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Double Dragon: 2012 Worlds Master Top 8 Team Analysis (Translation)

blog-jumpei_top8.jpgThe following is an English translation of Jumpei Yamamoto's worlds team article by Ren Z. (crobert). The original can be found on Jumpei's blogWe would like to thank him for granting us permission to re-publish his work in English. Jumpei took 8th at the 2012 Pokémon World Video Game Championships, eventually losing to champion Ray Rizzo (Ray) in the quarter-finals in one of the closest sets of the tournament. He placed 2nd at the 2012 Japanese National Championships after playing Satoru Masukata (huuuryu) in the finals.


It's been a while since Worlds, but I would like to take this opportunity to explain my Worlds team.

First I'm going to talk about my Japanese Nationals team. I based it on this team by Kage [note: Kage is a player in Japan]. I actually played against this team during SHADE Off [note: an unofficial offline tournament] sometime in March. I was really drawn in by the destructive power of Garchomp and Salamence, so I decided to start building from there.

The original concept for Kage's team was to first spread paralysis with Calm Thundurus and then repeatedly use Rock Slide with Garchomp and Tyranitar to force hax on your opponent. Because I didn't have a Calm Thundurus and didn't feel I could use Ferrothorn as well as Kage, I decided to change Thundurus to Rotom-C and Ferrothorn to Scizor for a more offensive team. This makes the team into one that doesn't abuse Thunder Wave but just keeps on attacking, which I feel is more suited to me.

That was the team I used for Nationals. I'll list it here.

Nationals Team

garchomp.png

Garchomp @ Focus Sash

- Protect

- Dragon Claw

- Earthquake

- Rock slide

cresselia.png

Cresselia @ Psychic Gem

- Trick

- Psyshock

- Icy Wind

- Hidden Power Fire

salamence.png

Salamence @ Choice Scarf

- Rock Slide

- Fire Blast

- Hidden Power Flying

- Draco Meteor

scizor.png

Scizor @ Flying Gem

- Protect

- Bug Bite

- Bullet Punch

- Acrobatics

rotom-mow.png

Rotom-C @ Grass Gem

- Protect

- Thunderbolt

- Leaf Storm

- Hidden Power Fire

tyranitar.png

Tyranitar @ Iron Ball

- Protect

- Low Kick

- Rock Slide

- Fling

Now I'm going to explain my Worlds team individually. I had almost no time to prepare for Worlds, and I didn't know what the metagame would be like. Coupled with the fact that Worlds would be played in Best of 3 Matches (something Japanese players aren't used to), I decided that making a new team would be difficult, so I decided to reuse my Nationals team and tweak it to fit an international metagame.

I'm going to explain each Pokémon individually.

Worlds Team

garchomp.png

Garchomp @ Focus Sash

Ability: Sand Veil

Jolly Nature (+Spd, -SAtk)

EVs: 4 HP/252 Atk / Spd 252

Stats: 184-182-115-*-105-169

- Protect

- Dragon Claw

- Earthquake

- Rock Slide

Everyone's favourite Pokémon. This is the same Garchomp as my Nationals team. Some people don't think Garchomp is that good, but you'll realize once you use it that it is really strong. Because it has Focus Sash, you can focus on attacking opposing Pokémon, and if you have Sandstorm there's always Sand Veil. Focus Sash makes it hard to switch in, but if you use it to your advantage it's very strong indeed.

salamence.png

Salamence @ Choice Scarf

Modest Nature (+SAtk, -Atk)

EVs: 8 HP / 248 SAtk / 252 Spd

Stats: 171-*-100-177-100-152

- Rock Slide

- Fire Blast

- Hidden Power Flying

- Draco Meteor

The second dragon. This is also the same one from my Nationals team. The Scarf is for countering Latios. I've heard that outside Japan there are a lot of Gem Latios, and I really wanted to be able to hit Latios first so I chose to Scarf it. HP Flying is for fighting Pokémon and Virizion. Because Worlds is a different metagame than Japan's, I really didn't know what to expect, so I put HP Flying on. However there weren't many situations where I needed it. Rock Slide is for Volcarona. I heard that there were Rage Powder Volcarona overseas so I decided to use the last slot for Rock Slide, but if you really want to counter Volcarona I guess Stone Edge is also fine.

tyranitar.png

Tyranitar @ Dark Gem

Adamant Nature (+Atk, -SAtk)

