So I really don't like conventional teams... I love the originality some peoples Pokemon teams have, over 721 Pokemon and all I ever see on OU is something around Rotom-W, Landorous, Lati-Twins, and Talonflame. And I get it, its that way because well they ARE the best. But personally I think its no fun. The same teams over and over with SMALL tweeks. Ugh. I gave a Rain Team a try a few weeks back and it was fun for alittle while but its gotten stale lately. Stumbling on Reuniclus and eventually the use of a Trick Room team I figured I'd give it a go! So I know Trick Room teams are prettyyy outclassed and my team is most likely garbage but I'm giving this a whirl anyways... be gentle. Hahah! Oh and one more thing I use trick room on a lot of pokemon as I hate the 5 turn max use and It screws me over a lot so its on 5/6 Pokemon as a heads up!
¤Bubbles¤
Reuniclus Life Orb
Ability: Magic Guard
Nature: Quiet
EV: 252 HP/ 252 Sp.Atk
-Trick Room
-Psychic
-Psyshock
-Focus Blast
★lvl.50★
•185 HP •194 Sp.Atk
•111 Def •83 Atk
•121 Sp.Def •31 Spe
Info: Reuniclus was the main reason I started the TR team; Focus Blast is amazing for those Dark types that pose a huge threat to my team, most people switch out to Dark-mon when I bring in Reuniclus giving me a free TR then I surprise OHKO with Focus Blast (Happens more often than you might think.) And Psychic- Psyshock with the STAB/Life Orb combo can handle pretty much anything that doesn't resist it no matter which Defense the Poké prefers.
¤Spooky¤
Cofagrigus Sitrus Berry
Ability: Mummy
Nature: Quiet
EV: 252 HP/ 252 Sp.Atk
-Trick Room
-Calm Mind
-Shadow Ball
-Energy Ball
★lvl.50★
•165 HP •161 Sp.Atk
•165 Def •55 Atk
•125 Sp.Def •31 Spe
Info: Spooky is one of my few set ups, I always feel its good to have at least one or two of those on a team; EX: I switch into Spooky when they have a fighting type, 90% chance the switch is coming giving me a free CM. Energy Ball helps for the coverage as people don't generally think my ghost type will run a grass move, meaning they are less likely to switch out and again giving me the surprise OHKO hit on super-affected Poké and Shadow Ball for the general STAB.
¤Cap'n Ducky¤
Porygon2 @Eviolite
Ability: Download
Nature: Quiet
EV: 252HP/ 252 Sp.Atk
-Trick room
-Recover
-Signal Beam
-Ice Beam
★lvl.50★
•192 HP •172 Sp.Atk
•110 Def •96 Atk
•115 Sp.Def •58 Spe
Info: Thanks to Eviolite and Duckys pretty square 192 HP he can take a few non-fighting hits. Making Recover a pretty mean move. Ducky is my favorite surprise killer (Can you see a pattern here? If I bring out a pokemon that KNOWINGLY has a Super-Effective attack chances are that person will switch out, I hate that and try to run a lot of "different" moves on my pokemon as getting the jump on them usually leads to a BIG upperhand.) Signal beam is great for again the scary Dark types that my original team HATED, as well as taking out psychic types. Ice Beam is good for flying and wonderful on any dragons especially Garchomp. I hate Garchomp.
¤Lady Boy¤
Aromatisse @Chesto Berry
Ability: Healer
Nature: Quiet
EV: 252 HP/ 252 Sp.Atk
-Trick Room
-Rest
-Moonblast
-Flash Cannon
★lvl.50★
•208 HP •148 Sp.Atk
•108 Def •92 Atk
•109 Sp.Def •30 Spe
Info: Resto-Chesto is his combo, Healer ability is useless but I can't get his Hidden Ability In game so <\3 no choice. Besides ALSO having access to TR Lady Boy resists fighting which is great and packs a punch with Moonblast, once agian hitting any dragon/dark-mon lookin to get smacked up. Hydreigons beware. Flash Cannon helps me hit OTHER fairy types if that's What a battle comes down too, just helps give me the upper hand on other fairys.
¤Steve Austin¤
Conkeldurr Flame Orb
Ability: Guts
Nature: Brave
EV: 252 HP/ 252 Atk
-Bulk Up
-Superpower
-Stone edge
-Poison Jab
★lvl.50★
•196 HP •75 Sp.Atk
•119 Def •211 Atk
•85 Sp.Def •45 Spe
Info: So I'm not gunna lie I don't like this Pokemon. I put him on my team because a lot of trick teams I researched used him. (So he is not an original pick of mine and is already hated. ALSO stops me from playing in UU) But he is straight foward and it never works, I bring him out and everybody knows he is running a fighting move. Also my Conkeldurr DIDNT LEARN MACK PUNCH?! So there is that. The only move I find this pokemon remotely useful for is Poison Jab, people switch to fairys for the 2x effective move but with trick room up I can again grab that OHKO surprise hit. Stone Edge is also fun for those Talonflames who think I will switch out and use Swords Dance. But nope. They die. Is there a possible UU counterpart to Conkeldurr I could use?
¤Punch-O-Lot¤
Dusknoir Leftovers
Ability: Pressure
Nature: Brave
EV: 252 HP/ 126 Def/ 126 Sp.Def
-Trick Room
-Shadow Punch
-Fire Punch
-Thunder Punch
★lvl.50★
•140 HP •70 Sp.Atk
•165 Def •137 Atk
•165 Sp.Def •45 Spe
Info: Dusknoir is my recently added Pokemon; also one of my only ones possessing a Fire type move. Even with his low health stat he can take a fair amount of hits, he has been my general lead or "switched into to pull off TR without taking serious damage" for alittle bit now and I'm genuinly satisfied. Fire Punch is one of my only real damage dealer against steel types (except Conkeldurr but.... ugh.) Thunder Punch is run because I originally ran thunderbolt on Cap'n ducky and I felt it appropriate to bring it back, only difference is now It's physical. Shadow Punch is clearly for the STAB and physical damage for Pokemon resisting my special based Cofagigrus. I also chose to run Dusknoir because now I have 2 Pokemon running physical attacks which was a problem for me at first with just Conkeldurr; if he fainted my team was pretty much a sitting Cap'n Ducky when I was up against say a Florges or Regice.
★Conclusion★
So Yah.... I know my team may be OU food but I'm just trying to keep it O.G.
But I am all ears to suggestions! This is still an in-progress team and I'm still pretty new here so don't be too cut throat! D:
¤Bubbles¤

