INTRODUCTION
For the longest time I had never tried doubles or VGC on showdown or wifi. In fact, the first time I did try it with a (quite horrible) Goodstuff team I got absolutely mauled in a 6-0 against a Trick room team. However, recently I decided to try out doubles/vgc again. Remembering that Trick Room team and the way it played really helped influence the Team I created.
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AT A GLANCE:






If you haven't read the title or intro and haven't guessed by now this is a Trick Room team(s). The first third of the group, Musharna and Conkeldurr are the average Trick Room players. I know that there are better Trick Room setters than Mushy but helping hand is just too good to pass up. The second third of the Group is Jellicent and Vaporeon. I find these two to compliment very nicely together. The last third of the group is Metagross and Togekiss, two pokemon that compliment the other thirds.
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TEAM BUILDING PROCESS
When I came back into Doubles for my second go around without many places to start I took some ideas from the team I had faced before...


Basic Trick room here, Trick room first, helping hand spam Conkeldurr + Drain Punch all day for easy win.

I had a stall theme around my Team for a while but needed another damage dealer desperately. I looked at usage statistics and found the perfect fit, metagross and conkeldurr provide amazing offensive presence and can just blast through physical walls together anyways.


These two can do anything. Defensive core? check. Offensive presence? check. Stall Core? check. Anti Weather core? check. At first I wasn't sure how to fit these guys on my team. Until....

I found this guy on a whim. I had never associated this little fella with Trick Room until I watched a replay where a guy used follow me to get free turns for a sweeper to set up. I thought to myself, hey... if you get free turns for a sweeper to set up then couldn't you also get free turns for any other type of setup? It was then that my team became a decent team.
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IN DEPTH-

Elmers (Togekiss) @ Focus Sash
Trait: Serene Grace
EVs: 4 SDef / 252 HP / 252 SAtk
Modest Nature
- Air Slash
- Follow Me
- Roost/Aura Sphere
- Protect/Encore
As the nickname implies this is the glue of the team. I highly doubt that this team would even be able to function as well as it does without this guy. He counters so many things its unbelievable. Beatup+Justified, check and mate. Anger Point + always crits move, checked and mated, ghost moves at my weak to ghost pokes, check. I still can't believe this guy is as good as he is. Even though his main job is pretty much to die or die sometime later in a round the utility from follow me is just so important to my team. I gave him a focus sash to make sure on the first turn my Musharna/Jellicent always can set up trick room and I go from there.

Trait: Water Absorb
EVs: 88 SAtk / 252 HP / 168 SDef
Quiet Nature
IVs: 0 Spd
- Trick Room
- Hydro Pump/Surf/Water Spout
- Shadow Ball/Will-o-Wisp/Protect
- Rain Dance
You know exactly what Mushy is for a Trick Room setter so let's get to the more interesting one first. Say hello to the ultimate vaporeon buddy. So, first things first. Trick room goes up first, togekiss takes the shots. If togekiss survives thats good, if togekiss absorbs some shadow balls, thats better, if togekiss dies its EVEN BETTER. I win in every situation, I can throw in Vaporeon. With water absorb after togekiss's unfortunate demise and spam my surf while healing jellicent. I used to run surf and utility but then I discovered a whole slew of topics i'll cover in the next pokemon. Hydro Pump has Stab + Rain + Mostly goes first, shadow ball has stab and can weaken dangerous ghosts and psychics for a easy ko from the other teammate...

Trait: Hydration/Water Absorb
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Surf
- Ice Beam
- Hidden Power [Grass]
- Rest/Detect
It doesn't matter what combinations of abilities and items you put on the two, they both wreck stuff up. I prefer the Hydration/Rest combo. For the longest time I ran these two separately, however.. it wasn't until I ran them together that I saw how they feed off of each other so well. It might appear redundant to have these two together but the only way to see what I am talking about is to try it out for yourself.

Trait: Telepathy
EVs: 252 HP / 4 SAtk / 252 Def
Sassy Nature
IVs: 0 Spd
- Helping Hand
- Trick Room
- Psychic
- Protect
Standard trick room setter numero 2. Not much to see here, just your average setter. Mental Herb > Lum for counter against taunt. Helping hand explosion + Telepathy makes it better than cress imo

Trait: Iron Fist
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
IVs: 0 Spd
- Drain Punch
- Ice Punch
- Mach Punch
- Detect
This is a Trick Room Sweeper. Nuff said. Iron First > Sheer Force & Guts For secondary effects and no health drain, Drain Punch > Hammer Arm For healing. Conkeldurr > Hariyama for stab Mach Punch.

Trait: Clear Body
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Bullet Punch
- Zen Headbutt
- Explosion
- Ice Punch
Nice Offensive Presence to add more umph to my team. Goes with Togekiss on every VGC battle. Can dual priority with conkeldurr for picking off the last poke after trick room. Nice all arounder, added Normal Gem Boosted Explosion because he can abuse explosion with two teammates allowing for some synergy combinations.
EXPORTABLE
Conkeldurr @ Fighting GemTrait: Iron Fist
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
IVs: 0 Spd
- Drain Punch
- Ice Punch
- Mach Punch
- Detect
Togekiss @ Focus Sash
Trait: Serene Grace
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Air Slash
- Follow Me
- Roost
- Protect
Musharna @ Lum Berry
Trait: Telepathy
EVs: 252 HP / 252 Def / 4 SAtk
Sassy Nature
IVs: 0 Spd
- Helping Hand
- Trick Room
- Psychic
- Rest
Metagross @ Normal Gem
Trait: Clear Body
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Bullet Punch
- Zen Headbutt
- Explosion
- Ice Punch
Jellicent @ Damp Rock
Trait: Water Absorb
EVs: 252 HP / 88 SAtk / 168 SDef
Quiet Nature
IVs: 0 Spd
- Trick Room
- Hydro Pump
- Shadow Ball
- Rain Dance
Vaporeon @ Splash Plate
Trait: Hydration
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Surf
- Ice Beam
- Hidden Power [Grass]
- Rest