After playing a lot more and learning the ropes, I decided it was time to abandon Starmie (*sniff*) and put together an actual competitive team. I wanted to build around a defined strategy instead of just assembling synergistic good stuff (I love combo and control and hate midrange in Magic and Hearthstone, for example). Mawile + Trick Room Porygon2 looked right down my alley, so I decided to build from there. I refrained from completely building around Trick Room though, since that seems too one-dimensional and easily countered.
I started this team a bit over a month ago. I've tweaked the moves and items a bunch since then, but the 'mons themselves have mostly stayed intact. The only exception is Azumarill, which was initially Rocky Helmet Gyarados.
I occasionally break into the lower 1700s on cart BSS with this team, but usually hover around low-mid 1600s.
Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Play Rough
- Sucker Punch
- Swords Dance
- Knock Off
This seems to be the standard Mawile template, and it’s mostly been working well.
I’ve thought about running Fire Fang over Knock Off since I otherwise don’t have any fire moves on the team, but Knock Off has been amazing so often that I’m reluctant to make the switch. Fire Fang would help a lot against Scizor, Ferrothorn, and other Mawiles; I haven’t necessarily had trouble beating them, but they’ve occasionally forced awkward decisions.
Porygon2 @ Eviolite
Ability: Download
EVs: 244 HP / 12 Def / 252 SpA
Quiet Nature
- Trick Room
- Shadow Ball
- Ice Beam
- Tri Attack
I have a feeling I too often bring Porygon2 along when I shouldn’t. The biggest problem has been situations in which Porygon2 is walled but not killed soon enough for others to utilize Trick Room and switching something in is very risky. This often happens with Calm Mind Sylveon / Suicune and SpDef Talonflame. (It doesn’t help that Suicune’s Scalds seem to have a 100% burn rate against Mawile.)
One thing that's been great is that many seem to assume it's a defensive Porygon2 and go through the effort of swapping and applying Toxic. Meanwhile I make a Trick Room and start zapping things.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
Choice Band Azumarill is strong under normal circumstances and Trick Room makes it even more threatening. It also happens to be good against the Fire and Ground stuff that Mawile dislikes!
I chose Superpower over Knock Off because Mawile already has it and the coverage against Steel is useful. If Mawile runs Fire Fang instead, Knock Off goes here.
Assault Vest was Azumarill's item for a long time and that was good too; I’m still not 100% sure Choice Band is better. Can’t complain about Play Rough having OHKO on Sylveon and Aqua Jet having greater revenge killing power, though.
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power Ice
- Taunt
I next looked for a Taunt user to bring against the various nonsense you run into on BSS. Offsensive Thundurus fits the bill well - it blanks Earthquakes, OHKOs some common ground-types, and Prankster-TWave plays nicely with Mawile when I can’t get/keep a Trick Room up. He’s become my most common lead.
Hippowdon is an awkward matchup that comes up frequently. Thundurus gets the 2HKO with HP Ice against physically defensive variants and 3HKO on specially defensive, but both cases usually mean Yawn triggers and subsequently Thundurus gets rekt. I’m usually fine with the trade since Hippowdon’s an obstacle for much of the rest of my team, but this situation is common and annoying enough that I’m considering running Grass Knot over Taunt.
Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Swords Dance
- Rock Tomb
I don’t use Garchomp often; just when I think Earthquake will be necessary (mainly Mega Manectric) or if I think I’ll need to answer something with Swords Dance + Sash trigger -> hurt things. The usual Sash -> Outrage against dragons is nice too, but pretty much the entire team is already good against dragons so that’s not an important contribution.
Every so often I use Trick Room to make Garchomp move first against Greninja or Mega Blaziken/Manectric/Gengar and it’s hilarious.
I don’t run into Breloom often, but my solutions to it are poor so I’ve been thinking about using Lum Berry or replacing Swords Dance with Sleep Talk. A bulky Rocky Helmet build to swap into Kangaskhan or Talonflame is attractive too.
Gengar @ Gengarite
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Destiny Bond
- Will-O-Wisp
- Hex
- Sludge Bomb
Sometimes their entire team is good against my Plan A consisting of Mawile + Porygon2. In those cases I just bring Gengar and some combination of Thundurus, Azumarill, and Garchomp and hope to ride their raw power to victory. I’ll also sometimes bring Gengar along with Mawile despite “wasting” its item slot to burn Kangaskhan or blank predicted High Jump Kicks aimed at Porygon2.
If I feel like changing things up, I’ll instead run a standard Mega Charizard X or Mega Kangaskhan here to make their decision-making at team select a bit more difficult, but I haven’t found anything to be truly useful more often than Gengar.
tl;dr:
- I'm happy-ish with this team right now and it's performing fairly well, but there are some minor issues and I'm sure there are things I'm missing or good tweaks to be made.
- Fire Fang vs. Knock Off on Mawile? Without Fire Fang, no direct fire damage on the whole team.
- How good is Grass Knot on Thundurus?
- Which Garchomp variant fits my team best?
- Breloom is a bit tough to deal with.
- Might there be a better backup mega-evolution than Gengar? Well, I guess it doesn't even strictly need to be a mega-evolution, just something for when Mawile isn't good.
- I'm not married to any specific team members other than Mawile + a Trick Room user and am open to any changes that would help.