Trick Room (2v2 4 pokemon)

Okay, so I figured that I would get some helpful criticism from you guys.

Bronzong @ Lum Berry Ability: Levitate
Dusknoir.png

EVs: 252 HP/ 100 Atk/ 60 Def/ 96 SpD
Nature: Relaxed
- Trick Room
- Gyro Ball
- Explosion
- Hypnosis

Super bulky starter, very slow, can use trick room, can explode. Basically perfect for this team, hypnosis helps if you don't want to explode just yet, as is gyro ball. I :heart: bronzong! Bronzong is very bulky, so it can survive the first hits hopefully, so i can set up trick room and then maybe explode. I don't want to explode if i don't have to, so i have hypnosis and gyro ball. Bronzong is probably the most common trick roomer, for a good reason.

Shuckle A.K.A Turdle @ Brightpowder
Ability: Gluttony
EVs: 252 Def/ 4 SpD/ 252 HP
Nature: Relaxed
- Power Trick
- Protect
- E-Quake
- Rock Slide

Shuckle will go last first turn, so bronzong will trick room, shuckle power tricks, and the turn is over, next turn, shuckle protects, bronzong explodes. Shuckle will usually win next turn with rock slide. Shuckle should survive a few hits, so he can power switch. He will go last, so he can power trick and then attack the next turn first, because he is the, if not one of the slowest pokemon. His movepool is very limited, but it gets good double battle moves in earthquake and rock slide.

Magnezone @ Macho Brace
Ability: Magnet Pull
EVs: 4 HP/ 252 SpA/ 252 Def
Nature: Quiet
- Thunder Bolt
- Light Screen/Reflect
- Flash Cannon
- Magnet Rize

Magnet Rize makes him un earthquakeable. So shuckle can go on a rampage killing everything while Maggy uses iron defense over and over, maggy proceeds to pwn stuff. Magnizone is my main sweeper when bronzong dies. He will magnet rise so he can avoid those pesky e-quakes. While shuckle is pwning stuff, magnizone sets up a few screens. he then proceeds to sweep.

Dusknoir @ Leftovers
Ability: Pressure
EVs: 252 HP/ 252 Def/ 4 SpD
Nature: Relaxed
- Trick Room
- Will-O-Wisp
- Pain Split
- Shadow punch

Typical Trick Room Dusky, burn stuff, renew trick room, pain split if needed. Shadow punch to attack. Dusknoir is my other bulky trick roomer. He can mess up scizor with a will-o-wisp, because scizor is the biggest threat to this team. He can trick room when the first one dies if you don't win in the first five turns. It survives forever with pain split.

Ok, Thanks for reading.
 
Both leads are vulnerable to taunt leads, so i suggest Togekiss with Follow-me to absorb the taunt. Your trick-room set-up would be more secure
 
Use Macho Brace on Magnezone instead, that way it can use Magnet Rise and Levitate whilst still being slow as molasses.
 
Oh, thats right :justin:. Im not so sure about togekiss, because i like my starters, and togekiss could be hit by taunt first. I did not think taunt was big in double battles anyways :toast:...
 
Follow Me has priority, even against moves like Bullet Punch, so don't worry about Togekiss being attacked before it can use it. :P
 
Which game is this for? HGSS, PBR, or an online simulator? What are the rules?

Taunt is relatively common in doubles, but Fake Out even more so. Either one is going to throw off your Trick Room/Power Trick combo.

If I were you, I'd give Shuckle 252 EVs in HP. If you really want to maximize Shuckle's hitting power, you could keep the other 252 in Defense, but consider putting them in Attack so that Shuckle takes weak physical attacks better.

I'm perplexed by your Magnezone set. If this isn't a Rain Dance team, Thunderbolt would be a much more reliable choice. Also, Thunderbolt has a much lower chance to paralyze the target, and in case you haven't experienced this yet, paralyzing your opponents during Trick Room is a bad idea. Iron Defense seems like a bit of a waste. Defense is Magnezone's higher stat anyhow, and you could just be blown away by a special attack after you set up. I'd put Reflect or Light Screen on there instead. I'd take Flash Cannon over Tri Attack any day of the week.

Your Bronzong looks good, but I'd consider putting more points into Attack and maybe giving it a Brave nature. I'd also consider replacing Hypnosis if its accuracy is 60. If you're playing PBR and it's 70, that's not so bad.

Your Dusknoir should have higher Attack and more damaging moves. Pain Split is all well and good, but you're trying to KO opponents before your five turns of Trick Room are up, not stall them.
 
Ok, thanks for the tips, i am relatively new to competitive battling, so thanks. These are regular VGC rules, but just 4 pokemon. I forgot about cannon. I really like my two starters, so i don't really like adding something else. When 3v3 comes out, though :PPP
 
Switch Shuckle's ability to Sturdy just in case you run across a battle with no OHKO clause or go to VGC, as Gluttony has no use. You don't really need all that defense on shuckle, you should go with 248 HP instead and put some of those Def EVs in Atk for a little 'umph'.

You may want to try explosion (or maybe even HP [fire] for scizor and other steels) over light screen/reflect on Magnezone for a surprise factor and since shuckle has protect and dusknoir is immune to it. I don't understand your EVs for it either.

Pain split is useless on Dusknoir, replace it with shadow sneak for pesky focus sashers. Also Dusknoir learns all of the elemental punches, I would use that to your advantage and replace shadow punch with one of them since ghost isn't a great attacking type and you already have shadow sneak if you choose to go with it.
 
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