SV OU Twisted Magic Unite - Psychic Terrain Trick Room Offense(Peak #5 2015 ELO) ft. Azumarill, Hoopa-U, Mimikyu

Is Trick Room viable? (in singles)

  • Yes

    Votes: 25 55.6%
  • No

    Votes: 15 33.3%
  • Magic room's better

    Votes: 5 11.1%

  • Total voters
    45
:sv/indeedee: :sv/hatterene: :sv/ursaluna: :sv/azumarill: :sv/Hoopa-unbound: :sv/Mimikyu:
Pokepaste(click sprites)
:indeedee:-:hatterene:-:ursaluna:-:Azumarill:-:Hoopa-Unbound:-:Mimikyu:

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Content
1.Intro
2.Building Process
3.Team Breakdown
4. Usage Tips(vs playstyle and specific pokemon)
5.Threats
6.Possible changes
7.Replays
8.Outro

Introduction:

Psychic Terrain is consider a bad playstyle, relying too much on :focus sash: to be effective. Trick room is also consider suboptimal, as it is easy for your oppoent to stall out your trick room when a setter like :hatterene: is out, forcing you to be constantly sacking with healing wish. However, when the two merged together, something extraordinary happens. The natural bulk of slow trick room abusers allow you to stack psychic type and spam expanding force without relying on :focus sash:. Psychic Terrain gives these slow psychics a powerful 156 BP moves to click and avoid being passive. Shutting down priority is extremely strong, too. Allowing :Hoopa-Unbound: to destory :kingambit: and lets you stay in with your weakened abusers :ursaluna: instead of being forced out be say :Dragonite:. This team matchs up very well into meta offense teams by out-speeding them forever and destroy them with expanding force and facade. This team also farms stall with the two greatest breakers ever, :ursaluna: and :hoopa-unbound: with healing wish support. My record vs stall is probably like 20-3.
So, let me take you on a journey. From wanting to click strong psychic move in 1400s to peaking #5. I present to you...


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Yap Alert
About two months ago, I notice how strong Trick Room :Reuniclus: was on serperiorr's Reuniclus Dark Spam HO. I had the idea of using psychic terrain an expanding to enable slow psychic types to do the same as :Reuniclus: whilst becoming immune to sucker punch.
I built something like this - :reuniclus:-:hatterene: :indeedee:-:iron hands:-:ursaluna:-:slowking:
Which evolved into something like this :Hoopa-unbound:-:hatterene:-:indeedee:-:URSALUNA:-:Enamorus-Therian:-:slowking:
I took a break from this team after this, stacking 4 psychic types just doesn't work and I haven't yet thought of tech like psychic seed :hoopa-unbound: and :azumarill:
I came back two month later.
:INDEEDEE:-:Hatterene:-:Ursaluna:
These three are bascily compulsory, :indeedee: sets terrain, trick room, has a mid-speed encore and offers healing wish. :Hatterene: offers hazards control, abuses psychic terrain, also offers healing wish whilst beating :ting-lu:. :URSALUNA: is an unparalleled abusers and punishes pokemon like :slowking-galar: and give the team a soft counter to :kingambit:

:INDEEDEE:-:Hatterene:-:Ursaluna:-:hoopa-unbound:
I needed another pokemon to abuse psychic terrain and a good spdef wall who could handle :gholdengo: and :darkrai:. Psychic seed :hoopa-unbound: fit very well.

:INDEEDEE:-:Hatterene:-:Ursaluna:-:hoopa-unbound:-:azumarill:
I originally tried :azumarill: because of it typing and hoped it would act as a glue. However, it stayed on the team because it amazing lead matchups into :araquanid:, :samurott-hisui: and :ribombee:. It also functions well outside of TR and Terrain and served as a very strong shock lead.

