OU Double Trick Room

First and foremost, I'd like to thank Mango Smoothie and everyone who contributed in making this guide. The guide truly helped me while making my team by detailing what type of Pokemon to use and which ones to use for certain situations. Without further ado, I will introduce the team.

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Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP/252 SpD/4 Def
Sassy Nature
IVs: 31/0/31/31/31/0
- Psychic
- Helping Hand
- Lunar Dance
- Trick Room
Cresselia was the Pokemon I decided to build my team around. She has great bulk and utility and would compliment my entire team. Psychic is her standard offensive move and goes hand in hand with Reuniclus' Psyshock. Helping hand is here due to my team being very physical and will be used after the initial Trick Room. Lunar Dance is there in order to bring back a fallen comrade if needed or when Cresselia is almost done.

579.png

Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 252 HP/252 SpA/4 Def
Quiet Nature
IVs: 31/x/31/31/31/0
- Psyshock
- Shadow Ball
- Energy Ball
- Trick Room
Reuniclus is pretty standard with the exception of Energy Ball over Focus Blast. I chose Energy Ball over Focus blast due to the fact that my team had no grass type attacks and if I encountered a Rotom W, I would have a very difficult time. The 100 accuracy compared to 70 is also very important. Shadow Ball is for coverage and taking out ghosts while Psyshock is there due to special walls and is partnered with Cresselia's Psychic. If stumbling upon a Dark type such as Bisharp, Reuniclus will be switching out because despite Trick Room, Sucker Punch will hit me and I can't afford a missed Focus Blast.

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Machamp (M) @ Life Orb
Ability: No Guard
EVs: 252 HP/252 Att/4 SpD
Brave Nature
IVs: 31/31/31/x/31/0
- Dynamic Punch
- Stone Edge
- Poison Jab
- Protect
Many people will ask as to why I chose Machamp over Conkeldurr. The reason is No Guard. With No Guard, I'll be able to land STAB Dynamic Punches to anyone that is weak to fighting. Stone Edge is there because it's a great move that hits many Pokemon hard and I'll have 100 accuracy with it. Poison Jab is there due to the fact that my team needed a Poison type attack for for fairies and it provides coverage for Machamp. Protect is there because if Machamp has to begin alongside Cresselia, he will protect the first turn and run wild after Trick Room is set.

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Azumarill @ Life Orb
Ability: Huge Power
EVs: 252 HP/252 Att/4 SpD
Brave Nature
IVs: 31/31/31/x/31/0
- Aqua Jet
- Play Rough
- Ice Punch
- Waterfall
Azumarill is a perfect fit for this team; coverage for his comrades and my main Fairy. Initially, he was brought here to cover Machamp from Brave Bird Talonflame with Aqua Jet, but I then realized his versatility is amazing. Aque Jet will hit hard and has priority for when Trick Room is over and can deal with Talonflame in and out of Trick Room. Play Rough will serve as my main Fairy attack. Ice Punch is here for coverage against Grass types, and to deal with anything else that is weak to ice. I chose Waterfall over Aqua Tail due to accuracy; Waterfall shall be used when there is no fear of enemy priority and is stronger than Aqua Jet. Belly Drum is not here because if I need the extra attack boost, I have Cresselia's Helping Hand.

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Bisharp (M) @ Life Orb
Ability: Defiant
EVs: 252 HP/252 Att/4 Def
Brave Nature
IVs: 31/31/31/x/31/0
- Sucker Punch
- Iron Head
- Knock Off
- Protect
Bisharp is here due to needing someone who could resist Ghost and Dark types. After testing him, he also sits nice with my team. Sucker Punch can due tons of damage to anyone weak to it that is preparing an attack (mainly Focus Blast cover). Iron Head is here due to the fact that I need a steel attack and it does good damage with STAB. Knock Off is here for utility and because Sucker Punch has low PP. Protect is here for when Trick Room needs to be set up once more. Helping Hand from Cresselia will help him a lot.

