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Double Battle Metagame.

Alright, my consideration of a Doubles team has led me to this. I'm fond of Water Pokemon, and I'm fond of the idea of a Rain Dance team, so I'm about to start constructing this team for use in the tournament, unless somebody can point out some glaring flaw in it. Remember, six Pokemon total (but each match is 4 on 4), Item Clause, but you can choose your four Pokemon before each match, and switch the six items around if necessary.

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Kingdra - Swift Swim @Life Orb
Modest, 240 HP/252 SpA/16 Spe
-Surf
-Ice Beam
-Dragon Pulse
-Signal Beam/Rain Dance/Filler

My potential sweeper. Plenty of type coverage, fast, resistances with only one weakness. Life Orb gives it an expiration date, but will let it hit even harder than before. The fourth move is mostly me grasping at straws, but ideally I'd like to have three Rain Dancers on the team, to give me more variety in my lineup. Kingdra can fill in for one of those slots if necessary (more details below).

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Lapras - Water Absorb @ Leftovers
Modest, 164 HP/92 Def/252 SpA
-Surf
-Thunderbolt
-Ice Beam
-Toxic/Filler

Lapras is one of my favorite water Pokemon, but it's one that I rarely get to use. I plan to make full use of Water Absorb here, and if I can pair Lapras up with one of my other Water Absorb/Dry Skin Pokemon, even better, as they'll be able to keep themselves alive. Leftovers can only help here. Thunderbolt and Ice Beam give even more type coverage, with STAB on the latter, to make Lapras a powerful force. Toxic provides PHazing, although I'm not averse to another move here. I just...don't know what else.

134.png

Vaporeon - Water Absorb @ ?
Bold, 188 HP/252 Def/68 SpA
-Surf
-Ice Beam/Wish
-Shadow Ball
-Yawn

Does Wish pass over without a Baton Pass? I forget. If so, it might be a nice way for Vaporeon to provide some support if it gets low on health. Shadow Ball is there for Shedinja coverage, Yawn for PHazing. Surf lets Vaporeon match up with Lapras or Toxicroak very nicely. I'm not sure on an item for Vaporeon--this is a case where I'd probably swap one of the other items in. Suggestion?

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Toxicroak - Dry Skin @ Black Sludge
Jolly, 18 HP/252 Atk/240 Spd
-Substitute
-Focus Punch/Cross Chop
-Sucker Punch
-Stone Edge

When I saw this set suggested earlier in the thread, the entire team came together for me. I love the idea of Toxicroak--it seems like a wild card to the Rain Dance idea, but will thrive in it, and what's more, it can be very versatile while still being a very solid Pokemon. I can match it up with any of the Surf users for great success, although that's not really even necessary if Rain Dance is up--Toxicroak will thrive even then, Surf is just for added insurance. That actually makes me curious--would a healing Surf break Toxicroak's Substitute? That could be a big factor. Sucker Punch gives me priority and Shedinja coverage. I'm undecided between Focus Punch and Cross Chop--the former is more powerful and works well with Substitute, but concerns were raised over that. Opinion?

And then two of the following three, to be decided:

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Ludicolo - Swift Swim @ Damp Rock/Big Root
Calm, 204 HP/76 SpA/124 SpD/104 Spd
-Fake Out
-Hydro Pump
-Grass Knot/Giga Drain
-Rain Dance/Leech Seed

Fake Out is a useful attack for an emergency. Hydro Pump is my major damage attack, and the latter two moves depend on which set I want to go with. Rain Dance and Grass Knot is more traditional, but I'm intrigued by the potential of Giga Drain, Leech Seed and Big Root, and how long that could keep Ludicolo in play.

