
You get it? Because it's Trick, and it's in a Room! Anyway... I'm going to walk you through my successful offense-based Trick Room team - which if I'm not mistaken is the most successful OU Trick Room team of this generation. I was determined to only post this team when I hit 1700 as that's what I think the minimum benchmark for a good competitive team is - turns out I almost hit 1800 and might still hit that mark, I'll keep you posted.

What can I say, I'm a fan of Arcanum.
The line-up:






I wanted to make a Trick Room team as if you're good at making one you can dictate the order of play and take control out of the opponent's hands, something I think is very fun. This team aims to combine lures with offensive pressure to break down an opponent's team so that I can win. Without further ado I'll get onto the team, and let us all try and forget about my earlier versions (Belly Drum Hariyama - what was I thinking?)...

Uxie @ Mental Herb
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Stealth Rock
- Magic Coat
- Memento
Role: Lead, Stealth Rocker, Trick Room setter
Description: Uxie combines everything you could possibly want in an offensive TR lead - it sets rocks and Trick Room itself, and then can Memento to start the ball rolling on a sweeper coming in. The only things which reliably OHKO Uxie are banded Hoopa-U (which I've never seen with this latest account laddering) and Mega Heracross, the rest of what the meta has to offer it takes in its stride. Magic Coat and Mental Herb may seem a little redundant, however the combination works quite well - Mental Herb lets me set Trick Room in the face of Taunters who are very threatening, like Gengar who I wouldn't want to run the risk of Magic Coating in front of only to take a Shadow Ball to the face. Mental Herb also lets me scout for Taunt, which I can then reflect on the second turn and still set up.
Magic Coat can also buy me a free turn against other stealth rock setters, which can be crucial - Tank Chomp is contingent on getting rocks out before he starts Dragon Tailing, and Dragon Tail has higher priority than Trick Room so it prevents you from setting it. So, first turn you reflect his rocks, second turn he sets his rocks and you safely Trick Room, third turn you Memento to bring something like Azumarill in safely. Memento also blocks Defog under Trick Room, as Defog requires a target to land and most OU Defoggers are faster than Uxie.
Situations where I wouldn't use Uxie as a lead are against Mega Sableye, who Lucario does a good job against - or potentially Mega Diancie if you judge you're really going to need to set rocks against their team later. You should always try and judge the necessity of Stealth Rock against certain teams, if you see something like Skamory or Sashed Breloom (always assume sashed) it's going to be vital in breaking their Sturdy or Sash, as otherwise it will remain intact and they will have the option to phaze/sleep you when you want to sweep.
Based on what I've just told you, I'll highlight 6 standard plays I'll make - most of which I've mentioned but I think it's easier to spell it out:
1) Against threatening opposition (Zard Y, Bisharp, Gengar, Weavile, banded Scizor) set Trick Room first, then Stealth Rock if needed relying on the opponent to 2HKO you themselves (which can backfire, but rarely) or if you don't judge rocks to be required Memento. Zard Y is a substantial threat to the team, so I would recommend Memento and then Belly Drumming with Azumarill against the -2 Solar Beam. You can also Memento on Bisharp, given that Lucario checks him so thoroughly.
2) Against a known Taunter, Stealth Rocker or Spiker who is non-threatening (Heatran, Azelf, Klefki etc.) reflect the Taunt or SR back at them, then set up as usual or with a spiker keep reflecting their stuff back at them. Against a known phazer and setter (Skarmory) Magic Coat twice in a row to see if they'll phaze themselves out - maybe even a third time in case their trying to be sneaky.
3) Against a potential Taunter (Talonflame, Tornadus) who isn't incredibly threatening, set rocks first then reflect the Taunt back at them and play as usual.
4) Against a semi-threatening pokemon (Tyranitar) or one that may not necessarily set rocks (Lando, which could be scarfed) set rocks as they set theirs then play as usual. This team is not overly stealth rock weak and relies on bursts of wall-breaking and/or sweeping/cleaning so the switches you are going to be making are minimal.
5) If someone sets a sub, try and get Gardevoir in as soon as possible to Hyper Voice them to death.
6) Against Sashed Breloom, bring in Ferrothorn on the Spore - who would otherwise have a field day with the team.
Remember, there is always the option to not Memento if you feel like you can have a free switch, leaving Uxie as a potential setter or switching fodder later.
2) Against a known Taunter, Stealth Rocker or Spiker who is non-threatening (Heatran, Azelf, Klefki etc.) reflect the Taunt or SR back at them, then set up as usual or with a spiker keep reflecting their stuff back at them. Against a known phazer and setter (Skarmory) Magic Coat twice in a row to see if they'll phaze themselves out - maybe even a third time in case their trying to be sneaky.
3) Against a potential Taunter (Talonflame, Tornadus) who isn't incredibly threatening, set rocks first then reflect the Taunt back at them and play as usual.
4) Against a semi-threatening pokemon (Tyranitar) or one that may not necessarily set rocks (Lando, which could be scarfed) set rocks as they set theirs then play as usual. This team is not overly stealth rock weak and relies on bursts of wall-breaking and/or sweeping/cleaning so the switches you are going to be making are minimal.
