Dallas Regionals 2020 – My Team

Hi everyone! I am going to discuss the team I used for Dallas Regionals 2020, I know it has been a couple weeks since but I spent a long time designing this team (about 500 hours of gameplay). This team got me 266th out of 549 masters.

The team mainly relies on setting trick room, but was also effective if trick room wasn’t able to be activated.

Imp the Grimmsnarl! One of the best screen setters in the game! Light clay as item to extend the screens. Prankster ability is the best ability for Grimmsnarl, grants priority for non-damaging moves. Taunt came in handy against other set-up mons to force them to attack. The last slot was up for debate for a while. Originally I had play rough to maximize damage from its fairy type, it then switched to its signature move Spirit Break which lowers the foe’s special attack stat by one stage. This wasn’t working out too well, so I ended up going with Foul Play which power depends on the foe’s attack stat. This came in handy against belly drum opponents and physical based Dragapult. Max HP was for surviving some hits.

Image result for grimmsnarl

Imp (Grimmsnarl) (M) @ Light Clay  
Ability: Prankster  
Level: 50  
EVs: 252 HP / 252 Atk / 4 SpD  
Adamant Nature  
IVs: 0 Atk  
- Taunt  
- Reflect  
- Foul Play  
- Light Screen  

THICCC the Mudsdale! The most important member on my team! Assault vest for that extra special defense buff. Stamina over OwnTempo since I tend to play the long game and it increases defense by one stage every time it’s hit with a move. This is also my go to dynamax. Max HP for bulk, max attack for damage output. 0 speed IV for trick room. High horsepower for STAB, heavy slam for fairies, closecombat for snorlax and rockslide for rock on Togekiss and flinch chances.
THICCC (Mudsdale) (M) @ Assault Vest  
Ability: Stamina  
Level: 50  
EVs: 252 HP / 252 Atk / 4 SpD  
Brave Nature  
IVs: 0 Spe  
- High Horsepower  
- Heavy Slam  
- Close Combat  
- Rock Slide  

Hat Lady the Hatterene! The best of special attackers in game. 136 base special attack stat maxed out at 206 at level 50. Quiet nature to lower speed and boost special attack. HP for bulk, which at this point you would notice my team is very much on the bulky side. 0IV in speed for trick room and 0 attack to mitigate foul play damage. Focus sash for surviving a hit and having a better chance of setting up trick room. One of two trick potential trick room setters on the team. Dazzling Gleam and Psychic for STAB. The last slot I had originally thougth about mystical fire, but I have another Pokémon on my team that takes care of fire type moves, I have decided with Giga drain as a good counter to gastrodon and rotom-wash.
Image result for hatterene
Hat Lady (Hatterene) (F) @ Focus Band  
Ability: Magic Bounce  
Level: 50  
EVs: 252 HP / 252 SpA / 4 SpD  
Quiet Nature  
IVs: 0 Atk / 0 Spe  
- Trick Room  
- Dazzling Gleam  
- Psychic  
- Giga Drain  

Smoke the Torkoal! The secret late game sweeper. Torkoal has been slept on by a lot, its massive 140 base special attack, with max spa, charcoal, hasrh sunlight (Drought ability) and STAB from Eruption deals a lot of damage including to resisting types. 0atk and 0speed iv’s for the same reason as Hatterene and max HP IV’s for the bulk. Eruption for STAB and full health and Heat Wave for when HP is hindered with a chance of burn. Drought setting up the sun for a one turn Solar Beam to counter ground/rock and water types and earth power for coverage.
Smoke (Torkoal) (M) @ Charcoal  
Ability: Drought  
Level: 50  
EVs: 252 HP / 252 SpA / 4 SpD  
Quiet Nature  
IVs: 0 Atk / 0 Spe  
- Eruption  
- Solar Beam  
- Heat Wave  
- Earth Power  

ArmStrong the Conkeldurr! Another pokemon with a ridiculous stat, 140 base attack stat and max attack with positive nature reaches 211 at level 50. Life orb for an added boost in attack power. Iron fist ability boost the power of punching moves, which all four of its moves are. Mach Punch for priority, ice punch and thunder punch for coverage, drain punch for STAB and HP regeneration. Max HP for bulk. Base 45 speed is slow enough for TR, so brave nature for slower speed, 0IV for the same reason.
ArmStrong (Conkeldurr) (M) @ Life Orb  
Ability: Iron Fist  
Level: 50  
EVs: 252 HP / 252 Atk / 4 Def  
Brave Nature  
IVs: 0 Spe  
- Mach Punch  
- Ice Punch  
- Drain Punch  
- Thunder Punch  

Ring the Bronzong! Last but not least, a very important support to the team. Bronzong has been a great teammate for best of three games where I won’t reveal its complete move-set right away. This is the second trick room setter in the team. Gyro ball for stab and damage. Safeguard came in handy to protect Mudsdale from will-o-wisp or scald burns. Max HP and Defense as it is my wall. Leftovers for HP recovery every turn. Ally Switch was the most useful in the third game as it would through them off and could get me a turn one knockout with my mudsdale.
Ring (Bronzong) @ Leftovers  
Ability: Levitate  
Level: 50  
EVs: 252 HP / 252 Def / 4 SpD  
Relaxed Nature  
IVs: 0 Spe  
- Trick Room  
- Gyro Ball  
- Ally Switch  
- Safeguard





Here is a the Rental Code if you want to try my team out!

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