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.
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 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 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 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 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 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 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
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 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 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 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 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 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, 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 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 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 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 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 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 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 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
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 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 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 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 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 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 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
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
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 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 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
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 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.
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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 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.
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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 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:
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.
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.
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.
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
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
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
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
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
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
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.
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
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
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
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
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
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
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
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
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.
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
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
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
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
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
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
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.
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
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
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.
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
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.
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
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
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.
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
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:
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
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
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:
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
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
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
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
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
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
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.
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.
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.
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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