VGC ORAS VGC 2015! Mega Slowbro Trick Room; Please Help!

Heya! It's been a long long time since I've used these forums, but I want to attend actual competitions this year so I'm trying to make a team that can compete the best!

A bit before I post the Pokemon: I tested a lot of Mega Evo's, and found I like Mega Slowbro the most. I love how bulky he is to physical attacks, and he does quite a bit of damage too for how durable he is. Finally, unless given good reason, I want to if at all possible keep the first 4 Pokemon (though alternate sets I'm open to)-- I've found they all work rather well. The last two were recently changed and I'm more than open to changing both movepools and actual Pokemon themselves. Here goes!!


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Slowbro @ Slowbronite
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Scald
- Ice Beam
- Psyshock
- Slack Off

Okay so first off, I have this Pokemon for the same reasons listed before. He's the basis of the team; what I wanted to make the team work around. I figure his moves provide pretty good coverage and durability; dual stabs and regen along with Ice Beam to hit the vast amounts of Flying types seen (as well as the stray Mega Altaria, since most other Dragons are also flying).

I originally put 252 Sp. Def 252 Sp. Att since his Sp. Def is lacking, but I found that honestly, it didn't really matter. Thunderbolts were likely to OHKO anyways, so I put the EV's into HP since his base Defense is already pretty high. If a Super Effective Sp. Attacker comes like Rotom Wash, I'm likely to just switch him out instead since he's not made for that.

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Trevenant @ Sitrus Berry
Ability: Harvest
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Foul Play
- Substitute
- Will-O-Wisp

I chose Trevenant for a couple of reasons. While I don't always run him, I try to because I need a Trick Room user. The EV spread lets him take a Mega Gengar's Shadow Ball and live to set up Trick Room. I didn't want to run Aromatisse as I don't care for the sets it uses, and Cresselia I felt would be a bad pair with Slowbro since it's running dual Psychics.

The big issue of course, that the rest of my team aims to handle, is the weaknesses to Dark and Ghost; these weaknesses are shared between Slowbro and Trevenant

I'm currently running Trick Room for obvious reasons, Substitute to help keep it alive to set up TR again if it's a long battle (it often is as my team is very bulky) as well as to work with Sitrus Berry, Will-O-Wisp to help shut down some offensive powerhouses, and Foul Play to give it an attacking move.

I'd be curious if another EV spread would be better to run Horn Leech over Foul Play, if it could 2HKO Modest full HP Rotom Wash variants. I'm not sure if that's really plausible as I haven't tested different spreads and I wouldn't know if they'd even be viable to give up durability, so I figured I'd ask here instead.


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Escavalier @ Assault Vest
Ability: Swarm
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Iron Head
- Megahorn
- Knock Off
- Drill Run

On another variant of this team, I ran this as a replacement and I loved it. The amount of bulk it has for the power is absolutely insane. It's also a good way to deal with all of the Syveons running around as they're a huge problem, especially since Hyper Voice breaks through Trevenant's Substitute. I'm running Assault Vest for more bulk as it honestly has no issue hitting hard; Iron Head is its stab along with Megahorn, Knock Off has niche uses and Drill Run is for incredibly rare encounters where Trick Room is up and Infernape/Heatran need to be dealt with. There's not much else in Escavalier's movepool, so Knock Off and Drill Run seem like the only real options in the final two slots.

Another good thing to note: One of the biggest issues I've had with Slowbro is Rotom Wash. Escavalier easily handles it, and although it doesn't exactly like a Will-O-Wisp, Thunderbolt hardly dents it so it's able to take a T-Bolt and come back hitting hard. It can also deal with Bishap, which Trev and Slowbro both need help with.


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Druddigon @ Choice Band
Ability: Sheer Force
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Fire Punch
- Dragon Claw
- Thunder Punch
- Rock Slide

I've been impressed by using Druddigon. I thought for sure I'd want to replace it, but it has surprising bulk for the amount of damage it outputs. Life Orb seems like the better option with Sheer Force, but I'm finding that in most cases I only need one move out of it so Choice Band lets it pack a stronger punch. Dragon Claw is for STAB, Fire Punch is to deal with a lot that my team can't already handle--mostly bulky steels, and Amoongus. Thunder Punch is to deal with things like Gyarados and Rain teams in general. Rock Slide is just a good move to hit both enemy Pokemon with, vs things like Talonflame.

Druddigon's movepool is incredibly vast, so if anyone has suggestions on what to change on it, I'd be more than willing to listen.

Along with all-around good coverage, Druddigon is able to soak up a lot of weaknesses- whether it's Fire from Escavalier or Trev, to Thunderbolts and Leaf Storms to Slowbro (mainly from Sceptile, which Escavlier also deals with), to more. While it resists a lot like Escav, the two serve to handle different Pokemon largely with their movepools. Escavalier can handle Ghost and Fairies and such better while Druddigon can hit Gyarados and Metagross and such better.

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Rotom-Heat @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 SpA/ 4 Def
Quiet Nature
IVs: 0 Spe
- Will-O-Wisp
- Thunderbolt
- Overheat
- Protect

So, I was originally running Heatran and Hariyama in the last two slots. I found, sadly, Hariyama's movepool wasn't enough to aid the team, so I ditched those for these two... But I feel these two may not be the best; I'm unsure.

