ORAS Doubles OU lending a helping hand to the slow...

INTRODUCTION

Hello all and welcome to my RMT. Please any advice would be really helpful, I just LOVE this team, and its hands down the most fun team I have played with. However, I feel like it lacks some more complexity which is not necessarily that bad of a thing, yet if it can be remedied i feel that i would resolve the small issues I have with this team. But just to put this team into context, Ive only played with this team for like 2 days or so on Pokemon showdown in OU doubles. So for I am roughly top 80 (my user is gnagnagna):
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BUILDING

I would really recommend this team to anyone who just wants to have fun playing around, I had a blast using and building this team. Personally I wanted to build off one of my favorite mons: Mega Heracross. What I tried to build off of, was using his ridiculous Attack power, which can OHKO roughly 70% of mons in the meta through his massive Attack Base stat, and access to multi-hit attacks which can just blow through subs and wipe sashed pokes quite easily. From here basically I had no clue how to go about doing this. Should I go tailwind from something like suicune + protect and mega on 1st turn and follow? Or just rage powder/ follow me? I ended up playing the most annoying game EVER with a guy who used a trick room paired with tanks and stallmons. I was so angry until i released it was the solution to my problem. This lead me to eventually run a trick room team. What i also got from that game, was that the guy i played against used his amoongus really well in conjunction with his trick room, it was one of the fastest pokes in a trick room with access to a 100% chance sleep move, rage powder, and regenerator so it can easily heal up. So I also opted for an amoongus and later picked up two tanky trick room setters: Slowbrow (more physical) and creselia (more special). However, i will get into the creselia more in the Pokemon breakdown as for team synergy. Finally I decided I needed more damage so I ended up grabbing a choice banded Lando-T and a heatran:

The Squad; broken down
by the way, these are able to be directly imported to showdown if you want to try this team out..

Amoonguss @ Leftovers
Ability: Regenerator
EVs: 240 HP / 252 SpA / 16 SpD
Sassy Nature
IVs: 0 Spe
- Rage Powder
- Protect
- Spore
- Giga Drain

As I mentioned before, this thing is a god in a trick room. You've got spore, and rage powder, both huge utility moves that make this thing a god. Especially with a team that has a few of its members pump out damage like no one's business, its key to ensure their survival. This set is pretty standard, giga drain to prevent being taunted completely and gives nice health regen (also helps to deal with certain members of rain teams which are very common), coupled with regenerator and leftovers to give it more tank-ability. 240 hp to maximize leftover recovery and threw spec attack in there to deal with the rain teams but it could be put into SpD if one wants. Again, pretty standard nothing new, just make sure to keep the ivs at 0 for speed cause its gonna need that for trick room.


Cresselia (F) @ Heat Rock
Ability: Levitate
EVs: 248 HP / 172 Def / 88 SpD
Sassy Nature
IVs: 0 Spe
- Sunny Day
- Trick Room
- Helping Hand
- Psychic

This thing is probably the MVP of the whole team. Its a very tanky trick room setter, that can survive almost any first turn. Lets just go over the move set quickly first. Trick room is necessary for the team build, and Cresselia is one of the best to set up with it. I added helping hand in here to help my sweepers (Lando-T, Mega H, and Heatran) do what they do best. Keep in mind helping head multiplies damage of the move by 1.5 which will be used with other stuff to make it even more powerful, and you should use it very often, much more than psychic (again just there so you can't be completely taunted). Sunny day. This was an interesting idea I got from somewhere on nugget bridge. This is just a setup that helps my heatran sweep. Il show you how much this shows heatran under heatran's breakdown. Evs were meant to be roughly mixed with a bit more specially defense. I wanted it to be mixed because to set up (I usually start this) it needs to be able to deal with physical and special attacks, but my team has more physical bulk then special so I threw in the Sassy nature.

Slowbro @ Sitrus Berry
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Psyshock
- Protect
- Ice Beam

Again very standard. Slowbrow physical tank, plus recovery from sitrus berry and regenerator rather than slack off cause I wanted to give it ice beam to deal with the three kings (Salamence, garchomp, dragonite). Gave it Psyshock for STAB and opted for this over scald or surf because it helps to deal with sun sweepers, like vileplume, and victory-bell, as well as dealing with other amoonguses that I don't want getting the benefits of my trick room.

