Disclamer: I know I am harcore weak to SubTran and Rock Slide, but CB Brave Bird+Flare Blitz fit so well with the team. Talonflame and Chandelure could possibly switch to something that fills similar roles, but there's not much with their raw power to choose from that can do the same things.
Well, as I was telling the guys at #doubles, I wanted to try to peak #1 with this team and actually take a screenie before posting this, but the ladder isn't working on my day off. The reason I don't have a screenshot is because as I was moving up the ladder Arcticblast suggested I change one of my members and test it on an alt. I told him alt testing is for pussies and then I lost several games afterward with his team suggestion and never screenshotted anything lolz. Also, I would have really sick replays against some of the #doubles peeps, but the replay saver has been down.
Team-building process was basically to complement CharizardY. My second teamslot went to Chandelure to have epic Heat Wave spam. Sash Deoxys-Attack came next as a heavy hitter that appreciates Sun getting rid of Sand and Hail. Amoonguss was the next member to take some heat from all the frail attackers plus add a teeny-bit of defensive synergy. Scizor and Talonflame finished the team because they are the premier priority attackers in the tier and I needed to pick off weakened, speedy and TR threats that got around the annihilation done by my first three members. Also, apparently gen4 is bad because I use something from every other gen here.
The team is pretty close to Hyper Offense, but without a lot of set-up because its doubles. Most matches are much less than 10 turns and it rarely pushes up toward 20 if I'm battling someone pretty good with a particularly bulky team that I struggle with match-up wise. Amoonguss is essentially the only slow support mon and even he has two viable offensive options(and technically 3 if you count Spore as offensive)
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk
- Heat Wave
- Focus Blast
- Ancient Power
- Protect
Initially, I tried Solar Beam, but Water types basically never bother me. Charizard is usually taking less than 25% from Scalds and both Scizor and Amoonguss take less than 50% from Belly Drum Aqua Jet in Sun(not that I would let it easily set up anyway). Plus, I was determined to run Timid and Timid can't OHKO neither Azumarill nor Rotom W. My real thing to worry about was Heatran. I tried HP Ground, but Focus Blast does the same damage and covers more things like Houndoom, Hydreigon, Tyranitar, Rhyperior, etc. Dragon Pulse is to hit Dragons hard AND have a way to hit Chandelure, plus have 1 reliable 100% move for low health survivors.
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 Spd / 252 SAtk / 4 SDef
Modest Nature
IVs: 0 Atk
- Heat Wave
- Energy Ball
- Shadow Ball
- Overheat
There are a few things that you could call "sweepers" in doubles and Modest Scarf Chandy is one of them. I can finish off the opponent late-game with this if I choose, but what is much more fun is pairing it up with Charizard early-game(or mid-game after fishing for a Flash Fire boost, oh gawd). Chandelure in Sun almost always does >50% to everything with Heat Wave which puts them in range for Charizard to finish. Sometimes I get lucky and Chandelure KOs one mon, so Charizard gets a significant power boost against the other due to lack of spread modifier. Energy Ball is primarily for Rotom-W, Politoed and Gastrodon, but sometimes I would just rather lock myself into Heat Wave even against them so I don't have to switch out later. Shadow Ball and Overheat are for emergency HIT THIS ONE THING WITH A GOOD STAB NOW moments.
Maybe Heatran could go here to lower Rock Slide weakness?
Scizor @ Life Orb
Ability: Technician
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Bullet Punch
- Swords Dance
- Feint
- Bug Bite
This actually serves quite a few purposes. One, LO Bullet Punch is crucial for finishing things off. Two, Feint's +2 priority is even nicer than +1 and it helps when people try to Protect stall against Sun or avoid getting OHKOd while their partner does work. Three, Swords Dance takes advantage of free turns that this highly offensive team sometimes creates. All three of Scizor's attacks become very threatening from LO +2.
No, I will not switch this with Hariyama again lol. That didn't work at all :p
I have though about using maybe Terrakion, Landorus-T or something else in this slot though, but Scizor is sort of the glue to the team.
Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 238 Spd / 252 SAtk / 20 Atk
Mild Nature
- Psycho Boost
- Superpower
- Ice Beam
- Protect
Deo-A is THE most under-utilized threat of all time in Doubles. Even with a Sash, it is OHKOing loads of things and with the right support you would swear this thing has 9 lives. There isn't much else to say. I guess it is my best check to Jolteon, Garchomp, Heatran, Rotom W, etc which this team struggles with without Deo-A. Psycho Boost>Superpower>Finish off stragglers with Ice Beam>Switch Out.
Amoonguss @ Sitrus Berry
Ability: Effect Spore
EVs: 228 SDef / 252 HP / 24 Def / 4 Spd
Calm Nature
IVs: 0 Atk
- Energy Ball
- Spore
- Foul Play
- Rage Powder
RP/FM support is MANDATORY for Deo-A and Amoonguss conveniently has great synergy with the team. Redirecting and tanking Thunderbolts and Hydro Pumps is pretty handy, Energy Ball hard counters most Waters, Spore knocks something out of the equation(especially useful against TR), Foul Play does damage to strong threats that are asleep/finishing off low HP threats that 4x resist Energy Ball. 4 speed is to outspeed mostly every Reuniclus and Slowbro to Spore them.
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 180 Spd / 252 Atk / 76 HP
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Taunt
CB Brave Bird is just really useful. I've touched on how this team likes to blow things up and then pick up the pieces. CB Prio Brave Bird can do both. Aerial Ace is for when I need Talonflame for early-game and know that it won't be staying in long, but just has to deal chip damage. U-Turn is rarely used, but is a nice option to have just in case. CB Flare Blitz in Sun from 351 base speed is sexy and used sometimes, but I'd rather be locked into Brave Bird.
Meh, maybe something like Aqua Jet Crawdaunt could work here for strong prio and checking TR.
I'm done trying to ladder in its current form and I'll try out all suggestions. It would be cool to have something more consistent because it feels like I have to be playing at peak performance with this team or I can end up fighting an uphill battle fast(it does have a lot of options to come back from behind though).
WEAKNESSES
Bulky Rotom W is hard to take down and Scarf Volt Switch makes matters even worse for trying to get rid of the threat.
SubTran is a monster and always will be. I have to try to not give it sun and Flash Fire boosts while smashing it with attacks before it gets in its groove.
Opposing Chandelure really love my Fire spam and Drought. They wall most of my attacks, but I can usually have a few options like D Pulse, Shadow Ball or Brave Bird to take them down.
Fast Talonflame like to take advantage of my reliance on speed and priority. I either have to hit it with Feint on Scizor or tank a Brave Bird and retaliate(not that I have great coverage on Fire/Flying types to retaliate with)
Scarf Rock Slide(Landog) just likes to own me before I can move. I usually can outplay it by hitting it with Chandy after tanking 1 Rock Slide, setting up with Scizor, smacking it with Talonflame, hitting it HARD on the switch in, etc, but it is a huge threat either way.
Chople Tyranitar and bulky (Mega)Tyranitar that like to run and hide can be really obnoxious by stirring up Sand repeatedly.
Mega Kangaskhan really steals HO momentum with its very powerful Fake Out and dangerous Sucker Punch while being able to annihilate everything on my team in a single turn outside of Scizor. Brave Bird is usually the best option as well as luring it into wasting turns on failed Sucker Punches while I KO it.
I don't really have a problem with Rain and Rain is not even OU, so I am not worried about it. What is worrying is when 2+ of the above threats join forces on the same team. Especially since a lot are very common.
Well, as I was telling the guys at #doubles, I wanted to try to peak #1 with this team and actually take a screenie before posting this, but the ladder isn't working on my day off. The reason I don't have a screenshot is because as I was moving up the ladder Arcticblast suggested I change one of my members and test it on an alt. I told him alt testing is for pussies and then I lost several games afterward with his team suggestion and never screenshotted anything lolz. Also, I would have really sick replays against some of the #doubles peeps, but the replay saver has been down.
