Hey everyone. I am new to the VGC metagame and I would appreciate your help by posting your recommended sets and cores in the VGC metagame. This can help anyone like me getting into the game. Up until now I only battled in OU and it is obviously different. So please share your knowledge. There is a great thread about strategies in VGC in this forum but there is an empty work in process spoiler of common sets in ORAS waiting forever now for post ORAS.
Oh and of course please explain a little bit about the set/core. Though I guess that's pretty obvious.
Well, hopefully you know about the little rule that when multi-target moves hit multiple targets they take a 25% damage reduction.
With that aside, it would really help if you posted what you want to use. Some brief explanations on a couple common sets are below.
Top Threats - The Team
Kangaskhan @ Kangskhanite
Jolly Nature
4 HP/252 Atk/252 Spe
Scrappy
Fake Out/Protect
Return/Double-Edge
Power-Up Punch/Low Kick
Sucker Punch/Protect
Landorus-Therian @ Choice Scarf
Adamant Nature
4 HP/252 Atk/252 Spe
Earthquake
Rock Slide
Superpower
U-Turn/Knock Off/Stone Edge
Terrakion @ Lum Berry/Focus Sash
Jolly Nature
4 HP/252 Atk/252 Spe
Close Combat
Rock Slide
Quick Guard/Taunt
Protect
Heatran @ Leftovers/Shuca Berry
Modest Nature
Varies
Heat Wave
Earth Power
Substitute/Flash Cannon
Protect
The most feared (and commonly used) Pokes all on one team, this team concept is used in VGC quite frequently. Terrakion and Lando-T outspeed most of the format and deal massive damage, Mega Khan does the same at a slower pace. Heatran's spread is listed as 'Varies' because he's usually EV'd to take specific attacks. Protect is slashed twice on Khan because some players opt for either Sucker Punch or Fake Out and then use Protect, while others omit Protect entirely and use 4 attacks. As for the other two slots, usually people pick a supportive wall such as Icy Wind/Thunder Wave Cresselia or Icy Wind/Tailwind Suicune, followed by another attacker of the player's choice. Overall the team members cover for each others weaknesses decently, and most of all pack a ridiculously powerful punch. Khan mostly uses Scrappy in case it wants to Fake Out Ghost-types before going Mega.
Mega Metagross the Painbringer.team
Metagross @ Metagrossite
Adamant/Jolly Nature
Varies
Iron Head
Zen Headbutt
Substitute
Protect
Hydreigon @ Specs/Scarf
Modest/Jolly Nature
4 HP/252 SpA/252 Spe
Draco Meteor
Dark Pulse
Flamethrower
Earth Power
Thundurus @ Sitrus Berry/Life Orb
Bold/Modest/Timid Nature
Varies
Thunder Wave
Taunt
Thunderbolt
Hidden Power Ice
Amoonguss @ Sitrus Berry/Rocky Helmet
Regenerator
Calm/Relaxed Nature
252 HP/others dependant on Nature
Spore
Rage Powder
Giga Drain
Protect/Sludge Bomb
Another well known team, Mega Metagross and Thundurus are both usually played with bulky spreads in this team concept. The job of the team is simple- defend Metagross. Thundurus likes to stick around as long as possible, tossing out Thunder Waves on all opponents it can, although it can get along with a more offensive spread. Amoonguss uses Rage Powder to redirect single target attacks onto it, or it can annoy opponents with Spore until it switches out to use its Regenerator Ability. Hydreigon provides some great resistances to cover Metagross and does excellent damage; whether it's Scarfed or Speced depends on if you value outspeeding and OHKOing Scarfed Landorus with Draco Meteor. As for the big boss Metagross itself, thanks to Tough Claws most players only use minimal Attack EVs on his spread, instead prefering to last as long as possible, with Jolly taken to eliminate Terrakion, or Adamant with a slower high bulk spread based on out-trading opponents. For the remaining two slots is up to preference. Landorus-Therian is simply one of the best non-megas going around, while Talonflame's strength at revenge killing and activating Tailwind bring much to the table.
Welp, enjoy the wall of text!