XY OU [Trick Room RMT] Dragalge Rampant

I think Dragalge is a really powerful (as well as cool!) pokemon in the right situations. It hits like a truck with Adaptability, and due to its great typing very few pokemon can safely switch in on it with Trick Room up. So I decided to design a team around him.

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Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Punch

Lead Choice Band Tyranitar. Its main job early on is to get Rocks up and then swap to a Trick Room setter. However it can also prove very valuable as a Trick Room sweeper if the situation calls for it. EV spread is pretty standard for Trick Room. Get some bulk as well as damage. This set gives him good coverage while still saving a spot for him to set up hazards. If the opponent leads with a pokemon that likely has a fighting attack I just switch straight away to Slowking. Sand Stream is also vital for breaking Sashes if my rocks get spun away. Wasting an extra turn to kill a pokemon in Trick Room is very costly. However, nobody else on my team is immune to the chip damage so I might swap his ability for whatever else he has because in conjunction with Life Orbs my sweepers won't be able to stand much harassment.

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Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Spe
- Moonblast
- Aromatherapy
- Wish
- Trick Room

My replacement for Forrtress thanks to a suggestion from ThirdFool. Adds to my strong defensive core of Slowking and Tyranitar. Aroma Veil prevents it from being taunted and Aromatherapy + Wish keeps my party nice and healthy. Moonblast is there just in case I need to hadoken a few pokemon. With 99 base SpA it hits pretty hard even without any serious investment. The only major drawback compared to Fortress is that Aromatisse can't lay hazards.


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Dragalge @ Life Orb
Ability: Adaptability
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Dragon Pulse
- Focus Blast
- Sludge Wave
- Surf (Thanks Trainer Joey!)

Here he is, the big boy himself. Like I said in the intro, if this guy gets switched in safely under Trick Room he's extremely hard to deal with because of his Dragon/Poison Adaptability STAB. I know that most people have theorycrafted him with a Specs + Draco Meteor build, but I think that Life Orb + Dragon Pulse is much better for a Trick Room team because you need to make the most out of every single turn you're under Trick Room. If you use Draco Meteor under Trick Room your sweep is basically over. Focus Blast is to deal with Steel types that resist Dragon and Poison, and Thunderbolt is pretty much an afterthought so if you have any suggestions let me know.

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Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Calm Mind
- Scald
- Psyshock

Our first Trick Room setter. From what I've seen this guy works great with my offensive core of Dragalge and Mega Camerupt. Extremely flexible when setting up Trick Room. Can make use of it himself with his respectable SpAtk or he can switch out to Dragalge or Mega Camerupt. Might change his EV spread to 252 HP / 4 Def / 252 SpA but I rely on him more as a wall than an offensive threat. Slowbro might be better here as I lack a physical wall, but I haven't run into any serious problems stopping physical sweepers yet.

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Camerupt-Mega @ Cameruptite
Ability: Sheer Force
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 30 Atk / 30 Def / 0 Spe
- Fire Blast
- Earth Power
- Flash Cannon (Thanks Trainer Joey!)
- Ancient Power

Similar to Dragalge, this thing is an absolute terror while Trick Room is up. Great typing makes him relatively easy to switch in as long as Rocks aren't up, and once he's in he hits so hard and has such great coverage that it's extremely hard to switch in on him. I'm not completely sold on HP Ice so if y'all have suggestions to replace that let me know.

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Machamp @ Life Orb
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Dynamic Punch
- Knock Off
- Stone Edge
- Ice Punch

I really needed a strong physical sweeper to pair with my other two special sweepers so that Chansey/Blissey wasn't as much of a problem as before. Similar to Dragalge and Camerupt this guy is a beast in trick room. He hits 13 types for super effective damage so it is very tricky for opponents to switch in on him while Trick Room is up. No Guard is very powerful, and while it can backfire you are almost always able to take advantage of it more than you opponent can.

Conclusion

So that's my team. Dragalge, Slowbro, and Mega Camerupt definitely make up the core of the team, and the supporting cast does alright, but I'm hoping y'all will have some suggestions to improve it. I know my EV spreads aren't that great either. I don't have enough experience to think "Ok I'm going to need to avoid a 2HKO from Latias so I need X SpD EVs". So I'm very open to suggestions on that front as well. The other thing I'm wanting on my team is a Wish healer, but I'm not sure how to fit it in. I originally had a Vaporeon on the team that did that in Slowking's place, but I realized that I needed 2 Trick Room setters on my team.