Reuniclus Life Orb
Ability: Magic Guard
Nature: Quiet
EV: 252 HP/ 252 Sp.Atk
-Trick Room
-Psychic
-Psyshock
-Focus Blast
★lvl.50★
•185 HP •194 Sp.Atk
•111 Def •83 Atk
•121 Sp.Def •31 Spe
Info: Reuniclus was the main reason I started the TR team; Focus Blast is amazing for those Dark types that pose a huge threat to my team, most people switch out to Dark-mon when I bring in Reuniclus giving me a free TR then I surprise OHKO with Focus Blast (Happens more often than you might think.) And Psychic- Psyshock with the STAB/Life Orb combo can handle pretty much anything that doesn't resist it no matter which Defense the Poké prefers.
¤Spooky¤

Cofagrigus Sitrus Berry
Ability: Mummy
Nature: Quiet
EV: 252 HP/ 252 Sp.Atk
-Trick Room
-Calm Mind
-Shadow Ball
-Energy Ball
★lvl.50★
•165 HP •161 Sp.Atk
•165 Def •55 Atk
•125 Sp.Def •31 Spe
Info: Spooky is one of my few set ups, I always feel its good to have at least one or two of those on a team; EX: I switch into Spooky when they have a fighting type, 90% chance the switch is coming giving me a free CM. Energy Ball helps for the coverage as people don't generally think my ghost type will run a grass move, meaning they are less likely to switch out and again giving me the surprise OHKO hit on super-affected Poké and Shadow Ball for the general STAB.
¤Cap'n Ducky¤

