[Overview] <p>The common competitive Pokemon player would simply look at Trapinch and dismiss him as just another NFE Pokemon and move on. However, you would be foolish to do so, as further inspection would reveal that Trapinch has 2 unique quality's that make him a viable Pokemon. Firstly, Trapinch has the ability Arena Trap ability, allowing him to trap all grounded Pokemon and secondly, Trapinch sports an astonishingly high attack stat of base 100 for an NFE Pokemon. Sadly, Trapinch isn't without it's faults, with an incredibly low speed of 10, Trapinch only works under the effects of Trick Room also, due the ant lion's NFE status, Trapinch has pathetic 45/45/45 making it a kill or be killed Pokemon</p> name: Trick Room Attacker move 1: Earthquake move 2: Rock Slide move 3: Crunch move 4: Quick Attack item: Life Orb / Choice Band ability: Arena Trap nature: Brave EVs: 168 HP / 252 Atk / 44 Def / 44 SpD IVs: 0 Spe [SET COMMENTS] <p>Under the effects of Trick Room, Trapinch becomes the second slowest Pokemon in the tier, outsped only by Shuckle. The moveset is pretty simple, Earthquake is a powerful, mandatory STAB move whilst Rock Slide completes the imfamous "EdgeQuake" combo, granting superb coverage. Crunch gives the antlion Pokemon the ability to hit Ghost- and Psychic-type Pokemon much harder. Examples being Kadabra and Exeggutor. Quick Attack is mainly filler as Trapinch doesn't have many other options, however it is Trapinch's only priority move and allows it to finish off a weakened Pokemon.</p> [ADDITIONAL COMMENTS] - Obviously, Trapinch requires Trick Room support, viable Pokemon capable of setting up Trick Room include Banette, Duosion, Beheeyem, Musharna etc. - Choice Band can be used if the damage out put you feel is too weak. - However, Trapinch becomes alot easier to take care off once you know what it's locked into. - Greatly appreiciates hazard support, to net extra KO's - The EVs given make Trapinch as powerful and 'bulky' (lol) as possible while not increasing Trapinchs speed, - The IVs given make Trapinch as slow as possible, perfect for TR conditions, hitting a snails pace of 22 Spe. - Brave makes Trapinch even slower. [Other Options] - Trapinch doesn't have many options outside of the ones listed, Bug Bite can be used to hit Exeggutor much harder, Return / Double Edge can be used in place of Quick Attack if you aren't worried about your Trick Room being down. - Eviolite can be used but Trapinch looses out on a lot of power and the bulk increase isn't anything special. [Checks and Counters] - Technically, a counter would be able to switch in. - However, strong priority moves will quickly put Trapinch in it's place. - Hazards will prevent Trapinch from switching in alot. [Dream World] - Sheer Force defeats the point of using Trapinch in the first place.