SV OU The rebirth of TR (peak top 50, reqs)

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So, hello everyone. It has been a while since I last posted here. Years, indeed.

Today, I bring you another TR team, which has worked very well for me.

I love trick room, since it requires you to calculate TR turns in order to turn the tides. And since every metagame is increasingly faster (v.g. all sun and rain teams out there), TR can turn the tables in your favor very easily.

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I believe the best way of using trick room is to guarantee you can be under TR. Sash Hatt + Mimikyu pretty much guarantee that, since hatt cannot be taunted. So I always begin my TR teams with those 2.

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Next I chose 2 abusers, 1 physical and 1 special attacker. Ursaluna is arguably the strongest hitter and hoopa has really high 170 SPA and can set TR.

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Next, I tried many many mons. I tried the new additions Raging Bolt (which has nice priority) and Hydrapple, but the team was very weak to Gambit. Then I tried Iron Hands, but it doesnt hit that hard.

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I know many people play just fine with 3 TR setters, but I like having 4, for extra TR turns.Also, I lacked SR. So I also tried Bronzong (for SR), Exeggutor-A and even Iron Valiant w/ iron ball as a check to Gambit. It didn't work.

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Finally I put Conk as a definite Gambit counter (though I still lost many games v. Gambit teams) and the last member to join the team was Deoxys-D, since it provides the invaluable teleport, as well as hazards support.


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Hatterene @ Focus Sash
Ability: Magic Bounce
Tera Type: Steel
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Draining Kiss
- Mystical Fire
- Trick Room
- Healing Wish/Misty Explosion

Hatt is often my lead, since it can reliably set TR and then click healing wish so that an abuser can enter the field (and so that something can get HP back later in the game). Sash is mandatory for that purpose. Mystical fire hits Gholdengo, Corvi and the rare Scizor, while Draining Kiss is for Samurott-H, Roaring moon and so on. Tera steel stops Scizor, Iron head from Gambit and is all in all a good type change for Hatt (granting you don't get flinched, which I usually get more often than not). Another option is to run SPA investments and use Misty Explosion, for more momentum.

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Deoxys-Defense @ Mental Herb
Ability: Pressure
Tera Type: Fairy
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Stealth Rock
- Teleport
- Spikes/Night shade

Deoxys is my second go to lead. It takes hits for days and is perfect, since it can set SR and can teleport. Deoxys is the mon that makes the team work. It is decently fast (166) to set hazards v. slower teams, teleport allows Ursaluna and Conk to come in with guts activated, which is the secret to this team. Tera-fairy is to stop u-turns and Knock offs (say, v. Weavile), as well as allowing us to counter Volcarona to set TR and teleport. Mental Herb pretty much guarantees the TR, since Deoxys is not getting 1hKOd. I guess there are more optimal EV distributions, but i went full SpDef to take on Drakrai, Kyurem, Raging Bolt w/e. Since I have full Def Hatt, Deoxys makes a nice SpDef pivot at times. If I were to make adjustments it, i'd make it live 2 HLR from Tusk 100%.

252 Atk Great Tusk Headlong Rush vs. 252 HP / 0 Def Deoxys-Defense: 132-156 (43.4 - 51.3%) -- 4.7% chance to 2HKO


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Mimikyu @ Life Orb
Ability: Disguise
Tera Type: Fairy
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Shadow Claw
- Play Rough
- Destiny Bond/Shadow Sneak

You all know Mimikyu, you all know what it does under TR. This mon also checks/counters Dnite, since it can pretty much always set TR thanks to it being immune to E-speed. Life orb helps it hitting a little harder, and makes it easier to make use of Dbond, which can often save the team from getting swept by sub abusers, like CM Primarina or the rare subs Gliscor. it usually comes to a 50/50 though. T-fairy helps v. Gambit (though play rough's acc is actually 30%, I swear).


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Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Normal
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 3 Spe
- Facade
- Headlong Rush
- Fire Punch
- Swords Dance
Ursaluna just destroys everything. +2 literally has no counters.
The moves don't need explanation, just STAB and coverage.
I like to run 108 to outspeed Pex, so that, when TR ends, I can just punch it.
T-normal is to punch things even harder, though Gambit is such a problem I guess one could try T-fight or T-fairy.

