Edits in BOLD
Hi everyone! I've been using (read: lurking) Smogon for about a year and now that Gen 5 is out, I figure I might as well get some advice on my ideas. I'm seeing the Sandstorm/Trick Room idea more frequently lately. It seems like a fun idea even if it doesn't have the best track record competitively.
I'm not on PO so I use the good ol' fashioned game cartridge. As such, I don't have total control over IV's (I try for 20 or above for most stats, as high as possible for the most important stat and below 5 for speed). -Might be looking in to RNG manipulating.
Here is my idea for a team:
Bronzong @ Focus Sash or Light Clay (I'll test this out)
Ability: Levitate
EV': 252HP 128 Def 128 Sp. Def
Nature: Relaxed/Sassy?
-Stealth Rock
-Light Screen
-Reflect
-Trick Room
I've always like Bronzong as a screener. I would use this as a lead, set up the appropriate screen based on my opponent, use Trick Room and switch. Now that it is on full support duty, I'll set up as much as I can before using Trick Room and switching out. If I can get an entry hazard on top of TR, great, if not it will have a better chance to setting up TR with the Sash. I was thinking of using equal defences - does this make sense? Taunt could be a major issue.
Tyranitar @ Leftovers
Ability: Sand Stream
EV's: 252 HP 252 Sp. Def 4 Def
Nature: Brave
-Crunch
-Stone Edge
-Earthquake
-Pursuit
I wanted a Tyranitar that could take hits from the special side. I figure if I see a strong physical type like Conkeldurr, I'm not letting this guy anywhere near it. The brave nature is so it can contribute offensively as well. Superpower gives it better coverage but I could see Substitute being useful for incoming switches if I can afford to before finishing something off. Would also prevent Destiny Bond. Tyranitar should be able to come in more than once if I should need to set up the Sandstorm again.
Rhyperior @ Expert Belt
Ability: Solid Rock
EV's: 252 Atk 252 HP 4 Def
Nature: Brave
-Stone Edge
-Earthquake
-Megahorn
-Swords Dance
This is where it starts to come together. Yes, this is a duplicate of the DPP Trick Room build, but why change it? Expert Belt is here because I'm using Life Orb elsewhere, though I'm open to other suggestions. With a screen up, I should be able to grab a SD then plough through the other team (or just come in on something physically based). I'm wondering if Hammer Arm would be useful on here?
Reuniclus @ Life Orb
Ability: Magic Guard
EV's: 252 HP 252 Sp. Atk 4 Def
Nature: Quiet
-Psychic
-Recover
-Trick Room
-Focus Blast
Again, not particulary surprising but very good at what it does. Trick Room is here to set up again and also to let Reuniclus funtion by itself. I'm waffling on Energy Ball for Water damage and to stop Rock and Ground types from using my Trick Room and Sand Storm or Focus Blast for better coverage(the accuracy is an issue for me).
Magnezone @ Air Balloon
Ability: Magnet Pull
EV's: 252 Sp. Atk 100 HP 158 Def
Nature: Quiet
-Thunderbolt
-Flash Cannon
-Volt Switch
-Hidden Power Fire
Magezone is here to deal with opposing Water types. It can also deal with Steel, and (admittedly rare) Ice types which pose a threat to Tyranitar and Rhyperior. Flash Cannon can likewise hit Rock types trying to use my Sandstorm super effectively. Volt Change is there in case I need to get Magnezone out quickly or to set up Trick Room again. HP Fire for things like Scizor and other opposing Steel types not named "Skarmory."
Cofagrigus @ Leftovers
Ability: Mummy
EV's: 252 HP 252 Def 4 Sp. Def
Nature: Relaxed
-Trick Room
-Psychic
-Will-O-Wisp
-Calm Mind
As you may have guessed, I'm deadly afraid of Fighting attacks. This should stop physical attackers in their tracks. Will-O-Wisp can help decrease damage. Mummy can render Gliscor and SubSeed Breloom's Poison Heal useless as well as prevent a Guts users from causing as much damage. Using Calm Mind on resisted hits will let Cofagrigus stay in longer as well as let it cause some damage (though I'm not exactly expecting miracles). I've read every Trick Room team needs three users, so here is the back up. Psychic is on here to help dispatch fighting types like Conkeldurr.
Should I stick with this idea? Trash it? If you have any ideas for different attacks or switching out team members, I'm open to suggestions. Thanks for reading!
Hi everyone! I've been using (read: lurking) Smogon for about a year and now that Gen 5 is out, I figure I might as well get some advice on my ideas. I'm seeing the Sandstorm/Trick Room idea more frequently lately. It seems like a fun idea even if it doesn't have the best track record competitively.
I'm not on PO so I use the good ol' fashioned game cartridge. As such, I don't have total control over IV's (I try for 20 or above for most stats, as high as possible for the most important stat and below 5 for speed). -Might be looking in to RNG manipulating.
Here is my idea for a team:
Bronzong @ Focus Sash or Light Clay (I'll test this out)
Ability: Levitate
EV': 252HP 128 Def 128 Sp. Def
Nature: Relaxed/Sassy?
-Stealth Rock
-Light Screen
-Reflect
-Trick Room
I've always like Bronzong as a screener. I would use this as a lead, set up the appropriate screen based on my opponent, use Trick Room and switch. Now that it is on full support duty, I'll set up as much as I can before using Trick Room and switching out. If I can get an entry hazard on top of TR, great, if not it will have a better chance to setting up TR with the Sash. I was thinking of using equal defences - does this make sense? Taunt could be a major issue.
Tyranitar @ Leftovers
Ability: Sand Stream
EV's: 252 HP 252 Sp. Def 4 Def
Nature: Brave
-Crunch
-Stone Edge
-Earthquake
-Pursuit
I wanted a Tyranitar that could take hits from the special side. I figure if I see a strong physical type like Conkeldurr, I'm not letting this guy anywhere near it. The brave nature is so it can contribute offensively as well. Superpower gives it better coverage but I could see Substitute being useful for incoming switches if I can afford to before finishing something off. Would also prevent Destiny Bond. Tyranitar should be able to come in more than once if I should need to set up the Sandstorm again.
Rhyperior @ Expert Belt
Ability: Solid Rock
EV's: 252 Atk 252 HP 4 Def
Nature: Brave
-Stone Edge
-Earthquake
-Megahorn
-Swords Dance
This is where it starts to come together. Yes, this is a duplicate of the DPP Trick Room build, but why change it? Expert Belt is here because I'm using Life Orb elsewhere, though I'm open to other suggestions. With a screen up, I should be able to grab a SD then plough through the other team (or just come in on something physically based). I'm wondering if Hammer Arm would be useful on here?
Reuniclus @ Life Orb
Ability: Magic Guard
EV's: 252 HP 252 Sp. Atk 4 Def
Nature: Quiet
-Psychic
-Recover
-Trick Room
-Focus Blast
Again, not particulary surprising but very good at what it does. Trick Room is here to set up again and also to let Reuniclus funtion by itself. I'm waffling on Energy Ball for Water damage and to stop Rock and Ground types from using my Trick Room and Sand Storm or Focus Blast for better coverage(the accuracy is an issue for me).
Magnezone @ Air Balloon
Ability: Magnet Pull
EV's: 252 Sp. Atk 100 HP 158 Def
Nature: Quiet
-Thunderbolt
-Flash Cannon
-Volt Switch
-Hidden Power Fire
Magezone is here to deal with opposing Water types. It can also deal with Steel, and (admittedly rare) Ice types which pose a threat to Tyranitar and Rhyperior. Flash Cannon can likewise hit Rock types trying to use my Sandstorm super effectively. Volt Change is there in case I need to get Magnezone out quickly or to set up Trick Room again. HP Fire for things like Scizor and other opposing Steel types not named "Skarmory."
Cofagrigus @ Leftovers
Ability: Mummy
EV's: 252 HP 252 Def 4 Sp. Def
Nature: Relaxed
-Trick Room
-Psychic
-Will-O-Wisp
-Calm Mind
As you may have guessed, I'm deadly afraid of Fighting attacks. This should stop physical attackers in their tracks. Will-O-Wisp can help decrease damage. Mummy can render Gliscor and SubSeed Breloom's Poison Heal useless as well as prevent a Guts users from causing as much damage. Using Calm Mind on resisted hits will let Cofagrigus stay in longer as well as let it cause some damage (though I'm not exactly expecting miracles). I've read every Trick Room team needs three users, so here is the back up. Psychic is on here to help dispatch fighting types like Conkeldurr.
Should I stick with this idea? Trash it? If you have any ideas for different attacks or switching out team members, I'm open to suggestions. Thanks for reading!