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Tricky Team is Tricky - 10-11-2008

I've noticed that I battle ALOT better when I use teams that have theme instead of teams that are just full of random OU pokes that pwn. Anyways... I've made a team for each of the different weathers so I thought I would try something different and make a trick room team this time around. So here's the team:

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HelmetHead
Uxie @ Leftovers
Sassy : Levitate
252 HP / 252 Def / 4 Sp.Def
Yawn
Trick Room
U-turn
Psychic

Uxie is a great lead for a Trick Room team. Yawn first turn and then on the presumed switch use Trick Room. Then I can U-turn out to a counter or use STAB Psychic. Uxie also handles mixape nicely.


ZippedUp
Banette @ Focus Sash
Brave : Insomnia
252 Atk
Trick Room
Destiny Bond
Shadow Claw
Will-O-Wisp

Great suicide Trick roomer. Comes in when something faints and I need to get Trick Room set up again. First move is always Trick Room. Sash keeps me alive and then I have a choice between Shadow Claw or using Destiny Bond. WoW is kinda just filler but can cripple physical sweepers if need be. Also protects the rest of my pokes from going to sleep because I can switch Banette in on a predicted sleep move and block it with Insomnia.


The2nd
Porygon2 @ Leftovers
Quiet : Trace
228 HP / 136 Sp.Def / 144 Sp.Atk
Trick Room
Thunderbolt
Ice Beam
Recover

Trace is <3. Covers a bunch of irritating things, provides a Ghost immunity for my generally ghost weak Trick Room set ups and sticks around with Recover to be annoying and persistent. Plenty of Trace switchins (Heatran / Flash Fire, Vaporeon / Water Absorb Gyarados / Intimidate to name a few). Also provides my team with added Trick Room support.


TopThis
Hitmontop @ Leftovers
Relaxed : Intimidate
252 HP / 196 Def / 62 Sp.Def
Close Combat
Stone Edge
Toxic
Rapid Spin

Spinning Toxitop ftw. With Intimidate, Spin, and Toxic this one here proves to be an exceedingly useful teammate. Meanwhile, even with low attack he can dent a fair share of stuff with one of those options.


KissMePl0x
Togekiss @ Leftovers
Quiet : Serene Grace
252 HP / 252 Sp.Def / 6 SpA
Nasty Plot
Air Slash
Flamethrower
Roost

This is your basic Flinch HaxKiss but with Nasty Plot > T-wave. T-wave just isn't needed with all the Trick Room support and Nasty Plot provides me with a nice Sp.Atk boost which can help me sweep. Flamethrower is to cover steel pokes that wall the rest of my team.


EwwGross
Metagross @ Life Orb
Brave : Clear Body
252 HP / 252 Atk / 6 Sp.Def
- Meteor Mash
- Earthquake
- ThunderPunch
- Explosion

Standard Agiligross without Agility. Again as with T-wave, Agility isn't needed because of the Trick Room Support. That's it for this poke.

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Re: Tricky Team is Tricky - 10-11-2008

Great team 9/10 because so far i haven't found one thing wrong with this team.
Great stradegy nd gg for the whole themed poke team.Kudos!
 
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Re: Tricky Team is Tricky - 10-11-2008

Btw IF ur gonna run Techinician on Hitmontop

use Revenge instead of Close combat

revenge x 1.5 STAB x technician = 135 DMG > 120 + - def and sp def.
 
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Re: Tricky Team is Tricky - 10-11-2008

Wow fast team making but still you keep quality and quanity
 
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Re: Tricky Team is Tricky - 10-12-2008

Quote:
Originally Posted by ByakuganBodmon View Post
Btw IF ur gonna run Techinician on Hitmontop

use Revenge instead of Close combat

revenge x 1.5 STAB x technician = 135 DMG > 120 + - def and sp def.
Is that with max HP?
 
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Re: Tricky Team is Tricky - 10-12-2008

Not bad, Chaos. TR teams are always fun. :p

9/10, because I don't give people perfect scores.
 
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Re: Tricky Team is Tricky - 10-13-2008

Quote:
Originally Posted by Werelynx View Post
Not bad, Chaos. TR teams are always fun. :p

9/10, because I don't give people perfect scores.
So then wouldnt a 9 be a perfect score then?
 
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Re: Tricky Team is Tricky - 10-13-2008

Wouldn't Cresselia do better instead of Uxie? The reason is because Cresselia is slower than Uxie and has much higher base HP. This let's it take advantage of Trick Room even more and rather than hope for a switch to let you use Trick Room, you could afford to use it right away and then carry on. I think this one would be better to replace it:
Cresselia
same nature and ability
shove about half to all of the EV's to go into HP into Sp. Atk
same item
Substitute
Psychic
Trick Room
Moonlight

Sub. should stand at least two attacks, leaving you one turn to use Trick Room, use Moonlight the next turn, and then pound away with Psychic or switch.
 
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Re: Tricky Team is Tricky - 10-13-2008

Well Uxie is really nice because it gives my opponent one of two options.

A) They can switch out to avoid the sleep and I set up Trick Room.
B) They stay in and fall asleep and I set up Trick Room anyways.

Another reason is that I only have 1 Cress. I already caught mine and am using it on a different team. I won't trade for it either because I'm not a fan of using pokemon that don't have my OT and ID.
 
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Re: Tricky Team is Tricky - 10-14-2008

Then why not trade for an untouched one and use your own? Besides, you might want to get used to trading for (at the very least) natures, seeing as how it's too late to get another Cresselia for you.

Plus, another thing you have to worry about is if Uxie gets KO'ed in a single hit and the opponent has a Lum Berry, is immune to sleep, or has another item that prevents you from making it go to sleep. Uxie has great defenses, and 10 more defense than Cress., but Cress. has almost 50 points more in base HP than Uxie, leaving the yellow-headed fairy to have very low HP, something that completely ruins a good wall (unless it's shuckle, and ONLY because it has the highest defenses in the game by going over 200 base defense, and almost double more than Uxie or Cress.). It seems as if you're relying on a variable to be in your favor. No doubt you'll get most people off the first time, but there's always the off-chance you can't use Trick Room as soon as you thought. You also have to worry about switching out to take advantage of Trick Room since it only lasts for 5 turns, and I think that includes the turn it was used on. True, you do have U-Turn, but that's a one-time use in a battle, so to speak, since you HAVE to repeat you're strategy every time in order to set up trick room again. You have to keep in mind that if someone breaks the chain some how, your teams going to be very slow and on the bad end of town. Honestly, I'd recommend getting more Trick Room moves onto your entire team, and have some way to pull it off or having a wall do it, simply because it prevents the chain from being broken. Uxie is a key in starting it, and since it relies on the unknown more so than you think, it's better to have a sure-fire way of being able to use Trick Room rather than risk an anti-sleep type pokemon (I also doubt Yawn would work twice because Uxie would be hit once, then when it uses Yawn again it can get hit again and possibly get knocked out, more than likely BEFORE it uses Yawn; if not, the opponent could risk getting put to sleep for one turn and take Uxie out before it falls asleep) knocking Uxie out before it's mission is complete.
 
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