Wednesday, July 13, 2011

April - VGC 2011 in a Nutshell

Usable Pokemon List (A-Z Order)
  1. Amoonguss
  2. Bouffalant
  3. Chandelure
  4. Conkeldurr
  5. Druddigon
  6. Eelektross
  7. Escavalier
  8. Gigalith
  9. Haxorus
  10. Hydreigon
  11. Jellicent
  12. Krookodile
  13. Landorus
  14. Mandibuzz
  15. Musharna
  16. Reuniclus
  17. Samurott
  18. Scrafty
  19. Terrakion
  20. Thundurus
  21. Tornadus
  22. Volcarona

Here is the list of counters for each highly used pokemon. They are grouped A-Z order.

          Amoonguss
  1. Bouffalant
  2. Chandelure
  3. Musharna
  4. Reuniclus
  5. Scrafty (Shed Skin only)
  6. Tornadus
  7. Volcarona
  8. Chesto Berry
  9. Lum Berry
  10. Faster Safeguard
  11. Faster Substitute
          Bouffalant

      1. Conkeldurr
      2. Escavalier
      3. Krookodile Check
      4. Gigalith
      5. Terrakion

          Chandelure
  1. Druddigon
  2. Gigalith
  3. Haxorus
  4. Hydreigon
  5. Krookodile
  6. Mandibuzz
  7. Samurott
  8. Scrafty
  9. Terrakion
          Conkeldurr
  1. Amoonguss
  2. Chandelure
  3. Jellicent
  4. Landorus
  5. Musharna
  6. Reuniclus
  7. Thundurus w/HP Flying
  8. Tornadus (not a switch-in counter but if out at same time then it counters)
          Druddigon
  1. Amoonguss
  2. Krookodile
  3. Escavalier
  4. Terrakion @ Fight Jewel
  5. Samurott
  6. Eelektross w/HP Ice
          Eelektross 
  1. Amoonguss
  2. Druddigon
  3. Haxorus
  4. Hydreigon
  5. Musharna
  6. Reuniclus
          Escavalier
  1. Amoonguss
  2. Chandelure
  3. Conkeldurr
  4. Eelektross w/Flamethrower
  5. Jellicent
  6. Thundurus
  7. Volcarona
          Gigalith
  1. Amoonguss
  2. Conkeldurr
  3. Eelektross
  4. Escavalier
  5. Jellicent
  6. Krookodile
  7. Landorus
  8. Samurott
  9. Scrafty
  10. Terrakion
          Haxorus
  1. Amoonguss
  2. Bouffalant
  3. Conkeldurr
  4. Escavalier
  5. Musharna
  6. Reuniclus
  7. Samurrott
  8. Terrakion
          Hydreigon
  1. Bouffalant
  2. Conkeldurr
  3. Escavalier
  4. Scrafty
  5. Terrakion
  6. Volcarona
          Jellicent
  1. Amoonguss
  2. Boufallant
  3. Druddigon
  4. Eelektross
  5. Hydreigon
  6. Reuniclus
  7. Samurott
  8. Scrafty
  9. Thundurus
          Krookodile
  1. Amoonguss
  2. Conkeldurr
  3. Eelektross
  4. Escavalier
  5. Hydreigon 
  6. Samurott
          Landorus
  1. Amoonguss
  2. Eelektross
  3. Hydreigon
  4. Jellicent
  5. Musharna
  6. Reuniclus
  7. Samurott
  8. Thundurus with HP ice
  9. Tornadus with Max Atk Adamant
          Musharna
  1. Boufallant
  2. Chandelure
  3. Druddigon
  4. Escavalier
  5. Hydreigon
  6. Jellicent
  7. Krookodile
  8. Musharna w/Imprison
  9. Reuniclus w/Imprison
  10. Scrafty
  11. Volcarana
  12. Anything that resists Psychic basically.         
          Reuniclus
  1. Boufallant
  2. Chandelure
  3. Druddigon
  4. Escavalier
  5. Hydreigon
  6. Jellicent
  7. Krookodile
  8. Musharna w/Imprison
  9. Reuniclus w/Imprison
  10. Scrafty
  11. Volcarana
  12. Anything that resists Psychic basically.    
          Samurott
  1. Amoonguss
  2. Conkeldurr
  3. Escavalier
  4. Hydreigon (Bulky)
  5. Musharna
  6. Reuniclus
                Scrafty
      1. Amoonguss
      2. Conkeldurr
      3. Eelektross (If Acrobat or Specs)
      4. Escavalier
      5. Krookodile@Chople Berry
      6. Landorus (Unless Ice Punch)
      7. Mandibuzz
      8. Tornadus
      9. Volcarona
                Terrakion
      1. Amoonguss
      2. Conkeldurr
      3. Eelektross@Choice Specs Grass Knot
      4. Escavalier
      5. Jellicent with Water Gem/Life Orb Scald
      6. Krookodile@Chople Berry
      7. Landorus
      8. Musharna
      9. Reuniclus
      10. Samurott
               Thundurus
      1. Bouffalant
      2. Druddigon
      3. Eelektross
      4. Gigalith
      5. Haxorus
      6. Hydreigon
      7. Musharna
      8. Reuniclus 
      9. Samurott
      10. Terrakion with scarf or high bulk
               Tornadus
      1. Gigalith
      2. Eelektross
      3. Haxorus
      4. Musharna
      5. Samurott
      6. Reuniclus
      7. Terrakion (Rock Jewel)
      8. Thundurus
      9. Anything that walls Acrobat and OHKO's, this includes Band/Specs on a pokemon.
                Volcarona
      1. Chandelure
      2. Gigalith
      3. Haxorus
      4. Jellicent
      5. Terrakion
      6. Samurott
      Moves Not to Use in VGC 2011

