My Trick Room team, which serves the singular purpose of sticking around for a long time with great durability, while also possessing some frightening power. I'd love for you to tell me what you think! Team Building Process: Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide First, I needed a bulky Pokemon to set-up the Trick room. After considering my options, with regards to my personal preferences, stats, move pool, etc. I settled for Dusclops@Eviolite due to his insane, Shuckle like, defences. Will-O-Wisp will make him a ridiculous pest. Secondly, I obviously needed a strong physical sweeper who could capitalize on Trick Room in devastating ways. Conkeldurr was a pretty obvious choice, only challenged by Marowak. Marowak however, wouldn’t be able to function outside of trick room. Third up was a Special Sweeper and potential Back-up trick roomer, Chandelure. Another obvious choice due to its fairly slow speed stat and high Special Attack stat. Next I wanted a revenge killer, lead and scout. With its fairly low speed stat and great utility and typing, Scizor was a necessary inclusion. The ghosts are going to lure in psychic attacks like a group of wicca practitioners would ghosts, which isn’t good. Metagross’ high defences and high attack stat, completed by its relatively slow speed, would allow it to move “swiftly” und trick room and resist the many dragons that plague the tier alongside psychic users. It took me some time before I could settle on a final pick. This final pick serves as a third trick-roomer, water type to back up Chandelure, psychic attacks and a special wall. I am talking, of course, about Slowking. Not as adored as its brother, but a neat fit for my team. Details Polyphemus Dusclops (M) @ Eviolite Ability: Pressure EV’s: 252 HP, 252 Def, 4 Sp. Def. Nature: Bold (+Def, -Atk) - Helping Hand - Will-O-Wisp - Trick Room - Night Shade / Pain Split Polyphemus, props to you if you get the reference, is my main Trick roomer. Its great defences are further boosted through its Eviolite, which allows it to wall almost everything. Helping Hand serves to support my main sweepers, Conkeldurr and Chandelure. Will-O-Wisp is a pesky move that allows Dusclops to threaten opponents even with its abysmal attack stats. Night Shade is simply there to allow Dusclops to deal damage and not be locked out by Taunt. Might replace Night Shade with Pain Split, but the lack of immediate attack options means Night Shade is currently edging out Pain Split. However, Pain Split would give Dusclops a means of recovery, which he might well need. LuBu Conkeldurr (M) @ Toxic Orb Ability: Guts EV’s: 120 HP, 252 Atk, 134 Def. Nature: Brave (+Atk, -Spe) - Hammer Arm - Facade - Ice Punch - Payback Hammer Arm works wonders under the effects of Trick Room, essentially providing Conkeldurr with a speed “boost” with every hit, beyond that it also hits like a wrecking ball. The Hammer hits hard, but not as hard as Façade, which is boosted to 140 due to Conkeldurr’s Toxic Orb which is further strengthened by Guts. Ice Punch deals with pesky flying and dragon types. Payback allows Conkeldurr to remain a threat even when Trick Room wears off. Chernobog Chandelure (M) @ Life Orb Ability: Flash Fire (Shadow Tag, Y U NO AVAILABLE DX) EV’s: 232 HP, 253 SP. Atk, 24 SP. Def. Nature: Modest (+ Sp. Atk, - Atk) - Energy Ball - Fire Blast - Trick Room - Shadow Ball Trick Room allows me to keep the Trick Room going even without Dusclops, Energy Ball provides some general coverage and a Helping Handed, STABBED Fire Blast will wreck teams like there’s no tomorrow. Shadow Ball provides further coverage. Life Orb simply serves to boost him further. Musashi Scizor (M) @ Choice Band Ability: Technician EV’s: 252 HP, 40 Atk, 216 Sp. Def. Nature: Adamant (+Atk, -Sp. Atk) - U-turn - Roost - Bullet Punch - Pursuit My revenge killer, without the need to stress speed I’ve opted for a bulkier Scizor to increase his durability. With Choice Band Scizor can scout using U-turn without locking himself into a single move, Bullet Punch to deal some quick strikes and Pursuit to tear down those who fear the mighty bug. Roost further increases Scizor’s survivability. Ganryu Metagross (M) @ Occa Berry Ability: Clear Body EV’s: 252 HP, 252 Atk, 4 Sp. Def. Nature: Brave (+Atk, -Spe) - Meteor Mash - Ice Punch - Protect - Earthquake Fast and furious, when in Trick Room Metagross is swift as a cheetah and strong as a rampaging buffalo. The Occa Berry will allow him to take at least one Flamethrower move, making the already defensively apt Metagross all the harder to take down. Add Protect to the mix to make him even harder to take down and you know you’ve got a real beast on your hands, Meteor Mash, Ice Punch and Earthquake provide great coverage as well. Gilgamesh Slowking (M) @ Leftovers Ability: Regenerator EV’s: 252 HP, 252 Sp. Atk, 4 Sp. Def. Nature: Quiet - Trick Room - Scald - Blizzard - Grass Knot Another Trick Room user, made more potent with some great type coverage and fairly high special defence. Scald is always a good move on water types, warranting its spot with the added burn effect. Blizzard sweeps and swoops and Grass Knot provides some neat ground and rock coverage. Leftovers allow for steady recovery on the already tough Slowking. Please leave comments and tell me what you think, I'll consider any and all reccomendations, tips, etc. Many thanks in advance, guys.