Guide to Trick Room in BW UU [GP 0/2]

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Sciztar here with a guide to Trick Room for the UU tier. This has been approved by PK Gaming. So lets get started with this guide.

Guide to Trick Room in BW UU

Written by Sciztar


  1. Introduction
  2. Trick Room: The Move
  3. Trick Room Suggestions
  4. Trick Room Reminders
  5. Speed Limits to Trick Room
  6. Entry Hazards to Trick Room
  7. Trick Room: The Setters
    • Physical Sweepers
    • Mixed Sweepers
    • Special Sweepers
  8. Late Game Sweepers
  9. Sample Teams
  10. Threats to Trick Room
  11. Conclusion
Introduction

When Trick Room was first introduced in D/P, Trick Room Teams were once feared because of the unpredictability of certain Pokemon. Trick Room is one the many anti-metagame styles, as it reverses the speed oriented standard play. While it might seem like a gimmick play style it should not be dismissed as gimmick, as it is a very potent strategy in an environment where everything is fast. Trick Room is an incredibly fast-paced play-style that is based around slow Pokemon trying to sweep an opponent's team within 4 turns. Unfortunately there is no Pokemon that can automatically summon Trick Room nor is there an item that prolongs the effects of Trick Room. It is imperative that the team as a whole is capable of dealing as much damage as possible and as quickly as possible. This guide is here to help show you that Trick Room is a viable strategy in the UU in Black & White and that all teams should look out for when team building.

Trick Room: The Move

Trick Room, is a 5 PP ( 8 After Max PP) Psychic attack that has the following affects:

-Trick Room, upon activation, lasts for the next 5 turns including the turn it was used.
-TR has a -7 priority attack and is the slowest attack
-During Trick Room, the Pokemon who would have gone last normally will go first.
-Trick Room has the worst priority in the game. This move will always go last, regardless of the speed of user, or the speed of the opponent.
-When using Trick Room during a Trick Room, the affects do not stack, the original Trick Room will be canceled and the normal rules of Pokemon will apply.

Trick Room Suggestions

Due to Trick Room only lasting for 4 turns, you are definitely going to need to be prepared to put Trick Room back up during a battle. Because of this a Trick Room user needs to be a tank or a wall; in order to switch in and set up the move once again. Furthermore, it is likely that during the course of the battle your Trick Roomer will die so it is important to pack at least two Trick Room users. One thing to note is that most of the Pokemon who can set up Trick Room are either Psychic- or Ghost-type. Due to this, it is highly recommended that you:

A. Have at least a Dark and Ghost resist on your team.
B. Do not use any sweepers who increase your weakness to common UU Pokemon.
C. Have enough Trick Room setters
D. Have at least two Pokemon to deal with fighting types.
E. Have a Pokemon that is capable to set up Stealth Rock.
F. Have a Late Game Sweeper to deal with faster threats.


Trick Room Reminders

Here are some suggestion that will help your Trick Room Team not to be defined as a gimmick team.

1) It is highly recommend that you avoid using frail sweepers. This might seem obvious but a lot of new players start picking sweepers for their Trick Room Team they jump immediately to slow powerhouses like Emboar and Marowak. This is good for fun teams with your friends but if you plan on playing competitively in the UU you'll notice that strategy won't take you very far and you will lose to competitive teams 70% of the time. While there are some Pokemon that aren't frail but have one fatal flaw, they are useless outside of Trick Room which leads to the second point.

2) Another factor to remember when picking the right sweepers is to make sure that they won't be dead weight when Trick Room isn't up. What that means is they need to be useful in and even outside of Trick Room. For example: Azumaril, Druddigon, Hounchkrow, Machamp, are good examples of Pokemon that function well in and out of the Trick Room because they all posses priority attacks that are great for picking off weaker Pokemon. This is really crucial because it gives your team some versatility and not have to worry too much about Trick Room.

3) The third thing you need to ask yourself is can your sweepers break through the common defensive cores played in the meta game. Many sweepers you come across might be physical or even special but they all will have trouble breaking through defensive cores. The main defensive cores are: Gligar and Snorlax, Roserade, Slowbro and Snorlax, Empoleon and Zapdos core. Stall Teams are the biggest nightmare for Trick Room users because they are able to wall certain sweepers that can't touch them and stall out the Trick Room turns; to help with this you need Pokemon that will be a wall breaker for your team, or Mixed Sweepers: Hounchkrow, Tangrowth, and Eelektross are only a few of Pokemon that can break through these walls and net some key KOs. With mixed sweepers they are what I call trump cards, they are the most unpredictable Pokemon because it will leave your opponents guess as to what moves is this Pokemon running?

4) As mention earlier in the guide imperative that the team as a whole is capable of dealing as much damage as possible and as quickly as possible. I can not express this enough try to make your Trick Room team offensive as possible and not too defensive. Usually new players use three defensive Pokemon to setup Trick Room and three sweepers. While this concept is not bad, but this gives your opponent too many chances to setup on you. Here is an example: Lets say I lead with the Defensive Trick Room Bronzong, and my opponent leads with Roserade, because I have no offensive moves to be of an offensive threat, my opponent can bait me to switch out fearing a Sleep Power from Roserade. Fearing this my opponent can then proceed to use Toxic Spikes or Sleep Power. Now I have lost the momentum and now I've to worry about entry hazards and now I've have wasted three turns of Trick Room. But lets say I am playing the Offensive Bronzong. I can proceed to use Trick Room, and now I am able to OHKO the enemy's Roserade with Explosion and not have to worry about wasting a turn of Trick Room and causing my opponent to set up on me.

5) Risk vs Benefit. What are the risk of setting up Trick Room or using another move? Its all about predictability and the right amount of luck. Try not be too obvious about when you're going to setup Trick Room. For example: Lets say my opponent has a Gligar and you're trying to setup Trick Room with Porygon2. The best choice here is to obviously use Ice Beam because more than likely Gligar is going to use substitute predicting the Trick Room. If you let Gligar use substitute your opponent is going to stall out your Trick Room turns and you will be using all of your Trick Room turns up just to find a Pokemon on your team who has a super effective move to break Gligar's substitute.

6) This should be pretty simple but almost every Pokemon on a Trick Room team should be running negative Speed natures and 0 Speed IVs and EVs, with a few notable exceptions. If you have certain sweepers that uses certain Hidden Powers for coverage will prefer some Speed IVs, so that Hidden Power's Base Power remains at 70. If you don't know the spread you can find the spread in the Pokemon Online Teambuilder. To ensure keeping your speed low start by bumping the Speed IV down to 2. Then, select the Hidden Power you want, and the client will automatically set the other IVs to the correct number.

Speed Limits to Trick Room

Even though Trick Room lets slower Pokemon go first there should be a speed limit to how slow your sweeper should be. This means you should not be trying to run Darmanitan as a sweeper under Trick Room. Pokemon with Base 80 speed in my opinion is the limit to how slow or fast your sweeper should be. Base 80 Speed is pushing it too fast in Trick Room, because when you have a sweeper with a Base 80 Speed even with (-Speed) Nature, slower Pokemon with a speed stat of 147 and lower will go before you under Trick Room. So if you have a Chandelure on your team just remember Slowbro will always go before you under Trick Room even with a negative speed.

148 Speed Stat / Chandelure / Base Speed 80
148 Speed Stat / Togekiss / Base Speed 80
148 Speed Stat / Gallade / Base Speed 80
132 Speed Stat / Hounchkrow / Base Speed 71
130 Speed Stat / Bisharp / Base Speed 70

Entry Hazards for Trick Room

For any tier you are in, whether it be LC, NU, RU, UU, OU or even Uber you need a Pokemon that can set up entry hazards for your team. The difference between not having entry hazards on your opponent's side of the field is your sweepers getting 2HKOs instead of OHKOs. Stealth Rock or Spikes is necessary with Trick Room Teams because your sweepers will have a much easier time getting those crucial OHKOs and not have to worry about failing to net a KO and run the risk of being KO back. Plus entry hazards wear down your opponent's Pokemon greatly as the match progress, so the longer you keep your entry hazards on your opponent's side of the field you will notice your opponent's Pokemon will be easier targets for priority moves late in the game.

Trick Room Pokemon that can set up Entry Hazards



Aggron
Type: Steel / Rock
Base Stats: 70 HP / 110 Atk / 180 Def / 60 Def / 60 SpD / 50 Spe
Abilities: Sturdy / Rock Head / Heavy Metal
Usable entry hazards: Stealth Rock


Bronzong
Type: Steel / Psychic
Base Stats: 67 HP / 89 Atk / 116 Def / 79 SpA / 116 SpD / 33 Spe
Abilities: Levitate / Heatproof / Heavy Metal
Usable entry hazards: Stealth Rock



Claydol
Type: Ground / Psychic
Base Stats: 60 HP / 70 Atk / 105 Def / 70 SpA / 120 SpD / 75 Spe
Abilities: Levitate
Usable entry hazards: Stealth Rock



Empoleon
Type: Water / Steel
Base Stats: 84 HP / 86 Atk / 88 Def / 111 SpA / 101 SpD / 60 Spe
Abilities: Torrent / Defiant
Usable entry hazards: Stealth Rock


Golurk
Type: Ground / Ghost
Base Stats: 89 HP / 124 Atk / 80 Def / 55 SpA / 80 SpD / 55 Spe
Abilities: Klutz / Iron Fist / No Guard
Usable entry hazards: Stealth Rock



Rhyperior
Type: Ground / Rock
Base Stats: 115 HP / 140 Atk / 130 Def / 55 SpA / 55 SpD / 40 Spe
Abilities: Lighting Rod / Solid Rock / Reckless
Usable entry hazards: Stealth Rock


Smeargle
Type: Normal
Base Stats: 55 HP / 20 Atk / 35 Def / 20 SAtk / 45 Spd / 75 Spe
Abilities: Own Tempo / Technician / Moody
Usable entry hazards: Stealth Rock, Spikes, Toxic Spikes




Swampert
Type: Water / Ground
Base Stats: 100 HP / 110 Atk / 90 Def / 85 SpA / 90 SpD / 60 Spe
Abilities: Torrent / Damp
Usable entry hazards: Stealth Rock

Uxie
Type: Psychic
Base Stats: 75 HP / 75 Atk / 130 Def / 75 SpA / 130 SpD / 95 Spe
Ability: Levitate
Usable entry hazards: Stealth Rock


Trick Room: The Setters

There are a total of 13 Pokemon that can set Trick Room in the UU, but not all of them are the perfect candidates to be an effective Trick Room setter. Trick Room setters are the ones that will be switching in and out the most which means they are going to need to be bulky and be able to take some hits. A frail Trick Room user runs the risk of being KO'd before it can even set up Trick Room which will leave your team at a disadvantage because now one of your Trick Room setters is gone. The following will show you some good Trick Room setters in the UU.


Bronzong
Type: Steel / Psychic
Base Stats: 67 HP / 89 Atk / 116 Def / 79 SpA / 116 SpD / 33 Spe
Abilities: Levitate / Heatproof / Heavy Metal

Bronzong has great bulk and a great number of resistances, which give it plenty of opportunities to set up Trick Room throughout the match. Levitate is useful, and due to this, Bronzong doesn't mind entry hazards, helping its ability to set up Trick Room greatly. Along with this, Bronzong can support its team with Stealth Rock and Toxic to allow its teammates to sweep more easily. Stealth Rock is always a useful move to help anything net KOes more easily, while Toxic can wear down the typically annoying defensive Pokemon that stop Trick Room teams. Bronzong's poor Speed also means that it will be incredibly fast during Trick Room, allowing it to do its job quickly. It isn't a sitting duck either; it has a usable 89 Attack and a good STAB in Gyro Ball, allowing it to lay some decent hurt on the opposing team. Finally, Explosion is very useful for Bronzong to go out with a bang against an opponent, and give a sweeper three turns of destruction.

Chandelure
Type: Ghost / Fire
Base Stats: 60 HP / 55 Atk / 90 Def / 145 / 90 SpD / 80 Spe
Abilities: Flash Fire / Flame Body / Shadow Tag

With the highest Special Attack of all Pokemon in UU along with a middling Speed, Chandelure can be a powerful Trick Room user. Its base 80 Speed might not look ideal, but it is slow enough to outpace most of the faster Pokemon under Trick Room. Chandelure's typing also gives it an excellent STAB combo, hitting all but three viable UU Pokemon for at least neutral damage, which means it can definitely pull off a sweep of its own under Trick Room. It also has some other useful coverage moves such as Energy Ball and Hidden Power. While its bulk isn't astounding, it's good enough to grab a turn to set up Trick Room. Chandelure can also run Memento to freely switch in a sweeper if it's in a situation where it can't sweep on its own.


Cofagrigus
Type: Ghost
Base Stats: 58 HP / 50 Atk / 145 Def / 95 SpA / 105 SpD / 30 Spe
Abilities: Mummy

Cofagrigus holds the most defenses stat among all of the ghost types besides eviolite Dusclops. What separates Cofagrigus from Dusclops is Nasty Plot. With a Base 140 Def, Cofagrigus can easily find a way to set up Nasty Plot on your opponent. After a +2 from Nasty Plot Cofagrigus' Special Attack is already over 500. And with Shadow Ball and Hidden Power Fighting Cofagrigus has an unresistant move set. The only thing that can stop Cofagrigus is special wall like Snorlax. Rhyperior is a great partner to Cofagrigus as he gets rid of special walls that can stop Cofagrigus.



Claydol
Type: Ground / Psychic
Base Stats: 60 HP / 70 Atk / 105 Def / 70 SpA / 120 SpD / 75 Spe
Abilities: Levitate

Claydol has solid bulk as well as a wide support movepool. While its weaknesses may be appalling at times, it has some useful resistances to utilize, and can hence grab numerous turns to set up Trick Room. Claydol also packs a unique niche in Rapid Spin; this means that Claydol can be of great benefit to Trick Room teams that dislike entry hazards. It also has some other support moves in its arsenal as well, such as Stealth Rock, Light Screen, Reflect, and Toxic, meaning it can support its team well. Explosion is also a very useful tool, as although Claydol will not be able to deal significant damage, it can go out with a bang against an opponent, and free up Trick Room turns for a sweeper to clean.



Cresselia
Type: Psychic
Base Stats: 120 HP / 70 Atk / 120 Def / 75 SpA / 130 SpD / 85 Spe
Abilities: Levitate

Cresselia has phenomenal bulk, granting it the ability to switch in and set up multiple times throughout the match. Along with this, Cresselia has some useful support moves such as Light Screen, Reflect, and Toxic, allowing sweepers to endure hits better while cleaning. While 85 Speed is usually not ideal for a Trick Room user, it is good enough for Cresselia to outpace many of the faster Pokemon in UU. Cresselia also has reliable recovery in Moonlight, which means it can stay healthy enough to repeatedly set up Trick Room. Lunar Dance is also a useful option to give a weakened sweeper a second chance to sweep.



Dusclops
Type: Ghost
Stats: 40 HP / 70 Atk / 130 Def / 60 SpA / 130 SpD / 25 Spe
Abilities: Pressure

Dusclops's main selling point among other Trick Room users is its titanic defenses with Eviolite; along with useful resistances, Dusclops can reliably set up Trick Room. Along with this, its pitiful Speed means it can outpace everything in UU. Will-O-Wisp is very useful to weaken strong physical attackers, while Pain Split provides Dusclops useful recovery to stay healthy enough to set up. Dusclops can also effectively stall common defensive Pokemon such as Umbreon, and its low HP, while somewhat of a drawback, allows it to make greater use of Pain Split. Dusclops also has other support moves such as Taunt and Curse to better handle stall teams that often trouble Trick Room teams. Finally, Memento and Destiny Bond can be used if Dusclops is about to go down, and can freely let a sweeper in.


