SM OU Ka lua pele Lua Pele Island: Trick Room M-Camerupt + Bulu Core

Welcome to the Volcanic Island! Anyone who dares to enter will not be guarranteed to survive!
Enough of that... This team is designed around M-Camerupt + Tapu Bulu inside Trick Room. It is a team that can absolutely annihiliate most Hyper-Offense and Balance cores while also being moderately effective against Stall and even fellow Trick-Room teams. Although a major departure from my Offensive Trick Room team last time (because of the Meta changes), this team can provide a whole lot of time in experienced hands.

The Concept of this team is to set-up Trick Room, go to the offensive Pokemon of choice, and setup/proceed to to annhiliate. Also, some 'mons on this team are extremely potent as bulky offense 'mons, so the team can also function well outside Trick Rooms, although in my experience, most kills are accumulated when Trick Room is up.
Against most Team Archetypes (barring stall), You can expect at least 2 Pokemon are taken out in the first 5 turns of Trick Room. This alone is a testament of this team's power.

Let's get to the roll call and see the sights of the majestic yet dangerous island then!

camerupt-mega.gif

The Volcano
Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk 0 Spd
- Hidden Power [Ice]
- Earth Power
- Fire Blast
- Flash Cannon/Eruption
The roaring mountain, and the center of the entire island, M-Camerupt is there to absolutely annihiliate all steel and bug types on the entire OU tier. Earth Power and Fire Blast are there to wreck steel types especially under Trick Room, including Heatran (which Earth Power covers) while HP Ice is there to wreck flying-types and ground types that would usually survive the onslaught of fury, especially a certain genie named Landorus-T, certain dragons (especially Garchomp and Zygarde) and many more. Although my first test usually utilized Eruption to dish more damage early on (which happens 50% of the time), Flash Cannon is decided instead to be able to dent several fairy threats like the Tapu, esp. Fini when predicting the switch.
Being the slowest fully-evolved Pokemon in the game benefits it hugely in Trick Room, and is extremely capable to destroy A-Marowak, the go-to anti-Trick Room mon of this gen.

tapubulu.gif

Guardian of the Field
Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs:0 Spd
- Swords Dance
- Horn Leech
- Stone Edge
- Superpower
Of course, every island has its own guardian. Tapu Bulu is here in order to help set-up the team on certain threats that M-Camerupt cannot kill, especially against water type. Grassy Terrain also weakens the oh-so-common Earthquake that M-Camerupt and Magearna is weak to while also providing another degree of healing for them. This set, surprisingly, can function extremely well even outside Trick Room, and another premier wallbreaker to kill Toxapex that are not carrying Sludge Wave.
Wood Hammer is not used because this set needs to be alive as much as possible to support the entire team.
Superpower is there to absolutely destroy Ferrothorn and Heatran on the switch in, Stone Edge to cover flying-types like Dragonite and Skarmory, While Horn Leech is there to gain health while also dishing scary damage against Toxapex and even wrecking many Ladorus-T variants.
This set can function extremely well especially against Chansey.
Life Orb is chosen in order to increase damage output in exchange of some health, which is usually mitigated by Grassy Terrain.


magearna.gif

Time Machine
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk 0 Spd
- Trick Room
- Aura Sphere/Flash Cannon
- Fleur Cannon
- Volt Switch
This quantum-altering machine is what you would need to see the volcano in its wake in the past. This is your typical Trick Room Magearna. Most of the time, she was used to simply set up Trick Room and Volt Switch out ASAP to gain momentum and damage for anyone else for the team to sweep. Based on experience, Fleur Cannon is the most-used move to deal with many fighting-types and dragons under Trick Room, and Aura Sphere/Flash Cannon is rarely used. Aura Sphere can hit Ferrothorn hard, but Flash Cannon can be an option as secondary STAB especially against many threats.
Leftovers is chosen over Life Orb because of longevity, which is extremely important for the team to function well.

mimikyu.gif

The Scientist
Mimikyu @ Leftovers/Red Card
Ability: Disguise
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spd
- Trick Room
- Swords Dance
- Shadow Sneak
- Play Rough
He is the resident, shy scientist who manages to master Space and Time himself. Mimikyu is an extremely odd choice as a Trick Room user, but he is usually used as a clutch Trick Room setter. Although based on experience, he is not used that much but to set-up Trick Room, he can function as a clutch wallbreaker whenever a threat must be eliminated ASAP.
Swords Dance is there to set-up, Shadow Sneak to take out weakened threats, and Play Rough is your strongest STAB and is probably the move most commonly used.
Leftovers is there to lengthen the staying power of Mimikyu, although Red Card would probably make a better choice to clutch out late-game sweepers.

