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 VGC2023 Season 2 Team. 
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Pokemon Master
Pokemon Master
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Joined: Sun Jan 13, 2008 5:02 am
Posts: 1575
Location: Michigan
Is anybody here? Hello?




Still playing Pokemon after all these years, I feel making at least one post a generation on Team building/rating for nostalgia. So anyway this is the team I build for Season 2 VGC.

Team is built around three two pokemon cores. I ran a similar structure back in Sw/Sh and found the organization of this setup to work quite well. Ideally I run two of the three cores in a match depending which core strat has the best chance of setting up. The combos aren't set in stone and can be mixed up if needed to scout or pivot, namely with Pincurchin and Grimmsnarl.

Iron Hands+Pincurchin
E.Terrain Body Press/Defensive

Mirror Herb heavy physical offensive

Grimmsnarl+Iron Bundle
Fake tears fast special offensive

Pokepaste link:

Teppanyaki (Iron Hands) @ Electric Seed
Ability: Quark Drive
Level: 50
Tera Type: Electric
EVs: 92 HP / 12 Atk / 148 Def / 252 SpD / 4 Spe
Impish Nature
- Iron Defense
- Drain Punch
- Body Press
- Thunder Punch

Lemon Drop (Pincurchin) @ Air Balloon
Ability: Electric Surge
Level: 50
Tera Type: Dark
EVs: 244 HP / 28 Atk / 100 Def / 108 SpA / 28 SpD
Relaxed Nature
- Hydro Pump
- Thunderbolt
- Protect
- Sucker Punch

Goal of this duo is to set Iron Hands into an unbreakable physical wall, tank with Drain punch and Body press to dispatch. Electric Seed giving an instant Def boost and Quark an attack boost. Iron defense can further push Body Press's damage and shut out unboosting attackers such as Iron Hands, Tusk and Palafin. EVs set to make the set as Specially bulky as possible while having enough defense to make Great Tusk's Headlong Rush a 3hko. Electric Tera removes the Psychic/Fairy weakness and gives a decent boost to Thunder punch along with Quark and Terrain. If Intimidated on turn zero. Quark boost will raise Defense instead, making Body Press more effective.

Pincurchin's role is to get terrain on the field, threaten ground types and Arcanine with Hydro Pump and pick off sashes with sucker punch. Defensive spread is to tank Great Tusk's CC and Ohko it back at -1 with Hydro Pump. Tera Dark removes ground weakness and powers up Sucker punch to 2hko Flutter mane in a pinch. T-bolt chosen as the output is similar to Zing Zap but helps more against opposing physical walls like Dozo and Torkoal.

Pincurchin also works well as a pivot with a leading Grimmsnarl's Parting shot to jump in. It also gives Bundle a S.atk boost.

Peperoncino (Scovillain) @ Focus Sash
Ability: Moody
Level: 50
Tera Type: Ghost
EVs: 4 HP / 4 Def / 244 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spicy Extract
- Rage Powder
- Fire Blast
- Giga Drain

Nakiri (Ceruledge) @ Mirror Herb
Ability: Flash Fire
Level: 50
Tera Type: Dark
EVs: 196 HP / 252 Atk / 4 Def / 52 SpD / 4 Spe
Adamant Nature
- Bitter Blade
- Protect
- Night Slash
- Shadow Sneak

This core was initially made to set up against Indeedee + Armorouge cores, which it does as well as tear most defensive or boosting set ups. Spicy Extract cuts a target's defense in half while doubling Ceruledge's attack via herb. This combo can OHKO Torkoal and most Garganacl with Bitter blade or Tera Night slash. Once set up Scovillian can Rage powder to soak a few hits while Ceruledge can pick threats off. Moody boosts can in odd circumstances turn Scovillian into a sweeper or soak more hits depending on the boosts. Fire blast Ohko's Gholdenego while Giga drain KO's Bundle and Great Tusk while restoring the sash from chip damage. If Taunt is likely or Mirror Herb is activated via opposing Psychic seed, Scovillian can still set Ceruledge up via Flash fire.

Scovillian's EVs are basic max speed/S.atk, Tera Ghost helps the duo lead against Perish trap teams, letting both switch away and avoiding Fake out in a pinch. (Also ghost pepper lol.) Ceruledge's EVs are Max atk and HP with a little S.def to cushion Flutter Mane's Shadow ball as best as possible. Tera Dark removes its current weakness and makes it immune to Fire/Psychic, blocking most Armorouge sets completely.

Anise (Grimmsnarl) (M) @ Covert Cloak
Ability: Prankster
Level: 50
Tera Type: Dark
EVs: 252 HP / 4 Atk / 68 Def / 180 SpD / 4 Spe
Careful Nature
- Fake Out
- Fake Tears
- Foul Play
- Parting Shot

Cranberry (Iron Bundle) @ Choice Scarf
Ability: Quark Drive
Level: 50
Tera Type: Ground
EVs: 236 HP / 4 Def / 252 SpA / 4 SpD / 12 Spe
Modest Nature
IVs: 0 Atk
- Freeze-Dry
- Icy Wind
- Tera Blast
- Hydro Pump

Last core is for facing fast offensive threats as well as Donzo+Tatsu cores and Iron Hands. Scarf puts Bundle well above Dragapult, Scarf Annihilape and the unboosted meta. While Grimmsnarl supports with Fake out, Fake tears to turn 2hkos into OHKOs, and Parting shot to pivot and give Bundle a cushion while getting Pincurchin in. Freeze Dry is the safe option with few covers, notably it can 2hko most types of Donzo with Quark or Fake Tears removing the +2 while able to tank all of Dozo's +2 hits. Icy wind for spread and KOs Meowscarada while Fake out removes the sash. Tera Blast Ground can Ohko AV Iron Hands at -2 and Fake out chip and 2hko AV Kingambit. Hydro pump is a nuke but 80% acc keeps it as a last resort.
Grimmsnarl's Foul Play can ride off Spicy extract for surprising damage, but isn't very solid.

Grimmsnarl EVs survive +nature Moonblast from Flutter mane, rest in defense. Dark tera removes Poison/Steel weakness and boosts Foul play. Bundle is Max S.atk, 12 speed to outpace +1 90's and rest in bulk. Tera ground to block electric hits and Tera blast.

Fri Feb 10, 2023 8:00 pm
Bug Catcher
Bug Catcher
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Joined: Sat Jul 31, 2010 9:26 pm
Posts: 7
Sweet teams! Iron Hands is such a beast of a Pokemon. Pairing with Pincurchin is a great idea too!

Sun Mar 19, 2023 2:44 am
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