Hello all!
I would like to focus on a team that is around the move Magic Room. So far, I have the room setter, Oranguru, but I would like to build some teammates around him to capitalize on this unique move.
Oranguru @ Item?
Ability: Telepathy
EVs: 252 HP/252 Sp. Def/4 Sp. Att
Calm
- Magic Room
- Psychic
- Protect
- Calm Mind
I'm open to suggestions!
Thank you :)
Great to see you're interested in using such an unusual move!
As Squirtlenator and Mobile Tsk said, this strategy is not easy to use, or to think of how to use, compared to other, more popular strategies (which are popular because they're relatively easy to play well with). This doesn't mean it's necessarily bad or that you can't make it work, just that it's not straightforward.
I assume the format you want to battle in is a Doubles format? Just regular VGC Doubles for starters maybe?
First, I suggest you check out
these three threads on the VGC Reddit where they discuss some ideas and teams for Magic Room. And keep in mind, your entire team doesn't have to revolve around Magic Room. Just one "mode" of it finding some nice use for it is great to begin with.
Let's consider what Magic Room does exactly:
- Magic Room lasts for 5 turns and turns off all items
- it overwrites Trick Room, and is overwritten by it
- it has priority 0 (unlike TR, which has priority -7)
My first observation would be that Magic Room is abuseable by Prankster Pokémon (of which Meowstic and Klefki learn it) and makes it easy for them to shut down Trick Room. Additionally, Trick Room teams love using powerful items as integral parts of their strategy - Life Orb, Eviolite, Weakness Policy, Assault Vest - which makes Magic Room inconvenient for them.
So, one potentially effective way to use Magic Room could be an anti-TR lead: a Magic Room setter/supporter partnered with a fast attacker. Consider this:
Klefki @ Light Clay
Ability: Prankster
(some bulky spread)
- Magic Room
- Light Screen and/or Reflect
-(other moves)
This Klefki would work well with a medium-to-fast, bulky offensive partner against an obvious TR lead. For instance, turn 1, Klefki puts up Reflect or Light Screen, depending on what seems more immediately threatening, the partner attacks or sets up more, and the opponent gets off Trick Room.
First thing next turn, Prankster Magic Room overrides it. This is very unexpected, and while Klefki is in battle it can shut down TR every time before the opponent can do anything with it, giving you control.
That's what I can think of right now - hope it helps with ideas!