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Charizard (M) @ Charizardnite X
Ability: Tough Claws
EVs: 252 Att/252 Spe/4 Def
Jolly Nature
IVs: 31/31/31/x/31/31
- Flare Blitz
- Dragon Claw
- Thunder Punch
- Dragon Dance
Last but not least, Charizard X. He will be my late game sweeper that will have to fight when there is no Trick Room available. He runs Jolly nature because he will need maximum speed in order to sweep. Flare Blitz is here as he will deal with anyone that is weak to fire and will take care of people such as Mega Mawile. Dragon Claw is here to hit any dragons as well as providing nice STAB damage. Charizard X runs Thunder Punch over Roost because late game, there will be no time to rest and he can take out the pesky water types. Dragon Dance is here because he'll be able to boost himself if an opportunity arises and will be nearly unstoppable.


That is my team. A few weaknesses I encountered were that I rely heavily on certain Pokemon to deal with what they're strong against (Charizard for Fire, Reuniclus for Grass, etc.) Also, Mega Mawile can pose a big threat if it introduced inside of Trick Room because Charizard X is the only one on my team that can deal with her. The last thing is that I'm not sure if Life Orb is the best item to go for with Bisharp and Machamp.

Thanks for taking the time to rate my team and I appreciate all feedback. :)
 
Heyo there, thanks for the shoutout (and the free advertisement haha).

The Team looks overall pretty good, I might consider trying to work in Earthquake on Machamp because Cresselia can Helping Hand boost it without much trouble, but I'm not the most familiar with Doubles movesets so I can't help much with that. You have a solid offensive core, Fighting/Fairy the combination is complimented well by Bisharp. You could run the Dead Plate option since Bisharp will normally be spamming its Dark STAB if you're willing to risk losing a bit of power on Iron Head.

I notice that mega mawile can really do a number around this team, and if it can get a SD off it takes out most of your team (Sucker Punch OHKO's Mega-zard). I would recommend leaving Bisharp with 7 IVs to outspeed neutral Mega Mawile, since it gets a +1 from intimidate, whichmakes it significantly easier to deal with outside of TR, since
+1 252+ Atk Life Orb Bisharp Iron Head vs. 252 HP / 0 Def Mega Mawile: 224-265 (73.6 - 87.1%) -- guaranteed 2HKO (if you get flinch-hax its pretty much over).​

Other than that, and I don't know how much it gets used in doubles, Aegislash seems to also be able to handle most of your team fairly, well, hitting reuniclus for almost an OHKO (cresselia can't do much to it), and the rest of your team struggles to do much without risking a king's shield (Machamp's current set is walled completely) outside of Mega-Zard X. And even he has to play carefully to avoid getting the KS drop.
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 0 SpD Reuniclus: 366-432 (86.3 - 101.8%) -- 12.5% chance to OHKO
4 Atk Aegislash-Blade Sacred Sword vs. 32 HP / 0 Def Bisharp: 368-436 (131.8 - 156.2%) -- guaranteed OHKO
252+ Atk Machamp Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 170-200 (52.4 - 61.7%) -- 98.8% chance to 2HKO after Leftovers recovery​
 
Hey, there! Looks like you have a pretty well thought-out team. I've been working with TR teams in doubles for a little while, so hopefully I'll be able to give you some decent pointers.

First off, you'll probably want to have another trick room settler on-hand, especially since both of your trick room users are psychic-type. While you do have Bisharp available for safe switching, Machamp is the only Pokemon that has coverage against dark users. Cresselia, while having a lot of bulk, packs Lunar Dance for a reason, and due to the nature of doubles, having another TR settler may be necessary. It certainly doesn't have to be bulky like Cresselia and Reuniclus (an example could be Chandelure, although I wouldn't recommend it for this team due to typing), but four sweepers and two settlers means tough luck for your team when the enemy is smart enough to target your settlers.

I also don't recommend packing a high-speed Pokemon in TR for doubles. Unless you plan on having your forth and fifth Pokemon to be knocked out on the same turn and conveniently have TR fade on that turn as well, Charizard isn't going to do well with TR in doubles, especially without a priority move. You may want to consider Victini over Charizard X, as Victini is a TR settler and has excellent offensive capabilities with V-Create that can continue to give you access to fire while still inside of TR (and you can keep an electric move with Bolt Strike), and is able to maneuver out of battle easily with U-Turn -- something which will take care of Dark and Psychic coverage that your team lacks. Having at least one bug move is good to have on-hand for taking care of threats from slower Pokemon such as Contrary Malamar. Unfortunately, due to the prevalence of Dark moves, Victini would be yet another unwanted Psychic-type, and if you're going to go for three settlers, having them all as psychic-types would be too redundant, especially against Sucker Punchers. If you really insist on having a fast Pokemon to take care of things outside of TR, I would recommend Talonflame over Charizard X as Talonflame at least has priority on flying-type moves so that it can work both inside and outside of TR. I've tried working with having speedy Pokemon in TR doubles in the past, and it really isn't as reliable as in singles. It never hurts to have a backup plan for when TR goes down, but doubles is 100% based on teamwork, it's better to keep TR up and pack some priorities (which you do have) than to mess with your Pokemon's abilities to work together. As far as I can see, Charizard can't work well with any of your Pokemon, and in doubles, if you're up against someone with a team that works well together, it'll be game over pretty quickly.

Another thing to point out is the number of physical attackers you have. Virtually all of your Pokemon will go to their knees when inflicted with a burn, and Fake Out Hitmontop with Intimidate will really cripple your team, especially since it will target your settlers when TR is down and switch out on the next just to intimidate again later. A Will-O-Wisp Arcanine with Indimidate will also deal a heavy blow to your offensive capabilities. Your only opportunity to heal status is with Cresselia, and that even requires a sacrifice. Without Safeguard on-hand, you'll have a really tough time against Will-O-Wisp users (my TR team has enough trouble with this already, and I don't have nearly as many physical users as you). Pokemon that pack a lot of physical bulk, especially Mega Aggron, will give your team a hard time. Your only good trump card for getting rid of steel users is Machamp, and even then it will take three Dynamic Punches to knock out an Aggron. Especially if the Mega Aggron isn't packing Speed IVs, it'll outspeed Machamp in TR and 2HKO with Heavy Slam. Also, as Mango Smoothie already mentioned, Mega Mawile could also really leave a pretty big bite mark into this team (no pun intended). If it gets off an intimidate on Bisharp, it's a 3-HKO with Iron Head for you.

Here are a few sets that I would urge you to consider:

porygon2.gif

Porygon2 @ Eviolite
eviolite.png

Ability: Download
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
IVs: 31 HP / 0 Atk / 31 Def / 31 SAtk / 31 SDef / 0 Spd
- Thunderbolt
- Ice Beam
- Trick Room
- Recover
I've worked with Porygon2 a lot with TR singles in generation IV, and Porygon2 never seemed to make the cut. Mango Smoothie urged me to give it another go, and Porygon2's been on my team ever since. While your opponent is scrabbling along trying to take out Porygon2, you can just sit there and recover and have your sweeper do the sweeping. Porygon2 is one of the only non-Psychic/Ghost TR settler, and this can really make things easier for you when facing dark-types. Eviolite gives Porygon2 plenty enough bulk to survive long enough to settle a Trick Room, and can even recover at will. Porygon2 has excellent coverage, packing electric- and ice-type moves, or you could even give one up for a STAB Tri Attack for some status. Not only does Porygon2 have great typing for a TR team, but it's one of the few settlers that really has good offensive capabilities.

aromatisse.gif

Aromatisse @ Leftovers
leftovers.png

Ability: Aroma Veil
EVs: 252 HP / 4 SAtk / 252 SDef
Sassy Nature (+SDef, -Spd)
IVs: 31 HP / 0 Atk / 31 Def / 31 SAtk / 31 SDef / 0 Spd
- Draining Kiss / Moonblast
- Aromatherapy / Heal Pulse
- Trick Room
- Reflect
A lot of people discard Aromatisse very quickly. Aromatisse is the only Pokemon on my TR team that I have never switched out or considered removing. Aromatisse has fantastic bulk, and is literally the perfect team player when it comes to doubles with Trick Room. Like Porygon2, she's one of the only non-psychic/ghost settlers. She also has access to Aromatherapy and Heal Pulse - two moves which would be extremely valuable on a team like yours, can put up a Reflect to keep her physical defenses in check (as well as everybody else's!), and can keep herself healed with Leftovers and Draining Kiss (or do some decent damage with Moonblast, if you prefer that). She also has great typing and gets a good STAB.

