ORAS OU Doubles Trick Room Team

Hey everyone! Just wanted to showcase and possibly get some feedback on my Doubles (OU) Trick Room team. If you have any suggestions or questions, please leave them down below and I'll check them out :)

Team building Process:

I always wanted to build a successful Trick Room team, but I could never accomplish my goal in singles. When I finally came to my senses, I decided to build a Doubles OU Trick Room Team. To start off, you need an actual Trick Room setter. Meowstic was a perfect candidate as it has the ability to not only set up the actual Trick Room, but it can set up Priority screens. In case Meowstic went down before it could set up a Trick Room, I decided to use a bulky Dusclops as my other Trick Room setter. I choose Dusclops over Cresselia because I wanted to have more coverage with my team type-wise. Next I needed to decide between physical and special attackers. Mega Camerupt was the best Pokemon to fit into a Trick Room and deal out the necessary damage. I sort of juggled the idea of using Mega Mawile but decided to use Camerupt instead. Azumarill was the perfect physical attacker since I wasn't going to use Mega Mawile. As Dusclops was my physical wall, I needed a special wall, and Clefable fit the bill perfectly. To take out faster threats and Pokemon who can use Priority to decimate my team, I chose Talonflame to take out those threats. For every Pokemon except Talonflame, I ran 0 Speed IVs to make sure they were slow enough to outspeed other slow Pokemon while the Trick Room was up.

Team:

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Meowstic @ Light Clay
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Spe
- Charm/Confide/Psychic
- Reflect
- Light Screen
- Trick Room

Meowstic Male is a very underrated prankster user, and in my opinion, is second only to Klefki, but lets be serious, who would want a keychain as their Prankster Pokemon of choice? Meowstic's main purpose is to set up trick room, as well as set up some Prankster screens in order to add to it's longevity. The light clay is placed on Meowstic for obvious reasons, but you can also run leftovers, although I wouldn't recommend it. The last move slot can be filled with practically any move. I prefer to run a status-lowering move like Charm or Confide, but it all depends on your battling style. I prefer to run no Speed IVs in case I put Psychic on it, but for this Pokemon, 0 Speed IVs doesn't affect it's role too much.

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Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Belly Drum
- Aqua Jet
- Waterfall
- Play Rough

Here we have our good, old, friend Azumarill. Azumarill is an absolute beast, with its crazy movepool and insane ability, Huge Power. Huge Power single-handedly can turn this cute little otter-ish thing into a cold blooded killer who takes no prisoners. Azumarill is one of the stars of the Trick Room show, being slow enough to be a powerful set-up sweeper with Belly Drum. I like to put the Sitrus Berry on Azu for the hopeful 75% health with 4x Attack, but I guess you could put leftovers, though I strongly discourage it. Aqua Jet is there for priority in case the Trick Room runs out. Waterfall and Play Rough are your two powerful stab moves, but honestly, a 4x Waterfall takes pretty much everything out. The EVs are placed to give Azu maximum attacking prowess and increase its lifespan on the battle field. MAKE SURE YOU RUN 0 SPEED IVs!

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Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 8 Atk / 116 SpA / 136 SpD
Quiet Nature
IVs: 0 Spe
- Eruption
- Earth Power
- Rock Slide
- Will-O-Wisp

When X & Y introduced Mega Evolutions, very few Megas were able to fit into a Trick Room team. At best, your go-to for a Trick Room team was Mega-Ampharos or Mega-Mawile. When ORAS finally came around, it gave Trick Room this wonderful gift, Mega Camperupt. Crawling into the battle scene with a monstrous 145 Special Attack stat, it fit well into Trick Room with its meager base 20 Speed. In this team, Camperupt is basically your non-setup sweeper. The "trick" to sweeping with Camperupt is to somehow get it in while Trick Room has most of it's turns left. Eruption is a terrifying STAB move that will usually go first while Trick Room is still up, and will probably stay at it's powerful 150 base power. Earth Power and Rock Slide are for coverage, while Will-O-Wisp is to cripple powerful physical attackers before they can even attack, but nothing really lives an Eruption. The 0 Speed IVs aren't really the biggest issue for Mega-Camperupt, but its always better to be safe than sorry.

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Dusclops @ Eviolite
Ability: Frisk
EVs: 248 HP / 252 Def / 8 SpA
Relaxed Nature
IVs: 0 Spe
- Destiny Bond
- Hex
- Will-O-Wisp
- Trick Room

Black and White introduced one of the most powerful items in the Pokemon universe, ever. The Eviolite. Dusclops is probably the best Eviolite user, with its massive base 125 Defense and Special Defense stats. With the Eviolite, they are basically base 188 stats. Dusclops is the bulkier alternative to setting up Trick Room, as Meowstic is a very frail Pokemon. After setting up said Trick Room, use Will-O-Wisp or any other status inflicting move to cripple Pokemon and deal massive damage with Hex next turn. Destiny Bond can surprise multiple opponents as you go first due to Trick Room being up. Usually, Dusclops pairs best with Mega Camperupt on the field, as being the other Trick Room user with an attacking move.

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Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Roost
- Flare Blitz
- U-turn

Talonflame seems like a strange Pokemon to put on a Trick Room team, and it is. Talonflame has no value or purpose in a Trick Room team. However, once your Trick Room runs out, or both Trick Room users are gone, you need a strong Pokemon to take out threats so that you can still win the match. Talonflame's ability Gale Wings gives +1 Priority to all Flying type moves, so even while a Trick Room is up, Brave Bird can still decimate opponents. Roost is for reliable recovery, while Flare Blitz is another strong STAB move. U-Turn can be used on the turn a Trick Room is being set up to get either Azumarill or Camerupt in to start dealing massive damage.

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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Heal Pulse
- Moonblast
- Moonlight
- Toxic/Calm Mind

Clefable is a very dangerous Pokemon. Whether its being a set-up sweeper or a sweeper stopper, Clefable always comes through. Although it may not have the best defensive stats, it gets by with ease due to it's extensive move pool and reliable recovery. Besides being a Special Wall, Clefable's main purpose is to heal your Pokemon that otherwise would not be able to heal themselves. Clefable can restore Camerput's HP, increase the amount of damage it deals with Eruption. Clefable is also the dreaded Fairy type, and when played correctly, nothing can stop this absolute beast. You can run Calm Mind over Toxic, but it is nice to have a move that breaks down study walls.


 
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