Enter the Twisted Dimension: Partial Trick Room Team

Enter the Dimension: Partial Trick Room Team

Introduction:

Gen 6 has not been friendly to Trick Room, to put it simply. The transition from hyper offensive weather to a more bulky offensive, revenge kill friendly gen makes it much harder for Trick Room to come out and wreck teams. To make matters much worse, the addition of the new Fairy type and Steel's lack of resistance towards Ghost and Dark types makes running a core between Trick Room setters practically impossible. I was hoping that this gen would offer at least one new viable Trick Room setter that could create a setter core, but nope. Nothing new. These few factors make running Trick Room this gen almost practically impossible, but I'm not gonna give up yet. Anyway, my team:

The Lead:
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Mandibuzz:
Item: Leftovers
Nature: Bold (+Def, -Atk)
Ability: Overcoat
EV's: 248 HP / 252 Def / 8 SpD
Moves:
Foul Play
Taunt
Defog
Roost

Putting Mandibuzz in the lead position provides my team with a method of attracting leads that can't hit Victini or Reuniclus hard at all. Not just that, but Mandibuzz is a reliable counter to Pokemon who will attempt to taunt Victini and Reuniclus out of Trick Room. His utility with Taunt and Defog has proven to be useful on my team, in which Stealth Rocks can put a big dent on. Not just that, but if Trick Room is up, Mandibuzz going second can OHKO Aegislash with his Foul Play, by luring him into his Attack Forme. Roost is for healing HP so Mandibuzz can continue to provide utility support on my team.

The Setters/Sweepers:
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Victini:
Item: Flame Plate
Nature: Brave (+Atk, -Spe)
Ability: Victory Star
EV's: 248 HP / 252 Atk / 8 Def
Moves:
Trick Room
V-Create
Bolt Strike
Final Gambit


Because there really isn't a Trick Room setter core this gen, Victini provides the most sensible compliment to Reuniclus. Its Fire Typing allows it to take neutral damage to Bug type moves, while hitting Pokemon that threaten Reuniclus hard like Aegislash and Scizor with its Powerful V-Create. With base 100 Speed, running Trick Room on him might be questionable at first, but his V-Create lowers his speed whenever it's used, which after one, makes him perfectly viable to setup Trick Room. Bolt Strike hits Talonflame, which threatens my team, and Final Gambit is to sneak an extra kill when switching isn't viable.

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Reuniclus:
Item: Life Orb
Nature: Quiet (+SpA, -Spe)
Ability: Magic Guard
EV's: 192 HP / 64 Def / 252 SpA
Moves:
Trick Room
Psyshock
Focus Blast
Energy Ball

Reuniclus is probably the most famous Trick Room setter, and for a good reason. With Magic Guard, it not only makes Reuniclus resistant to Stealth Rock, but allows him to utilize Life Orb without any recoil. With Psyshock, to trick Goodra and other opposing special walls into taking a big hit, Focus Blast, to rid of Bisharp and other otherwise resistant Steel Types, and Energy Ball to surprise Rotom-W and other counters that think they can sneak away against Reuniclus, Reuniclus makes for a devastating sweeper under Trick Room. Luckily, he can setup Trick Room himself. Reuniclus has just enough bulk to take a couple of neutral hits, which gives him time to set up Trick Room, and when needed, switch.

The Solo Sweeper:
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Conkeldurr:
Item: Life Orb
Nature: Brave (+Atk, -Spe)
Ability: Iron Fist
EV's: 128 HP / 22 Atk / 128 SpD
Moves:
Mach Punch
Hammer Arm
Fire Punch
Poison Jab

Conkeldurr's purpose is to take down unprepared teams with the buff of going first that Trick Room provides it. Hammer Arm is his main sweeping move, which puts huge dents or outright OHKO's almost anything that takes at least neutral damage from it. Fire Punch and Poison Jab cover some of his major weaknesses. Fire Punch allows him to hit opposing Aegislash, Ghost-type, etc. switch-ins, and Poison Jab allows him to hit Azumarill and opposing Fairy type threats that otherwise completely wall Conkeldurr. Mach Punch gives Conkeldurr options when Trick Room is over. What else can be said? Conkeldurr is a threatening force when Trick Room is up.

The High-Speed Sweepers/Stallbreakers:

Any Trick Room user understands that a High-Speed cleanup Pokemon is needed for when Trick Room goes down. People not accustomed to Trick Room mistake that Trick Room is similar to Gen 5 weather, where the bounds are endless when it goes up, but this assumption isn't true. Also, getting back into the groove with Trick Room when it goes down isn't as easy as sending out a setter, because a turn must be invested to get Trick Room up. This means that a Pokemon who gets switched into must not be able to be 2HKO'ed. This is something people don't understand about Trick Room, and their setters get killed, then they get swept, because Trick Room isn't up. Because of the factors I mentioned in the intro, I've had to rebuild my Trick Room team into a Partial Trick Room Team. These last two slots provide me with a kickstart in order to set up Trick Room again.

