Trick Room

OLD GREGG (im back baby)

old gregg for life
This is a seemingly basic trick room team. Things are usually not what they seem.

Reuniclus (F) @ Life Orb
Ability: Magic Guard
Shiny: Yes
EVs: 156 HP / 180 Def / 124 SAtk / 48 SDef
Relaxed Nature
IVs: 0 Spd
- Trick Room
- Shadow Ball
- Energy Ball
- Future Sight

Reuniclus does not need max special attack EVs when holding a life orb. I relegate most EVs to HP and Def to make it as bulky as possible while retaining the power to hit like a truck. Shadow ball hits ghosts types and other psychic types super hard, 2hko on even bulky ones. Energy ball allows a little flexibility for deciding when to switch in. Future Sight is a 120 BP STAB move, enough said. Even pokemon that resist psychic attacks will find themselves at close to half, half, or less than half HP remaining after absorbing a STAB Future Sight from the little gelatinous glob of death.

Mawile (F) @ Mawilite
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Iron Head
- Play Rough
- Sucker Punch
- Brick Break

Mega Mawile is one of two preferred leads with this team. I will get to the other preferred lead later. Mawile has access to Imtimidate, which can cripple a fighting type wanting to quickly eliminate your lead TR setter. It also encourages a fire or ground type attack, which my Chandelure can switch in on without a scratch as well as getting a flash fire bonus from that big oaf MegaZard Y. Upon mega evolving Mawile becomes an integral part of this team being able to flat out OHKO almost anything that does not resist, plus sucker punch for priority. This team does not have to worry about status so let the opponent Will-O-Wisp as much they want.

Druddigon (F) @ Assault Vest
Ability: Sheer Force
Shiny: Yes
EVs: 100 HP / 252 Atk / 140 Def / 16 SDef
Impish Nature
IVs: 0 Spd
- Fire Punch
- Thunder Punch
- Gunk Shot
- Iron Head

This particular build on Druddigon gives it respectable bulk. When factoring in the Assault Vest bonus the defenses are 77/90/135, don't let the vest get Knocked Off though!!
Sheer Force is an amazing ability for this team. Extra damage over added effects is a huge plus for Druddigon coming off of it's 120 BST Attack. So good bulk, excellent coverage, low speed, and key resistances combine to make Druddigon an insane threat anytime the Trick Room is up. This is easily one of Druddigon's most potent move sets.
Excellent coverage.
Factor in the boost from the Sheer Force ability and you have the elemental punches at 97.5 BP, Iron Head at 104 BP, and Gunk Shot at 156 BP. The Dragon type moves this thing has access to do NOT have secondary effects, so I choose coverage over STAB. Also to consider: Dragon moves only hit Dragon types super effectively.



Audino (F) @ Leftovers
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 168 SDef / 88 Def
Relaxed Nature
IVs: 0 Spd
- Heal Bell
- Wish
- Healing Wish
- Trick Room

Audino is the other preferred lead and makes an incredible difference between an average Trick Room team and My Trick Room team. This set will make people hate Audino, it will make people hate Trick Room, and it might even make a person with underlying anger issues hate pokemon period. Mere words fall short of expressing how heavily this team depends on Audino!

Well, you might look at the moveset and wonder what exactly is so great about this pokemon?The BST of Audino is underwhelming and it doesn't even have an attack.

KEEP READING


Audino is here to accomplish two goals:

1) Audino's main goal is to tank an attack and set up Trick Room, it functions very well at this goal. Tanking even super effective hits with very good bulk. Combine this with Mawile's intimidate on the first turn and the only thing you have to fear is a STAB Focus Miss, which even if it hits, the little pink pokemon is able to set up trick room. Fake out doesn't bother this guy at all. Fake out can only prevent set-up momentarily.

2) Audino is a great trick room setter, but after trick room could this little used pokemon possibly have a second role?
Of course it does!!
Audino has a plethora of support moves. The great HP Audino has allows it make good sized wishes keeping itself and others in the game at the same time. Third slot is Heal Bell which will make the opponent wish they had been more prepared with high powered attacks and used less status moves. The fourth slot is the almighty Healing Wish, when the game is coming to a close and you just wish that one pokemon who could easily sweep the other two or three pokemon the opponent is carrying had more HP...this is a life saver!


Porygon2 @ Eviolite
Ability: Download
Shiny: Yes
EVs: 112 HP / 48 Def / 252 SAtk / 96 SDef
Relaxed Nature
IVs: 0 Spd
- Recover
- Shadow Ball
- Charge Beam
- Ice Beam

Porygon2 with an Eviolite. Enough said. Incredible bulk coupled with very usable special attack. Download+Charge Beam allows this guy to gain momentum Fast. When the opponent is focusing on taking down this one pokemon, you have plenty of time to calculate and see ahead into what might be coming next.


Chandelure (F) @ Air Balloon
Ability: Flash Fire
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Trick Room
- Will-O-Wisp
- Shadow Ball
- Heat Wave

The special attack on this thing is just outrageous. Shadow Ball and Heat Wave allow almost unresisted coverage. Will-O-Wisp allows Chandelure to cripple physical attackers and render them virtually useless. Trick Room support is self explanatory.


Please help me improve this beast of a team. Only seeking advanced advice, and please do not ask me to change Future Sight on Reuniclus. Other than that, tips please.GO!
 
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I know you explained why you want Dark Pulse over Energy Ball, but what coverage do you get with Dark Pulse that it is better than Energy Ball? Anything you would hit with Dark Pulse bar normal types gets hit by Shadow Ball harder, so I'm not following your logic.

Consider Recover on Porygon2. It'll get rid of a coverage move, sure, but its longevity will be really good and it makes for some great momentum makers since your opponent will single target it only to not get the KO they were hoping for.

Considering Reuniclus, Future Sight is gimmicky and unreliable due to the popularity and necessity of protect, as well as dark types just ignoring it, so I would strongly recommend against it, but if your adamant on it, here's your warning. Focus Blast is a good replacement if you do decide to cut it, and while you mention having enough TR, you could move it from chand onto reu, freeing chand up for another attack or supportive move.

Moving to Mawile explain stockpile, because I can't think of a reason to run it over another attacking move like Brick Break, Stone Edge, or Knock Off, or even over SD. Speaking of Knock Off, it is a viable option over Sucker Punch for its utility, and its power is even with Sucker Punch if the mon has an item, but is going to hit more consistently. I'd consider it.

That Audino set is sexy and I love it!!

Hope some of my thoughts help and great job on the team!
 
I prefer Dark Pulse to Energy Ball for low flinch chance. It is silly but I like it that way.

I use Stockpile to make Mawile more resilient. I have considered putting an attack in Mawile's fourth move slot, just haven't really decided on anything. Plus Mawile does benefit from more defense and special defense greatly with max Evs in HP.
Recover on Porygon2 sounds very viable and I think I will do that.
Future Sight is way more reliable than focus blast in my opinion. Reuniclus lets off a Future Sight and it always hits regardless of resistances, it will do damage. Unless an opponent is running a mono-dark or mono-psychic team, then Future Sight is a great choice.

Predictability can only account for a small portion of outcomes. Most matches are not entirely predictable and most of the time the person you are facing will have forgotten about that thing Reuniclus did two turns ago, when facing stiff competition.
 
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Gonna go out on a limb here and say I qualify as adv
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anced. Just a warning: this is going to be a pretty harsh rate.

Let's play the game of "which top threats scare me the most?", shall we? Take a trip to the Viability Rankings, ranks S-B:
S-RANK
Reserved for the top threats in the Doubles metagame. The Pokemon in this tier are able to perform multiple roles to tremendous effect, whilst having few to no flaws. Support Pokemon in this tier can easily create free turns for their teammates without creating clear openings for the opponent. Any flaws that these Pokemon have can be taken care of with little to no team support.

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Charizard: You have two Fire resists. Not bad, except Charizard Y destroys Sudowoodo with Solarbeam with just a bit of prior damage and Chandelure is really frail. Also, they're both Ground weak (Air Balloon is not to be relied upon).
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Cresselia: It can reverse Trick Room but otherwise can't do much to you.
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Heatran: Same deal as with Charizard except Reuniclus can barely scratch it and Chandy/Sudo fare a little better.
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Kangaskhan: A pain in the ass to deal with considering Power-up Punch + Sucker Punch destroys half your team.
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Landorus-T: Nice Ground resis-...oh wait.
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Tyranitar: You have it checked, but Mawile needs to be played cautiously (many Tyranitar carry Fire Blast).

A-RANK
Reserved for Pokemon that function very well within the current Doubles metagame. The Pokemon in this tier are either able to perform multiple roles to great effect, or execute one extremely well. Support Pokemon in this tier can create free turns, but not as easily as those in the S Rank.The flaws that the Pokemon in this tier may have are usually mitigated by their positive traits, or with minimal team support.

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Aegislash - Reuniclus can't do enough to it in Shield Form (assuming TR is up) and it promptly KOs you back with Shadow Ball. None of your Normal-types do any significant damage, and certain sets can easily screw Mawile over hard.
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Conkeldurr - Knock Off does a shit ton to Reuniclus and Chandelure; your only solid answer is Mawile - assuming you Intimidate it.
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Excadrill - see Lando-T
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Gardevoir - Handled fairly well, although Trick + Scarf bothers Porygon2 and Audino obvioiusly.
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Garchomp - Another Ground-type attacker except this one does a lot better versus both Sudowoodo and Chandelure. Seeing a pattern here?
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Genesect - Covered pretty well, watch out for U-turn on Psychics etc.
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Gyarados - Gyarados itself doesn't seem too bad, but see Politoed for a more detailed criticism.
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Hitmontop - Covered, although Close Combat hurts.
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Kyurem-Black - Choice Band Dragon Claw still does a fuck ton at -1, but you should be okay (Special sets are less of an issue with your team).
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Latios - Pretty much covered.
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Ludicolo - See Politoed, again.
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Mawile - Always a bitch, especially to Trick Room. Play your Mawile well and you should be able to defeat it, although it'll be tricky.
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Politoed - YOU HAVE NO WATER RESISTS. Politoed here not only is Water-type but summons Rain. Let's look at how bad that is.
252+ SpA Life Orb Kingdra Muddy Water vs. 252 HP / 4 SpD Mega Mawile in Rain: 199-234 (65.4 - 76.9%)
252+ SpA Life Orb Kingdra Muddy Water vs. 156 HP / 0 SpD Reuniclus in Rain: 218-257 (54.5 - 64.2%)
252+ SpA Life Orb Kingdra Muddy Water vs. 252 HP / 168 SpD Audino in Rain: 179-212 (43.6 - 51.7%) - you literally can't touch it anyway
252+ SpA Life Orb Kingdra Muddy Water vs. 120 HP / 0 SpD Eviolite Porygon2 in Rain: 133-157 (39 - 46%)
lol Sudowoodo and Chandelure
Think you can get away with that? Think again - it's Doubles, there are two opponents too.
4 SpA Politoed Scald vs. 252 HP / 4 SpD Mega Mawile in Rain: 126-148 (41.4 - 48.6%) - guaranteed KO with Muddy + Scald
4 SpA Politoed Scald vs. 156 HP / 0 SpD Reuniclus in Rain: 136-162 (34 - 40.5%) - has a chance to KO with Muddy + Scald
4 SpA Politoed Scald vs. 252 HP / 168 SpD Audino in Rain: 114-135 (27.8 - 32.9%) - again, what are you doing back?
4 SpA Politoed Scald vs. 120 HP / 0 SpD Eviolite Porygon2 in Rain: 84-100 (24.6 - 29.3%)
And if you think that's something, imagine it with a fully invested Politoed using Surf or Hydro Pump. Imagine if Kingdra decides instead of Muddy Water it's going to use Hydro Pump (hint: Mega Mawile doesn't stand a chance). Imagine a Rain-boosted Ludicolo dropping Hydro Pump all over your team. You ABSOLUTELY need a Water resist. Hands down. There is absolutely no excuse to not have a Water resist - preferably two or three, actually.
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Rotom-W - WATER. Also burns Mawile and KOs Chandelure.
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Scizor - Scizor (especially Mega Scizor) does a number against your team but careful play with Chandelure should bring it down.
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Scrafty - Only covered by Mawile; everything else either doesn't want to take a Drain Punch or is crippled by Knock Off.
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Shaymin-Sky - flinchezzzzzz
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Talonflame - Covered.
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Terrakion - If it has Life Orb and you don't have Mawile still alive, it OHKOes your Trick Room setters. If TR is up you're fine though.
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Thundurus - TAUNT. Thundurus is widely used for Prankster Taunt, which absolutely shuts down your Audino and prevents Chandelure and Porygon2 from setting up Trick Room. You can hit it hard with your offensive Pokemon, but it's often paired up with... Ground-types. Which you have no resists for.
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Togekiss - Nice single-target attackers, it'd be a shame if they didn't hit their intended targets thanks to Follow Me.
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Venusaur - Chlorophyll Venusaur shouldn't be too bad (watch out for Sleep Powder) and Mega Venusaur is pretty rare.

B-RANK
For B-rank I'm just going to pick the threatening Pokemon out of the bunch.
Reserved for Pokemon that fit well in the Doubles metagame, but they have notable flaws that prevent them from filling their role to the fullest extent. The Pokemon in this tier are either predictable, require some team support to work to it's full potential, or are at disadvantageous match-ups against some common threats. The flaws that the Pokemon in this tier have are mostly mitigated by their positive traits.

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Amoonguss - Freely spams Spore against your team and redirects your attacks with Rage Powder. A massive dick.
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Azumarill - WATER
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Bisharp - Bisharp is easily the biggest individual threat to your team. It grabs an Attack boost off of Mawile thanks to Defiant and proceeds to either cripple or flat out OHKO your entire party with Iron Head and Knock Off. If it's paired with Amoonguss, you basically lose at team preview. It's that bad.
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Breloom - Spams Spore.
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Chandelure - Energy Ball Chandelure beats up your team, but if you get TR up you'll make it I guess.
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Escavalier - Underspeeds your team and does massive damage to everything if you try to use Trick Room. Megahorn OHKOs Reuniclus, Drill Run fucks up Mega Mawile and Chandelure (remember the Balloon will pop), Iron Head ends Sudowoodo, and Porygon2 and Audino don't exactly want to be on the receiving end of its attacks.
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Ferrothorn - Consider Focus Blast on Reuniclus; your only current answer is Chandelure.
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Heracross - similar to Escavalier but less threatening; Mega Heracross is very rare and regular Heracross has much less bulk.
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Hydreigon - get TR up.
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Jellicent
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Jirachi - Follow Me.
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Keldeo - WATER. Also has Fighting STAB for Audino and Porygon2. Can even run Taunt.
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Kingdra - WATER.
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Landorus - Threatening with Sheer Force sets.
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Lucario - rip Audino
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Mamoswine - Another Ground-type to add to the pile.
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Sableye - Taunt and Prankster Will-o-Wisp.
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Slowking - WATER and extremely slow, making setting Trick Room bad against it.
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Suicune - WATER but usually bulky. You should be okay.
In case you didn't read any of that, here's a tl;dr version:
S-rank: Charizard and Landorus-T are major threats. Tyranitar, Heatran (particularly Substitute sets), and Mega Kangaskhan are also threatening, although less so - 2-5/6 Pokemon in S-rank threaten you.
A-rank: Aegislash, Excadrill, Garchomp, Gyarados, Ludicolo, Politoed, Rotom-W, Scizor, Scrafty, Terrakion, and Thundurus are major threats, particularly Politoed (mostly because of Rain). 11/22 Pokemon in A-rank threaten you.
B-rank: Not going to do a tally here (I removed the ones that were mostly non-threats), but of note here are Amoonguss, Bisharp, Keldeo, Kingdra (in Rain), and Sableye.

I'm only going to recommend a couple Pokemon changes, but first I will advise you to strongly consider running Protect on at least three of your Pokemon, if not all of them. In double battles, having two Pokemon out at once is both a major boon and a major problem - while you have more room to move about, so does your opponent; you could be anticipating a Heat Wave from a Mega Charizard Y and switch Mawile to Chandelure, only for Audino to take a Fire Blast boosted by its partner's Helping Hand. Because there are so many possibilities in a single turn, Protect is an incredible move, allowing you to not only scout your opponent's action but also letting you do things like use Mega Mawile to kill the Bisharp threatening to OHKO your Chandelure with Knock Off. The only downside to Protect is that it doesn't give you as much variety in moves, but when you consider the benefits there's pretty much no excuse to not use Protect (Assault Vest and Choice items aside) except on a few specific Pokemon.

Now for a couple of Pokemon changes:
- Sudowoodo --> Rhyperior - Rhyperior is better than Sudowoodo in every way. It hits harder, it has better bulk (and Solid Rock!), and it has a better offensive typing. It doesn't have Sucker Punch, but it doesn't exactly miss Wood Hammer with its superior coverage and firepower. A good moveset would be something like Rock Slide / Drill Run / Megahorn / filler (potentially Earthquake, Stone Edge, or one of the elemental punch moves). If you really want a Rock-type with Sucker Punch, Golem is also better than Sudowoodo in every way, but Golem's pretty bad too...
- Mawile: Remove Stockpile - what the actual fuck is Stockpile doing on a Mawile... Protect is a great choice here.
- Audino --> something that isn't Audino oh my god that set looks so absolutely ineffective. Heal Bell is terrible in Doubles since it essentially gives your opponent a free move, Wish is just as bad, the whole set is shut down by Taunt, and okay seriously just get rid of Audino. Its typing does you no favors and its movepool is generally inferior in Doubles because of the openings it can give your opponent. Use Slowbro or something, that actually has a typing that's useful for you.
- Chandelure: Dark Pulse --> Energy Ball - The flinch chance is no reason whatsoever to use a move with far inferior coverage. Alternatively, use Protect.
- Reuniclus: Remove Future Sight - If your opponent has one of the things that really threatens you there's actually a fair chance of the battle ending before Future Sight actually lands. It does bypass Protect though, so if you're dead set on using it...
- Reuniclus again: Energy Ball or Shadow Ball --> Focus Blast - Psychic/Fighting coverage is amazing. Also, you kind of need to hit Bisharp and Mega Kangaskhan with something. If you're still adamant on keeping Future Sight you can replace the other Ball move with Protect. Seriously, Protect is that good.

That's all. I honestly believe this team has a lot of serious problems that prevent it from going particularly far, but if you can make some smart changes it's got some potential.
 
Thanks for your input ArcticBlast.
On a trick room team all those high speed attackers fall victim to a merciless onslaught. Also never underestimate any pokemon that is pink.
Let's leave it at that.
 
Thanks for your input ArcticBlast.
On a trick room team all those high speed attackers fall victim to a merciless onslaught. Also never underestimate any pokemon that is pink.
Let's leave it at that.
Since you just blew that whole thing off like it was nothing, I guess I'll just warn you: a good player can play both in Trick Room and out of it, even it they're using a team with several faster Pokemon. Getting Trick Room up is in no way a win condition.
 
Thanks for your input ArcticBlast.
On a trick room team all those high speed attackers fall victim to a merciless onslaught. Also never underestimate any pokemon that is pink.
Let's leave it at that.

Well that came off as pretty rude. Ablast knows what he's talking about and you just basically ignored it completely in exchange for a snoddy remark. Also note if a trick room user has no health left before it sets up TR, these "high-speed attackers" have a field day with your team's "merciless onslaught" you need to take into consideration what ablast said, because it could really offer some much-needed help to your team ATM. Ablast covered everything I was gonna say and more, gl w/ the team
 
I was not trying to be rude, I told him thank you for his input.

I am well aware of my weaknesses and faults with this team, so I try to capitalize on strengths.

Also, he told me to replace my most valuable asset. Audino stays. Anything that can switch in, Wish, then switch out to a weakened pokemon who will hopefully catch the wish while taking advantage of regenerator to keep itself nice and healthy is not worthless at all to me.
 
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In addition to the Heal Bell comment, with trick room set-up Audino will 100% of the time out speed Mawile to heal any burns before attacking. Hardly useless.
 
Well that came off as pretty rude. Ablast knows what he's talking about and you just basically ignored it completely in exchange for a snoddy remark. Also note if a trick room user has no health left before it sets up TR, these "high-speed attackers" have a field day with your team's "merciless onslaught" you need to take into consideration what ablast said, because it could really offer some much-needed help to your team ATM. Ablast covered everything I was gonna say and more, gl w/ the team
In his defense I did come across as a huge dick, but I beat chaos in a randbat so I'm better now :) Old_Gregg, did you at least consider some of the other suggestions?
 
Indeed, I have considered your suggestions and greatly appreciate your criticism. That is the main reason I posted, so someone could point out any flaws I may have over looked! When in doubles you have two out at once, allowing for a wide possibility of actions. Prediction is half the battle. Figuring out when to bring in Chandelure on an immunity or a fire attack is integral to this team. Figuring when Audino needs a switch to recover HP or if it can take another hit to set up the wish is a huge part of winning. Any team can overcome weaknesses with accurate prediction and impeccable timing.
 
Indeed, I have considered your suggestions and greatly appreciate your criticism. That is the main reason I posted, so someone could point out any flaws I may have over looked! When in doubles you have two out at once, allowing for a wide possibility of actions. Prediction is half the battle. Figuring out when to bring in Chandelure on an immunity or a fire attack is integral to this team. Figuring when Audino needs a switch to recover HP or if it can take another hit to set up the wish is a huge part of winning. Any team can overcome weaknesses with accurate prediction and impeccable timing.
yu're a little new, and i'm glad you're playing doubles, but can you at least try Arcticblast's suggestions? he's right about everything and put in lots of effort. also audino can be replaced with something that can support teammates without giving away free turns like slowbro or amoongus. also stockpile is useless. protect is better and recommend you have it.
 
U-Turn: Not new, I have been playing competitively for awhile. Before the X/Y ladder resets, I had 1700+ on the Ubers ladder. Trick Room I am somewhat new to, I will admit. I have taken his suggestions seriously and have made many adjustments to improve my team.

On another note I have adamantly defended my usage of Audino and assumed I made it very clear how useful it is to me. Sorry you do not comprehend the advantages of having a team like this.

Thank you for your Opininion, I apprriciate the effort.

Before someone else tries to give me Opinion, here a few Facts to consider. A multitude of the ground type threats mention have a 4x weakness.
Scizor has a 4x weakness.
Bisharp has a 4x weakness.
Landorus has a 4x weakness.
Garchomp has a 4x weakness.


Please do a more in-depth analysis of my team and then examine how many on my team have a 4x weakness.

Moving to the next fact: my team has dragon, fire, fighting, normal, ghost, ground, and poison immunities. Not talking resistances man. IMMUNITIES.
That is free switch in with every correct prediction.

The next fact is that Audino can survive a super effective hit from almost anything not named Conkeldurr. Consistent trick room set up.

Let's say I face a team with the common Zard Y/Landorus combo leading. My Audino/Mawile lead intimidates right back. Let's say they make the obvious move of trying to Heat Wave/Earthquake...
I switch out Mawile for Chandelure who comes in for free, catches a flash fire boost, and says hello.
Audino has the trick room set-up at this point and I either use wish or switch out for an automatic heal on Audino. Regenerator+Wish+Healing Wish+Heal Bell+Consistent Trick Room set up, how can you not see the obvious value of this set?!

I did make an a couple of adjustment after ABlast's advice.
The biggest change is that I switched Sudo for Druddigon, but kept the Assault Vest.
Druddigon hits harder, lasts longer, better coverage/resistances, sheer force, and it also resists water.
I also removed trick room from Porygon2 and put it on Reuniclus in place of Psyschock.
Porygon2 now has recover, shadow ball, ice beam, charge beam.
I switched dark pulse for will-o-wisp on Chadelure.
I switched stockpile for brick break on Mawile.

If anyone would like to criticize my use of Druddigon here are all the details:

Druddigon @ Assault Vest
Ability: Sheer Force
Evs: HP100, Att252, Def140, SpD16
Nature: Impish
-Gunk Shot
-Iron Head
-Thunder Punch
-Fire Punch

The natures that do not hinder speed on Mawile and Druddigon are intentional.
 
U-Turn: Not new, I have been playing competitively for awhile. Before the X/Y ladder resets, I had 1700+ on the Ubers ladder. Trick Room I am somewhat new to, I will admit. I have taken his suggestions seriously and have made many adjustments to improve my team.

On another note I have adamantly defended my usage of Audino and assumed I made it very clear how useful it is to me. Sorry you do not comprehend the advantages of having a team like this.

Thank you for your Opininion, I apprriciate the effort.

Before someone else tries to give me Opinion, here a few Facts to consider. A multitude of the ground type threats mention have a 4x weakness.
Scizor has a 4x weakness.
Bisharp has a 4x weakness.
Landorus has a 4x weakness.
Garchomp has a 4x weakness.


Please do a more in-depth analysis of my team and then examine how many on my team have a 4x weakness.

Moving to the next fact: my team has dragon, fire, fighting, normal, ghost, ground, and poison immunities. Not talking resistances man. IMMUNITIES.
That is free switch in with every correct prediction.

The next fact is that Audino can survive a super effective hit from almost anything not named Conkeldurr. Consistent trick room set up.

Let's say I face a team with the common Zard Y/Landorus combo leading. My Audino/Mawile lead intimidates right back. Let's say they make the obvious move of trying to Heat Wave/Earthquake...
I switch out Mawile for Chandelure who comes in for free, catches a flash fire boost, and says hello.
Audino has the trick room set-up at this point and I either use wish or switch out for an automatic heal on Audino. Regenerator+Wish+Healing Wish+Heal Bell+Consistent Trick Room set up, how can you not see the obvious value of this set?!

I did make an a couple of adjustment after ABlast's advice.
The biggest change is that I switched Sudo for Druddigon, but kept the Assault Vest.
Druddigon hits harder, lasts longer, better coverage/resistances, sheer force, and it also resists water.
I also removed trick room from Porygon2 and put it on Reuniclus in place of Psyschock.
Porygon2 now has recover, shadow ball, ice beam, charge beam.
I switched dark pulse for will-o-wisp on Chadelure.
I switched stockpile for brick break on Mawile.

If anyone would like to criticize my use of Druddigon here are all the details:

Druddigon @ Assault Vest
Ability: Sheer Force
Evs: HP100, Att252, Def140, SpD16
Nature: Impish
-Gunk Shot
-Iron Head
-Thunder Punch
-Fire Punch

The natures that do not hinder speed on Mawile and Druddigon are intentional.
you should put protect and dragon claw in replace of gunk shot and thunderpunch imo. also, i like using this porygon2 set...
Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
- Protect
- Trick Room
- Recover
- Ice Beam
you get to set up TR, protect to scout for things and to prevent fake out, ice beam to hit lando-t, and recover for survivability. also, implement the changes on the OP.
On reuniclus, protect psyshock focus blast TR would be best for coverage and getting TR up successfully.
And listen to Ablast, he played doubles for the winning team in SPL so.he should have good info.

EDIT after going through the team, there are not many type disadvantages so good for you, all you need is to handle high powered threats, which is why i like this porygon2.
 
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U Turn: I thank you for taking the time to actually appreciate the diversity of this team.
Due to the fast pace and decreased popularity of entry hazards in a Doubles Battle, this team can really shine with good prediction and frequent switches.
Audino especially loves to switch in and out frequently.
I am aware that anyone who did pack entry hazards would severely cripple Audino's utility.
Also with a Trick Room team, a much needed element of calculation comes into play that Double Battles seemingly discourages.

Majority of Doubles teams I face on Showdown seem to be under the impression that it is a race and not a battle.
Also that is a good Porygon set, but I find that charge beam+download allows for Porygon2 to quickly become a HUGE threat, which can draw much needed attention from my other poke. By the time someone finally puts the nail in Porygon's coffin I can be two or three moves ahead of the opponent.
The whole replace Future Sight issue was covered in the OP, please read thoroughly. To remove the strongest move Reuniclus has in its arsenal is like removing the bread from a peanut butter and jelly sandwich.
Future sight hits non-invested Espeon for 50% of its HP.
So imagine what it does to anything that doesn't resist.



Lastly I would like to address the whole protect issue.
Protect can only buy time.
If you consider Audino to be wasted turns, when supporting team mates with invaluable Wishes and Heal Bells, then by the same logic protect is wasted turns as well.
Updating thread to match current team roster and move set momentarily.
Thanks for the comments and advice guys you helped me eliminate some major flaws!!
 
protect is one of those safety nets. if you're sure that an attack is coming, use protect. your partner can kill that pokemon and you don't need to fear it again. honestly i would use it on chandelure over dark pulse and maybe reuniclus over energy ball. you could usit on audino for free wishes to yourself but it's pretty hard to make room for it on that audino set. also you put so much pressure on your audino, maybe you can get another team supporter. other than that you look ok i guess
this should be the last post i make here since i think your descisions are sealed and you know how to play
gl with the team!
 
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