I don't understand what it is about Trick Room I love, but I love it. So I've concocted and tested yet another one, this time for OU, and any help with it would be appreciated.
Cresselia @ Mental Herb
Ability: Levitate
EVs: 248 HP / 40 Def / 220 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Ice Beam
- Lunar Dance
Cresselia, the cornerstone of the team and my primary setter. It's job is simple: Set up Trick Room whenever possible, shoot down Landorus with Ice Beam for the troubles it can cause, and then heal up whoever needs the heals whenever it's low on health. Trick Room is here to give Heracross, Machamp, Volcanion and occasionally even Diancie the chance to switch in and take out threats. Psychic gives STAB so it doesn't have to rely on Ice Beam when it has to fight, Ice Beam takes out Landorus and Lunar Dance heals Substitute damage racked up by Heracross and damage overall when it is most needed. EVs are to let Cresselia live as long as possible.
Heracross-Mega @ Heracronite
Ability: Moxie
EVs: 136 HP / 240 Atk / 132 SpD
Brave Nature
IVs: 0 Spe
- Close Combat
- Pin Missile
- Rock Blast
- Substitute
Heracross, easily my favorite member of the team. He has the job of breaking any mon who tries to oppose. When trick room is up, he either forces a switch and goes for sub or kills when mega evolving or uses a low health enemy to get a Moxie boost before mega evolution. Close Combat is a fearsome move under normal circumstances, let alone on Mega Heracross, and will break most things down. Pin Missile is good stab that takes advantage of Skill Link. Rock blast is overall good coverage against Fire and Flying types (excluding Talonflame if not under sub) and Substitute is good for absorbing status and taking advantage of switches. His EVs let him live longer and hit harder.
Volcanion @ Leftovers
Ability: Water Absorb
EVs: 4 HP / 252 Def / 252 SpA
Modest Nature
IVs: 0 Spe
- Steam Eruption
- Fire Blast
- Sludge Bomb
- Earth Power
Volcanion is a bulky special sweeper that is surprisingly effective under the Trick Room. I certainly wasn't expecting how well it performs. Steam Eruption is a powered up Scald and Fire Blast gives it yet another move to be fearful of. Sludge Bomb hits grass and fairy, Earth Power takes down opposing Volcanion. Investments let it hit hard and take physical hits.
Diancie @ Life Orb
Ability: Clear Body
EVs: 252 HP / 24 Atk / 232 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Moonblast
- Diamond Storm
- Stealth Rock
Diancie is my second trick room setter. More powerful than Cresselia, she wields a life orb to attack those who think they will take advantage. Trick Room and Stealth Rock are for setting up, Moonblast hits Dragons and anything that may cause problems, and Diamond storm deals with the ever annoying Talonflame. Investments in HP help it live, SpA boosts it's moonblast massively and Diamond Storm shoots down Talonflame.
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Flare Blitz
- Brave Bird
- Roost
Talonflame causes problem for this team because Gale Wings shoots past Trick Room. So why not use it? Whether or not Trick Room is up and a threat need to be cleaned, priority Brave Bird takes them out. If they switch, then a Swords Dance or Priority Roost works nicely, and Flare Blitz takes down outside Trick Room. It's primary investments are in Atk and Spe so it can operate outside and inside the room.
Machamp @ Assault Vest
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 Spe
- Close Combat
- Ice Punch
- Knock Off
- Bullet Punch
Machamp rounds out the team as a backup sweeper. Whilst pretty slow under normal conditions, the Trick Room let's him cause havoc. Close Combat let's him dish out massive damage. Ice Punch let's him dance with flying types, though it isn't an ideal situation. Knock Off takes out psychics but is primarily for crippling more item reliant mons. Finally, Bullet Punch is used when a weakened faster mon can be picked off. Investments work to improve his HP and Atk while working alongside the Assault Vest.
A problem I've had with this team, apart from Medicham, Landorus and Talonflame, is not having Trick Room up when I need it or having the setters gone. A third setter is nice, but I can't seem to find one that works well with this team. Any comments about the team is greatly appreciated, thank you for your time.