mawile-mega.gif

Mawile @ Mawilite
mawilite.png

Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd)
IVs: 31 HP / 31 Atk / 31 Def / 31 SAtk / 31 SDef / 0 Spd
- Play Rough
- Sucker Punch
- Iron Head
- Swords Dance / Fire Fang
As previously mentioned, Mawile is a huge threat to your team. So why not take her up for yourself? If you can pull off enough time to get a Swords Dance in, Mawile will ruin your opponent's day. She has access to Sucker Punch so she can work well outside of Trick Room and can take care of Aegislash without risking the attack stat drop, has two great STAB moves, and can get fire fang to take care of other steel types, even other Mawiles and other annoying stuff like Amoongus and Breloom. It's also just a great feeling when you get off an intimidate and still have Huge Power at your disposal. Mega Mawile is evil, indeed.

victini.gif

Victini @ Life Orb
lifeorb.png
/ Leftovers
leftovers.png

Ability: Victory Star
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd)
IVs: 31 HP / 31 Atk / 31 Def / 31 SAtk / 31 SDef / 0 Spd
- V-create
- Bolt Strike / Zen Headbutt
- U-turn
- Trick Room
As previously mentioned, Victini could be a great Charizard replacement for you if you're up for trying TR doubles without a speedy Pokemon. Victini would have an excellent Fire-type move at its disposal, and could continue to have an electric-type move as Charizard had. Victini's speed may be a bit much for TR's purpose, but even one V-Create will get you slow enough to handle things pretty well.

Obviously, I don't imagine that you'd swap out half your team for these guys, but I think that some of these sets might be really good for your team. I would say give Mega Mawile a try, and if you don't like her as much as Bisharp, you can always go back. If you plan on giving Victini a go, I would replace Reuniclus with either Porygon2 or Aromatisse so that your team doesn't suffer to dark, ghost, and bug attacks at every turn (fortunately, Victini's fire typing resists bug attacks). Other Pokemon to consider could be Amoongus, Mega Aggron, Malamar, Marowak, and Exeggutor, but I don't find it necessary to go in-dept with those if none of them stand out to you, as I'm not sure how they would fare on a team like this.

And sorry about the giant wall of text... sometimes I get a bit carried away xD Hopefully something there that I mentioned helped out, though!
 
Hey, there! Looks like you have a pretty well thought-out team. I've been working with TR teams in doubles for a little while, so hopefully I'll be able to give you some decent pointers.

First off, you'll probably want to have another trick room settler on-hand, especially since both of your trick room users are psychic-type. While you do have Bisharp available for safe switching, Machamp is the only Pokemon that has coverage against dark users. Cresselia, while having a lot of bulk, packs Lunar Dance for a reason, and due to the nature of doubles, having another TR settler may be necessary. It certainly doesn't have to be bulky like Cresselia and Reuniclus (an example could be Chandelure, although I wouldn't recommend it for this team due to typing), but four sweepers and two settlers means tough luck for your team when the enemy is smart enough to target your settlers.

I also don't recommend packing a high-speed Pokemon in TR for doubles. Unless you plan on having your forth and fifth Pokemon to be knocked out on the same turn and conveniently have TR fade on that turn as well, Charizard isn't going to do well with TR in doubles, especially without a priority move. You may want to consider Victini over Charizard X, as Victini is a TR settler and has excellent offensive capabilities with V-Create that can continue to give you access to fire while still inside of TR (and you can keep an electric move with Bolt Strike), and is able to maneuver out of battle easily with U-Turn -- something which will take care of Dark and Psychic coverage that your team lacks. Having at least one bug move is good to have on-hand for taking care of threats from slower Pokemon such as Contrary Malamar. Unfortunately, due to the prevalence of Dark moves, Victini would be yet another unwanted Psychic-type, and if you're going to go for three settlers, having them all as psychic-types would be too redundant, especially against Sucker Punchers. If you really insist on having a fast Pokemon to take care of things outside of TR, I would recommend Talonflame over Charizard X as Talonflame at least has priority on flying-type moves so that it can work both inside and outside of TR. I've tried working with having speedy Pokemon in TR doubles in the past, and it really isn't as reliable as in singles. It never hurts to have a backup plan for when TR goes down, but doubles is 100% based on teamwork, it's better to keep TR up and pack some priorities (which you do have) than to mess with your Pokemon's abilities to work together. As far as I can see, Charizard can't work well with any of your Pokemon, and in doubles, if you're up against someone with a team that works well together, it'll be game over pretty quickly.

