National Dex Wide Putin Meme Trick Room Team


This is my best trick room team on showdown yet... at least I think it is :}
https://pokepast.es/ac661365c46b0e42
The team is based around two heavy hitters with massive offensive power, bulk to spare, and a speed stat low enough to exploit with trick room!

Hatterene
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This mon is a fantastic lead for any trick room team, but especially this one. Sash help to guarantee trick room is set. Healing wish is always fantastic to get off as it helps to restore the bulky bois later in the match. Mystical fire is a counter to Scizor and Kartana early in the match if they get sent out as a lead for whatever reason. Misty explosion is a great way to deal with Hydreigon leads, or really any dark, dragon, or fighting type that isn't insanely bulky, at the cost of yourself of course.

Copperajah
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An underrated mon due to its speed tier in regular OU, but on a trick room team this guy's coverage ability and power is fantastic. The ability Heavy Metal doubles the weight of a mon making moves like Heat Crash and Heavy Slam maximize their potential power. Earthquake is a absolute must have on almost ANY team regardless of the setup because I mean it's Earthquake... duh. Power Whip is a move for more coverage against Quagsire and Gastrodon stall, as well as an answer to Swampert-Mega, all of which are biggg counters to this team.

Mimikyu
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Mimikyu is probably the best late game trick room setter in the game thanks to its ability. I have clutched so many games simply by letting this guy get a guaranteed trick room off and letting this thing get a hit off and then dying, and switching into a whittled down offensive mon that gets healed up fully by Healing Wish from Hatterene. Wooden Hammer is here for that coverage against Water/Ground types this team struggles against mostly because absolutely no one remembers/knows this mon gets Wood Hammer allowing to pretty much always work. Play Rough and Shadow Claw for STAB chip really.

Melmetal
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An absolute beast in any format simply because it refuses to die and only accepts the enemies obliteration. Trick Room simply allows this to do it a little faster. This thing walks like Wide Putin so I thought hey why not base this entire post on that. Double Iron Bash destroys everything in it's path so do not use it with caution. Superpower, Ice Punch, and Thunder Punch are here for the best of coverage. I chose Electrium Z to get rid of those pesky Flying types like Corv and Skarmory, as well as deal with a water type rain abusers.

Porygon2
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This mon is just here to be my bulky pivot and trick room setter during the match. Teleport helps to prevent the switch in from getting damaged. I opted for Tri Attack for STAB damage and Ice Beam for a little more coverage, especially against Garchomp and Lando-T which for some reason in my experience never see it coming and end up getting OHKOd.

Mega Camerupt
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An absolute monster which has absolutely no excuse to not as underused as much as it is. Sheer Force on something with as much offensive power is simply a match made in heaven. Earth Power and Flamethrower are able to OHKO a surprising amount of things you normally see and 2HKO almost everything else. Hidden Power Electric is something few people expect and help get to get rid of those pesky Pelippers and other flying/water types people have saved. I opted for Flash Cannon for the final move because it gets a boost from Sheer Force as well as decent coverage on fairy types.

Threats:

Rain Teams is either super easy to deal with or you get your butt kicked depending on how you use the team.

Stall is something I've struggled with using this team but I have encountered it so rarely it doesn't apply as much.

Sun Teams are rare but can be a threat if you are not careful.
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Please give me some feedback on how I can use better this team!

 
Hi! Trick Room is a very niche but fun playstyle in Natdex OU, and while you’re team has the general makings of it, there are some issues, and ill get into it~

Big Changes:
:mimikyu: -> :marowak-alola:
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 Spe
- Swords Dance
- Poltergeist
- Flare Blitz
- Bonemerang / Earthquake

:marowak-alola: is a mainstay on trick room, being the bane of a lot of faster teams due to its sheer power, especially compared to Mimikyu, which can easily be pivoted around / checked short term compared to Marowak-A which teams struggle to play around.

+1 252+ Atk Thick Club Marowak-Alola Flare Blitz vs. 252 HP / 240+ Def Landorus-Therian: 363-427 (95 - 111.7%) -- guaranteed OHKO after Stealth Rock

+1 252+ Atk Life Orb Mimikyu Play Rough vs. 252 HP / 240+ Def Landorus-Therian: 191-226 (50 - 59.1%) -- guaranteed 2HKO after Stealth Rock

(Defensive Lando-T, a mainstay on offense, obliterated, compared to Mimikyu, which can easily be played around, especially on bulkier teams, where Mimi struggles to do anything at all)

:Copperajah: -> :tapu-bulu: (if you intend to keep Porygon) or :crawdaunt: (if you decide to go Cress)

Tapu Bulu @ Life Orb / Meadow Plate / Any Z Move
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Horn Leech / Wood Hammer
- Stone Edge
- Close Combat

or

Crawdaunt @ Life Orb / Waterium Z / Splash Plate
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Knock Off
- Crabhammer
- Aqua Jet

Sadly, the elephant is just not viable, and its lack of defensive utility + the fact that it further compounds the Ground-type weakness Trick Room teams suffer from make it a worse Melmetal. Tapu Bulu solves the ground weakness and provides a terrifying breaker under TR. If you go :cresselia: -> :porygon2: Daunt can be another option, as cress helps alleviate the ground weakness, so bulu isnt needed as much, and daunt basically provides free kills every time room goes up.

