Hello everyone! I've been watching VGC content for a while but have only recently decided to get into actually playing games. I found a pretty simple looking trick room team and just started playing games. and I was hoping for some pointers on the team and where it can improve.
Calyrex-Ice @ Life Orb
Ability: As One (Glastrier)
Level: 50
Tera Type: Ice
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- High Horsepower
- Glacial Lance
- Protect
- Trick Room
Calyrex-Ice is my main method of winning games because of the absurd power of Glacial Lance. I'm not sure if it needs the extra help from life orb, but I think the damage boost helps in some cases, and it never feels like I lose too much HP thanks to the EV investment. I find myself totally walled by things like Zamazenta-C paired with pokemon that use will o' wisp, though, even with High Horsepower.
Indeedee-F @ Psychic Seed
Ability: Psychic Surge
Level: 50
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Heal Pulse
- Follow Me
- Helping Hand
I think Indeedee is the best support that Calyrex gets, at least from what little research I've done, having terrain control with Psychic Surge usually gives me an answer into opposing Miraidon but sometimes it's a bit tricky to maneuver around. I'm not too sure how common having trick room and heal pulse is, but I find that those two moves really help out Calyrex by letting me keep Calyrex safe with protect as Indeedee sets up trick room, and heal pulse keeps Calyrex healthy after Life Orb, as well as the rest of my team. I lose outright to taunts from Flutter Mane though, and I really struggle to play around that.
Incineroar @ Safety Goggles
Ability: Intimidate
Level: 50
Tera Type: Water
EVs: 244 HP / 4 Atk / 140 Def / 116 SpD
Impish Nature
IVs: 0 Spe
- Fake Out
- Parting Shot
- Flare Blitz
- Knock Off
I've seen what the cat can do, and I think I'd be silly not to have it on a team where I switch around really often. Fake out is pretty shaky though, since Indeedee outright blocks it with psychic terrain, though I'm not sure if its worth replacing the move for something like Taunt to further disrupt or go for a damaging move like Close Combat to fight off any Zamazenta-C or tera dark Flutter Mane. I think this is the pokemon I bring to every fight, though I'm not sure if that's the best.
Hatterene @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 52 SpD
Bold Nature
IVs: 0 Atk / 0 Spe
- Calm Mind
- Draining Kiss
- Psychic Noise
- Mystical Fire
Hatterene is the team member I'm most iffy on. I have it on the team since I remember it to be a strong trick room sweeper from when i played doubles in SS, but I don't find myself bringing it often to battles. It does good damage and Magic Bounce is a helpful ability to have in the back, but i find Hatterene hard to safely pivot into where it will be useful. I'm not sure what other pokemon would slot in here better, but I don't feel like Hatterene is the right fit for my team.
Torkoal @ Heat Rock
Ability: Drought
Tera Type: Fire
EVs: 248 HP / 36 Def / 224 SpD
Calm Nature
IVs: 0 Spe
- Overheat
- Rapid Spin
- Eruption
- Will-O-Wisp
Torkoal is super useful and I bring it very often, especially against Kyogre teams to pressure weather control. Torkoal is incredibly strong as a tera fire sweeper in the sun with eruption, but also as a switch-in nuke for pokemon on the other side, and really helps me check Zamazenta-C if I use it carefully. Though, i'm not so good as to safely bring it in all the time, so I don't think I'm getting the most out of it. I rarely find a good use for Rapid Spin and wonder if there is a better alternative for damage, coverage, or support.
Necrozma-Dusk-Mane @ Heavy-Duty Boots
Ability: Prism Armor
Tera Type: Fire
EVs: 176 HP / 76 Atk / 204 Def / 52 SpD
Relaxed Nature
IVs: 0 Spe
- Photon Geyser
- Sunsteel Strike
- Tera Blast
- Swords Dance
Probably the weirdest pokemon I've ever tried to slot into a trick room team, but I've found it actually works really well. Against Zamazenta-C it threatens with tera fire Tera Blast and combos well with Torkoal's drought, and also works as a lead with Indeedee if i decide to play an anti-trick room setup and leave Calyrex behind. It's main strength comes from setting up with Swords Dance and playing both sides, since it is slow enough to work against speed-control teams under trick room, but also fast enough to be able to outspeed trick room teams with Indeedee's counter-trick room.
I find myself struggling the most against Zamazenta-C and Miraidon teams, I usually end up overpowered and stalled out of trick room. I'd really appreciate any tips and suggestions. Thanks a bunch in advance!
Calyrex-Ice @ Life Orb
Ability: As One (Glastrier)
Level: 50
Tera Type: Ice
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- High Horsepower
- Glacial Lance
- Protect
- Trick Room
Calyrex-Ice is my main method of winning games because of the absurd power of Glacial Lance. I'm not sure if it needs the extra help from life orb, but I think the damage boost helps in some cases, and it never feels like I lose too much HP thanks to the EV investment. I find myself totally walled by things like Zamazenta-C paired with pokemon that use will o' wisp, though, even with High Horsepower.
Indeedee-F @ Psychic Seed
Ability: Psychic Surge
Level: 50
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Heal Pulse
- Follow Me
- Helping Hand
I think Indeedee is the best support that Calyrex gets, at least from what little research I've done, having terrain control with Psychic Surge usually gives me an answer into opposing Miraidon but sometimes it's a bit tricky to maneuver around. I'm not too sure how common having trick room and heal pulse is, but I find that those two moves really help out Calyrex by letting me keep Calyrex safe with protect as Indeedee sets up trick room, and heal pulse keeps Calyrex healthy after Life Orb, as well as the rest of my team. I lose outright to taunts from Flutter Mane though, and I really struggle to play around that.
Incineroar @ Safety Goggles
Ability: Intimidate
Level: 50
Tera Type: Water
EVs: 244 HP / 4 Atk / 140 Def / 116 SpD
Impish Nature
IVs: 0 Spe
- Fake Out
- Parting Shot
- Flare Blitz
- Knock Off
I've seen what the cat can do, and I think I'd be silly not to have it on a team where I switch around really often. Fake out is pretty shaky though, since Indeedee outright blocks it with psychic terrain, though I'm not sure if its worth replacing the move for something like Taunt to further disrupt or go for a damaging move like Close Combat to fight off any Zamazenta-C or tera dark Flutter Mane. I think this is the pokemon I bring to every fight, though I'm not sure if that's the best.
Hatterene @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 52 SpD
Bold Nature
IVs: 0 Atk / 0 Spe
- Calm Mind
- Draining Kiss
- Psychic Noise
- Mystical Fire
Hatterene is the team member I'm most iffy on. I have it on the team since I remember it to be a strong trick room sweeper from when i played doubles in SS, but I don't find myself bringing it often to battles. It does good damage and Magic Bounce is a helpful ability to have in the back, but i find Hatterene hard to safely pivot into where it will be useful. I'm not sure what other pokemon would slot in here better, but I don't feel like Hatterene is the right fit for my team.
Torkoal @ Heat Rock
Ability: Drought
Tera Type: Fire
EVs: 248 HP / 36 Def / 224 SpD
Calm Nature
IVs: 0 Spe
- Overheat
- Rapid Spin
- Eruption
- Will-O-Wisp
Torkoal is super useful and I bring it very often, especially against Kyogre teams to pressure weather control. Torkoal is incredibly strong as a tera fire sweeper in the sun with eruption, but also as a switch-in nuke for pokemon on the other side, and really helps me check Zamazenta-C if I use it carefully. Though, i'm not so good as to safely bring it in all the time, so I don't think I'm getting the most out of it. I rarely find a good use for Rapid Spin and wonder if there is a better alternative for damage, coverage, or support.
Necrozma-Dusk-Mane @ Heavy-Duty Boots
Ability: Prism Armor
Tera Type: Fire
EVs: 176 HP / 76 Atk / 204 Def / 52 SpD
Relaxed Nature
IVs: 0 Spe
- Photon Geyser
- Sunsteel Strike
- Tera Blast
- Swords Dance
Probably the weirdest pokemon I've ever tried to slot into a trick room team, but I've found it actually works really well. Against Zamazenta-C it threatens with tera fire Tera Blast and combos well with Torkoal's drought, and also works as a lead with Indeedee if i decide to play an anti-trick room setup and leave Calyrex behind. It's main strength comes from setting up with Swords Dance and playing both sides, since it is slow enough to work against speed-control teams under trick room, but also fast enough to be able to outspeed trick room teams with Indeedee's counter-trick room.
I find myself struggling the most against Zamazenta-C and Miraidon teams, I usually end up overpowered and stalled out of trick room. I'd really appreciate any tips and suggestions. Thanks a bunch in advance!