Introduction: This team is my take on the popular Double Trap or "Magtrio" team archetype. It isn't meant to be creative, just an example of what I believe to be a good team from a standard build. It is a fairly balanced team, it's able to counter most threats with ease and doesn't mind too much if games go long. Unlike a stall team it doesn't use residual damage to win, rather it uses the magtrio combination to take out counters to curselax so it can sweep. At a Glance: Salamence: Salamence (M) @ Choice Band Ability: Intimidate EVs: 4 HP / 252 Atk / 252 Spe Jolly Nature - Hidden Power [Flying] - Earthquake - Rock Slide - Brick Break Salamence leads off the team. Its combination of speed and power give it a number of good turn 1 matchups, and its ability intimidate helps in matchups where it isn't favored. Salamence's main role on this team is as an offensive pivot. It can easily check a number of pokemon including celebi, heracross, gyarados, tyranitar and others. It can force them out with its attacks and potentially hit a switch in hard with good prediction. Intimidate comes in handy especially in late game scenarios against opposing physically offensive pokemon, and it can be used for easing snorlax switches. The move set is fairly self explanatory, Hidden Power for STAB, Earthquake provides great coverage alongside, rock slide hits aerodactyl and zapdos among others, and brick break is for tyranitar, as well as getting a harder hit on Snorlax and Blissey. I chose to run a jolly set as this makes it a better offensive check to a number of pokemon. It can come in, outspeed and threaten a number of offensive calm minders, and can also threaten a number of baton passers, namely celebi and zapdos. It is also likely to outspeed a +1 tyranitar. The power loss hasn't been too noticeable and the speed is more than worth it. The EV spread maximizes attack and speed in order to maximize its offensive power and get at least a speed tie vs opposing base 100 speed pokemon. Magneton: Magneton @ Leftovers Ability: Magnet Pull EVs: 148 HP / 252 SpA / 108 Spe Modest Nature - Rest - Sleep Talk - Hidden Power [Fire] - Thunderbolt Magneton is the first half of the magtrio duo. Its main role is trapping and killing opposing skarmory and to a lesser extent, forretress. Trapping the two most common spikers in the tier makes it a decent spikes measure, but more importantly by trapping skarmory it removes one of the most difficult walls for my team and for curselax in particular. It should also be noted that it can trap choice band metagross fairly easily, and can aid dugtrio in killing leftovers variants. This is important as metagross can pose an obstacle for snorlax's sweep. Outside of trapping, it also acts as a fairly decent secondary answer to a few special attackers, namely gengar, zapdos and regice. This allows it to take some pressure off of my snorlax. The normal and flying resistances can also be useful for taking on certain choice banders. Thunderbolt provides a powerful STAB move and is the move for killing Skarmory. Hidden power fire is really only for killing forretress but this is important as it prevents it from spiking up on my team. Rest and Sleep talk aid it in taking on zapdos, gengar and regice, and can also allow it to absorb sleep without being completely incapacitated. I maximized its special attack to maximize the chances of OHKOing skarmory and forretress. 108 speed EVs creeps against skarmory and metagross, and the rest is thrown into HP to give it some bulk. Dugtrio: Dugtrio (F) @ Choice Band Ability: Arena Trap EVs: 8 HP / 228 Atk / 44 SpD / 228 Spe Jolly Nature IVs: 30 SpD / 30 Spe - Earthquake - Rock Slide - Hidden Power [Bug] - Aerial Ace Dugtrio finishes off the Magtrio duo. Its main role is trapping snorlax counters such as Tyranitar, Metagross, Jirachi, Celebi and Heracross, however it can also trap a variety of other pokemon, potentially preventing sweeps and breaking walls. I normally prefer adamant dugtrio. The extra power comes in handy a lot, however I got swept by raikou one too many times and I realized I didn't NEED the extra power (it's not like I need the ability to 2hko bliss which is the main niche) so I decided to use a jolly set instead. The move set is the standard for every dugtrio ever. Earthquake hits metagross, tyranitar, jirachi, magneton, raikou and others. Rock Slide is the coverage move that occasionally comes in handy for hitting fliers. HP Bug hits celebi, and Aerial Ace hits heracross and breloom. The EV spread is kind of cool. 8 HP allows me to survive choice band tyranitar's Rock Slide. With 44 SpDef, I can survive Raikou's Hidden Power. 