Just saying this right now, I don't have access to any of the Pokemon outside of friend safari or from in game. I'm trying to make a team based on what I have now until Poke Bank comes out (I hope :/)
I've been playing with trick room since 5th gen and I thought I'd take it to the next level in doubles. I'm very new to doubles and could really use any advise you guys and gals have for me.
1. Aromatisse (Maribelle)
Fairy
Sassy Nature
252 HP
200 Def
56 SpDef
0 Speed IV
Item: Pixie Plate
Ability: Aroma Veil
-Aromatherapy
-Trick Room
-Heal Pulse
-Draining Kiss/Wish
My core trick roomer as well as overall wall. I love her ability to shrug off taunts like it's nobodies business, though I have to be careful around Mold Breakers. Her role is that of a cleric, healing my pokes and getting rid of their statues. Draining Kiss has been doing well for her, though I have wish for a back up. I always like to start off with her to always get a trick room up on the first turn. I either pair her up with BroGirl, she sets up while BroGirl either Scalds or throws a Heal Pulse on her if I feel she's being targeted for heavy fire. Or I pair her up with Hotshot, he lays on the pressure or U-turns out of there while Maribelle sets up. I've seen her take a Mega Scizors Bullet Punch WITH A SWORDS DANCE at full health and it only dropped her down to 4% health.
2. Marowak (Siberia)
Ground
Brave Nature
252 HP
252 Atk
4 SpDef
0 Speed IV
Item: Thick Club
Ability: Rock Head
-Double Edge
-Rock Slide
-Iron Head/Protect
-Earthquake/Bonemerang
My favorite Pokemon of all time! Though not as divers as her sister Jubie-chan back in 5th-gen, Siberia has been working out wonderfully! She can take at least one hit, which gives her time to decimate the opponent. With Maribelle or BroGirl to Heal Pulse her to keep her alive longer. I've added Protect instead for Iron Head, cause it wasn't doing anything for me other than hitting a few fairies. Protect has turned into a good scouting move to help me plan and see what moves my opponent has on the first turn. I started doing trick room teams because I wanted to use Marowak.
3. Talonflame (Hotshot)
Fire/Flying
Adamant Nature
216 HP
252 Atk
40 Def
Item: Sharp Beak
Ability: Gale Wings
-Brave Bird
-Roost
-Flare Blitz
-U-turn
Hotshot fit perfectly into my team. His useful resistances and well as priority Brave Bird and Roost has greatly benefited my team. He also has good sinergy with DonValentino to create a mini Volt-Turn combo. I was looking for a good fire type and a good flying type for the longest time and with Hotshot I found the best of both worlds. I had a Magmortar in my last game and he served me well, but I felt that he didn't fill all the roles I was looking for. Start of the turn I mostly go for a Brave Bird to start putting pressure on my opponent. This then gives my other Pokemon, like Aromatisse or Slowbro or Trevent, time to set up trick room.
4. Mega Ampharos (DonValentino)
Dragon/Electric
Quiet Nature
216 HP
40 Def
252 SpAtk
0 Speed IV
Item: Ampharosite
Ability: Static/Mega: Mold Breaker
-Signal Beam
-Dragon Pulse
-Volt Switch
-Thunderbolt
Breeding my Pokes I noticed that I didn't have too many special attackers. My answer to this was Mega Ampharos! This guy is here to tear holes into anything that doesn't invest in special defense. It was a toss up between using Signal Beam or Power Gem, but I decided on Signal Beam to take out enemy Dark and Psychic types and the occasional grass type. Dragon Pulse works well to hit, what else, Dragon types hard. Dragon Pulse also works well with his electric attacks in hitting ground types for neutral damage and Thunderbolt or Volt Switch can hurt fairies for neutral as well.
5. Slowbro (BroGirl)
Water/Psychic
Sassy Nature
216 HP
252 SpAtk
40 SpDef
0 Speed IV
Item: Leftovers
Ability: Regenerator
-Trick Room
-Fire Blast
-Heal Pulse
-Scald
My second trick roomer and a good support for my team. I trained a Slowking before in my Black 2 game, I thought I'd give Slowbro a try or BroGirl in this case. Heal Pulse is there to heal up my Pokes, Fire Blast and Scald work well for coverage.
6. Trevenant (Melia)
Ghost/Grass
Brave Nature
252 HP
252 Atk
4 Def
0 Speed IV
Item: Sitrus Berry
Ability: Natural Cure
-Trick Room
-Horn Leech
-Phantom Force/Rest
-Will-O-Wisp
My final Pokemon and the one that I'm a little mixed on. I love her typing! I decided to go with Natural Cure, since Harvest would work better with a sunny day team. Phantom Force over Shadow Claw? I know, right? I just love the idea of going past a pokes protect! Will-O-Wisp for burning and Horn Leech for healing. It was a toss between her or Gourgeist and where I do love Gourgeist design, Melia has Natural Cure and Horn Leech.
So that's the team I have so far. I feel that I should have the move Protect in there more often but I couldn't decide on where to place it and on whom. I do have other Pokemon that I've breed so far as well:
Malamar, Abomasnow, Gourgeist, Hitmontop, Azumarill, Mawile, Klefki, Clawitzer, and Goodra, with an Aggron on the way.
