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-   -   RMT Semi-Trick-Room Team (https://www.pokecommunity.com/showthread.php?t=357019)

Sayuri October 12th, 2015 7:19 PM

Semi-Trick-Room Team
 
I'm making a semi-TR team and I feel like they're all solid members, but I'm not sure if it's a very viable strategy.

Spoiler:

Kangaskhan @ Kangaskhanite
Ability: Scrappy
Level: 50
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Fake Out
- Hammer Arm
- Return
- Sucker Punch

Gardevoir (F) @ Sitrus Berry
Ability: Trace
Level: 50
EVs: 124 HP / 220 Def / 132 SpA / 28 SpD / 4 Spe
Modest Nature
IVs: 0 Spe
- Psychic
- Moonblast
- Heal Pulse
- Trick Room

Talonflame (F) @ Sharp Beak
Ability: Gale Wings
Level: 50
EVs: 148 Atk / 108 SpA / 252 Spe
Naive Nature
- Brave Bird
- Overheat
- Quick Guard
- Tailwind

Milotic (F) @ Assault Vest
Ability: Marvel Scale
Level: 50
EVs: 236 HP / 140 Def / 132 SpA
Modest Nature
- Ice Beam
- Icy Wind
- Scald
- Dragon Tail

Landorus-Therian @ Yache Berry
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
- Earthquake
- Knock Off
- Rock Slide
- Protect

Conkeldurr @ Leftovers
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Mach Punch
- Drain Punch
- Rock Slide
- Detect


Does anyone have any ideas?

Edit: Majorly updated the team (and post). Feeling happier with it, but does anyone have any feedback they could give me?

WingedDragon October 13th, 2015 2:23 PM

Quote:

Originally Posted by DogPolice (Post 8963842)
I'm making my first real Doubles TR team and I feel like Kangaskhan, Gardevoir and Starmie are all solid members, but I'm not sure. Conkeldurr feels like a weak link and the last spot I have no ideas for (wanting it to be a second speed-check).
Spoiler:

Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Fake Out
- Hammer Arm
- Return
- Sucker Punch

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dazzling Gleam
- Hydro Pump
- Ice Beam
- Psyshock

Bisharp (F) @ Life Orb
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Protect

Conkeldurr (F) @ Assault Vest
Ability: Guts
EVs: 24 HP / 244 Atk / 12 Def / 228 SpD
Brave Nature
IVs: 0 Spe
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch

Gardevoir (F) @ Sitrus Berry
Ability: Trace
EVs: 124 HP / 212 Def / 136 SpA / 36 SpD
Sassy Nature
IVs: 0 Spe
- Psychic
- Moonblast
- Heal Pulse
- Trick Room


Does anyone have any ideas?

I would suggest putting Focus sash on Starmie for two reasons. One you cant have duplicate items with bisharp. and Starmie is soo frail that it will be ohko it things that are neutral to it 75% of the time. At least it will give Starmie at least one good shot before it is KOed

Sayuri October 13th, 2015 5:21 PM

Quote:

Originally Posted by WingedDragon (Post 8964566)
I would suggest putting Focus sash on Starmie for two reasons. One you cant have duplicate items with bisharp. and Starmie is soo frail that it will be ohko it things that are neutral to it 75% of the time. At least it will give Starmie at least one good shot before it is KOed

Sorry, I meant to say that I have focus sash on Bisharp. Switching them around might be a good idea though, as when Starmie is used under Trick Room, it alreadt gets the equivalent of a Life Orb boost (+30%) from Analytic since it's so fast it always moves last.

skyburial October 15th, 2015 9:06 AM

Gonna assume this is a VGC team since the levels are set to 50 and you're using Tailwind and a Kangaskhan.

A few things I'm looking at:

You can set your Kangaskhan's nature to Brave and its Speed will hit that perfect 108 mark that lets it outspeed Standorus-T under Tailwind. Hammer Arm seems like it would be useful in slow mode but once the twisted dimensions return to normal you're kinda hosed, no?

Why max speed on Talonflame? And why Sharp Beak? You could slap a Charti Berri on it and be able to live Rock Slides with a little reinvestment in HP.

If you're not gonna vest your Conkeldurr, the next best item to equip it with is a Flame Orb to facilitate your own Guts boost. I'd also consider Wide Guard over Detect so you can fend off Heat Waves, Earthquakes and Rock Slides.

Competitive is the de facto standard ability for Milotic in VGC and for good reason: it really puts a stopper on Landorus's shenanigans and commands board control. The spread seems good, but considering that you've already got two forms of speed control, Mirror Coat might be a better choice than Icy Wind as it allows you to hit back hard when threatened by Amoongus or Thundurus.

I think that's all I've got for now.


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