ORAS Doubles OU My First Doubles Team Need Help

I have recently got back into Doubles after my pokemon break for a year and could really do with some help! Just a fact i didnt write IV's as all these pokes are 6iv and the help is greatly appreciated.
Thanks!
RayzorFangz


Mega Lopunny @ Loppunite
Ability: Limber/Scrappy
Nature: Jolly
EV's: 252 Atk / 252 Spe / 4 Hp
-Fake Out
-High Jump Kick
-Ice Punch
-Return
I chose Lopunny because i needed a pokemon that could come alongside my sylveon allowing it to set up for a huge hyper voice attack as well as letting itself set up by getting the mega speed boost by faking out the most dangerous mon on the field. It outspeeds Greninja which my team is extremely weak to which is crucial or else my team cant do anything. I am able to OKHO mega Sableye which is a threat to my latios which is one of my main powerhouses. Finally Ice punch is there so Dragons cant do anything to my team and are automatically out of the picture

Sylveon @ Leftovers
Ability: Pixilate
Nature: Bold
EV's 252 Hp / 252 Def / 4 SpA
-Calm Mind
-wish
-Hyper Voice
-Toxic
I chose sylveon as i need a wall that is also able to deal out damage. Sylveon is able to take out lopunny greninja and latios's weaknesses which is extremely useful. It has the toxic in order to break walls suck as slowbro which my team cannot do that much against. It has wish so that i can heal up either my Landorus T or my lopunny which are often switched out to be preserved.

Landorus T Life Orb
Ability: Intimidate
Nature: Impish
EV's 252 Atk / 252 SpD / 4 Hp
-Earthquake
-Stone edge
-Stealth rocks
-U-Turn
I chose landorus as it can cover Mega lopunnies biggest weaknes, Talonflame as well as being able to 2KHO most fairy types which also prove a challenge. My landorus is impish in order to help it manage to survive an attack so that it can go in with a ston edge or EQ. Thos stealth rocks is there so that if i see a talonflame on the other team and somehow it is not a lead i will be able to knock out a chunk of hp and finish it with a Mega Lopunny Fake Out.

Latios @ Choice Specs
Ability: Levitate
Nature: Timid
EV's: 252 SpA / 252 Spe / 4 hp
-Draco Meteor
-Thunderbolt
-Psyshock
-Recover
I chose Latios as it is an extremely powerful special sweeper. It is able to OKHO almost anything with the choice specs Draco Meteor. The thunderbolt is there to hit the 2 most used fairy types, Azumarill and TogeKiss. The Psyshock is there for an easy OKHO on fighting types that may hope to OKHO my Greninja with a mach punch. Overall Latios is normally something i can rely on to get rid of whatever is going against my team.

Greninja @ Expert Belt
Ability: Protean
Nature: Timid
EV's: 252 SpA / 252 Spe / 4hp
-Grass knot
-Ice Beam
-Dark Pulse
-Hydro Pump
Well when everything STAB it make a mon pretty OP so that is why i chose greninja. THe grass knot is there to be able to OKHO other Greninjas with the help of the expert belt. My greninja is the only thing that is able to make a dent in Slowbro therefore it carries dark pulse. The ice beam is for most bird pokemon but mainly dragons suck as garchomp who may lear iron head or poison jab therefore OKHOing my Sylveon and possible my Mega Lopunny so this is in the back waiting for them. The Hydro Pump is just a hard hitting move that is able to deal lots of damage to pokes my Greninja doesnt cover.

Scizor @ Choice Band
Ability: Technician
EV's 252 hp / 252 Atk / 4 Spe
-Bullet Punch
-U-Turn
-Night Slash
-Protect
After i finished making this team i realised there was a massive fairy weakness so i thought of scizor. The choice bandedbullet punch is able to deal massive amounts of damage to fairy types however some it does not cover so that is what latios and landorus T are for. The U-Turn is just in cause i find myself in a position i dont like and want to deal some damage before i go. The nigh slash is just there for some coverage against ghost types however i am lookin to change that move.
 
Cool Team man! These pokemon are quite large threats and I am happy to say that it's quite intimidating on paper.

Now, there aren't any major changes; moreso, just many minor changes that would make your changes better. You know what they say, even the smallest things make the greatest impact.

Lopunny:
1. Replace Ice Punch > Protect so that you are able to stall out opposing Tailwind, Trick Room, etc. This is also a staple move in Doubles.

Sylveon:
1. For the sake of the set, change Pixilate > Cute Charm so that you're able to infatuate physical attackers and catch pokemon such as Conkeldurr in a horrible position.
2. For the above point, replace Hyper Voice > Dazzling Gleam. This is also a spread move with a little bit less power, but the ability is VERY worth it.
3. Replace Toxic > Protect because Protect is once again necessary on any team, as well as Wish+Protect is a common strategy; even in singles.

Landorus:
1. A more offensive set is more valued on Landorus so that it can pose a threat. Try using an EV spread of 200 HP / 252 Atk / 56 Spe with an Adamant Nature so that it can destroy other pokemon.
2. Replace Stealth Rock > Protect, where Stealth Rocks aren't very useful because pokemon rarely switch in Doubles; However, it can come in handy. But, Protect is generally more useful.
3. Replace Life Orb > Yache Berry so that the additional bulk also supplies you with a surprise factor by factoring the most horrible weakness that Landorus has.

