Team at a glance...
Hey all, welcome to a newbie's second RMT. My first one, Magnezone, I realize was a bit too boring to attract the attention of most regular posters, so I figured I'd wait until I came up with a really interesting idea before posting again, and this is what I got. To my knowledge, no one has ever used a concept like this, and I stumbled across it while thinking of how to build an OU Trick Room team, which I have never seen a dedicated build for. I thought about the timescale that these type of teams are usually on, wanting to kill as much as possible in the five turns. Then I remembered how slow Tyranitar and Abomasnow are, and it clicked: the residual damage from Sand or Hail could help us defeat enemies faster and make more use out of the five turns. Although personally I prefer Hail, the Pokemon that work with it are in a much more limited pool than the Sandbox has, so I figured I was going with the Sand.
I havent actually used this team to battle with yet; I'm just throwing the idea out there before I go ahead and start breeding for the pokes on my diamond [soon to be platinum!] game. Since this is going to be in the games, IVs aren't specified; however if used in Shoddy each pokemon does best with a 0 Speed IV. We've got major grass and dark weaknesses, as well as a lack of special attackers, so any help would be appreciated.
Claydol +Wise Glasses / Life Orb
Quiet, 252HP, 252SpA, 4Def
-Trick Room
-Stealth Rock
-Earth Power
-Ice Beam
Despite his bulk, he is the team's suicide lead in a way. Usually he wont die in one hit, so after using Trick Room the first turn he is fast enough to get in a Stealth Rock before dying to the second hit. If he stays alive, he can go to work with STAB Earth Power backed up by Ice Beam. In the games, I only have one Life Orb so far and so he wears the Glasses. But in Shoddy he gets by just fine with an Orb, causing decent damage to anything weak to his attacks. Claydol has been one of my favorite pokemon for a little while now, but never having used or witnessed him in battles, I have no more comment.
Tyranitar +Life Orb
Brave, 252HP, 120Atk, 136SpA
-Earthquake
-Crunch
-Fire Blast
-Ice Beam
This is basically the Choice Scarf set, but without the Scarf. It still attempts to damage as much as possible, and should usually come in as soon as Claydol is finished to get the Sand up. I think of Claydol being the more important choice as lead when compared against this guy, since Claydol can afford to waste moveslots on Stealth Rock and actually learns Trick Room, which is important to get up early on, as it supports everything else on the team.
Bronzong +Macho Brace
Levitate
Brave, 252HP, 252Atk, 4Def
-Trick Room
-Gyro Ball
-Earthquake
-Explosion
Oh, the many faces of Bronzong. He's one of my favorite Pokemon of all time, because he can play so many roles, and at the same time he can learn moves from my three favorite types, Grass, Ground, and Steel. Here on this team, he's used as a transition Pokemon and is our only Grass resist. He comes in to resist an attack, hopefully cause a switch and set up Trick Room on that switch, and then get off a speedy Explosion right in the face of whatever came in to take him out.
Several pokemon well suited to defeating Bronzong [Infernape] are somewhat fragile, allowing him to use Explosion with great success, and then we can bring in another slow powerhouse to use the remaining turns of Trick Room left.
Gyro Ball and Earthquake take out those Pokemon that resist Explosion, namely, Rocks and [most] Steels, allowing Bronzong to travel to his resting place as he desires.
I went with Macho Brace instead of Leftovers here because ideally, Bronzong shouldn't be sticking around for long. The brace cuts Bronzong's base speed even further, allowing greater synergy with both Trick Room and Gyro Ball, which, even though will boohit opponents first, still keeps its power boost. A speedy STAB Gyro Ball is something to be feared, coming from near-max / max base power and 304 Attack, especially if you're Weavile.
Swampert +Leftovers
Careful, 252HP, 96Atk, 160SpD
-Waterfall
-Earthquake
-Avalanche
-Curse
Cursing Swampert. I decided to add this after remembering being witness to the power of a cursing Snorlax, as well as being dissatisfied with my normal [MixPert] Swampert's defense when against enemies such as Metagross and Salamence. It does great in the late game when Infernape and other random Grass Knotters are finished, and is valuable on the team for not needing to have Trick Room up, yet still benefiting from it, with the exception of Avalanche. However, after a couple attack boosts from Curse, Avalanche's doubling is often no longer necessary. He does alright in 2 on 2 battles where we can bring out a Trick Roomer to set up after he's done Cursing, so as not to waste the duration of the Room.
