This is a seemingly basic trick room team. Things are usually not what they seem.
Reuniclus (F) @ Life Orb
Ability: Magic Guard
Shiny: Yes
EVs: 156 HP / 180 Def / 124 SAtk / 48 SDef
Relaxed Nature
IVs: 0 Spd
- Trick Room
- Shadow Ball
- Energy Ball
- Future Sight
Reuniclus does not need max special attack EVs when holding a life orb. I relegate most EVs to HP and Def to make it as bulky as possible while retaining the power to hit like a truck. Shadow ball hits ghosts types and other psychic types super hard, 2hko on even bulky ones. Energy ball allows a little flexibility for deciding when to switch in. Future Sight is a 120 BP STAB move, enough said. Even pokemon that resist psychic attacks will find themselves at close to half, half, or less than half HP remaining after absorbing a STAB Future Sight from the little gelatinous glob of death.
Mawile (F) @ Mawilite
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Iron Head
- Play Rough
- Sucker Punch
- Brick Break
Mega Mawile is one of two preferred leads with this team. I will get to the other preferred lead later. Mawile has access to Imtimidate, which can cripple a fighting type wanting to quickly eliminate your lead TR setter. It also encourages a fire or ground type attack, which my Chandelure can switch in on without a scratch as well as getting a flash fire bonus from that big oaf MegaZard Y. Upon mega evolving Mawile becomes an integral part of this team being able to flat out OHKO almost anything that does not resist, plus sucker punch for priority. This team does not have to worry about status so let the opponent Will-O-Wisp as much they want.
Druddigon (F) @ Assault Vest
Ability: Sheer Force
Shiny: Yes
EVs: 100 HP / 252 Atk / 140 Def / 16 SDef
Impish Nature
IVs: 0 Spd
- Fire Punch
- Thunder Punch
- Gunk Shot
- Iron Head
This particular build on Druddigon gives it respectable bulk. When factoring in the Assault Vest bonus the defenses are 77/90/135, don't let the vest get Knocked Off though!!
Sheer Force is an amazing ability for this team. Extra damage over added effects is a huge plus for Druddigon coming off of it's 120 BST Attack. So good bulk, excellent coverage, low speed, and key resistances combine to make Druddigon an insane threat anytime the Trick Room is up. This is easily one of Druddigon's most potent move sets.
Excellent coverage.
Factor in the boost from the Sheer Force ability and you have the elemental punches at 97.5 BP, Iron Head at 104 BP, and Gunk Shot at 156 BP. The Dragon type moves this thing has access to do NOT have secondary effects, so I choose coverage over STAB. Also to consider: Dragon moves only hit Dragon types super effectively.
Audino (F) @ Leftovers
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 168 SDef / 88 Def
Relaxed Nature
IVs: 0 Spd
- Heal Bell
- Wish
- Healing Wish
- Trick Room
Audino is the other preferred lead and makes an incredible difference between an average Trick Room team and My Trick Room team. This set will make people hate Audino, it will make people hate Trick Room, and it might even make a person with underlying anger issues hate pokemon period. Mere words fall short of expressing how heavily this team depends on Audino!
Well, you might look at the moveset and wonder what exactly is so great about this pokemon?The BST of Audino is underwhelming and it doesn't even have an attack.
KEEP READING
Audino is here to accomplish two goals:
1) Audino's main goal is to tank an attack and set up Trick Room, it functions very well at this goal. Tanking even super effective hits with very good bulk. Combine this with Mawile's intimidate on the first turn and the only thing you have to fear is a STAB Focus Miss, which even if it hits, the little pink pokemon is able to set up trick room. Fake out doesn't bother this guy at all. Fake out can only prevent set-up momentarily.
2) Audino is a great trick room setter, but after trick room could this little used pokemon possibly have a second role?
Of course it does!!
Audino has a plethora of support moves. The great HP Audino has allows it make good sized wishes keeping itself and others in the game at the same time. Third slot is Heal Bell which will make the opponent wish they had been more prepared with high powered attacks and used less status moves. The fourth slot is the almighty Healing Wish, when the game is coming to a close and you just wish that one pokemon who could easily sweep the other two or three pokemon the opponent is carrying had more HP...this is a life saver!
Porygon2 @ Eviolite
Ability: Download
Shiny: Yes
EVs: 112 HP / 48 Def / 252 SAtk / 96 SDef
Relaxed Nature
IVs: 0 Spd
- Recover
- Shadow Ball
- Charge Beam
- Ice Beam
Porygon2 with an Eviolite. Enough said. Incredible bulk coupled with very usable special attack. Download+Charge Beam allows this guy to gain momentum Fast. When the opponent is focusing on taking down this one pokemon, you have plenty of time to calculate and see ahead into what might be coming next.
Chandelure (F) @ Air Balloon
Ability: Flash Fire
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Trick Room
- Will-O-Wisp
- Shadow Ball
- Heat Wave
The special attack on this thing is just outrageous. Shadow Ball and Heat Wave allow almost unresisted coverage. Will-O-Wisp allows Chandelure to cripple physical attackers and render them virtually useless. Trick Room support is self explanatory.
Please help me improve this beast of a team. Only seeking advanced advice, and please do not ask me to change Future Sight on Reuniclus. Other than that, tips please.GO!
