Other Metagames Rate My Mono-Ghost Trickroom Team!


Crit Magnet (Sableye) @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Calm Mind
- Snarl
- Recover

Mega-Sableye is a staple in any mono-ghost team. It's bulk, versatility, and set-up ability all make it a useful asset. The reason that I run defensive in contrast to the usual specially defensive is because it is unexpected, yet still fairy useful. It can tank a hit that takes out 60% of his health, and then wisp, halving the attacker's attack stat, and recover back to health and continue to set up while having also crippled a physical attacker on the opposing team. Sable also fits well with the trick-room center because of his ~~grueling~~ natural slowness.

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Kobe (Hoopa) @ Life Orb
Ability: Magician
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psyshock
- Shadow Ball
- Focus Blast
- Trick Room

Without any speed, or a scarf, Hoopa can still be a very viable trickroom team member. It's max hp of 364 (Correct me if I'm wrong) makes Hoopa bulky enough to take most attacks that are not super effective against it, allowing it to set-up its own trick room or utilize the one that is already activated. Its attack maxes at 438, making it a very hard-hitter indeed. Hoopa's above moveset allows it to cover most 'mons and also provides a great check to steel. Below I have listed a few calcs for reference
- 252+ SpA Life Orb Hoopa Psyshock vs. 0 HP / 0 Def Volcarona: 296-348 (95.1 - 111.8%) -- 68.8% chance to OHKO
- 252+ SpA Life Orb Hoopa Focus Blast vs. 252 HP / 4 SpD Heatran: 395-465 (102.3 - 120.4%) -- guaranteed OHKO
- 252+ SpA Life Orb Hoopa Focus Blast vs. 252 HP / 252 SpD Heatran: 315-372 (81.6 - 96.3%) -- guaranteed 2HKO after Leftovers recovery
- 252+ SpA Life Orb Hoopa Focus Blast vs. 252 HP / 168 SpD Ferrothorn: 317-374 (90 - 106.2%) -- 37.5% chance to OHKO
-252+ SpA Life Orb Hoopa Shadow Ball vs. 4 HP / 0 SpD Excadrill: 296-348 (81.7 - 96.1%) -- guaranteed 2HKO



King Pringle (Jellicent) @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Scald
- Recover
- Toxic
- Trick Room

Jellicent is undisputed in it's specially defensive bulk within the ghost monotype. Very few teams can function without it, especially this one. Its annoyingly gigantic bulk and stall ability, make it a great trick room setter. TR can also allow Jelli to get a priority recover or a scald in.


Dey See Me Lurkin' (Golurk) @ Focus Sash
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
IVs: 0 Spe
- Dynamic Punch
- Stone Edge
- Earthquake
- Stealth Rock

Golurk serves as my rocks attacker. Focus sash is to prevent any surprise KO's and leave the field with no hazards set up. In conjunction with no guard, a nice attack stat, and its hard-hitting moves, Golurk can also serve as a nice attacking 'mon. Dynamic punch does the trick for most leads and can force switches as well.


Trevenant @ Sitrus Berry
Ability: Harvest
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Substitute
- Hone Claws
- Drain Punch
- Horn Leech

Trev is used primarily as a special defensive set up mon. He is capable of taking out nuisance 'mons such as Greninja and Tyranitar with both of his coverage moves. Drain punch combined with Sitrus/Harvest makes Trev a bulky and lasting mon, which is vital in trickroom teams.



Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sacred Sword
- Iron Head
- Shadow Claw
- Swords Dance

Doublade serves as my wallbreaker. Combined with eviolite, its awesome attack and defense stats allow it to shatter almost any physical wall. I keep doublade especially for Chansey because ~~I don't need a reason~~ it too proves to be annoying for my team, and ghost in general I believe.

- +2 252+ Atk Doublade Sacred Sword vs. 4 HP / 252+ Def Eviolite Chansey: 508-598 (79.1 - 93.1%) -- guaranteed 2HKO

Thanks so much for reading! I look forward to the constructive criticism.

-Jake
 
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maroon

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RMT & Mono Leader
Nice team JakeBevs, I just have a minor suggestion!

Chandelure > Trevanant
While having 6 pokemon on a trick room team that are slow seems like a good idea at first it becomes harder to keep trick room up. This is why I like to have one faster scarfed pokemon on the Trick Room teams.


Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball / Memento
- Trick / Memento

Chandelure not only makes your team less weak to Steel types one of the most prominent types in the metagame but also provides Grass type coverage through Energy Ball which previously only Trevanant had. Trick also allows you to cripple many annoying walls such as Klefki, Chansey, Porygon2 etc by passing them a Scarf which locks them into one move. Memento can be used over Trick or Energy Ball to be able to setup Trick Rooms easier.

Hope my rate has helped! :]
 
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Nice team JakeBevs, I just have a minor suggestion!

Chandelure > Trevanant
While having 6 pokemon on a trick room team that are slow seems like a good idea at first it becomes harder to keep trick room up. This is why I like to have one faster scarfed pokemon on the Trick Room teams.


Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball / Memento
- Trick / Memento

Chandelure not only makes your team less weak to Steel types one of the most prominent types in the metagame but also provides Grass type coverage through Energy Ball which previously only Trevanant had. Trick also allows you to cripple many annoying walls such as Klefki, Chansey, Porygon2 etc by passing them a Scarf which locks them into one move. Memento can be used over Trick or Energy Ball to be able to setup Trick Rooms easier.

