Resource Doubles OU Team Bazaar: Sample Teams here! [CLOSED]

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finally

how can you swallow so much sleep?
is a Tiering Contributor Alumnus
hi im finally and this is jackass
bes (Kangaskhan-Mega) @ Kangaskhanite
Ability: Scrappy
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Seismic Toss
- Sucker Punch
- Protect

geb (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Protect

osiris (Hoopa-Unbound) @ Sitrus Berry
Ability: Magician
EVs: 252 Atk / 172 Def / 84 SpA
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect

bearticblast75 (Landorus-Therian) @ Groundium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Protect

anubis (Tapu Koko) @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Dazzling Gleam
- Protect

ra (Heatran) @ Shuca Berry
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 7 Spe
- Heat Wave
- Earth Power
- Hidden Power [Ice]
- Protect

the idea behind this team was to bring a lot of hard hitters to beat up redirection. i brought a lot of legendaries because legendaries usually have a good matchup against non-legendaries (like linoone). the team admittedly lacks good speed control and relies on the natural bulkiness of the pokemon. pwnemon wants the landorus to be scarf so you could try that.

peeko (Pelipper) @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 128 SpA / 128 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- U-turn
- Tailwind

pocket (Kingdra) @ Waterium Z
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Muddy Water
- Dragon Pulse
- Rain Dance
- Protect

arctics butt (Tapu Koko) @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Hidden Power [Ice]
- Protect

check (Kangaskhan-Mega) @ Kangaskhanite
Ability: Scrappy
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Seismic Toss
- Sucker Punch
- Protect

thebagman (Landorus-Therian) @ Assault Vest
Ability: Intimidate
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Superpower
- U-turn

bear (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 72 Atk / 184 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Leech Seed
- Protect

use damp rock always. also use rain dance kingdra, it's the best 3rd move. thanks Hashtag. the idea behind waterium z is that you should try to get the game where you depend less on muddy water. that means hydro vortex will hit and then you have 1 less time where you have to depend on muddy water's accuracy

pocket (Salamence-Mega) @ Salamencite
Ability: Intimidate
EVs: 108 HP / 140 Atk / 8 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Tailwind
- Roost
- Protect

diplomat's son (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Superpower
- U-turn

crylikeaghost (Aegislash) @ Life Orb
Ability: Stance Change
EVs: 88 HP / 252 SpA / 168 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

bound 2 (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 92 Atk / 164 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Protect

hyperparadise (Heatran) @ Grassium Z
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Solar Beam
- Protect

linda (Tapu Lele) @ Life Orb
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Shadow Ball
- Protect

i posted this team and described it in the teambuilding comp but now i can reveal the evs. the salamence lives life orb tapu koko hp ice. the kyuremb ohkos 0 hp char-y. solar beam heatran because im weak to tapu fini. you can replace shadow ball tapu lele with nature's madness. here's the post from the other thread http://www.smogon.com/forums/thread...buildin-kyurem-b.3587522/page-14#post-7270734

bound 2 (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 92 Atk / 164 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Protect

Landorus-Therian @ Groundium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- U-turn
- Protect

Tapu Fini @ Iapapa Berry
Ability: Misty Surge
EVs: 252 HP / 20 Def / 156 SpA / 28 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Muddy Water
- Moonblast
- Protect

Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Seismic Toss
- Icy Wind
- Protect

Zapdos @ Sitrus Berry
Ability: Static
EVs: 244 HP / 192 Def / 48 SpD / 24 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power [Ice]
- Roost
- Tailwind

Aegislash @ Leftovers
Ability: Stance Change
EVs: 84 HP / 252 SpA / 172 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Shadow Ball
- Wide Guard
- King's Shield

idk what this zapdos spread does either Pocket. and the tapu fini spread is hella lost in time. sitrus volt switch zapdos lets you set tailwind, switch out and get a threat in and maximally utilize your tailwind turns. sitrus volt switch zap > misty seed zapdos. i thought it was a good call to bring this standard team this week. i liked lando over zygarde for this team

Salamence-Mega @ Salamencite
Ability: Intimidate
Happiness: 0
EVs: 108 HP / 140 Atk / 8 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Double-Edge
- Roost
- Protect

Jirachi @ Iapapa Berry
Ability: Serene Grace
EVs: 252 HP / 144 SpD / 112 Spe
Careful Nature
- Follow Me
- Iron Head
- Icy Wind
- Trick Room

Landorus-Therian @ Groundium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- U-turn
- Protect

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Belly Drum
- Aqua Jet
- Knock Off
- Protect

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk
- Thunderbolt
- Hidden Power [Ice]
- Sky Drop
- Protect

Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Heat Wave
- Earth Power
- Hidden Power [Ice]
- Protect

dual speed control jirachi is a lotta fun. max hp iapapaapappa helps against kanga seismic toss. jirachi outspeeds base 130's after an icy wind. sky drop helps setup. i like knock off instead of play rough on azumarill bc of jirachi, but now that jirachi isnt legal i can see play rough for kanga and zygarde.

EVAD (Ninetales) @ Heat Rock
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Solar Beam
- Overheat
- Protect

EVAD'S BROTHER (Mamoswine) @ Groundium Z
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Protect

EVAD'S SPIKES (Forretress) @ Figy Berry
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Spikes
- Toxic Spikes
- Rapid Spin
- Explosion

ALLEY OOP (Diglett) @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Toxic
- Memento

michael jordan (Victreebel) @ Life Orb
Ability: Chlorophyll
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Solar Beam
- Sludge Bomb
- Weather Ball
- Protect

uhh sion (Venusaur) @ Life Orb
Ability: Chlorophyll
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Growth
- Solar Beam
- Earthquake
- Protect

FUCK BEAR

i wanted to share these teams to show how i teambuild and help the tier grow. hopefully other people will use these teams, alter these teams, and make their own teams with inspiration from these!
 
Hello, so this is my first post so please forgive me, but I wanted to join the discussion, below I have included my laddering team. Below the importable code I have included a picture of proof of concept, my test account is Grynor for those that are unaware.

Code:
Porygon2 @ Eviolite
Ability: Download
EVs: 220 HP/ 252 SpA / 36 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Shadow Ball
- Trick Room

Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Double-Edge
- Seismic Toss
- Fake Out
- Aqua Tail

Whimsicott (F) @ Focus Sash
Ability: Prankster
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Energy Ball
- Endeavor
- Tailwind

Tapu Lele @ Psychium Z
Ability: Psychic Surge
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Dazzling Gleam
- Psychic
- Protect
- Taunt

Politoed (M) @ BrightPowder
Ability: Drizzle
EVs: 204 HP / 8 Def / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Protect
- Haze

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 Atk / 48 SpD / 208 Spe
Adamant Nature
- Hyperspace Fury
- Gunk Shot
- Fire Punch
- Protect
[/IMG]


Despite what it looks like, this is a fairly simple setup to use. I will break down the role of each pokemon below.

Modest Whimsicott- Priority Tailwind setter, Moonblast gives it STAB coverage, Energy Ball is predominately there for Fini, thats a personal preference, another move can be used instead, Endeavor plays right into the focus sash and Whimsicott's frailness makes it more useful to take hp out of bulky or resisting mons much easier. I put more SP Att because the extra speed is almost moot especially in tailwind

Modest Tapu Lele- Whimsicott's friend, it can prevent other pranksters who max speed from taunting and fake out users from preventing the setting of tailwind, protect defends Lele, Psychic is my personal preference with STAB but Psyshock is just as viable honestly, Dazzling gleam > Moonblast simply because you will predominately use it with an endeavoring Whimsicott and this will allow to usually finish off the weakened mon plus do some damage to the other mon as well for free. Taunt is simply there to shut down porygon2 TR users, because despite being able to survive in the TR, this is not a TR setup and you dont want to be in that battle. I put more EV in HP instead of speed because again its moot under Tailwind, 247 outspeeds scarfed 100s under Tailwind, and it outspeeds unscarfed ones under Tailwind after taking icy wind, also allows it to underspeed many mons in TR. Psychium Z allows you to take out any bulky mon like milotic or Charizard Y etc that Lele cant OHKO normally and can pose a problem with status or strong under weather moves, it also does a decent chunk of damage (about 50-70%) on bulky pokemon that resist lele such as celesteela and ferrothorn.

Jolly Kangaskhan- Simplest mon on the team, hit fast, hit hard. It is jolly to outspeed kingdra in rain and excadrill in sand when your team is under Tailwind and to outspeed anything under 328 speed. Double Edge is the hard hitter, return just doesnt really hit hard enough to OHKO enough pokemon, Double edge will OHKO most of the more frail pokemon such as a Timid Lele. Seismic Toss is there to finish off mons or to weaken bulky mons such as celesteela and alolan muk, it is also useful against the tapus and mega mawile and anything with a low base HP (OHKOs Shuckle). Many may ask why aqua tail, in short, Low kick is a great move here for tyranitar and heatran, but then you have nothing to hit Ghost types and when jolly low kick doesnt OHKO enough pokemon honestly and its easy to switch in on and then you dont do much damage. Aqua Tail also gets boosted under rain, and under rain Jolly Khan can usually OHKO Heatran, Tyranitar, Excadrill, Alolan Marowak, overall just a good coverage move that has a few more uses than any other potential attack.

Modest Politoed is probably my favorite pokemon on this team and yet the one that is expected to do the least. I had been using a suicune for another tailwind user and because its bulkier than politoed, but with more and more weather users coming into play politoed made more sense. Rain can shut down sand rush excadrill and drought charizard Y (and torkoal) simply by switching in to moves politoed resists. I recently put in ice beam to give a little more dragon/landorus coverage, his speed EVs are fast enough that under tailwind he is faster than mega salamence, but still low for TR, decent amount of bulk. There are a number of items that could be used here, mystic water allows it to OHKO heatran under rain but not much else, Sitrus berry doesnt heal enough to be effective with this build, 50% berries arent used a lot because he is either too bulky or not bulky enough for the ones that OHKO him like Koko, so I threw a wrench in the system and gave him bright powder which can stop the enemies momentum when a 100% accuracy attack doesnt land, it also helps immensely with attacks such as muddy water, hypnosis, blizzard (in rain), focus blast and other lower accuracy attacks by making them even harder to land so politoed can switch in on one of those attacks and not be hit half the time, haze is there predominately to shut down gyardos and fini from bulking since they cant kill politoed OHKO with only 1 or 2 boosts.

Modest Porygon2 is solid TR setter to stop much faster teams, also a very good tactic to fake tailwind to make them tailwind and then TR. Electric/Ice are coverage moves, Shadow Ball > STAB Tri Attack because its good at hitting Metagross and Aegislash and such for decent damage which helps your fairies immensely. The speed investment is to outspeed base 100 pokemon under tailwind.

Adamant Hoopa-unbound - This is the big hitter, with an attack that goes through protect, this is the failsafe to protect the fairies, it also OHKOs most TR setters , Gunk shot is for the Tapus mainly, fire punch is for further coverage against ferrothorn, genesect, and kartana, under tailwind hoopa outspeeds genesect scarfed and is just faster than the Lele in this setup to break protect for it so it can then hit right after, protect is on the set because Hoopa is frail.

Best of Luck!
 
Last edited:

GenOne

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(B)rainstorm™

I've won several roomtours and a few SM Kickoff matches with variants of this team. In a nutshell, this is a hyper-offensive team built around Psychic spam and rain spam, and it has favorable match-ups against a lot of the meta rn.

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Focus Blast
- Taunt

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Superpower
- Knock Off
- Protect

Thundurus @ Electrium Z
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Focus Blast
- Rain Dance
- Protect

Politoed @ Sitrus Berry
Ability: Drizzle
EVs: 252 HP / 60 Def / 124 SpA / 16 SpD / 56 Spe
Calm Nature
- Scald
- Icy Wind
- Helping Hand
- Protect

Kingdra @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Muddy Water
- Draco Meteor
- Protect

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Zen Headbutt
- Iron Head
- Ice Punch
- Protect
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Focus Blast
- Taunt

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Superpower
- Knock Off
- Protect

Thundurus @ Electrium Z
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Focus Blast
- Rain Dance
- Protect

Pelipper @ Sitrus Berry
Ability: Drizzle
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Scald
- Tailwind
- Wide Guard
- U-turn

Kingdra @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Muddy Water
- Draco Meteor
- Protect

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Zen Headbutt
- Iron Head
- Ice Punch
- Protect
The best asset of this team is that you have two solid offensive lead options, depending on your matchup. A Lele + Deo lead is threatening AF, and if your opponent walls that, you can just lead with Politoed + Kingdra (and vice versa).

Tapu Lele and Deoxys-Attack serve as the first offensive core of this team, and often times I lead with this. Between Scarf Lele and Deoxys, you're probably going to kill something turn one if you play things correctly. Deo outspeeds Lele, Deo runs Knock-Off, and Lele runs Taunt despite being scarfed; this allows you to prevent a TR setter equipped with Mental Herb from setting TR. Otherwise, they both just hit hard and fast. Focus Blast > HP ground because you hit Heatran just as hard, but can also hit Ferrothorn and Tyranitar at the expense of worse accuracy.

Offensive Thundurus is the ultimate counter against opposing weather teams. Thunderbolt kills Charizards, Focus Blast kills Tyranitars, and Rain Dance resets the weather. Electrium Z ensures that you can OHKO Celesteelas with Thunderbolt. Alternatively, if you're intent on CT'ing a sand team you can run Fightingium Z for a more powerful/accurate Focus Blast.

Politoed/Pelipper and Kingdra form the second offensive core of this team. Lately I've enjoyed Politoed more despite the Pelipper hypetrain, because a Helping Hand-boosted Hydro Pump in rain is a guaranteed OHKO against even the bulkiest of Tapu Leles (and in general this combo hits things like a truck). Politoed is also bulkier overall vs. Pelipper and doesn't click x against weaker electric moves. Scald hits decently hard under rain, and Icy Wind provides speed control. That said, Pelipper is definately a good mon too, and it runs a myraid of awesome support moves that give Politoed competition. I prefer Scald > Hurricane because it hits harder under rain, has SE coverage against more relevant mons, and has a good chance to burn things. Tailwind provides great speed control, and lets Kingdra thrive even against opposing weather, tailwinds, or paralysis. Wide Guard is a super valuable support move that protects Thundurus against rock slide and Metagross against Earthquake. U-turn lets Peli set rain then gtfo so you can have two wallbreakers on your field.

Kingdra is an awesome rain sweeper that forces out opposing Mega Salamences, bypasses Jirachi with Muddy Water, and just hits really hard with its Water STAB and Draco Meteor. On the Politoed variant of the team, you can OHKO all variants of Tapu Lele with Hydro Pump after Helping Hand support which matters alot. Without Helping Hand, you still have an 87.5 chance of OHKO'ing 4 HP 0 SpD variants of Lele with Hydro Pump.

Mega Metagross is the perfect mega for this team, as it benefits from from both Psychic Terrain (bc powerful Zen Headbutts) and rain (bc *0.5 fire damage). Zen Headbutt abuses Psychic Terrain, allowing Meta to OHKO Mega Charizard which is important since it also outspeeds it. Iron Head checks all the Tapus and offers a secondary STAB move. Ice Punch kills Salamence, Zygarde and Landorus. Just be wary of Intimidates prior to Mega Evolving to avoid the attack drops.


e: see talkingtree's notes below, too.
There's been a lot of talk in discord about PsySpam lately. The one I posted earlier this year is a bit out of date - here's what I'm using now:



Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Psycho Boost
- Superpower
- Knock Off
- Protect

Tapu Lele @ Sitrus Berry
Ability: Psychic Surge
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Taunt
- Protect

Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Thunder Punch
- Protect

Kingdra @ Waterium Z
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Muddy Water
- Draco Meteor
- Protect

Politoed @ Eject Button
Ability: Drizzle
EVs: 252 HP / 60 Def / 124 SpA / 16 SpD / 56 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Icy Wind
- Helping Hand
- Protect

Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Poison Jab
- Protect

Notable changes:
  • Waterium Z > Life Orb on Kingdra for massive damage that also bypasses Kingdra's otherwise shoddy accuracy
  • Terrakion > Thundurus for better matchups against Ferrothorn and opposing weather setters (I also use Psychic Seed Zapdos on another variant of this team)
  • Eject Button > w/e I was running on Toed before; Politoed makes an excellent pivot that allows you to keep as many breakers alive and on the field as possible
  • Thunder Punch > Ice Punch on Metagross for a better Celesteela matchup, since most of the team already breaks down Lando/Mence/Zygarde (I still like Ice Punch in that slot sometimes tho)
  • Slower, bulkier Lele for more longevity and a higher chance of maintaining Psychic Terrain, especially when I lead with Lele + Deo
  • Psyshock > Psychic on Lele for better MU versus Seed users, CM Fini, and basically anything with SpD > Def which is a lot of the meta rn
Other options as noted from other players:
  • pwnemon uses Specs on Deo to kill everything but the bulkiest of resists under Psychic Terrain
  • Ludicolo or Zapdos are options over Terrakion
  • pm me if I missed anything else relevant, i'll edit it in here :I
 
Last edited:

Pocket

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Thanks for the update, GenOne! Have you considered Terrain Extender to extend Psychic Terrain for 8 turns? Seeing how half of your team receives a power boost from the terrain, I think it's worth trying over Sitrus.
 

GenOne

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Thanks for the update, GenOne! Have you considered Terrain Extender to extend Psychic Terrain for 8 turns? Seeing how half of your team receives a power boost from the terrain, I think it's worth trying over Sitrus
I don't think I've ever played a game where my terrain stayed up for the full 5 turns, unless the opp just didn't have a Tapu or was another Lele team.
 
