Hello! Just for some info before I get to the team, I've been pretty casually playing VGC since gen 8, but with the new generation I wanna start getting serious. I'm still pretty bad though, so I've been searching everywhere trying to find some helpful information or guides, and have been reading a lot from VGCguide. Any advice for general improvement would also be helpful if you have any!
Beginning with Oricorio, I started here for a few reasons. Oricorio is one of my favorite pokemon for one, but I found something interesting with the way revelation dance is coded. With tera, the type of revelation dance actually changed, so tera blast is entirely unnecessary. With lilligant and torkoal being pretty good right now, and lilligant having access to quiver dance I thought this might be able to work. After running some calculations (which I don't entirely remember), a +1 magnet revelation dance actually hits quite hard, enough to 2HKO fluttermane and I can also tank a shadow ball from a booster energy modest fluttermane. As well as that, the +1 special defense allows me to tank a freeze dry from iron bundle, and can hit it back for the OHKO. I had to decide between helping hand, tailwind, and taunt, but I decided on tailwind for the extra speed control. Tera Fairy allows me to win against roaring moon and get the surprise factor on chien pao. It also opens up a lot more offensive options, such as hitting things like iron hands extremely hard.
Oricorio-Pom-Pom @ Magnet
Ability: Dancer
Level: 50
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Revelation Dance
- Air Slash
- Protect
- Tailwind
Lillligant is next, this is going to be a pretty short description along with torkoal as I feel what they do is pretty self explanatory. After you pairs with torkoal to hit insanely powerful eruptions, with leaf storm to give it some offensive power. Quiver dance helps to boost oricorio, and I just love protect on everything. Additionally, I think lilligant synergizes quite well with the rest of my team (except maybe scream tail)
Lilligant (F) @ Focus Sash
Ability: Chlorophyll
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Quiver Dance
- Protect
- After You
The standard torkoal set. Synergizes quite well with everyone (except oricorio). Torkoal hitting powerful eruptions is a priority on this team, with scream tail's trick room support, lilligant's after you, and indeedee's follow me. Nothing much to say about this thing, it's just a standard torkoal.
Torkoal @ Life Orb
Ability: Drought
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Heat Wave
- Protect
- Earth Power
I added scream tail next for trick room support, as well as to boost my resistance against physical attackers which oricorio and lilligant are quite weak to (although lilligant's survivability isn't a priority). Psychic Fangs allows it to break through screens, however this moveset makes this thing extremely passive and doesn't put any pressure on the enemy team, which I'm kind of worried about. Trick room is my other form of speed control to assist torkoal, as well as to create mindgames with other trick room teams. Helping hand was my final slot instead of protect since this thing is extremely bulky, and can support oricorio, torkoal, and literally everyone with the helping hand boost. The EVs are relatively simple actually, I just wanted the protosynthesis to boost it's special defense while having high enough bulk everywhere else. The Figy berry just gives me some extra sustain, as barely anything threatens to OHKO this thing.
Scream Tail @ Figy Berry
Ability: Protosynthesis
Level: 50
EVs: 244 HP / 244 Def / 20 SpD
Careful Nature
- Reflect
- Psychic Fangs
- Trick Room
- Helping Hand
Next is Indeedee, who I thought paired nicely with everyone else. Follow me support is insane for protecting torkoal and oricorio, and allows scream tail to get a trick room off. It's psychic terrain can deal with priority which can threaten torkoal's max power eruption, and helping hand allows it to boost anyone on the team. I considered running psyshock instead of psychic, but then I had nothing to really hit iron hands besides oricorio, so I stuck with psychic. The psychic seed gives me some more special bulk since I have a sash on lilligant, and the EV spread is fairly simple and allows it to survive quite a few physical attackers with a bold nature.
Indeedee-F (F) @ Psychic Seed
Ability: Psychic Surge
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Psychic
- Protect
- Helping Hand
- Follow Me
Finally I added Iron Hands for it's insane power and bulk, as well as working nicely with scream tail's trick room. Fake out can be shutdown by my own indeedee, but I couldn't think of a better move and I'm running AV so I didn't wanna add protect. Other than that it's the standard Iron Hands set, except I gave it an assault vest to help with it's devastatingly low special defense. Overall I think it finishes my team quite nicely, and I couldn't find a stronger 6th pokemon that would work better.
Iron Hands @ Assault Vest
Ability: Quark Drive
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Close Combat
- Fake Out
- Wild Charge
- Drain Punch
I'd like to not completely rework the entire team if possible, but I'm able to make some replacements or adjustments if needed. This team was incredibly fun to create and I'd love to hear the thoughts of players better than me. Thanks!
