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

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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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  • Similar Content

    • By VeganEdge
      Hi, this is my first time posting here! (sorry for my bad english)

      This is a team i made with Xerneas and Rayquaza, with good results, but the Gengar+Crobat combo destroys me. I have problems with Heatproof Bronzong too, but in general, this team is funny to use.
      So without further explanation, here is my team:


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      Ability: Fairy Aura  
      Level: 50  
      Shiny: Yes  
      EVs: 12 HP / 132 Def / 108 SpA / 4 SpD / 252 Spe  
      Timid Nature  
      IVs: 0 Atk  
      - Geomancy  
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      - Moonblast  
      - Protect
      Using this spread in a Big Six Team with good results (Top4 in one of Chile's Midseason).
      252+ Atk Primal Groudon Precipice Blades vs. 12 HP / 132 Def Xerneas: 99-117 (48.7 - 57.6%) -- 93.4% chance to 2HKO
      252 Atk Primal Groudon Precipice Blades vs. 12 HP / 132 Def Xerneas: 88-105 (43.3 - 51.7%) -- 7.4% chance to 2HKO
      204+ Atk Ferrothorn Gyro Ball (115 BP) vs. 12 HP / 132 Def Xerneas: 152-182 (74.8 - 89.6%) -- guaranteed 2HKO
      252 Atk Parental Bond Mega Kangaskhan Double-Edge vs. 12 HP / 132 Def Xerneas: 137-163 (67.4 - 80.2%) -- guaranteed 2HKO
      I use a Timid Nature with 252 evs to tank an Eruption or Water Spout with the Geomancy Boost and VS Mirror Xerneas
      252+ SpA Primal Groudon Eruption (150 BP) vs. +2 12 HP / 4 SpD Xerneas in Harsh Sun: 88-105 (43.3 - 51.7%) -- 7.4% chance to 2HKO
      252+ SpA Primal Kyogre Water Spout (150 BP) vs. +2 12 HP / 4 SpD Xerneas in Heavy Rain: 102-121 (50.2 - 59.6%) -- guaranteed 2HKO
      Rayquaza @ Life Orb  
      Ability: Air Lock  
      Shiny: Yes  
      EVs: 252 Atk / 4 SpA / 252 Spe  
      Naive Nature  
      - Dragon Ascent  
      - Waterfall  
      - Overheat  
      - Protect
      I like the RayXern combo, with Overheat can destroy Ferrothorn, Mega-Mawile and others Steel Types, with Waterfall can destroy or near kill Groudon in Desolate Land, and Dragon Ascent can 2KO Kyogre. The best part is i can use Rayquaza without mega and he can still be useful when I need Kangaskhan.
      252 Atk Life Orb Rayquaza Dragon Ascent vs. 252 HP / 116 Def Primal Kyogre: 142-169 (68.5 - 81.6%) -- guaranteed 2HKO
      252 Atk Life Orb Mega Rayquaza Dragon Ascent vs. 252 HP / 116 Def Primal Kyogre: 164-192 (79.2 - 92.7%) -- guaranteed 2HKO
      252 Atk Life Orb Rayquaza Dragon Ascent vs. 4 HP / 0 Def Primal Kyogre: 161-191 (91.4 - 108.5%) -- 50% chance to OHKO
      252 Atk Life Orb Mega Rayquaza Dragon Ascent vs. 4 HP / 0 Def Primal Kyogre: 187-220 (106.2 - 125%) -- guaranteed OHKO
      252 Atk Life Orb Rayquaza Waterfall vs. 252 HP / 4 Def Primal Groudon: 177-213 (85.5 - 102.8%) -- 18.8% chance to OHKO
      252 Atk Life Orb Rayquaza Waterfall vs. 4 HP / 4 Def Primal Groudon: 177-213 (100.5 - 121%) -- guaranteed OHKO

      Smeargle @ Focus Sash  
      Ability: Moody  
      Level: 50  
      EVs: 252 HP / 252 Def / 4 SpD  
      Relaxed Nature  
      IVs: 0 Atk / 29 Spe  
      - Dark Void  
      - Follow Me  
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      Kangaskhan @ Kangaskhanite  
      Ability: Inner Focus  
      Level: 50  
      EVs: 4 HP / 252 Atk / 252 Spe  
      Jolly Nature  
      - Fake Out  
      - Double-Edge  
      - Low Kick  
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      The Clasic Kangaskhan, the VGC queen. No explanation need.

