Pokémon Rate My Team
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He loves charizard Y, so please don't make comments on using charizard X. If there are any changes that should be made, please tell me.

Charizard @ Charizardite Y
Ability: Blaze->Drought
EVs: 4 Spe / 252 SpA / 252 SpD
Modest Nature
- Heat Wave
- Solar Beam
- Air Slash
- Dragon Pulse

Special Tank/Star

Jolteon @ Focus Sash
Ability: Volt Absorb
EVs: 252 Spe / 252 SpA / 4 Def
Timid Nature
- Thunderbolt
- Shadow Ball
- Signal Beam
- Magnet Rise

Special Sweeper

Dusknoir @ Spell Tag
Ability: Pressure
EVs: 252 HP / 124 SpD / 124 Def / 8 Atk
Adamant Nature
- Will-O-Wisp
- Pain Split
- Confuse Ray
- Shadow Punch

Crippler/Wall

Machamp @ Assault Vest
Ability: No Guard
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Dynamic Punch
- Poison Jab
- Stone Edge
- Bullet Punch

Wall-Breaker

Forretress @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Spikes
- Toxic Spikes
- Stealth Rock
- Gyro Ball

Entry Hazards

Garchomp @ Choice Scarf
Ability: Sand Veil
EVs: 252 Atk / 4 HP / 252 Spe
Naive Nature
- Dragon Claw
- Earthquake
- Rock Slide
- Fire Fang

Physical Sweeper

My friend and I would like feedback as soon as possible on his team. By the way this team is for competitive battling and VGC2015.

by
edited by
Venusaur. YOU NEED VENUSAUR with Mega-Charizard-Y. Chlorophyll boosts the speed of dinosaur to a point it outspeeds the whole unboosted metagame. It can sleep powder on a threat while Charizard Mega Protect. Oh, and Dusknoir sucks. Just replace it by Eviolite Dusclops at least and watch out for Knock Off.

2 Answers

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Best answer

This team looks alright. However, VGC is Doubles format, and the only thing you have to take advantage of this is Rock Slide on Garchomp and Heat Wave on Charizard. Doubles movesets are generally much different than Singles, which is what this team seems to be built towards. Good moves to use in Doubles include Follow Me, Wide Guard, Helping Hand, spread attacks, et cetera. I will make some alterations to the team so that they better fit the VGC format. Just warning you up front, some Pokémon may be swapped for others. Changes will be in bold.


Charizard@ Charizardite Y

image
Ability: Blaze > Drought
EVs: 252 SpA / 252 Spe / 4 SDef
Timid Nature
- Solar Beam
- Heat Wave
- Air Slash
- Protect

MegaZard Y does much better at being an all-out attacker than a tank. While it has respectable Sp. Defense, it has three common weaknesses: Rock, Water, and Electric. This gives it a crippling weakness to three common Doubles attacks: Rock Slide, Surf, and Discharge. It does much better at outspeeding and eliminating its threats than trying to tank them. Thus the EV change from defensive to offensive. Changing the Nature to Timid is optional, but Mega Charizard is sitting at a common speed tier of 100, and Timid lets it outrun other base 100s running Modest or Adamant. The only other change is scrapping Dragon Pulse for Protect. Protect lets you dodge a predicted Rock Slide or Thunderbolt while your partner cleans up. Dragon Pulse wasn't offering much coverage-wise, and Protect is one of the best moves in Doubles.


**Venusaur@ Black Sludge

image
Ability: Chlorophyll
EVs: 76 Spe / 252 SpA / 180 HP
Modest Nature
- Sludge Bomb
- Giga Drain
- Sleep Powder/Toxic
- Protect/Hidden Power [Fire]**

Venusaur fits your team much better than Jolteon. I have nothing against her, but Venu just does her job better and has overall better synergy with Charizard. It runs a nice bulky attacker set, with its Speed doubling in the harsh sunlight. It still outspeeds a heckuva lot of things without fully invested Speed, and it also has great bulk. Sludge Bomb is STAB and threatens all the Sylveons who want to kill Garchomp. Giga Drain is secondary STAB and provides excellent recovery when paired with Black Sludge. Sleep Powder or Toxic is your status of choice. HP Fire is preferred, but if your friend can't get the right IVs then go for protect.


