Format: Doubles OU
Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rock Slide
- Earthquake
- Protect
- Crunch
Used as a check to weather teams and as a great switch in with tailwind. Basic tank with powerful sweeping capabilities once the fighting types and fairies have been dealt with. Good switching synergy with Mimikyu and Zapdos.
Scrafty @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Fake Out
- Drain Punch
- Knock Off
- Ice Punch
Intimidate good for obvious reasons. Provides fake out support to surprise win losing matchups, especially if they expect a switch. Ice punch to check dragons and Landorus-therian. Used mainly as a cripple to physical attackers and to check Tyranitar and the many psychics and ghosts in DOU. often paired in with Tyranitar or Heatran who can either check flying types or fairies. Very good switch in with tailwind.
Zapdos @ Misty Seed
Ability: Pressure
EVs: 252 HP / 68 Def / 92 SpA / 52 SpD / 44 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Tailwind
- Heat Wave
- Roost
Provides useful tailwind support for my otherwise fairly slow team as well as checking grass types like Tapu Bulu and steel types like Ferrothorn and Celesteela that would otherwise wall Tapu Fini well. Tbolt for other competing water types and consistent stab damage. Good defenses especially with misty seed, and can roost off moves like rock slide and thousand arrows until Tapu Fini can take the opponent out with muddy water or moonblast. Also checks Mega Charizard Y with misty seed activated, although Heatran can switch into that anyway.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 72 Def / 156 SpA / 28 SpD
Modest Nature
IVs: 0 Atk
- Muddy Water
- Calm Mind
- Moonblast
- Protect
Great starter, usually with Zapdos to lay misty terrain. Good check for sandstorm teams and dragons. Has solid defenses but enough power, especially with calm mind, to get rid of a good amount of offensive pressure like mega Medicham. Is a good check for Kyurem-black. Has incredible staying power especially with calm mind, and can turn into a sweeper if the opponent leaves it be to focus on the more obvious threats. Misty terrain works well with the rest of my team to prevent status, especially burns on my physical attackers, allowing me to sweep with confidence and check stall/status teams.
Mimikyu @ Ghostium Z
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shadow Sneak
- Wood Hammer
- Swords Dance
- Play Rough
Used as a fighting switch in since others on my team are weak to it. Also as a late game sweeper. Once the opponent’s team is a bit crippled, he will come in and swords dance-sweep through the last of the bulk on their team. Shadow sneak good for picking off the stragglers, and wood hammer mainly for checking rain teams and mega Swampert/Gastrodon. Play rough as useful stab and to check fighting types
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Heat Wave
- Ancient Power
- Protect
Used as a defensive switch and support/steel check. Can switch into fire, poison, and ground without being affected, as well as tank other types rather well. Mainly to check threats like tapu bulu as well as the many steel types who are so prominent in DOU like Celesteela, Genesect, Aegislash, Mega Metagross. Can also threaten annoying supports like Amoonguss and Whimsicott. Ancient power mainly for checking other fire types. Also great check for hail teams and Alolan Ninetails. Can be used in tandem with Tyranitar once fighting types have been taken out, using the balloon and protect to allow Tyranitar to get earthquakes off.
Potential Weaknesses: other teams with both weather and terrain control can leave me fighting for stage dominance, though it’s just as bad for them as it is for me. Hyper offensive teams with extremely high speed can potentially stuff me out in the beginning if they 1HKO Zapdos, leaving me with a team with great defenses, but lacking the speed to consistently sweep and keep momentum. I feel like I might need another tailwind user as a backup plan, but Zapdos has been pretty good at staying alive so far, so I've kept it at 1 to keep my sweeping power.
Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rock Slide
- Earthquake
- Protect
- Crunch
Used as a check to weather teams and as a great switch in with tailwind. Basic tank with powerful sweeping capabilities once the fighting types and fairies have been dealt with. Good switching synergy with Mimikyu and Zapdos.
Scrafty @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Fake Out
- Drain Punch
- Knock Off
- Ice Punch
Intimidate good for obvious reasons. Provides fake out support to surprise win losing matchups, especially if they expect a switch. Ice punch to check dragons and Landorus-therian. Used mainly as a cripple to physical attackers and to check Tyranitar and the many psychics and ghosts in DOU. often paired in with Tyranitar or Heatran who can either check flying types or fairies. Very good switch in with tailwind.
Zapdos @ Misty Seed
Ability: Pressure
EVs: 252 HP / 68 Def / 92 SpA / 52 SpD / 44 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Tailwind
- Heat Wave
- Roost
Provides useful tailwind support for my otherwise fairly slow team as well as checking grass types like Tapu Bulu and steel types like Ferrothorn and Celesteela that would otherwise wall Tapu Fini well. Tbolt for other competing water types and consistent stab damage. Good defenses especially with misty seed, and can roost off moves like rock slide and thousand arrows until Tapu Fini can take the opponent out with muddy water or moonblast. Also checks Mega Charizard Y with misty seed activated, although Heatran can switch into that anyway.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 72 Def / 156 SpA / 28 SpD
Modest Nature
IVs: 0 Atk
- Muddy Water
- Calm Mind
- Moonblast
- Protect
Great starter, usually with Zapdos to lay misty terrain. Good check for sandstorm teams and dragons. Has solid defenses but enough power, especially with calm mind, to get rid of a good amount of offensive pressure like mega Medicham. Is a good check for Kyurem-black. Has incredible staying power especially with calm mind, and can turn into a sweeper if the opponent leaves it be to focus on the more obvious threats. Misty terrain works well with the rest of my team to prevent status, especially burns on my physical attackers, allowing me to sweep with confidence and check stall/status teams.
Mimikyu @ Ghostium Z
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shadow Sneak
- Wood Hammer
- Swords Dance
- Play Rough
Used as a fighting switch in since others on my team are weak to it. Also as a late game sweeper. Once the opponent’s team is a bit crippled, he will come in and swords dance-sweep through the last of the bulk on their team. Shadow sneak good for picking off the stragglers, and wood hammer mainly for checking rain teams and mega Swampert/Gastrodon. Play rough as useful stab and to check fighting types
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Heat Wave
- Ancient Power
- Protect
Used as a defensive switch and support/steel check. Can switch into fire, poison, and ground without being affected, as well as tank other types rather well. Mainly to check threats like tapu bulu as well as the many steel types who are so prominent in DOU like Celesteela, Genesect, Aegislash, Mega Metagross. Can also threaten annoying supports like Amoonguss and Whimsicott. Ancient power mainly for checking other fire types. Also great check for hail teams and Alolan Ninetails. Can be used in tandem with Tyranitar once fighting types have been taken out, using the balloon and protect to allow Tyranitar to get earthquakes off.
Potential Weaknesses: other teams with both weather and terrain control can leave me fighting for stage dominance, though it’s just as bad for them as it is for me. Hyper offensive teams with extremely high speed can potentially stuff me out in the beginning if they 1HKO Zapdos, leaving me with a team with great defenses, but lacking the speed to consistently sweep and keep momentum. I feel like I might need another tailwind user as a backup plan, but Zapdos has been pretty good at staying alive so far, so I've kept it at 1 to keep my sweeping power.