Hey guys!
Alright, although this is my first post ever on Smogon, I've been lurking on here for a long time, so ...yeah. I've been playing around with Trick Room lately and it's actually quite fun as opposed to the numerous weather teams that I used to use. The problem with Trick Room is that once the Pokemon with Trick Room vanishes, the team collapses. This is why I tried to incorporate some sort of late game pivot into my team, and whether it works or not is up to you guys to decide.
So onto my team.
Changes will be done in blue font
As you can probably tell, this team is actually really reliant on Trick Room T_T Thing is, once Trick Room goes down, the team essentially changes into a bad stall team. Key point I want you guys to comment on is what I could do to make this team function better outside of Trick Room or what other Pokemon I could use to make this team better.
Alright, although this is my first post ever on Smogon, I've been lurking on here for a long time, so ...yeah. I've been playing around with Trick Room lately and it's actually quite fun as opposed to the numerous weather teams that I used to use. The problem with Trick Room is that once the Pokemon with Trick Room vanishes, the team collapses. This is why I tried to incorporate some sort of late game pivot into my team, and whether it works or not is up to you guys to decide.
So onto my team.
Changes will be done in blue font
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Anonymous(Porygon2)

Anonymous(Porygon2)
Anonymous (Porygon2) @ Eviolite
Trait: Trace
EVs: 252 HP / 184 Def / 72 SDef
Bold Nature (+Def, -Atk)
- Thunderbolt
- Ice Beam
- Trick Room
- Recover
Here we go, an extremely bulky cyber duck that activates the team. This is obviously one of the important Pokemon in my team as it is generally able to successfully set up Trick Room. I wasn't sure whether to use Trace or Download here because Trace has the advantage of nabbing some decent abilities whereas Download allows the duck to be a potential threat. The EVs allow it take hits from both ends on the spectrum which means that I won't be concerned that a team consisting of both Scizor and Rotom-W will sweep my team (Although I'd need to be very careful).
BoltBeam coverage should be fairly self-explanatory, having almost perfect coverage in the metagame. Trick Room is pretty obvious, and
Recover is crucial as Porygon2 and Dusclops serve as defensive pivots in this team. I prefer Recover over Hidden Power Fire because without Recover, Porygon-2 is gone after say... tanking a Superpower from a CB Scizor.
I have been thinking whether to replace Porygon-2 as I've noticed that this team is very weak to Trick, a move that cripples both of my defensive pivots.
Trait: Trace
EVs: 252 HP / 184 Def / 72 SDef
Bold Nature (+Def, -Atk)
- Thunderbolt
- Ice Beam
- Trick Room
- Recover
Here we go, an extremely bulky cyber duck that activates the team. This is obviously one of the important Pokemon in my team as it is generally able to successfully set up Trick Room. I wasn't sure whether to use Trace or Download here because Trace has the advantage of nabbing some decent abilities whereas Download allows the duck to be a potential threat. The EVs allow it take hits from both ends on the spectrum which means that I won't be concerned that a team consisting of both Scizor and Rotom-W will sweep my team (Although I'd need to be very careful).
BoltBeam coverage should be fairly self-explanatory, having almost perfect coverage in the metagame. Trick Room is pretty obvious, and
Recover is crucial as Porygon2 and Dusclops serve as defensive pivots in this team. I prefer Recover over Hidden Power Fire because without Recover, Porygon-2 is gone after say... tanking a Superpower from a CB Scizor.
I have been thinking whether to replace Porygon-2 as I've noticed that this team is very weak to Trick, a move that cripples both of my defensive pivots.

Silence (Dusclops)
Silence (Dusclops) (M) @ Eviolite
Trait: Pressure
EVs: 252 HP / 80 Def / 176 SDef
Calm Nature (+SDef, -Atk)
- Will-O-Wisp
- Pain Split
- Night Shade
- Trick Room
Ah, Dusclops, the Pokemon that was once utterly pathetic but metamorphosed into one of the metagame's most bulkiest Pokemon.
