At a glance:
Just a bit of an intro; this is my first VGC team, so while I tried my best to cover all the bases here I am still a little shaky on some doubles mechanics. If you guys could help out a noob it would be great. ^^
Reuniclus @ Lum Berry
Trait: Magic Guard
EVs: 172 HP / 252 SAtk / 28 Def / 56 SDef
Quiet Nature
IVs: 0 Spd
- Trick Room
- Psychic
- Focus Blast
- Shadow Ball
My 'mon to set up Trick Room. I picked Reuniclus because I felt he provided the best role in my team in that he is able to set up Trick Room, but also hit a lot of Pokemon very hard. Lum Berry is my go to option here because Hariyama should be able to Fake Out almost anything that would be able to Taunt Reuniclus, and getting Trick Room up seems to be very important. In terms of moves, I opt for Psychic over Psyshock because my team is more physical based, so it is important to get Reuniclus's STAB off the special side. Focus Blast and Shadow Ball are my coverage choices in order to take out key threats such as Tyranitar, Jellicent, and Chandelure. However, with Hariyama typically in my lead slot along with Reuniclus, I am thinking of replacing Focus Blast with Energy Ball. Any guidance here?
Hariyama @ Flame Orb
Trait: Guts
EVs: 252 Atk / 124 Def / 132 SDef
Brave Nature
IVs: 0 Spd
- Fake Out
- Close Combat
- Rock Slide
- Wide Guard
Hariyama is basically here to make sure Trick Room gets up. With Fake Out and Wide Guard, Hariyama can use its first turn to keep a lot of key attacks away from Reuniclus to ensure that Trick Room comes out as soon as possible. I opt for Close Combat as the obvious STAB move, and Rock Slide gives me somewhat of an answer to fliers as well as the obvious spread move with a flinch chance that it gets so much use for.
Dragonite @ Leftovers
Trait: Multiscale
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Dragon Claw
- ExtremeSpeed
- Fire Punch
- Protect
Dragonite seems to be just too clutch of an attacker for me. With its amazing bulk combined with Leftovers, it can stay on the field for several turns (maybe Yache Berry instead?). Dragon Claw is a powerful STAB to hit nearly anything for strong neutral damage. Extremespeed is a very good priority move that doesn't care much for speed tiers and is a great quick finisher. Dragonite would be walled by Steel types, so I opt for Fire Punch as my last move to sweep up against them.
Heatran @ Air Balloon
Trait: Flash Fire
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 2 Spd
- Eruption
- Earth Power
- Hidden Power [Ice]
- Protect
Heatran is really a behemoth of a special attacker. Eruption from full health absolutely decimates anything that doesn't resist it. Earth Power and HP Ice are the coverage options here to fill important niches of coverage that I don't otherwise have here. With 2 immunities (including Air Balloon) as well as its amazing resistances, it shouldn't have much of an issue switching in. The only thing I question is whether a Fire Gem might be better to give an even more powerful Eruption.
Escavalier @ Bug Gem
Trait: Swarm
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
- Megahorn
- Iron Head
- Double-Edge
- Protect
At first glance, the first thing this team seemed to need was a check to bulky Psychics, especially Cresselia. A Bug Gem boosted Megahorn from this bug seems to do a great job of one shotting these threats. Iron Head gives another STAB, while Double Edge is a powerful attack with mostly neutral coverage that I can fire off to also put Escavalier in range of Swarm for even more sweeping power.
Lickilicky @ Life Orb
Trait: Cloud Nine
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
- Power Whip
- Earthquake
- Explosion
- Protect
This is probably the most shaky addition to my team. In early testing, I found that I was having a lot of trouble against rain teams. Enter Lickilicky, whose Cloud Nine ability allows me to shut off the weather. Power Whip provides a strong super effective move against the likes of Politoed, Tyranitar, and Hippowdon who happen to set up weather, while Earthquake will get Ninetales as well as provide an additional spread move. Once Lickilicky has done its job, it can simply go boom and devastate anything on the field.






Just a bit of an intro; this is my first VGC team, so while I tried my best to cover all the bases here I am still a little shaky on some doubles mechanics. If you guys could help out a noob it would be great. ^^

Reuniclus @ Lum Berry
Trait: Magic Guard
EVs: 172 HP / 252 SAtk / 28 Def / 56 SDef
Quiet Nature
IVs: 0 Spd
- Trick Room
- Psychic
- Focus Blast
- Shadow Ball
My 'mon to set up Trick Room. I picked Reuniclus because I felt he provided the best role in my team in that he is able to set up Trick Room, but also hit a lot of Pokemon very hard. Lum Berry is my go to option here because Hariyama should be able to Fake Out almost anything that would be able to Taunt Reuniclus, and getting Trick Room up seems to be very important. In terms of moves, I opt for Psychic over Psyshock because my team is more physical based, so it is important to get Reuniclus's STAB off the special side. Focus Blast and Shadow Ball are my coverage choices in order to take out key threats such as Tyranitar, Jellicent, and Chandelure. However, with Hariyama typically in my lead slot along with Reuniclus, I am thinking of replacing Focus Blast with Energy Ball. Any guidance here?

Hariyama @ Flame Orb
Trait: Guts
EVs: 252 Atk / 124 Def / 132 SDef
Brave Nature
IVs: 0 Spd
- Fake Out
- Close Combat
- Rock Slide
- Wide Guard
Hariyama is basically here to make sure Trick Room gets up. With Fake Out and Wide Guard, Hariyama can use its first turn to keep a lot of key attacks away from Reuniclus to ensure that Trick Room comes out as soon as possible. I opt for Close Combat as the obvious STAB move, and Rock Slide gives me somewhat of an answer to fliers as well as the obvious spread move with a flinch chance that it gets so much use for.

Dragonite @ Leftovers
Trait: Multiscale
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Dragon Claw
- ExtremeSpeed
- Fire Punch
- Protect
Dragonite seems to be just too clutch of an attacker for me. With its amazing bulk combined with Leftovers, it can stay on the field for several turns (maybe Yache Berry instead?). Dragon Claw is a powerful STAB to hit nearly anything for strong neutral damage. Extremespeed is a very good priority move that doesn't care much for speed tiers and is a great quick finisher. Dragonite would be walled by Steel types, so I opt for Fire Punch as my last move to sweep up against them.

Heatran @ Air Balloon
Trait: Flash Fire
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 2 Spd
- Eruption
- Earth Power
- Hidden Power [Ice]
- Protect
Heatran is really a behemoth of a special attacker. Eruption from full health absolutely decimates anything that doesn't resist it. Earth Power and HP Ice are the coverage options here to fill important niches of coverage that I don't otherwise have here. With 2 immunities (including Air Balloon) as well as its amazing resistances, it shouldn't have much of an issue switching in. The only thing I question is whether a Fire Gem might be better to give an even more powerful Eruption.

Escavalier @ Bug Gem
Trait: Swarm
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
- Megahorn
- Iron Head
- Double-Edge
- Protect
At first glance, the first thing this team seemed to need was a check to bulky Psychics, especially Cresselia. A Bug Gem boosted Megahorn from this bug seems to do a great job of one shotting these threats. Iron Head gives another STAB, while Double Edge is a powerful attack with mostly neutral coverage that I can fire off to also put Escavalier in range of Swarm for even more sweeping power.

Lickilicky @ Life Orb
Trait: Cloud Nine
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
- Power Whip
- Earthquake
- Explosion
- Protect
This is probably the most shaky addition to my team. In early testing, I found that I was having a lot of trouble against rain teams. Enter Lickilicky, whose Cloud Nine ability allows me to shut off the weather. Power Whip provides a strong super effective move against the likes of Politoed, Tyranitar, and Hippowdon who happen to set up weather, while Earthquake will get Ninetales as well as provide an additional spread move. Once Lickilicky has done its job, it can simply go boom and devastate anything on the field.