Sciztar here with a guide to Trick Room for the UU tier. This has been approved by PK Gaming. So lets get started with this guide. Guide to Trick Room in BW UU Written by Sciztar Introduction Trick Room: The Move Trick Room Suggestions Trick Room Reminders Speed Limits to Trick Room Entry Hazards to Trick Room Trick Room: The Setters Physical Sweepers Mixed Sweepers Special Sweepers Late Game Sweepers Sample Teams Threats to Trick Room Conclusion Introduction When Trick Room was first introduced in D/P, Trick Room Teams were once feared because of the unpredictability of certain Pokemon. Trick Room is one the many anti-metagame styles, as it reverses the speed oriented standard play. While it might seem like a gimmick play style it should not be dismissed as gimmick, as it is a very potent strategy in an environment where everything is fast. Trick Room is an incredibly fast-paced play-style that is based around slow Pokemon trying to sweep an opponent's team within 4 turns. Unfortunately there is no Pokemon that can automatically summon Trick Room nor is there an item that prolongs the effects of Trick Room. It is imperative that the team as a whole is capable of dealing as much damage as possible and as quickly as possible. This guide is here to help show you that Trick Room is a viable strategy in the UU in Black & White and that all teams should look out for when team building. Trick Room: The Move Trick Room, is a 5 PP ( 8 After Max PP) Psychic attack that has the following affects: -Trick Room, upon activation, lasts for the next 5 turns including the turn it was used. -TR has a -7 priority attack and is the slowest attack -During Trick Room, the Pokemon who would have gone last normally will go first. -Trick Room has the worst priority in the game. This move will always go last, regardless of the speed of user, or the speed of the opponent. -When using Trick Room during a Trick Room, the affects do not stack, the original Trick Room will be canceled and the normal rules of Pokemon will apply. Trick Room Suggestions Due to Trick Room only lasting for 4 turns, you are definitely going to need to be prepared to put Trick Room back up during a battle. Because of this a Trick Room user needs to be a tank or a wall; in order to switch in and set up the move once again. Furthermore, it is likely that during the course of the battle your Trick Roomer will die so it is important to pack at least two Trick Room users. One thing to note is that most of the Pokemon who can set up Trick Room are either Psychic- or Ghost-type. Due to this, it is highly recommended that you: A. Have at least a Dark and Ghost resist on your team. B. Do not use any sweepers who increase your weakness to common UU Pokemon. C. Have enough Trick Room setters D. Have at least two Pokemon to deal with fighting types. E. Have a Pokemon that is capable to set up Stealth Rock. F. Have a Late Game Sweeper to deal with faster threats. Trick Room Reminders Here are some suggestion that will help your Trick Room Team not to be defined as a gimmick team. 1) It is highly recommend that you avoid using frail sweepers. This might seem obvious but a lot of new players start picking sweepers for their Trick Room Team they jump immediately to slow powerhouses like Emboar and Marowak. This is good for fun teams with your friends but if you plan on playing competitively in the UU you'll notice that strategy won't take you very far and you will lose to competitive teams 70% of the time. While there are some Pokemon that aren't frail but have one fatal flaw, they are useless outside of Trick Room which leads to the second point. 2) Another factor to remember when picking the right sweepers is to make sure that they won't be dead weight when Trick Room isn't up. What that means is they need to be useful in and even outside of Trick Room. For example: Azumaril, Druddigon, Hounchkrow, Machamp, are good examples of Pokemon that function well in and out of the Trick Room because they all posses priority attacks that are great for picking off weaker Pokemon. This is really crucial because it gives your team some versatility and not have to worry too much about Trick Room. 3) The third thing you need to ask yourself is can your sweepers break through the common defensive cores played in the meta game. Many sweepers you come across might be physical or even special but they all will have trouble breaking through defensive cores. The main defensive cores are: Gligar and Snorlax, Roserade, Slowbro and Snorlax, Empoleon and Zapdos core. Stall Teams are the biggest nightmare for Trick Room users because they are able to wall certain sweepers that can't touch them and stall out the Trick Room turns; to help with this you need Pokemon that will be a wall breaker for your team, or Mixed Sweepers: Hounchkrow, Tangrowth, and Eelektross are only a few of Pokemon that can break through these walls and net some key KOs. With mixed sweepers they are what I call trump cards, they are the most unpredictable Pokemon because it will leave your opponents guess as to what moves is this Pokemon running? 