Fun House or Trick Room, Po-tay-toe Po-tah-toe.
I've been dabbling in the art of the VGC, but this is my first attempt at at Trick Room team. I think it has style and is a little unique as in some choices are a bit odd.
Strange, but I'm putting the Trick Room abusers/support first. And if my descriptions look short it's b/c I'm adding a synergy section at the end that explains combos.
Politoed @ Iron Ball
Ability: Drizzle
EVs: 252 HP/ 252 SpA/4 SpD
Nature: Quiet
- Surf
- Ice Beam
- Encore
- Protect
A great guy, the bane of weather teams. With this spread he can outslow other weather Pokemon, my biggest problem. He hits Sun (rare) and Sand (semi-common) teams hard with Surf. Ice Beam is for Garchomp and others like him. HP Grass stops meddlesome Gastrodon. Protect allows him to survive the crucial first turn before deciding weather (get it?) to swap him out or not.
Excavalier @ Occa Berry
Ability: Swarm
EVs: 252 HP/ 252 Atk/ 4 SpD
Nature: Brave
- Megahorn
- Iron Head
- Substitute
- Protect
Stange guy, but after getting thrashed by him I have a newfound respect. He hits massively hard, and I usually keep him in the wings so that he doesn't fall too early. I've recently began putting him in the front, but I feel as if the battle moves too slowly with all the Protecting. Megahorn and Iron Head are obvious choices, and Double Edge is only there because of his horrible coverage. Protect allows him to survive turns when Trick Room needs to be used. Rain and Occa Berry assist in keeping him alive against Fire moves.
Amoongus @ Mental Herb
Ability: Effect Spore
EVs: 252 HP/ 4 Def/ 252 SpD
Nature: Sassy
- Spore
- Rage Powder
- Giga Drain
- Protect
The lovable mushroom and a VGC staple. He not only runs interference with Spore, but he protects Trick Room users. Giga Drain to attack and the other moves shouldn't need an explanation. The Rain reduces his weakness to fire, making him extra durrable.
Hitmontop @ Life Orb
Ability: Technician
EVs: 252 HP/ 252 Atk/ 4 SpD
Nature: Adamant
- Fake Out
- Close Combat
- Sucker Punch
- Detect
Speedy, sorta. Also good for hitting first and hard. I like using Hitmontop, but he doesn't seem to pull his weight. I considered replacing him for some other offensive Pokemon b/c there's nobody other than Excaliver that screams POWER!!!
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Now is where I struggle. I want Trick Room Users, but I feel I need a stronger offense than Politoed and Hitmontop.
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Musharna @ Leftovers
Ability: Telepathy
EVs: 252 HP/ 4 SpA / 252 SpD
Nature: Sassy
-Trick Room
-Psychic
-Helping Hand
-Thunder Wave/Toxic
A standard Trick Roomer, with extra skills up her sleeves. With Telepathy, Musharna can avoid Politoed's Surf Recoil and assist it with Helping Hand. Psychic is for when I hit a crisis moment, and Imprison is sometimes useful, but usually filler.
Jellicent @ Water Gem
Ability: Water Absorb
EVs: 252 HP/ 4 Def/ 252 SpA
Nature: Quiet
-Trick Room
-Water Spout
-Shadow Ball
-Ice Beam
A non Psychic Trick Roomer. That was what I needed most for this. Water Spout used in the Rain with Max HP is astounding, allowing Jellicent to fulfill an offensive role too. Shadow Ball and Ice Beam are standard coverage.
Synergy-Starters
Musharna and Politoed.
Evened Odds. This set starts dealing damage right away. While the opponent worries about Surf, Trick Room sets up. Surf and Helping Hand are used in conjunction. Good, but it isn't very defensive.
Politoed and Jellicent
Doublecast. Politoed's Drizzle Boosts Jellicent's HP while Jellicent sets up TR and slams with Water Spout. Semi offensive, semi defensive.
Musharna and Amoonguss.
Infiltrator. Amoonguss almost guarentees Musharna a set up of Trick Room with Rage Powder. Politoed or Escaliver switch in if Amoonguss hits a rough spot. If Amoonguss survives, I Spore the other team and retreat him in case I need his Rage Powder again.
Jellicent and Amoonguss
Stumbling Block. Another guarenteed TR. If Amoonguss faints, switch in Politoed to rapidly weaken the opponents with full strength Rain boosted Water Spout and Surf. If he survives, Spore and switch.
Now you see that my backups are usually Escaliver (whose name I must have spelt 5 different ways)or Hitmontop and either Politoed or Amoonguss. My problem is that I don't feel as if I'm taking much advantage of Musharna's Telepathy. If I swapped out Hitmontop with a different Pokemon with either Earthquake or Discharge, would that be a good idea? Or is Hitmontop enough?
Also, which combination of leads do you think is the best (even if not listed)?
I'm open to any changes, but I can't obtain Legendaries. Thank you for any help!
I've been dabbling in the art of the VGC, but this is my first attempt at at Trick Room team. I think it has style and is a little unique as in some choices are a bit odd.
Strange, but I'm putting the Trick Room abusers/support first. And if my descriptions look short it's b/c I'm adding a synergy section at the end that explains combos.

