So I was gettin' kinda sick of the ladder being a speedfest and I mentioned on IRC that I might try a TR team and someone suggested I run Victini in Sun TR, so I did. So far the team has been doing surprisingly well (and keep in mind when I say "surprisingly well" I mean I have a W:L ratio that's above 1:1), although there are some major flaws that I've seen. The idea is to turn the speedy nature of the metagame against it by using trick room to neuter opposing hyper offense as well as counter rain. The other idea is to plow through everything I can with Victini's V-Create and clean up what's left. As you might expect, this team focuses heavily on offense, using the bulk and typings of the pokemon more to pivot and regain/maintain momentum rather than to actually wall anything. Gimmicky, yes, but it's been serving me decently so far. At a glance: Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide (Victini) @ Flame Plate Trait: Victory Star EVs: 252 Atk / 8 Def / 248 HP Brave Nature IVs: 0 Spd - V-create - Bolt Strike - Brick Break - Trick Room The star of the show, Victini's task is incredibly simple: get in, spam V-Create, take two or three pokemon with you before you go. Admittedly, the little guy has no staying power, especially with hazards and LO recoil, and is rather hard to get in safely, but once he does I can count on one hand the number of safe switch ins. V-Create is especially useful because the more I spam it, the "faster" I get. Using the standard TR set with Bolt Strike over Fusion Bolt because fuckin' 130 BP physical Electric move hell fuckin' yeah. Flame Plate over life orb because V-Create is the main attack and I really don't wanna kill myself with recoil damage, especially with SR and stuff. I typically don't TR with Victini itself, but he can typically get in on Ninetales (assuming it's not Hypnomiss) or Breloom if it can't Spore things, and from there cause havok. The resistance to Bullet Punch, Mach Punch, and Ice Shard really helps so that it's hard for the enemy to revenge me under TR (Extremespeed pokemon can fuck themselves). (Ninetales) @ Leftovers Trait: Drought EVs: 136 HP / 252 SAtk / 120 Spd Modest Nature - Sunny Day - SolarBeam - Flamethrower - Will-O-Wisp If you're going to use a V-Create spamming Victini, you might as well have sun to go with it. Ninetales' sole purpose is to keep Sunny day up (and sorta kinda check Volcarona but he can't really). Ninetales is also my main pivot for Genesect and Venusaur since it usually resists what they've got to throw out and can roast them in return. I don't get to keep Ninetales in very often, but fire boasted STAB moves hurt. Also with sun up Rotom-W can't one-shot me with Hydro Pump and I can ruin it with Solarbeam. Also, I should point out that I rarely lead with Ninetales. I don't beat Politoed in the initial weather war and it's not worth it to risk losing him early on. I usually switch him in a few turns later, sometimes after the initial TR. (Bronzong) @ Leftovers Trait: Levitate EVs: 252 HP / 160 Def / 96 SDef Relaxed Nature IVs: 0 Spd - Trick Room - Stealth Rock - Gyro Ball - Earthquake My first real Trick Room user, Bronzong is the most "utility" pokemon on the team. Unfortunately, that means that it's sometimes hard to regain momentum or switch off from it when is uses TR. It makes up for this, though, for being damn good at what it does. I chose it specifically for its ability to be a sturdy TR set up as well as help mitigate the fact that my team was, more or less, Tyranitar bait. I also lead with it occasionally if I don't spy any opposing weather users or Magnezones. Bronzong's typing and ability is a godsend: being able to resist EdgeQuake (especially since two members of my team are weak to it) allows it to switch into a lot of pokemon, such as Landorus-T, Cloyster, Dragonite, etc etc and quickly get off Trick Room. While it may not be the strongest, Gyro Ball hurts a decent amount and EQ is mainly there to keep Heatran and Magnezone from killing the shit outta it. SR is crucial for this team, since it ruins Multiscale and allows Victini, Slowking, and Garchomp to get secured kills when they would have failed to OHKO. Still might try a Heatran here though, I dunno. (Slowking) @ Leftovers Trait: Regenerator EVs: 248 HP / 252 SAtk / 4 SDef Quiet Nature IVs: 0 Spd - Trick Room - Fire Blast - Psyshock - Surf My second real Trick Room user, and one of my personal favorite pokemon of all time. Slowking is one of my biggest checks to rain, being able to take boosted surfs and the like like a champ thanks to her typing and sp.def. She often comes in on water attacks directed at Victini and Ninetales and the fire attacks directed at Bronzong and Breloom. Having Regenerator doesn't hurt at all. I had considered using a Jellicent instead, given my Volcarona weak--it would still make a decent enough counter to rain teams--but I ultimately decided on Slowking for one big reason: unlike Bronzong, Slowking does pose a significant offensive presence on my team and I often use her to sweep or clean up what Victini leaves behind. Jellicent can't really do this as effectively: for one, Slowking has better Sp.Atk, and secondly, Slowking has a far more exploitable movepool. Jellicent is stuck with Surf/Water Spout, maybe Energy Ball and Shadow Ball, the first of which doesn't do me a whole lotta good as a sole attacking type if sun is up, the other two don't really help my team that much. Putting Jellicent on here would compound the problem I have with Bronzong and slow down my team a lot, although if it is really really needed I will replace Slowking for it. Anyway, as I said Slowking cleans up. The ability to Fire Blast is a pretty big one, as it allows Slowking to easily clean out Ferrothorn which outspeeds the rest of my team in TR as well as kill Scizor and Genesect. Plus, with Sun being up, she can exploit the fire boost, and it hurts. Psyshock is there for STAB and to kill Keldeo, Tentacruel, Venusaur, and and so forth--it does more to Politoed and Vaporeon than grass knot, I think, although I don't know if I should replace it for Psychic. Surf is so that Slowking can still function well in rain--in fact, she can abuse the rain boosted surfs to put the hurt on pokemon that don't resist it. It also allows me to do something against Heatran, although the Toxic+Protect variants are still a bitch. (Breloom) @ Life Orb Trait: Technician EVs: 252 Atk / 252 HP / 4 Def Brave Nature IVs: 0 Spd - Mach Punch - Spore - Bullet Seed - Swords Dance With rather middling speed, Breloom is a pretty good choice for trick room, and helps me deal with bulky waters as well as the standard panic button in priority. It hurts to not have Toxic Heal, but the priority is a must for revenge kills and for when TR is down--I don't get to SD often (usually on the switch after I've spored something) but +2 Technician Mach Punch hurts. I use Breloom mainly to deal with bulky waters and Hippowdown and Tyranitar, the two weather users who cause my team problems (Hippowdon not so much since Slowking murders it but you get the idea). I typically bring out Breloom early or lead with it to get a quick Spore on the opponent, giving me ample opportunity to set up TR. However, even with 252 HP it can't take a helluva lotta hits so I have to be careful with how I get it in. (Garchomp) @ Choice Scarf Trait: Rough Skin EVs: 252 Atk / 252 Spd / 4 HP Jolly Nature - Earthquake - Stone Edge - Outrage - Fire Blast I used to have a Scizor here, mainly for emergency priority and checking Ttar, but I found that it wasn't doing very much for the team, and what more, it was only aggravating my Volcarona and Heatran problems since it shared a fire weakness with Breloom, making it even more difficult to switch in. On the advice of Sciztar I switched Scizor out for a CS Garchomp, and so far it's been working rather well. Naturally, I can't use Garchomp with Trick Room active, as even if it didn't have the scarf it would just be way, way too fast. It also admittedly doesn't take boosted rain attacks all that great (not like Scizor did in the first place but whatever), but it does provide me something very valuable, and that is a panic button for when TR is down. The choice scarf lets me outspeed and revenge kill threats such as Scarf Genesect and +1 Volcarona that would be too risky to keep any of my other pokemon in on. Not only that, but it also provides some much needed resistances, namely another fire resistance, an electricity immunity (let's face it, Breloom is not the bulkiest thing in the world to be taking repeated Thunders), and a nice rock resistance. It also threatens the fuck outta Heatran which my team has trouble with, so that's always a plus. Typically I run Garchomp mid to late game in order to get clean up or revenge kills; occasionally I'll lead with it if I don't think Breloom, Bronzong, or Ninetales are safe choices. While Garchomp is mainly a panic button, I should point out that Outrage isn't something to take lightly, and I can and often do use Garchomp to sweep late game, especially after Victini or Slowking have punched holes in the enemy team. With the addition of Garchomp, my Heatran and Volcarona problems have been mitigated, but not entirely eliminated of course. Also I should point out that Starmie and Rotom-W can be annoyances since my Slowking can't hit the first for anything over 40% damage at best, and the other one loves the Volt Switch and WoW, making it hard to safely get in on it. Also I get wrecked by other more dedicated TR teams (ESPECIALLY TR Victini, 'cause jesus nothing takes V-Create very well and it can get in easy on my Breloom and Ninetales) but fortunately these are rare. However, I've still probably missed something, so any other suggestions would be greatly appreciated. After all, this team is still very experimental.