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6
Help/Guidance with my First Ever Team (Trick Room)
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Armarouge @ Life Orb

Ability: Flash Fire

Tera Type: Psychic

EVs: 252 HP / 252 SpA / 4 SpD

Modest Nature

IVs: 0 Atk / 0 Spe

- Expanding Force

- Aura Sphere

- Heat Wave

- Protect

Farigiraf @ Choice Specs

Ability: Armor Tail

EVs: 128 HP / 252 SpA / 128 Spe

Modest Nature

IVs: 0 Atk

- Trick Room

- Psychic

- Hyper Voice

- Dazzling Gleam

Indeedee-F @ Psychic Seed

Ability: Psychic Surge

Tera Type: Fairy

EVs: 252 HP / 4 Def / 252 SpD

Bold Nature

IVs: 0 Atk

- Helping Hand

- Follow Me

- Dazzling Gleam

- Charm (?)

Amoonguss @ Sitrus Berry

Ability: Effect Spore

EVs: 252 HP / 4 Def / 252 SpD

Calm Nature

IVs: 0 Atk / 0 Spe

- Rage Powder

- Spore

- Giga Drain

- Clear Smog (?)

Iron Hands @ Booster Energy

Ability: Quark Drive

EVs: 252 HP / 252 Atk / 4 SpD

Adamant Nature

- Close Combat

- Wild Charge

- Protect

- Belly Drum (?)

Wo-Chien @ Leftovers

Ability: Tablets of Ruin

EVs: 252 HP / 128 Atk / 128 SpD

Serious Nature

- Power Whip

- Body Press

- Knock Off

- Light Screen

The main 3 pokemon for this team are Armarouge, Farigiraf, and Indeedee. I wanted to use this trio because by leading Armarouge and Farigiraf you can protect and set up a fairly uncontested trick room, then terastalize and use expanding force while switching Farigiraf for Indeedee to set psychic terrain and sweep. Beyond these three pokemon, the rest of the team is totally open to change, the other three were just my attempt at filling the gaps this strategy has.

All three of these pokemon are psychic, which makes me very weak to dark types. Hence, if my opponents are running the ruin pokemon, I can use Iron Hands to help mitigate that. I also wanted at least one physical attacker, though I would never pick a 4 with both Iron Hands and Wo-Chin.

Wo-Chin was chosen to give the team some breathing room, because alongside Amoongus it can stall for many turns and chip down the opposing pokemon. I have absolutely no experience with competitive pokemon but it seems like it works to stall ok so far? I am very open to other suggestions about what to fill these slots with. Amoongus was a pokemon I see a lot of and while I am not completely sure why it is good in my limited testing it seems strong enough so I have been happy to have it on my team so far.

All items were chosen from things I saw these pokemon doing on other teams, I am unsure if they are good choices. Similarly, the EV spreads were chosen mildly at random with what sounded good and wouldn't be too hard to train in game. As you can imagine, the movesets have a similar situation. The moves I am especially unsure of I marked with a question mark.

Comments

I like a lot of the pokemon, but if you were to give Armarouge trick room instead of Farigiraf, you wouldn't loose much on Armarouge, and Farigiraf becomes kinda useless. Armor tail prevents priority, but you already have that with psychic terrain. You could probably swap out Farigiraf for something else (also choice specs isn't the best of a TR mon because then you're always forced to swap) Maybe something with a little more sweeping power. It might be hard to get Armarouge to setup trick room a second time, so you need to make the most out of those trick room turns

Indeedee-F and Amoonguss are both great redirectors, but just a little concerned you have too much redundancy, and not enough power. One of them is probably enough.

I'm also a little concerned about how you deal with trick room imprison. If they manage to stop your trick room you're put into a really bad spot. Either taunt to stop that, or a fast option as a backup might be handy.

Wo-Chien is definitely a good stall option, but probably not the best moves chosen. If you really want him to live, leech seed and giga drain will keep him very healthy, and pollen puff will keep his allies healthy. I'd also say protect to help you breath, and burn extra turns with leech seed.

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1 year ago