ORAS OU Trick Room Doom Squadron (1750+, top 75 on ladder)

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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.

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What can I say, I'm a fan of Arcanum.

The line-up:

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azumarill.gif
gardevoir-mega.gif
lucario.gif
dusclops.gif
ferrothorn.gif


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.gif

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.
The calcs:

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

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
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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

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
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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

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
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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

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

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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

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

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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

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
The remaining things...

Threat List:

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The Taunt Bulk Up set really does a number on this team, as it prevents physical sweepers from boosting and Gardevoir's only non-resisted move hits on defense. Hopefully Uxie can make it Taunt itself, or it will try and finish off Azu after Trick Room goes down - as Azu is passably good at taking uninvested priority like Acrobatics it should be okay. WoW Bulk Up sets can eat a Dusclops Toxic, and Banded/SD sets tend to burn themselves out, particularly if you switch in Ferrothorn. Still Taunt and Bulk Up remains the strongest threat to the team.

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Shedinja and Mega Sableye are game over for the team, as I can't get rocks down and I have nothing to hit both significantly. However the combo is rare (I haven't faced it once this last time laddering) and I refuse to go for weaker coverage options for this ridiculous trend.

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Zapdos resists all of what Ferrothorn and Lucario have to throw at it, and is super effective against Azu, meaning that as a Defogger it's very good against this team. However at the -2 SpAtk Azu can still Belly Drum in front of it, and Gardevoir can hit it for hard damage. It's a nuisance, especially when brought out early, but not a remarkable threat in terms of damage.

212-mega.png
SD Scizor sets, particularly bulky Mega Scizor, can be a pain for the team to handle. Best option is to get a burn off with Dusclops, Trick Room and Memento out to completely nerf it. Knock Off variants normally don't have too much to do against Lucario however.

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This little guy deserves a special mention, as he affects entirely the way I play a match if I don't know his ability. If you can't find out if he is Unaware (either by tracing his ability, or seeing stealth rock damage) then don't Belly Drum with Azu unless you're getting to the point where you really need to take that gamble. Otherwise, Ferrothorn can handle him under Trick Room normally and Garde/Lucario outside - he's much more of a passive threat due to the ability then anything else.

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.
More replays:

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.
Importable:
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

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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One has no choice but to absolutely marvel at this beauty. Snatching nearly all control from the opponent's hands and tearing through the opposing team so viciously with such potent yet unexpected sweepers is a feat achieved by this team alone.

Gengar, Breloom, and burns were mentioned more than once as huge threats to the team's sweep; Gengar threatening all Trick Room setters, Breloom allowing the opponent to regain control over the game with Spore, and burns putting a full stop to Azumarill's and Ferrothorn's sweep. As such, I propose Celebi over Ferrothorn.

Firstly, Celebi tends to be an outstanding lure to Gengar being able to net a surprise KO even outside of Trick Room with Sucker Punch. After having the opposing Gengar removed, the team is far more liberated as the opponent no longer has Gengar to stop Uxie, Gardevoir, or Dusclops from setting up Trick Room. Furthermore, Celebi serves as a much more reliable check to opposing Breloom, allowing the team to continue exerting control over the game. Lastly, Celebi provides your team with a secondary burn absorber. Thanks to Natural Cure, Celebi is able to switch heedlessly into Scalds and Will-O-Wisps without jeopardizing its chance to clean up later on.

tumblr_m838oxTVLG1r3ifxzo1_500.gif


Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Sucker Punch
- Zen Headbutt
- Last Resort

252+ Atk Celebi Sucker Punch vs. 0 HP / 0 Def Gengar: 242-286 (93.4 - 110.4%) -- guaranteed OHKO after Life Orb recoil

0 Atk Ferrothorn Gyro Ball (115 BP) vs. 248 HP / 0 Def Celebi: 118-139 (29.2 - 34.4%) -- 99.7% chance to 4HKO after Leftovers recovery

+6 252+ Atk Celebi Sucker Punch vs. 252 HP / 88+ Def Ferrothorn: 214-252 (60.7 - 71.5%) -- guaranteed 2HKO after Leftovers recovery

+6 252+ Atk Celebi Last Resort vs. 252 HP / 88+ Def Ferrothorn: 187-220 (53.1 - 62.5%) -- guaranteed 2HKO after Leftovers recovery

+2 252+ Atk Celebi Last Resort vs. 252 HP / 164+ Def Garchomp: 225-265 (53.5 - 63%) -- guaranteed 2HKO
As I do not have as much experience with Trick Room as I would like, there is a second Celebi set which, in my opinion, looks quite promising as well.

eb86be73840f908d8383c767ffa173825c49c900_hq.gif


Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 48 SpA / 212 SpD
Sassy Nature
IVs: 0 Spe
- Healing Wish
- Trick Room
- Psychic
- Perish Song

Celebi still acts as an amazing Gengar lure (the SpA EV's ensure the Psychic KO on Gengar); however, this Celebi is geared towards supporting the sweep rather than performing the sweep like the previous Celebi did. Most prominent about this set is the massive support it brings to the team in Trick Room and Healing Wish. Not only does your team gain another Pokemon who is capable of setting up Trick Room, but it also "gains" a potent sweeper in regards to the aspect of Healing Wish that allows a severely weakened and/or statused Azumarill, Mega Sableye, or Lucario to land the finishing blow on the opposing team. Perish Song provides immense utility as it primarily works in conjunction with Dusclops to halt set-up sweepers. Although this is a good reason to use Perish Song, it would be incorrect to assume its usefulness was limited to stopping sweepers. No—it in tandem with Healing Wish not only heals a severely crippled team mate but it also guarantees one free turn of setting up.

Celebi switches into Keldeo's Secret Sword as Keldeo attempts to KO Lucario. As the opponent goes into Heatran, Celebi uses Perish Song. Heatran's Perish Song count falls to 3.

Celebi sets up Trick Room and eats a Lava Plume or a Magma Storm. Heatran's Perish Song count falls to 2.

Celebi Healing Wishes to Azumarill while Heatran's Perish Song count falls to 1.

Here Azumarill can freely Belly Drum (AGAIN) as Heatran either switches out or faints. At this point it is GG.

252 SpA Life Orb Gengar Sludge Wave vs. 248 HP / 212+ SpD Celebi: 304-359 (75.4 - 89%)

48 SpA Celebi Psychic vs. 0 HP / 4 SpD Gengar: 258-306 (99.6 - 118.1%)

0 SpA Heatran Lava Plume vs. 248 HP / 212+ SpD Celebi: 162-192 (40.1 - 47.6%)

0 SpA Heatran Magma Storm vs. 248 HP / 212+ SpD Celebi: 204-240 (50.6 - 59.5%)

252 SpA Heatran Magma Storm vs. 248 HP / 212+ SpD Celebi: 246-290 (61 - 71.9%)

Hope this helps and I hope you take my suggestions into serious consideration. Best of wishes to all your future games!
 
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Hi krakatoa, thanks for the rate! Though I like your creativity with the Celebi sets, I think the main issue with incorporating the first set is that it's too fast when used in-conjunction with some already pretty fast pokemon, it's walled by Unaware Clefable (even if you gave it an LO) which I expect the wall-breaker in the last slot to be able to get through and it exacerbates my Talonflame weakness - plus Last Resort can be a bit tricky to use in practice. Ferrothorn being slow in the last slot (probably the slowest thing you'll find in OU) is great as it makes the team all pitched at different speed tiers which I can exploit inside and outside of TR (Ferro and Azu slower, Lucario and Garde faster) - putting another fast pokemon into that mix upsets the balance.

Though Ferrothorn is weak to Talonflame, this team is reasonably good at keeping rocks up with Dusclops spin blocking and Ferrothorn and Lucario threatening Starmie plus Excadrill respectively - and as I mentioned Memento allows me to block Defog for a turn and bring in something that's a threat. The point I'm getting to is with the SR and recoil combined from Brave Bird/Flare Blitz and the Rocky Helmet/Iron Barbs combo Talonflame can usually be taken out of action passively - which even if it leads to the KO on Ferrothorn is worth it due to the pressure he puts on the team.

For the Celebi set, I don't think another passive set that sets Trick Room is needed on the team. If I was going to use Healing Wish, I think I would squeeze in on Gardevoir in the place of Focus Blast and hope to recover Lucario to deal with steels - however this wastes a turn where I could just be OHKOing so I don't think it's so viable there either. Toxic and WoW on Dusclops, as well as the two Mementos, already do a good job of handling set up users.

I think if I was going to use a Celebi set, and one I definitely considered, it would be LO Nasty Plot with Giga Drain/Psyshock/Coverage or Rest - this set can get through both Chansey which I like special sweeper, and it also deals with Breloom. However, as I mentioned this team really does need a slower option in the form of Ferro, and while I could slap on an Iron Ball on Celebi to make it slow (slower than Azumarill for example) the power lost is significant.
 
Wow, this is so cool! I've been using Trick Room in OU and UU (in fact I have some RMTs that you might be interested in seeing), but I've never achieved success like this. I wasn't even sure if it was possible, but you did it.

Due to the extreme unconventionality of this team, I can't really critique it until I start using it, which I certainly will be doing.
 
You've built such an amazing team and tbh I have had lot of fun using it :)
It destroy offensive teams and is really good against any playstyle.
The only things I've had change were lucario and ferrothorn, replacing them with modest life orb hoopa (annihilates stall) and adamant cb dragonite to get priority (I've lost more than one time against the last opponent's pokemon because I was too slow) or to destroy opponents with outrage.
Also the way you wrote this RTM really stoods out with all the detailed explanations and the replays

10/10 team
 
I never saw such a beautiful Trick room team, and I think I will try to climb the ladder with it and use it in some tournament.
I can't strengthen a lot but I might have a few improvement :

First Ferrothorn is not a good Sword Dance set, so i would replace it with Curse, it will allow to perform very well outside of TR against all physical opponent while increase inderectly gyro ball's power.

You are very weak to Ghost type in general and Gengar in particular, as you don't have any good switch in. So I propose to replace Dusclops with Hoopa-U because it can switch in pretty easily and OHKO it or do tons of damage.

Sets :

ferrothorn.gif

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 220 HP / 252 Atk / 36 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Bulldoze
- Curse


Hoopa-Unbound
Life Orb
Ability : Magician
EVs: 208 HP / 160 Atk / 142 spA
Brave Nature
IVs : 0 Spe
- Hyperspace Fury / Dark Pulse
- Psychic
- Gunk Shot / Drain Punch
- Trick Room

208 HP allow you to always avoid 2HKO from Life Orb Gengar and the rest in offense for tons of damage.

With that you have 3 TR setter and an other Gengar Check.

Again GG for the teambuilding
 
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Thanks for the compliments FeroleSquare and thanks for the rate. Have fun playing the team!

In terms of switching to Curse on Ferrothorn, honestly Ferrothorn's bulk is pretty good outside of Trick Room already and SD provides a lot of OHKOs after one boost (Conk, who's otherwise trouble under Trick Room, Scarf Lando after Intimidate, Talonflame most of the time after rocks who assumes you'll switch so it can Roost - as well as the guaranteed OHKO on bulkier Heatran variants) that Curse doesn't. As this team is very offense orientated and thrives on making aggressive plays, and for those juicy OHKOes, SD is the much better fit.

As for Hoopa, I'm not going to lie, it is great on Trick Room. However the bulk is just too low for it really to have a fit on the team, and Dusclops is actually a huge selling point of the team with that exemplary bulk. If I were to switch Hoopa out for something, it would be Gardevoir as Hyperspace Hole still hits through subs like Hyper Voice does (and also hits through Protect) - however that quaternary Bug weakness is pretty killer on Hoopa and it doesn't pack quite the same punch (no STAB base ~120 move to fire off, too easily burning itself out with LO to make it hit harder) to really spam it in the same way.

EDIT: Didn't see Pyrved's comments, for Band DNite I feel like this team needs the coverage to survive and so he's too easily walled to effectively do his job. If I was going to go for an Extreme Speed user, it would be SD Lucario - however as he lacks the punch to get through common threats like Talonflame too well with it.

Currently I'm trying to hit 1800 with the team, I had a pretty heavy tilt to just below 1650 (culminating with a game-deciding Ice Beam freeze at the lowest point of the trough, just to destroy my soul) but now I'm back mid 1700s. This team definitely does stabilise around 1700-1750, which to me equates to it being pretty consistent. If I hit a new peak tonight I'll post it up, as well as new replays I've accumulated - I do think the team can definitely get that high it all depends on the effort I can be bothered to sink into laddering it even further.
 
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I'm using the team right now and I am quite impressed by the wins I'm racking up. I've lost with this team as well, but that's mainly due to my own inexperience. What I really like about this team is its numerous ways to deal with stall and semi-stall, which my other Trick Room teams have some difficulty with. I don't really have any suggestions yet, but I might come up with some soon.
 
I love this team, you know I do, but I certainly think that the Ferro set can be improved.

You don't have anything on your team that resembles a switch to Gengar, and Breloom is also a huge threat because if it KOs Ferro which it can fairly easily with it's fighting stab, it can spore something else on your team somewhat freely. I recommend using a bulkier spread with Chople Berry in order to be able to take 2 shadow balls after stealth rocks, as well as a shadow ball and a focus blast. It will also help you check Breloom better as well as you can easily take 2 mach punches and KO with Gyro Ball.

- A spread with 252 HP and 64 sp. def avoids a 2hko nearly 100% of the time
- Hope this helps =]
 
Hey, thanks for the rate and it was great fighting you on the ladder. Still need to get round to watching some of your YouTube channel!

I see what you're saying about Ferro, however I'm reluctant to take any EVs out of attack (stuff like 75% at the +2 to take out uninvested Talonflame and pretty much 19/20 chance to take out Latios unboosted after rocks is too good to pass up). I'm not too worried about a Gengar switch (this team isn't big on switching plus Uxie can set on Gengar Taunt leads, and Dusclops against non-Taunt variants later on, with the amount of people having a Taunt mid-game being vanishing small) so a revenge kill is fine, however Chople Berry certainly does lessen the burden of getting that revenge in the first instance as well as covering a whole lot of other fighting pokemon (Breloom as you say, the main issue being not that they predict the switch often but that they SD, as well as Conk, Drain Punch Hoopa-U and Mega Lop - denying him the 2HKO and pretty much luring his ass).

In all honesty Ferrothorn typically takes more EQs than anything else, with the Rocky Helmet/Iron Barbs combo hurting Talonflame and ZardX hard with their existing recoil and walling other Ferrothorns slightly better, but Chople Berry seems far less situational.

Thanks for the tip, I'll give it a try! I'll change the bulk back to the standard 252 HP / 4 Def seeing as Focus Blast is far less of a concern now, especially in a revenge situation.

EDIT: http://replay.pokemonshowdown.com/ou-329969181 - Stuff like this makes me think it's a good choice. Fact of the matter is, Heatran/Magnezone never expect Bulldoze so they are lured under TR, fighting types fearful of Ferro's power under TR will likely come in for the revenge when it drops, giving me a serious edge. Again, thanks very much for the idea.
 
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