Hey everyone! I just put together this Trick Room team and finally completed it. Looking for people to rate and give me a few pointers to fix a few flaws i may have. FYI this is for the VGC 2010 where we use 4 PKMN out of 6 and there are no OHKO or STATUS clauses used in these rules. All PKMN are level 50 also which will explain a few numbers i use in here. Everything is EV trained exactly as you see and has 31 for the IV in the important stats.
Smeargle
Dark Void
Fake Out
Protect
Endeavour
Item Held: Focus Sash
EVs and Nature: NONE
(Smeargle is level 1)
Smeargle does just about everything. It comes out along side Gengar and will use Fake Out to keep the enemy from knocking it out first turn. Since Gengar sets up Trick Rooom(TR) it can get Dark Void off right away and has 80% chance of one pokemon to sleep and another 80% chance against the other so more than likely 1 will be slumbering if not both of them. It then can endevour bring the opponent down to either 1 HP if it was attacked or 12 HP if Smeargle is still at full health. Either way the enemy has very little hope of surviving. Protect is there for when i feel the enemy is going to Fake Out Smeargle first move. which would drop him to 1 HP and next attack finish it off before it can setup.
Dusknoir
Call Mind
Trick Room
Pain Split
Shadow Ball
Item Held: Leftovers
EVs and Nature:
EVs: 252 HP/ 52 Def / 204 SDef
Relaxzed Nature
The main reason for Dusknoir is to avoid being hit with Fake Out. It has good Def Stats and can survive long enough to set up TR. After setting up TR there are 2 things Dusknoir can do. First it can swap with Shuckle who will Power Trick and start sweeping or it will use Calm mind to boost the strength of Shadow Ball for a sweep while the enemys slumber from Dark Void. Pain Split works its magic not only as a healing move but damaging the enemy to keep Dusknoir kickin.
Ryperior
Earthquake
Stone Edge
Mega Horn
Aqua Tail
Item Held: Choice Band
EVs and Nature:
EVs: 252 Atk / 252 Def / 4 HP
Brave Nature
Ryperior my physical sweeper and defence tank. All of it's moves are effective against a different group of enemies leaving no type without at least normal damage. It can hit any pokemon that comes out with physical hits and takes hits as well.
Shuckle
Gyro Ball
Protect
Power Trick
Earthquake
Item Held: Life Orb
EVs and Nature:
EVs: SDef 4 / 252 HP/ 252 Def
Relaxed Nature
My favorite in this team. Shuckle has great DEF and SDEF but lacks the ATT and HP to make it useful. Well with a base SPEED of 5 and a total 9 speed at level 50 it will almost surely go first (assuming no level 1 pokemon are out). If Smeargle did its job it can switch with Gengar after Gengar sets up TR and can Power Trick next turn. With his new and improved ATT stat along side its low speed, it can plow through almost everything with its Gyro Ball. Earthquake is for taking out multiple targets and the Protect keeps it alive when Earthquake or Surf are coming in. The Life Orb gives it a 30% boost to damage making it a powerhouse if I ever saw one.
Slowking
Trick Room
Psychic
Surf
Slack Off
Item Held: Leftovers
EVs and Nature:
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
Slowking was originally going to be my main TR user but with my fear of Fake Out it switched to my alternate. It Sets up with TR and from there can sweep with STAB Psychic and Surf. Slack Off is a big help in keeping Slowking alive. The leftovers work to keep Slowking kicking for as long as he can and when used along side Slack Off they make a great healing combo.
Machamp
Protect
Thunder Punch
Dynamic Punch
Stone Edge
Item Held: Choice Band
EVs and Nature:
Vs: 252 Atk / 252 HP/ 4 Def
Brave Nature
Machamp is Ryperiors alternate. With the "No Guard" ability all of its attacks become 100% accurate. Protect is to safe guard it from my own Surf and Earthquakes that Shuckle and Slowking use. Dynamic Punch it is now 100% accurate and also is 100% accurate at confusing the enemy and dealing massive damage at the same time since it also gets a STAB bonus. Stone Edge can take out the pesky ice types that make up Hail/Blizzard teams and also cover its weakness against Flying and has an improved chance to critical hit. All Machamps moves are powered up by it's Choice Band which increases its attack by 50%. Thunder Punch is mainly filer but takes out water types since RD teams are so common in the touney.