As I mentioned before, Dusclops and Porygon2 are the defensive pivots in my team. Dusclops' monstrous defenses (474 def and 561 spdef) is nothing to be laughed at and if the opponent is burned, then Dusclops' defence essentially doubles. Unless I get haxed with a critical hit, Dusclops is able to tank many many boosted moves such as a Rotom-W's Hydro Pump in rain (Deals roughly 55 - 67%) and Pain Split to heal itself. I can guarantee setting up Trick Room with Clops barring Taunt and just troll the opponent's team with Will-o-Wisp and Pain Split.
Will-o-Wisp cripples physical attackers that may be a threat or attempt to set up on Dusclops and also provides residual damage. I can't stress how many times the presence of Will-o-Wisp has forced switches and turned the game to my favor. Pain Split is amazing as a result of Dusclops' base 40 HP stat and its massive defenses. It allows Dusclops to regain a majority of its HP back once it tanks a hit and cause the opponent to lose a significant amount of their HP. Night Shade is there so I don't become Taunt-bait and that I'm able to deal a consistent amount of damage. Trick Room ensures that my team doesn't fall apart once Porygon2 and Reuniclus faint.
Malevolence (Nidoking)
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
- Flamethrower
- Thunderbolt
- Earth Power
- Ice Beam
YEAH YOU SEE THAT, THAT'S NIDOBOSS. DO NOT UNDERESTIMATE THE NIDOBOSS. Wow. Seriously, this thing is an absolute beast in Trick Room. It has the ability to hit basically everything in the game for either super effective or neutral damage. I don't even know why people underestimate Nidoking when it has the ability to hit nearly everything hard. Sheer Force + Life Orb is amazing as it boosts all of Nidoking's moves by 1.69. That means that you're basically spamming base 150 moves off a base 85 spatk mon. That is not something that any Pokemon would like to take. I chose to put the 4 EVs into special defense merely because of the fact that Nidoking's special defense is lower than its defense >.> I didn't choose to run no speed ivs (although I'm considering it) merely because I'd still like to outspeed things like Bulky Dragonite outside of Trick Room. He is the primary sweeper in my team.
Flamethrower basically hits Mons like Scizor and Ferrothorn hard, ensuring that they will either be extremely crippled or die (Both Scizor and Ferrothorn die outside of rain, obviously. Standard Scizor will always faint in rain and CB BP is only able to deal around 50% to Nidoking). I prefer Flamethrower over Fire Blast because Nidoking can't afford to miss. If it misses, it will most likely faint. Thunderbolt is another coverage move that pretty much cripples rain teams providing they don't have Aqua Jet. Ice Beam is a coverage move that stops me from getting crushed by Dragon Pokemon, while Earth Power is a STAB move that has the ability to cripple a Sandstorm team or a Drought team. There really isn't much to explain with Nidoking's moves. Sludge Wave and Focus Miss don't deserve a slot because Poison is a horrible attacking type and Focus Miss... well, misses.
Grievance (Conkeldurr)
Grievance (Conkeldurr) (M) @ Flame Orb (Now swapped to Choice Band)
Trait: Guts (Iron Fist)
EVs: 120 HP / 252 Atk / 136 SDef (EVs: 252 hp / 252 Atk / 4Sdef (Correct if necessary))
Brave Nature (+Atk, -Spd)
- Bulk Up (Stone Edge)
- Drain Punch
- Mach Punch
- Earthquake
Eh to be quite honest, I'm not really that sure about this guy. I only chose to use him cause I needed a strong physical attacker that resists dark and fighting - Priority was nice too. I ran Flame Orb because I couldn't afford to waste turns when I'm under Trick Room so I chose to go for immediate power. I guess I could run Toxic Orb over it though. He is another one of my potential Trick Room sweepers and the HP lost from the burn can be replenished with Drain Punch.
Bulk Up is to just boost Conkeldurr's already massive attack and defense to even higher levels, but I do think that I could change this to a move like Stone Edge to avoid being walled by Gliscor. Mach Punch gives me much needed priority and hits pretty hard, while Drain Punch allows me to regain precious HP, is STAB, and hits hard due to the boost in power it received. I was thinking of Hammer Arm as well, but regaining HP back proved to be a lot more beneficial in the long run. Earthquake is there for coverage and for hitting anything that Drain Punch wouldn't hit.
