"You can't be gayer than this!" (peaked >1600 in late November)

At a glance

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For those who were excpecting something completely new I apologize, this is actually a remake of this other team I posted in early October http://www.smogon.com/forums/showthread.php?t=3473297. I've been working on an effective way to use trick room since September and this stuff I'm posting is probably the best result I ever achieved. This version is from late November, but I never made it public because I've been busy with university and I stopped playing until a few days ago. When I got back on PO I didn't hope this stuff (that peaked >1600 in November) could still be working, but after something like 30 battles I'v been surprised about the amazing winning streak I reached. Maybe I waited to much, but since it is still able to win I don't see any reason not to post.
Anyway, this team is built, just like the older version, around the concept of "Suicidial Trick Room". Since this amazing move lasts only 5 turns I realized the most effective way to use it was not to care about keeping your pokemons alive, but focusing on doing the highest amount of damages on the opponent's arsenal. Using moves like Explosion is in fact a safest way to launch powerful sweepers while spreading kills all around.
Anyway I kept 4 dudes intact from the "Glass Cannon" (that's why I won't waste many words in their introduction) while completely changing the last two slots for a better versatility. The result is a thougher team able to deal with almost everything in the game while imposing my playstall to the opponent. It is actually pretty hard to use forcing to few predetermined choices in many situations.
I hope you'll enjoy it, since in my opinion is one of the best Trick Rooms built so far. Have fun!


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Smeargle (F) @
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Trait: Own Tempo
EVs: 252 Spd [Lvl.1]
Jolly Nature (+Spd, -SAtk)
- Endeavor
- Trick Room
- Spore
- Dragon Rage​

My favorite leading option. If the opponent is lacking a taunter Smeargle pose me in a dominant position from the beginning. He is here to set the first Trick Room in the game with the aim to debilitate 1 (or even 2 when lucky) of the enemy's pokemon. Endeavor+Dragon Rage is the obvious choice to make a lvl.1 able to kill something. His frailty leaves me most of the time with 2-3 room turns left that Conkeldurr could use to kill someone else with the proper prediction skill.

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Victini @
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Trait: Victory Star
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd) [0 Speed IVs]
- V-create
- Trick Room
- Sunny Day
- Final Gambit
Victini is the most versatile member of the team. He is both a great sweeper and an excellent team player able to set Trick Room, cleaning weather and baiting gay stuff with Final Gambit while launching Conkeldurr. Also his V-Create is one of the most powerful moves in the game making him able to deal great damages even to fire resistors.
Here is some calculations:

V-create (sun) vs. 4/0 Latios: 96.35 - 113.24%
V-create (sun) vs. 4/252 Chansey: 109.03 - 128.5%
V-create (sun) vs. 4/252+ Chansey: 100 - 117.75%
V-create (sun) vs. 4/0 Rotom-W: 94.62 - 111.57%
V-create (sun) vs. 0/0 Dragonite (Multiscale broken): 78.01 - 91.95%
V-create (sun) vs. 0/0 Salamence: 87.91 - 103.32%
V-create (sun) vs. 248/216+ Jellicent: 55.83 - 66%


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Conkeldurr (M) @
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Trait: Sheer Force
EVs: 208 HP / 252 Atk / 48 Def
Brave Nature (+Atk, -Spd) [0 Speed IVs]
- Hammer Arm
- Ice Punch
- ThunderPunch
- Fire Punch​

Here is the star of the team. Conkeldurr under Trick Room is by far the greatest sweeper in the game, able to 1-2HKO almost everything in the game. Nothing but Cresselia and Reuniclus could deal with this dude.
Here some calculation to realize how powerful he is:

ThunderPunch vs 252HP/252Def Slowbro (+Def): 55% - 64%.
Fire Punch vs 252HP/252Def Skarmory (+Def): 54% - 64%
Ice Punch vs 252HP/0Def Latias (Neutral): 96% - 113%
Ice Punch vs 4HP/0Def Multiscale Dragonite (Neutral): 102% - 120%
Hammer Arm vs 112HP/0Def Rotom (Neutral): 85% - 101%
Fire Punch in Sun vs 252HP/252Def Jirachi (+Def): 85% - 100%
Ice Punch vs 252HP/244Def Hippowdon (+Def): 49% - 58%

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Bronzong @
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Trait: Levitate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd) [0 Speed IVs]
- Gyro Ball
- Trick Room
- Stealth Rock
- Explosion
Third trick roomer in the team. Bronzong is fucking useful: he can sponge damages from many opponents (Garchomp, Landorus and Mamoswine to name someone) and than set trick room while exploding in someone else's face. He was also the obvious choice to set stealth rocks in a team like this. Most of the time people tend to send their bulky waters on this dude who sets the kill leaving Crawdaunt able to spam waterfalls around.

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Celebi @
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Trait: Natural Cure
EVs: 240 HP / 252 SAtk / 16 SDef [0 Speed IVs]
Quiet Nature (+SAtk, -Spd)
- Leaf Storm
- Trick Room
- Healing Wish
- Psychic​

This dude is a "new" arrival in the team. I don't know why I didn't think about Celebi in the previous version. This dude solves togheter with Victini the Breloom problem of the "Glass Cannon", he adds a decent water resistance to the team and most of all he is able to switch in and set the Trick Room into threats I couldn't deal with previously like strong water attackers. Leaf Storm+Grass Gem make him set a kill in many non-grass resistors, but the main move of this dude is Healing Wish. In the late game it can be crucial to save the match launching Conkeldurr or Crawdaunt even when they are close to the death and restoring their health in order to start back with the killing process. Psychic is there to deal with fight types and to have a stabbed move to hit weakened opponents without wasting the gem.

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Crawdaunt (F) @
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Trait: Adaptability
EVs: 40 HP / 216 Atk / 252 SDef [0 Speed IVs]
Brave Nature (+Atk, -Spd)
- Waterfall
- Crunch
- Swords Dance
- Superpower​

This crab is here mainly to deal with Heatran, Chandelure and Reuniclus. He can turn into a deadly stall breaker after a Swords Dance maybe killing some dude Conkeldurr could struggle with. The Chople Berry is there to survive a +1 Focus Blast from Reuniclus while killing him with adaptability Crunch. Maybe he is not the deadliest sweeper ever but he is crucial to add some decent resistance to those named before who otherwise would have given me many troubles.​



That's the team, not much different from the older version, but those changes made this stuff working 10 times better than it used to and I felt like it was worth to make this version of public dominion. I really appreciate anyone's advice to improve this team even more, but I actually think I tried every single pokemon that could be played in a team with the concept of sacrifice (Cresselia, Solosis, Rampardos, Rhyperior, Chandelure and Scizor to name a few).
Hope you enjoyed it, and maybe you should give a Luvdisc if you liked my work :*

Here's the ETT for those who want to try it, don't forget to change the speed IVs and Smeargle level =)

Code:
Smeargle (F) @ Focus Sash
Trait: Own Tempo
EVs: 252 Spd
Jolly Nature (+Spd, -SAtk)
- Endeavor
- Trick Room
- Spore
- Dragon Rage

Victini @ Charcoal
Trait: Victory Star
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd)
- V-create
- Trick Room
- Sunny Day
- Final Gambit

Conkeldurr (M) @ Life Orb
Trait: Sheer Force
EVs: 208 HP / 252 Atk / 48 Def
Brave Nature (+Atk, -Spd)
- Hammer Arm
- Ice Punch
- ThunderPunch
- Fire Punch

Bronzong @ Normal Gem
Trait: Levitate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd)
- Gyro Ball
- Trick Room
- Stealth Rock
- Explosion

Celebi @ Grass Gem
Trait: Natural Cure
EVs: 240 HP / 252 SAtk / 16 SDef
Quiet Nature (+SAtk, -Spd)
- Leaf Storm
- Trick Room
- Healing Wish
- Psychic

Crawdaunt (F) @ Chople Berry
Trait: Adaptability
EVs: 40 HP / 216 Atk / 252 SDef
Brave Nature (+Atk, -Spd)
- Waterfall
- Crunch
- Swords Dance
- Superpower
 
Hay Phetto! :happybrain:


Woaahhh, this team is amazing!

Everything in your team can easly ohko a pokémon after setting on the trick room, and this is really a cool thing.

Smearle can have some problems with sand teams, which destroys his sash and take it down, and you can chose: put a pokemon on sleep, setting the trick room or deal a lot of damage? And that's cool because everything you chose can be very helpful for the team. I tried this team a few times, it's really fun to play with this!

Celebi really surprised me. It can also surprise kill someone, and that's really good xD, but trick room + healing wish is a cool combo. The problem of troom sweepers is their longevity, they can wreak havoc in opponent's team for few turns, but after this, they are pretty usefull. With healing wish you can give to Conkeldurr a free bonus ride for the mighty rollercoaster of death (+_+)

Let's think about the sweepers of the team!

Lol, the first time I saw crawdaunt in this team I laughed, but it's incredible how it fills the team, takin' down the people that Conkeldurr doesn't hit.

I think that's no fix I can suggest to you, but I found a little weakness: steel defensive types can be pretty annoying. Protecting steels like Ferrothorn, Jirachi and Heatran can stall out your trick room and deal with Celebi and Bronzong without problems (and sometimes Crawdawnt...). You have Victini and Conkeldurr to take them down easly, but Victini can't be used to much (you'll play with srocks on your side in a lot of matches), and a defensive core of Heatran, Amonguss and Starmie + Sand, seen a lot of times on many sand teams can just put you on serious trouble. Most of defensive team can destroy easly a trick room team, but with your various ways to kill (Final Gambit, grass gem leaf storm, normal gem explosion, endeavor) you can do something.

Ferrothorn outspeeds your crawdaunt in the trick room, and his power whip is deadly.
If you want to be able to hit it when you can't send Conkeldurr or Victini, you can use this spread to avoid the OHKO of power whip without losing power, being capable to take a CB superpower from Tyranitar without dying (CB ttar can be threatening against this team) and other physical stuff.

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Crawdaunt (F) @ Chople Berry
Trait: Adaptability
Evs: 248 HP / 208 Atk / 20 Def / 32 SDef
Brave Nature (+Atk, -Spd)
- Waterfall
- Crunch
- Swords Dance
- Superpower



And this is a liiiiiiiiittle, but very little thing you can do to "fix" this team xD.


OR YOU CAN JUST PUT THIS MACHINE OF DOOMSDAY HERE

instead of Crawdaunt

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Keldeo @ Life Orb
Trait: Justified
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Secret Sword
- Hidden Power [Ghost]
- Calm Mind


this thing really destroys the stall, even sdef celebi takes >50 from hp ghost (and I think that with your team you can do some damage to everything before unleashing this). He doesn't abuse of the trick room, but I think it can be good instead of crawdaunt.

Don't be afraid of reuniclus, you can do a lot of damage to him with every member of the team, and with the rain or a calm mind you can ohko it

Hydro Pump +1/Rain vs Reuniclus

356 Atk (+1) VS 206 Def and 404 HP (120 Base Power): 436 - 513 (107.92% - 126.98%)

with this you can have problems with lati@s, it's your choice xD

Oh, there's another guy that can give you some help against latwins and reunicluses

IT'S SNORLAX, DUDEZ

Snorlax (F) @ Dark Gem
Trait: Thick Fat
EVs: 72 HP / 252 Atk / 40 Def / 144 SDef
Brave Nature (+Atk, -Spd)
- Crunch
- Superpower
- Return
- Pursuit


With this buddy you can keep high the originality of the team xD, and you can smash down the reunicluses and latwins (or starmie). With thick fat you have a fire/ice resistor, just like crawdaunt, allowing you to taking down victinis and celebis

and you know, an opponent victini can make a kill every time he comes, but this snorlax can take a banded v-create under the sun without being ohkoed


Yea, give it a try if you want xD


see ya, GJ and GL!
 
Hi Phetto!

As a TR lover I must say your team is AWESOME, really. I guess that more than 1k views and only 1 rate means that you have made a great team and there are almost no flaws.

After reading the rate from LittleBigPlanet2 I agree with what he says, you have a minor flaw against defensive Steel types. I think that you can try changing your Crawdaunt set to see if there's a better option or maybe trying Snorlax's set from LBP2, but defenitly dont use that Keldeo set on your team unless you want to change it to a Scarfer for when TR is not up (but that doesn't fit your team style.

I really don't have any suggestion besides that, seeing that a minor change would completely destroy this team.

I LOVE THIS TEAM!

Luvdisc'd
 
Hey there!

I can see a small weakness to Sun there. I consider the Snorlax idea very good, but there is another option: Eruption Heatran, who could replace your Victini. This is the set:

Heatran @ Leftovers/Air Balloon/Choice Specs
Trait: Flash Fire
EVs: 252 HP / 252 SAtk / 4 SDef
IVs: 0 Spe
Quiet nature (+SAtk, -Spe)
- Eruption
- Fire Blast / Magma Storm
- Earth Power / SolarBeam
- Hidden Power [Ice] / Sunny Day

While it doesn't set up Trick Room, Heatran's typing and ability sure has a lot more utility than Victini's. You still have 3 TR setters anyway. It loves the presence of Celebi on your team even more, as well as not having to tank the Hurricanes and Dragon-type moves thanks to Bronzong. Also, coverage.

Like Jony2D said, there's not much to suggest. Good luck!
 
@lbp2: Actually I don't struggle against steel types beside those carrying Protect. When they cannot stall out the remaining Trick Room turns there are not many issues to take them down... the only exception is Heatran that, when played correctly, could be such a pain in the ass: that's why I use final gambit on Victini for an effective bait-kill, when Crawdaunt or Conky cannot find a way to hit him. Snorlax could really be a great asset to deal both with Chandelure and Heatran, I Should try it.

@JGS: I've been using Eruptran for a while, but seriously, it isn't as cool as it seems on paper... He struggles to hazards losing the powerful stab in a couple of switches. Anyway the sun problem doesn't exist in my opinion (the Genesect ban has been pretty cool for the team), Conkeldurr destroys most common sun teams on its own, and so does Victini when the opponent isn't carrying Heatran. The only effective way to run Heatran under TR is pairing him together with Jelly, but there is no space left here. Anyway thanks for the suggestion.

@jony2d: Just thank you for the appreciation =)
 
Thought I'd say I love this team! I've seen this on the ladder during gene suspects on Smogon (on PO sinulator... I was always MVP Dragon at that time), and I always struggled to beat this (I won less than I lost tbh... XD, but I'm TR weak so :P)

Congrats on such a great team! My only concern is the liability Crawdaunt might bring. Why not test out SD Scizor, I'd explain why but iPod so just think about both jobs and think in which is best! GL to you sit =P
 
The latest version before this one was carrying SDZor over Crawdaunt, and tbh it use to hit like a truck =) But when I realized Hetran and Chandelure could have been a problem I opted for the ChopleCrab, which was the only thing that could still be a great sweeper, able to deal with Reuniclus while solving my problems... Of course It doesn't have the massive attack power Scizor has, and most of all it lacks the priority, but Crawdaunt is there just for fire types. Thanks anyway =)
 
If you ran Drain Punch on Conk, Trab wouldn't be a big issue. Chandy would be, buts its SR weak, but yeah I see watcha mean. Love the team regardless, and tbh I hope I never see it again :} (it's really hard to beat with heavy offense!)

I also go by faire dust on PO so maybe we'll battle sometime lol xd
 
Hey Phetto!

This team is really unique and I can see it being effective despite half of it not even being OU! To keep up with the current metagame, though, I want to recommend a few options you can take to stay up to par. For one, this team can't handle Deoxys-D at all as they can Taunt every member of your team from turn 1--this will allow your opponent to switch into the appropriate counter once they get all their hazards up without worrying about Trick Room. Hazards are a huge pain as well since your sweepers have to switch in and out to keep Trick Room up. Since Smeargle seems to be "the" designated lead, I highly recommend replacing Dragon Rage with Magic Coat. Magic Coat 100% shuts down the most common Deo-D sets and ensures you'll always get that crucial early game Trick Room. I assume the ideal beginning of a game goes something like Trick Room > Spore > Endeavor the switch > Dragon Rage > Endeavor the new switch, but it seems a bit inconsistent and can be shut down easily, especially with Taunt. Doubtless, you'll still get an Endeavor off on the Taunter, but this way with Magic Coat, you'll be able to at least Spore, Trick Room, and Endeavor most of the time.

Another concern I have is, in general, powerful setup sweepers. If Trick Room isn't up, they can outspeed and possibly OHKO your entire team and you can't really do anything about it. Since everything's designed to function in Trick Room, they all have a ton of HP investment, so in reality, they can live a lot of hits and get Trick Room up--but sweepers that deal SE damage on every member can really be massive headaches. With prior damage on Bronzong, SD Toxicroak can set up and proceed to OHKO everything if they predict correctly. Nasty Plot Thundurus-T literally runs over everything, no prior damage needed, at +2. Even though this is a Trick Room team, I definitely think you should be running a Scarfer to outspeed and remove dangerous Pokemon. Crawdaunt seems the most replaceable, and since you have trouble with Hetaran, Chandy, and Reuniclus without him, I'd recommend replacing him with a Scarf Landorus. Although it may seem like a very odd choice, especially outside of a sand team, I definitely think it'll benefit you. It can revenge kill Volcarona even at +1, which also flat out sweeps you. Thundurus-T will die to a Stone Edge and Toxicroak can't even OHKO with a +2 Sucker Punch. Dragonite is more easily revenge killed as well. Here's the set:
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(M) @ Choice Scarf
Trait: Sand Force
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Earthquake
- Hidden Power [Ice]
- Stone Edge
- U-turn

