OU Trick Room Team (Peaked 1700s)

Hello everyone, this is my 2nd RMT and it is for a team that I have enjoyed playing and would like to improve. It handles most other teams fairly well, and I'm trying to work out some of the last little kinks it has. It can work well under non-TR conditions, since all these pokemon can take a hit or two (provided not SE) and hit back fairly hard, but having TR up helps quite a bit. Importable at the bottom.

TEAM-BUILDING PROCESS
233.png
579.png
When building the team, I like to pick my 2 main setters before I start with the rest of the teamI started out with Reuniclus, a TR setter I have been dying to use for a while. Porygon2 got to tag along too because I used him in UU and I liked his durability with Eviolite (also he looks really cool).
233.png
579.png
534.png
598.png
Next came the physical muscle of the team. Ferrothorn because that base 20 speed, and from what I had seen from watching a ton of OU battles is people used fast pokemon, so Gyro ball would serve me well. Also, I figured using it as a lead would throw people off looking to bounce back spikes/SR/Leech seed, netting me some KO's early on. Also, from reading a ton of Trick Room Guides from BW OU, I knew that I had to have Conkeldurr on there somehow. I started with an Iron Fist set, but it quickly changed to Guts since I was always bad at predicting when Rotom-W was going to burn/toxic and when it was going to switch out.
233.png
579.png
534.png
598.png
485.png
Heatran came next, since I figured he would be able to act as a mid-speed attacker, fast enough to outspeed some things outside of TR and 'outslow' them under it. Lava Plume also acted as a nice burn on the switch. He functioned as a backup SR setter, but that got switched to Roar fairly quickly.
233.png
579.png
534.png
598.png
485.png
593.png
My last setter was chosen for several reasons. Since he was OU last gen, I figured he must've been pretty good, and with recover to stay alive why not pick him? Second, there is that Ferrothorn-Jellicent defensive core that I had heard so much about lurking in forums last gen. Lastly, a FWG core never killed anyone right?

As I battled, I found that the team handled threats fairly well, but that I needed another physical attacker. At that time, Heatran wasn't doing too hot (almost always got used as death fodder, and earthquke absolutely killed him). Over discussing this with my friend, who competetively battled a ton more than I had at the time, he suggested Mega-Mawile, since it provided a steel-resist and was slow enough.
233.png
579.png
534.png
598.png
593.png
303.png
Mega-Mawile turned out to be just what the team needed. I used a 4-attack set, since I was all with the "SD is a waste of Trick Room turns", and I did not foresee it being as dangerous a threat as it became. However, as I began wanting "just a bit more power", I replaced Rock-Slide with Swords Dance, and Mega-Mawile became the demon it now is.
233.png
579.png
598.png
593.png
(
303.png
/
534.png
)
184.png
Azumarill was a neat experiment, since it had just got that last push into OU with it's fairy-typing, and it seemed to be powerful enough strong enough. I tried using it as a replacement for mawile or conkeldurr, just as a test-run of what seemed to be really common in OU, and as a hope to counter Talonflame. Well apparently people stopped running talonflame, and Azumarill just became very quickly outclassed by my two physical attackers.
Somewhere inbetween this and the last step, I posted this RMT.
As the team progressed, Jellicent started becoming more and more useless. Water Absorb seemed like it would work well on azumarill, but without anything to bait it into using it, that rarely ever came. Also, its defense wasn't exactly stellar, leaving it to get 2HKO-ed with neutral hits quite often. Recover just wasn't cutting it, I found its power underwhelming. After consideration, and suggestions in the comments, Jellicent got replaced by Cofagrigus, who always seems to come in and save my TR teams (same thing happened last gen when I switched Dusclops for Cofagrigus).

Ferrothorn got swapped for Lando-T, who added a nice bit of speed along with Intimidate

And here we are now, so many battles later and significantly better at predicting I must say (or maybe the team just hits harder now, either way on with the team).
THE TEAM
645-therian.png
579.png
303.png
233.png
534.png
563.png

(0 atk IVs are for Confusion and Foul Play, 0 spd IVs are to be slower)
(Calcs done using 'standard' sets found here)

landorus-therian.gif

Simba (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 188 HP / 252 Atk / 68 Spd
Adamant Nature
- Stealth Rock
- Earthquake
- U-turn
- Rock Slide
Landorus-T is the newest member of the team, and serves pretty important purposes: hazards and a fast pokemon with use both inside and outside of Trick Room. With the given speed EVs, Landorus-T outspeeds all neutral base-99 pokemon, which puts him at a decent non-scarfer speed to deal with outspeeding pokemon like Aegislash and Heatran outside of Trick Room, while outspeeding M-Charizard Y and Volcarona under it. Maxed out attack is for hitting as hard as possible, and the rest in EVs. Stealth Rocks are hazards that put stop Talonflame and Pinsir from wrecking my team. Earthquake is STAB, and Rock Slide is more than enough to handle Volcarona, Talonflame, M-Zard Y, and other pokemon who he would stay in on. U-turn along with Intimidate makes a safe switch-in on physical attackers able to pivot out keeping up momentum.
252+ Atk Landorus-T U-turn vs. 252 HP / 252+ Def Slowbro: 124-146 (31.4 - 37%) -- guaranteed 4HKO after Leftovers recovery (Just what I can do pivoting out)
252+ Atk Landorus-T Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 272-324 (83.9 - 100%) -- 37.5% chance to OHKO after Stealth Rock
252+ Atk Landorus-T Earthquake vs. 0 HP / 0 Def Terrakion: 426-504 (131.8 - 156%) -- guaranteed OHKO
252+ Atk Landorus-T Rock Slide vs. 4 HP / 0 Def Thundurus: 260-308 (86.6 - 102.6%) -- guaranteed OHKO after Stealth Rock


reuniclus.gif

Chuck (Reuniclus) (F) @ Life Orb
Ability: Magic Guard
EVs: 180 HP / 76 Def / 252 SAtk
Quiet Nature
IVs: 0 Atk / 0 Spd
- Psyshock
- Shadow Ball
- Focus Blast
- Trick Room
Chuck normally will come in after the major threats to her have been eliminated (Bisharp). That being said, she comes in mid/late-game, and can hit insanely hard. Psyshock is to hit specially defensive pokemon fairly hard (while being STAB), and Shadow Ball covers Psyshic and Ghost-types. Focus Blast is back on, it is a ton more useful than Signal Beam, even if it can miss a bit. She does not take boosted Sucker-Punches well, which means there are a few pokemon I cannot bring her in on. To be fair though, Chuck has more than pulled her weight on this team, and is easily my most powerful/reliable TR setter. Without much prior damage, she can take out 2-3 pokemon in one Trick Room.

