Gen VI OU Guide to Trick Room [GP 0/2]

LINK HERE FOR THE ACTUAL ONE (written by Unfixable) AS THIS ONE HAS ISSUES

Gen VI OU Guide to Trick Room

Brought to you (along with terrible nicknames) by: Mango Smoothie

Trick Room Mechanics and Basic Information:
- Trick Room has lowest Priority of all moves (-7), so you will always move last setting it up.
- Trick Room lasts for 5 turns, the first being the turn it is set up.
- Under Trick Room, the slowest pokemon of a priority bracket moves first.

ex: Reuniclus vs Bisharp. Reuniclus chooses Focus Blast, Bisharp chooses Knock Off. Since the moves are in the same priority bracket, the Reuniclus moves first because it is slower.
- Under Trick Room, Priority still applies (1), but the slowest user of that priority goes first (2)
ex 1: Reuniclus vs Bisharp. Reuniclus chooses Focus Blast, Bisharp chooses Sucker Punch. Since Sucker Punch is higher priority than Focus Blast, Bisharp moves first.
ex 2: Conkeldurr vs Bisharp: Conkeldurr chooses Mach Punch, Bisharp Chooses Sucker Punch. Since both moves are in the same priority bracket (+1), Conkeldurr moves first because he is slower.

Trick Room Playstyle:
While the Trick Room may be somewhat tailored to fit a personal preferred style, Trick Room teams generally come with a purpose: Set up Trick Room and be able to effectively use it. Trick Room is considered to be a cross of Hyper-Offense and Bulky Setup, since under Trick Room the team will most likely be firing off attacks indiscriminately while investing heavily in HP for general bulk in order to survive a hit while Trick Room is not set. You will likely need to set up Trick Room several times a match, as well as be able to play adequately while Trick Room is not present.

What to Keep in Mind While Trick Room Teambuilding:
1. Have a dark/ghost resist (or two). Odds are at least 2 members of your team are going to be weak to one of these types, so it is an absolute must to have a pokemon capable of switching into dark/ghost-type attacks. Otherwise you may just find yourself swept repeatedly by Aegislash or Bisharp.

2. Choose Pokemon who can handle prominent OU offensive and defensive threats like Rotom-W, Talonflame, Mega-Venusaur, Mega-Zard X and Y, Aegislash, Chansey, and Mega Pinsir. These pokemon are ever-present in OU, and you will likely need to deal with them often. On a similar note, don’t pick pokemon who make you weak to these pokemon. If BirdSpam is capable of sweeping your entire team unboosted, you may want to consider changing a member or two.

3. Choose Pokemon who can function well both inside and outside of Trick Room. This can range from something designed to outspeed certain pokemon without Trick Room but outspeed others under it (What I will call an Intermediate-speed sweeper), or pokemon like Conkeldurr who can be used without Trick Room. Make sure your team members are bulky enough to take hits. DO NOT pick pokemon who are absolute dead weight outside of Trick Room, this will hurt your team’s viability because Trick Room has a generally short timer it runs on. Rampardos is a bad pick because while Base-165 Attack looks nice, it's got terrible defenses and will not survive more than one unboosted hit.

4. Pick setters with offensive potential, and avoid choosing setters with the same type. It is not suggested to choose pokemon like Carbink because it is setup bait for almost any pokemon capable of dealing damage, and is dead weight outside of Sturdy Trick Room setup.

5. Have a pokemon capable of setting hazards (at least stealth rocks). Hazards are extremely important on any team, and turn 2HKO’s into OHKOs, and notably take a huge chunk out of Talonflame, Charizard, and M-Pinsir. This includes pokemon like Heatran, Tyranitar, and Ferrothorn. On a similar note, avoid pokemon weak to hazards, as you will likely not have room for defog/rapid spin support, and hazards can easily wear down your pokemon as you switch between sweeper and setter.

6. Have at least one pokemon who does not need Trick Room support to function. Ideally your team should be able to function with minimal Trick Room support, but this is oftentimes not the case as getting outsped by every pokemon in existence bar Shuckle is going to cost you the game more often than not. This is generally a late-game sweeper/cleaner like ScarfChomp, who comes in once your opponent's team is sufficiently weakened and your setters are incapable of coming in again. Other options include Dragonite, Landorus-I, Mega Pinsir, and Talonflame.


Speed and Trick Room:
As Trick Room makes use of slower pokemon, there is a limit to how fast a pokemon should be in order to function under Trick Room. Giving a pokemon 0IVs and a -Speed nature isn't automatically going to give it 'Trick Room' speed. Base-80 speed is commonly regarded as the limit for speed of a Trick Room, reaching 148 speed and speed-tieing neutral Base-56's. Getting into the Base-90's you are in the range of neutral Base-60's, which means pokemon like Azumarill, Mawile, Conkeldurr, and sometimes Scizor will be outspeeding you.

Trick Room Setters:
If you were looking for a setter for Trick Room last generation, you will probably find that the pokemon gifted with the move have little type diversity, most of them being either Ghost, or Psychic-type, along with a few odd-balls like Klingklang (this one still confuses me). Sixth Generation however, we got a few new setters, one of which has dark-typing (Malamar isn't mentioned), fairy-typing, while the rest are mostly Ghost-type. When choosing a setter, it is important to know what role you want them to play: Do you want your setter to function as a defensive support pokemon, or do you want them to set up trick room and immediately begin to start attacking?

Defensively Inclined Setters:
These setters are meant to come in repeatedly and consistently set up Trick Room more than once per game (2-3 times). As a result, they will need to have access to some form of Recovery outside of leftovers, be it in switch-recovery (Regenerator) or in some form of active recovery (Recover/Wish). In the fast-paced OU environment, it is imperative that your defensive setter be able to hit at least respectably hard, because your opponent will not ‘tremble in fear’ if you begin to set up Trick Room with Carbink. Please note that these setters can also be used to run offensive sets, however they are generally outclassed by their defensive capabilities.


Aromatisse
Type: Fairy
Abilities: Healer, Aroma Veil
101 HP/ 72 Atk/ 72 Def/ 99 Sp Atk/ 89 Sp Def/ 29 Speed
Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 SDef / 232 HP / 24 SAtk
Sassy Nature
IVs: 0 Atk / 0 Spd
- Aromatherapy/Thunderbolt
- Moonblast
- Wish
- Trick Room

EVs get you to a leftovers number.

Aromatisse is a good choice because, unlike other setters, she is immune to taunt and resists dark-type moves. Base-99 Special attack also means that she will be able to hit respectably hard, and Fairy STAB grants good neutral coverage.



Cofagrigus
Type: Ghost
Ability: Mummy
58 HP/ 50 Atk/ 145 Def/ 95 Sp Atk/ 105 SpD/ 30 Speed

Cofagrigus @ Leftovers
Ability: Mummy
252 Def/ 248 HP/ 8 Sp Atk
Relaxed Nature
IVs: 0 Spd
- Shadow Ball
- Will-O-Wisp
- Pain Split
- Trick Room

Cofagrigus has the highest defenses of a Ghost-type setter that isn't Eviolite Dusclops, and can survive quite a few hits before it goes down. Mummy is essentially what sells Cofagrigus, as it can make Talonflame, Azumarill, Scizor, and Mega Pinsir significantly easier to deal with.


Cresselia
Type: Psychic
Ability: Levitate
120 HP/ 70 Atk/ 120 Def/ 70 Sp Atk/ 120 Sp Def/ 85 Speed
Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 60 Def / 196 SDef
Sassy/Relaxed Nature
IVs: 0 Atk / 0 Spd
- Psychic
- Lunar Dance
- Light Screen/Reflect
- Trick Room

Cresselia brings titanic bulk and excellent support in way of Screens and Lunar Dance, allowing you to fully heal a sweeper at the cost of Cresselia. Moonlight is a more reliable form of recovery, if you decide to have her take on a more active supporting role.