      Accupressure
      Aqua Ring
      Assist
      Assurance
      Attract
      Beat Up - Gets beat by Rage Powder so Terracot is not something you want to rely on.
      Blizzard
      Bulldoze
      Captivate
      Confuse Ray
      Dig
      Disable
      Dive
      Electric Net
      Encore - Borderline Usable
      Explosion - Borderline Usable
      Final Gambit
      Fire Pledge
      Flatter
      Fling
      Fly
      Grass Pledge
      Hail
      Heal Block
      Heal Pulse
      Hurricane
      Icy Wind
      Ingrain
      Kinesis
      Last Resort
      Metronome
      Mist
      Mud Sport
      Outrage - Only if you know how to use it right
      Petal Dance - Only if you know how to use it right
      Psycho Shock
      Psych Up
      Razor Wind
      Retribution
      Snatch
      Sonicboom
      Splash
      Swagger
      Sweet Kiss
      Sweet Scent
      Taunt. (The foe may carry Mental Herb so do not rely on Taunt to phaze anything.)
      Telekinesis
      Teleport
      Thrash - Only if you know how to use it right
      Thunder
      Uturn
      Volt Change
      Water Pledge

      And these statements in bold describe things in general to avoid:

      1. Two Substitute users in the back of a team. Exception: You have Protect AND Substitute on at least one of the pokemon used in the back. 
      2. Anything that lowers the offensive stats of foe(s) by one stage at a time (within 1 turn)   
      3. Any move that targets an ally (Single attacking, for example swagger lum combo)
      4. Any move where high accuracy is dependent on weather 
      5. Any move that hits a random target 
      6. Any move that raises a defensive stat, or accuracy (Exception is a move that may raise say a defensive stat, but also raises an offensive stat within the same turn. One example of an exception may be Quiver Dance. ) Gravity is not a usable move, because it only raises accuracy; unless you are primarily using it to make the foes vulnerable to a ground move, you should not use it.
      7. Any move under 85 accuracy 
      8. Any move that could have perfect accuracy but you chose to use say Fire Blast over Flamethrower because it has more power; unless the power is extremely larger, do not go for more power if you can get more accuracy with less power 
      9. Any move that recharges (Exception is Eject Button or Whirlwinding your ally so they don't need to recharge.) 
      10. Entry Hazards
       11. Any pokemon who relies on a speed tie against other common pokemon of the same speed. Exceptions include: 1. Foe is a pokemon that you can easily wall any of its attacks, For example, you use max speed timid Thundurus against a Tornadus that might have the same speed, knowing you can wall Acrobat and then kill it if Tornadus happens to outspeed. Also in Bring6Pick4 you do not have to use say a Thundurus, so if you see the foe has a pokemon with the same speed as Thundurus, you might want to avoid picking it.
       12. Any pokemon that has a 4x weakness unless Focus Sash or damage reducing berry reduces that 4x weakness 
      13. Any pokemon with a more than one 4x weakness without Focus Sash
      14. Any move that only works one time, and cannot use the move even after the foe protected the first one. For example, Fling gets your item thrown off even if the foe protects. Then it is gone forever.
      15. Any move that is a multi-turn attack that doesn't break protect. Future Sight in Gen V breaks protect, so it is usable. However, Fly is not.
