Hello! This is my first "successful" attempt at getting a competitive team off its feet, and I have
been doing pretty well so far. Of course, I haven’t played as many matches as I’d like to because of the quiet nature of Doubles UU.The main objective of my team is simple: Trick Room and destroy! Often, I’ll set up a Trick Room early game, then attack. However, sometimes I choose other leads, but I’ll get more into that later.

Hariyama @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Close Combat
- Knock Off
- Stone Edge
I was a bit skeptical about using Hariyama, but with his abysmal Speed, paired with his great Attack and bulk, he grew on me.
Hariyama’s objective is pretty clear: fake out leads that could be dangerous, let ally set up Trick Room, then use “high” speed and Guts-boosted attack to demolish. Close Combat is for the reckless attacking that I’m going for with Hariyama. Knock Off is both for coverage and for just messing with certain mons. Lastly, Stone Edge is for the Fire coverage that this team needs.
EVs in HP for bulk and Atk for most punch. 0 Speed IVs to move before other, more supportive mons on this team.

Aromatisse @ Safety Goggles
Ability: Aroma Veil
EVs: 252 HP / 56 Def / 200 SpD
Bold Nature
- Trick Room
- Moonblast
- Heal Pulse
- Protect
It took me longer than I should have to realize that Aromatisse is a great Trick Room setter for doubles. Thus, Aromatisse Is here for Trick Room and support. If a teammate needs it, Heal Pulse can be of use. Protect for obvious Doubles reasons, and Moonblast for funsies.
I put Safety Goggles for a bit more insurance, though I’m toying with leftovers.
EVs: HP for bulk definitely. I’ve been messing around with the Def and SpD, but I’m no EV wizard. I wanted to flesh out his Def a little (thus the Bold nature) but this is definitely open for discussion.

Slowbro @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Relaxed Nature
IVs: 0 Spe
- Flamethrower
- Trick Room
- Scald
- Safeguard
Sadly, Trick Room does not last forever, and Aromatisse rarely lasts long enough to set up another, so this is my second Trick Room setter.
Unfortunately, Jirachi is now banned, so I decided to go with Slowbro. thetalkingtree suggested that I put safeguard on Jirachi, so I opted for another TR/Safeguard user. Scald is always nice on Slowbro, and I chose Flamethrower in order to hit all these new Mega Mawiles popping up.
EVs: Basically these EVs are intended to make him physically bulky

Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Hyper Voice
- Fire Blast
- Draco Meteor
- Protect
Mega Altaria is my special attacker who gives some nice Dragon coverage when needed. It can also switch into Dragon types after Mega Evolving, which is a plus.
Hyper Voice with Pixilate is usually my go-to, but Draco Meteor when I need some extra power. Fire Blast is for those steel types that wall these previous two moves. Protect is there to allow a Trick Room setup because Altaria has butt speed without TR.
EVs: HP for bulk, SpA for hard hits, 8 SpD because why not.
Oh, and Quiet nature ensures Altaria will move before Jirachi after a Trick Room setup.

Honchkrow @ Expert Belt
Ability: Moxie
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Superpower
- Sucker Punch
- Roost
- Brave Bird
I really love Honchkrow in this meta. With a trick room, he is nearly unstoppable, especially when a Moxie kill opportunity comes around. He tends to be a late-game cleaner, though I have successfully led with him on unsuspecting foes.
This set is more of a curve ball, but I have used him all throughout my teambuilding process with success. Brave Bird is a good move to use when the opportunity arises, while Superpower has seen more action merely because of its coverage. Sucker Punch usually comes in handy because Honchkrow tends to be a late-game cleaner and is not always under TR.
EVs: You know the drill. I did, however, give him 31 Speed IVs just in case he would be used without Trick Room set up.
Expert Belt is there because I’ve use Life Orb and I really don’t like it, but this is definitely up for discussion.

Clawitzer @ Life Orb
Ability: Mega Launcher
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Water Pulse
- Dragon Pulse
- Heal Pulse
- Protect
After Prompting from xern, I decided to use Clawitzer, which has been a good idea with mega Camperupt on the field.
Clawitzer with a Life Orb is pretty deadly. Under TR he can demolish, but can also heal an ally 75% with his nifty Mega Launcher. I chose Water Pulse because, under Mega Launcher, it has 90 BP (and I've never liked in inaccuracy of Hydro). Dragon Pulse for almost perfect coverage and those snotty Mega Sceptiles that think I'll switch. Protect because Protect.
EVs: Max SpA to hit as hard as possible. Max HP to at least endure one hit (because he's not very good at surviving otherwise).


This lead is standard and I use it the most.
Hariyama Fakes out any potential threats while Aroma Veil allows Aromatisse to set up a Trick Room no matter what. Then, Hariyama tries to sweep while Aromatisse uses Heal Pulse.


This lead is kind of in the same vein as the previous, but I use Honchkrow to eliminate any silly things like Electric-type + Mega Sceptile, Skill Swap Spinda, Anger Point Tauros + Froslass, etc.
Yeah, I miss out on a Trick Room early game, but I end up killing the main selling point of someone's team and usually they rage quit.
REPLAYS (will edit if I have any more interesting ones):
- Me not doing too poorly (3-0), tripping opponent up with Follow Me (Old Team): http://replay.pokemonshowdown.com/doublesuu-252930110
- EDIT: Hariyama Sweep with updated team: http://replay.pokemonshowdown.com/doublesuu-253534693
Last edited: