ORAS OU Setting Up in Trick Room (current peak 1554)

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So this is my version of a Trick Room team that makes use of set up sweepers. The whole team basically spiraled out of wanting to use Belly Drum Azumarill on a Trick Room team to do serious damage, and trying to make a system by which he could easily switch in. Also Trick Room will always be very anti meta, which is a lot of fun. The team's current peak is at 1554 and it sits reasonably comfortably around the 1500 mark - I'm fairly confident with a bit more play I can hit a better peak. Onto the team...

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Uxie - Trick Room Utility Lead
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Uxie @ Red Card
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Memento
- Magic Coat
- Stealth Rock

Uxie is designed to provide me with a straight forward way to set up Trick Room off the bat. The idea is you Stealth Rock, then Trick Room, then Memento. Opposite a super effective type, instead lead with Trick Room and then use Stealth Rock or Memento depending on which is more useful (Stealth rock if they have a lot of Stealth Rock weaknesses or something that is likely sashed, Memento otherwise). Magic Coat deters Taunt users and can buy me a free turn if I repel their hazards. Red Card is there to break opposing leads' Sashes by them having to come back in on Stealth Rock, and also to force the vast majority of set up sweepers and sub users out when they attack.

The EVs allow me to take any unboosted non-Choice Specs or Choice Band super effective hit barring Mega Heracross Pin Missile (yes, that has happened to me before) - almost guaranteeing Trick Room. It also normally is only 3HKOed by non-STAB Knock Off (Landorus-T and Conkeldurr mainly), allowing me to Stealth Rock then Trick Room then Memento. This set completely walls Smeargle by using Magic Coat, which is always a huge bonus in a lead. Care needs to be taken with Memento, so you don't give a Bisharp a huge boost.

Azumarill - Sweeper and Wallbreaker
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Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Waterfall
- Aqua Jet
- Knock Off
- Belly Drum

Azumarill is here to do as much damage as possible when he has an opportunity. Once Ferrothorn, Mega Venusaur and Unaware pokemon are gone bring him in on anything that can't burn or phaze, Belly Drum and then KO at least 2 things if there are no protect users - potentially a lot more with Bellyjet after Trick Room has finished. Knock Off was chosen over Play Rough as it has perfect accuracy and doesn't really make much of a difference in turns of coverage (you can no longer KO Chesnaught, but it isn't at all common anyway).

Even resisted hits with Waterfall will OHKO huge portions of the meta (Keldeo and Gyardos are nice examples) and Aqua Jet under Trick Room allows you to do some really nice things, like OHKOing the majority of other priority users and Sableye before they can even touch you. Stealth Rock support here is mandatory, any Sashes or Sturdies are going to slow Azumarill down dramatically.

Manaphy - Bulky Sweeper
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Manaphy @ Wacan Berry
Ability: Hydration
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Tail Glow
- Scald
- Energy Ball
- Ice Beam

Manaphy may feel like a strange choice for a Trick Room team given it's base speed of 100, but by min-speeding it you will still underspeed any base speed 70 that has even a little investment - which for me is more than enough. The real charm of using Manaphy is of course Tail Glow, which allows for it's special attack to be boosted to huge levels. From there so long as Chansey and Ferrothorn are out of the way, you can do serious damage; Scald will hit anything that doesn't resist it very hard and has potential to burn, Energy Ball nails things like Mega Swampert, Keldeo and Rotom-W and Ice Beam will OHKO any dragons on the scene.

Once Trick Room fades, the Wacan Berry can really make a difference as the opponent often switches in an electric type hoping to Volt Turn and KO - when they don't you can easily score your own KO on their switch in. I have tried Psychic coverage over Ice Beam for Venusaur, but Venusaur takes heavy damage from +6 Ice Beam and can't easily switch in - besides Latios and Latias are far more common threats to worry about. Manaphy also allows me to scout out sets, for example if the opponent has a Clefable and yet doesn't switch it in it's probably the Magic Guard variant - meaning I can then field Azumarill with more confidence afterwards. Also if Manaphy does boost in the face of something with the potential to phaze, it's not half as bad as when you do the same with Azumarill due to the health cost of Belly Drum - again vital scouting.

