What’s up smogon! Ben here and I am here to welcome you to my first RMT. This team features a rather overlooked strategy that can very much be effective in todays metagame, and that happens to be trick room. While it does seem gimmicky to more experienced players, it is very anti-meta and is devastating if used in the right hands. Although I did happen to get #1 on the ladder with this team, that was after the ladder reset, so I believe saying I peaked #12 before it is much more meaningful http://tinypic.com/view.php?pic=6s9oax&s=5. I did not ladder on an alt, rather on my original account so it was considerably more difficult to say the least. Salutations aside, I’ve been waiting to RMT this team for quite a long time, so let me introduce you to… Trick Room or Treat! (terribad title I know please bear with me ;_;
Edit: A lot of people aren't a fan of the "peaked #12" so to get them off my dick, I'll just point out that i got #1 in ou current during lando-i suspect testing with a record of 55-4 and 1 tie with this team. A lot of great players were on atm so wouldn't mind at all having that score represent trick room's viability in ou. I BSed the rest of the matches in order to get reqs. So there now staph :I.
Smeargle @ Focus Sash
Trait: Own Tempo
EVs: 252 Spd
Timid Nature (+Spd, -Atk)
- Trick Room
- Spore
- Stealth Rock
- Destiny Bond
Although Smogon recommended the level 1 endeavor set for trick room teams, I found that particular set very lackluster. By using that set, Smeargle would get out sped by all of the major threats, get walled by ghosts and would usually end up as set-up fodder for a number of Pokémon such as SD Breloom and Substitute Gengar, so I created a sort of custom moveset for it. Trick Room allows me to turn the tables on my opponent in the speed department and sets up opportunities for my team to overpower the opposition. Spore is a free kill pretty much every game as it is able to put a pokemon out of commission for several turns, which is more than enough turns for me to set up. Stealth Rock on Smeargle may seem absurd at first glance as I do happen to have a Bronzong who can also serve perfectly well as a stealth rocker, but rocks are too important to pass up so early in the game, so it’s better off on a lead. Destiny Bond provides me with a safe switch-in after using Trick Room but more importantly, it allows me to take out pokemon that may pose a threat to my team. Unlike most leads, I try to save my Smeargle for later use as it proves to be invaluable death fodder.
Heatran @ Choice Specs
Trait: Flash Fire
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
IVs: 2 Atk / 30 Satk / 3 Spd
- Eruption
- Fire Blast
- Earth Power
- Hidden Power [Grass]
It was all over when the fire nation attacked. Who cares about OHKO clause when you have this monstrosity? Being tailor-made for Trick Room, this Heatran is a force to be reckoned with. Long story short, if your Tyranitar, Latias, phat pink blob, or bulky water is dead, you are just royally fucked. Specs Eruption basically annihilates almost everything in OU given a sun or flash fire boost and at full HP. Fire Blast is the next best thing you can spam when its health is below 83% as it outdamages Eruption at that point. Earth Power and HP grass provides nice overall coverage together as well. If you don’t believe any of this nonsense I spout of, these here damage calcs illustrate otherwise.