5) If someone sets a sub, try and get Gardevoir in as soon as possible to Hyper Voice them to death.
6) Against Sashed Breloom, bring in Ferrothorn on the Spore - who would otherwise have a field day with the team.
Remember, there is always the option to not Memento if you feel like you can have a free switch, leaving Uxie as a potential setter or switching fodder later.
252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 4 SpD Uxie in Sun: 249-294 (70.3 - 83%) -- guaranteed 2HKO
252 Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 252+ Def Uxie: 242-289 (68.3 - 81.6%) -- guaranteed 2HKO
252+ Atk Mold Breaker Mega Gyarados Crunch vs. 252 HP / 252+ Def Uxie: 198-234 (55.9 - 66.1%) -- guaranteed 2HKO
252 Atk Mega Tyranitar Crunch vs. 252 HP / 252+ Def Uxie: 186-222 (52.5 - 62.7%) -- guaranteed 2HKO after sandstorm damage
252 SpA Life Orb Gengar Shadow Ball vs. 252 HP / 4 SpD Uxie: 273-322 (77.1 - 90.9%) -- guaranteed 2HKO
252 Atk Life Orb Weavile Knock Off (97.5 BP) vs. 252 HP / 252+ Def Uxie: 237-281 (66.9 - 79.3%) -- guaranteed 2HKO
252+ Atk Choice Band Scizor U-turn vs. 252 HP / 252+ Def Uxie: 228-270 (64.4 - 76.2%) -- guaranteed 2HKO
252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Uxie: 169-199 (47.7 - 56.2%) -- 83.6% chance to 2HKO
252 Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 252+ Def Uxie: 242-289 (68.3 - 81.6%) -- guaranteed 2HKO
252+ Atk Mold Breaker Mega Gyarados Crunch vs. 252 HP / 252+ Def Uxie: 198-234 (55.9 - 66.1%) -- guaranteed 2HKO
252 Atk Mega Tyranitar Crunch vs. 252 HP / 252+ Def Uxie: 186-222 (52.5 - 62.7%) -- guaranteed 2HKO after sandstorm damage
252 SpA Life Orb Gengar Shadow Ball vs. 252 HP / 4 SpD Uxie: 273-322 (77.1 - 90.9%) -- guaranteed 2HKO
252 Atk Life Orb Weavile Knock Off (97.5 BP) vs. 252 HP / 252+ Def Uxie: 237-281 (66.9 - 79.3%) -- guaranteed 2HKO
252+ Atk Choice Band Scizor U-turn vs. 252 HP / 252+ Def Uxie: 228-270 (64.4 - 76.2%) -- guaranteed 2HKO
252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Uxie: 169-199 (47.7 - 56.2%) -- 83.6% chance to 2HKO
Notable weaknesses: Bisharp, Breloom, Mega Sableye
Weaknesses it handles for the team: Taunt Bulk Up Talonflame, making it harder for him to set up in the future if he was hoping to as a lead
Replays:
http://replay.pokemonshowdown.com/ou-321529533 - The utility of both mental herb and magic coat on Uxie

Azumarill @ Sitrus Berry
Ability: Huge Power
Happiness: 0
EVs: 4 HP / 252 Atk / 252 Def
Brave Nature
IVs: 0 Spe
- Aqua Jet
- Frustration
- Knock Off
- Belly Drum
Role: Early game wall-breaker, late game sweeper
Description: Azumarill is practically un-wallable in Trick Room with this set, only being stopped by Mega Sableye, Unaware Clefable, Quagsire and Power Whip Ferrothorn - which is a scant few things when you think about it. For Ferrothorn at least, it outspeeds outside of Trick Room and often OHKOes with rocks and Knock Off.
In terms of the set, Dark/Normal/Water is great coverage and allows you to do great things like lure Mega Venusaur who with rocks gets the OHKO and have about around a 19/20 chance of OHKOing Skarmory after rocks, which is good enough for me. The EVs are to allow it to better take physical priority moves when Trick Room fades as well as the common Psyshock from the Lati twins, and just for max attack. The moves are also perfectly accurate unlike Play Rough (in addition to not providing a favourable match-up against Ditto), which seeing as I expect Azumarill to put work in almost every match he really needs that accuracy.
Classic counters like Rotom-W, Amoonguss (who you are slower than), Mega Venusaur, Seperior and Celebi simply do not work, and people also have a habit of forgetting that speed in it's respective bracket is also reversed under Trick Room - allowing me to out-prioritise and OHKO things like Talonflame, the standard specially defensive Klefki, Thundurus, Mega Pinsir, LO Bisharp and Banded offensive Scizor. At best most opponents (non-withstanding Protect and Fake Out) have to sacrifice 2 pokemon to this beast and then can revenge it, at worst they send their "counters" out prematurely and then I sweep through their remaining team with Aqua Jet.
Obviously don't set this thing up in front of a WoW user or something you strongly suspect has a phaze move (far better to set up something like Lucario in front of a potential phazer, whose boost isn't a one time deal), other than that you're golden. Take risks with Scald and Lava Plume as and when needed. Don't forget to play up the fear factor of Azumarill, for example Mega Lop and Mega Medicham like to Fake Out this little monster - but then worry about the Aqua Jet OHKO, as such you should always use Knock Off/Frustration on whatever you think the most likely switch is. Once Trick Room fades and if the opponent sends something out that might not OHKO (Lati twins are a good example), always always go for the Aqua Jet 2HKO rather than the slower OHKO move - you might crit and save on HP.
The calcs:
+6 252+ Atk Huge Power Azumarill Frustration vs. 252 HP / 240+ Def Mega Venusaur: 339-399 (93.1 - 109.6%) -- guaranteed OHKO after Stealth Rock
+6 252+ Atk Huge Power Azumarill Frustration vs. 232 HP / 0 Def Mega Venusaur: 451-531 (125.6 - 147.9%) -- guaranteed OHKO
+6 252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 252+ Def Skarmory: 291-343 (87.1 - 102.6%) -- 93.8% chance to OHKO after Stealth Rock
+5 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 4 Def Mega Manectric: 333-393 (118.5 - 139.8%) -- guaranteed OHKO
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 4 Def Mega Heracross: 280-331 (93 - 109.9%) -- guaranteed OHKO after Stealth Rock
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 4 Def Mega Charizard Y in Sun: 386-456 (129.9 - 153.5%) -- guaranteed OHKO
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 252 HP / 4 Def Klefki: 342-403 (107.5 - 126.7%) -- guaranteed OHKO
+6 252+ Atk Huge Power Azumarill Frustration vs. 252 HP / 164+ Def Garchomp: 434-511 (103.3 - 121.6%) -- guaranteed OHKO
+6 252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 88+ Def Ferrothorn: 344-405 (97.7 - 115%) -- guaranteed OHKO after Stealth Rock
+6 252+ Atk Huge Power Azumarill Knock Off vs. 252 HP / 252+ Def Mega Slowbro: 322-380 (81.7 - 96.4%) -- 56.3% chance to OHKO after Stealth Rock
+6 252+ Atk Huge Power Azumarill Frustration vs. 232 HP / 0 Def Mega Venusaur: 451-531 (125.6 - 147.9%) -- guaranteed OHKO
+6 252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 252+ Def Skarmory: 291-343 (87.1 - 102.6%) -- 93.8% chance to OHKO after Stealth Rock
+5 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 4 Def Mega Manectric: 333-393 (118.5 - 139.8%) -- guaranteed OHKO
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 4 Def Mega Heracross: 280-331 (93 - 109.9%) -- guaranteed OHKO after Stealth Rock
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 4 Def Mega Charizard Y in Sun: 386-456 (129.9 - 153.5%) -- guaranteed OHKO
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 252 HP / 4 Def Klefki: 342-403 (107.5 - 126.7%) -- guaranteed OHKO
+6 252+ Atk Huge Power Azumarill Frustration vs. 252 HP / 164+ Def Garchomp: 434-511 (103.3 - 121.6%) -- guaranteed OHKO
+6 252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 88+ Def Ferrothorn: 344-405 (97.7 - 115%) -- guaranteed OHKO after Stealth Rock
+6 252+ Atk Huge Power Azumarill Knock Off vs. 252 HP / 252+ Def Mega Slowbro: 322-380 (81.7 - 96.4%) -- 56.3% chance to OHKO after Stealth Rock
Noteable weaknesses: WoW users, Unaware Clefable, Ferrothorn, Fake Out users, Mega Sableye
Weaknesses it handles for the team: Practically everything else in OU in those two Trick Room turns
Notable Replays:
http://replay.pokemonshowdown.com/ou-318531987 - Luring Mega Venusaur, leading to a turn 6 rage quit on an alt account
http://replay.pokemonshowdown.com/ou-296161159 - Azu doing serious wall-breaking on an earlier version of the team, again on an alt account
http://replay.pokemonshowdown.com/ou-296161159 - Azu doing serious wall-breaking on an earlier version of the team, again on an alt account

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Hyper Voice
- Psyshock
- Focus Blast
Role: Trick Room setter, cleaner, substitute handler
Description: From the offset of making Trick Room teams, I always wanted something passably good at handling subs. While multi-hit pokemon like Mega Heracross are good, I find them countered by slightly too much that was already giving me trouble (Talonflame and Clefable notably) and so I settled on Mega Gardevoir. People might think running such a fast pokemon on Trick Room is stupid, but what's easier - stripping an opponent down to pokemon with lower than base 100 speed with normal Mega Gardevoir for the clean or stripping the opponent down to four or less pokemon which are faster than base 100, setting Trick Room and potentially taking all four out? I know which one I prefer, and even on a team not dedicated to Trick Room I would strongly recommend the strength of this Gardevoir set.
The moves are pretty standard on Mega Gardevoir. Hyper Voice is literally a disgustingly spammable move with the +SpAtk nature, hitting even resists pretty hard and OHKOing most of the defensively uninvested tier - leading to a clean either when it sets Trick Room itself, or if not confident with that leading into it with Dusclops. Psyshock lets you handle the standard AV users (Raikou and Tornardus) as well as pokemon with naturally high defense, Fire/Flying types (Zard Y and Talonflame) and poison types. Focus Blast is a necessary evil to strongly damage or OHKO steel types under Trick Room, bearing in mind if you've ground them down significantly already then Hyper Voice can still get a KO. The bulk provided by max HP is actually pretty decent, letting you take things like Fire Blast from Zard Y, a Sludge Bomb from Mega Venusaur or a Flash Cannon from offensive Heatran - all after rocks - and set TR or attack.
One important feature of this Gardevoir is its un-mega-evolved ability, Trace, whose usefulness is not to be underestimated. Trace allows you to Intimidate Lando and set TR, to take Heatran Lava Plumes aimed at Ferrothorn (potentially walling sets lacking coverage) and to catch Magnezone in a choice locked weak move and OHKO with Focus Blast as it can't switch out. You need to be careful when to mega evolve if you anticipate you might need to use it twice in the same match. Also don't forget that Mega Gardevoir, even with min speed, still outspeeds uninvested base 60s and slower like Clefable, TTar and Sylveon - which is a mixed blessing, allowing you to boss them outside on Trick Room but being problematic when it is up. Holding off on mega evolving whilst you Trick Room on a predicted switch into one of these will mean you do outspeed on the next turn when you mega evolve, potentially giving you the edge.
The calcs:
252+ SpA Mega Gardevoir Psyshock vs. 0 HP / 4 Def Mega Charizard Y: 210-247 (70.7 - 83.1%) -- guaranteed OHKO after Stealth Rock
252 SpA Mega Charizard Y Fire Blast vs. 248 HP / 0 SpD Mega Gardevoir in Sun: 241-285 (71 - 84%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Mega Gardevoir Psyshock vs. 232 HP / 0 Def Mega Venusaur: 288-342 (80.2 - 95.2%) -- 50% chance to OHKO after Stealth Rock
252+ SpA Mega Venusaur Sludge Bomb vs. 248 HP / 0 SpD Mega Gardevoir: 240-284 (70.7 - 83.7%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Mega Gardevoir Focus Blast vs. 0 HP / 0 SpD Heatran: 328-386 (101.5 - 119.5%) -- guaranteed OHKO
252 SpA Heatran Flash Cannon vs. 248 HP / 0 SpD Mega Gardevoir: 204-240 (60.1 - 70.7%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 0 HP / 0 SpD Landorus-T: 303-357 (94.9 - 111.9%) -- guaranteed OHKO after Stealth Rock
-1 252 Atk Landorus-T Earthquake vs. 248 HP / 8 Def Mega Gardevoir: 166-196 (48.9 - 57.8%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 0 HP / 0 SpD Mega Charizard X: 288-339 (96.9 - 114.1%) -- guaranteed OHKO after Stealth Rock
252 SpA Mega Charizard Y Fire Blast vs. 248 HP / 0 SpD Mega Gardevoir in Sun: 241-285 (71 - 84%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Mega Gardevoir Psyshock vs. 232 HP / 0 Def Mega Venusaur: 288-342 (80.2 - 95.2%) -- 50% chance to OHKO after Stealth Rock
252+ SpA Mega Venusaur Sludge Bomb vs. 248 HP / 0 SpD Mega Gardevoir: 240-284 (70.7 - 83.7%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Mega Gardevoir Focus Blast vs. 0 HP / 0 SpD Heatran: 328-386 (101.5 - 119.5%) -- guaranteed OHKO
252 SpA Heatran Flash Cannon vs. 248 HP / 0 SpD Mega Gardevoir: 204-240 (60.1 - 70.7%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 0 HP / 0 SpD Landorus-T: 303-357 (94.9 - 111.9%) -- guaranteed OHKO after Stealth Rock
-1 252 Atk Landorus-T Earthquake vs. 248 HP / 8 Def Mega Gardevoir: 166-196 (48.9 - 57.8%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 0 HP / 0 SpD Mega Charizard X: 288-339 (96.9 - 114.1%) -- guaranteed OHKO after Stealth Rock
Notable Weaknesses: Scizor, Ferrothorn, Gengar, Mega Metagross
Weaknesses it handles for the team: Subs apart from sub Gengar, Clefable outside of Trick Room, etc.
Notable Replays:
http://replay.pokemonshowdown.com/ou-321598632 - Gardevoir cleaning up
http://replay.pokemonshowdown.com/ou-321085643 - Trapping a Magnezone into HP Fire, setting Trick Room and OHKOing with Focus Blast
http://replay.pokemonshowdown.com/ou-318578490 - Bulldozing an expected Heatran switch into Ferrothorn, taking the Lava Plume with Trace Gardevoir and OHKOing with Focus Blast due to the speed drop from Bulldoze making me now faster outside of Trick Room. A player I'd faced before, proving this isn't a one trick pony
http://replay.pokemonshowdown.com/ou-321085643 - Trapping a Magnezone into HP Fire, setting Trick Room and OHKOing with Focus Blast
http://replay.pokemonshowdown.com/ou-318578490 - Bulldozing an expected Heatran switch into Ferrothorn, taking the Lava Plume with Trace Gardevoir and OHKOing with Focus Blast due to the speed drop from Bulldoze making me now faster outside of Trick Room. A player I'd faced before, proving this isn't a one trick pony

Lucario @ Life Orb
Ability: Inner Focus
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Nasty Plot
- Vacuum Wave
- Flash Cannon
- Aura Sphere
Role: Wall-breaker, Fake Out foiler, burn absorber
Description: So I wanted a special attacker pokemon who could take a burn and also boost, and who could get through Chansey, Unaware Clefable and stall in general. I also wanted something that couldn't be stalled with Fake Out, a very common way of wasting Trick Room turns. Lastly I needed fighting priority to completely check Bisharp. Lucario has all those qualities, and the priority outside of Trick Room ensures he isn't just dead weight when it ends.