      Talonflame @ Sharp Beak  
      Ability: Gale Wings  
      Level: 50  
      EVs: 252 Atk / 4 Def / 252 Spe  
      Jolly Nature  
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      - Brave Bird  
      - Flare Blitz  
      - Quick Guard
      BRAVE BIRD. My speed control, and using quick guard, Scizor can't touch Xerneas. Standar Set.

      Amoonguss @ Red Card  
      Ability: Regenerator  
      Level: 50  
      EVs: 252 HP / 172 Def / 84 SpD  
      Sassy Nature  
      IVs: 0 Atk / 0 Spe  
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      I'm open to opinions and ideas, this team is funny to use, so i want to make it better.

       (with heatproof)
      Crobat-Gengar can destroy my team without problems :(, the best lead against it is  , but it's like a 50%. Levitate Bronzong is killed by Rayquaza's Overheat, but heatproof Bronzong can setup without problems.
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    • By TJD319
      Hello everyone, I have been an avid fan of the games for quite some time, and I also have been doing some battling outside of a major competition for quite some time.  This is my first time getting into the real competitive battling and although I have a lot of strategy understood, I just want some advice on how I am applying my understanding to creating my own team.
      So without further explanation, here is my team as follows:
       Kyogre-Primal  /  Kangaskhan / Mega-Kangaskhan  Crobat  Ferrothorn  /  Rayquaza / Mega-Rayquaza  Thundurus  
      Kyogre-Primal @ Blue Orb
      Ability: Primordial Sea
      Nature: Modest (+SpA, -Atk)
      IVs: 0 Atk
      EVs: 244 HP / 28 Def / 220 SpA / 4 SpD / 12 Spe
      Scald Water Spout Ice Beam Protect Move Decision Explanation:
      EV Spread Explanation:
      Damage Calcs:
      Kangaskhan @ Kangaskhanite
      Ability: Inner Focus / Parental Bond
      Nature: Jolly (+Spe, -SpA)
      EVs: 4 HP / 252 Atk / 252 Speed
      Fake Out Sucker Punch Double-Edge Low Kick Move Choice Explanation:
      I generally lead with Kang and Crobat, so having Fake Out on Kang allows her to handle the opposite opponent's Crobat in most cases.  This also provides Crobat a free turn to retain stability against the opposing foes.  Because Gengar is immune to my common lead (Crobat + Kang), having Sucker Punch comes in handy when I can taunt Gengar with Crobat to guarantee either a switch, or an attacking move allowing Kang to throw a nice SE Sucker Punch.  Often, Gengar will protect on the first turn to safely Mega evolve.  Usually, Gengar's partner in many cases has been Whims, so they will double-protect for safety on the Mega and to see what moves I will be using.  Because of this, I can often take advantage of setting up Tailwind on Crobat on the first turn, that way Gengar is outsped on the second.  Next, Crobat will attempt to taunt Whims (if not already being locked into Tailwind because of Prankster Encore), and Kang can proceed to through the punches.

      Crobat @ Lum Berry
      Ability: Inner Focus
      Nature: Timid (+Spe, -Atk)
      IVs: 0 Atk
      EVs: 20 HP / 236 Def / 252 Spe
      Super Fang Taunt Quick Guard Tailwind Move Choice Explanation:
      EV Spread Explanation:
      Item Choice Explanation:
      Overall, Crobat has been a solid lead and a very good member to my team to provide support and protection, as well as shutting down opposing status setters, etc.  Crobat's high speed makes it very usable, especially with the Defense investment to often last more than 1 turn, if not longer.

