VGC Semi-TR team to play Regionals

Hey! I've been trying to build a TR team for the Spain upcoming Regionals and finally decided to do it semi-TR, since I don't want to rely on just a single strategy to win matches. I've been trying to compute the right EV Spreads and the objects needed and put so much effort into it. So here is my team:

conkeldurr.gif


Conkeldurr @ Assault Vest

Ability: Iron Fist

EVs: 20 HP / 244 Atk / 16 Def / 228 SpD

Brave Nature

IVs: 0 Spe

- Drain Punch

- Mach Punch

- Knock Off

- Ice Punch

In the first place, Conkeldurr. I feel like I need a Fighting-Type attacker, due to the presence of M-Kang, Heatran and other mons that need to be KOed fast to avoid them being a threat to my team. Drain Punch is such a great move, and it can almost everytime OHKO M-Kangaskhan (93.8% of the time), and it recovers HP, so its use is pretty much self-explanatory. Mach Punch is a strong priority move, and can be pretty useful in certain situations to get an important KO. It can even get a 62.9% output damage on a M-Kang! Knock-Off is a utility move that can hit very hard Cresselia (since Rocky helmet is a bit frustrating to deal with) and of course, it lets me get rid of certain objects that might result in game-winner strategies. And finally, Ice Punch for coverage (it does up to 126% damage even at -1 to Landorus-T) and can OHKO M-Salamence. 0 IVs in speed and a brave nature to make it a threat under Trick Room.


Offensive calcs:


244+ Atk Iron Fist Conkeldurr Mach Punch vs. 4 HP / 0 Def Mega Kangaskhan: 96-114 (53 - 62.9%) -- guaranteed 2HKO

244+ Atk Iron Fist Conkeldurr Drain Punch vs. 4 HP / 0 Def Mega Kangaskhan: 180-212 (99.4 - 117.1%) -- 93.8% chance to OHKO

244+ Atk Iron Fist Conkeldurr Drain Punch vs. 176 HP / 0 Def Heatran: 170-204 (90.4 - 108.5%) -- 50% chance to OHKO

244+ Atk Conkeldurr Knock Off vs. 252 HP / 172+ Def Cresselia: 58-70 (25.5 - 30.8%) -- guaranteed 4HKO

-1 244+ Atk Iron Fist Conkeldurr Ice Punch vs. 4 HP / 0 Def Landorus-T: 176-208 (106.6 - 126%) -- guaranteed OHKO

244+ Atk Iron Fist Conkeldurr Ice Punch vs. 4 HP / 0 Def Mega Salamence: 192-228 (112.2 - 133.3%) -- guaranteed OHKO


Defensive calcs:


0 SpA Cresselia Psychic vs. 20 HP / 228 SpD Assault Vest Conkeldurr: 60-72 (32.7 - 39.3%) -- 96.7% chance to 3HKO

252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 20 HP / 16 Def Conkeldurr: 168-199 (91.8 - 108.7%) -- 50% chance to OHKO

252 Atk Parental Bond Mega Kangaskhan Double-Edge vs. 20 HP / 16 Def Conkeldurr: 153-181 (83.6 - 98.9%) -- guaranteed 2HKO

252+ SpA Mega Gardevoir Psychic vs. 20 HP / 228 SpD Assault Vest Conkeldurr: 144-170 (78.6 - 92.8%) -- guaranteed 2HKO

252+ SpA Pixie Plate Pixilate Sylveon Hyper Voice vs. 20 HP / 228 SpD Assault Vest Conkeldurr: 168-198 (91.8 - 108.1%) -- 43.8% chance to OHKO


thundurus.gif


Thundurus @ Life Orb

Ability: Prankster

Level: 50

EVs: 252 HP / 140 Def / 36 SpA / 80 SpD

IVs: 0 Spe

Sassy Nature

- Thunderbolt

- Hidden Power [Ice]

- Taunt

- Protect


I'm not sure if this spread is the best for such a fast attacker as Thundurus. The moveset is really standard. HP Ice is needed again for coverage against Lando-T (it does OHKO if not wearing the Assault Vest, otherwise doing up to 86.4% damage, so it is a guaranteed 2HKO). Taunt to prevent Perish Trap/Spore and other threatening strategies and the last spot is for Protect. Why Protect over T-Wave? The reason is because if I'm next to a Pokemon that normally carries protect, normally the opponent would like to double into Thundurus, and it can result in a great strategy against these predictions. Again, Sassy nature fits pretty well on this team, but as I've said at the beggining of the description, not sure if changing the spread to a Standard Attacking one with Sitrus Berry would be better, in case TR can't set up.

