VGC rate my trick room team please

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 :)
 
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Alright, let's go over this mon by mon:

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Dusclops is an interesting mon, to say the least. First and easiest change I recommend is to place Night Shade over Taunt. Because of it's terrible speed the only thing you'll ever be able to prevent with Taunt is opposing Trick Room, which you can already do by using your own Trick Room to reverse theirs, if you even want to. Taunt does stop you from getting Spored after you set up Trick Room, but you're so slow that there's nothing to stop Amoonguss from Sporing you when you go for TR so Taunt remains pretty useless. Night Shade allows you to deal consistent damage and gives Dusclops an actual presence on the field. Beyond that, if you're interested in Dusclops just as a Pokemon I highly suggest you take a look at how araluen7 used it here. That Dusclops is probably the most complex of all time, and while you might not copy paste it for your team, it's certainly worth looking at.

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RIP Mega-Camerupt sprite. Anyway, at this point in time I think it worthwhile to point out that your team has no Rock attack and thus no real way to hit Mega-Zard Y. Jelli does have Water Spout, but that gets nerfed by the Sun and is just an unreliable option overall. Ancient Power Camerupt can alleviate this problem somewhat, although I believe it's more an issue of team composition. We'll cover more on that later, and I'll also make a suggestion about how to make up for the lack of HP Ice.

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Your current set is pretty cool, but honestly I believe Overcoat would be better. First and foremost, it gives you a better answer to Amoonguss as Overcoat makes you immune to Spore and Psychic hits it for massive damage. Considering your team is full TR, having a second setter could be a good idea and by throwing a Mental Herb on Reuniclus instead of the Life Orb you give yourself a way to set up TR even when faced with Thundurus or another Taunt user.

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I've never been a fan of Flame Orb Conk, but I do believe it fits your team pretty well. With such a large focus on Trick Room you don't have the luxury of wasting your TR turns by not getting KOs. Only real thing of note here is that Conkeldurr can run Rock Slide/Stone Edge to counter Charizard Y or Ice Punch to give you a better matchup against Landorus-T. Also, one of my friends ran a AV Scrafty to Top 4 at US Nats in the Seniors division with a set of Fake Out/Drain Punch/Knock Off/Stone Edge. While it does limit your power, it gives you Intimidate and Fake Out support to help set up Trick Room and Stone Edge OHKOes Mega-Zard Y. Just a thought.

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Like I said, I'm not at all sold on Water Spout Jellicent. It's damage is more okay than good, and that's only if it's at full HP. To be quite honest, I feel as though Jellicent should be running Scald pretty much no matter what and even then it's kinda eh. If you decide to run Trick Room on Reuniclus, then I highly advise running a set of Scald/Ice Beam/Will-O-Wisp/Recover on Jellicent. This would allow you to consistently stall weakened opponents and also wall Mega-Kang without fear of Sucker Punch. If M-Kang isn't something that really worries you, the I would suggest switching this slot to a Gastrodon. Gastrodon provides you with awesome Storm Drain support while still filling the role of a bulky water type. For more on Gastrodon, read here.

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With the other Pokemon I either suggested some changes or said that you might want to switch them out. Uxie is the one Pokemon that I feel really has no place on this team as I can already see two Pokemon that outclass it pretty much no matter how you look at it. First, Cresselia has 45 more HP and 10 more Special Defense, all at the cost of 10 Defense. With the same typing and ability, as well as lower speed to make better use of Trick Room, there's really no reason to use Uxie unless you're using the Lake Spirit's higher base SpA, which you aren't. The second option here is a little less obvious; Sylveon. Sylveon isn't nearly as physically bulky as Uxie, but it has better HP and the same Special Defense stat. It also lacks Reflect, with with a moveset of Hyper Voice/Light Screen/Helping Hand/Protect it can support your team and still deal good damage. The Fairy coverage is also great against Dragons that you currently have very little for and it also gives you 100% accurate spread which your team also currently lacks.

Overarching thoughts:

1.) I find your lack of a Rock type/Rock type move disturbing, however if you play right you should be able to win the Charizard matchup and Heat Wave hits other Flying types like Thundurus just fine.

2.) Your team at the moment needs Trick Room to even think of working, so your lack of support for setting it up is terrible. I made two suggestions to rectify that with Scrafty's Fake Out support and Mental Herb Reuniclus. Here I'm also going to note that Hariyama can act as a strange combo of Conkeldurr and Scrafty, boasting some of Conkeldurr's offenses while offering Fake Out like Scrafty. It also has access to Rock Slide and Stone Edge and can run an AV set so I guess it all comes down to what you want.