Minor Changes:

Electrium Z -> Life Orb on :melmetal:, personal preference but i feel Melm appreciates the orb support much more as a boost to its other moves, rather than just electrium.

:camerupt-mega: -> :mawile-mega: Gives you a Melmetal 2.0 basically, and under TR doesnt have any checks, compared Mega Camel, but camel works as well, just preference tbh, but if you do stick to camel, i would change the moves to:

Camerupt-Mega @ Cameruptite
Ability: Sheer Force
Shiny: Yes
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Earth Power
- Fire Blast
- Hidden Power [Grass] / Natures Power (If With Bulu) / Hidden Power Electric
- Stealth Rock

HP Electric is much less needed with Bulu, and with daunt / melm / cress generally your rain MU is safe, so Pelli isnt that big of an issue tbh, and rocks last is really solid bc it helps get a lot of the needed chip for stuff like alolawak and melm to break well, as well as fcannon not being needed.

:porygon2: -> :cresselia:

Cresselia (F) @ Colbur Berry / Mental Herb / Rocky Helmet
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Sassy Nature
IVs: 0 Atk
- Trick Room
- Lunar Dance
- Ice Beam
- Magic Coat / Moonlight

This is preference, but Cress gives a better ground check (also means that you arent reliant on bulu), as well as gives another one of your breakers an extra life in Lunar Dance. Moonlight gives it longevity while MCoat stops hazards from being setup on it.


:camerupt-mega: :cresselia: :melmetal: :marowak-alola: :crawdaunt: :hatterene:

hope u like the team friend^^
 
Hi! Trick Room is a very niche but fun playstyle in Natdex OU, and while you’re team has the general makings of it, there are some issues, and ill get into it~

Big Changes:
:mimikyu: -> :marowak-alola:
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 Spe
- Swords Dance
- Poltergeist
- Flare Blitz
- Bonemerang / Earthquake

:marowak-alola: is a mainstay on trick room, being the bane of a lot of faster teams due to its sheer power, especially compared to Mimikyu, which can easily be pivoted around / checked short term compared to Marowak-A which teams struggle to play around.

+1 252+ Atk Thick Club Marowak-Alola Flare Blitz vs. 252 HP / 240+ Def Landorus-Therian: 363-427 (95 - 111.7%) -- guaranteed OHKO after Stealth Rock

+1 252+ Atk Life Orb Mimikyu Play Rough vs. 252 HP / 240+ Def Landorus-Therian: 191-226 (50 - 59.1%) -- guaranteed 2HKO after Stealth Rock

(Defensive Lando-T, a mainstay on offense, obliterated, compared to Mimikyu, which can easily be played around, especially on bulkier teams, where Mimi struggles to do anything at all)

:Copperajah: -> :tapu-bulu: (if you intend to keep Porygon) or :crawdaunt: (if you decide to go Cress)

Tapu Bulu @ Life Orb / Meadow Plate / Any Z Move
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Horn Leech / Wood Hammer
- Stone Edge
- Close Combat

or

Crawdaunt @ Life Orb / Waterium Z / Splash Plate
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Knock Off
- Crabhammer
- Aqua Jet

Sadly, the elephant is just not viable, and its lack of defensive utility + the fact that it further compounds the Ground-type weakness Trick Room teams suffer from make it a worse Melmetal. Tapu Bulu solves the ground weakness and provides a terrifying breaker under TR. If you go :cresselia: -> :porygon2: Daunt can be another option, as cress helps alleviate the ground weakness, so bulu isnt needed as much, and daunt basically provides free kills every time room goes up.

Minor Changes:

Electrium Z -> Life Orb on :melmetal:, personal preference but i feel Melm appreciates the orb support much more as a boost to its other moves, rather than just electrium.

:camerupt-mega: -> :mawile-mega: Gives you a Melmetal 2.0 basically, and under TR doesnt have any checks, compared Mega Camel, but camel works as well, just preference tbh, but if you do stick to camel, i would change the moves to:

Camerupt-Mega @ Cameruptite
Ability: Sheer Force
Shiny: Yes
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Earth Power
- Fire Blast
- Hidden Power [Grass] / Natures Power (If With Bulu) / Hidden Power Electric
- Stealth Rock

HP Electric is much less needed with Bulu, and with daunt / melm / cress generally your rain MU is safe, so Pelli isnt that big of an issue tbh, and rocks last is really solid bc it helps get a lot of the needed chip for stuff like alolawak and melm to break well, as well as fcannon not being needed.

:porygon2: -> :cresselia:

Cresselia (F) @ Colbur Berry / Mental Herb / Rocky Helmet
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Sassy Nature
IVs: 0 Atk
- Trick Room
- Lunar Dance
- Ice Beam
- Magic Coat / Moonlight

This is preference, but Cress gives a better ground check (also means that you arent reliant on bulu), as well as gives another one of your breakers an extra life in Lunar Dance. Moonlight gives it longevity while MCoat stops hazards from being setup on it.


:camerupt-mega: :cresselia: :melmetal: :marowak-alola: :crawdaunt: :hatterene:

hope u like the team friend^^
Thanks for the tips!
 
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