Gothitelle (F) @ Leftovers
Ability: Shadow Tag
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Heal Pulse
- Helping Hand
- Protect
One of my two trick room setters and a general support pokemon. Heal Pulse is to increase the longevity of her teammates. Helping makes up for her lack of attacking moves. Protect increases her longevity and stalls turns for leftovers and is useful if I predict a move she does not want to take. Shadow Tag ability is to trap opponents in on a teammate with a supper effective move. Leftovers for longevity.
0 speed IVs because it is a trick room team and I might as well go all out on poor speed. 0 attack because he doesn't use that stat and it will weaken foul play.
>I'm thinking of replacing leftovers with a pinch berry for a bigger boost in HP when she gets low.
Chandelure (M) @ Focus Sash
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Fire Blast
- Shadow Ball
- Protect
- Trick Room
My other Trick Room Setter, I will usually use him or Gothitelle. He is a sweeper I use him in situations where my opponent has a taunter and will not expect a pokemon that is usually choice to set up trick room. Fire Blast and Shadow Ball are powerful stabs for sweeping after trick room is set up, I use fire blast over flamethrower because trick room lasts 5 turns including the turn it is set up on. Protect is for if I predict a powerful move like earthquake or rock slide. Focus Sash so he can live a super effective attack and set up trick room. Flash Fire to discourage Heat Wave.
0 speed IVs because it is a trick room team and I might as well go all out on poor speed. 0 attack because he doesn't use that stat and it will weaken foul play.
>I'm thinking about replacing Protect with Energy Ball for water, rock, and Ground coverage, should I?
Mawile (F) @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Play Rough
- Iron Head
- Sucker Punch
- Swords Dance
Mawile is my mega. She is my main trick room sweeper. Play Rough and Iron Head are her main attacking moves. Sucker Punch is for any situation where priority would be useful, like if trick room is not activate. Swords Dance is there for the occasion my opponent lets me set one up and to counter the attack drop burns give. 0 Speed IVs because trick room.
>I'm thinking of replacing Swords dance with protect, for if my opponent will attack mawile and my other pokemon is going to set up a trick room.
Milotic (F) @ Iapapa Berry
Ability: Competitive
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Scald
- Ice Beam
- Haze
- Protect
Milotic is there to take advantage of intimidate users like Landorus-T and Incinorar, who are everywhere. Scald is her main stab and is use over hydro pump for burns. Ice beam is for coverage and can OHKO any landorus-T after competitive. Haze is to counter teams/pokemon that usually setup, such as teams that baton pass the eevee z-move, and belly drum snorlax. Protect is for if the opponent brings out an electric pokemon like Tapu Koko and I need to stall a turn so my other pokemon can set up trick room. 0 attack and speed because trick room and foul play. Pinch berry is to boost longevity.
>I'm thinking about replacing Protect with Recover so she can restore HP with out Gothitelle when she isn't in berry range.
Lurantis (M) @ Darkium Z
Ability: Contrary
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Leaf Blade
- Superpower
- Knock Off
- Protect
Lurantis is here because intimidate, I needed a grass type, and I like them. Leaf Blade is his Stab attack. Superpower is to take advantage of contrary. Knock off is there because it is a useful move. protect is there because you never know when it will be useful. Darkium Z is there because I didn't have a Z move on anything else, it's dark because Chandelure is the only other pokemon that can hit Aegislash super effectively. (they usually have ghostium Z, so knock off has 65 power)
>I have used Grassium Z, but I think I prefer Darkium Z.
Conkeldurr (M) @ Flame Orb
Ability: Guts
Level: 50
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Drain Punch
- Rock Slide
- Ice Punch
- Protect
Drain Punch is Conkeldurr's stab attack and gives him a way to heal with out Gothitelle, countering the burn damage. Rock Slide hits both opponents and covers his flying type weakness. Ice Punch can OHKO Landorus-T with intimidate after guts boost. Protect is to stop attacks and let him get burned by his flame orb for free. 0 speed because trick room.
>I ran poison jab over ice punch, but rarely used it. Mawile's iron head is supper effective against half the tapus
and huge power play rough can deal with the other two tapus.