This is my first time attempting doubles in the gen 7 meta, so i'm here to post the team I've built (with the help of the doubles room), and it got me to like #30 on the ladder (first time ladder attempt)


Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 144 HP / 252 Atk / 112 SpD
Adamant Nature
- Crunch
- Superpower
- Fire Punch
- Rock Slide

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Knock Off
- U-turn

Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Protect
- Heat Wave
- Bug Buzz

Salamence @ Salamencite
Ability: Intimidate
EVs: 60 Atk / 196 SpA / 252 Spe
Hasty Nature
- Hyper Voice
- Double-Edge
- Tailwind
- Protect

Tapu Fini @ Choice Specs
Ability: Misty Surge
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 1 Atk
- Hidden Power [Fire]
- Muddy Water
- Moonblast
- Blizzard

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 124 Atk / 32 Def / 100 SpD
Relaxed Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Leech Seed
- Protect


Started with a simple sand core, comprising of Tyranitar/Excadrill. After a few games, noticed that I lost to an annoying amount of scarf Lando-T, so I added one in there as well. At some point, I dropped Excadrill entirely for a Special Wall in Celesteela. Inferno Overdrive at +1 ohko's landorus-t, while Tapu Fini is a reliable switch-in to many rain teams while Koko is not in play. After another few games, I decided to put Muk-A on the team to check all the Tapus, while making the team slightly less TR-Weak.

My Leads:
Fini+Landorus: fairly common for me, with Lando forcing out physical attackers after an intimidate, and Tapu Fini being able to hit many things that Lando can't check.

Tyranitar-Landorus: The sand lead, which is usually my anti-TR lead. TLDR, attack the thing that's gonna set tr.

Ferrothorn+Tapu Fini: a little on the bulkier side, Ferrothorn begins it's long process of leech seed stalling while fini hits a fair amount of opponents with muddy water. you can also hit things fairly hard with it's 2 stab moves.

Notable Counters:
TR, lol, tr fucks me really hard.

Milotic is also fairly annoying

That's all for now, if anyone has any suggestions/teamfixes, they would be greatly appreciated!
 
Last edited:

Checkmater

It’s just us kittens left, and the rain is coming
is a Tiering Contributor
no mega, could use some tailwind to compliment cb ttar, would recommend replacing celesteela and muk alola unless you have express reasons you want them there
you shouldn't be getting fucked by tr if you're playing it right
 

Fran

formerly Frania
is a Tiering Contributor
DPL Champion
This is my first time attempting doubles in the gen 7 meta, so i'm here to post the team I've built (with the help of the doubles room), and it got me to like #30 on the ladder (first time ladder attempt)

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 144 HP / 252 Atk / 112 SpD
Adamant Nature
- Crunch
- Superpower
- Fire Punch
- Rock Slide
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Knock Off
- U-turn
Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Protect
- Heat Wave
- Bug Buzz
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Wide Guard
- Protect
- Leech Seed
- Heavy Slam
Tapu Fini @ Choice Specs
Ability: Misty Surge
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 1 Atk
- Hidden Power [Fire]
- Muddy Water
- Moonblast
- Blizzard
Muk-Alola @ Figy Berry
Ability: Gluttony
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Gunk Shot
- Knock Off
- Protect
- Shadow Sneak


Started with a simple sand core, comprising of Tyranitar/Excadrill. After a few games, noticed that I lost to an annoying amount of scarf Lando-T, so I added one in there as well. At some point, I dropped Excadrill entirely for a Special Wall in Celesteela. Inferno Overdrive at +1 ohko's landorus-t, while Tapu Fini is a reliable switch-in to many rain teams while Koko is not in play. After another few games, I decided to put Muk-A on the team to check all the Tapus, while making the team slightly less TR-Weak.

My Leads:
Celesteela+Landorus: fairly common for me, with Lando forcing out physical attackers after an intimidate, and celesteela being able to tank many things that Lando can't check. Taps things like Marowak-A, Tapu Koko, Muk-A, and anything else that Earthquake hits. Also bops char-y with a rock slide.

Tyranitar-Landorus: The sand lead, which is usually my anti-TR lead. TLDR, attack the thing that's gonna set tr.

Celesteela+Tapu Fini: a little on the bulkier side, Celesteela begins it's long process of leech seed stalling while fini hits a fair amount of opponents with muddy water. Wide guard also prevents pesky discharges.

Notable Counters:
TR, lol, tr fucks me really hard.

Milotic is also fairly annoying

That's all for now, if anyone has any suggestions/teamfixes, they would be greatly appreciated!
id suggest gengar-mega over muk since your team doesnt have a mega evolution and doesnt really synergize well with muk, while gengar helps with your tapu fini matchup. also it allows you to trap ludicolo (with the help of tyranitar reseting opposing rain) that otherwise runs over your team. on this team id suggest u go with hp ice to deal with salamence better.

another option is ferrothorn over celesteela, which helps with the match ups mentioned above, when u do that concider going salamence-mega over muk with the mixed set, as your team would really appreciate some form of speedcontrol.

on the movesets: i dont see any reason why you should run blizzard on tapu fini, id suggest putting hydro pump over that, as it gives you a stronger water stab and doesnt get blocked by wide guard. on tyranitar superpower and fire punch overlap as they only hit ferrothorn, and between your volcarona and the hp fire fini you should be more than solid. ice punch and stone edge in 3rh and 4th slot should be more usefull that what u currently have. if u decide to go with salamence you should take some investment into speed, 160 spe ev's allow it to outspeed gengar-mega in tailwind while 212 with jolly nature outspeed scarf landorus. oh and volcarona should always run +spe nature as it cant afford to get revenge killed by scarf base 90- pokemon (landorus and tapu lele).

Gengar @ Gengarite
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Hidden Power [Ice]
- Protect

Salamence @ Salamencite
Ability: Intimidate
EVs: 60 Atk / 196 SpA / 252 Spe
Hasty Nature
- Hyper Voice
- Double-Edge
- Tailwind
- Protect

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 124 Atk / 32 Def / 100 SpD
Relaxed Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Leech Seed
- Protect

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Crunch
- Stone Edge
- Ice Punch
- Rock Slide

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 44 HP / 252 Atk / 212 Spe
Jolly Nature
- Crunch
- Stone Edge
- Ice Punch
- Rock Slide
 
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Matame

New Rules
Hi so i posted this team in team comp a while ago but imma post it here too bc i've played with it a bunch since then and its rly solid and fun. I changed ferro from band to bulky seeds bc it gives this team a lot more defensive capabilities and I realized band was bad :s



Tapu Koko @ Normalium Z
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nature Power
- Volt Switch
- Dazzling Gleam
- Protect

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 100 Def / 100 SpA / 40 SpD / 16 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Muddy Water
- Moonblast
- Protect

Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 56 Atk / 200 SpA / 252 Spe
Hasty Nature
- Double-Edge
- Hyper Voice
- Draco Meteor
- Protect

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 176 Atk / 80 Def
Brave Nature
- Power Whip
- Gyro Ball
- Leech Seed
- Protect

Hoopa-Unbound @ Misty Seed
Ability: Magician
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect

Snorlax @ Iapapa Berry
Ability: Gluttony
EVs: 160 HP / 96 Atk / 252 Def
Brave Nature
IVs: 0 Spe
- Return
- Curse
- High Horsepower
- Recycle



Ok so this is a team I've been working on for a while now and it's fairly consistent. It mostly revolves around the flexible pivot Nature Power Tapu koko and supporting its ability to volt switch on threats and wear down teams with dual stab. Misty Terrain gives it much needed single target fairy stab. Fini set is standard Cm which can set up on slower bulky teams while also preventing status. Salamence helps get rid of Bulu and Landorus, and can either be used early game to deal hefty damage to shit or used to clean up later when Snorlax has wore down its threats. Ferro is another great powerhouse with band that beats electrics like Koko and fairies, dealing a shitton to switches with gyro balls and being able to wear down bulkier mons with seeds, while also increasing its longevity. The hoopa and Snorlax core is effective both early on and later to be able to beat offense and set up Snorlax so that the opponent is forced to pressure it.
 

MajorBowman

wouldst thou like to live fergaliciously?
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Hi friends, since we are lacking in the sample teams department and there was a little bit of interest in one of my SPL teams I figured i'd throw it up with a bit more detail than in my SPL team dump.


