Hi guys! This is my first actual attempt at a trick room team. It's alot of fun to use honestly I'm not entirely sure why I haven't done it yet. This team is very much bulk oriented, with Cofagrigus and Aromatisse as the Trick room setters. Under TR these bad boys can shine.
Support Squad
TROGDOR (Druddigon) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Dragon Tail
- Stealth Rock
- Sucker Punch
- Glare
This guy is super cool because he relies on the element of surprise. Very very often, especially with trick room, you'd expect a sheer force life orb drud. This guy both covers some short falls and provides much needed support. Stealth rock is pretty obvious, as he's the best setter that works on this team. Glare is tricky, while it does cripple the opposition nicely, you have to be careful that you don't offset your trick room by slowing them down too much. dragon tail and rocks really bother the other team and gives you a chance to play matchups really well. Anything physical, especially tail slap cinccino, will just die fast. Sucker punch is to put a dent into things like Jolteon if they want to HP Ice, or just nail it with a specs volt switch. In general dragon tails can force double switches which can be awesome times to set up one of my TR setters. Pretty solid mon, generally lead/ early game before TR. Another thing he can do is bait an outrage, which if you get one not only will hurt them badly but also allow a free TR from aromatisse.
Slowverlord (Slowking) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Modest Nature
- Scald
- Flamethrower
- Ice Beam
- Psyshock
This may look like an odd set but hear me out. This thing can take special attacks alarmingly well, and the addition of assault vest doesn't even bother him because of regen he can just switch out and be fine. He walls alot of special attackers in this tier, (especially delphox, gg) and can scare them out with a host of nice coverage. Scald provides the all too powerful threat of a burn which makes people antsy about messing with him and psyshock hits specially defensive mons. He doesn't provide a huge offensive threat but does a nice job pulling in special attacks, especially ice beams meant for druddigon or flamethrowers meant for escavalier, and then just shrugs it off when he leaves. Pretty clutch.
The Setters
Hoop Skirt? (Aromatisse) @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 180 Def / 76 SpD
Bold Nature
IVs: 0 Spe
- Trick Room
- Wish
- Protect
- Toxic
Not the flashiest mon but a key piece here. Aromatisse is probably my most reliable TR setter, and has the very important role of being my only wish passer. This is pretty big because the general bulkiness of this team really allows wish passing to be not only pretty easy but essential. Druddigon after taking some hits recovers around 60% if i remember right from a wish, and that can be alot of residual physical damage or tricks there. it also gives the sweepers another chance to shine. Toxic is the typical stallish move, but it works nicely, especially on beefy walls like cresselia and alomomola.
Give Me a Hug (Cofagrigus) @ Leftovers
Ability: Mummy
EVs: 252 HP / 76 Def / 180 SpD
Modest Nature
IVs: 0 Spe
- Trick Room
- Nasty Plot
- Pain Split
- Shadow Ball
If i had to take a bet, I bet it's safe to say that no one has tried a cofagrigus set quite like this one. It is very versatile but has to be used wisely. Mummy can come in real handy when needing to set a mon down a peg, and this thing is already quite beefy with base 145 def. He can be very tricky to use but very handy. Having a second TR setter I think is very important, that way the other setter doesn't have to be such a vital pivot, spread the love! Nasty plot is there to scare people into thinking it's a totally offensive mon, and when that switch is forced, you set up TR and then they're stuck. So far have had many games where I start a nasty plot, guy panics, goes into something, then trick room is up and it's a world of hurt for him. even if you get hit hard, pain split after TR will go first and provide some handy recovery. This thing is a great answer to mismagius and a few other threats when done properly.
Sweep City, Sweep Sweep City
PANGAEA (Camerupt-Mega) @ Cameruptite
Ability: Sheer Force
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Earth Power
- Flamethrower
- Flash Cannon
- Ancient Power
Hey I finally found the good sprites! Anyway. I think this one is self explanatory. MCamerupt is the premier Trick Room sweeper as this set gives him a whopping 427 special attack and mindbending speed under TR. All moves get the sheer force boost which is key, and this set allows for some wide ranging coverage, with the inclusion of ancient power to hit things like fletchinder, vivillon, moltres, and some other things that could be a major hassle. This guy's in NU technically but he does fine when you set up for him. He also eats a Jolteon volt switch and after threatening an earth power he's not going to want to stay in and nothing is going to want to take anything this bad boy can dish out
Sir LANCEalot (Escavalier) @ Choice Band
Ability: Overcoat
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IV's: 0 Spe
- Iron Head
- Drill Run
- Megahorn
- Knock Off
Boom. What can I say about this majestic creature that hasn't been said. Under trick room this thing is a terror unlike anything you've ever known. Iron head provides a solid stab and flinch chance, hitting things like Aromatisse, M-Glalie, Tyrantrum, Slurpuff etc. Megahorn is the all powerful kicker here blasting through things like lilligant and meloetta and putting a giant dent in such walls as amoonguss and tangrowth. Drill run hits fires that might try to get cheeky with a switch and it hits hard. The last move slot was a toss up of poison jab or knock off, and I went with knock off for utility and the scary Doublade. Poison jab is better with fairys like Whimsicott, but with overcoat this thing isn't bothered by whim at all.
Threat List
Haven't really run into much trouble but this thing has potential to. It's not super quick and has great coverage, plus nothing on M camerupt can 1hko. I've been dealing with it through aromatisse stalls mostly but it's still quite a nuisance.
The pringles man over here is a major wall to this team. It's bulky as hell and it's very effective at ruining my day.
252+ Atk Choice Band Escavalier Knock Off (97.5 BP) vs. 252 HP / 200+ Def Jellicent: 340-402 (84.1 - 99.5%) -- guaranteed 2HKO after Leftovers recovery
That's my only hope. And unless I catch him on a switch and can roll the dice on an incoming scald or will O wisp there's not much I can do. This thing is awful and I'm not sure quite how to deal with it. Worst of all, I can't really safely go into camerupt to take a Will o wisp because he would just mess me up with a scald
Haven't bumped into one yet, but arena trap is a scary scary thing. If it snuck in there and trapped one of my setters it could be a grueling match
Thoughts? Suggestions? Let me have it!
Support Squad

