#1 OLT Cycle 4 Qual 2091 rating peak Aura Farm Trick Room

Is this the best Trick Room team of all time

  • Yes

  • No


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:sv/indeedee: :sv/hatterene: :sv/ursaluna: :sv/iron_hands: :sv/hoopa-unbound: :sv/mimikyu:
PSYSPAM TRICK ROOM (LEBRON VER.)
I. Introduction
II. Building Process
III. Team Breakdown
IV. Threats/Usage Tips
V. Replays/Proof of Peak
VI. Outro


I. Introduction

First off, S/O the creator of the original team, Finkachu if I didn't have their TR team to start off with my team would have never existed so respect the OG TR Goat (also disclaimer I will use some of Finkachu's explinations because some of the sets are literally the same). This is the TR team i used for the entire OLT cycle 4 ending with a final record of 92-32 86.8 GXE (Proof here) I will go more into depth on the OLT run and other high peaks ive gotten with this TR team in section V. Now TR YAPPING TIME: Psychic Terrain is consider a bad playstyle, relying too much on :focus sash: to be effective. Trick room is also consider suboptimal, as it is easy for your oppoent to stall out your trick room when a setter like :hatterene: is out, forcing you to be constantly sacking with healing wish. However, when the two merged together, something extraordinary happens. The natural bulk of slow trick room abusers allow you to stack psychic type and spam expanding force without relying on :focus sash:. Psychic Terrain gives these slow psychics a powerful 156 BP moves to click and avoid being passive. Shutting down priority is extremely strong, too. Allowing :Hoopa-Unbound: to destory :kingambit: or :lokix: and lets you stay in with your weakened abusers :ursaluna: instead of being forced out by say :Dragonite:. This team matchs up very well into meta offense teams by out-speeding them forever and destroy them with expanding force and facade. This team also farms stall with the two greatest breakers ever, :ursaluna: and :hoopa-unbound: with healing wish support. My record vs stall is probably like 50-2.

II. Building Process
Originally I wanted to just try TR so i looked at /rfaq TR and immediately fell in love with Finkachu's psychic terrain TR team, but thought that I could improve it to fit the current meta more. This led me to replace AV :azumarill: with max SPDef Booster Energy :iron_hands: which handled all the threats Azumarill handles while also handling other threats like :Kingambit: or :Rillaboom: better. This was the biggest change i made and it transformed the team from being just good to perfection as Lebron Hands is THAT GUY.

III. Team Breakdown
Team Breakdown

:sv/indeedee: :terrain extender:
Subaru (Indeedee) @ Terrain Extender
Ability: Psychic Surge
Shiny: Yes
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk / 24 Spe
- Expanding Force
- Healing Wish
- Encore
- Trick Room