Offensive calcs:


36 SpA Life Orb Thundurus Hidden Power Ice vs. 44 HP / 0 SpD Landorus-T: 177-208 (104.1 - 122.3%) -- guaranteed OHKO

36 SpA Life Orb Thundurus Hidden Power Ice vs. 4 HP / 0 SpD Assault Vest Landorus-T: 120-146 (72.7 - 88.4%) -- guaranteed 2HKO

36 SpA Life Orb Thundurus Thunderbolt vs. 252 HP / 0 SpD Suicune: 151-179 (72.9 - 86.4%) -- guaranteed 2HKO

36 SpA Life Orb Thundurus Thunderbolt vs. 236 HP / 0 SpD Milotic: 135-164 (67.5 - 82%) -- guaranteed 2HKO after Leftovers recovery

36 SpA Life Orb Thundurus Hidden Power Ice vs. 0 HP / 0 SpD Mega Salamence: 166-198 (97.6 - 116.4%) -- 87.5% chance to OHKO

36 SpA Life Orb Thundurus Thunderbolt vs. 4 HP / 0 SpD Talonflame: 221-265 (143.5 - 172%) -- guaranteed OHKO


Defensive calcs:


252+ Atk Landorus-T Rock Slide vs. 252 HP / 120 Def Thundurus: 116-138 (62.3 - 74.1%) -- guaranteed 2HKO

252+ SpA Suicune Ice Beam vs. 252 HP / 80+ SpD Thundurus: 90-106 (48.3 - 56.9%) -- 90.6% chance to 2HKO

132+ SpA Milotic Ice Beam vs. 252 HP / 80+ SpD Thundurus: 86-102 (46.2 - 54.8%) -- 56.3% chance to 2HKO

252 Atk Parental Bond Mega Kangaskhan Double-Edge vs. 252 HP / 140 Def Thundurus: 166-198 (89.2 - 106.4%) -- 37.5% chance to OHKO

252+ Atk Life Orb Talonflame Brave Bird vs. 252 HP / 120 Def Thundurus: 61-73 (32.7 - 39.2%) -- 99.5% chance to 3HKO

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Porygon2 @ Eviolite

Ability: Trace

Level: 50

EVs: 252 HP / 92 Def / 92 SpA / 68 SpD

Relaxed Nature

IVs: 0 Spe

- Ice Beam

- Recover

- Trick Room

- Thunderbolt

My "surprise" Pokémon. It is surprisingly bulky! (Eviolite, of course). Even RayRizzo has suggested its usage against CHALK teams. It relies too much on its object, but if played correctly, it can rekt your team. The spread allows it to OHKO M-Salamence 100% of the time, OHKO Landorus-T without Assault Vest (so close if wearing it, since it does up to 92.1%). It can even help kill Talonflame (a spread damage from a partner would be enough to finish it) and help with Milotics/Suicunes thanks to Thunderbolt. Recover to stall a little bit and Trick Room is pretty much self-explanatory, since it is my TR setter.

Offensive calcs:


92 SpA Porygon2 Ice Beam vs. 0 HP / 0 SpD Mega Salamence: 172-204 (101.1 - 120%) -- guaranteed OHKO

92 SpA Porygon2 Ice Beam vs. 4 HP / 0 SpD Landorus-T: 188-224 (113.9 - 135.7%) -- guaranteed OHKO

92 SpA Porygon2 Thunderbolt vs. 4 HP / 0 SpD Talonflame: 104-124 (67.5 - 80.5%) -- guaranteed 2HKO

92 SpA Porygon2 Thunderbolt vs. 236 HP / 0 SpD Milotic: 66-78 (33 - 39%) -- 8.1% chance to 3HKO after Leftovers recovery

92 SpA Porygon2 Thunderbolt vs. 232 HP / 80 SpD Suicune: 66-78 (32.3 - 38.2%) -- 1.9% chance to 3HKO after Leftovers recovery


Defensive calcs:


252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 252 HP / 92+ Def Eviolite Porygon2: 99-117 (51.5 - 60.9%) -- guaranteed 2HKO

252+ Atk Aerilate Mega Salamence Double-Edge vs. 252 HP / 92+ Def Eviolite Porygon2: 94-112 (48.9 - 58.3%) -- 98% chance to 2HKO

252+ Atk Landorus-T Superpower vs. 252 HP / 92+ Def Eviolite Porygon2: 98-116 (51 - 60.4%) -- guaranteed 2HKO

252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 92+ Def Eviolite Porygon2: 70-83 (36.4 - 43.2%) -- guaranteed 3HKO

