XY UU UU trick room

UU TRICK ROOM: LOW - MEDIUM LADDER​



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I've started learning the ins and outs of competitive battling 5 days ago; be gentle.

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Cofagrigus @ Leftovers
Trait: Mummy
EVs: 248 HP / 8 Def / 252 SpA
Nature: Quiet
- Nasty Plot
- Shadow Ball
- Will-O-Wisp / Hidden Power Fighting
- Trick Room

Standard Cofagrigus that can set up it's own trick room and nasty plot and is needed for the fighting weakness in the team. As much as I would like this to be sweeper it needs to be kept at around to pressure Heracross. Pain split could be used instead of WoW / HP fighting for longitude + against special wall switches while Cof' is half health; but it doesn't seem worth it.

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Slowking @ Leftovers
Trait: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Nature: Brave
- Trick Room
- Fire Blast
- Psychic / Psyshock
- Scald
This is just the standard set but I have changed this position over and over again to faster mons that aren't doing well. Alakazam or Azelf could replace this set - both have trick room and are faster mons to threaten fighting types. I've rarely used Fire Blast on this thing but don't know what could replace it (though I need the fire coverage). If I change this team I'd probably prefer to swap this out because I don't really need 4 mons with trick room and to help get rid of the dark / ghost weakness.


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Rhyperior @ Life Orb / Choice Band
Trait: Solid Rock
EVs: 252 HP / 252 Atk / 4 Def
Nature: Brave
IVs: 0 Spe
- Stone Edge / Rock Blast
- Ice Punch
- Earthquake
- Swords Dance / Megahorn


This set can be replaced with choice band and swap out Swords Dance for Megahorn - as dark types can cause trick room teams trouble. Rock Blast is for Focus Sash pokemon. I've been swapping between the two and I'm leaning towards wall breaking with Choice band + Megahorn for catching Umbreon off guard. 0+ Atk Choice Band Rhyperior Megahorn vs. 252 HP / 4 Def Umbreon: 348-410 (88.3 - 104%) -- 25% chance to OHKO


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Abomasnow @ Abomasite
Trait: Soundproof
EVs: 24 HP / 232 Atk / 252 SpA
Nautre: Quiet
IVs: 0 Spe
- Giga Drain
- Earthquake
- Blizzard
- Wood Hammer

The attack EV spread is for an Earthquake to OHKO threats such has Darmanitan, Infernape - that isn't a SR lead W/ sash - as well as stopping CroCune from setting up. Double stab grass moves (Wood Hammer and Giga drain) is for mixed coverage + Giga Drain for healing and Blizzard are there in case of burns. The attack EVs can be brought down to 72 and the remainder put into HP if stealth rocks are up on the opponents side of the field (72 Attack EVs is still enough to pressure special walls and Crocune).


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Aromatisse @ Leftovers
Trait: Aroma Veil
EVs: 148 HP / 252 Def / 108 SpD
Nature: Relaxed
IVs: 0 Spe
- Moonblast
- Trick Room
- Wish
- Protect

Aromatisse is incredibly important for this team due to typing and its specific niche for trick room teams with its ability. Aroma veil stops Aromatisse from getting taunted so it can set up trick room. Aromatherapy can be used for burns but I found protect is needed for Heracross and is good for bluffing Protect for a wish pass.

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Porygon2 @ Eviolite
Trait: Download
EVs: 12 HP / 148 Def / 252 SpA / 96 SpD
Nature: Quiet
IVs: 0 Spe
- Trick Room
- Recover
- Thunderbolt / Charge Beam
- Ice Beam

I keep coming back to this as a much needed immunity to ghost types. This team has a large weakness to calm mind Chandelure and this boy helps. While I don't really like using the Charge Beam variant it could be used as a way to set up with it's ability Download. The electric coverage is needed for Mega-Blastoise - a huge threat to trick room teams - and bulky water types.

Some Common Threats

Jirachi

Lucario
Chandelure
Sucker Punch
Stall
Herracross
Hydreigon
Mega-Blastoise

Machamp
Goodra
Clawitzer W/Dark pulse + Aura Sphere
Zoroark
So far this team has done well low to medium ladder; however, higher ladder this team becomes less viable. This may be partly due to inexperience and also an increase in more gimmicky teams and stall teams / cores start to pop up. In the hands of a better player this team could be fun due to the predicting required to do well. Mega-Abomasnow does very well with the bulky volt-turn trending in UU at the moment (via King UU's RMT post - which is a team worth checking out for UU). I've found keeping both Cofagrigus + Aromatisse alive is a must. I've had more success with a rain / trick room team with Slowking / wallbreaker swift swim Kingdra; however, that's still getting slightly changed.

The issue I've noticed with Trick room teams is a large weakness to dark and fighting. This team could use another fairy type but it limits the teams potential.
 
Ah trick room it's been so long since I've used one.

You're going to want to have a fast mon on the team that can outspeed outside of trick room on the team, I recommend a Mienshao for this to clean up late game.

Mienshao @ Life Orb
Ability: Regenerator
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly
Moves:
High Jump Kick
Knock Off
Aerial Ace
U-Turn/Swords Dance

High Jump Kick is the obvious STAB choice as it does tons of damage after an SD, Knock off is to hit Ghost and Psychic types on the switch who try to bait HJK, Aerial Ace is for the fighting types and Swords Dance is to set up for that late game sweep.

U-Turn can replace SD if you want as it gains offensive momentum and hits decently hard on the switch and with regenerator you don't have to worry about life orb damage racking up.

I'd replace either Slowking or Rhyperior with this.

If you do keep Rhyperior I'd definitely forgo Swords Dance as it's not a good idea to set up when within Trick Room as it wastes a valuable turn. Stick with the 4 attack set up.

Hope I helped :)
 
Ah trick room it's been so long since I've used one.

You're going to want to have a fast mon on the team that can outspeed outside of trick room on the team, I recommend a Mienshao for this to clean up late game.

Mienshao @ Life Orb
Ability: Regenerator
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly
Moves:
High Jump Kick
Knock Off
Aerial Ace
U-Turn/Swords Dance

High Jump Kick is the obvious STAB choice as it does tons of damage after an SD, Knock off is to hit Ghost and Psychic types on the switch who try to bait HJK, Aerial Ace is for the fighting types and Swords Dance is to set up for that late game sweep.

U-Turn can replace SD if you want as it gains offensive momentum and hits decently hard on the switch and with regenerator you don't have to worry about life orb damage racking up.

I'd replace either Slowking or Rhyperior with this.

If you do keep Rhyperior I'd definitely forgo Swords Dance as it's not a good idea to set up when within Trick Room as it wastes a valuable turn. Stick with the 4 attack set up.

Hope I helped :)



tyvm, I've tried it out but I'm still struggling trying to find my footing in the diverse UU meta game. Your suggestion works a lot better than slowking though.
 
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