SM OU Trick Room

So I been messing around with Trick Room, and Im not too sure about how to get Trick Room out easily. Any help is welcome, even if its just move changes for certain mons.


Hoopa-Unbound @ Darkinium Z
Ability: Magician
EVs: 4 HP / 252 Atk / 252 SpA
Brave Nature
IVs: 0 Spe
- Trick Room
- Thunderbolt
- Knock Off
- Calm Mind

I use Hoopa as a Trick Roomer because I couldnt find many other mons that could use Trick Room as well as act as a sort of tank. I also gave Hoopa a few attacks that my other mons wouldnt have been able to use as well as an extra Knock Off. Typing this out, I'm not too sure why I gave Hoopa Calm Mind, so if I were to switch out any attacks, Calm Mind would be my first pick to ditch.

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Flamethrower
- Flash Cannon
- Leech Seed
- Stone Edge

I play Celesteela as a bulky hard hitter that can quickly set up Stealth Rock then get in some extra damage with Flamethrower and Flash Cannon. My main problem with Celesteela is that I cant seem to get much damage off with Celesteela. I think it might be because i dont really have anything to boost Celesteela's Atk or SpA, so I cant really capitalise off Celesteela as much as I would hope.

Mew @ Focus Sash
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
IVs: 0 Atk
- Trick Room
- Psychic
- Reflect
- Light Screen

I play Mew to initially set up Trick Room and the extra screens at the start of the game and to quickly switch in to easily set Trick Room up again. The main problem with Mew is that I can only seem to set Trick Room up like once or twice with Mew before it gets killed, so I would ideally like to find a more bulky mon that can set Trick Room up easier without the risk of it getting killed before I can set it up.

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
IVs: 0 Spe
- Dark Pulse
- Stone Edge
- Play Rough
- Focus Punch

I play M Mawile as a heavy hitter with Trick Room up because M Mawile's high Atk and low Spe stats work really well with Trick Room. Since I mainly use Mawile as a beatstick, I only play damage moves so I can capitalise off of Mawiles high attack while Trick Room is up. The only issue is that Mawile tends to die quite quickly against mons like Landorus, so I dont really get to use Mawile as much as I would hope.

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 244 HP / 252 Atk / 12 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Dragon Claw
- Fire Punch
- Power-Up Punch

I play Tyranitar as another heavy hitter, with Choice Band on to deal more damage to mons with lower Def stats. I would like more ways to power up Tyranitar than ditching Band and adding boost moves since boost moves tend to waste Trick Room time, but if there isnt any other option I would be fine with changing it. The four attacks are mainly based on the most powerful / useful physical attacks I could find of certain types so I could get good coverage of different types as well as getting stab on Earthquake.

Magearna @ Focus Sash
Ability: Soul-Heart
EVs: 252 HP / 4 Atk / 252 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Shadow Ball
- Dazzling Gleam
- Aura Sphere

Lastly I play Magearna as another Trick Roomer with Sash to ensure that I get Trick Room off. I also play three other attacks that capitalise off Magearna's high SpA stat so I can get a few more kos while Trick Room is still active. I would like to get more advice on what attacks to give Magearna to use so I can do more damage and get more stat changes on my opponent so I can get more kills while Trick Room is up.

This is my second team, so my reasonings are probably really dumb and unreasonable, so please go easy on me, and Id just like anyones input on how this team would do better with different mons, attacks, items and the such.
 
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Mew @ Focus Sash
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
IVs: 0 Atk
- Trick Room
- Psychic
- Reflect
- Light Screen
If your running screens then use Light Clay (or Mental Herb) - Mew is generally bulky enough to do it.
Magearna @ Focus Sash
Ability: Soul-Heart
EVs: 252 HP / 4 Atk / 252 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Shadow Ball
- Dazzling Gleam
- Aura Sphere
you dont need sash on magearna
 
Ok, Your team looks good BUT... your sets are abysmal, i'll give you your team but with fixed sets except ill change the pokemon except magearna and tyranitar. AND FOR THE TEAM

Magearna @ Occa Berry
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Aura Sphere
- Volt Switch
- Fleur Cannon
- Trick Room

Rhyperior @ Rockium Z
Ability: Solid Rock
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Earthquake
- Stone Edge
- Megahorn

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Crabhammer
- Knock Off
- Superpower
- Swords Dance

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Stone Edge
- Fire Punch
- Crunch
- Earthquake

Marowak-Alola @ Thick Club
Ability: Cursed Body
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Bonemerang
- Flare Blitz
- Shadow Bone
- Thunder Punch

Cresselia (F) @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Lunar Dance
- Moonlight
 
I figured if I was going to talk shit, I might as well also provide my own feedback on the team.



