The Room of Tricks

The Team: At a glance
Fight club (Breloom)
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Pringles (Jellicent)
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Ducky (Porygon2)
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Red Bullet (Scizor)
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Agent Mence (Salamence)
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Bam Bam (Alakazam)
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The Team: In Depth
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Fight club (Breloom) @ Toxic Orb
Trait: Poison Heal
EVs: 252 Def / 248 HP / 8 Atk
Impish Nature
- Focus Punch
- Substitute
- Spore
- Seed Bomb

This breloom has saved my ass more times than not. Thanks to it's Spore it can Put to sleep slower walls and with Trick Room maybe even some 'slower' sweepers. It's bulk nearly all the time saves it from SE Physical hits (bar flying of course). Sub to protect it from more damage than it wants to take. Focus punch for a powerful STAB move. Seed bomb to take care of bulky water types. It's speed is just right to work in TR. Being fast enough to outspeed slow walls and slow enough to outspeed in trick room fast sweepers. Toxic orb to activate Poison Heal. Also so it could be a status absorber. Like T-wave Ferro, Toxic Toed, Toxic Jelly, Will-o-wisp Rotom.
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Pringles (Jellicent) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 4 SAtk / 252 SDef
Sassy Nature
IVs: 0 Spd
- Toxic
- Recover
- Trick Room
- Scald

Well if it isn't my favorite potato based snack. All jokes aside Jellicent i use for walling Keldeo which otherwise would kill my team. Now this EV spread makes it only 3 hit koed by specs HP Ghost. That means i can toxic it and press the Recover or Trick Room button. Scald is there so i don't become Taunt bait and for the occasional burn. Trick room is there for messing up the opponent's sweeper. Recover to Get some nice HP back.

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Ducky (Porygon2) @ Eviolite
Trait: Trace
EVs: 184 Def / 252 HP / 40 SAtk / 32 SDef
Relaxed Nature
IVs: 0 Spd
- Thunderbolt
- Ice Beam
- Recover
- Trick Room

Now to the King of the Ducks Porygon2. This is a nice and bulky pokemon. Thanks to it's spread it can't get 2hit by keldeo without rocks using Sacred Sword. BoltBeam is there to give it some offensive prowess. Usually only KOing the Garchomps and Dragonites in the tier. Recover to gain some HP. TR to help support the people who need it. 40 EVs in Sp.A to gurrentee 2KO on Keldeo with thunderbolt and a good chance to 2HKO Skarmory. The Ice beam already OHKOs 4* weak mons and 2 hits Dragonite.
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Red Bullet (Scizor) @ Choice Band
Trait: Technician
EVs: 252 Atk / 252 HP / 4 Spd
Adamant Nature
- U-turn
- Pursuit
- Bullet Punch
- Superpower

It's Bullet Scizor's turn now. U-Turn to keep momentum and Pursuit to Trap Celebi's that otherwise would be quite destructive to my team. Bullet punch for priority. Superpower to take out the steel types that Breloom and Salamence can't. Now the band is to give it extra power to it's moves. And it dose it's job of swinging momentum in my favor very well. While TR may not be a big factor on it. It may help it whence I am in a jam. 4 evs in Speed to win a speed tie against a Scizor that runs 0 speed evs. HP for some bulk. Attack is self-explanatory.
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Agent Mence (Salamence) @ Lum Berry
Trait: Moxie
EVs: 252 Spd / 252 Atk / 4 SAtk
Hasty Nature
- Earthquake
- Outrage
- Fire Blast
- Dragon Dance

Now to the more interesting part of my team. Realizing that i won't be in Trick Room all the time. I decided to put two pokemon for out of TR play this is the first one. MixMoxMence it puts the M in Murder. Now Earthquake to get some nice coverage with outrage. Fire Blast to nail Skarmory and Ferrothorn and the occasional Scizor on the switch. Dragon Dance to boost quite effectively. Outrage for some nice and powerful STAB move. Hasty to make the Special nature Neutral while getting speed.
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Bam Bam (Alakazam) @ Focus Sash
Trait: Magic Guard
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Hidden Power [Ice]
- Psyshock
- Signal Beam
- Focus Blast

Abra! Kadabra! Alakazam! The Second of my Out of TR play mons. Thanks to Focus Sash. Alakazam can deal one more hit. HP Ice to help it along against dragons and the like. Psyshock to help it against CM and Special Walls. Signal beam to get Psychic and Dark types and to help against Celebi and it's antics. Focus Miss to help against steel types when it isn't missing all the time. >.> However despite it's hit chance it still pulls the move set together. I put Timid nature so i can outspeed most things outside Trick Room.

Now the Immediate threats to this team are, Hazards, with no way to clear them they are there through the entire game. Spikes are more annoying because it takes more HP than Rocks (bar mence). Toxic spikes... Well i don't see a lot of them going around. Scizor, If i don't KO it with Fire Blast then I will have to go to my scizor and Superpower , switch, and bullet punch. I have tested this against some people and they say it works pretty well. Any Options, Opinions, or Straight up saying it sucks will all be evaluated and noted. And Thank you for reading this.


Shoutouts go to devianart.com and encrypted-tbn0.gstatic.com for provideing most of the pictures. The Scizor one i edited it.
 
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