The OU Trick Room!

Well I tired once before to make this become a bit better, but still lacking some power somewhere, and not on Dusknoir, he's proven better as a supporter being able to curse three times in a match and managing to KO two of those pokemon, could have been three id I wasn't being stupid.

But regardless, here's my team which needs some help with itself.

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Gallade (M) @ Power BracerAbility: Steadfast
EVs: 96 HP/252 Atk/162 Def
Brave nature (+Atk, -Spd)
- Close Combat
- Psycho Cut
- Trick Room
- Night Slash
---
At first Exegutor was my leading Trick Roomer, but then that turned out to be very stupid since it had so many weaknesses to everything else that I had to keep switching out. Gallade has only two weaknesses, Ghost and Flying(correct me if I'm wrong). He has enough defenses to stay alive through one hit if it's not super effective and has a lot of power to back it's self up as well. CC is there to take on normal types like snorlax and suck, plus it is a stab move. Psyco Cut is also a stab move which comes in handy after t-room set up against poison types like gengar or fighting types like machamp, although it does not one hit KO it, it takes out a lot of its hp. Nightslash is for taking on any other things for coverage. Night slash hits things like Azelf and anything else that would resist the other two moves or be hurt more by night slash. Night Slash also works as a "well...just in case he does switch... <.<" type of thing. The power Brace is to slow down Gallade's speed down to 74, an accepting speed in trick room

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Terror (Dusknoir) (M) @ Leftovers

Ability: Pressure
EVs: 4 HP/252 Def/252 SDef
IV's: 0 Speed
Sassy nature (+SDef, -Spd)
- Trick Room
- Wil-O'-Wisp
- Pain Split
- Curse
---
Yeah yeah, I know "curse sucks" blah blah blah, but this Dusknoir loves low HP along with having t-room in effect already. Will-o-wisp is there to screw up any physically based pokemon. If my team has a problem with something, use curse to either make it switch out, or make it loose at least 50% of its HP. Whether it stays in or not, Dusknoir can reap its rewards by taking HP for itself, or switch out if its too much to handle (BEWARE BLISSY!! <.<..) other than that, its "Bulk" can stand up to to pokemon and set up t-room, and again abuse its p-split. Essentially, a wall breaker...kinda. I like it at least.

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Cactroom (Cacturne) (M) @ Life Orb

Ability: Sand Veil
EVs: 80 HP/178 Atk/252 SAtk
Brave nature (+Atk, -Spd)
- Dark Pulse
- Low Kick
- Seed Bomb
- Grass Knot
---
During my battles, I had run into one major flaw: How do I take on steel types? Then it hit me when I was looking through these pokemon, Cacturne had an amazing 115 Atk and SAtk base stat, along with low kick. Most steal types are heavy as they already are, so with t-room in play, low kick can take out common threats such as heatran. The reason for Seed Bomb and Grass Knot was the simple fact that there are pokemon that are higher defense, or higher sp defense. Say someone like Vaporeon is in and everyone knows that Vaporeon has higher spdef rather than def, so in a case like that Cacturne would use seed bomb. Then there are pokemon like Gliscor who are heavily Defensive, then comes grass knot (sorry for the bad exaple, i couldn't think of another pokemon). Dark Pulse is there to cover pokemon who are 4x resistant to the other moves, like against pokemon like skarmory.

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Porygon-T (Porygon2) @ Leftovers
Ability: Trace
EVs: 252 HP/90 Def/28 SAtk/140 SDef
Relaxed nature (+Def, -Spd)
- Trick Room
- Tri Attack
- Recover
- Thunderbolt
---
The main pokemon saving my ass and probably the best in this team so far. Porygon-T is more bulky than offensive for the idea of having a pokemon to be able to come in and set up trick room more often than the others. Recover will keep its HP up and Stall others if needed to, trace forces heatran to switch attacks instead of worrying of a stab f-blast or flamethrower. Trace also takes garydos' intimidate since most garydos stay at one dance, bringing it down to +0 atk +1 spd, which wont matter for speed since t-room need slower.

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Clayroom (Claydol) @ Leftovers
Ability: Levitate
EVs: 254 HP/4 Atk/132 Def/120 SDef
Relaxed nature (+Def, -Spd)
- Toxic
- Trick Room
- Rapid Spin
- Explosion
---
We all hate spike, I do too since none of my pokemon can fly. Nor are any of them poison types to get rid of those nasty toxic spikes. Claydol gets rid of spikes and perhaps explode after setting up t-room for another pokemon to abuse if the timing is right. Toxic is there to poison anything that might try to stay in for a long period of time, such as Suicune or any other bulky water type that may decide its okay to show up. It's bulky, so it should be able to stay in long enough to take out any spikes/SR and also poison other pokemon that try to wall mine, assuming they aren't poison types or steel types, or heatran for that matter.

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Camerupt (M) @ Life Orb
Ability: Magma Armor
EVs: 80 HP/178 Atk/252 SAtk
Brave nature (+Atk, -Spd)
- Earthquake
- Overheat
- Yawn
- Rock Slide
---

I needed a bit of change, so I decided to put in Camerupt. Its a bit more based on is attack rather than is special attack. EQ would hit any opposing fire types that would dare try to hit mt with anything they want. Over Heat is to deal with mainly other steal types that aren't weak to fighting moves, which seem to be more and more steel types. Or it could be used against any type of physical wall for more damage than what the other attacks would do. I still have to be able to hit flying types so I could rock slide for some coverage and perhaps a flinch if necessary, or lucky enough, although i prefer less flinch hax and more status hax. Yawn would be mainly for forcing a switch out so I could possibly get something better in and/or using this guy as fodder for another pokemon for a free switch in, or just plan and simply getting an extra attack in if needed.




now that I think of it, perhaps a pokemon with hypnosis would work perfect in here perhaps...
Any idea people? And no don't play with my Dusknoir, mine <.<...He's perfect the way he is...to me at least.

but regardless, an OU Trick Room team is still in the making and I would love any adjustments that could be made.
 
I have to say that your team has a severe Gyarados weakness. 5 of your Pokemon will get KOed by Gyarados and Porygon2 KOs Gyarados but it won't have a chance against Tyranitar. Very weak to a streotypical OU team. I'd also replace that Cacturne for a Tyranitar because Cacturne is to frail and Tyranitar is slower, so it will go first if in a match in Trick Room. It can also deal with top threats like Gyarados with Thunderbolt, Crunch for Gengar and STAB, Earthquake as a great coverage move, and Ice Beam for any Dragons.

Tyranitar @ Expert Belt/Life Orb/Leftovers Nature: Naive/Naughty/Rash

8/50/200/252

Flamethrower
Ice Beam/Pursuit
Earthquake
Crunch
 
that switch sounds like a perfect idea, with sacrificing damage if Gallade were at the cost due to sand stream, but I'll try it out. Since I have like 3 including t-tar who won't loose hp in s-storm. Porygon and Dusknoir could suffer a bit, but it seems worth it, I'll give it a try thank much.

anyone else have an opinion on Camerupt? Its a bit frail and faint of heart :p
 
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