1. 252+ SpA Choice Specs Heatran Eruption vs. 0 HP / 0 SpD Infernape: 267-315 (91.12 - 107.5%) -- guaranteed OHKO after Stealth Rock
2. 252+ SpA Choice Specs Heatran Eruption vs. 4 HP / 0 SpD Haxorus: 270-318 (91.83 - 108.16%) -- guaranteed OHKO after Stealth Rock
3. 252+ SpA Choice Specs Heatran Eruption vs. 0 HP / 4 SpD Starmie: 229-270 (87.73 - 103.44%) -- guaranteed OHKO after Stealth Rock
4. 252+ SpA Choice Specs Heatran Eruption vs. 252 HP / 252+ SpD Hippowdon: 357-420 (85 - 100%) -- 43.75% chance to OHKO after Stealth Rock
5. 252+ SpA Choice Specs Heatran Eruption vs. 252 HP / 0 SpD Reuniclus: 462-544 (108.96 - 128.3%) -- guaranteed OHKO
6. 252+ SpA Choice Specs Heatran Eruption vs. 128 HP / 128+ SpD Conkeldurr: 439-517 (114.62 - 134.98%) -- guaranteed OHKO
7. 252+ SpA Choice Specs Heatran Eruption vs. 56 HP / 0 SpD Kyurem: 441-519 (108.88 - 128.14%) -- guaranteed OHKO
8. 252+ SpA Choice Specs Heatran Eruption vs. 4 HP / 0 SpD Keldeo in sun: 330-389 (101.85 - 120.06%) -- guaranteed OHKO
9. 252+ SpA Choice Specs Heatran Eruption vs. 4 HP / 0 SpD Terrakion in sun: 330-389 (101.85 - 120.06%) -- guaranteed OHKO
10. 252+ SpA Choice Specs Heatran Eruption vs. 4 HP / 0 SpD Hydreigon in sun: 330-389 (101.22 - 119.32%) -- guaranteed OHKO
11. 252+ SpA Choice Specs Heatran Eruption vs. 4 HP / 0 SpD Garchomp in sun: 386-454 (96.36 - 113.68%) -- guaranteed OHKO after Stealth Rock
12. 252+ SpA Choice Specs Heatran Eruption vs. 0 HP / 4 SpD Dragonite in sun: 301-355 (93.18 - 109.9%) -- guaranteed OHKO after Stealth Rock
13. 252+ SpA Choice Specs Heatran Eruption vs. 0 HP / 4 SpD Latios in sun: 277-327 (92.02 - 108.63%) -- guaranteed OHKO after Stealth Rock
14. 252+ SpA Choice Specs Heatran Eruption vs. 252 HP / 8 SpD Gyarados in sun: 300-353 (76.14 - 89.59%) -- guaranteed OHKO after Stealth Rock
2. 252+ SpA Choice Specs Heatran Eruption vs. 4 HP / 0 SpD Haxorus: 270-318 (91.83 - 108.16%) -- guaranteed OHKO after Stealth Rock
3. 252+ SpA Choice Specs Heatran Eruption vs. 0 HP / 4 SpD Starmie: 229-270 (87.73 - 103.44%) -- guaranteed OHKO after Stealth Rock
4. 252+ SpA Choice Specs Heatran Eruption vs. 252 HP / 252+ SpD Hippowdon: 357-420 (85 - 100%) -- 43.75% chance to OHKO after Stealth Rock
5. 252+ SpA Choice Specs Heatran Eruption vs. 252 HP / 0 SpD Reuniclus: 462-544 (108.96 - 128.3%) -- guaranteed OHKO
6. 252+ SpA Choice Specs Heatran Eruption vs. 128 HP / 128+ SpD Conkeldurr: 439-517 (114.62 - 134.98%) -- guaranteed OHKO
7. 252+ SpA Choice Specs Heatran Eruption vs. 56 HP / 0 SpD Kyurem: 441-519 (108.88 - 128.14%) -- guaranteed OHKO
8. 252+ SpA Choice Specs Heatran Eruption vs. 4 HP / 0 SpD Keldeo in sun: 330-389 (101.85 - 120.06%) -- guaranteed OHKO
9. 252+ SpA Choice Specs Heatran Eruption vs. 4 HP / 0 SpD Terrakion in sun: 330-389 (101.85 - 120.06%) -- guaranteed OHKO
10. 252+ SpA Choice Specs Heatran Eruption vs. 4 HP / 0 SpD Hydreigon in sun: 330-389 (101.22 - 119.32%) -- guaranteed OHKO
11. 252+ SpA Choice Specs Heatran Eruption vs. 4 HP / 0 SpD Garchomp in sun: 386-454 (96.36 - 113.68%) -- guaranteed OHKO after Stealth Rock
12. 252+ SpA Choice Specs Heatran Eruption vs. 0 HP / 4 SpD Dragonite in sun: 301-355 (93.18 - 109.9%) -- guaranteed OHKO after Stealth Rock
13. 252+ SpA Choice Specs Heatran Eruption vs. 0 HP / 4 SpD Latios in sun: 277-327 (92.02 - 108.63%) -- guaranteed OHKO after Stealth Rock
14. 252+ SpA Choice Specs Heatran Eruption vs. 252 HP / 8 SpD Gyarados in sun: 300-353 (76.14 - 89.59%) -- guaranteed OHKO after Stealth Rock
Porygon2 @ Eviolite
Trait: Download/Trace
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
IVs: 2 Atk / 30 Satk / 6 Spd
- Trick Room
- Tri Attack
- Thunderbolt
- Hidden Power [Fire]
P2 is one of the few viable Trick Room setters in OU, and for good reason. With Eviolite, P2 has exceptional bulk taking around 70% from a +1 Dragonite’s Outrage and can even live a Scarf Terrakion’s Close Combat after Stealth Rocks. P2’s ability to take random powerful hits is really appreciative on the team as I’m relying on being able to take a hit to set up. Not only this, but my particular set is more orientated to dish out damage. Either ability can be used, but I myself use Download as the difference in power is quite noticeable; but one cannot forget the defensive utility Trace can offer as it does save you in certain situations. Although they are both unreliable abilities at worst, I prefer download but trace is just as, if not even more viable.