      Ferrothorn @ Leftovers
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      IVs: 0 Spe
      EVs: 252 HP / 52 Def / 204 SpD
      Ability: Iron Barbs
      Gyro Ball Power Whip Protect Leech Seed Move Choice Explanation:
      The idea with Ferrothorn is to be a bulky attacker.  I chose Ferrothorn over Amoongus because I felt that Ferrothorn can be a better offensive presence to my team, despite not having moves like Spore and Rage Power.  It was a trade off, but in the end, Ferrothorn hits fairys pretty hard and has quite a few resistance and less weaknesses than Amoongus.  That said, Ferrothorn idealy is in play when a Talonflame or Groudon are not present.
      If the opponent is successful in setting up a TR, Ferrothorn's low speed will allow it an advantage.  Kyogre having only 12 Speed EVs allows it to still be relatively effective under TR without the Tailwind active, but does require Tailwind for Speed support when TR is not up.
      Item Choice Explanation:

      Thundurus @ Sitrus Berry
      Ability: Prankster
      Nature: Calm
      IVs: 0 Atk
      EVs: 252 HP / 116 Def / 112 SpD / 28 Spe
      Thunderbolt Hidden Power [Ice] Thunder Wave Taunt Move Choice Explanation:
      Nature & EV Spread Explanation:
      Rayquaza @ Life Orb
      Ability: Air Lock
      Nature: Jolly
      EVs: 252 Atk / 4 Def / 252 Spe
      IVs: 29 HP
      Extreme Speed Dragon Ascent Overheat Protect Rayquaza pairs well with Kyogre as I have no means of re-establishing the rain if a Groudon is out aside from withdrawing Kyogre (I do not have a Skill Swap user on the team).  Therefore, it made sense to add Rayquaza in for the Air Lock ability to help Kyogre become more effective in a dire-need situation where weather is crucial to survivability and sustainability. 
      Rayquaza is my second mega option on this team.  This allows me to have a secondary plan in case M-Kang is not able to be used effectively as a mega, or I do not find using her Mega form that game useful.  Rayquaza is a mixed attacker because of the soaring Attack and Special Attack stats, therefore the moveset is of a mixed nature.
      Move Choice Explanation:
      Item Choice Explanation:
      EVs & Nature Explanation:
      The Final Team
      After much back-and-forth, I am finally pretty settled-in with the current team.  I thought about switching a few members out for some other, similar, Pokemon who would serve a similar, yet different role (scroll near to bottom of thread for what I had though).  However, after some helpful advise, I decided I would really push this team to its limited and have had much success with the current team.
      Where I would like opinions or help:
      However, I am always open to opinions and ideas.  My EVs to some may not be ideal, and therefore, I may have opportunities to improve the current teams setup.  Right now, my biggest struggle is against Double-Primal + Mega + Support teams.  The Double-Primal has been rough for me, especially when there is another Mega (3 Mega counting the 2 Primal), then their support Pokemon.
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    • By defsoul
      As the title says if anyone has one they can trade, please lemme know!
    • By gwinty
      Well, I finally did it and made myself a team for the VGC16 that works quiet well. However "quiet well" is not "good enough" for me and I want more. However I don't see enough room for improvement for this team. But that's just me and that's why I need you: To get more ideas for my team and to make it even better!
      Very well, let's get started with the team introduction:

      Tremor (Groudon) @ Red Orb  
      Ability: Drought  
      Level: 50  
      EVs: 4 HP / 252 Atk / 252 Spe  
      Naughty Nature  
      - Precipice Blades  
      - Fire Punch  
      - Rock Slide  
      - Protect  
      I'm a fan of Mortal Combat X and Tremor. He is just cool and his lava mode rocks in my opinion. That's why I was very fast when it came to this choice: Primal Groudon with a physical set. It's purpose is very simple: Dish out Damage!
      The EVs are pretty simple: I went with full Atk and a positive nature, along with full speed. I only have a naughty Groudon and I like it, because I can still add something like "Overheat" to this set if i need it.
      The attacks are pretty much the same as any Groudon you will see: Precipice Blade because it hit's hard and only hits opponents, Fire Punch because I need the STAB and the single target and Rock Slide to take care of Talonflame and Ho-Oh. Also it can hit Salamence, Crobat and my others. However I'm thinking about Stone Edge here, just because it deals more damage and can OHKO Salamence.

      Discord (Yveltal) @ Black Glasses  
      Ability: Dark Aura  
      Level: 50  
      EVs: 252 SpA / 4 SpD / 252 Spe  
      Timid Nature
      - Dark Pulse  
      - Snarl  
      - Tailwind  
      - Protect  
      I love the song and I love Yveltal.
      My friend used it during a tournament with this set and it was amazing! I follow his example and did a shameless copy. Thanks Aylona. ^.-
      The EVs are simple: Maximum special Atk and maximum Speed with Jolly Nature to outspeed as many opponents as possible. Yveltal has great bulk and needs no investment on that side. Black Glasses were chosen over Life Orb to make Yveltal live longer, also I couldn't find any situation where the Life Orb would kill my opponent.
      Dark Pulse is here to deal some mayor damage to anything that doesn't resist it. Especially Groudon takes massive damage from single Dark Pulse and Yveltal can do a great job checking an opponents Groudon. Snarl is a great control move and nerves Kyogre and special Groudon. It's just good.
      Tailwind is for speed control and Protect is as great as always.

      Ame (Gengar) (F) @ Gengarite  
      Ability: Levitate  
      Level: 50  
      EVs: 252 SpA / 4 SpD / 252 Spe  
      Timid Nature  
      IVs: 0 Atk  
      - Sludge Bomb  
      - Icy Wind  
      - Substitute  
      - Protect  
      Gengar is my favorite Pokemon of all time. It has a great movepool and a nice artwork, it's a bit sinister and can run so many sets...
      I just love it!
      The EVs are pretty simple once again, but I want to change them a little bit. However I have no idea how to change them, please add your opinion here. ^^
      Full SpAtk and full Speed with a positive nature to make Gengar hit as hard as possible, while outspeeding almost any other Pokemon.
      Sludge Bomb is Gengars main STAB move to hit Xerneas before it sets up, Kangashkan, Salamence and many more. Icy Wind provides speed control, as speed is everything in the VGC today. I tried HP Ice but it was just there to kill Salamance and I don't have a big problem with Salamance (Yveltal kills it). Substitute can evade Sucker Punch and stall Gegnar some time, keeping Shadow Tag alive and Protect serves the same purpose.
      However I was thinking about a change: Substitute to Shadow Ball, in order to kill Groudon with Crobats assistance. Super Fang + Shadow Ball is a sure kill on any Groudon without bulk.

      Skull (Crobat) (M) @ Lum Berry  
      Ability: Inner Focus  
      Level: 50  
      EVs: 68 HP / 188 Def / 252 Spe  
      Timid Nature  
      - Super Fang  
      - Tailwind  
      - Haze  
      - Taunt  
      Crobat is Gengars best buddy. And I liked Crobat ever since my first Golbat evolved. It got a wide movepool and is a very fast supporter with a great ability in "Inner Focus".
      The EVs are set to survive some damage from Kangashkan and still outspeed everything else. The Lum Berry is needed to counter Smeargle and other Sleep and Confusion tactics.
      Superfang is the only offensive move Crobat needs as it can take 50% of any opponent save for ghosts. Tailwind is the speed control Crobat needs to outsmart Smeargle and support his Teammates. Haze can reset Xerneas and makes Moody Smeargle cry. Also it can counter my opponents Icy Wind, Intimidate and Snarl, resetting my sweepers to full force. [If I go back to Overheat on Groudon, that would be even more reason to use Haze]. And Taunt takes out all those annoying tactics and hinders my opponents speed control.
      Sadly for Skull, every time I send him to battle, he gets beaten. That's just harsh and that's why he gets a muffin...and a cookie...and a big hug...

