First time posting a team to be rated, so sorry if anything is out of place.
I've played with this team for a good 2 months now, and got fairly high on the ladder with it, and wanted to post it and see if there is anything I'm missing or anywhere I can improve it. I'll go into what pokemon has what issues in their descriptions.
The idea behind this team sounds simple, and it is really. Most of the team is geared around being immune to either ground, electric or both. Discharge and earthquake spammed together has been working very well, it started after using a full volt absorb team, and I wanted to tweak it to something more suited to me.
Also I suck at EVs so I think that is where I'll be needing the most advice.
Garchomp @ Garchompite
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Earthquake
- Dragon Claw
- Rock Slide
- Poison Jab
Garchomp was always something I overlooked, I really don't like the 4x weakness to ice but I can deal with it if I see any potential ice shard users on the opposing team. It has worked as both a lead and a late game sweeper, delaying the mega evo for the extra 10 base speed has saved me in the past. It has poison jab (which replaced fire punch) because fairies, and has saved me many times in the past.
It is usually paired with;
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Discharge
- Protect
- Heat Wave
- Toxic
Zapdos and Garchomp have worked very well for me as leads, to the point where I usually just go for it and send them out regardless. Discharge is the main offence for the team, alongside earthquake. It's EVs are probably best served somewhere else, which is again why I'm here.
Toxic/protect is basic stalling, while heatwave can catch some people off guard and deals with abomasnow which destroys this team.
Thundurus-Therian @ Life Orb
Ability: Volt Absorb
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Discharge
- Thunder
- Focus Blast
- Grass Knot
This is the main offensive force on the electric side. Thunder is for quickly dealing with rain teams under rain and Grass Knot hits Gastrodon which makes this team tear its hair out.
Discharge follows the theme of the team and focus blast is to hit Tyranitar, Steel types and for some reason Heliosk because it annoys me and I keep seeing it. The EVs are straight forward and it gets a nice heal when paired with anything using Discharge which makes the life orb more than viable.
Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Earthquake
- Rock Slide
- Knock Off
- U-turn
A very nice typing for my team, avoids both Discharge and Earthquake, aswell as having some force behind it. I was using a bulkier set but the EVs were all over the place and I figured I'd try slapping max offence on it.
Rock Slide has helped alot, which is why It's backed up on Garchomp. Deals with both MegaZards nicely too. Usually paired with Thundurus for double genie power. Knock off is to get leftovers off bulkier mons, and U-turn for repeated Intimidate.
I'm not sure about Yache Berry, Assault Vest or Leftovers on this one. I know Choice Scarf/Band works but I don't like being locked in much as it limits the rest of my team if someone pulls out something with an immunity or resistance.
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Earthquake
- Ice Shard
- Icicle Crash
- Return
On this team for it's nickname, the dragonslayer. It's been useful when it gets down to only dragon and flying types on the enemy team (which is a strangely large amount), but is too slow to have much use elsewhere. One of the weaker links on the team, as it gets hit by Earthquake and disrupts synergy.
Ice Shard is the money move, as it forgets the low speed and allows me to finish off annoying faster stuff and in some cases one hit some 4x weak mons.
Return is probably pretty stupid but I was stuck for anything else to give it. The life orb gives it a kick that's saved me alot.
Jolteon @ Air Balloon
Ability: Volt Absorb
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Discharge
- Hidden Power [Ice]
- Protect
- Shadow Ball
Another mon that makes Earthquaking dangerous, hence the Balloon, but makes up for it with great Thundurus synergy.
HP ice is to hit Dragons/Ground/Rock types that will give me issues, and shadow ball deals with Psychic/Ghost types.
The speed is very helpful on this, so it's second in line to revenge kill weaker stuff after Mammoswine.
Pretty basic EVs.
Overview
Its a very offensive team, with a very big ice weakness. Abomasnow, Starmie, pretty much anything that carries ice moves is an issue. Water is dealt with pretty fast but Rotom-W and Gastrodon cause the most chaos, mainly because Grass Knot doesn't hit them that hard because of weight.
I also HATE wide guard. It limits my healing, prevents damage, and wastes turns. I usually carry single target stabs on my mons bar a few, but if I don't see it coming then that first turn can lose it for me.
I have countered ice before, and this team performs very well overall, I just wanted to patch up anything that I can. It has come back from behind many, many times but I'm sure there's more it can do with some tweaking.
Replays
http://replay.pokemonshowdown.com/smogondoublescurrent-126011097
http://replay.pokemonshowdown.com/smogondoublescurrent-126042371
http://replay.pokemonshowdown.com/smogondoublescurrent-126086942
I've played with this team for a good 2 months now, and got fairly high on the ladder with it, and wanted to post it and see if there is anything I'm missing or anywhere I can improve it. I'll go into what pokemon has what issues in their descriptions.
The idea behind this team sounds simple, and it is really. Most of the team is geared around being immune to either ground, electric or both. Discharge and earthquake spammed together has been working very well, it started after using a full volt absorb team, and I wanted to tweak it to something more suited to me.
Also I suck at EVs so I think that is where I'll be needing the most advice.

