Yono
Creepin' and Crawlin'
- 114
- Posts
- 17
- Years
- Fuschia City
- Seen Dec 29, 2014
A Trick Room team I put together to follow -up with my 4th Gen Trick Room Team. However, I wanted to ask you guys to see if it was effective. I know a lot of people don't really rate 5th Gen stuff, but I'd thought I'd give it a try.
Rankurusu @ Leftovers
Relaxed, 252 HP / 156 Def / 102 Sp.Def
Magic Guard
~Trick Room
~Psycho Shock
~Recover
~Explosion
Allows me to set-up Trick Room and Recover off damage, to try an reuse Trick Room. Explosion to provide some damage in an a defending Pokemon. Psycho Shock for STAB, as it nicely targets the Defense of sweepers.
Kurimugan, @Choice Band
Brave, 252 HP/ 6 Def / 252 Atk
Encourage
~Outrage
~Crunch
~Earthquake
~Superpower
A Physical powerhouse once Trick Room is up. Outrage for STAB and dealing massive damage. The other attacks are for dealing damage to those that are weak against these moves. Crunch for Psychic and Ghost types. Earthquake to take out Steels, Rocks, Fire and Electric types. Superpower to deal with Rock, Steel, Ice(if possible). Encourage and Choice Band boost the strength of these attacks as well.
Roopushin, @Flame Orb
Brave, 252 HP / 6 Def/ 252 Atk
Guts
~Mach Punch
~Rock Slide
~Payback
~Bulk Up
Roopushin is here for clearing up later in the match. Bulk Up provides some added Attack and Defense strength to already decent stats. Mach Punch is main move here, clearing up a few Pokemon that are low on health. Rock Slide to take care of Flying-types to interrupt on his parade. Payback to deal with Ghost-types that Mach Punch can't touch. Flame Orb activates Guts to boost its Attack even further.
Octillery, @Wave Incense
Quiet, 252 HP / 252 SpA / 4 SpD
Sniper
~Water Spout
~Ice Beam
~Energy Ball
~Surf
Main Special Attacker. He moves fast under Trick Room. Water Spout for large amounts of damage towards anything. Surf for when his health gets low. Enegery Ball to deal with other Water-types. Ice Beam to deal with Dragons, as the other attacks cover ground pretty well.
Dusclops, @Pre-Evolution Stone
Relaxed, 252 Def / 252 Sp.D / 6 Atk
Pressure
~Ice Punch
~Trick Room
~Will-O-Wisp
~Protect
My back-up Trick Roomer. Pre-Evolution Stone allows for a 30% boost in Defense and Special Defense, so he can take hits well. Will-O-Wisp to wall physical attacker further. Protect to stall for Burn damage or scout. Ice Punch to primarily deal with Dragons, along with other Ice-weak threats.
Shibirudon, @Life Orb
Quiet, 252 Atk/ 252 Sp.Atk / 6 HP
Levitate
~Thunderbolt
~Flamethrower
~Grass Knot
~Crunch
The teams Mixed Attacker. Thunderbolt for STAB against Water-types and Flying. Flamethrower to deal with Steel-types, Ice and Grass. Grass Knot to deal with Bulky Waters, Rock and Ground-types. Crunch to deal with Psychic and Ghost threats.
Rankurusu @ Leftovers
Relaxed, 252 HP / 156 Def / 102 Sp.Def
Magic Guard
~Trick Room
~Psycho Shock
~Recover
~Explosion
Allows me to set-up Trick Room and Recover off damage, to try an reuse Trick Room. Explosion to provide some damage in an a defending Pokemon. Psycho Shock for STAB, as it nicely targets the Defense of sweepers.
Kurimugan, @Choice Band
Brave, 252 HP/ 6 Def / 252 Atk
Encourage
~Outrage
~Crunch
~Earthquake
~Superpower
A Physical powerhouse once Trick Room is up. Outrage for STAB and dealing massive damage. The other attacks are for dealing damage to those that are weak against these moves. Crunch for Psychic and Ghost types. Earthquake to take out Steels, Rocks, Fire and Electric types. Superpower to deal with Rock, Steel, Ice(if possible). Encourage and Choice Band boost the strength of these attacks as well.
Roopushin, @Flame Orb
Brave, 252 HP / 6 Def/ 252 Atk
Guts
~Mach Punch
~Rock Slide
~Payback
~Bulk Up
Roopushin is here for clearing up later in the match. Bulk Up provides some added Attack and Defense strength to already decent stats. Mach Punch is main move here, clearing up a few Pokemon that are low on health. Rock Slide to take care of Flying-types to interrupt on his parade. Payback to deal with Ghost-types that Mach Punch can't touch. Flame Orb activates Guts to boost its Attack even further.
Octillery, @Wave Incense
Quiet, 252 HP / 252 SpA / 4 SpD
Sniper
~Water Spout
~Ice Beam
~Energy Ball
~Surf
Main Special Attacker. He moves fast under Trick Room. Water Spout for large amounts of damage towards anything. Surf for when his health gets low. Enegery Ball to deal with other Water-types. Ice Beam to deal with Dragons, as the other attacks cover ground pretty well.
Dusclops, @Pre-Evolution Stone
Relaxed, 252 Def / 252 Sp.D / 6 Atk
Pressure
~Ice Punch
~Trick Room
~Will-O-Wisp
~Protect
My back-up Trick Roomer. Pre-Evolution Stone allows for a 30% boost in Defense and Special Defense, so he can take hits well. Will-O-Wisp to wall physical attacker further. Protect to stall for Burn damage or scout. Ice Punch to primarily deal with Dragons, along with other Ice-weak threats.
Shibirudon, @Life Orb
Quiet, 252 Atk/ 252 Sp.Atk / 6 HP
Levitate
~Thunderbolt
~Flamethrower
~Grass Knot
~Crunch
The teams Mixed Attacker. Thunderbolt for STAB against Water-types and Flying. Flamethrower to deal with Steel-types, Ice and Grass. Grass Knot to deal with Bulky Waters, Rock and Ground-types. Crunch to deal with Psychic and Ghost threats.