228 speed passes +1 Jolly tyranitar while still outspeeding stuff like raikou and starmie. The rest is in Attack to maximize Power. I could opt for maximum speed but all that gets me is the speed tie on opposing dugtrio, and its attack is fairly mediocre so each individual point is actually somewhat relevant. Celebi: Celebi @ Leftovers Ability: Natural Cure EVs: 252 HP / 156 Def / 100 SpA Bold Nature - Psychic - Leech Seed - Hidden Power [Grass] - Recover This celebi set may seem a bit out of place on this team. Normally the subseed set is what is found on double trap teams. That being said, I think it really fits. It acts as a great pivot vs a number of pokemon, including water types, zapdos, gengar, snorlax, and even blissey to an extent. This takes a lot of pressure off of my own snorlax which is really important as it allows me to save it for the late game. Psychic is its most powerful attack, and hits gengar hard. HP Grass is mainly to prevent me from being dugtrio bait, but it can also come in handy in a lot of other scenarios. Most people don't expect both STABs on defensive celebi which can result in me nailing a tyranitar on the switch, or killing a swampert fishing for a freeze. Alternatively if I show HP grass early, i could kill a gengar more easily, or hit a heracross on the switch. Leech Seed is mainly for opposing snorlax, but is also nice as a general annoyance and phazing move. It also allows me to capitalize on blissey fairly easily. Finally recover gives celebi the longevity needed to fulfill its role. The EV Spread allows it to OHKO 48 spdef dugtrio with HP grass, with the rest going towards maximizing physical defense to take on opposing lax, as well as to make it less easily trapped by dugtrio. Swampert: Swampert (M) @ Leftovers Ability: Torrent EVs: 252 HP / 216 Def / 40 Spe Relaxed Nature - Earthquake - Ice Beam - Roar - Protect Swampert fills out some defensive holes in the team, providing a reliable answer to the main physically offensive threats as well as a rock resist. It also acts as the team's phazer. Earthquake provides a strong physical STAB move that hits tyranitar and metagross super effectively, among others. Ice beam has perfect type coverage with Earthquake and allows me to hit Aerodactyl, Salamence and Flygon among others super effectively. Roar on this team is more of a safety button than anything as I don't have spikes, it just prevents me from getting destroyed by baton pass chains, and gives me an option vs some set up sweepers. Finally protect helps swampert gain leftovers recovery, and helps it scout for surprise grass attacks and block explosions. The EVs allow it to outspeed blissey with the rest going towards its physical bulk. Snorlax: Snorlax (F) @ Leftovers Ability: Immunity EVs: 92 HP / 128 Atk / 124 Def / 164 SpD Adamant Nature - Return - Shadow Ball - Curse - Rest Snorlax is the team's primary win condition. Once its main counters are out of the way, it only needs a couple curses before it's almost impossible to stop. I usually like to save it for later and not make use of its defensive capabilities in the early and mid game if unless i have to. Otherwise it gets worn down fairly easily, and a full health lax is extremely dangerous in the late game. The move set is fairly standard, Return for STAB. I like the extra power on return more than the paralysis chance, the extra damage on stuff like suicune, zapdos, and the guaranteed ohko on dugtrio all come in handy. Shadow ball prevents me from being hard walled by gengar. Considering dugtrio takes out most of the things i'd use EQ for, shadow ball seemed to be the obvious choice. Curse of course makes Lax tough to break defensively while increasing its offenses, allowing it to sweep. Rest allows snorlax to recover HP and remove status. The EV spread was stolen from a CALLOUS team. I suck at EVing lax, so if someone has any better suggestions I'm all ears, although these seem to be working fine. Weaknesses: Despite not being a stall team, this team has pretty solid answers to nearly everything in the ADV OU metagame. It can have a bit of difficulty with jirachi, but between mence, pert and dugtrio I'm usually fine. Gyarados can also pose a threat but CB mence takes it on pretty nicely, and if worse comes to worse even lax can check it. Cloyster itself doesn't pose a threat but I have nothing to stop it from setting up spikes, this isn't the end of the world though. The main issue with this team is that I have no secondary skarmory answer. If I play poorly with mag, I lose. Simple as that. This is definitely an issue, and usually the only reason I lose games other than hax and blatant poor play, but I don't think it makes this team unusable. Importable: Spoiler Salamence (M) @ Choice Band Ability: Intimidate EVs: 4 HP / 252 Atk / 252 Spe Jolly Nature - Hidden Power [Flying] - Earthquake - Rock Slide - Brick Break Magneton @ Leftovers Ability: Magnet Pull EVs: 148 HP / 252 SpA / 108 Spe Modest Nature - Rest - Sleep Talk - Hidden Power [Fire] - Thunderbolt Dugtrio (F) @ Choice Band Ability: Arena Trap EVs: 8 HP / 228 Atk / 44 SpD / 228 Spe Jolly Nature IVs: 30 SpD / 30 Spe - Earthquake - Rock Slide - Hidden Power [Bug] - Aerial Ace Celebi @ Leftovers Ability: Natural Cure EVs: 252 HP / 156 Def / 100 SpA Bold Nature - Psychic - Leech Seed - Hidden Power [Grass] - Recover Swampert (M) @ Leftovers Ability: Torrent EVs: 252 HP / 216 Def / 40 Spe Relaxed Nature - Earthquake - Ice Beam - Roar - Protect Snorlax (F) @ Leftovers Ability: Immunity EVs: 92 HP / 128 Atk / 124 Def / 164 SpD Adamant Nature - Return - Shadow Ball - Curse - Rest