252+ Atk Parental Bond Mega Kangaskhan Sucker Punch vs. 252 HP / 92+ Def Eviolite Porygon2: 43-52 (22.3 - 27%) -- 39.5% chance to 4HKO

kangaskhan-mega.gif


Kangaskhan @ Kangaskhanite

Ability: Scrappy

Level: 50

EVs: 92 HP / 252 Atk / 44 Def / 52 SpD / 68 Spe

Adamant Nature

- Return

- Low Kick

- Sucker Punch

- Fake Out

Again, one of the 2 pokemon that worry me. Why? Because of the Spread... If my opponent decides to lead Lando-T + Kang (Oh, what a surprise, I haven't even seen this lead in any match -.-), it can easily Fake-Out my Kang, and easily finish it with a Superpower from Lando-T, and of course, gg bro, so perhaps a 4/252/252 would be better if opting NOT to TR in the match (same as with Thundurus). I have decided to use Return over Double-Edge as I do not like the recoil damage (+ a potential Rocky helmet), and it hits pretty hard as well. Low Kick to get rid of other Kangaskhans or Heatrans (not useful at all if outsped, again). Fake Out is the most important move on Kang and Sucker Punch is important since it is a priority move that can help in critical situations.


Offensive calcs:


252+ Atk Parental Bond Mega Kangaskhan Return vs. 236 HP / 140 Def Milotic: 144-171 (72 - 85.5%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Parental Bond Mega Kangaskhan Return vs. 232 HP / 84+ Def Suicune: 105-126 (51.4 - 61.7%) -- 96.5% chance to 2HKO after Leftovers recovery

252+ Atk Parental Bond Mega Kangaskhan Low Kick (100 BP) vs. 4 HP / 0 Def Mega Kangaskhan: 186-219 (102.7 - 120.9%) -- guaranteed OHKO

252+ Atk Parental Bond Mega Kangaskhan Low Kick (120 BP) vs. 180 HP / 0 Def Heatran: 210-249 (111.1 - 131.7%) -- guaranteed OHKO


Defensive calcs:


252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 92 HP / 44 Def Mega Kangaskhan: 157-186 (81.7 - 96.8%) -- guaranteed 2HKO

252+ Atk Iron Fist Conkeldurr Drain Punch vs. 92 HP / 44 Def Mega Kangaskhan: 170-204 (88.5 - 106.2%) -- 37.5% chance to OHKO

252+ SpA Life Orb Hydreigon Draco Meteor vs. 92 HP / 52 SpD Mega Kangaskhan: 146-173 (76 - 90.1%) -- guaranteed 2HKO

heatran.gif


Heatran @ Shuca Berry

Ability: Flash Fire

Level: 50

EVs: 148 HP / 236 Def / 124 SpA

Quiet Nature

IVs: 0 Spe

- Heat Wave

- Earth Power

- Flash Cannon

- Substitute

The spread allows Heatran to create a Substitute after a Landorus-T's Earthquake (since it needs over 25% HP). Earth Power to help against Aegislash and Heat Wave is a nice spread damage move. As you imagine, Heatran behind a sub is pretty good. Flash Cannon to deal with the annoying Fairies (hello Gardevoir and Sylveon). It can almost OHKO Amoongus (just needs a bit of help). It is a defensive set, even the object, and the defensive calcs are more important as you will see in the next paragraphs, but its offensive presence is threatening too! Flash Fire can help me deal with Charizard/Arcanine if predicted properly and suddenly create a mixed Heatran with a boosted SpA and a more than decent Def.


Offensive calcs:


124+ SpA Heatran Flash Cannon vs. 188 HP / 0 SpD Sylveon: 110-132 (56.7 - 68%) -- guaranteed 2HKO

252+ SpA Sylveon Hidden Power Ground vs. 148 HP / 0 SpD Shuca Berry Heatran: 66-78 (35.6 - 42.1%) -- guaranteed 3HKO

124+ SpA Heatran Heat Wave vs. 252 HP / 4 SpD Amoonguss: 146-174 (66 - 78.7%) -- guaranteed 2HKO


Defensive calcs:


252+ Atk Landorus-T Earthquake vs. 140 HP / 236 Def Shuca Berry Heatran: 116-138 (63 - 75%) -- guaranteed 2HKO (SUB viable 99.99% of the time)

252+ Atk Landorus-T Superpower vs. 140 HP / 236 Def Heatran: 126-150 (68.4 - 81.5%) -- guaranteed 2HKO

252+ Atk Parental Bond Mega Kangaskhan Low Kick (120 BP) vs. 148 HP / 236 Def Heatran: 168-201 (90.8 - 108.6%) -- 50% chance to OHKO

132+ SpA Milotic Scald vs. 148 HP / 0 SpD Heatran: 108-128 (58.3 - 69.1%) -- guaranteed 2HKO

252+ SpA Suicune Hydro Pump vs. 148 HP / 0 SpD Heatran: 152-182 (82.1 - 98.3%) -- guaranteed 2HKO

