0.I ntroduction
1. Standard TR
2. Azumarill TR
3. Azumarill + Heatran TR
4. Slowbro + Victini - Toxtricity
5. Solwbro + Victini - Tapu Bulu
6. Slowbro + Victini - Torkoal
7. Bonus Team
1. Standard TR
2. Azumarill TR
3. Azumarill + Heatran TR
4. Slowbro + Victini - Toxtricity
5. Solwbro + Victini - Tapu Bulu
6. Slowbro + Victini - Torkoal
7. Bonus Team
0.Introduction
Okay so in these days I tried to learn the basics of Trick Room teams, who are the best setters, the best sweepers, breakers etc... also by asking advices here. I studied which are the stretegies and items, EVs spreads that are the best for a format like this and I created some teams starting with the "standard" ones and trying to vary a little, still keeping which are the "must" for this kind of battle strategy. So I collected informations online, on YouTube, here on Smogon with my previous posts and I came up with 6 (+1 little variant) teams: three with the "standard" setters and sweepers and three with more niche Pokémons that are still very valid. I wanted to ask advice on which one should I privilege and improve to maybe make it my competitive team to use online in tournaments because I just can't decide which I like more, and maybe cutting some superificial elements that perhaps will work less. Shortly said, which is the best team that I can create by assembling a complete puzzle in which the pieces are Pokémons picked by these teams, to reducing them from 7 to maybe 1 or 2 (clarifying that I'm a beginner and I started approaching competitive Pokemon and team building like, few months ago)
1.Standard Trick Room
Hatterene
Hatterene @ Focus Sash
Ability: Magic Bounce
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Mystical Fire
- Psyshock
- Healing Wish
I learned to know this mon. Her Magic Bounce ability and Healing Wish were a discovery for me and now I've made her pretty much a must on many of these teams. The Sash also allows her to resist in often crucial moments and her high special attack allows it to have good coverage against Fighting and Grass type, always threatening.
Cresselia
Cresselia @ Mental Herb
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Moonlight
- Lunar Dance
Another similar Hatterene, another must for this team, another discovery for me. The second of the three Trick Room setters, she allows me to heal more fragile elements of the team like Crawdaunt and her EVs spreads to make her even more tank allow her to mate well with Hatterene. Again, good coverage with her Ice Beam
Porygon 2
Porygon2 @ Eviolite
Ability: Trace
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Magic Coat
- Teleport
- Recover
The mon I'm most confident with for now. I've used them before with other teams but with Download, which I realized was a bit too gambling, as opposed to the much more usable Trace, which people suggested me to change. The last of the setters, is probably the one that most allows me to re-enter them the ball in the "safest" way thanks to Teleport. I have yet to learn how to use Magic Coat well, but its EVs and Recovers allow them to work very well even in double to withstand most hits (kudos to Eviolite)
Marowak-Alola
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Poltergeist
- Swords Dance
- Earthquake
One of the three monsters that the Trick Room setup is built around. Thick Club and SD allow him to wipe out any opponent, especially those usually threatening in these situations like Rillaboom or Dragapult. He also has good defense, and Earthquake adds that extra type of coverage that is always handy
Melmetal
Melmetal @ Choice Band
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 SpD
Brave Nature
IVs: 0 Spe
- Double Iron Bash
- Earthquake
- Superpower
- Thunder Punch
I've always used Melmetal as a tank, probably wrong. I mean, he has very good defenses and works with just about anyone, but I had never considered him as a sweeper / attacker. I've always used Golurk before him who works very similarly (sharing the same ability too), so it wasn't too traumatic to switch to this big guy. The pure Steel type gives him even fewer weaknesses than Golurk, and the Choice Band gives him that extra attack that combined with the elemental punches makes him a 10/10. Thunder Punch also helps against the water types that Alolawak doesn't get along well with
Crawdaunt
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet
Probably the second most chosen mon in Trick Room teams after Alola's Marowak, or at least that I seemed to have guessed. It doesn't surprise me. SD and Aqua Jet which almost always has priority also helps in those critical moments in which the Trick Room isn't set
2. Azumarill Trick Room
Since the duplicates have the same sets that you can see above, I will only transcribe them under spoiler, otherwise the post will be uselessly longer than it will already be
Azumarill
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Aqua Jet
- Play Rough
- Belly Drum
- Knock Off
I wanted to try to alternate Crawdaunt with Azumarill in this almost identical team to see how it performed. And he didn't disappoint me. I don't know who I prefer between the two, honestly I find them both excellent, both with a wonderful typing in my opinion
3. Azumarill + Heatran
Heatran
Heatran @ Choice Specs
Ability: Flash Fire
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Magma Storm
- Earth Power
- Flash Cannon
the Melmetal-like of the situation. Again, I had a great time with both, Heatran works with both the Balloon and Choice Specs, and she has very good defenses too. Perhaps the typing is a little more disadvantaged, the only thing that has to envy to Melmetal
4.Slowbro + Victini - Toxtricity
Slowbro
Slowbro @ Colbur Berry
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Teleport
- Trick Room
- Body Press
- Slack Off
Victini
Victini @ Iron Ball
Ability: Victory Star
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- V-create
- Trick Room
- Final Gambit
- Bolt Strike
Conkeldurr
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Close Combat
- Mach Punch
- Knock Off
- Facade
This is where the slightly more "niche" Trick Room sweepers begin. I wanted to try to inform myself and build something with different fighters, and this guy works perfectly. He saved me several games and thanks to Mach Punch he was often able to neutralize Sash and several mon opponents with low HP even when the Trick Room wasn't on. Even against common threats like Landorus-Therian with Intimidate still his attack was enough to do some massive damage, and I had a lot of fun testing it.
Toxtricity
Toxtricity @ Choice Specs
Ability: Punk Rock
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Overdrive
- Boomburst
- Snarl
- Volt Switch
I haven't seen him used around much, but some teams included him in lineup with some Trick Room setters too, so I wanted to give it a try. This thing with Specs and Overdrive in some matches has solo-ed half or more of the opposing team. The only thing that made me turn up my nose a bit is that even with 0 IVs and the nature that lowers Speed still remain quite fast, which sometimes makes him more vulnerable, which is why it is not often seen around with this setup
5. Slowbro + Victini - Tapu Bulu
Tapu Bulu
Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 252 Def / 4 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Horn Leech
- Close Combat
- Stone Edge
Another small variation to the previous team to replace Toxtricity. Being slow he doesn't have that problem that Toxtricity sometimes created me and his particular coverage makes him a very good utility
6. Slowbro + Victini - Torkoal
Torkoal
Torkoal @ Choice Specs
Ability: Drought
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Eruption
- Heat Wave
- Earth Power
- Protect
I found Torkoal and Dhelmise extremely niche mons, especially because they are surpassed by other more similar and versatile mon like Heatran and Alolawak, but that didn't stop me from doing some testing. Torkoal's pure typing takes away those pesky extra weaknesses of the two mentioned above, plus his ability and Specs allow him to do massive damage, also pairing very well with Victini's V-Create
Dhelmise
Dhelmise @ Choice Band
Ability: Steelworker
EVs: 252 Atk / 252 Def / 4 SpD
Brave Nature
IVs: 0 Spe
- Poltergeist
- Power Whip
- Switcheroo
- Swords Dance
I his style much similar to both Tapu Bulu and Alolawak, but less offensive. It is not bad at all, moreover the typing practically opposite to Torkoal offers that resistance to the Water type to which the latter is weak, while Torkoal and Crawdaunt cover Dhelmise with the resistance to the Fire type, allowing it to mate very well
7.BONUS
Same team, but with elements mixed from the previous teams to try to cover as mush types as possible. Let me know what you think
If you made until here, congratulations! And thank you so much for having spent your time reading this long post :D every comment and critique will be appreciated, expecially if you want so suggest me what I should/shouldn't do with these teams, I will be very glad to read everyone of you that are certainly more expert than me. And if you don't want, thank you as well for sticking around, have a great day. Bye <3
Okay so in these days I tried to learn the basics of Trick Room teams, who are the best setters, the best sweepers, breakers etc... also by asking advices here. I studied which are the stretegies and items, EVs spreads that are the best for a format like this and I created some teams starting with the "standard" ones and trying to vary a little, still keeping which are the "must" for this kind of battle strategy. So I collected informations online, on YouTube, here on Smogon with my previous posts and I came up with 6 (+1 little variant) teams: three with the "standard" setters and sweepers and three with more niche Pokémons that are still very valid. I wanted to ask advice on which one should I privilege and improve to maybe make it my competitive team to use online in tournaments because I just can't decide which I like more, and maybe cutting some superificial elements that perhaps will work less. Shortly said, which is the best team that I can create by assembling a complete puzzle in which the pieces are Pokémons picked by these teams, to reducing them from 7 to maybe 1 or 2 (clarifying that I'm a beginner and I started approaching competitive Pokemon and team building like, few months ago)
1.Standard Trick Room
Hatterene
Hatterene @ Focus Sash
Ability: Magic Bounce
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Mystical Fire
- Psyshock
- Healing Wish
I learned to know this mon. Her Magic Bounce ability and Healing Wish were a discovery for me and now I've made her pretty much a must on many of these teams. The Sash also allows her to resist in often crucial moments and her high special attack allows it to have good coverage against Fighting and Grass type, always threatening.
Cresselia
Cresselia @ Mental Herb
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Moonlight
- Lunar Dance
Another similar Hatterene, another must for this team, another discovery for me. The second of the three Trick Room setters, she allows me to heal more fragile elements of the team like Crawdaunt and her EVs spreads to make her even more tank allow her to mate well with Hatterene. Again, good coverage with her Ice Beam
Porygon 2
Porygon2 @ Eviolite
Ability: Trace
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Magic Coat
- Teleport
- Recover
The mon I'm most confident with for now. I've used them before with other teams but with Download, which I realized was a bit too gambling, as opposed to the much more usable Trace, which people suggested me to change. The last of the setters, is probably the one that most allows me to re-enter them the ball in the "safest" way thanks to Teleport. I have yet to learn how to use Magic Coat well, but its EVs and Recovers allow them to work very well even in double to withstand most hits (kudos to Eviolite)
Marowak-Alola
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Poltergeist
- Swords Dance
- Earthquake
One of the three monsters that the Trick Room setup is built around. Thick Club and SD allow him to wipe out any opponent, especially those usually threatening in these situations like Rillaboom or Dragapult. He also has good defense, and Earthquake adds that extra type of coverage that is always handy
Melmetal
Melmetal @ Choice Band
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 SpD
Brave Nature
IVs: 0 Spe
- Double Iron Bash
- Earthquake
- Superpower
- Thunder Punch
I've always used Melmetal as a tank, probably wrong. I mean, he has very good defenses and works with just about anyone, but I had never considered him as a sweeper / attacker. I've always used Golurk before him who works very similarly (sharing the same ability too), so it wasn't too traumatic to switch to this big guy. The pure Steel type gives him even fewer weaknesses than Golurk, and the Choice Band gives him that extra attack that combined with the elemental punches makes him a 10/10. Thunder Punch also helps against the water types that Alolawak doesn't get along well with
Crawdaunt
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet
Probably the second most chosen mon in Trick Room teams after Alola's Marowak, or at least that I seemed to have guessed. It doesn't surprise me. SD and Aqua Jet which almost always has priority also helps in those critical moments in which the Trick Room isn't set
2. Azumarill Trick Room
Since the duplicates have the same sets that you can see above, I will only transcribe them under spoiler, otherwise the post will be uselessly longer than it will already be
Hatterene
Hatterene @ Focus Sash
Ability: Magic Bounce
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Mystical Fire
- Psyshock
- Healing Wish
Hatterene @ Focus Sash
Ability: Magic Bounce
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Mystical Fire
- Psyshock
- Healing Wish
Cresselia
Cresselia @ Mental Herb
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Moonlight
- Lunar Dance
Cresselia @ Mental Herb
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Moonlight
- Lunar Dance
Porygon 2
Porygon2 @ Eviolite
Ability: Trace
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Magic Coat
- Teleport
- Recover
Porygon2 @ Eviolite
Ability: Trace
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Magic Coat
- Teleport
- Recover
Marowak-Alola
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Poltergeist
- Swords Dance
- Earthquake
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Poltergeist
- Swords Dance
- Earthquake
Melmetal
Melmetal @ Choice Band
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 SpD
Brave Nature
IVs: 0 Spe
- Double Iron Bash
- Earthquake
- Superpower
- Thunder Punch
Melmetal @ Choice Band
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 SpD
Brave Nature
IVs: 0 Spe
- Double Iron Bash
- Earthquake
- Superpower
- Thunder Punch
Azumarill
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Aqua Jet
- Play Rough
- Belly Drum
- Knock Off
I wanted to try to alternate Crawdaunt with Azumarill in this almost identical team to see how it performed. And he didn't disappoint me. I don't know who I prefer between the two, honestly I find them both excellent, both with a wonderful typing in my opinion
3. Azumarill + Heatran
Hatterene
Hatterene @ Focus Sash
Ability: Magic Bounce
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Mystical Fire
- Psyshock
- Healing Wish
Hatterene @ Focus Sash
Ability: Magic Bounce
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Mystical Fire
- Psyshock
- Healing Wish
Cresselia
Cresselia @ Mental Herb
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Moonlight
- Lunar Dance
Cresselia @ Mental Herb
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Moonlight
- Lunar Dance
Porygon 2
Porygon2 @ Eviolite
Ability: Trace
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Magic Coat
- Teleport
- Recover
Porygon2 @ Eviolite
Ability: Trace
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Magic Coat
- Teleport
- Recover
Marowak-Alola
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Poltergeist
- Swords Dance
- Earthquake
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Poltergeist
- Swords Dance
- Earthquake
Heatran @ Choice Specs
Ability: Flash Fire
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Magma Storm
- Earth Power
- Flash Cannon
the Melmetal-like of the situation. Again, I had a great time with both, Heatran works with both the Balloon and Choice Specs, and she has very good defenses too. Perhaps the typing is a little more disadvantaged, the only thing that has to envy to Melmetal
Azumarill
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Aqua Jet
- Play Rough
- Belly Drum
- Knock Off
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Aqua Jet
- Play Rough
- Belly Drum
- Knock Off
Slowbro
Slowbro @ Colbur Berry
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Teleport
- Trick Room
- Body Press
- Slack Off
Cresselia
Cresselia @ Mental Herb
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Moonlight
- Lunar Dance
Cresselia @ Mental Herb
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Moonlight
- Lunar Dance
Victini
Victini @ Iron Ball
Ability: Victory Star
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- V-create
- Trick Room
- Final Gambit
- Bolt Strike
Marowak-Alola
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Poltergeist
- Swords Dance
- Earthquake
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Poltergeist
- Swords Dance
- Earthquake
Conkeldurr
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Close Combat
- Mach Punch
- Knock Off
- Facade
This is where the slightly more "niche" Trick Room sweepers begin. I wanted to try to inform myself and build something with different fighters, and this guy works perfectly. He saved me several games and thanks to Mach Punch he was often able to neutralize Sash and several mon opponents with low HP even when the Trick Room wasn't on. Even against common threats like Landorus-Therian with Intimidate still his attack was enough to do some massive damage, and I had a lot of fun testing it.
