Heya, this is my 4th RMT. I've been using this team for about like 3 days now, and i'd like some feedback on it.
The team
The Centerpoint
Trapinch @ Choice Band
Ability: Arena Trap
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Crunch
- Rock Slide
- Superpower
I originally intended for this to be a joke team centered around trapinch, but that didn't happen. It turned into a working team somehow. Anyway, The choice band is there to hit things hard, since without it it's not too hard-damaging. The EVs let it live as many hits as possible while maxing attack, and the spdef is to make download PZ get +attack instead of +special attack. Brave nature gives it more attack, while slowing it down, to make it faster in trick room. 0 Speed IVs make it as slow as possible, to make it outspeed pretty much everything in TR. Earthquake is STAB, and normally what you'll use. Crunch, Rock Slide and Superpower are coverage for stuff you cant OHKO with eq but you can with coverage.
The First TR Setter
(not shiny)
Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Scald
- Psyshock
- Shadow Ball
I knew i needed some trick room setters, and i decided on slowking for my first one. I didn't see too many good UU mons with trick room, and i settled on slowking for my first one. Leftovers lets it heal, the EVs yet again are to get as much damage off as well as retaining decent bulk, Nature raises special attack and lowers speed, the IVs are for minimum foul play damage and as fast as possible in trick room, Trick room is the playstyle of this team, Scald is there to get damage off and for that100% 30% burn chance, psyshock is to hit special walls easier, shadow ball is there since i didn't want CM and didn't know what else to put there.
The First Attacker
Escavalier @ Choice Band
Ability: Overcoat
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Megahorn
- Iron Head
- Knock Off
- Drill Run
I knew i needed an attacker, and i didn't see much, so i chose escavalier. Under TR it's pretty powerful, it's like a Mini-Mega Beedrill without adaptability and with different moves. The Choice Band is there for more power, Overcoat is it's best choice, as it allows it to avoid hail damage along with pretty much every single sleep move out there, EVs allow it to be as powerful as possible while only taking 12% (i think) damage from SR, and i needed a place to put the last 8 EVs. Brave nature gives it as much power as possible while making it underspeed a lot of stuff in TR. IVs make it underspeed even more. Megahorn and Iron Head are STABs, knock off removes items as well as hitting psychic and ghosts for SE damage, but i already have psychic covered and Drill Run hits steels for SE damage. It also works under TR, which is needed.
The Second Attacker
Abomasnow @ Abomasite
Ability: Soundproof
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Ice Shard
- Swords Dance
- Seed Bomb
- Earthquake
I still needed some more attackers, and a mega too. I saw abomasnow, and i decided on using it. The abomasite allows it to mega evolve into Mega Abomasnow when it's ready. Soundproof is incase you don't mega, so you can set up on galv (if it doesnt para with thunder) and mons like it. It also prevents hail from coming down incase you don't mega it, so your team doesn't get hurt. The EVs yet again let it get off as much damage as possible while making sure you only lose 24% from SR, so you can switch in 4 times without getting killed off. The SpDef EVs make pz get boosted attack from download. Brave Nature allows it to underspeed more under TR, while raising attack. the IVs let it underspeed more too. Ice Shard is the main STAB, and allows you to still move first while outside of TR. Swords Dance boosts your attack by 2, so you can use it on something that can't do much (like galv). Seed bomb is the other STAB move, and eq is coverage.
The Second TR Setter
Reuniclus @ Colbur Berry
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Calm Mind
- Psyshock
- Focus Blast
I still needed some more TR setters, so i chose reuniclus. I chose leftovers originally, but decided on colbur berry to weaken dark type attacks as well as make knock off not have a boost. Magic Guard makes all non direct damage do nothing to me. The EVs allow me to hit as hard as possible with special attacks as well as be as bulky as possible, while the SpDef EVs are there because i needed to put my 4 remaining EVs somewhere. Quiet Nature allows me to boost my special attacks, while making me slower to make me underspeed more things in TR. the IVs lower foul play damage as well as making me underspeed even more in TR. This is a trick room setter, so Trick Room was obvious. Calm Mind lets me boost my special attack and special defense. Psyshock is a STAB that hits stuff based off of their defense instead of their special defense, and Focus Blast hits steels.
The supportive TR Setter
Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Spe
- Wish
- Trick Room
- Aromatherapy
- Moonblast
(This was originally a pangoro) I noticed i needed another TR setter, and pangoro seemed to be doing the least on my team, so i replaced it. The Leftovers let it live longer, so it can get off more cleric stuff and TRs. Aroma Veil makes it unable to be encored, taunted or anything like that. The EVs are to make it physically defensive, and the SpAtk is there because i needed something to put the final 4 EVs in. Relaxed Nature raises defense while lowering speed, allowing it to underspeed more in TR. The IVs allow it to underspeed more in TR. Wish allows me to support my team, by healing them. Trick Room sets up TR, which i needed another setter for. Aromatherapy heals all of the team's status conditions incase something like abomasnow gets burned. Moonblast is an attack, so it doesnt just sit there using status moves.
pastebin.com/kmWuX67a
^ Importable.
The team
The Centerpoint
Trapinch @ Choice Band
Ability: Arena Trap
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Crunch
- Rock Slide
- Superpower
I originally intended for this to be a joke team centered around trapinch, but that didn't happen. It turned into a working team somehow. Anyway, The choice band is there to hit things hard, since without it it's not too hard-damaging. The EVs let it live as many hits as possible while maxing attack, and the spdef is to make download PZ get +attack instead of +special attack. Brave nature gives it more attack, while slowing it down, to make it faster in trick room. 0 Speed IVs make it as slow as possible, to make it outspeed pretty much everything in TR. Earthquake is STAB, and normally what you'll use. Crunch, Rock Slide and Superpower are coverage for stuff you cant OHKO with eq but you can with coverage.
The First TR Setter
(not shiny)
Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Scald
- Psyshock
- Shadow Ball
I knew i needed some trick room setters, and i decided on slowking for my first one. I didn't see too many good UU mons with trick room, and i settled on slowking for my first one. Leftovers lets it heal, the EVs yet again are to get as much damage off as well as retaining decent bulk, Nature raises special attack and lowers speed, the IVs are for minimum foul play damage and as fast as possible in trick room, Trick room is the playstyle of this team, Scald is there to get damage off and for that
The First Attacker
Escavalier @ Choice Band
Ability: Overcoat
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Megahorn
- Iron Head
- Knock Off
- Drill Run
I knew i needed an attacker, and i didn't see much, so i chose escavalier. Under TR it's pretty powerful, it's like a Mini-Mega Beedrill without adaptability and with different moves. The Choice Band is there for more power, Overcoat is it's best choice, as it allows it to avoid hail damage along with pretty much every single sleep move out there, EVs allow it to be as powerful as possible while only taking 12% (i think) damage from SR, and i needed a place to put the last 8 EVs. Brave nature gives it as much power as possible while making it underspeed a lot of stuff in TR. IVs make it underspeed even more. Megahorn and Iron Head are STABs, knock off removes items as well as hitting psychic and ghosts for SE damage, but i already have psychic covered and Drill Run hits steels for SE damage. It also works under TR, which is needed.
The Second Attacker
Abomasnow @ Abomasite
Ability: Soundproof
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Ice Shard
- Swords Dance
- Seed Bomb
- Earthquake
I still needed some more attackers, and a mega too. I saw abomasnow, and i decided on using it. The abomasite allows it to mega evolve into Mega Abomasnow when it's ready. Soundproof is incase you don't mega, so you can set up on galv (if it doesnt para with thunder) and mons like it. It also prevents hail from coming down incase you don't mega it, so your team doesn't get hurt. The EVs yet again let it get off as much damage as possible while making sure you only lose 24% from SR, so you can switch in 4 times without getting killed off. The SpDef EVs make pz get boosted attack from download. Brave Nature allows it to underspeed more under TR, while raising attack. the IVs let it underspeed more too. Ice Shard is the main STAB, and allows you to still move first while outside of TR. Swords Dance boosts your attack by 2, so you can use it on something that can't do much (like galv). Seed bomb is the other STAB move, and eq is coverage.
The Second TR Setter
Reuniclus @ Colbur Berry
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Calm Mind
- Psyshock
- Focus Blast
I still needed some more TR setters, so i chose reuniclus. I chose leftovers originally, but decided on colbur berry to weaken dark type attacks as well as make knock off not have a boost. Magic Guard makes all non direct damage do nothing to me. The EVs allow me to hit as hard as possible with special attacks as well as be as bulky as possible, while the SpDef EVs are there because i needed to put my 4 remaining EVs somewhere. Quiet Nature allows me to boost my special attacks, while making me slower to make me underspeed more things in TR. the IVs lower foul play damage as well as making me underspeed even more in TR. This is a trick room setter, so Trick Room was obvious. Calm Mind lets me boost my special attack and special defense. Psyshock is a STAB that hits stuff based off of their defense instead of their special defense, and Focus Blast hits steels.
The supportive TR Setter
Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Spe
- Wish
- Trick Room
- Aromatherapy
- Moonblast
(This was originally a pangoro) I noticed i needed another TR setter, and pangoro seemed to be doing the least on my team, so i replaced it. The Leftovers let it live longer, so it can get off more cleric stuff and TRs. Aroma Veil makes it unable to be encored, taunted or anything like that. The EVs are to make it physically defensive, and the SpAtk is there because i needed something to put the final 4 EVs in. Relaxed Nature raises defense while lowering speed, allowing it to underspeed more in TR. The IVs allow it to underspeed more in TR. Wish allows me to support my team, by healing them. Trick Room sets up TR, which i needed another setter for. Aromatherapy heals all of the team's status conditions incase something like abomasnow gets burned. Moonblast is an attack, so it doesnt just sit there using status moves.
pastebin.com/kmWuX67a
^ Importable.