SV DOU Little help with a Trick Room team

Heyo, I'm a DOU player since gen 7 (Peaked top 400 on gen 8) and for the first time i'm giving Trick Room a shot, while also giving gen 9 a shot (I did not like tera at first).
I've been enjoying my time but could use some help on adjusting my team. I know the idea isn't ground breaking but it's hard to find good info on trick room teams, especially beginner friendly teams. I'm currently playing very aggressively with an expanding force core. Hovering around 1350-1400 elo.
I get that dark types are the whole weak spot of the expanding force spam, but bulky dark type pokemon like incineroar end up being a really big problem and I'm having a lot of trouble finding ways to deal with them
I also feel like I'm not using tera enough. Some matches I don't tera at all, and I feel like the only Tera worthy user in this team is ursa

Indeedee-F @ Eject Button
Ability: Psychic Surge
Tera Type: Fairy
EVs: 252 HP / 220 Def / 36 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Follow Me
- Helping Hand
- Trick Room

--I'm playing an expanding Force core, indeedee is a necessary member. I'm really into the high tempo and aggressive eject button.the move set is standard and mostly ends up unused. I usually open up wtih indeedee and hatterene, setting up trick room with my hatterene, and using follow me as cover.

Hatterene @ Life Orb
Ability: Magic Bounce
Tera Type: Fire
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Expanding Force
- Dazzling Gleam
- Trick Room
- Protect

--Hatterene is my Expanding Force user, Full agressive spreads for maximum damage and Fire tera typing for defensive purposes as surviving one attack usually is useful for sweeping. I prefer Life orb as she usually sweeps and nothing else. Most of the time she comes in very early and very late.

Ursaluna-Bloodmoon @ Life Orb
Ability: Mind's Eye
Tera Type: Normal
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Earth Power
- Blood Moon
- Hyper Voice
- Protect

-- I consider ursaluna part of my core as it complements so well my hatterene sweep. Blood Moon is a generic nuke and hyper voice deals solid damage, I'm really happy with him. He ends up being my tera target. I've won a lot of games only using my ursa - hatterene - indeedee core. I prefer Life orb over spray as it gets online faster, complements better the agressive nature of the team;

Volcanion @ Assault Vest
Ability: Water Absorb
Tera Type: Fairy
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Steam Eruption
- Heat Wave
- Earth Power
- Heavy Slam

--This fella is the one that really needs to go. I find water moves too risky to use, and heat wave doesn't hit that hard compared to the rest of the team. He ends up spamming earth power and heavy slam. I feel like he only does stuff When I'm already with a big lead or when I already lost. usually I use him for chipping damage for my big damage dealers or for unexpected ground/steel attacks.


Sinistcha @ Sitrus Berry
Ability: Hospitality
Tera Type: Water
EVs: 252 HP / 76 Def / 16 SpA / 164 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Matcha Gotcha
- Shadow Ball
- Rage Powder
- Trick Room

--This fella feels weird. It's my newest member and most of the time feels useless. He does shines sometimes with some redirection support, and usually is my late game trick room setter. However, I feel like hospitality is wasted with the hyper aggressive nature of the whole team. It really doesn't help that he's weak to dark. Maybe I should slot in something more bulky like porygon? even though I feel like coverage will suffer.

Iron Hands @ Assault Vest
Ability: Quark Drive
Tera Type: Water
EVs: 236 Atk / 64 Def / 208 SpD
Adamant Nature
IVs: 0 Spe
- Ice Punch
- Wild Charge
- Drain Punch
- Volt Switch

--This big guy is low-key becoming my favorite mon. Drain punch with assault vest makes him so stupidly bulky, ice punch kills and bolt switch makes him a reliable pivot. And although he's not that slow for a trick room team, it really helps in some situations my trick room is off or during mirror match-ups. But sometimes I feel like he only shines that much cuz sinistcha and volcanion end up useless

I'd really appreciate some insight from more knowledgeable players. Thanks.
Typing this from mobile and English isn't my first language. so sorry for any typing or formatting mistakes

Edited - cause I forgot RMT rules
 
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i am not an expert on doubles OU but i think ogerpon water should be better on dealing with bulky dark types than volcanion, you can use swords dance and ivy cudgel to break this teams
 
This is not a bad start, and I probably won't change a thing considering the core that you want. I think you're just not used to the metagame yet and not aware of some strategies that you can use.

Right off the bat, I would say Ruins mons (Chi-Yu and Chien Pao) can do serious damage to your team. Earlier, you said that Volcanion feels like deadweight. Losing it would mean Iron Hands is the only mon that you could use to threaten the Ruins mons, so keep Volcanion. I should mention that Volcanion adds valuable resists to Fire and Ice type moves that none of your other mons have. I would also recommend using Fake Out on Iron Hands since it is the only way to avoid at least one attack from the opponent. It may seem weird to add a priority move in a team with Indeedee-F, but there are ways to play around it. (You'll basically have to think multiple turns ahead.)

Strategies that you can probably use is setting Trick Room twice. This lets you reset the turns for Trick Room, letting your team become a threat a while longer. Sinistcha's job is to be a medic. Rage Powder / Trick Room is nice, but you won't be using that while Trick Room is ongoing. Think of Matcha Gotcha as just a move for chip damage (that also heals you), but you shouldn't expect Sinistcha to do a whole lot of damage. I would recommend using Life Dew over Shadow Ball because then it will at least be able restore 25 percent of your other mon's health without having to switch out.
 
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