Jellicent
Type: Ghost/Water
Abilities: Water Absorb, Cursed Body, Damp
100 HP/ 60 Atk/ 70 Def/ 85 Sp Atk/ 105 Sp Def/ 60 Speed
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
IVs: 0 Atk / 0 Spd
- Shadow Ball
- Will-O-Wisp/Toxic
- Recover
- Trick Room

Jellicent has good HP backed by respectable defenses, along with access to recover. STAB Ghost gets good neutral coverage this generation, which leaves you with space for Will-O-Wisp for crippling physical attackers, or Toxic.


Porygon2
Type: Normal
Abilities: Trace, Download, Analytic
85 HP/ 80 Atk/ 90 Def/ 105 Sp Atk/ 95 Sp Def/ 60 Speed

Porygon2 @ Eviolite
Ability: Trace

252 Def / 252 HP / 4 SAtk
Relaxed Nature
IVs: 0 Atk / 0 Spd
- Thunderbolt
- Ice Beam
- Recover
- Trick Room

Porygon2 is an immediately bulky offensive setter with access to reliable recovery. You do forego STAB for Bolt-Beam coverage, but also be aware that the lack of passive recovery means Porygon2 can get worn down quickly.


Slowbro
Type: Water/Psychic
Abilities: Oblivious, Own Tempo, Regenerator
95 HP/ 75 Atk/ 110 Def/ 100 Sp Atk/ 80 Sp Def/ 30 Speed
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 Def / 248 HP / 8 SAtk
Relaxed Nature
IVs: 0 Spd
- Flamethrower/Fire Blast
- Scald/Surf
- Yawm/Slack Off/Toxic
- Trick Room

Slowbro not only has good defenses backed by respectable HP, but has access to Regenerator and Slack Off, making him difficult to wear down. Base-100 Special Attack and good coverage means that Slowbro can handle a variety of threats.


Trevennant
Type: Ghost/Grass
Abilities: Natural Cure, Frisk, Harvest
85 HP/ 110 Atk/ 76 Def/ 65 Sp Atk/ 82 Sp Def/ 56 Speed

Trevenant @ Sitrus Berry
Ability: Harvest
EVs: 252 SDef / 252 HP / 4 Atk
Sassy Nature
IVs: 0 Spd
- Will-O-Wisp/Leech Seed
- Horn Leech
- Leech Seed/Shadow Claw/Earthquake
- Trick Room

Unlike the other setters, Trevennant has access to Harvest, along with Horn Leech which allows him to be played a bit more offensively.

Offensively Inclined Setters:
These setters are meant to set up Trick Room probably once during the match, but carry with them a ridiculous amount of offensive power and should be able to take down at least one or two enemy pokemon during their sweep. Probably the most well-known Trick Room setter (Reuniclus) falls under this category for his lethal Magic Guard+Life Orb Combination. Other than Reuniclus, you can find pokemon like Victini and Slowking. It is important to note that many setters that can be defensive can also be thrown into this category, and vise versa, such as Cofagrigus and Porygon2. Again, make sure your setter can survive a hit or two (or seven) because they will definitely take a beating switching in.

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Banette (Banette-Mega)
Type: Ghost
Abilities: Insomnia, Frisk, Cursed Body (Prankster)
63 HP/ 115(165) Atk/ 65(75) Def/ 83(93) Sp Atk/ 63(83) Sp Def/65(75) Speed

Analysis coming soon!


Bronzong
Type: Steel/Psychic
Abilities: Levitate, Heatproof, Heavy Metal
67 HP/ 89 Atk/ 116 Def/ 79 Sp Atk/ 116 Sp Def/ 33 Speed

Bronzong @ Normal Gem/Mental Herb/Light Clay
Ability: Levitate
EVs: 188 HP / 252 Atk / 68 Def
Brave Nature
IVs: 0 Spd
- Explosion
- Stealth Rock
- Reflect/Light Screen/Gyro Ball/Earthquake
- Trick Room

Bronzong combines a Trick Room setter with Hazards and a bit of offensive presence, and can do each of those fairly well. The steel nerf hurt Bronzong a bit, but it's got enough defenses to survive an unboosted hit.


Chandelure
Type: Ghost/Fire
Abilities: Flash Fire, Flame Body, Infiltrator
60 HP/ 55 Atk/ 90 Def/ 145 Sp Atk/ 90 Sp Def/ 80 Speed

Chandelure @ Focus Sash
Ability: Infiltrator
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Spd
- Fire Blast/Flamethrower
- Shadow Ball
- Energy Ball/Dark Pulse/Memento
- Trick Room

Chandelure functions as a sash lead, getting Trick Room set while being able to take huge bites out of the opponent with Base-145 Special attack. Infiltrator is useful for countering opponents who set up substitutes, and Flame Body can burn an unsuspecting physical attacker.


Jirachi
Type: Steel/Psychic
Ability: Serene Grace
100 HP/ 100 Atk/ 100 Def/ 100 Sp Atk/ 100 Sp Def/ 100 Speed

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SDef / 252 Atk
Brave Nature
IVs: 0 Spd
- Iron Head/Zen Headbutt
- Fire Punch/Ice Punch
- Stealth Rock/U-Turn
- Trick Room

Jirachi has balanced stat distribution, and can bring hazards, trick room, and a bit of offensive presence. Jirachi did gain two weaknesses, so be wary of Sucker Punches and Shadow Sneaks.


Mesprit
Type: Psychic
Ability: Levitate
80 HP/ 105 Atk/ 105 Def/ 105 Sp Atk/ 105 Sp Def/ 80 Speed

Mesprit @ Leftovers
Ability: Levitate
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Atk / 0 Spd
- Psychic/ Psyshock
- Thunderbolt
- Ice Beam
- Trick Room

Mesprit is a balanced version of Uxie and Azelf, which makes it both resilient and potent. Bolt-Beam coverage along with Psychic STAB covers most pokemon in OU.



Reuniclus
Type: Psychic
Ability: Overcoat/ Magic Guard/Regenerator
110 HP/ 65 Atk/ 75 Def/ 125 Sp Atk/ 85 Sp Def/ 30 Speed

Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 252 SAtk / 180 HP / 76 Def
Quiet Nature
IVs: 0 Spd
- Psyshock/Psychic
- Shadow Ball
- Focus Blast/Recover
- Trick Room

Reuniclus is stand-alone sweeper under Trick Room, with excellent coverage backed by Base-125 special attack further powered by recoiless life orb. Its defenses are good enough to survive a non-super effective hit while setting up Trick Room.


Slowking
Type: Water/Psychic
Abilities: Own Tempo, Oblivious, Regenerator
95 HP/ 75 Atk/ 80 Def/ 100 SpA/ 110 SpD/ 30 Speed
Slowking @ Leftovers/Life Orb
Ability: Regenerator
EVs: 252 SAtk / 248 HP / 8 Def
Quiet Nature
IVs: 0 Spd
- Scald
- Flamethrower/Fire Blast
- Nasty Plot/Psychic/Ice Beam
- Trick Room

Slowking, much like Slowbro, has access to a deep movepool and Regenerator recovery, however also has Nasty Plot which can allow him to potentially sweep given the opportunity to set up.


Victini
Type: Psychic/Fire
Ability: Victory Star
100 HP/ 100 Atk/ 100 Def/ 100 Sp Atk/ 100 Sp Def/ 100 Speed
Victini @ Life Orb/Leftovers
Ability: Victory Star
EVs: 252 HP / 4 SDef / 252 Atk
Brave Nature
IVs: 0 Spd
- V-create
- Bolt Strike/ Zen Headbutt
- U-turn
- Trick Room

Victini has STAB V-Create, which not only tears pokemon to bits but also lowers Victini's speed to adequate slowness. Bolt Strike gives good coverage alongside that.


