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Guide to Trick Room in BW Ubers

Discussion in 'Locked / Outdated Analyses' started by Sciztar, Jun 15, 2013.

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  1. Sciztar

    Sciztar

    Joined:
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    Guide to Trick Room in BW Uber

    Written by Sciztar

    Introduction

    Trick Room may seem like the perfect anti-metagame style, as it reverses the speed oriented standard play. However, theorymon is often dashed in practice. The powerful threats, both new and old, can plow through Trick Roomers and leave them unable to twist the dimensions. One must play Trick Room strategically for it to be a truly potent anti-metagame threat.

    Trick Room: The Move

    1) 5 PP, with a maximum of 8


    • This is rarely an issue for Trick Room teams, as using Trick Room more than 8 times is nearly impossible.

    2) Lowest Priority at -7

    • This is a huge part of why Trick Room is hard to pull off. With Trick Room going after every move in existence, even Roar and Whirlwind, Trick Room users must be sturdy enough to take a few hits.

    3) Speed inverted for 5 turns

    • This is the reason to use Trick Room, turning the fast paced metagame on its head and rendering many offensive threats dead weight for 5 turns. However, 5 turns is another reason it is so hard to pull off; you have to constantly switch and subject your setters to wear and tear. Furthermore, no items can boosts the effects to 8 turns, like Damp Rock and Heat Rock do for Rain Dance and Sunny Day.

    4) Priority Unchanged

    • Another issue to the success of Trick Room, priority remaining the same means certain sweepers can still be revenge killed.
    Speed Limits to Trick Room

    Even though Trick Room lets slower Pokemon go first there should be a speed limit to how slow your sweeper should be. Base 95 Speed in my opinion is the limit to how slow your sweeper should be. Base 95 Speed is pushing it too fast in Trick Room, because when you have a sweeper with a Base 95 Speed even with (-Speed) Nature, slower Pokemon with a speed stat of 195 and lower will go before you under Trick Room.

    Trick Room Building


    The best team will have the perfect balance of offense and supporters. A common mistake to making teams is not having enough offense. This is worse than not having enough setters, since most Trick Room Pokemon can out speed walls without Trick Room up. For a full team, a good guideline is to have three offensive Pokemon, two offensive supporters, and one primarily defensive supporter. The number of offensive supporters is variable depending on the synergy with the sweepers, of course, since it may be advantageous for your setter to attack when a sweeper is frail or of the same typing.

    Whether you select sweepers or setters first is up to you, just realize that some sweepers will want other sweepers: Reshiram and Groudon, for example.

    Checklist

    Don't fret if you don't have everything on here, as it is quite possible your team can function without all the components. The best way to assess your team is looks at this and your matches.

    1) Do you have enough setters?
    ---Basically, this means is your sweep cut short, and you are left with only your attackers when the opponent has their offense still alive?

    2) Do you have enough attackers?
    ---Alluded to above, this basically means are you left with you Trick Room setters at the end of the game, unable to significantly damage walls such as Blissey?

    3) Do you have an Extreme Killer check?
    ---This is best to answer after playing, since you might be adept at playing around Normal Arceus and defeating it without a real check. In any case, it is best to start your team with some that at least resists ExtremeSpeed.

    Entry Hazards for Trick Room

    For any tier you are in, whether it be LC, NU, RU, UU, OU or even Uber you need a Pokemon that can set up entry hazards for your team. T
    he difference between not having entry hazard is your sweepers getting those 2HKO to becoming OHKO. Stealth Rock is necessary with Trick Room teams because your sweepers will have a much easier time getting those crucial KOs. Plus entry hazards wear down your opponent's Pokemon greatly as the match progress, so the longer you keep your entry hazards on your opponent's side of the field you will notice your opponent's Pokemon will be easy targets for priority moves.

    Trick Room Pokemon that can set up Entry Hazards


    [​IMG]
    Celebi
    Type: Grass / Psychic
    Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
    Abilities: Natural Cure


    [​IMG]
    Jirachi
    Type: Steel / Psychic
    Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
    Abilities: Serene Grace


    [​IMG]
    Bronzong
    Type: Steel / Psychic
    Base Stats: 67 HP / 89 Atk / 116 Def / 79 SpA / 116 SpD / 33 Spe
    Abilities: Levitate / Heatproof / Heavy Metal

    [​IMG]
    Smeargle
    Type: Normal
    Base Stats: 55 HP / 20 Atk / 35 Def / 20 SAtk / 45 Spd / 75 Spe
    Abilities: Own Tempo / Technician / Moody


    [​IMG]
    Tyranitar
    Type: Rock / Dark
    Base Stats: 100 HP / 134 Atk / 110 Def / 95 SpA / 100 SpD / 61 Spe
    Abilities: Sand Stream / Unnerve



    [​IMG]
    Heatran
    Type: Fire / Steel
    Base Stats: 91 HP / 90 Atk / 106 Def / 130 SpA / 106 SpD / 77 Spe
    Abilities: Flash Fire / Flame Body


    [​IMG]
    Ferrothorn
    Type: Grass / Steel
    Base Stats: 74 HP / 94 Atk / 131 Def / 54 SpA / 116 SpD / 20 Spe
    Ability: Iron Barbs

    Trick Room: The Setters

    In the Ubers Trick Room users need to be incredibly bulky. A frail Trick Room user runs the risk of being KO'd before it can even set up Trick Room. You also don't want your team to look too much like a Trick Room Team. Even though that sounds hard try to be unique, have some Pokemon that people don't suspect are on Trick Room Teams. The following will show you some good leads in the Ubers.


