The Negative Zone [Trick Room OU Team] - RMT

I've recently started playing Pokemon again after a few months break. However, this is pretty much my first time ever playing competitively. Immediately, Trick Room appealed to me and I decided to make a team out of it. Here is my, most likely, effortless attempt at it:

The team at a glance:
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First off, I decided that I would need at least 2 trick room users as the core of the team. I personally enjoy having 3, the other 3 being offensive supports.

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Reuniclus (M) @ Life Orb
Ability: Magic Guard
Shiny: No
EVs: 192 HP / 64 Def / 252 SpA (0 Spe IVs)
Quiet Nature (+SpA / -Spe)
-Trick Room
-Psyshock
-Focus Blast
-Shadow Ball


Reuniclus is one of the three main users of Trick Room in the team and definitely one of the scariest ones. With decent defense stats and surprisingly great sheer (special) attack power, he causes a lot of switch-outs, which result in a very easy trick room setup. After that, if I'm not mistaken, only a 0 Spe IV Ferrothorn can "outspeed" Reuniclus.
I prefer Psyshock over Psychic, because a 10 difference in base damage isn't that big of a deal, especially when you have Eviolite-holding Chanseys running wild in the OU tier. Focus Blast is pretty decent for coverage and it can one shot any form of T-Tar. Accuracy is annoying, but oh well... Shadow Ball is sort of self explanatory in a Special Attacker psychic build.

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Cofagrigus (M) Leftovers
Ability: Mummy
Shiny: No
EVs: 252 HP / 4 Def / 252 SpA (0 Spe IVs)
Quiet Nature
-Trick Room
-Nasty Plot
-Shadow Ball
-Hidden Power Fighting


The star of the team, right here. I NEVER expected Cofagrigus to be this good until I used him. He causes opponents to forfeit after a simple Nasty Plot. Mummy is also quite good, surprisingly. It destroys Talonflames, which lose their priority Brave Birds upon using it once.
Moveset is self-explanatory overall. Nasty Plot allows for quite easy sweeps, since he can take the punishment with good defense stats and typing. HP Fighting is for type coverage. This man is one bulky sonnuva gun.

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Porygon2 (-) @ Eviolite
Ability: Download
Shiny: No
EVs: 252 HP / 4 Def / 252 SpA (0 Spe IVs)
Quite Nature
-Trick Room
-Thunderbolt
-Ice Beam
-Recover


The last Trick Room user of the team. Not too shabby at all. Great defense spreads holding the Eviolite and his ability grants him great attacking power upon switch-in depending on his foe. Thunderbolt is for type coverage. Since he has good defenses, Recover can also be used safely, but must be well timed. Lastly, we have Ice Beam. It's mainly for dragon types, which are more than common in any tier. I haven't found thaat much use for it so far, so I may change it for Tri-Attack. We'll see.

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Conkeldurr (M) @ Assault Vest
Ability: Iron Fist
Shiny: No
EVs: 252 Atk / 4 Def / 252 SpD
Brave Nature (+Atk / -Spe)
-Mach Punch
-Drain Punch
-Ice Punch
-Fire Punch


And now we step aside from the cores of the team and move on to the sweepin' duders. I initially considered running Machamp over Conkeldurr. I'm not gonna lie, I'm still considering it. Guaranteed hit Dynamic Punch sounds very tempting. But I'm sticking to this big boy for now. Needless to say, Conkeldurr hits quite hard, even when holding an Assault Vest, instead of the usual Life Orb. The vest allows him to take more punishment from common threats of the meta game, while not sacrificing much attack power. This way, Rotom-W sounds a lot less scary.
He's running a punch-only moveset, as you can see. He actually had Knock-Off instead of Fire Punch before. You may say that switching it may have been a bad idea, but I wasn't finding much use for Knock-Off at all. Crazy, I know. I'll stick to Fire Punch for now. I may edit this in the future.
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Heatran (M) @ Choice Specs
Ability: Flash Fire
Shiny: No
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
-Fire Blast
-Earth Power
-Hidden Power Grass
-Flash Cannon


Yes, this is a very weird Heatran set. It's been working well though. I went for a bulky/offensive Heatran set here. Max SpA possible, with the quiet nature and choice specs work wonders. It has no investment in speed, because most of the times which I switch-in to this guy, Trick Room is still in the field. Therefore, with so little velocity, he'll be able to outrun a lotta stuff with the dimensions still twisted. HP Grass is for type coverage, and Earth Power and Fire Blast are just for wreckin' stuff. The odd choice here is the Flash Cannon. Well, Fairy types are an extremely common threat in the OU tier nowadays. I needed some type of coverage for them whatsoever. I was getting screwed over by the likes of Azumarill (probably still am), so I suppose I needed something here.
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Ampharos (M) @ Ampharosite
Ability: Static --> Moldbreaker
Shiny: No
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
-Thunderbolt
-Dragon Pulse
-Signal Beam
-Charge Beam


At last, we have the swag lord Mega-Ampharos. His horrifying base speed works like a charm alongside the Trick Room team. With a above fantastic special attack stat and great defenses for the most part, this pokemon can really be a beast in battleground, as long as you use him wisely and don't randomly sacrifice him. Thunderbolt and Dragon Pulse are fantastic STAB moves. Signal Beam serves as move coverage for a lot of the Psychic and Dark types around the tier and the small chance of confusion is nice when it actually happens. I really didn't have anything I wanted for the last spot, but Charge Beam has actually been quite helpful. Sometimes a Thunderbolt is unnecessary, due to enemies with low enough health already, so that a 50 base power move would kill them. Charge Beam is almost always going to give you some additional SpA, which makes sweeping easier. I had Mega-Mawile before this guy, but he's been a lot more helpful so far, to be honest.


Threat List:

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I'm entirely open to suggestions to be honest. I fully recognize that this team is far from perfect (and a pretty generic/ordinary Trick Room team, may I add) and I do hope to improve it :D
 
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Hey man, I was looking over your team and I have a few suggestions.
I run a Trick Room team pretty similar to this, as it includes Conkeldurr, Mega-Ampharos, and Reuniclus.

On Mega Ampharos, I would suggest Focus Blast instead of charge beam. Due to the fact that Mega-Ampharos is both Dragon and Electric type, it is just asking for a Steel type switch in. With the attacks currently on him, you'll would be forced to switch out yourself or face a long and grueling battle. Focus Blast would help rid of these nuisances, such as Magnezone, Bisharp, and, most importantly, Electric-destroying Excadrill.

This is more of a preference suggestion, but consider a Guts-Conkeldurr set. This is what I run, and under a TR, it just destroys everything. The set is:

Conkeldurr @ Toxic Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spd
- Hammer Arm
- Mach Punch
- Ice Punch
- Facade

Hammer arm is a STAB move that drops your Speed, which is actually good for a TR team. Mach punch is used to finish of foes, especially after TR has ran out. Ice Punch is for type coverage. And the icing on the cake, Facade. As long as your opponent is not a ghost type, you should never be worried about who you send Conkeldurr out against. It hits like a truck with reinforced steel plating and two engines. But this is purely up to preference. The set you run definitely gives Conkeldurr more longevity and is still powerfull. But that Facade is just absolutely devastating.

One other thing. One key component is missing from your team. Your entire team is made to run under TR. This is a common mistake that some TR teams make. A TR team needs a Final Sweeper that functions outside of TR. While this may seem odd, it is a mistake not to have it. When it comes down to the end and all your TR setters are gone and you have one Pokemon left, you don't want a slow behemoth as your saving grace. You want something fast and powerful to save the day. I use a Kyurem-Black as mine, and he has won me more matches than I can count. And it's not up against one weakened enemy. It successfully swept five Pokemon on its own with four rounds of TR still up (Which is bad considering he had invested EVs in Speed). If the server wasn't down when the battle was over, I would show you the replay. One of my proudest moments. This is the set I use:

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 100 Atk / 180 SAtk / 228 Spd
Naive Nature
- Fusion Bolt
- Earth Power
- Ice Beam
- Roost

There are also countless other great choices for a Final Sweeper, such as Garchomp, Salamence, Terrakion, and many others. Whatever you choose, you will most definitely see that your team is better with one than without.

Hope this helps. If you have any comments or questions, just message me. I may not consider myself to be a competitive Pokemon professional, but I will try my best.
 
Okay so I don't have huge experience of trick room teams simply because they are hard to run and trick room just has too few turns of use. However, I will try to help you as best as I can.

First of all, what it looks like here is three set-up mons utilizing trick room and then three other mons that are slow powerhouses. What you want is three powerhouses that utilize trick room. To clarify what I'm saying let me put it like this. You want one mon to set-up trick room and then a powerhouse to come in with no damage taken and begin to wreck. The reason for this is simply because pokemon like cofagrius are good at setting up trick room but not necessarily as good as conkeldurr or ampharos at utilizing it. You can even look at your replays to see this. In none of your replays do your final three powerhouses utilize trick room. Your wins are wholy dependent on your mons that set-up trick room. So here is one set I recommend to replace one of your current trick room mons and alleviate this issue.

Cresselia @ Light Clay
Ability: Levitate
EVs: 252 HP / 252 SpDef / 4 Def
Relaxed Nature
- Light Screen
- Reflect
- Lunar Dance
- Trick Room

How this set works is for Cress to set-up screens, trick room, and then lunar dance to help revive a low hp powerhouse. This is generally used late game and gives a dedicated powerhouse the freedom to take hits, set-up, all-out attack, or do whatever you want it to. This allows the team to mesh together rather than separating them into distinct halves. If you use this set it is up to you which mon you want to replace it with. I would suggest replacing Reuniclus with it because both are Psychic type and you won't end up compounding your weaknesses.

Your Cofagrgigus set seems to work well and it looks good too. It's nice to have one abuser of trick room that is the set-up mon itself. And Porygon-2 is a great mon, standard in trick room.

As for your powerhouses I do have some suggestions for you.

Conkeldurr is an attacker that you want to destroy the other team with. While AV is great for it in normal games in trick room you want for it to simply decimate. For this reason I recommend Sheer Force Life Orb. Because you are running Fire Punch over Knock Off (which is not what I would run but whatever works, works n_n) you now have two moves which are boosted by Sheer Force. That is an incredible attack boost in addition to the LO boost for Drain Punch and Mach Punch. You want Conk to hit hard in Trick Room and with more power from Life Orb it definitely will. The above suggestion of Hammer Arm > Drain Punch is also a good one. But in this case that is up to you. Drain Punch is for more survivability and Hammer Arm will just wreck harder.

As for your Mega-Ampharos set I don't know how good that set actually is. I would generally use a different pokemon all together such as Life Orb Exploud but if it is a set that works for you then that's fine. The only change I would recommend is Focus Blast > Signal Beam as it lets you hit Heatran and Tyranitar which would destroy it otherwise.

I hope I helped and good luck with your team n_n
 
I appreciate the patience and help, guys. I'll try to make the changes and post the results later. Also, wouldn't the Flame Orb be preferred over the Toxic Orb on Conkeldurr, since Guts ignores burn's attack drop? Anyhow, thanks again!
 
I appreciate the patience and help, guys. I'll try to make the changes and post the results later. Also, wouldn't the Flame Orb be preferred over the Toxic Orb on Conkeldurr, since Guts ignores burn's attack drop? Anyhow, thanks again!

That's an option. Anyway you run it Conkeldurr is taking damage. I've seen it ran both ways. Even though toxic does more damage in the long run, it matters little as Conkeldurr won't typically survive long after TR is gone, wether you r running toxic, burn, or even a non-guts set. Also, it takes three turns of being badly poisoned to equal three turns of being burned. And since Conkeldurr has to come in under trick room, he will typically switch out after two or three turns, meaning after two he will take less damage from being badly poisoned or after three the damage is equal to burn. And after he is sent out again, the Badly Poison status starts back over at 1/16 damage. For that reason, I would rather go with toxic orb, but if you are afraid of switching Conkeldurr out after TR is gone, then you probably want to go with flame orb. The choice is purely up to preference.
 
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