Explanation
Role: :Indeedee: sets Terrain, sets Trick room, offers Healing wish and gives you a physdef check. Notablely, It lives a hit from :Great Tusk:, Tera :Ogerpon-wellspring: and can even live :meowscarada:.
Moves: Its mid speed encore is also helpful vs bulky setup like calm mind :sinistcha: and iron defense :corviknight:. Healing wish also good for getting of the field.
General Tips: In general you'll have to keep :indeedee: alive to keep terrain up the whole game, and that especially important If your opponent has strong priority user like :dragonite: and :kingambit: There's a few ways bring indeedee in. You can lead :indeedee:, but many player will anti lead with a dark type. You can also bring it in after a sack. That works very well if :indeedee: is full HP and TR are down as you can set TR back up but that position is hard to get. The best ways is probably to switch :indeedee: in. This works especially well vs :gholdengo: because you can go :hoopa-unbound: right after and prog :psychic seed:, however you can also do this versus weak attacker like :Pecharunt: and :gliscor:. Note: don't use :indeedee: like hat on standard TR and healing wish turn 2. Healing wish should only be used if indeedee's use is exhausted or you really need the heal.
Item: Terrain extender is nessesary for additional turns. Max Defense means you don't need sash anyways.
EVs & Nature: Ngl max defense :indeedee: is so underated. It hurts to see :indeedee: get OHKOed by :Great tusk: because it has no defense investment. With max defense, :indeedee: can survive stab dark moves and soak up tera water :ogerpon-wellspring:'s ivy cudgel. Having the ability to stay in on strong attacker give you so much flexibility.
24 Spe IVs is to creep kingambit for fast encore
Tera: Fairy defensively. Dark, Grass, Water and Psychic could work too.
Calcs: 252 Atk Protosynthesis Great Tusk Headlong Rush vs. 248 HP / 252+ Def Indeedee: 264-312 (81.7 - 96.5%) -- guaranteed 2HKO
252 Atk Meowscarada Knock Off (97.5 BP) vs. 248 HP / 252+ Def Indeedee: 290-344 (89.7 - 106.5%) -- 43.8% chance to OHKO
252 Atk Sharpness Samurott-Hisui Ceaseless Edge vs. 248 HP / 252+ Def Indeedee: 288-342 (89.1 - 105.8%) -- 37.5% chance to OHKO
252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 248 HP / 252+ Def Indeedee: 256-302 (79.2 - 93.4%) -- guaranteed 2HKO
252 Atk Choice Band Zamazenta Crunch vs. 248 HP / 252+ Def Indeedee: 256-302 (79.2 - 93.4%) -- guaranteed 2HKO
252 Atk Libero Cinderace U-turn vs. 248 HP / 252+ Def Indeedee: 218-258 (67.4 - 79.8%) -- guaranteed 2HKO


:sv/hatterene: :Life Orb:
Satella (Hatterene) @ Life Orb
Ability: Magic Bounce
Shiny: Yes
Tera Type: Stellar
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 1 Spe
- Trick Room
- Expanding Force
- Draining Kiss
- Mystical Fire

Explanation
Role: :hatterene: offers hazards control, abuses psychic terrain, and sets Trick room. LO :Hatterene: is great for blowing up pretty much anything with tera stellar expanding force or any of its other moves.
Moves:With expanding force, it can burst pass would-be-checks like :slowking-galar:, offensive :gholdengo: and :Garganacl:. Draining kiss is essetial for beating :ting-lu: and healing is nice too, the lost in power doesn't matter because stellar LO Dkiss always OHKOs :raging bolt: and :kyurem: anyways. I think mystical fire is the best last move for letting the 2KO vs :corviknight:, :skarmory:, bulky :gholdengo:, :tinkaton: and most notably :kingambit: while also being able to OHKO many of these mons with stellar tera
Item: :Life Orb: makes :hatterene: into a nuclear bomb.
EV & Nature: Standard Spread. 1 Spe IV for the mirror matchup
Tera: Tera Stellar lets :hatterene: blow shit up I wouldn't recommend changing this.
Calcs: 252+ SpA Life Orb Tera Stellar Hatterene Mystical Fire vs. 0 HP / 4 SpD Gholdengo: 315-372 (100 - 118%) -- guaranteed OHKO
252+ SpA Life Orb Tera Stellar Hatterene Mystical Fire vs. 252 HP / 0 SpD Gholdengo: 315-372 (83.3 - 98.4%) -- guaranteed 2HKO
252+ SpA Life Orb Tera Stellar Hatterene Mystical Fire vs. 0 HP / 0 SpD Kingambit: 333-393 (97.6 - 115.2%) -- 87.5% chance to OHKO
252+ SpA Life Orb Tera Stellar Hatterene Draining Kiss vs. 252 HP / 0+ SpD Vessel of Ruin Ting-Lu: 265-317 (51.5 - 61.6%) -- 96.9% chance to 2HKO after Leftovers recovery
0 Atk Ting-Lu Earthquake vs. 248 HP / 8 Def Hatterene: 121-144 (38.1 - 45.4%) -- guaranteed 3HKO
252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 248 HP / 8 Def Hatterene: 256-302 (80.7 - 95.2%) -- guaranteed 2HKO
252 Atk Protosynthesis Great Tusk Headlong Rush vs. 248 HP / 8 Def Hatterene: 265-313 (83.5 - 98.7%) -- guaranteed 2HKO
252 SpA Choice Specs Tera Ice Kyurem Ice Beam vs. 248 HP / 0 SpD Hatterene: 288-340 (90.8 - 107.2%) -- 43.8% chance to OHKO
252 Atk Zamazenta Heavy Slam (120 BP) vs. 248 HP / 8 Def Hatterene: 256-302 (80.7 - 95.2%) -- guaranteed 2HKO

:sv/ursaluna: :flame orb:
5 Nights in TR (Ursaluna) (F) @ Flame Orb
Ability: Guts
Shiny: Yes
Tera Type: Normal
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 20 Spe
- Facade
- Headlong Rush
- Supercell Slam
- Ice Punch

Explanation
Role: :Ursaluna: is the primary breaker. It switchs in on weak pokemon like :zapdos:, :slowking-galar:, and :pecharunt: to wreak havoc. :Ursaluna: can overwhelm :corviknight: for the rest of the team and vice versa. :Ursaluna: pressures opposing :Hatterene:, :slowking-galar: and :kingambit:, pokemon that your :hatterene:, :indeedee: and :hoopa-unbound: struggle with.
Moves:Facade and Headlong rush hits the tier for insanely strong neutral damage. Ice punch nets the OHKO on :Landorus-Therian:, :Gliscor:, Tank :Garchomp: and gives you a roll vs :Dragonite: whilst Supercell Slam hits :Corviknight: and :Skarmory: imo sd :ursaluna: is bad, like you've got something that OHKOs everymon with facade, why are you wasting turns and clicking sd espcially because most of the mons you sd for dies to ice punch anyways.
General tips :Ursaluna's primary weakness on this team it that it can't set Trick room. Therefore, an attacker like :ogerpon-wellspring: can switch in after Trick room ends. Consider switching it out early to avoid that, particately if it is safe. :Ursaluna: can also function outside of TR if its healthy. In these positions, you might want to tera normal to beat :ogerpon-wellspring:. Also, People never predict ice punch and will always switch :landorus-therian: and :gliscor: into this. People will also always click malignant chain with :pecharunt: vs :Iron_Hands:
Item: Flame orb activates guts - Note that if you get knock off and healing wish you won't be burnt
EV/Nature: Standard, 20 Spe to underspeed :Ting-Lu:
Tera: Tera Normal allows :ursaluna: to OHKO :zapdos:, :moltres:, :Great Tusk:, offensively :zamazenta: and more. Also good defensively.
Calcs:252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 248 HP / 248+ Def Moltres: 410-484 (107 - 126.3%) -- guaranteed OHKO
252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 248 HP / 244+ Def Zapdos: 428-504 (111.7 - 131.5%) -- guaranteed OHKO
252+ Atk Guts Tera Normal Ursaluna Ice Punch vs. 0 HP / 4 Def Multiscale Dragonite: 296-350 (91.6 - 108.3%) -- 50% chance to OHKO
252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. +1 0 HP / 0 Def Zamazenta: 314-370 (96.6 - 113.8%) -- 75% chance to OHKO
252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 0 HP / 4 Def Great Tusk: 418-494 (112.6 - 133.1%) -- guaranteed OHKO
252+ Atk Guts Tera Normal Ursaluna Ice Punch vs. 244 HP / 36 Def Gliscor: 456-540 (129.5 - 153.4%) -- guaranteed OHKO
-1 252+ Atk Guts Tera Normal Ursaluna Ice Punch vs. 252 HP / 4 Def Landorus-Therian: 412-488 (107.8 - 127.7%) -- guaranteed OHKO
-2 252+ Atk Guts Tera Normal Ursaluna Ice Punch vs. 8 HP / 0 Def Landorus-Therian: 316-372 (98.4 - 115.8%) -- 81.3% chance to OHKO
252+ Atk Kingambit Kowtow Cleave vs. 252 HP / 4 Def Tera Normal Ursaluna: 151-178 (32.5 - 38.3%) -- guaranteed 3HKO after burn damage
0 SpA Zapdos Hurricane vs. 252 HP / 0 SpD Tera Normal Ursaluna: 172-204 (37 - 43.9%) -- 0.4% chance to 2HKO after burn damage
252+ SpA Protosynthesis Raging Bolt Dragon Pulse vs. 252 HP / 0 SpD Tera Normal Ursaluna: 249-294 (53.6 - 63.3%) -- guaranteed 2HKO after burn damage
You get the point.

