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'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!