Project Doubles Teambuilding Competition - ON HIATUS

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With a good lead in votes, Yellow Paint takes this week!

This week, we'll be building around...

celesteela.png


Celesteela, one of the most viable Ultra Beasts in the Doubles OU metagame! With its sturdy 97 / 103 / 101 bulk and solid defensive typing, Celesteela can prove to be a very tough-to-KO threat. It's no sitting duck, either, as it has strong options in Heavy Slam and Leech Seed, the former pretty much guaranteed to deal high damage with Celesteela's 999 kg weight and the latter providing it a form of passive recovery that also proves useful in providing pressure to foes. It also has nifty access to moves such as Wide Guard and Flamethrower, both of them adding another dimension to Celesteela's game. Still, the bamboo warship has to watch out for Electric- and Fire-types in the metagame such as Heatran, Mega Charizard Y, and Tapu Koko.

Deadline of building on Saturday GMT noonish!
 
Sorry to everyone triggered by how dreadful this team looks. Before I get banned from the Forum for not knowing what I'm doing please just trust as awful as this team looks it actually does good if you take the time to learn how to play it properly.


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Ninetales-Alola @ Icium Z
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Freeze-Dry
- Blizzard
- Aurora Veil
- Protect

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Blizzard
- Hydro Pump
- Rock Slide
- Protect

Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Heat Wave
- Earth Power
- Protect

Raichu @ Air Balloon
Ability: Lightning Rod
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Fake Out
- Feint
- Thunderbolt
- Nuzzle

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 160 Def / 96 SpD
Sassy Nature
- Substitute
- Leech Seed
- Heavy Slam
- Protect

Togekiss @ Choice Scarf
Ability: Hustle
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Air Slash
- Fire Blast
- After You

So in ORAS DOU I had this basic team but with T-Wave Gyarados and Mega Abomasnow instead and it was my favourite team ever because Blizzard spam is pretty good and Scarf Togekiss making Abomasnow outspeed things it shouldn't was a really fun time. So I decided to recreate it. PSA I hate Ninetales. I want Mega Tree back. Premise of the team is that Ninetales and Greninja KO weather setters and when they aren't doing that they click Blizzard like mad and you win the game because everything gets frozen (Source: I'm lucky and bad). Raichu with Fake Out gives a free turn to drop a Blizzard or KO something or whatever you choose. It also helps take the heat off Togekiss and Celesteela and Greninja with Lightning Rod. Feint is a great move because people get really salty whenever you Feint something and get a crucial KO. Icium Z gives Ninetales the power it needs or a speed boost with Aurora Veil to make up for it having to be Modest because its so unforgivably weak. Celesteela subs on half the game and between Heatran and Raichu it's pretty well supported. Residual damage on everything and bulk and recovery means half the time it just helps you win and forces your opponent to make switches into Blizzards and Heat Waves and other things that bring the pain. If you've read this far without decided I'm irredeemably bad for posting this team the Togekiss set is probably the best part. Trick helps against Trick Room and slow teams or locking opponents into electric moves to help Raichu, or Ground moves to help Celesteela or Fire for Heatran and so on. Air Slash and Fire Blast manage to KO everything they need to and with Nuzzle support from Raichu you can Para-Flinch all the stuff you need to and win (Source: I'm lucky and bad). Finally After You is hugely important to let Heatran pick of things like Tapu Koko, scarfers, generally fast threats and a bunch of thing at plus 1 speed.
 
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Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 36 Atk / 52 Def / 8 SpD / 160 Spe
Careful Nature
- Heavy Slam
- Leech Seed
- Substitute
- Protect

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 108 HP / 240 Atk / 160 Spe
Adamant Nature
- Flare Blitz
- Shadow Bone
- Bonemerang
- Protect

Milotic @ Psychic Seed
Ability: Competitive
EVs: 252 HP / 156 Def / 4 SpA / 8 SpD / 88 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Icy Wind
- Recover
- Protect

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

Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Sky Drop
- Ice Fang
- Tailwind

Muk-Alola @ Figy Berry
Ability: Gluttony
EVs: 252 HP / 68 Atk / 4 Def / 184 SpD
Brave Nature
IVs: 0 Spe
- Gunk Shot
- Knock Off
- Snarl
- Protect
Built around the core of Sub Celesteela + Alolan Marowak, as I saw it tearing up the VGC event streams and Lightning Rod prevents one of the few ways to stop Celesteela from working at all. Milotic also appreciates the Lightning Rod support and generally does quite well in this meta, also beating the Fire-types that Celesteela can struggle with. Tapu Lele lets me run Psychic Seed on Milotic which seemed like a good item, and the Life Orb Taunt set beats TR and bops pretty much everything. Mega Aero fixes some of my speed issues, providing me something that outruns Skymin / Mega Gengar, takes out Zard Y and Mega Salamence, and Sky Drops to give the rest of the team free turns. Finally, Alolan Muk fixes the Mega Gengar issues that the rest of the team has and provides another solid stop to Tapu Lele since Celesteela can't always be relied on for that. Snarl was n10sit's idea; it helps Celesteela's subs stay alive.

I made these spreads late at night and didn't write any of them down so I have no idea what most of them do, but they've worked so far. A few notes: The team could use a bit more speed but it hasn't been too much of a problem in testing, a lack of Intimidate user is frustrating but prevents Milotic from getting out of control, and the rain m/u is iffy but playable with Milotic stalling out rain turns and slowing things down. Never underestimate Muk's bulk in a pinch.
 
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Celesteela @ Leftovers
Ability: Beast Boost
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Air Slash
- Fire Blast
- Autotomize
- Leech Seed

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Grass Knot
- Volt Switch
- Thunderbolt
- Dazzling Gleam

Pheromosa @ Focus Sash
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- Bug Buzz
- Ice Beam
- High Jump Kick

Volcanion @ Safety Goggles
Ability: Water Absorb
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Heat Wave
- Earth Power
- Steam Eruption

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

Mimikyu @ Ghostium Z
Ability: Disguise
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Play Rough
- Shadow Claw
- Shadow Sneak
Autotomize Celesteela is what I did this team around. Celesteela hits surprisingly hard with max investment, and its natural bulk lets it set up against a large portion of the meta. I went with Tapu Koko for an Electric resist, preferring this over Marowak-Alola for its higher offensive presence. Intimidate support from Lando-T helps Mimikyu and Celesteela set up, and provides a second Electric resist. Added Volcanion to help with a Fire weakness, and mainly with Marowak-Alola. Tapu Koko also works extremely well in handling common Pheromosa answers, bar Marowak-Alola, which can be worn down quickly. I guess you could run Brave Bird Tapu Koko? Not entirely sure where I am going with this but lol.
 
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Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 44 Def / 176 SpD / 36 Spe
Impish Nature
- Leech Seed
- Heavy Slam
- Wide Guard
- Protect

Rotom-Heat @ Safety Goggles
Ability: Levitate
EVs: 240 HP / 88 Def / 92 SpA / 84 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Will-O-Wisp
- Volt Switch
- Overheat

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Nature's Madness
- Thunderbolt

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 156 HP / 252 Atk / 100 Spe
Adamant Nature
- Rock Slide
- Crunch
- Pursuit
- Earthquake

Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Draco Meteor
- Double-Edge
- Protect

Gastrodon-East @ Leftovers
Ability: Storm Drain
EVs: 212 HP / 188 Def / 80 SpA / 28 SpD
Relaxed Nature
IVs: 0 Atk
- Earth Power
- Icy Wind
- Recover
- Protect
This was one of the first teams I made with SM's release, and I've continued to edit it since. The team focuses on a defensive core of gastrodon/celesteela/rotom-h, with all of these working as great switchins for each other. The gastrodon set and spread is something I stole from Deoxys Speed lol's gen 6 RMT, no idea what it does but it works pretty well. Gastro likes protect much more than scald, since it hits most scald targets with icy wind anyway. For rotom-h, I decided to forego protect and go with double status, which works much better than I expected at first. I've also gone with volt switch>tbolt, to have rotom-h take a hit and give a very free switch-in to ttar/lele. Gastrodon/celesteela end up having major issues against sun, so I decided to add tyranitar here. Tyranitar resets opposing weather, contributes very reliable chip sandstorm damage (with most of my pokemon immune to it), and provides amazing pressure with rock slide and pursuit. As the team was generally slow and bulky so far, the last two pokemon added were Mega Salamence and Tapu Lele. I usually don't evolve mega salamence for most of the match, and it works as an intimidate pivot, while lele helps check fast mons like shaymin sky, mega gengar, and scarf lando that can break through the team's defensive core. The main goal of the team is to either try to weather the opposing team down enough for salamence and tapu lele to clean up in the end, or to pursuit-trap pokemon that beat celesteela with banded tyranitar and stall out the match with celesteela.

I haven't really been saving replays lately, but here are two that should show how the team works in general:

http://replay.pokemonshowdown.com/gen7pokebankdoublesou-494540943 (vs TSR for the ORAS kick-off tournament, rotom-h cripples stuff for celesteela to stall and win)
http://replay.pokemonshowdown.com/gen7pokebankdoublesou-496069339 (vs BlueSkiddoWeCanToo, just demonstrating that ttar actually does good damage and that it isn't hard to find an opportunity to switch it in)
 
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Tyranitar @ Weakness Policy
Ability: Sand Stream
EVs: 44 HP / 252 Atk / 72 SpD / 140 Spe
Adamant Nature
- Dragon Dance
- Crunch
- Rock Slide
- Protect

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 76 Atk / 180 SpD
Adamant Nature
- Heavy Slam
- Leech Seed
- Wide Guard
- Protect

Suicune @ Sitrus Berry
Ability: Pressure
EVs: 252 HP / 52 Def / 76 SpA / 104 SpD / 24 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Tailwind
- Protect

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

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 186 Atk / 72 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot
- Hidden Power [Ice]

Rotom-Heat @ Firium Z
Ability: Levitate
EVs: 252 HP / 156 Def / 48 SpA / 52 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Electroweb
- Protect

The team is built around a core of DD Mega Mence, Suicune, and wide guard Celesteela, a trio able to handle most things not named koko, rotom-w, or scarf xuriktree. The ever-complementary Rotom-H deals well with jirachi while eliminating flying pests like Skymin and opposing Celesteela, and the addition of Electroweb puts rotom in a position where its either managing speed, switching out to something named celesteela, ttar, or suicune, or guaranteeing some kind of damage output with Z-Overheat.

With plenty of speed control incorporated, and checks for normal threats already in place, the inclusion of the the mighty dragon dance weakness policy Tyranitar was the only sriracha this california wrap of a team needed. Sand is great for sashes, sun, and special defense, and while psychic seed is a fun option for turn 1 lele matchups, weakness policy is too alpha to not use, and it will end up activating in 75% of games (the key is to double down with dd the same turn wp goes off and have a slow, +2.5 rock sliding monster distracting the opponent from trying to win). Evs let it outspeed modest lele and ohko 93% of the time with crunch after a dragon dance. It will also live an aegislash flash cannon outside of sand.

Rounding out the team is scarf Hoopa, which is most used efficiently for sock-puppeting things turn one.

Proof the team has been used:

http://replay.pokemonshowdown.com/gen7pokebankdoublesou-493000188 (out ttar-ing N1n1)
http://replay.pokemonshowdown.com/gen7pokebankdoublesou-492991622 (vs Laga)
http://replay.pokemonshowdown.com/gen7pokebankdoublesou-495284461 (vs Blueskiddo with original sun knights)
http://replay.pokemonshowdown.com/gen7pokebankdoublesou-491539070 (vs Mizu with a garchomp)
 
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y'all know the drill; just post the name of the guy you're voting for!

Psijguy
talkingtree
yuruu
Nido-Rus
thebagman

Deadline of voting on Monday GMT noon!
 
Cele + Marowak is a neat looking core so my vote goes towards talkingtree
nido is a close second tho
 
With a one-vote lead, thebagman takes this week! Congrats!

This week, we're building around...

zygarde.gif

Zygarde! The Order Pokemon is mostly known for its ability to function as a bulky booster, capable of utilizing its solid bulk, nifty defensive typing, and Dragon Dance. What makes it a notable force is that it only really needs one attack, Thousand Arrows, to function, the move itself giving it all the coverage that it needs to be effective. Still, it can be quite useless without a boost and it needs some time to get there, ya feel?

Deadline of building is on Saturday GMT noon-ish!
 
Well, I'll be honest zygarde is not the greatest mon to build around, but here is something which I have been working for last couple of days and the team in general gives the main win-con zygarde plenty of opportunities to set-up. Though it requires making some really good plays, but all over it has been pretty consistent.
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Team :
Zygarde @ Leftovers
Ability: Aura Break
EVs: 220 HP / 44 Atk / 52 Def / 40 SpD / 152 Spe
Adamant Nature
- Thousand Arrows
- Substitute
- Dragon Dance
- Protect

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 20 HP / 4 Def / 164 SpA / 68 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Shadow Ball
- Disable
- Protect

Jirachi @ Sitrus Berry
Ability: Serene Grace
EVs: 252 HP / 92 Def / 164 SpD
Impish Nature
- Follow Me
- Iron Head
- Icy Wind
- Protect

Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Stone Edge
- Superpower
- Nature's Madness

Milotic @ Maranga Berry
Ability: Competitive
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Icy Wind
- Recover
- Protect

Rotom-Heat @ Firium Z
Ability: Levitate
EVs: 252 HP / 156 Def / 48 SpA / 52 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Will-O-Wisp
- Protect

