ORAS Doubles OU -

Hi, nice team ya got there, I've yet to see trap tr work outside of croven's mawile team, so it'll be fun to see how well you succeed trap semi tr. That said, you're running quite a few unviable mons/sets there, and you honestly can't accomplish this sort of team archetype if you don't run mons bulky enough or strong enough to abuse trapping. I'm afraid I can't keep your RYB color scheme.

Firstly, trapinch is not bulky enough for a trapping role, it dies to pretty much any hit. Paired with jirachi, you're really missing out on offensive presence, so you should replace jirachi and trapinch with gothitelle, who combines their roles of trick room and trapper and frees up a team slot. For your new slot, I suggest Azumarill. Azu works both in and out of tr and can take huge advantage of the trapping to set up a belly drum.

Even if you don't know what to do for a last slot, ditto is almost never a good choice. It's basically a frailer version of the opponent with reduced pp and a usually inferior item. You have no levitators and no Intimidate, which makes you exceptionally earthquake weak. I suggest using Landorus-t instead of ditto to help deal with eq users, among other things, and to spread attack drops. It's also one of the cornerstones of semi tr based purely on how many things it checks.

Outside of that, I brushed up a few sets, which were mostly ev adjustments to hit benchmarks or some move choices. I'll gladly explain anything if you want.
Ampharos-Mega @ Ampharosite
Ability: Static
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Thunderbolt
- Dragon Pulse
- Focus Blast
- Protect

Gothitelle @ Sitrus Berry
Ability: Shadow Tag
EVs: 248 HP / 140 Def / 120 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Heal Pulse
- Tickle
- Protect

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Aqua Jet
- Play Rough
- Belly Drum
- Protect

Volcarona @ Life Orb
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Modest Nature
- Heat Wave
- Giga Drain
- Quiver Dance
- Protect

Greninja @ Life Orb
Ability: Protean
EVs: 96 Atk / 244 SpA / 168 Spe
Naive Nature
- Hydro Pump
- Ice Beam
- Gunk Shot
- Protect

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Superpower
- U-turn
Hope to see you in the future! Also, if you're looking for a more immediate respond you can ask for someone to rate your team in the Smogon Doubles room on showdown, I'm sure they'd be glad to help.
 
I have zero experience in Doubles OU, but if you insist on running Trapinch, use Eviolite as its Item. Trapinch's 45/45/45 bulk is awful, and Eviolite will at least make it capable of taking some unresisted hits. I can see it working on Trick Room given my VGC experience, but I can't see it working without Eviolite. I cooked up a set for you:

Trapinch @ Eviolite
Ability: Arena Trap
EVs: 252 HP / 76 Atk / 92 Def / 88 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Rock Slide
- Crunch
- Superpower

The EVs are such that it always lives Weavile's Ice Punch and is never 2HKOed by Tyranitar's Dark Pulse (non-LO for both). The moves also seemed rather suboptimal, so instead of Attract and Substitute, I gave it Crunch to hit Gengar and Superpower to smack Tyranitar around harder than Earthquake would.
 
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