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Aerodactyl - Pressure @ Chilan Berry/Damp Rock
Jolly, 4 HP/252 Atk/252 Spe
-Taunt
-Foresight
-Rain Dance
-Rock Slide

Somebody posted an anti-Lead Aerodactyl, and that intrigued me enough to consider adding it here. I love the idea of throwing a Foresight in to screw up a foe's Ghost+Explosion tactic, especially as the foe explodes--one of their Pokemon will fall without it being expected. Aerodactyl's Rock type, plus the Chilan Berry, should let it survive the Explosion with relative ease. From there it should be easy to set up Rain Dance, and then hit with Rock Slide for as long as possible. Taunt is there to fight off a Trick Room or something like that.

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Omastar - Swift Swim @ Damp Rock/Chilan Berry
Modest, 4 Def/252 SpA/252 Spe
-Rain Dance
-Hydro Pump
-Ice Beam/Knock Off/Stealth Rock/Protect/Ancientpower
-Ice Beam/Knock Off/Stealth Rock/Protect/Ancientpower

Omastar is a Pokemon that kept jumping out at me here. It didn't fit into my team at first, but it kept showing up whenever I was thinking about the team, prompting this three-way debate. It can work similarly to Aerodactyl with the Explosion absorbing (Rock type plus Chilan Berry) and setting up Rain Dance, while still thriving in a Rain Dance environment, should it survive past the setup. The last two attack are basically a toss-up--I could bank on it not surviving much longer anyway and set up Stealth Rock to hopefully cripple new opponents as they come out, or I could hope to find a good item to Knock Off to cripple an opponent that way, or I could give it Protect to increase survivability, or Ice Beam and Ancientpower if I wanted to try sweeping with it anyway. Either way, Hydro Pump is a necessity, as with luck I can get out at least one full-powered shot after setting up Rain Dance.

So there you have it, my team. Of the final three Pokemon, I need to bring the Damp Rock into battle somehow. The more I think about it, the more I think that Ludicolo will wind up going the Rain Dance route, forgoing the Big Root strategy, but I'm not sure. EVs are also still up in the air--some were cribbed from the Smogon strategies, others from this thread, and I'll likely have to modify them a bit as I build my team. Opinions? On all of it? Or would this be better in a RMT topic?
 
Give Vaporeon Shell Bell. I'm pretty sure when using Surf in doubles it will out-perform leftovers. I'm not sure how surf healing lapras will affect the amount of hp though. Even if it doesn't the only other thing I can think of is Lum Berry, which would really only be helpful for sleep and toxic.
 
Yeah, true. Part of me is tempted to include the Lum Berry though, so that I can switch the item in if needed--if, say, it looks like an opponent might run Dark Void Smeargle or something.
 
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Parasect (M) @ Leftovers
rsitem164.png

Ability: Dry Skin
EVs: 252 HP (for survivability)/252 Atk (for STAB)/6 Def
Adamant nature (+Atk, -SAtk)
Hidden Power [Fire]
Synthesis
X-Scissor
Spore

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Blastoise (M) @ Damp Rock
Bag_Damp_Rock_Sprite.png

Ability: Torrent
EVs: 6 HP/252 Spd (to heal Parasect quickly)/252 SAtk (for extra damage)
Modest nature (+SAtk, -Atk)
Rain Dance
Surf
Hidden Power [Electric]
Yawn

The idea of this team is a combination of STAB damage and survivability, along with status conditions to slow down enemies.

It has Parasect with Dry Skin and Blastoise with Rain Dance, used together to keep Parasect alive and STABbing and increase Blastoise's STAB damage as well, although Rain Dance will reduce the effectiveness of Synthesis, it's a price willing to pay in order to maintain a last second survival move. Blastoise also has a Damp Rock so that he doesn't have to reapply Rain Dance that often.

There is also HP Fire (to take care of Grass, Bug, Ice and Steel types) and HP Electric (for Water and Flying) on Parasect and Blastoise (respectively) which gives them the all important ability to deal with a variety of types that may come their way.

Then there's Spore and Yawn, which can effectively keep one enemy asleep and STAB them down, then take put the other one to sleep and STAB them down as well.

Well that's it, if anyone has any suggestions I'd love to hear them (this is my first attempt at a double team).
 
