Trick Room in Double Battles [WIP]


b202 wifi vgc
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doing this on weekends

Trick Room is a -7 priority move that reverses the order Pokemon move in for 4 turns, not including the turn it is used. Double battles usually last for less than ten turns, making Trick Room an extremely potent strategy. Trick Room can allow very slow, hard-hitting Pokemon to attack first or allow a Pokemon with low base Speed to easily use support moves. However, keeping Trick Room up is easier said than done. Taunt, Imprison, and Fake Out can delay or stop Trick Room from being set up. On top of that, Trick Room can reverse itself! Therefore, a Trick Room team must be made perfectly in order to function properly.

There are three main elements to consider when crafting a Trick Room team for double battles: setting up Trick Room, attacking, and support. Almost all Pokemon on the team should have a Speed-hindering nature with 0 IVs in Speed. A dedicated team should include at least two users of Trick Room to ensure setting it up. If the sole user of Trick Room has fainted and all remaining Pokemon on your team are outsped, then you will have a difficult time pulling out a win. On the other hand, not having enough attacking Pokemon could end the game as well. Creating a Trick Room team is a matter of balancing these options.

Trick Room users
Trick Room users need to be incredibly bulky. A frail Trick Room user runs the risk of being KOed before it can move. As you will find, Trick Room users are very different from one another. Some set-up Pokemon are better at attacking after Trick Room is up, and others excel at supporting your other Pokemon. The following descriptions will have basic points describing the overall role of each Pokemon.

Type: Psychic
Base Stats: 120 HP / 70 Atk / 120 Def / 75 SpA / 130 SpD / 85 Spe
Abilities: Levitate

Cresselia is the absolute ruler of Trick Room. Sporting insane defenses, a useful ability, and an enormous movepool, Cresselia is seen on every other team. It is very difficult to predict what move Cresselia will use. A poorly-timed Taunt could earn you an Icy Wind or Psychic, but ignoring Cresselia might lead to Trick Room set up. Cresselia works well with a Sassy nature and is good at using Helping Hand to boost a partner's spread move. Calm Mind and Rest sets work well too, but some supporting moves must be sacrificed for this to work.

Type: Psychic
Base Stats: 116 HP / 55 Atk / 85 Def / 107 SpA / 95 SpD / 29 Spe
Abilities: Forewarn, Synchronize, Telepathy

Musharna is quite similar to Cresselia. Higher base Special Attack gives the option of attacking in Trick Room, while lower base Speed allows Musharna to function better. Musharna has access to Helping Hand, which works wonders with its Hidden Ability, Telepathy. Musharna appreciates Sitrus Berry or Mental Herb, depending on whether you prefer bulk or reliability.

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

Reuniclus is a powerful Trick Room user. Huge Special Attack, very low Speed, and a handy ability make Reuniclus a large threat to most teams. Reuniclus is rarely OHKOed by any single attack. Magic Guard prevents weather or status conditions from wearing it down. Life Orb is a great item for Reuniclus, as Magic Guard negates the recoil damage. This, together with Reuniclus' powerful moves, can deal serious damage to any Pokemon.

Type: Ghost
Base Stats: 40 HP / 70 Atk / 130 Def / 60 SpA / 130 SpD / 25 Spe
Abilities: Pressure

Dusclops is one of the best users of Eviolite, a new item as of Black and White that doubles the Defense and Special Defense stat of a Pokemon that has not fully evolved. This makes Dusclops' defenses reach ridiculous levels. Combined with an immunity to common Norrmal-type moves such as Fake Out and Explosion, Dusclops reliably sets up Trick Room. Will-O-Wisp and Helping Hand are great support moves, however, Helping Hand is an XD exclusive move. Helping Hand is almost required on Dusclops' moveset, so IVs will most likely not be flawless.

Type: Steel / Psychic
Base Stats: 67 HP / 89 Atk / 116 Def / 79 SpA / 116 SpD / 33 Spe
Abilities: Levitate, Heatproof, Heavy Metal

Amazing typing and a useful ability make Bronzong a phenomenal Trick Room user. Bronzong has access to various support moves, such as Imprison or Light Screen, as well as a great offensive movepool. STAB Gyro Ball can put a dent in many frail Pokemon, while Explosion is still a powerful spread attack. High Special Defense allows Bronzong to shrug off spread attack such as Surf or Discharge. Levitate with part Steel-typing helps out against most physical spread moves.

