Demonic duo
Audino-Mega @ Grip Claw
Ability: Prankster
Tera Type: Normal
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD
Bold Nature
IVs: 0 Atk / 0 Spe
- Moonblast
- Infestation
- Encore
- Destiny Bond
Celesteela @ Rocky Helmet
Ability: Prankster
Tera Type: Steel
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Beak Blast
- Spirit Shackle
- Encore
- Strength Sap
Trap + prankster + encore is one of the most underated combos. The idea is to bait weak moves like knock off, set up or healing moves, which just about every mon carries. If your opponent chooses to use any passive move on the turn where you hit them with a trapping move, you can punish them and either bring them to death or pp stall their healing moves. The insane part is, this works on every pokemon that isn't ghost, dark, has magic bounce or faster and powerful priority moves. Unlike most other trapping strategies, if your opponent can't outspeed prankster encore,
you only need your opponent not to pivot or phaze you for one move instead of 2, heavily increasing the difficulty to play around it.
These 2 sets can be used individualy but complement each other nicely, both on typing and on strategy.
Maudino can trap for 7 turns while dealing passive damage. With grip claw, 7/8 of the health is getting depleted through passive damage only leaving 1/8 of full HP to remove through moonblast while you encore him. This obliterates most defensive pokemon forcing your opponent to go for offensive options that can be destiny bonded. Prankster Dbond is a classic way of stopping nearly every sweeper that has managed to set up, but with encore, your opponent usualy can't pp stall d bond with his set up move, because Maudino will end up killing it's enemy through infestation instead of killing both pokemon. Because of this forcing strategy, Maudino usualy gets 1 kill even in it's worst games nearly garenteeing a +0, but It's pretty common that Maudino kills 2 or 3 mons in a game. The first kills through encore trapping and the last through destiny bond. Moonblast might seem weak but it's damaging enough to darks which are immune to encore (but not to d bond since it doesn't target). Maudino has a hard time killing imposters and should usualy switch out, but imposters can't consistantly switch-in on him because of his lack of recovery. Grip claw is used over binding band to pp stall recover.
Celesteela traps forever through spirit shackle, a move that does not trigger rocky helmet or an imposter's beak blast because it does not cause contact. It also deals half decent damage to ghost types that can't be trapped although not close to being enough to 2 shot arceus and giratina. Beak blast packs decent STAB damage and, along with rocky helmet, can punish u-turn and flip turn users which trappers struggle with. Burn + strength sap + amazing defensive typing also makes celesteela very bulky on the physical side, increasing greatly the number of moves being potential encore bait and resisting moves that would kill Maudino. On a turn where an opposing chansey switches in to spirit shackle, your best bet is to use strength sap until your opponent encore's you. If your ssap comes out first, you're sure to pp stall the imposter. If not, you can risk a second speed tie or just switch out before being trapped yourself and lose 0 hp in the process.
Use these sets with counters to extremespeed and triage who's greater priority completely ruins encore + prankster. These sets also pair well with slow pivotters since your opponent basicaly can't set up on the same turn you pivot because of the threat of being encored which often makes set up sweepers sitting ducks until both encore users are dead or out of pp.