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    Celebi
    Type: Grass / Psychic
    Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
    Abilities: Natural Cure


    When playing with Celebi you should not have to worry about being able to set up the Trick Room. Celebi can take a hit and U-turn out into your Trick Room sweeper. A side note about Celebi is that you can use it as a cleric on your team as it has Heal Bell. With Heal Bell you can get rid of the status that are plaguing your team during the match. It's not all sunshine for the guardian of the forest as it has a total of 7 weaknesses, most notably to Ice, Fire, Dark and Bug attacks, but it has some nice resistance to ground, water, fighting and electric attacks. Celebi is good at stopping the Volt-Turn combo from Scizor and Rotom-W.

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    Cofagrigus
    Type: Ghost
    Base Stats: 58 HP / 50 Atk / 145 Def / 95 SpA / 105 SpD / 30 Spe
    Abilities: Mummy


    Cofagrigus holds the most defenses stat among all of the ghost types besides eviolite Dusclops. What separates Cofagrigus from Dusclops is Nasty Plot. With a Base 140 Def, Cofagrigus can easily find a way to set up Nasty Plot on your opponent. After a +2 from Nasty Plot Cofagrigus' Special Attack is already over 500. And with Shadow Ball and Hidden Power Fighting Cofagrigus has an unresistant move set. The only thing that can stop Cofagrigus is special walls like Blissey and Chansey. Conkeldurr is a great partner to Cofagrigus as he gets rid of special walls that can stop Cofagrigus.


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    Jirachi
    Type: Steel / Psychic
    Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
    Abilities: Serene Grace



    Though a bit on the fast side, Jirachi has many options for a supporting Trick Room role. Stealth Rock and Wish are the most notable; the former can provide crucial damage for OHKOes and 2HKOes, while the latter can heal certain whales that spam Water Spout—not to mention other Trick Room users without recovery such as Dialga and Palkia. A balanced stat spread and great typing, especially in rain, mean Jirachi has little to worry about, much like Bronzong. A specially defensive spread can shake off Draco Meteor from anything—Giratina formes, Reshiram, and Palkia, to name a few—while still leaving room to tank Outrages from the likes of Garchomp and Zekrom, locking them and giving a free opportunity to set up. Serene Grace graces Jirachi, as Iron Head flinching can not only immobilize opponents, but also stall out your Trick Room turns in case you need a fast Pokemon to dance. Just note that Jirachi isn't the best choice to center around offense, since it only has base 100 attacking stats.



    [​IMG]
    Bronzong
    Type: Steel / Psychic
    Base Stats: 67 HP / 89 Atk / 116 Def / 79 SpA / 116 SpD / 33 Spe
    Abilities: Levitate / Heatproof / Heavy Metal


    Already known in OU for providing Trick Room support, Bronzong is no less viable in Ubers. With a Steel typing and either Levitate or Heatproof (and sometimes even rain), the coveted Dragon / Ground or Dragon / Fire coverage is hardly threatening. Sometime considering rain, Bronzong can stop a Mewtwo, Palkia, Arceus, or Groudon rampage and turn the tables. Having a defensive pivot like Bronzong gives you a reliable option to set up Trick Room, best case scenario even forcing the opponent out to twist the dimensions unscathed. Access to Stealth Rock and decent attacking options such as Gyro Ball mean it is not completely set up fodder, though having another Stealth Rock user can be redundant. Bronzong is also somewhat prone to find itself in sitting contests with opposing walls, and a wrong switch could spell trouble. Just don't expect Bronzong to do any sweeping and you won't be let down.


    [​IMG]

    Dialga
    Type: Steel / Dragon
    Base Stats: 100 HP / 120 Atk / 120 Def / 150 SpA / 100 SpD / 90 Spe
    Abilities: Pressure / Telepathy


    Dialga is perhaps the best user and abuser of Trick Room in the Uber tier. Base 90 Speed means that with a negative nature and 0 IVs, Dialga can "outspeed" most of the tier under Trick Room. Those that are slower, such as Ferrothorn, can do little to hurt this steel dragon. It has stellar bulk and decent typing (weakness to Ground-type moves is the most problematic), meaning it has plenty of opportunities to sponge hits aimed at your other members: Grass Knot aimed at Kyogre, for example. It can then proceed to set up Trick Room and fire off powerful attacks from its base 150 Special Attack. Because of its threatening presence with a variety of coverage moves such as Fire Blast, Thunder, Earth Power, and Draco Meteor, Dialga can force switches, giving it an essentially free turn to set up Trick Room or throw up Stealth Rock. So long as you watch out for powerful Earthquakes and Fighting-type moves, Dialga can stick around and function effectively both in and out of Trick Room.

    [​IMG]
    Deoxys-D
    Type: Psychic
    Base Stats: 50 HP / 70 Atk / 160 Def / 70 SpA / 160 SpD / 90 Spe
    Abilities: Pressure

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    Reuniclus
    Type: Psychic
    Base Stats: 110 HP / 65 Atk / 75 Def / 125 SpA / 85 SpD / 30 Spe
    Abilities: Overcoat / Magic Guard / Regenerator


    Reuniclus is the most powerful Trick Room user. With its base 125 Special Attack, Base 30 Speed, Base 110 HP, and its ability Magic Guard makes Reuniclus a large threat to most teams. With Magic Guard it protects Reuniclus from weather damage, status conditions and entry hazards damage from wearing it down. Life Orb is the recommended item for Reuniclus as Magic Guard negates the recoil damage but you keep the Boost from Life Orb. Reuniclus has a very wide move pool that should be noted. With Shadow Ball and Focus Blast Reuniclus will be hitting a lot of types with ease and with the Life Orb, Reuniclus can cause serious damage to any team who isn't prepared.

    [​IMG]
    Cresselia
    Type: Psychic
    Base Stats: 120 HP / 70 Atk / 120 Def / 75 SpA / 130 SpD / 85 Spe
    Abilities: Levitate


    Cresselia's amazing bulk is a great asset for a Dual-Screening role in Ubers. Having a massive 120 HP Base Stat, a 120 Defense Base Stat and a 130 Special Defense Base Stat is simply amazing. As opposed to what most people think, Cresselia isn't too slow. It has a pretty good 85 Base Speed Stat, considering its humongous bulk. It has access to a very useful move that other Dual Screen users do not possess, which is Lunar Dance. For those who are unaware of that move's effect, well it is a support option that sacrifices Cresselia in order to fully heal the HP and status of the Pokemon that comes in next

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    Smeargle
    Type: Normal
    Base Stats: 55 HP / 20 Atk / 35 Def / 20 SAtk / 45 Spd / 75 Spe
    Abilities: Own Tempo


    Now you might be thinking why the hell would you use Smeargle on a Trick Room team? The reason why Smeargle gets a good mention is because it, along with Mew can learn every move in the game. For Trick Room teams he can be a great suicide lead that gets Trick Room up and take a Pokemon with it. If your team is missing our on Entry Hazards Smeargle has access to Stealth Rock, Toxic Spikes, Spikes.

    [​IMG]

    Xatu
    Type: Psychic / Flying
    Base Stat: 65 HP / 75 Atk / 70 Def / 95 SAtk / 70 Spd / 95 Spe
    Abilities: Magic Bounce


    Even though I stated that I don't recommend Trick Room users to be over Base 80 Xatu is the only exception. With its ability Magic Bounce Xatu becomes a great Trick Room setter because it is the only Pokemon that can set up Trick Room and cannot be taunted so you are guaranteed a chance to set up Trick Room. Xatu also can set up Reflect or Light Screen to help your team against hyper offensive teams. With its ability it can help stop your opponent from setting up entry hazards onto your side of the field. Heat Wave is here to stop Scizor and Breloom from trying to set up on Xatu. Xatu is capable of using U-turn to keep the momentum on your side and switch into your sweepers.


    [​IMG]
    Victini
    Type: Psychic / Fire
    Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
    Abilities: Victory Star


    Not only is Victini good for being a sweeper he can also set up Trick Room on his own and start sweeping. Final Gambit is here to get a free KO to a threat, because of its Base 100 HP, most Pokemon don't have a Base 100 HP you will more thank likely to get a KO if Victini is at full health, but at the cost of your Victini. You mostly see Victini on sun teams because of its most powerful move V-Create, it becomes incredibly powerful in the Sun. Victini can be used as a counter against sun teams if your team struggles against them. Fusion Bolt is to hit those pesky water types that want to try and wall your Victini, but fear not Jellicent will not take a Fusion Bolt and Slowbro is 2HKOed by it as well. You can also use U-turn on Victini to get to sweepers, but Victini is mostly a stand alone sweeper.


    Trick Room Sweepers

    When you are thinking of creating a Trick Room Team most people, including myself, start off with a Trick Room Sweeper. When you're thinkng about what Trick Room sweeper to use on your team ask yourself: how many types of Pokemon can your sweeper hit super effectively or neutrally, who walls your sweeper, how much synergy does your sweeper have with your teammates. You must be careful when choosing a sweeper for your team because you don't want a sweeper with paper defenses like Clamperl. Now I'm not saying discard every Pokemon with weak defenses, for example Hounchkrow has Base 52 in Defense and Special Defense. If you have the right teammates that support Hounchkrow, he can be an incredible sweeper for your team, that means your team is going to need team mates that resist the types: Electric, Ice, and Rock. When choosing a Trick Room Sweeper you want a Pokemon that can hit hard and can hit a lot of types in 3 turns of Trick Room. You want a sweeper with a little bulk so it can take a hit an attack right back. It all goes down what your team needs, just remember that what ever Pokemon you choose just be sure it hits a lot of types.

    1) Physical Sweepers

    [​IMG]
    Ho-Oh
    Type: Fire / Flying
    Base Stats: 106 HP / 130 Atk / 90 Def / 110 SpA / 154 SpD / 90 Spe


    Ho-Oh is known for its lack of Speed—most of its sets hinge around boosting said Speed before attempting to sweep. Therefore, this phoenix is a prime option for Trick Room, especially considering its great dual STAB—not to mention its STAB moves in Sacred Fire and Brave Bird. Furthermore, since Ho-Oh does not need that Speed boosting move anymore, it has a free slot to augment its coverage. With Roost and great bulk, there is little to fear if Trick Room is down, as Ho-Oh will likely be able to pull out of trouble. If unboosted special attacks are flying around, it is likely Ho-Oh will be able to come in with relative safely and begin its destruction. However, there is a rather poignant issue: Stealth Rock. Stripping away 50% of Ho-Oh's health, this entry hazard can cut short Ho-Oh's offense—especially when stacked atop Brave Bird recoil. There is really only one way to prevent this, since a fast Taunt user is an oddity, and that is Rapid Spin. That is the dilemma with using Ho-Oh: provide a Rapid Spin user, which requires a rare "free" turn where the momentum will not shift against you, or deal with the recoil.


    [​IMG]
    Scizor
    Type:Bug / Steel
    Base Stats: 70 HP / 130 Atk / 110 Def / 55 SpA / 80 SpD / 65 Spe
    Abilities: Swarm / Technician / Light Metal


    With its Steel and Bug type, Scizor has a good resistance to Stealth Rock and is immune to Toxic Spikes. Scizor has a ton of resistances, and its only weakness is Fire. With Technician, its STAB Bullet Punch can pick off a lot of weakened Pokemon and provides it with some good priority. I recommend that you use Swords Dance on Scizor because you can turn your Bullet Punch into an all-Out revenge killing move. U-turn is a fantastic scouting move for when Trick Room is up, you can just switch back into your Trick Room users. Lastly, Superpower lets you take out Heatran, Magnezone, Terrakion, Ferrothorn, Blissey and Chansey.

    [​IMG]
    Groudon
    Type: Ground
    Base Stats: 100 HP / 150 Atk / 140 Def / 100 SpA / 90 SpD / 90 Spe
    Abilities: Drought


    Groudon is really given a chance to shine under Trick Room, no longer needed to rely on Rock Polish or paralysis support to sweep. Trick Room makes two notable changes to Groudon's playing: one turn, which would have been used to set up Rock Polish or use Thunder Wave, is freed up, as is one moveslot. Thus, Groudon has both more chances to deal damage and a better degree of coverage, using some Fire-type move along side EdgeQuake coverage in the case of a Swords Dance set, or the Speed advantage on a Choice Band set. Alternatively, you can choose to run support moves such as Stealth Rock with attacking moves, giving you another team supporter. Groudon even doubles as a physical wall with stellar base 100 HP and base 140 Defense, and it brings in sunlight for other monsters such as Reshiram and Ho-Oh. Do not overlook Groudon when selecting member, as it can easily pull its own weight.


    [​IMG]
    Victini
    Type: Psychic / Fire
    Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
    Abilities: Victory Star


    Victini should have been a natural choice for Trick Room in OU. V-Create lowers Speed by one stage with each use, and Victini has great coverage (not to mention moves), leaving it walled by few. However, OU contains Pokemon of vastly different Speeds, some so slow that they will "outspeed" Victini—this is a problem since damage taken, on top of possible passive damage, shortens Victini's lifespan drastically. Luckily, the base Speeds in Ubers are a bit more regular: most are base 90 and faster, meaning a minimum Speed Victini can outspeed them. Then we come to V-Create. In the case that Victini is providing its own Trick Room support, it will not be able to indulge in a Choice Band, and will be slightly weaker. But not too much weaker—with Stealth Rock 200 HP / 44 Def Giratina-O is still 2HKOed by a Flame Plate, sun-boosted V-Create, meaning offensive versions don't stand a chance. <em>Fully physically defensive</em> Groudon is cleanly 2HKOed, no mean feat. And if you thought a certain whale would ruin your fun, Kyogre is helpless to Victini's Fusion Bolt


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    Excadrill
    Type: Ground / Steel
    Base Stats: 110 HP / 135 Atk / 60 Def / 50 SpA / 65 SpA / 88 Spe
    Abilities: Sand Rush / Sand Force / Mold Breaker


    Excadrill is the last Pokemon you would expect to be on a Trick Room team. After all, a large part of its banishment was its overwhelming Speed under sandstorm. However, remember that Sand Rush is not Excadrill's only ability; Sand Force, base 135 Attack, and that base 88 Speed (two points slower than the numerous base 90s!) mean Excadrill can dish out scary amounts of damage without speed, especially in the presence of sandstorm. This mole also possess Rapid Spin and decent bulk, helping massive Trick Room threats such as Water Spout Kyogre and Reshiram switch in unharmed. Furthermore, Excadrill can be the fast, insurance Pokemon on your Trick Room team, outspeeding all the common Choice Scarf users when Trick Room is not active—should you be in this situation at all. Otherwise, it can act as a clean up sweeper, using powerful Earthquakes to destroy weakened beasts.


