It's rather strange that comparatively bad Pokemon using a comparatively bad playing style end up being better together than if either part were good, but it seems to end up this way.
At a glance:
Bronzong @ Light Clay
Ability: Levitate
EVs:4 SDef / 252 HP / 252 Atk 252 HP / 4 Atk / 252 SpD
Brave Nature
IVs: 0 Spd
- Reflect
- Light Screen
- Trick Room
- Gyro Ball
In 99% of games, Bronzong will be my lead. It is also the first of my three Trick Room setters. Gyro Ball and Trick Room make a very pleasant combination, since both play off of low speed. Since a great many other popular leads are actually quite speedy (Deoxys-S, of course, being the most notable), Gyro Ball can actually do some heft damage on occasion, but it's main use is honestly just Taunt protection. Reflect and Light Screen, combined with the Light Ball, round out Bronzong's role as a Dual Screener, which actually ends up being even more useful than you might expect. If you time it right, the screens stay up just long enough for the second round of Trick Room to be set up, so they provide some very helpful protection while doing so.
Reuniclus @ Life Orb
Ability: Magic Guard
EVs:252 SAtk / 252 HP / 4 SDef 192 HP / 64 Def / 252 SpA
Quiet Nature
IVs: 0 Spd
- Trick Room
- Psychic
- Focus Blast
-Energy Ball Shadow Ball
As the second of my Trick Room setters, Reuniclus plays a very important role. It's a fairly obvious choice for the Room, and its moves are also pretty self-explanatory. Psychic is the main stab (I chose it over Psyshock simply because Malamar covers physical psychic attacks so much better, and the damage output is better), while Focus Miss (for Ferrothorn, Bisharp, and Tyranitar), and Shadow Ball (for Gengar, Aegislash, and Deoxys-S) provide some much-needed coverage against those that resist it. Magic Guard and Life Orb make a fairly obvious combination, and it's nice to have around to slurp up Will-o-Wisps.
Porygon2 @ Eviolite
Ability: Trace
EVs: 4 SDef / 252 HP / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Trick Room
- Tri Attack
- Thunderbolt
- Ice Beam
Exploud @ Choice Specs
Ability: Scrappy
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Spd
- Surf
- Ice Beam
- Flamethrower
- Boomburst
If Exploud only had one move on it, I would hardly know the difference. Boomburst is essentially a 210 base power move with no drawbacks on Exploud, and it hits through substitutes, Ghosts, and almost everything else. I can hardly count the number of times of seen sweepers comfortably set up behind a substitute only to be OHKO'd by Exploud on the revenge.
Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Aqua Jet
- Crabhammer
- Crunch
- Knock Off
Between Adaptability, Choice Band, and some great moves, Crawdaunt's offensive presence is always felt. Aqua Jet makes Crawdaunt able to function when Trick Room inevitably goes down, while Crabhammer and Knock Off are there for raw power while it's up. As my best response to a Charizard-Y, Crawdaunt is an essential part of the team.
Mawile @ Mawilite
Ability: Intimidate
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Play Rough
- Iron Head
- Sucker Punch
- Fire Fang
With it often cited as having only one flaw, speed, Mawile is an obvious choice for the Mega slot. It beats out Ampharos (perhaps the next best option) mostly for its role as a fairy and dragon slayer. Sucker Punch is there for priority and for a good old-fashioned mind game, while Fire Fang is some very nice coverage, especially in the mirror match-up.
Trick Room has shaped up to be a moderately viable strategy in the current metagame. It completely trumps Sticky Web users (and the occasional Tailwind, if you ever seen one), and it allows Pokemon to invest more heavily in defense while also hitting harder and faster. However, it is far from perfect, since it is always a struggle to maintain the Room. Let me know what I can do to improve my team; thank you both for your time and for any assistance you can provide.

At a glance:
- Bronzong
- Reuniclus
- Exploud
- Crawdaunt
MalamarPorygon2- Mawile

Bronzong @ Light Clay
Ability: Levitate
EVs:
Brave Nature
IVs: 0 Spd
- Reflect
- Light Screen
- Trick Room
- Gyro Ball
In 99% of games, Bronzong will be my lead. It is also the first of my three Trick Room setters. Gyro Ball and Trick Room make a very pleasant combination, since both play off of low speed. Since a great many other popular leads are actually quite speedy (Deoxys-S, of course, being the most notable), Gyro Ball can actually do some heft damage on occasion, but it's main use is honestly just Taunt protection. Reflect and Light Screen, combined with the Light Ball, round out Bronzong's role as a Dual Screener, which actually ends up being even more useful than you might expect. If you time it right, the screens stay up just long enough for the second round of Trick Room to be set up, so they provide some very helpful protection while doing so.

Reuniclus @ Life Orb
Ability: Magic Guard
EVs:
Quiet Nature
IVs: 0 Spd
- Trick Room
- Psychic
- Focus Blast
-
As the second of my Trick Room setters, Reuniclus plays a very important role. It's a fairly obvious choice for the Room, and its moves are also pretty self-explanatory. Psychic is the main stab (I chose it over Psyshock simply because Malamar covers physical psychic attacks so much better, and the damage output is better), while Focus Miss (for Ferrothorn, Bisharp, and Tyranitar), and Shadow Ball (for Gengar, Aegislash, and Deoxys-S) provide some much-needed coverage against those that resist it. Magic Guard and Life Orb make a fairly obvious combination, and it's nice to have around to slurp up Will-o-Wisps.

Porygon2 @ Eviolite
Ability: Trace
EVs: 4 SDef / 252 HP / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Trick Room
- Tri Attack
- Thunderbolt
- Ice Beam

Exploud @ Choice Specs
Ability: Scrappy
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Spd
- Surf
- Ice Beam
- Flamethrower
- Boomburst
If Exploud only had one move on it, I would hardly know the difference. Boomburst is essentially a 210 base power move with no drawbacks on Exploud, and it hits through substitutes, Ghosts, and almost everything else. I can hardly count the number of times of seen sweepers comfortably set up behind a substitute only to be OHKO'd by Exploud on the revenge.

Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Aqua Jet
- Crabhammer
- Crunch
- Knock Off
Between Adaptability, Choice Band, and some great moves, Crawdaunt's offensive presence is always felt. Aqua Jet makes Crawdaunt able to function when Trick Room inevitably goes down, while Crabhammer and Knock Off are there for raw power while it's up. As my best response to a Charizard-Y, Crawdaunt is an essential part of the team.

Mawile @ Mawilite
Ability: Intimidate
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Play Rough
- Iron Head
- Sucker Punch
- Fire Fang
With it often cited as having only one flaw, speed, Mawile is an obvious choice for the Mega slot. It beats out Ampharos (perhaps the next best option) mostly for its role as a fairy and dragon slayer. Sucker Punch is there for priority and for a good old-fashioned mind game, while Fire Fang is some very nice coverage, especially in the mirror match-up.
Trick Room has shaped up to be a moderately viable strategy in the current metagame. It completely trumps Sticky Web users (and the occasional Tailwind, if you ever seen one), and it allows Pokemon to invest more heavily in defense while also hitting harder and faster. However, it is far from perfect, since it is always a struggle to maintain the Room. Let me know what I can do to improve my team; thank you both for your time and for any assistance you can provide.
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