SV OU DOUBLE HEAL TRICK ROOM

I'm gonna begin this by saying ,yes I am aware Trick Room isn't really a viable strategy, in the current meta , however I am so saturated by the current meta and the team is very fun to pilot so far.
Having said that let's get right into the team and how it functions.
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Sir it's a Wendies (Hatterene) @ Focus Sash
Ability: Magic Bounce
Tera Type: Fire
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psyshock
- Mystical Fire
- Healing Wish
- Trick Room

The Lead of the show ,the main purpose of this mon often comes down to living a hit setting up trick room and dying or in some cases switching to another mon and serving as a sack for, and when necessary. Focus sash also serves as a way to make sure trick room is up in the late game in some rare cases, ensuring the sweepers can do their job. It also serves as a hazard restriction, and also deals with Prankster shenanigans to some extent. Healing wish is here to facilitate sweepers another chance to break through teams. Psyshock deals with pesky Glimora and confident slowking galar switch ins. Mystical fire serves as dettrent to Kingambit and Gholdengo switch ins and in some cases neutralizes lead Darkrai by reducing it's special attack a d thus forcing a switch in the next turn. Other than that this mon really doesn't serve much purpose ,and I would love for it pull some more weight for the team ,if that's possible.

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Nice Balls bro (Cresselia) @ Leftovers
Ability: Levitate
Tera Type: Fairy
EVs: 252 HP / 215 Def / 41 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Moonblast
- Psychic
- Lunar Dance
- Trick Room

The second trick room setter and arguably the better one. Cresselia tanks physical hits and sometime sponges special hits but not so well and sets up TR multiple times throughout the game. It plays an important role in checking Great Tusk and Landorus Therian, effective shuting them down in some cases and allowing the Offensive mons to come in safely on forced switch ins. Tera Fairy allows Cresselia to deal better w aforementioned Great Tusk, Lokix in some rare cases, Roaring moon and Meowscarada. However even without the Tera Cresselia ofetn survives unboosted supereffective hits from aforementioned mons well except First Impression from Lokix. Lunar dance once again serves the same purpose as Hatterene's Healing Wish.

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HIMothy Johnson (Ursaluna) @ Flame Orb
Ability: Guts
Tera Type: Ghost
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Facade
- Headlong Rush
- Crunch
- Swords Dance

The primary component of the Offensive core and an automatic choice on anything remotely related to Trick Room. Usraluna under trick room blows open holes in opposing teams as well as functions as the end game sweeper in some cases. Tera Ghost allows it to oustsmart And set up or heavily damage threatening mons such as Great Tusk or in some cases Ogerpon, while at full health. The important thing is to play this mon aggressively and switching in whenever possible and forcing switch ins resulting in damage over time. Healing wish and Lunar Dance support from the other two aforementioned mons ensures ,it can come back to finish the job if need be.
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Honkerdonks (Iron Hands) @ Booster Energy
Ability: Quark Drive
Tera Type: Flying
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Wild Charge
- Close Combat
- Swords Dance
- Ice Punch

Booster energy Iron hands is mainly here to check to dark types ,both special and physical. The moveswt is pretty standard with Tera flying allowing it to Catch Great tusks, landorus ,gliscors and Rillabooms by surprise and heavily damage them if not knock them out outright. Similar to Ursaluna aggressive use of this mon ensures set up opportunity bolstering it's already high attack to insane levels. And also also similarly, support from Cresselia and Hatterene allows it to function once again. However most of the times it's not preferred because of the lack of Booster energy, it often underperforms heavily.
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No Scald? Kekw (Volcanion) @ Choice Specs
Ability: Water Absorb
Tera Type: Fairy
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Steam Eruption
- Earth Power
- Fire Blast
- Tera Blast

The Odd pick of the team and an insane threat with choice specs, Volcanion was originally inspired by Stormzone's Trick Room Team w Volcanion and also because I love this mon. Overtime it has proven to be a great mon and , especially good against rain. It essentially stops most Swift swim sweeper in ther tracks, whil Tera Fairy allows it to heavily damage or take out , it's supposed checks. Very few mons resist or are immune to both it's stab ,and one that doesn't die to specs steam eruption dies to fire blast such as Ogerpon. Specs used to be Boots before ,but I had to trade it's longevity for power ,as the boost is significant. Tera Fairy also shuts down Walking wake on sun team and is an emergency check to ,Great Tusk ,Dragapukt , Unboosted Dragonite and Roaring moon.
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Ban Dodger69 (Kingambit) @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 27 Spe
- Swords Dance
- Low Sweep
- Sucker Punch
- Kowtow Cleave

Although Kingambit is an automatic pick on most offense teams atp ,here it plays a slightly different role than an Sucker punch monster in the endgame. Trick Room allows it to switch in much more frequently and gaij chip damage throught out the game ,often coming back in late game or allowing it's other offensive team mates to clean up after it has worn down shared checks.

Now to look at the threats that I have encountered over time.
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The Bane of my existence this mon is fast and versatile in coverage. Life or or specs variant often do too much damage to even get the team into motion, losing the game before it even begins. Iron hands is often the go to mon to check this but it gets worn down over time leaving the team w lesser offensive power and also it fails to check the other mons it is supposed to.

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Particularly the Roar variant when played well doesn't even allow for Trick Room to get up and without Trick Room up this team doesn't really stand a chance against the Insanely powered metagame threats. It is often checked by Volcanion, Cresselia and Hatterene if it's not dead but ,Tera steel and Tera fire variants ofetn pose a problem.
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Not really ad bad as the others ,but the lack of ground types outside of Ursaluna really shows here. Moreover this mon often forces switching thus ,chipping off it's supposed checks letting it's teammates finish the job.

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WHY DOES THIS MON GETS DISCHARGE? WHAT DOES IT NOT GET? IT LITERALLY HAS EVERY MOVE UNDER TGE SUN AND MY HOME ADDRESS AS WELL ,I HATE IT SO MUCH, But fr this mon is so unpredictable in what it is gonna pull out and it sometimes ,does too much damage to get back into momentum.

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Not a threat so much as it is an annoyance ,in the fact that It doesn't care about Hatterene's magic bounce and since Kleavor is not really viable it is the only mon that forces the team to deal w hazards adms there isn't any removal on the team only restrictions in form of Hatterene and once that fails , it's pretty much chip for the entire team. Most of the time it doesn't get much done but when it does it really becomes a menace to deal w as bar Cresselia ,every other mon takes too much chip to get things done in the long run.

So that's the team and the threats. I have had Middling success w this team ,but it has been very fun to pilot so far. Any and all help is greatly appreciated, Thank you!
 
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