Trick Room UU Extravanganza

Hi, I've been on Showdown for quite some time, but never really dabbled in UU, let alone Trick Room!
I decided to get back into it, after having mild success in OU with a team of 6 Walls, I decided to go a bit more offensively inclined, but still retained some parts of the old defensive playstyle.

The Tank

Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Spd
- Thunderbolt
- Ice Beam
- Trick Room
- Recover

Mr. Consistent on my team, I've played 10 games and he's taken down 10 opponents, so he's pulling his weight I guess. Of my 3 setter uppers, he's the one I generally start off with, before Entry Hazards and status eventually wears him down. BoltBeam is good coverage, and can do some decent neutral damage with a Download boost. AromaBro have great synergy, but Porygon2 is essential to take care of Neutral, Hard Hitting attacks. Most set-up sweepers are on low health when they sweep anyway, since they generally set up on the last turn of Trick Room, meaning they take a hit. Twoey can wreck 'em after taking the hit.

Aromatisse @ Leftovers
Ability: Aroma veil
EVs: 252 HP / 252 Def / 6 SAtk
Relaxed Nature
IVs: 0 Spd
- Trick room
- Moonblast
- Aromatherapy
- Wish

The most unorthodox member of the team, and the one I expect you guys will either love or hate. This is who I used on my OU team (actually, it was a Blissey, but it played the same role). Aromatisse, of the 10 games I've played, has knocked down just 4 opponents, but has weakened countless. More importantly, she's been invaluable in keeping Porygon2 around a few times. However, the switching out aspect of her playstyle isn't great for Trick Room, so feel free criticize.

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 SAtk / 252 HP / 4 Def
Quiet Nature
IVs: 0 Spd
- Trick Room
- Fire Blast
- Psyshock
- Surf

The best member of the team hands down. Just intended to be an extention of Porygon2, Slowbro has defeated 14 enemies in the 10 games. Regenerator is the main reason for it, and he's normally the only reason I don't switch out Aromatisse whenever she fails. Fire Blast, Psyshock, Surf, all perfect to destroy whoever he needs to. Dark weakness are generally covered by Aromatisse, and Aromatisse's Steel and Poison weaknesses are taken care of by Slowbro.

Marowak @ Thick Club
Ability: Battle Armor
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Swords Dance
- Earthquake
- Fire Punch
- Rock Slide

Probably the oddest member of my team. He's intended to be an SD sweeper, yet he's never managed to sweep yet. He's the weakest on the team hands down with just 2 kills, yet those 2 kills have been extremely vital (ie: +4 Calm Mind Florges vital). I'd like to replace him, but no idea with who. Replaced a Pangoro after 5 matches

Aggron @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Head Smash
- Earthquake
- Aqua Tail
- Iron Head

The powerhouse of the team; here's Aggron! Brutally powerful, he's been here for 5 games and wrecked 15 opponents. Head Smash is just... wow. Nothing switches in safely, nothing! I've never had to use Aqua Tail, but it'll probably prove useful eventually. Earthquake is great, it can hit things like Steelix very hard. Iron Head was once a novelty, but it's my only solution to Florges (except for Marowak apparently), so yeah, it's crucial. Problem is, Choice Band means it has to switch quite a bit, which is unfavorable in Trick Room, so give me your thoughts on him

Ampharos @ Ampharosite
Ability: Static
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Spd
- Volt switch
- Dragon pulse
- Thunderbolt
- Focus Blast

My Mega, super slow, super bulky, super strong. Super Saiyan 3 Ampharos wrecks through things with Electric STAB and stuff, and runs away quickly with Volt Switch. It does suffer from switching in before the Mega Evolution. 14 kills in 9 games (didn't participate in one).


Verdict: As it stands, not a bad team. However, I need lots and lots and lots and lots of advice. I really suffer against Mega Absol, Entry Hazards, Set Up Sweepers, Priority and Status. Chandelure also gives me trouble.
 
Hey Ozy :]
What sort of priority are you struggling with?
Just a couple of things but overall nice team, wouldn't you prefer Discharge over Thunderbolt on Porygon-2, fair enough you lose the attack more but the 30% paralyze chance is much better than 10%, especially on a support Pokemon I would think that getting for hax on Pokemon coming in is nice rather than trying to dish out as much damage as possible. I know this is a trick room team and you don't want Pokemon slower than you but you never really know when your Trick Room'rs may be dead and you still need to be out speeding, think of it as back up.
I noticed you want a replacement for Marowak. I was looking through the UU Viability and came across some slow Pokemon that may support. Escavalier or Metagross. It may provide a Fire weakness to your team but every Pokemon can switch into Fire with neutral damage so it shouldn't be too much of an issue. Ground may be the problem. Machamp and Rhyperior would also be suitable options. Leaning more towards Escavalier just because of how slow it is and it is able to set up a Swords Dance, playing the same role of Marowak as an SD trick room sweeper however Metagross provides some priority.
aw0aHbO.png
This team is built to be more offensive apart from Porygon-2 and Aromatisse. I would mostly focus on the first two slots, in terms of support eachother they do a good job of that. Obviously depending on the set that Nidoking/Nidoqueen will run can cause even more problems, depending on Focus Blast/Thunderbolt. It is a shame that your two Trick Room'rs are pretty weak to Durant. You know what would support this quite well... Jellicent in replacement for Slowbro/Aromatisse. Deals with your issue on Chandelure, has access to Trick Room, able to stall, 60 speed isn't exactly fast therefore making it worthy of a Trick Room team.
252 SpA Life Orb Sheer Force Nidoking Thunderbolt vs. 252 HP / 252+ SpD Jellicent: 174-205 (43 - 50.7%) -- guaranteed 3HKO after Leftovers recover
If Nidoking has Thunderbolt > Focus Blast then you bring in Ampharos instead, if it is running Focus Blast > Thunderbolt, you easily bring in Jellicent and proceed to Recover/Scald if it tries to attack you with other moves.
 
Hi, thanks a lot Darnell.
In terms of priority, Sucker Punch gives me nightmares, specifically on Honchcrow and Mega Absol.
Although Jellicent is cool, would it really solve my Chandelure problem? Shadow Ball would still OHKO, right?
 
Hi, thanks a lot Darnell.
In terms of priority, Sucker Punch gives me nightmares, specifically on Honchcrow and Mega Absol.
Although Jellicent is cool, would it really solve my Chandelure problem? Shadow Ball would still OHKO, right?
Sucker Punch... hmmm... in all fairness you don't need 3 Trick Room'rs therefore take off Porygon-2 Trick Room and replace that with Toxic
252 SpA Chandelure Shadow Ball vs. 252 HP / 252+ SpD Jellicent: 200-236 (49.5 - 58.4%) -- 62.1% chance to 2HKO after Leftovers recovery
Fair point...
Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 252 Def / 4 SpD
Calm Nature
- Thunderbolt
- Ice Beam
- Toxic
- Recover
Easily coming in on a Shadow Ball/Fire Blast(Depends on Chandelures' ability as well) In all fairness Porygon-2 and offensive EVs shouldn't really be used, that is what Porygon-Z fulfills.
252 SpA Chandelure Fire Blast vs. 252 HP / 252+ SpD Eviolite Porygon2: 97-115 (25.9 - 30.7%) -- guaranteed 4HKO
252 SpA Chandelure Hidden Power Fighting vs. 252 HP / 252+ SpD Eviolite Porygon2: 72-86 (19.2 - 22.9%) -- possible 5HKO

Chandelure isn't touching this thing.
Also could I ask how Absol/Honchkrow Sucker Punch or any of their other moves provide to be a problem when you have a Defensive Aromatisse?
252 Atk Mega Absol Sucker Punch vs. 252 HP / 252+ Def Aromatisse: 64-76 (15.7 - 18.7%) -- possible 8HKO after Leftovers recovery
252 Atk Mega Absol Play Rough vs. 252 HP / 252+ Def Aromatisse: 96-114 (23.6 - 28%) -- possible 5HKO after Leftovers recovery


+2 252 Atk Mega Absol Play Rough vs. 252 HP / 252+ Def Aromatisse: 192-227 (47.2 - 55.9%) -- 23% chance to 2HKO after Leftovers recovery
Remember if you switch it in as it sets up an SD it can only hit it once before dying of to a Moonblast.

