5th Gen OU - VGC 2011 Structure - Double Battle 4v4 (RMT)

Pokemon VGC Double Battle Team

What's up Smogon?*

I recently built this Pokemon team. I figured that it fits my play-style. Anyways, some advice on my team will be helpful.*

The team is based around the Vgc 2011 structure.*

Almost all of these Pokemon are Flawless IV'd. One of them is missing a small portion of an IV pool.

Lastly, I am on my iPod touch currently, so sorry if this post seems un formatted. I also read through the posting rules regarding this section, and I did my best to make sure that this post is valid.

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Front Line (and front strategy):

1. Haxorus @ Choice Band
Nature: Adamant
Ability: Mold Breaker
-Outrage
-Brick Break
-Earthquake
-Rock Slide
EV's (4 HP/252 Atk/252 SpE)
Nearly-flawless IVs

--Strategy:

Generally, I'd use Outrage on the first turn (if there are no other moves that give me a better advantage). Outrage does quite a lot of damage, and will usually 1HKO any enemy Pokemon.*It doesn't matter much if Haxorus gets confused after using Outrage. He would of usually done enough damage/kills for his job to be done. Anyways, confusing doesn't mean it's over for my Haxorus. Other moves like Earthquake and Brick Break will be utilized if needed.

2. Meinshao @ Life Orb
Nature: Hasty
Ability: Regenerator
-Hi-Jump Kick
-Fake Out
-U-Turn
-Drain Punch
EV's (4 HP/252 Atk/252 SpE)
Flawless IVs

--Strategy:

Hi jump kick and drain punch are my primary attack moves. If for some reason Jump kick doesn't hit, therefore HP loss, I'll simply drain punch. Fake out will be used to interrupt an obvious threatening hostile move. Also, if I need to switch her out, I can U-Turn one of my other Pokemon in.

Second Row:

3. Chandelure @ Choice Scarf
Nature: Modest
Ability: Flash Fire
-Overheat
-Protect
-Shadow Ball
-Psychic
EVs (72 HP/252 SpA/184 SpE)
Flawless IVs

--Strategy: Chandelure is in fact a fairly frail fighter. Therefore, protect and 72 HP EVs were given to him. He has a fair variety of moves, which can make him a versatile switch out for Meinshao, or my third fighter to enter the battle. I was also considering giving him energy ball.

4. Terrakion @ Focus Sash
Nature: Jolly
Ability: Justified
-Protect
-Close Combat
-X-Scissor
-Stone Edge
EV's (4 HP/252 Atk/252 SpE)
Flawless IVs

--Strategy: Terrakions are generally more bulky attackers. They have a good base speed as well. Perhaps I can have him be my third entry Pokemon, depending on the battle situation. Anyway, Terrakion has a focus sash, so it could most likely stay in combat for longer periods of time.
 
I like your team a lot. It has standard pokemon but a twist that will catch most other players off guard.

With Haxorus monster attack stat, I don't think that using a choice band is all too necessary. Haxorus would be a much better runner of Focus Sash, instead of Terrakion. Even with Haban Berry, Haxorus can't survive a Draco Meteor from timid Hydregion unless you run 134 HP EVs which will hinder his damage output. There are a few spots in the set that once changes, Haxorus will become a better teammate overall.

Haxorus @ Focus Sash
Nature: Jolly
Ability: Mold Breaker
-Outrage
-Night Slash
-Protect
-Rock Slide
EV's (4 HP/252 Atk/252 SpE)

Speed is the most important aspect in the quick brutal battles of VGC, and with Haxorus's middling speed, he needs any boost he can get. Night Slash does a huge chunk in the common Chandelure, Jellicent, and Reuniclus to name a few, which Protect allows you to scout your opponents strategy or stall out Tailwind or Trick Room.

Mienshao would be better off using Inner Focus instead of Regenerator as few people switch at all in VGC and you won't find the opportunity to abuse it very often. It also helps deal with the ever annoying flinches from Rock Slide and the likes. I also notice changes that can be made on your Mienshao.

Meinshao @ Life Orb
Nature: Jolly
Ability: Inner Focus
-Rock Slide
-Fake Out
-Protect
-Drain Punch
EV's (4 HP/252 Atk/252 SpE)

Rock Slide is a marvelous move this year for VGC, hitting both targets and with the chance to flinch, makes it all the better. Hi-Jump Kick is high risk, high return, but becuase so almost every pokemon is running protect you are usually going to just crash and take 50% of your health.

Choice Scarf Chandelure is god tier. It is so amazing. I love the thing. However, Protect on a scarf Pokemon is more or less useless. I would suggest using HP Ice instead of Protect and Heat Wave instead of Psychic. I know you already have Overheat, but Modest Overheat is only useful for OHKOing most Amoonguss's, while sometimes you'll want to just spam Heat Wave for the chance of burn.

Terrakion is a funny pokemon. On one hand he's hit super effective by so many moves, but on the other hand he has the power to sweep teams. I have a few changes for you're Terrakion that will make him ultimately better.

Terrakion @ Chople Berry
Nature: Jolly
Ability: Justified
-Protect
-Close Combat
-Quick Attack
-Rock Slide
EV's (4 HP/252 Atk/4 Def/248 SpE)

With a Chople Berry and that EV spread, Terrkion gains two key advantages. For starters, he's outspeed by other Terrkakion, and with the Chople Berry he survive their Close Combat and can then Close Combat in return for a KO. Terrakion can also survive an Acrobatics from Tornadus and can then slam it hard with Rock Slide and then procede to finish it off next turn with Quick Attack.

You can still add two more members to your team that you have the option of bringing. I would personally suggest bring a max speed Amoonguss for speed creeping and Tailwind Tornadus to set up tailwind to increase your teams overall threat level.

I hope I helped!
 
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