Team-building process was basically to complement CharizardY. My second teamslot went to Chandelure to have epic Heat Wave spam. Sash Deoxys-Attack came next as a heavy hitter that appreciates Sun getting rid of Sand and Hail. Amoonguss was the next member to take some heat from all the frail attackers plus add a teeny-bit of defensive synergy. Scizor and Talonflame finished the team because they are the premier priority attackers in the tier and I needed to pick off weakened, speedy and TR threats that got around the annihilation done by my first three members. Also, apparently gen4 is bad because I use something from every other gen here.
The team is pretty close to Hyper Offense, but without a lot of set-up because its doubles. Most matches are much less than 10 turns and it rarely pushes up toward 20 if I'm battling someone pretty good with a particularly bulky team that I struggle with match-up wise. Amoonguss is essentially the only slow support mon and even he has two viable offensive options(and technically 3 if you count Spore as offensive)

Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk
- Heat Wave
- Focus Blast
- Ancient Power
- Protect
Initially, I tried Solar Beam, but Water types basically never bother me. Charizard is usually taking less than 25% from Scalds and both Scizor and Amoonguss take less than 50% from Belly Drum Aqua Jet in Sun(not that I would let it easily set up anyway). Plus, I was determined to run Timid and Timid can't OHKO neither Azumarill nor Rotom W. My real thing to worry about was Heatran. I tried HP Ground, but Focus Blast does the same damage and covers more things like Houndoom, Hydreigon, Tyranitar, Rhyperior, etc. Dragon Pulse is to hit Dragons hard AND have a way to hit Chandelure, plus have 1 reliable 100% move for low health survivors.

Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 Spd / 252 SAtk / 4 SDef
Modest Nature
IVs: 0 Atk
- Heat Wave
- Energy Ball
- Shadow Ball
- Overheat
There are a few things that you could call "sweepers" in doubles and Modest Scarf Chandy is one of them. I can finish off the opponent late-game with this if I choose, but what is much more fun is pairing it up with Charizard early-game(or mid-game after fishing for a Flash Fire boost, oh gawd). Chandelure in Sun almost always does >50% to everything with Heat Wave which puts them in range for Charizard to finish. Sometimes I get lucky and Chandelure KOs one mon, so Charizard gets a significant power boost against the other due to lack of spread modifier. Energy Ball is primarily for Rotom-W, Politoed and Gastrodon, but sometimes I would just rather lock myself into Heat Wave even against them so I don't have to switch out later. Shadow Ball and Overheat are for emergency HIT THIS ONE THING WITH A GOOD STAB NOW moments.
Maybe Heatran could go here to lower Rock Slide weakness?

Scizor @ Life Orb
Ability: Technician
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Bullet Punch
- Swords Dance
- Feint
- Bug Bite
This actually serves quite a few purposes. One, LO Bullet Punch is crucial for finishing things off. Two, Feint's +2 priority is even nicer than +1 and it helps when people try to Protect stall against Sun or avoid getting OHKOd while their partner does work. Three, Swords Dance takes advantage of free turns that this highly offensive team sometimes creates. All three of Scizor's attacks become very threatening from LO +2.
No, I will not switch this with Hariyama again lol. That didn't work at all :p
I have though about using maybe Terrakion, Landorus-T or something else in this slot though, but Scizor is sort of the glue to the team.

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 238 Spd / 252 SAtk / 20 Atk
Mild Nature
- Psycho Boost
- Superpower
- Ice Beam
- Protect
Deo-A is THE most under-utilized threat of all time in Doubles. Even with a Sash, it is OHKOing loads of things and with the right support you would swear this thing has 9 lives. There isn't much else to say. I guess it is my best check to Jolteon, Garchomp, Heatran, Rotom W, etc which this team struggles with without Deo-A. Psycho Boost>Superpower>Finish off stragglers with Ice Beam>Switch Out.

Amoonguss @ Sitrus Berry
Ability: Effect Spore
EVs: 228 SDef / 252 HP / 24 Def / 4 Spd
Calm Nature
IVs: 0 Atk
- Energy Ball
- Spore
- Foul Play
- Rage Powder
RP/FM support is MANDATORY for Deo-A and Amoonguss conveniently has great synergy with the team. Redirecting and tanking Thunderbolts and Hydro Pumps is pretty handy, Energy Ball hard counters most Waters, Spore knocks something out of the equation(especially useful against TR), Foul Play does damage to strong threats that are asleep/finishing off low HP threats that 4x resist Energy Ball. 4 speed is to outspeed mostly every Reuniclus and Slowbro to Spore them.