azumarill.gif

Local Sealife
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spd
- Belly Drum
- Aqua Jet
- Waterfall
- Play Rough
Well, at least Sea Life is present. Probably your main Anti-Stall Pokemon, Azumarill is there to easily dispatch walls including Toxapex after one Belly Drum, and is a nightmare to face even outside Trick Room. Aqua jet is extremely powerful after 1 Belly Drum, Waterfall is there to make use of your STAB while Trick Room is up, and Play Rough kills so many OU threats at +6.
Sitrus Berry is there to regain health after 1 Belly Drum, so you can replay your sweep when the opportunity arrives.

lurantis.gif

Local Flora/Fauna
Lurantis @ Grassium Z
Ability: Contrary
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk 0 Spd
- Leaf Storm
- Aromatherapy
- Defog
- Hidden Power [Fire]
This here is the Local Flora and Fauna of the Island! When I discovered this set on my first TR team, I cannot help but to use her again. The offensive Trick Room cleric, she fulfills extremely important role like hazard removal and healing while being a capable wallbreaker/ TR sweeper herself. Leaf Storm is there to increase the SpAttack on hit, HP fire is there to annihiliate Ferrothorn (which, for some reason, STAYS on Lurantis despite being so predictable), and Grassium Z is there to eliminate most weakened Toxapex variants at +2 while also surprising many steels who think they can survive her again. Aromatherapy is there to lengthen your chances on surviving stall.
For me, Lurantis is simply an indispensable member of Trick Room, and an underappreciated threat that no one appears to notice, and despite being TOO PREDICTABLE, so many mid-tier players are caught off-guard that she usually turns the tables of fights.

Threats:

Stall
Despite the fact of having so many Anti-Stall 'mons. Stall still gives this team troubles, especially the hazard stacking variants, as once Lurantis falls down, you would have a hard time breaking past Burns and Toxics.

mawile-mega.gif

M-Mawile
THIS THING. UGGHHH! Nothing is extremely annoying than to face M-Mawile. Play wrongly, and you will get yourself annhiliated by this beast.
Sucker Punch simply WRECKS your team at +2. I've even met an elemental punch variant that my team is totally unprepared to face, AND it is extremely good in Trick Room. Your only hope is to face this thing with M-Camerupt at full health... but that rarely happens

toxapex.gif

Haze-variant Toxapex
This is the Toxapex variant that gives my wallbreaking progress a problem. My team mostly gets rid of threats by setting up and overwhelming them in sheer force, but this... simply renders that useless.


Anyways, rate and comment what is a good way to improve this team!
 
Hi skybattler262! This is a solid attempt at a Trick Room team, including some unique movesets and Pokemon. However, some sets are simply unfit for the meta (ie Sitrus Berry Azumarill), so I plan to fix any shortcomings in this rate.

OVERVIEW

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Firstly, this team is lacking Stealth Rock. Rocks are necessary in this generation to pressure and weaken Pokemon, ensuring KOs that you normally can't get. There's also no dedicated Trick Room setter such as Uxie on this team, as all 6 are direct abusers. Lurantis is a very lackluster Defogger, especially on this team where it's meant to fulfill 3 roles: hazard control, cleric and sweeper. It really ends up being dead weight unless the opponent's team is dreadfully unprepared. Given that it lacks reliable recovery and can only truly be threatening to offensive Pokemon under Trick Room, it falls short when it comes to Defogging and ends up dying very quickly. I'll try to remedy this with some upcoming changes. Tapu Lele, especially Taunt + 3 Attacks sets, really pressures your team as well. It prevents priority Aqua Jets from Azumarill, prevents set-up from Mimikyu (and Shadow Sneak) and Magearna. Your lack of Psychic-immunities and the only resist being a non-AV Magearna makes Lele very tough to handle. Also, how does this team intend to beat Ash Greninja? If it were to come in on something, specifically Mega Camerupt, it simply clicks Hydro Pump. If your form of outplaying it is going Bulu, what happens if it gets up a Spike? Lurantis, as aforementioned, is simply worn down too easily by the likes of hazards given that it's doing way too much on this team and lacks recovery.

