SM Doubles OU Fake Out, Volt-Turn, Repeat

The back three of this team has been tweaked over the last few months but the core strategy has remained the same. With the recent addition of Kommo-o, the team has surged up the leaderboards and now sits in the top 25 for Doubles OU. Looking for suggestions on potential small edits that might allow for a push into the Top 10.


Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Volt Switch
- Dazzling Gleam
- Discharge
Koko's primary role is to set an electric terrain to activate Surge Surfer for Raichu and then volt-turn out into a better option. Max speed investment and Timid nature to ensure he outspeeds at least one of the opponents Pokemon. Raichu will always Fake Out the primary threat, particularly Lando-T and Zygarde. Specs ensure maximum damage output as he will be volt switching in most scenarios. Dazzling Gleam checks many of the OU threats like Salamence, Zygarde, and Kommo-o. HP Fire was run in the past for checks on Ferrothorn and Scizor but being locked into a low power move was less than ideal. Volt-Turn allows solid damage output and switching into other good checks to handle these threats. Discharge is instead used for end game clean up and other situational uses as my team has methods to avoid or minimize damage from this.


Raichu-Alola @ Focus Sash
Ability: Surge Surfer
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Fake Out
- Thunderbolt/Grass Knot
- Volt Switch
- Psychic/Psyshock
In most games, Raichu and Koko are the team leads. As such, there is a problematic weakness to ground. Raichu's primary goal on turn 1 is to Fake Out the largest potential threat to these two so that Koko can safely volt-turn. With the focus sash and Fake Out, A-Raichu is almost guaranteed to survive turn one as nothing will outspeed it with Surge Surfer. His primary goal on turn 2 is to safely volt switch out into either Celesteela or Lando-T to avoid any potential ground attacks that may be directed at him. Since it already holds a Focus Sash and its defense stat is abysmally low, there is no reason to even have a neutral investment in defense. Mild nature ensures Fake Out does a few percent extra in damage. Psychic is typically used for extra damage output. Thunderbolt is typically used as a high powered option that allows A-Raichu to stay on the field although Grass Knot can be used for situational Pokemon like Mega Swampert which it will OHKO.


Incineroar @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 108 Atk / 20 Def / 116 SpD / 12 Spe
Adamant Nature
- Flare Blitz
- U-turn
- Fake Out
- Knock Off
In most games, Incineroar is switched in once Koko volt-turns. This not only allows for immediate intimate pressure on dangerous physical attackers, namely Lando-T, but ensures the same potential threat that A-Raichu attacked with Fake Out on turn 1 can be struck again by Fake Out on turn 2 if necessary. Incineroar's presence on turn 2 almost always guarantees A-Raichu a volt switch exit. Max HP and high special defense investment ensure great durability and the combination of intimate and Assault Vest usually guarantee at least 1-2 turns of survival. A small speed investment will allow it to outspeed an opponents uninvested Incineroar. Otherwise, Incineroar's primary goal is to attack drop physical attackers, fake out the primary threat, and then u-turn out.


Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Explosion
- U-turn
Like Incineroar, he greatly checks other physical Pokemon and has a great synergy with Raichu as he can safely switch in on ground type attacks and particularly opposing Lando-T. Rock Slide offers strong flinch potential while Earthquake and Explosion can be selectively used to inflict massive damage on the opponent. Typically, his goal is to Intimidate and then immediately U-Turn if it is expected that the opponent will have to remove a physical attacker whose power has been halved by Incineroar and Lando-T over the last 2 turns. Scarf with max speed ensures safe pivot or first chance at Rock Slide for maximum flinch potential.


Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 156 Def / 100 SpD
Relaxed Nature
- Flamethrower
- Leech Seed
- Protect
- Heavy Slam
Alongside Incineroar, Celesteela offers some necessary bulk and an important ground type immunity to cover some of the team's frailty and ground weaknesses. Leech seed stall can force anything that doesn't hard counter Celesteela to exit the field and Flamethrower is necessary coverage against opposing Celesteela, Ferrothorn, and Scizor. Some increased investment in physical defense to cover physical water and fighting Pokemon. Otherwise a fairly standard set-up with obvious benefits.


Kommo-o @ Kommonium Z
Ability: Soundproof
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Clanging Scales
- Flamethrower
- Close Combat
- Protect
The designated sweeper for the team. The primary goal of the intimidating and volt-turning is to find a safe way for him to enter the field and Clanglorious Soul Blaze. As he does not carry poison jab, it is essential that any opposing Tapu be removed from the field, particularly Tapu Lele. Protect allows Koko and Lando-T to use their field damaging moves to clear out any of his remaining threats before using his Z-Move. Flamethrower again offers key coverage for Celesteela, Ferrothorn, and Scizor as well as an option to not lower its stats. Soundproof protects against hyper voice users like Mega Gardevoir and Mega Salemence that might otherwise OHKO him. Max speed is necessary to ensure best chance at getting his z-move off.