Mega Gardevoir - Trick Room Setter, Substitute Penetrator and Late Game Cleaner
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Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Hyper Voice
- Will-O-Wisp
- Healing Wish

When building this team, I decided I needed something with a large offensive presence that could set Trick Room and hit behind subs. Initially I used Infiltrator Chandelure, but found it didn't really hit as hard as I'd like and was easy to play around given it's wallable STABS; it was also Stealth Rock weak. That's when I settled upon Gardevoir.

Gardevoir has an enormous offensive presence, OHKOing huge portions of the meta with a single move - here are the calcs I posted in the Trick Room thread:

OHKOes who mostly can't OHKO:

252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 248 HP / 108 SpD Mandibuzz: 468-552 (110.6 - 130.4%) -- guaranteed OHKO
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 4 HP / 0 SpD Latios: 462-546 (152.9 - 180.7%) -- guaranteed OHKO
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 0 HP / 0 SpD Thundurus: 303-357 (101.3 - 119.3%) -- guaranteed OHKO
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 4 HP / 0 SpD Bisharp: 337-397 (123.8 - 145.9%) -- guaranteed OHKO
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 0 HP / 0 SpD Mega Charizard X: 288-339 (96.9 - 114.1%) -- guaranteed OHKO after Stealth Rock
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 4 HP / 4 SpD Mega Gallade: 444-524 (159.7 - 188.4%) -- guaranteed OHKO
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 0 HP / 0 SpD Landorus: 303-357 (94.9 - 111.9%) -- guaranteed OHKO after Stealth Rock
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 0 HP / 4 SpD Keldeo: 546-644 (169 - 199.3%) -- guaranteed OHKO
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 0 HP / 0 SpD Mega Pinsir: 274-324 (101.1 - 119.5%) -- guaranteed OHKO
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 64 HP / 0 SpD Mega Altaria: 482-570 (157 - 185.6%) -- guaranteed OHKO
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 0 HP / 0 SpD Multiscale Dragonite: 252-297 (78 - 91.9%) -- guaranteed OHKO after Stealth Rock

2HKOes that can't OHKO:
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 92 HP / 0 SpD Azumarill: 303-357 (83.2 - 98%) -- 68.8% chance to OHKO after Stealth Rock
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 252 HP / 4 SpD Skarmory: 167-197 (50 - 58.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 252 HP / 0 SpD Clefable: 274-324 (69.5 - 82.2%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 252 HP / 0 SpD Landorus-T: 303-357 (79.3 - 93.4%) -- 37.5% chance to OHKO after Stealth Rock
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 0 HP / 0 SpD Mega Charizard Y: 111-132 (37.3 - 44.4%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 0 HP / 0 SpD Mega Diancie: 168-198 (69.7 - 82.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 244 HP / 192+ SpD Gliscor: 231-273 (65.6 - 77.5%) -- guaranteed 2HKO after Stealth Rock and Poison Heal

It also allows me to counter many dark types that would otherwise give me trouble - Mandibuzz and Mega Sableye being the prime offenders. Will-o-Wisp means I can burn Steel switch-ins and still set Trick Room in the following turn (Mega Metagross being the expection), and is another way to handle a +2 Bisharp who will be undersped and so will receive a burn before his attack lands.

Healing Wish allows me to recover things like Manaphy towards the end of the game if I need to allowing me to play quite fast and loose early game. All in all, the power coupled with no need to set up makes Gardevoir worth it despite its somewhat lacking bulk - Trick Room has the potential to provide 4 OHKOs with Mega Gardevoir. Lastly, the base ability Trace can be used for interesting purposes, copying Intimidate being my favourite.

Jirachi - Fairy Check, Phazer, Stealth Rock and Trick Room Setter, Gunk Shot Receiver
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Jirachi @ Red Card
Ability: Serene Grace
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Iron Head
- Stealth Rock
- Healing Wish

Jirachi patches up some problems for the team, as well as serving as another Trick Room and Stealth Rock setter. First of all, it outspeeds outside of Trick Room slow fairies like Clefable (with the Unaware Variant walling large parts of the team) and Sylveon and can often flinch hax them to death. It also takes the inevitable Greninja Gunk Shot once Azumarill is outside of Trick Room, and isn't KOed by Dark Pulse. Stealth Rock means that, even after Defog, I can still get another one out there if I need to (or if anything went wrong with Uxie's attempt at getting it out).

The EVs allow for it to take most super effective hits on the nose and then phaze with Red Card. The Red Card can also be used to do some interesting things, for example killing a Talonflame by proxy who has come in on a Stealth Rock (comes in and takes 50%, uses Brave Bird which is where I switch in Jirachi, recoil pushes it below 50% the Red Card forces it out so if it tries to come in again with rocks out it faints). Further, as I mentioned with Uxie, I can phaze out boosted sweepers who have no way of knowing about the Red Card. Healing Wish as always gives recovery and provides free switches.

Goodra - Glue, Grass Attack Absorber
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Goodra @ Expert Belt
Ability: Sap Sipper
EVs: 88 HP / 252 Atk / 100 Def / 68 SpA
Brave Nature
IVs: 0 Spe
- Curse
- Ice Beam
- Superpower
- Fire Blast

Goodra adds some much needed glue to the team, comfortably switching in on stuff that could OHKO other members and getting rid of many problematic pokemon given the chance. +1 Superpower OHKOs the common 4 HP / 252+ Def Chansey variant with Expert Belt, as well as most Heatran variants. It also allows Goodra to check Ice Beam Greninja who can't OHKO and a +2 252+ Bisharp lead under Trick Room who would otherwise sweep the team (see below):

Turn one Trick Room with Uxie as the Bisharp boosts to +2 with SD who can't OHKO unboosted, turn two receive the OHKO Knock Off and bring in Goodra, turn three use Curse on Goodra whilst Bisharp Sucker Punches - they'll believe Goodra will underspeed so they'll think priority is more reliable, turn four take maximum 98.2% from Sucker Punch at +1 Def and OHKO with Superpower.

If Bisharp doesn't boost, then it's vastly easier to manage, the above instance is just a worst case scenario that does occasionally happen. It has worked before, I really should have saved the replay.

Sap Sipper allows Goodra to switch into Mega Venusaur, Chesnaught, Breloom, Ferrothorn, Mega Sceptile or Amoongus who all might switch in to Manaphy or Azumarill and who can mostly be threatened out with Ice Beam or Fire Blast; it's especially good at taking on sashed Breloom leads, who would otherwise have a field day with Spore considering the low speed of my team. Fire Blast allows an OHKO on Defensive Skarmory after Stealth Rock, which is also nice given that they're often Phazers.

Ice Beam is a new addition, replacing Outrage. I've found that Lando-T loves to switch in once Goodra has a +1 Sap Sipper/Curse boost, and so this will OHKO after Stealth Rock as well as OHKO the x4 ice weakness dragons that Outrage would have covered anyway and prevent it from being locked into Outrage allowing for fairy switch-ins. However it is a weaker attack on the whole and denies Goodra the nuke of Outrage, I'll continue testing it and see what happens. Goodra is my most sackable pokemon, something I can suicide to bring in something stronger, which makes the team easier play in some respects.

Threats

Bisharp is a huge threat, and can tear through the team if I'm not careful. However if I can get Trick Room set up, which is an almost certainty, Gardevoir should be able to burn it or Goodra should be able to counter it even with a boost. Likewise other steels, like Mega Metagross, can also be a pain but they still won't enjoy either of Azumarill's or Manaphy's boosted attacks so there not as problematic.

Unaware Clefable is an issue, but it can be scouted for with Manaphy and then hopefully handled between Gardevoir and Jirachi who do it heavy damage. Unaware Quagsire isn't nearly so much of problem due to Manaphy's Energy Ball.

Grass types who are neutral to team members attacks, like Mega Venusaur or Ferrothorn, can cause issue - but Power Whip variants of Ferrothorn are often underspeeded by Azumarill and OHKOed with Knock Off after Stealth Rock. Goodra can OHKO Ferrothorn and wear Venusaur down into a faintable range as well so it's not too bad. Venusaur doesn't like to switch into Manaphy, who can 2HKO under Trick Room at the +6 with Ice Beam and will OHKO before the mega evolution.

Chansey walls Manaphy, but will fall to Goodra and Azumarill. Greninja can clean my team late game if I'm not careful, so a bit of caution is advised when he's about. Likewise Gengar can cause me problems, especially with specs, so Manaphy or Azumarill in good health need to be used to take him down - the substitute variant causes me particular problems due to Mega Gardevoir being my main solution to hit behind subs.