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Genesect:
Item: Choice Scarf
Nature: Hasty (+SpA, -Def)
Ability: Download
EV's: 4 Atk / 252 SpA / 252 Spe
Moves:
U-Turn
Ice Beam
Flamethrower
Thunder

I get a lot of criticism for using Genesect, unfortunately. Apparently I'm a horrible player for having him on my team, because he's not part of Trick Room and he's a Stallbreaker... but that's the point, really... to the Stallbreaking part. Trick Room suffers heavily against Full-Stall teams, and needs something to get rid of them, and the rest of the gang of Stall Pokemon. It might seem that Genesect won't work well under a team designed for slow Pokemon, but remember that Trick Room only lasts for 5 turns, including the turn that it's set. This means that Trick Room goes up pretty quickly, so Genesect doesn't have much to worry about. U-Turn allows Genesect to retreat in the case of a bad switch, Ice Beam hits the Genie Trio, Dragons, Mega Pinsir, etc. hard, Flamethrower hits Scizor, Mega Lucario, Aegislash, etc. hard, and Thunder allows it to hit Gyrados, Azumarill, MegaZard Y, etc. hard. Genesect has everything he needs to Stallbreak, fortunately.

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Mega Medicham:
Item: Medichamite
Nature: Jolly (+Spe, -SpA)
Ability: Pure Power
EV's: 252 Atk / 4 Def / 252 Spe
Moves:
High Jump Kick
Substitute
Fire Punch
Ice Punch

Mega Medicham is my second Stallbreaker. With his incredible coverage, he can surprise teams that try to cater towards countering Trick Room. Mega Medicham gets similar coverage to Genesect, with the Fire and Ice part. Mega Medicham also gets High Jump Kick, which helps kill off Bisharp, Mega Lucario, Greninja, Tyranitar, and other threats. He's pretty much a secondary High-Speed Sweeper, which compliments Genesect by providing extra coverage for when Trick Room can't go up. And when my core dies completely, Mega Medicham can clean up, as it isn't locked into an attack because of a Choice item.

Conclusion:

My team has been a bit on and off on its wins and losses at Pokemon Showdown. While I'm capable of doing some major damage and beating Hyper-Offensive teams, I run into major trouble against Stall-Oriented teams. Phazing, Dual Screens, and Protect/Substitute cause me a world of trouble, and I've yet to find any decent answer to them, other than luck. Also, Talonflame causes me a ton of trouble as well, due to its ability, Gale Wings. Thank you for taking a look at my team. All criticism is appreciated, and will be considered (as this is the point of the RMT, lol).


Replays:
http://replay.pokemonshowdown.com/ou-78230825

http://replay.pokemonshowdown.com/ou-78323297
http://replay.pokemonshowdown.com/ou-78678641
http://replay.pokemonshowdown.com/ou-78837835
http://replay.pokemonshowdown.com/ou-78884263
 
Last edited:
I suggest using a different set for Conkeldurr.

Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 120 HP / 252 Atk / 136 SDef
Brave Nature
IVs: 0 Spd
- Drain Punch
- Ice Punch
- ThunderPunch
- Fire Punch / Mach Punch / Poison Jab / Knock off

Common flying-types and psychic-types often switch into Conkeldurr. As a trick room abuser, you want as many predictions -> OHKOs as you can in your extremely limited 3 turns of TR. (The turn you set up counts as a turn, and switching takes a turn)

It's worth noting that with iron fist, a resisted hammer arm does as much as a neutral fire punch, so the usefulness of fire punch isn't that great.

You want conkeldurr to OHKO every incoming threat, and with LO + SF, all its coverage moves hit extremely hard, and you don't suffer recoil (with drain punch you do suffer recoil but you're gaining more than that). Here are some common threats conkeldurr would probably like to hit harder:

252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 252 HP / 252+ Def Mandibuzz: 226-268 (53.3 - 63.2%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb Iron Fist Conkeldurr Hammer Arm vs. 252 HP / 252+ Def Mandibuzz: 207-243 (48.8 - 57.3%) -- 49.2% chance to 2HKO after Leftovers recovery

252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 252 HP / 184+ Def Gliscor: 416-494 (117.5 - 139.5%) -- guaranteed OHKO
252+ Atk Life Orb Iron Fist Conkeldurr Hammer Arm vs. 252 HP / 184+ Def Gliscor: 96-114 (27.1 - 32.2%) -- possible 5HKO after Poison Heal

-1 252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 252 HP / 0 Def Landorus-T: 468-556 (122.5 - 145.5%) -- guaranteed OHKO
-1 252+ Atk Life Orb Iron Fist Conkeldurr Hammer Arm vs. 252 HP / 0 Def Landorus-T: 108-127 (28.2 - 33.2%) -- 93.9% chance to 4HKO after Leftovers recovery

-1 252+ Atk Life Orb Sheer Force Conkeldurr Thunder Punch vs. 4 HP / 0 Def Gyarados: 525-619 (158.1 - 186.4%) -- guaranteed OHKO
-1 252+ Atk Life Orb Iron Fist Conkeldurr Hammer Arm vs. 4 HP / 0 Def Gyarados: 120-140 (36.1 - 42.1%) -- guaranteed 3HKO

