Introduction: Hi everyone! This is a Doubles team I'm RMTing for my 600th Smogon post! I originally made this team for the non-Mega Khan Doubles Suspect Ladder. The main reason is because I wanted to test out Charizard Y, as well as see if Sun improved without Mega Khan terrorizing the ladder. Anyways, this soon turned into one of my better teams, peaking ~#50 (Though I did peak much higher at ~#13 with Tsunami's team). Sorry for spelling errors in advance I'm too lazy to proofread. Also, I know there are flaws with this team, and that's why I'm making this. Anyways, here is the team:
At a Glance:
----->
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 Def
Timid Nature
- Protect
- Heat Wave
- Solar Beam
- Hidden Power [Ground]
The focal point of this team, Mega Charizard Y is an absolute monster when used correctly. Heat Wave is SUCH a powerful spread move coming off 165 SpA + Sun, and demolishes even Pokemon who resit the move. Solarbeam is there for those annoying bulk Water- and Rock-types, while Protect is there to allow me to safely Mega Evolve as well as for all the other standard reasons. The main reason Hidden Power Ground is used in the last spot is because looking at this team, you'll notice it fucking hate Heatran, especially once it's been able to set up a Substitute. This makes Hidden Power Ground super helpful for being able to stop it before it can set up on me. Overall, a really powerful Pokemon that puts a ton of pressure on the opponent.
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 204 Spd / 252 SAtk / 20 Def / 32 HP
Mpdest Nature
- Energy Ball
- Sleep Powder
- Sludge Bomb
- Protect
Since I was trying to use Sun to its fullest potential, Venusaur was obviously something I wanted to use. Its dual STABs are really great, as they are both really powerful and can hit the opponent for really good damage. Sleep Powder is the main reason to use Venusaur IMO, since with no Sleep Clause, it totally pressures the opponent to try to take out Venusaur ASAP. Protect is there for the the obvious scouting reasons, drawing in attacks, etc, with Life Orb for power. Another thing I love about Venusaur is how great of an asset it is against both Rain and Trick Room, being able to fire off powerful STAB attacks against Rain while being able to use Sleep Powder to stop Trick Room in its tracks. Overall, a really helpful Pokemon, though I must admit that it tends to faint quite quickly. Changed the EV spread for some added bulk, since max Speed isn't really necessary a lot of the time.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 168 Spd / 252 Atk / 88 HP
Adamant Nature
- Earthquake
- U-turn
- Rock Slide
- Stone Edge
Landorus-T has pulled his weight since Day 1, and is easily one of the better members of the team. I mean, an amazing defensive typing combined with Intimidate makes this thing such a great stop to the opposing team's physical attackers its not even funny. Another nice thing is that it's actually got a great attack stat, meaning it isn't a sitting duck like some OTHER Intimidate users... *cough* Hitmontop *cough.* I've recently switched to a Choice Scarf variant on Landorus. While this does weaken me somewhat to Ice Beam Genesect, Weavile, and Mamoswine, the extra Speed a Choice Scarf brings is just so extremely helpful it's not even funny. It means I now don't have to rely on Icy Wind as much in order to outspeed really scary threats, and it still gives me the great utility Landorus has always brought. Hopefully it works out for the best! :]
Hitmontop (M) @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 60 Def / 60 SDef / 136 Atk
Adamant Nature
- Sucker Punch
- Close Combat
- Fake Out
- Wide Guard
This thing is SUCH an great support mon oml. Fake Out is really helpful for allowing Charizard Y, Venusaur, or Thundurus to get off an attack, while Intimidate gives me a super helpful double Intimidate core that's super helpful against all the common physical attackers in the metagame right now. Wide Guard it such an awesome move, and is great for stopping annoying-ass spread moves such as opposing Zard Y Heat Wave and Scarf Lando-T Rock Slide. Sucker Punch is used in place of Feint because A. Feint is weakk ass fuck, B. Because Ghost- and Psychic-types (most notably Latios) are annoying as fuck for this team and C. Aegislash walls the shit out of this team if they manage to take down Zard Y and Lando-T so I need to be able to hit it somehow. I will admit, though, that this thing can sometimes just slow down my offensive momentum SO much... but whatever, it has the support movepool to definitely have a rightfully deserved place on this team.
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 Spd / 248 SAtk / 8 Def
Timid Nature
- Thunderbolt
- Thunder Wave
- Taunt
- Hidden Power [Ice]
Life Orb Thundurus is, hands down, my favorite member of this team. Firstly, this thing is such a fucking powerhouse, being able to take down the likes of Charizard Y and Salamence swiftly and easily with with BoltBeam combo. His support movepool, however, in combination with Prankster is what really makes him so good. Thunder Wave is such a based move for stopping opposing weather sweepers, while Taunt is so fucking helpful for stopping Trick Room (not to mention all the shitty-ass gimmicks people like to run) This thing also has a surprisingly helpful defensive typing that allows it to switch in with relative ease. Overall, a staple to this team that I don't think I could ever consider replacing <3
Cresselia (F) @ Safety Goggles
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Psyshock
- Icy Wind
- Helping Hand
- Sunny Day
Ahh, the "Chansey of Doubles" as I like to call her. Cresselia is one of those Pokemon that just won't die, no matter how much you throw at it. This thing was originally added because I was having trouble with opposing weather, so I decided to add a Sunny Day variant. Sunny Day is used, ofc, to stop opposing weather, but can also be used to help Venusaur if Charzard Y is dead, or even Charizard Y himself if his sun has ran out. Icy Wind is fucking crucial to this team, as it's really important for slowing down a lot of the faster threats that get to this team (most notably opposing weather sweepers, such as Kingdra and Venusaur). This is also why Safety Goggles are used, as they make sure Cresselia can get off an Icy Wind even in the face of Sleep Powder Venusaur. Psyshock is there for Poison-types such as Amoonguss who can give this team trouble with the correct support. Helping Hand powers up shit like Heat Wave to crazy levels, and makes it so almost nothing is not 2HKO'd by Heat Wave in Sun, even resistances. Max SpDef is used since I have double Intimidate and this thing is mainly used to absorb Special Attacks from opposing weather. If I'm going to be completely honest, Cress is easily the most replaceable member of this team. She brings close to 0 offensive pressure to the opposing team, and tends to sit on her fat ass 6/10 games Icy Winding over and over, which can make her a liability sometimes. Though I will admit, the utility she DOES bring though Sunny Day and Icy Wind is really helpful and sometimes game-saving the other 4 times. Helping Hand support is also super awesome for just destroying the opposing team.
Common Team Styles + Threat List: (Not going to go too in-depth because I'm lazy :P)
Sun: Thundy, Cress, and Venusaur are the most important members in this match-up. Thundurus does two things: Takes out opposing Zard Y, and spreads paralysis to cripple weather sweepers. Cresselia provides vital Icy Wind support, which can allow Pokemon such as Landorus-T to outspeed and OHKO threats such as Zard Y with Rock Slide. Finally, Venusaur uses the opposing weather to put things asleep, allowing Thundy, Lando-T, or Zard Y to safely KO
Rain: Thundurus provides the once again vital Thunder Wave support while also being able to KO a ton of common Rain Pokemon with Thunderbolt. Venusaur has Energy Ball, Sleep Powder, and Sludge Bomb for Ludicolo, making him super helpful as well. Charizard Y has Solar Beam + Sun, while Cresselia can also set up Sunny Day.
Sand: Dual Intimidate is very important in this match-up, as it allows me to stop all the annoying ass physical attackers like Tyranitar, Garchomp, and ESPECIALLY Scarf Lando-T. Cresselia is once again setting up Sunny Day and Icy Winding Chomp, Skymin, Excadrill, and Lando-T, though she hates Crunch from TTar. Zard Y can also change weather but usually tends to die pretty quickly. Venusaur can also take out TTar with two Energy Balls and can also spread helpful Sleep. This is honestly one of the more troublesome match-up's, but it can be dealt with if played against correctly.
Trick Room: Always, always, and I repeat ALWAYS lead with Thundurus + Venusaur. Then use Taunt with Thundy on their Trick Room user and Sleep Powder with Venusaur on either their Trick Room sweeper or their other Trick Room setter. Double target Aromatisse because it has Aroma Veil and if it has Safety Goggles you're screwed. Honestly, Trick Room itself isn't really all that hard to stop from being set up, but if it goes up early game you'll probably lose, so it's vital that you stop it.
Random Pokemon (I think it's called Goodstuff): This is probably the easiest play style for the team. Charizard Y wrecks shit, while dual Intimidate stops all the annoying physical attackers such as Terrak. Venusaur is once again putting shit to Sleep while also going a lot of damage. Thundy stop weird ass gimmicks with Taunt and can hit pretty hard.
Specific Pokemon: (Be warned, I get a little heated here o_o) Here's the real "Threat List" of this team. Firstly, I fucking despise Choice Scarf Landorus-T with every bone in my body. This is because as you'll notice, nothing enjoys taking a Rock Slide from this thing bar my Intimindators, and they can't do shit back to it. My best bet is to try and Icy Wind it with Cresselia, but half the time I get flinched so it doesn't even matter. So god damn annoying, I lose to this thing about 80% of the time if played correctly.
Goodra is another annoying Pokemon. It shits on Zard Y, Venusaur, and Thundurus because they can't do anything, and Hitmontop and Landorus-T don't like to take a hit. Usually I'll try to Close Combat + EQ it, but that's not always possible. Luckily I've only seen this thing on the lower ladder where people tend to mindlessly sac it, but I know a well-played Goodra would be a pain in the ass.
Aegislash, if saved for late game when I've lost Zard Y and Lando-T, basically wins. Honestly, I have nothing to really touch it except for Thundurus with Thunderbolt, but if it has support from the likes of Rage Powder Amoonguss then I've lost. It's the main reason Sucker Punch is on Top, but even then it's really hard to kill once Sucker Punch has been revealed.
Bisharp is another Pokemon I've found annoying. This is because it prevents me from not only switching in my Intimidate users, but using Icy Wind on Cresselia. Usually I'm forced to bring in Landorus-T or Top and EQ/CC, but things can get dicey if this thing is played correctly.
Finally, faster Pokemon, such as Terrakion, Garchomp, Latios, and Skymin can all be problems if played correctly. I really need to either Thunder Wave or Icy Wind these things, or else they can be a serious problem. I'll usually try to distract them with Venusaur or Zard Y and then try to Icy Wind, or, in the physical attackers case, put serious Intimidate pressure on them. The new addition of Scarf Landorus-T helps out against these Pokemon a lot more, making them not as bad as they previously were. Still quite annoying though.
Replays (only a few but w/e)
At a Glance:








Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 Def
Timid Nature
- Protect
- Heat Wave
- Solar Beam
- Hidden Power [Ground]
The focal point of this team, Mega Charizard Y is an absolute monster when used correctly. Heat Wave is SUCH a powerful spread move coming off 165 SpA + Sun, and demolishes even Pokemon who resit the move. Solarbeam is there for those annoying bulk Water- and Rock-types, while Protect is there to allow me to safely Mega Evolve as well as for all the other standard reasons. The main reason Hidden Power Ground is used in the last spot is because looking at this team, you'll notice it fucking hate Heatran, especially once it's been able to set up a Substitute. This makes Hidden Power Ground super helpful for being able to stop it before it can set up on me. Overall, a really powerful Pokemon that puts a ton of pressure on the opponent.

Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 204 Spd / 252 SAtk / 20 Def / 32 HP
Mpdest Nature
- Energy Ball
- Sleep Powder
- Sludge Bomb
- Protect
Since I was trying to use Sun to its fullest potential, Venusaur was obviously something I wanted to use. Its dual STABs are really great, as they are both really powerful and can hit the opponent for really good damage. Sleep Powder is the main reason to use Venusaur IMO, since with no Sleep Clause, it totally pressures the opponent to try to take out Venusaur ASAP. Protect is there for the the obvious scouting reasons, drawing in attacks, etc, with Life Orb for power. Another thing I love about Venusaur is how great of an asset it is against both Rain and Trick Room, being able to fire off powerful STAB attacks against Rain while being able to use Sleep Powder to stop Trick Room in its tracks. Overall, a really helpful Pokemon, though I must admit that it tends to faint quite quickly. Changed the EV spread for some added bulk, since max Speed isn't really necessary a lot of the time.

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 168 Spd / 252 Atk / 88 HP
Adamant Nature
- Earthquake
- U-turn
- Rock Slide
- Stone Edge
Landorus-T has pulled his weight since Day 1, and is easily one of the better members of the team. I mean, an amazing defensive typing combined with Intimidate makes this thing such a great stop to the opposing team's physical attackers its not even funny. Another nice thing is that it's actually got a great attack stat, meaning it isn't a sitting duck like some OTHER Intimidate users... *cough* Hitmontop *cough.* I've recently switched to a Choice Scarf variant on Landorus. While this does weaken me somewhat to Ice Beam Genesect, Weavile, and Mamoswine, the extra Speed a Choice Scarf brings is just so extremely helpful it's not even funny. It means I now don't have to rely on Icy Wind as much in order to outspeed really scary threats, and it still gives me the great utility Landorus has always brought. Hopefully it works out for the best! :]

Hitmontop (M) @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 60 Def / 60 SDef / 136 Atk
Adamant Nature
- Sucker Punch
- Close Combat
- Fake Out
- Wide Guard
This thing is SUCH an great support mon oml. Fake Out is really helpful for allowing Charizard Y, Venusaur, or Thundurus to get off an attack, while Intimidate gives me a super helpful double Intimidate core that's super helpful against all the common physical attackers in the metagame right now. Wide Guard it such an awesome move, and is great for stopping annoying-ass spread moves such as opposing Zard Y Heat Wave and Scarf Lando-T Rock Slide. Sucker Punch is used in place of Feint because A. Feint is weakk ass fuck, B. Because Ghost- and Psychic-types (most notably Latios) are annoying as fuck for this team and C. Aegislash walls the shit out of this team if they manage to take down Zard Y and Lando-T so I need to be able to hit it somehow. I will admit, though, that this thing can sometimes just slow down my offensive momentum SO much... but whatever, it has the support movepool to definitely have a rightfully deserved place on this team.

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 Spd / 248 SAtk / 8 Def
Timid Nature
- Thunderbolt
- Thunder Wave
- Taunt
- Hidden Power [Ice]
Life Orb Thundurus is, hands down, my favorite member of this team. Firstly, this thing is such a fucking powerhouse, being able to take down the likes of Charizard Y and Salamence swiftly and easily with with BoltBeam combo. His support movepool, however, in combination with Prankster is what really makes him so good. Thunder Wave is such a based move for stopping opposing weather sweepers, while Taunt is so fucking helpful for stopping Trick Room (not to mention all the shitty-ass gimmicks people like to run) This thing also has a surprisingly helpful defensive typing that allows it to switch in with relative ease. Overall, a staple to this team that I don't think I could ever consider replacing <3

Cresselia (F) @ Safety Goggles
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Psyshock
- Icy Wind
- Helping Hand
- Sunny Day
Ahh, the "Chansey of Doubles" as I like to call her. Cresselia is one of those Pokemon that just won't die, no matter how much you throw at it. This thing was originally added because I was having trouble with opposing weather, so I decided to add a Sunny Day variant. Sunny Day is used, ofc, to stop opposing weather, but can also be used to help Venusaur if Charzard Y is dead, or even Charizard Y himself if his sun has ran out. Icy Wind is fucking crucial to this team, as it's really important for slowing down a lot of the faster threats that get to this team (most notably opposing weather sweepers, such as Kingdra and Venusaur). This is also why Safety Goggles are used, as they make sure Cresselia can get off an Icy Wind even in the face of Sleep Powder Venusaur. Psyshock is there for Poison-types such as Amoonguss who can give this team trouble with the correct support. Helping Hand powers up shit like Heat Wave to crazy levels, and makes it so almost nothing is not 2HKO'd by Heat Wave in Sun, even resistances. Max SpDef is used since I have double Intimidate and this thing is mainly used to absorb Special Attacks from opposing weather. If I'm going to be completely honest, Cress is easily the most replaceable member of this team. She brings close to 0 offensive pressure to the opposing team, and tends to sit on her fat ass 6/10 games Icy Winding over and over, which can make her a liability sometimes. Though I will admit, the utility she DOES bring though Sunny Day and Icy Wind is really helpful and sometimes game-saving the other 4 times. Helping Hand support is also super awesome for just destroying the opposing team.
Common Team Styles + Threat List: (Not going to go too in-depth because I'm lazy :P)
Sun: Thundy, Cress, and Venusaur are the most important members in this match-up. Thundurus does two things: Takes out opposing Zard Y, and spreads paralysis to cripple weather sweepers. Cresselia provides vital Icy Wind support, which can allow Pokemon such as Landorus-T to outspeed and OHKO threats such as Zard Y with Rock Slide. Finally, Venusaur uses the opposing weather to put things asleep, allowing Thundy, Lando-T, or Zard Y to safely KO
Rain: Thundurus provides the once again vital Thunder Wave support while also being able to KO a ton of common Rain Pokemon with Thunderbolt. Venusaur has Energy Ball, Sleep Powder, and Sludge Bomb for Ludicolo, making him super helpful as well. Charizard Y has Solar Beam + Sun, while Cresselia can also set up Sunny Day.
Sand: Dual Intimidate is very important in this match-up, as it allows me to stop all the annoying ass physical attackers like Tyranitar, Garchomp, and ESPECIALLY Scarf Lando-T. Cresselia is once again setting up Sunny Day and Icy Winding Chomp, Skymin, Excadrill, and Lando-T, though she hates Crunch from TTar. Zard Y can also change weather but usually tends to die pretty quickly. Venusaur can also take out TTar with two Energy Balls and can also spread helpful Sleep. This is honestly one of the more troublesome match-up's, but it can be dealt with if played against correctly.
Trick Room: Always, always, and I repeat ALWAYS lead with Thundurus + Venusaur. Then use Taunt with Thundy on their Trick Room user and Sleep Powder with Venusaur on either their Trick Room sweeper or their other Trick Room setter. Double target Aromatisse because it has Aroma Veil and if it has Safety Goggles you're screwed. Honestly, Trick Room itself isn't really all that hard to stop from being set up, but if it goes up early game you'll probably lose, so it's vital that you stop it.
Random Pokemon (I think it's called Goodstuff): This is probably the easiest play style for the team. Charizard Y wrecks shit, while dual Intimidate stops all the annoying physical attackers such as Terrak. Venusaur is once again putting shit to Sleep while also going a lot of damage. Thundy stop weird ass gimmicks with Taunt and can hit pretty hard.
Specific Pokemon: (Be warned, I get a little heated here o_o) Here's the real "Threat List" of this team. Firstly, I fucking despise Choice Scarf Landorus-T with every bone in my body. This is because as you'll notice, nothing enjoys taking a Rock Slide from this thing bar my Intimindators, and they can't do shit back to it. My best bet is to try and Icy Wind it with Cresselia, but half the time I get flinched so it doesn't even matter. So god damn annoying, I lose to this thing about 80% of the time if played correctly.
Goodra is another annoying Pokemon. It shits on Zard Y, Venusaur, and Thundurus because they can't do anything, and Hitmontop and Landorus-T don't like to take a hit. Usually I'll try to Close Combat + EQ it, but that's not always possible. Luckily I've only seen this thing on the lower ladder where people tend to mindlessly sac it, but I know a well-played Goodra would be a pain in the ass.
Aegislash, if saved for late game when I've lost Zard Y and Lando-T, basically wins. Honestly, I have nothing to really touch it except for Thundurus with Thunderbolt, but if it has support from the likes of Rage Powder Amoonguss then I've lost. It's the main reason Sucker Punch is on Top, but even then it's really hard to kill once Sucker Punch has been revealed.
Bisharp is another Pokemon I've found annoying. This is because it prevents me from not only switching in my Intimidate users, but using Icy Wind on Cresselia. Usually I'm forced to bring in Landorus-T or Top and EQ/CC, but things can get dicey if this thing is played correctly.
Finally, faster Pokemon, such as Terrakion, Garchomp, Latios, and Skymin can all be problems if played correctly. I really need to either Thunder Wave or Icy Wind these things, or else they can be a serious problem. I'll usually try to distract them with Venusaur or Zard Y and then try to Icy Wind, or, in the physical attackers case, put serious Intimidate pressure on them. The new addition of Scarf Landorus-T helps out against these Pokemon a lot more, making them not as bad as they previously were. Still quite annoying though.
Replays (only a few but w/e)
- http://replay.pokemonshowdown.com/smogondoublessuspecttest-119917928
- http://replay.pokemonshowdown.com/smogondoublessuspecttest-119389229
- http://replay.pokemonshowdown.com/smogondoubles-119090274
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 Def
Timid Nature
- Protect
- Heat Wave
- Solar Beam
- Hidden Power [Ground]
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 204 Spd / 252 SAtk / 20 Def / 32 HP
Modest Nature
- Energy Ball
- Sleep Powder
- Sludge Bomb
- Protect
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 168 Spd / 252 Atk / 88 HP
Adamant Nature
- Earthquake
- U-turn
- Rock Slide
- Stone Edge
Hitmontop (M) @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 60 Def / 60 SDef / 136 Atk
Adamant Nature
- Sucker Punch
- Close Combat
- Fake Out
- Wide Guard
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 Spd / 248 SAtk / 8 Def
Timid Nature
- Thunderbolt
- Thunder Wave
- Taunt
- Hidden Power [Ice]
Cresselia (F) @ Safety Goggles
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Psyshock
- Icy Wind
- Helping Hand
- Sunny Day
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 Def
Timid Nature
- Protect
- Heat Wave
- Solar Beam
- Hidden Power [Ground]
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 204 Spd / 252 SAtk / 20 Def / 32 HP
Modest Nature
- Energy Ball
- Sleep Powder
- Sludge Bomb
- Protect
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 168 Spd / 252 Atk / 88 HP
Adamant Nature
- Earthquake
- U-turn
- Rock Slide
- Stone Edge
Hitmontop (M) @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 60 Def / 60 SDef / 136 Atk
Adamant Nature
- Sucker Punch
- Close Combat
- Fake Out
- Wide Guard
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 Spd / 248 SAtk / 8 Def
Timid Nature
- Thunderbolt
- Thunder Wave
- Taunt
- Hidden Power [Ice]
Cresselia (F) @ Safety Goggles
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Psyshock
- Icy Wind
- Helping Hand
- Sunny Day
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