:INDEEDEE:-:Hatterene:-:Ursaluna:-:hoopa-unbound:-:azumarill:-:mimikyu:
The last slot was rough. I tested various setters like :deoxys-defense:, :slowking:, and even :porygon2: However, Mimikyu's ablity to live any hit and force out an attacker or sweeper is incredible for a team that gets full sweeped by +2 :ogerpon-wellspring:


Team Breakdown

:sv/indeedee: :terrain extender:
Pink Portal (Indeedee) @ Terrain Extender
Ability: Psychic Surge
Shiny: Yes
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk / 24 Spe
- Expanding Force
- Healing Wish
- Encore
- Trick Room

Role: :Indeedee: sets Terrain, sets Trick room, offers Healing wish and gives you a physdef check. Notablely, It lives a hit from :Great Tusk:, Tera :Ogerpon-wellspring: and can even live :meowscarada:.
Moves: Its mid speed encore is also helpful vs bulky setup like calm mind :sinistcha: and iron defense :corviknight:. Healing wish also good for getting of the field.
General Tips: In general you'll have to keep :indeedee: alive to keep terrain up the whole game, and that especially important If your opponent has strong priority user like :dragonite: and :kingambit: There's a few ways bring indeedee in. You can lead :indeedee:, but many player will anti lead with a dark type. You can also bring it in after a sack. That works very well if :indeedee: is full HP and TR are down as you can set TR back up but that position is hard to get. The best ways is probably to switch :indeedee: in. This works especially well vs :gholdengo: because you can go :hoopa-unbound: right after and prog :psychic seed:, however you can also do this versus weak attacker like :Pecharunt: and :gliscor:. Note: don't use :indeedee: like hat on standard TR and healing wish turn 2. Healing wish should be be used if indeedee's use is exhausted or you really need the heal.
Item: Terrain extender is nessesary for additional turns. Max Defense means you don't need sash anyways.
EVs & Nature: Ngl max defense :indeedee: is so underated. It honest hurts to see :indeedee: get OHKOed by :Great tusk: because it has no defense investment. With max defense, :indeedee: can survive stab dark moves and soak up tera water :ogerpon-wellspring:'s ivy cudgel. Having the ability to stay in on strong attacker give you so much flexibility.
24 Spe IVs is to creep kingambit for fast encore
Tera: Fairy defensively. Dark, Grass, Water and Psychic could work too.
Calcs: 252 Atk Protosynthesis Great Tusk Headlong Rush vs. 248 HP / 252+ Def Indeedee: 264-312 (81.7 - 96.5%) -- guaranteed 2HKO
252 Atk Meowscarada Knock Off (97.5 BP) vs. 248 HP / 252+ Def Indeedee: 290-344 (89.7 - 106.5%) -- 43.8% chance to OHKO
252 Atk Sharpness Samurott-Hisui Ceaseless Edge vs. 248 HP / 252+ Def Indeedee: 288-342 (89.1 - 105.8%) -- 37.5% chance to OHKO
252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 248 HP / 252+ Def Indeedee: 256-302 (79.2 - 93.4%) -- guaranteed 2HKO
252 Atk Choice Band Zamazenta Crunch vs. 248 HP / 252+ Def Indeedee: 256-302 (79.2 - 93.4%) -- guaranteed 2HKO
252 Atk Libero Cinderace U-turn vs. 248 HP / 252+ Def Indeedee: 218-258 (67.4 - 79.8%) -- guaranteed 2HKO


:sv/hatterene: :leftovers:
Miss Kiss (Hatterene) @ Leftovers
Ability: Magic Bounce
Shiny: Yes
Tera Type: Grass
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 1 Spe
- Trick Room
- Expanding Force
- Draining Kiss
- Mystical Fire/Healing Wish

