
So this is currently my favourite team to play with, and amongst my many (okay, more like 6) original team creations, I would have to say that it's the most based and unorthodox. The idea for this team came about when I was at my friend Brandons house helping him make his first doubles team. He wanted to try using Competitive and couldn't nail down which pokemon to use. I suggested Milotic, since it was a pokemon I used to great success in Spot Doubles, and I wanted to see if it could translate well over in Smogon Doubles. And it did, he went 11-1 as a first timer, and it confirmed to me that Milotic could work. Being able to take advantage of the plethora of Intimidate users in the tier, Milotic becomes a frighteningly powerful special sweeper, almost in an instant, and still has decent bulk.

Vincenza (Milotic) (F) @ Sitrus Berry
Ability: Competitive
Shiny: Yes
EVs: 96 HP / 252 SAtk / 160 Spd
Modest Nature
IVs: 0 Atk
- Ice Beam
- Scald
- Recover
- Protect
The star of this team, and the whole reason for its conception, MILOTIC. The EV's for this set were made to maximize offensive output, outpace 4EV base 100's and to survive a T-Bolt from Mega Manectric, and OHKO back with Scald, as well as survive a Solar Beam from Modest Mega-Charizard Y. I previously ran Mirror Coat over Protect for the Charizard, but 5/5 times I encountered Solar Beam, it crit. So I became jaded, and went with Protect, and haven't looked back. Ice Beam is for coverage, nailing powerful hits on grass, flying and dragons, as well as getting decent damage against Cradily and Gastrodon, which otherwise stop Milotic in its tracks. Recover is to increase Milotics survivability, useful for healing against pokemon that are obviously switching out (shoutout to Landorus-T). The Sitrus Berry is to keep Milotic from going into the red too early.

Mr. Heaty (Heatran) (M) @ Shuca Berry
Ability: Flash Fire
EVs: 64 HP / 252 SAtk / 192 Spd
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Protect
- Flash Cannon
A slight variation of standard fast-Tran, though the EV's on it are my normal for based-Sub-Tran, I prefer them quite a bit. This one outpaces 4 EV, base 100's, mostly as an insurance against support-Rachi, with T-Wave, as well as bulky Kangas, to name a few off the top of my head. Heat Wave is in there for the usual strong STAB spread move, Earth Power for other Heatrans, especially since I almost guarantee myself to outrun all but Scarf-Trans. Flash Cannon is to snipe Fairy types, though I previously ran Stealth Rocks just to make Chari, Volc and Talonflame (amongst others) easier to deal with, as well as Substitute just to run impromptu Sub-Tran if I ever felt the need to do so.

Happy (Togekiss) (F) @ Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 152 Def / 4 SAtk / 100 SDef
Bold Nature
IVs: 0 Atk
- Air Slash
- Follow Me
- Thunder Wave
- Tailwind
Possibly the most controversial part of the team, the based dual speed control mixed bulk togekiss of infamy. I had tested with 252 Def bold as well as 252 SDef Calm and found both to be underwhelming in regards to the other defence, so I just went mixed. That way it still gets the important survives on both ends, which is what I wanted. The defence EV's let it survive: Stone Edge from Terrakion and Landorus-T, as well as Return from standard Mega Kanga, as well as Iron Head from Genesect, which has given some of my other teams problems, so I felt the need to calc for. The special defence EV's let it survive Thundurus T-Bolts, Mega Manectric T-Bolts, Zapdos T-Bolts etc.. Though I'll probably toy around with the EV's a lot more. And then some more. And some more. And some more. I'll maybe be happy with it one day. As for the moves, Air Slash is for STAB flinch haxing, and gets in decent damage with minimal investment due to Togekiss's naturally good special attack. Follow Me is to get based redirects, keeping the other members safe. Thunder Wave is for when Tailwind isn't the better option, and for when I'll likely have to play the long game. Tailwind is for when I need an immediate speed boost, such as against Scarf-Landos, against Sand Teams with Exca or other situations where paralysis won't be enough. Safety Goggles are to mess with Amoong and Breloom who otherwise give this team some slight headaches.

Kamina (Excadrill) (M) @ Choice Scarf
Ability: Mold Breaker
Shiny: Yes
EVs: 252 Atk / 6 SDef / 252 Spd
Adamant Nature
- Drill Run
- Earthquake
- Iron Head
- Rock Slide
Standard Scarf-Drill. Deals with Charizard, Heatran, Tyranitar, Terrakion, Cobalion (lol), Rotoms W and H, Gardevoir, Togekiss, Bisharp, Cradily and more! Drill Run is to nab pesky Wide Guard users like Aegislash. Rock Slide is for handling Talonflames, Charizards, Thundys and Tornadus and whatever flying types people are using these days. Iron Head and Earthquake are to grab strong STAB damage.

Gods Wings (Talonflame) (M) @ Life Orb
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spd:
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- Quick Guard
When starting out in X Y, I wasn't a huge fan of Talonflame. My reasoning is because he's only good for one thing. And I was pretty much right, he would suck if he didn't have Gale Wings, but that's horrible reasoning to not use it. A lot of things would be garbage if it wasn't for one thing. Kanga would suck without it's mega-evo, Charizard was a joke till he got mega-evos. The point is that one thing is all you really need. And being able to abuse STAB based 120 moves and having priority one of them is what makes Talonflame good. A lot of people like using Band-Bird to nab the OHKO on Charizard, but I despise being locked into attacks, and with the bird, I prefer flexibility of Life Orb more than anything. Brave Bird and Flare Blitz are in for obvious reasons (hitting like a truck). Tailwind is in for insurance, as I like having back-up, and it's saved my ass on so many occasions. Quick Guard is to shut down other Talonflames, protect against Fake Out, Prankster abuse, Sucker Punch and others.