Tri Attack gives me a reliable STAB move and dents a lot of things. Thunderbolt hits the bulky waters for massive damage. HP fire is put on over recover or ice beam to destroy common switch-ins to p2 such as Scizor, Ferrothorn, Magnezone, etc… and eliminates hazard setters with ease. I did think about slashing Ice Beam in there over Tri Attack solely for subroost Dragonite variants as they do cause my team some trouble, but I prefer being able to hit things like Mamoswine and Rotom W harder. Things that are hit by Ice Beam are usually 2hkoed by Tri Attack anyway so it’s not that big of an issue. The speed IVs allow me to out speed Foretress outside of trick room to guarantee I am faster then it because some variants run gyro ball which out speeds me under trick room and can set up more hazards.
Bronzong @ Normal Gem
Trait: Heatproof/Levitate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd)
IVs: 0 Spd
- Trick Room
- Earthquake
- Gyro Ball
- Explosion
I cannot even begin to imagine how many times Bronzong has carried the team on its back. It essentially is a great offensive/defensive pivot, reliable Trick Room setter, and counter/checks a lot of threats my team has trouble dealing with all in one (courtesy of its amazing typing, ability, and movepool). Either Heatproof or Levitate can be used, but I personally run Heatproof. This allows me to take on sun teams much easier without having to subject my Heatran to a Dugtrio the majority of the time, dragons with fire coverage, as well as opposing Heatran 1 on 1. But I am thinking of changing back to Levitate because a lot of players I played before know that I troll with Heatproof, so I can’t bluff it as well as I did in the past. Max attack to deal as much damage as possible and Earthquake and Gyro Ball have pretty good coverage together so wynaut. Explosion allows a safe switch into one of my abusers after I twisted the dimensions and despite the nerf, with a Normal Gem, Explosion is able to OHKO almost everything that doesn’t resist or is immune to. I tend to save it for a threat such as Volcarona, Reuniclus, Latias, etc…
Conkeldurr @ Life Orb
Trait: Iron Fist
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature (+Atk, -Spd)
IVs: 0 Spd
- Hammer Arm/Drain Punch
- Mach Punch
- ThunderPunch
- Ice Punch
One of the most underrated threats in this meta, Conkeldurr enters the field ready to bash heads open. With the Trick Room support, it’s one of the best sweepers in the game, no joke. As you may have noticed I run a rather unorthodox set, which is Iron Fist life orb. I won’t go too much into detail about this as Lavos Spawn has recently posted a similar set which can be seen here http://www.smogon.com/forums/showpost.php?p=4696768&postcount=179 (you should read this first if you have not already as it will make more sense later on). It is pretty much the same set, except I don’t mind the residual damage that life orb will chip away at me from using iron fist over sheer force because although this variant of Conkeldurr gets worn down rather quickly, the opposing side would have at least one or two pokemon fainted (three with careful prediction) before trick room wears off, which I find is an excellent bargain for 10% of its health. This is mainly because iron fist also boosts my fighting STABs in the form of Hammer Arm and Mach Punch which allows me to attain certain KOs and 2HKOs, which is the whole purpose of this team-similar to how standard hyper offense functions. Also, this team emphasizes safe switches, and since a Guts Conkeldurr with a status orb would not get its power boost until the end of the turn, I will not have the power boost I need in order to OHKO or 2HKO the opposing team, thus wasting another turn of trick room and possibly taking unnecessary damage as well.
