Sample teams for starting Doubles

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There are a lot of new players coming into XY, and since doubles is obviously such an awesome tier, a lot of them are attracted here. Doubles is arguably the hardest tier to teambuild for straight away, so many newer players go to RMTs, or ask friends for teams they can use. You can't just simply slap some big threats together and use the PS recommended spreads and hope you win. You also can't use the same mindset you may have brought over from singles with doubles. You have to think differently when teambuilding, and this can be a daunting task for players just entering the metagame. This thread aims to collect good teams contributed by the doubles community into one place, and create a place where an unexperienced player can simply dip in and pick a team to use. Obviously some teams will be better than others, and no team is perfect, but I want this to be a good database for people to pick up a team if they are struggling to build one themselves.

If you post a team, include a description (at least a paragraph long) of how the team works and descriptions of the team members if you want.

At the BARE MINIMUM, copy/paste importable of the team.
 
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Teams

Lolk
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Kangaskhan (F) @ Kangaskhanite
Ability: Scrappy
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Sucker Punch
- Return
- Power-Up Punch
- Protect

Aegislash (F) @ Sitrus Berry
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Shadow Ball
- Wide Guard
- King's Shield
- Flash Cannon

Azumarill (M) @ Sitrus Berry
Ability: Huge Power
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Play Rough
- Aqua Jet
- Waterfall
- Protect

Heatran @ Leftovers
Ability: Flash Fire
EVs: 88 Spd / 252 SAtk / 168 HP
Modest Nature
- Substitute
- Protect
- Heat Wave
- Earth Power

Shaymin-Sky @ Life Orb
Ability: Serene Grace
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Air Slash
- Seed Flare
- Earth Power
- Protect

Scrafty @ Assault Vest
Ability: Intimidate
EVs: 252 Atk / 236 HP / 4 SDef / 16 Spd
Adamant Nature
- Knock Off
- Drain Punch
- Fake Out
- Stone Edge
The team is centered around Mega-Kangaskhan, who abosulutely wrecks in this meta. I prefer Return>Double Edge for longevity, Power-Up punch to absolutely wreck bulkier teams, and I like Protect>Fake Out because Sucker Punch picks off threats just as easily as Fake Out and Protect+Sucker Punch arguably have better utility.

Aegislash is wonderful in this meta. Wide Guard blocks all of the spammable moves on the ladder, most importantly Heat Wave and Earthquake. It is always my lead against Trick Room teams since it threatens almost every setter super effectively. I like Flash Cannon> Sacred Sword because the damage difference is minimal to threats such as Mega-Kanga and I like Aegislash's ability to switch in and smack Togekiss hard in the annoying face.

edit: Also I put it on the team because Pwnemon reks me with Mega-Scizor a lot so I needed more counters!!

Azumarill was added late into the team. It used to be a Latios, but when I almost lost to one of the ladder's trolly mono-fire teams I switched it back lol. It's typing glues the team together, Aqua Jet is great to have, and I like its bulk. I like how none of the intimidate users have a safe switch in on Azumarill's Stab attacks also. It is EV'ed to outspeed most Scrafty and it still KO's with Play Rough even at -1.

Heatran is just boss, and with the offensive pressure my team provides, it has a very easy time setting up. Surprisingly Aegislash works well with it since it blocks all of the Earthquakes and Muddy Waters people use to handle Heatran, and it is immune to the Fighting types. Many games end up with Heatran as the MVP over Kanga.

Skymin is one of my favorite Pokemon to use because of its sheer utility. It beats common Intimidate users in lead positions and when stacked with offensive pressure Skymin and its partner have very easy times picking off threats. Air Slash also always flinches when you want it to.

Scrafty also glues this team together wonderfully. I like to use it against sun teams since it can troll Zard-Y w/ Stone Edge (Air Slash does ~40%!) and is a solid Heatran check. It is also my only solid response to Thindurus, who scares me O.O. Intimidate + Fake Out is perfect and sexy.

I hope you all have as much fun with my team as I did :)

Nollan
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Lucario @ Lucarionite
Ability: Inner Focus
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Close Combat
- Bullet Punch
- Feint
- Protect

Togekiss @ Sitrus Berry
Ability: Serene Grace
Shiny: Yes
EVs: 244 HP / 192 Def / 16 SDef / 56 Spd
Calm Nature
IVs: 0 Atk
- Air Slash
- Tailwind
- Follow Me
- Roost

Latios @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 32 HP / 224 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk / 30 SAtk / 30 SDef
- Draco Meteor
- Psyshock
- Hidden Power Ground
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 64 Def / 72 SAtk / 120 SDef
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect

Landorus-Therian (M) @ Choice Band
Ability: Intimidate
EVs: 76 HP / 252 Atk / 180 Spd
Adamant Nature
- Earthquake
- Rock Slide
- Knock Off
- U-turn

Bisharp @ Life Orb
Ability: Defiant
Shiny: Yes
EVs: 32 HP / 252 Atk / 224 Spd
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Protect
Mega-Lucario is the star of the show. With Mega-Kangaskhan, Heatran, and Bisharp running rampant in the tier, Mega-Lucario was an ideal pick to OHKO all of them with Close Combat. Bullet Punch was also useful as it damaged Fairy-types (particularly Togekiss and Sylveon) heavily and picked off weakened threats. Rather than the typical Swords Dance (which I dislike due to the abundance of Landorus-T in the metagame), I opted for Feint. Given the fast-paced playstyle of the team it was a nice option since it punished players attempting to stall out Tailwind with double Protects.

Togekiss is a great tool for this team, offering very appreciated Tailwind and Follow Me support. Between those two moves I could speed up and then protect my attackers from any single target attacks, allowing me to safely deal heavy damage or sweep late-game as needed. Air Slash could potentially flinch opponents, making it a useful emergency support tool as well (I never relied on it when I was in an even game or winning due to the fact it only worked 60% of the time assuming it hit). Roost allowed Togekiss to last longer by healing itself, which was really useful since it gave me more opportunities to use Follow Me and Tailwind. I had to find a good oppurtunity to pull of Roost however, and it had to heal in the face of two attackers making the task difficult. I rarely found time to use it (I usually managed to pull it off if my partner could pick up a KO, that way I only had to deal with one attack at most), but when I did, it payed off a ton.

The EVs allow Togekiss to always endure a LO boosted Iron Head from Bisharp at max health, outspeed 4 Spe Rotom-W, and hit a Sitrus number (HP divisible by 4, making Sitrus heal the maximum health possible and Sitrus activate after Super Fang), with the remaining EVs dumped into Special Defense.

Nothing spells "damage" quite like Latios. Draco Meteor deals a ton to any non-resist, as one would expect. Psyshock is there as an option for dealing respectable damage if I don't want to be crippled offensively the following turn(s). Hidden Power Ground punishes any Heatran that has enough nerve to stay in, and can catch an unsuspecting Bisharp on the switch if used properly.

Rotom-W offered useful Will-O-Wisp support, burning common threats such as Mega Kangaskhan, Bisharp, and Landorus-T. While I do pack answers to all of those already, it gives me multiple options so I don't have to keep a specific Pokemon alive to be able to deal with them. Weakening physical attackers also helped my attackers do their job easier. Rotom-W also provided an Ice-type resist (which half of the team has trouble with) and most notably hard-countered Mamoswine, which otherwise would steamroll my team if it could move first.

The EVs allow Rotom-W to tank a 252+ Charizard-Y Solarbeam from max health and OHKO 4 HP Landorus-T with Hydro Pump. Remaining EVs were put into Defense.

With Choice Band, Landorus-T tranforms from "hard hitting" to "very hard hitting". While this does cost it the speed of Choice Scarf and the defensive potential of Protect, the power it offered was very useful for this team. Earthquake was incredibly powerful with the boost, always OHKOing Heatran even if it held Shuca Berry (which no other type of Landorus-T can do), and cleanly 2HKOing 252 HP Kangaskhan-Mega. Rock Slide dealt with Flying-types, and was of course useful for its horrifying 30% flinch rate. Knock Off allowed Landorus-T to hit Ghost-types that Lucario-Mega hates hard, and deals 58% minimum to 252 / 0 Rotom-W while removing its Sitrus Berry, allowing teammates to pick it off later on. U-turn is a great move for an Intimidate mon to have, allowing it to swerve in and out quickly while dealing damage (and also getting to scout for the opponent's possible switches which is a very useful tool).

The given EVs allow Landorus-T to outspeed max speed Jolly Breloom outside of Tailwind, with Attack maxed out and remaining EVs poured into HP for some bulk.

Everyone's favorite choice to screw opposing Landorus-T over. Bisharp was very useful here as it could discourage Landorus from coming in, which Lucario-Mega appreciated a ton (and if someone had the balls to come in, Sucker Punch + Bullet Punch can easily take out all but the bulkiest Landorus-T, and bulky Lando-T is incredibly rare). Bisharp also hit Ice-types and common Trick Room setters very hard, which is awesome given those two types of Pokemon can give this team some headaches.

Plus its Shiny sprite looks amazing, which should always be the main reason to use Bisharp.

