Twisted Dimensions

Hey guys!
Alright, although this is my first post ever on Smogon, I've been lurking on here for a long time, so ...yeah. I've been playing around with Trick Room lately and it's actually quite fun as opposed to the numerous weather teams that I used to use. The problem with Trick Room is that once the Pokemon with Trick Room vanishes, the team collapses. This is why I tried to incorporate some sort of late game pivot into my team, and whether it works or not is up to you guys to decide.

So onto my team.
Changes will be done in blue font


Twisted
Dimensions




At a glance
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As you can probably tell, this team is actually really reliant on Trick Room T_T Thing is, once Trick Room goes down, the team essentially changes into a bad stall team. Key point I want you guys to comment on is what I could do to make this team function better outside of Trick Room or what other Pokemon I could use to make this team better.

In-depth



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Anonymous(Porygon2)

Anonymous (Porygon2) @ Eviolite
Trait: Trace
EVs: 252 HP / 184 Def / 72 SDef
Bold Nature (+Def, -Atk)
- Thunderbolt
- Ice Beam
- Trick Room
- Recover

Here we go, an extremely bulky cyber duck that activates the team. This is obviously one of the important Pokemon in my team as it is generally able to successfully set up Trick Room. I wasn't sure whether to use Trace or Download here because Trace has the advantage of nabbing some decent abilities whereas Download allows the duck to be a potential threat. The EVs allow it take hits from both ends on the spectrum which means that I won't be concerned that a team consisting of both Scizor and Rotom-W will sweep my team (Although I'd need to be very careful).

BoltBeam coverage should be fairly self-explanatory, having almost perfect coverage in the metagame. Trick Room is pretty obvious, and
Recover is crucial as Porygon2 and Dusclops serve as defensive pivots in this team. I prefer Recover over Hidden Power Fire because without Recover, Porygon-2 is gone after say... tanking a Superpower from a CB Scizor.

I have been thinking whether to replace Porygon-2 as I've noticed that this team is very weak to Trick, a move that cripples both of my defensive pivots.



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Silence (Dusclops)

Silence (Dusclops) (M) @ Eviolite
Trait: Pressure
EVs: 252 HP / 80 Def / 176 SDef
Calm Nature (+SDef, -Atk)
- Will-O-Wisp
- Pain Split
- Night Shade
- Trick Room


Ah, Dusclops, the Pokemon that was once utterly pathetic but metamorphosed into one of the metagame's most bulkiest Pokemon.
As I mentioned before, Dusclops and Porygon2 are the defensive pivots in my team. Dusclops' monstrous defenses (474 def and 561 spdef) is nothing to be laughed at and if the opponent is burned, then Dusclops' defence essentially doubles. Unless I get haxed with a critical hit, Dusclops is able to tank many many boosted moves such as a Rotom-W's Hydro Pump in rain (Deals roughly 55 - 67%) and Pain Split to heal itself. I can guarantee setting up Trick Room with Clops barring Taunt and just troll the opponent's team with Will-o-Wisp and Pain Split.

Will-o-Wisp cripples physical attackers that may be a threat or attempt to set up on Dusclops and also provides residual damage. I can't stress how many times the presence of Will-o-Wisp has forced switches and turned the game to my favor. Pain Split is amazing as a result of Dusclops' base 40 HP stat and its massive defenses. It allows Dusclops to regain a majority of its HP back once it tanks a hit and cause the opponent to lose a significant amount of their HP. Night Shade is there so I don't become Taunt-bait and that I'm able to deal a consistent amount of damage. Trick Room ensures that my team doesn't fall apart once Porygon2 and Reuniclus faint.



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Malevolence (Nidoking)

Malevolence (Nidoking) (M) @ Life Orb​
Trait: Sheer Force
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
- Flamethrower
- Thunderbolt
- Earth Power
- Ice Beam

YEAH YOU SEE THAT, THAT'S NIDOBOSS. DO NOT UNDERESTIMATE THE NIDOBOSS. Wow. Seriously, this thing is an absolute beast in Trick Room. It has the ability to hit basically everything in the game for either super effective or neutral damage. I don't even know why people underestimate Nidoking when it has the ability to hit nearly everything hard. Sheer Force + Life Orb is amazing as it boosts all of Nidoking's moves by 1.69. That means that you're basically spamming base 150 moves off a base 85 spatk mon. That is not something that any Pokemon would like to take. I chose to put the 4 EVs into special defense merely because of the fact that Nidoking's special defense is lower than its defense >.> I didn't choose to run no speed ivs (although I'm considering it) merely because I'd still like to outspeed things like Bulky Dragonite outside of Trick Room. He is the primary sweeper in my team.

