So as most of my team ideas start out, I wanted to do something different. I've been wanting to try Trick Room teams for awhile, but I've never been able to come up with a good, unique Trick Room team concept I was interested in before. My breakthrough came when I realize my biggest problem with relating to Trick Room teams was the unreliability of Trick Room. Shocking, I know. So I thought, "What if you could have a Trick Room team that also sort of works outside Trick Room?"
And by that, I don't mean any of this passive aggressive semi-Trick Room nonsense. I mean a full Trick Room team that isn't automatically screwed when you can't get the Trick Room off at various points in the game. By sheer coincidence, I realized some of the sets I have been playing around with for other team concepts actually worked pretty well for this. Full disclosure, I am still a bit of a noob when it comes to the Trick Room part of these teams. So there is every chance this can be further optimized. Having said that, I'm pretty happy with my actual attackers so far. So it's really the Trick Room side that I think could maybe use adjustments.
The Team:
Machamp @ Quick Claw
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Dynamic Punch
- Stone Edge
- Earthquake
- Poison Jab
I know what you are thinking. Quick Claw isn't a viable item, right? Except that it actually works on Machamp. It's a somewhat similar concept to why paralyses/flinch works on Togekiss, except it's confusion/priority instead. The Quick Claw hax combines with the confusion hax of a Dynamic Punch that always hits. So if you hit a Dynamic Punch on the switch you forced, there are now 2 different hax mechanisms working where you can go before your opponent. And since Machamp is bulky enough to generally live at least one non super effective hit, this can result in you taking some opposing pokemon out even on regular teams. That is an important sticking point. I have tested Quick Claw Machamp in RU, UU, and OU and it can work even without assisting speed control beyond Quick Claw.
Proof of Concept:
https://replay.pokemonshowdown.com/gen7ou-958585113
https://replay.pokemonshowdown.com/gen7ou-960496064
Yes, those are extreme examples. I wanted to put them to show what can happen. What normally happens is the Quick Claw allows you to hedge your bets a bit more than you otherwise would and punish switches. In most of my games on regular-ish (at least for me) teams, similar Machamp sets consistently wound up taking 1-3 opposing pokemon out. Yes, it's very niche. But the fact it has some viability outside of Trick Room means it should theoretically thrive inside it. The complete mind games you can play with a slow but not too slow pokemon with Quick Claw and Trick Room is rather incredible actually.
For the set, Quick Claw allows for some threat of functionality outside of Trick Room and to ensure that slower pokemon don't always get the drop on you under it. The EVs are mostly Health and Attack in order to maximize natural damage and bulk. Dynamic Punch is the main STAB and source of confusion status. Stone Edge is an amazing coverage move that hits flying types hard and never misses with No Guard. The next two moves are somewhat optional. I find that I like Earthquake to hit poison and electric types that aren't part flying (who in turn get hit by Stone Edge) and any rock/steel types that partly resist fighting. I carry Poison Jab for fairy and grass types, particularly Tapu Bulu. I find that coverage works best with this particular team.
Golisopod @ Choice Band
Ability: Emergency Exit
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- First Impression
- Liquidation
- Leech Life
- Aqua Jet
I know, I know. I have now posted this set in like the last 3 RMTs I have done. Is it getting old? Maybe. I swear I'm not doing this on purpose. And I'm sure most people who give me advice on changes still hate it and hate my Choice Band set even more so, despite the fact that it does actually work in OU. (And RU, UU, Monotype, etc.) Golisopod has been on many of my recent test concepts for various reasons, and I realized that it also just happened to fit the concept of a Trick Room team that works outside of Trick Room extremely well. So sorry not sorry, I'm putting here because it works outside of Trick Room despite being a slow pokemon. How? Priority. Choice Band Golisopod hits like a truck with priority. I'm not going to get too much into it since I have talked about it enough in past RMTs. I'll just requote myself on some relevant OU tier 1HKOs:
So to summarize, this thing is secret OU counter meta with just its priority moves. With a Trick Room team, you can use punishing slower STAB moves like Liquidate and Leech Life on more than just predicted switches. This makes this pokemon even more threatening. And when Trick Room ends and you can't get it up, Golisopod is still threatening because its priority has to be taken seriously.
Ampharos @ Ampharosite
Ability: Static
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk
- Thunderbolt
- Dragon Pulse
- Hidden Power [Ice]
- Volt Switch
With two main physical attackers, I needed a special attacker that could take advantage of Trick Room. I then remembered a Trick Room team concept by 737373elj based around the use of Mega Ampharos. It works pretty well for this team. The electric STAB hits flying and water types that may give my other main attackers some trouble. I think my favorite thing about it is that Volt Switch lets it both attack and swap out on the last turn of Trick Room so that you can set up again without losing momentum. For EVs, I just went the typical power and natural bulk route with HP and special attack. Thunderbolt and Volt Switch are the powerful and utility STAB moves respectively, Dragon Pulse is different STAB, and HP Ice one shots cheeky Landorus, Gliscor, and Garchomp that think they can switch into this under Trick Room. Static is used before Mega evolving to sometimes inflict paralyses.
Magearna @ Normalium Z
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Trick Room
- Heal Bell
- Ice Beam
- Volt Switch
With my main attackers out of the way, I needed to work on my Trick Room setters. My priority here was to have a pivot with utility. While Magearna is often used as an offensive Trick Room setter, it actually has a lot of tools to be a good support pokemon. Volt Switch allows it to switch to an attacker after setting up Trick Room without sacrificing itself. Heal Bell is great for getting rid of pesky Status like Burn or Toxic that would otherwise cripple my main attackers, and Z Heal Bell is a full heal that keeps Magearna able to do it's job longer. Ice Beam is to hit ground types like Landorus-Therian, which is a bane to much of my team.
This is hands down the best Trick Room setter I have. The only thing I'm not 100% sure on with this set is if I want to keep the max special attack investment. It works well enough as is. However, it's not exactly meant to be an attacker. In theory, it might be worthwhile to invest more in my defense or special defense at least a bit instead of special attack. So far, I have't had enough trouble with it to be bothered to try and optimize it better. I'm sure it can be, though.
Cresselia @ Mental Herb
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk
- Ice Beam
- Psychic
- Trick Room
- Lunar Dance
This set provide 4 crucial things for my team: A Trick Room setter, a ground immunity, a fighting resist, and a momentum sacrifice heal. It mostly fits my team very well. There are times where I feel it can be better optimized, though. I went with mostly a defensive spread because I needed something that could take some abuse from physical attackers with Earthquake or fighting STAB. Ice Beam is to counterattack ground types (again) and Psychic is to counter attack fighting and poison types. Lunar Dance is an amazing Healing Wish like move that gains momentum and also cures status. Mental Herb was added for Taunt users to ensure I got the Trick Room off. However, I'm increasingly finding that some sort of heal is more needed on it in most games. So I may replace that with Leftover or a recovery berry.
Stakataka @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 12 Atk / 248 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Gyro Ball
- Earthquake
- Stealth Rock
This is the one I'm least sure about. I added it primarily because I needed a Stealth Rocker and it was a decent attacker for a setter. There are two main issues. First, it gets wrecked by two different 4X weaknesses way too often. My team doesn't exactly appreciate ground and fighting vulnerability on a team where Magearna is the main pivot. Second, it has no hazard removal. There aren't many viable Trick Room setters with both hazard removal and hazards. So I just picked one that I thought I needed more and it mostly works ok enough. However, it's also far from what I would consider optimal.
The EVs were made to optimize the natural bulk of Stakataka's base 211 defense by investing in HP and special defense. A bit of attack investment is used to put Stakataka's attack EVs at just over 300. Gyro Ball is great STAB that hits most fairies and fast mons that don't resist it hard. Earthquake is coverage against opposing steel and electric types that may resist Gyro Ball.
Please keep in mind the purpose of this team when making suggestions.
And by that, I don't mean any of this passive aggressive semi-Trick Room nonsense. I mean a full Trick Room team that isn't automatically screwed when you can't get the Trick Room off at various points in the game. By sheer coincidence, I realized some of the sets I have been playing around with for other team concepts actually worked pretty well for this. Full disclosure, I am still a bit of a noob when it comes to the Trick Room part of these teams. So there is every chance this can be further optimized. Having said that, I'm pretty happy with my actual attackers so far. So it's really the Trick Room side that I think could maybe use adjustments.
