VGC Trick Room

Azire

Mr. Premier Ball
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    • Seen Dec 25, 2016
    Changes in Bold.

    Here is my VGC first draft. I have done this much solo but have hit a couple snags.

    With the release of XY we received Mega Evolutions!! When I first saw this I was excited, when I saw that one of my favorite Pokémon that doesn't get the attention he deserves received Mega Evolution, I just knew I had to put him in my VGC team!! Without further ado, here is Team Abomasnow.

    Abomasnow @ Abomasite
    Ability: Soundproof
    EV: 252 HP / 48 Atk / 208 SAtk
    IV: 0 Spe
    Quiet Nature
    - Blizzard
    - Wood Hammer
    - Ice Shard
    - Protect

    This here is the team leader. I went with the Ability Soundproof to provide him with some slight immunities on the switch in. Snow Warning activates upon Mega Evolution providing his much desired Hail. This also ensures no wasted turns. Blizzard is his primary STAB to be spammed. Wood Hammer is being used for a secondary STAB due to Giga Drain being illegal. Ice Shard is STAB priority to knock out weakened opponents and an attacking option if Trick Room isn't up. Protect is standard in VGC.

    Aromatisse @ Leftovers
    Ability: Aroma Veil
    EV: 252 HP / 240 Def / 16 SDef
    IV: 0 Spe
    Relaxed Nature
    - Aromatherapy
    - Heal Pulse
    - Protect
    - Trick Room

    My first Trick Room setter and cleric of the team. The EV spread maximizes the Def and HP to heal the most possible. Nature boosts Def while minimizing Spe. Aromatherapy cures all status effects of the team. The Ability provides immunity to Taunt so an attacking move isn't necessary.

    Conkeldurr @ Assault Vest
    Ability: Iron Fist
    EV: 252 Atk / 4 Def / 252 SDef
    IV: 0 Spe
    Brave Nature
    - Drain Punch / Hammer Arm
    - Mach Punch
    - Rock Slide
    - Poison Jab

    Assault Vest is being used as it's a great item for Conkeldurr and Life Orb / Leftovers are in other locations on the team. Iron Fist is being used to boost the two STAB attacks which provides more healing via Drain Punch. Guts is counter productive with Aromatherapy support. Mach Punch provides priority to net KO's and to provide an option outside of Trick Room. Rock Slide is used to hit Fire Types and Flying Types, especially to nail Charizard Y. Poison Jab is used to hit Fairies hard.

    Reuniclus @ Life Orb
    Ability: Magic Guard
    EV: 252 HP / 252 SAtk / 4 Def
    IV: 0 Spe
    Quiet Nature
    - Psychic
    - Shadow Ball
    - Protect
    - Trick Room

    My second Trick Room setter. Life Orb to boost attacks while taking no damage from it. Psychic as STAB, good for Poison Types targeting Aromatisse. Recover is used to provide healing while Protect stalls one turn. Shadow Ball is still in question to target Ghost Types.

    This is where my original team ended. I wanted to focus on 4 as you can only use 4 and fill the last slots afterwards. What makes the most sense to me is to fill the last two slots with another Trick Room setter and another Mega Evolution. These would be chosen if one TR setter or Abomasnow won't be good for the upcoming match up.

    Slowbro @ Life Orb / Sitrus Berry
    Ability: Regenerator / Oblivious
    EV: 252 HP / 4 Def / 252 SAtk
    IV: 0 Spe
    Quiet Nature
    - Surf
    - Fire Blast
    - Ice Beam / Blizzard / Protect
    - Trick Room

    My back up Trick Room setter. I believe Item and Ability will differ based on which Trick Room setter is replaced for the match. Oblivious would help when replacing Aromatisse as I will still retain a Taunt immune setter. Regenerator could be used with Life Orb if Reuniclus is replaced. Surf will serve as the primary STAB. Fire Blast is used to provide coverage. Ice Beam could be used with Mega Mawile while Blizzard could be used with Mega Abomasnow. Other options could include Protect or Heal Pulse. I could go with a mono attacking set with Surf and run Heal Pulse and Protect on the same set.