Mirajane (Gardevoir) (F) @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 6 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Protect
- Trick Room
It wouldn't be a Shaian team if it didn't have based Mega-Gardevoir, undoubtedly my favourite pokemon to use. The EV spread maximizes its offensive output and paired with the speed control on the team, it becomes a frightening late game sweeper. Hyper Voice is for the god like STAB spread damage, and for nabbing OHKO's on Dragons, Fighting types, Bug types and Dark types. Psyshock is to grab physical damage against special walls, and for getting strong hits against Amoong and Venusaur, the 2HKO against Charizard, as well as specially defensive Rotoms. Protect is for protect and Trick Room is for resetting Trick Room, should I ever need to, and for something I like to call the impromptu-Trick Room, which I find is great for a surprise factor against faster teams.
1. Milotic + Heatran
Obvious synergy, these 2 pair well with each other, checking for each others weaknesses relatively well, though obviously Conk or Keldeo cause slight problems, those two are handled well by the other members of the team. The goal with this is to lure out pokemon like Landorus with Heatran and swapping in Milotic, which boosts Milotics special attack, and nabbing the OHKO with Scald. Simple enough, and it works quite often. Outside of Lando, Milotic can check things like Garchomp, Rhyperior, Excadrill or Terrakion which all give Heatran problems. And Heatran can check things like Abomasnow, Venusaur, and does reasonably well against Thunderus and other electric or grass types which give Milotic problems.
2. Excadrill + Togekiss (or Talonflame)
Once more, obvious synergy. Excadrill checks all of Togekiss's weaknesses and Togekiss redirects any fighting type moves headed towards Excadrill. Togekiss can also redirect any Will-O's coming towards Excadrill, keeping it healthy enough to keep denting any pokemon in its way. Togekiss can also control the speed on the field, getting T-Waves into other checks like Charizard or set up T-Wind if the opponent wants to run Rain+Swift Swim. It can also spam off Air Slash if it wants to without fear of something like Rotom-W hard countering it, due to Excadrills Mold Breaker Earthquakes. Talonflame does the same as Togekiss, being able to check Excadrills fighting weakness and hitting things like Charizard for massive damage. I just didn't include the gif of it because it's too big and it would make the format ugly.
3. Gardevoir + Heatran or Excadrill
Simplicity in pairings once again works out best. Gardevoir keeps pesky fighting types and Garchomps at bay, and Heatran or Excadrill keep poison and steel types from messing with Gardevoir. The offensive pressure from the combination of Gardevoir and Heatran or Excadrill is incredible and can force a lot of switches. Nothing wants to be on the receiving end of a Pixilate boosted Hyper Voice, and those that don't mind it so much don't want to be on the receiving end of a Earth Power, Heatwave, Iron Head or Drill Run.


Obvious synergy, these 2 pair well with each other, checking for each others weaknesses relatively well, though obviously Conk or Keldeo cause slight problems, those two are handled well by the other members of the team. The goal with this is to lure out pokemon like Landorus with Heatran and swapping in Milotic, which boosts Milotics special attack, and nabbing the OHKO with Scald. Simple enough, and it works quite often. Outside of Lando, Milotic can check things like Garchomp, Rhyperior, Excadrill or Terrakion which all give Heatran problems. And Heatran can check things like Abomasnow, Venusaur, and does reasonably well against Thunderus and other electric or grass types which give Milotic problems.
2. Excadrill + Togekiss (or Talonflame)


Once more, obvious synergy. Excadrill checks all of Togekiss's weaknesses and Togekiss redirects any fighting type moves headed towards Excadrill. Togekiss can also redirect any Will-O's coming towards Excadrill, keeping it healthy enough to keep denting any pokemon in its way. Togekiss can also control the speed on the field, getting T-Waves into other checks like Charizard or set up T-Wind if the opponent wants to run Rain+Swift Swim. It can also spam off Air Slash if it wants to without fear of something like Rotom-W hard countering it, due to Excadrills Mold Breaker Earthquakes. Talonflame does the same as Togekiss, being able to check Excadrills fighting weakness and hitting things like Charizard for massive damage. I just didn't include the gif of it because it's too big and it would make the format ugly.
3. Gardevoir + Heatran or Excadrill



Simplicity in pairings once again works out best. Gardevoir keeps pesky fighting types and Garchomps at bay, and Heatran or Excadrill keep poison and steel types from messing with Gardevoir. The offensive pressure from the combination of Gardevoir and Heatran or Excadrill is incredible and can force a lot of switches. Nothing wants to be on the receiving end of a Pixilate boosted Hyper Voice, and those that don't mind it so much don't want to be on the receiving end of a Earth Power, Heatwave, Iron Head or Drill Run.
Shoutout to Memoric for making the banner and for helping me learn how to format forum posts
Shoutout to whissp for also helping me out and for being involved in a test battle with this team (whether he knew it or not)
Shoutout to GlassGlaceon for being the homie
Shoutout to KyleCole for being a 10/10 based fig
Shoutout to Electrolyte because he asked and for being hot
and lastly, shoutout to Brandon (aka @Mewtwosexyboy, not sure if you have a forum acc) for inspiring the idea
Shoutout to whissp for also helping me out and for being involved in a test battle with this team (whether he knew it or not)
Shoutout to GlassGlaceon for being the homie
Shoutout to KyleCole for being a 10/10 based fig
Shoutout to Electrolyte because he asked and for being hot
and lastly, shoutout to Brandon (aka @Mewtwosexyboy, not sure if you have a forum acc) for inspiring the idea