4) As mention earlier in the guide imperative that the team as a whole is capable of dealing as much damage as possible and as quickly as possible. I can not express this enough try to make your Trick Room team offensive as possible and not too defensive. Usually new players use three defensive Pokemon to setup Trick Room and three sweepers. While this concept is not bad, but this gives your opponent too many chances to setup on you. Here is an example: Lets say I lead with the Defensive Trick Room Bronzong, and my opponent leads with Roserade, because I have no offensive moves to be of an offensive threat, my opponent can bait me to switch out fearing a Sleep Power from Roserade. Fearing this my opponent can then proceed to use Toxic Spikes or Sleep Power. Now I have lost the momentum and now I've to worry about entry hazards and now I've have wasted three turns of Trick Room. But lets say I am playing the Offensive Bronzong. I can proceed to use Trick Room, and now I am able to OHKO the enemy's Roserade with Explosion and not have to worry about wasting a turn of Trick Room and causing my opponent to set up on me. 5) Risk vs Benefit. What are the risk of setting up Trick Room or using another move? Its all about predictability and the right amount of luck. Try not be too obvious about when you're going to setup Trick Room. For example: Lets say my opponent has a Gligar and you're trying to setup Trick Room with Porygon2. The best choice here is to obviously use Ice Beam because more than likely Gligar is going to use substitute predicting the Trick Room. If you let Gligar use substitute your opponent is going to stall out your Trick Room turns and you will be using all of your Trick Room turns up just to find a Pokemon on your team who has a super effective move to break Gligar's substitute. 6) This should be pretty simple but almost every Pokemon on a Trick Room team should be running negative Speed natures and 0 Speed IVs and EVs, with a few notable exceptions. If you have certain sweepers that uses certain Hidden Powers for coverage will prefer some Speed IVs, so that Hidden Power's Base Power remains at 70. If you don't know the spread you can find the spread in the Pokemon Online Teambuilder. To ensure keeping your speed low start by bumping the Speed IV down to 2. Then, select the Hidden Power you want, and the client will automatically set the other IVs to the correct number. 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. This means you should not be trying to run Darmanitan as a sweeper under Trick Room. Pokemon with Base 80 speed in my opinion is the limit to how slow or fast your sweeper should be. Base 80 Speed is pushing it too fast in Trick Room, because when you have a sweeper with a Base 80 Speed even with (-Speed) Nature, slower Pokemon with a speed stat of 147 and lower will go before you under Trick Room. So if you have a Chandelure on your team just remember Slowbro will always go before you under Trick Room even with a negative speed. 148 Speed Stat / Chandelure / Base Speed 80 148 Speed Stat / Togekiss / Base Speed 80 148 Speed Stat / Gallade / Base Speed 80 132 Speed Stat / Hounchkrow / Base Speed 71 130 Speed Stat / Bisharp / Base Speed 70 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. The difference between not having entry hazards on your opponent's side of the field is your sweepers getting 2HKOs instead of OHKOs. Stealth Rock or Spikes is necessary with Trick Room Teams because your sweepers will have a much easier time getting those crucial OHKOs and not have to worry about failing to net a KO and run the risk of being KO back. 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 easier targets for priority moves late in the game. Trick Room Pokemon that can set up Entry Hazards Aggron Type: Steel / Rock Base Stats: 70 HP / 110 Atk / 180 Def / 60 Def / 60 SpD / 50 Spe Abilities: Sturdy / Rock Head / Heavy Metal Usable entry hazards: Stealth Rock Bronzong Type: Steel / Psychic Base Stats: 67 HP / 89 Atk / 116 Def / 79 SpA / 116 SpD / 33 Spe Abilities: Levitate / Heatproof / Heavy Metal Usable entry hazards: Stealth Rock Claydol Type: Ground / Psychic Base Stats: 60 HP / 70 Atk / 105 Def / 70 SpA / 120 SpD / 75 Spe Abilities: Levitate Usable entry hazards: Stealth Rock Empoleon Type: Water / Steel Base Stats: 84 HP / 86 Atk / 88 Def / 111 SpA / 101 SpD / 60 Spe Abilities: Torrent / Defiant Usable entry hazards: Stealth Rock Golurk Type: Ground / Ghost Base Stats: 89 HP / 124 Atk / 80 Def / 55 SpA / 80 SpD / 55 Spe Abilities: Klutz / Iron Fist / No Guard Usable entry hazards: Stealth Rock Rhyperior Type: Ground / Rock Base Stats: 115 HP / 140 Atk / 130 Def / 55 SpA / 55 SpD / 40 Spe Abilities: Lighting Rod / Solid Rock / Reckless Usable entry hazards: Stealth Rock Smeargle Type: Normal Base Stats: 55 HP / 20 Atk / 35 Def / 20 SAtk / 45 Spd / 75 Spe Abilities: Own Tempo / Technician / Moody Usable entry hazards: Stealth Rock, Spikes, Toxic Spikes Swampert Type: Water / Ground Base Stats: 100 HP / 110 Atk / 90 Def / 85 SpA / 90 SpD / 60 Spe