Hey guys, so this is a Trick Room team I put together after watching worlds and deciding that Machamp was too fun to pass up having a test of :) I unfortunately hate Mega Charizard-Y with a passion so decided to try and change things up a bit. The basis of the team is simply to get Trick Room up and then hit hard with wide coverage. Here's how it's looking so far:
PurpleSpaceDuck (Cresselia) @ Mental Herb
Ability: Levitate
Level: 50
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Toxic
- Ice Beam
- Skill Swap
- Trick Room
Stolen from Mark McQuillan's team, EV's & IV's Guessed - It always leads, it always sets up trick room within 2 turns. The only time I can think it could fail would be against a Fake Out/Prankster-Taunt duo where the first turn you get Faked Out and Taunted, the mental herb gets used, and then you get Taunted again second turn. This has never happened yet but if you can think a way around this please let me know. I'm still not sold on Skill Swap, I don't think it complements the team as much without the Megazard-Y and I'm leaning more towards recovery in Moonlight right now.
GreenMuscle (Machamp) @ Sitrus Berry
Ability: No Guard
Level: 50
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Dynamic Punch
- Stone Edge
- Wide Guard
- Knock Off
Again, stolen from Mark McQuillan's World's team, EV's & IV's Guessed. No changes as the whole point of this team was to see how well this does. (Just to let you know, it's doing really well!!)
GreenDino (Nidoqueen) @ Life Orb
Ability: Sheer Force
Level: 50
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Ice Beam
- Thunderbolt
- Earth Power
- Sludge Bomb
Stolen from Bennett Piercy's US Nationals team. Changed the nature as I wanted minimum speed for TR. Swapped out Protect for Thunderbolt for more coverage - still in debate about whether to put protect back on there. It has the same role as in Bennett's team, just instead of it relying on tailwind, it uses TR instead. It often leads with Cress, it's bulky enough to take a couple super effective hits as it doesn't have investment in speed and usually takes down 2 pokes before it's time's up.
PurpleKid (Kangaskhan) @ Kangaskhanite
Ability: Scrappy
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Low Kick
- Return
- Sucker Punch
I'm using this as the Mega right now just because I love Mega-Kang as a sash breaker. As you can see by the moveset though it's quite similar to Machamp with the Fighting & Dark moves and I've only been bringing it when nothing else is really beneficial and the extra firepower/ability to break a sash could help.
PurpleBug (Volcarona) @ Leftovers
Ability: Flame Body
Level: 50
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Fiery Dance
- Bug Buzz
- Will-O-Wisp
- Protect
Used this a lot in different teams, usually with tailwind mind you, but this is a slow, harder hitting variant still with some bulk. I usually run this with Heat Wave as well but as this is the sole fire type attack on the team I didn't want to get walled by a Wide Guard next to a Scizor so chose single target instead.
KindOfPurpleCat (Sylveon) @ Pixie Plate
Ability: Pixilate
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Hyper Voice
- Shadow Ball
- Psyshock
- Protect
This is actually mashed up from a couple Worlds teams (I forget which ones now). Basically there to provide the fairy type mon everyone hates to see and the fairy type coverage everyone should have. Other attacks are usual coverage.
Below is a couple of team calculators I use when putting together teams to help you see how things are looking. The first is better for seeing type weakness and resistances, and the second is better for seeing attack coverage in comparison to what the team is weak against.
I know this shows Nidoking - I was tired when I did it :p
New Mega suggestions include:
Steelix (Steelix) @ Steelixite
Ability: Sand Force
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Rock Slide
- Gyro Ball
- Double Edge??
- Protect
Unfortunately this would mean more weaknesses to Water and Ground so Nidoqueen would probably have to be replaced, and with what I have no idea.
Mawile (Mawile) @ Mawileite
Ability: Huge Power
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Rock Slide
- Iron Head
- Play Rough??
- Protect
Again, due to the added ground weakness this would probably mean having to remove Nidoqueen, or perhaps replacing Sylveon with a ground immunity and shifting some movesets about a bit.
Swampert (Swampert) @ Swampertite
Ability: Swift Swim
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Rock Slide
- Waterfall
- Double Edge??
