Oranguru @ Mental Herb
Ability: Telepathy
Shiny: Yes
EVs: 252 Def / 252 SpD
Sassy Nature
IVs: 0 Atk
- Trick Room
- Protect
- Instruct
- Psychic
Oranguru is a great Trick Room Setter (Trick Room being the glue for this team), best used in tandem with Shuckle to Instruct a Power Trick-boosted attack. Protect and Psychic are mostly just fillers, but can sometimes be useful. I usually use Oranguru as lead alongside Shuckle.
Shuckle @ Lum Berry
Ability: Sturdy
Shiny: Yes
EVs: 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Power Trick
- Earthquake
- Rock Slide
- Gyro Ball
I use this Shuckle set as an early-game sweeper in tandem with Oranguru. Leading with Power Trick is a must, as otherwise this set is useless. Taunt is a big threat, but 1st turn status conditions are worse, hence the Lum Berry. As long as Trick Room is active, Shuckle can function well with or without Oranguru. Usually lead alongside Oranguru.
Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 88 HP / 252 Atk / 84 Def / 84 SpD
Brave Nature
- Substitute
- Horn Leech
- Leech Seed
- Brick Break
Tapu Bulu is mostly on this team to provide type coverage and a good, self-healing tank. Substitute, Horn Leech, and Leech Seed work well together, and Brick Break is a useful situational coverage STAB move.
Golem-Alola @ Assault Vest
Ability: Galvanize
Shiny: Yes
EVs: 252 HP / 252 Atk
Brave Nature
- Explosion
- Return
- Earthquake
- Stone Edge
Alolan Golem is a nifty new Pokemon with a nice ability. I usually only bring it out as a last resort (or sometimes type coverage once Shuckle has been defeated) for use against stubborn walls, and even then it only works really well in tandem with either Oranguru or Lanturn. STAB Explosion is its most frequent niche on my team.
Bronzong @ Light Clay
Ability: Levitate
Shiny: Yes
EVs: 252 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Light Screen
- Reflect
- Trick Room
- Gyro Ball
Bronzong is used essentially as a supplement to re-up Trick Room once Oranguru goes down. Light Screen and Reflect are very much appreciated by all team members, but especially Power Trick-ed Shuckle, whose Defense is complete garbage. Gyro Ball is a nice STAB that I put on all my Bronzongs.
Lanturn @ Leftovers
Ability: Volt Absorb
Shiny: Yes
EVs: 252 HP / 128 Def / 128 SpD
Relaxed Nature
IVs: 0 Atk
- Scald
- Toxic
- Heal Bell
- Thunderbolt
Lanturn was added only after a few battles, because the team had a real problem dealing with Heatran, which when used as lead usually double-targeted Shuckle with the other lead, causing some really nasty situations. Lanturn essentially hard-counters Heatran. It also has pretty good synergy with Alolan Golem's Explosion, cleaning up anything left on the field after such an attack. When used along with Tapu Bulu, there are very few collective weaknesses and resistances.
Ability: Telepathy
Shiny: Yes
EVs: 252 Def / 252 SpD
Sassy Nature
IVs: 0 Atk
- Trick Room
- Protect
- Instruct
- Psychic
Oranguru is a great Trick Room Setter (Trick Room being the glue for this team), best used in tandem with Shuckle to Instruct a Power Trick-boosted attack. Protect and Psychic are mostly just fillers, but can sometimes be useful. I usually use Oranguru as lead alongside Shuckle.
Shuckle @ Lum Berry
Ability: Sturdy
Shiny: Yes
EVs: 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Power Trick
- Earthquake
- Rock Slide
- Gyro Ball
I use this Shuckle set as an early-game sweeper in tandem with Oranguru. Leading with Power Trick is a must, as otherwise this set is useless. Taunt is a big threat, but 1st turn status conditions are worse, hence the Lum Berry. As long as Trick Room is active, Shuckle can function well with or without Oranguru. Usually lead alongside Oranguru.
Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 88 HP / 252 Atk / 84 Def / 84 SpD
Brave Nature
- Substitute
- Horn Leech
- Leech Seed
- Brick Break
Tapu Bulu is mostly on this team to provide type coverage and a good, self-healing tank. Substitute, Horn Leech, and Leech Seed work well together, and Brick Break is a useful situational coverage STAB move.
Golem-Alola @ Assault Vest
Ability: Galvanize
Shiny: Yes
EVs: 252 HP / 252 Atk
Brave Nature
- Explosion
- Return
- Earthquake
- Stone Edge
Alolan Golem is a nifty new Pokemon with a nice ability. I usually only bring it out as a last resort (or sometimes type coverage once Shuckle has been defeated) for use against stubborn walls, and even then it only works really well in tandem with either Oranguru or Lanturn. STAB Explosion is its most frequent niche on my team.
Bronzong @ Light Clay
Ability: Levitate
Shiny: Yes
EVs: 252 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Light Screen
- Reflect
- Trick Room
- Gyro Ball
Bronzong is used essentially as a supplement to re-up Trick Room once Oranguru goes down. Light Screen and Reflect are very much appreciated by all team members, but especially Power Trick-ed Shuckle, whose Defense is complete garbage. Gyro Ball is a nice STAB that I put on all my Bronzongs.
Lanturn @ Leftovers
Ability: Volt Absorb
Shiny: Yes
EVs: 252 HP / 128 Def / 128 SpD
Relaxed Nature
IVs: 0 Atk
- Scald
- Toxic
- Heal Bell
- Thunderbolt
Lanturn was added only after a few battles, because the team had a real problem dealing with Heatran, which when used as lead usually double-targeted Shuckle with the other lead, causing some really nasty situations. Lanturn essentially hard-counters Heatran. It also has pretty good synergy with Alolan Golem's Explosion, cleaning up anything left on the field after such an attack. When used along with Tapu Bulu, there are very few collective weaknesses and resistances.
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