Porygon2 @Eviolite
Ability: Download
Nature: Quiet
EV: 252HP/ 252 Sp.Atk
-Trick room
-Recover
-Signal Beam
-Ice Beam
★lvl.50★
•192 HP •172 Sp.Atk
•110 Def •96 Atk
•115 Sp.Def •58 Spe
Info: Thanks to Eviolite and Duckys pretty square 192 HP he can take a few non-fighting hits. Making Recover a pretty mean move. Ducky is my favorite surprise killer (Can you see a pattern here? If I bring out a pokemon that KNOWINGLY has a Super-Effective attack chances are that person will switch out, I hate that and try to run a lot of "different" moves on my pokemon as getting the jump on them usually leads to a BIG upperhand.) Signal beam is great for again the scary Dark types that my original team HATED, as well as taking out psychic types. Ice Beam is good for flying and wonderful on any dragons especially Garchomp. I hate Garchomp.
¤Lady Boy¤

Aromatisse @Chesto Berry
Ability: Healer
Nature: Quiet
EV: 252 HP/ 252 Sp.Atk
-Trick Room
-Rest
-Moonblast
-Flash Cannon
★lvl.50★
•208 HP •148 Sp.Atk
•108 Def •92 Atk
•109 Sp.Def •30 Spe
Info: Resto-Chesto is his combo, Healer ability is useless but I can't get his Hidden Ability In game so <\3 no choice. Besides ALSO having access to TR Lady Boy resists fighting which is great and packs a punch with Moonblast, once agian hitting any dragon/dark-mon lookin to get smacked up. Hydreigons beware. Flash Cannon helps me hit OTHER fairy types if that's What a battle comes down too, just helps give me the upper hand on other fairys.
¤Steve Austin¤

Conkeldurr Flame Orb
Ability: Guts
Nature: Brave
EV: 252 HP/ 252 Atk
-Bulk Up
-Superpower
-Stone edge
-Poison Jab
★lvl.50★
•196 HP •75 Sp.Atk
•119 Def •211 Atk
•85 Sp.Def •45 Spe
Info: So I'm not gunna lie I don't like this Pokemon. I put him on my team because a lot of trick teams I researched used him. (So he is not an original pick of mine and is already hated. ALSO stops me from playing in UU) But he is straight foward and it never works, I bring him out and everybody knows he is running a fighting move. Also my Conkeldurr DIDNT LEARN MACK PUNCH?! So there is that. The only move I find this pokemon remotely useful for is Poison Jab, people switch to fairys for the 2x effective move but with trick room up I can again grab that OHKO surprise hit. Stone Edge is also fun for those Talonflames who think I will switch out and use Swords Dance. But nope. They die. Is there a possible UU counterpart to Conkeldurr I could use?
¤Punch-O-Lot¤

Dusknoir Leftovers
Ability: Pressure
Nature: Brave
EV: 252 HP/ 126 Def/ 126 Sp.Def
-Trick Room
-Shadow Punch
-Fire Punch
-Thunder Punch
★lvl.50★
•140 HP •70 Sp.Atk
•165 Def •137 Atk
•165 Sp.Def •45 Spe
Info: Dusknoir is my recently added Pokemon; also one of my only ones possessing a Fire type move. Even with his low health stat he can take a fair amount of hits, he has been my general lead or "switched into to pull off TR without taking serious damage" for alittle bit now and I'm genuinly satisfied. Fire Punch is one of my only real damage dealer against steel types (except Conkeldurr but.... ugh.) Thunder Punch is run because I originally ran thunderbolt on Cap'n ducky and I felt it appropriate to bring it back, only difference is now It's physical. Shadow Punch is clearly for the STAB and physical damage for Pokemon resisting my special based Cofagigrus. I also chose to run Dusknoir because now I have 2 Pokemon running physical attacks which was a problem for me at first with just Conkeldurr; if he fainted my team was pretty much a sitting Cap'n Ducky when I was up against say a Florges or Regice.
★Conclusion★
So Yah.... I know my team may be OU food but I'm just trying to keep it O.G.
But I am all ears to suggestions! This is still an in-progress team and I'm still pretty new here so don't be too cut throat! D: