This forum needs more doubles teams. :-(
Here is my 2v2 Stadium Mode squad I made for PBR online matches. It's been evolving for about a year and about as close to finished as it's ever going to get, so I want to hear what you guys think.
I politely ask that any critiques come from people that
A. know what "Stadium Mode" entails
B. have doubles experience
The Leads
Bronzong (Levitate) @ Macho Brace
252 Atk / 252 HP / 4 SpDef
Brave
Trick Room
Hypnosis
Gyro Ball
Explosion
Togekiss (Serene Grace) @ Lum Berry
252 HP / 252 Def / 4 SpDef
Sassy
Follow Me
Air Slash
Encore
Protect
It is nearly impossible to stop these two. Follow Me from Togekiss blocks any Taunts, Fake Outs, Status, STAB Fire Blasts, and anything else that might prevent Trick Room from going up.
Not even Imprison teams or opposing Trick Roomers trying to cancel out my setup pose a significant threat. They're not too hard to spot at all; in most cases they will be slower (Dusknoir, Bronzong) which makes it easy for Togekiss to lock them on turn two with Encore. If the enemy is faster, Togekiss Encores the first turn instead.
The most common reaction to Trick Room teams is Substitute/Protect stalling. These guys (and later Machamp) mess that strategy up badly with Encore.
In my experience, most people expect Bronzong to blow up right after setting up Trick Room and choose to use Protect and/or switch to a Ghost or Steel type to take the Explosion. Bad move- Hypnosis hits incoming resisters and all Protects are promptly Encored. Or explode the turn after once their Protects are blown. Or I could switch to Rhyperior. Or Machamp. :naughty:
Yeah, their coverage is terrible, but Gyro Ball+Macho Brace+Brave+STAB=impressive damage, and Togekiss also can hold its own with Air Slash (60% STAB). The job of really plowing through stuff is taken care of by...
The Muscle
Machamp (No Guard) @ Expert Belt
252 Atk / 252 HP / 4 Def
Brave
Dynamicpunch
Ice Punch
Stone Edge
Encore
No Guard Machamp can't punch through Protects on PBR for some reason, but when battling via Wifi this guy is the ultimate anti-Staller. Dynamicpunch for power and confusion, Ice Punch for Dragons, Stone Edge for good coverage, and Encore to be a bitch. The confusion from Dynamicpunch helps sometimes when Trick Room wears out during the final stretches of a battle and I need to get up another TR or finish off an opponent, but it's not something to be relied upon.
Rhyperior (Solid Rock) @ Life Orb
252 Atk / 252 HP / 4 Def
Brave
Earthquake
Protect
Stone Edge
Megahorn
While Lightningrod is certainly an attractive option, I opted for Solid Rock as it makes a big difference when going toe-to-toe with other physical powerhouses like Metagross or Infernape. Earthquake is nice to have as both Togekiss and Bronzong are immune to Ground, and Megahorn and Stone Edge put out obscene damage with Rhyperior's huge Attack and Life Orb. I like pairing him up with Togekiss, as his quadruple weaknesses can be a pain and Follow Me helps out if something important like Megahorn or Stone Edge misses.
The Utility
Cacturne (Sand Veil) @ Focus Sash
252 Atk / 252 SpAtk / 4 HP
Quiet
Grass Knot
Sucker Punch
Counter
Focus Blast/Dark Pulse/Protect (Still working this out)
Though my guys don't have much of a problem with Intimidate teams (Gyarados, Arcanine, Salamence and Staraptor die to Stone Edge, and the odd Tauros gets crushed by Machamp), I still like to use a Pokemon capable of dishing out special attacks. Sometimes my prediction skills lapse and the battle drags on for too long- Trick Room drops before I am in a secure position to win. That's where Cacturne comes in; the guy works well even without speed on his side. Focus Sash still works during a sandstorm (Snow Warning sucks, my Pokemon absolutely destroy hail teams) which means that I can score surprise kills especially well. My team's slight water weakness is remedied by Cacturne's powerful Grass Knot, and STAB Sucker Punch coming from base 115 Atk messes things up too. It's hard to outpredict that move in doubles; even if the enemy chooses a non-attacking move, Cacturne's partner is free to act unmolested, and Sucker Punch works against enemies that aren't even targeting Cacturne.
Hariyama (Guts) @ Toxic Orb
252 Atk / 128 Def / 128 SpDef
Brave
Fake Out
Stone Edge
Close Combat
Protect
I remember during the first few months of PBR when virtually every other Japanese kid fronted a Trick Room team that opened with this exact Hariyama and a Bronzong. Anyone with half a brain can Taunt their way to victory against that, but there are situations where using Hariyama for the starting combo has its advantages over choosing Togekiss. Those Uber teams with Choice Specs Kyogre that love to Water Spout all over my guys are foiled by Fake Out, as are any equally retarded squads using Darkrai. Most Ubers are subsequently taken care of by a Gutsed, STABed Close Combat. Hariyama is also my only protection against the ever-prevalent Eruption Typhlosion starter, which can 1HKO Bronzong before it can get Trick Room up (assuming Choice Specs, Helping Hand or Sunny Day).
There you have it. Rate away!
Here is my 2v2 Stadium Mode squad I made for PBR online matches. It's been evolving for about a year and about as close to finished as it's ever going to get, so I want to hear what you guys think.
I politely ask that any critiques come from people that
A. know what "Stadium Mode" entails
B. have doubles experience
The Leads
Bronzong (Levitate) @ Macho Brace

