Welcome to the Volcanic Island! Anyone who dares to enter will not be guarranteed to survive!
Enough of that... This team is designed around M-Camerupt + Tapu Bulu inside Trick Room. It is a team that can absolutely annihiliate most Hyper-Offense and Balance cores while also being moderately effective against Stall and even fellow Trick-Room teams. Although a major departure from my Offensive Trick Room team last time (because of the Meta changes), this team can provide a whole lot of time in experienced hands.
The Concept of this team is to set-up Trick Room, go to the offensive Pokemon of choice, and setup/proceed to to annhiliate. Also, some 'mons on this team are extremely potent as bulky offense 'mons, so the team can also function well outside Trick Rooms, although in my experience, most kills are accumulated when Trick Room is up.
Against most Team Archetypes (barring stall), You can expect at least 2 Pokemon are taken out in the first 5 turns of Trick Room. This alone is a testament of this team's power.
Let's get to the roll call and see the sights of the majestic yet dangerous island then!
The Volcano
Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk 0 Spd
- Hidden Power [Ice]
- Earth Power
- Fire Blast
- Flash Cannon/Eruption
The roaring mountain, and the center of the entire island, M-Camerupt is there to absolutely annihiliate all steel and bug types on the entire OU tier. Earth Power and Fire Blast are there to wreck steel types especially under Trick Room, including Heatran (which Earth Power covers) while HP Ice is there to wreck flying-types and ground types that would usually survive the onslaught of fury, especially a certain genie named Landorus-T, certain dragons (especially Garchomp and Zygarde) and many more. Although my first test usually utilized Eruption to dish more damage early on (which happens 50% of the time), Flash Cannon is decided instead to be able to dent several fairy threats like the Tapu, esp. Fini when predicting the switch.
Being the slowest fully-evolved Pokemon in the game benefits it hugely in Trick Room, and is extremely capable to destroy A-Marowak, the go-to anti-Trick Room mon of this gen.
Guardian of the Field
Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs:0 Spd
- Swords Dance
- Horn Leech
- Stone Edge
- Superpower
Of course, every island has its own guardian. Tapu Bulu is here in order to help set-up the team on certain threats that M-Camerupt cannot kill, especially against water type. Grassy Terrain also weakens the oh-so-common Earthquake that M-Camerupt and Magearna is weak to while also providing another degree of healing for them. This set, surprisingly, can function extremely well even outside Trick Room, and another premier wallbreaker to kill Toxapex that are not carrying Sludge Wave.
Wood Hammer is not used because this set needs to be alive as much as possible to support the entire team.
Superpower is there to absolutely destroy Ferrothorn and Heatran on the switch in, Stone Edge to cover flying-types like Dragonite and Skarmory, While Horn Leech is there to gain health while also dishing scary damage against Toxapex and even wrecking many Ladorus-T variants.
This set can function extremely well especially against Chansey.
Life Orb is chosen in order to increase damage output in exchange of some health, which is usually mitigated by Grassy Terrain.
Time Machine
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk 0 Spd
- Trick Room
- Aura Sphere/Flash Cannon
- Fleur Cannon
- Volt Switch
This quantum-altering machine is what you would need to see the volcano in its wake in the past. This is your typical Trick Room Magearna. Most of the time, she was used to simply set up Trick Room and Volt Switch out ASAP to gain momentum and damage for anyone else for the team to sweep. Based on experience, Fleur Cannon is the most-used move to deal with many fighting-types and dragons under Trick Room, and Aura Sphere/Flash Cannon is rarely used. Aura Sphere can hit Ferrothorn hard, but Flash Cannon can be an option as secondary STAB especially against many threats.
Leftovers is chosen over Life Orb because of longevity, which is extremely important for the team to function well.
The Scientist
Mimikyu @ Leftovers/Red Card
Ability: Disguise
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spd
- Trick Room
- Swords Dance