Description :
Team, as obvious is built around bulky-ish zygarde which still outspeeds base 70s and at +1 tapu koko, and acts as the main win-con. I have been trying to pull this off for sometime, and luckily I am pretty satisfied with the team. Mega-gengar is pretty important as it tries to give zygarde more set-up opportunities using disabling stuff like icy wind or random super-effective coverage as zygarde is EV'ed so that weak scalds from milotic and suicune don't break it's sub thus getting free dragon dances or substitutes. Also heatran's heatwave under Sun doesn't break it's sub either so potentially allowing to set up when behind a sub against sun teams. It also helps zygarde get past wide guards while trapping and removing the mon at the same time. Jirachi does usual jirachi stuff, countering tapus mostly while providing some speed control with icy wind. Next up we have our choice scarf tapu bulu with it's insanely powerful wood hammer nailing bulky waters which are an issue for zygarde while providing passive recovery for the team. Scarf Bulu also has an added advantage of surprising your opponent which could be influencial towards a zygarde sweep. Also it aids mega-gengar to trap charizard-y which can always be a hassle while bulu switftly removes it using a stone edge. Milotic is just being milotic countering mence and absorbing intimidate. And finally for the obligatory celesteela counter we have rotom-heat which has seen a lot of plays during last few days due to it's good match-ups throughout the meta. Will-o-wisp is interchangeable with electro-web, if you want more speed control.
 
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This is the first time i made a team for the teambuilding competition. I was already planned on working around zygarde, so this seemed like a nice opportunity. After some failed experements ,that should never see the light of day. I came up with this team and it worked with some succes.
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Zygarde @ Leftovers
Ability: Aura Break
EVs: 44 HP / 252 Atk / 60 SpD / 152 Spe
Adamant Nature
- Thousand Arrows
- Dragon Dance
- Substitute
- Protect

Genesect @ Choice Scarf
Ability: Download
EVs: 104 Atk / 152 SpA / 252 Spe
Naive Nature
- U-turn
- Iron Head
- Ice Beam
- Flamethrower

Tapu Fini @ Misty Seed
Ability: Misty Surge
EVs: 252 HP / 136 Def / 72 SpA / 48 SpD
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Moonblast
- Calm Mind
- Protect

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 12 Def / 156 SpA / 80 SpD / 8 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Leech Seed
- Protect

Heatran @ Firium Z
Ability: Flash Fire
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Taunt
- Protect

Togekiss @ Sitrus Berry
Ability: Serene Grace
EVs: 252 HP / 4 Def / 156 SpD / 96 Spe
Calm Nature
IVs: 0 Atk
- Follow Me
- Air Slash
- Tailwind
- Roost
Zygarde is pretty standart +1 outspeeds positive nature base 130 spe, Atk is maxed so it can sweep without to much boosts, hp is to give it a leftover number and de rest in spd to help it take more special moves. Thousand Arrows is good enough so it doesn't need more damaging moves. Substitute protects it for icy wind spam and helps it against intimidate and burn.

Togekiss supports Zygarde with follow me and tailwind support while threatening the pokemon that resist Thousand arrows with air slash (also gives it free set up turn btw). Roost over protect so it can take more hits with follow me. Speed to outspeed naive deoxys under tailwind and to survive neutral 252 spa psycho boost in psychic terrein, the rest is dumped in defence.

Genesect takes care of most pokemon that annoy zygarde. Intimidates as Salamence, landarus, Terrain faries except Tapu fini (nobody uses that one anyway), and Hail (mainly ninetails-aloha) and other gensect. Max speed so it can outspeed jolly landarus and scarf tapu lele, iron head OHKO's most tapu lele and all ninetails-aloha. The rest is dumped in special attack.

Heatran deals with Trickroom , most wide guard support, Follow me support and can switch in on all of zygarde weaknesses also deals with pokemon that resist zygarde stab. Firium heatwave>overheat so i won't lose momentum and i stil get the OHKO on jirachi ,Celesteela and i think most other wide guard users. Speed is to outspeed + speedcreep so neutral jirachi can't paraflinch me.

Tapu Fini is great with zygarde as it prevents burns, removes it dragon weakness and resets terrein (always good). This is my go to ice beam/blizzard switch for zygarde as it can't be frozen and it takes next to no damage also works as a rain counter. Seed over leftovers because helps it set up. Calm mind + stab is the only way i see this mon work and moonblast>dazzling gleam to get OHKO's on most dragons at +1, Hydro pump>Scald same as moonblast and won't burn most of the time. Spread survives 2 timid life orb landarus-I sludge bombs and timid tapu koko thunder in electric terrein. Some i put in spa to make it less passive, The rest was dumped in def.

Mega-Venusaur is the counter against water and grass types thats it really. spread is to survive life orb tapu lele outside psychic terrein and have 50% to OHKO it in return, the rest i dumped in def because it can't outspeed anything relevant.Edit:put ev's in spe to outspeed non-invested milotic then dumped the rest in sp.def.

tl;dr zygarde is wincon. togekiss helps it set up. gensect takes care of fast treats. heatran deals with trick room and wide guard. tapu fini protects against status and is a great second wincon.Venasaur deals with bulky grass and water mons (milotic!)

PS:(If you wonder why the order doesn't match with description. Discription is how i made my team, team is from more offensive to more supportive mons)
 
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