SM OU Rate my Trick Room team

I made this team after the Pheromosa ban to Ubers, because I realized my fast teams just weren't as good without it. This team actually pretty well for something I just threw together, even against OU mons. I know I'm using a lot of Pokemon from lower tiers, but it doesn't even work that bad, and I'm that much less predictable. I know Reuniclus doesn't have a way to hit Sableye, but I'm working on that.

Also, I considered using Magearna on this team, but I have been using it a lot lately and decided to use Diancie instead, after seeing Shofu use it.

Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psyshock
- Recover
- Hidden Power [Fighting]
- Trick Room

Life Orb for more damage (obviously), Psyshock to hit Sp.Def tanks like Goodra, HP Fighting to hit Dark types (I use it instead of Dazzling Gleam because it's more unpredictable) Recover, for, well, recovery, and Trick Room because this team can't do anything without it. I used to have Calm Mind instead of Recover, but I realized Reuniclus doesn't really need the damage or the Sp.Def, and recovery was more important.

Diancie @ Leftovers
Ability: Clear Body
EVs: 240 HP / 16 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Moonblast
- Diamond Storm
- Earth Power
- Trick Room

I saw Shofu use this set and it looked pretty cool, and I also needed another Pokemon asides from Reuniclus to set trick room in case I lost it early on. Moonblast for STAB, Diamond Storm for more STAB and potential defense boosts, Earth Power to hit Poison and Steel types, and Trick Room so I can still get Trick Room when Reuniclus isn't around. Leftovers just because.

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Play Rough
- Iron Head
- Knock Off

I love this Mega Mawile set, what can I say. Obviously minimum speed, with SD for sweeping, Play Rough for stab, Iron Head for more STAB, and Knock Off to hit any resists. All I can say about this set.

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Flare Blitz
- Bonemerang
- Shadow Bone

Pretty standard Marowak set. Stealth Rock so I can have a way to get rocks up even without Donphan, Flare Blitz for STAB, Bonemerang for coverage, and Shadow Bone for more STAB. I considered putting Knock Off on this set, but decided not to. Very strong set, and Lightning Rod for Tapu Koko and electric moves.

Donphan @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 124 Atk / 128 Def / 8 SpD
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Earthquake
- Ice Shard

Donphan as a sort of defensive wall while still hitting hard. Stealth Rock because if Marowak dies I still want to get them up. Rapid Spin because my team doesn't have any other way of getting rid of hazards (I know I should have more ways of getting rid of them but I couldn't find any. I've done fine though) Earthquake for STAB, and Ice Shard for priority and hitting Pokemon like Garchomp.

Volcanion @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Roar
- Flamethrower
- Steam Eruption
- Earth Power

Volcanion is a crucial part of this team, as, if you haven't noticed, this team has a huge weakness to water. If I predict a water move, it's a free switch in to Volcanion. Roar to prevent setup and mess up switches (I like to use it when I predict a switch to mess them up) Flamethrower for STAB, Steam Eruption for STAB, and Earth Power for coverage.

Also, I didn't think of putting in a poll for this, but what Pokemon do you think should be replaced, and what do you think are threats to this team?
 
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