XY LC Swift Retribution

The Avalanches

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SWIFT RETRIBUTION
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XY LC Trick Room Team

Hey, guys. After making my COIL requirements for the LC Suspect Test, I decided to try out a team I wouldn't normally have. I experimented with a Trick Room team that had some mixed results. After consulting dsr95 about improvements, I made a reasonably viable team. Trick Room is a really fun way to play, and its users and abusers are quite viable -- plus it totally screws Sticky Web Offense.

This is my first RMT, if you don't count the atrocity I made last year. I think I peaked in the top 20 of the suspect ladder (don't have proof; trust me though)

If nobody deletes my post while I'm typing this, then this is my half-k post. I know the tradition is to post at 1000, but it'll take me forever, so blow me.

I want to thank all the people who have been pleasant, friendly and helpful to me in my months when I've been active on these forums. I consider you all friends in some capacity.

Aaron's Aron
Aerow
Calloflochie
Corporal Levi
dsr95
Eren Yeager
Expulso
Fiend Hound
Fleurdyluse
Goddess Briyella
Jac
Nightmare Vampire
queenlucy
Rowan
Seismitoad
Slashari
Superpowerdude
Unfixable
Ununhexium

Thanks, guys!
(If I missed you, sorry)

THE TEAM

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Pumpkaboo-XL @ Eviolite
Trait: Frisk
EVs: 44 HP / 68 Atk / 196 Def / 156 SpD
Relaxed Nature
IVs: 0 Speed
- Trick Room
- Bullet Seed
- Will-O-Wisp
- Explosion

Pumpkaboo is a very useful Trick Room setter, and it is a good lead user of the move, as common leads like Mienfoo and Drilbur can be burned with a faster Will-O-Wisp on the next turn. Bullet Seed punishes Pokemon such as the aforementioned Drilbur, lead Tirtouga, and Chinchou as well as breaking Focus Sash and Sturdy. The EV spread chosen ensure that Pumpkaboo is only 3HKOed by defensive variants of Mienfoo as well as being able to take powerful special attacks, most notably Misdreavus's Shadow Ball. Explosion can remove threats to the team or severely damage them and allow no loss of momentum as an abuser of Trick Room can be sent in immediately after.

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Spritzee @ Eviolite
Trait: Aroma Veil
EVs: 212 HP / 196 Def / 12 SpA / 76 SpD
Relaxed Nature
IVs: 0 Speed
- Trick Room
- Wish
- Aromatherapy
- Moonblast

Spritzee is my second Trick Room setter, and its typing, recovery, and gargantuan defenses make it able to come in and set up Trick Room consistently, as it can take even two hits quite confortably. It can pass a chunky 13 HP Wish into one of the team's wallbreakers -- Cubone and Magnemite get an easy switch in as 13 HP will equate to around two-thirds of their total health, or it can give Porygon or Pumpkaboo another chance to set up Trick Room if it is about to run out. Moonblast provides a way to hurt Mienfoo, Scraggy and Timburr, while Aromatherapy helps out the team members if they've taken unwanted status moves.

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Porygon @ Eviolite
Trait: Trace
EVs: 40 Def / 160 SpA / 240 SpD
Quiet Nature
IVs: 30 Def / 30 SpA / 30 SpD / 2 Spe
- Trick Room
- Tri Attack
- Shadow Ball
- Hidden Power Fighting

Porygon is my third Trick Room setter, and it forms great defensive synergy with Spritzee, both are incredibly bulky, and Spritzee can sponge the Fighting-type moves Porygon dislikes. Trace enables Porygon to come in on Houndour and Chinchou and absorb their attacks, as well as being able to pick up some very helpful abilities such as Intimidate, Regenerator, Magic Guard and Solid Rock, all of which will increase Porygon's survivability. Tri Attack, Shadow Ball, and Hidden Power Fighting pick up incredible coverage, being able to hammer stuff like both Pawniard and Misdreavus super effectively, Tri Attack meanwhile, hits with STAB and hurts anything that doesn't resist it, and occasionally springing some nasty hax on the opponent.

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Cubone @ Thick Club
Trait: Battle Armor
EVs: 116 HP / 196 Atk / 196 SpD
Brave Nature
IVs: 0 Speed
- Earthquake
- Rock Slide
- Knock Off
- Iron Head

Cubone completely demolishes walls and can sweep teams once weakened. STAB Earthquake coming off 30 Attack is utterly destructive, OHKOing a good portion of the metagame. The reason I chose it over Bonemerang is because fuck Bonemerang. 90% accuracy my arse. Rock Slide nails stuff like Vullaby and Archen and provides near-perfect coverage with Earthquake. Knock Off punishes switches and hurts Misdreavus in particular, while Iron Head scores a 2HKO against both fairies in the meta. Although Cubone is frail without Eviolite, Wish support from Spritzee enables it to come in on many reasonably powerful hits and come back to full health, letting it destroy walls and sweep late-game.

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Timburr @ Eviolite
Trait: Guts
EVs: 196 Atk / 76 Def / 236 SpD
Brave Nature
IVs: 0 Speed
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

Timburr is the main wallbreaker of the team; it is able to set up Bulk Up on physical attackers under Trick Room quite easily, and can be difficult to take down once Fairy-types and Fletchling are gone. It can outspeed and regain HP with Drain Punch, and once threats are removed, Timburr can hammer teams, even after Trick Room has run out, courtesy of Mach Punch. Knock Off softens up foes so that Cubone or Magnemite have an easier time sweeping late-game.

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Magnemite @ Choice Specs
Trait: Sturdy
EVs: 196 Def / 240 SpA
Quiet Nature
IVs: 0 Speed
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power Ground

Magnemite is an impressive Trick Room special sweeper, reaching 30 Special Attack with Choice Specs. Although it is able to force switches -- making Analytic a viable choice, Sturdy is the better choice, as it makes Magnemite a better safety net in case I allow an opponent to set up. Volt Switch allows me to retain vital momentum and bring a Trick Room setter in if it is about to run out. Flash Cannon hits the fairies this team would otherwise be weak to and Hidden Power Ground OHKOes stuff like Scarf Pawniard and 2HKOes Chinchou.

Thanks for taking the time to check my team out. I used it for fun, and it is gimmicky, but I think everybody should try Trick Room out.
 
Hi Avalanches
This team looks pretty solid. There are a few wall-breakers that you lack switch-ins for, such as Gastly and Corphish, but hopefully these can be worn down, since a good portion of your Pokemon can at least avoid the OHKO from most Pokemon to set up Trick Room.

I would like to suggest the usage of the standard Sturdyjuice Magnemite over your current set; Choice Specs does not seem ideal on a team that's on a timer, and the ability to switch moves will dramatically decrease the need for risky predictions. Chinchou is still 3HKOed by HP Ground, so it's still a battle you can win, and it looks as if the rest of your team already handles Pawniard quite well, especially with the sneaky HP Fighting on Porygon. Since it looks like you rely on Magnemite to check a lot of threats, such as Cottonee, Fletchling, and Spritzee, I think the extra survivability will be greatly appreciated.
Magnemite @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 196 Def / 240 SpA
Quiet Nature
IVs: 30 SpA / 30 SpD / 1 Spe
- Volt Switch / Recycle
- Thunderbolt / Recycle
- Flash Cannon
- Hidden Power [Ground] / Endure
The moveset is really similar to your current one, but using Berry Juice gives you a couple of other options; Recycle allows Magnemite to be reused throughout the match as a safety net, whereas Endure allows you to more reliably activate Berry Juice to take advantage of Sturdy, which is useful because you don't have a method to remove hazards. 1 Speed IV is so you use HP Ground instead of HP Flying with 0 Speed IVs; both hit 8 Speed, anyway. If HP Ground is not used, then all the IVs except Speed should be set to 31, and a spread of 196 Def / 236 SpA / 76 SpD should be used because it grants more stats.

Other than that, I think some of the EVs could be shifted around.
A spread of 236 HP / 40 Def / 160 SpA on Porygon will give it a much better chance to survive the OHKOs after Stealth Rock from +2 Tirtouga's Stone Edge and +6 Zigzagoon's Extremespeed, as well as the 2HKO from Munchlax's Return.
Most priority attacks are physical, so I think Cubone would better put to use its defensive EVs in Defense, warranting a spread of 116 HP / 196 Atk / 156 Def / 36 SpD. This drastically decreases the chances of +2 Fletchling's Acrobatics, Choice Band Corphish's Aqua Jet, and Bunnelby's Return after Stealth Rock OHKOing Cubone.
Timburr should usually try to hit 14 Def for Eviolite numbers, noticeably increasing its ability to take certain physical attacks. The standard Timburr spread is 76 HP / 196 Atk / 76 Def / 156 SpD with an Impish nature (in this case a Relaxed nature would be preferred) for a good amount of mixed bulk, but if you want more initial power, a spread of 196 Atk / 156 Def / 156 SpD with an Adamant (or rather Brave) nature could also viably be used.

That's it for now. Good luck!
 
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