This team was initially an in-game team that I've been using for Pokemon XD for a while now, but of course it's been tweaked a lot and tested quite a few times with both friends and various online simulators. It does pretty well but of course it could be altered further. I could consider using some Gen 4 and 5 Pokemon but I'm not sure who to pick, and who to replace.
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Vaporeon (M) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature
- Surf
- Helping Hand
- Substitute
- Baton Pass
Hariyama (M) @ Flame Orb
Trait: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Fake Out
- Earthquake
- Close Combat
- Facade
Ampharos (F) @ Air Balloon
Trait: Static
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Heal Bell
- Discharge
- Protect
- Toxic
Arcanine (M) @ Life Orb
Trait: Intimidate
EVs: 252 Atk / 96 SAtk / 160 Spd
Serious Nature
- ExtremeSpeed
- Heat Wave
- Sunny Day
- Leer
Venusaur (F) @ Black Sludge
Trait: Chlorophyll
EVs: 252 Spd / 252 SAtk / 4 Atk
Lonely Nature
- Growth
- Razor Leaf
- Sludge Bomb
- Sleep Powder
Blissey (F) @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 Def / 252 SDef
Calm Nature
- Stealth Rock
- Protect
- Wish
- Icy Wind
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Thank-you for reading! Any critiques are welcome.
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Vaporeon (M) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature
- Surf
- Helping Hand
- Substitute
- Baton Pass
Surf hits both opponents at once, which is always useful, and some of of my team carries Protect so it won't hit them too (why did Game Freak make it so Surf hits your teammate too? ;A; ). Helping Hand can help boost Vaporeon's teammate, especially if he's behind a sub and doesn't really need to use Surf that turn, Substitute is useful on a bulky Pokemon like Vaporeon and lets him take hits as well as reduce the damage from his teammate's Earthquake or Discharge moves, and Baton Pass lets Vaporeon pass a substitute onto a teammate if he needs to.
Hariyama (M) @ Flame Orb
Trait: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Fake Out
- Earthquake
- Close Combat
- Facade
Fake Out lets Hariyama flinch an opponent on the first turn and ensures that he takes minimal damage that turn to activate his Flame Orb, as well as inflicting a bit of damage (which is good if used on a frail Pokemon and is boosted by Helping Hand), Earthquake hits both opponents and is a powerful move, and a lot of my team have ways of not being damaged by this powerful attack themselves. Close Combat is a powerful STAB move, and Facade is an obvious move choice on a Guts/Flame Orb Pokemon.
Ampharos (F) @ Air Balloon
Trait: Static
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Heal Bell
- Discharge
- Protect
- Toxic
Heal Bell is used on Ampharos as opposed to Blissey because my Blissey can't legally learn Aromatherapy or Heal Bell with the other moves it has, and Ampharos is sufficiently bulky to be able to pull off cleric-ing nicely. Discharge hits both opponents at once (again, my team has ways of not being hit by this too). Protect can scout the opponent to see if anything wants to pop her Air Balloon, and Toxic is there for any Ground types, or anything else that Discharge won't be useful against. Ampharos is bulky enough to stall a specially-defensive Pokemon for a few turns as the Toxic damage starts to add up, too.
Arcanine (M) @ Life Orb
Trait: Intimidate
EVs: 252 Atk / 96 SAtk / 160 Spd
Serious Nature
- ExtremeSpeed
- Heat Wave
- Sunny Day
- Leer
Priority moves are always nice in Doubles as Pokemon rely on their teammates a lot, so if you can knock something out as quickly as possible then it'll be 2 vs. 1 for the rest of the turn. Extremespeed is good for this as it has +2 priority as opposed to +1 that most other priority moves have, and Arcanine is powerful enough to make good use of it - most opponents with only 25% health left won't survive it. Heat Wave hits both opponents at once and has a chance of burning, which is good if there's a physically offensive Pokemon on the other side. Sunny Day helps Venusaur get the Chlorophyll boost (as well as boosting Heat Wave), and it doesn't affect Vaporeon's Surf too much as it wears off in 5 turns. And...Leer! I'm not crazy, I swear! Leer is very useful in double battles as it affects both Pokemon at once and it means that Arcanine's Extremespeed will hit harder the next turn.
Venusaur (F) @ Black Sludge
Trait: Chlorophyll
EVs: 252 Spd / 252 SAtk / 4 Atk
Lonely Nature
- Growth
- Razor Leaf
- Sludge Bomb
- Sleep Powder
Growth boosts Venusaur's Attack and Sp. Attack - Razor Leaf and Sludge Bomb respectively. Razor Leaf hits both opponents at once and has a high critical hit ratio, and Sludge Bomb has a chance of poisoning. Sleep Powder puts something to sleep, making it essentially useless. Having a sleeping opponent gives Venusaur chances to boost her attacking stats even higher. If I think an opponent is going to Trick one of my Pokemon, I could switch Venusaur in and the opponent will receive Venusaur's Black Sludge which, while beneficial on Venusaur, would actually harm the opponent (as long as it isn't a Poison-type, of course.)
Blissey (F) @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 Def / 252 SDef
Calm Nature
- Stealth Rock
- Protect
- Wish
- Icy Wind
Blissey, being as bulky as she is, always has an opportunity to set up Stealth Rock. I see lots of Ninjasks on online simulator Doubles, and while the Doubles metagame hasn't really been defined that much yet, I can predict Ninjask being a staple of a lot of teams from what I've seen so far. Stealth Rock cuts Ninjask's health in half straight off the bat, and pretty much anything else - even Blissey herself - could finish it off. Of course, Stealth Rock is useful against any Pokemon really, it's just that it's helped me out with a lot of Ninjasks. Protect and Wish is a useful combination - Wish on one turn, and switch to a weakened Pokemon or Protect in the next. Protect also stops Blissey from being hurt by Earthquake or anything like that, and lets her get a bit of Leftovers recovery. Icy Wind is pretty useful, considering a lot of my team is pretty slow, as it hits both opponents and lowers their speed by one stage. Because Blissey is incredibly bulky, she can pull off multiple Icy Winds and soon Blissey herself would be able to outspeed the opponents. This would force the opponent to switch - making her Stealth Rock useful, and giving her a turn to Wish.
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Thank-you for reading! Any critiques are welcome.