OU Playstyles - Week #07 [Trick Room] - READ OP FIRST!

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LilOu

PO poopyhead
Approved by Haunter, Birkal and Huntofthelion​
OU Playstyles
By LilOu. With some collaboration of Stoned RG. Special thanks to Shurtugal.

Welcome to the OU discussion of the different playstyles! The main purpose of this thread is to choose a playstyle every week (I'll choose it) and you, (yes, you), are going to be able to comment, give your opinion and suggest pokemons that should be considered when making a team around the style [posting teams is also allowed, just keep in mind that this is not the RMT forums, so if you want to post a team try to make it short and use sprites of pokes, explain how does the team work and post replays if possible]. Obviously, your comments must have connection with the chosen style, as well as solid arguments of why your comment(s) are valid. With this, newer players can decide what playstyle they like most and, of course, more experienced players can also expand their knowledge. Remember to be friendly with other people; if you disagree with someone's opinion don't slam with an aggressive response, just let everyone know what you think in a kind way. The links to discussions of each playstyle will be posted in the OP so everyone can read it at anytime!

Don't be afraid of posting! If you have a great offense, stall, etc team, just think about what to say and go for it! Don't forget that participating in this kind of threads gives you opportunity to earn that awesome Community Contributor(
community.png
) badge! Be careful of what you do post! Quality posts will be rewarded, but mediocre comments will be infracted. Do your best and I hope that you like to contribute this thread!


Summary of the rules (Must read):
  • Make quality posts. No one-lined posts.
  • Your comments must be about the weekly playstyle chosen.
  • No gimmicks. If you decided to post a team (or pokemon) don't suggest using pursuit Tauros to trap Celebi or Latios while there is an overall better option named Tyranitar.
  • Comment how the chosen style affects the current metagame and how it fares in it.
  • Support your team's posts with replays if possible. Explanation of them are a must.
  • Having a wide point of view is needed. Don't post that stall sucks because you always lose to it.
  • Your new ideas must have strong arguments of why them should be considered.
  • This one is important: We don't want this to become a debate of: "this metagame is stale and has no diversity due to weather". This thread is here to make a discussion about the different playstyles, not to discharge all your hate against weather. Please, incoherent posts will be deleted and possibly penalized, so think about what are you going to write.


Sets suggestions: (New)

If you are going to post a set, you must follow this format:

Name @ Item
Trait:
EVs:
[Insert nature] Nature
- Move one
- Move two
- Move three
- Move four

Here a complete example:

Latias @ Life Orb
Trait: Levitate
EVs: 76 HP / 180 SAtk / 252 Spe
Timid Nature
- Draco Meteor
- Roost
- Psyshock
- Surf / Hidden Power [Fire]

Also, if you are going to post the sprite, I'd really appreciate if you use Smogon's images (the ones that are not moving), this is just because it is really hard to search all images (start a google search with "Latias Smogon", then click the link, then Right Click, then copy image URL and then paste), so it would be really great if you can do that for me. :]
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<3 Latias is sexy.


Past Discussions:

  • Week #01 (February 8, 2013 - February 15, 2013): Hyper Offense
  • Week #02 (February 15, 2013 - February 22, 2013): Sand Offense
  • Week #03 (February 22, 2013 - March 1, 2013): Rain Offense
  • Week #04 (March 1, 2013 - March 8, 2013): Sand Stall
  • Week #05 (March 8, 2013 - March 16, 2013): Sun Offense
  • Week #06 (March 16, 2013 - March 23, 2013): Hail Stall


Week #07: Trick Room

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Man have we gone down, the next Playstyle is pretty much well known for it both sheer power and (most of all) gimmick, I'm talking about Trick Room guys, one style that might as well be called all-or-nothing. Because as most of us know, it has characteristic of a Hyper Offense: clear goal and (most of the time) no defensive backbone, but it has as well the opposite traits of a Hyper Offense: slow and has only 1 set up move. You may be asking, why the hell is this guy talking about the similarities of HO and Trickroom (no pun intended)? Welp its because (imo) it will be pretty much the same questions.

So I could redirect you to the first thread but might as well add some. IS it good to put a lot of threats in a team that depends on a single move that most of this pokes cant use? What pokes contribute with each other for good offensive synergy? Is there ANY defensive synergy? Who should be the common lead? That differed a lot from the first thread, welp let the Smeargle vs Bronzong argument BEGIN!!!!!

By Stoned RGay and LilOu

***What I want to see here is discussion. It's Ok to post sets, but posting sets is not the main purpose. If you want to suggest a Pokemon, I strongly recommend to first give your thoughts about the topic and THEN post your suggestion.
 
