So lately, I've been trying to search for ways to spice up playing NU, and Trick Room being a playstyle that often doesn't get much love, I figured I might as well attempt building a team around it. As for the opening summary to get a gist of the team, Uxie and Audino function as the team's TR setters and clerical partners in crime, while Mantine and Pilosine provide near-flawless switch compatibility, with one 'Mon typically being able to handle what the other partner can't. Gurdurr is there as the setup 'Mon for the team, and Gurdurr being Gurdurr, it can often singlehandedly sweep teams that were ill-prepared for everyone's favorite clown. And lastly, Octillery is there to punch holes in the opposing team, whether it be early-game or late-game. So with that said, let's get a little more in depth with the Trick-Room of terror.
Oh and also, this is my first RMT I've ever posted, so don't crucify me too badly. xD
Wish-Passer/TR-setter #1: Audino
Wakko (Audino) (M) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Wish
- Toxic
- Double-Edge
Wakko (Audino) (M) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Wish
- Toxic
- Double-Edge
Audino claimed his spot on the squad as one of the primary Trick-Room setters for the team, pairing excellently alongside Uxie with both being the team's go-to clerics. Wakko provides the Wish-support for the team, Toxic being present for the sake of residual damage when the team might need it. Its last move, Double-Edge, is on the moveset for direct damage, working well with its Regenerator abilty.
Status-Healer/TR-setter #2: Uxie
Confucius (Uxie) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- U-turn
- Heal Bell
- Psychic
Confucius (Uxie) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- U-turn
- Heal Bell
- Psychic
Uxie functions as the second Trick-Room-er for the team, as well as means for momentum in the form of U-Turn. The two moves pair well together as you are able to take a hit relatively easily, then U-Turn out as you see fit. Heal Bell is there for Uxie to, well, remove status from any of the team members, and lastly, Psychic is chosen over Psyshock for the sake of hitting opposing Gurdurr without depending on how many Curses they might have gotten up.
Hazard-setter: Piloswine
John Cena (Piloswine) (M) @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 Def
IVs: 0 SpA / 0 Spe
Brave Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Stealth Rock
John Cena (Piloswine) (M) @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 Def
IVs: 0 SpA / 0 Spe
Brave Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Stealth Rock
JOOOOOHHHHNNNN CEEEEENNNAAAAA provides some solid offensive pressure after Trick Room is set up, having a part-time job of being able to set up Stealth Rock. Even without the invested defense stat, there's no denying its ability to take hits like an absolute champion with its whopping almost-300 defense. Earthquake and Icicle Crash are its two powerful STAB's of choice, with Ice Shard making it able to pick off enemies at low HP. The dynamic-duo synergy between JOOOOOOOOOHHHHNN CEEEEENAAA and Mantine make them able to switch into one another with relative ease, both providing offensive pressure on the things the other partner doesn't care to take on.
Hazard-Removal: Mantine
Mr. Ray (Mantine) (M) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 2 Atk / 30 SpA / 3 Spe
- Scald
- Air Slash
- Hidden Power [Grass]
- Defog
Alright, so when I was making a team, I realized I needed a 'Mon that could remove hazards, and provide as a solid partner for JOOOOOOOHHHHNN CEEEEENNAA, and that's when I realized that Mantine would fit the bill perfectly. Holding a similar story to its partner in crime, Mantine's un-invested special bulk is impressive enough on its own, more than enough to tank the special hits its partner didn't enjoy taking so much, so I decided to make it a more reliable special attacker than our other water-type on the team. Scald and Air Slash are for standard STAB's holding solid burn and flinch-chances respectively, and HP Grass was plopped onto the set just for the sake of providing an answer for Seismitoad that wasn't as blatantly obvious. And last but not least, we have defog to get rid of any pesky hazards.
252+ SpA Mantine Hidden Power Grass vs. 252 HP / 0 SpD Seismitoad: 264-312 (63.7 - 75.3%) -- guaranteed 2HKO
Setup-Sweeper: Gurdurr
Flex-Zone (Gurdurr) (M) @ Eviolite
Ability: Guts
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch
Setup-Sweeper: Gurdurr
Flex-Zone (Gurdurr) (M) @ Eviolite
Ability: Guts
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch
We're back to our favorite clown in NU, Gurdurr. This monster is sometimes capable of flat-out sweeping teams that come ill-prepared. Though it might be standard.jpeg, Flex-Zone fits on the team perfectly as its designated set-up sweeper with Bulk Up. After one mere turn of set-up, Flex-Zone is already at an intimidating 370 Attack, 463 Defense, and 327 Special Defense thanks to its Eviolite. Drain Punch and Knock Off provide excellent coverage, as well as giving Gurdurr side-benefits in recovery and utility respectively. Mach Punch is on the set for the same reason as JOOOOHHHHNN CEEEENNNAA's Ice Shard, letting it pick off opponents at low HP, and out-prioritize other opposing priority in those rare situations.
The Janitor: Octillery
Octodad (Octillery) (M) @ Life Orb
Ability: Suction Cups
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hydro Pump
- Fire Blast
- Ice Beam
- Energy Ball
Octodad (Octillery) (M) @ Life Orb
Ability: Suction Cups
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hydro Pump
- Fire Blast
- Ice Beam
- Energy Ball
And here he is, the octopus of the hour for the team. Though the Life Orb could easily be switched out for an AV and still get the point across, you can't deny the sheer power that Octillery enforces once a Trick-Room is set up. You want to punch some holes into the opposing team so Gurdurr can pick off the scraps? Octodad can do that. You want to save him until late-game so he can clean up whatever's left on the opponent's side of the field. Octodad can do that too. There really isn't much escaping the clutches of its 4-move coverage, Hydro Pump existing as a powerful STAB, and in conjunction with Fire Blast, Ice Beam and Energy Ball - you hit everything in NU for at least neutral damage.
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So that just about does it for the team, and please let me know about any changes I should make for it! Hopefully one day, I'll be back again (once again :]) with another RMT that can be roasted as well!
Importable Can Be Found Here:
Importable Can Be Found Here:
Wakko (Audino) (M) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Wish
- Toxic
- Double-Edge
Confucius (Uxie) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- U-turn
- Heal Bell
- Psychic
John Cena (Piloswine) (M) @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Ice Shard
- Earthquake
- Icicle Crash
- Stealth Rock
Mr. Ray (Mantine) (M) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 2 Atk / 30 SpA / 3 Spe
- Scald
- Air Slash
- Hidden Power [Grass]
- Defog
Octodad (Octillery) (M) @ Life Orb
Ability: Suction Cups
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Hydro Pump
- Fire Blast
- Ice Beam
- Energy Ball
Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Wish
- Toxic
- Double-Edge
Confucius (Uxie) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- U-turn
- Heal Bell
- Psychic
John Cena (Piloswine) (M) @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Ice Shard
- Earthquake
- Icicle Crash
- Stealth Rock
Mr. Ray (Mantine) (M) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 2 Atk / 30 SpA / 3 Spe
- Scald
- Air Slash
- Hidden Power [Grass]
- Defog
Octodad (Octillery) (M) @ Life Orb
Ability: Suction Cups
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Hydro Pump
- Fire Blast
- Ice Beam
- Energy Ball
Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch
-TheCritMagnet
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