Hey all, longtime RMT lurker and first time RMT poster here, so hopefully I don‘t mess this up TOO badly. Most of my experience with mons lies in OMs, but if I’m bored and come up a fun concept for a team in another tier I’ll give it a shot. My only previous experience in Monotype comes from screwing around in SM with a Flying-type rain team that performed about as well as you’d expect a Flying-type rain team to, but I wanted to attempt a dedicated Trick Room team in Gen VIII that wasn’t shit, and Monotype seemed like a fun meta to build it in. Ghost was the obvious type to me, mostly thanks to it having a ridiculously strong abuser in Alolan Marowak and a great mid-game setter in Mimikyu, and the rest of the team eventually fell into place from there. You generally win by just overwhelming your opponent with raw physical offence, though you also have Specs Dragapult in the back to snipe physical walls. Choose your sacks wisely (ie don’t throw away your wincons like I do) and the team performs a far better than you might expect.
people seem to link songs for some reason so...
Runerigus @ Mental Herb
Ability: Wandering Spirit
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Stealth Rock
- Trick Room
- Night Shade
- Memento
Runerigus is the designated suicide lead, though if you have a good read on the opponent’s lead you can save it for later. This thing’s ridiculously bulky, capable of setting rocks and Trick Room before using Memento or switching out to save it as a sack. Focus Sash is kind of excessive when you also have a Trick Room Mimikyu, so I opted for Mental Herb instead, and it’s saved me on quite a few occasions. Wandering Spirit can be fun against mons like Araquanid, Azumarill, and Guts users, but be sure to keep track of it; You don’t want to wind up accidentally using Flare Blitz without Rock Head, or Dynamic Punch without No Guard.
edit: swapped from physdef with Body Press to spdef with Night Shade, lets you set up on mons like Pelipper and Hydreigon
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Poltergeist
- Bonemerang
- Brick Break
Switch this in with Trick Room up and just click moves until it’s over. This thing hits stupid hard, putting dents into anything it doesn’t straight-up instakill. It makes Ice matchups nigh-autowin, obliterates HO, and breaks through defensive cores with ease. Fire/Ghost is also a potent defensive typing, allowing Marowak to be effective outside of Trick Room, especially vs Fire, Bug, Poison, and Grass-type teams. I originally had Swords Dance in the fourth moveslot but it was never worth wasting a Trick Room turn on, so I opted for Brick Break, which is useful tech for dealing with screen teams and Hydreigon.
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Draco Meteor
- Thunderbolt
- Surf
Every good Trick Room team needs a really fast mon to deal with threats outside of Trick Room, and Ghost just happens to have the second-fastest mon in the meta, so Pult was an easy pick. A Specs set provides some much-needed special power to an otherwise physical team. TBolt and Surf are my coverage moves of choice, notably hitting nuisances like Azumarill, Keldeo, Hippowdon, Excadrill, Incineroar, Krookodile, and Corviknight. Draco is really nice if you just need to nuke a mon, or nuke 2 if you’re against a Dragon-type team.
Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Trick Room
- Shadow Claw
- Play Rough
Mimikyu is almost essential on Ghost-type teams to help with Dark mons, and its ability to tank any hit (except, like, Haxorus Iron Tail) and hit back or set Trick Room is key to this team’s success. You need to be very careful with how you use this mon, because Disguise can and will save your ass in nearly any situation. STAB is all you really need because nobody runs Pyroar, and SD is just nice to have, letting you set up on walls or forced switches. Generally, you want to save this mon to set up for a final sweep of the opponent’s team, either on its own or by setting Trick Room for a teammate.
Aegislash @ Colbur Berry
Ability: Stance Change
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Close Combat
At this point I needed more Trick Room abusers, but I also wanted them to be viable outside of room, and Aegislash was the first mon that came to mind. Priority in the form of Shadow Sneak is really nice to have, allowing you to deal with mons that barely avoid a KO from another mon, both inside and outside of Room. Aegislash also provides a Psychic resist, which helps you deal with Expanding Force mons outside of Trick Room. Colbur’s nice tech, letting you catch mons like Bisharp, Urshifu, Hydreigon, and Zarude off guard and hit them with an adamant Close Combat.
