Introduction
A month or two ago, I took a break from the Monotype tier and came back to see an environment that was faster and bulkier than ever, where bulky Balance teams still thrived. However, I also noted a setting where Hyper Offense was beginning to flourish. I wanted to build a team that could handle these two playstyles and their frequented types well, while still being able to handle other commonly used types. To accomplish this, I knew that I needed a type that had access to bulky hard hitters that could dismantle walls and still handle offensive threats. However, the combination of bulk, power, and speed is very rare in a single Pokemon, let alone an entire type. To mitigate this issue, I decided that my ideal anti meta team would have to be a Trick Room team, as Trick Room not only decimates offense, but has powerful hard hitters to break bulky teams as well.
To decide on what type to use, I reviewed the usage statistics of the previous two months, and noted that these six types never dropped from top six in usage: Bug, Psychic, Fighting, Ground, Flying, and Dragon. I then headed over to the Matchup Tables to look for types that had a neutral or positive matchups verses these types, and decided to pick the Fairy type, as it provided three matchups in my favor in Bug, Fighting, and Dragon, two neutral matchups in Flying and Psychic, and only one unbalanced matchup in Ground. However, I knew that Fairy had access to some of the most potent wallbreakers in the tier in Sylveon and Azumarill, and that's something that I couldn't pass up.
I gave the team its name because at a glance, it is generic Then you see a Diancie with Leftovers recovery and wonder what is going when I set Trick Room after revealing a Scarf user.
When you look at some of these sets, you may think: "what in the actual f...?" But trust me, they work ^.^
The Team at a Glance
Teambuilding Process
I started with Diancie, as Diancie can provide both Trick Room and Stealth Rock support while being able to utilize Trick Room itself.
I chose Azumarill as a partner to Diancie, as it can cover Diancie's crippling Steel weakness while being able to remove Steel type threats in general.
I needed another Trick Room setter, so I went with Gardevoir, as Fairy lacks potent offensive threats as Trick Room setters. Originally, I didn't have a mega on this team and had a regular, LO Gardevoir. This was later changed to Mega-Gardevoir to increase his overall power and longevity.
With a second Trick Room setter came the need for a second Trick Room abuser, so I opted for Specs Sylveon due to it's insane damage output and neat coverage against typical Gardevoir switchins.
I then added Klefki for the Poison immunity and Steel check. Klefki not only grants me screens, but allows me to hazard stack, which makes the Trick Room sweepers even deadlier.
The ideal Trick Room team ideally mandates three setters. However, my only other options were Aromatisse, Carbink, Mr. Mime, or Whimsiscott. While all of them could set up Trick Room and offer support, none of them offered an offensive presence, which I found vital versus unbalanced matchups or general threats to the type, so I decided to add a member that can function outside of Trick Room.
The Sets
Diancie @ Leftovers
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Diamond Storm
- Explosion
Diancie performs multiple roles in this team. Diancie is a rock setter, a Trick Room setter, and a Trick Room sweeper. I went with a physical set because Diancie single handedly laughs and Flying teams once Skarmory is down, as it can set up Trick room mutiple times against threats not named Gliscor or Landorus and proceed to sweep. Explosion is there to secure a OHKO that Diamond Storm otherwise wouldn't, or to allow a Trick Room sweeper to safely come into the field with the maximum number of Trick Room turns as possible.
Diancie can generally be a huge asset versus Flying and Bug teams, as it can often times set Trick Room up multiple times in the battle and sweep. A Life Orb can be used to secure many OHKOs that Diancie misses and optimizes the length of Trick Room turns, but since Diancie is only one of two setters, I opted for Leftovers instead.
Azumarill (M) @ Life Orb
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Play Rough
- Waterfall
- Superpower
- Aqua Jet
Azumarill is as close to Mawile as I will be getting until gen seven, and it is good enough. Thanks to Huge Power, Azumarill boasts a psuedo base 150 Attack stat. Combine this with a great defensive and offensive typing, ans you have yourself a monster. Play Rough and Waterfall and mandated dual STABs to maximize damage output. Superpower is chosen to deal with generic Steel threats as well as forming incredible nuetral coverage. Aqua Jet can be used as priority, as has won me many games outside of Trick Room.
A lot of people have criticized me for running a Life Orb over a Choice Band on Azumarill. The fact of the matter is that a Life Orb is overall better. Mono teams are diverse and carry their share of immunities and resistances, so being choice locked means that I have to always predict a proper switch in, and that I risk being forced out on their revenge killer due to an immunity or resist that it harbors which can cost me a turn of Trick Room and unnecessarily harm another team member.
Azumarill is my main defense against Ground teams, who often times single handely sweeps. There is nothing that can survive a hit from him on Flying after Skarmory is down bar defensive Togekiss. Playing around Slowbro on Psychic can be annoying at times, but once he's down, it's a pretty easy Trick Room sweep. Bug has zero answers to Trick Room Azumarill, and Azumarill can OHKO everything after rocks bar Scizor.
To decide on what type to use, I reviewed the usage statistics of the previous two months, and noted that these six types never dropped from top six in usage: Bug, Psychic, Fighting, Ground, Flying, and Dragon. I then headed over to the Matchup Tables to look for types that had a neutral or positive matchups verses these types, and decided to pick the Fairy type, as it provided three matchups in my favor in Bug, Fighting, and Dragon, two neutral matchups in Flying and Psychic, and only one unbalanced matchup in Ground. However, I knew that Fairy had access to some of the most potent wallbreakers in the tier in Sylveon and Azumarill, and that's something that I couldn't pass up.
I gave the team its name because at a glance, it is generic Then you see a Diancie with Leftovers recovery and wonder what is going when I set Trick Room after revealing a Scarf user.
When you look at some of these sets, you may think: "what in the actual f...?" But trust me, they work ^.^
The Team at a Glance
Teambuilding Process
The Sets
Diancie @ Leftovers
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Diamond Storm
- Explosion
Diancie performs multiple roles in this team. Diancie is a rock setter, a Trick Room setter, and a Trick Room sweeper. I went with a physical set because Diancie single handedly laughs and Flying teams once Skarmory is down, as it can set up Trick room mutiple times against threats not named Gliscor or Landorus and proceed to sweep. Explosion is there to secure a OHKO that Diamond Storm otherwise wouldn't, or to allow a Trick Room sweeper to safely come into the field with the maximum number of Trick Room turns as possible.
Diancie can generally be a huge asset versus Flying and Bug teams, as it can often times set Trick Room up multiple times in the battle and sweep. A Life Orb can be used to secure many OHKOs that Diancie misses and optimizes the length of Trick Room turns, but since Diancie is only one of two setters, I opted for Leftovers instead.
Azumarill (M) @ Life Orb
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Play Rough
- Waterfall
- Superpower
- Aqua Jet
Azumarill is as close to Mawile as I will be getting until gen seven, and it is good enough. Thanks to Huge Power, Azumarill boasts a psuedo base 150 Attack stat. Combine this with a great defensive and offensive typing, ans you have yourself a monster. Play Rough and Waterfall and mandated dual STABs to maximize damage output. Superpower is chosen to deal with generic Steel threats as well as forming incredible nuetral coverage. Aqua Jet can be used as priority, as has won me many games outside of Trick Room.
A lot of people have criticized me for running a Life Orb over a Choice Band on Azumarill. The fact of the matter is that a Life Orb is overall better. Mono teams are diverse and carry their share of immunities and resistances, so being choice locked means that I have to always predict a proper switch in, and that I risk being forced out on their revenge killer due to an immunity or resist that it harbors which can cost me a turn of Trick Room and unnecessarily harm another team member.
Azumarill is my main defense against Ground teams, who often times single handely sweeps. There is nothing that can survive a hit from him on Flying after Skarmory is down bar defensive Togekiss. Playing around Slowbro on Psychic can be annoying at times, but once he's down, it's a pretty easy Trick Room sweep. Bug has zero answers to Trick Room Azumarill, and Azumarill can OHKO everything after rocks bar Scizor.
Gardevoir (M) @ 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
- Healing Wish
This may be another one of those sets that you look at and wonder if I'm actually a good teambuilder or really just lucky and bad. Hyper Voice is a mandated offensive move that tears holes into anything that it hits. Focus Blast once again provides neutral coverage alongside Hyper Voice. Healing Wish acts just like Explosion with Diancie. It isn't unusual for me to be reckless with Azumarill or Sylveon (Specs Sylveon's Hyper Voice actually hits harder than Mega-Gardevoir's OML) in a matchup where they have an advantage, such as Ground and Water, so I often times find myself going for Trick Room and then an immediate Healing Wish without ever attacking to allow either Azumarill or Sylveon to essentially win the game in their second round of carnage.
Sylveon (M) @ Choice Specs
Ability: Pixilate
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 30 SpA / 0 Spe
- Hyper Voice
- Psyshock
- Hidden Power [Fire]
- Shadow Ball
Sylveon, under Trick Room, is a monster. Period. Hyper Voice completely tears through neutral matchups, and can often times OHKO entire teams with out without rocks once key resists or walls have been eliminated. Hyper Voice is the mandated STAB to abuse Trick Room. Psyshock hits Poison types, which patches up the coverage of Gardevoir. Hidden Power Fire allows me to dent things like Ferrothorn, Forrestress, and Scizor. Baton Pass used to be used in place of Shadow Ball, but Shadow Ball actually allows me to hit Jirachi, Victini, and Aegislash, who love switching into Sylveon to stall out Trick Room turns, harder.
Sylveon laughs in the face of Flying, Fighting, Dark, Water, and Psychic teams. Once key walls or threats have been broken, such as Skarmory, Tyranitar, Empoleon, Tentacruel, Jirachi, Victini, and Meloetta, Sylveon finds itself being able to OHKO the entire type.