Gallade
Type: Psychic / Fighting
Stats: 85 HP / 115 Atk / 80 Def / 105 SpA / 80 SpD / 50 Spe
Abilities: Steadfast / Justified

Gallade's unique typing allows it to stand out among other Trick Room users. While its physical bulk leaves a lot to be desired, its special bulk is enough to take a hit, and hence have enough opportunities to set up. Its base 80 Speed is ideal enough to outpace most of the UU tier under Trick Room. Its high 125 Attack is its main selling point, as it can hit very hard on its own while under Trick Room. It has excellent coverage in its STAB Close Combat and Zen Headbutt, along with Night Slash to handle Cofagrigus and Dusclops. Having Fighting STAB is also useful to handle Umbreon, a common threat to Trick Room teams. Memento is also a very useful option to sacrifice Gallade if it is about to go down.


Mesprit
Type: Psychic
Base Stats: 80 HP / 105 Atk / 105 Def / 105 SpA / 105 SpD / 80 Spe
Abilities: Levitate

With a mix of good defenses and offenses, Mesprit can be a very viable user of Trick Room. Its Speed is sufficient enough to outspeed most of the faster threats under Trick Room, and the slower threats outside of it. It stands out from Uxie mainly with its superior offensive stats and lower Speed, meaning it is more threatening offensively. Mesprit also has excellent coverage in its movepool; with moves such as Psychic, Ice Beam, and Thunderbolt, allowing it to handily sweep teams on its own. It also has a usable Attack to be a physical attacker, with Zen Headbutt and the elemental punches. Mesprit also has Stealth Rock to support its team, as well as U-turn to safely switch a sweeper in. Healing Wish is also a very useful move to allow Mesprit to give a weakened sweeper a second chance to sweep.



Porygon2
Type: Normal
Base Stats: 85 HP / 80 Atk / 90 Def / 105 SpA / 95 SpD / 60 Spe
Abilities: Trace / Download / Analytic

Porygon2's strong bulk with Eviolite makes it a reliable user of Trick Room. It also patches up the Dark- and Ghost-type weaknesses shared among common Trick Room teams, and its one weakness means it can't be KOed in a common scenario. Along with this, Porygon2 has access to Recover, meaning it can stay healthy enough to be able to set up Trick Room multiple times. Porygon2 also poses a legitimate offensive threat thanks to its 105 Special Attack, and along with useful coverage options such as Thunderbolt, Ice Beam, and Tri Attack, it can dent the opposing team well. Download is also a very useful ability to make it a greater threat.



Slowbro
Type: Water / Psychic
Base Stats: 95 HP / 75 Atk / 110 Def / 100 SpA / 80 SpD / 30 Spe
Abilities: Oblivious / Own Tempo / Regenerator

Slowbro remains a fantastic physical wall, especially in the UU only Choice Band Heracross can OHKO. Slowbro is one of the best users of the move Trick Room couple with decent 95/110/80 defenses, a balanced defensive typing, and a reliable recover move in Slack Off; such a fusion creates a sturdy Pokemon perfect for replenishing Trick Room a number of times. To aid in twisting the dimensions, Slowbro has support moves such as Yawn. Inducing drowsiness upon an opponent prompts the adversary to switch, and one can take this opportunity to set up Trick Room safe from the onslaught of the enemy. This is not all, however, as Slowbro commands various elemental moves such as Surf, Fire Blast, Flamethrower, Scald, Ice Beam, Psychic, Grass Knot, etc., which allow it to provide any needed coverage. With its ability Regenerator, Slowbro can easily take a physical hit, Slack Off switch in and out and regain a lot of HP back. Slowbro can also force a switch out with Yawn which will help you get Trick Room back up. Fire Blast is here to get the Escavalier, Cobalion and other steel types out of the way.



Slowking
Type: Water / Psychic
Base Stats: 95 HP / 75 Atk / 80 Def / 100 SpA / 110 SpD / 30 Spe
Abilities: Oblivious / Own Tempo / Regenerator

The King of Trick Room is here Slowking. Slowking gets a mention in the UU as a great offensive user of Trick Room. What makes Slowking different from its brother Slowbro is its move-pool and Nasty Plot. After +2 from Slowking his special attack reaches over 600. With an attacking stat of that magnitude Slowking is a gray stand alone Trick Room user. Slowking is great check to Mienshao and Zapdos with his base 110 special defense. But unlike Slowbro, Slowking won't be taking physical hits as well as Slowbro does. Heracross and Mienshao can easily OHKO Slowking with ease.


Smeargle
Type: Normal
Base Stats: 55 HP / 20 Atk / 35 Def / 20 SpA / 45 SpD / 75 Spe
Abilities: Own Tempo


Now you might be thinking why the hell would you use Smeargle on a Trick Room team? The reason why Smeargle gets a good mention is because it, along with Mew can learn every move in the game. For Trick Room teams he can be a great suicide lead that gets Trick Room up and take a Pokemon with it. If your team is missing our on Entry Hazards Smeargle has access to Stealth Rock, Toxic Spikes, Spikes.

Uxie
Type: Psychic
Base Stats: 75 HP / 75 Atk / 130 Def / 75 SpA / 130 SpD / 95 Spe
Ability: Levitate

Uxie is a bulky support Pokemon blessed with good defenses, 75 in HP, 130 in both defenses is a great Pokemon that can provide Trick Room and set up multiple times. With Uxie sporting an incredible base 130, it's no surprise that Uxie is a perfect candidate for a team that is looking for a defensive Trick Room setter. On the other hand, Uxie does have a hard time dealing with the hard hitting Dark types in the tier, such as Honchkrow and Crawdaunt and its arch rival Heracross. Uxie also lacks a reliable recovery move outside Rest which means Uxie must be played cautiously. With an abundance of support options from Dual Screens to Trick Scarf to Trick Room, Uxie is an unpredictable defensive threat that will serve your Trick Room team well .


Victini
Type: Psychic / Fire
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Abilities: Victory Star

Not only is Victini good for being a sweeper he can also set up Trick Room on his own and start sweeping. Final Gambit is here to get a free KO to a threat, because of its Base 100 HP, most Pokemon don't have a Base 100 HP you will more thank likely to get a KO if Victini is at full health, but at the cost of your Victini. You mostly see Victini on sun teams because of its most powerful move V-Create, it becomes incredibly powerful in the Sun. Fusion Bolt is to hit those pesky water types that want to try and wall your Victini. You can also use U-turn on Victini to get to sweepers, but Victini is mostly a stand alone sweeper.


Xatu
Type: Psychic / Flying
Base Stat: 65 HP / 75 Atk / 70 Def / 95 SpA / 70 SpD / 95 Spe
Abilities: Magic Bounce


Even though I stated that I don't recommend Trick Room users to be over Base 80 Xatu is the only exception. With its ability Magic Bounce Xatu becomes a great Trick Room setter because it is the only Pokemon that can set up Trick Room and cannot be taunted so you are guaranteed a chance to set up Trick Room. Xatu also can set up Reflect or Light Screen to help your team against hyper offensive teams. With its ability it can help stop your opponent from setting up entry hazards onto your side of the field. Heat Wave is here to stop Cobalion and Heracoss from trying to set up on Xatu. Xatu is capable of using U-turn to keep the momentum on your side and switch into your sweepers.


Trick Room Sweepers

You must be careful when choosing a sweeper for your team, because you don't want a sweeper that is frail like Clamperl. Now I'm not saying discard every Pokemon with weak defenses, for example Honchkrow has Base 52 in its Defense and Special Defense. If you have the right teammates that support Honchkrow, he can be an incredible sweeper for your team. This means your team is going to need team mates that resist the types: Electric, Ice, and Rock. When choosing a Trick Room Sweeper you want a Pokemon that can hit hard and take some hits during the 4 turns of Trick Room. In conclusion, it all goes back to what your team needs just remember that what ever Pokemon you choose just be sure it hits a lot of types.

1) Physical Sweepers


Azumarill
Type: Water
Base Stats: 100 HP / 50 Atk / 80 Def / 50 SpA / 80 SpD / 50 Spe
Abilities: Thick Fat / Huge Power / Sap Snipper

Azumarill stands out from Kingdra is with its ability to hit hard right off the bat, as opposed to Kingdra, who needs to set up with Dragon Dance. It definitely has a cool niche in this metagame since the only Pokemon that actually hard-counter it are Bisharp, Mienshao, Chandelure, Scrafty, and Zapdos. Every other Water-resist is hit extremely hard by Double-Edge, and Aqua Jet can very useful against offense. Azumarill has the power to revenge kill with CB Aqua Jet, or take on anybody running from its wrath of cuteness with a coverage move; Superpower, Ice Punch, etc. Double-Edge does reasonable damage to some bulky Waters bar Slowbro and Qwilfish. Azumarill can also utilize CB Aqua Jet to revenge some threats like Nidoking, Chandelure and Darmanitan.


Crawdaunt
Water / Dark
Base Stats: 63 HP / 120 Atk / 85 Def / 90 SpA / 55 SpD / 55 Spe
Abilities: Hyper Cutter / Shell Armor / Adaptability

Crawdaunt got a new toy in Black & White, it's new ability Adaptability. With Adaptability it gives Crawdaunt's STAB moves a 2x boost. The choice of item is truly up to you. You can option for Choice Band for brute power but you will be locked into a move. You can use Life Orb and not be locked into one move but Crawdaunt's Base 63 HP isn't very well. Coming off of his great base 120 Attack, both of his STABs can plow through almost any threat in the metagame. Crawdaunt also has the Dark / Fighting combo which only three Pokemon resist that combo. If you choose to use Crawdaunt you should use him against Rain teams because its 2x STAB Waterfall gets a 50% boost thanks to the Rain.



Druddigon
Type: Dragon
Base Stats: 77 HP / 120 Atk / 90 Def / 60 SpA / 90 SpD / 48 Spe
Abilities: Rough Skin / Sheer Force / Mold Breaker

Despite having great bulk and Attack, Druddigon is shunned from OU because so many better Dragon-types reside in the lofty clouds. But Druddigon has found a better place in UU as Trick Room reverses the roles, as the speedy Mienshao, Kingdra, Raikou, and others struggle to keep up for 5 turns. Druddigon has access to the Dragon-Ground-Fire combo offense, which will leave all that oppose it with a wound of some kind. With steel types very scarce in the UU Druddigon can afford to run a Choice Band Druddigon its Outrage hits like a nuke. Druddigon is also blessed with a wide movepool like:Crunch, Dragon Claw, Night Slash, Dragon Tail, Superpower, Outrage, Earthquake, Fire Fang, Thunder Fang, Pursuit and Sucker Punch. Furthermore, it has great abilities in Sheer Force or Mold Breaker; the former powers up Fire Fang while the latter allows Earthquake to hit pesky Levitators. Sucker Punch is another welcome addition, giving Druddigon some form a priority to use in case of emergency or to pick off weakened opponents if TR isn't up.



Escavalier
Type: Bug / Steel
Base Stats: 70 HP / 135 Atk / 105 Def / 60 SpA / 105 SpD / 20 Spe
Abilities: Swarm / Shell Armor / Overcoat

Escavalier sports a great Bug- and Steel- type, granting him only one weakness and a lot of resistances. With his bulk Escavalier can find numerous opportunities to switch in and tear through your opponent's team. With his monstrous 135 Attack and 20 Speed makes him the perfect powerhouse under Trick Room. Escavalier's best STAB move is Megahorn to back up his Attack stat, and the STAB Iron Head to nail most things that don't mind Megahorn. To round off the cover is Pursuit, which is good for trapping opponents who try to flee. He also has decent coverage in Return or can use Sleep Talk to come in on otherwise threatening sleep inducers, such as Smeargle, Amoonguss, and Lilligant.


Golurk
Type: Ground / Ghost
Base Stats: 89 HP / 124 Atk / 80 Def / 55 SpA / 80 SpD / 55 Spe
Abilities: Klutz / Iron Fist / No Guard

Golurk has arrived to wreck havoc on the UU tier. Not only through its offensive power and coverage, but also through its newfound ability to set up Stealth Rock and destroy Rapid Spinners at the same time. Due to its unique typing, Golurk is unique in that it can take on the infamous Rock / Fighting combo with ease. Its Iron Fist ability gives Golurk an effective base 159 Atk stat when using moves such as Focus Punch, Hammer Arm, Drain Punch, Shadow Punch, Ice Punch, Thunder Punch and etc. and the elemental punches, giving its coverage moves some extra... punch. Golurk has a nice effectiveness with dealing with fighting types like Mienshao and Heracross, and spin blocking. With the right predictions Golurk can be of the hardest things to counter which makes him a great offensive pivot for a Trick Room team.



Machamp
Type: Fighting
Base Stats: 90 HP / 130 Atk / 85 Def / 65 SpA / 85 SpD / 55 Spe
Abilities: Guts / No Guard / Steadfast

With its No Guard ability Machamp's STAB Dynamicpunch is the most powerful and effective move in its arsenal. As it guarantees to confuse the opponent, which makes Machamp a very frustrating opponent. Not only is DynamicPunch frustrating, all of its moves are a sure hit with his No Guard Ability, including Stone Edge which stops Zapdos and other flying types. Machamp also has access to Bullet Punch which is a good priority for when Trick Room ends to revenge kill some Pokemon, mostly Terrakion. Its not all good for Machamp as 85 in both Defenses are good, but Slowking and Slowbro out speeds you under Trick Room and will always KO you.


Marowak
Ground
Base Stats: 60 HP / 80 Atk / 110 Def / 50 SpA / 80 SpD / 45 Spe
Abilities: Rock Head / Lightning Rod / Battle Armor

Just from looking at Marowak's Base 80 Atk you might be wondering why is he mentioned as a sweeper. Well it's because of Marowak's signature item, Thick Club, which doubles Marowak's Attack to over 500. Thick Club is just like a Choice Band except you can switch moves. Marowak is pretty bulky as well, as he sports a Base 110 Defense and 80 Special Defense, but its HP is only a Base 60. If you really want to boost Marowak's attack he can use Swords Dance to sweep an entire team. With a STAB Earthquake and access to Stone Edge and Fire Punch, its hitting a lot of types.



Rhyperior
Type: Ground / Rock
Base Stats: 115 HP / 140 Atk / 130 Def / 55 SpA / 55 SpD / 40 Spe
Abilities: Lightningrod / Solid Rock / Reckless

If you are looking for a bulky attacker with sky high attack and defense then Rhyperior is here. Just by looking at it Ground- and Rock-type, Rhyperior sports two 4X weaknesses to Water and Grass but fear not its ability Solid Rock reduces its weakness by 1/4. With Rhyperior's Ground-Rock typing he's able to check the Electric-types running rampant in UU, namely Raikou, Zapdos, and Rotom-H. Both Stone Edge and Earthquake are good STAB moves impressive base 130 Defense backed up by base 115 HP, and can even tank the occasional Water-type attack with Solid Rock and sun support. Its possesses a wide range of hard-hitting attacks, typically dual STAB EdgeQuake and Megahorn; additional options such as Substitute, Swords Dance.


Scrafty
Type: Dark / Fighting
Base Stats: 65 HP / 90 Atk / 115 Def / 45 SpA / 115 SpD / 58 Spe
Abilities: Shed Skin / Moxie / Intimidate

Scrafty's Dark- and Fighting- type is great because his STAB moves Crunch and Drain Punch hits everything (except for Heracross) in the UU tier with neutral damage. Even though its Base 90 Attack isn't all that appealing Scrafty makes up for that with its ability Moxie. Every time he KOs a Pokemon he gets a +1 to his Attack which will make him a deadly sweeper. With Base 115 in both Defenses Scrafty can take hits with ease, but the only thing that hurts Scrafty is Fighting Types.


