As I was battling on the servers with teams that had lackluster results, I began to think of new ideas for a brand new team. And then I decided on a Trick Room team. A Trick Room team is something I have never came across before and wondered just how well it would work. So I began searching the forums for some ideas and finally created my team, and oh how well it worked. I was surprised with the results, as the team took down my foes and sometimes even dismantled teams while it barely left a scratch on my team. But it is important to not settle for above average. I want this team to reach higher levels than it is now, and for that to happen, I need the help of others. With this being said, here is my team:
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 Atk / 4 Def
Relaxed Nature (+Def/-Spe)
IVs: 0 Spd
- Stealth Rock
- Fire Punch
- Trick Room
- Iron Head
Jirachi is my lead, and is utterly amazing at its job. It first sets up stealth rocks, then trick room, and then with whatever life it has left it attacks until it is used up. And it most deffinitly gets this job done and more. Most leads outside of Heatran do not match up well with Jirachis typing. Thus, to combat this, opponents will have to switch out to a better suited pokemon. But by the time this is done, i would have already set up trick room or stealth rocks, so one job is done. Then I attack with whatever attack best hurts the enemy, and with Serene Grace, Fire Punch and Iron Head become dangerous if I get lucky. Jirachi is so good as a lead he has single-handedly taken down entire teams. But sometimes the exact opposite happens. When the lead stops Jirachi from setting up trick room, stealth rocks, or both, my team struggles greatly, typically ending in a loss. So success greatly depends on Jirachi, but so far, he has borne the weight well.
Conkeldurr (M) @ Toxic Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature (+Atk/-Spe)
IVs: 0 Spd
- Hammer Arm
- Mach Punch
- Ice Punch
- Toxic
My change-of-pace Pokemon, he takes advantage of any type mismatches. The toxic orb/guts combo hits very hard, but it only allows him to be out just for a short while. This means he needs to take out an enemy fast for it to be any use. This means that trick room needs to be set up before he is sent out, so it is pretty common for me to send him out after Jirachi or whenever trick room is still available after another pokemon faints. He hasn't disappointed in his role, as he at least takes out one enemy before he is defeated. Ice punch is very useful, as it being fighting type, sending it out against a flying type will give the opponent a false sense of security. With trick room still active, he uses his high attack plus the toxic/ guts combo to take out the flying type and gets one pokemon down. It is a strategy I have used multiple times and hasn't failed me yet.
Victini @ Life Orb
Ability: Victory Sta
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature (+Atk/-Spe)
IVs: 0 Spd
- V-create
- Fusion Bolt
- Trick Room
- Final Gambit
This is just pure power. With good type coverage and final gambit to deal with a bad type matchup, it will always take down at least one enemy, but it can deffinetly take more. Trick Room makes the stat drops from v-create turn into a good thing, as lower speed means faster attacks. He also, as with Jirachi, have taken down teams all by himself. you honestly cant go wrong with him on the team. he is also quite surprisinngly expendable, as just by setting up trick room before he faints he has just assited in Conkuldure and Mega-Ampharos in becoming powerful nightmares. overall, victini is powerful. only issue is typing, but that is pretty minor, just as long as he moves first using trick room.
Ampharos (F) @ Ampharosite
Ability: Static
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SpA/-Spe)
- Protect
- Thunderbolt
- Dragon Pulse
- Focus Blast
The only thing that ever held Ampharos back from being amazing is her terrible speed, which makes her a great addition to a trick room team. throw in the mega stone and she gets even better. She doesn't set up Trick Room herself, so she is going to need someone else to set it up for her. honestly, Mega-Ampharos struggles more than anyone on the team. even with trick room she struggles with type coverage. But that doesnt mean she isnt a threat to the other team. she will take down maybe one opponent, but she has the potential to take out more. on a side note, the reason Ampharos is sporting Protect is mainly as a scouting tactic. it works, but it does take up a trick room turn, so i really only can use it when there is more than one turn left for trick room or when there is no trick room at all.
Reuniclus (M) @ Life Orb
Ability: Magic Guard
EVs: 192 HP / 64 Def / 252 SAtk
Quiet Nature (+SpA/-Spe)
IVs: 0 Spd
- Trick Room
- Focus Blast
- Psychic
- Shadow Ball
Reuniclus is my ace-in-the-hole. he takes out the majority of the oppisition. with his great bulk, he can take a hit to set up trick room, then with his sky-high Special Attack and great type coverage moves, he destroys anything and everything in his path. he typically lasts all five turns of the trick room, in which he takes down anywhere form 2-4 enemies. his ability is just amazing, removing any fear of toxic, entry hazards, weather etc., all of which are common problems for the rest of the team. he is just made for a trick room team.
Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spe/-SpA)
- Swords Dance
- Earthquake
- Close Combat
- Stone Edge
Say hello to the odd one out. His maxed out speed doesn't exactly go with a trick room team, but he is by far the most necessary member of my team. when it comes down to my final pokemon and I have no trick rooms left and I am up against 3 more enemies, do i really want to have a slow behemoth taking up the rear? Of course not. So this is my closing sweeper, made to hit really hard really fast. It doesn't work perfectly but he is my last resort. Saddly, I have never won with him. typically I win before I have to resort to such desperate measures. but I need a closing sweeper on this team in case I get into a 3-vs-1 situation. I know Terrakion can get the job done, but he so far hasn't.
Thank You for investing your time to help me out.
-Bostonl1
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 Atk / 4 Def
Relaxed Nature (+Def/-Spe)
IVs: 0 Spd
- Stealth Rock
- Fire Punch
- Trick Room
- Iron Head
Jirachi is my lead, and is utterly amazing at its job. It first sets up stealth rocks, then trick room, and then with whatever life it has left it attacks until it is used up. And it most deffinitly gets this job done and more. Most leads outside of Heatran do not match up well with Jirachis typing. Thus, to combat this, opponents will have to switch out to a better suited pokemon. But by the time this is done, i would have already set up trick room or stealth rocks, so one job is done. Then I attack with whatever attack best hurts the enemy, and with Serene Grace, Fire Punch and Iron Head become dangerous if I get lucky. Jirachi is so good as a lead he has single-handedly taken down entire teams. But sometimes the exact opposite happens. When the lead stops Jirachi from setting up trick room, stealth rocks, or both, my team struggles greatly, typically ending in a loss. So success greatly depends on Jirachi, but so far, he has borne the weight well.
Conkeldurr (M) @ Toxic Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature (+Atk/-Spe)
IVs: 0 Spd
- Hammer Arm
- Mach Punch
- Ice Punch
- Toxic
My change-of-pace Pokemon, he takes advantage of any type mismatches. The toxic orb/guts combo hits very hard, but it only allows him to be out just for a short while. This means he needs to take out an enemy fast for it to be any use. This means that trick room needs to be set up before he is sent out, so it is pretty common for me to send him out after Jirachi or whenever trick room is still available after another pokemon faints. He hasn't disappointed in his role, as he at least takes out one enemy before he is defeated. Ice punch is very useful, as it being fighting type, sending it out against a flying type will give the opponent a false sense of security. With trick room still active, he uses his high attack plus the toxic/ guts combo to take out the flying type and gets one pokemon down. It is a strategy I have used multiple times and hasn't failed me yet.
Victini @ Life Orb
Ability: Victory Sta
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature (+Atk/-Spe)
IVs: 0 Spd
- V-create
- Fusion Bolt
- Trick Room
- Final Gambit
This is just pure power. With good type coverage and final gambit to deal with a bad type matchup, it will always take down at least one enemy, but it can deffinetly take more. Trick Room makes the stat drops from v-create turn into a good thing, as lower speed means faster attacks. He also, as with Jirachi, have taken down teams all by himself. you honestly cant go wrong with him on the team. he is also quite surprisinngly expendable, as just by setting up trick room before he faints he has just assited in Conkuldure and Mega-Ampharos in becoming powerful nightmares. overall, victini is powerful. only issue is typing, but that is pretty minor, just as long as he moves first using trick room.
Ampharos (F) @ Ampharosite
Ability: Static
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SpA/-Spe)
- Protect
- Thunderbolt
- Dragon Pulse
- Focus Blast
The only thing that ever held Ampharos back from being amazing is her terrible speed, which makes her a great addition to a trick room team. throw in the mega stone and she gets even better. She doesn't set up Trick Room herself, so she is going to need someone else to set it up for her. honestly, Mega-Ampharos struggles more than anyone on the team. even with trick room she struggles with type coverage. But that doesnt mean she isnt a threat to the other team. she will take down maybe one opponent, but she has the potential to take out more. on a side note, the reason Ampharos is sporting Protect is mainly as a scouting tactic. it works, but it does take up a trick room turn, so i really only can use it when there is more than one turn left for trick room or when there is no trick room at all.
Reuniclus (M) @ Life Orb
Ability: Magic Guard
EVs: 192 HP / 64 Def / 252 SAtk
Quiet Nature (+SpA/-Spe)
IVs: 0 Spd
- Trick Room
- Focus Blast
- Psychic
- Shadow Ball
Reuniclus is my ace-in-the-hole. he takes out the majority of the oppisition. with his great bulk, he can take a hit to set up trick room, then with his sky-high Special Attack and great type coverage moves, he destroys anything and everything in his path. he typically lasts all five turns of the trick room, in which he takes down anywhere form 2-4 enemies. his ability is just amazing, removing any fear of toxic, entry hazards, weather etc., all of which are common problems for the rest of the team. he is just made for a trick room team.
Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spe/-SpA)
- Swords Dance
- Earthquake
- Close Combat
- Stone Edge
Say hello to the odd one out. His maxed out speed doesn't exactly go with a trick room team, but he is by far the most necessary member of my team. when it comes down to my final pokemon and I have no trick rooms left and I am up against 3 more enemies, do i really want to have a slow behemoth taking up the rear? Of course not. So this is my closing sweeper, made to hit really hard really fast. It doesn't work perfectly but he is my last resort. Saddly, I have never won with him. typically I win before I have to resort to such desperate measures. but I need a closing sweeper on this team in case I get into a 3-vs-1 situation. I know Terrakion can get the job done, but he so far hasn't.
Thank You for investing your time to help me out.
-Bostonl1