:sv/Iron_Hands: :Booster Energy:
LEBRON (Iron Hands) @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying/Fire/Steel/Fighting (all have their own uses)
EVs: 252 SpD / 252 Atk / 4 HP
Adamant Nature
- Close Combat
- Supercell Slam
- Ice Punch
- Heavy Slam


Explanation
Role: Vs offense LEBRON is fanatsic anti-lead and shock lead. It leads well into :araquanid:, :samurott-hisui:, :ribombee:, :glimmora: (sorta), :Kingambit:, :Meowscarada:, :Rillaboom:, ALL Ogerpon forms and :ting-lu:. It also beats pokemon like :gholdengo:, :Landorus-Therian: and :dragapult:. It even 1v1s :Raging bolt: and :Iron moth:. Many and i mean MANY teams have literally NOTHING to deal with :Iron_Hands:.
Vs Balance/ Fat, :Iron_Hands: does the same shit usually being led to make sure no immediately threatening guys are able to do what they want to the rest of the team.
Item: Booster Energy big damage no drawback you get it.
EV/Nature: 0 Spe but not negative speed nature or IVs to troll stall/opposing TR also Max SPDef lets you eat damn near anything I saw the power of Specially Bulky hands from playing doubles a lot and thought it would be really strong in Singles which turned out to be true.
Tera:
Fighting: Blow shit up :)
Flying: Troll Great Tusk and other ground types that like to bully hands
Steel: destroy G-Weezing with one heavy slam also good for specs fairies
Fire: 6-0s that one G-Weezing stall that people were spamming in OLT and avoids burn
Calcs: -1 252+ Atk Quark Drive Iron Hands Ice Punch vs. 252 HP / 4 Def Landorus-Therian: 360-424 (94.2 - 110.9%) -- 62.5% chance to OHKO
252+ Atk Quark Drive Iron Hands Close Combat vs. 252 HP / 4 Def Ting-Lu: 488-576 (94.9 - 112%) -- 68.8% chance to OHKO
252 SpA Iron Valiant Moonblast vs. 4 HP / 252 SpD Iron Hands: 296-350 (65.7 - 77.7%) -- guaranteed 2HKO
:sv/hoopa-unbound: :psychic seed:
King Von (Hoopa-Unbound) @ Psychic Seed
Ability: Magician
Tera Type: Psychic
EVs: 248 HP / 160 Def / 100 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Expanding Force
- Hyperspace Fury
- Focus Blast


Explanation
Role :hoopa-unbound: combines offense and defense. With a psychic seed, it counters strong special attackers like :gholdengo:, :darkrai: and :iron moth:. With physdef investment, it can even check pokemon like :Great Tusk: and :Kingambit:. On top of that, It has the strongest expanding force in pokemon. Hoopa unbound is a bulky attacker that can also twist the dimensions.
General tips: You will be a predict correctly with this pokemon, your opponent will try switch between their dark and ghost types until psychic terrain and TR ends. Most people switch :kingambit: out predicting a fighting moves if they have to resources(like a bad mon), However, They won't if they don't have to resources. Expanding Force is unexpected and some players will keep a mon like :raging bolt: in the die. They also wont swicth if they're also dead to a fighting move. They might switch if they're only dead to the psychic move.
Moves: Expanding force is the main attacking move, OHKOing the likes of :Landorus-Therian: and basicly 2KO any non resist. Hyperspace Fury hits :slowking-galar:, :gholdengo: and :iron crown: and was chosen over knock out for its consistent strength even after you steal their item. Focus blast OHKOs Dark types like :Darkrai: that Drain Punch can't kill. I wouldn't recommand changing this set.
Item: psychic seed lets your beat special attackers. It also lets you steal items like :ting-lu:'s :leftovers:
EVs/Natures HP and Defense investment lets :Hoopa-unbound: tank Physical hit and setup Trick room. Min speed to underspeed stuff like :clefable:
Tera: Tera psychic make you way stronger whilst letting you resist fighting vs :zamazenta:. Using a defensive tera just feels like a waste on :hoopa-unbound:
Calcs: 252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 248 HP / 160 Def Hoopa-Unbound: 298-352 (82 - 96.9%) -- guaranteed 2HKO
252 Atk Tera Ice Weavile Triple Axel (120 BP) (3 hits) vs. 248 HP / 160 Def Hoopa-Unbound: 304-360 (83.7 - 99.1%) -- guaranteed 2HKO
252 SpA Gholdengo Make It Rain vs. +1 248 HP / 0 SpD Hoopa-Unbound: 106-126 (29.2 - 34.7%) -- 6.8% chance to 3HKO
100+ SpA Hoopa-Unbound Focus Blast vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 202-238 (39.2 - 46.3%) -- guaranteed 3HKO after Leftovers recovery
0 Atk Ting-Lu Earthquake vs. 248 HP / 160 Def Hoopa-Unbound: 141-166 (38.8 - 45.7%) -- guaranteed 3HKO
252 Atk Protosynthesis Great Tusk Headlong Rush vs. 248 HP / 160 Def Hoopa-Unbound: 309-364 (85.1 - 100.2%) -- 6.3% chance to OHKO