mawile-mega.gif

Jaws (Mawile) (F) @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd

- Swords Dance
- Play Rough
- Sucker Punch
- Fire Fang
Jaws is easily the physical attacking star of this team. With a +2 from Swords Dance, she can absolutely wreck other pokemon, and I do not often switch her out once she gets that boost. She normally comes in towards the end of a trick room on a pokemon she can either force out or take a hit from, set up SD, and then begin to kill pokemon. Play Rough is for STAB and has decent neutral coverage (along with maiming dragons). Sucker Punch is for utility outside of Trick Room, and at +2 is my response to any Mega Charizard Y/Excadrill looking to end the sweep prematurely. Fire Fang is to deal with Scizor, Ferrothorn, and other steel-types.
252+ Atk Huge Power Mega Mawile Sucker Punch vs. 252 HP / 0 Def Aegislash-Shield: 232-274 (71.6-84.5%) -- guaranteed 2HKO
252+ Atk Huge Power Mega Mawile Play Rough vs. 4 HP / 0 Def Multiscale Dragonite: 289-342 (89.1 - 105.5%) -- 37.5% chance to OHKO
252+ Atk Huge Power Mega Mawile Play Rough vs. 32 HP / 0 Def Bisharp: 279-328 (100 - 117.5%) -- guaranteed OHKO
+2 252+ Atk Huge Power Mega Mawile Sucker Punch vs. 4 HP / 0 Def Excadrill: 498-586 (137.5 - 161.8%) -- guaranteed OHKO
+2 252+ Atk Huge Power Mega Mawile Sucker Punch vs. 4 HP / 0 Def Mega Charizard Y: 404-476 (135.5 - 159.7%) -- guaranteed OHKO
(The only time she would ever stay in on a mega Charizard)​

porygon2.gif

Daffy (Porygon2) @ Eviolite
Ability: Download
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Atk / 0 Spd
- Thunderbolt
- Ice Beam
- Recover
- Trick Room
If Mawile wins Physical Star, Daffy wins defensive star. It is my favorite Gen2 pokemon, and has enough bulk to take hits from almost any pokemon not named Conkeldurr. It is my usual response to Charizard Y/ Gyarados/Garchomp/Dragonite/Talonflame/Pinsir, takes a hit setting up TR, and then bolt-beams everything (or recovers in some cases). He gets really nice coverage with those 2 moves, Recover for longevity (because no other setter I have runs any form of recovery bar leftovers). I can count on him coming in and setting up Trick Room 2-3 times a match, a feat which I can assure you is not easily accomplished by one pokemon. Along with Cofagrigus, I have a fairly nice response to Fighting/Ghost-type attacks aimed at the setters. Calcs done with download as ability.
252+ SpA Porygon2 Thunderbolt vs. 4 HP / 0 SpD Mega Charizard Y: 166-196 (55.7 - 65.7%) -- guaranteed 2HKO
+1 252+ SpA Porygon2 Ice Beam vs. 4 HP / 0 SpD Garchomp: 636-752 (177.6 - 210%) -- guaranteed OHKO

+1 252+ SpA Porygon2 Thunderbolt vs. 4 HP / 0 SpD Talonflame: 376-444 (126.1 - 148.9%) -- guaranteed OHKO
+1 252+ SpA Porygon2 Ice Beam vs. 4 HP / 0 SpD Mega Pinsir: 304-358 (111.7 - 131.6%) -- guaranteed OHKO
While...
252 Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Eviolite Porygon2: 156-184 (41.7 - 49.1%) -- guaranteed 3HKO (Brave bird does the same amount of damage)
252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 0 Def Eviolite Porygon2: 181-214 (48.3 - 57.2%) -- 91.8% chance to 2HKO (Less if it loses Aerilate to Cofagrigus)
252 Atk Garchomp Outrage vs. 252 HP / 0 Def Eviolite Porygon2: 144-169 (38.5 - 45.1%) -- guaranteed 3HKO


conkeldurr.gif

Rocky (Conkeldurr) (M) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Drain Punch
- Ice Punch
- Knock Off

- Mach Punch
Unfortunately for Rocky, Mawile has dethroned him as Attacking Star of the team. That being said, no pokemon on this team would appreciate status as much as he does, and I use this to my full advantage. Whether it is a toxic aimed at Daffy, or Will-o-Wisp aimed at Mawile, Conkeldurr is a very reliable switch-in to these and can immediately start gaining momentum. I believe this is the standard Assault Vest set, and I have no complaints about it. Drain Punch is for recovery, which this set lacks. Ice Punch is for hitting dragons (most of which take 4x damage in OU). Knock Off is my response to psychic-types on the switch or under Trick Room. Mach Punch is for revenge-killing outside of Trick Room/a last ditch effort to deal some damage (although for a time it was Earthquake, but I find Mach Punch more suited for out of Trick Room situations).

cofagrigus.gif


Marley (Cofagrigus) (M) @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Atk / 0 Spd
- Shadow Ball
- Nasty Plot
- Will-O-Wisp
- Trick Room
Mummy is the main selling point of this set, as it makes Mega-Pinsir, Medicham, Mawile, and Talonflame infinitely easier to deal with, and combined with a burn all but the last lose a ton of presence. Shadow ball and Nasty Plot are to maintain a very offensive presence, and after one Nasty Plot he gets to 634 Sp Attack, which is no laughing matter). Will-o-wisp is to get those burns I always prayed for with Scald, and Trick Room should be explanatory by now. It is also fun to switch into scarfed fighting-attacks. (You get a high five if you know where the name comes from).
252+ SpA Cofagrigus Shadow Ball vs. 0 HP / 4 SpD Mega Medicham: 264-312 (101.1 - 119.5%) -- guaranteed OHKO
+2 252+ SpA Cofagrigus Shadow Ball vs. 4 HP / 0 SpD Mega Pinsir: 253-298 (93 - 109.5%) -- 56.3% chance to OHKO
+2 252+ SpA Cofagrigus Shadow Ball vs. 4 HP / 0 SpD Talonflame: 313-369 (105 - 123.8%) -- guaranteed OHKO
+2 252+ SpA Cofagrigus Shadow Ball vs. 252 HP / 4 SpD Mega Mawile: 240-283 (78.9 - 93%) -- guaranteed 2HKO