EVs: 252 HP /196 Atk / 12 Def / 36 SDef / 12 Spd

Stats: 207-196-132-*-125-83

- Protect

- Low Kick

- Rock Slide

- Crunch

This is also from my Nationals team. The only difference between the two is my change from Iron Ball to Dark Gem. I didn't expect a lot of Trick Room teams overseas, so I didn't feel the need to lower my Speed. I didn't face any difficulties changing to Dark Gem, as there were many teams using Thunder Wave but fewer using Trick Room. The fact that its Speed is 83 was a lucky coincidence (Ray's Cresselia had 81 Speed and his Metagross had 82 Speed). This Tyranitar was originally for GS Cup, and because I needed a 4th Gen Tyranitar this was the only one I had.

cresselia.png

Cresselia @ Psychic Gem

Modest Nature (+SAtk, -Atk)

EVs: 92 HP / 248 SAtk / 168 Spd

Stats: 207-*-140-138-150-126

- Protect

- Psyshock

- Icy Wind

- HP Fire

Again this is from my Nationals team. The only change is from Trick to Protect. Its goal is to manipulate speed with Icy Wind, then take out Hitmontop and other Fighting-types with Gem Psyshock. I could have used Expert Belt instead, but I wanted the extra damage from Psyshock so I decided on Gem. With Gem it could also do 50% to Gastrodon, so it worked out in the end. HP Fire is for Ferrothorn, Scizor, and Metagross. There weren't a lot of Ferrothorn or Scizor, but it's definitely good to be able to do damage to Metagross. In fact you can 3hko Metagross if it's not too bulky. If it's something like Ray's, though, it'll survive. The purpose of this Cresselia is to manipulate the opponents' Speed with Icy Wind. At first I wanted to have Grass Knot against Tyranitar, but because of my Metagross build I am forced to have Protect. However, Protect on Cresselia is very hard to predict and there were many times where it came in handy.

metagross.png

Metagross @ Choice Band

Adamant Nature (+Atk, -SAtk)

EVs: 252 HP / 76 Atk / 180 SDef

Stats: 187-181-150-*-133-90

- Explosion

- Meteor Mash

- Zen Headbutt

- Hammer Arm

I changed the Scizor in my Nationals party to Metagross and added Explosion as a surprise gimmick. I heard that overseas there were a lot of difficult Pokémon like Zapdos, Hitmontop, Latios, and Thundurus so I chose Metagross who has very high base stats. Regarding Choice Band, while I was discussing the best-of-3 format with many people including huuuryu the consensus was that surprise gimmicks won't work as well in them. However, I thought that Choice Band Explosion Metagross would be a good fit because I personally enjoy gimmicks like these and figured I just needed to keep it hidden during game 1, then use it effectively past game 2. As long as Metagross hits targets it would normally do decent damage to, you won't reveal Choice Band, and from there you can Protect + Explosion in game 2 (although I only pulled this off in about two games).

Lastly, I wanted to do something about Swagger Thundurus, which I figured would also be popular overseas. In general for Cresselia + Metagross you would set up by Swaggering Metagross, but I decided to get rid of the opposing Thundurus quickly by Gem Psyshock + Choice Band Zen Headbutt in turn one. This actually took down many Thundurus. Especially since there were many players relying on Thunder Wave + Swagger Thundurus, as soon as you got rid of Thundurus their team collapsed and you were in a very good position. I chose Hammer Arm over Earthquake because if you lock into Earthquake it would severely limit my partners.

rotom-wash.png

Rotom-W @ Sitrus Berry

Calm Nature (+SDef, -Atk)

EVs: 236 HP / 88 Def / 180 SpDef/ 4 Spe

Stats: 155-*-138-125-165-107

- Thunder Wave

- Will-o-Wisp

- Thunderbolt

- Hidden Power Grass

I changed the Rotom-C to a Rotom-W with a bulky support build. There used to be a lot of these, but they seem to be overtaken by Choice Specs builds lately. Because of the bulk and Sitrus Berry, it can survive two hits of most attacks while spreading Thunder Wave or Will-o-Wisp. About Will-o-Wisp, if you don't want Salamence and Garchomp facing Cresselia then you're only left with Metagross and Tyranitar. Neither are very fast meaning your opponent will be hitting you first, so I decided to use Will-o-Wisp which can damage opponents in addition to Sand. This also stops physical attackers like opposing Metagross and Tyranitar which made it easy to use. However, that's only if it hits. There were many instances where it missed, so I wouldn't recommend using it unless you also ran Gravity or something. Also I didn't use Hydro Pump because this is a support build, and I didn't need any power. If you have only Thunderbolt and Hydro Pump then Gastrodon will completely stop you so I decided on HP Grass. I saw many Gastrodon so that came in handy.

