Doubles Teambuilding Competition - Week 69 - GAME OVER

Idyll

xD
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RBTT Champion
With a good lead in votes, Nido-Rus + clius takes this week, congrats!


For this week, we're gonna go back to DOU with Mega Charizard Y + Hoopa-U! This core was suggested by qsns and is basically two really hard hitters with some hint of offensive synergy. Both can be a bit frail at times though, so support will be crucial!

On another note, this project somehow lasted a year! Thanks to everyone who participated so far : )

Deadline of building on Saturday, GMT Noon!
 

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 232 HP / 56 Def / 112 SpD / 108 Spe
Modest Nature
- Overheat
- Heat Wave
- Solar Beam
- Protect

Hoopa-Unbound @ Focus Sash
Ability: Magician
EVs: 252 Atk / 40 Def / 212 SpA / 4 SpD
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect

Scrafty @ Lum Berry
Ability: Intimidate
EVs: 252 HP / 212 Atk / 44 Def
Impish Nature
IVs: 28 Spe
- Drain Punch
- Knock Off
- Fake Out
- Quick Guard

Volcanion @ Safety Goggles
Ability: Water Absorb
EVs: 252 HP / 116 Def / 96 SpA / 44 SpD
Quiet Nature
IVs: 0 Atk / 21 Spe
- Steam Eruption
- Heat Wave
- Earth Power
- Protect

Aegislash @ Safety Goggles
Ability: Stance Change
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

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


So the first two slots are Mega Charizard Y and Hoopa-U since that's we are forced to use. The Mega Charizard Y EVs take a Landorus-T Rock Slide, takes a Timid LO Thundurus Thunderbolt, and outspeed Jolly Breloom. The Hoopa-U EVs take a -1 Mega Kangaskhan Return. I added Scrafty to help get up Trick Room with Fake Out and serve as a check to Mega Kangaskhan and Heatran. The EVs survive a Timid LO Secret Sword from Keldeo. Then we got our Talonflame and Sun Check in Volcanion. The EVs takes two -1 Earthquakes from Adamant Landorus-T, survive a Timid Specs Draco Meteor both Latios and Hydreigon most of the time. The speed is to underspeed Hoopa-U in Trick Room so Hoopa-U can break protect and wide guard and then Volcanion can attack. Aegislash provides Wide Guard support from Mega Charizard Y and a solid switch in from Mega Kangaskhan and Landorus-T's Earthquakes. It's also a great check to Mega Diancie with really threatens Mega Charizard Y and Hoopa-U with its STABs. Finally, we have AV Landorus-T to switch into other Landorus-Ts that try to Rock Slide Mega Charizard Y or U-Turn off Hoopa-U.
 
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Yellow Paint

working as intended
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B101 Leader
Devil came through here
Devilish (Hoopa-Unbound) @ Choice Scarf
Ability: Magician
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Hyperspace Hole
- Focus Blast
- Hidden Power [Ice]

War Kite (Charizard-Mega-Y) @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Heat Wave
- Solar Beam
- Tailwind
- Protect

Boltergeist (Thundurus) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Taunt
- Protect

Conflagration (Heatran) @ Life Orb
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Heat Wave
- Earth Power
- Flash Cannon
- Protect

Dagger of the Mind (Aegislash) @ Life Orb
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Diablo (Terrakion) @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Quick Guard
- Protect
This team is ridiculously unbalanced but I use it all the time and it somehow works through the sheer firepower of 5 life orbs and zard y. Scarf hoopa is a great set and it helps a ton with dragons and the not so surprise ko on lando. Aegi checks lando diancie, thundy checks diancie talon, terrak checks kang tran. Outside of that you basically position yourself so aegi, zard or tran just gets off free damage that's hard to switch into. I find myself using this vs better players than me when I know matchup will give me a higher chance of winning than anything else, but it's still playable against most teams. Not chalk though, you click x vs a halfway decent player.
 

Mishimono

mish mish
is a Top Tiering Contributoris a Past SCL Champion
Colourful Sun

Charizard @ Charizardite Y
Ability: Blaze
EVs: 248 HP / 68 Def / 84 SpA / 108 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Protect
- Hidden Power [Ground]

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 192 Atk / 140 SpA / 176 Spe
Hasty Nature
- Gunk Shot
- Hyperspace Fury
- Hyperspace Hole
- Protect

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 100 HP / 252 SpA / 156 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Earth Power
- Protect
- Substitute

Jirachi @ Safety Goggles
Ability: Serene Grace
EVs: 248 HP / 172 Def / 68 SpD / 20 Spe
Impish Nature
- Iron Head
- Helping Hand
- Follow Me
- Icy Wind

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

Whimsicott @ Focus Sash
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Tailwind
- Encore
- Protect

This is a squad I built with Matame. We started with Hoopa and Zard because thats what we had to build around. We added Kyurem-B because Landorus-T looked look like a really big threat. Next we added Jirachi to give the team some speed control and support with Helping Hand and Follow Me. Landorus-T was added to provide Intimidate and overall had good synergy with the rest of the team. Lastly we added Tailwind Whimsicott for some more speed control and another check to Diancie.

EDIT: Matame wanted to add Terrakion but Beat Up sucks
 
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The Zard, The Genies, & The Uglies



Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Hidden Power [Ground]
- Protect
- Solar Beam

Jirachi @ Safety Goggles
Ability: Serene Grace
EVs: 248 HP / 180 Def / 80 SpD
Sassy Nature
- Icy Wind
- Iron Head
- Protect / Helping Hand
- Follow Me

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

Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 128 HP / 108 Def / 252 SpA / 20 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Hidden Power [Ice]
- Taunt
- Thunderbolt

Conkeldurr @ Lum Berry
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Mach Punch
- Drain Punch
- Ice Punch
- Wide Guard

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Hyperspace Hole
- Energy Ball
- Gunk Shot / Sunny Day


When I was building this team, I had three Mons that I particularly wanted to check: Landorus-T, Heatran, and Mega Diancie. As shown above, the team has three Mons with Ice type moves, two of which will OHKO Landorus-T and one that will just decrease its speed. (Note that Conkeldurr's -1 Iron Fist boosted Ice Punch will OHKO Landorus-T.) Also, Zard's HP Ground and Landorus-T's Earthquake should be able to take care of Heatran, but just in case that it has Shucca Berry, the team have Conkeldurr to Mach Punch it. (Two Mach Punches will take care of Heatran.) For the matter of Mega Diancie, the team can use Earthquake, Iron Head (imao), Solar Beam (80% chance for OHKO), and Energy Ball (50% chance for OHKO). Thus, this team has no excuse for not being able to counter these three Mons.

Aside from the discussion of Zard threats, this team has enough moves to maintain control over the opponent's speed. Conkeldurr's Wide Guard is also useful for protecting the team against Diamond Storm, Rock Slide, Muddy Water, and opposing Heat Wave, allowing other members of the team to do what they got to do. And, I found Thundurus's Taunt particularly useful in eliminating opposing Wide Guard and Protect, allowing the team to continue to be an offensive force in the game. (Bye Bye Aegislash, etc.) With the addition on Landorus and Jirachi, Dragon types and THALK ain't a problem either. And lastly, Hoopa-U's Gunk Shot helps out with problematic Fairy types. (THE END)

Don't read further if you don't want to hear why I put Sunny Day on Hoopa-U.

Due to the frustration that Prankster Thundurus always use Rain Dance, I decided to put Sunny Day on Hoopa-U. Although this in most cases is a terrible idea, it worked pretty fine, allowing my Zard to Heat Wave or Solar Beam as needed (while causing Swift Swimmers to be rather useless). Nevertheless, I do not recommend that you put Sunny Day on Hoopa-U unless you know that you will have a Weather War. Thanks for your patience in reading this description, mate.
 
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Idyll

xD
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RBTT Champion
Voting time! To vote, just post the name of the guy who built the team you're voting for!

GreenGogoatttt
Yellow Paint
Mishimono
Test Bot #

Deadline of voting on Monday GMT noon!
 

Idyll

xD
is a Tutoris an official Team Rateris a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Smogon Media Contributoris a Site Content Manager Alumnusis a Top Social Media Contributor Alumnusis a Community Leader Alumnus
RBTT Champion
With a good lead in votes, GreenGogoatttt wins the week!


This week, we're gonna do Mega Gardevoir + Volcanion! In this core, Mega Gardevoir functions really as a strong attacker that can deal with Dragon- and Electric-types while Volcanion deals with Steels such as Jirachi and Aegislash.

Deadline on Saturday GMT noon!
 

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