    2) Mixed Sweepers

    The Mixed Sweepers are your wall-breakers or the Trump Cards for your team. They can eliminate your opponent's walls because of the wide move pool your Pokemon has. I highly recommend having a Mixed Sweeper on your team because your opponent will be kept guessing while you sweep their team.

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    Giratina-O
    Type: Ghost-Dragon
    Base Stats: 150 HP / 120 Atk / 100 Def / 120 SpA / 100 SpD / 90 Spe
    Abilities: Levitate

    While its other forme is more focused around defense, Giratina-O possesses great bulk, with resistances to Grass-, Water-, and Fire-type moves, as well as an immunity to Ground-type attacks thanks to Levitate, and awesome mixed attacking capabilities. It's Ghost typing allows it to spinblock, should your team require that trait. Furthermore, its Ghost-type STAB moves allow it to defeat the Psychic-types roaming Ubers. It even has Shadow Sneak, nailing the frail Deoxys formes among others; priority is very useful on Trick Room teams to recover from a pinch. With command over Draco Meteor and other powerful Dragon-type moves, Giratina-O is stopped by only the sturdiest of walls. Griesious Orb even boosts the Base Power of its moves by 20%! However, nuisances such as Lugia, Dark Arceus, or Ho-Oh under the right conditions can still stop Giratina-O, so it is best to leave it for after one of its teammates has left its mark.

    [​IMG]
    Tyranitar
    Type: Rock / Dark
    Base Stats: 100 HP / 134 Atk / 110 Def / 95 SpA / 100 SpD / 61 Spe
    Abilities: Sand Stream / Unnerve


    Tyranitar can be a great mixed sweeper and a stealth rock user. With the right moveset Tyranitar can hit most Pokemon in Uber with neutral damage. That's just shows how powerful of a mixed sweeper Tyranitar can be.Tyranitar can be used if you're trying to base your Trick Room Team into a sandstorm team. With the boost from the sandstorm even super effective water moves won't KO him. The only thing that holds Tyranitar back is his 4X weakness to Fighting type, so one must pack a Pokemon that resist fighting type.

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    Rayquaza
    Type: Dragon / Flying
    Base Stats: 105 HP / 150 Atk / 90 Def / 150 SpA / 90 SpD / 95 Spe


    Rayquaza's devastating dual base 150 offensive stats allow for amazing mixed capability, especially under Trick Room, where the EVs can be fully distributed into each stat. [this is not a long sentence, it's two. Stupid Word.] Base 95 Speed is still slow enough that Rayquaza can always "outrun" most threats under twisted dimensions, especially its usual Dragon Dancer checks, namely Choice Scarf Palkia, Terrakion, and other revenge killers. From there, it can proceed to tear holes in the opponent's team, taking down physical and special walls alike. For example, 252 Attack and Special Attack EVs ensures both Groudon and Blissey will be 2HKOed with Draco Meteor and Outrage, respectively. While a Stealth Rock weakness is sad, it is not troubling since Rayquaza's wallbreaking prowess means it doesn't need to switch. So long as you don't try to get fancy with Rayquaza's bulk, it will relinquish its awesome power to you.
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    Zekrom
    Type: Dragon / Electric
    Base Stats: 100 HP / 150 Atk / 120 Def / 120 SpA / 100 SpD / 90 Spe
    Abilities: Teravolt


    The other legendary of BW, Zekrom may not have the awesome coverage of Reshiram, the sleekness found in a snow-white design, nor the fire-breathing powers of the archetypal Dragon. However, it does have great and powerful STAB moves such as Bolt Strike and Outrage. The raw power alone allows Zekrom to defeat—hardly with any problems—Kyogre, a Pokemon used on almost 50% of all Ubers teams. Furthermore, Electric STAB means Zekrom can tear through Lugia and Ho-Oh, two Pokemon that might leave you wishing walls didn't exist. Zekrom also adds a balance of physical and special attackers—this is important since some of the most appealing attackers are specially based, and you wouldn't want your team walled by Chansey or Blissey. So long as you don't try to Bolt Strike Groudon, all should be well with Zekrom.

    3) Special Sweepers

    The Pokemon that hits your opponent's team from the Special side. They tend to have very high Special Attacks. They also have a very wide range of coverage, and the only thing the Special attackers have to worry about are Jellicent, Blissey and Evolite Chansey.


