Kenniaran Trick Room [OU RMT]

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INTRODUCTION

So me and Kennisiou decided we wanted to try our hand at a cooperative Trick Room team. After going through about 10 different theorymon based incarnations it became a team to test with, and so we did. While we were testing, despite it winning all but 3 games out of over 30 (two of which were losses to hax), we noticed particular weaknesses in the team and sought to improve upon it. And so we did. After the main change (replacing Breloom with Machamp), this team has been undefeated in 10 battles, and just recently we re-altered Machamp's set to help us more against our main weaknesses. As such we felt we could confidently post this team as a successful one.

There were a few main thoughts that went into the team selection process-- First off, we wanted to avoid using Pokemon like Clamperl and Marowak who only function well within Trick Room, since we know that it's impossible to keep Trick Room up at all times. Next we wanted Pokemon that could benefit from not needing to invest in Speed, as it would free up the ability to invest in bulk. Other than that we only knew we were going to use Cresselia as the Dual Screen Lunar Dance Trick Room set is fantastic for preparing sweepers to finish opposing teams once they've been weakened. From there we made a large list of Pokemon that fit the sweeping criteria we were looking for as well as Pokemon who could set up Trick Room. Eventually we whittled it down to the team you see below.

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TYPE CHART

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AT A GLANCE

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A CLOSER LOOK
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Jirachi @ Occa Berry
  • Serene Grace
  • 252 HP | 252 Atk | 6 SpDef // 0 Spe IVs
  • Brave Nature [+Attack, -Speed]
  • Moveset:
    • Iron Head - Jirachi's fantastic STAB move has further usage on this team, allowing it to outrun Pokemon it never could before, like Scarf Latias or +1 DD Mence (without risking a speed tie) for Flinch chance and damage.
    • Stealth Rock - A staple for any team, Stealth Rock appears on Jirachi's set to damage those swapping and for early set up of the Entry Hazard.
    • Fire Punch - This move is primarily for use against Scizor, but is also used against other Steel types for damage. The 20% burn chance when factoring Serene Grace isn't bad, either.
    • Trick Room - Obviously the theme of the team, Jirachi's set isn't complete without Trick Room. Jirachi is our initial setter, allowing us to start the game off ahead in the speed game starting turn 2.

    .....
  • Why this Pokemon?:
    We needed a Pokemon who could both Rock and set Trick Room. Essentially there were Jirachi and Bronzong to choose from; sure, Claydol can do both but an additional Steel type was something else we were looking for. We opted for Jirachi as having Cresslia on our team gave us enough Taunt bait. It also happens that very few leads would Taunt Jirachi turn one, either fearing being outsped for set up anyway, for fear of a Trick Scarf, or simply fearing an Iron Head. Thus, Jirachi was chosen.
    .....
  • EVs & Nature:
    • 252 Attack and the Brave nature maximize Jirachi's damage dealing capacity while also lowering it's speed to the lowest possible level for use after Trick Room
    • 252 HP maximizes Jirachi's overall bulk allowing it to take many more hits before succumbing
    • 6 Special Defense is mostly filler, but it placed in Special Defense to allow Jirachi to take Fire moves weakened by Occa and resisted special moves like Ice Beam or Draco Meteor more effectively

    .....
  • Considered Changes
    Nothing at the moment.
    .....
  • Lead Manuveurs:
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      Metagross: First Stealth Rock, then Trick Room, then switch to Machamp or Fire Punch as appropriate.
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      Azelf: Trick Room then Stealth Rock, then Iron Head or switch as appropriate.
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      Jirachi: Stealth Rock then Trick Room. Switch or Fire Punch as appropriate.
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      Swampert: Stealth Rock then switch to Gallade or Machamp as soon as appropriate. If switching to Machamp, try to TR first. This lead is trouble.
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      Aerodactyl: Trick room then SR. Iron head or switch as appropriate.
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      Infernape: Trick room then SR. After this, you're usually dead, but if not you switch to Tar.
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      Hippowdon: SR then Trick Room. Switch to Machamp as appropriate. Generally, this lead can be trouble.
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      Bronzong: SR then Trick Room. If put to sleep, go to Cresselia and let her set up Trick Room.
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      Ninjask: SR then Trick Room, then Iron Head as appropriate to break the Sub.
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      Tyranitar: SR then Iron Head as appropriate. Set up Trick Room after he's left or dead if possible.