While...
252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 4 Def Cofagrigus: 178-211 (55.6 - 65.9%) -- guaranteed 2HKO (Granted, this will only work once because of Mummy)
252 Atk Pure Power Mega Medicham Psycho Cut vs. 252 HP / 4 Def Cofagrigus: 138-163 (43.1 - 50.9%) -- 3.1% chance to 2HKO (Marley takes the hit, sets up TR, and OHKOs)
252+ Atk Huge Power Mega Mawile Sucker Punch vs. 252 HP / 4 Def Cofagrigus: 238-282 (74.3 - 88.1%) -- guaranteed 2HKO (I normally go for a burn on the first hit, because the Sucker Punch if really common)​


Past Members:

heatran.gif

Jalapeno (Heatran) (M) Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Atk / 0 Spd
- Roar
- Earth Power
- Lava Plume
- Dark Pulse

I was sad to have to take Jalapeno off of the team. He was a reliable scizor/ferrthorn response, and could outspeed some stuff outside of TR (always helpful), and probably had my favorite nickname on the entire team. Roar was to deal with Quiver Dance/Baton Pass, Lava Plume hit fairly hard and burned, and no one really saw Dark Pulse coming (not that it did much). He also completed a FWG core with Spike and Squidward. Unfortunately, I needed another physical attacker, and Earthquake just hit him too hard. I do not regret losing him, but his presence is certainly lacking. Mawile replaced him.

azumarill.gif

Azumarill @ Expert Belt
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Aqua Jet
- Ice Punch
- Superpower
- Play Rough

I tried Azumarill as a Conkeldurr/Mawile replacement (his coverage seemed pretty good) for a bit before I realized something: It is completely outclassed by both Mawile and Conkeldurr. As a Huge Power user, Mawile has a better attack stat, and can afford to run Swords Dance, along with forcing out pokemon fairly often, which Azumarill did not. It also didn't hit nearly as hard as Conkeldurr did (or take burns well), and did not add many resists to the team (another water-type actually). Overall I just did not have a good experience using him.

jellicent.gif

Squilliam (Jellicent) (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Atk / 0 Spd
- Scald
- Shadow Ball
- Recover/Toxic
- Trick Room

One of my original members, I was a bit sad to let Squilliam go. He got me some pretty nice burns, and actually has his own replay to showcase that. But other than that, he had a very minimal role on the team, and was often-times outshined by the other setters. I decided to try my luck with Rotom-W, who carries the water typing, but also adds a few more resists with electric-typing. Maybe good old jellicent would work better if I ran a rain-TR hybrid team...

rotom-wash.gif

Washurr (Rotom-Wash) @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Trick
- Will-O-Wisp

Washurr was my attempt at using an out-of-trick-room pokemon, and was used to replace Jellicent for all about 3 days. His main purposes were to (1) outspeed Mega Charizard Y and hit it with Volt-switch to start pounding him in (2) burn physical threats (3) Scarf walls like blissey and chansey. Unfortunately (1) Charizard Y didnt give it much chance to do much, (2) It never burned stuff very much (3) blissey and chansey are handled well by this team, even with their items (i also pack 2 knock-off, and they can deal with items just fine). I opted in favor of Cofagrigus, who fills the role of setter as well as has natural physical defense whcih compliments Daffy's sp defense quite well (and has Mummy)

ferrothorn.gif

Spike (Ferrothorn) (F) Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spd
- Stealth Rock
- Gyro Ball
- Knock Off
- Power Whip

Spike made a great lead, and Gyro Ball worked wonders under Trick Room. Unfortunately, I began seeing less and less frail pokemon and Spike just couldn't function as more than a kinda meh talonflame bait. I opted for Landorus-T, who is currently my lead and has a much more "Intimidating" presence (haha more puns).
Some Replays [Please note: I use different accounts]:
Mega-Mawile Sweeps an entire team
Jellicent Burns and Recovers (I do feel kinda bad for this one)
Ferrothorn's Gyro Ball
A Battle Where Everyone Does a Bit
Mega-Mawile Finishes Strong
That Time Ice Beam Hax Saved me (otherwise known as haha Sylveon)
Mega-Mawile is Getting Ridiculous
Mega-Mawile Saves the Day (again)
Conkeldurr Does a Fair Bit (and Parahax Fails)
More Mega-Mawile Shenanigans
Cofagrigus takes out 5/6 of a team
I initially forgot to Mega Evolve (Even more Mega-Mawile)
Chuck saves the day (and a very unlucky crit)
Pinsir handled fairly well
Talonflame handled fairly well
Porygon2 will not die (and Venusaur taken out)

Threat List (S through A- Rank):
S Rank
681.png
-
Handled by Mawile, Conkeldurr, and Landorus (to an extent, Reuniclus and Cofagrigus). With the first 2, it gets tricky predicting when it is going to King's Shield, but that doesn't hurt too much. The Sub-Toxic variant is hard to face, but It can eventually get taken down without too much agony.
006-mx.png
/
006-my.png
- If Mawile has the SD boost, it can OHKO both of them with the Sucker Punch, and with rocks on the field it doesn't need the +2. If it comes in under Trick Room, they generally gets 2hko-ed. Landorus gets an OHKO with Stone edge and Earthquake on Mega-Y and X respectively.
127-m.png
- If I see Pinsir on a team, I make sure to keep Cofagrigus/Porygon2 alive long enough to face him. It generally comes down to out-predicting, but if rocks are out Mawile can kill with Fire fang on the predicted switch/sucker punch (surviving the earthquake with little prior damage), and Landorus can kill if Pinsir hasn't had the chance to boost. A fairly fearsome threat, but not exactly deadly to face given a few pokemon left to face.
642.png
- Can generally get taken down quickly by Porygon2's Ice beam or Conkeldurr's Ice punch. Not a very big threat, but Priority T-wave pretty much guarantees something is going to get paralyzed.

