Introduction
First off, this is my first RMT and I don’t consider myself one of the best or most experienced Ubers players, so any kind of suggestions and constructive criticism are highly appreciated.
I’ve been using MegaMawile a lot before it finally got banned from OU and it was really fun to use, especially on Trick Room, which I sadly only got to try out a couple of days before the ban. However, when I was thinking about changing my Palkia’s moveset, I noticed that it actually gets Trick Room. After seeing Dialga learns it as well, I was determined to build a decent TR team for Ubers featuring Mega Mawile.
Dialga and Palkia already made things much easier for building a Trick Room team, because almost all TR setters outside of Ubers are either Psychic or Ghost types, which are both weak to Dark, leaving you very vulnerable to Yveltal, a Mon which usually carries Taunt as well. Dialga and Palkia on the other hand both have defensive typing anyone building a TR team outside of Ubers can only dream of. Plus, despite both being Dragons they have different weaknesses, each only two of them, good bulk and power.
Team Building process



As I’ve explained in the introduction, this team started out with Dialga and Palkia as bulky TR setters and Mega Mawile as sweeper. Looking through the slower and powerful attackers of the Uber Tier, which would also synergize well with these 3, I immediately saw Ho-Oh. With its base 90 speed, great special bulk, amazing power and immunity/resistance to 4(!) of the 6 weaknesses of my first 3 Pokemon, using Ho-Oh was basically a must.




After already having 4 of my 6 members I was looking at what my team still really needs and what it was weak to. I realized that I was lacking a reliable check to E-Killer and Mega Mewtwo X, which can basically fuck up all of these 4 with Low Kick, Stone Edge and EQ, plus I needed a Defog user for Ho-Oh. Giratina fulfilled all of these criteria, so I decided to make it the 5th member. Since both Mawile and Dialga are weak to ground, I decided to use Giratina-O to have an other ground immunity and better offensive presence.





Finding the last member took me the longest because I kept trying to find a 3rd TR user but I couldn’t really find one I could comfortably use in Ubers. I thought about Cresselia, Porygon 2 and Diancie, which could also help against Ho-Oh but I couldn’t really bring myself to give them a spot on the team. So instead I decided to use a 3rd slow sweeper. Since both Ho-Oh and Mawile are physical attackers, I wanted a special attacker this time and Kyogre, which also has “only” base 90 speed, fit the bill and the opportunity to run Specs (<3) over Scarf, because of TR was just too good to pass up.






Based on the suggestions in this thread I later replaced Giratina-O with Arceus-Ghost as my Defog user and main E-Killer check because of the possibility to outspeed and burn strong physical threats to my team like Rayquaza, which could punch some big holes or even sweep my previous team. An other thing it has over Giratina-O is its reliable recovery.






The Team

Palkia @ Lustrous Orb
Ability: Pressure
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe / 0 Atk
- Trick Room
- Fire Blast
- Hydro Pump
- Spacial Rend
One of my two TR setters and my main Kyogre switch-in. Without AV/SpDef investment and any form of recovery, Palkia doesn’t switch into Kyogre as comfortably as other variants do but with 4 of my Pokemon resisting water and two of them resisting electric as well, I didn’t consider Kyogre that much of a threat but of course you always have to be careful against that specs set. I decided to use a more offensive spread and Lustrous Orb to abuse Palkia's great dual STABs and power even further. With its great typing, coverage and power, you usually are able to find an opportunity to switch Palkia at some point of the match and set up TR on a forced switch or a Pokemon not really threatening it. Fire Blasts rounds up the coverage of this set (credit for pointing out Fire Blast's superior usefulness goes to justinjiaxinghu) allowing Palkia to put in a lot of work against opposing teams once TR is up. However going on all-out-attacking mode with Palkia is something you should only do with caution, since this team only has 2 TR setters and Palkia setting up TR could turn out to be a win condition or even not at all if the opponent still has a healthy Kyogre since Palkia is by far the best option to take care of it.
I'm thinking about changing Palkia's spread or set though because quite a few times it went down too early and too easily as I'd like it to. Investing more EVs in Special Defense and replacing Fire Blast with Rest and the Lustrous Orb with a Chesto Berry is probably something I'll try out.

Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD or 248 HP / 32 Atk / 228 SpD
Brave Nature
IVs: 0 Spe
- Iron Head
- Rock Slide
- Play Rough
- Sucker Punch
The latest member of the Uber Tier and one of my 3 sweepers. Everybody knows and fears Mega Mawile for its incredibly hard hitting attacks and with TR up this little fairy can run through entire teams. I decided not to use SD because it costs me a valuable turn of TR and the many powerful attackers in Ubers making it hard to set it up in the first place. Iron Head obliterates Xerneas and other fairies and doesn't miss, Play Rough hits the many Dragon types in Ubers, Rock Slide (got tired of Stone Misses lol) destroys Ho-Oh, which is a big threat to my team and something which might very well tend to switch in on Mawile since it resists both of its STABs. Predicting this switch correctly and hitting the Rock Slide on Ho-Oh is amazing xD Last but not least Sucker Punch to ensure Mawile is not too dependent on Trick Room and very useful priority to finish off weakened Mons.
There are two possible spreads for Mawile, the standard max HP and max Attack spread maximizing its power and damage output and a more specially defensive orientated spread allowing Mawile to fare better against special attackers and act as a secondary GeoXern check since Ho-Oh can only check it with Rocks off the field. The con of this spread is that it doesn't weaken the common switch-ins to Mawile as much as the max attack spread does and not having a safe 2HKO on bulky Arceus/E-Killers but it does still get its key KOs. On the suspect ladder I recommend the second spread though considering the amount of HO teams with a GeoXern.

Dialga @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 3 Spe / 0 Atk
- Draco Meteor
- Fire Blast
- Stealth Rock
- Trick Room
Dialga is my second TR setter as well as my SR setter and usually the Pokemon I lead of with. I decided to use standard defensive Dialga to make setting up Rocks and TR as easy as possible. Dialga is basically the backbone of this team, with its great bulk and many useful resistances it is able to take plenty of hits for the other team members and set up TR (and SR if given the opportunity) consistently throughout the match. The most threatening opponents for Dialga are bulky ground types like Lando-T and Groudon, which also outspeed Dialga and threaten it with a super-effective EQ, so burning these two with Ghostceus is highly recommended, it makes Dialga's job of setting up TR throughout the match way easier.
Fire Blast and Draco Meteor give me decent coverage and therefore good ways to dish out some damage as well, which is also part of the reason why Dialga can be pretty difficult to take down. Fire Blast is mainly for Scizor (and Ferro), which might try to remove my rocks or hit me with Superpower. I still have 3 Speed IVs to have the option to nail Scizor immediately with a Fire Blast in case it comes in without wasting Trick Room turns or risking a speed tie.
Fire Blast and Draco Meteor give me decent coverage and therefore good ways to dish out some damage as well, which is also part of the reason why Dialga can be pretty difficult to take down. Fire Blast is mainly for Scizor (and Ferro), which might try to remove my rocks or hit me with Superpower. I still have 3 Speed IVs to have the option to nail Scizor immediately with a Fire Blast in case it comes in without wasting Trick Room turns or risking a speed tie.

Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 200 Atk / 60 SpD
Brave Nature
IVs: 0 Spe
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk
Ho-Oh is also a very vital and important member of this team, it sponges up many special attacks, Will-O-Wisps and Dark Voids while dishing out massive damage and spreading burns with Sacred Fire and thanks to Regenerator it is able to do its job very consistently if I manage to keep Rocks off my side of the field. The main reason why I'm using Choice Band is to have a sleep fodder for Darkrai and maximize the damage output although LO + Roost is also an option I've been considering since the ability to switch moves can really ease some decisions and make me less prediction-reliant.
But still, CB Ho-Oh is already very difficult to switch into but with Trick Room it gets even harder, since Pokemon, which could outspeed it and threaten Ho-Oh with a super-effective attack, now have to take two CB boosted hits. Switching Ho-Oh in isn’t difficult at all thanks to its amazing special bulk and team synergy with Mawile and Dialga, as I already mentioned in the introduction.
Although Ho-Oh's role was supposed to be running through teams under TR, I've been using it the most early to mid-game taking advantage of its resistances/immunities, bulk and the ability to soften up opposing teams. This were Ho-Oh does a great job for even without TR and its lack of speed. Plus while doing so it is usually still able to maintain its health thanks to Regenerator, which is very important in case the opponent still has his GeoXern in the back, waiting for an opportunity to sweep.

