Unburden for Beginners Part 2 – VGC 2021

Despite being introduced in Generation IV, which was also the birth of VGC itself, Unburden never really saw widespread use in the official competitive format until nearly a decade later.

Generation VII saw the introduction of Terrain Seeds and matching Terrain Surge Abilities on the Alolan Guardians, which gave players a much more reliable way of triggering the Speed boost. The following generation brought new toys with Dynamax, a phenomenon that provides both offensive and defensive support through Max Moves and doubled HP respectively; as well as dynamic move order. The latter is particularly effective at showcasing the true power of Unburden.

The second of two in the series, this article seeks to highlight the defensive capacities of Unburden: Terrain Seed

Starting Point

The premise is a simple one: Run a Terrain Seed Unburden Pokemon alongside the corresponding Terrain setter. When the Terrain is activated, it automatically triggers the Seed and subsequently Unburden.

Tapu Lele @ Choice Specs / Focus Sash / Life Orb
Ability: Psychic Surge
Level: 50
Modest Nature / Timid Nature
IVs: 0 Atk
– Dazzling Gleam / Calm Mind / Protect
– Moonblast / Calm Mind / Protect
– Psychic
– Thunderbolt / Thunder

Of all the Terrain setters, Tapu Lele is still arguably the premier pick, owing to its much better Base Stat distribution as a Legendary Pokemon. The Psychic Terrain that it sets up helps to block unwanted priority like Fake Out, as well as troublesome Prankster shenanigans like Thunder Wave and Fake Tears.

Its STAB combination is highly valuable for dealing with different metagame threats, especially when compared to either Indeedee forms. Players can take a leaf out of Shoma “ShadeViera” Honami’s book from VGC 2017 and run Choice Specs to maximize damage output outside of Dynamax, or adopt a set that better exploits Generation VIII’s showpiece feature in a balanced manner.

Candidates

Drifblim

Drifblim @ Psychic Seed
Ability: Unburden
Level: 50
EVs: 252 HP / 44 SpA / 212 Spe
Timid Nature
IVs: 0 Atk
– Hex / Icy Wind
– Tailwind
– Trick / Ally Switch / Destiny Bond
– Will O Wisp

The definitive OG. It is near synonymous with Tailwind and Will O Wisp, as trained by Shoma as he clinched the ONOG Invitationals title back in VGC 2017. The former is fantastic for Speed control, even though Drifblim itself is not immune to Prankster Taunt, while Will O Wisp is great for quickly eliminating the offensive pressure exerted by vulnerable Physical targets.

It is really how players decide to allocate the final two move slots that really defines how effective Drifblim is for the team. Most players would run Shadow Ball as a counter to Taunt, though players can opt for tech moves like Icy Wind and Hex instead.

For the last slot, some choices that players could consider would include Ally Switch, Destiny Bond, and Trick. Since Drifblim lacks access to Taunt, the only way that the Blimp Pokemon can stop Trick Room setters like Dusclops and Porygon2 is to rid it of its Eviolite. It does void Unburden, though it is arguably a worthwhile trade. An example of how it works is listed in the damage calculations below:
Accelgor

Accelgor @ Psychic Seed
Ability: Unburden
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Timid Nature
IVs: 0 Atk
Acid Spray
Final Gambit
Protect / Struggle Bug
Yawn / Encore / Protect

One of the more disruptive Unburden units that players could look towards. Its primary claim to fame is through Acid Spray, effectively a Fake Tears variant that deals damage. This means that Accelgor isn’t stopped by Taunt, nor is it blocked by Psychic Terrain.

Of course, Accelgor’s utility doesn’t end with Acid Spray. The next prime offering for Accelgor lies in Final Gambit. It is fantastic for forcing a trade against frailer targets, though Dusclops is unfortunately immune to it. Porygon2 also has a slightly higher Base HP, though successful usage often leaves it within KO range for Accelgor’s partner. This, together with Acid Spray, form the main ways for Accelgor to deal with Trick Room setters in the absence of Taunt.

Accelgor can learn Struggle Bug, basically a more accurate STAB variant of Snarl. It could also opt to run moves like Yawn and Encore to deal more disruption to the opposition.