The moveset should be self-explanatory. Hammer Arm over Drain Punch is the same reason why people run Hydro Pump over Surf on things like Keldeo, but missing a crucial Hammer Arm does cost me the game a number of times, as Conkeldurr is my main attacker. Drain Punch is a nice alternative as the latter is Iron Fist boosted as well and has a nice secondary effect in recovery, but I personally run Hammer Arm. Mach Punch for much needed priority, Thunderpunch to hit those bulky waters and Ice Punch to hit them dragons and whatnot. It should be stated that Hammer Arm is exactly twice as strong as thunder and ice punch, so it can ease a bit of prediction when choosing which move to go for in case the opponent decides to switch out or not. Conkeldurr is usually my primary win condition so I try to keep it as healthy as possible. Rather than just ramble on how destructive trick room Conkeldurr is in this current metagame, these here damage calcs should explain it better.
1. 252+Atk Life Orb Iron Fist Conkeldurr Hammer Arm vs. 252 HP / 252 Def+ Donphan: 48% - 57% (186 - 222 HP). Guaranteed 2HKO after Stealth Rock.
2. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) Ice Punch vs. 4 HP / 0 Def Multiscale Dragonite: 95% - 112% (308 - 364 HP). Guaranteed 2HKO. 78% chance to OHKO.
3. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) Hammer Arm vs. 252 HP / 240 Def Ferrothorn: 100% - 119% (354 - 420 HP). Guaranteed OHKO.
4. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) Hammer Arm vs. 252 HP / 240+ Def Leftovers Sturdy Forretress: 47% - 56% (169 - 199 HP). Guaranteed 2HKO after Stealth Rock.
5. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) Hammer Arm vs. 252 HP / 84+ Def Gastrodon: 76% - 90% (328 - 387 HP). Guaranteed 2HKO.
6. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) Ice Punch vs. 4 HP / 0 Def Gengar: 85% - 100% (223 - 263 HP). 81% chance to OHKO after Stealth Rock
7. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) Ice Punch vs. 252HP / 252+ Def Gliscor: 103% - 123% (368 - 436 HP). Guaranteed OHKO.
8. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) ThunderPunch vs. 252 HP / 252+ Def Jellicent: 65% - 78% (266 - 316 HP). Guaranteed 2HKO.
9. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) Hammer Arm vs. 248 HP / 0 Def Scizor (Neutral): 85% - 101% (295 - 348 HP). Guaranteed 2HKO. 81% chance to OHKO after Stealth Rock.
10. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) ThunderPunch vs. 252 HP / 252+ Def Skarmory (+Def): 50% - 59% (168 - 200 HP). Guaranteed 2HKO.
11. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) Hammer Arm vs. 248 HP / 0 Def Rotom W: 91% - 107% (277 - 328 HP). Guaranteed OHKO after Stealth Rock.
12. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) Hammer Arm vs. 252 HP / 252+ Def Eviolite Chansey: 111% - 131% (782 – 924 HP). Guaranteed OHKO.
2. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) Ice Punch vs. 4 HP / 0 Def Multiscale Dragonite: 95% - 112% (308 - 364 HP). Guaranteed 2HKO. 78% chance to OHKO.
3. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) Hammer Arm vs. 252 HP / 240 Def Ferrothorn: 100% - 119% (354 - 420 HP). Guaranteed OHKO.
4. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) Hammer Arm vs. 252 HP / 240+ Def Leftovers Sturdy Forretress: 47% - 56% (169 - 199 HP). Guaranteed 2HKO after Stealth Rock.
5. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) Hammer Arm vs. 252 HP / 84+ Def Gastrodon: 76% - 90% (328 - 387 HP). Guaranteed 2HKO.
6. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) Ice Punch vs. 4 HP / 0 Def Gengar: 85% - 100% (223 - 263 HP). 81% chance to OHKO after Stealth Rock
7. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) Ice Punch vs. 252HP / 252+ Def Gliscor: 103% - 123% (368 - 436 HP). Guaranteed OHKO.
8. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) ThunderPunch vs. 252 HP / 252+ Def Jellicent: 65% - 78% (266 - 316 HP). Guaranteed 2HKO.
9. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) Hammer Arm vs. 248 HP / 0 Def Scizor (Neutral): 85% - 101% (295 - 348 HP). Guaranteed 2HKO. 81% chance to OHKO after Stealth Rock.
10. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) ThunderPunch vs. 252 HP / 252+ Def Skarmory (+Def): 50% - 59% (168 - 200 HP). Guaranteed 2HKO.
11. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) Hammer Arm vs. 248 HP / 0 Def Rotom W: 91% - 107% (277 - 328 HP). Guaranteed OHKO after Stealth Rock.
12. 252+Atk Life Orb Iron Fist Conkeldurr (+Atk) Hammer Arm vs. 252 HP / 252+ Def Eviolite Chansey: 111% - 131% (782 – 924 HP). Guaranteed OHKO.
Cresselia (F) @ Heat Rock
Trait: Levitate
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature (+Def, -Spd)
IVs: 0 Spd
- Trick Room
- Lunar Dance
- Sunny Day
- Psychic
Pure utility and an all around great support pokemon. Cresselia is one of the best bulky Trick Room setters out there. Apart from its amazing bulk, the one move that separates Cresselia from any other Trick Room setters is Lunar Dance. After using Trick Room and with the team on its last legs, Cresselia can utilize a very fast Lunar Dance to bring a powerful sweeper back to life, with 3 turns of TR to spare. The usefulness of this move cannot be overemphasized since with Lunar Dance, I pretty much have one extra member over the opponent and can help a powerful sweeper get back from certain death, as I have no form of recovery on the team whatsoever. As a bonus, it gets the pokemon into the field safely and even acts before hazards.
In such a rain filled metagame and no water resists on the team, it is imperative to have a way to deal with such weather as well. Sunny Day easily patches up this problem as not only does it allow me to completely screw over rain as a whole, but this move is the only reason I can utilize Heatran to its fullest potential, since I can’t spam Eruption otherwise. Heat Rock is the item of choice in order to prolong Sunny Day turns and Psychic so I have a way to check threats such as breloom, conkeldurr, toxcroak, and gengar.
Threats:
Offensive
Sashzam: This is just annoying due to its sash. If I am able to break it without suffering to much while doing so, then I can easily dispose of it later on.
Techniloom: Lum and sash variants with Swords Dance get to my team the most. I can keep it at bay with Smeargle with destiny bond if they decide to bullet seed, but if my sash is broken after I put something to sleep; I immediately go for destiny bond in case it decides to switch in to mach punch me so I can pressure them to put me to sleep. After that I can set up rocks as I out speed and switch into Cresselia to threaten it with a Psychic. However, if it happens to get 4 or 5 hits with Bullet Seed at +2, it can OHKO my Cresselia and deal massive damage to the rest of my team. I can also go for trick room depending on the situation, but that means I have to worry about choosing potential sleep fodder later on in the match. If the opponent is smart enough to save their loom later in the match as they know it’s a threat to my team, it would be in my best interest to keep trick room up as long as possible so I won’t be vulnerable to it setting up all over in my face with Spore after the dimensions wear off. A well played Breloom can potentially sweep my team so I have to be wary of it.
Haxorus: Either Taunt or Dual Chop destroys my lead and combined with Swords Dance can just do substantial damage to my team. Lucky for me barely anyone uses it.
