Raging HailRoom (VGC 2012 WiFi)

I've always wanted to play Doubles, but I didn't like the fact that only B/W pokemon could be used at the time. Now since the metagame is open, I'm going to give this a whirl. This team is doing well in GBU, but I'd like some further opinions and ideas.

Here is the team at a glance.
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Amoonguss@ Mental Herb
Ability: Effect Spore
Nature: Sassy
252 HP / 252 SDef / 6 Def
- Rage Powder
- Protect
- Giga Drain
- Spore
Strategy: This along with Reuniclus composes my starting lineup. Depending on the opponent's leads, I will either use Rage Powder to draw the attacks to him, or Protect if I feel that the opponent will use a strong attack capable of OHKOing me. This is my best opportunity to allow Reuniclus to set up Trick Room and wreak havoc on my opponent. Giga Drain gives him somewhat reliable recovery while dealing damage. Spore is easily the best move on this set as it can put an opponent to sleep 100% of the time. Protect is essential in Doubles so I don't end up being ganged up on. Mental Herb to block Taunts and Encores. I'm shaky on whether to keep it as I haven't seen anyone taunt it.

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Reuniclus@ Life Orb
Ability: Magic Guard
Nature: Quiet
174 HP / 32 Def / 252 SAtk / 52 SDef
- Shadow Ball
- Trick Room
- Focus Blast
- Psychic
Strategy: The second pokemon that leads with Amoonguss. He benefits from Amoonguss's Rage Powder as it allows him to set up Trick Room. Shadow Ball is for other Reuniclus who are trying to do the same thing. Focus Blast along with Shadow Ball provides perfect neutral coverage and hits Dark, Steel, Ice, and Normal types for supereffective damage. Psychic is for STAB and as a strong attack. Magic Guard is incredible for the fact that it cancel's out life orb recoil, and protect him from any passive damage. The EVs give him some nice bulk across the board.

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Abomasnow@ Focus Sash
Ability: Snow Warning
Nature: Quiet
252 HP / 252 SAtk / 6 Def
- Hidden Power [Fire]
- Blizzard
- Grass Knot
- Protect
Strategy: This is the 1st back up pokemon that I employ in my battles. He serves as an anti-weather to Sun, Rain, and Sand. Hail allows me to spam Blizzards until my opponent is defeated. HP Fire is for those pesky steel types such as Scizor, Forretress, and Ferrothorn. Blizzard hits both opponent's as well as having a chance to hit through Protect. Grass Knot for the heavier water, rock, and ground types. Protect is there once again to ease prediction and ensure Abomasnow lives to fight another day. Focus Sash ensures his survival in the case that Protect fails.

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Conkeldurr@ Flame Orb
Ability: Guts
Nature: Brave
252 HP / 252 Atk / 6 SDef
- Mach Punch
- Rock Slide
- Drain Punch
- Protect
Strategy: The 2nd back up member of my team. He provides a crucial fighting resist for my team as well as a priority user. Flame Orb grants me a Guts boost and makes my attacks stronger. Mach Punch for priority to finish off sashers and pokemon with low HP. Drain Punch provides reliable damage and recover health lost due to being attacked and burn damage. Rock Slide hits both opponents and has a chance to flinch under Trick Room. Protect ensure safety from attacks and activates flame orb.

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Chandelure@ Ghost Gem
Ability: Flash Fire
Nature: Quiet
252 HP / 252 SAtk / 6 Def
- Shadow Ball
- Trick Room
- Heat Wave
- Protect
Strategy: The alternate Trick Room starter. I usually bring him in versus teams that employ a lot of fire types. Shadow Ball for STAB and the activation for ghost gem, giving it a free one turn Choice Specs boost. Heat Wave hits both opponents and has a chance to burn. Flash Fire allows him to switch in on fire moves aiming for Amoonguss and gives him a power boost for Heat Wave. Protect once again helps me stall for turns, protect me from attacks, and ease prediction.

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Rhyperior@ Sitrus Berry
Ability: Solid Rock
Nature: Brave
252 HP / 252 Atk / 6 Def
- Earthquake
- Megahorn
- Rock Slide
- Protect
Strategy: The last alternate of this team. He comes in when I face teams with Fliers like Thundurus. Rock Slide for STAB and for hitting both opponents for big damage. Megahorn for Dark and Psychic types since Grass types would likely OHKO him. Earthquake hits everybody, but I have to use Protect so I don't end up fainting one of my members by accident. Protect doesn't need to be explained anymore. Sitrus Berry to recover health lost in battle. Solid Rock plus the HP EVs allow him to take a few big hits and strike back before going down.
 
Your team is a strong TR team. But one problem I suspect your going to have is setting up TR. If you dont set up TR, your team is going to have a great weakness. One way to prevent this is by adding a fake out pokemon. From my experience, it helps a lot more. Also, setting up TR with chandy might be hard since its not very bulky. I would give it a focus sash. Also, dont forget about taunting pokemon. Watch out for those. Other than that, your teams good. Good Luck!
 
Your team is a strong TR team. But one problem I suspect your going to have is setting up TR. If you dont set up TR, your team is going to have a great weakness. One way to prevent this is by adding a fake out pokemon. From my experience, it helps a lot more. Also, setting up TR with chandy might be hard since its not very bulky. I would give it a focus sash. Also, dont forget about taunting pokemon. Watch out for those. Other than that, your teams good. Good Luck!

Herp Derp? Hail = broken focus sash D:. Actually this team has quite a large weakness to rain teams but in particular the combination of Ludicolo + Politoed, should Politoed manage to pull of a rain dance (which although uncommon shouldn't be taken lightly) while Abomasnow is in, your left at the will of the way the weather, meaning Ludicolo can start spamming + 1 Double STABed boosted surfs, Focus miss, and Drain any Hp it may have lost. In fact, surfs, earthquakes, rockslides, and in particular, heat wave's look like it can annoy the team.

To fix this problem I reccomend changing Protect on Condelekur to Wide Guard so that he can safeguard the team against these horrendus tidal waves, tremors, sliding phenomeons, and droughts.

Additionally, you have little to no way of getting through anti-trick room variant Chandelure's as it can shut down the dimensions from being set up with imprison, and threaten the whole team with energy ball, shadow ball, and very powerful heat waves. To Safeguard against this threat, I reccomend removing Ghost Gem on Chandelure and in place put a Mental Herb so that it can Trick Room even when Imprisoned (iirc). Other then that there's not much I can say, good team, it's nice to see the underdog hail around :D. NO MORE OF THOSE ANNOYING SHEDINJA's HAUNTING ME IN MY NIGHTMARES lol.
 
I can't get Wide Guard since it's illegal with drain punch and mach punch. I'll change the Mental Herb on Amoonguss to Coba Berry and Ghost Gem to Mental Herb.
 
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