TEAM CHANGES

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[Stealth Rock > HP Ice, Rock Slide > Flash Cannon/Eruption] allows Mega Camerupt to punish switches, as it forces many of them. It gives your team a solid rocker. Hidden Power Ice isn't as useful as it is on paper. In practice and in damage calcs, you'll see that Camerupt, for the most part, achieves the same OHKOs (after rocks) and 2HKOs with HP Ice that its respective STAB moves get. For example, Hidden Power Ice 2HKOs Zygarde and Earth Power does the same. Both HP Ice and Fire Blast OHKO Offensive Landorus, and they both have a chance to OHKO defensive Lando; HP Ice doing slightly more. Rock Slide targets way more valuable mons than Flash Cannon does. In your reasoning, you said Flash Cannon's useful for Tapu Fini on the switch. Now, this is obviously not talking from experience, but simple theorymonning. And even then, it's wrong.
See: 252+ SpA Sheer Force Camerupt-Mega Flash Cannon vs. 248 HP / 0 SpD Tapu Fini: 108-128 (31.4 - 37.3%) -- 85.7% chance to 3HKO after Stealth Rock and Leftovers recovery
252+ SpA Sheer Force Camerupt-Mega Earth Power vs. 248 HP / 0 SpD Tapu Fini: 181-214 (52.7 - 62.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

It'd be for those who are actually weak to it, i.e Clefable or Diancie, but Camerupt's STABs already do more damage (enough damage in Diancie's case).
Eruption is solid, but with a team whose Zard Y 'checks' take so much from Solar Beam, Rock Slide is paramount. Also, Rock Slide isn't affected because of the Quiet Nature, so it still OHKOs the likes of Zard Y and Volcarona easily—its only relevant targets.

801.png
- [Electrium Z > Leftovers, Thunderbolt > Volt Switch, Focus Blast > Aura Sphere/Flash Cannon, Flash Cannon > Fleur Cannon] lets Magearna actually abuse its own Trick Room after its teammates pick everything else down. Z-Thunderbolt OHKOs standard Celesteela, after rocks, has a 30% chance of OHKO'ing fully SpDef Toxpaex after rocks and more. Longevity doesn't matter much, as what is more important with Trick Room is keeping up momentum and the Trick Room itself. Maintaining offensive pressure to stymie Spikes stacking, which you mentioned was an issue in your threatlist and set-up from the likes of Mawile is mandatory if you want to snowball or sweep under TR. Focus Blast scores a lot more damage than Aura Sphere, as the latter trades off massive attacking power for perfect accuracy. It sounds like a superb trade-off, but it turn makes Magearna miss out on a lot of KOs. Of course, running Fleur on Electrium Z variants is weird, as it makes Magearna have to fire off a Fairy STAB that will weaken its SpA and make its sweeping job even harder.

787.png
- [Wood Hammer > Stone Edge], as Stone Edge doesn't hit much without a Rockium Z alongside it. Its damage is pretty poor, especially when you have Superpower. And no, it doesn't help vs. Skarmory. If anything, it makes you take even more from a Counter. In the end, longevity is irrelevant when you mentioned yourself that Grassy Terrain is a solid healing tool. Coupled with Horn Leech, there's no real reason not to opt for a super strong nuke of a move.

105-alola.png
>
778-disguised.png
- Alolan Marowak hits like a truck and suffers no recoil in conjunction with Rock Head. This allows it, under TR, to fire off STAB Flare Blitzes and Shadow Bones with no drawbacks. It can force switches with its overwhelming power and get up an SD, which allows it to practically always pick up 2 KOs. Opposing Mimikyu can be a pain, but Bonemerang takes out the disguise and deals damage with the 2nd one, which on average should be doing about 45%. I'm placing Substitute as a secondary option to Bonemerang to ease the Mawile match-up, though Z-move Magearna dents it enough.

488.png
>
184.png
- Cresselia is great on Trick Room, as it will always be able to get up Trick Room. Now, you could always replace Stealth Rocks on Camerupt-Mega for Yawn and put Uxie, but Cresselia simply gives you that extra assurance vs. Zygarde, Chomp, Lando-T, etc. It can Lunar Dance your Pokemon back up, abusing the concept of "longevity," which also gives you offensive momentum—directly switching in your abuser.

