This is a doubles trick room team I'm trying to put together for VGC. I'd really like some suggestions on what to do. I think I should mention, I haven't gotten to play test this out at all, these are all currently theoretical builds. Reuniclus @ choice scarf Quiet Magic Guard 192 HP/ 64 Def/ 252 SpAtk - Trick - Trick room - Shadow Ball - Psyshock Average Trick room lead, nothing too special here. Trick and scarf to make anything slower than me, faster. Ferrothorn @ Leftovers Relaxed Iron Barbs 252HP/ 88 Def/ 168 SpDef - Curse - Gyro Ball - Ingrain/ leech seed - Stealth rock? I'm a little confused about what to do with Ferrothorn. I'm unsure wether ingrain or leech seed would be better to have. Leech seed can bring a much greater recovery and can force a switch, but ingrain seems to have better synergy with my strategy (of being slow and staying put.) I also debate about putting stealth rock on this set because, more often than not, Ferrothorn won't be leading and the rocks may be wasted at that point. Conkelldur @ Flame Orb Brave Guts 252 Atk/ ?Def/ ? Sp.Def - Drain punch/ Mach punch - Ice punch - Rock Slide - Protect Conkelldur will be the team's second lead along with reuniclus. Protect to allow Flame orb/ guts to activate. Ice punch because Ice moves seem to handle most of the big threats out there. I keep debating between Drain punch and mach punch. With something this slow that hits this hard, the thought of having priority is hard to ignore. on the other hand, it would be really nice to heal off the damage from the burn. and finally the EV spread. I want to give some attention to both Def. and Sp.Def, but I keep second guessing how to split the EV's as to be effective. and the fourth spot...I have no idea. I don't even know where to start so any suggestion whatsoever would be vastly appreciated.