Flamethrower basically hits Mons like Scizor and Ferrothorn hard, ensuring that they will either be extremely crippled or die (Both Scizor and Ferrothorn die outside of rain, obviously. Standard Scizor will always faint in rain and CB BP is only able to deal around 50% to Nidoking). I prefer Flamethrower over Fire Blast because Nidoking can't afford to miss. If it misses, it will most likely faint. Thunderbolt is another coverage move that pretty much cripples rain teams providing they don't have Aqua Jet. Ice Beam is a coverage move that stops me from getting crushed by Dragon Pokemon, while Earth Power is a STAB move that has the ability to cripple a Sandstorm team or a Drought team. There really isn't much to explain with Nidoking's moves. Sludge Wave and Focus Miss don't deserve a slot because Poison is a horrible attacking type and Focus Miss... well, misses.

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Grievance (Conkeldurr)

Grievance (Conkeldurr) (M) @ Flame Orb (Now swapped to Choice Band)
Trait: Guts (Iron Fist)
EVs: 120 HP / 252 Atk / 136 SDef (EVs: 252 hp / 252 Atk / 4Sdef (Correct if necessary))
Brave Nature (+Atk, -Spd)
- Bulk Up (Stone Edge)
- Drain Punch
- Mach Punch
- Earthquake

Eh to be quite honest, I'm not really that sure about this guy. I only chose to use him cause I needed a strong physical attacker that resists dark and fighting - Priority was nice too. I ran Flame Orb because I couldn't afford to waste turns when I'm under Trick Room so I chose to go for immediate power. I guess I could run Toxic Orb over it though. He is another one of my potential Trick Room sweepers and the HP lost from the burn can be replenished with Drain Punch.

Bulk Up is to just boost Conkeldurr's already massive attack and defense to even higher levels, but I do think that I could change this to a move like Stone Edge to avoid being walled by Gliscor. Mach Punch gives me much needed priority and hits pretty hard, while Drain Punch allows me to regain precious HP, is STAB, and hits hard due to the boost in power it received. I was thinking of Hammer Arm as well, but regaining HP back proved to be a lot more beneficial in the long run. Earthquake is there for coverage and for hitting anything that Drain Punch wouldn't hit.

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Passion (Heatran)

Passion (Heatran) (M) @ Air Balloon
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Earth Power
- Dragon Pulse
- Fire Blast
- Hidden Power [Ice]

Heatran in Trick Room? This is madness! Heatran is one of the Pokemon that allows this team to survive once I lose Trick Room permanently. Heatran has amazing natural bulk and a high Sp. atk. It checks many threats in the metagame such as Breloom (252 atk Technician Mach Punch can't kill a Heatran without boosts), Conkeldurr, Reuniclus (To an extent), Dragonite, and Salamence.

Earth Power covers other Heatran and hits Tyranitar, Dragon Pulse is to hit certain dragons like Lati@s or Hydreigon harder than HP Ice can and is sort of a risk-free move to use. Fire Blast is STAB and hits mighty hard with Heatran's base 130 Sp. Atk. while Hidden Power Ice is there to decimate Landorus, Gliscor, and various dragons that may otherwise walk over this team.

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Delusion (Reuniclus)

Delusion (Reuniclus) (M) @ Life Orb
Trait: Magic Guard
EVs: 192 HP / 64 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Focus Blast
- Trick Room
- Shadow Ball
- Psyshock

Reuniclus and Conkeldurr make a formidable pair, both countering each others' weaknesses. I run no speed ivs so I'm able to outpace basically every Pokemon once Trick Room is up. Scizor does become a problem once Trick Room wears off though. The main problem with Trick Room is the fact that most of its users are Psychic type >.> Life orb Reuniclus deals a truckload of damage to basically anything. It has an 87.5% chance of OHKOing Specially Defensive Tyranitar in Sandstorm with Focus Miss, 2HKOs other Reuniclus with Shadow Ball providing that they haven't set up yet, and 2HKOs Lati@s with Shadow Ball. Due to Reuniclus' threatening presence, it can successfully set up Trick Room. Reuniclus is another one of those Pokemon that still functions well outside of Trick Room.


Focus Blast is to nail steels and rock types while Shadow Ball is mainly used to be a risk free move, though it does have the ability to 2-3 HKO many prominent threats in OU, and I used Psyshock over Psychic to deal damage to specially orientated Pokemon or Blissey. Trick Room's use is pretty much listed above.




Anyways, that's my attempt at a Trick Room team and I'd like you guys to post feedback so long as it's constructive. While I was testing this team, I did realize that the team has nearly no physical attackers and that I'm quite weak to status/Trick. Drizzle teams are also pretty irritating to deal with due to the boosted Hydro Pumps, Hurricanes, and Thunders that are everywhere.


