Checkmater
It’s just us kittens left, and the rain is coming
Trick Room? Let's chat about Trick Room...
TR literally always defines the meta. Last gen we saw how an introduction of stronger fullroom archetypes (cough no cress cough) with stronger teams and semiroom's strength led to a generally "balanced offense" meta. So I'm going to talk about three main talking points
New options, changes from last gen:
-Marowak, Torkoal, Tapu Bulu are all strong attackers
-Necrozma, Z-move TR + Hypno Zong, Mimikyu, Nihilego as setters
Fake out is no longer the end all be all for TR: Psychic Terrain kind've ruins that and heavy kang nerfs means it's a balance kinda mon instead of a HO TR kinda mon
As a sidenote, scrafty is kind've bad. It's primary function was to fuck up kangaskhan, which isn't as necessary, and its coverage is 100% ass vs fairies
Amoonguss is pretty shrug-status atm, I haven't seen very much of it and it sucks vs eterrain.
Salamence also isn't very much of a worry for TR, its generally strong for its flying coverage but its not like TR really cares about neutral coverage that hits everything, moreso SE coverage that fucks up your setters
The meta is VERY special-heavy
note that there are several new sets that you can try out in gen 7 that are very strong for adapting to the meta
Current TR teams:
Mostly, I've been seeing a lot of semiroom, with heavy focus on fire-spam. The best setters are Hoopa-U, Bronzong, Jirachi, Oranguru, and Necrozma.
That said, let's plug a team + some replays!
This is a team I built together with qsns and passed to MajorBowman, and its done quite well
Replays:
http://replay.pokemonshowdown.com/gen7pokebankdoublesou-498409185
http://replay.pokemonshowdown.com/gen7pokebankdoublesou-502072767
http://replay.pokemonshowdown.com/gen7pokebankdoublesou-498373495
If you look through other replays, such as me vs Nido g3, or me vs Knzo for the entire set, Fire-types and Steel-types are pretty integral to both Full TR and semiTR
In what way does TR impact teambuilding?
I'd argue that TR is a very strong force keeping TapuLele+Deo spam down. I've noticed this pretty strongly, as in say I bring Hoopa-U semiroom against Tapu Lele + Deo. I just need to find a moment when Lele isn't out, set TR and then get 6 KOs. The nature of having 2 psychics that both have basically no resists along with the generally offensive nature of those teams means I just get to murder things as my opp won't have dark resists.
It's also very strong against rain, as Zard naturally beats rain while rain can't really stop the setters from setting up and then destroying things. At the same time, pelipper's more frail nature as compared to toed means easier time sweeping things off the floor.
Hope that was informative and helpful to anyone trying to get a pulse on building TR in gen 7! Look out for the frameworks thread coming soon, and remember that this post is most definitely not a "you must build this way!" Find ways to break the guidelines set forth in this post in meaningful ways!
TR literally always defines the meta. Last gen we saw how an introduction of stronger fullroom archetypes (cough no cress cough) with stronger teams and semiroom's strength led to a generally "balanced offense" meta. So I'm going to talk about three main talking points
- What options and tools does TR have in the current meta?
- What do current TR teams look like?
- In what way does TR impact teambuilding?
New options, changes from last gen:
-Marowak, Torkoal, Tapu Bulu are all strong attackers
-Necrozma, Z-move TR + Hypno Zong, Mimikyu, Nihilego as setters
Fake out is no longer the end all be all for TR: Psychic Terrain kind've ruins that and heavy kang nerfs means it's a balance kinda mon instead of a HO TR kinda mon
As a sidenote, scrafty is kind've bad. It's primary function was to fuck up kangaskhan, which isn't as necessary, and its coverage is 100% ass vs fairies
Amoonguss is pretty shrug-status atm, I haven't seen very much of it and it sucks vs eterrain.
Salamence also isn't very much of a worry for TR, its generally strong for its flying coverage but its not like TR really cares about neutral coverage that hits everything, moreso SE coverage that fucks up your setters
The meta is VERY special-heavy
note that there are several new sets that you can try out in gen 7 that are very strong for adapting to the meta
Current TR teams:
Mostly, I've been seeing a lot of semiroom, with heavy focus on fire-spam. The best setters are Hoopa-U, Bronzong, Jirachi, Oranguru, and Necrozma.
That said, let's plug a team + some replays!
Hoopa-Unbound @ Sitrus Berry
Ability: Magician
EVs: 68 HP / 252 Atk / 68 Def / 120 SpA
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect
Aegislash @ Ghostium Z
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 HP / 80 SpA / 132 SpD / 44 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Heat Wave
- Hidden Power [Ice]
- Solar Beam
- Protect
Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 92 HP / 148 Atk / 16 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- U-turn
- Stone Edge
Shaymin-Sky @ Focus Sash
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Air Slash
- Earth Power
- Protect
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 80 Def / 176 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hyper Voice
- Substitute
- Calm Mind
- Protect
Ability: Magician
EVs: 68 HP / 252 Atk / 68 Def / 120 SpA
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect
Aegislash @ Ghostium Z
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 HP / 80 SpA / 132 SpD / 44 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Heat Wave
- Hidden Power [Ice]
- Solar Beam
- Protect
Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 92 HP / 148 Atk / 16 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- U-turn
- Stone Edge
Shaymin-Sky @ Focus Sash
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Air Slash
- Earth Power
- Protect
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 80 Def / 176 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hyper Voice
- Substitute
- Calm Mind
- Protect
This is a team I built together with qsns and passed to MajorBowman, and its done quite well
Replays:
http://replay.pokemonshowdown.com/gen7pokebankdoublesou-498409185
http://replay.pokemonshowdown.com/gen7pokebankdoublesou-502072767
http://replay.pokemonshowdown.com/gen7pokebankdoublesou-498373495
If you look through other replays, such as me vs Nido g3, or me vs Knzo for the entire set, Fire-types and Steel-types are pretty integral to both Full TR and semiTR
In what way does TR impact teambuilding?
I'd argue that TR is a very strong force keeping TapuLele+Deo spam down. I've noticed this pretty strongly, as in say I bring Hoopa-U semiroom against Tapu Lele + Deo. I just need to find a moment when Lele isn't out, set TR and then get 6 KOs. The nature of having 2 psychics that both have basically no resists along with the generally offensive nature of those teams means I just get to murder things as my opp won't have dark resists.
It's also very strong against rain, as Zard naturally beats rain while rain can't really stop the setters from setting up and then destroying things. At the same time, pelipper's more frail nature as compared to toed means easier time sweeping things off the floor.
Hope that was informative and helpful to anyone trying to get a pulse on building TR in gen 7! Look out for the frameworks thread coming soon, and remember that this post is most definitely not a "you must build this way!" Find ways to break the guidelines set forth in this post in meaningful ways!
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