Metagame ADV Doubles OU

Hi all, for context, I've only been playing this tier for a few months now and the recent money tour was the first one I've ever participated in. I play ADV DOU mainly just because it's my favorite gen and I like Doubles more than Singles, so learning this enclosed meta and coming in as a complete newbie with pretty much no knowledge of how it played pre-Boom and Lati bans felt interesting.

I don't really like making or even know how to make VRs/Tier lists normally because I think they sort of narrow the context for the sake of easier visual literacy, but I thought I'd at least share my thoughts based on what I encountered during this tour. Specifically, I will only be talking about mons that I think might actually move up or down in their usage depending on how players utilize them in the future. IMO, there's not much to say about the high or low tiers as they are already very solidly well-established in the meta and will most likely not see much movement from their current positions unless something drastic happens (like they bring back Boom or something).

:raikou:
One of the rising stars I saw with the players I was matched against was Raikou. This is a mon I personally had very little experience with both facing and using prior outside of Rain teams where it's more of an appetizer than the main course, but on paper it should really thrive in the environment of ADV DOU since it is finally free from the threat of Dug in ADV Singles, and it absolutely does. Being able to outspeed and threaten both Bull and Zap (Arguably the best lead in the entire tier consisting of the 2 most overwhelming and overused mons) is crucial in its strength. A single CM or holding a Magnet gives it even more threatening, and sometimes even OHKO, potential if you pair it with Helping Hand Arc or Yama. But therein lies its weakness. Raikou does need quite a bit of babying due to the fact that it is very EQ vulnerable. I would say the one it has to watch out for the most is Aero, the fastest mon in the game that can easily OHKO it as long as the Aero hasn't been Intim'd. But that's also why it's not so hard to implement on most teams, what with Intim spam being so common and even pairing it with Fake Out Support from either Ludi or Yama can allow it to set up for free. On the subject of Ludi, of course, Raikou becomes the perfect fast Rain setter and Thunder spammer on Rain teams, something that was seen rather frequently during this tour due to the popularity of Amaranth's Gorebyss team. Another weakness you may have spotted is that due to strats like Lead Raikou needing so much support from specific picks such as Arc and Yama, you end up dealing with either a lead where both mons are weak to EQ, or a lead without Intim support, something to be aware of. Which is why Lead Rainkou with Ludi is so good, as Ludi not only provides Fake Out support, but is also both resistant to EQ while also being able to spam Hydro and Grass moves to OHKO any mons that threaten Raikou. With that said, I saw lots of different Raikous in this tour and plenty of them did not run any of the leads that I just talked about and still had decent results. Which means that this mon may not be as vulnerable or inflexible as one might think. Overall, Raikou is a bundle of surprisingly dense and powerful stats in ADV DOU. If you decide to run it, it can very easily either provide great support for the rest of your team or quickly gain momentum by dishing out fast and hard hitting damage in what is normally a low power meta as long as you know how to position it well.

:marowak:
Something you might notice as I continue discussing specific mons and their performance is how each consecutive mon seems to be a response/counter to the previous pick. And who better to start that trend off than our dear middle finger to every Electric spam, Marowak. This is a mon that I thought was highly underrated before this tour and not only did I end up bringing it on most of my teams (to great success I might add), but I also saw it being used by many others including my opps. With Lightning Rod and pure Ground typing providing complete Electric Immunity, it utterly shuts down any Electric attack (that isn't HP Electric) in a meta where Zapdos is king and Paraspam can be game ending, not to mention I just got done talking about how popular Raikou was becoming. Well, no more. With Maro on your team, you have absolutely nothing to fear. This mon is a popular pair up for all Water-types, such as Starmie or Suicune, but especially Gyarados who is allergic to Electric. "Gyarawak" allows you to provide support for Gyara to setup with DD while also spamming powerful STAB EQs without worrying about hitting your partner, and this also works for other Flying types like Aero, which is known for being exploitable due to how frail it is. Even with its low base stats, you can still build a very threatening Maro indeed. Especially since the one item everyone equips it with, the Thick Club, essentially gives it a pocket Huge Power. Maro also has access to more than just EQ for STAB, Bonemerang is a 2 times hitting 50 BP move that is exclusive to this mon, basically giving Maro a single target EQ that hits twice, damage calcs twice, and has a chance of crit-ing twice, all at the cost of 2 RN rolls on whether you miss or not. With 90 Accuracy, it's the player's choice whether to opt for this move over EQ or even have both on it at the same time, especially if you're that worried about hitting your partner, but the fact that you have this choice at all only increases Maro's viability even more. Ground STAB isn't the only thing great about this mon, it has a surprising amount of options available to it. To threaten Zap, Maro has access to either HP Rock (if you want consistent damage) or Ancient Power if you want another HP type (and if you hit that Omni-boost you become a serious problem for your opp even if you're slow and Intim'd). It also gets access to Counter and Icy Wind (seriously they gave this thing everything, 4 moveslot syndrome much?), providing utility by either slowing down the opponent's momentum or revenge killing hyper offensive setups. Though it doesn't change the fact that Maro's greatest weakness will always be the common threat of Superbi (CM Celebi). However, with things like Light Screen support and depending on how you build your own bulky Maro, it can actually potentially survive defensive Celebi's Giga Drain while also returning the favor with a hefty HP Bug. IMO this weakness is simply something you have to work with no matter what since Bi is on almost every team anyway. Utilizing good positioning with your Maro can be the most annoying thing your opp will ever encounter and the millions of options you have available to you in terms of building this mon to fit your specific needs easily earns it a spot on any team willing to try it.