Spr_3e_047.gif

Parasect (M) @ Leftovers
rsitem164.png

Ability: Dry Skin
EVs: 252 HP (for survivability)/252 Atk (for STAB)/6 Def
Adamant nature (+Atk, -SAtk)
Hidden Power [Fire]
Synthesis
X-Scissor
Spore

Spr_3e_009.gif

Blastoise (M) @ Damp Rock
Bag_Damp_Rock_Sprite.png

Ability: Torrent
EVs: 6 HP/252 Spd (to heal Parasect quickly)/252 SAtk (for extra damage)
Modest nature (+SAtk, -Atk)
Rain Dance
Surf
Hidden Power [Electric]
Yawn

The idea of this team is a combination of STAB damage and survivability, along with status conditions to slow down enemies.

It has Parasect with Dry Skin and Blastoise with Rain Dance, used together to keep Parasect alive and STABbing and increase Blastoise's STAB damage as well, although Rain Dance will reduce the effectiveness of Synthesis, it's a price willing to pay in order to maintain a last second survival move. Blastoise also has a Damp Rock so that he doesn't have to reapply Rain Dance that often.

There is also HP Fire (to take care of Grass, Bug, Ice and Steel types) and HP Electric (for Water and Flying) on Parasect and Blastoise (respectively) which gives them the all important ability to deal with a variety of types that may come their way.

Then there's Spore and Yawn, which can effectively keep one enemy asleep and STAB them down, then take put the other one to sleep and STAB them down as well.

Well that's it, if anyone has any suggestions I'd love to hear them (this is my first attempt at a double team).

You're shooting yourself in the foot with Rain Dance as far as Parasect's moveset is concerned. Synthesis gives him less health in Rain, and HP Fire will do less damage as well. HP Fire could be replaced with Seed Bomb, and Synthesis could be replaced by Light Screen.

For Blastoise, if you go with Seed Bomb on Parasect, you can use Ice Beam instead of HP Electric to hit more targets. The only ones you'd be missing out on are Steel and Bug, but under rain I'm sure Surf would do more than HP Fire.
 
I was thinking about this hail lead

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Abomasnow @ ??? (Wide Lens possibly?)
Modest
-Blizzard
-Grasswhistle
-Protect
-Icy Wind

Your usual Hail setup guy, i think Grasswhistle might make more sense in a second

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Articuno @ ???
Timid
-Tailwind
-Blizzard
-U-Turn
-Filler

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Glaceon @ ???
Modest/Timid
-Blizzard
-Icy Wind
-Filler
-Filler

I plan on following up Articuno/Abomasnow with Glaceon. With Abomasnow I would start with either Protect, if i see a potential threat, or Icy Wind, to lower speed. Tailwind increases the dismal speed of both Abomasnow and Glaceon, so Articuno would Tailwind, if I don't see any of my opponents as potential threats, I would U-Turn to Glaceon, and Grasswhistle the opponent who I think would hit harder on any of my Pokemon with Abomasnow. Under Tailwind, Glaceon's speed would be higher, and hopefully Abomasnow's Icy Winds could have slowed the opponents down a bit more, but I have Icy Wind on Glaceon too, just in case. Glaceon should, hopefully, be faster than both opponents, and she will sweep with her painful Blizzards.

I haven't figured out my fourth yet, but I assume whoever I chose will also affect if I have Helping Hand on Glaceon or not. Thoughts?
 
Definately use Hidden Power Fighting and Shadow Ball on Glaceon, it doesn't have any better options. You could try Fake Tears as well to make all of your Blizzards hit harder.

The problem with Tailwind is it only lasts three turns. If you really want to use it, Suicune would probably be better at it so you don't get destroyed by Steel types and Fire types. Also, Rock Slide and Lava Plume wouldn't completely destroy you.

You could always try Trick Room. It lasts longer and Glaceon and Abomosnow are slow enough to use it.
 
Are you sure Tailwind is only 3 turns? Serebii says its 5, but i know that Serebii isn't always right

honestly if its only 3, I'll definitly get a Trick Roomer
 
ok, thanks

I have another question, since Magnet Rise makes the using Pokemon's ability Levitate, would that be skill swappable? I'm thinking of a Probopass that can get its Magnet Rise Skill Swapped to someone under Trick Room.
 
ok, thanks

I have another question, since Magnet Rise makes the using Pokemon's ability Levitate, would that be skill swappable? I'm thinking of a Probopass that can get its Magnet Rise Skill Swapped to someone under Trick Room.
Magnet Rise does not make the using Pokemon's ability Levitate, it just makes it immune to ground-type moves, so your Probopass would still have Magnet Pull.
 
^Magnet Rise doesn't actually change the ability to Magnet Rise; it just adds a Ground immunity. It can be Baton Passed, though.
 
i copied this from someone else and wanted to see how you guys like it. also its for the regional championships so i need all the moves to be able under lv 50 and need to know who should keep choice scarf and an alternative for the other. so any recomendations are good.

so here is their team and explanation:

Gengar @ Focus Sash
Hasty
252 sp atk 252 Speed 6 hp
-
Explosion
Taunt
HP - Fire
Shadow Ball

Specialized doubles Gengar. Taunt ANYTHING that might try and set up and you get to taunt no matter what because you arent affected by Fake Out. Hp - Fire takes on Bronzong, who loves doubles and will be attacking after a taunt.

Metagross @ Choice Band
Adamant
choice band ev spread
-
Bullet Punch
Meteor Mash
Earthquake
Explosion

Helps Gengar stay alive by bullet punching things like lead Weavile to hell. Hit hard and heavy or just boom for a double ko.

Azelf @ Life Orb
Hasty
252 Sp atk 252 Speed 6 whatever
-
Explosion
Fire Blast
Protect
Shadow Ball

More explosion, bronzong protection... and anti ghost measures. Predict explosions or use your own with Protect.

Lickilicky @ Choice Scarf
Adamant
252 Atk 252 Speed 6 Whatever
-
Explosion
Power Whip
Filler
Filler

Creates a huge boom. Power Whip is for the rare Damp users who'll be trying to stop your booms.

Heatran @ Choice Scarf
Hasty
252 Sp Atk 252 Speed 6 whatever
-
Earth Power
Fire Blast
HP - Ice
Explosion

Anti Heatran measures since my team is fairly bothered by him. (although big explosions are still gonna kill him) It also further takes care of the steel and ghost pokemon that explosion wont hurt that much.

Electrode @ Leftovers
Timid/Hasty
252 Speed 252 HP 6 whatever
-
Taunt
Protect
Substitute
Thunderbolt/Explosion

Fast enough to protect himself from explosions and draws attacks... Extra fast Taunts too. Attack only if needed.
 
Cresselia @ Leftovers / Focus Sash / Lum Berry
Levitate
Relaxed (0 Spe IV)
252 HP / 252 Def / 4 SpAtk
Trick Room
Psychic / Shadow Ball
Charge Beam / Shadow Ball
Reflect / Light Screen

I really only chose Cresselia because it would be a better special Trick Roomer than Bronzong. Charge Beam is useful for hitting Skarmory and Gyarados and boosting your SpAtk and Shadow Ball is good for hitting Ghosts without wasting Fling.

Hariyama @ Life Orb / Iron Ball
Guts
Brave (0 Spe IV)
252 HP / 252 Atk / 4 Def
Fake Out
Close Combat
Ice Punch
Thunder Punch / Fling

OR

Medicham @ Iron Ball
Pure Power
Brave (0 Spe IV)
252 HP / 252 Atk / 4 Def
Fake Out
Hi Jump Kick
Fling
Psyco Cut / Ice Punch / Thunder Punch

Both Hariyama and Medicham have Fake Out to incapacitate something on the first turn while Cresselia sets up Trick Room. Hariyama has the advantage of being slower and bulkier while Medicham has more attack. Fling and Iron Ball work well together to "boost" their speed while giving them a good way to take out Ghosts. Guts is prefered on Hariyama to boost you attack if you get statused.

Also, a gimmicky replacement for Cresselia could be...

Banette @ Focus Sash
Insomnia
4 HP / 252 Atk / 252 SpAtk
Brave (0 Spe IV)
Trick Room
Destiny Bond
Shadow Claw / Shadow Sneak
Thunder

Focus Sash will allow you to actually take a hit and Insomnia prevents you from being put to sleep. Destiny Bond is useful for taking out Pokemon who are using multi-target moves (because no one will see Banette as a real threat). Shadow Claw and Shadow Sneak provide unresisted coverage with Close Combat and Hi Jump Kick and Thunder can take out Gyarados and Skarmory.
 
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@ Leftovers
Ability: Water Absorb
Adamant Nature
EV: 252 HP / 252 Atk / 6 Speed

-Belly Drum
-Waterfall
-Ice Punch
-Brick Break

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@ Leftovers
Ability: Swift Swim
Modest Nature
EV: 120 HP / 136 SpA / 252 Speed

-Rain Dance
-Surf
-Dragon Pulse
-Yawn

This is my favourite combo for doubles. Poliwrath with the ability Water Absorb and access to Leftovers means I could replenish health loss from Belly Drum instantly. Belly Drum and three attacks for extra coverage. Kingdra is great alongside Poliwrath, Rain Dance will boost Kingdra's speed and boost water moves and Poliwrath's Waterfall to a greater extent. With fast speed I could easily recover damage loss from the previous turn and replenish Poliwrath's health. Poliwrath with 252 HP can take a hit or two with pretty good bulky. Yawn on Kingdra allows me to sleep induce something that could potentially be troublesome.
 
so what you guys think of this for a rain dance team?

Kingdra (M) @ Damp Rock
Ability: Sniper
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Rain Dance
- Surf
- Dragon Pulse
- Ice Beam
---
Toxicroak (M) @ Leftovers
Ability: Dry Skin
EVs: 130 HP/126 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Dark Pulse
- Substitute
- Focus Punch
- Sucker Punch
---
Jolteon (M) @ Nothing
Ability: Volt Absorb
EVs: 4 HP/4 Atk/252 Spd/248 SAtk
Hasty nature (+Spd, -Def)
- Thunder Fang
- Shock Wave
- Discharge
- Rain Dance
---
Gyarados (M) @ Nothing
Ability: Intimidate
EVs: 4 HP/126 Atk/252 Spd/126 SAtk
Rash nature (+SAtk, -SDef)
- Waterfall
- Ice Fang
- Surf
- Fire Blast
---
Swampert (M) @ Nothing
Ability: Torrent
EVs: 4 HP/38 Atk/216 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Earthquake
- Surf
- Muddy Water
- Double-edge
---
Vaporeon (M) @ Nothing
Ability: Water Absorb
EVs: 4 Def/252 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Wish
- Protect
- Surf
- Ice Beam
---


and what iv's should i try to get and items to put on them? by the way its for the nintendo regional championships.
 
I don't see why you couldn't have just fixed your RMT but whatever.

You could do way better. Kingdra really wants Swift Swim to outspeed and murder the opposition--that's the whole point of running one on a RD team. Dragon Pulse + Ice Beam is redundant coverage, anyway; Signal Beam would be better in that slot to eliminate opposing Ludicolo and Starmie. Also, why run Timid with max speed? To kill other Kingdra? Use modest and, if I recall correctly, 162 speed EVs, or whatever's in the analysis.

Toxicroak has no business going mixed or running a SubPunch set; go full physical with Fake Out/Cross Chop/Sucker Punch/Stone Edge or Ice Punch. And run Life Orb; you need the power, and Rain will negate the recoil at the end of the turn anyway.

Jolteon...I dunno what the hell you did there, but I'd drop 'im altogether and run like a Zapdos or Latias or something.

Gyarados...yeah, no reason to go mixed again. Run a full physical set and fix your nature and EVs

Swampert's no good here, it'll die from repeated Surfs and doesn't add much to the team. Quagsire or something would be better.

Vaporeon is meh, but I don't like Wish + Protect but whatever.

There are still way more problems with that team, but I honestly don't feel like fixing it all right now as it'd take a lot more time and, to be frank, I doubt you put in the time either given that you didn't even bother to add descriptions after your thread was locked, not to mention your sets, EV, and natures are quite random.
 
^^^^k thanks and i'm fixing the thread. not really good with strats and thanks for the opinons. There my thread is fixed check it out for new team.
thread
 
How does this measure up?

Hitmontop (M) @ Life Orb
Ability: Technician
EVs: 252 HP/252 Atk/6 Def
Adamant/Brave
- Fake Out/Sucker Punch
- Mach Punch
- Protect/Detect
- Feint

Although I usually run a double ground/double steel sandstorm team, this adapted Technician set is surprisingly effective and features on one of my alternate teams. This thing performs double duty as Protect-nullifier and anti-Trick, and has saved my butt on several occasions.

Basically, I run a priority set, which completely nullifies the effects of Trick Room. Fake out gives me breathing space, Mach Punch benefits from STAB and Technician, Protect is fairly obvious, and Feint is the surprise: It breaks Protect, which leaves my partnering pokemon free to finish the job. With Technician, it gets the 50% boost; although lacking the STAB that Persian gets, my other pokemon is waiting in the wings anyway. Feint requires a bit of prediction to use, but I've been quite good at it so far. Sucker Punch gives better coverage than Fake Out, but I value the respite offered by flinching a bit more.

While bearing a great deal of similarity to Feint Persian, this moveset has more options in terms of attacking. While the damage is nothing spectacular, it works well to harass the opponent, and Hitmontop's speed is completely a nonissue. The EVs maximize Attack and HP; since Himontop needs neither Speed nor Special Attack, either Adamant or Brave works fine.

If this has been featured before, my apologies. If not, any suggestions on how to improve it would be nice. Thanks in advance!
 
It looks good to me; I'd choose between Fake Out or Sucker Punch based on what the rest of your team has to deal with Ghosts and/or guys like Crobat.

Between Protect and Detect, most Imprison uses go with Protect; the only pokemon that gets Detect and Imprsion is Azelf. You're much better off using Detect.
 
I am currently playing with a Good Stuff team much like the ones that did well in Japan. On my team I am running:
dpmfa381.png

Latios, the one with HP Ground and when it comes to move sets I was planning on using Protect, Draco Meteor, Thunderbolt, Hidden Power [Ground]. But with the huge rise in popularity of Rain dance teams Thunder seems like a better choice. So my question is this should I make the risky choice of Thunder (Imagining that most of my targets would be in a Rain dance team) or play the safe route and stick with thunderbolt but lose the chance of OHKOs?
 
I'd probably need to see the rest of your team to make that judgement call. The main target you'd have trouble hitting outside of Rain is Bronzong, so if another member of your team has a fire attack I'd say go for Thunder.


I've been fairly active on Netbattle, despite the bugs, and I've worked out two teams so far that are fairly effective; one Trick Room team, one 'Goodstuff', although there's slightly more to it than just using OU pokemon. It needs more refinement, though. The four members of the team are:

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Hitmontop @ Chesto Berry
Intimidate
252 HP /84 Atk /100 Spe/72 SpD
Careful( SpD+/SpA- )
-Fake Out
-Detect
-Mach Punch
-Rock Slide

Lead Pokemon Number 1. In Doubles, Intimidate hits both opponents, meaning the team has less to worry about as far as Defense EVs go. Fake Out is an all-around good move in Doubles, Detect is used over Protect to get around Imprison users, Mach Punch is for some quick damage, and Rock Slide is just there to hit both targets.