Landorus-Therian (M) @ Choice Band
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Earthquake
- U-turn
- Rock Slide
- Superpower

Just one of my sweepers, made him tanky gave him choice band, coming in with intimidate support, all these reasons make him a valid part of the team. Plus reagular Earthquake can OHKO tons of stuff, and when you add in helping hand, its almost everything. Very simple.

Heatran @ Choice Specs
Ability: Flash Fire
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Eruption
- Earth Power
- Flash Cannon
- Fire Blast

This is where we start to get REALLY unorthodox. This thing just destroys teams whether they are resistant or not. It plows through EVERYTHING. here, Il show you some calculations with a 2 turn setup from cresselia:

252 SpA Choice Specs Heatran Helping Hand Eruption (150 BP) vs. 252 HP / 252+ SpD Shuckle in Sun: 318-375 (130.3 - 153.6%) -- guaranteed OHKO

252+ SpA Choice Specs Heatran Helping Hand Eruption (150 BP) vs. 0 HP / 0- SpD Kingdra in Sun: 263-310 (90.3 - 106.5%) -- 43.8% chance to OHKO (this is a double resist by the way)
And Finally:

252+ SpA Choice Specs Heatran Helping Hand Eruption (150 BP) vs. 0 HP / 252+ SpD Blissey in Sun: 528-622 (81.1 - 95.5%) -- guaranteed 2HKO (Almost OHKOs a blissy. A BLISSY!!!)

So eruption is kinda the main thing here but also Gave it earth power to deal with other heatrans, flash cannon deals with fairies, and Fire blast just helps when your at lower hp. Forgot to mention, all these calculations above are WITHOUT taking into account flash fire. So if you get flash fire you can basically OHKO anything.


Heracross @ Heracronite
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Protect
- Pin Missile
- Bullet Seed
- Rock Blast

This guy was my 2nd sweeper, and my main physical one. He's pretty damn tanky and actually once you get to know how to use it is pretty damn good. Also guts helps to deal with status before mega evolving so that you don't lose hp and could get a KO maybe with higher speed before you mega (but its still kinda trash, the speed i mean) This thing can get KOs from no stat boosts or helping hands (although they do help, no pun intended), anything super effective is definitely OHKOed, and most normally effective also. I opted for these moves because I felt it gave the best coverage, yah you could swap out something for super power, but it drops your attack and defense, and only adds coverage of 2 additional types (not taking into account those lost by taking the other move out). Also rock blast helps to deal with all the flying types that are ultra effective against it, and this thing just murders talon flames (with rage powder) and charizards. Bullet seed helps to compensate for Rotom wash and others. Literally the coverage of this set is just ridiculous.

IN CLOSING
Yah so if anyone could get back to me about this RMT. Thanks for taking the time to read it, sorry for the spelling mistakes if there are any, and If there are any questions just go ahead and leave it in the comments. Thanks.
 
Hey, I love me some Trick Room so will take a look.

First thing I noticed is offensive Amoonguss. The whole aim of Amoonguss is to buy free turns for you, while punishing opposing Trick Room with sleep. I recommend switching to a more defensive spread to maximise the effect of Rage Powder.

Amoonguss @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Sassy Nature
IVs: 0 Spe
- Rage Powder
- Spore
- Protect
- Giga Drain

This spread always lives a Life Orb Psyshock from a Timid Latios, and has overall much greater bulk which is great for regenerator and Rage Powder abuse, as well as better longevity overall. This will also tie into your Heatran later in the team, as Amoonguss has great defensive synergy with Heatran to protect it with Rage Powder while it spams eruptions.

Sunny Day Cresselia is a usable set in my opinion, but I'm not sure its well suited for this team. In the current doubles metagame, Calm Mind Cresselia is a massive threat and something that every team should have at least 1 answer to. Due to this being a Trick Room team, having at least 1 setter that is immune to sleep is important as Trick Room having a -7 priority means ever Amoonguss will move first and sleep before you get set up.

Cresselia @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psyshock
- Moonlight
- Calm Mind

After one Calm Mind, this set is incredibly bulky, allowing you to set Trick Room alot more comfortably. The threat of a Cresselia growing stronger every turn will also take some of the attention away from your other Pokemon somewhat due to the urgency of taking Cresselia down. It also has Moonlight for recovery, meaning it can stick around for a very long time.

