Im willing to take all criticism.
Im fairly new to competitive pokemon, so please bear with me if I've made any major rookie mistakes.
Theres a small doubles tournament coming up where I live, so I thought, what the heck why not try it. I'm not too sure of the rules yet, but I'm trying to abide to VGC rules as close as possible.
I wanted my team to be centred around mega Scizor and choice scarf Gardevoir. I chose these two because both seem to have strong potential to sweep and I can switch Scizor into a steel, poison or specially defensive pokemon, and switch Gardevoir into special fire types and physically defensive pokemon.
Sets are as followed
Gardevoir @Choice Scarf
Modest nature
Trace
Moonblast
Psyshock
Thunderbolt
Focus blast
252 Spe/ 252 Spa/ 4 Hp
Trace to get some useful abilities like intimidate off Gyarados, and levitate of Rotom. Plus I'm not a good breeder and HAs are an ass for me to get.
Moonblast is her primary STAB move, hits dragons and darks pretty hard. Psyshock is STAB useful for when some special comes out. Thunder bolt to cover things like Talonflame and Azumarill. Focus blast to take out Aegislash and other steel types when Scizor cant switch in. The EVs are to maximize speed and damage, and the rest went into hp to add that tiny, tiny bit of bulk.
Scizor Scizorite
Adamant nature
Technician
Bullet punch
Pursuit
U-turn
Swords dance
252 Att/ 252 Spe/ 4 Hp
Technician boost the damage of pursuit and bullet punch.
Bullet punch is STAB and takes out fairy, rock and ice types. Pursuit leaves a mark on anyone who tries to switch out. U-turn keeps up momentum and helps Scizor get out of unwanted situations. Swords dance is for when Scizor gets a free turn to boost his damage. EVs are similar to Gardevoir's just in Att instead of Spa.
After I decided on these two, I though Gardevoir couldn't cover Scizor's 4x fire weakness, and decided to add in Azumarill.
Set is as follows
Azumarill @Sitrus berry
Adamant nature
Huge power
Belly drum
Aqua jet
Play rough
Knock off
252 Att/ 128 Hp/ 128 Spe
Huge power is to make Azumarill a damage monster, and Sitrus berry is to heal back that belly drum hp.
Azumarill has Belly drum to sky rocket his attack and slam everyone in his way. Aqua jet Stab is to hit pokemon that outspeed him. Play rough his higher damage STAB and may be possibly be substituted with waterfall. Knock off is to get rid of sashes, rocky helmets, and berries that may prevent Azumarill from wrecking. Knock could be substituted with taunt to stop will-o-wisps and thunder waves from halting his sweep. EVs maximize damage, help with the belly drum hp loss and help him outspeed some slower pokemon.
Azumarill acts as a bit of a revenge killer on the side.
The addition of Azumarill adds another steel/poison weakness to field with an electric weakness to go along. At first Hippowdon was my going to be my go to guy, but I found sand-stream would probably do more harm than good for my team. Since I can seem to come across a sand force Hippopotas, it opted to run Donphan instead. Donphan deals helps deal with poison, steel and electric types, and adds some needed bulk to my team.
Set is as follows
Donphan Rocky Helmet
Adamant nature
Sturdy
Earthquake
Gyro ball
Rock slide
Taunt
252 Hp/ 252 Att/ 4 Def
Sturdy to survive any OHKOs and rocky helmet to deal some damage back to contact moves.
Earthquake is my STAB, and does decent damage. Gyro Ball helps chunk pokemon faster than Donphan. Rock slide is to hit those flying types who are immune to earthquake. Taunt helps keep my other pokemon safe from thunder wave, toxic, etc. taunt could be replaced with protect to survive hydro pumps from Greninja and Ice shards from Mamoswine or Ice shard to hit grass, dragon, ground, and flying types. EVs help Donphan be bulky and somewhat keep up with the fast offensive pace of doubles.
