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Guide · Trick Room

How to Build a Trick Room Team in Pokemon Champions

Trick Room flips the speed order so slow Pokemon move first. Here's how to build, play, and beat it.

Why Trick Room is Strong

Trick Room reverses the turn order for 5 turns — the slowest Pokemon moves first. This means your bulky, high-power Pokemon that normally move last suddenly outspeed everything. Combined with Protect on your setter, you get 3-4 turns of guaranteed first strikes.

Trick Room teams can ignore opposing speed control entirely. Tailwind, Swift Swim, Choice Scarf — all become disadvantages for the opponent under Trick Room.

Trick Room Setters

Your setter is the most important Pokemon on the team. It needs to be bulky enough to survive a hit and set Trick Room. Psychic and Ghost types are ideal because they learn Trick Room naturally.

Key traits: high bulk, low speed (you want to move first in TR), access to Trick Room + support moves (Follow Me, Fake Out partner helps guarantee setup).

Trick Room Attackers

Under Trick Room, you want the slowest, hardest-hitting Pokemon available. Low speed + high Attack or Special Attack is the formula.

Use the Speed Tier Calculator with Brave nature and Trick Room enabled to see exactly who moves first.

How to Play Trick Room

Turn 1: Lead with your setter + a Fake Out or Follow Me user. Fake Out flinches one threat, Follow Me redirects attacks, giving your setter a free Trick Room setup.

Turns 2-4: Your slow attackers now move first. Apply maximum pressure — these are your winning turns. Don't waste them on setup moves.

Turn 5: Trick Room expires. Either set it up again with a backup setter, or have a plan for normal speed (Protect stalling, switching to faster Pokemon).

Don't always lead TR: If you see the opponent has Taunt or Imprison, lead with your backup mode instead and save TR for mid-game.

How to Beat Trick Room

Taunt: Blocks Trick Room setup entirely. Fast Taunt users shut down TR teams before they start.

Imprison + Trick Room: If your Pokemon knows both Imprison and Trick Room, Imprison prevents the opponent from using Trick Room at all.

KO the setter: Focus fire on the Trick Room user turn 1 before it can set up. Double targeting is effective.

Stall it out: Trick Room lasts 5 turns (4 effective). Protect and switching can burn turns until it expires.

Your own Trick Room: Setting Trick Room again reverses it back to normal speed — canceling their advantage.

Support Pokemon

These Pokemon help TR teams function by redirecting attacks, providing Fake Out pressure, or offering utility moves.