ORAS UU I've Got That Magic (Trick Room Hoopa)


One of my newer teams I've been working on, based around Trick Room Hoopa. The team is more balanced than anything and hasn't peaked that high (so far late 1300s).

Hoopa sprite.png M-Absol Sprite.png Tentacruel sprite.png Shaymin sprite.png Darmanitan Sprite.png Forretress Sprite.png

Teambuilding Process:
Hoopa sprite.png
Since it's drop to UU I've been wanting to build a team around Hoopa. I went with Focus Sash + Trick Room as his poor physical bulk and low speed leave much to be desirable. Hoopa can function as a late game cleaner once priority users are gone or even early or mid-game to punch holes in teams.

Hoopa sprite.png M-Absol Sprite.png
I wanted a Dark type to go with Hoopa to form a nice offensive core. I picked M-Absol. He's fast, has priority and is pretty okay to take a dark type move thanks to Justified.

Hoopa sprite.png M-Absol Sprite.png Tentacruel sprite.png
At this point I was lacking bulk and hazards so I wanted something defensive and to start a FWG core. So I picked Tentacruel.

Hoopa sprite.png M-Absol Sprite.png Tentacruel sprite.png Shaymin sprite.png
As I was looking for the second part of my FWG core I wanted something with natural bulk, hits hard, and has support potential: Healing Wish Shaymin fits that bill

Hoopa sprite.png M-Absol Sprite.png Tentacruel sprite.png Shaymin sprite.pngDarmanitan Sprite.png
For the final part I wanted something with initative, strong physical presence, that works well Scarfed. In comes Darmanitan.


Hoopa sprite.png M-Absol Sprite.png Tentacruel sprite.png Shaymin sprite.pngDarmanitan Sprite.png Forretress Sprite.png
For the last spot I needed rocks, more initiative, and another wall to make the team more balanced, that's where Forretress comes in.

Now with that done, on to the in depth analysis of the team:

Hoopa Art.jpg


Copperfield (Hoopa) @ Focus Sash
Ability: Magician
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Hyperspace Hole
- Shadow Ball
- Focus Blast

Hoopa is the star of the team usually used as a late game cleaner but can be used early or mid game to punch holes in some teams. The EVs maximize offensive presence while making Hoopa as bulky as possible. A Quiet nature and 0 Spe IVs make Hoopa as slow as possible thus as fast as possible under Trick Room. Focus Sash ensures Trick Room gets set up versus non priority using pokes. This also helps as it allows Hoopa to steal the item off the opponent once the sash is used. Hyperspace Hole is used over Psychic as stall Pokemon that rely on Protect to help stall/scout. Shadow Ball is a secondary STAB move that hits the Psychic types that resist HH. Focus Blast in the last slot as it provides perfect neutral coverage.

M-Absol Art.jpg


CritWings (Absol-Mega) @ Absolite
Ability: Justified
EVs: 192 Atk / 64 SpA / 252 Spe
Naive Nature
- Sucker Punch
- Knock Off
- Fire Blast
- Ice Beam

Don't knock this set, it works. When I wanted a Dark type I had originally wanted Hydreigon but switched to M-Absol since Absol has STAB Knock and Sucker Punch. This set originally comes from MegaMogwai but was used for OU (I tweaked for UU). 64 SpA to OHKO Gligar after rocks while also OHKOing Forretress and Salamence while also picking up the 2HKO on many UU Pokemon that take Knock Off/Sucker Punch well. The rest of the EVs maximize Speed and the rest goes into Attack. Justified is the preferred ability of choice as it allows Absol to switch into a Knock Off and get an Attack boost.

