I built this team while ago, I don't do many double battles, but this is usually what I use when I do. I have fun with this team; but partially with my relative inexperience in doubles, and through experience in using this team myself, I feel this team could be better. I just don't know what to do with it.
It's a trick room team, this was my first time building a trick room team in singles or doubles. Everything has lowest possible speed to be able to move first in trick room. Anyway heres the team.
Musharna @ Mental Herb
Ability: Telepathy
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Helping Hand
- Psychic
- Protect
This is the main user of trick room and usually one of the leads. The mental herb allows it to set up trick room even after a taunt. Its EVs allow it to take almost any special attack. Helping hand lets it support teammates, and protect lets it survive longer and possible scout the opponent. Psychic is there in case of a taunt after the mental herb is gone.
Hariyama @ Flame Orb
Ability: Guts
EVs: 252 Atk / 128 Def / 128 SpD
Brave Nature
IVs: 0 Spe
- Close Combat
- Knock Off
- Wide Guard
- Fake Out
This guy is usually sent out first along with Musharna. Guts with the burn from flame orb give a real nice boost to his already impressive 429 atk, as well as giving him psuedo .Close Combat and Knock Off give excellent coverage. Wide Guard works great on moves like surf and earthquake. The flinch from fake out helps a lot in keeping a threat off Musharna, or completely halting an opponents set up for a turn.
Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 172 HP / 28 Def / 252 SpA / 56 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Psyshock
- Focus Blast
- Protect
Reuniclus, is a hard hitter. He is also a back up trick room pokemon. Magic Guard negates the life orb damage,as well as make it not have a problem with poison and burns. Psyshock and focus blast have decent coverage, but more importantly allow it to his both physically and special.
Escavalier @ Occa Berry
Ability: Overcoat
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Megahorn
- Iron Head
- Quick Guard
- Protect
Escavalier is another physical powerhouse. Occa berry is supposed to keep fire attacks from completely destroying it, but doesn't always work, so I am reconsidering it. Mega horn does outstanding damage, and Iron Head is good secondary stab as well as the best physical attack i have against fairies. Quick guard is great at keeping things like talonflame and pokemon with prankster from completely messing me up.
Chandelure @ Life Orb
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Heat Wave
- Shadow Ball
- Trick Room
- Protect
Chandelure is another strong special attacker. The ability used to be infiltrator, but I changed it because I didnt use it much, but Im still not sure on the change. Heatwave is a nice strong STAB to his both opponents. Shadow ball is a great secondary STAB, and its also got trick room as a back up.
Slowbro @ Sitrus Berry
Ability: Regenerator
EVs: 244 HP / 156 SpA / 108 SpD
Quiet Nature
IVs: 0 Spe
- Surf
- Ice Beam
- Flamethrower
- Protect
I know Slowbro is usually defensive, but with 100 base sp atk hes not too bad offensively. Not to sure if sitrus berry is as good as leftovers, but it has helped, especially with regenerator. Water, fire ice is decent coverage, just doesnt hit water which is actually a problem for my whole team.
It's a trick room team, this was my first time building a trick room team in singles or doubles. Everything has lowest possible speed to be able to move first in trick room. Anyway heres the team.
Musharna @ Mental Herb
Ability: Telepathy
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Helping Hand
- Psychic
- Protect
This is the main user of trick room and usually one of the leads. The mental herb allows it to set up trick room even after a taunt. Its EVs allow it to take almost any special attack. Helping hand lets it support teammates, and protect lets it survive longer and possible scout the opponent. Psychic is there in case of a taunt after the mental herb is gone.
Hariyama @ Flame Orb
Ability: Guts
EVs: 252 Atk / 128 Def / 128 SpD
Brave Nature
IVs: 0 Spe
- Close Combat
- Knock Off
- Wide Guard
- Fake Out
This guy is usually sent out first along with Musharna. Guts with the burn from flame orb give a real nice boost to his already impressive 429 atk, as well as giving him psuedo .Close Combat and Knock Off give excellent coverage. Wide Guard works great on moves like surf and earthquake. The flinch from fake out helps a lot in keeping a threat off Musharna, or completely halting an opponents set up for a turn.
Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 172 HP / 28 Def / 252 SpA / 56 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Psyshock
- Focus Blast
- Protect
Reuniclus, is a hard hitter. He is also a back up trick room pokemon. Magic Guard negates the life orb damage,as well as make it not have a problem with poison and burns. Psyshock and focus blast have decent coverage, but more importantly allow it to his both physically and special.
Escavalier @ Occa Berry
Ability: Overcoat
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Megahorn
- Iron Head
- Quick Guard
- Protect
Escavalier is another physical powerhouse. Occa berry is supposed to keep fire attacks from completely destroying it, but doesn't always work, so I am reconsidering it. Mega horn does outstanding damage, and Iron Head is good secondary stab as well as the best physical attack i have against fairies. Quick guard is great at keeping things like talonflame and pokemon with prankster from completely messing me up.
Chandelure @ Life Orb
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Heat Wave
- Shadow Ball
- Trick Room
- Protect
Chandelure is another strong special attacker. The ability used to be infiltrator, but I changed it because I didnt use it much, but Im still not sure on the change. Heatwave is a nice strong STAB to his both opponents. Shadow ball is a great secondary STAB, and its also got trick room as a back up.
Slowbro @ Sitrus Berry
Ability: Regenerator
EVs: 244 HP / 156 SpA / 108 SpD
Quiet Nature
IVs: 0 Spe
- Surf
- Ice Beam
- Flamethrower
- Protect
I know Slowbro is usually defensive, but with 100 base sp atk hes not too bad offensively. Not to sure if sitrus berry is as good as leftovers, but it has helped, especially with regenerator. Water, fire ice is decent coverage, just doesnt hit water which is actually a problem for my whole team.