ORAS OU Trick Room the Trickening

So I posted a similar team up recently, but I've made several updates so I feel a new thread is in order. The idea is quite simple: set trick room, provide a set up opportunity with a sweeper, sweep as far as possible with that sweeper, then repeat. As I just sent someone this team via way of a pastebin who asked for it, I thought I'd better stake my claim! I'm currently looking at 21-6 wins-losses at 1390 (as an update seems to have peaked at 1456), I'll post a peak when I hit one. Without further ado...

The Team:

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Uxie @ Red Card
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Memento
- Magic Coat
- Stealth Rock

Uxie is a great lead, 9 times out of 10 setting Trick Room; it can take any U-turn or dark move I've seen so far due to it's bulk, so short of a crit or flinch hax it gets the job done. Normally I'll SR unless I'm against something STAB bug or dark pokemon, then Trick Room, then Memento to provide a set up opportunity. Against a STAB bug or dark pokemon just go straight for Trick Room, against a Taunt/Smeargle/opposing SR user use Magic Coat instead. Stealth Rock is pretty much mandatory to break sashes and Sturdies, which is why I have a back up setter. Using Memento also has the added benefit of pseudo-spin blocking Defog, as Defog requires a target to land.

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Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Waterfall
- Aqua Jet
- Knock Off
- Belly Drum

Azumarill is a powerhouse under Trick Room being practically unwallable for a few turns; its bulk combined with Memento stat drops make setting up pretty easy. Knock Off is used in the place of Play Rough due to the improved accuracy (before I'd have problems with Rotom-W, missing with Play Rough and then getting burned) and to take out Ferrothorn after a Stealth Rock (usually Ferrothorn will be min speed with Gyro Ball which isn't a threat or regular speed with Vine Whip which Azumarill will under-speed, so it's a win-win the vast majority of the time). Azumarill also has pretty much the fastest priority in the game for these turns, disposing of any other priority user stupid enough to switch in under Trick Room. When Trick Room goes down, the Belly Jet combo often can wipe out the rest of the team.

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Diancie @ Red Card
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
IVs: 0 Spe
- Diamond Storm
- Explosion
- Trick Room
- Stealth Rock

Diancie gives me another shot at getting down Stealth Rock, and counters Talonflame hard who might otherwise have easy pickings on this team. It can also be used to phaze in the right circumstances, taking a resisted hit off a boosted sweeper or substitute user and forcing them out (or killing Talonflames who have come in on a Stealth Rock by making them switch out again). Diamond Storm is the obligatory STAB and hits flying types hard, Explosion offers another quick transition to a sweeper - KOing weaker pokemon in the process. Though you'd think Taunt would be a problem, by mid game it's almost always not an issue - people typically use Taunt leads and tend not to have a Taunt user waiting on the wings.

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Manaphy @ Splash Plate
Ability: Hydration
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Tail Glow
- Scald
- Energy Ball
- Psychic

Manaphy may seem like an odd choice for a TR sweeper with its high speed, but barring Ferrothorn it tends not to take heavy damage from things slower than it under Trick Room and will still underspeed most of the meta that does have speed investment. Tail Glow, like Belly Drum, boosts its offensive stat to sky high levels - even allowing it to 2HKO the common Chansey variant at +6 with Splash Plate - and its bulk really makes it survivable once TR has disappeared. Energy Ball catches Rotom-W for heavy damage, whilst Psychic hits Mega-Venusaur hard. Nothing is lost in terms of KOs using Scald over Surf, and the occasional burn only increases Manaphy's previously mentioned great bulk.

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Chandelure @ Air Balloon
Ability: Infiltrator
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Shadow Ball
- Flamethrower
- Memento

Chandelure gives me an answer to substitute users with Infiltrator, and it also hits very very hard - making it a significant threat under Trick Room which can't be said for other TR users. Flamethrower gives things like Ferrothorn things to worry about and nicely complements Azumarill and Manaphy, whilst Shadow Ball hits the common Heatran switch-ins for good damage. Memento is there to provide a set up opportunity for something else if I need it, and the Air Balloon is nice in allowing Chandelure to switch into Earthquakes unexpectedly.

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Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Bullet Punch
- U-turn
- Knock Off
- Swords Dance

Scizor acts a pivot for the team, which is extremely valuable if something faints and I have a turn to fill before I can set Trick Room again. It's bulk also means it can quite readily set up outside of Trick Room, which Manaphy and Azumarill can struggle to do. Though the coverage isn't great, I really can't imagine anything else in this slot.

Threats:

Bisharp can do a lot of damage to all my Trick Room setters, and enjoys Mementos. Fortunately not many people lead with a Bisharp, and even when they do Uxie can take a Knock Off set up Trick Room allowing for a sweeper to handle him (or U-turn with Scizor into Diancie to phaze, a move they won't anticipate).

Unaware Cosmic Power Clefable will usually destroy team, unless I get Scizor in quickly.

Mega-Veunsaur can be a problem, however it can be lured by Manaphy and on non-HP Fire variants Scizor can often set up on it.

Mega-Sableye can cause issues, but it usually can't handle Manaphy very well with its colossal special attack after Tail Glow.

Breloom is a huge pain - if he comes out early normally I'll let him put Uxie to sleep and scare him out with Chandelure.

Opposing BellyJet Azumarill's can cause problems too, but Manaphy will out speed outside of Trick Room and do good damage with Energy Ball.

Most of the other pokemon in the current viability thread can't take the extreme levels of damage dished out by Manaphy and Azumarill under Trick Room.

Other issues:

Phazing can be a problem, but Red Cards normally assure they don't have their phazer out at the same time as my sweeper allowing them to set up. As this team in very contingent on setting Trick Room, it is quite weak to hax in that respect. Protect is a definite issue as my play is often on a timer, however in the right circumstances it can be used to gain an extra boost on Scizor or Manaphy.

Replays:

Here's some replays, I'll post more good ones as I go:

http://replay.pokemonshowdown.com/ou-186841542 - Uxie's Memento turning a +2 Atk Mega-Metagross back to normal, allowing Azumarill to set up and blow some holes in the team (a Jolly 252 Atk Mega-Metagross only has a 6.3% to OHKO a 75% 252 HP/ 4 Def Azumarill, so it wasn't as risky a play as it seems. Plus the set obviously lacked Bullet Punch so I knew it'd be safe so long as it could boost, no one would run a Bullet Punch/EQ/Meteor Mash/Hone Claws set).

http://replay.pokemonshowdown.com/ou-186871487 - Here's a replay showing Memento in action. It was a 5-6 win so you see everyone in action.

http://replay.pokemonshowdown.com/ou-186887744 - A nail-bitingly close match against the classic Heatran/Chansey/Mega-Venusaur core, won by Manaphy's coverage and bulk when outside of Trick Room.

So there you have it, any thoughts? Try it out if you're unsure of how it'd work in play.
 
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After trying your team I have to say it is very fun and effective. However have you considered using Crawdaunt instead of Manaphy? The issue I had using Manaphy was that it would often be killed easily by pokemon after Trick Room fell or from priority. Also since everyone is physical they basically wall break for each other.
 
"...making it a significant threat under Trick Room which can't be said for other TR users" Thats the biggest problem I have with your team. In my opinion trick room has very high potential this gen. However, try to use more threatening trick room user such as offensive slowbro/king and mega-diancie BUT they have to be bulky as well to set up tr more easy.

Mega-Diancie is BY FAR your go-to choice for trick room teams as it can set up rocks, trick room and is unpredictable (always think if you want to mega and get the atk/spA or if you want to keep the bulk) also it gets magic bounce so keeps enemy hazards off the board and has awesome mixed coverage.

In my opinion chandelure, being weak to rocks and oneshoted after sr damage by anything isnt a good trick room user. Also, I dont like uxie at all. Scizor is like the best mon you can run in a trick room team since its very slow with awesome priority (wich is very needed in a trick room team) and btw u have two water types wich is something you dont really want to do as you have absolutely zero electro immunities.

Lando-I is also a very good mon under trick room with 0 IV´s and -Speed nature (try to keep 200 speed I dont know how many IV´s that are) since it gets rock polish to be at 200 speed in trick room and 400 speed outside of trick room wich is as effective as the normal rock polish lando-I set (you only rock polish for a sweep lategame)

Nasty Plot Porygon-Z with adaptility is something you might consider as well with its 135 SpA and good bulk since u can also invest EV´s into bulk.

Amoonguss is a beast under trick room if you decide to use slowbro, since they build a good core (252 SpA 252 SpD Amoonguss, 252 SpA 252 HP Slowbro)

Dragonite and Conk also deserve a mention as abuser.

Hope I could help you
 
10th Squad Toshiro, The things you mentioned aren't really the best TR abusers. I use Trick Room myself. He uses memento to get safe switch-ins into his set-up sweepers while i use healing wish support to go to my wallbreakers. ORAS brought Mega Camerupt which is a GREAT TR abuser. I use it on my team along with crawdaunt and Azumarill/Adaptability dragalge. Crawdaunt and Camerupt literally just break through everything and azu clears things up. Anyways, what i wanted to say is that, barring conk and adaptability PZ there is nothing that can abuse trick room from those mons you mentioned. Mega Diancie has a high speed tier and it will be crippled by slower stuff running around under Trick Room. For example: azumarill, crawdaunt, ferrothorn, Scizor and a lot of stuff.


On to the rate, The team looks great. One thing that may be able to help you is lunar dance cress instead of uxie. You have stealth rocks on diancie and for an HO team like this, your opponent will have a hard time removing those rocks. So what i say is that, use cresselia>uxie. It's still way more bulky and can provide healing wish support later in the game possibly making way for your azu to pull off another Belly Drum.

As for diancie, you don't really need max hp and attack since you will be leading with it if you do decide to go with my suggestion of cress>uxie. The spread you should be running is max defense and hp. Most of the common leads are physical attackers e.g. landorus-T, Mamoswine, Garchomp, Ferrothorn and stuff like that. The extra attack power isn't really needed here since explosion is just there to get off some nice damage and get a free switch-in to your azu/manaphy/scizor. Explosion will still do a lot cuz of its sky high base power and will dent anything that doesn't resist it.

Well, that's the rate. I hope i helped n.n. Here are the sets.

Cresselia (F) @ Mental Herb/Red Card
Ability: Levitate
EVs: 252 HP / 52 Def / 204 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Lunar Dance
- Psychic
- Ice Beam

Diancie @ Mental Herb
Ability: Clear Body
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Diamond Storm
- Explosion
- Stealth Rock
 
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