Klefki @ Light Clay
Ability: Prankster
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Foul Play
- Spike
No Fairy team is complete without Klefki. Being neutral to Steel and immune to Poison, Fairies cannot ask for a better partner. I went with standard screens Klefki to help Diancie and Gardevoir safely set up Trick Room. Since Trick Room already offers speed control, I am able to run both Foul Play and Spikes on Klefki, which is something that most Fairy teams can only dream of. Hazard stacking + incredibly powerful Trick Room sweepers are a recipe for success. 56 Speed EVs allows Klefki to outspeed Mega-Scizors with minimal Speed investment and set up a Reflect before they can land a Bullet Punch.
Togekiss @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Fire Blast
- Dazzling Gleam
- Trick
Togekiss is an incredible glue for the team, as it has the ability to function outside of Trick Room and cripple or hax walls to death. Air Slash is usually the move that I click for obvious reasons. Togekiss is an incredible defense against Mega-Venusaur. Fire Blast can OHKO Bisharp on Dark and Ferrothorn on Grass, both of which can be incredibly annoying. Air Slash can essentially 6-0 Fighting monos, and Dazzling Gleam gives the middle finger to Dragon monos.
Threat ListAbility: Prankster
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Foul Play
- Spike
No Fairy team is complete without Klefki. Being neutral to Steel and immune to Poison, Fairies cannot ask for a better partner. I went with standard screens Klefki to help Diancie and Gardevoir safely set up Trick Room. Since Trick Room already offers speed control, I am able to run both Foul Play and Spikes on Klefki, which is something that most Fairy teams can only dream of. Hazard stacking + incredibly powerful Trick Room sweepers are a recipe for success. 56 Speed EVs allows Klefki to outspeed Mega-Scizors with minimal Speed investment and set up a Reflect before they can land a Bullet Punch.
Togekiss @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Fire Blast
- Dazzling Gleam
- Trick
Togekiss is an incredible glue for the team, as it has the ability to function outside of Trick Room and cripple or hax walls to death. Air Slash is usually the move that I click for obvious reasons. Togekiss is an incredible defense against Mega-Venusaur. Fire Blast can OHKO Bisharp on Dark and Ferrothorn on Grass, both of which can be incredibly annoying. Air Slash can essentially 6-0 Fighting monos, and Dazzling Gleam gives the middle finger to Dragon monos.
I'll update this at a later time!
Importable
Allahu Ahkbar (Diancie) @ Leftovers
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Diamond Storm
- Explosion
Anon Twink (Sylveon) (M) @ Choice Specs
Ability: Pixilate
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 30 SpA / 0 Spe
- Hyper Voice
- Hidden Power [Fire]
- Psyshock
- Shadow Ball
Urine Trouble (Azumarill) (M) @ Life Orb
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Play Rough
- Waterfall
- Superpower
- Aqua Jet
Gardevoir-Senpai (Gardevoir) (M) @ 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
- Healing Wish
Janitors Fren (Klefki) @ Light Clay
Ability: Prankster
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Foul Play
- Spikes
'Murica (Togekiss) @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Fire Blast
- Dazzling Gleam
- Trick
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Diamond Storm
- Explosion
Anon Twink (Sylveon) (M) @ Choice Specs
Ability: Pixilate
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 30 SpA / 0 Spe
- Hyper Voice
- Hidden Power [Fire]
- Psyshock
- Shadow Ball
Urine Trouble (Azumarill) (M) @ Life Orb
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Play Rough
- Waterfall
- Superpower
- Aqua Jet
Gardevoir-Senpai (Gardevoir) (M) @ 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
- Healing Wish
Janitors Fren (Klefki) @ Light Clay
Ability: Prankster
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Foul Play
- Spikes
'Murica (Togekiss) @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Fire Blast
- Dazzling Gleam
- Trick
Replays
Conclusion
The Monotype tier has recently been blessed with a tiering council, and I am thrilled to see that the council is working avidly to stimulate and progress the Monotype community. I find myself often times ghosting these forums, and have always been disappointed by the lack of involvement within our community. Hopefully, the team showcase that scpinion has implemented will be enough incentive to get out avid users more involved within the community and to possibly help invite new players into our tier.
This team was a joy to test, and helped me gain a new appreciation for the type. After peaking this team, I built another Fairy team and peaked #7 with it, which I think is pretty amazing for such an underused type. I appreciate everyone who took the time to read and reply to this, and I can't wait to see a surge of other amazing RMTs
The Monotype tier has recently been blessed with a tiering council, and I am thrilled to see that the council is working avidly to stimulate and progress the Monotype community. I find myself often times ghosting these forums, and have always been disappointed by the lack of involvement within our community. Hopefully, the team showcase that scpinion has implemented will be enough incentive to get out avid users more involved within the community and to possibly help invite new players into our tier.
This team was a joy to test, and helped me gain a new appreciation for the type. After peaking this team, I built another Fairy team and peaked #7 with it, which I think is pretty amazing for such an underused type. I appreciate everyone who took the time to read and reply to this, and I can't wait to see a surge of other amazing RMTs
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