    Mawile @ Mawilite
    Ability: Intimidate
    EV: 252 HP / 204 Atk / 52 SDef
    IV: 0 Spe
    Sassy Nature
    - Play Rough
    - Iron Head
    - Sucker Punch
    - Protect

    Mawile is running duel STAB with Sucker Punch added for coverage. EV spread is to survive Flamethrower from Manectic and Fire Blast from Salamence. This is primarily my back up Mega, only to be used in situations where Abomasnow isn't going to do well. I understand many people like Mawile more than Abomasnow but this is still my back up.

    A final selection for my team as it's been brought to my attention that I am horribly weak against Mega Gyarados Taunt. This is the only solution I could think of, adding it to my team wouldn't disappoint me as I quite like it. Thoughts?

    Meowstick (M) @ Sitrus Berry / Mental Herb / Light Clay
    Ability: Prankster
    EV: 252 HP / 188 Def / 68 SDef
    Bold Nature
    - Fake Out / Psychic
    - Reflect
    - Light Screen
    - Trick Room

    Prankster speedy Trick Room setter. I haven't personally tested this yet so I still haven't figured out what I want to do. Trick Room is mandatory. I thought of Fake Out to open with, Psychic as STAB. The fact that Meowstick is speedy on a Trick Room team is insignificant. Prankster takes care of any speed issues unless Meowstick is attacking, which is not something I see it doing unless it's the first move it's in play, Fake Out. Other options I thought of were Quick Guard / Protect. SafeSwag has been suggested but I don't know how good that will be. Thunder Wave I feel is counter productive due to the Speed drop.
     
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    Note that Knock Off Conkeldurr is illegal in VGC '14 because it's a B2/W2 tutor move and the format only allows Pokemon that have been encountered/hatched in Kalos. The next best move to use is Rock Slide. While Detect has lower PP than Protect, it saves Conkeldurr from Imprison users.
     
    Note that Knock Off Conkeldurr is illegal in VGC '14 because it's a B2/W2 tutor move and the format only allows Pokemon that have been encountered/hatched in Kalos. The next best move to use is Rock Slide. While Detect has lower PP than Protect, it saves Conkeldurr from Imprison users.

    Thanks for spotting that. I have been testing and tweaking with a Doubles team and thought I caught all those moves. I will definitely put Rock Slide in and remove it from a slash on Abomasnow.
     
    Azire, please note that the Assault Vest only allows 'durr to use attacks, so protect on it is a wasted slot. Also, go with Drain Punch as it allows him more survivability.

    On Abomasnow, you NEED to run Protect because of it's weaknesses galore.

    For Aromatisse, go with the moves Aromatherapy, Heal Pulse, Protect, and Trick Room. Change the lefties for Sitrus Berry which gives 25% more health when you hit the yellow. I find this more useful than leftovers anyway since VGC battles are generally ten turns or less.

    Reunc -- keep the life orb, love it, but perhaps only have one STAB with psychic. You're going to run away from Dark Types with him anyway. For his moves, go with Recover, Psychic, Protect, Trick Room. It only gives you one attack but with only dark types being immune (and a bit rare in Kalos anyway), you should be OK. If you see T-tar, you need to run anyway as he's most likely gonna kill you no matter what other move you run (and depending on focus miss is a bad idea).

    For the secondary Mega, I'd go with Mawile but run 252 HP, 204 ATK, and 52 SPD with a Sassy Nature. This still allows her to hit hard enough to KO almost everything but also survive flamethrower from Manectric and Fire Blast from Salamence (two common faster foes) and KO with one of your STABs.
     
    Okay I like what you've posted but I have a few questions.

    Regarding Reuniclus, is Recover that important? I have no coverage against Ghost Types and could run duel attacks with STAB Psychic and Shadow Ball.

