Hi guys as you know from the title this is my Trick Room team for Smogon Doubles and I have yet to be defeated! This was my first try at a trick room double team and so far its going good, although I can feel it getting harder as I ladder on Smogon. Through my attempts I've been trying to finesse and tweak my team so I can ladder higher. I hope you can help me! (All rights to this team are reserved by me)*Cheeky*
So here we go...
In depth...
Dusclops @ Eviolite
Ability - Pressure
Nature - Relaxed (+Def, -Spd)
IVS - 31/x/31/x/31/0
Evs - 252 HP, 68 Def, 188 SpDef
Move set;
- Trick Room
- Pain Split
- Will-O-Wisp
- Helping Hand
Dusclops doesn't deserve the bad press it has received, with eviolite it is hard to even 3HKO. I send this out first usually with Crawdaunt and straight away set up Trick Room. Its EVs and nature means it has max HP and even defences which makes it able to wall all attacks. Pain Split is its recovery option, with its naturally low HP it regains a lot of HP when used to increase its longevity. Will-O-Wisp is used for chip damage and to hinder physical attackers. Helping hand is a gift from the heavens. When combined with the power of my other Pokémon it can OHKO a potentially deadly Pokémon. I usually use it to help my attacking Pokémon over using it to help itself as I have another Trick Roomer and I need my attacking Pokémon more. Dusclops does suffer greatly from taunters so I have to be weary of potential threats as my entire strategy rests on Trick Room.
Reuniclus @ Leftovers
Ability - Magic Guard
Nature - Relaxed (+Def, -Spd)
IVs - 31/x/31/31/31/0
Evs - 252 HP, 124 Def, 4 SpAtt, 128 SpDef
Move Set;
- Trick Room
- Recover
- Helping Hand
- Psychic
Reuniclus is my second and last Trick Room setter. I usually send it out right after Dusclops is down to ensure I don't go long without trick room protecting my team. Its defences are quite solid but it can take considerable damage on the turn it sets up Trick Room and is unprotected, it usually survives the turn and comes back with a quick recover. Helping Hand is pretty self explanatory and helps ruin opposing teams bulky Pokémon. I decided to not make Reuniclus taunt bait and make use of its pretty good power with a STAB that has put me out of a tricky situation more often than not. Magic Guard helps me more than Regenerator because I have never switched it out so its only natural I use this ability.
Rampardos @ Life Orb
Ability - Sheer Force
Nature - Brave (+Atk, -Spd)
IVs - 31/31/31/x/31/0
Evs - 252 Atk, 88 Def, 168 SpDef
Move Set;
- Rock Slide
- Iron Head
- Zen Headbutt
- Protect
Rampardos is my shining star. He makes my team perfect. With a massing base 165 Attack, boosted by its nature, max EVs and life orb boost makes it an AMAZING asset to my team. I've put EVs into its defences instead of its HP to give it a better boost and a bigger increase in bulk so it can withstand more hits. Rock Slide is boosted by Reckless and damages both foes often OHKOing them with a helping hand boost. Iron head and Zen Headbutt are good coverage moves also boosted by Reckless to pick off individual foes. Protect helps it survive a turn it takes to set up Trick Room to continue to sweep. It is by far my favourite Pokémon in this team.
Crawdaunt @ Life Orb
Ability - Adaptability
Nature - Brave (+Atk, -Spd)
IVs - 31/31/31/x/31/0
EVs - 252 HP, 252 Atk, 4 SpDef
Move Set;
- Crabhammer
- Knock Off
- Protect
- Swords Dance
Crawdaunt is an amazing lead. It starts with protect to help it survive a hit and picks off Pokémon after Pokémon until it faints. Maximum attack helps it do more damage and KO more Pokémon before it gets struck. EVs into HP help it survive hopefully one attack but due to its fragility it usually can only take two neutral hits. Crabhammer and Knock Off are Adaptability boosted STABs, which are a blessing. Swords Dance helps it recover after an Intimidate *If it survives*. Crawdaunt is a very valuable member of my team as it can take ghosts who try to hurt my Trick Room Setters. It also hits hard and gives my an advantage of taking a few Pokémon before it too faints.
Druddigon @ Leftovers
Ability - Sheer Force
Nature - Brave (+Atk, -Spd)
IVs - 31/31/31/x/31/0
EVs - 252 HP, 252 Atk
Move Set;
- Dragon Claw
- Gunk Shot
- Fire Punch
- Protect
Druddigon fist perfectly into this team. It is naturally bulky so can function outside of Trick Room and take hits my other Pokémon cant. With Reckless it can also hit hard so it's only natural for my team. It fits great as it kills dragons, fairies, steels, and grasses that my other Pokémon can't, hard. I use it to clean up late game and it does a pretty good job, it picks off the most threatening one first then leaves the weaker ones for last so they don't do as much damage. Protect is a must for setting trick room and avoiding damage that could hurt it bad.
->
Mawile -> Mega-Mawile @ Mawile
Ability - Hyper Cutter -> Huge Power
Nature - Brave (+Atk, -Spd)
IVs - 31/31/31/x/31/0
EVs - 252 HP, 252 Atk, 4 SpDef
Move Set;
- Play Rough
- Iron Head
- Brick Break
- Protect
My amazing Maile. I Don't believe I have to explain why it is so amazing so I'll go straight to it. Max attack makes it almost unstoppable and can hurt a lot if caught. Its ability is mainly to stop it from being Intimidated so it can keep its max attack. It also gives it a niche over other Mawile in trick room making it able to hit first and just as hard. Play Rough and Iron Head are pretty mandatory and I chose Brick Break over Sucker Punch because it has better coverage and it doesn't need priority under Trick Room. Again Protect helps it survive a set up Trick Room. Mawile has only been recently added but has made a good impression.
Additional Notes...
A setter usually stays on the field throughout the whole match meaning only one sweeper is on at the time. I presume you call know why my Pokémon have speed lowering natures and 0 in IVs. Also even though I have all physical attackers it doesn't hinder my not having a special attacker.
Amoonguss -
Rage Powder, Spore hinders my team greatly so I always hit is as hard as I can when it comes in. It is also annoyingly slow so it can sometimes out-speed my Sweepers and Spore rendering my team useless...
Belly Drum Azumarill -
x4 Atk with priority sucks. I usually burn it and take it out with a Gunk Shot from Druddigon but it can hurt my team a lot.
Taunters -
Self explanatory, it ruins my strategy so I aim all my fire power at it till I can Trick Room once more!!!
Thanks for reading. I hope you can help
Edit: gone up to 15 wins, 0 losses
Here's some replays - http://replay.pokemonshowdown.com.doublesou-246485921
http://replay.pokemonshowdown.com.doublesou-246798304
So here we go...
I started with my Trick Room setters. because double battles are very fast paced I only wanted two which can last in a battle. Dusclops and Reuniclus seemed to fit nicely. Both also learn helping hand which can help a lot and both can recover health. This pair is also good because while Dusclops act as a wall, support Pokémon Reuniclus had some physical presence and can help fight too.
Next I started to add my Pokémon. The shining star of my team is Rampardos. With sublime power and access to an item it can wreck entire teams with ease. I also added Crawdaunt at this point because together they have pretty good coverage and can do so much damage to a team. I decided to go for pure power with this team and it seems to be working.
Continuing with the theme I wanted to add Druddigon to deal with dragons. I find that it fits really well and can clean up pretty well once they've done their damage. It also adds some bulk to my glass cannons which I find quite useful.
I had trouble with my last slot and changed it from Mega Heracross to Mega Ampharos but finally decided on the beauty that is Mega Mawile. This amazing Pokémon is surprisingly not banned in Doubles to I thought I'd utilise it's power. Its so amazing in trick room and OHKO's almost everything with its STABs.
Next I started to add my Pokémon. The shining star of my team is Rampardos. With sublime power and access to an item it can wreck entire teams with ease. I also added Crawdaunt at this point because together they have pretty good coverage and can do so much damage to a team. I decided to go for pure power with this team and it seems to be working.
Continuing with the theme I wanted to add Druddigon to deal with dragons. I find that it fits really well and can clean up pretty well once they've done their damage. It also adds some bulk to my glass cannons which I find quite useful.
I had trouble with my last slot and changed it from Mega Heracross to Mega Ampharos but finally decided on the beauty that is Mega Mawile. This amazing Pokémon is surprisingly not banned in Doubles to I thought I'd utilise it's power. Its so amazing in trick room and OHKO's almost everything with its STABs.
In depth...
Dusclops @ Eviolite
Ability - Pressure
Nature - Relaxed (+Def, -Spd)
IVS - 31/x/31/x/31/0
Evs - 252 HP, 68 Def, 188 SpDef
Move set;
- Trick Room
- Pain Split
- Will-O-Wisp
- Helping Hand
Dusclops doesn't deserve the bad press it has received, with eviolite it is hard to even 3HKO. I send this out first usually with Crawdaunt and straight away set up Trick Room. Its EVs and nature means it has max HP and even defences which makes it able to wall all attacks. Pain Split is its recovery option, with its naturally low HP it regains a lot of HP when used to increase its longevity. Will-O-Wisp is used for chip damage and to hinder physical attackers. Helping hand is a gift from the heavens. When combined with the power of my other Pokémon it can OHKO a potentially deadly Pokémon. I usually use it to help my attacking Pokémon over using it to help itself as I have another Trick Roomer and I need my attacking Pokémon more. Dusclops does suffer greatly from taunters so I have to be weary of potential threats as my entire strategy rests on Trick Room.
Reuniclus @ Leftovers
Ability - Magic Guard
Nature - Relaxed (+Def, -Spd)
IVs - 31/x/31/31/31/0
Evs - 252 HP, 124 Def, 4 SpAtt, 128 SpDef
Move Set;
- Trick Room
- Recover
- Helping Hand
- Psychic
Reuniclus is my second and last Trick Room setter. I usually send it out right after Dusclops is down to ensure I don't go long without trick room protecting my team. Its defences are quite solid but it can take considerable damage on the turn it sets up Trick Room and is unprotected, it usually survives the turn and comes back with a quick recover. Helping Hand is pretty self explanatory and helps ruin opposing teams bulky Pokémon. I decided to not make Reuniclus taunt bait and make use of its pretty good power with a STAB that has put me out of a tricky situation more often than not. Magic Guard helps me more than Regenerator because I have never switched it out so its only natural I use this ability.
Rampardos @ Life Orb
Ability - Sheer Force
Nature - Brave (+Atk, -Spd)
IVs - 31/31/31/x/31/0
Evs - 252 Atk, 88 Def, 168 SpDef
Move Set;
- Rock Slide
- Iron Head
- Zen Headbutt
- Protect
Rampardos is my shining star. He makes my team perfect. With a massing base 165 Attack, boosted by its nature, max EVs and life orb boost makes it an AMAZING asset to my team. I've put EVs into its defences instead of its HP to give it a better boost and a bigger increase in bulk so it can withstand more hits. Rock Slide is boosted by Reckless and damages both foes often OHKOing them with a helping hand boost. Iron head and Zen Headbutt are good coverage moves also boosted by Reckless to pick off individual foes. Protect helps it survive a turn it takes to set up Trick Room to continue to sweep. It is by far my favourite Pokémon in this team.
Crawdaunt @ Life Orb
Ability - Adaptability
Nature - Brave (+Atk, -Spd)
IVs - 31/31/31/x/31/0
EVs - 252 HP, 252 Atk, 4 SpDef
Move Set;
- Crabhammer
- Knock Off
- Protect
- Swords Dance
Crawdaunt is an amazing lead. It starts with protect to help it survive a hit and picks off Pokémon after Pokémon until it faints. Maximum attack helps it do more damage and KO more Pokémon before it gets struck. EVs into HP help it survive hopefully one attack but due to its fragility it usually can only take two neutral hits. Crabhammer and Knock Off are Adaptability boosted STABs, which are a blessing. Swords Dance helps it recover after an Intimidate *If it survives*. Crawdaunt is a very valuable member of my team as it can take ghosts who try to hurt my Trick Room Setters. It also hits hard and gives my an advantage of taking a few Pokémon before it too faints.
Druddigon @ Leftovers
Ability - Sheer Force
Nature - Brave (+Atk, -Spd)
IVs - 31/31/31/x/31/0
EVs - 252 HP, 252 Atk
Move Set;
- Dragon Claw
- Gunk Shot
- Fire Punch
- Protect
Druddigon fist perfectly into this team. It is naturally bulky so can function outside of Trick Room and take hits my other Pokémon cant. With Reckless it can also hit hard so it's only natural for my team. It fits great as it kills dragons, fairies, steels, and grasses that my other Pokémon can't, hard. I use it to clean up late game and it does a pretty good job, it picks off the most threatening one first then leaves the weaker ones for last so they don't do as much damage. Protect is a must for setting trick room and avoiding damage that could hurt it bad.
Mawile -> Mega-Mawile @ Mawile
Ability - Hyper Cutter -> Huge Power
Nature - Brave (+Atk, -Spd)
IVs - 31/31/31/x/31/0
EVs - 252 HP, 252 Atk, 4 SpDef
Move Set;
- Play Rough
- Iron Head
- Brick Break
- Protect
My amazing Maile. I Don't believe I have to explain why it is so amazing so I'll go straight to it. Max attack makes it almost unstoppable and can hurt a lot if caught. Its ability is mainly to stop it from being Intimidated so it can keep its max attack. It also gives it a niche over other Mawile in trick room making it able to hit first and just as hard. Play Rough and Iron Head are pretty mandatory and I chose Brick Break over Sucker Punch because it has better coverage and it doesn't need priority under Trick Room. Again Protect helps it survive a set up Trick Room. Mawile has only been recently added but has made a good impression.
Additional Notes...
A setter usually stays on the field throughout the whole match meaning only one sweeper is on at the time. I presume you call know why my Pokémon have speed lowering natures and 0 in IVs. Also even though I have all physical attackers it doesn't hinder my not having a special attacker.
Rage Powder, Spore hinders my team greatly so I always hit is as hard as I can when it comes in. It is also annoyingly slow so it can sometimes out-speed my Sweepers and Spore rendering my team useless...
x4 Atk with priority sucks. I usually burn it and take it out with a Gunk Shot from Druddigon but it can hurt my team a lot.
Taunters -
Self explanatory, it ruins my strategy so I aim all my fire power at it till I can Trick Room once more!!!
Thanks for reading. I hope you can help
Edit: gone up to 15 wins, 0 losses
Here's some replays - http://replay.pokemonshowdown.com.doublesou-246485921
http://replay.pokemonshowdown.com.doublesou-246798304
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