VGC Dawn Wings Trick Room

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.

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@ 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.

1717798172676.png
@ 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.

1717798419301.png
@ 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.

1717799123567.png
@ 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.

1717799585071.png
@ 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.

1717800046790.png
@ 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.
 
I can't immediately understand clear amulet on a special Mon, could you expand on that choice?
I’m trying to take mons such as Incin into consideration that can run moves like Parting Shot to lower my SpAtk. Also, although I have tera dark, Snarl would still lower my SpAtk, and the Clear Amulet prevents that.
 
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.

View attachment 638955@ 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.

View attachment 638956 @ 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.

View attachment 638957@ 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.

View attachment 638964 @ 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.

View attachment 638965 @ 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.

View attachment 638968 @ 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.

Hey Yenxe, a pretty well built team here. It seems like a more hardcore Trick Room Psyspam team, which is actually really nice. A cool pick in NDW as well. I do spot some weaknesses though.

-Terapagos is a scary Pokémon for this team, shrugging off Expanding Force and Eruption when it is boosted, and with its Terastilization, it will shut down Sun and Psychic Terrain. Yes, you have Iron Hands, but common partners of Terapagos like Incineroar and Amoonguss can really make this matchup destructive. Again. Waterpon is on your team, but again the partners like Raging Bolt will hurt.

-AV Kyogre team are a nightmare, as they are bulky on the special side, which nullifies most of your team already. And with rain+Tornadus Rain Dance support, Torkoal ain’t coming in. With Tera Grass, Iron Hands and Ogerpon still aren’t safe. Yes, Waterpon has Water Absorb, but Tornadus may force you to Terastilize and then lose that ability. A lot of these teams run Farigiraf as well, which beats TR.

Here are some suggestion (you don’t have to take them, if you have workarounds)
:ogerpon wellspring: -> :ogerpon-cornerstone:or:gallade:
Okay, so first is Rockpon. With the Sturdy ability, you are guaranteed to take at least one hit. Plus, it isn’t nullified in the Sun, and due to the Sturdy ability, it can get guaranteed 2 hits off, so even Tera Grass Kyogre will get bonked by Ivy Cudgel. Terapagos is still an issue, but at least you are immune to Rage Powder and Spore, hit Incineroar for great damage, and actually have a good matchup into Raging Bolt. And as for Kyogre, you OHKO Tornadus AND Kyogre with Power Whip. Even Terapagos isn’t as safe, as it resists Tera Starstorm when it is a Normal type attack and with Sturdy, you eat one strong Tera Tera Starstorm and hit hard back. Now Gallade leans a bit more into the Trick Room game. It learns Trick Room, and next to Indeedee Psycho Cut does loads of damage. Yes, it still struggles with Kyogre, but absolutely wrecks Amoonguss, Incineroar (with clear amulet), and Terapagos. Definitely a niche pick, but fits the theme of this kind of Trick Room team you are going for.

I can’t really feel anything else out of the ordinary, maybe Tera Water on Chi-Yu? Let me know how the changes work and good luck!
 
Hey Yenxe, a pretty well built team here. It seems like a more hardcore Trick Room Psyspam team, which is actually really nice. A cool pick in NDW as well. I do spot some weaknesses though.

-Terapagos is a scary Pokémon for this team, shrugging off Expanding Force and Eruption when it is boosted, and with its Terastilization, it will shut down Sun and Psychic Terrain. Yes, you have Iron Hands, but common partners of Terapagos like Incineroar and Amoonguss can really make this matchup destructive. Again. Waterpon is on your team, but again the partners like Raging Bolt will hurt.

-AV Kyogre team are a nightmare, as they are bulky on the special side, which nullifies most of your team already. And with rain+Tornadus Rain Dance support, Torkoal ain’t coming in. With Tera Grass, Iron Hands and Ogerpon still aren’t safe. Yes, Waterpon has Water Absorb, but Tornadus may force you to Terastilize and then lose that ability. A lot of these teams run Farigiraf as well, which beats TR.

Here are some suggestion (you don’t have to take them, if you have workarounds)
:ogerpon wellspring: -> :ogerpon-cornerstone:or:gallade:
Okay, so first is Rockpon. With the Sturdy ability, you are guaranteed to take at least one hit. Plus, it isn’t nullified in the Sun, and due to the Sturdy ability, it can get guaranteed 2 hits off, so even Tera Grass Kyogre will get bonked by Ivy Cudgel. Terapagos is still an issue, but at least you are immune to Rage Powder and Spore, hit Incineroar for great damage, and actually have a good matchup into Raging Bolt. And as for Kyogre, you OHKO Tornadus AND Kyogre with Power Whip. Even Terapagos isn’t as safe, as it resists Tera Starstorm when it is a Normal type attack and with Sturdy, you eat one strong Tera Tera Starstorm and hit hard back. Now Gallade leans a bit more into the Trick Room game. It learns Trick Room, and next to Indeedee Psycho Cut does loads of damage. Yes, it still struggles with Kyogre, but absolutely wrecks Amoonguss, Incineroar (with clear amulet), and Terapagos. Definitely a niche pick, but fits the theme of this kind of Trick Room team you are going for.

I can’t really feel anything else out of the ordinary, maybe Tera Water on Chi-Yu? Let me know how the changes work and good luck!
Ironically, I just got wrecked by the teams that you mentioned lmao. I’ll definitely take these considerations into account, thanks!
 
Hard trick room team, eh? Well, I found a couple things that could give you trouble:
  • Terapagos: CM sets and the specs set in general deals massive damage by getting rid of your terrain/weather, as mentioned by Pengu. Their Amoonguss could comfortably take on Iron Hands. Not to mention, Chi-Yu Snarl effectively weakens your Torkoal offense.
  • The Ogerpon-W slot feels very random there. Feels like it doesn't synergizes well with the core and doesn't contribute much.
  • AV Kyogre: Tanks your special attacks, disrupts weather and hits ridiculously hard.
  • Calyrex-Shadow + Pelipper: Matchup is doable, but still risky with redirection and opposing weather control. Caly-S still hits very hard even if you tera, especially once they are boosted.
A few changes I would recommend:

  • Ursaluna-Hisui > Ogerpon-W: Ursaluna-H is a brutal sweeper in TR. Can OHKO Kyogre, Terapagos and Calyrex-Shadow relatively easily, while also functioning as a defensive switch-in to Calyrex-Shadow. Not to mention, Flame Orb makes it immune to Spore once it's procured.
  • Covert Cloak > Clear Amulet: The only stat drop that matters for you would be Snarl and Cloak handles it well. Also blocks Fake Out should you Tera and lacks Psychic Terrain.
  • Safety Goggles/Psychic Seed > Sitrus Berry on Indeedee: Indeedee is not that hard to OHKO in this format. Goggles and Psy Seed gives more functional utility and helps set up TR effectively.
  • Choice Scarf > Safety Goggles Chi-Yu: Gives your team flexibility by having atleast one mon that functions as a super fast nuke button outside TR. Also can force tera on your opponent early game by pressuring them.
  • Volt Switch/Heavy Slam > Iron Head on Iron Hands: Volt Switch works wonders in terrain/weather wars, helps re-position and trigger Flame Orb on Ursaluna quickly. Very effective. Meanwhile, Heavy Slam can OHKO non-bulky Tera Fairy Calyrex-S. Also run Tera Fairy/Water/Grass on Hands. You need some defensive backbone.
Try the above changes, see how it works. Hope this helps, good luck!
 
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