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Slim Shady (Duosion) (M) @ Eviolite
Trait: Regenerator
EVs: 252 HP / 80 Def / 176 SDef
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Psychic
- Calm Mind
- Hidden Power [Fighting]

Slim Shady (Torkoal) (M) @ Leftovers
Trait: White Smoke
EVs: 248 HP / 252 Def / 8 SDef
Relaxed Nature (+Def, -Spd)
- Rapid Spin
- Lava Plume
- Stealth Rock
- Yawn

Slim Shady (Gurdurr) (M) @ Choice Band
Trait: Iron Fist
EVs: 56 HP / 252 Atk / 200 Def
Brave Nature (+Atk, -Spd)
- Mach Punch
- Drain Punch
- Ice Punch
- ThunderPunch

Slim Shady (Marowak) (M) @ Thick Club
Trait: Battle Armor
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature (+Atk, -Spd)
- Earthquake
- Fire Punch
- ThunderPunch
- Swords Dance

Slim Shady (Octillery) (M) @ Expert Belt
Trait: Sniper
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Flamethrower
- Surf
- Energy Ball
- Ice Beam
Slim Shady (Beheeyem) (M) @ Leftovers
Trait: Synchronize
EVs: 248 HP / 8 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Nasty Plot
- Psychic
- Hidden Power [Ground]

asked by
edited by
Muk isn't doing your team any favours. Because Trick Room only lasts 5 turns it's important to do as much damage as possible. Once you've set up enough to pose a threat with him, Trick Room will be over and have been pointless. Marowak would be a good replacement, he does serious damage under trick room.

By the way, if you're looking for two attacks with good coverage, Psychic and Shadow Ball are not the best choice. Hidden Power Bug/Fighting is the way to go.
For the last point, what do i replace with HP[Bug/Fighting]??
I prefer Fighting...
Replace Shadow Ball. Basically, if you use HP Fighting, Psychic types wall you. If you use HP Bug, Steel types wall you.
I would go HP Ground. This leaves you only walled by Exeggutor for a major NU threat (and minor Pokemon Swoobat, Natu, Shiftry, Cacturne).
Statistically HP Fire gets the best coverage, but Bug or Fighting are usually better because they hit Dark types that are not only immune to your STAB but can deal a fair amount of damage to you.
Which is why I go Ground for my Psychics, because of Skuntank. I find it more problematic than Absol, as Skuntank is usually going to be running Pursuit while Absol i isn't a guarentee that it will be running Pursuit.
I like to use Hammer Arm in Trick Room teams, because that lowers speed. But in a Trick Room team, it will raise speed!
As its Nu I usually go hp(bug) after all a hidden power isn't going to be posing a massive threat without stab, so you may as well hit the Pokemon walling you effectively rather than go for a move that provides the most coverage like hp ground but I'm not an expert in Nu I'm far from it tbh lol you won't see hp fight or bug anywhere past ru.

1 Answer

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Well, I don't have a whole lot of experience with Trick Room in NU, but I'm going to go ahead and answer anyway. Hope my suggestions are useful. And I like what you've done with the nicknames. :3

Okay, firstly, Duosion. You already have another, much more powerful Psychic type trick room setter in Beheeyem. Also, Duosion is not the most bulky pokemon out there even with Eviolite, and you are not abusing one of the best abilities in the game, Magic Guard. Audino is a great replacement, giving you a Ghost immunity, a bulky special wall, and a much needed cleric and wish passer. Go with:

Audino (F) @ Leftovers
Trait: Regenerator
EVs: 252 HP / 252 SDef / 4 Def
Calm Nature (+SDef, -Atk)
- Trick Room
- Wish
- Protect
- Heal Bell

Torkoal looks fine, not sure how much it benefits your team, but it's okay.

Now Gurdurr. Ever heard of the amazing ability Guts? Gurdurr has it. Not only does it protect you from Will-O-Wisp but it gives you the same power as a Choice Band while still being able to switch moves. Go with that, and the moveset looks fine.

Okay, onto Marowak. In my opinion, Lightningrod is the best ability because it can provide him with a much needed special attack boost...just kidding. Rock Head is great, because it lets him abuse a recoil-free Double Edge. That is a better choice than Fire Punch, as his STAB Earthquake already hits steel types (except Bronzor but who uses him?). Also, Marowak with a Thick Club reaches 568 attack, so a Swords Dance is pretty redundant. Give him Substitute instead, it protects him from burn, and most importantly keeps his item from being Tricked away or Knocked Off, which kind of cripples him.

Octillery looks great. However, he is one of the lucky pokemon to get Water Spout, which is mind-blowingly powerful after STAB. As Water/Grass/Ice coverage is all you really need in NU, consider it over Flamethrower (as cool as it is that he learns it)

Beheeyem looks good as well. I know Trachy persuaded you to go HP Ground, but it does leave you walled by Exeggutor who can be a pain with his Sleep Powdering antics. Also, I haven't seen a whole lot of Skuntank in NU lately. I always go Bug or Fighting, but Ground works too. Anyway, that's me done, hope you enjoyed :)

answered by
I don't know, I prefer Regenerator to Magic Guard on Duosion. As long as I avoid the Toxics that thing just doesn't endd up dying.

And with the moveset he has, I think Iron Fist is good. Not many people would be willing to launch a Will-o-wisp on it anyways, because of fear of Guts. While this does cut down on its ability to switch into status, Iron FIst does give a sure power boost.
Though guts allows you to switch in for marowak which is why I used guts I used gurduur in nu and ru.
1.5bosst is better that 1.1 boost on a standard set rather than full on elemental punch set.