As for Slowbro, it's not an ideal pick here. It's generally outclassed by Cresselia who is already on the team. However a Water-type would be nice to have alongside Heatran. I'm going to recommend Jellicent > Slowbro.

Jellicent @ Sitrus Berry
Ability: Water Absorb / Cursed Body
EVs: 212 HP / 140 Def / 108 SpA / 48 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hydro Pump / Scald
- Will-O-Wisp
- Trick Room
- Protect

Semi offensive Jelli is something I've been using recently and I'm enjoying it. Scald is really weak and is only really good for fishing for burns, however it doesn't miss, so choice between accuracy and power is yours. I used Hydro because I already had WoW on this set so I wanted the power. Water Absorb is nice to protect Heatran with on the switch, and can gain some health back if played well. Cursed Body is an option to cause general annoyance to Pokemon by using Jelli's bulk to live a hit and possibly disable the move they need to take Jelli or something else down.

With Landorus-T, I would suggest one of two things. If you wish to keep Lando on the team, I'd advise switching to this set.

Landorus-Therian @ Sitrus Berry
Ability: Intimidate
EVs: 248 HP / 48 Atk / 132 Def / 80 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Stone Edge
- Knock Off / Superpower
- Protect

Being Band locked isn't ideal as you only have 1 Earthquake immune partner, and an Eruptran. Trick Room usually has a problem with priority, Talonflame in particular. Having Amoonguss and Heracross on the same team means Talonflame is a big problem for you. This set can repeatedly switch in to physical threats to weaken them with Intimidate, aswell as pick between STABs / Coverage to allow you greater freedom.

The second option would be to replace Lando with another Intmidator.

Scrafty @ Life Orb
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Drain Punch
- Knock Off
- Detect / Stone Edge

Scrafty can also provide Fake Out for your team, allowing alot greater freedom when trying to set up Trick Room. I use Life Orb offensive Scrafty as it needs the boost in power. Scrafty also stands up to Bisharp better, although will still trigger Defiant. Scrafty can Fake Out Bisharp turn 1 while room is set, allowing Scrafty to 'outspeed' and Drain Punch it, or Jelli to burn it, making it alot more manageable. Stone Edge mainly used for Charizard Y, but is useful for trying to catch Talonflame on the switch.

Specs Heatran, while cool, isn't ideal as Heatran is threatened by too much to not be able to Protect. I'd suggest swapping over to this set.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Eruption
- Fire Blast
- Earth Power
- Protect

Simply swapping over to Protect will allow you to keep Heatran safe and at high health while a partner deals with a threat, at which point Heatran can go right back to using Eruption.

Heracross should ALWAYS carry Close Combat, as it is insanely powerful. Replace Bullet Seed with Close Combat. Also always use Pin Missile on a Bisharp as it will break a possible Focus Sash and KO, avoiding Close Combat defence drops.
 
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shoutout to spacebass but not every tr team has to look exactly like mine to be successful. i think your cress shouldn't be cm, among other things. i'll write a more detailed review in the future when im not 5 hours from failing a final paper but one thing i want to say is that the three dragon types u need to look out for in doubles are kyurem-b, hydreigon, and latios, not dragonite, salamence, and garchomp.
 
The Calm Mind Cress thing was probably personal bias over anything, I really like CM Cress but Sunny Day is also a very good option. Helping Hand ErupTran is very effective and Cresselia can take advantage of Sunny Day by getting massive Moonlight heals.

Scrafty was literally because Hitmontop is garbage.
 
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Dude thanks so much for this help, and i think your completely right in almost all of your comments, Im testing every suggestion when I have time. Your effort to answer is really appreciated.
 
imo Safeguard Cresselia could probably benefit your team more than Helping Hand since one of the most common ways teams try and get around Trick Room is by abusing Amoonguss Spore spam, and Safeguard buys you protection from that for 5 turns. Safeguard also has the added benefit of keeping Heracross and Landorus-T safe from burns which is always helpful, removing a lot of pressure off of them. Obviously it reduces your damage output somewhat, but in my opinion having some sort of relief versus Amoonguss is much more useful to a full-TR team. Also I second most of spacebass's recommendations, though I don't think CM cress is the best choice here.
 
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