VGC Contrary to Popular Opinion

Contrary to Popular Opinion
A Trick Room Team


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Introduction

Hey guys! This is my first ever RMT on this website and my first ever VGC team as well so I'm gonna need a lot of constructive criticism and suggestions!

Team Development

I started off with Malamar because it's one of my favourite pokemon and I loved the idea of a Trick Room Malamar. This meant I wanted a Fake Out user to pair with Malamar to help set up Trick Room. I had Ludicolo originally but I didn't think it fit so I switched to Hitmonchan and I haven't looked back since. Mega Garchomp was my choice for mega which works surprisingly well under trick room and I'm glad I could get my favourite mega into the team. Clefairy was simply my go to redirection pokemon. After this I wanted another Trick Room setter and I opted for Gengar as it seemed like an interesting idea. Rotom Heat was the last to be added as it had good synergy with the rest of the team and provided fire coverage.

Team Analysis

malamar.gif


Malamar @ Lum Berry
Ability: Contrary
Level: 50
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Knock Off
- Protect
- Superpower

Malamar is the star of the team, it gets a contrary boost from the ever present intimidate users and sets up Trick Room successfully about 9 times out of 10. Superpower is a joke with contrary making Malamar harder to kill and hit harder, Knock Off is a great stab and either KOs Aegislash or gets a boost from King's Shield. I replaced Psycho Cut with Protect as after Superpower boosts Malamar is likely to be double targeted so Protect will come in handy. Lum stops the burns that Malamar attracts to keep the contrary boosts powerful.


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Hariyama @ Assault Vest
Ability: Guts
Level: 50
EVs: 60 HP / 100 Atk / 100 Def / 244 SpD / 4 Spe
Brave Nature
IVs: 0 Spe
- Close Combat
- Fake Out
- Poison Jab
- Ice Punch

Hariyama replaces Hitmonchan as my Fake Out user to help Trick Room's setup. Cybertron's spread allows Hariyama to OHKO 4 HP Mega Kangaskhan with Close Combat while SpD Evs and Assault Vest allow Hariyama to live a Hyper Voice from Mega Salamence and Mega Gardevoir. Hariyama also picks up the KO on Mega Gardevoir with the Fake Out/Poison Jab combination and 2HKOs Landorus-T after Intimidate and Mega Salamence.


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Garchomp-Mega @ Garchompite
Ability: Sand Force
Level: 50
EVs: 228 HP / 252 Atk / 28 SpA
Brave Nature
IVs: 0 Spe
- Protect
- Draco Meteor
- Stone Edge
- Earthquake

I love Mega Garchomp. This thing is brilliant, Draco Meteor means a burn isn't as disastrous as it could be and with 28 SpA EVs it picks up the KO on all the dragons I face other than the rare Goodra. Stone Edge is for Talonflame/Charizard/Gyarados and Earthquake is Earthquake, one of the best moves in doubles and a powerful stab. The HP EVs allow Mega Garchomp to live 2 waterfalls from Mega Gyarados and it can also survive HP Ice from Modest Zapdos and Modest Mega Manectric as well as Ice Beams from pokemon like Politoed.


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Clefairy @ Eviolite
Ability: Friend Guard
Level: 50
EVs: 252 HP / 172 Def / 20 SpA / 60 SpD / 4 Spe
Bold Nature
- Follow Me
- Protect
- Helping Hand
- Moonblast

Clefairy is my redirector of choice. This thing is very bulky and with Friend Guard it's the best Follow Me user I've used. It's so hard to kill, the EV spread allowing it to live Double Edge from Adamant Mega Kangaskhan, Iron Head from Adamant Bisharp and most things from the big hitters of the meta. This lets its teammates get on with their jobs and Clefairy can even add a few Helping Hands along the way to pick up some crucial KOs. Moonblast is to avoid being total taunt bait and as fairy is such a good offensive type it can come in handy, picking up the OHKO on 4 SpD Hydreigon with the SpA investment.


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Gengar @ Focus Sash
Ability: Levitate
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Trick Room
- Taunt
- Sludge Bomb
- Will-O-Wisp

Gengar is my other trick room user. He's quite fast for trick room but it's worked well so far for me, he sets it up almost every time with focus sash and the surprise factor of a Gengar setting up Trick Room can catch opponents off guard. Taunt is to stop annoying status or Encore users and stop set up mons. Sludge bomb is to avoid being taunted myself and to take out some fairies that hit a lot of my team hard. Finally Will-O-Wisp is to cripple physical attackers like Mega Kangaskhan who can threaten Gengar's teammates.


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Rotom-Heat @ Safety Goggles
Ability: Levitate
Level: 50
EVs: 236 HP / 84 Def / 188 SpA
Modest Nature
- Protect
- Hidden Power [Ice]
- Thunderbolt
- Overheat

Rotom Heat was the last addition to the team and it provided the fairy and flying resistances that my team needed while also providing another answer to Talonflame and giving me some much needed fire coverage. The EVs allow it a high chance to live 2 Landorus-T Rock Slides and a 43.8% chance to OHKO it with HP Ice. It also OHKOs the ever present Amoongus with Overheat and Safety Goggles allow it to bypass Spore and Rage Powder to neutralise the Amoongus threat more effectively.