Lucario acts in a way as a lure as no one ever expects special attacker Lucario. As such I can set Nasty Plot in the face of Mega Sableyes outside of Trick Room and severly threaten them, take a burn from Rotom-W and boost, or boost on a switch into a physical wall like defensive Lando and OHKO. Whilst Fighting/Steel coverage it easy to play around, it's easy to get an idea of whether your opponent is going to continue switching into resisted hits (if they do it once, they usually do it twice) and as such you can make your plays accordingly. LO does makes Lucario's longevity pretty poor, but is needed to get the 2HKO on Chansey after the +2 boost so it is what it is. A round of Rocky Helmet/Iron Barbs recoil Ferrothorn can be used to allow for certain unboosted KOs with Vacuum Wave, such as Mega Lopunny and Excadrill after rocks. Lucario does not outspeed under Trick Room Clefable or Sylveon, so be wary of that, however opponents often don't realise it.
The calcs:
+2 252+ SpA Life Orb Lucario Vacuum Wave vs. 0 HP / 0- SpD Kyurem-B: 416-494 (106.3 - 126.3%) -- guaranteed OHKO
252+ SpA Life Orb Lucario Vacuum Wave vs. 0 HP / 0 SpD Mega Lopunny: 179-213 (66 - 78.5%) -- guaranteed 2HKO
252+ SpA Life Orb Lucario Vacuum Wave vs. 0 HP / 0 SpD Excadrill: 244-291 (67.5 - 80.6%) -- guaranteed 2HKO
+2 252+ SpA Life Orb Lucario Flash Cannon vs. 252 HP / 0 SpD Mega Sableye: 304-359 (100 - 118%) -- guaranteed OHKO
+2 252+ SpA Life Orb Lucario Aura Sphere vs. 4 HP / 252 SpD Eviolite Chansey: 351-413 (54.6 - 64.3%) -- guaranteed 2HKO
+2 252+ SpA Life Orb Lucario Flash Cannon vs. 252 HP / 8 SpD Landorus-T: 407-481 (106.5 - 125.9%) -- guaranteed OHKO
+2 252+ SpA Life Orb Lucario Flash Cannon vs. 72 HP / 0 SpD Latias: 273-321 (85.5 - 100.6%) -- 81.3% chance to OHKO after Stealth Rock
252+ SpA Life Orb Lucario Vacuum Wave vs. 0 HP / 0 SpD Bisharp: 458-546 (169 - 201.4%) -- guaranteed OHKO
252 Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 0 Def Lucario: 134-159 (38.9 - 46.2%) -- guaranteed 3HKO after Stealth Rock
252+ SpA Life Orb Lucario Flash Cannon vs. 248 HP / 8 SpD Clefable: 374-439 (95.1 - 111.7%) -- guaranteed OHKO after Stealth Rock
0 SpA Clefable Moonblast vs. 252 HP / 4 SpD Lucario: 130-154 (37.7 - 44.7%) -- guaranteed 3HKO after Stealth Rock
252+ SpA Life Orb Lucario Vacuum Wave vs. 0 HP / 0 SpD Mega Lopunny: 179-213 (66 - 78.5%) -- guaranteed 2HKO
252+ SpA Life Orb Lucario Vacuum Wave vs. 0 HP / 0 SpD Excadrill: 244-291 (67.5 - 80.6%) -- guaranteed 2HKO
+2 252+ SpA Life Orb Lucario Flash Cannon vs. 252 HP / 0 SpD Mega Sableye: 304-359 (100 - 118%) -- guaranteed OHKO
+2 252+ SpA Life Orb Lucario Aura Sphere vs. 4 HP / 252 SpD Eviolite Chansey: 351-413 (54.6 - 64.3%) -- guaranteed 2HKO
+2 252+ SpA Life Orb Lucario Flash Cannon vs. 252 HP / 8 SpD Landorus-T: 407-481 (106.5 - 125.9%) -- guaranteed OHKO
+2 252+ SpA Life Orb Lucario Flash Cannon vs. 72 HP / 0 SpD Latias: 273-321 (85.5 - 100.6%) -- 81.3% chance to OHKO after Stealth Rock
252+ SpA Life Orb Lucario Vacuum Wave vs. 0 HP / 0 SpD Bisharp: 458-546 (169 - 201.4%) -- guaranteed OHKO
252 Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 0 Def Lucario: 134-159 (38.9 - 46.2%) -- guaranteed 3HKO after Stealth Rock
252+ SpA Life Orb Lucario Flash Cannon vs. 248 HP / 8 SpD Clefable: 374-439 (95.1 - 111.7%) -- guaranteed OHKO after Stealth Rock
0 SpA Clefable Moonblast vs. 252 HP / 4 SpD Lucario: 130-154 (37.7 - 44.7%) -- guaranteed 3HKO after Stealth Rock
Notable Weaknesses: Conkeldurr, Breloom, Talonflame, Slow Bro, Azumarill
Weaknesses it handles for the team: WoW users, Mega Sableye, Fake Out users, Bisharp, Clefable, Ferrothorn
Notable Replays:
http://replay.pokemonshowdown.com/ou-321956997 - Trolling a Mega Sableye team with Lucario
http://replay.pokemonshowdown.com/ou-321569678 - A really good playthrough of Lucario against stall, which is sadly now corrupted. Suffice to say I 2HKO Chansey, I 2HKO Skarmory, then his entire team is weak to Mega Gardevoir. Really wish this had stayed intact beyond the first turn
http://replay.pokemonshowdown.com/ou-321621496 - Lucario taking a Fake Out and KOing in return
http://replay.pokemonshowdown.com/ou-321569678 - A really good playthrough of Lucario against stall, which is sadly now corrupted. Suffice to say I 2HKO Chansey, I 2HKO Skarmory, then his entire team is weak to Mega Gardevoir. Really wish this had stayed intact beyond the first turn
