The PokéCommunity Forums

The PokéCommunity Forums (https://www.pokecommunity.com/index.php)
-   Competitive Pokémon (https://www.pokecommunity.com/forumdisplay.php?f=260)
-   -   RMT Strong trick room team, someone has other idea for good backups? (https://www.pokecommunity.com/showthread.php?t=370359)

koenklein June 9th, 2016 8:15 AM

Strong trick room team, someone has other idea for good backups?
 
Hi guys, I recently build a trick room. For doubles.
I had a lot of succes with it already but im looking for good possible backups to build in my team.
This is my team right now:

Claydol and porygon2 as trick room setters.

Claydol - Bold nature holding light clay
252hp\126sp def/ 126 def/4 spa
Reflect
Light screen
Trick room
Dazzling gleam

Porygon 2 quiet nature holding eviolite
252hp/126sp def/126 def/ 4 spa
Tri attack
Recover
Trick room
Sunny day/ psyshock

And then around it i have.

Dragalge modest nature holding black sludge
126hp/126 def/252spa/ 4 sp def
Dragon pulse
Sludge bomb
Scald
Protect

Camerupt holding cameruptite brave nature
252hp/126attack/126sp attack/4def
Earthquake
Rock slide
Eruption
Protect

Ferrothorn w life orb brave nature
252 hp/252 attack/ 4 sp def.
Iron head
Power whip
Protect
Knock off

Hariyama w assault vest relaxed nature
126hp / 126 sp def/ 252 def/ 4 attack
Fake out
Close combat
Rock slide
Fire/ ice punch

LazyMew123 June 11th, 2016 8:24 AM

If I were you I'd go for a bulky attacking Sudowoodo with assault vest cause he hits hard and has great coverage!

LazyMew123 June 11th, 2016 8:25 AM

Do love the camerupt tho! :)

Murt93 June 12th, 2016 11:17 AM

A couple of things:
1. leading off with both of your only trick room guys is a bad idea.
2. Your lead trick room setter should always have mental herb to guarantee trick room set-up.
3. Your team is too passive, trick room only lasts 5 turns, spending turns setting up screens is not viable. Once trick room is up you starting hitting as hard as you can, then trick room again etc etc.
4. Almost all of your pokemon are useless outside of trick room, if your lead gets taunted or fake-out'ed and KO'd you've lost, especially with such obvious trick room leads like claydol. You should consider pokemon which are useful outside of trick room too such as conkeldurr, turn 2 you're generally going to be switching out to a sweeper, toxic orb orb will activate and conkeldurr's guts will grant is 624 attack, then it can OHKO or 2HKO almost everything(I'll put calcs at the bottom). Azumarrill and heatran are some other examples.

On to your choices, like I said before your suffers outside of trick room dragalge, ferrothorn and camerupt are all sub par. Hariyama is decent and fake-out is an awesome move in doubles but conkeldurr generally offers far more power. While you can kind of get away with porygon 2 who has seen use on all kinds of teams, claydol is fairly obvious. It might be a good idea to use a different trick room user but if you want to stick with claydol drop the screens and give it a mental herb and explosion, Though Carbink w/ sturdy and mental herb has a little more bulk than Claydol and pretty much guarantees trick room it is a lot more susceptible to mons with bullet punch and exploding out turn 2 doesn't hurt as much, not that claydol will be dealing heavy damage to anything.

Here is a list of pokemon that are viable under trick room and outside of it performs fairly well:
Spoiler:
Conkeldurr
Azumarrill
Heatran
Tyranitar
Tangrowth
Hippowdon
Scizor +mega
Metagross(meh) non-mega
Mamoswine
Breloom
Bisharp
Donphan
Volcanion
reuniclus
mega venusaur
Togekiss
Magnezone
Empoleon
feraligatr
slowking
swampert + mega
mega blastoise
mega heracross
mega steelix
mega slowbro
mega altaria (obviously not the ddance version)

Try out some of those and focus more on offensive synergy rather than defensive, you can't win if all your pokemon are walled by the same thing regardless of trick room.

252+ Atk Guts Conkeldurr Facade (140 BP) vs. 248 HP / 96+ Def Mega Venusaur: 187-220 (51.5 - 60.6%) -- guaranteed 2HKO
252+ Atk Guts Conkeldurr Hammer Arm vs. 252 HP / 252+ Def Skarmory: 162-192 (48.5 - 57.4%) -- 94.1% chance to 2HKO
252+ Atk Guts Conkeldurr Facade (140 BP) vs. 248 HP / 252+ Def Unaware Clefable: 232-274 (59 - 69.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Guts Conkeldurr Hammer Arm vs. 248 HP / 16+ Def Mega Scizor: 190-225 (55.3 - 65.5%) -- guaranteed 2HKO
252+ Atk Guts Conkeldurr Hammer Arm vs. 0 HP / 4 Def Mega Metagross: 199-235 (66.1 - 78%) -- guaranteed 2HKO
252+ Atk Guts Conkeldurr Facade (140 BP) vs. 248 HP / 40 Def Cresselia: 219-258 (49.4 - 58.2%) -- 98.4% chance to 2HKO


All times are GMT -8. The time now is 1:29 AM.


Like our Facebook Page Follow us on Twitter © 2002 - 2018 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2016 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.

Acknowledgements
Use of PokéCommunity Assets
vB Optimise by DragonByte Technologies Ltd © 2023.