Gengar @ Gengarite
Ability: Cursed Body
EVs: 104 HP / 4 Def / 148 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Shadow Ball
- Hidden Power [Ice]
- Protect

Tyranitar @ Rockium Z
Ability: Sand Stream
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Rock Slide
- Crunch
- Low Kick
- Protect

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 32 Atk / 28 Def / 172 SpD / 24 Spe
Careful Nature
- Heavy Slam
- Leech Seed
- Wide Guard
- Protect

Landorus-Therian @ Choice Band
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Superpower
- U-turn

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 16 Def / 148 SpA / 32 SpD / 60 Spe
Bold Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Calm Mind
- Protect

Zapdos @ Misty Seed
Ability: Static
EVs: 232 HP / 136 Def / 84 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Tailwind
- Roost
I built this team back when Kangaskhan had still never lost to a mega other than itself and Gengar in SPL and I knew Stax liked using Kangaskhan, but I still use this team in tournament matches after the Kanga ban because I think it's a really solid team. Mega Gengar is so so good, its STABs allow it to hit basically everything in the format at least neutrally, and Sludge Bomb is amazing in a meta with so many fairies. The EV spread was a product of Tramplers discord chat but mainly Memoric's, it survives a Life Orb Thunderbolt from Timid Tapu Koko in Electric Terrain should you lose the speed tie, and also survives a Thousand Arrows from Adamant Zygarde. I used Disable over HP Ice against Stax to shut down Kangaskhan even more, but I think HP Ice is better overall to snipe Landorus and Salamence. Rockium Tyranitar was miltankmilk's idea and it was super cool. Straight up OHKOing Zapdos and Salamence is quite valuable, and it does really good neutral damage too. Max Attack was a no brainer, and the speed investment lets Tyranitar outspeed Deoxys-A in Tailwind. Celesteela is another Pokemon of which I’m a huge fan, as it has the potential to just win games on its own with Leech Seed and a strong STAB Steel move, which hits most of the format for great damage. Wide Guard was picked to help protect Gengar and Tyranitar from Landorus and Zygarde a bit better and just to give the team a little more defensive flexibility. Choice Band Landorus has actually been one of my favorite pokemon in this format, Intimidate is as good as ever and the increased damage output is amazing for a team like this one that has limited offensive presence otherwise. I think Bandorus is especially good on teams with Zapdos, since Zapdos provides both reliable speed control (decreasing the need for Scarf Landorus) and an Earthquake immunity. I like to have at least 2 ground immunities on teams with Choice Landorus, so Zapdos and Celesteela fit the bill. The last two Pokemon don’t really need an explanation, we all know that Fini Zapdos is amazing. They’re just the standard Calm Mind and Misty Seed sets, nothing special there. I like this team a lot, and hopefully y’all do too. Thanks for reading!
 
this is a team i made based around screens and some set up guys that i used in seasonals which grabbed some W's :p

c: (Mew) @ Light Clay
Ability: Synchronize
EVs: 252 HP / 40 Def / 216 Spe
Jolly Nature
- Light Screen
- Reflect
- Ally Switch/Explosion/Transform
- Fake Out

SPOOKY ;~; (Gengar-Mega) @ Gengarite
Ability: Shadow Tag
EVs: 104 HP / 4 Def / 148 SpA / 252 Spe
Timid Nature
IVs: 1 Atk
- Focus Blast
- Sludge Bomb
- Hidden Power [Ice]
- Protect

qsns' sandy vaj (Tyranitar) @ Chople Berry
Ability: Sand Stream
EVs: 252 HP / 64 Atk / 52 SpA / 140 SpD
Sassy Nature
- Pursuit
- Stealth Rock
- Ice Beam
- Rock Slide

LIFTOFF (Celesteela) @ Flyinium Z
Ability: Beast Boost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Autotomize
- Air Slash
- Fire Blast
- Wide Guard

FUCKTHISMON (Zygarde) @ Leftovers
Ability: Aura Break
EVs: 44 HP / 252 Atk / 48 SpD / 164 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Thousand Arrows
- Protect

SNAKINTHEGRASS (Serperior) @ Sitrus Berry
Ability: Contrary
Shiny: Yes
EVs: 8 HP / 76 Def / 192 SpA / 232 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Protect


if u read this god bless u LOL
mew/gengar is the lead most of the time mew gets up screens and originally had boom to immediately go into a set up mon but ally switch really helps out vs deo lele and with setting up. also mew is nice for keeping in the back for fake out/getting screens back up. i dont like transform but i guess u can use it. evs outspeed timid lele max hp 4 bulk and 40 def bc why not. this gengar set is hot lol not being able to do damage to aegislash is kinda lame sometimes tho. focus blast is mainly 4 weakening heatran but also hits ttar 4 celesteela. spread is the standard one that lives koko tbolt etc. etc.

this ttar is for deo lele mainly but also helps out vs hoopa/mence/kyurem/koko/gengar/sun. gets up rocks to help out the sweepers. i cant completely remember what the evs do i think ice beam kills mence/av lando/zygarde with the right amount of chip 2hkos kyurem after life orb recoil has a good chance to ko gengar. ok pursuit mechanics in doubles are weird af so ill impart my knowledge to u pls tell me if im wrong LOL if the mon you pursuit protects and its partner switches you pursuit the partner and if they both switch out the faster target is hit... i think thats how it works.

this is getting kinda long.. ima blaze thru the rest pls forgive me
ok for real the only reason i made this was to use autotomize celesteela lol. air slash and fire blast is all the coverage u need with the rest of the team giga drain/mixed w/ heavy slam is ass and wide guard is nice af. evs give u the best shot at outspeeding sh!t like genesect unless they're max speed. zygarde's evs give it a leftovers number/let it outspeed deo-a at +1 lando eq/amoonguss(probably some other stuff) doesn't break its sub with screens. serp is for rain/fini works well with screens and just fits so perfectly so why not. evs let it live mence double edge with reflect and outspeed base 110s. im leaving out a bunch of stuff having to do with matchups, synergy, alternative options etc. etc. but i hate writing long posts like this so this is it :p

overall i think screens are extremely unexplored in the doubles overused metagame but can be very difficult to beat because of their obscurity also gengar/zygarde are stupid pokemon
http://replay.pokemonshowdown.com/gen7doublesou-575759227 vs yoda
http://replay.pokemonshowdown.com/gen7doublesou-578883684 vs biosci
 

kaori

Fully Automated Gay Space Communism
is a Top Tiering Contributoris a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus
ADVENTURES


Salamence @ Salamencite
Ability: Intimidate
EVs: 164 Atk / 92 SpA / 252 Spe
Naive Nature
- Double-Edge
- Hyper Voice
- Tailwind
- Protect

Tapu Fini @ Mago Berry
Ability: Misty Surge
EVs: 252 HP / 32 Def / 120 SpA / 84 SpD / 20 Spe
Calm Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Swagger
- Heal Pulse

Snorlax @ Figy Berry
Ability: Gluttony
Happiness: 0
EVs: 68 HP / 252 Atk / 128 Def / 60 SpD
Brave Nature
IVs: 0 Spe
- Frustration
- High Horsepower
- Curse
- Recycle

Zygarde @ Groundium Z
Ability: Aura Break
EVs: 252 HP / 20 Atk / 72 SpD / 164 Spe
Jolly Nature
- Thousand Arrows
- Crunch
- Dragon Dance
- Protect

Mew @ Iapapa Berry
Ability: Synchronize
Shiny: Yes
Happiness: 0
EVs: 252 HP / 116 Def / 24 SpA / 116 SpD
Relaxed Nature
IVs: 0 Spe
- Fake Out
- Ice Beam
- Trick Room
- Transform

Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Heat Wave
- Earth Power
- Eruption
- Protect


I built this originally for DPL Week 4 and wound up using it in a few rounds of Seasonals as well as giving it to my good friend Tman to use in DPL playoffs, which wound up working quite well for him. The idea is to set up one of the two sweepers on this team and use Fini / Mew to aid in the setup while using Salamence and Heatran to provide defensive pivots and provide the team with immediate offensive pressure. The idea started with Mew / Snorlax / Fini as a core that provided a ton of setup opportunities for Snorlax, particularly with TR Mew. Salamence was chosen as a Mega due to its Intimidate support and ability to come in and start dishing out damage immediately. Zygarde was chosen as the secondary sweeper to provide the team a faster mode and an Electric resist as Tapu Koko was an issue at this point. Crunch is sort of silly but all the other moves seem mediocre at best, and it gives you an option to hit Gengar/Aegislash through Wide Guard after you've burned your Z Move. Heatran was added as a last because the team wanted a good defensive pivot that could also apply immediate Trick Room pressure. Eruptran is insanely underrated in my opinion so I hope you give it a shot on both this team and others.


