Prisoned in the Ivory Tower
Random ass Music that shares name with the random title of the rmt to be kewl:

Random ass Music that shares name with the random title of the rmt to be kewl:
So, Marowak also used to be one of my favourite Pokemon due to its cool and unique design, and his rich lore and backstory, taking place in Lavender town, and also the 'marowak is supposed to evolve into kangashkan thingy'. Therefore i tried to create a halfway viable Team around Marowak. Yes, i know that Marowak is ass, and i can confirm that from experience, since Marowak doesnt really do much in most matches. The only approach i deemed somewhat worth trying to make Marowak work was trick room, which was kinda handy, esp. since i wanted to try Trick room anyways.
Teambuilding Process:


Marowak is a given, Hoopa-U because i never used it before, and yeah its a savage under Trick room



Now that i had 2 TR sweepers, i needed Setters and ways to deal with the weakness of TR to priority, dark types, and U-turn. Megabro deals with most Kinds of Priority and soft-walls half of the physical threats in the tier. Aromatisse was a experimental pick due to its Fairy typing and immunity to taunt and P2 was my pick for a third setter, simply bc its kinda made a nice typing core with the other 2.

That left me with one spot left. As a third TR sweeper i chose Victini, since it helped me with the fairy weakness i had and also allowed me to change Bro into a CM wincon, really helping vs the Offense matchup. Victini also pressures Bulky Waters and Grounds alongside Marowak, so i figured those 2 would work well together.

After playing a bit i realized that i autolose to Bisharp and lack Priority, so i decided to add Low kick Bisharp for a dark Check and, Priority User and to form a darkspam core with Hoopa. That meant that i kinda had to change Bro back to TR tho unfortunately, since i lost one TR setter in P2.
This left me with a Bulky Offense Team consisting of:

Lost Sinner (Marowak) (M) @ Thick Club
Ability: Battle Armor
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Bonemerang
- Knock Off
- Stone Edge
- Stealth Rock
Pretty basic, really. Thick Club is the only Item for Marowak obviously, Battle Armor because its other abilities would be even more useless for this set, Max Attack, Max Hp and Min speed. Your Basic TR sweeper. Bonemerang and Edge provide good coverage and the ability to break Subs, which isnt great but came in handy once or twice. Knock off is nice Utility to cripple things like Rotom and allows for Midground plays if the opponent for example has heatran in and a flying type in the back. Rocks over SD/sub/coverage because i lack another setter and Rox are obviously mandatory.

Darklurker (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 80 HP / 164 Atk / 252 SpA / 12 SpD
Quiet Nature
IVs: 13 Spe
- Dark Pulse
- Drain Punch
- Gunk Shot
- Psychic
Slightly less Basic. 164 Attack bc its the standard amount and needed to OHKO clef with Gunk iirc. Max Special Attack because i already had a powerful physical sweeper in Marowak. 80 Hp because it hits a LO number and the rest into special bulk just because i didn't really need those Ev's anywhere else. 13 Speed IV's outspeed Neutral Speed Clef outside of TR, which i prefered, since i don't want to rely on getting up TR vs Stall. It also outspeeds Zero Speed Heracross and other stuff in the TR mirror match, which happened once or twice. Movepool is quite obvious tbh.

Ivory King (Slowbro-Mega) @ Slowbronite
Ability: Regenerator
EVs: 248 HP / 236 Def / 24 SpD
Bold Nature
IVs: 0 Spe
- Trick Room
- Scald
- Psyshock
- Slack Off
Megabro is a god. Checks many Things that threaten Trick room, especially priority Users like Azumarill and Tflame. Not much to say tbh, just a blanket check that pairs really well with Hoopa if one runs Cm, since CM megabro bodies Offense and Hoopa bodies Bulky Builds. Standard defensive Spread since i mainly want Bros defensive Capabilities, but i thought about changing this into a more offensive Tank Spread.

Priscilla (Aromatisse) @ Leftovers
Ability: Aroma Veil
Shiny: Yes
EVs: 248 HP / 176 Def / 84 SpD
Sassy Nature
IVs: 0 Spe
- Wish
- Protect
- Trick Room
- Moonblast
Aromatisse basically is my poor mans Clef. Its worse in most aspects, but kinda checks the same things while having access to TR. My electric check, Diancie Check, Knock Off absorber and reliable TR setter due to being immune to taunt. I still feel like its one of my weakspots, since its passive af, and the only thing on the team that lets stuff like Hippo recover back up, which kinda hampers the offensive core, but i really dont know how to replace this, since its utility is really good.

The Pursuer (Bisharp) @ Black Glasses
Ability: Defiant
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 15 Spe
- Sucker Punch
- Knock Off
- Iron Head
- Low Kick
Bisharp is my check for other Bisharps, non Low Kick Weavile, Support Tar and so on. Also provides me with Priority and has proven to be really effective. Doesn't really need TR but also appreciates it and enjoys Marowak and Tini wearing down Hippo and others. I honestly forgot what i put 15 Speed Iv's for.

Bed of Chaos (Victini) @ Charcoal
Ability: Victory Star
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
IVs: 0 Spe
- V-create
- Bolt Strike
- Glaciate
- Trick Room
Victini is a TR god, just like Hoopa. This thing has very few switchins, and almost always gets a kill or two. also gives me a pseudo-switchins to the likes of Zard Y, Gardevoir, Clef and so on. Charcoal is better than LO imo, since Tini has really good bulk and i don't wanna take away from that.
Weaknesses:
This Team is somewhat effective from what i have noticed, but also has a Shitton of weaknesses.
First of all, i lack hazard removal, which means rocks really hurt Tini, so it should most of the time be used to break holes asap. Spikes also severely hurt my team, since Aromatisse completely loses its ability to check electrics, diancie, kyurem etc. with 2 layers of hazards up, since its already a shaky answer with rocks alone. At the same time, i couldnt really fit a hazard remover on this team, since there are little that fit trick rooms playstyle, the main way to avoid hazards is ending a game before hazards matter too much. That being said, Scizor also is a great danger once hazards are up, since my main way to switch into it is Tini. Other threats include Crawdaunt, Gyarados, Sharpedo, Kingdra, Offensive Starmie, Pinsir, BD Azumarill, Bisharp, and Torn-T. Those are basically avoided by keeping a TR setter at full and just overwhelming the enemy before they can overwhelm you, but stuff like SD Pinsir and BD Azu obviously doesn't care 2 much and kinda 6:0's, which is another reason why aromatisse is way too passive in my opinion, since it gives those free setup.