252+ SpA Suicune Scald vs. 148 HP / 0 SpD Heatran: 114-134 (61.6 - 72.4%) -- guaranteed 2HKO

212+ SpA Rotom-W Hydro Pump vs. 148 HP / 0 SpD Heatran: 168-198 (90.8 - 107%) -- 43.8% chance to OHKO

suicune.gif


Suicune @ Chesto Berry

Ability: Pressure

Level: 50

EVs: 116 HP / 252 SpA / 140 Spe

Modest Nature

- Scald

- Ice Beam

- Rest

- Calm Mind

Again, I have decided to make it a bit bulky. As Kang (perhaps Thundurus? in the future), a great Pokémon to count on outside of Trick Room. Resto-Chesto is a great strategy to avoid Spores and even recover full health if needed in a certain moment of the match. Scalf over Hydro-Pump to fish potential burns and Ice Beam to deal as much damage against rivals (it can even OHKO M-Salamence and has a 20% chance on Assault Vest Lando-T). A good strategy could be to start Calm Minding, and since in the next turn my opponent could potentially double up into it, a Rest can suddenly make Suicune a massive threat, thanks to its bulk and of course, its great boosted SpA and SpD. Modest nature to make its offensive presence better for me.

Offensive calcs:


252+ SpA Suicune Ice Beam vs. 252 HP / 72+ SpD Amoonguss: 90-106 (40.7 - 47.9%) -- guaranteed 3HKO

252+ SpA Suicune Scald vs. 180 HP / 0 SpD Heatran: 114-134 (60.3 - 70.8%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Suicune Ice Beam vs. 0 HP / 4 SpD Thundurus: 106-126 (68.8 - 81.8%) -- guaranteed 2HKO

252+ SpA Suicune Ice Beam vs. 4 HP / 0 SpD Landorus-T: 212-252 (128.4 - 152.7%) -- guaranteed OHKO

252+ SpA Suicune Ice Beam vs. 4 HP / 0 SpD Assault Vest Landorus-T: 144-172 (87.2 - 104.2%) -- 18.8% chance to OHKO

252+ SpA Suicune Hydro Pump vs. 252 HP / 4 SpD Tyranitar in Sand: 108-128 (52.1 - 61.8%) -- guaranteed 2HKO


Defensive calcs:


0 SpA Amoonguss Giga Drain vs. 116 HP / 0 SpD Suicune: 66-80 (34.7 - 42.1%) -- guaranteed 3HKO

252 SpA Life Orb Thundurus Thunderbolt vs. 116 HP / 0 SpD Suicune: 174-205 (91.5 - 107.8%) -- 50% chance to OHKO

252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 116 HP / 0 Def Suicune: 145-172 (76.3 - 90.5%) -- guaranteed 2HKO


How to use the team:

  • Trick Room mode
I'd lead with Kang + Porygon2. If I face another Kangaskhan, I would Low Kick it, since it is most probably going to Fake Out my Porygon2 (and of course, I'd protect with it). If I face Lando-T + Kangaskhan... well, I'd probably have to sack my Kangaskhan or switch into Suicune/Thundurus. Conkeldurr is a great poke to bring under TR and of course Heatran too, but it depends on the opponent's team. Fake Out M-Kang would Fake Out the most dangerous Pokémon in the field whose function is to potentially avoid the TR setup.​
  • Non-TR mode
Hmm... A lot of options here. If I finally change the 4/252/252 Jolly M-Kang, paired up with a fast Thundurus can be threatening for sure. Suicune and even Heatran behind a sub can be a decent pair of mons. If I can get rid of Will-O-Wispers/M-Salamence and Talonflames, Conkeldurr can even come in and destroy the opponent's team.​


Alternatives:


· Conkeldurr --> Scrafty: Fake-Out support + intimidate

· Conkeldurr --> Landorus-T: Intimidate + ability to escape from Perish Trap teams

· Thundurus --> Zapdos: More bulk as well as Heat Wave + Roost + STAB Thunderbolt

· Thundurus --> Thundurus: a more offensive/faster set.

· Porygon2 --> Cresselia: Pory relies on the Eviolite and cress is a decent TR User only really threatened to Life Orb Knock Off from Adamant Bisharp, but it has less offensive presence

· M-Kangaskhan --> M-Mawile: Fairy type support + Huge Power + STAB Steel move. No fake-out support and overall less bulky and slower

· M-Kangaskhan --> M-Kangaskhan: 4/252/252 Jolly variant

· Heatran --> Entei: Decent bulk + 50% burning chance. Too frail to Ground attacks and the fact that ties with M-Kang in speed in turns 1+ does not make me comfortable playing with 50/50 chances, but overall a great alternative

· Suicune --> Milotic: Anti-Intimidate user, no other significant reasons lol

· Suicune --> Rotom-W: More bulk + chance to burn + levitate, but do not like relying on Will-o-Miss/Hydro-Miss accuracy…

scrafty.gif
landorus-therian.gif
zapdos.gif
cresselia.gif
mawile-mega.gif
entei.gif
milotic-f.gif
rotom-wash.gif

Importable:


Conkeldurr @ Assault Vest

Ability: Guts

Level: 50

EVs: 20 HP / 244 Atk / 16 Def / 228 SpD

Brave Nature

IVs: 0 Spe

- Drain Punch

- Mach Punch

- Knock Off

- Ice Punch


Thundurus @ Sitrus Berry

Ability: Prankster

Level: 50

EVs: 252 HP / 140 Def / 36 SpA / 80 SpD

Sassy Nature

- Thunderbolt

- Hidden Power [Ice]

- Taunt

- Protect


Porygon2 @ Eviolite

Ability: Trace

Level: 50

EVs: 252 HP / 92 Def / 92 SpA / 68 SpD

Relaxed Nature

IVs: 0 Spe

- Ice Beam

- Recover

- Trick Room

- Thunderbolt


Kangaskhan @ Kangaskhanite

Ability: Scrappy

Level: 50

EVs: 92 HP / 252 Atk / 44 Def / 52 SpD / 68 Spe

Adamant Nature

- Return

- Low Kick

- Sucker Punch

- Fake Out


Heatran @ Shuca Berry

Ability: Flash Fire

Level: 50

EVs: 148 HP / 236 Def / 124 SpA

Quiet Nature

IVs: 0 Spe

- Heat Wave

- Earth Power

- Flash Cannon

- Substitute


Suicune @ Chesto Berry

Ability: Pressure

Level: 50

EVs: 116 HP / 252 SpA / 140 Spe

Modest Nature

- Scald

- Ice Beam

- Rest

- Calm Mind
 
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If you're gonna be using Semi-Trick Room, having Hammer Arm > Low Kick on Kangaskhan could be a nifty surprise option, so that one turn your faster outside of Trick Room, but then the next your Kangaskhan will still be faster in Trick Room.
 
If you're gonna be using Semi-Trick Room, having Hammer Arm > Low Kick on Kangaskhan could be a nifty surprise option, so that one turn your faster outside of Trick Room, but then the next your Kangaskhan will still be faster in Trick Room.
Interesting option! I guess outside of TR, after OHKOing the M-Kang, my mega's mission is pretty much completed, amd furthermore it can even land up to 2 powerful attacks afterwards even with a Spe drop! Thanks for the suggestion!
 
I can see a lot of precautions were stated when making this team as it tends to deal with mostly every big threat. As I'm not very good at VGC I'll try my best to explain what I feel is a weakness inside the team.

As I can tell I know the team is semi-room (god I hate when people tell me it's mixed room but it isn't) shouldn't you have at least two room setters? I realize it is a waste of space but here are some ideas you use as a second trick roomer.

Gothitelle - Can trap an opponent in and screens which might also support your team (of course 99% of trick roomers get Screens) which means if your opponents team doesn't scare cress/goth easilly this would make the better option.

Slowbro/Slowking - these two are especially bulky and have a variety of moves that help with weakness in your coverage.

Any of the two setters above would help although I'm not sure to replace.


Also looking at this Weakness/Resistance spread http://www.teammagma.net/teambuilder/#?534|245|485|233|115|642 You have no switchins to a fighting move so once again any of the two setters above work.


Also I reccomend hammer arm on Kangaskhan because it is more power for you and it will make you faster bar trick room not being set.


I hope I was of some assistance.
 
Alright, I have a lot to address here. First and foremost, the suggestion of Hammer Arm has been flying around a lot. Hammer Arm has two main perks, those being that it lowers your speed so you can make better use of Trick Room and that it has consistent Base 100 power so you can still hit lighter steel types (think like Scizor) for good damage. Despite those perks, I'd just keep Low Kick. Here's my though process:
  • One of Kang's main selling points is it's dependability, being able to run all 100% accurate moves. Hammer Arm has 90% accuracy that, while not bad, is definitely something to be wary of.
  • Low Kick actually does more damage to several Pokemon, the most notable of which is Heatran. Not only can Hammer Arm miss, it also misses the KO on bulky Heatran
  • Hammer Arm's speed decreasing effects don't actually help you that much. Besides giving you another thing to try and keep track of, setting them up to underspeed things like Conkeldurr is just too difficult and lacks a substantial enough reward to be worthwhile
Speaking of Conkeldurr. . . your set can be KOed by Kang. That's not okay. At all. At very minimum, Conkeldurr needs to be able to take an Adamant Kang Double Edge. Running 212 HP EVs allows you to take Adamant Mega-Kang Double Edge 100% of the time as well as reducing the damage you take from Sand a Hail. It preserves your special bulky while increasing your ability to take physical hits, which is also nice. That much SpD on an AV user is just wasted. Besides that, you seem fine and the extra EVs can be thrown into defense or SpD at your leisure.

