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Doubles CCAT #2 - Completed!

Ok so there's 2 hours left to vote, but barring anything crazy, I think we know who won this one, eh?

I'll update the OP in a little while and start getting the next phase ready. Start thinking of new mons for our team!
 
OK SO TOTEM WINS YAY TOTEM

MOVING ON


Round 3 Nominating

Please nominate the next Pokemon!

Only one nomination per person.

Feel free to discuss/edit sets until voting.

Nominations are open until Monday, February 10 at 11:59PM (23:59), GMT-7

Voting will start as soon as I post up the Nominations.
 
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Well, I feel it's pretty obvious we could use something to stop us from being Fighting and Ground weak, particularly since EQ spam can be quite effective. Luckily, Doubles is full of mons that can deal with these things. We also want something that doesn't really mind Will-o-Wisp, since Bisharp and Terrakion both do. Three super common Pokemon that come to mind are Cresselia, Charizard, and Togekiss.

I'd like to see us go a slightly less standard route.

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Salamence @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Dragon Pulse
- Hydro Pump
- Fire Blast

Finally! An Intimidate user that doesn't hate every other Intimidate user or Will-o-Wisp. Mence has a good Speed tier for Doubles, a great ability, and a surprisingly high Special Attack of 110, for those who don't remember the terror that was MixMence. Since neither Bisharp nor Terrakion mind Rock Slides, there are already 2 good switch-ins for that. Additionally, Bisharp and Terrakion do a good job of beating down Hail. Meanwhile, Salamence provides a switch in to Fighting and Ground moves, as well as a nice Fire and Water resist.

tl;dr good type synergy, fast, intimidate, special attacker
 
I'm going safe here on my nomination.

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Cresselia @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
-Trick Room
-Moonblast
-Rest
-Calm Mind

Yes, I am re-nominating CM Rest Cress with emergency Trick Room, basically because it already meshes so well with Bisharp and with Terrakion. It shares no weaknesses, and Terrakion would love switching in on TTar's Crunch all day long, while Cress floats over any incoming EQs, absorbs any and all Fighting types, and with Moonblast, can even take them down.

Also going to repost what I said in my Core nomination about Cress/Bisharp:
This is an Anti-TR/Emergency TR core. Bisharp basically slays every single Trick Room user in the game, while TR Cress does one of two things. Either it resets Trick Room or sets it up on Tailwind/Fast mode teams, allowing it to abuse it with Bisharp's middling 70 base speed. It's super anti-meta currently, with Bisharp being anti-meta already, and Setup Cress being an unbreakable force lategame, as youngjake has recently found out (been using CM Cress since the beginning myself). This core fits on almost any team comp due to its flexibility and power, as well as its unpredictable nature. Monoattacking sets are usually frowned upon, but MonoFairy is actually very strong currently, as the only real resist is in Steel types. This core is quite weak to Heatran, but having another team member to take care of it, like Landorus-Therian, HP Ground-carrying Latios/Gardevoir, and opposing Heatran (BalloonTran is strong right now) help that out tremendously, and are all viable mons in the current metagame. This core also benefits from not including a MegaEvolution, allowing us much greater freedom while building the rest of the team, not limiting us to building around a Mega, but allowing us to use a Mega as a supporting check to troublesome teamcomps. The EVs on Bisharp are standard bulky killing machine, able to function in and out of Trick Room, faster than other Trick Room abusers, yet slower than fastmode abusers, and also carrying the all-powerful Knock Off and Priority Suckerpunch, which also received a huge buff as only Dark/Fairy resists now, which Iron Head terrifies. Cress is EV'd to be Physically Bulky, using CM to set up its Special Defense as well as its offenses. 0 Atk is for Confusion, while 0 Spd let's you become a terrifying SlowMon under TR, especially if you start building up CM boosts. Then, just Rest up and begin slaying.

Basically, it's already a perfect fit, and Cress fits so well on almost any team comp already, it's a no-brainer.

Well, I feel it's pretty obvious we could use something to stop us from being Fighting and Ground weak, particularly since EQ spam can be quite effective. Luckily, Doubles is full of mons that can deal with these things. We also want something that doesn't really mind Will-o-Wisp, since Bisharp and Terrakion both do. Three super common Pokemon that come to mind are Cresselia, Charizard, and Togekiss.

I'd like to see us go a slightly less standard route.

