INTRODUCTION
When I built my first Smogon Doubles team earlier this week, it relied on a Bulk Up+Justified gimmick, and it didn't really keep synergy or type coverage in mind. Needless to say, I wasn't very proud of it and I thought I could do better. Here's my second attempt! I'm quite pleased with the result, though it does still have some problems here and there. Your input will be appreciated! :) Without further ado, let's take a look at the Scitar team!
Step-by-step
The core: Scizor + Tyranitar
This team is centered around Mega Scizor. It's a powerful Pokemon with, in my opinions, great defensive typing. One big problem is its 4x Fire weakness. Therefore, I brought in Tyranitar as a synergistic teammate, getting rid of Fire types with Rock Slide. Tyranitar itself is 2x weak to Bug, Fairy, Grass, Ground, Steel and Water, and 4x to Fighting. However, Tyranitar can cover Bug types itself with Rock Slide, and Steel types with Low Kick. Scizor can help killing fairies with a priority Bullet Punch, and Grass-types with Bug Bite. Tyranitar was given a Chople berry to protect it from unsuspected Fighting-type attacks, but it is obviously still very weak to it. This leaves three big threats for this combo: Ground, Water, and Fight attacks will hurt. Therefore, Togekiss was added next.
Together, this Scizor+Tyranitar combo has a move that is strong against:
... But not against:
Together, they have an immunity to:
... And a 4x resistance against:
... And a 2x resistance against:
... But no resistance against:
Togekiss
The Scizor-Tyranitar combo has a big problem facing Fighting types, and Togekiss' Dazzling Gleam is a great solution to this problem while also adding coverage against Dragon types. It can also do some semi-supporting thanks to Thunder Wave and Air Slash+Serene Grace (likely to flinch). The latter also helps to counter Grass and Fighting types. Finally, Roost and Leftovers were added to keep it alive.
Completing the puzzle
Scizor, Tyranitar and Togekiss are a solid base, but still lack cover against Water, Ground, Poison and Electric types. So I thought, why not add Zapdos and Quagsire? Quagsire doesn't mind attacks from Water and Ground types, it's immune to Electric types, and it gets rid of Poison- and Electric-type Pokemon with Earthquake. Scald helps removing Ground-types. Zapdos, on the other hand, is immune to Quagsire's Earthquake (as is Togekiss), while being a threat to Water types. Quagsire also gets Toxic because I feel like I needed to have one slow killer at least, just in case. Zapdos and Quagsire both get leftovers. Note that I'm playing Smogon Doubles, so I am allowed to give multiple Pokemon the same item.
Hitmontop
Hitmontop is there not because of its type or offensive power, but only because its excellent support. It has wide guard to protect Tyranitar (and itself) from Dazzling Gleam, Scizor from Heat Wave, Zapdos from incoming Rock Slides, etc. Furthermore, it also protects itself from Quagsire's Earthquake if needed. Even though I never lead with Hitmontop, Fake Out is helpful every single time. Quick Guard protects the team from eg Bullet Punches, while Close Combat is there in case Hitmontop needs to take over the offensive side for a while. I chose to give it a Sitrus Berry.
EDIT Sep. 19
Based on some input and more testing and tweaking, some changes were made to my team. Quagsire was replaced by Gastrodon, which has Storm Drain and makes my life a lot easier. Its move set has been switching around a lot, but I think I found a sweet spot now. Also, Hitmontop was removed. Sure, it's a helpful supporter, but it had little synergy with the rest of the team and I simply had too much trouble with sun teams, Rotom-W and Fighting types. I tried out a few options, but timid Greninja came out best by far. It has hydro pump to counter charizard, ice beam for dragons, Grass Knot for Rotom-W and Gastrodon, and finally Extrasensory for Fighting types that threaten Tyranitar.
In addition, some changes were made in EV spreads, items and movesets.
Team Overview
For in-depth explanations, I refer to the previous section. :) Here, you'll get a general overview and some additional remarks.
I would like to mention that in total, this team has at least one move that is strong against every type.
I have a Pokemon that is immune to:
... And a Pokemon that is 4x resistant to:
Scizor @ Scizorite
Ability: Technician
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Protect
As an additional remark for this Pokemon, I'd like to mention that I only use Swords Dance when I'm feeling confident, eg when the Fire threat has been eliminated or when I know that I'm going to get a free turn (thanks to Hitmontop's Guards, for example). Whenever I'm not sure if the opponent has an surprise Fire-type move, I'll protect after switching in.
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Rock Slide
- Crunch
- Low Kick
- Earthquake
(Edited) I decided to swap out the Chople Berry for a Choice Band, which has served me well so far. Because the band makes Protect useless, I changed that to Earthquake, since I didn't have a Ground move to counter Mega Manetric yet. Also, the EVs and nature were changed to make sure it disposes of threats before they can get him down.
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 SpD / 4 SpA
Calm Nature
- Thunder Wave
- Air Slash
- Water Pulse
- Roost
(Edited) I decided to go from an offensive Togekiss to a specially defensive Togekiss, which is far more successful. Now, it has more time to paralyse, flinch and confuse opponents. Furthermore, it can easily switch in and take a hit. Because I have two dragon-killing moves on the team already (and its purpose is no longer to hit hard), I changed Dazzling Gleam for Water Pulse.
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Ice Beam
- Toxic
- Recover
(New) Gastrodon is here now, instead of Quagsire. Its Storm Drain added Water immunity to the team (which my previous team had absolutely no resistances to), and it simply performs better. I might change Ice Beam for Earth Power and then give Tyranitar Ice Punch instead of Earthquake, but we'll see.
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 SpD / 4 SpA
Calm Nature
- Thunderbolt
- Heat Wave
- Roost
- Protect
(Edited) Zapdos really does come in handy frequently, with Thunderbolt and Heat Wave that I can't go without. My entire team used to depend on Zapdos to get rid of Water threats, but these days are luckily over. :) I made it specially defensive which keeps it alive much longer.
Greninja @ Life Orb
Ability: Protean
EVs: 252 SpA / 252 Spe / 4 Def
Timid Nature
- Ice Beam
- Hydro Pump
- Extrasensory
- Grass knot
(New) The newest addition to the team. Getting rid of Hitmontop makes my team lack Fake Out and Wide Guard, but Greninja gets rid of so many of my team's threats that it's definitely worth it. Its great offensive coverage has come in handy in every single battle so far (unless it gets knocked out immediately - because it is a little frail).
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