Beginning with Oricorio, I started here for a few reasons. Oricorio is one of my favorite pokemon for one, but I found something interesting with the way revelation dance is coded. With tera, the type of revelation dance actually changed, so tera blast is entirely unnecessary. With lilligant and torkoal being pretty good right now, and lilligant having access to quiver dance I thought this might be able to work. After running some calculations (which I don't entirely remember), a +1 magnet revelation dance actually hits quite hard, enough to 2HKO fluttermane and I can also tank a shadow ball from a booster energy modest fluttermane. As well as that, the +1 special defense allows me to tank a freeze dry from iron bundle, and can hit it back for the OHKO. I had to decide between helping hand, tailwind, and taunt, but I decided on tailwind for the extra speed control. Tera Fairy allows me to win against roaring moon and get the surprise factor on chien pao. It also opens up a lot more offensive options, such as hitting things like iron hands extremely hard.
Oricorio-Pom-Pom @ Magnet
Ability: Dancer
Level: 50
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Revelation Dance
- Air Slash
- Protect
- Tailwind
Lillligant is next, this is going to be a pretty short description along with torkoal as I feel what they do is pretty self explanatory. After you pairs with torkoal to hit insanely powerful eruptions, with leaf storm to give it some offensive power. Quiver dance helps to boost oricorio, and I just love protect on everything. Additionally, I think lilligant synergizes quite well with the rest of my team (except maybe scream tail)
Lilligant (F) @ Focus Sash
Ability: Chlorophyll
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Quiver Dance
- Protect
- After You
The standard torkoal set. Synergizes quite well with everyone (except oricorio). Torkoal hitting powerful eruptions is a priority on this team, with scream tail's trick room support, lilligant's after you, and indeedee's follow me. Nothing much to say about this thing, it's just a standard torkoal.
Torkoal @ Life Orb
Ability: Drought
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Heat Wave
- Protect
- Earth Power
I added scream tail next for trick room support, as well as to boost my resistance against physical attackers which oricorio and lilligant are quite weak to (although lilligant's survivability isn't a priority). Psychic Fangs allows it to break through screens, however this moveset makes this thing extremely passive and doesn't put any pressure on the enemy team, which I'm kind of worried about. Trick room is my other form of speed control to assist torkoal, as well as to create mindgames with other trick room teams. Helping hand was my final slot instead of protect since this thing is extremely bulky, and can support oricorio, torkoal, and literally everyone with the helping hand boost. The EVs are relatively simple actually, I just wanted the protosynthesis to boost it's special defense while having high enough bulk everywhere else. The Figy berry just gives me some extra sustain, as barely anything threatens to OHKO this thing.
Scream Tail @ Figy Berry
Ability: Protosynthesis
Level: 50
EVs: 244 HP / 244 Def / 20 SpD
Careful Nature
- Reflect
- Psychic Fangs
- Trick Room
- Helping Hand
Next is Indeedee, who I thought paired nicely with everyone else. Follow me support is insane for protecting torkoal and oricorio, and allows scream tail to get a trick room off. It's psychic terrain can deal with priority which can threaten torkoal's max power eruption, and helping hand allows it to boost anyone on the team. I considered running psyshock instead of psychic, but then I had nothing to really hit iron hands besides oricorio, so I stuck with psychic. The psychic seed gives me some more special bulk since I have a sash on lilligant, and the EV spread is fairly simple and allows it to survive quite a few physical attackers with a bold nature.
Indeedee-F (F) @ Psychic Seed
Ability: Psychic Surge
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Psychic
- Protect
- Helping Hand
- Follow Me
Finally I added Iron Hands for it's insane power and bulk, as well as working nicely with scream tail's trick room. Fake out can be shutdown by my own indeedee, but I couldn't think of a better move and I'm running AV so I didn't wanna add protect. Other than that it's the standard Iron Hands set, except I gave it an assault vest to help with it's devastatingly low special defense. Overall I think it finishes my team quite nicely, and I couldn't find a stronger 6th pokemon that would work better.
Iron Hands @ Assault Vest
Ability: Quark Drive
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Close Combat
- Fake Out
- Wild Charge
- Drain Punch
I'd like to not completely rework the entire team if possible, but I'm able to make some replacements or adjustments if needed. This team was incredibly fun to create and I'd love to hear the thoughts of players better than me. Thanks!