Resource VGC '17 Complementary Pairs

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mattj

blatant Nintendo fanboy
As we all know VGC is doubles not singles. This gives us the unique opportunity to have one pokemon immediately support its partner during a single turn. But one pokemon supporting it's partner goes beyond the obvious moves like Helping Hand and Ally Swap. One pokemon's offensive and defensive typing can support its partner's weaknesses. Its ability can draw threatening attacks away from its ally. Its stats can allow it to outspeed certain specific threats to its partner, or survive specific attacks to KO back.

Now that we have the typing, abilities, stats, movepools, are beginning to learn the new mechanics, and have a working damage calculator we can begin to discover these new supportive pairs.

Although the full VGC '17 banlist hasn't been officially announced, it has been datamined. It's basically the Alolan pokedex minus Zygarde, Solgaleo, Lunala, Magearna, Marshadow, and Necrozoma. Species and item clauses are obviously in effect.

To get things started, here are a few that I've been thinking about while pouring over the new mons:


Garchomp w/Focus Sash/Life Orb/Yache Berry/etc
Rough Skin
Jolly
4 HP / 252 Atk / 252 Spd
@L50: 184/182/115/90/105/169
Earthquake, Dragon Claw, Poison Jab, Protect

+

Celesteela w/Steelium Z/Flyinium Z/Big Root/etc
Beast Boost
Modest
252 HP / 252 SAtk / 4 SDef
@ L50: 204/108/123/174/122/81
Flash Cannon, Air Slash, Giga Drain, Protect

This pair focuses on complimentary typings.

Celesteela's Flying type allows Garchomp to Earthquake freely. Its Steel typing takes care of Garchomp's Fairy, and Ice weaknesses. And Garchomp's Ground typing takes care of Celesteela's Electric and Fire weaknesses.

Their STABs also work great together offensively too. Between the two of them they threaten Tapu Lele, Tapu Bulu, Tapu Koko, Gengar, Guzzlord, Xurkitree, Nihilego, Buzzwole, Pheromosa, Salamence, Metagross, and a whole lot more!

I went with a Special based Celesteela because I don't *like* leading with two pokemon that could be weakened by Intimidate. But Celesteela definitely does have several reasonable physical options.

Gyarados w/Life Orb/Waterium Z/White Herb/Charti Berry/etc
Intimidate
Adamant
4 HP / 252 Atk / 252 Spd
@L50: 170/194/99/72/121/133
Dragon Dance, Waterfall, Ice Fang, Crunch

+

Togedemaru w/Steelium Z/Life Orb/Focus Sash/etc
Lightningrod
Jolly
4HP / 252 SAtk / 252 Spd
@L50: 141/147/84/54/93/162
Fake Out, Zing Zap, Gyro Ball, Spiky Shield

This combo focuses on complimentary abilities and facilitating setup.

Togedemaru draws and absorbs the only real threatening type attacks away from Gyarados. It assists Gyarados's Dragon Dance with Fake Out. Gyarados covers Togedemaru's defense deficit with Intimidate and counters its Fire, and Ground type weakness with its STAB Waterfall.

Oricorio (Pom Pom Style[Electric/Flying]) w/Focus Sash/Life Orb/Electrium Z/etc
Dancer
Modest
4 HP / 252 SAtk / 252 Spd
@L50: 151/81/90/165/90/145
Revelation Dance[Electric], Air Slash, Hidden Power (Ice), Protect

+

Ribombee w/Mental Herb
Shield Dust
Timid
4 HP / 252 SAtk / 252 Spd
@L50: 136/67/80/147/90/193
Quiver Dance, Pollen Puff, Moonblast, Protect

This cute couple abuses the new ability Dancer.

Ribombee is nearly guaranteed to get a Quiver Dance with the Mental Herb blocking Taunt and Shield Dust blocking Fake Out. Assuming Dancer activates when your partner uses a dancing move, when Ribombee uses Quiver Dance not only will Ribombee boost itself, but it'll boost Oricorio too. And because Ribombee is faster Oricorio it will then get to attack with it's newly raised SAtk.

I went with Electric/Flying Oricorio because it's probably, generally the best forme, as Zapdos and Thundurus have shown in the past. But any type should work fine. Fit your team's needs. You could go with Ghost/Flying in order to ignore Fake Out, which has been ever present in past VGC seasons. And assuming Dancer activates after using Protect, this may not even be an issue.

I also just went with Hidden Power Ice because that's my go-to. Pick whatever to fit your team's needs.

Now, a lot of people have understandably expressed doubt at the offensive capabilities of this tweetybird/princessbutterfly combo. So I took the time to run several very relevant calcs for Oricorio. They show that with the proper support and prediction this is a viable mon.

Vs Salamence
+1 252+ SpA Oricorio-Electric Hidden Power Ice vs. 4 HP / 0 SpD Salamence: 224-268 (130.9 - 156.7%)
252 Atk Life Orb Salamence Dragon Claw vs. 4 HP / 0 Def Oricorio-Electric: 122-146 (80.7 - 96.6%)
252 Atk Life Orb Salamence Rock Slide vs. 4 HP / 0 Def Oricorio-Electric: 114-135 (75.4 - 89.4%)

Vs Garchomp
+1 252+ SpA Oricorio-Electric Hidden Power Ice vs. 0 HP / 4 SpD Garchomp: 212-252 (115.8 - 137.7%)
252 Atk Life Orb Garchomp Dragon Claw vs. 4 HP / 0 Def Oricorio-Electric: 121-142 (80.1 - 94%)
252 Atk Life Orb Garchomp Rock Slide vs. 4 HP / 0 Def Oricorio-Electric: 112-133 (74.1 - 88%)

