Deoxys-Attack Hyper Offence
My name is Dan (or Psijguy on the forums) and I've been playing competitive Pokemon since BW2 but have never posted on the forum. After not enjoying this years VGC16 format I decided to learn Smogon doubles and created this team which has been extremely fun and very effective that I thought I'd share.
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Team-Building Process
I started with Deoxys-Attack because I noticed it wasn't too high in the viability rankings and I wanted to see if it had as many flaws as I was under the impression of it having. After that I added Mega-Diancie with the idea that two crazy strong Pokemon with great speed stats would be a really great offensive core. Deoxys-Attack is very frail and I was scared of Talonflame so I added Quick Guard Keldeo, I later changed it to Taunt to help combat Trick Room. Keldeo also helped punish steel types that resisted Diancie's hits. My fourth Pokemon was Weavile. Weavile's Fake Out is very useful for helping hinder Trick Room, Talonflames and its Dark and Ice coverage help beat Psychic types my team can't touch and the every present Landorus-T. I still felt threatened by Steel types, opposing Diancie's, Landorus-Therian and Grass types - especially Ferrothorn - to remedy this I added Salamence. It was one of my favourite Pokemon and with a Scarf it had an amazing speed tier and wonderful coverage to help the team. Finally, my team struggled with bulky Water typesso it was only sensible to add a Breloom. Breloom did very little when I had it on the team so I added a Bisharp. It gave me another check to Intimidate and a super strong Knock Off as well as priority. I love its typing and it completes my Steel Fairy Dragon core.
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The Team in Detail
Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Superpower
- Extreme Speed
- Detect
Deoxys-Attack is the heart and soul of the team. Psycho Boost picks up OHKOs on so many Pokemon and it always feels so good when it does. Superpower hits Dark types for huge damage and Extreme Speed helps it to beat Talonflame and Sucker Punch especially. Detect allows it to not take damage turn one while Diancie mega evolves. As it is so frail the Naive nature scarcely makes a difference and gives Super Power way more damage than a Timid one. Focus Sash is a necessity if you want it to stick around for more than a turn or two.
Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect
Diancie is my answer to most Flying, Fire, Dark and Dragon types. Diamond Storm and Moonblast are unrelentingly powerful STAB moves and Earth Power is more or less just for Heatran and the occasional Electric type. Protect is critical for allowing it to mega evolve and get its speed so it can OHKO faster threats like Charizard-Y. Hasty nature gives it necessary power although it sacrifices some defence which tends to be more preferable than special defence.
Keldeo @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Taunt
- Protect
Originally Keldeo had two purposes. The first was to use Quick Guard but later I found out my team got totally shafted by Trick Room and that had to go. The other was to held beat Steel types that wanted to give Diancie a hard time. Secret Sword and Hydro Pump do significant damage to all Steel types. Taunt is also good for making Amoonguss less of a threat if I don't have my Deoxys-Attack in a position to let off a nice and powerful Psycho-Boost.
Weavile @ Focus Sash
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Knock Off
- Icicle Crash
- Ice Shard
Weavile helps beat the Psychic types Keldeo can't touch as well as Landorus-Therian and Thundurus-Incarnate which both gave me some hassle. The Focus Sash allows it to live a hit and ensure it gets off good damage with a STAB Knock Off or Icicle Crash before some final chip damage with Ice Shard. Fake Our is essential crippling fast threats for a turn and forcing my opponents to play around it allowing me to either switch out for match up or get off a powerful hit for (almost) free. Weavile has been one of the most useful Pokemon in my experience.
Salamence @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Fire Blast
- Hydro Pump
- Stone Edge
Salamence is one of the most underrated threats in the ORAS Doubles OU metagame. It has killer coverage, one of the best abilities and great stats. It's my main answer to Scizor and Ferrothorn and also a great way to cripple physical attackers. It's Draco Meteor is one of my main ways of dealing with bulky Water Types (alongside Knock Off's and Psycho Boosts). Stone Edge is a nice way of hitting Flying types, especially Charizard-Y. Hydro Pump is mainly useful for hitting Ground types and Heatran since other Fire types are most often seen with sun.
Bisharp @ Focus Sash
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Protect
I removed Breloomas its coverage wasn't doing too great for me. Bisharp allows me to deal with Fairy types that otherwise would run through my team. Iron Head and Knock Off both do wonderful damage off a base 125 attack stat. Sucker Punch lets Bisharp make up for its mediocre speed with priority and Protect is mainly for (temporarily) dodging Will-O-Wisps. Defiant is one of my favourite abilities as it punishes opponents who like to use Icy Wind or Intimidate and amplifies the threat of Bisharp hugely.
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THE THREAT LIST
Bulky Water Types
If you ever want to beat this team, bring multiple bulky Water types. This team has no way to hit them for super effective damage and relies solely on its huge damage output to maim them. While Suicune and Politoed can be dealt with with a little effort, Milotic is this teams Achilles' heel. To beat it you need to just keep hitting it and Taunting it with Keldeo but it can still do huge damage.
Trick Room
Although it's powerful, this team is very frail and struggles to stall out Trick Room if it gets set up. My only ream answer is Taunt Keldeo which can't beat mons like Slowbro or Aromatisse with Oblivious and Aromaveil respectively. I can also use Fake Out Weavile and try to flinch Trick Room setters with Iron Head and/or Icicle Crash but if you rely on flinches to win its pretty evident your team has a hole somewhere.
Perish Trapping
I personally believe that Perish Trapping tends to come down to players skills more than team match up but team match up undoubtedly plays a part. Trapping is a pretty minor threat and more often than not it's extremely manageable with this team. However, well built trapping teams are still an issue so it is worth mentioning as a threat. I would recommend leading Weavile and Deoxys against perish trapping in most circumstances and going from there.
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Thank you very much for reading my RMT! I hope that people enjoy using this team and any feedback or (constructive) criticism is welcomed. Below is proof that this team has reached 1500 at least, the highest it reached was somewhere in the region of 1530~ but I don't have any photographic proof so you'll have to take my word for it. I don't currently have any replays of me using the team at hand but I'll try and play some in the next few days and update this with them.






My name is Dan (or Psijguy on the forums) and I've been playing competitive Pokemon since BW2 but have never posted on the forum. After not enjoying this years VGC16 format I decided to learn Smogon doubles and created this team which has been extremely fun and very effective that I thought I'd share.
---------------------------------------------------------------------------------------------------------------------
Team-Building Process
I started with Deoxys-Attack because I noticed it wasn't too high in the viability rankings and I wanted to see if it had as many flaws as I was under the impression of it having. After that I added Mega-Diancie with the idea that two crazy strong Pokemon with great speed stats would be a really great offensive core. Deoxys-Attack is very frail and I was scared of Talonflame so I added Quick Guard Keldeo, I later changed it to Taunt to help combat Trick Room. Keldeo also helped punish steel types that resisted Diancie's hits. My fourth Pokemon was Weavile. Weavile's Fake Out is very useful for helping hinder Trick Room, Talonflames and its Dark and Ice coverage help beat Psychic types my team can't touch and the every present Landorus-T. I still felt threatened by Steel types, opposing Diancie's, Landorus-Therian and Grass types - especially Ferrothorn - to remedy this I added Salamence. It was one of my favourite Pokemon and with a Scarf it had an amazing speed tier and wonderful coverage to help the team. Finally, my team struggled with bulky Water types
---------------------------------------------------------------------------------------------------------------------
The Team in Detail

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Superpower
- Extreme Speed
- Detect
Deoxys-Attack is the heart and soul of the team. Psycho Boost picks up OHKOs on so many Pokemon and it always feels so good when it does. Superpower hits Dark types for huge damage and Extreme Speed helps it to beat Talonflame and Sucker Punch especially. Detect allows it to not take damage turn one while Diancie mega evolves. As it is so frail the Naive nature scarcely makes a difference and gives Super Power way more damage than a Timid one. Focus Sash is a necessity if you want it to stick around for more than a turn or two.

Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect
Diancie is my answer to most Flying, Fire, Dark and Dragon types. Diamond Storm and Moonblast are unrelentingly powerful STAB moves and Earth Power is more or less just for Heatran and the occasional Electric type. Protect is critical for allowing it to mega evolve and get its speed so it can OHKO faster threats like Charizard-Y. Hasty nature gives it necessary power although it sacrifices some defence which tends to be more preferable than special defence.

Keldeo @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Taunt
- Protect
Originally Keldeo had two purposes. The first was to use Quick Guard but later I found out my team got totally shafted by Trick Room and that had to go. The other was to held beat Steel types that wanted to give Diancie a hard time. Secret Sword and Hydro Pump do significant damage to all Steel types. Taunt is also good for making Amoonguss less of a threat if I don't have my Deoxys-Attack in a position to let off a nice and powerful Psycho-Boost.

Weavile @ Focus Sash
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Knock Off
- Icicle Crash
- Ice Shard
Weavile helps beat the Psychic types Keldeo can't touch as well as Landorus-Therian and Thundurus-Incarnate which both gave me some hassle. The Focus Sash allows it to live a hit and ensure it gets off good damage with a STAB Knock Off or Icicle Crash before some final chip damage with Ice Shard. Fake Our is essential crippling fast threats for a turn and forcing my opponents to play around it allowing me to either switch out for match up or get off a powerful hit for (almost) free. Weavile has been one of the most useful Pokemon in my experience.

Salamence @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Fire Blast
- Hydro Pump
- Stone Edge
Salamence is one of the most underrated threats in the ORAS Doubles OU metagame. It has killer coverage, one of the best abilities and great stats. It's my main answer to Scizor and Ferrothorn and also a great way to cripple physical attackers. It's Draco Meteor is one of my main ways of dealing with bulky Water Types (alongside Knock Off's and Psycho Boosts). Stone Edge is a nice way of hitting Flying types, especially Charizard-Y. Hydro Pump is mainly useful for hitting Ground types and Heatran since other Fire types are most often seen with sun.

Bisharp @ Focus Sash
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Protect
I removed Breloomas its coverage wasn't doing too great for me. Bisharp allows me to deal with Fairy types that otherwise would run through my team. Iron Head and Knock Off both do wonderful damage off a base 125 attack stat. Sucker Punch lets Bisharp make up for its mediocre speed with priority and Protect is mainly for (temporarily) dodging Will-O-Wisps. Defiant is one of my favourite abilities as it punishes opponents who like to use Icy Wind or Intimidate and amplifies the threat of Bisharp hugely.
---------------------------------------------------------------------------------------------------------------------
THE THREAT LIST



Bulky Water Types
If you ever want to beat this team, bring multiple bulky Water types. This team has no way to hit them for super effective damage and relies solely on its huge damage output to maim them. While Suicune and Politoed can be dealt with with a little effort, Milotic is this teams Achilles' heel. To beat it you need to just keep hitting it and Taunting it with Keldeo but it can still do huge damage.



Trick Room
Although it's powerful, this team is very frail and struggles to stall out Trick Room if it gets set up. My only ream answer is Taunt Keldeo which can't beat mons like Slowbro or Aromatisse with Oblivious and Aromaveil respectively. I can also use Fake Out Weavile and try to flinch Trick Room setters with Iron Head and/or Icicle Crash but if you rely on flinches to win its pretty evident your team has a hole somewhere.



Perish Trapping
I personally believe that Perish Trapping tends to come down to players skills more than team match up but team match up undoubtedly plays a part. Trapping is a pretty minor threat and more often than not it's extremely manageable with this team. However, well built trapping teams are still an issue so it is worth mentioning as a threat. I would recommend leading Weavile and Deoxys against perish trapping in most circumstances and going from there.
---------------------------------------------------------------------------------------------------------------------
Thank you very much for reading my RMT! I hope that people enjoy using this team and any feedback or (constructive) criticism is welcomed. Below is proof that this team has reached 1500 at least, the highest it reached was somewhere in the region of 1530~ but I don't have any photographic proof so you'll have to take my word for it. I don't currently have any replays of me using the team at hand but I'll try and play some in the next few days and update this with them.