Golurk @ Choice Band
Ability: No Guard
EVs: 8 HP / 252 Atk / 248 Def
Brave Nature
IVs: 4 Spe
- Poltergeist
- Earthquake
- Dynamic Punch
- Stone Edge
I went back and forth on what my last mon should be for a while. I tried Polteageist for a sweeper outside of Trick Room, AV Dhelmise for hazard control and a Ground switchin, and Specs Cursola for another special attacker, but all of those just had too much trouble in the Dark matchup, so I settled on a Banded Golurk. Stone Edge 2HKOes Mandibuzz, the single biggest threat to this team, Dynamic Punch hits Dark and Normal types and has confusion bullshit, and EQ is really nice vs Poison and Fire teams once you deal with Galarian Weezing and Rotom Heat respectively. 4 Speed IVs let you outspeed Toxapex outside of Trick Room, and I chose to invest EVs into defense rather than HP to make sure I can take Sucker Punch, Aqua Jet, and Shadow Sneak as well as possible. No Guard is a godsend, especially on a Trick Room team, where a miss is often the difference between having just enough turns to sweep and getting counterswept.
SD Bisharp
You can’t afford to let it set up. Thankfully, we have plenty to OHKO this, but +2 Sucker Punch is extremely dangerous and Disguise Mimikyu can’t save you from this monster.
Mandibuzz
Extremely difficult to kill and hits every mon on the team hard with Foul Play. Try to hit it with Golurk or Dragapult on the switch.
Hippowdon
Another physical wall that can comfortably tank hits from the entire team sans Dragapult, and it can also stall out Trick Room with Yawn.
SD King’s Shield Aegislash/SD Doublade
Not too bad as long as you get off enough damage that you can finish them off with Mimikyu, but still scary to face if they get set up.
Belly Drum Azumarill
Similarly to Bisharp, this thing is a monster if it manages to get set up, and doesn‘t die to Mimikyu. However, as long as you’re outside of Trick Room and haven’t been chipped too hard, Dragapult can tank an Aqua Jet and kill. Also, if Pult’s chipped but Rune’s alive, you can sack Runerigus to get rid of Huge Power.
Bulk Up/Curse Users
Annoying if they get set up, but you can use Specs Dragapult to deal with most of them, with the three pictured here generally needing a bit of chip first.
Runerigus @ Mental Herb
Ability: Wandering Spirit
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Stealth Rock
- Trick Room
- Night Shade
- Memento
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Poltergeist
- Bonemerang
- Brick Break
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Draco Meteor
- Thunderbolt
- Surf
Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Trick Room
- Shadow Claw
- Play Rough
Aegislash @ Colbur Berry
Ability: Stance Change
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Close Combat
Golurk @ Choice Band
Ability: No Guard
EVs: 8 HP / 252 Atk / 248 Def
Brave Nature
IVs: 4 Spe
- Poltergeist
- Earthquake
- Dynamic Punch
- Stone Edge
Ability: Wandering Spirit
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Stealth Rock
- Trick Room
- Night Shade
- Memento
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Poltergeist
- Bonemerang
- Brick Break
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Draco Meteor
- Thunderbolt
- Surf
Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Trick Room
- Shadow Claw
- Play Rough
Aegislash @ Colbur Berry
Ability: Stance Change
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Close Combat
Golurk @ Choice Band
Ability: No Guard
EVs: 8 HP / 252 Atk / 248 Def
Brave Nature
IVs: 4 Spe
- Poltergeist
- Earthquake
- Dynamic Punch
- Stone Edge
Aaand that’s the team! It struggles most in Dark and Ground-type matchups, but both are definitely winnable if you play your cards right. My goal with the team, and teams in general, is to have them be unorthodox and fun to play, while also being as competitively viable as possible. Criticism of the team is much appreciated, as is criticism of the RMT itself in case I ever do this again.
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