A+ Rank
184.png
-
Not a very dangerous threat. Cofagrigus makes a nice response since Mummy and WoW. If it isn't the belly drum set, Landorus can Intimidate and switch out.
625.png
- Mawile, Landorus and Conkeldurr can OHKO. Reuniclus (if Focus Blast decides to hit) can OHKO, but must fear the sucker punch.
386d.png
- I haven't run into one since I switched out Ferrothorn, but from damage calculator Landorus can handle them but granted he will probably end up 3hkoing leaves me with a bit of a strange results. MILD THREAT SOLELY BECAUSE OF HAZARDS
386s.png
- I haven't faced one, but im fairly sure anyone on the team can kill.
445.png
- Porygon2, Mawile, Conkeldurr can OHKO, Cofagrigus can survive a hit and Burn.
130-m.png
- Conkeldurr, Mawile and Reuniclus can all handle (Porygon2 as well if he Thunderbolts on the switch). He hates Cofagrigus's burns, and under TR is not a threat.
485.png
- Annoying to face because he can stop a mawile sweep cold. Conkeldurr can switch in on the lava plume with minimal damage, enjoys the burn, and can OHKO. Landorus can handle him
647.png
- Reuniclus can survive the Hydro Pump, and set up TR, and OHKO with psyshock. If Porygon2 is out, I can count on bringing in Cofagrigus on the predicted secret sword.
646-b.png
- Conkeldurr can survive the outrage and Drain Punch back HP. Mega Mawile can threaten with Play Rough.
645.png
- Porygon2, Conkeldurr, and Mawile (given a bit of prior damage) can OHKO with Ice beam or Ice/Sucker Punch.
645-s.png
-
Porygon2 can OHKO with download-boosted Ice beam, Conkeldurr can take a decent chunk out with a -1 Ice Punch. With a bit of damage, a +1 Mega Mawile can KO with Sucker Punch.
490.png
- I don't know, since I haven't faced one after adding Landorus. Probably will give me a harder time without Ferrothorn, but I'm pretty sure the rest of the team can handle him.
303-m.png
- Its a real shame to have to fight my own star. If Cofagrigus is out (under TR), I go for the Will-O-wisp predicting the Sucker Punch. Landorus can survive the Sucker Punch nicely and OHKO with Earthquake. It just really comes down to weakening it slowly or catching it outside of TR.
212-m.png
- Mawile is my only real pokemon to counter scizor. I actually face it better outside of TR, since a lot of time they think I'm going for the Sucker Punch KO instead of Fire fang. But if Mawile is down along with Cofagrigus the battle gets tough, since not a lot of my other pokemon can face him. FAIRLY FEARSOME THREAT.
663.png
-
Talonflame is not a very deadly threat, especially if I have Rocks up. Most of my team (bar Conkeldurr) can handle a slightly weakened Talonflame with ease. Reuniclus can OHKO after it Brave Birds.
248-m.png
- Conkeldurr and Reuniclus can both handle Mega Tyranitar with their Fighting-type attacks. It also hates Cofagrigus's WoW. Landorus can Intimidate and can put a 60-80% dent in him. Mawile Play Rough is also a good answer.
003-m.png
- Mega Venusaur is the pokemon that walls my team almost completely. Leech Seed and synthesis make almost any damage that isn't above 70% meaningful enough, and Cofagrigus doesn't have any way to afflict it with Mummy (bar some strange twist where my pokemon with mummy infects Venusaur). Chuck and a boosted M-Mawile can handle without taking too much damage, but I have been 'swept' by a stalling Venusaur. DEFINITELY A THREAT

A Rank
036.png
- Clefable can be handled by Mawile and Landorus If its the CM set, then it gets a bit trickier, but it can still be handled with minimal casualties.
530.png
- Mega Mawile can OHKO with a +2 Sucker Punch, and has a pretty high chance to OHKO with a Fire Fang. Also, Cofagrigus makes a nice counter since at +2 it has a fairly high chance to OHKO with shadow ball, and can also burn (spinning predictions also help). Porygon2 can put a decent dent with Ice beam. Landorus can OHKO with Earthquake.
658.png
- Eh, I dont know really. I haven't seen one in a while, but I'm pretty sure (since it is a lead) I would reply with Porygon2. Other than that, it comes down to killing him with Conkeldurr (Mach Punch beats the Protean Switch).
450.png
- Depending on which variant, I respond accordingly. If it is the Physical wall, I use Porygon2 to Ice beam. Mixed wall gets Conkeldurr, Porygon2, and Mawile beating down on it.
380.png
- While I generally cannot OHKO the specially defensive variants with Porygon2/Reuniclus/Cofagrigus without +2, they get a decent chunk taken out. Also, Mawile can take it on with Play rough, Landorus has no business fighting her, U-turn out. Conkeldurr does not get to face her unless it's Trick Room.
381.png
- Not a very big threat, most of my setters/Mawile and Conkeldurr (in TR) can take care of him.
630.png
- I either use Mawile or Conkeldurr to handle these. Conkeldurr Drain Punches off any damage along with Ice Punch waiting for the roost, then takes out with Mach Punch. Mega Mawile just goes for the Play rough, but must be wary of the Foul play, which does a fair bit of damage at +2.
479w.png
- If it comes in on unboosted Mawile, I like to bring in Conkeldurr to take the possible WoW, or not take too much from the attack. Under Trick Room, Mawile can OHKO at +2, and it isn't the most willing to take hits from Cofagrigus or Reuniclus.
212.png
- These are generally CB variants, so I normally let Cofagrigus burn them before trying to kill with Mega-Mawile.
248.png
- Mawile and Conkeldurr can take these on. Mawile just has to watch out for the Earthquakes. To a certain extent, Reuniclus can handle them with Focus Blast if they have a bit of prior damage. Landorus gets a guaranteed OHKO with rocks up.

A- Rank
113.png
-
Generally comes down to leaving Conkeldurr and Mawile alive to deal with them. Conkeldurr can Drain Punch at it to recover HP, Knock Off for Eviolite, and Mega Mawile can set up SD and KO with the Play Rough.
534.png
- Reuniclus can handle it with Psyshock. I generally switch Mega Mawile in on the Knock-off, SD on the switch, and then go all-out offensive.
149.png
- With Rocks up, I can OHKO with Porygon2's Ice Beam, Mega Mawile's Play Rough, Reuniclus's Shadow ball/Psyshock, and Cofagrigus makes a nice switch-in on the predicted E-Speed. Mega Mawile can possibly OHKO through Multiscale without the SD boost. Landorus makes a nice switch-in unless its the Specs variant (i don't know if that is really a thing, but I saw one).
094.png
- Granted not a sash set, most of the team can OHKO.
130.png
- Taking 25% from Rocks, Porygon2 can OHKO with Thunderbolt. Cofagrigus can take most of the hits and burn.
473.png
- Mamoswine can be handled by Reuniclus, Mawile, Conkeldurr, and burned by Cofagrigus.
227.png
- I generally handle them the same way I handle Mandibuzz. Except I Fire fang instead of Play rough, which can generally kill a slightly weakened one. At +2 it will OHKO (if sturdy is not in tact).
639.png
- I have not seen many of them, but it is generally a matter of switching accordingly since the ones I have seen are choiced. If it comes in on Porygon2 for instance, I know to bring in Cofagrigus. Also, after one Close Combat and a bit of prior damage, Conkeldurr can KO with Mach Punch, and if not severely weakened, take the Close Combat and OHKO with Drain Punch.

