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Doubles Trick Room Team

DragonSkull94

The Heartless Hero
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Bob @ Light Clay
Ability: Levitate
Nature: Relaxed
EVs: 252 HP/ 128 Def/ 128 SpD
- Trick Room
- Hypnosis
- Reflect
- Light Screen
The purpose of Bob is clearly to support the rest of the team. First he sets up Trick Room with relative ease as Scrafty uses Fake Out on one of the opponents meaning that only one opponent can attack this bulky Bronzong. From there, he can use a “quick” Hypnosis and then proceed to set up Dual Screens. That’s basically all he does; Trick Room, mess up the opponents and give bulk to the rest of the team.

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Billy @ Leftovers
Ability: Intimidate
Nature: Brave
EVs: 252 HP/ 4 Def/ 252 Atk
- Fake Out
- Protect
- Drain Punch
- Crunch
First thing he will do is use Fake Out so Bob is guaranteed to get Trick Room. From there, “Bulky Billy” will use Drain Punch for decent damage as well as being able to restore his own HP, and then Crunch for the extra Dark STAB. Notice that Fighting and Dark are resisted by nothing except Bug? It’s like Ghost/Fighting but only slightly worse.

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Camels @ Sitrus Berry
Ability: Solid Rock
Nature: Quiet
EVs: 252 HP/ 4 Def/ 252 SpA
- Eruption
- Protect
- Heat Wave
- Earth Power
In Trick Room conditions, Camurupt outclasses Typhlosion due to lower speed and almost equal Special Attack. Eruption + Trick Room will do lots of damage to a lot of things, and the fantastic thing about Trick Room is that no EVs are required for Speed so I have used HP EVs instead to keep Camels alive. That + Solid Rock = awesome. Should his HP decline anyway, then Sitrus Berry can be used to keep Eruption stronger than Heat Wave. Earth Power is for Dual STAB, and Heat Wave is a backup should Eruption get too weak. Earthquake is an option over Earth Power but it hurts my team and is less powerful that Earthquake with the given EV spread.

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Gregory @ Lum Berry
Ability: Sandsteam
Nature: Brave
EVs: 252 HP/ 4 Def/ 252 Atk
- Curse
- Protect
- Rock Slide
- Crunch
Whilst Dragon Dance is great outside of Trick Room, Curse is flat-out better inside of Trick Room; as it is basically the physical equivalent of Quiver Dance, or Bulk Up with Speed. From there, Rock Slide is great for STAB and it hits both opponents, whilst Crunch rounds of the set nicely for extra STAB.

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Mr Bubbles @ Scope Lens
Ability: Sniper
Nature: Quiet
EVs: 252 HP/ 4 Def/ 252 SpA
- Water Spout
- Protect
- Ice Beam
- Surf
Octillery finds a home in Trick Room with its terrible speed. The priority it gets in Trick Room and raw power of Water Spout + Sniper is too much to resist. Ice Beam is important coverage against Dragons and Surf is if Water Spout gets too weak.

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The Void @ Eviolite
Ability: Pressure
Nature: Relaxed
EVs: 252 HP/ 128 Def/ 128 SpD
- Trick Room
- Night Shade
- Will-O-Wisp
- Pain Split
Dusclops is far better than Dusknoir now-a-days due to Eviolite whilst still having a good attack option; Night Shade, and in Trick Room, it has lower speed. The Void is there for setting up Trick Room should it run out (which is likely). Will-O-Wisp burns things, Pain Split restores HP and can even be used on my own team if The Void has high HP and Camels has low HP (for example) to restore their health.
 

Kerosene

Super Palkia
Good, the only thing is that you shouldn't have boosting moves in TR. After you use curse, you only have 3 turns to sweep, and afterwards, you can be revenged killed easily/have to lose your boosts to set up TR again. An idea is to replace TTar with CB rampardos or making TTar a CB set. I don't know much about doubles, but I hope this helps.
 
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