Doubles Trick Room

Punchshroom

FISHIOUS REND MEGA SHARPEDO
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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:

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Beheeyem @
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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.

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Gurdurr (M) @
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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.

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Marowak @
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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.

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Eelektross @
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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.

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Octillery @
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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.

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Audino (F) @
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Trait: Healer
EVs: 252 SDef / 252 HP / 4 Def
Sassy Nature
IVs: 0 Spd
Trick Room / Heal Pulse / Helping Hand / Protect
Support. 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!
 
The only thing I could find to change is Hidden Power Ice over one of your two Electric-type moves on Eelektross. With the Expert belt you want as much Coverage as you can get, and Hidden Power Ice is Able to check Pokes like Torterra better (Granted you don't se emuch of Pokes like him, but BoltBeam coverage is always nice to have.)
I also would run A speed lowering nature and Mach Punch on Gurrudrr.
 
Well this team is hightailing it to OU Doubles anyway, so Hidden Power Ice on Eel is definitely something to consider because Dragons.

Gurdurr to Conkeldurr yada yada....Mach Punch over Drain Punch? I'm also a bit stumped on the item choice - Sitrus Berry seems a viable replacement over Eviolite.
 
Hey man, since you're changing this to OU Doubles, there are a few Pokemon changes that I would reccomend.

Cresselia > Beheeyem
Sure, Beheeyem has Telepathy to block out partner spread moves, but Cresselia has Levitate to avoid damage from Marowak. Cresselia has outstanding bulk, making it the premier TR setter of OU Doubles (and VGC). Cress can use Psyshock / Psychic, just like Beheeyem. Also, you could try a swagger combo if you decide to use Conkeldurr instead of Gurdurr. Here's a set that I really like to use for VGC and can easily work in OU Doubles too.

Cresselia @ Sitrus Berry / Leftovers or any item of your choosing
252 HP / 52 Def / 28 SpAtk / 176 SpDef
Psyshock
Ice Beam
Trick Room
Helping Hand / Swagger / Thunder Wave / another support move
This Cress set is both bulky and offensive. With these EVs, it can survive a max attack Adamant Tyranitar Crunch and a Hitmontop's Fake Out, followed up by a Volcarona's +1 Bug Buzz. Also, it can 2HKO 252 HP Hitmontop with Psyshock and 2HKO Thundurus and Tornadus (-T) with Ice Beam.

Conkeldurr / Hitmontop / Hariyama > Gurdurr
Sure, Gurdurr is one of the premier NU Fighting types, but I think your team might need a little help setting up TR. This is where Hitmontop or Hariyama come it.

Hitmontop might be the ultimate utility Pokemon. It packs so many support moves such as Fake Out, Wide Guard, Feint and even Helping Hand! It's great for helping set up TR. Here's a set that I would use:

Hitmontop @ Fighting Gem
Trait: Intimidate
EVs: 252 HP / 12 Atk / 84 Def / 156 SDef / 4 Spd OR 252 HP / 252 Atk / 4 Def/SpDef
Careful Nature (+SDef, -SAtk)
- Fake Out
- Detect / Wide Guard
- Close Combat
- Stone Edge / Sucker Punch / Mach Punch / Rock Slide
This is a great bulky 'top set used by World Runner-Up Wolfe. (more can be read about his here http://nuggetbridge.com/reports/eggscelent-execution/)
This set allows you to live a max Special Attack Timid Latios Dragon Gem Draco Meteor Psyshock, or Psychic. It also allows you to live Cresselia's version of those attacks. Fake Out is obvious, to delay an opponent so that you can set up TR. Detect can protect Hitmontop from individual moves, but Wide Guard can protect Hitmontop and its partner from a deadly spread move like Surf or Blizzard. Interestingly, it also has the benefit of protecting Hitmontop from its own partner's spread moves! This could be really beneficial to the rest of your team, seeing as you have multiple spread moves that Hitmontop does not resist / isn't immune to. Close Combat is still pretty powerful, even with minimal Attack investment. Fight Gem + STAB on a 120 base power move has got to hurt!

Hariyama provides the same Fake Out support as Hitmontop, but gives a little more power. Functioning great in TR as an attacker and supporter, it can use many of the moves available to Hitmontop, along with a few others. Here is a set I would recommend:

Hariyama @ Flame Orb
252 HP / 252 Atk / 4 SpD
nature: Brave
IVs: 0 Speed
ability: Guts
- Fake Out
- Close Combat / Low Kick / Cross Chop
- Ice Punch / Payback / Stone Edge
- Detect / Bullet Punch / Wide Guard

Fake Out and Close Combat are 2 staples from Hitmontop, serving the same role. Fake Out can distract an opponent while TR is being set. With a Flame Orb boost, Close Combat is really powerful on Hariyama. If you don't like the defense drops, Low Kick or even Cross Chop could work. Low Kick might not always be powerful since some Pokemon are lighter than others, and Cross Chop is somewhat inaccurate. Ice Punch and Payback are both good coverage moves, but Payback might not be as beneficial since you'll be moving first most of the time in TR. However, once TR ends, it will become really strong! Ice Punch is good for hitting the genies hard, along with other grass, dragon and flying types. The choice between Detect and Wide Guard is similar to Hitmontop. If you want Hariyama to be protected, go with Detect. However, if you want to protected from an ally or opponent's spread move, go with Wide Guard. Keep in mind they run on the same timer, so it wouldn't be wise to use both! Bullet Punch could be used to pick off Focus Sashed Pokemon, or to get in one last hit before Hariyama falls.

Finally, we get to the most powerful and offensive oriented of the three, Conkeldurr. It provides almost no support for the team, but can KO many Pokemon with its powerful attacks. Here is a set I would use:

Conkeldurr @ Flame Orb / Persim Berry
212 HP / 252 Atk / 44 Def OR 252 HP / 252 Atk / 4 Def OR 252 HP / 12 Atk / 244 SpDef
Detect
Hammer Arm / Drain Punch
Mach Punch
Ice Punch / Rock Slide / Payback

Conkeldurr has a variety of EV spreads that are usable. The first is to only be used with Flame Orb. The HP EVs minimize the amount of damage from the Flame Orb. The next two are to be used with Persim Berry and a Pokemon with Swagger. Using Swagger on your own Pokemon may sound really odd, but it raises Conkeldurr's Attack to extremely high levels. Detect is to buy time to be burnt or just to stall out a turn. Hammer Arm and Drain Punch are both great offensive options. Hammer Arm synergizes well with TR, but Drain punch allows Conk to be a bit bulkier. Mach Punch can take out many Pokemon from half health. It's that strong! Ice Punch, Rock Slide and Payback are all coverage moves.

Now onto Marowak:
So far, Marowak looks really good. I might recommend changing EQ to Bonemerang, seeing as only Eel and Cress / Beheeyem (whichever you decide to keep) resist it. Also, I would change its nature from Adamant to Brave. This lowers its Speed even more, and might be crucial to "underspeed" something in TR!

Eelektross looks pretty nice also, However, I would replace Discharge with HP Ice, as mentioned above. Not many members of your team like being hit with a Discharge! HP Ice will give it "BoltBeam" coverage.

Octillery looks really powerful on paper, but Water Spout becomes really underwhelming once its HP gets low. Also, I have another suggestion in Jellicent that might help your team set up TR a little easier:


Jellicent @ Sitrus Berry
252 HP / 252 SpAtk / 4 SpDef
Water Spout / Scald / Hydro Pump
Trick Room
Shadow Ball
Energy Ball / Giga Drain / Will-o-wisp / Protect

Jellicent provides a strong Water Spout but also gives considerable bulk and the ability to set up TR. The 3 Water moves are a toss-up between power, reliability and accuracy. TR is somewhat obvious, to let your team get the speed advantage. Shadow Ball is a secondary STAB that allows for some nice coverage. The last choice allows for some support with Will-o-wisp, coverage with a grass move, or well... protection with protect. xD

Lastly, on to Audino:
I don't think Audino is the best choice for your TR setter. If you decide to choose Jellicent, you could replace Audino with a faster Pokemon in case your TR goes down. Since this is OU Doubles, a strong legendary like Kyurem-B with Life Orb or Skymin could work really well.
 
Conkeldurr provides no support? I beg to differ, as it learns Wide Guard just like the other two and is more unexpected to support the team due to its offensive presence. That said, that's a shitload of Fighting types to choose from, and too many slashes @_@ I'll need more time to choose between them.

I thought about replacing Thunderbolt instead of Discharge for HP Ice due to the fact that prior to changing the team, only Gurdurr, Audino, and Octillery take damage from Discharge, and the former can Wide Guard to protect not just itself, but also Eel from spread damage attacks. Looking at it, this makes Eel less effective than it looks aside from its partnership with Marowak, which is the main reason why I chose EQ over Bonemerang on the bonekeeper.

Yeah I thought about Jellicent too, combining both Water Spout and Trick Room in one. Making that change ASAP.

Replacing Audino seems fine, but Kyurem-B seems a little fast for Trick Room and Outrage is unreliable. Isn't Skymin Uber?
 
Conkeldurr provides no support? I beg to differ, as it learns Wide Guard just like the other two and is more unexpected to support the team due to its offensive presence. That said, that's a shitload of Fighting types to choose from, and too many slashes @_@ I'll need more time to choose between them.

I thought about replacing Thunderbolt instead of Discharge for HP Ice due to the fact that prior to changing the team, only Gurdurr, Audino, and Octillery take damage from Discharge, and the former can Wide Guard to protect not just itself, but also Eel from spread damage attacks. Looking at it, this makes Eel less effective than it looks aside from its partnership with Marowak, which is the main reason why I chose EQ over Bonemerang on the bonekeeper.

Yeah I thought about Jellicent too, combining both Water Spout and Trick Room in one. Making that change ASAP.

Replacing Audino seems fine, but Kyurem-B seems a little fast for Trick Room and Outrage is unreliable. Isn't Skymin Uber?

xP sorry, forgot that Conk can use Wide Guard. IIRC, it's incompatible with either Drain or Mach Punch. (Sorry, on my phone atm and don't remember) I think in OU Doubles, skymin is fine... Also, I had kyurem-b as an example because if your TR runs out, you could have 1 fast mon. Life Orb Dragon Claw dents things almost as hard as Outrage, while letting you pick a target. Also, I might also consider Recover on Jellicent to get some HP back for Water Spout. Concerning eelektross, you can replace any move that you feel would be the best, it's your team :)
 
One change that I would make when you go into OU is Blissey or Chansey over Audino. Most people don't know that the blobs get heal pulse, as well as Helping Hand. While she doesn't get Trick Room, you can use others for that role, and Audino is not that good in the upper tiers.
 
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