ORAS UU Trick Room

Citri (Ampharos-Mega) (M) @ Ampharosite
Ability: Mold Breaker
EVs: 180 HP / 76 Def / 252 SpA
Quiet Nature
IVs: 0 Atk
- Thunderbolt
- Focus Blast
- Dragon Pulse
- Signal Beam
The dragon. The dream. The legend. It all started with M-Ampharos cause I really like him and he's got great stats outside of his speed. I used a different M-Ampharos team that was alright, but it didn't really help him. So of course I made a Trick Room team to make him better. 1st 3 moves are pretty standard, I added Signal Beam cause why not.

Cofagrigus @ Leftovers
Ability: Mummy
Shiny: Yes
EVs: 252 Def / 252 SpA / 4 SpD
Quiet Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Nasty Plot
- Trick Room
- Shadow Ball
- Hidden Power [Fighting]
I normally open with this guy because he has Trick Room and then people normally switch so I use NP to set up. Normally after one or two NPs Shadow Ball one shots neutrals and HP fighting is for those pesky dark types that would normally force me to switch. I've had a few games where I used TR, NPd up to max, and swept the whole team.

Diancie @ Life Orb
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Diamond Storm
- Moonblast
- Explosion
My second TR setter. I noticed how slow Diancie was and saw the other good stats and it's access to TR and thought it would be a good addition to the team. Pretty standard moveset except for Explosion. I tried Explosion it out and then it surprised me, I am able to nullify a couple big problems the team has by using it.

Reuniclus @ Life Orb
Ability: Magic Guard
Shiny: Yes
EVs: 192 HP / 64 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Focus Blast
- Energy Ball
And my last TR setter. Once again a really standard set, I actually used someone else's set here cause I didn't really know what to do with him.So what I do with him is set TR up, and then depending on the enemy use a move.

Conkeldurr @ Flame Orb
Ability: Guts
Shiny: Yes
EVs: 212 HP / 252 Atk / 44 Def
Brave Nature
IVs: 0 SpA / 0 Spe
- Hammer Arm
- Drain Punch
- Ice Punch
- Facade
This guy hits like a truck. Hammer Arm is fun cause it's got great damage, and if opponent sends out someone nice and slow and TR is up he's never going to get outsped. Drain Punch is useful for when I'm low/TR is down. Ice punch is for flying types and Facade does huge damage with Flame Orb. Not really sure what the EVs are for as I used someone else's EVs.

Snorlax (M) @ Assault Vest
Ability: Thick Fat
Shiny: Yes
EVs: 200 HP / 108 Def / 200 SpD
Careful Nature
IVs: 0 SpA / 0 Spe
- Gunk Shot
- Crunch
- Earthquake
- Return
Once again a nice physical attacker, also I used Snorlax cause I really like him. I tried to get really creative here with Assault Vest and Gunk Shot. I used to run Curse and Rest but they use up way too many TR turns to get any good use out of them. Earthquake and Crunch are for coverage and why not.
Return is primary STAB. I've considered Body Slam because of paralyze but I don't know.
 
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