Long live the King! My Rank 1 Trick Room Team

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The idea for this team came up when I was brainstorming possible builds for SD Mega Mawile. I landed on the idea of using Mawile + a Heal Pulse Trick Room user, and the team just blossomed from there.

The team uses a few unconventional Pokemon, but I think that these Pokemon were all crucial for success of the team. Likewise Fairium is an item that you don’t often see on Tapu Fini, but it saved me more than one game.

I won’t waste any more of your time with explan, enjoy the team!

The Team


Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 252 HP / 220 Atk / 36 SpD
Brave Nature
IVs: 0 Spe
– Swords Dance
– Play Rough
– Sucker Punch
– Protect

The team was built around SD Mawile, one of the few Pokemon able to OHKO Zygarde regardless of it’s bulk investment. The whole team revolves around the concept of Mawile setting up a Swords Dance boost while Slowking sets Trick Room (made easier from Intimidate support), then healing Mawile with Heal Pulse and going to work.

The moveset should come as no surprise then, Swords Dance, Play Rough for STAB (it offers better coverage with Sucker Punch than a Steel type STAB), and Sucker Punch for priority and coverage.

The EV spread is simple, enough special defence investment to survive a Heat Wave from Modest Heatran (after spread reduction), with the rest in attack.
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Hoopa-Unbound @ Focus Sash
Ability: Magician
EVs: 252 Atk / 4 Def / 252 SpA
Brave Nature
IVs: 0 Spe
– Trick Room
– Hyperspace Fury
– Hyperspace Hole
– Protect

Hoopa-Unbound is most often the teams primary Trick Room setter. With a Focus Sash it can survive any single attack, making it extremely consistent for setting TR. It’s not without flaws, but Hoopa-Unbound takes on common Trick Room checks like Aegislash, Substitute Heatran, Amoonguss (with help from Tapu Fini), and more.

I went with a fully offensive EV spread. There was no point in EVing for bulk with Focus Sash and Fake Out support, and I wanted Hoopa-Unbound to be as strong as possible.


Tapu Fini @ Fairium Z
Ability: Misty Surge
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
– Swagger
– Heal Pulse
– Moonblast
– Muddy Water

Tapu Fini is an interesting Pokemon. On one hand, it has incredible typing and a useful Terrain that stops my Trick Room team from folding to Amoonguss and Bronzong. It also has great bulk, and really cool support options in Swagger and Heal Pulse. On the the other hand, it is undeniably piss weak. It is also the only Tapu who’s terrain does not boost it’s power. As far as straight up damage goes, against a neutral target Tapu Bulu Energy Ball is much stronger than a Tapu Fini Moonblast if each Pokemon is in their respective terrains. Obviously that’s not the whole story, but that gives you an idea of the damage output.

For this reason I went with Fairium Z. Twinkle Tackle actually puts Fini on the map as far as relevant damage goes, and with Moonblast and Muddy Water having secondary effects that are both powerful and happen frequently, we are now working with a Tapu Fini build that has some offensive presence. Like Slowking, its capacity for support is what got Fini a spot on the team, but it’s important that at the end of the day your team members are getting KOs.


Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 7 Spe
– Eruption
– Earth Power
– Flamethrower
– Protect

Heatran is one of the most solid Pokemon there is. I went with an Eruption set to get the most power out of it, and because it had great synergy with my Heal Pulse users. Shuca Berry allows Heatran to have the best chance of success against other Heatran and take other Ground attacks if need be.

The EV spread is simple, max HP and max special attack. The speed stat is kept low, but with 7 IVs Heatran out speeds my own Hoopa-Unbound by 1 point. That way, while in Trick Room, Hoopa-Unbound will attack first and break my opponents Protect or Wide Guard, and then Heatran can follow up.


Slowking @ Sitrus Berry
Ability: Oblivious
EVs: 252 HP / 64 Def / 192 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
– Trick Room
– Heal Pulse
– Scald
– Ice Beam

Slowking is a pretty unconventional choice, but it does have some tools that I needed for my team. First off it has Heal Pulse which was my main motivation behind using it. It outclasses other Heal Pulse / Trick Room users (of which there are only a handful; Gothitelle, Audino, Slowbro, Aromatisse, and Gardevoir are the only others) on bulk and offensive presence. Oblivious is also a great ability, especially because lots of opponents will assume you’re using Regenerator so you can actually get opponents to waste time taunting you. Slowking can support AND do the damage it needs to. I went with King > Bro for the inclination towards special defence.

