SS OU Hoenn's Bizarre Trick Room Adventure


Description
This was for a regional tourney and it ended doing quite nice in Showdown OU testing so let's see what's up with it.

Team

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Solrock @ Focus Sash
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Explosion
- Stone Edge

Pretty much always lead with this. Set up rocks against passive foes, Trick Room and boom. This gives your TR Sweepers the best amount of turns and also the extra rocks damage. If you are against Drill, Zeraora, or something plain aggresive without priority just TR and rocks, or TR and boom if you value the damage to that mon more than rocks for a whole team. Stone Edge deals with the Fire Types that think Solrock is trash and think they can Quiver Dance or whatever in your face.


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Exploud @ Choice Specs
Ability: Scrappy
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Boomburst
- Flamethrower
- Surf
- Solar Beam

This team has two stars, Exploud is one of them. You can already ignore all the other filler moves, all that Exploud needs is the amazing combination of Scrappy and Boomburst. A 140 BP Normal move that ignores substitutes thanks to it's sound properties, hits ghosts thanks to the Scrappy ability, and hits like truck thanks to Exploud's decent SpAtk and Choice Specs. It can also take one hit, just one. Not bulky, but it's not paper thin either, and that's very important for a reason we'll see soon...

VS
807.png
: Guaranteed OHKO
VS
892.png
: Guaranteed OHKO
VS
887.png
: Guaranteed OHKO
VS
812.png
: Barely survives Banded Terrain Grassy Glide, Guaranteed OHKO
VS
530.png
: Guaranteed 2HKO non bulky ones
VS
036.png
:Guaranteed 2HKO 252 HP/252 SpDef+ after Leftovers
VS
630.png
: Guaranteed 2HKO 252 HP/252 SpDef+ unless Leftovers, most are boots tho
VS
748.png
: Guaranteed 2HKO standard 252 HP, 71-84 %


And the list goes on.


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Torkoal @ Charcoal
Ability: Drought
EVs: 176 HP / 72 Def / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Eruption
- Heat Wave
- Solar Beam
- Body Press​

The second star of the team. Again, just spam Eruption and create holes in the enemy team. It's amazing what a 150 BP move under the sun holding Charcoal can do for a mon with such low SpAtk (Base 85). You will eventually get damaged so there's Heat Wave, good balance between Flamethrower and Fire Blast in terms of power and accuracy. I still think I should run one of those two but Idk it was a quick teambuilding. Body Press hurts Chansey and Blissey but not enough to be scary.
The following results are for Eruption:

VS
807.png
: Guaranteed OHKO
VS
892.png
: Guaranteed OHKO
VS
887.png
: Guaranteed 2HKO 72-85%

VS
637.png
: Guaranteed OHKO
VS
036.png
:Guaranteed 2HKO 252 HP/252 SpDef+ after Leftovers
VS
630.png
: Guaranteed 2HKO 252 HP/252 SpDef+ after Leftovers


And the list goes on.

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Dusknoir @ Spell Tag
Ability: Frisk
EVs: 252 HP / 252 Atk
Brave Nature
IVs: 0 Spe
- Trick Room
- Poltergeist
- Curse
- Destiny Bond

Not a true Hoenn Pokémon but hey, Duskull and Dusclops are so...anyway this is a weird mix I like. Dusknoir's decent bulk guarantees it to survive a strong hit under 50% most of the time, when it sets up TR. After that, Curse and Destiny Bond are my tools to keep momentum and let Exploud or Torkoal take the stage. Poltergeist hits surprisingly hard thanks to Base 100 Atk and Spell Tag, though most of the time the other options are better.

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Jirachi @ Colbur Berry
Ability: Serene Grace
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Iron Head
- U-turn
- Healing Wish
- Trick Room

I copy pasted this Jirachi from someone else's Trick Room RMT, I can't remember now so if it's you just say the word so I can mention. It really is amazing to be able to TR and then Heal Wish a severely damaged/statused Exploud or Torkoal so they can clean late game. So my usual order of TR is Solrock/Dusknoir/Jirachi. Serene Grace Iron Head is great though most of the time I don't use it. A very valuable team member.


