So I am fairly new to the doubles metagame and I have been using this team to moderate success (So far gone 4 for 5 wins) I don't know a whole lot about building a doubles team so I made this off the top of my head.I'm looking for advice moving forward as I know this team is far from perfect.
Pac-Man (Garchomp) @ Choice Band
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Earthquake
- Outrage
- Fire Fang
- Aqua Tail
When I was building my team, this was the first pokemon I decided on and I built my team around him. Because I assumed that I will be achieving a lot of coverage when I utilize two pokemon, I decided move versatility wasn't AS valuable and slapped on a band. He almost exclusively is used for EQ, and when designing the rest of my team, I tried to use offense that would be immune to it.
BONESAW (Pinsir) @ Pinsirite
Ability: Moxie
Shiny: Yes
EVs: 252 Atk / 4 HP / 252 Spd
Adamant Nature
- Quick Attack
- Close Combat
- Swords Dance
- Return
So after starting with BandChomp, I wanted to add another physical presence on my team that would be immune to EQ, and Mega Pinsir is a pokemon I've had great experience with in singles and has works well enough here too. I usually run EQ in singles, but because that is practically Garchomp's exclusive purpose, I gave him close combat, which is another commonly seen move on him.
Thorny Rose (Ferrothorn) @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Leech Seed
- Stealth Rock
- Spikes
- Thunder Wave
Ferrothorn is just my go-to physical wall and defensive pivot, and he has worked surprisingly well in this atmosphere as well. Yes, I know he is taunt bait, but I have always been able to play around that. I've found it surprising how incredible his survivability is when I can get seeds on both opponents, and its made even better when T-wave is added to the mix. I've literally had ferrothorn as my last mon standing and swept through 4 pokemon with him. I always hear how this metagame is useless for hazards, but I've found that its completely untrue and that hazards are often very helpful in a competitive environment where people assume they don't need rapid spin or defog. I've considered gyro ball/protect instead of spikes/rocks, and I'd like to keep considering it.
Poopy Bliss (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Aromatherapy
- Toxic
- Soft-Boiled
- Protect
A slight deviation from my textbook Blissey set, I scrapped seismic toss and went for aromatherapy, which comes in handy when the status goes flying in one turn. Specifically, I find ferrothorn's survival ability gets too pesky for the opponent and they usually go for a burn. I felt that wish passing was nigh useless in this metagame and thus opted for softboiled.
Jupiter (Thundurus) (M) @ Expert Belt
Ability: Prankster
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Thunder Wave
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
My first special presence, I was looking for a pokemon that could offer new typing to my team while maintaining immunity to EQ. Thundurus has filled this slot phenomenally and priority T-wave is just icing on the cake.
Tramp (Keldeo) @ Expert Belt
Ability: Justified
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Hydro Pump
- Secret Sword
- Calm Mind
- Hidden Power [Bug]
I didn't want another flying type on my team and I felt I needed some wide coverage, so I went for Keldeo to smash in pink blobs and calm mind to go for a boost with keldeo's passable bulk and respectable speed. I went for HP bug because I already had HP ice on my team.
Pac-Man (Garchomp) @ Choice Band
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Earthquake
- Outrage
- Fire Fang
- Aqua Tail
When I was building my team, this was the first pokemon I decided on and I built my team around him. Because I assumed that I will be achieving a lot of coverage when I utilize two pokemon, I decided move versatility wasn't AS valuable and slapped on a band. He almost exclusively is used for EQ, and when designing the rest of my team, I tried to use offense that would be immune to it.
BONESAW (Pinsir) @ Pinsirite
Ability: Moxie
Shiny: Yes
EVs: 252 Atk / 4 HP / 252 Spd
Adamant Nature
- Quick Attack
- Close Combat
- Swords Dance
- Return
So after starting with BandChomp, I wanted to add another physical presence on my team that would be immune to EQ, and Mega Pinsir is a pokemon I've had great experience with in singles and has works well enough here too. I usually run EQ in singles, but because that is practically Garchomp's exclusive purpose, I gave him close combat, which is another commonly seen move on him.
Thorny Rose (Ferrothorn) @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Leech Seed
- Stealth Rock
- Spikes
- Thunder Wave
Ferrothorn is just my go-to physical wall and defensive pivot, and he has worked surprisingly well in this atmosphere as well. Yes, I know he is taunt bait, but I have always been able to play around that. I've found it surprising how incredible his survivability is when I can get seeds on both opponents, and its made even better when T-wave is added to the mix. I've literally had ferrothorn as my last mon standing and swept through 4 pokemon with him. I always hear how this metagame is useless for hazards, but I've found that its completely untrue and that hazards are often very helpful in a competitive environment where people assume they don't need rapid spin or defog. I've considered gyro ball/protect instead of spikes/rocks, and I'd like to keep considering it.
Poopy Bliss (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Aromatherapy
- Toxic
- Soft-Boiled
- Protect
A slight deviation from my textbook Blissey set, I scrapped seismic toss and went for aromatherapy, which comes in handy when the status goes flying in one turn. Specifically, I find ferrothorn's survival ability gets too pesky for the opponent and they usually go for a burn. I felt that wish passing was nigh useless in this metagame and thus opted for softboiled.
Jupiter (Thundurus) (M) @ Expert Belt
Ability: Prankster
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Thunder Wave
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
My first special presence, I was looking for a pokemon that could offer new typing to my team while maintaining immunity to EQ. Thundurus has filled this slot phenomenally and priority T-wave is just icing on the cake.
Tramp (Keldeo) @ Expert Belt
Ability: Justified
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Hydro Pump
- Secret Sword
- Calm Mind
- Hidden Power [Bug]
I didn't want another flying type on my team and I felt I needed some wide coverage, so I went for Keldeo to smash in pink blobs and calm mind to go for a boost with keldeo's passable bulk and respectable speed. I went for HP bug because I already had HP ice on my team.