TEST BOT'S STUDIO
Intro
The season is over for me, so I'm just sharing my teams again. There are plenty of teams to use. By sharing these teams, I hope more players will try out ND Doubles and improve the overall quality of the ladder. I will present the teams by Megas and explain them in details for the newcomers.
Mega Salamence
Mence + Pao I





Mence + Pao II





Notes:
Pao has the ability to reduce the physically defensive stat of all mons in the field. As a result, mons such as Marshadow and Kingambit make ideals partners to take advantage of its ability. Tapu Fini and Rillaboom tends to be in Pao teams because such teams tend to use priority moves and their entry to the field replaces Psychic Terrain with their own respective terrains. Credit to xqiht for Darkium Pao cause I'm sure that's where I got it from.
Fish Mane





Notes:
Flutter Mane and Chi-Yu is one of the best, specially offensive cores. There is less than a handful of viable mons that can face their Fairy + Fire type move coverage. The next couple mons in the team were specifically selected to deal with such mons. I suppose I could use Landorus over Ursaluna-B, but I prefer reducing my Ice weakness. Ursaluna-B is also more ideal for the tailroom structure that I aimed for.
Xurk Setup





Moth Setup





Notes:
LogIce gave me some advice regarding my Volcarona team and my Xurk team was inspired by Kunal. The Volcarona team uses a combination of Fake Out rounds and Redirection to ensure Volcarona get the support that it needs to setup. The Xurk team functions differently in that it tries to gain favorable speed conditions. Incineroar and Sinistcha provides plenty of support to make this happen and let Xurkitree become a force to be reckoned with.
Iron Moth





Iron Leaves





Notes:
For quite a while, I had a hard time creating a Koko team that fitted my style. Then, Basc crossed my mind as a mon that can fulfill a unique but
gimmicky role. Basc has an issue where most of the priority move users can outright threaten it. Excluding Rillaboom, this is fortunately only the case if it attacks. With the move Soak, three of the mons in the team can make easy work on any opposing mons. The Iron Moth team is similar to the "Moth Setup" team, having both Fake Out and Follow Me as support.
Mega Gardevoir
Garde I





Garde II





Notes:
Gardevoir is more flexible than Mence in that it can be used in Trick Room. However, it has poor physical bulk. This is why I have Diancie as an alternate Trick Room setter and Incineroar/Landorus-T as Intimidate users. These teams relies heavily on speed advantage to maintain dominance and has Iron Hands/Incineroar as Fake Out users to help with that. Landorus-T does incredible damage with Tera Normal Explosion and has a good chance to insta-kill opposing Raging Bolt/Iron Hands with Stomping Tantrum. Kyurem-B is one of the best Clear Amulet users, but I felt that Loaded Dice will do just fine in threatening opposing Mence and Landorus-T.
Mega Kangaskhan
Kang Hazards





Kang Tailroom





Notes:
The first team is one I made because I was annoyed of screen + setup based teams. Kang, Glim, and Celesteela could all care less about the opposing team's stallish nature because time is actually ticking on their side instead. Fish Mane provides ample firepower to speed up the process, and Tornadus makes sure the team is in favorable conditions. The second team seems similar to a sample team, but there are few differences that sets it apart. Instead of solely relying on Tailwind, Sinistcha allows the team to take advantage of Trick Room as well. Others differences such as Kang's Shadow Claw and Specs Fini allow the team to spend Trick Room or Tailwind more resourcefully.
Mega Charizard Y
Sun I





Sun II





Sun + Psy Spam





Notes:
Many notable players has some version of the Sun teams above. The Gouging Fire team was inspired by Eragon. Ideally, Sun teams should have at least one mon with the ability Protosynthesis and another aside from Zard that can use Fire-type moves. Other mons to consider for Sun teams are those that can take care of opposing Fire types and other weather cores. Sun + Psy Spam is more hyper offensive in nature and was designed so that Tera Fire Scarfed Heatran can spam Eruption as much as it wants. Deoxys-A hates Trick Room, so I have Imprison and Taunt to prevent it.
Mega Tyranitar
Sand I





Sand II





Sand + Psy Spam





Notes:
Tyranitar is unique in that it directly threatens two of the most used Megas, Mence and Zard. It doesn't always have to be the team's Mega of choice, but its Mega Evolution does has some advantages that its base form doesn't. For example, it is a better Dragon Dance user and can reactivate Sandstorm via Mega Evolution if another weather was to interfere. Tyranitar also helps two of Sand's best abusers, Dracovish and Dracozolt, to shine. Sand + Psy Spam was inspired from Penter. I thought to myself that Iron Crown could be the Deoxys-A of Sand and went with the idea.
Mega Aerodactyl
Aero + Priority Spam





Aero Snow





Aero + Koko





Aero + Howl





Rain + Psy Spam





Notes:
The teams above are more so "experimental" than something that is confirmed to be good. Aero is the metagame's fastest non-Pranster Tailwind setter. Although not guaranteed, it still has a good chance to OHKO top threats such as Mence and Flutter Mane hence why I include Chien-Pao or Gouging Fire in some teams. Aero serves a greater role in the Snow and Rain teams as a mon that eliminates Fire types, particularly Zard.
Other Megas
Mawile Rain





Notes:
At the moment, Rain is still usable but at a more unfavorable position than before. Arch doesn't have the best special bulk and takes a while to become a threat. Vish acts as a more immediate threat, but is held back by its Choice item. The weather setters aren't particularly as good as their Mega counterparts either. In this team, I chose Mawile over Scizor because I wanted to deal with Hands and Bolt a bit better.
Scizor Tailroom





Notes:
Scizor has a niche in the metagame as a mon that eliminates Flutter Mane the moment the turn starts. Scizor requires a terrain setter that negates the effects of Psychic Terrain, and I chose Fini as opposed to Rilla to reduce Fire weakness. Next, I added Diancie and Tornadus so that Specs Fini can be more reliably used. Hands provides Fake Out support and Firepon is just coverage.
Camel Room





Notes:
This is another team that just happens to be similar to a sample team. Over time, I made a couple improvements to the
original team. I chose to use Specs Fini over Calm Mind Fini to not waste valuable Trick Room turns and replaced Kingambit for Diancie, an another Trick Room setter. Last thing I want to point out is that Camerupt is flexible with its third move; you can use Substitute, Eruption, or Nature Power.