Hi all.
This is my first time ever building a trick room team. I think it's nothing you never saw around, i faced these pokemon so many times lately that i want to try them fo myself. So here it is:
Hatterene @ Life Orb
Nature: Quite
Ability: Magic Bounce
IV: 0 speed
252 Spa, 252 HP, 4 SpD
- Trick room
- Dazzling gleam
- Psychic
- Magic flame
So she is my main trick room setter, easily throw out with her best friend indeedee who can cast follow me while hattarene sets the room. What I love the most is that hattarene is not just a trick room setter, she also an abuser thanks to her insane special attack boosted by the Indeedee's helping hand in the second turn (if she survive the follow me ofc).
Psychic and dazzling are STAB while I choose fire over protect to cover some grass treat which I think is one of the major weakness of the team (ferrothorn can you hear me?) and also 1HKO excadrill which is also a huge treat. I don't think she needs choice specs cause of the psychic terrain already boosting her psychic while the life orb let me use magic flame or dazzling in case I need her to.
Indeedee @ colbur berry
Nature: Bold
252 HP, 252 Def, 4 SpD
Ability: Psychic surge
- Psychic
- Helping hand
- Follow me
- Protect
I think she is the best partner for hatterene: follow me + trick room is an almost guaranteed combo that only a few mon can counter.
Her hidden ability allows Indeedee to sets the psychic terrain as she enter the battlefield, which is a huge help for the whole team; she gave some extra support with helping hand allowing to 1HKO every mon that are not bulky enough, and she can also deal some good damage.
Colbur berry is for her weakness to darkness, allowing Indeedee to survive while hattarene kills everything 2nd turn. The sinergy between my two ladies is crazy so indeedee has to be in this team.
Rhyperior @ WeaKness polyci
Ability: solid Rock
Brave nature
252 hp, 108 att, 68 def, 80 Sdef
IV: 0 speed
- Rock slide
- Hammer arm
- Protect
- High horsepower
I was so happy to see that rhyperior was back in the game. He is the one pokemon I Dnamax the most: insane HP, solid rock allows him to survive super effective moves, the dynamax earth gives the special defence boost he and hattarene were starving for while he can hit like a truck once the weaknees policy is activated.
High horsepower over earthquake cause I don't have any levitate/ flying. Rock slide is aoe STAB. Hammer arm let him being faster in the trick room without losing any attack or defence. This is a very classic rhyperior and it works really good.
Gastrodon @ Leftovers
Ability: storm drain
Calm nature
252 Hp, 108 Def 148 Spd
IV: 0 speed
- Scald
- Ice beam
- Recover
- Protect
I think gastrodon is a really good pokemon. Now that Dracovish is out there he gain even more value thanks to his ability storm drain that completely nullify the water damage while giveing gastrodon a +1 in special attack. Without him in my party, dracovish could easily O1KO almost every mon in this team so he has to be there just in case. But that not his only purpose: while he can protect rhyperior from water moves he is also a very reliable defensive pokemon with his access to recover, his immunity to lightning and ofc his unique ability.
Scald is a STAB that can also burn. scald over geopower because I feel I have already to many earth moves in the team; ice beam for grass and dragon, protect and recover to make him live forever.
Conkeldurr @ Flame orbs
Ability: guts
Nature: Brave
252 hp , 252 att , 4 def
IV: 0 speed
- Hammer arm
- Thunder punch
- High horsepower
- Match punch
I think conkeldurr works really well in the TR, hitting treats like excadrill, tyranittar and so on. He also has access to match punch, which gives him some priority even if the trick room goes off.
Off course I play him with guts + flame orbs not only for the 50% gain in attack, but also to counter all those annoying hypnosis and sleeping powder I am facing lately. Thunder punch is for gyarados while I am still not really sure about horsepower, which is there mainly for the dynamax buff.
He is a very strong pokemon and a fighting type in the team is always a plus.
Mimikyu @ Babiri Berry
Ability: Disguise
248 HP , 252 Atk , 8 Def
Nature: Brave
IV: 0 Speed
- Play Rough
- Shadow Claw
- Shadow Sneak
- Trick Room
I wasn't really sure of my sixth pokemon. I think mymikyu can works fine setting the trick room later in the game thanks to disguise, which make him immune to the first hit. He's also able to do some good old damage while keeping priority in the trick room thanks to shadow sneak.
His movepool is not avant-garde at all but it works really good.
I am open to suggestion on this one cause I am not seeing him making the difference here. I was thinking chandelure for the grass mon out there or bronzong.
That's it. Hope you can help me improve this.
