Solstice
Back from the dead.
Let's see.
This team is awesome. It covers every type, and has immunity to Fire, Poison and Ground. If you don't believe me, go use Marriland's Team Builder.
I'm keeping Heatmor. I don't give a damn about his stats. Deal with it.
And finally, I omitted Natures. The team is already in the making, and I made this RMT before I started making this team.
This is the start of the Master of Trick Room.
This is for doubles.
Porygon2@Eviolite
Trace
-
200 HP, 252 Sp. Defense, 56 Defense
- Recover
- Trick Room
- Magic Coat
- Tri Attack
One of my two leads, the other depending on the circumstance. General Trick Roomer, Recover to be a pain, Magic Coat to deflect any Taunt or any Status move I predict (It does help to battle you, action). Tri Attack for STAB, chance to Freeze, Burn, or Paralyze, and so I'm not locked into Struggle in the situation that I don't predict Taunt (although I believe Magic Coat is considered to be an attacking move.
Trace over Download because it helps me depending on the ability (but shuts me down with Slaking). Over Analytic because after Porygon2 sets up, it definitely won't be moving last.
Shuckle@Lum Berry
Sturdy
-
252 Defense, 252 HP, 4 Sp. Defense
- Power Trick
- Wide Guard
- Stone Edge
- Rock Slide
Very good wall, can take hits well. Sturdy prevents an OHKO. Power Trick because Shuckle's Attack stat is horrid, and doesn't have the proper moves to wall (except for Toxic, but why bother is there's no form of healing), nor the HP to support it's above-average Defenses. Although it will fall to Physical attacks once it uses Power Trick, it can still be a great Special Defensive wall. In the off-chance that I haven't Power Tricked yet, I can use Wide Guard to support my walls (especially if Porygon2 lost it's Eviolite).
Sturdy over Gluttony because Sturdy let's me survive an attack that doesn't hit multiple times (Shuckle will fall to Dual Chop, Rock Blast, Bullet Seed, etc.), while Gluttony will prove useless. Over Contrary because it wouldn't count my Power Trick or Wide Guard, and that this Shuckle will not be taking any stat-lowerage purposely.
Registeel@Leftovers
Clear Body
-
252 Attack, 4 Defense, 252 Sp. Defense
- Curse
- Sleep Talk
- Iron Head
- Rest
Typical Registeel set. Curse lowers my Speed, and ups Attack and Defense, making me even more of a wall, while making me faster in Trick Room. Iron Head will gain STAB, along with boosted power from Curse, plus the possibility to flinch. Rest to heal if I'm about to die, Sleep Talk so I can either attack, get my stats up, or helplessly do nothing. Clear Body holds it all together, preventing the foe from lowering my stats again, unless they have Gastro Acid or Mold Breaker.
Clear Body over Light Metal because I have no reason to be lighter, and laugh at Grass Knot.
Slowbro@Life Orb
Regenerator
-
252 Sp. Attack, 252 HP, 4 Defense
- Trick Room
- Slack Off
- Psychic
- Toxic
Slowbro is my second Trick Room starter. Slack Off + Regenerator for healing, Psychic + Life Orb so Slowbro gets the extra boost it needs, and Toxic so it can stall out any walls.
Regenerator over Own Tempo because this Slowbro isn't what you call offensive. Over Oblivious because Attract rarely comes into play in competitive battling. Also for the same reason as Own Tempo.
Celebi@Leftovers
Natural Cure
-
252 Sp Defense, 252 Attack, 4 Defense
- Trick Room
- Heal Bell
- Perish Song
- U-Turn
Celebi is my third Trick Room starter. It's also my cleric, with Heal Bell. Perish Song to kill off any mortals, and U-Turn to switch to a Pokemon more suited for the situation after the Trick Room is up or whatever other job I do.
Heatmor@Dark Gem
Flash Fire
-
252 Attack, 252 Defense, 4 Sp. Defense
- Heat Wave
- Sucker Punch
- Hidden Power (Ice)
- Protect
Heatmor, my last Pokemon. A lot of people say it's bad, but let's give it a try. Heat Wave for STAB and damage, Sucker Punch + Dark Gem for teh lulz, Hidden Power Ice for coverage, and Protect for scouting and other purposes. It eats fire attacks aimed at Celebi for breakfast.
This team is awesome. It covers every type, and has immunity to Fire, Poison and Ground. If you don't believe me, go use Marriland's Team Builder.
I'm keeping Heatmor. I don't give a damn about his stats. Deal with it.
And finally, I omitted Natures. The team is already in the making, and I made this RMT before I started making this team.
This is the start of the Master of Trick Room.
This is for doubles.
Porygon2@Eviolite
Trace
-
200 HP, 252 Sp. Defense, 56 Defense
- Recover
- Trick Room
- Magic Coat
- Tri Attack
One of my two leads, the other depending on the circumstance. General Trick Roomer, Recover to be a pain, Magic Coat to deflect any Taunt or any Status move I predict (It does help to battle you, action). Tri Attack for STAB, chance to Freeze, Burn, or Paralyze, and so I'm not locked into Struggle in the situation that I don't predict Taunt (although I believe Magic Coat is considered to be an attacking move.
Trace over Download because it helps me depending on the ability (but shuts me down with Slaking). Over Analytic because after Porygon2 sets up, it definitely won't be moving last.
Shuckle@Lum Berry
Sturdy
-
252 Defense, 252 HP, 4 Sp. Defense
- Power Trick
- Wide Guard
- Stone Edge
- Rock Slide
Very good wall, can take hits well. Sturdy prevents an OHKO. Power Trick because Shuckle's Attack stat is horrid, and doesn't have the proper moves to wall (except for Toxic, but why bother is there's no form of healing), nor the HP to support it's above-average Defenses. Although it will fall to Physical attacks once it uses Power Trick, it can still be a great Special Defensive wall. In the off-chance that I haven't Power Tricked yet, I can use Wide Guard to support my walls (especially if Porygon2 lost it's Eviolite).
Sturdy over Gluttony because Sturdy let's me survive an attack that doesn't hit multiple times (Shuckle will fall to Dual Chop, Rock Blast, Bullet Seed, etc.), while Gluttony will prove useless. Over Contrary because it wouldn't count my Power Trick or Wide Guard, and that this Shuckle will not be taking any stat-lowerage purposely.
Registeel@Leftovers
Clear Body
-
252 Attack, 4 Defense, 252 Sp. Defense
- Curse
- Sleep Talk
- Iron Head
- Rest
Typical Registeel set. Curse lowers my Speed, and ups Attack and Defense, making me even more of a wall, while making me faster in Trick Room. Iron Head will gain STAB, along with boosted power from Curse, plus the possibility to flinch. Rest to heal if I'm about to die, Sleep Talk so I can either attack, get my stats up, or helplessly do nothing. Clear Body holds it all together, preventing the foe from lowering my stats again, unless they have Gastro Acid or Mold Breaker.
Clear Body over Light Metal because I have no reason to be lighter, and laugh at Grass Knot.
Slowbro@Life Orb
Regenerator
-
252 Sp. Attack, 252 HP, 4 Defense
- Trick Room
- Slack Off
- Psychic
- Toxic
Slowbro is my second Trick Room starter. Slack Off + Regenerator for healing, Psychic + Life Orb so Slowbro gets the extra boost it needs, and Toxic so it can stall out any walls.
Regenerator over Own Tempo because this Slowbro isn't what you call offensive. Over Oblivious because Attract rarely comes into play in competitive battling. Also for the same reason as Own Tempo.
Celebi@Leftovers
Natural Cure
-
252 Sp Defense, 252 Attack, 4 Defense
- Trick Room
- Heal Bell
- Perish Song
- U-Turn
Celebi is my third Trick Room starter. It's also my cleric, with Heal Bell. Perish Song to kill off any mortals, and U-Turn to switch to a Pokemon more suited for the situation after the Trick Room is up or whatever other job I do.
Heatmor@Dark Gem
Flash Fire
-
252 Attack, 252 Defense, 4 Sp. Defense
- Heat Wave
- Sucker Punch
- Hidden Power (Ice)
- Protect
Heatmor, my last Pokemon. A lot of people say it's bad, but let's give it a try. Heat Wave for STAB and damage, Sucker Punch + Dark Gem for teh lulz, Hidden Power Ice for coverage, and Protect for scouting and other purposes. It eats fire attacks aimed at Celebi for breakfast.