Pokémon Rate My Team
1 vote

Dusclops @ Eviolite
Ability: Frisk
Level: 50
EVs: 216 HP / 96 Def / 196 SpD
Bold Nature
IVs: 0 Atk / 0 Spe
- Night Shade
- Bulldoze
- Will-O-Wisp
- Trick Room

Stakataka @ Weakness Policy
Ability: Beast Boost
Level: 50
EVs: 100 HP / 196 Atk / 56 Def / 156 SpD
Brave Nature
IVs: 0 Spe
- Protect
- Rock Slide
- Gyro Ball
- Body Press

Glastrier @ Life Orb
Ability: Chilling Neigh
Level: 50
EVs: 120 HP / 160 Atk / 140 Def / 88 SpD
Brave Nature
IVs: 0 Spe
- Icicle Crash
- Protect
- High Horsepower
- Close Combat

Snorlax-Gmax @ Aguav Berry
Ability: Gluttony
Level: 50
EVs: 156 HP / 152 Atk / 200 SpD
Brave Nature
IVs: 0 Spe
- Belly Drum
- Facade
- Darkest Lariat
- Recycle

Primarina @ Choice Specs
Ability: Liquid Voice
Level: 50
EVs: 192 HP / 112 SpA / 204 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hyper Voice
- Hydro Cannon
- Moonblast
- Ice Beam

Duraludon @ Assault Vest
Ability: Stalwart
Level: 50
EVs: 196 HP / 96 Def / 60 SpA / 156 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Draco Meteor
- Flash Cannon
- Thunderbolt
- Body Press

why such weird EVs? although i don't know much about VGC
I don't think Dusclops should use Bulldoze, especially with 0 IV Atk, and no EVs in Atk. You might wanna replace it with either Protect to stall a turn, Haze to reset the enemies stat changes or Hex to combo with Will-O-Wisp. Although you probably won't need Hex if there's already Night Shade

Also Throat Spray will be good if you use Hyper Voice, since it boosts your Sp. Atk after you use it
@DiversiaPokemon Bulldoze is to self-proc Stakataka's weakness policy.
Oh you mean to activate your own Weak-Policy? Hmm, interesting

3 Answers

2 votes


Typically, in trick teams, you want to have a reliable way of setting trick room up without being too passive. One of the primary ways to do this is:


The idea should be fairly obvious: fake out + trick room - something that can guarantee you to set trick room up 75% of the time. The one thing that can deny you of setting trick room up are:
1) Rillaboom + taunt user
2) Psychic terrain + taunt user
3) Imprison trick room
4) Life orb offensive Dragapult

In typical trick room teams, there are 3 team archetypes you can opt for:

TR setter/TR Sweeper 1/TR Sweeper 2/TR Support/Fast/Fast


Fast/Fast/Fast/Support/TR setter/TR Sweeper


Heavy trick room

I typically prefer the first mode of trick room because in the case that you can't set trick room up, you at least have a second option.

I'll go through a pokepaste for each mode:

Heavy Trick Room:
This functions around the core Incineroar/Amoonguss/Dusclops/Glastrier
The team wants a water type for FWG core as well as being able to switch around/pivot so Tapu Fini was added.
The team needed an answer to Metagross so Urshifu was added as well as the fact that it can clean up very easily in the endgame.

Paste: https://pokepast.es/047c876d9f51d371

I opted for snarl over taunt on Incineroar to be able to shut down special attackers and it doesn't have to worry about spore too much though you'll have to test it a bit. I went for 12 speed to outspeed/tie most other Incineroar.

Dusclops' spread lives Phantasm from LO Dragapult and the rest went into special defense:

252 Atk Life Orb Dragapult Max Phantasm vs. 252 HP / 96+ Def Eviolite Dusclops: 125-148 (85 - 100.6%) -- 6.3% chance to OHKO

You optimally want haze because it is a much more reliable mode of playing. People will intentionally set up calm minds on Tapu Fini or Iron Defenses whilst you are setting up trick room. It is also the one reason why Dusclops is better than Porygon 2. I understand that Will-o-wisp is a really cool tech, but Glastrier is bulky enough to withstand most super effective attacks even so I would just use pain split for longevity.

Glastrier can either go Assault Vest or Life orb but Assault Vest has risen in popularity recently so I decided to choose it instead. The set is relatively standard - you can boost defense, special defense, attack and you have your STAB. If you want to opt for life orb, I personally like Protect over close combat but you can also go protect over heavy slam.

Amoonguss should be Sassy Nature

Amoonguss + Dusclops is your secondary means of setting up trick room (Rage powder + Trick room). 95% of teams won't have an answer to BOTH Incineroar + Amoonguss + Dusclops. Sludge bomb over Pollen Puff is so that Amoonguss can win endgame 1v1 scenarios which always found myself in when using something similar to this team. I purposefully invested 4 EVs into speed to ensure that you don't speed tie with standard Glastriers. You always know that you outspeed Glastrier whilst they have to be weary of the fact that you might spore them first under trick room when it really isn't the case and you can adjust accordingly.

I'm not too sure what Tapu Fini's spread does but it's currently the most popular spread according to Pikalytics. You have the option of dynamaxing Tapu Fini against threats like Dracovish, Rotom-H, Incineroar, etc. Be aware that your Dusclops has haze.

Urshifu is simply standard Urshifu.

Team 2: TR setter/TR Sweeper 1/TR Sweeper 2/TR Support/Fast/Fast

This is something I've been using recently with great success: https://pokepast.es/62f96beb93a7e9bc

I actually never brought Landorus-T to any of my matches so that can definitely change.

Incineroar and Dusclops have already been covered.

Stakataka is purposefully IVd to outspeed Dusclops so that Dusclops goes first under trick room to haze away intimidates.

Araquanid was something fun that I recently discovered. It does get walled by Gastrodon but life orb + water bubble + max geyser in the rain does a ton of damage. I have a replay to show you what I mean.

Tapu Koko's job was mainly to pivot around and just stick around on the field to either waste the opponent's max turns or chip away damage. The spread was designed to live max quake from Life Orb Spectrier:

252 SpA Life Orb Spectrier Max Quake vs. 252 HP / 68 SpD Assault Vest Tapu Koko: 138-164 (77.9 - 92.6%) -- guaranteed 2HKO

It purposefully underspeeds Spectrier because you don't want to volt switch into Stakataka first and then take a huge max quake.

Landorus was supposed to help my Coalossal match up but in the end, Stakataka just dealt with it.

Replay: https://replay.pokemonshowdown.com/gen8vgc2021series9-1355062598
Araquanid 2HKOS Celesteela?!?
Araquanid also resists all of Glastrier's moves which is crucial.

Team 3: Trick room as a side dish:

Double Horse is something that is relatively popular and it is very hard to deal with. Glastrier + Clefairy essentially helps with Trick room and sun team match ups as well as against opposing double horse teams. The core is Clefairy + Glastrier + Spectrier and Regieleki + Rillaboom + Urshifu-R were added for late game cleaning as well as a secondary mode in Regieleki + Clefairy though I would personally use Magnet Regieleki because then you can dynamax it as well. (It's up to you whether or not you want to try rising voltage Regieleki)

Hope I helped!
Sorry this is rushed because in fact, I'm in a hurry.

1 vote

This probably isn't going to be the best RMT but to be honest I just wanted to use Primarina.

I think this team is a bit too reliant on TR going up so I want to add a faster mode so the team isn't completely reliant on trick room. For this, I want to utilize the fact that Primarina is a water type that learns aqua jet to support another member of the team, Coalossal.

Coalossal @ Weakness Policy
Ability: Steam Engine
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Meteor Beam
- Heat Wave
- Solar Beam
- Protect

Thanks to Coalossal's ability Steam Engine, you can max Coaloosal, then aqua jet(always go first) into Coalossal, activate it's Weakness Policy and get it to +6 speed, and then nuke the team from there. Of course, since Primarina doesn't want to be locked into Aqua Jet via Choice Specs I'll also be changing the set a bit.

Primarina @ Life Orb
Ability: Liquid Voice
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
- Hyper Voice
- Aqua Jet
- Moonblast
- Protect

You may want to run Hydro Cannon over Hyper Voice instead but since that's pretty reliant on maxing I decided to use Hyper Voice. For the item the options of Iron Ball or Throat Spray might be preferred for lowering your speed further in trick room or raising your special attack after attacking, respectively. In fact, Room Service may be used to have Primarina be faster outside of Trick Room but slower inside.

With that being said, I want to strengthen the Trick Room side of your team a bit. A redirector should be used as there are many things that can stop Trick Room from going up(taunt, choice band Urshifu, status) so a redirector can be used to stop those from preventing Trick Room. For slow trick room teams, Indeedee-F or Amoonguss are preferred but since Amoonguss completes the FWG(fire water grass) core best I nominate it. Also, under trick room it can spam it's 100% accurate sleep move Spore thanks to it's low speed.