Diancie
Type: Rock/Fairy
Ability: Clear Body
50 HP/ 100 Atk/ 150 Def/ 100 Sp Atk/ 150 Sp Def/ 50 Speed
Not much is known about Diancie, so this is mostly just consideration. Diancie has excellent mixed attacking capabilities, and its disappointing HP stat is somewhat patched up by its massive 150/150 defenses. Diamond Storm, along with being a more accurate Stone Edge, gives the nice 50% chance to boost Defense, and can make Diancie a solid Talonflame/M-Pinsir Response. She gets Stealth Rocks as well. Her movepool is somewhat limited, consisting of mostly Rock-type moves, so I guess we will all have to wait and see how she fares in OU.


Trick Room Sweepers:
Ok let’s face it you are not going to have a team of 6 Trick Room setters, you need other pokemon who can take advantage of the reversed speed tiers. They need to have a wide variety of coverage options, being able to hit many at least neutrally so you aren’t wasting your valuable turns of inverted speed switching. In a similar vein, Choice Items may not be ideal for Trick Room Sweepers since if your opponent predicts and switches properly that is 2 of your turns wasted (one with the move and one switching).

Physical Trick Room Sweepers:


Azumarill
Type: Fairy/Water
Abilities: Huge Power, Thick Fat, Sap Sipper
100 HP/ 50 Atk/ 80 Def/ 60 Sp Atk/ 80 Sp Def/ 50 Speed

Azumarill @ Leftovers/Expert Belt/Life Orb/Sitrus Berry
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Aqua Jet
- Play Rough
- Waterfall
- Knock Off/Ice Punch/Superpower/Belly Drum

Azumarill is a new contender in OU thanks to Fairy-typing, and Huge Power brings it to 436 Attack. STAB Priority gives you options outside of Trick Room, and 100/80/80 bulk will let you survive a hit. BD Azumarill can also function as a win condition, being less reliant on Aqua Jet if it can set up during Trick Room.


Breloom
Type: Grass/Fighting
Abilities: Effect Spore, Technician, Poison Heal
60 HP/ 130 Atk/ 80 Def/ 60 Sp Atk/ 60 Sp Def/ 70 Speed
Breloom @ Life Orb/Leftovers
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Mach Punch
- Bullet Seed
- Spore
- Swords Dance/Substitute/A move not named Rock Tomb

Rock Tomb should generally not be used on Trick Room sets because it is counterproductive to lower your opponent's speed when the purpose of running Trick Room is to be slower.

Breloom brings spore, as well as High-powered STABs boosted by Technician. Breloom's speed-tier can be used both inside and outside of Trick Room, sitting above many walls but below offensive threats like Mega-Tyranitar, Bisharp, and Excadrill.


Bisharp
Type: Steel/Dark
Ability: Pressure, Defiant, Inner Focus
65 HP/ 125 Atk/ 100 Def/ 60 Sp Atk/ 70 Sp Def/ 70 Speed
Bisharp @ Dread Plate/Life Orb
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Iron Head
- Knock Off
- Sucker Punch
- Swords Dance/Substitute/Psycho Cut

Bisharp acts as insurance to keep your hazards set, and does not need Trick Room to be effective. Much like Breloom, Bisharp sits above most walls and below offensive threats, who he can take care of with STAB Sucker Punch further boosted by Dread Plate and the possible Defiant Boost.


Conkeldurr
Type: Fighting
Abilities: Guts, Sheer Force, Iron Fist
105 HP/ 140 Atk/ 95 Def/ 55 Sp Atk/ 65 Sp Def/ 45 Speed
Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 140 HP / 252 Atk / 116 SDef
Brave Nature
IVs: 0 Spd
- Drain Punch/Hammer Arm
- Thunder Punch
- Ice Punch
- Mach Punch/Fire Punch

Conkeldurr @ Toxic Orb/Flame Orb
Ability: Guts
EVs: 140 HP / 252 Atk / 116 SDef
Brave Nature
IVs: 0 Spd
- Drain Punch
- Facade
- Ice Punch/Thunder Punch/Fire Punch
- Mach Punch/Knock Off


Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 4 Def / 252 SpD OR HP
Brave Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off

Conkeldurr is regarded as a staple for Trick Room teams, because he brings excellent bulk and power, along with pretty low speed. Status Orb and Life Orb are less commonly seen, which can surprise opponents.


Crawdaunt
Type: Water/Dark
Abilities: Hyper Cutter, Shell Armor, Adaptability

63 HP/ 120 Atk/ 85 Def/ 90 Sp Atk/ 55 Sp Def/ 55 Speed
Crawdaunt @ Life Orb/Choice Band
Ability: Adaptability
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Aqua Jet
- Crabhammer/Waterfall
- Knock Off
- Swords Dance/Superpower/X-Scissor

Crawdaunt has powerful STAB and Adaptability to further increase damage output. although it lacks the defenses to take repeated hits.


Escavalier
Type: Bug/Steel
Abilities: Swarm, Shell Armor, Overcoat
70 HP/ 135 Atk/ 105 Def/ 60 Sp Atk/ 105 Sp Def/ 20 Speed

Escavalier @ Assault Vest/Choice Band
Ability: Overcoat
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Iron Head
- Megahorn
- Knock Off
- Drill Run

Escavalier is slow enough to be threatening under Trick Room, and bulky enough to survive some hits outside of it. Assault Vest allows it to avoid the OHKO from Specs Magnezone HP Fire, while Choice Band boosts its high attack.

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Heracross (Heracross-Mega)
Type: Bug/Fighting
Abilities: Swarm, Guts, Moxie (Skill Link)
80 HP/ 125(185) Atk/ 75(115) Def/ 40(40) Sp Atk/ 95(105) Sp Def/ 85(75) Speed

Heracross @ Heracronite
Ability: Guts
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
IVs: 2 Spd
- Close Combat
- Pin Missile/Bullet Seed/Swords Dance
- Rock Blast
- Earthquake

2 IVs outspeeds uninvested Aegislash

Mega Heracross has high-powered STAB backed up by Base-155 Attack, and is adequately slow to function both inside and outside of Trick Room. His boosted defenses along with lowered speed will allow him to take non-boosted attacks, and resists most weaknesses of common setters.


Mamoswine
Type: Ice/Ground
Abilities: Oblivious, Snow Cloak, Thick Fat
110 HP/ 130 Atk/ 80 Def/ 70 Sp Atk/ 60 Sp Def/ 80 Speed

Mamoswine @ Life Orb/Leftovers
Ability: Thick Fat
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Ice Shard
- Earthquake
- Icicle Crash
- Stealth Rock/Knock Off/Stone Edge

Mamoswine can bring Hazard support, along with respectable bulk and powerful STAB in way of Earthquake and Icicle Crash.

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Mawile (Mawile-Mega)
Type: Fairy/Steel
Abilities: Intimidate, Hyper Cutter, Sheer Force, (Huge Power)
50 HP/ 85(105) Atk/ 85(125) Def/ 55(55) Sp Atk/ 55(95) Sp Def/ 50(50) Speed
Mawile @ Mawilite
Ability: Intimidate
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Play Rough
- Sucker Punch
- Fire Fang/Iron Head
- Swords Dance/Substitute

Mawile is arguably the greatest thing to happen to Trick Room this generation, with high-powered Huge Power boosted STAB further backed up by possible Swords Dances, Mawile is capable of sweeping the opposing team if left unburned. It's special defense isn't the greatest, and cannot easily switch in prior to M-Evolving.

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Scizor (Scizor-Mega)
Type: Bug/Steel
Abilities: Swarm, Technician, Light Metal, (Technician)
70 HP/ 130(150) Atk/ 100(140) Def/ 55(65) Sp Atk/ 80(100) Sp Def/ 65(75) Speed.
Scizor @ Scizorite
Ability: Technician
EVs: 252 Atk / 248 HP / 8 SDef
Brave Nature
IVs: 0 Spd
- Bullet Punch
- U-turn/Bug Bite
- Knock Off/Superpower
- Swords Dance/Roost

Scizor @ Choice Band/Life Orb
Ability: Technician
EVs: 252 Atk / 248 HP / 8 SDef
Brave Nature
IVs: 0 Spd
- Bullet Punch
- U-turn
- Knock Off/Pursuit/Quick Attack
- Superpower/Roost

Scizor retains a high usage without Trick Room, and rightfully so. Scizor brings Technician-boosted STABs along with recovery, good defenses, and defensive typing.

