Ménage à Trois
a triples creation by radio movie
ahh, triples. What a divine tier indeed. Not very many people play in this tier, which is a shame, so there are no ladder rankings or records for this team, which I know Smogon oh-so-cleverly targets to classify a team as acceptable in any metagame, but I hope you Smogonites will have the decency to look over that for a special-tier team such as this. Anyway, with that out of the way, this team took a long time to create. It started out with me wanting to be able to have a team in every tier that I normally don't play, and while I do enjoy Triples, I play it very scarcely due to lack of interest from others. But, to fulfill my mission, I had to create another one. In doing so, many of the usual Triples techniques came to mind; Tailwind, Sun, the works. I decided on Trick Room because, while it isn't an original Triples ploy, it was something I hadn't done in awhile, therefore it seemed like the best option. Add a spoon and some cinnamon, and here's the team. Note; there is no threat list because it is a Triples time and while there are certain threats in triples, it seems like more of a hassle to compose more of an opinionated list for something like this, so I skipped it.
At a Glance
Team Building Process
Team In-Depth
@ Leftovers
Trait: Guts
EVs: 56 HP / 252 Atk / 200 SDef
Brave Nature (+Atk, -Spd)
Bulk Up | Drain Punch | Mach Punch | Stone Edge
Conkeldurr is in the first position of the team, meaning he's situated on the far left when sent out, far right on the opposite side. This guy is really, and truly straightforward. His attack is absolutely amazing while his speed is total crap, making him the perfect partner in Trick Room, especially with something such as Reuniclus who is equally bulky and with Special Attack nearly equal. The set is the basic Conkeldurr set, with Drain Punch to deal unspeakable amounts of damage, Stone Edge for things like Gengar and any Psychic type, really, bar Metagross and Bronzong and Mach Punch for basic priority. The EVs are a little weird, but I find them standard for me. The 200 in SDef is for the extra bulk, paired with the little tidbits of EVs in HP so the guy stays alive if Guts is activated. Leftovers is to compensate for burns and poison.
@ Black Sludge
Trait: Effect Spore
EVs: 252 HP / 80 SAtk / 176 SDef
Sassy Nature (+SDef, -Spd)
Rage Powder | Spore | Giga Drain | Hidden Power [Ice]
Amoonguss... this one here is a splendid little creation derived from the best mind's in Game Freak. It sits in the middle of my first round of poke warriors. It isn't bulky beyond belief, but it gets what it can and its movepool is something that leaves nothing to be desired. This set is centralized around letting Reuniclus and Conkeldurr set up, and its bulk allows it to execute such a request with relative ease. Giving it lots of HP EVs and compensating with SDef EVs, Rage Powder lets this thing take attacks from every opponent opposite side and, regarding the likeliness they aren't super effective blows, can live most of them. Spore can put things to sleep fast after the Trick Room is up. Giga Drain is for STAB and HP Ice for the sudden Gliscor that Reuniclus can't reach.
@ Life Orb
Trait: Magic Guard
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
Trick Room | Psyshock | Shadow Ball | Focus Blast
Oh, squishy blob, how we knew thee... This cyberkinetic, homoerrotic nucleus sits at the far right position of my team, far left on the opponent's side. He's really the bane of this team and the set is more straightforward than Conkeldurr. Set up Trick Room, proceed to grope everything that moves. And doesn't move.
@ Life Orb
Trait: Pure Power
EVs: 248 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd)
Hi Jump Kick | Ice Punch | Fire Punch | Thunderpunch
Medicham is a more difficult case to use, but not to understand. With Trick Room up and with a Life Orb and Pure Power in its stride, Medicham walks in the room and makes everyone leave. Forcefully. Honestly, this can OHKO just about everything, from Chansey to +1 Def Snorlax, and all that stuff. Hi Jump Kick knocks everything out of the water with pure STAB, Life Orb and Pure Power thrust behind it. At 120 BP already, nothing lives. Unless it misses, then Medicham gets half its life sapped instantly. The Elemental Punches are for pure coverage, letting it hit everything from Gliscor to Ferrothorn.
@ Choice Specs
Trait: Magnet Pull
EVs: 252 HP / 252 SAtk
Quiet Nature (+SAtk, -Spd)
Thunderbolt | Volt Switch | Hidden Power [Fire] | Flash Cannon
This thing was really what threw my whole team off, because it couldn't decide what it wanted to be. At first, I decided I needed something to outspeed everything if Trick Room were to fall through, so I slapped a Scarf on it and called it a day. That didn't work because this team gets things done really fast, and Trick Room almost never breaks for longer than two turns, giving everything else on the team enough leeway to recover and sweep the rest of the opponent's brovado. It then wanted to be a Life Orb user with Protect, but that just didn't work out because it seemed Protect was more of a hinderance than anything. Specs then reared its ugly head and, doing such an immense amount of damage in such a short time, especially with Volt Switch at its desposal, it won over. Thunderbolt is for that pure STAB since it has a nice, hefty BP, and Flash Cannon does the same thing, while, with Magnet Pull, HP Fire immediately extinguishes all steel types, including those CB Scizor that all Triples teams seem to adore so much. Except mine!
@ Life Orb
Trait: Regenerator
EVs: 248 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
Trick Room | Scald | Flamethrower | Ice Beam
The nook and cranny to the team. This finishes it off quite nicely because it's so simplistic; back up Trick Room setter for if and when that cute nucleus decides to die out on me. Since it has such a great special attack, it seemed best to back up Reuniclus as a sort of twin, but one that can use Water pretty well. Anyway, just used Trick Room as well as a STAB move, then something else for Ferrothorn and Gliscor as well as anything else Ground or Flying that wants to step in this one's way.
Feel free to steal if you want to get into Triples and conjure some ideas for yourself but can't seem to since it's a foreign tier to you. Tata~!
Export
a triples creation by radio movie
ahh, triples. What a divine tier indeed. Not very many people play in this tier, which is a shame, so there are no ladder rankings or records for this team, which I know Smogon oh-so-cleverly targets to classify a team as acceptable in any metagame, but I hope you Smogonites will have the decency to look over that for a special-tier team such as this. Anyway, with that out of the way, this team took a long time to create. It started out with me wanting to be able to have a team in every tier that I normally don't play, and while I do enjoy Triples, I play it very scarcely due to lack of interest from others. But, to fulfill my mission, I had to create another one. In doing so, many of the usual Triples techniques came to mind; Tailwind, Sun, the works. I decided on Trick Room because, while it isn't an original Triples ploy, it was something I hadn't done in awhile, therefore it seemed like the best option. Add a spoon and some cinnamon, and here's the team. Note; there is no threat list because it is a Triples time and while there are certain threats in triples, it seems like more of a hassle to compose more of an opinionated list for something like this, so I skipped it.
At a Glance







Team Building Process
Stage One; the core
Reuniclus, the bane of all Trick Room teams; a point very hard to argue now that we've delved into the fifth generation metagame so far that this little guy has become the epitome of hell on the battlefield. Anyway, I wanted a very bulky 'mon to fit the role of the main Trick Room user, and Reuniclus fit the bill. He's also one of my favorite Pokemon, so it was very easy to just slide him right into first position.
A good Triples team needs a core unlike any standard metagame Singles team. It needs a core that withstands inwardly, meaning everything outside of synergy, as well as externally, anything having to do with synergy. Now, these two do compliment each other when commenting on synergy, but they also complement in such way that Reuni can set up TR while Conkeldurr bulks up, since they're both bulky in their own way, and then the next turn is full of lols as they dominate.
Stage 2; compensation
At first, I decided I wanted something that would still go first and deal out some lovely utility support in the form of Whimsicott. This thing would really hang in there and give things like Gastrodon, who thought they could come in and take advantage of the Trick Room, that poison from Toxic to slowly eat it away from the inside out when Conkel and Reuni couldn't make a dent.
With being a Trick Room team, I needed another setter, as well as someone to compensate for Special offense, so I added Slowking, a welcome addition to any good Trick Room team. This thing can learn awesome stuff like Flamethrower, for Ferrothorn since people in Triples tend to keep Ferro away from Conkel, and Focus Blast's accuracy is horribad, and even have Scald for those extra burn chances on things like Rampardos if they don't die for whatever reason (which should never happen, to all you noob Triples players). I also added Medicham to balance out the offensive scale. Slap a Life Orb on this thing and let it run; with Pure Power it completely wrecks Triples.
For whatever reason, I thought I needed hazard setter. Don't even ask me.
Stage 3; spit & polish
In the end, I decided that the Triples tier is almost mainly offensive battle, so I removed Skarmory and opted for Magnezone. In TR, just like everything else on this team, it hits like a freaking truck, and that's special for a Special offense Pokemon. I also went ahead and replace Whimsicott since, like said, Triples focuses mainly on offense. With Amoonguss, I can use Rage Powder and lol all day while Trick Room flawlessly sets up and Conkeldurr has a turn to pump some iron. Amoonguss usually never dies on turn one, letting at least one attack fly from Reuni or Conkel right away.

Reuniclus, the bane of all Trick Room teams; a point very hard to argue now that we've delved into the fifth generation metagame so far that this little guy has become the epitome of hell on the battlefield. Anyway, I wanted a very bulky 'mon to fit the role of the main Trick Room user, and Reuniclus fit the bill. He's also one of my favorite Pokemon, so it was very easy to just slide him right into first position.


A good Triples team needs a core unlike any standard metagame Singles team. It needs a core that withstands inwardly, meaning everything outside of synergy, as well as externally, anything having to do with synergy. Now, these two do compliment each other when commenting on synergy, but they also complement in such way that Reuni can set up TR while Conkeldurr bulks up, since they're both bulky in their own way, and then the next turn is full of lols as they dominate.

Stage 2; compensation



At first, I decided I wanted something that would still go first and deal out some lovely utility support in the form of Whimsicott. This thing would really hang in there and give things like Gastrodon, who thought they could come in and take advantage of the Trick Room, that poison from Toxic to slowly eat it away from the inside out when Conkel and Reuni couldn't make a dent.





With being a Trick Room team, I needed another setter, as well as someone to compensate for Special offense, so I added Slowking, a welcome addition to any good Trick Room team. This thing can learn awesome stuff like Flamethrower, for Ferrothorn since people in Triples tend to keep Ferro away from Conkel, and Focus Blast's accuracy is horribad, and even have Scald for those extra burn chances on things like Rampardos if they don't die for whatever reason (which should never happen, to all you noob Triples players). I also added Medicham to balance out the offensive scale. Slap a Life Orb on this thing and let it run; with Pure Power it completely wrecks Triples.






For whatever reason, I thought I needed hazard setter. Don't even ask me.

Stage 3; spit & polish






In the end, I decided that the Triples tier is almost mainly offensive battle, so I removed Skarmory and opted for Magnezone. In TR, just like everything else on this team, it hits like a freaking truck, and that's special for a Special offense Pokemon. I also went ahead and replace Whimsicott since, like said, Triples focuses mainly on offense. With Amoonguss, I can use Rage Powder and lol all day while Trick Room flawlessly sets up and Conkeldurr has a turn to pump some iron. Amoonguss usually never dies on turn one, letting at least one attack fly from Reuni or Conkel right away.
Team In-Depth

Trait: Guts
EVs: 56 HP / 252 Atk / 200 SDef
Brave Nature (+Atk, -Spd)
Bulk Up | Drain Punch | Mach Punch | Stone Edge
Conkeldurr is in the first position of the team, meaning he's situated on the far left when sent out, far right on the opposite side. This guy is really, and truly straightforward. His attack is absolutely amazing while his speed is total crap, making him the perfect partner in Trick Room, especially with something such as Reuniclus who is equally bulky and with Special Attack nearly equal. The set is the basic Conkeldurr set, with Drain Punch to deal unspeakable amounts of damage, Stone Edge for things like Gengar and any Psychic type, really, bar Metagross and Bronzong and Mach Punch for basic priority. The EVs are a little weird, but I find them standard for me. The 200 in SDef is for the extra bulk, paired with the little tidbits of EVs in HP so the guy stays alive if Guts is activated. Leftovers is to compensate for burns and poison.


Trait: Effect Spore
EVs: 252 HP / 80 SAtk / 176 SDef
Sassy Nature (+SDef, -Spd)
Rage Powder | Spore | Giga Drain | Hidden Power [Ice]
Amoonguss... this one here is a splendid little creation derived from the best mind's in Game Freak. It sits in the middle of my first round of poke warriors. It isn't bulky beyond belief, but it gets what it can and its movepool is something that leaves nothing to be desired. This set is centralized around letting Reuniclus and Conkeldurr set up, and its bulk allows it to execute such a request with relative ease. Giving it lots of HP EVs and compensating with SDef EVs, Rage Powder lets this thing take attacks from every opponent opposite side and, regarding the likeliness they aren't super effective blows, can live most of them. Spore can put things to sleep fast after the Trick Room is up. Giga Drain is for STAB and HP Ice for the sudden Gliscor that Reuniclus can't reach.


Trait: Magic Guard
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
Trick Room | Psyshock | Shadow Ball | Focus Blast
Oh, squishy blob, how we knew thee... This cyberkinetic, homoerrotic nucleus sits at the far right position of my team, far left on the opponent's side. He's really the bane of this team and the set is more straightforward than Conkeldurr. Set up Trick Room, proceed to grope everything that moves. And doesn't move.