Passion (Heatran)
Passion (Heatran) (M) @ Air Balloon
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Earth Power
- Dragon Pulse
- Fire Blast
- Hidden Power [Ice]
Heatran in Trick Room? This is madness! Heatran is one of the Pokemon that allows this team to survive once I lose Trick Room permanently. Heatran has amazing natural bulk and a high Sp. atk. It checks many threats in the metagame such as Breloom (252 atk Technician Mach Punch can't kill a Heatran without boosts), Conkeldurr, Reuniclus (To an extent), Dragonite, and Salamence.
Earth Power covers other Heatran and hits Tyranitar, Dragon Pulse is to hit certain dragons like Lati@s or Hydreigon harder than HP Ice can and is sort of a risk-free move to use. Fire Blast is STAB and hits mighty hard with Heatran's base 130 Sp. Atk. while Hidden Power Ice is there to decimate Landorus, Gliscor, and various dragons that may otherwise walk over this team.
Trait: Pressure
EVs: 252 HP / 80 Def / 176 SDef
Calm Nature (+SDef, -Atk)
- Will-O-Wisp
- Pain Split
- Night Shade
- Trick Room
Ah, Dusclops, the Pokemon that was once utterly pathetic but metamorphosed into one of the metagame's most bulkiest Pokemon.
As I mentioned before, Dusclops and Porygon2 are the defensive pivots in my team. Dusclops' monstrous defenses (474 def and 561 spdef) is nothing to be laughed at and if the opponent is burned, then Dusclops' defence essentially doubles. Unless I get haxed with a critical hit, Dusclops is able to tank many many boosted moves such as a Rotom-W's Hydro Pump in rain (Deals roughly 55 - 67%) and Pain Split to heal itself. I can guarantee setting up Trick Room with Clops barring Taunt and just troll the opponent's team with Will-o-Wisp and Pain Split.
Will-o-Wisp cripples physical attackers that may be a threat or attempt to set up on Dusclops and also provides residual damage. I can't stress how many times the presence of Will-o-Wisp has forced switches and turned the game to my favor. Pain Split is amazing as a result of Dusclops' base 40 HP stat and its massive defenses. It allows Dusclops to regain a majority of its HP back once it tanks a hit and cause the opponent to lose a significant amount of their HP. Night Shade is there so I don't become Taunt-bait and that I'm able to deal a consistent amount of damage. Trick Room ensures that my team doesn't fall apart once Porygon2 and Reuniclus faint.

Malevolence (Nidoking)
Malevolence (Nidoking) (M) @ Life Orb
Trait: Sheer ForceEVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
- Flamethrower
- Thunderbolt
- Earth Power
- Ice Beam
YEAH YOU SEE THAT, THAT'S NIDOBOSS. DO NOT UNDERESTIMATE THE NIDOBOSS. Wow. Seriously, this thing is an absolute beast in Trick Room. It has the ability to hit basically everything in the game for either super effective or neutral damage. I don't even know why people underestimate Nidoking when it has the ability to hit nearly everything hard. Sheer Force + Life Orb is amazing as it boosts all of Nidoking's moves by 1.69. That means that you're basically spamming base 150 moves off a base 85 spatk mon. That is not something that any Pokemon would like to take. I chose to put the 4 EVs into special defense merely because of the fact that Nidoking's special defense is lower than its defense >.> I didn't choose to run no speed ivs (although I'm considering it) merely because I'd still like to outspeed things like Bulky Dragonite outside of Trick Room. He is the primary sweeper in my team.
Flamethrower basically hits Mons like Scizor and Ferrothorn hard, ensuring that they will either be extremely crippled or die (Both Scizor and Ferrothorn die outside of rain, obviously. Standard Scizor will always faint in rain and CB BP is only able to deal around 50% to Nidoking). I prefer Flamethrower over Fire Blast because Nidoking can't afford to miss. If it misses, it will most likely faint. Thunderbolt is another coverage move that pretty much cripples rain teams providing they don't have Aqua Jet. Ice Beam is a coverage move that stops me from getting crushed by Dragon Pokemon, while Earth Power is a STAB move that has the ability to cripple a Sandstorm team or a Drought team. There really isn't much to explain with Nidoking's moves. Sludge Wave and Focus Miss don't deserve a slot because Poison is a horrible attacking type and Focus Miss... well, misses.