The ones that I have on my team are the ones I think could work well together, though I know from past battles that it is not the greatest. Tell me what you think!
I've been playing with trick room since 5th gen and I thought I'd take it to the next level in doubles. I'm very new to doubles and could really use any advise you guys and gals have for me.
1. Aromatisse (Maribelle)
Fairy
Sassy Nature
252 HP
200 Def
56 SpDef
0 Speed IV
Item: Pixie Plate
Ability: Aroma Veil
-Aromatherapy
-Trick Room
-Heal Pulse
-Draining Kiss/Wish
My core trick roomer as well as overall wall. I love her ability to shrug off taunts like it's nobodies business, though I have to be careful around Mold Breakers. Her role is that of a cleric, healing my pokes and getting rid of their statues. Draining Kiss has been doing well for her, though I have wish for a back up. I always like to start off with her to always get a trick room up on the first turn. I either pair her up with BroGirl, she sets up while BroGirl either Scalds or throws a Heal Pulse on her if I feel she's being targeted for heavy fire. Or I pair her up with Hotshot, he lays on the pressure or U-turns out of there while Maribelle sets up. I've seen her take a Mega Scizors Bullet Punch WITH A SWORDS DANCE at full health and it only dropped her down to 4% health.
2. Marowak (Siberia)
Ground
Brave Nature
252 HP
252 Atk
4 SpDef
0 Speed IV
Item: Thick Club
Ability: Rock Head
-Double Edge
-Rock Slide
-Iron Head/Protect
-Earthquake/Bonemerang
My favorite Pokemon of all time! Though not as divers as her sister Jubie-chan back in 5th-gen, Siberia has been working out wonderfully! She can take at least one hit, which gives her time to decimate the opponent. With Maribelle or BroGirl to Heal Pulse her to keep her alive longer. I've added Protect instead for Iron Head, cause it wasn't doing anything for me other than hitting a few fairies. Protect has turned into a good scouting move to help me plan and see what moves my opponent has on the first turn. I started doing trick room teams because I wanted to use Marowak.
3. Talonflame (Hotshot)
Fire/Flying
Adamant Nature
216 HP
252 Atk
40 Def
Item: Sharp Beak
Ability: Gale Wings
-Brave Bird
-Roost
-Flare Blitz
-U-turn
Hotshot fit perfectly into my team. His useful resistances and well as priority Brave Bird and Roost has greatly benefited my team. He also has good sinergy with DonValentino to create a mini Volt-Turn combo. I was looking for a good fire type and a good flying type for the longest time and with Hotshot I found the best of both worlds. I had a Magmortar in my last game and he served me well, but I felt that he didn't fill all the roles I was looking for. Start of the turn I mostly go for a Brave Bird to start putting pressure on my opponent. This then gives my other Pokemon, like Aromatisse or Slowbro or Trevent, time to set up trick room.
4. Mega Ampharos (DonValentino)
Dragon/Electric
Quiet Nature
216 HP
40 Def
252 SpAtk
0 Speed IV
Item: Ampharosite
Ability: Static/Mega: Mold Breaker
-Signal Beam
-Dragon Pulse
-Volt Switch
-Thunderbolt
Breeding my Pokes I noticed that I didn't have too many special attackers. My answer to this was Mega Ampharos! This guy is here to tear holes into anything that doesn't invest in special defense. It was a toss up between using Signal Beam or Power Gem, but I decided on Signal Beam to take out enemy Dark and Psychic types and the occasional grass type. Dragon Pulse works well to hit, what else, Dragon types hard. Dragon Pulse also works well with his electric attacks in hitting ground types for neutral damage and Thunderbolt or Volt Switch can hurt fairies for neutral as well.
5. Slowbro (BroGirl)
Water/Psychic
Sassy Nature
216 HP
252 SpAtk
40 SpDef
0 Speed IV
Item: Leftovers
Ability: Regenerator
-Trick Room
-Fire Blast
-Heal Pulse
-Scald
My second trick roomer and a good support for my team. I trained a Slowking before in my Black 2 game, I thought I'd give Slowbro a try or BroGirl in this case. Heal Pulse is there to heal up my Pokes, Fire Blast and Scald work well for coverage.
6. Trevenant (Melia)
Ghost/Grass
Brave Nature
252 HP
252 Atk
4 Def
0 Speed IV
Item: Sitrus Berry
Ability: Natural Cure
-Trick Room
-Horn Leech
-Phantom Force/Rest
-Will-O-Wisp
My final Pokemon and the one that I'm a little mixed on. I love her typing! I decided to go with Natural Cure, since Harvest would work better with a sunny day team. Phantom Force over Shadow Claw? I know, right? I just love the idea of going past a pokes protect! Will-O-Wisp for burning and Horn Leech for healing. It was a toss between her or Gourgeist and where I do love Gourgeist design, Melia has Natural Cure and Horn Leech.
So that's the team I have so far. I feel that I should have the move Protect in there more often but I couldn't decide on where to place it and on whom. I do have other Pokemon that I've breed so far as well:
Malamar, Abomasnow, Gourgeist, Hitmontop, Azumarill, Mawile, Klefki, Clawitzer, and Goodra, with an Aggron on the way.
The ones that I have on my team are the ones I think could work well together, though I know from past battles that it is not the greatest. Tell me what you think!
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