Hey guys! WishingJirachi7 here! I've been testing out many things and seeing how they do. This team right here is probably the most interesting team I made so far so I think it's worth sharing. I actually made top 50 with it too. The idea of the team is to take advantage of the relatively fast meta, set up hazards and Trick Room, and then proceed to sweep. Inspired by ed wins' Trick Room Fairy team.
Ultimate Waifu (Gardevoir) @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hyper Voice
- Focus Blast
- Trick Room
- Shadow Ball
Mega Gardevoir is the team's main check to Dark and Dragon types as well as one of the main Trick Room setters. Pixilated Hyper Voice decimates teams that are weak to Fairy. Focus Blast is used to grant coverage against Steel and Dark teams. Shadow Ball is used because screw Ghost types. EVs make Gardevoir decently bulky while still hitting fairly hard. A Quiet Nature and 0 Speed IVs are used to make Gardevoir slower.
Perfect Cell (Reuniclus) @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic / Psyshock
- Shadow Ball
- Focus Blast
Reuniclus is one of the most underrated mons in the meta atm. With the ability of Magic Guard, it is the main status absorber of the team as well as another Trick Room setter. Psychic is used for raw damage although Psyshock is acceptable if you want to hit special walls. Shadow Ball hits most Ghost types fairly hard. Focus Blast hits Dark and Steel types for good damage which would otherwise wall Reuniclus. Life Orb is used to take advantage of Magic Guard for no recoil and the freedom in switching moves. EVs are pretty straightforward.
Victory (Victini) @ Life Orb
Ability: Victory Star
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- V-create
- Bolt Strike
- Zen Headbutt
- Trick Room
One look at Victini's speed tier would tell you "what the hell bro, why would you run such a fast mon on a Trick Room team?" Well, if you take a closer look, you will notice that Victini has V-create. V-create takes advantage of Trick Room by lowering Victini's speed, allowing it to be "faster" than almost everything under Trick Room. Bolt Strike hits Water and Flying types really hard. Zen Headbutt is secondary STAB for Fighting and Poison types. Trick Room is useful for setting up late game sweeps. Life Orb is the ideal item to deal as much damage as possible while still being able to switch moves. A Brave Nature and 0 Spe IVs are to make Victini as slow as possible.
Git Gud (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Fire Punch
- Drain Punch
- Energy Ball
This thing is a beast. Unbound is the one of the premier wallbreakers of the Monotype metagame. Hyperspace Fury speaks for itself in how useful it is. Fire Punch is useful for targeting Scizor and Ferrothorn. Drain Punch hits Dark types and helps mitigate recoil damage. Energy Ball is just there for.... Water Monos? Lol I'm dumb. Life Orb is used for increasing the damage output while still retaining the ability to switch moves. A Brave Nature in tandem of 0 Spe IVs are to make Unbound as slow as possible. EVs make Hoopa-Unbound hit as hard as possible.
Superstar (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 244 Def / 16 SpD
Timid Nature
IVs: 0 Atk
- Reflect Type
- Scald
- Recover
- Rapid Spin
Starmie is one of the weirdest pokes to put on a Trick Room team but hear me out. Starmie is very helpful for getting hazards off the field and keeping certain threats in check via Reflect Type and Scald. Recover is used to.... well.... recover HP. Not really much else that Starmie does for the team aside from that. EVs are tailored to make Starmies as bulky as possible while leftovers give some passive recovery.
Da Bulk Tho (Deoxys-Defense) @ Rocky Helmet
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Taunt
- Toxic
Deoxys-Defense is the main hazard setter that you should lead with 90% of the time. Originally, I was gonna use Bronzong but Deoxys-Defense seemed to fit better strangely. Stealth Rock and Spikes are used for obvious reasons. Taunt is used to stop opponents from setting up hazards/defogging. Toxic is just there to wear down walls. Rocky Helmet is used so physical Attackers take recoil damage from touching it. Max Speed may seem weird but remember that Deoxys-D is used as a suicide lead.
Although this team has good matchups against most of the meta, there are a few things to watch out for.
Taunt: If I can't set up TR, I can't sweep.
Scizor: Scizor sweeps the entire team if it sets up SD and I don't score a burn with Starmie's Scald. Fortunately Reflect Type sees use here.
Bisharp: Same case as Scizor, except slightly easier to play around.
Aegislash and Ghost Monos: If Aegislash has SD, RIP Psychic.
Bug Monos: Nothing really wants to take Bug STAB on this team. Fortunately Victini cleans Bug late-game. Unbound also helps out with Fire Punch.
Hoopa-Unbound: I have nothing for this.
Taunt: If I can't set up TR, I can't sweep.
Scizor: Scizor sweeps the entire team if it sets up SD and I don't score a burn with Starmie's Scald. Fortunately Reflect Type sees use here.
Bisharp: Same case as Scizor, except slightly easier to play around.
Aegislash and Ghost Monos: If Aegislash has SD, RIP Psychic.
Bug Monos: Nothing really wants to take Bug STAB on this team. Fortunately Victini cleans Bug late-game. Unbound also helps out with Fire Punch.
Hoopa-Unbound: I have nothing for this.
Ultimate Waifu (Gardevoir) @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hyper Voice
- Focus Blast
- Trick Room
- Shadow Ball
Perfect Cell (Reuniclus) @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Shadow Ball
- Focus Blast
Victory (Victini) @ Life Orb
Ability: Victory Star
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- V-create
- Bolt Strike
- Zen Headbutt
- Trick Room
Git Gud (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Fire Punch
- Drain Punch
- Energy Ball
Superstar (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 244 Def / 16 SpD
Timid Nature
IVs: 0 Atk
- Reflect Type
- Scald
- Recover
- Rapid Spin
Da Bulk Tho (Deoxys-Defense) @ Rocky Helmet
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Taunt
- Toxic
Ability: Trace
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hyper Voice
- Focus Blast
- Trick Room
- Shadow Ball
Perfect Cell (Reuniclus) @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Shadow Ball
- Focus Blast
Victory (Victini) @ Life Orb
Ability: Victory Star
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- V-create
- Bolt Strike
- Zen Headbutt
- Trick Room
Git Gud (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Fire Punch
- Drain Punch
- Energy Ball
Superstar (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 244 Def / 16 SpD
Timid Nature
IVs: 0 Atk
- Reflect Type
- Scald
- Recover
- Rapid Spin
Da Bulk Tho (Deoxys-Defense) @ Rocky Helmet
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Taunt
- Toxic
Replays of me showing off the team ;D
http://replay.pokemonshowdown.com/monotype-264139692 vs. Flying
More to come soon!
scpinion Notice me Senpai!
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