I finally got the Super Doubles stamp!
The proof: 4XRW-WWWW-WWW5-JG5F
And another video if you want to laugh at the AI's idea of a rain team: CU4W-WWWW-WWW5-JGAD. Pay close attention to turn 4 or you'll miss the joke. :)
I had a close call with a Glaceon that froze my Oranguru with Blizzard before it could set up Trick Room, and Grimsley's Liepard did something similar with Thunder Wave. The team was just bulky enough to scrape by even if Trick Room failed.
The team:
Hariyama @ Burn Orb
Brave, 252 Attack, rest split about evenly among Defense and Special Defense
Guts
Fake Out
Close Combat
Knock Off
Heavy Slam
-This is a standard lead Hariyama. I used to use Rock Slide on this, but Heavy Slam is much better due to the amount of Fairies you'll be fighting. Sure, there are no Tapus, but you'll see things like Sylveon, Aromatisse, Florges, Mega Altaria, etc. that you'll want Steel or Poison coverage for. Knock Off is mainly for Psychics and Ghosts, in addition to scouting movesets. I generally Fake Out and then attack until it dies.
Oranguru @ Mental Herb
Sassy, 252 HP, 168 Defense, 90 Special Defense
Inner Focus
Instruct
Foul Play
Trick Room
Protect
This is the typical doubles Oranguru. It's much sturdier than I expected, and even took a Life Orb Greninja's Dark Pulse pretty well online. Do not use Telepathy, even if Surf/Earthquake/Discharge/whatever is tempting. Inner Focus is needed for all those Fake Outs and other flinching moves that both the AI and online players like to use. Mental Herb is mostly for Taunt.
Drampa @ Dragon Z-Crystal
Quiet, 252 HP, 252 Special Attack, 6 Special Defense
Hyper Voice
Draco Meteor
Flamethrower
Protect
Z-Draco Meteor kills most things that don't resist Dragon, but a few very specially bulky things can survive it. Hyper Voice finishes off weakened Pokemon, and can do OK damage if Instructed. Otherwise it's a bit disappointing. Flamethrower helps with the odd Grass or Steel types.
Wishiwashi @ Sitrus Berry
Quiet, 252 HP, 252 Special Attack, 6 Special Defense
Muddy Water
Scald
Ice Beam
Protect
Yeah, Ice/Water is really terrible coverage, I know. But I didn't want to risk losing to Intimidate. The Sitrus Berry should probably be a confusion berry, but I don't have the right one for a Quiet nature, and Sitrus worked alright. Muddy Water is a spread move that doesn't kill your partner. Scald is more reliable than Hydro Pump, and Ice Beam saved me a couple of times against Dragon types. That, and Wishiwashi's special movepool is abysmal. All of its semi-interesting options such as Earthquake and U-Turn are physical. It does have the advantage of "out-slowing" almost everything without adding another Dark weakness like Slowbro/Slowking.
The proof: 4XRW-WWWW-WWW5-JG5F
And another video if you want to laugh at the AI's idea of a rain team: CU4W-WWWW-WWW5-JGAD. Pay close attention to turn 4 or you'll miss the joke. :)
I had a close call with a Glaceon that froze my Oranguru with Blizzard before it could set up Trick Room, and Grimsley's Liepard did something similar with Thunder Wave. The team was just bulky enough to scrape by even if Trick Room failed.
The team:
Hariyama @ Burn Orb
Brave, 252 Attack, rest split about evenly among Defense and Special Defense
Guts
Fake Out
Close Combat
Knock Off
Heavy Slam
-This is a standard lead Hariyama. I used to use Rock Slide on this, but Heavy Slam is much better due to the amount of Fairies you'll be fighting. Sure, there are no Tapus, but you'll see things like Sylveon, Aromatisse, Florges, Mega Altaria, etc. that you'll want Steel or Poison coverage for. Knock Off is mainly for Psychics and Ghosts, in addition to scouting movesets. I generally Fake Out and then attack until it dies.
Oranguru @ Mental Herb
Sassy, 252 HP, 168 Defense, 90 Special Defense
Inner Focus
Instruct
Foul Play
Trick Room
Protect
This is the typical doubles Oranguru. It's much sturdier than I expected, and even took a Life Orb Greninja's Dark Pulse pretty well online. Do not use Telepathy, even if Surf/Earthquake/Discharge/whatever is tempting. Inner Focus is needed for all those Fake Outs and other flinching moves that both the AI and online players like to use. Mental Herb is mostly for Taunt.
Drampa @ Dragon Z-Crystal
Quiet, 252 HP, 252 Special Attack, 6 Special Defense
Hyper Voice
Draco Meteor
Flamethrower
Protect
Z-Draco Meteor kills most things that don't resist Dragon, but a few very specially bulky things can survive it. Hyper Voice finishes off weakened Pokemon, and can do OK damage if Instructed. Otherwise it's a bit disappointing. Flamethrower helps with the odd Grass or Steel types.
Wishiwashi @ Sitrus Berry
Quiet, 252 HP, 252 Special Attack, 6 Special Defense
Muddy Water
Scald
Ice Beam
Protect
Yeah, Ice/Water is really terrible coverage, I know. But I didn't want to risk losing to Intimidate. The Sitrus Berry should probably be a confusion berry, but I don't have the right one for a Quiet nature, and Sitrus worked alright. Muddy Water is a spread move that doesn't kill your partner. Scald is more reliable than Hydro Pump, and Ice Beam saved me a couple of times against Dragon types. That, and Wishiwashi's special movepool is abysmal. All of its semi-interesting options such as Earthquake and U-Turn are physical. It does have the advantage of "out-slowing" almost everything without adding another Dark weakness like Slowbro/Slowking.