okay so this is definitely a more singles oriented strategy but i have had a lot of fun trying to make this work in doubles. magic room, for those who do not know disables all items on the field for 5 turns, which seems like a bad thing as your on items get disabled, unless you want your items to be disabled. the two main ideas i am working with on this team are hazards(as boots are cancelled) and set up-choice sweepers(as the choice item is cancelled until the room wears off). anyway i do not know if i am running this optimally but i think that klefki is the best choice for a setter as it has prankster and dual screens(there are not many Pokémon that learn magic room). anyways this is my first time trying magic room so please give me any recommendations for things to try:)
Klefki @ Light Clay
Ability: Prankster
Tera Type: Dark
EVs: 172 HP / 88 Def / 248 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Reflect
- Light Screen
- Magic Room
this is the crux of the team obviously. though you have to be careful as you will not get the effect of magic room on your pokemon until the turn after the move is clicked. magic room is also of course great for shutting down booster energy, toxic orb, and any other item reliant pokemon you can think of. i am not sure if light clay is the best item and maybe mental herb woube be better(once magic room is clicked your own light clay is of course disabled. tera dark is to be immune to prankster, doesnt feel like the best choice but i cant think of anything better.
Hydrapple @ Choice Specs
Ability: Regenerator
Tera Type: Water
EVs: 172 HP / 224 Def / 112 SpA
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Energy Ball
- Fickle Beam
- Pollen Puff
every pokemon from here out has some sort of restrictive item, in order to be able to boost up and then gain the benefit of the choice boost. hydraple is nice as it compliments klefkis weaknesses and can heal itself without an item. nasty plot + specs destroys anything unsuspecting. pollen puff is to heal allies. I also like the defensive typing, and I feel like a regenerator mon is nice when often my items will not be in effect.
Hippowdon @ Assault Vest
Ability: Sand Stream
Tera Type: Grass
EVs: 156 HP / 52 Atk / 96 Def / 204 SpD
Impish Nature
- Whirlwind
- Stealth Rock
- Rock Slide
- High Horsepower
this may not be the best choice as most of my pokemon are vulnerable to sandstorm, but i feel like a mono ground type with good bulk really enhances the team, especially since it can run av and status moves. stealth rock + whirlwind feels really nice here when boots are cancelled with magic room, and with dual screens bro is super bulky. I think it might be better to have a recovery move but not really sure. sandstorm is good for for chip especially when leftovers are cancelled.
Arcanine-Hisui @ Choice Band
Ability: Rock Head
Tera Type: Grass
EVs: 132 HP / 132 Atk / 108 Def / 120 SpD / 16 Spe
Adamant Nature
- Agility
- Head Smash
- Flare Blitz
- Protect
this is totally not an optimal set, but the protect mind games are really funny. i think this role could also go to a bulk up sweeper but im not sure which to go for. of all the mons this is probably the one i would want to change the most but if set up correctly the damage is insane.
Vaporeon @ Choice Scarf
Ability: Water Absorb
Tera Type: Steel
EVs: 252 HP / 120 SpA / 136 Spe
Timid Nature
IVs: 0 Atk
- Wish
- Scald
- Calm Mind
- Ice Beam
since so many of the mons are weak to water, i felt i needed at least one immunity, and a mon who which could set up but also heal the team. scald and ice beam go great together, but if the team changes and i lose either the hippo or the dog i might reconsider the vaporeon, but i think i could make the EV spread better...
Volcarona @ Choice Scarf
Ability: Flame Body
Tera Type: Grass
EVs: 108 HP / 172 SpA / 112 SpD / 116 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Rage Powder
- Giga Drain
I should probably change fiery dance to heatwave, but for testing i didnt want to deal with missing moves, sp i chose this. i think a quiver dance mon is perfect for a magic room team and volc seemed like the best choice to me.
anyways here are some replays,
https://replay.pokemonshowdown.com/gen9doublesuu-2509774101
https://replay.pokemonshowdown.com/gen9doublesuu-2509783367
https://replay.pokemonshowdown.com/gen9doublesuu-2509817414
Klefki @ Light Clay
Ability: Prankster
Tera Type: Dark
EVs: 172 HP / 88 Def / 248 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Reflect
- Light Screen
- Magic Room
this is the crux of the team obviously. though you have to be careful as you will not get the effect of magic room on your pokemon until the turn after the move is clicked. magic room is also of course great for shutting down booster energy, toxic orb, and any other item reliant pokemon you can think of. i am not sure if light clay is the best item and maybe mental herb woube be better(once magic room is clicked your own light clay is of course disabled. tera dark is to be immune to prankster, doesnt feel like the best choice but i cant think of anything better.
Hydrapple @ Choice Specs
Ability: Regenerator
Tera Type: Water
EVs: 172 HP / 224 Def / 112 SpA
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Energy Ball
- Fickle Beam
- Pollen Puff
every pokemon from here out has some sort of restrictive item, in order to be able to boost up and then gain the benefit of the choice boost. hydraple is nice as it compliments klefkis weaknesses and can heal itself without an item. nasty plot + specs destroys anything unsuspecting. pollen puff is to heal allies. I also like the defensive typing, and I feel like a regenerator mon is nice when often my items will not be in effect.
Hippowdon @ Assault Vest
Ability: Sand Stream
Tera Type: Grass
EVs: 156 HP / 52 Atk / 96 Def / 204 SpD
Impish Nature
- Whirlwind
- Stealth Rock
- Rock Slide
- High Horsepower
this may not be the best choice as most of my pokemon are vulnerable to sandstorm, but i feel like a mono ground type with good bulk really enhances the team, especially since it can run av and status moves. stealth rock + whirlwind feels really nice here when boots are cancelled with magic room, and with dual screens bro is super bulky. I think it might be better to have a recovery move but not really sure. sandstorm is good for for chip especially when leftovers are cancelled.
Arcanine-Hisui @ Choice Band
Ability: Rock Head
Tera Type: Grass
EVs: 132 HP / 132 Atk / 108 Def / 120 SpD / 16 Spe
Adamant Nature
- Agility
- Head Smash
- Flare Blitz
- Protect
this is totally not an optimal set, but the protect mind games are really funny. i think this role could also go to a bulk up sweeper but im not sure which to go for. of all the mons this is probably the one i would want to change the most but if set up correctly the damage is insane.
Vaporeon @ Choice Scarf
Ability: Water Absorb
Tera Type: Steel
EVs: 252 HP / 120 SpA / 136 Spe
Timid Nature
IVs: 0 Atk
- Wish
- Scald
- Calm Mind
- Ice Beam
since so many of the mons are weak to water, i felt i needed at least one immunity, and a mon who which could set up but also heal the team. scald and ice beam go great together, but if the team changes and i lose either the hippo or the dog i might reconsider the vaporeon, but i think i could make the EV spread better...
Volcarona @ Choice Scarf
Ability: Flame Body
Tera Type: Grass
EVs: 108 HP / 172 SpA / 112 SpD / 116 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Rage Powder
- Giga Drain
I should probably change fiery dance to heatwave, but for testing i didnt want to deal with missing moves, sp i chose this. i think a quiver dance mon is perfect for a magic room team and volc seemed like the best choice to me.
anyways here are some replays,
https://replay.pokemonshowdown.com/gen9doublesuu-2509774101
https://replay.pokemonshowdown.com/gen9doublesuu-2509783367
https://replay.pokemonshowdown.com/gen9doublesuu-2509817414


