Hello Smogon! I'm a recent lurker gone user, so please bear with me if this isn't necessarily an adequate RMT. The Team I present you with today is a Trickroom team that is of pretty standard layout, 2 pokemon who set up trickroom, with 4 trickroom sweepers. Doubles format is my weakest area in making teams, and while I've made a fantastic triples team, and an adequate singles team (both for wi-fi use), I've always come up disappointingly short on my doubles teams. I was hoping that by posting the current doubles team I use up in this thread, I could receive insight into my blunders, which I seem to be oblivious to. So with out further ado, I present the team.
The basic concept of this team started with my desire to once again attempt to build a doubles team that might actually be competitive. I started with a play style that I was comfortable with, trickroom, and then began to build the team around the Dusclops, Dusknoir, Hariyama core that was the key to my success in triples. I then decided to drop Dusknoir for Musharna,(which was then replaced by Cresselia) for a solid counter to fighting types, and the fact that it did Musharna's job better. I then wanted something that could power through things just as well as Hariyama, so I picked up Rampardos, who was slow enough to be effective in trickroom against fast teams, but fast enough out of trickroom to stomp on slower trickroom teams. Camerupt and Octilery came last, with Octilery chosen for its coverage and access to waterspout, and Camerupt for eruption, which I thought would compliment waterspout nicely. The team out speeds slower trickroom teams, but is still needs trickroom support against faster teams.
The Team
Cresselia(M) @ Mental Herb
Trait: Levitate
EVs: 252 HP / 60 Def / 196 SpD
Sassy Nature (+SDef, -Spe)
- Trick Room
- Psychic
- Helping Hand
- Light Screen
Cresselia is the main trickroomer out of the two on my team, simply because with the combination of Hariyama's Fake Out, plus its mental herb, it will for the most part get trickroom up as long as it isn't taking on a very powerful boosted super effective attack. Helping hand give the extra push to make sure it's team mates get the KO's that are crucial,. Psychic prevents it from being destroyed by taunt, plus threaten Fighting and Poison types. Light Screen is used only when I absolutely need to raise my Sp.D across the board. (i.e. when facing rain/sun teams)
Dusclops(M) @ Evolite
Nickname: Buchenwald
Trait: Pressure
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature (+SDef, -Spe)
- Trickroom
- Nightshade
- Helping Hand
- Will-o-wisp
Buchenwald pays somewhat similar to Cresselia, but when he is used, he is a backup for Cresselia. Nightshade helps take out damaged pokemon, and WoW takes out physical threats, bar those with guts. Not really much else to say.
Hariyama(M) @ Flame Orb
Nickname: Sun Tzu
Trait: Guts
EVs: 252 Atk / 124 Def / 132 SDef
Brave Nature (+Atk, -Spe)
- Close Combat
- Rockslide
- Fake out
- Detect Replaced Bullet Punch
The backbone of the team, Sun Tzu has the very important job of making sure trickroom gets up. Fake out is invaluable for the first turn, meaning that Cresselia or Dusclops only have to take on on Pokemon when setting up. Once Guts is activated, he proceeds to go about doing as much damage as possible with CC and Rockslide, and Detect for trouble situations. He is the star of the team.
Rampardos(M) @ Stone Plate
Nickname: Packie
Trait: Mold Breaker
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature (+Atk, -Spe)
- Rock Slide Replaced Earthquake
- Head Smash
- Fire Punch
- Protect Replaced Subsitute
Packie is an absolute monster when he can stay alive. He is able to take out things the rest of the team can't handle, such as Reuniclus. But with his power also cause some of my biggest head aches, such as mold breaker eliminating levitate, rendering earthquake useless unless Hariyama or Camerupt is out on the field beside him and can throw up a protect/detect. rock slide is a solid stab move that can hit both the opponents pokemon. Fire punch is there to hit Grass and Ice types super effective. Lastly, protect is used when the Trickroom is about to disappear, potentially saving him till it gets back up, or buying him a turn if in trouble.
Octilery(M) @ Life Orb Replaced Water Gem
Nickname: Gustav
Trait: Sniper
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature (+SpA, -Spe)
- Water Spout
- Ice Beam
- Energy Ball
- Signal Beam Replaced Protect
Named after the largest artillery piece in history, Gustav can live up to his namesake. His main attack, Water Spout, can clear the field of play if the Pokemon on the other side do not resist it. Ice beam is to hit the fairly common Dragon types hard, and Energy ball handles Gastrodon. Signal Beam lets it hit Ludicolo, Reuniclus, and rounds up the coverage nicely.
Camerupt(M) @ Fire Gem
Nickname: Mt. Fuji
Trait: Solid Rock
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature (+SpA, -Spe)
- Eruption
- Hidden Power (Ice)
- Earth Power
- Protect
Plays similarly to Octilery, but isn't locked into one move. Eruption rips apart anything that does not resist it. Hp Ice hits dragons hard, and earth power is a solid stab move. Protect buys it time to reset trickroom, or save it from impending danger.
Cut Team Members
Threats Need to test new updates extensively to update accurately
: Faster than my Sweepers in trick room, is able to neuter Camerupt and Octilery, Wall Dusclops and Musharna, and hit Hariyama Super effectively. Rampardos must be alive to KO it.
:Faster than my Sweepers in trick room, able to walk all over my sweepers, unless Cresselia is able to take it down. Still a threat out of trick room due to Mach Punch.
Unless Rampardos is still alive and in trick room, Jellicent is too bulk diesel for the rest of the team to handle effectively.
Final Word
In case it wasn't obvious, I tend to stay away from the more common and easier to use Pokemon. Saying that I won't use them is a lie, I just like to stick to the road less traveled per say. If it wasn't made clear, the team is set up for VGC rules, which means I only select four for battle. Any rate is welcome, as I could use all the insight I can get, and if you do take the time to write up a rate, thank you.
The Team at a Glance
A short summary:The basic concept of this team started with my desire to once again attempt to build a doubles team that might actually be competitive. I started with a play style that I was comfortable with, trickroom, and then began to build the team around the Dusclops, Dusknoir, Hariyama core that was the key to my success in triples. I then decided to drop Dusknoir for Musharna,(which was then replaced by Cresselia) for a solid counter to fighting types, and the fact that it did Musharna's job better. I then wanted something that could power through things just as well as Hariyama, so I picked up Rampardos, who was slow enough to be effective in trickroom against fast teams, but fast enough out of trickroom to stomp on slower trickroom teams. Camerupt and Octilery came last, with Octilery chosen for its coverage and access to waterspout, and Camerupt for eruption, which I thought would compliment waterspout nicely. The team out speeds slower trickroom teams, but is still needs trickroom support against faster teams.
The Team
Cresselia(M) @ Mental Herb
Trait: Levitate
EVs: 252 HP / 60 Def / 196 SpD
Sassy Nature (+SDef, -Spe)
- Trick Room
- Psychic
- Helping Hand
- Light Screen
Cresselia is the main trickroomer out of the two on my team, simply because with the combination of Hariyama's Fake Out, plus its mental herb, it will for the most part get trickroom up as long as it isn't taking on a very powerful boosted super effective attack. Helping hand give the extra push to make sure it's team mates get the KO's that are crucial,. Psychic prevents it from being destroyed by taunt, plus threaten Fighting and Poison types. Light Screen is used only when I absolutely need to raise my Sp.D across the board. (i.e. when facing rain/sun teams)
Dusclops(M) @ Evolite
Nickname: Buchenwald
Trait: Pressure
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature (+SDef, -Spe)
- Trickroom
- Nightshade
- Helping Hand
- Will-o-wisp
Buchenwald pays somewhat similar to Cresselia, but when he is used, he is a backup for Cresselia. Nightshade helps take out damaged pokemon, and WoW takes out physical threats, bar those with guts. Not really much else to say.
Hariyama(M) @ Flame Orb
Nickname: Sun Tzu
Trait: Guts
EVs: 252 Atk / 124 Def / 132 SDef
Brave Nature (+Atk, -Spe)
- Close Combat
- Rockslide
- Fake out
- Detect Replaced Bullet Punch
The backbone of the team, Sun Tzu has the very important job of making sure trickroom gets up. Fake out is invaluable for the first turn, meaning that Cresselia or Dusclops only have to take on on Pokemon when setting up. Once Guts is activated, he proceeds to go about doing as much damage as possible with CC and Rockslide, and Detect for trouble situations. He is the star of the team.
Rampardos(M) @ Stone Plate
Nickname: Packie
Trait: Mold Breaker
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature (+Atk, -Spe)
- Rock Slide Replaced Earthquake
- Head Smash
- Fire Punch
- Protect Replaced Subsitute
Packie is an absolute monster when he can stay alive. He is able to take out things the rest of the team can't handle, such as Reuniclus. But with his power also cause some of my biggest head aches, such as mold breaker eliminating levitate, rendering earthquake useless unless Hariyama or Camerupt is out on the field beside him and can throw up a protect/detect. rock slide is a solid stab move that can hit both the opponents pokemon. Fire punch is there to hit Grass and Ice types super effective. Lastly, protect is used when the Trickroom is about to disappear, potentially saving him till it gets back up, or buying him a turn if in trouble.
Octilery(M) @ Life Orb Replaced Water Gem
Nickname: Gustav
Trait: Sniper
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature (+SpA, -Spe)
- Water Spout
- Ice Beam
- Energy Ball
- Signal Beam Replaced Protect
Named after the largest artillery piece in history, Gustav can live up to his namesake. His main attack, Water Spout, can clear the field of play if the Pokemon on the other side do not resist it. Ice beam is to hit the fairly common Dragon types hard, and Energy ball handles Gastrodon. Signal Beam lets it hit Ludicolo, Reuniclus, and rounds up the coverage nicely.
Camerupt(M) @ Fire Gem
Nickname: Mt. Fuji
Trait: Solid Rock
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature (+SpA, -Spe)
- Eruption
- Hidden Power (Ice)
- Earth Power
- Protect
Plays similarly to Octilery, but isn't locked into one move. Eruption rips apart anything that does not resist it. Hp Ice hits dragons hard, and earth power is a solid stab move. Protect buys it time to reset trickroom, or save it from impending danger.
Cut Team Members
Musharna(M) @ Mental Herb
Nickname: Larz
Trait: Telepathy
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature (+SDef, -Spe)
- Trickroom
- Psychic
- Helping Hand
- Light Screen
Nickname: Larz
Trait: Telepathy
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature (+SDef, -Spe)
- Trickroom
- Psychic
- Helping Hand
- Light Screen
Threats Need to test new updates extensively to update accurately
Final Word
In case it wasn't obvious, I tend to stay away from the more common and easier to use Pokemon. Saying that I won't use them is a lie, I just like to stick to the road less traveled per say. If it wasn't made clear, the team is set up for VGC rules, which means I only select four for battle. Any rate is welcome, as I could use all the insight I can get, and if you do take the time to write up a rate, thank you.