Hello RMT! I've been playing around with this Doubles OU team for a while now, and while it has been doing pretty alright, I think there's definitely room for improvement. I currently have 1373 Elo, only using this team. Now before I get in to describing the team, I want to preface by saying I am not the most innovative teambuilder. I heavily rely on the suggested spreads as well as the smogon strategy pokedex. Anywho, without further prolonging on to the team!
		
		
	
	
		 
	 
		 
	 
		 
	 
		 
	 
		 
	 
		 
	
Charizard-Y
Charizard @ Charizardite Y
Ability: Blaze
EVs: 248 HP / 64 Def / 88 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Solar Beam
- Overheat
- Heat Wave
Looking at the first two pokemon, it should be fairly obvious where I started. I wanted to utilize as best I could the powerhouse that is the Charizard-Y Venusaur-Chlorophyll Core.
The EV spread comes from the strategy-dex. It survives kanghaskan's return and outspeeds max-speeed breloom. It's moves hit hard and are fairly standard. It's pretty much what to expect from a Charizard-Y, and it has definitely done well.
Venusaur
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Sludge Bomb
- Protect
- Solar Beam
- Sleep Powder
This is the other half of the core I wanted to build around, and the biggest difference from most Venusaurs is the presence of solar beam. What I wanted to do here was hit fast and hit strong, and venusaur would only ever be able to hit fast when the sun's up, so I figured instead of giving him giga drain or leaf storm, the best it could hit would be with solar beam. It's worked pretty well so far, as most games don't last too long and neither does Venusaur, but I'm not 100% sold on it.
Landorus-T
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- U-turn
- Rock Slide
- Superpower
Landorus-T is a great pokemon. Adhering very well to the hit hard and fast as well as countering a great many things in the DOU meta. Its intimidate hurts physical attackers, and it has just so much offensive pressure.
Rotom-H
Rotom-Heat @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 156 Def / 24 SpA / 76 SpD
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Overheat
- Will-O-Wisp
- Protect
My idea with Rotom-H was to partner it alongside Landorus-T, as well as take advantage of the remaining sunlight if it still exists. But it's been thoroughly disappointing. It could be that I'm just not playing with it well, but it just doesn't perform as well as everyone else. This really seems to be the weakest member of my team, and I'm really trying to get a good replacement for him.
Gastrodon
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Protect
- Earth Power
- Surf
- Toxic
Now this is an interesting one, and not too common I believe. The (probably bad) idea was to shield Landorus-T and Charizard-Y from potentially dangerous water type users, and then use toxic to hurt those water types. It worked pretty well on the low ladder, but I think it might have to be dropped, or at least refined.
Aegislash
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield
Aegislash has been a pretty greak pokemon on my team as well. Weakness Policy alongside Shadow Ball and Flash Cannon make it a great offensive sword, and Wide Guard and King's Shield works miraculously defending. Usually it's the last pokemon of mine and finishes off my opponents very well.
Conclusion
This team works pretty well, and honestly, I'm a pretty well kinda player. I can usually outplay rain teams, as well as some good stuffs and other sun teams. However, the real issue is trick room teams. They're incredibly bulky and all my ideas of hitting fast and hard completely backfire, as I become the slowest very easily. Cresselia's usually run safety goggles meaning I can't stop it with sleep powder from venusaur, and god-forbid M-camerupt is just too strong against me, especially when it takes advantage of MY SUN. The nerve.
Anywho, any suggestions on edits as well as really anything on how to improve this team, playing DOU, beating those dang trick room users.
 
	 
	 
	 
	 
	 
	Charizard-Y
Charizard @ Charizardite Y
Ability: Blaze
EVs: 248 HP / 64 Def / 88 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Solar Beam
- Overheat
- Heat Wave
Looking at the first two pokemon, it should be fairly obvious where I started. I wanted to utilize as best I could the powerhouse that is the Charizard-Y Venusaur-Chlorophyll Core.
The EV spread comes from the strategy-dex. It survives kanghaskan's return and outspeeds max-speeed breloom. It's moves hit hard and are fairly standard. It's pretty much what to expect from a Charizard-Y, and it has definitely done well.
Venusaur
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Sludge Bomb
- Protect
- Solar Beam
- Sleep Powder
This is the other half of the core I wanted to build around, and the biggest difference from most Venusaurs is the presence of solar beam. What I wanted to do here was hit fast and hit strong, and venusaur would only ever be able to hit fast when the sun's up, so I figured instead of giving him giga drain or leaf storm, the best it could hit would be with solar beam. It's worked pretty well so far, as most games don't last too long and neither does Venusaur, but I'm not 100% sold on it.
Landorus-T
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- U-turn
- Rock Slide
- Superpower
Landorus-T is a great pokemon. Adhering very well to the hit hard and fast as well as countering a great many things in the DOU meta. Its intimidate hurts physical attackers, and it has just so much offensive pressure.
Rotom-H
Rotom-Heat @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 156 Def / 24 SpA / 76 SpD
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Overheat
- Will-O-Wisp
- Protect
My idea with Rotom-H was to partner it alongside Landorus-T, as well as take advantage of the remaining sunlight if it still exists. But it's been thoroughly disappointing. It could be that I'm just not playing with it well, but it just doesn't perform as well as everyone else. This really seems to be the weakest member of my team, and I'm really trying to get a good replacement for him.
Gastrodon
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Protect
- Earth Power
- Surf
- Toxic
Now this is an interesting one, and not too common I believe. The (probably bad) idea was to shield Landorus-T and Charizard-Y from potentially dangerous water type users, and then use toxic to hurt those water types. It worked pretty well on the low ladder, but I think it might have to be dropped, or at least refined.
Aegislash
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield
Aegislash has been a pretty greak pokemon on my team as well. Weakness Policy alongside Shadow Ball and Flash Cannon make it a great offensive sword, and Wide Guard and King's Shield works miraculously defending. Usually it's the last pokemon of mine and finishes off my opponents very well.
Conclusion
This team works pretty well, and honestly, I'm a pretty well kinda player. I can usually outplay rain teams, as well as some good stuffs and other sun teams. However, the real issue is trick room teams. They're incredibly bulky and all my ideas of hitting fast and hard completely backfire, as I become the slowest very easily. Cresselia's usually run safety goggles meaning I can't stop it with sleep powder from venusaur, and god-forbid M-camerupt is just too strong against me, especially when it takes advantage of MY SUN. The nerve.
Anywho, any suggestions on edits as well as really anything on how to improve this team, playing DOU, beating those dang trick room users.
Charizard @ Charizardite Y 
Ability: Blaze
EVs: 248 HP / 64 Def / 88 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Solar Beam
- Overheat
- Heat Wave
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Protect
- Solar Beam
- Sleep Powder
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- U-turn
- Rock Slide
- Superpower
Rotom-Heat @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 156 Def / 24 SpA / 76 SpD
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Overheat
- Will-O-Wisp
- Protect
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Protect
- Earth Power
- Surf
- Toxic
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield
		Ability: Blaze
EVs: 248 HP / 64 Def / 88 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Solar Beam
- Overheat
- Heat Wave
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Protect
- Solar Beam
- Sleep Powder
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- U-turn
- Rock Slide
- Superpower
Rotom-Heat @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 156 Def / 24 SpA / 76 SpD
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Overheat
- Will-O-Wisp
- Protect
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Protect
- Earth Power
- Surf
- Toxic
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield
 
 
		



 
 
		 
 
		








