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Trick Room in the 5th Generation

Trick sun team with Specs 0 speed IVs, quiet eruption heatran melting everything in sight. This sounds heavily appealing. Most appealing...

I know he was already mentioned, but what about trick room Rampardos. I've tried one with sword's dance and it worked so long as I could force a switch. Unfortunately, he is a trick room pokemon that can't handle Nattorei unless you're running something like hammer arm. And I'm pretty sure Power whip is a 2HKO.
 
I lost to an awesome Trick Room team today (despite the fact that I didnt play super well, the dude was top 20 to give you an idea of its success). Deoxys-a/bronzong tr/zen/gyro ball and like max attack (ohkoed ttar)/download pory2 with hp fire and tr (no recover I think)/super slow mixnite, tr rankurusu and something that escapes me atm. I was pretty impressed, might eventually give it a go.
 
Oh yeah, that reminds me. Would Pokemon Ranger Eruption Heatran be plausible in Trick Room? I know that "Full HP" moves in general are bad when there's entry hazards everywhere (including our favorite pink blob), but Heatran can make use of a particularly slow 79 Speed.

Also, I must confess that I love Kurimugan. Just because of Outrage and Sucker Punch for Deoxys-A and revenge killing. What ability would go well with Trick Room Kurimugan, though?
 
Oh yeah, that reminds me. Would Pokemon Ranger Eruption Heatran be plausible in Trick Room? I know that "Full HP" moves in general are bad when there's entry hazards everywhere (including our favorite pink blob), but Heatran can make use of a particularly slow 79 Speed.

Also, I must confess that I love Kurimugan. Just because of Outrage and Sucker Punch for Deoxys-A and revenge killing. What ability would go well with Trick Room Kurimugan, though?

Someone did damage calcs for Ranger Heatran in some of the earlier Heatran thread posts. Eruption hits hard. And on 'transfer' to your game, one can soft reset for IV's or the lack of. Also gets Magma Storm at an earlier level. But my fave is the Meteor Mash Deoxys. I love it. But maybe I shouldn't.

I have to wonder why Rankurusu is usually the turn to in Trick Room when
Musharna has very similar bulk.

I hate the 'few' Trick Room Hail teams.
 
Quiet Heatran can work in TR, he certainly has the typing and defenses to justify being 'faster' and I've had HUGE success before running Nidoqueen within TR. Heatran is only faster than 0IV -speed queen by 2 points I believe.

The only thing with Heatran is you have to be able to guarantee a kill on other Heatran and bulky waters. Nidoqueen's slightly faster status is justifiable because of her near perfect coverage and insane power with Encourage. But Eruption Heatran would stand a good chance of being walled by itself. When you're running on the TR limit any walled switch in is 1 turn too many.
 
CanadiEntei said:
I have to wonder why Rankurusu is usually the turn to in Trick Room when
Musharna has very similar bulk.

Musharna's almost outclassed by Trick Room supporters like Porygon2 and Slowking in terms of offensive prowess and bulk. It can run Yawn / Trick Room to get a free turn, but then again, Porygon2 sets up room almost as easily, ans Slowbro and Slowking learn that combination as well. Rankurusu nearly competitively beats Musharna in Trick Room for obvious reasons.
 
one reason i love trick room is your able to use mixed sweepers with 252 stats in both categories.

honchcrow might be able to work. things too like cacturne, camerupt, and kurimugan?


trapinch might be a good revenge killer on trick room teams.

trapinch@choice band
arena trap
252hp/252atk
~EQ
~Crunch
~Rock Slide
~Bug Bite
 
I have to wonder why Rankurusu is usually the turn to in Trick Room when
Musharna has very similar bulk.

Magic Guard is a big portion of it. No hazards/Weather/Life Orb recoil. Also, much-higher Special Attack to abuse Trick Room itself. All Musharna can do is possibly Hypnosis something and set up Trick Room and flee to someone else. Rankurusu can smash something right after setting up.
 
All right here's my TR team that i'v been plating recently ..having bit of problems with it so suggestions are really needed ^^

the main purpose of this team is to surprise the opponent ...and not to waste turns by switching out "cause all the TR setup can abuse it well ...
All the team have 0 iv spd

bronzong@macho brace
ability:levitate
Evs : 252HP/252atk brave nature

-Trick room
-gyroball
-stealth rock
-EQ

ok so this guy is often my lead ..SR is pretty useful and it takes people off guard when they switch thinking they can setup safely , my main answer to doryuuzu and sand sweeper in general , he also make a good late game sweeper ... (gyroball is a 2HKO on standard borutorosu who always taunt me )

Porygon2@evo stone / Quiet
Ability:download
EV:252 hp/252 Spatk
Trick room
Ice beam
thundebolt
HP fire .

surprisingly good ... he's so bulky (once taking an outrage from +1 salamence and setting TR for the win) ..HP fire nails nattorei who thought he can lay some hazards in peace ( a download boost is an ohko with HP fire ..2HKO in rain ) , gets walled by Ttar by my other sweepers handle it well ..

Nattorei @ choice band / brave nature
ability : iron barbs
Ev:212 HP /252 atk /44 Spdef
Gyroball
power whip
level field
leech seed

haha i'v got a lot of fun playing with this guy ..catches a lot of people off guard ..he can seem to be gimmick but 472 atk with two 150 and 120 stab are nothing to laugh at .. my main answer to rain teams and specially manaphy who otherwise rapes my team ; level field when i expect a heatran/blaziken switch in ..leech seed is just filler ..


Shandera@life orb / quiet nature
ability:flash fire
EVs:252 HP / 252 Spatk

-shadow ball
-taunt
-fire blast
-trick room

covers nattorei weakness ... taunt for the coming walls who would try to stall me out ..hits extremly hard with his dual stabs (although gets walled by heatran and urugamosu )


Rankurusu @ life orb / quiet nature
Ability : magic guard
Evs : 180 hp / 252 spatk / 78 def

-Psychic
-shadow ball
-focus blast
-trick room

Of course ..what would be a TR team without this guy ... incredible sweeper although it's not as bulky as I though .. scizor nail him with u-turn and focus blast isn't an ohko even with SR damage (not so far though )

Dragonite @ life orb / quiet nature
252 atk / 252 spatk
-draco meteor
-flamethrower
-superpower
-extremespeed

the wall breaker , hits extremly hard on both spectrum ..but unfortunaly don't get the OHKO with superpower on evo stone chansey ..i'v got problems with hard stall anyway ...

So here's the team ..it's kinda of HO with no unecessary switches , every pokemon hits hard therefore i don't lose momentum ...but i have some problems with it :

-Urugamosu : the biggest threat for my team ..i have to make sure SR is up asap and switch shandera on a fire attack ..then i ohko even after a BD .. preview team helps here ...quite a problem ..

-Stall in general gives me hard time ... no setup sweeper hurts .. therefore they don't hit hard enough to break those teams .

blaziken can come on the final turn of TR ..especially if it's a natorei sweep ...sword dance and then it's a gg ...

this is what i recall ..otherwise there's those guts roob with flame orb who ohkoes rankurusu with payback even if it goes first (after a Bulk up ) ..roob is a pain anyway ..

so this is the team ... like I said I really want to improve it so i'm counting on you TR players :p ..
 
I've been attempting to create a usable trick room team(in preparation for V-generate victini) Of course reuniclus was the first pokemon to be chosen. But I was torn, torn between the Offensive TR set and the bulkier calm mind set that causes ragequits. So I decided to combine them.

Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Defense / 6 Special Attack
Nature: Relaxed(+Def -Speed)
IVs: 0 Speed IVs
~ Calm Mind
~ Recover
~ Psychic
~ Trick Room

Once my opponent's dark types have been taken care of this set destroys everything in it's path. You can run Leftovers over Life Orb for some more recovery. Psychic is the only move needed as this guy routinely gets to +6 and at those stages it dosen't matter if they resist it or not, they're going down.
 
Psychic sucks as a Mono-Attacking type, to put it bluntly. With that set, Scizor is basically getting a free U-Turn on you, TTar doesn't give a fuck if you have +6 CMs up, its just gonna Pursuit you, Latias sets up all day alongside you and, if its carrying Psycho Shock/Roar, beats you handily, you becoe even more massive pursuit-bait for stuff like Weavile/Wargle(or whatever that crocodile is called). Also Zuruzukin(I think I got that right) can either DD or Bulk UP on you for free. Not really worth it imo, standard TR Rankurusu is probably best for your team.
 
Its terrible, theres no way in hell you can ever guarantee you can take out all the dark types they might have. Half the threat of the pure TR set is that nothing can get away without taking huge ammounts of non-resisted damage which a TR/CM set completely lacks. Lets not forget they don't necessarily need a dark type to stop you, a simple trick scarf will instantly ruin you.
 
