Move Trick Room

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Description: When Trick Room is activated, normal Speed priority is reversed for the move's duration. So Pokemon who usually go last will go first

Uses in the new metagame: Trick Room was never really seen as a viable option in the past metagames. It was mostly seen as a gimmick or a stratagy that catches your opponent off guard. In this generation however, with the introduction of a lot of slow pokemon, sticky web, and mega evolutions, trick room has become an option to consider, at least in my opinion. 6th gen introduced a lot of slow pokemon with very few new pokemon having the possibility to outspeed and compete with the fast and strong Gen 5 ones... Mega evolutions also added more power and interesting abilities to many pokemon, with the likes of Mawile, Aggron and Abomasnow having the potential to do great in trick room. Aegislash is another great pokemon that takes advantage of the move being able to set up easier in trick room and shadow sneak it's way after trick room's effects fade. Cabink is a good wall that can learn trick room, althrough its shallow movepool hinders its use. Dusclops is a great pokemon to think of in this gen, as it can finally learn trick room and it works as a great wall with Eviolite and will-o-wisp to cripple most physical pokemon. Mawile recks havoc in trick room and can learn sucker punch to cause trouble even out of it. The steel nerf means that dark/ghost moves are now neutral to steel meaning that many pokemon can now use their stab while not being afraid of Steel counters, and Reuniclus can use Shadow Ball more effectively having much less counters then last gen. All in all trick room is a great move to consider as it also effectively counters sticky web and annihilates most teams relying on speed.

The problems with trick room are pretty much the same as in past generations though. It only lasts 4 turns and lacks an item like light clay that could make it last longer. Also when trick room wears off you'll find many problems setting it up again unless you also have pokemon effective even outside of trick room. Pokemon like aegislash and mawile can help with this, as well as dusclops being able to set up trick room relatively easily and gimmicks like trick-iron ball giving you the upper hand even outside of trick room.
Another problem is that the move is mainly learned by dark/ghost/psychic type pokemon meaning that you're bound to have a dark and ghost weakness on your team. Steels nerf doesn't help counter this and you'll have to be creative going around the problem.

All in all I think trick room is definitely a viable option to consider. It's much better this gen than the last one and it's unexpected, meaning your opponent won't be prepared for it and you can break through enemy teams much easier. It still has some problems but they can be avoided and if thought out correctly trick room can be dangerous option for many teams.
I've used it on the new ladder on PS too great success... it's hard to play with at first as it requires much more thought than normal teams but once you understand the predicting game and the need to set up trick room at the right time it's a pretty great team! (If needed I could post the team I'm using here to show the possibilities of trick room)
(Sorry for my english xD)
 
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I can definitely see Trick Room as something to consider before blindly throwing out Sticky Web at the start of a match, but I don't quite see it becoming as widespread as weather or stall, for example.
 
I see it as being a good way to ruin Aegislash. That Pokemon being slow, now having it's speed reversed could ruin most that Pokemons set-ups.
 
Swords Dance doesn't take it out of Shield form. Trick room can be used to its advantage to set up and get SOME damage before it wears off and then it can use king's shield to its advantage. And Tai I don't really see weather being popular this gen because of its nerf... it's still a viable option but I don't think it will dominate like last gen at all while stall will be much more dangerous this gen
 
I've always liked trick room; i dont have the most experience battling competitively, but i've gotten back into it a bit for gen6

stuff like mega-mawile seem like they could make trick room more viable; it has great defense and incredible power, its viable enough outside of trick room, and under it it wrecks faces
pangoro has crappy speed with amazing attack, hammer arm to 'boost' it's speed, and the incredible parting shot
aegislash is already amazing, survivability and offense with priority for when trick room isnt up

i can see semi-trick room teams working out, but full trick room still has problems
 
Trick Room got a few (not even super bulky) fairy setters, but that's about it. The only Megas that will be very useful at all are Mega Mawile and potentially Mega Bannette, but only as a lead, pigeon holing your team. It's going to be much of the same as last gen, and the gen before-- well crafted Trick Room teams will be able to do well on the ladder and in general, while everyone will still think TR is a gimmick because 99% of the teams are shitty.
 
Sword Dance is a no, you only get 3 turns as a sweeper to sweep. You need to be attacking, not setting up.

The fairy setters aren't exactly good. None of them makes me want to use them over Porygon2 or Reuniclus. Gardevoir has trace and a good SPA I guess.

We got Mega Bannette which is cool. Mega Mawile is being hyped, but I don't think it's going to live up to it in TR. Mega Abomasonow is looks like it will be decent in doubles. Reckless Emboar gets alot of high-powered moves and amazing coverage, just dies fairly quickly.

