to the teammate.
      Some defensive Calcs-
      252+ SpA Primal Groudon Eruption (150 BP) vs. 252 HP / 68+ SpD Eviolite Clefairy in Harsh Sun: 138-163 (77.9 - 92%) -- guaranteed 2HKO
      252+ SpA Primal Kyogre Water Spout (150 BP) vs. 252 HP / 68+ SpD Eviolite Clefairy in Heavy Rain: 157-186 (88.7 - 105%) -- 31.3% chance to OHKO
      252 Atk Life Orb Mega Rayquaza Dragon Ascent vs. 252 HP / 188 Def Eviolite Clefairy: 148-175 (83.6 - 98.8%) -- guaranteed 2HKO
      252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 252 HP / 188 Def Eviolite Clefairy: 145-172 (81.9 - 97.1%) -- guaranteed 2HKO
      However the problem is that if I am not able to predict a taunt or if I use follow me and get taunted then clefairy becomes kinda useless ( not totally because of friend guard ) so I wanted to put moon blast in there but I really didn't want to remove anything because although magic coat is most of the times worthless, it can out in the finest of work against smeargles which my team suffers against. But the damage output is also quite nice-
      0 SpA Clefairy Moonblast vs. 0 HP / 0- SpD Mega Rayquaza: 80-96 (44.4 - 53.3%) -- 23.8% chance to 2HKO
      0 SpA Clefairy Moonblast vs. -1 0 HP / 0- SpD Mega Rayquaza: 120-144 (66.6 - 80%) -- guaranteed 2HKO
      So do you think that I should run moon blast ? And if so what should I remove.

      Crobatmon (Crobat) (M) @ Sitrus Berry  
      Ability: Inner Focus  
      Level: 50  
      EVs: 156 HP / 28 Def / 92 SpD / 228 Spe  
      Timid Nature  
      IVs: 0 Atk  
      - Taunt  
      - Super Fang  
      - Haze  
      - Quick Guard  
      This pokemon became soooooooo good in VGC 16. I have taken this spread from https://www.reddit.com/r/stunfisk/comments/3xy9x3/wvw_vgc_2016_everyones_favourite_bro_crobat/ .  228+ was decided as it Outsped 252+ Talonflame and Out-sped every Fake Out except for mega loppunny (this was important as quick guard and fake out have the same priority).
      Some calcs are -
      252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 156 HP / 28 Def Crobat: 191-226 (106.1 - 125.5%) -- 0.8% chance to OHKO (after a super fang) 252+ SpA Primal Groudon Eruption (75 BP) vs. 156 HP / 92 SpD Crobat in Harsh Sun: 94-112 (52.2 - 62.2%) -- guaranteed 3HKO after Sitrus Berry recovery (after super fang) 252+ SpA Primal Kyogre Water Spout (75 BP) vs. 156 HP / 92 SpD Crobat in Heavy Rain: 109-130 (60.5 - 72.2%) -- 94.9% chance to 2HKO after Sitrus Berry recovery +2 252+ SpA Fairy Aura Xerneas Moonblast vs. 156 HP / 92 SpD Crobat: 128-151 (71.1 - 83.8%) -- guaranteed 2HKO after Sitrus Berry recovery   Haze helps me to eliminate geomancy boosts and elimnate intimidate, overheat and dragon ascent recoil too.

      Whimsicott @ Focus Sash  
      Ability: Prankster  
      Level: 50  
      EVs: 252 HP / 36 SpD / 220 Spe  
      Timid Nature  
      IVs: 0 Atk  
      - Fake Tears  
      - Swagger  
      - Tailwind  
      - Taunt  
      A pretty standard ev spread. Fake tears + Oblivion wing restores almost all of yveltal's HP. Foul play + swagger is almost a OHKO on aything thats not bulky. 220 speed evs outspeed max speed thunderus-I so I am not taunted first. I debated on using worry seed but I couldn't find place for it.
      So what do you think I should improve ? Are my ev spreads inefficient ?  Please let me know.
      Thanks !!!
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