Stitsworth
I am Mand'alor
- Joined
- Dec 28, 2015
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This is a Trick Room team I have been building and testing on PS. I've had decent success, but I think I could definitely use some help with reading threats for the team. Here is a description and any advice would be greatly appreciated.
Aerodactyl @ Aerodactylite
Ability: Pressure
Nature: Jolly
EVs: 252 Atk / 4 SpD / 252 Spe
- Stealth Rock
- Taunt
- Stone Edge
- Whirlwind
Role: Basically a suicide lead/asshole. Taunt usually at the start to hopefully ruin someone's day. SR next and then Whirlwind or SE if he has the HP.
Goodra @ Lum Berry
Ability: Sap Sipper
Nature: Brave
EVs: 252 Atk / 252 SpD / 4 HP
- Curse
- Outrage
- Earthquake
- Iron Tail
Role: Second lead who honestly hasn't really found his niche in my book, considering swapping for something else. Nothing really likes getting hit with Outrage. Curse to help with the transition to TR when Greninja goes down, also boost to Atk. Earthquake, because why not? And Iron tale for coverage.
Reuniclus @ Light Clay
Ability: Magic Guard
Nature: Relaxed
EVs: 252 HP / 252 Def / 4 SpD
- Psychic
- Trick Room
- Reflect
- Light Screen
Role: My primary TR setter. Psychic so he can do some damage and then set screens to try to save my team a little bit more HP. He seems to fill the role well so far.
Conkeldurr @ Life Orb
Ability: Iron Fist
Nature: Brave / Lowest possible Spe IVs
EVs: 252 Atk / 252 HP / 4 Def
- Drain Punch
- Mach Punch
- Ice Punch
- Thunder Punch
Role: Conk's kind of on the fence with me. I have noticed the Life Orb damage wears him down a lot more then I'd like him to even with Drain Punch. I have considered running Sheer Force instead of Iron Fist and changing up the move set a bit. Thoughts? Either way he hits hard as hell.
Cofagrigus @ Left Overs
Ability: Mummy
Nature: Quiet / Lowest possible Spe IVs
EVs: 252 Def / 252 SpA / 4 SpD
- Will-O-Wisp
- Hex
- Pain Split
- Trick Room
Role: Second and last TR set up option. Really try to use him to wear the opponent down and get rid of any annoying abilities. Nothing really likes being burned and Pain Split comes in handy more times then not.
Escavalier @ Assault Vest
Ability: Shell Armor
Nature: Brave / Lowest possible Spe IVs
EVs: 252 HP /252 Atk / 4 Def
- Megahorn
- Iron Head
- Knock Off
- Drill Run
Role: Without TR Escavalier is bait. With it, he's fast as hell and hits like a freight train. With his typing I only need to watch for Fire types and nothing appreciates a Knock off from a 205 Atk stat @ Lvl 50.
I tried to pick odd Pokémon to not make the Trick Room so evident, mainly M. Aerodactyl, Goodra and Escavalier. If ya'll got any advice it would be much appreciated. Thanks!
Aerodactyl @ Aerodactylite
Ability: Pressure
Nature: Jolly
EVs: 252 Atk / 4 SpD / 252 Spe
- Stealth Rock
- Taunt
- Stone Edge
- Whirlwind
Role: Basically a suicide lead/asshole. Taunt usually at the start to hopefully ruin someone's day. SR next and then Whirlwind or SE if he has the HP.
Goodra @ Lum Berry
Ability: Sap Sipper
Nature: Brave
EVs: 252 Atk / 252 SpD / 4 HP
- Curse
- Outrage
- Earthquake
- Iron Tail
Role: Second lead who honestly hasn't really found his niche in my book, considering swapping for something else. Nothing really likes getting hit with Outrage. Curse to help with the transition to TR when Greninja goes down, also boost to Atk. Earthquake, because why not? And Iron tale for coverage.
Reuniclus @ Light Clay
Ability: Magic Guard
Nature: Relaxed
EVs: 252 HP / 252 Def / 4 SpD
- Psychic
- Trick Room
- Reflect
- Light Screen
Role: My primary TR setter. Psychic so he can do some damage and then set screens to try to save my team a little bit more HP. He seems to fill the role well so far.
Conkeldurr @ Life Orb
Ability: Iron Fist
Nature: Brave / Lowest possible Spe IVs
EVs: 252 Atk / 252 HP / 4 Def
- Drain Punch
- Mach Punch
- Ice Punch
- Thunder Punch
Role: Conk's kind of on the fence with me. I have noticed the Life Orb damage wears him down a lot more then I'd like him to even with Drain Punch. I have considered running Sheer Force instead of Iron Fist and changing up the move set a bit. Thoughts? Either way he hits hard as hell.
Cofagrigus @ Left Overs
Ability: Mummy
Nature: Quiet / Lowest possible Spe IVs
EVs: 252 Def / 252 SpA / 4 SpD
- Will-O-Wisp
- Hex
- Pain Split
- Trick Room
Role: Second and last TR set up option. Really try to use him to wear the opponent down and get rid of any annoying abilities. Nothing really likes being burned and Pain Split comes in handy more times then not.
Escavalier @ Assault Vest
Ability: Shell Armor
Nature: Brave / Lowest possible Spe IVs
EVs: 252 HP /252 Atk / 4 Def
- Megahorn
- Iron Head
- Knock Off
- Drill Run
Role: Without TR Escavalier is bait. With it, he's fast as hell and hits like a freight train. With his typing I only need to watch for Fire types and nothing appreciates a Knock off from a 205 Atk stat @ Lvl 50.
I tried to pick odd Pokémon to not make the Trick Room so evident, mainly M. Aerodactyl, Goodra and Escavalier. If ya'll got any advice it would be much appreciated. Thanks!
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