Conclusion

As I said this is my first ever VGC team so I need some suggestion and criticisms please! I've had some success with this team but low down the ladder as I've just started and I'm not sure my current knowledge of VGC totally does my team justice but I am very open to all suggestions and changes suggested! Thanks for reading. (Changes in red, thanks to DaAwesomeDude1 for all his suggestions, they have been very useful!)

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Hey man, that's a pretty cool twist on a Trick Room team! Malamar is a pretty cool Pokemon that I have been meaning to try out sometime. I would definitely replace Psycho Cut with Protect. Psycho Cut doesn't hit anything that threaten TR, other than Amoonguss, and once Malamar gets a few Superpower boosts in, your opponent will more than likely double target it to get it off the field as fast as possible since it has so many boosts under its belt. Protecting at the right time can create free turns for your other Pokemon to hit your opponent. Also, I'm not sure why you're using a Serious nature on Malamar so I suggest replacing that with a Brave Nature.

On your Garchomp spread, 220 EVs in HP gives the same stat as 224, so I recommend moving the 4 EV in Def to HP, as that will raise it up a stat. For Level 50 stats, assuming all of your Pokemon are 31 IVs, the first point in a stat is raised by 4 EVs and the rest afterwards need 8 EVs to raise it up a point.

As for Clefairy, using Moonblast is a lot better than Dazzling Gleam. Clefairy already lacks any sort of offensive presence so using Dazzling Gleam will just make it weaker, since it is weaker than Moonblast to begin with and will be further weakened due to spread reduction. Moonblast allows Clefairy to actually do decent chip damage. I suggest you also switch Clefairy's EV spread to 252 HP / 172 Def / 20 SpA / 60 SpD / 4 Spe with a Bold Nature as the Special Attack investment will allow Clefairy to always OHKO 4 SpD Hydreigon with Moonblast as well as giving it a high chance to 2HKO 4 SpD Mega Salamence. The HP and Defense investment with a Bold nature allows Clefairy to always survive an Adamant Kangaskhan's Double Edge and Adamant Bisharp's Iron Head with the rest of the EVs put into Special Defense so that it can take Special Attacks better.

20 SpA Clefairy Moonblast vs. 0 HP / 4 SpD Hydreigon: 168-196 (100.5 - 117.3%) -- guaranteed OHKO

20 SpA Clefairy Moonblast vs. 0 HP / 4 SpD Mega Salamence: 84-98 (49.4 - 57.6%) -- 96.5% chance to 2HKO

252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 252 HP / 172+ Def Eviolite Clefairy: 135-159 (76.2 - 89.8%) -- guaranteed 2HKO

252+ Atk Life Orb Bisharp Iron Head vs. 252 HP / 172+ Def Eviolite Filter Clefairy: 117-140 (66.1 - 79%) -- guaranteed 2HKO

Gengar is an interesting Trick Room user which if I recall correctly was seeing some play over in Japan last year. Part of the reason Gengar was used was the fact that Trick Room on a fast mon was super unpredictable. Using a slow Gengar kinda takes the unpredictability away, and considering your team doesn't really seem like a TR team, a fast TR setter can definitely throw your opponent for a loop. In that sense, I suggest using 4 HP / 252 SpA / 252 Spe with a Timid Nature for Gengar. Explosion is also kind of unnecessary for Gengar. It's damage output isn't that high, considering Gengar's low Attack stat; not to mention using another utility move in its slot will overall be more beneficial than having the ability to freely switch into something to abuse Trick Room with Explosion. I suggest using Will-O-Wisp over Explosion as it can allow Gengar to cripple Pokemon such as Mega Kangaskhan.

One of the most common checks to Trick Room is Amoonguss, since its low Speed allows it to work really well under Trick Room and put everything to Sleep. Considering, after you have Trick Room set up, you don't have anything that underspeeds Amoonguss, I suggest you replace Rotom-H's item with Safety Goggles. Safety Goggles makes Rotom-H immune to Spore and Powder related moves, which makes it the best check to Amoonguss. Since your current Rotom-H spread was made for Expert Belt, I suggest you change it to a variation of NinjaSyao's Rotom-H spread: 236 HP / 84 Def / 188 SpA with a Modest Nature. This spread also allows Rotom-H to have a high chance to live 2 Adamant Landorus-T's Rock Slide while the Special Attack investment gives Rotom-H a 43.8% chance to OHKO 4 HP Landorus-T with Hidden Power Ice and severly damage Mega Salamence.

