This is basically a team I originally had made for Smogon Doubles that has gone through a lot of revision, including changing some of the Pokemon themselves. Anyway, now, I'm using it for Battle Spot Doubles.
Pokemon: Charizard
Item: Charizardite Y
Ability: Blaze/Drought
EVs: 252SPA / 252SPE / 4SPD
Nature: +SPE -ATT
Moves:
-Flamethrower
-Solar Beam
-Air Slash
-Protect
Charizard is the late-game sweeper on my team, but I also use her early sometimes to set up some sun. I chose Flamethrower over Heat Wave because of the slightly better power and accuracy, and also because of Heatran and Wide Guard spam. Solar Beam to wreck whatever is weak to it, Air slash for STAB on fighting types, and whatever the first two moves can't handle. Protect is to set up sun for free, as well as for getting in a hit with another Pokemon and prolonging Charizard's time on the field.
Pokemon: Venusaur
Item: Black Sludge
Ability: Chlorophyl
EVs: 252HP / 252SPA / 4SPD
Nature: +SPE -ATT
Moves:
-Leech Seed
-Giga Drain
-Sludge Bomb
-Protect
Venusaur is my obvious sun-abuser and tank. I use her mid- to late- game to wall out threats to Charizard, and to stall out the opponents last stand. I chose Black Sludge simply to keep Venusaur healthy, as well as to keep the opponent unhealthy, should they use trick, thief, or a similar move. Leech Seed is to dwindle down the opponent's health while making sure Venusaur doesn't lose any health over the run of a turn. Giga Drain is for STAB coverage, as well as for recovery if I need a quick, solid chunk of health. Sludge Bomb is to cover grass types, as well as to finish off a weakened Pokemon. Protect is to stall out while damaging and healing. It's also useful for protecting itself from a threat that its partner can handle.
Pokemon: Infernape
Item: Eject Button
Ability: Iron Fist
EVs: 252ATT / 252SPE / 4DEF
Nature: +SPE -SPA
Moves:
-Fake Out
-Mach Punch
-Fire Punch
-Thunder Punch
I almost always send Infernape out first to scout. She fakes out one Pokemon, while the other is either handled with my other Pokemon, or baited into hitting Infernape, so I can get a free switch in (that's what Eject Button is for). I chose Iron Fist to give Inferape a small boost to almost all of her moves, rather than a large boost to one attack that probably won't even trigger. Mach Punch is for taking out Pokemon that are hanging by a sliver of health, so I don't have to worry about being outsped. It also shuts down Bisharp, who is a huge threat to Charizard. Fire Punch is for reliable STAB and sun-abuse, while Thunder Punch is for coverage, especially against nasty rain teams.
Pokemon: Salamence
Item: Yache Berry
Ability: Intimidate
EVs: 252ATT / 252SPE / 4HP
Nature: +ATT -SPA
Moves:
-Tailwind
-Dragon Claw
-Rock Slide
-Aerial Ace
Salamence is one of the Pokemon on my team whom I was least sure of, so she isn't as well thought out as the others. She usually shows up to replace Infernape, but is sometimes sent out first (if the enemy team has a lot of physical threat). I chose Yache berry because it turns a one-hit KO into a hit that Salamence can take, and then come back with Tailwind. Once that's up, I use Salamence to chip away the enemy team with STAB until she's down for the count. Occasionally, I'll switch her back in, if I need Intimidate again. Rock Slide is for hard-hitting flyers who need to be taught a lesson. I particularly chose Aerial ace over anything else for STABing fairies (that sounds evil).
Pokemon: Heliolisk
Item: Focus Sash
Ability: Solar Power
EVs: 252SPA / 252SPE / 4SPD
Nature: +SPE -ATT
Moves:
-Volt Switch
-HP Ice
-Dark Pulse
-Grass Knot
Heliolisk is another sun-abuser who is used to really dent (and often one-hit KO) opposing Pokemon. Volt Switch is for STAB, covering water Pokemon, and switching out to a Pokemon who can resist the enemy (and sometimes Salamence for Intimidate). The Focus Sash is to keep Heliolisk in for one extra round, and to make sure it doesn't fall to a scarf-mon, or just a really fast Pokemon. HP Ice is to obliterate huge threats like Garchomp, Salamence, and Landorous. The last two moves are filler because I couldn't think of anything. If you know of any good moves for Heliolisk, please tell me!
Pokemon: Haxorus
Item: Choice Scarf
Ability: Mold Breaker
EVs: 252ATT / 252SPE / 4SPD
Nature: +ATT -SPA
Moves:
-Dragon Claw
-Earthquake
-Rock Slide
-X-Scissor
I know it's usually a bad move to have more than one dragon on one team, but it seemed like a great idea to put Haxorus on the team. I put a Scarf on her to make sure she speeds out the enemy (and to keep her warm during this frigid winter) because her purpose is to eliminate threats to the rest of my team. Dragon Claw is for STAB, Earthquake is for every electric type out there, plus a lot of threats who happen to be weak to ground. Rock slide is there for the same reason it is on Salamence, and X-Scissor is simply filler. Again, if you know a good move for Haxorus, please tell me!
Pokemon: Charizard
Item: Charizardite Y
Ability: Blaze/Drought
EVs: 252SPA / 252SPE / 4SPD
Nature: +SPE -ATT
Moves:
-Flamethrower
-Solar Beam
-Air Slash
-Protect
Charizard is the late-game sweeper on my team, but I also use her early sometimes to set up some sun. I chose Flamethrower over Heat Wave because of the slightly better power and accuracy, and also because of Heatran and Wide Guard spam. Solar Beam to wreck whatever is weak to it, Air slash for STAB on fighting types, and whatever the first two moves can't handle. Protect is to set up sun for free, as well as for getting in a hit with another Pokemon and prolonging Charizard's time on the field.
Pokemon: Venusaur
Item: Black Sludge
Ability: Chlorophyl
EVs: 252HP / 252SPA / 4SPD
Nature: +SPE -ATT
Moves:
-Leech Seed
-Giga Drain
-Sludge Bomb
-Protect
Venusaur is my obvious sun-abuser and tank. I use her mid- to late- game to wall out threats to Charizard, and to stall out the opponents last stand. I chose Black Sludge simply to keep Venusaur healthy, as well as to keep the opponent unhealthy, should they use trick, thief, or a similar move. Leech Seed is to dwindle down the opponent's health while making sure Venusaur doesn't lose any health over the run of a turn. Giga Drain is for STAB coverage, as well as for recovery if I need a quick, solid chunk of health. Sludge Bomb is to cover grass types, as well as to finish off a weakened Pokemon. Protect is to stall out while damaging and healing. It's also useful for protecting itself from a threat that its partner can handle.
Pokemon: Infernape
Item: Eject Button
Ability: Iron Fist
EVs: 252ATT / 252SPE / 4DEF
Nature: +SPE -SPA
Moves:
-Fake Out
-Mach Punch
-Fire Punch
-Thunder Punch
I almost always send Infernape out first to scout. She fakes out one Pokemon, while the other is either handled with my other Pokemon, or baited into hitting Infernape, so I can get a free switch in (that's what Eject Button is for). I chose Iron Fist to give Inferape a small boost to almost all of her moves, rather than a large boost to one attack that probably won't even trigger. Mach Punch is for taking out Pokemon that are hanging by a sliver of health, so I don't have to worry about being outsped. It also shuts down Bisharp, who is a huge threat to Charizard. Fire Punch is for reliable STAB and sun-abuse, while Thunder Punch is for coverage, especially against nasty rain teams.
Pokemon: Salamence
Item: Yache Berry
Ability: Intimidate
EVs: 252ATT / 252SPE / 4HP
Nature: +ATT -SPA
Moves:
-Tailwind
-Dragon Claw
-Rock Slide
-Aerial Ace
Salamence is one of the Pokemon on my team whom I was least sure of, so she isn't as well thought out as the others. She usually shows up to replace Infernape, but is sometimes sent out first (if the enemy team has a lot of physical threat). I chose Yache berry because it turns a one-hit KO into a hit that Salamence can take, and then come back with Tailwind. Once that's up, I use Salamence to chip away the enemy team with STAB until she's down for the count. Occasionally, I'll switch her back in, if I need Intimidate again. Rock Slide is for hard-hitting flyers who need to be taught a lesson. I particularly chose Aerial ace over anything else for STABing fairies (that sounds evil).
Pokemon: Heliolisk
Item: Focus Sash
Ability: Solar Power
EVs: 252SPA / 252SPE / 4SPD
Nature: +SPE -ATT
Moves:
-Volt Switch
-HP Ice
-Dark Pulse
-Grass Knot
Heliolisk is another sun-abuser who is used to really dent (and often one-hit KO) opposing Pokemon. Volt Switch is for STAB, covering water Pokemon, and switching out to a Pokemon who can resist the enemy (and sometimes Salamence for Intimidate). The Focus Sash is to keep Heliolisk in for one extra round, and to make sure it doesn't fall to a scarf-mon, or just a really fast Pokemon. HP Ice is to obliterate huge threats like Garchomp, Salamence, and Landorous. The last two moves are filler because I couldn't think of anything. If you know of any good moves for Heliolisk, please tell me!
Pokemon: Haxorus
Item: Choice Scarf
Ability: Mold Breaker
EVs: 252ATT / 252SPE / 4SPD
Nature: +ATT -SPA
Moves:
-Dragon Claw
-Earthquake
-Rock Slide
-X-Scissor
I know it's usually a bad move to have more than one dragon on one team, but it seemed like a great idea to put Haxorus on the team. I put a Scarf on her to make sure she speeds out the enemy (and to keep her warm during this frigid winter) because her purpose is to eliminate threats to the rest of my team. Dragon Claw is for STAB, Earthquake is for every electric type out there, plus a lot of threats who happen to be weak to ground. Rock slide is there for the same reason it is on Salamence, and X-Scissor is simply filler. Again, if you know a good move for Haxorus, please tell me!