alexwolf
lurks in the shadows
Sloth - Trick Room Hyper Offense
Introduction
Hi everyone, it's been a really long time since i made a decent RMT, and seeing how i have been using this team for the last two weeks and it turned out to be pretty effective, plus Trick Room is really underrated as a playstyle, i figured it's time to do it. With Diancie getting released, the synergy between Trick Room setters is better than ever, leaving very few Pokemon able to threaten Trick Room teams offensively, such as Bisharp and Mega Heracross. Furthermore, with stall getting a bit less prominent thanks to the rise in usage of Mega Medicham, Staraptor, Terrakion, Magnezone, Mega Heracross, Mew, and Mega Medicham, all of which make stall's life harder, it was a good time to try out Trick Room offense, which didn't like facing stall teams in general. Add to this that offensive teams featuring the Tyranitar + Excadrill combo and birdspam with Magnezone and Mega Pinsir are getting more popular, teams that Trick Room teams have a matchup advantage against, and it's not hard to see why Trick Room offense is an effective playstyle right now. And for whoever cares about ladder rankings, i have reached top 10 with this team multiple times over the past weeks under the nickname MoltresMan. With that said, let's see the team in details (changes and additions are mentioned at the end of each Pokemon's description):
The team in details
Diancie @ Mental Herb
Ability: Clear Body
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Diamond Storm
- Explosion
- Stealth Rock
Diancie is usually my lead, and a very reliable one. Outside of Breloom, Choice Specs Keldeo, Bisharp, Excadrill, Greninja, Landorus, Flash Cannon Heatran, offensive Politoed, Starmie, Magnezone, and Jirachi, Diancie can successfully lead against everything else, almost always setting up Trick Room and Stealth Rock before getting KOed. Diancie can also check threatening Pokemon such as Mega Charizard X, Talonflame, and Mega Pinsir, so if the team they are used on allows them to cause troubles to my team, i will try to save Diancie until those Pokemon are no longer able to pose a threat, or if i see that they rely on a spinner to get rid of SR, as Cofagrigus is a decent spinblocker and all i have to do is set up SR once to make sure that those threats can't come in and out freely. The EV spread allows Diancie to take the hits it wants to better, such as Latios's Psyshock, Mega Charizard X's Earthquake, and Mega Pinsir's Close Combat / EQ, as well as avoid the OHKO from most physical attackers with super effective STABs, such as Garchomp, Choice Band Azumarill, Mega Gyarados, and Landorus-T. The moves are standard, with Trick Room and Stealth Rock being the team support, Explosion doing some damage and giving to a teammate a free switch, and Diamond Storm dealing with the Pokemon that Diancie checks, such as Mega Charizard X, Talonflame, and Mega Pinsir.
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
IVs: 20 Spe
- Crabhammer
- Knock Off
- Swords Dance
- Aqua Jet
Crawdaunt is usually the early-game wallbreaker, as it's literally impossible to wall outside of Chesnaught, which i haven't seen for ages. It doesn't even need prediction, all you have to do is click Crabhammer or Knock Off and you 2HKO the whole metagame. And if the opponent has multiple Protect users, such as Heatran, Alomomola, and Ferrothorn, and they try to stall out the TR turns, you can just use Swords Dance to make sure that nothing goes unpunished. Crawdaunt also serves as a check to Bisharp if for some reason Mega Heracross is down, but it should be noted that it doesn't like losing its Life Orb. It also helps a lot that many of the Pokemon that Diancie lures in are OHKOed by Crawdaunt, such as Bisharp, Excadrill, Greninja, Landorus, Heatran, Politoed, Starmie, Magnezone, and Jirachi, sometimes even allowing Crawdaunt to get an easy Swords Dance to ease prediction and avoid getting forced out by the likes of Keldeo and Azumarill under Trick Room, as +2 Crabhammer / Knock Off OHKOes both of them. Furthermore, Crawdaunt is a key member when playing against stall teams. With 23 Speed IVs and an Adamant nature instead of Brave, Crawdaunt is able to outspeed many defensive Pokemon stall teams carry, such as Chansey, Ferrothorn, Slowbro, Amoonguss, and Quagsire, use some faster ones as set up bait, such as Heatran and Skarmory, and OHKO some faster Pokemon that would be able to threaten it with +2 Aqua Jet, such as Gliscor, Landorus-T, Mega Aerodactyl, and Victini. So, against stall teams, i usually try to bring Crawdaunt in asap and do as much damage as i can, so that Mega Heracross can hopefully clean up. Aqua Jet is a very useful move to bypass priority users under Trick Room, especially Talonflame, which is OHKOed, as well as threaten a plethora of offensive Pokemon if Trick Room is not up, as Aqua Jet's power is massive for a priority move, OHKOing Landorus after SR, Terrakon after 1 LO round and SR, and Excadrill unconditionally.