The Team:
Machamp @ Quick Claw
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Dynamic Punch
- Stone Edge
- Earthquake
- Poison Jab
I know what you are thinking. Quick Claw isn't a viable item, right? Except that it actually works on Machamp. It's a somewhat similar concept to why paralyses/flinch works on Togekiss, except it's confusion/priority instead. The Quick Claw hax combines with the confusion hax of a Dynamic Punch that always hits. So if you hit a Dynamic Punch on the switch you forced, there are now 2 different hax mechanisms working where you can go before your opponent. And since Machamp is bulky enough to generally live at least one non super effective hit, this can result in you taking some opposing pokemon out even on regular teams. That is an important sticking point. I have tested Quick Claw Machamp in RU, UU, and OU and it can work even without assisting speed control beyond Quick Claw.
Proof of Concept:
https://replay.pokemonshowdown.com/gen7ou-958585113
https://replay.pokemonshowdown.com/gen7ou-960496064
Yes, those are extreme examples. I wanted to put them to show what can happen. What normally happens is the Quick Claw allows you to hedge your bets a bit more than you otherwise would and punish switches. In most of my games on regular-ish (at least for me) teams, similar Machamp sets consistently wound up taking 1-3 opposing pokemon out. Yes, it's very niche. But the fact it has some viability outside of Trick Room means it should theoretically thrive inside it. The complete mind games you can play with a slow but not too slow pokemon with Quick Claw and Trick Room is rather incredible actually.
For the set, Quick Claw allows for some threat of functionality outside of Trick Room and to ensure that slower pokemon don't always get the drop on you under it. The EVs are mostly Health and Attack in order to maximize natural damage and bulk. Dynamic Punch is the main STAB and source of confusion status. Stone Edge is an amazing coverage move that hits flying types hard and never misses with No Guard. The next two moves are somewhat optional. I find that I like Earthquake to hit poison and electric types that aren't part flying (who in turn get hit by Stone Edge) and any rock/steel types that partly resist fighting. I carry Poison Jab for fairy and grass types, particularly Tapu Bulu. I find that coverage works best with this particular team.
Other options include Knock Off, Ice Punch, Thunder Punch, Fire Punch, and Throat Chop. Of these, Knock Off and Ice Punch are the best. Knock off can be run to hit psychic and ghost types and target items. A Knock off/Earthquake combination is also best for dealing with Toxapex, although generally you should have other teammates for that. Ice Punch hits ground types like Landorus-Therian and Garchomp as well as still hitting most flying and grass types. Thunder Punch can be used to hit flying and water types, but it's generally not as good coverage as Ice Punch. Fire Punch can hit Ferrorthorn and Mega Scizor for 4X damage, except Dynamic Punch STAB generally hits them and other steel types hard enough. Throat Chop can be used over Knock Off to ensure more consistent damage on psychic or ghost types. But it's generally not as good as Knock Off because most psychic types don't live Knock Off anyway and most ghost types that do live it try to burn you.
Golisopod @ Choice Band
Ability: Emergency Exit
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- First Impression
- Liquidation
- Leech Life
- Aqua Jet
I know, I know. I have now posted this set in like the last 3 RMTs I have done. Is it getting old? Maybe. I swear I'm not doing this on purpose. And I'm sure most people who give me advice on changes still hate it and hate my Choice Band set even more so, despite the fact that it does actually work in OU. (And RU, UU, Monotype, etc.) Golisopod has been on many of my recent test concepts for various reasons, and I realized that it also just happened to fit the concept of a Trick Room team that works outside of Trick Room extremely well. So sorry not sorry, I'm putting here because it works outside of Trick Room despite being a slow pokemon. How? Priority. Choice Band Golisopod hits like a truck with priority. I'm not going to get too much into it since I have talked about it enough in past RMTs. I'll just requote myself on some relevant OU tier 1HKOs:
1. Ash-Greninja -
First Impression does 227.3 - 268% and outspeeds priority Water Shuriken. And you know that if it one shots Ash-Greninja by that much, the normal one gets OHKO'd as well.
