Ok, so this is my current team:
TRICK ROOM TEAM
I'm not sure if this should stay!
Ferrothorn @ Leftovers or a Shed Shell
Sassy Nature
Steel Thorns/Iron Barbs
EVs: 252HP/248Sp.Def/8 Def
- Stealth Rock
- Spikes
- Gyro Ball
- Power Whip
Ferrothorn is mainly used here to get out the most amount of Spikes and Stealth Rocks as it can as a defensive measure and back up for the rest of the team. It also acts as a wall (of sorts). Gyro Ball makes use of Ferrothorn's low speed, and keeping damage high. Power Whip is used to take out any water-based threats. Though, I am not quite sure if maybe it should have Giga Drain instead, as its not very reliable when acting as a massively defensive wall.
Staying in party!
Gliscor @ Toxic Orb/Black Sludge (I dont know)
Impish Nature
Sand Veil ( Maybe Poison Heal)
EVs: 252 HP/4Atk/252 Sp. Def
- Earthquake
- Roost
- Ice Fang/Facade/Arial Ace/Stealth Rock/Acrobatics
- Fling
Gliscor wears the opponent down and is a physical wall. Knock Off is here to take out the enemy Leftovers (common), so's to stop it from having a reliable healing method. Roost to regain lost health from a barrage of attacks, continuing its act as a wall. Earthquake is the attack Gliscor relies on to cause the most damage. Ice Fang is there to deal with the Dragon-type threats, as it has no other means of doing so. I have also added Facade incase I do use Toxic Orb.
Also don't know if this should stay, but it's the Trick Room trigger.
Reuniclus @ Life Orb
Quiet Nature
Magic Guard
EVs: 252 HP/4 Def/252 Sp.Atk
- Trick Room
- Psychic
- Focus Blast / Hidden Power Fire
- Shadow Ball / Recover
Reuniclus is used here as a sweeper. It causes the most damage in the shortest possible time, whilst taking advantage of its incredibly low speed by using Trick Room. I could use Psyshock instead of Psychic as a main offence, but I felt that an extra 10 base damage would prove to be quite helpful. Focus Blast or Hidden Power as a secondary means of offence. As for Shadow Ball or recover, I'm more inclined to go with recover, as I already have two powerful, offensive moves, and again, wears the opponent down.
Staying in party! Also, I should probably change Scrafty to Sassy nature, but I've already started training it, so I'd rather not. Plus, it already has low base speed.
Scrafty @ Leftovers
Careful Nature
Shed Skin
EVs: 252 HP/252 Sp.Def/4 Atk
- Rest
- Drain Punch
- Bulk Up
- Payback
Scrafty is the main bulky wall here. Bulk Up bulks up it already-bulkiness into even more bulkiness, being able to dish out reasonable damage, whilst its defences rise also. Rest is here because Shed Skin increases the chance of waking up early, meaning it can utilize the regained health more efficiently. Payback also uses the pokemon's sub-par speed to inflict as much damage as possible, and can be used with Drain Punch to regain any lost health, whilst still remaining on the offence.
Staying in party!
Jellicent @ Leftovers?
Calm Nature
Water Absorb/Cursed Body
EVs: 252 HP/ 156 Def/ 100 Spe
- Scald or Surf
- Toxic / Will-o-Wisp
- Recover
- Shadow Ball / Ice Beam
Jellicent performs well as a defensive Pokemon. It resists powerful physical moves, such as Close Combat, and resists common special moves, like Surf. For one, it covers Ferrothorn's weaknesses, just like Ferrothorn covers Jellicent's weaknesses. I'm not too sure about Water Absorb vs Cursed Body: Water Absorb is obviously helpful for regaining health, but I cant see why someone would try and hit Jellicent with a water attack, unless they have been locked into it. Cursed Body could disable one move, and render the rest useless, as they may have no effect on Ghost-types. For the first slot, I may put Surf for the sheer power. Then again, I could use Scald, saving my self the second slot of Will-o-wisp and putting in Toxic, which acts as a very deadly combo. Recover reinforces this "wall", much like the other pokemon in this party. Ice Beam eliminates Dragon threats, such as Garchomp or Salamence, which, in that case, could prove very handy. Then again Shadow Ball is a viable option also, as Jellicent is part Ghost, so the opponent may send out other Ghost types to get rid of it. Also, Shadow Ball receives STAB, increasing its versatility against Ghost types. After all, we don't want to be defenceless against Ghosts, do we?
Staying in party!
