Creating a new team in Pokemon Champions Regulation Set M-C

 


So the new season of Pokemon Champions arrived adding a bunch of new Pokemon with the regulation set M-C. So I decided to give it a go by building a team with some new Pokemon that were introduced.

So, to kick things off, I decided to take a look at the list of new Pokemon added and I saw Rillaboom.

Rillaboom



Rillaboom is one of the Sword and Sheild starter Pokemon which got introduced into champions through the new regulation set. It is a pure grass type.

Base Stats


Looking at it's base stats, we can see that Rillaboom is a bulky attacker. It have an excellent attack stat and Ok HP and Defense stats. However, it have a low Special Defense stat and it's not fast. The low Special Defense makes Rillaboom tricky to play against threats like Mega Charizard Y which will easily take out Rillaboom with just a Heat Wave. However, the meta is plagued with physical attackers on which I can take advantage of the good Defense stat.

To make use of Rillaboom, I'll need to take advantage of it's Attack stat to hit opponents hard while protecting against Special threats or having coverage to deal with them.

Type Defenses

Being a pure grass type, Rillaboom have 5 Weaknesses and 4 Defenses. That's a lot of weaknesses we will need to cover for.

Build


We have maxed out Rillaboom's attack and speed stats. It runs Protect, Grassy Glide, U-Turn and Wood Hammer with Grassy Surge ability. Grassy Glide is a priority move on grassy terrain. It can hit any opponent which usually may take a hit on Rillaboom before he can make his turn count. U-Turn will help us bring out any reserve mon while dealing some damage in the turn. Wood Hammer will be the main damage dealer for Rillaboom. It's powerful but at the same time Rillaboom will take 1/3rd of the damage he dealt while using this move. I decided to go ahead with the ability Grassy Surge. Whenever Rillaboom enters the battle, he will set up grassy terrain which will boost the power of grass type moves and also restores some HP for any Pokemon who is grounded. This will also give grassy glide it's priority.

Palafin


Palafin is an interesting Pokemon. It have two forms, Zero and Hero. The difference in forms is evident in its base stats and how it change between the two forms is also peculiar and unique.

Base Stats

Zero Form


Taking a look at the Zero form base stats and Palafin is a pretty passable Pokemon. It has good HP and speed stats with Ok Attack, Defense and Special Defense with a terrible Special Attack stat. However, the real deal is in the Hero form

Hero Form



The Hero form boasts a High Attack stat of 160. With Good stats over the board with an Ok Special Defense stat. The goal here to make good use of the high attack stats once palafin is transformed to Hero form.

Type Defenses

Being a water type helps Palafin to have only two weaknesses. Electric and Grass. It also resists 4 types of attacks.

Build


I have maxed out the attack and speed stats with the remaining 2 points going into its Special Defense stat. The Ability Zero to Hero is key here. It's Palafin's only ability and it is what helps it transform. Once Palafin switch out, it transforms to Hero form on return to the feild. Ice Punch is a move I chose for a secondary type move for Palafin. It gives great offense against Dragon types which plague the meta. Flip Turn is the key move Palafin uses to take advantage of its transformation. Palafin leads the battle with flip turning back to us while dealing some damage to opponents and switching with a backup in the bench. When it returns to the field, it will be a hero ready to go. Wave Crash is the primary STAB move of Palafin, this will OHKO any threat weak to water. Athough it will deal some damage back to Palafin, but we will live with it. Jet punch is a priority move that Palafin can use in speed critical situations to deal some damage.

Hisuian Arcanine


Hisuian Arcanine is a Fire and Rock type Pokemon. It's our answer to those Charizard Ys with heat waves plaguing the meta.

Base Stats


Hisuan Arcanine have good HP, Attack, Special Attack and Speed. It's Defense and Special Defense are Okish. The Goal is to take advantage of its attack to hit hard.


Hisuaian Arcanine is weak to fighting, rock and 4x weak to Water and Ground. Both are types our Rillaboom and Palafin are strong against also we will plan around these weaknesses.