2. Mega-Alakazam - First Impression does 263.7 - 311.5% of its health. Alternatively, Aqua Jet is an amusing 2HKO at 58.9 - 69.7% where Alakazam can Trace Emergency Exit and not be able to fight back after the first hit due to being forced out. From there, it's in range of the second Aqua Jet. This one is niche, but worth remembering if you want to use Aqua Jet to threaten the opposing team instead of a one and done attack.
3. Mega-Latias - First Impression does 110.4 - 130.2% even with max HP investment.
4. Mega-Latios - First Impression does 156.1 - 184% of it's health and there's nothing it can do about it.
5. Mega-Medicham - First Impression does 102.6 - 121%. Another guaranteed unassisted 1HKO.
6. Volcorona - Aqua Jet does 96.4 - 113.8% on the offensive Quiver Dance set. 75% chance to OHKO becomes 100% after one pivot move, even U-Turn from Tornadus. The Bulky Quiver Dance set has a bit more survivability. Aqua Jet only does 68 - 80.9% to the bulky set. But even that is a guaranteed KO after either Volt Switch.
7. Excadrill - The Sand Rush set is dealt 87.8 - 103.3% by Aqua Jet. You need a bit of chip to ensure a KO and/or counter the focus sash build. But you do still have the chsnce to OHKO it.
8. Reinculous - First Impression does 96.2 - 113.2% to the bulky defensive Calm Mind set. That's a 75% chance to 1HKO the set that has maxed defensive EV investment on a defensive wall. Even then, any chip damage makes that 100%. Less defensively invested sets are all guaranteed OHKOs.
9. Tangrowth - First Impression does 95.7 - 113.1% on the Assault Vest set. 75% chance to 1 shot it and obviously any chip should seal the deal every time. Even against Physically Defensive Tangrowth, First Impression still does 74.4 - 87.8%.. This can be very useful for finishing it off.
10. Tyranitar - First Impression does 113.3 - 133.6% against the OU Stealth Rock set with 136 EVS in HP. Against OU Assault Vest, it does 109.3 - 128.9%. That set has 224 HP EVs. But neither have defensive EVs. Even a Max physically defensive Tyranitar with 252 EVs in both HP and Defense and an Impish Nature will still get smacked for 78.7 - 92.5%. Even against the Mega, the OU Stealth Rock set still takes 86.6 - 102.3% from First Impression. I'm not going to go through every set and scenario. But many of them undeniably lead to OHKO opportunities.
11. Serperior - First Impression does 169 - 200% to the Choice Scarf set.
12. Weavile - First Impression does 235.5 - 278.2% to the Choice Band set.
13. Hoopa-Unbound - First Impression does a hilarious 462.1 - 543.6% to the Choice Band set.
14. Hydreigon - First Impression does 157.5 - 186.4% to the OU Darknium Z set. I'm pretty sure no set would live it, though.
15. Mew - First Impression does 111.2 - 131.6% to the OU Defensive set.
16. Venusaur - First Impression does 90.6 - 106.9% to the sun sweeper set I see run occasionally in OU.
17. Bisharp - First Impression does 86.7 - 102.2%, which is only about an 18.8% chance to OHKO. However, it becomes 100% after any chip from pivot users.
2. Mega-Alakazam - First Impression does 263.7 - 311.5% of its health. Alternatively, Aqua Jet is an amusing 2HKO at 58.9 - 69.7% where Alakazam can Trace Emergency Exit and not be able to fight back after the first hit due to being forced out. From there, it's in range of the second Aqua Jet. This one is niche, but worth remembering if you want to use Aqua Jet to threaten the opposing team instead of a one and done attack.
3. Mega-Latias - First Impression does 110.4 - 130.2% even with max HP investment.
4. Mega-Latios - First Impression does 156.1 - 184% of it's health and there's nothing it can do about it.
5. Mega-Medicham - First Impression does 102.6 - 121%. Another guaranteed unassisted 1HKO.
6. Volcorona - Aqua Jet does 96.4 - 113.8% on the offensive Quiver Dance set. 75% chance to OHKO becomes 100% after one pivot move, even U-Turn from Tornadus. The Bulky Quiver Dance set has a bit more survivability. Aqua Jet only does 68 - 80.9% to the bulky set. But even that is a guaranteed KO after either Volt Switch.
7. Excadrill - The Sand Rush set is dealt 87.8 - 103.3% by Aqua Jet. You need a bit of chip to ensure a KO and/or counter the focus sash build. But you do still have the chsnce to OHKO it.
8. Reinculous - First Impression does 96.2 - 113.2% to the bulky defensive Calm Mind set. That's a 75% chance to 1HKO the set that has maxed defensive EV investment on a defensive wall. Even then, any chip damage makes that 100%. Less defensively invested sets are all guaranteed OHKOs.
9. Tangrowth - First Impression does 95.7 - 113.1% on the Assault Vest set. 75% chance to 1 shot it and obviously any chip should seal the deal every time. Even against Physically Defensive Tangrowth, First Impression still does 74.4 - 87.8%.. This can be very useful for finishing it off.
10. Tyranitar - First Impression does 113.3 - 133.6% against the OU Stealth Rock set with 136 EVS in HP. Against OU Assault Vest, it does 109.3 - 128.9%. That set has 224 HP EVs. But neither have defensive EVs. Even a Max physically defensive Tyranitar with 252 EVs in both HP and Defense and an Impish Nature will still get smacked for 78.7 - 92.5%. Even against the Mega, the OU Stealth Rock set still takes 86.6 - 102.3% from First Impression. I'm not going to go through every set and scenario. But many of them undeniably lead to OHKO opportunities.
11. Serperior - First Impression does 169 - 200% to the Choice Scarf set.
12. Weavile - First Impression does 235.5 - 278.2% to the Choice Band set.
13. Hoopa-Unbound - First Impression does a hilarious 462.1 - 543.6% to the Choice Band set.
14. Hydreigon - First Impression does 157.5 - 186.4% to the OU Darknium Z set. I'm pretty sure no set would live it, though.
15. Mew - First Impression does 111.2 - 131.6% to the OU Defensive set.
16. Venusaur - First Impression does 90.6 - 106.9% to the sun sweeper set I see run occasionally in OU.
17. Bisharp - First Impression does 86.7 - 102.2%, which is only about an 18.8% chance to OHKO. However, it becomes 100% after any chip from pivot users.
So to summarize, this thing is secret OU counter meta with just its priority moves. With a Trick Room team, you can use punishing slower STAB moves like Liquidate and Leech Life on more than just predicted switches. This makes this pokemon even more threatening. And when Trick Room ends and you can't get it up, Golisopod is still threatening because its priority has to be taken seriously.
Ampharos @ Ampharosite
Ability: Static
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk
- Thunderbolt
- Dragon Pulse
- Hidden Power [Ice]
- Volt Switch
With two main physical attackers, I needed a special attacker that could take advantage of Trick Room. I then remembered a Trick Room team concept by 737373elj based around the use of Mega Ampharos. It works pretty well for this team. The electric STAB hits flying and water types that may give my other main attackers some trouble. I think my favorite thing about it is that Volt Switch lets it both attack and swap out on the last turn of Trick Room so that you can set up again without losing momentum. For EVs, I just went the typical power and natural bulk route with HP and special attack. Thunderbolt and Volt Switch are the powerful and utility STAB moves respectively, Dragon Pulse is different STAB, and HP Ice one shots cheeky Landorus, Gliscor, and Garchomp that think they can switch into this under Trick Room. Static is used before Mega evolving to sometimes inflict paralyses.
Magearna @ Normalium Z
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Trick Room
- Heal Bell
- Ice Beam
- Volt Switch
With my main attackers out of the way, I needed to work on my Trick Room setters. My priority here was to have a pivot with utility. While Magearna is often used as an offensive Trick Room setter, it actually has a lot of tools to be a good support pokemon. Volt Switch allows it to switch to an attacker after setting up Trick Room without sacrificing itself. Heal Bell is great for getting rid of pesky Status like Burn or Toxic that would otherwise cripple my main attackers, and Z Heal Bell is a full heal that keeps Magearna able to do it's job longer. Ice Beam is to hit ground types like Landorus-Therian, which is a bane to much of my team.
This is hands down the best Trick Room setter I have. The only thing I'm not 100% sure on with this set is if I want to keep the max special attack investment. It works well enough as is. However, it's not exactly meant to be an attacker. In theory, it might be worthwhile to invest more in my defense or special defense at least a bit instead of special attack. So far, I have't had enough trouble with it to be bothered to try and optimize it better. I'm sure it can be, though.