Vs Metagross
+1 252+ SpA Oricorio-Electric Revelation Dance vs. 4 HP / 0 SpD Metagross: 114-135 (73 - 86.5%)
+1 252+ SpA Life Orb Oricorio-Electric Revelation Dance vs. 4 HP / 0 SpD Metagross: 148-175 (94.8 - 112.1%) -- 75% chance to OHKO
252+ Atk Metagross Zen Headbutt vs. 4 HP / 0 Def Oricorio-Electric: 103-123 (68.2 - 81.4%)
252+ Atk Metagross Ice Punch vs. 4 HP / 0 Def Oricorio-Electric: 130-154 (86 - 101.9%) -- 12.5% chance to OHKO
252+ Atk Metagross Bullet Punch vs. 4 HP / 0 Def Oricorio-Electric: 26-31 (17.2 - 20.5%)

Vs Aerodactyl
+1 252+ SpA Oricorio-Electric Revelation Dance vs. 4 HP / 0 SpD Aerodactyl: 264-312 (169.2 - 200%)
252 Atk Life Orb Aerodactyl Rock Slide vs. 4 HP / 0 Def Oricorio-Electric: 143-172 (94.7 - 113.9%) -- 75% chance to OHKO

Vs Alolan Ninetales
+1 252+ SpA Oricorio-Electric Revelation Dance vs. 4 HP / 0 SpD Alolan Ninetales: 105-124 (70.4 - 83.2%)
+1 252+ SpA Life Orb Oricorio-Electric Revelation Dance vs. 4 HP / 0 SpD Alolan Ninetales: 136-161 (91.2 - 108%) -- 50% chance to OHKO
252 SpA Alolan Ninetales Ice Beam vs. +1 4 HP / 0 SpD Oricorio-Electric: 102-122 (67.5 - 80.7%)
0- Atk Alolan Ninetales Ice Shard vs. 4 HP / 0 Def Oricorio-Electric: 42-50 (27.8 - 33.1%)

Vs Weavile
+1 252+ SpA Oricorio-Electric Revelation Dance vs. 0 HP / 4 SpD Weavile: 118-141 (81.3 - 97.2%)
+1 252+ SpA Life Orb Oricorio-Electric Revelation Dance vs. 0 HP / 4 SpD Weavile: 153-183 (105.5 - 126.2%)
252 Atk Weavile Icicle Crash vs. 4 HP / 0 Def Oricorio-Electric: 186-218 (123.1 - 144.3%)
252 Atk Weavile Ice Shard vs. 4 HP / 0 Def Oricorio-Electric: 86-104 (56.9 - 68.8%)

Vs Silvally
+1 252+ SpA Oricorio-Electric Revelation Dance vs. 4 HP / 0 SpD Normal Silvally: 109-130 (63.7 - 76%)
252 Atk Life Orb Normal Silvally Double-Edge vs. 4 HP / 0 Def Oricorio-Electric: 144-172 (95.3 - 113.9%) -- 75% chance to OHKO
252 Atk Ice or Rock Silvally Multi-Attack vs. 4 HP / 0 Def Oricorio-Electric: 168-198 (111.2 - 131.1%)

Vikavolt w/Life Orb/Choice Specs/Assault Vest
Levitate
Modest
252 HP / 252 SAtk / 4 Def
@L50: 184/81/111/216/95/63
Thunderbolt, Bug Buzz, Hidden Power Ice, Discharge

+


Garchomp w/Choice Scarf/Life Orb/Focus Sash/Rocky Helmet
Rough Skin
Jolly
4 HP / 252 Atk / 252 Spd
@L50: 183/182/115/90/106/169
Earthquake, Dragon Claw, Iron Head, Rock Slide


This duo makes use of complimentary abilities and typing to allow each of the pokemon to use attacks that would otherwise harm their partners.

Vikavolt's Levitate lets Garchomp Earthquake freely. And Garchomp's Ground typing lets Vikavolt Discharge freely. Garchomp's STAB Earthquake takes care of Vikavolt's Poison and Fire weaknesses.

This is the first time that I can think of that a Dis/Quake combo has existed with a serious Discharger that didn't make the lead combo double weak to ice!

Trevenant w/Sitrus Berry/Mental Herb/Life Orb/Focus Sash/etc
Harvest/Frisk
Brave 0 Spd
252 HP / 252 Atk / 4 SDef
@L50: 192/178/96/85/103/54
Trick Room, Wood Hammer, Shadow Claw, Will-O-Wisp

+

Incineroar w/Life Orb/Incinium Z/etc
Intimidate/Blaze
Brave 0Spd
@L50: 202/183/110/100/111/58
Fake Out, Darkest Lariat, Flare Blitz, Protect

This tricky twosome focuses on complimentary typings, and supporting each other with their moves.

Incineroar assists Trevenant's Trick Room with its Fake Out. Trevenant takes care of Incineroar's Water, Ground, and Rock weaknesses with its STAB Wood Hammer and neuters its Fighting type weakness with Will-O-Wisp. And Incineroar takes care of Trevenant's Ice and Ghost weaknesses with its STAB Flare Blitz.

We don't have Intimidate Incineroar yet. But even without it right now the typing and movesets alone make these two one of the better Trick Room setup leads in VGC history.

Torkoal w/Heat Rock/Life Orb/Firinium Z/Grassinium Z/Iron Ball/Focus Sash/Assault Vest/etc
Drought
Quiet 0Spd
4 HP / 252 SAtk / 252 SDef
@ L50: 146/105/160/150/122/22
Overheat, Heatwave, Solarbeam, Protect

+

Lilligant w/Life Orb/Grassinium Z/Focus Sash/Choice Specs/etc
Chlorophyll
Modest
4 HP / 252 SAtk / 252 Spd
Leaf Storm, Petal Dance, Hidden Power (Ice), Protect

This pair focuses on abusing weather abilities and supportive typing.

Torkoal's Drought sets up the sun, which activates Lilligant's speed doubling Chlorophyll ability. Lilligant's STAB Leaf Storm smashes Torkoal's Water, Ground, and Rock weaknesses. And Torkoal's sun boosted Overheat takes care of Lilligant's Ice weakness.


But what about you?

There are a whole lot more useful combos than those I provided. What useful, powerful, or surprising complementary pairs have you been considering? Share them and I'll paste them into the OP for reference.

Tapu Bulu + Xircutree
+


Tapu Bulu's grassy terrain reduces the power of incoming earthquakes and has an insanely powerful wood hammer to get rid of ground types. It also has megahorn to hurt grass types.
Xircutree hits ridiculously hard even without a boost (and can use tail glow if you want to get silly) and deletes opposing flying types (especially celesteela) that wall tapu bulu.

http://www.smogon.com/forums/threads/vgc-17-complimentary-pairs.3587286/#post-7090666
Tapu Koko + Pelipper
+


Here's your rain abusers for VGC17. Pelipper has almost everything you'd want from a support mon that politoed can't do, such as have recovery, u-turn, and speed control (though at least politoed got icy wind with tutors). Its secondary STAB lets it get past grass types. It's also immune to all the ground moves that are being thrown around. Tapu Koko resists all the electric attacks that pelipper baits, and can abuse the rain with perfectly accurate electric-terrain-boosted thunders.

http://www.smogon.com/forums/threads/vgc-17-complimentary-pairs.3587286/#post-7090666
 
Last edited:

Pyritie

TAMAGO
is an Artist
Just getting the obvious out of the way

Tapu Bulu + Xircutree
+


Tapu Bulu's grassy terrain reduces the power of incoming earthquakes and has an insanely powerful wood hammer to get rid of ground types. It also has megahorn to hurt grass types.
Xircutree hits ridiculously hard even without a boost (and can use tail glow if you want to get silly) and deletes opposing flying types (especially celesteela) that wall tapu bulu.


Tapu Koko + Pelipper
+


Here's your rain abusers for VGC17. Pelipper has almost everything you'd want from a support mon that politoed can't do, such as have recovery, u-turn, and speed control (though at least politoed got icy wind with tutors). Its secondary STAB lets it get past grass types. It's also immune to all the ground moves that are being thrown around. Tapu Koko resists all the electric attacks that pelipper baits, and can abuse the rain with perfectly accurate electric-terrain-boosted thunders.

I could throw up some basic sets but I'd rather let someone more knowledgeable do that -- I haven't played around with these pokemon enough to figure out detailed sets besides just 252's.
 
Last edited:
As we all know VGC is doubles not singles. This gives us the unique opportunity to have one pokemon immediately support its partner during a single turn. But one pokemon supporting it's partner goes beyond the obvious moves like Helping Hand and Ally Swap. One pokemon's offensive and defensive typing can support its partner's weaknesses. Its ability can draw threatening attacks away from its ally. Its stats can allow it to outspeed certain specific threats to its partner, or survive specific attacks to KO back.

Now that we have the typing, abilities, stats, movepools, are beginning to learn the new mechanics, and have a working damage calculator we can begin to discover these new supportive pairs.

Although the full VGC '17 banlist hasn't been officially announced, it has been datamined. It's basically the Alolan pokedex minus Zygarde, Solgaleo, Lunala, Magearna, Marshadow, and Necrozoma. Species and item clauses are obviously in effect.

To get things started, here are a few that I've been thinking about while pouring over the new mons:


Garchomp w/Focus Sash/Life Orb/Yache Berry/etc
Rough Skin
Jolly
4 HP / 252 Atk / 252 Spd
@L50: 184/182/115/90/105/169
Earthquake, Dragon Claw, Poison Jab, Protect

+

Celesteela w/Steelium Z/Flyinium Z/Big Root/etc
Beast Boost
Modest
252 HP / 252 SAtk / 4 SDef
@ L50: 204/108/123/174/122/81
Flash Cannon, Air Slash, Giga Drain, Protect

This pair focuses on complimentary typings.

Celesteela's Flying type allows Garchomp to Earthquake freely. Its Steel typing takes care of Garchomp's Fairy, and Ice weaknesses. And Garchomp's Ground typing takes care of Celesteela's Electric and Fire weaknesses.

Their STABs also work great together offensively too. Between the two of them they threaten Tapu Lele, Tapu Bulu, Tapu Koko, Gengar, Guzzlord, Xurkitree, Nihilego, Buzzwole, Pheromosa, Salamence, Metagross, and a whole lot more!

I went with a Special based Celesteela because I don't *like* leading with two pokemon that could be weakened by Intimidate. But Celesteela definitely does have several reasonable physical options.

Gyarados w/Life Orb/Waterium Z/White Herb/Charti Berry/etc
Intimidate
Adamant
4 HP / 252 Atk / 252 Spd
@L50: 170/194/99/72/121/133
Dragon Dance, Waterfall, Ice Fang, Crunch

+

Togedemaru w/Steelium Z/Life Orb/Focus Sash/etc
Lightningrod
Jolly
4HP / 252 SAtk / 252 Spd
@L50: 141/147/84/54/93/162
Fake Out, Zing Zap, Gyro Ball, Spiky Shield

This combo focuses on complimentary abilities and facilitating setup.

Togedemaru draws and absorbs the only real threatening type attacks away from Gyarados. It assists Gyarados's Dragon Dance with Fake Out. Gyarados covers Togedemaru's defense deficit with Intimidate and counters its Fire, and Ground type weakness with its STAB Waterfall.

Oricorio (Pom Pom Style[Electric/Flying]) w/Focus Sash/Life Orb/Electrium Z/etc
Dancer
Modest
4 HP / 252 SAtk / 252 Spd
@L50: 151/81/90/165/90/145
Revelation Dance[Electric], Air Slash, Hidden Power (Ice), Protect

+

Ribombee w/Mental Herb
Shield Dust
Timid
4 HP / 252 SAtk / 252 Spd
@L50: 136/67/80/147/90/193
Quiver Dance, Pollen Puff, Moonblast, Protect

This cute couple abuses the new ability Dancer.

Ribombee is nearly guaranteed to get a Quiver Dance with the Mental Herb blocking Taunt and Shield Dust blocking Fake Out. Assuming Dancer activates when your partner uses a dancing move, when Ribombee uses Quiver Dance not only will Ribombee boost itself, but it'll boost Oricorio too. And because Ribombee is faster Oricorio it will then get to attack with it's newly raised SAtk.

I went with Electric/Flying Oricorio because it's probably, generally the best forme, as Zapdos and Thundurus have shown in the past. But any type should work fine. Fit your team's needs. You could go with Ghost/Flying in order to ignore Fake Out, which has been ever present in past VGC seasons. And assuming Dancer activates after using Protect, this may not even be an issue.

I also just went with Hidden Power Ice because that's my go-to. Pick whatever to fit your team's needs.

Now, a lot of people have understandably expressed doubt at the offensive capabilities of this tweetybird/princessbutterfly combo. So I took the time to run several very relevant calcs for Oricorio. They show that with the proper support and prediction this is a viable mon.

Vs Salamence
+1 252+ SpA Oricorio-Electric Hidden Power Ice vs. 4 HP / 0 SpD Salamence: 224-268 (130.9 - 156.7%)
252 Atk Life Orb Salamence Dragon Claw vs. 4 HP / 0 Def Oricorio-Electric: 122-146 (80.7 - 96.6%)
252 Atk Life Orb Salamence Rock Slide vs. 4 HP / 0 Def Oricorio-Electric: 114-135 (75.4 - 89.4%)

Vs Garchomp
+1 252+ SpA Oricorio-Electric Hidden Power Ice vs. 0 HP / 4 SpD Garchomp: 212-252 (115.8 - 137.7%)
252 Atk Life Orb Garchomp Dragon Claw vs. 4 HP / 0 Def Oricorio-Electric: 121-142 (80.1 - 94%)
252 Atk Life Orb Garchomp Rock Slide vs. 4 HP / 0 Def Oricorio-Electric: 112-133 (74.1 - 88%)

Vs Metagross
+1 252+ SpA Oricorio-Electric Revelation Dance vs. 4 HP / 0 SpD Metagross: 114-135 (73 - 86.5%)
+1 252+ SpA Life Orb Oricorio-Electric Revelation Dance vs. 4 HP / 0 SpD Metagross: 148-175 (94.8 - 112.1%) -- 75% chance to OHKO
252+ Atk Metagross Zen Headbutt vs. 4 HP / 0 Def Oricorio-Electric: 103-123 (68.2 - 81.4%)
252+ Atk Metagross Ice Punch vs. 4 HP / 0 Def Oricorio-Electric: 130-154 (86 - 101.9%) -- 12.5% chance to OHKO
252+ Atk Metagross Bullet Punch vs. 4 HP / 0 Def Oricorio-Electric: 26-31 (17.2 - 20.5%)

Vs Aerodactyl
+1 252+ SpA Oricorio-Electric Revelation Dance vs. 4 HP / 0 SpD Aerodactyl: 264-312 (169.2 - 200%)
252 Atk Life Orb Aerodactyl Rock Slide vs. 4 HP / 0 Def Oricorio-Electric: 143-172 (94.7 - 113.9%) -- 75% chance to OHKO

Vs Alolan Ninetales
+1 252+ SpA Oricorio-Electric Revelation Dance vs. 4 HP / 0 SpD Alolan Ninetales: 105-124 (70.4 - 83.2%)
+1 252+ SpA Life Orb Oricorio-Electric Revelation Dance vs. 4 HP / 0 SpD Alolan Ninetales: 136-161 (91.2 - 108%) -- 50% chance to OHKO
252 SpA Alolan Ninetales Ice Beam vs. +1 4 HP / 0 SpD Oricorio-Electric: 102-122 (67.5 - 80.7%)
0- Atk Alolan Ninetales Ice Shard vs. 4 HP / 0 Def Oricorio-Electric: 42-50 (27.8 - 33.1%)

Vs Weavile
+1 252+ SpA Oricorio-Electric Revelation Dance vs. 0 HP / 4 SpD Weavile: 118-141 (81.3 - 97.2%)
+1 252+ SpA Life Orb Oricorio-Electric Revelation Dance vs. 0 HP / 4 SpD Weavile: 153-183 (105.5 - 126.2%)
252 Atk Weavile Icicle Crash vs. 4 HP / 0 Def Oricorio-Electric: 186-218 (123.1 - 144.3%)
252 Atk Weavile Ice Shard vs. 4 HP / 0 Def Oricorio-Electric: 86-104 (56.9 - 68.8%)

Vs Silvally
+1 252+ SpA Oricorio-Electric Revelation Dance vs. 4 HP / 0 SpD Normal Silvally: 109-130 (63.7 - 76%)
252 Atk Life Orb Normal Silvally Double-Edge vs. 4 HP / 0 Def Oricorio-Electric: 144-172 (95.3 - 113.9%) -- 75% chance to OHKO
252 Atk Ice or Rock Silvally Multi-Attack vs. 4 HP / 0 Def Oricorio-Electric: 168-198 (111.2 - 131.1%)

Vikavolt w/Life Orb/Choice Specs/Assault Vest
Levitate
Modest
252 HP / 252 SAtk / 4 Def
@L50: 184/81/111/216/95/63
Thunderbolt, Bug Buzz, Hidden Power Ice, Discharge

+


Garchomp w/Choice Scarf/Life Orb/Focus Sash/Rocky Helmet
Rough Skin
Jolly
4 HP / 252 Atk / 252 Spd
@L50: 183/182/115/90/106/169
Earthquake, Dragon Claw, Iron Head, Rock Slide


This duo makes use of complimentary abilities and typing to allow each of the pokemon to use attacks that would otherwise harm their partners.

Vikavolt's Levitate lets Garchomp Earthquake freely. And Garchomp's Ground typing lets Vikavolt Discharge freely. Garchomp's STAB Earthquake takes care of Vikavolt's Poison and Fire weaknesses.

This is the first time that I can think of that a Dis/Quake combo has existed with a serious Discharger that didn't make the lead combo double weak to ice!

Trevenant w/Sitrus Berry/Mental Herb/Life Orb/Focus Sash/etc
Harvest/Frisk
Brave 0 Spd
252 HP / 252 Atk / 4 SDef
@L50: 192/178/96/85/103/54
Trick Room, Wood Hammer, Shadow Claw, Will-O-Wisp

+

Incineroar w/Life Orb/Incinium Z/etc
Intimidate/Blaze
Brave 0Spd
@L50: 202/183/110/100/111/58
Fake Out, Darkest Lariat, Flare Blitz, Protect

This tricky twosome focuses on complimentary typings, and supporting each other with their moves.

Incineroar assists Trevenant's Trick Room with its Fake Out. Trevenant takes care of Incineroar's Water, Ground, and Rock weaknesses with its STAB Wood Hammer and neuters its Fighting type weakness with Will-O-Wisp. And Incineroar takes care of Trevenant's Ice and Ghost weaknesses with its STAB Flare Blitz.

We don't have Intimidate Incineroar yet. But even without it right now the typing and movesets alone make these two one of the better Trick Room setup leads in VGC history.

Torkoal w/Heat Rock/Life Orb/Firinium Z/Grassinium Z/Iron Ball/Focus Sash/Assault Vest/etc
Drought
Quiet 0Spd
4 HP / 252 SAtk / 252 SDef
@ L50: 146/105/160/150/122/22
Overheat, Heatwave, Solarbeam, Protect

+

Lilligant w/Life Orb/Grassinium Z/Focus Sash/Choice Specs/etc
Chlorophyll
Modest
4 HP / 252 SAtk / 252 Spd
Leaf Storm, Petal Dance, Hidden Power (Ice), Protect

This pair focuses on abusing weather abilities and supportive typing.

Torkoal's Drought sets up the sun, which activates Lilligant's speed doubling Chlorophyll ability. Lilligant's STAB Leaf Storm smashes Torkoal's Water, Ground, and Rock weaknesses. And Torkoal's sun boosted Overheat takes care of Lilligant's Ice weakness.


But what about you?

There are a whole lot more useful combos than those I provided. What useful, powerful, or surprising complementary pairs have you been considering? Share them and I'll paste them into the OP for reference.
Perhaps we should have a recommended teammates section? It's quite hard to build a team without one.
 
Here's a better set for the Torkoal Team:


Torkoal @ Life Orb
Ability: Drought
Level: 50
EVs: 4 HP / 252 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Eruption
- Heat Wave
- Solar Beam
- Protect



Lilligant @ Focus Sash
Ability: Chlorophyll
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- After You
- Sleep Powder/Helping Hand
- Protect

Another Idea: Pheromosa + Garchomp

Pheromosa @ Focus Sash
Ability: Beast Boost
Level: 50
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- High Jump Kick
- Ice Beam
- Speed Swap
- Protect

Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Protect
- Swords Dance

The cool thing about Speed Swap is that it switches the RAW speed stats, not stat changes. So I was thinking, you Swords Dance with Garchomp, and then Speed Swap with Pheromosa. Suddenly, you have a +2 Garchomp with 221 Spd.
 

mattj

blatant Nintendo fanboy
Finally back from my trip. Updated the OP. I know most people are still grinding through the game and frantically getting mons ready for the new format's PCs, (WHICH BEGIN IN 10 DAYS AAAAAAAAAAH), but keep the ideas coming! You never know what's really going to pick up steam and become a powerhouse in the new format!
Perhaps we should have a recommended teammates section? It's quite hard to build a team without one.
Will add ASAP. It really starts to get murky when you get past specific pairs though. One or two could make sense. Stuff like, "Togedemaru's Fake Out and Lightningrod also helps out really well on tailwind/rain teams and Gyarados benefits from the boost to it's STAB Waterfall too!" But if we go much farther than that we're going to be influenced pretty heavily by our specific playstyles.
Here's a better set for the Torkoal Team:
I like the set idea, (except for the Life Orb or Specs, no offense, Life Orb reduces Eruption's power TO and beyondj, and trust me from experience, you have to get super lucky for a Choice Specs Eruption to work out long term). I really like the After You Lilligant to throw a speedy Eruption in their faces! Yeah, none of these sets are meant to be the be-all end-all option. They're just meant to demonstrate some of the synergy each pair can bring. There are 20 different tweaks you could make to each pair and they still could be reasonable.
Another Idea: Pheromosa + Garchomp

The cool thing about Speed Swap is that it switches the RAW speed stats, not stat changes. So I was thinking, you Swords Dance with Garchomp, and then Speed Swap with Pheromosa. Suddenly, you have a +2 Garchomp with 221 Spd.
I love the idea of using Speed Swap. But could you elaborate on how Garchomp and Pheromosa work well together, other than giving Garchomp a boost to it's already decently high speed stat? I can imagine that Garchomp's STAB EQ could help with Pheromosa's Poison weakness. But Pheromosa doesn't really allow free EQs.

Could there possibly be a better Speed Swap combo? Maybe swapping speed with something much slower but bulkier and powerful? Just a thought?
 
Tapu Koko + Alolan Raichu

Surprised nobody wrote down this obvious pair yet. Raichu can hold a Life Orb or Sash and use Grass Knot to cover the obvious Ground weakness, and the speed and power of both are amplified greatly under Koko's Terrain, already increasing their amazing speed.

