Hello, it's me back with another SM DOU RMT haha
Rationale for choosing each member and basic description:
The team began with the idea of Nature Power Camerupt and Tapu Bulu. These two Pokemon work together extremely well for quite a few reasons. Saying Camerupt is a strong Special Attacker would be an understatement; with a base 145 Special Attack stat as well as the ability Sheer Force and two excellent stab moves to abuse said ability with. A Pokemon with Fire/Ground coverage mostly struggles with bulky waters, and Bulu is the solution to that problem. In addition, Bulu provides Grassy terrain, giving Camerupt valuable passive recovery that it would not otherwise have, a reduction of Earthquake's power, as well as the ability for Camerupt to abuse Nature Power. In Grassy Terrain, this move becomes a Sheer Force-boosted Energy Ball that eviscerates the bulky waters that Camerupt would have struggled with. This makes it so that Bulu doesn't even have to be on the field at the beginning of a turn for the opponent's Pokemon to be hit with powerful grass moves. Furthermore, the surprise factor can be devastating, as an opponent would likely protect their water against a Tapu Bulu under Trick Room, but more likely to leave it against Camerupt. Nature Power achieves OHKOs on Swampert and Gastrodon (obviously, do I need to calc this for you?) as well as achieving massive damage on most variants of Tapu Fini.
VS bulky support variant:
(252+ SpA Sheer Force Camerupt-Mega Energy Ball vs. 252 HP / 92 SpD Tapu Fini in Grassy Terrain: 338-398 (98.2 - 115.6%) -- 87.5% chance to OHKO)
VS an uncommon max SPDEF variant for argument's sake:
(252+ SpA Sheer Force Camerupt-Mega Energy Ball vs. 252 HP / 252+ SpD Tapu Fini in Grassy Terrain: 274-324 (79.6 - 94.1%) -- guaranteed 2HKO after Grassy Terrain recovery)
Now, as a physically offensive Grass type, Bulu often struggles against steel and fire types. Camerupt will eviscerate steels like Celesteela, Ferrothorn, and Excadrill, as well as do plenty of damage to the ever-annoying Incineroar.
Next, the team needed a reliable Trick Room setter. It's no secret that Bronzong is well equipped for the task with z-trick room, which provides several noticable benefits. The move requires the Psychium Z, which cannot be knocked off or tricked, making Bronzong even more reliable as a trick room setter. Furthermore, Z-Trick Room bypasses taunt and has a secondary effect of increasing accuracy, which will come into play later.
After that, the team needed an offensive trick room setter, a Pokemon that can set up trick room and be threatening in it. I chose non-mega Diancie for this role, as Diamond Storm is one of the best spread moves to ever grace Doubles. Diancie's great natural bulk allows it to also be a good mixed attacker that can use the weakness policy, and its Clear Body ability allows it to ignore intimidate and hit Incineroar back hard.
Incineroar was the next member of the team, and the reason why should be obvious. Fake out and intimidate are what have made it so good on many teams, and this team is no exception.
Conkeldurr was my choice for the last slot, as it boasts a 140 attack stat in conjunction with the ability Guts. In addition, Guts provides Conkeldurr with more utility, namely an immunity to status because it wants to be burned. Because of this, it makes my team better into Amoongus, the bane of trick room, because though Camerupt is already able to punish Amoongus by being slow and hitting it hard, it can't switch into spore safely. Pivoting Camerupt into a slot that once held a burned Conkeldurr or a spore-immune Tapu Bulu is the safest play in these situations, as the opponent would have to hard read the switch in.
The sets:

Heat and Pressure (Diancie) @ Weakness Policy
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 108 Atk / 52 Def / 96 SpA
Brave Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect
Trick room setter and offensive Juggernaut all in one. Not much to see here, its bulk allows it to set up Trick Room and use Weakness Policy as an item. Its great mixed offensive stats mean it can easily run a mixed set. Diamond storm was chosen as it is Diancie's best move and one of the best spread moves in general. Moonblast was chosen to hit on the other side of the Physical-Special spectrum and as Diancie's fairy stab.

