With the new support garnered behind the Higgs-Boson Theory, this theory can be classified as one of the most important theories of the Physical Universe. Higgs-Boson Theory explains why elementary particles have mass, along with explaining many other aspects of the atomic realm. This provides further underlying support for theories such as Relativity, Big Bang, and Uncertainty Principal. This team is in no way related to this theory, other than in the naming.
This team is a full Trick Room team, much like Celestial Beings, a previous RMT done by me. With the changing Meta-Game, the Trick Room team also needed and change, and with the recent success of other Trick Room teams, I decided I would post this one as well. For those of you aspiring team makers, don't be afraid to try Trick Room. It's not a gimmick any more, there are enough options of support to actually allow a successful team to be built entirely upon Trick Room, not to mention how fun building and playing these teams are. I hope you all enjoy, and all comments and criticism are appreciated. This team is retired for me, and as such, PLEASE use it for your own, but if you would leave the names I would appreciate it greatly. Without further adeu, to the team building.
The team building process for this team was very long and arduous. Rather than including pictures as I normally would, I'll just add some explanation as to the Pokemon that used to be on the team and are no longer.
If you don't care, please skip to the next section.
Celebi- While a greatly useful pokemon, was replaced by Jirachi for the added Wish Passing ability. Celebi's main role was to take care of Bulky Waters, and having Stealth Rocks.
Ferrothorn- SD Ferrothorn was used after Celebi, but before Porygon-2. He was used, once again, to check Bulky Waters. His need was removed when P2 came into the scene and Jellicent was given Giga Drain.
Bronzong- Had a short stay as OTR Bronzong in Porygon-2's spot. Was used to open a slot for Jirachi by having access to SR.
Landorus-T- Landorus-T was one of the initial Pokemon on the team. He proved to not be as useful as having another setter, while the damage output was nice, he was too overlapping with Conkeldurr.
--Jirachi--
@ Lum Berry
Trait: Serene Grace
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature
IVs: 0 Spd
-Iron Head
-Wish
-Stealth Rock
-Trick Room
Jirachi--the pure utility Pokemon. Jirachi's main purpose on the team is sustain. The wishes passed by it provide me with easy switch ins to threats after Trick Room has been set up. Iron Head is usually used only in dire situations--when a little luck is necessary to be remove an important piece of the opponents team. Stealth Rock is often, surprisingly, not used. This is because of Jellicent, more on him later. Jirachi is the lead about half the team, with Jellicent sharing the lead the rest of the time. The EV's provide Jirachi with as much Special Bulk as possible. With the natural bulk of the Pokemon on the team, it's hard for the opponent to break this team fast enough to warrant his or her victory, and having a great Special Wall slows their attempts even more. As stated above, this difficulty is further increased by Jirachi's wish passing. If Jirachi gets off Trick Room a couple of times and dies sending a wish to his ally, he did his job perfectly. The Lum Berry might be a bit surprising, but Breloom is a huge problem for this team, and it helps if Jirachi is holding a Lum Berry to absorb a Spore if Breloom kills another member of the team. Pretty drastic measures to essentially check a single Pokemon, but so it must be.
--Reuniclus--
@ Life Orb
Trait: Magic Guard
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Spd / 0 Atk
-Psyshock
-Shadow Ball
-Focus Blast
-Trick Room
Reuniclus-- the Ace-In-the-Hole Pokemon. Reuniclus is, I think, the biggest wild card of the team. Team Preview is such a great thing, making it able to see if there's only one or two things that need to be removed before Reuniclus can sweep the rest of the team-- and this is often the case. In situations like that, Reuniclus is no longer a Trick Room setter, but instead an ace in the hole. He waits in his ball until his counters have been played around, and is able to come in on full health to wreak havoc to the other team. However, not every team is Reuniclus weak of course. When the other team doesn't have such an opening for me to exploit, Reuniclus is a standard Trick Room set-up sweeper. It sets up Trick Room and is more than willing to switch out if need be. Psyshock helps deal with special walls, as this team has many special attackers, and Focus Blast and Shadow Ball provide perfect coverage. Reuniclus really shines when the opponent is throwing around hazards, as well. Magic Guard is such a useful tool for setting up Trick Room when the opponents team relies hard upon the hazards dropping Pokemon into OHKO range for their team.