If you don't like Scarf Landorus, you could also try a Scarf Terrakion. Those two revenge kill similar Pokemon, but Terrakion resists ExtremeSpeed (Lucario & Dragonite) and outspeeds many more things (Scarf Garchomp, Adamant Dog in sand, & speed ties with Keldeo or other Terrakion). The only deterrent, though, is that it's OHKOd by Reuniclus, which you mentioned was a threat. Landorus can live a Life Orb Psychic, but it still can't OHKO it back. I'd recommend this specific set:
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@ Choice Scarf
Trait: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
- Earthquake / Zen Headbutt (very team specific)
- X-Scissor
*Earthquake is very useful against Toxicroak. You could substitute it with Zen Headbutt to always OHKO 252 HP variants. It also hits Breloom, Amoonguss, Tentacruel, and Keldeo.

That's all I have to offer at the moment. I may add more if I come back and spot a new problem. You crafted a really cool team. Props on being so creative! Good luck in your future endeavors~

Summary of Changes

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    • change Dragon Rage to Magic Coat
  • 342.png
    • change to
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      645.png
      or
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      639.png
 
@Gimmick: Tbh you're not the first one telling me of this phantomatic weakness to Deoxys-D, but actually I think I never lost because him. Just like you said Smeargle is the designated lead most of the time, and Deo-d is forced to taunt him not to let me setup my strategy, that's why I use to open with an endeavor against him and then using Dragon Rage on the second turn. The result of this is Deo-d can setup just SR (maybe an additional layer of spikes against a smart opponent) dying to Smeargle that keeps intact is focus sash and can debilitate one more pokemon with a second endeavor (maybe even 2, if taunt ends soon enough to spore/use TR before sash breaks).

Thundurs-T Plotter is actually a pain in the ass for the team, that's true, I never noticed that 'cause, thanks god, that juggernaut has not that big usage. The only way I suppose I could deal with it is to avoid his setup even if it might cost me to sacrifice one member of the team. Victini, Celebi, Conkeldurr(I'm not that sure about him) and Bronzong are all able to take a non-plotted hit and they all have a way to TR on him or set the OHKO.

Toxicroak have to rely on its Sucker Punch in order to kill Victini, that's why I could setup the TR damageless on him in order to start back my strategy, giving me many ways to revenge kill the frog. Also Toxicroak cannot setup on anything but Crawdaunt, since it takes huge damages from barely everyone else in the team.

The thing that makes this team work is that it is still able to close the match in something like 15-20 turns. That's why I'm pretty sure that sacrificing the proper team member in order to avoid deadly setups is the real key for the win. It just takes 2 or 3 TRs max to completely rape most of the teams in the actual metagame, that's why I'm not that confident to add things like scarfers that could be useless most of the time. In fact the effective why to use this team is to find a way to always have TR, even if it costs me to lose a teammate. Thanks anyway for the suggestions =)
 
Yeah, sometimes rating out-of-the-ordinary teams can be difficult because it often depends on the person and the team's playstyle. I apologize that I didn't test it first since I based it off of the times that I played you on ladder. I do have a question, though. How do you deal with Volcarona? It doesn't need any boosts to OHKO 5/6 of your team, while at +1 w/ a Life Orb, it just flat out wins. Do you sack a member and then go into Victini every time it comes in when Trick Room runs out? I was thinking this over and trying to keep the synergy you prefer, and the only thing I could come up with was trying out Heatproof on Bronzong. At first glance, this probably seems pretty stupid since it's a premier Landorus check, but you can play around its Earth Powers since most people think it has Levitate to begin with. As long as you don't switch into Earth Power (or Spikes) or get hit by a fire move, Heatproof will stay hidden and your opponent won't instinctively EP Bronzong. It'll also allow you to nab a surprise OHKO on Volcarona if it comes in, which can benefit the team greatly.

Another suggestion I forgot to mention when typing up my 1st rate was to replace Fire Punch with either Mach Punch or Earthquake on Conkeldurr. Earthquake allows you to OHKO Toxicroak, which can otherwise Drain Punch or Swords Dance depending on the situation. It'll also help you immensely with your Chandelure problem since it gives Conk a way to straight up OHKO it. Mach Punch, on the other hand, is a move I found to be extremely useful in Trick Room. Trick Room won't always be up throughout the battle, making strong priority pretty valuable, especially against SD Terrakion who can OHKO just about everything on this team at +2, even more-so with hazard support. Fire Punch literally only gives extra (important) coverage against Scizor and Jirachi (and Jirachi is already 2HKO'd by Fire Punch and Hammer Arm anyway.

Those were the things that were bothering me by the end of my previous rate lol. I finally remembered them.
 
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