Hello! I've recently switched to playing Nat Dex from Gen 8 OU and have been enjoying it much more. When I started playing on Showdown in X/Y I peaked in the low 1700s using Mega Mawile, and used many Trick Room teams through Gen 7. Although I've been playing for a couple of years, I've only recently really started to focus on my team-building skills and this is my first RMT!
THE TEAM
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THE TEAM
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ANALYSIS
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Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Trick Room
- Fleur Cannon
- Flash Cannon
- Volt Switch
Magearna is an absolute monster and a personal must-have on TR teams, as she's the only mon that functions well as both a setter and abuser. Her typing allows switch-ins on threats to Slowbro, like Greninja, typically letting you set TR for free or secure a kill if it's already been set w/ Z-Move. Twinkle Tackle OHKOs almost anything that isn't a dedicated wall to Mag, and the subsequent Soul-Heart boosted Fleur Cannon usually guarantees another kill. Volt Switch is taken for coverage and to keep momentum (e.g. Volt Switch on last turn of TR to another setter). Flash Cannon for neutral STAB damage, but I'm considering replacing this with Ice Beam or Focus Blast.
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Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Flare Blitz
- Poltergeist
- Earthquake
- Stone Edge
Marowak is our first TR abuser. Already a threat in gen 7 TR teams with Shadow Bone; receiving access to Poltergeist has made Marowak even stronger and will be the primary button you press on him. Lightning Rod is taken over Rock Head to provide Slowbro with more safe options to switch into, and typically positions Marowak well given you read the electric attack correctly. Not taking recoil from Flare Blitz is nice, but I personally don't find myself clicking it over Polt enough to warrant losing the value Lightning Rod has given me. Earthquake/Stone Edge are taken for additional coverage, but I'm considering replacing SE with Swords Dance.
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Mawile-Mega @ Mawilite
Ability: Intimidate
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Sucker Punch
- Fire Fang
- Play Rough
- Swords Dance
Mawile is my personal favorite Mega, and the mon this team was built around. In past iterations of this team, a lack of priority moves were a big issue in the end game when I found myself running out of TR turns. Given the opportunity to Swords Dance up, Mega Mawile sweeps inside and outside of TR with a ridiculous 1356 Attack stat and access to Sucker Punch. Fire Fang is taken for needed coverage. Next to Mag, this mon has probably swept the most teams for me.

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk
- Trick Room
- Teleport
- Scald
- Slack Off
Slowbro is the backbone of this team. His primary job is to switch-in, set up TR, and Teleport out to one of our threats. You'll be using Bro as a mid-ground switch pretty often, and Regenerator + Slack Off keeps him healthy enough to fill this role. Although TR is typically played pretty fast and aggressively, don't feel forced to constantly maintain momentum if it means you'll run out of TR turns and put yourself in a bad position. Bro is good at stalling a turn or 2 of TR through Slack Off and roll for potential burns while you wait to reset it up and teleport/switch out.
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Hatterene @ Focus Sash
Ability: Magic Bounce
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
- Misty Explosion
- Trick Room
- Mystical Fire
- Healing Wish
Hatterene is our dedicated (suicide) lead. Focus Sash usually guarantees a free TR set turn 1, and Magic Bounce denies taunt and entry hazard setters. You'll usually just lead with her, set TR, and then Misty Explosion out to get the most of your TR turns. Healing Wish is taken because sometimes it's better to lead with a different setter or sash isn't broken due to a switch turn 1, and the ability to entirely restore one of your sweepers is invaluable. Mystical Fire for coverage.
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Xurkitree @ Life Orb
Ability: Beast Boost
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Thunderbolt
- Energy Ball
- Hidden Power [Ice]
- Volt Switch
Xurkitree is the final TR abuser of this team. This is probably the most controversial pick on the team and I'm sure I'll be recommended to take Vikavolt instead, but I love how much of a cannon this mon is. Energy Ball is taken for Gastrodon/Swampert and general coverage, HP Ice for Lando explicitly, and Volt Switch to retain momentum. Similarly to Mag, Volt Switch is usually used best on the last turn of TR to retreat back into one of our setters. Beast Boost also lets Xurkitree basically secure a second kill every time you snag your first given there's enough TR turns left (and even then +1 Volt Switch kills too).
THREAT LIST:
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These are some mons that have absolutely put me down and I typically have a hard time dealing with. Not to say there aren't other weaknesses' these are just the most prominent I've encountered.
Mega Camerupt: Takes advantage of my own TR and sweeps basically everything due to the overwhelming Fire/Ground weaknesses.
Mega Heracross: Denies all of my TR setters since Pin Missle breaks Hatt's sash and kills Slowbro
Melmetal: Also takes advantage of my own trick room. Denies Hatt's sash with Double Iron Bash. Earthquake wrecks me.
Mega Charizard Y: Beating Mega Zard Y is entirely dependent on having TR up whenever he's in. Zard Y is able to deny my setters by OHKOing them outside of Hatt who likely suicide leads turn 1 anyways.
CONCLUSION:
I love playing viable, off-meta/counter meta teams and Trick Room really fulfills that niche despite being considered kinda cheesy. This team can be really satisfying to use as you force "no-win" situations from your opponent repeatedly, but can also be kinda difficult to pilot against experienced players who are good at wearing the team down before you're able to sweep them through status/entry hazard/chip damage. To be successful, you'll have to make reads and sack/save strategically to keep TR up and allow your win conditions to tear through your opponent. Another nice bonus of playing TR is the matches are typically really fast so you can climb low/mid ladder pretty efficiently.
I've gone through many different roster changes on this team and would love some recommendations on how to deal with my primary threats (Ground/Fire weakness) and anyone willing to point out other threats or major flaws to the team. I'm not super attached to using Mega Mawile over another physical sweeper either; any replacement suggestions are welcomed.