- Shadow Sneak
- Play Rough
He is the resident, shy scientist who manages to master Space and Time himself. Mimikyu is an extremely odd choice as a Trick Room user, but he is usually used as a clutch Trick Room setter. Although based on experience, he is not used that much but to set-up Trick Room, he can function as a clutch wallbreaker whenever a threat must be eliminated ASAP.
Swords Dance is there to set-up, Shadow Sneak to take out weakened threats, and Play Rough is your strongest STAB and is probably the move most commonly used.
Leftovers is there to lengthen the staying power of Mimikyu, although Red Card would probably make a better choice to clutch out late-game sweepers.
Local Sealife
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spd
- Belly Drum
- Aqua Jet
- Waterfall
- Play Rough
Well, at least Sea Life is present. Probably your main Anti-Stall Pokemon, Azumarill is there to easily dispatch walls including Toxapex after one Belly Drum, and is a nightmare to face even outside Trick Room. Aqua jet is extremely powerful after 1 Belly Drum, Waterfall is there to make use of your STAB while Trick Room is up, and Play Rough kills so many OU threats at +6.
Sitrus Berry is there to regain health after 1 Belly Drum, so you can replay your sweep when the opportunity arrives.
Local Flora/Fauna
Lurantis @ Grassium Z
Ability: Contrary
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk 0 Spd
- Leaf Storm
- Aromatherapy
- Defog
- Hidden Power [Fire]
This here is the Local Flora and Fauna of the Island! When I discovered this set on my first TR team, I cannot help but to use her again. The offensive Trick Room cleric, she fulfills extremely important role like hazard removal and healing while being a capable wallbreaker/ TR sweeper herself. Leaf Storm is there to increase the SpAttack on hit, HP fire is there to annihiliate Ferrothorn (which, for some reason, STAYS on Lurantis despite being so predictable), and Grassium Z is there to eliminate most weakened Toxapex variants at +2 while also surprising many steels who think they can survive her again. Aromatherapy is there to lengthen your chances on surviving stall.
For me, Lurantis is simply an indispensable member of Trick Room, and an underappreciated threat that no one appears to notice, and despite being TOO PREDICTABLE, so many mid-tier players are caught off-guard that she usually turns the tables of fights.
Threats:
Stall
Despite the fact of having so many Anti-Stall 'mons. Stall still gives this team troubles, especially the hazard stacking variants, as once Lurantis falls down, you would have a hard time breaking past Burns and Toxics.
M-Mawile
THIS THING. UGGHHH! Nothing is extremely annoying than to face M-Mawile. Play wrongly, and you will get yourself annhiliated by this beast.
Sucker Punch simply WRECKS your team at +2. I've even met an elemental punch variant that my team is totally unprepared to face, AND it is extremely good in Trick Room. Your only hope is to face this thing with M-Camerupt at full health... but that rarely happens
Haze-variant Toxapex
This is the Toxapex variant that gives my wallbreaking progress a problem. My team mostly gets rid of threats by setting up and overwhelming them in sheer force, but this... simply renders that useless.
Anyways, rate and comment what is a good way to improve this team!
Enough of that... This team is designed around M-Camerupt + Tapu Bulu inside Trick Room. It is a team that can absolutely annihiliate most Hyper-Offense and Balance cores while also being moderately effective against Stall and even fellow Trick-Room teams. Although a major departure from my Offensive Trick Room team last time (because of the Meta changes), this team can provide a whole lot of time in experienced hands.
The Concept of this team is to set-up Trick Room, go to the offensive Pokemon of choice, and setup/proceed to to annhiliate. Also, some 'mons on this team are extremely potent as bulky offense 'mons, so the team can also function well outside Trick Rooms, although in my experience, most kills are accumulated when Trick Room is up.
Against most Team Archetypes (barring stall), You can expect at least 2 Pokemon are taken out in the first 5 turns of Trick Room. This alone is a testament of this team's power.
Let's get to the roll call and see the sights of the majestic yet dangerous island then!

