Trick Room Team Opinions Please

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    • Seen Feb 28, 2025
    I just got started with competitive battling, and I'm not really good so far, but If I could have some feedback on this team I created that would be great. Thanks :) (Not Finished)

    Wishiwashi @ Leftovers
    Type : Water
    Ability : Schooling
    Nature : Quiet
    EVs : 128 Def / 252 Spa / 128 SpD
    Moves:
    Hydro Pump / Scald / Surf
    Aqua Ring
    Ice Beam
    U-Turn

    Oranguru@ Mental Herb
    Relaxed | Inner Focus
    252 HP / 128 Def / 132 SpD
    0IVs in Speed
    - Trick Room
    - Protect
    - Instruct
    - Psychic

    Vikavolt @ Life Orb
    Type : Electric / Bug
    Ability : Levitate
    Nature : Modest
    EVs : 252 Hp / 252 Spa / 4 Spe
    IVs : 0 Speed
    -Thunderbolt
    -Bug Buzz
    -HP Water
    -Flash Cannon / Energy Ball / Air Slash

    Marowak-Alola @ Thick Club
    Ability: Lightning Rod
    EVs: 248 HP / 252 Atk / 8 SpD
    Brave Nature
    IVs: 0 Spe
    - Flare Blitz
    - Shadow Bone
    - Bonemerang
    - Swords Dance


    I'm going to add 2 more trick roomers
     
    What format is this team in? VGC? Smogon OU? Singles? Doubles? You need to specify the team format.
     
    One important thing to keep in mind when making a team based around a field effect (Trick Room, weather, Tapu terrain, etc) is to not make the whole team dependent upon whatever thing you're basing it around. That way you're not screwed if you run into some team that it is ineffective against, or something goes wrong and you need a back-up plan, nevermind that field effects don't last forever and you might be in a situation where it's difficult to get it up again.

    In this case you do want an additional Trick Room setter, but besides that you want something with a little speed in the back to use. Wishiwashi is also a bit risky: although it has a high BST in Schooling form, you need to maintain that minimum HP requirement, and if you can't it becomes complete dead weight. There's probably a more reliable slow-but-powerful Water type you can make use of. If you insist on Wishiwashi though, it needs Protect on it (in place of like U-Turn or Aqua Ring) so it can wait for Trick Room to be set up without risking damage.
     
    One important thing to keep in mind when making a team based around a field effect (Trick Room, weather, Tapu terrain, etc) is to not make the whole team dependent upon whatever thing you're basing it around. That way you're not screwed if you run into some team that it is ineffective against, or something goes wrong and you need a back-up plan, nevermind that field effects don't last forever and you might be in a situation where it's difficult to get it up again.

    In this case you do want an additional Trick Room setter, but besides that you want something with a little speed in the back to use. Wishiwashi is also a bit risky: although it has a high BST in Schooling form, you need to maintain that minimum HP requirement, and if you can't it becomes complete dead weight. There's probably a more reliable slow-but-powerful Water type you can make use of. If you insist on Wishiwashi though, it needs Protect on it (in place of like U-Turn or Aqua Ring) so it can wait for Trick Room to be set up without risking damage.

    I ran a bulky band Wishiwashi which would basically be the embodiment of Satan if combined with Trick Room. Because he's working in doubles he has the option of supporting it with Heal Pulse or, maybe less advisably, Pollen Puff/Wish.

    Not saying this is the better option, but it's something to consider I think.
     
    IMO, Araquanid is the better option over Wishiwashi, as its damage output is consistent and can provide Wide Guard for the team if you hate spread moves:
    -Liquidation
    -Lunge/Toxic
    -Wide Guard
    -Protect
    Nature: Brave/Adamant
    EVs: 252 HP/252 Atk/4 Def
    Item: Waterium Z/Mystic Water/Splash Plate
    Ability: Water Bubble

    Vikavolt should invest a bit in special bulk to take Tapu Lele's Shattered Psyche. While I understand that HP Water is for Marowak, Araquanid (above) can handle it in Trick Room. The below HP investment also minimizes Life Orb recoil:
    -Bug Buzz/Discharge
    -Thunderbolt
    -Hidden Power (Ice)/Discharge
    -Protect
    Nature: Quiet
    EVs: 212 HP/4 Def/252 SAtk/36 SDef
    Item: Life Orb

    Porygon2 is a nice backup Trick Room setter:
    -Trick Room
    -Tri Attack/Thunderbolt/Return
    -Ice Beam/Shadow Ball
    -Recover
    Nature: Sassy
    EVs: 244 HP/92 Def/28 SAtk/140 SDef
    Item: Eviolite
    Ability: Download

    As Nah said, you need something that can function well outside of Trick Room. Once it wears off or a Trick Room setter goes down, the strategy falls apart.
     
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