Hey so this is Piexplode, writing the first RMT within this new tier, where shell smashing threats are rife. I made this team with the help of Corporal Levi and dsr95 who have done a superb amount of work and it's their team as much as mine. LC UU is a fun, new metagame which perhaps suprisingly to an outsider is one where stall is appearing to be a fairly viable playstyle, in spite of the viability of shell smashers and suchlike roaming the tier. So this is my team that I made with the intention of making a full trick room team, and getting the help initially from Levi, producing a good consortium of pokemon. A replay of it in action (I 4-0 Yagura - there's no hax apart from like 1 crit which basically happens every game so w/e) http://replay.pokemonshowdown.com/lcuu-168062755
The Team:
Solosis @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 236 SpA / 68 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Energy Ball
- Signal Beam
The first member of the team, covering virtually the whole metagame with its coverage, although it has issues with Stunky. Quiet 236 SpA maximises it and makes it incredibly powerful. The added bulk of eviolite, combined with regenerator, often allows it to set up trick room or attack 1 more time during the game. All in all both powerful and good at doing its job. The whole use of trick room is as a counterplay to fast offense, and this helps do that.
Inkay @ Berry Juice
Ability: Contrary
Level: 5
EVs: 12 HP / 244 Atk / 172 Def / 68 SpD
Brave Nature
IVs: 0 Spe
- Superpower
- Psycho Cut
- Night Slash
- Trick Room
Simple set yet an effective sweeper. Keep out of the way of burns, but I find if you get 1 crit with this with trick room up your opponent loses pretty much. Good coverage that hits the whole meta. One of very few trick room setters not weak to dark/ghost. Berry Juice gives it good survivability. It's also a good soft check to riolu. The fact that it's not scarf shouldn't be a suprise after a glance at how the team's made up, so the foe will find it possibly predictable, nevertheless working out how you expect the foe to play around you can be used to your advantage.
Larvitar @ Toxic Orb
Ability: Guts
Level: 5
EVs: 116 HP / 244 Atk / 36 Def / 36 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Stone Edge
- Crunch
- Stealth Rock
A very interesting pokemon, acting as a status absorber for WoW's. Toxic Orb>Flame Orb since it's never in more than 3 turns. Edgequake hits as well as edgequake hits, it's very good, but crunch secures a nice OHKO on phantump under trick room or if need be on the switch. Stealth Rock can be useful against teams that are weak to it or when it's going down and it's more useful than attacking. Pretty much a filler move though. Really impressive how hard it hits too, when this is in, stuff often gon' die. It also acts as a resist to pokemon like meowth and darumaka, with helpful resists to normal, bug, and fire. Furthermore, as a rock/ground, as if in RBY, it still walls that normal/flying combination, which, since the first generation, doduo is yet to imrove upon. So basically it's a nice defensive pivot to a couple of pokemon, and powerful trick room sweeper
Azurill @ Life Orb
Ability: Huge Power
Level: 5
EVs: 116 HP / 196 Atk / 116 Def / 36 SpD
Brave Nature
IVs: 0 Spe
- Return
- Knock Off
- Double-Edge
- Waterfall
This is an absolute nuke. Guaranteed to punch holes in any team if it has the speed advantage, double edge getting KOs when return doesn't, and waterfall providing some additional coverage in what's essentially a filler slot (more useful than encore/sing/anythign else lol). It's not walled by anything, and its typing makes it ghost immune, and has a nice dark type resistance, and fairly irrelevant dragon-type immunity. Other pokemon could work but a nice shadow ball switch in is kinda cool, normal/ghost is a fun set up defensively.
Elekid @ Choice Scarf
Ability: Static
Level: 5
EVs: 236 SpA / 236 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Signal Beam
Great scarfer, designed to work outside of trick room since it cannot always be guaranteed up. Helps check stuff like shell smahsers, and with electric's fewer resists/immunes, it can help clean very easily sometimes too. Moveset is pretty straightforward. Admittedly has issues with goldeen, but everything else on the team hits it hard, so it's not too major a threat. A nice blanket revenge killer is very helpful too.
Frillish (M) @ Eviolite
Ability: Water Absorb
Level: 5
EVs: 196 Def / 236 SpA / 68 SpD
Quiet Nature
IVs: 30 SpD / null Spe
- Energy Ball
- Will-O-Wisp
- Trick Room
- Shadow Ball
Shadow Ball+Energy Ball hits everything bar stunky/elekid, and WoW hits stunky fairly reliably once under trick room. Stunky is a threat to the team as it can come in on a couple of different pokemon without much difficulty, but at the same time it can't take many hits. I would run HP Ground on this but it mucks with the IVs in such a way that it reduces frillish's overall stats, and for hitting 2 niche threats, whilst trick room wants to be as offensive as possible, WoW is just clearly the better option.
So I hope you've enjoyed reading this team. Against some matchups it can be a lot more difficult to really achieve a win, whilst it has great matchups versus other styles. Nevertheless this is probably around about the best that a full trick room team will look in LC UU. Rate, comment, steal, etc. :) It's a new tier so you might as well have a team or two available to start playing.
The Team:






