BULKY TRICK ROOM
Can I do two cores? Also want to do the offense tr of Hoopa-c, meloetta, pangoro...
I'm going to go ahead an include the second core here. Feel free to just discount it if only one core/round is allowed.
SPOOKY OFFENSIVE TR
Some stupid replay that shows how silly Hoopa is under TR
http://replay.pokemonshowdown.com/ou-256877463
Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
- Fire Blast
- Earth Power
- Ancient Power
- Will-O-Wisp / Yawn
Cresselia (F) @ Flame Orb
Ability: Levitate
EVs: 248 HP / 216 Def / 44 SpD
Relaxed Nature
IVs: 0 Spe
- Rest
- Sleep Talk
- Psycho Shift
- Trick Room
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Wish
- Protect
- Hyper Voice
- Calm Mind / Baton Pass
Ability: Solid Rock
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
- Fire Blast
- Earth Power
- Ancient Power
- Will-O-Wisp / Yawn
Cresselia (F) @ Flame Orb
Ability: Levitate
EVs: 248 HP / 216 Def / 44 SpD
Relaxed Nature
IVs: 0 Spe
- Rest
- Sleep Talk
- Psycho Shift
- Trick Room
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Wish
- Protect
- Hyper Voice
- Calm Mind / Baton Pass
This trick room core is based around Mega-Camerupt's ability to 2HKO pretty much everything and Cresselia's disturbing amount of bulk. The core has amazing defensive synergy, with each member's weakness resisted by another, save for m-rupt's 4x weakness to water and Cresselia's ghost weakness.
There are very very few things that can switch in on mrupt without getting 2HKO by fire blast and earth power. Ancient power is there for banded talonflame and balloon heatran on the switch. The last slot cripples bulky waters and forces a switch (in the case of yawn). I see some people use HP grass, but it really isn't necessary when this is possible:
252+ SpA Sheer Force Mega Camerupt Fire Blast vs. 248 HP / 8 SpD Rotom-W: (42.9 - 50.4%) -- 46.9% chance to 2HKO after Stealth Rock and Leftovers recovery... that's fat rotom.
Cresselia clearly is about as passive as you can get, but it is stupidly hard to take out. In this core it acts as the setter. These EVs stop avoid the OHKO from banded hoopa-u after burn damage, letting you burn it back. You obviously don't need this kind of bulk, but that is the upper limit. Can certainly move some back into SpD. I don't know how much experience everyone has against the RestTalk psychoshift set, but it transfers burn to physical attackers, and can transfer sleep status after a rest. A real PITA to take out.
Sylveon acts as either the cleric or a win condition depending on whether CM or baton pass is run in the last slot. Physically defense sylveon is deceptively fat and wont be OHKO'd by any scizor variant, letting it freely wish. Once steel/poison/fire is out of the way (which camerupt handles excellently), sylveon is free to boost with CM. If you are adventurous, you could drop protect and hope to pass CM to Mrupt.
Take a look at the defensive synergy here:
Camerupt
weaknesses: Water, Ground
resistances: Fire, Bug, Steel, Poison, Fairy, Electric (I),
Sylveon
Weaknesses: Steel, Poison
Resistances: Fighting, Dark, Bug, Dragon (I)
Cresselia
Weaknesses: Dark, Ghost, Bug
Resistances: Psychic, Fighting, ground (I)
Water and ghost are the only types not covered by a member of the core. Keldeo, unless it is specs, gets set up on by sylveon. Physical waters, can be burned by both camerupt and cress. Gengar is a threat to this core, so something like bulky ttar would be an awesome teammate.
There are very very few things that can switch in on mrupt without getting 2HKO by fire blast and earth power. Ancient power is there for banded talonflame and balloon heatran on the switch. The last slot cripples bulky waters and forces a switch (in the case of yawn). I see some people use HP grass, but it really isn't necessary when this is possible:
252+ SpA Sheer Force Mega Camerupt Fire Blast vs. 248 HP / 8 SpD Rotom-W: (42.9 - 50.4%) -- 46.9% chance to 2HKO after Stealth Rock and Leftovers recovery... that's fat rotom.
Cresselia clearly is about as passive as you can get, but it is stupidly hard to take out. In this core it acts as the setter. These EVs stop avoid the OHKO from banded hoopa-u after burn damage, letting you burn it back. You obviously don't need this kind of bulk, but that is the upper limit. Can certainly move some back into SpD. I don't know how much experience everyone has against the RestTalk psychoshift set, but it transfers burn to physical attackers, and can transfer sleep status after a rest. A real PITA to take out.
Sylveon acts as either the cleric or a win condition depending on whether CM or baton pass is run in the last slot. Physically defense sylveon is deceptively fat and wont be OHKO'd by any scizor variant, letting it freely wish. Once steel/poison/fire is out of the way (which camerupt handles excellently), sylveon is free to boost with CM. If you are adventurous, you could drop protect and hope to pass CM to Mrupt.