Conkeldurr @ Choice Band
Brave Nature
Guts
EVs: 252 HP/ 252 Atk/ 4 Sp.Def
- Mach Punch
- Superpower/Drain Punch/Hammer Arm
- Stone Edge
- Payback
Good survivability and sheer aggression makes this pokemon key in a Trick Room party. Mach Punch tears holes in anything that isn't resistant to it (Ghost), which is why Payback is there; this takes advantage of Conkeldurr's low speed (assuming Trick Room isn't up), especially when up against the speedy Gengar. Superpower, Drain Punch and Hammer Arm are all STAB moves: Superpower is extremely powerful here, but it does come with offensive and defensive stat reductions. Hammer Arm is much like Superpower, but without the reductions. Its speed goes down, but Conkeldurr won't be outspeeding anything anyway. Drain Punch is there as a reliable health regeneration source, whilst also having STAB. This pokemon also covers Scrafty's weaknesses, and completely decimates Ice-Type threats, not to say that Conkeldurr is the only one to be relied on when it comes to this. Stone Edge provides better type coverage.
I COULD ALSO ADD THESE ONES (in place of what?)
I really want to use this one!
Drapion @ Black Sludge
Careful Nature
Battle Armour
EVs: 252 HP/ 56 Def/ 196 Sp.Def/ 4 Spe
- Crunch / Earthquake
- Substitute
- Acupressure
- Rest
Tank insanity right here. Drapion is protected from critical hits, whilst recovering its HP and increasing all of its stats. This set makes it possible to sit there with +6 in each stat, including evasion and accuracy. therefore, Acupressure is KEY. Crunch for a reliable offense, or Earthquake to eliminate anything that threatens Drapion's Ground weakness. Substitute allows time for the use of Acupressure. When the Substitute breaks, you could potentially have enough defense to use Rest to regain health. Then Substitute again to increase stats further.
Bronzong @ Leftovers?
Brave Nature
Levitate
EVs: 252 HP/ 252 Atk/ 4 Def
- Earthquake
- Explosion
- Trick Room
- Gyro Ball
Bronzong is used as good resistance (especially to ice) and as the other Trick Roomer. Whist being very defensive, the EV spread shows it can also be a deadly offensive threat too. Its sluggishness is obviously a vital asset when it comes to Trick Room teams. Earthquake and Explosion paired with its Attack stat completely and utterly decimate anything that doesn't have Levitate or is flying. Trick Room goes without saying. Gyro Ball: like on Ferrothorn, it makes the most of its sluggishness to max out the base power of this move to around 150.
Thats my team, but I'm thinking maybe I should also think about having a Skill Linked Cloyster with Icicle Spear, but I'm not sure it is a good idea. But please, give feedback on the team and give recommendations if you can. Much apprecciated
~xSiculus
TRICK ROOM TEAM
Ferrothorn @ Leftovers or a Shed Shell
Sassy Nature
Steel Thorns/Iron Barbs
EVs: 252HP/248Sp.Def/8 Def
- Stealth Rock
- Spikes
- Gyro Ball
- Power Whip
Ferrothorn is mainly used here to get out the most amount of Spikes and Stealth Rocks as it can as a defensive measure and back up for the rest of the team. It also acts as a wall (of sorts). Gyro Ball makes use of Ferrothorn's low speed, and keeping damage high. Power Whip is used to take out any water-based threats. Though, I am not quite sure if maybe it should have Giga Drain instead, as its not very reliable when acting as a massively defensive wall.
Gliscor @ Toxic Orb/Black Sludge (I dont know)
Impish Nature
Sand Veil ( Maybe Poison Heal)
EVs: 252 HP/4Atk/252 Sp. Def
- Earthquake
- Roost
- Ice Fang/Facade/Arial Ace/Stealth Rock/Acrobatics
- Fling
Gliscor wears the opponent down and is a physical wall. Knock Off is here to take out the enemy Leftovers (common), so's to stop it from having a reliable healing method. Roost to regain lost health from a barrage of attacks, continuing its act as a wall. Earthquake is the attack Gliscor relies on to cause the most damage. Ice Fang is there to deal with the Dragon-type threats, as it has no other means of doing so. I have also added Facade incase I do use Toxic Orb.
Reuniclus @ Life Orb
Quiet Nature
Magic Guard
EVs: 252 HP/4 Def/252 Sp.Atk
- Trick Room
- Psychic
- Focus Blast / Hidden Power Fire
- Shadow Ball / Recover
Reuniclus is used here as a sweeper. It causes the most damage in the shortest possible time, whilst taking advantage of its incredibly low speed by using Trick Room. I could use Psyshock instead of Psychic as a main offence, but I felt that an extra 10 base damage would prove to be quite helpful. Focus Blast or Hidden Power as a secondary means of offence. As for Shadow Ball or recover, I'm more inclined to go with recover, as I already have two powerful, offensive moves, and again, wears the opponent down.