Victini
Type: Psychic / Fire
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Abilities: Victory Star

Even though its base 100 Speed is to fast for Trick Room, its STAB Victory Star will lower its speed by One stage. Final Gambit is a great move with its Base 100 HP you will be taking out a lot of Pokemon. Victory Star should also be mention as it increases Victini's moves accuracy by 10%, which is good if you want to make Victini a special sweeper. Its Psychic and Fire typing is not a good typing because it leaves Victini weak to all forms of entry hazards and a weakness to Pursuit.

2) Mixed Sweepers

The Mixed Sweepers are your wallbreakers or the Trump Cards for your team. They can eliminate your opponent's walls because of the wide move pool your Pokemon has. I highly recommend having a Mixed Sweeper on your team because your opponent will be kept guessing while you sweep their team.


Eelektross
Type: Electric
Base Stats: 85 HP / 115 Atk / 80 Def / 105 SpA / 80 SpD/ 50 Spe
Ability: Levitate

Being the only Pokemon in the UU with no weakness why not use Eelektross on your team? Eelektross's base 115 Attack and base 105 Special Attack are perfectly suited for being a mixed sweeper under Trick Room. His special movepool is quite extensive, Flamethrower, Volt Switch, Giga Drain, Thunderbolt and etc. His physical movepool should also be noted with its STAB Wild Charge, Drain Punch, Dragon Claw, Acrobats, and Rock Slide. With his fantastic movepool his bulk is also quite solid, making him rather easy to switch in. Furthermore, access to U-turn and STAB Volt Switch allows him keep up offensive momentum and easily switch back to a Trick Room user as the timer runs out.



Honchkrow
Type: Dark / Flying
Base Stats: 100 HP / 125 Atk / 52 Def / 105 SpA / 52 SpD / 71 Spe
Abilities: Insomnia / Super Luck / Moxie

With Honchkrow's base 125 Attack and 105 Special Attack and Moxie, Honchkrow is a great Mixed sweeper. With a Life Orb and Heat Wave he can KO Heracross and 2HKO Cobalion to get a quick +1 to his attack which will turn Honchkrow into a deadly sweeper. Honchkrow also has Sucker Punch to pick off weakened Pokemon and as a great priority move outside of Trick Room. Honchkrow also posses Superpower to round off he Dark and Fighting combo, which means neutral damage to the Pokemon in the OU. The only downfall to Honckrow is its weakness to Stealth Rock and its Base 52 in both Defenses.


Tangrowth
Type: Grass
Base Stats: 100 HP / 100 Atk / 125 Def / 110 SpA / 50 SpD / 50 Spe
Abilities: Chlorophyll / Leaf Guard

Tangrowth has an incredible amount of physical bulk, allowing him to set up with Swords Dance or Growth in with ease. With his Base 110 SpA and 100 Atk you can pick how you want to wreck havoc on your opponent's team. Typically, you'll want to blast the opponent with Leaf Storm and then pummel them with Power Whip and Earthquake. The massive amount of bulk helps it tank various priority moves and allows it to tank outside of Trick Room as well.

3) Special Sweepers

The Pokemon that hits your opponent's team from the Special side. They tend to have very high Special Attacks. They also have a very wide range of coverage, and the only thing the Special attackers have to worry about are Snorlax and Eviolite Chansey.

Chandelure
Type: Ghost / Fire
Base Stats: 60 HP / 55 Atk / 90 Def / 145 / 90 SpD / 80 Spe
Abilities: Flash Fire / Flame Body / Shadow Tag

Just looking at the Chandelure, you would expect it to weak and frail, but think again. What stands out, is its incredible base 145 Special Attack, which is the highest of any non Uber Pokemon. With its STAB Fire Blast he can really hurt a team, but as a Ghost type he can also set up Trick Room on its own. Chandelure also sorts a movepool that allows it to bypass many common types that would otherwise check Chandelure, such as Fire Blast, Energy Ball, Hidden Power Ice, to force switches and punch holes through teams with ease. Chandelure's overall utility, backed by an absurd Special Attack, makes it a great candidate as a Trick Room sweeper.


Empoleon
Type: Water / Steel
Base Stats: 84 HP / 86 Atk / 88 Def / 111 SpA / 101 SpD / 60 Spe
Abilities: Torrent / Defiant

Empoleon should not be overlooked he poses decent bulk combined with an excellent 12 resistances, immune to toxic spikes, and resist Stealth Rock. Empoleon resistance to water moves is great when up against Kingdra. Empoleon can easily abuse Hydro Pump in the rain to get some KOs.



Porygon2
Type: Normal
Base Stats: 85 HP / 80 Atk / 90 Def / 105 SpA / 95 SpD / 60 Spe
Abilities: Trace / Download / Analytic

With the Eviolite, Porygon2 plays an excellent role as a defensive Trick Room setter without the weaknesses to Dark and Ghost that most Trick Room users have. With the Eviolite's boost Porygon2's defenses the only thing stop Porygon2 are powerful Fighting-type moves and common fighting type Pokemon like Heracross, Mienshao, and Darmanitan. Porygon2 has excellent coverage in BoltBeam with its usable Base 105 Special Attack. Magic Coat is also great for Porygon2 as he can reflect status, taunts, entry hazards and give your team even more of an advantage when playing. Recovery is necessary because the Porygon has no way of recovering HP because of its Eviolite.



Slowbro
Type: Water / Psychic
Base Stats: 95 HP / 75 Atk / 110 Def / 100 SpA / 80 SpD / 30 Spe
Abilities: Oblivious / Own Tempo / Regenerator

Slowbro remains a fantastic physical wall, and a good special sweeper. What separates Slowbro from Slowking is Slowbro ability to tank physical hits with its Base 110 defense. Slowbro can easily come in multiple times and set it up Trick Room while still packing a punch. With its ability Regenerator, Slowbro can easily take a physical hit, Slack Off switch in and out and regain a lot of HP back. Slowbro can also force a switch out with Yawn which will help you get Trick Room back up. Fire Blast is here to get the Escavalier, Cobalion and other steel types out of the way.



Slowking
Type: Water / Psychic
Base Stats: 95 HP / 75 Atk / 80 Def / 100 SpA / 110 SpD / 30 Spe
Abilities: Oblivious / Own Tempo / Regenerator

His special bulk also for the perfect opportunity to set up Trick Room and proceed to sweeping. Regenerator is a wonderful ability for a Trick Room user, as they will often be switching out to sweepers and can always use the added health for later switch-ins. Just like Cofagrigus, Slowking can also abuse the popular Nasty Plot + Trick Room set to great effect. If you don't want to use Nasty Plot with just Trick Room and 3 attacks, Slowking still is an effective Trick Room sweeper, as well. Surf, Psychic, Psyshock, Fire Blast, Grass Knot, Ice Beam, and a plethora of other attacks give him added versatility for providing any offensive coverage your team might need.

Late Game Sweepers

Having a full Trick Room full of slow Pokemon is not recommended because once all of your Trick Room users are fainted your sweeper will be dead weight and will always go last. To help with this problem you need to have a Fast Pokemon that can handle the UU Tier. I can't stress this enough to have a successful team to have a Dragon Dance or a Choice Scarf Pokemon. Now you might be wondering wouldn't that mess up the synergy with the other teammates on and totally mess up Trick Room Teams? No, because once your Trick Room users are fainted and you're left with your slow sweepers who will always go last you need something fast in the UU. Here is where it gets tricky, your ideal Late game sweeper should have at least Base 95 Speed or higher, anything lower is too slow. Not every late game sweeper works with every team you need to find the right one that has good synergy with your team. Remember to have a successful Trick Room Team you need back up revenge killers.