Archive:​

Pokemons
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Reuniclus @ Life Orb
Trait: Magic Guard
EVs: 192 HP / 64 Def / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Trick Room
- Psychic
- Focus Blast
- Shadow Ball/Hidden Power Fire


Of course the best Trick Room abuser in the entire meta game, good old Reuniclus. Since the meta game is so fast paced and frail, this set makes a majority of the meta game slow, while making Reuniclus fast and powerful. This set is quite simple, come in late game and wreck havoc. On a dedicated Trick Room team however, Reuniclus can come in almost any time and pretty much just scare things away with it's great move coverage. Since Trick Room makes Reuniclus extremely fast, pretty much nothing can really out speed it and pose a threat at the same time....maybe except CB Ferrothorn which is rare anyway. Reuniclus' ability lets it use a Life Orb without worrying about recoil, which really makes Reuniclus' moves extremely powerful. It's almost impossible to take down Reuniclus in one hit, even two, so it can require up to three hits for it to die. While you're trying so hard to deal with this thing, it's already done a ton of damage to your team, possibly taking out a few in the process. Magic Guard also forces you to take it out with attacking moves only, thus making Reuniclus a great anti stall Pokemon. Psychic can 2HKO pretty much the entire unresistant tier, and OHKOs anything it hits for super effective damage. Focus Blast is mainly for Ferrothorn, Heatran, and Tyranitar. Shadow Ball is to hit the Lati twins, Alakazam, and Celebi, however HP Fire can be used to bait Scizor, nail Forretress, and more reliably deal with Ferrothorn outside of Rain. TR Reuniclus is truly a menace, and should be considered a staple on any dedicated Trick Room team.

Author: Gary2346


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Cofagrigus @ Leftovers
Trait: Mummy
EVs: 248 HP / 8 Def / 252 SpA
2 Atk / 30 Def / 30 SpA / 30 SpD / 2 Spe
Quiet Nature
- Shadow Ball
- Hidden Power [Fighting]
- Nasty Plot
- Trick Room


Now, while it may seem that Cofagrigus should be running a full fledged Defensive set, take a look closer at it's stats. A solid base 95 Special Attack, a 30 base Speed which allows him to "outspeed" other mons in Trick Room. Due to his natural bulk, Cofagrigus can run an amazing bulky Trick Room set, with Max HP to obviously maximize bulk and Max Special Attack for excellent sweeping potential. Now, onto the moveset and explanations on what they do on the set. First up, obviously, we have Shadow Ball, hitting all but Normal types for neutral damage. The Lati Twins, Reuniclus, Gengar, Jellicent and others won't like taking a boosted Shadow Ball right to the face. Next up, we have Hidden Power Fighting, an excellent move in order to hit Chansey, Blissey, Ferrothorn, Magnezone, Heatran, and a whole ton of Steel types for super-effective damage. Nasty Plot is the crux of this set, boosting Cofagrigus' Special Attack to a decent level of 634. Finally, we have the obvious Trick Room, making Cofagrigus "faster" than anything when Trick Room is in effect. All in all, Cofagrigus is definitely a Pokemon to be considered when using a Trick Room team. Cofagrigus is a force to be reckoned with, and can be an potent offensive force on TR teams.

Author: Dr Ciel


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Bronzong @ Leftovers
Trait: Levitate
EVs 252 Atk / 128 Def / 128 SpD
IV: 0 Spd
Nature: Brave
- Earthquake
- Iron Head/Explosion
- Trick Room
- Zen Headbutt


Trick Room Bronzong can be a nasty surprise to an opponent fixing it to be a staller as it can late game sweep or even set up multiple trick rooms for other Pokemon with its bulk. 116 in Defense and Special Defense means that EVs can be more heavily invested in Attack. Levitate makes Bronzong weak to only fire types. One of its biggest threats, Volcarona, isn’t easily taken care of as lucky Iron Heads or an Explosion after Volcarona is down past 50%. A nice set up of spikes and/or SR would help Bronzong along in taking care of threats like Volcarona and start a late game sweep.

Author: Viddax89


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Porygon2 @ Eviolite
Trait: Download
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
IVs: 0 Spd
- Trick Room
- Tri Attack
- Ice Beam
- Recover / Thunderbolt


Porygon2 is an excellent choice for many Trick Room teams simply because it synergises so well with the Psychic and Ghost types that are usually staples on Trick Room. With Eviolite P2 has exceptional bulk taking around 70% from a +1 Nite Outrage and can even live a Scarf Terrakion Close Combat after SR. Porygon2's ability to take random powerful hits is really appreciative on Trick Room as your relying on being able to take a hit to set up. Thunderbolt can be used over Recover but imo Recover is a much better choice giving you some nice survivability.

Author: New Breed


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Dragonite @ Lum Berry / Expert Belt
Trait: Multiscale
EVs: 4 HP / 252 Atk / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Fire Blast
- Draco Meteor
- ExtremeSpeed
- Superpower


This guy is amazing on trick room teams. He can do massive damage to most stall teams as soon as stuff like SpD Jellicent is worn down. It has massive mixed potential luring some threats and killing them Multiscale only adds to this and can be your main weapon vs stall teams. It also is not dead weight vs offensive teams as not much offensive teams can deal with a Dragonite with Multiscale and that much coverage.

Author: The Unlucky One


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Conkeldurr (M) @ Life Orb
Trait: Sheer Force
EVs: 208 HP / 252 Atk / 48 Def
Brave Nature (+Atk, -Spd)
- Hammer Arm
- Ice Punch
- ThunderPunch
- Fire Punch


This Conkeldurr is just a beast. With the Trick Room support it's one of the greatest sweeper in the whole game, no joke. It has a very very great coverage which allows Conkelduur to hit hard everything and with Sheer Force it doesn't care about Life Orb's recoil which it's always annoying. Now I'd post some damages which this Conkeldurr does to help you to understand how poweful it's.