Amoonguss @ Coba Berry
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Spore
- Rage Powder
- Protect
- Sludge Bomb

Coba is for the abundance of strong Max Airstreams in the format. Rage Powder is to redirect attacks into Amoonguss, Spore is an 100% accurate sleep move that can neutralize dangerous threats and is super spammable under Trick Room, and the last two move sets are pretty self explanatory. Instead of sludge bomb, you can run Giga Drain for self recovery, or Pollen Puff, a move that heals your allies(but can still do damage to the other side). Finally, Clear Smog can also be run to reset monsters such as Moltres-G or Glastrier.

I don't have much to say about Dusclops other than Pain Split should be run over Bulldoze since that Weakness Policy for Stakataka is gone now. Will-O-Wisp is fine to me but you may want to run Haze to stop Glastrier better or Helping Hand. Ally Switch is another option but don't run it because you'll be toxic >:(.

Glastrier's set is a bit modified thanks to Life Orb being taken-Heavy Slam for Max Steelspike over Protect, and Assault Vest over Life Orb.

For the last member of the team Stakataka it might be beneficial to have him replaced by Incineroar to better check Glastrier but I think that Dusclops is sufficient with Will-O-Wisp/Haze and Incineroar's typing is redundant. So, other than an item change(Weakness Policy -> Shuca Berry, Max Quake is everywhere this gen) I think that Stakataka is fine. Run Trick Room over protect as it is beneficial to have a second Trick Room setter.

I haven't done a very good job at all at showing which mons were replaced lol.
Snorlax->Amoonguss. Snorlax is nice but if you try to lead it with Trick Room it generally gets KO'd thanks to Belly Drums cost of 50% HP. I think that the other way it is viable is through redirection support, which it's getting replaced by.

Duraladon->Coalossal. Duraladon doesn't bring much to the table since it doesn't have a very positive matchup against most mons that are paired with redirection(P2, Dusclops, Spectrier, etc.) and the ones that it does have a good matchup against, Hatterene and Garchomp aren't that great either since Hatterene generally carries Babiri berry to tank Max Steelspike anyway and Garchomp is already destroyed by Glastrier. Plus, you already have a steel type on your team.

You have to EV your mons again sorry.


Hope I helped!

do -Atk and 0 atk IVs on Primarina, Aqua Jet does a lot of damage to Coalossal
1 vote

I would highly recommend having more than one TR setter, some extra support to help ensure you can set it up, and a Pokemon that can operate outside of TR to clean up if it wears off. As your team is now, any opponent that successfully denies you from setting up or survives through your 5 TR turns will give you massive problems. For a second TR setter, you already have Stakataka, so it could be worthwhile teaching it TR. I would also consider having something that knows Follow Me, to help divert your opponent's attempts to shut down your setup.

As for some potentially fast options, here are some options that still synergize very well on a TR team. Keep in mind that these are just options, and I don't recommend adding all of them to your team; choose one or two that fits your playstyle best:

Venu-koal. Torkoal is super slow, even among the common TR abusers, and has sun-boosted Eruption. Meanwhile, Venusaur's speed is doubled by the sun Torkoal sets, useful mostly as an alternate lead to setting TR, but can also be used as cleanup if you keep them in the back and ensure Torkoal's sun is set towards the end of TR. This also makes you more unpredictable from team preview, as the opponent now has to figure out if you're going to lead with a TR setter or Venu-koal.

Coalossal. Credit to PossiblySomeone for bringing this up, although I'd like to recommend running 156 Spe EVs instead of the full 252. 156 EVs gives you a final speed stat of 70, which at +6, outspeeds max inventment Regieleki, but is still slow enough to get outsped by Incineroar (provided it's not min speed, which they usually aren't). This way, it can function both in or out of TR. Also, make sure you have a GMax one, since the residual damage from the GMax coals is better than sandstorm.

Pheromosa. This one's a bit of a strange pick, but I've used it as emergency speed control on two TR teams and have been pretty happy with its performance. Speed Swap allows it to give its phenomenal speed to an ally, so it's good to have it in the back, or you could lead with it alongside a slow Pokemon to immediately swap:
Pheromosa @ Focus Sash
Ability: Beast Boost
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Speed Swap
- Protect
- Close Combat
- Throat Chop / anything really

252 speed investment on Coalossal allows it to outspeed modest Venusuar so it doesn't die from Max Quake
Actually, only 180 EVs are needed to do that. The rest are usually dumped in HP.