Specstoed: Since the team is weather less, people usually lead off with toed to bring up the rain asap. The only threatening set is the specs set, as it does ~75% to cress and p2 with hydro pump and kos everything else. This isn’t really a problem actually as I almost always can pull off a destiny bond on it and set up Sunny Day after. If it is scarfed or defensive, its much less threatening in which p2 can handle. Even if it scald burns me and breaks my sash, I know that it is a defensive set so I don’t have to worry too much. I don’t tend to spore a Politoed as I’d rather much have it dead then asleep. It is however a bit troublesome if it is not dead later in the game as I can’t win the weather war otherwise.
Leadterrak: This just basically screws over my lead with Taunt. I can predict around it at team preview and lead off with my Bronzong but if not, I have an early disadvantage in the battle.
Volcarona: If I don’t have rocks on the field it could pose a threat, especially if it has hp ground. Luckily I have a heatproof Bronzong in which I can explode with. Just got to make sure it doesn’t grab too much Quiver Dances.
Substitute
SubRoostDragonite: Got to make sure rocks are on the field to break its scale and can really only revenge kill it with Smeargle or Conkeldurr, Bronzong can explode on it if I’m lucky though.
SubGengar: Luckily this thing is really frail; otherwise it would be even more troublesome to take out. It’s able to stall out my Trick Room turns with sub and basically hit hard.
SubToxicGliscor: People usually lead off against my Smeargle with this to protect or set up a sub to prevent Spore. Unfortunately for them, I have destiny bond to deal with it. Levitate Bronzong or Trace P2 are also reliable counters to it, but I don’t run them :[ . If it has Taunt then it can’t pull toxic stalling shenanigans on me so that’s good.
Torment/SubToxic/Balloontran: Lucky for me that I have never seen this yet, but I would have to sacrifice my P2 to it in order to weaken it so I can revenge kill it after with anything else. Just got to wear this down as it does not have reliable recovery, but it does put a dent into my team. Heatran on a balloon is just pretty annoying as Bronzong and Heatran can’t eliminate it as efficiently.
SubRoostKyurem: This thing can pressure stall my Bronzong out of Gyro Ball’s, eliminate Heatran with Earth Power and deal massive amounts of damage to everything on my team. Just got to make sure it is not behind a sub.
SubCMLatias: If Bronzong is gone, I cannot fully counter this threat as only Conkeldurr and Smeargle can revenge kill it. Just can’t let this be behind a sub at all times.
Miscellaneous
Donphan: This is not necessarily a threat, more so a nuisance, as the fact that it can guarantee a spin is pretty annoying. This also has to be removed before Heatran can sweep as it out speeds me under Trick Room but I can deal with it the majority of the time.
Espeon: If I see in team preview, I normally lead off with Bronzong rather than Smeargle so I can Gyro Ball it, but if it manages to get up both screens, it would be a real pain as I would have to stall them out rather than attack head on as I would not be able to do nearly enough damage to my opponent as they would dish out much more on me.
Gothitelle: Trick is pretty annoying, and it also means I can’t pull off a Conkeldurr sweep as early as I would like to.
Hippowdon: Either the physically or specially defensive variants are troublesome as on one side Heatran can’t OHKO it if it is and Conkeldurr can’t 2hko it after lefties. Just got to figure out what kind it is and deal with it appropriately as it hinders their sweeps otherwise.
TR/CMReuniclus: Both the Trick Room as well as Calm Mind set are massive problems to this team. My best hope is to erupt on it with Heatran or explode on it with Bronzong as soon as possible.
Wobbuffet: This hinders a Conkeldurr sweep and I usually have to sacrifice one of my pokemon in order to bring this threat down.
Sashzam: This is just annoying due to its sash. If I am able to break it without suffering to much while doing so, then I can easily dispose of it later on.