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

Cofagrigus makes use of its incredible defensive stats in order to almost always ensure that Trick Room gets set up. Its Mummy ability can mess with those who benefit from their own unique ability, which makes Cofagrigus especially annoying to physical attackers. On top of this, it has access to Will-O-Wisp, making Cofagrigus a great physical wall and Trick Room setter.

Type: Water / Psychic
Base Stats: 95 HP / 75 Atk / 80 Def / 100 SpA / 110 SpD / 30 Spe
Abilities: Oblivious, Own Tempo, Regenerator


Type: Water / Ghost
Base Stats: 100 HP / 60 Atk / 70 Def / 85 SpA / 105 SpD / 60 Spe
Abilities: Water Absorb, Cursed Body

Jellicent can be a solid Trick Room setter. With high HP and Special Defense, as well as great abilities in Water Absorb and Cursed Body, Jellicent can be useful on many teams. Jellicent has access to spread moves like Surf and Water Spout, which can be pretty powerful when launched out of Trick Room. Although it doesn't have the highest offensive stats, it can hit hard when necessary so it isn't dead weight after it sets up Trick Room.

Type: Fire / Ghost
Base Stats: 60 HP / 55 Atk / 90 Def / 145 SpA / 90 SpD / 80 Spe
Abilities: Flash Fire, Flame Body, Shadow Tag

Chandelure is a Pokemon capable of using Trick Room and extremely offensive sets. Choice Scarf sets are quite common, but Trick Room sets work just as well. Chandelure makes good use of a Focus Sash because of its multiple weaknesses to common spread attacks and general frailness. Once Chandelure sets up Trick Room, it can fire off STAB boosted Heat Waves quite easily. Hitmontop makes one of the best partners for Chandelure, giving Fake Out and Wide Guard support, as well as hitting Tyranitar hard.

Type: Grass
Base Stats: 60 HP / 67 Atk / 85 Def / 77 SpA / 75 SpD / 116 Spe
Abilities: Prankster, Infiltrator, Chlorophyll


Trick Room attackers

Type: Ground / Rock
Base Stats: 115 HP / 140 Atk / 130 Def / 55 SpA / 55 SpD / 40 Spe
Abilities: Lightningrod, Solid Rock, Reckless

Rhyperior is the ultimate Rock Slide and Earthquake user in double battles. Dual STAB spread attacks coming off of 140 base Attack and 40 base Speed will tear holes through any team. Telepathy or Levitating Pokemon with Trick Room make the best teammates for Rhyperior. Musharna is an especially good choice. It can use Helping Hand to boost Rhyperior's attacks to even higher levels. Its STAB Psychic can deal heavy damage to Pokemon that give Rhyperior trouble, such as Amoonguss or Hitmontop.

Type: Rock
Base Stats: 85 HP / 135 Atk / 130 Def / 60 SpA / 70 SpD / 25 Spe
Abilities: Sturdy, Sand Force


Type: Steel / Psychic
Base Stats: 80 HP / 135 Atk / 130 Def / 95 SpA / 90 SpD / 70 Spe
Abilities: Clear Body, Light Metal


Type: Normal
Base Stats: 160 HP / 110 Atk / 65 Def / 65 SpA / 110 SpD / 30 Spe
Abilities: Immunity, Thick Fat, Gluttony


Type: Fighting
Base Stats: 144 HP / 120 Atk / 60 Def / 40 SpA / 60 SpD / 50 Spe
Abilities: Thick Fat, Guts, Sheer Force


Type: Fighting
Base Stats: 90 HP / 130 Atk / 80 Def / 65 SpA / 85 SpD / 55 Spe
Abilities: Guts, No Guard, Steadfast


Type: Dark / Fighting
Base Stats: 65 HP / 90 Atk / 115 Def / 45 SpA / 115 SpD / 58 Spe
Abilities: Shed Skin, Moxie, Intimidate


Type: Steel / Bug
Base Stats: 70 HP / 135 Atk / 105 Def / 60 SpA / 105 SpD / 20 Spe
Abilities: Swarm, Shell Armor, Overcoat


Type: Ground
Base Stats: 108 HP / 112 Atk / 118 Def / 68 SpA / 72 SpD / 47 Spe
Abilities: Sand Stream, Sand Force


Type: Rock / Dark
Base Stats: 100 HP / 134 Atk / 110 Def / 95 SpA / 100 SpD / 61 Spe
Abilities: Sand Stream, Unnerve


Type: Ice / Grass
Base Stats: 90 HP / 92 Atk / 75 Def / 92 SpA / 85 SpD / 60 Spe
Abilities: Snow Warning, Soundproof


