New to RU

Howdy! I'm Shynight, and I've only recently gotten into RU. (And yet, I decided to make a Semi-Trick Room team. What the hell is wrong with me?) To be honest, I've never been particularly active in the competitive scene, but when I did I usually played OU Doubles. Obviously, RU Singles is VERY different, but with Sun/Moon looming on the horizon, I figured I should get a better handle on how the competitive scene works across different tiers before the entire metagame changes, so that it will be easier for me to deal with those changes.

But this isn't all about me! No, no, it's about my team! So, without further ado, let us introduce...

*drumroll*

THE TEAM!

(... really? Just "the team"? You couldn't even come up with a cool team name or something?)
Shut up, brain! Besides, isn't coming up with ideas YOUR job?
(Fine, I will! Let's go with Team...... Team....... I got it!)
I swear, if you say Team Mystic, I will punch you in the medula.
(...How about Team Val-?)
NO!
(Team-?)
NO!!
(But I didn't even finish.)
You were going to say Instinct, weren't you?
(...No?)
*sigh* Whatever, let's just... let's just show them the team...



THE TEAM
(Name Pending)

slowking.gif


Slowking @ Life Orb
Ability: Regenerator
EVs: 216 HP/40 Def/252 SpA
Quiet Nature
IVs: 0 Atk/0 Spe
- Scald
- Psyshock
- Trick Room
- Fire Blast

I chose Trick Room Slowking as one half of a core with Choice Band Escavalier because they simply work so well together. Slowking has considerable enough bulk that it survives rather handily even in situations where Trick Room isn't a good idea, and covers Fire-types - the bane of Escavalier's existence - and can easily switch into a predicted Water-type move, then switch back out, gaining most if not all of the damage back with Regenerator. Scald allows Slowking to function well as a tank and can put pressure on a team with Burn, Psyshock is used over Psychic to better get past bulky Defense, notably OHKOing Virizion, and Fire Blast provides some nice coverage to deal with Steel-types, notably OHKOing Assault Vest Escavalier, though it can also deal with Bronzong if either of you use Trick Room.

escavalier.gif

Escavalier @ Choice Band
Ability: Overcoat
EVs: 172 HP/252 Atk/84 SpD
Brave Nature
IVs: 0 Spe
- Megahorn
- Iron Head
- Pursuit
- Drill Run

Choice Band Escavalier is the other half of the core. Escavalier has an amazing typing, powerful STAB moves, is a powerful wallbreaker, and provides a check to essentially all of Slowking's problems. Megahorn tears through even the bulkiest of defenses, and Iron Head provides excellent coverage against Fairy- and Rock-types, Pursuit is excellent for punishing a fleeing Psychic- or Ghost-type, and Drill Run provides a bit of coverage against Steel- and Poison-types (or possibly Fire-types with Trick Room up).

drapion.gif

Drapion @ Lum Berry
Ability: Battle Armor
EVs: 252 Atk/60 Def/196 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Taunt
- Poison Jab

Drapion serves a dual purpose. He's useful as support, with Taunt stopping stalls/set ups in there tracks, and Knock Off to remove essential items. Once his checks have been taken care of, Drapion can excel as a late-game sweeper, dealing devastating damage with +2 Poison Jab and Knock Off, especially to Fairy- and Psychic-types.

virizion.gif

Virizion @ Lum Berry
Ability: Justified
EVs: 252 Atk/132 Def/124 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Leaf Blade
- Stone Edge

Virizion is prominent in the RU metagame for very good reason. It provides an absolutely essential
check to bulky Water-types like Alomomola, Jellicent, and Blastoise, can be boosted by switching into a predicted Dark-type attack, and is arguably one of the best physical sweepers in the RU tier. Close Combat and Leaf Blade can both deal devastating amounts of damage even without a boost from Swords, and Stone Edge provides additional cover against Fire-, Flying-, and Ice-types.

diancie.gif

Diancie @ Leftovers
Ability: Clear Body
EVs: 252 HP/72 Def/184 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Heal Bell
- Moonblast
- Diamond Storm

Diancie also works well both in and out of Trick Room. It stops Dragon's dead in their tracks, often forcing a switch-out, allowing for a free turn to use Heal Bell or set up Rocks. Moonblast and Diamond Storm are both extremely powerful STAB moves, and the 50% chance Defense boost
from Diamond Storm, while luck dependent, can be extremely useful.

flygon.gif

Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk/4 Def/252 Spe
Adamant Nature
- Outrage
- Earthquake
- U-Turn
- Defog

Flygon functions both as a Defog user and an excellent Scout. Flygon is king when it comes to hazards, taking reduced damage from Rocks and completely avoiding (Toxic) Spikes, then Defogging them away. Flygon should almost ALWAYS lead, since it can outspeed almost anything to use U-Turn, both allowing you to switch into a favorable position and scouting for potential coverage moves. Beyond Defog and U-Turn, both Earthquake and Outrage are extremely powerful STAB moves, though Outrage should be used sparingly if your opponent has checks to a locked-in Dragon move, ESPECIALLY a Fairy-type.




So, yeah, this is what I've come up with.
The biggest problem I've had with this team is efficiently dealing with Assault Vest Eelektross. It will ALWAYS have at least Volt Switch and Flamethrower, which cause problems for Slowking, Escavalier, and Virizion, Flygon can't hit with Earthquake because of Levitate, leaving Outrage, which can be easily switch-blocked, and U-Turn, which doesn't do all that much damage, and Diancie is threatened by the often-used Giga Drain. That leaves Drapion, who really can't set up until late-game. You can always just have Drapion use Knock Off to at least soften up Eelektross, but Drapion will take a significant hit to it's HP most times, which lessens his ability to support and basically nullifies his ability to set up late game.
If you can solve this problem for me, I will give you many Internet cookies. You can't actually eat them, but they're 0 calories. So, yay?
 