212+ Spe EVs -> Outspeed Timid Regieleki after Unburden

252+ SpA Life Orb Tapu Lele Max Mindstorm vs. 252 HP / 4 SpD Dusclops in Psychic Terrain: 165-195 (112.2 – 132.6%) — guaranteed OHKO

252+ SpA Life Orb Tapu Lele Max Mindstorm vs. 244 HP / 4 SpD Porygon2 in Psychic Terrain: 214-253 (112 – 132.4%) — guaranteed OHKO
0+ Spe EVs -> Outspeed +6 Timid Coalossal after Unburden

252+ SpA Choice Specs Tapu Lele Psychic vs. -2 252 HP / 4 SpD Eviolite Dusclops in Psychic Terrain: 177-208 (120.4 – 141.4%) — guaranteed OHKO

252+ SpA Choice Specs Tapu Lele Psychic vs. -2 244 HP / 4 SpD Eviolite Porygon2 in Psychic Terrain: 228-268 (119.3 – 140.3%) — guaranteed OHKO

These are but just two possible combinations that players could look to experiment with as they explore the full utility of Unburden. Of course, players could expand their selection by swapping out Tapu Lele for a different trigger, which would then open up more possibilities for team synergy.

This series of articles hopefully helps readers better understand Unburden and how they could use it to complement their team setup. While Unburden is not meant to be a team archetype for players to build around, it is still a fantastic set that players can rely upon during play, forcing the opponent to make adjustments for it. Readers are encouraged to explore more options that were not covered in the two articles on their own accord to find something that suits their team.

Unburden for Beginners Part 1 – VGC 2021

Despite being introduced in Generation IV, which was also the birth of VGC itself, Unburden never really saw widespread use in the official competitive format until nearly a decade later.

Generation VII saw the introduction of Terrain Seeds and matching Terrain Surge Abilities on the Alolan Guardians, which gave players a much more reliable way of triggering the Speed boost. The following generation brought new toys with Dynamax, a phenomenon that provides both offensive and defensive support through Max Moves and doubled HP respectively; as well as dynamic move order. The latter is particularly effective at showcasing the true power of Unburden.

The first of two in the series, this article seeks to highlight two notable candidates of a certain subset: Comfey + Weakness Policy.

Starting Point

The premise is a simple one: Self proc a Weakness Policy so as to receive the offensive power boost, which then simultaneously triggers Unburden to double the receiving Pokemon’s Speed.

Comfey

Comfey @ Babiri Berry / Sitrus Berry
Ability: Triage
Level: 50
Bold Nature
IVs: 0 Atk
– Ally Switch / Protect
– Draining Kiss / Giga Drain
– Helping Hand / Protect
– Trick Room / Taunt

Of all the trigger candidates, Comfey reigns supreme for a variety of reasons. Firstly, Triage grants the Posy Picker Pokemon a hefty +3 priority to healing moves like Draining Kiss and Giga Drain. This translates to immunity to all forms of redirection (Follow Me and Rage Powder are both only +2); while tying with Fake Out. In the current metagame, only the likes of Raichu, Liepard, and Mienshao naturally outperforms Comfey’s Base Speed of 100, and neither member of the trio can be considered common. In summary, Comfey stands alone as the most reliable Weakness Policy trigger for allies that are weak to either Draining Kiss or Giga Drain. This section is therefore named after this particular candidate.

Of course, this isn’t all that Comfey can do. Triage also buffs Floral Healing, which is massively useful for keeping its ally healthy against counterattacks. Then there are moves like Helping Hand and Ally Switch, two useful supportive, albeit situational measures. Finally, Comfey can either use Taunt to deny the setting up of Trick Room; or reverse it directly.

Candidates

Hitmonlee

Hitmonlee (M) @ Weakness Policy
Ability: Unburden
Level: 50
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
– Close Combat
– Earthquake / Blaze Kick
– Protect
– Rock Slide / Stone Edge

While lacking secondary STAB like Hawlucha, Hitmonlee helps make up the damage shortfall through its higher Base Attack and better Ground Type coverage.

The Kicking Pokemon also has a much higher Base Special Defense, allowing it to take more hits from the Special spectrum.

