Monotype Doubles Mega Thread

P is For Penguin

formerly MainEvent
Welcome To Monotype Doubles :D


(Credit: Sobi )​
This thread will be hosting Monotype Doubles, feel free to post discussion, VR noms, and also sample teams.

I like monotype, but i know nothing about doubles?
Well that's perfectly fine. You've come to the right place. Unlike on cartridge style games, Smogon Doubles(DOU) is a bring 6 use 6 style metagame vs Cartridge(VGC) being bring 6 pick 4. Doubles also has a different ban list from VGC and OU, it even has its own tiers in teambuilder.(select format Doubles OU to switch to doubles teambuilder) Doubles itself is a fast paced mostly offensive metagame, stall as a playstyle is not very effective. Now apply all of this to your monotype background and you are ready to get started!

Doubles OU Banlists

Pokemon
Shedinja
Talonflame

Items
Damp Rock


Council:
The monotype doubles council consists of 3 players with a experienced background in Doubles. Between the 3 of us, we will be voting on what will be banned in the current metagame. While you may give your opinions on why something is or isn't ban-worthy prior to the council's decision, decisions made by the council are final unless the council is convinced otherwise and you may not complain about the council's decision in the thread. If you think something ought to be banned or unbanned, contact me or one of the other council members with your concerns and we will take them into consideration. These are the council members:
MainEvent
Nido-Rus
SocialSocialSocial

Past Votes:
Jan 5, 2016: Aegislash, Blaziken, Mega Blaziken
 
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P is For Penguin

formerly MainEvent
Typing VR
S Rank



A Rank



B Rank





C Rank


D Rank



E Rank



Viability Rankings
S Rank
Genesect
A Rank
Heracross Mega
Pinsir Mega
Scizor
Scizor Mega

B Rank
Durant
Escavalier
Heracross
Parasect
Scolipede

Vivillion
Volcarona
C Rank
Galvantula
Illumise
D Rank
Butterfree

S Rank
Bisharp
Houndoom Mega
Sableye
A Rank
Greninja
Hoopa-U
Hydreigon
Sableye Mega

Weavile
B Rank
Darkrai
Honchkrow
Liepard
Sharpedo Mega
Tyranitar
Tyranitar Mega
C Rank
Crawdaunt

Krookodile
Spiritomb
D Rank
Mandibuzz

S Rank
Altaria Mega
A Rank
Hydreigon
Kyurem-B
Latios
B Rank
Dragalge
Garchomp

Salamence
C Rank
Haxorus

Kingdra
Latias
Latias Mega
Latios Mega
Tyrantrum
D Rank
Dragonite
Goodra
Kyurem

S Rank
Thundurus-I
A Rank
Manectric Mega
Rotom-W
Zapdos
B Rank
Raichu
Raikou
Rotom-H
Rotom-C
Thundurus-T
C Rank
Ampharos Mega

Eelektross
Electabuzz
Lanturn
Luxray
Rotom
D Rank
Rotom-F
Rotom-S

S Rank
Diancie Mega
A Rank
Azumarill
Gardevoir Mega
Mawile Mega
Sylveon
Togekiss
B Rank
Clefairy
Klefki

Whimsicott
C Rank
Aromatisse
Clefable
Diancie
Florges
Gardevoir
Granbull
Slurpuff
Togetic
D Rank
Mr. Mime

S Rank
Keldeo
Terrakion
A Rank
Blaziken
Cobalion
B Rank
Breloom
Hariyama
Hitmontop
Infernape
Lucario Mega
Medicham Mega
C Rank
Blaziken Mega
Conkeldurr
Gallade Mega
Heracross
Heracross Mega
Machamp
Mienshao
Toxicroak
Scrafty
Virizion
D Rank
Chesnaught
Hawlucha

S Rank
Blaziken
Mega Charizard-Y
A Rank
Mega Charizard-X
B Rank
Camerupt Mega
Chandelure
Infernape
Heatran
Magmar
Rotom-H
Victini
C Rank
Arcanine
Entei
Moltres
Ninetails
Volcarona
D Rank
Fletchinder

S Rank
Mega Charizard-X
A Rank
Mega Charizard-Y
Gyarados
Landorus-I
Landorus-T
Thundurus-I
Zapdos
B Rank
Aerodactyl
Altaria Mega
Crobat
Salamence
Thundurus-T
Togekiss
Vivillon
C Rank
Aerodactyl Mega
Braviary
Gyarados Mega
Mandibuzz
Staraptor
Tornadus-T
D Rank
Dragonite
Hawlucha
Honchkrow
Moltres
Murkrow
Togetic
Tornadus

S Rank
Aegislash
Sableye Mega
A Rank
Gengar
Gengar Mega
Jellicent
Gourgeist
B Rank
Chandelure
Golurk
Hoopa
C Rank
Cofagrigus
Dusclops
Trevenant
D Rank
Spiritomb

S Rank
Abomasnow Mega
Venusaur Mega
A Rank
Abomasnow
Ferrothorn
Gourgeist
Shiftry
Venusaur
Virizion
Whimsicott
B Rank
Amoonguss
Breloom
Chesnaught
Ludicolo
Rotom-C
Serperior
Trevenant
C Rank
Exeggutor
Jumpluff
Shaymin
D Rank

S Rank
Hippowdon
Landorus-I
A Rank
Excadrill
Gastrodon

Landorus-T
B Rank
Claydol
Garchomp
Garchomp Mega
Mamoswine

Swampert
C Rank
Camerupt Mega

Krookodile
Marowak
Swampert Mega
Zygarde

D Rank
Golurk

S Rank
Abomasnow
Abomasnow Mega
Froslass
A Rank
Kyurem-B

Mamoswine
Weavile
B Rank

Delibird
Cloyster

Glalie Mega
C Rank
Glaceon
Lapras
Rotom-F
D Rank
Sneasel

S Rank
Kangaskhan Mega
A Rank
Porygon2
Staraptor
B Rank
Diggersby
Lopunny Mega
Meloetta
Pidgeot Mega
C Rank

Ambipom
Audino
Blissey

Braviary
Chansey

Exploud
Heliolisk
Kecleon
Porygon-Z
Pyroar
Snorlax
Tauros
D Rank
Audino Mega
Cinccino
Smeargle
Stoutland

S Rank
Gengar
Crobat
A Rank
Amoonguss
Drapion
Gengar Mega
Venusaur Mega
B Rank
Scolipede

Venusaur
C Rank
Dragalge
Nidoking
Toxicroak
D Rank
Roserade

S Rank
Gardevoir Mega
Hoopa-U
A Rank
Deo-A
Jirachi
Latios
Metagross Mega
B Rank
Cresselia
Gallade Mega
Gardevoir
Gothitelle
Latias
Medicham Mega
Mew
C Rank
Hoopa
Latias Mega
Latios Mega
Meloetta

Reuniclus
D Rank
Mr. Mime

S Rank
Diancie Mega
Terrakion
A Rank
Rhyperior
Tyranitar
Aerodactyl
B Rank
Diancie
Omastar
Rhydon
Tyranitar Mega
Tyrantrum
C Rank
Aerodactyl Mega
Aurorus
Cradily
Kabutops
D Rank
Armaldo

S Rank
Aegislash
Heatran
A Rank
Bisharp
Ferrothorn
Jirachi
Mawile Mega
Metagross Mega
B Rank
Cobalion
Genesect
Scizor
C Rank

Durant
Excadrill
Klefki

Lucario Mega
Magnezone
Scizor Mega

D Rank
Escavalier
Skarmory
Steelix Mega

S Rank
Politoed
Ludicolo
A Rank
Azumarill
Keldeo
Kingdra
B Rank
Blastoise Mega
Greninja
Gyarados
Jellicent
Kabutops
Manaphy
Omastar
Swampert Mega

C Rank
Blastoise
Gastrodon

Gyarados
Milotic
Sharpedo Mega
Slowbro
Slowbro Mega
Suicune
Swampert
D Rank
Lapras
Sharpedo
 
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P is For Penguin

formerly MainEvent
Sample Teams

Kangaskhan @ Kangaskhanite
Ability: Inner Focus
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Double-Edge
- Hammer Arm
- Crunch

Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 160 Def / 20 SpA / 76 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Ice Beam
- Thunderbolt
- Recover

Staraptor @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Close Combat
- U-turn
- Protect

Meloetta @ Life Orb
Ability: Serene Grace
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Hyper Voice
- Dazzling Gleam
- Psyshock
- Protect

Kecleon @ Sitrus Berry
Ability: Protean
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Knock Off
- Drain Punch
- Protect

Diggersby @ Life Orb
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Return
- Earthquake
- Quick Attack
- Protect