Hope my rate has helped! :]
What would you replace then?
 

maroon

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RMT & Mono Leader
Take out jellicent and add Chandelure with that set.

There is also another option
To replace Doublade with Alolan Marowak and replace Trevanant with Scarfed Gengar. In my opinion Marowak does way more for Ghost than doublade ever will. In the secondary typing of fire which helps beat many things like Steel, Grass and Ice while also providing an eitger electric immunity or insanely strong stab with no recoil in Rock Head. While not using Scarf Chandelure but instead scarf gengar to get different coverage than Alolan Marowak and not double up on Fire weaknesses.

Crit Magnet (Sableye) @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Calm Mind
- Snarl
- Recover

Kobe (Hoopa) @ Life Orb
Ability: Magician
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psyshock
- Shadow Ball
- Focus Blast
- Trick Room

King Pringle (Jellicent) @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Scald
- Recover
- Toxic
- Trick Room

Dey See Me Lurkin' (Golurk) @ Focus Sash
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
IVs: 0 Spe
- Dynamic Punch
- Stone Edge
- Earthquake
- Stealth Rock

Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sacred Sword
- Iron Head
- Shadow Claw
- Swords Dance

Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball / Memento
- Trick / Memento


Or

Crit Magnet (Sableye) @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Calm Mind
- Snarl
- Recover

Kobe (Hoopa) @ Life Orb
Ability: Magician
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psyshock
- Shadow Ball
- Focus Blast
- Trick Room

King Pringle (Jellicent) @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Scald
- Recover
- Toxic
- Trick Room

Dey See Me Lurkin' (Golurk) @ Focus Sash
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
IVs: 0 Spe
- Dynamic Punch
- Stone Edge
- Earthquake
- Stealth Rock

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Sludge Wave
- Destiny Bond

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Swords Dance
- Shadow Bone
- Flare Blitz / Fire Punch
- Earthquake /Bonemerang
 
I think some of these changes will overlap with The Excadrill's, but whatever, my 3 main suggestions for this team are as follows....

Doublade ---> Alola-Marowak
Alola Marowak is a far more potent abuser of trick room with far stronger attacks and better offensive coverage in Fire / Ghost / Ground. Doublade may have better physical bulk, but lacks the offensive presence to be a threat in Trick Room. If you run Stealth Rocks on Alola-Wak, you also free up Golurk's teamslot to run, say, Mimikyu (a reliable TR setter and Dark-type check). Here's a set for Alola-Marowak that you can use.

Marowak-Alola @ Thick Club
Ability: Lightning Rod / Rock Head
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Flare Blitz / Fire Punch
- Shadow Bone
- Earthquake / Bonemerang
- Swords Dance / Stealth Rock

Trevenant ---> Gourgeist or Dhelmise
Trevenant is, to put it bluntly, not a very good pokemon. The other Grass/Ghost types, Gourgeist or Dhelmise, would contribute more to your team either as Trick Room setters or abusers. Gourgeist is a bulky defensive pivot who can force out offensive threats and create opportunities for Alola-Marowak or Hoopa to switch in. Dhelmise meanwhile is a strong choice band abuser and can offer Rapid Spin support to keep Rocks off the field for Alola-Marowak. Both are better options than Trevenant. Here are some sets...

Gourgeist-Super @ Colbur Berry
Ability: Frisk
EVs: 252 HP / 252 Def
Impish Nature
IVs: 0 Atk / 0 Spe
- Leech Seed
- Trick Room
- Seed Bomb
- Synthesis

Dhelmise @ Choice Band / Assault Vest
Ability: Steelworker
EVs: 252 HP / 252 Atk
Brave Nature
IVs: 0 Spe
- Power Whip
- Anchor Shot
- Rapid Spin
- Shadow Claw

Golurk ---> Choice Scarf Gengar or Swords Dance Mimikyu
Your team needs some kind of speed control and anti-set up tools, and since you're running Alola-Marowak for Stealth Rocks now you have the room to run either of these two sets to accomplish that Mimikyu has the benefit of helping break down Poison and Dark type teams (depending on item as well) while Gengar is a strong all-purpose revenge-killer. Here are the sets...

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Shadow Ball
- Dazzling Gleam
- Destiny Bond / Thunderbolt / Trick

Mimikyu @ Ghostium Z / Fairium Z
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Claw
- Shadow Sneak
- Play Rough


With all these changes, this is what your team should look like.

Crit Magnet (Sableye) @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Calm Mind
- Snarl
- Recover

Kobe (Hoopa) @ Life Orb
Ability: Magician
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psyshock
- Shadow Ball
- Focus Blast
- Trick Room

King Pringle (Jellicent) @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Scald
- Recover
- Toxic
- Trick Room

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Stealth Rock
- Shadow Bone
- Earthquake
- Flare Blitz

Gourgeist-Super @ Colbur Berry
Ability: Frisk
EVs: 252 HP / 252 Def
Impish Nature
IVs: 0 Atk / 0 Spe
- Leech Seed
- Trick Room
- Seed Bomb
- Synthesis

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Shadow Ball
- Dazzling Gleam
- Destiny Bond

Hope this rate helps.
 
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