Dual Trick Room Team

This TR team is designed for a double battle for Pokemon Battle Revolution, so 4 of the following are used. #s 1 and 2 are my favorite pair to start with.

**Changed from original**


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1) Bronzong
@Lum Berry/Occa Berry
Ability: Levitate
Nature: Relaxed
EV: 252 HP/252 DEF/6 SP DEF
>Trick Room
>Hypnosis
>Gyro Ball
>Explosion

Bronzong is a wonderful set-up Pokemon for Trick Room and offers great support moves as well. The Occa Berry really does come in handy when an Infernape makes an appearance before the Trick Room is activated. Gyro Ball works wonders against Froslass and Aerodactyl. Explode w/ Ursaring's Protect.


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2) Ursaring
@Flame Orb
Ability: Guts
Nature: Brave
EV: 252 HP/252 ATT/6 SP DEF
>Protect
>Facade
>Hammer Arm
>Crunch

Protect the first turn while Bronzong activates Trick Room. Meanwhile, the flame orb will activate its Guts ability and boosts its attack stat to incredible levels. A STABbed Facade destroys just about anything and Crunch is for Gengar. Hammer Arm for the speed boost in TR.


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3) Slowbro
@Leftovers
Ability: Own Tempo
Nature: Relaxed
EV: 212 HP/252 DEF/44 SPATT
>Trick Room
>Psychic
>Calm Mind
>Slack Off

The defensive beast of the team and its able to boost Spec at the same time. Psychic can be subbed for a move better suited to the team.


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4) Camerupt
@Life Orb
Ability: Solid Rock
Nature: Quiet
EVs: 252 HP/ 6 ATT or DEF/252 SP ATT
>Protect
>Eruption
>Earth Power
>Stealth Rock/Explosion

Great Sp Sweeper with Eruption. Protect is there for TR setup and Stealth Rock gives support, while explosion makes him go out with a bang.


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5) Marowak
@Thick Club
Ability: Rock Head
Nature: Brave
EVs: 252 HP/ 252 ATT/6 DEF
>Earthquake
>Stone Edge
>Ice Punch
>Double Edge/Swords Dance

One of my favorites. This beast can tear through teams during a TR. Use Swords Dance for an even more ridiculous attack stat, or Double Edge for a nice move w/o the recoil. Ice Punch comes from the 3rd gen Move Tutor.


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6) Ampharos
@Expert Belt
Ability: Static
Nature: Quiet
EVs: 252 HP/6 DEF/252 SP ATT
>Thunderbolt
>HP Grass
>Power Gem
>Signal Beam

Finally the weird sheep can be put to use as my other Sp Sweeper. His moves cover most types, so expert belt comes in handy.


Props to aragornbird for the tips on the original - thanks.
 
Confuse Ray sucks so get rid of it. Confusion by itself is such a useless status. Bronzong learns much better moves like Explosion, which can be with Ursaring's Protect. Also, give it Lum Berry. You don't want Bronzong to be put to sleep the first turn or else it won't be able to use Trick Room.

Never EVER use Dream Eater. Ever. You can only put one Pokemon to sleep due to Sleep Clause which means you can't use Dream Eater on the other 5 Pokemon. This means Dream Eater is useless 83% of the time. Besides, why do you need Dream Eater or Rest anyways? Slowbro gets Slack Off, which is better than both.

You should also give Exeggutor Explosion over Sludge Bomb. Don't use Choice Specs, you can't afford to switch out so often. Use Life Orb instead.

Cresselia isn't a good partner for Exeggutor. Dusknoir is much better and it's immune to Explosion so you don't need to Protect. It also learns Trick Room.
 
On PBR, it would let me use Spore on both opponents in colosseum mode, but i see your point with Dream Eater. I typically use it in the same turn as Spore to ensure its accuracy, but it does become predictable.

I've changed a few things around now, but thanks for the advice on Bronzong&Co.
 
OK, this is a PBR team, which means that your opponent is going to see your Pokémon before choosing their leads. When your opponent sees that you have a Bronzong and a bunch of slow Pokémon, they will pretty quickly put together the fact that you have a Trick Room team and that Bronzong is one of your leads.

Now, there are a lot of kids that play PBR with their non-EV-trained Übers, and against them I'm sure you'll do great. However, a serious opponent is going to have a way to stop Trick Room, and you currently have no way of stopping them from stopping your Trick Room. The three best ways of stopping your Trick Room, in order from worst to best, are Sleep, Fake Out, and Taunt. aragornbird is spot-on about the Lum Berry; that's practically a must on Trick Room Bronzong. You still have no way to stop Taunt and Fake Out, though. Bare minimum, you should have something with Fake Out to prevent your opponents from using Taunt. This won't work on Crobat or Ghost-types, but it's something. Follow Me is even better, redirecting all moves away from Bronzong. The tradeoff here is that users of Follow Me generally don't make good Trick Room sweepers. Best case, you'll want a backup plan in case you see your opponent's team before the match and decide that Trick Room isn't such a hot idea.

The Trick Room/Protect combo you have assumes that your opponent is going to attack your Ursaring. This may not always be the case. If your opponents are smart, they'll be focusing their attention on your Trick Room user, causing your Protecting Pokémon to lose a turn. Also, if they do manage is wear Bronzong down to near-KO, Ursaring won't have a reliable Protect ready for Bronzong's Explosion because it will have just used Protect. Keep this in mind while battling.

Earthquake on Marowak and Ursaring is going to tear a hole in your own team with the exception of Bronzong. Camerupt can use Protect, but that's basically wasting half of one of your 4 turns of Trick Room. At least replace Earthquake with Bonemerang on Marowak.

How often do you use Stealth Rock in 4v4 Doubles, especially on something that's not a lead? Either give your Camerupt Explosion or SolarBeam and a Power Herb; your team could use a powerful Grass attack anyway. Explosion's kind of iffy, though. You have no Ghost-type and only one other Pokémon with Protect.

On a Trick Room team, I'd lose Slack Off, Calm Mind, or both on Slowbro in favor of more attack type coverage. You only have 4 rounds of Trick Room before you have to set up again, and your opponent basically get two turns in a row when Trick Room ends. Ice Beam's always a winner, but Flamethrower/Fire Blast, Shadow Ball, and Grass Knot work fine, too.

I can't say I agree that confusion is a worthless status. It can be very powerful in Doubles, where your opponent is less likely to switch. It that vein, I recommend ditching the weak HP Grass on Ampharos and giving it Flatter instead. Not only does this give you a reliable confusion move against physical attackers, it also allows Ampharos to boost your Slowbro's SpAtk.

EDIT: Huh, reading back through this, it sounds kind of harsh. Sorry about that. I think it's awesome that you're making a Doubles team and I look forward to battling you on PBR. In fact, if you want to swap Friend Codes, you can test your team against some of mine.
 
Not harsh at all... I appreciate all the helpful tips I'm getting on this team!

To be honest, I just threw Camerupt in there last night and didn't give it a lot of thought. Previously, I had a Parasect coupled w/ Slowbro (so that surf would hit everyone and heal Parasect), but I got sick of his awful survivability, so he's gone.

I have had Taunt happen to poor Bronzong occasionally, but one way I thought to counter it would be to switch into my Clefable on 1v1 team b/c of its Magic Guard, or I could go w/ fake out on something like a Hariyama that would also make a good starter partner.

Overall, thanks for the advice, eventually I'll get this team perfected...

BTW, my PBR code is:

3651-9621-6737

Let me know your code, battle mode (double or single), and what time & I'm down.

~BARON
 
Ok, Secondly why isn't Ursaring carrying Hammer Arm instead? It only serves as a speed Boost under TR conditions and allows it at least remain alive.