3.) This last one is more of a mindset thing. Mega-Camerupt is incredibly strong with Sheer Force Heat Waves and Earth Powers, but with it's typing it is also incredibly susceptible to common moves like Earthquake, Earth Power, Scald, Hydro Pump and Aqua Jet. I feel that while your team has the tools to support Mega-Camerupt like it needs to be in order to function, those tools could be improved somewhat (drop Uxie for whichever you prefer, and I'm still gunning for Gastro although once again that's personal preference). Furthermore, I would like to stress that preserving Camerupt when you have it a battle can be the difference between victory and defeat. Your explanations don't seem to convey a focus on having the Pokemon work as a cohesive whole, so I'm just pointing this out to bring it to your attention.
 
Thanks serapis I have already moved trick room over to Reuniclus and will probably switch out Jellicent and Uxie because I found them to be the least helpful on the team. I'm also going to give rock slide to conkeldurr to replace mach punch. I might consider putting scrafty on my team but I will probably use mental herb Reuniclus with overcoat instead. I'm going to put night shade on dusclops, I'm on the fence about ancient power on camerupt, I'll leave it for now but if I feel rock slide isn't doing the trick I'll replace hp ice. I'm going to put gastrodon on my team to replace Jellicent because having used gastrodon in a recent play through of platinum, I know how bulky it is. Uxie I will probably replace with sylveon as the cresselia I caught didn't have a great nature. Thanks again for the rate I really appreciate it, have a nice day :)

Just a query
What nature and iv spread would you put on sylveon?
 
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Would like to add
I recently tried Mega camerupt & found Cradily to be a great alternative to Gastroden.
While it does have more weaknesses than Gastroden its typing allows it to damage threatening waters and flyers. Just as bulky as gastro it has less HP but much better def & a better spd

Giga drain
Earth Power
Ancient power
Protect
Has better sustain thanks to giga drain. Ancient Power provides your rock coverage for mega char & talonflame.
 
Thanks Gaveon, I'll try them both out and I'll see which one I prefer

What nature and ev spread should I use?
 
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Sylveon @ Pixie Plate
Ability: Pixilate
Level: 50
EVs: 164 HP / 108 Def / 132 SpA / 100 SpD / 4 Spe
Modest Nature
- Hyper Voice
- Helping Hand
- Light Screen
- Protect

Mixed Mega-Mence is currently very popular. It normally runs 44 Atk, but can opt for anything ranging up into the 100s in terms of EVs. Baring an insane amount of Attack investment, you should live the Double Edge.
124 Atk Aerilate Mega Salamence Double-Edge vs. 164 HP / 112 Def Sylveon: 160-190 (83.7 - 99.4%) -- guaranteed 2HKO

Pure physical Mence with Return isn't nearly as common, you should survive pretty much any Return Mega-Mence can throw at you.
252+ Atk Aerilate Mega Salamence Return vs. 164 HP / 112 Def Sylveon: 163-193 (85.3 - 101%) -- 6.3% chance to OHKO

Mega-Mence doesn't run much bulk anymore, so you'll probably OHKO it, and if you don't then it'll only take a little chip like Heat Wave from Camerupt to finish the job.
132+ SpA Pixie Plate Pixilate Sylveon Hyper Voice vs. 4 HP / 0 SpD Mega Salamence: 174-206 (101.7 - 120.4%) -- guaranteed OHKO

Jolly Return Kang isn't much of a thing anymore, however it does still see some use. More than anything, if you get KOed by Return you know that the opposing Kang is Adamant, and it's always nice in those instances when it's Jolly and you survive.
252 Atk Parental Bond Mega Kangaskhan Return vs. 164 HP / 112 Def Sylveon: 155-186 (81.1 - 97.3%) -- guaranteed 2HKO

Fast LO Aegislash is really common atm. Sadly, because max speed and min speed sets are both used sets it'll be interesting to play around in Trick Room, however even with that being the case this Flash Cannon is an attack you need to take.
252+ SpA Life Orb Aegislash-Blade Flash Cannon vs. 164 HP / 100 SpD Sylveon: 159-190 (83.2 - 99.4%) -- guaranteed 2HKO

This one is just for fun, really. It showcases the special bulk of the spread, which is further augmented by Light Screen.
252+ SpA Choice Specs Pixilate Sylveon Hyper Voice vs. 164 HP / 100 SpD Sylveon: 81-96 (42.4 - 50.2%) -- 0.4% chance to 2HKO
 
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