    [​IMG]
    Heatran
    Type: Fire / Steel
    Base Stats: 91 HP / 90 Atk / 106 Def / 130 SpA / 106 SpD / 77 Spe
    Abilities: Flash Fire / Flame Body


    Heatran has an unfortunate case of Freak Disease—an illness that has spread slowly but surely—where Game Freak decides to throw the player-base a juicy upgrade to a Pokemon, only to have attached said upgrade with a virus. In this case, the upgrade is Eruption, and the virus is a required Quiet nature. Obviously, no one was going to try to attach a Choice Scarf, so Eruption was left, locked away. Luckily, Trick Room is perfect for a Quiet nature, and with base 77 Speed, Heatran can finally use its gift. Both Choice Specs and Life Orb are limiting options, so perhaps the most effective item is one that boosts Fire-type moves by 20%, namely Charcoal or Flame Plate(?). Similarly to Water Spout Kyogre, Heatran probably only needs Eruption to decimate opponents. This does not mean other moves are unavailable; Earth Power, Dragon Pulse, and various Hidden Powers provide supplementary coverage—useful in a tier where Dragon-types reign. For example, in unfavorable conditions Zekrom and Reshiram will have no problem stopping Heatran. However, a well placed Earth Power will leave these two weakened.

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    Kyorge
    Type: Water
    Base Stats: 100 HP / 100 Atk / 90 Def / 150 SpA / 140 SpD / 90 Spe
    Abilities: Drizzle


    Possessing perhaps the largest damage output in the game, Kyogre is no stranger to Trick Room teams. The main problems of that insanely powerful Water Spout are Kyogre's lack of Speed and two Water Absorb Pokemon, Gastrodon and Quagsire. The latter two are not issues, and Trick Room essentially fixes the former. Without needing to worry about annoying Choice Scarf Zekrom, Kyogre can safely spew its Water Spouts to eliminate tough walls, paving the way for others to sweep. That isn't all, however. Kyogre has great coverage in two other moves, Thunder and Ice Beam, and has reliable back-up Water-type moves in Surf and Hydro Pump. Furthermore, its special bulk means it isn't out of the water when Trick Room is down. Without the need for Speed, Kyogre isn't forced to run Choice Scarf to outpace Arceus formes, other Choice Scarf users, Deoxys, and Mewtwo, among others. The item can then further power up Kyogre's moves; Choice Specs is great for raw power, while a Water-type boosting item can feign a Choice and catch the opponent off guard. If you're fishing for a Trick Room abuser with immediate raw power, great coverage, and little drawback, reel when a huge shadow presents itself beneath the surface.

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    Magnezone
    Type: Electric / Steel
    Base Stats: 70 HP / 70 Atk / 115 Def / 130 SpA / 90 SpD / 60 Spe
    Abilities: Magnet Pull / Sturdy / Analytic


    It's all about the Dragon-types, and Magnezone, for all intents and purposes, is a Dragon. With and already low base 61 Speed, good 130(?) Special Attack, and Magnet Pull, this electromagnetic magnet provides perhaps the best support for monsters such as Dialga, Palkia, Reshiram, and Zekrom. Trapping Ferrothorn, and to a lesser extent Forretress, these Dragon-types can go all out—with no counters nor checks, and most revenge killers useless due to Trick Room, they will have no trouble cooking the opposition in Kirby's pot of soup. Having another Steel-type on your team is not bad either, acting as a nice pivot against the onslaught of Dragon-type attacks. Rain may prove a problem for Hidden Power Fire (if you don't want Spikes setting up as Magnezone Charge Beams), but the most important topics are 4x weak anyway.

    [​IMG]
    Palkia
    Type: Water / Dragon
    Base Stats: 90 HP / 120 Atk / 100 Def / 150 SpA / 120 SpA / 100 Spe


    Palkia is an odd choice for Trick Room given its base 100 Speed. However, being that "slow" does not hold it back noticeably: with 0 IVs and a negative nature, Palkia will not be "outsped" but anything of importance. With great dual STAB and a base 150 Attack, Palkia's average damage output will end up being higher than that of Dialga's if simply because Hydro Pump has great coverage with Draco Meteor or Spacial Rend. Palkia also has an array of coverage moves as well, its coverage complemented by Thunder. With base 120 Attack, moves such as Outrage don't look bad either. Because this legendary beast's defenses are not horrible, and because Water / Dragon is has decent resistances, Palkia isn't necessarily reliant on Trick Room, and can pull a "quick" KO in a tight spot. So while Dialga can fill your hard hitting hazard supporter, Palkia can be the one attempting the sweep.

    [​IMG]
    Reshiram
    Type: Dragon / Fire
    Base Stats: 100 HP / 120 Atk / 100 Def / 150 SpA / 120 SpD / 90 Spe
    Abilities: Turboblaze

    With celestial dual-STAB in Dragon and Fire and Turboblaze, which leaves its coverage unresisted, it's a shame Reshiram doesn't have base 150 Attack to annihilate Chansey and Blissey. Base 150 Special Attack is by no means bad, however, even if the two pink nurses sponge such hits. Combine this with a signature attack, Blue Flare, and Draco Meteor, and you have one dragon that has virtually no problems sweeping under Trick Room. With Groudon as a partner, Reshiram receives not only a boost to its Fire-type moves, but also a partner to take down specially defensive walls and vice versa. Reshiram's base 120 Attack is not horrible either, meaning a mixed set is viable if special walls are really a problem. While a weakness to Stealth Rock takes away from its par-Uber bulk, Reshiram doesn't need many turns or many switches to raze the fields.

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    Reuniclus
    Type: Psychic
    Base Stats: 110 HP / 65 Atk / 75 Def / 125 SpA / 85 SpD / 30 Spe
    Abilities: Overcoat / Magic Guard / Regenerator


    Reuniclus is the most powerful Trick Room user. With its base 125 Special Attack, Base 30 Speed, and Magic Guard makes Reuniclus a large threat to most teams. With Magic Guard it prevents weather, status conditions. and Entry Hazards from wearing it down. Life Orb is the recommended item for Reuniclus as Magic Guard negates the recoil damage but you keep the Boost from Life Orb. Reuniclus powerful moves along with Life Orb can cause serious damage to any team who isn't prepared.


    Late Game Sweepers

    In the Ubers it is not recommended that make your Trick Room Team full of slow Pokemon because once all of your Trick Room users are fainted you need to have a Fast Pokemon that can handle the Uber Tier. I can't stress this enough to have a successful. Now you might be wondering wouldn't that mess up the synergy with the other teammates on and totally mess up Trick Room Teams? No, because once your Trick Room users are fainted and you're left with your slow sweepers who will always go last you need something fast in the Ubers. Here is where it gets tricky, your ideal Late game sweeper should have at least Base 100 Speed or higher, anything lower might be too slow. Not every late game sweeper works with every team you need to find the right one that has good synergy with your team. Remember to have a successful Trick Room Team you need back up revenge killers.



    [​IMG]
    Salamence
    Base Stats: 95 HP / 135 Atk / 80 Def / 110 SpA / 80 SpD / 100 Spe
    Abilities: Intimidate / Moxie



    [​IMG]
    Latios
    Type: Dragon / Psychic
    Base States: 80 HP / 90 Atk / 80 Def / 130 SpA / 110 SpD / 110 Spe
    Ability: Levitate


    [​IMG]
    Blazekin
    Type: Fire / Fighting
    Base Stats: 80 HP / 120 Atk / 70 Def / 110 SpA / 70 SpD / 80 Spe
    Abilities: Blaze / Speed Boost




    [​IMG]
    Haxorus
    Type: Dragon
    Base Stats: 76 HP / 147 Atk / 90 Def / 60 SpA / 70 SpD / 97 Spe
    Abilities: Rivalry / Mold Breaker / Unnerve


    [​IMG]
    Hydreigon
    Type: Dark / Dragon
    Base Stats: 92 HP / 105 Atk / 90 Def / 125 SpA / 90 SpD / 98 Spe
    Ability: Levitate



    [​IMG]
    Terrakion
    Type: Rock / Fighting
    Basse Stats: 91 HP / 129 Atk / 90 Def / 72 SpA / 90 SpD / 108 Spe
    Ability: Justified



    [​IMG]
    Landorus
    Type: Ground / Flying
    Base Stats: 89 HP / 125 Atk / 90 Def / 115 SpA / 80 SpD / 101 Spe
    Abilities: Sand Force / Sheer Force



    [​IMG]
    Garchomp
    Type: Dragon / Ground
    Trait: Rough Skin
    Base Stat: 108 HP / 130 Atk / 95 Def / 80 SAtk / 85 Spd / 102 Spe

    [​IMG]
    Thundurus
    Trait: Electric / Flying
    Base Stats: 79 HP / 115 Atk / 70 Def / 125 SpA / 80 SpD / 111 Spe
    Abilities: Prankster / Defiant

    [​IMG]
    Tornadus
    Trait: Flying
    Base Stats: 79 HP / 100 Atk / 80 Def / 110 SpA / 90 SpD / 121 Spe
    Abilities: Regenerator / Defiant

    [​IMG]
    Darkrai
    Trait: Dark
    Base Stats: 70 HP / 90 Atk / 90 Def / 135 SpA / 90 SpD / 125 Spe
    Abilities: Bad Dreams

    Threats to Trick Room Teams


    Threats fall under three main categories: walls, priority, and passive. Walls are opponents that take minimal damage from your sweepers' moves, priority is priority moves, and passive refers to Taunt, Roar, Whirlwind, and other non-damaging moves that go before Trick Room, as well as entry hazards.

    Walls

    Walls are the most common, and thus probably the most annoying. There is no real foolproof way to deal with them except prediction and power. Blissey and Chansey are perhaps the biggest problems, however, since many appealing Trick Room Pokemon are special attackers, and thus are completely walled. The simple fix is to run a powerful mixed attacker that can lure these two out and destroy them. However, you can opt to overpower them is rain boosted Water Spouts or sun boosted Blue Flares, though if you fail know that problems will be imminent. Packing a strong Fighting-type can work, but doing so only scares Blissey and Chansey off (though seeing Their Annoyance flee may be satisfying as well). Wobbuffet is an option to punish their sorry faces, turning them into set up fodder—just note that Wobbuffet is incapable of doing much attacking.

    Other major walls include Lugia, Ho-Oh, Arceus formes, and Giratina formes. However, a well-timed HADOKEN™ or repeated assaults will wear them down.