The Banes of my Existence:
Baton Pass- These teams probably annoy just about everyone who isn't using them. To be honest, I normally just quit once I see smeargle, espeon, vaporeon, and scolipede on the same team. These battles aren't worth my time really.



Stall- These teams can be a major pain solely because of Chansey and Mega Venusaur. Granted at +2 mega mawile can handle both of them, but its really REALLY annoying to face them because until I can break the core its literally me firing off attacks praying for a crit.

Volt-Turn- These teams get me mostly because I really only run rocks as hazards, and I have one mega scizor counter. I tend to just try knocking whatever is in front of me as hard as I can, which really puts a ton of pressure on mega mawile to bash pokemon to bits.

CHANSEY: This thing is frustrating to face. Without Mega-Mawile or Conkeldurr, nothing on my team can completely kill this (when it still has its eviolite). Even if I get freeze, they can just switch it out and presto problem solved. I dislike her a lot.

Conclusion:
I have put a lot of time testing and battling with this team, and I hope you all enjoyed this RMT. Any and all advice/comments are appreciated. Thank you for taking the time to read this. (Also, if you have advice/questions on my battling style [from the replays], please do not hesitate to do that)


Importable:
Simba (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 188 HP / 252 Atk / 68 Spd
Adamant Nature
- Stealth Rock
- Earthquake
- U-turn
- Rock Slide

Chuck (Reuniclus) (F) @ Life Orb
Ability: Magic Guard
EVs: 180 HP / 76 Def / 252 SAtk
Quiet Nature
IVs: 0 Atk / 0 Spd
- Psyshock
- Shadow Ball
- Focus Blast
- Trick Room

Jaws (Mawile) (F) @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Swords Dance
- Play Rough
- Sucker Punch
- Fire Fang

Daffy (Porygon2) @ Eviolite
Ability: Download
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Atk / 0 Spd
- Thunderbolt
- Ice Beam
- Recover
- Trick Room

Rocky (Conkeldurr) (M) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Drain Punch
- Ice Punch
- Knock Off
- Mach Punch

Marley (Cofagrigus) (M) @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Atk / 0 Spd
- Shadow Ball
- Nasty Plot
- Will-O-Wisp
- Trick Room
 
Last edited:
Really nice team and thread this oddly enough looks very similar to my OU Trick Room team with a couple of exceptions which I'll link here because why not.

I would actually change Guts to Iron Fist as it is already well established that Rotom-W doesn't go for burns when facing a Conkeldurr so you can abuse that to get a slight boost in power to your attacks and if Rotom-W tries to burn you you always have Reuniclus to switch in for free and absorb status. Here are couple of important KOs you get by running Iron Fist Drain Punch
252+ Atk Iron Fist Conkeldurr Drain Punch vs. 252 HP / 0 Def Heatran: 324-384 (83.9 - 99.4%) -- 75% chance to OHKO after Stealth Rock
This first calc is crucial as it eliminates one of the main reasons to run Earthquake (Besides Aegi)
252+ Atk Iron Fist Conkeldurr Ice Punch vs. 4 HP / 0 Def Multiscale Dragonite: 238-282 (73.4 - 87%) -- 87.5% chance to OHKO after Stealth Rock
252+ Atk Iron Fist Conkeldurr Ice Punch vs. 252 HP / 184+ Def Gliscor: 296-352 (83.6 - 99.4%) -- 75% chance to OHKO after Stealth Rock
But really just the overall boost to damage is worthwhile even if you have to play Conkeldurr a little bit more carefully.

Your team is very solid so its hard for me to come up with that many ways to solve problems without opening up holes. Aegislash is a hard pokemon to deal with HO and Trick Room teams and it basically just comes with the territory playing carefully is about the only thing to do about that.

Fortunately Mega-Pinsir in this metagame only carries Close Combat 28% of the time and instead carries Earthquake which means that Porygon2 and Ferrothorn are both decent counters, Porygon2 especially because Mega-Pinsir has higher special defense therefore
+1 252+ SpA Porygon2 Ice Beam vs. 4 HP / 0 SpD Mega Pinsir: 304-358 (111.7 - 131.6%) -- guaranteed OHKO
As long as Trick Room is up and Porygon2 is able to switch in he can tank a quick attack and KO mega-pinsir
+4 252 Atk Aerilate Mega Pinsir Quick Attack vs. 252 HP / 0 Def Eviolite Porygon2: 211-250 (56.4 - 66.8%) -- guaranteed 2HKO
The problem comes in the fact that Pinsir's best friend is Talonflame to form the annoying double bird core.
 
Last edited:
Thank you for the rate, and the compliment on the team

I would actually change Guts to Iron Fist
I originally used Iron fist, but then I noticed that Rotom-W coming in would never actually try to burn conkeldurr, the burns would be aimed at mawile and ferrothorn, and being able to switch to Conkeldurr without much loss is has proved to be helpful (especially for starting to pull momentum in my favor). Plus, I don't like to bring in reuniclus when they still have an obvious counter to it (*cough cough* scizor and bisharp) and even Jellicent is generally handled better by conkeldurr. (Calcs done with burn status)

252+ Atk Guts Conkeldurr Drain Punch vs. 252 HP / 0 Def Heatran: 408-480 (105.6 - 124.3%) -- guaranteed OHKO
252+ Atk Guts Conkeldurr Ice Punch vs. 4 HP / 0 Def Multiscale Dragonite: 296-350 (91.3 - 108%) -- 50% chance to OHKO (without Stealth rocks, through multiscale)
252+ Atk Guts Conkeldurr Ice Punch vs. 252 HP / 184+ Def Gliscor: 368-436 (103.9 - 123.1%) -- guaranteed OHKO

So I dunno, at least on paper, if i can get it statused guts seems to do more than iron fist.

Mega-Pinsir has higher special defense
Wouldnt that mean porygon2 would get +1 in attack, and not special attack? (because thats how bulbapedia makes it seem, or maybe i just cannot read for the life of me). Either way, thank you for that calculation, it really eases my worries about Mega-Pinsir. Maybe I won't just go into panic mode every time is see it now haha.
 
