So today was my first attempt at playing in the Doubles metagame, and my first tested Doubles team. I've been told by Pokemon Showdown users ( 1400+ on the ladder ) that my team has improved a lot from my first draft, a Noivern and Golurk combo... But anyway, this is my new team. I've won 21/30 matches with it, and usually only lose because I make extremely stupid plays, or get distracted by other things, namely my dog.
Thank you for looking over my team! I hope that I put enough information in here to help you get a good feel for my team. I'd like to mention that this team has gotten me to 1300+ in a single day. Any constructive criticism would be great, even if you're new at this :3
For your entertainment, here's my Golurk + Noivern combo...
The Team
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Hitmontop (M) @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 136 Atk / 120 Spd
Impish Nature
- Wide Guard
- Fake Out
- Close Combat
- Helping Hand
Hitmontop is usually one of my two leads. Fake Out is there because it helps open up space to set up things on other Pokemon. Helping Hand is to make sure that his allies can hit hard enough when they need to, while Wide Guard is there to protect Volcarona from Earthquakes, as it's pretty frequent. Hitmontop is given a Sitrus Berry to help him last a little bit longer, and gives him the power to switch in easier, spreading attack drops with Intimidate. I feel this guy is a pretty solid Pokemon. He can take down threats such as Bisharp and Kangaskhan when needed, but he can mainly help out the rest of the team.
Volcarona @ Lum Berry
Ability: Flame Body
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Heat Wave
- Quiver Dance
- Bug Buzz
- Protect
Remember this guy? Because it seems as if no one does. Volcarona is still an amazing Pokemon, no matter what tier it's in. Usually paired with Hitmontop as my lead, this thing is pretty smooth. Heat Wave is it's favored STAB, as it can hit both opponents, and is super powerful with a Helping Hand boost. Bug Buzz is just an extra STAB in there to deal with anything that resists Heat Wave, and is almost never used. Quiver Dance is relatively easy to set up with Quick Guard and Fake Out on it's bestie. After that, it's almost GG. Protect is needed simply to scout out threats, and to save it from Fake Outs, Mach Punches, and any other small attacks since they always end up hitting this guy instead of Hitmontop.
Genesect @ Choice Scarf
Ability: Download
EVs: 160 Atk / 96 SAtk / 252 Spd
Hasty Nature
- U-turn
- Ice Beam
- Iron Head
- Thunderbolt
Genesect is my revenge killer, but can also operate as a sweeper. After a Download boost, Genesect is a real threat that lots of teams are unprepared for. I've seen many different sets on it, giving that same unpredictable advantage that Sigilyph has in NU. Genesect has both U-Turn and Iron Head for his STAB, and to allow him to do some damage when he gets a physical Download boost. These two attacks cover pains such as Mega Gardevoir, Sylveon, and Togekiss. Ice Beam is there to give this robot some more versatility, allowing it to check Gyarados, Latios, Thundurus, Landorus, and other potential sweepers with ease. Thunderbolt does the same thing, checking Pokemon such as Greninja, and Talonflame. Genesect however is wasted when Volcaronas come in, and full health Charizards of any kind. This guy is also often paired in battle with Hitmontop, and loves those Helping Hand boosts to break walls, and Pokemon that aren't weak to any of these moves.
Garchomp @ Garchompite
Ability: Rough Skin
EVs: 252 Atk / 56 SDef / 200 Spd
Lonely Nature
- Earthquake
- Dragon Claw
- Fire Blast
- Protect
*This EV Spread was made by the awesome KyleCole!*
Ah, Garchomp. The Pokemon who's Mega Evolution is laughed upon in OU. With this set however, that's not the case. His set is pretty straightforward, and has one sole purpose: wrecking everything. Earthquake and Dragon Claw are both STAB moves that the 252+ EVs love to team with. The 56 Special Defense seems quite strange, but it actually helps Garchomp live an Ice Shard from Mamoswine, and other attacks which aren't Super Effective. Fire Blast is a filler move to destroy Klefki, Ferrothorn, and other uncommon Pokemon who would usually switch into Garchomp thinking that they have it made. Garchomp is still somewhat frail, and has trouble with Togekiss, and Trick Room. However, with a Helping Hand (usually from Cresselia), Garchomp can sometimes break through those problems.
Cresselia (F) @ Chesto Berry
Ability: Levitate
EVs: 40 SAtk / 240 HP / 216 SDef / 12 Def
Calm Nature
- Psychic
- Icy Wind
- Helping Hand
- Rest
Even two generations later, Cresselia is the queen of Doubles. She has STAB access to Psychic, which is pretty weak. However, she has both Icy Wind AND Helping Hand. Icy Wind is to slow down anything and everything that is faster than any of my Pokemon. This is mainly helpful for Mega Kangaskhan and Greninja, but is simply good to have. Helping Hand can boost any move an allie is using to high levels, almost always guaranteeing a 1/2HKO. Chesto Rest is to get rid of Rotom Wash's burns, and to just give Cresselia some longevity. Her EV spread is pretty scattered, but seems to work pretty amazingly. I'll admit, I got the spread off of her Smogon Analysis, but it's better than the 252 HP / 252+ SpA that Pokemon Showdown was telling me to use. With this bulk, Cresselia can switch into even Super Effective attacks and have more than 50% health most of the time. She is the superglue of my team, and the key to my success. I also get very sad when she'd KOed.
L'OREAL (Keldeo-Resolute) @ Leftovers
Ability: Justified
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Calm Mind
- Hydro Pump
- Secret Sword
- Hidden Power [Ghost]
L'Oreal, the super sexy pony, is my late game sweeper. Hydro Pump and Secret Sword are both powerful STAB moves that Keldeo can't live without. These are usually boosted further with a Trick Room boost, but don't have to be. Calm Mind is just to use when Cresselia, or whatever other allie is out is getting attacked, and Keldeo is too weak to do any damage to it. After that's up, it's back to sweeping time. Hidden Power Ghost was kinda just thrown in there to counter Mega Gengar, but seems to have a more widespread use than I figured. Keldeo however, is pretty weak without bulky Pokemon around him to help take attacks.
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Hitmontop (M) @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 136 Atk / 120 Spd
Impish Nature
- Wide Guard
- Fake Out
- Close Combat
- Helping Hand
Hitmontop is usually one of my two leads. Fake Out is there because it helps open up space to set up things on other Pokemon. Helping Hand is to make sure that his allies can hit hard enough when they need to, while Wide Guard is there to protect Volcarona from Earthquakes, as it's pretty frequent. Hitmontop is given a Sitrus Berry to help him last a little bit longer, and gives him the power to switch in easier, spreading attack drops with Intimidate. I feel this guy is a pretty solid Pokemon. He can take down threats such as Bisharp and Kangaskhan when needed, but he can mainly help out the rest of the team.
Volcarona @ Lum Berry
Ability: Flame Body
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Heat Wave
- Quiver Dance
- Bug Buzz
- Protect
Remember this guy? Because it seems as if no one does. Volcarona is still an amazing Pokemon, no matter what tier it's in. Usually paired with Hitmontop as my lead, this thing is pretty smooth. Heat Wave is it's favored STAB, as it can hit both opponents, and is super powerful with a Helping Hand boost. Bug Buzz is just an extra STAB in there to deal with anything that resists Heat Wave, and is almost never used. Quiver Dance is relatively easy to set up with Quick Guard and Fake Out on it's bestie. After that, it's almost GG. Protect is needed simply to scout out threats, and to save it from Fake Outs, Mach Punches, and any other small attacks since they always end up hitting this guy instead of Hitmontop.
Genesect @ Choice Scarf
Ability: Download
EVs: 160 Atk / 96 SAtk / 252 Spd
Hasty Nature
- U-turn
- Ice Beam
- Iron Head
- Thunderbolt
Genesect is my revenge killer, but can also operate as a sweeper. After a Download boost, Genesect is a real threat that lots of teams are unprepared for. I've seen many different sets on it, giving that same unpredictable advantage that Sigilyph has in NU. Genesect has both U-Turn and Iron Head for his STAB, and to allow him to do some damage when he gets a physical Download boost. These two attacks cover pains such as Mega Gardevoir, Sylveon, and Togekiss. Ice Beam is there to give this robot some more versatility, allowing it to check Gyarados, Latios, Thundurus, Landorus, and other potential sweepers with ease. Thunderbolt does the same thing, checking Pokemon such as Greninja, and Talonflame. Genesect however is wasted when Volcaronas come in, and full health Charizards of any kind. This guy is also often paired in battle with Hitmontop, and loves those Helping Hand boosts to break walls, and Pokemon that aren't weak to any of these moves.
Garchomp @ Garchompite
Ability: Rough Skin
EVs: 252 Atk / 56 SDef / 200 Spd
Lonely Nature
- Earthquake
- Dragon Claw
- Fire Blast
- Protect
*This EV Spread was made by the awesome KyleCole!*
Ah, Garchomp. The Pokemon who's Mega Evolution is laughed upon in OU. With this set however, that's not the case. His set is pretty straightforward, and has one sole purpose: wrecking everything. Earthquake and Dragon Claw are both STAB moves that the 252+ EVs love to team with. The 56 Special Defense seems quite strange, but it actually helps Garchomp live an Ice Shard from Mamoswine, and other attacks which aren't Super Effective. Fire Blast is a filler move to destroy Klefki, Ferrothorn, and other uncommon Pokemon who would usually switch into Garchomp thinking that they have it made. Garchomp is still somewhat frail, and has trouble with Togekiss, and Trick Room. However, with a Helping Hand (usually from Cresselia), Garchomp can sometimes break through those problems.
Cresselia (F) @ Chesto Berry
Ability: Levitate
EVs: 40 SAtk / 240 HP / 216 SDef / 12 Def
Calm Nature
- Psychic
- Icy Wind
- Helping Hand
- Rest
Even two generations later, Cresselia is the queen of Doubles. She has STAB access to Psychic, which is pretty weak. However, she has both Icy Wind AND Helping Hand. Icy Wind is to slow down anything and everything that is faster than any of my Pokemon. This is mainly helpful for Mega Kangaskhan and Greninja, but is simply good to have. Helping Hand can boost any move an allie is using to high levels, almost always guaranteeing a 1/2HKO. Chesto Rest is to get rid of Rotom Wash's burns, and to just give Cresselia some longevity. Her EV spread is pretty scattered, but seems to work pretty amazingly. I'll admit, I got the spread off of her Smogon Analysis, but it's better than the 252 HP / 252+ SpA that Pokemon Showdown was telling me to use. With this bulk, Cresselia can switch into even Super Effective attacks and have more than 50% health most of the time. She is the superglue of my team, and the key to my success. I also get very sad when she'd KOed.
L'OREAL (Keldeo-Resolute) @ Leftovers
Ability: Justified
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Calm Mind
- Hydro Pump
- Secret Sword
- Hidden Power [Ghost]
L'Oreal, the super sexy pony, is my late game sweeper. Hydro Pump and Secret Sword are both powerful STAB moves that Keldeo can't live without. These are usually boosted further with a Trick Room boost, but don't have to be. Calm Mind is just to use when Cresselia, or whatever other allie is out is getting attacked, and Keldeo is too weak to do any damage to it. After that's up, it's back to sweeping time. Hidden Power Ghost was kinda just thrown in there to counter Mega Gengar, but seems to have a more widespread use than I figured. Keldeo however, is pretty weak without bulky Pokemon around him to help take attacks.
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Thank you for looking over my team! I hope that I put enough information in here to help you get a good feel for my team. I'd like to mention that this team has gotten me to 1300+ in a single day. Any constructive criticism would be great, even if you're new at this :3
For your entertainment, here's my Golurk + Noivern combo...
Noivern @ Life Orb
Ability: Infiltrator
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Boomburst
- Hurricane
- Draco Meteor
- Air Slash
Golurk @ Choice Scarf
Ability: No Guard
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Earthquake
- Dynamic Punch
- Heavy Slam
- Hammer Arm
Ability: Infiltrator
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Boomburst
- Hurricane
- Draco Meteor
- Air Slash
Golurk @ Choice Scarf
Ability: No Guard
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Earthquake
- Dynamic Punch
- Heavy Slam
- Hammer Arm
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