Sample Team

Hail in Reverse (Trick Room + Hail Offense)

Abomasnow (M) @ Choice Band
Trait: Snow Warning
EVs: 48 HP / 252 Atk / 208 Spd
Adamant Nature
- Wood Hammer
- Ice Punch
- Earthquake
- Ice Shard

Rotom-Frost @ Choice Scarf
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Blizzard
- Thunderbolt
- Volt Switch
- Trick

Kingdra (F) @ Chesto Berry
Trait: Swift Swim
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Waterfall
- Outrage
- Dragon Dance
- Rest

Slowking (M) @ Leftovers
Trait: Regenerator
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Atk / 0 Spd
- Surf
- Psyshock
- Nasty Plot
- Trick Room

Cofagrigus (M) @ Leftovers
Trait: Mummy
EVs: 248 HP / 8 Def / 252 SAtk
Quiet Nature
IVs: 2 Atk / 30 Def / 30 SAtk / 30 SDef / 2 Spd
- Shadow Ball
- Hidden Power [Fighting]
- Trick Room
- Nasty Plot

Escavalier (M) @ Choice Band
Trait: Overcoat
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Megahorn
- Iron Head
- Pursuit
- Sleep Talk


UU Trick Room

Slowking (F) @ Leftovers
Trait: Regenerator
EVs: 252 HP / 4 SDef / 252 SAtk
IVs: 0 Spd
Quiet Nature (+SAtk, -Spd)
- Nasty Plot
- Trick Room
- Surf
- Psyshock

Victini @ Life Orb
Trait: Victory Star
EVs: 252 HP / 4 SDef / 252 Atk
IVs: 0 Spd
Brave Nature (+Atk, -Spd)
- Trick Room
- V-create
- Bolt Strike
- Grass Knot

Porygon2 @ Eviolite
Trait: Download
EVs: 252 HP / 4 SDef / 252 SAtk
IVs: 0 Spd
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Ice Beam
- Tri Attack
- Recover

Cofagrigus (M) @ Leftovers
Trait: Mummy
EVs: 248 HP / 8 Def / 252 SAtk
IVs: 2 Atk, 30 SAtk, 30 SDef, 2 Spd
Quiet Nature (+SAtk, -Spd)
- Shadow Ball
- Hidden Power [Fighting]
- Nasty Plot
- Trick Room

Rhyperior (M) @ Leftovers
Trait: Solid Rock
EVs: 252 HP / 4 Def / 252 Atk
IVs: 0 Spd
Brave Nature (+Atk, -Spd)
- Earthquake
- Rock Blast
- Stealth Rock
- Ice Punch

Escavalier (F) @ Choice Band
Trait: Swarm
EVs: 252 HP / 4 SDef / 252 Atk
IVs: 0 Spd
Brave Nature (+Atk, -SpD)
- Megahorn
- Pursuit
- Iron Head
- Return


Threats to Trick Room Teams

It's not hard to counter Trick Room as the play style is very predictable; 1st turn Trick Room, 2nd turn switch-out to appropriate sweeper, 3rd-5th turn sweep, 6th turn switch back into Trick Room user. By using certain strategies and using walls you can make your team more Trick Room ready. It is important to have Pokemon who have the following: Taunt, Substitute, Will-O-Wisp, Toxic or priority moves; teams ill prepared for Trick Room will have a hard time trying to counter Trick Room. Taunt is a big problem as it prevents you from setting up Trick Room; this is great against lead Trick Room Pokemon because once you stop them from setting up Trick Room they will be forced to switch out and this will give you the opportunity to set up or put up entry hazards. Substitute is probably one of the best moves to use after your opponent has successfully set up Trick Room because behind a Substitute you can stall out the Trick Room turns. Having a Pokemon that can put opponent's Pokemon to sleep completely disrupts the strategy of Trick Room leaving you to fight a 5 vs 6 battle. Toxic poisoning quickly wears down Trick Room users and burn in particular can completely shutdown physical sweepers; leaving them with weaker attacks. Priority attacks are a huge threat to Trick Room teams, as they retain their priority even under the field effect. So having a Pokemon with priority can bypass the effect of Trick Room. Mach Punch, Bullet Punch, Shadow Sneak, or a well timed Sucker Punch are all good priority that can stop a Trick Room sweep.


Conclusion

When used correctly Trick Room can be a great anti-metagame strategy to that counters almost any other playstyle in the metagame. With its aggressive play style along with powerful sweepers it's easy to pick up, as well. The key to having a good team is by putting together a good Trick Room core of bulky setters and an offensive core of sweepers that have great synergy with each other. While I only mention a few sweepers in this guide there are plenty of other slow, bulky sweepers in the tier, so get creative. And don't forget to have fun while you're sweeping your next opponent with an Azumarill.
 
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Hey Sciztar, once again you have out done yourself with another Trick Room Guide. You have made a statement on Smogon with helping people with their Trick Room team no matter what tier they like. First OU now UU, great job man keep it up it'll pay off.

Onto your guide, Claydol should definitely be mention in this guide as its the only Trick Room user with access to Trick Room, Stealth Rock, and Rapid spin. With Trick room you should know that Entry hazards can be hell for Trick Room teams as no Trick Room user can get rid of entry hazards. With Rapid spin you can freely switch in and out of sweepers without the worry of entry hazard damage.

If you're stuck with writing for Golurk, mention its effectiveness with dealing with fighting types like Mienshao and Heracross, and spin blocking. Golurk can be a great offensive pivot for a Trick Room team. It does have a Base 124 Atk which should not be taken lightly under Trick Room.

Now besides from a few grammatical problems, nothing too major, this guide is heading into the right direction. I know this is a big article, but I recommend you go back and reread this to catch some little mistakes. Once you've done this guide will be ready.
 
Nice Guide. I have only on suggestion.

For trick room setters I think you should add dusclops because he is bulky and in UU.

Luvdisc
 
Thanks Scotti for your suggestion.

I'll ask around about Dusclops, but I feel that Dusclops or Dusknior just doesn't have a good niche. It doesn't have any offensive presence that Trick Room teams need and can be pretty useless toward late in the game. But it can provide as a defensive Trick Room setter, so I'll think about it.

Edit: Added Dusclops, Golurk, and Gallade
 
Onto your guide, Claydol should definitely be mention in this guide as its the only Trick Room user with access to Trick Room, Stealth Rock, and Rapid spin. With Trick room you should know that Entry hazards can be hell for Trick Room teams as no Trick Room user can get rid of entry hazards. With Rapid spin you can freely switch in and out of sweepers without the worry of entry hazard damage.
Yeah that does make since. Seeing how only Claydol does have those wonderful support moves it should be mention, but I should also note to readers that Claydol doesn't have much of an offensive pressure and should be used defensively and it doesn't have anyway of recovery outside of leftovers. So I'll add Claydol to the guide thanks for the suggestion.

Anymore suggestions out there? Suggestions are greatly appreciated.
 
I think for the Pokemon under "Pokemon that set Entry hazards under Trick Room," you should list which hazards are available as reference and the general strategy for using said Pokemon as a hazard setter. Also, you should provide some examples of potential cleaners for after TR is gone. Personally, I like Virizion as a cleaner, with base 108 speed, good attack stats and boosting moves, excellent STABs (bye bye Swampert), and coverage options such as Stone Edge. Otherwise I like what I see!
 

ScraftyIsTheBest

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Hey I'll chime in!

Most of the time, TR Porygon2 is usually going to prefer Download over Trace in order to attain a Special Attack boost to better allow it to sweep. That's all about that one.

You know, I've actually used Dusclops as a TR setter before, and even though it lacks offensive presence, it's actually a pretty decent TR setter. It has a place as a TR setter that can absorb Megahorns while spamming burns to help wear down opponents for your sweepers to get wrecking. He has enough bulk to constantly set up, and between WoW, Night Shade, and Pain Split, he can wear down opponents enough to make sweeping easier. He can't sweep on his own, but he can chip HP down to help succeed. I think he's fine being mentioned as it is, he really is a decent choice. (Never mention Dusknoir, ever, it's inferior to Dusclops and Cofagrigus in every way)

Add Druddigon to Trick Room sweepers, by the way. Druddigon is absolutely incredible in TR with a CB set, since Steels are scarce and its Outrage hits like a fucking nuke, Sucker Punch is also neat priority move for Druddigon to pick off weakened opponents if TR isn't up.