Threats to Watch Out For

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Mamosw(h)ine

Just kidding this obese thing isn't scary at all, its not like it hits 5/6 of my team for super-effective damage or anything...

Realisticly there are two solid approaches to handle this jerk. Firstly, let Rotom-W do its job and kill this thing. If for some reason that becomes a problem (Amoonguss you are a jerk). Set Tailwind with Togekiss and proceed to KO it (and any potential Follow Me/Rage Powder users bar weird things like Eviolite Togetic can also be OHKOed by the right team member if neccessary) with Lucario-Mega or Bisharp. Do NOT attempt to KO it without Tailwind support unless you are positive it is not Scarfed.

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Other Ice-types that can outspeed Latios & Landorus-T

Bisharp and Lucario-Mega can typically handle these, but if they both die you more or less lose the game unless they are severely weakened or Togekiss has enough HP to tank a powerful Ice-type attack (which it can either never do or needs max HP to do). Basically, if you see these in team preview, save either Bisharp or Lucario-Mega for late game, preferably whichever can handle the Ice-type in question more effectively.

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Prankster Abusers
Swagger means gg (jk). Priority Thunder Wave and/or Dual Screens will hinder this team greatly. Use Landorus-T and/or Rotom-W to combat Thunder Wave since they are immune to it. Dual Screens you will just have to power through if they get up. More than anything, MAKE SURE to KO the Prankster user asap.

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Trick Room (not CM Cress though it sucks)

If Trick Room gets up the opposition can do a lot of damage for 5 turns while you will general have to play clever defensive play to stall them out. Use Bisharp and Lando-T to deal heavy damage to the typical TR setters (don't do this blindly, if Porygon2 is the setter you will obv want to send in Lucario-Mega; aka send in whichever combo that KOs the TR setter most effectively). You will definitely want to KO the TR setters before TR goes up if possible.

Audiosurfer
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Charizard @ Charizardite X
Ability: Blaze
EVs: 64 HP / 252 Atk / 192 Spd
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Protect

Aegislash @ Sitrus Berry
Ability: Stance Change
EVs: 252 HP / 252 SAtk / 4 Spd
Modest Nature
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 252 SAtk / 4 Spd
Modest Nature
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect

Scrafty @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Fake Out
- Drain Punch
- Knock Off
- Ice Punch

Amoonguss @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 4 SAtk / 252 SDef
Sassy Nature
IVs: 0 Atk / 0 Spd
- Spore
- Rage Powder
- Giga Drain
- Protect

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Substitute
- Earthquake
- Stone Edge
- Protect
Basically the goal of the team was just to be able to perform well across the board and provide support for Charizard X. After a dragon dance Charizard X can be surprisingly threatening, and its immunity to burns makes it a cool physical attacker. In addition, most people will assume that you're using Megazard Y which means that they'll be surprised when you set up a dragon dance. Megazard x only has a few checks really, most of which are handled pretty well by Landorus-T. Landorus can check rock sliders and is also a very threatening Pokemon in its own right with Substitute letting you dodge status and Intimidate drops.

From there Amoonguss and Aegislash allow this team to have good answers to Trick Room and also let Zard X have an easier time setting up through Rage Powder and Wide Guard respectively. The fact that they both resist Hyper Voice is also useful since otherwise Fairies could be pretty threatening. Rotom-W is just a great Pokemon in general, checking a bunch of threats such as Heatran and also having access to Will-O-Wisp to cripple physical attackers. Scrafty is the next Pokemon to give the team additional answers to Pokemon such as Kangaskhan and Landorus-T, with an Assault Vest set allowing it to tank special attacks with greater ease.

So yeah in short this is just a good stuff team, with Mega Charizard X being able to clean up late game or punch holes early game for the rest of the team to clean up, as well as giving a nasty surprise to those expecting Mega Charizard Y. While Zard X was meant to be the focus of the team, it's far from the only way to have a win condition, and the team is meant to be flexible to changing battle conditions. It has a good matchup against most teams, so while it's not perfect (for example has a weakness to Bisharp due to multiple Intimidators and Pokemon that are prey to Bisharp) it's definitely pretty cool.

Laga
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Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 88 HP / 252 Atk / 168 Spd
Adamant Nature
- U-turn
- Earthquake
- Stone Edge
- Explosion

Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Return
- Feint
- Close Combat
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 132 SAtk / 124 SDef
Quiet Nature
IVs: 0 Atk / 0 Spd
- Hydro Pump
- Will-O-Wisp
- Protect
- Volt Switch

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
IVs: 0 Atk / 16 Spd
- Heat Wave
- Substitute
- Protect
- Earth Power

Cresselia (F) @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 64 Def / 192 SDef
Sassy Nature
IVs: 0 Spd
- Trick Room
- Psychic
- Helping Hand
- Skill Swap

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 108 HP / 168 Atk / 104 Def / 128 SDef
Brave Nature
IVs: 0 Spd
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
Semi Trick Room teams are, imo, some of the best team archetypes you can find on the market due to being able to work fairly well against almost any opposing teams, including opposing trick room teams. Landorus-T and Pinsir form the offensive core meant to be used outside of TR, and have RIDICULOUS offensive synergy. Pinsir helps take care of Grass- and Fighting-types that trouble Landorus-T, and Landorus-T's EQ makes that Aegislash think twice before switching in. Also Explosion is a great Rotom-W lure, as it checks both of the mons fairly well bar Explosion ;]

The Trick Room "core" basically consists of Heatran, Rotom-W, and Conkeldurr, which form great defensive synergy and check pretty much all opposing weather teams together, so they work well outside TR too. Cresselia is the chosen TR setter as it can also pull off some LeviTran goodies with Skill Swap. I like to run Volt Switch on semi-TR due to being able to use it extremely well on turns where you either set trick room or one turn before it runs out; it sparks a lot of momentum in those situations

conk does a bunch of things (spread courtesy of help from Nollsy =])

· lives LO psyshock from latios
· survives two megazard heat waves (i think I sacrificed a 0.02 chance of 2HKOing for like 12 extra atk evs because I am a super risktaker !_!
· HP number is lowered to heal more from DPunch
· rest in atk and min spe for TR

Overall this team is legit the best Trick Room / Semi-TR team I have ever made, and it is also way better than Pwnemon's scrubby team =]

BlankZero
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Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 252 SAtk / 176 HP / 80 Spd
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Protect
- Ancient Power / Hidden Power Ice

Amoonguss @ Black Sludge
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 176 SDef / 80 Def
Relaxed Nature
IVs: 0 Spd
- Rage Powder
- Spore
- Protect
- Giga Drain

Cresselia @ Sitrus Berry
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 4 SDef / 252 Def
Relaxed Nature
IVs: 0 Atk / 0 Spd
- Trick Room
- Helping Hand
- Moonblast
- Sunny Day

Kangaskhan @ Kangaskhanite
Ability: Scrappy
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Fake Out
- Return
- Power-Up Punch
- Crunch

Bisharp @ Focus Sash
Ability: Defiant
Shiny: Yes
EVs: 116 HP / 252 Atk / 140 Spd
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Protect

Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 252 HP / 84 Spd / 172 Def
Bold Nature
- Thunder Wave
- Taunt
- Volt Switch
- Confide
This team is actually a counter team attempt I made for the most recent minitour. It did really well in both of matches and then did phenomenally during my ladder matches. There's a ton of inherent synergy to the team and it's not super technical, making it a very good starter/pickup team. Feel free to change around the last mon though. I added Thundurus after a particularly nasty loss that could have been prevented via Taunt.

The first Core of the team is Heatran + Amoongus. These two have extremely good Defensive synergy, being able to resist each others' weaknesses easily. Amoongus draws Fire/Flying attacks in, while Heatran fears Water, Fighting, and Ground types. While neither of them are particular great at eating Earthquakes, the next core attempts to patch it up.

Cresselia + Heatran is my second Core and it's definitely a classic. Cress soaks up Fighting types and nullifies Ground types, while Heatran takes Bug types down. It used to be a bit more of. Wombocombo, but with Steel not resisting Dark/Ghost any longer, it has lost a bit of synergy. This is made up for greatly however, by the Movepool synergy of SunRoom Cress, boosting Tran's offense, whilst weakening it's water weakness.

The third Core is Amoongus + Kangaskahn. Amoongus has a super handy Rage Powder and Black Sludge/Regenerator to pull in otherwise SE Fighting type hits away from MegaKhan, letting it PuP all day long, or Return/Crunch it's opponents. The synergy goes both ways however, as a Fake Out aimed at a threat to Amoongus allows for a defensive Spore, rendering the threat temporarily out of commission.

The final Core is the ever-threatening Cresselia + Amoongus. Trick Room Spore is such a huge threat to any team lacking a dedicated strategy, and with Sleep Clause currently in flux, it is a great way to really hinder your opponent, should you find yourself in need of such a strategy. Even if Sleep Clause is reinstated, however, the ability to get off that "fast" sleep under Trick Room is super handy in its own right.

There's also more general synergy on this team, but less Core-like. Bisharp/Cress/Heatran is great as they really cover each others weaknesses, and function well in and out of Trick Room, especially when Cress eats up Fighting types and Heatran absorbs Burns aimed at Bisharp. Thundurus also resists Fighting types, while Bisharp and Heatran can take Rock/Ice attacks with no problem.

ShucaTran is something I've had interest in since VGC 2012. It easily lures in Landorus-Therian and Garchomp with HP Ice, or can really destroy Talonflame/Charizard Y with Ancient Power, while that little 10% chance of +1 to all stats is just extra icing on the cake. It also has the added bonus of being a great counter to opposing Heatran which is running rampant across the competitive scene (obviously).

Amoongus is everyone's favorite Spore abuser. It's fantastic in and against Trick Room, the current strongest Speed Control tactic, and is bulky as all crap. With Regenerator and Black Sludge recovery active, it's super easy to take a hit or two with Rage Powder, Protect, and swap out to gain back extra health. An argument could be made for Sitrus Berry to better survive MegaKhan, but I feel the constant recovery option is better on something like this as it tends to either die immediately or stick around all game.

Trick Room Cress is nothing new, but this set is something I added to the team recently. I used to run CM Cress here, and it did VERY well, regardless of what others may tell you about it, but I felt more support was needed, and I only ever ran into one situation where CM Stall actually won me a game outright. Now it runs Sun support (Sand Counter) with Helping Hand. Moonblast is still the best 1 move coverage that cress gets, and the -1 SpAtk chance is still phenomenal.

The terror is real. While losing Suckerpunch can be a detriment some games, not relying on it to hit Ghost types and slamming them with Crunch can easily win games that turn. However, Sucker Punch can be super useful when facing middling speed teams where Trick Room might not be the best option.

Bisharp is currently the most Anti-Meta Pokemon in Gen 6. Defiant, paired with STAB Priority and Fairy/TR Killing moves make it a huge threat right off the bat. The EVs are set up to outspeed min speed Rotom to avoid a Burn, while Knock Off can grab a lot of damage fairly quickly, while crippling strategies, killing off mons weak to it, etc.

Taunt/TWave is standard. Volt Switch is fun because you can just zip out of a bad situation quickly. Confide is really handy for crippling Special Attacking threats like Heatran, and giving yourself Pseudobulk on the Special side. the EVs are straight Bulk, with just enough speed to creep Klefki and Heatran. The Defensive EVs are due to having Confide.

BLOOD TOTEM
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Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Earthquake
- Stone Edge
- Explosion
- U-turn

Kangaskhan @ Kangaskhanite
Ability: Scrappy
Happiness: 0
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Fake Out
- Frustration
- Power-Up Punch
- Sucker Punch

Ferrothorn @ Lum Berry
Ability: Iron Barbs
EVs: 252 HP / 176 Atk / 84 Def
Brave Nature
IVs: 0 Spd
- Power Whip
- Gyro Ball
- Leech Seed
- Protect

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 228 HP / 252 SAtk / 28 SDef
Modest Nature
- Ice Beam
- Earth Power
- Substitute
- Protect

Aegislash @ Sitrus Berry
Ability: Stance Change
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 1 Spd
- Flash Cannon
- Shadow Ball
- King's Shield
- Wide Guard
First up is Mega Kangaskhan. I'm kinda against Mega Kangaskhan being allowed in the meta but in all honesty it's just too good to pass up on. I went for a fast EV spread utilising Power-Up Punch rather than a bulky one using Drain Punch as I figured half my team was pretty slow and I need the offensive pressure for them to be able to put in good work. Fake Out is great to buy free turns so I can dish out extra damage with the partner Pokemon or set up a Substitute with Kyurem. I didn't just go for Frustration because I'm a horrible person, it's simply a precaution against Imposter / Transform Mew since they will likely have max happiness. Sucker Punch is great since it lets Khan deal with weakened opponents as well as faster threats. It also lets you play mindgames which can decide the end result of a game. I considered running Ice Punch but all it really hits is Togekiss and Landorus-T and, whilst it's nice to hit these two hard, I can handle them pretty well with the rest of my team.

Kyurem-B is a pretty underused threat in Smogon Doubles. Normally I run a physically-based Life Orb but, this time I decided to try out SubCube after Nollan pointed out its existence to me. 228 HP ensures Kyurem heals as much HP as possible from the Leftovers since the HP umber it gives is divisible by 16. Next, Special Attack is maximised to hit hard as hard as possible and the remaining EVs are dumped into SDef so that it's easier to get a Substitute up on Pokemon like Rotom-W. Ice / Ground has surprisingly great coverage and, coupled with Mold Breaker, you'll be surprised by how many common threats Kyurem can handle. The key to success with SubCube is maintaining the Substitute for as long as possible. Through the use of Protect and your partner Pokemon you can clear threats whilst also maintaining the Substitute.

Choice Scarf Landorus-T adds a bit of Speed into the team as well as some important resistances and Inttimidate. Earthquake is there for obvious reasons. It's a strong STAB move that also hits both targets, what's not to like? I opted for Stone Edge over Rock Slide since Rock Slide is kinda lame without STAB. I miss the flinch chance at times but you shouldn't really be relying on luck and the extra power Stone Edge brings is really handy when dealing with threats that you aren't 4x effective against. Explosion is unexpected on Landorus, the surprise is one of the reasons I like it. Not only this, but it really helps with creating momentum as there will often be situations where you need to make a switch but the cost of doing so would be too high, this is where Explosion is particularly useful. It also helps bring Aegislash in since it isn't affected by Explosion and it may otherwise have trouble finding a switch with threats like Mega Charizard Y being ever present. U-turn is in my final slot and again helps me change my formation in accordance to what my opponent is doing.

Talonflame is really important to this team. Priority Brave Bird with 252+ Atk and a Choice Band lets it act as a shaky check to almost every threat in the Metagame. Since Sleep Clause was lifted I think Talonflame is a nice Pokemon to have since it can handle ChloroSaur as will as Amoonguss in TR, something which other sleep counters don't handle very well. The lack of Protect can be annoying, but, without the band Talonflame loses out on important OHKOs on Pokemon like Mega Charizard Y. Flare Blitz hits a couple of Pokemon for more damage than Brave Bird and sees some usage, especially if my opponent brings sun to the table. U-turn is great to keep momentum going and also lets Talonflame evade scary Pokemon like Tyranitar. Tailwind rarely sees usage but it can be a pretty clutch move. lategame if I'm up against a bunch of faster threats Talonflame can set up Tailwind and suicide to turn the tables and help me clinch the max.

Ferrothorn is brilliant. In a fast-paced meta infested with Fire-type Pokemon most people wouldn't really consider using Ferrothorn but I really wanted to give it a go since Grass-type coverage is really handy in doubles and Ferrothorn has some good resistances and decent attacking prowess. The objective of the set is Tank 'n' Spank, Ferrothorn takes a hit and then bites back with a strong Gyro Ball or Power Whip. Throughe use of a Lum Berry you can alleviate the effect of a burn and effectively take down Rotom-W. Leech Seed keeps Ferrothorn alive and, coupled with Protect, makes it really irritating. Leech Seed can also be used to heal your allies and put you in a favorable position if you make clever switches. Thanks to its low base speed, Ferrothorn is an excellent Trick Room check. It's bulk means that common TR abusers can't break it down and I can often stall it out easily.

Aegislash is kinda hard to use in Doubles but it's great when used correctly. The main draw to Aegislash for me was access to Wide Guard. Wide Guard helps me keep up Subsitutes for Kyurem and can protect the rest of the team from oncoming spread moves like Rock Slide, Earthquake, and Heat Wave. In my opinion, running 1 Speed IV is a huge benefit to Aegislash, you get all the benefits of running 0 but there are way fewer mindgames and speed ties involved with coming up against other Aegislash. I opted to run Flash Canon alongside Shadow Ball because I felt hitting Mega Kangaskhan was really important, it also lets you hit threats that resist Ghost-type moves such as Tyranitar. Shadow Ball from Aegislash has such great returns thanks to base 150 Special Attack and great coverage. I used to run Shadow Sneak but I found the wallbreaking power of Shadow Ball was far more useful, it also handles the behemoth that is Cresselia far better. King's Shield protects Aegislash from attacks like Tyranitars Crunch and helps sustain Aegislash since it lets it get it's defenses back up to scratch. I personally find the Sitrus Berry to be better than Leftovers though both are pretty decent.