Next up is Porygon-2. While I do like the duck, it doesn't fit your team at all. I mean, you can keep it but as already pointed out your team has 3 Fighting weaknesses and only 1 resistance, which also happens to be weak to Rock. Terrakion just walks all over you. Not only that, but running Eviolite takes up your items slot and your team is terribly weak to Amoonguss. You need Safety Googles somewhere (on Heatran or your TR setter). Because of this, Safety Googles Cress seems like it'd work nicely. Other niche setters include Gothitlle and Reuniclus, the former of which offers Shadow Tag and the latter of which has Overcoat to block Spore. To address a point that was brought up earlier, I think you'd be fine without a second Trick Room setter because your team is able to function acceptably outside of the twisted dimensions.

Speaking of working outside of Trick Room, I think using Thunder Wave on Thundurus would really help you out. Besides the cool hax chance, it's ability to quarter the speed of affected Pokemon would give you a powerful speed control option in games where Trick Room has expired or is unable to be set up. As it is, I would drop Taunt for it. Taunt mainly helps against Amoonguss, and really it's a little too situational even then while better options like Safety Goggles and Overcoat exist. The LO is also something that seems out of place. Having not really used slow LO Thundurus I can't say firsthand, however running bulky Sitrus Berry seems like it would be a more solid call.

So yeah, those are my thoughts. Hope they were helpful, and good luck at Regionals man!
 
Alright, I have a lot to address here. First and foremost, the suggestion of Hammer Arm has been flying around a lot. Hammer Arm has two main perks, those being that it lowers your speed so you can make better use of Trick Room and that it has consistent Base 100 power so you can still hit lighter steel types (think like Scizor) for good damage. Despite those perks, I'd just keep Low Kick. Here's my though process:
  • One of Kang's main selling points is it's dependability, being able to run all 100% accurate moves. Hammer Arm has 90% accuracy that, while not bad, is definitely something to be wary of.
  • Low Kick actually does more damage to several Pokemon, the most notable of which is Heatran. Not only can Hammer Arm miss, it also misses the KO on bulky Heatran
  • Hammer Arm's speed decreasing effects don't actually help you that much. Besides giving you another thing to try and keep track of, setting them up to underspeed things like Conkeldurr is just too difficult and lacks a substantial enough reward to be worthwhile
Speaking of Conkeldurr. . . your set can be KOed by Kang. That's not okay. At all. At very minimum, Conkeldurr needs to be able to take an Adamant Kang Double Edge. Running 212 HP EVs allows you to take Adamant Mega-Kang Double Edge 100% of the time as well as reducing the damage you take from Sand a Hail. It preserves your special bulky while increasing your ability to take physical hits, which is also nice. That much SpD on an AV user is just wasted. Besides that, you seem fine and the extra EVs can be thrown into defense or SpD at your leisure.

Next up is Porygon-2. While I do like the duck, it doesn't fit your team at all. I mean, you can keep it but as already pointed out your team has 3 Fighting weaknesses and only 1 resistance, which also happens to be weak to Rock. Terrakion just walks all over you. Not only that, but running Eviolite takes up your items slot and your team is terribly weak to Amoonguss. You need Safety Googles somewhere (on Heatran or your TR setter). Because of this, Safety Googles Cress seems like it'd work nicely. Other niche setters include Gothitlle and Reuniclus, the former of which offers Shadow Tag and the latter of which has Overcoat to block Spore. To address a point that was brought up earlier, I think you'd be fine without a second Trick Room setter because your team is able to function acceptably outside of the twisted dimensions.

Speaking of working outside of Trick Room, I think using Thunder Wave on Thundurus would really help you out. Besides the cool hax chance, it's ability to quarter the speed of affected Pokemon would give you a powerful speed control option in games where Trick Room has expired or is unable to be set up. As it is, I would drop Taunt for it. Taunt mainly helps against Amoonguss, and really it's a little too situational even then while better options like Safety Goggles and Overcoat exist. The LO is also something that seems out of place. Having not really used slow LO Thundurus I can't say firsthand, however running bulky Sitrus Berry seems like it would be a more solid call.

So yeah, those are my thoughts. Hope they were helpful, and good luck at Regionals man!