    Regarding Mawile, I was heavily leaning here for my secondary Mega. Would Fire Fang be viable over any other move to provide the team with some much needed Fire coverage. Perhaps run it over Iron Head as Conkeldurr can cover Fairies with Poison Jab?
     
    Okay I like what you've posted but I have a few questions.

    Regarding Reuniclus, is Recover that important? I have no coverage against Ghost Types and could run duel attacks with STAB Psychic and Shadow Ball.

    Regarding Mawile, I was heavily leaning here for my secondary Mega. Would Fire Fang be viable over any other move to provide the team with some much needed Fire coverage. Perhaps run it over Iron Head as Conkeldurr can cover Fairies with Poison Jab?

    VGCs tend to be fast-paced games, leaving you with little time to use recovery moves.

    The priority of Mach Punch is way too important for Conkeldurr to give up. Put it back.
     
    Okay I like what you've posted but I have a few questions.

    Regarding Reuniclus, is Recover that important? I have no coverage against Ghost Types and could run duel attacks with STAB Psychic and Shadow Ball.

    Regarding Mawile, I was heavily leaning here for my secondary Mega. Would Fire Fang be viable over any other move to provide the team with some much needed Fire coverage. Perhaps run it over Iron Head as Conkeldurr can cover Fairies with Poison Jab?

    Well, recover can be replaced by Shadow Ball -- shouldn't be too big of a deal anyway.

    And Mawile, the set you needed is the standard because it works. You don't want to depend on durr to take down fairies as he's slow and they'll usually get him first. Mawile is slow but can take attacks and then dish out a OHKO with Iron Head.

    Also, like PD said, put Mach Punch back. :P
     
    VGCs tend to be fast-paced games, leaving you with little time to use recovery moves.

    The priority of Mach Punch is way too important for Conkeldurr to give up. Put it back.

    My Conkeldurr is using both Drain Punch and Mach Punch. Drain for a primary attack to use while under TR. mach Punch providing priority. Iron Fist boosting both. The only changes I've made to Conkeldurr are removing Knock Off for Rock Slide and removing Protect for Poison Jab.

    Well, recover can be replaced by Shadow Ball -- shouldn't be too big of a deal anyway.

    And Mawile, the set you needed is the standard because it works. You don't want to depend on durr to take down fairies as he's slow and they'll usually get him first. Mawile is slow but can take attacks and then dish out a OHKO with Iron Head.

    Also, like PD said, put Mach Punch back. :P

    Like PD said, I'm not sure how many opportunities I'll get to Recover, if needed hopefully Aromatisse can heal Reuniclus. I am think Shadow Ball may prove more useful but that's why I asked.

    Also I understand that Conkeldurr is slow but this is a Trick Room team. Another reason why I chose a Taunt immune Trick Room setter.

    So Fire Fang has no place on Mawile?
     
    You have no fast mode, and all of your TR setters can be lifted up with Sky Drop. Currently, you're gonna have a difficult time getting off TR and then transitioning to offense.

    Some recommendations;

    Conkeldurr -> Mienshao
    Mienshao outclasses Conkeldurr as it is immune to Fake Out and can OHKO Kangaskhan (the most common Pokemon in the metagame alongside Garchomp) with HJK. It also gives you Fake Out/Quick Guard support.

    Abomasnow -> Amoonguss
    Abomasnow has too many weaknesses and isn't that great right now. Amoonguss can redirect attacks away from your TR setter and then abuse Eject Button for a free switch into Mawile/Slowbro to put out offensive pressure right away. The free switch also allows you to choose which offensive Pokemon is best for the situation. It can also redirect Sky Drop and phaze moves (Roar is seen on bulky Zapdos for example).

    Aromatisse -> Lum Berry
    If you don't go with Amoonguss, you're still vulnerable to sleep and confusion/para hax before getting off TR.

    Aromatisse moveset: Trick Room / Rain Dance / Aromatherapy / Moonblast
    Protect isn't really necessary on Aromatisse. Rain Dance protects Mawile / Amoonguss from Fire moves while also making sure Slowbro isn't useless against Char-Y/TTar teams. Moonblast gives Aromatisse something to do when its support is no longer needed.