    Priority

    Priority moves are rather common in Ubers, but they are much easier to play around than walls are. The first thing to do is to identify what Pokemon could have priority moves and which of those would be threatening. For the moment, sweep Extreme Killer and ExtremeSpeed in general under the rug.

    The only other common move is Shadow Sneak, used by Giratina and its counterpart. Though it receives STAB, it is still rather weak and will only pose trouble to a weakened Victini since the majority of other Trick Room Pokemon are bulky enough or resist it.

    Bullet Punch sees its uses as well, mainly from Scizor and some Metagross. The latter is rather underwhelming, since, once again, very few Trick Room Pokemon are threatened. However, Scizor is another matter, with both Technician and Swords Dance. Since Scizor does not care about Speed like other set-up sweepers do, it can make use of the turn one of your Pokemon tries to set up Trick Room. From there, it can maim most switch ins—at neutral Speed, Scizor actually speed ties with minimum Speed base 90 such as Kyogre and Zekrom and outspeeds Palkia, so Scizor can use Bug Bite to take a chunk out of them. So ironically, Bullet Punch is not much of the problem.

    Now there is ExtremeSpeed, which is a problem. Swords Dance Rayquaza, though relatively rare, will undermine the precious dimension twist and hit most of your sweepers hard. It can do upwards of 90% to Reshiram, Zekrom, Kyogre, and Palkia, meaning they are in trouble if the game has progressed to its later stages. Luckily, Dialga resists ExtremeSpeed and can KO Rayquaza with Draco Meteor—the Steel- / Dragon-type is your best answer, and should not be too far out of reach since it is so good. Other options are using Bronzong as a setter, as it can tank Rayquaza's moves and retaliate with Hidden Power Ice. Giratina-O is another option since it is immune to ExtremeSpeed and has enough bulk to check an unboosted Rayquaza outside of Trick Room. The general method to keep Rayquaza in check, then, is to stop it from setting up in the first place, or tanking its ExtremeSpeed and hitting back: you don't need to worry about being hit by Outrage or coverage moves since Trick Room should cover that.

    More pressing is Extreme Killer Arceus, which has significantly more bulk and fewer weaknesses than Rayquaza. Thus, it is harder to OHKO, meaning your checks could be on the receiving end of one of its coverage moves. Furthermore, while Steel-types such as Bronzong can wall Arceus pretty well, they cannot damage it significantly, giving it the opportunity to Recover or set up even more. Such Steel-types can defeat it with Toxic, although it will take a few turns to fall, giving it time to crush the opposition. Regardless, Dialga can check the Extreme Killer, smacking it with Aura Sphere. This tactic crumbles if Trick Room is down, however, as Dialga will be outsped and KOed. Giratina-O also works decently, though it will be hard pressed to 2HKO Arceus, and once it's stalled out of its Trick Room turns, Arceus can KO with Shadow Claw.

    There are ways to play around the Extreme Killer, though. Perhaps hardest is to save one of your Pokemon to tank a +2 ExtremeSpeed and KO back. The reason this is hard is that for one entry hazards can bring your Pokemon into KO range, and second that it is very hard to not use a Pokemon until a later point in the game, especially for Trick Room teams. If conditions are optimal, Kyogre and Palkia can survive a +2 ExtremeSpeed (with less than 10%!), and KO Arceus with a powerful move. Another way to deal with the Extreme Killer is with Choice Scarf Terrakion—a lategame sweeper / revenge killer once Trick Room has run its course. Likewise, Scizor is an option, though it fails against any variant with a Fire-type move—the uncertainty makes it deadly since you could potentially lose a Pokemon. Ultimately, the best advice to give against the Extreme Killer is play diligently, and save the Pokemon that have a chance until it comes out.

    Passive

    It is quite unfortunate that Trick Room has –7 priority, meaning everything goes before it. Taunt, Whirlwind, Roar, and Dragon Tail all disrupt Trick Room 100%, making it hard against certain teams. Luckily, you can simply attack the Pokemon using Taunt or phazing, and Taunt is also somewhat uncommon. The Pokemon that do use it are generally frail and fast, making eliminating them not a problem. However, phazers are a bit trickier, since the nature of phazing requires them to be bulky. With continual pounding, though, the opponent will have the think twice about phazing when you are about to use Trick Room. This will eventually allow you to set up Trick Room without being phazed out, so you can quickly eliminate the phazer and continue to sweep.

    Sample Teams

    (WIP)


    Conclusion

    When used correctly Trick Room can be a great anti-metagame strategy to that counters almost any other playstyle in the metagame.
    Trick Room is an uncommon playstyle, and can be tedious at times for the diligence required. With its aggressive play style along with powerful sweepers it's easy to pick up, as well. The key to having a good team is by putting together a good Trick Room core of bulky setters and an offensive core of sweepers that have great synergy with each other. While I only mention a few sweepers in this guide there are plenty of other slow, bulky sweepers in the tier, so get creative.
  2. Nexus

    Nexus Day 358: Believe
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    closing this until you finish your other one, only 1 article per user at a time. This is why you PM or post in the reservation thread first so macle or I can approve.
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