**Cofagrigus@ Leftovers

image
Ability: Mummy
EVs: 248 HP / 252 Def / 4 SDef
Sassy Nature
- Protect
- Will-o-Wisp
- Pain Split
- Shadow Ball/Night Shade**

This is the final replacement Pokémon. In short, Dusclops does Dusknoir's job better. And Cofagrigus does Dusclops' job better. Thus, Dusknoir was changed to Cofagrigus. I love the Mummy ability, as it screws over all the Tough Claws and No Guard users. Cofagrigus is purely defensive, and 58/145/105 bulk with excellent typing make it hard to bring down. It can live a hit from Mega Lopunny, get rid of Scrappy, then Burn it. Protect is for Leftovers recovery and dodging Dark Pulse. Will-o-Wisp is to cripple the likes of Mega Metagross, Gyarados, and Dragonite. Pain Split is the coffin's only reliable recovery outside of Rest. Finally, Shadow Ball can be used so that he's not Taunt bait and take advantage of a decent base 95 Sp. Attack, or Night Shade can be used to deal a solid 50 damage without fail.


Machamp@ Assault Vest

image
Ability: No Guard
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Dynamic Punch
- Stone Edge
- Bullet Punch
- Ice Punch

The only change to Machamp is dropping Poison Jab in favor of Ice Punch. With Venusaur now being the better Fairy check, you can use Machamp to deal with other prominent VGC threats like Gliscor, Garchomp, Landorus-T, and the infamous Mega Salamence on the switch.


**Ferrothorn@ Rocky Helmet

image
Ability: Iron Barbs
EVs: 252 SDef / 248 HP / 4 Def
Relaxed Nature
- Leech Seed
- Protect
- Gyro Ball
- Stealth Rock/Spikes**

Okay, I lied when I sais Cofagrigus was the last change. Forretress is good, but three entry hazards is kinda overkill. Hazards are actually far less prominent in Doubles than Singles because switching isn't done as often. Ferrothorn is bulkier than Forretress, as well as being able to wear down physical attackers quickly. Leech Seed replaces Leftovers as recovery. Protect is to stall with Leech Seed and avoid Flamethrowers. Gyro Ball pairs well with a Relaxed nature and hits like a truck against the likes of Latios and Mega Manectric. Finally, your choice of hazards between Spikes and Stealth Rock.


Garchomp@ Choice Scarf

image
Ability: Sand Veil
EVs: 252 Atk / 252 Spe / 4 SpA
Naive Nature
- Dragon Claw
- Earthquake
- Rock Slide
- Fire Blast

You have a Naive Garchomp, but no Fire Blast? The set was slightly altered to allow for the Special side of things. Other than that, yer all good.


Overall, I think your friend had a solid concept for a VGC team, but he didn't choose the best Pokémon for the job. I hope these changes will help him succeed in VGC 2015, and I apologize if I changed too much. Bon chance!

by
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0 votes

Ok, I'm not exactly a veteran at VGC15 (pretty new myself actually), but I'll try my best at this.

First off well, your team does not actually fit in well as a VGC team. There are some things present in your team right now that are outright non-viable in the metagame. Don't mind my saying this, but Dusknoir and Forretress are simply bad choices. Dusknoir is bad because it's almost completely outclassed by Dusclops and Cofagrigus, which aren't really viable either. Forretress is bad because hazards do next to no work in doubles, mostly due to the much faster pace (meaning switches occurring very rarely) and that the damage dealt is almost negligible in most cases.

But hey, it's not all bad. Let's go through all your pokemon and try to correct what we can.