Last edited:
Thank you for the rate, and the compliment on the team


I originally used Iron fist, but then I noticed that Rotom-W coming in would never actually try to burn conkeldurr, the burns would be aimed at mawile and ferrothorn, and being able to switch to Conkeldurr without much loss is has proved to be helpful (especially for starting to pull momentum in my favor). Plus, I don't like to bring in reuniclus when they still have an obvious counter to it (*cough cough* scizor and bisharp) and even Jellicent is generally handled better by conkeldurr. (Calcs done with burn status)

252+ Atk Guts Conkeldurr Drain Punch vs. 252 HP / 0 Def Heatran: 408-480 (105.6 - 124.3%) -- guaranteed OHKO
252+ Atk Guts Conkeldurr Ice Punch vs. 4 HP / 0 Def Multiscale Dragonite: 296-350 (91.3 - 108%) -- 50% chance to OHKO (without Stealth rocks, through multiscale)
252+ Atk Guts Conkeldurr Ice Punch vs. 252 HP / 184+ Def Gliscor: 368-436 (103.9 - 123.1%) -- guaranteed OHKO

So I dunno, at least on paper, if i can get it statused guts seems to do more than iron fist.


Wouldnt that mean porygon2 would get +1 in attack, and not special attack? (because thats how bulbapedia makes it seem, or maybe i just cannot read for the life of me). Either way, thank you for that calculation, it really eases my worries about Mega-Pinsir. Maybe I won't just go into panic mode every time is see it now haha.

Yeah I meant lower Special defense I'm a derp sometimes XD. I understand where you're coming from in regards to Rotom-W aiming at Mawile. Conk. Mawile is a very solid offensive trick room core. I had a trick room team that had solid counters to Bisharp and Scizor when I ran Iron Fist Conk. so guts makes sense to keep offensive momentum by switching in on burns.
 
I actually had a battle earlier today where I switched into a burn for Mawile, and which worked out for the best (I also often will anticipate switches, and knock off for safe measure, so forgive me on that one) Link
 
Yo! Nice team :) Trick room teams are always fun to see in action. I'll suggest a few changes:

Explosion w/ Normal Gem on Ferrothorn instead of Knock off. In Trick Room, will take care of many threats.
But if you want another TR setter

Bronzong @ Normal Gem
Trait: Heatproof/Levitate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd)
IVs: 0 Spd
- Trick Room
- Stealth Rock
- Gyro Ball
- Explosion

But I don't think it's needed.

Also, I wouldn't hesitate to change Porygon's Recover for HP fire for scizors
 
Thank you for the advice, but I'd rather not use the explosion, effectively killing one of my more useful pokemon
Bronzong @ Normal Gem
I would not have hesitated to use bronzgong last gen, since I used an offensive variant last gen UU, but it just adds another dark/ghost weakness, and adds no resists that aren't already present. I also don't think it adds much more in terms of offensive presence that my other setters do not have either. Maybe I will try it on another team.

*EDIT*
Also, I wouldn't hesitate to change Porygon's Recover for HP fire for scizors
Porygon2 has been able to deal with scizors without it, and none of my setters really have much recovery (outsides of leftovers for now), so having one that I can keep alive for long enough works well. Also, (since it normally gets +1 on the switch into scizor)
+1 252+ SpA Porygon2 Thunderbolt vs. 252 HP / 4 SpD Scizor: 166-196 (48.2 - 56.9%) -- 91.8% chance to 2HKO​
While...
252+ Atk Scizor U-turn vs. 252 HP / 0 Def Eviolite Porygon2: 93-109 (24.8 - 29.1%) -- 99.9% chance to 4HKO
 
Last edited:
This is my first RMT so please excuse me. I just faced you and this team is quite the threat! It can perform outside of trick room quite well and within trick room it is deadly. I enjoyed facing it. The only thing you have to watch out for is Landorus-T because without Porygon 2 Intimidate really hurts your team except for Reuniclus! Actually any intimidate user might give you trouble but trust me this is a very nice team!
 
(well, maybe not jellicent either) Thank you very much for that. If I remember correctly, your team was also quite good, which is probably why you ended up winning. I'm considering dropping Jellicent for an out of TR sweeper (since currently it is my least useful member), but I'm not sure how that would work (or which one would fit the team well for that matter either >_<). Anyone have suggestions?
 
(well, maybe not jellicent either) Thank you very much for that. If I remember correctly, your team was also quite good, which is probably why you ended up winning. I'm considering dropping Jellicent for an out of TR sweeper (since currently it is my least useful member), but I'm not sure how that would work (or which one would fit the team well for that matter either >_<). Anyone have suggestions?

I think I can give you a couple. I think 3 setters is best but Jellicent lacks offensive presence. If you want a good setter who fits most of the same resistances as Jellicent I would go with Cofagrigus. Cofagrigus' trick room nasty plot set puts a lot pressure on the opponent to attack instead of setting up. Cofagrigus' ability also allows it to be a check (outside of trick room)/ Counter (inside of trick room) to both Mega Pinsir and Talonflame (also fire fang mawile who can kinda eat you alive XD) who rely on their abilities to remain relevant. The problem with Cofagrigus is his relation with Mega-Mawile unfortunately due to Mummy spread Mawile cannot use Cofagrigus' death to facilitate a Trick Room sweep. Here is the set if you want to use it but it would require some serious strategic play and awareness to use properly. Mummy is kinda double edged sword on your team.

Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 30 Def / 30 SAtk / 30 SDef / 2 Spd
- Shadow Ball
- Nasty Plot
- Trick Room
- Hidden Power [Fighting]
 
If you want a good setter who fits most of the same resistances as Jellicent I would go with Cofagrigus
Funny you should say that, I was debating that earlier this morning. You are right, it definitely does have a much more noteable offensive presence than Jellicent, and still has that ghost-typing for messing with Fighting-type pokemon. But, much like those pokemon I would be trying to work against with Mummy, most (all but ferrothorn really) of my pokemon really enjoy their abilities, and would be in a much worse position if it were not for them. Plus, I really don't use Jellicent much as it is, and I think that I might be better served by a faster pokemon who can also put pressure on the opponent BEFORE taking a decent-sized hit. I was considering running a trick Rotom Wash (scarf or specs), so I could retain my Fire resist and also add a few others, but then I would miss out on a spinblocker (spinners aren't all that problematic from what I've seen, just KO it on the turn it spins the stuff away). Any ideas for a good Rotom-W set?

[also edited the OP descriptions and updated the importable to the actual sets. Also added new replays]
 
Last edited:
I really like this team. Really REALLY similar to the main one I'm running at the moment. I run cofagrigus instead of Jellicent though, and that would've been the suggestion I gave you as well.

