VGC Trick Room with Mega Mawile (2nd Attempt)

This team was designed originally for hyper offensive trick room. But at the end, it turned into bulky offensive trick room. I want to know the pokemon that i should opt out for and suggestions in which i should use instead and for what reasoning behind it.
Heatran @ Shuca Berry
Ability: Flash Fire
Level: 50
EVs: 44 HP / 108 Def / 252 SpA / 104 SpD
Modest Nature
- Heat Wave
- Flash Cannon
- Earth Power
- Protect
I chose Heatran because of its offensive pressure it has on most teams. Also, it helps out vs Bird Spam. It is a Fairy slayer, namely sylveon, and it beats mawile as well. I have th shuca berry because I can live earthquakes and earth powers to nab key ko's and clutch wins.
Cresselia (F) @ Lum Berry
Ability: Levitate
EVs: 220 HP / 36 Def / 156 SpA / 96 SpD
Sassy Nature
IVs: 8 Atk / 6 Spe
- Psyshock
- Trick Room
- Safeguard
- Ice Beam
Since I needed a Trick Room setter, I immediately turned to cresselia. It has massive defenses and it can pick up Ko's, namely ice beams on landorus-T. I also use Safeguard and the Lum Berry to beat sleep spam. It also serves as my check to fighting types.
156 SpA Cresselia Ice Beam vs. 0 HP / 0 SpD Landorus-T: 296-352 (92.7 - 110.3%) -- 62.5% chance to OHKO
Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 76 Atk / 160 SpD / 20 Spe
Adamant Nature
- Iron Head
- Play Rough
- Sucker Punch
- Protect
Mawile is the glue of the team along with cress. Mawile brings the most offensive pressure to the team because of its huge power ability. I didnt use a lot of attack because i saw that taking hits would be more beneficial than putting all of it into hp and attack. I put 20 speed to speed creep outside of trick room. you're not gonna get a guaranteed TR every time.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 84 HP / 252 Atk / 12 Def / 160 SpD
Adamant Nature
- Mach Punch
- Drain Punch
- Ice Punch
- Knock Off
Conkeldurr is the other mon that puts on a lot of offensive pressure for the team. it can 2 shot landorus-T even after intimidate, it beats kanga, it ohkos bisharp with mach punch, an its very bulky overall with the assault vest. i really didnt think that conk really needed to take a lot of physical hits because he wont live most of them anyways. I used knock off so i can touch psychic types like goth and cress.
Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 112 SpA / 144 SpD
Calm Nature
- Thunderbolt
- Hydro Pump
- Protect
- Will-O-Wisp
Rotom-Wash is the pokemon that i needed for pokemon like kanga to burn it and to beat bird spam. it also helps with rain as well. i used protect because i know for a fact that rotom cant take a fake out + double-edge if its adamant max attack. I know with sitrus it can take it but barring that it wont.
252 Atk Parental Bond Mega Kangaskhan Return vs. 252 HP / 0 Def Rotom-W: 121-144 (77 - 91.7%) -- guaranteed 2HKO
252 Atk Parental Bond Mega Kangaskhan Fake Out vs. 252 HP / 0 Def Rotom-W: 49-58 (31.2 - 36.9%) -- 57% chance to 3HKO
Providing if i take the initial fake out.
Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 212 HP / 104 Def / 160 SpA / 12 SpD / 20 Spe
Bold Nature
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
- Taunt
thundurus in my eyes, is expendable on this team. It's the "odd pokemon out". Well thundurus has the role of paralyzing other pokemon and stopping gimimicks such as perish trap. I put more bulk so i can take at least 2 landorus-T's rock slides (unboosted), and also chomps (twice). I put 20 speed to outspeed 4 speed thundurus.
252 Atk Landorus-T Rock Slide vs. 212 HP / 104+ Def Thundurus: 142-168 (40.3 - 47.7%) -- guaranteed 3HKO
 
That looks like a very solid team. Synergy-wise, it gives you a bunch of options against many of the metagame's threats.

The only thing that really caught my attention is Cresselia. If your main reason for using Lum+Safeguard is the threat of the sleep inducers, you might want to consider using Chesto+Rest, as it ads the option of an immediate full recovery in case your opponent isn't spreading sleep.

On the EV side, though, it's far from being efficient on most of your mons. On 5IV mons that have all their usefull IV odd, you should only invest in three stats, otherwise you waste EVs. It is the case on your heatran, where you have 4 useless EVs in special defense. Moving them to Speed would increase your stat by one, while still keeping the same SpDef stat. (the math is IV/2+EV/8 must equal a whole number). Same thing on Mawile and Conk, where moving 4 SpDef EVs to Defense and Speed, respectively, would grant you one additional stat point.

In Rotom's case, you are just investing a little too much in SpA and SpDef. Removing 4 EVs in each would give you the same stat point, giving you 8 EVs to raise your invested stats by one extra points, or to distribute 4 in the two uninvested usefull stats.

In thundurus's case, though, it's different. Since it runs HP[ice], so 30 Speed IVs, you'll have to invest in four(or two) different stats to be efficient.

Just revise your EV spreads in order to be as efficient as possible, and you should have a strong team in your hands.
 
Yo what's up dude, your team is looking pretty great and I'm a pretty big fan of trick room myself n_n. For starters running lum berry on Cresselia is kind of useless and the only thing that it'll really help against is sleep. I suggest changing the item from Lum Berry to Rocky Helmet/Leftovers/Safety Goggles/Mental Herb. TBH you're much better off with one of those 4 item choices than lum berry cause goggles are there for Spore/Rage Powder/Sleep Powder and is better than using lum and if you're afraid of DV, you've got thundurus and conk so i wouldn't worry too much about it. Also if you're going to invest that much in Special attack for Cress, i suggest changing the EV spread to 220 HP/100 Def/188 Sp Atk Modest Nature. With 188 modest, you're able to always OHKO 4 HP Landorus T and even some more bulkier spreads. Running a non +def nature still lets you survive moves such as knock off from Bisharp. I also suggest changing out Safeguard to Helping Hand. Helping Hand is pretty much staple on every cress set for a good reason. Since the basis of your team is a HO TR team, running helping hand will be beneficial to break through more bulkier mons like Mega Kanga/Mega Mence. Safeguard is really niche and considering your team really isn't effected too much by burn and has ways to beat common spore mons, i wouldn't recommend using it. Another thing is that your Thundurus with thunder wave is unneeded. Since your team is a TR team, why would you para your opponents mons when it'll help them under TR? I know it might come in handy for when you're not using TR but what i suggest is changing from bulky Thundurus, to a more offensive variant with Focus Blast/Nasty Plot over Thunder Wave. Other than that your team looks great and good luck with your team dude. Hope i helped n_n
 
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