Well here we are. The name’s Darv, and I’m here to show YOU guys one of the most popular, unspoken formats of battle on Reborn. The format I am here to discuss today is the Video Game Championship format, or VGC for short. The season usually updates with every year or every game, leaving us currently at the VGC 15 format (for 2015 no duh). I am probably the freshest soul there is on Reborn that’s willing to explain this wonderful format, and hopefully you guys will read up and follow in suit and maybe one day we could appreciate this cool format.
What I intend to do in this thread is provide the rules and bans, and provide basic pro tips and guides for you guys as to what can and can’t work, and what to might expect. These are designed for those who both wanna get involved in the VGC format, as well as polish up on it if you need to.
Without further ado, let us begin.
THE GLORIOUS VGC
What sets this format apart from most of the other formats you know is foremost the strategy and mindset of most other formats you have ever played. The most important factor separating VGC from other popular formats such as the usual tiered play, Random Battles, and Little Cup, is the fact that all battles are Double Battles, with four Pokemon allowed to the battle and there is no bargaining chip around it. All Pokemon are suggested for use at Level 50, as that is the standard level cap.
Each battle always begins with the Team Preview where you are allowed to view the opponent’s entire team, and select your four Pokemon to use based on the scrutiny of your opponent’s team. Take most of what you’ve known about Singles and throw it out the window for the most part.
THE BANLIST
The actual VGC does not follow Smogon’s usual rules for the most part. This means a small number of Ubers will be allowed in the matches. However do not pine over that, because those tiers were purely designed for Singles play, and anything goes for the most part in Doubles. Although the VGC has still deemed extremely unfair in one way or another.
Banned Items: Soul Dew
Banned Pokemon (all forms): Mewtwo, Mew, Lugia, Ho-oh, Celebi, Kyogre, Groudon, Rayquaza, Jirachi, Deoxys, Dialga, Palkia, Giratina, Phione, Manaphy, Darkrai, Shaymin, Arceus, Victini, Reshiram, Zekrom, Kyurem, Keldeo, Meloetta, Genesect, Xerneas, Yvetal, Zygarde, Diancie.
- Standard Species Clause (No 2 same Pokemon allowed)
- Standard Item Clause (No 2 same items allowed)
- Pentagon Rule (Irrelevant on Showdown): This rule is a 3DS deal, verifying that a Pokemon was bred, obtained, or in some way caught in X/Y/OR/AS. Although this means certain combinations, particularly on legendaries, are impossible, such as Defog Latias/Latios.
GENERAL TIPS
One thing you rookies I cannot never stress is enough, is just because a Pokemon is absolutely amazing in Singles, does not mean it will do the same in Doubles. Traditionally what people try to do in VGC instead of beating face in like most Singles plays, is find a way to cripple the opponent, whether through status or speed control.
The first thing you should do when building a team is to have a theme in mind, and build around the gaps the theme does or does not fill. For instance, adding a Mega Swampert if you want to run Politoed with Rain, or run Chlorophyll Venusaur with a Charizard Y. Synergy is King/Queen in VGC.
Another general tip of VGC is to not always invest in standard 252/252/x EV spreads, and sometimes 6 perfect IVs will not always work. Sometimes the nature of your Pokemon and IVs can be tailored to work to your advantage to work. For instance, if you have a very slow Pokemon on your team, such as Aegislash or Mawile, use a speed lowering nature instead of crappy attacking lowering natures, because of things such as Trick Room out of the blue, which can turn a battle into your favor. Sometimes on your Pokemon you want to survive hits, Defenses and HP investments are usually recommended. Although stick to your Pokemon’s strengths preferably, rather than covering their weakness.
Don’t be afraid of variety. This is another huge aspect of VGC. Your team is all you have. There is no PC or access point to change up any of your weak links. Your team should be designed as a catch-all safety net without stretching itself too thin and break itself. Even if you specialize in one thing, such as weather or Trick Room, don’t forget those plans can fail, and often will if your opponent is prepared and can accurately predict your moves.
VGC STAPLES
This is self-explanatory. Every VGC team should run something along these lines in one way or another to net. Of course you’re not freaking Superman, so don’t think you can cover all of these staple points. These are more often than not, carried on one team.
Protect - This move is easily the best move the VGC has to offer, and EVERY Pokemon in your party that isn’t hindered by this move, should learn it, unless its sole purpose is to get in, do its thing, and die. This move is perfect for scouting, predictions, accumulating chip damage, and luring away your opponents for an opening.
Status (Burn/Sleep/Paralysis) – Again, one of the biggest points of VGC is to cripple your opponent by any practical way necessary. These methods can include Will-o-Wisp, Thunder Wave, Spore/Sleep Powder, or carrying a Prankster to choke out your opponent. Remember, the VGC is about strategy, and beating face with little strategy will surely tear you down real quickly.
Priority (Non-Speed Control) – Regardless if your Pokemon is slow or fast, beating your opponent to the punch is important in any format. Usually either killing your opponent or netting the turn you need to get your combo pieces off, Priority in one way or another should be fitted on a team in one way or another. The most common ways of Priority come with Fake Out, Sucker Punch, and Priority.