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 180 Spd / 252 Atk / 76 HP
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Taunt
CB Brave Bird is just really useful. I've touched on how this team likes to blow things up and then pick up the pieces. CB Prio Brave Bird can do both. Aerial Ace is for when I need Talonflame for early-game and know that it won't be staying in long, but just has to deal chip damage. U-Turn is rarely used, but is a nice option to have just in case. CB Flare Blitz in Sun from 351 base speed is sexy and used sometimes, but I'd rather be locked into Brave Bird.
Meh, maybe something like Aqua Jet Crawdaunt could work here for strong prio and checking TR.
I'm done trying to ladder in its current form and I'll try out all suggestions. It would be cool to have something more consistent because it feels like I have to be playing at peak performance with this team or I can end up fighting an uphill battle fast(it does have a lot of options to come back from behind though).
WEAKNESSES
Bulky Rotom W is hard to take down and Scarf Volt Switch makes matters even worse for trying to get rid of the threat.
SubTran is a monster and always will be. I have to try to not give it sun and Flash Fire boosts while smashing it with attacks before it gets in its groove.
Opposing Chandelure really love my Fire spam and Drought. They wall most of my attacks, but I can usually have a few options like D Pulse, Shadow Ball or Brave Bird to take them down.
Fast Talonflame like to take advantage of my reliance on speed and priority. I either have to hit it with Feint on Scizor or tank a Brave Bird and retaliate(not that I have great coverage on Fire/Flying types to retaliate with)
Scarf Rock Slide(Landog) just likes to own me before I can move. I usually can outplay it by hitting it with Chandy after tanking 1 Rock Slide, setting up with Scizor, smacking it with Talonflame, hitting it HARD on the switch in, etc, but it is a huge threat either way.
Chople Tyranitar and bulky (Mega)Tyranitar that like to run and hide can be really obnoxious by stirring up Sand repeatedly.
Mega Kangaskhan really steals HO momentum with its very powerful Fake Out and dangerous Sucker Punch while being able to annihilate everything on my team in a single turn outside of Scizor. Brave Bird is usually the best option as well as luring it into wasting turns on failed Sucker Punches while I KO it.
I don't really have a problem with Rain and Rain is not even OU, so I am not worried about it. What is worrying is when 2+ of the above threats join forces on the same team. Especially since a lot are very common.
Charizard @ Charizardite Y
Ability: Solar Power
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
IVs: 0 Atk
- Heat Wave
- Focus Blast
- Ancient Power
- Protect
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
IVs: 0 Atk
- Heat Wave
- Energy Ball
- Shadow Ball
- Overheat
Scizor @ Life Orb
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Bullet Punch
- Swords Dance
- Feint
- Bug Bite
Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 20 Atk / 252 SAtk / 238 Spd
Mild Nature
- Psycho Boost
- Superpower
- Ice Beam
- Protect
Amoonguss @ Sitrus Berry
Ability: Effect Spore
EVs: 252 HP / 24 Def / 228 SDef / 4 Spd
Calm Nature
IVs: 0 Atk
- Energy Ball
- Spore
- Foul Play
- Rage Powder
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 76 HP / 252 Atk / 180 Spd
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Taunt
Ability: Solar Power
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
IVs: 0 Atk
- Heat Wave
- Focus Blast
- Ancient Power
- Protect
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
IVs: 0 Atk
- Heat Wave
- Energy Ball
- Shadow Ball
- Overheat
Scizor @ Life Orb
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Bullet Punch
- Swords Dance
- Feint
- Bug Bite
Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 20 Atk / 252 SAtk / 238 Spd
Mild Nature
- Psycho Boost
- Superpower
- Ice Beam
- Protect
Amoonguss @ Sitrus Berry
Ability: Effect Spore
EVs: 252 HP / 24 Def / 228 SDef / 4 Spd
Calm Nature
IVs: 0 Atk
- Energy Ball
- Spore
- Foul Play
- Rage Powder
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 76 HP / 252 Atk / 180 Spd
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Taunt
Last edited: