After entering last year's UK VGC with a Trick Room team and getting knocked out during round 4, I plan to try again next year, with a new Trick Room team and (hopefully) better luck -
Chandelure @ Focus Sash
Ability: Flame Body
EVs: 252 HP/252 Sp. Atk/4 Def
Nature: Quiet
- Heat Wave
- Shadow Ball
- Trick Room
- Protect
Returning from my 2011 team, Chandelure is my Trick Room lead. A Focus Sash plus a Fake Out from my Hariyama pretty much guarantees Trick Room going up, save for flinching or Imprison Chandelure. After Trick Room goes up, Chandelure does as much damage as possible with two powerful STAB attacks. I chose Flame Body over Flash Fire as it can deter the use of Crunch, and the fact that as switching is relatively rare in doubles, there won't be much opportunity to switch him into a fire attack.
Hariyama @ Toxic Orb
Ability: Guts
EVs: 252 Atk/252 HP/4 Sp. Def
Nature: Brave
- Close Combat
- Rock Slide
- Fake Out
- Protect
Hariyama can cover Chandelure's Trick Room setup with Fake Out, then wreak havoc with Guts-boosted offense. Close Combat deters the likes of Terrakion, Scrafty and Ferrothorn, while Rock Slide sends the Genies packing.
Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 252 Sp. Atk/252 HP/4 Sp. Def
Nature: Quiet
- Psychic
- Shadow Ball
- Trick Room
- Protect
Another returning face from 2011, I cannot overstate how great this thing is. A Life Orb + STAB Boosted Psychic is immensely powerful against anything that doesn't resist it or has a large Sp. Def stat. Shadow Ball provides additional coverage against Jellicent, and Reuniclus can also set up Trick Room if it goes down, or Chandelure failed to set up.
Jellicent @ Water Gem
Ability: Water Absorb
EVs: 252 Sp. Atk/252 HP/4 Sp. Def
Nature: Quiet
- Water Spout
- Shadow Ball
- Trick Room
- Protect
The last 2011 veteran, with some changes. Due to the prevalence of rain expected for 2012, Jellicent carries Water Absorb this time around. Jellicent also now carries Shadow Ball instead of Ice Beam (Not having a Shadow Ball to use against an enemy Jellicent is what actually knocked me out last year). Jellicent is the Trick-Room lead against Rain Teams, replacing Chandelure. Jellicent also has great offensive potential, as a gem-boosted Water Spout at full HP in Rain has a phenomenal 450 Base Power, KOing most pokémon that don't resist it.
Metagross @ Occa Berry
Ability: Clear Body
EVs: 252 Atk/252 HP/4 Sp. Def
Nature: Brave
- Meteor Mash
- Bullet Punch
- ThunderPunch
- Protect
Secondary physical Attacker. Meteor Mash offers a great STAB attack, and Thunderpunch fights off the many Water Types seen on Rain Teams. Bullet Punch ensures that last hit needed to KO, should Trick Room wear off.
Rotom-W @ Electric Gem
Ability: Levitate
EVs: 252 Sp. Atk/252 HP/4 Sp. Def
Nature: Quiet
- Hydro Pump
- Thunder
- Thunderbolt
- Protect
My answer to weather. Hydro Pump helps deal with the many rock and ground types on sand teams, and few water types on rain teams can stand up to a 100% accurate, STAB + Gem boosted Thunder. Thunderbolt may seem like an odd choice, but it serves as a more reliable substitute for Thunder if there is no rain about.

Chandelure @ Focus Sash
Ability: Flame Body
EVs: 252 HP/252 Sp. Atk/4 Def
Nature: Quiet
- Heat Wave
- Shadow Ball
- Trick Room
- Protect
Returning from my 2011 team, Chandelure is my Trick Room lead. A Focus Sash plus a Fake Out from my Hariyama pretty much guarantees Trick Room going up, save for flinching or Imprison Chandelure. After Trick Room goes up, Chandelure does as much damage as possible with two powerful STAB attacks. I chose Flame Body over Flash Fire as it can deter the use of Crunch, and the fact that as switching is relatively rare in doubles, there won't be much opportunity to switch him into a fire attack.

Hariyama @ Toxic Orb
Ability: Guts
EVs: 252 Atk/252 HP/4 Sp. Def
Nature: Brave
- Close Combat
- Rock Slide
- Fake Out
- Protect
Hariyama can cover Chandelure's Trick Room setup with Fake Out, then wreak havoc with Guts-boosted offense. Close Combat deters the likes of Terrakion, Scrafty and Ferrothorn, while Rock Slide sends the Genies packing.

Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 252 Sp. Atk/252 HP/4 Sp. Def
Nature: Quiet
- Psychic
- Shadow Ball
- Trick Room
- Protect
Another returning face from 2011, I cannot overstate how great this thing is. A Life Orb + STAB Boosted Psychic is immensely powerful against anything that doesn't resist it or has a large Sp. Def stat. Shadow Ball provides additional coverage against Jellicent, and Reuniclus can also set up Trick Room if it goes down, or Chandelure failed to set up.

Jellicent @ Water Gem
Ability: Water Absorb
EVs: 252 Sp. Atk/252 HP/4 Sp. Def
Nature: Quiet
- Water Spout
- Shadow Ball
- Trick Room
- Protect
The last 2011 veteran, with some changes. Due to the prevalence of rain expected for 2012, Jellicent carries Water Absorb this time around. Jellicent also now carries Shadow Ball instead of Ice Beam (Not having a Shadow Ball to use against an enemy Jellicent is what actually knocked me out last year). Jellicent is the Trick-Room lead against Rain Teams, replacing Chandelure. Jellicent also has great offensive potential, as a gem-boosted Water Spout at full HP in Rain has a phenomenal 450 Base Power, KOing most pokémon that don't resist it.

Metagross @ Occa Berry
Ability: Clear Body
EVs: 252 Atk/252 HP/4 Sp. Def
Nature: Brave
- Meteor Mash
- Bullet Punch
- ThunderPunch
- Protect
Secondary physical Attacker. Meteor Mash offers a great STAB attack, and Thunderpunch fights off the many Water Types seen on Rain Teams. Bullet Punch ensures that last hit needed to KO, should Trick Room wear off.

Rotom-W @ Electric Gem
Ability: Levitate
EVs: 252 Sp. Atk/252 HP/4 Sp. Def
Nature: Quiet
- Hydro Pump
- Thunder
- Thunderbolt
- Protect
My answer to weather. Hydro Pump helps deal with the many rock and ground types on sand teams, and few water types on rain teams can stand up to a 100% accurate, STAB + Gem boosted Thunder. Thunderbolt may seem like an odd choice, but it serves as a more reliable substitute for Thunder if there is no rain about.