Can You Set Up Trick Room Again Before It Expires

Motility Pull a fast one on Room

  • Thread starter ZenitSun
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ZenitSun

  • #1

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

Uses in the new metagame: Trick Room was never really seen every bit a viable selection in the by metagames. It was generally seen as a gimmick or a stratagy that catches your opponent off guard. In this generation nonetheless, with the introduction of a lot of slow pokemon, sticky web, and mega evolutions, play tricks room has become an selection to consider, at least in my stance. 6th gen introduced a lot of tiresome 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 practise groovy in play a trick on room. Aegislash is some other nifty pokemon that takes advantage of the move being able to gear up upwardly easier in trick room and shadow sneak information technology's manner afterwards play tricks room's effects fade. Cabink is a practiced wall that can acquire trick room, althrough its shallow movepool hinders its use. Dusclops is a great pokemon to think of in this gen, equally it can finally larn trick room and it works as a great wall with Eviolite and will-o-wisp to cripple well-nigh physical pokemon. Mawile recks havoc in play a joke on room and can learn sucker punch to crusade trouble even out of information technology. The steel nerf means that dark/ghost moves are now neutral to steel meaning that many pokemon can at present use their stab while not being afraid of Steel counters, and Reuniclus can utilize Shadow Ball more effectively having much less counters and so last gen. All in all trick room is a great move to consider as it also effectively counters mucilaginous web and annihilates about teams relying on speed.

The bug with play a trick on room are pretty much the aforementioned as in past generations though. It only lasts 4 turns and lacks an item like light clay that could make it final longer. Too when trick room wears off you'll find many problems setting it up again unless you also have pokemon constructive fifty-fifty outside of trick room. Pokemon like aegislash and mawile can assistance with this, equally well as dusclops being able to gear up fox room relatively easily and gimmicks similar trick-atomic number 26 ball giving you the upper hand fifty-fifty outside of trick room.
Another trouble is that the move is mainly learned by dark/ghost/psychic type pokemon meaning that yous're jump to have a dark and ghost weakness on your team. Steels nerf doesn't help counter this and you'll have to exist artistic going around the problem.

All in all I retrieve trick room is definitely a viable option to consider. It's much better this gen than the concluding one and information technology's unexpected, meaning your opponent won't be prepared for information technology and you tin can pause through enemy teams much easier. Information technology however has some problems just they can be avoided and if thought out correctly flim-flam room can be unsafe option for many teams.
I've used it on the new ladder on PS too great success... it'south hard to play with at commencement equally it requires much more thought than normal teams but in one case you lot understand the predicting game and the need to set upwardly trick room at the correct fourth dimension it'southward a pretty great squad! (If needed I could mail the team I'1000 using hither to bear witness the possibilities of play a trick on room)
(Sad for my english xD)

Concluding edited:

TaiCrunch

  • #two

I can definitely see Fob Room as something to consider earlier blindly throwing out Gummy Web at the offset of a friction match, simply I don't quite run into it becoming as widespread as weather condition or stall, for example.

  • #3

I come across it equally being a expert way to ruin Aegislash. That Pokemon being slow, now having information technology's speed reversed could ruin virtually that Pokemons gear up-ups.

ZenitSun

  • #4

Swords Dance doesn't have it out of Shield form. Trick room can be used to its advantage to ready and get SOME damage before it wears off so information technology can use king'south shield to its advantage. And Tai I don't really run across weather being pop this gen because of its nerf... it's yet a viable option but I don't think it will boss like last gen at all while stall will exist much more dangerous this gen

Jayceja

  • #v

I've ever liked trick room; i dont have the nearly experience battling competitively, but i've gotten back into it a chip for gen6

stuff like mega-mawile seem similar they could make trick room more viable; it has great defense and incredible power, its viable enough outside of play a joke on room, and nether it it wrecks faces
pangoro has crappy speed with amazing assail, hammer arm to 'boost' it's speed, and the incredible departing shot
aegislash is already amazing, survivability and criminal offence with priority for when play tricks room isnt upwardly

i can run into semi-fox room teams working out, merely full trick room yet has problems

Absolete

  • #half-dozen

Trick Room got a few (not even super beefy) 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 atomic number 82, pigeon holing your team. Information technology's going to be much of the aforementioned as concluding gen, and the gen earlier-- well crafted Flim-flam Room teams volition be able to do well on the ladder and in general, while everyone volition nevertheless call up TR is a gimmick because 99% of the teams are shitty.

