The Leaders
Excadrill @Earth Gem
Adamant Nature
Sand Rush
124 HP | 252 Atk | 120 Def | 12 Sp. Def
Earthquake
Rock Slide
X-Scissor
Protect
Thunderus @Focus Sash
Timid Nature
Prankster
4 HP | 252 Sp. Atk | 252 Spd
Discharge
Grass Knot
Taunt
Protect
Spread damage/paralysis and mess up set up leads with priority Taunt. I went for increased bulk for Excadrill just so he can survive some hits.
The Closers
Musharna @Leftovers
Sassy Nature
Telepathy
252 HP | 4 Sp. Atk | 252 Sp. Def
Psychic
Helping Hand
Trick Room
Protect
Conkeldurr @Flame Orb
Brave Nature
Guts
4 HP | 252 Atk | 252 Sp. Def
Drain Punch
Mach Punch
Rock Slide
Protect
Close up with a Trick Room team. Musharna blends in super well with Excadrill's EQ or Thunderus' Discharge in case they are still alive and gives boosts with Helping Hand. Conkeldurr hits stuff super hard with +1 (After Guts) Drain Punch or +1 Mach Punch.
I really need ideas for my two substitutes. Also, I wanna practice this team against other teams as well if anyone is willing.
Welcome to Yu-Gi-Oh! ETC Forums
![]() |
Welcome to Yu-Gi-Oh! ETC Forums, like most online communities you must register to view or post in our community, but don't worry this is a simple free process that requires minimal information for you to signup. Be apart of Yu-Gi-Oh! ETC Forums by signing in or creating an account.
|
Guest Message by DevFuse
VGC 2011 Team
Started by
Pein
, Apr 24 2011 05:23 PM
No replies to this topic
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users
Powered by Multacom Dedicated Servers






