Techniloom: Lum and sash variants with Swords Dance get to my team the most. I can keep it at bay with Smeargle with destiny bond if they decide to bullet seed, but if my sash is broken after I put something to sleep; I immediately go for destiny bond in case it decides to switch in to mach punch me so I can pressure them to put me to sleep. After that I can set up rocks as I out speed and switch into Cresselia to threaten it with a Psychic. However, if it happens to get 4 or 5 hits with Bullet Seed at +2, it can OHKO my Cresselia and deal massive damage to the rest of my team. I can also go for trick room depending on the situation, but that means I have to worry about choosing potential sleep fodder later on in the match. If the opponent is smart enough to save their loom later in the match as they know it’s a threat to my team, it would be in my best interest to keep trick room up as long as possible so I won’t be vulnerable to it setting up all over in my face with Spore after the dimensions wear off. A well played Breloom can potentially sweep my team so I have to be wary of it.
Haxorus: Either Taunt or Dual Chop destroys my lead and combined with Swords Dance can just do substantial damage to my team. Lucky for me barely anyone uses it.
Specstoed: Since the team is weather less, people usually lead off with toed to bring up the rain asap. The only threatening set is the specs set, as it does ~75% to cress and p2 with hydro pump and kos everything else. This isn’t really a problem actually as I almost always can pull off a destiny bond on it and set up Sunny Day after. If it is scarfed or defensive, its much less threatening in which p2 can handle. Even if it scald burns me and breaks my sash, I know that it is a defensive set so I don’t have to worry too much. I don’t tend to spore a Politoed as I’d rather much have it dead then asleep. It is however a bit troublesome if it is not dead later in the game as I can’t win the weather war otherwise.
Leadterrak: This just basically screws over my lead with Taunt. I can predict around it at team preview and lead off with my Bronzong but if not, I have an early disadvantage in the battle.
Volcarona: If I don’t have rocks on the field it could pose a threat, especially if it has hp ground. Luckily I have a heatproof Bronzong in which I can explode with. Just got to make sure it doesn’t grab too much Quiver Dances.
Substitute
SubRoostDragonite: Got to make sure rocks are on the field to break its scale and can really only revenge kill it with Smeargle or Conkeldurr, Bronzong can explode on it if I’m lucky though.
SubGengar: Luckily this thing is really frail; otherwise it would be even more troublesome to take out. It’s able to stall out my Trick Room turns with sub and basically hit hard.
SubToxicGliscor: People usually lead off against my Smeargle with this to protect or set up a sub to prevent Spore. Unfortunately for them, I have destiny bond to deal with it. Levitate Bronzong or Trace P2 are also reliable counters to it, but I don’t run them :[ . If it has Taunt then it can’t pull toxic stalling shenanigans on me so that’s good.
Torment/SubToxic/Balloontran: Lucky for me that I have never seen this yet, but I would have to sacrifice my P2 to it in order to weaken it so I can revenge kill it after with anything else. Just got to wear this down as it does not have reliable recovery, but it does put a dent into my team. Heatran on a balloon is just pretty annoying as Bronzong and Heatran can’t eliminate it as efficiently.
SubRoostKyurem: This thing can pressure stall my Bronzong out of Gyro Ball’s, eliminate Heatran with Earth Power and deal massive amounts of damage to everything on my team. Just got to make sure it is not behind a sub.
SubCMLatias: If Bronzong is gone, I cannot fully counter this threat as only Conkeldurr and Smeargle can revenge kill it. Just can’t let this be behind a sub at all times.
Miscellaneous
Donphan: This is not necessarily a threat, more so a nuisance, as the fact that it can guarantee a spin is pretty annoying. This also has to be removed before Heatran can sweep as it out speeds me under Trick Room but I can deal with it the majority of the time.
Espeon: If I see in team preview, I normally lead off with Bronzong rather than Smeargle so I can Gyro Ball it, but if it manages to get up both screens, it would be a real pain as I would have to stall them out rather than attack head on as I would not be able to do nearly enough damage to my opponent as they would dish out much more on me.
Gothitelle: Trick is pretty annoying, and it also means I can’t pull off a Conkeldurr sweep as early as I would like to.