Latios:
1. Replace Recover > Trick so that you can destroy every wall in existence (I'm looking at you Sableye) and to provide Latios with a little extra flexibility.
2. This is a SUGGESTION, but replace Thunderbolt > Protect. I could be wrong, however, as that may be needed for M-Dos or something else. But, generally, it's not very useful.

Greninja:
1. Replace Expert Belt > Focus Sash, because the Abundance of Mach Punch from Breloom and Conkeldurr can cut its life short.
2. Greninjas in Doubles aren't very common. This also means that you should use Hidden Power [Fire] or Protect > Grass Knot to Nail Ferrothorn and Scizor, or by using a staple move in Doubles. Protect should be used, however, because people will generally try to Fake Out to break the Sash. Ferrothorn can be dealt with Latios' Trick or Mega Lopunny.

Scizor:
Personally, Scizor doesn't seem to fit well on your team. It just has a lack of synergy with the other Pokemon in your team. THerefore, I would suggest that you replace Scizor COMPLETELY for Aegislash. Aegislash has a neat typing that helps it to deal with Fairy Types and has the bulk that fits well on your team. Intimidate support and Wish support from Sylveon make it a whole lot better as a Pokemon. It also acts as a solid Trick Room Counter.

Other than those suggestions, the pokemon you picked were good, but the minor errors in teambuilding and details were cutting you short. Hopefully the above replacements should boost your team's synergy and power for the better.

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Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
IVs: 0 Spe
- King's Shield
- Iron Head
- Sacred Sword
- Shadow Ball
 

shaian

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Okay, so first off I think you should really learn more about the doubles metagame as a whole, because that looks like an OU team. The obvious giveaways are the lack of Protect, the use of Stealth Rocks, and Cleric Sylveon. So to translate this team better into doubles here are some suggestions:

1. Lopunny: Use Low Kick or Drain Punch instead of High Jump Kick, as the frequency of Protect in Doubles makes High Jump Kick far too risky to use. Also repeating the suggestion of Protect > Ice Punch, although foregoing Return for coverage could also work.

2. Sylveon: In doubles Sylveon should almost always be used as a nuke, just breaking through teams with Hyper Voice. The above suggestion for Sylveon is (no offence) whack. The idea of a "cleric" in doubles is almost unheard of outside of incredibly specific mons, but even then its more of a support (Helping Hand, speed control, Heal Pulse). Sylveon doesn't fulfill the role of a support, so instead switch to a Choice Specs set. Paired with Fake Out and Fighting type support from Lopunny, Sylveon can easily break through frailer teams.

Sylveon (F) @ Choice Specs
Ability: Pixilate
EVs: 200 HP / 56 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hyper Voice
- Moonblast
- Psyshock
- Heal Bell

3. Landorus-T: Physically defensive Landorus is once again an OU set, in Doubles Landorus-T is primarily used to shuffle Intimidates with U-Turn and provide significant offensive pressure through Eq and its coverage moves. If you don't want to run a Scarf Landorus-T set, try this set (stolen from an old RMT by Audiosurfer):

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 24 HP / 252 Atk / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Protect

It has a 1/3 chance to OHKO 200 HP / 0 Def Shuca Tran, and an 87.5% chance to OHKO the 56 HP / 0 Def variants with Earthquake, outruns the 275 speed tier, and provides some nice Intimidate pivoting, which should prove to be a very useful facet of your team.

4. Latios: You're probably better off avoiding a Choice variant Latios (bar the scarf set depending on how the Mence suspect goes), so I would just switch to a Life Orb variant. This will let you have flexibility in your attacks, which is a key part of taking advantage of Latios's tremendous offensive pressure. Another thing is that Choice + Recover is a waste in doubles as that brings your damage output in a turn to a zero, which should never be the case barring setup turns for things like Tailwind or Trick Room, or for double protecting. A Life Orb set however lets you take the time to use Recover as Latios can force switches quite frequently against certain match-ups.

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Protect
- Recover

5. Greninja: Greninja is another OU mon, though it has found itself becoming more viable in the Mence era of doubles (much to the lament of certain doubles community members). If you do want to use Grenininja, use Protect instead of Grass Knot. Though specially offensive Greninja is in my opinion the less viable set in doubles, I typically prefer a set of Low Kick / Rock Slide / Ice Beam / Protect, with a spread of 252 Atk / 4 SpA / 252 Spe Hasty nature. You can always give that a spin if you want.

6. Scizor: Slow Banded Scizor just seems like a poor choice, though Scizor himself is a great mon. To better take advantage of his strengths, I recommend trying a Life Orb set with Superpower instead of Night Slash. The spread of 32 HP / 252 Atk / 8 Def / 216 Spe lets it outrun -1 Kanga, hits a Life Orb number, max attack and the rest just thrown into defence (credit to GiraGoomy for this set idea, I just kinda made up the EVs based on his benchmarks). You can also run Bug Bite over U-Turn to hit certain things really hard, though U-Turn can be used to gain momentum.

Scizor @ Life Orb
Ability: Technician
EVs: 32 HP / 252 Atk / 8 Def / 216 Spe
Adamant Nature
- Bullet Punch
- U-turn / Bug Bite
- Protect
- Superpower

Aight that's all I have, happy holidays n_n7
 
Thank you both I can't express how much it has helped I have used both your ideas and I have been doing alot better in doubles I did however use a mix between mine and both of your sylveon sets and I was able to win an FFA with 3 pokes targetin me thanks guys!!. In a few days I will add to this thread once to see if there is anything else that could be done. Again thanks both of you sooo much!! :D
 

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