At this point Bisharp is still an annoying problem along with bulky Steels, as well as Fairies and such, and I need to be able to handle a few others. I felt like Rotom and Empoleon were good replacements, but I'm not 100% positive.

I suppose the set's rather standard. The annoying part I guess is that the movepool is already covered by Druddigon (who seems to be using it better), but I wasn't sure who else to put with Empoleon. I'm really open to suggestions here.


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Empoleon @ Life Orb
Ability: Torrent
Shiny: Yes
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Flash Cannon
- Hydro Pump
- Protect
- Ice Beam

Fairy counter that my team needs as well as another Pokemon to take on the common Landorus, Mega Special Mence, and more.

Along with Rotom-Heat, I was struggling to find someone that works with the other two, and so this is what I figured would be best... Though I'm open to suggestions.

The set's rather standard, I suppose. Bulky offensive with dual STABs, Ice Beam for coverage, Protect because of the billion and one uses in VGCs.



Thank you so much for reading! I've been strugging to make this team just right, but I'm sure the brilliant people at Smogon will help me out, right? Thanks!!!


Edit: I think my biggest fear is that Rotom-Heat overlaps with Druddigon too much in offensive coverage. I was considering replacing him with something like Eviolite Rhydon, though the weaknesses the thing has scares me a lot. I was also considering, and I know this is a huge stretch, but maybe Snorlax since it's stupidly bulky, Thick Fat gives it more resistances, it's immune to Ghost and only weak to Fighting which my team covers, and it has a decent movepool-- only thing is I'm not sure if that's actually a good idea/worth it or not, what moveset would actually be good, and what EV spread would be good. I'm still open to a lot of different ideas as well.

Thanks for reading!
 
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The team looks very solid. My only thought is that you made every Pokemon on the team slow, which i get its a trick room team. But whenever i ran trick room i put a Pokemon that had some speed so that i didn't just lose to speed if trick room wasn't put up. Just a thought, good luck!
 
As a Tailwind user myself, I have experience with moves that last four turns. VGC is a 4v4 doubles format, and I have definitely seen wins within that time. The main problem is setting up the Trick Room. If Zard-Y comes out on turn 1, there is a 37.5% chance to OHKO with H-Wave, 100% with Rocks. With Fire Blast and even a simple Flamethrower it's a guaranteed OHKO. With a partner for Zard with a spreaders attack, Trev's out on turn 1 and your team is left slow and open for attacks.

A possible solution to this would be (I know this sounds crazy) a combination of Prankster and T-Room, like Meowstic or Whimsicott o3o. I know that's weird, but it's a way to guarantee your going first as long as you're not attacking. Feel free to not use this XD
 
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The team looks very solid. My only thought is that you made every Pokemon on the team slow, which i get its a trick room team. But whenever i ran trick room i put a Pokemon that had some speed so that i didn't just lose to speed if trick room wasn't put up. Just a thought, good luck!

Suggestions as to what? I know that's pretty common to do; Poke's would you suggest to do that with?
 
As a Tailwind user myself, I have experience with moves that last four turns. VGC is a 4v4 doubles format, and I have definitely seen wins within that time. The main problem is setting up the Trick Room. If Zard-Y comes out on turn 1, there is a 37.5% chance to OHKO with H-Wave, 100% with Rocks. With Fire Blast and even a simple Flamethrower it's a guaranteed OHKO. With a partner for Zard with a spreaders attack, Trev's out on turn 1 and your team is left slow and open for attacks.

A possible solution to this would be (I know this sounds crazy) a combination of Prankster and T-Room, like Meowstic or Whimsicott o3o. I know that's weird, but it's a way to guarantee your going first as long as you're not attacking. Feel free to not use this XD

Prankster gives non-attacking moves a +1 priority.

Problem is Trick Room is a -7. So it becomes a -6.
 
Ah. Forgot about that! :3 So then take my advice from before: feel free not to use it, but here's still the threat of MegaZard, which is one of the most common megas in Doubles. If you switch to another Poke on turn 1, you won't get Trick Room off and you'll be stuck slow until you can get it back in. Your only coverage against MegaZard is Rotom and Druddigon (it will absorb H-Pump), so I recommend always having one on your team. Fire Blast against Empoleon is a guaranteed 2HKO, and without your TR, you're a sitting duck.
 
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Ah. Forgot about that! :3 So then take my advice from before: feel free not to use it, but here's still the threat of MegaZard, which is one of the most common megas in Doubles. If you switch to another Poke on turn 1, you won't get Trick Room off and you'll be stuck slow until you can get it back in. Your only coverage against MegaZard is Rotom and Druddigon (it will absorb H-Pump), so I recommend always having one on your team. Fire Blast against Empoleon is a guaranteed 2HKO, and without your TR, you're a sitting duck.

Hmm yeah. I didn't think enough about Char Y.

How about something like this?