      El Generico (Amoonguss) (M) @ Mental Herb  
      Ability: Regenerator  
      Level: 50  
      EVs: 252 HP / 4 SpA / 252 SpD  
      Calm Nature
      - Giga Drain  
      - Spore  
      - Rage Powder  
      - Protect
      I needed someone who could stop Trick Room and who can check Xerneas. So I made short work an took my VGC15 Amoonguss and made a few changes. His name is from one of my favorite wrestlers ("El Generico", now "Samy Zayne") and I found it fitting to use for a generic Amoonguss.
      I run max HP and max SpDef with boosting nature to eat more Ice Beams and Moonblasts from my opponent. Regenerator is the only really useful ability even if Effect Spore caused some funny effect sometimes. However I never used Regenerator that much.
      Giga Drain is here for some recovery, with a little damage output. It doesn't do much, but it was the best choice. Spore is the main reason to use Amoonguss along with Rage Powder, as sleep and redirection are pretty useful. And Protect is generic and fitting for El Generico.

      Knifes (Weavile) (F) @ Focus Sash  
      Ability: Pressure  
      Level: 50  
      EVs: 252 Atk / 4 SpD / 252 Spe  
      Jolly Nature  
      - Icicle Crash  
      - Knock Off  
      - Feint  
      - Fake Out
      Back to Pokemons I like: Weavile!
      I named it after Scott Pilgrims "Knifes Chau", as I like the movie and I was training my Weavile while listening to the soundtrack.
      The EVs are pretty simple once more: Full Speed, Full Attack and a Jolly nature fitting Knifes nature during the movie. A Focus Sash to keep her around for at least two turns is very helpful.
      Icicle Crash hits Thunderus, Yveltal, Rayquazar and many more for good damage and has a nasty flinch chance. Knock Off is a powerfull STAB that get's even better with "Dark Aura". It's the "Dark Spam" move of choice and deals good damage to everything. Also it can punish a switch very good.
      Feint breaks Protects and many other moves, supporting my Sweepers when I need to hit a target. Most times I used it when facing off Groudon and Yveltal was going for the second "Dark Puls".
      Fake Out is the support we all love and with Weavile it's faster then Kangashkan, a very important note.
      My leads are simple but effective:
      Yveltal + Weavile
      Weavile goes for a Fake Out, Yveltal goes for a Tailwind and I'm in the game. Next turn is Snarl + Knock Off or Dark Puls + Knock Off. I keep spamming Dark moves and maybe switch out Weavile in order to get a second Tailwind during the match.
      Gegnar + Crobat
      Simple and clean. Gengar protects, Crobat sets a Tailwind and I'm in. I keep annoying my opponent and maybe kill something with Sludge Bomb + Superfang. After that I can clean up the mess left behind with Yveltal or Groudon.
      Yveltal + Gengar
      I don't use this combination very often, but sometime its very good. Gengar traps my opponent and Yveltal uses Snarl. This goes on till my opponent is beaten or helpless.
      Groudon is the main Sweeper of this team, dealing as much damage as possible. I rarely use it in any lead formation as I rather keep it for a finishing blow, once the opponents team was weaken by my other Pokemons. This doesn't work every time but most times. I also like to keep Groudon behind in order to evade an early Intimidate as I had some bad experiences with a Groudon lead, most people will throw in Salamence or something like that to weak Groudon early on, drastically reducing my chances of winning.
      Ideas for this team:
      Yvealtal: Physical Set (Knock Off, Sucker Punch, Foul Play) or mixed Set (Snarl, Foul Play).  Not sure about this. I want to keep Tailwind. Groudon: Mixed or Special Set. When changing Yvealtal to a mixed or physical set I could change Groudon to a mixed Set with Eruption or Earth Power. Gengar: Maybe Shadow Ball over Substitute? It can kill Groudon with those moves. Or maybe Shadow Ball over Icy Wind? Crobat: Quick Guard could be added over Taunt or Haze. But Haze is just too good to keep Xerneas checked and to trick Intimidates. Amoonguss: As said, this one if for the Trick Room counter, I could go with Ferrothorn as it would serve the same purpose. But Ferrothorn looses to Groudon while Amoonguss stops Groudon under Trick Room (Spore).  
      My team doesn't have many tricks but that makes it good: It's simple and effective. But as I said, I want it to be even more effective. So please help me.
      Thanks for your support,

