I don't actually own the pokes for this team. This is theory/simulated. I've been trolling simulators with this team for a while just to get a feel for how VGC works. I actually really like it; I want to make a goodstuff team later, but for now, I'm going to focus on improving this one. Strategy: Utilize slow attackers in trick room along with the passive damage increase of hail to shut down other strategies and wreck face with huge superpower moves. Hail stops sandstorm and rain; trick room stops conventional sweepers/attackers and laughs at Tailwind; together, most strategies in the metagame can't cope as long as I set up, and I can just spam Blizzard and win. ABOMASNOW @ Focus Sash ~ Snow Warning Quiet Nature (- Spd, + SAtk) 252 HP 252 SAtk - Ice Shard - Blizzard - Giga Drain - Protect Abomasnow's job is to switch in and set up hail. That's pretty much it. His Blizzard is pretty strong, so I can just spam that if necessary, and Ice Shard is also nice. Focus sash is pretty much to guarantee one (1) free attack upon switchin, so if I mispredict or just have to switch him into an attack to set up hail, I have a chance to switch him back out again and use Snow Warning once more. Abomasnow gets picked in many battles, but actually attacks in very few. GLACEON @ Ice Gem ~ Snow Cloak Quiet Nature 252 HP 252 SAtk - Blizzard - Ice Shard - Signal Beam (HP ground if I decide to go super tryhard) - Protect Most of you know I'm absolutely enamored with Glaceon, but she actually has some serious competitive merit. She has THE strongest Blizzard in VGC - with an Ice Gem and absolute max Sp. Atk, she's going to destroy just about anything she hits with it instantly. The things I have ohko'd or 2hko'd might frighten you. (Tyranitar after 1 turn of hail can't stand up to it.) Unfortunately, Glaceon's ONLY trick is that massive blizzard. I gave her Ice Shard to help her pull out surprise KO's against things that manage to survive her insane damage, but it's very weak. Signal Beam offers additional coverage, but not much. I just can't get over how fun she is to use though. ^.^ When you just need a super nuke, there's none better. CONKELDURR @ Flame Orb ~ Guts Brave Nature (+ Atk, - Spd) 252 HP 252 Atk - Rock Slide - Drain Punch - Mach Punch - Protect So what you do is, you bring this guy in. You protect to get your burn if necessary. And then you proceed to destroy just about anything. Conkeldurr has a great combination of self-sustain (Drain Punch), priority (Mach Punch), and multitarget moves (Rock Slide) that is just so useful in general on an offensive Poke. But between hail and burn, he's only got a few turns to live, so you kinda have to make those attacks count. METAGROSS @ Lum Berry ~ Clear Body Brave Nature 252 HP 252 Atk - Meteor Mash - Bullet Punch - Earthquake - Protect Metagross has a great combination of... hey, wait... yeah, Metagross and Conkeldurr both serve the same purpose - multi-faceted beatdown power strength battle fighters. Conkeldurr is more offensively based with Guts and its great type combination; Metagross is more defensively based with the Steel typing and the somewhat more mercurial Earthquake. Lum Berry combos with the next set. CRESSELIA @ Sitrus Berry ~ Levitate Relaxed Nature (+ Def, - Spd) 252 HP 252 SDef - Swagger - Psyshock - Trick Room - Reflect Most people familiar with VGC are aware that Cresselia is a beast with absolutely stupid defensive power. This thing is so hard to 2hko it's ridiculous. Against an all-out beatdown team she virtually guarantees a first turn Trick Room just because you CAN'T kill her in one turn. She gives me some additional utility and flexibility, of course. Swagger is a neat status move that can help protect me against a major threat, and it can also power up Metagross for THE BIG SWINGS; starting Metagross/Cresselia can really catch people off guard when they expect an Abomasnow start, and they can end up walking into a +2 Earthquake that they weren't prepared for. Psyshock obviously has its own merit even though Cresselia is weak-as-awful, and Reflect is great because of Hail's inherent weakness to physical attackers - primarily Rock- and Fighting-types. JELLICENT @ Leftovers ~ Cursed Body Relaxed Nature 252 HP 252 SAtk - Trick Room - Water Spout - Blizzard - Shadow Ball Cress makes a great tanky Trick Roomer; Jellicent however, makes for just as good an offensive one. Its typing and natural bulk make it hard to take out early, just like Cress, and Jellicent is considerably more resilient to disruption as it has HUGE offensive potential if I get Taunted (bait taunts and throw out a t1 Water Spout, HAH) as well as an immunity to natural Fake Outs. Water Spout HURTS at full HP, and Jellicent's Blizzards aren't anything to laugh at either. You may be wondering: Why Cursed Body? Because Cursed Body is hilarious, that's why. I love tanking an EQ and seeing it get disabled, or switching into Scizor's Bullet Punch and proccing Cursed Body to force a switch. Everyone expects Water Absorb and just won't bother using their water moves on me; it's not like my team has any serious Water weakness I need to deal with anyway once the ruse has been uncovered. Weaknesses: - All the power is in Glaceon (which has ONE good move) and Conkeldurr (which is on a quick-burning fuse). Some games I can start Abomasnow/Jellicent and literally spam blizzard to win, but I don't have enough offensive versatility to handle a team with more than one Steel-type. - Standard TR trumps me and it's kind of irritating. I'm not sure why. - I have no way to disrupt my opponent's setup before it happens, nor do I have any way to protect my own setup; cheese strats like Beat Up + Justified have this irritating tendency of working because I can't actually stop them from happening. I'm basically saying I need something with Fake Out, or a Prankster Taunt, that is friendly with the rest of my pokes. Feedback and silly comments welcome~!