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:
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.
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.
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.
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.
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.
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.
->
Ampharos (M) @ Ampharosite
Ability: Static --> Moldbreaker
Shiny: No
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
-Thunderbolt
-Dragon Pulse
-Signal Beam
-Charge Beam
The team at a glance:






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.

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.

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.

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.

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.

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.


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:


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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