Hey I'm fairly new to competitive battling for pokemon, so the first few teams that I have tried out haven't had too much success, as I find it hard to stop several pokemon from setting up regardless of which team I use. With speed becoming one of the most important stats this Gen, I thought a trick room team would give most players problems as so many pokemon abuse their speed. My team started off ok, and I've made little tweaks here and there until I finally had a team with good success. Several pokemon can still be problematic (such as Shandera and TO Gliscor), so I was hoping to get some help or suggestions to improve my team. So without further ado...
THE TEAM (No pictures right now... I'll work on that)
-Tabunne@Leftovers; Ability: Regeneration
252 HP, 252 Def, 4 SpD; Relaxed Nature(+Def, -Spe)
-Trick Room
-Encore
-Wish
-Light Screen
I stumbled upon this guy looking for Trick Room users and with good HP/Defenses, Tabunne is one of my most reliable pokemon, as he will set up trick room more than any of my other pokemon usually. Trick Room and Encore is a great way to stop pokemon who want to try and set up on me, and Wish passes over 200 health. All of his attacks suck though (especially with his stats) so I settled on Light Screen being the most useful move to put in the last slot. Taunt obviously screws him up, but I just switch out if I know it's coming. Plus every switch nets Tabunne HP back, so he can come back into the fray many times.
-Shubarugo@Life Orb; Ability: Swarm
252 HP, 252 Atk, 4 SpD; Brave Nature (+Atk, -Spe)
-Megahorn
-Iron Head
-Swords Dance
-Pursuit
With a great typing and nice defenses to go with his base 135 Att, this guy is a freaking beast. His movepool isn't the greatest though, so I just went with his best 2 STABs. Pursuit is a nice move as he can force switches on the Psychic and Ghost types who want to run away. His attacking types are resisted by any steel type so I usually try to get those out of the way so he can just rip holes in the team with his attacks. Heatran switches into this set all day but I have several pokemon that can take him out.
-Burungeru@Leftovers; Ability: Water absorb
232 HP, 24 Def, 252 SpD; Bold Nature (+Def, -Atk)
-Will-o-Wisp
-Surf
-Recover
-Trick Room
This guy isn't the most useful on my team, but with the only 2 immunities my team has and the ability to set up trick room he still contributes every game. This guy is unfortunately my best Gliscor counter, but with him getting poison heal (which is stupid) I can't WoW him like I want to. Still he can cripple many attackers, and sadly that burn damage is the only passive damage that my team racks up. Still he has good synergy with a lot of my team and sets up TR for me, so he's pretty cool I guess.
-Kurimugan@Life Orb; Ability: Moldbreaker
176 HP, 252 Atk, 80 Def; Brave Nature (+Atk, -Spe)
-Outrage
-Superpower
-Earthquake
-Sucker Punch
Well this is the slowest dragon out there, so he fits well onto my team as I don't have to waste an item on an Iron Ball. Plus he gets access to Sucker Punch, which is good whenever TR goes down. I haven't tried running a Choice Band set yet, since he has such good coverage that my prediction doesn't have to be that great. Any EVs I have on my pokemon that isn't 252/252 is just me picking a random number out of a small area to increase whatever I want, so if there are specific ones that would be more useful, that would be good to know.
-Rankurusu@Colbur Berry; Ability: Regeneration
160 HP, 200 SpA, 148 SpD; Sassy Nature (+SpA, -Spe)
-Trick Room
-Psychic
-Focus Blast
-HP Fire
Well here's my 3rd and last trick room user. This guy doesn't usually do too much for me, but he's very useful sometimes. HP Fire is because Nattorei is ridiculously annoying if I dont have it. Colbur berry is there since trappers like Scizor I and TTar like to come in and pursuit, which is bad if TR is down. I used to run magic guard and leftovers, but changed it once I switched to a berry so he can get some health back. I had pyscho shock, but switched to psychic for a little extra power. I might switch back though.
-Roobushin@Flame Orb; Ability: Guts (Obviously)
200 HP, 248 Atk, 52 SpD; Sassy Nature (+SpD, -Spe)
-Bulk up
-Drain Punch
-Mach Punch
-Stone Edge
Well this guy is my 3rd main TR attacker, and he is a beast if he can set up a bulk up. I got tired of him taking special attacks like a little girl, so I decided to buff him up there for a little bit. He is deadly if Tabunne gets Light Screen and TR up. Moves are pretty standard, I'm obviously not going to be using payback on a TR team.
So there you go, this is my TR team and it has worked quite well for me recently. Main problems with this set is lack of certain move types (Ice, Grass), no entry hazards (although I'm usually spending my turns doing damage in trick room), lack of immunities (ground mainly), and it gets painful if my opponent sets up too many hazards. I've thought about using Nattorei to get some spikes and stuff up, but I don't really want to take out a TR user or one of my attackers. Well anyway thanks for reading, sorry for the lack of pictures. Any Pokemon or move change suggestions are appreciated.
THE TEAM (No pictures right now... I'll work on that)
-Tabunne@Leftovers; Ability: Regeneration
252 HP, 252 Def, 4 SpD; Relaxed Nature(+Def, -Spe)
-Trick Room
-Encore
-Wish
-Light Screen
I stumbled upon this guy looking for Trick Room users and with good HP/Defenses, Tabunne is one of my most reliable pokemon, as he will set up trick room more than any of my other pokemon usually. Trick Room and Encore is a great way to stop pokemon who want to try and set up on me, and Wish passes over 200 health. All of his attacks suck though (especially with his stats) so I settled on Light Screen being the most useful move to put in the last slot. Taunt obviously screws him up, but I just switch out if I know it's coming. Plus every switch nets Tabunne HP back, so he can come back into the fray many times.
-Shubarugo@Life Orb; Ability: Swarm
252 HP, 252 Atk, 4 SpD; Brave Nature (+Atk, -Spe)
-Megahorn
-Iron Head
-Swords Dance
-Pursuit
With a great typing and nice defenses to go with his base 135 Att, this guy is a freaking beast. His movepool isn't the greatest though, so I just went with his best 2 STABs. Pursuit is a nice move as he can force switches on the Psychic and Ghost types who want to run away. His attacking types are resisted by any steel type so I usually try to get those out of the way so he can just rip holes in the team with his attacks. Heatran switches into this set all day but I have several pokemon that can take him out.
-Burungeru@Leftovers; Ability: Water absorb
232 HP, 24 Def, 252 SpD; Bold Nature (+Def, -Atk)
-Will-o-Wisp
-Surf
-Recover
-Trick Room
This guy isn't the most useful on my team, but with the only 2 immunities my team has and the ability to set up trick room he still contributes every game. This guy is unfortunately my best Gliscor counter, but with him getting poison heal (which is stupid) I can't WoW him like I want to. Still he can cripple many attackers, and sadly that burn damage is the only passive damage that my team racks up. Still he has good synergy with a lot of my team and sets up TR for me, so he's pretty cool I guess.
-Kurimugan@Life Orb; Ability: Moldbreaker
176 HP, 252 Atk, 80 Def; Brave Nature (+Atk, -Spe)
-Outrage
-Superpower
-Earthquake
-Sucker Punch
Well this is the slowest dragon out there, so he fits well onto my team as I don't have to waste an item on an Iron Ball. Plus he gets access to Sucker Punch, which is good whenever TR goes down. I haven't tried running a Choice Band set yet, since he has such good coverage that my prediction doesn't have to be that great. Any EVs I have on my pokemon that isn't 252/252 is just me picking a random number out of a small area to increase whatever I want, so if there are specific ones that would be more useful, that would be good to know.
-Rankurusu@Colbur Berry; Ability: Regeneration
160 HP, 200 SpA, 148 SpD; Sassy Nature (+SpA, -Spe)
-Trick Room
-Psychic
-Focus Blast
-HP Fire
Well here's my 3rd and last trick room user. This guy doesn't usually do too much for me, but he's very useful sometimes. HP Fire is because Nattorei is ridiculously annoying if I dont have it. Colbur berry is there since trappers like Scizor I and TTar like to come in and pursuit, which is bad if TR is down. I used to run magic guard and leftovers, but changed it once I switched to a berry so he can get some health back. I had pyscho shock, but switched to psychic for a little extra power. I might switch back though.
-Roobushin@Flame Orb; Ability: Guts (Obviously)
200 HP, 248 Atk, 52 SpD; Sassy Nature (+SpD, -Spe)
-Bulk up
-Drain Punch
-Mach Punch
-Stone Edge
Well this guy is my 3rd main TR attacker, and he is a beast if he can set up a bulk up. I got tired of him taking special attacks like a little girl, so I decided to buff him up there for a little bit. He is deadly if Tabunne gets Light Screen and TR up. Moves are pretty standard, I'm obviously not going to be using payback on a TR team.
So there you go, this is my TR team and it has worked quite well for me recently. Main problems with this set is lack of certain move types (Ice, Grass), no entry hazards (although I'm usually spending my turns doing damage in trick room), lack of immunities (ground mainly), and it gets painful if my opponent sets up too many hazards. I've thought about using Nattorei to get some spikes and stuff up, but I don't really want to take out a TR user or one of my attackers. Well anyway thanks for reading, sorry for the lack of pictures. Any Pokemon or move change suggestions are appreciated.