

INTRODUCTION
So me and Kennisiou decided we wanted to try our hand at a cooperative Trick Room team. After going through about 10 different theorymon based incarnations it became a team to test with, and so we did. While we were testing, despite it winning all but 3 games out of over 30 (two of which were losses to hax), we noticed particular weaknesses in the team and sought to improve upon it. And so we did. After the main change (replacing Breloom with Machamp), this team has been undefeated in 10 battles, and just recently we re-altered Machamp's set to help us more against our main weaknesses. As such we felt we could confidently post this team as a successful one.
There were a few main thoughts that went into the team selection process-- First off, we wanted to avoid using Pokemon like Clamperl and Marowak who only function well within Trick Room, since we know that it's impossible to keep Trick Room up at all times. Next we wanted Pokemon that could benefit from not needing to invest in Speed, as it would free up the ability to invest in bulk. Other than that we only knew we were going to use Cresselia as the Dual Screen Lunar Dance Trick Room set is fantastic for preparing sweepers to finish opposing teams once they've been weakened. From there we made a large list of Pokemon that fit the sweeping criteria we were looking for as well as Pokemon who could set up Trick Room. Eventually we whittled it down to the team you see below.

TYPE CHART


AT A GLANCE
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A CLOSER LOOK


- Serene Grace
- 252 HP | 252 Atk | 6 SpDef // 0 Spe IVs
- Brave Nature [+Attack, -Speed]
- Moveset:
- Iron Head - Jirachi's fantastic STAB move has further usage on this team, allowing it to outrun Pokemon it never could before, like Scarf Latias or +1 DD Mence (without risking a speed tie) for Flinch chance and damage.
- Stealth Rock - A staple for any team, Stealth Rock appears on Jirachi's set to damage those swapping and for early set up of the Entry Hazard.
- Fire Punch - This move is primarily for use against Scizor, but is also used against other Steel types for damage. The 20% burn chance when factoring Serene Grace isn't bad, either.
- Trick Room - Obviously the theme of the team, Jirachi's set isn't complete without Trick Room. Jirachi is our initial setter, allowing us to start the game off ahead in the speed game starting turn 2.
..... - Why this Pokemon?:
We needed a Pokemon who could both Rock and set Trick Room. Essentially there were Jirachi and Bronzong to choose from; sure, Claydol can do both but an additional Steel type was something else we were looking for. We opted for Jirachi as having Cresslia on our team gave us enough Taunt bait. It also happens that very few leads would Taunt Jirachi turn one, either fearing being outsped for set up anyway, for fear of a Trick Scarf, or simply fearing an Iron Head. Thus, Jirachi was chosen.
..... - EVs & Nature:
- 252 Attack and the Brave nature maximize Jirachi's damage dealing capacity while also lowering it's speed to the lowest possible level for use after Trick Room
- 252 HP maximizes Jirachi's overall bulk allowing it to take many more hits before succumbing
- 6 Special Defense is mostly filler, but it placed in Special Defense to allow Jirachi to take Fire moves weakened by Occa and resisted special moves like Ice Beam or Draco Meteor more effectively
..... - Considered Changes
Nothing at the moment.
..... - Lead Manuveurs:


- Levitate
- 252 HP | 6 Def | 252 Spe
- Timid Nature [+Speed, -Attack]
- Moveset:
- Reflect - The first move of Dual Screen and often the more important of the two to this team, keeping stray Earthquakes and priority moves from killing Tyranitar or Gallade.
- Light Screen - The second move of Dual Screen and of less overall importance, but still quite nice to have on a team that invests a lot in bulk.
- Trick Room - Cresselia is the main mid-game setter of Trick Room and has been the most effective setter in ths team overall.
- Lunar Dance - CResselia's signature move which many seem to miss is Lunar Dance. This move totally revives a Pokemon that is swapped to on the turn Cresslia uses it after they come in (this means it also heals EH damage).
..... - Why this Pokemon?:
Cresselia was picked for a variety of reasons, not the least of which was that it's simply a great Trick Room and Screen setter. It's bulky, most Taunt users are afraid to come in due to it's most common moves being Super Effective, and by the time they realize that it doesn't carry said moves it's already at least half set up. Cress is just great here and is the unsung hero of this team time and time again.
..... - EVs & Nature:
- 252 Speed and Timid might seem strange on a Trick Room team, but the idea here is to make use of Cresslia's respecable 85 base speed and take an incoming hit before Lunar Dance activates under Trick Room. This allows Cress, who dies anyway to Lunar Dance, to take the damage in place of the incoming Pokemon, letting the incoming Pokemon start off truly fresh
- 252 HP is to maximize overall bulk
- 6 Defense is to allowing a minor increase in the hit taking ability of Cresselia, but is mostly filler
..... - Considered Changes
Nothing at the moment.