Mr. Mime @ Light Clay
Ability: Filter
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Fake Out
- Trick Room
- Reflect
- Encore

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Aqua Jet
- Play Rough
- Belly Drum
- Protect

Togekiss @ Safety Goggles
Ability: Serene Grace
EVs: 236 HP / 192 Def / 60 SpA / 20 SpD
Sassy Nature
IVs: 0 Spe
- Air Slash
- Flamethrower
- Follow Me
- Encore

Sylveon @ Choice Specs
Ability: Pixilate
EVs: 56 HP / 200 Def / 252 SpA
Quiet Nature
- Hyper Voice
- Moonblast
- Psyshock
- Hidden Power [Ground]

Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Play Rough
- Iron Head
- Sucker Punch
- Protect

Diancie @ Life Orb
Ability: Clear Body
EVs: 156 HP / 232 Atk / 120 SpA
Brave Nature
IVs: 0 Spe
- Earth Power
- Diamond Storm
- Trick Room
- Protect


Matchbox (Deoxys-Attack) @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Superpower
- Rock Slide
- Protect

Jet Fuel (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dragon Pulse
- Psyshock
- Thunderbolt
- Protect

Steel Beams (Latias) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psychic
- Tailwind
- Healing Wish

Sandpaper (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 108 Def / 120 SpD / 32 Spe
Impish Nature
- Follow Me
- Iron Head
- Substitute
- Protect

War Paint (Hoopa-Unbound) @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot
- Drain Punch

Coffee Shop (Gardevoir-Mega) @ Gardevoirite
Ability: Trace
EVs: 72 HP / 56 Def / 252 SpA / 128 Spe
Modest Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Protect
 
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P is For Penguin

formerly MainEvent
Aegislash: No Ban

Aegislash is a solid option in the doubles metagame, unlike in singles it brings good utility as a TR attacker/TR counter/wide guard support versus and all out attacker. However it is far from broken, its weaknesses really set it back being weak to fire and ground two of the most prevalent move types being used. It is also knock off weak, and unlike singles doubles has the method of double targeting to kill threats that could not commonly be killed in singles. This method ko's mons that would not normally get OHKOd. Aegislash is susceptible to this due to having a slower speed tier of 60 which is outpaced by most of the metagame.

Blaziken: No Ban

Unlike in singles where blaziken after a speed boost or two becomes extremely hard to deal with, this is not the case for doubles. Blaziken does not run spread moves that can hit multiple targets, due to this it can only deal with a single mon at the field at a time. The fact that it can only deal with a single mon at a time limits it greatly due to its frailness it dies to most neutral hits + LO recoil. There is also mons that still out speed blaziken at +1 including: Deo, Deo-A, Scarf Genesect, Scarf Landorus-T, Scarf Kyurem B, Scarf Thundurus-T, Scarf Rotom-W. There are also mons such as Hoopa-U scarfed or non scarf that beat Blaziken due to the ability to bypass its protect on the first turn when getting the speed boost. Also Blaziken cannot touch Azumarill and just dies to aqua jet.

Blaziken-Mega: No Ban

Mega Blaziken suffers from the same thing regular does, it cannot deal with two mons at the same time. It also takes the mega spot on your team and both fire (Zard-y, Zard-x, Camerupt, Houndoom) and fighting (Gallade, Heracross, Lucario, Medicham) have more options. In most cases you will be better off running regular Blaziken with one of the other megas because the boosts it get (30Atk, 20 SpA, 20 Speed) do not help it enough to justify using it over the regular variant.


Aegislash: No Ban

The fact that Aegislash has different "stances" is what holds it back. While its low speed tier can be utilized to move after your opponent's leaving you less vulnerable, it'll often be forced to King's Shield next turn, due to it being an easy OHKO from the majority of the meta when in its bladeform, which ultimately leaves the user to apply less pressure turn after turn.

Blaziken: No Ban

Being that Blaziken is sitting on paper defenses it's much easier to KO than it would be in singles. While the pokemon does apply a lot of offensive pressure, it's nowhere near impossible to beat, so therefore I feel it should not be banned.


Blaziken-Mega: No Ban

Same as regular blaziken, though it's even weaker so it's a weaker choice.


Aegislash: No Ban

Unlike Singles, Aegislash needing to change forms as it attacks greatly hinders its effectiveness in doubles, where it either needs to waste a turn switching back to shield form, or risk getting attacked in sword form. Also, being limited to ghost/steel means that it doesn't truly help either type overcome any inherent weaknesses.