Thank you very much Serapis! I really appreciate your suggestions! The only reason that I had to put those extra EVs on SpD instead of in HP was to avoid getting OHKOed by a Mega Gardevoir's Psychic or a Sylveon's Hyper Voice (which even with this set has a 43%!!). But I guess that my Conkeldurr is not useful to bring if these 2 pokemon are on my opponent's team, don't you think? Which 4 would you bring if you face a team with M-Gardevoir or Sylveon or even both? I know it depends on the complete opposing team but I'd love to receive suggestions regarding these specific counters, since Heatran is one of the only ways that I see viable to counter them. Would it be okay if I just put the 212 HP EVs and leave the rest in SpD?

Regarding Thundurus, I'd definitely bring Thunder Wave, since it's a great way to play non-TR mode, but if I get rid of the Life Orb, I won't be able to OHKO the Landorus-T w/o Assault Vest and on Mega Salamence, wouldn't that be a huge miss?

And finally, I've made 2 changes. First of all, I've replaced Chesto-Resto on Suicune for Tailwind (for the non-TR mode) + Leftovers (since I need recovery somehow) and I've replaced Porygon2 for this Cresselia moveset:

Cresselia @ Rocky Helmet
Ability: Levitate
Level: 50
EVs: 220 HP / 100 Def / 188 SpA
Relaxed Nature
IVs: 0 Spe
- Ice Beam
- Psychic
- Trick Room
- Moonlight

What are your thoughts regarding the aspects I've just commented?

Again huge thanks for your help, I'll be in a local tournament and for sure will be testing this team there! Your suggestions will for sure help me obtain better results there! :D
 
52 SpA Expert Belt Thundurus Hidden Power Ice vs. 4 HP / 0 SpD Landorus-T: 168-202 (101.8 - 122.4%) -- guaranteed OHKO

So, that calc above is kinda cool because Expert allows you to keep your bulk whereas Life Orb and bulk is somewhat contradictory (if good lol). To be quite honest though, with the rise in Assault Vest I'm not certain that you can really count on HP Ice to OHKO. I feel you'd be better off EVing to take the hits with Sitrus Berry Thundurus and assuming that all Landorus-T can take your HP Ice until proven otherwise (besides AV, Yache Berry and Focus Sash both see some use and make your Life Orb rather worthless).

That leaves you a little out in the cold as to an item for Suicune. Really though, Suicune is one of those Pokemon that is bulky enough to get away with using the Leftovers as a method recovery instead. Your team seems pretty good for TailRoom, and having won a Regional with the strategy myself I can certainly attest to it's power. My one thought is that Conk is still kinda slow under Tailwind; ideally on a TailRoom team Pokemon can take full advantage of both modes. To even outspeed Base 100s under Tailwind Conk needs to invest 148 speed EVs which is something it really doesn't want to do. Machamp can get away on TailRoom because it has 10 extra base speed, but having used Machamp it's not a real replacement for a good Conkeldurr. Also, in terms of Gardevoir/Sylveon:

252+ SpA Mega Gardevoir Psychic vs. 212 HP / 60 SpD Assault Vest Conkeldurr: 174-206 (84 - 99.5%) -- guaranteed 2HKO

While the Sylveon calcs aren't quite as good, Conkeldurr certainly can be EVed to take the attacks. It requires dropping some attack EVs but honestly it doesn't that that many and the bulky is generally useful on Conkeldurr unlike the speed. I'd run at least 60 SpD EVs for this purpose, and if you're curious here's the Sylveon calc:

252+ SpA Choice Specs Pixilate Sylveon Hyper Voice vs. 212 HP / 60 SpD Assault Vest Conkeldurr: 188-224 (90.8 - 108.2%) -- 43.8% chance to OHKO (it takes 132 SpD EVs to live this one 100% of the time)

Now, in terms of beating Gardevoir/Sylveon, Heatran certainly is good but Kang is also a nice option. Especially when dealing with Gardevoir, Kangaskhan is often capable of pulling off the OHKO with Return even onto bulkier Gard sets. Sylveon has more HP than Gard, but it doesn't really like eating Adamant Returns either and combined with some chip damage like a Heat Wave from Heatran you'll almost certainly be getting the KO you're looking for.

Finally, the Cress seems fine. I'd like to mention that Calm Mind Cresselia can be an absolute beast. Now, I know absolutely nothing about the Spanish meta but there's not much that really threatens CM Cress and the main thing you need to worry about it being timer stalled. The set would be like: Psychic/Ice Beam, Calm Mind, Moonlight, Trick Room. Admittedly CM works better on non TR versions of Cress, but at +1 you can notably Ice Beam 'through' Lando-T's potential AV. It also gives Cress an advantage in normally unwinnable endgames vs things like the aforementioned Gardevoir. Looking at your team I don't thin I'll recommend it, however it's certainly something to be aware of and to consider if you revise the team to the point where you no longer have/need TR on Cress for some reason.
 
52 SpA Expert Belt Thundurus Hidden Power Ice vs. 4 HP / 0 SpD Landorus-T: 168-202 (101.8 - 122.4%) -- guaranteed OHKO

So, that calc above is kinda cool because Expert allows you to keep your bulk whereas Life Orb and bulk is somewhat contradictory (if good lol). To be quite honest though, with the rise in Assault Vest I'm not certain that you can really count on HP Ice to OHKO. I feel you'd be better off EVing to take the hits with Sitrus Berry Thundurus and assuming that all Landorus-T can take your HP Ice until proven otherwise (besides AV, Yache Berry and Focus Sash both see some use and make your Life Orb rather worthless).

That leaves you a little out in the cold as to an item for Suicune. Really though, Suicune is one of those Pokemon that is bulky enough to get away with using the Leftovers as a method recovery instead. Your team seems pretty good for TailRoom, and having won a Regional with the strategy myself I can certainly attest to it's power. My one thought is that Conk is still kinda slow under Tailwind; ideally on a TailRoom team Pokemon can take full advantage of both modes. To even outspeed Base 100s under Tailwind Conk needs to invest 148 speed EVs which is something it really doesn't want to do. Machamp can get away on TailRoom because it has 10 extra base speed, but having used Machamp it's not a real replacement for a good Conkeldurr. Also, in terms of Gardevoir/Sylveon:

252+ SpA Mega Gardevoir Psychic vs. 212 HP / 60 SpD Assault Vest Conkeldurr: 174-206 (84 - 99.5%) -- guaranteed 2HKO

While the Sylveon calcs aren't quite as good, Conkeldurr certainly can be EVed to take the attacks. It requires dropping some attack EVs but honestly it doesn't that that many and the bulky is generally useful on Conkeldurr unlike the speed. I'd run at least 60 SpD EVs for this purpose, and if you're curious here's the Sylveon calc:

252+ SpA Choice Specs Pixilate Sylveon Hyper Voice vs. 212 HP / 60 SpD Assault Vest Conkeldurr: 188-224 (90.8 - 108.2%) -- 43.8% chance to OHKO (it takes 132 SpD EVs to live this one 100% of the time)

Now, in terms of beating Gardevoir/Sylveon, Heatran certainly is good but Kang is also a nice option. Especially when dealing with Gardevoir, Kangaskhan is often capable of pulling off the OHKO with Return even onto bulkier Gard sets. Sylveon has more HP than Gard, but it doesn't really like eating Adamant Returns either and combined with some chip damage like a Heat Wave from Heatran you'll almost certainly be getting the KO you're looking for.

Finally, the Cress seems fine. I'd like to mention that Calm Mind Cresselia can be an absolute beast. Now, I know absolutely nothing about the Spanish meta but there's not much that really threatens CM Cress and the main thing you need to worry about it being timer stalled. The set would be like: Psychic/Ice Beam, Calm Mind, Moonlight, Trick Room. Admittedly CM works better on non TR versions of Cress, but at +1 you can notably Ice Beam 'through' Lando-T's potential AV. It also gives Cress an advantage in normally unwinnable endgames vs things like the aforementioned Gardevoir. Looking at your team I don't thin I'll recommend it, however it's certainly something to be aware of and to consider if you revise the team to the point where you no longer have/need TR on Cress for some reason.
I guess I'll drop a bit of bulk in Def in Thundurus to give that little boost to the SpA with the Expert belt on it. You'd be surprised how many times you face Scarf Lando-T in spanish metagame, as well as M-Charizard-Y, M-Kang, Amoonguss and Tyranitar. Then maybe Sitrus Berry on Suicune is a better option for recovery after Calm Mind.

I wasn't considering bringing Conkeldurr in a non-TR match, but perhaps it is worth trying that. What'd be the suggested spread then? I'm afraid of losing so many important EVs regarding the defensive calcs then.

Speaking of Cresselia, Calm Mind is absolutely great, but it does have some cons to consider. Since Trick Room and Moonlight seem really necessary (or at least I think so), Calm Mind requires to replace either Psychic or Ice Beam, which are two excellent attacking moves! Since Ice type is perhaps the best type out there right now, replacing Ice Beam seems very difficult to me, especially if I have to face a psychic-type resisting rival. Psychic is a "powerful" (after CM, of course),
and one of the only ways of countering the omnipresent and annoying Amoonguss. What would you do in this situation?

Again, thank you very much for your help, my team is improving a lot thanks to your suggestions! :D
 
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