Competitive Movesets and Metagame: VGC edition.

Here's a set of mine that I came up with. Any rates would be appreciated!

Umbreon@Lefties
Nature: Careful
Ability: Inner Focus
EVs: 252 HP, 252 Def., 4 SDef
Moveset:
Taunt
Helping Hand
Tickle
Faint Attack

Description: This set is meant to utalize Umbreon's bulk to the max while keeping the defences even. I was tired of seeing the same old support Cresselia (which I'm sure if VGC had its own teirs, it would be OU), and thought to seek a way to find a way to "change things up." Helping Hand has always done wonders for allies, and at times makes he difference of who the victor is. Crunch from Garchomp (I use ScarfChopmp a lot as a lead) boosted by Helping Hand on a -1 Def. Cresselia leaves a gaping dent. This is where Tickle comes in. Not many things can survive a (Crunch from Chomp, Bullet Punch from Scizor etc.) at -1 Def., thisngs like Hitmontop and ChopleTar that is. Not many things in the VGC metagame like having their Att. droped, either. With this in mind, the opponent will either have to leave the pokemon out to be KO'd or switch out, alowing me to scout what they chose in Team Preview. If you're up against something like a Cresselia, T-Wind Zapdos, Amoonguss, or any other Trick Room setter, you're going to wish you brought Taunt. This can shut down a team like a winter storm on a power curcuit to the city. If you see a lead you know is more than likely a supporter, Taunt can make the difference of winning or losing. The only reason Faint Attack is on the set is to prevent Umbreon from being Taunt bait. It won't do much damage, since Umbreon's Att. stat is pretty bad in this case. I chose the Inner Focus Ability over Syncronise, since Fake Out and Rock Slide are very common in VGC.

I've thought about Detect, but I'm not sure what to replace. I need help.

Interesting fact: Impish 252 HP/140 Def./116 SDef Umbreon is the same as Careful 252 HP/252 Def./4 SDef Umbreon.


Oh, and as of this post, if you're posting a set, the description must be ateast 4-6 sentences long. I've updated the rules in the OP.
 
Faint attack is too weak. Does he have any better Dark Moves?? Try Payback if its not a Trick room team. it would have 150 base power, but then you might want -spe +def. then you might wanna get rid of taunt unless its really needed. Detect might work good here in place. But, in combo with Fake Out, you could Fake out then taunt so there is absolutely no set up.

0 IVs, 0 EVs, -Spe gets you 63 speed.

Something like this
Umbreon @ Leftovers
252 HP,252 DEF, 4SPD
Relaxed
Inner Focus
Taunt/Detect
Helping Hand
Moonlight
Payback
 
Heres something I thought up!

Trick Roomer and/or Anti-Trick Room
Bronzong @ Leftovers
Bold/Impish
Heatproof
252HP128Def128SpD
Trick Room
If Impish:Gyro Ball/Iron Head/Zen Headbutt If Bold: Flash Cannon/Psychic
Heal Block/Protect
Imprison

EVs: 252 HP+ 1/2 and 1/2 defenses give it some all-around bulk. With it's great typing and heatproof, Bronzong is neutrally damaged by Heat Wave, a fairly common move.
Attacks:


-Trick Room) Trick Room serves 2 purposes here, It can be blocked out by imprison if you think the foe's team is slower and uses trick room OR if your slower, you can use it yourself.


-STAB moves) Zen Headbutt is probably the best option here.its used for Metagross that serve as anti-Hitmontop. Paired with a Priority Hitmontop (fake out, Mach Punch, Sucker Punch, Another Move) you can either trick room or imprison to keep your Hitmontop from getting zen headbutt'd. (Payata berry on Hitmontop reccomended)


-Heal Block/Protect) Heal Block and Protect can be good. Heal block isn't as good, but gets rid of a leftovers-dependent pokemon's healing (ex: Cresselia on a Hail/Sandstorm team) Protect is a much better option since it will be blocked if you use imprison. After that, protect dependent pokemon that are frail and wait for parters to lighten the load wont be safe from damage.


-Imrpison) The starring move, It provides the set with much versitality to be used in conjunction with several pokemon and to annoy opponents who depend on Protect and Trick Room. (sometimes, even both.)

Other Options:
Psychic with a bold nature might be good if your up against a hitmontop.
Gyro Ball is a good move also but only hits Rock and Ice for Super effective damage, so not too good coverage.


Possible Partners:

Hitmontop: stated in STAB moves section

Escavailer: Super slow + Trick room+ STAB Megahorn + Popular TRs are Psychic = Good Matchup

Chandelure: Quiet Chandelure with low speed and flash fire discourages Heat Wave if you've got Escavailer, too or if your opponent doesnt know if your levitate or heatproof.
Tell me what you think! (im not using this, btw.)
 
lol I forgot Payback was a BW TM (derp). As for Detect, I'm not so sure about it. If Umbreon was a Wisher, then I'd consider it more. Moonlight, too. It really depends on the team. Weather is extremely common, and in Rain, Sand, and Hail, Moonlight doesn't heal much.

