Hi guys, long time since I've been on the RMT forums. Here I present a Doubles Team with the primary intention of f**king up the opposing team's strategy and then overwhelm them with my team's powerful attacks before they can respond in turn. Enjoy!
Teambuilding Process:
First thing I wanted to do was to screw with weather. Sun, Rain and Sand all have very powerful abusers like Venusaur, Victini, Ludicolo, Kingdra, Excadrill and whatnot, but Hail has been left behind the 'diamond' dust. Wanting to be anti-meta, Abomasnow led the team off.
My next step involved Trick Room, which turns the speedsters of the pokemon world into sitting ducks, allowing Abomasnow the chance to actually use Blizzard. Reuniclus was a perfect fit as its Magic Guard negated Hail and resists Fighting, while Conkledurr seemed very natural as a partner with its Dark, Bug and Rock resistances and high physical damage output, with Drain Punch being its countermeasure against Hail damage.
I looked for other pokemon that are not bothered by Hail. Escavalier immediately sprung to mind, with Overcoat offsetting Hail damage. Escavalier is also a potent weapon against Cresselia, who otherwise walls my team's attacks seamlessly. The brute force of its Megahorn can seriously dent many pokemon, and Hail chip damage is merely icing on the cake, shaving off more health against resists.
A Trick Room team would of course like another Trick Room setter. Chandelure is the perfect fit of power and defensive utility my team appreciates, with crucial Fire, Bug, Fighting and Steel resists that allow it to set up on pokemon that Reuniclus could not. Flash Fire is a massive boon against Fire-type assaults, particularly Sun teams, and its Ghost-typing means that Fake Out isn't an issue in terms of setting up. Its power after a Flash Fire and Sun boost is also pretty astonishing to say the least.
The sixth member of my team is the toughest to call. I was employing Hail, but by the looks of things I was only using it to cancel opposing weather and get extra damage, nothing more. I decided to have my last member make use of Hail, namely Glaceon or one of the Kyurems. Despite possessing the weakest Blizzard among the three, Kyurem-B is the most unpredictable, meaning that netting a kill or even cleaning a game with it is not hard at all. The insane bulk it has for a sweeper is nice too.
Conkeldurr was pretty good, but I'd like a bit more utility and not be completely helpless before a Cresselia, which really annoyed me since I often pair Conk with Reuniclus who is also walled. I decided Hitmontop's utility in Fake Out would help me set up Trick Room much more easily as well as Feint to ensure kills. While it did okay at either job, it feels like I was playing 5-6 as Hitmontop really didn't do much else, even though it had a maximum invested STAB Close Combat for good damage output, plus it didn't fix my Cress issues.
I couldn't believe I didn't think of this before. Any and all worries of Cresselia walling my ideal start are pretty much dashed since Reuniclus doesn't have to worry about Cress as Scrafty manhandles her, and I still have the utility of Fake Out to better ensure Trick Room goes up.
Escavalier may hit like a nuke, but its limited coverage held the team back when it came to sweeping the opponent clean and offered little support. I decided to try Amoonguss for a dedicated support mon to boost my consistency, and never looked back.
The premise of this team centers around stopping the opponent's weather or Tailwind strategies, and then crush them with the aid of Hail and Trick Room, with the former aiding in extra damage and 100% accurate Blizzards and the latter turning my snail-paced team into speed demons. Even the 'half-mirror' match is in my favor as they usually don't have the means to combat Hail or Trick Room.
Abomasnow @
Trait: Snow Warning
EVs: 252 HP / 4 Atk / 252 SAtk
Quiet Nature
IVs: 0 Spd
Blizzard / Wood Hammer / Protect / Focus Blast
My main stop against Rain and to an extent Sand, Abomasnow may be plagued by 7 weaknesses but that doesn't mean you should take it lightly. It boasts impressive coverage with STAB Ice and Grass attacks, threatening many pokemon that reside in Rain and Sand. STAB Blizzards are still a force to be reckoned with, as it can wreck the common Ground-type + Flying-type combo and nail Dragons. I originally had Giga Drain, but found that it instead of preserving my weather sweeper, I can benefit more if I get rid of their weather sweeper with a much more powerful attack, even if it costs me health or Abomasnow itself. Grass's targets are generally more specially defensive anyway, such as Politoed, Tyranitar under Sand, Vaporeon and Rindo Berry Gastrodon.
Focus Blast is used to dent Steels like Heatran and Ferrothorn, though a good number of options can go in that slot. Leech Seed went in that slot before but its effects were much too slow to be notable. I'm considering Brick Break as a way to surprise Dual Screens, one of the few strategies this team cannot stop. It does piddly to Steels though, and having 2 physical moves on a special set is less than ideal so I would have to gravitate to a physical set that can use Ice Shard, but losing Blizzard would hurt.
Reuniclus @
Trait: Magic Guard
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Spd
Trick Room / Psychic / Focus Blast / Protect
A powerful, bulky and reliable Trick Roomer, what's not to love? How about no damage from either Hail or Life Orb? Reuniclus commonly kickstarts the match by twisting the dimensions and the twisting its opponents inside out with incredibly strong boosted attacks. Many fast frail sweepers such as Jolteon or Salamence easily fall prey to Reuniclus, and even bulkier opponents can take a beating. Psychic is used over Psyshock for a clean OHKO on Conkeldurr, and is generally stronger partly because of greater base power. Focus Blast is used over Shadow Ball because Dark-types are a much greater to my team than Psychics, primarily because Chandelure can take on Psychics but not Darks.
Scrafty (M) @
Trait: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
Fake Out / Crunch / Drain Punch / Detect