Tentacruel Art.jpg


MyLover (Tentacruel) (F) @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
- Scald
- Sludge Bomb
- Ice Beam
- Toxic Spikes

Tentacruel is the first wall and member of my FWG core. Scald and Sludge Bomb are Tentacruel's STAB moves with Ice Beam rounding it out for Salamence, Hydreigon, and Roserade. Toxic Spikes is a nice hazard that pressures the opponent. The EVs allow Tentacruel to outspeed Adamant Honchkrow while the rest maximizes physical bulk. Liquid Ooze punishes users of Leech Seed and Giga Drain and Black Sludge provides a form of recovery while punishing Trick users. Originally I had planned an Assault Vest set with Toxic Spikes being swapped out for either Dazzling Gleam, Giga Drain, or Knock Off but left me with no recovery.

Shaymin Art.jpg


Sonic (Shaymin) @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Seed Flare
- Dazzling Gleam
- Earth Power
- Healing Wish

Shaymin's natural bulk is nice for the second part of my core. Choice Specs and standard offensive EVs allow Shaymin to have a strong offensive presence. Seed Flare is a fairly spammable STAB move barring it's low PP (although the SpD drops don't occur when I want them). The next two moves can be multiple coverage moves: I chose Dazzling Gleam for Dark, Dragon and Fighting type, and Earth Power hits Steel types. Healing Wish provides nice team support and as it brings back a near fainted team member.

Darmanitan Art.jpg


ZenModeOP (Darmanitan) @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Rock Slide
- Earthquake
- U-turn

What is there to say about this set that hasn't already? It's Choice Scarf Darmanitan. We've all seen it, we all know what it does. The only difference is I don't have Superpower. Moving on.

Forretress Art.jpg


Walnut (Forretress) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Volt Switch
- Rapid Spin

Again, pretty standard. Forretress acts as the second wall and as my hazard setter and remover with Stealth Rock and Rapid Spin. Gyro Ball is the STAB move as it hits a lot of fast foes. Sturdy is used over Overcoat as threats like Salamence who have set up take a lot of damage from it and can usually stop a sweep. Volt Switch gives me added momentum and allows me a free switch into frailer pokes such as Hoopa and Absol.



I'm not too sure of the weakness of this team as I haven't found many specific things I'm very weak too barring Shell Smash Cloyster. Any help is appreciated!

Importable:

Copperfield (Hoopa) @ Focus Sash
Ability: Magician
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Hyperspace Hole
- Shadow Ball
- Focus Blast

CritWings (Absol-Mega) @ Absolite
Ability: Justified
EVs: 192 Atk / 64 SpA / 252 Spe
Hasty Nature
- Sucker Punch
- Knock Off
- Fire Blast
- Ice Beam

MyLover (Tentacruel) (F) @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
- Scald
- Sludge Bomb
- Ice Beam
- Toxic Spikes

Sonic (Shaymin) @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Seed Flare
- Dazzling Gleam
- Earth Power
- Healing Wish

ZenModeOP (Darmanitan) @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Rock Slide
- Earthquake
- U-turn

Walnut (Forretress) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Volt Switch
- Rapid Spin
 
Nice looking team, sucks it hasn't peaked that high considering it has some solid threats. Anyways, onto the rate!
  • First off, I suggest going Life Orb > Focus Sash on Hoopa as OTR Hoopa appreciates the power behind Life Orb. Another Hoopa change I suggest is Psyshock > Hyperspace Hole as this allows Hoopa to get around special walls such as Blissey and Florges that commonly run Protect to "stall out" TR turns. While I do agree that Hyperspace Hole gets around Protect, Psyshock is a better STAB option overall. Thirdly, while not necessary, I would suggest a Modest > Quiet nature with 31 Speed IVs as this allows Hoopa to outpace walls outside of Trick Room while also outslowing offensive threats while Trick Room is in effect.
  • Secondly, I like Choice Band Entei > Choice Scarf Darmanitan as the current UU metagame is not kind to Choice Scarf users and opts for much more bulkier offensive answers. Entei also gets around its "lack of speed" thanks to a Band-boosted Extremespeed (which outspeeds other priority as well).
Entei @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed
- Stone Edge
- Flare Blitz
  • While not necessary, running Life Orb > Choice Specs on Shaymin allows Shaymin to use its amazing coverage with ease while using Healing Wish as it wears itself down via Life Orb recoil / entry hazard damage.
Other than that, this is a solid looking team and I hope my changes help it for the better :)
 
Okay so, I'd run a Choice Band Krookodile over Absol, because your team seems weak to VoltTurn and Krookodile blocks Volt Switch, it also helps you further by Pursuit trapping Pokemon that Hoopa hates, eg- Doublade, Chandelure. Next up, I agree with NV 's suggestion for CB Entei over Darmanitan, as it gives you more immediate power and priority. I'd also change Tentacruel to Mega Blastoise. Since you're not running Rapid Spin, you benefit from having 4 Attacks which makes it really hard for the foe to switch into it. Also, Shaymin's better off with Life Orb. Yeah that's about it. Here are the sets, and good luck!

ps- Include NV's changes when implementing my ones as well.

Krookodile @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Superpower / Stone Edge
- Knock Off
- Earthquake
- Pursuit
Blastoise @ Blastoisinite
Ability: Torrent
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
- Scald
- Aura Sphere
- Dark Pulse
- Ice Beam
 
Ok so as it is now the team looks somewhat awkward to me; it's going for a balanced team but seems to be lacking enough defensive synergy (I don't really count extremely frail Pokemon as adding towards defensive synergy unless it's backed by other 'mons and counted as a secondary resist if need be) to be able to pivot around a lot of threats. Nevertheless onto the changes:
  • First off, I'd recommend having max Speed EVs > max HP EVs and Modest nature > Quiet nature on Hoopa, as being outsped by walls such as Umbreon and Florges is very awkward since you'll have to set TR just to outspeed them. Fast Trick Room means that you'll basically only be using Trick Room when cleaning opposing offense, which is basically the premise behind using TR Hoopa anyhow.
  • I'd also recommend having Life Orb > Focus Sash because you're better off having the firepower, especially considering your main reason for using Focus Sash was having a guaranteed Trick Room, which isn't as necessary anymore. Also be sure to have Psyshock > Hyperspace Hole
  • Next, I recommend having Suicune > Tentacruel, this retains your Water-type while also having a solid wall with recovery, and a good check to most setup sweepers.
  • I also recommend having Whimsicott > Shaymin, as this somewhat retains a fast presence that had Grass-typing to help complete the FWG core. This change also allows you to have a much needed Fairy-type which gives you the Fighting-resistance you lost from changing Tentacruel but more importantly gives you a Dragon-immunity.
  • I also agree with the two people above me in having Entei > Darmanitan, you can refer to NV for the set.
Suicune @ Leftovers
Ability: Pressure
EVs: 196 HP / 252 Def / 60 Spe
Bold Nature
- Scald
- Roar
- Sleep Talk / Calm Mind
- Rest

Prefer Sleep Talk > Calm Mind because it helps w/ being more consistent and not being a liability during Sleep turns. But CM gives you a setup sweeper so your choice.


Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 HP / 128 Def / 128 Spe
Timid Nature
- Stun Spore
- U-turn
- Moonblast
- Encore

EVs outspeed Mence while giving bulk.
 
Run psychic over earth power on specsmin, crobat gives your team fits with minimal wither on fortress and earth power isn't hitting anything that seed flare cant 2 shot.
 
Run psychic over earth power on specsmin, crobat gives your team fits with minimal wither on fortress and earth power isn't hitting anything that seed flare cant 2 shot.
ep is mostly for entei but there indeed arent a lot of things you hit with it. Flare / psychic / ep is an option, but you're always 'walled' (lol) by something unless you go AoA
 
ep is mostly for entei but there indeed arent a lot of things you hit with it. Flare / psychic / ep is an option, but you're always 'walled' (lol) by something unless you go AoA

252 SpA Choice Specs Shaymin Seed Flare vs. 0 HP / 0 SpD Entei: 155-183 (41.7 - 49.3%) -- guaranteed 2HKO after Stealth Rock

Like I was saying...
 
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