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RMT & Help, Please!

Life

oh my
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So recently I decided to get back into competitive battling, and made a somewhat decent team. It's a Trick Room based team that has been working well for me, especially since I haven't used a team like it before. I'm not sure how I'm feeling about some Pokémon, though, so if I could get some advice on something better I'd really appreciate it. Here's how it looks:

Banette @ Banettite
Ability: Frisk
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spd
- Shadow Sneak
- Thunder Wave
- Destiny Bond
- Trick Room

Diggersby @ Normal Gem
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Return
- Rock Slide
- U-turn
- Earthquake

Arbok @ Black Sludge
Ability: Shed Skin
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Glare
- Gunk Shot
- Toxic
- Rest

Gardevoir @ Assault Vest
Ability: Telepathy
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Spd
- Focus Blast
- Psychic
- Moonblast
- Thunderbolt

Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Spd
- Trick Room
- Psyshock
- Psychic
- Surf

Machoke @ Focus Sash
Ability: Steadfast
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Poison Jab
- Bullet Punch
- Power-Up Punch
- Ice Punch

Thank you in advance!
 
Never use Paralysis (Arbok, Banette) on TR, it's very counterintuitive. Banette should run Will-O-Wisp (and be specially defensive) and use Knock Off over SS. Arbok should use Coil (and EQ over Toxic to not be walled by Steels.) Diggersby should have Life Orb and either QA or Wild Charge over Rock Slide. Gard should run Psyshock > psychic. King should run Slack Off > Psychic. Macho key should hold Eviolite. (Machoke should be replaced by AV Conkeldurr, but I try to avoid telling people to replace weird mons because they tend to be favorites or whatever, so if you're not particularly attacked to Machoke, swap him out.)
 
So recently I decided to get back into competitive battling, and made a somewhat decent team. It's a Trick Room based team that has been working well for me, especially since I haven't used a team like it before. I'm not sure how I'm feeling about some Pokémon, though, so if I could get some advice on something better I'd really appreciate it. Here's how it looks:

Banette @ Banettite
Ability: Frisk
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spd
- Shadow Sneak
- Thunder Wave
- Destiny Bond
- Trick Room
Probably not the best Mega you could be using in Trick Room, I'd personally use M-Ampharos, but Prankster Trick Room is nice. Set looks fine. Any reason for not going Will-O-Wisp over Thunder Wave?

Diggersby @ Normal Gem
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Return
- Rock Slide
- U-turn
- Earthquake

I'd go CB to get the most out of Diggersby's Power. Its Attack may be Base 112 after Huge Power, but I'd consider CB since you're running U-Turn as well.

Arbok @ Black Sludge
Ability: Shed Skin
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Glare
- Gunk Shot
- Toxic
- Rest

This could be a nice spot for a Defogger or Spinner as you have neither. Arbok just seems to be here for more statuses, but if you are using M-Banette you don't really need something to be running a paralyzing move and a poisoning move. You could go with a Rocky Helmet Mandibuzz here as a defogger. I'm sure GB will see this and probably give you a Mandibuzz set if he feels it fits your team. Be warned though that Mandibuzz is Base 80 Speed which is fairly fast for a Trick Room team.

Gardevoir @ Assault Vest
Ability: Telepathy
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Spd
- Focus Blast
- Psychic
- Moonblast
- Thunderbolt

Gardevoir being a Base 80 also make it a little too fast. You could consider a Reuniclus here as it is a decently bulky Psychic type with a nice low speed. Reuniclus also has 3 pretty great abilities in Regenerator (HA), Overcoat (Protects from weather), and Magic Guard (Protects from all status, entry hazzard, and weather damage). If you stick with Gardevoir always run Psyshock over Psychic. Let's you hit Pokemon with higher SpD over Def much harder.

Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Spd
- Trick Room
- Psyshock
- Psychic
- Surf

I see no problem here outside of running Surf over Scald. Scald give it a chance to hit back. Run Recover over Psychic.

Machoke @ Focus Sash
Ability: Steadfast
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Poison Jab
- Bullet Punch
- Power-Up Punch
- Ice Punch

Thank you in advance!
Go Eviolite as an item and No Guard for the ability. Steadfast raises Speed with a flinch which is rare unless its from Rock Throw or Air Slash. If you run No Guard you can do Dynamic Punch spam and whatever survives Dynamic Punch will be getting confused.
 
Never use Paralysis (Arbok, Banette) on TR, it's very counterintuitive. Banette should run Will-O-Wisp (and be specially defensive) and use Knock Off over SS. Arbok should use Coil (and EQ over Toxic to not be walled by Steels.) Diggersby should have Life Orb and either QA or Wild Charge over Rock Slide. Gard should run Psyshock > psychic. King should run Slack Off > Psychic. Macho key should hold Eviolite. (Machoke should be replaced by AV Conkeldurr, but I try to avoid telling people to replace weird mons because they tend to be favorites or whatever, so if you're not particularly attacked to Machoke, swap him out.)

Nope, I decided to use Machoke just to spice things up a little. I thought he had the eviolite, but apparently he didn't. xD I'll take your suggestions and implement them right away - thank you!!

Probably not the best Mega you could be using in Trick Room, I'd personally use M-Ampharos, but Prankster Trick Room is nice. Set looks fine. Any reason for not going Will-O-Wisp over Thunder Wave?

Nope. :S For some reason I thought paralysis would be better over burn, but I completed missed the fact that it doesn't work in Trick Room.

I'd go CB to get the most out of Diggersby's Power. Its Attack may be Base 112 after Huge Power, but I'd consider CB since you're running U-Turn as well.

That's something to consider, though I personally dislike getting locked into one move. I'm deciding between either that or a Life Orb.

This could be a nice spot for a Defogger or Spinner as you have neither. Arbok just seems to be here for more statuses, but if you are using M-Banette you don't really need something to be running a paralyzing move and a poisoning move. You could go with a Rocky Helmet Mandibuzz here as a defogger. I'm sure GB will see this and probably give you a Mandibuzz set if he feels it fits your team. Be warned though that Mandibuzz is Base 80 Speed which is fairly fast for a Trick Room team.

I was actually thinking of running a Mandibuzz instead of Arbok, but I wasn't sure how many people still use entry hazards so I decided not to. Though now I think I'll definitely swap it out with one. :p

Gardevoir being a Base 80 also make it a little too fast. You could consider a Reuniclus here as it is a decently bulky Psychic type with a nice low speed. Reuniclus also has 3 pretty great abilities in Regenerator (HA), Overcoat (Protects from weather), and Magic Guard (Protects from all status, entry hazzard, and weather damage). If you stick with Gardevoir always run Psyshock over Psychic. Let's you hit Pokemon with higher SpD over Def much harder.

I actually went with Gardevoir because I wanted a strong fairy-type on my team to help with dragons, though I'll try using a Reuniclus for a bit and see how it goes. Its abilities do seem very handy.

I see no problem here outside of running Surf over Scald. Scald give it a chance to hit back. Run Recover over Psychic.
Reason I went with Surf is that it can work with Gardevoir's Telepathy, though I have been having troubles because I obviously can't use it when it's not on the field with Garvenoir. I'll definitely make that switch, along with giving it a recovery move.

Go Eviolite as an item and No Guard for the ability. Steadfast raises Speed with a flinch which is rare unless its from Rock Throw or Air Slash. If you run No Guard you can do Dynamic Punch spam and whatever survives Dynamic Punch will be getting confused.

This sounds really nice. Again, I for some reason thought it already had an eviolite but it seems it did not. I'll be sure to change that along with it's move set. Thanks so much!
 
Hazards are incredibly rare in Doubles so I didn't feel the need to mention a Spinner/Defogger. That's also why I didn't rec choice on Diggersby, Choice also sucks in Doubles. (This is Doubles, right? I assumed due to the Telepathy Gardevoir) Reuny is great and can act as another TR setter.
 
Hazards are incredibly rare in Doubles so I didn't feel the need to mention a Spinner/Defogger. That's also why I didn't rec choice on Diggersby, Choice also sucks in Doubles. (This is Doubles, right? I assumed due to the Telepathy Gardevoir) Reuny is great and can act as another TR setter.

I made it with Doubles in mind, but I have been testing it in Doubles format and Singles format. Probably should have been more clear on that. So yeah, doubles I guess though the options you and Terra have given have helped a lot.
 
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