Reuniclus (F) @ Life Orb
Ability: Magic Guard
Shiny: Yes
EVs: 156 HP / 180 Def / 124 SAtk / 48 SDef
Relaxed Nature
IVs: 0 Spd
- Trick Room
- Shadow Ball
- Energy Ball
- Future Sight
Reuniclus does not need max special attack EVs when holding a life orb. I relegate most EVs to HP and Def to make it as bulky as possible while retaining the power to hit like a truck. Shadow ball hits ghosts types and other psychic types super hard, 2hko on even bulky ones. Energy ball allows a little flexibility for deciding when to switch in. Future Sight is a 120 BP STAB move, enough said. Even pokemon that resist psychic attacks will find themselves at close to half, half, or less than half HP remaining after absorbing a STAB Future Sight from the little gelatinous glob of death.
Mawile (F) @ Mawilite
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Iron Head
- Play Rough
- Sucker Punch
- Brick Break
Mega Mawile is one of two preferred leads with this team. I will get to the other preferred lead later. Mawile has access to Imtimidate, which can cripple a fighting type wanting to quickly eliminate your lead TR setter. It also encourages a fire or ground type attack, which my Chandelure can switch in on without a scratch as well as getting a flash fire bonus from that big oaf MegaZard Y. Upon mega evolving Mawile becomes an integral part of this team being able to flat out OHKO almost anything that does not resist, plus sucker punch for priority. This team does not have to worry about status so let the opponent Will-O-Wisp as much they want.
Druddigon (F) @ Assault Vest
Ability: Sheer Force
Shiny: Yes
EVs: 100 HP / 252 Atk / 140 Def / 16 SDef
Impish Nature
IVs: 0 Spd
- Fire Punch
- Thunder Punch
- Gunk Shot
- Iron Head
This particular build on Druddigon gives it respectable bulk. When factoring in the Assault Vest bonus the defenses are 77/90/135, don't let the vest get Knocked Off though!!
Sheer Force is an amazing ability for this team. Extra damage over added effects is a huge plus for Druddigon coming off of it's 120 BST Attack. So good bulk, excellent coverage, low speed, and key resistances combine to make Druddigon an insane threat anytime the Trick Room is up. This is easily one of Druddigon's most potent move sets.
Excellent coverage.
Factor in the boost from the Sheer Force ability and you have the elemental punches at 97.5 BP, Iron Head at 104 BP, and Gunk Shot at 156 BP. The Dragon type moves this thing has access to do NOT have secondary effects, so I choose coverage over STAB. Also to consider: Dragon moves only hit Dragon types super effectively.
Audino (F) @ Leftovers
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 168 SDef / 88 Def
Relaxed Nature
IVs: 0 Spd
- Heal Bell
- Wish
- Healing Wish
- Trick Room
Audino is the other preferred lead and makes an incredible difference between an average Trick Room team and My Trick Room team. This set will make people hate Audino, it will make people hate Trick Room, and it might even make a person with underlying anger issues hate pokemon period. Mere words fall short of expressing how heavily this team depends on Audino!
Well, you might look at the moveset and wonder what exactly is so great about this pokemon?The BST of Audino is underwhelming and it doesn't even have an attack.
KEEP READING
Audino is here to accomplish two goals:
1) Audino's main goal is to tank an attack and set up Trick Room, it functions very well at this goal. Tanking even super effective hits with very good bulk. Combine this with Mawile's intimidate on the first turn and the only thing you have to fear is a STAB Focus Miss, which even if it hits, the little pink pokemon is able to set up trick room. Fake out doesn't bother this guy at all. Fake out can only prevent set-up momentarily.
2) Audino is a great trick room setter, but after trick room could this little used pokemon possibly have a second role?
Of course it does!!
Audino has a plethora of support moves. The great HP Audino has allows it make good sized wishes keeping itself and others in the game at the same time. Third slot is Heal Bell which will make the opponent wish they had been more prepared with high powered attacks and used less status moves. The fourth slot is the almighty Healing Wish, when the game is coming to a close and you just wish that one pokemon who could easily sweep the other two or three pokemon the opponent is carrying had more HP...this is a life saver!
Porygon2 @ Eviolite
Ability: Download
Shiny: Yes
EVs: 112 HP / 48 Def / 252 SAtk / 96 SDef
Relaxed Nature
IVs: 0 Spd
- Recover
- Shadow Ball
- Charge Beam
- Ice Beam
Porygon2 with an Eviolite. Enough said. Incredible bulk coupled with very usable special attack. Download+Charge Beam allows this guy to gain momentum Fast. When the opponent is focusing on taking down this one pokemon, you have plenty of time to calculate and see ahead into what might be coming next.
Chandelure (F) @ Air Balloon
Ability: Flash Fire
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Trick Room
- Will-O-Wisp
- Shadow Ball
- Heat Wave
The special attack on this thing is just outrageous. Shadow Ball and Heat Wave allow almost unresisted coverage. Will-O-Wisp allows Chandelure to cripple physical attackers and render them virtually useless. Trick Room support is self explanatory.
Please help me improve this beast of a team. Only seeking advanced advice, and please do not ask me to change Future Sight on Reuniclus. Other than that, tips please.GO!
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