SV OU Simple Trick Room :p

Bronzong @ Air Balloon
Ability: Heatproof
Tera Type: Grass
EVs: 252 HP / 132 Def / 84 SpD / 40 Spe
Sassy Nature
IVs: 0 Spe
- Trick Room
- Gyro Ball
- Stealth Rock
- Psychic

Start with this, Sets up trick room, stealth rock, then switches out, or fights with psy depending on opposition

Reuniclus (F) @ Life Orb
Ability: Magic Guard
Tera Type: Psychic
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Focus Blast
- Trick Room
- Shadow Ball
- Recover

Trick Room Fast sweeper, strong SpA and Tanky HP, Magic Guard helps it tank and protects from the obvious

Corviknight (M) @ Leftovers
Ability: Mirror Armor
Tera Type: Flying
EVs: 116 Atk / 140 Def / 252 SpD
Impish Nature
- Defog
- Brave Bird
- Iron Head
- U-turn

Sweeper if Trickroom goes away, tanky and strong with physical moves, U-Turn helps it switch into a trickroom user when needed

Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 180 Atk / 4 Def / 72 SpD / 252 Spe
Naughty Nature
- Brick Break
- Destiny Bond
- Encore
- Fire Punch

Covers other types, fast sweeper for backup

Tyranitar @ Rocky Helmet
Ability: Unnerve
Tera Type: Rock
EVs: 72 HP / 100 Def / 148 SpA / 64 SpD / 124 Spe
Quiet Nature
IVs: 0 Atk
- Thunder
- Dragon Pulse
- Foul Play
- Hydro Pump

Keeps type balance, gives water offence and steel offence

Glastrier @ Assault Vest
Ability: Chilling Neigh
Tera Type: Ice
EVs: 188 HP / 204 Atk / 36 Def / 80 SpD
Brave Nature
- High Horsepower
- Body Press
- Avalanche
- Icicle Crash

Fast trick room sweeper Atk, physical moves

Assume these forums get alot of these, any help is useful :) Just starting out, thought id try my luck with the whole team building and go with somehting safe.
 
If you're looking for something safe, then I would recommend not going with trick room lol. It's generally considered unviable in OU. But there are a couple things to change if you want to stick to this team. Non-roost corviknight is quite questionable. Iron head is unlikely to actually do anything, as corv shouldn't ever been an offensive mon. Corv as a whole doesn't really fit with the vibe of trick room. While pivoting is great, it's too passive for the fast-paced offensive build of the style. You would be far better of with another breaker like Ursaluna, with a set like-

Ursaluna @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Tera Type: Normal
Adamant Nature
- Swords Dance
- Facade
- Headlong Rush
- Fire Punch

This gives you a powerful physical breaker, to go along with the Glastrier. Another issue this team has is the lack of pivoting. Bronzong as a lead isn't great, as once it sets trick room, it is unlikely to do anything, and just serves as a momentum sink as it can be difficult to switch out. Stealth rocks is good utility, but it would be far better to replace it with the most iconic trick room pokemon-

Hatterene @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 SpA
IVs: 0 Atk / 0 Spe
Tera Type: Water
Quiet Nature
- Trick Room
- Psychic Noise
- Dazzling Gleam
- Healing Wish

Hatterene keeps both the function of bronzong of being able to set and function in trick room. It also has the fantastic utility of magic bounce, keeping hazards of the field, serving as both a replacement for the lost defog of corviknight, and the lost stealth rocks on Bronzong. Healing wish is fantastic to be able to both switch hatterene out without losing momentum, but also bring your breakers like ursaluna or reuniclus back to health.

The tyranitar set is not good, to be honest. I don't see how much it would be helping, with his lackluster SPA stat in current gen, and his terrible defensive typing gives him little defensive utility. This is most likely just going to be dead weight in most games. If you want to go slightly more bulky, more pivoting with something like Uxie or Galarian Slowking, with memento/chilly reception respectively, with an alternate way to get up rocks on uxie. Another fantastic option is cresselia, with another Healing wish adjacent in Lunar Dance to heal up the breakers.

Uxie @ Colbur Berry
Ability: Levitate
Tera Type: Dark
EVs: 252 HP / 40 Def / 216 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Stealth Rock
- Trick Room
- Encore
- Memento

Slowking-Galar @ Lagging Tail
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Chilly Reception
- Trick Room
- Future Sight
- Focus Blast

Cresselia @ Mental Herb
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
IVs: 0 Atk / 0 Spe
Tera Type: Poison
Relaxed Nature
- Trick Room
- Lunar Dance
- Moonlight
- Ice Beam


Another option is a different breaker. booster attack Iron hands is a viable option if you want more physical power, or something like Hoopa Unbound for special power.

Hoopa-Unbound @ Assault Vest
Ability: Magician
EVs: 252 HP / 180 Def / 76 SpA
Tera Type: Fairy
Quiet Nature
- Knock Off
- Psychic Noise
- Drain Punch
- Thunderbolt

Iron Hands @ Booster Energy
Ability: Quark Drive
Tera Type: Fire
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Close Combat
- Wild Charge
- Ice Punch
- Heavy Slam

Some final tips I would give is to switch Recover on Reuniclus for Psychic noise, and swords dance on glastrier instead of body press, along with close combat over avalanche. Noise gives a good way to break fat teams, and is strong psychic stab. Recover is fine, but you should have Healing wish support, and you shouldn't be going for a long game with Trick Room, while body press and avalanche are outclassed by other stab options .I hope this helps, I'm not well-versed in trick room teams, but I have dabbled before, so I hope these sets are good. While it might not be viable, it can be really fun. Good luck!
 
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