When Pigs Flame
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Hi this is my first RMT I have read loads of them and rated some. Recently I have been trying to find a team which could get me to the top 50. I was failing miserably I came up with like 15 teams none of which won consistently. Finally a light bulb went on what is the metagame centered on? Some might say weather or dragons or the annoying poke known as Ferrothorn. You are wrong the metagame is centered on speed. Pokes run choice scarfs to outspeed their counters dragon dance and rock polish can be found on almost every team. (the exception is of course stall but I have not seen that many stall teams this gen.) So what beats speed? The answer is simple Trick Room. Some of you might think making a trick room team is easy throw 2 or 3 pokes with trick room and some slow powerful pokes together and your done. That is so wrong. A trick room team has to be able to function in and out of trick room, be able to counter the same things other teams do. Also half of your team must have the move trick room. So without further ado the team building process!
I needed someone with trick room and who packs a punch as I didn’t want to have to waste turns switching out every time I set up trick room so I went with life orb Reuniclus.
Next I wanted something which could wreck almost everything under trick room, something slow with great coverage and a high attack stat. Resisting bug and dark would be nice too. Enter Embuoo.
Enbuoo could kill just about everyone except gliscor. I needed someone who could take him on and another trickroomer would be nice. Slowbro seemed like a good fit, he walls gliscor (as long as slowbro is not poisoned) sets up trick room nicely provides a dory check and can get some surprise kills though he is weak with no investment.
Gliscor could still be a problem so I wanted someone who could get some surprise kills with ice moves while still having good coverage. Tangrowth has done amazingly well he kills bulky waters and surprises things with earthquake and hp ice. Sleep powder rounds out his set.
I wanted a third trick roomer one who could function as a lead and preferably physically based. Gallade joined the team.
Finally I wanted someone who could deal with bulky ghosts, screw dragonites multi scale and be a good mixed attacking lure. Tyranitar fit the
bill perfectly.
Tangrowth was working well but his synergy was not good at all. I tried out SD scizor and he did a great job patching up my weaknesses to bug and ghost as well as providing me with a secondary check to Jarooda. However I found that he was easily walled by things like gyarados, skarmory, heatran and gliscor and no matter how I played it more often then not he would get trapped by shadow tag shandy. Also I lost my ability to destroy bulky waters, wish vaporeon in particular became troublesome as the only super effective move I have now that tangrowth is gone is Emboar's wild bolt. I am going to test a mixed elektross set with thunderbolt, flamethrower, hp ice, and brick break as he can kill off bulky waters and is difficult to wall as well as sporting the advantage of having a whopping 0 weaknesses! He dosnt add much synergy wise but he dosnt detract from the synergy either and the ability to kill bulky waters will, I think prove invaluable. Elektross was bad. So I was back to needing a steel type which could kill bulky waters. First I thought of Magnezone as his thunderbolts annihilate bulky waters but he is walled effortlessly by either ground types or nattorei depending on whether he has Hp ice or fire. Blissey also annihilates him. So I finally realized that nattorei was the perfect fit.
Now on to the good stuff, the in depth descriptions!
Note: all pokes have 0 speed IVs
Tyranitar@life orb
Ability: Sand Stream
Nature: Brave (+attack -speed)
252 attack 252 special attack 4 defence
Crunch
Stone edge
Fire blast
Ice beam
Analysis: Tyranitar is my fake lead, he is a big enough threat that sometimes they change their lead to counter him and most of his hard counters are dealt with fairly well by gallade. He also almost insures that they will not lead with a ghost type, expecially shandera, making gallades job easier. I like to bring in tyranitar on choice locked shanderas, weak special attackers, when his sandstorm is needed( like if I see multi scale dragonite in team preview) or to wreck shit under trick room. These moves allow him to utilize his nice dark rock stab while checking his counter like skarmory, nattorei and gliscor with fire blast and ice beam. He hits very hard with max/max offensive stats backed up by life orb. The pokes which really stop him are fighting types as they can dish out quad effective moves while resisting his dual stabs. Good synergy with reuniclus and tangrowth.