Belly Drum Azumarill leads can wreck my team, but most Aqua Jet on one of my Red Card mons so it's not a huge problem. On the other hand, Empoleon can give me a lot of grief through phazing and setting up it's own hazards - not taking much from most of what this team has to offer. Ideally I need to get Goodra in and use Superpower, but that can be hard to realise in practice.

If the opponent can get my rocks out of the battle, then Mega Pinsir and Talonflame will do a lot of damage - but with two setters I usually manage.

Really, my main issue is when there's several of these all on one team - which makes finding my set up opportunity very difficult.

Other Problems

The team can get worn out over time with stall as it lacks recovery, I really need momentum and those early KOs to get going. Some things like Gardevoir are a little frail, meaning there aren't always many safe switches to make. Trick and Protect can cause serious issue for the team, but they can't really be anticipated to you just have to roll with it. Lastly it's sometimes hard to predict Taunt users - both Gengar, Greninja and Talonflame can all run Taunt it's just not very common - however because they're all large threats you have to assume they won't have Taunt with Uxie and play as normal. Red Cards, naturally, can also backfire - but they are better than not having them here in the first place.

Final Word

And there you have it. Any advice you have would be greatly appreciated, and it'd be cool if you tried out the team! The real advantage is the huge damage it has to offer making it difficult to contain and easy to misplay around. I'm wondering if there is something easier I could be doing to handle problematic grass types and things like Bisharp that I'm not seeing, or if I could do with putting in something more bulky to set up Trick Room so the team isn't so frail - thoughts on these issues would be good. Even if it isn't the best team ever, wrecking face with +6 attack Azumarill never loses its appeal!

Importable
Uxie @ Red Card
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Memento
- Magic Coat
- Stealth Rock

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Waterfall
- Aqua Jet
- Knock Off
- Belly Drum

Manaphy @ Wacan Berry
Ability: Hydration
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Tail Glow
- Scald
- Energy Ball
- Ice Beam

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Hyper Voice
- Will-O-Wisp
- Healing Wish

Jirachi @ Red Card
Ability: Serene Grace
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Iron Head
- Stealth Rock
- Healing Wish

Goodra @ Expert Belt
Ability: Sap Sipper
EVs: 88 HP / 252 Atk / 100 Def / 68 SpA
Brave Nature
IVs: 0 Spe
- Curse
- Ice Beam
- Superpower
- Fire Blast

Replays

Here's one, I'll post up more good ones as I remember to:

http://replay.pokemonshowdown.com/ou-192173485 - showcases a lot of principles of the team and finishes with Gardevoir cleaning late game.
 
I literally just played you twice on the ladder. Pretty funky team as trick room mega gar can pose to be really threatening. You are very weak to mega venusaur, and your boufallant isnt going to work -_- . I would suggest adding Zen Head But on Jiraichi instead of stealth rock as vs me, you led with uxie both times and used rocks with her. Or Instead of Jiraichi, you could add, Gothitelle. Gothitelle provides the glu to your team, in being able to defeat walls for manaphy in chansey, azumarill, taking out ferro easily or skarmory, and last but not least, Mega Venusaur. Btw, nobody uses speed on ninja, so they wont sucker punch lolol.

jiraichi: Stealth Rock < Zen Head butt 248 HP evs

Azumaril: Knock off < Superpower

Gardevoir: 248 HP evs

Manaphy: 248 HP evs

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Gothitelle @ Choice Specs
Ability: Shadow Tag
Nature: Quiet
Evs: 80 HP 252 Spa Rest in whatever
- Hidden Power Fire
- Psyshock
- Rest
- Trick
 
Cheers for the rate! I think Boufallant will work, I will update my team accordingly once I've done more testing and replace Goodra with it - I'm re-laddering to get a new accurate score as we speak using the profile Blodwin. Gothitelle is way too weak, and Choice Specs is really limiting. It's also easy to play around - when they have a Chansey in, they can easily predict my switch and switch in their own Gothitelle check/counter killing my momentum. Besides that Boufallant can really really set up on Ferrothorn - who is just as much of a threat as Mega Venusaur on this team - and it can actually use Will-o-Wispers as set up, taking something like Rotom-W's burn and Swords Dancing on the same turn then doing crazy damage with Facade (better than the recoil you get with Head Charge, but this too is something I'll test).

Don't worry, I did play test Gothitelle in that slot before saying it's no good and thanks for the suggestion.
 
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