Here is a big list of mons that usually get destroyed by Luna.
+2 252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 252 HP / 252+ Def Corviknight: 368-434 (92 - 108.5%) -- guaranteed OHKO after Stealth Rock
+2 252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 252 HP / 252+ Def Skarmory: 300-354 (89.8 - 105.9%) -- guaranteed OHKO after Stealth Rock
+2 252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 248 HP / 0 Def Archaludon: 422-497 (110.1 - 129.7%) -- guaranteed OHKO
+2 252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 252 HP / 252+ Def Unaware Dondozo: 348-410 (69 - 81.3%) -- guaranteed 2HKO
252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 0 HP / 4 Def Great Tusk: 418-494 (112.6 - 133.1%) -- guaranteed OHKO
252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 0 HP / 0 Def Heatran: 252-297 (78 - 91.9%) -- 31.3% chance to OHKO after Stealth Rock
252+ Atk Guts Tera Normal Ursaluna Fire Punch vs. 0 HP / 0 Def Gholdengo: 296-350 (93.9 - 111.1%) -- guaranteed OHKO after Stealth Rock
252+ Atk Guts Tera Normal Ursaluna Headlong Rush vs. 252 HP / 252+ Def Pecharunt: 350-414 (92.1 - 108.9%) -- guaranteed OHKO after Stealth Rock
252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 248 HP / 252+ Def Pelipper: 382-450 (118.2 - 139.3%) -- guaranteed OHKO
252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 252 HP / 4 Def Ting-Lu: 436-514 (84.8 - 100%) -- 43.8% chance to OHKO after Stealth Rock
252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 252 HP / 104 Def Zapdos: 540-636 (140.6 - 165.6%) -- guaranteed OHKO


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Hoopa-Unbound @ Room Service
Ability: Magician
Tera Type: Dark / Fire
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Dark Pulse
- Psychic Noise
- Brick Break
- Trick Room

Hoopa adds so much to the team. It is a TR setter, with great SpDef (v., say, Iron Crown and Moth). Dark pulse hits hard (t-dark hits harder, even though it can't 1hKO Gliscor, for some reason) and has no immunities. Psychic noise is the best move ever, helping the team v. subs Moth, Primarina, Serp and Zamazenta, as well as helping v. stall (destroys Skeledirge, v.g.). And the crème de la crème is Brick Break, which helps the team handle screens much better, while also helping v. Gambit and Blissey.
Another creative thing I'd like to highlight is Room Service. Some people don't even know what that item is for: it activates under TR and gives you -1 speed. The thing is it couples well with Hoopas ability, so that you can steal the opponents item (sometimes it can backfire, but it is rare). This, along with Conks knock off, allows us to beat more bulky (6HDB) teams.
Finally T-dark helps v. Gambit, whereas T-fire helps v. Clef and U-turn in general.


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Conkeldurr @ Flame Orb
Ability: Guts
Tera Type: Fighting
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
IVs: 13 Spe
- Mach Punch
- Knock Off
- Facade
- Close Combat
Conk brings priority to the table, which is much needed v. Meow, Weavile and Roaring Moon. It is also a counter v. Gambit, if such thing even exists. Same thing as Luna, it has 108 speed. Conk also hits rly hard, has good coverage, can hit Ghost types (which would otherwise wall it).

Team overview and Tips

The teams plays itself in this fast offensive meta. Like all TR teams, it struggles v. protect/subs spam. Also, the team has 3 great buts, 3 great things for it to be succesful. Maybe they are flaws, I'm not sure.
1st thing is it is heavily dependent on lead matchup most of the time. Sometimes you won't lead neither Deoxys nor Hatt, but Conk (say, v. Meow), to try to knock off something important. If you can, v.g., knock off Gliscor, you are up to a good battle. V. Scizor, you lead Hatt and Mystic Fire turn 1 100% of the time. When you see Glimmora, you actually lead something else (say, Hoopa) and you switch turn 1 to Hatt on the SR. Then you T-Steel on the mortal spin and mystical fire the opponent until you get low on HP and you TR, so that rocks are only on the opponents side of the field. Also, you actually want 1 layer of tspikes on your side, to activate guts easier, so once Hatt is down you attack Glim physically. V. sun, you often lead Ursaluna against Tork, unless you predict lead Roaring Moon.
2nd thing is that the ladder is full of immunities to STAB moves from the main abusers, so that the team often relies heavily on prediction and you can lose v. random T-ghost mons. Sometimes, it is pretty easy: if you have Luna v. Raging Bolt, just façade and you'll get the kill. Luna v. Valiant, just HLR since it can be T-ghost. But other times (say, v. lando+gholdengo) the 50/50s can get annoying (which is why hazards are your best friend).
3rd, you will lose to late game Gambit more often than not. Gambit can tera fly/fairy/ghost and get the upper hand v. Conk, it can T-fairy and be tera blast, it can SD and win. Gambit can be slower than Mimikyu (making it faster under TR), or faster than Mimikyu, making it hard to dbond. Gambit is way too versityle and is a huge pain. Also, why exactly are we suspecting Kyurem over Gambit?

OTHER THREATS include Primarina (specially subs CM), banded Rillaboom (T-grass woodhammer can 1hko and cripple my whole team), Archaludon (depends on if you get the tera right, if it gets enough def buffs can be tough), Dnite (t-normal can lead to Mimikyu dbond 50/50s) and Zamazenta (you need to get right when the opponent is going to T-steel to know if you facade or HLR).





Enjoy the team!
 

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j0nathan

formerly trainer_j0nathan
I love TR. It's probably my favourite VGC Play style after HO.
It's really cool to see that TR also works in Singles. Congrats on the Peak too!
 
Damn bro. Sick team, but worried about the resurgence this rmt is gonna cause with TR in lower ladder. :psycry: how am I supposed to cheese through games if they just trick room my ass off. But actually, gratz on the peak, and keep making fire teams like this!
 

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