BanSuicuneUU
OR
2 TEAMS?! Yeah, 2 teams, I feel generous... and cause I have real trouble making decisions... anyways. Here is/are the trick room team(s). Trick room have always been an extremely matchup reliant so pulling off the full trick room concept is really difficult so I went 2 setters / 3 slow wallbreakers / 1 cleaner route on this.
In order to favor your odds against most matchups you could need some "innovation" so I went with colbur berry lead bronzong, able to lure out pretty much any dark type if they decide to lead with those, in reality Ive always found normal gem rather lackluster since the idea of explosion is mostly to bring one of your wallbreakers safely. The second room setter is aromatisse which, as you said, having aroma veil guarantee that it will setup trick room. Common set besides thunderbolt and trick room, trick room cause of the team and thunderbolt to diminish potential issues with fletchinder, wish cause while aromatisse is a momentum sucker the wish support can provide some health to the teammates which can be crucial in the long run. Next, the 3 sets of wallbreakers. Mega Camerupt is an easy fit since it benefits from trick room being extremely slow, druddigon works well for this providing solid bulk virtue of its mono dragon typing, solid wallbreaker and priority which I find important in trick room teams, then clawitzer which also take advantage of trick room really well and is another fearsome wallbreaker. Last slot should be a cleaner that function well outside of trick room so jolteon fit the spot since water types could be problematic so this jolteon has hidden power grass to clean effectively against those and weaken the likes of rhyperior and seismitoad early game.
The other variant is pretty similar but is far FAR more offensive "I dont care, LETS GO" version with 4 life orbs!. Mega Audino is the trick room setter on the other variant cause it provide a soft check to fighting types, all around fantastic bulk and you dont even need to mega evolve cause regenerator let you set up trick room constantly through the match. The set of wallbreakers are emboar, rhyperior and clawitzer which share the same structure as the first version with the ground type wallbreaker, priority in sucker punch and clawitzer cause clawitzer and jolteon as the cleaner.
Gonna leave you the 2 variants so you can test both and see what works better for you. Drapion isnt even an issue in the long run, the lures and builds in general can get rid of it fairly easily, aromatisse and mega audino can be beat it 1v1. Play trick room super aggresively, it is one of the most aggresive versions of HO there is, a piece of advice
Hope you enjoy! Any issues, just say so!












Bronzong @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 SpA / 0 Spe
- Stealth Rock
- Gyro Ball
- Trick Room
- Explosion
Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk / 0 Spe
- Moonblast
- Thunderbolt
- Wish
- Trick Room
Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 4 Def / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 30 Def / 0 Spe
- Hidden Power [Ice]
- Substitute
- Earth Power
- Fire Blast
Druddigon @ Life Orb
Ability: Sheer Force
EVs: 248 HP / 252 Atk / 4 Def / 4 SpD
Brave Nature
IVs: 0 SpA / 0 Spe
- Fire Punch
- Outrage
- Gunk Shot
- Sucker Punch
Clawitzer @ Life Orb
Ability: Mega Launcher
EVs: 248 HP / 4 Def / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Aura Sphere
- Scald
- Dark Pulse
- Ice Beam
Jolteon @ Life Orb
Ability: Volt Absorb
EVs: 64 HP / 4 Def / 252 SpA / 188 Spe
Timid Nature
- Volt Switch
- Hidden Power [Grass]
- Signal Beam
- Thunderbolt
OR
Bronzong @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 252 Atk / 4 Def / 4 SpD
Brave Nature
IVs: 0 SpA / 0 Spe
- Stealth Rock
- Gyro Ball
- Trick Room
- Explosion
Audino @ Audinite
Ability: Regenerator
EVs: 248 HP / 4 Def / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Surf
- Dazzling Gleam
- Healing Wish
- Trick Room
Emboar @ Life Orb
Ability: Reckless
EVs: 232 HP / 252 Atk / 12 Def / 12 SpD
Brave Nature
IVs: 0 SpA / 0 Spe
- Flare Blitz
- Wild Charge
- Hammer Arm
- Sucker Punch
Rhyperior @ Life Orb
Ability: Solid Rock
EVs: 232 HP / 252 Atk / 24 SpD
Brave Nature
IVs: 0 SpA / 0 Spe
- Ice Punch
- Megahorn
- Earthquake
- Stone Edge
Clawitzer @ Life Orb
Ability: Mega Launcher
EVs: 248 HP / 4 Def / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Aura Sphere
- Scald
- Dark Pulse
- Ice Beam
Jolteon @ Life Orb
Ability: Volt Absorb
EVs: 64 HP / 4 Def / 252 SpA / 188 Spe
Timid Nature
- Volt Switch
- Hidden Power [Grass]
- Signal Beam
- Thunderbolt
Ability: Levitate
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 SpA / 0 Spe
- Stealth Rock
- Gyro Ball
- Trick Room
- Explosion
Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk / 0 Spe
- Moonblast
- Thunderbolt
- Wish
- Trick Room
Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 4 Def / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 30 Def / 0 Spe
- Hidden Power [Ice]
- Substitute
- Earth Power
- Fire Blast
Druddigon @ Life Orb
Ability: Sheer Force
EVs: 248 HP / 252 Atk / 4 Def / 4 SpD
Brave Nature
IVs: 0 SpA / 0 Spe
- Fire Punch
- Outrage
- Gunk Shot
- Sucker Punch
Clawitzer @ Life Orb
Ability: Mega Launcher
EVs: 248 HP / 4 Def / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Aura Sphere
- Scald
- Dark Pulse
- Ice Beam
Jolteon @ Life Orb
Ability: Volt Absorb
EVs: 64 HP / 4 Def / 252 SpA / 188 Spe
Timid Nature
- Volt Switch
- Hidden Power [Grass]
- Signal Beam
- Thunderbolt
OR
Bronzong @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 252 Atk / 4 Def / 4 SpD
Brave Nature
IVs: 0 SpA / 0 Spe
- Stealth Rock
- Gyro Ball
- Trick Room
- Explosion
Audino @ Audinite
Ability: Regenerator
EVs: 248 HP / 4 Def / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Surf
- Dazzling Gleam
- Healing Wish
- Trick Room
Emboar @ Life Orb
Ability: Reckless
EVs: 232 HP / 252 Atk / 12 Def / 12 SpD
Brave Nature
IVs: 0 SpA / 0 Spe
- Flare Blitz
- Wild Charge
- Hammer Arm
- Sucker Punch
Rhyperior @ Life Orb
Ability: Solid Rock
EVs: 232 HP / 252 Atk / 24 SpD
Brave Nature
IVs: 0 SpA / 0 Spe
- Ice Punch
- Megahorn
- Earthquake
- Stone Edge
Clawitzer @ Life Orb
Ability: Mega Launcher
EVs: 248 HP / 4 Def / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Aura Sphere
- Scald
- Dark Pulse
- Ice Beam
Jolteon @ Life Orb
Ability: Volt Absorb
EVs: 64 HP / 4 Def / 252 SpA / 188 Spe
Timid Nature
- Volt Switch
- Hidden Power [Grass]
- Signal Beam
- Thunderbolt
2 TEAMS?! Yeah, 2 teams, I feel generous... and cause I have real trouble making decisions... anyways. Here is/are the trick room team(s). Trick room have always been an extremely matchup reliant so pulling off the full trick room concept is really difficult so I went 2 setters / 3 slow wallbreakers / 1 cleaner route on this.
In order to favor your odds against most matchups you could need some "innovation" so I went with colbur berry lead bronzong, able to lure out pretty much any dark type if they decide to lead with those, in reality Ive always found normal gem rather lackluster since the idea of explosion is mostly to bring one of your wallbreakers safely. The second room setter is aromatisse which, as you said, having aroma veil guarantee that it will setup trick room. Common set besides thunderbolt and trick room, trick room cause of the team and thunderbolt to diminish potential issues with fletchinder, wish cause while aromatisse is a momentum sucker the wish support can provide some health to the teammates which can be crucial in the long run. Next, the 3 sets of wallbreakers. Mega Camerupt is an easy fit since it benefits from trick room being extremely slow, druddigon works well for this providing solid bulk virtue of its mono dragon typing, solid wallbreaker and priority which I find important in trick room teams, then clawitzer which also take advantage of trick room really well and is another fearsome wallbreaker. Last slot should be a cleaner that function well outside of trick room so jolteon fit the spot since water types could be problematic so this jolteon has hidden power grass to clean effectively against those and weaken the likes of rhyperior and seismitoad early game.
The other variant is pretty similar but is far FAR more offensive "I dont care, LETS GO" version with 4 life orbs!. Mega Audino is the trick room setter on the other variant cause it provide a soft check to fighting types, all around fantastic bulk and you dont even need to mega evolve cause regenerator let you set up trick room constantly through the match. The set of wallbreakers are emboar, rhyperior and clawitzer which share the same structure as the first version with the ground type wallbreaker, priority in sucker punch and clawitzer cause clawitzer and jolteon as the cleaner.
Gonna leave you the 2 variants so you can test both and see what works better for you. Drapion isnt even an issue in the long run, the lures and builds in general can get rid of it fairly easily, aromatisse and mega audino can be beat it 1v1. Play trick room super aggresively, it is one of the most aggresive versions of HO there is, a piece of advice
Hope you enjoy! Any issues, just say so!
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