Arceus @ Spooky Plate
Ability: Multitype
EVs: 248 HP / 200 Def / 60 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Defog
- Will-O-Wisp
- Recover
Ability: Multitype
EVs: 248 HP / 200 Def / 60 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Defog
- Will-O-Wisp
- Recover
Ghostceus is basically the glue-Mon of this team, providing me with a much needed physically defensive wall, Defog user for Ho-Oh and check to threatening physical attackers with its fast Will-O-Wisp.
Judgement is a good and reliable way to deal some respectable damage and Recover is the reliable recovery any defensive/Support Mon wants to have.
60 Speed Evs allow me to always outspeed Jolly Rayquaza and other base 95 Speed Mons as well as anything with up to base 110 speed and no +Speed-nature.
The amount of support Ghostceus provides for this team can't really be stressed out enough, it saved me many times by stalling out Mons I was expecting to loose against or getting off a burn or Defog, which saved me the game.
However, this amount of support also means Ghostceus should be played carefully, letting one opposing Mon weaken it could allow E-Killer or any other physical attacker Ghostceus is supposed to check to set up a sweep later on in the game. If possible letting Ghostceus hit by a burn or Toxic should be avoided as well, since that really cuts down its longlivity as well as the possibility to switch in when needed and the opportunity to Defog away Rocks for Ho-Oh and the rest of the team. An other problem I have encountered is not being able to hit E-Killer for any damage besides burning it, which means I either have to switch to Kyogre to phaze or Mawile to finish it off or stay in and watch it set up to +6, which means that either way something has to take quite some damage. Any suggestions to avoid this would be appreciated :]
Credit for this set also goes to Level 56

Kyogre @ Choice Specs
Ability: Drizzle
EVs: 208 HP / 56 Def / 244 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hydro Pump
- Ice Beam
- Thunder
- Water Spout
or
Kyogre @ Leftovers
Ability: Drizzle
EVs: 252 HP / 28 Def / 228 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Scald
- Roar
- Sleep Talk
- Rest
The odd HP and Def investments of these sets are to ensure that I don’t get OHKO’d by Banded Ho-Oh's Brave Bird at full health, which actually happened to me when I was just using max HP lol. Both of these Kyogre sets are good options for this team with different advantages.
The defensive set does a great job at handling Palkia, which is a big threat to this team otherwise, other special attackers and sponging up status. Combined with Ghostceus it forms a really solid defensive core, which is able to keep an impressive amount of opposing Mons at bay. Rain boosted Scald is what makes this set so awesome IMO, Scald is already a great move for any defensive Mon and for Kyogre with its rain and very impressive special bulk it applies even more and once Scald gets the burn only very few Mons are able to make it past Kyogre. Roar for phazing opposing set-uppers can also be very useful, especially for CM-Arceus variants and Rest-Talk provides semi-reliable recovery, probably the only real con of this set. Credit for this set goes to Level 56
SpecsKyogre on the other hand is pretty much guaranteed to get a kill with its stupidly powerful Water Spout/Hydro Pump (which I use over Surf for the power since I can't always expect to get to use Water Spout on such a slow a Mon) if I manage to get it in safely with TR up. Just like Ho-Oh, Kyogre isn't too reliant on TR support either, especially if I didn't reveal TR yet, because it makes many opponents fear being outsped (Kyogre usually does run max speed or even a Scarf afterall) and killed thus forcing a lot switches by basically bluffing a fast Kyogre. Also, if it is unreasonable for the opponent to stay in (if he has a bad match-up and/or a Mon he still needs like Groudon for example), predicting the switch isn’t difficult at all and thanks to the Specs and max SpAttack pretty much every switch-in is hit for huge damage, especially if I predict the switch-in correctly. Many variants of the most common Kyogre switch-in, Palkia, is for example flat-out 2HKO'd on the switch if I get the paralysis with Thunder.
With its HP investment Kyogre is also fairly bulky, which allows it to take some hits if neccessary and can make it quite difficult to revenge-kill Kyogre, especially during TR. It also is able to put in a lot of work against opposing stall teams, without it the team lacks quite a bit of wall and stall-breaking prowess.
Other Options
Replacing Ho-Oh with:
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 12 Atk / 248 Def
Impish Nature
- Earthquake
- Stone Edge
- U-Turn / Knock Off
- Toxic
Replacing Ho-Oh with:

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 12 Atk / 248 Def
Impish Nature
- Earthquake
- Stone Edge
- U-Turn / Knock Off
- Toxic
Lando-T also is a good addition to the team by checking opposing Ho-Oh, probably the biggest threat to this team and other physical threats in general, which is something Ghostceus mostly has to do on its own otherwise. It also has great defensive synergy with Palkia and Dialga, resisting the latter's fighting weakness and being immune to ground attacks while the other can take the water and ice-type attacks threatening Lando-T. Combined with Ghostceus these 4 form a really good defensive core, which allows me to deal with opposing threats more reliably and set up TR more consistently throughout the match.
For what I wanted to use Lando-T on my team, a physically defensive spread seemed the best option to me.
Good old EdgeQuake gives me a powerful STAB move and good coverage ensuring Lando-T's offensive presence even with little attack investment. U-Turn is what I prefer over Knock Off (although that's a solid option as well) because it allows me to grab momentum against the plenty of special attackers which want to come in on Lando-T. Toxic is also very useful to slowly but surely writtle down opposing Mons which want to Defog, set up or switch in on Lando-T.
However, it should be noted that without Ho-Oh, Xerneas is far more threatening to this team, so using the more specially defense spread on MegaMawile is basically a must since it is the last reliable way of dealing with Xerneas this team has at its disposal.
Credit for this suggestion goes to haxiom
Threats
Ho-Oh is the biggest threat to any version of this team without Lando-T, literally nothing on my team wants to switch in and not having anything to prevent my opponent from using Defog doesn’t help either.
Especially Sub-Roost-varaints are incredibly difficult to deal with and put a huge amount of pressure on this team forcing me to play very carefully without risking team members I still need for other threats.
Keeping rocks up by pressuring your opponent and using TR properly is the key to eventually catch Ho-Oh with either Kyogre or Palkia or maybe even with Mawile >:-)
Palkia can also be a threat, although this only applies for the versions without SpDefKyogre, which deals pretty well with Palkia. Without it, my only more or less safe switch-in to Palkia is Dialga, which can take a hit and either set up a TR or attempt to take it out with a Draco but once Dialga is worn down and I run out of TR turns it can be troublesome. Ho-Oh and SpecsKyogre can also take a hit from Palkia but only at full health.
I also lack a good answer for (good) evasion BP teams since I made almost all my mons as slow as possible, which means one boost is pretty much guaranteed for them.
Status in general and teams which mostly rely on it, like many Stall teams, can be difficult to deal with as well, since my team is pretty weak to status. I have no cleric and no/only one Rest user, so besides Mawile's and Dialga's immunity to Toxic and Ho-Oh's immunity to Will-o-Wisp I don't have anything to dodge status. SpDefKyogre eases the trouble this team has with status but on the expense of stall/wallbreaking prowess.
Conclusion
I started trying out this team basically just for fun and with no expectations but it ended up working far better as I thought it would. But I'm glad it worked out so well, since Trick Room has always been one of my favourite playstyles although it's not so easy to play and prediction-reliant at times.
I've been playing with this team for quite some time now, pretty extensively on the ladder as you can see from my ladder rank and also to get the requirements for the Shadow Tag suspect test, so I'll leave some more explaination and tips on how to use this team for anyone who is interested or might want to try this team out.
