Trick Room Boom
https://pokepast.es/1f1c2697c510dfef
Gravity is my favorite move in the game and I have been experimenting with it. This is the team I eventually came up with. It uses gravity's ability to reduce the amount of checks you have and if you are still checked, you just blow up. Gravity helps patch-up Trick Room's weakness of just switching around Pokémon until its turns are up since we remove a lot of possible safe switch-ins The two common ghosts types die to Earthquakes so they are no longer safe switch-ins.
The Team
Raikou
Raikou @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Thunderbolt
- Aura Sphere
- Hidden Power [Ice]
- Extreme Speed
A randomly chosen lead that does decently well. It lures in ground types which allows
to set up Trick Room more easily. Its speed can come in handy even though you are running a trick room team. This set is standard so I don't think I need to explain much.
Bronzong
Bronzong @ Occa Berry
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Trick Room
- Explosion
- Gravity
- Earthquake
Probably the most reliable Trick Room setter due to Levitate and its defensive typing. Occa Berry makes it even more reliable. It also can explode as a bonus. Very useful. Three of its moves are obvious: Trick Room, Gravity, and Explosion. Explosion helps to get safe switches while also trading away a threat. You have to be careful with how you explode since opponent's can always switch into their ghost type, so pay attention to your HP stat as people see low HP as a signal for blowing up. Setting up both Trick Room and Gravity can trip up players who are trying to bait you into Exploding since they don't expect the second set-up move. The final move is a choice between Earthquake and Gyroball. Earthquake is the best option in my opinion due to the consistent damage under Gravity, but you will miss Gyro Ball at times. Especially against
.
Dusknoir
Dusknoir @ Colbur Berry
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Trick Room
- Gravity
- Dynamic Punch
- Earthquake
It took me a while to end up with this Pokémon. I've tried the following for a Trick Room + Gravity setter:


which all felt mediocre. Dusknoir can set up Trick Room + Gravity pretty reliably and make great use of it as well. So, Trick Room and Gravity are obvious moves on this set and Earthquake is to take advantage of the lack of immunities under Gravity. EQ hits pretty hard despite not being STAB. This team used to be weak to
, but
with EQ helps out a lot. For its final move I think Dynamic Punch is the best option. While only like 83% accurate, it can give you cheap wins and it OHKOs
and hits
pretty hard. Though I suppose you could consider moves like Curse, Shadow Sneak, Memento, or Elemental Punches. Colbur Berry is specifically there to deal with
, though Kasib Berry may be an option.
Golem
Golem @ Life Orb
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Stone Edge
- Earthquake
- Fire Punch
- Explosion
Your first ground type attacker that blows up. Why
over
?. Because it can blow up an OHKO defensive Pokémon like
. While
needs two high rolls to 2HKO
. It's move set is pretty obvious: Two STAB moves Stone Edge and Earthquake. Stone Edge can OHKO
when Gravity is not up and nails flying types while Earthquake takes advantage of the lack of immunities. So you either 2 hit KO most Pokémon or 1 hit KO with Explosion. Explosion is obvious on this set as well, it is used to get rid of difficult to get rid of Pokémon that will waste your Trick Room turns. You only have 2 turns (usually) to take advantage of Gravity + Trick Room, so you have to make them count. Fire Punch is there specifically for
and
, but it can also hit
for decent damage. Life Orb is needed for choice of moves and for the boost in power.
Camerupt
Camerupt @ Life Orb
Ability: Solid Rock
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
IVs: 0 Spe
- Stone Edge
- Flamethrower
- Explosion
- Earthquake
Immune to burn and has STAB Fire to nail
and
. It's damage output can be lacking at times since it does not always OHKO the likes of
, but it is still a decent threat. Stone Edge hits Flying types, Earthquake is for consistent damage under Gravity, Flamethrower is to hit specific threats like
,
etc. And Explosion is there for the same reason it's on
. Life Orb is needed for choice of moves and for the boost in power. Both
and
are rather fragile so they tend to need Trick Room up to be effective.
Metagross
Metagross @ Shuca Berry
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Meteor Mash
- Earthquake
- Explosion
- Bullet Punch
A very standard set, but it takes advantage of both Gravity and Trick Room.
is no longer a safe switch-in with Gravity up. Meteor Mash also appreciates the 100% accuracy. Earthquake is there for the consistent damage under gravity and to hit would be checks like
and
. Explosion is for the trade. Bullet Punch is necessary since you need a way to deal with
and since you want a way to deal with Focus Sash since this team is not running rocks since it does not really have the turns available to set them up. Shuca Berry is very helpful at allowing
to get in more hits.
Counter Strategies
Protect
Protect can be used to easily stall out your Trick Room turns, or to block your Explosions.
Substitute + Roost
, Substitute + Pain Split
, and Substitute
have been painful Pokémon to deal with on ladder as they can spam substitute to remove your Trick Room turns and block Explosions.
is especially a menace due to Spore getting rid of one of your Pokémon.
There are probably several threats or team compositions that beat this team, but I am unaware of them at the moment.
Conclusion
It's a fun team and it feels good to OKHO
and
with Earthquake. I can't say much for the consistency with this team, but I have managed to get to the 1400's with it. What's left to find out are reasons why this team might be too inconsistent or if there are better options for a Gravity based strategy.
https://pokepast.es/1f1c2697c510dfef
Gravity is my favorite move in the game and I have been experimenting with it. This is the team I eventually came up with. It uses gravity's ability to reduce the amount of checks you have and if you are still checked, you just blow up. Gravity helps patch-up Trick Room's weakness of just switching around Pokémon until its turns are up since we remove a lot of possible safe switch-ins The two common ghosts types die to Earthquakes so they are no longer safe switch-ins.
The Team






Raikou

Raikou @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Thunderbolt
- Aura Sphere
- Hidden Power [Ice]
- Extreme Speed
A randomly chosen lead that does decently well. It lures in ground types which allows

Bronzong

Bronzong @ Occa Berry
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Trick Room
- Explosion
- Gravity
- Earthquake
Probably the most reliable Trick Room setter due to Levitate and its defensive typing. Occa Berry makes it even more reliable. It also can explode as a bonus. Very useful. Three of its moves are obvious: Trick Room, Gravity, and Explosion. Explosion helps to get safe switches while also trading away a threat. You have to be careful with how you explode since opponent's can always switch into their ghost type, so pay attention to your HP stat as people see low HP as a signal for blowing up. Setting up both Trick Room and Gravity can trip up players who are trying to bait you into Exploding since they don't expect the second set-up move. The final move is a choice between Earthquake and Gyroball. Earthquake is the best option in my opinion due to the consistent damage under Gravity, but you will miss Gyro Ball at times. Especially against

Dusknoir

Dusknoir @ Colbur Berry
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Trick Room
- Gravity
- Dynamic Punch
- Earthquake
It took me a while to end up with this Pokémon. I've tried the following for a Trick Room + Gravity setter:









Golem

Golem @ Life Orb
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Stone Edge
- Earthquake
- Fire Punch
- Explosion
Your first ground type attacker that blows up. Why









Camerupt

Camerupt @ Life Orb
Ability: Solid Rock
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
IVs: 0 Spe
- Stone Edge
- Flamethrower
- Explosion
- Earthquake
Immune to burn and has STAB Fire to nail








Metagross

Metagross @ Shuca Berry
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Meteor Mash
- Earthquake
- Explosion
- Bullet Punch
A very standard set, but it takes advantage of both Gravity and Trick Room.





Counter Strategies
Protect
Protect can be used to easily stall out your Trick Room turns, or to block your Explosions.

Substitute + Roost




There are probably several threats or team compositions that beat this team, but I am unaware of them at the moment.
Conclusion
It's a fun team and it feels good to OKHO


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