Before I begin, I'm open to any and all suggestions, as I've been met with very mixed results using this team. Jellicent (M) @ Wacan Berry Trait: Water Absorb EVs: 252 HP / 252 SAtk / 4 Def Quiet Nature IVs: 0 Spd - Trick Room - Shadow Ball - Ice Beam - Water Spout **Jellicent and Reuniclus both serve as one of the starters on my team, as they're the ones who carry Trick Room. Both, however serve very different purposes as Sweepers in their own right. Jellicent can take care of Dragons, Ghosts, Grass, Fire, etc, etc, as you can see from his attacks. Wacan berry is to protect against Electric attacks, just in case. Reuniclus @ Life Orb Trait: Magic Guard EVs: 192 HP / 64 Def / 252 SAtk Quiet Nature IVs: 0 Spd - Trick Room - Psyshock - Focus Blast - Shadow Ball **As mentioned with Jellicent, Reuniclus serves as one of my starters for Trick Room. Life Orb with Magic Guard gives the extra "oomph" without the recoil, and grants protection from damaging weather types. Serves to battle. Battle spread serves to neutralize common threats, other than Bug types, as I'm not sure how to defend against them. Hydreigon @ Leftovers Trait: Levitate EVs: 252 HP / 252 SAtk / 4 SDef Modest Nature IVs: 0 Spd - Dark Pulse - Draco Meteor - Dragon Pulse - Fire Blast **Hydreigon serves as my EndGame sweeper. Leftovers for longevity, Fire Blast for Bugs, and Dragon Pulse to knock back the fighters that would do harm with massive SpAtk stat. Draco Meteor is the "last resort," per se. Conkeldurr @ Flame Orb Trait: Guts EVs: 212 HP / 252 Atk / 44 SDef Brave Nature - Hammer Arm - Mach Punch - Ice Punch - Detect **Main Physical Sweeper, as I don't think many TR teams survive long without him. STAB Hammer Arm to dish out insane damage, and further dropping his speed to blaze through TR. Mach Punch for the tricky dudes that want to pull out a priority move against him. Ice Punch for Flying types and Dragons. Detect allows Flame Orb to kick in without worry of being KO'ed on the first turn. Amoonguss @ Mental Herb Trait: Effect Spore EVs: 252 HP / 96 Def / 64 SAtk / 96 SDef Relaxed Nature - Spore - Rage Powder - Giga Drain - Sludge Bomb **Amoonguss is always, always, ALWAYS a starter, as his Rage Powder works wonders in helping TR get off the ground. Effect Spore has worked fantastically in biting back at opponents who like to hit him with Fake Out. I split his massive bulk between both Special and Physical Defense, as I initially had him set up in Special only, and was getting destroyed by the likes of Icicle Spear, Ice Punch, Acrobatics, etc. Now he survives all incoming hits on the first turn, unless someone manages a Crit. Giga Drain and Sludge Bomb are STAB moves of choice, and the benefit of possibly poisoning with Sludge Bomb is a nice bonus. Tyranitar @ Focus Sash Trait: Sand Stream EVs: 252 HP / 252 Atk / 4 SDef Brave Nature - Crunch - Rock Slide - ThunderPunch - Protect **Tyranitar is an interesting addition I added, but I haven't been using him lately. Initially had him for the Spread damage of Rock Slide, but the accuracy of it seems to make it a little less than worthwhile. Seemed like a good idea for a sweeper, but I'm beginning to find him a tad on the useless side. Not sure what to switch him out for, however.