Abilities: Torrent / Damp Usable entry hazards: Stealth Rock Uxie Type: Psychic Base Stats: 75 HP / 75 Atk / 130 Def / 75 SpA / 130 SpD / 95 Spe Ability: Levitate Usable entry hazards: Stealth Rock Trick Room: The Setters There are a total of 13 Pokemon that can set Trick Room in the UU, but not all of them are the perfect candidates to be an effective Trick Room setter. Trick Room setters are the ones that will be switching in and out the most which means they are going to need to be bulky and be able to take some hits. A frail Trick Room user runs the risk of being KO'd before it can even set up Trick Room which will leave your team at a disadvantage because now one of your Trick Room setters is gone. The following will show you some good Trick Room setters in the UU. Bronzong Type: Steel / Psychic Base Stats: 67 HP / 89 Atk / 116 Def / 79 SpA / 116 SpD / 33 Spe Abilities: Levitate / Heatproof / Heavy Metal Bronzong has great bulk and a great number of resistances, which give it plenty of opportunities to set up Trick Room thoughout the match. Levitate is useful, and due to this, Bronzong doesn't mind entry hazards, helping its ability to set up Trick Room greatly. Along with this, Bronzong can support its team with Stealth Rock and Toxic to allow its teammates to sweep more easily. Stealth Rock is always a useful move to help anything net KO's more easily, while Toxic can wear down the typically annoying defensive Pokemon that stop Trick Room teams. Bronzong's poor Speed also means that it will be incredibly fast during Trick Room, allowing it to do its job quickly. It isn't a sitting duck either; it has a usable 89 Attack and a good STAB in Gyro Ball, allowing it to lay some decent hurt on the opposing team. Finally, Explosion is very useful for Bronzong to go out with a bang against an opponent, and give a sweeper three turns of destruction. Chandelure Type: Ghost / Fire Base Stats: 60 HP / 55 Atk / 90 Def / 145 / 90 SpD / 80 Spe Abilities: Flash Fire / Flame Body / Shadow Tag With the highest Special Attack of all Pokemon in UU along with a middling Speed, Chandelure can be a powerful Trick Room user. Its base 80 Speed might not look ideal, but it is slow enough to outpace most of the faster Pokemon under Trick Room. Chandelure's typing also gives it an excellent STAB combo, hitting all but three viable UU Pokemon for at least neutral damage, which means it can definitely pull off a sweep of its own under Trick Room. It also has some other useful coverage moves such as Energy Ball and Hidden Power. While its bulk isn't astounding, it's good enough to grab a turn to set up Trick Room. Chandelure can also run Memento to freely switch in a sweeper if it's in a situation where it can't sweep on its own. 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 wall like Snorlax. Rhyperior is a great partner to Cofagrigus as he gets rid of special walls that can stop Cofagrigus. Claydol Type: Ground / Psychic Base Stats: 60 HP / 70 Atk / 105 Def / 70 SpA / 120 SpD / 75 Spe Abilities: Levitate Claydol has solid bulk as well as a wide support movepool. While its weaknesses may be appalling at times, it has some useful resistances to utilize, and can hence grab numerous turns to set up Trick Room. Claydol also packs a unique niche in Rapid Spin; this means that Claydol can be of great benefit to Trick Room teams that dislike entry hazards. It also has some other support moves in its arsenal as well, such as Stealth Rock, Light Screen, Reflect, and Toxic, meaning it can support its team well. Explosion is also a very useful tool, as although Claydol will not be able to deal significant damage, it can go out with a bang against an opponent, and free up Trick Room turns for a sweeper to clean. Cresselia Type: Psychic Base Stats: 120 HP / 70 Atk / 120 Def / 75 SpA / 130 SpD / 85 Spe Abilities: Levitate Cresselia has phenomenal bulk, granting it the ability to switch in and set up multiple times throughout the match. Along with this, Cresselia has some useful support moves such as Light Screen, Reflect, and Toxic, allowing sweepers to endure hits better while cleaning. While 85 Speed is usually not ideal for a Trick Room user, it is good enough for Cresselia to outpace many of the faster Pokemon in UU. Cresselia also has reliable recovery in Moonlight, which means it can stay healthy enough to repeatedly set up Trick Room. Lunar Dance is also a useful option to give a weakened sweeper a second chance to sweep. Dusclops Type: Ghost Stats: 40 HP / 70 Atk / 130 Def / 60 SpA / 130 SpD / 25 Spe Abilities: Pressure Dusclops's main selling point among other Trick Room users is its titanic defenses with Eviolite; along with useful resistances, Dusclops can reliably set up Trick Room. Along with this, its pitiful Speed means it can outpace everything in UU. Will-O-Wisp is very useful to weaken strong physical attackers, while Pain Split provides Dusclops useful recovery to stay healthy enough to set up. Dusclops can also effectively stall common defensive Pokemon such as Umbreon, and its low HP, while somewhat of a drawback, allows