Hello all, this is my first post and as something of a newcomer to competitive play, I'd appreciate feedback on one of my first efforts at teambuilding, the team centers around getting trick room up safely and then dishing out as much damage as possible with Kyogre and Glastrier, so, without further ado.
Kyogre @ Mystic Water
Ability: Drizzle
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Water Spout
- Ice Beam
- Thunder
- Protect
Kyogre is the team's nuke, being slower than virtually any non trick-room team restricted mon and faster than trick room's premier choices, which usually gives it a chance to either get a huge water spout off as from the lead as the opponent set trick room, or come in mid to late game to clean house, seeing how it's usually able to pull of at least a Water Spout at full health, I found the bolt-beam coverage was more valuable than a secondary STAB move.
Mimikyu @ Babiri Berry
Ability: Disguise
Level: 50
EVs: 252 HP / 124 Def / 132 SpD
Sassy Nature
IVs: 0 Spe
- Play Rough
- Shadow Claw
- Will-O-Wisp
- Trick Room
The trick room setter of choice, Mimikyu's wonderful ability gives it an extra safety net to get the trick ballroom rolling, will-o-wisp shuts down physical sweepers, which proves specially useful against opossing trick room (and Glastrie's/Calyrex Ice tendency of wanting to switch in as trick room goes up), while dual STAB gives him a way to (admiteddly somewhat lightly) pressure the oposition, with Fairy and Ghost being such wonderful offensive types.
Amoonguss @ Coba Berry
Ability: Effect Spore
Level: 50
EVs: 252 HP / 108 Def / 148 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Clear Smog
- Foul Play
- Spore
- Rage Powder
A premier redirector and sleep inducer, Amoongus is wonderful as the extra help Mimikyu could need as a trick room setter, as well as a sturdy annoyance for the opponent, Clear Smog disrupts the ever dangerous set-up sweepers, while being specially valuable in the current meta due to dynamax's multiple status raises (and the ocassional side smog for status drops), while Foul Play pressures the many dark-weak mons of the meta, while being a good source of damage against most of the physical offensive threats.
Glastrier @ Weakness Policy
Ability: Chilling Neigh
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Icicle Crash
- Close Combat
- High Horsepower
- Protect
The trick room monster himself, pretty standard set, while my team has no way of manually activating policy, Glastrier's sheer intimidation factor on trick room usually means your opponent wants it down as quickly as possible, as ignoring it is simply not an option because of its potential to just snowball and dismantle teams, that tends to mean super effective hits, and this icy horse's bulk is no joke, usually getting at least a turn of policy (and potentially chilling neigh) boosted damaged, wich is usually more than enough for blowing the right hole in the opponent's team.
Incineroar @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 220 HP / 44 Atk / 76 Def / 168 SpD
Sassy Nature
- Flare Blitz
- Darkest Lariat
- Fake Out
- Snarl
Arguably the best-non restriced of the format, Incineroar continues to be the swiss army mon, excelling at assisting your team get you in the best possible position, this set focuses on his survability while giving him a bit of an offensive presence, being more specially defensive and being a general annoyance with snarl.
Gigalith @ Rocky Helmet
Ability: Sand Stream
Level: 50
EVs: 244 HP / 252 Atk / 12 SpD
Brave Nature
IVs: 0 Spe
- Iron Defense
- Body Press
- Rock Slide
- Earthquake
An emergency weather setter to handle sun, allowing Kyogre the safety of waiting on the wings, as well as a bulky physical wall to most things not named Zacian, who still won't appreciate going against it in trick room, while being surprisingly sturdy on the special side thanks to the sandstorm, Gigalith provides the invaluable earthquake + rock slide combo, while Iron Defense + Body Press give it a path to becoming a valuable late game wincon if its checks are removed, a surprisingly valuable adition to the team.
So, that's the team, any feedback is greatly appreciated, have a lovely day y'all.
Kyogre @ Mystic Water
Ability: Drizzle
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Water Spout
- Ice Beam
- Thunder
- Protect
Kyogre is the team's nuke, being slower than virtually any non trick-room team restricted mon and faster than trick room's premier choices, which usually gives it a chance to either get a huge water spout off as from the lead as the opponent set trick room, or come in mid to late game to clean house, seeing how it's usually able to pull of at least a Water Spout at full health, I found the bolt-beam coverage was more valuable than a secondary STAB move.
Mimikyu @ Babiri Berry
Ability: Disguise
Level: 50
EVs: 252 HP / 124 Def / 132 SpD
Sassy Nature
IVs: 0 Spe
- Play Rough
- Shadow Claw
- Will-O-Wisp
- Trick Room
The trick room setter of choice, Mimikyu's wonderful ability gives it an extra safety net to get the trick ballroom rolling, will-o-wisp shuts down physical sweepers, which proves specially useful against opossing trick room (and Glastrie's/Calyrex Ice tendency of wanting to switch in as trick room goes up), while dual STAB gives him a way to (admiteddly somewhat lightly) pressure the oposition, with Fairy and Ghost being such wonderful offensive types.
Amoonguss @ Coba Berry
Ability: Effect Spore
Level: 50
EVs: 252 HP / 108 Def / 148 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Clear Smog
- Foul Play
- Spore
- Rage Powder
A premier redirector and sleep inducer, Amoongus is wonderful as the extra help Mimikyu could need as a trick room setter, as well as a sturdy annoyance for the opponent, Clear Smog disrupts the ever dangerous set-up sweepers, while being specially valuable in the current meta due to dynamax's multiple status raises (and the ocassional side smog for status drops), while Foul Play pressures the many dark-weak mons of the meta, while being a good source of damage against most of the physical offensive threats.
Glastrier @ Weakness Policy
Ability: Chilling Neigh
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Icicle Crash
- Close Combat
- High Horsepower
- Protect
The trick room monster himself, pretty standard set, while my team has no way of manually activating policy, Glastrier's sheer intimidation factor on trick room usually means your opponent wants it down as quickly as possible, as ignoring it is simply not an option because of its potential to just snowball and dismantle teams, that tends to mean super effective hits, and this icy horse's bulk is no joke, usually getting at least a turn of policy (and potentially chilling neigh) boosted damaged, wich is usually more than enough for blowing the right hole in the opponent's team.
Incineroar @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 220 HP / 44 Atk / 76 Def / 168 SpD
Sassy Nature
- Flare Blitz
- Darkest Lariat
- Fake Out
- Snarl
Arguably the best-non restriced of the format, Incineroar continues to be the swiss army mon, excelling at assisting your team get you in the best possible position, this set focuses on his survability while giving him a bit of an offensive presence, being more specially defensive and being a general annoyance with snarl.
Gigalith @ Rocky Helmet
Ability: Sand Stream
Level: 50
EVs: 244 HP / 252 Atk / 12 SpD
Brave Nature
IVs: 0 Spe
- Iron Defense
- Body Press
- Rock Slide
- Earthquake
An emergency weather setter to handle sun, allowing Kyogre the safety of waiting on the wings, as well as a bulky physical wall to most things not named Zacian, who still won't appreciate going against it in trick room, while being surprisingly sturdy on the special side thanks to the sandstorm, Gigalith provides the invaluable earthquake + rock slide combo, while Iron Defense + Body Press give it a path to becoming a valuable late game wincon if its checks are removed, a surprisingly valuable adition to the team.
So, that's the team, any feedback is greatly appreciated, have a lovely day y'all.