Hoopa-Unbound @ Focus Sash
Ability: Magician
EVs: 252 Atk / 4 Def / 252 SpA
Brave Nature
IVs: 0 Spe
- Trick Room
- Psychic
- Hyperspace Fury / Knock Off
- Focus Blast

Darkinium Z was swapped out for a Focus Sash to help Hoopa set up Trick Room against physical attacks, as it's quite frail on the physical side. Thunderbolt and Calm Mind were swapped out for Psychic and Focus Blast. Psychic is STAB, and Focus Blast hits Tyranitar hard. I prefer Hyperspace Fury over Knock Off because it's much stronger, but Knock Off has merits, like more PP and utility.




From a Trick Room perspective, Celesteela is outclassed by Stakataka.
Stakataka @ Choice Band / Life Orb
Ability: Beast Boost
EVs: 248 HP / 252 Atk / 8 SpD
Lonely Nature
IVs: 15 Def / 0 Spe
- Gyro Ball
- Stone Edge
- Earthquake / Trick Room
- Superpower / Trick Room

The weird EVs and nature are to lower Stakataka's Defense so that Beast Boost increases its Attack. Gyro Ball hits like a truck, hitting almost everything for the maximum 150 base power. Stone Edge is a secondary STAB, most notably hitting Zapdos and Rotom. Earthquake and Superpower are for hitting Steels. If you want, you can replace Choice Band with Life Orb, and replace one of the Steel coverage moves with Trick Room.




I don't think Screens Mew is a great option for Trick Room. There two are classic Trick Room setters. Pick whichever you want.
Uxie @ Mental Herb / Red Card
Ability: Levitate
EVs: 252 HP / 116 Def / 140 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Stealth Rock
- Memento
- Magic Coat / Skill Swap

Uxie's niche comes from its access to Stealth Rock and the move in the last slot, making it function more as a suicide lead. Memento lets you get in an ally safely. Magic Coat lets you bounce back hazards and Taunt, while Skill Swap is for tech like setting up Rocks against Mega Sableye. EVs are just enough Defense investment to live Weavile's Knock Off. Don't ask why Red Card is an option. All this is just what's on Uxie's OU analysis.
Cresselia @ Mental Herb
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Moonlight
- Lunar Dance

Cress has more bulk and Moonlight, letting it set up Trick Room throughout the match. Ice Beam threatens Lando and Chomp. Like Memento, Lunar Dance is for getting in an ally safely. This time, however, it also lets you play recklessly with an ally, only to heal them back to full.




Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Knock Off
- Thunder Punch / Swords Dance
- Play Rough
- Fire Fang / Brick Break

First of all, there's no reason to run Dark Pulse on a mon with crap Special Attack and monstrous Attack. That said, Dark coverage pairs nicely with Fairy, so Knock Off is an easy fit. Stone Edge isn't great on Mawile, so replace it with Thunder Punch or Swords Dance. T-Punch lets you deal with Toxapex more easily, while Swords Dance boosts Mawile's Attack is even higher levels. Focus Punch's negative priority doesn't sound too appealing on Trick Room, so I'd swap it out for a weaker but more consistent Steel-hitting move in Fire Fang or Brick Break. Fire Fang hits Ferrothorn and Scizor super hard, while Brick Break hits Heatran while still hitting Ferrothorn for decent damage.



Tyranitar seemed redundant thanks to Hoopa and Stakataka, so I swapped it out for this monster.
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Shadow Bone
- Bonemerang
- Swords Dance

These four moves are all you need. Bonemerang is chosen over Earthquake thanks to its ability to hit through Subs, Sturdy, and Sashes, as well as not being weakened by Grassy Terrain. Swords Dance is there just in case you need even more power.




Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Fleur Cannon
- Thunderbolt

Magearna is bulky as fuck, so like Tmi489 said, Focus Sash really isn't necessary. Since Hoopa is no longer using a Z-Crystal, Fairium Z + Fleur Cannon gives Magearna a nuke to start accumulating Soul Heart boosts. Other than that, BoltBeam coverage is just nice coverage. You could also run HP Fire, Focus Blast, or Flash Cannon if you want.
 
so I was told I should probably have something to set up Toxic, but I dont really know what mon to use and what to take out, Im thinking Toxapex but I dont really have any good builds of Toxapex, if anyone has any good builds or any opinions on what else to use please let me know

so I was told I should probably have something to set up Toxic, but I dont really know what mon to use and what to take out, Im thinking Toxapex but I dont really have any good builds of Toxapex, if anyone has any good builds or any opinions on what else to use please let me know
Just to follow up, Im currently using the team ImBetterAtDigimon posted here, so if you have any input on what else to change it would be greatly appreciated
 
I play trick Room a lot more then I should and I didn’t find the above rates to be entirely satisfactory, so I thought I’d throw in my thoughts.

Hoopa - not a tank, but can be an good OTR setter. I find physical darkinium to be the best, as special has no real power without nasty plot. which isnt too easy to set because of hoopa's physical fraility and lack of instant power. The only coverage you'll need is gunk shot for faries and drain punch for darks (also hp back is nice). Hyperspace fury is also your only way of beating substitute.

Celesteela - Yeah you dont want to run any bulky mons on trick room that can't set TR. Steela doesn't have the power to be a TR abuser like mawile either, so I think a suicide lead would be better here. The basic idea is just rocks and TR and go boom. Uxie is the best option due to its bulkiness and memento's allowing abusers to set up SD.

Mew - Cress is basically better in every way here - you don't need screens anyway and the team is really ground-weak.

Mawile - As said before me, an all physical set is much better. I like fire fang here personally for scizor, but knock off works ok too. SD is usually better than 4 attacks imo, and if you run knock off, SD is a necessity.

Tyranitar - I'd feel better with azumarill here to fend off ash greninja, blacephalon, volcarona, etc. and also having better power overall.

Magearna - Don't run focus sash. Or occa berry. Both are far too situational. With max hp you'll take most attacks anyway. But regardless theres already 3 tr setter so a fourth is unnecessary and also magearna is too weak without a z move anyway. Ursaring, on the other hand, has incredible power and eats burns for the rest of the team.

As for the other rates:
  • rhyperior is ok, but generally lacks the power that TR abusers need. Aside from bulkiness, it is outclassed by tyrantrum, who doesn't fit on how I modified the team anyway.
  • uxie and cress is not an either/or, cress is a main setter and uxie is for getting up rocks and TR and dying.
  • Marowak is an excellent abuser, but again didn't fit well. Same for crawdaunt.
  • Sash hoopa isn't great because rocks will be up almost always and it, again, isn't too powerful.
  • With the given sp.def investment, colbur berry is redundant on cress anyway. Put the rest in def, where it is far more needed.
  • DO NOT USE TOXIC ON TR UNLESS YOU HAVE A VERY GOOD REASON TO DO SO
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Hoopa-Unbound @ Darkinium Z
Ability: Magician
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Hyperspace Fury
- Gunk Shot
- Drain Punch

Uxie @ Mental Herb
Ability: Levitate
EVs: 252 HP / 116 Def / 140 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Stealth Rock
- Memento
- Magic Coat

Cresselia @ Mental Herb
Ability: Levitate
EVs: 248 HP / 168 Def / 92 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Moonlight
- Trick Room
- Lunar Dance

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Play Rough
- Sucker Punch
- Fire Fang

Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Superpower
- Liquidation
- Play Rough
- Aqua Jet

Ursaring @ Flame Orb
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Facade
- Fire Punch
- Earthquake
Anyhow, no offense to anyone intended and hopefully the rate helped!
 

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