Keldeo
Resolute
- Pronoun
- he, they
I'm back into competitive battling, with a hypothetical Trick Room-based NU team. Kind of. Lame nicknames are lame. I'm looking for any item suggestions for Big Head and bunnything, and general moveset/item/nature/etc improvements.
Special Sweeper: Alien/Beheeyem [m] @ Focus Sash <Synchronize>
Quiet Nature
EVs: 252 HP / 252 SpA / 4 Def
- Trick Room
- Nasty Plot
- Psychic
- Thunderbolt
Notes: Alien comes out first to set up Trick Room. Focus Sash makes sure he can set it up, because if he doesn't, the team strategy is ruined. Noting that it only lasts 5 turns, he and bunnything can alternatively switch in to set it up again. Nasty Plot boosted Psychic and Thunderbolt coming off pseudo-speed hit hard on physical walls while Rampardos's moves hit the special walls that Beheeyem has trouble with.
Physical Sweeper: Big Head/Rampardos [f] @ ??? <Mold Breaker>
Brave Nature
EVs: 248 HP / 252 Atk / 8 Def
- Stone Edge
- Earthquake
- Fire Punch
- Substitute
Notes: After Alien sets up Trick Room, Big Head can really sweep. EdgeQuake is only walled by Torterra, who's taken care of with Carracosta's Ice Beam. Fire Punch reliably keeps Grass-types on edge, and Substitute is great for avoiding burns and poison. I'm having trouble figuring out an item for this guy-- suggestions?
Teammate 1: CAPSLOCK/Exploud [m] @ Choice Specs <Soundproof>
Quiet Nature
EVs: 252 HP / 4 Def / 252 SpA
- Hyper Voice
- Surf
- Fire Blast
- Ice Beam
Notes: Hyper Voice is an obligatory STAB that's also reliable; Surf and Fire Blast together provide needed coverage. Ice Beam hits Altaria hard. Most of his checks are countered by Alien and turtlepwn. Choice Specs provides a much-needed boost to his average Special Attack because, heck, this is a Special-based set. He also can't be phazed by Perish Song and Roar because of Soundproof. He has trouble with Ghosts, but Absoul can kill those.
Teammate 2: Absoul/Absol [f] @ Life Orb <Super Luck>
Brave Nature
EVs: 252 HP / 252 Atk / 4 SpD
- Megahorn
- Pursuit
- Superpower
- Night Slash
Notes: Sucker Punch isn't needed with Trick Room in play; Absol will almost always "outspeed" the foe. Night Slash + Super Luck is a recipe for criticals. Pursuit leaves foes afraid to switch. Superpower can be used as a last resort, and Megahorn is just for extra coverage and sheer power.
Tank 1: turtlepwn/Carracosta [f] @ Leftovers <Solid Rock>
Adamant Nature
EVs: 252 HP / 252 Atk / 4 SpD
- Waterfall
- Stone Edge
- Toxic
- Ice Beam
Notes: Trick Room takes care of turtlepwn's Speed problems while Toxic reliably statuses foes. Waterfall and Stone Edge are powerful STABs and give a pseudo-EdgeQuake-ish kind of coverage. Ice Beam takes care of those pesky Grass-types that wall Alien and Big Head, especially Torterra.
Support: bunnything/Audino [m] @ ??? <Regenerator>
Sassy Nature
EVs: 252 HP / 128 Def / 128 SpD
- Trick Room
- Wish
- Return
- Toxic
Notes: Another item problem! This is a bulky second Trick Room set-upper in case Alien dies or is too low HP to reliably switch in. Toxic takes care of those annoying bulky foes, and Wish is reliable healing. Return is obligatory STAB, but I may need to replace it for not-so-obvious reasons. Just a set.
Quiet Nature
EVs: 252 HP / 252 SpA / 4 Def
- Trick Room
- Nasty Plot
- Psychic
- Thunderbolt
Notes: Alien comes out first to set up Trick Room. Focus Sash makes sure he can set it up, because if he doesn't, the team strategy is ruined. Noting that it only lasts 5 turns, he and bunnything can alternatively switch in to set it up again. Nasty Plot boosted Psychic and Thunderbolt coming off pseudo-speed hit hard on physical walls while Rampardos's moves hit the special walls that Beheeyem has trouble with.
Physical Sweeper: Big Head/Rampardos [f] @ ??? <Mold Breaker>
Brave Nature
EVs: 248 HP / 252 Atk / 8 Def
- Stone Edge
- Earthquake
- Fire Punch
- Substitute
Notes: After Alien sets up Trick Room, Big Head can really sweep. EdgeQuake is only walled by Torterra, who's taken care of with Carracosta's Ice Beam. Fire Punch reliably keeps Grass-types on edge, and Substitute is great for avoiding burns and poison. I'm having trouble figuring out an item for this guy-- suggestions?
Teammate 1: CAPSLOCK/Exploud [m] @ Choice Specs <Soundproof>
Quiet Nature
EVs: 252 HP / 4 Def / 252 SpA
- Hyper Voice
- Surf
- Fire Blast
- Ice Beam
Notes: Hyper Voice is an obligatory STAB that's also reliable; Surf and Fire Blast together provide needed coverage. Ice Beam hits Altaria hard. Most of his checks are countered by Alien and turtlepwn. Choice Specs provides a much-needed boost to his average Special Attack because, heck, this is a Special-based set. He also can't be phazed by Perish Song and Roar because of Soundproof. He has trouble with Ghosts, but Absoul can kill those.
Teammate 2: Absoul/Absol [f] @ Life Orb <Super Luck>
Brave Nature
EVs: 252 HP / 252 Atk / 4 SpD
- Megahorn
- Pursuit
- Superpower
- Night Slash
Notes: Sucker Punch isn't needed with Trick Room in play; Absol will almost always "outspeed" the foe. Night Slash + Super Luck is a recipe for criticals. Pursuit leaves foes afraid to switch. Superpower can be used as a last resort, and Megahorn is just for extra coverage and sheer power.
Tank 1: turtlepwn/Carracosta [f] @ Leftovers <Solid Rock>
Adamant Nature
EVs: 252 HP / 252 Atk / 4 SpD
- Waterfall
- Stone Edge
- Toxic
- Ice Beam
Notes: Trick Room takes care of turtlepwn's Speed problems while Toxic reliably statuses foes. Waterfall and Stone Edge are powerful STABs and give a pseudo-EdgeQuake-ish kind of coverage. Ice Beam takes care of those pesky Grass-types that wall Alien and Big Head, especially Torterra.
Support: bunnything/Audino [m] @ ??? <Regenerator>
Sassy Nature
EVs: 252 HP / 128 Def / 128 SpD
- Trick Room
- Wish
- Return
- Toxic
Notes: Another item problem! This is a bulky second Trick Room set-upper in case Alien dies or is too low HP to reliably switch in. Toxic takes care of those annoying bulky foes, and Wish is reliable healing. Return is obligatory STAB, but I may need to replace it for not-so-obvious reasons. Just a set.
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