- Protect
Typing is decent, not really a fan of the x4 weakness but it can be played around, the ability is actually a hindrance though.
I feel like I'm going round in circles, any thoughts are appreciated :)
Thanks,
Garble
PurpleSpaceDuck (Cresselia) @ Mental Herb
Ability: Levitate
Level: 50
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Toxic
- Ice Beam
- Skill Swap
- Trick Room
Stolen from Mark McQuillan's team, EV's & IV's Guessed - It always leads, it always sets up trick room within 2 turns. The only time I can think it could fail would be against a Fake Out/Prankster-Taunt duo where the first turn you get Faked Out and Taunted, the mental herb gets used, and then you get Taunted again second turn. This has never happened yet but if you can think a way around this please let me know. I'm still not sold on Skill Swap, I don't think it complements the team as much without the Megazard-Y and I'm leaning more towards recovery in Moonlight right now.
GreenMuscle (Machamp) @ Sitrus Berry
Ability: No Guard
Level: 50
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Dynamic Punch
- Stone Edge
- Wide Guard
- Knock Off
Again, stolen from Mark McQuillan's World's team, EV's & IV's Guessed. No changes as the whole point of this team was to see how well this does. (Just to let you know, it's doing really well!!)
GreenDino (Nidoqueen) @ Life Orb
Ability: Sheer Force
Level: 50
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Ice Beam
- Thunderbolt
- Earth Power
- Sludge Bomb
Stolen from Bennett Piercy's US Nationals team. Changed the nature as I wanted minimum speed for TR. Swapped out Protect for Thunderbolt for more coverage - still in debate about whether to put protect back on there. It has the same role as in Bennett's team, just instead of it relying on tailwind, it uses TR instead. It often leads with Cress, it's bulky enough to take a couple super effective hits as it doesn't have investment in speed and usually takes down 2 pokes before it's time's up.
PurpleKid (Kangaskhan) @ Kangaskhanite
Ability: Scrappy
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Low Kick
- Return
- Sucker Punch
I'm using this as the Mega right now just because I love Mega-Kang as a sash breaker. As you can see by the moveset though it's quite similar to Machamp with the Fighting & Dark moves and I've only been bringing it when nothing else is really beneficial and the extra firepower/ability to break a sash could help.
PurpleBug (Volcarona) @ Leftovers
Ability: Flame Body
Level: 50
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Fiery Dance
- Bug Buzz
- Will-O-Wisp
- Protect
Used this a lot in different teams, usually with tailwind mind you, but this is a slow, harder hitting variant still with some bulk. I usually run this with Heat Wave as well but as this is the sole fire type attack on the team I didn't want to get walled by a Wide Guard next to a Scizor so chose single target instead.
KindOfPurpleCat (Sylveon) @ Pixie Plate
Ability: Pixilate
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Hyper Voice
- Shadow Ball
- Psyshock
- Protect
This is actually mashed up from a couple Worlds teams (I forget which ones now). Basically there to provide the fairy type mon everyone hates to see and the fairy type coverage everyone should have. Other attacks are usual coverage.
Below is a couple of team calculators I use when putting together teams to help you see how things are looking. The first is better for seeing type weakness and resistances, and the second is better for seeing attack coverage in comparison to what the team is weak against.
I know this shows Nidoking - I was tired when I did it :p
New Mega suggestions include:
Steelix (Steelix) @ Steelixite
Ability: Sand Force
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Rock Slide
- Gyro Ball
- Double Edge??
- Protect
Unfortunately this would mean more weaknesses to Water and Ground so Nidoqueen would probably have to be replaced, and with what I have no idea.
Mawile (Mawile) @ Mawileite
Ability: Huge Power
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Rock Slide
- Iron Head
- Play Rough??
- Protect
Again, due to the added ground weakness this would probably mean having to remove Nidoqueen, or perhaps replacing Sylveon with a ground immunity and shifting some movesets about a bit.
Swampert (Swampert) @ Swampertite
Ability: Swift Swim
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Rock Slide
- Waterfall
- Double Edge??
- Protect
Typing is decent, not really a fan of the x4 weakness but it can be played around, the ability is actually a hindrance though.
I feel like I'm going round in circles, any thoughts are appreciated :)
Thanks,
Garble
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