Hello everyone, after being disappointed by gen 8 a long hiatus I am here to report a finished streak of 487 in Super Doubles in Ultra Moon.
Once again, Icollaborated stole his team consulted with lolnub for the team idea and together we managed to work out something very nice if I do say so myself. Getting real tired of this Strike-through text
Blastoise (M) @ Blastoisinite
Ability: Rain Dish
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 7 Atk
- Fake Out
- Scald
- Dark Pulse
- Aura Sphere
Kartana @ Focus Sash
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Tailwind
- Protect
Metagross @ Assault Vest
Ability: Clear Body
EVs: 124 HP / 252 Atk / 132 Spe
Adamant Nature
- Iron Head
- Bullet Punch
- Stomping Tantrum
- Thunder Punch
Kommo-o-Totem (F) @ Kommonium Z
Ability: Overcoat
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Clanging Scales
- Close Combat
- Flamethrower
- Protect
And well, that is about it!
If you have any questions, feel free to ask of course.
See the community Discord and catch me there. Do @ me, as I am not a regular anymore since.... yeah.
Once again, I
Blastoise (M) @ Blastoisinite
Ability: Rain Dish
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 7 Atk
- Fake Out
- Scald
- Dark Pulse
- Aura Sphere
Kartana @ Focus Sash
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Tailwind
- Protect
Metagross @ Assault Vest
Ability: Clear Body
EVs: 124 HP / 252 Atk / 132 Spe
Adamant Nature
- Iron Head
- Bullet Punch
- Stomping Tantrum
- Thunder Punch
Kommo-o-Totem (F) @ Kommonium Z
Ability: Overcoat
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Clanging Scales
- Close Combat
- Flamethrower
- Protect
It is Z-Kommo-o-Totem with lots of support so it can sweep.
The combination of Blastoise and Kartana is absolutely stunning. They cover each other’s weaknesses about as good as SkarmBliss did in the days of yore. Okay, that is a bit exaggerated but they are pretty dang good.
Blastoise has Fake Out to help set up Tailwind, coupled with Scald over Water Pulse (I'll explain why later on) and standard Dark Fighting coverage for nearly unresisted coverage. Only Fairy/Water, Fairy/Grass and Fairy/Dragon resist the combination of these three attacks.
Fun fact: due to Mega Launcher, all of Blastoise attacks hit equally as hard. Not counting FO of course, you dingus.
Kartana has dual STAB, Tailwind and Protect, nothing too fancy. The only strange thing would be Tailwind, but it works wonders in this team. It is often necessary to set up TW first turn and let Kartana take a hit turn one. This sets up Blastoise to outspeed the opponents. The next turn you can severely dent a mon using Kartana and dent the other with Blastoise. Kartana faints and you have a free switch to Kommo-o to activate your Z-move under TW vs two weakened opponents. You can even pull it off vs one weakened opponent and just target the other one with Blastoise for a double knockout.
To get in this position, you Fake Out + Tailwind turn one unless Blastoise can knock something out while Kartana sets up Tailwind for Kommo-o.
Of course, hard TR teams often require a different approach than that. A Tailwind is obsolete in such a scenario, so Kartana is more inclined to just attack.
Every TR setter in the Tree at least has a chance to be KO’ed by a double-up from M-Blastoise and Kartana. If it is a Fairy type it is dealt with with a Scald and Smart Strike. If it is a Psychic type it is dealt with using Dark Pulse and Leaf Blade. Bronzong is always KO’ed by this combination. Only Cress-4 has a chance to survive this double-up, but it is not in her favor. Then again, it is a Battle Facility, so she will survive am I right?
If an opponent has a team full of Fairies, it is a problem if Kartana is KO’ed by the sheer magnitude of Special moves. A sash helps, but only helps once. Blastoise hits hard, but most Fairies are special defensive behemoths, so he will often 3-HKO the Fairies or worse.
Bring in Metagross to be the last line of defense vs these Fairies. With hard hitting STAB, priority and quite a decent amount of bulk, it can tank quite some hits even some non-resisted moves, courtesy of AV. With Thunder Punch and Clear Body, it can deal with Gyarados, which the rest of the team struggles against.
It also has Stromping Tantrum to deal with Electric types, as they often OHKO M-Blastoise and not wanting to let Kommo-o get paralyzed next turn, AV-Metagross is a decent check to the hard hitting Electric-type attacks. It does bring up one flaw in this team, and that is protection of status, most important of all: paralysis.
We have one Freeze ‘immunity’ in Scald-using Blastoise. Yes, Water Pulse hits harder, but protection vs Freezes is at LEAST 10 times more valuable.
Burn is somewhat problematic, but most of the time Blastoise can deal with it and Kommo-o’s main attacking stat is Special Attack anyway. Katana being burned just means that it is an easy switch to Kommo-o the moment it faints. Just watch out with Metagross really. Sleep is annoying, but is easily played around with Protect using Kartana, Fake Out and another Protect using mon in Kommo-o coupled with clever switching. VS paralysis, it is often times hoping that it does not harm this team TOO much. It can be played around using Tailwind and Fake Out, but it sadly is quite risky.
Kommo-o itself is pretty straightforward. Mixed, max special attack and speed with dual STAB and flamethrower to round off coverage the team needs vs Ferrothorn and Scizor.
The only real debate imo is the choice of ability with Kommo-o.
All of its abilities are impeccable. Bulletproof is good vs Gengar and weird other moves that get blocked by Bulletproof, while Soundproof is good vs Hyper Voice, Roar and Kommo-o-3.
We actually settled on a completely niche ability in Overcoat. It protects from powder moves and weather. Kommo-o is not really bothered by Rage Powder as CS already hits hard enough and Flamethrower does not pick up KO’s vs 2x weak mons even if Kommo-o is boosted. The protection form Sleep Powder and Spore however is nice if you have already boosted your stats with your Z-move. This was not the main reason why we wanted this Kommo-o though. We wanted the Totem Kommo-o especially because we did not want to be picked up by Sky Drop Pokémon in the Tree.
Kommo-o-Totem is actually too heavy to be picked up so it is not bothered by Sky Drop. Now THAT is situational and did not come into play even once. LOL.
Even so, the protection from chip weather damage and powder moves was worth it, so that did not bother us.
The combination of Blastoise and Kartana is absolutely stunning. They cover each other’s weaknesses about as good as SkarmBliss did in the days of yore. Okay, that is a bit exaggerated but they are pretty dang good.
Blastoise has Fake Out to help set up Tailwind, coupled with Scald over Water Pulse (I'll explain why later on) and standard Dark Fighting coverage for nearly unresisted coverage. Only Fairy/Water, Fairy/Grass and Fairy/Dragon resist the combination of these three attacks.
Fun fact: due to Mega Launcher, all of Blastoise attacks hit equally as hard. Not counting FO of course, you dingus.
Kartana has dual STAB, Tailwind and Protect, nothing too fancy. The only strange thing would be Tailwind, but it works wonders in this team. It is often necessary to set up TW first turn and let Kartana take a hit turn one. This sets up Blastoise to outspeed the opponents. The next turn you can severely dent a mon using Kartana and dent the other with Blastoise. Kartana faints and you have a free switch to Kommo-o to activate your Z-move under TW vs two weakened opponents. You can even pull it off vs one weakened opponent and just target the other one with Blastoise for a double knockout.
To get in this position, you Fake Out + Tailwind turn one unless Blastoise can knock something out while Kartana sets up Tailwind for Kommo-o.
Of course, hard TR teams often require a different approach than that. A Tailwind is obsolete in such a scenario, so Kartana is more inclined to just attack.
Every TR setter in the Tree at least has a chance to be KO’ed by a double-up from M-Blastoise and Kartana. If it is a Fairy type it is dealt with with a Scald and Smart Strike. If it is a Psychic type it is dealt with using Dark Pulse and Leaf Blade. Bronzong is always KO’ed by this combination. Only Cress-4 has a chance to survive this double-up, but it is not in her favor. Then again, it is a Battle Facility, so she will survive am I right?
If an opponent has a team full of Fairies, it is a problem if Kartana is KO’ed by the sheer magnitude of Special moves. A sash helps, but only helps once. Blastoise hits hard, but most Fairies are special defensive behemoths, so he will often 3-HKO the Fairies or worse.
Bring in Metagross to be the last line of defense vs these Fairies. With hard hitting STAB, priority and quite a decent amount of bulk, it can tank quite some hits even some non-resisted moves, courtesy of AV. With Thunder Punch and Clear Body, it can deal with Gyarados, which the rest of the team struggles against.
It also has Stromping Tantrum to deal with Electric types, as they often OHKO M-Blastoise and not wanting to let Kommo-o get paralyzed next turn, AV-Metagross is a decent check to the hard hitting Electric-type attacks. It does bring up one flaw in this team, and that is protection of status, most important of all: paralysis.
We have one Freeze ‘immunity’ in Scald-using Blastoise. Yes, Water Pulse hits harder, but protection vs Freezes is at LEAST 10 times more valuable.
Burn is somewhat problematic, but most of the time Blastoise can deal with it and Kommo-o’s main attacking stat is Special Attack anyway. Katana being burned just means that it is an easy switch to Kommo-o the moment it faints. Just watch out with Metagross really. Sleep is annoying, but is easily played around with Protect using Kartana, Fake Out and another Protect using mon in Kommo-o coupled with clever switching. VS paralysis, it is often times hoping that it does not harm this team TOO much. It can be played around using Tailwind and Fake Out, but it sadly is quite risky.
Kommo-o itself is pretty straightforward. Mixed, max special attack and speed with dual STAB and flamethrower to round off coverage the team needs vs Ferrothorn and Scizor.
The only real debate imo is the choice of ability with Kommo-o.
All of its abilities are impeccable. Bulletproof is good vs Gengar and weird other moves that get blocked by Bulletproof, while Soundproof is good vs Hyper Voice, Roar and Kommo-o-3.
We actually settled on a completely niche ability in Overcoat. It protects from powder moves and weather. Kommo-o is not really bothered by Rage Powder as CS already hits hard enough and Flamethrower does not pick up KO’s vs 2x weak mons even if Kommo-o is boosted. The protection form Sleep Powder and Spore however is nice if you have already boosted your stats with your Z-move. This was not the main reason why we wanted this Kommo-o though. We wanted the Totem Kommo-o especially because we did not want to be picked up by Sky Drop Pokémon in the Tree.
Kommo-o-Totem is actually too heavy to be picked up so it is not bothered by Sky Drop. Now THAT is situational and did not come into play even once. LOL.
Even so, the protection from chip weather damage and powder moves was worth it, so that did not bother us.
While Metagross was good, it didn’t really deal with the main problem this team has. And that is Electric types and paralysis inducing moves. After contemplating it for a bit, I started using Togedemaru with an Air Balloon (Sash is taken by Kartana and it NEEDS it) and Lightning Rod.
Using the moves Zing Zap, Iron Head, Fake Out and Spiky Shield.
Togedemaru provides a Fairy type counter, Electric type counter, Gyarados check and an extra Fake Out user in the back to support Kommo-o. It does severely hurt in survivability, as Togedemaru has afwul defensive stats. It does patch up the one weakness the team has, but it has not worked out yet for me. I see potential in Togedemaru but maybe it just is not the team for it.
Using the moves Zing Zap, Iron Head, Fake Out and Spiky Shield.
Togedemaru provides a Fairy type counter, Electric type counter, Gyarados check and an extra Fake Out user in the back to support Kommo-o. It does severely hurt in survivability, as Togedemaru has afwul defensive stats. It does patch up the one weakness the team has, but it has not worked out yet for me. I see potential in Togedemaru but maybe it just is not the team for it.
UNSW-WWWW-WWXB-Q6WA
And well, that is about it!
If you have any questions, feel free to ask of course.
See the community Discord and catch me there. Do @ me, as I am not a regular anymore since.... yeah.