A few pokemon I've been having a hard time dealing with are Mega Venusaur, Memento swap to boosting Gothielle, and Magnezone. Any advice on how to deal with these would be appreciated.

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Forretress @ Leftovers
Ability: Sturdy
EVs: 4 HP / 252 Atk / 252 Def
Brave Nature
IVs: 0 Spe
- Explosion
- Stealth Rock
- Rapid Spin
- Gyro Ball

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Reuniclus @ Leftovers
Ability: Regenerator
EVs: 4 Def / 252 SpA / 252 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Psyshock
- Focus Blast
- Shadow Ball
 
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In terms of a suicide lead, you're probably better off using:

Carbink @ Red Card
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Explosion
- Stealth Rock
- Magic Coat

Ideally you want to SR, then TR, then Explode to bring something in cleanly. Situations where you shouldn't do this are when you're up against a Steel type or something else that would normally OHKO, then just Trick Room and allow Sturdy + Red Card to phaze them and Stealth Rock the following turn where hopefully the opponent will KO you so you can have more turns of TR fun with something powerful. If you're against a Taunt user, use Magic Coat to shut them down - you can also use it if you feel 100% confident the opponent is going to set hazards to buy a free turn (against something like a Skarmory or Ferrothorn for example). The Sturdy + Red Card combo is also nice to phaze the opponent if they set up heavily (getting and SD, DDance or Sub in), in that case just hold off on exploding by spamming Magic Coat until they attack and phaze themselves.

In terms of Reuniclus, I would run Magic Guard with a Focus Sash. Again, this more or less guarantees Trick Room middle to late game when you need it as it's very unlikely you'll be face to face with a Taunter and besides you already have one Regenerator in Slow King. I would also run HP instead of SpD on Reuniclus to add overall bulk.

For Scizor I would run Swords Dance in the place of Knock Off or U-turn and give it a Lum Berry. After a single boost you're already out damaging the Band set plus you have a great deal more versatility. Personally I like to keep U-turn even with Swords Dance in case I need to pivot back to another setter when Trick Room is running out.
 
I don't post often but when I do I suggest some changes on dragagle. Well for one change TBolt to surf for that ground type coverage. Plus it also gives you more coverage for other mons.

Also on Camerupt you should probably run Flash Cannon over HP Ice. Even though it is weak to ground Flash Cannon Provides better coverage and mons like Azumaril can not safely switch in.
 
Aromatisse and Cofagrigus are both good TR setters that would work somewhat better than Reuniclus. Though I use each in different roles overall, when I use either they're mostly there for support rather than attacking.

Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Shadow Ball
- Haze
- Will-O-Wisp
- Trick Room

Cofagrigus I use as a defensive switch in to get rid of mons abilities that make them strong, such as Azumarill, Talonflame, Char X, M Pinsir, and so on. Then you Trick Room and Haze/WoW/Switch depending on the situation. Cofagrigus also works as an attacker with a Quiet nature and 252 HP/252 SPA/4 DEF and Nasty Plot + another attack move over Haze/WoW.

Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Spe
- Moonblast
- Aromatherapy
- Wish
- Trick Room

Aromatisse is a good TR lead because of Aroma Veil. It makes it so it can't be Taunted, allowing a free TR set against another common lead in Sableye, or any other Taunt user. It's also a good support mon for getting rid of Status and healing with Wish. You can also use Aromatisse as a special defensive wall with a Sassy nature and 252 SPD.

Overall Aromatisse would be better off because it eliminates your dual Dark type weakness, which is a pretty bad weakness to have when Bisharp and Knock Off are very common in OU.
 
In terms of a suicide lead, you're probably better off using:

Carbink @ Red Card
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Explosion
- Stealth Rock
- Magic Coat

Ideally you want to SR, then TR, then Explode to bring something in cleanly. Situations where you shouldn't do this are when you're up against a Steel type or something else that would normally OHKO, then just Trick Room and allow Sturdy + Red Card to phaze them and Stealth Rock the following turn where hopefully the opponent will KO you so you can have more turns of TR fun with something powerful. If you're against a Taunt user, use Magic Coat to shut them down - you can also use it if you feel 100% confident the opponent is going to set hazards to buy a free turn (against something like a Skarmory or Ferrothorn for example). The Sturdy + Red Card combo is also nice to phaze the opponent if they set up heavily (getting and SD, DDance or Sub in), in that case just hold off on exploding by spamming Magic Coat until they attack and phaze themselves.