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Salamence @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Dragon Pulse
- Hydro Pump
- Fire Blast

Finally! An Intimidate user that doesn't hate every other Intimidate user or Will-o-Wisp. Mence has a good Speed tier for Doubles, a great ability, and a surprisingly high Special Attack of 110, for those who don't remember the terror that was MixMence. Since neither Bisharp nor Terrakion mind Rock Slides, there are already 2 good switch-ins for that. Additionally, Bisharp and Terrakion do a good job of beating down Hail. Meanwhile, Salamence provides a switch in to Fighting and Ground moves, as well as a nice Fire and Water resist.

tl;dr good type synergy, fast, intimidate, special attacker

I love the idea of using Sally. I don't think it's time to nominate it yet though. It would make a great glue mon later though I think, if we don't bring in Lando-T at some point.
 
ok time to make the boring nomination, and also repeat a mon from my original pair just because i honestly think it is the best choice to pair up with these two.

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Togekiss @ Sitrus Berry
Ability: Serene Grace
EVs: 252 HP / 92 Def / 164 SpD
Calm Nature
- Follow Me
- Air Slash
- Helping Hand
- Protect

bisharp+terrakion is obviously weak to fighting types and ground types, both of which are very common attack types in doubles. solution? use something that fucks over fighting and ground types. togekiss is perfect for that role, as not only does it take next to no damage from those moves that otherwise trouble the team so far, it can redirect something like a drain punch from conkeldurr and take hardly any damage from it, letting bisharp and terrakion live on. it also redirects annoying will-o-wisps and proceeds to give zero shits about them. Air Slash does a lot of damage to many of the common fighting types, and has that awesome 60% flinch if you outspeed. helping hand is a swaggy as fuck move that basically lets you annihilate something with your partner. i find its especially useful alongside bisharp, as if theres something you need to take out before it can attack, you can simply helping hand+sucker punch for a shit ton of damage and hopefully a ko. protect is awesome cos its protect etc etc etc. togekiss just fits really well on this team as it is so far, and is the perfect third mon imo.

if someone says wide guard aegislash i will probably vote for them ok
 
ok time to make the boring nomination, and also repeat a mon from my original pair just because i honestly think it is the best choice to pair up with these two.

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Togekiss @ Sitrus Berry
Ability: Serene Grace
EVs: 252 HP / 92 Def / 164 SpD
Calm Nature
- Follow Me
- Air Slash
- Helping Hand
- Protect

bisharp+terrakion is obviously weak to fighting types and ground types, both of which are very common attack types in doubles. solution? use something that fucks over fighting and ground types. togekiss is perfect for that role, as not only does it take next to no damage from those moves that otherwise trouble the team so far, it can redirect something like a drain punch from conkeldurr and take hardly any damage from it, letting bisharp and terrakion live on. it also redirects annoying will-o-wisps and proceeds to give zero shits about them. Air Slash does a lot of damage to many of the common fighting types, and has that awesome 60% flinch if you outspeed. helping hand is a swaggy as fuck move that basically lets you annihilate something with your partner. i find its especially useful alongside bisharp, as if theres something you need to take out before it can attack, you can simply helping hand+sucker punch for a shit ton of damage and hopefully a ko. protect is awesome cos its protect etc etc etc. togekiss just fits really well on this team as it is so far, and is the perfect third mon imo.

if someone says wide guard aegislash i will probably vote for them ok

I think Heal Bell has some strong merits here over Protect honestly. With 2 heavy hitters already, we could turn Kiss into a Cleric setup with Roost/Heal Bell/FM/Air Slash and completely ignore Status.
 
SMALL GOURGEIST

You will probably outspeed all Bisharp and (Mega) Tyranitar and get to burn them, but just in case.

252 Atk Dread Plate Bisharp Knock Off (97.5 BP) vs. 252 HP / 72+ Def Gourgeist-Small: 270-318 (85.9 - 101.2%) -- 6.3% chance to OHKO
252+ Atk Mega Tyranitar Crunch vs. 252 HP / 72+ Def Gourgeist-Small: 248-294 (78.9 - 93.6%) -- guaranteed 2HKO after sandstorm damage

This thing is pretty dang bulky for being that fast imo
252+ SpA Heatran Heat Wave vs. 252 HP / 160 SpD Gourgeist-Small: 270-318 (85.9 - 101.2%) -- 6.3% chance to OHKO
252 SpA Life Orb Latios Draco Meteor vs. 252 HP / 160 SpD Gourgeist-Small: 289-341 (92 - 108.5%) -- 50% chance to OHKO
252+ Atk Life Orb Talonflame Brave Bird vs. 252 HP / 72+ Def Gourgeist-Small: 296-351 (94.2 - 111.7%) -- 68.8% chance to OHKO


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Gourgeist-Small @ Sitrus Berry
Ability: Frisk
EVs: 24 Spd / 160 SDef / 252 HP / 72 Def
Impish Nature
- Seed Bomb
- Safeguard
- Will-O-Wisp
- Protect

We have our solid fighting, ground and water counter right here! I know mostly all of the sets submitted so far are trying to accomplish this as well, but this set can burn things to actually give the main core some longevity. Fastish Safeguard avoids burns on this 3 physical attacker core. Seed Bomb smacks Washtom hard. The speed is to outspeed fast Adamant Bisharp and Breloom to score the clutch burn/safeguard. You also outspeed every common version of Rotom-W, Heatran and Cresselia by a large margin.
 
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Im gonna nominate latias.

Latias (F) @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 80 SAtk / 176 Spd
Timid Nature
- Draco Meteor
- Tailwind
- Heal Pulse
- Safeguard

Latias has great synergy with the other 2 pokes as it resists fighting, fire, grass, water, psychic and ground. It provides speed control with tailwind, healing with heal pulse to help with life orb recoil, protection from WoWs and thunder waves with safeguard, and a strong draco meteor of itself. It is a great team supporter and takes the pressure off later picks to have speed control.

The evs let latias ohko latios with draco meteor and to outspeed positive nature max speed base 100s. It coveniently lets me put 252 evs into HP.
 
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Tangela @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 SDef / 4 Def
Bold Nature
- Leech Seed
- Protect
- Rage Powder
- Giga Drain

Takes nothing from almost every physical attack ever. Redirects and becomes an annoyer with leech seed. Is cuter than Amoonguss.

ps - this is actually a serious post
 
So I got ninja'd by AuraRayquaza but imo you may (or may not) prefer this set better:

Latias (F) @ Life Orb
Ability: Levitate
EVs: 176 HP / 92 SAtk / 240 Spd
Timid Nature
IVs: 0 Atk
- Psychic
- Draco Meteor
- Tailwind
- Heal Pulse

Obviously Latias is good as mentioned
Latias has great synergy with the other 2 pokes as it resists fighting, fire, grass, water, psychic and ground. It provides speed control with tailwind, healing with heal pulse to help with life orb recoil, protection from WoWs and thunder waves with safeguard, and a strong draco meteor of itself. It is a great team supporter and takes the pressure off later picks to have speed control.
But the additional SAtk investment here, combined with the Life Orb, also let Latias OHKO 0/4 Terrakion (which DOES give this core a fair bit of trouble with speed ties and all) with Psychic. More obviously, it also lets you net a guaranteed KO on all non-Haban/AV Dragons in the tier save Goodra (79.1 - 93.4%) and Latias (94.2 - 111.5%). This is especially important should you be facing Kyurem-Black, Mega Garchomp, Mega Ampharos or a bunch of other stuff bulkier than Latios, since these all give the team trouble (especially Mega Garchomp, which survives an LO CC fairly comfortably and hits back with Rock Slide / Earthquake). Furthermore, the extra speed lets Latias outspeed some key threats such as max+ speed Terrakion, Garchomp and Mega Pinsir, making it easier for you to set up Tailwind or drop a surprise Draco Meteor. On the other hand, three Life Orbs on a team may be a bit shaky, especially given the bulk which Latias sacrifices for its extra offensive power and speed. Just a thought though, so there you go~!
 
Hello my name is: ON FIRE
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Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Heat Wave
- Solar Beam
- Substitute
- Protect

What do Zard Y do for the team? EQ immune, fight resists, Sand Rush Excadrill has it's sand support neutered, gives us weather control. I went with Substitute since I think it's hella threatening from behind a sub and it can put up enough offensive pressure alongside Terrakion and Bisharp to force switches. Solarbeam hits bulky waters which Bisharp / Terrak will struggle to OHKO while Heat Wave dishes out the real damage to almost everything ever. Heatran and Chandelure who are the main counters to zard are also handily cut short by Terrakion and Bisharp.
 
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