Scrafty @ Leftovers
Careful Nature
Shed Skin
EVs: 252 HP/252 Sp.Def/4 Atk
- Rest
- Drain Punch
- Bulk Up
- Payback
Scrafty is the main bulky wall here. Bulk Up bulks up it already-bulkiness into even more bulkiness, being able to dish out reasonable damage, whilst its defences rise also. Rest is here because Shed Skin increases the chance of waking up early, meaning it can utilize the regained health more efficiently. Payback also uses the pokemon's sub-par speed to inflict as much damage as possible, and can be used with Drain Punch to regain any lost health, whilst still remaining on the offence.
Jellicent @ Leftovers?
Calm Nature
Water Absorb/Cursed Body
EVs: 252 HP/ 156 Def/ 100 Spe
- Scald or Surf
- Toxic / Will-o-Wisp
- Recover
- Shadow Ball / Ice Beam
Jellicent performs well as a defensive Pokemon. It resists powerful physical moves, such as Close Combat, and resists common special moves, like Surf. For one, it covers Ferrothorn's weaknesses, just like Ferrothorn covers Jellicent's weaknesses. I'm not too sure about Water Absorb vs Cursed Body: Water Absorb is obviously helpful for regaining health, but I cant see why someone would try and hit Jellicent with a water attack, unless they have been locked into it. Cursed Body could disable one move, and render the rest useless, as they may have no effect on Ghost-types. For the first slot, I may put Surf for the sheer power. Then again, I could use Scald, saving my self the second slot of Will-o-wisp and putting in Toxic, which acts as a very deadly combo. Recover reinforces this "wall", much like the other pokemon in this party. Ice Beam eliminates Dragon threats, such as Garchomp or Salamence, which, in that case, could prove very handy. Then again Shadow Ball is a viable option also, as Jellicent is part Ghost, so the opponent may send out other Ghost types to get rid of it. Also, Shadow Ball receives STAB, increasing its versatility against Ghost types. After all, we don't want to be defenceless against Ghosts, do we?
Conkeldurr @ Choice Band
Brave Nature
Guts
EVs: 252 HP/ 252 Atk/ 4 Sp.Def
- Mach Punch
- Superpower/Drain Punch/Hammer Arm
- Stone Edge
- Payback
Good survivability and sheer aggression makes this pokemon key in a Trick Room party. Mach Punch tears holes in anything that isn't resistant to it (Ghost), which is why Payback is there; this takes advantage of Conkeldurr's low speed (assuming Trick Room isn't up), especially when up against the speedy Gengar. Superpower, Drain Punch and Hammer Arm are all STAB moves: Superpower is extremely powerful here, but it does come with offensive and defensive stat reductions. Hammer Arm is much like Superpower, but without the reductions. Its speed goes down, but Conkeldurr won't be outspeeding anything anyway. Drain Punch is there as a reliable health regeneration source, whilst also having STAB. This pokemon also covers Scrafty's weaknesses, and completely decimates Ice-Type threats, not to say that Conkeldurr is the only one to be relied on when it comes to this. Stone Edge provides better type coverage.
I COULD ALSO ADD THESE ONES (in place of what?)
Drapion @ Black Sludge
Careful Nature
Battle Armour
EVs: 252 HP/ 56 Def/ 196 Sp.Def/ 4 Spe
- Crunch / Earthquake
- Substitute
- Acupressure
- Rest
Tank insanity right here. Drapion is protected from critical hits, whilst recovering its HP and increasing all of its stats. This set makes it possible to sit there with +6 in each stat, including evasion and accuracy. therefore, Acupressure is KEY. Crunch for a reliable offense, or Earthquake to eliminate anything that threatens Drapion's Ground weakness. Substitute allows time for the use of Acupressure. When the Substitute breaks, you could potentially have enough defense to use Rest to regain health. Then Substitute again to increase stats further.
Bronzong @ Leftovers?
Brave Nature
Levitate
EVs: 252 HP/ 252 Atk/ 4 Def
- Earthquake
- Explosion
- Trick Room
- Gyro Ball
Bronzong is used as good resistance (especially to ice) and as the other Trick Roomer. Whist being very defensive, the EV spread shows it can also be a deadly offensive threat too. Its sluggishness is obviously a vital asset when it comes to Trick Room teams. Earthquake and Explosion paired with its Attack stat completely and utterly decimate anything that doesn't have Levitate or is flying. Trick Room goes without saying. Gyro Ball: like on Ferrothorn, it makes the most of its sluggishness to max out the base power of this move to around 150.
Thats my team, but I'm thinking maybe I should also think about having a Skill Linked Cloyster with Icicle Spear, but I'm not sure it is a good idea. But please, give feedback on the team and give recommendations if you can. Much apprecciated
~xSiculus
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