VGC 2011 - Speed's Trick Room team

This is my first team I've set up for the VGC. Hopefully it'll go far.



Amoonguss

Amoongus @ Mental Herb
Ability: Effect Spore
EVs: 244 HP/ 252 Def/ 12 Sp.D
Nature: Sassy
-Rage Powder
-Giga Drain
-Spore
-Protect

Standard trick room setup. Use Rage Powder to let Reuniclus set up, then Spore everything in sight. Giga Drain is for Terrakions and Jellicents. Protect is for any Genies packing Acrobatics. I put a Mental Herb on it in case a Prankster wants to Taunt. It's ability to sponge up attacks is amazing. However, I don't know if a Mental Herb is the best choice. Another item may utilize this set better.

Reuniclus

Reuniclus @ Life Orb
Ability:Magic orb
EVs: 248 HP/ 8 Def/ 252 Sp.A
Nature: Quiet
-Psychic
-Trick Room
-Protect
-Shadow Ball

Once it sets up Trick Room it'll have a chance to sweep. Hopefully Amoonguss will effectively Spore any opponents that pose a threat, but if not I'll use Protect. It's resistances are great and it has great bulk.

Conkeldurr

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP/252 Atk/ 4 Sp.D
Nature: Brave
-Mach punch
-Drain Punch
-Rock Slide
-Protect

Conkeldurr is quite the threat in Trick Room. Use protect to active the burn, then Mach/Drain Punch everything that moves. The only problem I have is with type coverage. Two fighting moves seems like a bit much to me, but outside of Trick Room I need a good priority move.

Druddigon

Druddigon @ Haban Berry
Ability: Sheer Force (Would Rough Skin be better?)
EVs: 252 HP/ 252 Atk/ 4 Def
Nature: Brave
-Dragon Claw
-Sucker Punch
-Thunder Fang
-Fire Fang
Yes, the last two moves do seem a bit odd for a Druddigon, but Fire Fang takes care of Ferrothorn, and Thunder Fang takes care of Archeops and Jellicent. However, they're probably not the best choice for this set. Sucker punch is for when Trick Room goes down, and Dragon Claw puts a major dent in Hydreigon and Haxorus. Needless to say, Druddigon is amazing in Trick Room.

Scrafty

Scrafty @ Leftovers
Ability: Moxie
EVs: 252 HP/ 252 Atk/ 4 Def
Nature: Brave
-Fake out(?)
-Ice Punch
-Drain Punch
-Crunch

Scrafty has staying power. Once he's on the field it's unlikely he's gonna go off. Ice Punch hits all three Genies hard. Drain Punch for STAB and health recovery. Crunch is for STAB. Fake Out may not be needed because I don't need to set up Trick Room again. Should I free up a slot for another Pokemon that can set up Trick Room? It's only 4v4 so the battles should be going fast.

Well, that's my team. I still need time to test it out more but your opinions would be greatly appreciated. Any revisions to the movesets would be most welcome, as well as warning me of any holes or weaknesses. (Sorry that the descriptions are so short)

EDIT: I found out that Chandelure with Imprison completely shuts down my team. Pretty much any Chandelure, actually. If I don't set up Trick Room I'm dead. Are there any sturdier Trick Room users? Or should I just go Terrakion/Whimsicott? I can roar out any Amoongusses before they use Rage Spore then Taunt any Trick Room users.
 

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