Build


The Build max out attack and speed while investing remaining 2 points into HP stat. Flare Blitz is one of the two STAB moves I gave to Arcanine. It's powerful and usually deals damage to the user, but we will use Rock Head to cancel this. I chose Iron head as a backup move for Arcanine. Head Smash is another STAB move. Although inaccurate and usually dealing damage to user, we can cancel the damage with Rock Head and manage the accuracy. Rock Head is a key ability which makes it so that neither Flare Blitz nor Rock Head deal any damage to Arcanine on use. This enables Arcanine to use these powerful moves without suffering from usual penalties.

Mega Garchomp Z


Mega Garchomp Z is one of the new mega added in Regulation M-C. I decided to go ahead this fast special attacker.

Base Stats


Taking a look at Mega Garchomp Z, what immediately stands out is its impressive speed stat. It also have excellent Attack and Special Attack stats. It aslo have Good HP and Ok Defense and Special Defense. I built it into a special attacker, specifically a great Pokemon to use draco meteor on.

Type Defenses


Mega Garchomp Z is strong against 4 types and is weak to ice, dragon and fairy moves.

Build


I have maxed out Special Attack and Speed stats on the Garchomp. Even some speed boosted Pokemon cannot outspeed Garchomp Z at this config and Draco Meteor OHKOs most threats. The remaining 2 I have to the HP stat. I gave Garchomp Earth Power, which is the most powerful ground type special move it have access to. It can OHKO a Kingambit with this move. Draco Meteor paired with the impressive Special Attack of Garchomp ensure OHKO or guaranteed 2HKO on most threats in the game. Poison jab is an extra coverage move in case of situations where we don't want to risk a Grachomp going down to fairy types. Protect is given to safely protect against any threats while its partner works to even things out. I gave it the Rough Skin ability so that any contact move will punish the attacker.

Absol


Absol is also one of the new Pokemon added to the game. I have decided to use Absol as a dark type defense against trick room.

Base Stats


Apart from its impressive attack stat, Absol is a pretty passable Pokemon. I am using it as a trick room defense only so I will not care about this too much.

Type Defenses


Absol is weak to Fighting, Bug and Fairy. It's strong against Ghost and Dark and since it's a dark type, it's immune to psychic.

Build


I have maxed out the impressive attack stat and speed with 2 points in HP. The primary aim is to Taunt enemies out from using trick room, so I will try to take advantage of Absol's attack stat once my team is safe from trick room. Taunt will help Taunt trick room users out from being able to use it. Iron Tail will help deal with fairy types that threaten Absol. Since there is not other fighter on the team, I gave Absol Close Combat to deal with normal type Pokemon. Super Luck will give a Critical Boost to any move used by Absol and help it deal some additional damage before going down.

Florges


Florges fills in a gap for fairy type I felt on the team. It will help deal with dragon types like Garchomp which plague the meta. I also initially thought about giving it choice scarf and trick to try pull off the trick the other Pokemon into choice scarf idea.

Base Stats


Florges has a high special defense stat and good special attack stat. All other stats are Okish.

Type Defenses


Floreges is weak to poison and steal and strong against fighting, bug and dark. Being a fairy type its immune to dragon type moves.

Build


I maxed out its special attack and speed stats and invested the 2 remaining in defense. Draining Kiss will make sure Florges is more difficult to take down with 2HKO moves as it will drain the opponent to remain on the feild. Moonblast is the primary STAB move of Florges. Psychic is a secondary move I gave Florges to deal damage. Flower Veil prevents status conditions on partner grass types.

Held Items


I gave Rillaboom Grassy Seed so that it will boost it's defense paired with the Grassy surge ability whenever Rillaboom enters the feild.

Palafin was given leftovers for per turn recovery at the end of each turn.

Aracnine was given the Shuca berry to halve the damage it will take from a supereffective ground type attack like earthquake from Garchomp.

Grachomp will be our mega and so is holding it's mega stone.

Absol is given focus sash so that it will survive at least one hit to pull off a taunt if required.

Florges is given the fairy feather to boost its already powerful fairy type moves further.

See the Team in Action

See the team in action on our YouTube Video: https://youtu.be/44TNAQN_Hgc

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