Chandelure could also be mentioned in TR setters since it does set up TR itself; it doesn't do it as well as Cofagrigus or even Dusclops, but it poses a real threat and can set up TR on its own.

Also add Uxie, since it sets up TR and SR at once, and can U-turn to a teammate.
 
Nice guide Sciztar, very well written.

Just to piggyback on what everyone has said, I would change Porygon's Abiltiy to Download under the Recommended Set.

Druddigon should be mention as a physical sweeper. Its priority is great for when Trick room is down. And just like what ScarfyistheBest steels are scarce in the UU so it can afford to have a Choice Band set.

Chandelure should be mention as a stand alone Trick Room setter, it can't really come in multiple times to set up Trick Room.

Uxie is a bulky Trick Room user, while it is pretty fast it's U-turn also it to go second to safely get in the appropriate sweeper. It can also set up the screens to allow your sweepers to set up.

Good luck with the guide Sciztar.
 
I think for the Pokemon under "Pokemon that set Entry hazards under Trick Room," you should list which hazards are available as reference and the general strategy for using said Pokemon as a hazard setter. Also, you should provide some examples of potential cleaners for after TR is gone. Personally, I like Virizion as a cleaner, with base 108 speed, good attack stats and boosting moves, excellent STABs (bye bye Swampert), and coverage options such as Stone Edge. Otherwise I like what I see!
Thanks for the advice Explorer, I'll try to add sample Pokemon that are good for when Trick Room is gone. If you could provide me with some more Pokemon that would be great as I'm the only one writing this guide so it does take me a long time to implement a lot of the sweepers. As for the Entry Hazards, all of them except for Smeargle only has access to Stealth. I believe that just having the Pokemon the reader will look up the Pokemon of their choice and find what Entry hazard they have. But if more people like your suggestion I'll make those changes. Thanks again for your suggestions.

Most of the time, TR Porygon2 is usually going to prefer Download over Trace in order to attain a Special Attack boost to better allow it to sweep. That's all about that one.
Yeah I don' know why I put Trace instead of Download. I've made that change.

Add Druddigon to Trick Room sweepers, by the way. Druddigon is absolutely incredible in TR with a CB set, since Steels are scarce and its Outrage hits like a fucking nuke, Sucker Punch is also neat priority move for Druddigon to pick off weakened opponents if TR isn't up.
Thanks implemented those changes.

Chandelure could also be mentioned in TR setters since it does set up TR itself; it doesn't do it as well as Cofagrigus or even Dusclops, but it poses a real threat and can set up TR on its own.
I'll mention him but he isn't recommended to come in multiple times to set up Trick room as he's not very bulky. He's more of a stand alone Trick Room user who only needs Trick Room to sweep

Also add Uxie, since it sets up TR and SR at once, and can U-turn to a teammate.
Uxie has been added and mention as a Pokemon that can set up Entry Hazards. I really do appreciate your suggestions ScraftyistheBest. You have helped me a lot in this guide.
 

PK Gaming

Persona 5
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It's a decent start, but there's definitely some room for improvement. Currently, your two biggest issues are:

Writing
Poor grammar aside, you need to make this guide more professional. Articles you should have an objective tone, it shouldn't read like you're talking to a friend.
When you are thinking of creating a Trick Room Team most people, including myself, start off with a Trick Room Sweeper. When you're thinkng about what Trick Room sweeper to use on your team ask yourself:
Case in point, this sentence has no place in a professional article. In addition to that, some of the Pokemon write ups lack substance or don't go into enough detail and indulge in fluffy writing. For example, the Azumarill starts off with a completely unnecessary opening sentence and spends to much time focusing on its Attack stat (things that the reader should already know) instead of talking about the specifics of having Azumarill in a TR team. (TR Azumarill is strong against frailer teams, but it suffers against teams that use Pokemon that completely wall it, like Slowbro)

Accuracy
Some of the information you've provided is wrong or misleading.
Aggron writeup said:
If your looking for a Pokemon with some bulk Aggron is the Pokemon just for you. With his Steel type he brings a ton of resistances, including the ever useful resistances to Dark- and Ghost-tye attacks, which is great for a Trick Room Team. With its Base 180 Def, he can take a lot of hits with ease, but its not all glory with Aggron as he has two 4x weaknesses to Ground and Fighting types. Mienshao will be his main check with its STAB fighting type, but if you have Slowbro on your team you can cover his weakness. Another great tool for Aggron is his STAB Head Smash; with Head Smash being a STAB Base Power 150 attack, and taking no recoil thanks to its Rock Head ability, he can tear through your opponents team.
Most of this write up is innacurate. I would never classify Aggron as a "bulky" Pokemon because it's awful defensive typing and poor Special Defense makes it VERY easy to kill. It's resistances are irrelevant because nearly every Pokemon in UU has a coverage move(or strong special move) that can hit Aggron for super effective. In addition to that, you shouldn't go out of your way to highlight that Aggron's resistances to Ghost & Dark, since they're uncommon. Mienshao is hardly the "main" Aggron check either, as it's pretty much OHKOed by Heavy Slam / Head Smash. That's just one example, but there's quite a few of them. (Empoleon does not have a 4X resistance to water-type moves!)

Overall, i'd say you have the drive, but you lack the experience. My advice would be to work on this guide with an experienced UU player.
 

ScraftyIsTheBest

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Okay, I'll weigh in here, I'm pretty experienced in UU as a whole as well as a good user of TR teams, so you can count on me for this.

I honestly don't think you should list hazard setters, because they're often a waste of time on TR. It's best to usually leave SR to one of the bulkier TR setters, such as Bronzong and Uxie.

I also wouldn't list recommended sets actually, since those usually don't have a place on professional guide articles.

As for the Trick Room setters, I would recommend removing the fluff about Bronzong and its defensive bulk. I also would not list what weakness Bronzong has, because anyone who has remote experience in Pokemon should probably know that by now. Rather, I would acknowledge that because Bronzong has great bulk, low Speed, and a slew of resistances, it can find many opportunities to set up Trick Room. Bronzong can also set up SR for the team, while mimimum Speed Bronzong has a strong Gyro Ball that can put hurt on the array of speedsters in the UU tier. Also acknowledge Explosion, because it's a cool option to allow Bronzong to go out with a bang with some heavy suicidal damage, freeing up three turns for a TR sweeper to get two or three free kills. I would rewrite the entry entirely, like this:


Bronzong has great bulk and a great number of resistances, which give it plenty of opportunities to set up Trick Room thoughout the match. Levitate is useful, and due to this, Bronzong doesn't mind entry hazards, helping its ability to set up Trick Room greatly. Along with this, Bronzong can support its team with Stealth Rock and Toxic to allow its teammates to sweep more easily. Stealth Rock is always a useful move to help anything net KO's more easily, while Toxic can wear down the typically annoying defensive Pokemon that stop Trick Room teams. Bronzong's poor Speed also means that it will be incredibly fast during Trick Room, allowing it to do its job quickly. It isn't a sitting duck either; it has a usable 89 Attack and a good STAB in Gyro Ball, allowing it to lay some decent hurt on the opposing team. Finally, Explosion is very useful for Bronzong to go out with a bang against an opponent, and give a sweeper three turns of destruction.

The same also applies to Chandelure by the way. I would rather mention that because its Special Attack is so insane, it can use that and its middling Speed to be a destructive force under Trick Room, and that its powerful STAB combo and useful coverage options make it hard to stop under the TR turns. I would also rewrite this entry, albeit like this.