it to make greater use of Pain Split. Dusclops also has other support moves such as Taunt and Curse to better handle stall teams that often trouble Trick Room teams. Finally, Memento and Destiny Bond can be used if Dusclops is about to go down, and can freely let a sweeper in. Gallade Type: Psychic / Fighting Stats: 85 HP / 115 Atk / 80 Def / 105 SpA / 80 SpD / 50 Spe Abilities: Steadfast / Justified Gallade's unique typing allows it to stand out among other Trick Room users. While its physical bulk leaves a lot to be desired, its special bulk is enough to take a hit, and hence have enough opportunities to set up. Its base 80 Speed is ideal enough to outpace most of the UU tier under Trick Room. Its high 125 Attack is its main selling point, as it can hit very hard on its own while under Trick Room. It has excellent coverage in its STAB Close Combat and Zen Headbutt, along with Night Slash to handle Cofagrigus and Dusclops. Having Fighting STAB is also useful to handle Umbreon, a common threat to Trick Room teams. Memento is also a very useful option to sacrifice Gallade if it is about to go down. Mesprit Type: Psychic Base Stats: 80 HP / 105 Atk / 105 Def / 105 SpA / 105 SpD / 80 Spe Abilities: Levitate With a mix of good defenses and offenses, Mesprit can be a very viable user of Trick Room. Its Speed is sufficient enough to outspeed most of the faster threats under Trick Room, and the slower threats outside of it. It stands out from Uxie mainly with its superior offensive stats and lower Speed, meaning it is more threatening offensively. Mesprit also has excellent coverage in its movepool; with moves such as Psychic, Ice Beam, and Thunderbolt, allowing it to handily sweep teams on its own. It also has a usable Attack to be a physical attacker, with Zen Headbutt and the elemental punches. Mesprit also has Stealth Rock to support its team, as well as U-turn to safely switch a sweeper in. Healing Wish is also a very useful move to allow Mesprit to give a weakened sweeper a second chance to sweep. Porygon2 Type: Normal Base Stats: 85 HP / 80 Atk / 90 Def / 105 SpA / 95 SpD / 60 Spe Abilities: Trace / Download / Analytic Porygon2's strong bulk with Eviolite makes it a reliable user of Trick Room. It also patches up the Dark- and Ghost-type weaknesses shared among common Trick Room teams, and its one weakness means it can't be KO'd in a common scenario. Along with this, Porygon2 has access to Recover, meaning it can stay healthy enough to be able to set up Trick Room multiple times. Porygon2 also poses a legitimate offensive threat thanks to its 105 Special Attack, and along with useful coverage options such as Thunderbolt, Ice Beam, and Tri Attack, it can dent the opposing team well. Download is also a very useful ability to make it a greater threat. Slowbro Type: Water / Psychic Base Stats: 95 HP / 75 Atk / 110 Def / 100 SpA / 80 SpD / 30 Spe Abilities: Oblivious / Own Tempo / Regenerator Slowbro remains a fantastic physical wall, especially in the UU only Choice Band Heracross can OHKO. Slowbro is one of the best users of the move Trick Room couple with decent 95/110/80 defenses, a balanced defensive typing, and a reliable recover move in Slack Off; such a fusion creates a sturdy Pokemon perfect for replenishing Trick Room a number of times. To aid in twisting the dimensions, Slowbro has support moves such as Yawn. Inducing drowsiness upon an opponent prompts the adversary to switch, and one can take this opportunity to set up Trick Room safe from the onslaught of the enemy. This is not all, however, as Slowbro commands various elemental moves such as Surf, Fire Blast, Flamethrower, Scald, Ice Beam, Psychic, Grass Knot, etc., which allow it to provide any needed coverage. With its ability Regenerator, Slowbro can easily take a physical hit, Slack Off switch in and out and regain a lot of HP back. Slowbro can also force a switch out with Yawn which will help you get Trick Room back up. Fire Blast is here to get the Escavalier, Coablion and other steel types out of the way. Slowking Type: Water / Psychic Base Stats: 95 HP / 75 Atk / 80 Def / 100 SpA / 110 SpD / 30 Spe Abilities: Oblivious / Own Tempo / Regenerator The King of Trick Room is here Slowking. Slowking gets a mention in the UU as a great offensive user of Trick Room. What makes Slowking different from its brother Slowbro is its move-pool and Nasty Plot. After +2 from Slowking his special attack reaches over 600. With an attacking stat of that magnitude Slowking is a grey stand alone Trick Room user. Slowking is great check to Mienshao and Zapdos with his base 110 special defense. But unlike Slowbro, Slowking won't be taking physical hits as well as Slowbro does. Heracross and Mienshao can easily OHKO Slowking with ease. 