TROGDOR (Druddigon) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Dragon Tail
- Stealth Rock
- Sucker Punch
- Glare
This guy is super cool because he relies on the element of surprise. Very very often, especially with trick room, you'd expect a sheer force life orb drud. This guy both covers some short falls and provides much needed support. Stealth rock is pretty obvious, as he's the best setter that works on this team. Glare is tricky, while it does cripple the opposition nicely, you have to be careful that you don't offset your trick room by slowing them down too much. dragon tail and rocks really bother the other team and gives you a chance to play matchups really well. Anything physical, especially tail slap cinccino, will just die fast. Sucker punch is to put a dent into things like Jolteon if they want to HP Ice, or just nail it with a specs volt switch. In general dragon tails can force double switches which can be awesome times to set up one of my TR setters. Pretty solid mon, generally lead/ early game before TR. Another thing he can do is bait an outrage, which if you get one not only will hurt them badly but also allow a free TR from aromatisse.

Slowverlord (Slowking) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Modest Nature
- Scald
- Flamethrower
- Ice Beam
- Psyshock
This may look like an odd set but hear me out. This thing can take special attacks alarmingly well, and the addition of assault vest doesn't even bother him because of regen he can just switch out and be fine. He walls alot of special attackers in this tier, (especially delphox, gg) and can scare them out with a host of nice coverage. Scald provides the all too powerful threat of a burn which makes people antsy about messing with him and psyshock hits specially defensive mons. He doesn't provide a huge offensive threat but does a nice job pulling in special attacks, especially ice beams meant for druddigon or flamethrowers meant for escavalier, and then just shrugs it off when he leaves. Pretty clutch.
The Setters

Hoop Skirt? (Aromatisse) @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 180 Def / 76 SpD
Bold Nature
IVs: 0 Spe
- Trick Room
- Wish
- Protect
- Toxic
Not the flashiest mon but a key piece here. Aromatisse is probably my most reliable TR setter, and has the very important role of being my only wish passer. This is pretty big because the general bulkiness of this team really allows wish passing to be not only pretty easy but essential. Druddigon after taking some hits recovers around 60% if i remember right from a wish, and that can be alot of residual physical damage or tricks there. it also gives the sweepers another chance to shine. Toxic is the typical stallish move, but it works nicely, especially on beefy walls like cresselia and alomomola.