Acestriker19's set it really strong, but I've found the HP Fighting nerf has made Will O' Wisp a more viable option. Using a status under trick room can sometimes be iffy, as I know you're aware, but the burn has paid off for me so many times that I wouldn't drop it for anything now. Even when I ran slowbro in that slot the Scald burns were too useful, and I found myself praying for a burn half the time anyway.

You could experiment with this on Jellicent as well. If you ran WoW instead of scald, and recover over toxic, if you made a conscious effort to land those burns on key enemy pokemon you would probably get a bit more use out of Jelli. This is how I use cofagrigus as a suppliment to his sweeping with Shadow Ball, which is pretty good coverage-wise this gen being a ghost STAB. There have been a few times I would've KILLED for recover on him over nasty plot though, so I can see the merits of Jellicent over him. Jellicent doesn't hit as hard, but you could potentially life orb him to fix this, but you would defitniely want recover if that was the case.
 
Currently, I'm trying to see how a scarfed Rotom-W is working out on the team. This definitely puts more pressure on Reuniclus and Porygon2 to set up TR, but so far it has paid off more than it has harmed (definitely play my 2 setters more carefully tho). If this doesn't work after a few days I will switch it to the Cofagrigus set (if that doesn't work, I may just go back to Jellicent).
Washurr (Rotom-Wash) @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk / 31 Spd
- Volt Switch
- Hydro Pump
- Trick
- Will-O-Wisp
I guess the idea is to have something that can mess up the pink blobs/walls, while outspeeding charizard Y (also another special attacker). I think it as worked well so far, but I'm a bit worried that Hyrdo Pump's accuracy is going to come back and bite me soon enough (Haven't used it much).
**EDIT**
So I tried a battle with cofagrigus, and for some reason mummy wasn't transferred to my pokemon when they hit my opponents pokemon with mummy... so I dunno there
 
Last edited:
I did Play Rough with Mawile on a pokemon with mummy and it didn't transfer, so I dunno. Also, I think it would continue through switches, since when a Meinshao got mummy it stopped getting the regenerator healing, but I may be wrong.
I am really liking Cofagrigus (thank you Birrywong and acestriker), I actually got into a battle with both talonflame and mega-pinsir and it messed up both (i guess the guy forgot that without aerielate quick attack is normal-type, which gave me enough time to burn). The only downfall is that by only running Shadow Ball he can't to do much to a normal-type, but the only one of those I ever see is Diggersby, who doesn't like the burns (or the mummy).

EDIT: Added Cofagrigus to the OP, and I will replace all the times I reference Jellicent as a member tomorrow, as it is getting late and I have some work to do. Thank you all for your suggestions so far, the team is definitely stronger now.
 
Last edited:
Hey guys, as much as I love ferrothorn, I have found that (as my lead) he either sets up rocks and then dies shortly after, or just ends up as talonflame fodder later on in the game. He does have his benefits (gyro ball is fun), but I was just wondering if anyone had any suggestions as for something to replace him for who could fill a similar role?
 
Firstly, just want to congratulate you on making such an awesome & fun team. Having spent some time with your team, I really like the change to Cofagrigus. I never really got much from Jellicent beyond its bulk (aka one extra TR) whereas a predicted Mega Pinsir quick attack on Conk = a switch in to Cofagrigus and then Pinsir was crippled (got burned & ended up dealing ~20% with EQ) plus I got a free NP and thus a dead Latias as TR was up.

Porygon II always seems to be the glue that holds TR teams together & I find myself starting him/her more frequently. Having bulk + recover, often it is the only thing that holds me together vs. strong dark types like Bisharp. Also, getting the SA boost can make the little duck legitimately scary in its own right with boltbeam coverage. Conversely though, if I play dumb with Pory & lose it, I find staying in the match very difficult.

Reunicles just inspires so many mixed emotions in me too. I understand the necessity of it, but just wish it had a little more bulk. Switching it in on a neutral hit often leaves it crippled - unable to ohko the enemy & dying to a second neutral hit. Maybe I just play particularly badly with this guy. Focus Miss probably distorts my opinion too - the number of times Reunicles could have stabilised my game& rallied for the win...but misses that Heatran. That said, when he gets his game on he can be epic - turreting out high damage special attacks & just wrecking teams.

Not much to say about Conk. He's great at what he does + extremely consistent, but the main attraction of TR for me is getting to play less popular pokemon in a competitive & viable fashion. I agree he is necessary, but I always feel a little sad relying on him. Still, status soak, fighting STAB, priority & bulk = a central pokemon in most of my games with your team.

Mawille is just the most fun part of this team. Take an already fantastic pokemon & place her in a context where she becomes VASTLY better = :-D or :-( (depending on perspective). One question, would you keep SD on her even though it 'wastes' a turn of TR? My most one-sided victories with this team come from a safe switch from Pory on the first turn of TR & then just play rough spam until TR ends & then sucker punch for lolz. One thing I have seen & used in other teams is sub on Mawille. It still gives up a turn but with her 'speed' in TR, it 100% covers her against annoying burns etc. Also if she has sub up when TR ends, they have to sack a pokemon just to break it (eating a play rough killing sub + sucker punch if they go for damage on Mawille). I'm not particularly experienced though so feel free to disregard this.

...and the ferrothorn. In addition to being generic as heck, I just never do work with him. TBH, I gain the most from baiting out a fireblast user & starting Porygon - but still his sweeping in TR leaves plenty to be desired. I'm going to try experimenting with some kind of suicide lead to try & 'win' the opening game with a gambit & generate the momentum that TR teams can often lack (aka hazard control & safe switch in). Alternatively, I might go for a non TR sweeper who can hold the team together in the lategame where everything has holes punched in it + not enough speed to actually put any work in. I'll let you know if I get anything useful.

Anyways, thank you immensely for sharing this team. TR has dethroned rain as my most enjoyed strategic playstyle & your team + acestriker19's are entirely responsible for that. There is little more satisfying than getting the W against a generic 'bulky offence' team loaded with top tier threats.
 
...and the ferrothorn. In addition to being generic as heck, I just never do work with him. TBH, I gain the most from baiting out a fireblast user & starting Porygon - but still his sweeping in TR leaves plenty to be desired. I'm going to try experimenting with some kind of suicide lead to try & 'win' the opening game with a gambit & generate the momentum that TR teams can often lack (aka hazard control & safe switch in). Alternatively, I might go for a non TR sweeper who can hold the team together in the lategame where everything has holes punched in it + not enough speed to actually put any work in. I'll let you know if I get anything useful.

I completely agree with you on ferrothorn, but it works best if you can catch them off guard. Ex: They switch into their Salamence expecting the Leech seed but get OHKO-ed by rocks and Gyro Ball. Other than that, you're right, it leaves plenty to be desired minus the occasional Power Whip. Its best work gets done when they switch in Magic Bounce Espeon to repel rocks and either get OHKO-ed by the Gyro ball or left at like 6% hp. If there is one thing I can rely on her for, its to NEVER get outslowed by anything under trick room.
 
Hey guys, as much as I love ferrothorn, I have found that (as my lead) he either sets up rocks and then dies shortly after, or just ends up as talonflame fodder later on in the game. He does have his benefits (gyro ball is fun), but I was just wondering if anyone had any suggestions as for something to replace him for who could fill a similar role?

Okay I think I have a couple but I'm kinda confused what exactly you want by "Similar Role" do you want a SR setter, a bulky attacker with the same resistances or someone to fill a lead slot? I have some choices in mind for all three.
 
Well I was trying out Bulky Landorus-T with Brave nature (Outspeeds neutral base 65s by 2 points, which is nice for outspeeding some things in TR and others Outside of TR). What I'm looking for I guess is a rocks setter who can take a hit and not end up being something I sack later on. So far I'm liking Landorus-T, but I'm not sure Ive had enough battles to be completely swayed. Good news is he adds no weaknesses that aren't already there and actually adds an EQ/Electric immunity. Downfall is that he is kinda fast (Base 91 speed).
Simba (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Stealth Rock
- Earthquake
- Knock Off/U-Turn
- Stone Edge
 
Last edited:
So far I've kept the idea of starting Porygon & getting a fast TR. Plus with his bulk it's easy for him to do work vs. many leads & he does reasonably well against set-up types because their precious speed is wasted which normally allows a switch into a check/counter.

Replacing Ferrothorn thus far is...Victini. Now I am not at all promoting this as great, merely trying to give a little back, but in the ~5 games I've played with him, I get good work done. After one V-create he outslows most any opponent & with a choice band his damage is ASTRONOMICAL (87.5% chance to OHKO physically defensive Clefable). He is also decently quick outside of TR for the first V-create (or just quick in general if you opt for one of his coverage moves). Obviously you have to play smart vs. priority as all the 'speed' in the world doesn't help when you're at -2 for both defences. My set is:


Mme. Fluffy (Victini) @ Choice Band
Ability: Victory Star
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spd
- V-create
- Bolt Strike
- Zen Headbutt
- U-turn

But that said I'm going to try out your Lando-T as I think he is one of the greatest pokemon currently & having intimidate on a more constant basis than once from Mawille should be great. Being able to u-turn (somewhat slowly) into a TR setter seems like a great trait to have in a lead + I do miss rocks without Ferrothorn (makes the Mawille pressure so much more consistent). I'll play a bit with him (plus try out Acestriker19's new team - had Exploud last time I borrowed it - and feedback the results.

Incidentally, if you ever make a more relaxed TR team just try to out less used pokemon, I would recommend Victini as it is hilarious; probably not strictly good enough for this team though.
 
Last edited:
I love Victini (V-Create Spamming really kills anything non-resisting) however it takes 25% to rocks (which tend to stay on the field unless my opponent defogs), and also even with the -Spd Nature and 0 IVs he speed-ties uninvested base 74's (i don't know of any, but both of the get to 184), which is kinda fast for TR I'd think.

(Are we talking about the Trick Doom 2 Turbo Team, or is there a different one I've yet to find)
 
Well I was trying out Bulky Landorus-T with Brave nature (Outspeeds neutral base 65s by 2 points, which is nice for outspeeding some things in TR and others Outside of TR). What I'm looking for I guess is a rocks setter who can take a hit and not end up being something I sack later on. So far I'm liking Landorus-T, but I'm not sure Ive had enough battles to be completely swayed. Good news is he adds no weaknesses that aren't already there and actually adds an EQ/Electric immunity. Downfall is that he is kinda fast (Base 91 speed).
Simba (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Stealth Rock
- Earthquake
- Knock Off/U-Turn
- Stone Edge
Sorry this took so long

Landourous seems like a good pick (probably better than my suggestions) even though you do outspeed the slowbros and azumarill in trick room which isn't very good as scalds with burns and Azumarill high powered attacks can be trouble.

There aren't that many good picks for SR setters in Trick Room. The few a couple that stand out to me are Druddigon, Tyrantrum and Rhyperior of those three I think Druddigon is the most interesting choice while Rhyperior isn't a bad oprtion as it has sheer force which makes it more powerful than the other to options and a nice pure dragon typing (also why does Druddigon learn Stealth Rock). I ran Druddigon in UU last gen and its still good this gen though with SR it gets a bit of 4MSS as Druddigon really wants to take advantage of its excellent coverage options here is the set that I would use would look something like this

Druddigon @ Life Orb
Ability: Sheer Force / Mold Breaker
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Fire Punch / Earthquake / Thunderpunch (for the Azumarills)
- Sucker Punch / Iron Head
- Stealth Rock
- Dragon Claw / Outrage

Druddigon is one of the few Dragons who doesn't really care about Fairies because of Sheer Force Iron Head and Dragon is just a good typing defensively sucker punch is Druddigon's only priority and it is quite useful. Sheer Force Fire Punch is quite strong but you could also use Mold Breaker and use Earthquake to hit levitators such as Rotom-W. Honestly though I'm having a hard time arguing this or any of my other options over Landoge... so I think you should just stick with that.
 
Druddigon @ Life Orb
Ability: Sheer Force / Mold Breaker
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Fire Punch / Earthquake / Thunderpunch (for the Azumarills)
- Sucker Punch / Iron Head
- Stealth Rock
- Dragon Claw / Outrage

I tried Druddigon, and while dragons are fun, it didn't really do much. As a rocks setter, it doesn't strike fear into the hearts of my opponents immediately, and the Intimidate helps when switching into attackers. I really mostly added Landorus as a Volcarona/Talonflame/Mega-Zard response, since it can scare them all out with stone edge (granted 80% accuracy), which druddigon doesn't help very much with (or maybe im just not using him right?). Im not too worried about azumarils and Slowbro, since Porygon2 and Cofagrigus can handle them (Porygon2 gets the +1 Download boost too :D).
 
Back
Top