Hello!!! This is my OU team that got me to 1400+ on the ladder, and its a pretty simple OU team that could use some fixes.
Hatterene (F) @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Misty Explosion
- Trick Room
- Psychic
- Mystical Fire
Hatterene is a great pokemon due to its magic bounce, and with focus sash its guaranteed to setup trick room. Send it out first to stop any stealth rockers + hazard, and then use trick room to start the game. I usually use Misty Explosion right after to deal high damage, aswell as get to my sweepers as quick as possible
Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk
- Teleport
- Trick Room
- Toxic
- Recover
Very Bulky Mon generally, and with an eviolite it gets even bulkier. It can take hard hits, setup a trick room, and safely teleport into a sweep mon. Toxic and recover are just some gimp moves that have clutched up some games in the past for me, and are just used to ruin a blissey/chansey in its path. Trace is also very helpful while switching into a levitate mon, or a lightning rod mon etc.
Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk
- Moonlight
- Trick Room
- Lunar Dance
- Moonblast
Final Trick Room mon, Cresselia is incredible bulky, and can take a couple of hits easily. I usually send this out as my final trick room setter, or if my sweep mons are statused / low health. Switch into cresselia, trick room, and then lunar dance out into a mon with low health or just a mon. Can take a couple of hits, so its very useful to swap into.
Now lets get into the main powerhouses of the team.
Melmetal @ Choice Band
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Double Iron Bash
- Earthquake
- Ice Punch
- Thunder Punch
Melmetal is an ABSURDLY strong mon that is only stopped by its low speed, but in trick room all of that is forgotten. Choice banded Double Iron Bash can OHKO a volcarona, Kartana, dragapult, hydreigon, and many other pokemon that threaten a normal game. Earthquake is for Heatrans that are sent out along with melmetal, and thunder punch and ice punch are just used rarely for coverage.
Crawdaunt @ Life Orb
Ability: Adaptability
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Crabhammer
- Knock Off
- Aqua Jet
- Swords Dance
Crawdaunt is another mon with a very high attack stat, and with its ability it becomes even scarier. To explain, Adaptability makes its stab moves * 2 intead of * 1.5, which makes it incredible strong. Add on a life orb to it and it increases its attack even more. Knock off can kill anything that resists a water type move, and crabhammer can ohko a corviknight in most cases. Aqua jet is to stop priority users, and swords dance isnt even really needed to get an easy sweep.
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Swords Dance
- Poltergeist
- Earthquake
Final Mon is Marowak-Alola, with the Thick Club to double its attack from the get-go. Flare Blitz can OHKO anything that doesnt resist, and poltergeist and earthquake are there to stop mons that resist flare blitz. Its ability also makes sure that it cant kill itself through flare blitz, and swords dance is just for extra attack power if needed (for some reason)
This is my current trick room team, and Im very fond of it! Please Feel Free to leave suggestions :D
Hatterene (F) @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Misty Explosion
- Trick Room
- Psychic
- Mystical Fire
Hatterene is a great pokemon due to its magic bounce, and with focus sash its guaranteed to setup trick room. Send it out first to stop any stealth rockers + hazard, and then use trick room to start the game. I usually use Misty Explosion right after to deal high damage, aswell as get to my sweepers as quick as possible
Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk
- Teleport
- Trick Room
- Toxic
- Recover
Very Bulky Mon generally, and with an eviolite it gets even bulkier. It can take hard hits, setup a trick room, and safely teleport into a sweep mon. Toxic and recover are just some gimp moves that have clutched up some games in the past for me, and are just used to ruin a blissey/chansey in its path. Trace is also very helpful while switching into a levitate mon, or a lightning rod mon etc.
Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk
- Moonlight
- Trick Room
- Lunar Dance
- Moonblast
Final Trick Room mon, Cresselia is incredible bulky, and can take a couple of hits easily. I usually send this out as my final trick room setter, or if my sweep mons are statused / low health. Switch into cresselia, trick room, and then lunar dance out into a mon with low health or just a mon. Can take a couple of hits, so its very useful to swap into.
Now lets get into the main powerhouses of the team.
Melmetal @ Choice Band
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Double Iron Bash
- Earthquake
- Ice Punch
- Thunder Punch
Melmetal is an ABSURDLY strong mon that is only stopped by its low speed, but in trick room all of that is forgotten. Choice banded Double Iron Bash can OHKO a volcarona, Kartana, dragapult, hydreigon, and many other pokemon that threaten a normal game. Earthquake is for Heatrans that are sent out along with melmetal, and thunder punch and ice punch are just used rarely for coverage.
Crawdaunt @ Life Orb
Ability: Adaptability
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Crabhammer
- Knock Off
- Aqua Jet
- Swords Dance
Crawdaunt is another mon with a very high attack stat, and with its ability it becomes even scarier. To explain, Adaptability makes its stab moves * 2 intead of * 1.5, which makes it incredible strong. Add on a life orb to it and it increases its attack even more. Knock off can kill anything that resists a water type move, and crabhammer can ohko a corviknight in most cases. Aqua jet is to stop priority users, and swords dance isnt even really needed to get an easy sweep.
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Swords Dance
- Poltergeist
- Earthquake
Final Mon is Marowak-Alola, with the Thick Club to double its attack from the get-go. Flare Blitz can OHKO anything that doesnt resist, and poltergeist and earthquake are there to stop mons that resist flare blitz. Its ability also makes sure that it cant kill itself through flare blitz, and swords dance is just for extra attack power if needed (for some reason)
This is my current trick room team, and Im very fond of it! Please Feel Free to leave suggestions :D