Hello everyone, this is my first RMT, an Underused Trick Room Team. The Underused environment is home to several powerful but slow sweepers, often used in OU. I have utilized these sweepers into a team for the Underused Enviroment.
LEAD - (Just gets my team started)
Porygon-2 @ Focus Sash
Ability: Trace
252 HP, 252 Special Defense, 6 Defense.
Nature: + Special Defense, - Speed
Trick Room
Recover
-Tri Attack
-Hidden Power (water)
Porygon-2 is a great lead. The best thing about it is that not many people Taunt it – they expect it to start sweeping. Though download is tempting, I put trace to deal with water absorbers/volt absorbers/intimidaters/etc. You would be surprised how many Close Combat’s Porygon-2 can survive from a –1 Staraptor. I used to have Charge Beam and Ice Beam in replacement of Recover and Hidden Power Water. However, I am thinking of removing Hidden Power, to put Charge Beam back on and make Porygon-2 a threat. What do you think?
SWEEPERS - (Wall Breakers, who don't work much with synergy, but are more focused on doing heavy damage(that's how TR works))
Marowak @ Thick Club
Ability: Rock Head
252 Attack, 252 Defense, 6HP
Nature: + Attack, - Speed
-Earthquake
-Stone Edge
-Double Edge
-Fire Punch
Marowak is the ultimate Trick Room Sweeper. No Competition. Not even the great Rampardos is comparable. This thing is a wall breaker in true form. People think it is fragile and then die to it. Also, I’ll have to do damage calcs, but I believe the EV points are right to survive an Azumarill waterfall. Ultimately, this guy has solidly secured his position on the team. Eartquake is the move I use most commonly, although I will use Stone Edge for flyings, and fire punch for grasses. Double Edge is a filler powerful attack.
Ursaring @ Burn Orb
Ability: Guts
252 Attack, 252 Defense, 6HP
Nature: + Attack, - Speed
-Earthquake
-Hammer Arm
-Stone Edge
-Mega Kick
You will notice the similarity between this guy’s set and Marowak’s. When the opponent finally kills Marowak (or Ursaring), they are thinking, Finally, I am safe. Then I send out Ursaring (or Marowak) and their mouths drop open because both sweepers essentially do the same thing. I used to have Expert Belt on it, but found that not enough status was being passed around, and decided to go with Burn Orb. Since Trick Room involves little switching, it ends up doing less damage than Toxic Orb. Also, although Mega Kick is inaccurate and highly unorthodox, it is extremely powerful, though I may substitute for Return. Hammer Arm is the attack I use most commonly.
Camerupt @ Charcoal
Ability: Solid Rock
252 Special Attack, 252 Attack, 6 HP
Nature: + Special Attack, - Speed
-Eruption
-Fire Blast
-Earth Power
-Explosion
A STAB Eruption from this thing at full HP hurts. Bad. When things decide to raise their defense, I send in this (likewise, when things raise their Special Defense, in goes Marowak.). Also, with the number of threatening pokemon in UU, I can afford to send this in, survive a move, and explode, sending the opposing threat down. I really couldn’t find a better Special Attacker, so that’s why I chose it – a mix between high Special Attack, and High Base Power Moves, combined with Low Speed. If anybody else has other Special suggestions, please let me know. Usually, Fire Blast is the option I use, as Eruption is only useful occasionally.
TRICK ROOMERS - (Things I can rely on when Porygon dies)
Slowbro @ Leftovers
Ability: Own Tempo
252 Defense, 252 HP, 6 Special Defense
Nature: + Defense, - Speed
-Trick Room
-Slack Off
-Surf
-Fire Blast
Slowbro is a very reliable Trick Roomer, surviving Gallade’s Night Slash (I’m not sure it was SD or not, have to go back and look at my stored text). Either way, it also stalls waters which can give my team problems. It usually Trick Rooms and switches and slacks off it needed. As you can se, it’s mostly for support, I rarely use Surf or Fire Blast. If someone knows more useful attacking options for Slowbro (or additional support ones), please let me know.
Exeggutor @ Miracle Seed
Ability: Chlorophyll
252 Special Attack, 252 Attack, 6 Defense
Nature: + Special Attack, - Speed
-Trick Room
-Energy Ball
-Psychic
-Explosion
My surprise success. Trick Room and Sweeping together. People expect you to switch, and when you don’t, it really screws up their plan. I might decide to change Energy Ball out for the much more powerful Leaf Storm. I would then change Psychic to Zen Headbutt which also has a small flinch chance bonus. Like Camerupt, it goes out with a bang when it is low on HP. It also is another solution for waters. However, the lack of recovery is a major let down.
So this is my team. The great thing about Trick Room is how much you laugh at Raikou and Blaziken. However, I have noticed that it has problems with Azumaril (annoying priority when my sweepers are low on HP), Ambipom, (again, priority), Ludicolo (stall, and I don’t have any moves that can majorly hurt it), and generally bulky waters (although they dislike Exeggutor). Gallade sometimes gives me problems but if I can get off the Trick Room, I only have to watch for Shadow Sneak. If anyone has any suggestions to fix these problems please say so.
LEAD - (Just gets my team started)
Porygon-2 @ Focus Sash
Ability: Trace
252 HP, 252 Special Defense, 6 Defense.
Nature: + Special Defense, - Speed
Trick Room
Recover
-Tri Attack
-Hidden Power (water)
Porygon-2 is a great lead. The best thing about it is that not many people Taunt it – they expect it to start sweeping. Though download is tempting, I put trace to deal with water absorbers/volt absorbers/intimidaters/etc. You would be surprised how many Close Combat’s Porygon-2 can survive from a –1 Staraptor. I used to have Charge Beam and Ice Beam in replacement of Recover and Hidden Power Water. However, I am thinking of removing Hidden Power, to put Charge Beam back on and make Porygon-2 a threat. What do you think?
SWEEPERS - (Wall Breakers, who don't work much with synergy, but are more focused on doing heavy damage(that's how TR works))
Marowak @ Thick Club
Ability: Rock Head
252 Attack, 252 Defense, 6HP
Nature: + Attack, - Speed
-Earthquake
-Stone Edge
-Double Edge
-Fire Punch
Marowak is the ultimate Trick Room Sweeper. No Competition. Not even the great Rampardos is comparable. This thing is a wall breaker in true form. People think it is fragile and then die to it. Also, I’ll have to do damage calcs, but I believe the EV points are right to survive an Azumarill waterfall. Ultimately, this guy has solidly secured his position on the team. Eartquake is the move I use most commonly, although I will use Stone Edge for flyings, and fire punch for grasses. Double Edge is a filler powerful attack.
Ursaring @ Burn Orb
Ability: Guts
252 Attack, 252 Defense, 6HP
Nature: + Attack, - Speed
-Earthquake
-Hammer Arm
-Stone Edge
-Mega Kick
You will notice the similarity between this guy’s set and Marowak’s. When the opponent finally kills Marowak (or Ursaring), they are thinking, Finally, I am safe. Then I send out Ursaring (or Marowak) and their mouths drop open because both sweepers essentially do the same thing. I used to have Expert Belt on it, but found that not enough status was being passed around, and decided to go with Burn Orb. Since Trick Room involves little switching, it ends up doing less damage than Toxic Orb. Also, although Mega Kick is inaccurate and highly unorthodox, it is extremely powerful, though I may substitute for Return. Hammer Arm is the attack I use most commonly.
Camerupt @ Charcoal
Ability: Solid Rock
252 Special Attack, 252 Attack, 6 HP
Nature: + Special Attack, - Speed
-Eruption
-Fire Blast
-Earth Power
-Explosion
A STAB Eruption from this thing at full HP hurts. Bad. When things decide to raise their defense, I send in this (likewise, when things raise their Special Defense, in goes Marowak.). Also, with the number of threatening pokemon in UU, I can afford to send this in, survive a move, and explode, sending the opposing threat down. I really couldn’t find a better Special Attacker, so that’s why I chose it – a mix between high Special Attack, and High Base Power Moves, combined with Low Speed. If anybody else has other Special suggestions, please let me know. Usually, Fire Blast is the option I use, as Eruption is only useful occasionally.
TRICK ROOMERS - (Things I can rely on when Porygon dies)
Slowbro @ Leftovers
Ability: Own Tempo
252 Defense, 252 HP, 6 Special Defense
Nature: + Defense, - Speed
-Trick Room
-Slack Off
-Surf
-Fire Blast
Slowbro is a very reliable Trick Roomer, surviving Gallade’s Night Slash (I’m not sure it was SD or not, have to go back and look at my stored text). Either way, it also stalls waters which can give my team problems. It usually Trick Rooms and switches and slacks off it needed. As you can se, it’s mostly for support, I rarely use Surf or Fire Blast. If someone knows more useful attacking options for Slowbro (or additional support ones), please let me know.
Exeggutor @ Miracle Seed
Ability: Chlorophyll
252 Special Attack, 252 Attack, 6 Defense
Nature: + Special Attack, - Speed
-Trick Room
-Energy Ball
-Psychic
-Explosion
My surprise success. Trick Room and Sweeping together. People expect you to switch, and when you don’t, it really screws up their plan. I might decide to change Energy Ball out for the much more powerful Leaf Storm. I would then change Psychic to Zen Headbutt which also has a small flinch chance bonus. Like Camerupt, it goes out with a bang when it is low on HP. It also is another solution for waters. However, the lack of recovery is a major let down.
So this is my team. The great thing about Trick Room is how much you laugh at Raikou and Blaziken. However, I have noticed that it has problems with Azumaril (annoying priority when my sweepers are low on HP), Ambipom, (again, priority), Ludicolo (stall, and I don’t have any moves that can majorly hurt it), and generally bulky waters (although they dislike Exeggutor). Gallade sometimes gives me problems but if I can get off the Trick Room, I only have to watch for Shadow Sneak. If anyone has any suggestions to fix these problems please say so.