Support Pokemon

Type: Normal
Base Stats: 55 HP / 20 Atk / 35 Def / 20 SpA / 45 SpD / 75 Spe
Abilities: Own Tempo, Technician, Moody


Type: Grass / Poison
Base Stats: 114 HP / 85 Atk / 70 Def / 85 SpA / 80 SpD / 30 Spe
Abilities: Effect Spore, Regenerator

Amoonguss serves its role as a Trick Room supporter excellently. With Rage Powder and great bulk, it can distract attacks away from the Trick Room setter, leaving an open opportunity to switch the game to your advantage. Once Trick Room is up, Amoonguss can really shine with Spore. With no Sleep Clause in VGC 2012, a 100% accurate sleep move is nothing to scoff at. In Trick Room, Amoonguss spreads sleep around like a monster, which can make it incredibly dangerous to play against. On top of this, it often carries Giga Drain to gain back more HP, making it even harder to kill.

Type: Grass / Bug
Base Stats: 60 HP / 95 Atk / 80 Def / 60 SpA / 80 SpD / 30 Spe
Abilities: Effect Spore, Dry Skin, Damp


Type: Normal / Flying
Base Stats: 85 HP / 50 Atk / 95 Def / 120 SpA / 115 SpD / 80 Spe
Abilities: Hustle, Serene Grace, Super Luck


example team
fjadfgkasdkfaj;sdfakj I planned on writing one of these :(

Stealing my thunder aside

Trick Room users that I think should be added

Dusknoir - blahblah Dusclops is better w/Eviolite blahblah. It still needs a mention because it can hold Sitrus/Mental Herb/Leftovers/etc and Dusclops can't. (also Dusclops+Dusknoir on the same team ;D)

Trick Room Attackers I think should be added

Politoed-base 70 speed so it's not completely awful in TR (I mean Chandelure/Cress/Togekiss are good in TR and they're base 80 and up). Give it an Iron Ball if you want and run RainRoom.

Ninetales-OMG 100 SPEED TOO FAST FOR TR. With Iron Ball and 2 Speed IVs (for HP Fighting / Ice), it underspeeds lots of stuff (hits 47 Speed iirc), gets weather up on non-Iron Ball weather starters (besides hippo but how many of those do you see), and is really pretty good. (I've been using it in a team for ~3 months now and it's done really great, if I do say so myself lol)

EDIT: I think this needs an s
Musharna paragraph said:
Higher base Special Attack gives the option of attacking in Trick Room
will add in dusknoir, but iron ball weather pokemon are used to get weather up. TR rain does not help ludicolo, kingdra, etc...
Of course they're used to get weather up .__.

TR Rain helps Parasect (which you even have listed!) and Rain Dish Ludi (I've seen <a certain Smogon user> using stall Ludi (it was SwSw but I think it'd work well if it didn't have to run Speed and could gain even more HP back) to great success). You could probably make a case for Toxicroak in TR, too(base 80 Speed iirc and you know my thoughts on 80 speed mons in TR).

With TR Sun you can have Ninetales setting up sun and Chandelure setting up TR and spamming Heat Waves, but now that I think about it it's not something that absolutely needs to be in there. (but I think TR Rain does!!!)

omg I used too many parentheses

edit: (you may be planning this but if you're not I want to let it be known) I think you should add a "Counters" section to this for Prankster Taunt mons, Trick Room getting reversed (I know it already has a mention in the opening paragraph), and fast Taunt mons like Weavile and Crobat
Slowbro and Slowking are exact clones apart from SpDef and Def switching. No need to mention them both.

Please add Ferrothorn to the list. Counters Rain and Hail teams and is immune to Sandstorm and takes down sand teams too.

Also mention the usage of Substitute when predicting opponents using Protect to stall out Trick Room. They usually do it on Turn 5 when Trick Room ends, and while that happens, you can sub up and finish them off the next turn.

Edit: Scrafty, Hitmontop, and Hariyama are useful support pokemon with Fake Out, allowing your TR setter to get hit only once. Plus, they have the added bonus of not being as fast, so they can take advantage of Trick Room.
Mention having two TR users on the field at once; on a predicted double protect (or if the two pokemon are bulky just whenever they want) you can double TR and reset the counter, making it impossible to stall out TR.
note to self: add ursaring

Starting to write little descriptions for each mon Scott was too nooby to write himself tomorrow, may or may not have done by the afternoon, idk.


happily ever after
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Add Scizor? From my experience it has been excellent in TR. Helping Hand Bug Bite is also great for taking out opposing anti-TRers, OHKOing some variants of Cresselia.