Take a look at the defensive synergy here:
Camerupt
weaknesses: Water, Ground
resistances: Fire, Bug, Steel, Poison, Fairy, Electric (I),
Sylveon
Weaknesses: Steel, Poison
Resistances: Fighting, Dark, Bug, Dragon (I)
Cresselia
Weaknesses: Dark, Ghost, Bug
Resistances: Psychic, Fighting, ground (I)
Water and ghost are the only types not covered by a member of the core. Keldeo, unless it is specs, gets set up on by sylveon. Physical waters, can be burned by both camerupt and cress. Gengar is a threat to this core, so something like bulky ttar would be an awesome teammate.
Can I do two cores? Also want to do the offense tr of Hoopa-c, meloetta, pangoro...
I'm going to go ahead an include the second core here. Feel free to just discount it if only one core/round is allowed.
SPOOKY OFFENSIVE TR
Meloetta @ Life Orb
Ability: Serene Grace
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Hyper Voice / U-turn
- Focus Blast
- Psyshock
Hoopa @ Sitrus Berry
Ability: Magician
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Shadow Ball
- Focus Blast
- Nasty Plot / Psyshock
Pangoro @ Life Orb
Ability: Scrappy
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Hammer Arm
- Knock Off
- Gunk Shot
- Parting Shot / SD
Ability: Serene Grace
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Hyper Voice / U-turn
- Focus Blast
- Psyshock
Hoopa @ Sitrus Berry
Ability: Magician
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Shadow Ball
- Focus Blast
- Nasty Plot / Psyshock
Pangoro @ Life Orb
Ability: Scrappy
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Hammer Arm
- Knock Off
- Gunk Shot
- Parting Shot / SD
This is an offensive trick room core that is also a Dark-Psychic-Fighting-Ghost core. Each of these pokemon hit stupidly hard and have great offensive and defensive synergy. Things to note are the two psychic TR setters in Hoopa and Meloetta. It might appear that this leaves you very vulberable to dark types, but it at worst a 50-50 for the TR setter. Consider: you have meloetta/hoopa in against some fodder; opponent switches to pursuit trapper as you TR; opponent dies to focus blast. If you see a sucker punch coming instead, switch to Pangoro. Sucker punch user is now dead.
Hoopa
Depending on the rest of you team, you can choose to set this up as what I like to call a suicide TR user. Against something relatively passive, click Nasty Plot, then, click TR. Congrats you win. If this isn't to your liking, run life orb over sitrus, and use psyshock instead of NP. Hoopa has solid special defenses that allow it to force out something like keldeo. As a ghost, hoopa switches in on the fighting attacks directed at pangoro, and can spin block (and force out) starmie.
Meloetta
Meloetta is a bulky version of hoopa, that is actually able to set up TR in the face of gengar. Without u-turn, it is hard walled by sableye, so it may be wise to forgo hyper voice or psyshock to let you pivot into pangoro in this case.
Pangoro
Pangoro is a sweet pokemon that just smashes through teams under trick room. Scrappy is preferred over its other abilities, so that you can hit mega sableye. Gunk shot lets it plunder fairies. You could run super power or drain punch over hammer arm, but the "speed boost" is nice, and the damage over 2 turns is roughly the same as SP. As with meloetta, pangoro can also act as an awesome pivot under TR. With based-parting-shot, you can gain lots of momentum, switching into hoopa or meloetta to take a fighting or fairy attack directed your way. SD is an option, too, but you might want to use lum berry in that case to stop prankster will-o from the inevitable sableye switch.
This core is heavily pressure by talonflame and other strong priority, but what trick rooms teams aren't? Something to deal with fairies and some hazard setting would be nice. Perhaps chomp + magnezone for partners?
Hoopa
Depending on the rest of you team, you can choose to set this up as what I like to call a suicide TR user. Against something relatively passive, click Nasty Plot, then, click TR. Congrats you win. If this isn't to your liking, run life orb over sitrus, and use psyshock instead of NP. Hoopa has solid special defenses that allow it to force out something like keldeo. As a ghost, hoopa switches in on the fighting attacks directed at pangoro, and can spin block (and force out) starmie.
Meloetta
Meloetta is a bulky version of hoopa, that is actually able to set up TR in the face of gengar. Without u-turn, it is hard walled by sableye, so it may be wise to forgo hyper voice or psyshock to let you pivot into pangoro in this case.
Pangoro
Pangoro is a sweet pokemon that just smashes through teams under trick room. Scrappy is preferred over its other abilities, so that you can hit mega sableye. Gunk shot lets it plunder fairies. You could run super power or drain punch over hammer arm, but the "speed boost" is nice, and the damage over 2 turns is roughly the same as SP. As with meloetta, pangoro can also act as an awesome pivot under TR. With based-parting-shot, you can gain lots of momentum, switching into hoopa or meloetta to take a fighting or fairy attack directed your way. SD is an option, too, but you might want to use lum berry in that case to stop prankster will-o from the inevitable sableye switch.
This core is heavily pressure by talonflame and other strong priority, but what trick rooms teams aren't? Something to deal with fairies and some hazard setting would be nice. Perhaps chomp + magnezone for partners?
Some stupid replay that shows how silly Hoopa is under TR
http://replay.pokemonshowdown.com/ou-256877463
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