Role: :Hatterene: offers hazards control, abuses psychic terrain, and sets Trick room. :Hatterene: is great for chipping down targets like :Corviknight: for :Hoopa-unbound:. :Hatterene: is a good lead option for the team, basically guaranteeing trick room.
Moves:With expanding force, it can burst pass would-be-checks like :slowking-galar:, offensive :gholdengo: and :Garganacl:. Draining kiss is essetial for beating :ting-lu: and healing is nice too, the lost in power doesn't matter because dazzling gleam never OHKOs :raging bolt: and :kyurem: anyways. I've used healing wish for most of my laddering, but I think mystical fire is better for netting the 2KO vs :corviknight:, :skarmory:, bulky :gholdengo:, :tinkaton: and most notably :kingambit:
Item: :Leftovers: helps vs Ting-Lu and is a generally good item.
EV & Nature: Standard Spread. 1 Spe IV for the mirror matchup
Tera: Tera Grass lets :hatterene: be an emergency check vs :Great Tusk:, :Ogerpon-wellspring: and :Raging bolt: I wouldn't recommend changing this.
Calcs: 252+ SpA Hatterene Expanding Force (120 BP) vs. 0 HP / 4 SpD Gholdengo in Psychic Terrain: 156-184 (49.5 - 58.4%) -- 98.8% chance to 2HKO
252+ SpA Hatterene Expanding Force (120 BP) vs. 252 HP / 0 SpD Gholdengo in Psychic Terrain: 156-185 (41.2 - 48.9%) -- guaranteed 3HKO
252+ SpA Hatterene Mystical Fire vs. 252 HP / 0 SpD Gholdengo: 202-238 (53.4 - 62.9%) -- guaranteed 2HKO
252+ SpA Hatterene Expanding Force (120 BP) vs. 248 HP / 8 SpD Corviknight in Psychic Terrain: 165-194 (41.3 - 48.6%) -- guaranteed 3HKO
252+ SpA Hatterene Mystical Fire vs. 248 HP / 8 SpD Corviknight: 212-250 (53.1 - 62.6%) -- guaranteed 2HKO
252+ SpA Hatterene Mystical Fire vs. 0 HP / 0 SpD Kingambit: 214-252 (62.7 - 73.9%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Hatterene Draining Kiss vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 116-140 (22.5 - 27.2%) -- possible 5HKO (27.4 - 33.1% recovered)
0 Atk Ting-Lu Earthquake vs. 248 HP / 8 Def Hatterene: 121-144 (38.1 - 45.4%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 248 HP / 8 Def Hatterene: 256-302 (80.7 - 95.2%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Protosynthesis Great Tusk Headlong Rush vs. 248 HP / 8 Def Hatterene: 265-313 (83.5 - 98.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Tera Ice Kyurem Ice Beam vs. 248 HP / 0 SpD Hatterene: 288-340 (90.8 - 107.2%) -- 43.8% chance to OHKO
252 Atk Zamazenta Heavy Slam (120 BP) vs. 248 HP / 8 Def Hatterene: 256-302 (80.7 - 95.2%) -- guaranteed 2HKO after Leftovers recovery

:sv/ursaluna: :flame orb:
Wild Bear (Ursaluna) (F) @ Flame Orb
Ability: Guts
Shiny: Yes
Tera Type: Normal
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 20 Spe
- Facade
- Headlong Rush
- Supercell Slam
- Ice Punch

Role: :Ursaluna: is the primary breaker. It switchs in on weak pokemon like :zapdos:, :slowking-galar:, and :pecharunt: to wreak havoc. :Ursaluna: can overwhelm :corviknight: for the rest of the team and vice versa. :Ursaluna: pressures opposing :Hatterene:, :slowking-galar: and :kingambit:, pokemon that your :hatterene:, :indeedee: and :hoopa-unbound: struggle with.
Moves:Facade and Headlong rush hits the tier for insanely strong neutral damage. Ice punch nets the OHKO on :Landorus-Therian:, :Gliscor:, Tank :Garchomp: and gives you a roll vs :Dragonite: whilst Supercell Slam hits :Corviknight: and :Skarmory: imo sd :ursaluna: is bad, like you've got something that OHKOs everymon with facade, why are you wasting turns and clicking sd espcially because most of the mons you sd for dies to ice punch anyways.
General tips :Ursaluna's primary weakness on this team it that it can't set Trick room. Therefore, an attacker like :ogerpon-wellspring: can switch in after Trick room ends. Consider switching it out early to avoid that, particately if it is safe. :Ursaluna: can also function outside of TR if its healthy. In these positions, you might want to tera normal to beat :ogerpon-wellspring:. Also, People never predict ice punch and will always switch :landorus-therian: and :gliscor: into this. People will also always click malignant chain with :pecharunt: vs :azumarill:
Item: Flame orb activates guts - Note that if you get knock off and healing wish you won't be burnt
EV/Nature: Standard, 20 Spe to underspeed :Ting-Lu:
Tera: Tera Normal allows :ursaluna: to OHKO :zapdos:, :moltres:, :Great Tusk:, offensively :zamazenta: and more. Also good defensively.
Calcs:252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 248 HP / 248+ Def Moltres: 410-484 (107 - 126.3%) -- guaranteed OHKO
252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 248 HP / 244+ Def Zapdos: 428-504 (111.7 - 131.5%) -- guaranteed OHKO
252+ Atk Guts Tera Normal Ursaluna Ice Punch vs. 0 HP / 4 Def Multiscale Dragonite: 296-350 (91.6 - 108.3%) -- 50% chance to OHKO
252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. +1 0 HP / 0 Def Zamazenta: 314-370 (96.6 - 113.8%) -- 75% chance to OHKO
252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 0 HP / 4 Def Great Tusk: 418-494 (112.6 - 133.1%) -- guaranteed OHKO
252+ Atk Guts Tera Normal Ursaluna Ice Punch vs. 244 HP / 36 Def Gliscor: 456-540 (129.5 - 153.4%) -- guaranteed OHKO
-1 252+ Atk Guts Tera Normal Ursaluna Ice Punch vs. 252 HP / 4 Def Landorus-Therian: 412-488 (107.8 - 127.7%) -- guaranteed OHKO
-2 252+ Atk Guts Tera Normal Ursaluna Ice Punch vs. 8 HP / 0 Def Landorus-Therian: 316-372 (98.4 - 115.8%) -- 81.3% chance to OHKO
252+ Atk Kingambit Kowtow Cleave vs. 252 HP / 4 Def Tera Normal Ursaluna: 151-178 (32.5 - 38.3%) -- guaranteed 3HKO after burn damage
0 SpA Zapdos Hurricane vs. 252 HP / 0 SpD Tera Normal Ursaluna: 172-204 (37 - 43.9%) -- 0.4% chance to 2HKO after burn damage
252+ SpA Protosynthesis Raging Bolt Dragon Pulse vs. 252 HP / 0 SpD Tera Normal Ursaluna: 249-294 (53.6 - 63.3%) -- guaranteed 2HKO after burn damage
You get the point.