Trait: Pure Power
EVs: 248 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd)
Hi Jump Kick | Ice Punch | Fire Punch | Thunderpunch
Medicham is a more difficult case to use, but not to understand. With Trick Room up and with a Life Orb and Pure Power in its stride, Medicham walks in the room and makes everyone leave. Forcefully. Honestly, this can OHKO just about everything, from Chansey to +1 Def Snorlax, and all that stuff. Hi Jump Kick knocks everything out of the water with pure STAB, Life Orb and Pure Power thrust behind it. At 120 BP already, nothing lives. Unless it misses, then Medicham gets half its life sapped instantly. The Elemental Punches are for pure coverage, letting it hit everything from Gliscor to Ferrothorn.


Trait: Magnet Pull
EVs: 252 HP / 252 SAtk
Quiet Nature (+SAtk, -Spd)
Thunderbolt | Volt Switch | Hidden Power [Fire] | Flash Cannon
This thing was really what threw my whole team off, because it couldn't decide what it wanted to be. At first, I decided I needed something to outspeed everything if Trick Room were to fall through, so I slapped a Scarf on it and called it a day. That didn't work because this team gets things done really fast, and Trick Room almost never breaks for longer than two turns, giving everything else on the team enough leeway to recover and sweep the rest of the opponent's brovado. It then wanted to be a Life Orb user with Protect, but that just didn't work out because it seemed Protect was more of a hinderance than anything. Specs then reared its ugly head and, doing such an immense amount of damage in such a short time, especially with Volt Switch at its desposal, it won over. Thunderbolt is for that pure STAB since it has a nice, hefty BP, and Flash Cannon does the same thing, while, with Magnet Pull, HP Fire immediately extinguishes all steel types, including those CB Scizor that all Triples teams seem to adore so much. Except mine!


Trait: Regenerator
EVs: 248 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
Trick Room | Scald | Flamethrower | Ice Beam
The nook and cranny to the team. This finishes it off quite nicely because it's so simplistic; back up Trick Room setter for if and when that cute nucleus decides to die out on me. Since it has such a great special attack, it seemed best to back up Reuniclus as a sort of twin, but one that can use Water pretty well. Anyway, just used Trick Room as well as a STAB move, then something else for Ferrothorn and Gliscor as well as anything else Ground or Flying that wants to step in this one's way.

Feel free to steal if you want to get into Triples and conjure some ideas for yourself but can't seem to since it's a foreign tier to you. Tata~!
Export
Conkeldurr (F) @ Leftovers Trait: Guts
EVs: 56 HP / 252 Atk / 200 SDef
Brave Nature (+Atk, -Spd)
- Drain Punch
- Bulk Up
- Mach Punch
- Stone Edge
Amoonguss (M) @ Black Sludge
Trait: Effect Spore
EVs: 252 HP / 80 SAtk / 176 SDef
Sassy Nature (+SDef, -Spd)
- Rage Powder
- Spore
- Hidden Power [Ice]
- Giga Drain
Reuniclus (M) @ Life Orb
Trait: Magic Guard
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Psyshock
- Shadow Ball
- Focus Blast
Medicham (M) @ Life Orb
Trait: Pure Power
EVs: 248 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd)
- Hi Jump Kick
- ThunderPunch
- Ice Punch
- Fire Punch
Magnezone @ Choice Specs
Trait: Magnet Pull
EVs: 252 HP / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
Slowking (M) @ Life Orb
Trait: Regenerator
EVs: 248 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
- Ice Beam
- Scald
- Flamethrower
- Trick Room
EVs: 56 HP / 252 Atk / 200 SDef
Brave Nature (+Atk, -Spd)
- Drain Punch
- Bulk Up
- Mach Punch
- Stone Edge
Amoonguss (M) @ Black Sludge
Trait: Effect Spore
EVs: 252 HP / 80 SAtk / 176 SDef
Sassy Nature (+SDef, -Spd)
- Rage Powder
- Spore
- Hidden Power [Ice]
- Giga Drain
Reuniclus (M) @ Life Orb
Trait: Magic Guard
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Psyshock
- Shadow Ball
- Focus Blast
Medicham (M) @ Life Orb
Trait: Pure Power
EVs: 248 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd)
- Hi Jump Kick
- ThunderPunch
- Ice Punch
- Fire Punch
Magnezone @ Choice Specs
Trait: Magnet Pull
EVs: 252 HP / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
Slowking (M) @ Life Orb
Trait: Regenerator
EVs: 248 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
- Ice Beam
- Scald
- Flamethrower
- Trick Room