Kangaskhan
Ability: Scrappy > Parental Bond
Jolly 4 HP / 252 Atk / 252 Speed
31/31/31/31/31/31
- Return
- Power-up Punch
- Sucker Punch
- Fake out
Note: This is a standard jolly kangaskhan, the powerhouse of Battle Spot. Jolly guarantees you'll at least speed-tie all base speed 100 pokemon, a useful quality in an offensive behemoth. Highly recommended for any competitive team. Please note you'll have to maximize this pokemon's friendliness level to increase the power of return.
Scizor
Ability: Technician
Adamant 252 HP / 252 Atk / 4 Sp.Def
31/31/31/x/31/31
- Bullet Punch
- U-turn
- Aerial Ace
- Protect / Coverage move
Note: I bred and raised this a really long time ago and haven't really used him much since. He's KB, so unfortunately he misses out on a lot of great attacks, including bug bite. Sill, he'd make a great candidate for a choice band set (if you replace protect with a coverage move), especially if your team has a problem with fairy types. This was bred before I started focusing on egg moves, so none of those here either.
Tyranitar
Ability: Sand Stream > Sand Stream
Adamant 4 HP / 252 Atk / 252 Speed
31/31/31/x/31/31
- Stone Edge / Rock Slide
- Earthquake / Crunch
- Dragon Dance
- Protect
Egg Moves Pursuit, Stealth Rock, Dragon Dance, and Outrage are available (go to move reminder to relearn them).
Note: This tyranitar is perfect for running a ddance mega ttar set. After a single dragon dance, it can outspeed and OHKO a large portion of the metagame, though it does require prediction and some team support to work to its best ability.
Gardevoir
Ability: Trace
Modest 86 HP / 196 Sp.Atk / 228 Speed (Eggy Emporium's
Dragon Slayer Spread)
31/x/31/31/31/31
- Moonblast
- Psychic
- Shadow Ball
- Energy Ball / Other Coverage
Note: This gardevoir is KB, so does not have access to Hyper Voice, and is not recommended for use as Mega Gardevoir. This gardevoir's EV spread is designed to work while holding a choice scarf. If you wish to try him out with a different held item (choice specs, for example), he will need to be re-EV trained. When holding a choice scarf, he outspeeds max speed non-scarfed noivern by 1 point. By putting the rest of the investment in HP, it affords him greater survivability in a metagame filled with powerful physical attackers.
Salamence
Ability: Intimidate
Timid 4 HP / 252 Sp.Atk / 252 Speed
31/31/31/31/30/31
- Draco Meteor
- Fire Blast
- Stone Edge
- Hydro Pump / Dragon Pulse
Egg Moves Hydro Pump, Dragon Pulse, and Dragon Dance are available (go to move reminder to relearn them)
Note: At level 50, there is no stat difference between an uninvested 30 IV and a 31 IV, so this is functionally a flawless 6 IV pokemon. This is a standard special salamence, currently an S-tier ranked pokemon on the VGC side. He works best while holding choice scarf, however he can also viably use a life orb. Stone edge is preferred over rock slide because it can guarantee a KO on talonflame and mega charizard y (even uninvested with an attack reducing nature).
Garchomp
Ability: Rough Skin
Jolly 4 HP / 252 Atk / 252 Speed
31/31/31/x/31/31
- Rock Slide
- Earthquake
- Dragon Claw
- Iron Head
Note: This is a standard Jolly garchomp for doubles, with "protect" replaced with "iron head" to demonstrate that the egg move is available. Give him a lum berry and he's ready to roll!
Rotom-Heat
Ability: Levitate
Modest 252 HP / 68 Def / 156 Sp.Atk / 12 Sp.Def / 22 Speed (Another
Team Report EV Spread)
31/x/31/31/31/31
- Thunderbolt
- Overheat
- Will-o-Wisp
- Protect
Note: The rotom forms are among the most useful all-around bulky attackers/utility pokemon available right now. Rotom-heat is able to fill the niche of bulky fire-type well, with its 4x weakness to ground type moves negated by levitate. It can take on Mega Charizard Y and talonflame and win most of the time. If the current EV spread isn't to your taste (perhaps a more defensive spread will suit you?), you can easily re-EV train this one to fill a variety of different roles. You can also take this pokemon to Sycamore's Lab and change it into rotom-wash if you need that one, however, you'll lose the PP Max that's been applied to overheat.
Rotom-Wash
Modest 252 HP / 144 Def / 86 Sp.Atk / 28 Speed (Another team report EV spread)
31/x/30/31/31/31 (HP Ice)
- Thunderbolt
- Hydro Pump
- Will-o-Wisp
- Protect
Note: See note on utility of rotom forms above. Rotom-wash boasts only 1 weakness, grass, which is very useful. I was lucky enough to get a rotom with a 30 IV in defense, so after some careful breeding, I was able to get this pokemon with Hidden Power Ice.
Amoonguss
Ability: Regenerator
Bold 252 HP / 188 Def / 68 Speed (Another
Team Report EV spread)
31/x/31/31/31/31
- Giga Drain
- Spore
- Rage Powder
- Protect
Note: Very reliable support pokemon in doubles play. The speed EVs allow Amoonguss to outspeed and spore min speed aegislash. I've used this primarily as redirection support with rocky helmet to help check Mega Kangaskhan, however amoonguss can also use black sludge effectively.
Ferrothorn
Ability: Iron Barbs
Brave 252 HP / 204 Atk / 52 SDef (Another
Team Report EV Spread)
31/31/31/31/31/x (mental note: check what the exact IV of speed is)
- Power Whip
- Gyro Ball
- Leech Seed
- Protect
Note: (mental note: check for egg moves) This is a fairly standard ferrothorn build for doubles. When holding a lum berry, this ferro can avoid a burn from rotom-w and OHKO it with power whip. Give him a rocky helmet, and he can really punish mega kangaskhan. If your team needs a steel type wall with some offensive potential, this ferrothorn is a pretty solid choice.
Talonflame
Ability: Gale Wings
Adamant 4 Hp / 252 Atk / 252 Speed
31/31/31/31/31/31
- Brave Bird
- Flare Blitz
- U-turn
- Will-o-wisp
Note: I've used this pokemon extensively running a choice band set. Play her as a lead to scout, or keep her in the back as a late-game cleaner. Either way, she does her job and she does it well. (No egg moves)
Meowstic-Male
Ability: Prankster
Bold 252 HP / 124 Def / 4 Sp.Atk / 126 Sp.Def / 4 Speed
31/x/31/31/31/31
- Quick Guard
- Reflect
- Light Screen
- Psychic
Note: This pokemon makes a great dual screener, and quick guard provides a lot of utility. Psychic is there in case your opponent uses taunt. (Another viable moveset for doubles uses the safe-swagger strategy: quick guard / safeguard / swagger / charm. Safeguard protects your team from status, swagger allows you to boost a teammate's attack while not having to worry about confusion thanks to safeguard. Charm is powerful in doubles because there isn't much opportunity for your opponent to switch out and dump the -2 attack drop).