VGC Vgc17 team

Hey guys, this is gonna be my first RMT on smogon though I've been playing competitively for about 3 years now. This is a team I've prepped for an upcoming pc this weekend.
Let's roll :)

Milotic @ Rindo Berry
Ability: Competitive
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Protect
- Ice Beam
- Recover

I've enjoyed using milotic throughout the years, though this year it hasn't been seen as much use. It's role on this team is to act as a counter to the ever growing popularity of fini/arcanine. Fini can't hit it very hard and arcanine risks giving it the competitive boost. It also deals hefty damage to chomp at neutral, and easily picks up the ko at +2. Rindo Berry is to stop any ohko from z move kartana.
Some calcs: offensive:

+2 4 SpA Milotic Scald vs. 252 HP / 4 SpD Arcanine: (110.6 - 130.9%) -- guaranteed OHKO

4 SpA Milotic Ice Beam vs. 0 HP / 4 SpD Garchomp: (85.2 - 102.7%) -- 18.8% chance to OHKO

Defensive:
252+ Atk Arcanine Wild Charge vs. 252 HP / 252+ Def Milotic: (41.5 - 49.5%) -- guaranteed 3HKO

252 Atk Kartana Bloom Doom (175 BP) vs. 252 HP / 252+ Def Rindo Berry Milotic: (79.2 - 93.5%) -- guaranteed 2HKO

Tapu Koko @ Choice Specs
Ability: Electric Surge
Level: 50
EVs: 236 HP / 12 Def / 100 SpA / 60 SpD / 100 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Electro Ball

This Koko is heavily inspired by Ray Rizzo's bulky Koko set. Most of the evs are the same, but I added a few more in special attack so it could hit harder. Specs are for boosting damage output, the evs allow him to survive a jolly 252atk chomp eq and return the 2hko with dazzling gleam. I've been feeling like electro ball could be changed. I feel as though discharge isn't the way to go as I have nothing that is immune to it. Though I underspeed other tapu Koko, the added bulk is a great help.
Some calcs: offensive:
100 SpA Choice Specs Tapu Koko Dazzling Gleam vs. 0 HP / 4 SpD Garchomp: (66.6 - 79.7%) -- guaranteed 2HKO

Tapu Koko Thunderbolt vs. 180 HP / 148+ SpD Celesteela in Electric Terrain: (98.4 - 116.9%) -- 87.5% chance to OHKO

100 SpA Choice Specs Tapu Koko Thunderbolt vs. 0 HP / 0 SpD Tapu Lele: (50.3 - 60%) -- guaranteed 2HKO

Defensive:
252 Atk Garchomp Earthquake vs. 236 HP / 12 Def Tapu Koko in Electric Terrain: (82.2 - 97.1%) -- guaranteed 2HKO

252+ Atk Celesteela Heavy Slam (120 BP) vs. 236 HP / 12 Def Tapu Koko:(60.5 - 72%) -- guaranteed 2HKO

Stoutland @ Life Orb
Ability: Sand Rush
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Protect
- Last Resort

This is something I came across a couple of years ago and it still works today. The moveset it easy. Protect turn one, then you're able to last resort from there. Lorb is to boost stoutlands attack that bit more. With sand rush, stoutland becomes one of the fastest Pokemon in the meta. The main concern with stoutland would be losing the speed with opposing weather, but gigalith is slow enough to make sure that doesn't happen (except torkoal). He's able to take a few hits as well before being ko'd.
Some calcs: offensive:
252+ Atk Life Orb Stoutland Last Resort vs. 4 HP / 0 Def Tapu Koko: (119.8 - 141.7%) -- guaranteed OHKO
252+ Atk Life Orb

Stoutland Last Resort vs. 244 HP / 92 Def Eviolite Porygon2: (51.8 - 61.7%) -- guaranteed 2HKO after sandstorm damage

Defensive:
Heavy Slam (120 BP) vs. 0 HP / 0 Def Stoutland: (64.3 - 76.8%) -- guaranteed 2HKO

Close Combat vs. 0 HP / 0 Def Stoutland: (91.2 - 108.7%) -- 56.3% chance to OHKO

Gigalith @ Rockium Z
Ability: Sand Stream
Level: 50
EVs: 180 HP / 252 Atk / 76 SpD
Brave Nature
IVs: 18 Spe
- Rock Slide
- Earthquake
- Protect
- Stone Edge

Gigalith's role on this team is to provide sand for stoutland to operate in and provide some decent offensive pressure. Almost all of the time, the z move is stone edge, for the extra damage. He is a good counter to ninetales, not only super effective, but is able to prevent aurora veil from going up and breaking the potential sash. The evs allow him to deal maximum damage while being able to survive a hydro pump from golduck in the sand 100% of the time. As I have sand, his special defence is boosted by 50%, giving him some added bulk. Rock slide provides opportunity to flinch, while stone edge is for large single target damage in case any wide guard araquanid are around. I don't find myself using earthquake that much, as again, I have very little immune to it.
Some calcs: offensive:
-1 252+ Atk Gigalith Continental Crush (180 BP) vs. 252 HP / 0 Def Arcanine: (140.1 - 165.4%) -- guaranteed OHKO