Change No 1: Reduced Crawdaunt's IVs from 23 to 20, in order to outspeed minimum Speed Azumarill under Trick Room.
Escavalier @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Megahorn
- Iron Head
- Drill Run
Escavalier provides my team with an offensive check to many Pokemon, including but not limited to Breloom (thanks to Overcoat), Clefable, Mega Gardevoir, Gengar, Kyurem-B, and Mega Alakazam. Under Trick Room, with SR, and with a Swords Dance boost it outspeeds everything and can't be walled outside of Skarmory, a Pokemon that the rest of my team has no troubles with. It's also not forced out by most priority users and isn't weak to Stealth Rock like Victini, which makes it stick around longer and very hard to force out under Trick Room. Also, thanks to its great bulk, power, and lack of weaknesses, it's very hard to OHKO in 1 v 1 scenarios outside of Fire-types, making it a threat even outside of Trick Room if the opponent lacks a Fire-type. If you see Pokemon such as Clefable and Mega Gardevoir on the opposing team make sure to keep Escavalier healthy until they are dealt with, otherwise they can prove to be very problematic, especially Unaware physically defensive Clefable. Escavalier is also very useful because unlike most of my other Pokemon, it can't be outsped by anything under Trick Room, making it a great sweeper against teams with Ferrothorn, Slowbro, and Amoonguss.
Change No 1: Replaced Victini with Escavalier. Set below:
Victini @ Flame Plate
Ability: Victory Star
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- V-create
- Bolt Strike
- Final Gambit
Victini does a lot of things for this team, including setting up Trick Room, checking dangerous threats such as Mega Gardevoir, SD Mega Scizor, CM Clefable, Mega Charizard Y, and Mega Medicham, and luring and KOing certain Pokemon with Final Gambit. Victini's job is usually to set up Trick Room against defensive Steel-types such as Ferrothorn and mega Scizor, and get a KO with Final Gambit, which often means a dead Tyranitar, Heatran, Slowbro, Rotom-W, or Landorus-T, helping Mega Heracross, Crawdaunt, and Cofagrigus sweep in the late-game. Victini can do some sweeping job on itself if the opponent doesn't have a hard counter to it, as V-Create is strong enough to 2HKO many offensive resists, such as Azumarill, Latios, Latias, Keldeo, Terrakion, and Talonflame, and Victini is bulky enough to withstand most priority hits even at -1, such as Talonflame's Brave Bird (even from Choice Band) and non CB Azumarill's Aqua Jet. Of course if the opponent has CM Clefable or SD Mega Scizor i will keep Victini alive, as it's my best switch-in to them while they threaten a big portion of my team. Another handy thing about Victini is its ability to fuck up Baton Pass teams using GeoPass Smeargle + Espeon with screens and Memento support, as Victini dgaf about all those and OHKOes Smeargle with Final Gambit. One thing you could do if you don't like Final Gambit is use Life Orb and Glaciate over Final Gambit, to fare better against some offensive teams whose main answer to Victini is Landorus-T or Garchomp, while also 2HKOing physically defensive Rotom-W with V-Create after SR. I have found the extra longevity granted by not having Life Orb and the luring ability of Final Gambit much more consistent overall though.
Cresselia (F) @ Mental Herb
Ability: Levitate
EVs: 252 HP / 52 Def / 204 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Lunar Dance
- Psychic
- Ice Beam
Cresselia is the second and last dedicated Trick Room supporter, after Diancie. It's job is to set up Trick Room, check threats such as Choice Specs Keldeo, Greninja, Politoed, and the specially attacking Water-types in general that Diancie can't stay in against when leading, and when it's no longer needed, bring for free and heal a teammate with Healing Wish. So, basically, Cresselia handles most of the Pokemon that Diancie can't, which coupled with dual Mental Herb means that there is no Pokemon against which this team can't set up Trick Room against, ensuring that i can get some offensive pressure going on no matter what. Checking Specs Keldeo is incredibly important for this team, as Keldeo is able to OHKO/2HKO everything else on the team and has a good matchup against many of the team's members, such as Crawdaunt, Cofagrigus, Victini, and Diancie, assuming Trick Room is not up. If you see Specs Keldeo on the opposing team make sure to keep Cresselia alive and healthy enough to take one Hydro Pump instead of sacrificing it to bring a teammate in for free with Healing Wish. However, if the opponent doesn't have anything important that Cresselia can handle, feel free to sacrifice Cresselia in the early-game with Lunar Dance in order to give a free switch to a teammate. Thanks to Cresselia's Healing Wish, you can afford to play more recklessly with all the offensive Pokemon in the early-game. For example, you can attempt to stay in against Heatran with Crawdaunt and set up Swords Dance, not worrying about a potential burn from Will-O-Wisp or Lava Plume, stay in against Keldeo with Mega Heracross in order to OHKO with Bullet Seed (Mega Heracross takes anything from Specs Keldeo at full life, except from Hidden Power Flying), or take a hit from Lati@s with Mega Heracross and OHKO back (LO Psyshock doesn't OHKO max HP Mega Heracross). The EV spread allows Cresselia to be 2HKOed from Specs Keldeo's Hydro Pump only 1.2% of the time, as well as be 2HKOed by CB Talonflame's Brave Bird only 3.1% of the time. Ice Beam and Psychic give coverage against some threats that Cresselia checks, such as Terrakion, Garchomp, Gliscor, and Dragonite, which can be especially useful if any of those threats carries Substitute.