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Tyranitar (Tyranitar-Mega)
Type: Rock/Dark
Abilities: Sand Stream, Unnerve, (Sand Stream)
100 HP/ 134(164) Atk/ 110(150) Def/ 95(95) Sp Atk/ 100(120) Sp Def/ 61(71) Speed
Tyranitar @ Tyranitarite/Leftovers/Assault Vest
Ability: Sand Stream
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Crunch
- Earthquake
- Stone Edge/Ice Punch/Fire Punch
- Stealth Rock/Ice Punch

Tyranitar adds the weather dimension to Trick Room, which also opens up more options for team structure. Tyranitar favors physical movesets, but has useable special attack.



Victini
Type: Psychic/Fire
Ability: Victory Star
100 HP/ 100 Atk/ 100 Def/ 100 Sp Atk/ 100 Sp Def/ 100 Speed


(Potential) Mixed Trick Room Sweepers:

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Aegislash (Aegislash-Blade)
Type: Ghost/Steel
Ablities: Stance Change
60 HP/ 50 (150) Atk/ 150 (50) Def/ 50 (150) Sp Atk/ 150 (50) Sp Def/ 60 Speed

Aegislash @ Leftovers/Spooky Plate
Ability: Stance Change
EVs: 4 Atk / 252 HP / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Shadow Sneak
- Sacred Sword/Iron Head/Flash Cannon
- Shadow Ball
- King's Shield

Aegislash benefits from not having to repeatedly switch into Shield Form after attacking under Trick Room. It is also capable as a standalone sweeper, so it doesn't need to take repeated switch-ins.


Eelektross
Type: Electric
Ability: Levitate
85 HP/ 115 Atk/ 80 Def/ 105 Sp Atk/ 80 Sp Def/ 50 Speed

Eelektross @ Life Orb/Expert Belt
Ability: Levitate
EVs: 232 HP / 24 Atk / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Volt Switch
- Giga Drain
- Flamethrower
- Superpower / Knock Off

Eelektross is intersting because it really doesn't have a weakness, and also has the movepol to do whatever it wants (Flamethrower, Dragon Claw, Giga Drain, Acrobatics, Thunderbolt, Rock Slide, Volt Switch, Aqua Tail, Discharge, Flash Cannon, Knock Off, SuperPower, U-turn,and the list goes on).

Special Trick Room Sweepers:

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Ampharos (Ampharos-Mega)
Type: Electric (Electric/Dragon)
Abilities
: Static, Plus, (Mold Breaker)
90 HP/ 75(95) Atk/ 85(105) Def/ 115(165) Sp Atk/ 90(110) Sp Def/ 55(45) Speed

Ampharos @ Ampharosite
Ability: Static
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Atk / 0 Spd (30 Sp Atk)
- Thunderbolt
- Focus Blast/Hidden Power [Fire]
- Power Gem/Signal Beam/Volt Switch
- Dragon Pulse

Mega-Ampharos has the the 6th highest Special Attack of ALL (ubers included) Pokemon. Excellent offensive typing leaves its STAB walled by Excadrill, who is disposed of with Focus Blast. If you find yourself with an extra moveslot, Ampharos can also run Heal Bell.


Blastoise Mega
Type: Water
Abilities: Mega Launcher
79 HP/ 103 Atk/ 120 Def/ 135 Sp Atk/ 115 Sp Def/ 78 Speed

Blastoise @ Blastoisinite
Ability: Torrent
EVs: 252 SAtk / 252 HP / 4 SDef
IVs: 0 Spd
Quiet Nature
- Aura Sphere
- Dark Pulse
- Water Pulse/Scald/Hydro Pump
- Rapid Spin/Dragon Pulse/Ice Beam

Mega Blastoise has the advantage of Mega Launcher to boost its coverage options and STAB coming off of pretty high Special Attack. Blastoise also has enough bulk to be able to spin without Trick Room set.


Chandelure
Type: Ghost/Fire
Abilities: Flash Fire, Flame Body, Infiltrator
60 HP/ 55 Atk/ 90 Def/ 145 Sp Atk/ 90 Sp Def/ 80 Speed



Exploud
Type: Normal
Abilities: Soundproof, Scrappy
104 HP/ 91 Atk/ 63 Def/ 91 Sp Atk/ 73 Sp Def/ 68 Speed

Exploud @ Choice Specs/Life Orb/Expert Belt
Ability: Scrappy
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Spd
- Boomburst
- Fire Blast / Overheat
- Surf / Overheat
- Focus Blast

Exploud has Scrappy Boomburst, which gets good neutral coverage and hits like a bus. Exploud also gets coverage to handle the steel and rock-type pokemon that resist Boomburst, making it hard to wall.


Heatran
Type: Fire/Steel
Abilities: Flash Fire/ Flame Body
91 HP/ 90 Atk/ 106 Def/ 130 Sp Atk/ 106 Sp Def/ 77 Speed
Heatran @ Life Orb/Choice Specs/Leftovers/Air Baloon
Ability: Flash Fire
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Spd
- Eruption/Fire Blast/Stealth Rock
- Lava Plume
- Roar
- Earth Power/Ancientpower/Stone Edge

Heatran can fit in well on Trick Room because it can catch opponents by surprise, and Eruption early on can catch a few pokemon off guard.


Magnezone
Type: Steel/Electric
Abilities: Sturdy, Magnet Pull, Analytic
70 HP/ 70 Atk/ 115 Def/ 130 Sp Atk/ 90 Sp Def/ 60 Speed
Magnezone @ Life Orb/Choice Specs/Leftovers
Ability: Magnet Pull
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Atk / 30 SAtk / 0 Spd
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Tri Attack/Volt Switch

Scizors giving your team trouble? Fear not, Magnezone can trap those pesky steel-types and threaten to OHKO with HP Fire. Other than that, Magnezone gets a very good offensive presence with high Base-130 Special Attack, a decent movepool, and Volt-Switch for momentum.



Reuniclus
Type: Psychic
Ability: Overcoat/ Magic Guard/Regenerator
110 HP/ 65 Atk/ 75 Def/ 125 Sp Atk/ 85 Sp Def/ 30 Speed



Sylveon
Type: Fairy
Abilities: Cute Charm, Pixilate
95 HP/ 65 Atk/ 65 Def/ 110 Sp Atk/ 130 Sp Def/ 60 Speed
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Atk / 30 SAtk / 0 Spd
- Hyper Voice
- Hidden Power [Ground]/ Shadow Ball
- Psyshock/Wish
- Heal Bell/Wish

Sylveon has Pixilate Hyper Voice to get behind substitutes that eat up Trick Room turns, and as an eevelution a good movepool to make use of. Sylveon can also work as a Wish-Passer or Cleric, if your team needs it.


Trick Room Support Pokemon:
Whether it is setting hazards to punish your opponent’s switches, removing hazards from your side of the field, a utility-counter for walls like Chansey and Mega-Venusaur, or a secondary role for a setter, Trick Room teams benefit from support.



Aromatisse
Type: Fairy
Abilities: Healer, Aroma Veil
101 HP/ 72 Atk/ 72 Def/ 99 Sp Atk/ 89 Sp Def/ 29 Speed
Aromatisse is one of the few Trick Room Setters who can learn Wish, and 101 HP is enough to pass on pretty large wishes, allowing safer switch-ins when moving from setter to sweeper. She is also the only pokemon outside of Smeargle who can learn both Trick Room and Aromatherapy, giving your team a potential cleric.



