So, Here I have a Trick Room team I built for RU. I could have done it for OU or UU, but I felt like challenging myself. Anyways, this team has been about even so far as how many wins/losses it's gotten me goes, and I appreciate any help and will accept any criticism I get to make it better.
Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 176 SpA / 84 SpD
Quiet Nature
- Fire Blast
- Earth Power
- Hidden Power [Ice]
- Toxic
Mega Camerupt. I wasn't sure if I was going to use one of the mega evolutions available, but I did. Camerupt is here to sweep under the Trick Room, and spread Poison around. Fire Blast and Earth Power are two powerful STAB moves that are boosted by Sheer Force, and are devastating. HP Ice and HP Grass were difficult to pick between, but I chose HP Ice for Flygon, which can take out Camerupt fairly easily since it doesn't have to worry about Fire Blast and Earth Power at all. It is a tough choice between Will-O-Wisp and Toxic. Will-O-Wisp does halve the attack stat, but it's lower accuracy can make it miss at crucial moments and doesn't put as much of a timer as Toxic does, but I'd be happy to change it if need be. I tried to make it both bulky and specially offensive as possible with it's EVs, mostly focusing on HP and SpA.
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 216 Def / 44 SpA
Quiet Nature
- Trick Room
- Hex
- Hydro Pump
- Will-O-Wisp
Here is our first TR setter, Jellicent. Jellicent lives and dies for Camerupt, it's water immunity being invaluable. Trick Room and Will-O-Wisp are here to assist Camerupt by getting the room ready and burning any threats. Hex is used to attack anything that is Burnt or Poisoned, and Hydro Pump provides immediate power. I focused mostly in HP and Def for it because it is necessary for setting up Trick Room, not to mention the fact that it makes it even harder to get rid of once burnt.
Escavalier @ Assault Vest
Ability: Overcoat
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Megahorn
- Iron Head
- Pursuit
- Drill Run
Escavalier is terrifying. With or without the Trick Room. Escavalier is here to tear down the enemy team, and nothing wants a piece of it. Overcoat makes it immune to Spore, Sleep Powder, Stun Spore, Hail, and the Assault Vest pairs well with it's sky high attack to make it a complete monster. Megahorn and Iron Head give it STAB and can show how strong it is. Drill Run is used best for predicting Fire/Steel types, or fighting Fire/Steel types under trick room. Pursuit is scary for Ghost and Psychic types, making it unsafe to try and switch out. The main thing that threatens it are burns, but Camerupt can easily switch in and take the burn, much like Escavalier does for Toxic that puts a timer on Camerupt. I gave investments to make full use of it's naturally high attack and the assault vest, as well as investing a small amount in Def.
Slowking @ Life Orb
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
- Trick Room
- Scald
- Psyshock
- Fire Blast
Slowking is here to be the offensive Trick Room setter, while Jellicent is the more defensive one. Life Orb is given to Slowking specifically because it has a way to get back all of the recoil thanks to Regenerator. Trick Room is here to help Slowking go first. Scald and Psyshock are here for STAB, and Fire Blast takes care of Durant and Escavalier (in/out of Trick Room). The stats are similar to Camerupt: Try to make it as Bulky and Specially Offensive as possible.
Eelektross @ Leftovers
Ability: Levitate
EVs: 252 Atk / 4 SpA / 252 SpD
Brave Nature
- Coil
- Zap Cannon
- Aqua Tail
- Iron Tail
I'm going to level with you. I don't know how I feel about Eelektross. It is here as a set-up sweeper, and when it gets set up, it's nigh unstoppable. But at the same time, there's something about it being on the team that makes me feel..not right. It uses Coil to boost it's defense, attack and accuracy. Zap Cannon is used on physical walls who jump out once they see the coils getting set up, with no problems with accuracy thanks to the Coil. And it's always nice to paralyze and damage faster threats at the same time. Aqua Tail is here to take down ground types, and Iron Tail makes Eelektross even more dangerous if it gets a defense drop on you. Investments in SpD make it harder to kill, where max Atk makes it even more dangerous. The 4 SpA is for Zap Cannon.
Tyrantrum @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Head Smash
- Outrage
- Superpower
- Earthquake
All who believe they are mighty, look upon my Choice Band and despair. Tyrantrum is here to pick up after the others, or to immediately go to town on the enemy team under Trick Room. STAB Head Smash with a Choice Band, Max Atk and Rock Head is not something you want to hit you. Outrage can be used also, if I want to make sure the blow hits. Superpower and Earthquake get rid of Steel Types, Superpower for immediate strength and Earthquake for no stat loss. Investments are to make sure it's hits are going to kill, and that it is going to live most attacks with investments in Atk, SpD and Def.
I thank you for the time you took to read this, and I appreciate any thoughts and changes you may make to this team.
Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 176 SpA / 84 SpD
Quiet Nature
- Fire Blast
- Earth Power
- Hidden Power [Ice]
- Toxic
Mega Camerupt. I wasn't sure if I was going to use one of the mega evolutions available, but I did. Camerupt is here to sweep under the Trick Room, and spread Poison around. Fire Blast and Earth Power are two powerful STAB moves that are boosted by Sheer Force, and are devastating. HP Ice and HP Grass were difficult to pick between, but I chose HP Ice for Flygon, which can take out Camerupt fairly easily since it doesn't have to worry about Fire Blast and Earth Power at all. It is a tough choice between Will-O-Wisp and Toxic. Will-O-Wisp does halve the attack stat, but it's lower accuracy can make it miss at crucial moments and doesn't put as much of a timer as Toxic does, but I'd be happy to change it if need be. I tried to make it both bulky and specially offensive as possible with it's EVs, mostly focusing on HP and SpA.
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 216 Def / 44 SpA
Quiet Nature
- Trick Room
- Hex
- Hydro Pump
- Will-O-Wisp
Here is our first TR setter, Jellicent. Jellicent lives and dies for Camerupt, it's water immunity being invaluable. Trick Room and Will-O-Wisp are here to assist Camerupt by getting the room ready and burning any threats. Hex is used to attack anything that is Burnt or Poisoned, and Hydro Pump provides immediate power. I focused mostly in HP and Def for it because it is necessary for setting up Trick Room, not to mention the fact that it makes it even harder to get rid of once burnt.
Escavalier @ Assault Vest
Ability: Overcoat
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Megahorn
- Iron Head
- Pursuit
- Drill Run
Escavalier is terrifying. With or without the Trick Room. Escavalier is here to tear down the enemy team, and nothing wants a piece of it. Overcoat makes it immune to Spore, Sleep Powder, Stun Spore, Hail, and the Assault Vest pairs well with it's sky high attack to make it a complete monster. Megahorn and Iron Head give it STAB and can show how strong it is. Drill Run is used best for predicting Fire/Steel types, or fighting Fire/Steel types under trick room. Pursuit is scary for Ghost and Psychic types, making it unsafe to try and switch out. The main thing that threatens it are burns, but Camerupt can easily switch in and take the burn, much like Escavalier does for Toxic that puts a timer on Camerupt. I gave investments to make full use of it's naturally high attack and the assault vest, as well as investing a small amount in Def.
Slowking @ Life Orb
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
- Trick Room
- Scald
- Psyshock
- Fire Blast
Slowking is here to be the offensive Trick Room setter, while Jellicent is the more defensive one. Life Orb is given to Slowking specifically because it has a way to get back all of the recoil thanks to Regenerator. Trick Room is here to help Slowking go first. Scald and Psyshock are here for STAB, and Fire Blast takes care of Durant and Escavalier (in/out of Trick Room). The stats are similar to Camerupt: Try to make it as Bulky and Specially Offensive as possible.
Eelektross @ Leftovers
Ability: Levitate
EVs: 252 Atk / 4 SpA / 252 SpD
Brave Nature
- Coil
- Zap Cannon
- Aqua Tail
- Iron Tail
I'm going to level with you. I don't know how I feel about Eelektross. It is here as a set-up sweeper, and when it gets set up, it's nigh unstoppable. But at the same time, there's something about it being on the team that makes me feel..not right. It uses Coil to boost it's defense, attack and accuracy. Zap Cannon is used on physical walls who jump out once they see the coils getting set up, with no problems with accuracy thanks to the Coil. And it's always nice to paralyze and damage faster threats at the same time. Aqua Tail is here to take down ground types, and Iron Tail makes Eelektross even more dangerous if it gets a defense drop on you. Investments in SpD make it harder to kill, where max Atk makes it even more dangerous. The 4 SpA is for Zap Cannon.
Tyrantrum @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Head Smash
- Outrage
- Superpower
- Earthquake
All who believe they are mighty, look upon my Choice Band and despair. Tyrantrum is here to pick up after the others, or to immediately go to town on the enemy team under Trick Room. STAB Head Smash with a Choice Band, Max Atk and Rock Head is not something you want to hit you. Outrage can be used also, if I want to make sure the blow hits. Superpower and Earthquake get rid of Steel Types, Superpower for immediate strength and Earthquake for no stat loss. Investments are to make sure it's hits are going to kill, and that it is going to live most attacks with investments in Atk, SpD and Def.
I thank you for the time you took to read this, and I appreciate any thoughts and changes you may make to this team.