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- Give it recovery or protect.
OR
- Give it a hidden ability where it takes recoil damage from every move and is thus powerful but on a limited . Call it careless or something.
It's actually a pretty damned good option for a mixed trick room team in doubles or triples. First off, it has access to wide guard which means it's not completely obsolete during the first turn. Secondly, it's slow enough to move early during its slow start after trick room and powerful enough to grab a few OHKOs, but if it can be kept alive with heal pulse or wish/ally switch support it is fast and bulky enough to last at least a couple of turns at minimum speed investment once slow start and trick room fade out.