Heyo~
So I am rather new to VGC, and competitive Pokémon in general! I've been tweaking around with a Perish Trap team, and I have reached the point where I would appreciate feedback on how this team could be improved. Below are each of the Pokémon and a brief description of their roles.
Gengar @ Gengarite
Ability: Levitate
Level: 50
EVs: 228 HP / 4 Def / 4 SpA / 20 SpD / 252 Spe
Timid Nature
- Perish Song
- Substitute
- Shadow Ball
- Protect
The first Pokémon to come to mind when I think of Perish Trap team. I dunno how much I need to explain here, except that I gave Gengar 228 EVs in HP to keep the number a multiple of 4 (for Substitute).
Kyogre @ Blue Orb
Ability: Drizzle
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Icy Wind
- Origin Pulse
- Thunder
- Protect
Obligatory legendary -_- ... This is the Special Sweeper of the team, and usually serves as a backup in case the Perish Song strategy falls through the floor or for cleaning up remaining Pokémon.
Raichu @ Air Balloon
Ability: Lightning Rod
Level: 50
EVs: 20 HP / 236 SpA / 252 Spe
Timid Nature
- Fake Out
- Discharge
- Encore
- Protect
Quick supporting Pokémon. Fake Out pressure, Encore, diverting Electric attacks from Kyogre. Discharge for chance of Paralysis. Works rather well with Dugtrio.
Dugtrio @ Choice Scarf
Ability: Arena Trap
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Sucker Punch
- Bulldoze
- Beat Up
Supporting Pokemon and additional trapping for Perish Song. I find myself using Rock Slide a lot because of potential Flinching and Choice Scarf making it faster than most Pokémon; however, I'm finding that the other 3 moves not very useful, so I would definitely say this is a weak point in my team, but having the Arena Trap ability makes it really useful.
Azumarill @ Life Orb
Ability: Huge Power
Level: 50
EVs: 244 HP / 12 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Play Rough
- Perish Song
- Protect
Physical Sweeper and Perish Song user. Would use it more for Sweeping, but Azumarill usually can't use Belly Drum after being hit. So it's primarily for Perish Song.
Whimsicott @ Mental Herb
Ability: Prankster
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Taunt
- Worry Seed
- Tailwind
- Protect
Taunt to counter Trick Room, Tailwind, and Dark Void. Worry Seed allows me to change troublesome abilities (*cough* Desolate Land, Delta Stream, Parental Bond *cough*)...
This is my first time posting, so yeah... ^_^;
So I am rather new to VGC, and competitive Pokémon in general! I've been tweaking around with a Perish Trap team, and I have reached the point where I would appreciate feedback on how this team could be improved. Below are each of the Pokémon and a brief description of their roles.

Gengar @ Gengarite
Ability: Levitate
Level: 50
EVs: 228 HP / 4 Def / 4 SpA / 20 SpD / 252 Spe
Timid Nature
- Perish Song
- Substitute
- Shadow Ball
- Protect
The first Pokémon to come to mind when I think of Perish Trap team. I dunno how much I need to explain here, except that I gave Gengar 228 EVs in HP to keep the number a multiple of 4 (for Substitute).

Kyogre @ Blue Orb
Ability: Drizzle
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Icy Wind
- Origin Pulse
- Thunder
- Protect
Obligatory legendary -_- ... This is the Special Sweeper of the team, and usually serves as a backup in case the Perish Song strategy falls through the floor or for cleaning up remaining Pokémon.

Raichu @ Air Balloon
Ability: Lightning Rod
Level: 50
EVs: 20 HP / 236 SpA / 252 Spe
Timid Nature
- Fake Out
- Discharge
- Encore
- Protect
Quick supporting Pokémon. Fake Out pressure, Encore, diverting Electric attacks from Kyogre. Discharge for chance of Paralysis. Works rather well with Dugtrio.

Dugtrio @ Choice Scarf
Ability: Arena Trap
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Sucker Punch
- Bulldoze
- Beat Up
Supporting Pokemon and additional trapping for Perish Song. I find myself using Rock Slide a lot because of potential Flinching and Choice Scarf making it faster than most Pokémon; however, I'm finding that the other 3 moves not very useful, so I would definitely say this is a weak point in my team, but having the Arena Trap ability makes it really useful.

Azumarill @ Life Orb
Ability: Huge Power
Level: 50
EVs: 244 HP / 12 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Play Rough
- Perish Song
- Protect
Physical Sweeper and Perish Song user. Would use it more for Sweeping, but Azumarill usually can't use Belly Drum after being hit. So it's primarily for Perish Song.

Whimsicott @ Mental Herb
Ability: Prankster
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Taunt
- Worry Seed
- Tailwind
- Protect
Taunt to counter Trick Room, Tailwind, and Dark Void. Worry Seed allows me to change troublesome abilities (*cough* Desolate Land, Delta Stream, Parental Bond *cough*)...
This is my first time posting, so yeah... ^_^;