Reuniclus's partner in crime. Fake Out and Intimidate go such a long way in maintaining Trick Room, but its typing is also excellent for the job. Crunch is used to tear apart the Psychics and Ghosts that attempt to stop Reuniclus's rampage, while Drain Punch hits Darks, combos great with Crunch and keeps it alive and healthy under Hail. Even in lategame where Scrafty could be near dead, Fake Out and Intinidate remain useful throughout the game and can be worth preserving if it means you get to use Trick Room one last time. High defenses on both ends certainly help Scrafty's case.
Amoonguss @
Trait: Regenerator
EVs: 212 HP / 108 Def / 188 SDef
Relaxed Nature
IVs: 0 Spd
Spore / Rage Powder / Giga Drain / Protect
This hell spawn of a mushroom has been the bane of many Doubles players, be it beginner or veteran. Amoonguss in most cases ensure I get Trick Room up safely. If Amoonguss proceeds to survive the turn, which it usually will, it can put a threat out of commission with Spore, suppoert further with more Rage Powders, or even pitch it with its STAB Grass moves that can annoy bulky Pokemon like Rotom-W or Gastrodon. Regenerator is also more fantastic on this thing than you'd imagine, it basically gives Amoonguss a second chance to Rage Powder some more, tanking resisted Electric, Water and Fighting attacks much more easily after getting a third of its health back.
The EVs allow Amoonguss to take any hit from Dragon Gem Latios. Any. Psyshock, Dragon Gem Draco Meteor, Psychic, not a OHKO (LO Psychic-type attacks can net a maximum of 25% chance to OHKO). This is a pretty amazing feat for a Pokemon who not only isn't resistant to Latios's attacks but also weak to them. Since all Amoonguss does is support, it can get in the way when it's done its job, therefore it'll have to switch out to let a teammate come in so the double whammy can commence: this is why Regenerator's sweet bonus is much appreciated. 3 of my Pokemon are weak to Fighting attacks, so Amoonguss does a marvelous job at keeping them at bay, cockblocking Breloom, Terrakion, Scrafty and of course Hitmontop. Luring things like Shadow Balls, Taunts and Rain boosted Hydro Pumps away from my Trick Room setters is also really helpful in maintaining my advantage over the opponent.
Chandelure @
Trait: Flash Fire
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Spd
Trick Room / Heat Wave / Shadow Ball / Protect
My best (only) insurance against Sun, Chandelure either deters the use of Fire moves (good news for Esca and Aboma) or punishes them greatly with doubly (triply with Sun) boosted hits, which is really scary. As the only other Trick Roomer of the team, Chandelure plays a key part in my gameplan, even though it is generally not as 'safe' as Reuniclus. Its STABs are great for plowing through offensive teams, and is my best stop against Steels which trouble a good portion of my team.
Fire Gem is used for all-out initial power, raising the power of double-target Heat Wave to near Fire Blast levels. Yeah, you're hitting 2 targets with Fire Blast off 145 base SpAtk at the same time. What's more, it can get stronger with a Flash Fire boost, Sun boost, or god forbid both (lord help my opponent should this occur). Shadow Ball is yet another way of dealing with Cress, and reliably finishes off targets if Fire Gem is consumed or if under Rain. There is no room for Imprison on this set, but there is usually no need for me to prevent Trick Room from going up really.
Kyurem-Black @
Trait: Teravolt
EVs: 252 HP / 4 Atk / 252 SAtk
Quiet Nature
IVs: 0 Spd
Blizzard / Fusion Bolt / Earth Power / Protect
This monstrosity is this team's definition of "trump card". Once it comes out, it almost always snags a kill, if not clean out the game. Its unpredictablity is truly what makes it dangerous, I bet you didn't expect Kyurem-B to have no Dragon move did you? This is because I want Kyurem-B to hit as much things as it can super effectively or at least have awesome neutral coverage, and the only things Dragon is hitting for more are Kingdra, Lati@s and opposing Ice-types, which are handled by the rest of my team. STAB Blizzards as aforementioned can lay the hurt on both opponents, but Kyurem-B possess some clutch moves that can easily swing the match to my favor against unsuspecting opponents.
Despite having almost no Attack investment, Kyurem-B is still physically stronger than max invested Jolly Salamence, so it still has incredible power. This power, combined with Electric Gem, allows its Fusion Bolt to utterly break targets such as bulky Waters, Gyarados, Volcarona and Togekiss which can be pains for my team to bring down. Earth Power is used against Heatran who greatly troubles me otherwise, easily luring it out for a OHKO. Better yet, Kyurem-B is such a hilariously good stop against Rotom-W. Resisting its dual STABs and strikes it super effectively, all while possessing perfect neutral coverage? Yes please. Kyurem-B also has some amazing bulk for an offensive pokemon, so he will be KOing a good deal of things before going down itself.
New Members:Team 1.2
Bronzong @
Trait: Levitate
EVs: 252 HP / 72 Def / 184 SpD
Sassy Nature
IVs: 0 Spd
Trick Room / Gyro Ball / Imprison / Protect
Fantastic defensive typing, bulk and Levitate make Bronzing an adequate Trick Room user, replacing Reuniclus in this team. It provides a very important Dragon, Flying and Ground resist/immunity, but more importantly it isn't weak to Dark and Ghost attacks like my other TRers are, so my opponents would have to lead differently if they expect to stop both my TRers. With access to Imprison, Bronzong can stop anti-Trick Roomers such as Cresselia and Jirachi, as well as preventing Protects to drain out Trick Room. The main thing I dislike about Bronzong is that it is pretty deadweight against anything that resists Steel, such as Rain teams, Heatran, and Thundurus, but it is still good support for the team. Due to the fact that it will be supporting most of the time, Mental herb is the item of choice so that it doesn't become deadweight when Taunted or Encored. EVs allow Bronzong to survive a +1 Hydro Pump from Rotom-W in the rain.
Rhydon @
Trait: Lightningrod
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spd
Earthquake / Rock Slide / Megahorn / Protect
Eviolite Rhydon grants me a physical tank and is bar none one of the best weapons to use against Tornadus. It is also bulky enough to tank Ice Shards, Mach Punches and Bullet Punches, while pounding its opponents with powerful dual STAB spread coverage. Megahorn is awesome for skewering Cresselia and lands a solid hit on Latios and Breloom as well. It replaces Kyurem-Black as the team's main damage dealer and spread move user. Lightningrod is great for redirecting Electric attacks, commonly aimed at its main partner...
Togekiss @
Trait: Serene Grace
EVs: 248 HP / 196 Def / 64 SpD
Calm Nature
IVs: 0 Spd
Air Slash / Follow Me / Helping Hand / Recover
Togekiss replaces Amoonguss as the team's 'redirector'. Follow Me is a very safe way to ensure Trick Room goes up, and Togekiss has more than enough bulk to take those hits. The main difference between Amoonguss and Togekiss in terms of support is that Togekiss disables opponents via Air Slash. It only happens ~60% of the time, but Togekiss has greater offensive potential and can do good damage even against neutral targets, something the mushroom cannot boast. It also has Helping Hand and a Flying-typing, meaning it makes for a perfect candidate to boost Rhydon's Earthquakes and tear through the opponents. EVs survive Rock Gem Terrak Rock Slide, CB Victini V-create, Dragon Gem Latios Draco Meteor, Thundurus Thunderbolt.
Team 1.3
Cresselia @
(maybe
)
Trait: Telepathy
EVs: 252 HP / 60 Def / 196 SpD
Sassy Nature
IVs: 0 Spd
Trick Room / Psyshock / Helping Hand / Protect (maybe Safeguard)
Cresselia is pretty much the epitome of bulk in all of Doubles. Naturally this lends itself nicely when it comes to setting up Trick Room. Possessing Levitate and Helping Hand, she like Togekiss before her can support the team's Ground-type, this time being Rhyperior, spam those powerful Earthquakes to demolish almost everything. Lum Berry is nice for dodging Spores, though Cresselia can opt for Safeguard for the same effect (and blocks Amoonguss completely for the most part) while saving up the item slot for Sitrus Berry or Mental Herb, but at the cost of the ever useful Protect. EVs are set so Cresselia can avoid being 2HKOed by Tyranitar's Crunch (if Sitrus Berry is used), the rest in SpD to take weather-boosted moves better. Even if Sitrus isn't used, the distribution in bulk is well-rounded enough anyway, as it avoids the OHKO from unboosted Escavalier. It replaces Togekiss on this team, who initially replaced Amoonguss, meaning this team does not have a redirector.
Hariyama @
Trait: Guts
EVs: 8 HP / 252 Atk / 248 Def
Brave Nature
IVs: 0 Spd
Close Combat / Fake Out / Stone Edge / Detect
Hariyama is the offensive Fake Out user on the team, because Scrafty isn't meant to sweep anyone. Basically, Hariyama disables the opponent, Trick Room & Toxic Orb are activated at the end of the turn, then Hariyama goes to town. Stone Edge is used over Ice Punch since Abomasnow already covers Landorus-Therian, so Stone Edge is used to pummel Gyarados, Thundurus and Volcarona. EVs into Defense since HP is already so huge.
Jellicent @
Trait: Water Absorb
EVs: 252 HP / 112 Def / 144 SpA
Quiet Nature
IVs: 0 Spd
Trick Room / Water Spout / Shadow Ball / Recover
Replacing Chandelure as the Fake Out-immune Trick Roomer on the team. It still deals with Fire-types like Heatran and Volcarona well, if not better, and grants me a favorable matchup against Rain as well as Sand, and the cost of being much less effective against Sun and Steel-types. I don't have Protect on this thing which is pretty risky, but Recover is essential to keep Water Spout strong. EVs live a Crunch off of Tyranitar.
Replaced team members:
Escavalier @
Trait: Overcoat
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
Megahorn/ Iron Head / Double-Edge / Protect
If Scrafty is a defensive tank, Escavalier is the offensive tank. Its capability to tank a hit or two and deal massive damage right back to KO a threat is greatly valued by the team. Often my go-to guy if I want to get rid of a problem poke or want a good pivot, Escavalier can survive blows, zoom past enemies under Trick Room (like it's supposed to in the anime), and skewers foes left and right. It's only flaw is its mediocre coverage, but if it hits a threat neutrally it's taking a ton of damage.
Megahorn punches through Cresselia, Lati@s and friends while Iron Head is for accurate STAB. Escavalier's sparse movepool means not much can replace Double-Edge (I so would've chosen Brick Break if it had it) aside from stuff like Knock Off, Toxic or Quick Guard, all of which are situationally useful, but Double-Edge gives Esca a way to retaliate against foes such as Zapdos, Volcarona and Gyarados which can threaten my team greatly if I don't get rid of them ASAP. I originally had Sitrus Berry over Lum, but Esca is a pretty big target for status, particularly burn or sleep, considering how hard it is to KO with neutral attacks.
The main reason I got rid of Escavalier is that it doesn't add much to offensive synergy. The huge damage on Cress and Reuniclus are very nice, but it doesn't pair too well with any member on the team due to its limited coverage holding the team back from a clean sweep, and it doesn't support well either. In the end, I chose Amoonguss's great consistency factor over it.
Conkeldurr @
Trait: Guts
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spd
Drain Punch / Rock Slide / Wide Guard / Mach Punch
Not to say Conkeldurr is bad, in fact it pulls its weight in a good number of matches. However, while Conkeldurr has power and survivability, it doesn't help that well with the consistency of the team. It is really how bulky Psychics easily block my primary starting duo in Reuniclus and Conkeldurr that I decided that my Fighting-type of choice shouldn't be deadweight in these sort of scenarios.
Hitmontop @
Trait: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
Fake Out / Feint / Close Combat / Detect
The spinning legs of pain scream 'utility' to the extreme. It has a whole plethora of useful support options that can benefit almost any team in some way. Here, I decided that the offensive nature of my team would like either free turns bought by Fake Out, buffers due to Intimidate, and guaranteed KOs with Feint to stop Protect. However, Hitmontop kinda fell behind because it really can't seem to fend too well for itself, with its STAB (it's either CC or Hi Jump Kick) compromising its good bulk. Since its primary (only) job is to support its teammates, I feel like I'm starting with a 5-6 disadvantage, as Hitmontop usually loses if it is the last one standing. It's only until I remembered Scrafty, a fellow Fake Outting Fighting-type, is not only part Dark but knows Drain Punch that I decided to give Hitmontop the boot.
Voila, the team(s) that shot me up into top 3! Have fun and enjoy if you decide to give this team a whirl!
Teambuilding Process:

First thing I wanted to do was to screw with weather. Sun, Rain and Sand all have very powerful abusers like Venusaur, Victini, Ludicolo, Kingdra, Excadrill and whatnot, but Hail has been left behind the 'diamond' dust. Wanting to be anti-meta, Abomasnow led the team off.



My next step involved Trick Room, which turns the speedsters of the pokemon world into sitting ducks, allowing Abomasnow the chance to actually use Blizzard. Reuniclus was a perfect fit as its Magic Guard negated Hail and resists Fighting, while Conkledurr seemed very natural as a partner with its Dark, Bug and Rock resistances and high physical damage output, with Drain Punch being its countermeasure against Hail damage.




I looked for other pokemon that are not bothered by Hail. Escavalier immediately sprung to mind, with Overcoat offsetting Hail damage. Escavalier is also a potent weapon against Cresselia, who otherwise walls my team's attacks seamlessly. The brute force of its Megahorn can seriously dent many pokemon, and Hail chip damage is merely icing on the cake, shaving off more health against resists.





A Trick Room team would of course like another Trick Room setter. Chandelure is the perfect fit of power and defensive utility my team appreciates, with crucial Fire, Bug, Fighting and Steel resists that allow it to set up on pokemon that Reuniclus could not. Flash Fire is a massive boon against Fire-type assaults, particularly Sun teams, and its Ghost-typing means that Fake Out isn't an issue in terms of setting up. Its power after a Flash Fire and Sun boost is also pretty astonishing to say the least.






The sixth member of my team is the toughest to call. I was employing Hail, but by the looks of things I was only using it to cancel opposing weather and get extra damage, nothing more. I decided to have my last member make use of Hail, namely Glaceon or one of the Kyurems. Despite possessing the weakest Blizzard among the three, Kyurem-B is the most unpredictable, meaning that netting a kill or even cleaning a game with it is not hard at all. The insane bulk it has for a sweeper is nice too.






Conkeldurr was pretty good, but I'd like a bit more utility and not be completely helpless before a Cresselia, which really annoyed me since I often pair Conk with Reuniclus who is also walled. I decided Hitmontop's utility in Fake Out would help me set up Trick Room much more easily as well as Feint to ensure kills. While it did okay at either job, it feels like I was playing 5-6 as Hitmontop really didn't do much else, even though it had a maximum invested STAB Close Combat for good damage output, plus it didn't fix my Cress issues.






I couldn't believe I didn't think of this before. Any and all worries of Cresselia walling my ideal start are pretty much dashed since Reuniclus doesn't have to worry about Cress as Scrafty manhandles her, and I still have the utility of Fake Out to better ensure Trick Room goes up.






Escavalier may hit like a nuke, but its limited coverage held the team back when it came to sweeping the opponent clean and offered little support. I decided to try Amoonguss for a dedicated support mon to boost my consistency, and never looked back.


















Abomasnow @

Trait: Snow Warning
EVs: 252 HP / 4 Atk / 252 SAtk
Quiet Nature
IVs: 0 Spd
Blizzard / Wood Hammer / Protect / Focus Blast
My main stop against Rain and to an extent Sand, Abomasnow may be plagued by 7 weaknesses but that doesn't mean you should take it lightly. It boasts impressive coverage with STAB Ice and Grass attacks, threatening many pokemon that reside in Rain and Sand. STAB Blizzards are still a force to be reckoned with, as it can wreck the common Ground-type + Flying-type combo and nail Dragons. I originally had Giga Drain, but found that it instead of preserving my weather sweeper, I can benefit more if I get rid of their weather sweeper with a much more powerful attack, even if it costs me health or Abomasnow itself. Grass's targets are generally more specially defensive anyway, such as Politoed, Tyranitar under Sand, Vaporeon and Rindo Berry Gastrodon.
Focus Blast is used to dent Steels like Heatran and Ferrothorn, though a good number of options can go in that slot. Leech Seed went in that slot before but its effects were much too slow to be notable. I'm considering Brick Break as a way to surprise Dual Screens, one of the few strategies this team cannot stop. It does piddly to Steels though, and having 2 physical moves on a special set is less than ideal so I would have to gravitate to a physical set that can use Ice Shard, but losing Blizzard would hurt.
Reuniclus @