Gallade@lum berry
Ability: Justified
Nature: Brave (+attack -speed)
252 attack 96 HP 80 special defence 80 defence
Trick Room
Close Combat
Psycho Cut
Destiny Bond
Analysis: Gallade is my true “lead” (A 100% lead doesn’t really exist this gen due to team preview). I try to set up trick room with him and then either fire off a powerful close combat or switch to an appropriate counter. Psycho shock is there to hit the omnipresent fighting types this gen has brought us. The lum berry obviously stops him fom being sleeped by the likes of roserade and smeargle but also prevents unwanted burns from the ghost types who love to switch in on him. Destiny bond is a nice panic button and can be quite useful with trick room up if they have an attacking lead as they attack on turn 1 gallade almost always survives and sets up trick room then uses destiny bond as he is kod. Gallade can also be useful midgame as a fighting type check and destiny bonder. If anyone knows a better ev spread please tell me, the hp is to survive 3 night shades/seismic tosses. Justified over steadfast as speed boosts wont help me and the occasional attack boost off of a dark move aimed at reuniclus or slowbro is nice.
Reuniclus@life orb
Ability: Magic Guard
Nature: Quiet (+special attack -speed)
252 Special attack 160 HP 96 defence
Trick Room
Psycho Shock
Focus Blast
Shadow Ball
Analysis: Reuniclus is another trick roomer. He is pretty bulky with 401/210/206 defenses. I’m sure all of you know how great magic guard is especially on life orb reuniclus. Psycho shock for stab, blissey and the abundant fighting types. Shadow ball hits ghosts and other psychic types hard and focus blast rounds out the set giving reuniclus an answer to tyranitar, it has a chance to ko even max/max positive spec. def nature in the sand! Focus blast also hits ferrothorn and steel types in general hard. Reuniclus’s job is to get up trick room and hit hard under it. He has great synergy with tyranitar.
Slowbro@leftovers
Ability: Regeneration
Nature: Relaxed (+defence -speed)
252 HP 252 Def. 4 Spec. attack
Trick Room
Scald
Ice Beam
Flamethrower
Analysis: Slowbro is my final trick roomer. He is extremely physically bulky, as an example Slowbro has only a slight chance to be ohkod by a +2 outrage from jolly life orb garchomp . I picked slowbro over dusknoir and cresselia, the 2 other main trick room physical walls for a few reasons. First off is regeneration which heals about a third of his hp each time he switches out. The other nice thing about slowbro is that he can actually ko physical threats like excadrill, garchomp, landorus, salamence, and scizor with the appropriate while cresselia and dusknoir have to burn and stall them out. Ice beam for dragons, flamethrower for scizor, genesekuto and nattorei, scald for stab and excadrill. He is also a great gliscor check after they have flung their toxic orb.
Enbuoo@life orb
Ability: Reckless
Nature: Brave (+attack -speed)
252 Att. 232 hp 24 def.
Flare Blitz
Hammer Arm
Head Smash
Wild Charge
Analysis: This is probably the most important member of my team. It is my check to scizor and volcarona out of trick room who other wise dominate my team with trick room down. Flare blitz is amazingly strong with stab reckless and life orb it is effectively a base 280 power move! Hammer arm provides a secondary stab, head smash is a good move for flying types and shandera as well as my move of choice if I expect a switch but I am not sure what It will be. Head smash ohkos 4/0 latios with life orb. Wild charge is for bulky waters not named swampert. Enbuoo dies pretty quickly with life orb sandstorm and recoil but he wrecks havoc while he is alive under trick room. He is my one and only bug resist. I generally save emboar as long as possible unless I am playing with team preview and see that they don’t have any threatening bug types. Evs give him high hp for surviving residual damage while putting him right under a life orb number the exta evs are pumped into defence.
Ferrothorn@life orb
Ability: Iron Barbs
Nature: Brave (+attack -speed)
252 Att. 80 Hp 178 spec. def.
Power whip
Bulldoze
Gyro Ball
Swords dance
Analysis: This spot was occupied first by Tangrowth then Scizor and now Ferrothorn who combines their roles. Tangrowth was great at eliminating bulky waters but added unwanted weaknesses to the team. Scizor was great typewise but was walled too easily. Ferrothorn combines their roles, eliminating bulky while providing important resistances and high defences for my team. With this set he scores kos on bulky waters like vaporeon and all but the most defensive suicunes. Gyro ball hits anything with semidecent (base 60 ish and up) speed very hard and bulldoze kills fires (especially chandelure) after a swords dance as well as koing non balloon heatran. With the given evs he is never 2hkod by specs draco meteors from timid latios before the special attack drop. So I have something which can switch in safely to powerful dragon attacks.






































































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