jstinftw!
hey trainer
Cool, thanks for the suggestions! That was what I was planning, at any rate: make a team that can function well regardless of whether or not Sun or even Trick Room is up. That's the thing about using weather conditions, if you depend too much on it you can be destroyed very easily just by having it taken away from you. Heaven knows I've exploited that fact myself with Cloud Nine. There's something so satisfying about breaking up the classic Kingdra + Politoed combination with the mere presence of a Lickilicky.
I'm still not entirely sure about what I'm going to do, but I think it's going to come down to Vulpix or something like Mandibuzz. I realize that Ninetales would be more bulky, but the fact that I have to have an iron ball just to make Ninetales a little more useable in Trick Room is killing it for me. If only Ninetales had access to Fling, Trick, or Switcheroo. And yes, I'd have to go for a bulkier Vulpix, maybe combining WoW with buffed up Special Defense. Luckily, Vulpix does have some excellent supporting moves to go along with that. I know Foul Play and Will o Wisp aren't supposed to be on the same set, but I find Foul Play an excellent back-up option in case of Taunt.
Anyway, thanks for the input, guys! I think I have a little better idea where I'm going to go with this!
Also, you could consider running Ninetales normally, so that you can have two modes; Trick Room AND Sun, instead of forcing you to get both set ups up. You could have like, two Trick Room abusers, Ninetales (Not Iron Ball) & Sun abuser, TR starter that doesn't always need TR (Like Jellicent or something), and something with middling speed so you can live to not set up TR, but in cases where it is slower than the opposing Pokemon, you could opt to set Trick Room up. That way, you essentially have four modes to play in; Clear Skies No Trick Room, Trick Room, Sun Room, and Sun.
And let's not forget that you can opt to bring either or both modes in for simply late game where you just need to make sure you can secure your win, or stage a comback. You could run you Sun mode first, with your Trick Room mode waiting in the back, or vice versa, or you could have bring just one mode to bring in late game, allowing you to simply weaken the opposing team before sending in the clean up team.
What Silvershark said haha.Actually Foul Play doesn't take the opponent's burn status into account when determining damage, so Will-o-wisp and Foul Play work fine together.
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Edit: I've been working on a few teams, and I've currently settled into a team I'm getting fairly comfortable with. I am, however, having a hard time with my last slot.
|Liepard|Breloom|Tornadus|Mamoswine|Hydreigon|Empoleon|
I feel like Empoleon brings the least to my team, but it's a nice addition in the event Trick Room goes up, it's somewhat bulky plus it hits decently hard. Steel/Water is a nice defensive typing. But I feel like there aren't really any situations in which those qualities are enough for me to bring it to play. So I was wondering if anyone had any suggestions? I'm also kind of thinking of switching it out for Rotom-W, but now I'm kind of worried about Trick Room.
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