Sunday, 16 August 2015

Charizard's Trick Room! : Teambuild VGC15

Hi guys i am back with another awesome team, this time again rushing back to past and this will be last one from me before worlds, as you already know why am i piling up these from my previous posts. for this team i drew inspiration from Collin and crow's Madison regionals team that really looked interesting o e. not the whole team but the awesome quartz core in it was just flawless. His report alongside crow's can be found here:  Let's get started:

Teambuilding Thought and Process:

So i hate trick room, considing the fact how annoying and strong are these teams actually are. i was a loser when it came to building this kind of teams, despite the only good one's i built were the one's with the combo of audino _m-blastoise with turn 1 TR set up following turn two with blasting water spouts and audi heal pulsing constantly (which was awesome and btw my own).
Then i saw collin heier playing this almost undestructable team,which i wanted to build around.i was quite confident about using one especially after adding an epic quartz core and the set of ideas that he used.
i was interested n seeing some of mega gardevoir ran behind TR and also some kangs from the last season. both these were base 100's. so i decided to put a charizard (a base 100) in my own special trick room team, fit that into Collin's core and edit it around to my comfortability and playstyle. this simple decision was abut to unfold the quest of my best trick room team ever built.

The Team:

Charizard @ Charizardite Y
Ability: Blaze
Level: 50
EVs: 252 HP / 44 Def / 168 SpA / 44 SpD
Quiet Nature
IVs: 0 Spe
- Flamethrower
- Solar Beam
- Protect
- Overheat

So first off comes the shining start 'lizard' of the team. charizard was my favorite one from the anime series, from the very start to be honest. the reasons i do have some experience running this mon in the format i managed it very well in the team. the original idea was to use zard-x in the team but it was dropped considering it's usage, role and compatibility in the core. it just didn't fit in well.
this is quite an interesting charizard. the fact that this team was made pre-nationals makes it even better. flamethrower was originally inspired by a heatran i saw in a team report on NB, which made sense to me more than heat wave on charizard. it personally gave me points over H-wave like: better accuracy, better damage scale than h-wave (a spread move) a good matchup against aegislash, avoids accidental heatran switch in's and activation of flash fire which is always dangerous. solar beam and overheat are self explanatory. not running focus blast cuz my team has many ways of shutting down heatran and t-tar in general.
The EV spread was handed over to me by a friend. it allows charizard to survive *nowadays, the never happening* rock slide from standard garchomp and max attack specs draco meteor from hydreigon which is always a great benchmark to pull. rest into sp.atk, i know that i am making a waste of EV's but really who wants to run speed on a base 100 TR mega. whereas quiet nature ad 0 speed iv's should'nt be questioned.
i was quite confident running charizard cuz it almost underspeeds everything except other TR specified mons and also no one ever expected it to be such a thing. It’s common enemies such as rock slides are taken care well off by golem and even rotom against lando-t helps the cause.

Cresselia (F) @ Mental Herb
Ability: Levitate
Level: 50
EVs: 252 HP / 108 Def / 148 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Ice Beam
- Helping Hand
- Ice Beam

Cresselia was one of the most common Trick room setters pretty much this entire season. the set for cresselia directly comes from Collin heier's team i didn't invested in any Sp.atk to avoid the waste of EV's that may be made. All rest was bulk.
I didn’t changed much from the moveset point of view but only a bit. Collin’s team had trouble dealing with bulky water types which mine handled pretty well with sun mode and rotom-w apart from those points toxic really wasn’t ever required. Protect helps me out greatly in ensuring the TR set-ups plus reduces the threat of cress being the one grouped on by others as no one ever expects me to protect with it. Apart from that ice beam deals fair amounts of damage to landorus-t and all the 4x weak dragons + amoongus and breloom’s threat but not KO’ing them though it was qui valuable. Trick room because of the title you read and basicallt the whole team’s theme. Helping hand surely helps out tons in boosting the heavy amounts of spread move my team has especially that sylvie’s hyper voice and golem’s everything it hits with.
Mental herb made it the queen of TR setting. This slot was extremely important for the whole team. Cress is almost brought to every match I don’t bring both rotom and honchkrow to counter my opponents team, so that cress couldn’t afford to be brought in the match. It’s weaknesses were being taken care off by honchkrow switch ins and sylveon to absorb dark types further and counter some back.

Golem @ Weakness Policy
Ability: Sturdy
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Rock Slide
- Earthquake
- Wide Guard
- Protect

          Here comes the beast. So first of all it may tick a bit in mind that why golem? Rhyperior’s better and proven already right? Well you’ll have your answer by this. Rhyperior suited other team fancy the most but with this team specially I went for golem because I cared much for my charizard. Yes the best move to support charizard without a doubt is wide guard. Golem gave me wide guard over the things rhyperior packs which were a better decision in charizard’s favor. Golem is such an amazing pokemon though I don’t have much to discuss about it other than it’s amazing accomplishments on the team. Golem was the MVP of most matches, I will be starting by saying that.
Now comes the question why again? Golem is an extremely specially frail pokemon and can’t take 4x effective grass and water attacks, but with sturdy ability it can 100% of the time live atleast one attack from it’s opponents, while the weakness policy activates and it takes it’s revenge with it’s full power and even better in TR or paired up alongside cress buffing it up even more.
The EV spread is kept simple as at first I didn’t had enough time with it,but then laterrealized that it was frailer than rhyperior (who had complex spreads) and couldn’t survive the weakest of special super effective hits so sturdy with weakness policy was much felt needed and turned out the best for the overall team.

Sylveon @ Life Orb
Ability: Pixilate
Level: 50
EVs: 164 HP / 152 Def / 192 SpA
Quiet Nature
IVs: 0 Spe
- Hyper Voice
- Psyshock
- Calm Mind
- Protect

Here comes the final member of the team’s core. The queen sylveon. I loved using this spread as it survived almost anything while sweeping oppositions off the field. Sylveon was a really comfortable pokemon to use in the core while it’s weaknesses like poison and steel were taken care well off my her friends.  Collin Heier ran a bit of faster sylveon, I didn’t a when I turned down his mixed speed mode into a full out TR mode.
The EV so read was split into three stats as if in four would make a waste of EV’s sylveon can survive almost any special attack so it wasn’t that big of a trouble not investing any in it. The Sp.atk stat investment in the absence of specs really makes it loose the offensive pressure that 252 specs puts on but believe me that calm mind helps better, especially with mine where I don’t have enough sp.def or sp.atk that usual sylvies pack. Now mostly people will be putting on HP ground or HP fire on their sylvie’s and may question this early psyshock usage it was putted over such this to get a hold on mega venusaur and other powder users in general *volcarona was at 0% usage at the time* and I really loved playing this move with effectiveness.

Honchkrow @ Choice Band
Ability: Insomnia
Level: 50
EVs: 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- Night Slash
- Sucker Punch
- Superpower

OMG the best decision for a team member I ever made! honchkrow was the though of countering the threat of sleep schenanigans and mainly say mega venusaur as it gets amazing advantages and handles my core really well. In addition mega-venusaur was at the peak of it’s usage at the time this team was being built. Many may not know it’s mechanics though it is clearly overlooked I think. Honchkrow served the amazing base 71 speed stat which allows it to outspeed base 70’s with jolly nature which include creeping rotoms, bisharps and most importantly breloom but outside of TR which are all a big threat to the core.
Choice band surely is the best item and everything I demand in this pokemon, choice band desn’t comes much handle until it uses and abuses the BB’s and sucker punches which totally destroy everything on my opponents end. The best part was no one ever thought of it being a insomnia variant as the few and the only few I also have seen are parts of the moxie ability, which allowed free turn wasting switch in’s for me. Night slash hits support variant weak to dark especially gengar and psychic supporters. Super power helped in counter it’s arch nemesis tyranitar. Sucker punch made it effective behind even TR
In the end of the day I won’t complain much about it considering how well he served the overall team but it was consequently being OHKO’ed after picking up  a single knock out especially in the times when thundurus made it’s way to every team ;(

Rotom-Wash @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 4 Def / 116 SpA / 4 SpD / 132 Spe
Modest Nature
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect

Rotom filled up the last slot in the team very effectively. The reasons in depth are kinda lost and even some are not, the only real reason for it to be put here is that it can burn bisharps threat even further and reduce it, the other is that it doesn’t mind TR that much and the third that how well did it improved my matchup against bulky water type and especially promoted help towards bringing down weather teams (sand and rain with it’s ability and typing).
The EV spread is the same one I have been using for my own speed creep rotoms and I really like playing it. It served the overall offense to the team a bulkier role and really utilized it in every manner by complimenting it positively, I had no complains for the overall team, other than considering those dumb misplays I made with it. Rotom and honchkrow was the duo either of whose who made Golem’s EQ even common.


So that was it for the team, now that I have posted all the successful teams i built in 2015, pre worlds a showcase will be coming shortly before it, to ensure that  don’t get called a copycat. Anyways hope you guys liked one of my most successful trick room teams, though I had built one in the past with xatu but this one turns out to be flawless. Hope you enjoyed going through the post. Bye for now!

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