Mawile-Mega @ Mawilite
Ability: Intimidate
Level: 50
Shiny: Yes
EVs: 32 HP / 32 Atk / 2 Def
Adamant Nature
- Protect
- Iron Head
- Play Rough
- Crunch
Main Trick Room sweeper. It can be brought in the front or back depending on the opponent's answers to it. This thing is so strong, with Helping Hand, Play Rough can OHKO Archaludon (sometimes, and only if they don't have bulk investment, but still). Crunch over Sucker Punch because I already have Sucker Punch on a teammate, and Mawile really wants to hit Ghosts and Psychics (especially if they're part-Steel) no matter what move they select.
I have the shiny too!
You may notice a lot of these Pokemon don't have -Spe Natures - that's so I can outspeed opposing TR teams outside of it, and don't have to play speed tie games. These Pokemon are already so slow in a Tailwind-centric meta that they don't need to underspeed anything else.
Farigiraf @ Sitrus Berry
Ability: Armor Tail
Level: 50
EVs: 32 HP / 32 Def / 2 SpA
Bold Nature
- Trick Room
- Helping Hand
- Psychic
- Ally Switch
Primary supportive TR setter, I lead with it most of the time if not using my Psyspam mode (see below). Psychic over Psychic Noise or Twin Beam because I already have good Staraptor answers (again, see below) and I need a good damaging option into the slot Mawile can't target in a turn when they're together.
Helping Hand mean Farig can do something other than just mindlessly click Psychic. It lets Mawile and co. get even more damage out than it can with (in Mawile's case) an already doubled Attack, turning it into an overall 3x boost!
Ally Switch is a fun move that almost no one expects, functioning almost like Rage Powder, tanking Mawile's physical Ground/Fire move with max Def, but with the added benefit of redirecting whatever Dark move was targeting Farig into a 4x resisting Mega Mawile. Nice.
Max Def EVs because Sinistcha has max SpD and I like having a physical wall if I have a special one.
Sinistcha @ Leftovers
Ability: Hospitality
Level: 50
EVs: 32 HP / 2 SpA / 32 SpD
Calm Nature
- Matcha Gotcha
- Trick Room
- Rage Powder
- Shadow Ball
Farig has the Sitrus so I only had the Leftovers... umm... left over for healing items (oops, forgot about the Oran Berry... oh wait LEFTOVERS HEAL THAT MUCH EVERY TURN). Matcha Gotcha as spread chip, healing, a weighted dice roll to incapacitate physical attackers, and an OHKO on Mega Swamperts. Shadow Ball as a surprise way to KO frail or chipped Ghost or Psychic types and also because I once got into a Sinistcha 1v1 endgame and it was painful. Rage Powder needs no explanation. EVs are so it can wall Mega Raichu Y by not getting 2HKOed by a resisted move!!! (Zap Cannon if you didn't know). Also my second support TR setter.
DEATH DEATH DEATH (Hatterene) (F) @ Life Orb
Ability: Magic Bounce
Level: 50
EVs: 32 HP / 2 Def / 32 SpA
Modest Nature
- Expanding Force
- Protect
- Dazzling Gleam
- Trick Room
If you scrolled down to see what I kept referring to in Farig's explanation, stop here!
Yes, TR setter number 3! The reason half of my team have Trick Room is because I only ever bring two; one of Sinistcha or Hatterene is left behind, so I always have a way to reset Trick Room if one dies. This is my offensive one, though. It uses support from Meowstic (you guessed it, see below!) to set it up, then you can probably guess what it does from the move at the top of its list... Psyspam baybee! What's that? You have Dark types to wall her destruction? Say hello to Dazzling Gleam!
Protect keeps her alive for a teammate to do something while she distracts the opponent with just the threat of Psyspam.
Meowstic (M) @ Focus Sash
Ability: Prankster
Level: 50
Shiny: Yes
EVs: 32 HP / 2 Atk / 32 Spe
Jolly Nature
- Fake Out
- Psychic Terrain
- Light Screen
- Reflect
Yes, I have a Jolly nature on a special attacker in a Trick Room team. Hear me out. With this set, Meowstic doesn't use its Special attack stat, but it does use its physical attack, so I thought that in some scenarios it would be beneficial to deal 5% of a healthbar with Fake Out instead of 3%. Please don't ask me what those are, though. The max Spe is so I have as good a chance as possible to outspeed my opponent's Fake Out and protect my partner as they act. Also, all its moves are priority, thanks to Prankster, so it can still move first in TR.
(This is where I finally stopped yapping about the nature in case you want to skip to it.)
