So my favorite pokemon is whimsicott - that should be obvious from my profile. I found a post while lurking around the OU forums that used whimsicott as a support/trick room setter, and decided to try it out. Any advice is much appreciated, especially ev spreads - I have no clue what to do. Without further ado, here's the team!
Whimsicott @ Leftovers
Ability: Prankster
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Encore
- Trick Room
- Leech Seed
- U-turn
A bulky trick room setter with utility options. Even though whimsicott's bulk isn't the best, I've found some success using this as a late game cleaner with leftovers + leech seed, as well as a support option with encore that allows my other sweepers to break through. I decided on steel as a general tera type, especially without any good damaging move. No idea where to put my EVs, I honestly don't know what speed benchmark is crucial to hit with this mon, and where to allocate defensive EVS. I definitely want to keep him on the team (if possible), so all advice regarding my whimsicott build is welcome! Grass/fairy is also a pretty useful defensive type for pivoting, with crucial resistances to types like ground, water, and dark.
Hatterene @ Focus Sash
Ability: Magic Bounce
Tera Type: Ghost
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Dazzling Gleam
- Psychic
- Trick Room
- Healing Wish
My usual lead for most matchups, providing healing wish support for allowing my breakers a second shot. This set was copied from some trick room teams I've found, but its job is pretty simple - set trick room and die. I've never used gleam in any of my games so far, so moveset replacements for that would be great.
Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Normal
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Swords Dance
- Facade
- Headlong Rush
- Fire Punch
Pretty self-explanatory set, and the MVP of most games. It has dual STABs and fire punch to hit metal birds + balloon gholdengo. This sentence is here so I can get 3 sentences per mon.
Iron Hands @ Booster Energy
Ability: Quark Drive
Tera Type: Flying
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Supercell Slam
- Drain Punch
- Ice Punch
My secondary breaker of the team, with booster energy for initial power. I opted for Supercell Slam/Drain Punch over Wild Charge/Close Combat to help it function well outside of trick room, which is also why I'm not running minimum speed. Ice Punch and tera flying is to help against grounds.
Torkoal @ Choice Specs
Ability: Drought
Tera Type: Fire
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk
- Flamethrower
- Eruption
- Earth Power
- Solar Beam
Yet another breaker as well as a good counter for opposing weather teams. I opted for specs in order to secure OHKOs with eruption, as I don't usually use my other moves. Setting sun can be a blessing and a curse, as sun is invaluable against rain, sand, and veil - but I have trouble using it if at all against sun. Torkoal is usually my cleaner after resists have been removed, but against certain team structures this can be my first breaker.
Hoopa-Unbound @ Eject Pack
Ability: Magician
Tera Type: Dark
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Drain Punch
- Psychic
- Trick Room
My final breaker/trick room setter - this set is copied from the other RMT featuring this exact set. Eject pack + Hyperspace Fury allows Hoopa to gain momentum while setting trick room, and can sometimes even steal an item with Magician in the right circumstances. A bit of investment in spA allows for psychic to threaten some physical walls such as Great Tusk, and I've even won some games with this as my sweeper.
This team has been fairly inconsistent - I haven't even broken top 500 after many games, and range from the 1400s-1600s mark. Any teambuilding advice as well as playstyle tips would be great, thanks so much!
Whimsicott @ Leftovers
Ability: Prankster
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Encore
- Trick Room
- Leech Seed
- U-turn
A bulky trick room setter with utility options. Even though whimsicott's bulk isn't the best, I've found some success using this as a late game cleaner with leftovers + leech seed, as well as a support option with encore that allows my other sweepers to break through. I decided on steel as a general tera type, especially without any good damaging move. No idea where to put my EVs, I honestly don't know what speed benchmark is crucial to hit with this mon, and where to allocate defensive EVS. I definitely want to keep him on the team (if possible), so all advice regarding my whimsicott build is welcome! Grass/fairy is also a pretty useful defensive type for pivoting, with crucial resistances to types like ground, water, and dark.
Hatterene @ Focus Sash
Ability: Magic Bounce
Tera Type: Ghost
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Dazzling Gleam
- Psychic
- Trick Room
- Healing Wish
My usual lead for most matchups, providing healing wish support for allowing my breakers a second shot. This set was copied from some trick room teams I've found, but its job is pretty simple - set trick room and die. I've never used gleam in any of my games so far, so moveset replacements for that would be great.
Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Normal
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Swords Dance
- Facade
- Headlong Rush
- Fire Punch
Pretty self-explanatory set, and the MVP of most games. It has dual STABs and fire punch to hit metal birds + balloon gholdengo. This sentence is here so I can get 3 sentences per mon.
Iron Hands @ Booster Energy
Ability: Quark Drive
Tera Type: Flying
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Supercell Slam
- Drain Punch
- Ice Punch
My secondary breaker of the team, with booster energy for initial power. I opted for Supercell Slam/Drain Punch over Wild Charge/Close Combat to help it function well outside of trick room, which is also why I'm not running minimum speed. Ice Punch and tera flying is to help against grounds.
Torkoal @ Choice Specs
Ability: Drought
Tera Type: Fire
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk
- Flamethrower
- Eruption
- Earth Power
- Solar Beam
Yet another breaker as well as a good counter for opposing weather teams. I opted for specs in order to secure OHKOs with eruption, as I don't usually use my other moves. Setting sun can be a blessing and a curse, as sun is invaluable against rain, sand, and veil - but I have trouble using it if at all against sun. Torkoal is usually my cleaner after resists have been removed, but against certain team structures this can be my first breaker.
Hoopa-Unbound @ Eject Pack
Ability: Magician
Tera Type: Dark
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Drain Punch
- Psychic
- Trick Room
My final breaker/trick room setter - this set is copied from the other RMT featuring this exact set. Eject pack + Hyperspace Fury allows Hoopa to gain momentum while setting trick room, and can sometimes even steal an item with Magician in the right circumstances. A bit of investment in spA allows for psychic to threaten some physical walls such as Great Tusk, and I've even won some games with this as my sweeper.
This team has been fairly inconsistent - I haven't even broken top 500 after many games, and range from the 1400s-1600s mark. Any teambuilding advice as well as playstyle tips would be great, thanks so much!