Introduction
Hello! My name(?) is orchid, long time battler, first time poster, and im here to get some rating and help on a new trick room team ive absolutely fell in love with. After experimenting with some crazy trick room variants (Hail+Trick Room late-game Glaceon sweep) I've finally settled on a offensively orientated trick room team that's had some modicums of success, at least in the lower ladder!
At a Glance
An In-Depth Look
Jellicent @ Leftovers
Trait: Water Absorb
EVs: 252 SDef / 252 HP / 4 SAtk
Sassy Nature
IVs: 0 Spd
- Trick Room
- Will-O-Wisp
- Recover
- Scald
A huge tank and one of my Trick roomers, Jellicent is a huge weapon on this team, able to even take on Hydregion without a sweat. Combined with Reuniclus, the two make a surprisingly decent combination. I chose to keep wow as well as scald just due to the fact that having a guaranteed burn is almost too critical to pass up against foes such as Breloom.
Reuniclus @ Life Orb
Trait: Magic Guard
EVs: 252 SAtk / 192 HP / 54 Def
Quiet Nature
IVs: 0 Spd
- Trick Room
-Calm Mind Recover
- Psyshock
- Shadow Ball
Act 2 of the trick room combo, Reuniclus is one hell of pain given the right circumstances. One change i made was replacing calm mind with recover, mainly because Reuniclus loves to have the instant health recovery, but also due to the fact that setting up CM's as well as keeping trick room refreshed allowed it to be set-up bait for a t-tar or a weavile to come in and shut it down. One major problem with that replacement however is the fact that without it, my team has no boosting ability, which makes itself prevalent later in the game.
Eelektross @ Expert Belt
Trait: Levitate
EVs: 252 SAtk / 64 HP / 192 Atk
Rash Nature
IVs: 30 Atk / 30 Def
- Flamethrower
- Thunderbolt
- Superpower
- Giga Drain
An underrated offensive powerhouse, Eelektross was essentially perfect for a team such as this. Having a mixed threat with huge coverage and no weaknesses has proven itself time and time again to be a major crutch for this team. Giga Drain was chosen over HP ice simply because Eelektross wouldn't be wanting to stay in on any threats it cant handle (Garchomp mainly, Flygon) and having the upper-hand on bulky water types instead of leaving them to Ferrothorn allows for another element of surprise on another already unpredictable poke.
Ferrothorn @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 168 SDef / 88 Def
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Power Whip
- Gyro Ball
- Leech Seed
Another perfect candidate for Trick room shenanigans, Ferrothorn is a great boon on a team that's a bit physically weak. Stealth rock is chosen as the only constand entry hazard due to the fact that i didn't want to be wasting too much time with entry hazards and would rather be building momentum as fast as i can.
Dragonite @ Choice Band
Trait: Multiscale
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- ExtremeSpeed
- Earthquake
- Fire Punch
- Outrage
Ah Dragonite, in my preference, one of the best dragon pokes for a trick room team. One of the main pro's i feel with Dragonite (and the whole team in general) is that while it functions perfectly well in trick room with a speed stat which, while is not low, allows it be outpaced, combined with priority, allows it to thrive without it as well. This is also the reason why it is banded, this allows for an optimum burst of power that has no inkling on the speed stat on him or his opponent.
Heatran @ Air Balloon
Trait: Flash Fire
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Earth Power
- Fire Blast
- Hidden Power [Ice]
- Taunt
Heatran, an almost perfect compliment to the Ferrothorn and the team in general. Heatran counters many pokes that would normally give the team trouble, such as Chandelure or most sun sweepers. His average speed stat also allows it, like dragonite, to function both in and out of Trick room, Heatran is also the teams premier dragon counter with Air baloon, allowing it to quash the likes of Salamence or Garchomp without breaking a sweat.
Pros
- VERY good against sun/rain teams, just a mix of Eelektross, Jellicent and Ferrothorn can usually shut down all rain threats on a team, and Heatran, D-nite and Eelektross do the same for sun teams
- Very good at building momentum even in the absence of VoltTurn
Cons
- Lack of Spinner, even with alot of mitigation of this through Reuniclus and Eelektross, with the ammount of checks and counters on this team switching happens quite a lot, and it really racks up
- Weak against sand and Hail teams, Dragonite really suffers from this, even though i have plenty of methods of dealing with hippo or T-tar, it's still painful to never have multiscale up, and Jellicent and Eelektross still suffer from this
At this point im just trying to find some help and tips on how to make this team better!
Thanks so much!
Hello! My name(?) is orchid, long time battler, first time poster, and im here to get some rating and help on a new trick room team ive absolutely fell in love with. After experimenting with some crazy trick room variants (Hail+Trick Room late-game Glaceon sweep) I've finally settled on a offensively orientated trick room team that's had some modicums of success, at least in the lower ladder!
At a Glance
An In-Depth Look
Jellicent @ Leftovers
Trait: Water Absorb
EVs: 252 SDef / 252 HP / 4 SAtk
Sassy Nature
IVs: 0 Spd
- Trick Room
- Will-O-Wisp
- Recover
- Scald
A huge tank and one of my Trick roomers, Jellicent is a huge weapon on this team, able to even take on Hydregion without a sweat. Combined with Reuniclus, the two make a surprisingly decent combination. I chose to keep wow as well as scald just due to the fact that having a guaranteed burn is almost too critical to pass up against foes such as Breloom.
Reuniclus @ Life Orb
Trait: Magic Guard
EVs: 252 SAtk / 192 HP / 54 Def
Quiet Nature
IVs: 0 Spd
- Trick Room
-
- Psyshock
- Shadow Ball
Act 2 of the trick room combo, Reuniclus is one hell of pain given the right circumstances. One change i made was replacing calm mind with recover, mainly because Reuniclus loves to have the instant health recovery, but also due to the fact that setting up CM's as well as keeping trick room refreshed allowed it to be set-up bait for a t-tar or a weavile to come in and shut it down. One major problem with that replacement however is the fact that without it, my team has no boosting ability, which makes itself prevalent later in the game.
Eelektross @ Expert Belt
Trait: Levitate
EVs: 252 SAtk / 64 HP / 192 Atk
Rash Nature
IVs: 30 Atk / 30 Def
- Flamethrower
- Thunderbolt
- Superpower
- Giga Drain
An underrated offensive powerhouse, Eelektross was essentially perfect for a team such as this. Having a mixed threat with huge coverage and no weaknesses has proven itself time and time again to be a major crutch for this team. Giga Drain was chosen over HP ice simply because Eelektross wouldn't be wanting to stay in on any threats it cant handle (Garchomp mainly, Flygon) and having the upper-hand on bulky water types instead of leaving them to Ferrothorn allows for another element of surprise on another already unpredictable poke.
Ferrothorn @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 168 SDef / 88 Def
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Power Whip
- Gyro Ball
- Leech Seed
Another perfect candidate for Trick room shenanigans, Ferrothorn is a great boon on a team that's a bit physically weak. Stealth rock is chosen as the only constand entry hazard due to the fact that i didn't want to be wasting too much time with entry hazards and would rather be building momentum as fast as i can.
Dragonite @ Choice Band
Trait: Multiscale
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- ExtremeSpeed
- Earthquake
- Fire Punch
- Outrage
Ah Dragonite, in my preference, one of the best dragon pokes for a trick room team. One of the main pro's i feel with Dragonite (and the whole team in general) is that while it functions perfectly well in trick room with a speed stat which, while is not low, allows it be outpaced, combined with priority, allows it to thrive without it as well. This is also the reason why it is banded, this allows for an optimum burst of power that has no inkling on the speed stat on him or his opponent.
Heatran @ Air Balloon
Trait: Flash Fire
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Earth Power
- Fire Blast
- Hidden Power [Ice]
- Taunt
Heatran, an almost perfect compliment to the Ferrothorn and the team in general. Heatran counters many pokes that would normally give the team trouble, such as Chandelure or most sun sweepers. His average speed stat also allows it, like dragonite, to function both in and out of Trick room, Heatran is also the teams premier dragon counter with Air baloon, allowing it to quash the likes of Salamence or Garchomp without breaking a sweat.
Pros
- VERY good against sun/rain teams, just a mix of Eelektross, Jellicent and Ferrothorn can usually shut down all rain threats on a team, and Heatran, D-nite and Eelektross do the same for sun teams
- Very good at building momentum even in the absence of VoltTurn
Cons
- Lack of Spinner, even with alot of mitigation of this through Reuniclus and Eelektross, with the ammount of checks and counters on this team switching happens quite a lot, and it really racks up
- Weak against sand and Hail teams, Dragonite really suffers from this, even though i have plenty of methods of dealing with hippo or T-tar, it's still painful to never have multiscale up, and Jellicent and Eelektross still suffer from this
At this point im just trying to find some help and tips on how to make this team better!
Thanks so much!