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Fun With Trick Room

bombr

Smash Cadet
Joined
Mar 21, 2008
Messages
25
Lately, I've really just wanted to make an out of the ordinary team, and I'm just wondering if there are any improvements that I could make this team decent, while still being fun to use. Flame me, rant about how much this team sucks, whatevs. I really don't care. I'm just out to make a team that's fun.

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Bronzong @ Leftovers
252 HP/ 128 Atk/ 128 Def
Nature: Relaxed
Ability: Levitate
-Stealth Rock
-Hypnosis
-Trick Room
-Gyro Ball​


This dude is here to lead. Hypnosis on turn one, set up stealth rock and trick room, and switch into a sweeper or hack away with Gyro ball. Gyro Ball should do decent damage on anything neutral. Lefties helps it with survivability, as this thing knows the move that my team is based around: Trick Room. Stealth Rock doesn’t do much and Spikes and Toxic Spikes don’t do anything, making it ideal for coming in and out to set up Trick Room multiple times.



Porygon2 @ Leftovers
252 HP/ 68 Def/ 92 SpAtk/ 96 SpDef
Nature: Quiet
Ability: Trace
-Thunderbolt
-Ice Beam
-Recover
-Trick Room​

Porygon2 doesn’t have the best speed, which is perfect for Trick Room. Recover helps this guy stick around, so it can hopefully Trick Room multiple times. BoltBeam does neutral damage on almost everything, and it has all around decent stats. Pretty standard, I suppose.



Clamperl @ DeepSea Tooth
252 HP/ 4 Def/ 252 SpAtk
Nature: Quiet
Ability: Shell Armor
-Surf
-Ice Beam
-HP Electric
-Brine​


LOL! Clamperl has suckish speed, but it’s got a Special Attack stat of 542 with DeepSea Tooth. Sounds great for sweeping in Trick room. It has a lot of problems, but is really just Fun. Clamperl’s defense is decent, but it has a lot lacking in its move pool. HP Electric is for other waters, and does neutral damage on almost everything with a BoltBeam-esque combo.



Trapinch @ Choice Band
52 HP/ 252 Atk/ 204 SpDef
Nature: Brave
Ability: Arena Trap
-Earthquake
-Quick Attack
-Crunch
-Rock Slide​


A cute little revenge killer that acts like a Dugtrio. With a base speed of 10 (lol) this thing literally out speeds everything except itself, Munchlax, and Bronzor during Trick Room, and 100 base Attack is decent. It works like the average Revenge killer. Switch it into something that it can kill, and kill it. It’s got Quick Attack for something that is just hanging in there and it’s type coverage is okay.



Rampardos @ Life Orb
252 HP/ 252 Atk/ 4 SpDef
Nature: Brave
Ability: Mold Breaker
-Earthquake
-Zen Headbutt
-Stone Edge
-Hammer Arm​


Rampardos is just great in Trick Room. Not much is slower than it and it’s attack stat is monstrous, and is coupled with Life Orb. Just send this thing out during Trick Room and bash face. Hammer Arm is there because it has good accuracy, 100 base power, and lowers speed, which is not a bad thing during Trick Room. It has neutral on everything, if I’m not mistaken.



Dusknoir @ Leftovers
252 HP/ 252 Def/ 4 SpD
Nature: Relaxed
Ability: Pressure
-Pain Split
-Will-O-Wisp
-Trick Room
-Fire Punch​


Dusknoir is the final carrier of Trick Room on this team. It is bulky, has a recovery move, and can burn things to help out my fragile Sweepers. Fire Punch is there if the time arises for offense. Leftovers helps it stick around, and isn’t all that hard to switch in, being as defensive as it is and having two immunities.

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Criticize me. :)
 

Pink Reaper

Real Name No Gimmicks
BRoomer
Joined
Feb 14, 2007
Messages
8,333
Location
In the Air, Using Up b as an offensive move
Lately, I've really just wanted to make an out of the ordinary team, and I'm just wondering if there are any improvements that I could make this team decent, while still being fun to use. Flame me, rant about how much this team sucks, whatevs. I really don't care. I'm just out to make a team that's fun.

----------


Bronzong @ Leftovers
252 HP/ 128 Atk/ 128 Def
Nature: Relaxed
Ability: Levitate
-Stealth Rock
-Hypnosis
-Trick Room
-Gyro Ball​


This dude is here to lead. Hypnosis on turn one, set up stealth rock and trick room, and switch into a sweeper or hack away with Gyro ball. Gyro Ball should do decent damage on anything neutral. Lefties helps it with survivability, as this thing knows the move that my team is based around: Trick Room. Stealth Rock doesn’t do much and Spikes and Toxic Spikes don’t do anything, making it ideal for coming in and out to set up Trick Room multiple times.