Garchomp @ Garchompite
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Earthquake
- Dragon Claw
- Rock Slide
- Poison Jab
Garchomp was always something I overlooked, I really don't like the 4x weakness to ice but I can deal with it if I see any potential ice shard users on the opposing team. It has worked as both a lead and a late game sweeper, delaying the mega evo for the extra 10 base speed has saved me in the past. It has poison jab (which replaced fire punch) because fairies, and has saved me many times in the past.
It is usually paired with;

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Discharge
- Protect
- Heat Wave
- Toxic
Zapdos and Garchomp have worked very well for me as leads, to the point where I usually just go for it and send them out regardless. Discharge is the main offence for the team, alongside earthquake. It's EVs are probably best served somewhere else, which is again why I'm here.
Toxic/protect is basic stalling, while heatwave can catch some people off guard and deals with abomasnow which destroys this team.

Thundurus-Therian @ Life Orb
Ability: Volt Absorb
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Discharge
- Thunder
- Focus Blast
- Grass Knot
This is the main offensive force on the electric side. Thunder is for quickly dealing with rain teams under rain and Grass Knot hits Gastrodon which makes this team tear its hair out.
Discharge follows the theme of the team and focus blast is to hit Tyranitar, Steel types and for some reason Heliosk because it annoys me and I keep seeing it. The EVs are straight forward and it gets a nice heal when paired with anything using Discharge which makes the life orb more than viable.

Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Earthquake
- Rock Slide
- Knock Off
- U-turn
A very nice typing for my team, avoids both Discharge and Earthquake, aswell as having some force behind it. I was using a bulkier set but the EVs were all over the place and I figured I'd try slapping max offence on it.
Rock Slide has helped alot, which is why It's backed up on Garchomp. Deals with both MegaZards nicely too. Usually paired with Thundurus for double genie power. Knock off is to get leftovers off bulkier mons, and U-turn for repeated Intimidate.
I'm not sure about Yache Berry, Assault Vest or Leftovers on this one. I know Choice Scarf/Band works but I don't like being locked in much as it limits the rest of my team if someone pulls out something with an immunity or resistance.

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Earthquake
- Ice Shard
- Icicle Crash
- Return
On this team for it's nickname, the dragonslayer. It's been useful when it gets down to only dragon and flying types on the enemy team (which is a strangely large amount), but is too slow to have much use elsewhere. One of the weaker links on the team, as it gets hit by Earthquake and disrupts synergy.
Ice Shard is the money move, as it forgets the low speed and allows me to finish off annoying faster stuff and in some cases one hit some 4x weak mons.
Return is probably pretty stupid but I was stuck for anything else to give it. The life orb gives it a kick that's saved me alot.

Jolteon @ Air Balloon
Ability: Volt Absorb
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Discharge
- Hidden Power [Ice]
- Protect
- Shadow Ball
Another mon that makes Earthquaking dangerous, hence the Balloon, but makes up for it with great Thundurus synergy.
HP ice is to hit Dragons/Ground/Rock types that will give me issues, and shadow ball deals with Psychic/Ghost types.
The speed is very helpful on this, so it's second in line to revenge kill weaker stuff after Mammoswine.
Pretty basic EVs.
Overview
Its a very offensive team, with a very big ice weakness. Abomasnow, Starmie, pretty much anything that carries ice moves is an issue. Water is dealt with pretty fast but Rotom-W and Gastrodon cause the most chaos, mainly because Grass Knot doesn't hit them that hard because of weight.
I also HATE wide guard. It limits my healing, prevents damage, and wastes turns. I usually carry single target stabs on my mons bar a few, but if I don't see it coming then that first turn can lose it for me.
I have countered ice before, and this team performs very well overall, I just wanted to patch up anything that I can. It has come back from behind many, many times but I'm sure there's more it can do with some tweaking.
Replays
http://replay.pokemonshowdown.com/smogondoublescurrent-126011097
http://replay.pokemonshowdown.com/smogondoublescurrent-126042371
http://replay.pokemonshowdown.com/smogondoublescurrent-126086942