This is the Trick Room team I've been running the past few days on Showdown (pre-bank OU), and I have about a 60% win rate with it. It's odd how effective it is at times. Still no where near what I'd like it to be as far as win rate, but it's better than my first team where I lost my first 10 battles with it by a landslide.
Definitely get scald over surf on slowking, drop the choice scarf on volcarona(Maybe use the bulky volcarona set with roost and a 240 HP / 252 Def / 16 Spe spread for EVs and a timid nature + leftovers), you can't even utilize your quiver dance with a choice scarf on you.
Definitely get ice punch for coverage on machamp.
Get sucker punch on mega mawile.
I'd personally prefer reflect or light screen over yawn on espeon, or maybe calm mind.
Obviously you can try some of these changes and see what you agree with, these are just the changes i'd personally make.
[MENTION=286]FoolsLove[/MENTION];
FoolsLove Wrote:This is the Trick Room team I've been running the past few days on Showdown (pre-bank OU), and I have about a 60% win rate with it. It's odd how effective it is at times. Still no where near what I'd like it to be as far as win rate, but it's better than my first team where I lost my first 10 battles with it by a landslide.
Trick room just has very high maintenance on always trying to keep it up so it's not very practical in singles, but it's more viable in double/triple battles because stuff can benefit from it right away as well as teammates to draw fire. 5 turns is also usually enough time to pull off what you need to do. Matches don't last too long in double/triples either. Anyway, trick room has a priority of -7, so it'll always go last every time in a turn while trying to set it up, even with prankster (it just gives trick room -6 for priority). Fake outs/taunts/trick will probably screw or stall it over. You can try putting stuff to sleep or do something that gives you the chance to set it up without much trouble.
I'd recommend using trick room where a few can benefit from 5 turns, and not dedicate most of your team into keeping it up. Mix in stuff that can use priority attacks (such as breloom, talonflame, mawile with sucker punch, etc) so you won't get entirely messed up when trick room wears off or against other things that has priority attacks.
You can probably replace Slowking for something else. Dusclops with an eviolite has better bulk, but mostly used for support and stalling with will-o-wisp/trick room/pain split/destiny bond/disable/night shade. Volcarona is good enough that it can setup and sweep on its own without trick room. Choice items with status/buffing moves is really a bad idea. I'd go with this set:
Volcarona @ Life Orb / Leftovers
Ability: Flame Body / Swarm
EVs: 4 HP / 252 SAtk / 252 Speed
Modest / Timid Nature
- Bug Buzz
- Fiery Dance / Flamethrower /Fire blast
- Quiver Dance
- Roost / Hidden power Ground/Grass/Water / Giga drain (if you want to use the PokeBank)
Swarm can work pretty well powering up bug buzz a little more when its HP gets a little low.
Hurricane isn't reliable without rain so I'd replace it with roost to keep it healthy from stealth rock or something. Hidden power for more coverage. Fiery dance / flamethrower /fire blast are all good, either for more immediate power or reliability. Quiver dance adds more power, special bulk, and speed. Adding in speed is a little counter productive in a trick room team. But even with a hindering and uninvested speed, it's still pretty fast. The same applies to Espeon, where the opponent can take advantage of your own trick room. It's pretty common to see something like a Tyranitar where most don't put much into speed either.
Khainiwest had said something about dropping Slowking as well, but the entire reason I made a Trick Room team was so I could use him, so I have no intention of dropping Slowking.
Made a few changes since the last post. I swapped out Machamp for Breloom, (as much as I loved Dynamic Punch No Guard) and I took out Reuniclus as well, but I can't quite figure out what Pokemon to fit in there in the 6th slot. I've played with several different ones, but haven't found one I really liked.
I learned after the 0-10 streak with my first team that it was too high maintenance to try and do a full team of slow Pokemon that rely on Trick Room to do well. My lead is usually Espeon, because there are a lot of people with Sableye/Smeargle/Klefki and entry hazard setters that don't seem to realize their moves don't work on Espeon. I didn't think too much of it when I first put it in my team, but it works amazingly well when used right. Yawn is there to stop lead Pokemon that are looking to setup. I just wish it could learn U-Turn or Volt Switch, but alas it can't.
After some trial and error with several Pokemon to fit into the 6th slot, and occasionally changing out another, I've settled on this team for the time being;
I rather like Gliscor's ability to tank, and I needed something to get around Electric Pokemon that were giving me problems. Typical Toxic-Stall with it, but it works absolute wonders, and I've won more than a few matches when he was all I had left.
I've been slowly climbing the ratings with it in Pre-Bank OU. I've got my win rate up to about 75% with it. I'm still learning quite a bit when it comes to the competitive side of Pokemon, but I'm getting the hang of it bit by bit. Oddly enough there are few Pokemon I ever have any actual problem handling. About the only time I lose now is against people who really know what they're doing, or when I fail to predict/let someone setup a sweeper and I've lost my Trick Roomers.
I don't quite agree with roost on volcarona if you're not going to be bulky with it anyway.
I think you'd be better off with hidden power ground(For heatran and tentacruel, you're going to be running into it(Heatran) all the time in pokébank) or giga drain once pokébank opens, that. Hidden power ice is also an option if you're going for all out offensive(To deal with stuff like dragonite/Salamance/Gliscor)
My team'll probably be changing a bit once Pokebank opens up, as there's so many different Pokemon and moves I'll have access to then.
Though I do agree with Roost. I haven't used it all that too much, and Leftovers usually is sufficient enough in healing if Volcarona is out there long enough. I'm probably gonna try out HP Ice first, as I run into more than enough Dragon switch ins on Volcarona that I can't really damage well with the attacks it has.
[COLOR="#008080"]I got a new idea for a new team of mine~
Spoiler
So I tried this team in showdown and for once, I was surprised at the results (Yes, I didn't add pictures because I was lazy. f3). o.o
Greninja (F) @ Life Orb
Ability: Protean
EVs: 252 Spd / 252 HP / 4 Atk
Hasty Nature
- Hydro Pump
- U-turn
- Dark Pulse
- Taunt
Kinda slapped this pokemon on the team after I chose the other 5. Seemed to carry her weight in tight situations (especially against Excadrills and other ground types I faced in showdown)
The actual pokemon that leads the battle and is my MvP most of the time. The dual status is very useful when it comes to slowing down a pokemon so that a counter or a check can come in with ease or a burn status when there is a pokemon that I want to stall out with ferrothorn or sylveon. Rotom is such a great setup and a great burn/para absorber. :b
My bulky yet fun mega....Scizor. Fairly simple to use: Mega evolve, sword dance if the opponent is doing less than 40% of the damage, roost next turn if fast enough, throw punches or run away. :3
Ferrothorn (F) @ Rocky Helmet
Ability: Iron Barbs
EVs: 204 HP / 208 SDef / 48 Def / 48 Spd
Impish Nature
- Gyro Ball
- Protect
- Stealth Rock
- Thunder Wave
If Rotom dies, Ferrothorn is my backup. thunder wave and protect gives me a chance with mindgames on the opponent.
My "Bishop" in the team and also, like Scizor, easy to use. Wish, protect if damaged and/or switch pokemon. Moonblast and Shadow Ball are for coverage. I was surprised what I could do to an Aegislash when not fully invested in SpA (even in shield mode)
Hydreigon (M) @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 252 Spd / 8 SAtk / 248 HP
Hasty Nature
- Draco Meteor
- Fire Blast
- Earthquake
- Dark Pulse
One word can describe Hydreigon. Revenge. In a few sentence, if a pokemon dies, I switch to this dragon and chip off the remaining hp and bring the momentum on my side once again.
I feel that the weaknesses are stealth rocks/poison spikes since there is no pokemon on the team that can either rapid spin or absorb the spikes. I kinda feel that there are ways around that (I have already shown that in battle already) but input is appreciated since I'm still kind of new to all this. >.>
Well, I made and tested out a new team. It's been pretty good so far, with a few fails. But anyway, I know it's pretty overused somewhat. I had the idea of a volt switch team, but mainly U-turn because nothing is immune to it. Though I guess if Mega Gengar is banned, I'd probably replace it with something else.
Spoiler
Crobat @ Black Sludge
Ability: Infiltrator
EVs: 4 HP / 252 Atk / 252 Speed
Jolly Nature
- Defog
- Brave bird
- Cross poison
- U-Turn
Crobat being my defogger to help get rid of hazards, especially since I could be switching out a lot. It also packs a bit of power to revenge kill weakened stuff.
Rotom Wash @ Choice scarf
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Speed
Modest Nature
- Volt Switch
- Hydro Pump
- Hidden power Ice
- Trick
Rotom being able to cover weaknesses, gain some momentum, and potentially mess up stall and walls with trick that may otherwise get in the way. With modest and scarf, I think Rotom can outrun most base speed 120-130 stuff, if they don't have a scarf equipped themselves.
Scizor @ Choice Band
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- U-Turn
- Bullet Punch
- Pursuit
- Brick Break
Scizor is still being a power house with a choice band.
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 252 Atk / 252 Speed / 4 HP
Adamant Nature
- Flare Blitz
- Brave Bird
- Swords dance / Tailwind
- Roost / U-Turn
I can switch some moves around, but Talonflame being there for power or tailwind support to make it harder to outspeed scizor and the rest of the team. It's also able to cover some common specially-bulky grass types for Rotom.
Gengar @ Gengarite
Ability: Levitate / Shadow Tag
EVs: 4 Def / 252 SAtk / 252 Speed
Timid Nature
- Shadow Ball
- Dazzling Gleam
- Sludge Bomb
- Substitute / Disable
Some teammates can volt/turn into Gengar to trap stuff. Substitute/disable is just there to prevent being pursuit and sucker punch bait. As said before, I could probably replace it for something else if its Mega form is banned. But it still works on regular wifi battles.
Zoroark @ Choice Specs
Ability: Illusion
EVs: 4 Def / 252 SAtk / 252 Speed
Timid Nature
- Dark Pulse
- Extrasensory
- Flamethrower
- U-Turn
Zoroark can play some mind games by disguising as Gengar or any other teammate, so they can keep opponents guessing. Being a potent special sweeper with the specs to boot. I'd give it trick too, but that's not until the PokeBank comes out.
It's pretty effective with the momentum and pressure by switching a lot with U-turn (and volt switch from rotom). They can mostly cover the weaknesses for each other and always has a way to escape so nothing can trap them in. But I suppose status moves can really hinder them without any support.