So, as a little introduction I’ve been a big fan of trick room since diamond and pearl. Although it can cost a little momentum to set up, there’s nothing better than seeing a hyper-offensive team have to rely on its paper thin defenses. I’ve had great success with this team so far, but Would love to take it up to the next level
Copperajah @ Life Orb
Ability: Heavy Metal
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Heat Crash
- Heavy Slam
- Earthquake
- Power Whip
One of my favorite new Pokémon, and seemingly made for Trick Room, I knew I had to build my team around Copperajah. Heavy slam and heat crash hit incredibly hard due to heavy metal and have excellent coverage together, power whip hits any ground and water type checks that come in. Earthquake is almost solely for Toxapex, but it’s one of the few answers for the mon I have so I don’t mind sacrificing the slot. Under trick room very few Pokemon outspeed it and it makes an great primary sweeper.
Runerigus @ Mental Herb
Ability: Wandering Spirit
EVs: 252 HP / 108 Def / 148 SpD
Relaxed Nature
IVs: 0 Atk
- Trick Room
- Stealth Rock
- Taunt
- Memento
This is my dedicated lead, and the Pokemon I was most surprised by. This set was originally made to be a suicide lead but more often than not forces switches, allowing me to set up stealth rock and trick room multiple times if neccisary, and save memento for a boosted sweeper. I’ve yet to come across a lead that’s been able to shut it down before it gets its job done, though dracovish and kyurem would both be a hard counter. Mental herb is there to protect from taunts, and let’s it shut down grimmsnarl for more setup opportunities. EV’s allow it to survive 2 EQ from jolly excadrill.
Hatterene (F) @ Life Orb
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Dazzling Gleam
- Mystical Fire
My secondary trick room setter, Hatterene is devastating when not held back by her low speed. She’s a little physically frail, so I try to only bring her in on hydregion or defensive Pokemon. Magic bounce is my only method of hazard control, and is appreciated. Hatterene is usually saved for the late game after most checks have been taken care of, cleaning up and blowing even more holes in the opposing team. Mystical fire takes out steel types and MOST Corviknight.(See weaknesses)
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Drain Punch
- Facade
- Thunder Punch
- Earthquake
A veteran of my trick room teams, Conkeldurr is a supreme wall breaker, and inside of trick room is one of the hardest Pokémon to put down out there. Between semi-reliable healing in drain punch, and the nuke that is guts boosted facade very little threatens this set. Earthquake is for toxapex, which can stall out the set otherwise. Thunder punch covers Gyarados, an otherwise uncontested threat for the team.
Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Close Combat
- Crabhammer
- Knock Off
- Aqua Jet
Another powerful Pokémon, crawdaunt is the mandatory water type of the team and more than carry’s his own weight. Between adaptability and a choice band knock off becomes an incredibly powerful utility move, crippling any Pokémon it doesn’t KO. Close combat helps with the ever present dark type, while crabhammer is another easily spammable stabs that you can almost just click and forget. Aqua jet is the much needed priority, allowing crawdaunt to clean up both inside and outside of trick room.
Chandelure @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk
- Trick Room
- Energy Ball
- Fire Blast
- Shadow Ball
Rounding out the team is chandelier, my back up trick room setter and all around beast. Flash fire and air balloon give it a total of four immunities, allowing ample opportunities to switch in. Energy ball gives it an answer to bulky water types. Fire blast hits incredibly hard, and give it the only real answer to Corviknight
Weaknesses
Hydregion- outside of trick room a nasty plot variant would run right through the team. It could do it once Hatterene is down as well even with trick room ip
Corviknight- Mirror Armor! Mystical fire from Hatterene becomes the enemy.
Gyarados- moxie
Team Building & Sets
Ability: Heavy Metal
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Heat Crash
- Heavy Slam
- Earthquake
- Power Whip
One of my favorite new Pokémon, and seemingly made for Trick Room, I knew I had to build my team around Copperajah. Heavy slam and heat crash hit incredibly hard due to heavy metal and have excellent coverage together, power whip hits any ground and water type checks that come in. Earthquake is almost solely for Toxapex, but it’s one of the few answers for the mon I have so I don’t mind sacrificing the slot. Under trick room very few Pokemon outspeed it and it makes an great primary sweeper.
Runerigus @ Mental Herb
Ability: Wandering Spirit
EVs: 252 HP / 108 Def / 148 SpD
Relaxed Nature
IVs: 0 Atk
- Trick Room
- Stealth Rock
- Taunt
- Memento
This is my dedicated lead, and the Pokemon I was most surprised by. This set was originally made to be a suicide lead but more often than not forces switches, allowing me to set up stealth rock and trick room multiple times if neccisary, and save memento for a boosted sweeper. I’ve yet to come across a lead that’s been able to shut it down before it gets its job done, though dracovish and kyurem would both be a hard counter. Mental herb is there to protect from taunts, and let’s it shut down grimmsnarl for more setup opportunities. EV’s allow it to survive 2 EQ from jolly excadrill.
Hatterene (F) @ Life Orb
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Dazzling Gleam
- Mystical Fire
My secondary trick room setter, Hatterene is devastating when not held back by her low speed. She’s a little physically frail, so I try to only bring her in on hydregion or defensive Pokemon. Magic bounce is my only method of hazard control, and is appreciated. Hatterene is usually saved for the late game after most checks have been taken care of, cleaning up and blowing even more holes in the opposing team. Mystical fire takes out steel types and MOST Corviknight.(See weaknesses)
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Drain Punch
- Facade
- Thunder Punch
- Earthquake
A veteran of my trick room teams, Conkeldurr is a supreme wall breaker, and inside of trick room is one of the hardest Pokémon to put down out there. Between semi-reliable healing in drain punch, and the nuke that is guts boosted facade very little threatens this set. Earthquake is for toxapex, which can stall out the set otherwise. Thunder punch covers Gyarados, an otherwise uncontested threat for the team.
Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Close Combat
- Crabhammer
- Knock Off
- Aqua Jet
Another powerful Pokémon, crawdaunt is the mandatory water type of the team and more than carry’s his own weight. Between adaptability and a choice band knock off becomes an incredibly powerful utility move, crippling any Pokémon it doesn’t KO. Close combat helps with the ever present dark type, while crabhammer is another easily spammable stabs that you can almost just click and forget. Aqua jet is the much needed priority, allowing crawdaunt to clean up both inside and outside of trick room.
Chandelure @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk
- Trick Room
- Energy Ball
- Fire Blast
- Shadow Ball
Rounding out the team is chandelier, my back up trick room setter and all around beast. Flash fire and air balloon give it a total of four immunities, allowing ample opportunities to switch in. Energy ball gives it an answer to bulky water types. Fire blast hits incredibly hard, and give it the only real answer to Corviknight
Weaknesses
Hydregion- outside of trick room a nasty plot variant would run right through the team. It could do it once Hatterene is down as well even with trick room ip
Corviknight- Mirror Armor! Mystical fire from Hatterene becomes the enemy.
Gyarados- moxie