      Credit for the artworks goes to:
      Groudon        - DeviantArt User: generalgibby / found here: http://generalgibby.deviantart.com/art/Groudon-Creator-of-Land-378990070
      Yveltal        - Pixiv Id 951785 / found here:  http://www.zerochan.net/1405748
      Mega-Gengar    - DeviantArt User: t-reqs /  found here:  http://t-reqs.deviantart.com/art/Mega-Gengar-442785895
      Crobat        - DeviantArt User: 33xxjaninexx33 /  found here:  http://33xxjaninexx33.deviantart.com/art/Cheer-up-Crobat-549114415
      Amoonguss    - Not sure who made this. Found it here: http://nuggetbridge.com/uploads/monthly_2016_01/image.png.34d7cfbb7f83cbbac2657ddf14260b75.png
      Weavile        - DeviantArt User: mesmeromania /  found here: http://mesmeromania.deviantart.com/art/Weavile-371232486
    • By Macca
      Hello guys, this is Macca and I'm here because I'd like my team to be rated. The idea of the team was to build a counter team to double primals. I've been running Yveltal for a long time and I was told it completely wrecks double primals. That's completely not true. Salamence and Thundurus are troublesome to Yveltal teams. For this reason I had to run Raichu in order to stop Thundurus from paraspamming. The team works kinda good against double primals with my only losses against it caused by misplays by my side (and obviously bad luck but that's Pokémon and I have to deal with rng).
      However focusing on double primals made my MU against big6 more troublesome. Here's my team and I'm looking for a sixth Pokémon in order to replace Gengar.

      Yveltal @ Life Orb  
      Ability: Dark Aura  
      Level: 50  
      EVs: 252 Atk / 4 SpD / 252 Spe  
      Jolly Nature  
      - Knock Off  
      - Sucker Punch  
      - Foul Play  
      - Protect  
      Reason I run it: It is the restricted mon I prefer because of its natural bulk, insane damage output and a wide movepool. It was one of the first members of the team. Item: Life Orb is the item of choice because I want it to deal as much damage as possible. Life Orb gets some useful kos (Foul Play kills Landorus and Rayquaza for example and 2hkos a lot of Kyogres) Ability: - EVs and Nature: I could have run something similar to what I thought was Arash Ommati's spread but I didn't like go bulkier to resist specific things when I'm running a Life Orb that f***s up every calculation, so I ended up maximising damage output. I'm running physical Yveltal over the special one because I like the chance to get OHKO on Cresselia with Knock Off and on Bronzong even if it is intimidated and since TR is quite a pain for the team I need the strongest Sucker Punch I can get. Moves:  Knock Off: kills Cresselia and Bronzong, helps scouting items in bo3s. Sucker Punch: even though Yveltal is fast it is not the fastest Pokémon of the format. Sucker Punch deals a lot of damage and helps when speed control is not on my favour. Foul Play: massive damage to primals and Salamence and gets the kill on Rayquaza and Landorus. Protect: staple  
      Groudon-Primal @ Red Orb  
      Ability: Desolate Land  
      Level: 50  
      EVs: 252 SpA / 4 SpD / 252 Spe  
      Timid Nature  
      IVs: 0 Atk / 30 Def  
      - Eruption  
      - Earth Power  
      - Hidden Power [Ice]  
      - Protect  
      Reason I run it: Second member of my core. I run it because I don't want to get in trouble with opposing Ferrothorn and Dialga Item: - Ability: - EVs and Nature: Since I'm lacking special offensive I have to run special Groudon and since I've gotta go fast that's the only spread I considered. Fast and bulky -> no damage. Moves:  Eruption: massive spread damage, always useful Earth Power: main ground-type stab, useful to deal an huge amount of damage to opposing Groudon (kill on bulkless ones) Hidden Power Ice: I feel like the team has some issues dealing with Salamence, so that's the tech move I decided to run Protect: staple  
      Salamence-Mega @ Salamencite  
      Ability: Intimidate  
      Level: 50  
      EVs: 20 Atk / 236 SpA / 252 Spe  
      Naive Nature  
      - Hyper Voice  
      - Double-Edge  
      - Tailwind  
      - Protect  
      Reason I run it: I needed a fast mega so I went for it. Even if its damage output is insanely underwhelming I can get benefit from 120 base speed, intimidate and chip spread damage Item: - Ability: Intimidate over Moxie because I'm going to megaevolve asap. EVs and Nature: 20 atk evs grant me the kill on non-coba Amoonguss, max speed because it needs to be fast and the rest on special attack, hoping it can get the kill on level 1 mons with crit Hyper Voice. Naive nature because its damage output is already too low to lower an offensive stat. Moves:  Hyper Voice: useful chip damage and can deal 10% to Kyogre if it crits. Double-Edge: decent damage output, can get the kill on weakened Kyogres and Xerneas (unless they are insanely bulky) Tailwind: Well, someone had to do it. Pairing it with Raichu in lead can bring me in a good position from the very beginning. Protect: staple  

