Results 1 to 2 of 2

Thread: Trick Room RMT

  1. #1
    Join Date
    Dec 2011
    Location
    Kanto/Johto
    Posts
    602

    Default Trick Room RMT

    Cresselia@Sitrus Berry
    - Trick Room
    - Light Screen
    - Psychic
    - Protect
    This is a nice special wall for my team and gives me enough time to set up trick room.

    Hariyama@Toxic Orb
    - Close Combat
    - Stone Edge
    - Fake Out
    - Bullet Punch
    Hariyama's gut ability is basically like his own life orb. His attack sharply increases when it is under a status problem so I gave him toxic orb. He is a very great abuser.

    Heatran@Air Balloon
    - Heat Wave
    - Earth Power
    - Protect
    - Substitute
    Heatran was mainly put in for his coverage over the team. He can take out the bug types that seem to kill a good 50% of the team and well while surprising for trick room, has worked very well. He boasts an amazing Sp.Attack stat, and is very useful under the effects of trick room.

    Reuniclus@Twisted Spoon
    - Trick Room
    - Psychic
    - Focus Blast
    - Shadow Ball
    This is another trick room setter. He is my back up setter if Cresselia is either in trouble or is not available. Which leads me to my safety nets.

    Hydreigon@Life Orb
    - Draco Meteor
    - Fire Blast
    - Super Power
    - Dark Pulse
    You are probably saying "what?" a Hydreigon for a TRICK room team. Well I understand but when most of the team is either down or simply just cannot use trick room, this guy really helps out as a mixed sweeper. Like Reuniclus, he boasts an amazing Sp. Attack and a decent Physical Attack stat. He is considered part of my safety net.

    Golduck@Focus Sash
    - Scald
    - Ice Beam
    - Hidden Power
    - Protect
    What is a Golduck doing here with great speed and decent stats? He is another safety net for the team. Most importantly, his cloud nine ability which eliminates all effects of weather. Weather teams will have a hard time slowing my trick room team down without their weather effects.

    Overall I have 3 abusers, 2 trick setters (Reuniclus is also an abuser due to his Sp. attack.), and 2 safety nets.
    Last edited by ((JAWS)); 4th December 2013 at 4:32 AM.
    All credit for this banner goes to Red's Mount Silver Art Shop at Bulbagarden

  2. #2
    Join Date
    Nov 2013
    Posts
    25

    Default

    Hello my fellow trick room user! (lol)
    So I've been working on trick room teams for a long time, and more than any other team I've made, it's all about experimenting.
    Here are a few things I noticed when looking at your setup.
    -When running a trick room team, you need everything to happen ASAP because outside of trick room your team won't last long. I'd recommend kicking out golduck, as switching into him then switching out wastes 2 of your precious 4 turns. I'd keep at least 3 trick room users in a singles TR team.
    -Replace Hariyama @ Toxic Orb with Conkeldurr @ Burn Orb. Don't worry, the burn will not lower your attack stat if you have Guts. I run Conkeldurr @ Burn Orb in my singles team with the moveset of Earthquake, Stone Edge, Facade (70 base, power doubles if inflicted with status condition... OHKO's everything that doesn't resist it), and Mach Punch for when trick room isn't up.
    -A pretty big change, but I'd recommend just running a doubles team. TR singles teams will work in random matchup against people who don't know what they're doing, but no farther than that. Doubles gives TR teams much more freedom. TR is so limited with only 5 turns, 4 excluding the turn you set it up on, meaning it works more than twice as well in doubles. I'll post my TR Doubles team and TR Doubles Sand team below.

    My TR Doubles team:
    Garchomp (M) @ Weakness Policy
    Ability: Rough Skin
    EVs: 252 HP / 252 Atk / 4 Def
    Brave Nature
    IVs: 0 Spd
    - Earthquake
    - Outrage
    - Swords Dance
    - Rock Slide

    Musharna (F) @ Leftovers
    Ability: Telepathy
    EVs: 252 HP / 4 Def / 252 SAtk
    Quiet Nature
    IVs: 0 Spd
    - Psychic
    - Trick Room
    - Helping Hand
    - Healing Wish

    Conkeldurr (M) @ Flame Orb
    Ability: Guts
    Shiny: Yes
    EVs: 252 HP / 252 Atk / 4 Def
    Brave Nature
    IVs: 0 Spd
    - Earthquake
    - Rock Slide
    - Facade
    - Mach Punch

    Diggersby (M) @ Weakness Policy
    Ability: Huge Power
    EVs: 252 HP / 252 Atk / 4 Def
    Brave Nature
    IVs: 0 Spd
    - Earthquake
    - Rock Slide
    - Swords Dance
    - Quick Attack

    Mawile @ Mawilite
    Ability: Intimidate
    Shiny: Yes
    EVs: 252 HP / 252 Atk / 4 Def
    Brave Nature
    IVs: 0 Spd
    - Swords Dance
    - Sucker Punch
    - Iron Head
    - Play Rough

    Bronzong @ Leftovers
    Ability: Levitate
    Shiny: Yes
    EVs: 4 HP / 252 Def / 252 SDef
    Relaxed Nature
    IVs: 0 Spd
    - Trick Room
    - Light Screen
    - Reflect
    - Psychic

    My TR Doubles Sand Team:

    Garchomp (M) @ Garchompite
    Ability: Rough Skin
    EVs: 252 HP / 252 Atk / 4 Def
    Brave Nature
    IVs: 0 Spd
    - Earthquake
    - Outrage
    - Swords Dance
    - Rock Slide

    Musharna (F) @ Leftovers
    Ability: Telepathy
    EVs: 252 HP / 4 Def / 252 SAtk
    Quiet Nature
    IVs: 0 Spd
    - Psychic
    - Trick Room
    - Helping Hand
    - Healing Wish

    Conkeldurr (M) @ Flame Orb
    Ability: Guts
    Shiny: Yes
    EVs: 252 HP / 252 Atk / 4 Def
    Brave Nature
    IVs: 0 Spd
    - Earthquake
    - Rock Slide
    - Facade
    - Mach Punch

    Diggersby (M) @ Weakness Policy
    Ability: Huge Power
    EVs: 252 HP / 252 Atk / 4 Def
    Brave Nature
    IVs: 0 Spd
    - Earthquake
    - Rock Slide
    - Swords Dance
    - Quick Attack

    Tyranitar @ Weakness Policy
    Ability: Sand Stream
    Shiny: Yes
    EVs: 252 HP / 252 Atk / 4 Def
    Brave Nature
    IVs: 0 Spd
    - Crunch
    - Rock Slide
    - Curse
    - Earthquake

    Bronzong @ Leftovers
    Ability: Levitate
    Shiny: Yes
    EVs: 4 HP / 252 Def / 252 SDef
    Relaxed Nature
    IVs: 0 Spd
    - Trick Room
    - Light Screen
    - Reflect
    - Psychic

    My basic strategy is to send out a sweeper (Garchomp, Conkeldurr, Tyranitar, Diggersby, Mawile) along with a setter (Musharna, Bronzong) to boost/attack with the sweeper first turn and use trick room. Second turn you either use helping hand to boost the sweepers attack or a Light Screen/ Reflect. Now I know what you're thinking, I've only got 2 trick room setters. I feel that it's OK in this team, as most people attack the sweeper straight away (which does live), and the setters are pretty dang bulky. So far these two teams have gotten me to 1800+ rank on Showdown and I'm still tweaking them.

    Lots to read I know lol, good luck with your team, I'd really like to see trick room rise up. I know it's got some potential!

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •