Introduction:
This is my first serious Doubles team I ever build. I used it to get my reqs for the Shaymin-Sky Suspect Test and now want to see, what other people say about this team. I´m aware, that this team has some weaknesses, but personally I don´t know, how to fix them without rebuilding my team. Hope for hints and tips :)
Team building:
To be honest, there is not much to say about this.
I wanted to build a team with Hoopa-Unbound, so it was clear to me that it has to be a Trickroom team. I decided on three potential Tr-setters in Cresselia, Cofragigus and Diancie. I added M-Camerupt for power and Amoonguss for spore and rage powder support. I didn´t really looked what my team is weak to, but focused on my own power.
Team at a closer look:
Diancie @ Weakness Policy
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 SpA
Brave Nature
IVs: 0 Spe
- Diamond Storm
- Protect
- Dazzling Gleam
- Trick Room
My first Trickroom setter and also a real powerhouse. There is not much that lives after it gets a WP boost. It can actually setup TR on a lot of mons, especially because of my WP.
I decided on a mixed set to always hit both opposing pokemon. Diamond Storm is a great STAB-move, with the chance of Def-raise. This allows me to live even longer. Dazzling Gleam hits things like Hydreigon, Lati@s, Breloom and physical defensive Pokemon. Trickroom is mandatory. My final move is protect, which is quite useful, if I want to setup a Trickroom with Cress or Cofragigus. Also it is just a great move in Doubles in general.
My EVs are completely for damage, with a Brave nature, because I mainly use Diamond Storm. Speed as low as possible is clear. Surprisingly for me, Diancie can take almost any supereffective attack, even without investment (most steel-attacks are obviously too strong, even though it can take physical hits after some Def-boosts).
Amoonguss @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Spore
- Rage Powder
- Giga Drain
- Protect
Amoonguss is really strong under Trickroom, because it outslows almost every Pokemon and Spore them. Spore is really broken without Sleep Clause. It happened more then once, that I send more than half of my opponents team to sleep. Also it can absorb opposing Spores. With Rage Powder it can secure a needed Attack from a team member and it can deal some damage with Giga Drain. Protect is mainly for Fake Outs.
With Regenerator and Sitrusberry it can live a lot of attacks, while constantly threatening my opponent with a Spore. My EVs are standard spread.
Cresselia @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 108 Def / 148 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Calm Mind
- Psychic
- Moonlight
My main Trickroom setter because of it´s incredible bulk. It can set TR up on literally anything, if it is not taunted. Because I had a problem with Spore Breloom completely shuting down my TR, I decided on Safety Goggles.
Regarding my moveset, I really wish, I would have 5 slots. Trickroom is a must have, while Psychic is also important. Calm Mind is a move, which helped me a lot to win battles, so I don´t want to give it up. Same goes for Moonlight, which can keep Cress alive for much longer, enabling me to probably set up another TR. But I also really want Magic Coat, to deal with all these Taunters.
My Evs are all in bulk, but I´m still not to sure, which spread would be really helpful. At the moment, I have equal bulk on the special and physical side.
Cofagrigus @ Colbur Berry
Ability: Mummy
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Destiny Bond
- Nasty Plot
- Trick Room
- Shadow Ball
My last Trickroom setter. It is meant to be more of a late game sweeper, because it can destroy a lot of things after one NP. It can also be a last second savior with a TR or a Destiny Bond under Trickroom. With it´s ability it helps to limit Mega-Kangaskhans power or remove Gale Wings from Talonflames.
With the Colbur Berry it lives basically any Dark attack from full, so I put SpA boosting Nature to hit as hard, as I can.
Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Protect
- Heat Wave
- Ancient Power
- Earth Power
My Mega-slot. It hits like a truck and is also able, to take a hit outside of TR and get some important KOs. I decided against Eruption, because this would force me to remove one of my other moves and limits my Camerupt because I cannot switch it in. Quiet Heat Wave is also strong enough, 2HKO most of the meta, while I still have coverage for Heatran, Talonflame, Thundurus etc.
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Gunk Shot
- Drain Punch
- Hyperspace Fury
- Ice Punch
The Monster. With Life Orb, it basically gets a KO, when it comes in. Normally I try, to bring it in, when TR is up and it won´t get damaged. My Coverage is all physical and hits fairies, Kangaskhan, all Protectmons and Landorus-T. Hyperspace Fury breaks Protects, so nothing is safe.
Hoopa can actually live some attacks, while recovering via Drain Punch. It´s my physical Wallbreaker.
Conclusion:
I had some success with this team, like winning a room tour and getting reqs for the Suspect Test. I know it has some Weaknesses, especially Taunt users and Pokemon that can KO my TR setters. Against this I have to predict right and hit with both mons outside of TR to defeat the Taunters.
Because this is my first RMT, I excpect it to be not the greatest, but I hope for comments and rates :)
Replays:
Unfortunately I saved more or less no replays with this team, but maybe I will get some later and add them.
http://pokemonshowdown.com/replay/doublesou-257587344
http://pokemonshowdown.com/replay/doublesoususpecttest-257147631
[url]http://replay.pokemonshowdown.com/doublesou-257848721[/URL]
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