Coalossal and Glastrier – 1st Place Zelda Challenge Report

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Hey! My name is William Patterson, but I am known by “Willy” in the VGC community. I started playing competitively just this year in 2020. I have played in numerous grassroots tournaments and have acquired many top cuts and wins along the way. I am new to the VGC scene but have had many great friends help support me.

Teambuilding Process

Going into the week of the tournament, my teams were extremely scattered. I had been testing many cores and archetypes, but nothing was sticking. I had tried using Don Czech (DrCzech) and Tommy DeRosa's (Dandy) Sun team, going 5-1, but I fell short and was out in Top 16 in a grassroots tournament. I had also tried using a version of FAKEPM, going 4-2 and also out in Top 16 in the same grassroots tournament. These losses and teams both did not stick with me.

At this point, I was not feeling like entering the Zelda Challenge. I hadn't felt comfortable yet with any teams that I had made or borrowed in Series 7. Although I was frustrated, my friends, especially Hexa Cup winner Baars, convinced me to enter. It was now 2:30 AM my time, and the tournament started at 11:00 AM, and I still had no team. I had no idea what to use, but I did know my friend JZ had used Coalossal to great effect, getting top 25 on the Pokémon Showdown Ladder. I had also seen that Adi Subramanian (Ck49) had used Coalossal to get top 4 in the Hexa Cup. I messaged JZ and I began to build.

I had used Coalossal before in the International Challenge, going 20-3 in games; the thought of using it was nothing new. I really enjoyed the Player's Cup 1 winning team made by Santino Tarquinio (Santi) and wanted to make something that played similar to that team. I had liked that team, but it was incredibly dependent on the Coalossal's Gigantamax. I myself liked flexibility and dual modes (Trick Room and Fast Mode), so I decided to opt for Glastrier and Dusclops in favor of Dragapult and Togekiss.

The Team


Coalossal
Coalossal-Gmax @ Weakness Policy
Ability: Steam Engine
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
– Meteor Beam
– Heat Wave
– Earth Power
– Protect

I would say that Coalossal is the star of the team. Even if I don’t bring it to a game, the opponent still has to lead properly upon seeing it in team preview, which can help me get the lead advantage, something crucial with this sort of team. The set is a very common 252/252. There wasn’t anything I felt to calc for because of its 4x weaknesses, but I did go Modest for some notable offensive calcs. The only thing that may be unique with Coalossal is choosing Earth Power over Solar Beam for Nihilego, as it has been rising in usage. I had grass coverage on Rillaboom anyway, so I felt that dropping Solar Beam was okay.
  • +2 252+ SpA Coalossal-Gmax Max Flare vs. 252 HP / 0 SpD Dynamax Metagross: 386-456 (103.2 - 121.9%) – guaranteed OHKO
  • +2 252+ SpA Coalossal-Gmax G-Max Volcalith vs. 0 HP / 0 SpD Dynamax Lapras-Gmax: 398-470 (97 - 114.6%) – 81.3% chance to OHKO
  • +2 252+ SpA Coalossal-Gmax Max Quake vs. 0 HP / 0 SpD Dynamax Nihilego: 376-444 (102.1 - 120.6%) – guaranteed OHKO

Urshifu-Rapid-Strike-Gmax @ Focus Sash
Ability: Unseen Fist
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
– Close Combat
– Surging Strikes
– Aqua Jet
– Detect

As another huge piece of the team, Urshifu and Coalossal are a match made in heaven. Urshifu beats any Rock and Ground types that threaten Coalossal. Outspeeding Tyranitar and Landorus-Therian helps a lot as well. Being able to proc Steam Engine with priority was key; it deals a lot of damage to Coalossal, but the trade is definitely worth it. It's another 252/252 spread, but here are some extremely important calcs to keep in mind.
  • 252 Atk Urshifu-Rapid-Strike-Gmax Close Combat vs. 252 HP / 0 Def Dynamax Tyranitar: 376-448 (90.8 - 108.2%) – 43.8% chance to OHKO
  • 252 Atk Urshifu-Rapid-Strike-Gmax Surging Strikes (3 hits) vs. 252 HP / 0 Def Landorus-Therian on a critical hit: 222-270 (113.2 - 137.7%) – guaranteed OHKO