Author: Alexander


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Smeargle @ Focus Sash
Trait: Own Tempo
EVs: 252 Spe
Hardy Nature
- Trick Room
- Spore
- Endeavor
- Dragon Rage


Well here he is guys, this is the set that people will be talking about in years past and most likely will be talking about in many years to come, the allmighty FEARgle. Like I said before, most Smeargle sets take on supporting sets, such as passing boosts, and setting hazards, this Smeargle set takes on a slight offensive presence while still supporting your Trick Room team. Keep note, that this Smeargle is Level 1, it's still blazingly fast, which practically explains the maximum Speed EV's, which is all you need for this set. With all that said, let's get to the moveset and explanations of each of the moves. First up, we have the obvious Trick Room, which setting up is inevitable with Smeargle, as the only things stopping it are taunt and opposing sleep-inducing moves, as this thing will not be OHKOd, thanks in part to focus Sash. Spore practically nets you a free kill and puts huge amounts of offensive pressure on your opponent. Up next, we have the Endeavor, the move that puts your opponent down to Smeargle's HP, putting them into Dragon Rages KO range. Finally, we have the last move in this set, in Dragon Rage. Dragon Rage is used over Extremespeed in order to hit Pokemon with Leftovers. Dragon Rage does 40 damage on consistent basis, good enough to KO Pokemon worn down by Endeavor. When all is set and done, this Smeargle set can take down half a team, if used very carefully, and still leaves enough Trick Room turns for your sweepers.

Author: Dr Ciel


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Cresselia @ Leftovers
Ability: Levitate
252 HP / 252 Def / 4 SDef
Relaxed Nature
IVs: 0 Spe
-Trick Room
-Lunar Dance
-Moonlight/Toxic
-Psychic


Cresselia is one of the best bulky Trick Room setters and I always make it a point to fit it into any Trick Room teams I make. Trick Room obviously lets you support the team. Apart from its amazing bulk, the one move that separates Cresselia from any other Trick Room setter is Lunar Dance. After using Trick Room and with the team on its last legs, Cresselia can utilize a very fast Lunar Dance to bring a powerful sweeper back to life with 3 turns of TR remaining. The usefulness of this cannot be overemphasized since with Lunar Dance, you pretty much have one extra member over the opponent and can help a powerful sweeper get back from certain death once all its counters are gone. As a bonus, it even gets into the field safely. Moonlight is there for reliable recovery, while Toxic nicely whittles down opposing walls. Psychic is just in case of Taunt users. The EV spread and nature can be tweaked depending on whether your team needs a physical or special wall, with her great bulk Cresselia can easily do both.

Author: Scorpdestroyer


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Heatran @ Choice Spes
Ability: Flash Fire
EVs: 248 HP / 252 SAtk / 8 SDef
Quiet Nature
- Eruption
- Flamethrower
- Earth Power
- Hidden Power [Ice]


In trickroom, Heatran is one of the most dangerous pokemon ever. With eruption you can basically 2 hit ko or ohko everything if you run it in the sun. When the opponent's weather is gone and trick room is up, it's basically good game as there's nothing you can do to stop this beast. When it's not at full health flamethrower is another move that you can use to badly damage the opponent's team. This set also have it's own coverage.

Author: TheSuperSayanBreloom


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Uxie @ Mental Herb
Timid Nature
EVs: 252 HP / 252 Spd / 4 Def
Trait: Levitate
- Trick Room
- Stealth Rock
- U Turn
- Magic Coat


This set is based off of the Deoxys-D Hazards set, which was recently banned to Ubers. Uxie may not have access to Taunt or Spikes, but it can work in a very similar way, thanks to its great bulk and useful movepool. The goal of this set is to set up for a Hyper Offensive approach to Trick Room. Trick Room is obvious on a Trick Room lead. Stealth Rock is Stealth Rock. Hazards are incredibly important on offensive teams, and Uxie has the ability to set them up reliably. U-Turn gives Uxie the ability to switch out to an attacker after setting up TR, and it lets Uxie take status and attacks instead of the switch in. Magic Coat impedes opposing set up, so Uxie will be able to stop users of Taunt, Spikes, and Stealth Rock from doing their thing. EVs are made to improve bulk and speed. A Timid nature and maximum investment in speed seems odd on a team that is meant to be slow, but its really important for Uxie, giving it the ability to go first outside of Trick Room, while inside of TR it can use a slow U-Turn to get in a sweeper unharmed.

Author: BlackLight



Chandelure (M) @ Focus Sash
Trait: Flame Body (this will be better once Shadow Tag is released)
EVs: 252 HP/252 SpA/4 SpD
IVs: 0 Spe/0 Atk
Nature: Quiet
-Trick Room
-Fire Blast
-Confuse Ray
-Memento


The sash lets Chandelure set up Trick Room outside of stuff like multi-hit moves and confusion/sleep. It can mess with Heatran leads/switch-ins with Confuse Ray, hit almost anything else hard with Fire Blast, and right before Chandelure dies, use Memento to force a switch and let the next Pokemon set up/get off a free attack.

