ORAS OU Trick room team

Hello everyone!
I dediced to try and make a trick room team and i would like to have your opinion about it.
The team is made up by



Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
IVs: 0 Spd
Relaxed Nature (+Def, -Spd)
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch

Forretress is generally my opener as it can set up entry hazards. I chose it even for its physical bulk and for it's rapid spin. His first move is SR as main damage output it sets up spikes on dead times and spins when necessary. A low speed volt switch is used to try and gain advantage. Because of its fire weakenees the next pokemon in the team is..


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Alomomola (F) @ Leftovers
Trait: Regenerator
EVs: 120 HP / 136 Def / 252 SDef
IVs: 0 Spd
Sassy Nature (+SDef, -Spd)
- Scald
- Wish
- Toxic
- Protect

Alomomola. The fish sponge. It can absorb a great variety of attacks and answer with toxic/scald depending on the situation. Alomomola covers Forretress fire weakness and its huge hp make it a very good wish passer. This defensive core allows the team to set up the trick room when dangerous opponents are dealt off.


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Reuniclus (F) @ Leftovers
Shiny: Yes
Trait: Regenerator
EVs: 252 HP / 4 Def / 252 SAtk
IVs: 0 Spd
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Psyshock
- Shadow Ball
- Focus Blast

The first trick room user is reuniclus. I chose it because of its overall good defensive stats as it is 110/75/85 and for its 125 base sp.atk of course. Regenerator is really useful instead of its other two abilities as it can switch in and out with more flexibility.


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Escavalier (F) @ Life Orb
Trait: Overcoat
EVs: 252 HP / 252 Atk / 4 Def
IVs: 0 Spd
Brave Nature (+Atk, -Spd)
- Drill Run
- Megahorn
- Knock Off
- Iron Head

Escavalier is the diamond point of the team. With its incredibly low speed and ridicolously high attack it can really sweep and make holes in the opponent team (ofc when the trick room has been set up). Iron head is for swarming fairy mons. Knock off is for scouting and destroying mons that rely on their item (such as toxic orb gliscors switching in and so on). I tried choice band over life orb but didn't get comfortable with it.

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Porygon2 @ Eviolite
Trait: Download
EVs: 252 HP / 252 SAtk / 4 SDef
IVs: 30 Atk / 30 SAtk / 30 Spd
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Ice Beam
- Hidden Power [Fire]
- Thunderbolt

Here we have the second trick room setter. It has considerably low speed to gain advantage of the trick room and can cover nearly everithing with is boltbeam+HPfire attacks. I chose HPfire over recover 'cause i didn't had too many chances of using recover succesfully so i transofrmed it in an all-out-attacker.

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Conkeldurr (M) @ Flame Orb
Shiny: Yes
Trait: Guts
EVs: 252 HP / 252 Atk/ 4 SDef
IVs: 0 Spd
Brave Nature (+Atk, -Spd)
- Knock Off
- Drain Punch
- Mach Punch
- Poison Jab

Conkeldurr is here to make holes too like Escavalier. It relies on its flame orb that activates perfectly after a forretress volt switch. Poison jab is here to destroy fairies, drain punch is its only source of recovery while mach punch can close off residual mons.

So this is the team, the general aim is to set up entry hazards and sweep with mons that generally can't sweep. I tried it many times but i feel it lacks something to be well rounded. I hope you will help me find out what it needs :D​
 
cool team but i think you need recovery while not being forced to switch or atleast change those hp evs to def/spdef because of the high base hp of reunicles
 
First thing I noticed is that you are using an offensive spread on Pory2, I recommend a specially defensive spread (252HP / 252 SpD Sassy) with recover so you can repeatedly set up TR through out the match. Reuni is very anti meta and a solid choice as a sweeper, as a setter it is okay I guess...
Aloma is kind of dead weight in TR since it's going last regardless and doesn't benefit much at all by going first. I would replace it with a Slowbro (252 Hp / 252 Def Bold) that can spread burns and also set TR allowing Reuni to go all out offense. I don't know how much your team benefits from Forretress, but TR really benefits from hazards to discourage multiple switches in an attempt to stall out your trick room turns. I suggest Heatran (252 Hp / 252 SpA Quiet) to set rocks without losing offensive momentum. Tr Heatran is legit with a hard hitting STAB eruption and it doesn't compound your teams fire weakness like Forre does. Nice team.



And about Reuni, I think you should be running this set:

Reuniclus @ Life Orb
Ability: Magic Guard
Evs: 172 Hp / 84 Def / 252 SpA
Nature: Quiet
- Calm Mind
- Psychic
- Focus Blast
- Energy Ball / HP Fire / Shadow Ball
 
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Trick Room can be difficult to master, as it calls for a fast paced playstyle that is incredibly weak to stall. First of all, the have a sucessful TR team, you must be able to meet three requirements, which are:
1) bypassing taunt to be able to set up trick room or hazards,
2) being able to safely bring in Trick Room sweepers, and
3) being able to set up Trick Room multiple times in the game.
Furthermore, TR turns are incredibly valuable, and you will want hard hitting tanks to make good use of those turns, even if this involves set up mons. Personally, I would day to scrap the team and start again, but since this is an RMT, I can at least help you with the lead.
solrock.gif

Here is a very common Trick Room lead that I use
high af (Solrock) @ Focus Sash
Ability: Levitate
EVs: 252 HP / 252 Def OR Atk / 4 Def OR SpD
Relaxed OR Brave Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Explosion
- Magic Coat


The set itself is incredibly simple and effective. If your opponent leads with a potential Taunt user, simply use Magic Coat to bounce it back to them(the move itself is +4 priority). Then, if you can get 2HKOd, set up Trick Room, then set up rocks(by that point, youll be dead, allowing you to safely bring in a sweeper with the maximum amount of Trick Room turns as possible).

For the most part, most of your battles will fall into these scenarios:

Scenario One
1st turn-Magic Coat as you'll be faced with a taunt user
2nd turn-Trick Room while your sash breaks
3rd turn-set up rocks as they kill you, or switch to a TR sweeper if the user holds priority. He'll make an incredible death plotter that is incredibly welcomed in Trick Room.

Scenario Two
1st turn-Set up rocks against a passive lead that can't do anything to you, such as Skarmory(although Magic Coat would be preferred)
2nd turn-set up Trick Room
3rd turn-either explode to get a free switch into a sweeper and to break a lead sash, or save your sashed Solrock for later if you feel like it might be valuable to set up trick room later in the game

Scenario Three
1st turn-you'll come across something that can either set up rocks or OHKO you(as in Landorus-T), so you set up Trick Room in the first turn
2nd turn- you set up rocks as you die, giving you the hazards and the maximum amount of trick room turns for a sweeper


Solrock is a fine lead to set up hazards, Trick Room, and to safely get a Trick Room sweeper onto the field, but Uxie can be used if you want to get a SET UP sweeper onto the field instead.

uxie.gif
Uxie @ Focus Sash
Ability: Levitate
EVs: 248 HP / 68 Def / 192 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Magic Coat
- Stealth Rock
- Trick Room
- Memento

As you can see, it is the exact same set as Solrock, with the exception of Memento. Memento basically allows you to get in a Trick Room Set Up sweeper in for free, and set up with relative easy, since Memento lowers both offensive stats of the opponent by two stages.
The EVs balance out Uxie's defenses, but you can opt for a fully psychical defensive set if you wish instead.


I'm not sure if I'm allowed to post replays outside of the OU tier, butI have yet to use Trick Room in OU, so here are replays for:
A mix of scenarios 1 and 2​
http://pokemonshowdown.com/replay/ubers-201505947

Scenario 3
http://pokemonshowdown.com/replay/ubers-194458848
 
Thank you for your advises!
Old_Gregg i'll try out yor ideas about Pory and Reuni.
ed wins i think i'll use your solrock over my Forretres.
I'll let you know how it goes ;)
 
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