That said, Hitmonlee isn’t blessed with a diverse move pool, so there is much less flexibility in terms of coverage choice.
Hawlucha

Hawlucha @ Weakness Policy
Ability: Unburden
Level: 50
EVs: 252 HP / 252 Atk / 4 Spe
Impish Nature / Adamant Nature
– Acrobatics / Brave Bird
– Close Combat / Body Press
– Detect
– Rock Slide / Stone Edge / Iron Head / Thunder Punch

Hawlucha is definitely the more obvious pick here. It is naturally fast and comes packed with one additional STAB. When one considers the damage cap on Max Knuckle, this bonus becomes really handy in managing different opposition.

The moves listed are simple starting points for players to work with: 2 STAB moves, Detect, and one filler option. Rock Type moves like Rock Slide and Stone Edge are the typical picks to optimize coverage against Flying Type threats like Charizard, Zapdos, Togekiss, and Thundurus Incarnate.

It is definitely not the only viable way to run Hawlucha in Generation VIII. Moves like Iron Head and Thunder Punch offer valuable utility against specific threats that the team may struggle against, like Grimmsnarl and Celesteela respectively. Iron Head also provides Defense boosts as Max Steelspike. If players run Hawlucha as their dedicated Dynamax outlet, this could enable plays like Body Press or better overall team bulk against Physical threats like Glastrier.
252 Spe EVs -> Outspeed Timid Regieleki after Unburden

+1 252+ Atk Hitmonlee Max Knuckle vs. 0 HP / 0 Def Urshifu-Gmax: 254-300 (145.1 – 171.4%) — guaranteed OHKO

+1 252+ Atk Hitmonlee Max Knuckle vs. 0 HP / 0 Def Regieleki: 216-255 (139.3 – 164.5%) — guaranteed OHKO

+2 252+ Atk Hitmonlee Max Knuckle vs. 0 HP / 0 Def Urshifu-Gmax through Reflect: 225-265 (128.5 – 151.4%) — guaranteed OHKO

+2 252+ Atk Hitmonlee Max Quake vs. 0 HP / 0 Def Dynamax Regieleki through Reflect: 351-414 (113.2 – 133.5%) — guaranteed OHKO
4 Spe EVs -> Outspeed Timid Regieleki after Unburden

+1 252 Atk Hawlucha Acrobatics (110 BP) vs. 0 HP / 0 Def Urshifu-Gmax: 224-266 (128 – 152%) — guaranteed OHKO

+1 252 Atk Hawlucha Max Knuckle vs. 0 HP / 0 Def Regieleki: 165-195 (106.4 – 125.8%) — guaranteed OHKO

+1 252 Atk Hawlucha Max Knuckle vs. 0 HP / 0 Def Urshifu-Gmax: 194-230 (110.8 – 131.4%) — guaranteed OHKO



+2 252+ Atk Hawlucha Max Airstream vs. 172 HP / 36 Def Tapu Fini: 178-211 (106.5 – 126.3%) — guaranteed OHKO

+1 252+ Atk Hawlucha Max Airstream vs. 4 HP / 0 Def Landorus-Therian: 169-201 (102.4 – 121.8%) — guaranteed OHKO

 

These are but two possible combinations that players could look to experiment with as they explore the full utility of Unburden. Of course, players could expand their selection by swapping out Comfey for another trigger, which would then open up more possibilities.

The following article will seek to explore the defensive options that players could look towards when it comes to constructing a team. Readers can expect to see past favorites feature, and how their sets could evolve to fit the metagame of Generation VIII.

Sandstorm for Beginners – VGC 2021

The development of Generation VIII’s metagame has seen Sand plummet from its early dominance, a trend that has afflicted other Weather cores as well. Despite generic powerhouses reigning supreme, a case can still be made for players looking to take a more active approach or attempt something more unorthodox. This guide, like its predecessors in VGC 2018 and VGC 2020, seeks to showcase how players can build their own Sand teams by focusing on a step-by-step process that should eventually lead to a balanced team core that players can then proceed with to mold to their own liking. It will not provide players with a team but instead highlight the pros and cons of each choice that players would have to make as they follow the steps listed below.

WHY SAND?

It’d be folly to not understand what Sand provides prior to diving straight into its embrace. As such, here are the effects of having Sandstorm active on the battlefield:

  • Deals damage equivalent to 1/16 of a Pokemon’s maximum HP at the end of each turn
    • Immunity list:
      • Rock, Ground, and/or Steel Type Pokemon
      • Has either Sand Rush, Sand Force, Sand Veil, Overcoat, or Magic Guard as its Ability
      • Holding Safety Goggles
  • Activates the following Abilities:
    • Sand Rush
    • Sand Force
    • Sand Veil
  • Rock Type Pokemon have their Special Defense boosted by 50%
  • Weather Ball doubles in Base Power and becomes a Rock Type move
  • Halves the Base Power of Solar Beam and Solar Blade
  • Moonlight, Morning Sun, and Synthesis only restore 1/4 of the user’s maximum HP
  • Shore Up recovers 2/3 of the user’s maximum HP

STARTING POINT

No Sandstorm team would be complete without a way to summon the Sand, and the best way to do this is through the ability Sand Stream. This Ability sets up Sand for 5 turns, or 8 if the Pokemon is equipped with the Smooth Rock; or until the Weather is altered through either Weather Abilities like Drizzle and Drought, or certain Max Moves. Listed below are the Sand setters in the format.

Tyranitar’s status as the OG Sand setter, as well as blessings of pseudo Legendary Base Stats, sees it easily clinch the top spot out of all available Sand Stream users. As a Dark Type, it gains an invaluable immunity to Prankster shenanigans, though it does come at the cost of being 4x weak to Fighting Type moves, a predicament that already plagues most Sand builds.

As the only non Rock Type Sand Stream Pokemon, Hippowdon misses out on the Special Defense boost. However, it does bless Hippowdon with some straightforward selling points like getting STAB on Max Quake, better Physical bulk, and reliable recovery in the form of Slack Off. Hippowdon can even function well in a supportive role through Yawn, which puts the target under a lot of pressure in the age of Dynamax and Gigantamax.

Gigalith is the option for players that prefer a Trick Room route, or to avoid the crippling 4x weakness to Fighting Type moves that Tyranitar struggles with. Gigalith’s one other unique offensive quirk is its access to Explosion, which literally allows it to go out with a huge bang. On the supportive end, Gigalith has both Gravity and Wide Guard, which are useful in giving the team an additional operational element.

ABUSING SAND

There are two common methods of abusing Sand’s battle conditions, namely through either Sand Rush or Sand Force. Sand Rush is the most popular out of the duo, since it doubles the Pokemon Speed while Sand is active. With the move order of utmost importance to how each turn plays out, being able to outspeed the majority of the metagame when it otherwise wouldn’t is a huge factor, during both teambuilding and battling.

The other, Sand Force, is Sand’s attempt at offering what Rain and Sun provide for Water and Fire Type moves respectively. It provides a power boost to Rock, Ground, and Steel Type moves by 1.3x, which is equivalent to a free Life Orb boost but without the HP penalty. This boost to moves that are often boosted by STAB is rather significant, and there are three Types to choose from, which covers a wider variety of threats. Unfortunately, most viable Sand Force users usually want to run other Abilities, like Storm Drain on Gastrodon, Sand Stream on Hippowdon and Gigalith, and the aforementioned Sand Rush on Excadrill.

There is another way to utilize Sand, which is through Sand Veil, which increases the Pokemon’s evasiveness when Sand is active. This is not really that useful in Generation VIII, simply because Max Moves cannot miss, effectively nullifying the unreliable evasiveness gains. As such, listed below are some of the more viable options that players can consider in the role of a Sand Abuser. Feel free to pick one to two out of those showcased to form the Sand core.

Dracozolt and Dracovish are long-awaited Sand Rush sweepers that offer Sand cores a better assortment of move coverage, as well as not amplifying the traditional weaknesses of a Sand team.

Dracozolt gives highly useful Electric Type STAB in Bolt Beak, which is crucial in battles against troublesome Water Type and/or Flying Type adversaries like Tapu Fini and Celesteela. It also has access to great coverage moves like STAB Dragon Claw, High Horsepower, and Pluck. Pluck is a nice niche against switches-in, thanks to it stealing and consuming the target’s held Berry. Whereas players ran Hustle and Dynamax previously, the release of the Ability Capsules gives Dracozolt much more freedom and consistency outside of Dynamax.

Dracovish is the other candidate, this time giving decent coverage against Rock Type and/or Ground Type threats like Garchomp and Landorus Therian. It shares the same Type combination with Kingdra, allowing the Fossil Pokemon to KO the latter with STAB Max Wyrmwind, or Gigantamax Charizard with a fully powered Fishious Rend outside of Sun.