252+ Atk Life Orb Honchkrow Brave Bird vs. 252 HP / 252+ Def Aromatisse: 242-285 (59.6 - 70.1%) -- guaranteed 2HKO after Leftovers recovery
This still does a stupidly high amount of damage but you have Aggron as support, I guess that Steel nerf really plays on your team here.
252+ Atk Life Orb Honchkrow Brave Bird vs. 252 HP / 0 Def Mega Ampharos: 130-153 (33.8 - 39.8%) -- guaranteed 3HKO Ampharos also
 
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Well Darnell's rating is much better than mine could possibly be, but I still wanted to give my two cents. I think that sd on marowak is pretty bad, it doesnt get a whole lot of room to set up because you will just be wasting a turn of trick room and you could get knocked out on that turn so you will probably want to change it. I suggest knock off>swords dance. Its a pretty kewl move you may have heard about sadly only a few things get it *sigh* But srsly tho I think that it will be much better, how many times have you actually successfully swept with sd? I know you have agrron as a nuke already and I defs get why you put it on there but yeh. You could run double edge too btw, but knock off is generally much better.
 
Hello there!
Pretty solid TR team you have there.
3 TR Setters are fine, considering you want TR to last as long as possible. Also, your TR core is pretty bulky, as well as having really good synergy with each other.
I see Aromatisse is acting as your team's glue; Aroma veil makes sure taunt and encore don't fuck you and your team up, as well as effectively wishpassing and healing your team. It's great to be able to spam recover on Porygon2 without having to worry about taunt/encore as well as being able to safely set up trick room!

Seeing how you want to replace Marowak, you could very well go for Honchkrow. Sitting at 71 speed is nice, considering it's not too fast for Trick Room, but fast enough to work also without TR around (you could also give it 0 speed IVs and a negative speed nature if you really want to use it in TR itself only, or alternatively 36 Speed EVs to outspeed Florges). Life Orb Brave Bird along with Sucker Punch priority should be able to kill quite a lot of things in the tier. You also get to grab nice moxie boosts on the way, further adding to the beast's power. Superpower lets you get past Kyurem and Intimidate Krookodile, as well as having a slim chance to OHKO Umbreon and 2HKOing specially defensive Porygon2. The last slot could be either Roost or Pursuit; the former would be your main form of recovery, although you won't get a lot of occasions to use it, Roost is nice to heal back Brave Bird + LO Recoil, while Pursuit is very useful for trapping mons like Jirachi and Chandelure.

Here is the set:
honchkrow.gif

Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Brave Bird
- Sucker Punch
- Superpower
- Pursuit/Roost

As for the small changes, you could really use Scald over surf on Slowbro; while sacrificing 10 BP, you gain a 30% burn chance that would help you crippling any physical attacker, while also providing nice chip damage to wear down your opponent.

With that I end my rate. Hope I was of any help!
Good luck with your Trick Room team!
 
Thanks guys, I tried all 3 of your stuff individually for about 4 matches each.
I actually found, Darnell, that the 3 Trick Roomers were necessary. In your run through, I was forced to replace Marowak's replacement, Escalavier, with a faster equivalent as a backup if Trick Room ran out (Nidoking was my answer). I didn't want to have to do that, so I changed Porygon2's set. Furthermore, I found Jellicent to be decidedly average, and its inability to function as a cleric really didn't make it better than Aromatisse.
However, the rest of your advice (eg: Discharge on Porygon2) was invaluable; Discharge has saved me countless times. The only reason I strayed from your advice is that my teams focus is to Sweep with Trick Room, not to use Trick Room to sweep. So rather than have plenty of backups in case Trick Room is to run out, I went ahead and just ensured Trick Room would never run out.

Acedia, Honchkrow has been a god of life. In case the Trick Room does run out, I can generally rely on Porygon2 to paralyze something AND weaken it... and then Honchkrow comes in as a late game sweeper when Trick Room is gone. But it also works IN the Trick Room itself, which is really cool.

I'll talk to you guys about how it has gone after 10 matches. Not really looking for wins, just wanna see if Trick Room itself is actually viable.

