Metagame Partners in Crime

Snaquaza

KACAW
is a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
I love this meta and want to see it more active again, so jumbowhales and I have started a groupchat on PS (subroom groupchat of OMs named PiC) to hopefully spark some activity. Probably not, but we're trying.

In lieu of this, I'll post my old team. It's pretty unorthodox and may not be the greatest team of the world, but I love using it, so lets go.

Oricorio @ Focus Sash
Ability: Dancer
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Protect
- Feather Dance
- Revelation Dance
- Hurricane

Xurkitree @ Choice Specs
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Thunderbolt
- Energy Ball
- Volt Switch
- Dazzling Gleam

Tapu Lele @ Choice Specs
Ability: Psychic Surge
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Dazzling Gleam
- Moonblast
- Focus Blast
- Psyshock

Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Thunderbolt
- Recover
- Ice Beam

Chandelure @ Ghostium Z
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Heat Wave
- Shadow Ball
- Protect

Clefairy @ Eviolite
Ability: Friend Guard
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Knock Off
- Encore
- Follow Me
- Protect

This isn't a RMT, but I'll shortly explain what it's about. Basically, I was playing PiC when it was OMotM (and it was the first meta to get me interested enough to ladder, for the first time in 2 years. Surprisingly, as I never really played doubles...). I was using Oricorio on my second team, but disliked how slow it was. Its speed is not horrible, but with how frail it is, you really want it to outspeed more things to activate Dancer cores. Then I realised I could run it on Trick Room to outrun all the threats that I want.

Porygon2 and Chandelure are the Trick Room setters, but Clefairy works very well as a partner to both, so it can set it too. Even Oricorio can set it in a pinch, but it's not the best at it. Lele and Xurk are both Specs, so unless you don't have another option... just use them as nukes. It's nearly impossible to stop Porygon2 + Clefairy from setting up Trick Room, as one can use Follow Me, while the other uses Trick Room in difficult cases. Clefairy gets Friend Guard, which just adds so much bulk to both Pokemon, which are extremely bulky already. Some teams are just completely walled by this core alone. Porygon2 grants Recover, which just allows them to survive for ages.

If you want more offensive pressure at the start, you can run Clefairy + Chandelure, for basically the same strategy, but get Chandelure's offensive presence. Chandelure is also good for opposing Dancer, as it is immune to standard Oricorio's STAB Revelation Dance. Clefairy is just support otherwise. Encore is nice to get save switches, and Knock Off annoys a lot of Pokemon so that's cool. Chandelure annoys

Of course, you can also wait with setting Trick Room sometimes, it's all about the opposing team. The team is relatively fast for Trick Room, so against opposing Trick Room you probably want to start with just nuking their Pokemon, often with Oricorio + Lele or Xurk.

Oricorio is Sash + Protect. Both are really nice, as Oricorio easily gets KOd, and not having to run Scarf on a team like this allows me this luxury. Protect is amazing (like always), but especially on Oricorio as you really want to have it survive while it partner doesn't sometimes, to get a new Dancer partner in the game.

Xurk and Lele are both amazing users of Revelation Dance + Dancer. Xurk keeps boosting itself as it KOs more Pokemon, while Lele is obviously extremely strong from the start and helps the team a lot with priority. Be aware that if they lock themselves into Revelation Dance, and Oricorio dies, it may be annoying sometimes, but it is still very strong.

Obviously, this team is obviously very weak to something like Chansey. Luckily it is not very common, but people have counterteamed me with it. Use pressure from Psyshock on Lele and Xurk to wear it down. Or just don't face it...

Thanks for reading and if you want to battle, hit me up on PS. Try the team sometime if it looks interesting, as I love using it. Oricorio on Trick Room is very interesting. The team could probably be a lot better, but it's my favorite team I have and also the most interesting, so I hope you at least joined the concept of it!
 