This team has done exceptionally well so far. With 4 Pokemon that can volt-turn, 2 with Intimidate, and 2 with Fake Out, it is very easy to control the board and safely switch out from or cripple opposing threats.

Trick Room teams can be particularly problematic for this team as Trick Rooms eliminates the synergy the team gets from constantly resetting the field. Even with concentrated effort, bulk TR setters, namely Porygon 2, can still set it up before being KOed.

Zapdos can be a problematic opponent as most carry HP Ice to force out Lando-T and usually can get off a Tailwind before being KOed.
While not crippling, Stealth Rock can be problematic if placed in the early game. Although opposing Lando-T can usually be KOed before using it, Heatran will typically get it off as most are heavily invested in Special Defense.

The team manages exceptionally well against Rain Teams as the Fake Out and Intimidate pressure will typically keep Mega Swampert in check while other water threats are obliterated by Tapu Koko and A-Raichu. It does moderately well against sandstorm teams as Lando-T and Celesteela can typically stall out the weather and prevent opposing set-ups.

If an opponents leads with a flying or water Pokemon against Tapu Koko and A-Raichu and has a ground type in reserve, it is usually advised to double down on the other Pokemon in anticipation of a switch as the opponents will almost always be forced into that move.

Overall this has been my most successful team to date and has cracked the Top 20 of Showdown leaderboards. No team is ever complete and so if there are small edits that should be considered for particular matchups, I am happy to hear them.

Thanks!
 

Platinum God n1n1

the real n1n1
is a Tiering Contributor
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Dazzling Gleam
- Hidden Power [Ice]

Raichu-Alola @ Focus Sash
Ability: Surge Surfer
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fake Out
- Thunderbolt
- Volt Switch
- Psyshock

Incineroar @ Figy Berry
Ability: Intimidate
EVs: 252 HP / 44 Atk / 56 Def / 156 SpD
Adamant Nature
- Fake Out
- Flare Blitz
- Knock Off
- U-turn

Landorus-Therian @ Wiki Berry
Ability: Intimidate
EVs: 252 HP / 44 Def / 212 SpD
Modest Nature
IVs: 30 Atk
- Earth Power
- U-turn
- Stealth Rock
- Hidden Power [Ice]

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 120 Atk / 12 Def / 128 SpD
Sassy Nature
- Heavy Slam
- Flamethrower
- Leech Seed
- Protect

Kommo-o @ Kommonium Z
Ability: Soundproof
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Clanging Scales
- Flamethrower
- Close Combat
- Protect

Koko
  • Running both U-turn and Volt Switch is redundant, I changed U-turn to Hidden Power Ice. It will give you OHKO's against most Salamences and some Zygardes and Landos. Dazzling Gleam is too weak to OHKO Salamence because spread moves do 75% damage in Doubles, still it is a good move agsinst those mons when they are not at full health.
  • Changed Discharge to Thunderbolt. You only have 1 mon with immunity to electric (Lando), so use Thunderbolt instead as it is more powerful and doesn't damage your teammate.
Raichu-Alola
  • This mon is pretty frail and weak. I would recommend getting rid of it altogether.
  • If you really want to use it the only change I would make is make it max speed. If opponent switches in another Tapu and changes the terrain then you start to under speed a lot of common threats (Kyurem, Lele, Kartana, ect), at max speed you can out run them with out electric terrain.
Incineroar
  • You are running Assault Vest which is fine, but Figy Berry is generally better as it can very reliably eat the berry and recover 50% health.
Landorus-Therian
  • Only 2 of your mons have protect so Explosion does not fit well on this team. Same with Earthquake, you have 3 ground weaks with no protect and only 1 other ground immune.
  • I've changed it to Special Lando with HP Ice to help with the opposing ground types(Landos and Zygardes) who could give you problems
Celesteela
  • Like Raichu, this mon is really not that viable and I would suggest a better steel type such as Kartana. Also changed the EVs, with double intimidate you dont need to invest so much into its defense.

Other Comments and Suggestions
  • You have no speed control other than Riachu, so TW and TR teams could be an issue.
  • You have no Mega. Its not required but you are almost always better off with one. I would suggest CharY, you can build a really good team around Kommo, Koko, Lando and CharY. Take a look at this sample by emforbes
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Overheat
- Solar Beam
- Protect

Kommo-o @ Kommonium Z
Ability: Soundproof
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Clanging Scales
- Stealth Rock
- Flamethrower
- Protect

Kartana @ Focus Sash
Ability: Beast Boost
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Tailwind
- Detect

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Protect

Porygon2 @ Eviolite
Ability: Download
EVs: 248 HP / 68 Def / 192 SpA
Quiet Nature
IVs: 0 Atk / 2 Spe
- Icy Wind
- Thunderbolt
- Recover
- Ally Switch

Landorus-Therian @ Iapapa Berry
Ability: Intimidate
EVs: 232 HP / 12 Atk / 56 Def / 4 SpD / 204 Spe
Adamant Nature
- Earthquake
- U-turn
- Defog
- Protect
 
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