252+ Atk Landorus-T Rock Slide vs. 236 HP / 84 Def Rotom-H: 68-80 (43.8 - 51.6%) -- 5.9% chance to 2HKO

252+ Atk Parental Bond Mega Kangaskhan Return vs. 236 HP / 84 Def Rotom-H: 124-146 (80 - 94.1%) -- guaranteed 2HKO

188+ SpA Rotom-H Hidden Power Ice vs. 4 HP / 0 SpD Landorus-T: 152-180 (92.1 - 109%) -- 43.8% chance to OHKO

188+ SpA Rotom-H Hidden Power Ice vs. 0 HP / 4 SpD Mega Salamence: 136-160 (80 - 94.1%) -- guaranteed 2HKO (but it's not like Mega Salamence can do much to Rotom-H unless it is running Hydro Pump or Stone Edge but both of those are generally more niche picks)

188+ SpA Rotom-H Overheat vs. 252 HP / 44 SpD Amoonguss: 224-266 (101.3 - 120.3%) -- guaranteed OHKO

188+ SpA Rotom-H Overheat vs. 252 HP / 4 SpD Aegislash-Shield: 140-168 (83.8 - 100.5%) -- 6.3% chance to OHKO

For bigger changes, I suggest replacing Hitmonchan with Hariyama. For starters, Hitmonchan is pretty outclassed by other Fighting-types such as Scrafty, Hariyama, and Conkeldurr due to Hitmonchan having extremely mediocre bulk. Fake Out + Bullet Punch is also a shaky way of checking Mega Gardevoir, considering most are running quite some bulk, while also not being able to do much damage to similar Fairy-types such as Sylveon. Hariyama offers Fake Out support while also being able to hit almost everything that Hitmonchan can without the use of a Life Orb while also offering more bulk. Cybertron's spread of 60 HP / 100 Atk / 100 Def / 244 SpD / 4 Spe with a Brave Nature works for Hariyama. This spread allows Hariyama to OHKO 4 HP Mega Kangaskhan with Close Combat while the Special Defense EVs in conjuction with the Assault Vest can allow Hariyama to live a Hyper Voice from Mega Salamence and Mega Gardevoir.

252 SpA Pixilate Mega Gardevoir Hyper Voice vs. 60 HP / 244 SpD Assault Vest Hariyama: 132-156 (58.1 - 68.7%) -- guaranteed 2HKO

252 SpA Mega Gardevoir Psychic vs. 60 HP / 244 SpD Assault Vest Hariyama: 134-158 (59 - 69.6%) -- guaranteed 2HKO

252 SpA Aerilate Mega Salamence Hyper Voice vs. 60 HP / 244 SpD Assault Vest Hariyama: 102-122 (44.9 - 53.7%) -- 36.7% chance to 2HKO

252+ SpA Choice Specs Hydreigon Draco Meteor vs. 60 HP / 244 SpD Assault Vest Hariyama: 129-153 (56.8 - 67.4%) -- guaranteed 2HKO

252+ Atk Parental Bond Mega Kangaskhan Return vs. 60 HP / 100 Def Hariyama: 180-214 (79.2 - 94.2%) -- guaranteed 2HKO

100+ Atk Hariyama Close Combat vs. 4 HP / 0 Def Mega Kangaskhan: 188-224 (103.8 - 123.7%) -- guaranteed OHKO

100+ Atk Hariyama Poison Jab vs. 4 HP / 0 Def Mega Gardevoir: 120-142 (83.3 - 98.6%) -- guaranteed 2HKO (which is an OHKO after Fake Out chip damage)

100+ Atk Hariyama Ice Punch vs. 4 HP / 0 Def Mega Salamence: 128-152 (74.8 - 88.8%) -- guaranteed 2HKO

-1 100+ Atk Hariyama Ice Punch vs. 4 HP / 0 Def Landorus-T: 116-140 (70.3 - 84.8%) -- guaranteed 2HKO

Once again man, that's a really cool team! Hope I helped dude and good luck with the team!!! :]
-DaAwesomeDude1

Malamar @ Lum Berry
Ability: Contrary
Level: 50
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Knock Off
- Protect
- Superpower

Garchomp @ Garchompite
Ability: Rough Skin
Level: 50
EVs: 228 HP / 252 Atk / 28 SpA
Brave Nature
IVs: 0 Spe
- Protect
- Draco Meteor
- Stone Edge
- Earthquake
Clefairy @ Eviolite
Ability: Friend Guard
Level: 50
EVs: 252 HP / 172 Def / 20 SpA / 60 SpD / 4 Spe
Bold Nature
- Follow Me
- Protect
- Helping Hand
- Moonblast

Gengar @ Focus Sash
Ability: Levitate
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Trick Room
- Taunt
- Sludge Bomb
- Will-O-Wisp

Rotom-Heat @ Safety Goggles
Ability: Levitate
Level: 50
EVs: 236 HP / 84 Def / 188 SpA
Modest Nature
- Protect
- Hidden Power [Ice]
- Thunderbolt
- Overheat

Hariyama @ Assault Vest
Ability: Guts
Level: 50
EVs: 60 HP / 100 Atk / 100 Def / 244 SpD / 4 Spe
Brave Nature
IVs: 0 Spe
- Close Combat
- Fake Out
- Poison Jab
- Ice Punch
 
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