Cresselia @ Mental Herb
Ability: Levitate
EVs: 248 HP / 40 Def / 220 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Ice Beam
- Lunar Dance
Cresselia, the cornerstone of the team and my primary setter. It's job is simple: Set up Trick Room whenever possible, shoot down Landorus with Ice Beam for the troubles it can cause, and then heal up whoever needs the heals whenever it's low on health. Trick Room is here to give Heracross, Machamp, Volcanion and occasionally even Diancie the chance to switch in and take out threats. Psychic gives STAB so it doesn't have to rely on Ice Beam when it has to fight, Ice Beam takes out Landorus and Lunar Dance heals Substitute damage racked up by Heracross and damage overall when it is most needed. EVs are to let Cresselia live as long as possible.
Heracross-Mega @ Heracronite
Ability: Moxie
EVs: 136 HP / 240 Atk / 132 SpD
Brave Nature
IVs: 0 Spe
- Close Combat
- Pin Missile
- Rock Blast
- Substitute
Heracross, easily my favorite member of the team. He has the job of breaking any mon who tries to oppose. When trick room is up, he either forces a switch and goes for sub or kills when mega evolving or uses a low health enemy to get a Moxie boost before mega evolution. Close Combat is a fearsome move under normal circumstances, let alone on Mega Heracross, and will break most things down. Pin Missile is good stab that takes advantage of Skill Link. Rock blast is overall good coverage against Fire and Flying types (excluding Talonflame if not under sub) and Substitute is good for absorbing status and taking advantage of switches. His EVs let him live longer and hit harder.
Volcanion @ Leftovers
Ability: Water Absorb
EVs: 4 HP / 252 Def / 252 SpA
Modest Nature
IVs: 0 Spe
- Steam Eruption
- Fire Blast
- Sludge Bomb
- Earth Power
Volcanion is a bulky special sweeper that is surprisingly effective under the Trick Room. I certainly wasn't expecting how well it performs. Steam Eruption is a powered up Scald and Fire Blast gives it yet another move to be fearful of. Sludge Bomb hits grass and fairy, Earth Power takes down opposing Volcanion. Investments let it hit hard and take physical hits.
Diancie @ Life Orb
Ability: Clear Body
EVs: 252 HP / 24 Atk / 232 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Moonblast
- Diamond Storm
- Stealth Rock
Diancie is my second trick room setter. More powerful than Cresselia, she wields a life orb to attack those who think they will take advantage. Trick Room and Stealth Rock are for setting up, Moonblast hits Dragons and anything that may cause problems, and Diamond storm deals with the ever annoying Talonflame. Investments in HP help it live, SpA boosts it's moonblast massively and Diamond Storm shoots down Talonflame.
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Flare Blitz
- Brave Bird
- Roost
Talonflame causes problem for this team because Gale Wings shoots past Trick Room. So why not use it? Whether or not Trick Room is up and a threat need to be cleaned, priority Brave Bird takes them out. If they switch, then a Swords Dance or Priority Roost works nicely, and Flare Blitz takes down outside Trick Room. It's primary investments are in Atk and Spe so it can operate outside and inside the room.
Machamp @ Assault Vest
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 Spe
- Close Combat
- Ice Punch
- Knock Off
- Bullet Punch
Machamp rounds out the team as a backup sweeper. Whilst pretty slow under normal conditions, the Trick Room let's him cause havoc. Close Combat let's him dish out massive damage. Ice Punch let's him dance with flying types, though it isn't an ideal situation. Knock Off takes out psychics but is primarily for crippling more item reliant mons. Finally, Bullet Punch is used when a weakened faster mon can be picked off. Investments work to improve his HP and Atk while working alongside the Assault Vest.
A problem I've had with this team, apart from Medicham, Landorus and Talonflame, is not having Trick Room up when I need it or having the setters gone. A third setter is nice, but I can't seem to find one that works well with this team. Any comments about the team is greatly appreciated, thank you for your time.