RMT Trick Room

Started by GreenFlame March 20th, 2015 11:50 PM
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  • 5 replies

GreenFlame

Male
Seen June 17th, 2017
Posted November 8th, 2016
1,235 posts
9.9 Years
I currently use this Trick Room team on Showdown Doubles, but I also plan on using it for Battle Maison as well. It may also be used for Singles, in which case I just change Cresselia's Helping Hand to something else and perhaps change some of the Protects to something else as well.

Cresselia (F) @ Mental Herb
Ability: Levitate
EVs: 236 HP / 204 Def / 68 SDef
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Helping Hand
- Ice Beam
- Psyshock

Camerupt (M) @ Cameruptite
Ability: Solid Rock
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Heat Wave
- Earth Power
- Hidden Power [Ice]
- Protect

Cohagrigus (M) @ Leftovers
Ability: Mummy
EVs: 152 HP / 52 Def / 252 SpA / 52 SpD
Quiet Nature
IVs: 0 Spe
- Protect
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]

Reuniclus (M) @ Life Orb
Ability: Magic Guard
EVs: 152 HP / 52 Def / 252 SpA / 52 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Psychic
- Energy Ball
- Protect

Emboar (M) @ Life Orb
Ability: Reckless
EVs: 200 HP / 252 Atk / 28 Def / 28 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Focus Punch
- Grass Knot
- Sucker Punch

Venusaur (M) @ Life Orb
Ability: Chlorophyll
EVs: 207 HP / 225 SpA / 76 Spe
Modest Nature
- Sludge Bomb
- Giga Drain
- Sleep Powder
- Sunny Day

I'm looking for help on where I can improve on it, but so far it has worked to impressive effect for me on Showdown.
Male
Wherever you don't want me to be
Seen July 17th, 2015
Posted June 7th, 2015
156 posts
8.3 Years
I don't have a lot of experience with Trick Room teams, but here goes!

I get that the point of a T.R team is to be slow, but if one or both of your setters are KOed it could be game over as your whole team is pretty slow. You might want to sub in a couple of fast mons, just in case.

A Chlorophyll Venusaur won't benefit from T.R as the Chlorophyll boost would be reversed - without T.R up, maybe this could be your speedy? Despite that, you'd need a turn to set up sun to get that juicy speed boost. That could work well with your Camerupt too. Otherwise, just go with standard bulky Venusaur. It's really what you think would work best.

A Reckless Life Orb Emboar will probably lose HP super fast, so making it a rest-talker would be a good idea. You could also try scarfing it and making it non-T.R dependent, but I don't know how high Emboar's speed is so that may not be a good plan. But meh, something to think about!

Try Calm Mind instead of Protect on Reuniclus, or maybe Recover, or both. You'll live a good long time with those buffs! As always with a Psychic type, Psyshock is a good alternative to Psychic, but it really depends on what you think works best.

Cohagrigus is a great mixed tank - fully train it in Sp.Def and HP to start. From there, give it Willowisp to supplement its even higher physical defense while whittling down tougher foes. Nasty Plot is easy to stack with Cohagrigus' great defense, so give it that too. From there, just give it your choice of Protect, Hex, Dark Pulse, Energy Ball, Mean Look, Hypnosis, Dream Eater or HP Fighting. Either stick with the Leftovers or do what I did with mine and give it a Lum Berry - no tank likes status conditions, right? This guy is great cause he functions as both a wall and a sweeper, especially with T.R support.

If Cresselia's gonna be in Singles consider either Moonlight (to heal itself) or Lunar Dance (to heal your team).

Lastly, once again I'll say you'll need some fast Pokèmon if T.R can't be set up.

Hope I helped!

GreenFlame

Male
Seen June 17th, 2017
Posted November 8th, 2016
1,235 posts
9.9 Years
If ur going for a normal battle stly(as in one vs one poke, with a full party) trick room team, u will need 4-5 trick room users and the most important thing to remember is that time is not on ur side, when using trick room
It's mostly for Doubles, and I think I'll have at least 3 Trick Room users. I have been finding that I don't have that many turns in Trick Room conditions, so I'm pretty sure I'll probably be replacing Venusaur with Starmie and giving that Trick Room.

skyburial

Orca Hype

Age 32
Male
Colorado
Seen April 17th, 2017
Posted March 15th, 2017
892 posts
8.6 Years
Entry hazards aren't really as ubiquitous or important in Doubles because switching doesn't happen as often.

Bisharp does well both in and out of Trick Room and mauls half of your team. I would consider replacing Reuniclus or Cohagrigus or both for something fast, as Kebab mentioned. It doesn't look like you're running any bulky water types and they're really useful in Doubles, so you might consider using a Trick Room/Tailwind mix on your team, favoring more middling speed stats for versatility (but keep Camerupt, for sure). If you go for the Tailwind option:


Suicune @ Sitrus Berry
Nature: Bold
Ability: Pressure
232 HP/84 Def/112 SpA/80 SpD
- Scald
- Ice Beam
- Snarl/Protect
- Tailwind

If not, maybe consider AV Azumarill or a Defensive Rotom-Wash variant?

Then you can swap out Sunny Day for Protect on Venusaur to keep it safe from Brave Bird.
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