ORAS OU OU Trick Room Team

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.​
 
Hey! Nice team you've got here. Trick Room is always good to see.

I suggest that you experiment with replacing your Machamp set with Conkeldurr. Conkeldurr pretty much outclasses Machamp, as it has greater attack, health, and defense than it. It has lower special defense, but that is somewhat mitigated by the higher HP. It is also slower, but that is actually a benefit when you use Trick Room.

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 20 Def / 236 SpD
Brave Nature
IVs: 0 Spe
- Drain Punch/Superpower
- Mach Punch
- Knock Off
- Ice Punch

This Assault Vest set manages to give Conkeldurr somewhat respectable special bulk. The main disadvantage is the lack of Close Combat, but Drain Punch still dents many things and gives Conkeldurr needed longevity. What's most important here is STAB priority in Mach Punch, which is far superior to Machamp's Bullet Punch and comes in handy outside of Trick Room.

But double Fighting types is a bit redundant on your team, and strong hitting Fairy moves are a great way to deal with pesky Dragons like Garchomp or the Lati twins. You said that you needed another Trick Room setter. I have a suggestion. It would replace your Mega Heracross, but it has worked well for me:

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Hyper Voice
- Psyshock
- Focus Blast

Mega Gardevoir with a speed-negative nature and no speed IVs actually outslows many things, including pretty much all variants of Bisharp. This can be your third Trick Room setter, and a special sweeper extraordinaire that can OHKO things like Landorus with a Hyper Voice after rocks. Ultimately you lose the physical power of Mega Heracross, but you get your third setter.

Those are just my suggestions.
 
Hey man, cool team! Trick room is a really interesting/scary playstyle and it's fun to see it work haha and I hate being on the other side of it. Defintiely respect the talonflame and volcanion tho because it helps you deal with m-scizor which is otherwise a big problem for diancie trick room teams. And I love seeing mega hera get some love :)

I agree with what Phil said above however I have one thing I'd like to add. I agree with exchanging machamp with conkeldurr however I think a sheer force life orb set would fit your team better. You only have so many turns of TR so I think maximizing conk's damage output to tear through as much as of the opponent's team as possible would be favorable. I personally don't think AV gives you much more longevity other than being 2hkoed by pokemon like torn-t, mzam, etc (mons you can OHKO with the sheer force set under trick room). Since you want to have your slow fighting type out during trick room I'd reccomend maximizing its offensive presence. With knock, ice punch, poison jab, etc you can have coverage to dent most of the meta. Ice punch can deal with those pesky landos and garchomp so that mega heracross can have an easier time late game. Poison jab can weaken or kill clef which hera also appreciates. You can even run hammer arm as the speed cost doesn't matter because of TR :). Mach punch is an option too for strong priorty in and out of TR, much like talon.

My specific set suggestion is this to replace machamp:

Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 252 HP / 4 SpD
Brave Nature
IVs: 0 Spe
- Hammer Arm / Drain Punch
- Poison Jab / Mach Punch
- Knock Off
- Ice Punch

Jab and ice punch benefit from sheer force so you don't take life orb recoil and get a boost in power.

I personally like hera better on this team because it can break through just about all that garde can as well as chansey. However with garde or hera as your mega either way your team seems to struggle with offensive talonflames if rocks are up and diancie gets low so I would maybe consider leftovers on diancie to have a more reliable counter to talon.

Well those are my suggestions! I hope this helped :) good luck with the team!
 
Thanks for the advice, I appreciate it. Whilst the megas are up in the air as to which I should use (I'm probably going to make another team based around mega Gardevoir), I have decided that Conk does help more than Machamp, and I have no idea how I passed it up in the first place. Thank you for your time.
 
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