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Guest Message by DevFuse
 

VGC 2011 Team


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#1 Pein

Pein

    I'm here now, you're old news.

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Posted 24 April 2011 - 05:23 PM

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.

Current UU Team

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