Author: Explorer


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Victini @ Charcoal
Trait: Victory Star
SVs: 248 HP / 252 Atk / 8 Def
brave nature
IVs: 0 spd
- Trick Room
- V-create
- Bolt Strike
- Brick Break / Final Gambit


Surprised no one mentioned this beast yet if we're talking trick room sweepers. tr victini is an absolute monster; with other sets the speed drop meant you couldn't really sweep with v-create, but this works around that. almost everything that doesn't resist fire will be ohko'd, and many mons are still ohko'd after sr anyway, i.e. latios. bolt strike deals with bulky waters, and brick break ko's tyranitar and 2hko's heatran. final gambit is an option to assassinate something troublesome and victini is still at full health or near full health. since victini resists the three most common priority moves (bullet punch, mach punch, ice shard), the defense drops aren't too much of a problem. what's great about this set, like otr reuniclus, is that this set is pretty independent; it can both set up trick room to support your team, or simply make use of it to clean up. you don't even need to run a full trick room team to use it; it's a highly underrated sweeper in its own right.

Author: Groudon ex


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Slowbro @ Leftovers
Trait: Regenerator
EVs: 252 HP / 216 Def / 24 SDef / 16 SAtk
Relaxed Nature
IVs: 0 Spd
- Scald
- Psyshock/Fire Blast
- Slack Off
- Trick Room


Thanks to regenerator, good bulk, and slack off, this guy can come in and set up trick room again and again and again. He also provides an excellent check to many physical threats like Terrakion and counters a big bother to trick room teams in Conkeldurr. The move set is pretty standard fare, except you can run pretty much whatever your team needs in the second move slot. Psyshock in particular is useful as a second stab move, on the other hand fire blast nails pokemon like Scizor who try and threaten u with u-turn (You out speed and KO under TR if its weakened a bit), and ferrothorn/forretress who try to set up hazard on you.

Author: Poliwrath

Teams
Nothing yet.


Remember that you can post teams, BUT your team needs the following things:
  • Relation with the chosen playstyle.
  • A good peak on Pokemon Online or Pokemon Showdown!
  • A RMT with more than 10 luvdiscs.
  • A good explanation.

An example of this is this. Please, don't post a team just because you want. Check Tobes' team and his explanation about it to see if you have what it is needed.
 
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Trait: Magic Guard
EVs: 192 HP / 64 Def / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Trick Room
- Psychic
- Focus Blast
- Shadow Ball/Hidden Power Fire

Of course the best Trick Room abuser in the entire meta game, good old Reuniclus. Since the meta game is so fast paced and frail, this set makes a majority of the meta game slow, while making Reuniclus fast and powerful. This set is quite simple, come in late game and wreck havoc. On a dedicated Trick Room team however, Reuniclus can come in almost any time and pretty much just scare things away with it's great move coverage. Since Trick Room makes Reuniclus extremely fast, pretty much nothing can really out speed it and pose a threat at the same time....maybe except CB Ferrothorn which is rare anyway. Reuniclus' ability lets it use a Life Orb without worrying about recoil, which really makes Reuniclus' moves extremely powerful. It's almost impossible to take down Reuniclus in one hit, even two, so it can require up to three hits for it to die. While you're trying so hard to deal with this thing, it's already done a ton of damage to your team, possibly taking out a few in the process. Magic Guard also forces you to take it out with attacking moves only, thus making Reuniclus a great anti stall Pokemon. Psychic can 2HKO pretty much the entire unresistant tier, and OHKOs anything it hits for super effective damage. Focus Blast is mainly for Ferrothorn, Heatran, and Tyranitar. Shadow Ball is to hit the Lati twins, Alakazam, and Celebi, however HP Fire can be used to bait Scizor, nail Forretress, and more reliably deal with Ferrothorn outside of Rain. TR Reuniclus is truly a menace, and should be considered a staple on any dedicated Trick Room team.
 
Trick Room is arguably one of the hardest playstyles to master. So, to form a Trick Room team, you must have bulky Trick Room setters, 3 at the most, in my opinion, and as always, you need some Stealth Rock support to help your sweepers. Speaking of sweepers, most loom in the lower tiers of RU and NU, however, OU Trick Room is just as viable as Trick Room in the lower tiers. There are arguably 2 best leads for Trick Room, in Smeargle and Bronzong, as one can grab 2 - 3 kills, while still leaving extra Trick Room Turns for the Sweepers. On the other hand, Bronzong is an excellent choice for a Bulky Trick Room Setter, as he can tank some hits while also dishing some out as well. But, I'm going to focus on the sweepers now. I would like to share a set that I think every Trick Room team should have. Here is the set.​

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Cofagrigus @ Leftovers
Trait: Mummy
EVs: 248 HP / 8 Def / 252 SpA
IVs: 2 Atk / 30 Def / 30 SpA / 30 SpD / 2 Spe
Quiet Nature
- Shadow Ball
- Hidden Power [Fighting]
- Nasty Plot
- Trick Room​

Now, while it may seem that Cofagrigus should be running a full fledged Defensive set, take a look closer at it's stats. A solid base 95 Special Attack, a 30 base Speed which allows him to "outspeed" other mons in Trick Room. Due to his natural bulk, Cofagrigus can run an amazing bulky Trick Room set, with Max HP to obviously maximize bulk and Max Special Attack for excellent sweeping potential. Now, onto the moveset and explanations on what they do on the set. First up, obviously, we have Shadow Ball, hitting all but Normal types for neutral damage. The Lati Twins, Reuniclus, Gengar, Jellicent and others won't like taking a boosted Shadow Ball right to the face. Next up, we have Hidden Power Fighting, an excellent move in order to hit Chansey, Blissey, Ferrothorn, Magnezone, Heatran, and a whole ton of Steel types for super-effective damage. Nasty Plot is the crux of this set, boosting Cofagrigus' Special Attack to a decent level of 634. Finally, we have the obvious Trick Room, making Cofagrigus "faster" than anything when Trick Room is in effect. All in all, Cofagrigus is definitely a Pokemon to be considered when using a Trick Room team. Cofagrigus is a force to be reckoned with, and can be an potent offensive force on TR teams.​
 