Fake Out is to let its partner (Hatterene and... umm... nobody else, this only comes with Hatterene) set up TR. Also, since Meowstic isn't highly used now Grimmsnarl is here, so most people don't know it learns the move, and leave themselves wide open. Mega Staraptor doesn't stand a chance! It wants survive an Expanding Force with Close Combat? What if it's Fake Outed and Expanding Forced before it can take advantage of all the Charm and Parting Shot boosts?
Dual screens really assist with the "bulky" part of my team's name, and allow my team to survive crucial threats.
And Psychic Terrain is not just for Expanding Force, it also blocks Fake Outs from a vengeful Incineroar or Sneasler switch-in delaying Hatterene's killing spree (although it totally just for Psyspamming when I added it, that was a happy accident).
The Focus Sash means that Meowstic can still set up Psychic Terrain after Fake Outing if it got hit with a strong move from the other opponent.
If Meowstic lasts four turns and runs out of moves to use, then don't worry - that'll be because Hatterene killed all your opponents, so there's no problem left.
And of course I got a shiny Meowstic too (they're in Wild Zone 9 with Mawile, I got it as a byproduct)
Kingambit @ Black Glasses
Ability: Defiant
Level: 50
EVs: 32 HP / 32 Atk / 2 Def
Brave Nature
- Kowtow Cleave
- Protect
- Low Kick
- Sucker Punch
With Farig, I was talking a lot about how it synergies with Mawile, but it also works really nicely with Kingambit.
This is the newest addition to the team after many failed attempts to quickly deal with Incineroar (goodbye, Mega Slowbro, you will be remembered for being able to Body Press OHKO a single Incin after 1 Iron Defense and then getting walled by a Sinistcha).
Simply lead Farig + Kingambit, TR + Protect, then rip H-Hand Low Kick: +1 252+ Atk Kingambit Helping Hand Low Kick (80 BP) vs. 252 HP / 224 Def Incineroar: 202-238 (100 - 117.8%) -- guaranteed OHKO. Low Kick also gives a way to handle Steel types, and if their secondary type resists Fighting, they probably die to a Dark move instead. Kowtow Cleave for inside TR, Sucker Punch for out. Black Glasses ensure the Kowtow OHKO on opposing Farigiraf. Just leave the Fairies to Mawile, that's all.
Kingambit is -Spe when the other members aren't because, unlike Mawile and Hatterene, most run an Adamant, -SpA nature, so I can confidently underspeed them in TR and OHKO with a Low Kick.
And that's the team!
Some examples of some of my games:
- Lead Mawile + Farigiraf
- Protect + TR
- Play Rough + Helping Hand
- Play Rough + Helping Hand
- Crunch + Helping Hand
- Play Rough + Helping Hand (miss)
- Play Rough + Helping Hand
Win
Lead Hatterene + Meowstic
- Trick Room + Fake Out
- Expanding Force + Psychic Terrain
- Expanding Force + Reflect (the one survivor's Focus Sash activates)
- Expanding Force + Light Screen
Win
Lead Farigiraf + Kingambit, Mawile + Sinistcha in back (Incineroar gives King +1 Attack)
- Trick Room + Protect
- Helping Hand + Low Kick (Incin dies, partner KOes Farig, send in Sinistcha)
- Matcha Gotcha + Kowtow Cleave
- Match Gotcha + Kowtow Cleave (prepare to send in Mawile as Sinistcha / Kingambit dies)
- Opponent forfeit before I select Mawile
I still struggle with:
- ARCHALUDON This beast feels like it was designed to stop my team. It has the Steel type, so I can't KO it with Hatterene. It has base 130 Defense, so my one Steel answer in Kingambit does about 50% with Low Kick, and it usually doesn't die to Helping Hand Mawile when the literal only answer I have for this is to bluff Protect + TR with Maw + Farig and send H-Hand Play Rough praying a) it doesn't have any Def investment when it certainly will, b) even if it doesn't, actually getting the literal 50-50 damage roll and c) HITTING THE 90% ACCURATE MOVE. If I try to KO its teammates, it just sets up with Electro Shots and sweeps me.
- Hyper Offensive leads like Char-Y and T-Tar + Excadrill, as I die before getting TR up, and can't KO them back due to their specific typings and stats meaning all Char-Y survive max SpA Hatterene Life Orb Psychic Terrain Expanding Force (insert MandJTV screaming voice) WITH ONE HP
I feel too scared to change anything major about this team, as it feels like each move fits perfectly with every other one to counter one specific meta threat really well, and it'd make the team miserably weak to it if I swapped it for another move.
Any feedback would be appreciated in 4-5 buisiness days for reading this monstrosity, then an hour or two (or 10 mins, you do you) for actually writing the improvements