Another thing to point out is the number of physical attackers you have. Virtually all of your Pokemon will go to their knees when inflicted with a burn, and Fake Out Hitmontop with Intimidate will really cripple your team, especially since it will target your settlers when TR is down and switch out on the next just to intimidate again later. A Will-O-Wisp Arcanine with Indimidate will also deal a heavy blow to your offensive capabilities. Your only opportunity to heal status is with Cresselia, and that even requires a sacrifice. Without Safeguard on-hand, you'll have a really tough time against Will-O-Wisp users (my TR team has enough trouble with this already, and I don't have nearly as many physical users as you). Pokemon that pack a lot of physical bulk, especially Mega Aggron, will give your team a hard time. Your only good trump card for getting rid of steel users is Machamp, and even then it will take three Dynamic Punches to knock out an Aggron. Especially if the Mega Aggron isn't packing Speed IVs, it'll outspeed Machamp in TR and 2HKO with Heavy Slam. Also, as Mango Smoothie already mentioned, Mega Mawile could also really leave a pretty big bite mark into this team (no pun intended). If it gets off an intimidate on Bisharp, it's a 3-HKO with Iron Head for you.

Here are a few sets that I would urge you to consider:

porygon2.gif

Porygon2 @ Eviolite
eviolite.png

Ability: Download
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
IVs: 31 HP / 0 Atk / 31 Def / 31 SAtk / 31 SDef / 0 Spd
- Thunderbolt
- Ice Beam
- Trick Room
- Recover
I've worked with Porygon2 a lot with TR singles in generation IV, and Porygon2 never seemed to make the cut. Mango Smoothie urged me to give it another go, and Porygon2's been on my team ever since. While your opponent is scrabbling along trying to take out Porygon2, you can just sit there and recover and have your sweeper do the sweeping. Porygon2 is one of the only non-Psychic/Ghost TR settler, and this can really make things easier for you when facing dark-types. Eviolite gives Porygon2 plenty enough bulk to survive long enough to settle a Trick Room, and can even recover at will. Porygon2 has excellent coverage, packing electric- and ice-type moves, or you could even give one up for a STAB Tri Attack for some status. Not only does Porygon2 have great typing for a TR team, but it's one of the few settlers that really has good offensive capabilities.

aromatisse.gif

Aromatisse @ Leftovers
leftovers.png

Ability: Aroma Veil
EVs: 252 HP / 4 SAtk / 252 SDef
Sassy Nature (+SDef, -Spd)
IVs: 31 HP / 0 Atk / 31 Def / 31 SAtk / 31 SDef / 0 Spd
- Draining Kiss / Moonblast
- Aromatherapy / Heal Pulse
- Trick Room
- Reflect
A lot of people discard Aromatisse very quickly. Aromatisse is the only Pokemon on my TR team that I have never switched out or considered removing. Aromatisse has fantastic bulk, and is literally the perfect team player when it comes to doubles with Trick Room. Like Porygon2, she's one of the only non-psychic/ghost settlers. She also has access to Aromatherapy and Heal Pulse - two moves which would be extremely valuable on a team like yours, can put up a Reflect to keep her physical defenses in check (as well as everybody else's!), and can keep herself healed with Leftovers and Draining Kiss (or do some decent damage with Moonblast, if you prefer that). She also has great typing and gets a good STAB.

