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- Seen Mar 5, 2014
[Edited post because of typo]
Hi everyone!
So, I've been dying to give trick room a shot in a team, and I noticed some interesting pairings here and there across poke travels, so I thought it would be fun to make a table-turning centric theme that half relied on trick room, and half relied on stat boosts/afflictions.
I put question marks near things I'm especially uncertain of, but feel free to criticize any other weaknesses you detect. Let me know what you think can be improved or all-together eliminated :)
Thanks
Serperior @life orb?
contrary
1-leaf storm
2-giga drain
3-leech seed
4-substittue
EVs=speed and sp attack (?)
(considering I'll be relying on leaf storm for stat boosts, should I invest in defenses for longevity? and is life orb too risky?)
Malamar @ focus sash (?)
contrary
1-superpower
2-psycho chut
3-trick room
4-reflect?
EVS=hp and sp def
Cofagrigus @shell bell/light clay?
mummy
1-hex
2-will o wisp
3-light screen
4-attack split
EVs=HP and sp defense (?)
(should I spend my EVs solely on defense and not blindly "trust" in its base def?)
Shuckle @leftovers
sturdy
1-double team
2-toxic
3-protect
4-gyro ball/ sandstorm(?)
EVs=sp def and defense
Escavalier @rocky helmet
swarm
1-swords dance
2-x scissor
3-iron head
4-double team/trick room (?)
EV=attack and defense
Ampharos @Ampharosite
static
1-dragon pulse
2-surf
3-thunderbolt
4-thunder wave (?)
EV=speed and sp attack
(I think I did a poor job with this move set...)
So, if Ampharos gets scrapped I was also thinking of:
Starmie:
natural cure
1-recover
2-cosmic power
3-surf
4-thunderbolt/psyshock (?)
EV= sp attack and speed
In terms of strategy, the goal was to make each member uniquely dangerous, with the hopes of overwhelming the opponent and not knowing what to address first. This would probably work best in a double/triple battle, but I can see it working in singles as well. The goal is to start with a speedy phase using serperior/starmie (if I use starmie), and then changing gears if/when they expire to the trick room set filled with slow wall types. I admit, this is very experimental, but I'm excited to train these guys up.
I'm debating between starmie and ampharos because it would be a shame to not exploit a mega evolution, and ampharos's speed does work well with trick room, buttttt starmie's move pool has more synergy, imho. also, I wanted a 1:3 split between fast/slow so my team isn't too dependent upon the presence/lack of trick room.
Speaking of, would it be worth it if I put trick room on another team member?
Thanks!
Hi everyone!
So, I've been dying to give trick room a shot in a team, and I noticed some interesting pairings here and there across poke travels, so I thought it would be fun to make a table-turning centric theme that half relied on trick room, and half relied on stat boosts/afflictions.
I put question marks near things I'm especially uncertain of, but feel free to criticize any other weaknesses you detect. Let me know what you think can be improved or all-together eliminated :)
Thanks
Serperior @life orb?
contrary
1-leaf storm
2-giga drain
3-leech seed
4-substittue
EVs=speed and sp attack (?)
(considering I'll be relying on leaf storm for stat boosts, should I invest in defenses for longevity? and is life orb too risky?)
Malamar @ focus sash (?)
contrary
1-superpower
2-psycho chut
3-trick room
4-reflect?
EVS=hp and sp def
Cofagrigus @shell bell/light clay?
mummy
1-hex
2-will o wisp
3-light screen
4-attack split
EVs=HP and sp defense (?)
(should I spend my EVs solely on defense and not blindly "trust" in its base def?)
Shuckle @leftovers
sturdy
1-double team
2-toxic
3-protect
4-gyro ball/ sandstorm(?)
EVs=sp def and defense
Escavalier @rocky helmet
swarm
1-swords dance
2-x scissor
3-iron head
4-double team/trick room (?)
EV=attack and defense
Ampharos @Ampharosite
static
1-dragon pulse
2-surf
3-thunderbolt
4-thunder wave (?)
EV=speed and sp attack
(I think I did a poor job with this move set...)
So, if Ampharos gets scrapped I was also thinking of:
Starmie:
natural cure
1-recover
2-cosmic power
3-surf
4-thunderbolt/psyshock (?)
EV= sp attack and speed
In terms of strategy, the goal was to make each member uniquely dangerous, with the hopes of overwhelming the opponent and not knowing what to address first. This would probably work best in a double/triple battle, but I can see it working in singles as well. The goal is to start with a speedy phase using serperior/starmie (if I use starmie), and then changing gears if/when they expire to the trick room set filled with slow wall types. I admit, this is very experimental, but I'm excited to train these guys up.
I'm debating between starmie and ampharos because it would be a shame to not exploit a mega evolution, and ampharos's speed does work well with trick room, buttttt starmie's move pool has more synergy, imho. also, I wanted a 1:3 split between fast/slow so my team isn't too dependent upon the presence/lack of trick room.
Speaking of, would it be worth it if I put trick room on another team member?
Thanks!
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