252 Atk / 252 HP / 4 SpDef
Brave
Trick Room
Hypnosis
Gyro Ball
Explosion
Togekiss (Serene Grace) @ Lum Berry

252 HP / 252 Def / 4 SpDef
Sassy
Follow Me
Air Slash
Encore
Protect
It is nearly impossible to stop these two. Follow Me from Togekiss blocks any Taunts, Fake Outs, Status, STAB Fire Blasts, and anything else that might prevent Trick Room from going up.
Not even Imprison teams or opposing Trick Roomers trying to cancel out my setup pose a significant threat. They're not too hard to spot at all; in most cases they will be slower (Dusknoir, Bronzong) which makes it easy for Togekiss to lock them on turn two with Encore. If the enemy is faster, Togekiss Encores the first turn instead.
The most common reaction to Trick Room teams is Substitute/Protect stalling. These guys (and later Machamp) mess that strategy up badly with Encore.
In my experience, most people expect Bronzong to blow up right after setting up Trick Room and choose to use Protect and/or switch to a Ghost or Steel type to take the Explosion. Bad move- Hypnosis hits incoming resisters and all Protects are promptly Encored. Or explode the turn after once their Protects are blown. Or I could switch to Rhyperior. Or Machamp. :naughty:
Yeah, their coverage is terrible, but Gyro Ball+Macho Brace+Brave+STAB=impressive damage, and Togekiss also can hold its own with Air Slash (60% STAB). The job of really plowing through stuff is taken care of by...
The Muscle
Machamp (No Guard) @ Expert Belt

252 Atk / 252 HP / 4 Def
Brave
Dynamicpunch
Ice Punch
Stone Edge
Encore
No Guard Machamp can't punch through Protects on PBR for some reason, but when battling via Wifi this guy is the ultimate anti-Staller. Dynamicpunch for power and confusion, Ice Punch for Dragons, Stone Edge for good coverage, and Encore to be a bitch. The confusion from Dynamicpunch helps sometimes when Trick Room wears out during the final stretches of a battle and I need to get up another TR or finish off an opponent, but it's not something to be relied upon.
Rhyperior (Solid Rock) @ Life Orb

252 Atk / 252 HP / 4 Def
Brave
Earthquake
Protect
Stone Edge
Megahorn
While Lightningrod is certainly an attractive option, I opted for Solid Rock as it makes a big difference when going toe-to-toe with other physical powerhouses like Metagross or Infernape. Earthquake is nice to have as both Togekiss and Bronzong are immune to Ground, and Megahorn and Stone Edge put out obscene damage with Rhyperior's huge Attack and Life Orb. I like pairing him up with Togekiss, as his quadruple weaknesses can be a pain and Follow Me helps out if something important like Megahorn or Stone Edge misses.
The Utility
Cacturne (Sand Veil) @ Focus Sash

252 Atk / 252 SpAtk / 4 HP
Quiet
Grass Knot
Sucker Punch
Counter
Focus Blast/Dark Pulse/Protect (Still working this out)
Though my guys don't have much of a problem with Intimidate teams (Gyarados, Arcanine, Salamence and Staraptor die to Stone Edge, and the odd Tauros gets crushed by Machamp), I still like to use a Pokemon capable of dishing out special attacks. Sometimes my prediction skills lapse and the battle drags on for too long- Trick Room drops before I am in a secure position to win. That's where Cacturne comes in; the guy works well even without speed on his side. Focus Sash still works during a sandstorm (Snow Warning sucks, my Pokemon absolutely destroy hail teams) which means that I can score surprise kills especially well. My team's slight water weakness is remedied by Cacturne's powerful Grass Knot, and STAB Sucker Punch coming from base 115 Atk messes things up too. It's hard to outpredict that move in doubles; even if the enemy chooses a non-attacking move, Cacturne's partner is free to act unmolested, and Sucker Punch works against enemies that aren't even targeting Cacturne.
Hariyama (Guts) @ Toxic Orb

252 Atk / 128 Def / 128 SpDef
Brave
Fake Out
Stone Edge
Close Combat
Protect
I remember during the first few months of PBR when virtually every other Japanese kid fronted a Trick Room team that opened with this exact Hariyama and a Bronzong. Anyone with half a brain can Taunt their way to victory against that, but there are situations where using Hariyama for the starting combo has its advantages over choosing Togekiss. Those Uber teams with Choice Specs Kyogre that love to Water Spout all over my guys are foiled by Fake Out, as are any equally retarded squads using Darkrai. Most Ubers are subsequently taken care of by a Gutsed, STABed Close Combat. Hariyama is also my only protection against the ever-prevalent Eruption Typhlosion starter, which can 1HKO Bronzong before it can get Trick Room up (assuming Choice Specs, Helping Hand or Sunny Day).
There you have it. Rate away!