ORAS OU ORAS TRICKROOM RMT

Hey guys its Speklez, Today I'm building another trick room team. To me, this team is pretty good and has gotten me a couple victories. So without further ado, lets get started.

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Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
- Trick Room
- Nasty Plot
- Shadow Ball
- Will-O-Wisp

I'm starting off with my trick room settlers.
Cofagrigas is my defensive Trick Roomer. With
his mummy ability, i am able to sto stallers like gliscor
and chansey. And with one nasty plot, i can ko an entire team
with cofagrigas alone!

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Diancie @ Mental Herb
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 30 SpD
- Trick Room
- Stealth Rock
- Explosion
- Diamond Storm/Moon blast

Next we have Diancie, my lead Trickroom settler. With high base defense
and special defense, it really does make a great lead. (I'm having trouble
choosing on running DS or Moon Blast, so maybe you guys can help)
Explosion is more of a last resort.

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Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
IVs: 0 Spe
- Trick Room
- Hyperspace Fury
- Brick Break
- Gunk Shot

As my final Trick Room settler, we have the all mighty
Hoopa Unbound! Hes my Trick Room settler/ attacker. Before i used
Reunicleus, then moved on to hoopa. With REALLY high attack stats,
he's a good revnge killer. (under Trick room of course)

Now we move on to the non Trick Room settlers

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latest

Heracross @ Heracronite
Ability: Moxie
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 Spe
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance

My mega and set up sweeper.
Once mega, i can probably get at least
1-2 swords dance up an running and KO most of my
opponents pokemon. I try and get that moxie boost before
mega evolving.

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Suicune @ Sitrus Berry
Ability: Pressure
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Spe
- Scald
- Ice Beam
- Calm Mind
- Protect

Suicune is a good bulky water type pokemon that can do well on this team
i just set up calm mind and protect, then go and use scald. I'm thinking of
swapping suicune with something else, i'll leave that for you to
decide.

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Conkeldurr @ Assault Vest
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 Spe
- Drain Punch
- Mach Punch
- Knock Off
- Stone Edge

Last but not least, we have the assault vest conkeldurr.
A pretty simple move set I've got going here,
stone edge can take down a charizard with crits.
knock off for those pesky toxic orb gliscor,
and drainand mach punch for those dark
and steel types.

Well that's all i have today folks. If you have any comments about
the team, drop a comment down below. Any changes to the team are up
you guys, feel free to test it any time and remember to leave a like!
BYE!

Importable:
Suicune @ Sitrus Berry
Ability: Pressure
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Spe
- Scald
- Ice Beam
- Calm Mind
- Protect

Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Nasty Plot
- Shadow Ball
- Will-O-Wisp

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 Spe
- Drain Punch
- Mach Punch
- Knock Off
- Stone Edge

Heracross @ Heracronite
Ability: Moxie
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 Spe
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance

Diancie @ Mental Herb
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 30 SpD / 0 Spe
- Trick Room
- Stealth Rock
- Explosion
- Diamond Storm

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
IVs: 0 Spe
- Trick Room
- Hyperspace Fury
- Brick Break
- Gunk Shot
 
Hello Speklez ! Cool team.

Charizard-Mega-X really plows through your team after one Dragon Dance. Especially if packing Earthquake. You have no switch ins to it whatsoever, and the only thing that can potentially stop it is Diancie, as a Max Attack Brave Nature Diamond Storm has a 50% chance of OHKOing. A Jolly Charizard X has a small chance of OHKOing Diancie after rocks, but an Adamant one has a high chance of OHKOing. You'll likely never get a chance to set up a trick room, as Cofagrigus cannot live after rocks. Hoopa-Unbound, of course, cannot live a +1 Dragon Claw. Diancie has a small chance of living the hit after rocks. If you never get the chance to set up Trick Room, you pretty much lose against Zard X. Another Pokémon I feel needs mentioning is Altaria-Mega. It fits in almost the exact same boat as Zard X, being a dangerous sweeper. A solid way to handle set up sweepers is to use an Unaware mon. However Clefable can't really handle the power of Charizard too well. The Pokémon I am thinking of is Quagsire.
+6 252 Atk Tough Claws Mega Charizard X Dragon Claw vs. 252 HP / 252+ Def Unaware Quagsire: 139-165 (35.2 - 41.8%) -- 100% chance to 3HKO after Stealth Rock and Leftovers recovery
0 Atk Quagsire Earthquake vs. 0 HP / 4 Def Mega Charizard X: 170-204 (57.2 - 68.6%) -- guaranteed 2HKO

252+ Atk Pixilate burned Mega Altaria Return vs. 252 HP / 252+ Def Quagsire: 84-100 (21.3 - 25.3%) -- possible 5HKO after Stealth Rock and Leftovers recovery

252+ Atk Pixilate Mega Altaria Return vs. 252 HP / 252+ Def Quagsire: 169-201 (42.8 - 51%) -- 3.9% chance to 2HKO after Stealth Rock and Leftovers recovery

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For your Diancie, I would consider 252 HP / 88 Def / 168 SpD Sassy Nature for the EVs. The EV Spread allows Diancie to avoid an OHKO from a +6 Talonflame, while the rest is put in Special Defense. For your moveset at hand, maybe consider running Diamond Storm for your Diancie, as it helps out against Charizard, Talonflame, etc.

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As for Hoopa-Unbound, Drain Punch or Fire Punch would be much more appreciated for it. Drain Punch gives it a form of recovery against mons such as Ferrothorn, Tyranitar, etc. Fire Punch allows it to OHKO Ferrothorn and heavily dent Skarmory unlike Drain Punch. Also, consider the Brave nature, as it lowers its speed in return for higher attack which is beneficial on Trick Room teams.

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The same applies here. I would run the Brave nature here. (read above as to why)

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Right here, I would replace this for Quagsire. It provides a check to Charizard-Mega-X, which is a massive threat to this team. It can also perform rather well under trick room, as it is naturally slow. It also has reliable recovery in Recover, which'll allow it to stay in the game a bit longer than most of your other mons.
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Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Recover
- Earthquake
- Toxic / Encore

"Scald and Recover are essential moves for Quagsire to do its job, as they allow it to burn and then stall out physical attackers such as Belly Drum Azumarill and Swords Dance Scizor. Earthquake gives good neutral coverage in conjunction with Scald and allows Quagsire to beat Pokemon that are immune to burns such as Heatran and Mega Charizard X. Toxic is generally the best option for the fourth moveslot to punish switch-ins such as Manaphy and Latios before Quagsire is forced out, without having to rely on Scald's 30% chance to burn. Encore can also be used instead to stop Pokemon such as Mega Gyarados and Suicune from setting up on Quagsire, the former of which ignores Quagsire's Unaware, and the latter of which can stall Quagsire out." Smogon Analysis Page

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If you really are looking to beat "those pesky toxic orb gliscor", then I would just go for Ice Punch over Knock Off. It allows it to take on Gliscor much easier than trying to knock off its Toxic Orb. Also again, I would just go for a Brave nature here.

That's all I have. Good team, and good luck!​
 
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