TR is pretty much the same as last gen. I don't think you should build your entire team around slow pokemon but as semi-TR team is pretty decent.
 
Only a single mention of doubles? For shame. In doubles Trick Room is massively effective and was one of only two strategies that I played.

My biggest question is whether to use Clawlitzer or (M) Blastoise. Life Orb makes Clawlitzer hit much harder, is much slower (faster) than Blastoise and he has better coverage as well. Blastoise has better bulk though (very important in doubles), as well as access to fake out. He will eat up your mega evolution for the game though. Both would be terrifically strong in trick room, shooting down foes before they can so much as look at you.
 
I started using Trick Room right off, and the results have been pretty awesome. Most people aren't expecting it and it really throws them for a loop. Clawitzer and MegaMawile have prooved awesome, while I haven't been able to find a good user this gen.

The tough part is constantly having to set up Trick Room. Basically, Trick Room needs an item that extends it or a pokemon that induces it. Until then, it won't be as effective as it can possibly be.
 
Trick Room has been my main team, "not really viable" and "gimmick" are insults to me.

The surprise factor is and always has been a staple. This kind of strategy brings pokemon like Pangoro and Clawitzer to their full potential, same goes for many slow pokemon. Even if you don't make the 5 turn mark to do significant damage. Any smart trick room user will have plan Bs, Cs, and possibly Ds.
 
Sword Dance is a no, you only get 3 turns as a sweeper to sweep. You need to be attacking, not setting up.

The fairy setters aren't exactly good. None of them makes me want to use them over Porygon2 or Reuniclus. Gardevoir has trace and a good SPA I guess.

We got Mega Bannette which is cool. Mega Mawile is being hyped, but I don't think it's going to live up to it in TR. Mega Abomasonow is looks like it will be decent in doubles. Reckless Emboar gets alot of high-powered moves and amazing coverage, just dies fairly quickly.

TR is pretty much the same as last gen. I don't think you should build your entire team around slow pokemon but as semi-TR team is pretty decent.
Why do you think Mega Mawile cannot live up in TR? he is slow but he can hit hard as hell, with solid D. Can you explain why Mega Bannette is better? Been using Mega mawile in my TR team. He wrecks and even if TR runs out, I sucker punch the beaten pokemon to death.
 
I think mega mavile will work well in trick room, as person who became interested in Pokémon Gen4, I through it was strange it didn't have a evolution.
 
Yes, very.

Although it's worth thinking about that unless you're running Ice Body Avalugg and Magic Guard Reuniclus in your Trick Room team (although the latter is pretty much a staple), that residual damage from Snow Warning isn't going to be nice. Still, great Trick Room potential right there, especially with Ice Shard if it runs out. Does take up the slot for Mawile and Banette though...
 
Only a single mention of doubles? For shame. In doubles Trick Room is massively effective and was one of only two strategies that I played.

My biggest question is whether to use Clawlitzer or (M) Blastoise. Life Orb makes Clawlitzer hit much harder, is much slower (faster) than Blastoise and he has better coverage as well. Blastoise has better bulk though (very important in doubles), as well as access to fake out. He will eat up your mega evolution for the game though. Both would be terrifically strong in trick room, shooting down foes before they can so much as look at you.
People always forget about doubles it seems. It's only the official Nintendo format...

Blastoise gets access to water spout as well which is why I'm using him over Clawitzer otherwise Clawitzer does more damage with life orb to a single target. So basically it comes down to if you want your mega slot on a different pokemon like Ampharos (EQ weakness sucks but there's always wide guard).
 
People always forget about doubles it seems. It's only the official Nintendo format...

Blastoise gets access to water spout as well which is why I'm using him over Clawitzer otherwise Clawitzer does more damage with life orb to a single target. So basically it comes down to if you want your mega slot on a different pokemon like Ampharos (EQ weakness sucks but there's always wide guard).
I have mixed feelings on Doubles... I keep getting the feeling that it's the middle ground between the one-on-one strategy and constant switching of Singles and the location-centered strategy of Triples, but not really specialised into either. It's a weird feeling.

Anyway, worth mentioning about Clawitzer and Mega Blastoise is that their main move, Water Pulse, is essentially a much-improved Surf in doubles. No ally damage and a strong confusion chance for the exact same base power with Mega Launcher. Still, Water Spout is outstanding... Although Clawitzer gets Heal Pulse, which is very fast recovery for your other Pokemon in Trick Room doubles, and still lets them attack on the same turn. Just an option.