I guess I didn't mention it before, but I'm not really all that hot on suicide leads. I'd prefer a lead that can contribute throughout the match, but this team does seem to benefit from the free switch in from Explosion. If I was going to stick with a suicide lead though Carbink would probably be the way to go. Being able to use Trick Room and then Explode is definitely a big deal. His typing isn't all that great for defense though.

In terms of Reuniclus, I would run Magic Guard with a Focus Sash. Again, this more or less guarantees Trick Room middle to late game when you need it as it's very unlikely you'll be face to face with a Taunter and besides you already have one Regenerator in Slow King. I would also run HP instead of SpD on Reuniclus to add overall bulk.

I don't think Focus Sash is all that necessary on Reuniclus since he's so bulky. I generally switch him in 3 or 4 times a game so he definitely gets a lot of mileage out of Regenerator, as does Slowking who switches even more than Reuniclus. Point taken on the EV spread though.

For Scizor I would run Swords Dance in the place of Knock Off or U-turn and give it a Lum Berry. After a single boost you're already out damaging the Band set plus you have a great deal more versatility. Personally I like to keep U-turn even with Swords Dance in case I need to pivot back to another setter when Trick Room is running out.

The thing is that when you use Trick Room, use another turn to switch out, and then use another turn to boost, Trick Room is over halfway complete. I want my sweepers to be able to get in there and start nuking people without having to waste a turn boosting which is why I picked Choice Band for Scizor. Most of the time when an opponent is going to use an fire move on you it's pretty obvious so it's easy for me to switch out to Camerupt if there's still a turn or two left on Trick Room or Slowking if it's about to expire.

I don't post often but when I do I suggest some changes on dragagle. Well for one change TBolt to surf for that ground type coverage. Plus it also gives you more coverage for other mons.

Also on Camerupt you should probably run Flash Cannon over HP Ice. Even though it is weak to ground Flash Cannon Provides better coverage and mons like Azumaril can not safely switch in.

Good advice on the movesets. I've changed them up.

Aromatisse and Cofagrigus are both good TR setters that would work somewhat better than Reuniclus. Though I use each in different roles overall, when I use either they're mostly there for support rather than attacking.

Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Shadow Ball
- Haze
- Will-O-Wisp
- Trick Room

Cofagrigus I use as a defensive switch in to get rid of mons abilities that make them strong, such as Azumarill, Talonflame, Char X, M Pinsir, and so on. Then you Trick Room and Haze/WoW/Switch depending on the situation. Cofagrigus also works as an attacker with a Quiet nature and 252 HP/252 SPA/4 DEF and Nasty Plot + another attack move over Haze/WoW.

Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Spe
- Moonblast
- Aromatherapy
- Wish
- Trick Room

Aromatisse is a good TR lead because of Aroma Veil. It makes it so it can't be Taunted, allowing a free TR set against another common lead in Sableye, or any other Taunt user. It's also a good support mon for getting rid of Status and healing with Wish. You can also use Aromatisse as a special defensive wall with a Sassy nature and 252 SPD.

Overall Aromatisse would be better off because it eliminates your dual Dark type weakness, which is a pretty bad weakness to have when Bisharp and Knock Off are very common in OU.

Both of these sets seem very strong for what I am trying to accomplish with my team. Wish passing with Aromatisse is fantastic, and Cofagrigus seems like a defensive powerhouse. The only real downside is no entry hazards, but I think Dragalge and Camerupt can do without the chip damage. I'm going to switch out Forrtress and Reuniclus for them and see how things go. I just need my Trick Room setters to survive. Dragalge and Camerupt supply more than enough firepower to break down the vast majority of teams.

Now the only thing I really need is a possible replacement for Scizor. He does his job pretty well, but unless things are getting bad I almost never find myself switching him into a Trick Room over Camerupt or Dragalge. One thing I can see being an issue is Chansey/Blissey since my main two sweepers are specially based. Scizor does a decent job of taking out Chansey/Blissey, but I feel like there's gotta be a better option out there to take them down.

