Trick Room. A niche move that has been the bane of my existence for as long as I have been on Showdown. It's not all that common, but when it comes up, it has always, and I mean always thrown me for a loop. I suspect the reason it's not common is that there is no 100% safe way to set it up (such as the Terrain or Weather abilities). But once it's up, you'll need a lot of priority or some deliberately-slow mons if you want to survive the onslaught.
I actually had this team idea in my mind for a while. Originally, my Steel team had two rather infamous mons: Kartana and Mega Metagross. When Kartana was banned, I swapped that out for a Z-Hone Claws Durant, which did surprisingly well. But I knew Metagrossite would become contraband in Monotype soon enough, so I had this little idea in my back pocket should the day ever come. And now that it has, I figured it was time to see just how good Trick Room really is. Presenting for your delectation:
Sinister Steel
UB-04 Blaster (Celesteela) @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Heavy Slam
- Leech Seed
- Protect
- Toxic
Formally an Automize sweeper, Celesteela (Code name UB-04 Blaster) now serves a different, much more annoying purpose. With Seeds and Toxic at its disposal, it can whittle down most opponents that come out to face it and stall them out with its great bulk. Even though it doesn't have much investment in Attack, it can still deal a hefty amount of damage with Heavy Slam. In fact, the only things that wall this thing completely are Liquid Ooze Tentacruel (something I found out while facing a similar set with my Water team) and Ferrothorn, and that's just two mons.
Best thing about this set is that Celesteela doesn't need Trick Room to function per se. It can still tank hits and whittle down foes on its own.
Escargoon (Escavalier) (M) @ Assault Vest
Ability: Overcoat
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drill Run
- Iron Head
- Knock Off
- Megahorn
Escargoon is one of the main Trick Room sweepers of the team. When the dimensions are twisted, this fellow can do some major damage with his dual STAB, Drill Run for pesky Fire types, and Knock Off for, well, pretty much anyone else who might try to wall him. With his Assault Vest on, special attacks mean very little to him. Unless it's a Fire type move. Let's not get crazy here.
Rocker (Aggron) (M) @ Choice Band
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Head Smash
- Heavy Slam
- Aqua Tail
- Ice Punch
Although Aggronite has yet to arrive on the shores of Alola, that doesn't mean Rocker here can't pull his weight. He relies on the Trick Room to tip the scales in his favor, but once that's set up, he can run wild with his Choice Band wrecking everything in sight. He even has Aqua Tail and Ice Punch to deal with Ground types that normally would give him trouble.
Alistar (Bronzong) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Stealth Rock
- Gyro Ball
- Zen Headbutt
This here is the glue that holds the team together. Alistar is the one who sets up the Trick Room and proceeds to let the other mons have at it. Stealth Rock comes in handy against Bug teams who thrive on speed, and thanks to its low Speed nature, Gyro Ball hits especially hard. Zen Headbutt comes in handy against Fighting types who might want to ruin the team's day.
Oblitus (Magnezone) @ Choice Specs
Ability: Magnet Pull
Shiny: Yes
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk
- Volt Switch
- Flash Cannon
- Hidden Power [Grass]
- Tri Attack
Remember Proton from my previous RMT? Well, it's come back under a new moniker, Oblitus. And this fellow is not screwing around. A modification of the standard Scarf set, Oblitus won't need that when the Trick Room is set up. It can quickly pivot and KO with Volt Switch, and Flash Cannon can also hit rather hard with Specs. But should a Water/Ground type try to switch in, they'll be out of luck, as Hidden Power deals a swift, deciding blow. Tri Attack is basically for anything that walls the rest, which is honestly a very short list. I'd run Thunderbolt instead, but I always felt it was redundant, as Volt Switch has the added benefit of allowing you to pivot into something better. If you use your Thunderbolt and the opponent switches in to something that can tank it, you have to switch manually if you want to save your skin.
Lavos (Heatran) (M) @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Flash Cannon
- Dragon Pulse
What's this? Heatran on a villain team? Don't be so shocked; there's more than one Heatran in this world. And Lavos is one of the nasty ones. Like Celesteela, he doesn't necessarily need Trick Room to function (though against certain opponents, it does help). While flying on his balloon, his great weakness to Ground is of no consequence, and his vast array of attacks means there isn't a mon alive who can completely wall him. Opponents such as Lanturn and Toxapex are swallowed up by Earth Power, and it's doubtful that Peliper would enjoy a Dragon Pulse to the face, even if it is a neutral hit.
This team has enjoyed a few minor victories since its inception, but nothing to the scale of my experience being on the receiving end of Trick Room. This play style really is difficult to pull off, especially since a turn of Trick Room has to be wasted for the setter to switch into something else. Does the team need more setters? Perhaps other mons that don't necessarily need Trick Room to function? As always, I'm willing to learn.
I actually had this team idea in my mind for a while. Originally, my Steel team had two rather infamous mons: Kartana and Mega Metagross. When Kartana was banned, I swapped that out for a Z-Hone Claws Durant, which did surprisingly well. But I knew Metagrossite would become contraband in Monotype soon enough, so I had this little idea in my back pocket should the day ever come. And now that it has, I figured it was time to see just how good Trick Room really is. Presenting for your delectation:
Sinister Steel

UB-04 Blaster (Celesteela) @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Heavy Slam
- Leech Seed
- Protect
- Toxic
Formally an Automize sweeper, Celesteela (Code name UB-04 Blaster) now serves a different, much more annoying purpose. With Seeds and Toxic at its disposal, it can whittle down most opponents that come out to face it and stall them out with its great bulk. Even though it doesn't have much investment in Attack, it can still deal a hefty amount of damage with Heavy Slam. In fact, the only things that wall this thing completely are Liquid Ooze Tentacruel (something I found out while facing a similar set with my Water team) and Ferrothorn, and that's just two mons.
Best thing about this set is that Celesteela doesn't need Trick Room to function per se. It can still tank hits and whittle down foes on its own.

Escargoon (Escavalier) (M) @ Assault Vest
Ability: Overcoat
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drill Run
- Iron Head
- Knock Off
- Megahorn
Escargoon is one of the main Trick Room sweepers of the team. When the dimensions are twisted, this fellow can do some major damage with his dual STAB, Drill Run for pesky Fire types, and Knock Off for, well, pretty much anyone else who might try to wall him. With his Assault Vest on, special attacks mean very little to him. Unless it's a Fire type move. Let's not get crazy here.

Rocker (Aggron) (M) @ Choice Band
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Head Smash
- Heavy Slam
- Aqua Tail
- Ice Punch
Although Aggronite has yet to arrive on the shores of Alola, that doesn't mean Rocker here can't pull his weight. He relies on the Trick Room to tip the scales in his favor, but once that's set up, he can run wild with his Choice Band wrecking everything in sight. He even has Aqua Tail and Ice Punch to deal with Ground types that normally would give him trouble.

Alistar (Bronzong) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Stealth Rock
- Gyro Ball
- Zen Headbutt
This here is the glue that holds the team together. Alistar is the one who sets up the Trick Room and proceeds to let the other mons have at it. Stealth Rock comes in handy against Bug teams who thrive on speed, and thanks to its low Speed nature, Gyro Ball hits especially hard. Zen Headbutt comes in handy against Fighting types who might want to ruin the team's day.

Oblitus (Magnezone) @ Choice Specs
Ability: Magnet Pull
Shiny: Yes
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk
- Volt Switch
- Flash Cannon
- Hidden Power [Grass]
- Tri Attack
Remember Proton from my previous RMT? Well, it's come back under a new moniker, Oblitus. And this fellow is not screwing around. A modification of the standard Scarf set, Oblitus won't need that when the Trick Room is set up. It can quickly pivot and KO with Volt Switch, and Flash Cannon can also hit rather hard with Specs. But should a Water/Ground type try to switch in, they'll be out of luck, as Hidden Power deals a swift, deciding blow. Tri Attack is basically for anything that walls the rest, which is honestly a very short list. I'd run Thunderbolt instead, but I always felt it was redundant, as Volt Switch has the added benefit of allowing you to pivot into something better. If you use your Thunderbolt and the opponent switches in to something that can tank it, you have to switch manually if you want to save your skin.

Lavos (Heatran) (M) @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Flash Cannon
- Dragon Pulse
What's this? Heatran on a villain team? Don't be so shocked; there's more than one Heatran in this world. And Lavos is one of the nasty ones. Like Celesteela, he doesn't necessarily need Trick Room to function (though against certain opponents, it does help). While flying on his balloon, his great weakness to Ground is of no consequence, and his vast array of attacks means there isn't a mon alive who can completely wall him. Opponents such as Lanturn and Toxapex are swallowed up by Earth Power, and it's doubtful that Peliper would enjoy a Dragon Pulse to the face, even if it is a neutral hit.
This team has enjoyed a few minor victories since its inception, but nothing to the scale of my experience being on the receiving end of Trick Room. This play style really is difficult to pull off, especially since a turn of Trick Room has to be wasted for the setter to switch into something else. Does the team need more setters? Perhaps other mons that don't necessarily need Trick Room to function? As always, I'm willing to learn.
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