Dusknoir +Leftovers
Relaxed, 252HP, 100Atk, 156Def
-Trick Room
-Will-o-Wisp
-Brick Break / Earthquake
-Shadow Punch / Pain Split
This set is a bit more offensive than the standard Trick Rooming Dusknoir you'll see here on the site, keeping in line with our offensive intentions. He's our third and final Trick Roomer, and a sturdy defender with little to fear but a lot to do, being the sturdiest and most lingering user of Trick Room this team has to offer. His main purpose aside from inflicting nasty burns is to fight opponents with the unresisted Fighting and Ghost combination. He's the most recent addition to the team, and I'm quite torn between using fast recovery + Earthquake or using him as the more unorthodox attacker. Brick Break still beats up Weavile, Tyranitar, and Heatran like Earthquake would [and even better in the case of the first two], but recovery is of great use in a sandstorm. Never having used a Dusknoir before, I'm very confused. Any pointers would be nice.
Machamp +Leftovers
No Guard
Brave, 252HP, 252Atk, 4SpD
-DynamicPunch
-Ice Punch
-Substitute
-Stone Edge
He can force a number of pokemon to switch, especially in Trick Room conditions, and throws up a Sub on said switch. From there, he can kill several things before they even get a chance to react with DynamicPunch for STAB, Ice Punch to hit Dragons and bulky Grounds, and Stone Edge to hit Gyarados and Togekiss. DynamicPunch helps the Sub stay up, as enemies may sometimes attack themselves instead of breaking the Sub after being hit with a speedy punch, assuming they survived anyways.
Although he and Tyranitar both resist Dark, all three of my Trick Roomers are either weak or neutral to it, which is why enemy Tyranitar could be a big problem. Also, Claydol, Tyranitar, and Swampert have problems with Grass attacks, so we're having some synergy problems.
Hey all, welcome to a newbie's second RMT. My first one, Magnezone, I realize was a bit too boring to attract the attention of most regular posters, so I figured I'd wait until I came up with a really interesting idea before posting again, and this is what I got. To my knowledge, no one has ever used a concept like this, and I stumbled across it while thinking of how to build an OU Trick Room team, which I have never seen a dedicated build for. I thought about the timescale that these type of teams are usually on, wanting to kill as much as possible in the five turns. Then I remembered how slow Tyranitar and Abomasnow are, and it clicked: the residual damage from Sand or Hail could help us defeat enemies faster and make more use out of the five turns. Although personally I prefer Hail, the Pokemon that work with it are in a much more limited pool than the Sandbox has, so I figured I was going with the Sand.
I havent actually used this team to battle with yet; I'm just throwing the idea out there before I go ahead and start breeding for the pokes on my diamond [soon to be platinum!] game. Since this is going to be in the games, IVs aren't specified; however if used in Shoddy each pokemon does best with a 0 Speed IV. We've got major grass and dark weaknesses, as well as a lack of special attackers, so any help would be appreciated.
Claydol +Wise Glasses / Life Orb
Quiet, 252HP, 252SpA, 4Def
-Trick Room
-Stealth Rock
-Earth Power
-Ice Beam
Despite his bulk, he is the team's suicide lead in a way. Usually he wont die in one hit, so after using Trick Room the first turn he is fast enough to get in a Stealth Rock before dying to the second hit. If he stays alive, he can go to work with STAB Earth Power backed up by Ice Beam. In the games, I only have one Life Orb so far and so he wears the Glasses. But in Shoddy he gets by just fine with an Orb, causing decent damage to anything weak to his attacks. Claydol has been one of my favorite pokemon for a little while now, but never having used or witnessed him in battles, I have no more comment.
