Trick Room Team

https://pokepast.es/55475c91a869a878

Whimsicott (F) @ Iron Ball
Ability: Prankster
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Moonblast
- Giga Drain
- Encore

I use Whimsicott as my main check for water and dark types. As Stakataka (My main attacker) only has earthquake to deal with water types and nothing for water/flying types I needed something to counter them. As for dark types, both Slowking and Claydol are weak to dark I needed a counter. Encore used to trap toxic-stalls and setups for a free switch into Stakataka. Iron Ball for Whimsicott's high base speed stat.

Slowking (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Scald
- Psyshock
- Slack Off

Slowking is my special defensive pivot for opposing water types threatening Stakataka. He is also used to force out opposting Heatran. Scald to threaten opposing attack-bases pokemon. Psyshock is honestly a preference compared to Future Sight, as I find myself getting good openings to use a psychic attack, as I am faster with Trick Room.

Hatterene (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Calm Mind
- Psyshock
- Dazzling Gleam

Hatterene is sort-of a backup sweeper if Stakataka fails. Also can be used as a dark check, although not as effective as Whimsicott. Psyshock is used to take out an opposing special defensive pokemon. (Sometimes even Heatran if buffed with 1 or 2 Calm Minds) Dazzling Gleam is just for extra STAB and coverage for drak types.

Stakataka @ Focus Sash
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 14 Def / 0 Spe
- Trick Room
- Gyro Ball
- Heat Crash
- Earthquake

Stakataka is my main attacker, and in most cases, my main mon. Gyro Ball has 150 power against most pokemon with Stakataka's 31 speed stat. Heat Crash is also 120 power against most, and is used to deal with opposing Ferrothorn and Corviknight. Earthquake is used as extra coverage and a decent power attack if the opposing pokemon is heavy or slow. I use a Focus Sash is because of Stakataka's 4x weakness to both fighting and ground, so I can get another Trick Room off once it runs out.
14 defense IVs and Lonely nature make him get an attack boost from Beast Boost.

Porygon-Z @ Iron Ball
Ability: Download
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Nasty Plot
- Thunderbolt
- Shadow Ball

Porygon-Z is my main counter for those dreadful water/flying types. Additionally can be used as a special wallbreaker. Thunderbolt for mons like gyarados and pelipper. Shadow Ball for extra coverage. EVs to maximize special attacking power and the rest in bulk to get off a Trick Room. I have considered an Adaptabilty set with Tri-Attack but I prefer the special attack buff from Download.

Claydol @ Iron Ball
Ability: Levitate
EVs: 160 HP / 176 Def / 172 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Stealth Rock
- Rapid Spin
- Toxic

Claydol is pretty much a suicide lead to get off a Trick Room and switch into Stakataka. Also can be a rock setter if it's nota good switch into Stakataka. Rapid Spin to deal with hazards so they don't nullify Stakataka's Focus Sash. Toxic for more of a stall approach if I don't have a good switch-in. EVs for enough bulk to usually get a Trick Room on first turn.

Additionally, I usually find myself losing to stall teams, as Stakataka's offensive power is dependent on him fainting mons; and Slowbro/Slowking is the bane of my existence.
 
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I'm not the best player, but I use trick room a lot so I have a couple of suggestions. One thing I noticed from just glancing at your team is that there are too many setters. Yes you want to keep Trick Room up but if you run it on every one of you Pokemon you get less offensive pressure. Setup moves are also not great most of the time since you don't want to waste turns of Trick Room.

Stakataka -> Melmetal

Melmetal is a really good Pokemon on Trick Room teams and near mandatory for any of them. I recommend something along the lines of this:

:ss/melmetal:
Melmetal @ Life Orb
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Double Iron Bash
- Thunder Punch
- Earthquake
- Superpower

Pretty simple, Double Iron Bash what you click 90% of the time, but if there's a Corviknight use Thunder Punch, or if there's a steel in your face go Superpower or Earthquake if that will take them out. You can run Choice Band if you really really want to but Life Orb is generally more useful.

Claydol -> Cressalia

Cresselia is another mon that's kinda mandatory for Trick Room, but instead of offense it's used for defensive utility. Lunar Dance is fantastic and can get one of your sweepers back in the game whilst providing momentum. It's also a nice ground immunity. Something like this will work:

:ss/cresselia:
Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Lunar Dance
- Moonlight
- Ice Beam
- Trick Room

I already talked about Lunar Dance, Moonlight is recovery, Ice Beam for chipping Lando and Garchomp, and Trick Room needs no explanation. You can run Psyshock or Moonblast over Ice Beam but I find Ice Beam better most of the time. You can use a Physical Defensive spread if don't switch Slowking to Slowbro or Porygon2 but I don't recommend it.

Slowking -> Porgyon2

Porygon2 is a super bulky Trick Room setter that also gets Teleport, and since Cresselia fills the role of specially defensive setter you should switch to phys defense Porygon2.

:ss/Porygon2:
Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Toxic
- Teleport

Once again, Ice Beam is pretty useful but you can use something like Thunderbolt or Tri Attack instead. Toxic is good for crippling defensive Pokemon and stopping set up sweepers but if they aren't a problem you can use Recover instead. Teleport is great for pivoting, and Trick Room again needs no explanation.

Whimsicott -> Alolan Marowak
no i will not say marowak-alola

:ss/marowak-alola:
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Shadow Bone
- Flare Blitz
- Poltergeist
- Earthquake

I get that Alolan Marowak and Whimsicott serve completely different roles, but Whimsicott lack the bulk to be a Trick Room setter and Marowak is insane under Trick Room, letting it rip teams apart really easily. Thick Club is essentially a free Swords Dance, and Flare Blitz with Poltergeist are dual STAB. Earthquake is good coverage and you can run Bonemerang instead to break Subs and sashes, but it's inaccurate. Shadow Bone is alternate Ghost stab if they don't have an item somehow/you don't want to risk the miss with Poltergeist. You can use Swords Dance here instead if you'd like, but as I said before you don't want to waste turns of Trick Room.

PorygonZ -> Conkeldurr

PorygonZ is interesting, but you would rather use something that didn't need to use Iron Ball to function. Since you seemed worried about Dark types, Conkedurr can do the job.

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Drain Punch / Close Combat
- Facade
- Knock Off / Earthquake
- Mach Punch

Flame Orb+Guts is like Choice Band but you can switch moves, which is pretty good. Drain Punch is if your feeling good with your damage output, otherwise go Close Combat. Facade is good nuetral coverage, and Mach Punch is useful for out-of-trick-room priority. Knock Off is your best bet for dealing with Ghosts, but if you're really worried about it and Marowak's Poltergeist, you can try Earthquake instead.

Hatterene

Hatterene is the best Suicide lead Trick Room setter hands down due to Magic Bounce and Healing Wish, so you should use it as one.

Hatterene (F) @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Healing Wish / Misty Explosion
- Psyshock
- Mystical Fire

Focus Sash guarantees you'll set up Trick Room. Healing Wish is good for storing a potentially game saving heal later, but if you don't want that for some reason just go boom with Misty Explosion. Mystical Fire is good for catching something like Ferrothorn off guard, and Psyshock is STAB. You can use 80 Def EVs so you always live Surging Strikes from Urshifu to set up Trick Room if you want.


Pokepaste

Reading this through I realized that I kinda replaced your entire team, you absolutely do not have to make all of these changes or even any of them, just do what works best for you.
 
I'm not the best player, but I use trick room a lot so I have a couple of suggestions. One thing I noticed from just glancing at your team is that there are too many setters. Yes you want to keep Trick Room up but if you run it on every one of you Pokemon you get less offensive pressure. Setup moves are also not great most of the time since you don't want to waste turns of Trick Room.

Stakataka -> Melmetal

Melmetal is a really good Pokemon on Trick Room teams and near mandatory for any of them. I recommend something along the lines of this:

:ss/melmetal:
Melmetal @ Life Orb
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Double Iron Bash
- Thunder Punch
- Earthquake
- Superpower

Pretty simple, Double Iron Bash what you click 90% of the time, but if there's a Corviknight use Thunder Punch, or if there's a steel in your face go Superpower or Earthquake if that will take them out. You can run Choice Band if you really really want to but Life Orb is generally more useful.

Claydol -> Cressalia

Cresselia is another mon that's kinda mandatory for Trick Room, but instead of offense it's used for defensive utility. Lunar Dance is fantastic and can get one of your sweepers back in the game whilst providing momentum. It's also a nice ground immunity. Something like this will work:

:ss/cresselia:
Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Lunar Dance
- Moonlight
- Ice Beam
- Trick Room

I already talked about Lunar Dance, Moonlight is recovery, Ice Beam for chipping Lando and Garchomp, and Trick Room needs no explanation. You can run Psyshock or Moonblast over Ice Beam but I find Ice Beam better most of the time. You can use a Physical Defensive spread if don't switch Slowking to Slowbro or Porygon2 but I don't recommend it.

Slowking -> Porgyon2

Porygon2 is a super bulky Trick Room setter that also gets Teleport, and since Cresselia fills the role of specially defensive setter you should switch to phys defense Porygon2.

:ss/Porygon2:
Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Toxic
- Teleport

Once again, Ice Beam is pretty useful but you can use something like Thunderbolt or Tri Attack instead. Toxic is good for crippling defensive Pokemon and stopping set up sweepers but if they aren't a problem you can use Recover instead. Teleport is great for pivoting, and Trick Room again needs no explanation.

Whimsicott -> Alolan Marowak
no i will not say marowak-alola

:ss/marowak-alola:
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Shadow Bone
- Flare Blitz
- Poltergeist
- Earthquake

I get that Alolan Marowak and Whimsicott serve completely different roles, but Whimsicott lack the bulk to be a Trick Room setter and Marowak is insane under Trick Room, letting it rip teams apart really easily. Thick Club is essentially a free Swords Dance, and Flare Blitz with Poltergeist are dual STAB. Earthquake is good coverage and you can run Bonemerang instead to break Subs and sashes, but it's inaccurate. Shadow Bone is alternate Ghost stab if they don't have an item somehow/you don't want to risk the miss with Poltergeist. You can use Swords Dance here instead if you'd like, but as I said before you don't want to waste turns of Trick Room.

PorygonZ -> Conkeldurr

PorygonZ is interesting, but you would rather use something that didn't need to use Iron Ball to function. Since you seemed worried about Dark types, Conkedurr can do the job.

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Drain Punch / Close Combat
- Facade
- Knock Off / Earthquake
- Mach Punch

Flame Orb+Guts is like Choice Band but you can switch moves, which is pretty good. Drain Punch is if your feeling good with your damage output, otherwise go Close Combat. Facade is good nuetral coverage, and Mach Punch is useful for out-of-trick-room priority. Knock Off is your best bet for dealing with Ghosts, but if you're really worried about it and Marowak's Poltergeist, you can try Earthquake instead.

Hatterene

Hatterene is the best Suicide lead Trick Room setter hands down due to Magic Bounce and Healing Wish, so you should use it as one.

Hatterene (F) @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Healing Wish / Misty Explosion
- Psyshock
- Mystical Fire

Focus Sash guarantees you'll set up Trick Room. Healing Wish is good for storing a potentially game saving heal later, but if you don't want that for some reason just go boom with Misty Explosion. Mystical Fire is good for catching something like Ferrothorn off guard, and Psyshock is STAB. You can use 80 Def EVs so you always live Surging Strikes from Urshifu to set up Trick Room if you want.


Pokepaste

Reading this through I realized that I kinda replaced your entire team, you absolutely do not have to make all of these changes or even any of them, just do what works best for you.
I would change Earthquake to Bonemerang on Marowak-Alola to break sashes, it is simply better on this mon
 
I'm not the best player, but I use trick room a lot so I have a couple of suggestions. One thing I noticed from just glancing at your team is that there are too many setters. Yes you want to keep Trick Room up but if you run it on every one of you Pokemon you get less offensive pressure. Setup moves are also not great most of the time since you don't want to waste turns of Trick Room.

Stakataka -> Melmetal

Melmetal is a really good Pokemon on Trick Room teams and near mandatory for any of them. I recommend something along the lines of this:

:ss/melmetal:
Melmetal @ Life Orb
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Double Iron Bash
- Thunder Punch
- Earthquake
- Superpower

Pretty simple, Double Iron Bash what you click 90% of the time, but if there's a Corviknight use Thunder Punch, or if there's a steel in your face go Superpower or Earthquake if that will take them out. You can run Choice Band if you really really want to but Life Orb is generally more useful.

Claydol -> Cressalia

Cresselia is another mon that's kinda mandatory for Trick Room, but instead of offense it's used for defensive utility. Lunar Dance is fantastic and can get one of your sweepers back in the game whilst providing momentum. It's also a nice ground immunity. Something like this will work:

:ss/cresselia:
Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Lunar Dance
- Moonlight
- Ice Beam
- Trick Room

I already talked about Lunar Dance, Moonlight is recovery, Ice Beam for chipping Lando and Garchomp, and Trick Room needs no explanation. You can run Psyshock or Moonblast over Ice Beam but I find Ice Beam better most of the time. You can use a Physical Defensive spread if don't switch Slowking to Slowbro or Porygon2 but I don't recommend it.

Slowking -> Porgyon2

Porygon2 is a super bulky Trick Room setter that also gets Teleport, and since Cresselia fills the role of specially defensive setter you should switch to phys defense Porygon2.

:ss/Porygon2:
Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Toxic
- Teleport

Once again, Ice Beam is pretty useful but you can use something like Thunderbolt or Tri Attack instead. Toxic is good for crippling defensive Pokemon and stopping set up sweepers but if they aren't a problem you can use Recover instead. Teleport is great for pivoting, and Trick Room again needs no explanation.

Whimsicott -> Alolan Marowak
no i will not say marowak-alola

:ss/marowak-alola:
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Shadow Bone
- Flare Blitz
- Poltergeist
- Earthquake

I get that Alolan Marowak and Whimsicott serve completely different roles, but Whimsicott lack the bulk to be a Trick Room setter and Marowak is insane under Trick Room, letting it rip teams apart really easily. Thick Club is essentially a free Swords Dance, and Flare Blitz with Poltergeist are dual STAB. Earthquake is good coverage and you can run Bonemerang instead to break Subs and sashes, but it's inaccurate. Shadow Bone is alternate Ghost stab if they don't have an item somehow/you don't want to risk the miss with Poltergeist. You can use Swords Dance here instead if you'd like, but as I said before you don't want to waste turns of Trick Room.

PorygonZ -> Conkeldurr

PorygonZ is interesting, but you would rather use something that didn't need to use Iron Ball to function. Since you seemed worried about Dark types, Conkedurr can do the job.

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Drain Punch / Close Combat
- Facade
- Knock Off / Earthquake
- Mach Punch

Flame Orb+Guts is like Choice Band but you can switch moves, which is pretty good. Drain Punch is if your feeling good with your damage output, otherwise go Close Combat. Facade is good nuetral coverage, and Mach Punch is useful for out-of-trick-room priority. Knock Off is your best bet for dealing with Ghosts, but if you're really worried about it and Marowak's Poltergeist, you can try Earthquake instead.

Hatterene

Hatterene is the best Suicide lead Trick Room setter hands down due to Magic Bounce and Healing Wish, so you should use it as one.

Hatterene (F) @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Healing Wish / Misty Explosion
- Psyshock
- Mystical Fire

Focus Sash guarantees you'll set up Trick Room. Healing Wish is good for storing a potentially game saving heal later, but if you don't want that for some reason just go boom with Misty Explosion. Mystical Fire is good for catching something like Ferrothorn off guard, and Psyshock is STAB. You can use 80 Def EVs so you always live Surging Strikes from Urshifu to set up Trick Room if you want.


Pokepaste

Reading this through I realized that I kinda replaced your entire team, you absolutely do not have to make all of these changes or even any of them, just do what works best for you.
I played around with it a little and did this :

Slowking -> Slowbro

Slowbro (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Scald
- Psyshock
- Slack Off

Switched Slowking to Slowbro as Cresselia is now my special wall.

Hatterene

Hatterene (F) @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 80 Def / 176 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Healing Wish
- Psyshock
- Mystical Fire

Now using Hatterene as my lead to get a trick room.

Stakataka

Stakataka @ Focus Sash
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 14 Def / 0 Spe
- Trick Room
- Gyro Ball
- Heat Crash
- Earthquake

I tried switching Stakataka to Melmetal and I just found myself not doing enough damage. It may be just personal preference, but I sort of feel Stakataka is essential to this team and wins be most, if not all, battles.

Porygon Z -> Conkeldurr

Conkeldurr (M) @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Drain Punch
- Facade
- Knock Off
- Fire Punch

Porygon Z was honesty just a niece pokemon because I was having trouble with water types. Conkeldurr does seem much better and now I have water coverage with Melmetal. I use fire punch on him because I found myself struggling a little with Corviknight, especially after and iron defense or a bulk up.

Claydol -> Cresselia

Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Lunar Dance
- Moonlight
- Ice Beam
- Trick Room

I mostly use this pokemon to lunar dance or get off a trick room, but it is still very useful nonetheless. I can't deny that lunar dance has won me a few battles.

Whimsicott -> Melmetal

Melmetal @ Life Orb
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Double Iron Bash
- Thunder Punch
- Earthquake
- Superpower

Ah yes, Melmetal. This pokemon is basically a second to Stakataka. Almost all of Stakataka's problems are solved with Melmetal on the team. I must say, all of the battles I didn't win because of Stakataka, Melmetal was the one that pulled me through.
 
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