Featured Sets

On this page there will be featured sets, which you can scroll through to find what's featured.

Note: Not every pokémon in the game will be covered, ceratin features will be included on this page. They will be chosen based on overall effectiveness and potential, and will feature typical overused pokémon as well as anti-meta which can effectively compete against big threats. Additionally, IVs will only be specified if they must be a soecific value, otherwise assume 31 IVs for every stat.

Trick Room

Trick Room teams are anti-meta teams which have been around since the creation of the move, and works by reversing priority ion the field, so that the slower pokémon can move before the faster pokémon. It has a wide array of viable teammates which can make it very powerful (especially in double battles). And so, it is best advised to play it in doubles than singles (although it can still be used in singles) because it allows for one dedicated set-up pokémon and one dedicated sweeper without losing a turn, HP, status, or letting the opponent get a free turn of set-up. Listed below will be some options for a Trick Room teams:

Escavalier

A bug-steel dual typing with a high attack of 135, equal defense and special defense stats of 105, and a snail's pace speed of 20? That's the perfect recipe for a Trick Room sweeper! And it's HP stat of 70 isn't terrible given its high defensive stats. Unfortunately it is x4 weak to fire, but in return it has an immunity to poison; resists normal, water, psychic, fairy, steel, bug, and dragon once (so x0.5 damage from these attacks); and resists grass twice (so x0.25 damage from these attacks). It has access to three different abilities; Swarm (powers up bug-type moves by x1.5 when HP is 1/4 or less), Shell Armor (can't take critical hits), and Overoat (immune to the effects of weather and powder-based moves). Keeping all of this in mind, this is an optimal set for Escavalier:

Ability: Shell Armor (optimal) or Overcoat (for dealing with mainly hail)

Items: Life Orb (x1.5 damage per attack, lose 1/16 HP each use), Leftovers (restore 1/16 HP each turn), Choice Band (x1.5 attack stat, but only one move can be used unless dynamaxed or switched out)

IVs: 0 speed; EVs: {252 atk, 252 HP, 4 sp.def or def}, {252 atk, 252 def or Def, 4 sp.def or def}, or {252 atk, 128 sp.def and def}

Moves

Options

Since we want this pokémon to be as slow as possible in order to maximize priority, the IVs should be as low as possible, which would be at 0 IVs. As for the item, it is best to use an item that will boost its atk stat since the idea of Escavalier is to finish the game and sweep, not to linger around in 30 minute games (if that is what you want, then leftovers would be a good option). This leaves either the Life Orb or the Choice Band, which will either reduce its HP with each hit or be forced into more predictable plays (such as swtch outs and moves). Depending on what you choose, you can either keep some longevity with Choice Band or freely maintain move choices with the Life Orb. Now onto abilites: I omitted Swarm since it is the least reliable ability of the three, and a team that aims to utilize that ability instead will not function as effectively as if it had one of the other two abilities. Overcoat is only helpful if your team either likes to set hail, or has an overall problem with hail. And so, the most staple ability would be Shell Armor. What's beneficial about this ability is that since it prevents critical hits, it takes less damage from guranteed critical hit moves like Frost Breath, Wicked Blow (dark-Urshifu) and Surging Strike (water-Urshifu) which are both highly used pokémon. The leftmost EV yield is the most dynamic/logical of the three as it allows for the most longevity when using Life Orb (which is arguably the best item choice). Now for the move choices, Iron Head is its best physical steel-type move (which due to the STAB bonus does x1.5 damage), which can even flinch the opponent (will be viable when it gets priority in Trick Room). For its figthing moves, either Close Combat (120 base and lowers def and sp.def by 1 stage) or Reversal (which gets more powerful the lower the HP is) will work nicely. Depending on what pokémon you pair it with, and how much healing will be done, you should choose what is best. For its bug-type moves (which also get STAB) use either Megahorn (120 damage, 85 accuracy), X-Scissor (80 damage, 100 accuracy), or Fell Stinger (when an opponent is taken out with this move the user's atk goes up three stages; 50 damage, 100 accuracy). The best option would be Megahorn for the high damage and decent accuracy, but X-Scissor should not miss and does less, and Fell Stinger will raise the atk by a lot if it takes out the opponent. Given that Escavalier already does so much damage with Life Orb and STAB Megahorn, raising its atk by three stages for the most part is a mostly unnecessary overkill, and anyhting that doesn't get one-shotted will most likely faint by the second. As for its lst move slot, either Razor Shell (50% chance to lower opponent def by one; 75 damage, 95 accuracy) or Knock Off (x1.5 damage if opponent has an item and also knocks it off; 65 damage, 100 accuracy). Practically every pokémon holds an item of some sort, so the damage bonus for a hit is essentially guranteed. However, if you already have pokémon in mind which run this move, having too many of them would be unnecessary and Razor Shell would work (which also allows for better coverage overall and can hit its weakness: fire-type pokémon) supereffectively for x2 damage.

Hatterene

A Psychic-Fairy type with a 29 in speed and amazing defensive stats and a sky-high special attack stat, Hatterene is a great teammate alongside any sort of trick room sweeper, such as Escavalier. It only has one immunity to dragon and two resistances; fighting (one time, so x1/2 damage) and psychic (one time, so x1/2 damage). But it gets a G-max form, and great offensive moves and healing moves which affect both the user and the team. It has three abilities; Anticipation (the player is alerted to any move the opponent that is supereffective against the user, or any one-hit KO moves they have), Healer (30% chance to heal an ally's status condition each turn), Magic Bounce (blocks status moves and bounces them back to the user). A good Trick Room doubles set for Hatterene might look something like this:

Ability: Magic Bounce, Healer

Items: Leftovers (restores 1/16 HP each turn)

IVs: 0 speed, 0 attack; EVs: {252 HP, 252 def, 4 sp.atk}, {252 HP, 252 sp.atk, 4 def}

Moves

Options

Out of the three abilities, either Magic Bounce or Healer would help if Escavalier gets burned, (which would half its atk). But Magic Bounce would allow Hatterene to switch out and come in on predictions to bounce back those anticipated status conditions. As for the moves, since this is a Trick Room team it is important to run this move. Life Dew will restore 1/4 of the user and ally's HP, which is very useful for pokémon like Escavalier with low base HP or other teammates which lose HP from using moves. If Healer is the ability you choose, then you shouldn't run Aromatherapy, as it will do the same thing. But even if you choose Magic Bounce, Aromatherapy is optional if you have another teammate in mind which can also learn the move. Otherwise if Aromatherapy isn't what you want, then you can either build a strong, specially defenisve tank with high HP or recovery, or go all out with a special move aka Mystical Fire (75 damage, 100 acuracy; 100% to lower target sp.atk by 1 stage) which would turn into Max Flare (101 accuracy; sets up sunny weather) when Hatterene is dynamaxed. And for the last move slot, either Psychic (90 damage, 100 accuracy; 10% to lower target sp.def by 1 stage) or Dazzling Gleam (80 damage, 100 accuracy) or Mystical Fire would work nicely. Keeping in mind that Hatterene gets a g-max form with the move G-Max Smite (101 accuracy; confuses opponents), if this form interests you then Dazzling Gleam should be used. Or otherwise, Psychic would be the better choice, which when Hatterene is dynamaxed turns into Max Mindstorm which will set up Psychic Terrain.

Conkeldurr

Boasting a sky-high atk stat of 145, a solid 105 in HP and a 45 in speed, Conkeldurr makes a great teammate (especially in Trick Room teams). And its access to the Guts ability allows it to boost its atk stat by x1.5 when affected by a physical condition (and ignore the halving of atk that comes from burns). Unfortunately, its sp.def is lackluster and its def is average and its typing isn't amnything spectacular (with a vanilla fighting-type), but its move pool and its strong stats more than make up for it. Aside from Guts, it also gets Sheer Force (moves with secondary effects lose them, but power is x1.3) and Iron Fist (punching moves get x1.2 power, excluding Sucker Punch) but the best ability of the three without a doubt is Guts, and so that is what we'll use.


Ability: Guts

Items: Flame Orb (leaves the holder with a burn), Choice Band (user can only use one move (until it switches out or dynamaxes where it can select another move to be locked into) and its atk is x1.5)

IVs: 0 speed; EVs: {252 atk, 252 HP, 4 sp.def/4 def}

Moves

This set is pretty straight forward, and any other sets would generally not function anywhere near as efficiently as this one. In fact, the only twist that would work better than this standard Guts-Flame Orb set would be using the Choice Band in doubles and using will-o-wisp (guranteees burn) on your Conkeldurr to burn it and not use up your item slot. While Conkeldurr also gets Focus Punch (150 atk, 100 acc; user charges for a turn then punches but if hit loses its focus and can't use this move) it is generally unreliable and a specific Focus Punch set would be needed in order to make it viable, so generally Hammer Arm is a much better option which will make it slow down, increasing its priority in Trick Room. This set allows it to get STAB and enough coverage to hit rock, normal, electric, flying, bug, fire, dark, steel, and ice types. However, this pokémon will struggle against ghost-type pokémon as they can tend to have some immunity to ground moves and can't be hit with normal moves (so no Facade) or fighting moves (Hammer Arm), allowing for Stone Edge (with 5-8 pp max) to be the main option in those cases. And so, something to deal with ghost types on your team would be advised.