Tyranitar +Life Orb
Brave, 252HP, 120Atk, 136SpA
-Earthquake
-Crunch
-Fire Blast
-Ice Beam
This is basically the Choice Scarf set, but without the Scarf. It still attempts to damage as much as possible, and should usually come in as soon as Claydol is finished to get the Sand up. I think of Claydol being the more important choice as lead when compared against this guy, since Claydol can afford to waste moveslots on Stealth Rock and actually learns Trick Room, which is important to get up early on, as it supports everything else on the team.
Bronzong +Macho Brace
Levitate
Brave, 252HP, 252Atk, 4Def
-Trick Room
-Gyro Ball
-Earthquake
-Explosion
Oh, the many faces of Bronzong. He's one of my favorite Pokemon of all time, because he can play so many roles, and at the same time he can learn moves from my three favorite types, Grass, Ground, and Steel. Here on this team, he's used as a transition Pokemon and is our only Grass resist. He comes in to resist an attack, hopefully cause a switch and set up Trick Room on that switch, and then get off a speedy Explosion right in the face of whatever came in to take him out.
Several pokemon well suited to defeating Bronzong [Infernape] are somewhat fragile, allowing him to use Explosion with great success, and then we can bring in another slow powerhouse to use the remaining turns of Trick Room left.
Gyro Ball and Earthquake take out those Pokemon that resist Explosion, namely, Rocks and [most] Steels, allowing Bronzong to travel to his resting place as he desires.
I went with Macho Brace instead of Leftovers here because ideally, Bronzong shouldn't be sticking around for long. The brace cuts Bronzong's base speed even further, allowing greater synergy with both Trick Room and Gyro Ball, which, even though will boohit opponents first, still keeps its power boost. A speedy STAB Gyro Ball is something to be feared, coming from near-max / max base power and 304 Attack, especially if you're Weavile.
Swampert +Leftovers
Careful, 252HP, 96Atk, 160SpD
-Waterfall
-Earthquake
-Avalanche
-Curse
Cursing Swampert. I decided to add this after remembering being witness to the power of a cursing Snorlax, as well as being dissatisfied with my normal [MixPert] Swampert's defense when against enemies such as Metagross and Salamence. It does great in the late game when Infernape and other random Grass Knotters are finished, and is valuable on the team for not needing to have Trick Room up, yet still benefiting from it, with the exception of Avalanche. However, after a couple attack boosts from Curse, Avalanche's doubling is often no longer necessary. He does alright in 2 on 2 battles where we can bring out a Trick Roomer to set up after he's done Cursing, so as not to waste the duration of the Room.
Dusknoir +Leftovers
Relaxed, 252HP, 100Atk, 156Def
-Trick Room
-Will-o-Wisp
-Brick Break / Earthquake
-Shadow Punch / Pain Split
This set is a bit more offensive than the standard Trick Rooming Dusknoir you'll see here on the site, keeping in line with our offensive intentions. He's our third and final Trick Roomer, and a sturdy defender with little to fear but a lot to do, being the sturdiest and most lingering user of Trick Room this team has to offer. His main purpose aside from inflicting nasty burns is to fight opponents with the unresisted Fighting and Ghost combination. He's the most recent addition to the team, and I'm quite torn between using fast recovery + Earthquake or using him as the more unorthodox attacker. Brick Break still beats up Weavile, Tyranitar, and Heatran like Earthquake would [and even better in the case of the first two], but recovery is of great use in a sandstorm. Never having used a Dusknoir before, I'm very confused. Any pointers would be nice.
Machamp +Leftovers
No Guard
Brave, 252HP, 252Atk, 4SpD
-DynamicPunch
-Ice Punch
-Substitute
-Stone Edge
He can force a number of pokemon to switch, especially in Trick Room conditions, and throws up a Sub on said switch. From there, he can kill several things before they even get a chance to react with DynamicPunch for STAB, Ice Punch to hit Dragons and bulky Grounds, and Stone Edge to hit Gyarados and Togekiss. DynamicPunch helps the Sub stay up, as enemies may sometimes attack themselves instead of breaking the Sub after being hit with a speedy punch, assuming they survived anyways.
Although he and Tyranitar both resist Dark, all three of my Trick Roomers are either weak or neutral to it, which is why enemy Tyranitar could be a big problem. Also, Claydol, Tyranitar, and Swampert have problems with Grass attacks, so we're having some synergy problems.