Trick Room Multiweather (peaked #3)(post Pokébank release)

Well, this is my first RMT on smogon, so be nice (or be horrible, I'm not going to tell you what to do, you make your own choices in life, unless you believe that free will is an illusion and we are all actually governed by instinctual response/divine intervention).
Some of you might be a little sceptical about a trick room multiweather team, but the use of trick room and rain and sun setting messes up so many common weather/speed based strategies, and sets up fantastic sweeping potential all at the same time. My team revolves around using a combination of either Dusclops or Aromatisse coupled with Heatran or Blastoise, setting up trick room and switching the weather accordingly to allow sweeping with Water Spout and Eruption. So, here goes:

Aromatisse @ Sitrus Berry
Ability: Aroma Veil
EVs: 252 SDef / 252 HP / 4 Def
Sassy Nature
IVs: 0 Spd
- Trick Room
- Rain Dance
- Heal Pulse
- Sunny Day

Aromatisse is one of my two trick room/weather setters on the team, and is mostly used for access to the fantastic Aroma Veil ability, letting all of my setup/support moves go up flawlessly as long as this sweet-smelling bird is alive, which it will usually be for a while thanks to the sitrus berry. Trick room, rain dance and sunny day are the essentials for allowing Heatran and Blastoise to sweep effectively, and heal pulse is extremely useful in healing up Blastoise/Heatran, not only giving them more survivability, but also increasing their damage output on Water Spout and Eruption respectively.

Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Spd
- Water Spout
- Ice Beam
- Water Pulse
- Protect

Blastoise is one of my two spread sweepers. Mega Blastoise is the most powerful Water Spout user hands down, and this team gives him the ability to utilise this status well. Water spout gives incredible sweeping potential, OHKOing pretty much anything that doesn't resist it or isn't a dedicated special tank such as Cresselia, and with trick room up, it can stay at full health/near full health for a long time, allowing it to keep sweeping with the joint strongest spread move in the game. Ice beam is for dealing with dragon types that resist both Heatran eruption and Blastoise's water spout. Water pulse is simply for when you get to low health (it gets boosted to 90 bp with mega launcher and has a confusion chance, making it an excellent backup move), and Protect is used to let your partner set up Trick Room/Rain Dance while you cower in safety.

Dusclops @ Eviolite
Ability: Pressure
EVs: 252 SDef / 252 HP / 4 Def
Sassy Nature
IVs: 0 Spd
- Trick Room
- Rain Dance
- Sunny Day
- Will-O-Wisp

This slightly creepy air-groping ghost is my other Trick room/weather setter. With fantastic bulk and fake out immunity, it covers the bases that aromatisse fails to cover, and is an especially good partner for heatran, due to the access to will-o-wisp, which allows it to not only cripple prominent physical threats, but also give bonus power to heatran because of heatran's flash fire ability. Having two fully supportive trick room users on this team with different specialities allows me to pretty much always set up trick room and whichever weather condition better suits the situation with very little difficulty, paving the way for plenty of easy OHKOs from Heatran and Blastoise.

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Spd
- Protect
- Heat Wave
- Eruption
- Solar Beam

Heatran is the second spread sweeper on my team, abusing sun and trick room beautifully. 130 base special attack makes it the premier eruption user in the tier once trick room is up, being able to roast pretty much anything with a sun and flash fire boosted eruption. Air balloon gives it more survivability against the ground types that Heatran fears so much, as well as earth powers from fellow Heatrans. It also draws a lot of attacks towards Heatran as enemies try to pop the air balloon, which he can shrug off with a protect while his partner gets a free set up. Heat Wave is a reasonable backup for when this volcanic monster is on its last legs, and SolarBeam is a counter to the water types that this team tends to despise so much. I run it instead of Earth power because rock types/fire types can be covered by Blastoise better than Water types can.

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 SDef / 252 HP / 4 SAtk
Sassy Nature
IVs: 0 Spd
- Giga Drain
- Spore
- Synthesis
- Rage Powder

Amoonguss is here for the amazing utility it provides, with spore to disable dangerous threats, Giga Drain to provide some offensive presence against common threats such as Gastrodon, Rage Powder to protect my attackers, and Synthesis to give Amoonguss some survivability, with bonus healing when I have Sunshine up.

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Iron Head
- Shadow Sneak
- Swords Dance
- Brick Break

Aegislash is mostly a backup attacker for when the enemy team is completely full of special walls or water types. Weakness Policy and Swords Dance allows me to reach 3x attack in one turn, preparing a shadow sneak sweep. Iron Head provides some STAB type coverage for fairies and the like, and Brick Break is for those situations where Light Screen completely removes the threat from my Heatran and Blastoise's spread moves, since Light Screen can be so dangerous to my strategy. Weakness Policy is especially effective on Aegislash in this team, as I can set up rain to weaken an enemy's fire type attack, letting Aegislash tank it in shield forme, proccing the Weakness Policy while it sets up with Swords Dance.
 
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