TBH I just don't like the sparce coverage that that set provides. Rankurusu wants to be OHKOing whatever it hits with its coverage moves; Psychic does not allow it to do that to a huge number of pokemon.
 
Someone mentioned TR Hail earlier and I wanted to elaborate a bit on that. I used a TR Hail team late last gen and it was pretty legit, although there were some huge weaknesses and lack of synergy going on just because of the sheer lack of options. The only TR user that didn't get hurt by hail last gen was Jynx (35 Def and 95 Spe lol) and you pretty much had to put up with rampant fighting weaknesses as even the one Magic Guarder was also weak to Fighting (Clefable). Though we didn't really get any new Ice types to abuse TR with (kind of didn't need that anyhow) we did get a whole slew of Pokes that aren't damaged by hail by way of their ability (MG and Overcoat). Here's the list, their speeds, and some other notable stuffs:

New Magic Guarders
Alakazam (120 Spe) - Too fast for inside TR, but could be nice for that go-to fast poke, especially with free LO + 135 SA.
Sigilyph (97 Spe) - Too fast for TR, too slow for outside it. Don't see much merit in these circumstances.
Reuniclus (30 Spe) - Made for Trick Room -- Enough Said.

Overcoaters
Forretress (40 Spe) - If you HAD to set up Hazards, he's your guy. Other than that, I'm not seeing a ton of use out of niches.
Wormadam (36 Spe)
Leavanny (92 Spe)
Escavalier (20 Spe) - Made for TR and mashing the same button over and over. Maybe try Bug/Steel boosting items instead of choice ones?
Mandibuzz (80 Spe)
Reuniclus (30 Spe) - Why you'd use Overcoat over Magic Guard is beyond me, but he gets it!

I also want to mention some old favs that got new goodies:
Cloyster (70 Spe) - The most potent user of Ice Spear and Rock Blast's new awesomeness. No Shell break needed in this case.
Regice (50 Spe) - 80/100/200 defenses with Ice Body makes mono-Ice type look awesome lol.
Glaceon (65 Spe) -Also got Ice Body, only marginally better than snow cloak on her imo. Still kind of needs something else lol.
Slowbro/King (30 Spe) - Still gets damaged by Hail, but resists Steel, Fighting, and Fire and now gets Regen to heal off hail damage.
 
The Fastest Pokemon under Trick Room (at level 100), making it outspeed all other users of Trick Room, while still being even more physically bulky than Slowbro, and maintaining Regeneration to make up for lack of Leftovers.

Slowpoke: @ EvoStone
Regeneration
252 HP / 248 Def / 8 SpD [384 HP, 375 Def, 177 SpD]
Nature (+Def, - Spe)
0 Speed IVs

Trick Room
Disable
Slack Off
Magic Coat

This set takes advantage of going first on the 2nd turn and using Disable to prevent damage, while Magic Coat prevents Leech Seed, Taunt, Status, etc.


Slowpoke/Bro: @ EvoStone / Leftovers
Regeneration
252 HP / 248 Def / 8 SpD [384 HP, 375 Def, 177 SpD]
Nature (+Def, - Spe)
0 Speed IVs

Trick Room
Block
Slack Off
Yawn

With this set you use Trick Room, then Block, then Slack Off, Yawn, then Slack off to trap and Sleep a foe. You use Slack off after Block to purposely drain your Trick Room turn once, then Slack off again to drain another Trick Room turn as your foe falls asleep. This way, you can refresh Trick Room on your next turn, (the first turn they are asleep), and switch, healing Slowpoke in the process thanks to Regeneration while giving your sweeper 4 turns to safely sleep.
 
I've been enjoying a Gimmicky set which involves using every member of the Reuncilus family. It's actually not too terrible.

Level 1 Sashed Yuniran sets up Trick Room and has Endeavor on the second turn to weaken the opposing lead, with screens for extra turns. Doubran has the bulk provided by Evo Stone, and Ranculus is all out offense. Psychic for STAB and Hidden Power Fire for (always useful) coverage, with Shadow Ball and Focus Blast respectively.

It's not too shabby.
 
I used some Trick Room sweepers to great success in Ubers.

Mixed Dialga with this set
Dialga@ Life Orb
Pressure
252 Atk / 252 SpA / 6 SpD
Quiet Nature (+SpA, - Spe)
30 Speed IVs (Dialga cannot underspeed Scizor at level 100 and since it is so uncommon)

-Draco Meteor
-Fire Blast
-Outrage
-Trick Room

Dialga has awesome power while is capable of setting up Trick Room as well. Draco Meteor OHKOes most Groudons and Dialga while Fire Blast roasts Steels and OHKOes Mewtwo without suffering a Special Attack drop. Outrage deals massive damage to the special sponges and 2HKOes even Chansey and bulky Kyogre

Palkia @Lustrous Orb
Pressure
252 HP / 252 SpA / 6 SpD
Quiet Nature (+SpA, - Spe)

-Spacial Rend
-Surf / Hydro Pump
-Fire Blast
-Trick Room

Thunder is neglected since if you accidentally paralysed someone it can spell doom for you Trick Room team since they will outrun your sweepers now. Lustrous Orb boosts Palkia's power while preserving it's bulk. Max HP is used so that Specs Water Spout never 2HKOes Palkia. Fire Blast kills Nattorei even in the Rain while Hydro Pump can OHKO Arceus in the rain. Spacial Rend is obviously to slay Dragons.

This Cresselia set works well in Ubers.


Cresselia@ Light Clay
Levitate
252 HP / 160 Def / 96 SpD
Sassy Nature (+SpA, - Spe)
0 Speed IVs if you want to outspeed Scizor under Trick Room

-Lunar Dance
-Light Screen
-Reflect
-Trick Room

Dual Screens boost the defenses of you sweepers, giving them time to setup and kill the opposing team. Trick Room should be used when Cresselia is about to faint and Lunar Dance before Cresselia goes down to fully recover a weaken teammate. This set works well mid-game.
 
Has anyone mentioned Tangrowth? He has 100/110 offensive stats and absolutely destroys bulky waters with power whip. I run 252 att. 252 spec. att. brave nature life orb with Power Whip Earthquake Hp Ice and sleep powder. Surprises things like heatran and other fire types as sell as gliscor and dragons with earthquake and hp ice respectively. Sleep powder is always nice too. Only thing he really has trouble with is metal types neutral to earthquake like scizor, ferrothorn and skarmory. He has great 341/286 physical bulk and with regeneration hangs around for quite a while.
 
Hello, been keeping an eye on this thread a while, and I was wondering if I can call upon your collective knowledge to help me figure out how best to run this Eelektross. My main concern is that of it's EV spread, as I want to ensure I have enough Special Attack to 2HKO those it's SE against (Such as Ferrothorn just to name one example), yet give it enough bulkiness to hold it's own. I'm figuring this Pokemon will make a great addition, since alongside Scizor, they an both Sweep and then U-Turn on the 5th Turn into a Trick Room user. Not to mention the fact this Pokemon, technically speaking, has no Weaknesses. Here's what I got so far (I've simplified the EVs for now).

---------------------------------
EELEKTROSS
---------------------------------

Ability: Levitate
Nature: Brave
Item: Life Orb
EVs: 4 HP, 252 Atk, 252 SpA

● Wild Charge
● Flamethrower
● Grass Knot
● U-Turn
 
No love for Crawdaunt? I'm surprised.

Al Caprawn (Crawdaunt) (M) @ Life Orb
Trait: Adaptability
EVs: 252 HP / 252 Atk / 4 SAtk
Brave Nature (+Atk, -Spd)
IVs:31HP/30Atk/31Def/30SAtk/31SDef/2Spe
- Crabhammer/Waterfall
- Crunch
- Hidden Power [Fire]
- Swords Dance

This set wrecks everything. Crawdaunt got an enormous boon in the form of Adaptability, which essentially gives him a Rain Dance boost to Crabhammer and some weird Dark-type weather thing boost to Crunch, so basically what we have is a Mon running around with 180 and 168 BP moves, which is ridiculously awesome. If he gets a chance, 'Daunt can get off a SD to give this Giant Enemy Crab to do Massive Damage. The IVs allow Hidden Power to stay at max power, while still keeping the wanted Fire typing, which allows him to deal with Ferrothorn who feel cocky.
 
[Druddigon's] 48 base Spe means he's even slower than Slowbro whilst under Trick Room.

?

Druddigon is indeed "slower" than Slowbro in Trick Room in the sense that he attacks after him in those conditions, but the use of the word 'even' makes it sound like Druddigon exceeds Slowbro in his slowness, which he does not. His 48 base speed is good in a TR team, but he is not 'even better' than Slowbro in terms of ability to attack first in Trick Room.
 
Yeah I've been using Eelektross too on my TR team if only 'cause he can punch holes in a lot of pokemon that would fuck up offensively minded TR teams. I like to run HP Ice on mine though just to kill that dick Gliscor and also get picks on Garchump and Sallymence.
 
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