This is a Doubles Trick Room team that I use in PBR Wifi battles. Many of the combinations are deadly and prove to be surprising for typical opposition.
Weavile@Iron Ball
Ability: Pressure
Nature: Brave
252 HP/252 ATT/6 Def
>Fake Out
>Fling
>Ice Shard
>Quick Attack/Brick Break/Focus Punch
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Role: Yes, this is an odd Pokemon to be used during the effects of Trick Room, but it is ever so perfect for helping set it up. Fake Out either the Taunter or the biggest threat while one of the following two Pokemon use Trick Room. Now for my favorite part…The iron ball cuts Weavile’s speed in half, making it attack reasonably slow. When combined with the Iron Ball, Fling has a base power of 130, which is STAB, making Weavile in possession of the 2nd strongest dark STAB in the game (only behind Tyranitar). It is D-E-V-A-S-T-A-T-I-N-G. Once used, Weavile’s speed will return to normal, but that is what priority moves are for. Ice Shard for dragons and the last spot is a personal preference: Quick Attack for more priority moves or Brick Break to deal with Steel types and faster Normals. Focus Punch is very hard to pull off, but it has promising rewards. He isn’t too durable, but Weavile gets the job done and does it in style.
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Dusknoir@Leftovers
Ability: Pressure
Nature: Sassy
252 HP/252 Sp Def/6 Att
>Shadow Sneak
>Pain Split
>Will-o-wisp
>Trick Room
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Role: Dusknoir is somewhat self-explanatory. It sets up Trick Room for my other Pokemon and does it very well. Shadow Sneak has saved me multiple times and the EVs are for Special Defense because of Will-o-wisp. It’s always fun to leech Blissey and Snorlax with Pain Split. I don’t always start with Dusknoir, because it’s wonderful to keep a Ghost in reserve when someone leads with an Infernape or Choice Staraptor.
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Slowbro@Leftovers
Ability: Own Tempo
Nature: Relaxed
252 HP/252 Def/6 SP Att
>Trick Room
>Slack Off
>Ice Beam
>Flamethrower
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Role: It’s stats really don’t do it justice – this thing brushes off strong hits with ease. It is my other Trick Room setup Pokemon besides Dusknoir. Slack Off is for recovery, Ice Beam for coverage, and Flamethrower for Skarmory, Forretress, and Metagross. Not too many EVs for Special Attack, but it becomes quite a threat when combined with the following Pokemon…
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Ampharos@Light Clay/Leftovers
Ability: Static
Nature: Relaxed
252 HP/160 DEF/98 Sp Def
>Flatter
>Reflect
>Thunderbolt
>Light Screen
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Role: Ampharos serves as the support Pokemon to my team, but still packs quite a punch with that impressive special attack. Flatter is the key move here – when used on Slowbro with his Own Tempo ability, it raises his special attack 2 stages without the negative side effects (hence the surprise sweeper). Thunderbolt is obviously for STAB on Gyarados and Reflect/Light Screen for team support.
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Ursaring@Flame Orb
Ability: Guts
Nature: Brave
252 Att/ 129Def/129Sp Def
>Facade
>Crunch
>Hammer Arm
>Protect
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Role: This is one of my all time favorite Pokemon, especially during a Trick Room. Protect is always useful in double battles, and it activates its Guts with Flame Orb. Façade rivals Marowak’s insane attacking power, Crunch is for ghost coverage, and Hammer Arm hits Snorlax and Blissey hard (while lowering its speed for a Trick Room boost). Truly a deadly threat that is usually overlooked. The EVs are in the Defense because of residual damage from Flame Orb.
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Togekiss@Leftovers
Ability: Serene Grace
Nature: Quiet
252 HP/152 Sp Att/108 Def
>Nasty Plot
>Air Slash
>Aura Sphere
>Roost
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Role: Instead of the typical Paraflincher, I decided to go with a Nasty Plot sweeper. I needed a Pokemon that avoided ground moves and could special sweep during the late game. Togekiss fulfills all requirements and works great whether Trick Room is active or not. The EVs are slightly tweaked – Speed EVs are moved into Defense. Air Slash/Aura Sphere provide great coverage and obviously no Thunderwave because of Trick Room.
