(doubles uu) electric sundance

Hey, I'm kinda new here so apologies if I get anything wrong!

so like, my team is kinda stupid, i know, but it's really fun! still, I'd appreciate any help with optimisation as long as it still fits with the core idea. Obviously, it's built around Sun, electric terrain, and the dancer ability of oricorio. Here we go!

Electric Sundance - Doubles UU


fast (Regieleki) @ Choice Scarf
Ability: Transistor
Tera Type: Normal
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Volt Switch
- Electro Ball
- Extreme Speed
- Supercell Slam

So, this guy is obviously just for ridiculous speed, outspeeding most things even in tailwind, and pivoting around for weather/terrain shenanigans. Electro ball comes in clutch often because ~823 speed is multiples higher than most things in UU but i find myself volt switching more often than not. Espeed for if i need priority. Unfortunately he's still outsped by max speed dragapult in tailwind and a couple other mons in tailwind too

fox (Ninetales) @ Choice Specs
Ability: Drought
Shiny: Yes
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Overheat
- Solar Beam
- Dark Pulse

mostly he just gets pivoted into for setting sun, occasionally uses heat wave for spread damage or tera dark to deal with indeedee. solar beam for coverage and overheat if i really need something to die straight away

bug (Slither Wing) @ Choice Scarf
Ability: Protosynthesis
Tera Type: Fire
EVs: 252 Atk / 252 Spe / 4 SpD
Jolly Nature
- U-turn
- Close Combat
- Flare Blitz
- Wild Charge

like regi, this guy is mostly for pivoting shenanigans, but he has good coverage, especially for getting rid of bulky steel types with cc. I'm not quite sure on the last 2 moves though - ofc they are boosted by sun/eterrain which is nice, but maybe something else would suit better? and first impression can be really handy too, but obviously it kinda sucks with scarf. Tera fire for willowisp immunity but something else might work better?

robot (Iron Moth) @ Booster Energy
Ability: Quark Drive
Shiny: Yes
Tera Type: Grass
EVs: 120 HP / 132 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Discharge
- Dazzling Gleam
- Solar Beam

EV spread so that quark drive boosts speed. Oricorio can double up fiery dances which is great, and the rest is just for if i really can't use fire type moves rn. but I'm open to other coverage options, not really sure what else would work here. Tera grass for resisting ground.

dance (Oricorio) @ Charcoal
Ability: Dancer
Shiny: Yes
Tera Type: Electric
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Revelation Dance
- Quiver Dance
- Roost
- Tailwind

kinda bulky EV spread because he's normally mostly just using fiery dance at the same time as iron moth. tailwind is great, but i really wish i had a bunch more move slots here! generally he's out when it's safe for iron moth to be out, and uses support/healing/setup moves unless i need 3 attacks to get rid of something bulky in which case I use revelation dance too. tera electric for getting rid of water types/flash fire users.



blob (Pincurchin) @ Choice Band
Ability: Electric Surge
Tera Type: Dark
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Supercell Slam
- Sucker Punch
- Throat Chop
- Liquidation

he sets terrain, which is handy to shut down indeedee/armarouge teams. and sucker punch/tera dark helps deal with those too. super slow so he pretty much always goes first in trick room, but still i kind of struggle dealing with trick room teams sometimes. he's actually pretty strong for a little blob, gets ohkos on psychic/ghost types fairly often, but once people realise I'm running sucker punch the surprise element is obviously lost. I never really use liquidation if im honest, maybe poison jab would be better in certain situations?


so yea, obviously it's kinda extremely niche and situational, but still I'd appreciate any tips or advice!
 

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Hey, welcome to Smogon! If you're interested in learning more about Doubles UU, check out out Forum Thread and Discord! I also recommend the Doubles Basics section of This Thread, as you seem to be missing some fundamentals like the importance of Protect.

So, while Sun can be strong in DUU when properly built around, Pincurchin (and manual eterrain) is just such a liability to bring that the payoff is never worth it. The same is true for Oricorio, where the mon is barely stronger than standard attackers even after a QD, and it also forces very gimmicky and inflexible teams.

That said, I'll try to preserve all 3 conditions with my version, but you should really check out this Sample Team for a legitimately strong Sun build.

