the dead mans trickroom team

Status
Not open for further replies.
my trick room team

is it ok if some of the pokemon arent of the same group categories, because this is how my team is.


1. Starmie:
121.gif

Moves: rapid spin
Scald
Psycho shock
Protect/substitute/ice beam
Item/s: leftovers/ shed shell/ life orb
Nature: timid
Ability: natural cure
Ev spread: 4 hp/ 252spA/ 252 spe
Anti- set up
comments: starmie (my absolute fav water type), is my lead because it can stop pokemon like ferrothorn setting up stealth rock and spikes, while at least doing normal damage to most pokemon. it also comes out on top in most cases thanks to its atsounding speed. if i ever gets a status condition, just swicth it out. giving it Scald (or boiling water) allows it to burn it's target's, and help it fend off threats like klingklang. giving starmie psychoshock allows it to target pokemon like blissey, a reall threat to this pokemons integrity. now, giving starmie protect or substitute is good for stalling, but it helps to have ice beam in case of thundurss. for obvious reasons, leftovers or shed shells are to heal starmies, less than impressive HP. but by goving starmie a life orb, and with no means of recovery, it greatley decreases your'e survivability.


2. Cofagrigus
563.gif

Moves: trick room
Shadow ball
Psycho shock
Substitute/ toxic
Item/s: leftovers/ life orb
Nature: calm/bold
Ability: mummy
Ev spread. 252 hp/ 200 def/ 52 spD
Role: set up
comments: ahh, cofagrigus. the most highly regarded ghost in my books. whit it's high defence, its a perfect candidate for setting up trick room. as its speed is so low, ive decided, he should be the main event in my pokemon team. having shadow ball, allows cofagrigus to put a massive dent in the opponenents head. whilst psycho shock is puerley for extended coverage. and giving it substitute, you can evade to opponent, and with toxic, well, toxic is toxic. giving cofagrigus the leftovers is a more reliable choice as using substitute, does drain away youre HP. but having a life orb, you scrap substitute and raise your attacks power.


3. Chandelure
609.gif

Moves: Trick room
Shadow ball
Heat wave
Protect/ will-o-wisp
Item/s: quick claw/ focus sash/ life orb
nature: modest
ability: flash fire
Ev spread: 104 hp/ 152 def/ 252 spA
Role: hard offense + secondary setup
comments: a pokemon with an immense special attack! i just couldnt have my team without it. giving chandelure trickroom is it's insurance incase cofagrigus's trickroom wears off. shadow ball is for stab, whereas heatwave is there for extended coverage. it also does wonder's i double and triple battles. giving chandelure protect is nice for receiving you're own free turn's but will-o-wisp is for flawless defensive coverage, as it is extremely frail. giving it a quick claw is to allow it to go first in case it's own trick room wears off and it neads to set up another. but a focus sash is the same as a free turn! but with severe damage. and giving chandelure a life orb means it's attack power is bootsed to an almost unmatched amount, but is a sure fire way to lose this vital part of the team.

4. Scrafty
560.gif


Moves: drain punch
Bulk up
Crunch
Dragon tail
Items: leftovers/ life orb
Nature: relaxed
ability: shed skin
Ev spread: 252 hp/ 252 def/ 4 spD
Role: mixed wall
my absolute favourite pokemon (since last week) is just an amazing addition to the team. giving scrafty drain punch allows him to counteract the lfe orbs effects if he's holding one. giving bulk up, well, gives him extra bulk and attack.
giving scrafty crunch is reeally good as it can lower the foes defense, but payback is a viable option as it's power doubles if he's attacked first, allowing you to deal a total power of 120 if trickrooms effects are no longer functiong. and dragontail. i just find it, in a word, PERFECT. it allows scrafty to swith out pokemon (like volcarona) before they set up on you. this works extremeley well under trickrooms effects. if you give scrafty the leftovers. it will just allow you to survive longer, but with the life orb. as explained earlier, allows scrafty to have higher attack power, whilst being able to counteract it's damaging affects, if you use drain punch. all in all, he's just perfect for this team.

5. Rueniculus
579.gif


Moves:
Trick room
Shadow ball
Psychic
Fire blast
nature: modest
ability: magic guard
Items: life orb/ leftovers
Ev spread: 252 hp/ 252 spA/ 4 spD
Role: hard offense/ secondary set up
comments: rueniculus. the one that surprised us all. it is deciptively bulky, with its base hp at 110. and its stellar 125 speccial attack power. by giving rueniculus trickroom, it can out speed almost anything under its effects. whilst holding the life orb, all its attacks are boosted in power by x1.5-x2 (im not enireley sure about this). fire blast is to cover bug types that may threaten it, even under trickrooms effects (e.g. escavilier).
psychic is just for stab. and shadow ball is for extended coverage. this pokemon'ssuprising bulk and offensive capabilities should help it last the entirety of trickrooms effects (5 turns). this is the most powerful pokemon you can have in youre arsenal of trick roomer's.

6. Weavile
461.gif

Moves:
ice punch
Night slash
Ariel ace
Brick break
nature: jolly
ability: pressure (it really makes almost no difference which of his ability's he has, but pressure is more useful)
Item/s: life orb
Ev spread: 4 hp/ 252 atk/ 252 spe.
Role: last stand/ full frontal assault
comments: weavile. my last stand. even though his plethourogh of weakness is a set back, i cant think of a better pokemon as my last stand. my reason's for this are that his speed, OMG his speed is just off the hook! only surpassed buy areodactyl, electrode, and accelgor (as these are the only ones that come to mind). his attack is also very impressive. combined with all of that, he's just the perfect pokemon to ruin your'e opponent's tteam, although he doesnt appreciate being burned.


Please vote! i really need an evaluation of my tricroom team :)
 
Good team but wevile could be replaced with mienshao it is fast and has regenerator so it can do some great damage
 
uh... ok, so where do I start.

Starmie

Starmie doesn't stop Ferrothorn from setting up SR/Spikes, since likely or not it'd get Power Whipped in the face 99% of the time. I mean, you are using a WATER type to prevent a GRASS type from setting up hazards.

Psyshock is a nice move but it sucks when compared to Starmie's other options, use Thunderbolt.

Cofagrigus

Sorry dude, Coffinmon doesn't cut it in here, Dusclops is iirc slower and a lot bulkier. Here's a set that you might be able to use.

Dusclops @ Eviolite
EVs: 252 HP/176 Def/80 SpD
IVs: 0 Spe
Nature: Bold/Relaxed
-Trick Room
-Night Shade
-Will-O-Wisp
-Pain Split

Chandelure

...just run Choice Specs. Nothing much to say here.

Scrafty

Firstly, when EVing a mixed wall, if it has a move that increases a defensive stat, pump EVs into the other one that isn't boosted.

Secondly, always run Leftovers. Scrafty isn't exactly fast and you want the extra bulk.

Reuniclus

Reuniclus can't learn Fire Blast, unless you mean Focus Blast. You should IMO also run a Quiet nature.

Weavile

IMO, it's seriously unnecessary. You should run Conkeldurr instead. It can bypass it's crap speed outside of Trick Room with Mach Punch, and has good bulk as well.
 
Status
Not open for further replies.
Back
Top