First and Foremost (Bronzong) @ Psychium Z
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 96 Def / 160 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Gyro Ball
- Hypnosis
- Bulldoze
Utility Bronzong set, this thing's job is to set trick room and sit around supporting its team. Psychium Z and Trick Room mean it is able to use Z-Trick Room, which ignores taunt and increases Bronzong's accuracy, turning Hypnosis from well, hypnosis, into an 80% accurate move, which is the same as Stone Edge. Gyro Ball is used in conjunction with its low speed to give it some offensive presence, and it can sting weakened targets or targets weak to steel deceptively hard. Notably, it does massive damage to Tapu Lele. Bulldoze is the last move here, chosen because it allows me a way to manually activate Diancie's weakness policy. Furthermore, it is weakened by grassy terrain, meaning it will do mimimal damage to Diancie. (Gyro ball is also an option to activate Diancie's weakness policy if you like losing)

Tried and Tested (Tapu Bulu) @ Assault Vest
Ability: Grassy Surge
Shiny: Yes
EVs: 252 HP / 136 Atk / 120 SpD
Brave Nature
IVs: 0 Spe
- Wood Hammer
- Horn Leech
- Stone Edge
- Superpower
This is my favorite Bulu set. It has both defensive utility with the assault vest as well as offensive presence with Grassy Terrain boosted Wood Hammers and Horn Leeches. It fits many of the prerequisites of a good Assault Vest user: It has decent natural bulk and offenses, it has a way to heal HP through Horn Leech and Grassy Terrain, and it doesn't really need its status moves. Stone Edge and Superpower are the best compliments to mono grass coverage, as they deal with flying and steel types respectively, and Superpower has the benefit of hitting Kartana and Incineroar.

Smoke and Fire (Camerupt-Mega) @ Cameruptite
Ability: Solid Rock
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Heat Wave
- Earth Power
- Nature Power
- Protect
I already told you why this mon is good. Heat wave and Earth power are both boosted by Sheer Force, and will sting pretty much everything off of a 145 Special Attack stat. Nature Power is used with Grassy Terrain to hit water types. Gastrodon and Swampert and dropping to this, and Fini takes massive damage. Furthermore, a niche application of this is hitting certain targets with a sheer force boosted Tri-Attack while terrain isn't up to hit certain targets that Camerupt usually can't hit neutrally, such as Charizard. Solid rock is used as pre mega ability as it can help Camerupt switch in.

Hit and Run (Incineroar) @ Figy Berry
Ability: Intimidate
EVs: 252 HP / 96 Def / 142 SpD / 20 Spe
Careful Nature
- Fake Out
- Flare Blitz
- Knock Off
- U-turn
Pretty normal Incineroar set with one difference. Most Incineroar run 12 speed, leaving them with a speed stat of 159. I run 20 speed on this Incineroar leaving it with a speed stat of 161 to outspeed both Incineroar using the normal set as well as people who had the same idea as me running 16 speed. Having a slightly faster Incineroar has twofold benefits on Trick Room teams: a faster fake out means it can always win fake out wars against other incineroar, and because it's faster, it will be slower than other Incineroar in trick room, allowing it to get the slower U Turn and the best possible scout of the opponent's switch, which can be vital due to the time-limited nature of the Trick Room field condition.

