Dusclops
Item: eviolite
Nature: brave
Ability:pressure
Moves:trick room,taunt,will o wisp, pain split
Evs: 252 hp,252 spdef,4def
Ivs: no speed
Dusclops is my lead to set up trick room while the Pokemon beside it protects. I feel it's good for this role due to its amazing defences meaning that it was very unlikely to be ko'd first turn, as I've discovered while battling with him. The nature while not ideal still lowers its already painful speed making it that much faster under trick room, the Ivs are also used to lower his speed to the bare minimum. After the trick room is set Dusclops is just there to be annoying for the opponent, using the rest of his moves to do so. I'm sure you know what they all do so I'm not going explain them. Pressure is the ability I chose because if a stalling match occurs all the their moves will be depleted a lot quicker.The ev spread is so it can take special hits without batting an eye lid meaning it can stall out super effective shadow balls and dark pulses. This also makes it ideal to switch in on a predicted special attack.
Camerupt
Item:cameruptite
Nature: quiet
Ability:magma armour
Moves: protect, earth power,hp ice, heat wave
Evs:252 hp, 252 spatk, 4 Def
Ivs: no speed or attack
I chose camerupt as my mega because when I was in early stages of this team I noticed I was getting shut down quite quickly by it, so I thought why not fight fire with fire. Its role on the team is to basically get as many ko's as possible with its stab attacks, with hp ice for extra coverage. Like dusclops it's nature and ivs are to lower his speed as much as possible to make it faster under trick room. Its moves are pretty normal and serve no other purpose than to hit hard. Magma armour is to avoid annoying freeze hacks. It's ev spread is to give it general bulk with max hp and to make its attacks hit as hard as they can with 4 in defence just to make take an earthquake that little bit better.
Reuniclus
Item:life orb
Nature: quiet
Ability:magic guard
Moves:psychic,energy ball, shadow ball, protect
Evs:252 spatk, 200 hp, 54 spdef, 4 Def (not too sure on the ev spread as I can't remember all the values)
Ivs: no speed or attack
Reuniclus is my clean up, getting rid of damaged Pokemon late in the game or can sometimes score the early ko with its large coverage. I picked life orb just because it works in tandem with its ability meaning it gets a 30% increase with no drawback. It's nature and ivs are to maximise special attack and to lower speed to its minimum. It's moves are to give a lot of coverage so it can hit many Pokemon for super effective damage to pick up to ko on already damaged Pokemon. With protect as standard scouting method just like on camerupt. Magic guard is the ability I chose because it gives me no life orb damage and no damage from status conditions meaning is health can't be whittled down. Its ev spread is to maximise his special attack and to give it some extra bulk, again not too sure about it as I can't remember all the values.
Conkeldurr
Item: flame orb
Nature: brave
Ability: guts
Moves: drain punch, mach punch, knock off, protect
Evs:252 atk, 90 hp, 80 def, 86 spdef
Ivs: no speed
I chose conkeldurr as my physical attacker because it filled a large gap in terms of type coverage and because of his crazy attack stat. I chose flame orb to make use of his guts ability. His nature and ivs are to maximise his attack and minimize his speed. His moves are all pretty popular on conkeldurr, so I'm sure I don't need to go through them but if you want me to I'll put it in the comments if requested. I chose guts because it gave it a 50% boost to its attack which I thought would be worth the burn damage. It's Evs are to maximise its attack while giving it some general bulk across the board giving slightly more to his lower special defence stat.
Jellicent
Item: sitrus berry
Nature: quiet
Ability: water absorb
Moves: water spout, ice beam, trick room, recover
Evs:252 hp,252 spatk, 4 spdef
Ivs: no speed or attack
Jellicent is my offense trick room and often comes out as a lead to set up trick room if Dusclops gets taunted and is there to get rid of Dragon types along with other things that it's water coverage can ko. I chose sitrus berry to restore some of his health to keep water spout's power up. It's nature and ivs are maximise special attack and to minimise speed. Its moves are pretty common, but I chose water spout other scald because it hits both opponents. Ice beam to ohko mega salemence among others, trick room as a back up in case Dusclops faints it is taunted and recover to keep water spout's power up. I chose water absorb over cursed body because of I know camerupt is about to be hit by a water move, I can switch jellicent in to recover some health. Its Evs are to give it some general bulk with max hp and to maximise its special attack while slightly increasing his special defence with those extra 4.
Uxie
Item: light clay
Nature: careful
Ability: levitate
Moves: reflect, light screen, protect, helping hand
Evs:252 hp, 252 spdef, 4 speed
Ivs: no hp, attack or special attack
Uxie plays the role of general wall, screen setter and support being a Pokemon with crazy high defences and a pretty low speed I saw it as a no brainer. It's item is to maximise the time the screens are up for. It's nature and ivs is something I really got lucky on as caught it before I had interest in putting it on a team but they give it maximum special defence and very good defence. It's moves are pretty common, dual screens to raise the team's defences and helping hand to help score a ko with project to keep it around longer. Levitate is Uxie's only ability but still offers some help, to switch in on an earthquake or any other ground moves. Its ev spread is to maximise its special defence and to give it as much hp as possible, the 4 speed Evs is because it was originally on a non trick room team, but I've found that they don't make too much of a difference.
Thank you for reading this, and thank you for taking time to rate it :)
Item: eviolite
Nature: brave
Ability:pressure
Moves:trick room,taunt,will o wisp, pain split
Evs: 252 hp,252 spdef,4def
Ivs: no speed
Dusclops is my lead to set up trick room while the Pokemon beside it protects. I feel it's good for this role due to its amazing defences meaning that it was very unlikely to be ko'd first turn, as I've discovered while battling with him. The nature while not ideal still lowers its already painful speed making it that much faster under trick room, the Ivs are also used to lower his speed to the bare minimum. After the trick room is set Dusclops is just there to be annoying for the opponent, using the rest of his moves to do so. I'm sure you know what they all do so I'm not going explain them. Pressure is the ability I chose because if a stalling match occurs all the their moves will be depleted a lot quicker.The ev spread is so it can take special hits without batting an eye lid meaning it can stall out super effective shadow balls and dark pulses. This also makes it ideal to switch in on a predicted special attack.
Camerupt
Item:cameruptite
Nature: quiet
Ability:magma armour
Moves: protect, earth power,hp ice, heat wave
Evs:252 hp, 252 spatk, 4 Def
Ivs: no speed or attack
I chose camerupt as my mega because when I was in early stages of this team I noticed I was getting shut down quite quickly by it, so I thought why not fight fire with fire. Its role on the team is to basically get as many ko's as possible with its stab attacks, with hp ice for extra coverage. Like dusclops it's nature and ivs are to lower his speed as much as possible to make it faster under trick room. Its moves are pretty normal and serve no other purpose than to hit hard. Magma armour is to avoid annoying freeze hacks. It's ev spread is to give it general bulk with max hp and to make its attacks hit as hard as they can with 4 in defence just to make take an earthquake that little bit better.
Reuniclus
Item:life orb
Nature: quiet
Ability:magic guard
Moves:psychic,energy ball, shadow ball, protect
Evs:252 spatk, 200 hp, 54 spdef, 4 Def (not too sure on the ev spread as I can't remember all the values)
Ivs: no speed or attack
Reuniclus is my clean up, getting rid of damaged Pokemon late in the game or can sometimes score the early ko with its large coverage. I picked life orb just because it works in tandem with its ability meaning it gets a 30% increase with no drawback. It's nature and ivs are to maximise special attack and to lower speed to its minimum. It's moves are to give a lot of coverage so it can hit many Pokemon for super effective damage to pick up to ko on already damaged Pokemon. With protect as standard scouting method just like on camerupt. Magic guard is the ability I chose because it gives me no life orb damage and no damage from status conditions meaning is health can't be whittled down. Its ev spread is to maximise his special attack and to give it some extra bulk, again not too sure about it as I can't remember all the values.
Conkeldurr
Item: flame orb
Nature: brave
Ability: guts
Moves: drain punch, mach punch, knock off, protect
Evs:252 atk, 90 hp, 80 def, 86 spdef
Ivs: no speed
I chose conkeldurr as my physical attacker because it filled a large gap in terms of type coverage and because of his crazy attack stat. I chose flame orb to make use of his guts ability. His nature and ivs are to maximise his attack and minimize his speed. His moves are all pretty popular on conkeldurr, so I'm sure I don't need to go through them but if you want me to I'll put it in the comments if requested. I chose guts because it gave it a 50% boost to its attack which I thought would be worth the burn damage. It's Evs are to maximise its attack while giving it some general bulk across the board giving slightly more to his lower special defence stat.
Jellicent
Item: sitrus berry
Nature: quiet
Ability: water absorb
Moves: water spout, ice beam, trick room, recover
Evs:252 hp,252 spatk, 4 spdef
Ivs: no speed or attack
Jellicent is my offense trick room and often comes out as a lead to set up trick room if Dusclops gets taunted and is there to get rid of Dragon types along with other things that it's water coverage can ko. I chose sitrus berry to restore some of his health to keep water spout's power up. It's nature and ivs are maximise special attack and to minimise speed. Its moves are pretty common, but I chose water spout other scald because it hits both opponents. Ice beam to ohko mega salemence among others, trick room as a back up in case Dusclops faints it is taunted and recover to keep water spout's power up. I chose water absorb over cursed body because of I know camerupt is about to be hit by a water move, I can switch jellicent in to recover some health. Its Evs are to give it some general bulk with max hp and to maximise its special attack while slightly increasing his special defence with those extra 4.
Uxie
Item: light clay
Nature: careful
Ability: levitate
Moves: reflect, light screen, protect, helping hand
Evs:252 hp, 252 spdef, 4 speed
Ivs: no hp, attack or special attack
Uxie plays the role of general wall, screen setter and support being a Pokemon with crazy high defences and a pretty low speed I saw it as a no brainer. It's item is to maximise the time the screens are up for. It's nature and ivs is something I really got lucky on as caught it before I had interest in putting it on a team but they give it maximum special defence and very good defence. It's moves are pretty common, dual screens to raise the team's defences and helping hand to help score a ko with project to keep it around longer. Levitate is Uxie's only ability but still offers some help, to switch in on an earthquake or any other ground moves. Its ev spread is to maximise its special defence and to give it as much hp as possible, the 4 speed Evs is because it was originally on a non trick room team, but I've found that they don't make too much of a difference.
Thank you for reading this, and thank you for taking time to rate it :)
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