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Gardevoir @ Choice Specs
Ability: Trace
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick
- Psyshock
- Moonblast
- Taunt

This is the least used member of the team and the one I'm looking to improve or change. So as you can see Exploud and Torkoal are walled by the pink blobs, Chansey and Blissey. This set tries to lure them in for the Specs Trick. If this doesn't work (it's a one shot) then at least it can Taunt and Psyshock them, hopefully leaving a weakened, taunted pink blob for the others to finish off. Quiet 0 Speed Gardevoir is still faster than Chansey outside TR. If there's no pink blobs on the enemy team it works as a decent TR attacker thanks to 125 Base Spatk and specs. But I still think I can find something better for this slot.

Peaks
None, it did hold it's own against 1500-1600ish teams where I tested it. I got close to 100 points thanks to it.

Conclusion
I enjoyed using something this different, this is a very aggressive team that is ready to sacrifice it's members for momentum. Never forget the importance of momentum in this game. That's all bye!​
 
Hey, I really like the idea of using gen 3 mons and the offensive all work but I just changed a few sets on the team to maximize the potential breaking power.

Claydol @ Focus Sash
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Trick Room
- Explosion

:Solrock: is imo outclassed my :Claydol: (another gen 3 mon) as a lead setter since claydol has rapid spin and I was able to find a different way of dealing with :Volcarona:. I think all the moves work and I couldn't really think of a good ev spread so max atk and hp is probably fine. Rapid Spin is really important and the better typing and bulk makes it better if you end up against stall sine it gives you the option of keeping Claydol so you can set TR multiple times.

Exploud @ Life Orb
Ability: Scrappy
EVs: 104 Atk / 152 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Hammer Arm
- Rock Slide
- Boomburst
- Fire Blast

This :Exploud: set essentially has no walls. Boomburst is still able to OHKO the same mons even without Specs, Fire blast is better than thrower so you can maximize damage vs :corviknight: and Excadrill. The Attack investment lets Hammer Arm 2HKO :Blissey: and OHKO :Tyranitar: after stealh rock while rock slide Ohkos Volcarona even if they already set up. All the Defense just minizimes damage from priority moves like Aqua Jet and Grassy Glide and additionally it's better not to invest it into HP since his current stat is 349 which minimizes LO damage. Some prediction is required but usually boombursting the first turn then adapting to the switch in will work.

Torkoal @ Charcoal
Ability: Drought
EVs: 104 HP / 28 Atk / 120 Def / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Eruption
- Fire Blast
- Body Press
- Explosion

Next is mainy just a change to the ev spread of:Torkoal:. The total SpDef + HP lets you survive Modest :DragaPult: Draco, The Atk guarantees that you do atleast 50% to Max Hp 0 Def :Pelipper: which prevents them from switching into rocks twice, Max SpA is for damage and then the rest is put into PhysDef to hit Blissey and Ttar ashard as possible. I put Fire Blast over heat wave for damage and Solar Beam doesn't really hit anything in the current meta so Explosion is more useful for damage and momentum.

Dusknoir @ Focus Sash
Ability: Frisk
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Poltergeist
- Shadow Sneak
- Destiny Bond

:Dusknoir: is still used as a setter but i decided to put Focus Sash just so that the TR is guaranteed against really strong mons like :Urshifu:. Poltergeist works but I liked Shadow Sneak since priority is always useful to pick off weak mons that are about to kill you. The last slow could be anything but I think destiiny bond still works though a Brick Break or Sucker Punch could be more useful in alot of situations to hit Blissey and faster mons respectively. Overall though I kept destiny bond since this mon is still very helpful against offensive match ups due to its power and priority.

Jirachi @ Colbur Berry
Ability: Serene Grace
EVs: 252 HP / 40 SpA / 216 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Healing Wish
- Doom Desire
- U-turn

This :Jirachi: set is pretty much the same as yours but I decided to invest a little more into SpAtk since I felt Doom Desire would help alot with momentum and check mating the opponent. The SpDef still lives Specs :Aegislash: Shadow Ball.

Gardevoir @ Choice Specs
Ability: Trace
EVs: 208 HP / 40 Def / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Moonblast
- Psychic
- Focus Blast
- Mystical Fire

I still kept Specs on :Gardevoir: even though LO might potentially be better for keeping momentum. All these moves are needed for coverage against something and since Exploud and Torkoal can now better deal with Blissey you won't need to run a trick set. The Physdef helps survive LO grassy glide.

