edits in red
With this team, i try and combat what i usually see as one of the main problems with trick room- once someone knows you're going to try and get it up, they try to stop you with a taunter. Too many people just blindly walk into a taunt with a fairly obvious trick roomer on their team, and not being able to get trick room up without shuffling through half your team is a really big problem. This isnt as big of a problem in UU, but a taunt nidoqueen, or persian/electrode, can be a real pain. I attempt to deal with these more effectively by trying to lure them out, and kill them to make way for my trick roomers, and then finally the powerhouses that make trick room teams so fun to play.
Keep in mind this is a wi-fi d/p team, so no moves from the platinum move tutor can be used unfortunately (reaaaally wish i could use trick + choice scarf on froslass to better deal with taunt electrode :< )
At a glance
Crafty Tricks - Banette
Banette @ Choice Scarf
Ability: Insomnia /Frisk?
31 Spd/31 Atk (or SpAtk.. depends on set)
252 Atk/252 Spd/4 HP - Jolly(+Spd, -SpAtk) (could be timid too, once again depends on set.)
- Trick Room
- Taunt/(HP Fighting?)
- Trick
- Shadow Claw/(Shadow Ball?)
General idea here is to either taunt them before they can do whatever setup they're gonna do( rain dance, etc..), or better yet trick a choice scarf onto it and cripple it. Insomnia allows for repeated use, but Frisk is a guarantee that you both wont be exchanging your choice items( although a choice scarf is a real drag in trick room, even for a banded/speced pokemon). Both have their merits.
The Trick Roomers
Uxie @ Lum Berry
Ability: Levitate
31 Spd IV
252 HP (maybe cut a bit out of here?..)/ 1xx Def/ xx SpDef/ xx Spd - Bold(perhaps Timid?)
- Trick Room
- U-Turn
- Yawn
- Psychic
This is my preffered trick room user, because it usually has the bulk to pull it off more than once. The moveset is fairly obvious for the task - Trick room and get the hell out of there. Some people like to yawn to force a switch, I usually find it gratuitous. You need to trick room, and then U-turn as fast as possible, to avoid being taunted. Yawn does have it's uses though, especially on such a bulky pokemon.
Slowking @ Leftovers
3 Spd IV
212 HP/44 Def/252 SpA (kinda up in the air about this... thinking more def could be nice)- Relaxed (+Def, -Spd)
- Trick Room
- Slack Off
- Surf
- HP Electric
This is a very versatile pokemon, being able to function equally well as a physical wall, Trick Roomer, and special attacker once Trick Room is in play. Slack off can really infuriate many foes, especially if they're struggling to take it down after Trick room has subsided. Surf is surprisingly powerful, and is usually enough to take down any physical walls that may pose a problem. HP electric is mainly for pokemon that would try and come in and absorb surf, like milotic.
Porygon2 @ Leftovers
Ability: Trace
0 Spd IV
252 HP / 120 Def / 136 SpA
- Trick Room
- Thunderbolt
- Ice Beam
- Recover
Another very versatile pokemon, and one of the few non-psychic Trick Roomers. Good all-around in everything, can take hits as well as dish them out, so anyone attempting to set up on this will regret it when they eat a super-effective attack. Trace is a wonderful ability, hurting pokemon like Arcanine, and heaven help your opponent if you manage to switch this in on Shedinja.
The pain.
Marowak @ Thick Club
Ability : Rock Head
0 Spd IV
252 HP/252 Atk/6 Def - Brave (+Atk, -Spd)
- Earthquake
- Stone Edge
- Fire Punch
- Double-Edge
This thing is an absolute beast in trick room. There are almost no pokemon that can outspeed it in trick room, and very few who can survive even one hit from him. 160 base attack with zero set up is simply amazing. Watching him OHKO 4 pokemon in a row is truly a sight to behold. Marowak isnt a pure glass cannon though, as some would lead you to believe. It can come in with relative ease on physical attacks, and can often even survive physical attacks it is weak to, and return the favor with a OHKO Earthquake. The given moveset gives pretty good type coverage- it can hit neutral on almost everything, and with a base attack like that, you dont need to do much more most of the time.
Camerupt @ Life Orb
3 Spd IV
Ability: Solid Rock
100 HP/ 158 Atk/ 252 SpA
- Fire Blast
- Earth Power
- HP Grass
- Explosion
A very powerful special sweeper. Fire/Ground is a pretty good attacking combination, and when you back it up with a Life orb and 105 SpAtk, it becomes even more devastating. HP Grass takes care of any bulky waters that decide they can wall this, and once it's task is done, it will most likely manage to kill a pokemon with a powerful Explosion.
--------------------------
Threats I've noticed so far
Taunt leads faster than Froslass - these can be a pain in the ass, and I really wish I could take care of them with a Trick + Choice Scarf Froslass. Fortunately, they are relatively rare in UU. Not really valid with froslass gone but... the only lead i can think of that will ruin trick banette in d/p is switcheroo persian. trick linoone/furret would suck too but... those are incredibly rare.
Trick + Scarf leads - While not as completely crippling as totally shutting froslass down, forcing it into only one move is annoying, and forces you to sacrifice spiking. It still will be able to taunt to force a switch, though. This is still bad, but Frisk can mitigate it.
Increased priority bracket moves- Im looking at you, extremespeed arcanine. These can shut down a sweep fairly quickly, especially when you consider both marowak and ursaring really only have the bulk to survive a switch-in. Porygon2 takes care of this almost completely.
Other Trick Room teams - this really can start a mind game, who's going to use trick room first? and who's going to bring out their sweepers first? It's an easy game for either team to lose. Always a threat but, Slowking wins over the more popular Slowbro, hopefully allowing you to take out any possible Marowaks as well.
So, there you go, RMT!
With this team, i try and combat what i usually see as one of the main problems with trick room- once someone knows you're going to try and get it up, they try to stop you with a taunter. Too many people just blindly walk into a taunt with a fairly obvious trick roomer on their team, and not being able to get trick room up without shuffling through half your team is a really big problem. This isnt as big of a problem in UU, but a taunt nidoqueen, or persian/electrode, can be a real pain. I attempt to deal with these more effectively by trying to lure them out, and kill them to make way for my trick roomers, and then finally the powerhouses that make trick room teams so fun to play.
Keep in mind this is a wi-fi d/p team, so no moves from the platinum move tutor can be used unfortunately (reaaaally wish i could use trick + choice scarf on froslass to better deal with taunt electrode :< )
At a glance






Crafty Tricks - Banette

Banette @ Choice Scarf
Ability: Insomnia /Frisk?
31 Spd/31 Atk (or SpAtk.. depends on set)
252 Atk/252 Spd/4 HP - Jolly(+Spd, -SpAtk) (could be timid too, once again depends on set.)
- Trick Room
- Taunt/(HP Fighting?)
- Trick
- Shadow Claw/(Shadow Ball?)
General idea here is to either taunt them before they can do whatever setup they're gonna do( rain dance, etc..), or better yet trick a choice scarf onto it and cripple it. Insomnia allows for repeated use, but Frisk is a guarantee that you both wont be exchanging your choice items( although a choice scarf is a real drag in trick room, even for a banded/speced pokemon). Both have their merits.
The Trick Roomers

Uxie @ Lum Berry
Ability: Levitate
31 Spd IV
252 HP (maybe cut a bit out of here?..)/ 1xx Def/ xx SpDef/ xx Spd - Bold(perhaps Timid?)
- Trick Room
- U-Turn
- Yawn
- Psychic
This is my preffered trick room user, because it usually has the bulk to pull it off more than once. The moveset is fairly obvious for the task - Trick room and get the hell out of there. Some people like to yawn to force a switch, I usually find it gratuitous. You need to trick room, and then U-turn as fast as possible, to avoid being taunted. Yawn does have it's uses though, especially on such a bulky pokemon.

Slowking @ Leftovers
3 Spd IV
212 HP/44 Def/252 SpA (kinda up in the air about this... thinking more def could be nice)- Relaxed (+Def, -Spd)
- Trick Room
- Slack Off
- Surf
- HP Electric
This is a very versatile pokemon, being able to function equally well as a physical wall, Trick Roomer, and special attacker once Trick Room is in play. Slack off can really infuriate many foes, especially if they're struggling to take it down after Trick room has subsided. Surf is surprisingly powerful, and is usually enough to take down any physical walls that may pose a problem. HP electric is mainly for pokemon that would try and come in and absorb surf, like milotic.

Porygon2 @ Leftovers
Ability: Trace
0 Spd IV
252 HP / 120 Def / 136 SpA
- Trick Room
- Thunderbolt
- Ice Beam
- Recover
Another very versatile pokemon, and one of the few non-psychic Trick Roomers. Good all-around in everything, can take hits as well as dish them out, so anyone attempting to set up on this will regret it when they eat a super-effective attack. Trace is a wonderful ability, hurting pokemon like Arcanine, and heaven help your opponent if you manage to switch this in on Shedinja.
The pain.

Marowak @ Thick Club
Ability : Rock Head
0 Spd IV
252 HP/252 Atk/6 Def - Brave (+Atk, -Spd)
- Earthquake
- Stone Edge
- Fire Punch
- Double-Edge
This thing is an absolute beast in trick room. There are almost no pokemon that can outspeed it in trick room, and very few who can survive even one hit from him. 160 base attack with zero set up is simply amazing. Watching him OHKO 4 pokemon in a row is truly a sight to behold. Marowak isnt a pure glass cannon though, as some would lead you to believe. It can come in with relative ease on physical attacks, and can often even survive physical attacks it is weak to, and return the favor with a OHKO Earthquake. The given moveset gives pretty good type coverage- it can hit neutral on almost everything, and with a base attack like that, you dont need to do much more most of the time.

Camerupt @ Life Orb
3 Spd IV
Ability: Solid Rock
100 HP/ 158 Atk/ 252 SpA
- Fire Blast
- Earth Power
- HP Grass
- Explosion
A very powerful special sweeper. Fire/Ground is a pretty good attacking combination, and when you back it up with a Life orb and 105 SpAtk, it becomes even more devastating. HP Grass takes care of any bulky waters that decide they can wall this, and once it's task is done, it will most likely manage to kill a pokemon with a powerful Explosion.
--------------------------
Threats I've noticed so far
Taunt leads faster than Froslass - these can be a pain in the ass, and I really wish I could take care of them with a Trick + Choice Scarf Froslass. Fortunately, they are relatively rare in UU. Not really valid with froslass gone but... the only lead i can think of that will ruin trick banette in d/p is switcheroo persian. trick linoone/furret would suck too but... those are incredibly rare.
Trick + Scarf leads - While not as completely crippling as totally shutting froslass down, forcing it into only one move is annoying, and forces you to sacrifice spiking. It still will be able to taunt to force a switch, though. This is still bad, but Frisk can mitigate it.
Increased priority bracket moves- Im looking at you, extremespeed arcanine. These can shut down a sweep fairly quickly, especially when you consider both marowak and ursaring really only have the bulk to survive a switch-in. Porygon2 takes care of this almost completely.
Other Trick Room teams - this really can start a mind game, who's going to use trick room first? and who's going to bring out their sweepers first? It's an easy game for either team to lose. Always a threat but, Slowking wins over the more popular Slowbro, hopefully allowing you to take out any possible Marowaks as well.
So, there you go, RMT!