I'll make sets later, unless someone wants to bother with them
 
+


It may initially seem counter intuitive to pair Tapu Koko with Alolan Marowak because of Alolawak's Lightningrod, but it makes a lot more sense when Discharge is put on Tapu Koko allowing it to use an Electric move to hit both of the opponents while at the same time getting around Alolawak's Lightningrod. Alolan Marowak checks a lot of Steel/Fairy Pokemon which give Tapu Koko issues because of its Fire typing; Tapu Koko checks Alolawak's Water weakness in its Electric moves (specifically Discharge when they're both out on the field) and its Dark weakness with its Fairy moves. Keep in mind that both Alolan Marowak and Tapu Koko are weak to Ground; so other checks to Ground will need to be on the team.
 
Tapu Koko + Alolan Raichu

Surprised nobody wrote down this obvious pair yet. Raichu can hold a Life Orb or Sash and use Grass Knot to cover the obvious Ground weakness, and the speed and power of both are amplified greatly under Koko's Terrain, already increasing their amazing speed.

I'll make sets later, unless someone wants to bother with them
I would say really just add raichu along with Koko and Pelipper.
 
+


It may initially seem counter intuitive to pair Tapu Koko with Alolan Marowak because of Alolawak's Lightningrod, but it makes a lot more sense when Discharge is put on Tapu Koko allowing it to use an Electric move to hit both of the opponents while at the same time getting around Alolawak's Lightningrod. Alolan Marowak checks a lot of Steel/Fairy Pokemon which give Tapu Koko issues because of its Fire typing; Tapu Koko checks Alolawak's Water weakness in its Electric moves (specifically Discharge when they're both out on the field) and its Dark weakness with its Fairy moves. Keep in mind that both Alolan Marowak and Tapu Koko are weak to Ground; so other checks to Ground will need to be on the team.
Doesn't Discharge become completely nullified by Lightningrod, so only Alolawak (lol) will get a useless boost?
 

Dozz

Has anyone in this family ever seen a chicken?
is an Artist Alumnusis a Forum Moderator Alumnus
Unless there's been a change between generations, Lightning Rod doesn't totally redirect the Discharge, it grabs the boost, and still hits opponents.

Someone should probably check on the new games though, just in case.
 
Tapu Koko + Alolan Raichu

Surprised nobody wrote down this obvious pair yet. Raichu can hold a Life Orb or Sash and use Grass Knot to cover the obvious Ground weakness, and the speed and power of both are amplified greatly under Koko's Terrain, already increasing their amazing speed.

I'll make sets later, unless someone wants to bother with them
I've been quite surprised that practically no-one has been utilising a Focus Sash on Alolachu. 7/10 games that i've played that have had Koko + Alolachu have not been running a Focus Sash on A-chu. Is it just because people are just expecting to nuke everything or muscle past teams from a combination of raw speed and Electro Ball or are people being fairly careless?
 

Cresselia~~

Junichi Masuda likes this!!
May I suggest Alolan Ninetales + Toxapex?

Aurora Veil can be set up during hail, which makes Toxapex even more bulky.
Toxapex is also water type and can help Ninetales with fire and steel types.
Whilst Ninetales' ice type can put down ground types that give Toxapex a hard time.

Black sludge on Toxapex so that hail damage doesn't really matter.
 
ehh, I'm kind of bearish on Ninetails-A, it needs hail to be relevant but is literally the fastest weather setter in the meta. You need it to switch in from the backline to reliably get its weather off but it's not very bulky without aurora veil backing it up so it's hard to get it in safely.

As far as people being bad with Raichu/Koko/Peliper, it's the top meme combo so 90% of the players using it on sim don't actually know how to play, just slap some 252/252 ev spreads on and mash attack buttons.
 
I've been testing some TR team recently and came up with à pretty solid core:
-Oranguru
-A-Marowak
-Xurkitree
-Aquarachnid

The power of spread moves from LO Xurk/Spec Surf Aquara' + Instruct -Oranguru with Telepathy is just ridiculous. A-Maro hits like a truck and doesn't care about discharge (needs protect for Surf doe). It is pretty solid and gave me lots of win just with these 4 members. Nihilego is à nice back up outside of TR and clean late game easily. So to make pairs I would say Oranguru/Xurkitree or Aquarachnid, A-Maro/Xurkitree
 

mattj

blatant Nintendo fanboy
Just a question, why is Togedamaru using Gyro Ball if it's Jolly 252?
Gyro Ball only makes sense with Steelium Z to give a guaranteed base 160 Steel attack. It's not the greatest option. But it does help with Gyarados's Rock weakness in that situation.
 
With the European International Championships just around the corner, I'd like to share some cores that I expect we'll be seeing quite a bit, and others that competitors should be prepared for. I didn't think of all of these on my own of course, and I'll probably end up repeating some what other people have mentioned above. Just keep that in mind.


Torkoal @ Charcoal
Ability: Drought
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Fire Blast
- Hidden Power [Ice]
- Protect

Oranguru @ Mental Herb / Sitrus Berry
Ability: Inner Focus
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Trick Room
- Instruct
- Protect

Liligant @ Focus Sash
Ability: Chlorophyll
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Sleep Powder
- After You
- Protect

This core is based around supporting Torkoal and its insanely strong sun boosted Eruptions. Due to how incredibly slow it is, Torkoal really appreciates speed control from its teammates. Oranguru is a natural partner, since it is quite bulky and can reliably set Trick Room, especially when given a Mental Herb. Once Trick Room is up, Torkoal can spam Eruption to its heart's desire. Liligant offers another means of speed control with After You; if Sun is still up, it can use utilize its high speed and target its teammates with After You, making them just as fast as it is. It's also very nice since it can act as a fast attacker outside of Trick Room.

The sets are pretty simple. Charcoal boosts Torkoal's otherwise mediocre attacking stats. Fire Blast allows it to attack against Wide Guard users and HP Ice is coverage for Garchomp. On Oranguru I personally prefer Mental Herb so it can set Trick Room even in the face of Taunt users, but Sitrus Berry is an equally viable choice. The listed EV spread on Oranguru is sub optimal. I'd suggest a bulkier spread, but I haven't found a good one yet. Liligant's set is self explanatory.

So how do you beat this core? Tapu Koko or Tapu Bulu + another strong attacker is a great option since it renders Liligant's Sleep Powders useless and can break through Oranguru's immense bulk. Taunt users can be effective to an extent, but you ought to be careful if Oranguru has a Mental Herb. Gyarados is an especially good option since it resists Torkoal's Fire STABs.



Celesteela @ Leftovers
Ability: Beast Boost
EVs: ???
??? Nature
- Flash Cannon / Heavy Slam
- Flamthrower / Substitute
- Leech Seed
- Protect / Wide Guard

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Shadow Bone
- Bonemerang
- Protect

This core is pretty straight forward. Celesteela is an absolute monster, boasting the best defensive typing in the game and good base stats across the board. Meanwhile Marowak deals with Celesteela's few checks, namely Electric-types and Fire-types. This allows Celesteela to sit on the field and do what it does best: soak up hits, recover HP, and slowly whittle the opposing team into oblivion.

Celesteela has a ton of viable sets, which is why I have so many slashes and blank spots. You can run Physical or Special, defensive or offensive; it's really up to you. Wide Guard is an alternative to Protect to protect Marowak and other teammates from opposing Earthquakes. Marowak's set is pretty much nonnegotiable. You can run an Adamant Nature and some speed creeping EVs on it if you like, but again, it's mostly up to your preference.

So how do you beat this core? Water-types such as Gyarados and Milotic can OHKO Marowak and ignore Celesteela for the most part. Opposing Marowak can really tear the two apart, though it depends on which Marowak is faster.



Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 44 Def / 212 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Tri Attack
- Ice Beam / Shadow Ball / Thunderbolt
- Trick Room
- Recover

Hariyama @ Flame Orb
Ability: Guts
EVs: 252 Atk / 128 Def / 128 SpD
Brave Nature
IVs: 0 Spe
- Close Combat
- Knock Off
- Fake Out
- Wide Guard / Protect

I expect Trick Room to have a strong showing at London, so here's another core that highlights just how effective it is. Porygon2 is a great Trick Room setter with access to great bulk and recovery which sometimes makes it simply unkillable. Hariyama provides vital Fake Out support to allow Trick Room to be set more easily, and hits like a damn truck with Flame Orb and Guts.

Porygon2's EV spread turns Life Orb Tapu Lele's Terrain boosted Psychic in to a 3HKO 82.8% of the time. The benchmark is a bit arbitrary but it was the best I could think of. I dumped the rest of the EVs into Defense. The second slot is for coverage; Ice Beam kills Garchomp, Thunderbolt checks Celesteela, and Shadow Ball checks Tapu Lele. You can choose which ever move best suits your team's needs. Hariyama's set is standard. The 252 / 128 / 128 EV spread seems odd, but that's because investing in Defense and Special Defense is actually more beneficial because Hariyama's base HP is so damn high.

So how do you beat this core? Tapu Lele is the best answer, since it negates Fake Out with Psychic Terrain, can Taunt Porygon2, and OHKOs Hariyama. Fighting-types such as Buzzwole, Phermosa, and even opposing Hariyama can take out Porygon2 before it can even set Trick Room.



Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt / Thunder / Discharge
- Hidden Power [Ice]
- Nature's Madness / Dazzling Gleam / Filler
- Protect

Raichu-Alola @ Zap Plate / Aloraichium Z
Ability: Surge Surfer
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder / Thunderbolt / Discharge
- Psychic
- Fake Out
- Protect

Before I go any further, I just want to say that this core isn't very good. At all. The only reason I'm mentioning it is because I've been seeing a lot of it on Battle Spot. The premise of the core is simple: spam boosted Electric-type moves until you can't spam them anymore. Alolan Raichu is a natural partner partner for Tapu Koko because of its ability Surge Surfer, which doubles its speed under Electric Terrain.

On Tapu Koko you have a lot of options so far as its moveset goes. Thunderbolt is the most reliable of the bunch, but Thunder can be used for extra power (granted you're running a Rain setter). Discharge is also an option if you want to mindlessly spam the A button and hope to win. The 3rd slot is really up to you and what you prefer. The Raichu set is pretty self explanatory.

So how do you beat this core? Tapu Bulu is a great option since it removes Electric Terrain and also resists Electric. Ground-types such as Garchomp and Krookodile really give these two trouble, just watch out for HP Ice.

Please for the love of god don't use this core. Just be prepared for it.



Eevee @ Eevium Z
Ability: Adaptability
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Last Resort
- Baton Pass
- Helping Hand
- Protect

Clefairy @ Eviolite
Ability: Friend Guard
EVs: 252 HP / 188 Def / 68 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Follow Me
- Helping Hand / Minimize
- Moonblast
- Protect

Like the previous core, this is basically a gimmick, albeit a slightly more viable one. This core's goal is to allow Eevee to get off an Extreme Evoboost, Baton Pass its stat boosts to a partner in back, and sweep from there. Clefairy's combination of Follow Me and Friend Guard allows Eevee to set up pretty reliably so long as your opponent has no idea what Eevee does.

I ripped these sets from one of Wolfe Glick's videos, which you can find here. I changed the Clefairy, though, because Heal Pulse is rather situational and Minimize is rather unreliable. You can run Minimize though if you want the core to be even more cancerous.

Taunt. Taunt utterly destroys this core. Tapu Lele and Gyarados are some good Taunt users, though there are plenty of other options. Celesteela also checks this core pretty well, so long as your opponent doesn't bring an attacker in the back that can deal with it.

my god this took me way too long to write up someone help me
 
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Hey I'm not super experienced or anything so any criticism is welcome, but I think this core could be good:



Celesteela @ Life Orb
Ability: Beast Boost
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Air Slash
- Flash Cannon
- Leech Seed
- Protect

Pelipper (M) @ Lum Berry
Ability: Drizzle
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Hurricane
- Tailwind
- Protect

Togedemaru (F) @ Sitrus Berry
Ability: Lightning Rod
Level: 50
EVs: 252 HP / 148 Def / 108 SpD
Careful Nature
- Fake Out
- Nuzzle
- Zing Zap
- Spiky Shield

The premise here is very simple.

Celesteela is the main Pokemon here. Lead Celesteela+Pelipper to bring out the rain and enable Celesteela and Pelipper to unload huge Special attacks with options for speed control in Tailwind, and avoid most weaknesses that threaten either Pokemon EXCEPT electric.

Then the second you see electric come out, swap into Togedemaru to add a lightning rod in the rain, making Celesteela essentially have no weakness.

The benefit here is that with a Celesteela+Marowak core, you fear water getting on your Marowak.

Here however, no water Pokemon wants to face down a Togedemaru, even in the rain.

This core has a lot of built in speed control (Tailwind, Nuzzle, Zing Zap, Fake Out, Heavy Slam), bulk and cute stuff (Spiky Shield) and I think the core overall works pretty well.
 
Not sure if I'm allowed to double post, but editing wouldn't bump the thread to denote I've come up with something (or, I'm sure the core has been done before, but just documenting it, right?)

Anyways, here's a core I'm testing out now and really liking (but it may be because I like crocodiles):


Krookodile (M) @ Expert Belt
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Crunch
- Rock Slide
- Protect

Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Dazzling Gleam
- Taunt
- Protect

Metagross @ Choice Band
Ability: Clear Body
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Meteor Mash
- Rock Slide
- Explosion
- Bullet Punch

So the sets are completely screwy, arbitrary, probably very poor, but the roles are there;

Krookodile's role: Screw AMarowak + Tapu Koko and many other steel,electric and rock threats with EQ. Also hits TR setters like Oranguru really hard with Crunch. Intimidate support is really nice and it isn't a slow poke.

Tapu Koko's role: With AMarowak & Togedemaru taken off the table by Krook EQ, Celesteela is now something that can be killed with Koko. Koko also hits everything fairly hard with Discharge in general, is a speed demon, and Krookodile does not care whatsoever for absorbing Discharges.

These two in unison hit most of the metagame really fast and hard. However, they struggle with something in particular: Tapu's not named Koko.

Metagross' role: Lay a lot of hurt on the non-Koko Tapu's as well as add some priority and explosion for when you don't need it anymore. Having it be un-Intimidate-able is perfect for it's role as a Tapu slaughterer as many Tapu's roll alongside Intimidate's to defend them. Metagross does not care for that.

So the sets are probably terribad but I do believe that the Pokemon have some decent cyclic synergy.
 

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Here's another I've been watching on the ladder. I'll edit in a couple more later, as well.


Tapu Bulu @ Leftovers / Life Orb / Grassium Z
Ability: Grassy Surge
Level: 50
EVs: 240 HP / 252 Atk / 12 Spe or 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Wood Hammer
- Horn Leech
- Stone Edge
- Protect

Metagross @ Lum Berry / Life Orb / Adrenaline Orb
Ability: Clear Body
Level: 50
EVs: EVs: 204 HP / 252 Atk / 52 Spe or 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Meteor Mash
- Zen Headbutt
- Earthquake or Bullet Punch or Explosion
- Protect

Bulu's 12 Spe EVs, and Metagross' 52 Spe EVs, both speed creep enemy 4 Spe Tapu Bulu.

Let's talk about the downsides and potential partners first: they're both middling speed, hit physically, a bit lacking in special bulk, and they share a common weakness to Fire-types. They struggle to get passed enemy Steel-types, such as Celesteela and Scizor; as well having issues with Fire-types like Marowak-Alola and Arcanine in general. If your team can handle all of that, you're looking at a hell of a house right here.

Defensively, Tapu Bulu and Metagross protect one another from a wide range of team staples. Metagross is resistant to Tapu Bulu's Steel-, Flying-, and Ice-type weaknesses, and is immune to its Bulu's lethal Poison-type weakness. Clear Body allows Metagross to work unphased in the face of Intimidates that mitigate Bulu's attacks, as well. In turn, Tapu Bulu can switch in to Metagross's Ground- and Dark-type weaknesses, as well as powerful neutral Electric- and Water-type attacks that give Metagross grief. Furthermore, Tapu Bulu can negate Metagross' weakness to specifically Earthquake by placing Grassy Terrain, even by switching with Metagross' partner. Grassy Terrain also gives the pair power neutral-damage matchups and provides both Pokemon recovery.

Offensively, Tapu Bulu's strength needs no introduction. It 2HKO's the majority of the metagame and OHKO's a significant portion of it with Wood Hammer. Specifically, it removes bulky Water- and Ground-types like Gyarados, Garchomp, and Tapu Fini that could otherwise ignore Metagross. Metagross, in return, can deal with enemy Poison-types with Zen Headbutt and dispose of enemy Tapus, particularly Tapu Lele, with Steel STAB.

This pair appreciates just about any bulky Water- or Fire-type to switch in to Flare Blitz and deal with Celesteela. Arcanine can be offensive, bulky, or supportive; enjoys the Earthquake mitigation and recovery Bulu offers, and brings crucial Intimidate and Fire STAB. Milotic can switch in to predicted Intimidates for a boost, brings its own reliable recovery, and can use Hydro Pump, Muddy Water, or Scald for its STAB depending on your needs. Tapu Fini brings Misty Terrain and with it status immunity for its teammates, can support your attackers with Heal Pulse and no-confusion Swagger, or go offensive with Water and Fairy STAB. Metagross further supports Fini in particular by switching in to its Grass- and Poison-type weaknesses.
 
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