Cresselia @ Mental Herb
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk
- Ice Beam
- Psychic
- Trick Room
- Lunar Dance
This set provide 4 crucial things for my team: A Trick Room setter, a ground immunity, a fighting resist, and a momentum sacrifice heal. It mostly fits my team very well. There are times where I feel it can be better optimized, though. I went with mostly a defensive spread because I needed something that could take some abuse from physical attackers with Earthquake or fighting STAB. Ice Beam is to counterattack ground types (again) and Psychic is to counter attack fighting and poison types. Lunar Dance is an amazing Healing Wish like move that gains momentum and also cures status. Mental Herb was added for Taunt users to ensure I got the Trick Room off. However, I'm increasingly finding that some sort of heal is more needed on it in most games. So I may replace that with Leftover or a recovery berry.
Stakataka @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 12 Atk / 248 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Gyro Ball
- Earthquake
- Stealth Rock
This is the one I'm least sure about. I added it primarily because I needed a Stealth Rocker and it was a decent attacker for a setter. There are two main issues. First, it gets wrecked by two different 4X weaknesses way too often. My team doesn't exactly appreciate ground and fighting vulnerability on a team where Magearna is the main pivot. Second, it has no hazard removal. There aren't many viable Trick Room setters with both hazard removal and hazards. So I just picked one that I thought I needed more and it mostly works ok enough. However, it's also far from what I would consider optimal.
The EVs were made to optimize the natural bulk of Stakataka's base 211 defense by investing in HP and special defense. A bit of attack investment is used to put Stakataka's attack EVs at just over 300. Gyro Ball is great STAB that hits most fairies and fast mons that don't resist it hard. Earthquake is coverage against opposing steel and electric types that may resist Gyro Ball.
- First 3 games I played with this team:
https://replay.pokemonshowdown.com/gen7ou-978836221
https://replay.pokemonshowdown.com/gen7ou-978914084
https://replay.pokemonshowdown.com/gen7ou-978918084
- Some others.
https://replay.pokemonshowdown.com/gen7ou-979859652
https://replay.pokemonshowdown.com/gen7ou-979866277
https://replay.pokemonshowdown.com/gen7ou-979996179
https://replay.pokemonshowdown.com/gen7ou-980552635
https://replay.pokemonshowdown.com/gen7ou-980561343
https://replay.pokemonshowdown.com/gen7ou-980566218
I mostly tried to show the games that I thought were good or displayed the team's capabilities better. It should be noted that a few of these games, particularly the first three, I won in spite of some obvious mistakes. This shows both that the team is somewhat forgiving and has a ton of annoying hax potential. You may notice the ratings in the replays stayed fairly low. The team is by no means a juggernaut and I am still learning it and trying to refine it. I don't play Trick Room often tbh and I've had some pretty preventable ugly losses. That said, I'm pretty sure the team as is could do better than I've done with it so far. I'm sort of rushing my teams out now before Sword & Shield come out.
https://replay.pokemonshowdown.com/gen7ou-978836221
https://replay.pokemonshowdown.com/gen7ou-978914084
https://replay.pokemonshowdown.com/gen7ou-978918084
- Some others.
https://replay.pokemonshowdown.com/gen7ou-979859652
https://replay.pokemonshowdown.com/gen7ou-979866277
https://replay.pokemonshowdown.com/gen7ou-979996179
https://replay.pokemonshowdown.com/gen7ou-980552635
https://replay.pokemonshowdown.com/gen7ou-980561343
https://replay.pokemonshowdown.com/gen7ou-980566218
I mostly tried to show the games that I thought were good or displayed the team's capabilities better. It should be noted that a few of these games, particularly the first three, I won in spite of some obvious mistakes. This shows both that the team is somewhat forgiving and has a ton of annoying hax potential. You may notice the ratings in the replays stayed fairly low. The team is by no means a juggernaut and I am still learning it and trying to refine it. I don't play Trick Room often tbh and I've had some pretty preventable ugly losses. That said, I'm pretty sure the team as is could do better than I've done with it so far. I'm sort of rushing my teams out now before Sword & Shield come out.
Please keep in mind the purpose of this team when making suggestions.
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