Toxtricity
Toxtricity @ Choice Specs
Ability: Punk Rock
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Overdrive
- Boomburst
- Snarl
- Volt Switch
I haven't seen him used around much, but some teams included him in lineup with some Trick Room setters too, so I wanted to give it a try. This thing with Specs and Overdrive in some matches has solo-ed half or more of the opposing team. The only thing that made me turn up my nose a bit is that even with 0 IVs and the nature that lowers Speed still remain quite fast, which sometimes makes him more vulnerable, which is why it is not often seen around with this setup
5. Slowbro + Victini - Tapu Bulu
Slowbro
Slowbro @ Colbur Berry
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Teleport
- Trick Room
- Body Press
- Slack Off
Slowbro @ Colbur Berry
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Teleport
- Trick Room
- Body Press
- Slack Off
Cresselia
Cresselia @ Mental Herb
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Moonlight
- Lunar Dance
Cresselia @ Mental Herb
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Moonlight
- Lunar Dance
Victini
Victini @ Iron Ball
Ability: Victory Star
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- V-create
- Trick Room
- Final Gambit
- Bolt Strike
Victini @ Iron Ball
Ability: Victory Star
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- V-create
- Trick Room
- Final Gambit
- Bolt Strike
Marowak-Alola
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Poltergeist
- Swords Dance
- Earthquake
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Poltergeist
- Swords Dance
- Earthquake
Conkeldurr
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Close Combat
- Mach Punch
- Knock Off
- Facade
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Close Combat
- Mach Punch
- Knock Off
- Facade
Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 252 Def / 4 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Horn Leech
- Close Combat
- Stone Edge
Another small variation to the previous team to replace Toxtricity. Being slow he doesn't have that problem that Toxtricity sometimes created me and his particular coverage makes him a very good utility
6. Slowbro + Victini - Torkoal
Slowbro
Slowbro @ Colbur Berry
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Teleport
- Trick Room
- Body Press
- Slack Off
Slowbro @ Colbur Berry
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Teleport
- Trick Room
- Body Press
- Slack Off
Cresselia
Cresselia @ Mental Herb
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Moonlight
- Lunar Dance
Cresselia @ Mental Herb
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Moonlight
- Lunar Dance
Victini
Victini @ Iron Ball
Ability: Victory Star
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- V-create
- Trick Room
- Final Gambit
- Bolt Strike
Victini @ Iron Ball
Ability: Victory Star
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- V-create
- Trick Room
- Final Gambit
- Bolt Strike
Crawdaunt
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet
Torkoal @ Choice Specs
Ability: Drought
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Eruption
- Heat Wave
- Earth Power
- Protect
I found Torkoal and Dhelmise extremely niche mons, especially because they are surpassed by other more similar and versatile mon like Heatran and Alolawak, but that didn't stop me from doing some testing. Torkoal's pure typing takes away those pesky extra weaknesses of the two mentioned above, plus his ability and Specs allow him to do massive damage, also pairing very well with Victini's V-Create
Dhelmise
Dhelmise @ Choice Band
Ability: Steelworker
EVs: 252 Atk / 252 Def / 4 SpD
Brave Nature
IVs: 0 Spe
- Poltergeist
- Power Whip
- Switcheroo
- Swords Dance
I his style much similar to both Tapu Bulu and Alolawak, but less offensive. It is not bad at all, moreover the typing practically opposite to Torkoal offers that resistance to the Water type to which the latter is weak, while Torkoal and Crawdaunt cover Dhelmise with the resistance to the Fire type, allowing it to mate very well
7.BONUS
Slowbro
Slowbro @ Colbur Berry
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Teleport
- Trick Room
- Body Press
- Slack Off
Slowbro @ Colbur Berry
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Teleport
- Trick Room
- Body Press
- Slack Off
Cresselia
Cresselia @ Mental Herb
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Moonlight
- Lunar Dance
Cresselia @ Mental Herb
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Moonlight
- Lunar Dance
Victini
Victini @ Iron Ball
Ability: Victory Star
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- V-create
- Trick Room
- Final Gambit
- Bolt Strike
Victini @ Iron Ball
Ability: Victory Star
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- V-create
- Trick Room
- Final Gambit
- Bolt Strike
Crawdaunt
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet
Toxtricity
Toxtricity @ Choice Specs
Ability: Punk Rock
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Overdrive
- Boomburst
- Snarl
- Volt Switch
Toxtricity @ Choice Specs
Ability: Punk Rock
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Overdrive
- Boomburst
- Snarl
- Volt Switch
Dhelmise
Dhelmise @ Choice Band
Ability: Steelworker
EVs: 252 Atk / 252 Def / 4 SpD
Brave Nature
IVs: 0 Spe
- Poltergeist
- Power Whip
- Switcheroo
- Swords Dance
Dhelmise @ Choice Band
Ability: Steelworker
EVs: 252 Atk / 252 Def / 4 SpD
Brave Nature
IVs: 0 Spe
- Poltergeist
- Power Whip
- Switcheroo
- Swords Dance
If you made until here, congratulations! And thank you so much for having spent your time reading this long post :D every comment and critique will be appreciated, expecially if you want so suggest me what I should/shouldn't do with these teams, I will be very glad to read everyone of you that are certainly more expert than me. And if you don't want, thank you as well for sticking around, have a great day. Bye <3