MooseSmuggler
#DeathToFascists
I believe this is my first actual competitive RMT, if not at least the first in a while. I've always enjoyed Trick Room, as has my partner in crime, Lord Fighting, who helped me co-author this team. I decided to add a twist: Sand. Sand is always a viable option, and can help a Trick Room team, given the support.
Teambuilding process:
Now, on to the team:
Tyranitar (F) @ Choice Band
Trait: Sand Stream
IVs: 0 Speed
EVs: 180 HP / 252 Atk / 76 Def
Brave Nature (+Atk, -Spd)
- Stone Edge
- Crunch
- Pursuit
- Superpower
The Sand Streamer. Instead of putting the 76 EVs into Speed, I put them into Defense. Since hitting hard and fast with as little setup as possible is key on Trick Room, I went with the Choice Band set. SE and Crunch are for hard-hitting STAB, Pursuit wrecks anything that tries to flee, and Superpower hits any Steel type that thinks it's safe.
Reuniclus (M) @ Life Orb
Trait: Magic Guard
EVs: 192 HP / 64 Def / 252 SAtk
IVs: 0 Speed
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Psychic
- Focus Blast
- Shadow Ball
Our first Trick Room setter. Once Trick room is up, it can unleash all hell on the opponents with Life Orb. The attacks given provide nearly perfect coverage, and hit hard.
Bronzong @ Life Orb
Trait: Levitate
EVs: 252 HP / 252 Atk / 4 Def
IVs: 0 Speed
Brave Nature (+Atk, -Spd)
- Trick Room
- Gyro Ball
- Earthquake
- Toxic
The other Trick Room setter. Bronzong has a decent amount of bulk, and decent offensive capabilities. After setting up (unless Reuniclus already has), it can hit rather hard, especially with Gyro Ball (in fact, Earthquake is only occasionally used). Toxic helps anything that Zong can't hit on its own, and can shut down opponents.
Rhyperior (M) @ Choice Band
Trait: Solid Rock
EVs: 252 HP / 252 Atk / 4 SDef
IVs: 0 Speed
Brave Nature (+Atk, -Spd)
- Stone Edge
- Earthquake
- Megahorn
- Ice Punch
The bulky sweeper. Rhyperior hits like a truck, and is nearly impossible to outrun in Trick Room, save for priority. Like TTar, the set is designed to hit hard and fast, with little setup. The infamous QuakeEdge combo has STAB, which is glorious. Megahorn hits Grass types and Psychics like a truck. Ice Punch gets rid of Gliscor and any Grass/Flying type that happens to be on the field (not that Tropius and Jumpluff are common, but hey).
Magnezone @ Choice Specs
Trait: Magnet Pull
EVs: 148 HP / 252 SAtk / 108 Spd
IVs: 2 Speed
Quiet Nature (+SAtk, -Spd)
- Volt Switch
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
Magnezone can cover Rhyperior's weakness to Grass and Ice, and though it's hit neutrally, it hits Water types for Super Effective damage. Volt Switch lets it get out of dodge and keeps momentum up, HP roasts Grass, Ice, and other Steel types. Thunderbolt and Flash Cannon are hard hitting STAB.
Scizor (F) @ Choice Band
Trait: Technician
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature (+Atk, -SAtk)
- U-turn
- Bullet Punch
- Superpower
- Pursuit
Scizor is designed to work with or without Trick Room. Priority BP gives it the ability to hit first in most situations. U-turn allows it to escape, Superpower hits Steel types, and Pursuit hits any Psychic/Ghost types that want to try to escape.
With that, I think I'm done. I'm open to any suggestions, but I'd like to keep the Sand-Room motif if it's at all possible.
Teambuilding process:
When building a Sand team, obviously a Sand Streamer is needed. While Hippowdon is slower, I went with Tyranitar, as it's still slow enough to be useful in Trick Room.
After that, I needed to decide on my Trick Room users. Out of the handful of Trick Room users that resist Sand, Reuniclus and Bronzong were two of the most outstanding.
That having been done, I needed more Pokemon that can abuse Trick Room. Enter Rhyperior:
And then Magnezone, to cover at least some of Rhyperior's weaknesses.
And finally, a Pokemon that can fight with or without Trick Room. This was Lord Fighting's idea, and it's proven effective. Scizor.
After that, I needed to decide on my Trick Room users. Out of the handful of Trick Room users that resist Sand, Reuniclus and Bronzong were two of the most outstanding.
That having been done, I needed more Pokemon that can abuse Trick Room. Enter Rhyperior:
And then Magnezone, to cover at least some of Rhyperior's weaknesses.
And finally, a Pokemon that can fight with or without Trick Room. This was Lord Fighting's idea, and it's proven effective. Scizor.
Now, on to the team:
Tyranitar (F) @ Choice Band
Trait: Sand Stream
IVs: 0 Speed
EVs: 180 HP / 252 Atk / 76 Def
Brave Nature (+Atk, -Spd)
- Stone Edge
- Crunch
- Pursuit
- Superpower
The Sand Streamer. Instead of putting the 76 EVs into Speed, I put them into Defense. Since hitting hard and fast with as little setup as possible is key on Trick Room, I went with the Choice Band set. SE and Crunch are for hard-hitting STAB, Pursuit wrecks anything that tries to flee, and Superpower hits any Steel type that thinks it's safe.
Reuniclus (M) @ Life Orb
Trait: Magic Guard
EVs: 192 HP / 64 Def / 252 SAtk
IVs: 0 Speed
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Psychic
- Focus Blast
- Shadow Ball
Our first Trick Room setter. Once Trick room is up, it can unleash all hell on the opponents with Life Orb. The attacks given provide nearly perfect coverage, and hit hard.
Bronzong @ Life Orb
Trait: Levitate
EVs: 252 HP / 252 Atk / 4 Def
IVs: 0 Speed
Brave Nature (+Atk, -Spd)
- Trick Room
- Gyro Ball
- Earthquake
- Toxic
The other Trick Room setter. Bronzong has a decent amount of bulk, and decent offensive capabilities. After setting up (unless Reuniclus already has), it can hit rather hard, especially with Gyro Ball (in fact, Earthquake is only occasionally used). Toxic helps anything that Zong can't hit on its own, and can shut down opponents.
Rhyperior (M) @ Choice Band
Trait: Solid Rock
EVs: 252 HP / 252 Atk / 4 SDef
IVs: 0 Speed
Brave Nature (+Atk, -Spd)
- Stone Edge
- Earthquake
- Megahorn
- Ice Punch
The bulky sweeper. Rhyperior hits like a truck, and is nearly impossible to outrun in Trick Room, save for priority. Like TTar, the set is designed to hit hard and fast, with little setup. The infamous QuakeEdge combo has STAB, which is glorious. Megahorn hits Grass types and Psychics like a truck. Ice Punch gets rid of Gliscor and any Grass/Flying type that happens to be on the field (not that Tropius and Jumpluff are common, but hey).
Magnezone @ Choice Specs
Trait: Magnet Pull
EVs: 148 HP / 252 SAtk / 108 Spd
IVs: 2 Speed
Quiet Nature (+SAtk, -Spd)
- Volt Switch
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
Magnezone can cover Rhyperior's weakness to Grass and Ice, and though it's hit neutrally, it hits Water types for Super Effective damage. Volt Switch lets it get out of dodge and keeps momentum up, HP roasts Grass, Ice, and other Steel types. Thunderbolt and Flash Cannon are hard hitting STAB.
Scizor (F) @ Choice Band
Trait: Technician
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature (+Atk, -SAtk)
- U-turn
- Bullet Punch
- Superpower
- Pursuit
Scizor is designed to work with or without Trick Room. Priority BP gives it the ability to hit first in most situations. U-turn allows it to escape, Superpower hits Steel types, and Pursuit hits any Psychic/Ghost types that want to try to escape.
With that, I think I'm done. I'm open to any suggestions, but I'd like to keep the Sand-Room motif if it's at all possible.
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