Pokémon Rate My Team
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So, I've lately been playing with the move Trick room lately, and I have made a trick room team as a result of this. Since I am still new, could you please suggest any improvements, and also which of the 8 pokemon I should use?

My doubles (OU) trick room team:

Guuurl (Aromatisse) @ Leftovers
Ability: Aroma Veil
EVs: 140 HP / 252 Def / 116 SpD
Modest Nature
IVs: 0 Spe
- Trick Room
- Heal Pulse
- Moonblast
- Toxic

I saw this pokemon while I was watching some youtube videos. And I thought: "Hey, that pokemon looks pretty good, I'll try it out..." so welcome Guuurl! I didn't find out about aroma veil when I started using her, but I did find out, and suddenly half of my battles turned into this: -------- used Taunt! But it failed! Opponent: What item is your Dragagle holding? Squid restored some if it's hp using it's black sludge! Me: He's holding a black sludge... Opponent: What's going on? (Opponent gives up on taunt, I win because trick room stays up and I am destroying his pokemon)

Squid (Dragalge) @ Black Sludge
Ability: Adaptability
EVs: 4 HP / 252 Def / 252 SpA
Modest Nature
IVs: 0 Spe
- Toxic Spikes
- Venoshock
- Dragon Pulse
- Thunderbolt

This guy really only exist to set up the two Toxic spikes, and deal some extra damage while at it. However, no-one seems to aim for him as they see Guuurl as the bigger threat (I send those two out together at the start of the battle), so he does end up dishing a ton of damage out anyway.

RAAAAAR (Ampharos-Mega) @ Ampharosite
Ability: Mold Breaker
EVs: 216 HP / 40 Def / 252 SpA
Modest Nature
IVs: 0 Spe
- Thunderbolt
- Magnet Rise
- Focus Blast
- Dragon Pulse

RAAAAAR is love. RAAAAAR is life. He is what my team was based on. He is why I started using trick room in the first place. And he doesn't disappoint. Low on pokemon? Choose RAAAAAR (it's not like you have a choice anyway)! He will prevail and rip the opponent's pokemon to shreds, under the spell of trick room, making him incredibly fast! Earthquake? Who cares? RAAAAAR used magnet rise! I love ampharos.

Ghost (Dusknoir) @ Leftovers
Ability: Pressure
EVs: 4 Atk / 252 Def / 252 SpD
Adamant Nature
IVs: 0 Spe
- Trick Room
- Pain Split
- Thunder Punch
- Rock Slide

With good defences, Ghost cannot be felled easily. He knows pain split, which gets complimented because of his horrible hp stat. Since he does not go down easily, he can keep trick room up for a long time. He probably is the most tankiest on my team, but he also does damage to (even though not a lot). But he is an evil ghost. So nobody cares.

Fireproof (Ferrothorn) @ Rocky Helmet
Ability: Iron Barbs
EVs: 136 HP / 252 Atk / 120 SpD
Adamant Nature
IVs: 0 Spe
- Seed Bomb
- Stealth Rock
- Gyro Ball
- Leech Seed

The "fastest" with an amazing base 20 speed, Fireproof is very fun to use. No one attempts to hit him, and that is good. He can heal himself with leech seed, and destroy the opponent with gyro ball. And he knows stealth rock. Just in case they switch to another pokemon to hit him and AAAAAAAAAAAHHHHH STEALTH ROCK JUST DID A TON OF DAMAGE BECAUSE I BROUGHT OUT A FIRE TYPE!! NOOOOOOO!

Herp Durrrr (Slowbro) @ Leftovers
Ability: Regenerator
EVs: 244 HP / 12 Def / 252 SpD
Modest Nature
IVs: 0 Spe
- Trick Room
- Scald
- Slack Off
- Fire Blast

Nothing much to say. He's useful for steel types though.

So that is my trick room team, and they seem to hold it together pretty well on their own (this is in Pokemon Showdown though). However, I do have two extras...

Rock man (Rhyperior) @ Weakness Policy
Ability: Solid Rock
EVs: 4 HP / 252 Atk / 252 SpD
Careful Nature
IVs: 0 Spe
- Drill Run
- Stone Edge
- Ice Punch
- Power-Up Punch

and

ROBOT MAN (Porygon2) @ Eviolite
Ability: Trace
EVs: 148 Def / 252 SpA / 108 SpD
Rash Nature
IVs: 0 Spe
- Trick Room
- Ice Beam
- Thunderbolt
- Recover

Sooo... what do you think? which 6 Pokemon should I use?

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1 Answer

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Best answer

Alright. Let me just start by saying, 100% Trick Room teams are not very viable, and their starts are highly predictable. The common Thundurus with Taunt, Amoonguss / Breloom with Spore, and anything with Fake Out get's you pretty good, so I recommend replacing 2 Pokémon on your team with fast, meta Pokémon like Lando-T for alternative starts and not completely relying on TR setup. You also don't have any Speed-Reducing natures on any of your Pokémon.

Ho boy. Changes are in bold.
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Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 140 HP / 252 Def / 116 SpD
Modest Nature
IVs: 0 Spe
- Trick Room
- Heal Pulse
- Moonblast
- Toxic / Protect

This is fairly standard; Only thing I suggest is going to Smogon to look up specific EVs. Protect also might be better than Toxic- up to you.
___
Dragalge @ Black Sludge
Ability: Adaptability
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Protect
- Sludge Bomb
- Dragon Pulse / Draco Meteor
- Scald / Hydro Pump

With the amount of Steel, Flying, and Levitate users in the DOU meta, Toxic Spikes isn't viable at all. Running Sludge Bomb is still STAB and hits very hard. Protect is for scouting, a turn of safety, and TR setup. Draco Meteor can be run instead of Dragon Pulse if you truly want to nuke something, but if you want to keep it in for a longer duration, you can go Dragon Pulse. Scald or Hydro Pump is a must-have, because you have nothing else against Steel types. Otherwise, Heatran completely walls you and can set up a Substitute in your face. Quiet nature is -Spe, +SpA. Dragalge is all-around bulkier if you invest in HP instead of Def.
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Ampharos-Mega @ Ampharosite
Ability: Mold Breaker
EVs: 216 HP / 40 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Thunderbolt / Discharge
- Protect
- Focus Blast
- Dragon Pulse

Discharge is an alternative for the Paralyze chance and hitting everything on the field; just make sure you have a Ground type out of something Protecting. With that said, though, Thunderbolt could benefit you more for better chances to OHKO. Magnet Rise Amphy isn't a thing. Protect is a lot better, especially in doubles. Run a Quiet nature on it as well.
___
Dusknoir @ Leftovers
Ability: Frisk
EVs: 216 Atk / 108 Def / 108 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Pain Split / Will-o-Wisp
- Ice Punch
- Rock Slide Will-o-Wisp

Dusknoir isn't that great of a 'mon in the first place; he doesn't get any good mvoes for his own STAB, so he's left to be an offensive support. You can replace Rock Slide or Pain Split with Will-o-Wisp to burn significant physical threats in the meta. Brave is -Spe +Atk. Ice Punch is replaced for Thunder Punch because with the investment, it will OHKO Landorus-Therian; Rock Slide with also OHKO Megazard Y and Talonflame. The defensive EVs are evenly spread. I recommend replacing him for the revised Porygon2, but this set will work.
___
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 136 HP / 252 Atk / 120 SpD
Brave Nature
IVs: 0 Spe
- Seed Bomb
- Swords Dance / Curse
- Iron Head
- Leech Seed /Protect

Ferrothorn doesn't work well in doubles, so I would recommend you replace him with something else; but I'll give you a set for him nonetheless. Iron Head over Gyro Ball because of the flinch chance, and the fact that Gyro Ball doesn't calculate your Attack stat in damage calc. Swords Dance / Curse can be used to set up, and Protect is a fine alternative to Leech Seed for TR setup, etc.
___
Slowbro @ Leftovers
Ability: Regenerator
EVs: 244 HP / 4 SpA / 252 Def / 4 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room / Ice Beam
- Scald
- Slack Off
- Psychic / Psyshock

Psychic or Psyshock with STAB is going to hit more things harder than Fire Blast; not to mention getting rid of that chance to miss. I didn't like those EVs; no amount of SpD investment turns Venusaur's Giga Drain into a 3HKO. 4 SpD allows you to live 2 Hydro Pumps from Choice Specs Keldeo, however it is not that common in Doubles and is usually running Quick Guard. 252 in Def to be extremely Tanky, and 4 in SpA for OHKOing Gengar; which also isn't that common, but it'll help either way. I don't think you need Trick Room on Slowbro because you already have 2 TR setters, so you can replace it for a move like Ice Beam or something, but it's up to you.
___
Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 4 HP / 252 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Drill Run
- Rock Slide
- Ice Punch
- Protect

This Rhyperior set isn't bad, but you definitely want to put protect on it for scouting. You cannot survive a Scald from a Keldeo, let alone most other Pokémon's Water moves or Grass moves. Rock Slide over Stone Edge in Doubles. Sassy is -Spe +SpD
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Porygon2 @ Eviolite
Ability: Download
EVs: 108 Def / 252 SpA / 108 SpD / 40 HP
Sassy Nature
IVs: 0 Spe
- Trick Room
- Ice Beam / Tri Attack
- Thunderbolt / Tri Attack
- Recover

You need at least a little HP investment if you are going to run Recover. Tri Attack is a MUST on Porygon, and if you Download SpA, you hit HARD. Replace Thunderbolt if you think you can rely on Amphy, or Ice Beam if you have enough Ice coverage with Dusknoir / Rhyperior. Sassy nature for more survivability against Draco Meteors that you can switch in to.
___

There's my analysis! Hope it helped. The top 6 IMO would be Porygon2, Rhyperior, Aromatisse, M-Ampharos, Dragalge, and Slowbro. Don't forget, though, to add 2 Speed Pokémon to help out your team! I can get to that later, but frankly right now I am out of time. You can use those 6 for the time being while you and/or I scout for some faster 'mons that'll benefit you.

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I don't have time to do a full answer but several statements you made a kinda ridiculous.