ORAS UU Hello all! I need advice from the pros (RMT)

First off, HI. I'm new (to the forums, not pokemon). Hope everyone's having a good day and all!

I've always been pretty garbage at competitive, so I usually stick to random battles on showdown. But lately I've felt the urge to learn how to create my own teams and make them synergize well.

Below is a trick-room team that I've made! Not my first, but the first one that I'm feeling really confident about. Suggestions on the weaknesses I've missed would be super helpful.


The World (Camerupt-Mega) @ Cameruptite
Ability: Sheer Force
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Earth Power
- Eruption
- Flamethrower
- Flash Cannon

So I've heard that when building a team it's best to pick a focal point. I really like M-Camerupt and it should work immensely well in a TR team. The EV spread puts him as a super tank, I think. Speed gets up to a whopping 40 with 0 IVs. Earth Power and Flamethrower for STAB with Sheer Force and because I miss 90% of Fire Blasts. Eruption for outright devastation, and Flash Cannon for the pixies.

The Magician (Meowstic) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Heal Bell
- Psyshock
- Toxic

Here's Meowstic. I know, kind of fast for a TR, but I like Prankster. Heal Bell for my burn targets and to keep the poison off M-Camel and the cyclops, Psyshock because Taunt exists, and Toxic for bulky waters.

The Hanged Man (Dragalge) @ Assault Vest
Ability: Adaptability
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Dragon Pulse
- Scald
- Sludge Wave
- Shadow Ball

I like Dragalge. It's powerful with Adaptability and doesn't get smushed by Psychics with the salty vest on. D-Pulse for STAB and the other handful of dragons in this tier. Scald for coverage on the grounds that like to come in, Sludge Wave for the pixies and grass types, Shadow Ball in case I get drunk and decide to stay in on Cresselia.

The Chariot (Escavalier) @ Occa Berry
Ability: Shell Armor
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Knock Off
- Swords Dance
- Megahorn
- Iron Head

I originally had a couple of other picks for this spot, but I'm dumb, so here's Escavalier. Hitting hard with Knock off is always good, Megahorn for darks, mostly (like Mandibuzz), Iron Head for STAB flinching in TR, and Swords in case I get lucky and get to set up a bit. Also, Occa Berry.

The Hierophant (Dusclops) @ Eviolite
Ability: Frisk
EVs: 248 HP / 8 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Night Shade
- Pain Split
- Will-O-Wisp

Am I missing something in thinking that eviolite Dusclops is really good? I think it's really good. If I do my math right, 8 DEF EVs with eviolite gets this thing to nearly 500 def. I know its base HP sucks, but that's what I have Pain Split for. Night Shade for reliable damage, Will-O-Wisp to make physical attackers cry, and TR because TR.

The Tower (Malamar) @ Sitrus Berry
Ability: Contrary
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Superpower
- Knock Off
- Psycho Cut
- Trick Room

The Contrary Malamar we've all seen before. Superpower helps set up, Knock Off for STAB envy, Psycho Cut for Heracross (I really would have to be drunk to stay in on that), TR for TR.

How'd I do? If it's bad, it's bad, and I want to know so that I can improve the team and my own building skills. Don't hold back!
 
I'm sure not an expert, but I do have some advice.

From what I can see, this team wouldn't thrive in the current UU metagame. I love the idea of using mons from other tiers, shaking up the matches, and being unpredictable, but it looks like your team is really an RU team with Dragalge stuck on. If you want to really do well with this team, replace Dragalge with something from RU (I'm not well versed in that meta, so excuse me for a lack of suggestions -- though I'd take a stab and just say Druddigon? Spiritomb? an extra slow Tyrantrum?), and ask someone who is well versed in that. Changing your title to RU, and going from there, instead of using so many mons that are just... outclassed in UU and hoping for the best.

One of the best ways to learn a metagame is to go to their Smogon page, and grab a Sample Team. Every metagame has one, usually pinned up. Trying out one of those teams, or an RMT with a high rating or a lot of comments from really great RMT staff with excellent suggestions would help you learn the format really well. I'm thrilled you're trying to make your own teams, as it really helps you find the battler you are, but there's no need to start from scratch when there are so many resources that can teach you how to do it right, so you can avoid some of the mistakes that many new competitive players (and even older ones like me) make.

To sum this up -- in my opinion, if you want this to be a UU team, you'd have to change 4 or 5 of your current mon choices, and that to me isn't fair to put in an RMT, because then it's no longer your team. If this were an RU RMT, you may only have to change 1 or 2.

Decide which one you want, and go from there. Good Luck, and welcome to Smogon!
 
Thanks so much for the reply! I'm not super attached to this being a UU team, if it's more of an RU team, I'll make it an RU team.

Reformatting a sample team also sounds like a good idea. I just checked out the page, and I can definitely try a few of those out. (I like your idea of Tyrantrum, never used one effectively before)
Thanks again! Gonna go do team things and probably post a new one in the RU thread.
 
Hi Tazo,

Trick room in UU is a really difficult strategy to pull off. Hell, after playing a bit of DOU, I'm certain the move and archetype are designed for the doubles metagame (but then again, what isn't considering it's the official one). However, having just played a very difficult tour match not too long ago which featured TR, where it took a lot of long term planning to win for me, I think I can give some suggestions that may help your team out.

Firstly, you are right in that Mega Camerupt is one that will shine in a trick room team, good observation! Camerupt hits extremely hard, so you can force switches or nab incredible damage with him in our current metagame quite easily. As his limiting factor is, of course, his speed, you are not disserviced by essentially making him incredibly "fast" under TR. However, considering the UU metagame and how a match will typically shake out, I think you can optimize the set a bit more. For example, there are very few fairies that will stay in on Mega Camerupt in the first place. They typically cannot hit him for anything but resisted damage (Aromatisse, Florges) so it's not beneficial to essentially stick it out and sack a mon to get off a few percent. Because of this, I think you can get rid of Flash Cannon for a better coverage move. Mons like Swampert give Mega Camerupt more trouble, particularly regular form Swamperts with a good amount of bulk investment. So you should swap Flash Cannon for Hidden Power Grass, allowing you to hit Swamperts for significant damage, if not OHKOing it.

I understand the lack of faith in Fire Blast, but when hitting neutrally this will net you a lot more KOs than it would otherwise. Of note, Fire Blast is a likely 2HKO on Mega Aero, which means that even if he switches in under non-TR circumstances he cannot beat Mega Camerupt as EQ only hits for around 85% or so. Finally, your team lacks entry hazards so I would really recommend getting rid of a relatively inconsistent move like Eruption in order to use Stealth Rock. The problem with Eruption, even under TR, is that often you will be taking hits with Mega Camerupt - for example, setting up the room and then switching Cam in. Your usage of Eruption will be limited in this sense.

Meowstic is sort of inferior in the metagame. For a consistent TR setter I recommend Aromatisse, with good bulk and defensive typing as well as a godly ability to a TR team, Aromatisse is pretty much a staple in the genre. Your ability means you cannot get taunted, which otherwise is a momentum killer for many teams relying on TR. I'll paste a set below.

I like the set on Escavalier, but think you can optimize the item. You don't actually have a move to take out fire types should you catch a FB or a Sacred Fire, so there's not much of a point halving the damage. This is what you have teammates for. In this case, I think Leftovers would be better, as it allows Escavalier to recover as a lot of the meta struggles to dent it. Alternatively, if you do want more damage output, a Life Orb is possible or even a Choice Band. If going with the latter, switch out Swords Dance for Pursuit in order to grab chip damage on mons you force out with good typing/bulk. A final option would be Lum Berry, as my Aromatisse suggestion drops Heal Bell for Trick Room, as the rest of your team isn't super susceptible to status conditions anyway.

I really, really do not like Dusclops on this, or really any, teams. The problem with Clops on TR is that it is so passive. Trick Room turns are a precious resource, you want to be hitting hard while you are able to, or at least grabbing momentum in some way. Dusclops can't really do this, as Night Shade is typically pitiful damage. The best he can get off is a burn, usually. If you want to run a secondary TR setter, the next best in the tier is usually Cresselia. Massive bulk and setup opportunities will provide you plenty of chances to get your TR off. I'll provide the set pasted below, there are two options and the one you use is up for personal preference really.

Finally, Malamar is an interesting mon and probably my favorite to use in NU. Unfortunately, UU is a harder hitting tier where the chances to spam Superpower until you are unstoppable just don't exist nearly as often. I recommend taking advantage of Pangoro in this slot, providing you will an immensely powerful wallbreaker/sweeper (under TR). Pangoro pairs really well with Escavalier, and can form a very heavy hitting offensive trio with it and Mega Camerupt.

Set suggestions:

Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 4 Def / 252 SpA
IVs: 0 Spe
Modest Nature
- Fire Blast
- Earth Power
- Stealth Rock
- Hidden Power Grass

Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Wish
- Protect
- Moonblast
- Trick Room

Escavalier @ Leftovers / Choice Band / Life Orb / Lum Berry
Ability: Overcoat
EVs: 248 HP / 252 Atk / 4 Def
IVs: 0 Spe
Adamant Nature
- Swords Dance / Pursuit
- Megahorn
- Iron Head
- Knock Off

Cresselia @ Leftovers
EVs: 248 HP / 252 Def / 8 SpD or 248 HP / 252 SpD / 8 Def
IVs: 0 Spe
Bold Nature / Calm Nature
- Trick Room
- Calm Mind
- Psychic / Moonblast
- Moonblast / Lunar Dance

(I am unsure of the more offensively oriented Cresselia spreads, so if anyone has suggestions on optimizing that please chime in)

Pangoro @ Lum Berry / Life Orb
Ability: Iron Fist
EVs: 252HP / 252 Atk / 4 Def
Adamant Nature
- Swords Dance
- Drain Punch
- Knock Off
- Gunk Shot
 
@ Teal: My favorite OTR cress sets are reuniclus and slowking

Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Nasty Plot
- Focus Blast/Scald
- Psyshock

Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Focus Blast/Energy Ball
- Trick Room
- Shadow Ball
- Psyshock

I hear banded escav enjoys swarm.

@ OP OTR really wants no dead turns from defensive mons and priority to revenge kill outside of TR, it is a form of hyper offense despite the number of fatmons, when you're testing this further and rebuilding keep this in mind and build for absolute hellmurderdeath not for "make muh tanks go fast". People will tell you that OTR needs bulk, people will tell you that OTR needs a fastmon, people will tell you OTR is bad vs stall, those people are wrong.

I cant think of any changes that are not a total rebuild or any good newgen OTR builds in UU to link so here's a shameless self insert. Its from a past gen and it's using different mons than the ones you'll wind up with, but the way any OTR team works should be similar. (sorry the laddering alt I used this on back then is dead now so have some pubstomp replays from an old roomtour).

http://replay.pokemonshowdown.com/gen5uu-66183039
http://replay.pokemonshowdown.com/gen5uu-66175971
http://replay.pokemonshowdown.com/gen5uu-73081491

Seriously, it plays like hyper offense on crack, you have the luxury of running 6 breakers that are also sweepers on well made OTR. You don't need defensive spreads in your life.

Edit: there are a few kinda OK semi TR RU RMT's scattered about.
 
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