164 Atk Aerilate Mega Salamence Double-Edge vs. 252 HP / 0 Def Hoopa-Unbound: 364-429 (100 - 117.8%) -- guaranteed OHKO

252+ Atk Hoopa-Unbound Hyperspace Fury vs. 252 HP / 116+ Def Mew: 338-402 (83.6 - 99.5%) -- guaranteed 2HKO

24 SpA Mew Ice Beam vs. 4 HP / 0 SpD Landorus-T: 320-380 (100 - 118.7%) -- guaranteed OHKO

252+ SpA Tapu Lele Shattered Psyche (175 BP) vs. 68 HP / 60 SpD Snorlax in Psychic Terrain: 409-483 (85.5 - 101%) -- 6.3% chance to OHKO

120 SpA Tapu Fini Moonblast vs. 4 HP / 0 SpD Tapu Koko: 141-166 (50 - 58.8%) -- guaranteed 2HKO


 

GenOne

DOU main. GMT-7. PS!: GenOne
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To kick off the low-key release of Mega Abomasnow, here's a team I used to peak the DOU ladder:



Abomasnow-Mega @ Abomasite
Ability: Snow Warning
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Blizzard
- Giga Drain
- Ice Shard
- Protect

Tapu Fini @ Aguav Berry
Ability: Misty Surge
EVs: 252 HP / 16 Def / 152 SpA / 88 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Muddy Water
- Moonblast
- Heal Pulse
- Swagger

Hoopa-Unbound @ Sitrus Berry
Ability: Magician
EVs: 80 HP / 236 Atk / 152 Def / 40 SpA
Brave Nature
IVs: 11 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect

Victini @ Aguav Berry
Ability: Victory Star
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- V-create
- Bolt Strike
- Trick Room
- Protect

Snorlax @ Aguav Berry
Ability: Gluttony
EVs: 160 HP / 96 Atk / 252 Def
Brave Nature
IVs: 0 Spe
- Return
- Curse
- High Horsepower
- Recycle

Scrafty @ Eject Button
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Knock Off
- Drain Punch
- Ice Punch
- Fake Out
I noticed that Mega Abomasnow, in addition to being the meta's first truly viable TR mega (sorry Mawile) also does a fantastic job at keeping the meta's prominent Intimidate users at bay. So SwagPulse Fini + physical attackers seemed like a good fit here, and the type synergy with Abomasnow was looking good too. Hoopa-U is the obligatory offensive TR setter, and it works well with Fini which can give it both recovery and attack boosts. I added Victini mainly because I wanted a second TR setter that also helped the Ferrothorn match-up (a beta version of this team had Diancie in this slot), but as it turns out a V-Create Fini at +2 attack is an absolute beast. On this team, Fini moves before Victini inside of TR, so you can power up Victini prior to launching a V Create or Bolt Strike -- I can name on one hand the mons that want to absorb either of those hits lol. With a solid FWG core + Hoopa-U complete, I added in Snorlax as the obligatory late-game wincon that just doesn't die assuming its checks are cleared out, and I'd say the first four mons on this team do a good job of exactly that. Finally, I added Scrafty for Intimidate and Fake Out support, but added my own personal twist; Eject Button is a seriously underrated item that so far has only seen mainstream use on Politoed. Scrafty is a good candidate for Eject Button as it provides upfront utility, but can quickly become dead weight if left on the field. Eject Button lets this team maintain more favorable positioning overall.


e: I actually ended up deciding to run 11 Speed IVs on Hoopa-U so Fini can Swagger Hoopa-U *before* it attacks.
 
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Alright ladies and gentlemen, I'm not too much of a fan of posting teams but to help people who wanna play dou, I'm posting one of the teams that I used to top ladder with 1865 elo. Not only that, I have used the same team on my multiple alts which are #2, #3 on ladder, so I'm sure this is a solid team!
Diancie @ Iapapa Berry
Ability: Clear Body
EVs: 192 HP / 108 Atk / 204 SpA
Quiet Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect

Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Water Spout
- Fake Out
- Ice Beam
- Aura Sphere

Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Heat Wave
- Earth Power
- Eruption
- Protect

Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Horn Leech
- Wood Hammer
- Superpower
- Nature's Madness

Bronzong @ Psychium Z
Ability: Heatproof
Shiny: Yes
EVs: 252 HP / 2 Atk / 56 Def / 200 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Protect
- Gyro Ball
- Hypnosis

Landorus-Therian @ Life Orb
Ability: Intimidate
EVs: 164 HP / 252 SpA / 92 Spe
Timid Nature
- Sludge Bomb
- Earth Power
- Stone Edge
- Protect


So, the team is quite easy to use. What you have to do is set up z tr with bronzong and then spam hypnosis, while its partner can wreck the opponent's team. Bulu is added so that you can change misty and electric terrains in which otherwise you can't hypno mons. Bulu is av so can take some special hits and hit back and checks water types too which otherwise trouble this team. Heatran is standard shuca eruptran. Blastoise has fake out support and aura sphere to hit lax and ferros. Finally, lando-t is special to ohko bulus and leles with sludge bombs.

Proof of peak:
https://drive.google.com/open?id=0B08hZ8mgRXkSYTM3M2RsMTVrM0k
All 3 alts are mine marked with green!
 
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GenOne

DOU main. GMT-7. PS!: GenOne
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The popularity of sun has died down a bit, so I tried to revive it while also bringing back some mons that were p good in ORAS. I've really been enjoying this team.



Charizard-Mega-Y @ Charizardite Y
Ability: Drought
Shiny: Yes
EVs: 248 HP / 144 Def / 100 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Solar Beam
- Hidden Power [Ice]
- Protect

Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Wood Hammer
- Horn Leech
- Superpower
- Stone Edge

Rhydon @ Eviolite
Ability: Lightning Rod
EVs: 184 HP / 200 Atk / 124 SpD
Brave Nature
IVs: 0 Spe
- Drill Run
- Stone Edge
- Ice Punch
- Protect

Heatran @ Safety Goggles
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Flamethrower
- Earth Power
- Protect

Necrozma @ Leftovers
Ability: Prism Armor
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Stored Power
- Calm Mind
- Moonlight
- Trick Room

Mimikyu @ Mental Herb
Ability: Disguise
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Play Rough
- Trick Room
- Shadow Claw
- Protect
Overall, I wanted to recreate a concept I really liked in ORAS, but at the time was too much of a novice to pull off skillfully: Trick Room Sun.

  • Mega Charizard Y is the Mega of this team; it sets sun to counter rain teams, and offers an offensive presence prior to you setting Trick Room up. Heat Wave is Heat Wave. Solar Beam is for Fini and other bulky Waters. Hidden Power Ice is to snipe out Mence and Landorus-T under TR when they think that Charizard's an easy pick.
  • Bulu is the TR Grass-type that Zard wished it had in ORAS. It's a fantastic second Rain/Water-type check, and it also helps beat Rock- and Ground-types that Zard hates. It's also a psuedo Shcua Berry for Rhydon and Tran :)
  • I don't think I've seen a competitive team consider Rhydon yet this generation?? It has great bulk, great attack, and also gives Electric-type like Koko the big .|. which Charizard appreciates. Its also just a secondary physical attacker (Bulu being the first) that underspeeds and snipes down Hoopa-U under TR. I honestly think Rhydon is being slept on a little as a low-tier pick for TR teams.
  • Eruptran hits like a truck under sun. Safety Goggles is something Amoonguss just isn't prepared for in SM, and this team needed a reliable check to Spore since it isn't running Fini or Koko. Flamethrower > Heat Wave to bypass Wide Guard in the absence of Firium Z. Also tbh, on sun teams you can never go wrong with a single-target Fire attack.
  • Cress is a nice bulky TR setter that also serves as a potential endgame wincon if you clear out its threats beforehand. It has fallen a bit out of style, but works pretty well on this team. Again, bringing back Safety Goggles because the opp's gonna think they can just spam this non-Fini/Koko team with Spore (except I just said that in this post, whoops). Edit: I actually like Necrozma more on this team - it seems to pull its weight more due to Stored Power's exponentially increasing base power. Yes, Necrozma. That mon that we all forgot existed :I
  • Mimikyu is also underrated AF - it's one of the meta's most reliable TR setters, even if it's not the strongest mon. I usually prefer to partner Mimi with Swagpulse Fini to give this mon an actual offensive presence, but on this team I find that as long as I can keep TR up, the rest of the team can just do its thing and win.

Overall, not a top-tier team but definitely something fresh imo, since everyone's tired of Fini+Lax teams. Hope people have fun trying this team out, and hopefully more people are encouraged to explore mons that haven't been tried yet! Tbh, I feel there's still a lot of sleeper picks out there that people are just being too lazy to explore. Cheers!