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Cresselia @ Light Clay
  • Levitate
  • 252 HP | 6 Def | 252 Spe
  • Timid Nature [+Speed, -Attack]
  • Moveset:
    • Reflect - The first move of Dual Screen and often the more important of the two to this team, keeping stray Earthquakes and priority moves from killing Tyranitar or Gallade.
    • Light Screen - The second move of Dual Screen and of less overall importance, but still quite nice to have on a team that invests a lot in bulk.
    • Trick Room - Cresselia is the main mid-game setter of Trick Room and has been the most effective setter in ths team overall.
    • Lunar Dance - CResselia's signature move which many seem to miss is Lunar Dance. This move totally revives a Pokemon that is swapped to on the turn Cresslia uses it after they come in (this means it also heals EH damage).

    .....
  • Why this Pokemon?:
    Cresselia was picked for a variety of reasons, not the least of which was that it's simply a great Trick Room and Screen setter. It's bulky, most Taunt users are afraid to come in due to it's most common moves being Super Effective, and by the time they realize that it doesn't carry said moves it's already at least half set up. Cress is just great here and is the unsung hero of this team time and time again.
    .....
  • EVs & Nature:
    • 252 Speed and Timid might seem strange on a Trick Room team, but the idea here is to make use of Cresslia's respecable 85 base speed and take an incoming hit before Lunar Dance activates under Trick Room. This allows Cress, who dies anyway to Lunar Dance, to take the damage in place of the incoming Pokemon, letting the incoming Pokemon start off truly fresh
    • 252 HP is to maximize overall bulk
    • 6 Defense is to allowing a minor increase in the hit taking ability of Cresselia, but is mostly filler

    .....
  • Considered Changes
    Nothing at the moment.


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Gallade @ Muscle Band
  • Steadfast
  • 8 HP | 252 Atk | 250 Def // 0 Spe IVs
  • Brave Nature [+Attack, -Speed]
  • Moveset:
    • Close Combat - Gallade's primary attacking move, a 120 base power STAB move is never a bad thing, especially coming off of Gallade's impressive 125 base Attack.
    • Night Slash - A move that, paired with Close Combat, gives Gallade nearly perfect coverage (missing out on it due to Toxicroak and Heracross). Also allows Gallade to work through Rotom-A appearances.
    • Stone Edge - Another coverage move on Gallade, this is used for your flying types like Salamence and Gyarados who like to occasionally come in on Fighting types' STAB moves.
    • Trick Room - This move makes Gallade our third and final setter, primarily used during the end game and only when needed, which it rarely is.

    .....
  • Why this Pokemon?:
    Gallade was something I was sceptical of at first, but after playing with it I must say Gallade in Trick Room really is about as beastly as it gets. Not only does it appreciate not having to invest in it's speed, as this frees up EVs to place into bulk, but it also loves to be under Screens and can sweep as well as reset the Trick Room as needed.
    .....
  • EVs & Nature:
    • 252 Attack and a Brave nature give Gallade its maximum damage dealing capacity while retaining it's low speed value
    • 8 HP keeps Gallade's HP odd
    • 240 Defense maximizes Gallade's defensive capabilities once the other two EV values hve been set

    .....
  • Considered Changes
    • Leaf Blade > Night Slash to better deal with Swampert
    • Ice Punch > Stone Edge to better deal with Gliscor and more reliably killed Dragons (as we have two other Stone Edge users anyway)



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Machamp @ Chesto Berry
  • No Guard
  • 240 HP | 252 Atk | 18 SpDef // 0 Spe IVs
  • Brave Nature [+Attack, -Speed]
  • Moveset:
    • Dynamicpunch - Machamp's STAB and the move that makes him so dangerous. 100% accuracy 100 Base Power move with auto confusion attached is just plain sexy.
    • Stone Edge - Machamp's best coverage move, hitting everything that resists Dynamic Punch for at least neutral damage.
    • Foresight - An interesting addition to Machamp's set that makes up for the uselessness of Payback in Trick Room (due to MAchamp actually being fast in it), this move allows Machamp to hit Pokemon like Rotom-A with his STAB Dynamicpunch.
    • Rest - This move on Machamp makes him a more effective Rotom-A, Tar, and Heatran counter, being able to Rest of any damage or status he may aquire while facing those threats and others.

    .....
  • Why this Pokemon?:
    Machamp is another great Trick room abuser, making even those that could otherwise be difficult to deal with unable to for sure counter the strategy of this team, due to Dynamicpunch's confusion effect and his raw power. Not to mention that like the other great Trick Room sweepers used here, Machamp appreciates bulk invesment and also enjoys going first for once while in the Trick Room state. Rest also gives us a little bit of extra repreive from status moves, which is nice to have on this team.
    .....
  • EVs & Nature:
    • 252 Attack and the Brave Nature give Machamp his maximum damage dealing ability and keeps Machamp's speed as low as possible
    • 240 HP gives Machamp an odd number HP value and great overall bulk
    • 18 SpDef is mainly filler based in giving the HP number, but also helps slightly with taking Rotom-A, Tran, and Latias attacks

    .....
  • Considered Changes
    Nothing at the moment



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Scizor @ Life Orb
  • Technician
  • 248 HP | 252 Atk | 8 SpDef // 0 Spe IVs
  • Brave Nature [+Attack, -Speed]
  • Moveset:
    • Bullet Punch - Scizor would likely still be UU without Bullet Punch, and for good reason. A 60 base power STAB Priority move coming off of 130 base attack is nothing to scoff at.
    • Bug Bite - Bug Bite is a great move on the Scizor line, but useless on everything else. Why? It's 60 base power gets boosted by Technician making it actually 135 base power once STAB is factored, stronger than STAB X-Scissor.
    • Brick Break - This move gives Scizor a method to hit Steel types who would otherwise be a pain in the butt for Scizor to hurt with just his STAB moves.
    • Swords Dance - Now I know it seems odd to use a set upmove when you're under time constraints in Trick Room, but Swords Dance on Scizor just fits. Why? Well for one, it doubles the damage output, essentially making up for the turn it uses right then on the next turn. The second reason is due to Bullet Punch's priority, Scizor and his Dance usage don't dry up once Trick Room is down, they can keep sweeping through with his Priority move now doing 260% damage thanks to Life Orb and Swords Dance (as opposed to the 150% offered by the Choice Band set).

    .....
  • Why this Pokemon?:
    Scizor defines a good Trick Room sweeper. Why? Well for one, he's still a monster once Trick Room has worn off. He's slow, and appreciates going first despite that to hit with his stronger STAB move, and finally he has a decent level of bulk-- enough to make it certainly worth investing in. At the same time he's also often one of the team's finishers, making use of Cresslia's or Gallade's Trick Room set ups. Set up the room, swap to Scizor, SD as they swap to a counter, then run wild with Bug Bite and Brick Break until TR wears off, then sweep with Bullet Punch and occasional coverage moves when applicable. It's great here, seriously.
    .....
  • EVs & Nature:
    • 252 Attack and a Brave nature maximize Scizor's damaging capacity while keeping his speed as low as possible
    • 248 HP maximizes overall bulk while retaining an odd HP number for EH and Life Orb recoil numbers
    • 8 SpDef is mainly filler, but also assists slightly in Scizor's ability to take special hits both neutral and resisted

