Gen 4 Trick Room Boom

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
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dusknoir.png
golem.png
camerupt.png
metagross.png


Raikou
raikou.png

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: 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.png

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 :Aerodactyl:.

Dusknoir
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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: :Porygon2::Cresselia::Exeggutor::Solrock: 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 :Heatran:, but :Dusknoir: 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 :Tyranitar: and hits :Clefable: 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 :Tyranitar:, though Kasib Berry may be an option.

Golem
golem.png

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 :Golem: over :Rhyperior:?. Because it can blow up an OHKO defensive Pokémon like :Suicune:. While :Rhyperior: needs two high rolls to 2HKO :Suicune:. It's move set is pretty obvious: Two STAB moves Stone Edge and Earthquake. Stone Edge can OHKO :Gengar: 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 :Scizor: and :Forretress:, but it can also hit :Breloom: for decent damage. Life Orb is needed for choice of moves and for the boost in power.

Camerupt
camerupt.png

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 :Skarmory: and :Breloom:. It's damage output can be lacking at times since it does not always OHKO the likes of :Tyranitar:, 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 :Breloom:, :Scizor: etc. And Explosion is there for the same reason it's on :Golem:. Life Orb is needed for choice of moves and for the boost in power. Both :Golem: and :Camerupt: are rather fragile so they tend to need Trick Room up to be effective.

Metagross
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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. :Zapdos: 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 :Rotom: and :Zapdos:. Explosion is for the trade. Bullet Punch is necessary since you need a way to deal with :Aerodactyl: 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 :Metagross: 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.png

Substitute + Roost :Zapdos:, Substitute + Pain Split :Rotom:, and Substitute :Breloom: have been painful Pokémon to deal with on ladder as they can spam substitute to remove your Trick Room turns and block Explosions. :Breloom: 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 :Gengar: and :Rotom: 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.​
 
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Hi,
great team that takes full advantage of TR. I've never experimented with Gravity before, but it looks effective, as anything is affected by EQ and DPunch never fails.

Let's see... I don't think I can help much, but how about trying Azelf, Claydol or Solrock instead of Raikou? They are good options TR + Explosion. Besides playing also with SR, which can be helpful.

By the way, I think Marowak can take better advantage of TR+Gravity over Golem, although I understand that you prefer it to keep Explosion.

It had occurred to me as other options besides CB ttar or even Mamoswine. Imagine an EQ of Mammoth under Gravity LMAO. Hm, I don't know if something supportive like Cresselia is needed, but for now I see it fine. You can even try Jirachi DPunch on Metagross. How annoying that has to be. Honestly, there are a lot of options with this strategy.

Sorry if I haven't contributed much, I honestly don't like TR teams much, so I may not have the knowledge. Anyway, combined with Gravity + Explosion it sounds better.
 
Hello,
I think this is a pretty cool looking team you have here. I like Jeong's suggestion of putting Azelf on this team over Raikou because of TR & Explosion, but also because it learns Stealth Rocks which you are missing right now. You could also try Uxie or Mesprit because they also learn SR + TR, and they have great utility options to run over boom like Yawn and Memento on Uxie and Healing Wish on Mesprit.

Another suggestion I have would be to give all of your mons, not just Golem, a Speed IV of 0 to make them as slow as possible.
 
3 cents here:

1744131573270.png

Uxie
Leftovers
0 Spd IV
Relaxed Nature
252 Hp/216 Def/40 Sp Def
-Yawn
-Psychic
-Stealth Rock
-Trick Room/U-Turn

Provides you protection against Breloom, I thought of Mespirit bc Healing Wish, but Yawn is an exceptional move that provides you an annoying option to put at least 1 of your opponent's Pokemon to sleep. Also bc your team lacks Stealth Rock, which can hurt your team in general. You do have a Dusknoir to Spinblock so there's that.

Also:
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Rhyperior > Golem
0 Spd IVs
Brave Nature
252 Hp/252 Atk/4 Sp Def
Custap Berry
-Swords Dance
-Earthquake
-Megahorn
-Stone Edge

Golem in OU is a pretty spicy take bc you do appreciate boom, however SD Rhyperior even without Life Orb can scare the daylights out of Skarmory & can put a massive dent against Bronzong with a Megahorn. Custap Berry is a good option so that in case Rhyperior is weakened & the Gravity/Trick Room effects are done, Rhy can fire off 1 last attack before going down. I don't think you need Sand since Sand is common in DPP OU with Hippo & T-Tar running around.

One last thing:
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Metagross
0 Spd IVs
Iron Ball > Shuca
Brave Nature
252 HP/252 Atk/4 Sp Def
-Trick
-Meteor Mash
-Earthquake
-Explosion

Maintaining momentum even after the effects wore off, Tricking in levitators or Skarm is evil, & Iron Ball allows Meta to outspeed everything under Trick Room.

Team: https://pokepast.es/d837292155de60f3
 
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