I bestow upon thee the team that brought me the runner-up status for the NU Doubles Minitour!
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Even though there are 6 members of the team, the members like to function in duos as seen above. More elaboration below:
Beheeyem @
Trait: Telepathy
EVs: 252 HP / 252 SAtk / 4 Def
Quiet Nature
IVs: 21 Spd
Trick Room / Psychic / Imprison / Protect
This is my premier Trick Room starter, packing good offensive presence, low Speed and Telepathy as well. While Beheeyem's primary job is to set up Trick Room, it can also ward off Psychics aimed at Gurdurr with Imprison. Since Beheeyem has Protect, the opponent's Protects will be disabled as well as long as Beheeyem remains on the field, which is really handy for Gurdurr who focuses on attacking one pokemon at a time. I went for minimum speed, with just enough to outspeed Musharna, a common sight in Doubles. Telepathy also ensures Beheeyem partners well with my second duo as it can avoid the spread damage of their attacks.
Gurdurr (M) @
Trait: Iron Fist
EVs: 252 Atk / 252 HP / 4 Def
Adamant Nature
Ice Punch / Hammer Arm / Wide Guard / Drain Punch
This thing is a one-man army, his attacks do serious damage to anything that doesn't resist it. Iron Fiste Hammer Arm has the equivalent strength of Superpower, except Gurdurr can actually utilize its drawbacks thanks to Trick Room. Due to this, I did not run minimum speed on Gurdurr since I might want to outpace other Trick Room sweepers such as Ursaring or Marowak outside of the twisted dimensions, and I can get slower if need be too. Ice Punch also gets the Iron Fist boost, and its singular targeting means it isn't weakened by the spread mechanics, allowing it to actually do solid damage to Fighting-resists as opposed to hitting them with a paltry Rock Slide. Drain Punch is chosen over Mach Punch due to me favoring recovery and the priority will be largely useless when under Trick Room.
Marowak @
Trait: Lightningrod
EVs: 252 Atk / 4 Def / 252 HP
Adamant Nature
IVs: 0 Spd
Earthquake / Brick Break / Rock Slide / Protect
The infamous powerhouse sweeper makes his appearance in this team, packing insanely powerful spread damage in Thick Club STAB Earthquake, which can maim a good amount of targets even with spread mechanics. Rock Slide allows Marowak to hit Ground-immune pokes while continuing the spread damage trend. Brick Break is an oddity in this set, mainly because I could not think of other options, Double-Edge was a no-no without Rock Head. Brick Break does come in handy against Dual Screen teams, so I decided to leave it there as a sort of 'tech move'. Protect because nothing else.
Eelektross @
Trait: Levitate
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Atk
Discharge / Flamethrower / Giga Drain / Thunderbolt
Eelektross partners almost naturally with Marowak: being immune to EQ, its STAB doesn't harm Marowak, hits from the special spectrum and threatening almost every threat, offensive or defensive, to Marowak. It has great coverage too, few opponents daring enough to challenge Electric-Fire-Grass coverage without being maimed by Marowak in the process, with Flamethrower torching Grass-types and Giga Drain hitting Ground types, both of which tend to survive Marowak's EQ. Thunderbolt is there solely to screw up Mantine, whose Wide Guards easily stops the spread assault and is difficult to wear down with singular attacks, though the greater damage has proven useful, even if it conflicts with Marowak's Lightningrod.
Octillery @
Trait: Sniper
EVs: 4 SDef / 252 HP / 252 SAtk
Quiet Nature
IVs: 0 Spd
Water Spout / Energy Ball / Fire Blast / Protect
You see that picture? That's how ready Octillery is to deluge your team if you aren't prepared for Water Gem STAB full-power Water Spout, with a possible Helping Hand boost. It has colorful Water-Fire-Grass coverage as well, as Dragons are a rare sight in NU Doubles (due to Outrage's unreliability and most being predominantly physical), so Fire Blast's greater power against Grass=types is preferred. Energy Ball nails Water-types hard. Protect in case Trick Room needs to be set up before it launches its Spout, and it can't afford to take damage beforehand.
Audino (F) @
Trait: Healer
EVs: 252 SDef / 252 HP / 4 Def
Sassy Nature
IVs: 0 Spd
Trick Room / Heal Pulse / Helping Hand / ProtectSupport. That's all she does, but it's really handy to have a full/dedicated support mon in Doubles where it provides you with all you need. She is also a Trick Room setter, but much bulkier than Beheeyem, especially on the special side. She can provide Helping Hand support, though Octillery is really the only one to make full use of this due to its spread move being the only one to not damage its teammate (That's not to say it's bad, 2.25x full power Water Spout is the stuff of nightmares for non-Water immune pokemon). Heal Pulse also works excellently with Octillery, though the other members of course appreciate this support. If the opponent is fed up of Audino's helping duties, she can Protect herself to buy some more turns, further helping the team out. That's dedication at its finest.
This team is cool and all, but after the Minitour it has become fully-fledged and wishes to challenge teams of higher tiers. Your job as raters is to recommend which team members require changes to adapt to the OU playstyle (Conkeldurr over Gurdurr is obvious, but what of item choice, moveset or even EV spread?). Happy rating!






Even though there are 6 members of the team, the members like to function in duos as seen above. More elaboration below:

Beheeyem @

Trait: Telepathy
EVs: 252 HP / 252 SAtk / 4 Def
Quiet Nature
IVs: 21 Spd
Trick Room / Psychic / Imprison / Protect
This is my premier Trick Room starter, packing good offensive presence, low Speed and Telepathy as well. While Beheeyem's primary job is to set up Trick Room, it can also ward off Psychics aimed at Gurdurr with Imprison. Since Beheeyem has Protect, the opponent's Protects will be disabled as well as long as Beheeyem remains on the field, which is really handy for Gurdurr who focuses on attacking one pokemon at a time. I went for minimum speed, with just enough to outspeed Musharna, a common sight in Doubles. Telepathy also ensures Beheeyem partners well with my second duo as it can avoid the spread damage of their attacks.

Gurdurr (M) @

Trait: Iron Fist
EVs: 252 Atk / 252 HP / 4 Def
Adamant Nature
Ice Punch / Hammer Arm / Wide Guard / Drain Punch
This thing is a one-man army, his attacks do serious damage to anything that doesn't resist it. Iron Fiste Hammer Arm has the equivalent strength of Superpower, except Gurdurr can actually utilize its drawbacks thanks to Trick Room. Due to this, I did not run minimum speed on Gurdurr since I might want to outpace other Trick Room sweepers such as Ursaring or Marowak outside of the twisted dimensions, and I can get slower if need be too. Ice Punch also gets the Iron Fist boost, and its singular targeting means it isn't weakened by the spread mechanics, allowing it to actually do solid damage to Fighting-resists as opposed to hitting them with a paltry Rock Slide. Drain Punch is chosen over Mach Punch due to me favoring recovery and the priority will be largely useless when under Trick Room.

Marowak @

Trait: Lightningrod
EVs: 252 Atk / 4 Def / 252 HP
Adamant Nature
IVs: 0 Spd
Earthquake / Brick Break / Rock Slide / Protect
The infamous powerhouse sweeper makes his appearance in this team, packing insanely powerful spread damage in Thick Club STAB Earthquake, which can maim a good amount of targets even with spread mechanics. Rock Slide allows Marowak to hit Ground-immune pokes while continuing the spread damage trend. Brick Break is an oddity in this set, mainly because I could not think of other options, Double-Edge was a no-no without Rock Head. Brick Break does come in handy against Dual Screen teams, so I decided to leave it there as a sort of 'tech move'. Protect because nothing else.

Eelektross @

Trait: Levitate
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Atk
Discharge / Flamethrower / Giga Drain / Thunderbolt
Eelektross partners almost naturally with Marowak: being immune to EQ, its STAB doesn't harm Marowak, hits from the special spectrum and threatening almost every threat, offensive or defensive, to Marowak. It has great coverage too, few opponents daring enough to challenge Electric-Fire-Grass coverage without being maimed by Marowak in the process, with Flamethrower torching Grass-types and Giga Drain hitting Ground types, both of which tend to survive Marowak's EQ. Thunderbolt is there solely to screw up Mantine, whose Wide Guards easily stops the spread assault and is difficult to wear down with singular attacks, though the greater damage has proven useful, even if it conflicts with Marowak's Lightningrod.

Octillery @

Trait: Sniper
EVs: 4 SDef / 252 HP / 252 SAtk
Quiet Nature
IVs: 0 Spd
Water Spout / Energy Ball / Fire Blast / Protect
You see that picture? That's how ready Octillery is to deluge your team if you aren't prepared for Water Gem STAB full-power Water Spout, with a possible Helping Hand boost. It has colorful Water-Fire-Grass coverage as well, as Dragons are a rare sight in NU Doubles (due to Outrage's unreliability and most being predominantly physical), so Fire Blast's greater power against Grass=types is preferred. Energy Ball nails Water-types hard. Protect in case Trick Room needs to be set up before it launches its Spout, and it can't afford to take damage beforehand.

Audino (F) @

Trait: Healer
EVs: 252 SDef / 252 HP / 4 Def
Sassy Nature
IVs: 0 Spd
Trick Room / Heal Pulse / Helping Hand / Protect
This team is cool and all, but after the Minitour it has become fully-fledged and wishes to challenge teams of higher tiers. Your job as raters is to recommend which team members require changes to adapt to the OU playstyle (Conkeldurr over Gurdurr is obvious, but what of item choice, moveset or even EV spread?). Happy rating!