:sv/azumarill: :assault vest:
Ball Girl (Azumarill) (F) @ Assault Vest
Ability: Huge Power
Tera Type: Water
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Liquidation
- Play Rough
- Knock Off
- Aqua Jet


Role: Vs offense Azumarill is fanatsic anti-lead and shock lead. It leads well into :araquanid:, :samurott-hisui:, :ribombee:, :glimmora: (sorta), and :ting-lu:. It also beats pokemon like :gholdengo:, :great tusk: and :dragapult:. It even 1v1s :Raging bolt: and :Iron moth:. The only bad matchup is :ogerpon-wellspring: So many offense team just have nothing for :azumarill:.
Vs Balance/ Fat, :Azumarill: will probably be walled. In these matchups, :azumarill: acts as defensively utility. It beats :Tinkaton:, helps :ursaluna: with its knock off; and can clean late-game with TR support. :Azumarill: is meant to be used outside of Trick room is most games.
Moves: Aside from the two stabs moves, aqua jet is huge for picking off weaken or sashed targets. Knock is good for :gholdengo:, :slowking-galar: and knocking helmets. Superpower is also an option for :Kingambit:
Item: Assault vest helps you beat :gholdengo:, :iron moth:, :raging bolt: and various special attackers.
EV/Nature: 8 Spe to creep gambit. With max HP, you live :raging bolt:.
Tera: Tera water give you strong move to beat pokemon like bulky :gholdengo:. It also give you a steel resist for:choice specs: :iron crown: and :kingambit: Grass for :Ogerpon-wellspring: might work too
Calcs: 252+ SpA Protosynthesis Raging Bolt Thunderbolt vs. 248 HP / 0 SpD Assault Vest Azumarill: 354-416 (87.8 - 103.2%) -- 18.8% chance to OHKO
252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 4 Def Raging Bolt: 386-456 (98.7 - 116.6%) -- 87.5% chance to OHKO
132 SpA Iron Moth Sludge Wave vs. 248 HP / 0 SpD Assault Vest Azumarill: 242-288 (60 - 71.4%) -- guaranteed 2HKO
252 SpA Darkrai Sludge Bomb vs. 248 HP / 0 SpD Assault Vest Azumarill: 162-192 (40.1 - 47.6%) -- guaranteed 3HKO
:sv/hoopa-unbound: :psychic seed:
Twisted Magic (Hoopa-Unbound) @ Psychic Seed
Ability: Magician
Tera Type: Psychic
EVs: 248 HP / 160 Def / 100 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Expanding Force
- Hyperspace Fury
- Focus Blast


