The team
At a glance:
As you can see, I just ended up using the Big 6, which was the very first team I used in the format. I went with it because I felt most comfortable using this and I also thought it would be cool if I won the last regional using the team thats been around since the beginning.
In depth look:
Time for the fun part, the EV spreads and other important aspects. I'll try this new format out since I talked about a version of this team previously. There will also be little explanation as everything is pretty straightforward, so I will just put a large block of text at the end explaining the more bizarre choices.Italicized- Noteworthy
Bold- Change I wish I made prior to the event
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 6 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Dazzling Gleam
- Protect
Groudon @ Red Orb
Ability: Drought ---> Desolate Land
EVs: 6 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk/ 30 SpA --> 31 SpA
- Eruption
- Earth Power
- Thunderbolt
- Protect
Smeargle @ Focus Sash
Ability: Moody
EVs: 252 HP / 196 Def / 60 SpD --> 252 HP/ 252 Def/ 4 Def
Bold Nature
IVs: 0 Atk / 9 Spe
- Dark Void
- Follow Me
- Spiky Shield
- Wide Guard
Salamence-Mega @ Salamencite
Ability: Intimidate ---> Aerilate
EVs: 6 Atk / 252 SpA / 252 Spe
Naive Nature
- Roar
- Hyper Voice
- Double-Edge
- Protect
Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy ---> Parental Bond
EVs: 6 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- Low Kick
- Sucker Punch
Talonflame @ Life Orb
Ability: Gale Wings
EVs: 6 HP / 252 Atk / 252 Spe
Adamant Nature --> Jolly Nature
- Brave Bird
- Flare Blitz
- Taunt
- Tailwind
Alrighty, so that is pretty much everything about it. Now, onto the weird stuff on it. I gave my Groudon Thunderbolt as a way to hit Salamence and Levitating Kyogres harder compared to the other options available. Roar was mainly used as a way to stop Trick Room, which is pretty evident that this team struggles against. It can also be used as a way to stop Geomancy Xerneas if I am brave enough to do that. Another rare case in which this can be useful is when Salamence does not have Aerilate and is trapped against a Mega Gengar, Roaring the Gengar regains the ability to switch. Taunt on Talonflame is the last of the cooler things on it. This was pretty much meant to do the same thing Roar does without forcing the opponent to switch out and the Gengar aspect I mentioned does not apply here.
As for changes I could have made, there are not that many that I believe would have made a difference. In fact, these changes are probably so small they would not have made a difference in the long run. A 31 SpA IV to make my attacks a little more powerful from Groudon, but I never really noticed the difference so I didn't really mind it. Max Defense and HP on Smeargle would have allowed me to take attacks from Kangaskhan better, which definitely would have helped near the end. Jolly nature on Talonflame would just make it so that I would be faster than Whimsicott, which I realized could be a problem for this team.
How do I use this team?
For the off chance you're crazy enough to still be playing VGC 2016, here is a short guide in terms of what to bring against certain matchups. I might revisit this in the future and actually add explanations if there is a demand for it, but for now I'm just going to list what to bring. This is also done in order, so the first two are the leads and the latter two are the ones you keep in the back.(Except Big B)
Bring:or
If you feel like they will not lead Salamence, bring :(Big B)
Bring:or
(No Crobat+Gengar)
Bring:or
(w/ Crobat+Gengar)
Note: This is probably the hardest matchup, so good luck with this!Bring:
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