Project Doubles Teambuilding Competition - ON HIATUS

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Lamprey (Zygarde) @ Groundium Z
Ability: Aura Break
EVs: 188 HP / 252 Atk / 68 Spe
Adamant Nature
- Thousand Arrows
- Glare
- Dragon Dance
- Protect

Al Basty (Gengar-Mega) @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Disable
- Protect

Jetsam (Celesteela) @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 228 SpD / 28 Spe
Careful Nature
- Leech Seed
- Heavy Slam
- Substitute
- Protect

But a Kelpie (Kingdra) @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Hydro Pump
- Muddy Water
- Protect

Watercolour (Pelipper) @ Sitrus Berry
Ability: Drizzle
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Scald
- Hurricane
- U-turn
- Protect

Clathrin (Tapu Lele) @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Dazzling Gleam
- Shadow Ball
Alright, so this team centers around trapping and removing checks to celes, and then winning with celes. Paired with mega gengar, zygarde removes fires, steels, and electrics and can cripple threats like mence with glare. Groundium z gives a way around wide guard and is a great single target nuke. Kingdra rain is a secondary wincon and it really appreciates trapping for the zard matchup. U turn on pelipper allows for pivoting, specs lele is all around good. Matches can end up becoming extremely one-sided due to the winconny nature, but it's still quite fun imo.
 
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This team focuses on promoting Volcarona as a top tier threat on battle. Celesteela provides Wide Guard support and acts as a good pivot all around. Milotic also deters mons such as Salamence-Mega and Landorus-T from walling/threatening Volcarona. I've also added Zygarde as another set up sweeper and speed controller (Glare); it does a good job eliminating anything that either resists or is immune to Volcarona's attacks. After that, I added Tapu Koko to make the team's matchup against Celesteela, Zard, Water-types, and Dragon-types more solid. Finally, since Tapu Lele isn't in every team and I can send out Tapu Koko to nullify Psychic Terrain's effects, Mega Kang wasn't a bad selection as the team's Fake Out user. Other things to note is that Volcarona and Zygarde have Z-stones to either bypass Wide Guard or to KO a particular mon as needed.

Zygarde @ Groundium Z
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Thousand Arrows
- Glare
- Protect

Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fake Out
- Double-Edge
- Crunch
- Low Kick

Volcarona @ Firium Z
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Quiver Dance
- Protect
- Giga Drain

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Wide Guard
- Heavy Slam
- Protect
- Leech Seed

Milotic @ Maranga Berry
Ability: Competitive
EVs: 252 HP / 132 Def / 36 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Icy Wind
- Hydro Pump
- Protect
- Recover

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Taunt
- Protect
 
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Zygarde @ Groundium Z
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thousand Arrows
- Substitute
- Dragon Dance
- Protect

Genesect @ Choice Scarf
Ability: Download
EVs: 72 Atk / 212 SpA / 224 Spe
Naive Nature
- U-turn
- Ice Beam
- Iron Head
- Thunderbolt

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

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

Gengar @ Ghostium Z
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Destiny Bond
- Protect

Gyarados @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 4 Atk / 208 Def / 44 Spe
Adamant Nature
- Waterfall
- Taunt
- Thunder Wave
- Protect

Zygarde is a beast. This set is very standard. It's goal is to set up a Sub + DD and sweep with Thousand Arrows. I run Groundium Z to get around Aegislash with Wide Guard. The rest of the team is mostly support for Zygarde. It needs stuff to beat Tapu Bulu and other Wide Guard users.

Genesect was the second pokemon I added to this team. It has good offensive synergy with Zygarde and can divert attacks because it can be more immediately threatening with Download boosts. U-Turn is typically the go to move, especially if I get +Attack. Iron Head is good for killing Tapus. Ice Beam beats the mass of stuff that both beats unboosted Garde and is 4x weak to Ice-type attacks. Thunderbolt is coverage to hit stuff like Charizard and Volcanion. Speed EVs outspeed max speed Scarf Lele to hit it with the Iron Head and the rest was dumped into offenses. SpA investment OHKOes 252hp Mence with Ice Beam, the rest went into physical attack.

Charizard Y is like a wall breaker. Teams without weather and Wide Guard struggle against a +1 Zygarde next to this monster. The goal of Charizard is to hit things with Heat Wave to whittle down their HP so that a set up Zygarde can sweep. Overheat nukes many common WG users for an OHKO in the Sun.

Tapu Lele provides more offensive pressure and Psychic Terrain. Few things like to switch in on in, so it can give Zygarde free turns to set up because of the switches it can force. Psychic Terrain is great because of the priority blocking ability. This circumvents one of Zygarde's major weaknesses after it gets set up.