ADD: However, I was also wondering if Scrafty could work? It functions as an excellent tank AND has a brutally powerful Knock Off. Intimidate could be invaluable to force even more switches, too.
 
I'm happy to see my suggestion was useful to you :)

I forgot to mention in my rate that you should run 248 HP EVs so your Pokemon have an odd number of HP. This helps in mitigating the % damage of hazards like Stealth Rock or Spikes. For instance (assuming it received no prior damage), Mega Ampharos can switch in 7 times into Stealth Rock before getting Knocked out at the 8th time with 252 HP EVs, but with 248 EVs, it can switch in 8 times while keeping 1% of its health left. While not a big change, it can help you out a little as you have no way of removing hazards, and you want to minimize the % damage you take as much as possible.

Scrafty in Trick Room is essentially a bulkier Marowak/Escavalier with Intimidate and Bulk up/Dragon Dance as setup moves. Stab Knock off sounds great, except that Scrafty isn't exactly the hardest hitting mon in the tier. Dark/Fighting typing grants it STAB in Drain punch and Knock off, great moves to have on any pokemon. The problem though, is that you're walled by physically defensive Florges and even at +2, Poison Jab isn't KOing it at all as seen in the calc below

+2 252+ Atk Scrafty Poison Jab vs. 252 HP / 252+ Def Florges: 272-322 (75.5 - 89.4%) -- guaranteed 2HKO after Leftovers recovery
4 SpA Florges Moonblast vs. 248 HP / 4 SpD Scrafty: 408-480 (122.5 - 144.1%) -- guaranteed OHKO

Being weak to Tornadus-T and Honchkrow's STAB flying attacks doesn't help it either, but that actually isn't the problem. The actual problem is that you have to set it up, making you waste a few turns in Trick Room, which could be used for something else entirely. After a few battles you might find that Scrafty might just end up being as unsuccessful as Marowak, because essentially they're doing the same thing with a different typing.

Since it looks like you're experimenting with Trick Room, an interesting alternative could be Choice Band Victini. STAB V create is a great nuke, and in Trick Room, you can use the - 1 speed loss caused by V Create's secondary effect to your advantage, effectively granting you a "speed boost" every time you use V Create in Trick Room. 100 Speed might seem like a bad speed tier for something to use in Trick Room, but that is negated by the speed loss due to V Create. With that, you can take advantage of the 100 Speed instead, granting you a layer of versatility, as you could very well use Victini outside of Trick Room and it would still work perfectly. You might think that you'll have issues with Chandelure, but fear not, Chandelure is comfortably 2HKO'd by Banded Bolt Strike, while Shadow Ball does not KO you (unless it's the Specs Variant, or Life Orb even). So Chandelure will not counter you at all, but could be a problematic check, just like Honchkrow. This suggestion should be taken with a grain of salt, as this probably won't benefit your team as much as you think it would, but since you feel like experimenting with Trick Room (from what I gathered anyways), you could very well give this set a go.

victini.gif

Victini @ Choice Band
Ability: Victory Star
EVs: 248 HP/ 252 Atk/ 8 SDef
Brave Nature
- V-Create
- U-turn
- Bolt Strike
- Zen Headbutt

V-Create and Zen Headbutt are your main STAB options, Bolt Strike lets you hit water types and anything that resists your STABs, U-turn lets you act like a pivot on predicted switches. You can run 0 Speed IVs if you feel that it's a little too fast for you.

Hope I was of any help this time too!
Have a good day!
 
Scrafty is good, but just remember its 4x weak to fairy and its immediate power isn't the (Base-90 attack isn't exactly godly). I'm not sure about using victini, since even at -nature with 0IVs it is speed-tieing neutral base 74's (before it v-create nukes) which might make it a tad fast until it starts lowering its speed (and defenses), but then again v-create spamming will probably take out 2-3 pokemon even without TR.