Grievance (Conkeldurr)
Grievance (Conkeldurr) (M) @ Flame Orb (Now swapped to Choice Band)
Trait: Guts (Iron Fist)
EVs: 120 HP / 252 Atk / 136 SDef (EVs: 252 hp / 252 Atk / 4Sdef (Correct if necessary))
Brave Nature (+Atk, -Spd)
- Bulk Up (Stone Edge)
- Drain Punch
- Mach Punch
- Earthquake
Eh to be quite honest, I'm not really that sure about this guy. I only chose to use him cause I needed a strong physical attacker that resists dark and fighting - Priority was nice too. I ran Flame Orb because I couldn't afford to waste turns when I'm under Trick Room so I chose to go for immediate power. I guess I could run Toxic Orb over it though. He is another one of my potential Trick Room sweepers and the HP lost from the burn can be replenished with Drain Punch.
Bulk Up is to just boost Conkeldurr's already massive attack and defense to even higher levels, but I do think that I could change this to a move like Stone Edge to avoid being walled by Gliscor. Mach Punch gives me much needed priority and hits pretty hard, while Drain Punch allows me to regain precious HP, is STAB, and hits hard due to the boost in power it received. I was thinking of Hammer Arm as well, but regaining HP back proved to be a lot more beneficial in the long run. Earthquake is there for coverage and for hitting anything that Drain Punch wouldn't hit.

Passion (Heatran)
Passion (Heatran) (M) @ Air Balloon
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Earth Power
- Dragon Pulse
- Fire Blast
- Hidden Power [Ice]
Heatran in Trick Room? This is madness! Heatran is one of the Pokemon that allows this team to survive once I lose Trick Room permanently. Heatran has amazing natural bulk and a high Sp. atk. It checks many threats in the metagame such as Breloom (252 atk Technician Mach Punch can't kill a Heatran without boosts), Conkeldurr, Reuniclus (To an extent), Dragonite, and Salamence.
Earth Power covers other Heatran and hits Tyranitar, Dragon Pulse is to hit certain dragons like Lati@s or Hydreigon harder than HP Ice can and is sort of a risk-free move to use. Fire Blast is STAB and hits mighty hard with Heatran's base 130 Sp. Atk. while Hidden Power Ice is there to decimate Landorus, Gliscor, and various dragons that may otherwise walk over this team.

Delusion (Reuniclus)
Delusion (Reuniclus) (M) @ Life Orb
Trait: Magic Guard
EVs: 192 HP / 64 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Focus Blast
- Trick Room
- Shadow Ball
- Psyshock
Reuniclus and Conkeldurr make a formidable pair, both countering each others' weaknesses. I run no speed ivs so I'm able to outpace basically every Pokemon once Trick Room is up. Scizor does become a problem once Trick Room wears off though. The main problem with Trick Room is the fact that most of its users are Psychic type >.> Life orb Reuniclus deals a truckload of damage to basically anything. It has an 87.5% chance of OHKOing Specially Defensive Tyranitar in Sandstorm with Focus Miss, 2HKOs other Reuniclus with Shadow Ball providing that they haven't set up yet, and 2HKOs Lati@s with Shadow Ball. Due to Reuniclus' threatening presence, it can successfully set up Trick Room. Reuniclus is another one of those Pokemon that still functions well outside of Trick Room.
Focus Blast is to nail steels and rock types while Shadow Ball is mainly used to be a risk free move, though it does have the ability to 2-3 HKO many prominent threats in OU, and I used Psyshock over Psychic to deal damage to specially orientated Pokemon or Blissey. Trick Room's use is pretty much listed above.
Anyways, that's my attempt at a Trick Room team and I'd like you guys to post feedback so long as it's constructive. While I was testing this team, I did realize that the team has nearly no physical attackers and that I'm quite weak to status/Trick. Drizzle teams are also pretty irritating to deal with due to the boosted Hydro Pumps, Hurricanes, and Thunders that are everywhere.
Exportable
Delusion (Reuniclus) (M) @ Life Orb
Trait: Magic Guard
EVs: 192 HP / 64 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Focus Blast
- Trick Room
- Shadow Ball
- Psyshock
Reuniclus and Conkeldurr make a formidable pair, both countering each others' weaknesses. I run no speed ivs so I'm able to outpace basically every Pokemon once Trick Room is up. Scizor does become a problem once Trick Room wears off though. The main problem with Trick Room is the fact that most of its users are Psychic type >.> Life orb Reuniclus deals a truckload of damage to basically anything. It has an 87.5% chance of OHKOing Specially Defensive Tyranitar in Sandstorm with Focus Miss, 2HKOs other Reuniclus with Shadow Ball providing that they haven't set up yet, and 2HKOs Lati@s with Shadow Ball. Due to Reuniclus' threatening presence, it can successfully set up Trick Room. Reuniclus is another one of those Pokemon that still functions well outside of Trick Room.
Focus Blast is to nail steels and rock types while Shadow Ball is mainly used to be a risk free move, though it does have the ability to 2-3 HKO many prominent threats in OU, and I used Psyshock over Psychic to deal damage to specially orientated Pokemon or Blissey. Trick Room's use is pretty much listed above.
Anyways, that's my attempt at a Trick Room team and I'd like you guys to post feedback so long as it's constructive. While I was testing this team, I did realize that the team has nearly no physical attackers and that I'm quite weak to status/Trick. Drizzle teams are also pretty irritating to deal with due to the boosted Hydro Pumps, Hurricanes, and Thunders that are everywhere.
Exportable
Anonymous (Porygon2) @ Eviolite Trait: Trace
EVs: 252 HP / 184 Def / 72 SDef
Bold Nature (+Def, -Atk)
- Thunderbolt
- Ice Beam
- Trick Room
- Recover
Delusion (Reuniclus) (M) @ Life Orb
Trait: Magic Guard
EVs: 192 HP / 64 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Focus Blast
- Trick Room
- Shadow Ball
- Psyshock
Passion (Heatran) (M) @ Air Balloon
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Earth Power
- Dragon Pulse
- Fire Blast
- Hidden Power [Ice]
Silence (Dusclops) (M) @ Eviolite
Trait: Pressure
EVs: 252 HP / 80 Def / 176 SDef
Calm Nature (+SDef, -Atk)
- Will-O-Wisp
- Pain Split
- Night Shade
- Trick Room
Malevolence (Nidoking) (M) @ Life Orb
Trait: Sheer Force
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
- Flamethrower
- Thunderbolt
- Earth Power
- Ice Beam
Grievance (Conkeldurr) (M) @ Toxic Orb
Trait: Iron Fist
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd)
- Stone Edge
- Drain Punch
- Mach Punch
- Earthquake
EVs: 252 HP / 184 Def / 72 SDef
Bold Nature (+Def, -Atk)
- Thunderbolt
- Ice Beam
- Trick Room
- Recover
Delusion (Reuniclus) (M) @ Life Orb
Trait: Magic Guard
EVs: 192 HP / 64 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Focus Blast
- Trick Room
- Shadow Ball
- Psyshock
Passion (Heatran) (M) @ Air Balloon
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Earth Power
- Dragon Pulse
- Fire Blast
- Hidden Power [Ice]
Silence (Dusclops) (M) @ Eviolite
Trait: Pressure
EVs: 252 HP / 80 Def / 176 SDef
Calm Nature (+SDef, -Atk)
- Will-O-Wisp
- Pain Split
- Night Shade
- Trick Room
Malevolence (Nidoking) (M) @ Life Orb
Trait: Sheer Force
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
- Flamethrower
- Thunderbolt
- Earth Power
- Ice Beam
Grievance (Conkeldurr) (M) @ Toxic Orb
Trait: Iron Fist
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd)
- Stone Edge
- Drain Punch
- Mach Punch
- Earthquake