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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 |
If I were you I'd go for a bulky attacking Sudowoodo with assault vest cause he hits hard and has great coverage!
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Do love the camerupt tho! :)
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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:
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 |
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