Heracross @ Heracronite
Ability: Moxie
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Close Combat
- Pin Missile
- Rock Blast
- Bullet Seed / Swords Dance
Mega Heracross is probably the most reliable offensive member of the team, almost always pulling its weight regardless of team matcup. Mega Heracross can lead if i suspect that the opponent will lead with an offensive Water-type or Bisharp and i don't want to bring in Cresselia because i need her to check some dangerous threats. Water-types such as Choice Band Azumarill, Politoed, Greninja, Starmie, and Specs Keldeo are all beaten 1 on 1 by Mega Heracross, and Cresselia can heal it back to full health with Lunar Dance later. Mega Heracross checks Bisharp, a big threat to any Trick Room teams, thanks to its good matchup against most Pokemon found on such teams including mine, as well as strong priority to pick off my sweepers, especially Victini and Cofagrigus. Mega Heracross breaks the Subs of Pokemon such as Mega Gyarados, which can set up on Cresselia and Diancie (Explosion breaks Sub and Mega Gyarados makes another, it's slower thanks to Trick Room). It can also be used as the early-game wallbreaker of choice if going with Crawdaunt is not the ideal option (eg. my opponent has Ferrothorn, which forces Crawdaunt out after a kill) and doesn't even need Trick Room to be up thanks to its amazing bulk and ability to outspeed a lot of defensive Pokemon. Bullet Seed is used over Swords Dance to OHKO Water-types such as Keldeo without dropping my defenses, Azumarill, and Rotom-W, which is usually more useful than Swords Dance because Mega Heracross hardly has the time to set up and sweep with Trick Room lasting only 4 turns, and unlike Crawdaunt Mega Heracross doesn't even have priority. However, Swords Dance is a perfectly viable alternative that eases prediction, as a lot of teams rely on switching around to check Mega Heracross under Trick Room. As i already mentioned, Mega Heracross's bulk is nothing sort of amazing, being able to avoid getting OHKOed from moves such as Keldeo's Specs Hydro Pump and Latios's LO Psyshock, and max HP transforms Mega Heracross into an amazing tank, in addition to a great wallbreaker.
Cofagrigus @ Leftovers
Ability: Mummy
EVs: 248 HP / 172 SpA / 88 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Nasty Plot
- Shadow Ball
- Will-O-Wisp
I used to have Choice Specs Exploud and then Trick Room Porygon2, but i had a huge Mega Heracross weakness, sometimes lacked Trick Room setters (when using Exploud), and Porygon2 lacked a single spammable move, which made it easy to play around with switching and stall out the Trick Room turns. While Cofagrigus may not be very strong, it has a single spammable move, making it hard to play around just by switching, can check Mega Heracross, and with those EVs has the bulk to take one Specs Hydro Pump from Keldeo even after SR. Will-O-Wisp cripples Tyranitar, Mega Gyarados, Diggersby, and Bisharp who would otherwise have a field day with Cofagrigus, and also cripples Pokemon that Cofagrigus checks but can't KO fast enough, such as Mega Scizor and Mega Heracross. Cofagrigus can also spinblock against Excadrill and bulky Starmie, making birdspam teams easier to deal with, and any dangerous threat that relies on SR being off the field, such as Dragonite and Mega Charizard Y. Sometimes it might be able to do some job against weakened offensive teams, but because it's so weak it can't even 2HKO semi-bulky offensive Pokemon such as Keldeo at +2. Other than checking Mega Heracross and providing a last moment Trick Room thanks to its great all around bulk, Cofagrigus doesn't do that much and is the team's most replaceable member.
