let's talk about BH DOUBLES
BH Doubles is basically BH, except it's doubles. It was the Leader's Choice for a month back in Gen VI, and I played it for a while. Due to the nature of Doubles, classic BH sets perform differently. Here's a little guide:
Setup mons are less centralizing because in a 2v2 meta, it's very likely that they can be KO'd in a single turn. Even after a turn of setup, they can only hit one opponent (unless they're using a spread move) and they're forced to take the hit from the other opponent. I mean they still hit really hard but some stuff can just do that right off the bat.
Sturdy Shedinja is kind of bad too because Spiky Shield is good in Doubles, and offensive teams can deal with it easily thanks to the addition of Sunsteel Strike/Moongeist Beam. However, it can get off an Endeavor more easily because it can hit either opponent, so a Sash Magic Guard set might see use.
Prankster is really really good. Prankster Safeguard is borderline mandatory against stuff like Spore Deoxys-Speed, and Glare is great to slow down those speedy opponents while your other mon protects. Make sure you use Haze for dumb stuff like Follow Me Innards Out Chansey + Belly Drum Slaking. Z Destiny Bond? Yes please
-ate speed is good because it exerts amazing pressure with an actually strong Fake Out. Free turns are everything in Doubles because a flinch on a certain mon can prevent your opponent from setting up Trick Room, using Recover, and so on while allowing your other mon to do whatever they want.
Psychic Terrain is going to be incredible and maybe even suspect worthy. Those mons that used to get 2HKO'ed (like Registeel) can now be KO'd in a single turn by Psystrike/Psycho Boost. Even without CFZs (which are already broken enough in doubles. one Genesis Supernova not enough? try two), the mons that can abuse this will just invalidate everything defensive except bad stuff like RegenVest. Misty/Electric/Grassy Surge will be used on slower mons as counterplay because this is absolutely insane. no priority? coooooooooooool
Imposter Chansey is so good that it's honestly worth running two. Setup sweepers that have to run Judgment or something are bad so that means less stuff is Imposter proof, and Tailwind gives you an actually reliable way of winning the speed tie. Don't use Pikachu because it's absolutely terrible: the nice thing about Imposters here is that they can actually take hits.
Sunsteel Strike and Moongeist Beam are bad because they don't really hit anything besides Sturdy Shedinja. Still might be worth using low ladder to get rid of that guy tho.
Spiky Shield is almost mandatory on every offensive mon. Being able to waste your opponent's time when they attack you is great and it also lets your other mon spam broken stuff like Refrigerate Boomburst or something. Feint isn't worth it from my experience because Spiky Shield is less common than it should be, and King's Shield is bad because the other player can just Will-O-Wisp you or something.
Speed control is great. Always make sure you're prepared for it. Be aware that Trick Room setters often hold Mental Herb, and Tailwind setters can have Prankster. Fake Out is good for both of them except the other mon might have Psychic Surge or something. Paralysis is good despite the nerf. Having your mons destroy stuff first is invaluable and something that should be on every team.
Dual Screens might actually be really cool. I can see Hail + Aurora Veil + Kyurem-W or something taking off. Brick Break is nonexistent and it's nice to have that CB Primal Groudon Thousand Arrows turned into a 3HKO, that Dragon Ascent doing a mere 60% to your frail sweeper.
SHORE UP
Overall the addition of Terrain setters looks like this meta will be really fun to play. The combos are going to be lit. Sand Stream + Grassy Terrain stall? Misty Surge Follow Me Registeel + Pixilate Shell Smash White Herb Xerneas? Electric Terrain + Rain + Swift Swim Primal Kyogre + Galvanize Zekrom for Imposters? OH YES