Introduction
The idea of this team was sparked when me and some of my buddies had a competition to see which could get higher on the ladder with a specific type, and that type was ghost. While my friends opted for more of a balance type mono ghost, I decided that trick room would be the optimal archetype for laddering. Let’s hop into the team
Teambuilding Process
When I went to building for this team, alolan marowak was a staple to trick room, due to its ability to abuse trick room and it’s limited switch ins could cause opponents to struggle trying to break.
Mimikyu is an exceptional trick room setter, as it’s ability disguise allows it to set up trick room safely against opponents.
Next is our rocker for the team and second trick room abuser. Stealth rock on mono ghost significantly enhance matchups that have rapid spin as their hazard control.
Jellicent provides us with a second trick room setter. With jellicent’s relative bulk and access to recovery, ghost finds itself a second reliable trick room setter.
Doublade is our third trick room abuser and with solid typing and access to Eviolite, Doublade functions well under the trick room.
Mega banette gives us a third trick room setter, also supporting the team with moves such as knock and Will-o-Wisp.
The Team
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Shadow Bone
- Swords Dance
- Low Kick
This Pokémon is a staple on trick room due to its immense attack thanks to its held item thick club. Marowak serves as a late game sweeper, with the help of its teammates, marowak can clean up weakened teams and often times can punch holes in a team early in the game. Flare blitz is a nuke on anything that doesn’t resist it. Shadow bone is it’s second stab, and is there to hit anything that flare blitz does not. I opted for a low kick variant due to its power to OHKO mons that would otherwise live it’s stabs, such as Tyranitar, Heatran, and Hydreigon. Sd is in its fourth slot to help break down walls such a toxapex and mandibuzz, that could otherwise handle marowak.Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Shadow Bone
- Swords Dance
- Low Kick
Mimikyu @ Mimikium Z
Ability: Disguise
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Play Rough
- Shadow Claw
- Shadow Sneak
Golurk @ Life Orb
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Fire Punch
- Ice Punch
- Stealth Rock
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 22 Spe
- Trick Room
- Recover
- Giga Drain
- Taunt
Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Iron Head
- Shadow Claw
- Swords Dance
- Sacred Sword
Banette-Mega @ Banettite
Ability: Frisk
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Will-O-Wisp
- Knock Off
- Destiny Bond
Max Special Defense set allows us to live attacks from notable breakers such as fire blast Mega Charizard-Y, Expert Belt Hydreigon and Specs Meloetta.
Conclusion
Thank you so much for taking the time to read this RMT. Of course I’m accepting to all suggestions to make this team better.
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Shadow Bone
- Swords Dance
- Low Kick
Mimikyu @ Mimikium Z
Ability: Disguise
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Play Rough
- Shadow Claw
- Shadow Sneak
Golurk @ Life Orb
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Fire Punch
- Ice Punch
- Stealth Rock
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 22 Spe
- Trick Room
- Recover
- Giga Drain
- Taunt
Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Iron Head
- Shadow Claw
- Swords Dance
- Sacred Sword
Banette-Mega @ Banettite
Ability: Frisk
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Will-O-Wisp
- Knock Off
- Destiny Bond
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Shadow Bone
- Swords Dance
- Low Kick
Mimikyu @ Mimikium Z
Ability: Disguise
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Play Rough
- Shadow Claw
- Shadow Sneak
Golurk @ Life Orb
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Fire Punch
- Ice Punch
- Stealth Rock
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 22 Spe
- Trick Room
- Recover
- Giga Drain
- Taunt
Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Iron Head
- Shadow Claw
- Swords Dance
- Sacred Sword
Banette-Mega @ Banettite
Ability: Frisk
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Will-O-Wisp
- Knock Off
- Destiny Bond
Replays:
http://replay.pokemonshowdown.com/gen7monotype-947049920 (Dragon)
http://replay.pokemonshowdown.com/gen7monotype-947642268 (Ground)
http://replay.pokemonshowdown.com/gen7monotype-947654295 (Dark)