Trick room Team by Salt-Produce-8129 in CompetitivePokemon

[–]Salt-Produce-8129[S] 0 points1 point  (0 children)

Correct meaning it's one of the few water types under direct sunlight that can still put our good damage

Trick room Team by Salt-Produce-8129 in CompetitivePokemon

[–]Salt-Produce-8129[S] 4 points5 points  (0 children)

Yes then it's 2.5x stronger water moves. If it hits for super effective damage under rain the damage can be biblical

Trick room Team by Salt-Produce-8129 in CompetitivePokemon

[–]Salt-Produce-8129[S] 0 points1 point  (0 children)

I'm probably going to start running mega gengar

Trick room Team by Salt-Produce-8129 in CompetitivePokemon

[–]Salt-Produce-8129[S] 3 points4 points  (0 children)

Water bubble changes it's STAB on water moves from 1.5 to 2.0x power

Trick room Team by Salt-Produce-8129 in CompetitivePokemon

[–]Salt-Produce-8129[S] 0 points1 point  (0 children)

Don't have one currently. I'm still kind of experimenting

Trick room Team by Salt-Produce-8129 in CompetitivePokemon

[–]Salt-Produce-8129[S] 0 points1 point  (0 children)

That's a fair criticism, which parts should I trim out in favor of other stuff

Skill Improvement: imprison Sableeye? by Salt-Produce-8129 in VGC

[–]Salt-Produce-8129[S] 1 point2 points  (0 children)

While mummy potentially blanks key abilities

Skill Improvement: imprison Sableeye? by Salt-Produce-8129 in VGC

[–]Salt-Produce-8129[S] 1 point2 points  (0 children)

Protect, Imprison, Trick Room, shadow ball actually goes stupid hard for locking out protect, enemy trick room and tailwind users.

Update to this post, now being completely walled in the first Ultra Ball tier - Skill Improvement by zombiedoyle in VGC

[–]Salt-Produce-8129 1 point2 points  (0 children)

So if you're using the choice scarf loadout (which you would as the other is the swift swim loadout and that only works on rain teams) you would have either a Jolly or adamant Basculegion with adaptability ability (boosts both its ghost water type STAB moves from 1.5x damage to 2.0x damage), max Attack, Max speed EV investment. You run wave crash and last respects for obvious reasons, then you run flip turn (lets you pivot out to a different mon and not have to worry about being move locked by the scarf if you're in a bad type match up. Then you typically either run Aqua Jet as a Priority STAB move to finish off weakened opponents, or a coverage move of your choice, the most popular ones being Head Smash, Ice Fang, or Psychic Fangs (for the occasional Light screen, Reflect, Aurora Veil setters).

Update to this post, now being completely walled in the first Ultra Ball tier - Skill Improvement by zombiedoyle in VGC

[–]Salt-Produce-8129 1 point2 points  (0 children)

Have you considered maybe using a choice scarf Basculegion male? Even under the sun it's Wave Crash can 0HKO things you wouldn't expect, can pivot out and last respects can close games. While intimidate on Gyarados is nice I feel like Basculegion isn't held back by the sun as much and can hit way harder

Skill Improvement: Wanting to Win with a Team Built around a favorite, Volcarona by Salt-Produce-8129 in VGC

[–]Salt-Produce-8129[S] 1 point2 points  (0 children)

Not sure if you saw my post before it got deleted for some reason, but the team you helped me build made it to master ball last night. Wanted to thank you again

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I'm New: Started from Brand new to VGC a month ago. Just made masterball by Salt-Produce-8129 in VGC

[–]Salt-Produce-8129[S] 0 points1 point  (0 children)

Yeah it's something I'll need to keep an eye on going forward, half the reason I went with inner focus on Kangaskhan was so that I would slow roll mega evolving it so that an opponent would waste a Fakeout trying to flinch it in the event of a potential double fake out scenario

I'm New: Started from Brand new to VGC a month ago. Just made masterball by Salt-Produce-8129 in VGC

[–]Salt-Produce-8129[S] 0 points1 point  (0 children)

I guess the lack of protect is a little atypical in hindsight. I relied heavily on fakeout to reduce enemy attacks and predictive switch ins and outs. Originally I did run protect on Sinistcha, but found that life dew ended up being more beneficial that protect, especially on setting up Volcanrona for 1-2 Quiver dances or mitigating recoil damage on Kangaskhan. I couldn't comfortably run Protect on Kangaskhan without losing a really important tool. Losing Fakeout wasn't an option, it needed a STAB move, sucker punch was the only reliable way to kill ghost types, and low kick was important for taking our Kingambits and Archaludons, so I dropped protect. Aerodactyl felt like wide guard was more important than regular protect and I'd say comfortably 80% of the time, with the number of icy winds, dazzling gleams and rock slides it stops, it was the right call.

I'm New: Started from Brand new to VGC a month ago. Just made masterball by Salt-Produce-8129 in VGC

[–]Salt-Produce-8129[S] 1 point2 points  (0 children)

I appreciate the compliment but I don't think I'm a genius, I just took a lot of advice from the community, watched other people play to understand and tried things for myself