Trick Room Team

So I've been working on a trick room team and I was hoping if you guys could help! But please refrain from telling me to give pokemon the same items as I am trying to make this team on X and Y and it would be hard to convince someone to give me their items :P

Deoxys-Defense @ Rocky Helmet
Ability: Pressure
EVs: 252 Def / 4 SAtk / 252 SDef
Relaxed Nature
IVs: 0 Spd
- Trick Room
- Calm Mind
- Toxic
- Psychic
Deoxys-Defense helps me set up the Trick Room as it has amazing defense stats and is always really handy.

Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 Def / 4 SAtk / 252 SDef
Sassy Nature
IVs: 0 Spd
- Trick Room
- Nasty Plot
- Shadow Ball
- Toxic
Cofagrigus is used as my other Trick Room setter-upper should the opponent kill my Deoxys and can help prevent

Kyurem-Black @ Iron Ball
Ability: Teravolt
EVs: 252 HP / 252 Atk / 4 SAtk
Brave Nature
IVs: 0 Spd
- Fusion Bolt
- Outrage
- Shadow Claw
- Ice Beam
Black-Kyurem is a great pokemon with crazy high Attack. The Iron Ball helps me make Black Kyurem slower as it has high base speed for a Trick Room team.

Ampharos-Mega @ Ampharosite
Ability: Mold Breaker
EVs: 252 HP / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Thunderbolt
- Focus Blast
- Dragon Pulse
- Signal Beam
Ampharos serves as my Special Sweeper of the team as it has high Sp. Attack but is incredibly slow which helps go along with the Trick Room team.

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Drain Punch
- Fire Punch
- Knock Off
- Earthquake
Conkeldurr is my Physical Sweeper on the team as it's flame orb with guts ability can really help kill other sweepers without any struggle. The Fire Punch is for pokemon that have the typing Bug/Steel As people seem to use a lot of those in OU...*cough cough Genesect and Scizor cough*

Donphan @ Shell Bell
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Earthquake
- Rapid Spin
- Gunk Shot
- Stealth Rock
And finally, the rapid spinner of the team. Donphan makes a great addition to the team as it can Rapid Spin and has 50 base speed which can be great to get rid of things like Sticky Web or Spikes.

Well that's my team so please help it improve as it would be helpful and I would REALLY appreciate it!
 
Quick Review:
Team Lacks Priority, So: Conkeldor, Mach Mach > Earthquake
Shell bell isn't that good, So: Donphan, Leftovers > Shell Bell
Cofagrigus Doesn't Need Toxic, So: Cofagrigus, HP Fight > Toxic

Otherwise, Preety Solid Team.
 
Conkeldurr benefits more from an Assault Vest than a flame orb this gen. Guts is still great, because poison and burn are both still really prevalent parts of the meta, so you will find opportunities to switch in on status pretty often. The vest also counters his biggest weakness, the low special defense.

Looking at Deoxys and Cofagrigus, your EV spread seems a little odd. On Deoxys I would lose the Def EVs and put them in HP. It's almost ALWAYS better for a defensive poke to have max HP than it is to max out their secondary defensive stat. Do the opposite with Cofagrigus and drop the Sdef EVs for HP. This makes them both separate walls for physical and special damage, but you'll find this actually makes them both live a lot longer. I personally find Cofagrigus is surprisingly buff without defensive investment. I run 252 HP and 252 Satk on him and 9 times out of 10 it works out a lot better for me. Though a lot of that comes down to how I play, so don't take that as gospel. Something worth thinking about though. I also find running a WoW on him is quite useful instead of Toxic or HP Fighting. Shadow ball has a lot of coverage this gen anyway, and the damage on the HP isn't super high. Burning an enemy physical sweeper is a MASSIVE gamechanger in a lot of situations. I would definitely drop the toxic for either the HP Fighting or a Will o wisp.

Gotta be honest on Kyurem-B. I had never thought of using an Iron Ball on him, or even using him at all. Seems like a really good idea tbh. I like it a lot. I would experiment with a choice band though. 95 base speed is faster than would be ideal, but when your IV/EVing AGAINST speed, you could find that you're ok in more situations than you might think. Like I say, I personally haven't run a Kyurem on a TR team before, but I've dabbled in slightly faster pokemon (90-95) and for the most part it's been fine. Occasionally you come across something like a Conkeldurr or a Snorlax that turns your trick room against you, which DOES suck ass, but often it isn't a big deal. There are a few big, slow threats this gen though, even compared to gen V, so Iron Ball might be the way to go. I'm gonna play with this because now im interested to see how it works out.

Finally, Gunk Shot on Donphan could be replaced with Ice Shard for some priority. With Kyurem, you don't have the usual need to run Ice Punch on Conkeldurr, and I see you're running Fire Punch there which will hit fairies really hard, so you can afford to not have to invest a moveslot in Gunk Shot. It's not a bad choice, but the priority can be really valuable. It doesn't hit terribly hard coming from Donphan, but I think it might be more useful for you than Gunk Shot.

Solid team though man. I like the use of Kyurem-B and Deoxys-D. You don't often see them on TR teams. (Although I think the latter is Uber, which might hamper your plans for a Pokebank OU team.)
 
What item could I run on Donphan that isn't leftovers? I was planning on keeping them on Cofagrigus
 
Back
Top