    Slowbro moveset: Scald / Fire Blast / Ice Beam / Psychic or Protect
    Psychic gives you better coverage and Scald doesn't hit your teammate. You need an Electric move somewhere as Gyarados currently gives your team some trouble. MegaGyarados can also Taunt Aromatisse and Slowbro - another benefit of having Amoonguss with Rage Powder. I'd probably replace Reuniclus with Manectric or Rotom, though.


    I'll probably think of some other stuff later. Let me know if you're interested in more details of something I mentioned.
     
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    I'm not sure how serious Sky Drop is. I've looked at the distribution and it's not great. One of the only actually good Pokémon to have it is Charizard and I don't see Charizard running it.

    I'm not sure I can agree with Meinshao. While this is a Trick Room team I feel it is necessary to have the full team benefit. As you can only pick 4 have Pokémon that don't benefit could be bad. Conkeldurr also has priority in Mach Punch with a full Atk investment and Iron Fist boosting it's power. The last thing to note, Conkeldurr is A LOT more bulky than Meinshao.

    Conkeldurr - 105 / 95 / 65
    Meinshao - 65 / 60 / 60

    Then I have Coneldurr invested with Assault Vest to improve the weaker SDef which is still higher than Meinshao.

    Next I will agree that Amoongus is good but I'm not sure of the benefits considering I would be swapping a Mixed Attacker for a Support Mon. I should note that while you may not like Abomasnow, the entire team started with him. The purpose of building this team was to make a team around Abomasnow. Also he is one of the best Mixed Attackers in the game.

    I will look into Lum for Aromatisse. Rain Dance could also be interesting. Definitely something to look into.

    Slowbro hits both opponents with Surf. My ally should have Protect for when Surf is used.

    Electric serves no purpose that I can see on the team so far. While Mega Gyarados is a great Pokémon, it is 2x weak to Grass (Wood Hammer, Abomasnow) and Fighting from Conkeldurr. If necessary I could put Moonblast on Aromatisse as MG is 2x weak to Fairy as well.

    I forgot to note that Aromatisse and it's ally are immune to Taunt while Aromtisse is in play. It's Ability Aroma Veil provides this.
     
    The most common user of Sky Drop is Aerodactyl, whom is rising in usage because how good of a check to Perish Trap and Trick Room teams it is with Sky Drop. It actually won a state tourney in Cali last week! MegaGyarados can taunt Aromatisse and Slowbro because it has Mold Breaker, which negates Aroma Veil and Oblivious. The biggest threats to Trick Room teams is anything that stops Trick Room from being setup, which was the basis for my suggestions. You'll want to consider some kind of Fake Out/Rage Powder support, at least. If you don't like Mienshao, maybe Scrafty or Kangaskhan with Hammer Arm?
     
    I will have to look up some calculators to see how dangerous each of those threats are. Trick Room not being set up isn't necessarily a death wish.

    I did indeed forget that MG has Mold Breaker. I believe there is a Prankster Trick Room Pokémon. Perhaps I should look into that.

    Okay it's Meowstick(M). So maybe a set like,

    Meowstick(M) @ Eject Button / Lum Berry
    Ability: Prankster
    EV: 252 HP / 128 Def / 128 SDef
    IV: Unimportant
    Jolly Nature
    - Fake Out / Sucker Punch
    - Quick Guard / Sucker Punch
    - Helping Hand / Misty Terrain / Quick Guard
    - Trick Room

    This is just off the top of my head. Perhaps a Speed boosting Nature like Jolly? I see only two Physical moves as being useful on Meowstick. It's counter productive with Trick Room but a +Spe/+Priority Trick Room will be hard to beat. Besides after Trick Room is up, Prankster will still provide Priority on everything but Fake Out / Sucker Punch. Although a Jolly, 252 HP / 4 Def / 252 Spe could provide the fastest Trick Room I am aware of.
     