:starmie:
Looky here, I just got done singing the praises of a Ground mon, and guess what's next? Starmie is another mon where on paper it has decent stats, coverage, and options, and therefore should be getting more usage, but doesn't seem to get much attention even though there aren't many other mons that can do what it does. For starters, it has the same Base Speed as Raikou, which means it easily outspeeds the majority of the meta aside from Aero, without sharing Raikou's crippling EQ weakness. It has insane coverage with STAB Hydro Pump, Ice Beam, Thunderbolt, HP Electric, Dual Screens, the list just goes on and on. This means it can also threaten the majority of the meta, including the aforementioned Aero since it can't be OHKO'd. Having Natural Cure means that it isn't forced to wield a Lum Berry, yielding the way to more useful items like Lefties or a Mystic Water. The issue on the floor is how much it's threatened by Zap and other common threats like Superbi (again). Even though it outspeeds, it cannot OHKO either of them with Ice Beam, but it can still do a decent chunk and sometimes that's enough. This is another mon that suffers from 4 move slot syndrome due to just how many things it gets, but that problem is easily solved when you realize exactly what purpose you want it to serve. Some ways I've seen it used is you can make it a fast bulky lead screen setter, go purely offensive, or both. Like Raikou, it's surprisingly not that frail, especially with both Intim and Maro support. Out of all the mons I've talked about so far, I've seen Starmie used the least, and even though I like to use it on my own teams, I agree that its neither the strongest nor the most viable mon out there. Still, there's nothing else quite like it in the current mon pool and I think there's a lot of potential here.

:aerodactyl:
It's funny how each mon I talked about before is almost a reflection to how the meta might have slightly shifted over the course of the tour, as each one is a good response to the previous, but that trend stops here (kinda). There's really not much left to say about Aero tbh, but I wanted to ramble about it a little anyway. We all know this is the fastest mon in the tier, which means we know many of the speed tiers and breakpoints are balanced around this thing. We all know it pretty much has one set that everyone uses, which means we know how to counter it. What else is there to say? Well, I just wanted to add my perspective on the role of Aero on a team. IMO, Aero is not a real sweeper. It is almost never a true one shot wonder, not in a meta where it can't even always gurantee a kill on Zap with Ancient Power and especially not so if the Zap is even a little bulky or if the Aero has been Intim'd. The mileage you get out of this mon is solely dependent on how well you position it, usually in the late game. Aero can be used to force a switch early on, but its best usage is typically as a very fast vulture that picks off weakened foes. It can't truly threaten unless the opp has already received a certain amount of damage lest it be OHKO'd itself immediately after. I have had some games where this thing feels incredibly oppressive, and some where it does not. That said, I have come to see it as a sort of insurance. When I want to bring in the threat of a fast, decently hard hit that could potentially kill something that's just been sitting there enduring hits and dishing out damage from the opp's side, sometimes an Aero clean up is enough. But that still doesn't excuse its normally terrible switch in potential. This thing is made of paper and its typing only makes it good into EQ, as it cannot even handle a Bull's DEdge that well (but then again, what can amirite?). I honestly didn't respect Aero at first, but I've softened my views on it recently, as it still does certain things very well and there are times I feel like my team composition either becomes more, or would have been more, solid with an Aero on it. And that's usually a sign that the mon is still good for something. Arguably, part of taking your first steps into learning this meta is figuring out how to either maneuver your own Aero, or maneuver around your opp's Aero because of how careful the positioning of it needs to be to preserve its potential.

Analysis:
My summary of my thoughts on this metagame is, as it currently stands, it is incredibly exclusive. Very few mons can be used, and both the way they are used and their usage doesn't vary often. Any attempt at using mons that are too out there will be met with the crushing reality that you are just making things harder for yourself and is the equivalent of actively shooting yourself in the foot, but you can say this about pretty much any meta. It's only exemplified more than usual here because the pool of mons we get to choose from is so much smaller. And there is a benefit to this exclusivity. Each and every meta mon is designed to respond to each other perfectly in very specific ways and interactions, and when there are so few of them to consider, you can make incremental changes and strategies that can redefine how things usually pan out in a way that can pay off. Everyone already knows that the current ADV DOU's real main issue is that it's a chaotic RNG-ridden sloshfest where every 2X crit feels like your opp just personally reached through the monitor and slapped you five across the face, there are too many speed ties meaning your fate is left to a literal coin toss, being paralyzed feels like you just got diagnosed with the fastest acting strain of polio that would make even Christopher Reeve blush, and the monotony of an endgame usually being decided by 2 Celebis passive-aggressively staring each other down as they spam CM in one another's faces in a setup Cold War until they finally decide to attack and one is lucky enough to gut punch the other with one of the aforementioned crits. And you know what? I still like it more than any other gen I've tried because when things hit just right and you play a good game with a good opp, it can be really fun.

Teams that I made, used, and won with in the recent ADV DOU Money Tour by zoe (Top 8). Special Thank You to Grandmas Cookin, oh the guilt, and Actuarily for helping me build some of my first teams, to Poli for helping introduce me to the tier, and to 2xNoodle for playing with me in practice and letting me save replays! I wouldn't have gotten this far without y'all!

:starmie::tauros::marowak::gyarados::zapdos::celebi:
Lead Bullmie with Celebi

:zapdos::tauros::celebi::blissey::suicune::arcanine:
Heal Bell Blissey and Crocune

:zapdos::tauros::celebi::blissey::suicune::marowak:
Anti-Rain with Blissey and Crocune

:starmie::tauros::marowak::gyarados::metagross::zapdos:
Lead Bullmie with Metagross

:zapdos::tauros::celebi::blissey::suicune::arcanine:
Light Screen Blissey and Crocune

:raikou::ludicolo::kingdra::metagross::tauros::aerodactyl:
Rain

:gyarados::swampert::marowak::flygon::zapdos::arcanine:
Lead Gyarapert with Flygon

:gyarados::tauros::marowak::zapdos::celebi::metagross:
Lead GyaraBull

:gyarados::aerodactyl::marowak::flygon::zapdos::arcanine:
Lead Gyaradactyl with Flygon

:suicune::zapdos::celebi::tauros::metagross::marowak:
Lead Zapcune

:gyarados::arcanine::zapdos::aerodactyl::tauros::marowak:
Lead Gyaranine
 
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Everyone posts teams here so I'm not going to post mine, instead I'm gonna post what will easily let you recreate teams. Set boxes!

Box one:
https://pokepast.es/a240ba407f759eb5
Box two:
https://pokepast.es/52e5b62edc6d8ad5

Regarding speed, the benchmarks I use are:
138: Regi trio
243: Jolly Tyranitar
269: Jolly Heracross
328: Timid Zapdos
394: Jolly Aerodactyl
Some of the spreads can be optimized, like for Jirachi but you can figure that out.

I liked playing ADV. Regarding the meta I don't have very hot takes. Making a team without Zapdos is shooting yourself in the foot because it's not only the best mon with built-in answers to Rain and Setup, it's also the best mon into Metagross and not being able to rely on Zapdos to answer Metagross is hell. Rain is extremely good, especially the variants with Raikou since Hydro Pump in rain will KO everything capable of KOing Raikou.
I do think Gyarados as a support option is slept on, it's much better at using Roar than Arcanine or Swampert. Blissey is very good, probably tier 2.
I also think Dragon Dance Gyarados, Arcanine and Choice Band Aerodactyl are bad. Having Arcanine in a Rain matchup is worse than playing with 5 mons since if you ever fail to sack it properly the rain player can just ignore it forever and it'll even fail to do its main job properly, which is to check Metagross. Aerodactyl's only redeeming quality is being able to finish off stuff like Zapdos or Raikou, but it's so vulnerable to Intimidate.

