





I've been playing around with trick room in multiple tiers and NU seems to be quite a nice fit for the strategy. The team at the moment consists of four Trick Room setters and two physical abusers. Pokepaste.


Exeggutor-Alola @ Sitrus Berry
Ability: Harvest
Tera Type: Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Dragon Pulse
- Giga Drain / Energy Ball
- Flamethrower / Calm Mind
Alolan Exeggutor offers great type coverage as it has a quite unconventional typing for a trick room setter. Harvest with Sitrus Berry makes for a great combo to keep his HP up and able to take neutral hits consecutively while setting up TR. Dragon Pulse and Giga Drain are my STAB moves of choice but one could argue Harvest provides enough healing so Energy Ball might be justified. For the last slot I have used both Flamethrower and Calm Mind, each with their own advantages. Flamethrower offers more coverage and a surprise factor (Tsareena is a common switch-in) but with some Harvest luck Calm Mind can make Al-Ex an unstoppable sweeper. EVs are for max offensive power but with Calm Mind set more defensive distribution could make sense. Tera Fire is a must as it turns Exegg's quadruple weakness ice into a resistance while giving STAB to Flamethrower.


Slowbro-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Dark
EVs: 252 HP / 156 Def / 100 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Toxic
- Shell Side Arm
- Fire Blast
Galarian Slowbro is the only pokemon in the team with more of a utility role than offensive one altough it can still threaten specific Pokemon in the tier. Along with setting up trick room, Glowbro's job is to spread poison especially to common set up mons. Shell Side Arm hits Fairy-types for decent damage and Fire Blast can catch opposing Steel-types off-guard. Galarian Slowbro's great typing and ability allow it to set up trick room multiple times per match without suffering too much from it.


Diancie @ Power Herb
Ability: Clear Body
Tera Type: Grass
EVs: 252 HP / 80 Def / 176 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Meteor Beam
- Moonblast
- Stealth Rock / Encore
Diancie is my most common lead as, thanks to its bulk, it can survive almost anything but Steel-type attacks once before setting up trick room. Since the other half of the team is physically offensive, I opted for a special set with Power Herb. After consuming Power Herb diancie can threaten much of the tier with a boosted Moonblast but it also makes her an excellent knock-off absorber as it resists Dark naturally. I've used both Stealth Rock and Encore for the last moveslot and both have their advantages. Tera grass turns weaknesses into resistances and the defence EVs are to survive Earthquake from some common threats. It is crucial that Diancie stays alive for as long as possible if the opponent has Fire-type wallbreakers as the rest of the team is quite weak to Fire.


Malamar @ Leftovers / Heavy-Duty Boots / Metronome
Ability: Contrary
Tera Type: Fighting / Dark / Stellar
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Superpower
- Knock Off
- Destiny Bond / Tera Blast
The last trick room setter, who is also an abuser in its own right, is Malamar. While its defensive stats leave a lot to be desired for, with the right play it can steamroll most of what stands in its way. Contrary+Superpower is the go-to play with Malamar, each use boosting its attack and defense more. Knock Off has great synergy with Superpower as it's super effective to common Ghost-type switch-ins. Being the only Knock Off user of the team, Malamar should also attempt to remove known problematic items such as eviolites. Destiny Bond is a great pair with trick room as you can activate it on the last turn of trick room and if the opponent goes for a non-damaging move or a switch, Destiny Bond is still "active" for the next turn (as long as you are slower than the opposing mon). Tera Blast with tera Stellar is another solid option as it gives Malamar an unresisted stat-boosting attack thanks to Contrary. However, terastalization is usually more valuable on other team members which is why I have rarely used it.


Glastrier @ Wide Lens / Heavy-Duty Boots
Ability: Chilling Neigh
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Icicle Crash
- High Horsepower
- Close Combat
- Swords Dance
First of two physical sweepers of the team is Glastrier. Amazing stats, great ability and solid offensive movepool make Glastrier really hard to counter under trick room. Since neither Icicle Crash nor High Horsepower are 100% accurate I have opted for Wide Lens as my go-to item as it boosts the accuracies to 99% and 100% respectively. I do admit that it might be more a mental boost than anything else so if you don't get phased over a few misses here and there, Heavy-Duty Boots is a solid alternative too. If possible, Glastrier should be used as a late game sweeper because it plays so well with his ability. Tera Ghost is to take down one more opposing mon after trick room ends if you're certain they're going to hit you with Close Combat.


Golurk @ Choice Band
Ability: No Guard
Tera Type: Steel
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Poltergeist
- Dynamic Punch
- Stone Edge
- Heavy Slam
Last but not least, Choice Banded Golurk completes the team with its almost unresisted STAB Poltergeist which deals massive amount of damage to anything that's not immune to it. Golurk has many great abilities out of which No Guard is my favorite as I can run Dynamic Punch as the second coverage move with high damage and 100% confusion chance. And no, there is no STAB Ground move on the moveset as it is really not necessary. Stone Edge deals super effective damage to Fire-types while also killing every bird the opponent might switch into in hopes of avoiding an Earthquake. Used correctly, Heavy Slam can annihilate common bulky Fairy-types of the tier that the rest of the team might have a hard time against. Tera Steel is to both boost said Heavy Slam but also giving solid defensive type coverage.
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