This is another attempt at VGC, this time it's a trick room team. I battled many times with this team. I received a good amounts of wins with this team. Anyways... Here it is: Dusclops @ Eviolite Ability: Pressure EVs: 252 Def / 252 SDef / 4 HP Relaxed Nature - Pain Split - Trick Room - Night Shade - Will-O-Wisp Ah yes, Dusclops. In my opinion, the best trick room setter in VGC. Better than Cresselia because it is immune to Fake Out with one less weakness (Better bulk, too!), better than Dusknoir and Cofagrigus because it has better defenses with Eviolite and is slower (Trick Room's -7 priority doesn't even matter). Unfortunately it only can hold Eviolite so it could be usable, which makes it taunt bait. Pain split is so it could survive longer and hurt the opponent (usually), Trick Room is just obvious, Night Shade so it wouldn't become dead weight after taunt, and Will-O-Wisp is to neuter physical attackers. Relaxed nature may seem like an odd choice because of Will-O-Wisp, but it might come in handy when I'm setting up Trick Room, and saved me a few times. Hariyama @ Flame Orb Ability: Guts EVs: 252 Atk / 140 Def/ 120 SDef Brave Nature - Fake Out - Close Combat - Ice Punch - Detect While it may seem like Hitmontop is better, due to Intimidate and a faster Fake Out, it makes up for it by having better bulk and being alot stronger, too. Flame orb is on it for Guts to activate, and NOT have that DAMNED AMOONGUSS TO SPORE ME. Fake Out is for disabling one Pokemon on the opponent's side, which could help alot. Close Combat is there for major damage and STAB, Ice Punch for dealing with AMOONGUSS, both Lati, and Pokemon that resist or are immune to Close Combat, and other Dragons. Detect is so I can protect myself from moves, and set up guts. Also there to predict a faster fake out. Ferrothorn @ Leftovers Ability: Iron Barbs EVs: 252 HP / 148 DEF / 108 SDEF Relaxed Nature - Leech Seed - Gyro Ball - Power Whip - Protect Ferrothorn is a great wall. Leftovers is a good recovery (Because sitrus berry is taken). Leech Seed is for extra recovery with sapping the opponent's health. Gyro Ball is STAB and hitting Pokemon that don't resist it hard (Unless if they're slow), Power Whip is more STAB, but it also hits Pokemon that resist Gyro Ball (except Fire types) and also hitting Gastrodon for lotsa damage. Protect is well... Protect. Also gives me more healing time. Metagross @ Lum Berry Ability: Clear Body EVs: 252 Atk / 252 HP / 4 SDef Brave Nature - Explosion - Zen Headbutt - Meteor Mash - Hammer Arm Metagross is a beast. Lum berry is there for FUCKING BURNS GO AWAY. Also to HIT FUCKING AMOONGUSS HARDER WITH NO SPORE EFFECT. Explosion is there when I need to do massive damage or when I'm low on health and there are no Ghost Types on the opponent's side. Zen Headbutt is to hit Fighting Types for massive damage, with STAB. Meteor Mash is a good STAB, and could make me stronger, but that 85% accuracy hurts it. Hammer Arm is to get Steel Types and make me slower so I can function better in Trick Room. Rotom-W @ Sitrus Berry Ability: Levitate EVs: 252 HP / SAtk 252 / 4 SDef Quiet Nature - Hydro Pump - Thunderbolt - Protect - Hidden Power Ice Rotom-W is my sole Special Attacker, and is a good one. Hydro Pump is a great STAB attack hitting many pokemon hard. The 80% accuracy isn't perfect though... Thunderbolt is another STAB and hits Water types hard. Protect is well... Protect. Hidden Power Ice is to handle anything that resist Hydro Pump and Thunderbolt. I decided against HP Fire because it didn't seem very useful. Ursaring @ Toxic Orb Ability: Guts EVs: 252 Atk / 252 HP / 4 SDef Brave Nature - Facade - Close Combat - Protect - Crunch Weird for another Status Orb team member, but it still is great. Toxic orb was my only choice, as Flame Orb was already taken. Facade hits EVERYTHING that isn't ghost, steel or rock. The other 2 attacking moves are just coverage. Protect is protect, what more is to say? Also, MORE AMOONGUSS KILLERS AAAAARGH!!!!! That is my team. Give criticism! I want it to improve.