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Gyarados @ Wacan Berry
Intimidate
Adamant Nature(Atk+/SpAtk-)
156 HP/108 Atk/144 Spe/100 SpD
-Waterfall
-Earthquake
-Taunt
-Icy Wind

Lead pokemon number 2. If one Intimidate is good, then two is better. Gyarados has two real options on the very first turn in a Doubles match; if it looks like the opponent isn't going to try Trick Room, he is going to Icy Wind them, lowering their speed into a range where he'll be able to overtake them. If they are going to Trick Room or do something that Hitmontop won't be able to stop with Fake Out, he Taunts and stops them that way. Waterfall and Earthquake are there to deal damage, nothing special there.


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Salamence @ Life Orb
Intimidate
Mild Nature (SpAtk+/Def-)
84 Atk/208 Spe/216 SpA
-Dragon Pulse
-Earthquake
-Heat Wave
-Protect

Salamence was originally one of the starter pokemon alongside Gyarados, and in Stadium-style settings he could easily return to that role if need be, but Hitmontop is able to stop more than Salamence can. Still, Salamence does his job of hurting things very well. He has a -Def nature because when he comes in there is a decent enough chance that the opponents will have half their original attack, if not less than that. His attacks are a combination of STAB, Spread Damage, and hitting targets Hitmontop and Gyarados would have trouble with.


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Snorlax @ Leftovers
Thick Fat
Careful Nature (SpDef+/SpAtk-)
168 HP/120 Atk/220 SpD
-Earthquake
-Crunch
-Selfdestruct
-Protect

I always need an exploder on my doubles teams. I feel more comfortable having one; they're like a panic button. Snorlax fits well with the theme of cutting down the opponents Attack by being almost unaffected by any Special Attacks. Protect was originally Curse, but I found he has been more useful hiding behind a Protect while everyone else fends off whatever Physical attacker (usually Infernape) is causing him grief.
 
I'd probably need to see the rest of your team to make that judgement call. The main target you'd have trouble hitting outside of Rain is Bronzong, so if another member of your team has a fire attack I'd say go for Thunder.

Hmmm that is a good point I think my lack of fire attacks might warrant the inclusion of T-bolt over thunder. But man do I love OHKOs I think I will test thunder a little more first before booting it.

That is a very nice team you have there I like the triple intimidate and your leads have some really nice coverage. Hitmontop seems really good right now. My current team is Latios, Metagross, Gyarados, and Snorlax. I am currently running Meta as my exploder and so far I am liking it but a Snorlax explosion can be downright frightening. My Snorlax is quite different than your own though as mine is using Protect, Belly Drum, Super Power and Return since I have lax as a finisher I can't give him self destruct unless I change up my team dynamic quite a bit.
 
My personal favorite starter bunch is sashed Gengar with choice scarf Metagross.

Gengar @ sash
Levitate
252spe/252spA/4def
Timid

-Shadow Ball
-Thunderbolt
-Focus Blast
-Destiny Bond

Metagross @ Choice scarf
Clear body
252spe/252Atk/4def
Adamant

-Explosion
-Meteor Mash
-Earthquake
-Trick

First, this pair doesn't care about Intimidate. Metagross is faster than Gar, so ideally he explodes and kills the opposition before anything happens. Gengar kills ghosts, 4x normal resists and Skarmory (the last two suck in doubles anyway). After an explosion + shadow ball bulky explosion resists like Metagross or Bronzong are still going down. Earthquake is usefull if both opponents resist normal but are ground weak and gengar obviously won't mind. Meteor Mash can work if gross/gar can easily kill the opposition (like versus gyarados/tyranitar). Trick is almost entirely filler and is only usefull for screwing over set up leads like bronzong. Normally I'll just kill it with a combo of explosion + shadow ball but tricking it does screw it over immensely.

I've only used it in battle tower until now but I can say that it has trouble against fake out users. Also protect users if I'm not careful. Fake out mon + trick room user would be a pretty good matchup against this team.
 
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