-Tsunami-
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Jirachi @ Sitrus Berry
Ability: Serene Grace
EVs: 148 SDef / 108 Spd / 252 HP
Calm Nature
- Icy Wind
- Follow Me
- Hidden Power [Ground]
- Psychic

Salamence @ Draco Plate
Ability: Intimidate
EVs: 252 SAtk / 252 Spd / 4 HP
Modest Nature
- Draco Meteor
- Heat Wave
- Hidden Power [Flying]
- Tailwind

Kangaskhan (F) @ Kangaskhanite
Ability: Scrappy
EVs: 252 Atk / 252 Spd / 4 SDef
Adamant Nature
- Double-Edge
- Fake Out
- Sucker Punch
- Power-Up Punch

Heatran @ Charcoal
Ability: Flash Fire
EVs: 252 SAtk / 252 Spd / 4 SDef
Modest Nature
- Earth Power
- Protect
- Ancient Power
- Heat Wave

Hitmontop (M) @ Sitrus Berry
Ability: Intimidate
EVs: 252 Atk / 124 HP / 132 Spd
Adamant Nature
- Close Combat
- Wide Guard
- Feint
- Fake Out

Sylveon @ Choice Specs
Ability: Pixilate
EVs: 252 SAtk / 4 HP / 252 Spd
Modest Nature
- Hyper Voice
- Shadow Ball
- Moonblast
- Hidden Power [Ground]
Both of these teams are built upon one basic premise: slaughter the opposition with Hyper Voice from Choice Specs Sylveon. The first team provides Fake Out support for Sylveon in the form of Mega Kangaskhan and Hitmontop, making it very easy for Sylveon to decimate the opposition. I chose to run Max Speed on Sylveon to outrun as many threats as possible, so it would be easier to only need to Fake Out one target. Heatran can also be a beneficiary of this Fake Out support and can truly deal damage to the opposition. I ran AncientPower on Heatran in order to defeat annoying Pokemon such as Talonflame, which would otherwise be a larger problem for this team. Salamence provides Tailwind support, which can also help Sylveon and Heatran. Finally, Jirachi rounds out the team by providing bulk in addition to Follow Me support, which can really help Heatran as well as Sylveon; Icy Wind can also be a nice move to support the team as well. Other than Sylveon, Hitmontop is probably the most important part of this team, as it can provide a lot of support in the form of Fake Out, Wide Guard, and Intimidate, as well as the occasional Feint if necessary. Salamence is the most replaceable team member in this version, so if you want to change something, change that. Always lead with Mega Kangaskhan and Sylveon.

Mizuhime
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Breloom @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Spore
- Mach Punch
- Bullet Seed
- Protect

Thundurus-Therian (M) @ Choice Specs
Ability: Volt Absorb
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Volt Switch
- Thunder
- Focus Blast
- Hidden Power [Ice]

Politoed @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 4 Def / 252 SDef
Bold Nature
- Scald
- Helping Hand
- Protect
- Encore

Hitmontop (M) @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 120 Atk / 136 Def
Adamant Nature
- Fake Out
- Feint
- Close Combat
- Wide Guard

Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Protect

Ludicolo @ Assault Vest
Ability: Swift Swim
EVs: 104 HP / 252 SAtk / 152 Spd
Modest Nature
- Fake Out
- Hydro Pump
- Giga Drain
- Ice Beam
Originally, this team was made in the 3rd week of the wonderful SPL season when I had to play, in my opinion, one of the top 3 players in the tier, Randy. I spent the entire week brain storming, trying to figure out what I could do to make the match a little easier for me. It wasns't until a very good friend of mine told me I should try out a set, Assault Vest Ludicolo. At first I was slightly skeptical, rarely using Ludicolo in the past when it comes to competitive play, but after thinking about it decided to make a team around it. Not only did Ludicolo work well in the game, but quickly become a staple, and a very potent Pokemon in the Doubles tier. When rain is up, and it has the proper EVs Ludicolo is able to be faster than the most common of scarfed Pokemon and still have the bulk to live a variety of attacks. Providing powerful STABs and Fake Out support, Ludicolo is in my opinion one of the best Pokemon in the tier when it's (named bro fist) used correctly. After using this team in SPL it has stayed consistent for me in the Doubles Circuit where it's a team that I will rely on to get an important win against a tough opponent. This team has also been the team I give to anyone who asks, so many people already have this team and have used it in the circuit as well. *-*

Breloom as a Pokemon has always been extremely annoying to play against, and it's even more so in doubles. Lack of Sleep Clause means that it is one of two Pokemon that are commonly used in the tier with access to Spore, the other being Amoonguss. The difference is Breloom is able to apply insane amounts of offensive pressure thanks to Technician boosted attacks, something that Amoonguss cannot do. Bullet Seed and Mach Punch give Breloom all of the cover it needs, while Spore is used entirely to put multiple Pokemon to sleep during the battle. Protect is one of the best moves in Doubles, and it's no different in this case. Breloom is known for having low base stats and being extremely frail unless heavily invested, so protect allows it to be safe for a turn when it may be double targeted by your opponent which would let your teammate deal with the problem at hand.

When building the team I originally wanted to have something that hit like a nuke, and would do well in a matchup against Randy. For those who don't know, Randy is well known for using Togekiss on nearly every team. So going over a list in my head, Latios wouldn't work and it doesn't get to use Gems anymore, Kyurem-b was an option but something faster would be better. Finally Thundurus-T, a Pokemon that isn't used much, fit the role I needed it to perfectly. Base 145 Special Attack with 100% accuracy Thunders in rain. Faster than Charizard-y in-case he brought that, and access to Volt Switch which would help me in a weather war if it came down to that. He actually ended up using Mono Attacking Thundurus-i as his support Pokemon, so he couldn't touch Thundurus-t without healing it, and it came down to Swagger 50/50's at the end of the game. Focus Blast and Hidden Power are both for coverage, but un reliable and not something you really want to be locked into, but they fit in certain situations. All though Hidden Power Ice is more reliable in the current meta, it could be changed to Flying to help Mega Scizor in the matchup vs Mega Venusaur.

Since the team was going to built around Ludicolo and Ludicolo does best while rain is up, it was fairly evident that this team needed a Polifrog. With access to plenty of support moves Politoed can make up for the fact he does literally 0%. Helping Hand boosts your ally's move by 1.5 for the turn, while encore can lock slower Pokemon into a move they don't want to be such as Protect. Scald is the only attacking move this Politoed runs, boosted by rain it does respectable damage and gives you the chance to burn opposing Pokemon. Gen 6 changed many things about Doubles, the 2 most notable being lack of Gems and weather turns. So now weather only last 5 turns, and because of this Damp Rock is a very good item in doubles, battles aren't as long in this format, so 8 turns can be most of the battle depending on how things go.

Intimidate is one of the best abilities in Doubles no question about it, and Hitmontop is arguably one of the best Pokemon in Doubles even with being nerfed this gen. Being able to support the team is so many ways is something not many Pokemon are able to do, but Hitmontop can do so very well. Intimidate support helps keep powerful physical attackers in check, while Fake Out support can prove to be major for Pokemon like Scizor who want to set up. Feint is a move that should be used much more on Hitmontop. It's one of the few moves that will stop the affects of Protect allowing your ally to hit the Protecting Pokemon while maintaining offensive momentum, which is amazing to have on a team that only has a limited amount of turns to do something such as a rain team does. Wide Guard isn't really needed for this team, but still comes in handy depending on the situation. Protected Scizor from Heatwave is a great thing to do, as well as other spread moves that may put anything at risk. The only Thing Hitmontop really misses from gen 5 is the fighting-gem, without Hitmontop is forced to explore other options such as Sitrus Berry, Chesto Berry, or even a resist berry if you're desperate, but for this team I decided that Sitrus was the best option, I wouldn't have time to use a Rest + Chesto Combo and Stirus berry gives me some health back more reliably.

Scizor was the last Pokemon that was added to the team, after realizing I had 1) no Dragon resists 2) No mega and 3) No Steel-type, it was an easy choice. Mega Scizor is a Pokemon that doesn't see as much usage as it should in Doubles. It's extremely powerful and very bulky on both sides, but it's overlooked as a Mega because of things like Kangaskhan and Charizard. Scizor just fit very well on this team, rain lessened its Fire weakness, it provided a Dragon resist, gave more priority, and is a Pokemon that can set up very easy and take advantage of the pressure Thundurus, Ludicolo, and Breloom were going to be putting on the opposing team. It also fits in to the "Randy always uses Togekiss" thing since Scizor can pick apart fairies all day every day. The moveset is pretty self explanatory on Scizor, Swords Dance is to boost, Bullet Punch and Bug Bite kill things, and protect is extremely common on any offensive Pokemon in Doubles.

The star of the show and the reason this team was created. Ludicolo has always been a threat in Rain due to it's powerful STABs, the Swift Swim ability, the ability to provide Fake Out support, and the unique typing combination is has. Assault Vest, a item that was introduced this gen, hadn't seen much use in Doubles until this point. Ludicolo already has respectable bulk, but with Assault Vest it gets the 1.5x boost to it's SpDef stat meaning that it hits 354 SpDef. With the only trade off being that it can no longer use Protect. When Rain is up, Ludicolo becomes the fastest Pokemon in the metagame, outrunning even the most common Choice Scarf users, which means that Ludicolo also has the fastest Fake Out, being able to get the jump on things such as Infernape, Weavile, and the ever common Mega Kangaskhan. Hydro Pump is the main STAB on this set, as it deals major damage when boosted by Rain. Giga Drain gives Ludicolo a way to heal of all the damage it's taken, as well as giving it a way to deal with opposing bulky Water-types like Politoed or Gastrodon. Ice beam is used as the last move on this set so Ludicolo can hit Dragons for Super Effective Damage, but outside of that isn't used much. Life i've mentioned before Ludicolo is, in my opinion one of the best Pokemon in the tier and if you're using a rain team it should probably have Ludicolo on it. Not many Pokemon can reliably use Assault Vest in Doubles, and Ludicolo just happens to be one of the lucky ones that can take advantage of it, making it an extremely bulky Pokemon with the ability to hit extremely hard.
 