Down and Out (Conkeldurr) @ Flame Orb
Ability: Guts
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Drain Punch
- Mach Punch
- Knock Off
- Detect
Conkeldurr with Flame Orb, used for its high attack, low speed, decent bulk, and Guts ability. Drain Punch is stab and heals Conkeldurr in conjunction with Grassy Terrain to mitigate burn damage. Mach punch is used for priority, picking off weakened threats in and out of Trick Room. Knock off stings Psychics such as Cresselia, while Detect is used on pretty much every mon that learns it over Protect because of the niche possibility of Protect + Imprison strats, as well as the decreased emphasis on PP in Double Battles.
Exportable: https://pokepast.es/bacd4ea648e4a43b
I am open to any feedback or criticism on the team! Let me know your thoughts down below.
Rationale for choosing each member and basic description:
The team began with the idea of Nature Power Camerupt and Tapu Bulu. These two Pokemon work together extremely well for quite a few reasons. Saying Camerupt is a strong Special Attacker would be an understatement; with a base 145 Special Attack stat as well as the ability Sheer Force and two excellent stab moves to abuse said ability with. A Pokemon with Fire/Ground coverage mostly struggles with bulky waters, and Bulu is the solution to that problem. In addition, Bulu provides Grassy terrain, giving Camerupt valuable passive recovery that it would not otherwise have, a reduction of Earthquake's power, as well as the ability for Camerupt to abuse Nature Power. In Grassy Terrain, this move becomes a Sheer Force-boosted Energy Ball that eviscerates the bulky waters that Camerupt would have struggled with. This makes it so that Bulu doesn't even have to be on the field at the beginning of a turn for the opponent's Pokemon to be hit with powerful grass moves. Furthermore, the surprise factor can be devastating, as an opponent would likely protect their water against a Tapu Bulu under Trick Room, but more likely to leave it against Camerupt. Nature Power achieves OHKOs on Swampert and Gastrodon (obviously, do I need to calc this for you?) as well as achieving massive damage on most variants of Tapu Fini.
VS bulky support variant:
(252+ SpA Sheer Force Camerupt-Mega Energy Ball vs. 252 HP / 92 SpD Tapu Fini in Grassy Terrain: 338-398 (98.2 - 115.6%) -- 87.5% chance to OHKO)
VS an uncommon max SPDEF variant for argument's sake:
(252+ SpA Sheer Force Camerupt-Mega Energy Ball vs. 252 HP / 252+ SpD Tapu Fini in Grassy Terrain: 274-324 (79.6 - 94.1%) -- guaranteed 2HKO after Grassy Terrain recovery)
Now, as a physically offensive Grass type, Bulu often struggles against steel and fire types. Camerupt will eviscerate steels like Celesteela, Ferrothorn, and Excadrill, as well as do plenty of damage to the ever-annoying Incineroar.
Next, the team needed a reliable Trick Room setter. It's no secret that Bronzong is well equipped for the task with z-trick room, which provides several noticable benefits. The move requires the Psychium Z, which cannot be knocked off or tricked, making Bronzong even more reliable as a trick room setter. Furthermore, Z-Trick Room bypasses taunt and has a secondary effect of increasing accuracy, which will come into play later.
After that, the team needed an offensive trick room setter, a Pokemon that can set up trick room and be threatening in it. I chose non-mega Diancie for this role, as Diamond Storm is one of the best spread moves to ever grace Doubles. Diancie's great natural bulk allows it to also be a good mixed attacker that can use the weakness policy, and its Clear Body ability allows it to ignore intimidate and hit Incineroar back hard.
Incineroar was the next member of the team, and the reason why should be obvious. Fake out and intimidate are what have made it so good on many teams, and this team is no exception.
Conkeldurr was my choice for the last slot, as it boasts a 140 attack stat in conjunction with the ability Guts. In addition, Guts provides Conkeldurr with more utility, namely an immunity to status because it wants to be burned. Because of this, it makes my team better into Amoongus, the bane of trick room, because though Camerupt is already able to punish Amoongus by being slow and hitting it hard, it can't switch into spore safely. Pivoting Camerupt into a slot that once held a burned Conkeldurr or a spore-immune Tapu Bulu is the safest play in these situations, as the opponent would have to hard read the switch in.
The sets:

Heat and Pressure (Diancie) @ Weakness Policy
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 108 Atk / 52 Def / 96 SpA
Brave Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect
Trick room setter and offensive Juggernaut all in one. Not much to see here, its bulk allows it to set up Trick Room and use Weakness Policy as an item. Its great mixed offensive stats mean it can easily run a mixed set. Diamond storm was chosen as it is Diancie's best move and one of the best spread moves in general. Moonblast was chosen to hit on the other side of the Physical-Special spectrum and as Diancie's fairy stab.

First and Foremost (Bronzong) @ Psychium Z
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 96 Def / 160 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Gyro Ball
- Hypnosis
- Bulldoze
Utility Bronzong set, this thing's job is to set trick room and sit around supporting its team. Psychium Z and Trick Room mean it is able to use Z-Trick Room, which ignores taunt and increases Bronzong's accuracy, turning Hypnosis from well, hypnosis, into an 80% accurate move, which is the same as Stone Edge. Gyro Ball is used in conjunction with its low speed to give it some offensive presence, and it can sting weakened targets or targets weak to steel deceptively hard. Notably, it does massive damage to Tapu Lele. Bulldoze is the last move here, chosen because it allows me a way to manually activate Diancie's weakness policy. Furthermore, it is weakened by grassy terrain, meaning it will do mimimal damage to Diancie. (Gyro ball is also an option to activate Diancie's weakness policy if you like losing)

Tried and Tested (Tapu Bulu) @ Assault Vest
Ability: Grassy Surge
Shiny: Yes
EVs: 252 HP / 136 Atk / 120 SpD
Brave Nature
IVs: 0 Spe
- Wood Hammer
- Horn Leech
- Stone Edge
- Superpower
This is my favorite Bulu set. It has both defensive utility with the assault vest as well as offensive presence with Grassy Terrain boosted Wood Hammers and Horn Leeches. It fits many of the prerequisites of a good Assault Vest user: It has decent natural bulk and offenses, it has a way to heal HP through Horn Leech and Grassy Terrain, and it doesn't really need its status moves. Stone Edge and Superpower are the best compliments to mono grass coverage, as they deal with flying and steel types respectively, and Superpower has the benefit of hitting Kartana and Incineroar.

Smoke and Fire (Camerupt-Mega) @ Cameruptite
Ability: Solid Rock
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Heat Wave
- Earth Power
- Nature Power
- Protect
I already told you why this mon is good. Heat wave and Earth power are both boosted by Sheer Force, and will sting pretty much everything off of a 145 Special Attack stat. Nature Power is used with Grassy Terrain to hit water types. Gastrodon and Swampert and dropping to this, and Fini takes massive damage. Furthermore, a niche application of this is hitting certain targets with a sheer force boosted Tri-Attack while terrain isn't up to hit certain targets that Camerupt usually can't hit neutrally, such as Charizard. Solid rock is used as pre mega ability as it can help Camerupt switch in.

Hit and Run (Incineroar) @ Figy Berry
Ability: Intimidate
EVs: 252 HP / 96 Def / 142 SpD / 20 Spe
Careful Nature
- Fake Out
- Flare Blitz
- Knock Off
- U-turn
Pretty normal Incineroar set with one difference. Most Incineroar run 12 speed, leaving them with a speed stat of 159. I run 20 speed on this Incineroar leaving it with a speed stat of 161 to outspeed both Incineroar using the normal set as well as people who had the same idea as me running 16 speed. Having a slightly faster Incineroar has twofold benefits on Trick Room teams: a faster fake out means it can always win fake out wars against other incineroar, and because it's faster, it will be slower than other Incineroar in trick room, allowing it to get the slower U Turn and the best possible scout of the opponent's switch, which can be vital due to the time-limited nature of the Trick Room field condition.

Down and Out (Conkeldurr) @ Flame Orb
Ability: Guts
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Drain Punch
- Mach Punch
- Knock Off
- Detect
Conkeldurr with Flame Orb, used for its high attack, low speed, decent bulk, and Guts ability. Drain Punch is stab and heals Conkeldurr in conjunction with Grassy Terrain to mitigate burn damage. Mach punch is used for priority, picking off weakened threats in and out of Trick Room. Knock off stings Psychics such as Cresselia, while Detect is used on pretty much every mon that learns it over Protect because of the niche possibility of Protect + Imprison strats, as well as the decreased emphasis on PP in Double Battles.
Exportable: https://pokepast.es/bacd4ea648e4a43b
I am open to any feedback or criticism on the team! Let me know your thoughts down below.
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