I used to run a Conkeldurr in Scizor's spot, but it didn't work out all that well either. I do feel like I need a somewhat bulky physical sweeper with a fighting move in this last slot so that I can neutralize Chansey/Blissey. Conkeldurr seems to fit this criteria best, but I'm probably forgetting someone.

Conkeldurr @ Expert Belt
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Hammer Arm
- Thunderpunch
- Ice Punch
- Fire Punch / Mach Punch (I wish he learned Shadow Punch)

Fire Punch gives me coverage over Bug types, but Mach Punch is more useful if I get caught out of Trick Room. Shadow Punch would be great on him though since it would give him coverage over Ghost and Psychic.

Another possibility might be Machamp. No Guard Machamp is a hilarious combo, and most opposing teams aren't able to take advantage of the 100% accuracy nearly as well as Machamp.

Machamp @ Expert Belt
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Dynamic Punch
- Knock Off
- Stone Edge
- Earthquake (gives coverage on Poison and Electric but neither are all that prevalent currently) / Poison Jab (Gives coverage over Grass and Fairy which is pretty good) / Ice Punch (Gives coverage over Ground, Grass, and Dragon)

He doesn't hit as hard as Conkeldurr or have the same bulk, but Dynamic Punch is extremely powerful as is Knock Off and 100% hit Stone Edge (which Conkeldurr can also learn to be fair). With this set (Ice Punch final slot) he can hit 13 types super effectively (as opposed to 10 for Conkeldurr), creating the same problem as Dragalge and Camerupt. Who can switch in on him safely with Trick Room up? I guess a Ghost could switch in on Dynamic Punch but then I can outspeed them and throw out a Knock Off to cripple them. So I guess physically bulky ghost types can give him a bit of trouble but otherwise he should be able to tear things up under Trick Room.

I also thought about Scafty a bit, but he needs a bit of setup before he can sweep so I decided against thinking up a set for him.

EDIT: Alright, going back and looking at things the defensive core of Aromatisse, Cofagrigus, and Slowking is extremely weak to Ghost/Dark sweeps. Unfortunately, there are no strong Dark types that also learn Trick Room so I think I'm going to have to stick with 2 trick roomers instead of 3 which isn't that big of a deal. I'm probably going to replace Cofagrigus/Reuniclus with a bulky Dark type. I was thinking of a lead Tyranitar possibly, but I'm not sure yet. I'll edit in some sets as I look at possibilities. Scrafty is a possibility as a defensive core since he resists Ghost and double resists Dark
 
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Hey man I think you should run Conkeldurr over Machamp. For one Conkeldurr is more versatile in OU it's slower then Machamp more powerful and A better a abuser of Trick Room. Plus the set I'm giving you should help with the absence of the next suggestion.

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Mach Punch
- Drain Punch
- Knock Off
- Ice Punch

My next suggestion was to add Confagrigus over Slowbro for many reasons. There is massive synergy between aromatisse and Confagrigus because Confagrigus's weakness to Dark. So I think it replaces SlowKing in all forms.

Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Will-O-Wisp
- Shadow Ball
- Nasty Plot
 
Hey man appreciate the feedback. I think I am going to replace Slowbro with Cofagrigus. He was working great for me when I started out, but he's been somewhat lackluster for me lately.

I'm hesitant to replace Machamp because he's actually been working out great for me (minus the Life Orb which I swapped out quickly), but I will give Conkeldurr a shot when I play again soon.

I've also been thinking of grabbing Jirachi as another Trick Room setter and lead replacement for Tyranitar, who has been less than stellar for me. I feel like I really need a Steel type on my team for the Dragon resist. And overall defensive utility.

Aromatisse has been great for me so far and won me quite a few games with Aromatherapy and Wish support.
 
Small nitpick, but on Dragalge, you really want to run Scald over Surf. Getting the Burn on random things is a lot more helpful than that extra little damage, since everything Surf hits, Draco Meteor hits ten times harder. Choice Specs is probably the better item to use on it, too.
Flash Cannon is useless on M-Rupt. Your two main STABs hit everything the same or, in some cases, harder than Flash Cannon would. That last moveslot is best used for either Hidden Power Grass, Will-O-Wisp or Yawn.
Machamp is probs better in Trick Room than Conk, but that's your decision.
Other than that, great Trick Room team. It's hard to pull one off in singles, so props to you.
 
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