So that was my team for Worlds. I've actually only used it about three times after making it, and I'm surprised that it did so well. As well, I was really surprised that Ray's team was so similar to mine. Although the team concept was completely different, we used identical Pokémon except he had a Hydreigon instead of a Salamence. His Garchomp with its Haban Berry really caught me off guard and worked out for him since it survived the Earthquake in the final turn. Also, the Garchomp/Hydreigon vs Garchomp/Salamence super dragon matchup in game 2 was on purpose. I wanted to do that as soon as I saw Garchomp/Hydreigon in game 1. Fortunately the crowed seemed to have fun. Ray and I were also smiling.

Article image created by feathers for Nugget Bridge. View more of her artwork on her tumblr.


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      - Flamethrower  
      - Protect  
      Reason why it is here: Second member of the core. The best restricted legendary thanks to its sky high atk stats and to its wide movepool in both sides. Item: Since I want it to archeoevolve I need the proper orb. Ability: Well, I guess I have no other choice. As soon as it comes into the battlefield in summons harsh sun and removes Kyogre's rain and Rayquaza's Delta Stream. EVs: I decided to go full special because I'm not confortable with the physical set: the main spread move has a very low accuracy and there are a lot of mons who are immune to it (this team for example has 3 mons immune to Precipice Miss). That basically means I have to run Gravity in order to avoid it being a deadweight. Full HP and 60 SpD are meant to take Earth Power from Timid Groudon 100% of the times unless I get critted. The rest is put in SpA to maximize damage output. I didn't go for speed because I want it to be able to work even inside my Trick Room. Nature: I preferred Modest nature to a Quiet one because I also have Tailwind support by my side and I want Groudon to be able to work in Tailwind too. Moves: Well, I guess there is not too much to say about the moveset. Eruption is my favourite spread damage move: leading it with Liepard/Cresselia I'm able to put a lot of pressure on my opponent and shot a full power Eruption most of the times. Earth Power for the stab and the ability to kill uninvested Groudons and Flamethrower in order to have the Fire stab when I'm low on hp. I didn't choose another coverage move because it wouldn't have been as good as the second fire stab.
      Yveltal @ Life Orb  
      Ability: Dark Aura  
      Level: 50  
      EVs: 252 SpA / 4 SpD / 252 Spe  
      Timid Nature  
      - Dark Pulse  
      - Snarl  
      - Foul Play  
      - Protect  
      Reason why it is here: Third member of the core. Its speed and its natural bulk paired with its satisfactory damage output make it a very good choice even in a meta dominated by Xerneas and primals. Item: I chose Life Orb because it helps me getting kills I wouldn't get otherwise Ability: The only one it gets. Dark Aura is the reason of Yveltal being this strong. EVs: Since I'm running Life Orb I found useless to invest on bulk, so I went full offensive in order to maximize Snarl and Dark Pulse damage output. Nature: Yveltal needs to be as fast as possible in order to outspeed Primals and to tie with Xerneas that doesn't enjoy taking a Dark Pulse even if resisted (after Liepard's Fake Tears it takes about 70% damage). Moves: Yveltal has an immense movepool, so I found hard to choose what moves to discard. In the end I decided to go special. Dark Pulse is meant for damage and the chance to flinch the opponent is something I always like. Snarl is actually meant to lower SpA of primals but thanks to LO and Dark Aura it deals decent "chip" damage. Foul Play does massive damage to heavy physical attackers such as Groudon and Rayquaza (physical Rayquaza risks the OHKO if not megaevolved and gets knocked out if mega).
      Liepard @ Focus Sash  
      Ability: Prankster  
      Level: 50  
      EVs: 100 HP / 156 Def / 252 Spe  
      Timid Nature  
      - Fake Out  
      - Fake Tears  
      - Foul Play  
      - Encore  
      Reason why it is here: I was looking for the sixth member of my team and I decided to choose him thanks to its good sinergy with the team due to its wide support movepool. Item: Focus Sash is what I need in order to take extremely powerful attacks. Ability: I don't think Unburden and Limber are worth this slot. EVs: Full speed and bulk in order to take Kangaskhan's Double Edge after an Intimidate drop. Nature: Timid in order to maximize speed and to lower Foul Play damage dealt to me. Moves: Fake Out makes it a good lead member and also a good choice for the lategame, stopping attacks from powerful opponents. Fake Tears is preferred over Swagger because it doesn't rely on luck and has great sinergy with quite everyone on my team. Chip damage from Salamence's Hyper Voice after a Fake Tears drop becomes a pretty decent damage. Foul Play in order to avoid it being a Taunt bait and to let it do a decent damage output for a supporter. Encore is to scare people who try to use moves that shouldn't be used twice in a row. ->
      Mawile @ Mawilite  
      Ability: Intimidate  
      Level: 50  
      EVs: 252 HP / 252 Atk / 4 SpD  
      Brave Nature  
      IVs: 0 Spe  
      - Iron Head  
      - Play Rough  
      - Sucker Punch  
      - Protect  
      Reason why it is here: I decided to run double mega and as I got 3 fairy weaknesses I had to make up for them by running this mon. Item: In order to be a threat Mawile needs to megaevolve. Ability: Sheer Force is useless since I lose it as soon as I megaevolve, while Hyper Cutter would be pretty situational with Intimidate being not as popular as last year. EVs: There is no reason to run both Salamence and Mawile as they both are useless if they don't megaevolve, so I spread EVs in order for it to do its best in Trick Room. There's no reason not to maximize its damage output IMHO. Nature: Brave for damage and Trick Room Moves: Pretty standard set. I feel both stabs are needed with Play Rough being stronger this year thanks to all the Xerneas fooling around. Sucker Punch is needed to get the kill on weakened opponents while not inside Trick Room
      Cresselia (F) @ Mental Herb  
      Ability: Levitate  
      Level: 50  
      EVs: 220 HP / 188 Def / 100 SpD  
      Sassy Nature  
      IVs: 0 Spe  
      - Ice Beam  
      - Trick Room  
      - Skill Swap  
      - Helping Hand  
      Reason why it is here: I cannot run Mawile without speed control by my side. It also has great sinergy with Groudon making it immune to Ground-Type moves by swapping Levitate Item: I was pretty unsure about it. I wanted to go for Sitrus but I was scared of Taunt ruining my days. Ability: The only one it gets. Useful to swap to Groudon because it cancels its only weakness provided is weather is active. EVs: Don't know about it. A friend of mine gave me those EVs and they looked good. Nature: In order to maximize bulk and minimize speed for the Trick Room Moves: Ice Beam for chip damage. It gets the 2hko on Dragons that is not something I dislike. Trick Room in order to have speed control against opponent's tailwind or opponent's Trick Room and to let Mawile be actually a threat. Skill Swap to reset the weather and Helping Hand to help other mons deal decent damage. That's all about my team. What I struggle against the most is:
      -RayOgre: even if I build around a core that gave me trouble when I used to run RayOgre it still gives me trouble
      -Smeargle-Xerneas: sometimes I get out alive but sometimes I get stuck and my opponent does everything he/she wants
      -Bad luck: I often get into situations in which if opponent is very lucky it can steal the game out of my control and steal the win.
       
