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Trick Room

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    • Seen Jun 17, 2017
    I currently use this Trick Room team on Showdown Doubles, but I also plan on using it for Battle Maison as well. It may also be used for Singles, in which case I just change Cresselia's Helping Hand to something else and perhaps change some of the Protects to something else as well.

    Cresselia (F) @ Mental Herb
    Ability: Levitate
    EVs: 236 HP / 204 Def / 68 SDef
    Relaxed Nature
    IVs: 0 Spe
    - Trick Room
    - Helping Hand
    - Ice Beam
    - Psyshock

    Camerupt (M) @ Cameruptite
    Ability: Solid Rock
    Shiny: Yes
    EVs: 252 HP / 4 Def / 252 SpA
    Quiet Nature
    IVs: 0 Spe
    - Heat Wave
    - Earth Power
    - Hidden Power [Ice]
    - Protect

    Cofagrigus (M) @ Leftovers
    Ability: Mummy
    EVs: 152 HP / 52 Def / 252 SpA / 52 SpD
    Quiet Nature
    IVs: 0 Spe
    - Protect
    - Nasty Plot
    - Shadow Ball
    - Hidden Power [Fighting]

    Reuniclus (M) @ Life Orb
    Ability: Magic Guard
    EVs: 152 HP / 52 Def / 252 SpA / 52 SpD
    Quiet Nature
    IVs: 0 Spe
    - Trick Room
    - Psychic
    - Energy Ball
    - Protect

    Emboar (M) @ Life Orb
    Ability: Reckless
    EVs: 200 HP / 252 Atk / 28 Def / 28 SpD
    Brave Nature
    IVs: 0 Spe
    - Flare Blitz
    - Focus Punch
    - Grass Knot
    - Sucker Punch

    Venusaur (M) @ Life Orb
    Ability: Chlorophyll
    EVs: 207 HP / 225 SpA / 76 Spe
    Modest Nature
    - Sludge Bomb
    - Giga Drain
    - Sleep Powder
    - Sunny Day

    I'm looking for help on where I can improve on it, but so far it has worked to impressive effect for me on Showdown.
     
    Last edited:
    I don't have a lot of experience with Trick Room teams, but here goes!

    I get that the point of a T.R team is to be slow, but if one or both of your setters are KOed it could be game over as your whole team is pretty slow. You might want to sub in a couple of fast mons, just in case.

    A Chlorophyll Venusaur won't benefit from T.R as the Chlorophyll boost would be reversed - without T.R up, maybe this could be your speedy? Despite that, you'd need a turn to set up sun to get that juicy speed boost. That could work well with your Camerupt too. Otherwise, just go with standard bulky Venusaur. It's really what you think would work best.

    A Reckless Life Orb Emboar will probably lose HP super fast, so making it a rest-talker would be a good idea. You could also try scarfing it and making it non-T.R dependent, but I don't know how high Emboar's speed is so that may not be a good plan. But meh, something to think about!

    Try Calm Mind instead of Protect on Reuniclus, or maybe Recover, or both. You'll live a good long time with those buffs! As always with a Psychic type, Psyshock is a good alternative to Psychic, but it really depends on what you think works best.

    Cofagrigus is a great mixed tank - fully train it in Sp.Def and HP to start. From there, give it Willowisp to supplement its even higher physical defense while whittling down tougher foes. Nasty Plot is easy to stack with Cofagrigus' great defense, so give it that too. From there, just give it your choice of Protect, Hex, Dark Pulse, Energy Ball, Mean Look, Hypnosis, Dream Eater or HP Fighting. Either stick with the Leftovers or do what I did with mine and give it a Lum Berry - no tank likes status conditions, right? This guy is great cause he functions as both a wall and a sweeper, especially with T.R support.

    If Cresselia's gonna be in Singles consider either Moonlight (to heal itself) or Lunar Dance (to heal your team).

    Lastly, once again I'll say you'll need some fast Pokèmon if T.R can't be set up.

    Hope I helped!
     
    If ur going for a normal battle stly(as in one vs one poke, with a full party) trick room team, u will need 4-5 trick room users and the most important thing to remember is that time is not on ur side, when using trick room
     
    If ur going for a normal battle stly(as in one vs one poke, with a full party) trick room team, u will need 4-5 trick room users and the most important thing to remember is that time is not on ur side, when using trick room
    It's mostly for Doubles, and I think I'll have at least 3 Trick Room users. I have been finding that I don't have that many turns in Trick Room conditions, so I'm pretty sure I'll probably be replacing Venusaur with Starmie and giving that Trick Room.
     
    Entry hazards aren't really as ubiquitous or important in Doubles because switching doesn't happen as often.

    Bisharp does well both in and out of Trick Room and mauls half of your team. I would consider replacing Reuniclus or Cofagrigus or both for something fast, as Kebab mentioned. It doesn't look like you're running any bulky water types and they're really useful in Doubles, so you might consider using a Trick Room/Tailwind mix on your team, favoring more middling speed stats for versatility (but keep Camerupt, for sure). If you go for the Tailwind option:

    [PokeCommunity.com] Trick Room

    Suicune @ Sitrus Berry
    Nature: Bold
    Ability: Pressure
    232 HP/84 Def/112 SpA/80 SpD
    - Scald
    - Ice Beam
    - Snarl/Protect
    - Tailwind

    If not, maybe consider AV Azumarill or a Defensive Rotom-Wash variant?

    Then you can swap out Sunny Day for Protect on Venusaur to keep it safe from Brave Bird.
     
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