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It'll also be cool if people who post teams also post how they went about building them (thought process behind choosing each mon). It's not a must but as someone trying to get into doubles, I think it's nice to know how people build their teams so I can try building my own eventually.
 
I am glad to share my team. It hit #1 on the ladder and is very easy to play with so here you go:

I don't know how I can really explain my teambuilding process; I just ladder and when something beats me I improvise my team to beat it.

Kangaskhan (F) @ Kangaskhanite
Ability: Scrappy
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Sucker Punch
- Return
- Power-Up Punch
- Protect

Aegislash (F) @ Sitrus Berry
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Shadow Ball
- Wide Guard
- King's Shield
- Flash Cannon

Azumarill (M) @ Sitrus Berry
Ability: Huge Power
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Play Rough
- Aqua Jet
- Waterfall
- Protect

Heatran @ Leftovers
Ability: Flash Fire
EVs: 88 Spd / 252 SAtk / 168 HP
Modest Nature
- Substitute
- Protect
- Heat Wave
- Earth Power

Shaymin-Sky @ Life Orb
Ability: Serene Grace
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Air Slash
- Giga Drain
- Earth Power
- Protect

Scrafty @ Assault Vest
Ability: Intimidate
EVs: 252 Atk / 236 HP / 4 SDef / 16 Spd
Adamant Nature
- Knock Off
- Drain Punch
- Fake Out
- Stone Edge

The team is centered around Mega-Kangaskhan, who abosulutely wrecks in this meta. I prefer Return>Double Edge for longevity, Power-Up punch to absolutely wreck bulkier teams, and I like Protect>Fake Out because Sucker Punch picks off threats just as easily as Fake Out and Protect+Sucker Punch arguably have better utility.

Aegislash is wonderful in this meta. Wide Guard blocks all of the spammable moves on the ladder, most importantly Heat Wave and Earthquake. It is always my lead against Trick Room teams since it threatens almost every setter super effectively. I like Flash Cannon> Sacred Sword because the damage difference is minimal to threats such as Mega-Kanga and I like Aegislash's ability to switch in and smack Togekiss hard in the annoying face.

edit: Also I put it on the team because Pwnemon reks me with Mega-Scizor a lot so I needed more counters!!

Azumarill was added late into the team when Nollan suggested it :). It used to be a Latios, but when I almost lost to one of the ladder's trolly mono-fire teams I switched it back lol. It's typing glues the team together, Aqua Jet is great to have, and I like its bulk. I like how none of the intimidate users have a safe switch in on Azumarill's Stab attacks also. It is EV'ed to outspeed most Scrafty and it still KO's with Play Rough even at -1.

Heatran is just boss, and with the offensive pressure my team provides, it has a very easy time setting up. Surprisingly Aegislash works well with it since it blocks all of the Earthquakes and Muddy Waters people use to handle Heatran, and it is immune to the Fighting types. Many games end up with Heatran as the MVP over Kanga.

Skymin is one of my favorite Pokemon to use because of its sheer utility. It beats common Intimidate users in lead positions and when stacked with offensive pressure Skymin and its partner have very easy times picking off threats. Air Slash also always flinches when you want it to. Also, I use Seed Flare when I am in tournament play but when laddering I find Giga Drain much more reliable with its accuracy and recovery.

Scrafty also glues this team together wonderfully. I like to use it against sun teams since it can troll Zard-Y w/ Stone Edge (Air Slash does ~40%!) and is a solid Heatran check. It is also my only solid response to Thindurus, who scares me O.O. Intimidate + Fake Out is perfect and sexy.

I hope you all have as much fun with my team as I did :)
 
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youngjake93 and BlankZero, to make Lasagne21's life easier, please post the importable of the teams that you are nominating.

Excellent submission Lolkomori; thanks for sharing! Did you choose Giga Drain on Shaymin-S for accuracy? Seed Flare's 85% accuracy can lose games. Have you considered the slightly more accurate Leaf Storm before settling to Giga Drain?
 
Yea I chose it for its accuracy :) I would have used Energy Ball first but it missed out on many KOs I want, like Landoge so I just figured Giga Drain's recovery would be the most helpful. I honestly didn't put too much thought into it since Skymin performs best just spamming Air Slash :) I actually didn't know it got Leaf Storm but that works too!
 
This team is pretty standard. Effectively, it relies on using four super-powerful offensive monsters, as well as Follow Me support to obliterate the opposition with powerful attacks that are very difficult to deal with. By utilizing the Follow Me mons, it makes it very hard to simply murder the powerful mons, forcing the opponent to rely on less powerful spread moves or taunt to even do anything.

I call it: Team Follow Me.


i am not very original okay

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Reimu (Deoxys-Attack) @ Focus Sash
Ability: Pressure
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- Psycho Boost
- Superpower
- Ice Beam
- Protect

Fairly straight forward. Psycho Boost anhiliates most things, Superpower nails what it doesn't. Many dragons and dragon/grounds in the tier tend to be extraordinary bulky (and there's a lot of ice weakness in the tier besides), so ice beam is used to nail them. Finally, protect and focus sash both allow Deo-A to remain in the match for far longer then its paper-thin bulk might suggest, but you can use a Life Orb if you'd rather have more power.

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Cirno (Kyurem-Black) @ Choice Band
Ability: Teravolt
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Outrage
- Fusion Bolt
- Dragon Claw
- Rock Slide

90% of the time, you're going to either click Outrage or Dragon Claw. Using Fusion Bolt is pretty useful when they have steel types out like Heatran. Finally, if you need to hit both things at once (or really need a fire/flying dead), Rock Slide is also there (but it's honestly mostly filler). Surprisingly bulky all things considered.

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Ozymadnis (Scizor) (F) @ Choice Band
Ability: Technician
EVs: 252 Atk / 248 HP / 8 Spd
Adamant Nature
- Bullet Punch
- Bug Bite
- U-turn
- Superpower

Much like Kyurem-B, 90% of the time you're going to use Bullet Punch to inflict massive harm, but you can also use Bug Bite to handle annoying threats like Reuniclus and Cressila. U-turn can be used when you're not sure if your opp is going to swap out or not. Superpower is there only if it's down to the wire against Heatran or similar.

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Cynthia (Togekiss) (F) @ Sitrus Berry
Ability: Serene Grace
EVs: 104 SDef / 252 HP / 4 SAtk / 148 Def
Bold Nature
- Follow Me
- Tailwind / Air Slash
- Helping Hand
- Protect

Togekiss is the first of the Follow Me users, and usually, you're just going to want to spam Follow Me. However, if that's not a option (powerful spread threatening you, for example), if you predict a double-protect, or if your other mon is in no danger whatsoever, you can always use Tailwind instead for the useful speed boost. Helping Hand is also useful if you need something dead yesterday, but you can Dazzling Gaze instead for a spread attack if you want, or Air Slash to BS out flinches.

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Noblesse Oblige (Jirachi) @ Sitrus Berry
Ability: Serene Grace
EVs: 252 HP / 148 Def / 108 SDef
Careful Nature
- Follow Me
- Iron Head
- Thunder Wave
- Protect

Like Togekiss Jirachi mostly just wants to spam Follow Me. Thunder Wave is pretty useful for permanently crippling a mon though.

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Bahn (Kangaskhan) (F) @ Kangaskhanite
Ability: Scrappy
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Power-Up Punch
- Return
- Crunch / Sucker Punch
- Protect / Fake Out

Kangaskhan is pretty much the most powerful mon on the team, and is the closest thing to a set-up mon it has. After a single Power-up Punch, very little in the game can actually survive a Return or a Crunch. However, it's so powerful that you can simply outright attack out of the gate if need be. Sucker Punch an be used over Crunch if you would prefer to have priority and are willing to risk not hitting, and Fake Out can be used over Protect if you would prefer the utility the move brings.



importable ver:
Reimu (Deoxys-Attack) @ Focus Sash
Ability: Pressure
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- Psycho Boost
- Superpower
- Ice Beam
- Protect

Cirno (Kyurem-Black) @ Choice Band
Ability: Teravolt
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Outrage
- Fusion Bolt
- Dragon Claw
- Rock Slide

Ozymadnis (Scizor) (F) @ Choice Band
Ability: Technician
EVs: 252 Atk / 248 HP / 8 Spd
Adamant Nature
- Bullet Punch
- Bug Bite
- U-turn
- Superpower

Cynthia (Togekiss) (F) @ Sitrus Berry
Ability: Serene Grace
EVs: 104 SDef / 252 HP / 4 SAtk / 148 Def
Bold Nature
- Follow Me
- Air Slash
- Helping Hand
- Protect

Noblesse Oblige (Jirachi) @ Sitrus Berry
Ability: Serene Grace
EVs: 252 HP / 148 Def / 108 SDef
Careful Nature
- Follow Me
- Iron Head
- Thunder Wave
- Protect

Bahn (Kangaskhan) (F) @ Kangaskhanite
Ability: Scrappy
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Power-Up Punch
- Return
- Crunch
- Protect

nyt edit: seriously pwne no animated sprites so lazy SMH
 
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Presenting my completely uncreative and straightforwardly played HailRoom team. Despite the boringness, it's still awesome. And overall its pretty easy to play with some practice so imo it'd be a good team for a beginner to start with.