:ninetales::pincurchin::oricorio::iron-moth::sandy-shocks::kommo-o:
https://pokepast.es/6f26c0a7dd3626c3
Ninetales @ Eject Pack
Ability: Drought
Tera Type: Grass
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Encore
- Will-O-Wisp
- Protect

Pincurchin @ Life Orb
Ability: Electric Surge
Tera Type: Dark
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Supercell Slam
- Sucker Punch
- Throat Chop
- Thunder Wave

Oricorio @ Sitrus Berry
Ability: Dancer
Tera Type: Ground
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Revelation Dance
- Air Slash
- Tailwind
- Protect

Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Grass
EVs: 124 HP / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Energy Ball
- Acid Spray
- Protect

Sandy Shocks @ Assault Vest
Ability: Protosynthesis
Tera Type: Grass
EVs: 48 HP / 208 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Thunderbolt
- Electroweb
- Volt Switch

Kommo-o @ Clear Amulet
Ability: Overcoat
Tera Type: Fire
EVs: 168 HP / 176 Atk / 164 Spe
Jolly Nature
- Drain Punch
- Fire Punch
- Clangorous Soul
- Protect

So, the main issues of your original team were too many frail mons without protect and far too much choice lock. Protect is very important for any Doubles prediction and helps your team not get run over by Trick Room. Too many choice mons also has a similar issue in weakening your offense, forcing you to switch out when locked into something unfavorable. These set changes should give you more coverage and utility when you need it.

In terms of specific matchups, your original team had a lot of trouble against opposing fires, especially Heatran who you could barely touch, so I added Sandy Shocks and Kommo-o to help answer them. On a more balanced team, mons like Ogerpon-Cornerstone, AV Baxcalibur, and Great Tusk would be much more reasonable additions, but I had to make concessions to your original theme. Clangorous Soul is also another move for Dancer, which wasn't reliably activating before from just Fiery Dance.

For other changes, I updated Ninetales and Pincurchin's sets to make them easier to pivot out of. These mons are just dead weight that you use for their ability, you want to bring in your real attackers as soon as possible. Also note that Ground Tera Revelation Dance also lets Oricorio hit Heatran and others, though you'll lose access to fire moves.

Please let me know if you have any questions about the changes or about Doubles in general. Hope this helps!
 
Hey, thanks so much for your response! I have a couple questions I guess, probably just stemming from me not being very good unfortunately...

but anyway, the main reason i had so much choice spam in the first place was because I find it hard to keep control of weather and terrain (for example vs rain/psyspam combos) without switching all the time anyway. so now that my team won't have as much crazy speed i don't know how I should be dealing with situations like this:

https://replay.pokemonshowdown.com/gen9doublesuu-2411099705-vr99bnlovnwpg04ofml1cl0dphnsndlpw

what would be the best way to lead/pivot to deal with that stuff with your setup? I guess I'm just depending on unexpected speed being able to still go first vs swift swim etc as a crutch because I'm not sure what the usual methods are
 
Sure, so like you've mentioned yourself, Regieleki is the only mon that can realistically expect to outspeed mons under tailwind, but even then it can't always pass everything, or even threaten the mons it does outspeed. High speed also doesn't help at all against Trick Room or priority moves, TR Necrozma or Entei Espeed would just run through everything.

That's where Protect comes in, it's not just for defense, but also a tool for prediction or taking a stronger position next turn. You can protect with one mon while the partner kills the threat, or switches to something that can deal with it.

Take that Thund + Basc from your replay as an example. Let's say you led Ninetales + Iron Moth. Basc in rain can Wave Crash and kill either, it's an awful position. Still, with protect you can recover or at least mitigate the loss. If you're willing to spend tera immediately, protect Ninetales + Grass Tera Energy Ball with Moth will beat the Basc here, without risking any damage on the Tales slot, while Moth becomes a water resist. Without tera, you could protect with Moth while switching Tales for Pincurchin. While the team still isn't great defensively, Pin can survive a Wave Crash.

Next turn, your opponent has a lot more things to worry about. Pin can kill Basc with Dark Tera Sucker, or with Supercell regardless. Moth still has Grass Tera Energy Ball available. Either mon can switch back into Tales, weakening Basc unless Thund clicks Rain Dance again while it's already raining.

Understanding your own options, your opponent's options, and how favorably they'll interact is the bread and butter of doubles play, which is why Protect, Fake Out, redirection, and speed control are so important for giving you more useful options across multiple turns. Running too many Choice mons or inflexible gimmicks like Oricorio takes away from those options as well. A stronger sun team would cut Dancers for more reliable speed control like Tailwind Enamorus, better defensive utility like Spore Rage Powder Brute Bonnet, or just generally superior mons like Rockpon or Great Tusk.
 
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