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    I will have to look up some calculators to see how dangerous each of those threats are. Trick Room not being set up isn't necessarily a death wish.

    I did indeed forget that MG has Mold Breaker. I believe there is a Prankster Trick Room Pokémon. Perhaps I should look into that.

    Okay it's Meowstick(M). So maybe a set like,

    Meowstick(M) @ Eject Button / Lum Berry
    Ability: Prankster
    EV: 252 HP / 128 Def / 128 SDef
    IV: Unimportant
    Jolly Nature
    - Fake Out / Sucker Punch
    - Quick Guard / Sucker Punch
    - Helping Hand / Misty Terrain / Quick Guard
    - Trick Room

    This is just off the top of my head. Perhaps a Speed boosting Nature like Jolly? I see only two Physical moves as being useful on Meowstick. It's counter productive with Trick Room but a +Spe/+Priority Trick Room will be hard to beat. Besides after Trick Room is up, Prankster will still provide Priority on everything but Fake Out / Sucker Punch. Although a Jolly, 252 HP / 4 Def / 252 Spe could provide the fastest Trick Room I am aware of.
    I don't think that Sucker Punch is useful on Meowstic because of its pathetic Attack. It needs a STAB move to function:
    -Safeguard
    -Swagger
    -Thunder Wave/Reflect/Charm
    -Psychic/Fake Out/Light Screen
    Nature: Bold
    EVs: 252 HP/188 Def/68 SDef
    Item: Sitrus Berry/Mental Herb
    Ability: Prankster
     
    Okay noted. My purpose for mentioning Meowstick though was to use as a Trick Room setter that would bypass Taunt. Keiran brought up a good point and this was to avoid that.

    Where would you put Trick Room? I was thinking of using Fake Out to get the Flinch on first turn and Trick Room second. I could use a STAB but once Trick Room is up Meowstick will be too fast(slow) to be of real use I believe. The support skills debatable and what I want to figure out. Also who would I replace with Meowstick?

    - Fake Out / Psychic
    - ????
    - ????
    - Trick Room

    Also isn't Thunder Wave kind of counter productive with Trick Room? You know by slowing the opponent down.
     
    I think a guts Conkeldurr would be better suited that iron fist. With Flame Orb instead of Assault vest yes you are losing hp in the process but you are also giving extra power to your non punching moves which could be more important that the punching moves themselves . I understand that you want to have it endure special attacks, but you shouldnt under mind the potential attack power it could be given. As Far as EV spread that isnt my fortee but Im thinking minimum 60 Evs into atk

    Conkeldurr @ Flame orb
    Ability: Guts
    EV: 252 Hp 60 Atk; ?? Maybe in Spdef
    IV: 0 Spe
    Brave Nature
    - Drain Punch / Hammer Arm
    - Mach Punch
    - Rock Slide (for spread coverage) / Poison Jab (to cover fairies and grass types)
    - Protect
     
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    I think a guts Conkeldurr would be better suited that iron fist. With Flame Orb instead of Assault vest yes you are losing hp in the process but you are also giving extra power to your non punching moves which could be more important that the punching moves themselves . I understand that you want to have it endure special attacks, but you shouldnt under mind the potential attack power it could be given. As Far as EV spread that isnt my fortee but Im thinking minimum 60 Evs into atk

    Conkeldurr @ Assault Vest
    Ability: Guts
    EV: 252 Hp 60 Atk; ?? Maybe in Spdef
    IV: 0 Spe
    Brave Nature
    - Drain Punch / Hammer Arm
    - Mach Punch
    - Rock Slide (for spread coverage) / Poison Jab (to cover fairies and grass types)
    - Protect

    Don't forget that the Assault Vest prevents the holder from using status moves such as protect.
     
    Beware: Your Mawile is wasting points. With

    EVs: 252 HP / 100 Atk / 148 SDef / 8 free
    Brave Nature

    you win a free stat point.
     
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