Threats to the team
Specs Keldeo is a big threat and threatens the fuck out of this team if Cresselia is weakened or goes down, so make sure to keep her alive or bait and KO it with Mega Heracross early-game. Slow Pokemon such as Ferrothorn, Slowbro, and Amoonguss can be very annoying, as they can move before my offensive Pokemon under Trick Room, forcing me to switch out and waste precious turns. And if this wasn't enough, Ferrothorn carries Protect to fuck with my Trick Room turns even more, and Amoonguss has Spore to make one of my Pokemon useless, though Lunar Dance can somewhat mitigate this. To play around those slow Pokemon make double switches to the right Pokemon if you expect them to come in, for example Mega Heracross or Victini for Ferrothorn and Amoonguss, and Mega Heracross or Cofagrigus for Slowbro. Stall teams with a solid Mega Heracross counter, such as Doublade or Toxic Landorus-T force me to rely on Victini's Final Gambit and Crawdaunt to get past them, which can be a pretty challenging task sometimes, but it's definitely doable. I don't remember anything else atm, but there might definitely be more threats, so will add here whatever you guys post, as long as we are talking about relevant threats. SubToxic Gliscor is also very annoying, being able to stall out all my Trick Room turns and Toxic stall my whole team, as i have no Toxic immunity. It can set up a Sub against Mega Heracross or Diancie, so i have to be very carefull to not let this happen. Mega Pinsir can also be very threatening, being able to revenge kill Mega Heracross even under TR, and being able to OHKO my whole team at +2, outside of Diancie, which can take a hit from +2 Mega Pinsir, having a good chance to survive even a +2 Earthquake. I have to make sure i don't give it free switches and if possible, use Crawdaunt over Mega Heracross to wallbreak early-game and set up Stealth Rock, though this means that you don't have Diancie to check Mega Pinsir.
Replays
http://replay.pokemonshowdown.com/ou-161406513
http://replay.pokemonshowdown.com/ou-161413639
http://replay.pokemonshowdown.com/ou-161415884
http://replay.pokemonshowdown.com/ou-161431821
http://replay.pokemonshowdown.com/ou-162005569
http://replay.pokemonshowdown.com/ou-162136784
http://replay.pokemonshowdown.com/ou-167039698
http://replay.pokemonshowdown.com/ou-161413639
http://replay.pokemonshowdown.com/ou-161415884
http://replay.pokemonshowdown.com/ou-161431821
http://replay.pokemonshowdown.com/ou-162005569
http://replay.pokemonshowdown.com/ou-162136784
http://replay.pokemonshowdown.com/ou-167039698
Importable
Diancie @ Mental Herb
Ability: Clear Body
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Diamond Storm
- Explosion
- Stealth Rock
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
IVs: 23 Spe
- Crabhammer
- Knock Off
- Swords Dance
- Aqua Jet
Victini @ Flame Plate
Ability: Victory Star
EVs: 252 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- V-create
- Bolt Strike
- Final Gambit
Cresselia (F) @ Mental Herb
Ability: Levitate
EVs: 252 HP / 52 Def / 204 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Lunar Dance
- Psychic
- Ice Beam
Heracross @ Heracronite
Ability: Guts
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Close Combat
- Pin Missile
- Bullet Seed
- Rock Blast
Cofagrigus @ Leftovers
Ability: Mummy
EVs: 248 HP / 172 SpA / 88 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Nasty Plot
- Shadow Ball
- Will-O-Wisp
Ability: Clear Body
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Diamond Storm
- Explosion
- Stealth Rock
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
IVs: 23 Spe
- Crabhammer
- Knock Off
- Swords Dance
- Aqua Jet
Victini @ Flame Plate
Ability: Victory Star
EVs: 252 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- V-create
- Bolt Strike
- Final Gambit
Cresselia (F) @ Mental Herb
Ability: Levitate
EVs: 252 HP / 52 Def / 204 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Lunar Dance
- Psychic
- Ice Beam
Heracross @ Heracronite
Ability: Guts
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Close Combat
- Pin Missile
- Bullet Seed
- Rock Blast
Cofagrigus @ Leftovers
Ability: Mummy
EVs: 248 HP / 172 SpA / 88 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Nasty Plot
- Shadow Ball
- Will-O-Wisp
Closing words
And that's it guys. This team isn't the second coming of Jesus or anything like that, just a solid offensive team showcasing that Trick Room teams are not a gimmick and incredibly matchup based, but are a very viable playstyle with a pretty solid chance at winning against most common playstyles. Have fun using and rating this team, and of course leave a like if you liked it. Until next time, see ya!
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