An OU Trick Room Team

Well this is my first RMT, as well as my first trick room team with a few revisions than the original i had before this one. Sorry if I'm not detailed enough or anything, but this is my first one

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TR-EGG (Exeggutor) (M) @ Leftovers
Ability: Chlorophyll
EVs: 252 HP/252 SAtk/6 SDef
IV's: 0 Speed
Quiet nature (+SAtk, -Spd)
- Trick Room
- Psychic
- Grass Knot
- Substitute
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I liked the idea of having TR-EGG first since it can put up a sub which i could use to to set up t-room without any damage the next turn. With all of these people setting up stealth rock over trying to KO TR-EGG, leftovers gives it at least 3/16 hp back, almost enough for a sub. The main idea of TR-EGG is to set up T-Room if possible and if not too risky to bring out a sub to set t-room up, then go in for at least one or two attacks then switch out if things start to look a but ugly for him into one of my other bulkier pokemon.

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Terror (Dusknoir) (M) @ Leftovers
Ability: Pressure
EVs: 4 HP/252 Def/252 SDef
IV's: 0 Speed
Sassy nature (+SDef, -Spd)
- Trick Room
- Wil-O'-Wisp
- Pain Split
- Curse
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Yeah yeah, I know "curse sucks" blah blah blah, but this Dusknoir loves low HP along with having t-room in effect already. Wil-o-wisp is there to screw up any physically based pokemon. If my team has a problem with something, use curse to either make it switch out, or make it loose at least 50% of its HP. Whether it stays in or not, Dusknoir can reap its rewards by taking HP for itself, or switch out if its too much to handle (BEWARE BLISSY!! <.<..) other than that, its "Bulk" can stand up to to pokemon and set up t-room, and again abuse its p-split. Essentially, a wall breaker...kinda. I like it at least.

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Cactroom (Cacturne) (M) @ Life Orb
Ability: Sand Veil
EVs: 80 HP/178 Atk/252 SAtk
Brave nature (+Atk, -Spd)
- Dark Pulse
- Low Kick
- Seed Bomb
- Grass Knot
---
During my battles, I had run into one major flaw: How do I take on steel types? Then it hit me when I was looking through these pokemon, Cacturne had an amazing 115 Atk and SAtk base stat, along with low kick. Most steal types are heavy as they already are, so with t-room in play, low kick can take out common threats such as heatran. The reason for Seed Bomb and Grass Knot was the simple fact that there are pokemon that are higher defense, or higher sp defense. Say someone like Vaporeon is in and everyone knows that Vaporeon has higher spdef rather than def, so in a case like that Cacturne would use seed bomb. Then there are pokemon like Gliscor who are heavily Defensive, then comes grass knot (sorry for the bad exaple, i couldn't think of another pokemon). Dark Pulse is there to cover pokemon who are 4x resistant to the other moves, like against pokemon like skarmory.

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Porygon-T (Porygon2) @ Leftovers
Ability: Trace
EVs: 252 HP/90 Def/28 SAtk/140 SDef
Relaxed nature (+Def, -Spd)
- Trick Room
- Tri Attack
- Recover
- Thunderbolt
---
The main pokemon saving my ass and probably the best in this team so far. Porygon-T is more bulky than offensive for the idea of having a pokemon to be able to come in and set up trick room more often than the others. Recover will keep its HP up and Stall others if needed to, trace forces heatran to switch attacks instead of worrying of a stab f-blast or flamethrower. Trace also takes garydos' intimidate since most garydos stay at one dance, bringing it down to +0 atk +1 spd, which wont matter for speed since t-room need slower.

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Clayroom (Claydol) @ Leftovers
Ability: Levitate
EVs: 254 HP/4 Atk/132 Def/120 SDef
Relaxed nature (+Def, -Spd)
- Toxic
- Trick Room
- Rapid Spin
- Explosion
---
We all hate spikes, I do too since none of my pokemon can fly. Nor are any of them poison types. Claydol gets rid of spikes and perhaps explode after setting up t-room for another pokemon to abuse, preferably Cacturne or Octillery to abuse its powers. Toxic is there to poison anything that might try to stay in for a long period of time, such as Suicune or any other buly water type that may decide its okay to show up. It's bulky, so it should be able to stay in long enough to take out any spikes/SR and also poison other pokemon that try to wall mine, asuming they aren't poison types or steel types, or heatran for that matter. A big reason for this add was because of Zapdos killing me off with its constant t-boltage. None were ready to take it unless i had a ground type to take it on and poison it.

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Occtotri (Octillery) (M) @ Life Orb
Ability: Suction Cups
EVs: 42 HP/252 Atk/216 SAtk
Quiet nature (+SAtk, -Spd)
- Waterfall
- Gunk Shot
- Flamethrower
- Ice Beam
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Occtillery is also mixed like Cacturne, but offers more variety. Also helps out if my opponent likes to make me switch out a lot, with suction cups it can stay in and perhaps take it on and KO it. Its mix tricks opponents into thinking that its single stat moves, but with a mix instead, they won't know what hit them. Gunk Shot is somewhat of a gimmick move added since i couldn't think of anything better, and its rarely seen anyway.



Battles with this team get an overall good praise for them, but it has its flaws and i would appreciate any criticism you'd give me. please note that Curse is not a bad move, I've been using it in my standard team and its actually very helpful. Just wait till your favorite youtuber uses it, then you'll love it like the new sub gengar :p
sorry for any short rants also

but i digress, please criticize as you please. :3
 
Hey there,

Its an okay team, but I do see some things that should be replaced.

I don't suggest Substitute on Exeggutor because it wastes a turn of your Trick Room just to set it up, and I don't really see the use of it, other than blocking status which doesn't hurt it anyways. I would replace it with Explosion, so that you can do some damage before you faint, and if needed, you can send in another teammate right away with 3 turns of Trick Room left. In that case, just move the 4 Sp. Defense EVs into Attack just for a bit more power.

Quite a few leads threaten Exeggutor, namely Azelf, Aerodactyl, Heatran, Infernape, and Starmie. Azelf always has Fire Blast which can OHKO you, and sometimes even Taunt which allows it to set up Stealth Rock too. Aerodactyl can Taunt you, and it can get a hit on you before it dies. Heatran OHKOes you with Fire Blast or Overheat. Infernape OHKOes with Fire Blast, though some may set up Stealth Rock first. Starmie does a huge chunk with Ice Beam if not a OHKO. You need something to deal with those common leads. Otherwise, you'll end up 6-5 quite a lot of the time and have no Trick Room up. I will suggest a more offensive Dusknoir, with an EV spread of 252 HP/252 Atk/4 Def and a Brave nature, because Shadow Sneak takes out Starmie and Azelf, Ice Punch + Shadow Sneak beats Aerodactyl, and it can take out Heatran and Infernape with Earthquake. I'd recommend this as a lead. Use those three moves with Trick Room, to ensure you don't get screwed by those leads, as well as being able to set up Trick Room which is the main reason for Exeggutor in the lead position.

Good luck!
 
actually I set up sub first then t-room second. but i see what you're saying, but i don't like an offensive Dusknoir too much really, I've tried it and ehh :p
probably cuz I put in the wrong nature sending to my ds >.>...
aaand you were cut off o.o?
 
This is some bulky trick room you've got here, most trick room teams aim to end it within the first 3-4 TR's this one seems to go on for about 8-10, seeing as you only have 2 sweepers. I wouldn't actually know how this performs though, but I can't exactly see it doing well as it can easily get run over by infernape, starmie and the like once they know its trick room and get in on the turns when it's down.
 
Actually TR-EGG can take them on with a STAB Psychic or Grass Knot. Cacturne can take out that starmie also. And I don't always use t-Room everytime its down, I should know when to set it up or not, since there are people who keep trying to spot out a flaw in it.
But you're right about the Infernape and Starmie though, thanks for that incite.
 
I'm fairly new to posting on the boards, but I just wanted to point out that your team is massively weak to CB scizor as it can hit 3/6 for SE U-turn, and will hit all others extremely hard. In turn you have no one on your team that can threaten to OHKO scizor in return. This is bad because for example vs aero lead:

you get taunted turn 1 (sub fails)
they set up SR (you fail to OHKO with any move thanks to FS)
They switch to scizor to take the psychic easily
You're now forced to switch out, the only pokemon able to take a U-turn is dusknoir, but there's a solid chance they'll pursuit your egg, meaning an early 6-5 for them.

You now cannot bring dusk in on pursuit, and are forced to bring in either cacturn or pory, who are both potentially dealt with by other members of their team. The biggest problem is that 3 pokemon of yours are weak to pursuit, and 3 are weak to U-turn, this means you have limited options for switches, and makes it even more threatening to attempt to switch. CB tar will create a similar situation where you cannot safely change pokemon effectively guaranteeing that you lose out.

To somewhat rectify this problem I would suggest you replace octillary with something that will work a bit better and answer some of the common problems you're facing.

One pokemon that came to mind was bulky Zapdos:

Zapdos @ Leftovers/Life orb (go for the leftovers if you want to play zap a bit more stall, go for LO if you want to play it a bit more offensively)
Bold
(248 hp/228 def/32 spe)
-Roost
-Thunderbolt
-Heatwave
-Roar/HP ice/grass/substitute

Basically, this patches up the scizor weakness very nicely, and from my own personal experience with zapdos, it can cause a lot of frustration for opponents with it's great type coverage.

Otherwise the team seems alright, but you have a lot of shared weaknesses which will end up doing a lot of harm in the end. Also, if you wanted to have zap be more effective under TR you can switch those 32 spe EVs into SpA and run a -spe nature.

Hope that helps a bit.
 
Not Bad but I wouldnt give exeggutor substitute since it has trick room maybe if it had synthesis it would work but in this case I would use explosion with its massive power to end a battle
 
Zapdos is way too fast for this t-room.
I guess the TR-EGG sub is a bad idea, I'll see what I'd switch it to in that case.
 
Not every Trick Room member must be slow, actually skilled players have at least one fast Pokemon in their team with max speed and stuff in case Trick Room runs out and you can't set it up anymore.
 
Heh, excuse me, i just woke up when i posted that, i meant people usually have one fast member in their team in case Trick Room runs out.
 
lol ohhh okay, i was thinkning of that too, adding an infernape but its a bit maybeish...I might replace octillery with it
 
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