This is my first time ever building a trick room team. I think it's nothing you never saw around, i faced these pokemon so many times lately that i want to try them fo myself. So here it is:
Hatterene @ Life Orb
Nature: Quite
Ability: Magic Bounce
IV: 0 speed
252 Spa, 252 HP, 4 SpD
- Trick room
- Dazzling gleam
- Psychic
- Magic flame
So she is my main trick room setter, easily throw out with her best friend indeedee who can cast follow me while hattarene sets the room. What I love the most is that hattarene is not just a trick room setter, she also an abuser thanks to her insane special attack boosted by the Indeedee's helping hand in the second turn (if she survive the follow me ofc).
Psychic and dazzling are STAB while I choose fire over protect to cover some grass treat which I think is one of the major weakness of the team (ferrothorn can you hear me?) and also 1HKO excadrill which is also a huge treat. I don't think she needs choice specs cause of the psychic terrain already boosting her psychic while the life orb let me use magic flame or dazzling in case I need her to.
Indeedee @ colbur berry
Nature: Bold
252 HP, 252 Def, 4 SpD
Ability: Psychic surge
- Psychic
- Helping hand
- Follow me
- Protect
I think she is the best partner for hatterene: follow me + trick room is an almost guaranteed combo that only a few mon can counter.
Her hidden ability allows Indeedee to sets the psychic terrain as she enter the battlefield, which is a huge help for the whole team; she gave some extra support with helping hand allowing to 1HKO every mon that are not bulky enough, and she can also deal some good damage.
Colbur berry is for her weakness to darkness, allowing Indeedee to survive while hattarene kills everything 2nd turn. The sinergy between my two ladies is crazy so indeedee has to be in this team.
Rhyperior @ WeaKness polyci
Ability: solid Rock
Brave nature
252 hp, 108 att, 68 def, 80 Sdef
IV: 0 speed
- Rock slide
- Hammer arm
- Protect
- High horsepower
I was so happy to see that rhyperior was back in the game. He is the one pokemon I Dnamax the most: insane HP, solid rock allows him to survive super effective moves, the dynamax earth gives the special defence boost he and hattarene were starving for while he can hit like a truck once the weaknees policy is activated.
High horsepower over earthquake cause I don't have any levitate/ flying. Rock slide is aoe STAB. Hammer arm let him being faster in the trick room without losing any attack or defence. This is a very classic rhyperior and it works really good.
Gastrodon @ Leftovers
Ability: storm drain
Calm nature
252 Hp, 108 Def 148 Spd
IV: 0 speed
- Scald
- Ice beam
- Recover
- Protect
I think gastrodon is a really good pokemon. Now that Dracovish is out there he gain even more value thanks to his ability storm drain that completely nullify the water damage while giveing gastrodon a +1 in special attack. Without him in my party, dracovish could easily O1KO almost every mon in this team so he has to be there just in case. But that not his only purpose: while he can protect rhyperior from water moves he is also a very reliable defensive pokemon with his access to recover, his immunity to lightning and ofc his unique ability.
Scald is a STAB that can also burn. scald over geopower because I feel I have already to many earth moves in the team; ice beam for grass and dragon, protect and recover to make him live forever.
Conkeldurr @ Flame orbs
Ability: guts
Nature: Brave
252 hp , 252 att , 4 def
IV: 0 speed
- Hammer arm
- Thunder punch
- High horsepower
- Match punch
I think conkeldurr works really well in the TR, hitting treats like excadrill, tyranittar and so on. He also has access to match punch, which gives him some priority even if the trick room goes off.
Off course I play him with guts + flame orbs not only for the 50% gain in attack, but also to counter all those annoying hypnosis and sleeping powder I am facing lately. Thunder punch is for gyarados while I am still not really sure about horsepower, which is there mainly for the dynamax buff.
He is a very strong pokemon and a fighting type in the team is always a plus.
Mimikyu @ Babiri Berry
Ability: Disguise
248 HP , 252 Atk , 8 Def
Nature: Brave
IV: 0 Speed
- Play Rough
- Shadow Claw
- Shadow Sneak
- Trick Room
I wasn't really sure of my sixth pokemon. I think mymikyu can works fine setting the trick room later in the game thanks to disguise, which make him immune to the first hit. He's also able to do some good old damage while keeping priority in the trick room thanks to shadow sneak.
His movepool is not avant-garde at all but it works really good.
I am open to suggestion on this one cause I am not seeing him making the difference here. I was thinking chandelure for the grass mon out there or bronzong.
That's it. Hope you can help me improve this.
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