http://replay.pokemonshowdown.com/ou-321621496 - Lucario taking a Fake Out and KOing in return

Dusclops @ Eviolite
Ability: Frisk
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Memento
- Toxic
- Will-O-Wisp
Role: TR setter, general-annoyer
Description: Dusclops adds some much needed bulk as a setter, out-bulking the Trick Room classic Cresselia and having as much bulk physically as Porygon2 - it also resist Mega Heracross who would otherwise be a pain for the team. WoW is there for when boosting sweepers get out of hand (Scizor notably) or if I want to create a free switch into something so Dusclops can set Trick Room again later (which he often succeeds at doing, despite not using any recovery). Toxic is there for stall sets weak to it, like WoW Bulk Up Talonflame and Unaware Calm Mind Clefable who cause the team problems otherwise - it can also conceivably Toxic stall people to death even with recovery just because it is so damn bulky.
His fighting immunity comes massively in handy when using Ferrothorn and Lucario, often granting me the free switch. He's also a great partner in crime with Gardevoir, allowing her to come in completely safely if you want her to clean rather than risk a random crit - most of which Dusclops can take. Though you'd think Taunt would be a problem mid-game, more often than not it isn't as people only tend to have it in a lead due to the prevalence of Mega Sableye and Mega Diancie. Against Serperior he's a huge help, being able to take a +2 Leaf Storm likely set when Trick Room fades and Serperior revenges and KOs something like Azumarill, then granting a free switch by Memento - which, though it further increases Serp's special attack, Hyper Voice on Garde or Gyro Ball on Ferro can easily OHKO.
All and all, Dusclop's bulk is probably a large part of what made this team successful, as previous alternate pokemon really lacked the backbone which he provides. As a last thing Frisk can also be useful, showing you whether opponent's have a Lum Berry so you know whether to burn and whether they are Scarfed or Specced/Banded, etc.
The calcs:
252 Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 252+ Def Eviolite Dusclops: 164-195 (57.7 - 68.6%) -- guaranteed 2HKO
252 Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 252+ Def Eviolite Dusclops on a critical hit: 244-291 (85.9 - 102.4%) -- 12.5% chance to OHKO
+2 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Eviolite Dusclops: 223-264 (78.5 - 92.9%) -- guaranteed 2HKO
+1 252+ Atk Mold Breaker Mega Gyarados Crunch vs. 252 HP / 252+ Def Eviolite Dusclops: 198-234 (69.7 - 82.3%) -- guaranteed 2HKO
+2 252 SpA Volcarona Fire Blast vs. 252 HP / 4 SpD Eviolite Dusclops: 196-232 (69 - 81.6%) -- guaranteed 2HKO
252 SpA Life Orb Gengar Shadow Ball vs. 252 HP / 4 SpD Eviolite Dusclops: 182-218 (64 - 76.7%) -- guaranteed 2HKO
252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 4 SpD Eviolite Dusclops in Sun: 168-198 (59.1 - 69.7%) -- guaranteed 2HKO
96 SpA Life Orb Hoopa Unbound Dark Pulse vs. 252 HP / 4 SpD Eviolite Dusclops: 203-242 (71.4 - 85.2%) -- guaranteed 2HKO
+2 252 SpA Life Orb Serperior Leaf Storm vs. 252 HP / 4 SpD Eviolite Dusclops: 204-242 (71.8 - 85.2%) -- guaranteed 2HKO
+2 252+ Atk Mega Scizor Knock Off (97.5 BP) vs. 252 HP / 252+ Def Eviolite Dusclops: 206-244 (72.5 - 85.9%) -- guaranteed 2HKO after Stealth Rock
252 Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 252+ Def Eviolite Dusclops on a critical hit: 244-291 (85.9 - 102.4%) -- 12.5% chance to OHKO
+2 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Eviolite Dusclops: 223-264 (78.5 - 92.9%) -- guaranteed 2HKO
+1 252+ Atk Mold Breaker Mega Gyarados Crunch vs. 252 HP / 252+ Def Eviolite Dusclops: 198-234 (69.7 - 82.3%) -- guaranteed 2HKO
+2 252 SpA Volcarona Fire Blast vs. 252 HP / 4 SpD Eviolite Dusclops: 196-232 (69 - 81.6%) -- guaranteed 2HKO
252 SpA Life Orb Gengar Shadow Ball vs. 252 HP / 4 SpD Eviolite Dusclops: 182-218 (64 - 76.7%) -- guaranteed 2HKO
252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 4 SpD Eviolite Dusclops in Sun: 168-198 (59.1 - 69.7%) -- guaranteed 2HKO
96 SpA Life Orb Hoopa Unbound Dark Pulse vs. 252 HP / 4 SpD Eviolite Dusclops: 203-242 (71.4 - 85.2%) -- guaranteed 2HKO
+2 252 SpA Life Orb Serperior Leaf Storm vs. 252 HP / 4 SpD Eviolite Dusclops: 204-242 (71.8 - 85.2%) -- guaranteed 2HKO