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Constructive criticism is always welcome.
Weavile@Iron Ball
Ability: Pressure
Nature: Brave
252 HP/252 ATT/6 Def
>Fake Out
>Fling
>Ice Shard
>Quick Attack/Brick Break/Focus Punch
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Role: Yes, this is an odd Pokemon to be used during the effects of Trick Room, but it is ever so perfect for helping set it up. Fake Out either the Taunter or the biggest threat while one of the following two Pokemon use Trick Room. Now for my favorite part…The iron ball cuts Weavile’s speed in half, making it attack reasonably slow. When combined with the Iron Ball, Fling has a base power of 130, which is STAB, making Weavile in possession of the 2nd strongest dark STAB in the game (only behind Tyranitar). It is D-E-V-A-S-T-A-T-I-N-G. Once used, Weavile’s speed will return to normal, but that is what priority moves are for. Ice Shard for dragons and the last spot is a personal preference: Quick Attack for more priority moves or Brick Break to deal with Steel types and faster Normals. Focus Punch is very hard to pull off, but it has promising rewards. He isn’t too durable, but Weavile gets the job done and does it in style.
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Dusknoir@Leftovers
Ability: Pressure
Nature: Sassy
252 HP/252 Sp Def/6 Att
>Shadow Sneak
>Pain Split
>Will-o-wisp
>Trick Room
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Role: Dusknoir is somewhat self-explanatory. It sets up Trick Room for my other Pokemon and does it very well. Shadow Sneak has saved me multiple times and the EVs are for Special Defense because of Will-o-wisp. It’s always fun to leech Blissey and Snorlax with Pain Split. I don’t always start with Dusknoir, because it’s wonderful to keep a Ghost in reserve when someone leads with an Infernape or Choice Staraptor.
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Slowbro@Leftovers
Ability: Own Tempo
Nature: Relaxed
252 HP/252 Def/6 SP Att
>Trick Room
>Slack Off
>Ice Beam
>Flamethrower
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Role: It’s stats really don’t do it justice – this thing brushes off strong hits with ease. It is my other Trick Room setup Pokemon besides Dusknoir. Slack Off is for recovery, Ice Beam for coverage, and Flamethrower for Skarmory, Forretress, and Metagross. Not too many EVs for Special Attack, but it becomes quite a threat when combined with the following Pokemon…
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Ampharos@Light Clay/Leftovers
Ability: Static
Nature: Relaxed
252 HP/160 DEF/98 Sp Def
>Flatter
>Reflect
>Thunderbolt
>Light Screen
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Role: Ampharos serves as the support Pokemon to my team, but still packs quite a punch with that impressive special attack. Flatter is the key move here – when used on Slowbro with his Own Tempo ability, it raises his special attack 2 stages without the negative side effects (hence the surprise sweeper). Thunderbolt is obviously for STAB on Gyarados and Reflect/Light Screen for team support.
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Ursaring@Flame Orb
Ability: Guts
Nature: Brave
252 Att/ 129Def/129Sp Def
>Facade
>Crunch
>Hammer Arm
>Protect
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Role: This is one of my all time favorite Pokemon, especially during a Trick Room. Protect is always useful in double battles, and it activates its Guts with Flame Orb. Façade rivals Marowak’s insane attacking power, Crunch is for ghost coverage, and Hammer Arm hits Snorlax and Blissey hard (while lowering its speed for a Trick Room boost). Truly a deadly threat that is usually overlooked. The EVs are in the Defense because of residual damage from Flame Orb.
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Togekiss@Leftovers
Ability: Serene Grace
Nature: Quiet
252 HP/152 Sp Att/108 Def
>Nasty Plot
>Air Slash
>Aura Sphere
>Roost
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Role: Instead of the typical Paraflincher, I decided to go with a Nasty Plot sweeper. I needed a Pokemon that avoided ground moves and could special sweep during the late game. Togekiss fulfills all requirements and works great whether Trick Room is active or not. The EVs are slightly tweaked – Speed EVs are moved into Defense. Air Slash/Aura Sphere provide great coverage and obviously no Thunderwave because of Trick Room.
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Constructive criticism is always welcome.