Role :Hoopa-Unbound: combines offense and defense. With a psychic seed, it counters strong special attackers like :gholdengo:, :darkrai: and :iron moth:. With physdef investment, it can even check pokemon like :Great Tusk: and :Kingambit:. On top of that, It has the strongest expanding force in pokemon. Hoppa unbound is a bulky attacker that can also twist the dimensions.
General tips: You will be a predict correctly with this pokemon, your opponent will try switch between their dark and ghost types until psychic terrain and TR ends. Most people switch :kingambit: out predicting a fighting moves if they have to resources(like a bad mon), However, They won't if they don't have to resources. Expanding Force is unexpected and some players will keep a mon like :raging bolt: in the die. They also wont swicth if they're also dead to a fighting move. They might switch if they're only dead to the psychic move.
Moves: Expanding force is the main attacking move, OHKOing the likes of :Landorus-Therian: and basicly 2KO any non resist. Hyperspace Fury hits :slowking-galar:, :gholdengo: and :iron crown: and was chosen over knock out for its consistent strength even after you steal their item. Focus blast OHKOs Dark types like :Darkrai: that Drain Punch can't kill. I wouldn't recommand changing this set.
Item: psychic seed lets your beat special attackers. It also lets you steal items like :ting-lu:'s :leftovers:
EVs/Natures HP and Defense investment lets :Hoopa-unbound: tank Physical hit and setup Trick room. Min speed to underspeed stuff like : clefable:
Tera: Tera psychic make you way stronger whilst letting you resist fighting vs :zamazenta:. Using a defensive tera just feels like a waste on :hoopa-unbound:
Calcs: 252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 248 HP / 160 Def Hoopa-Unbound: 298-352 (82 - 96.9%) -- guaranteed 2HKO
252 Atk Tera Ice Weavile Triple Axel (120 BP) (3 hits) vs. 248 HP / 160 Def Hoopa-Unbound: 304-360 (83.7 - 99.1%) -- guaranteed 2HKO
252 SpA Gholdengo Make It Rain vs. +1 248 HP / 0 SpD Hoopa-Unbound: 106-126 (29.2 - 34.7%) -- 6.8% chance to 3HKO
100+ SpA Hoopa-Unbound Focus Blast vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 202-238 (39.2 - 46.3%) -- guaranteed 3HKO after Leftovers recovery
0 Atk Ting-Lu Earthquake vs. 248 HP / 160 Def Hoopa-Unbound: 141-166 (38.8 - 45.7%) -- guaranteed 3HKO
252 Atk Protosynthesis Great Tusk Headlong Rush vs. 248 HP / 160 Def Hoopa-Unbound: 309-364 (85.1 - 100.2%) -- 6.3% chance to OHKO

:sv/mimikyu: :red card:
Mimi (Mimikyu)(F) @ Red Card
Ability: Disguise
Shiny: Yes
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 22 Spe
- Trick Room
- Curse
- Destiny Bond
- Play Rough


Role: The glue of the team. :Mimikyu: is able to force out an attacker, reset momentum and setup Trick room. Instead of losing a pokemon to an attacker, you force them out, gained good positioning and can now click TR. It is able to check some attacker even after its disguise is broken. Its natural typing and curse it good into SD :Gliscor: It also acts as a :kingambit: checks with a faster dbond(People click iron head sooo quickly)
General tips: Keep red card in some matchups. If you save this until they have one mon left, you've won. Try not to play around with Dbond on High Ladder because everyone will predicts it and switch out so either double our or curse. However, if you're lower on the ladder most people will fall for dbond. A cool tech it that Trcik room has negative priority and force a Dbond kill, doesn't really work tho higher up cuz everyone's just trying to stall TR.
Moves: Curse to get off the field and beat bulky setup. Dbond mainly to trade with :kingambit: Play rough hit a lot of the tier for super-effective damage
Item: Red card reverses mometum and beats setup
Tera: Water defensively. Grass and Fire could work too. If you're really tired to losing to toxic spike :weezing-galar: use tera poision.
EV/Nature: Max defense lets you tank a hit after losing disguise. 24 Spe IV to outspeed kingambiit but min speed could work too.
Calcs: 252 SpA Choice Specs Iron Crown Tachyon Cutter (1 hit) vs. 252 HP / 0 SpD Mimikyu: 228-268 (72.6 - 85.3%) -- guaranteed 2HKO
252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 252 HP / 252+ Def Mimikyu: 206-244 (65.6 - 77.7%) -- guaranteed 2HKO
252 Atk Protosynthesis Great Tusk Headlong Rush vs. 252 HP / 252+ Def Mimikyu: 213-252 (67.8 - 80.2%) -- guaranteed 2HKO