I ended up using this team for a Tour game since after my opponent brought stall Game 1 I felt confident this team would be able to break his core with a combonitation of Exploud and Torkoal Game 2. Exploud put in a ton of work and I ended up winning with a crit. Replay

Overall the team is stronger than I expected even though it is only using mons from Hoenn.

https://pokepast.es/be191cb832a0e5c8
 
Hey, I really like the idea of using gen 3 mons and the offensive all work but I just changed a few sets on the team to maximize the potential breaking power.

Claydol @ Focus Sash
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Trick Room
- Explosion

:Solrock: is imo outclassed my :Claydol: (another gen 3 mon) as a lead setter since claydol has rapid spin and I was able to find a different way of dealing with :Volcarona:. I think all the moves work and I couldn't really think of a good ev spread so max atk and hp is probably fine. Rapid Spin is really important and the better typing and bulk makes it better if you end up against stall sine it gives you the option of keeping Claydol so you can set TR multiple times.

Exploud @ Life Orb
Ability: Scrappy
EVs: 104 Atk / 152 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Hammer Arm
- Rock Slide
- Boomburst
- Fire Blast

This :Exploud: set essentially has no walls. Boomburst is still able to OHKO the same mons even without Specs, Fire blast is better than thrower so you can maximize damage vs :corviknight: and Excadrill. The Attack investment lets Hammer Arm 2HKO :Blissey: and OHKO :Tyranitar: after stealh rock while rock slide Ohkos Volcarona even if they already set up. All the Defense just minizimes damage from priority moves like Aqua Jet and Grassy Glide and additionally it's better not to invest it into HP since his current stat is 349 which minimizes LO damage. Some prediction is required but usually boombursting the first turn then adapting to the switch in will work.

Torkoal @ Charcoal
Ability: Drought
EVs: 104 HP / 28 Atk / 120 Def / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Eruption
- Fire Blast
- Body Press
- Explosion

Next is mainy just a change to the ev spread of:Torkoal:. The total SpDef + HP lets you survive Modest :DragaPult: Draco, The Atk guarantees that you do atleast 50% to Max Hp 0 Def :Pelipper: which prevents them from switching into rocks twice, Max SpA is for damage and then the rest is put into PhysDef to hit Blissey and Ttar ashard as possible. I put Fire Blast over heat wave for damage and Solar Beam doesn't really hit anything in the current meta so Explosion is more useful for damage and momentum.

Dusknoir @ Focus Sash
Ability: Frisk
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Poltergeist
- Shadow Sneak
- Destiny Bond

:Dusknoir: is still used as a setter but i decided to put Focus Sash just so that the TR is guaranteed against really strong mons like :Urshifu:. Poltergeist works but I liked Shadow Sneak since priority is always useful to pick off weak mons that are about to kill you. The last slow could be anything but I think destiiny bond still works though a Brick Break or Sucker Punch could be more useful in alot of situations to hit Blissey and faster mons respectively. Overall though I kept destiny bond since this mon is still very helpful against offensive match ups due to its power and priority.

Jirachi @ Colbur Berry
Ability: Serene Grace
EVs: 252 HP / 40 SpA / 216 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Healing Wish
- Doom Desire
- U-turn

This :Jirachi: set is pretty much the same as yours but I decided to invest a little more into SpAtk since I felt Doom Desire would help alot with momentum and check mating the opponent. The SpDef still lives Specs :Aegislash: Shadow Ball.

Gardevoir @ Choice Specs
Ability: Trace
EVs: 208 HP / 40 Def / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Moonblast
- Psychic
- Focus Blast
- Mystical Fire

I still kept Specs on :Gardevoir: even though LO might potentially be better for keeping momentum. All these moves are needed for coverage against something and since Exploud and Torkoal can now better deal with Blissey you won't need to run a trick set. The Physdef helps survive LO grassy glide.

I ended up using this team for a Tour game since after my opponent brought stall Game 1 I felt confident this team would be able to break his core with a combonitation of Exploud and Torkoal Game 2. Exploud put in a ton of work and I ended up winning with a crit. Replay

Overall the team is stronger than I expected even though it is only using mons from Hoenn.

https://pokepast.es/be191cb832a0e5c8
Oh it's so cool to know the team was useful for your tournament round!! I'm so happy! After your adjustments of course, which I pretty much have nothing to say except that everything makes sense and I can't wait to test this new edition of the team that finally can handle Chansey and Blissey. You even kept the Hoenn theme! Thanks! :blobuwu:
 
really like the idea of using torkoal. personally specs is better. i would try to add a magearna,cressielia and a azelf as trickroom setters to replace the ones you have right now
 
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