Adonzo

  • #8

Sword Dance is a no, you only get 3 turns every bit a sweeper to sweep. You lot need to be attacking, non setting up.

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

We got Mega Bannette which is cool. Mega Mawile is being hyped, but I don't recall it's going to live upwards to information technology in TR. Mega Abomasonow is looks similar information technology will exist decent in doubles. Reckless Emboar gets alot of loftier-powered moves and astonishing coverage, just dies fairly quickly.

TR is pretty much the same equally last gen. I don't think you should build your entire team around irksome pokemon just as semi-TR team is pretty decent.

Chaoswalker

  • #9

Only a single mention of doubles? For shame. In doubles Trick Room is massively effective and was 1 of only two strategies that I played.

My biggest question is whether to use Clawlitzer or (M) Blastoise. Life Orb makes Clawlitzer striking much harder, is much slower (faster) than Blastoise and he has meliorate coverage besides. Blastoise has amend majority though (very important in doubles), as well as access to faux out. He will consume up your mega evolution for the game though. Both would be terrifically strong in play a trick on room, shooting down foes earlier they can so much as look at you.

uberhorse753

  • #10

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 discover a good user this gen.

The tough part is constantly having to set Trick Room. Basically, Fob Room needs an item that extends information technology or a pokemon that induces information technology. Until and then, it won't be equally effective equally it can possibly be.

Terminate421

  • #11

Trick Room has been my primary team, "not really feasible" and "gimmick" are insults to me.

The surprise factor is and ever has been a staple. This kind of strategy brings pokemon similar Pangoro and Clawitzer to their full potential, same goes for many slow pokemon. Even if you don't make the five plough marking to do meaning damage. Whatsoever smart trick room user will accept plan Bs, Cs, and possibly Ds.

Yunchang

  • #12

Sword Dance is a no, you only get 3 turns as a sweeper to sweep. You lot 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 proficient SPA I guess.

Nosotros got Mega Bannette which is cool. Mega Mawile is being hyped, but I don't think it'due south going to live up to it in TR. Mega Abomasonow is looks like information technology volition exist decent in doubles. Reckless Emboar gets alot of loftier-powered moves and amazing coverage, only dies fairly quickly.

TR is pretty much the same equally last gen. I don't think y'all should build your entire team around tiresome pokemon only 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. Tin you explain why Mega Bannette is better? Been using Mega mawile in my TR squad. He wrecks and even if TR runs out, I sucker punch the beaten pokemon to expiry.

Torty73

  • #13

I call up mega mavile volition work well in pull a fast one on room, as person who became interested in Pokémon Gen4, I through it was strange it didn't take a evolution.

  • #14

Yes, very.

Although it'due south worth thinking nigh that unless you're running Ice Body Avalugg and Magic Guard Reuniclus in your Flim-flam Room team (although the latter is pretty much a staple), that residual damage from Snow Alert isn't going to exist nice. Still, great Trick Room potential correct there, especially with Ice Shard if it runs out. Does accept upward the slot for Mawile and Banette though...

n3ther

  • #xv

Only a single mention of doubles? For shame. In doubles Flim-flam Room is massively effective and was 1 of only two strategies that I played.

My biggest question is whether to utilize 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 swallow upward your mega development for the game though. Both would exist terrifically strong in trick room, shooting downwards foes earlier they can and so much as look at you.

People always forget virtually doubles it seems. It'due south just 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 unmarried target. So basically it comes downwards to if yous want your mega slot on a different pokemon similar Ampharos (EQ weakness sucks but there's e'er wide guard).

  • #sixteen

People e'er forget most doubles it seems. It's only the official Nintendo format...

Blastoise gets access to water spout as well which is why I'g using him over Clawitzer otherwise Clawitzer does more damage with life orb to a unmarried target. Then basically it comes down to if you want your mega slot on a different pokemon like Ampharos (EQ weakness sucks but in that location's e'er wide guard).

I have mixed feelings on Doubles... I go along getting the feeling that it's the center basis betwixt the one-on-1 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 substantially a much-improved Surf in doubles. No marry harm and a stiff confusion take a chance for the verbal same base of operations ability with Mega Launcher. Still, Water Spout is outstanding... Although Clawitzer gets Heal Pulse, which is very fast recovery for your other Pokemon in Play a joke on Room doubles, and still lets them attack on the same plow. Just an pick.

