One Pokemon that is often overlooked is the moon maiden Cresselia. She is among the bulkiest of ANY type of Pokemon, with stats obviously inclined towards walling. She's traditionally been forgotten in Singles because of her unreliable recovery move Moonlight, but Doubles sees her differently: Cresselia #488 HP: 120 Atk: 70 Def: 120 SpA: 75 SpD: 130 Spe: 85 Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide PHP: Level-Up Moves -- Confusion-- Double TeamLv11 SafeguardLv20 MistLv29 Aurora BeamLv38 Future SightLv47 SlashLv57 MoonlightLv66 Psycho CutLv75 Psycho ShiftLv84 Lunar DanceLv93 Psychic Machine Moves TM03 PsyshockTM04 Calm MindTM06 ToxicTM10 Hidden PowerTM11 Sunny DayTM13 Ice BeamTM15 Hyper BeamTM16 Light ScreenTM17 ProtectTM18 Rain DanceTM19 TelekinesisTM20 SafeguardTM21 FrustrationTM22 SolarBeamTM27 ReturnTM29 PsychicTM30 Shadow BallTM32 Double TeamTM33 ReflectTM42 FacadeTM44 RestTM45 AttractTM48 RoundTM53 Energy BallTM57 Charge BeamTM68 Giga ImpactTM70 FlashTM73 Thunder WaveTM77 Psych UpTM85 Dream EaterTM86 Grass KnotTM87 SwaggerTM90 SubstituteTM92 Trick Room Gen IV Tutor Moves (Pt/HG/SS) Fury Cutter(Pt/HG/SS) Helping Hand(Pt/HG/SS) Icy Wind(Pt/HG/SS) Mud-Slap(Pt/HG/SS) Signal Beam(Pt/HG/SS) Snore(Pt/HG/SS) Swift(Pt/HG/SS) Trick(Pt/HG/SS) Zen Headbutt(HG/SS) Gravity(HG/SS) Magic Coat(HG/SS) Role Play Cresselia -> Double Battles ->Support<- Cresselia @ Light Clay TIMID +Levitate+ 252 HP / 94 SpD / 164 Spe -Icy Wind -Reflect -Helping Hand -Moonlight This set sees Cresselia taking an almost entirely supportive role. One of the enemies is too fast for your partner? Have him Protect while she slows them down. Physical attacks looking a little dangerous? Wall them. Crack a smile as what took your foe two turns to do is nullified by Moonlight. The Spe EVs should give Cresselia enough to outspeed base 130's after an Icy Wind, while the SpD investment guards against Ghost Gem Shadow Balls from Chandelure. Helping Hand here is almost necessary because Cresselia often finds herself, after her partner Protects and she Icy Winds, having nothing to do. At the same time, said partner may not be able to OHKO one or two of the foes. Usually hard-hitters with only moderate speed (Like Chandelure) are chosen with this Cress, so with a Helping Hand and the right type matchup, at least one thing is going down. This set suffers from Rain teams for three reasons: 1) Moonlight is nerfed, 2) Cresselia isn't resistant to any common rain-element types, and 3) without a slot for Sunny Day, Cresselia can't change the weather (and usually that's her job, since your other partner will need to be a sweeper if you want to get anything done). ->Drought<- Cresselia @ Leftovers BOLD +Levitate+ 252 HP / 252 Def / 6 SpD -Psychic / Ice Beam -Helping Hand -Calm Mind / Sunny Day -Moonlight A Cress meant to take advantage of Drought teams and cover its common weaknesses. Outside of Hidden Power, the Grass- and Fire-type abusers of Sun don't have much in the way of Ice-type attacks. Cress comes in with Ninetales, takes a Dragon- or Fire-type attack and ignores a Ground-type one, and Ice Beams the dragons straight to hell. With the sun in play, it's well possible to get full HP redemption after 2-3 turns of onslaught with Moonlight. Helping Hand here is important because of the number of Heat Wave/Eruption-users that will no doubt see some use in a Drought Doubles team. Cress often finds herself unable to do anything with just Ice Beam, and the immensely prioritized Helping Hand fixes that. Cresselia will usually be the only support-type Pokemon on an offensive Drought team, so the move's usefulness won't be wasted. Calm Mind and Sunny Day compete for a spot here. Do you want to be able to boost yourself statistically during a turn you can't do anything else, or have insurance against the many slower weather-setters on Turn 1? ->Trick Room<- Cresselia @ Mental Herb / Macho Brace / Sitrus Berry SASSY +Levitate+ 252 HP / 6 Def / 252 SpD -Trick Room -Reflect / Light Screen -Helping Hand -Psychic The bulkiest overall non-uber Trick Room user with the possible exception of Eviolite Dusclops. The especially high SpD guards against hard hitters like Ghost Gem Shadow Ball and Drizzle-boosted Hydro Pumps. Then Reflect and either assist your already super-strong Trick Room Pokemon like Hariyama and Marowak with Helping Hand or Ice Beam/Psychic to KO an already weak foe or provide general coverage. Mental Herb is Cresselia's safety kit against Taunt (And, if a foe Whimsicott didn't Taunt already first turn, it stops a priority Encore second turn) while Macho Brace allows Cresselia to outspeed things it wouldn't normally be able to. Cress' bulks means outside of a crit almost nothing with OHKO it before Trick Room, so its biggest worry is Imprison, specifically from Chandelure, and Fake Out. Weavile can stop both of these, having an extremely fast Fake Out and being able to Fling a King's Rock on Ghosts, but is so fast it may not find any other use on a TR team. You can also delay trying to set up TR if you suspect Chandelure of using Imprison, and gang up on it, 2HKOing it if it has a sash. The options of Sitrus Berry as an item and Light Screen and Psychic as moves are based off of the very potent "Standard 2010" Cresselia, which was paired often with Iron Ball, Fling Groudon.