Since your opponent will most likely always be able to go first, you'll have to play carefully and think about which team member can take a hit and which TR setter and sweeper you need to keep at good enough amount of health to get past your opponent's team. Also, knowing (or checking if you're not 100% sure) when TR is neccassary and when not is a very vital part of this playstyle, using TR against an opponent with slower Mons on his/her team can easily backfire although the new Showdown feature of showing the speed range of opposing Pokemon saves quite some time there :D
Also, this team isn’t immediately recognized as a TR team, thus allowing you to catch opponents completely off guard and turn the tides of the battle with the right timing.
An other advantage is that this team isn’t overly reliant on TR, against HO teams with many priority users, refraining from using TR at all and playing the take-a-hit-and-KO-back-game instead is also an option.
That’s everything I have to say about this team for now, have fun using it if you want to and like I already said any kind of advice is appreciated :]
Ladder Proof:
Suspect ladder:
peak on the suspect ladder was somewhere between #10 and #12, if anyone cares lol
Importable:
Original Team:
Palkia @ Lustrous Orb
Ability: Pressure
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Toxic
- Hydro Pump
- Spacial Rend
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk
Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Iron Head
- Stone Edge
- Play Rough
- Sucker Punch
Dialga @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 3 Spe
- Draco Meteor
- Fire Blast
- Stealth Rock
- Trick Room
Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Dragon Tail
- Will-O-Wisp
- Defog
- Shadow Sneak
Kyogre @ Choice Specs
Ability: Drizzle
EVs: 208 HP / 56 Def / 244 SpA
Quiet Nature
IVs: 0 Spe
- Hydro Pump
- Ice Beam
- Thunder
- Water Spout
Ability: Pressure
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Toxic
- Hydro Pump
- Spacial Rend
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk
Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Iron Head
- Stone Edge
- Play Rough
- Sucker Punch
Dialga @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 3 Spe
- Draco Meteor
- Fire Blast
- Stealth Rock
- Trick Room
Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Dragon Tail
- Will-O-Wisp
- Defog
- Shadow Sneak
Kyogre @ Choice Specs
Ability: Drizzle
EVs: 208 HP / 56 Def / 244 SpA
Quiet Nature
IVs: 0 Spe
- Hydro Pump
- Ice Beam
- Thunder
- Water Spout
(Note: This version has SpDefKyogre and Ho-Oh, don't forget to change the sets/Mons if you want to use Lando-T or SpecsKyogre)
Palkia @ Lustrous Orb
Ability: Pressure
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Fire Blast
- Hydro Pump
- Spacial Rend
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 200 Atk / 60 SpD
Brave Nature
IVs: 0 Spe
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk
Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Iron Head
- Stone Edge
- Play Rough
- Sucker Punch
Dialga @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 3 Spe
- Draco Meteor
- Fire Blast
- Stealth Rock
- Trick Room
Kyogre @ Leftovers
Ability: Drizzle
EVs: 252 HP / 28 Def / 228 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Scald
- Roar
- Sleep Talk
- Rest
Arceus @ Spooky Plate
Ability: Multitype
EVs: 248 HP / 200 Def / 60 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Defog
- Will-O-Wisp
- Recover
Ability: Pressure
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Fire Blast
- Hydro Pump
- Spacial Rend
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 200 Atk / 60 SpD
Brave Nature
IVs: 0 Spe
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk
Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Iron Head
- Stone Edge
- Play Rough
- Sucker Punch
Dialga @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 3 Spe
- Draco Meteor
- Fire Blast
- Stealth Rock
- Trick Room
Kyogre @ Leftovers
Ability: Drizzle
EVs: 252 HP / 28 Def / 228 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Scald
- Roar
- Sleep Talk
- Rest
Arceus @ Spooky Plate
Ability: Multitype
EVs: 248 HP / 200 Def / 60 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Defog
- Will-O-Wisp
- Recover
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