Trait: Magic Guard
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Spd
Trick Room / Psychic / Focus Blast / Protect
A powerful, bulky and reliable Trick Roomer, what's not to love? How about no damage from either Hail or Life Orb? Reuniclus commonly kickstarts the match by twisting the dimensions and the twisting its opponents inside out with incredibly strong boosted attacks. Many fast frail sweepers such as Jolteon or Salamence easily fall prey to Reuniclus, and even bulkier opponents can take a beating. Psychic is used over Psyshock for a clean OHKO on Conkeldurr, and is generally stronger partly because of greater base power. Focus Blast is used over Shadow Ball because Dark-types are a much greater to my team than Psychics, primarily because Chandelure can take on Psychics but not Darks.
Scrafty (M) @

Trait: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
Fake Out / Crunch / Drain Punch / Detect
Reuniclus's partner in crime. Fake Out and Intimidate go such a long way in maintaining Trick Room, but its typing is also excellent for the job. Crunch is used to tear apart the Psychics and Ghosts that attempt to stop Reuniclus's rampage, while Drain Punch hits Darks, combos great with Crunch and keeps it alive and healthy under Hail. Even in lategame where Scrafty could be near dead, Fake Out and Intinidate remain useful throughout the game and can be worth preserving if it means you get to use Trick Room one last time. High defenses on both ends certainly help Scrafty's case.

Amoonguss @

Trait: Regenerator
EVs: 212 HP / 108 Def / 188 SDef
Relaxed Nature
IVs: 0 Spd
Spore / Rage Powder / Giga Drain / Protect
This hell spawn of a mushroom has been the bane of many Doubles players, be it beginner or veteran. Amoonguss in most cases ensure I get Trick Room up safely. If Amoonguss proceeds to survive the turn, which it usually will, it can put a threat out of commission with Spore, suppoert further with more Rage Powders, or even pitch it with its STAB Grass moves that can annoy bulky Pokemon like Rotom-W or Gastrodon. Regenerator is also more fantastic on this thing than you'd imagine, it basically gives Amoonguss a second chance to Rage Powder some more, tanking resisted Electric, Water and Fighting attacks much more easily after getting a third of its health back.
The EVs allow Amoonguss to take any hit from Dragon Gem Latios. Any. Psyshock, Dragon Gem Draco Meteor, Psychic, not a OHKO (LO Psychic-type attacks can net a maximum of 25% chance to OHKO). This is a pretty amazing feat for a Pokemon who not only isn't resistant to Latios's attacks but also weak to them. Since all Amoonguss does is support, it can get in the way when it's done its job, therefore it'll have to switch out to let a teammate come in so the double whammy can commence: this is why Regenerator's sweet bonus is much appreciated. 3 of my Pokemon are weak to Fighting attacks, so Amoonguss does a marvelous job at keeping them at bay, cockblocking Breloom, Terrakion, Scrafty and of course Hitmontop. Luring things like Shadow Balls, Taunts and Rain boosted Hydro Pumps away from my Trick Room setters is also really helpful in maintaining my advantage over the opponent.
Chandelure @

Trait: Flash Fire
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Spd
Trick Room / Heat Wave / Shadow Ball / Protect
My best (only) insurance against Sun, Chandelure either deters the use of Fire moves (good news for Esca and Aboma) or punishes them greatly with doubly (triply with Sun) boosted hits, which is really scary. As the only other Trick Roomer of the team, Chandelure plays a key part in my gameplan, even though it is generally not as 'safe' as Reuniclus. Its STABs are great for plowing through offensive teams, and is my best stop against Steels which trouble a good portion of my team.
Fire Gem is used for all-out initial power, raising the power of double-target Heat Wave to near Fire Blast levels. Yeah, you're hitting 2 targets with Fire Blast off 145 base SpAtk at the same time. What's more, it can get stronger with a Flash Fire boost, Sun boost, or god forbid both (lord help my opponent should this occur). Shadow Ball is yet another way of dealing with Cress, and reliably finishes off targets if Fire Gem is consumed or if under Rain. There is no room for Imprison on this set, but there is usually no need for me to prevent Trick Room from going up really.

Kyurem-Black @

Trait: Teravolt
EVs: 252 HP / 4 Atk / 252 SAtk
Quiet Nature
IVs: 0 Spd
Blizzard / Fusion Bolt / Earth Power / Protect
This monstrosity is this team's definition of "trump card". Once it comes out, it almost always snags a kill, if not clean out the game. Its unpredictablity is truly what makes it dangerous, I bet you didn't expect Kyurem-B to have no Dragon move did you? This is because I want Kyurem-B to hit as much things as it can super effectively or at least have awesome neutral coverage, and the only things Dragon is hitting for more are Kingdra, Lati@s and opposing Ice-types, which are handled by the rest of my team. STAB Blizzards as aforementioned can lay the hurt on both opponents, but Kyurem-B possess some clutch moves that can easily swing the match to my favor against unsuspecting opponents.
Despite having almost no Attack investment, Kyurem-B is still physically stronger than max invested Jolly Salamence, so it still has incredible power. This power, combined with Electric Gem, allows its Fusion Bolt to utterly break targets such as bulky Waters, Gyarados, Volcarona and Togekiss which can be pains for my team to bring down. Earth Power is used against Heatran who greatly troubles me otherwise, easily luring it out for a OHKO. Better yet, Kyurem-B is such a hilariously good stop against Rotom-W. Resisting its dual STABs and strikes it super effectively, all while possessing perfect neutral coverage? Yes please. Kyurem-B also has some amazing bulk for an offensive pokemon, so he will be KOing a good deal of things before going down itself.
New Members:

Bronzong @

Trait: Levitate
EVs: 252 HP / 72 Def / 184 SpD
Sassy Nature
IVs: 0 Spd
Trick Room / Gyro Ball / Imprison / Protect
Fantastic defensive typing, bulk and Levitate make Bronzing an adequate Trick Room user, replacing Reuniclus in this team. It provides a very important Dragon, Flying and Ground resist/immunity, but more importantly it isn't weak to Dark and Ghost attacks like my other TRers are, so my opponents would have to lead differently if they expect to stop both my TRers. With access to Imprison, Bronzong can stop anti-Trick Roomers such as Cresselia and Jirachi, as well as preventing Protects to drain out Trick Room. The main thing I dislike about Bronzong is that it is pretty deadweight against anything that resists Steel, such as Rain teams, Heatran, and Thundurus, but it is still good support for the team. Due to the fact that it will be supporting most of the time, Mental herb is the item of choice so that it doesn't become deadweight when Taunted or Encored. EVs allow Bronzong to survive a +1 Hydro Pump from Rotom-W in the rain.
Rhydon @

Trait: Lightningrod
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spd
Earthquake / Rock Slide / Megahorn / Protect
Eviolite Rhydon grants me a physical tank and is bar none one of the best weapons to use against Tornadus. It is also bulky enough to tank Ice Shards, Mach Punches and Bullet Punches, while pounding its opponents with powerful dual STAB spread coverage. Megahorn is awesome for skewering Cresselia and lands a solid hit on Latios and Breloom as well. It replaces Kyurem-Black as the team's main damage dealer and spread move user. Lightningrod is great for redirecting Electric attacks, commonly aimed at its main partner...
Togekiss @

Trait: Serene Grace
EVs: 248 HP / 196 Def / 64 SpD
Calm Nature
IVs: 0 Spd
Air Slash / Follow Me / Helping Hand / Recover
Togekiss replaces Amoonguss as the team's 'redirector'. Follow Me is a very safe way to ensure Trick Room goes up, and Togekiss has more than enough bulk to take those hits. The main difference between Amoonguss and Togekiss in terms of support is that Togekiss disables opponents via Air Slash. It only happens ~60% of the time, but Togekiss has greater offensive potential and can do good damage even against neutral targets, something the mushroom cannot boast. It also has Helping Hand and a Flying-typing, meaning it makes for a perfect candidate to boost Rhydon's Earthquakes and tear through the opponents. EVs survive Rock Gem Terrak Rock Slide, CB Victini V-create, Dragon Gem Latios Draco Meteor, Thundurus Thunderbolt.
Cresselia @


Trait: Telepathy
EVs: 252 HP / 60 Def / 196 SpD
Sassy Nature
IVs: 0 Spd
Trick Room / Psyshock / Helping Hand / Protect (maybe Safeguard)
Cresselia is pretty much the epitome of bulk in all of Doubles. Naturally this lends itself nicely when it comes to setting up Trick Room. Possessing Levitate and Helping Hand, she like Togekiss before her can support the team's Ground-type, this time being Rhyperior, spam those powerful Earthquakes to demolish almost everything. Lum Berry is nice for dodging Spores, though Cresselia can opt for Safeguard for the same effect (and blocks Amoonguss completely for the most part) while saving up the item slot for Sitrus Berry or Mental Herb, but at the cost of the ever useful Protect. EVs are set so Cresselia can avoid being 2HKOed by Tyranitar's Crunch (if Sitrus Berry is used), the rest in SpD to take weather-boosted moves better. Even if Sitrus isn't used, the distribution in bulk is well-rounded enough anyway, as it avoids the OHKO from unboosted Escavalier. It replaces Togekiss on this team, who initially replaced Amoonguss, meaning this team does not have a redirector.

Hariyama @

Trait: Guts
EVs: 8 HP / 252 Atk / 248 Def
Brave Nature
IVs: 0 Spd
Close Combat / Fake Out / Stone Edge / Detect
Hariyama is the offensive Fake Out user on the team, because Scrafty isn't meant to sweep anyone. Basically, Hariyama disables the opponent, Trick Room & Toxic Orb are activated at the end of the turn, then Hariyama goes to town. Stone Edge is used over Ice Punch since Abomasnow already covers Landorus-Therian, so Stone Edge is used to pummel Gyarados, Thundurus and Volcarona. EVs into Defense since HP is already so huge.