Blastoise Mega
Type: Water
Abilities: Mega Launcher
79 HP/ 103 Atk/ 120 Def/ 135 Sp Atk/ 115 Sp Def/ 78 Speed

Blastoise is another hazard-removal option doesn't force you to re-set your hazards.


Bronzong
Type: Steel/Psychic
Abilities: Levitate, Heatproof, Heavy Metal
67 HP/ 89 Atk/ 116 Def/ 79 Sp Atk/ 116 Sp Def/ 33 Speed

Bronzong can also bring screen support if you use somewhat frail sweepers who take a turn setting up.


Cresselia
Type: Psychic
Ability: Levitate
120 HP/ 70 Atk/ 120 Def/ 70 Sp Atk/ 120 Sp Def/ 85 Speed

Lunar Dance, along with Screen support can prove effective when going for a final sweep.


Ferrothorn
Type: Steel/Grass
Ability: Iron Barbs, Anticipation
74 HP/ 94 Atk/ 131 Def/ 54 Sp Atk/ 116 Sp Def/ 20 Speed




Gothitelle
Type: Psychic
Abilities: Frisk, Competetive, Shadow Tag
70 HP/ 55 Atk/ 95 Def/ 95 Sp Atk/ 110 Sp Def/ 65 Speed

Gothitelle makes a good response to Stall-teams by running a Choice Specs set. Unlike other Stall answers however, Gothitelle can also function as a very powerful Specs sweeper, as 65 speed is slow enough to make the most out of the reversed speed-tiers, while also being a potential setter herself.


Politoed
Type: Water
Abilities: Water Absorb, Damp, Drizzle
90 HP/ 75 Atk/ 75 Def/ 90 Sp Atk/ 100 Sp Def/ 70 Speed

Politoed can add the added bonus of rain support to Trick Room, and is slow enough to make some use of reversed speed-tiers.

/

Scizor (Scizor-Mega)
Type: Bug/Steel
Abilities: Swarm, Technician, Light Metal, (Technician)
70 HP/ 130(150) Atk/ 100(140) Def/ 55(65) Sp Atk/ 80(100) Sp Def/ 65(75) Speed.

Scizor can bring a reliable Hazard Remover to Trick Room teams, with exceptional physical bulk, good special bulk, and reliable recovery. However this will require you to re-set your hazards.


Smeargle
Abilities: Own Tempo, Technician, Moody
55 HP/ 20 Atk/ 35 Def/ 20 SAtk/ 45 Sp Def/ 75 Speed

Smeargle can learn almost every move in the game, so he can help you in the early game with hazards, spore, trick room setting, and other options.

/

Tyranitar (Tyranitar-Mega)
Type: Rock/Dark
Abilities: Sand Stream, Unnerve, (Sand Stream)
100 HP/ 134(164) Atk/ 110(150) Def/ 95(95) Sp Atk/ 100(120) Sp Def/ 61(71) Speed
Tyranitar can bring weather support if you opt to run a TrickSand team.

How to Handle Trick Room:
Like most playstyles, Trick Room can be played around fairly easily if the opponent comes prepared. These are the four generally accepted ways to fight Trick Room Teams.

Taunt
You don't have to worry about Trick Room if your opponent can't set it up. Since most Trick Room pokemon will not be very fast, this method is good in either forcing a switch in the case of a Defensive setter, or just getting some damage on your opponent's setters. It also grants some setup opportunity for you in order to really put pressure on your opponent. Just don't make the taunt obvious, as your opponent can predict and hit your taunter very hard.

Stall out the Turns
If you know Trick Room is coming, just set a substitute. And if you run protect, use that on the next turn. This conjunction can easily stall out your opponent's turns, however at the cost of your HP. Be careful when doing this because 25% damage is a lot to take (unless you are gliscor) every other turn, and if your opponent carries sub-breaking/Bypassing moves (Infiltrator, Multi-hit moves, Sound moves etc) you are just giving them an easier time dealing with your pokemon. On another note, trying to predict what move your opponent will do and switching accordingly is a risky but effective way to mess with your opponent. For example, you have Venusaur out and your opponent has Reuniclus. You can bring in Bisharp to take the Psyshock, but that risks your opponent predicting that and Focus Blasting, so you lose Bisharp. So don't get baited by your opponent, always try bringing in the pokemon with least risk to get OHKO-ed.

Use Priority
Since Priority bypasses inverted speed tiers, this is a good way to get some good damage on your opponent's pokemon. Scizor's Bullet Punch, Talonflame's Brave Bird, Bisharp's Sucker Punch, and Dragonite's ExtremeSpeed are all good ways to get around Trick Room as they all hit very hard and can be used to pick off your opponent's weakened pokemon late-game.

Ignore it
This may sound strange, but if you don't have the ability to do any of the above methods, you just have to survive until the speed tiers get back to normal. This will swing momentum in your way since now you are once again faster, and just have to continue bashing your opponent in until they try setting it up again. This arguably one of the least effective ways, and you may be better trying to switch out the least threatened pokemon until Trick Room is over.

Semi-Trick Room Teams: A Brief Overview
Unlike Full-Trick Room which mainly relies on Trick Room to sweep and the speed to clean, Semi-Trick Room functions and looks like a normal team, but packs a Trick Room Setter (something like Sash Alakazam/Reuniclus) and a few Trick Room cleaners to get out of tough situations. These teams are granted more difficult to run than Full-TR, as coordinating the speed of your normal-pokemon and trick room pokemon is much harder than just 'make everything slow and then pick a cleaner'. However, they are also much harder to play around since they can switch from Full-On-Hyper-Offense to Trick Room with relative ease.

Sample Teams:
Credit goes to AceStriker19 for building this team. Thank you for the team and the descriptions.


Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 4 SDef / 252 Def
Relaxed Nature
IVs:0 Spd
- Trick Room
- Destiny Bond
- Will-O-Wisp
- Shadow Sneak
Gourgeist role is to set up Trick Room against strong physical attackers, Destiny Bond allows Gourgeist to perform a pseudo-explosion set without giving up defensive bulk.


Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 116 SAtk / 136 SDef
Modest Nature
IVs: 0 Spd
- Thunderbolt
- Ice Beam
- Recover
- Trick Room
Porygon2's job is to set-up Trick Room mostly against strong special attackers. The moves are pretty standard as Boltbeam coverage is excellent and recover makes Porygon2 the most durable Trick Room Setter on this team.


Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Spd
- Calm Mind/Focus Blast
- Psyshock
- Shadow Ball
- Trick Room
Magic Guard Life Orb Reuniclus can set up Trick Room on most statuser which Gourgeist and Porygon2 have trouble with, and hits hard while not sacrificing bulk. Calm Mind allows Reuniclus to bulk itself up both offensively and defensively against pokemon that do not threaten it such as Rotom-W at the cost of perfect coverage.


Eelektross @ Life Orb
Ability: Levitate
EVs: 220 HP / 36 Atk / 252 SAtk
Quiet Nature
IVs: 30SpD / 0 Spd
- Volt Switch
- Giga Drain
- Flamethrower
- Superpower
Eelektross' role is to be both a reliable "anti-lead" as it can usually KO most SR leads. Eelektross then uses its surprisingly, excellent coverage to secure KOs one pokemon that are trouble for Mawile and Heatran.


Mawile @ Mawilite
Ability: Intimidate/Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Sucker Punch
- Fire Fang
- Swords Dance
- Play Rough
Mega Mawile hits incredibly hard and can 2HKO most anything during Trick Room. Mega Mawile has very few counters in Trick Room, Heatran being the most notable one.


Heatran @ Life Orb
Ability: Flash Fire
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Spd
- Fire Blast
- Earth Power
- Ancient Power/Stone Edge
- Stealth Rock
Heatran is an underrated powerhouse with Trick Room support as most Earthquakers rely on being fast than Heatran to kill it. Heatran's weaknesses also don't weigh on the team as Eelektross and Gourgeist are excellent switch-ins to Heatrans weaknesses. Ancient Power does roughly as much as Stone Edge with this EV spread, so it is a Power vs Accuracy choice.