252+ Atk Life Orb Sheer Force Conkeldurr Thunder Punch vs. 4 HP / 0 Def Talonflame: 426-504 (142.9 - 169.1%) -- guaranteed OHKO
252+ Atk Life Orb Iron Fist Conkeldurr Hammer Arm vs. 4 HP / 0 Def Talonflame: 195-230 (65.4 - 77.1%) -- guaranteed 2HKO

252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 4 HP / 0 Def Latios: 387-458 (128.1 - 151.6%) -- guaranteed OHKO
252+ Atk Life Orb Iron Fist Conkeldurr Hammer Arm vs. 4 HP / 0 Def Latios: 177-209 (58.6 - 69.2%) -- guaranteed 2HKO

If you don't want to use SF (which I recommend), at least consider changing the coverage moves.
 
Final Gambit in general isn't a very good move. You'd usually sac a Pokemon when it's at low health, which would render Final Gambit near useless.
But you can never go wrong with STAB, so I'd replace it on Victini with Zen Headbutt.
 
I suggest using a different set for Conkeldurr.

Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 120 HP / 252 Atk / 136 SDef
Brave Nature
IVs: 0 Spd
- Drain Punch
- Ice Punch
- ThunderPunch
- Fire Punch / Mach Punch / Poison Jab / Knock off

Common flying-types and psychic-types often switch into Conkeldurr. As a trick room abuser, you want as many predictions -> OHKOs as you can in your extremely limited 3 turns of TR. (The turn you set up counts as a turn, and switching takes a turn)

It's worth noting that with iron fist, a resisted hammer arm does as much as a neutral fire punch, so the usefulness of fire punch isn't that great.

You want conkeldurr to OHKO every incoming threat, and with LO + SF, all its coverage moves hit extremely hard, and you don't suffer recoil (with drain punch you do suffer recoil but you're gaining more than that). Here are some common threats conkeldurr would probably like to hit harder:

252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 252 HP / 252+ Def Mandibuzz: 226-268 (53.3 - 63.2%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb Iron Fist Conkeldurr Hammer Arm vs. 252 HP / 252+ Def Mandibuzz: 207-243 (48.8 - 57.3%) -- 49.2% chance to 2HKO after Leftovers recovery

252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 252 HP / 184+ Def Gliscor: 416-494 (117.5 - 139.5%) -- guaranteed OHKO
252+ Atk Life Orb Iron Fist Conkeldurr Hammer Arm vs. 252 HP / 184+ Def Gliscor: 96-114 (27.1 - 32.2%) -- possible 5HKO after Poison Heal

-1 252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 252 HP / 0 Def Landorus-T: 468-556 (122.5 - 145.5%) -- guaranteed OHKO
-1 252+ Atk Life Orb Iron Fist Conkeldurr Hammer Arm vs. 252 HP / 0 Def Landorus-T: 108-127 (28.2 - 33.2%) -- 93.9% chance to 4HKO after Leftovers recovery

-1 252+ Atk Life Orb Sheer Force Conkeldurr Thunder Punch vs. 4 HP / 0 Def Gyarados: 525-619 (158.1 - 186.4%) -- guaranteed OHKO
-1 252+ Atk Life Orb Iron Fist Conkeldurr Hammer Arm vs. 4 HP / 0 Def Gyarados: 120-140 (36.1 - 42.1%) -- guaranteed 3HKO

252+ Atk Life Orb Sheer Force Conkeldurr Thunder Punch vs. 4 HP / 0 Def Talonflame: 426-504 (142.9 - 169.1%) -- guaranteed OHKO
252+ Atk Life Orb Iron Fist Conkeldurr Hammer Arm vs. 4 HP / 0 Def Talonflame: 195-230 (65.4 - 77.1%) -- guaranteed 2HKO

252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 4 HP / 0 Def Latios: 387-458 (128.1 - 151.6%) -- guaranteed OHKO
252+ Atk Life Orb Iron Fist Conkeldurr Hammer Arm vs. 4 HP / 0 Def Latios: 177-209 (58.6 - 69.2%) -- guaranteed 2HKO

If you don't want to use SF (which I recommend), at least consider changing the coverage moves.

The calcs are very convincing; I'll try this set, thanks! Fire Punch was originally for Aegislash, but now that I think about it, Knock Off is a better choice. Poison Jab didn't give me much coverage, and Conkeldurr could've used Ice Punch more. Thunder Punch mainly seems geared towards Gyrados, unless luck is on my side when predicting the switch to Talonflame. However, Defensive Gyrados can give me a lot of trouble still. I really like Mach Punch's priority, though it's not too necessary on him.

Final Gambit in general isn't a very good move. You'd usually sac a Pokemon when it's at low health, which would render Final Gambit near useless.
But you can never go wrong with STAB, so I'd replace it on Victini with Zen Headbutt.

I was going to consider Zen Headbutt, as I noticed that Final Gambit didn't give me much of an advantage, as Victini's health was usually low when I needed it the most. I'll try it out though, thanks!
 
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