Hello everyone and welcome to my 2nd S/M RMT.
I am sorry to announce this is the last team I'll be posting in a while (probably for months). I'll be away from showdown for some time for studying purposes.
Anyways, I've had much success with this team, and I absolutely love it.
It was originally built around good old Guzzlord cause I wanted to use it so badly, but it couldn't keep up with the rest of the team. Guzzlord is an ok lategame TR abuser, at the very best. But the base of the team stayed until I got to our final version, with which I got #2 (I'm retiring, too lazy to peak #1, I would need to win at least 5 games in a row).
Proof of peak:
As stated, the team was supposed to be a Guzzlord squad, so I brought a steel type with it and made it a TR team.
I wanted a safe TR setter that could grab momentum. Also, subs mons are the hugest pain to TR. So I brought Sash Chandelure, to pretty much guarantee a TR late game, memento if needed, or infiltrate through Buzzwole's/Zygarde's subs.
If i was running a sash mon to guarantee TR, I absolutely needed hazard control. I decided to bring Dhelmise, cause it is a good TR abuser (hits hard enough), can revenge MGyarados, counter lead smeargle reliably, check Celesteela (i have beaten like so many 1v1) etc.
Next, lead, reliable SR and TR setter: Necrozma.
Last, I wanted a tank, with recovery to be my switch in of choice v. M-Metagross, M-Pinsir and mons that lack recover themselves. Nothing better than P2 here. My best choice, no doubt.
I found out soon enough that Guzzlord was underwhelming. It hardly did anything other than wasting precious TR turns that could see better use. Drampa was my first substitute to it due to nice coverage (hyper voice, dpulse, flamethrower and energy ball) and it did ok.
Next, showdown realized infiltrator on Chandelure was illegal. I tried Exeggutor in its place to maintain momentum with explosion and fire coverage more, cause the team was very weak to scizor and I tried to lure it.
I then chose to run A-Marowak over Drampa cause A-Marowak is arguably one of the best, if not the best, TR abusers in the game, while it can also check Celesteela. Basically, there is no good reason not to run A-Marowak on a TR team.
After a while, I saw in this post that Mimikyu was a great addition to the team, allowing me to TR 99% of the times (you could run Mental Herb, for a 99,9%, dying only to +2 Cloyster and M-Gyara, but it is not needed).
The post: http://www.smogon.com/forums/threads/the-trick-room-doom-battalion-1650-top-100-ladder.3589982/
That ended up to be the team for the longest time, but, once I decided to review this team in detail (looking to make up for its weaknesses better), I concluded I didn't need a spinner if I wasn't running a sashed mon. I had realized that the moment I brought Mimikyu, ofc, but Dhelmise was working well enought, getting rid of tspikes as well, so I postponed the decision of choosing which mon could use its spot better. Tapu Bulu was chosen eventually, cause it absolutely counters M-Gyara and, to some extent, Zygarde and Greninja, the grassy terrain is very much welcome (eq hits Marowak and Magearna hard), it hits like a truck, gives rain teams a hard time and it provides Leech Seed support.
After the longest teambuilding process description ever, we can proceed to the team, shall we?
theSodommizer (Magearna) @ Shuca Berry/Air Balloon/Figy Berry
Ability: Soul-Heart
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hidden Power [Fire]
- Fleur Cannon
- Flash Cannon
- Trick Room
I'd argue this is the best addition to TR ever. Magearna has the most amazing type, both offensively and defensively, great movepool, an outstanding ability (allowing it to sweep with very little to no support), great defenses and a just as great offensive presence. If TR was used a little more often, I'd put Magearna under a suspect test (though, yeah, I do consider it to be an uber mon even without TR - S rank, for sure).
As for the set, mandatory TR and dual STAB, HP fire hits Magnezone, Celesteela and Scizor, the latter being the biggest threat to the team. The shuca berry also comes in handy, because all mons in the team are grounded. Thus, the berry helps me out v. Zygarde, M-Metagross, M-Pinsir, Chomper and Buzzwole.
You can try Emvee's set (Steelium Z and Tbolt), but you will get even more vulnerable to Scizor and Magnezone, whereas I prefer to run Shuca Berry over Air Balloon, which could also be an option. Figy Berry could be used for longevity.
his fatass (Porygon2) @ Eviolite
Ability: Download
Shiny: Yes
EVs: 248 HP / 140 Def / 16 SpA / 104 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Shadow Ball
- Tri Attack
- Recover
Not very much to say here. P2 can withstand pretty much any hit in the metagame (including HJK from non LO/Banded Pheromosa). Its great bulk and access to recover helps v. opposing mons that cannot hit hard enough and lack recover (Kingdra, Tapu Koko, Tapu Fini, Gengar, Goodra, you name it - if it lacks recovery and has no strong Fighting move, chances are P2 can take it down).
So, yeah, TR and Recover go without saying. As for damaging moves, I prefer to run Normal/Ghost coverage mainly due to Magnezone being a threat to Magearna (and to the team, as a consequence), also allowing me to take down opposing Marowaks and to wear Metagross down for Magearna. Mixed wall EVs, higher SpD to annoy opposing P2s, a little SpA investment allows us to hit a little harder.
Your own stupidity (Marowak-Alola) @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Bonemerang/Earthquake
- Shadow Bone
- Swords Dance
So, Marowak, right?
Go into your teambuilding, search for the highest base atk mon. In crescent order, they are Kyu-B, Deoxys atk, M-Rayquaza and Primal Groudon, Kartana, Heracross-Mega and Mewtwo X, with crazy high 190 base atk. Well, guess what? Marowak is stronger.
In fact, Marowak has the equivalent to a 209 base atk mon, which is absolutely fantastic, and is only second to M-Medicham and M-Mawile, I believe. Pair that with great offensive typing, non-recoil STAB flare blitz and access to SD and it's a wrap.
What is more, Marowak has crappy speed, which TR welcomes with joy.
So that Marowak is pretty much guaranteed to bring, at the very least, 2 mons down if it gets 3 turns of TR:
+2 252+ Atk Thick Club Marowak-Alola Shadow Bone vs. 252 HP / 252+ Def Tapu Fini: 288-339 (83.7 - 98.5%) -- 75% chance to OHKO after Stealth Rock
A 75% chance to take down max Def Tapu Fini is nothing to be ashamed of. Of the top of my head, the only thing that can take a +2 Marowak hit after SR is Zygarde with a little Def investment, since Marowak has a 30% chance to 2hko Max HP Zygarde without def EVs.
Yeah, Marowak is the beastyest beast there is around, as proven here:
http://replay.pokemonshowdown.com/gen7ou-501321151
The 2 STABs are fantastic moves. Thought people are spamming Electric types, I do not thing Lightning Rod should be runned, since, after TR, Marowak can still take a hit and retaliate most of the times. Plus, Marowak can often do a great job v. stall, and we don't want to see it dying so early due to, say, flare blitzing chansey in the face.
I prefer to run EQ, but, lately, I have faced many Mimikyus and I think bonemerang can help v. that.
So, to sum it up, bring Marowak safely (with 3 or ideally 4 TR turns left), bet on the choke, SD, wreak havoc. Pretty simple. If it is HOsticky web bs that you are facing, no need to SD, just take down 3-4 mons.
That Guy Again (Necrozma) @ Mental Herb
Ability: Prism Armor
EVs: 232 HP / 208 Def / 68 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Trick Room
- Stealth Rock
- Toxic
Pretty simple lead set, with Mental Herb to guarantee a TR, Psychic allows us to hit Mamoswine, Lycanroc, Smeargle and other leads, SR and Toxic mainly to take Mandibuzz offguard, but it works well v. M-Gyara, Buzzwole and Zygarde, granted you have used TR already (if not, spam Psychic and do not let these last 2 get behind a subs).
EVs to take hits on the physical side.
I have said so much about Marowak, I believe Necrozma is pretty simple, so we can move on.
Next.
A Thousand Latinos (Mimikyu) @ Wide Lens/Life Orb
Ability: Disguise
Shiny: Yes
EVs: 248 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Shadow Claw
- Will-O-Wisp/Curse
- Destiny Bond
I am so glad jojobobo showed me Mimikyu is amazing on a TR team. Shout out, buddy.
Honestly, I am so very much glad I'll just put his explanation as to why it is the perfect fit:
"Description: I think this is the best thing to happen to Trick Room this gen, something that can set TR guaranteed (especially guaranteed if you use Mental Herb, but there aren't so many Taunt users currently in the meta). I don't think the value of a guaranteed setter for a TR team can be stated enough, it means so long as Mimikyu is alive at some point you're flipping the momentum of the game on it's head to your advantage - and there's nothing the opponent can do about it.
Shadow Claw is the STAB, much more value than Shadow Sneak due to Lele. With a STAB attack you can Trick Room, then KO something weakened, then Curse or Destiny Bond or clean further with Claw - it's that simple. Destiny Bond can be used to check any sweeper you need it to - sack something, set TR with Mimikyu on the Disguise turn and then D-Bond on the greedy player who doesn't want to forgo his setup.
Curse is a reasonable counter play to substitute abusers like Buzzwole and Zygarde, limiting their fun and hopefully giving me enough momentum from the switch to win. Plus, it's a more reliable means of a free switch than D-Bond - you can set TR and then the combo of another attack, likely SR damage and the Curse 50% easily faints you, granting you a free switch. It may seem redundant with D-Bond, but it's not - D-Bond deals with mons that threaten your team, whereas Curse greatly hampers pokemon often allowing you to setup on them and encouraging them to switch. This set, in my mind, makes Mimikyu a TR god.
What else I tried: WoW's lack of accuracy is a real problem, and while sometimes it's of use the times where it misses you really feel it. I did use in the place of Shadow Claw, but honestly one attack really helps the set to clean or even get you into an easy KO range with LO recoil using Destiny Bond to take them out".
That said, and due to the fact that my team is SO weak to M-Scizor, I decided to run WoW over Curse. And, to improve my chances of hitting the WoW, I put the odd Wide Lens on Mimikyu, since LO honestly wasn't doing much. I thought I could run min defenses on Mimikyu (0 IV's on HP, Def and SpD), so that DBond works better, but I just need to make use of its EVs. But that is just me, if you want to run that, be my guest, cause people were just using the weakest attack to not kill Mimikyu, predicting the DBond.
My Banana (Tapu Bulu) @ Expert Belt/Terrain Extender
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Wood Hammer
- Leech Seed
- Stone Edge
- Superpower
The latest adittion to the team, Bulu hits hard, prevents other mons from setting up on it and brings grassy terrain to the table, making my team a lot less weak to ground spam.
I like to use Expert Belt to hit Mandibuzz harder, but Terrain Extender makes a lot of sense - Bulu hardly ever comes before an opposing Tapu.
For the moves, wood hammer to hit as hard as possible, Edge for flying/bug types, superpower v. steel and normal types (and Mandibuzz on the roost, if no TR is active); For the last move, Leech Life usually allows me to set TR safely after Bulu is gone, though you can honestly whatever suits you better (nature's madness, taunt, zen headbutt, toxic, even torment, if you really want to).
All in all, like I said, Bulu absolutely counters most M-Gyaras and, to some extent, Zygarde and Greninja, the grassy terrain is very much welcome (eq hits my own Marowak and Magearna hard). It hits like a truck, gives rain teams a hard time and it provides Leech Seed support.
Team overview
Running TR + Marowak gives you a huge advantage right now. People are running crazy fast HO (Pheromosa, Koko, scarf Lele, Metagross, Scarf Xurkitree, to name a few) so you can just turn the table and go from there.
In general, I think this team can beat most of - if not all - the teams that are running around, except perhaps if you play wrong with Marowak v. stall. If you have Marowak and a way to set TR up, chances are you can win the game. The rest of the team can also put a lot of work, but they have more specific jobs, while Marowak can breakthrough pretty much everything.
That said, please, be my guest and enjoy this team. I haven't tried it on pokebank OU, but I'm pretty sure it works just as fine - maybe one could put HP ice somewhere.
I am sorry to announce this is the last team I'll be posting in a while (probably for months). I'll be away from showdown for some time for studying purposes.
Anyways, I've had much success with this team, and I absolutely love it.
It was originally built around good old Guzzlord cause I wanted to use it so badly, but it couldn't keep up with the rest of the team. Guzzlord is an ok lategame TR abuser, at the very best. But the base of the team stayed until I got to our final version, with which I got #2 (I'm retiring, too lazy to peak #1, I would need to win at least 5 games in a row).
Proof of peak:









As stated, the team was supposed to be a Guzzlord squad, so I brought a steel type with it and made it a TR team.



I wanted a safe TR setter that could grab momentum. Also, subs mons are the hugest pain to TR. So I brought Sash Chandelure, to pretty much guarantee a TR late game, memento if needed, or infiltrate through Buzzwole's/Zygarde's subs.




If i was running a sash mon to guarantee TR, I absolutely needed hazard control. I decided to bring Dhelmise, cause it is a good TR abuser (hits hard enough), can revenge MGyarados, counter lead smeargle reliably, check Celesteela (i have beaten like so many 1v1) etc.





Next, lead, reliable SR and TR setter: Necrozma.






Last, I wanted a tank, with recovery to be my switch in of choice v. M-Metagross, M-Pinsir and mons that lack recover themselves. Nothing better than P2 here. My best choice, no doubt.






I found out soon enough that Guzzlord was underwhelming. It hardly did anything other than wasting precious TR turns that could see better use. Drampa was my first substitute to it due to nice coverage (hyper voice, dpulse, flamethrower and energy ball) and it did ok.






Next, showdown realized infiltrator on Chandelure was illegal. I tried Exeggutor in its place to maintain momentum with explosion and fire coverage more, cause the team was very weak to scizor and I tried to lure it.






I then chose to run A-Marowak over Drampa cause A-Marowak is arguably one of the best, if not the best, TR abusers in the game, while it can also check Celesteela. Basically, there is no good reason not to run A-Marowak on a TR team.






After a while, I saw in this post that Mimikyu was a great addition to the team, allowing me to TR 99% of the times (you could run Mental Herb, for a 99,9%, dying only to +2 Cloyster and M-Gyara, but it is not needed).
The post: http://www.smogon.com/forums/threads/the-trick-room-doom-battalion-1650-top-100-ladder.3589982/






That ended up to be the team for the longest time, but, once I decided to review this team in detail (looking to make up for its weaknesses better), I concluded I didn't need a spinner if I wasn't running a sashed mon. I had realized that the moment I brought Mimikyu, ofc, but Dhelmise was working well enought, getting rid of tspikes as well, so I postponed the decision of choosing which mon could use its spot better. Tapu Bulu was chosen eventually, cause it absolutely counters M-Gyara and, to some extent, Zygarde and Greninja, the grassy terrain is very much welcome (eq hits Marowak and Magearna hard), it hits like a truck, gives rain teams a hard time and it provides Leech Seed support.
After the longest teambuilding process description ever, we can proceed to the team, shall we?