Here is a good example of a hybrid Trick Room Team, used as support to his DeoSharp Core. Thank you Dalai_Drama for this team and the descriptions.

Deoxys-Defense @ Rocky Helmet
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spd
Jolly Nature
- Stealth Rock
- Trick Room
- Spikes
- Taunt

Bulky trick room and hazard setter. The Rocky Helmet is here for get some damage against u-turners. The evs spread is for the max hp and max speed for taunting other hazard setters. He can even stop walls to force the switch and get free trick rooms.


Bisharp @ Life Orb
Ability: Defiant
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Pursuit
- Sucker Punch
- Knock Off
- Iron Head

The job of sharp is to switch against defoggers, pursuit-trap, and then go with knock off or iron head. Another role is revenge killer even out of TR with a strong priority like sucker punch. A little Mega Mawile.


Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 220 HP / 220 SAtk / 68 Def
IVs: 0 Atk / 30 Def / 1 Spd
Quiet Nature
- Psyshock
- Focus Blast
- Trick Room
- Hidden Power [Ice]

First real trick room abuser and setter. With psyshock he can act like a little wallbreaker. The 68 evs in def are for less damage against priority moves. The moveset is pretty standard: the hp ice is here to lure Gliscor/Landobros.


Heracross @ Heracronite
Ability: Moxie
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Rock Blast
- Bullet Seed
- Earthquake
- Close Combat

Another wallbreaker, second dark resister. Walls are the worst enemy for a TR team. With this set you get also a free victory against BP teams 90% of the time. Regular IVs in speed because in this meta there are no walls over 80 based speed, so you can kill outside of TR.


Chandelure @ Air Balloon
Ability: Infiltrator
EVs: 248 HP / 252 SAtk / 8 SDef
Quiet Nature
IVs: 0 Atk / 0 Spd
- Flamethrower
- Shadow Ball
- Trick Room
- Energy Ball

With 80 based speed, you are forced to run 0 ivs in speed. Infiltrator over flash fire because sub setter can be a pain. With SB you can hit almost everything neutrally. The air balloon gives a chance to set a free TR against scarfed mon locked in a ground move.


Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Aqua Jet
- Play Rough
- Facade
- Waterfall

Max HP, max Atk and a choice band. With aqua jet I can hit first even outside TR, second dark resister. When all steels are dead, you just need to click "Play Rough". If he gets burned, click "Facade". Regular IVs to kill Conkeldurr outside of TR.


I would like to thank Acestriker, Birrywong , and everyone else who helped me with the team. Thank you for the support guys.

Simba (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 188 HP / 252 Atk / 68 Spd
Adamant Nature
- Stealth Rock
- Earthquake
- U-turn
- Rock Slide
Landorus is the usual lead, and sets hazards for the team. Max Attack is to hit hard, and the speed IVs let him outspeed everything below neutral Base-99's. Intimidate Pivoting allows me to get my setters in easier.


Chuck (Reuniclus) (F) @ Life Orb
Ability: Magic Guard
EVs: 180 HP / 76 Def / 252 SAtk
Quiet Nature
IVs: 0 Atk / 0 Spd
- Psyshock
- Shadow Ball
- Focus Blast
- Trick Room
First and arguably the best TR setter, Reuniclus is the special backbone of the team. EVs get defense around the same as secial defense, and Max Special Attack means that she is hitting ridiculously hard. Longevity is a problem, but Reuniclus generally can take down 2-3 pokemon a battle.


Jaws (Mawile) (F) @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Swords Dance
- Play Rough
- Sucker Punch
- Fire Fang
Easily the most powerful member of the team, Mawile has one purpose: Hit hard. Few things in OU can stand up to Mawile, and after a swords dance boost, common switch-ins like Mega-Zard X and Excadrill get OHKO-ed by sucker punch.


Daffy (Porygon2) @ Eviolite
Ability: Download
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Atk / 0 Spd
- Thunderbolt
- Ice Beam
- Recover
- Trick Room
Porygon2 is the most defensive setter on the team, while easily being my most reliable one. BoltBeam is good coverage and Recover means its sticking around for a while. If Daffy can get a +1 on the switch-in, then a few things just might go down.


Rocky (Conkeldurr) (M) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Drain Punch
- Ice Punch
- Knock Off
- Mach Punch
There isn't much to say about Conkeldurr, this is pretty much the standard AV set. Guts allows him to take Will-O-Wisps aimed at Mawile and Toxic aimed at Porygon2.


Marley (Cofagrigus) (M) @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Atk / 0 Spd
- Shadow Ball
- Nasty Plot
- Will-O-Wisp
- Trick Room
Cofagrigus was added for two reasons: Extremely high physical defense with Mummy for Talonflame, Scizor, Azumarill, Pinsir, Mawile and the like. Shadow Ball is good coverage alone.


More Coming Soon!

Conclusion:
Trick Room may not be the best laddering playstyle in today's Meta, but it definitely is fun to play and is a potent threat to may teams. When building a team, try to make it as competitive as possible, but don't be afraid to get creative with your choices. If you see lower-tier pokemon that would benefit your team, don't be afraid to use them.
 
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Aragorn the King

Literally a duck
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Trevenant, Aromatisse, and Jellicent are unviable, although Aromatisse does have a TR niche. It may be fine, but I'd remove the other two.

I'd also consider ranking Cresselia, an extremely bulky TR setting immune to EQ and with reliable recovery, TWave, and lunar dance. It's very useful if you have a ton of frail pokemon on your team.
 
Looks good so far. I'd just like to say that the mention of Diancie should be removed; you're not allowed to talk about unreleased Pokemon in anything other then speculation threads. Also, I'm guessing you just forgot to add this, but a few of the Pokemon should go under a "Special Sweeper" tag.

Also I'd agree that some of these Pokemon seem unviable... I understand Jellicent, since it's one of the only bulky Water-types with access to Trick Room, but Trevenant seems to face a lot of competition from Gourgeist... The main Pokemon that don't really seem worth using IMO are Donphan and Eelectross, but their are some other questionable ones, such as Empoleon and the previously-mentioned Trevenant. However, you probably know Trick Room better than me, so keep who you feel is viable!

Other then that, though, looks good! :) I know this is WIP, so sorry for commenting so early, but these are just a few of the changes that I feel should probably be made.
 
Thanks for the quick replies guys, I typed up most of the beginning part late last night so forgive me if my choices seem outlandish.

Trevennant just seemed to be asking to be put here, and I added mention that he is generally outclassed by Gourgeist. Harvest is still a good ability and gives it some sort of differentiating quality. Aromatisse is the only pokemon to get Trick Room and Aromatherapy (bar smeargle) so that along with fairy-typing gives it a nice possible use for the teams as well.

Donphan and Empoleon got mention for Hazard Removal that synergizes well with Trick Room, but I understand why Empoleon doesn't seem to fit. It really only got mention as one of the few Trick Room pokemon to use Defog, other than that I agree with you it's mostly meh.

The last sentence explains why I suggested Eelektross.
 
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Ash Borer

I've heard they're short of room in hell
Trevenant, Aromatisse, and Jellicent are unviable, although Aromatisse does have a TR niche. It may be fine, but I'd remove the other two.

I'd also consider ranking Cresselia, an extremely bulky TR setting immune to EQ and with reliable recovery, TWave, and lunar dance. It's very useful if you have a ton of frail pokemon on your team.
I don't agree that these three are totally unviable. They may not be receiving analayses but that doesnt mean theyre unviable, it just means their niche is too small to warrant analysis.
 
They're both rather resilient having access to good recovery moves so they can be valuable to TR teams.
That's why they got defensive setter mention. Personally I'm against running defensive setters, but other teams I've seen have 2 Defensive setters and one Reuniclus rounding off their Trick Room setter trio. I know (from experience) if Jellicent can burn an unboosted opposing pokemon it can Recover-Stall them to death fairly easily barring CritHax.
 
That's why they got defensive setter mention. Personally I'm against running defensive setters, but other teams I've seen have 2 Defensive setters and one Reuniclus rounding off their Trick Room setter trio. I know (from experience) if Jellicent can burn an unboosted opposing pokemon it can Recover-Stall them to death fairly easily barring CritHax.
Is that my team I presume XD. It would probably be prudent to add at the beginning a basic explanation of what Trick Room is and how it works I.E. Trick Room is a move that makes it so the slowest Pokemon goes first in a give turn. Trick Room remains in effect for 5 turns including the one it is set up in. Trick Room has -7 priority the lowest priority in the metagame meaning that it will always go last. If an opponent uses a positive priority move in Trick Room that move will go first and if the opponent uses a priority move of the same level the slower one will go first.

Whimsicott probably deserves a mention as a setter though I'm unsure where it fits as its more of a harassing trick room setter using things like priority encore to force switches on your opponent to set up Trick Room.
 
Is that my team I presume XD. It would probably be prudent to add at the beginning a basic explanation of what Trick Room is and how it works I.E. Trick Room is a move that makes it so the slowest Pokemon goes first in a give turn. Trick Room remains in effect for 5 turns including the one it is set up in. Trick Room has -7 priority the lowest priority in the metagame meaning that it will always go last. If an opponent uses a positive priority move in Trick Room that move will go first and if the opponent uses a priority move of the same level the slower one will go first.

Whimsicott probably deserves a mention as a setter though I'm unsure where it fits as its more of a harassing trick room setter using things like priority encore to force switches on your opponent to set up Trick Room.
I initially had that 'basic info' but it was pointed out to me that people who are reading the article probably already know the basic mechanics of Trick Room, so I got rid of it. I still have the draft where that was mentioned, so it's just a matter of copy-paste to get it back. I probably will soon enough. Also no its not just your team haha, I've seen a few teams that ran defensive setters (and tried doing so myself). I also completely forgot about whimsicott actually, but yeah it seems like more of a harassing pokemon that could be fun for shenanigans but not exactly a 'competetive setter'. Kind of like spinda, not the best setter, but definitely fun to use.
 
I initially had that 'basic info' but it was pointed out to me that people who are reading the article probably already know the basic mechanics of Trick Room, so I got rid of it. I still have the draft where that was mentioned, so it's just a matter of copy-paste to get it back. I probably will soon enough. Also no its not just your team haha, I've seen a few teams that ran defensive setters (and tried doing so myself). I also completely forgot about whimsicott actually, but yeah it seems like more of a harassing pokemon that could be fun for shenanigans but not exactly a 'competetive setter'. Kind of like spinda, not the best setter, but definitely fun to use.
Yeah i suppose it falls into the gimmick setter category (my favorite gimmick setter by far is TrickScarf Trick Room Kecleon) but I think there are ways to make Whimsicott usable... I just haven't found the right set yet.... I think Escavalier deserves a mention too as it hits harder than Scizor by a large margin especially with STAB Megahorn

252+ Atk Technician Mega Scizor Bug Bite vs. 0 HP / 0 Def Mew: 360-426 (105.5 - 124.9%) -- guaranteed OHKO
252+ Atk Escavalier Megahorn vs. 0 HP / 0 Def Mew: 440-522 (129 - 153%) -- guaranteed OHKO
252+ Atk Escavalier Iron Head vs. 0 HP / 0 Def Mew: 148-175 (43.4 - 51.3%) -- 6.6% chance to 2HKO

Escavalier is also easier to switch-in as it can use an assault vest, while it stacks weaknesses with Mega-Mawile in OU so I would never use it I think its still something to consider on the rare non mawile OU TR teams. Oh and Druddigon is also one that you might wanna add as it can set up stealth rocks and has sheer force (makes it hit harder than Haxorus on secondary effect moves) or Mold Breaker both of which are both excellent abilities.

252+ Atk Sheer Force Druddigon Poison Jab vs. 0 HP / 0 Def Mew: 118-139 (34.6 - 40.7%) -- guaranteed 3HKO
252+ Atk Mold Breaker Haxorus Poison Jab vs. 0 HP / 0 Def Mew: 106-125 (31 - 36.6%) -- 69% chance to 3HKO
 
I think Escavalier deserves a mention too as it hits harder than Scizor by a large margin especially with STAB Megahorn

252+ Atk Technician Mega Scizor Bug Bite vs. 0 HP / 0 Def Mew: 360-426 (105.5 - 124.9%) -- guaranteed OHKO
252+ Atk Escavalier Megahorn vs. 0 HP / 0 Def Mew: 440-522 (129 - 153%) -- guaranteed OHKO
252+ Atk Escavalier Iron Head vs. 0 HP / 0 Def Mew: 148-175 (43.4 - 51.3%) -- 6.6% chance to 2HKO

Escavalier is also easier to switch-in as it can use an assault vest, while it stacks weaknesses with Mega-Mawile in OU so I would never use it I think its still something to consider on the rare non mawile OU TR teams.

Oh and Druddigon is also one that you might wanna add as it can set up stealth rocks and has sheer force (makes it hit harder than Haxorus on secondary effect moves) or Mold Breaker both of which are both excellent abilities.

252+ Atk Sheer Force Druddigon Poison Jab vs. 0 HP / 0 Def Mew: 118-139 (34.6 - 40.7%) -- guaranteed 3HKO
252+ Atk Mold Breaker Haxorus Poison Jab vs. 0 HP / 0 Def Mew: 106-125 (31 - 36.6%) -- 69% chance to 3HKO
I do agree there are definitely some picks for Trick Room sweepers that I did not include, but that's because there are generally better choices than pokemon like Escavalier and Druddigon. Escavalier is really only useful under Trick Room, whereas Scizor can make itself useful Trick Room or not. Granted Escavalier hits like a truck, and has decent hp&defenses, and gets coverage options so I can see Escavalier being useable in the lower OU. It's just that Scizor outclasses it in so many ways, but I guess it can do its work so I will add it.

But I disagree with Druddigon. If you decide to use it as a rocks setter, you get 4mss, and have to forego either STAB or the coverage it really needs (Iron Head for fairys, Fire Punch For steels, ThunderPunch for Bulky water, etc) to use Sheer Force. Plus, in terms of Out of Trick Room usage, Druddigon struggles to get much done because (unlike escavalier) it doesn't have anything boosting its defenses.

I updated OP with trick room mechanics/info section, and filled in the analysis of some pokemon, added Escavalier (sorry druddigon). I'm beginning semi-TR section.
 
Just a minor nitpick, but in the "Sample Team", Heatran should be running Stone Edge instead of Ancient Power. Even Quiet Stone Edge does more to Charizard-Y and Volcarona than Ancient Power, while still OHKOing Talonflame. It's a really minor nitpick, but it should be changed in case a user is trying to use the sample team provided.
 
Just a minor nitpick, but in the "Sample Team", Heatran should be running Stone Edge instead of Ancient Power. Even Quiet Stone Edge does more to Charizard-Y and Volcarona than Ancient Power, while still OHKOing Talonflame. It's a really minor nitpick, but it should be changed in case a user is trying to use the sample team provided.
That has been noted, I slashed Stone Edge into the set. EDIT: Ancientpower and 252+ Sp Atk actually hits almost as hard as Stone Edge, OHKO-ing talonflame while still possibly OHKO-ing Charizard-Y and Volcarona. So I guess both are somewhat useable in this case since it's accuracy over power.

I also don't think I replied to your initial comment on the special sweepers, I added mention that most of them fall into the 'offensive setter' category under the 'special sweeper' title, and for the sake of the length of the thread I felt like repeating them again would just make it too long. If you guys think otherwise it won't take too long to copy-paste them again, it just felt redundant.
 
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With just a few minor statements to add (brushing up the late-game sweeper section), the guide is more or less finished. Any comments/criticisms/suggestions that you may have are much appreciated.
 
Just wondering if maybe Victini should get a mention as a Trick Room sweeper? It continually lowers its speed with V-Create, essentially making it faster and faster. Not only that, but it can function great out of Trick Room, too, as even an uninvested base 100 Speed isn't bad. It's a really good Pokemon V stall especially if you can remove Heatran.
 
Victini does get mention under the Offensive Trick Room setter category, I probably should just repeat the offensive setters to avoid confusion.
 
I'll do some spell check on this in a bit, but I've been experimenting on a trick room team recently (I'll probably post a RMT about it soon) and I think there's two pokemon that are worthwhile to add: Gothitelle and Haxorus. Gothitelle should probably go under special sweeper even though it can set up Trick Room because it should run a specs trapper set. Specs Gothitelle works really well with Trick Room support to eliminate defensive problem pokemon, psychic for venusaur, T-bolt for Skarm, hidden power ice for gligar and landoge or hidden power ground for heatran etc. It really benefits not only a late game sweeper but your trick room pokemon as well as being able to eliminate your opponents defensive answers to say, mega-mawile can make or break a match. Trick Room struggles against stall while Gothitelle is one of the best solutions to stall and is slow enough to work well on Trick Room so Gothitelle is an excellent choice.

Haxorus is IMO usually better than Dragonite or Gyarados on Trick Room teams as it does not require rapid spin / defog support which trick room teams really struggle to get while still being offensive enough, and is another solution to stall as it can break unaware cores and with one Dragon Dance life orb variants can beat Venutran as well.

+1 252+ Atk Life Orb Mold Breaker Haxorus Dragon Claw vs. 252 HP / 80+ Def Mega Venusaur: 220-259 (60.4 - 71.1%) -- guaranteed 2HKO
252+ SpA Mega Venusaur Sludge Bomb vs. 36 HP / 0 SpD Haxorus: 207-244 (68.5 - 80.7%) -- guaranteed 2HKO
+1 252+ Atk Life Orb Mold Breaker Haxorus Earthquake vs. 252 HP / 0 Def Heatran: 972-1149 (251.8 - 297.6%) -- guaranteed OHKO

While I prefer Mega-Gyarados to Haxorus most of the time the mega-stone on OU trick room teams should be reserved for one of the many excellent slow super strong megas. Haxorus running somewhere in the ballpark of around 120 evs in speed is the equivalent of Gyarados (while not using your mega-stone) and Dragonite (while not requiring hazard support). By the way Haxorus really likes Gothitelle to eliminate pokemon that are defensive threats that are draw out by Trick Room.
 
The offensive setters have gained mention in their respective categories, it would probably make thinking of a team easier when looking through your possible sweepers.

Gyarados gets mention because even without mega it still is a threat, and can work well for teams who don't want to be incredibly Trick-Room reliant.

Gothitelle is being added, as is haxorus. I don't know how I forgot haxorus...
 
Diggersby can be an awesome trick room abuser (112 atk and ghost immunity, always good for a TR team)

Clawitzer is the only water special attacker (based 120 SAtk and ability boost) good under a TR.

Bronzong can be a good bulky setter and give the ground immunity. Even if weak x2 on dark, this gen he can do some damage against fairys and set rocks.

Another 2 potential abuser are machamp (conk cannot spam dynamich punch) and pangoro.

Waiting for Volcanion (based 70 Spd)
 
Diggersby can be an awesome trick room abuser (112 atk and ghost immunity, always good for a TR team)

Clawitzer is the only water special attacker (based 120 SAtk and ability boost) good under a TR.

Bronzong can be a good bulky setter and give the ground immunity. Even if weak x2 on dark, this gen he can do some damage against fairys and set rocks.

Another 2 potential abuser are machamp (conk cannot spam dynamich punch) and pangoro.

Waiting for Volcanion (based 70 Spd)
Haha wow I feel like I missed so many pokemon. Diggersby doesn't strike me as a very good Trick Room sweeper, there are definitey better Huge Power pokemon and Diggersby doesn't add much in terms of defensive synergy (he does get spikes?). Bronzong doesn't really add much that another setter doesn't do, and Ferrothorn's gyro ball hits much harder, has better defenses, and can set up rocks. The only thing I can see Bronzong running is Normal Gem-Explosion set as a suicide lead, but even that isn't really very good and outclassed by Chandelure as a suicide lead.

I will add Clawitzer and Octillery. Machamp will get a mention, Pangoro (despite his meh defenses and 4x fairy weakness) can pull a Parting Shot thing, like pseudo-memento, so I guess that may warrant mention (I will not forget to mention that it isn't as good as the other fighting-types and the ONLY reason to use him is for parting shot). Golurk probably gets note too, since No Guard Dynamic Punch is good on almost any pokemon. (I forgot to look at the lower tiers for pokemon I will do that soon, forgive me trick room gods).
 
Haha wow I feel like I missed so many pokemon. Diggersby doesn't strike me as a very good Trick Room sweeper, there are definitey better Huge Power pokemon and Diggersby doesn't add much in terms of defensive synergy (he does get spikes?). Bronzong doesn't really add much that another setter doesn't do, and Ferrothorn's gyro ball hits much harder, has better defenses, and can set up rocks. The only thing I can see Bronzong running is Normal Gem-Explosion set as a suicide lead, but even that isn't really very good and outclassed by Chandelure as a suicide lead.

I will add Clawitzer and Octillery. Machamp will get a mention, Pangoro (despite his meh defenses and 4x fairy weakness) can pull a Parting Shot thing, like pseudo-memento, so I guess that may warrant mention (I will not forget to mention that it isn't as good as the other fighting-types and the ONLY reason to use him is for parting shot). Golurk probably gets note too, since No Guard Dynamic Punch is good on almost any pokemon. (I forgot to look at the lower tiers for pokemon I will do that soon, forgive me trick room gods).
Ok I'm honestly going to advise against adding Machamp, because it has literally NOTHING over Conkeldurr outside of Dynamicpunch. Like literally, Conk has STAB prio, more bulk, Drain Punch for healing, more Attack, and less Speed. There's no reason to use Machamp over Conkeldurr.
 
Ok I'm honestly going to advise against adding Machamp, because it has literally NOTHING over Conkeldurr outside of Dynamicpunch. Like literally, Conk has STAB prio, more bulk, Drain Punch for healing, more Attack, and less Speed. There's no reason to use Machamp over Conkeldurr.
well 100% accurate stone edge is pretty nice, but I agree, it doesn't have much on Conkeldurr. Other than 100% accurate stone edge, more powerful STAB, and a bit better sp def. It does lack in the HP and defense, but a different role than Conkeldurr does, which could warrant some reason to be mentioned, for those people (like myself) who just love finding lower-tier pokemon that can fit into trick room. I mean, Escavalier gets mention so why not Machamp?

I mean, worst comes to worst we just delete that section of analysis, which isn't too bad.
 
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well 100% accurate stone edge is pretty nice, but I agree, it doesn't have much on Conkeldurr. Other than 100% accurate stone edge, more powerful STAB, and a bit better sp def. It does lack in the HP and defense, but a different role than Conkeldurr does, which could warrant some reason to be mentioned, for those people (like myself) who just love finding lower-tier pokemon that can fit into trick room. I mean, Escavalier gets mention so why not Machamp?

I mean, worst comes to worst we just delete that section of analysis, which isn't too bad.
Well I mean Escavalier is actually a viable Assault Vest user, differentiating itself from Scizor with better bulk and a reliable way to get past Heatran in Drill Run.

But yeah, keep it if you like. I just know 100% accurate moves just aren't worth it for me.
 

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