The Board -- A Preview
The Opening -- How the Team Was Made
The team started as is, with two minor changes: Diancie was in Bronzong's spot, and Slowbro was in Jellicent's. However, this offered me a couple of huge problems: Diancie has a ton of easy to exploit weaknesses, especially to opening pokemon, who are running a steel move more and more, and secondly and more importantly, it provided me a huge weakness to priority. I replaced Slowbro with Jellicent, who counters Scizor well and covers a lot of priority that Slowbro couldn't. Bronzong replaced Diancie, as I needed to keep a plethora of resistances without quite so many weaknesses.
The Mid-Game -- Team Showcase
Leftovers
Ability: Levitate
252 HP/188 Atk/68 SpD
Brave
Bronzong, the Pawn. As expected, the pawn is one of two Pokemon that always see the lead position (the other being the Knight). Bronzong's main job is set rocks, have many resists, and act as a cover for the annoying (and almost exclusively fast) flying types that plague this team. Gyro Ball does a good job at hitting these threats, even when resisted. 188 Atk EVs are what are required to OHKO the standard Heatran, so that's what has been invested, with the rest going to the Special Defense side.
@Eviolite
Ability: Download
248 HP/252 SpA/8 SpD
Quiet
Porygon2, the Bishop. Covering the diagonals of the team, Porygon2 really hit me as bishop-- only helpful on one color. Despite having a respectable Special Attack Stat and Download to bolster it, Porygon2 really has to rely on coverage. BoltBeam serves that purpose well, with Psychic seemingly an odd choice. The majority of Pokemon that stay in and immediately threaten Porygon2 are fighting types, which Psychic, unexpectedly, destroys. EVs are a standard spread, optimizing power.
Leftovers
Ability: Water Absorb
252 HP/252 Def/4 SpD
Relaxed
Jellicent, the Knight. The second of two leads, Jellicent's main purpose is to fill holes. Stall breaking is huge for a Trick Room team, and as thus I have decided to carry a dedicated stall breaker. Additionally, Jellicent does a good job against Scizor, who threatens the rest of the team greatly. Maximizing his physical defense further improves him in that manner.
@ Toxic Orb
Ability: Guts
224 HP/252 Atk/32 Def
Brave
Conkeldurr, the Rook. The Rook is the lowest level power piece, and that's how I feel about Conkeldurr. His days of smashing anything and everything (last generation) seem to be done. However, he is still very effective given the right conditions. Drain Punch pairs with Knock Off for a combo with near perfect coverage, and the ability to 2HKO most things in the game with some combination of both. Facade is there as a back up for a very strong neutral hit whenever needed. Mach Punch is ever important to make Conkeldurr useful outside of Trick Room. The EVs minimize toxic damage while maintaining bulk.
Life Orb
Ability: Sheer Force
192 HP/64 Def/252 SpA
Quiet
Nidoqueen, the Queen. Not only does it fit the name, it fits her location in my Pokemon Universe. The Nidos are my favorite Pokemon. Nidoqueen, despite having a dismal Special Attack Stat, wrecks very hard in the current meta. With the fall from grace of Pokemon like Blissey and Chansey, Nidoqueen is able to hit the majority of walls with exactly what they don't like to see. Additionally, every attack is boosted by Sheer Force and Life Orb, making them have very formidable base powers. The addition of a poison type helps immensely with the fairies that abuse my other two power houses, and there are very few safe switches into Nidoqueen if Trick Room is up. Lastly, her typing is good against most forms of priority, which helps an awful lot! EVs maximize the physical bulk while keeping Special Attack maxed.
Life Orb
Ability: Magician
4 HP/252 Atk/252 Def
Brave
Hoopa, the King. The king is the victory condition of every game of chess, and more often than not, Hoopa is my victory condition. There are occasionally games where I'll use Hoopa early to break a stall position or punch a whole in the opponents team, but usually it comes in last as a clean up. I run the above set as it seems to counter the things that give me the most trouble as a whole, though I definitely wish the Hoopa had more moveslots. The best part of Hoopa is that it is so scary it often forces easy to predict switches, that allow such a fragile Pokemon to set up Trick Room. That being said, the EVs maximize the weaker side of the attack spectrum, and I really wish Hyperspace Fury didn't lower defense.
The End Game-- Conclusion
That's all I have for you, thank you for reading! I plan on creating a successful Trick Room team for every tier, and this is the first of such. I am most excited for UU, which I will be doing next. This team is by no means perfect, and I haven't shared the same success as I did last generation with it, but it is definitely fun and functional, peaking above 1650 Elo (dismal, but still a good feeling about it). If anyone has any interest in collaborating on Trick Room teams that think outside the box and are a serious endeavor, feel free to send me a message! I would love to work with you. However, if you're under the impression that Trick Room teams are made in a couple of hours, I am not the person you're looking for. I am very meticulous in my team building. Anyway, once again, thank you for reading!
The Import:
Pawn (Bronzong) @ Leftovers
Ability: Levitate
EVs: 252 HP / 188 Atk / 68 SpD
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Gyro Ball
- Earthquake
Bishop (Porygon2) @ Eviolite
Ability: Download
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Ice Beam
- Thunderbolt
- Psychic
- Trick Room
Knight (Jellicent) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Scald
- Recover
- Taunt
Rook (Conkeldurr) @ Toxic Orb
Ability: Guts
EVs: 224 HP / 252 Atk / 32 Def
Brave Nature
IVs: 0 Spe
- Drain Punch
- Mach Punch
- Knock Off
- Facade
Queen (Nidoqueen) @ Life Orb
Ability: Sheer Force
EVs: 192 HP / 64 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Earth Power
- Flamethrower
- Ice Beam
- Sludge Wave
King (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 4 HP / 252 Atk / 252 Def
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Gunk Shot
- Drain Punch
- Trick Room
Ability: Levitate
EVs: 252 HP / 188 Atk / 68 SpD
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Gyro Ball
- Earthquake
Bishop (Porygon2) @ Eviolite
Ability: Download
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Ice Beam
- Thunderbolt
- Psychic
- Trick Room
Knight (Jellicent) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Scald
- Recover
- Taunt
Rook (Conkeldurr) @ Toxic Orb
Ability: Guts
EVs: 224 HP / 252 Atk / 32 Def
Brave Nature
IVs: 0 Spe
- Drain Punch
- Mach Punch
- Knock Off
- Facade
Queen (Nidoqueen) @ Life Orb
Ability: Sheer Force
EVs: 192 HP / 64 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Earth Power
- Flamethrower
- Ice Beam
- Sludge Wave
King (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 4 HP / 252 Atk / 252 Def
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Gunk Shot
- Drain Punch
- Trick Room