VGC Trick Room

Hey guys, I've been laddering with a Trick Room team. I built it around the Oranguru/Torkoal core. I laddered with it a little to around 1400. Also I copied the EV spreads from pastebins so if you think one could be better just tell me!

Tapu Lele @ Psychium Z
Ability: Psychic Surge
Level: 50
EVs: 164 HP / 92 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Dazzling Gleam
- Protect

This is one of my main leads. The Psychium lets me one-shot Marowak-Alola and chunk lots of threats with SE Dazzling Gleam (for decent chunk damage on both enemies)/Moonblast (which i use to hit high-priority things like setup sweepers). This softens them up for Mudsdale and Torkoal to score easy KOs on later on. Psychic Terrain is also almost always set up do to the slow speed and boosts Psychics from Oranguru. It's slow enough to outspeed many things under Trick Room but also outspeeds many things normally with its middling speed tier so it is very versatile.

Torkoal @ Choice Specs
Ability: Drought
Level: 50
EVs: 116 HP / 252 SpA / 140 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Heat Wave
- Flamethrower
- Solar Beam

Trick Room Sweeper. It can usually destroy almost everything with sun-boosted eruption under trick room with Oranguru to Instruct it. Eruption and Heat Wave are usually the only moves I use, and Heat Wave only when trick Room is not up for whatever reason. Choice specs provides the extra power I need to score the KOs on things like Marowak with Double Eruption.

Oranguru @ Mental Herb
Ability: Telepathy
Level: 50
EVs: 252 HP / 140 Def / 20 SpA / 92 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Instruct
- Trick Room
- Protect

Main lead and trick room setter for the team. Mental Herb punishes Taunts to the extent that if they Taunt I basically win. I chose Telepathy over Inner Focus because spamming Earthquake on Mudsdale is more important than avoiding Fake Out, since Earthquake is really powerful when paired with Instruct. Psychic is there so it actually has a way to do damage in case there is no one else on the field. Protect is a staple to prevent predicted hits like Fake out from landing.

Arcanine @ Life Orb
Ability: Intimidate
Level: 50
EVs: 212 HP / 132 SpA / 164 Spe
Timid Nature
IVs: 0 Atk
- Burn Up
- Snarl
- Will-O-Wisp
- Morning Sun

Just added this guy but he has been useful so far-- I feel his set could use a little work though. He is one of my leads and his job is just to Intimidate and then nuke the opponents with Burn Up before providing utility through Snarl and Will-o-Wisp. I don't really use Morning Sun much since it usually gets Ko'ed early. U feel like I should switch to a physical set.

Mudsdale @ Assault Vest
Ability: Stamina
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- High Horsepower
- Earthquake
- Heavy Slam
- Rock Slide

Another one of my powerhouse sweepers. This guy is tanky as hell with the AV and his ability makes switching him in on predicted Rock Slides very effective, since it is basically just a free Defense boost. His moveset provides pretty decent coverage and paired with Oranguru he can often sweep teams. High Horsepower almost always one-shots A-Marowak and Heavy Slam deals with Tapus nicely. Earthquake is for sweeping with Oranguru and Rock Slide is OK for hitting Gyarados or just chipping away at Celesteela.

Lilligant @ Focus Sash
Ability: Chlorophyll
Level: 50
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
IVs: 0 Atk
- Leaf Storm
- After You
- Sleep Powder
- Protect

I am very unsure about this slot. Lilligant is classic on Torkoal teams but I just don't really know how to use him and have not used him in the past ten or so games. I just don't really see why you would use him when you can set up trick room or use something like Gyarados or Garchomp instead to fill this spot. Any suggestions would be welcome.
 
Hey man, sorry for the late response. I saw this a while ago and wanted to give it a rate but I've been pretty busy with school. Anyways, let's get into it.

First off I'd like to say that this team is super fun and pretty well rounded. It has some glaring weaknesses, but they can remedied pretty easily. So for my first suggestion I'd recommend you change Arcanine to Gyarados. Arcanine doesn't do a whole lot for the team, and the set you've provided is pretty unconventional to say the least. You have no need for another strong Fire-type attacker since you already have Torkoal, and Arcanine doesn't provide much to the team outside of Intimidate support. Gyarados, on the other hand, fits quite nicely on the team, providing Intimidate support and another means of speed control. It also gives you a Ground immunity, which is helpful for switching in on the likes of Garchomp and Krookodile.

I have a few less significant changes that I feel benefit the team, but if you prefer your original sets that's fine. On Tapu Lele, I'd change Dazzling Gleam to Taunt. Dazzling Gleam is superfluous because Moonblast just hits way harder, especially factoring in spread reduction. Taunt, however, lets you shut down Pokemon such as Porygon2, Clefairy, and others. On Torkoal, I'd suggest you use a Charcoal set instead of a Choice Specs set. Although the power boost may be appealing, Torkoal really appreciates being able to use Protect in order to prevent itself from being damaged while Oranguru sets up Trick Room. Charcoal boosted Eruption still plows through most opposing Pokemon, meaning you won't be missing out on any important KOs (especially in conjunction with Instruct from Oranguru).



So here are my overall recommendations:
Change
059.png
To
130.png

On
786.png
Change Dazzling Gleam To Taunt
On
324.png
Change
choicespecs.png
To
charcoal.png

Tapu Lele @ Psychium Z
Ability: Psychic Surge
Level: 50
EVs: 164 HP / 92 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Taunt
- Protect

Torkoal @ Charcoal
Ability: Drought
Level: 50
EVs: 116 HP / 252 SpA / 140 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Flamethrower
- Hidden Power [Ice]
- Protect

Oranguru @ Mental Herb
Ability: Telepathy
Level: 50
EVs: 252 HP / 140 Def / 20 SpA / 92 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Instruct
- Trick Room
- Protect

Mudsdale @ Assault Vest
Ability: Stamina
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- High Horsepower
- Earthquake
- Heavy Slam
- Rock Slide

Lilligant @ Focus Sash
Ability: Chlorophyll
Level: 50
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
IVs: 0 Atk
- Leaf Storm
- After You
- Sleep Powder
- Protect

Gyarados @ Sitrus Berry
Ability: Intimidate
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Waterfall
- Thunder Wave
- Taunt
- Protect
Good luck! :toast:
 
Last edited:
Back
Top