+2 252+ Atk Mega Scizor Knock Off (97.5 BP) vs. 252 HP / 252+ Def Eviolite Dusclops: 206-244 (72.5 - 85.9%) -- guaranteed 2HKO after Stealth Rock
Notable Weaknesses: None really, his crazy bulk is the point of the set
Weaknesses it handles for the team: Stallish sets that are better off poisoned, super effective hits the other setters can't take, Mega Heracross, good setter for Serp at the +2, good at getting burns in on Mega Scizor
Notable replays:
http://replay.pokemonshowdown.com/ou-321952855 - Here's Dusclops being cheeky

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 220 HP / 252 Atk / 36 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Bulldoze
- Swords Dance
Role: Strong Breloom and opposing Ferrothorn check, bulky wall-breaker
Description: What really made be love this set was when I realised max speed invested base 60s are still taking a 150 base power Gyro Ball - this guy is essentially firing off a perfectly accurate move with the base power of STAB Head Smash almost all the time, which OHKOes a lot even unboosted. I really needed a Breloom check (who would otherwise put the entire team to sleep), and Ferrothorn does the job - coming in on a spore and OHKOing even sashed varieties through the Iron Barbs/Rocky Helmet recoil from their Mach Punch followed by Ferro's Gyro Ball. Bulldoze is great against lured Heatran and Magnezone sets at the +2, and Power Whip is good against Azumarill and Slowbro sets who can cause some of the other team mates trouble - as well as checking Conkeldurr who is problematic at the +2. The accuracy of Power Whip is an issue, however the amount of times you have to use it compared to just spamming Gyro Ball is pretty slim so it's not too bad.
Rocky Helmet was selected to really hurt pokemon like Talonflame or Fake Out users, and secure an OHKO from the recoil that would only normally be a 70% hit. When fighting opposing Ferrothorns, who you wall entirely, shake things up by boosting to +4 Atk and using Bulldoze, then next turn use Gyro Ball - that is almost always when the opponent switches. When Trick Room falls, Ferrothorn has its naturally high bulk to fall back on so you can manage additional KOes with it. The EV spread is to survive a Focus Blast from LO Gengar at full health, which seemed like a good bench mark to hit it has one of the hardest Focus Blasts of the tier.
The calcs:
-2 0 SpA Heatran Lava Plume vs. 220 HP / 36 SpD Ferrothorn: 184-220 (53.4 - 63.9%) -- guaranteed 2HKO after Leftovers recovery
+1 252+ Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 24 Def Landorus-T: 342-403 (107.2 - 126.3%) -- guaranteed OHKO (scarf Lando)
+2 252+ Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 4 Def Talonflame: 283-333 (95.2 - 112.1%) -- 75% chance to OHKO
252+ Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 0 Def Latios: 259-306 (86.6 - 102.3%) -- 93.8% chance to OHKO after Stealth Rock
252+ Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 0 Def Gengar: 325-384 (125.4 - 148.2%) -- guaranteed OHKO
252+ Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 0 Def Gengar: 325-384 (125.4 - 148.2%) -- guaranteed OHKO
252+ Atk Ferrothorn Gyro Ball (86 BP) vs. 248 HP / 252+ Def Clefable: 218-258 (55.4 - 65.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Conkeldurr Drain Punch vs. 220 HP / 88 Def Ferrothorn: 210-248 (61 - 72%) -- guaranteed 2HKO
+2 252+ Atk Ferrothorn Power Whip vs. 0 HP / 0 Def Conkeldurr: 358-423 (101.9 - 120.5%) -- guaranteed OHKO
+1 252+ Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 24 Def Landorus-T: 342-403 (107.2 - 126.3%) -- guaranteed OHKO (scarf Lando)
+2 252+ Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 4 Def Talonflame: 283-333 (95.2 - 112.1%) -- 75% chance to OHKO
252+ Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 0 Def Latios: 259-306 (86.6 - 102.3%) -- 93.8% chance to OHKO after Stealth Rock
252+ Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 0 Def Gengar: 325-384 (125.4 - 148.2%) -- guaranteed OHKO
252+ Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 0 Def Gengar: 325-384 (125.4 - 148.2%) -- guaranteed OHKO
252+ Atk Ferrothorn Gyro Ball (86 BP) vs. 248 HP / 252+ Def Clefable: 218-258 (55.4 - 65.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Conkeldurr Drain Punch vs. 220 HP / 88 Def Ferrothorn: 210-248 (61 - 72%) -- guaranteed 2HKO
+2 252+ Atk Ferrothorn Power Whip vs. 0 HP / 0 Def Conkeldurr: 358-423 (101.9 - 120.5%) -- guaranteed OHKO
Notable Weaknesses: WoW users, fighting or fire types outside Trick Room