Usage Tips
Vs archetype

As much as I'd like to say I have a undeatable record vs stall, I don't. However, unless you face tera ghost toxic spikes :weezing-galar: This should be a 99-1 matchup. Vs stall, lead :indeedee: vs :gliscor:, go hard :hatterene:, force in :blissey: and go :ursaluna: safety. After that, you can tera normal and win. If this fails you have :Hoopa-Unbound: who can beat :Blissey:
Vs Fat, You won't need Trick room as much. Wreck havoc with tera :ursaluna: or :hoopa-unbound: and keep as many mons at 100 to check their offense

Priotise Trick room. If your opponent lacks :ogerpon-wellspring:, lead :azumarill: and get as much damage as possible. Try to keep :mimikyu:'s :red card: safe but not too safe so you can dbond stuff. Remember that :indeedee: and :Hatterene: can take strong hit and set TR with them

Hardest Matchup. Luckily Balance is Trash in SV. Play very offensively with :Ursaluna: and :Hoopa-unbound: and try to evade their offense by consistently positioning Trick room. Pivots make this hard tho.





Vs specific pokemon

:Gholdengo: :Darkrai: :Iron moth:: :Hoopa-Unbound: counters, :ursaLuna: checks

:Tinkaton:: Lead :Azumarill:, most players lead this

:Ogerpon: :Ogerpon-Wellspring: :Ogerpon-Cornerstone::Lead :hatterene:, :Mimikyu: or :indeedee:

:Kyurem:::Azumarill: beats DD. Tera ice specs is scary tho

:tING-LU:: Go :hatterene:. If it comes in on :hoopa-unbound: you can focus blast and steal its item

:samurott-hisui:, :araquanid: :ribombee: : lead :azumarill:


In general keep everyone healthy and sent in low hp pokemon vs weak attackers to keep as much hp as possible.

Threats:
:sv/rillaboom: Completely ruins the startegy. If they're banded, you're cooked. Try to lure it with tera normal :ursaluna: or tera psychic :hoopa-unbound:(you need chip)
:meowscarada: is easier but still annoying. Luckily both are UU now.

:sv/iron crown: :choice specs: Specs :Iron crown: with tera steel does massive damage to the entire team the entire team expect for :hoopa-unbound: with :psychic seed: activated(even that does 50). Do not give it a single turn outside of Trick Room. Mimikyu lives non tera and can red card it out. You might also tera azumarill.


:sv/scizor: You needed psychic terrain up every turn vs this. Your opponent will exploits that. Try to win quick before :indeedee: is overwhelmed. :Hatterene: and :Mimikyu: checks this if psychic terrain is up.

:sv/Kyurem: :Choice specs: ie.Random strong choiced attackers. :Kyurem: itself isn't too bad because :hatterene: can live but I've been destoryed by :Choice Band: :Great Tusk:, in these matchup you have one life - :Mimikyu:'s :red card:

Substitute and Protect aren't really threats, but you're have to rely less on TR and terrain in these matchups.

Possible changes:
(Ranked in how good I think the changes are)

:Hatterene: item :Leftovers: tera grass --> item :Life orb: tera stellar
OHKOs Offensive :GHOLDENGO: . Deals 90 to :corviknight:. Other offensive benefits. Dies quicker tho and can't beat :ting-lu:
:Azumarill: Knock off --> Superpower
Beats :Kingambit:
:Hatterene: item :leftovers: --> :Sitrus Berry:
Good vs :ogerpon-wellspring: on lead
:Mimikyu: or :Indeedee: Spe IV --> 0
Functions better in TR
:Hatterene: item --> :Metronome:
Can still beat :ting-lu: 2KOs bulky :gholdengo:,:corviknight: with expanding force. Generally worse tho.
:Ursaluna: Supercell Slam --> Fire punch
Now that this teams public, people might switch ground types in predicting supercell.