Exportable
Anonymous (Porygon2) @ Eviolite Trait: Trace
EVs: 252 HP / 184 Def / 72 SDef
Bold Nature (+Def, -Atk)
- Thunderbolt
- Ice Beam
- Trick Room
- Recover
Delusion (Reuniclus) (M) @ Life Orb
Trait: Magic Guard
EVs: 192 HP / 64 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Focus Blast
- Trick Room
- Shadow Ball
- Psyshock
Passion (Heatran) (M) @ Air Balloon
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Earth Power
- Dragon Pulse
- Fire Blast
- Hidden Power [Ice]
Silence (Dusclops) (M) @ Eviolite
Trait: Pressure
EVs: 252 HP / 80 Def / 176 SDef
Calm Nature (+SDef, -Atk)
- Will-O-Wisp
- Pain Split
- Night Shade
- Trick Room
Malevolence (Nidoking) (M) @ Life Orb
Trait: Sheer Force
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
- Flamethrower
- Thunderbolt
- Earth Power
- Ice Beam
Grievance (Conkeldurr) (M) @ Toxic Orb
Trait: Iron Fist
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd)
- Stone Edge
- Drain Punch
- Mach Punch
- Earthquake
 
This is actually a rather nice team.
Not much u can do really.
You need to play 'safe' and try to make sure to never loose all your trickroom supporters.
1 thing you could do to make this team is go for payback or stone edge over earthquake on the conkeldurr . Payback gives it excellent coverage so after 1 bulk up it could allready sweep.
 
Sometimes you're forced into a checkmate situation where you have to sacrifice one of your Pokemon though (Either to Trick or to stop a wallbreaker).

Payback is not exactly the move I'd like to be using in Trick Room, but I'm thinking of replacing Bulk Up with Stone Edge. Thing is that Conkeldurr is already at +1 with the Guts boost so I'm not quite sure whether it's necessary for it to have Bulk Up. Having EdgeQuake coverage is also pretty nifty as well. Another issue with Bulk Up is that it stalls away Trick Room >.>
 
Yes but in a situation where your trickroom supporters are dead , its gonna be a pain if you dont have bulk up.
For example bulk up +1 defence COULD save conkeldur from priority moves.
Also the +2 attack coming from a pokemon like conkeldurr kills almost everything.
EdgeQuake is nice indeed, but the most common sets (wich means they are usually the better ones) have payback/stone edge on the last slot.
Earthquake is unpredictable from a conkeldurr on the other hand but after seeing it once people know they can bring in their gengar and set up without problems.
 
I have a couple of suggestions for your team.

Some moveset changes:

In Trick Room, you don't want to waste a turn setting up, since then you will only have 2 turns left under TR. Thus I recommend forgoing Bulk Up on Conkledurr. Instead I would recommend two options, seeing that this is Dream World. Choice Band Conkledurr with Hammer Arm and Iron Fist or just replacing Bulk Up with Stone Edge. Stone Edge will allow you to hit both Ghosts and flying types and if accuracy is an issue just use Rock Slide. BTW, put Toxic Orb on that Conkledurr, since Toxic Orb will only surpass Burn Orb in damage in 3 turns. Conkledurr is only going to be in three because its TR! I used CB Conkledurr with Hammer Arm on my team and it wreaked havok. Since it will deal 20% more damage with Iron Fist, it can pretty much 2HKO anything.I know it won't be able to absorb burns now, but I think it would be more consistent in TR, they won'y be able to status you, and you they won't try since almost all Conk's have Guts.


Next, I reccommend ditching Dusclops on your team. Having a core weak to Rotom is really bad. You don't have any hazards to block either. That is why I'm going to suggest replacing it with a Tinkerbell Celebi.

Celebi @ Life Orb
Trait: Natural Cure
EVs: 232 HP / 240 SAtk / 36 Spd
Modest Nature (+SAtk, -Atk)
- Trick Room
- Leaf Storm
- Psychic
- Recover

I know what I did is essentially replace Thunder Wave with Trick Room, but I think it will work. Leaf Storm will blow Rotom-W out of the water and give a very powerful STAB. I kept the the speed because it will give you another backup in case TR is gone. Psychic will help deal with Conk easier in conjuction with PG2.

Finnally on your Porygon 2, since this is DW, have you considered Analytic in those times you won't have TR up? I don't think its a very good idea, but you seem to be in doubt of Trace. I would keep it.

Anyway if this doesn't work tell me I might be able to think of something else.
 