I wonder what Mega Launcher's effect is on Heal Pulse? Hmmm...

Torty73

  • #17

Play a joke on Room has been my main team, "not really viable" and "gimmick" are insults to me.

The surprise factor is and ever has been a staple. This kind of strategy brings pokemon similar Pangoro and Clawitzer to their total potential, same goes for many slow pokemon. Even if you don't make the 5 turn mark to practice significant damage. Any smart pull a fast one on room user volition have plan Bs, Cs, and possibly Ds.

I agree. In the last gen v vgc I butchered quite a few people with play a joke on room

  • #18

Why do you retrieve Mega Mawile cannot alive up in TR? he is slow but he can hit hard every bit hell, with solid D. Tin can you explicate why Mega Bannette is ameliorate? Been using Mega mawile in my TR squad. 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 of operations moves. It'southward most powerful assault is Rough Play with Iron Head coverage, which is non breaking though cores without Flinch hax. You just get 3 turns to sweep and so it's back to your team be horribly outclassed in at to the lowest degree speed. Sucker Punch is cool, just you tin't rely on that.

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

Silver Scrapes

  • #xix

Play a joke on Room won't be truly feasible until information technology gets an item which extends information technology to 8+ turns like conditions.

  • #20

Trick Room won't be truly feasible until it gets an item which extends it to 8+ turns like weather.

Terminate421

  • #21

Play tricks Room is viable. It had to bargain with the 5 turn limit for 2 generations now and information technology still works equally a legitimate strategy.

There are plenty of ways effectually the v plough countdown. That is why you exist 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 1 unproblematic move without being killed. Commonly piece of cake on a pokemon like Dusclops/Dusknoir/Xatu/Gardevoir/*Insertanothertrickroomcapablepokemonhere*

  • #22

Pull a fast one on Room got a few (non even super beefy) fairy setters, but that's well-nigh it. The only Megas that will be very useful at all are Mega Mawile and potentially Mega Bannette, simply just as a atomic number 82, pigeon holing your squad. It'southward going to be much of the same as last gen, and the gen before-- well crafted Trick Room teams volition be able to practise well on the ladder and in general, while anybody will still think TR is a gimmick because 99% of the teams are shitty.

As well, Oblivious Slowbro can set it upwardly and Taunt volition not stop information technology.

As well, Wigglytuff doubles its 85 base of operations Sp Atk for gratuitous if Gluey Spider web is out on your side, or if an Intimidate user comes into it. Information technology can reliably reach around 500 Sp Atk with that set, and has a fantastic movepool.

Terminate421

  • #23

Too, Oblivious Slowbro can ready information technology up and Taunt will not stop information technology.

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. Information technology can reliably accomplish around 500 Sp Atk with that gear up, and has a fantastic movepool.

I should too mention Mega Aggron and Mega Tyranitar would love Trick Room back up. Seriously, Trick Room is never a bad strategy, the majority of users never know how to put it together correctly.

  • #24

I'd notwithstanding rather apply regenerator slowbro over oblivious though. Free healing just from switching out is just too skillful to turn down, while its typing gives it a risk to set TR against things like (mega)blaziken and potentially check it over again.

In terms of other faeries with trick room, aromatisse could get a small mention existence the merely dark resistant TR setter to be so far. although she doesn't really have the offensive stats desired similar 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 as well help. Majority is okay at 101/72/89 so a good HP stat to piece of 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 information technology. Then far there'due south plenty of that at least. An piece of cake 3 examples off the summit of my head
-Sheer Force Conkeldurr (enough said here I think)
-Azumarril (Belly drum somewhat open to debate as you lot'd only get 2 turns at +6 before TR is upwards, but thats 2 turns where most of your opponents squad threatens to get cannon fodder before they can finally safely get their bank check in to deal with it
-Aegislash (Again boosting is questionable, but you do have the adventure to beat things that otherwise ruin you exterior TR eastward.g mamoswine)

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

I look more than frontward to seeing TR succeed once jirachi and the gen Four pixies are legal through pokebank though. despite their speed, Uxie and Jirachi offer either bang-up bulk or typing to set it, and either offering 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 take a slower U-turn under TR against certain opposing pokemon).

Otter Power

  • #25

How do I go well-nigh 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 upwardly.

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Source: https://www.smogon.com/forums/threads/trick-room.3490944/

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