      Thank you for reading and I hope I get useful tips
    • A 2016 3rd Place Trick Room Team
      By Vonyc
      Hey everyone!
      Well, it's VGC 2016 and I'm still going to be running Trick Room (TR). I went to one PC at the beginning of the year and had an O.K. run. I went 2-2 and got 7 out of 12. Being the first PC of the year I wasn't too messed up about the loss, but i did learn from my mistakes. I went back and updated my team to better suit the meta-game at its current state. I'll go over my team building process of how i went from my old team to my current one.
       
      OLDER TEAMS

      I played with this team on showdown and it was terrible. I probably wasn't playing it correctly but yeah... I didn't like it so I went back to the drawing board

      This is the team i used in my first PC of this year. It was O.K., but I knew I could make it better and more effective for this format.
       
      CURRENT TEAM

      Rajah (Liepard) (F) @ Focus Sash  
      Ability: Prankster  
      Level: 50  
      Shiny: Yes  
      EVs: 252 Atk / 4 SpD / 252 Spe  
      Jolly Nature  
      - U-turn  
      - Encore  
      - Fake Out  
      - Knock Off
      So one thing that was really annoying me was the ever present Kangaskhan. I needed a mon that could Fake Out Kang and out-speed other pranksters. I decided to use a Focus Sash because Liepard is so frail and it would give me a possible chance to have an extra turn of Prankster shenanigans. Since she is so frail I didnt think investing EVs into HP was worth the loss in attack. I used a Jolly nature to maximize her speed to the fullest. Now I have this strategy called "the switch and pivot" (I don't know if this is actually already a thing lol). Basically I switch out the Pokemon in trouble and use U-turn to bring that same mon back into the fight. I usually do this when Cresselia or Kyogre is in trouble.

      Gargantis (Heracross-Mega) (M) @ Heracronite  
      Ability: Skill Link 
      Level: 50  
      EVs: 164 HP / 252 Atk / 92 Def  
      Brave Nature  
      IVs: 0 Spe  
      - Protect  
      - Pin Missile  
      - Rock Blast  
      - Arm Thrust
      Now if anybody knows where his nickname come from you are awesome and had a great childhood. So I decided to go with Heracross as my mega for the fact that it's a tank. Perfect for my team. Boasting 80 HP (eh), a powerful 185 Atk stat, 115 Def, and 105 SpD. All while having a a great 75 Spe stat. I don't know why I like him so much but he's served my team pretty well. Dealing heavy damage to Kyogre with Pin Missile:
      252+ Atk Mega Heracross Pin Missile (5 hits) vs. 4 HP / 0 Def Primal Kyogre: 170-210 (96.5 - 119.3%) -- approx. 93.8% chance to OHKO
      And Cresselia:
      252+ Atk Mega Heracross Pin Missile (5 hits) vs. 220 HP / 172 Def Cresselia: 240-280 (107.6 - 125.5%) -- guaranteed OHKO
      It even does surprisingly decent damage to Xerneas:
      252+ Atk Mega Heracross Rock Blast (5 hits) vs. 4 HP / 0 Def Xerneas: 110-130 (54.4 - 64.3%) -- guaranteed 2HKO
      This combination pairs well with Kyogre as he can hit hard with Origin Pulse/Water Spout and after Heracross has taken a chunk out of the opponent. Now I know what you're going to say "Close Combat is way better than Arm Thrust" and this is what I have to say to you all. You are right. It is better. The main reason I use it is to take on Kang or steel types. Here's a comparison:
      252+ Atk Mega Heracross Close Combat vs. 4 HP / 0 Def Mega Kangaskhan: 294-348 (162.4 - 192.2%) -- guaranteed OHKO
      252+ Atk Mega Heracross Arm Thrust (5 hits) vs. 4 HP / 0 Def Mega Kangaskhan: 190-240 (104.9 - 132.5%) -- guaranteed OHKO
      IT STILL OHKOs PEOPLE. That's all I need it to do and not getting the drop in my defenses is really nice. Anyways my opponents underestimate him and are always surprised by how much damage he puts out. I might change my Mega as the meta evolves but as of now I like the choice.

      Apollo (Ho-Oh) @ Leftovers  
      Ability: Pressure  
      Level: 50  
      Shiny: Yes  
      EVs: 204 HP / 8 Atk / 252 Def / 44 SpD  
      Relaxed Nature  
      IVs: 2 Spe  
      - Protect  
      - Recover  
      - Brave Bird  
      - Sacred Fire
      To replace Togekiss I decided to scrap Dialga and make Ho-Oh my second legendary on the team. After seeing the base stats on this thing I knew I had to have him on this team. While it would be nice to have Regenerator on Ho-Oh I'll keep this one until that day comes. I made the EV spread such so that it can take a Rock Slide from Primal Groudon mainly. But when testing it i found out i can survive alot of threats to my team. He can soak up the attacks that Heracross and Kyogre can't take and either heal up or hit back. I gave him 2 IVs in speed to outspeed my kyogre by 1 point, so that under TR Ho-oh can clean up whoever Kyogre leaves behind. Outside of TR Ho-Oh can take care of threats before hit gets to Kyogre.
       