Importable said:Solosis @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 236 SpA / 68 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Energy Ball
- Signal Beam
Inkay @ Berry Juice
Ability: Contrary
Level: 5
EVs: 12 HP / 244 Atk / 172 Def / 68 SpD
Brave Nature
IVs: 0 Spe
- Superpower
- Psycho Cut
- Night Slash
- Trick Room
Larvitar @ Toxic Orb
Ability: Guts
Level: 5
EVs: 116 HP / 244 Atk / 36 Def / 36 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Stone Edge
- Crunch
- Stealth Rock
Azurill @ Life Orb
Ability: Huge Power
Level: 5
EVs: 116 HP / 196 Atk / 116 Def / 36 SpD
Brave Nature
IVs: 0 Spe
- Return
- Knock Off
- Double-Edge
- Waterfall
Elekid @ Choice Scarf
Ability: Static
Level: 5
EVs: 236 SpA / 236 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Signal Beam
Frillish (M) @ Eviolite
Ability: Water Absorb
Level: 5
EVs: 196 Def / 236 SpA / 68 SpD
Quiet Nature
IVs: 30 SpD / null Spe
- Energy Ball
- Will-O-Wisp
- Trick Room
- Shadow Ball

Solosis @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 236 SpA / 68 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Energy Ball
- Signal Beam
The first member of the team, covering virtually the whole metagame with its coverage, although it has issues with Stunky. Quiet 236 SpA maximises it and makes it incredibly powerful. The added bulk of eviolite, combined with regenerator, often allows it to set up trick room or attack 1 more time during the game. All in all both powerful and good at doing its job. The whole use of trick room is as a counterplay to fast offense, and this helps do that.

Inkay @ Berry Juice
Ability: Contrary
Level: 5
EVs: 12 HP / 244 Atk / 172 Def / 68 SpD
Brave Nature
IVs: 0 Spe
- Superpower
- Psycho Cut
- Night Slash
- Trick Room
Simple set yet an effective sweeper. Keep out of the way of burns, but I find if you get 1 crit with this with trick room up your opponent loses pretty much. Good coverage that hits the whole meta. One of very few trick room setters not weak to dark/ghost. Berry Juice gives it good survivability. It's also a good soft check to riolu. The fact that it's not scarf shouldn't be a suprise after a glance at how the team's made up, so the foe will find it possibly predictable, nevertheless working out how you expect the foe to play around you can be used to your advantage.

Larvitar @ Toxic Orb
Ability: Guts
Level: 5
EVs: 116 HP / 244 Atk / 36 Def / 36 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Stone Edge
- Crunch
- Stealth Rock
A very interesting pokemon, acting as a status absorber for WoW's. Toxic Orb>Flame Orb since it's never in more than 3 turns. Edgequake hits as well as edgequake hits, it's very good, but crunch secures a nice OHKO on phantump under trick room or if need be on the switch. Stealth Rock can be useful against teams that are weak to it or when it's going down and it's more useful than attacking. Pretty much a filler move though. Really impressive how hard it hits too, when this is in, stuff often gon' die. It also acts as a resist to pokemon like meowth and darumaka, with helpful resists to normal, bug, and fire. Furthermore, as a rock/ground, as if in RBY, it still walls that normal/flying combination, which, since the first generation, doduo is yet to imrove upon. So basically it's a nice defensive pivot to a couple of pokemon, and powerful trick room sweeper

Azurill @ Life Orb
Ability: Huge Power
Level: 5
EVs: 116 HP / 196 Atk / 116 Def / 36 SpD
Brave Nature
IVs: 0 Spe
- Return
- Knock Off
- Double-Edge
- Waterfall
This is an absolute nuke. Guaranteed to punch holes in any team if it has the speed advantage, double edge getting KOs when return doesn't, and waterfall providing some additional coverage in what's essentially a filler slot (more useful than encore/sing/anythign else lol). It's not walled by anything, and its typing makes it ghost immune, and has a nice dark type resistance, and fairly irrelevant dragon-type immunity. Other pokemon could work but a nice shadow ball switch in is kinda cool, normal/ghost is a fun set up defensively.

Elekid @ Choice Scarf
Ability: Static
Level: 5
EVs: 236 SpA / 236 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Signal Beam
Great scarfer, designed to work outside of trick room since it cannot always be guaranteed up. Helps check stuff like shell smahsers, and with electric's fewer resists/immunes, it can help clean very easily sometimes too. Moveset is pretty straightforward. Admittedly has issues with goldeen, but everything else on the team hits it hard, so it's not too major a threat. A nice blanket revenge killer is very helpful too.

Frillish (M) @ Eviolite
Ability: Water Absorb
Level: 5
EVs: 196 Def / 236 SpA / 68 SpD
Quiet Nature
IVs: 30 SpD / null Spe
- Energy Ball
- Will-O-Wisp
- Trick Room
- Shadow Ball
Shadow Ball+Energy Ball hits everything bar stunky/elekid, and WoW hits stunky fairly reliably once under trick room. Stunky is a threat to the team as it can come in on a couple of different pokemon without much difficulty, but at the same time it can't take many hits. I would run HP Ground on this but it mucks with the IVs in such a way that it reduces frillish's overall stats, and for hitting 2 niche threats, whilst trick room wants to be as offensive as possible, WoW is just clearly the better option.
So I hope you've enjoyed reading this team. Against some matchups it can be a lot more difficult to really achieve a win, whilst it has great matchups versus other styles. Nevertheless this is probably around about the best that a full trick room team will look in LC UU. Rate, comment, steal, etc. :) It's a new tier so you might as well have a team or two available to start playing.
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