      Raichu @ Focus Sash  
      Ability: Lightning Rod  
      Level: 50  
      EVs: 4 HP / 252 SpA / 252 Spe  
      Timid Nature  
      IVs: 0 Atk  
      - Volt Switch  
      - Nuzzle  
      - Fake Out  
      - Encore  
      Reason I run it: Thundurus gtfo Item: Even though Zap Plate + Volt Tackle can deal decent damage to Kyogre (killing the 252/0 ones) I decided not to go for damage output focusing more on its support movepool. For this reason I want it to survive more than one turn. Ability: Thundurus gtfo EVs and Nature: Since Raichu isn't known for its bulk I preferred leaving its surviving ability to the Sash. I need max speed and maximizing Volt Switch's damage output was worth considering. Moves:  Volt Switch: useful chip damage and can switch me out in order to come back in and fake out once again Nuzzle: while in Tailwind I can outspeed and cripple Xerneas. Paraspamming is always good, even though is not priority. Fake Out: staple on Raichu. Being the fastest Fake Out user except Weavile is very useful for the team. Encore: People protecting or boosting in front of the mouse must be hardly punished. Encore saved me a lot of games.  

      Ferrothorn @ Lum Berry  
      Ability: Iron Barbs  
      Level: 50  
      EVs: 252 HP / 204 Atk / 52 Def  
      Brave Nature  
      IVs: 0 Spe  
      - Power Whip  
      - Gyro Ball  
      - Leech Seed  
      - Protect  
      Reason I run it: Deals with Xerneas and Kyogre Item: I couldn't think of anything else since Smeargle is legal. Ability: - EVs and Nature: Taken from the simulator. I considered going bulkier but there are a lot of bulky Xerneas fooling around I was scared Gyro Ball would have been a 666hko to them instead of a 2hko. Moves:  Power Whip: Kyogre gtfo Gyro Ball: Xerneas gtfo. Most reliable stab since it has 150 bp on mons with 132+ speed. Leech Seed: Well, since I'm not running Thundurus and Kyogre I decided not to run substitute because I think that move would be good if Ferrothorn was used mainly as a lead member and that's not my case. Protect: staple  
      Gengar-Mega @ Gengarite  
      Ability: Levitate  
      Level: 50  
      EVs: 12 HP / 96 Def / 148 SpA / 252 Spe  
      Timid Nature  
      IVs: 0 Atk / 30 Def  
      - Sludge Bomb  
      - Hidden Power [Ice]  
      - Substitute  
      - Protect  
      Reason I run it: When I first thought of running it I was thinkin of dealing with big6. I found out I can work something out with Mence+Raichu. However it seems that Yveltal-Gengar lead deals pretty good against the new variant of big6 running Cresselia over Talonflame. Helps me decently against some RayOgre teams and XernOgre ones. However I'm thinking of replacing but I have no idea on how. Item: Since the main item is taken I decided to go for the mega one. Trapping is something I always like Ability: - EVs and Nature: I need to be fastest as I can and survive a Life Orb Brave Bird from Talonflame. Moves:  Sludge Bomb: stab and deals decent damage to Xerneas Hidden Power Ice: kills Salamence Substitute: I was thinking about this slot but I ended up going for Substitute because it works quite good with Raichu's Fake Out. Protect: staple  
      Thank you very much for reading, I hope you can help me.
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