Lastly, there is the oldie goldie Excadrill. Its STAB combination is amazing both offensively and defensively. It hits 7 Types for super effective damage, 6 of them being popular metagame picks. It also boasts 2 Type immunities and 8 Type resistances. Generation VIII’s headline mechanic in Dynamax makes Excadrill an even scarier threat since the Max Moves for its STAB buff its defenses. This would make the Subterrene Pokemon much harder to eliminate without external boosts during its 3 turns of Dynamax.

Dugtrio and Alolan Dugtrio are two interesting candidates in the role of a Sand Force sweeper. Despite not being the fastest, both still comfortably outrun a majority of the metagame. Alolan Dugtrio may seem to be the better pick since it gets access to one more Sand Force boosted STAB, but the original variant is the only one that can reliably outspeed Raikou, Thundurus Incarnate, and Cinderace. Otherwise, players can view Alolan Dugtrio as a flipped Excadrill.

As the only striker (on this list) not awkward with dealing Special damage, Landorus Incarnate offers an underrepresented skillset to the table. It crucially outspeeds Charizard, while gaining access to two new tricks in Generation VIII. Sheer Force doesn’t boost or affect Max Moves, which means that Sand Force is now a reasonable option for players looking to Dynamax their Landorus Incarnate. Secondly, Landorus Incarnate now gets access to Weather Ball, a tasty 100 Base Power Rock Type move under Sand that is accurate and boosted by Sand Force. The Abundance Pokemon does lack Special Flying Type STAB, though players can run Sludge Bomb in its place to snag Grass Type and Fairy Type foes.

COVERING BASES

Having settled the core members of the team, players are advised to design contingency plans, not only in the case that setting up Sand isn’t a guarantee, or to deal with matchups that a Sand core would find hard to overcome. Here are some of the common problems that a Sand team would encounter:

  • Compound Weaknesses I – Ground Type and Water Type Pokemon
  • Compound Weaknesses II – Fighting Type and Grass Type Pokemon
  • Intimidate

With a better understanding of what may threaten Sand cores, we can now proceed to devise counter mechanisms against such matchups. Anywhere between 2-3 out of those listed below would be sufficient for the team.

Compound Weaknesses I – Ground Type and Water Type Pokemon

Wash Rotom is a great asset to have against Water Type and Ground Type foes, bar the admittedly rare Gastrodon. Thanks to Levitate, it is able to easily wall and KO Landorus Therian, whether it be through crippling with Will O Wisp or setting up with Nasty Plot.

Rillaboom, on the other hand, is an important asset to have against the aforementioned Gastrodon (or Wash Rotom), as well as providing much better assurances against the likes of Tapu Fini. STAB Grassy Glide is great at quickly securing the KO against weakened targets, while it also carries useful tech moves like Fake Out and Knock Off. In return, the Sand cores eliminate the Fire Type and Flying Type foes that threaten the Drummer Pokemon.

Compound Weaknesses II – Fighting Type and Grass Type Pokemon

Togekiss is one of the best answers to Single Strike Urshifu, easily threatening the KO through 4x super effective Dazzling Gleam alone. Against stray Fighting Type and/or Grass Type moves like Grassy Glide and Close Combat, Togekiss can easily take them through Follow Me redirection. Players could also utilize Helping Hand to great bolster the team’s damage output, or exert pressure through moves like Yawn and Heat Wave.

With Grassy Seed and Unburden, Hawlucha synergizes with the potential ally in Rillaboom to become a fast sweeper, allowing it to fire off blindingly fast Acrobatics and Flying Press. Players can also opt to run Coaching or Taunt. The former turns Hawlucha into a buffing support, while the latter can help deny Trick Room. Another major selling point of Hawlucha’s in Generation VIII is its fantastic synergy with Max Moves. Max Airstream helps its teammate nab crucial outspeeds in mirror matches, while Max Knuckle bolsters the damage output of its allies, which are likely to hit from the Physical spectrum.

Intimidate

The overall efficacy of Thundurus Incarnate in Generation VIII means it is a no-brainer on a section that features Defiant. STAB Max Airstream, Max Knuckle, and Max Lightning all help enable the team and form a great neutral Plan B in scenarios where blindly leading Sand is not advisable.

