Hey guys Speklez here and today I'm doing another trick room team,
but this time its mega heracross in the house. This is a great team and i just want to get some comments from you guys. So without further ado, let the RMT begin!
Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 Def / 248 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Nasty Plot
- Shadow Ball
- Will-O-Wisp
Cofagrigas is one of the best offensive TR settlers i have, with a good
145 base Def, it can OHKO many problems this team faces, like Rotom-W, both Mega-Zards, and gengar.
I ran this offensive set wit max hp too survive hits from some hard hitters like weavile, scizor, and lando-t. WoW cripples scizor, then i go with the nasty plot and shadow ball my way to victory.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Drain Punch
- Mach Punch
- Ice Punch
- Stone Edge
This is a set i ran on my mega camerupt team, the replacement of knock off for stone edge. with priority mach punch, it helps beat bulky and hard-hitting rock, and steel-types like TTar, and excadrill
Stone edge is for the occasional talonflame that comes around there and again. drain punch is recovery, and ice punch is for stuff like lando and gliscor.
--->
Heracross @ Heracronite
Ability: Moxie
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance
Behold, the destroyer of worlds, skeletor!! Hah, JK its just heracross. This a standard mega hercrosss set. Mega up, and use SD. Pin missile is fore the all mighty hoopa unbound, which has a 4x weakness to bug, and rock blast is for dealing with flying-types like tornadus, talonflame, and the rare mega-pidgeot.
Close combat OHKOs Ferrathorn, Bisharp, Heatran and Excadrill.
Diancie @ Mental Herb
Ability: Clear Body
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Stealth Rock
- Explosion
- Diamond Storm
This is actually my lead when going into battles. As you can see with most of my trick room settlers, they all have offensive sets. When diancie is in battle, i go straight for TR, then SR, and switch out. But in certain cases, I use either diamond storm, or explosion to deal some massive damage. She is also my
SPdef wall,, where cofagrigas is my defensive.
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Hyperspace Fury
- Drain Punch
- Gunk Shot
Is it me, or is Mega Medicham a hoopa knock off.
This an offensive TR set I have. If your wondering why in the world I have 4 TR settlers, its because I need TR throughout the battle. Now Hoopa is a powerful wallbreaker, but he is weak to the very common U-turn. When I see a possible U-turn set it's best I switch out immediately. Drain punch is recovery, Gunk Shot is dealing with fairies, and Hyperspace fury is, you know, for reasons.
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Recover
- Earthquake
- Toxic
You might be wondering, Speklez, why the heck are you using an Unaware Quasgsire. Because comment section, REASONS. For one its heck of a slow pokemon, and it stalls the crud out of people.
I'm thinking of replacing EQ for infestation. Its a toxic, trapping, stalling set. And under TR, its faster. Taking it to my advantage.
Well thats the team guys, id like to here you comments abut the team and any revisions I can or need to make. Well there you go guys, the Rating is up to you. Remember, I'm all ears! See you guys soon.
Speklez has left the building.
Importable:
Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 Def / 248 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Nasty Plot
- Shadow Ball
- Will-O-Wisp
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Drain Punch
- Mach Punch
- Ice Punch
- Stone Edge
Heracross @ Heracronite
Ability: Moxie
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance
Diancie @ Mental Herb
Ability: Clear Body
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 30 SpD / 0 Spe
- Trick Room
- Stealth Rock
- Explosion
- Diamond Storm
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Hyperspace Fury
- Drain Punch
- Gunk Shot
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Recover
- Earthquake
- Toxic
but this time its mega heracross in the house. This is a great team and i just want to get some comments from you guys. So without further ado, let the RMT begin!

Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 Def / 248 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Nasty Plot
- Shadow Ball
- Will-O-Wisp
Cofagrigas is one of the best offensive TR settlers i have, with a good
145 base Def, it can OHKO many problems this team faces, like Rotom-W, both Mega-Zards, and gengar.
I ran this offensive set wit max hp too survive hits from some hard hitters like weavile, scizor, and lando-t. WoW cripples scizor, then i go with the nasty plot and shadow ball my way to victory.

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Drain Punch
- Mach Punch
- Ice Punch
- Stone Edge
This is a set i ran on my mega camerupt team, the replacement of knock off for stone edge. with priority mach punch, it helps beat bulky and hard-hitting rock, and steel-types like TTar, and excadrill
Stone edge is for the occasional talonflame that comes around there and again. drain punch is recovery, and ice punch is for stuff like lando and gliscor.


Heracross @ Heracronite
Ability: Moxie
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance
Behold, the destroyer of worlds, skeletor!! Hah, JK its just heracross. This a standard mega hercrosss set. Mega up, and use SD. Pin missile is fore the all mighty hoopa unbound, which has a 4x weakness to bug, and rock blast is for dealing with flying-types like tornadus, talonflame, and the rare mega-pidgeot.
Close combat OHKOs Ferrathorn, Bisharp, Heatran and Excadrill.

Diancie @ Mental Herb
Ability: Clear Body
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Stealth Rock
- Explosion
- Diamond Storm
This is actually my lead when going into battles. As you can see with most of my trick room settlers, they all have offensive sets. When diancie is in battle, i go straight for TR, then SR, and switch out. But in certain cases, I use either diamond storm, or explosion to deal some massive damage. She is also my
SPdef wall,, where cofagrigas is my defensive.

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Hyperspace Fury
- Drain Punch
- Gunk Shot
Is it me, or is Mega Medicham a hoopa knock off.
This an offensive TR set I have. If your wondering why in the world I have 4 TR settlers, its because I need TR throughout the battle. Now Hoopa is a powerful wallbreaker, but he is weak to the very common U-turn. When I see a possible U-turn set it's best I switch out immediately. Drain punch is recovery, Gunk Shot is dealing with fairies, and Hyperspace fury is, you know, for reasons.

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Recover
- Earthquake
- Toxic
You might be wondering, Speklez, why the heck are you using an Unaware Quasgsire. Because comment section, REASONS. For one its heck of a slow pokemon, and it stalls the crud out of people.
I'm thinking of replacing EQ for infestation. Its a toxic, trapping, stalling set. And under TR, its faster. Taking it to my advantage.
Well thats the team guys, id like to here you comments abut the team and any revisions I can or need to make. Well there you go guys, the Rating is up to you. Remember, I'm all ears! See you guys soon.
Speklez has left the building.
Importable:
Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 Def / 248 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Nasty Plot
- Shadow Ball
- Will-O-Wisp
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Drain Punch
- Mach Punch
- Ice Punch
- Stone Edge
Heracross @ Heracronite
Ability: Moxie
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance
Diancie @ Mental Herb
Ability: Clear Body
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 30 SpD / 0 Spe
- Trick Room
- Stealth Rock
- Explosion
- Diamond Storm
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Hyperspace Fury
- Drain Punch
- Gunk Shot
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Recover
- Earthquake
- Toxic