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Dumping my stupid PiC team
Manectric @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Discharge
- Hidden Power [Ice]
- Protect

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Rock Slide
- U-turn
- Protect

Serperior @ Leftovers
Ability: Contrary
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Protect
- Taunt
- Glare

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Ice Beam
- Shadow Ball
- Thunderbolt

Bisharp @ Leftovers
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Brick Break
- Iron Head
- Protect
- Sucker Punch

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Baneful Bunker
- Toxic
- Haze
- Scald

I love protect. I cannot stress that enough.
Latios' levitate is useful, esp when youre facing something like Lando
Contrary, Defiant, Regen, Intimidate are all really good abilities.
 
Just a thought, but how does this work for Lightningrod + Volt Absorb? Do both effects still trigger or is it one picked at random?

Otherwise:

Sceptile-Mega @ Sceptilite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Giga Drain
- Dragon Pulse
- Hidden Power [Ice]

Thundurus-Therian (M)
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Flash Cannon
- Protect
- Hidden Power [Fire]
 
I haven't replayed PiC since the time I reached rank one in the ladder, however I'm sure my old team is still as strong as ever, maybe even stronger thanks to the ban of Snorlax. Maybe you could tweak a thing or two in their movepool (for exemple I don't know if Haze is still relevant or not), but you get the idea.


Sticc (Gastrodon) @ Life Orb
Ability: Storm Drain
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Protect
- Surf
- Earth Power
- Ice Beam

Faya-Faya (Camerupt-Mega) @ Cameruptite

Ability: Solid Rock
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Earth Power
- Protect
- Heat Wave
- Flash Cannon

Bob (Porygon2) @ Eviolite
Ability: Download
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Tri Attack
- Recover
- Ice Beam / Thunderbolt


Squid girl (Tapu Lele) @ Psychium Z
Ability: Psychic Surge
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Moonblast
- Psychic / Psyshock
- Shadow Ball
- Protect

Bzzzt² (Xurkitree) @ Assault Vest
Ability: Beast Boost
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Thunderbolt
- Energy Ball
- Signal Beam / Dazzling Gleam
- Volt Switch

Socks (Dusclops) @ Eviolite
Ability: Frisk
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Night Shade
- Haze
- Skill Swap
 
With Partners in Crime being the Leader's Choice, here is a team that I want to share with you all!

MajorBowman (Heatran) @ Firium Z
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Roar
- Protect

Artcicblast (Serperior) @ Miracle Seed
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Giga Drain
- Taunt
- Protect

talkingtree (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 96 Atk / 160 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Protect

Kamikaze (Zapdos) @ Psychic Seed
Ability: Static
EVs: 248 HP / 4 Def / 160 SpA / 36 SpD / 60 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Heat Wave
- Tailwind
- Roost

Demantoid (Tapu Lele) @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Psyshock
- Shadow Ball

miltankmilk (Metagross-Mega) @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Ice Punch
- Protect

Roar is for getting rid of the ever dreaded Trick Room and stats boosts. Otherwise, fairly standard stuff. Also, do not replace Protect with anything else.

EDIT: finally replace dragon pulse with taunt
 
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I remember trick room being quite annoying last time, and I think it should be discussed again on whether or not it's broken. I believe it should get nerfed heavily due to how much it disrupts the meta. There are a lot of teams to keep track of, and trick room makes it a lot worse. A bunch of strong, bulky mons while having typings & abilities that allow these teams to be immune and resist so much stuff. It's absolutely ridiculous. Now, after just one turn, they become the fastest threats in the meta while having the possibility of team mates having great defensive utility in rage powder, spore, ally switch, and protect as well as other mons having great offensive movepools that fit on this archetype. With amoonguss, heatran, volcanion, stakataka, cresselia, mega camerupt, kecleon, & metagross. It's stupid just how good this archetype can really be in this meta.

Many team archetypes have weaknesses but, this one doesn't. It has something for everything while also having trick room to disrupt the entire meta. It's not that it's impossible to beat but, it does put a hamper on teambuilding.

I think nerfing trick room to just one mon would be really great.
 

