Push It Baby Out Of Control (OU)

Trick You Up (OU)

Introduction:


At First Glance:
442.png
233.png
482.png
467.png
212.png
328.png


The Team:


THE LEAD

442.png

Bronzong@Leftovers
Ability: Levitate
Nature: Relaxed
252 HP/152 Atk/8 Def/96 SpDef
-Trick Room
-Gyro Ball
-Hypnosis
-Earthquake

Bronzong is my second Trick Room user. Its typing allows it to resist many attacks, forcing some sets to switch out allowing for me to set up Trick Room. Gyro Ball is STAB and when coupled with Bronzongs extremely slow speed, it can lead to some very hard hits. Hypnosis is usually used on switches and can give time for me to switch into a sweeper. When Trick Room is in effect, Bronzong can OHKO most forms of Heatran and Infernape without a problem. Bronzong is also used to make checks on Scizor.

TRICK ABUSER
233.png

Porygon2@Leftovers
Ability: Trace
Nature: Quiet
252 HP/120 Def/136 SpAtk
-Trick Room
-Thunderbolt
-Ice Beam
-Recover

Porygon2 is one of the most abusable members on this team. Porygon2 is able to switch in on many threats and copy the ability, sometimes giving me advantages. Trick Room supports the rest of the team while being able to sweep. BoltBeam has always been a good coverage combo and doesn't seem to fail even here. Recover allows for Porygon2 to survive and reuse Trick Room many times throughout the match.

THE STURDY TRer
482.png

Dusknoir@Leftovers
Ability: Pressure
Nature: Relaxed
252 HP/252 Def/6 Def
-Trick Room
-Pain Split
-Will-O-Wisp
-Earthquake

Dusknoir is a very sturdy member of the team that can switch in an PP Stall with the use of Pain Split and Pressure. Usually he can come in while a Pokemon sets up and hits them with WoW and set up Trick Room. Pain Split is for recovery and damage on the opponent that takes advantage of Dusknoir's low HP. Earthquake is on this set for damage and coverage. Dusknoir can horribly distrubed an opponents strategy with in just a few turns.

THE SPECIAL SWEEPER
467.png

Magnezone@Life Orb
Ability: Magnet Pull
Nature: Quiet
78 Atk/180 Def/252 SpAtk
-Explosion
-Thunderbolt
-Hidden Power(Ice)
-Flash Cannon

Magnezone is a bulky sweeper which takes advantage of TR more than most. The ability Magnet Pull allows me to switch in on Scizor and force them to U-Turn or to take a few strong shots. Explosion allows me to take out almost anything that isn't resisting it, so elimnating many threats that this team may have. Thunderbolt gives good coverage and is STAB for extra damage while taking out Gyarados and bulky water types. Hidden Power Ice was choosen because of the already Dragon resisting. With Trick Room out, Magnezone can easily switch into a Outraging Salamence and OHKO with HP Ice. Flash Cannon is another move that is STAB and can take on Rock types such as Tyranitar with just one hit.

THE WTF?
212.png

Scizor@Choice Band
Ability: Technician
Nature: Adamant
248 HP/252 Atk/8 SpDef
-U-Turn
-Bullet Punch
-Superpower
-Pursuit

The biggest physical threat into today's metagame is even on this team. Scizor already as a low speed so TR just makes him more threatening. Most the time, Scizor will just come in and use U-Turn to scout the opponent and switch into the correct counter while still dealing amazing damage to Azelf, Celebi, and Cresselia and the fact that the move is an STAB isn't bad either. Bullet Punch makes this set just as deadly. Without TR this move makes Scizor still be able to attack first. With an Atk stat of 591 before Technician and STAB are factored in makes Scizor a deadly force. Superpower is a hard hitting attack with a base of 120 that becomes even better with the use of Superpower. However, after I attack I'll have to switch him out. Pursuit is in for Ghost types and Pokemon that fear Scizor. Scizor can just Pursuit and will almost OHKO anything weak to it.


THE REVENGE KILLER
328.png

Trapinch@Choice Band
Ability: Arena Trap
Nature: Brave
252 Atk/206 Def/52 SpDef
-Earthquake
-Quick Attack
-Rock Slide
-Crunch

The most amazing revenge killer I could ask for on a TR team. When TR is active this thing will go first almost everytime, at least everytime in OU. Switching in on Metagross, Tyranitar, or Heatran and being able to OHKO with the 492 Atk stat with Choice Band is never a bad thing. Quick Attack is for when TR isn't active and I need to kill a threat fast. Rock Slide can take care of Flying types while Crunch takes care of Ghost and Psychic types.
 
Seeing as this team is OU Trick Room, I'm gonna suggest you change your Bronzong to your lead. Its super defensive, and it handles most lead that can kill it with a TR followed by a Gyro Ball.

You should always have 3 TR users, and getting rid of Banette leaves you with an empty slot. I'm gonna suggest you use Porygon 2. It's commonly used in OU to check threats such as Jolteon, Salamence, Heatran, and Gyarados. This set should do:

Porygon 2@Leftovers-Relaxed
252 HP/ 120 Def/ 136 SpA
Trick Room/ T-Bolt/ Ice Beam/ Recover


For this part, you have some pretty bad choices, so let me fix some around.
Your slowbro:

Dusknoir@ Leftovers- Relaxed
Trick Room/ Will-O-Wisp/ Pain Split/ Fire Punch or Earthquake
252 HP/ 252 Def/ 4 Atk


Your Cloyster:
Magnezone@ Life Orb- Quiet
88 Atk / 180 Def/ 252 SpA
Thunderbolt/ Hidden Power Ice/Flash Cannon/Explosion


Your Medicham:
Machamp@Life Orb-Brave
252 HP/ 252 Atk/ 4 Def
Close Combat/Payback/Ice Punch/Thunderpunch



Your Trapinch:
Scizor@Choice Band-Adamant
248 HP/ 252 Atk/ 8 SpD
U-Turn/ Bullet Punch/ Superpower/ Pursuit


Now time to explain: Slowbro is a good pokemon, but Dusknoir can take both types of hits, and he's your general TRer. Magnezone was chosed so you would have a Dragon Resist, which is key in today's OU, and he's also has a ridiculous SpD stat, making him your main sweeper. He's also defensively bulky, which is good to take those Outrages, Bullet Punches, and Iron Heads. I went with Machamp because he is more bulky, which serves him better out of Trick Room. Also, when I played Trick Room, some pokemon were troublesome, and in order to sweep, needed to be taken care of. CB Scizor is amazing, because it being out of Trick Room doesn't affect it at all. It also takes care of more powerful pokes who are preventing you from coming in and TRing up. Good luck with the team.


Also, the only types that don't have resists are Fire and Water, and only Ground and Fighting have less than two resists, but both these types have a complete immunity.
 
Thanks for the suggestions. I've tried them out and everything has worked alot better other than the Machamp so I kept in Trapinch. The team is working so much better. Record went up to 10-4 with the changes. Thanks alot.
 
Back
Top