This, along with the fast-paced nature of the doubles format, has given rise to teams centered around this move. I'm not telling you to steer clear of these Pokémon or use them; just be aware of their existence. Like the split between defensive and offensive Trick Room users, these supporters are typically one of the two, with Follow Me being more defensive and Fake Out being more offensive. Cinderace and Dragapult banned?? As you might recall from the previous sections, both of these Pokémon have powerful STAB attacks and good typing, and if you've ever used or played against a Trick Room team, you should be familiar with what they do. In essence, Porygon2 would be a good Pokémon if Cresselia and Musharna didn't exist. Fake Out is a Normal-type move that, if used on the first turn, has +3 priority (the same as Follow Me; remember this because it's important), and has a guaranteed flinch. Blastoise has some incredible moves: Fake Out, Follow Me, and Water Spout.
Trick Room Team Building Trick Room Setters. In doing this, you will become a better teambuilder, and therefore a better player. Of course, that man wasn't talking about Doubles, where stalling can play a key role in just about any team thanks to the omnipresence of Protect. Having a faster Pokémon on a Trick Room team is actually pretty common and useful, so that you still have some kind of tool to make a comeback, and another means of Speed control or something that can work under a different Speed setup - basically a "fast mode", in case you don't manage to setup Trick Room. The main problems Amoonguss has is that it's weak to two of the most common Pokémon, Cresselia and Thundurus, but a lot of Pokémon have this problem as well. Overall, if you haven't used Amoonguss, I suggest you do as soon as possible, and if you're playing against it, make sure you can OHKO it or it will most definitely give you a hard time. When using both of these Pokémon, just be aware that they're going to be the first thing someone Taunts, regardless of what team they're on, and adjust your support Pokémon accordingly. Having a single fast Pokémon can increase your team's consistency, as it can plow through some Pokémon early game to net some quick and easy wins without letting your opponent grab any crippling critical hits or freezes. Semi-Trick Room is most likely going to have a fast mode, but when you try to shift into your Trick Room mode, you might still be vulnerable to luck. Having both Follow Me and Trick Room might seem like a good idea, considering I've mentioned how taking on multiple roles can be good for a team, but Trick Room and Trick Room support should generally be kept separate, as your Trick Room user (especially bulky setters like Jirachi) needs the support to be kept healthy for another potential setup. As for me, I've been using Trick Room in some shape or form since VGC 2009, and have made top cut in two official events with teams featuring the move, and at least got upwards of 16th place (small top cuts are the bane of 6-2-ers' existence) in other events where I used Trick Room. Hopefully this guide will help you, an aspiring Trick Room enthusiast, to build stronger and more able Trick Room teams.
Lowering your level is interesting because no other playstyle would even consider it, besides the obvious F.E.A.R. I'm adding these in mostly because I have some fond memories using them, but I probably wouldn't use them in a serious competition. What movesets, EVs and IVs you give them is entirely up to you, but feel free to tinker with the Pokémon as you see fit.
Read on to learn what a Trick Room team is, what strategies to use with one, and what countermeasures to use against one.Trick Room lasts for 5 turns, but using the move counts as the first turn. You shouldn't expect them to set up Trick Room more than once and it would be a mistake to play them conservatively unless you need them to KO a Ferrothorn or a similar Pokémon later. Both sport base 30 Speed, tying with Amoonguss, and have a few useful moves they can safely spam to abuse their own Trick Room. It's the same with Trick Room; it just so happens that using Trick Room while Trick Room is in effect will cancel its effects. I see many people run Night Shade on their Dusclops to avoid being total Taunt bait, but that isn't a good idea seeing as Dusclops is already total Taunt bait. This is the last of my favorites on this list, and you might be wondering how in the world Jirachi made its way down to an "honorable mentions" list alongside the likes of Magmar. Crawdaunt: Adaptability boosted Waterfall and Crunch are no joke.Decent trick room speed and pure power alone make Crawdaunt a powerful threat for any team that comes unprepared. In fact, I'd say Jellicent is the only Pokémon with an instant recovery move not named Rest that's actually good and that I would highly recommend using in Doubles, and I say that in full knowledge of Gastrodon's existence. Obviously, if you keep redirecting Close Combats, Jirachi won't have enough steam left to set up another Trick Room later, and you might need to dedicate more support to ensure that Jirachi at least stands a chance in that situation. Unpredictability and versatility are key to semi-Trick Room teams, though again, striking that balance is hard to do. That all sounds well and good (in fact, I might've described one of your teams), but the point is that with Trick Room, People often try to make Kangaskhan bulky with Drain Punch or waste their time with Sucker Punch, but really you should be playing Kangaskhan for Helping Hand and Ice Punch. Read this info on [TM70] Trick Room in Pokemon Sword Shield: Isle of Armor!
While Telepathy's usefulness is fairly obvious to combo with Surf and Earthquake (the 'and' is the main selling point, in fact) even after Gravity, Gothitelle can be rather situational. Sableye has its own problems with Thundurus, which will often Taunt Sableye before it Taunts back, effectively shutting down its main options. This group of Pokémon has powerful spread moves that aren't as powerful in terms of damaging a single Pokémon, but result in more net damage and don't have to worry as much about which Pokémon will Protect on their main attacks.