      M.O.T.S. (Kyogre) @ Blue Orb  
      Ability: Drizzle  
      Level: 50  
      EVs: 172 HP / 84 Def / 252 SpA  
      Quiet Nature  
      IVs: 0 Spe  
      - Protect  
      - Ice Beam  
      - Origin Pulse  
      - Water Spout
      M.O.T.S. Master of the Sea, and it sure has the raw power to back that up. I noticed that Primal Groudon could still use Precipice Blades even in Heavy Rain so I wanted Kyogre to be able to survive the hit.
      252+ Atk Primal Groudon Precipice Blades vs. 172 HP / 84 Def Primal Kyogre: 108-127 (54.8 - 64.4%) -- guaranteed 2HKO
      Originally I didn't have Water Spout, I had Thunder. After missing Origin Pulse an ungodly amount of times I decided to give into the Water Spout hype. I still don't like Origin Pulse but it's needed when Kyogre is down on his luck.
       

      Tsar (Bronzong) @ Chesto Berry  
      Ability: Levitate  
      Level: 50  
      EVs: 244 HP / 12 Def / 252 SpD  
      Sassy Nature  
      IVs: 0 Spe  
      - Protect  
      - Gyro Ball  
      - Skill Swap  
      - Trick Room
      Now I originally had Dialga as my Steel TR setter but after going up against Xerneas and being able to do little to no damage after Geomancy I thought it was time to make a change. After running into multiple Xerneas + Smeargle leads and having nothing to answer it with I wanted to ensure TR was set up. Chesto is there to make sure that will happen. Since it has levitate and Kyogre is on the team I decided to invest into Special Def. And since Gyro Ball is based on speed investing into Attack is useless. 0 Speed IVs is to ensure Gyro Ball is as powerful as it can be. I sure Skill Swap to predict Groudon switch-ins or take away some of the more troublesome abilities such as Parental Bond or Gale Wings.
       

      Selene (Cresselia) @ Mental Herb  
      Ability: Levitate  
      Level: 50  
      EVs: 252 HP / 196 Def / 60 SpD  
      Sassy Nature  
      IVs: 4 Spe  
      - Ice Beam  
      - Skill Swap  
      - Trick Room  
      - Helping Hand
      In my area (Virginia) I'm known for my signature Pokemon being Camerupt but it's really Cresselia as I have her on literally all of my teams and she is amazing. Mental Herb is there to ensure Taunt doesn't affect my ability to get TR set up. As for the EV spread I developed it back in 2015 when ORAS came out to survive Shadow Ball from Mega Gengar and Knock Off from Bisharp. All throughout last season and even this season this spread has helped me tremendously.
      252 SpA Mega Gengar Shadow Ball vs. 252 HP / 60+ SpD Cresselia: 116-140 (51.1 - 61.6%) -- guaranteed 2HKO
      252- Atk Life Orb Dark Aura Yveltal Knock Off (97.5 BP) vs. 252 HP / 196 Def Cresselia: 190-226 (83.7 - 99.5%) -- guaranteed 2HKO
      4 Speed IVs are there to outspeed other Cresselia just in case you want to use Skill Swap that turn to I can have my weather up regardless.
       
      COMMON LEADS
       

      This is my most common lead. When the threat of taunt is evident I'll lead with these two. If I can see a fake out coming my way 8/10 times my opponent expects Kyogre to Protect to one thing I do is Helping Hand+Water Spout and let Cresselia take the hits. Alot of times Kyogre can OHKO most opponents with the sheer force of that combo. The next turn I usually go with TR + Protect lol
       

      This lead was specially developed for Xerneas+Smeargle leads. With this lead I can set up TR safely and let Xerneas Geomancy while Dark Void is used to put Bronzong to sleep as Kyogre Protects. The next turn I usually Water Spout and Gyro Ball the Smeargle to break the Focus Sash.
       
      THREATS

      My team only has one successful way to deal with Ferrothorn and that's Ho-Oh who is usually out when Kyogre is, making it hard to take out.

      With the powerful priority Brave Bird Talonflame doesn't care if TR is set up. My only strategy against it is to Skill Swap Gale Wings away.

      With access to Fake Out and Sucker Punch this big mamma also has no regard for TR. Again I usually try to either Skill Swap Parental Bond away or overpower her with strong attacks.

      Dragon Ascent can OHKO my Kyogre and Heracross as well as take huge chunks out of the rest of my team. All I can do to stop him is change the weather and take him out before he gets to me.
       
      CONCLUSION
      All in all I like this team. Trick Room is harder to pull off in this format and it takes alot of out smarting your opponent to win, but that's what I like about the game. I want to use what I want and I want to use my own abilities to outplay and defeat the opponent. If you have any input into how I can improve the team please let me know. Just know that I want to keep this a Trick Room based team.
       
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