Give Me a Hug (Cofagrigus) @ Leftovers
Ability: Mummy
EVs: 252 HP / 76 Def / 180 SpD
Modest Nature
IVs: 0 Spe
- Trick Room
- Nasty Plot
- Pain Split
- Shadow Ball
If i had to take a bet, I bet it's safe to say that no one has tried a cofagrigus set quite like this one. It is very versatile but has to be used wisely. Mummy can come in real handy when needing to set a mon down a peg, and this thing is already quite beefy with base 145 def. He can be very tricky to use but very handy. Having a second TR setter I think is very important, that way the other setter doesn't have to be such a vital pivot, spread the love! Nasty plot is there to scare people into thinking it's a totally offensive mon, and when that switch is forced, you set up TR and then they're stuck. So far have had many games where I start a nasty plot, guy panics, goes into something, then trick room is up and it's a world of hurt for him. even if you get hit hard, pain split after TR will go first and provide some handy recovery. This thing is a great answer to mismagius and a few other threats when done properly.
Sweep City, Sweep Sweep City

PANGAEA (Camerupt-Mega) @ Cameruptite
Ability: Sheer Force
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Earth Power
- Flamethrower
- Flash Cannon
- Ancient Power
Hey I finally found the good sprites! Anyway. I think this one is self explanatory. MCamerupt is the premier Trick Room sweeper as this set gives him a whopping 427 special attack and mindbending speed under TR. All moves get the sheer force boost which is key, and this set allows for some wide ranging coverage, with the inclusion of ancient power to hit things like fletchinder, vivillon, moltres, and some other things that could be a major hassle. This guy's in NU technically but he does fine when you set up for him. He also eats a Jolteon volt switch and after threatening an earth power he's not going to want to stay in and nothing is going to want to take anything this bad boy can dish out

Sir LANCEalot (Escavalier) @ Choice Band
Ability: Overcoat
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IV's: 0 Spe
- Iron Head
- Drill Run
- Megahorn
- Knock Off
Boom. What can I say about this majestic creature that hasn't been said. Under trick room this thing is a terror unlike anything you've ever known. Iron head provides a solid stab and flinch chance, hitting things like Aromatisse, M-Glalie, Tyrantrum, Slurpuff etc. Megahorn is the all powerful kicker here blasting through things like lilligant and meloetta and putting a giant dent in such walls as amoonguss and tangrowth. Drill run hits fires that might try to get cheeky with a switch and it hits hard. The last move slot was a toss up of poison jab or knock off, and I went with knock off for utility and the scary Doublade. Poison jab is better with fairys like Whimsicott, but with overcoat this thing isn't bothered by whim at all.
Threat List
Haven't really run into much trouble but this thing has potential to. It's not super quick and has great coverage, plus nothing on M camerupt can 1hko. I've been dealing with it through aromatisse stalls mostly but it's still quite a nuisance.
The pringles man over here is a major wall to this team. It's bulky as hell and it's very effective at ruining my day.
252+ Atk Choice Band Escavalier Knock Off (97.5 BP) vs. 252 HP / 200+ Def Jellicent: 340-402 (84.1 - 99.5%) -- guaranteed 2HKO after Leftovers recovery
That's my only hope. And unless I catch him on a switch and can roll the dice on an incoming scald or will O wisp there's not much I can do. This thing is awful and I'm not sure quite how to deal with it. Worst of all, I can't really safely go into camerupt to take a Will o wisp because he would just mess me up with a scald
Haven't bumped into one yet, but arena trap is a scary scary thing. If it snuck in there and trapped one of my setters it could be a grueling match
Thoughts? Suggestions? Let me have it!
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