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. Uxie Type: Psychic Base Stats: 75 HP / 75 Atk / 130 Def / 75 SpA / 130 SpD / 95 Spe Ability: Levitate Uxie is a bulky support Pokemon blessed with good defenses, 75 in HP, 130 in both defenses is a great Pokemon that can provide Trick Room and set up multiple times. With Uxie sporting an incredible base 130, it's no surprise that Uxie is a perfect candidate for a team that is looking for a defensive Trick Room setter. On the other hand, Uxie does have a hard time dealing with the hard hitting Dark types in the tier, such as Honchkrow and Crawdaunt and its arch rival Heracross. Uxie also lacks a reliable recovery move outside Rest which means Uxie must be played cautiously. With an abundance of support options from Dual Screens to Trick Scarf to Trick Room, Uxie is an unpredictable defensive threat that will serve your Trick Room team well . 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. Fusion Bolt is to hit those pesky water types that want to try and wall your Victini. You can also use U-turn on Victini to get to sweepers, but Victini is mostly a stand alone sweeper. 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 Cobalion and Heracoss 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. Trick Room Sweepers You must be careful when choosing a sweeper for your team, because you don't want a sweeper that is frail like Clamperl. Now I'm not saying discard every Pokemon with weak defenses, for example Hounchkrow has Base 52 in its Defense and Special Defense. If you have the right teammates that support Hounchkrow, he can be an incredible sweeper for your team. This 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 take some hits during the 4 turns of Trick Room. In conclusion, it all goes back to what your team needs just remember that what ever Pokemon you choose just be sure it hits a lot of types. 1) Physical Sweepers Aggron Type: Steel / Rock Base Stats: 70 HP / 110 Atk / 180 Def / 60 Def / 60 SpD / 50 Spe Abilities: Sturdy / Rock Head / Heavy Metal (WIP) Azumarill Type: Water Base Stats: 100 HP / 50 Atk / 80 Def / 50 SpA / 80 SpD / 50 Spe Abilities: Thick Fat / Huge Power / Sap Snipper Azumarill stands out from Kingdra is with its ability to hit hard right off the bat, as opposed to Kingdra, who needs to set up with Dragon Dance. It definitely has a cool niche in this metagame since the only Pokemon that actually hard-counter it are Bisharp, Mienshao, Chandelure, Scrafty, and Zapdos. Every other Water-resist is hit extremely hard by Double-Edge, and Aqua Jet can very useful against offense. Azumarill has the power to revenge kill with CB Aqua Jet, or take on anybody running from its wrath of cuteness with a coverage move; Superpower, Ice Punch, etc. Double-Edge does reasonable damage to some bulky Waters bar Slowbro and Qwilfish. Azumarill can also utilize CB Aqua Jet to revenge some threats like Nidoking, Chandelure and Darmanitan. Crawdaunt Water / Dark Base Stats: 63 HP / 120 Atk / 85 Def / 90 SpA / 55 SpD / 55 Spe Abilities: Hyper Cutter / Shell Armor / Adaptability Crawdaunt got a new toy in Black & White, it's new ability Adaptability. With Adaptability it gives Crawdaunt's STAB moves a 2x boost. The choice of item is truly up to you. You can option for Choice Band for brute power but you will be locked into a move. You can use Life Orb and not be locked into one move but Crawdaunt's Base 63 HP isn't very well. Coming off of his great base 120 Attack, both of his STABs can plow through almost any threat in the metagame. Crawdaunt also has the Dark / Fighting combo which only three Pokemon resist that combo. If you choose to use Crawdaunt you should use him against Rain teams because its 2X STAB Waterfall gets a 50% boost thanks to the Rain. Druddigon Type: Dragon Base Stats: 77 HP / 120 Atk / 90 Def / 60 SpA / 90 SpD / 48 Spe Abilities: Rough Skin / Sheer Force / Mold Breaker Despite having great bulk and Attack, Druddigon is shunned from OU because so many better Dragon-types reside in the lofty clouds. But Druddigon has found a better place in UU as Trick Room reverses the roles, as the speedy Mienshao, Kingdra, Raikou, and others struggle to keep up for 5 turns. Druddigon has access to the Dragon-Ground-Fire combo offense, which will leave all that oppose it with a wound of some kind. With steel types very scarce in the UU Druddigon can afford to run a Choice Band Druddigon its Outrage hits like a nuke. Druddigon is also blessed with a wide movepool like:Crunch, Dragon Claw, Night Slash, Dragon Tail, Superpower, Outrage, Earthquake, Fire Fang, Thunder Fang, Pursuit and Sucker Punch. Furthermore, it has great abilities in Sheer Force or Mold Breaker; the former powers up Fire Fang while the latter allows Earthquake to hit pesky levitators. Sucker Punch is another welcome addition, giving Druddigon some form a priority to use in case of emergency or to pick off weakened opponents if TR isn't up. Escavalier Type: Bug / Steel Base Stats: 70 HP / 135 Atk / 105 Def / 60 SpA / 105 SpD / 20 Spe Abilities: Swarm / Shell Armor / Overcoat Escavalier sports a great Bug- and Steel- type, granting him only one weakness and a lot of resistances. With his bulk Escavalier can find numerous opportunities to switch in and tear through your opponent's team. With his monstrous 135 Attack and 20 Speed makes him the perfect powerhouse under Trick Room. Escavalier's best