Jellicent @

Trait: Water Absorb
EVs: 252 HP / 112 Def / 144 SpA
Quiet Nature
IVs: 0 Spd
Trick Room / Water Spout / Shadow Ball / Recover
Replacing Chandelure as the Fake Out-immune Trick Roomer on the team. It still deals with Fire-types like Heatran and Volcarona well, if not better, and grants me a favorable matchup against Rain as well as Sand, and the cost of being much less effective against Sun and Steel-types. I don't have Protect on this thing which is pretty risky, but Recover is essential to keep Water Spout strong. EVs live a Crunch off of Tyranitar.
Rhydon @
Trait: Lightningrod
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spd
Earthquake / Rock Slide / Megahorn / Protect

Trait: Lightningrod
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spd
Earthquake / Rock Slide / Megahorn / Protect
The main reason you'd use Rhyperior over Rhydon in Doubles is to make use of its extra power (don't let me catch you using type-resist berries!). The ability to use Gems is a big factor to this, as it grants Rhyperior some serious damage output when the time is right. A Ground Gem is used over a Rock Gem because Rock Slide is more easily spammable due to EQ hurting most of you dudes, so it is wise to save up your Gem for when you really need it. Like Togekiss+Rhydon, Cresselia is Rhyperior's partner in crime, dishing out crazy amounts of hurt with a Helping Hand-boosted Ground Gem STAB Earthquake. Yowza. Ocassionally I use Solid Rock since opponents rarely try to use Electric moves when Rhyperior is on the field (even if Jellicent is), in which case the greater resistance to super effective hits is much appreciated.
Replaced team members:
Escavalier @

Trait: Overcoat
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
Megahorn/ Iron Head / Double-Edge / Protect
If Scrafty is a defensive tank, Escavalier is the offensive tank. Its capability to tank a hit or two and deal massive damage right back to KO a threat is greatly valued by the team. Often my go-to guy if I want to get rid of a problem poke or want a good pivot, Escavalier can survive blows, zoom past enemies under Trick Room (like it's supposed to in the anime), and skewers foes left and right. It's only flaw is its mediocre coverage, but if it hits a threat neutrally it's taking a ton of damage.
Megahorn punches through Cresselia, Lati@s and friends while Iron Head is for accurate STAB. Escavalier's sparse movepool means not much can replace Double-Edge (I so would've chosen Brick Break if it had it) aside from stuff like Knock Off, Toxic or Quick Guard, all of which are situationally useful, but Double-Edge gives Esca a way to retaliate against foes such as Zapdos, Volcarona and Gyarados which can threaten my team greatly if I don't get rid of them ASAP. I originally had Sitrus Berry over Lum, but Esca is a pretty big target for status, particularly burn or sleep, considering how hard it is to KO with neutral attacks.
The main reason I got rid of Escavalier is that it doesn't add much to offensive synergy. The huge damage on Cress and Reuniclus are very nice, but it doesn't pair too well with any member on the team due to its limited coverage holding the team back from a clean sweep, and it doesn't support well either. In the end, I chose Amoonguss's great consistency factor over it.
Conkeldurr @

Trait: Guts
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spd
Drain Punch / Rock Slide / Wide Guard / Mach Punch
Not to say Conkeldurr is bad, in fact it pulls its weight in a good number of matches. However, while Conkeldurr has power and survivability, it doesn't help that well with the consistency of the team. It is really how bulky Psychics easily block my primary starting duo in Reuniclus and Conkeldurr that I decided that my Fighting-type of choice shouldn't be deadweight in these sort of scenarios.

Hitmontop @

Trait: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
Fake Out / Feint / Close Combat / Detect
The spinning legs of pain scream 'utility' to the extreme. It has a whole plethora of useful support options that can benefit almost any team in some way. Here, I decided that the offensive nature of my team would like either free turns bought by Fake Out, buffers due to Intimidate, and guaranteed KOs with Feint to stop Protect. However, Hitmontop kinda fell behind because it really can't seem to fend too well for itself, with its STAB (it's either CC or Hi Jump Kick) compromising its good bulk. Since its primary (only) job is to support its teammates, I feel like I'm starting with a 5-6 disadvantage, as Hitmontop usually loses if it is the last one standing. It's only until I remembered Scrafty, a fellow Fake Outting Fighting-type, is not only part Dark but knows Drain Punch that I decided to give Hitmontop the boot.


















Yeti for President (Abomasnow) @ Grass Gem
Trait: Snow Warning
EVs: 252 Atk / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Spd
- Blizzard
- Wood Hammer
- Protect
- Ice Shard
Fire in the Soul (Chandelure) @ Fire Gem
Trait: Flash Fire
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Trick Room
- Heat Wave
- Shadow Ball
- Protect
The Idiot Test (Amoonguss) @ Black Sludge
Trait: Regenerator
EVs: 212 HP / 108 Def / 188 SDef
Relaxed Nature
IVs: 0 Spd
- Spore
- Rage Powder
- Giga Drain
- Protect
Got Belts? (Scrafty) (M) @ Chople Berry
Trait: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Fake Out
- Crunch
- Drain Punch
- Detect
Squishy~ (Reuniclus) @ Life Orb
Trait: Magic Guard
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Trick Room
- Psychic
- Focus Blast
- Protect
Frozen Bolt (Kyurem-Black) @ Electric Gem
Trait: Teravolt
EVs: 252 HP / 4 Atk / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Blizzard
- Fusion Bolt
- Earth Power
- Protect
Trait: Snow Warning
EVs: 252 Atk / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Spd
- Blizzard
- Wood Hammer
- Protect
- Ice Shard
Fire in the Soul (Chandelure) @ Fire Gem
Trait: Flash Fire
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Trick Room
- Heat Wave
- Shadow Ball
- Protect
The Idiot Test (Amoonguss) @ Black Sludge
Trait: Regenerator
EVs: 212 HP / 108 Def / 188 SDef
Relaxed Nature
IVs: 0 Spd
- Spore
- Rage Powder
- Giga Drain
- Protect
Got Belts? (Scrafty) (M) @ Chople Berry
Trait: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Fake Out
- Crunch
- Drain Punch
- Detect
Squishy~ (Reuniclus) @ Life Orb
Trait: Magic Guard
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Trick Room
- Psychic
- Focus Blast
- Protect
Frozen Bolt (Kyurem-Black) @ Electric Gem
Trait: Teravolt
EVs: 252 HP / 4 Atk / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Blizzard
- Fusion Bolt
- Earth Power
- Protect
Yeti for President (Abomasnow) @ Grass Gem
Trait: Snow Warning
EVs: 252 Atk / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Spd
- Blizzard
- Wood Hammer
- Protect
- Ice Shard
Fire in the Soul (Chandelure) @ Fire Gem
Trait: Flash Fire
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Trick Room
- Heat Wave
- Shadow Ball
- Protect
Serenity (Togekiss) (F) @ Sitrus Berry
Trait: Serene Grace
EVs: 248 HP / 196 Def / 64 SDef
Sassy Nature
IVs: 0 Spd
- Air Slash
- Follow Me
- Helping Hand
- Protect
Got Belts? (Scrafty) (M) @ Chople Berry
Trait: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Fake Out
- Crunch
- Drain Punch
- Detect
Ding Dong Mofo (Bronzong) @ Mental Herb
Trait: Levitate
EVs: 252 HP / 72 Def / 184 SDef
Sassy Nature
IVs: 0 Spd
- Trick Room
- Gyro Ball
- Imprison
- Protect
Not a Weepin Angel (Rhydon) @ Eviolite
Trait: Lightningrod
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
IVs: 0 Spd
- Earthquake
- Rock Slide
- Megahorn
- Protect
Trait: Snow Warning
EVs: 252 Atk / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Spd
- Blizzard
- Wood Hammer
- Protect
- Ice Shard
Fire in the Soul (Chandelure) @ Fire Gem
Trait: Flash Fire
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Trick Room
- Heat Wave
- Shadow Ball
- Protect
Serenity (Togekiss) (F) @ Sitrus Berry
Trait: Serene Grace
EVs: 248 HP / 196 Def / 64 SDef
Sassy Nature
IVs: 0 Spd
- Air Slash
- Follow Me
- Helping Hand
- Protect
Got Belts? (Scrafty) (M) @ Chople Berry
Trait: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Fake Out
- Crunch
- Drain Punch
- Detect
Ding Dong Mofo (Bronzong) @ Mental Herb
Trait: Levitate
EVs: 252 HP / 72 Def / 184 SDef
Sassy Nature
IVs: 0 Spd
- Trick Room
- Gyro Ball
- Imprison
- Protect
Not a Weepin Angel (Rhydon) @ Eviolite
Trait: Lightningrod
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
IVs: 0 Spd
- Earthquake
- Rock Slide
- Megahorn
- Protect
Yeti for President (Abomasnow) @ Grass Gem
Trait: Snow Warning
EVs: 252 Atk / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Spd
- Blizzard
- Wood Hammer
- Protect
- Ice Shard
Jelly of my Stache? (Jellicent) (M) @ Water Gem
Trait: Water Absorb
EVs: 252 HP / 112 Def / 144 SAtk
Quiet Nature
IVs: 0 Spd
- Water Spout
- Shadow Ball
- Recover
- Trick Room
The Idiot Test (Amoonguss) @ Black Sludge
Trait: Regenerator
EVs: 212 HP / 108 Def / 188 SDef
Relaxed Nature
IVs: 0 Spd
- Spore
- Rage Powder
- Giga Drain
- Protect
Death by High Five (Hariyama) (M) @ Toxic Orb
Trait: Guts
EVs: 8 HP / 252 Atk / 248 Def
Brave Nature
IVs: 0 Spd
- Fake Out
- Close Combat
- Stone Edge
- Detect
I made "Portals" (Cresselia) @ Lum Berry
Trait: Levitate
EVs: 252 HP / 60 Def / 196 SDef
Sassy Nature
IVs: 0 Spd
- Trick Room
- Psyshock
- Protect
- Helping Hand
Needs More Drills (Rhyperior) @ Ground Gem
Trait: Lightningrod
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spd
- Earthquake
- Rock Slide
- Megahorn
- Protect
Trait: Snow Warning
EVs: 252 Atk / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Spd
- Blizzard
- Wood Hammer
- Protect
- Ice Shard
Jelly of my Stache? (Jellicent) (M) @ Water Gem
Trait: Water Absorb
EVs: 252 HP / 112 Def / 144 SAtk
Quiet Nature
IVs: 0 Spd
- Water Spout
- Shadow Ball
- Recover
- Trick Room
The Idiot Test (Amoonguss) @ Black Sludge
Trait: Regenerator
EVs: 212 HP / 108 Def / 188 SDef
Relaxed Nature
IVs: 0 Spd
- Spore
- Rage Powder
- Giga Drain
- Protect
Death by High Five (Hariyama) (M) @ Toxic Orb
Trait: Guts
EVs: 8 HP / 252 Atk / 248 Def
Brave Nature
IVs: 0 Spd
- Fake Out
- Close Combat
- Stone Edge
- Detect
I made "Portals" (Cresselia) @ Lum Berry
Trait: Levitate
EVs: 252 HP / 60 Def / 196 SDef
Sassy Nature
IVs: 0 Spd
- Trick Room
- Psyshock
- Protect
- Helping Hand
Needs More Drills (Rhyperior) @ Ground Gem
Trait: Lightningrod
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spd
- Earthquake
- Rock Slide
- Megahorn
- Protect
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