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Yo whats hangin mate, I noticed you were lookin for a rate so before I start a really helpful tip with these things is to make an importable of your team at the end of your RMTs so people can grab them real quick when rating like so:
Slowking @ Life Orb
Ability: Regenerator
EVs: 216 HP / 40 Def / 252 SpA
Quiet Nature
- Scald
- Psyshock
- Trick Room
- Fire Blast

Escavalier @ Choice Band
Ability: Overcoat
EVs: 172 HP / 252 Atk / 84 SpD
Brave Nature
IVs: 0 Spe
- Megahorn
- Iron Head
- Pursuit
- Drill Run

Drapion @ Lum Berry
Ability: Battle Armor
EVs: 252 Atk / 60 Def / 196 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Taunt
- Poison Jab

Virizion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 132 Def / 124 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Leaf Blade
- Stone Edge

Diancie @ Leftovers
Ability: Clear Body
EVs: 252 HP / 72 Def / 184 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Heal Bell
- Moonblast
- Diamond Storm

Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Earthquake
- U-Turn
- Defog
-Now to start you off we can work with fixing your eel weakness by switching around a few sets on your team, for example:
drapion.gif

Drapion @ Choice Scarf
Ability: Sniper
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Earthquake / Aqua Tail
- Poison Jab
- Pursuit
  • By doing this quick change we offer your own flygon the option to switch to a set which can help you with your match ups with eel as well as retain the speed presence your team needs.
  • The tail I would prefer as it allows you to do more damage to Rhyperior as well as KO mega rupt.
-Next we can switch your flygon set to a Bulky version which can Voltblock eel
flygon.gif

Flygon @ Leftovers
Ability: Levitate
EVs: 252 HP / 116 Def / 116 SpD / 24 Spe
Careful Nature
- Defog
- Roost
- Earthquake
- Toxic
  • On paper this should allow you to freely switch into eel and drop a toxic on its face at the bare minimum, as well as give you a tad bit more effective defog if you need it versus hazard stack builds.
-As for your virizion set I honestly wouldnt recommend pulling the EVs out of speed on your virizion and simply running the standard set:
virizion.gif

Virizion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Leaf Blade
- Zen Headbutt / Stone Edge
  • With the spread you had, you werent honestly dodging any KOs of note and you were purposely making yourself slower than mons like delphox, +1 adamant scrafty, other virizions.
  • Zen is probably a better option right now with all the phys def venasaur hype and all but stone edge is also a fine option.
-On to Escavalier, while the move set is fine I would not recommend that spread. Instead you should definitely be using:
escavalier.gif

Escavalier @ Choice Band
Ability: Overcoat
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Megahorn
- Iron Head
- Pursuit
- Drill Run
  • Without the speed on escavalier you find yourself being out sped by mons like opposing slowking, and while I understand your teams idea is to abuse trick room its not like escavalier wont be benefiting from the room just for out speeding mons like slowking.
  • This way you get the most out of your escavalier while still being slow enough to take advantage of slowkings trick room (if you decide to keep it).
-Another set optimisation id think you would appreciate more is the diance spread being standard (but honestly at this point I feel like you have reasons for these spreads but I wish you would explain them in your descriptions, otherwise I have no idea what you're aiming for):
diancie.gif

Diancie @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Heal Bell
- Moonblast
- Diamond Storm

-Last mon on your team being slowking seems fine but looking at your team thoroughly it looks like you have a rough match up versus opposing flygons that you could honestly fix by making this slowking Defensive.
slowking.gif

Slowking @ Leftovers / Colbur Berry
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Thunder Wave
- Slack Off
- Calm Mind
- Scald
  • Now I understand this may take away from the idea of your team, but running this set will offer you a pseudo trick room by t-waving your opponents faster mons allowing for escavalier and your own slowking to hax or blast their way through.
  • with colbur you can lure in pursuit mons or simply scald a houndoom for great damage.
  • With this spread you can simply throw in slowking to scout opposing flygon attacks and act accordingly with the rest of your team without being set back so much.
  • Running thunder Wave>Trick room also prevents mons like your drapion or flygon from being crippled by trick rooms field effect.
  • Heal bell from diance can allow for some synergy with slowking when trying to CM versus an opponent.
Alright dude, I really hope this advice helps you. If you have any questions regarding my advice feel free to VM me and I can explain in detail a bit more. GL!
 
Thank you so much for your suggestions.
I thought I had mentioned why I had weird spreads, but I guess not. In my defense, I wrote this post between 12:30 and 2:00 in the morning AFTER studying for an exam, so my brain was kinda dead. So, the amazing reason is...... I don't really understand spreads all that well. I know there's like speed tiers and stuff like that, but most of it goes right over my head. A lot of the numbers I chose, the thought process was "Sure, that seems like a good enough number, it's divisible by 4 at least." Usually I just go with standard spreads, but since I was going for a semi-Trick Room team, I was loathe to put max Speed EVs on anything, though I was already debating on switching Virizion to the standard spread.
Losing Trick Room for T-wave isn't really a big deal, I've only actually used in one game so far. I'll try out your suggestions and see how I like them.
 
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