Rillaboom
Rillaboom-Gmax @ Choice Band
Ability: Grassy Surge
Level: 50
EVs: 124 HP / 252 Atk / 4 Def / 52 SpD / 76 Spe
Adamant Nature
– Grassy Glide
– Wood Hammer
– High Horsepower
– U-turn

The final key to the Coalossal archetype. Rillaboom was great in Series 5, and it is just as good in Series 7. Tapu Fini is everywhere, and Rillaboom destroys it. Coalossal isn’t necessarily the best thing about this team; it’s more so the support that Rillaboom and Urshifu can give it. These 3, with residual damage from Volcalith and perfect attacks to cover each other, makes up an incredibly strong Fire Water Grass core. I went with Choice Band to maximize its immediate damage output.
  • 252 Atk Dragapult Max Airstream vs. 124 HP / 4 Def Rillaboom-Gmax: 152-180 (79.5 - 94.2%) – guaranteed 2HKO after Grassy Terrain recovery
  • 252+ Atk Choice Band Rillaboom-Gmax Wood Hammer vs. 252 HP / 28 Def Tapu Fini: 284-336 (160.4 - 189.8%) – guaranteed OHKO

Incineroar
Incineroar @ Sitrus Berry
Ability: Intimidate
Level: 50
EVs: 244 HP / 4 Atk / 148 Def / 108 SpD / 4 Spe
Careful Nature
– Flare Blitz
– Snarl
– Parting Shot
– Fake Out

Incineroar was here to help with damage reduction. In my opinion, it's the greatest Pokémon in VGC. Fake Out, Intimidate,  good defensive typing, Snarl, Taunt, U-Turn, and Parting Shot; how could you argue with that? It provided great support and was a decent switch-in for all of my team members. It played a key role in helping Dusclops set up Trick Room as well. Incineroar was my most used Pokémon throughout the entire tournament. This is also a spread I have been using since Series 5; it's faster than minimum speed Porygon2 to Snarl it first while also having enough Defense to live a -1 Close Combat from Urshifu and other potent physical attacks.
  • -1 252 Atk Urshifu Close Combat vs. 244 HP / 148 Def Incineroar: 128-152 (63.6 - 75.6%) – guaranteed 2HKO
  • -1 252 Atk Landorus-Therian Max Quake vs. 244 HP / 148 Def Incineroar: 152-180 (75.6 - 89.5%) – guaranteed 2HKO
  • 252+ SpA Choice Specs Tapu Fini Scald vs. 244 HP / 108+ SpD Incineroar: 162-192 (80.5 - 95.5%) – guaranteed 2HKO

Dusclops
Dusclops @ Eviolite
Ability: Frisk
Level: 50
EVs: 252 HP / 132 Def / 124 SpD
Relaxed Nature
IVs: 0 Atk / 6 Spe
– Night Shade
– Pain Split
– Will-O-Wisp
– Trick Room

After I had finished part of my fast mode, I wanted a Trick Room mode to handle opposing Glastrier/Regirock teams. I decided to go with Dusclops as my setter because I felt that it was the best partner for Glastrier. Will-O-Wisp and Haze also are amazing support moves that Porygon2 and Cresselia can’t use. I went with Will-O-Wisp over Haze, because I had Urshifu to OHKO Intimidate Pokémon and Coalossal to OHKO Metagross to prevent it from setting up its boosts. This ended up working out well, as I never really missed Haze. Both it and Will-O-Wisp could work, and either can potentially be an auto-win with the team's Trick Room mode. I went for a slightly faster Dusclops to outspeed opposing Dusclops outside of Trick Room.
  • 252+ SpA Moltres-Galar Max Darkness vs. 252 HP / 124 SpD Eviolite Dusclops: 102-120 (69.3 - 81.6%) – guaranteed 2HKO
  • 252 Atk Urshifu Wicked Blow vs. 252 HP / 132+ Def Eviolite Dusclops on a critical hit: 92-110 (62.5 - 74.8%) – guaranteed 2HKO

