This is the first of a series of RMT's I am planning to make, and I am aiming to make them the best team i've made in that particular tier. Naturally, since I have never done smogon doubles, this will automatically be the best. Anyway, I read up on smogon doubles guides, and decided to go with a technique that can turn the battle upside-down. Trick room.
Just beforehand, I should tell you the reason I decided to do a teambuilding thingy is to remind myself of my process, and to also show you, the viewer, my thought process. anyway here is the teambuilding process.
Teambuilding process:
I wanted to start out with a pokemon that I know is great in doubles, and can set up TR very comfortably. I looked no farther than cresselia.
Next, I wanted a good TR sweeper. After looking, and looking, and looking, I ended up going with a pokemon from the depths of RU, the unlikely warrior, Marowak!
I wanted an eruption/water spout spammer, and my decision came down to heatran and camerupt. because it was slower, I went with another low tier pokemon in camerupt.
Noticing a theme? yet another pokemon from a lower tier is chosen- Crawdaunt for its amazingly powerful STAB attacks.
This is getting a little repetitive. Anyway, I wanted a strong grass type, so I went for the powerful attacker in exeggutor
I realized I needed a rain check, and it came down to a discharge spammer, Rotom-W, or Gastrodon. I wanted one who could hit hard in general, and I ended up going with Magnezone.
after testing my team, I realized it sucked. I ended up scratching the last four and replacing them. I still wanted an eruption spammer, so I went with Heatran for that extra power.
I ended up getting taunted all the time before I could set TR up. I wanted something to Fake Out the taunters clearing the way for trick room. I also wanted that pokemon to be good in TR. I ended up going with Hariyama.
I battled The drowned sailor, and he completely destroyed my team with dusclops. I tested with it, and it was downright fantastic. There was no disputing it would be here.
I wanted one more pokemon to blast holes in teams, so I went quite literal with explosion gigalith.
Anyways, onto the team!
Cresselia (F) @ Light Clay
Trait: Levitate
EVs: 252 HP / 148 Def / 108 SDef
Relaxed Nature
IVs: 0 Spd
- Trick Room
- Light Screen
- Reflect
- Moonlight
Anyone who thinks that Cresselia is bad in doubles just because it's trapped in BL2 is wrong. simple as that. The only reason cress is trapped there is because it is weak to pursuit trappers. With that being not as common in doubles, cress has free reign. With 120/120/130 defenses, it's no wonder cress is the self proclaimed queen of doubles. It can shrug off almost any hit and heal it off with moonlight, and set up TR and dual screens in the process. It also pairs up fantastically with Marowak, with an awesome ability in levitate.
Marowak @ Thick Club
Trait: Rock Head
EVs: 252 HP / 252 Atk / 4 SDef
Quiet Nature
IVs: 0 spd
- Earthquake
- Rock Slide
- Double-Edge
- Protect
Who is this pokemon, who dares challenge pokemon from NU to Ubers from the depths of RU? none other than Marowak, the premier abuser on my team. It's attack hits 568, which is higher than deoxys-A! without the downside of downright horrible defenses. with spread attacks like E-quake and rock slide , it is a monster.
Heatran @ Fire Gem
Trait: Flash Fire
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 spd
- Eruption
- Protect
- Earth Power
- Heat Wave
Heatran can sometimes just spam eruption, and destroy 3 or more pokemon. Especially on the first turn, because of the gem. Heat wave is when it has taken a hit, and earth power is for them opposing heatran. Just the sheer power of Eruptran, especially the fact that it will "outspeed" most in TR, is enough for it to find a spot on my team.
Hariyama @ Flame Orb
Trait: Guts
EVs: 252 HP/ 252 Atk/ 4 Spe
Brave Nature
IVs: 0 Spd
- Fake Out
- Rock Slide
- Close Combat
- Protect
Hariyama's main purpose is to get that essential one turn for TR. It also can KO a thing or two with Close Combat. If I don't see a taunter, I simply protect on that first turn, and proceed to KO something with CC.