Politoed @ Iron Ball
Ability: Drizzle
EVs: 252 HP/ 252 SpA/4 SpD
Nature: Quiet
- Surf
- Ice Beam
- Encore
- Protect
A great guy, the bane of weather teams. With this spread he can outslow other weather Pokemon, my biggest problem. He hits Sun (rare) and Sand (semi-common) teams hard with Surf. Ice Beam is for Garchomp and others like him. HP Grass stops meddlesome Gastrodon. Protect allows him to survive the crucial first turn before deciding weather (get it?) to swap him out or not.

Excavalier @ Occa Berry
Ability: Swarm
EVs: 252 HP/ 252 Atk/ 4 SpD
Nature: Brave
- Megahorn
- Iron Head
- Substitute
- Protect
Stange guy, but after getting thrashed by him I have a newfound respect. He hits massively hard, and I usually keep him in the wings so that he doesn't fall too early. I've recently began putting him in the front, but I feel as if the battle moves too slowly with all the Protecting. Megahorn and Iron Head are obvious choices, and Double Edge is only there because of his horrible coverage. Protect allows him to survive turns when Trick Room needs to be used. Rain and Occa Berry assist in keeping him alive against Fire moves.

Amoongus @ Mental Herb
Ability: Effect Spore
EVs: 252 HP/ 4 Def/ 252 SpD
Nature: Sassy
- Spore
- Rage Powder
- Giga Drain
- Protect
The lovable mushroom and a VGC staple. He not only runs interference with Spore, but he protects Trick Room users. Giga Drain to attack and the other moves shouldn't need an explanation. The Rain reduces his weakness to fire, making him extra durrable.

Hitmontop @ Life Orb
Ability: Technician
EVs: 252 HP/ 252 Atk/ 4 SpD
Nature: Adamant
- Fake Out
- Close Combat
- Sucker Punch
- Detect
Speedy, sorta. Also good for hitting first and hard. I like using Hitmontop, but he doesn't seem to pull his weight. I considered replacing him for some other offensive Pokemon b/c there's nobody other than Excaliver that screams POWER!!!
--------------------------
Now is where I struggle. I want Trick Room Users, but I feel I need a stronger offense than Politoed and Hitmontop.
---------------------------

Musharna @ Leftovers
Ability: Telepathy
EVs: 252 HP/ 4 SpA / 252 SpD
Nature: Sassy
-Trick Room
-Psychic
-Helping Hand
-Thunder Wave/Toxic
A standard Trick Roomer, with extra skills up her sleeves. With Telepathy, Musharna can avoid Politoed's Surf Recoil and assist it with Helping Hand. Psychic is for when I hit a crisis moment, and Imprison is sometimes useful, but usually filler.

Jellicent @ Water Gem
Ability: Water Absorb
EVs: 252 HP/ 4 Def/ 252 SpA
Nature: Quiet
-Trick Room
-Water Spout
-Shadow Ball
-Ice Beam
A non Psychic Trick Roomer. That was what I needed most for this. Water Spout used in the Rain with Max HP is astounding, allowing Jellicent to fulfill an offensive role too. Shadow Ball and Ice Beam are standard coverage.
Synergy-Starters
Musharna and Politoed.
Evened Odds. This set starts dealing damage right away. While the opponent worries about Surf, Trick Room sets up. Surf and Helping Hand are used in conjunction. Good, but it isn't very defensive.
Politoed and Jellicent
Doublecast. Politoed's Drizzle Boosts Jellicent's HP while Jellicent sets up TR and slams with Water Spout. Semi offensive, semi defensive.
Musharna and Amoonguss.
Infiltrator. Amoonguss almost guarentees Musharna a set up of Trick Room with Rage Powder. Politoed or Escaliver switch in if Amoonguss hits a rough spot. If Amoonguss survives, I Spore the other team and retreat him in case I need his Rage Powder again.
Jellicent and Amoonguss
Stumbling Block. Another guarenteed TR. If Amoonguss faints, switch in Politoed to rapidly weaken the opponents with full strength Rain boosted Water Spout and Surf. If he survives, Spore and switch.
Now you see that my backups are usually Escaliver (whose name I must have spelt 5 different ways)or Hitmontop and either Politoed or Amoonguss. My problem is that I don't feel as if I'm taking much advantage of Musharna's Telepathy. If I swapped out Hitmontop with a different Pokemon with either Earthquake or Discharge, would that be a good idea? Or is Hitmontop enough?
Also, which combination of leads do you think is the best (even if not listed)?
I'm open to any changes, but I can't obtain Legendaries. Thank you for any help!