With the highest Special Attack of all Pokemon in UU along with a middling Speed, Chandelure can be a powerful Trick Room user. Its base 80 Speed might not look ideal, but it is slow enough to outpace most of the faster Pokemon under Trick Room. Chandelure's typing also gives it an excellent STAB combo, hitting all but three viable UU Pokemon for at least neutral damage, which means it can definitely pull off a sweep of its own under Trick Room. It also has some other useful coverage moves such as Energy Ball and Hidden Power. While its bulk isn't astounding, it's good enough to grab a turn to set up Trick Room. Chandelure can also run Memento to freely switch in a sweeper if it's in a situation where it can't sweep on its own.
Claydol also needs some rewriting as well. You need to emphasize that where Claydol shines as a Trick Room setter is that it sports very solid bulk as well as a strong support movepool, making it more of a supportive Trick Room user. It has a lot of weaknesses, but it has a couple of useful resistances as well, so it can come in on choiced mons and such and grab the TR turn. Again, here's what I think is an ideal entry.


Claydol has solid bulk as well as a wide support movepool. While its weaknesses may be appalling at times, it has some useful resistances to utilize, and can hence grab numerous turns to set up Trick Room. Claydol also packs a unique niche in Rapid Spin; this means that Claydol can be of great benefit to Trick Room teams that dislike entry hazards. It also has some other support moves in its arsenal as well, such as Stealth Rock, Light Screen, Reflect, and Toxic, meaning it can support its team well. Explosion is also a very useful tool, as although Claydol will not be able to deal significant damage, it can go out with a bang against an opponent, and free up Trick Room turns for a sweeper to clean.

Onto Cofagrigus. I would emphasize that its Ghost typing is one of the best assets that make it a great TR setter, because it provides a neat bug resistances, so it can set up on Heracross and to a lesser extent Scolipede and Escavalier. I would also refrain from mentioning Chansey in there, she was banned from the tier a long time ago (I actually question this because it's been clear that it was banned to BL if you look on the dex). I would mention that Cofagrigus can also function as a standalone sweeper with NP, as it has a very strong SpA after a boost, and amazing two move coverage allows it to sweep teams alone, while also providing support to its team. Here's a new entry:

Cofagrigus has a large amount of physical bulk as well as numerous useful resistances, which make it an easy task for it to set up Trick Room. Its Ghost-typing means that it also brings a useful Bug resistance to the table, allowing it to set up on and handle threats such as Heracross, Escavalier, and Scolipede. While it might seem as though it is a more defensive Ghost-type, it shines mainly on the offense. Its access to Nasty Plot as well as excellent two move coverage in Shadow Ball and Hidden Power Fighting, which means it can handily sweep teams on its own. Cofagrigus's poor Speed means it can also outspeed almost every relevant UU Pokemon bar Escavalier.
I would acknowledge Cresselia's titanic bulk means it can almost always set up TR no matter what the circumstance. Its other cool selling points aside from dual screens is either Lunar Dance to heal up a teammate, or simply reliable recovery in Moonlight to keep it healthy, and along with its bulk that allows it to almost never die, it can repeatedly set up TR throughout the match. My entry:

Cresselia has phenomenal bulk, granting it the ability to switch in and set up multiple times throughout the match. Along with this, Cresselia has some useful support moves such as Light Screen, Reflect, and Toxic, allowing sweepers to endure hits better while cleaning. While 85 Speed is usually not ideal for a Trick Room user, it is good enough for Cresselia to outpace many of the faster Pokemon in UU. Cresselia also has reliable recovery in Moonlight, which means it can stay healthy enough to repeatedly set up Trick Room. Lunar Dance is also a useful option to give a weakened sweeper a second chance to sweep.
I would emphasize that because Dusclops is so bulky (to the point where it will almost never get KO'd in most common scenarios), it can always set up Trick Room for its team; and it can do this repeatedly. You must mention that having room for Pain Split is a main advantage over Cofagrigus, since it can stay healthy enough to support its team long enough. Its support movepool, between Pain Split and Will-O-Wisp (as well as Night Shade), allows it to also sufficiently weaken the team enough for any TR sweeper to clean up efficiently. Here's a good entry:

Dusclops's main selling point among other Trick Room users is its titanic defenses with Eviolite; along with useful resistances, Dusclops can reliably set up Trick Room. Along with this, its pitiful Speed means it can outpace everything in UU. Will-O-Wisp is very useful to weaken strong physical attackers, while Pain Split provides Dusclops useful recovery to stay healthy enough to set up. Dusclops can also effectively stall common defensive Pokemon such as Umbreon, and its low HP, while somewhat of a drawback, allows it to make greater use of Pain Split. Dusclops also has other support moves such as Taunt and Curse to better handle stall teams that often trouble Trick Room teams. Finally, Memento and Destiny Bond can be used if Dusclops is about to go down, and can freely let a sweeper in.
Yeah, do mention Gallade is also a strong physical sweeper, and having STAB Close Combat is good because it allows Gallade to handle a Pokemon that threatens the other TR users: Umbreon. Also, you have Reuniclus and Blissey mentioned, who are OU, so remove that (I am very concerned about the number of OU/BL Pokemon mentioned here. Please remove them and make sure you have proper knowledge of the UU metagame. I'm aware Reuniclus is UU on PO, and Blissey used to be as well, but it's still not an excuse.). It also has usable special bulk so it can take a special hit or two and grab a turn for TR. Again, here's an entry.

Gallade's unique typing allows it to stand out among other Trick Room users. While its physical bulk leaves a lot to be desired, its special bulk is enough to take a hit, and hence have enough opportunities to set up. Its base 80 Speed is ideal enough to outpace most of the UU tier under Trick Room. Its high 125 Attack is its main selling point, as it can hit very hard on its own while under Trick Room. It has excellent coverage in its STAB Close Combat and Zen Headbutt, along with Night Slash to handle Cofagrigus and Dusclops. Having Fighting STAB is also useful to handle Umbreon, a common threat to Trick Room teams. Memento is also a very useful option to sacrifice Gallade if it is about to go down.
As for Mesprit, I'd also acknowledge that like Chandelure, it poses an immediate threat on its own, but also has some other useful tools such as Healing Wish and U-turn. It also has amazing coverage. Mesprit's Attack is also not too shabby either. Again, here's how I'd put it.

With a mix of good defenses and offenses, Mesprit can be a very viable user of Trick Room. Its Speed is sufficient enough to outspeed most of the faster threats under Trick Room, and the slower threats outside of it. It stands out from Uxie mainly with its superior offensive stats and lower Speed, meaning it is more threatening offensively. Mesprit also has excellent coverage in its movepool; with moves such as Psychic, Ice Beam, and Thunderbolt, allowing it to handily sweep teams on its own. It also has a usable Attack to be a physical attacker, with Zen Headbutt and the elemental punches. Mesprit also has Stealth Rock to support its team, as well as U-turn to safely switch a sweeper in. Healing Wish is also a very useful move to allow Mesprit to give a weakened sweeper a second chance to sweep.
I would also emphasize that Porygon2's bulk and typing are what help it set up TR. Its one weakness to Fighting means that anything else probably won't OHKO it in common scenarios, so it can set up easily. Its solid 105 SpA and useful coverage moves are also noteworthy, like Mesprit and Chandelure, Porygon2 can pose a legitimate offensive threat under Trick Room, and it has coverage. Recover is also a key advantage; P2 can constantly keep itself healthy enough to set up Trick Room repeatedly. An entry once more:

Porygon2's strong bulk with Eviolite makes it a reliable user of Trick Room. It also patches up the Dark- and Ghost-type weaknesses shared among common Trick Room teams, and its one weakness means it can't be KO'd in a common scenario. Along with this, Porygon2 has access to Recover, meaning it can stay healthy enough to be able to set up Trick Room multiple times. Porygon2 also poses a legitimate offensive threat thanks to its 105 Special Attack, and along with useful coverage options such as Thunderbolt, Ice Beam, and Tri Attack, it can dent the opposing team well. Download is also a very useful ability to make it a greater threat.
I'll continue onto this later, but that's part of what I've got to say.
 
I'm sorry everyone for the delay of this guide. I would like to thank Scarftyisthebest and PK Gaming for helping me out with the guide I really do appreciate it. I've been busy with work and now that I'm back at college I'm back on Smogon now and I'll have this guide finish before the new games come out. Much help is still appreciated with helping me out with this guide.
 

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