MAMP

mamp
is a Pre-Contributor
I remember trick room being quite annoying last time, and I think it should be discussed again on whether or not it's broken. I believe it should get nerfed heavily due to how much it disrupts the meta. There are a lot of teams to keep track of, and trick room makes it a lot worse. A bunch of strong, bulky mons while having typings & abilities that allow these teams to be immune and resist so much stuff. It's absolutely ridiculous. Now, after just one turn, they become the fastest threats in the meta while having the possibility of team mates having great defensive utility in rage powder, spore, ally switch, and protect as well as other mons having great offensive movepools that fit on this archetype. With amoonguss, heatran, volcanion, stakataka, cresselia, mega camerupt, kecleon, & metagross. It's stupid just how good this archetype can really be in this meta.

Many team archetypes have weaknesses but, this one doesn't. It has something for everything while also having trick room to disrupt the entire meta. It's not that it's impossible to beat but, it does put a hamper on teambuilding.

I think nerfing trick room to just one mon would be really great.
most of what you've said here could also be applied to trick room in standard doubles, which is pretty universally agreed not to be broken. what does trick room gain from partners in crime that makes it so much more powerful that it would mandate a ban?
 
most of what you've said here could also be applied to trick room in standard doubles, which is pretty universally agreed not to be broken. what does trick room gain from partners in crime that makes it so much more powerful that it would mandate a ban?
It's not a uncommon tactic for two Pokemon to use Trick Room twice on the last TR turn to set it up again in Partners in Crime, so there's that.
 
most of what you've said here could also be applied to trick room in standard doubles, which is pretty universally agreed not to be broken. what does trick room gain from partners in crime that makes it so much more powerful that it would mandate a ban?
The fact that the two mons have shared movepools and either one could use trick room. And this meta is very different from Doubles OU. I don't know why people think they're the same, when they aren't. Partners in Crime has shared movepools & abilities. Which means certain mons that'd be bad in Doubles OU, could end up being good in this metagame solely due to those two factors. Also, vice versa. Certain mons that are good in Doubles OU, could end up being bad in this metagame. Take for instance Incineroar. Not all that good due to all the gimmicks, special attackers, and mons that take advantage of intimidate like competitive users. Also, clear body users don't give a shit and smack it. Landorus isn't even that good because of this. It gets demolished by a lot of play styles.

Not only that, but this meta revolves around a lot of power & speed creeping. Trick Room takes full advantage of this. Not only that but, it has room to add on additional tools to take on various play styles. Same could not be said in reverse.

There are a lot of powerful playstyles that need to be looked at in this metagame, and Trick Room definitely stands at the top.
 
Trick Room is shared by both teammates, sure, but so are Taunt, Fake Out, phazing moves, other flinch moves... you're also going last while setting up, so the increased power level of the meta takes a toll. Fewer Trick Room attackers are viable since Intimidate is doubled (Metagross exists but it's just one mon), powerful priority is available to circumvent TR entirely, and so on.

It's kind of a tossup. Run a fatter team if you're struggling with Trick Room; I assure you, bulk is viable, and it's nice to not need Tailwind up at all times or whatever. Maybe set up a Substitute or something while they're clicking Trick Room, since a lot of the time they'll just try to protect one mon while the other sets it up.

In any case, since PiC is in OM Snake Draft, I doubt they're going to do any new bans before the month is up, so we'll have a few weeks to see how things shake out and whether more counterplay is developed before then. There's no need to rush.
 
i didn't get a lot of good games using this because my internet is really bad lately, but i thought i'd drop this because the team idea is fairly strong.

Shaymin-Sky @ Focus Sash
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Earth Power
- Air Slash
- Tailwind

Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Plasma Fists
- Volt Switch
- Close Combat

Hitmontop @ Sitrus Berry
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Fake Out
- Close Combat
- Feint
- Wide Guard

Incineroar @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Fake Out
- U-turn
- Knock Off
- Flare Blitz

Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Zen Headbutt
- Iron Head
- Bullet Punch
- Protect