Edit: I actually like Necrozma more on this team - it seems to pull its weight more due to Stored Power's exponentially increasing base power. Yes, Necrozma. That mon that we all forgot existed :I
 
Last edited:

GenOne

DOU main. GMT-7. PS!: GenOne
is a Community Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnus


Alright ladies and gentlemen, I'm not too much of a fan of posting teams but to help people who wanna play dou, I'm posting one of the teams that I used to top ladder with 1865 elo. Not only that, I have used the same team on my multiple alts which are #2, #3 on ladder, so I'm sure this is a solid team!
Diancie @ Iapapa Berry
Ability: Clear Body
EVs: 192 HP / 108 Atk / 204 SpA
Quiet Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect

Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Water Spout
- Fake Out
- Ice Beam
- Aura Sphere

Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Heat Wave
- Earth Power
- Eruption
- Protect

Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Horn Leech
- Wood Hammer
- Superpower
- Nature's Madness

Bronzong @ Psychium Z
Ability: Heatproof
Shiny: Yes
EVs: 252 HP / 2 Atk / 56 Def / 200 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Protect
- Gyro Ball
- Hypnosis

Landorus-Therian @ Life Orb
Ability: Intimidate
EVs: 164 HP / 252 SpA / 92 Spe
Timid Nature
- Sludge Bomb
- Earth Power
- Stone Edge
- Protect


So, the team is quite easy to use. What you have to do is set up z tr with bronzong and then spam hypnosis, while its partner can wreck the opponent's team. Bulu is added so that you can change misty and electric terrains in which otherwise you can't hypno mons. Bulu is av so can take some special hits and hit back and checks water types too which otherwise trouble this team. Heatran is standard shuca eruptran. Blastoise has fake out support and aura sphere to hit lax and ferros. Finally, lando-t is special to ohko bulus and leles with sludge bombs.

Proof of peak:
https://drive.google.com/open?id=0B08hZ8mgRXkSYTM3M2RsMTVrM0k
All 3 alts are mine marked with green!
What does the Diancie spread do? I thought most people just used 252+ attack this gen.
 
That was a weakness policy diancie at first. But then i realized I have nuff sweepers in tr so I opted for longevity with iapapa berry. That spread is what I had for my wp diancie from gen 6 GenOne
 

kaori

Fully Automated Gay Space Communism
is a Top Tiering Contributoris a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus


Fun little Gardevoir team I put together, feel free to try it out •3•

Import

Conceptually its based around Icy Wind Gardevoir and Volcarona with various Pokemon to remove threats to Volcarona. Fini ties everything together really well with Heal Pulse, I only wish it got Icy Wind too :blobcry:
 

nvakna

consistently random
is a Former Smogon Metagame Tournament Circuit Champion
Hi, doing a seasonal team dump. Unfortunately, a lot of them are probably outdated due to marshadow meta but whatever.
Enjoy :) Psst, the best teams are at the bottom


Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Hidden Power [Ice]
- Taunt
- Protect

Genesect @ Choice Scarf
Ability: Download
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Iron Head
- U-turn
- Flamethrower
- Explosion

Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- U-turn
- Hurricane
- Protect
- Hydro Pump

Kingdra @ Waterium Z
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Muddy Water
- Protect

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Protect
- Volt Switch
- Dazzling Gleam

Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 248 HP / 248 SpA / 8 SpD / 4 Spe
Modest Nature
IVs: 30 Atk
- Earth Power
- Hidden Power [Ice]
- Stone Edge
- Knock Off

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Hidden Power [Ice]
- Taunt
- Protect

Genesect @ Choice Scarf
Ability: Download
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Iron Head
- U-turn
- Flamethrower
- Explosion

Politoed @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Scald
- Protect
- Ice Beam
- Encore

Ludicolo @ Waterium Z
Ability: Swift Swim
EVs: 8 HP / 12 Def / 252 SpA / 12 SpD / 224 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Energy Ball
- Protect

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Protect
- Volt Switch
- Dazzling Gleam

Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 248 HP / 248 SpA / 8 SpD / 4 Spe
Modest Nature
IVs: 30 Atk
- Earth Power
- Hidden Power [Ice]
- Stone Edge
- Knock Off

The main difference between the 2 versions is the match ups each one does better in. The ludicolo one tends to have better match ups all around due to wider coverage of water/grass/ice. The kingra one wrecks harder due to sheer power and out speeds fast scarfs like lele and genesect. Basically, ludicolo is for playing safe, kingra is easy win on good match up.

kingra: https://replay.pokemonshowdown.com/smogtours-gen7doublesou-301691
ludicolo: https://replay.pokemonshowdown.com/gen7doublesou-596626962


Milotic @ Psychic Seed
Ability: Competitive
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Coil
- Hypnosis
- Scald
- Recover

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Superpower
- Rock Slide
- Earthquake

Amoonguss @ Payapa Berry
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Spore
- Rage Powder
- Protect
- Clear Smog

Gyarados-Mega @ Gyaradosite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Waterfall
- Protect

Porygon-Z @ Normalium Z
Ability: Adaptability
EVs: 160 HP / 156 SpA / 192 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Protect
- Conversion

Tapu Lele @ Iapapa Berry
Ability: Psychic Surge
EVs: 252 HP / 76 Def / 164 SpA / 12 SpD / 4 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Protect
- Hidden Power [Fire]
- Moonblast

My previous coil milo team had some flaws I wanted to patch up, so I tried to do that in this one. Zygarde to lando since I wanted a ground resist. Tape lele to an even bulkier set for maximum longevity. Ninetails to pz since I wanted a win button to take advantage of coil hypno.

https://replay.pokemonshowdown.com/gen7doublesou-596630396


Good (Whimsicott) @ Focus Sash
Ability: Prankster
EVs: 248 HP / 4 Def / 4 SpD / 252 Spe
Jolly Nature
- Encore
- Tailwind
- Endeavor
- Beat Up

So (Terrakion) @ Rockium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Protect
- Earthquake

Bad (Weavile) @ Salac Berry
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Beat Up
- Fake Out
- Icicle Crash
- Fling

Filler1 (Charizard-Mega-Y) @ Charizardite Y
Ability: Drought
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Solar Beam
- Protect
- Heat Wave

Filler2 (Necrozma) @ Weakness Policy
Ability: Prism Armor
EVs: 72 HP / 252 SpA / 184 Spe
Naive Nature
- Stored Power
- Brick Break
- Protect
- Moonlight

Filler3 (Clefairy) @ Eviolite
Ability: Friend Guard
EVs: 248 HP / 164 Def / 96 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Follow Me
- Encore
- After You
- Helping Hand



Heracross-Mega @ Heracronite
Ability: Guts
EVs: 248 HP / 220 Atk / 40 SpD
Adamant Nature
IVs: 4 Spe
- Close Combat
- Bullet Seed
- Pin Missile
- Protect

Diancie @ Leftovers
Ability: Clear Body
EVs: 252 HP / 216 Atk / 40 SpD
Brave Nature
IVs: 0 Spe
- Substitute
- Protect
- Diamond Storm
- Trick Room

Amoonguss @ Payapa Berry
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Rage Powder
- Energy Ball
- Clear Smog
- Protect

Hoopa-Unbound @ Sitrus Berry
Ability: Magician
EVs: 84 HP / 236 Atk / 152 Def / 36 SpA
Brave Nature
IVs: 11 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect

Tapu Fini @ Iapapa Berry
Ability: Misty Surge
EVs: 252 HP / 16 Def / 152 SpA / 88 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Muddy Water
- Moonblast
- Heal Pulse
- Swagger

Heatran @ Firium Z
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 19 Spe
- Eruption
- Earth Power
- Protect
- Flash Cannon

Standard trick room team. Either switch around until diancie or hoopa is in a good spot or rage powder troom then bop everything. Sub diancie is an amazing set for resetting troom.


Musharna @ Psychium Z
Ability: Telepathy
EVs: 248 HP / 216 Def / 44 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Hypnosis
- Psychic
- Moonlight

Glalie-Mega @ Glalitite
Ability: Refrigerate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Explosion
- Earthquake
- Double-Edge
- Protect

Diancie @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Substitute
- Protect
- Diamond Storm
- Trick Room

Celesteela @ Iapapa Berry
Ability: Beast Boost
EVs: 248 HP / 200 Atk / 60 Def
Brave Nature
IVs: 0 Spe
- Wide Guard
- Flamethrower
- Heavy Slam
- Protect

Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 232 HP / 252 Atk / 24 SpD
Adamant Nature
- Protect
- Wood Hammer
- Stone Edge
- Superpower

Snorlax @ Iapapa Berry
Ability: Gluttony
EVs: 196 HP / 252 Def / 60 SpD
Relaxed Nature
IVs: 0 Spe
- Belly Drum
- Protect
- High Horsepower
- Return


Mew @ Power Belt
Ability: Synchronize
EVs: 248 HP / 92 Def / 168 SpD
Sassy Nature
IVs: 0 Atk / 0 SpA / 0 Spe
- Trick Room
- Frost Breath
- Protect
- Gravity

Smeargle @ Focus Sash
Ability: Own Tempo
Level: 1
- Storm Throw
- Follow Me
- Spore
- Explosion

Camerupt @ Soft Sand
Ability: Anger Point
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 19 Spe
- Earthquake
- Return
- Protect
- Substitute

Pheromosa @ Focus Sash
Ability: Beast Boost
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Speed Swap
- Protect
- Ice Beam
- High Jump Kick

Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 200 Atk / 56 SpA / 252 Spe
Hasty Nature
- Protect
- Hyper Voice
- Fire Blast
- Double-Edge

Hoopa-Unbound @ Sitrus Berry
Ability: Magician
EVs: 84 HP / 236 Atk / 152 Def / 36 SpA
Brave Nature
IVs: 11 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect

Unfortunately didn’t get to bring it, but wins every time guaranteed. Lead smeargle mew -> troom follow me -> go camel -> frost breath the camel and set up sub or return -> gravity eq -> go pheromosa -> eq protect -> pheromosa speed swap as u eq
 

Z Strats

Banned deucer.
For my first good run at a seasonal, (previous best being r3 three times lol) I decided I was going to do a team dump. (Would've been posted earlier but original draft got deleted at least I can steal Nvakna's formatting now)



Thundurus-Therian @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Sludge Bomb
- Hidden Power [Ice]
- Protect

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Superpower
- U-turn

Tapu Lele @ Life Orb
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Taunt
- Protect

Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Hidden Power [Ice]
- Protect

Amoonguss @ Sitrus Berry
Ability: Regenerator
EVs: 240 HP / 172 Def / 96 SpD
Relaxed Nature
IVs: 0 Atk
- Sludge Bomb
- Spore
- Rage Powder
- Protect

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Tailwind
- Protect

I wanted to make a team that looks kind of like an ORAS team so what better way to do that than with genies. Unfortanately Thund-I got a big nerf so I decided to go with Thund-T instead. Next since I needed a Tapu I went with Lele because I already had an electric type, Bulu would hurt Lando, and Fini wasn't powerful enough for my liking. I then added Heatran which provided me a steel type and a good spread move. Amoonguss was next because nobody really runs sleep checks anymore and I had lele to counter opposing terrain, and since redirection is always nice. Lastly I needed a Mega so I went with Char-Y since it helps Heatran with sun, gives me another flying mon to eq beside, and gives me speed control. I went with flamethrower on it so I would have a more reliable was of beating wide guard users.



Ninetales-Alola @ Adrenaline Orb
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Encore
- Aurora Veil
- Protect

Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Overheat
- Protect

Tapu Lele @ Life Orb
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Taunt
- Protect

Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Return
- Earthquake
- Protect

Gastrodon @ Sitrus Berry
Ability: Storm Drain
EVs: 232 HP / 176 Def / 48 SpA / 52 SpD
Quiet Nature
IVs: 0 Atk
- Scald
- Earth Power
- Ice Beam
- Recover

Genesect @ Choice Scarf
Ability: Download
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Ice Beam
- U-turn
- Iron Head
- Thunderbolt

I got the idea for adrenaline orb Ninetales-A when dubs room was discussing what mons would work with adrenaline orb. I choose Ninetales because with the adrenaline orb it can outspeed and ohko scarf Landos and outspeed and ohko opposing Mence. Heatran was added because it was good synergy with Ninetales. Mence was next to be added since I figured I would take advantage of aurora veil and use a set up mon. Eq may seem weird especially with no ground resists but my team was still a little Tran weak at the end and it gave a nice surprise factor. I then added Gastro because it helps against Koko, adds another way to beat Tran and helps beat sand which this team struggles with. Lastly I added Genesect mostly because I think it's a very good mon and worked well with the team. I went with tbolt or just a little bit of extra help against Zard.



Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Encore
- Aurora Veil
- Protect

Porygon-Z @ Normalium Z
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Thunderbolt
- Conversion
- Protect

Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 84 HP / 172 SpA / 28 SpD / 224 Spe
Modest Nature
- Earth Power
- Stone Edge
- Sludge Bomb
- U-turn

Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Roost
- Tailwind
- Protect

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Taunt
- Protect

Swampert @ Iapapa Berry
Ability: Damp
EVs: 252 HP / 44 Def / 156 SpA / 56 SpD
Modest Nature
IVs: 0 Atk
- Scald
- Earth Power
- Ice Beam
- Wide Guard

I wanted to build a PZ team and since I really liked aurora veil + set up mon I decided to try out blizzard PZ. I then added Lando because intimidate gives PZ even more chances to set up. I went with U-turn on special Lando because this team is weak to tr and it helps against Hoopa. I then added Mence as my mega for even more intimidate and speed control. I then added Koko as my Tapu because it helps give PZ giving it a more powerful tbolt, again using taunt just to help with tr just that little bit. For the last mon I went with regular Swampert because I wanted a wide guard user to help PZ against scarf Landos that still outspeed it and Trans, but I also wanted that wide guard user to beat Tran and Lando without using wide guard and Swampert did just that.



Absol @ Choice Scarf
Ability: Justified
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Baton Pass
- Knock Off
- Play Rough
- Rock Slide

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Bullet Punch
- Bug Bite
- Knock Off
- Protect

Hoopa-Unbound @ Sitrus Berry
Ability: Magician
EVs: 184 HP / 252 Atk / 68 Def / 4 SpD
Brave Nature
- Hyperspace Fury
- Trick Room
- Psych Up
- Protect

Snorlax @ Figy Berry
Ability: Gluttony
EVs: 160 HP / 96 Atk / 252 Def
Brave Nature
IVs: 0 Spe
- Return
- High Horsepower
- Stockpile
- Recycle

Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Crunch
- Earthquake
- Beat Up

Tapu Fini @ Wiki Berry
Ability: Misty Surge
EVs: 252 HP / 72 Def / 100 SpA / 84 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Swagger
- Heal Pulse
- Protect

As weird and as bad as it looks this team is fun and not horrible. The goal is basically to baton pass with a +6 absol into either Snorlax or Scizor and win.


Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- Bug Bite
- Swords Dance
- Protect

Tapu Koko @ Normalium Z
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nature Power
- Volt Switch
- Dazzling Gleam
- Protect

Tapu Fini @ Wiki Berry
Ability: Misty Surge
EVs: 252 HP / 72 Def / 100 SpA / 84 SpD
Calm Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Calm Mind
- Protect

Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Superpower
- U-turn

Victini @ Assault Vest
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blue Flare
- Glaciate
- Thunderbolt
- Psychic

Kyurem-Black @ Assault Vest
Ability: Teravolt
EVs: 252 HP / 168 Def / 88 Spe
Quiet Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Icy Wind

I wanted to build a team around Mega Scizor because I feel it's a good underrated mon. I decided to go double Tapu so I would almost always be able to have terrain up for Scizor to spam bullet punch. Next I went with Lando-T simply because of how good it is. Next was av Kyube since it helped switch into a lot of things team could not and offer some nice speed control that wasn't there and Koko was already on the team helping power fusion bolts. Originally my last mon I chose was Togekiss to help re-direct moves helping Scizor set up, but during practice it didn't really do much and I was really Genesect weak. Frania then suggested Victini over Togekiss which helps the gene problem and keeps a second form of speed control and it ended up working a lot better for my team.



Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Psycho Boost
- Signal Beam
- Knock Off
- Protect

Tapu Lele @ Psychium Z
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Focus Blast
- Protect

Genesect @ Choice Scarf
Ability: Download
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Iron Head
- U-turn
- Ice Beam
- Flamethrower

Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Bomb
- Hidden Power [Ice]
- Protect

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Crunch
- Dragon Dance
- Protect

Zapdos @ Psychic Seed
Ability: Static
EVs: 252 HP / 84 SpA / 156 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Tailwind
- Roost

This is my version of the well known psyspam core. I unfortunately didn't get to use signal beam Deo-A which I liked for luring and ohkoing Hoopa in ssnls, however I was able to pull it off in test matches and I really like it. I then have scarf flamethrower Genesect to deal with scarf mons that beat psyspam like opposing scarf Genesect and Lando-T. Next I wanted something hat would just destroy Heatran and other steel types so I went with Lando-I since it doesn't have to worry about Aegislash wide guarding and always ohkos Heatran through shuca berry. I then added Zapdos because I didn't want completely no bulk on my team and Zapdos is really good at getting tailwind up for when my team needs it. (opposing tailwind/rain) Now the mega slot has changed between Blastoise and Gyarados. I originally had Blastoise against Frania since I could have a bulky mon (bulkier than Mence since it runs bulk) that deals with steels better. Gyarados also helps with steels but is less bulkier for intimidate on the team which helps Zapdos set up tailwind when needed.



Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Leech Seed
- Curse
- Protect

Pelipper @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Hurricane
- Tailwind
- Wide Guard
- Protect

Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Protect

Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Superpower
- U-turn

Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Dazzling Gleam
- Volt Switch
- Protect

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Iron Head
- Fusion Bolt
- Protect

I really wanted to build a team that worked with curse Ferrothorn and nothing helps out Ferrothorn more than rain. I then added Lando-T for intimidate which helps Ferrothorn take hits like double edge from Mence and superpower from Lando-T better while setting up. I still needed a tapu so I went with Koko since rain helps it run Thunder and then my I went with electrium z so it can have a powerful Z move outside of rain (and do 28% to a Ferrothorn as long as you don't do it into a protect activating the pinch berry). Kyurem-B was added last since I really like running it with Koko I had 252 atk life orb Kyube to ohko Lele with iron head however I would prob switch it to earth power and go back to 252 spA or even vest Kyube would work.