Geez well I'm going to keep this post relatively short to avoid losing everything that I typed from browser crashing.

Earthquake is unpredictable from a conkeldurr on the other hand but after seeing it once people know they can bring in their gengar and set up without problems.
Guts boost + Trick Room + Stone Edge ensures a KO on Gengar providing that it isn't behind a sub. Bulk Up is sorta redundant due to what ThePillsburyDoughBoy stated.

In Trick Room, you don't want to waste a turn setting up, since then you will only have 2 turns left under TR. Thus I recommend forgoing Bulk Up on Conkledurr. Instead I would recommend two options, seeing that this is Dream World. Choice Band Conkledurr with Hammer Arm and Iron Fist or just replacing Bulk Up with Stone Edge. Stone Edge will allow you to hit both Ghosts and flying types and if accuracy is an issue just use Rock Slide. BTW, put Toxic Orb on that Conkledurr, since Toxic Orb will only surpass Burn Orb in damage in 3 turns. Conkledurr is only going to be in three because its TR! I used CB Conkledurr with Hammer Arm on my team and it wreaked havok. Since it will deal 20% more damage with Iron Fist, it can pretty much 2HKO anything.I know it won't be able to absorb burns now, but I think it would be more consistent in TR, they won'y be able to status you, and you they won't try since almost all Conk's have Guts.
I'm going to ditch Bulk Up for Stone Edge most probably and run Toxic Orb, thanks. Choice Banded Conkeldurr is a nice idea and I will test it, but it's fairly easy for the opponent to realize that it's Banded with Iron Fist if I'm trying to avoid status. Trick Room can also be gradually stalled away if they catch onto the idea that I'm banded by sending in a resist after I use a certain move.

With regards to the idea of having a Tinkerbell Celebi in my team, I find it fairly interesting and will test it as well, but I become rather weak to the VoltTurn core that is becoming increasingly popular in the metagame. By scaring Celebi out with Scizor, the opponent will be able to gain momentum on my team by U-turning out to an appropriate counter to whatever I send out. Surprisingly, Dusclops is able to take a Banded Pursuit (50 - 60% taken) from a Scizor and threaten it back with Will-o-Wisp. It's just that Dusclops + Eviolite can tank a lot of the hits from the standard wallbreakers that we have in this metagame. Having someone that can burn the opponent is nice and the reason behind that is because there are so many hardhitting Pokemon nowadays and that constant pressure will hinder me from successfully setting up TR.
I'm normally able to play around Rotom-W so long as I avoid getting Tricked and that I'm under Trick Room. Conkeldurr, in my opinion, isn't that much of a threat unless it has Earthquake. The standard Bulk Up set with no boosts can't hit Nidoking for more than 30% with any of its moves (Payback is the only move that will deal a significant amount, and Conkeldurr outspeeds me in Trick Room) and Nidoking 2HKOs back with Earth Power.

Trick Room isn't that easy to play as most of the Pokemon that learn TR are Psychic >.>
Finnally on your Porygon 2, since this is DW, have you considered Analytic in those times you won't have TR up? I don't think its a very good idea, but you seem to be in doubt of Trace. I would keep it.
Probably in a Trick Room team, Download > Analytic purely for the fact that I'll be switching quite a lot and that I need to aim to get Trick Room to stay up for as long as possible. With that being said, Download can be fairly inconsistent though. Trace can be useless (I traced Technician once >.>) but it can also be useful if I manage to trace an ability like Water Absorb or Natural Cure. I'm not sure whether to use Trace or Download ._.

I'll be testing:
EdgeQuake Toxic Orb Conkeldurr
Banded Conkeldurr
Tinkerbell Celebi

Going to report my findings later.
 
If you find the VoltyTurn core a problem just use HP Fire. I think Celebi is actually one of the Pokemon who are best at breaking up ScizorWash, even though its 4x weak to U-turn.
 
originally posted by ThePillsburyDoughBoy: Finnally on your Porygon 2, since this is DW, have you considered Analytic in those times you won't have TR up? I don't think its a very good idea, but you seem to be in doubt of Trace. I would keep it.
I would consider having download over trace on the Porygon2 as since with a download boost the duck can actually hit quite hard. Although it is situational to an extent on the opponent it could be more useful than trace or analytical as analytical doesn't work as well when TR is up(this being a team reliant on TR) and trace is situational.
 
Eh, I tested it but Scizor in Rain can pretty much screw this team over >.> Hidden Power Fire to CB Scizor deals around 64 - 75%, which is pretty much nothing as it's going to U-turn out anyways.

I'm probably keeping the Choice Banded Conkeldurr set though. I'll edit first post.
 
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