DOU offense team

Hello. This is a team I made for Gen 9 doubles OU that has gotten me to about 1450 rating on Pokemon Showdown. From testing, this team's biggest weakness seems to be sun teams, so any refinements to deal with that would be much appreciated. Here's the team:
Electric lights (Archaludon) @ Choice Scarf
Ability: Stamina
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Electro Shot
- Body Press
- Draco Meteor
- Flash Cannon

Choice scarf Archaludon is insane. This thing can break through the bulkiest of special walls with electro shot, provided that it's precious rain stays up. The team's rain setter (pelipper) also provides amazing support for it, obliterating ground types with weather ball before they can become a problem. This thing also appreciates electric terrain support from pincurchin, but in most cases pincurchin comes out later in the fight. From experience, there's almost no way this thing is not going to deal a lot of damage. Evs and tera type are to ensure that archaludon does maximum damage while also being fast.

da biggest bird (Pelipper) @ Damp Rock
Ability: Drizzle
Tera Type: Ground
EVs: 252 HP / 56 SpA / 200 SpD
Calm Nature
IVs: 0 Atk
- Weather Ball
- Hurricane
- Tailwind
- Roost

Pelipper is a vital member of this team. This entire team is built around spitting out obscene amounts of damage from rain, and pelipper enables it to do just that. Weather ball and hurricane eliminate basically everything that resist electro shot, and can still deal decent damage to anything else. Tailwind and roost ususally aren't relavent, but they do provide speed boosting (almost never needed, but in case cresselia can't come out, tailwind can be welcome) and recovery. For whoever is reviewing this team, I'm interested in finding ways to keep pelipper alive longer, as once it goes down the team is put on a timer.

kill anything (Araquanid) @ Choice Band
Ability: Water Bubble
Tera Type: Water
EVs: 240 HP / 252 Atk / 16 Def
Adamant Nature
IVs: 0 Spe
- Liquidation
- X-Scissor
- Crunch
- Poison Jab
Araquanid may look like a somewhat unusual next choice, but this thing be a fearsome sweeper once trick room and rain are up. The combination of choice band + water bubble + rain gives it an absurd amount of attack, letting it OHKO or 2HKO nearly everything. 252+ Atk Choice Band Water Bubble Araquanid Liquidation vs. 252 HP / 252+ Def Milotic in Rain: 191-225 (48.4 - 57.1%) -- 91.8% chance to 2HKO. Yes. This thing 2HKOs max hp and defense milotic. Absolutely bonkers. Evs are for bulky offense.

kind mind (Cresselia) @ Leftovers
Ability: Levitate
Tera Type: Fairy
EVs: 252 HP / 128 Def / 128 SpA
Quiet Nature
IVs: 0 Atk
- Trick Room
- Moonblast
- Moonlight
- Psyshock
Cresselia is the trick room setter of the team. Usually, when Archaludon goes down, Cresselia comes in and sets trick room so the attack can continue. Moonblast and Psyshock are attacks that can slowly chip away at enemies, and moonlight is for recovery (Cresselia doesn't get recover for some reason). Evs and IVs are so it can set trick room but not be overly slow when trick room isn't present. Most EVs are dumped into bulk so it can survive quite a few hits. Cresselia also comes in handy for stalling out enemy tailwinds when it can't trick room.

Morbidly a beast (Iron Hands) @ Choice Band
Ability: Quark Drive
Tera Type: Fairy
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Drain Punch
- Earthquake
- Supercell Slam
- Play Rough
Trick room sweeper #2 on this team. Iron hands has access to a plethora of attacking moves, and choice band lets it take full advantage of this. Drain punch and supercell slam are powerful stabs. Earthquake is earthquake (be careful about killing pincurchin by accident, this little guy doesn't like earthquake), and play rough is fairy coverage that destroys threats like kommo-o and sableye. Also, protosynthesis attack + choice band lets it deal just ridiculous damage no matter which move it's locked into.
Hokey pokey (Pincurchin) @ Sitrus Berry
Ability: Electric Surge
Tera Type: Flying
EVs: 252 HP / 28 Atk / 100 Def / 128 SpD
Sassy Nature
IVs: 0 Spe
- Zing Zap
- Spikes
- Recover
- Liquidation
Pincurchin may seem like a weird choice, with its subpar stats. However, this little boi is surprisingly useful. Under trick room, he is now the fastest on the field. This is super useful, because zing zap is spammable stab that will often cause flinching. Liquidation is coverage, spikes gets rid of focus sashes (causing potent attackers like Deoxys-A to crumble), and recover heals off damage. However, the real reason this guy is on the team is because of electric surge. In DOU, little pincurchin is the only pokemon that can reliably set electric terrain. Pincurchin and Iron hands form a powerful duo under trick room.

This team still falls to the likes of sun-boosted f**cker mane, so how best could I let the team deal with sun and flutter mane? Lately those are the two things I've been losing to.

Against teams without flutter mane, this team wins almost all of the time.
 
A semi Rain Trick Room team..............

Every good Doubles team needs a redirector, and as its a Trick Room/Rain team, amooguss is a great redirector that can heal allies as well as being able to redirect and status the opponent with Spore. I would switch Pinchurchin for Amoonguss as its the weakest mon on the team as Amoonguss provides way more value for your team.

You don't have a reliable set-up sweeper, so because amoonguss is on the team now and ca redirect, Iron Hands can set-up. The Belly Drum set or the Swords Dance set are both fine. If you're having trouble with
f**cker mane,
Then make sure you run Heavy Slam on it.

If you don't want to go that way, the make it hold assault vest and have it learn Heavy Slam

THere really is no reason to have SpA on Cresselia. This spread 240 HP/ 132 Def/ 136 SpD supposedly lives a timid Choice Specs Dark Pulse CHi-yu, and having more bulk makes CResselia more tanky and able to set Trick Room up as may times as possible. (It also takes shadow balls from FLutter mane. :blobthumbsup: )
Switch Moonlight for Lunar Blessing on Cresselia. Healing both Cresselia and its ally is helpful, and moonlight's recovery lowers in rain.
You could also switch Psyshock for Helping Hand, giving its teammate a bit more power for its move.
 
There is no nicer way of saying this, but this team is not viable for the current meta. A rain team that requires Trick Room requires too much work; it has too many unfavorable matchups.

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Right now, there seems to be a couple sets that Archaludon can utilize. You seem to want to use a lot of attacking moves for yours, so I recommend that you change your item to Assault Vest for better bulk and flexibility.

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Archaludon doesn't necessarily need Rain except when using Electro Shot. Most players use Tornadus as a manual setter of Rain. Overall, Tornadus is also better than Pelipper due to its better speed and priority Tailwind.

For the rest of your team, I recommend looking at Doubles online resources like Viability Rankings. You can also look at look at other resources such as team samples, team bazaar, and replays to get a better understanding of which mons are doing great right now. As always, feel free to ask questions on the Showdown chatroom.
 
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