Also what's the point in boosting Ursaring's HP when only 12% is getting taken off each turn? Shift those Ev's into Def as it will allow a much better use for them.

Gengar will rip this team apart even if it is slower, Ursaring can't touch it & Camerupt ain't going to be doing much once it's health is abit lower.

For Ursaring I suggest dropping EQ for Night Slash, IF not Crunch/Shadow Claw, otherwise it is easy bait for someone with good preditiction skills

For Camerupt I suggest instead of Explosion use either HP Grass/Elec to help cover his weakness and give him a nice range of attack.
 
I agree that Night Slash/Crunch and Hammer Arm are preferable to Earthquake and Close Combat. The EVs on Ursaring are fine, though. You're better off with them in HP. 12% is 12% whether your HP total is higher or lower and the HP will give you better defenses overall than putting those points in Defense and SpDefense.

Also, how much of the team do you already have trained? I know that Hidden Power is nice sometimes, but as a matter of practicality, you might want not to spend the time needed to obtain it. The movepools of Pokémon are so diverse in D/P that you're often better off with another move anyway, especially in Doubles. Again, I recommend SolarBeam on Camerupt and Flatter on Ampharos, but you already know that. ;)

I was thinking about suggesting Discharge over Hidden Power on Ampharos since you have two Ground-types, but paralyzing your oppnents could give them a significant speed boost in Trick Room, so it's probably not a great idea.
 
Okay...to answer TheMaskedNitpicker, I have trained Bronzong, Ursaring, Slowbro, and Marowak. Ampharos and Camerupt are just conceptual right now, so I could easily switch them for something better suited for the team.


I agree w/ the suggestions about Ursaring having to deal w/ Ghosts. I didn't choose Hammer Arm b/c it's not entirely accurate, but I see your point about keeping him alive and the speed boost in TR. Marowak would be a nice switch-in in case Ursaring faints and he covers EQ nicely.

Thanks. Open to suggestions for alternatives to Camerupt & Ampharos.
 
Well, if you've already trained Ursaring, you might as well keep Close Combat and see how it does. You can always replace it with Hammer Arm later, but you can't go back once you switch over.

EDIT: Also, on Marowak, if you really want to keep Earthquake, play some battles and see how often you use Double-Edge/Swords Dance. If you don't end up using it much, you could swap that out for Bonemerang. I'm just worried that once Bronzong is gone, your Marowak's going to be without a STAB Ground move that doesn't maim its partner. Bonemerang's 90% accuracy is no fun, but it's your most powerful attack against a single Pokémon (Earthquake has 75 power against multiple targets). Its also breaks subs, for what that's worth.
 
Mind if I make some sugstions as to some things that you could consider adding to any of your Trick Room teams for Double Battles?

Clefable
-----------------------------------------------
Role: 1st Turn Diversion, & maybe some other things of your choice...
Nature: Any one of the -Speed natures
Primarily EV Trained in: ???
Held Item: Focus Sash (to help ensure that Clefable stays alive long enough for the Trick Roomer to be able to pull off a Trick Room)
Ability: Magic Guard (to help Clefable survive in Sandstorms and Hail)
Moves:
Follow Me
???
???
???

As was explained by TheMaskedNitpicker in an earlier post, Follow Me would be your best bet at protecting your Trick Room user from getting Confused, Taunted, or put to sleep by your opponents. I chose Clefable for the job (though Smeargle's another strong candidate to consider) due to the fact that it's the slowest out of all of the fully evolved Pokémon that can learn Follow Me. What you decide to put on it in addition to what I've already outlined here is completely up to you.

Follow Me would cause your opponents to redirect their attacks towards the user, whether they be Hypnosis, Taunt, or even increased priority moves like Fake Out! However, it's useless if the attacks target more than 1 Pokémon at a time, including Rock Slide, Earthquake, and Teeter Dance.

