Ah! I clearly haven't played around with the IVs enough. Thanks for pointing that out.31/31/30/30/30/2 = HP Fighting 70
I doubt the extra 2 speed points will make much difference.
Ah! I clearly haven't played around with the IVs enough. Thanks for pointing that out.31/31/30/30/30/2 = HP Fighting 70
I doubt the extra 2 speed points will make much difference.
You could always run Brick Break instead of Wild Bolt. Expert Belt Brick Break has slightly more power than Life Orb Wild Bolt and you won't even be taking the recoil damage from LO. U-turn/Volt Change is still good to do damage and would function as a way to get out of counters without wasting a TR turn. In general, I'm not really sure Life Orb is neccesary. I haven't seen a calc yet that allows Shibirudon to get a OHKO/2HKO that it wouldn't get with Expert Belt.Siburudon is sexy tbqh. I'm looking forward to using Thunderbolt/Flamethrower/Grass Knot/U-turn or Volt Change. Thunderbolt/Flamethrower destroy the Burengeru/Natorei core and Grass Knot fucks with Ground types like Hippowdon. U-turn/Volt Change is an excellent move in general, especially on Trick Room teams. My main concern with going too far down the mixed road is that he just can't handle Blissey that well. Absolute maximum Atk Life Orb Wild Bolt does an average of 52% to max/max Blissey. You'll then lose 126 HP in recoil from the attack, and 30~ HP from the Life Orb (depending on HP EVs). My other problem with going mixed is that it'll compromise his great defensive potential. 85/80/80 defenses with no weaknesses is freakin' awesome so I wanna be able to give some EV attention to those rather than maxing Atk and SpA. Just my thoughts though, there's certainly some great potential in Shiburudon so try out whatever you please and lemme know what works. ^_^
lol I really don't mind. And the only thing that's exactly the same is Dusclops, which can't really run anything else (besides maybe Seismic Toss). If you weren't using Rankurusu, I'd probably tell you to use Rankurusu.I've been running a team modeled (I.E. Pretty much blatant copying) on DDRMaster's on PO. I just started playing on PO today and my rating jumped up to 500ish from app. 20 battles, most wins.... this is what I have so far:
Obnoxious (Celebi) @ Iron Ball
Trait: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature (+Def, -Spd)
- Stealth Rock
- Trick Room
- Leaf Storm
- U-turn
Hurr Durr (Dusclops) (M) @ Evolution Stone
Trait: Pressure
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature (+Def, -Spd)
- Night Shade
- Pain Split
- Will-O-Wisp
- Trick Room
Embryomon (Rankurusu) (M) @ Life Orb
Trait: Magic Guard
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Psychic
- Shadow Ball
- Focus Blast
- Trick Room
Parkour (Roobushin) (M) @ Life Orb
Trait: Guts
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature (+Atk, -Spd)
- Hammer Arm
- Stone Edge
- Earthquake
- Mach Punch
Hydra A (Scizor) (M) @ Choice Band
Trait: Technician
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature (+Atk, -Spd)
- U-turn
- Superpower
- Bug Bite
- Bullet Punch
Raijin (Borutorosu) (M) @ Choice Specs
Trait: Mischievous Heart
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Volt Change
- Thunder Wave
- Hidden Power [Ice]
Have to agree, it seems generally most of the time the key to a TR teams success is more bulk than anything. It seems everytime I do run into problems its simply against something equally as or more bulky.A last point I want to make is that I seem to win generally by virtue of bulk on my pokemon, not speed in TR. TR certainly helps but sometimes I can just get by by abusing the fact that every one has fantastic defenses.
Could try U-Turn like everyone else seems to do.finally, Voltros is really cool in general. I'm thinking of replacing thunder wave (the orignial intention of which was, when I'm really screwed over by a... +2 Ononokusu or something, I use it and get it before they attack... haven't used it once lol).
Reposting since noone answered.Would Mew be a good TR lead?
something like...
Mew @ Lefties
Synchronize
Timid/Jolly nature
252 HP/4 Def/252 Spe
~Trick Room
~U-Turn/Baton Pass
~Magic Coat
~Filler (Taunt, Roost, Super Fang)
it gets a slow U-Turn/BP, and Magic Coat.
Guess it would work.
Ah, the rocks of course!! (forgot it was a TM in 4th gen) I will make a Trick Room team at once BW comes to Europe. (So nice we just got Mew as an event : D)@ Yadoking:
It doesn't seem like a bad idea at all. I used a Celebi lead to good success so mew should be similarly good.
However, I'd suggest running Taunt (for Hippos) and SR in the last slots so that mew can do something. Rocks really aid a sweep and it seems like so much stuff is barely not OHKOed by Rankurusu's moves (for example Nattorei).
Has anyone used Ampharos in a Trick Room team? I know its probably not as good as other slow Electrics like Magnezone and Shibirudon but I think it has its differences...
You'd like to think but sadly Amphy is outclassed in the very sense of the word in a TR team. Shibirudon offers no weaknesses, similar bulk and only 10 base less s.atk. Rotom W offers unmatched support, great coverage and unique resistances. Magnezone has overkill s.atk and that dual steel typing.Has anyone used Ampharos in a Trick Room team? I know its probably not as good as other slow Electrics like Magnezone and Shibirudon but I think it has its differences...
When I tried Ubers Trick Room, I ran near max SpDef and max HP with min Speed and Trick Room/Magic Coat/Stealth Rock/U-turn and it worked well. Not much could OHKO it without a STAB SE move and it could reflect back Taunts and Dark Voids that were aimed at it. Mew often gets a free turn or two to set up both SR and TR, especially if it reflects a Taunt.Reposting since noone answered.
(Hope I'm not being annoying tho)
Thats going to be too slow to get started and too weak to get necessary KO's, I run near max s.atk with +nature and the damage loss from using Volt Change is big enough I sometimes fail to score necessary KO's. Only reason I even bother with Volt Change when I do use it is because I need to keep my offense flowing. Not to mention you're running Zuru too, two stat setup Pokemon is too much for a TR room and will cause you to lose all your momentum.Shibirudon (Mixed, perhaps SubCharge)
This, Musharna does have slightly more bulk and less Speed than Rankurusu, but Rankurusu has higher SpAtk, Recover, Magic Guard, and Focus Blast.^ most likely since Rankurusu outclasses it hard.
Musharna is 1 point faster in TR tho.
oh, and a little more Def.
Oh yeah, forgot about Rankurusu. They seem to serve the same purpose. Musharna could be used more defensively with its higher defensive stats of 116/85/95, vs Rankurusu's 110/75/85. Musharna could survive longer though, and possibly set up a couple trick rooms. Maybe someone could run a crazy drought+trick room set, making moonlight that much better. Rankurusu does get better offensive moves and stats, but Musharna has hypnosis, which disables a pokemon for a couple turns, allowing it to set up calm mind.This, Musharna does have slightly more bulk and less Speed than Rankurusu, but Rankurusu has higher SpAtk, Recover, Magic Guard, and Focus Blast.