Gengar is being run for one major reason: Z Destiny Bond. If both opponents are outsped, the surprise redirection can easily get Garde a turn to set up. The Z crystal is also good for getting a pick on opposing Aegislash. It may seem weird to run 2 Z moves on one team, but it is useful. It gives me the ability to play around the opponent's team and chose how I disrupt them based on matchup.

Gyarados is just a bulky set I pulled off of last gen's analysis. It's good for the Intimidate + Thunder Wave support. A lot of checks to most of the pokemon on my team are only checks if they outspeed. Intimidate is useful for softening blows to the rest of my team. Most of it is frail and offensive, so the ability to take any hits is appreciated.
 
Voting time! Just post the name of the guy you're voting for!

darksylvion
AgraGrega
Yellow Paint
Test Bot #
Qazoo306

Deadline of voting on Monday GMT noon!
 
damn i shoulda posted one of these i have like 5 zygarde teams

anyways my vote goes to test bot, cuz it's cool double setup. Wouldn't personally use double ium z item, but hey its a good team.
 
Yellow Paint takes this week with a solid lead in votes, grats!

This week, we're building around...

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Hoopa-U! With its extraordinary mixed offenses and powerful moves that can break through any protection, the Djinn pokemon stands as one of the strongest forces in the metagame. It's very much capable of breaking down anything slower than with its high offensive potential while its solid Special Defense lets it hold its own in this now more special attack-heavy metagame. Hoopa-U also has multiple dimensions to its game, capable of running a fast offensive sets to something more of a team player with Trick Room and able to utilize a multitude of items, from Choice Scarf and Life Orb to the reliable Sitrus Berry. However, it's still very much prey to any physical attack and its base Speed can be a bit dissapointing against faster teams. Make no mistake though; once it gets rolling with speed control backing it up, it's pretty much razing half a squad.

Deadline of building on Saturday GMT noon-ish!
 
I really wanted to full-TR this gen, as on paper it looked really good this gen. Due to team-building competition for this week, it has given me an opportunity to finally try it out and tbh it has not disappointed me at all. Also, it won a tournament in tournament's room so it should be good right?
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Full-TR

Team:

TR is OP (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 252 Atk / 40 Def / 216 SpA
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect

TR is not OP (Porygon2) @ Eviolite
Ability: Download
EVs: 252 HP / 160 Def / 20 SpA / 76 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Recover
- Ice Beam
- Thunderbolt

Is TR OP? (Tapu Bulu) @ Meadow Plate
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Wood Hammer
- Stone Edge
- Superpower
- Protect

TR can be OP (Heatran) @ Firium Z
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Heat Wave
- Earth Power
- Protect

TR OP in Gen 6 (Jirachi) @ Sitrus Berry
Ability: Serene Grace
EVs: 252 HP / 236 Def / 20 SpD
Relaxed Nature
IVs: 0 Spe
- Iron Head
- Follow Me
- Helping Hand
- Trick Room

TR'll never be OP (Kangaskhan-Mega) @ Kangaskhanite
Ability: Scrappy
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Fake Out
- Double-Edge
- Seismic Toss
- Disable/Sucker Punch

Description :
  • Hoopa-U has always been one of my favourite TR setters, because of it's excellent match-up against aegislash and it's excellent damage output inside TR + having moves that break through protects, one of the major TR counters along with intelligent switching. Generally TR teams have always been my comfort zone and I prefer starting with a offensive TR user and a fat defensive TR user. Which brings us to porygon, well we all know how bulky this thing is, but what is even more impressive is that with a download boost and solid bolt-beam coverage even it's not that passive unlike say cress/necrozma initially. But still taunt was pretty irritating, so I had to include a follow me user. Initially I went for amoongus, but that made me pretty weak to psychic spam teams, so instead I chose Jirachi. What it does that, it gives me a follow me user which could set up TR if needed. The spread allows it to live 3 lando earthquakes after sitrus berry activation, in case grassy terrain is not active which gives us a good estimate of it's physical bulk allowing it to take repeated hits from mons like mega-mence.
  • Now that we have our TR setters, went for the obligatory Fake Out support and since I had my mega slot open, so well you know what to choose at this point, so yeah I went with Mega-Kang. It's the pretty standard set, except I am using DISABLE(huehuehue) Kang. Disable is just hilarious on kang, and since sucker punch was weak af due to the double nerf, disable has been pretty fun to use inside TR. Using disable stuff like follow me or Mono attacking mons like zygarde is just fun to watch lol. Anyways, if you want you can also use sucker punch(-_-)
  • Now, that we had all the support in the world, so finally I decided to use 2 strong attackers to finish the team up. Imo Tapu-Bulu has been an excellent addition to TR teams this gen, providing a strong physical attacker, who could take out those irritating bulky waters, which live like forever. Another addition was the standard eruptran, giving me a strong special spread attacker with firium-z to get around wide-guard.
Replay of the team(Only one I have):http://replay.pokemonshowdown.com/gen7pokebankdoublesou-506218466
 