So now the set stands as this:

Umbreon@Lefties
Nature: Sassy
Ability: Inner Focus
EVs: 252 HP, 252 Def., 4 SDef
Moveset:
Payback
Helping Hand
Taunt
Tickle

(I don't think I need to explain the set again. It basically runs off the same principles as the original one. Not much has changed.)
 
I suppose the only reason for Tickle is to lower the opponent's Def. Like I've said: a -1 Def. and a Helping Hand boost goes far, but then again, the opponent might outpredict me and throw a kink in the hose. I'll need to think about this.
 
Red Striker said:
I suppose the only reason for Tickle is to lower the opponent's Def. Like I've said: a -1 Def. and a Helping Hand boost goes far, but then again, the opponent might outpredict me and throw a kink in the hose. I'll need to think about this.

What about fake tears+ A sp. Atker??
 
I suppose Fake tears would be good for a leading move on something like Top, not to mention the fact I hate leading with something that's a Phys. attacker if the opponent potentially has Intimidate. Well great. Looks like I now have almost too many options here:

-Charm (-2 Att on target)
-Fake Tears (-2 SDef on target)
-Wish (Heals half of the users HP. Effect happens on the second turn)
-Helping Hand (This is a must) (Assists the ally's next move by 1.5)
-Detect (Same as Protect) (Allpws user to avoid all attacks for a turn)
-Taunt (Disables the target's Status moves for a few turns)

I need help disiding
 
Red Striker said:
I suppose Fake tears would be good for a leading move on something like Top, not to mention the fact I hate leading with something that's a Phys. attacker if the opponent potentially has Intimidate. Well great. Looks like I now have almost too many options here:

-Charm (-2 Att on target)
-Fake Tears (-2 SDef on target)
-Wish (Heals half of the users HP. Effect happens on the second turn)
-Helping Hand (This is a must) (Assists the ally's next move by 1.5)
-Detect (Same as Protect) (Allpws user to avoid all attacks for a turn)
-Taunt (Disables the target's Status moves for a few turns)

I need help disiding
Fake Tears + Detect is illegal.
How about:
Taunt
Fake Tears
Helping Hand
Payback
 
Red Striker said:
There's this one pokmon in its egg group called Smeregle. That is all.


Sounds good. I might try it.

Forgot about him. Can you give me some feedback on the bronzong i posted earlie?

Heres one:
Hitmontop @ White Herb
Adamant/Careful
Intimidate
252 HP 252Atk 4 SpD
Wide Guard
Fake Out
Mach Punch
Close Combat

EVs, nature, Item: max hp is needed so hitmontop can take hits. Maxed out attack is also needed to do hefty damage at the same time. Adamant is Ideal for any physical attacker, but Careful boosts Hitmontop's SpD slightly. White Herb is to get back anything taken away by either an opposing hitmontop or your Close Combat. some speed investment might be good to outspeed some other fake outers. what to change is up to you.

Moves:
-Wide Guard) Surf is a very popular move on rain teams. Wide Guard will also potect you from earthquake, heat wave, and Rock Slide. It takes good prediction to pull it off, though.


-Fake Out) Pretty much if you can fake out, you will fake out. Fake out allows you to set up with a pokemon or to break a focus sashed pokemon.


-Mach Punch) Mach Punch provides priority and will heavily dent Tyranitars. even if they have chople berry, you'll be able to do decet damage. With no speed investment, this move is vital.

-Close Combat) Close combat is one of the best fighting moves, if not the best. Its high power only has the drawback of 2 lowered defenses. WHite Herb can be used to get it back and save the stat drop for later.

Other Options: Quick Guard can be good, but wide guard may be more handy. Protect is also ideal.
Hitmontop can also learn Hi-Jump Kick, another option over Close Combat, beware the accuracy. odd HP number if you take it instead.
 
I am a noob at VGC metagame but I had an idea and I was wondering if it could work in VGC 2012. So I was thinking of a team that uses Breloom and a Tailwind user (Tornadus). On the first turn Breloom Protects as the teammate use Tailwind. From then Breloom just Spores things to render them useless. Opponent probably won't switch because switching sucks in VGC and Breloom and Tornadus can hit hard enough to kill those Pokemon.
 
Tornadus has Prankster which increases the priority of nondamaging moves by 1 so I believe it would go first since Fake Out was priority +1 unless I'm mistaken.
 
King Arceus said:
Tornadus has Prankster which increases the priority of nondamaging moves by 1 so I believe it would go first since Fake Out was priority +1 unless I'm mistaken.

Its +5 i think.
 
Alright, today is (or was for some) the day of VGC Regionals. Since I wasn't able to attend, what sort of things did you face, how did you handle them, and what would you guys suggest for those going to Nats (like myself)? Are there any seriously "unexpected" sets that people used that you think would have potential at Nats, since seeing the same common thing over and over again gets old after a while.



And yeah, I know it's been over two weeks, but I'm not about to let this thread die.
 
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