I wonder what Mega Launcher's effect is on Heal Pulse? Hmmm...
 
Trick Room has been my main team, "not really viable" and "gimmick" are insults to me.

The surprise factor is and always has been a staple. This kind of strategy brings pokemon like Pangoro and Clawitzer to their full potential, same goes for many slow pokemon. Even if you don't make the 5 turn mark to do significant damage. Any smart trick room user will have plan Bs, Cs, and possibly Ds.
I agree. In the last gen 5 vgc I butchered quite a few people with trick room
 
Why do you think Mega Mawile cannot live up in TR? he is slow but he can hit hard as hell, with solid D. Can you explain why Mega Bannette is better? Been using Mega mawile in my TR team. He wrecks and even if TR runs out, I sucker punch the beaten pokemon to death.
The problem is the lack of Item + low base moves. It's most powerful attack is Rough Play with Iron Head coverage, which is not breaking though cores without Flinch hax. You only get 3 turns to sweep and then it's back to your team be horribly outclassed in at least speed. Sucker Punch is cool, but you can't rely on that.

Bannette is a TR setter so you can't compare the 2.
 


Trick Room is viable. It had to deal with the 5 turn limit for 2 generations now and it still works as a legitimate strategy.

There are plenty of ways around the 5 turn countdown. That is why you be prepared, this isn't a rain team where you rely on Politoed. This is a team in which you have 2 or 3 pokemon capable of casting one simple move without being killed. Usually easy on a pokemon like Dusclops/Dusknoir/Xatu/Gardevoir/*Insertanothertrickroomcapablepokemonhere*
 
Trick Room got a few (not even super bulky) fairy setters, but that's about it. The only Megas that will be very useful at all are Mega Mawile and potentially Mega Bannette, but only as a lead, pigeon holing your team. It's going to be much of the same as last gen, and the gen before-- well crafted Trick Room teams will be able to do well on the ladder and in general, while everyone will still think TR is a gimmick because 99% of the teams are shitty.
Also, Oblivious Slowbro can set it up and Taunt will not stop it.

Also, Wigglytuff doubles its 85 base Sp Atk for free if Sticky Web is out on your side, or if an Intimidate user comes into it. It can reliably reach around 500 Sp Atk with that set up, and has a fantastic movepool.
 
Also, Oblivious Slowbro can set it up and Taunt will not stop it.

Also, Wigglytuff doubles its 85 base Sp Atk for free if Sticky Web is out on your side, or if an Intimidate user comes into it. It can reliably reach around 500 Sp Atk with that set up, and has a fantastic movepool.
I should also mention Mega Aggron and Mega Tyranitar would love Trick Room support. Seriously, Trick Room is never a bad strategy, the majority of users never know how to put it together correctly.
 
I'd still rather use regenerator slowbro over oblivious though. Free healing just from switching out is just too good to pass up, while its typing gives it a chance to set TR against things like (mega)blaziken and potentially check it again.

In terms of other faeries with trick room, aromatisse could get a small mention being the only dark resistant TR setter to exist so far. although she doesn't really have the offensive stats desired like other TR setters can achieve (e.g OTR reuniclus, OTR cofagrigus in lower tiers), aromatherapy does offer some utility, while taking advantage of her dragon immunity could also help. Bulk is okay at 101/72/89 so a good HP stat to work with at least.

Mainly for TR, the best bet for it I think is having your abusers be good outside TR, and devastating in it. So far there's plenty of that at least. An easy 3 examples off the top of my head
-Sheer Force Conkeldurr (enough said here I think)
-Azumarril (Belly drum somewhat open to debate as you'd only get 2 turns at +6 before TR is up, but thats 2 turns where most of your opponents team threatens to become cannon fodder before they can finally safely get their check in to deal with it
-Aegislash (Again boosting is questionable, but you do have the chance to beat things that otherwise ruin you outside TR e.g mamoswine)

Especially in OU, having priority helps in and out of TR, to state the blatantly obvious, though it can be forgone in lower tiers where your much more likely to run into bulkier opposition that just needs to be smashed through with outrages and the like.

I look more forward to seeing TR succeed once jirachi and the gen IV pixies are legal through pokebank though. despite their speed, Uxie and Jirachi offer either great bulk or typing to set it, and either offer various support moves alongside setting it (wish, healing wish, SR or memento), or offer a pivotal U-turn to a sweeper (since they have a chance to have a slower U-turn under TR against certain opposing pokemon).
 
How do I go about building a trick room team? Suggested Pokemon for one?
I have a feeling Abomasnow and Clawitzer would be OP once I get trick room set up.
 
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