    .....
  • Considered Changes



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Tyranitar @Lum Berry

  • Sand Stream
  • 208 HP | 252 Atk | 48 SpAtk // 0 Spe IVs
  • Brave Nature [+Attack, -Speed]
  • Moveset:
    • Crunch - Tyranitar's most reliable STAB move and a very essential move on him for this team.
    • Stone Edge - Tyranitar's more powerful STAB move, and is also great for Tar's overall sweeping coverage.
    • Fire Blast - Tyranitar's lone special move, this is used on Pokemon like Skarmory (who it 2HKOs) and other Steel types.
    • Superpower - This move, with the others, gives Tyranitar perfect coverage, now there are other moves that could do this, but this one 2HKOs Blissey, hit Tran Super Effective, and hits opposing Tar for the KO.

    .....
  • Why this Pokemon?:
    Tyranitar is a natural Trick Room sweeper given his stats. Slow, but with plenty of power, bulk, and coverage while still being quite operational outside of the Trick Room state. As such he was an easy decision for this team. Lum Berry makes him a quite good counter to something that would otherwise give us some trouble, Rotom-A. The fact that behind screens Tyranitar is nigh unstoppable by any single Pokemon and that his damage dealing capacity is as high as anything else in all of OU is anoher plus.
    .....
  • EVs & Nature:
    • 252 Attack and the Brave nature maximize Tyranitar's physical damage dealing capacity while keeping his speed at a minimum
    • 48 special Attack allows Tyranitar to 2HKO SpDef Skarmory with Fire Blast (plus one, filler from HP to keep the HP number odd)
    • 208 HP increases Tyranitar's overall bulk while retaining an odd HP number

    .....
  • Considered Changes
    Hidden Power [Grass] > Superpower - We don't have a difficult time at all with Blissey, the team being primarily physical, and Heatran is 2HKOd by Stone Edge, assuming it survives an encounter with Machamp, Gallade, or Scizor. In addition, we seem to have Swampert troubles, especially when it's passed a Wish so being able to hit it hard on the swap in with Crunch or Stone Edge, and then do high damage to it with Hidden Power [Grass] to near KO or KO it would be great.
    Libelldra said:
    Hidden Power [Grass] from 44 SpAtk Lum Tyranitar vs standard MixPert:
    237 Atk vs 216 Def & 404 HP (70 Base Power): 224 - 264 (55.45% - 65.35%)

    Crunch from Max Atk Lum Tyranitar vs standard MixPert:
    403 Atk vs 306 Def & 404 HP (80 Base Power): 114 - 135 (28.22% - 33.42%)

    Both moves + Rocks vs Pert:
    (89.92% - 105.02%)


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Note ** : We're thinking about trying to fit MixGrowth in somewhere to better deal with a lot of our major threats (bulky Grounds and Waters).
 
RED means if not dealt with properly it could sweep or wall my entire team.
ORANGE means it may require a sacrifice to deal with, but not generally.
GREEN means it's simple to deal with and nothing should die or come close.

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Abomasnow: Jirachi, Gallade, Machamp, Scizor, Tyranitar kill, Cress can set up on it.
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Aerodactyl: Jirachi, Gallade, Machamp, Scizor, Tyranitar kill.
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Alakazam: Jirachi, Gallade (in TR), Machamp (in TR), Scizor, Tyranitar kill, Cress sets up on it if it lacks Taunt.
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Azelf: Jirachi (in TR), Gallade, Machamp (in TR), Scizor, Tyranitar kill.
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Blissey: Jirachi, Gallade, Machamp, Scizor, Tyranitar kill.
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Breloom: Jirachi, Gallade (in TR), Machamp (in TR), Scizor, Tyranitar (in TR) kill, Cress can set up on non-Leech Seed variations. Nothing but Machamp and Tar can absorb Spore and both are outrun outside Trick Room.
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Bronzong: Jirachi (if it lacks EQ), Gallade, Machamp, Scizor kill, Cress sets up on it. Trick and Hypnosis variants can be a little annoying, and he's tough to deal with during Trick Room's duration. Tricky, but very do-able.
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Celebi: Jirachi, Scizor, Tyranitar (if not Tinkerbell) kill. Cresselia can set up on non-Trick and non-Leech Seed variants. Easily beaten if the set is known, and finding out the set isn't particularly difficult.
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Cresselia: Jirachi (flinch hax), Scizor, Tyranitar kill.
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Crobat: Jirachi (in Trick Room), Gallade (in Trick Room), Machamp (in Trick Room), Scizor, Tyranitar kill.
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Donaphan: Gallade, Machamp, Scizor can do massive damage, but will likely take some in return. Cress can set up on it.
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Dragonite: Jirachi (in TR), Gallade (in TR), Machamp, Scizor, Tyranitar (in TR) kill. Cresslia forces it out with Ice Beam threat and can set up on many sets anyway.
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Dugtrio: Jirachi (in TR), Gallade (if it lacks Aerial Ace or is in TR), Machamp (if it lacks Aerial Ace or is in TR), Scizor, Tyranitar (in TR) kill, Cress can set up on it. But because of the need for TR and his trapping ability, he can be a tough cookie to KO.
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Dusknoir Jirachi, Gallade, Machamp, Scizor (if it lacks Fire Punch), Tyranitar can all do massive damage, but do to his low speed and massive bulk he can be tough to deal with without just muscling through, a bastard inside TR.
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Electivire: Jirachi, Gallade, Machamp, Scizor (in TR), Tyranitar (in TR) kill, Cress walls and sets up on it.
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Empoleon Gallade, Machamp, Scizor, Tyranitar all kill, Cress can set up on it. Empoleon finds little to no set up room anywhere on this team, but if it does set up without Trick Room we have to rely on Cress Light Screening and sending in Machamp, Gallade, or Scizor to take it out.
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Flygon: Jirachi (in TR) Gallade, Machamp, Scizor, Tyranitar (in TR) kill, Cress can set up on it bar U-Turn (choiced moves like Outrage, Stone Edge, and EQ)
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Forretress: Jirachi, Gallade, Machamp, Tyranitar kill, Cress sets up on it.
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Froslass: Jirachi, Gallade, Machamp, Scizor, Tyranitar kill.
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Gallade: Jirachi (in TR), Gallade (in TR), Scizor, Tyranitar (in TR) kill, Cress sets up on it.
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Gengar: Jirachi, Gallade (in TR), Machamp, Scizor (if it lacks HP Fire), Tyranitar (in TR) kill, Cress isn't OHKOd and cen set TR on it.
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Gliscor: Machamp's confusion, Scizor's Bullet Punch do massive damage, Cress can scare it out with Ice Beam threat and set up Trick Room to deal with it.
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Gyarados: Gallade, Machamp, Scizor, Tyranitar (in TR) kill, Cress sets up on non-Taunt variations.
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Heatran: Gallade, Machamp, Scizor (in TR), Tyranitar kill, Cress sets up on Scarf sets.
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Heracross: Machamp, Scizor, Tyranitar (in TR).
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Hippowdon: Machamp and Scizor do great damage from behind Screens, while Gallade and Tar can help suppliment it, Cress sets up all over it. Without Cress this guy would wall us to eternity.
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Infernape: Gallade (in TR), Machamp (in TR), Scizor, Tyranitar (in TR if it lacks Fighting priority), Cress walls non-set up variants and sets up on them.
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Jirachi: Gallade, Machamp, Scizor, Tyranitar kill, Cress sets up on non-Trick Scarf variants.
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Jolteon: Jirachi (in TR), Gallade (in TR), Machamp, Scizor, Tyranitar kill, Cress sets up if it lacks Shadow Ball.
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Kingdra: Gallade, Machamp, Scizor, Tyranitar (in TR) kill, Cress sets up if Kingdra has not yet.
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Latias: Jirachi (in TR), Gallade (in TR), Machamp (in TR), Scizor, Tyranitar kill, Cress sets up on Scarf variants that are stuck in non-STAB moves.
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Lucario: Gallade (in TR behind Reflect), Machamp (in TR), Scizor (in TR), Tyranitar (in TR), Cress can set up on non-Crunching variants.
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Machamp: Jirachi, Gallade, Machamp (in TR), Scizor (in TR) kill or do massive damage, Cress can set up on non-Paybacking variants.
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Magnezone: Jirachi (in TR), Gallade, Machamp, Scizor (in TR), Tyranitar kill, Cress sets up on it.
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Mamoswine: Jirachi (in TR), Gallade, Machamp, Scizor, Tyranitar (in TR), Cresslia walls and sets up on it.
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Metagross:
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Milotic: Gallade, Machamp, Scizor (behind Light Screen) kill, Cress sets up on non-Toxic variants.
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Ninjask:[/color] Jirachi, Gallade, Machamp, Scizor, Tyranitar (in TR) kill. Trick Room seriously screws up it's entire purpose and fighting method.
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Porygon-2: Gallade, Machamp, Scizor, Tyranitar kill, and Cress sets up on it.
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Porygon-Z: Gallade, Machamp, Scizor, Tyranitar (in TR) kill.
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Raikou: Gallade (in TR), Machamp, Scizor (in TR), Tyranitar kill.
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Registeel: Jirachi, Gallade, Machamp, Scizor, Tyranitar kill, Cress sets up all over it.
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Roserade: Just about anything can kill it, but Sleep Powder is a nuisance for this team. Jirachi can eat it, then we can go to Tar/Scizor to finish the job or if it Misses we Trick Room and Iron Head for the Flinch, then go ahead and finish with Fire Punch.
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Rhyperior: Jirachi, Gallade, Machamp, Scizor kill, Cress sets up on any non-Megahorn sets.
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Rotom (all formes): Gallade, Machamp, Scizor (in TR with SD, Bug Bite does massive damage to all variants and OHKOs a few), Tyranitar kill. Burn can be a little troubling, but with Tar's Lum and Machamp's Rest it's normally fine.
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Salamence: Jirachi (in TR), Gallade (in TR), Machamp (in TR), Scizor, Tyranitar (in TR) kill, Cress can set up on DD Mence and scare it away with Ice Beam fear.
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Scizor: Jirachi, Machamp, Scizor, Tyranitar (prefferably behind Screens as BP does ~82%) kill.
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Skarmory: Jirachi (if need be), Gallade, Machamp, Scizor, and Tyranitar all do massive damage, Cress sets up on non-Taunting variants before Whirlwind.
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Slowbro: Gallade, Scizor, Tyranitar kill, Cress can set up on it.
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Smeargle: See Roserade.
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Snorlax: Gallade, Machamp, Scizor, and Tyranitar kill. An absolute bitch when Trick Room is activated, we have to waste the activation turns, then kill it with something when Trick Room deactivates.
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Starmie: Gallade, Machamp, Scizor, Tyranitar (in TR), Cress sets up on it.
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Suicune: Gallade, Machamp, Scizor do massive damage. Rest sets suck, we need to rely on the Confusion from Machamp, Light Screen, and Scizor's set up to KO them.
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Swampert: Gallade, Machamp, Scizor do massive damage, Cress can set up on it. A real pain because it outspeeds several of my Pokemon when Trick Room is up and hits with Earthquake, which this team has a lot of vulnerabilities to. Thankfully very few run offensive spreads and it doesn't have reliable healing.
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Tangrowth Machamp, Scizor, Tyranitar (in TR) kill.
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Tentacruel Machamp, Scizor, and Tyranitar do massive damage. We don't pack a super effective move for this Poke, but given it's low physical defense and application the only thing it's really doing is spreading Toxic Spikes around, which are better than Burn for our Pokes anyway.
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Togekiss: Jirachi (in TR), Gallade (in TR), Machamp (in TR), Scizor, Tyranitar (in TR) kill, Cress sets up all over it.
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Tyranitar: Jirachi, Gallade, Machamp, Scizor, Tyranitar kill.
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Vaporeon: Gallade, Machamp, Scizor, Tyranitar (in TR) kill.
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Weavile: jirachi, Gallade, Machamp, Scizor, Tyranitar ( in TR) kill.
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Zapdos: Gallade, Machamp, Tyranitar kill, Cress sets up on it.
 