- Steadfast
- 8 HP | 252 Atk | 250 Def // 0 Spe IVs
- Brave Nature [+Attack, -Speed]
- Moveset:
- Close Combat - Gallade's primary attacking move, a 120 base power STAB move is never a bad thing, especially coming off of Gallade's impressive 125 base Attack.
- Night Slash - A move that, paired with Close Combat, gives Gallade nearly perfect coverage (missing out on it due to Toxicroak and Heracross). Also allows Gallade to work through Rotom-A appearances.
- Stone Edge - Another coverage move on Gallade, this is used for your flying types like Salamence and Gyarados who like to occasionally come in on Fighting types' STAB moves.
- Trick Room - This move makes Gallade our third and final setter, primarily used during the end game and only when needed, which it rarely is.
..... - Why this Pokemon?:
Gallade was something I was sceptical of at first, but after playing with it I must say Gallade in Trick Room really is about as beastly as it gets. Not only does it appreciate not having to invest in it's speed, as this frees up EVs to place into bulk, but it also loves to be under Screens and can sweep as well as reset the Trick Room as needed.
..... - EVs & Nature:
- 252 Attack and a Brave nature give Gallade its maximum damage dealing capacity while retaining it's low speed value
- 8 HP keeps Gallade's HP odd
- 240 Defense maximizes Gallade's defensive capabilities once the other two EV values hve been set
..... - Considered Changes
- Leaf Blade > Night Slash to better deal with Swampert
- Ice Punch > Stone Edge to better deal with Gliscor and more reliably killed Dragons (as we have two other Stone Edge users anyway)


- No Guard
- 240 HP | 252 Atk | 18 SpDef // 0 Spe IVs
- Brave Nature [+Attack, -Speed]
- Moveset:
- Dynamicpunch - Machamp's STAB and the move that makes him so dangerous. 100% accuracy 100 Base Power move with auto confusion attached is just plain sexy.
- Stone Edge - Machamp's best coverage move, hitting everything that resists Dynamic Punch for at least neutral damage.
- Foresight - An interesting addition to Machamp's set that makes up for the uselessness of Payback in Trick Room (due to MAchamp actually being fast in it), this move allows Machamp to hit Pokemon like Rotom-A with his STAB Dynamicpunch.
- Rest - This move on Machamp makes him a more effective Rotom-A, Tar, and Heatran counter, being able to Rest of any damage or status he may aquire while facing those threats and others.
..... - Why this Pokemon?:
Machamp is another great Trick room abuser, making even those that could otherwise be difficult to deal with unable to for sure counter the strategy of this team, due to Dynamicpunch's confusion effect and his raw power. Not to mention that like the other great Trick Room sweepers used here, Machamp appreciates bulk invesment and also enjoys going first for once while in the Trick Room state. Rest also gives us a little bit of extra repreive from status moves, which is nice to have on this team.
..... - EVs & Nature:
- 252 Attack and the Brave Nature give Machamp his maximum damage dealing ability and keeps Machamp's speed as low as possible
- 240 HP gives Machamp an odd number HP value and great overall bulk
- 18 SpDef is mainly filler based in giving the HP number, but also helps slightly with taking Rotom-A, Tran, and Latias attacks
..... - Considered Changes
Nothing at the moment