Blaziken: No Ban

Blaziken is too slow to do much in doubles without protecting turn 1 to get a speed boost, and even after that, it's too frail to survive very long. While it has pretty good coverage, low offensive stats mean a lot of common pokemon can live a LO boosted hit and OHKO back.

Blaziken-Mega: No Ban

Mega Blaziken is essentially a worse reg blaziken. The LO boost gives a greater boost to atk/spatk than the stat boosts gained from mega evo.
 
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A couple of Mono Doubles sample teams

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Volt Switch
- Thunderbolt
- Will-O-Wisp

Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Quick Guard
- Protect

Politoed @ Choice Specs
Ability: Drizzle
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Hydro Pump
- Scald
- Icy Wind
- Focus Blast

Ludicolo @ Assault Vest
Ability: Swift Swim
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
- Fake Out
- Hydro Pump
- Ice Beam
- Giga Drain

Kingdra @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Muddy Water
- Ice Beam
- Draco Meteor
- Protect

Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Protect


Keldeo @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Taunt
- Protect

Terrakion @ Choice Band
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Close Combat
- Earthquake
- Iron Head

Breloom @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Spore
- Protect

Lucario-Mega @ Lucarionite
Ability: Adaptability
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Aura Sphere
- Bullet Punch
- Dark Pulse
- Protect

Scrafty @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Fake Out
- Knock Off
- Drain Punch
- Stone Edge

Infernape @ Focus Sash
Ability: Iron Fist
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Fake Out
- Overheat
- Close Combat
- Feint
 
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Submissions for sample teams:

My Bug Team: http://pastebin.com/S0tVFFRL

This is my favorite team, and I feel pretty confident going into any match up with it. I convinced Mega-Pinsir is superior to the other mega options for bug by a noticeable margin. Flying so consistently great in any format, and with access to moves such as Return/Feint/Close combat it provides a large amount of offensive pressure. I chose Parasect with GiraGoomy in mind. Wide guard alleviates the weakness to spread rock moves allowing Volcarona to set up, as well as allowing Pinsir to stay in comfortably on Landorus-Therian if it's not too weakened. Spore and Rage-Power make it into sort of a Pseudo Amoonguss which is a good thing for any type.

Flame Road Fairy: http://pastebin.com/RxwZ7j3F

I think he'd have better words to say on it. While Mr.Mime might seem like an odd choice to some it's proven to be a fair choice in the meta. With Fake Out, and Encore it's got a really consistent way to assist in setting up trick room that other fairies don't offer, or it can set up tr on its own.
 

Yellow Paint

working as intended
is a Top Tutoris a Top Team Rateris a Community Leaderis a Smogon Discord Contributoris a Top Tiering Contributoris a member of the Battle Simulator Staff
B101 Leader
Matchbox (Deoxys-Attack) @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Superpower
- Rock Slide
- Protect

Jet Fuel (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dragon Pulse
- Psyshock
- Thunderbolt
- Protect

Steel Beams (Latias) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psychic
- Tailwind
- Healing Wish

Sandpaper (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 108 Def / 120 SpD / 32 Spe
Impish Nature
- Follow Me
- Iron Head
- Substitute
- Protect

War Paint (Hoopa-Unbound) @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot
- Drain Punch

Coffee Shop (Gardevoir-Mega) @ Gardevoirite
Ability: Trace
EVs: 72 HP / 56 Def / 252 SpA / 128 Spe
Modest Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Protect
Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Earth Power
- Protect

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Protect

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot
- Drain Punch

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Icicle Crash
- Knock Off
- Low Kick

Houndoom-Mega @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Heat Wave
- Dark Pulse
- Overheat
- Protect

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Extrasensory
- Hydro Pump
- Rock Slide
- Protect
 
Edit: Idk what happened with this quote, but this was in reply to BlueSkiddoWeCanToo


Keldeo @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Taunt
- Protect

Terrakion @ Choice Band
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Close Combat
- Earthquake
- Iron Head

Breloom @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Spore
- Protect

Lucario-Mega @ Lucarionite
Ability: Adaptability
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Aura Sphere
- Bullet Punch
- Dark Pulse
- Protect

Scrafty @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Fake Out
- Knock Off
- Drain Punch
- Stone Edge