 

Z Strats

Banned deucer.
I thought I would share my new undefeated Marshadow team that just recently peaked top 10 and 90% gxe on ladder I like to call Marshadou.



Marshadow @ Marshadium Z
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spectral Thief
- Close Combat
- Shadow Sneak
- Protect

Marshadow @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spectral Thief
- Close Combat
- Shadow Sneak
- Ice Punch

Marshadow @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Spectral Thief
- Close Combat
- Hidden Power [Ice]
- Protect

Marshadow @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spectral Thief
- Close Combat
- Shadow Sneak
- Protect

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Hidden Power [Ice]
- Volt Switch

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Swagger
- Protect
Now I thought very long and hard about what works well with a mon that has perfect coverage. I thought that 3 other Marshadows would be a great core. Now lastly I needed a tapu and I wanted it to help Marshadow spam shadow sneak so I thought tapu koko. Now swagger ban hasn't been implemented that and I needed another filler mon so I figured another Tapu Koko with swagger would be a good fit. Once swagger gets banned you might want to use taunt or something.
 

talkingtree

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I really enjoyed using my team for the suspect test and wanted to share it, but don't feel like writing a full RMT so...

Kyurem-Black @ Assault Vest
Ability: Teravolt
EVs: 224 HP / 56 Atk / 72 Def / 52 SpA / 12 SpD / 92 Spe
Relaxed Nature
- Ice Beam
- Fusion Bolt
- Icy Wind
- Earth Power

Marshadow @ Marshadium Z
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spectral Thief
- Close Combat
- Shadow Sneak
- Protect

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 252 HP / 132 Atk / 40 SpD / 84 Spe
Adamant Nature
- Bullet Punch
- Bug Bite
- Swords Dance
- Protect

Tapu Fini @ Mago Berry
Ability: Misty Surge
EVs: 252 HP / 128 Def / 100 SpA / 28 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Muddy Water
- Heal Pulse
- Protect

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Taunt
- Protect

Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 248 HP / 8 Atk / 8 Def / 32 SpD / 212 Spe
Adamant Nature
- Earthquake
- Knock Off
- Stone Edge
- Stealth Rock

I definitely wanted to use Assault Vest Kyurem-B, because it's a set that I didn't really understand but had seen others praising, and Marshadow, to get a feel for its place in the meta. Kyurem-B is generally a great pick on the ladder to ignore abilities and be safe from Shedinja shenanigans or other surprises. Next, I definitely needed a check to Fairy-types, and Mega Metagross would struggle with opposing Marshadow, so I decided to give Mega Scizor a go. To help out my priority users, I added two non-Lele island guardians, Fini to check Rain and Koko to check Waters and Celesteela. Finally, no Intimidate, so Lando-T was a clear option.

When getting into sets, I was curious to try Marshadium Z, if I'm being honest it was mostly for the animation but it also happens to fit pretty well on this team. Mega Scizor has Light Metal because there's no reason to attack non-Mega anyway and this makes it a better switchin to Low Kick. Fini and Koko are pretty standard sets, Heal Pulse support is great for my first three - a setup sweeper, a bulky tank, and a stat stealer. Finally, n10sit told me that I was weak to Genesect, so I decided to use Yache Berry Landorus-T. This also let me add Stealth Rock, which is quite useful for Zard, Volcarona, Focus Sash mons, and the various Pokemon that would otherwise be able to take +2 Bullet Punch from Mega Scizor. Dropping Protect was a pretty risky move, but Earthquake for STAB, Knock Off for removing Genesect's Choice Scarf and taking on Aegislash, and Stone Edge to beat Zapdos 1v1 all seemed pretty crucial, and the set is bulky enough that it doesn't really miss Protect.

Spread notes are in this hide tag:
Kyurem-B:
  • Enough Speed to outrun -1 Nihilego, also creeps Hashtag's set by 1 point
  • 2HKOes 252/128+ Tapu Fini with Fusion Bolt
  • Survives two 60 Atk Mega Salamence Double-Edges
  • OHKOes 252/4 AV Landorus-T with Ice Beam
  • Dump in SpDef (I think)
Mega Scizor:
  • OHKOes 0/4 Tapu Lele with Bullet Punch (helpful for switching in another Tapu and targeting it)
  • Outspeeds my own Tapu Fini so that a Bug Bite KO can make Muddy Water a single-target attack
  • max HP, dump in SpD
Tapu Fini:
  • Survives +1 Tectonic Rage from 252+ Zygarde
  • Survives non-LO Shaymin-S Seed Flare
  • Dump in SpA
Landorus-T:
  • Survives two 60 Atk Mega Salamence Double-Edges
  • Survives +1 252 SpA Genesect Ice Beam
  • 2HKOes 0/0 Mega Ttar with Earthquake
  • Dump in Spe, which also outruns Kingdra outside of rain
 
I really enjoyed using my team for the suspect test and wanted to share it, but don't feel like writing a full RMT so...

Kyurem-Black @ Assault Vest
Ability: Teravolt
EVs: 224 HP / 56 Atk / 72 Def / 52 SpA / 12 SpD / 92 Spe
Relaxed Nature
- Ice Beam
- Fusion Bolt
- Icy Wind
- Earth Power

Marshadow @ Marshadium Z
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spectral Thief
- Close Combat
- Shadow Sneak
- Protect

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 252 HP / 132 Atk / 40 SpD / 84 Spe
Adamant Nature
- Bullet Punch
- Bug Bite
- Swords Dance
- Protect

Tapu Fini @ Mago Berry
Ability: Misty Surge
EVs: 252 HP / 128 Def / 100 SpA / 28 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Muddy Water
- Heal Pulse
- Protect

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Taunt
- Protect

Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 248 HP / 8 Atk / 8 Def / 32 SpD / 212 Spe
Adamant Nature
- Earthquake
- Knock Off
- Stone Edge
- Stealth Rock

I definitely wanted to use Assault Vest Kyurem-B, because it's a set that I didn't really understand but had seen others praising, and Marshadow, to get a feel for its place in the meta. Kyurem-B is generally a great pick on the ladder to ignore abilities and be safe from Shedinja shenanigans or other surprises. Next, I definitely needed a check to Fairy-types, and Mega Metagross would struggle with opposing Marshadow, so I decided to give Mega Scizor a go. To help out my priority users, I added two non-Lele island guardians, Fini to check Rain and Koko to check Waters and Celesteela. Finally, no Intimidate, so Lando-T was a clear option.

When getting into sets, I was curious to try Marshadium Z, if I'm being honest it was mostly for the animation but it also happens to fit pretty well on this team. Mega Scizor has Light Metal because there's no reason to attack non-Mega anyway and this makes it a better switchin to Low Kick. Fini and Koko are pretty standard sets, Heal Pulse support is great for my first three - a setup sweeper, a bulky tank, and a stat stealer. Finally, n10sit told me that I was weak to Genesect, so I decided to use Yache Berry Landorus-T. This also let me add Stealth Rock, which is quite useful for Zard, Volcarona, Focus Sash mons, and the various Pokemon that would otherwise be able to take +2 Bullet Punch from Mega Scizor. Dropping Protect was a pretty risky move, but Earthquake for STAB, Knock Off for removing Genesect's Choice Scarf and taking on Aegislash, and Stone Edge to beat Zapdos 1v1 all seemed pretty crucial, and the set is bulky enough that it doesn't really miss Protect.

Spread notes are in this hide tag:
Kyurem-B:
  • Enough Speed to outrun -1 Nihilego, also creeps Hashtag's set by 1 point
  • 2HKOes 252/128+ Tapu Fini with Fusion Bolt
  • Survives two 60 Atk Mega Salamence Double-Edges
  • OHKOes 252/4 AV Landorus-T with Ice Beam
  • Dump in SpDef (I think)
Mega Scizor:
  • OHKOes 0/4 Tapu Lele with Bullet Punch (helpful for switching in another Tapu and targeting it)
  • Outspeeds my own Tapu Fini so that a Bug Bite KO can make Muddy Water a single-target attack
  • max HP, dump in SpD
Tapu Fini:
  • Survives +1 Tectonic Rage from 252+ Zygarde
  • Survives non-LO Shaymin-S Seed Flare
  • Dump in SpA
Landorus-T:
  • Survives two 60 Atk Mega Salamence Double-Edges
  • Survives +1 252 SpA Genesect Ice Beam
  • 2HKOes 0/0 Mega Ttar with Earthquake
  • Dump in Spe, which also outruns Kingdra outside of rain
Shouldn't that Scizor be Technician before Mega Evo?
 
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