Over Marowak, consider using Swampert. He keeps the same electric immunity but adds water-typing (ground covers his Electric weakness, adds Steel/Fire resist, only really drawback is 4xgrass), and overall more bulk (100/90/90 vs 60/110/80). The added bulk lets you set up Stealth Rocks more consistently than Marowak could even when Trick Room isn't up, and also helps in your Nidoking problem as stated by Darnell, since he can take any hit Nidoking has and OHKO with STAB Earthquake.
252 SpA Life Orb Sheer Force Nidoking Earth Power vs. 252 HP / 4 SpD Swampert: 203-239 (50.2 - 59.1%) -- 76.6% chance to 2HKO after Leftovers recovery
252+ Atk Swampert Earthquake vs. 4 HP / 0 Def Nidoking: 396-468 (130.2 - 153.9%) -- guaranteed OHKO
You could opt for Scald over Waterfall, but that would weaken his Water STAB considerably (you don't invest in Sp Atk) but might be interesting to get some burns. Also, if Marowak loses the Thick Club Swampert has the higher attack (110 vs 80).
Swampert @ Leftovers
Ability: Torrent
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Earthquake
- Waterfall
- Ice Punch
- Stealth Rock

Another (kinda cool) option for TR is Eelektross who can do almost anything really. Adding virtually no weaknesses (Mold Breaker/Gravity Earthquakes are the only ones) and a ridiculously deep movepool, you can catch your opponent off guard probably 8/10 times. The best part is she can be a mixed-sweeper without losing defenses since -Speed nature. I'm not sure who she could replace on the team, but just a thought.

(also Darnell your Porygon2 set runs Defense EVs but a +Sp Def nature (also I think that one should be Sassy since Trick Room is all about outslowing opponents) and Sp Defense EVs are used in the Calcs)
 
(also Darnell your Porygon2 set runs Defense EVs but a +Sp Def nature (also I think that one should be Sassy since Trick Room is all about outslowing opponents) and Sp Defense EVs are used in the Calcs)
As for the nature, I think yeah I meant a Defensive nature and I didn't do one to lower speed because I thought about leaving some Pokemon in case the Trick Room is ever down and Porygon-2 has the chance to paralyze people
 
Fair enough, having pokemon that can function out of Trick Room is always a plus. Im just a bit confused as why take one of the better TR setters (arguably one of the best) and not give it Trick Room? Also, as an Out-of-Trick Room pokemon I think a fast sweeper would work better since it can do late-game cleaning if the setters get weakened, or if he just needs to regain momentum. I've seen Mienshao with Regenerator used, I think this was the set:
Mienshao @ Life Orb
Ability: Regenerator
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Fake Out
- High Jump Kick
- Knock Off
- U-turn​
Comes in at the end of a Trick Room/After something dies, Fake Out for free damage, and then act appropriately. HJK can deal with a significant number of pokemon, Knock-Off is mostly filler (and has its use), and U-turn is the main selling point for starting to gain momentum. Either him or Scarf Darmanitan, both can work as Out-of-TR pokemon.
 
Fair enough, having pokemon that can function out of Trick Room is always a plus. Im just a bit confused as why take one of the better TR setters (arguably one of the best) and not give it Trick Room? Also, as an Out-of-Trick Room pokemon I think a fast sweeper would work better since it can do late-game cleaning if the setters get weakened, or if he just needs to regain momentum. I've seen Mienshao with Regenerator used, I think this was the set:
Mienshao @ Life Orb
Ability: Regenerator
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Fake Out
- High Jump Kick
- Knock Off
- U-turn​
Comes in at the end of a Trick Room/After something dies, Fake Out for free damage, and then act appropriately. HJK can deal with a significant number of pokemon, Knock-Off is mostly filler (and has its use), and U-turn is the main selling point for starting to gain momentum. Either him or Scarf Darmanitan, both can work as Out-of-TR pokemon.


Whilst this is valid, 3 setters ensures that the last Pokémon to die on my team will almost always be a setter. Essentially, the Trick Room is ubiquitous; provided I can switch in fine (and with their Resistance Trinity, it isn't that hard).
What I am most weak to is entry hazards unquestionably. I'm considering getting a Defog Pokémon, or teaching Honckrow Defog. Thoughts on this?


EDIT: As odd as this sounds, I've replaced Honchkrow AGAIN. This time with... Skuntank. It's not got a huge Attack, but LO Pursuit wrecks shit up, so let's see how it goes.
 
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