252+ Atk Gigalith Stone Edge vs. 252 HP / 4 Def Araquanid: (116.5 - 138.2%) -- guaranteed OHKO

Defensive:
252 Atk Garchomp Earthquake vs. 180 HP / 0 Def Gigalith: (55.7 - 66.6%) -- guaranteed 2HKO

Specs Tapu Fini Hydro Pump vs. 180 HP / 76 SpD Gigalith in Sand: (91.8 - 109.2%) -- 50% chance to OHKO

Kartana @ Assault Vest
Ability: Beast Boost
Level: 50
EVs: 116 HP / 4 Atk / 4 Def / 132 SpD / 252 Spe
Jolly Nature
- Smart Strike
- Leaf Blade
- Night Slash
- Sacred Sword

This is another set taken from Ray Rizzo. I have always preferred avest kartana over sash as it offers more leeway in evs. Leaf blade and smart strike are primary STAB, with both leaf blade and night slash offering higher chances to crit. Sacred sword is for coverage, and for any porygon2 for the 2hko. The evs allow him to survive a lorb thunderbolt from Koko in electric terrain, a tectonic rage from garchomp 100% of the time and easily survive a max spatk ninetales blizzard in hail. It is also important to note that he speed ties with ninetales. Of course, though he has the extra bulk, he will never like going against fire types
Some calcs: offensive:
+1 4 Atk Kartana Leaf Blade vs. 4 HP / 0 Def Tapu Koko: (100.6 - 119.1%) -- guaranteed OHKO

+1 4 Atk Kartana Smart Strike vs. 252 HP / 4 Def Tapu Bulu: (99.4 - 118.6%) -- 93.8% chance to OHKO

4 Atk Kartana Leaf Blade vs. 252 HP / 20 Def Tapu Fini: (84.7 - 99.4%) -- guaranteed 2HKO

Defensive:
252 Atk Garchomp Tectonic Rage (180 BP) vs. 116 HP / 4 Def Kartana: (81.2 - 96.6%) -- guaranteed 2HKO

Alolan-Ninetales Blizzard vs. 116 HP / 132 SpD Assault Vest Kartana: (40.9 - 48.9%) -- 16% chance to 2HKO after hail damage

Muk-Alola @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 252 HP / 44 Atk / 204 Def / 4 SpAtk / 4 SpDef
Adamant Nature
- Fire Blast
- Knock Off
- Protect
- Poison Jab

Muk I feel like needs some work. With this spread he's very bulky but doesn't dish out much offense. Fire blast is to catch kartana and celesteela off guard, though it must be used sparingly especially in BO3. I considered switching to flamethrower but I preferred the damage output. Knock off is STAB and a useful utility against things like specs fini or eviolite p2. Jab again is stab and provides chance of poison.
Some Calcs: offensive:
4- SpA Muk-Alola Fire Blast vs. 4 HP / 0 SpD Kartana:(186.6 - 222.2%) -- guaranteed OHKO

44+ Atk Muk-Alola Poison Jab vs. 252 HP / 20 Def Tapu Fini: (54.2 - 64.4%) -- guaranteed 2HKO

Defensive:
252 Atk Garchomp Earthquake vs. 252 HP / 204 Def Muk-Alola: (60.3 - 71.6%) -- guaranteed 3HKO after Gluttony Figy Berry recovery

252+ Atk Thick Club Marowak-Alola Bonemerang (2 hits) vs. 252 HP / 204 Def Muk-Alola: (84.9 - 101.8%) -- guaranteed 2HKO after Gluttony Figy Berry recovery

That's it guys, sorry if it's long and good job if you made it to the end. I am aware that the team has a few ground weaknesses, so any advice as to how to fix that would be great. Thanks again!
 
Milotic- This is surprisingly underrated this season, given how common Intimidate is. I have not seen any Kartana carrying Bloom Doom, so you may be basing your set too heavily on surviving an uncommon attack. Even if you do keep investment to survive, you can cut back a little bit, seeing as Bloom Doom does 93.5%.

Tapu Koko- I carry Grass Knot on my Koko, to hit Ground types such as Gastrodon. Why is Heavy Slam one of the calcs you show? It doesn't seem to be a threat.

Stoutland- Your Stoutland will be completely walled by a Ghost type, which there are many of in 7th gen. If you need to stop a first turn Trick Room, you can't because of the Protect turn. Stoutland, being a Normal type, has access to a wide move pool. This set is very limited in the scenarios it prevails. Fire Fang will do nicely against Kartana, allowing Milotic to Protect while Kartana is KO'ed by Stoutland.

Gigalith- I like to run my Gigalith with Wide Guard, as it protects you from opposing and even allies' spread moves. Heavy Slam is also a nice option against Tapus.

Kartana- Against Ninetales, try to pair it with Gigalith, as sand and Wide Guard prevent any real damage.

Muk- If you carry Fire Fang on Stoutland, Fire Blast is unnecessary. I have not run Muk, but I have faced one that used Curse successfully. Invest more in attack if that is your goal. Pair it with Gigalith to counter Garchomp.

I think that your team has great synergy, and only requires some tweaking to bring out the best in it. Could you take a look at my VGC 2017 Sand Team in the rate my team forum? Thank you
 

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