How The Team Works

The idea of this team is pretty straightforward. Win by utilizing Trick Room to move before the opposition and utilizing Hail to shut down opposing weather. It has a lot of perks that make it successful, though. It's built so that you can utilize a plethora of different leads, each of which will work against the right team. How effective this team will be depends on your ability to use Team Preview to scout the opposing team and decide which lead will be the most problematic for them. Because of the importance of leads on this team I will be listing particular leads I often used later on and explaining why and when I used them.

The Team
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Jellicent (M) @ Sitrus Berry
Ability: Water Absorb
EVs: 252 HP / 112 Def / 144 SAtk
Quiet Nature
IVs: 0 Atk / 0 Spd
- Hydro Pump
- Ice Beam
- Will-O-Wisp
- Trick Room

The starting point for the team and one of my two Trick Room setters. The set is basically semi-offensive, with me crippling physical attackers and then hitting as hard as possible with Ice Beam and Hydro Pump. The given defense investment allows me to always survive a non-Mega Tyranitar Crunch, though the real idea behind it is to patch up my weaker physical bulk somewhat so I can stay in on burned physical attackers most of the time. Trick Room is there for Trick Room (unexpected, amirite?).

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Scrafty @ Assault Vest
Ability: Intimidate
EVs: 252 Atk / 252 HP / 4 Def
Brave Nature
IVs: 0 Spd
- Crunch
- Drain Punch
- Poison Jab
- Fake Out

Next up I wanted a good Fake Out attacker to help get Trick Room up. With all the talk about how good Assault Vest Scrafty was I figured I'd try one of my own. Crunch is used over Knock Off mostly because I wanted consistent damage, though Knock Off would be perfectly viable on it. I originally had Stone Edge in slot 3 but with Chandelure, Jellicent, and Marowak on the team I found I didn't really need to risk a miss just to hit Talonflame and CharYzard. I ended up switching to Poison Jab to hit Fairies (particularly Togekiss) thinking they could easily prey on Scrafty's compound weakness.

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Abomasnow @ Abomasite
Ability: Snow Warning
Shiny: Yes
EVs: 252 SAtk / 72 Atk / 184 HP
Quiet Nature
IVs: 0 Spd
- Blizzard
- Wood Hammer
- Ice Shard
- Protect

Abomasnow's role on the team is pretty simple: hit common threats it the metagame hard while messing with opposing weather teams. And it does its job well with a powerful new Mega-Evolution at its disposal. It easily OHKOs things like Rotom-W and Landorus-T for my team. I actually have forgotten what the attack EVs accomplished (shame on me), but with them Wood Hammer always OHKOs offensive Politoed and support Rotom-W and always 2HKOs Mega Tyranitar and even the most bulky Suicunes I run into. Ice Shard will also always 2HKO Latios when factoring in Hail damage. Overall this set is pretty simple and easy to use so I think I'll move on.

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Marowak @ Thick Club
Ability: Lightningrod
EVs: 248 HP / 252 Atk / 4 SDef / 4 Def
Brave Nature
IVs: 0 Spd
- Bonemerang
- Rock Slide
- Substitute
- Protect

Marowak is here as a solid answer to Substitute Heatran. The choice took awhile to make. I was looking around but with only one Ground-type immunity on the team I was wondering if there was even any Ground-type that would synergize well with my team. Then my attention was drawn to Marowak and its signature move: Bonemerang. This move could break past Heatran's Substitute should it get one up, didn't harm my allies, and ignored Wide Guard which was an issue most Ground-types have with Heatran (Wide Guard support blocking EQ, that is). With Thick Club boosting its Attack sky high and Lightningrod potentially guarding Jellicent from Electric-type attacks it looked like a monster on paper. And I can easily say it delivered on the field. Rock Slide is there for pretty obvious reasons, hitting Flying-types and Pokemon with Levitate. I didn't see very much to do with slot 3 so I just gave it Substitute. Substitute allowed me to take advantage of double Protects that were often used to stall out Trick Room. It came in handy in a lot of situations. The EVs make my HP not divisible by 4 so that I can get 4 Substitutes up, which was somewhat important since I couldn't run Leftovers recovery. Since it only took 4 EVs out of HP I figured it was worth it.

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Togekiss @ Sitrus Berry
Ability: Serene Grace
Shiny: Yes
EVs: 88 SAtk / 92 Def / 252 HP / 76 SDef
Sassy Nature
IVs: 0 Atk / 0 Spd
- Dazzling Gleam
- Air Slash
- Helping Hand
- Follow Me

Togekiss is here mainly for Follow Me support, which against the right teams is crucial if I want to successfully get Trick Room up. Amoonguss, which would be the most obvious choice for that kind of support in Trick Room, was very redundant with Abomasnow so I wanted something else that could provide good synergy (and also redirect Grass-type moves and Spores/Sleep Powders). Togekiss seemed like the obvious go-to choice. While base 80 Speed isn't really all that ideal for Trick Room, it is workable with and Togekiss more than makes up for it with its useful STAB attacks and supporting capabilities. I was using Protect in slot 3, but ended up going with Helping Hand after several matches because I never had any need for Protect thanks to Togekiss's heavy bulk. The EV spread on Togekiss is really the only complicated one on the team. The given investment allows Togekiss to survive a Metagross Meteor Mash and Choice Specs Rotom-W Thunderbolt, respectively. The remaining EVs are dumped into SpA so Togekiss can hit pretty hard once Trick Room is up.

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Chandelure @ Focus Sash
Ability: Flash Fire
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Spd
- Heat Wave
- Shadow Ball
- Trick Room
- Protect

My second Trick Room setter. While two Ghost-type Trick Room setters may seem redundant, with Follow Me and Fake Out support this was hardly an issue. The reason I chose Chandelure is because I wanted a good way to handle Sun teams and something that could hit hard. Chandelure was the perfect Pokemon for the job. The only move worth noting is Protect. As obvious as this move is, it was my main answer to Fake Out + attacker leads, as I would simply Protect myself from attacks while the opposition used Fake Out on Togekiss and then proceed to use Follow Me + Trick Room the following turn. While Focus Sash may seem redundant with Hail support I almost never lead with Abomasnow while I often lead with Chandelure, so it is a good way to help ensure Trick Room will go up.

Common Leads

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Probably one of my most commonly used leads. Thanks to Jellicent's naturally high bulk, it could almost always tank one attack, so Scrafty can simply Fake Out whatever would hit Jellicent harder while it sets up Trick Room. From there I can proceed to knock things down with the pair. This is really the lead I would use when I didn't spot anything all that threatening.

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+
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If I spotted Fake Out on the opposing team, I would typically go with this lead. Chandelure would Protect on turn 1 while they used Fake Out and on turn 2 I would use Follow Me + Trick Room to begin the sweep. This lead won't work if the opposition can KO Togekiss on turn 1 and chooses to do so however, so be aware of that.

This was also the other lead I would use against Sun teams. I would simply use Follow Me + Trick Room. The reason I didn't always prefer it is because it usually involved Togekiss taking a Sleep Powder, which could be very problematic if I needed to get Trick Room back up later on.

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If the opposition has Electric-types, particularly Rotom-W, this is a lead I would use on occasion. Thanks to Lightningrod, Rotom-W cannot even touch Jellicent, allowing me to safely use Trick Room while Marowak uses Protect on Rotom-W's Hydro Pump and Will O' Wisp. If the other attacker can threaten, Spore, or Taunt Jellicent this lead will usually fail, unfortunately.

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This lead works in the same way as Scrafty + Jellicent would. I usually used it against Sun teams since they had Grass-type attacks that would threaten Jellicent. I would typically Fake Out the Chlorophyll-mon (usually Venusaur) so it couldn't hit Chandelure with Sleep Powder and set Trick Room since Charizard-Y cannot really do much to Chandelure. If Air Slash scored an unfortunate flinch on Chandelure I would be in for a world of hurt, however. Which was why I prefered to use Togekiss + Chandelure as my lead against those types of teams sometimes.

