Wednesday, July 13, 2011

Fast Room and Turbo Room Explanations - (4 VS 4 ONLY Not Intended for VGC 11)

I did not have time to put Turbo Room and Fast Room on this month's blog, so I am making another one. The last one I talked mostly about hax, even though all the hax really was just "random variables that add luck into the game". Fast Room and Turbo Room are different from what most people think. I will lump another kind of category of teamstyle into Turbo Room just because it is basically the same idea except with a tiny twist. And the very last things I will be talking about is the many different phazing combinations you can use to prevent Trick Room from setting up.

Fast Room Criteria:
  1. Trick Room Lead.
  2. Medium Speed Pokes (Faster than normal TR speed but slower than Tailwind pokes).
  3. Consistently Prevents TR from setting up, even Fake Out supporting a Trick Room ally, or Anger Powder.
  4. Needs to guarantee TR can be set up (excluding say flinch hax from Dark Pulse). For example, Sashed  Imprison Trick Room Shanderaa with Fake Out ally.
Fast Room Explanation:

Fast Room is supposed to solve the prediction problem of two Trick Room teams versus each other. In this dilemma, you do not know who will Trick Room or not Trick Room, so you are unsure of whether to Trick Room yourself or not. Fast Room basically counters their TR team without prediction, so TR is not a problem for it. Then it acts as a regular TR team and is meant to be faster than almost any foe for as long as TR is up. You want faster pokemon than the foe's TR team so that when you prevent their TR, you out-speed their whole team.

Turbo Room Criteria:
  1. Trick Room Lead/Snatch.
  2. Very High Speed Pokes (Faster than normal TR speed and also faster than Tailwind pokes).
  3. Consistently Prevents TR from setting up, even Fake Out supporting a Trick Room ally, or Anger Powder.
  4. Needs to guarantee TR can be set up (excluding say flinch hax from Dark Pulse). For example, Sashed  Imprison Trick Room Shanderaa with Fake Out ally. If TR is not used then Snatch needs to be used.
Turbo Room Explanation:

Turbo Room is meant to out-speed Tailwind teams and pokemon that have high speed in non-TW, non-TR. It normally does not want TR up because it normally is comprised of 3 really fast pokemon with a bulky TR ally that is ensuring you always get a speed advantage. It is essentially the rudder of the ship (metaphorically speaking). All the bulky TR user does is make sure the allies get the speed advantage, and it is basically a supporting pokemon with an emphasis on ensuring your allies out-speed the foes =P.

Now basically you shouldn't even care if the foe happens to get up Tailwind. If they happen to get one up, you should be glad, not distraught; because they just made a foolish move. You can just TR to gain the speed advantage even with your super fast pokemon, since Tailwind makes them half  as slow when TR is up. It basically doubles speed outside of TR, but when TR is up, it would be like if a plane got a headwind, so now it is like the wind is pushing against them, not helping them go faster.

Example of a Fast Room lead pasted from exported text:
  1. Zuruzukin (M) @ Chople Berry
Trait: Earthquake Spiral
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature (+Atk, -SAtk)
- Fake Out
- Drain Punch
- Crunch
- Detect
Shandera (M) @ Focus Sash
Trait: Flash Fire
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Heat Wave
- Shadow Ball
- Imprison
- Trick Room

Examples of Turbo Room teams pasted from exported text:

  1. Aakeosu (M) @ Flight Jewel
Trait: Weak-kneed
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Fast Guard
- Protect
- Rock Slide
- Acrobat
Mushaana (M) @ Mental Herb
Trait: Synchronize
EVs: 252 HP / 144 Def / 36 SAtk / 76 SDef
Relaxed Nature (+Def, -Spd)
- Helping Hand
- Psychic
- Trick Room
- Imprison
Urugamosu (M) @ Focus Sash
Trait: Flame Body
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Anger Powder
- Bug Buzz
- Heat Wave
- Protect
Terakion @ Chople Berry
Trait: Justice Heart
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Holy Sword
- Rock Slide
- Protect
- Helping Hand


2.  TheBest (Reparudasu) (M) @ Focus Sash
Trait: Limber
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Fake Out
- Assurance
- Encore
- Snatch
2ndBest (Sazandora) (M) @ Dragon Jewel
Trait: Levitate
EVs: 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Dark Pulse
- Draco Meteor
- Roar
- Protect
3rdBest (Terakion) @ Chople Berry
Trait: Justice Heart
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Rock Slide
- Protect
- Helping Hand
4thBest (Shandera) (M) @ Choice Scarf
Trait: Flash Fire
EVs: 60 HP / 252 SAtk / 196 Spd
Modest Nature (+SAtk, -Atk)
- Heat Wave
- Hidden Power [Ice]
- Overheat
- Shadow Ball

As you can see, both are offensive and prevent Trick Room if need be. They also outspeed Tailwind Pokes before Tailwind is up.

Now I will list phazing combinations that prevent Trick Room from setting up, some of which are not guaranteed, but if they are not guaranteed I will mention them.