Tapu Fini @ Waterium Z
Ability: Misty Surge
EVs: 24 HP / 252 SpA / 232 Spe
Modest Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Rain Dance
- Protect

the idea is that you're generally being a bastard with flinches and whatnot. serene grace allows for gross's iron head to be a 60% chance to flinch, and the combination of clear body and tough claws as well as a lot of freedom to pivot really helps the team to withstand intimidate spam and hit a lot harder with its contact moves. Z rain dance on fini allows it to outspeed mega gengar and boosts its muddy water, even allowing for its partner (probably skymin) to join in on throwing sand in the opponent's eyes without being very passive, and it also of course gives the option to use hydro vortex and guarantee a hit. zeraora's fake out and volt absorb help make the team work well against discharge spam, and close combat and plasma fists are useful against bisharp and milotic, which would otherwise excel with the boosts provided by intimidate. skymin has tailwind in order to gain momentum against very fast teams, while also having air slash to abuse its speed advantage and seed flare to strengthen fini's attacks. top's wide guard punishes the various gimmicky spread moves of the tier, and feint keeps opponents from being able to outplay as much. lastly, incineroar is very strong and provides 2 strong attacks for gross to use while also giving the option to u-turn out for anything next to it.
the biggest thing i can think of this team lacking is a firm trick room check, it's mostly just bitch at them with flinches and try to play it conservatively with gross and fini as 2 good bulky mons that can switch well against some common trick room threats. defiant and competitive aren't very nice, and rain can be problematic too.
edit: added sprites for fun :)
 
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SMB

Akaru Kokuyo's Kawaii Neko
is a Tiering Contributor
since i mainly play dou today i wanted to try this om (generally i don't play any) so i built some teams and managed to top the ladder, i'd like to share them since i won't play this on a regular basis and also share some of my thoughts about the meta.

(notice i didn't spend too much time thinking about the evs, just took some dou spreads)


https://replay.pokemonshowdown.com/gen7partnersincrime-800116945
https://replay.pokemonshowdown.com/gen7partnersincrime-800245988

i didn't know what kind of teams i could find so i built this around sub kyub and haze tapu fini because i thought it would have a good mu vs cheese teams on low ladder. I guess this is a pretty standard dou team with some tweaks that i think that could work on PiC, taunt incineroar is great vs tr and every team should have at least 1 taunt pokemon. Volt switch zapdos is great vs shadow tag and sub is also a powerful move here since kyub lures fairies in so next turn i can protect and switch my other mon to gross and set up a sub with it.
i probably regret running double intimidate since on ladder there were competitive/defiant mons everywhere so if i was going to build another team i wouldn't do that again.

after playing around 25 games with that team i was starting to realize what could be potentially broken on the tier (shadow tag) so i built this:


https://replay.pokemonshowdown.com/gen7partnersincrime-800175653
https://replay.pokemonshowdown.com/gen7partnersincrime-800286501
https://replay.pokemonshowdown.com/gen7partnersincrime-800350886

probably this team is not the best example to showcase how broken shadow tag, and specifically mega gengar, can be since this is a gimmicky team, but a mon with the ability and offense stats of mega gengar with access to taunt or disable and a partner with prankster (prankster encore being specially useful) to prevent set up or that can provide, let's say, 3-4 good coverage moves to hit all of his checks seems inherently broken.

another issue i see is ally switch (i really hate this move so it must be just me). On dou you have to guess if your opp is going to ally switch or not which is an unavoidable 50-50, on PiC tho you have to guess if your opp is going to ally switch and if so, which mon is going to ally switch so that minimizes drastically the chances of having a good turn and doesn't reward good plays, it only rewards guessing, and has even more potential to steal games than on dou.

i think that's all, i really enjoyed playing this om and hope to see more doubles oms on the future! :psyglad:
 
Trick Room is shared by both teammates, sure, but so are Taunt, Fake Out, phazing moves, other flinch moves... you're also going last while setting up, so the increased power level of the meta takes a toll. Fewer Trick Room attackers are viable since Intimidate is doubled (Metagross exists but it's just one mon), powerful priority is available to circumvent TR entirely, and so on.
Trick Room users have ways around this in Tapu Lele, Dusclops, mental herb, etc. Not only that but, taunt can't fit so easily on all teams and only proves how overcentralizing this archetype is. Last time, people ran Imprison to try and prevent Trick Room from being used. And powerful priority does exist but, many mons like Metagross, and Stakataka resist the most popular ones in Fake Out & E-Speed. Not only that but, Tapu Lele exists. Like I said, whatever you try, Trick Room has an out naturally (which is stupid mind you).