--Jellicent--
@ Leftovers
Trait: Water Absorb
EVs: 232 HP / 24 Def / 252 SAtk
Quiet Nature
IVs: 0 Atk / 0 Spd
-Trick Room
-Magic Coat
-Hydro Pump
-Giga Drain
Jellicent--the Scizor deterent Pokemon. Jellicent's excellent typing is really what finds him room on the team. The Ghost/Water typing, along with his bulk, provides very necessary checks to Scizor's STAB moves, as well as immunity to the ever-dangerous Super Power. Jellicent is a very tricky member of the team to use correctly, and often requires a lot of prediction--an example of this is against Sun Teams, where Jellicent can net a huge advantage against a badly predicting opponent. Against Sun Teams, I always lead with Jellicent. If they lead with a hazard setter, I use Magic Coat to steal their hazards, which gives me an advantage right off the bat. However, many people lead with Ninetails and, when they see Jellicent, try to use Solar Beam. I immediately switch to Tyranitar, making them be stuck charging their Solar Beam, losing their weather setter to a OHKO from Stone Edge, and putting the battle strongly in my favor. This is just one example of using Jellicent as bait, but it seems to happen all the time. Magic Coat is nigh invaluable on a Trick Room team, reflecting back that pesky taunt. With Jellicent's bulk, Taunt users generally won't be able to OHKO him before he can set up Trick Room after reflecting back their Taunt. Jellicent really is a glue that holds the team together. The EVs for Jellicent put him at a Leftovers number, while maxing Special Attack to help do some real damage to Scizor with Hydro Pump and dent Bulky Waters with Giga Drain.
--Porygon2--
@ Eviolite
Trait: Download
EVs: 224 HP / 32 SDef / 252 SAtk
Quiet Nature
IVs: 2 Atk / 30 SAtk / 2 Spd
-Ice Beam
-Thunderbolt
-Hidden Power [Fire]
-Trick Room
Porygon2--the Bulk Pokemon. Porygon2's main role is to take hard hits and set up Trick Room in dire situations. Even the strongest Outrages from unboosted Dragons don't OHKO Eviolite Porygon2. Additionally, Porygon2 can be used well to net a Special Attack boost in most matches, turning him into a fearsome sweeper. People don't run the 4 SpD EVs to prevent Genesect's Download boost anymore, which lets Porygon2 reap the rewards of being Under Used. BoltBeam+Fire coverage is very useful in today's metagame, and thanks to Tyranitar, Rain isn't always up, allowing Porygon2 and easier time with those weak to fire. the EVs allow for a Stealth Rock number, while the IVs ensure minimum speed and attack while maintaining HP Fire 70. Porygon2 isn't often a switch in, but instead is used as a revenge-setter for Trick Room, as not a lot other than very strong Fighting moves can take it out in one shot. As such, Porygon2 rarely receives Wishes from Jirachi, but nearly always gets his job done just the same.
--Conkeldurr--
@ Life Orb
Trait: Iron Fist
EVs: 252 Atk / 192 HP / 64 Def
Brave Nature
IVs: 0 Spd
-Drain Punch
-Ice Punch
-Mach Punch
-ThunderPunch
Conkeldurr--the threatening Pokemon. Conkeldurr's role is simple-- Kill as much as possible in 3 turns by using his amazing Attack and good coverage. The choice of Iron Fist over Sheer Force was very difficult for me, but I eventually decided to go with Iron Fist for the boost in Mach Punch's strength (after losing a battle to a Scizor who survived my Mach punch with 3% HP remaining). Iron Fist allows the use of Drain Punch over Hammer Arm, as well. Drain Punch provides a way to heal off some of the Life Orb recoil, and is also the reason why Conkeldurr's HP EVs aren't closer to being maxed. Lower HP means more percentage healing from Wishes and from Drain Punch, and 192 EVs leaves Conkeldurr at 399 HP-- a Stealth Rocks and Life Orb number. Ice Punch and Thunder Punch are used for the predicted Jellicent and Lati@s switch ins that are caught so often, as well as nailing any flying type that resists the fighting STAB. Conkeldurr is the most common receiver of Wishes, and is often the MVP of the team. his mammoth Attack stat, along with great coverage and every move boosted to 1.2x by Iron Fist make him fearsome indeed.
--Tyranitar--
@ Life Orb
Trait: Sand Stream
EVs: 252 Atk / 4 HP / 252 SAtk
Brave Nature
IVs: 0 Spd
-Crunch
-Fire Blast
-Ice Beam
-Stone Edge
Tyranitar--the answer to weather teams Pokemon. Tyranitar was placed on this team at the very start of the endeavor for a sole purpose--Not letting Rain and Sun have their way easily. Sand isn't especially great for this team, with two Pokemon receiving damage from it. However, Sand is less detrimental than allowing the opponents Pokemon to throw around 100% accurate Thunder's and one-turn Solar Beams. On top of this purpose, Tyranitar is an excellent mixed attacker. With access to Fire Blast and Ice Beam, many of the top threats in OU are OHKO'ed outright, and with Trick Room up, Tyranitar doesn't have to worry about the speed deficit that these threatening Pokemon often bring him, Crunch is to help deal with Ghost types, who otherwise more or less wreck this team, namely 3 attack Gengar. Stone Edge is a very questionable move for me, and Super Power has been strongly debated for me, but Stone Edge proves to be more useful, as it gets Ninetails in one hit, as well as not overlapping quite as much with Conkeldurr as Superpower would. the EVs maximize Tyranitar's attack power, which leaves him much more fragile than other Tyranitar often are, but it's a necessary cost. At the end of the day, Tyranitar keeps the more harmful weather away, and that's enough to warrant him a very valuable spot on the team.
Reference Section-- The Conclusion
The conclusion is the reference section, because no one will read it. Much like the references of scientific papers. Anyway, this team has been very successful for me, netting me an ACRE of 1985, going 20-3 on the ladder, and getting me to 85th place.
This is a very fun team to play, and as I said above, please use it. I'm not a great battler, and I suspect that someone can peak much higher than I did with this team. If you do, please let me know. I'd love to know this team is being used to its full potential. Thank you all for reading, luvdisc if you liked it (Fake luvdisc, luvdiscs are gone), and feel free to PM me if you ever want help building a Trick Room team.
Also, for those of you who may have noticed, these section headers don't have the decal on both sides because I was over the image limit.
Printed in Science Magazines-- The Export
Big Bang (Jirachi) @ Lum BerryTrait: Serene Grace
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature
IVs: 0 Spd
- Iron Head
- Wish
- Stealth Rock
- Trick Room
Relativity (Reuniclus) @ Life Orb
Trait: Magic Guard
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Spd / 0 Atk
- Psyshock
- Shadow Ball
- Focus Blast
- Trick Room
Gravitation (Jellicent) @ Leftovers
Trait: Water Absorb
EVs: 232 HP / 252 SAtk / 24 Def
Quiet Nature
IVs: 0 Atk / 0 Spd
- Trick Room
- Magic Coat
- Hydro Pump
- Giga Drain
Evolution (Porygon2) @ Eviolite
Trait: Download
EVs: 224 HP / 32 SDef / 252 SAtk
Quiet Nature
IVs: 2 Atk / 30 SAtk / 2 Spd
- Ice Beam
- Thunderbolt
- Hidden Power [Fire]
- Trick Room
String (Conkeldurr) @ Life Orb
Trait: Iron Fist
EVs: 252 Atk / 192 HP / 64 Def
Brave Nature
IVs: 0 Spd
- Drain Punch
- Ice Punch
- Mach Punch
- ThunderPunch
Higgs-Boson (Tyranitar) (F) @ Life Orb
Trait: Sand Stream
EVs: 252 Atk / 4 HP / 252 SAtk
Brave Nature
IVs: 0 Spd
- Crunch
- Fire Blast
- Ice Beam
- Stone Edge