Single Strike Urshifu is another powerful unit to consider since it ignores Intimidate drops through Wicked Blow. As a Dark Type Pokemon, it is immune to Prankster Will O Wisp, while offering STAB on its aforementioned signature move to eliminate the likes of Dusclops and Metagross.

FINISHING TOUCHES

There would be 1-2 slots still empty at this point in time. The best candidate(s) to fill them would be those that provide the team with external support that does not require Sand to succeed, but would complement the core if they were to be included. Some aspects to consider would include:

  • Trick Room setter
  • Other Rock Type Pokemon
  • Other Ground or Steel Type Pokemon
  • Alternative support

Players can pick those that they think best fit their team from those listed in this section, whether they be to fill the empty spots or to replace certain already taken slots. In the Dynamax era, certain Pokemon can fill the role of both Sand setter and Sand sweeper through Max Rockfall, which provides an additional element to teambuilding. During this process, players are advised to pay attention to the recent metagame changes and make sure any alteration to the team does not create unfavorable matchups against certain team archetypes.

Trick Room setter

Comfey’s utility as a Trick Room setter lies in Triage, which is a great way to trigger a held Weakness Policy through moves like Draining Kiss and Giga Drain. The former is also particularly useful for striking at Single Strike Urshifu, one of the biggest threats to Sand cores. Other utilities that Comfey offers include Ally Switch and Floral Healing.

Hatterene is an extremely powerful Trick Room setter. After it sets up Trick Room, it can either fire off Psychic Terrain boosted Expanding Force (with an allied Indeedee F), or Gigantamax and start punching holes with G Max Smite. Hatterene’s STAB combination is more than adequate for eliminating the Fighting Type threats to Sand teams. Its G Max Smite, while not setting up Misty Terrain to ward off unwanted Status afflictions, does introduce RNG into play, forcing the opponent to factor in confusion recoil.

Other Rock Type Pokemon

Regirock’s ridiculously high Base Defense makes it a fantastic neutral’s pick as a Rock Type Pokemon. It could act as a makeshift Sand setter since it is often a primary Dynamax candidate. The Special Defense boosts from Sand help make Regirock a lot harder to slay. It then gets a powerful damage-dealing option in Body Press, which works well off Regirock’s high Defense.

Terrakion is naturally fast, outspeeding the likes of Charizard, Arcanine, Excadrill, and Urshifu, then OKO them with STAB Rock Slide and Close Combat (Single Strike Urshifu). It is also one half of the infamous Terracott combination, where players can utilize Beat Up from a faster ally (usually Whimsicott) to trigger Terakion’s Justified Ability and quickly raise its already impressive Base Attack. Terrakion also benefits from the bulk offered by Dynamax, with the 2x HP modifier a great boon to its survival odds. Max Rockfall sets up the Sand that provides it with the Special Defense boost. Max Knuckle, on the other hand, becomes ridiculously scary after Beat Up.

Other Ground or Steel Type Pokemon

The face of Bulldoze Weakness Policy from VGC 2017 returns to VGC 2021 for a strong showing, even if its popularity has dwindled somewhat in Series 9. More teams do carry ways to check the behemoth’s influence, but even then it isn’t an easy feat to prevent Metagross from trampling through teams.

Mamoswine’s exclusive STAB combination and updates to Oblivious make it a great option against the popular Intimidate outlets like Landorus Therian and Incineroar. It does however has quite a bit of common weaknesses, like Close Combat or Grassy Glide, which could cuts its longevity short.

Alternative Support

One of the top utility Pokemon thanks to its high Base Speed, allowing it to either set up Screens or pivot into a better board position. Players can use this to help bring in Trick Room sweepers, or just go on the offensive and strike through Transistor boosted STAB.

An interesting alternative to Prankster Riolu. High Speed and great Base offenses see Pheromosa check a bunch of common threats, especially since it now gets Close Combat (instead of the unreliable Hi Jump Kick). It extends support through Coaching and Speed Swap, the latter particularly useful for overcoming Sand cores’ typical issues with Speed.

CLOSING THOUGHTS

Sandstorm is an easy core to build around, especially for players new to the game. Please do feel free to experiment with different member combinations as one proceeds to build a team to his/her own liking. If players find (a) Pokemon not listed above, but would fit the team well, they are more than welcome to enlist them into their own teams.