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Bronzong @ Leftovers
Trait: Levitate
EVs 252 Atk / 128 Def / 128 SpD
IV: 0 Spd
Nature: Brave
- Earthquake
- Iron Head/Explosion
- Trick Room
- Zen Headbutt

Trick Room Bronzong can be a nasty surprise to an opponent fixing it to be a staller as it can late game sweep or even set up multiple trick rooms for other Pokemon with its bulk. 116 in Defense and Special Defense means that EVs can be more heavily invested in Attack. Levitate makes Bronzong weak to only fire types. One of its biggest threats, Volcarona, isn’t easily taken care of as lucky Iron Heads or an Explosion after Volcarona is down past 50%. A nice set up of spikes and/or SR would help Bronzong along in taking care of threats like Volcarona and start a late game sweep.

I think with a solid team around it, Bronzong can be an unexpected late game sweeper or constant trick room set up.
 
I have to agree with Dr Ciel in that you need to have at least 3 bulky Trick Room setters and Stealth Rock. However due to the fact that the majority of Trick Room setters are Ghost/Psychic type you can often end up with multiple Pokemon that share common weaknesses, which can be troubling. Trick Room tends to have a field day against offensive teams but struggles alot more against Stall, just something to keep in mind.


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Porygon2 @ Eviolite
Trait: Download
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
IVs: 0 Spd
- Trick Room
- Tri Attack
- Ice Beam
- Recover / Thunderbolt

Porygon2 is an excellent choice for many Trick Room teams simply because it synergises so well with the Psychic and Ghost types that are usually staples on Trick Room. With Eviolite P2 has exceptional bulk taking around 70% from a +1 Nite Outrage and can even live a Scarf Terrakion Close Combat after SR. Porygon2's ability to take random powerful hits is really appreciative on Trick Room as your relying on being able to take a hit to set up. Thunderbolt can be used over Recover but imo Recover is a much better choice giving you some nice survivability.
 
As New Breed said, Trick Room can wreck offensive teams, but lack the capabilities in beating stall. Sure there are some rather powerful but slow mons but any well-played stall team can have fun vs Trick Room as they don't lose their main momentum or dynamic to them. This is why Trick Room teams need to run dedicated stallbreakers.


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Dragonite @ Lum Berry / Expert Belt
Trait: Multiscale
EVs: 4 HP / 252 Atk / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Fire Blast
- Draco Meteor
- ExtremeSpeed
- Superpower

This guy is amazing on trick room teams. He can do massive damage to most stall teams as soon as stuff like SpD Jellicent is worn down. It has massive mixed potential luring some threats and killing them Multiscale only adds to this and can be your main weapon vs stall teams. It also is not dead weight vs offensive teams as not much offensive teams can deal with a Dragonite with Multiscale and that much coverage.
 
conkeldurr_zps21c9ec74.gif

Conkeldurr (M) @ Life Orb
Trait: Sheer Force
EVs: 208 HP / 252 Atk / 48 Def
Brave Nature (+Atk, -Spd)
- Hammer Arm
- Ice Punch
- ThunderPunch
- Fire Punch

This Conkeldurr is just a beast. With the Trick Room support it's one of the greatest sweeper in the whole game, no joke. It has a very very great coverage which allows Conkelduur to hit hard everything and with Sheer Force it doesn't care about Life Orb's recoil which it's always annoying. Now I'd post some damages which this Conkeldurr does to help you to understand how poweful it's. Here are the damages:

ThunderPunch vs 252HP/252Def Slowbro (+Def): 55% - 64%.
Fire Punch vs 252HP/252Def Skarmory (+Def): 54% - 64%
Ice Punch vs 252HP/0Def Latias (Neutral): 96% - 113%
Ice Punch vs 4HP/0Def Multiscale Dragonite (Neutral): 102% - 120%
Hammer Arm vs 112HP/0Def Rotom (Neutral): 85% - 101%
Fire Punch in Sun vs 252HP/252Def Jirachi (+Def): 85% - 100%
Ice Punch vs 252HP/244Def Hippowdon (+Def): 49% - 58%

In short, this Conkeldurr is a very great sweeper / wall breaker in the current BW2 OU metagame which only needs a Trick Room support and a good prediction to work well, it definitely needs more love :(
 
Since we've been talking about the sweepers in Trick Room, such as Conkeldurr, Cofagrigus and many others, it's time for a set that everybody knows, the almighty FEARgle, one that provides a more offensive presence on Trick room teams, while other sets are focused around baton Passing desired boosts and Setting up Hazards. Ladies and gentlemen, meet the one, the only, the almighty FEARgle. I hope you use him as to much success as I and many others have.