- Technician
- 248 HP | 252 Atk | 8 SpDef // 0 Spe IVs
- Brave Nature [+Attack, -Speed]
- Moveset:
- Bullet Punch - Scizor would likely still be UU without Bullet Punch, and for good reason. A 60 base power STAB Priority move coming off of 130 base attack is nothing to scoff at.
- Bug Bite - Bug Bite is a great move on the Scizor line, but useless on everything else. Why? It's 60 base power gets boosted by Technician making it actually 135 base power once STAB is factored, stronger than STAB X-Scissor.
- Brick Break - This move gives Scizor a method to hit Steel types who would otherwise be a pain in the butt for Scizor to hurt with just his STAB moves.
- Swords Dance - Now I know it seems odd to use a set upmove when you're under time constraints in Trick Room, but Swords Dance on Scizor just fits. Why? Well for one, it doubles the damage output, essentially making up for the turn it uses right then on the next turn. The second reason is due to Bullet Punch's priority, Scizor and his Dance usage don't dry up once Trick Room is down, they can keep sweeping through with his Priority move now doing 260% damage thanks to Life Orb and Swords Dance (as opposed to the 150% offered by the Choice Band set).
..... - Why this Pokemon?:
Scizor defines a good Trick Room sweeper. Why? Well for one, he's still a monster once Trick Room has worn off. He's slow, and appreciates going first despite that to hit with his stronger STAB move, and finally he has a decent level of bulk-- enough to make it certainly worth investing in. At the same time he's also often one of the team's finishers, making use of Cresslia's or Gallade's Trick Room set ups. Set up the room, swap to Scizor, SD as they swap to a counter, then run wild with Bug Bite and Brick Break until TR wears off, then sweep with Bullet Punch and occasional coverage moves when applicable. It's great here, seriously.
..... - EVs & Nature:
- 252 Attack and a Brave nature maximize Scizor's damaging capacity while keeping his speed as low as possible
- 248 HP maximizes overall bulk while retaining an odd HP number for EH and Life Orb recoil numbers
- 8 SpDef is mainly filler, but also assists slightly in Scizor's ability to take special hits both neutral and resisted
..... - Considered Changes


- Sand Stream
- 208 HP | 252 Atk | 48 SpAtk // 0 Spe IVs
- Brave Nature [+Attack, -Speed]
- Moveset:
- Crunch - Tyranitar's most reliable STAB move and a very essential move on him for this team.
- Stone Edge - Tyranitar's more powerful STAB move, and is also great for Tar's overall sweeping coverage.
- Fire Blast - Tyranitar's lone special move, this is used on Pokemon like Skarmory (who it 2HKOs) and other Steel types.
- Superpower - This move, with the others, gives Tyranitar perfect coverage, now there are other moves that could do this, but this one 2HKOs Blissey, hit Tran Super Effective, and hits opposing Tar for the KO.
..... - Why this Pokemon?:
Tyranitar is a natural Trick Room sweeper given his stats. Slow, but with plenty of power, bulk, and coverage while still being quite operational outside of the Trick Room state. As such he was an easy decision for this team. Lum Berry makes him a quite good counter to something that would otherwise give us some trouble, Rotom-A. The fact that behind screens Tyranitar is nigh unstoppable by any single Pokemon and that his damage dealing capacity is as high as anything else in all of OU is anoher plus.
..... - EVs & Nature:
- 252 Attack and the Brave nature maximize Tyranitar's physical damage dealing capacity while keeping his speed at a minimum
- 48 special Attack allows Tyranitar to 2HKO SpDef Skarmory with Fire Blast (plus one, filler from HP to keep the HP number odd)
- 208 HP increases Tyranitar's overall bulk while retaining an odd HP number
..... - Considered Changes
Hidden Power [Grass] > Superpower - We don't have a difficult time at all with Blissey, the team being primarily physical, and Heatran is 2HKOd by Stone Edge, assuming it survives an encounter with Machamp, Gallade, or Scizor. In addition, we seem to have Swampert troubles, especially when it's passed a Wish so being able to hit it hard on the swap in with Crunch or Stone Edge, and then do high damage to it with Hidden Power [Grass] to near KO or KO it would be great.
Libelldra said:Hidden Power [Grass] from 44 SpAtk Lum Tyranitar vs standard MixPert:
237 Atk vs 216 Def & 404 HP (70 Base Power): 224 - 264 (55.45% - 65.35%)
Crunch from Max Atk Lum Tyranitar vs standard MixPert:
403 Atk vs 306 Def & 404 HP (80 Base Power): 114 - 135 (28.22% - 33.42%)
Both moves + Rocks vs Pert:
(89.92% - 105.02%)

Note ** : We're thinking about trying to fit MixGrowth in somewhere to better deal with a lot of our major threats (bulky Grounds and Waters).