Big thanks to srvoltmike and Chris32156 for drafting me and playing test games even though this isn't their favorite tier.
Shout-out to Actuarily Lifetouches AIRedzone and Terekusai for helping with building, and thanks to everyone who gave me test games.

I'll just post this team because I think it's fun:
:marowak::gyarados::celebi::metagross::blissey::zapdos:
https://pokepast.es/a410ba20dd62c538
https://teams.pokemonshowdown.com/view/1700518-wh7nuonlfc2wjxkt51ui
 
Derb has concluded, which means it's time to drop teams and talk about ADV Doubles Overused! I'm not actually going to go into great detail about my teams this year, I either tried to abuse broken setup sweepers and win first or click Thunder Wave and win slowly. But I'm going to put them at the bottom of my post, so you either read the whole thing or are forced to scroll down slightly more >:D
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The meat of the post is going to be talking about what I think can be done to fix the tier. I have 4 things to talk about here, and I think you could probably take any combination of them and the tier would be a LOT better, but I'd probably just take 2 of them.

Proposal 1: Ban Thunder Wave
Kind of a no-brainer here, full paralysis is an absolute cancer on this video game and is the #1 cause of ADV DOU games being unfun or consistently marred with RNG. Offensive Pokemon are consistently kept down by the omnipresent threat of Thunder Wave, forcing every team to essentially: try to win first (works sometimes!), stick a Marowak on and try to redirect the Twaves (also works sometimes!) or commit to spamming status yourself (works a lot, if you don't get crit (IMPOSSIBLE)). The presence of fatter teams that slow the game down thanks to how easily Twave shuts down offensive threats makes games go longer, which in other tiers might not necessarily be a bad thing, but here it gives more chances for things to go wrong. More chances for mash misses and raises, crits, full paras, important Toxic dodges, you get the idea. More offensive Pokemon (and the already good offensive Pokemon being able to run Leftovers!!!!) makes defensive teams worse, giving games less opportunities for bullshit. I think this is an extreme net positive on the format.

Proposal 2: Free Boom
Significantly more controversial than banning Twave, but a valid option, nonetheless. Like it or not, the old Boom meta really rewarded the better player a lot more often than this one. Slowing the game down only led to more opportunities for you to bullshit your opponent out of the game, making setup sweepers broken and relying on them to not get parad 50 times or not get crit (or for your own pieces that stop them to also not get bullshitted lmao). Some people see really quick 6-8 turn games as totally undesirable, and I think that you're valid to have that opinion, but I also think you need to acknowledge that the boom metagame was much better than this one. If we aren't going to free boom, I think you should consider the other options...

Proposal 3: Free Deoxys-Speed
In a slower-paced metagame where really strong damage is kinda hard to come by, Deoxys-Speed adds a nice breaker that, with defensive counterplay now being more present than ever before, would not be overbearing. Admittedly, this Pokemon doesn't really fix any of the issues with the tier and is more likely to just be a good Tier 2 Pokemon, but I think it is something worth looking into! It has a lot of strong anti-defense tools, and in conjunction with a Twave ban, would do a great deal to both stifle dumb offense and facilitate it.

Proposal 4: Free Groudon
This is not a shitpost. This is not ragebait. I promise you, this is completely genuine. I've been suggesting this for a couple years now, and I'd like to get into what exactly I think makes Groudon the perfect fix for a LOT of ADV DOU's problems.
Let's look at some things that make ADV DOU really awful to play: Broken setup sweepers, Thunder Wave, Pokemon don't do enough damage, we have no real speed control, specials are broken, critical hits, inaccurate moves, and rain is oppressive.
Groudon fixes a lot of these issues, but also in turn can become a broken setup sweeper (but not really but i'll talk about that later I PROMISE). Groudon gives you a very good metagame warping ground to absorb Twave (IT ALSO LEARNS TWAVE YES I KNOW I'LL GET TO IT ALSO JUST BAN IT), an extremely strong physical Pokemon that forces the metagame forward, it stifles or deals with every single setup sweeper (including itself!): Suicune gets nerfed by Sun directly and is now able to be hit with Solarbeams, Celebi now has to contend with Sun boosted fire moves constantly (but also gets Solarbeams of its own to hit Groudon!!), Demon Registeel, even when Skill Swapped Levitate, is significantly less viable, I don't think I need to mention Raikou, you get the idea. Groudon doesn't necessarily fix the speed control issue, but it does add Chlorophyll mons which are essentially scarfers and are not actually that strong, mostly serving as anti-offense pieces. Groudon also doesn't click inaccurate moves, except maybe Overheat? Furthermore, the Pokemon that benefit heavily from a Groudon unban don't want to click inaccurate moves besides maybe Fire Blast or once again, Overheat. And obviously, Rain I don't need to mention. Unfortunately, Groudon doesn't lower Gen 3's critical hit chance or damage, but he does make games go faster, therefore giving you less chances to crit or be crit.

You might say, SEA, Groudon gets Swords Dance and Bulk Up! It HAS to be a broken setup sweeper of its own! And honestly? You might be right about that! But now everything in the game can click Solarbeam and hit it for 60+! Furthermore, every Follow Me Pokemon except for Togetic is going to die alongside it unless you want to click fucking Mud Shot, so it's not like Groudon is singlehandedly going to take over games with a FM to SD + EQ. It is not as broken as you think it is. It can be intimidated, burned, hit with extremely strong fire moves, Solarbeamed, have the rain set up in its face and contend with strong Waters, have Reflect set up, there's a bunch of ways to deal with it. By sending out your Groudon, you also activate a large amount of Groudon counterplay in Pokemon like Exeggutor. My one thing I'd like to add is that we would immediately have to ban Sleep completely, as now there are like 4 viable Sleep Powder users and that's not a desirable thing to add to the metagame (but this is also a positive). Would the metagame as we know it be recognizable? No, not at all. But I also don't think that's a bad thing. The metagame in either iteration (boom or no boom) has been of frankly questionable quality, and Groudon would be a gigantic shift to a metagame that I think needs it quite badly. I hope you do seriously consider this.

I don't really feel like proofreading this, sorry if it was a bit rambly but I wanted to get this done before I lost all motivation to do it, thank you for (hopefully) reading
Huge huge huge shoutout to NinjaSnapple for being my support this season, she was wonderful and I would recommend her for any team tour in the future :D and also to Xrn as always

and if you just came here for teams, :(
fine
 
just fucking stop banning things lmaooooo first it was boom now its twave if you remove twave something else will become good and randomly become "a problem". the game is the game. youre playing pokemon. sometimes you lose games to bullshit. boom and twave are easily within the tolerable amounts of bullshit and not especially crazy outliers.

if you remove twave you change the identity of the tier completely AGAIN and we head more and more towards a nondescript set of guys just kinda hitting each other because theres nothing fucking else that you can do in the tier. or maybe clicking calm mind and then hitting each other.

do not do this. the tier is direly lacking in things to ACTUALLY DO, removing more and more tools will just move it further and further towards wholesome chungus calm mind wars as if that's more skillful than at least having other moves that you can use instead.

free boom or keep everything the same. we can give deos another try why not idc.
 
I am against a Thunder Wave ban. Unlike DPP, there's no access to Choice Scarf or Trick Room so the speed control options are already limited. There are also so fewer items to choose that Lum Berry is easy to slot. You can't even click Thunder Wave against faster teams like the rain sample because every Pokemon runs Lum Berry. Thunder Wave's main value is either as speed control on the fast Choice Band users, or to win against slower paced teams by occasionally getting free turns. It's also the best enabler for Choice Band Snorlax.

Furthermore, although the number of Pokemon to choose from is smaller than in later tiers, ADV has access to numerous ways to counter Thunder Wave:
  • 3 viable Natural Cure Pokemon in Starmie, Celebi and Blissey
  • 2 viable Heal Bell users (Celebi, Blissey) and 3 weaker users
  • 1 premium Lightning Rod user in Marowak
  • 3 Guts users in Machamp, Hariyama and Heracross
  • Swampert as a Thunder Wave immunity
  • Rest as a viable moveslot on every Calm Mind user
  • The whole tier learns Facade, although Snorlax is the better user of it
  • You could add Milotic and Jolteon (nevermind Volt Absorb doesn't stop Thunder Wave for some reason) to this list but it would be a stretch
 
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