I'd drop SR on this guy and throw in something like Earthquake or Grass Knot so that it can actually do something as Steel is a horrible attacking type. If you use Earthquake I might suggest running Heat Proof as it will allow you to set up on something you wouldn't normally be able too, and most players don't assume that you'd run it and avoid using EQ anyways(Mindgames son, learn 'em)


Porygon2 @ Leftovers
252 HP/ 68 Def/ 92 SpAtk/ 96 SpDef
Nature: Quiet
Ability: Trace
-Thunderbolt
-Ice Beam
-Recover
-Trick Room​

Porygon2 doesn’t have the best speed, which is perfect for Trick Room. Recover helps this guy stick around, so it can hopefully Trick Room multiple times. BoltBeam does neutral damage on almost everything, and it has all around decent stats. Pretty standard, I suppose.

Fine


Clamperl @ DeepSea Tooth
252 HP/ 4 Def/ 252 SpAtk
Nature: Quiet
Ability: Shell Armor
-Surf
-Ice Beam
-HP Electric
-Brine​


LOL! Clamperl has suckish speed, but it’s got a Special Attack stat of 542 with DeepSea Tooth. Sounds great for sweeping in Trick room. It has a lot of problems, but is really just Fun. Clamperl’s defense is decent, but it has a lot lacking in its move pool. HP Electric is for other waters, and does neutral damage on almost everything with a BoltBeam-esque combo.

CLAAAAAAAAAAAAAAAAAAAAAAAMPERL!!!!! :D I love this thing, seriously I do, but, unless your extremely lucky this thing will be pretty much useless. Seriously, even with that max HP if you ever try and switch this thing in on anything it will most likely die. You'd be much better off with the likes of Slowking who has access to Nasty Plot if you want a sweeper or Trick Room if you want something else thats bulky and can set it up.


Trapinch @ Choice Band
52 HP/ 252 Atk/ 204 SpDef
Nature: Brave
Ability: Arena Trap
-Earthquake
-Quick Attack
-Crunch
-Rock Slide​


A cute little revenge killer that acts like a Dugtrio. With a base speed of 10 (lol) this thing literally out speeds everything except itself, Munchlax, and Bronzor during Trick Room, and 100 base Attack is decent. It works like the average Revenge killer. Switch it into something that it can kill, and kill it. It’s got Quick Attack for something that is just hanging in there and it’s type coverage is okay.

This thing has the same problem as Dugtrio with the whole "Life Orb Vs Choice Band" thing, but I would suggest Life Orb over Choice Band. Even with defensive EV's this thing cant switch in so it shouldn't be taking hits, just like Dugtrio. Unlike Dugtrio however, this thing has a chance to OHKO a Max HP Tyranitar, and if they're using any set other then its a guaranteed OHKO. With life orb, if something attempts to set up on you after a revenge kill you at least have the ability to hit them(presumably twice if you still have trick room up) and then don't have to worry about wasting a turn switching.


Rampardos @ Life Orb
252 HP/ 252 Atk/ 4 SpDef
Nature: Brave
Ability: Mold Breaker
-Earthquake
-Zen Headbutt
-Stone Edge
-Hammer Arm​


Rampardos is just great in Trick Room. Not much is slower than it and it’s attack stat is monstrous, and is coupled with Life Orb. Just send this thing out during Trick Room and bash face. Hammer Arm is there because it has good accuracy, 100 base power, and lowers speed, which is not a bad thing during Trick Room. It has neutral on everything, if I’m not mistaken.

You know whats slower than this? Rampardos' only true counter, Torterra :laugh: However since I assume your using a 0 Speed IV you should still hit a lower number than it.


Dusknoir @ Leftovers
252 HP/ 252 Def/ 4 SpD
Nature: Relaxed
Ability: Pressure
-Pain Split
-Will-O-Wisp
-Trick Room
-Fire Punch​


Dusknoir is the final carrier of Trick Room on this team. It is bulky, has a recovery move, and can burn things to help out my fragile Sweepers. Fire Punch is there if the time arises for offense. Leftovers helps it stick around, and isn’t all that hard to switch in, being as defensive as it is and having two immunities.

Fire Punch is the worst thing you can have offensively on this thing as a fire type essentially walls you as you can't WoW it and you won't be doing much damage with a non stabbed resisted move.
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Criticize me. :)
Suggestions in bold

Going back to Trapinch, Life Orb is a much better choice as you don't want to waste a turn switching. I've found with my Sunny Day team that when your reliant on a move that only lasts a certain amount of turns, your going to want as little wastage as possible. That said, with Life Orb, if you revenge kill something, and your opponent switches something(really, with Trapinch's defenses I should say ANYTHING) that can really hurt you and resists/is immune to your last attack, you can actually do damage to it rather than wasting a turn switching AND taking a hit.
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
2,681
Location
Temple University, Philadelphia
I have very little experience with Trick Room so my advice won't be all that helpful.

Dusknoir wants Earthquake over WoW or Fire Punch.

Your type diversity between Trick Roomers and Sweepers aren't that good. You'll want to always have a reliable partner to switch to when one of your Pokes is being threatened. This means you want to take advantage of as many immunities as possible.
Let's take Reaper's advice into example. Your Trapinch is met against Torterra, you can reliably switch back to Bronzong. However, once your Bronzong is gone, you don't have anyone else that can take a hit. Porygon is probably the next safest switch, but you'll probably need more def investment to take a hit on the switch, and possibly another hit if TR isn't in your favor. Plus, some Torterra carry Superpower with Crunch to make a pseudo ghost/fight combo. Trick Room's negative priority won't be helpful to you either in this situation.

SD+exspe Luke will make short work of your TR team if Bronzong is out and Trick Room isn't in effect.
 

bombr

Smash Cadet
Joined
Mar 21, 2008
Messages
25
Smearlge Lead?

Alright. I was thinking about replacing Porygon2 with Smeargle, and making him lead. I was thinking something like this:


Smeargle @ Choice Scarf
252 HP/ 4 Def/ 252 Speed
Nature: Jolly
Ability: Own Tempo
-Switcheroo
-Spore
-Trick Room
-Explosion/ U-Turn​

The idea is to Switcheroo, give 'em Scarf, Spore (hopefully they switch), Trick Room, and then Explode/ U-Turn. Don't know wheather to put on U-Turn, Explosion, or to give it up. I haven't tested it on Shoddy, and it's just a concept.

What does everyone think?
 

Pink Reaper

Real Name No Gimmicks
BRoomer
Joined
Feb 14, 2007
Messages
8,333
Location
In the Air, Using Up b as an offensive move
That's really not a good lead, or good set to be entirely honest, as you're going to end up taking a hit when you switcheroo and with Smeargle's paper thin defenses you'll probably die because of it. You'd be better off with Focus Sash that way if your up against something faster you can survive a hit and spore and if your against something slower you can just spore to begin with. I'd do this

Smeargle@Focus Sash
Brave/Own Tempo
252Atk/252Hp/4Def
-Trick Room
-Spore
-U-Turn
-Explosion

The idea is simple. If your up against something slower than you, spore it and Trick Room as they switch. If you see something your now faster than, U-Turn on it and switch in something better. On the other hand, if your against something faster than you, you survive its hit no matter what it is and Spore it, then trick room on the switch. Now that your at 1 Hp, Smeargle is basically useless, just go ahead and Explode on whatever they send in. Oh, I forgot to mention, if you survive the whole, Spore>Trick Room>U-Turn thing on something slower, and you work a spinner into your team, ideally you could bring in smeargle later and go for the focus sash trick room as well.
 

bombr

Smash Cadet
Joined
Mar 21, 2008
Messages
25
That's really not a good lead, or good set to be entirely honest, as you're going to end up taking a hit when you switcheroo and with Smeargle's paper thin defenses you'll probably die because of it. You'd be better off with Focus Sash that way if your up against something faster you can survive a hit and spore and if your against something slower you can just spore to begin with. I'd do this

Smeargle@Focus Sash
Brave/Own Tempo
252Atk/252Hp/4Def
-Trick Room
-Spore
-U-Turn
-Explosion

The idea is simple. If your up against something slower than you, spore it and Trick Room as they switch. If you see something your now faster than, U-Turn on it and switch in something better. On the other hand, if your against something faster than you, you survive its hit no matter what it is and Spore it, then trick room on the switch. Now that your at 1 Hp, Smeargle is basically useless, just go ahead and Explode on whatever they send in. Oh, I forgot to mention, if you survive the whole, Spore>Trick Room>U-Turn thing on something slower, and you work a spinner into your team, ideally you could bring in smeargle later and go for the focus sash trick room as well.
Thanks for the advice lol. I'm relatively new to this and I'm trying to do things without Smogon >_>

I was close-ish to a decent set, I guess. :laugh:
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
2,681
Location
Temple University, Philadelphia
I would use this instead.

Smeargle @ Choice Scarf/Focus Sash
252 HP/ 4 Def/ 252 Speed
Nature: Jolly
Ability: Own Tempo
-Trick
-Spore
-Trick Room
-Transform/Reflect/Light Screen/Memento

This makes Smeargle more of a team player. Smeargle's Atk stat is poop, so not even Explosion would do good damage. A screen will support the rest of your team for 5 turns. Memento is nice to cripple the foe, while giving you a free switch in. Your next Pokemon is guaranteed one free turn to set-up as your foe switches. Transform is just amazing. Especially since it copies your foe's stat boosts. It's all up to you however. I'm also pretty sure that if you Transform with Choice Scarf, you're allowed to select another move. It's still better off to Trick, Spore the switch in, then Trick Room, and finally your last move.
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
2,681
Location
Temple University, Philadelphia
It's up to preference, usually. Memento is more effective, since you can bring in a REAL sweeper, set-up, and have the chance to defeat more than just one Poke... Then again, I don't see any Swords Dances or Nasty Plots on this team.
 
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