trickster

forestflamerunner

Ain't no rest for the wicked
Well, I got the sudden urge to make a team based around trick. I wanted to have some pokemon that could trick choice items to my opponents and then sweep. Originally I had all tricksters, but I found it to be largely ineffective. So, instead, I decided to keep three tricksters and implement 3 pure offensivs. After some experimenting this is what I ended up with.

jirachi
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Jolly/serenes grace
choice scarf/ 80HP/252ATK/176 SPE
stealth rock
iron head
u turn
trick

my lead, and a fairly good one. generally, i will first trivck my opponent a scarf while they set up rocks, and then set up my own. if i face an enemy i think i can kill, like aerodactyl, i will attack with iron head and hopefully flinch the enemy to death. if i am facing a difficult lead like lucario or infernape, i will u turn out. jirachi also can make a decent late game sweeper if i don't get rid of choice scarf. if i use it as such, i generally switch in and trick my opponent and start hitting him with iron heads.

Latias
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Timid/ Choice scarf
Levitate/4HP/252SPA/252SPE
Trick
Draco meteor
Thunderbolt
Surf
Besides for being a trickster, it serves as a counter for many pokemon my team doesn’t like, such as gyarados. Its scarf lets it outspeeds every common DDancer even after one DDance with choice scarf, so I tend to keep the scarf on latias until I see all or most of my opponents team (not hard seeing how trick forces a bunch of switches).

Starmie
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Timid/choice scarf
Natural cure/ 4HP/252SPA/252SPE
Hydro pump
Rapid spin
Ice beam
Trick
My third trickster. This one also functions as my teams status absorber thanks to natural cure and a rapid spinner. Hydro pump was choson over surf to make a OHKO against swampert. Ice beam was choson to slightly lessen the burden on infernape. Rapid spin is to spin away entry hazards. Due to its ability to absord status, starmie is generally the poke I send to put a scarf on blissey.

salamence
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jolly/life orb
intimidate/4HP/252ATK/252SPE
earthquake
outrage
dragon dance
roost
generally, I send this guy in on a pokemon that’s been scarfed into earthquake, generally by jirachi. Once I do, I dragon dance, let my opponent switch and use either earthquake or outrage. Stealth rock makes it difficult for salamence to switch in a bunch of times, so I tend to let him die in multiple outrages. He generally kills two pokes before he’s down.

Infernape
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naive/life orb
blaze/4ATK/252SPE/252SPA
Hidden power (ice)
Grass knot
Close combat
Fire blast
My main check for slower threats, such as piloswine. He is really frail, so I tend to send him in once something dies. He for some reason, he tends to either pwn teams or get killed very quickly, but more often then not, he gets a kill off, so hes worth it.

Lucario
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Jolly/life orb
Inner focus/4HP/252ATK/252SPE
Sword dance
Close combat
Crunch
Extremespeed
My late game sweeper. Once my opponent is crippled and everything, I use a sword dance and run through my opponents with extreme speed. Close combat is for stab and can go through enemy steels with ease, and crunch is for ghost types if they are still alive by the time luke gets out.
Well, that’s my team. Please rate. Thank you
 
I got your PM so I'm here to do a rate. The first thing I noticed was three Choice Scarf users, I don't expect Jirachi to be keeping it's Scarf very long but I don't think there is much a reason to have both Choice Scarf Latias and Starmie on the same team, try replacing Starmie's Choice Scarf for a Life Orb. This team needs more of a backbone and since Infernape never really switches in I don't see a lot of purpose in it being on your team, this team is causing a lot of switches though so I think spikestacking would be appreciated very much. The two most common spikestackers in OU are Skarmory and Forretress and while looking at your team I think Forretress would be more helpful over Skarmory because of it's ability to hit Rotom on the switch with Payback. The Forretress set is,

Forretress@Shed Shell
Relaxed Nature
EVs:252 HP/ 112 Atk/ 144 Def
-Spikes
-Payback
-Rapid Spin
-Explosion

So with this Forretress not only can you set up some Spikes but you can get rid of your opponent's entry hazards and hit ghosts like Rotom on the switch in. Explosion is there to take out a threat or cause some damage if Forretress is about to be KOed. Shed Shell is chosen over Leftovers because of Magnezone, a Magnezone would switch into Forretress and, thinking that it's trapped because of Magnet Pull, shoot off a Hidden Power Fire but thanks to Shed Shell you can switch in your Salamence and DD on the switch.

Speaking of Salamence another little nitpick I have is it's moveset. While Roost might be nice to have you can't touch Skarmory and since switching out of Skarmory can give it another layer of Spikes or it can Whirlwind your switch I recommend Fire Blast over Roost while changing your EV Spread to 232 Attack/ 20 Special Attack/ 252 Speed with a Naive nature over Jolly so Fire Blast isn't powered down.
 
I would have to agree with life orb over choice scarf on starmie and add thunderbolt for the boltbeam combo other than that I like skarmory personally over fortress for its ability to regain health with roost.
 
i agree with the whole entire idea with starmie using life orb, and i've used it on many teams. however, the theme of this team is tricking, and by giving a life orb to starmie would kind of defeat the point of the team. i agree that my team would greatly apreciate entry hazards, so i might get a smeargle lead over infernape, and make jirachi more offensively oriented. i also will change the set on starmie to thunder bolt over ice beam, mainly because i realized i have great coverage against dragons already. i have also changed my salamence as suggested by the fourth chaser. however, seeing as fourth chasers comments are so accurate, i will make a second team incorporating them. but for this team, are there any other suggestions
 
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