Weaknesses it handles for the team: Breloom, Azumarill, non-Flamethrower Clefable, Slowbro, Manaphy
Notable Replays:
http://replay.pokemonshowdown.com/ou-321946703 - Ferrothorn dealing with a Breloom lead
http://replay.pokemonshowdown.com/ou-321948332 - Using Gyro Ball at the right moment in a Ferrothorn-Ferrothorn-off to catch the opponent at unwares
http://replay.pokemonshowdown.com/ou-318536479 - Ferrothorn luring Heatran and OHKOing four team members to produce a rage quit
http://replay.pokemonshowdown.com/ou-321948332 - Using Gyro Ball at the right moment in a Ferrothorn-Ferrothorn-off to catch the opponent at unwares
http://replay.pokemonshowdown.com/ou-318536479 - Ferrothorn luring Heatran and OHKOing four team members to produce a rage quit
Threat List:






Most other threats I've mentioned in the analyses of my individual pokemon, or failing that they fail to get through Dusclops (things like Mega Metagross) who can always Trick Room then Memento against a threat to nerf whatever super effective coverage they would have against a team mate, allowing them to set up. Combinations of slower threats and difficult pokemon can cause me issues, things like Slowbro + Ferrothorn which discourage the set up of both Lucario and Azumarill.
http://replay.pokemonshowdown.com/ou-321945457 - Ferrothorn going for broke
http://replay.pokemonshowdown.com/ou-321099278 - "and that's why hyper beam sucks"
http://replay.pokemonshowdown.com/ou-321646175 - the match that got me +1700, some scary stuff with Ferro walling an un-mega-evolved Altaria (who didn't want to mega due to the weakness it introduced) and Altaria walling the Ferro as it's a Cotton Guard set. A crit saves the day, but as I mentioned to the opponent if you stall for that long a crit is what you expect.
http://replay.pokemonshowdown.com/ou-321099278 - "and that's why hyper beam sucks"
http://replay.pokemonshowdown.com/ou-321646175 - the match that got me +1700, some scary stuff with Ferro walling an un-mega-evolved Altaria (who didn't want to mega due to the weakness it introduced) and Altaria walling the Ferro as it's a Cotton Guard set. A crit saves the day, but as I mentioned to the opponent if you stall for that long a crit is what you expect.
Uxie @ Mental Herb
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Stealth Rock
- Magic Coat
- Memento
Azumarill @ Sitrus Berry
Ability: Huge Power
Happiness: 0
EVs: 4 HP / 252 Atk / 252 Def
Brave Nature
IVs: 0 Spe
- Aqua Jet
- Frustration
- Knock Off
- Belly Drum
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Hyper Voice
- Psyshock
- Focus Blast
Lucario @ Life Orb
Ability: Inner Focus
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Nasty Plot
- Vacuum Wave
- Flash Cannon
- Aura Sphere
Dusclops @ Eviolite
Ability: Frisk
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Memento
- Toxic
- Will-O-Wisp
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 220 HP / 252 Atk / 36 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Bulldoze
- Swords Dance
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Stealth Rock
- Magic Coat
- Memento
Azumarill @ Sitrus Berry
Ability: Huge Power
Happiness: 0
EVs: 4 HP / 252 Atk / 252 Def
Brave Nature
IVs: 0 Spe
- Aqua Jet
- Frustration
- Knock Off
- Belly Drum
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Hyper Voice
- Psyshock
- Focus Blast
Lucario @ Life Orb
Ability: Inner Focus
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Nasty Plot
- Vacuum Wave
- Flash Cannon
- Aura Sphere
Dusclops @ Eviolite
Ability: Frisk
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Memento
- Toxic
- Will-O-Wisp
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 220 HP / 252 Atk / 36 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Bulldoze
- Swords Dance
And there we have it! I hope you've enjoyed my weird vision of a Trick Room team, and I hope I've convinced you Trick Room can be successful even in the current meta so long as you try and and factor in all the odd little weaknesses Trick Room teams have which regular teams don't.
Questions, or suggestions if you think there's areas for improvement, are most appreciated. Have a go with it on the ladder and see what you think.
EDIT: Updated with the threat list and some general replays, if there's a threat you think is missing which is common let me know.
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