STAB move is Megahorn to back up his Attack stat, and the STAB Iron Head to nail most things that don't mind Megahorn. To round off the cover is Pursuit, which is good for trapping opponents who try to flee. He also has decent coverage in Return or can use Sleep Talk to come in on otherwise threatening sleep inducers, such as Smeargle, Amoonguss, and Lilligant. Golurk Type: Ground / Ghost Base Stats: 89 HP / 124 Atk / 80 Def / 55 SpA / 80 SpD / 55 Spe Abilities: Klutz / Iron Fist / No Guard Golurk has arrived to wreck havoc on the UU tier. Not only through its offensive power and coverage, but also through its newfound ability to set up Stealth Rock and destroy Rapid Spinners at the same time. Due to its unique typing, Golurk is unique in that it can take on the infamous Rock / Fighting combo with ease. Its Iron Fist ability gives Golurk an effective base 159 Atk stat when using moves such as Focus Punch, Hammer Arm, Drain Punch, Shadow Punch, Ice Punch, Thunder Punch and etc. and the elemental punches, giving its coverage moves some extra... punch. Golurk has a nice effectiveness with dealing with fighting types like Mienshao and Heracross, and spin blocking. With the right predictions Golurk can be of the hardest things to counter which makes him a great offensive pivot for a Trick Room team. Machamp Type: Fighting Base Stats: 90 HP / 130 Atk / 85 Def / 65 SpA / 85 SpD / 55 Spe Abilities: Guts / No Guard / Steadfast With its No Guard ability Machamp's STAB Dynamicpunch is the most powerful and effective move in its arsenal. As it guarantees to confuse the opponent, which makes Machamp a very frustrating opponent. Not only is DynamicPunch frustrating, all of its moves are a sure hit with his No Guard Ability, including Stone Edge which stops Zapdos and other flying types. Machamp also has access to Bullet Punch which is a good priority for when Trick Room ends to revenge kill some Pokemon, mostly Terrakion. Its not all good for Machamp as 85 in both Defenses are good, but Slowking and Slowbro out speeds you under Trick Room and will always KO you. Marowak Ground Base Stats: 60 HP / 80 Atk / 110 Def / 50 SpA / 80 SpD / 45 Spe Abilities: Rock Head / Lightning Rod / Battle Armor Just from looking at Marowak's Base 80 Atk you might be wondering why is he mentioned as a sweeper. Well it's because of Marowak's signature item, Thick Club, which doubles Marowak's Attack to over 500. Thick Club is just like a Choice Band except you can switch moves. Marowak is pretty bulky as well, as he sports a Base 110 Defense and 80 Special Defense, but its HP is only a Base 60. If you really want to boost Marowak's attack he can use Swords Dance to sweep an entire team. With a STAB Earthquake and access to Stone Edge and Fire Punch, its hitting a lot of types. Rhyperior Type: Ground / Rock Base Stats: 115 HP / 140 Atk / 130 Def / 55 SpA / 55 SpD / 40 Spe Abilities: LightingRod / Solid Rock / Reckless If you are looking for a bulky attacker with sky high attack and defense then Rhyperior is here. Just by looking at it Ground- and Rock-type, Rhyperior sports two 4X weaknesses to Water and Grass but fear not its ability Solid Rock reduces its weakness by 1/4. With Rhyperior's Ground-Rock typing he's able to check the Electric-types running rampant in UU, namely Raikou, Zapdos, and Rotom-H. Both Stone Edge and Earthquake are good STAB moves impressive base 130 Defense backed up by base 115 HP, and can even tank the occasional Water-type attack with Solid Rock and sun support. Its possesses a wide range of hard-hitting attacks, typically dual STAB EdgeQuake and Megahorn; additional options such as Substitute, Swords Dance. Scrafty Type: Dark / Fighting Base Stats: 65 HP / 90 Atk / 115 Def / 45 SpA / 115 SpD / 58 Spe Abilities: Shed Skin / Moxie / Intimidate Scrafty's Dark- and Fighting- type is great because his STAB moves Crunch and Drain Punch hits everything (except for Heracross) in the UU tier with neutral damage. Even though its Base 90 Attack isn't all that appealing Scrafty makes up for that with its ability Moxie. Every time he KOs a Pokemon he gets a +1 to his Attack which will make him a deadly sweeper. With Base 115 in both Defenses Scarfty can take hits with ease, but the only thing that hurts Scrafty is Fighting Types. Swampert Type: Water / Ground Base Stats: 100 HP / 110 Atk / 90 Def / 85 SpA / 90 Def / 60 Spe Abilities: Torrent / Damp Swampert stands out from other Physical sweepers users because of its great typing, giving it only one weakness, grass. (WIP) Victini Type: Psychic / Fire Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe Abilities: Victory Star Even though its Base 100 Speed is to fast for Trick Room, it's STAB Victory Star will lower its speed by One stage. Final Gambit is a great move with its Base 100 HP you will be taking out a lot of Pokemon. Victory Star should also be mention as it increases Victini's moves accuracy by 10%, which is good if you want to make Victini a special sweeper. Its Psychic and Fire typing is not a good typing because it leaves Victini weak to all forms of entry hazards and a weakness to Pursuit. 