My first attempt at making a team. The idea is mostly to use Pokemon that I think have cool designs (rather than competitive ability necessarily), and have fun with some derpy strategies. (This team should be UU as far as I'm concerned, but apparently whimsicott is banned from Doubles UU.)
Whimsicott @ Focus Sash
Ability: Prankster
Level: 1
Docile Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD / 0 Spe
- Trick Room
- Endeavor
- Toxic
- Beat Up
This Whimsicott has plenty of different uses, the main ones being to set up trick room, and give Arcanine or Absol a boost to make them into steamrollers. Endeavor inside of trick room allows a quick takedown of something annoying (to be finished by another pokemon's priority moves) and toxic is a last resort to slow down anything that poses too much threat offensively.
Arcanine @ Assault Vest
Ability: Justified
EVs: 116 HP / 252 Atk / 140 Def
Brave Nature
IVs: 0 Spe
- Extreme Speed
- Crunch
- Wild Charge
- Flare Blitz
Arcanine's justified works well with beat up, allowing a boost often all the way up to 4x its regular attack. Meant mostly to operate inside of trick room, the assault vest and HP EVs allow it to live long enough to get something out of the attack boost. Extremespeed is good at taking out prankster pokemon and talonflames, and as an option outside of trick room.
Mienshao @ Life Orb
Ability: Inner Focus
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Fake Out
- U-turn
- Drain Punch
- Rock Slide
Usually sent out with either Whimsicott or Dusknoir, the idea of the Mienshao is to provide coverage for whoever is going to set up the trick room, and possibly do a bit of damage within the trick room.
Dusknoir @ ????
Ability: Pressure
EVs: 252 Atk / 128 Def / 128 SpD
Brave Nature
IVs: 0 Spe
- Rock Slide
- Dynamic Punch
- Trick Room
- Shadow Sneak
Dusknoir will set up the trick room if it's clear that a fake out or sash-breaking weather, etc. It also can work well as a revenge killer for Whimsicott with shadow sneak, finishing off enemies crippled by endeavor.
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Spe
- Recover
- Toxic
- Sludge Bomb
- Scald
As something in-between a check for rain teams, a stall, and a switch-in to Arcanine for a predicted water move, the Gastrodon's main goal is to keep the team alive, and act as cannon fodder for attacks that would otherwise destroy Absol or Arcanine.
Absol @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Knock Off
- Play Rough
- Megahorn
Used for late-game cleaning outside of the trick room, Absol's justified gives it the opportunity to be immensely boosted by whimsicott, while sucker punch allows for some minimal functionality within a trick room. The other moves are mostly for coverage, with knock off to annoy enemy stalls, and give trouble to anything that might be switching in.
Whimsicott @ Focus Sash
Ability: Prankster
Level: 1
Docile Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD / 0 Spe
- Trick Room
- Endeavor
- Toxic
- Beat Up
This Whimsicott has plenty of different uses, the main ones being to set up trick room, and give Arcanine or Absol a boost to make them into steamrollers. Endeavor inside of trick room allows a quick takedown of something annoying (to be finished by another pokemon's priority moves) and toxic is a last resort to slow down anything that poses too much threat offensively.
Arcanine @ Assault Vest
Ability: Justified
EVs: 116 HP / 252 Atk / 140 Def
Brave Nature
IVs: 0 Spe
- Extreme Speed
- Crunch
- Wild Charge
- Flare Blitz
Arcanine's justified works well with beat up, allowing a boost often all the way up to 4x its regular attack. Meant mostly to operate inside of trick room, the assault vest and HP EVs allow it to live long enough to get something out of the attack boost. Extremespeed is good at taking out prankster pokemon and talonflames, and as an option outside of trick room.
Mienshao @ Life Orb
Ability: Inner Focus
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Fake Out
- U-turn
- Drain Punch
- Rock Slide
Usually sent out with either Whimsicott or Dusknoir, the idea of the Mienshao is to provide coverage for whoever is going to set up the trick room, and possibly do a bit of damage within the trick room.
Dusknoir @ ????
Ability: Pressure
EVs: 252 Atk / 128 Def / 128 SpD
Brave Nature
IVs: 0 Spe
- Rock Slide
- Dynamic Punch
- Trick Room
- Shadow Sneak
Dusknoir will set up the trick room if it's clear that a fake out or sash-breaking weather, etc. It also can work well as a revenge killer for Whimsicott with shadow sneak, finishing off enemies crippled by endeavor.
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Spe
- Recover
- Toxic
- Sludge Bomb
- Scald
As something in-between a check for rain teams, a stall, and a switch-in to Arcanine for a predicted water move, the Gastrodon's main goal is to keep the team alive, and act as cannon fodder for attacks that would otherwise destroy Absol or Arcanine.
Absol @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Knock Off
- Play Rough
- Megahorn
Used for late-game cleaning outside of the trick room, Absol's justified gives it the opportunity to be immensely boosted by whimsicott, while sucker punch allows for some minimal functionality within a trick room. The other moves are mostly for coverage, with knock off to annoy enemy stalls, and give trouble to anything that might be switching in.