Moves to consider:

Earthquake/Surf/Discharge/etc.
Let's face it. These moves are pretty effective in Double Battles in general, especially since they can hit more than 1 opponent without any notable decrease in power when compared with moves that hit both opponents like Rock Slide or Blizzard, as the power of those moves are cut in half, as they split their power in-between both opponents. However, Earthquake, Surf, Discharge, etc. do have a side effect; the teammate is also hit with the move. Because of this, certain precautions need to be made, such as having the teammate use Protect, having a teammate that's immune to the attack type (such as Flying Types or Levitating Pokémon being immune to Earthquake), etc.

Explosion:
Like Earthquake, this move likewise hits all other Pokémon on the field, including the teammate. However, even greater care is required with this move, as it packs far more power than any other move in a Double Battle, though at the cost of the user's remaining HP! However, when used under the right conditions, it could very well KO both of your opponent's Pokémon.

One little trick that you could try with Explosion is with that Endure/Custap Berry/Explosion combo that you had on your Steelix in that other PBR topic that you made. In addition to whatever counters that I've already mentioned there, I think that Custap Berry is able to give your Pokémon the initiative over any Pokémon, regardless of speed or even if Trick Room was in effect.

Sand Stream:
Sandstorm is pretty popular among many teams, which is why Tyranitar and Hippowdon are both in the OU tier in Double Battles. The fact that some Trick Room users like Bronzong are immune to the effects of Sandstorms is a nice bonus.

One extra thing to consider if you're using a Sandstorm team include Pokémon with the Sand Veil ability, as that'll raise the Pokémon's evasion when in a sandstorm. Another thing to consider is the fact that the Special Defense of Rock Type Pokémon increases by 50% while in a sandstorm.

More than 1 Trick Room user to pick from your team:
Let's say that you have Bronzong as your only Trick Room user, and that your opponent has a Rampardos on his/her team, then chances are that your opponent would lead with Rampardos and try to take Bronzong down with Rampardos's Earthquake (which would be able to hit a Levitating Bronzong thanks to Mold Breaker) before it could set up a Trick Room. Because of this, it may be a good idea for you to have more than 1 Trick Roomer on your team, preferably 1 with resistances to the types that the other is weak towards and vice versa.

A Slowbro with max EVs and a beneficial nature for Defense and a Bronzong with max EVs and a beneficial nature for Special Defense is one example of such a combo, as Slowbro would have a high Defense stat and resistances towards Fire, Fighting, and Water Type attacks, and be neutral towards Ground Type attacks (which tend to be physical attacks), but weaknesses towards Dark and Electric Type attacks, whereas Bronzong would have a high Special Defense and be neutral towards Dark and Electric Type (which tend to be special attacks) attacks, but would be weak against Fire Type attacks, and Ground Type attacks from Pokémon with the Mold Breaker ability.

Pokémon with Type immunities to attack types that your other Pokémon are weak towards:
This actually applies to all other teams in addition to Trick Room teams. The thing is that these Type immunities grant your teammates a greater chance to switch without suffering much damage in the process. Let's say that your opponent has an Electric Type Pokémon and you have a Flying or Water Type Pokémon on the field, and you predict that your opponent would try to use an Electric Type attack (such as Discharge) on your Pokémon, then you could switch to a Ground Type Pokémon or a Pokémon with an ability that nullifies or absorbs Electric Type attacks (such as one with Volt Absorb or Motor Drive) and take no damage in the process IF you predicted correctly.

In Double Battles, Type immunities also help your Pokémon resist some of the attacks of your other Pokémon, including from Earthquake, Surf, Discharge, and Explosion, without having to use Protect. Having a Ghost Type Pokémon on the field while you order your other Pokémon to use Explosion is one example of how Type immunities could help in this way.

Not really much of a suggestion in team building, but more of a tip in battling other Trick Room teams:
If you happen to be fighting another Trick Room team, then you might want to consider not using Trick Room at all during the battle, as both teams' Pokémon are likely to be so slow that using Trick Room might not be much of a benefit for either team.
 
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