Hey everyone. So a little background about me. I first came up with a UU trick room team, reached top 100, then plateaued. After getting bored with that, I moved to RU trick room, where I thought pokes like M-camerupt, Druddigon, Escavalier, etc, would be able to work incredibly well in tandem with trick room. Unfortunately, my trick room setters, Cofagrigus and Xatu, were way too frail in the meta, and as a result I'd rarely be able to get a trick room off without sustaining huge damage to my team.
Still bored with UU at this point and at an impasse for RU, I decided to take the power of Trick Room to NU. Here is what I came up with. I'm looking to improve it, but I have little experience in NU and need all the help I can get.
Core:
Audino @ Audinite
Ability: Regenerator
EVs: 252 HP / 208 Def / 48 SpA
Bold Nature
IVs: 0 Atk / 0 Spe
- Calm Mind
- Dazzling Gleam
- Wish
- Trick Room
Malamar @ Leftovers
Ability: Contrary
EVs: 252 HP / 4 Def / 252 SpD
Impish Nature
- Knock Off
- Superpower
- Destiny Bond
- Trick Room
Here is the trick room setters. One is physically defensive, and can serve as a wish passer or a mono-attacking sweeper under the right circumstances, whereas the other is specially defensive, designed to gimmick opponents with destiny bond, knock off eviolites, or potentially hit the opponent hard with a Contrary superpower.
Tank Attackers:
Aurorus @ Choice Specs
Ability: Refrigerate
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Freeze-Dry
- Earth Power
- Frost Breath
With HP EVs, this pokemon tends to survive most hits without getting OHKOed, bar steel/fighting attacks and some physical STAB super effective attacks. While its normal downfall is that this setup is too slow and threats like Archeops, Speed Rhydon, and Barbarcle would kill it before it could do anything, access to trick room gives this pokemon the chance to hit first, often for an OHKO. Be wary of priority steel/fighting moves!
Hariyama @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Close Combat
- Fake Out
- Facade
- Knock Off
Between Close Combat, Facade, and Knock off, A Guts boosted Hariyama kills just about anything in its path. Fake out is the other move of choice, allowing Hariyama a chance to pick off weakened pokes on the switch in, and give time for flame orb to activate if Hariyama does not OHKO without the guts boost.
Non-Trick Room Dependent Pokes
Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Acrobatics
- Stone Edge
- Earth Power
- Roost
This is my late-game cleaner, who virtually outspeeds the entire meta sans Electrode and scarved pokemon (who struggle against this team anyways). I tried full trick room, but it is hard to keep opposing teams honest if you have a matchup that struggles to send out trick room or your trick room runs out.
Skuntank @ Lum Berry
Ability: Aftermath
EVs: 24 HP / 252 Atk / 148 SpD / 84 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Poison Jab
- Defog
With two pokes that have 2x weakness to stealth rock, as well as no entry hazards of my own, I sought a strong defog user. Against slow and fast pokemon, sucker punch hits hard. Pursuit is for trapping psychic/ghost pokemon. Poison jab is for STAB coverage.
Any thoughts on how I could improve this team? I haven't done enough testing, but looking for potential better fits. No pokemon is untouchable, as long as it keeps the trick room theme! Getting middling results right now, but I can feel the potential, it just needs some tweaks.
Still bored with UU at this point and at an impasse for RU, I decided to take the power of Trick Room to NU. Here is what I came up with. I'm looking to improve it, but I have little experience in NU and need all the help I can get.
Core:
Audino @ Audinite
Ability: Regenerator
EVs: 252 HP / 208 Def / 48 SpA
Bold Nature
IVs: 0 Atk / 0 Spe
- Calm Mind
- Dazzling Gleam
- Wish
- Trick Room
Malamar @ Leftovers
Ability: Contrary
EVs: 252 HP / 4 Def / 252 SpD
Impish Nature
- Knock Off
- Superpower
- Destiny Bond
- Trick Room
Here is the trick room setters. One is physically defensive, and can serve as a wish passer or a mono-attacking sweeper under the right circumstances, whereas the other is specially defensive, designed to gimmick opponents with destiny bond, knock off eviolites, or potentially hit the opponent hard with a Contrary superpower.
Tank Attackers:
Aurorus @ Choice Specs
Ability: Refrigerate
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Freeze-Dry
- Earth Power
- Frost Breath
With HP EVs, this pokemon tends to survive most hits without getting OHKOed, bar steel/fighting attacks and some physical STAB super effective attacks. While its normal downfall is that this setup is too slow and threats like Archeops, Speed Rhydon, and Barbarcle would kill it before it could do anything, access to trick room gives this pokemon the chance to hit first, often for an OHKO. Be wary of priority steel/fighting moves!
Hariyama @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Close Combat
- Fake Out
- Facade
- Knock Off
Between Close Combat, Facade, and Knock off, A Guts boosted Hariyama kills just about anything in its path. Fake out is the other move of choice, allowing Hariyama a chance to pick off weakened pokes on the switch in, and give time for flame orb to activate if Hariyama does not OHKO without the guts boost.
Non-Trick Room Dependent Pokes
Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Acrobatics
- Stone Edge
- Earth Power
- Roost
This is my late-game cleaner, who virtually outspeeds the entire meta sans Electrode and scarved pokemon (who struggle against this team anyways). I tried full trick room, but it is hard to keep opposing teams honest if you have a matchup that struggles to send out trick room or your trick room runs out.
Skuntank @ Lum Berry
Ability: Aftermath
EVs: 24 HP / 252 Atk / 148 SpD / 84 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Poison Jab
- Defog
With two pokes that have 2x weakness to stealth rock, as well as no entry hazards of my own, I sought a strong defog user. Against slow and fast pokemon, sucker punch hits hard. Pursuit is for trapping psychic/ghost pokemon. Poison jab is for STAB coverage.
Any thoughts on how I could improve this team? I haven't done enough testing, but looking for potential better fits. No pokemon is untouchable, as long as it keeps the trick room theme! Getting middling results right now, but I can feel the potential, it just needs some tweaks.