Hi there! First time officially posting a team onto this thread, and hopefully this is the right spot for this. I'm looking into making a Doubles OU/VGC team and I found a lot of interest in Trick Room because I've really enjoyed using Hatterene. My friend sent me a screenshot of a guy using a team very similar to this, but I changed up some things for my own personal preferences and for some specific things in the meta. I have not tested the team that much, only about 10 games, but so far it shows mediocre success. However, I'm unsure what to change to make that win rate go up higher.
Now time for the team
Hatterene @ Life Orb
Ability: Magic Bounce
Happiness: 160
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Dazzling Gleam
- Protect
- Psychic
I really enjoy using Hatterene on this team, it's such a solid trick room user and just maxing out my HP and special attack to survive at least 1-2 hits and hit back hard after setting up trick room is my goal for one of the leads on the team. Dazzling Gleam and Psychic are there for stab, and protect from multi-target moves and multiple pokemon targeting it. I considered Leftovers on it, but felt the extra power from Life Orb was better suited due to Hatterene's decent special attack stat.
Torkoal @ Charcoal
Ability: Drought
Happiness: 160
EVs: 252 HP / 216 SpA / 40 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Flamethrower
- Solar Beam
- Protect
A pokemon I was never a fan of until I playtested with it on this team, and oh boy do I absolutely love it. Getting those Drought-boosted and Charcoal-boosted Eruptions on any pokemon that doesn't naturally resist Fire deals so much damage. max HP to survive for as long as possible, and some extra special defense to sponge Dragapult and other special threats more. Protect on there for in the case I want to Dynamax Torkoal and defend myself against any Dynamaxed Water types. Solarbeam is on this set because I can use it immediately after switching in unless another weather setter swaps in.
Cofagrigus @ Kasib Berry
Ability: Mummy
Happiness: 160
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Shadow Ball
- Body Press
- Will-O-Wisp
Another old favorite of mine that I have not used as much as I would enjoy to. It's my physically defensive trick room setter, intended to wall Lucario, Darmanitan, Dracovish, Conkeldurr, and other physically damaging users. Shadow Ball and Body Press are there so that I don't get walled by normal types, but also have a stab move that can reduce special attack for Butterfree, Hatterene, and Torkoal. While this has not gotten as much usage in my playtesting as I would enjoy, when it has been used it's been very successful.
Butterfree-Gmax @ Focus Sash
Ability: Compound Eyes
Happiness: 160
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Rage Powder
- Energy Ball
- Hurricane
- Pollen Puff
A very niche pick for the team, but an absolute favorite for the team. This is definitely the most expendable member of the team and I am willing to swap it out, but would much like to use it if possible. Focus Sash Rage Powder is intended to help set up trick room turn 1, and having Hurricane and Energy ball allows Butterfree to hit multiple targets with quite a bit of power. Pollen puff is a bit of an odd choice, but I find it useful if Butterfree survives into Trick room to heal up my ally or potentially hurt Hatterene or other psychic types very hard with a stab 90 base power move.
Snorlax @ Assault Vest
Ability: Thick Fat
Happiness: 160
EVs: 252 HP / 164 Atk / 92 SpD
Brave Nature
IVs: 0 Spe
- Facade
- Darkest Lariat
- Iron Head
- Heat Crash
My personal favorite set on the entire team, and my own creation. Assault Vest Snorlax is intended to wall special threats such as Dragapult, Hatterene, Clefable, Togekiss, and so on. Brave 164 attack allows me to guarantee a 2HKO on opposing TR Hatterene's with Iron Head, or a Guaranteed 3HKO with Heat Crash. Facade is there in the case of an opponent attempting to toxic/Will-O-Wisp my snorlax, versus using Body Slam. Darkest Lariat is there intending to hit Dragapult, which I originally had Hammer Arm in that slot making the matchup very tough to handle. It also handles any boosts from Dynamax moves or Gmax moves. Iron Head is intended for Fairy types, specifically Grimmsnarl, Hatterene, Clefable, Gardevoir, etc. Lastly, Heat Crash is there for any steel types, such as Corviknight, Ferrothorn, etc that attempt to swap in on Snorlax and wall it's standard sets.
164+ Atk Snorlax Iron Head vs. 252 HP / 0 Def Hatterene: 166-196 (52.2 - 61.6%) -- guaranteed 2HKO
164+ Atk Snorlax Heat Crash (120 BP) vs. 252 HP / 0 Def Hatterene: 124-147 (38.9 - 46.2%) -- guaranteed 3HKO
252 Atk Darmanitan-Galar Earthquake vs. 252 HP / 0 Def Snorlax: 164-193 (31.2 - 36.8%) -- 73.5% chance to 3HKO
0 Atk Corviknight Brave Bird vs. 252 HP / 0 Def Snorlax: 163-193 (31.1 - 36.8%) -- 73.6% chance to 3HKO
Conkeldurr @ Flame Orb
Ability: Guts
Happiness: 160
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Thunder Punch
- Protect
- Close Combat
- Poison Jab
Lastly, a somewhat standard Conkeldurr set utilizing flame orb/guts and just breaking through some of the tougher walls in the game.
https://pokepast.es/a758c2c2dcbad637 link to the team
Overall, I really enjoy this team but I'm unsure of how to fix it in order to just work better. Perhaps i'm not the best at Trick room/Doubles yet, but I would like to try and get better. Any advice or changes to the team that are recommended I will gladly consider and possibly change on the team.
Thank you so much for the help in advance (:
P.S if this is the wrong spot for this post, please let me know and I will gladly move it :)
Now time for the team
Hatterene @ Life Orb
Ability: Magic Bounce
Happiness: 160
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Dazzling Gleam
- Protect
- Psychic
I really enjoy using Hatterene on this team, it's such a solid trick room user and just maxing out my HP and special attack to survive at least 1-2 hits and hit back hard after setting up trick room is my goal for one of the leads on the team. Dazzling Gleam and Psychic are there for stab, and protect from multi-target moves and multiple pokemon targeting it. I considered Leftovers on it, but felt the extra power from Life Orb was better suited due to Hatterene's decent special attack stat.
Torkoal @ Charcoal
Ability: Drought
Happiness: 160
EVs: 252 HP / 216 SpA / 40 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Flamethrower
- Solar Beam
- Protect
A pokemon I was never a fan of until I playtested with it on this team, and oh boy do I absolutely love it. Getting those Drought-boosted and Charcoal-boosted Eruptions on any pokemon that doesn't naturally resist Fire deals so much damage. max HP to survive for as long as possible, and some extra special defense to sponge Dragapult and other special threats more. Protect on there for in the case I want to Dynamax Torkoal and defend myself against any Dynamaxed Water types. Solarbeam is on this set because I can use it immediately after switching in unless another weather setter swaps in.
Cofagrigus @ Kasib Berry
Ability: Mummy
Happiness: 160
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Shadow Ball
- Body Press
- Will-O-Wisp
Another old favorite of mine that I have not used as much as I would enjoy to. It's my physically defensive trick room setter, intended to wall Lucario, Darmanitan, Dracovish, Conkeldurr, and other physically damaging users. Shadow Ball and Body Press are there so that I don't get walled by normal types, but also have a stab move that can reduce special attack for Butterfree, Hatterene, and Torkoal. While this has not gotten as much usage in my playtesting as I would enjoy, when it has been used it's been very successful.
Butterfree-Gmax @ Focus Sash
Ability: Compound Eyes
Happiness: 160
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Rage Powder
- Energy Ball
- Hurricane
- Pollen Puff
A very niche pick for the team, but an absolute favorite for the team. This is definitely the most expendable member of the team and I am willing to swap it out, but would much like to use it if possible. Focus Sash Rage Powder is intended to help set up trick room turn 1, and having Hurricane and Energy ball allows Butterfree to hit multiple targets with quite a bit of power. Pollen puff is a bit of an odd choice, but I find it useful if Butterfree survives into Trick room to heal up my ally or potentially hurt Hatterene or other psychic types very hard with a stab 90 base power move.
Snorlax @ Assault Vest
Ability: Thick Fat
Happiness: 160
EVs: 252 HP / 164 Atk / 92 SpD
Brave Nature
IVs: 0 Spe
- Facade
- Darkest Lariat
- Iron Head
- Heat Crash
My personal favorite set on the entire team, and my own creation. Assault Vest Snorlax is intended to wall special threats such as Dragapult, Hatterene, Clefable, Togekiss, and so on. Brave 164 attack allows me to guarantee a 2HKO on opposing TR Hatterene's with Iron Head, or a Guaranteed 3HKO with Heat Crash. Facade is there in the case of an opponent attempting to toxic/Will-O-Wisp my snorlax, versus using Body Slam. Darkest Lariat is there intending to hit Dragapult, which I originally had Hammer Arm in that slot making the matchup very tough to handle. It also handles any boosts from Dynamax moves or Gmax moves. Iron Head is intended for Fairy types, specifically Grimmsnarl, Hatterene, Clefable, Gardevoir, etc. Lastly, Heat Crash is there for any steel types, such as Corviknight, Ferrothorn, etc that attempt to swap in on Snorlax and wall it's standard sets.
164+ Atk Snorlax Iron Head vs. 252 HP / 0 Def Hatterene: 166-196 (52.2 - 61.6%) -- guaranteed 2HKO
164+ Atk Snorlax Heat Crash (120 BP) vs. 252 HP / 0 Def Hatterene: 124-147 (38.9 - 46.2%) -- guaranteed 3HKO
252 Atk Darmanitan-Galar Earthquake vs. 252 HP / 0 Def Snorlax: 164-193 (31.2 - 36.8%) -- 73.5% chance to 3HKO
0 Atk Corviknight Brave Bird vs. 252 HP / 0 Def Snorlax: 163-193 (31.1 - 36.8%) -- 73.6% chance to 3HKO
Conkeldurr @ Flame Orb
Ability: Guts
Happiness: 160
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Thunder Punch
- Protect
- Close Combat
- Poison Jab
Lastly, a somewhat standard Conkeldurr set utilizing flame orb/guts and just breaking through some of the tougher walls in the game.
https://pokepast.es/a758c2c2dcbad637 link to the team
Overall, I really enjoy this team but I'm unsure of how to fix it in order to just work better. Perhaps i'm not the best at Trick room/Doubles yet, but I would like to try and get better. Any advice or changes to the team that are recommended I will gladly consider and possibly change on the team.
Thank you so much for the help in advance (:
P.S if this is the wrong spot for this post, please let me know and I will gladly move it :)