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Smeargle @ Focus Sash
Trait: Own Tempo
EVs: 252 Spe
Hardy Nature
- Trick Room
- Spore
- Endeavor
- Dragon Rage

Well here he is guys, this is the set that people will be talking about in years past and most likely will be talking about in many years to come, the allmighty FEARgle. Like I said before, most Smeargle sets take on supporting sets, such as passing boosts, and setting hazards, this Smeargle set takes on a slight offensive presence while still supporting your Trick Room team. Keep note, that this Smeargle is Level 1, it's still blazingly fast, which practically explains the maximum Speed EV's, which is all you need for this set. With all that said, let's get to the moveset and explanations of each of the moves. First up, we have the obvious Trick Room, which setting up is inevitable with Smeargle, as the only things stopping it are taunt and opposing sleep-inducing moves, as this thing will not be OHKOd, thanks in part to focus Sash. Spore practically nets you a free kill and puts huge amounts of offensive pressure on your opponent. Up next, we have the Endeavor, the move that puts your opponent down to Smeargle's HP, putting them into Dragon Rages KO range. Finally, we have the last move in this set, in Dragon Rage. Dragon Rage is used over Extremespeed in order to hit Pokemon with Leftovers. Dragon Rage does 40 damage on consistent basis, good enough to KO Pokemon worn down by Endeavor. When all is set and done, this Smeargle set can take down half a team, if used very carefully, and still leaves enough Trick Room turns for your sweepers.​
 
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Cresselia @ Leftovers
Ability: Levitate
252 HP / 252 Def / 4 SDef
Relaxed Nature
IVs: 0 Spe
-Trick Room
-Lunar Dance
-Moonlight/Toxic
-Psychic

Cresselia is one of the best bulky Trick Room setters and I always make it a point to fit it into any Trick Room teams I make. Trick Room obviously lets you support the team. Apart from its amazing bulk, the one move that separates Cresselia from any other Trick Room setter is Lunar Dance. After using Trick Room and with the team on its last legs, Cresselia can utilize a very fast Lunar Dance to bring a powerful sweeper back to life with 3 turns of TR remaining. The usefulness of this cannot be overemphasized since with Lunar Dance, you pretty much have one extra member over the opponent and can help a powerful sweeper get back from certain death once all its counters are gone. As a bonus, it even gets into the field safely. Moonlight is there for reliable recovery, while Toxic nicely whittles down opposing walls. Psychic is just in case of Taunt users. The EV spread and nature can be tweaked depending on whether your team needs a physical or special wall, with her great bulk Cresselia can easily do both.
 
ahhh, I love Trick Room. LilOU, you are dead on in saying that Trick Room and HO are very similar and Defensive TR teams have pretty much died. I don't agree though, in which you called TR a gimmick as it really is an amazing underrated playstyle. Here is a team that I consider the best, if not one of the best Trick Room teams of Black and White 2.

oh and this is not a way to post a team, i just believe this is really a revolutionary team. It has no luvdiscs because it was never rmted on smogon, but cased hit 1600 points on po main and I hit 1580 so I guess that counts for peaks or w.e.

Deoxys-D @ Mental Herb
Trait: Pressure
EVs: 252 HP / 176 Def / 80 SDef
Relaxed Nature (+Def, -Spd)
- Stealth Rock
- Spikes
- Trick Room
- Taunt

Conkeldurr (M) @ Life Orb
Trait: Iron Fist
EVs: 212 HP / 252 Atk / 44 Def
Brave Nature (+Atk, -Spd)
- Drain Punch
- Mach Punch
- Ice Punch
- Fire Punch

Reuniclus (F) @ Life Orb
Trait: Magic Guard
EVs: 172 HP / 68 Def / 252 SAtk / 16 SDef
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Psychic
- Focus Blast
- Hidden Power [Fire]

Heatran (M) @ Choice Scarf
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Overheat
- Hidden Power [Dark]
- Earth Power
- Flamethrower

Abomasnow (F) @ Expert Belt
Trait: Snow Warning
EVs: 4 HP / 252 Atk / 252 SAtk
Brave Nature (+Atk, -Spd)
- Wood Hammer
- Ice Shard
- Earthquake
- Hidden Power [Fire]

Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 100 SAtk / 156 SDef
Sassy Nature (+SDef, -Spd)
- Trick Room
- Scald
- Recover
- Hidden Power [Fire]

Since you probably just saw the importable, heatran was a genesect which is 10x better, but it got banned so the creator had to make a change. Anyways, this team was made by a great friend of mine CasedVictory as a joke and I was one of the first people to receive the team. It is literally the epitome of offensive Trick Room. If you analyze the team, you will see that case is also using the Underrated theme of Hail which is used as passive damage to make sure that nothing can live the extremely strong attacks coming from the offensive core of Reuniclus, Conkeldurr, and Abomasnow. He also has 3 Trick Room users which is pretty much the amount you should have imo. No more, no less. When looking at the team, the stars of the show are really abomasnow and conkeldurr which tear everything to bits. For Example, a Drain Punch from Conkeldurr does roughly 60% to 4HP Latios which is just amazing. The synergy is also really important in Trick Room teams as case has shown here. He has a steel scarfer in Heatran which can be used to take hits as well as a specially defensive Jellicent as a back up trick room setter. Deoxys-D is probably what looks like the most "wild card" kind of option but cased and I decided to use that instead of bronzong (even tho he prefers bronzong which sucks). Deoxys-D is now banned though so you can use bronzong if you ever wanna test this team. Deoxys-D was mainly used as a Trick Room setter and a suicide lead with hazards. As you can see, everything on this team barring Jellicent and Deo-D are hard hitters. If you couple their power with Hazards and potential hail damage, you are looking at maybe 20% of OU being able to take a hit. Deoxys-D is tremendously bulky as well so after laying up hazards it can safely die and set up Trick Room for the havoc to begin. This is, I guess the lead for the team, and if it wasn't banned It would be the best lead for TR teams. Again, defensive synergy is really great here. Cased managed to fit a Fire/Water/Grass Core as well as a Psychic/Fighting core which really helps in taking hits and dishing out damage.