Priority (Speed Control) – Completely different from regular priority moves, when you think them, getting out the gate quicker than your opponent is usually better in VGC. Simple methods can include increasing your speed, decreasing your opponent’s speed, or screwing them out of it in one way or another. Increasing your speed can usually be done through Tailwind, which a large number of VGC-viable Pokemon can learn. Decreasing your opponent’s speed can be obtained by Paralysis and Icy Wind. Or the final method of speed control can be flipped through use of Trick Room, thus crippling your opponent.
Intimidate/Intimidate Counters – Often times, one way to cripple your opponent is to soften their attacks, often through Intimidate, and select Pokemon that can learn Snarl, giving less bite to a Pokemon’s bark. Vice-versa, the abilities Defiant and Competitive can counter this, and in fact turn it to their advantage, giving a free +1/+2 off of what was originally a check/counter.
Spread Moves – To specify, this implies moves such as Earthquake, Explosion, Discharge, Heat Wave, Hyper Voice and Rock Slide. Sometimes picking off Pokemon one by one just isn’t good enough, and you need to more quickly get rid of multiple Pokemon in one go.
Move-Jamming – All of the staples listed so far are all usually achieved through the use of status moves, which requires wishful thinking with appropriate counters. And as such, the moves Taunt and Encore, although more often Taunt, are good ways of crippling your opponent than crippling you, or locking your opponent. Often, your combo pieces with status are rendered about as harmful as a crumpled piece of paper otherwise when Taunted or Encored.
Mega Pokemon – Lemme put it like this: I have yet to see a team that does not carry a Mega Evolution. Megas are just so much better when paired up to most teams, and I’ll leave it at that.
COMMON VGC TEAMS AND CORES
When I say common, I don’t mean that you’ll see these with every 3-4 battles, although when you see appropriate Pokemon that could inhibit such conditions, you’ll know immediately that is the central glue to the team.
Sun Team – Usually if you see Charizard, literally more than 99% of the time, said Charizard is running Charizardite Y, because Y is more commonly used for weather setting purposes to check Water types, and is generally used more often than X. Often when you see Charizard, you may see Venusaur too. Almost always, said Venusaur will not be Mega, and have Chlorophyll, which turns the formerly slow Venusaur into a monster, capable of outspeeding the majority of unboosted Pokemon in VGC, which is way scarier with its Sleep Powder than one may imagine.
Rain Team – If you see Politoed, it always has Drizzle, unless the owner is just a dumb person and forgets to add that ability. Rain is the literal ying-yang to sun in VGC. More often than not, you’ll see either a Ludicolo or Swampert on the same team. Both Pokemon serve the exact same purpose as Venusaur with their weather speed-boosting abilities, and being able to beat the opponent to the punch.
Trick Room – Trick Room teams are usually easy to spot, but a little hard to detect the setter than Rain or Sun, because there is no auto-setter for them like Rain or Sun. The most common Trick Room setters you may see are Cresselia, Jellicent, and other slow Pokemon that can be considered of “otherworldly” typing (usually Psychics or Ghost types). Trick Room is easy to spot when you see a lot of Pokemon that can never be considered speed demons by themselves. Examples of popular options include Mawile, Aegislash, Sylveon, and Conkeldurr.
Sand Team – The rarest of the listed teams so far, Tyranitar is a telltale sign of sand, and Excadrill just only reinforces this. The point of this team is using the bulk of Tyranitar with increased Special Defense and the Sand Rush of Excadrill to quickly dispose of select opponents under the sand, while being immune to chip damage.
Perish Trap – If you guys don’t remember what got Mega Gengar banned to Ubers, this is what dropped the hammer. Basically one uses Perish Song and Gengar Mega Evolves, and stall until the two Pokemon of your opponent faint. This is a relatively hard combo to pull off, and not all Gengars hold Gengarite in the VGC. (Focus Sash is usually the preferred item).
COMMON VGC THREATS
Lots of Pokemon are used in VGC, and more often than not are either good in on themselves, or are checks and counters to the Pokemon in on itself. Here are a few Pokemon that are used a lot in VGC as well as their reasons. The list changes, and is consistent only on the 3DS, but much logic can be applied to the select threats below, which are commonly seen on teams.
http://3ds.pokemon-gl.com/battle/oras/107/#double
MY SAMPLE TEAM
For you new guys, I'll throw out the first team I ever made for VGC, and still use it often to this day, and give some good reasons to my selections.
AT A GLANCE
Again, even my own team has weaknesses. Although don't be fazed at all by the intimidation of massive variety to VGC. Do your own thing and make it work. I'm currently working on a Mega Sceptile team for instance. Nothing is unviable in VGC, it's just what you have to work with it.
Hope you guys learned a little bit about the official tournament format. And if you want, I can battle you on the server, or you can PM me for any select questions you have about the VGC format. Hope you guys enjoy, and I'll see you on the circuit.