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. Eelektross Type: Electric Base Stats: 85 HP / 115 Atk / 80 Def / 105 SpA / 80 SpD/ 50 Spe Ability: Levitate Being the only Pokemon in the UU with no weakness why not use Eelektross on your team? Eelektross's base 115 Attack and base 105 Special Attack are perfectly suited for being a mixed sweeper under Trick Room. His special movepool is quite extensive, Flamethrower, Volt Switch, Giga Drain, Thunderbolt and etc. His physical movepool should also be noted with its STAB Wild Charge, Drain Punch, Dragon Claw, Acrobats, and Rock Slide. With his fantastic movepool his bulk is also quite solid, making him rather easy to switch in. Furthermore, access to U-turn and STAB Volt Switch allows him keep up offensive momentum and easily switch back to a Trick Room user as the timer runs out. Hounchkrow Type: Dark / Flying Base Stats: 100 HP / 125 Atk / 52 Def / 105 SpA / 52 SpD / 71 Spe Abilities: Insomnia / Super Luck / Moxie With Hounchkrow's Base 125 Attack and 105 Special Attack and Moxie, Hounchkrow is a great Mixed sweeper. With a Life Orb and Heat Wave he can KO Heracross and 2HKO Cobalion to get a quick +1 to his attack which will turn Hounchkrow into a deadly sweeper. Hounchkrow also has Sucker Punch to pick off weakened Pokemon and as a great priority move outside of Trick Room. Hounchkrow also posses Superpower to round off he Dark and Fighting combo, which means neutral damage to the Pokemon in the OU. The only downfall to Hounckrow is its weakness to Stealth Rock and its Base 52 in both Defenses. Tangrowth Type: Grass Base Stats: 100 HP / 100 Atk / 125 Def / 110 SpA / 50 SpD / 50 Spe Abilities: Chlorophyll / Leaf Guard Tangrowth has an incredible amount of physical bulk, allowing him to set up with Swords Dance or Growth in with ease. With his Base 110 SpA and 100 Atk you can pick how you want to wreck havoc on your opponent's team. (WIP) 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 Snorlax and Evolite Chansey. Chandelure Type: Ghost / Fire Base Stats: 60 HP / 55 Atk / 90 Def / 145 / 90 SpD / 80 Spe Abilities: Flash Fire / Flame Body / Shadow Tag Just looking at the Chandelure, you would expect it to weak and frail, but think again. What stands out, is its incredible base 145 Special Attack, which is the highest of any non Uber Pokemon. With its STAB Fire Blast he can really hurt a team, but as a Ghost type he can also set up Trick Room on its own. Chandelure also sorts a movepool that allows it to bypass many common types that would otherwise check Chandelure, such as Fire Blast , Energy Ball, Hidden Power Ice, to force switches and punch holes through teams with ease. Chandelure's overall utility, backed by an absurd Special Attack, makes it a great candidate as a Trick Room sweeper. Empoloen Type: Water / Steel Base Stats: 84 HP / 86 Atk / 88 Def / 111 SpA / 101 SpD / 60 Spe Abilities: Torrent / Defiant Empoleon should not be overlooked he poses decent bulk combined with an excellent 12 resistances, immune to toxic spikes, and resist Stealth Rock. Empoloen resistance to water moves is great when up against Kingdra. Empoloeon can easily abuse Hydro Pump in the rain to get some KOs. Porygon2 Type: Normal Base Stats: 85 HP / 80 Atk / 90 Def / 105 SpA / 95 SpD / 60 Spe Abilities: Trace / Download / Analytic With the Eviolite, Porygon2 plays an excellent role as a defensive Trick Room setter without the weaknesses to Dark and Ghost that most Trick Room users have. With the eviolite's boost Porygon2's defenses the only thing stop Porygon2 are powerful Fighting-type moves and common fighting type Pokemon like:Heracross, Mienshao, and Darmanitan. Porygon2 has excellent coverage in BoltBeam with its usable Base 105 Special Attack. Magic Coat is also great for Porygon2 as he can reflect status, taunts, entry hazards and give your team even more of an advantage when playing. Recovery is necessary because the Porygon has no way of recovering HP because of its eviolite. Slowbro Type: Water / Psychic Base Stats: 95 HP / 75 Atk / 110 Def / 100 SpA / 80 SpD / 30 Spe Abilities: Oblivious / Own Tempo / Regenerator Slowbro remains a fantastic physical wall, and a good special sweeper. What separates Slowbro from Slowking is Slowbro ability to tank physical hits with its Base 110 defense. Slowbro can easily come in multiple times and set it up Trick Room while still packing a punch. With its ability Regenerator, Slowbro can easily take a physical hit, Slack Off switch in and out and regain a lot of HP back. Slowbro can also force a switch out with Yawn which will help you get Trick Room back up. Fire Blast is here to get the Escavalier, Coablion and other steel types out of the way. Slowking Type: Water / Psychic Base Stats: 95 HP / 75 Atk / 80 Def / 100 SpA / 110 SpD / 30 Spe Abilities: Oblivious / Own Tempo / Regenerator His special bulk also for the perfect opportunity to set up Trick Room and proceed to sweeping. Regenerator is a wonderful ability for a Trick Room user, as they will often be switching out to sweepers and can always use the added health for later switch-ins. Just ike Cofagrigus, Slowking can also abuse the popular Nasty Plot + Trick Room set to great effect. If you don't want to use Nasty Plot with just Trick Room and 3 attacks, Slowking still is an effective Trick Room sweeper, as well. Surf, Psychic, Psyshock, Fire Blast, Grass Knot, Ice Beam, and a plethora of other attacks give him added versatility for providing any offensive coverage your team might need. Late Game Sweepers Having a full Trick Room full of slow Pokemon is not recommended because once all of your Trick Room users are fainted your sweeper will be dead weight and will always go last. To help with this problem you need to have a Fast Pokemon that can handle the UU Tier. I can't stress this enough to have a successful team to have a Dragon Dance or a Choice Scarf Pokemon. 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 UU. Here is where it gets tricky, your ideal Late game sweeper should have at least Base 95 Speed or higher, anything lower is 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. Sample Team Hail in Reverse (Trick Room + Hail Offense) Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide Abomasnow (M) @ Choice Band Trait: Snow Warning EVs: 48 HP / 252 Atk / 208 Spd Adamant Nature - Wood Hammer - Ice Punch - Earthquake - Ice Shard Rotom-Frost @ Choice Scarf Trait: Levitate EVs: 252 SAtk / 4 SDef / 252 Spd Timid Nature IVs: 0 Atk - Blizzard - Thunderbolt - Volt Switch - Trick Kingdra (F) @ Chesto Berry Trait: Swift Swim EVs: 252 Atk / 4 SDef / 252 Spd Adamant Nature - Waterfall - Outrage - Dragon Dance - Rest Slowking (M) @ Leftovers Trait: Regenerator EVs: 252 HP / 252 SAtk / 4 SDef Quiet Nature IVs: 0 Atk / 0 Spd - Surf - Psyshock - Nasty Plot - Trick Room Cofagrigus (M) @ Leftovers Trait: Mummy EVs: 248 HP / 8 Def / 252 SAtk Quiet Nature IVs: 2 Atk / 30 Def / 30 SAtk / 30 SDef / 2 Spd - Shadow Ball - Hidden Power [Fighting] - Trick Room - Nasty Plot Escavalier (M) @ Choice Band Trait: Overcoat EVs: 252 HP / 252 Atk / 4 SDef Brave Nature IVs: 0 Spd - Megahorn - Iron Head - Pursuit - Sleep Talk UU Trick Room Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide Slowking (F) @ Leftovers Trait: Regenerator EVs: 252 HP / 4 SDef / 252 SAtk IVs: 0 Spd Quiet Nature (+SAtk, -Spd) - Nasty Plot - Trick Room - Surf - Psyshock Victini @ Life Orb Trait: Victory Star EVs: 252 HP / 4 SDef / 252 Atk IVs: 0 Spd Brave Nature (+Atk, -Spd) - Trick Room - V-create - Bolt Strike - Grass Knot Porygon2 @ Eviolite Trait: Download EVs: 252 HP / 4 SDef / 252 SAtk IVs: 0 Spd Quiet Nature (+SAtk, -Spd) - Trick Room - Ice Beam - Tri Attack - Recover Cofagrigus (M) @ Leftovers Trait: Mummy EVs: 248 HP / 8 Def / 252 SAtk IVs: 2 Atk, 30 SAtk, 30 SDef, 2 Spd Quiet Nature (+SAtk, -Spd) - Shadow Ball - Hidden Power [Fighting] - Nasty Plot - Trick Room Rhyperior (M) @ Leftovers Trait: Solid Rock EVs: 252 HP / 4 Def / 252 Atk IVs: 0 Spd Brave Nature (+Atk, -Spd) - Earthquake - Rock Blast - Stealth Rock - Ice Punch Escavalier (F) @ Choice Band Trait: Swarm EVs: 252 HP / 4 SDef / 252 Atk IVs: 0 Spd Brave Nature (+Atk, -SpD) - Megahorn - Pursuit - Iron Head - Return Threats to Trick Room Teams It's not hard to counter Trick Room as the play style is very predictable; 1st turn Trick Room, 2nd turn switch-out to appropriate sweeper, 3rd-5th turn sweep, 6th turn switch back into Trick Room user. By using certain strategies and using walls you can make your team more Trick Room ready. It is important to have Pokemon who have the following: Taunt, Substitute, Will-O-Wisp, Toxic or priority moves; teams ill prepared for Trick Room will have a hard time trying to counter Trick Room. Taunt is a big problem as it prevents you from setting up Trick Room; this is great against lead Trick Room Pokemon because once you stop them from setting up Trick Room they will be forced to switch out and this will give you the opportunity to set up or put up entry hazards. Substitute is probably one of the best moves to use after your opponent has successfully set up Trick Room because behind a Substitute you can stall out the Trick Room turns. Having a Pokemon that can put opponent's Pokemon to sleep completely disrupts the strategy of Trick Room leaving you to fight a 5 vs 6 battle. Toxic poisoning quickly wears down Trick Room users and burn in particular can completely shutdown physical sweepers; leaving them with weaker attacks. Priority attacks are a huge threat to Trick Room teams, as they retain their priority even under the field effect. So having a Pokemon with priority can bypass the effect of Trick Room. Mach Punch, Bullet Punch, Shadow Sneak, or a well timed Sucker Punch are all good priority that can stop a Trick Room sweep. Conclusion When used correctly Trick Room can be a great anti-metagame strategy to that counters almost any other playstyle in the metagame. 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 goodTrick 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. And don't forget to have fun while you're sweeping your next opponent with an Azumarill.