Charizard:

Oh by the way Charizard Y is much better in doubles than X, because Drought's 5 turns make a huge difference here. But it's vulnerable on the turns it Mega evolves and other moments when both of your opponent's pokemon gang up on it. So, as for the first correction, give it Protect.
Protect is phenomenal is VGC, as it guards one of your pokemon and allows the other to feel free to spam an attack. You can replace Air Slash for it (you don't lose much coverage anyways).

Secondly, the EVs are a little off. If you really want to keep it simple, go for more speed investments and reduce all that Special Defense (speed is more crucial than special defense) and give it a Timid nature. This way you can outspeed or speed-tie with most base speed 100 pokemon.

Right, so your team has a weather inducer (a pokemon that alters the weather). Why not take advantage of it? You might as well, because the extra muscle can make all the difference.


Jolteon:

The problem with sparky here are it's moveset and item, which will have to be revamped top down. Magnet Rise is a gimmick at most and between Shadow Ball and Signal Beam you don't cover much. Focus Sash can be rendered useless due to Hail, Sandstorm and double attacks. Here's a set people use:

Jolteon @ Choice Specs
Ability: Volt Absorb
EVs: 252 SpA / 252 Spe / 4 HP
Timid Nature
- Thunderbolt
- HP Ice
- Shadow Ball
- Hyper Voice

This set offers Jolteon awe-inspiring offense with Specs, and it's already fantastic speed makes it a terrifying pokemon to face. It utilizes a pseudo BoltBeam, which is basically Thunderbolt and Ice Beam (in this case HP Ice, hence pseudo). It covers a huge chunk of the current metagame. The last two slots are, in all honesty fillers.
It also offers great synergy with MegaZard Y, as Jolteon can eat up any electric attacks thrown at it and strike pesky water types very hard.


Machamp:

The only reason Machamp is not included in the non-viable list is because it provides great utility with Wide Guard and Quick Guard. But giving it an Assualt Vest renders it incapable of using either and practically making it a sitting duck. So it might be a good idea to scrap Assault Vest for Leftovers (recovery) and throw in Wide Guard.
The reason as to why Wide Guard is because MegaZard Y is weak to Rock Slide, Jolteon and Aegislash (an addition I'll explain briefly) are weak to Earthquake. All of these are common spread moves, which Wide Guard can completely route.
Also, run Rock Slide over Stone Edge and if you want to, replace Poison Jab with Quick Guard.
You could also consider a more defensive set on this one.


Garchomp:

This pokemon is mostly fine, except that you should run Rough Skin over Sand Veil and Adamant over Naive nature. Also, consider running Protect over Fire Fang as it's a lot more useful.


Right, with this I conclude the pokemon that I found to look good on this team. As mentioned earlier though, two of your pokemon had to replaced for better fits. Here they are:

Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 180 HP / 252 SpA / 76 Spe
Modest Nature
- Sludge Bomb
- Giga Drain
- Sleep Powder
- Protect

Aegislash @ Weakness Policy
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- King's Shield
- Shadow Ball
- Flash Cannon
- Shadow Sneak

OR

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Protect

Venusaur and the sun goes a long way back. Now with MegaZard Y readily supplying sun, you could opt to run the famous ChloroSaur set on Venusaur, which is basically an offensive Chlorophyll Venusaur. This leafy dino is probably the fastest thing under the sun (hehehe wordplay) which allows it to attack or put foes to sleep eith Sleep Powder much before anything reacts. It complements your team well, so here it is.

Aegislash is mainly the defensive part of your team, and your Trick Room counter. It balances out your Ice and Flying weakness, while taking hits like a champ. Weakness Policy is a force that can change the tide of a game in a matter of seconds, and it's fearful when used right.

Bisharp on the other hand, is a hard counter to Intimidate (which gained popularity with Landorus-Therian back) and also counters Trick Room. Personally I think Bisharp is the better option, but the choice is yours.


That is all! Hope you enjoyed reading that extra long wall of text, an more importantly hope it helped in any matter :)

by
I posted a second answer, but I didn't know you'd already posted one. So sorry if I accidentally re-stated something you did.