Jellicent (M) @ Sitrus Berry
Ability: Water Absorb
EVs: 252 HP / 112 Def / 144 SAtk
Quiet Nature
IVs: 0 Atk / 0 Spd
- Hydro Pump
- Ice Beam
- Will-O-Wisp
- Trick Room

Scrafty @ Assault Vest
Ability: Intimidate
EVs: 252 Atk / 252 HP / 4 Def
Brave Nature
IVs: 0 Spd
- Crunch
- Drain Punch
- Poison Jab
- Fake Out

Abomasnow-Mega @ Abomasite
Ability: Snow Warning
Shiny: Yes
EVs: 252 SAtk / 72 Atk / 184 HP
Quiet Nature
IVs: 0 Spd
- Blizzard
- Wood Hammer
- Ice Shard
- Protect

Marowak @ Thick Club
Ability: Lightningrod
EVs: 248 HP / 252 Atk / 4 SDef / 4 Def
Brave Nature
IVs: 0 Spd
- Bonemerang
- Rock Slide
- Substitute
- Protect

Togekiss @ Sitrus Berry
Ability: Serene Grace
Shiny: Yes
EVs: 88 SAtk / 92 Def / 252 HP / 76 SDef
Sassy Nature
IVs: 0 Atk / 0 Spd
- Dazzling Gleam
- Air Slash
- Helping Hand
- Follow Me

Chandelure @ Focus Sash
Ability: Flash Fire
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Spd
- Heat Wave
- Shadow Ball
- Trick Room
- Protect
 
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updated with the teams that have actually had effort put into them for this thread. the point is to post teams that aren't in RMTs guys, don't just link RMTs and tell people to go use those
 
So I hope you take this as a testament to my awesome laddering skills and not my stupidity, but PS kept and i used Latios's EVs on the Azumarill. It should be 240 HP / 252 Atk / 16 Spe. Thanks to Audio for pointing it out :) Lasagne21
 
So I hope you take this as a testament to my awesome laddering skills and not my stupidity, but PS kept and i used Latios's EVs on the Azumarill. It should be 240 HP / 252 Atk / 16 Spe. Thanks to Audio for pointing it out :) Lasagne21
For the record, you need 72 Spe EVs to move before a 4 Spe Scrafty. Even better would be 96 Spe EVs, which moves before 4 Spe Tyranitar. A last note is that 176 Spe EVs will go before 4 Spe Mega Tyranitar, though the heavy loss of bulk usually make this not worth it.

Overall, I'd say a spread of 160 HP / 252 Atk / 96 Spe w/ an Adamant Nature is probably a good idea on your Azumarill, allowing it to move before the most common TTar and Scrafty sets and decimate them with Play Rough.
 
Btw I am too lazy to get Pokemon pics.

How the team works: This is probably one ofthe most standard and uncreative teams in existence, and very easy to use. If you are a decent player, and want suspect reqs fast, I would recommend using this team. The team is built around mega Kangaskhan, a terrifying sweeper. The other Pokemon help stop strategies that could overwhelm mega Khan. Thus i have pokemon which stop weather and stop trick room.

Caldera (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 56 Def / 200 SAtk
Modest Nature
- Heat Wave
- Earth Power
- Substitute
- Protect

If you look through the rest of this team, you'll see I have a bit of ice weakness. Heatran was not an original member to this team, but I thought, what really good pokemon checks hail teams? This fire turd thing came up in my mind and I love using it. Subtran, is possibly the most overcentralising set in the mmeta. Though stopped by Rotom-w, the ability to set up on so many pokemon is very useful. Air baloon is super useful for setting up substitutes on Pokemon I would not normally be able to set up on.

The Destroyer (Latias) (F) @ Draco Plate
Ability: Levitate
Shiny: Yes
EVs: 52 HP / 252 SAtk / 204 Spd
Timid Nature
- Draco Meteor
- Thunderbolt
- Protect
- Tailwind

The nickname is because this used to be a hydreigon, and I thought it was hilarious that a Latis would be called The Destroyer, so the name stuck. Latias is my main rain and sun check. Tailwind helps me keep up the pace against swift swimmers and chlorophyll users. I forget what the EVs are for, but they outspeed something useful. Draco Plate is my favorite item though many people would argue sitrus is better, because the extra damage done helps KO a few extra Pokemon (which i forget X_X).

Big Mama (Kangaskhan) (F) @ Kangaskhanite
Ability: Scrappy
EVs: 76 HP / 252 Atk / 180 Spd
Adamant Nature
- Fake Out
- Sucker Punch
- Return
- Drain Punch

The star of the team herself. Mega Khan is one of the most threatening sweepers in the meta, the only things really stopping it from completely dominating is the fact it is a physical attacker, and thus crippled by intimidate and burn. The things most people would be surprised at is that I am running drain punch instead of power-up-punch and not running max speed. One of Mega Kangakhan's best traits is it is very bulky for a Pokemon with its level of power. Drain punch utilizes that and lets me heal off lost hp. I never seem to need max speed, just enough so I can fake out trick room fake out users before they fake out me.

Pimp Sandals (Landorus-Therian) (M) @ Choice Scarf
Ability: Intimidate
EVs: 104 HP / 252 Atk / 152 Spd
Jolly Nature
- Rock Slide
- Earthquake
- U-turn
- Superpower

Landorus-T (from this point on known as Landoge) is possibly the best intimidate user in the tier. Choice scarf is very useful for outspeeding pokemon which would otherwise annoy my team, including Thundurus, Greninja, and other choice scarf users. I don't need max speed because of the scarf, and the extra bulk lets me survive high powered attacks such as sun boosted heat waves from certain Pokemon. In general, a great Pokemon.

Zeus (Thundurus) (M) @ Sitrus Berry
Ability: Prankster
EVs: 192 HP / 84 SAtk / 208 SDef / 24 Spd
Calm Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Taunt

Bulky thundurus is one of thise sets someone would doubt at first sight, but in reality it is fantastic. The most important thing it does for my team is stop Trick room, which is not very good for my team because a lot of my team members are pretty fast. It stops bulky pokemon such as Amoongus and Cresselia from disrupting my team through taunt, and offers pseed control through thunder wave. I am running two moves instead of protect because people sometimes switch in ground types when they figure out it is a bulky thund, and I like to surprise them with HP Ice.

Rape Rabbit (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Aqua Jet
- Ice Punch
- Play Rough
- Waterfall

The only pokemon that is not dead standard, CB Azumarill is a beast. It provides this team's only reliable priority, and main check to trick room if it manages to go up. I can switch it in while trick room is up so it can pound enemies with powerful attacks. It is quite bulky too, and checks pokemon such as Talonflame pretty well, being able to take an attack and retaliate. Waterfall is for stronger SATB, play rough is even stronget STAB and beats ddragons Rotom-W is pounded by play rough on the switch, and ice punch beats grass types.

Leads:

Kangaskhan and Thundurus: This is the usual way I lead if my opponent uses trick room. I fake out their Rage power or fake out user with kangha and taunt the trick room user with Thundurus. If I feel that my opponent has mental herb or has Aromatisse on his/her team, I start with Azumarill and Thundurus instead, so I can start abusing their own trick room with Azumarill and break their mental herb with Thundurus.

Landorus-T and Thundurus: This uses the great "disquake combination" without the discharge. Thundurus and Lando-T pair so well together offensively, because Thundurus is immune to EQ and pounds water types with thunderbolt.

Kangakhan and Heatran: my favorite lead pair when I can pull it off, how this one works is pretty obvious. I just fake out the pokemon that threatens Heatran and let heatran set up a sub, and then the fun begins.

Kangaskhan and Latias: I lead like this against weather teams, because it is a decent way of checking stuff like Venusaur + Charizard. Latias can set up tailwind so Kangaskhan can keep up with weather sweeps (which barely ever run max speed), and in general check rain and sun pretty well.

Have fun :).
 
Ok so im gonna post my first xy sand team that has done me well in tournaments ( farm league) and on the ladder, getting me suspect reqs. This is a pretty standard sand team, with what is basically a gen 5 team with talonflame and mega tar.

Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
- Crunch
- Rock Slide
- Stealth Rock
- Protect

Ok so a standard mega tyranitar here. It is my answer to trick room, with crunch destroying the ghost and psychic types that set it up. Crunch 2HKOs cresselia, which is big. Mega tar can also beat virtually and other weather setter if the mega evo is played carefully. It can reset sand as politoed and abomasnow enter the field, as well as mega evolving after charizard and proceeding to KO it with rock slide. The evs and nature are very simple, letting me have as much bulk as possible in the sand and to also hit very hard, with brave nature helping ttar to be a better tr check. Crunch, protect and rock slide are standard, and stealth rocks are there to better deal with talonflame, charizard and all round the rest of the meta, as sr is legit this gen with all the flying types and ice types. I also didnt use low kick or fire blast at all, so it was wasted space.

Excadrill @ Focus Sash
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Earthquake
- Rock Slide
- Protect
- Swords Dance

Again, a standard sash swords dance excadrill. This was a must on a team with ttar, especially as ttar can reset sand or even set it up for 5 more turns. Sand rush outspeeds the whole meta, and with focus sash either letting exca get two guaranteed hits off, or letting it get a swords dance, this poke is a threat. The evs and nature let me speed tie with most excadrills while doing as much damage as possible. Adamant nature is used because exca doesnt need the extra speed. The moves are standard, with swords dance actually possible with focus sash.

Rotom-Wash @ Assault Vest
Ability: Levitate
EVs: 252 HP / 80 Def / 176 SAtk
Modest Nature
- Hydro Pump
- Hidden Power [Grass]
- Electroweb
- Thunderbolt

Finally, an interesting poke! Whatever anyone tells you, assault vest rotom w is really good. It allows me to easily tank a charizard y solarbeam with no spdef investment, thus allowing me to invest in def evs. It gives me a form of speed control, for metagross and zapdos, as well as resisting fire, ground, ice and water, making rotom an important part of the team. The evs allow me to live mega kangas double edge 62.5% of the time, with the rest in spatk. A bold nature was not needed so modest was used to ensure an OHKO on heatran. Hydro pump and thunderbolt are standard, electroweb is basically a STAB icy wind, and hidden power grass is to be able to annoy gastrodon, who can be a pain to deal with if it sets up stockpiles.

Zapdos @ Sitrus Berry
Ability: Pressure
EVs: 52 HP / 252 SAtk / 204 Spd
Timid Nature
- Thunderbolt
- Tailwind
- Protect
- Heat Wave

A relatively standard zapdos. This poke gives me a needed ground immunity with 3 weaknesses. I also get a nice fighting resist. Zapdos allows me to have another form of speed control in tailwind, which allows me to outspeed scarfers which electroweb cannot do. I cannot exactly remember what the speed does, but the remaining evs were used to maximise spatk and the rest in hp. All of the moves are standard.

Talonflame @ Choice Band
Ability: Gale Wings
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Flare Blitz
- Brave Bird
- U-turn
- Sleep Talk

The new gen 6 poke is here. CB Talonflame fits very well into the team. It gives me priority, is immune to ground, resists fighting and has a way to stop sleep affecting my team. Brave bird hits amoonguss hard, which can be a problem if played well. The evs, while standard, let me outspeed max speed latios, so i can u turn out of it and deal a lot of damage. The rest go into max attack.

Metagross @ Lum Berry
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Bullet Punch
- Meteor Mash
- Protect
- Zen Headbutt

Lastly a standard metagross. This metagross is here beacuse it synergizes well with rotom w and can benefit from the speed drop of electroweb. I can also beat hitmontop with it, as clear body stops intimidate. It also provides me with a solid way to hurt will o wisp users so they can't hit ttar or exca, as lum berry allows metagross to get off a solid unburnt meteor mash on WoW users, for talonflame to finish off easily. The evs are standard, to maximise bulk and attack output.

This team is very easy to play with as it is pretty standard, but works very well.

Importable
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
- Crunch
- Rock Slide
- Stealth Rock
- Protect

Excadrill @ Focus Sash
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Earthquake
- Rock Slide
- Protect
- Swords Dance

Rotom-Wash @ Assault Vest
Ability: Levitate
EVs: 252 HP / 80 Def / 176 SAtk
Modest Nature
- Hydro Pump
- Hidden Power [Grass]
- Electroweb
- Thunderbolt

Zapdos @ Sitrus Berry
Ability: Pressure
EVs: 52 HP / 252 SAtk / 204 Spd
Timid Nature
- Thunderbolt
- Tailwind
- Protect
- Heat Wave

Talonflame @ Choice Band
Ability: Gale Wings
Shiny: Yes
EVs: 44 HP / 252 Atk / 212 Spd
Adamant Nature
- Flare Blitz
- Brave Bird
- U-turn
- Return

Metagross @ Lum Berry
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Bullet Punch
- Meteor Mash
- Protect
- Zen Headbutt
 
thanks aura and ultima (sorry ultima didnt notice your post until now :[ ), updated the second post

who unpinned this :<
 
I did, since it's linked in the overview thread now so I didnt think there was a reason to keep it pinned, but I guess someone disagreed so nbd really
 
This thread is amazing, and is great for people that are trying to build something to toy around in the Doubles metagame. There are many common and powerful team cores present here. I recently made a very successful team based off of some ideas and cores presented in this thread. Even if you're not looking to just borrow someone else's team fully, this is still a very useful thread because it presents a lot of comparable standards for what team structure is generally like in Doubles. Thank you Lasagne :]
 
Since I've used a team from here before I figured I'd leave one too. This team was made in a few minutes to test SD Zard X for QC purposes but then I ended up concluding that DD is a better set anyways. Have had pretty decent success with it so I figured it was the perfect team for this sort of thing. First, the team: http://pastebin.com/edKV9CXy

charizard.png
aegislash.png
rotom-wash.png
scrafty.png
amoonguss.png
landorus-therian.png

Basically the goal of the team was just to be able to perform well across the board and provide support for Charizard X. After a dragon dance Charizard X can be surprisingly threatening, and its immunity to burns makes it a cool physical attacker. In addition, most people will assume that you're using Megazard Y which means that they'll be surprised when you set up a dragon dance. Megazard x only has a few checks really, most of which are handled pretty well by Landorus-T. Landorus can check rock sliders and is also a very threatening Pokemon in its own right with Substitute letting you dodge status and Intimidate drops.

From there Amoonguss and Aegislash allow this team to have good answers to Trick Room and also let Zard X have an easier time setting up through Rage Powder and Wide Guard respectively. The fact that they both resist Hyper Voice is also useful since otherwise Fairies could be pretty threatening. Rotom-W is just a great Pokemon in general, checking a bunch of threats such as Heatran and also having access to Will-O-Wisp to cripple physical attackers. Scrafty is the next Pokemon to give the team additional answers to Pokemon such as Kangaskhan and Landorus-T, with an Assault Vest set allowing it to tank special attacks with greater ease.

So yeah in short this is just a good stuff team, with Mega Charizard X being able to clean up late game or punch holes early game for the rest of the team to clean up, as well as giving a nasty surprise to those expecting Mega Charizard Y. While Zard X was meant to be the focus of the team, it's far from the only way to have a win condition, and the team is meant to be flexible to changing battle conditions. It has a good matchup against most teams, so while it's not perfect (for example has a weakness to Bisharp due to multiple Intimidators and Pokemon that are prey to Bisharp) it's definitely pretty cool.
 
Alright time to post the team of gods =]

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 88 HP / 252 Atk / 168 Spd
Adamant Nature
- U-turn
- Earthquake
- Stone Edge
- Explosion

Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Return
- Feint
- Close Combat
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 132 SAtk / 124 SDef
Quiet Nature
IVs: 0 Atk / 0 Spd
- Hydro Pump
- Will-O-Wisp
- Protect
- Volt Switch

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
IVs: 0 Atk / 16 Spd
- Heat Wave
- Substitute
- Protect
- Earth Power

Cresselia (F) @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 64 Def / 192 SDef
Sassy Nature
IVs: 0 Spd
- Trick Room
- Psychic
- Helping Hand
- Skill Swap

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 108 HP / 168 Atk / 104 Def / 128 SDef
Brave Nature
IVs: 0 Spd
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off

landorus-therian.gif
pinsir-mega.gif
rotom-wash.gif
heatran.gif
cresselia.gif
conkeldurr.gif



Semi Trick Room teams are, imo, some of the best team archetypes you can find on the market due to being able to work fairly well against almost any opposing teams, including opposing trick room teams. Landorus-T and Pinsir form the offensive core meant to be used outside of TR, and have RIDICULOUS offensive synergy. Pinsir helps take care of Grass- and Fighting-types that trouble Landorus-T, and Landorus-T's EQ makes that Aegislash think twice before switching in. Also Explosion is a great Rotom-W lure, as it checks both of the mons fairly well bar Explosion ;]

The Trick Room "core" basically consists of Heatran, Rotom-W, and Conkeldurr, which form great defensive synergy and check pretty much all opposing weather teams together, so they work well outside TR too. Cresselia is the chosen TR setter as it can also pull off some LeviTran goodies with Skill Swap.

Overall this team is legit the best Trick Room / Semi-TR team I have ever made, and it is also way better than Pwnemon's scrubby team =]
 
Thanks for sharing this notorious team of yours, Laga! May you explain how you came up with some of the EVs? I assume 16 Spe IV Heatran is 1 point faster than your min Spe Cresselia, and Landorus-T has enough Speed to outrun Crobat/Mega Gengar. I got nothing for your Conkeldurr's spread *-*
 
yeah sure

conk does a bunch of things (spread courtesy of help from Nollsy =])

· lives LO psyshock from latios
· survives two megazard heat waves (i think I sacrificed a 0.02 chance of 2HKOing for like 12 extra atk evs because I am a super risktaker !_!
· HP number is lowered to heal more from DPunch
· rest in atk and min spe for TR


not sure if lando outspeeds timid skymin or mega gengar, but it should be to outspeed base 130 +Spe max mons

E: p sure heatran has one more spe point than cress but now that I think about it I don't think that's even needed xP

E2 @ question below: I like to run Volt Switch on semi-TR due to being able to use it extremely well on turns where you either set trick room or one turn before it runs out; it sparks a lot of momentum in those situations
 
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Skymin has 127 base Spe, so yea Scarf Landorus-T outspeeds.

Thanks for the EV description, Laga! I actually have one more question: Why Volt Switch > Thunderbolt :0 Is the switch advantage worth the power loss? What if you just want to have Rotom-W stick around for awhile to take out the opponent's Suicune or Rotom-W x_x
 
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