theSodommizer (Magearna) @ Shuca Berry/Air Balloon/Figy Berry
Ability: Soul-Heart
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hidden Power [Fire]
- Fleur Cannon
- Flash Cannon
- Trick Room
I'd argue this is the best addition to TR ever. Magearna has the most amazing type, both offensively and defensively, great movepool, an outstanding ability (allowing it to sweep with very little to no support), great defenses and a just as great offensive presence. If TR was used a little more often, I'd put Magearna under a suspect test (though, yeah, I do consider it to be an uber mon even without TR - S rank, for sure).
As for the set, mandatory TR and dual STAB, HP fire hits Magnezone, Celesteela and Scizor, the latter being the biggest threat to the team. The shuca berry also comes in handy, because all mons in the team are grounded. Thus, the berry helps me out v. Zygarde, M-Metagross, M-Pinsir, Chomper and Buzzwole.
You can try Emvee's set (Steelium Z and Tbolt), but you will get even more vulnerable to Scizor and Magnezone, whereas I prefer to run Shuca Berry over Air Balloon, which could also be an option. Figy Berry could be used for longevity.

his fatass (Porygon2) @ Eviolite
Ability: Download
Shiny: Yes
EVs: 248 HP / 140 Def / 16 SpA / 104 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Shadow Ball
- Tri Attack
- Recover
Not very much to say here. P2 can withstand pretty much any hit in the metagame (including HJK from non LO/Banded Pheromosa). Its great bulk and access to recover helps v. opposing mons that cannot hit hard enough and lack recover (Kingdra, Tapu Koko, Tapu Fini, Gengar, Goodra, you name it - if it lacks recovery and has no strong Fighting move, chances are P2 can take it down).
So, yeah, TR and Recover go without saying. As for damaging moves, I prefer to run Normal/Ghost coverage mainly due to Magnezone being a threat to Magearna (and to the team, as a consequence), also allowing me to take down opposing Marowaks and to wear Metagross down for Magearna. Mixed wall EVs, higher SpD to annoy opposing P2s, a little SpA investment allows us to hit a little harder.

Your own stupidity (Marowak-Alola) @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Bonemerang/Earthquake
- Shadow Bone
- Swords Dance
So, Marowak, right?
Go into your teambuilding, search for the highest base atk mon. In crescent order, they are Kyu-B, Deoxys atk, M-Rayquaza and Primal Groudon, Kartana, Heracross-Mega and Mewtwo X, with crazy high 190 base atk. Well, guess what? Marowak is stronger.
In fact, Marowak has the equivalent to a 209 base atk mon, which is absolutely fantastic, and is only second to M-Medicham and M-Mawile, I believe. Pair that with great offensive typing, non-recoil STAB flare blitz and access to SD and it's a wrap.
What is more, Marowak has crappy speed, which TR welcomes with joy.
So that Marowak is pretty much guaranteed to bring, at the very least, 2 mons down if it gets 3 turns of TR:
+2 252+ Atk Thick Club Marowak-Alola Shadow Bone vs. 252 HP / 252+ Def Tapu Fini: 288-339 (83.7 - 98.5%) -- 75% chance to OHKO after Stealth Rock
A 75% chance to take down max Def Tapu Fini is nothing to be ashamed of. Of the top of my head, the only thing that can take a +2 Marowak hit after SR is Zygarde with a little Def investment, since Marowak has a 30% chance to 2hko Max HP Zygarde without def EVs.
Yeah, Marowak is the beastyest beast there is around, as proven here:
http://replay.pokemonshowdown.com/gen7ou-501321151
The 2 STABs are fantastic moves. Thought people are spamming Electric types, I do not thing Lightning Rod should be runned, since, after TR, Marowak can still take a hit and retaliate most of the times. Plus, Marowak can often do a great job v. stall, and we don't want to see it dying so early due to, say, flare blitzing chansey in the face.
I prefer to run EQ, but, lately, I have faced many Mimikyus and I think bonemerang can help v. that.
So, to sum it up, bring Marowak safely (with 3 or ideally 4 TR turns left), bet on the choke, SD, wreak havoc. Pretty simple. If it is HO

That Guy Again (Necrozma) @ Mental Herb
Ability: Prism Armor
EVs: 232 HP / 208 Def / 68 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Trick Room
- Stealth Rock
- Toxic
Pretty simple lead set, with Mental Herb to guarantee a TR, Psychic allows us to hit Mamoswine, Lycanroc, Smeargle and other leads, SR and Toxic mainly to take Mandibuzz offguard, but it works well v. M-Gyara, Buzzwole and Zygarde, granted you have used TR already (if not, spam Psychic and do not let these last 2 get behind a subs).
EVs to take hits on the physical side.
I have said so much about Marowak, I believe Necrozma is pretty simple, so we can move on.
Next.

A Thousand Latinos (Mimikyu) @ Wide Lens/Life Orb
Ability: Disguise
Shiny: Yes
EVs: 248 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Shadow Claw
- Will-O-Wisp/Curse
- Destiny Bond
I am so glad jojobobo showed me Mimikyu is amazing on a TR team. Shout out, buddy.
Honestly, I am so very much glad I'll just put his explanation as to why it is the perfect fit:
"Description: I think this is the best thing to happen to Trick Room this gen, something that can set TR guaranteed (especially guaranteed if you use Mental Herb, but there aren't so many Taunt users currently in the meta). I don't think the value of a guaranteed setter for a TR team can be stated enough, it means so long as Mimikyu is alive at some point you're flipping the momentum of the game on it's head to your advantage - and there's nothing the opponent can do about it.
Shadow Claw is the STAB, much more value than Shadow Sneak due to Lele. With a STAB attack you can Trick Room, then KO something weakened, then Curse or Destiny Bond or clean further with Claw - it's that simple. Destiny Bond can be used to check any sweeper you need it to - sack something, set TR with Mimikyu on the Disguise turn and then D-Bond on the greedy player who doesn't want to forgo his setup.
Curse is a reasonable counter play to substitute abusers like Buzzwole and Zygarde, limiting their fun and hopefully giving me enough momentum from the switch to win. Plus, it's a more reliable means of a free switch than D-Bond - you can set TR and then the combo of another attack, likely SR damage and the Curse 50% easily faints you, granting you a free switch. It may seem redundant with D-Bond, but it's not - D-Bond deals with mons that threaten your team, whereas Curse greatly hampers pokemon often allowing you to setup on them and encouraging them to switch. This set, in my mind, makes Mimikyu a TR god.
What else I tried: WoW's lack of accuracy is a real problem, and while sometimes it's of use the times where it misses you really feel it. I did use in the place of Shadow Claw, but honestly one attack really helps the set to clean or even get you into an easy KO range with LO recoil using Destiny Bond to take them out".
That said, and due to the fact that my team is SO weak to M-Scizor, I decided to run WoW over Curse. And, to improve my chances of hitting the WoW, I put the odd Wide Lens on Mimikyu, since LO honestly wasn't doing much. I thought I could run min defenses on Mimikyu (0 IV's on HP, Def and SpD), so that DBond works better, but I just need to make use of its EVs. But that is just me, if you want to run that, be my guest, cause people were just using the weakest attack to not kill Mimikyu, predicting the DBond.

My Banana (Tapu Bulu) @ Expert Belt/Terrain Extender
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Wood Hammer
- Leech Seed
- Stone Edge
- Superpower
The latest adittion to the team, Bulu hits hard, prevents other mons from setting up on it and brings grassy terrain to the table, making my team a lot less weak to ground spam.
I like to use Expert Belt to hit Mandibuzz harder, but Terrain Extender makes a lot of sense - Bulu hardly ever comes before an opposing Tapu.
For the moves, wood hammer to hit as hard as possible, Edge for flying/bug types, superpower v. steel and normal types (and Mandibuzz on the roost, if no TR is active); For the last move, Leech Life usually allows me to set TR safely after Bulu is gone, though you can honestly whatever suits you better (nature's madness, taunt, zen headbutt, toxic, even torment, if you really want to).
All in all, like I said, Bulu absolutely counters most M-Gyaras and, to some extent, Zygarde and Greninja, the grassy terrain is very much welcome (eq hits my own Marowak and Magearna hard). It hits like a truck, gives rain teams a hard time and it provides Leech Seed support.
The thing about this team is it forces so many switches. So that people often throw their deffensive threats away v. Marowak. They go Mandibuzz, Fini and Toxapex on the SD, only to get rekt. Also, Mimikyu can and will get a TR, allowing me to counter pretty much any offensive threat the opponent might have, with the exception of Scizor (hopefully you can burn it). But, like every team, it also has its weaknesses.
I used to counter Celesteela with AV Dhelmise. Now that is gone, it has become a lot harder to deal with it. Marowak, ofc, can come in and destroy this thing, but, other than that, it is annoying. Mimikyu can often TR, DBond and get the job done. Often.
M-Scizor is by far the biggest threat, because it can just SD on the turn you set TR and go from there with priority hitting everything hard. Marowak gone means you have a problem. If it doesn't have brutal swing, then you are probably facing rain, which is annoying for Marowak anyways. Either way, I have a few ways to wear Scizor down up my sleeves.
Do not - DO NOT - let Buzzwole get behind a subs. Spam tri attack and it can do nothing to P2 (unless it is Hammer Arm, which is rare). Shuca berry helps v. it as well. Necrozma doesn't allow it to subs, nor does Marowak, so watch out with Mimikyu and Bulu.
These two are pretty much the same: hit like anything, you never know how much speed they are running and the team has no counters, only checks, to those monsters, as seen here: http://replay.pokemonshowdown.com/gen7ou-505070895 .
Fini is annoying. Period. It lacks reliable recovery, so just punch it to the face.
This can trap Magearna and take it off the equation, which is never good.
Flinch me enough times and the game is yours. Just kidding, but specs Greninja hits hard.
Magic coat leads to many 50/50s. Spore + double taunt means the opponent knows what he/she is doing. The thing is, v. web HO, the opponent will attempt to set up 95% of the times. So stay in and hit him.

I used to counter Celesteela with AV Dhelmise. Now that is gone, it has become a lot harder to deal with it. Marowak, ofc, can come in and destroy this thing, but, other than that, it is annoying. Mimikyu can often TR, DBond and get the job done. Often.

M-Scizor is by far the biggest threat, because it can just SD on the turn you set TR and go from there with priority hitting everything hard. Marowak gone means you have a problem. If it doesn't have brutal swing, then you are probably facing rain, which is annoying for Marowak anyways. Either way, I have a few ways to wear Scizor down up my sleeves.

Do not - DO NOT - let Buzzwole get behind a subs. Spam tri attack and it can do nothing to P2 (unless it is Hammer Arm, which is rare). Shuca berry helps v. it as well. Necrozma doesn't allow it to subs, nor does Marowak, so watch out with Mimikyu and Bulu.


These two are pretty much the same: hit like anything, you never know how much speed they are running and the team has no counters, only checks, to those monsters, as seen here: http://replay.pokemonshowdown.com/gen7ou-505070895 .

Fini is annoying. Period. It lacks reliable recovery, so just punch it to the face.

This can trap Magearna and take it off the equation, which is never good.

Flinch me enough times and the game is yours. Just kidding, but specs Greninja hits hard.

Magic coat leads to many 50/50s. Spore + double taunt means the opponent knows what he/she is doing. The thing is, v. web HO, the opponent will attempt to set up 95% of the times. So stay in and hit him.
http://replay.pokemonshowdown.com/gen7ou-505133622 (toxic ftw!)
http://replay.pokemonshowdown.com/gen7ou-505122402 (destroying web HO)
http://replay.pokemonshowdown.com/gen7ou-505100110 (beating +6 scizor under rain).
http://replay.pokemonshowdown.com/gen7ou-505070895 (this guy is bad, not sure why he let his scizor just die for nothing. Anyways, this game proves spider is a threat and a half).
http://replay.pokemonshowdown.com/gen7ou-504782018 (v. stall, Marowak wreaking havoc).
http://replay.pokemonshowdown.com/gen7ou-504431528
http://replay.pokemonshowdown.com/gen7ou-502689559 (awesome game, if i've ever seen any. P2 is amazing).
http://replay.pokemonshowdown.com/gen7ou-505122402 (destroying web HO)
http://replay.pokemonshowdown.com/gen7ou-505100110 (beating +6 scizor under rain).
http://replay.pokemonshowdown.com/gen7ou-505070895 (this guy is bad, not sure why he let his scizor just die for nothing. Anyways, this game proves spider is a threat and a half).
http://replay.pokemonshowdown.com/gen7ou-504782018 (v. stall, Marowak wreaking havoc).
http://replay.pokemonshowdown.com/gen7ou-504431528
http://replay.pokemonshowdown.com/gen7ou-502689559 (awesome game, if i've ever seen any. P2 is amazing).
Team overview
Running TR + Marowak gives you a huge advantage right now. People are running crazy fast HO (Pheromosa, Koko, scarf Lele, Metagross, Scarf Xurkitree, to name a few) so you can just turn the table and go from there.
In general, I think this team can beat most of - if not all - the teams that are running around, except perhaps if you play wrong with Marowak v. stall. If you have Marowak and a way to set TR up, chances are you can win the game. The rest of the team can also put a lot of work, but they have more specific jobs, while Marowak can breakthrough pretty much everything.
That said, please, be my guest and enjoy this team. I haven't tried it on pokebank OU, but I'm pretty sure it works just as fine - maybe one could put HP ice somewhere.
his fatassness (Porygon2) @ Eviolite
Ability: Download
Shiny: Yes
EVs: 248 HP / 140 Def / 16 SpA / 104 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Shadow Ball
- Tri Attack
- Recover
theSodommizer (Magearna) @ Shuca Berry
Ability: Soul-Heart
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hidden Power [Fire]
- Fleur Cannon
- Flash Cannon
- Trick Room
Your own stupidity (Marowak-Alola) @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Bonemerang
- Shadow Bone
- Swords Dance
My Banana (Tapu Bulu) @ Expert Belt
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Wood Hammer
- Leech Seed
- Stone Edge
- Superpower
A Thousand Latinos (Mimikyu) @ Wide Lens
Ability: Disguise
Shiny: Yes
EVs: 248 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Shadow Claw
- Will-O-Wisp
- Destiny Bond
That Guy Again (Necrozma) @ Mental Herb
Ability: Prism Armor
Shiny: Yes
EVs: 232 HP / 208 Def / 68 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Trick Room
- Stealth Rock
- Toxic
Ability: Download
Shiny: Yes
EVs: 248 HP / 140 Def / 16 SpA / 104 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Shadow Ball
- Tri Attack
- Recover
theSodommizer (Magearna) @ Shuca Berry
Ability: Soul-Heart
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hidden Power [Fire]
- Fleur Cannon
- Flash Cannon
- Trick Room
Your own stupidity (Marowak-Alola) @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Bonemerang
- Shadow Bone
- Swords Dance
My Banana (Tapu Bulu) @ Expert Belt
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Wood Hammer
- Leech Seed
- Stone Edge
- Superpower
A Thousand Latinos (Mimikyu) @ Wide Lens
Ability: Disguise
Shiny: Yes
EVs: 248 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Shadow Claw
- Will-O-Wisp
- Destiny Bond
That Guy Again (Necrozma) @ Mental Herb
Ability: Prism Armor
Shiny: Yes
EVs: 232 HP / 208 Def / 68 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Trick Room
- Stealth Rock
- Toxic
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