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boppity boop

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

Hoopa-Unbound @ Sitrus Berry
Ability: Magician
EVs: 68 HP / 252 Atk / 68 Def / 116 SpA / 4 SpD
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect

Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 7 Spe
- Heat Wave
- Earth Power
- Solar Beam
- Protect

make saud araq (Araquanid) @ Assault Vest
Ability: Water Bubble
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Liquidation
- Leech Life
- Poison Jab
- Facade

Shaymin-Sky @ Focus Sash
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Air Slash
- Earth Power
- Protect

Jirachi @ Occa Berry
Ability: Serene Grace
EVs: 252 HP / 32 Def / 224 SpD
Sassy Nature
IVs: 0 Spe
- Iron Head
- Follow Me
- Trick Room
- Protect

Semiroom squd with flames, jirachi + occa is the anti-trfiretorkoalspam tech, sky+mence are fastmode cleanup
Bloom Doom heatran is lit for slaying milotic or gastrodon or rotom-wash

Beat Stratos ladder and also slayed doubles jesus (first one is in replays, 2nd is not)
 
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Checkmater's post (in another thread) finally got me to build a TR team, so shout outs to that guy! Anyways, I've always been obsessed with using Tail-Room when Zard is around, so sorry if you hate such battle style.

Well, the team starts with GenOne's signature core, Zard + Diancie. Hoopa-U takes advantage of the core's speed support, allowing it to hit hard as needed. I also chose to use Drain Punch rather than Trick Room because it allows Hoopa-U to eliminate mons that usually walls it. (Ex. Tyranitar & Hydreigon) Next up, Jirachi was added to help other mons set up TW/TR. Zapdos makes my match-up against Celesteela, Mence, Lando, & opposing Zards more solid, and Kyurem-B seals the deal in eliminating anything that may annoy Zard. The speed of all mons in the team are adjusted to take advantage of both TW and TR.

Zard / Zapdos / Kyurem-B outspeeds Mence (+1) under TW
Jirachi outspeeds Scarfed Tapu Lele and Scarfed Kyurem-B under TW
Hoopa-U outspeeds Mega Gengar under TW
Diancie outspeeds Zard (max Spe) under TW

If there are faster mons, TR is always there for you~

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 248 HP / 84 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Solar Beam
- Tailwind
- Protect

Diancie @ Rockium Z
Ability: Clear Body
EVs: 140 HP / 252 Atk / 116 Spe
Adamant Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect

Hoopa-Unbound @ Sitrus Berry
Ability: Magician
EVs: 252 Atk / 248 SpA / 8 Spe
Lonely Nature
- Hyperspace Hole
- Hyperspace Fury
- Drain Punch
- Protect

Jirachi @ Mental Herb
Ability: Serene Grace
EVs: 248 HP / 60 Def / 192 SpD / 8 Spe
Impish Nature
IVs: 0 Spe
- Iron Head
- Follow Me
- Trick Room
- Protect

Zapdos @ Sitrus Berry
Ability: Static
EVs: 252 HP / 80 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Roost
- Tailwind

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Earth Power
- Substitute
- Protect
 
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Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 HP / 100 Def / 40 SpA / 116 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Solar Beam
- Overheat
- Protect

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Earthquake
- Rock Slide
- U-turn
- Superpower

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

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 40 Def / 216 SpD
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect

Tapu Lele @ Mind Plate
Ability: Psychic Surge
EVs: 228 HP / 168 Def / 92 SpA / 20 SpD
Quiet Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Moonblast
- Psychic
- Hidden Power [Ground]
- Protect

Hoopa-Unbound @ Focus Sash
Ability: Magician
EVs: 168 HP / 228 Atk / 112 SpA
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect

everyone was doing lele + deoa so i decided to go lele + hoopa to stunt. mind plate is a cool item to bluff specs/scarf and hp ground hits heatran. min speed for tr. zardy / lando / heatran take on steels, fire z move heatran helps a lot vs. wide guard mons like aegi or cele. rotom-w, although a water on sun, is a nice fire/water resist and burns stuff. basically lele + support (tr/steel killers)
 
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Hoopa-Unbound @ Sitrus Berry
Ability: Magician
EVs: 252 HP / 164 Def / 92 SpA
Quiet Nature
IVs: 0 Spe
- Hyperspace Fury
- Psychic
- Trick Room
- Protect

Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hyper Voice
- Double-Edge
- Fire Blast
- Protect

Hariyama @ Flame Orb
Ability: Guts
EVs: 188 HP / 252 Atk / 4 Def / 64 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Close Combat
- Stone Edge
- Knock Off

Kartana @ Assault Vest
Ability: Beast Boost
EVs: 64 HP / 4 Atk / 4 Def / 252 SpD / 184 Spe
Jolly Nature
- Smart Strike
- Sacred Sword
- Leaf Blade
- Night Slash

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Earth Power
- Substitute
- Protect
Rotom-Wash @ Choice Specs
Ability: Levitate
EVs: 164 HP / 160 SpA / 184 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Thunderbolt
- Hidden Power [Grass]
Teambuilding:
As the teams should be build around hoopa, I wanted hoopa to be the MVP and not just any replacable member on my team. So I came up with a kinda interesting idea of slow Trickroom Hoopa, and idea similar to trickroom gengar, which kept having some sucess since vgc14. The main reason for hoopa as the Trickroom setter and not gengar or sth else was the fact that it totally beats amoonguss. While thinking what might go well with it I first had the idea of slow mega kangaskhan, however, this kinda felt mediocre,especially with the perental bound nerv, although I liked the idea of a slow fakeout-user with the potential of doinf a lot of damage. I considert mega Blastoise for fakeout and waterspout which is rather underrated atm. However, with charizard being used a lot thanks to the nerv of kangaskhan it feels suboptimal eventhought waterspout is sth nice. While thinking about a mega I felt like mega-salamence would be super nice. Not for abusing trickroom, but for cleaning up afterwards with its powerful hypervoices. Intiminate has a great synergy with Hoopa, which has 130 SpDef and it as well has a great matchup vs Kangaskhan, Charizard, landorus and amoonguss are just making it too tempting to resist the tempation of using it. Next I wanted the fakeout-user-trickroom-abuser. Hariyama felt like a pretty nice pick for this slot. Its not used too much thought but for this team it perfectly works. Most teams do have two or more fighting-type weaknesses; and the most popular resistances: Charizard and Lando are handled pretty well by my team. And charizard doesnt enjoy staying in against hariyama because of stoneedge anyways. Next I added Kartana to have something fast threatening Lele. I am actually using Assault vest Kartana to make swithing in and out easier. Assault vest is the best item for kartana in my opinion as with some investment it turns 1hkos into 3hkos and especially in a 6vs6 format where battles take longer taking less damge is nice. With this team its also easy to get into a position where your opponent has two Pokemon unable to touch kartana on the field. For the last two I went with Rotom-wash and heatran. They are not just adding useful coverage and a fwg core, but as well they are both working in and outside of trickroom. Rotom can pivot around with voltswitch and heatran can either sweep by spamming eruption in trickroom or be lead next to hariyama to get a fast sub up. leftovers kinda negate the fact that sub and eruption work kinda suboptimal with each other. But on this team that definatly works. Another interesting thing is, that Im using fast specs rotom. Im outspeeding timid heatran which troubles my non tr mode. As they usually just sub this helped getting a lot of suprise kos. It gave me another option to do damge in and outside of trickroom and will-o-whisp support is something this team doesnt really need.

EVS:
First of all Hoopa. Its Mixed with some SpAtk investment to Ko most Amoongusses. Im not a big fan of purly physical with moves like ice or drainpunch as intiminate is everywhere. I opted not to use hyperspace hole as it doesnt ko Amoonguss. Salamence is pretty straight forward to get as much damage with hypervoice off as possible. And double-edge still does a good chunk. Hariyama has some SpDef investment as its HP are already that high and this just maximises its possible bulk with 256 defensive EVs. Kartanas EVs are something Im especially proud of. things that would bring me down to my sash like tapu Kokos thunderbold are suddenly 3hkos. And as its attack is already that high it doesnt need investment there. The logic of that is kinda similar ro Ray Rizzos mawile in vgc14. Its speed is enough to outspeed positive natured base 100s by 2. Not having 252 doesnt make a difference exapt of the rare kartana mirrors. Heatrans EVs should be clear and Rotom is fast enought to outspeed timid heatran while Still having a solid bulk and a lot of damage output

Accomplishments:
All I did with this team was laddering a bit on showdown. Got into the 1600s with a solid 82% gxe. I could probably push a bit more for a 1700 rating if I have time to.
 
HAPPY NEW YEAR!

It's also voting time! To vote, just post the name of the guy you're voting for!

darksylvion
Checkmater
Test Bot #
GreenGogoatttt
MaxVGC

Deadline of voting on Monday GMT noon-ish!
 
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