Spore with Morobareru is the only non-perfectly reliable Trick Room counter, along with a few others that might you know, die to random variables but always work otherwise.

Ghost Type Imprison Trick Room works every time unless the foe uses a multi-hitting SE move on your Shanderaa. I say Ghost type to show you the fact that it is immune to Fake Out, thus you don't need ally support to deal with Fake Out. Rock Blast Iwasiperu/Gigaisu is one way to kill Shanderaa and then set up Trick Room with your ally.

Whirlwind/Roar are basically the same exact thing, except Whirlwind hits Soundproof and Roar does not. And since no Soundproof users are in VGC 2011, we will see Roar and Whirlwind as exactly equal.These moves switch the the foe's Trick Room user out before he/she can get TR up.

Fast Guard Is one move used to beat the Fake Out Trick Room combination. Normally it is very bad but you can use it in extraordinary circumstances, in order to prevent TR from being set up by the foe.

Fake Out is one way to beat a Fake Out TR foe. You outspeed the foe and Fake Out him before he can Fake Out you and then your ally deals with the other foe who isn't the Fake Out user, the Trick Room user.

Dragon Tail affects ghosts unlike Overhead Throw, which is why I left OT out. Basically Dragon Tail is like a Roar except with some power and 10 less accuracy.

Now I will list all the possible combinations to use to consistently beat Trick Room:
  1. Fake Out Whirlwind
  2. Fake Out Roar
  3. Fake Out Spore - Loses to Lum Berry TR with Anger Powder Ally
  4. Fake Out Dragon Tail
  5. Fast Guard Whirlwind - Loses to Anger Powder TR
  6. Fast Guard Roar - Loses to Anger Powder TR
  7. Fast Guard Dragon Tail - Loses to Anger Powder TR
  8. Fast Guard Spore - Loses to Anger Powder or Lum TR user
  9. Fast Guard Imprison Trick Room - (Since Fast Guard goes before Imprison, Snatch Steals the Fast Guard, which makes Imprison work everytime unless the foe uses Imprison first).
  10. Whirlwind Spore - Loses to Anger Powder/Fake Out plus Lum ally.
  11. Roar Spore - Loses to Anger Powder/Fake Out plus Lum ally.
  12. Whirlwind Roar
  13. Whirlwind Dragon Tail
  14. Whirlwind Whirlwind
  15. Spore Spore - Lose to Lum Berry or Anger Powder.
  16. Ghost Imprison Trick Room - Loses to Snatch or faster Imprison (But a Trick Room team never will use a faster Imprison user, however it is possible).
  17. Anger Powder Imprison Trick Room - Loses to Snatch
  18. Anger Powder Whirlwind - Loses to Anger Powder
  19. Anger Powder Roar- Loses to Anger Powder
  20. Anger Powder Spore - Loses to Anger Powder/Lum Berry
  21. Anger Powder Dragon Tail - Loses to Anger Powder
Notice how I didn't include Taunt. Mental Herb has a chance to beat Taunt, therefore Taunt is unreliable and if you use it and it works, you just got lucky since the foe could very well use that item. Also most of these lose to Mischievous Heart Trick Room because it has 1 more priority and Erufuun has high speed, I just didn't list it since it was Repetitive. Also even things that always prevent TR doesn't mean it beats TR. After You Trick Room also is gimmicky but you may have trouble preventing that without Fake Out, or if they double protect first turn then After You 2nd turn, that would be hard to beat. What if when you double Whirlwind, they go all out offense and don't use TR first turn? Think about it. Nothing is perfectly reliable in pokemon; most of it is prediction and knowing how the game works.

Now I will list every single pokemon that gets phazing moves just to save you guys time:

Dragon Tail:
  1. Archeops
  2. Eelektross
  3. Haxorus
  4. Hydreigon
  5. Krookodile
  6. Samurott
  7. Scrafty
Fake Out:
  1. Kojondo
  2. Reparadasu
  3. Zuruzukin
Fast Guard:
  1. Aakeosu
  2. Dageki
  3. Kobauron
  4. Kojondo
  5. Shubargo
  6. Terakion
Imprison TR:
  1. Desukan
  2. Kokoromori
  3. Mushaana
  4. Oobemu
  5. Rankurusu
  6. Shanderaa
Roar:
  1. Aakeosu
  2. Birijion
  3. Enbuoo
  4. Hihidaruma
  5. Kobauron
  6. Karimugan
  7. Muurando
  8. Ononokusu
  9. Sazandora
  10. Shibirudon
  11. Stoutland
  12. Terakion
  13. Tsunbeaa
  14. Warubiaru
  15. Zoroark
  16. Zuruzukin
Spore:
  1. Amoonguss
Whirlwind:
  1. Barujiina
  2. Shinbora
  3. Uooguru
  4. Urugamosu
I left off some of the pokemon in Isshu that could learn the moves just because they are either Pre-evolutions or just really low-tier pokemon you never want to use. However I added in a lot of not super-low tier guys such as Enbuoo which may be bad but some people think it is usable.