Hippowdon: Either the physically or specially defensive variants are troublesome as on one side Heatran can’t OHKO it if it is and Conkeldurr can’t 2hko it after lefties. Just got to figure out what kind it is and deal with it appropriately as it hinders their sweeps otherwise.
TR/CMReuniclus: Both the Trick Room as well as Calm Mind set are massive problems to this team. My best hope is to erupt on it with Heatran or explode on it with Bronzong as soon as possible.
Wobbuffet: This hinders a Conkeldurr sweep and I usually have to sacrifice one of my pokemon in order to bring this threat down.
Conclusion
Despite the great success I had with this team, the team itself is far from perfect. It has trouble with some variants of stall, is very prediction-based and requires an adequate amount of experience to utilize. To be completely honest, I think it was the surprise factor that got me this far lol. All in all I found this team to be extremely fun to play with and am open to any changes that can be made. Also shoutouts to a few awesome people who i have come to know when playing with this team: iron manatee, miner0, lexie, qseasons, sugartheoutlaw, tng24, starline, da real osiris, goddess briyella, glassglaceon, pancakehat, piiiikachuuu, twelfth, fruitspunchsamurai, water tribe, foopossum, and chayse young. So with that guys I’m out of here, toodles! Luvdisc if u want.
Use it at your own risk >_>
Smeargle @ Focus Sash
Trait: Own Tempo
EVs: 252 Spd
Timid Nature
- Trick Room
- Spore
- Stealth Rock
- Destiny Bond
Heatran (M) @ Choice Specs
Trait: Flash Fire
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 2 Atk / 30 SAtk / 3 Spd
- Eruption
- Fire Blast
- Earth Power
- Hidden Power [Grass]
Porygon2 @ Eviolite
Trait: Download
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 2 Atk / 30 SAtk / 6 Spd
- Trick Room
- Tri Attack
- Thunderbolt
- Hidden Power [Fire]
Bronzong @ Normal Gem
Trait: Heatproof
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Trick Room
- Earthquake
- Gyro Ball
- Explosion
Conkeldurr (M) @ Life Orb
Trait: Iron Fist
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spd
- Hammer Arm
- Mach Punch
- ThunderPunch
- Ice Punch
Cresselia (F) @ Heat Rock
Trait: Levitate
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
IVs: 0 Spd
- Trick Room
- Lunar Dance
- Sunny Day
- Psychic
Trait: Own Tempo
EVs: 252 Spd
Timid Nature
- Trick Room
- Spore
- Stealth Rock
- Destiny Bond
Heatran (M) @ Choice Specs
Trait: Flash Fire
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 2 Atk / 30 SAtk / 3 Spd
- Eruption
- Fire Blast
- Earth Power
- Hidden Power [Grass]
Porygon2 @ Eviolite
Trait: Download
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 2 Atk / 30 SAtk / 6 Spd
- Trick Room
- Tri Attack
- Thunderbolt
- Hidden Power [Fire]
Bronzong @ Normal Gem
Trait: Heatproof
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Trick Room
- Earthquake
- Gyro Ball
- Explosion
Conkeldurr (M) @ Life Orb
Trait: Iron Fist
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spd
- Hammer Arm
- Mach Punch
- ThunderPunch
- Ice Punch
Cresselia (F) @ Heat Rock
Trait: Levitate
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
IVs: 0 Spd
- Trick Room
- Lunar Dance
- Sunny Day
- Psychic
Replays because this team looks pretty complicated to use so would help i think:
http://pokemonshowdown.com/replay/ou-17944105 rain offense with kidogo
http://pokemonshowdown.com/replay/ou-20035019 rain offense #2
http://pokemonshowdown.com/replay/ou-18501345 volturn dragmag shenanigans
http://pokemonshowdown.com/replay/ou-21416210 rain stall
http://pokemonshowdown.com/replay/ou-21470691 sand stall
http://pokemonshowdown.com/replay/ou-17410623 sand stall #2
http://pokemonshowdown.com/replay/ou-19479501 sun stall
http://pokemonshowdown.com/replay/ou-20000298 fun match against shofu :D sand offense