Glastrier
Glastrier @ Life Orb
Ability: Chilling Neigh
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 2 Spe
– Icicle Crash
– High Horsepower
– Close Combat
– Protect

Glastrier was amazing. I Dynamaxed it slightly more than Coalossal, since some matchups that Coalossal did well in were still free with Glastrier. My Glastrier was very standard, outside of outspeeding minimum speed Amoonguss and Glastrier by one point. Life Orb was to maximize damage, because with this Pokemon, picking up KOs fast with Dynamax is extremely important in order to snowball opposing teams.
  • 252+ Atk Life Orb Glastrier Max Hailstorm vs. 252 HP / 0 Def Dynamax Moltres-Galar: 374-445 (94.9 - 112.9%) – 68.8% chance to OHKO
  • 252+ Atk Life Orb Glastrier Max Quake vs. 4 HP / 0 Def Dynamax Coalossal-Gmax: 395-468 (106.1 - 125.8%) – guaranteed OHKO
Image

Playing the Team

coalossal.pngurshifu.png(rillaboom.png+incineroar.png)
There's so much pressure, damage, and options leading these two. Rillaboom and Incineroar in the back are for cleanup. 

incineroar.pngdusclops.png(glastrier.png+rillaboom.png/urshifu.png)
This is the main Trick Room mode. Incineroar can Parting Shot, Fake Out, or Snarl depending on the opponent's lead. Rillaboom or Urshifu are in the last slot, depending on what threatens Glastrier more.

coalossal.pngurshifu.png(glastrier.png+dusclops.png)
I like to call this the “bait” lead. If Coalossal doesn’t look good, you can simply switch into Dusclops and go for Close Combat, Detect, or Surging Strikes to get a Turn 1 they’re most likely not ready for.

glastrier.pngdusclops.png(urshifu.png/incineroar.png/rillaboom.png)
This is to punish a passive lead such as setting up with Nasty Plot or Swords Dance. Glastrier being faster than min speed Amoonguss helps here to make going for the Dynamax more safely on Turn 1.

Team's Threats

torkoal.pngvenusaur.pngporygon2.png
Incineroar has Snarl for this specific matchup. You can Snarl and Dynamax Glastrier or Fake Out and Trick Room. Your Turn 1 play is dependent on if Porygon2 or Torkoal leads. Coalossal + Urshifu can also work here if they don't have Porygon2.

spectrier.pngclefairy.png
This is a tricky matchup, because a Life Orb Max Quake from Spectrier can KO Coalossal. Because of this, I find Glastrier a safer max Pokémon. The key to beating this matchup involves abusing Spectrier's horrible Defense with Surging Strikes and Grassy Glide. That combo can pick up the KO on Spectrier without Friend Guard.

tapu-fini.pngglastrier.pngmoltres-galar.pngregieleki.png
For teams that heavily use screens with Glastrier or Galarian Moltres Dynamax, Will-O-Wisp Dusclops is a huge help, as it makes the Glastrier mirror easier. An Incineroar + Dusclops lead stops screens, and can use Parting Shot and Trick Room if the offense is necessary.

Conclusion

The team is very strong and easy to pick up, but hard to master. The game plan is fairly straight-forward, but many teams have yet to use checks for Coalossal and Glastrier. This team struggles with redirection next to a Pokémon that threatens Coalossal/Glastrier, as those are your two main Dynamax users. If there is anything that could be tested or changed, it would be Haze Dusclops, Assault Vest Glastrier, Taunt, and Safety Goggles Incineroar.

Again, special thanks to JZBaars TyoJnqeLenny, and Mandby. Thank you guys for cheering me on through my entire run! Hope you all enjoy the team!

Read the Japanese translation of this team report on Liberty Note!

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