Replays:
https://replay.pokemonshowdown.com/gen9ou-2336116247-guph88pyf513vjjyq16qteihmvuh59hpw Hoopa-U destruction
https://replay.pokemonshowdown.com/gen9ou-2335714595-n6q63abehk7sam6vqimia8ig0xnitqwpw?p2 Hoopa-U destruction(Hoopa 4 mon cleanup EPIC endgame)

https://replay.pokemonshowdown.com/gen9ou-2334219679-yssi2c7i3opeoanvv3mbdc4xhaw6c02pw Psychic seed clutch
https://replay.pokemonshowdown.com/gen9ou-2334208569-6bt5w37u7tvdjwhdesw2cm565feftbtpw?p2 Stall destruction
https://replay.pokemonshowdown.com/gen9ou-2333967205-hb655xsa2p1y1evbhokxtxfa3nawh3npw?p2 The team destroys offense
https://replay.pokemonshowdown.com/gen9ou-2333415530-luds4iayses3xmayikty9fo3wmwwkpupw?p2 loss vs crown came down to 50/50
https://replay.pokemonshowdown.com/gen9ou-2332532951-0y5v1pm6txys3ansm1xmkqsumboa2unpw The team destroys offense again

Outro: If you actually made it this far, thanks for reading all of my yap. This rmt took an entire day when I thought it would take 3 hours max lol. Thanks to Pinkacross for talking to me about the team and kinda inspring me to make this. If you haven't noticed this is my first rmt and one of my first posts on smogon forums. Tbh i do want to offer something back to the community that has kept a smile on my face. I do think this team is pretty anti-meta at the moment just cause balance is so underrused. Feel free to give feedback, I've tested a lot of stuff but TR and Psyspam have such niche options that I would never think of. Hope it was worth the read.
 
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lmao i played a similar team months ago but i used revival blessing + trick room rabsca (instead of mimikyu/ the 6th mon) as a second chance to grant a last sweep, its funny how well it went lmao i ithink i peaked 1900's
 
I am not going to lie, I was really excited when I saw a new and unique hyper offensive team released onto the RMT library for the public. The power levels of Ursaluna and Hoopa with unique concept of Expanding Force is so powerful and exciting.

However, make no mistake, the team is very difficult to learn to use correctly. Trick Room only lasts for 5 turns (4 because the turn you use it also counts), and after you switch, you only have 3 turns to make it count. If you made a wrong move, or somehow the move did not do enough damage and the opponent lived with 1-10% health, or predicted wrongly and the enemy sends in a counter/check to waste TR, you wasted a few turns and become behind. And since Trick Room is an active move and -ve Priority, if the opponent has a strong offensive mon in front of you, it is difficult to set up TR. In fact, making any wrong move means you basically lose the game, if you accidentally killed the wrong attacker, etc.

To be upfront, I was trying out this team and dropped from 1600 ELO to 1300 ELO, however it is clearly my skill issue and I believe with good practice this team can become a huge winner. It is very important to read the RMT instructions very carefully and not just copy paste the team blindly. I hope to be able to practice and learn to use this team properly to achieve 2000 ELO like OP did.

EDIT: Ranked back up from 1300 to 1500 after watching and understanding some of OP's replays. Remember to watch and understand the replays!
 
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I for one can attest to to how nightmarish it is to play stall against this :psycry: .

I tried playing this team today and was wondering how do you handle Volt-turn style offense?
 
you beat my ass with this team multiple times. cant say I enjoy playing vs it LMAO. the only time I was able to beat you was with my specs iron crown team
 
I tried playing this team today and was wondering how do you handle Volt-turn style offense?
Can't deny thats a rough mu. You have to play aggressively to set up TR, most of the team can live strong hits so stay in instead of switching. Sounds cliche but play offensively.
lmao i played a similar team months ago but i used revival blessing + trick room rabsca (instead of mimikyu/ the 6th mon) as a second chance to grant a last sweep, its funny how well it went lmao i ithink i peaked 1900's
I've actually tested rabsca and used it as a tusk counter. imo revival blessing as a move isn't even that good. Dropped it cause it does nothing but uses one move.
 
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