I recently hit top 500 on doubles OU ladder using a trick room team (here), and thought that I would give a go at building a trick room team for VGC as well. The two formats are quite different though, so any criticism/feedback would be greatly appreciated.
@ Clear Amulet
Ability: Prism Armor
Level: 50
Shiny: Yes
Tera Type: Dark
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Moongeist Beam
- Expanding Force
- Protect
- Trick Room
In my previous team, I had Armarouge as my Expanding Force user. However, being limited to four mons and taking the current meta into consideration, I decided to replace it with Necrozma. I considered running Power Herb and Meteor Beam instead of Trick Room and Clear Amulet, but decided that Indeedee by herself doesn't exactly guarantee that Trick Room goes up. The tera Dark removes Necrozma's weaknesses, but makes it weak to Bug-except Bug types are rarely seen anyways, so that should be fine.
@ Sitrus Berry
Ability: Psychic Surge
Level: 50
Tera Type: Fairy
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk
- Trick Room
- Helping Hand
- Follow Me
- Dazzling Gleam
You can't utilize Expanding Force to its full potential without Psychic Terrain, so of course we need Indeedee. It has a pretty standard build, with Helping Hand and Follow Me to support the team, as well as Trick Room in case Necrozma can't set it up/needs to Protect, and Dazzling Gleam to output a little damage to break Sashes/Sturdies, etc. I considered running Rocky Helmet instead of Sitrus Berry, but I think it's better for Indeedee to stay alive rather than to go for chip damage.
@ Charcoal
Ability: Drought
Level: 50
Tera Type: Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Eruption
- Flamethrower
- Earth Power
- Protect
Torkoal is pretty essential in any Trick Room team thanks to its ridiculously low speed and stupid amount of damage it can dish out with Eruption. There's nothing really special about this tortoise besides dealing massive damage. It also helps to control the weather in case I go against a weather team, but Tornadus is definitely still a massive threat, having Prankster Rain Dance to weaken Torkoal's fire type moves.
@ Assault Vest
Ability: Quark Drive
Level: 50
Tera Type: Fighting
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Fake Out
- Iron Head
- Thunder Punch
Speaking of Tornadus, it doesn't stand a chance against Iron Hands. Besides that, its speed is also laughable, making it a great contribution to the team. Fake Out helps Necrozma set up Trick Room, flinching any faster mons. Drain Punch helps it to stay out on the field longer, and Iron Head helps cover against Fairy types. And in case they're running a Miraidon team, Iron Hands will also get a bonus attack boost, making it a beast.
@ Safety Goggles
Ability: Beads of Ruin
Level: 50
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Snarl
- Protect
- Dark Pulse
Considering that my team consists mostly of special attackers, Chi-Yu's ability pairs with them really, really well, lowering the opposing mons' SpD, allowing my mons to do even more damage. I do think that the tera Grass is a little redundant considering that Chi-Yu already has Safety Goggles, but I think it can still be useful in terms of defensive teras. I included Snarl as part of my moveset to help out with special attackers such as Raging Bolt and Flutter Mane.
@ Wellspring Mask
Ability: Water Absorb
Level: 50
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- Spiky Shield
- Horn Leech
- U-turn
Now, I wasn't too sure if I could always get Trick Room up, so I decided to include Ogerpon as a mon to output damage in case I wasn't able to get it up. Damage wise, Ogerpon-Hearthflame would be better, but considering that I already have two fire mons, Wellspring fit more into my team in my opinion. It also counters all the annoying Rapid Strike Urshifus that are very common. I also considered using Follow Me instead of U-Turn, but I think that U-Turn is more viable, countering Rillabooms, and also the fact that Indeedee can redirect as well.
Ability: Prism Armor
Level: 50
Shiny: Yes
Tera Type: Dark
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Moongeist Beam
- Expanding Force
- Protect
- Trick Room
In my previous team, I had Armarouge as my Expanding Force user. However, being limited to four mons and taking the current meta into consideration, I decided to replace it with Necrozma. I considered running Power Herb and Meteor Beam instead of Trick Room and Clear Amulet, but decided that Indeedee by herself doesn't exactly guarantee that Trick Room goes up. The tera Dark removes Necrozma's weaknesses, but makes it weak to Bug-except Bug types are rarely seen anyways, so that should be fine.
Ability: Psychic Surge
Level: 50
Tera Type: Fairy
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk
- Trick Room
- Helping Hand
- Follow Me
- Dazzling Gleam
You can't utilize Expanding Force to its full potential without Psychic Terrain, so of course we need Indeedee. It has a pretty standard build, with Helping Hand and Follow Me to support the team, as well as Trick Room in case Necrozma can't set it up/needs to Protect, and Dazzling Gleam to output a little damage to break Sashes/Sturdies, etc. I considered running Rocky Helmet instead of Sitrus Berry, but I think it's better for Indeedee to stay alive rather than to go for chip damage.
Ability: Drought
Level: 50
Tera Type: Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Eruption
- Flamethrower
- Earth Power
- Protect
Torkoal is pretty essential in any Trick Room team thanks to its ridiculously low speed and stupid amount of damage it can dish out with Eruption. There's nothing really special about this tortoise besides dealing massive damage. It also helps to control the weather in case I go against a weather team, but Tornadus is definitely still a massive threat, having Prankster Rain Dance to weaken Torkoal's fire type moves.
Ability: Quark Drive
Level: 50
Tera Type: Fighting
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Fake Out
- Iron Head
- Thunder Punch
Speaking of Tornadus, it doesn't stand a chance against Iron Hands. Besides that, its speed is also laughable, making it a great contribution to the team. Fake Out helps Necrozma set up Trick Room, flinching any faster mons. Drain Punch helps it to stay out on the field longer, and Iron Head helps cover against Fairy types. And in case they're running a Miraidon team, Iron Hands will also get a bonus attack boost, making it a beast.
Ability: Beads of Ruin
Level: 50
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Snarl
- Protect
- Dark Pulse
Considering that my team consists mostly of special attackers, Chi-Yu's ability pairs with them really, really well, lowering the opposing mons' SpD, allowing my mons to do even more damage. I do think that the tera Grass is a little redundant considering that Chi-Yu already has Safety Goggles, but I think it can still be useful in terms of defensive teras. I included Snarl as part of my moveset to help out with special attackers such as Raging Bolt and Flutter Mane.
Ability: Water Absorb
Level: 50
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- Spiky Shield
- Horn Leech
- U-turn
Now, I wasn't too sure if I could always get Trick Room up, so I decided to include Ogerpon as a mon to output damage in case I wasn't able to get it up. Damage wise, Ogerpon-Hearthflame would be better, but considering that I already have two fire mons, Wellspring fit more into my team in my opinion. It also counters all the annoying Rapid Strike Urshifus that are very common. I also considered using Follow Me instead of U-Turn, but I think that U-Turn is more viable, countering Rillabooms, and also the fact that Indeedee can redirect as well.