Edit: Whoops, thought this was a reply to me, alert messed me up haha. Anyway, I'll leave that paragraph up there.

Also, I agree with SMB about Perish Trap being a tad bit hard to prep for on ladder. People found ways around it last time but, a lot has changed since Ultra S&M so, who knows.
 
I stumbled upon this team during teambuilding, using triage comfey for very pedestrian things, like floral healing.
I was reading the text on the item big root when I realized triage might apply to powerful moves like leech life and drain punch!
Turns out triage is pretty crazy in this format, giving pokemon like mega gardevoir and buzzwole priority stab moves(that obviously heal them too).

Tapu Bulu @ Miracle Seed
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Horn Leech
- Rock Slide
- Whirlwind
- Protect

Chandelure @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Heat Wave
- Shadow Ball
- Ally Switch

Gardevoir-Mega @ Gardevoirite
Ability: Pixilate
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Draining Kiss
- Psyshock
- Trick Room
- Protect

Comfey @ Leftovers
Ability: Triage
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Draining Kiss
- Helping Hand
- Calm Mind

Buzzwole @ Expert Belt
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Leech Life
- Drain Punch
- Bulk Up
- Ice Punch

Metagross @ Electrium Z
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Bullet Punch
- Stomping Tantrum
- Zen Headbutt
- Thunder Punch
Trick room is to have a way to function if comfey dies(or in the event your opponent has anti-priority).

Metagross is there to eat intimidates and poison moves, as well as brings some toolbox moves for bulu/buzz.

I settled on chandelure because it fills 2 BIG roles, its can trick room(and uses it well) and has flashfire to cover for bulu, buzz, and metagross.


I am by no means a good player, nor a true teambuilder, but I like to think I can execute my plans fairly well in both. That said I am positive there are more optimal moves/stat spreads/possibly even mons for this team, and I am very interested in any feedback!

edit:just squeaked into the top 100 after LOTS of losses from trial and error(and the occasional "chandelure used drain punch" "buzzwole used heatwave" turns) think this strat could be the real deal.
 
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I've been having a lot of fun using these two together, particularly Kommo-o.


Kommo-o @ Kommonium Z
Ability: Soundproof
EVs: / 252 SpA / 12 SpD / 244 Spe
Timid Nature
- Clanging Scales
- Protect
- Close Combat
- Flash Cannon


Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Mat Block
- Ice Beam
- Hydro Pump
- Taunt

I really like Kommo-o in this metagame as a soft check to Noivern. Soundproof shuts down boomburst and hyper voice, and Greninja supports Kommo-o by letting it change typing. Flash cannon is so both can tank the flying and dragon moves the Mega Noivern core use frequently. 244 speed just beats base 150s at +1, though I'm not really sure being this fast is strictly necessary. Used as a lead, Greninja can Mat Block to assist Kommo-o in getting a Soulblaze up, or Taunt to shut down setup leads. Against mega salemence without the soulblaze boost, Kommo protects and greninja has its choice of ice beam or flash cannon, depending on if Noivern is still around. I pair them with Mega Diancie for Clear Body and Magic Bounce support, also letting Kommo gain even more defense boosts with Diamond Storm.
 
https://pokepast.es/af0ea6dade5b17e4 - Dancing Team w/Friends

Mega Altaria - Tailwind support, Cloud Nine is good against annoying weather teams (and dragon typing is good resisting fire, water, & grass moves), Earthquake is for steel types, Hyper Voice is great for hitting both threats on the field, and Ice Beam is great coverage in this meta.

