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This is the team I used for the suspect test on NDW. I went 23-3 with a GXE of 77.9 to complete it. It’s once again hard Trick Room and it’s stronger than ever. The classic core of

,

,

, and

is back and they’ve stood the test of time as well as some new faces who are here to terrorize the meta.
The Pokemon

is specialized to help with problem mons such as

,

, and

. Max Spa means that Fleur Cannon can OHKO

, Tera Water Allows you to take a hit from

, and and Encore can lock a

into Calm Cind allowing for you to bring in one of your physical attackers to deal with it. Steel Beam allowed for you to OHKO valuable targets such as

,

, and a roll to ko

. The boost after the KO from Soul Heart makes your follow up Fleur Cannon or Steel Beam even stronger.

also lets you Fire off Fleur Cannon, bring in

, and burn it on the same turn.

is the other main Trick Room setter and it has a similar role to

. Draco Meteor threatens a huge chunk of the metagame and the mons that aren’t threatened by it are threatened by Flash Cannon and Earth Power. Same as Fleur Cannon,

Draco Meteor lets you bring in

and burn it on the same turn. Tera Flying makes the matchup into the new and old Ground types more manageable as the team is generally weak to them.

is the main reason that Trick Room even works thanks to its terrifying breaking power. Tera Ghost makes you immune to Fighting moves and matches up better against other

. Tera Normal is also a good option for a bit of extra power in breaking through

and Tera Ground is great for breaking through physdef

and OHKOing

. This

has Crunch to ohko

however, if it Terastalizes on the turn that you use Crunch, you are in trouble. An alternative option is Fire Punch to help deal with

and

. Substitute is used to scout Tera and sometimes lets you attack an extra turn outside of Trick Room if the sub is still up.

is a great form of priority and sweeper. Its checks are beaten by its teammates so you can oftentimes position it to sweep. It is also just a very strong attacker in general with even unboosted Flare Blitz hitting very hard and Extreme Speed finishing off low health mons.

is both the biggest win for Trick room and the biggest loss out of the new mons. It is a massive threat to Trick Room but I will cover that later. It is a Trick Room setter but most of the time, it’s just enabling itself as it’s a terrifying attacker with Trick Room up. Power Herb Meteor Beam hits very hard and it becomes very hard to answer thanks to the boost. The only good answers to it are

and

. The crazy part is that Tera Ground allows you to OHKO

without the +1 from Meteor Beam and

can be beaten with Tera Fairy Tera Blast which is an alternative option to Earth Power however, you sacrifice the ability to beat

under Trick Room if you run that. You chose one or the other to beat but I personally like Earth Power because it’s good without Tera and you typically want to save Tera for

,

,

, or

.

is the other big win for Trick Room with the new drops. It does the same shenanigans that it does everywhere else except now it can move first making it even more terrifying. It is a counter to

assuming the opposing Tera is used up, a terrifying cleaner with the mind games becoming much more in your favor if Trick Room is up, and Sucker Punch is super valuable on Trick Room since priority is a necessity in order for Trick Room teams to work. Tera Flying gives you a ground immunity and fighting Resistance which is often the difference between sweeping and just getting checked.
Problem Matchups

is a mon that you have a few answers to but they are all kinda messy.

can set up Trick Room and has Tera Water but you can’t OHKO it.

can Tera out of the Water weakness and ohko it when it tries to Jet Punch but that requires Trick Room, Tera, and still taking a good bit of damage.

can switch into it but it gets chipped down over time and still takes 40% from Wave Crash and gets OHKOed by Close Combat so you can’t set Trick Room in front of it.

is weak to it and doesn’t like taking Wave Crash even after Tera. Your best chance with it is to get to +4 and then OHKOing

with Tera Normal Extreme Speed.

takes big damage from it and gets 2HKOed by Jet Punch and gets OHKOed by Wave Crash after Tera Water.

under Trick Room can beat it after you get up a Swords Dance but it’s still kind of messy.

is much more manageable than

but it’s still a very big threat.

doesn’t beat it consistently because of Tera and even if you do, you are still eating a coverage move which hits quite hard.

is the best answer you have to it but it becomes a mind game of Teras if you both have it available and you really need to save your own Tera if your opponent still has theirs.
Ground Types or more specifically,

,

,

, and

pretty much force you to Tera one of your Trick Room setters or lead

. These are the easiest to handle as setting up Trick Room makes them all very manageable but they make Trick Room hard to set up.
Entry hazards can give you some issues in the long run due to your lack of recovery and no

. If your opponent has a Deoxys lead for example, you are pretty much forced to lead

and Fleur Cannon turn 1 can switch into

to Extreme Speed and even then, you have burned an

and a hazard still goes up.
Use this team if you want to complete the suspect test somewhat easily.