With Donphan added to the team grass type weakness is now a problem. With enough physical attackers on the team, I chose not to go with Talonflame and went with Ninetales instead.
Set is as follows
Ninetales Life Orb
Modest nature
Flash fire
Flamethrower
Energy ball
Extrasensory
Hex
252 Spe/ 252 Spa/ 4 Hp
Based on my team drought I found like sand stream would not help my team, but rather would hurt it. Flash fire lets her switch in to fire attacks aimed at Scizor. Flamethrower is her STAB move, though fire blast is another option. Energy ball hits her weakness of ground, rock, and water. Extrasensory to deal with fighting types and helps with poison types going after Gardevoir and Azumarill. Hex is to deal with ghosts and psychics, and hits anyone who maybe burned or paralyzed. EVs are exactly like Gardevoir's and help Ninetales dish out a bit of damage.
For my final team member I wanted someone who could cover Ninetales' water weakness and could work with Donphan's earthquake. I chose specially defensive Rotom-W to cover the water weakness, be immune to earthquakes, deal damage, Hinder enemy sweepers. On the plus side Rotom-W's only weakness is covered by Ninetales.
Set is as follows
Rotom-W Leftovers
Modest Nature
Levitate
Hydro pump
Voltswitch
Thunder wave
Confuse ray
252 Hp/ 252 Spa/ 4 Spe
Leftovers to help Rotom-W stay out in battle longer. Hydro pump hits Talonflame, Hippowdon, and Charizard Y hard and is the main STAB move. Voltswitch hits Gyarados and keeps Rotom-W out of bad situations. Thunder wave to help out the rest of the team, and confuse ray as another kick in the ass for those paralyzed pokemon. EVs help Rotom-W be bulky while still doing fair damage.
Some pokemon I have on hand that could possibly be tossed in are
Hazard Roserade
Hazard Skarmory
Mixed wall Milotic
Physical attacker Weavile
Special attacker Greninja
Special wall Sylveon
Physical attacker Mega Mawile.
So please give suggestions on movesets and better pokemon for the situation.
Thanks.
Im fairly new to competitive pokemon, so please bear with me if I've made any major rookie mistakes.
Theres a small doubles tournament coming up where I live, so I thought, what the heck why not try it. I'm not too sure of the rules yet, but I'm trying to abide to VGC rules as close as possible.
I wanted my team to be centred around mega Scizor and choice scarf Gardevoir. I chose these two because both seem to have strong potential to sweep and I can switch Scizor into a steel, poison or specially defensive pokemon, and switch Gardevoir into special fire types and physically defensive pokemon.
Sets are as followed
Gardevoir @Choice Scarf
Modest nature
Trace
Moonblast
Psyshock
Thunderbolt
Focus blast
252 Spe/ 252 Spa/ 4 Hp
Trace to get some useful abilities like intimidate off Gyarados, and levitate of Rotom. Plus I'm not a good breeder and HAs are an ass for me to get.
Moonblast is her primary STAB move, hits dragons and darks pretty hard. Psyshock is STAB useful for when some special comes out. Thunder bolt to cover things like Talonflame and Azumarill. Focus blast to take out Aegislash and other steel types when Scizor cant switch in. The EVs are to maximize speed and damage, and the rest went into hp to add that tiny, tiny bit of bulk.
Scizor Scizorite
Adamant nature
Technician
Bullet punch
Pursuit
U-turn
Swords dance
252 Att/ 252 Spe/ 4 Hp
Technician boost the damage of pursuit and bullet punch.
Bullet punch is STAB and takes out fairy, rock and ice types. Pursuit leaves a mark on anyone who tries to switch out. U-turn keeps up momentum and helps Scizor get out of unwanted situations. Swords dance is for when Scizor gets a free turn to boost his damage. EVs are similar to Gardevoir's just in Att instead of Spa.
After I decided on these two, I though Gardevoir couldn't cover Scizor's 4x fire weakness, and decided to add in Azumarill.
Set is as follows
Azumarill @Sitrus berry
Adamant nature
Huge power
Belly drum
Aqua jet
Play rough
Knock off
252 Att/ 128 Hp/ 128 Spe
Huge power is to make Azumarill a damage monster, and Sitrus berry is to heal back that belly drum hp.
Azumarill has Belly drum to sky rocket his attack and slam everyone in his way. Aqua jet Stab is to hit pokemon that outspeed him. Play rough his higher damage STAB and may be possibly be substituted with waterfall. Knock off is to get rid of sashes, rocky helmets, and berries that may prevent Azumarill from wrecking. Knock could be substituted with taunt to stop will-o-wisps and thunder waves from halting his sweep. EVs maximize damage, help with the belly drum hp loss and help him outspeed some slower pokemon.
Azumarill acts as a bit of a revenge killer on the side.
The addition of Azumarill adds another steel/poison weakness to field with an electric weakness to go along. At first Hippowdon was my going to be my go to guy, but I found sand-stream would probably do more harm than good for my team. Since I can seem to come across a sand force Hippopotas, it opted to run Donphan instead. Donphan deals helps deal with poison, steel and electric types, and adds some needed bulk to my team.
Set is as follows
Donphan Rocky Helmet
Adamant nature
Sturdy
Earthquake
Gyro ball
Rock slide
Taunt
252 Hp/ 252 Att/ 4 Def
Sturdy to survive any OHKOs and rocky helmet to deal some damage back to contact moves.
Earthquake is my STAB, and does decent damage. Gyro Ball helps chunk pokemon faster than Donphan. Rock slide is to hit those flying types who are immune to earthquake. Taunt helps keep my other pokemon safe from thunder wave, toxic, etc. taunt could be replaced with protect to survive hydro pumps from Greninja and Ice shards from Mamoswine or Ice shard to hit grass, dragon, ground, and flying types. EVs help Donphan be bulky and somewhat keep up with the fast offensive pace of doubles.
With Donphan added to the team grass type weakness is now a problem. With enough physical attackers on the team, I chose not to go with Talonflame and went with Ninetales instead.
Set is as follows
Ninetales Life Orb
Modest nature
Flash fire
Flamethrower
Energy ball
Extrasensory
Hex
252 Spe/ 252 Spa/ 4 Hp
Based on my team drought I found like sand stream would not help my team, but rather would hurt it. Flash fire lets her switch in to fire attacks aimed at Scizor. Flamethrower is her STAB move, though fire blast is another option. Energy ball hits her weakness of ground, rock, and water. Extrasensory to deal with fighting types and helps with poison types going after Gardevoir and Azumarill. Hex is to deal with ghosts and psychics, and hits anyone who maybe burned or paralyzed. EVs are exactly like Gardevoir's and help Ninetales dish out a bit of damage.
For my final team member I wanted someone who could cover Ninetales' water weakness and could work with Donphan's earthquake. I chose specially defensive Rotom-W to cover the water weakness, be immune to earthquakes, deal damage, Hinder enemy sweepers. On the plus side Rotom-W's only weakness is covered by Ninetales.
Set is as follows
Rotom-W Leftovers
Modest Nature
Levitate
Hydro pump
Voltswitch
Thunder wave
Confuse ray
252 Hp/ 252 Spa/ 4 Spe
Leftovers to help Rotom-W stay out in battle longer. Hydro pump hits Talonflame, Hippowdon, and Charizard Y hard and is the main STAB move. Voltswitch hits Gyarados and keeps Rotom-W out of bad situations. Thunder wave to help out the rest of the team, and confuse ray as another kick in the ass for those paralyzed pokemon. EVs help Rotom-W be bulky while still doing fair damage.
Some pokemon I have on hand that could possibly be tossed in are
Hazard Roserade
Hazard Skarmory
Mixed wall Milotic
Physical attacker Weavile
Special attacker Greninja
Special wall Sylveon
Physical attacker Mega Mawile.
So please give suggestions on movesets and better pokemon for the situation.
Thanks.