mawile-mega.gif

Mawile @ Mawilite
mawilite.png

Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd)
IVs: 31 HP / 31 Atk / 31 Def / 31 SAtk / 31 SDef / 0 Spd
- Play Rough
- Sucker Punch
- Iron Head
- Swords Dance / Fire Fang
As previously mentioned, Mawile is a huge threat to your team. So why not take her up for yourself? If you can pull off enough time to get a Swords Dance in, Mawile will ruin your opponent's day. She has access to Sucker Punch so she can work well outside of Trick Room and can take care of Aegislash without risking the attack stat drop, has two great STAB moves, and can get fire fang to take care of other steel types, even other Mawiles and other annoying stuff like Amoongus and Breloom. It's also just a great feeling when you get off an intimidate and still have Huge Power at your disposal. Mega Mawile is evil, indeed.

victini.gif

Victini @ Life Orb
lifeorb.png
/ Leftovers
leftovers.png

Ability: Victory Star
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd)
IVs: 31 HP / 31 Atk / 31 Def / 31 SAtk / 31 SDef / 0 Spd
- V-create
- Bolt Strike / Zen Headbutt
- U-turn
- Trick Room
As previously mentioned, Victini could be a great Charizard replacement for you if you're up for trying TR doubles without a speedy Pokemon. Victini would have an excellent Fire-type move at its disposal, and could continue to have an electric-type move as Charizard had. Victini's speed may be a bit much for TR's purpose, but even one V-Create will get you slow enough to handle things pretty well.

Obviously, I don't imagine that you'd swap out half your team for these guys, but I think that some of these sets might be really good for your team. I would say give Mega Mawile a try, and if you don't like her as much as Bisharp, you can always go back. If you plan on giving Victini a go, I would replace Reuniclus with either Porygon2 or Aromatisse so that your team doesn't suffer to dark, ghost, and bug attacks at every turn (fortunately, Victini's fire typing resists bug attacks). Other Pokemon to consider could be Amoongus, Mega Aggron, Malamar, Marowak, and Exeggutor, but I don't find it necessary to go in-dept with those if none of them stand out to you, as I'm not sure how they would fare on a team like this.

And sorry about the giant wall of text... sometimes I get a bit carried away xD Hopefully something there that I mentioned helped out, though!

Don't be sorry for the wall of text! This was a lot of information that truly helped me out considering the fact that I am a double battler! I thought the approach used for Single TR teams would work out for Double TR teams; this cleared a lot of things up. Also, I'm not against rebuilding my entire team. I enjoy team building and it does help me pass the time.

I knew my team would be very physical, but I thought Cresselia's Helping Hand would compensate for any reduced attack. I was wrong because I went up against a Meowstic with Prankster and it was able to spam Charm until I basically had no attack. It posed a very huge problem for me. Safeguard will have to be one of the moves that my support carries.

That being said, I have indeed decided to redo the team as a whole. With the information you gave me, I have a better picture of what to run. I wish to continue working with both you and Mango considering both of you have a lot of TR experience and you do have a better understanding of doubles and there's always room to grow within myself about battling! I'll be posting a new RMT once I have it complete. Thanks for taking the time to give me such a great review!
 
Don't be sorry for the wall of text! This was a lot of information that truly helped me out considering the fact that I am a double battler! I thought the approach used for Single TR teams would work out for Double TR teams; this cleared a lot of things up. Also, I'm not against rebuilding my entire team. I enjoy team building and it does help me pass the time.

I knew my team would be very physical, but I thought Cresselia's Helping Hand would compensate for any reduced attack. I was wrong because I went up against a Meowstic with Prankster and it was able to spam Charm until I basically had no attack. It posed a very huge problem for me. Safeguard will have to be one of the moves that my support carries.

That being said, I have indeed decided to redo the team as a whole. With the information you gave me, I have a better picture of what to run. I wish to continue working with both you and Mango considering both of you have a lot of TR experience and you do have a better understanding of doubles and there's always room to grow within myself about battling! I'll be posting a new RMT once I have it complete. Thanks for taking the time to give me such a great review!

Awesome! I'm glad my advice was helpful :) I would certainly be happy to give another rate when you come around with your new team, or if you need any help building, I'd be delighted to lend a hand with that as well. If you'd like, you can also feel free to take a look at my TR team for doubles, as it may give you a little bit of insight on which ways doubles is different with TR as opposed to singles. Feel free to look through both members of my current team and my list of previous team members, as those could hopefully give you an idea of what those Pokemon's major weaknesses are in doubles, and they may fit on your team a lot better than they did on mine.
 
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