Infernape @ Focus Sash
Ability: Iron Fist
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Fake Out
- Overheat
- Close Combat
- Feint
[/quote]

I wanted to discuss the Scraty>Hitmontop. Scrafty offers something no other fighting in the meta does, and that's immunity to Psychic, which pains Fighting type, as one of it's easiest CTs, while Hitmontop offers a wider movepool, with Close Combat, Wide Guard, and Feint. Now let's weigh them together -

The type of niche Scrafty offers while valuable will most common be valuable in a match up that you're already going to - Psychic, which is many cases will also have a Mega-Gardevoir in the team comp capable of spamming Hyper Voice, and Scrafty outside of being able to use Fake Out during one of the turns will be helpless to do anything. Scrafty also has access to STAB Knock Off, which is a painfully annoying to play against for any team that doesn't have 6 mega stones, making it a definitely effective choice outside of the Psychic match-up. The last being that it's natural bulk is complimented by its access to Drain Punch, make it rather tedious to KO. In a format as reliant on protect as Doubles is Feint can consistently make a great different in any match up, the biggest downfall being that if something can't be killed with feint alone, a double target is necessary, which could leave you vulnerable. Access to Close Combat allows it to be an Offensive Support, with the ability to 1HKO mons such as Mega-Kangaskhan, and Heatran with the help of a Life Orb. The last thing I feel that gives Hitmontop an edge is Wide Guard. Wide Guard has potential to come in handy every match, especially weather teams, which will usually outspeed Mega-Lucario leaving it vulnerable to get OHKOd by just about anything seen as threatening due to its paper defenses.
 
The main reason for scrafty instead of hitmontop was A. I did want another solid way to deal with psychics not named gardevoir, and B. I find that hitmontop is often just disappointing in its bulk and attack. It's not dealing with gard any better than scrafty. Scrafty also adds a trick room check to a very offensive and speedy team. Mons like kang and tran just aren't as common in this meta because normal, fire, and steel aren't in the upper echelon of typings imo. Not to mention this team is literally one big heatran and kang counter. I do see the helpfulness in the access to wide guard, but the only real spread threats are Char-Y, which is checked both stone edge scrafty and terrakion, and muddy water rain mons, which I actually do see as a very relevant threat. Imo hitmontop just doesn't add much more to the team utility wise (infernape already has feint), and it's attacking prowess isn't enough alone to make it worth it.

Edit: I forgot hyper voice in the relevant spread moves, so obviously I do see where wide guard would be useful, but I would still prefer another mon than hitmontop if scrafty were to be changed
 
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Iirc Mainevent' Normal team alone has been used 3-4 times so far in MPL, making it used nearly every week, as well as fire having 2-3 uses. Considering only 8 types can be used in a week max, they're definitely prominent.
 
Fire also lost every match it was in except for one against a dark team where its matchup was fantastic, and Mainevent's normal team has only been used by Mainevent. Having used normal myself, it is a bit underwhelming on the offensive side without TR support. Neither of them are bad, in fact I would say Mainevent's normal team is great, but I don't think they're on the same level as flying, water, or psychic for instance. Just my opinion.
 
On that note I'd like to submit my own normal team. It's more tailwind and thunder wave reliant as opposed to TR, and provides a nice balance of bulk and offense. Smeargle adds a nice utility (admittedly a very annoying one to most people) and kangaskhan is just as large of a threat as it's ever been.
Kangaskhan-Mega @ Kangaskhanite
Ability: Parental Bond
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fake Out
- Return
- Power-Up Punch
- Sucker Punch

Braviary @ Sitrus Berry
Ability: Defiant
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Brave Bird
- Superpower
- Tailwind
- Protect

Diggersby @ Choice Band
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Return
- Earthquake
- Knock Off
- Stone Edge

Smeargle @ Choice Scarf
Ability: Technician
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Spore
- Encore
- Icy Wind
- Thunder Wave

Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Thunderbolt
- Ice Beam
- Tri Attack
- Recover

Meloetta @ Assault Vest
Ability: Serene Grace
EVs: 66 HP / 252 SpA / 190 Spe
Modest Nature
- Psychic
- Energy Ball
- Hyper Voice
- Dazzling Gleam
 

Yellow Paint

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Pretty sure a very significant reason normal was used was because it's the only sample, people tend to be lazy.

Scrafty is good because it's a great dragon check with av and it helps vs ghost plus a lot of neutral matchups.

That said, a few rank noms to discuss:
Dragon->A
Bug->B

Also MainEvent pls single space hide tags and swap your descriptions for the two vrank hides.
 
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I think bug deserves its position at A. It gets lots of solid coverage in volcarona, genesect, and many others, access to tailwind, and can also beat all three of the top typings (including flying if played well).
 
That said, a few rank noms to discuss:
Dragon->A
Bug->B
What's you reasoning for the Dragon boost? I agree that Dragon is good, but I do not think it's worthy of A rank. It'd be on the bottom end of most of the A-S match ups excluding Bug. One particular match up being against water, in which it should be expected to win, but due to the lack of grass/electric usage from Dragon teams its resist to water(while significant, the rain help alleviate this for water) is the only edge it could potentially gain, while water will usually outspeed the opposition due to Water teams usually running at least 3 swift swimmers, and be able to KO with 1-2 hits consistently due to the widespread of ice type moves for Water type pokemon. Obviously it's not always gonna go down like this, but it's not unlikely in the least, I'd say the match up is roughly a 50/50.

I also don't understand the Bug drop. Bug has access to Flying Type Returns, Tons of Speed Control, Power Houses, nearly a 100% sleep chance, and checks for nearly everything with the assistance of Genesect, which should be on every Bug team in the first place. While all matchups might not be particularly amazing, I think it's rare that it will be found losing to anything below A tier outside of a type CT when played by a strong battler.
 
I'm going to just repost what I had in the monodubs convo, tell me if I need to add anymore
Fairy TR:

The Fairy Type:
To start off, fairy is a ridiculously good typing because it's only weaks are poison and steel, both of which it can beat. The only match-up that it starts off at a disadvantage really is vs fire because it's full of resists and can't be hit as hard under sun by Azumarill. That being said, I find this team to be the most solid team I have at the moment since it has nice matchups vs almost every type.



The Team:
Mr. Mime @ Light Clay
Ability: Filter
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Fake Out
- Trick Room
- Reflect
- Encore

Mr. Mime provides the fake out support for trick room. It also is one of the few fairies who are able to set tr, and can function as a decent support+setter. It's physical bulk is fairly mediocre, but like most fairies it has high Sp.Def. Since most fairies share that trait, Reflect takes up the third slot because it allows the majority of the team appreciates the defense boost. Encore, Wide Guard, and Quick Guard are all viable for the last slot but because Thundy can only be on electric and flying teams, I felt that something like prankster taunt wasn't a big enough reason to take up a slot for Quick Guard. I chose encore since once Trick Room is up, Mr. Mime can move first to encore and provide useful utility. With most of the team fairly bulky and weak to rock/ground/fire/electric, I didn't think it was worth it to run Wide Guard to stop the spread moves. For the spread, Mr. Mime's base 120 Sp.D lets it tank a couple of hits so I chose to throw the majority of the EV's into defense so it could take a physical hit or two to be able to set up TR/Reflect. Finally, for the item, sitrus was an option, but I felt like the team benefited far more from a reflect being up for long periods of time.

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Aqua Jet
- Play Rough
- Belly Drum
- Protect

Azumarill is a highly effective sweeper for the team that can set up off of fake out or follow me easily. It's priority water STAB allows it to take out weakened mons without belly drum. Once Belly Drum is set up however, Aqua Jet is especially useful because it helps a lot vs. Fairy's weaker match-ups by hitting hard on steel or poison. Basically it allows the team to keep the momentum going with high power attacks or threatening to belly drum. Azumarill's typing is also especially useful for taking neutrals from steels and the fire/water resistance. The spread is fairly simple with just max power and minimum speed for TR.





Togekiss @ Safety Goggles
Ability: Serene Grace
EVs: 236 HP / 192 Def / 60 SpA / 20 SpD
Sassy Nature
IVs: 0 Spe
- Air Slash
- Flamethrower
- Follow Me
- Roost

Togekiss is a pretty natural pick to use in a team with azumarill and TR because of the redirection. The typing complements Azumarill by resisting grass, but both share an electric weakness. The set is fairly standard, with the speed EV's taken out and thrown into Sp.A. Flamethrower replaces tailwind because it 2hkos most steel types and ohkos pesky mons like Mega-Scizor or Genesect. I replaced encore with roost because Mr.Mime can provide encore support, and recover helps sustain Togekiss in the match and provide the important redirection members like Azumarill need. Not much else to say on it except goggles is important to provide redirection for amoong which threatens the team under TR.






Sylveon @ Choice Specs
Ability: Pixilate
EVs: 56 HP / 200 Def / 252 SpA
Quiet Nature
- Hyper Voice
- Hyper Beam
- Psyshock
- Hidden Power [Rock]

Sylveon is just the standard set. Hp rock is important to take out Zard, and fires in general. I ran rock over ground because Zard was a much more important threat to take out since it's also found on flying teams, while I had other mons on the team to deal with threats like heatran. Furthemore, if Zard was taken out of a match early, it allowed Azu to clean up the rest of the fire team.
Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Play Rough
- Iron Head
- Sucker Punch
- Protect

Standard Mawile. Mawile helps the team out on the physical side with intimidate and provides some nice resists, and hits like a truck under Trick Room. While Mega-Garde was an option to run, the intimidate and physical power was much more useful when I already had high-power spread move users like Diancie and Sylveon. Additionally, taking no damage from poison allows it to be an effective switch-in.






Diancie @ Life Orb
Ability: Clear Body
EVs: 156 HP / 232 Atk / 120 SpA
Brave Nature
IVs: 0 Spe
- Earth Power
- Diamond Storm
- Trick Room
- Protect

Since this was fullroom, I needed a second TR setter and Diancie made a good pick. With some experimenting I came to value LO much more than WP because it provided a consistent damage boost while allowing to switch out. The EV's allowed Diancie to OHKO Heatran, let Diamond Storm spam hit hard, and the rest was thrown into bulk. I dropped Moonblast for Earth Power since practically every other member of the team could provide a Fairy STAB if needed. It also helped improve the poison/steel matchup.
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P is For Penguin

formerly MainEvent
Doubles discussion points:

Dragon --> A
Steel ---> C
Ghost ---> ???

Poison:
Nidoking ---> A or B

Normal:
Kecleon ---> B


Also discussion on types yet to appear in mpl:(usages below through week 6 (-2 games yet to be played))
Water: 8
Normal: 6
Flying: 6
Psychic: 5
Fighting: 5
Fire: 3
Bug: 2
Dragon: 2
Fairy: 2
Ice: 2
Dark: 1
Steel: 1
Poison: 1
Ghost: 0
Electric: 0
Grass: 0
Ground: 0
Rock: 0

Why is water have the most usage? Is it easiest to use and build. Also surprising that Ice has was used 2 separate times. Should we look at ghost and consider dropping it down we have it at B but has yet to be used through the entirety of the tour.
 
I wouldn't be opposed to Nidoking moving up to S, but A is definitely the minimum it should be at. B seems solid for Kecleon.

I don't think lack of usage is a good way to judge whether or not something should be dropped, but instead the amount of games it's winning in comparison with it's losses. I think we need to see Steel's performance in tournaments a little bit more before you decide whether or not it should be lowered in rank.

Water feels easy to use, as well as build. HO has never felt particularly tough to use, especially in a format with teams that are less likely to have multiple switch-ins for the sweepers.

Recommended Drops -

(Bug)Scizor-Mega ---> B
(Bug)Durant ---> C
(Bug)Scolipede ---> C
(Bug)Illumise ---> D
(Bug)Butterfree ---> Unranked
(Dark)Houndoom-Mega ---> B
(Dark)Mandibuzz ---> Unranked

Recommended Rises -

(Bug)Volcarona ---> A
(Dark)Hoopa-U ---> S
 
Do you guys feel like Electric is actually worth using?
I've been trying it out, and it seems like it doesn't even have a particularly great match-up against Flying mainly due to Landorus-T, Char-X, and Thundurus-T. Seems like using water with a bunch of ice moves would be better.
 
stop bringing ice in doubles. its really bad. thank u
n10sit almost lost to ice while using mono fighting
ask me for help if you want to build ice
thank you


also on mainevent's discussion points:
Dragon --> A: dragon is pretty good, definitely A/B
Steel ---> C: B is best imo, steel has a ton of nice mons to use
Ghost ---> ???: A/B, stuff like jelli+trev is really hard to break by water, as well as having good type matchups against normal/psychic/fighting, three of the most common types

Poison:
Nidoking ---> A or B: A, nido has great coverage+strong stabs

Normal:
Kecleon ---> B: No idea about this one, guessing fake out+TR is nice?
 

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