I’ve already mostly explained the moveset; Trick Room and Heal Pulse for fitting in with the team concept, Scald for STAB, and Ice Beam for coverage. I found it more useful than Psychic although an argument could be made for Flamethrower or Fire Blast to offer different coverage and offering the ability to activate Flash Fire on Heatran. I’ll leave that to you, but I like Ice Beam.

The EV spread lets Slowking survive a 4 atk Fusion Bolt from Life Orb Kyurem-Black, something I actually found I needed to be able to survive during my ladder run. If you use the team you might not find one of these, but having balanced defence stats is almost never a bad thing. I went with Sitrus Berry > a 50% pinch berry because when I was trying the 50% berries I found that it didn’t activate as often as I liked and Slowking would get KO’d as a result. With Sitrus I find I can set Trick Room more reliably.


Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 128 Def / 128 SpD
Brave Nature
IVs: 0 Spe
– Fake Out
– Close Combat
– Poison Jab
– Ice Punch

Hariyama has two jobs. The first job is to use Fake Out and make it easier for Slowking or Hoopa-Unbound to set up Trick room, and the second job is to whale on my opponents. It’s not a complex Pokemon. Close Combat for STAB, Ice Punch for all around good coverage, and Poison Jab for the Tapus and other Fairy types.

The EV spread gives Hariyama balanced defence stats and I never found a specific benchmark that I needed to hit, so they stayed even. However, this spread can survive a Psychic or a Psyshock from Modest Tapu Lele provided they are not in Psychic Terrain. I’ll explain a little more in the “How to Use” section, but Hariyama’s job is generally to switch into an attack, then Fake Out turn 2.

Choosing your leads

aka, How to get up Trick Room.

So before I go into these leads, fair warning. I am NOT going to explain every possible reason that you may want to choose one lead or the other. I’ll give a couple of reasons, and how the lead generally plays, but you need to be flexible when you’re setting Trick Room.

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This is the most common lead, and the easiest to play. Simply Protect Hoopa turn 1, and swap Mawile (still in base form with Intimidate remember) for Hariyama. Turn 2, Fake Out and set Trick Room.
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If you’re opponent is using Tapu Lele, then you need to keep the terrain under your control. Leading min speed Tapu Fini + Hoopa guarantees that Misty Terrain will be on the field. If they lead Lele then great, swap Fini to Hariyama and Protect Hoopa. Turn 2 you can Fake Out + Trick Room.

If they did not lead Lele, things are a little more up in the air. You can always go for the swap to Hariyama and Fake Out + TR plan as usual, knowing that if they try and bring Tapu Lele in on your Fake Out, they cannot also break Hoopa’s Focus Sash. If they have Tapu Lele + another Pokemon likely to use Taunt, consider leading Tapu Fini + Slowking to absorb the Taunt or the hits. Like I said, a lot of the time you need to figure things out on the Fly. Just think things out a couple of turns ahead and you’ll be fine.

3)

The lead the team was based around is actually the one I get to use the least, but it’s the most fun. If it looks like your opponent isn’t going to be able to KO Slowking or Mawile in one hit, you can go for the Trick Room + Swords Dance. Turn 2 you Heal Pulse Mawile and slam something with Play Rough, and go from there. It’s not perfect, and this isn’t a lead you should expect to use often, but when you can get away with it this combination is incredibly effective.

Importable

Thanks for reading, now go out there and gobble up those ladder points. And don’t forget tell people about Slowking, it’s good I swear!

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 252 HP / 220 Atk / 36 SpD
Brave Nature
IVs: 0 Spe
– Swords Dance
– Play Rough
– Sucker Punch
– Protect

Hoopa-Unbound @ Focus Sash
Ability: Magician
EVs: 252 Atk / 4 Def / 252 SpA
Brave Nature
IVs: 0 Spe
– Trick Room
– Hyperspace Fury
– Hyperspace Hole
– Protect

Tapu Fini @ Fairium Z
Ability: Misty Surge
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
– Swagger
– Heal Pulse
– Moonblast
– Muddy Water

Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 7 Spe
– Eruption
– Earth Power
– Flamethrower
– Protect

Slowking @ Sitrus Berry
Ability: Oblivious
EVs: 252 HP / 64 Def / 192 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
– Trick Room
– Heal Pulse
– Scald
– Ice Beam

Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 128 Def / 128 SpD
Brave Nature
IVs: 0 Spe
– Fake Out
– Close Combat
– Poison Jab
– Ice Punch

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