Thanks for taking the time to read this and please leave any advice below. Rating from out of 10 would also be helpful. Sorry for how long it seems. I dont have any cool pictures to go with em so please just read and rate Thanks again.
Smeargle
Dark Void
Fake Out
Protect
Endeavour
Item Held: Focus Sash
EVs and Nature: NONE
(Smeargle is level 1)
Smeargle does just about everything. It comes out along side Gengar and will use Fake Out to keep the enemy from knocking it out first turn. Since Gengar sets up Trick Rooom(TR) it can get Dark Void off right away and has 80% chance of one pokemon to sleep and another 80% chance against the other so more than likely 1 will be slumbering if not both of them. It then can endevour bring the opponent down to either 1 HP if it was attacked or 12 HP if Smeargle is still at full health. Either way the enemy has very little hope of surviving. Protect is there for when i feel the enemy is going to Fake Out Smeargle first move. which would drop him to 1 HP and next attack finish it off before it can setup.
Dusknoir
Call Mind
Trick Room
Pain Split
Shadow Ball
Item Held: Leftovers
EVs and Nature:
EVs: 252 HP/ 52 Def / 204 SDef
Relaxzed Nature
The main reason for Dusknoir is to avoid being hit with Fake Out. It has good Def Stats and can survive long enough to set up TR. After setting up TR there are 2 things Dusknoir can do. First it can swap with Shuckle who will Power Trick and start sweeping or it will use Calm mind to boost the strength of Shadow Ball for a sweep while the enemys slumber from Dark Void. Pain Split works its magic not only as a healing move but damaging the enemy to keep Dusknoir kickin.
Ryperior
Earthquake
Stone Edge
Mega Horn
Aqua Tail
Item Held: Choice Band
EVs and Nature:
EVs: 252 Atk / 252 Def / 4 HP
Brave Nature
Ryperior my physical sweeper and defence tank. All of it's moves are effective against a different group of enemies leaving no type without at least normal damage. It can hit any pokemon that comes out with physical hits and takes hits as well.
Shuckle
Gyro Ball
Protect
Power Trick
Earthquake
Item Held: Life Orb
EVs and Nature:
EVs: SDef 4 / 252 HP/ 252 Def
Relaxed Nature
My favorite in this team. Shuckle has great DEF and SDEF but lacks the ATT and HP to make it useful. Well with a base SPEED of 5 and a total 9 speed at level 50 it will almost surely go first (assuming no level 1 pokemon are out). If Smeargle did its job it can switch with Gengar after Gengar sets up TR and can Power Trick next turn. With his new and improved ATT stat along side its low speed, it can plow through almost everything with its Gyro Ball. Earthquake is for taking out multiple targets and the Protect keeps it alive when Earthquake or Surf are coming in. The Life Orb gives it a 30% boost to damage making it a powerhouse if I ever saw one.
Slowking
Trick Room
Psychic
Surf
Slack Off
Item Held: Leftovers
EVs and Nature:
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
Slowking was originally going to be my main TR user but with my fear of Fake Out it switched to my alternate. It Sets up with TR and from there can sweep with STAB Psychic and Surf. Slack Off is a big help in keeping Slowking alive. The leftovers work to keep Slowking kicking for as long as he can and when used along side Slack Off they make a great healing combo.
Machamp
Protect
Thunder Punch
Dynamic Punch
Stone Edge
Item Held: Choice Band
EVs and Nature:
Vs: 252 Atk / 252 HP/ 4 Def
Brave Nature
Machamp is Ryperiors alternate. With the "No Guard" ability all of its attacks become 100% accurate. Protect is to safe guard it from my own Surf and Earthquakes that Shuckle and Slowking use. Dynamic Punch it is now 100% accurate and also is 100% accurate at confusing the enemy and dealing massive damage at the same time since it also gets a STAB bonus. Stone Edge can take out the pesky ice types that make up Hail/Blizzard teams and also cover its weakness against Flying and has an improved chance to critical hit. All Machamps moves are powered up by it's Choice Band which increases its attack by 50%. Thunder Punch is mainly filer but takes out water types since RD teams are so common in the touney.
Thanks for taking the time to read this and please leave any advice below. Rating from out of 10 would also be helpful. Sorry for how long it seems. I dont have any cool pictures to go with em so please just read and rate Thanks again.