SS PU Starlight (SS PU Trick Room)

Ashley

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Introduction

Hi friends! I'm Ashley, a retired SM PU player that wanted to try out the newest iteration of PU! A lot of people are hyping up things like Stonjourner, the newly buffed Silvallies, etc. but I wanted to try out Trick Room! The idea of stacking offensive powerhouses in a metagame that's a lot less bulky than before seemed like a fun idea and new toys like Grapploct and Freeze-Dry Glaceon were just waiting to be tried out.



The team (Click here for the importable!)

Solrock @ Focus Sash
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Stone Edge
- Explosion

Pretty standard lead for Trick Room as it has the ability to set rocks, trick room, and pivot, doing a sizable chunk of damage while doing so. Rocks and Trick Room seem self-explanatory as they greatly help the rest of my team thrive. Stone Edge is a powerful STAB move that can 2HKO things such as Carkol and offer good neutral damage on most things. Explosion coming off of this thing is really powerful, much more than most people expect (does around 70% to Throh for example). Focus Sash is the item of choice because I want to guarantee that I want to get Trick Room + Stealth Rock up.

Beheeyem @ Colbur Berry
Ability: Analytic
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Thunderbolt / Shadow Ball
- Nasty Plot

Beheeyem is a really scary prospect in current meta, as it's still the insane powerhouse as it was last gen now with a metagame that's much less durable. At +2 it's basically impossible to stomach hits from, and it can set up Trick Room for itself as well for even more chaos. Thunderbolt is its best option against Pawniard, Thievul and Liepard, though Shadow Ball is a fine option as well if you really want to hit opposing Psychic-types and Shedinja. Colbur Berry lets you eat stuff like Throh's Knock Off and Pawniard's Sucker Punch more easily.​

Duosion @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA
Quiet Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpD / 0 Spe
- Trick Room
- Psychic
- Endeavor
- Magic Coat / Explosion

The last Trick Room setter on the team and also the wackiest. The thought process behind this is that Magic Guard + Focus Sash offers a safety net for Duosion and gives it the chance it needs to set up. No defense investment and IVs is so that Endeavor can be used to its full extent. Really annoying for stuff like Thievul and Type: Null for example. It's also really nice in helping the next teammate. Magic Coat bounces back Taunt and Encore, ensuring that it's not punished for using Trick Room. You could also run Explosion for momentum or even Shadow Ball but most things are gonna want to kill off Duosion anyway since it's a decent offensive threat on its own.

Grapploct @ Life Orb
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Power-Up Punch
- Close Combat
- Brutal Swing / Ice Punch
- Sucker Punch

Now THIS is where things get fun. Simply put, +1 Life Orb Grapploct is one of the scariest offensive threats in the meta. Solrock's Stealth Rock and Duosion's Endeavor can often trap things in since switching out would only give my team a chance to fire off an attack since their active Pokemon will faint if it tries switching back in anyway. This gives Grapploct a free shot at using Power-Up Punch while having 2-3 turns to wreak havoc. To put this set into perspective, +1 Close Combat will OHKO Throh, all Silvallies that are neutral to it, Leafeon, Bellossom, and do upwards of 80% to defensive Mawile as it switches in. Brutal Swing does a ton of damage to Dusclops and non-Colbur Berry Musharna and Gourgeist at +1, Though Ice Punch is a nice option for Shiinotic and the rare Togetic. Sucker Punch is a handy priority move if Trick Room goes down, and at +1 and Stealth Rock damage it will KO Raichu as well as Manectric most of the time, while stuff like Basculin will drop if it took any sort of chip damage beforehand.​

Mawile @ Life Orb
Ability: Sheer Force
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Iron Head
- Play Rough
- Sucker Punch

Mawile is the second physical wallbreaker on this team, and one that also offers a small bit of defensive utility in part by its typing. Iron Head + Play Rough hit obscenely hard with Sheer Force Life Orb and Swords Dance only bolsters that. Sucker Punch, again, handles the aforementioned revenge killers for when Trick Room goes down. Thanks to its defensive merits as well, Mawile can find good times to set up, such as on Persian or Choice Band Liepard.

Glaceon @ Choice Specs
Ability: Snow Cloak
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Freeze-Dry
- Shadow Ball
- Hyper Voice

Glaceon is also one of the most difficult Pokemon to check defensively given how nothing resists all of its attacks, and it's coming off of its immense base Special Attack. Ice Beam will 2HKO much of the metagame, but Freeze-Dry can slam Ludicolo, Pyukumuku, and do an okay amount to Lapras. Shadow Ball will rarely be clicked but is handy for getting off the most damage on the likes of Mawile, Eiscue, and Klang. Hyper Voice can 2HKO opposing offensive Glaceon and ignore Substitute, but it really has no use beyond that, and Glaceon has no better options anyway.

Conclusion

And that's,,,,,,, the team. This is my first RMT and I'm burnt out from typing so if this seems brief, wellllllllllll there you go. PU is in a pretty hectic state right now and I thought this would be a good time to show off an equally hectic team. Thanks for stopping by!


-Ashley
 
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2xTheTap

is a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Battle Simulator Driver Alumnus
Moderator
Introduction

Hi friends! I'm Ashley, a retired SM PU player that wanted to try out the newest iteration of PU! A lot of people are hyping up things like Stonjourner, the newly buffed Silvallies, etc. but I wanted to try out Trick Room! The idea of stacking offensive powerhouses in a metagame that's a lot less bulky than before seemed like a fun idea and new toys like Grapploct and Freeze-Dry Glaceon were just waiting to be tried out.



The team (Click here for the importable!)

Solrock @ Focus Sash
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Stone Edge
- Explosion

Pretty standard lead for Trick Room as it has the ability to set rocks, trick room, and pivot, doing a sizable chunk of damage while doing so. Rocks and Trick Room seem self-explanatory as they greatly help the rest of my team thrive. Stone Edge is a powerful STAB move that can 2HKO things such as Carkol and offer good neutral damage on most things. Explosion coming off of this thing is really powerful, much more than most people expect (does around 70% to Throh for example). Focus Sash is the item of choice because I want to guarantee that I want to get Trick Room + Stealth Rock up.

Beheeyem @ Colbur Berry
Ability: Analytic
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Thunderbolt / Shadow Ball
- Nasty Plot

Beheeyem is a really scary prospect in current meta, as it's still the insane powerhouse as it was last gen now with a metagame that's much less durable. At +2 it's basically impossible to stomach hits from, and it can set up Trick Room for itself as well for even more chaos. Thunderbolt is its best option against Pawniard, Thievul and Liepard, though Shadow Ball is a fine option as well if you really want to hit opposing Psychic-types and Shedinja. Colbur Berry lets you eat stuff like Throh's Knock Off and Pawniard's Sucker Punch more easily.​

Duosion @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA
Quiet Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpD / 0 Spe
- Trick Room
- Psychic
- Endeavor
- Magic Coat / Explosion

The last Trick Room setter on the team and also the wackiest. The thought process behind this is that Magic Guard + Focus Sash offers a safety net for Duosion and gives it the chance it needs to set up. No defense investment and IVs is so that Endeavor can be used to its full extent. Really annoying for stuff like Thievul and Type: Null for example. It's also really nice in helping the next teammate. Magic Coat bounces back Taunt and Encore, ensuring that it's not punished for using Trick Room. You could also run Explosion for momentum or even Shadow Ball but most things are gonna want to kill off Duosion anyway since it's a decent offensive threat on its own.

Grapploct @ Life Orb
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Power-Up Punch
- Close Combat
- Brutal Swing / Ice Punch
- Sucker Punch

Now THIS is where things get fun. Simply put, +1 Life Orb Grapploct is one of the scariest offensive threats in the meta. Solrock's Stealth Rock and Duosion's Endeavor can often trap things in since switching out would only give my team a chance to fire off an attack since their active Pokemon will faint if it tries switching back in anyway. This gives Grapploct a free shot at using Power-Up Punch while having 2-3 turns to wreak havoc. To put this set into perspective, +1 Close Combat will OHKO Throh, all Silvallies that are neutral to it, Leafeon, Bellossom, and do upwards of 80% to defensive Mawile as it switches in. Brutal Swing does a ton of damage to Dusclops and non-Colbur Berry Musharna and Gourgeist at +1, Though Ice Punch is a nice option for Shiinotic and the rare Togetic. Sucker Punch is a handy priority move if Trick Room goes down, and at +1 and Stealth Rock damage it will KO Raichu as well as Manectric most of the time, while stuff like Basculin will drop if it took any sort of chip damage beforehand.​

Mawile @ Life Orb
Ability: Sheer Force
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Iron Head
- Play Rough
- Sucker Punch

Mawile is the second physical wallbreaker on this team, and one that also offers a small bit of defensive utility in part by its typing. Iron Head + Play Rough hit obscenely hard with Sheer Force Life Orb and Swords Dance only bolsters that. Sucker Punch, again, handles the aforementioned revenge killers for when Trick Room goes down. Thanks to its defensive merits as well, Mawile can find good times to set up, such as on Persian or Choice Band Liepard.

Glaceon @ Choice Specs
Ability: Snow Cloak
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Freeze-Dry
- Shadow Ball
- Hyper Voice

Glaceon is also one of the most difficult Pokemon to check defensively given how nothing resists all of its attacks, and it's coming off of its immense base Special Attack. Ice Beam will 2HKO much of the metagame, but Freeze-Dry can slam Ludicolo, Pyukumuku, and do an okay amount to Lapras. Shadow Ball will rarely be clicked but is handy for getting off the most damage on the likes of Mawile, Eiscue, and Klang. Hyper Voice can 2HKO opposing offensive Glaceon and ignore Substitute, but it really has no use beyond that, and Glaceon has no better options anyway.

Conclusion

And that's,,,,,,, the team. This is my first RMT and I'm burnt out from typing so if this seems brief, wellllllllllll there you go. PU is in a pretty hectic state right now and I thought this would be a good time to show off an equally hectic team. Thanks for stopping by!


-Ashley
hey, Ashley - I'll make this a quick rate because your team is well-built! TR is a fun playstyle that I've built a few times this gen, so I've found a few techs that I think could help you out a bit here. I wouldn't change the overall structure or synergy you have here, just a few small slot optimizations for you:

:Solrock: It's just here to set SR and TR early-game and get out, and while STAB for hitting Lapras, Glaceon, Carkol, Heatmor, Silvally-Bug and -Ice (and some others I guess) super effectively is nice, I find taking control early-game by not being locked out of TR or SR more important than hitting these targets, so I recommend Magic Coat > Stone Edge.

:Glaceon: A few things here; it's rarely worth it to lock into Shadow Ball for neutral damage. At the same time, Glaceon at least likes having the option of hitting Carkol, so Water Pulse > Shadow Ball. Water Pulse still hits the targets you mentioned neutrally (this might not be that important though because pivoting on fat SpDef walls and Ice resists like Lapras / Munchlax / Klang / Type: Null, etc. into Grapploct is going to be how you wallbreak anyway).
Next, Shiinotic can be annoying for this team, especially if you opt for Brutal Swing over Ice Punch on Grapploct. Having an absorb for its Spore somewhere would be helpful, and so if you run Sleep Talk over Blizzard, you could pivot in and take advantage of that vulnerability to Shiinotic's slower Spore.

:Beheeyem: Not totally necessary, but this hits hard enough as it is already, so you could consider Teleport over Nasty Plot for generating momentum and granting one of your other breakers the chance to use TR. For example, Teleporting on a Psychic resist like Klang or Pawniard switching in creates the opportunity to go ham with Grapploct.

Some optional changes to try out: if you're worried about the team being a little too frail, you at least have the option of going bulkier with Throh over Grapploct, even if it's not as immediately threatening. Musharna with TR / Healing Wish can find a place here over Beheeyem too, for the same reason. And lastly, Gourgeist-XL with TR / Explosion / Power Whip over Duosion is a potential option to keep a TR setter while supplying the team with a Fighting resist that isn't bothered so much by Throh's Knock Off or Grapploct's Brutal Swing. This also provides a switch-in for threats like Basculin, Persian, and Pikachu that can either hit you with priority under TR or waste turns of TR via Fake out.

Anyway, hope this was at least helpful. Nice team you have there! :heart:
 
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