Trick Room Teams In National Dex Ubers

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First, my proudest creation: https://pokepast.es/420c2da95ff25f97
It's a Trick Room Team with an Eternatus in it. I've used it to defeat extremely skilled opponents on the ladder, including consistent ones like 09-10a.

Melmetal can defeat most Primal Groudon sets in Trick Room with one flinch with Double Iron Bash and then a Tectonic Rage. It also defeats Ho-Oh with one flinch and then either a Rock Slide or a Self-Destruct. Self-Destruct can also be used to prevent Melmetal from being setup fodder for Zygarde.

Hatterene is armed with Psychic Noise and Wonder Room. Psychic Noise can be used aggressively against an opposing Glimmora lead, and Wonder Room allows frequent Trick Room Wallers like Necrozma-Dusk-Mane to have an extremely hard time against physical attackers that they'd normally wall, such as Melmetal. Healing Wish lets Hatterene faint while granting a secure restoration of health to another team member.

Primal Groudon is a special attacker in this case that can absolutely tear through Arceus-Formes with ease by spamming a STAB Eruption in the Harsh Sunlight. Earth Power can be used to hit opposing Primal Groudons or steel types when Eruption's base power is too low or if there's a threat of a potential Primal Kyogre switch-in, and Solar Beam can obliterate many water types that try to wall Primal Groudon. Ancient Power is a nice little gimmick that can hit Ho-Oh for at least 55% of its health and force it out while potentially getting that nasty 1.5x to all stats, which has happened before. Stone Edge can easily miss, and with the current EVs, may not even OHKO the Ho-Oh.

Necrozma-Dusk-Mane can often run Earthquake over Photon Geyser to deal with opposing Necrozma-Dusk-Manes or Primal Groudons, or it can run Stone Edge and Earthquake if the teams on the ladder seem really inclined to utilize Ho-Oh defensively. It is set to have max defense because it needs to be able to set up the Trick Room in the face of threats like Zacian-Crowned, and you can use Mind Games to Tera Grass just to get that Trick Room set up for your other sweepers to come and dominate. Swords Dance is crucial to preventing naturally defensive Pokémon from easily walling Necrozma, as once it gets to 2x, it becomes a serious threat.

Calyrex-Ice with Tera Water and Heavy Duty Boots can serve as both a wall and a wall-breaker. Curse allows it to become a literal Tank and Attacker simultaneously, kind of like when Zygarde-C uses Coil, so you can almost see it as a Trick Room version of Zygarde. It can also tank a hit from most Pokémon, even surviving a Life Orb-boosted Dark Pulse from a Yveltal (Although not if it's Terastallized), and can safely set up Trick Room. Often, it will be the Pokémon that receives the Healing Wish due to how flexibly it can be used. Glacial Lance is literally Calyrex-Shadow's Astral Barrage, but only stronger and with less frequent checks. High Horsepower super effectively hits basically everything that resists Glacial Lance, and with a 1.5x Attack Boost from Curse, can overwhelm physically defensive Pokémon like Primal Groudon or Necrozma-Dusk-Mane.

Finally, Eternatus is probably the most sophisticated Pokémon on the team. It serves as the team's primary wall to Yveltal, as it's EV'd in such a way that it outspeeds Yveltal and has enough HP and Physical Bulk to tank Dark Pulse and Oblivion Wing with ease. If necessary, you can Terastallize it to a Dark Typing to survive hits from especially powerful Dark Pulse moves from an opposing Yveltal. Eternatus also helps remove Toxic Spikes that may have been set up by an opposing Glimmora and can safely switch-in to Pokémon like Marshadow to set up Toxic Spikes of its own. (Well, assuming that Marshadow doesn't have a Life Orb or Choice Band-boosted Poltergeist or whatever). Furthermore, this Pokémon serves as the team's only possible way of fighting toxic Stall Teams. You can swap Hatterene into a Ditto that copies your Eternatus because everything won't work on the Hatterene. Oh, and many of the Pokémon have been nicknamed Kengan Ashura moves.
 
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