579.png
>
754.png
- I'll be brutally honest in saying that Lurantis is a pretty bad Pokemon in this tier. Let alone the pure role compression you have for it, but considering it's very frail to do any of these things reliably, I'd like to replace it for Reuniclus. On Trick Room, Reuniclus acts as yet another setter and abuser at the same time. Thanks to Life Orb and Magic Guard, it can fire off massive damage without suffering LO recoil. It outspeeds everything outside of like Gyro Ball Ferrothorn, allowing it to dish out a powerful STAB Psychic alongside its coverage options.

323-mega.png
787.png
801.png
105-alola.png
488.png
579.png


---

This new version of the team heavily relies on your physical wallbreakers like Tapu Bulu and Alolan Marowak to put a dent in stall and Chansey. Never put these two in danger of losing their item or fainting entirely. Marowak especially will be hurt from the loss of a Thick Club. Toxapex gets broken down by every Pokemon outside of Cress and maybe Bulu if it gets Scald burned. Stall teams, outside of ones with Quagsire, will fall over to Marowak + Bulu.

original team:

rated team:


---

Hope you liked the rate and that I helped you! Fun Trick Room team, and I hope I kept even some of the charm by keeping Mega Camerupt. If you'd like, you can keep the rated team but put Lurantis over Reuniclus if you really want to keep the charm of your original, but of course that means no Z-move, so likely Miracle Seed/Life Orb/Leftovers.
 
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Hi skybattler262! This is a solid attempt at a Trick Room team, including some unique movesets and Pokemon. However, some sets are simply unfit for the meta (ie Sitrus Berry Azumarill), so I plan to fix any shortcomings in this rate.

OVERVIEW

323-mega.png
787.png
801.png
778-disguised.png
184.png
754.png


Firstly, this team is lacking Stealth Rock. Rocks are necessary in this generation to pressure and weaken Pokemon, ensuring KOs that you normally can't get. There's also no dedicated Trick Room setter such as Uxie on this team, as all 6 are direct abusers. Lurantis is a very lackluster Defogger, especially on this team where it's meant to fulfill 3 roles: hazard control, cleric and sweeper. It really ends up being dead weight unless the opponent's team is dreadfully unprepared. Given that it lacks reliable recovery and can only truly be threatening to offensive Pokemon under Trick Room, it falls short when it comes to Defogging and ends up dying very quickly. I'll try to remedy this with some upcoming changes. Tapu Lele, especially Taunt + 3 Attacks sets, really pressures your team as well. It prevents priority Aqua Jets from Azumarill, prevents set-up from Mimikyu (and Shadow Sneak) and Magearna. Your lack of Psychic-immunities and the only resist being a non-AV Magearna makes Lele very tough to handle. Also, how does this team intend to beat Ash Greninja? If it were to come in on something, specifically Mega Camerupt, it simply clicks Hydro Pump. If your form of outplaying it is going Bulu, what happens if it gets up a Spike? Lurantis, as aforementioned, is simply worn down too easily by the likes of hazards given that it's doing way too much on this team and lacks recovery.

TEAM CHANGES

323-mega.png
-
[Stealth Rock > HP Ice, Rock Slide > Flash Cannon/Eruption] allows Mega Camerupt to punish switches, as it forces many of them. It gives your team a solid rocker. Hidden Power Ice isn't as useful as it is on paper. In practice and in damage calcs, you'll see that Camerupt, for the most part, achieves the same OHKOs (after rocks) and 2HKOs with HP Ice that its respective STAB moves get. For example, Hidden Power Ice 2HKOs Zygarde and Earth Power does the same. Both HP Ice and Fire Blast OHKO Offensive Landorus, and they both have a chance to OHKO defensive Lando; HP Ice doing slightly more. Rock Slide targets way more valuable mons than Flash Cannon does. In your reasoning, you said Flash Cannon's useful for Tapu Fini on the switch. Now, this is obviously not talking from experience, but simple theorymonning. And even then, it's wrong.
See: 252+ SpA Sheer Force Camerupt-Mega Flash Cannon vs. 248 HP / 0 SpD Tapu Fini: 108-128 (31.4 - 37.3%) -- 85.7% chance to 3HKO after Stealth Rock and Leftovers recovery
252+ SpA Sheer Force Camerupt-Mega Earth Power vs. 248 HP / 0 SpD Tapu Fini: 181-214 (52.7 - 62.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

It'd be for those who are actually weak to it, i.e Clefable or Diancie, but Camerupt's STABs already do more damage (enough damage in Diancie's case).
Eruption is solid, but with a team whose Zard Y 'checks' take so much from Solar Beam, Rock Slide is paramount. Also, Rock Slide isn't affected because of the Quiet Nature, so it still OHKOs the likes of Zard Y and Volcarona easily—its only relevant targets.

801.png
- [Electrium Z > Leftovers, Thunderbolt > Volt Switch, Focus Blast > Aura Sphere/Flash Cannon, Flash Cannon > Fleur Cannon] lets Magearna actually abuse its own Trick Room after its teammates pick everything else down. Z-Thunderbolt OHKOs standard Celesteela, after rocks, has a 30% chance of OHKO'ing fully SpDef Toxpaex after rocks and more. Longevity doesn't matter much, as what is more important with Trick Room is keeping up momentum and the Trick Room itself. Maintaining offensive pressure to stymie Spikes stacking, which you mentioned was an issue in your threatlist and set-up from the likes of Mawile is mandatory if you want to snowball or sweep under TR. Focus Blast scores a lot more damage than Aura Sphere, as the latter trades off massive attacking power for perfect accuracy. It sounds like a superb trade-off, but it turn makes Magearna miss out on a lot of KOs. Of course, running Fleur on Electrium Z variants is weird, as it makes Magearna have to fire off a Fairy STAB that will weaken its SpA and make its sweeping job even harder.

787.png
- [Wood Hammer > Stone Edge], as Stone Edge doesn't hit much without a Rockium Z alongside it. Its damage is pretty poor, especially when you have Superpower. And no, it doesn't help vs. Skarmory. If anything, it makes you take even more from a Counter. In the end, longevity is irrelevant when you mentioned yourself that Grassy Terrain is a solid healing tool. Coupled with Horn Leech, there's no real reason not to opt for a super strong nuke of a move.

105-alola.png
>
778-disguised.png
- Alolan Marowak hits like a truck and suffers no recoil in conjunction with Rock Head. This allows it, under TR, to fire off STAB Flare Blitzes and Shadow Bones with no drawbacks. It can force switches with its overwhelming power and get up an SD, which allows it to practically always pick up 2 KOs. Opposing Mimikyu can be a pain, but Bonemerang takes out the disguise and deals damage with the 2nd one, which on average should be doing about 45%. I'm placing Substitute as a secondary option to Bonemerang to ease the Mawile match-up, though Z-move Magearna dents it enough.

488.png
>
184.png
- Cresselia is great on Trick Room, as it will always be able to get up Trick Room. Now, you could always replace Stealth Rocks on Camerupt-Mega for Yawn and put Uxie, but Cresselia simply gives you that extra assurance vs. Zygarde, Chomp, Lando-T, etc. It can Lunar Dance your Pokemon back up, abusing the concept of "longevity," which also gives you offensive momentum—directly switching in your abuser.

579.png
>
754.png
- I'll be brutally honest in saying that Lurantis is a pretty bad Pokemon in this tier. Let alone the pure role compression you have for it, but considering it's very frail to do any of these things reliably, I'd like to replace it for Reuniclus. On Trick Room, Reuniclus acts as yet another setter and abuser at the same time. Thanks to Life Orb and Magic Guard, it can fire off massive damage without suffering LO recoil. It outspeeds everything outside of like Gyro Ball Ferrothorn, allowing it to dish out a powerful STAB Psychic alongside its coverage options.

323-mega.png
787.png
801.png
105-alola.png
488.png
579.png


---

This new version of the team heavily relies on your physical wallbreakers like Tapu Bulu and Alolan Marowak to put a dent in stall and Chansey. Never put these two in danger of losing their item or fainting entirely. Marowak especially will be hurt from the loss of a Thick Club. Toxapex gets broken down by every Pokemon outside of Cress and maybe Bulu if it gets Scald burned. Stall teams, outside of ones with Quagsire, will fall over to Marowak + Bulu.

original team:

rated team:


---

Hope you liked the rate and that I helped you! Fun Trick Room team, and I hope I kept even some of the charm by keeping Mega Camerupt. If you'd like, you can keep the rated team but put Lurantis over Reuniclus if you really want to keep the charm of your original, but of course that means no Z-move, so likely Miracle Seed/Life Orb/Leftovers.
I really appreciates your comment, but based on my play through... well, Lurantis functions extremely well in the role I gave her and even causes a lot of surprises especially only a few people expect the set that I gave her... Also, Lele is virtually a non-issue for me, as I've seen so many Leles switching on Magearna on the turn I Volt Switch out. moreover, M-Camerupt simply punishes a Ton of mons attempting to switch in.
Maybe I'll try to follow your suggestion, but *probably* switch out Reuniclus for Claydol... or a better Trick room setter with Rapid Spin, and probably switch out Cresselia for Porygon2...
I'll try to use your Magearna set... hopefully it fits my preferred TR playstyle, I usually love Volt Switching out to gain minor damage...
Also, I'll try to adapt your Mega Camerupt set... I badly needed Stealth Rock on the team and forgot Camerupt actually has Stealth Rock (by focusing way too much on attack power). However, perhaps I'll try to think about Uxie... I've never used her thus far in a Trick Room.
However, I still need to struggle how to kill M-Mawile efficiently. I actually considered putting A-Marowak and Cresselia in, but M-Mawile simply chews on my team so much. Those are the reasons why I opted them out in the first place, as even under TR, Mawile annihiliates A-Marowak and at +2, it is an absolute sweep. So this is the reason why I prefer Porygon2 over Cresselia...
Let's just see how much change will happen
 
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I really appreciates your comment, but based on my play through... well, Lurantis functions extremely well in the role I gave her and even causes a lot of surprises especially only a few people expect the set that I gave her... Also, Lele is virtually a non-issue for me, as I've seen so many Leles switching on Magearna on the turn I Volt Switch out. moreover, M-Camerupt simply punishes a Ton of mons attempting to switch in.
Maybe I'll try to follow your suggestion, but *probably* switch out Reuniclus for Claydol... or a better Trick room setter with Rapid Spin, and probably switch out Cresselia for Porygon2...
I'll try to use your Magearna set... hopefully it fits my preferred TR playstyle, I usually love Volt Switching out to gain minor damage...
Also, I'll try to adapt your Mega Camerupt set... I badly needed Stealth Rock on the team and forgot Camerupt actually has Stealth Rock (by focusing way too much on attack power). However, perhaps I'll try to think about Uxie... I've never used her thus far in a Trick Room.
However, I still need to struggle how to kill M-Mawile efficiently. I actually considered putting A-Marowak and Cresselia in, but M-Mawile simply chews on my team so much. Those are the reasons why I opted them out in the first place, as even under TR, Mawile annihiliates A-Marowak and at +2, it is an absolute sweep. So this is the reason why I prefer Porygon2 over Cresselia...
Let's just see how much change will happen
No offense, but if you see people switching I their leles, you are probably playing on the lower ladder, as any good player would know that lele is not a safe switch in to magearna and lele can not threaten magearna offensively.
Lurantis’s main issue is how easy it is to Wall, as grass resists not weak to fir moves are not uncommon at all. Defog wastes trick room turns, and since trick room only lasts 4 turns, wasting a turn is a big problem. Clerics aren’t really worth using in this tier, as there are too many threats to cover and too many roles to dedicate a whole slot for a cleric.
Cresselia is a staple on TR teams, and for good reason. Cresselia is the bulkiest TR setter, and she can check a lot of threats that would otherwise threaten TR mons once the room wears off, like Medicham and lopunny. TR sweepers also appreciate being fully healed by lunar dance to no end. Porygon2 isn’t that great in the meta as it gets crippled easily by toxic spikes, and TR has no room for hazard removal. Porygon2 also does not have lunar dance, and stacks weaknesses to lopunny and Medicham.
Like the other guy said, use Alolan Marowak, as it is extremely threatning in Trick room with how hard it hits. It can also check mawile through the use of will o wisp.
Switch the magearna set, the one the other guy mentioned.
Though, I wouldn’t use reuinclus on TR, I would replace it with Suicide lead Uxie. TR really apreciates stealth rock and memento support, along with momentum. Uxie is extremly fat, and with a mental herb, almost gaurentees a trick room.
Furthermore, I have a hard time believing lurantis is as good you say it is, I will need replays in order to be convinced.
 
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