so in short, TR is really underrated and while it does require some support, it isn't as much as it is worked out to be. people assume that you need like 5 TR setters and that kind of thing, but really it isn't too hard to keep up momentum
 
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Heatran @ Choice Spes
Ability: Flash Fire
EVs: 248 HP / 252 SAtk / 8 SDef
Quiet Nature
- Eruption
- Flamethrower
- Earth Power
- Hidden Power [Ice]

In trickroom, Heatran is one of the most dangerous pokemon ever. With eruption you can basically 2 hit ko or ohko everything if you run it in the sun. When the opponent's weather is gone and trick room is up, it's basically good game as there's nothing you can do to stop this beast. When it's not at full health flamethrower is another move that you can use to badly damage the opponent's team. This set also have it's own coverage.

Just to give you an idea how powerful and deadly this thing is
vs 252 HP / 0 SDef Chansey = 54.68 - 64.48%
vs 0 HP / 0 SDef Dragonite (Multiscale) = 46.43 - 54.27%
vs 0 HP / 0 SDef Dragonite = 93.18 - 109.59%
vs 0 HP / 0 SDef Terrakion = 101.85 - 119.75%
vs 0 HP / 0 SDef Latios = 92.05 - 108.27%
vs 0 HP / 0 SDef Latias = 79.47 - 93.17%
vs 252 HP / 0 SDef Latias = 65.93% - 77.74%
vs 0 HP / 0 SDef Garchomp = 96.36 - 113.68%
vs 252 HP / 0 SDef Scizor = 840.81 - 990.08%
 
A large problem with Trick Room teams is the short duration of the move's effects, and the necessity of a free turn to set up with. This is why Trick Room isn't used that much, as its much simpler to use effects like Rain or Sun.
A good user of Trick Room is one that can easily gain momentum, can tank an attack or two, and can, of course, set up Trick Room reliably.

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Uxie @ Mental Herb
Timid Nature
252 HP, 252 Speed, 4 Defense
Levitate

Trick Room
Stealth Rock
U Turn
Magic Coat

This set is based off of the Deoxys-D Hazards set, which was recently banned to Ubers. Uxie may not have access to Taunt or Spikes, but it can work in a very similar way, thanks to its great bulk and useful movepool. The goal of this set is to set up for a Hyper Offensive approach to Trick Room. Trick Room is obvious on a Trick Room lead. Stealth Rock is Stealth Rock. Hazards are incredibly important on offensive teams, and Uxie has the ability to set them up reliably. U-Turn gives Uxie the ability to switch out to an attacker after setting up TR, and it lets Uxie take status and attacks instead of the switch in. Magic Coat impedes opposing set up, so Uxie will be able to stop users of Taunt, Spikes, and Stealth Rock from doing their thing.
EVs are made to improve bulk and speed. A Timid nature and maximum investment in speed seems odd on a team that is meant to be slow, but its really important for Uxie, giving it the ability to go first outside of Trick Room, while inside of TR it can use a slow U-Turn to get in a sweeper unharmed.
 
Oftentimes, on a Trick Room team, a dedicated lead is useful that is virtually guaranteed to set up Trick Room. I have a Pokemon that can solidly set up Trick Room on turn 1, and kill/annoy many other leads.

Chandelure (M) @ Focus Sash
Trait: Flame Body (this will be better once Shadow Tag is released)
EVs: 252 HP/252 SpA/4 SpD
IVs: 0 Spe/0 Atk
Nature: Quiet
-Trick Room
-Fire Blast
-Confuse Ray
-Memento

The sash lets Chandelure set up Trick Room outside of stuff like multi-hit moves and confusion/sleep. It can mess with Heatran leads/switch-ins with Confuse Ray, hit almost anything else hard with Fire Blast, and right before Chandelure dies, use Memento to force a switch and let the next Pokemon set up/get off a free attack.

Replays:
http://www.pokemonshowdown.com/replay/ou12898369
Chandelure does its job, Reuniclus sweeps. While this replay is not best for showing the team functioning as a whole, it does show how Chandelure works.

Disclaimer: I am in a testing process with replacing Confuse Ray. Considerations: Will-o-Wisp, Taunt, HP Fighting, Energy Ball, Thief, HP Ice, Shadow Ball.
 
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victini @ charcoal
trait: victory star
evs: 248 hp / 252 atk / 8 def
brave nature
ivs: 0 spd
- trick room
- v-create
- bolt strike
- brick break / final gambit

surprised no one mentioned this beast yet if we're talking trick room sweepers. tr victini is an absolute monster; with other sets the speed drop meant you couldn't really sweep with v-create, but this works around that. almost everything that doesn't resist fire will be ohko'd, and many mons are still ohko'd after sr anyway, i.e. latios. bolt strike deals with bulky waters, and brick break ko's tyranitar and 2hko's heatran. final gambit is an option to assassinate something troublesome and victini is still at full health or near full health. since victini resists the three most common priority moves (bullet punch, mach punch, ice shard), the defense drops aren't too much of a problem. what's great about this set, like otr reuniclus, is that this set is pretty independent; it can both set up trick room to support your team, or simply make use of it to clean up. you don't even need to run a full trick room team to use it; it's a highly underrated sweeper in its own right.
 