:sv/mimikyu: :red card:
Mimi (Mimikyu)(F) @ Red Card
Ability: Disguise
Shiny: Yes
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 22 Spe
- Trick Room
- Curse
- Destiny Bond
- Play Rough


Explanation
Role: The glue of the team. :Mimikyu: is able to force out an attacker, reset momentum and setup Trick room. Instead of losing a pokemon to an attacker, you force them out, gained good positioning and can now click TR. It is able to check some attacker even after its disguise is broken. Its natural typing and curse it good into SD :Gliscor: It also acts as a :kingambit: checks with a faster dbond(People click iron head sooo quickly)
General tips: Keep red card in some matchups. If you save this until they have one mon left, you've won. Try not to play around with Dbond on High Ladder because everyone will predicts it and switch out so either double our or curse. However, if you're lower on the ladder most people will fall for dbond. A cool tech it that Trick room has negative priority and force a Dbond kill, doesn't really work tho higher up cuz everyone's just trying to stall TR.
Moves: Curse to get off the field and beat bulky setup. Dbond mainly to trade with :kingambit: Play rough hit a lot of the tier for super-effective damage
Item: Red card reverses mometum and beats setup
Tera: Water defensively. Grass and Fire could work too. If you're really tired to losing to toxic spike :weezing-galar: use tera poision.
EV/Nature: Max defense lets you tank a hit after losing disguise. 24 Spe IV to outspeed kingambiit but min speed could work too.
Calcs: 252 SpA Choice Specs Iron Crown Tachyon Cutter (1 hit) vs. 252 HP / 0 SpD Mimikyu: 228-268 (72.6 - 85.3%) -- guaranteed 2HKO
252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 252 HP / 252+ Def Mimikyu: 206-244 (65.6 - 77.7%) -- guaranteed 2HKO
252 Atk Protosynthesis Great Tusk Headlong Rush vs. 252 HP / 252+ Def Mimikyu: 213-252 (67.8 - 80.2%) -- guaranteed 2HKO

IV. Threats/Usage Tips
Vs specific pokemon

:Gholdengo: :Darkrai: :Iron moth:: :Hoopa-Unbound: counters, :ursaLuna: checks

:Tinkaton:: Lead :Iron_Hands:, most players lead this

:Ogerpon: :Ogerpon-Wellspring: :Ogerpon-Cornerstone::Lead :Iron_Hands:

:Kyurem:::Iron_Hands: beats DD. Tera ice specs is scary tho

:tING-LU:: Go :hatterene:. If it comes in on :hoopa-unbound: you can focus blast and steal its item

:samurott-hisui:, :araquanid: :ribombee: : lead :Iron_Hands:
TLDR: when in doubt lead Lebron :Iron_Hands:


In general keep everyone healthy and sent in low hp pokemon vs weak attackers to keep as much hp as possible.

