Link to screenshot with battle video code:
I got my longest streak in any battle facility ever, with a (admittedly somewhat disappointing, personally)
180 Wins in Super Doubles.
I found this team to be fairly consistent, only really struggling with things that were faster than Raichu using Fake Out turn 1, and having a bit of an issue with Ghost-types (particularly Mega Gengar, who outpaces the entire team and threatens huge damage on everyone). I really wanted to hit 200 to get the Starf Berry, but this will have to do for now. If anyone has any suggestions to improve, I'm all ears. In particular, I've considered dropping Feint on Raichu for something more consistently useful, like Volt Switch or Protect (or maybe Nuzzle if I were to replace Fini). I've also thought of replacing Lando with something that might synergize a little better, rather than doubling up on Ice weaknesses.
Raichu @ Focus Sash
Nature: Timid
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
- Fake Out
- Feint
- Encore
- Thunderbolt
Part one of the lead pair, pretty much always immobilizing one of the opponents turn 1. Encore on a speedy mon is great when the foes go for non-attacking moves, and is pretty much why I chose Raichu over Togedemaru (yes toge learns Encore, but Raichu is much faster). Sash to survive any one hit, tbolt for actual damage (very nice with a Lightning Rod boost). Lightning Rod is also great to take Electric moves targeting Fini, as well as Twaves aimed at Mence. As I've already said, Feint was kind of just filler, might be better replaced by something else.
Salamence @ Salamencite
Nature: Hasty
Ability: Intimidate
EVs: 60 Atk / 196 SpA / 252 Spe
- Hyper Voice
- Double-Edge
- Flamethrower
- Protect
The other half of the lead pair, Mence provides immediate Intimidate, and threatens anything not Rock, Electric, or Steel immediately with either of it's great STAB Aerilate moves. Hyper Voice is very spammable, and Double-Edge provides a stronger single-target hit. Flamethrower helps deal with Steels (particularly Ferrothorn, which my team does not like). Not much else to say, Mence is good.
Tapu Fini @ Wiki Berry
Nature: Modest
Ability: Misty Surge
EVs: 236 HP / 108 Def / 132 SpA / 28 SpD / 4 Spe
- Muddy Water
- Moonblast
- Icy Wind
- Protect
Fini's type and bulk are always useful, and speed control with Icy Wind is extremely valuable. Muddy Water accuracy drops and Moonblast SpA drops often helped swing games back into my favor. Berry obviously keeps it around for much longer, Protect is obvious, Misty Terrain keeps it and Raichu safe from status. Pairing it with Raichu against any Electric is also a very easy way to get an Encore off, and render one opponent helpless.
Landorus-Therian @ Groundium Z
Nature: Jolly
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
- Earthquake
- Rock Slide
- Superpower
- Protect
Probably the team member who was least pivotal, but it was still very useful. Cycling Intimidates with it and Mence could shut down many physical attackers, and Rock Slide flinches can often seal the deal on a game. Max speed Jolly let it outpace the plethora of neutral speed nature base 100s. Superpower was originally U-Turn, but I found myself rarely using it, and Superpower offered a strong hit on things like Porygon2 and Blissey without having to pop my Z-move. Speaking of which, Groundium allowed me to still use a ground move while Raichu was alongside Lando (as well as Fini if Fini didn't Protect), and it provided great insurance against the likes of Minimize Muk and Double Team Blissey/Regigigas.
I'll probably aim for that 200 win streak again sometime soon. Coming so close only to lose to some unfortunate RNG is just a bad feel.