This is the first Trick Room based team I have come up with. It was originally planned around the trio of Slowbro, Umbreon, and Bronzong. Umbreon and Slowbro are the defensive core, while Bronzong is an offensive Trick Room user that can either lead or come in midgame. Slowbro also has Trick Room, and can set it up multiple times with Regenerator and Slack Off. While Umbreon doesn't have Trick Room, it has good typing and can pass Wishes, thus forming the defensive core.
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Spe
- Scald
- Ice Beam
- Trick Room
- Slack Off
Since I only have two users of Trick Room, I opted to make Slowbro defensive rather that invest in damage. Slowbro has great utility and can often be used as a pivot if need be. It covers Umbreon's Fairy and Fighting weaknesses, however, both are weak to Bug, which is a problem.
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Payback
- Curse
- Wish
- Baton Pass
Umbreon's a great special wall, covers the team's dark and ghost weaknesses, and can pass Curses or Wishes. The Curses usually go to Bronzong, who can set up Trick Room and then fire off superpowered Gyro Balls. Wish is great for Hariyama, who can go in for another round after extensive poison damage. It doesn't function well in the Trick Room, as Payback will be much weaker, but it does still provide support.
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Earthquake
- Explosion
- Trick Room
Bronzong is naturally bulky enough to set up Trick Room, can do a decent amount of damage with a Curse passed to it, and can Explode to bring in another sweeper quickly. Unfortunately, it is the second of two to set up Trick Room, so Exploding is risky.
Crobat @ Life Orb
Ability: Infiltrator
EVs: 52 HP / 252 Atk / 4 SpD / 200 Spe
Jolly Nature
- Brave Bird
- U-turn
- Defog
- Taunt
Crobat serves as a revenge-killer outside of Trick Room, Entry Hazard Removal, and sometimes Taunt lead if needed. Stealth Rock, Life Orb, and Brave Bird hurt it badly, am considering replacing Taunt with Roost. Covers the core's Bug weakness nicely.
Tangrowth @ Life Orb
Ability: Regenerator
EVs: 4 HP / 252 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Giga Drain
- Earthquake
- Knock Off
- Sleep Powder
Hits from both sides, and is decently powerful in Trick Room. Regenerator and Giga Drain keep it alive, while Leaf Storm is useful at then end of Trick Room. As far as mixed sweepers go, Tangrowth's longevity and natural bulk seemed like as good as choice as any, especially since I have no other Grass moves in my team. Other suggestions would be appreciated.
Hariyama @ Toxic Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Close Combat
- Stone Edge
- Earthquake
- Bullet Punch
Hariyama hits people in the face hard. That's all he does, and he does it decently. Fake out is the only priority in my team, which is a problem. Considering replacing Facade with Stone Edge as well for coverage.
There are a few problems with this team I need some help with. First off, it has no entry hazards. Second, it doesn't have any powerful priority. Third, it feels like I need more offense, but I am not sure how to implement. Another thing to mention: I am wanting to recreate this team in-game, so that's a limitation to what can have what moves, as transfer is not an option for me.
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Spe
- Scald
- Ice Beam
- Trick Room
- Slack Off
Since I only have two users of Trick Room, I opted to make Slowbro defensive rather that invest in damage. Slowbro has great utility and can often be used as a pivot if need be. It covers Umbreon's Fairy and Fighting weaknesses, however, both are weak to Bug, which is a problem.
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Payback
- Curse
- Wish
- Baton Pass
Umbreon's a great special wall, covers the team's dark and ghost weaknesses, and can pass Curses or Wishes. The Curses usually go to Bronzong, who can set up Trick Room and then fire off superpowered Gyro Balls. Wish is great for Hariyama, who can go in for another round after extensive poison damage. It doesn't function well in the Trick Room, as Payback will be much weaker, but it does still provide support.
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Earthquake
- Explosion
- Trick Room
Bronzong is naturally bulky enough to set up Trick Room, can do a decent amount of damage with a Curse passed to it, and can Explode to bring in another sweeper quickly. Unfortunately, it is the second of two to set up Trick Room, so Exploding is risky.
Crobat @ Life Orb
Ability: Infiltrator
EVs: 52 HP / 252 Atk / 4 SpD / 200 Spe
Jolly Nature
- Brave Bird
- U-turn
- Defog
- Taunt
Crobat serves as a revenge-killer outside of Trick Room, Entry Hazard Removal, and sometimes Taunt lead if needed. Stealth Rock, Life Orb, and Brave Bird hurt it badly, am considering replacing Taunt with Roost. Covers the core's Bug weakness nicely.
Tangrowth @ Life Orb
Ability: Regenerator
EVs: 4 HP / 252 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Giga Drain
- Earthquake
- Knock Off
- Sleep Powder
Hits from both sides, and is decently powerful in Trick Room. Regenerator and Giga Drain keep it alive, while Leaf Storm is useful at then end of Trick Room. As far as mixed sweepers go, Tangrowth's longevity and natural bulk seemed like as good as choice as any, especially since I have no other Grass moves in my team. Other suggestions would be appreciated.
Hariyama @ Toxic Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Close Combat
- Stone Edge
- Earthquake
- Bullet Punch
Hariyama hits people in the face hard. That's all he does, and he does it decently. Fake out is the only priority in my team, which is a problem. Considering replacing Facade with Stone Edge as well for coverage.
There are a few problems with this team I need some help with. First off, it has no entry hazards. Second, it doesn't have any powerful priority. Third, it feels like I need more offense, but I am not sure how to implement. Another thing to mention: I am wanting to recreate this team in-game, so that's a limitation to what can have what moves, as transfer is not an option for me.
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