Threats:
:sv/rillaboom: Completely ruins the startegy. If they're banded, you're cooked. Try to lure it with tera normal :ursaluna: or tera psychic :hoopa-unbound:(you need chip)
:meowscarada: is easier but still annoying. Luckily both are UU now.

:sv/iron crown: :choice specs: Specs :Iron crown: with tera steel does massive damage to the entire team the entire team expect for :hoopa-unbound: with :psychic seed: activated(even that does 50). Do not give it a single turn outside of Trick Room. Mimikyu lives non tera and can red card it out.

:sv/scizor: You needed psychic terrain up every turn vs this. Your opponent will exploits that. Try to win quick before :indeedee: is overwhelmed. :Hatterene: and :Mimikyu: checks this if psychic terrain is up.

:sv/Kyurem: :Choice specs: ie.Random strong choiced attackers. :Kyurem: itself isn't too bad because :hatterene: can live but I've been destoryed by :Choice Band: :Great Tusk:, in these matchup you have one life - :Mimikyu:'s :red card:

:sv/Enamorus: :Choice specs: Tera fairy Enam is also VERY bad for the team in particular shit blows up pretty much everyone on the team you basically need to tera :Hoopa-Unbound: to survive and get a TR up to handle it.

Substitute and Protect aren't really threats, but you're have to rely less on TR and terrain in these matchups.

V. Replays/Proof of Peak
1756352725227.png

1756352738106.png

(I will try to keep all replays 2k+ but I have some favorite ones that are below that)
CRAZY endgame
the reason i use LO hatt
Top 1 on OLT and Ladder game
Mimikyu living +2 tusk somehow LMAO (calc at end of battle)
Absolute CINEMA
Light SV getting cooked
Rillaboom vs TR in a tournament
Aura farm or death
blud somehow lost with banded hamurott
Lax snipe #1
Storm Zone (the goat) vs TR
(I have a LOT more replays if you want more dm me)

VI. Outro

Thanks for reading and please for anyone reading this TRY TRICK ROOM it is so much fun and if you have any questions leave em in the comments :)
 
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Note: this replay is not in the RMT.

Goated fucking team, I'm convinced there is not a funnier guy to watch on the ladder than MRH either destroying someone or finding the one Life Orb Great Tusk user on the planet and having a breakdown seeing it. You can even spot me in the replays as PG Spectating! Shit is vile at how fast a lot of conventional offense just crumbles to Lorb Hatterene or LEBRON leading and OHKOing Lando-T on the switchin
 
View attachment 767187

Note: this replay is not in the RMT.

Goated fucking team, I'm convinced there is not a funnier guy to watch on the ladder than MRH either destroying someone or finding the one Life Orb Great Tusk user on the planet and having a breakdown seeing it. You can even spot me in the replays as PG Spectating! Shit is vile at how fast a lot of conventional offense just crumbles to Lorb Hatterene or LEBRON leading and OHKOing Lando-T on the switchin
i will continue to share my silly replays and aura farming in the chat thank you for the support <3
 
Really cool team, the Mimikyu set particularly seems quite strong since TR as an HO structure needs momentum at any possible opportunity. I also love the subtle detail of tricking people into using priority under terrain by hiding the terrain under the Trick Room animation lol. Congrats on your qualification!
 
Really cool team, the Mimikyu set particularly seems quite strong since TR as an HO structure needs momentum at any possible opportunity. I also love the subtle detail of tricking people into using priority under terrain by hiding the terrain under the Trick Room animation lol. Congrats on your qualification!
Thank you for the support and also yes the mimikyu is probably my favorite set on the team love that mon :) if you ever try the team and want more advice let me know <3
 
I am terrified of a one man trick room invasion of every single format that allows for it. Grats on the peak and I will be staying far away from any format that you play.
 
I am terrified of a one man trick room invasion of every single format that allows for it. Grats on the peak and I will be staying far away from any format that you play.
Thank you for the support <3 also unfortunately for you i play nearly every real format and have been high ladder (usually with trick room) in all of them
 
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