It looks solid, (I'm not familiar/good with TR teams) but I noticed one thing you lack (that most teams have) is that you have no "just in case" sweeper. Like if all your Trick Roomers die and then you are out of Trick Room, your team just turns into a bunch of slow attackers.
 
Scizor, Chernobyl. Scizor is exactly that thanks to bullet punch and swords dance.

Also, Machamp can totally function outside of TR because he doesn't need speed to do his job. He just does it better in TR.
 
Not to mention bulky and slow Tars have been used for ages and while somewhat underwhelming, can still be used outside of Trick Room.

Plus what Kenni said.
 
I'll start off by saying very nice, its rare people fully utilize TR's potential.
Tyranitar-you might want to use thunderbolt or ice beam, because you lack coverage on things like gliscor and gyara .
Gallade-an elemental punch over stone edge, can give you better coverage.
Scizor-using rock smash over brick will give you a very small boost, but every bit helps.

so once again, nice job on an excellent team, and i hope i helped :]
 
do not use rock smash, it's only 60 base power compared to brick break's base 75

i do agree though, you do not have an ice move or an electric move, which could lead to trouble with dragons, gliscor, and gyarados

on gallade, you don't need stone edge as badly as thunder punch or ice punch would help you more in this case, try it out and see how that goes
 
Ice Punch > Stone Edge has been added to the list of potential changes on Gallade. This would certainly help with our Gliscor issues, and if we also made the change to Leaf Blade our Swampert issues as well.
 
EDIT-nvm M4F, your right its a 1.5 boost, i had my information wrong, it is 60 bp ^.^

you could potentially drop trick room for leaf blade, im sure theres enough bulk on your team to have it up throughout the match.
 
it doesn't become 80 BP

it's a 40 base power move, technician gives it a 150% boost, bringing it up to 60
it would only reach 90 if it was a stab technician (like it would be on hitmontop but he has mach punch so that defeats the purpose)
 
Gallade needs steadfast, it doesn't have the ability inner focus, just thought I'd aware yah. ; ]

Good to see a trick room team once in a while. By the way, really like your RMT format.
 
If TR falls it looks like Taunt Gliscor could give your team absolute hell, with only Machamp having a chance against it. I would definately put Ice Punch on Gallade.
 
Since you say thant bulky water/grounds such as Swampert, Hippowdown, and Gliscor are troubling you, I recommend a Mixed Tangrowth:

200Atk/80Sp.Atk/228Hp
Naive(Or something with a -spd nature)
-Power Whip
-Earthquake
-Hidden Power: Ice
-Sleep Power/Ancient Power
Item@Life Orb

Tangrowth has very respectable attacking stats as well as very low speed, making for a perfect abuser of Trick room. With DS support he also becomes incredible bulky. You should probably put this guy in over Gallade since he is the weakess link in your team right now. I think that this is the pokemon you are looking for.
 
i'm going to have to agree with him

you have nothing that resists ground, water, or electric and tangrowth resists all 3 of those types

your synergy isn't exactly the greatest though, while you resist a lot of things, you don't cover stuff that your pokemon may be weak too all that well

using swampert over ttar may help with this
 
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