Snorlax @ Leftovers
Ability: Thick Fat
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature Brave Nature
IVs: 0 Spe
- Return
- Rock Slide
- Superpower
- Ice Punch

252+ Atk Snorlax Rock Slide vs. 0 HP / 0 Def Mega Charizard Y: 156-184 (101.9 - 120.2%) -- guaranteed OHKO
(156, 156, 160, 160, 160, 164, 164, 168, 168, 172, 172, 176, 176, 180, 180, 184)

252 SpA Mega Charizard Y Focus Blast vs. 252 HP / 4 SpD Snorlax: 146-174 (54.6 - 65.1%) -- guaranteed 2HKO after Leftovers recovery
(146, 148, 150, 152, 154, 156, 158, 160, 160, 162, 164, 166, 168, 170, 172, 174)

252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 4 SpD Thick Fat Snorlax in Sun: 76-90 (28.4 - 33.7%) -- 96.7% chance to 4HKO after Leftovers recovery
(76, 76, 78, 78, 79, 81, 81, 82, 82, 84, 85, 85, 87, 87, 88, 90)



And as far as Rotom-W goes:

(Assuming we're going 252 HP/Sp. Att, which is probably best case scenario for the Rotom vs a speedy variant-- and Modest Nature):

252+ Atk Snorlax Return vs. 252 HP / 0 Def Rotom-W: 81-96 (51.5 - 61.1%) -- 94.9% chance to 2HKO after Leftovers recovery
(81, 82, 82, 84, 84, 85, 87, 87, 88, 90, 90, 91, 93, 93, 94, 96)

252+ SpA Rotom-W Hydro Pump vs. 252 HP / 4 SpD Snorlax: 82-97 (30.7 - 36.3%) -- guaranteed 4HKO after Leftovers recovery
(82, 82, 84, 85, 85, 87, 88, 88, 90, 91, 91, 93, 94, 94, 96, 97)


And as far as Mega Gengar (Timid):


252+ Atk Snorlax Ice Punch vs. 0 HP / 4 Def Mega Gengar: 51-60 (37.7 - 44.4%) -- guaranteed 3HKO
(51, 51, 52, 52, 53, 54, 54, 55, 55, 56, 57, 57, 58, 58, 59, 60)

252 SpA Mega Gengar Sludge Bomb vs. 252 HP / 4 SpD Snorlax: 87-103 (32.5 - 38.5%) -- 4.7% chance to 3HKO after Leftovers recovery
(87, 88, 90, 90, 91, 93, 93, 94, 96, 96, 97, 99, 99, 100, 102, 103)

252 SpA Mega Gengar Focus Blast vs. 252 HP / 4 SpD Snorlax: 154-182 (57.6 - 68.1%) -- guaranteed 2HKO after Leftovers recovery
(154, 156, 158, 160, 160, 162, 164, 166, 168, 170, 172, 174, 176, 178, 180, 182)

Which, isn't terrible and leaves a bit of room to maneuver and even mispredict.


Though I'm almost tempted to run Protect over one of his coverage moves? Thoughts on that?

Edit: Getting rid of Superpower gets rid of his Bisharp countering, so it comes down to Ice Punch for coverage, or Protect for safety and Leftovers recovery.

I dunno. Willing to take suggestions.
 
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I think running Snorlax would be a great idea, but who would you switch it out for? If so, I think a Sitrus Berry would be handy, so you can survive three hits from a Mega Gengar and stay alive a bit longer.

Personally, though, I haven't seen many Mega Gengar too often in Doubles, but Snorlax would be a great check and Ghost absorber. You should have something Snorlax can use against Ghosts, like Crunch.
 
I think running Snorlax would be a great idea, but who would you switch it out for? If so, I think a Sitrus Berry would be handy, so you can survive three hits from a Mega Gengar and stay alive a bit longer.

Personally, though, I haven't seen many Mega Gengar too often in Doubles, but Snorlax would be a great check and Ghost absorber. You should have something Snorlax can use against Ghosts, like Crunch.

Sitrus is on Trev already.

I plan on replacing Rotom Heat with him, since Rotom Heat and Druddigon share the same move typing anyways.
 
I myself had encountered the problem or Char Y and found a solution in Chandelure. If you predict the fire move for the switch in, Flash Fire allows it to be as potent as Rotom while taking no damage from the fire move itself. Chandy works as a fairly decent trick room starter and ive even seen it run with HP rock to take out and fire type it encounters. With access to shadow ball it sould serve as a replacement for your tree as well. Here is the set that I use.

Chandelure (F) @ Focus Sash
Ability: Flash Fire
Level: 50
EVs: 252 HP / 136 Def / 120 SpD
Bold Nature
IVs: 0 Spe
- Overheat
- Trick Room
- Will-O-Wisp
- Protect

Another option would be sub-peroir. Rhyperior + Trick room is a deadly combo.

Rhyperior (M) @ Weakness Policy
Ability: Solid Rock
Level: 50
EVs: 88 HP / 252 Atk / 168 SpD
Adamant Nature
IVs: 0 Spe
- Rock Slide
- Drill Run
- Protect
- Substitute

I also noticed that you don't seem to be running protect on most of your team. Hows that going for you?
 
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