Double battle, twice as fast

The VGC got me really intrested in double battles,
so I'm here to let my team get rated for the first time.
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I start with these 2, I have a powerful opening planned. The only downside is, no full hit moves nor prio moves. the upside, it can only be blocked by protect.
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Terrakion was added for the "Wide range" and Quick Gaurd help.
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Then Jellicent was added because I needed the Bulk. With recover (and water absorb) + WoW to cripple enemies.
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Hydreigon got added because when he + jellicent is out, Jellicent is a beast. getting fully recovered each turn.
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and last but not least Conky. He provides Wide gaurd + some physical blukieness.

Now some deeper info.

Opening
Cinccino @ Rock Blast
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Skill Link
Jolly ~ 4 HP 252 Atk 252 Speed
U-Turn
Bullet Seed
Rock Blast
Double Slap

Zebstrika @ Leftovers?(I have no idea for this)
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Sap Sipper
Jolly ~ 16HP 252 Atk 240 Speed
Double Kick
Flame Charge
Spark
Return

The plan is to BS Zebstrika so he starts with max attack. Zebstrika has 240 Speed EV so he has 1 speed lower then Cinny. and can start wrecking on Turn 1. IF I'm lucky I can start by Flame charging for some added speed. if the opponent let's me, I U-Turn with Cinny to Terrakion. if he doesn't I annoy him with Rock Blast + King Rock. Double Kick is to destroy Subs.

Terrakion @ Rock Gem?
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Justified
Jolly ~4HP 252 Atk 252 Speed
Psych Up
Rock Slide
Quick Gaurd
Double Kick
X-siccor

Psych up for IF a boosted Zebstrika is on, I can psych up and have 2 +6atk on the field. If I can't, He'll still be useful being him.

Jellicent @ Leftovers
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Water absorb
Bold ~ 248 HP 216 Def 44 Speed
Water Spout
WoW
Taunt
Recover

WoW to cripple opponents, Taunt for no recovery on their part and recover is for my bulkyness.
Water Spout is my only offensive move, but I don't need more coupled with Hydreigon.

Hydreigon @ Choice Spec
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Levitate
Modest ~ 4HP 252 Sp Atk 252 Sp Def
Focus Blast
dark Pulse
Surf
Draco Meteor

Surf is to recover Jellicent and put dents into the opponent, FB is for Tyranitar and the likes. DM is to hit hard once and run away.

Conkeldurr @ Flame Orb
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Guts
Adamant ~ 120HP 252 Atk 136Sp Def
Hammer Arm
Rock Slide
Wide gaurd
Mach Punch

a gutsed MP OHKO's Hydreigon and the likes. Wide gaurd is to protect us from EQ, Omnious Wind, etc.
RS to hit both opponents. HA is a strong STABed move.

So here is what my team is ATM, I'm still in the testing phase.
Any comment is welcome

Thank you

PS: Art is not mine
 
First off, those are awesome pics. wether you made them or not, they're pretty awesome.Comments are bolded. anyway...


Opening
Cinccino @ Rock Blast
images

Skill Link
Jolly ~ 4 HP 252 Atk 252 Speed
U-Turn
Bullet Seed
Rock Blast
Double Slap

Zebstrika @ Leftovers?(I have no idea for this)
images

Sap Sipper
Jolly ~ 16HP 252 Atk 240 Speed
Double Kick
Flame Charge
Spark
Return

The plan is to BS Zebstrika so he starts with max attack. Zebstrika has 240 Speed EV so he has 1 speed lower then Cinny. and can start wrecking on Turn 1. IF I'm lucky I can start by Flame charging for some added speed. if the opponent let's me, I U-Turn with Cinny to Terrakion. if he doesn't I annoy him with Rock Blast + King Rock. Double Kick is to destroy Subs.

A Very good sounding strategy, I like it a lot. Unfortunately, if your going to be playing VGC, or VGC style rules, a lot of players can lead, or at least use something with Rage Powder/Follow me, which can ruin your strategy.However, Rock Blast isn't an item. Ad maybe Life Orb on Zebstrika? It puts a limit on Zeb's sweeping time, but if you get it done properly, you should win long before the time runs out. Maybe Wide Lens to make sure Double kick hits,because if I'm not mistaken, It doesn't have perfect accuracy, which could screw you over if it misses. And Maybe Wild Charge over Spark for more damage if you don't mind the recoil.

Terrakion @ Rock Gem?
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Justified
Jolly ~4HP 252 Atk 252 Speed
Psych Up
Rock Slide
Quick Gaurd
Double Kick
X-siccor

Psych up for IF a boosted Zebstrika is on, I can psych up and have 2 +6atk on the field. If I can't, He'll still be useful being him.

You have 5 moves. I would suggest removing removing X-scissor, because doesn't really cover anything terrakion can't beat if it get's to +6. And also Close Combat/Sacred Sword over Double kick, the extra power may be needed more than breaking subs.I would also suggest Focus sash, because in the turn it takes to psych up, you could very easily be OHKO'd. and Quick guard is also not very needed because I think it only covers Terrakion, who only fears Conkledurr's Mach Punch if you are playing VGC style. I would suggest either Protect or Wide Guard over it because Protecting is nearly neccesarry in doubles.

Jellicent @ Leftovers
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Water absorb
Bold ~ 248 HP 216 Def 44 Speed
Water Spout
WoW
Taunt
Recover

WoW to cripple opponents, Taunt for no recovery on their part and recover is for my bulkyness.
Water Spout is my only offensive move, but I don't need more coupled with Hydreigon.

Hydreigon @ Choice Specs
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Levitate
Modest ~ 4HP 252 Sp Atk 252 Sp Def
Focus Blast
dark Pulse
Surf
Draco Meteor

Surf is to recover Jellicent and put dents into the opponent, FB is for Tyranitar and the likes. DM is to hit hard once and run away.

Also a good strategy, but you won't be able to use it a lot, because water spout also hits Hydreigon as well. and high powered Water spout will seriously harm hydreigon. I'm not entirely sure what to put over it, but I would suggest replacing it. To be gimmicky, however, you could give Hydreigon an Absorb Bulb(I think it is) that takes a Water type attack an gives you a boost in Special attack. I think it only works once though, so you can't use that a whole lot either.

EDIT: nvm about water spout. apparenly it doesn't hit your partner when using it. so disregard this entire comment.


Conkeldurr @ Flame Orb
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Guts
Adamant ~ 120HP 252 Atk 136Sp Def
Hammer Arm
Rock Slide
Wide gaurd
Mach Punch

a gutsed MP OHKO's Hydreigon and the likes. Wide gaurd is to protect us from EQ, Omnious Wind, etc.
RS to hit both opponents. HA is a strong STABed move.

If a Guts-ed Mach Punch can KO Hydreigon and such, you don't really have a need to have hammer arm there. I would replace it with something, maybe protect, so you can guarantee a Flame orb up.Maybe give it EQ for when paired with Hydreigon.
So here is what my team is ATM, I'm still in the testing phase.
Any comment is welcome

Thank you

PS: Art is not mine

Overall, a good team, but it is rather Tornadus weak, which I can unfortunately not help you with, because I tend to have that same problem in my doubles teams. The standard Tornadus usually(in my experiences) has no item, and spams acrobatics, which isn't protected by wide guard. However I believe Terrakion can survive a hit with sash, then OHKO with Rock Slide, but i'm not sure.

Altogether, on paper it seems like a very good(albeit gimmicky) team. if you can get your strategy to properly work, it seems like you can do well with this team.
 
Water spout doesn't hit your partners... so im a bit confused as to what you meant by that. Although a bit odd have you ever considered after you on cinnino? It lets is use its blinding fast speed and gives a partner the speed to use for a turn. Also im not sure if the whole bullet seed zebra thing is outclassed a bit by beat up + terrakion but thats a bit beyond the point.

Trick room seems to annoy this team a lot as a rage powder from amonguss chained into a trick room from [insert trick roomer] essentially enables the team to outspeed yours and youll have trouble stalling it out. To remedy the trick room issue i reccomend using anti trickroom chandelure with imprison over jellicent so that you can prevent its set up all the time.

Otherwise its unique. I've never seen a team rely on this tactic and good luck with the team.
 
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