The Volcano
Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk 0 Spd
- Hidden Power [Ice]
- Earth Power
- Fire Blast
- Flash Cannon/Eruption
The roaring mountain, and the center of the entire island, M-Camerupt is there to absolutely annihiliate all steel and bug types on the entire OU tier. Earth Power and Fire Blast are there to wreck steel types especially under Trick Room, including Heatran (which Earth Power covers) while HP Ice is there to wreck flying-types and ground types that would usually survive the onslaught of fury, especially a certain genie named Landorus-T, certain dragons (especially Garchomp and Zygarde) and many more. Although my first test usually utilized Eruption to dish more damage early on (which happens 50% of the time), Flash Cannon is decided instead to be able to dent several fairy threats like the Tapu, esp. Fini when predicting the switch.
Being the slowest fully-evolved Pokemon in the game benefits it hugely in Trick Room, and is extremely capable to destroy A-Marowak, the go-to anti-Trick Room mon of this gen.

Guardian of the Field
Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs:0 Spd
- Swords Dance
- Horn Leech
- Stone Edge
- Superpower
Of course, every island has its own guardian. Tapu Bulu is here in order to help set-up the team on certain threats that M-Camerupt cannot kill, especially against water type. Grassy Terrain also weakens the oh-so-common Earthquake that M-Camerupt and Magearna is weak to while also providing another degree of healing for them. This set, surprisingly, can function extremely well even outside Trick Room, and another premier wallbreaker to kill Toxapex that are not carrying Sludge Wave.
Wood Hammer is not used because this set needs to be alive as much as possible to support the entire team.
Superpower is there to absolutely destroy Ferrothorn and Heatran on the switch in, Stone Edge to cover flying-types like Dragonite and Skarmory, While Horn Leech is there to gain health while also dishing scary damage against Toxapex and even wrecking many Ladorus-T variants.
This set can function extremely well especially against Chansey.
Life Orb is chosen in order to increase damage output in exchange of some health, which is usually mitigated by Grassy Terrain.

Time Machine
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk 0 Spd
- Trick Room
- Aura Sphere/Flash Cannon
- Fleur Cannon
- Volt Switch
This quantum-altering machine is what you would need to see the volcano in its wake in the past. This is your typical Trick Room Magearna. Most of the time, she was used to simply set up Trick Room and Volt Switch out ASAP to gain momentum and damage for anyone else for the team to sweep. Based on experience, Fleur Cannon is the most-used move to deal with many fighting-types and dragons under Trick Room, and Aura Sphere/Flash Cannon is rarely used. Aura Sphere can hit Ferrothorn hard, but Flash Cannon can be an option as secondary STAB especially against many threats.
Leftovers is chosen over Life Orb because of longevity, which is extremely important for the team to function well.

The Scientist
Mimikyu @ Leftovers/Red Card
Ability: Disguise
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spd
- Trick Room
- Swords Dance
- Shadow Sneak
- Play Rough
He is the resident, shy scientist who manages to master Space and Time himself. Mimikyu is an extremely odd choice as a Trick Room user, but he is usually used as a clutch Trick Room setter. Although based on experience, he is not used that much but to set-up Trick Room, he can function as a clutch wallbreaker whenever a threat must be eliminated ASAP.
Swords Dance is there to set-up, Shadow Sneak to take out weakened threats, and Play Rough is your strongest STAB and is probably the move most commonly used.
Leftovers is there to lengthen the staying power of Mimikyu, although Red Card would probably make a better choice to clutch out late-game sweepers.

Local Sealife
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spd
- Belly Drum
- Aqua Jet
- Waterfall
- Play Rough
Well, at least Sea Life is present. Probably your main Anti-Stall Pokemon, Azumarill is there to easily dispatch walls including Toxapex after one Belly Drum, and is a nightmare to face even outside Trick Room. Aqua jet is extremely powerful after 1 Belly Drum, Waterfall is there to make use of your STAB while Trick Room is up, and Play Rough kills so many OU threats at +6.
Sitrus Berry is there to regain health after 1 Belly Drum, so you can replay your sweep when the opportunity arrives.

Local Flora/Fauna
Lurantis @ Grassium Z
Ability: Contrary
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk 0 Spd
- Leaf Storm
- Aromatherapy
- Defog
- Hidden Power [Fire]
This here is the Local Flora and Fauna of the Island! When I discovered this set on my first TR team, I cannot help but to use her again. The offensive Trick Room cleric, she fulfills extremely important role like hazard removal and healing while being a capable wallbreaker/ TR sweeper herself. Leaf Storm is there to increase the SpAttack on hit, HP fire is there to annihiliate Ferrothorn (which, for some reason, STAYS on Lurantis despite being so predictable), and Grassium Z is there to eliminate most weakened Toxapex variants at +2 while also surprising many steels who think they can survive her again. Aromatherapy is there to lengthen your chances on surviving stall.
For me, Lurantis is simply an indispensable member of Trick Room, and an underappreciated threat that no one appears to notice, and despite being TOO PREDICTABLE, so many mid-tier players are caught off-guard that she usually turns the tables of fights.
Threats:
Stall
Despite the fact of having so many Anti-Stall 'mons. Stall still gives this team troubles, especially the hazard stacking variants, as once Lurantis falls down, you would have a hard time breaking past Burns and Toxics.

M-Mawile
THIS THING. UGGHHH! Nothing is extremely annoying than to face M-Mawile. Play wrongly, and you will get yourself annhiliated by this beast.
Sucker Punch simply WRECKS your team at +2. I've even met an elemental punch variant that my team is totally unprepared to face, AND it is extremely good in Trick Room. Your only hope is to face this thing with M-Camerupt at full health... but that rarely happens

Haze-variant Toxapex
This is the Toxapex variant that gives my wallbreaking progress a problem. My team mostly gets rid of threats by setting up and overwhelming them in sheer force, but this... simply renders that useless.
Anyways, rate and comment what is a good way to improve this team!