Trick room is a pretty cool strategy to use. Most of the reason behind this is because most teams don't prepare for it. And the more obvious advantages cause when u don't invest in speed that gives you more potential to invest evs else wear, which can make trick room sweepers under its effects fast, powerful, and bulky. Now for my set:

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Slowbro @ Leftovers
Trait: Regenerator
EVs: 252 HP / 216 Def / 24 SDef / 16 SAtk
Relaxed Nature
IVs: 0 Spd
- Scald
- Psyshock/Fire Blast
- Slack Off
- Trick Room

Thanks to regenerator, good bulk, and slack off, this guy can come in and set up trick room again and again and again. He also provides an excellent check to many physical threats like Terrakion and counters a big bother to trick room teams in Conkeldurr. The move set is pretty standard fare, except you can run pretty much whatever your team needs in the second move slot. Psyshock in particular is useful as a second stab move, on the other hand fire blast nails pokemon like Scizor who try and threaten u with u-turn (You out speed and KO under TR if its weakened a bit), and ferrothorn/forretress who try to set up hazard on you.

All in all trick room is pretty fun to play with and can catch many teams off guard and give a very satisfying victory.
 
Are we allowed to post Trick Room sweepers that work in a specific weather? (e.g., I was using CB Tyranitar on the same team as the suicide Chandelure, and made it a Trick Room-Sandstorm hybrid team.)

Also, I would suggest, for the Reuniclus set, slashing Hidden Power Ice with Shadow Ball and Hidden Power Fire since it hits so many Pokemon (Landorus, Salamence, Gliscor, Dragonite, etc.) super-effectively, and many people expect TR/Psychic/Focus Blast/Recover anyway...
 
Yeah, just talk about how the Pokemon works under the specific weather and why it should be used there.
 
Personally i think that trick room is a move best used as part of a team, not the focus. If you base a team around trick room it will be gimmicky at best, however having one or two pokemon abuse it can be great. Full trick room teams can work, but partial trick room teams are usually better. One of the best examples of this is heatran on a sun team. Heatran can use the ultra powerful eruption with ease and wreak havoc upon everything in OU. If its HP gets depleted, fire blast is barely a step down in terms of power. For this type of team my favorite trick room setter is the unusual bronzong. Bronzong is actually decent in OU nowadays, with Landorus-I and mamoswine everywhere. These pokemon are some of the biggest threats to sun teams, so bronzong fits well despite his fire weakness being magnified. Bronzong can set up trick room and stealth rock for heatran, and run some attack investment to surprise other heatran with earthquake. With trick room up bronzong will outslow heatran. Cresselia is slightly different, but can set up trick room and sponge hits as well. If you want a better way to eliminate heatran's enemies you might want to use a dugtrio for heatran, politoed, and tyranitar. Dugtrio under trick room is completely pointless. If you want a chlorpohyll sweeper as well you can quickly see how partial trick room can succeed often.

In terms of offensive trick room users, there are two good ones in my experience. Reuniclus is great with its fantastic coverage and power. Its bulk often seems unfair as well. Unless you use a scizor or a jirachi, OTR reuniclus is a threat you should watch out for. The other one I really like is cofagrigus. Yes, cofagrigus. Gargantuan bulk, especially on the physical side is awesome. Cofagrigus has all the coverage it needs in two moves (shadow ball and hp fighting) so it can run nasty plot for extreme danger. Its physical bulk lets it beat jirachi or scizor with some hazards damage, it can take some CB bullet punches. Spinblocking for offensive teams is always important, and spinblocking mixed with sweeping potential is really something to watch out for. Victini is good of course, but personally I feel it to be lacking without choice band. It has a niche with U-turn though because it can pivot to another TR sweeper in times of need. Groudon ex posted a set which is what I would use, except I don't run brick break. Heatran is hit hard enough by bolt strike, and tyranitar runs chople frequently. And who switches tyranitar into victini anyways?
 
This thread motivated me to create a Trick Room team and start laddering. And I did. It was awesome. Trick Room is less of a gimmick now because of the way the metagame has turned out. With more and more teams becoming frail-offensive based, Trick Room can turn their speed against them. Once I bring in something like Conkeldurr with 3 turns left to abuse trick room, 2 - 3 things end up dying to his rampage. Rinse and repeat.

My main thoughts playing Trick Room:
1) Your Trick Room setters can't be useless. By this I mean, they have to be able to gram momentum. I originally started with 3 setters who were supposed to set up Trick Room and survive as long as possible. However, this tended to force me to switch a lot because my setters weren't very good at abusing Trick Room. That's why setters who possess offensive stats or boosting moves to take advantage of Trick Room (case in point Reunicluss) are vital.

2) Keep an eye on the turn counter. Some times, I would end up with 2 turns of Trick Room left but it was advantageous to pull back to a setter and wait out those two turns before setting it up again. This is why setters who can actually attack are worthwhile.

Other than that, I liked the synergy of Reunicluss and Porygon2 with Reunicluss taking Porygon2's Fighting attacks and Porygon2 taking Reunicluss'
Ghost attacks.
 
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