Oricorio Sensu - Focus Sash is to allows it be a great lead if needed, HP Grass is for Gastrodon, Taunt is for Trick Room, Protect is just good in Doubles metas lol

Serperior - A good set-up partner for most mons on the team, taunt isn't just for Trick Room users as due to it's good speed tier it can also be good for quiver dance users and dragon dance users, and giga drain is for longevity.

Heatran - A good check against sun teams, flash fire works great in tandem with serperior, 128 speed allows it to outspeed slow speedsters like T-Tar & Crawdaunt, Rock Slide is for Volcorona, good rocker, & Lava Plume is great for burning physical attackers and providing Flash Fire boosts for spam.

Zeraora - Great fast mon, fake out is for emergencies (like set-up sweepers), good check for discharge spam, Quick Guard is for priority spam, Volt Switch is for Trap Teams, and Discharge is for para hax and hitting all opponents while providing recovery

Latios - Great partner for Heatran by providing Levitate, Ally Switch is for allowing is take hits for team mates due to it's decent bulk, Draco Meteor is for nuking, T-Bolt is for steel types while also providing coverage for team mates.

https://replay.pokemonshowdown.com/gen7partnersincrime-801570612 - Showcase (Chronospasm honestly gave me the idea for Zeraora lmao)


Here are some replays to help prove SMB's points with Mega Genger being stronk.
https://replay.pokemonshowdown.com/gen7partnersincrime-800599404
https://replay.pokemonshowdown.com/gen7partnersincrime-800596021
 


Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hyper Voice
- Double-Edge
- Earthquake
- Protect



Noivern @ Choice Specs
Ability: Telepathy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Heat Wave
- Draco Meteor
- Taunt



Celesteela @ Choice Band
Ability: Beast Boost
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Heavy Slam
- Rock Slide
- Earthquake
- Explosion



Jynx @ Focus Sash
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Icy Wind
- Taunt
- Lovely Kiss
- Fake Out



Blaziken @ Life Orb
Ability: Speed Boost
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Heat Wave
- High Jump Kick
- Protect
- Baton Pass



Stakataka @ Rockium Z
Ability: Beast Boost
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Rock Slide
- Earthquake
- Wide Guard
- Trick Room

Jynx and Blaziken are your most common lead pair and they are very annoying if played right.

The pros of Jynx over Smeargle are the better Speed tier, the decent Special Attack and STAB Icy Wind and Dry Skin that checks waterspam (and pairs well with both Blaziken and Stakataka). The con of course is Lovely Kiss having 75 accuracy vs Spore's 100.

Blaziken can opt for Focus Sash over Life Orb.

If your opponent has an offensive lead, then just double Fake Out or Protect (if necessary) and Attack / Lovely Kiss next turn. If they have a support lead then go for Lovely Kiss + Fake Out right off the bat and follow up with Taunts if necessary. After their support mons are neutralized, Baton Pass to Salamence / Noivern / Celesteela. If your opponent has a good Flying resist, attack it with Blaziken.

The hard hitters of the team are Salamence and Noivern. If you can get them spamming Boombursts especially with Speed boosts under their belt it's usually game over. You can opt for Life Orb on Noivern for the ability to switch moves and use Taunt itself (with Specs, Taunt is for its partner). Hurricane is also an option to have a Flying-type option not reliant on Salamence.

Stakataka and Celesteela make the matchup against Trick Room much better. And Beast Boost is always nice.

Stakataka can either remove Trick Room or set it up to sweep alongside Celesteela. About Stakataka's moveset, you can use Gyro Ball over Earthquake (Salamence and Celesteela can give it Earthquake but Celesteela also gives it Heavy Slam). You can also remove Wide Guard but that's risky especially against Sand which is not an easy matchup. Brave nature is better because it is anti-Trick Room.

Celesteela also outspeeds most Trick Room mons and outslows most non-Trick Room mons which makes it versatile. The given EVs ensure that Celesteela outspeeds up to Tapu Koko at +2 Speed. You can throw everything on HP to maximize the bulk though.
 
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Yet another tr team.
https://pokepast.es/f3e9cad36c7df487
Incineroar gives intimidate, fake out, uturn for escaping shadowtag, darkest lariat to ignore boosting enemies and fire punch is the best recoilless move it has.
Stakataka is one of the best TR abusers and it shows. Giving trick room to someone else is huge and from incineroar it gets fakeout so they swap roles. When TR is up the plan is spam rock slide for hax + boosting on KO. The partner does this too because it is slow as well.
Clefable armed with unaware + psych up means that boosting is a bad idea 'cause all is gonna happen is Clefable getting your boosts, Clefable giving said boosts to someone else all of this while the opponent has their boost ignored. It has some recovery in moonlight and moonblast is good for not being a sitting duck.
Porygon 2 is the sitting duck (hehehe) of the team and the secondary tr setter. Download grants your team a chance to be boosted on switchin. Other than that it is a pure supporter, with 3attack being the choice for not being too passive.
Breelom is real annoying. Being spored sucks, and it runs a sash so the opponent is gonna get spored. Movepool is to pick faster threats off and ko through sashes. If by some wild reasons you happen to get a free turn, you can sword dance and be a monster.
Sableye-mega is the perfect 6th mon. It gives prankster, magicbounce and fakeout. It's difficult to prevent trickroom if taunt gets bounced back. It's difficult to act if you are hit by fake out. Other moves are support, with power up punch being there only for supporting breloom.

Boosting isn't too much of a problem to this team, since stakataka and breloom are hitting se stab all unaware users (except cosmog but heh). Switching in p2 as much as possible is a good idea as it spams boosting with download. Beastboost means that attackers get stronger and walls get fatter.

Possible leads:
Incineroar + Stakataka: intimidate and they swap trick room and fakeout. It's a nice pair, but they dislike being both weak to ground (change the berry if you want).
Sableye + Breloom: before megaevolving you have access to prankster spore. Fake out + spore usually shutdowns the opponent for a few turns, and you have the tools to abuse this. If breloom doesn't need priority it gets to use poweruppunch as a better stab move.
Sableye + P2: It's gonna be hard to stop you from setting up tr. You still have fakeout to save yourself from an unnecessary hit during setup.
P2 + Clefable: You have boosting, the opponent doesn't. And if it has, you get it too.
 
Ribombee @ Focus Sash
Ability: Shield Dust
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tailwind/ Protect
- Quiver Dance
- Pollen Puff/Moonblast/filler
- Skill Swap

So this is a very nice non-scarf-oricorio counter, put it next to any mon with good sp.a and watch them forfeit after you get all the quiver dance boosts they should have been recieving lol, it works kinda well against revelation dance spam depending on what pokes you´re up against.
It also helps you counter against weather if the enemy doesn´t target ribombee just skill swap that m-swampert or that excadrill and you´re good to go, no fear of being flinched because of shield dust, pollen puff heals your ally and is a nice 90bp bug move, its situational but it helps you in a lot of situations, if the oponnent doesn´t have any speed boosting abilities it still works as a really reliable tailwind user and provides Quiver Dance to your pokes, I have used it succesfully paired with pokes like M-gardevoir, Tapu Lele and Chandelure
 
Genesect @ Life Orb
Ability: Download
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
IVs: 27 HP
- Simple Beam
- U-turn
- Iron Head
- Ice Beam

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Taunt
- Thunderbolt
- Protect

this is a neat idea i had, basically genesect and thund thoroughly enjoy download boosts and u-turn for pivoting, making them capable of putting out good offensive pressure, but thundurus's prankster allows genesect's simple beam to gain priority, which makes ability-related tactics easier to deal with (contrary leaf storms become simple leaf storms, as an example, and gimmicks which spam spread moves on allies are significantly affected). simple beam could also be directed at an ally if you had something interesting waiting in the back to set up. this also makes switching in an intimidate mon very deadly, as both opponents go to -8 attack (unless they have defiant/clear body in which case fuck them lol).
i'm not sure if this is the best combination of mons to abuse the idea of simple beam to deal with gimmicks, but it was just a thought. i hadn't seen any simple beam at all which after i thought about simple beam gene i found a little odd.
 

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