      16. Two weaknesses as a lead combo to the same move. For example, Tornadus Chandelure lead is both weak to Rock Slide. Or it doesn't even need to be a spread move. It could be something like Terrakion Conkeldurr lead,(yes I know doesn't make much sense but just an example) that is both weak to Psychic. You don't want to get into a prediction war of who they will Psychic, and if your lead is weak against spread moves that is even worse. If you know in bring6pick4 that they are guaranteed not to have a move that your lead would both share a weakness for, then you can lead like that, but generally speaking avoid using a common weakness as a lead combo.
      17. Try to avoid weight-based moves such as grass knot unless the only alternative is a hidden power. For example Grass knot is better on Samurott than HP grass, however Low Kick is not better on Conkeldurr than Hammer Arm or Drain Punch, because you need to do consistently high damage.
      18. Try not to use choice items such as Choice Scarf, Choice Band, or Choice Specs. These severely limit your move variety, which is crucial to success. Plus it does not allow for other items to greatly counter your weaknesses.  It makes your wins inconsistent, and the speed increase or power increase is not worth it overall. Choice items are especially bad with moves that hit allies, whether STAB or not. This is because there are many times when it could hit an ally and you are locked in and can't do anything about it. Just avoid a move like Earthquake in general with a choice item. Choiced mons often get revenge killed easily and get picked off with priority with no way to defend itself. 
      19. Two pokemon with the same exact typing. For example, Tornadus and Braviary on the same team. 

      Counter-Phazing Ideas
      1. After You
      2. Ally Switch (The Move)
      3. Chesto Berry
      4. Disable
      5. Encore
      6. Faster Fake Out than the foe.
      7. Lum Berry
      8. Magic Coat
      9. Mental Herb
      10. Prankster
      11. Rage Powder
      12. Safeguard
      13. Snatch
      14. Two Fake Out immunities
      15. Shed Skin
      16. Spore
      17. Worry Seed
      Phazing Tier

      Fake Out > Spore > ImprisonTR > Roar/Whirlwind >Dragon Tail > Fast Guard

      Tail Room Criteria
      1. Tailwind Lead
      2. Trick Room Lead
      3. Tailwinder can also be the Trick Roomer, but not required
      4. Trick Room or Tailwind is not relied upon in the back to win the speed war

      Basically the idea is to get up Tailwind and if the foes happen to have faster pokemon, you would Trick Room instead of Tailwind; or wait until they set up Tailwind sometimes if you don't outspeed them, before you Trick Room. That way they will be twice as slow after Trick Room is up, since they put up a Tailwind. Another use of the theme is to reverse Trick Room that the foe set up in order to maintain the speed advantage against a Trick Room team. Jellicent seems to work really well for Tail Room, as well as Whimiscott, since Whimiscott learns Trick Room, and Tailwind.


      Problems with Turbo Room
      1. Speed ties
      2. Faster opposing pokemon
      3. Scarfed foes
      4. Opposing pokemon with unexpected speeds (i.e you expect Modest Hydreigon in Tailwind but turns out to be Timid.)
      5. The foe has a mixture of speeds, like one super fast one like say Thundurus, and a slower one as well like Amoonguss. This is a problem because you can't simply Trick Room to solve the problem of being outsped by the foes.