VGC Trick Room/Gravity

After a long, hard search for a less orthodox but still successful team, I stumbled across one that flattened my team to a pulp. After grabbing a couple stats from my opponent, I proceeded to implement my own version of the team. However, a lot of what I grabbed were simply common builds, and I feel that there is room for improvement.

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Musharna @ Mental Herb
Ability: Telepathy
EVs: 252 HP / 152 Def / 100 SpA / 6 SpD
Sassy Nature
- Trick Room
- Gravity
- Hypnosis
- Dream Eater

The whole reason why this team was put together, Musharna is my Trick Room setter and one of my leads. After Trick Room, Gravity usually follows to give Precipice Blades and Hypnosis 100% accuracy. Dream Eater was originally HP Ice, but I figured that Dream Eater gave better utility since I'm going to be using Hypnosis most of the time anyways.

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Landorus-Therian @ Choice Scarf
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Explosion
- Superpower

My second lead, Landorus-Therian exists to Intimidate and explode. All the other moves are standard filler. There are several times when I'll use Explosion even when I know my opponent will counter it, such as Wide Guard or even Protect, because it allows me to bring in Primal Groudon without risk of Groudon taking damage on a switch, and Musharna always pulls off a Trick Room during that time.
Edit: The biggest reason why this works is because I always lead with Musharna, who has Telepathy. This allows me to still use Trick Room while not taking damage from the Explosion.

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Groudon-Primal @ Red Orb
Ability: Desolate Land
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Precipice Blades
- Fire Punch
- Rock Slide
- Protect

The brunt of my damage, Groudon takes advantage of Musharna's Gravity to hit everyone with a 100% accurate Precipice Blades. Except for a few distinct situations, he spams that all day. Because of the Trick Room and Musharna's low speed, Groudon often doesn't need to worry about counters like Primal Kyogre because Musharna will put them to sleep with Hypnosis before they can do anything.
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Talonflame @ Life Orb
Ability: Gale Wings
Level: 50
EVs: 44 HP / 252 Atk / 36 Def / 4 SpD / 172 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- Quick Guard

With priority Brave Bird, Talonflame fits in just about any Trick Room team as a speedy backup. If Trick Room is still up, Talonflame can soften enemies before Groudon finishes them off. Tailwind is a backup in case Trick Room runs out and Musharna is either KO'd or unable to get another one off.

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Ferrothorn @ Leftovers
Ability: Iron Barbs
Level: 50
EVs: 252 HP / 196 Atk / 60 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Leech Seed
- Protect

A filler pokemon, Ferrothorn helps against opposing Kyogre and Xerneas. Power Whip has 100% accuracy under gravity, and Gyro Ball does wonders against speedy opponents, particularly Xerneas. Ferrothorn's usefulness is kinda low though, as it often comes in too late to make a difference.

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Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
Level: 50
EVs: 252 HP / 116 Def / 76 SpA / 60 SpD / 4 Spe
Modest Nature
- Water Spout
- Ice Beam
- Scald
- Protect

Kyogre is here to also take advantage of Trick Room, essentially functioning like the reverse version of Scarf Kyogre. Water Spout takes a hefty chunk out of opposing pokemon, and oftentimes goes first. Kyogre works best when paired with a still functioning Musharna since Musharna can put slower threats to sleep, such as Groudon.

This team does have flaws, such as Smeargle paired with a Fake Out user. A lot of the EV sets were simply pulled from online recommendations, and could be tweaked to better suit the team.
 
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You might consider switching out Musharna with Meowstic or Cresselia. They both have access to Trick Room and Gravity, only difference is that Meowstic has priority in Gravity, so getting taunted through mental herb usually isn't a problem.
 
The biggest thing that Musharna has over those two is Hypnosis. Under Gravity, it makes most match ups trivial. Musharna is also bulkier than people give it credit for.
 
You're biggest problem right now is that you have no option for Smeargle. Meowstic rectify's that with Safeguard, rendering him pretty much useless. In addition to this once you have safeguard up you can swagger your own Groudon, picking up OHKOs on Bulky Kyogre.
 
You do have a couple good points there, so I'll have to try it out. My biggest worry is Meowstic being too fragile to setup properly.

Also, Meowstic makes Landorus less usable, at least as an Explosion lead. Musharna avoids taking damage through Telepathy, while Meowstic would need to Protect, putting me a turn behind in setting up.
 
I might suggest a spread like this;
meowstic.gif

Meowstic @ Mental Herb
Nature:Calm
Ability: Prankster
Evs: 252 HP / 156 DEF / 100 SP. DEF /
-Safeguard
-Swagger
-Gravity
-Trick Room

This is the set James Eakes and Patrick Smith used to top cut at Anaheim Regionale. He can survive a Jolly Kangaskhan Double-Edge. He's only threatened by Weaviles knock off.
 
Thanks. I'm thinking I'll probably use it in conjunction with Musharna and bring out the right one depending on my opponent's lineup, since my Ferrothorn hasn't been the most useful
 
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