I decided to give the combo on Plus and Minus a go in Doubles and want to see how I'm going so far. Once the VGC2012 rules are announced, I'll alter my team to the new tier.
Flubber (Reuniclus) (M) @ Mental Herb
Trait: Magic Guard
EVs: 252 HP / 124 Def / 4 SAtk / 128 SDef
Relaxed Nature (+Def, -Spd)
- Trick Room
- Round
- Psyshock
- Recover
Initial Trick Roomer. Round is there in case it's working with one of my main battling pair, both of whom also have Round. Mental Herb to counter Fake Out + Taunt combos.
Togekiss (M) @ Sitrus Berry
Trait: Serene Grace
EVs: 252 HP / 152 Def / 4 SAtk / 96 SDef
Relaxed Nature (+Def, -Spd)
- Follow Me
- Roost
- Aura Sphere
- Air Slash
Supporting Lead. Lures enemy Taunters away with Follow Me (unless Fake Out is present), and especially protects against Ghost attacks (just think of all the potential Trollfaces! XD)
Cogwell (Klang) @ Eviolite
Trait: Minus
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
- Flash Cannon
- Protect
- Hidden Power [Ice]
- Round
Negative member of the main attacking combo. Protect for scouting and protection from allied Discharges and Earthquakes. HP Ice to deal with Dragons and cover its Ground weakness, Round for team power with its ally, especially Ampharos.
Klang is chosen over Klinklang because of its equal Special Attack, lower Speed and increased bulk with Eviolite.
Baa (Ampharos) (M) @ Air Balloon
Trait: Plus
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Signal Beam
- Discharge
- Power Gem
- Round
Positive member of the main attacking combo. Power Gem and Signal Beam for coverage, Discharge as its main STAB move, Round for team power with its ally, especially Klang.
Shower (Bronzong) @ Leftovers
Trait: Levitate
EVs: 252 HP / 72 Def / 184 SDef
Relaxed Nature (+Def, -Spd)
- Trick Room
- Zen Headbutt
- Gyro Ball
- Earthquake
Second Trick Roomer. Pretty generic and self-explanitory.
Shelly (Shedinja) @ Focus Sash
Trait: Wonder Guard
EVs: 252 Atk / 252 SDef
Brave Nature (+Atk, -Spd)
- Shadow Claw
- X-Scissor
- Shadow Sneak
- Sunny Day
Sorry, I couldn't get rid of my beloved Shedinja. :p
Physical attacker and support wall. X-Scissor and Shadow Claw for standard STAB, Shadow Sneak for priority outside Trick Room, Sunny Day to eliminate Sandstorm or Hail. It is immune to both Earthquake and Discharge, allowing its allies to use them without issue.
If Round is a bad idea, I'll gladly get rid of it. Shedinja too... I guess... C&C welcome.
Flubber (Reuniclus) (M) @ Mental Herb
Trait: Magic Guard
EVs: 252 HP / 124 Def / 4 SAtk / 128 SDef
Relaxed Nature (+Def, -Spd)
- Trick Room
- Round
- Psyshock
- Recover
Initial Trick Roomer. Round is there in case it's working with one of my main battling pair, both of whom also have Round. Mental Herb to counter Fake Out + Taunt combos.
Togekiss (M) @ Sitrus Berry
Trait: Serene Grace
EVs: 252 HP / 152 Def / 4 SAtk / 96 SDef
Relaxed Nature (+Def, -Spd)
- Follow Me
- Roost
- Aura Sphere
- Air Slash
Supporting Lead. Lures enemy Taunters away with Follow Me (unless Fake Out is present), and especially protects against Ghost attacks (just think of all the potential Trollfaces! XD)
Cogwell (Klang) @ Eviolite
Trait: Minus
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
- Flash Cannon
- Protect
- Hidden Power [Ice]
- Round
Negative member of the main attacking combo. Protect for scouting and protection from allied Discharges and Earthquakes. HP Ice to deal with Dragons and cover its Ground weakness, Round for team power with its ally, especially Ampharos.
Klang is chosen over Klinklang because of its equal Special Attack, lower Speed and increased bulk with Eviolite.
Baa (Ampharos) (M) @ Air Balloon
Trait: Plus
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Signal Beam
- Discharge
- Power Gem
- Round
Positive member of the main attacking combo. Power Gem and Signal Beam for coverage, Discharge as its main STAB move, Round for team power with its ally, especially Klang.
Shower (Bronzong) @ Leftovers
Trait: Levitate
EVs: 252 HP / 72 Def / 184 SDef
Relaxed Nature (+Def, -Spd)
- Trick Room
- Zen Headbutt
- Gyro Ball
- Earthquake
Second Trick Roomer. Pretty generic and self-explanitory.
Shelly (Shedinja) @ Focus Sash
Trait: Wonder Guard
EVs: 252 Atk / 252 SDef
Brave Nature (+Atk, -Spd)
- Shadow Claw
- X-Scissor
- Shadow Sneak
- Sunny Day
Sorry, I couldn't get rid of my beloved Shedinja. :p
Physical attacker and support wall. X-Scissor and Shadow Claw for standard STAB, Shadow Sneak for priority outside Trick Room, Sunny Day to eliminate Sandstorm or Hail. It is immune to both Earthquake and Discharge, allowing its allies to use them without issue.
If Round is a bad idea, I'll gladly get rid of it. Shedinja too... I guess... C&C welcome.