Now, I've never really played doubles competitively before, so this team is pretty much all theory and untestedness; but I'd like to get some opinions before I go out and start putting the team together!
I've been watching a few videos of other people's VGC 10 matches to get some ideas, and there were a few Pokémon that seemed interesting to me. Plus, I've never used any of these before, so it should be a fun experience!
@
Weavile @ Focus Sash
Ability: Pressure
Nature: Jolly
EVs: 42 HP/252 Att/216 Speed
Fake Out
Ice Punch
Night Slash
Low Kick
I wanted a Fake Out user, and Weavile came to mind with its dual STABs that should prove useful against a lot of the field. Night Slash is super effective against things like Mewtwo and Giratina, as well as being able to hit Shedinja (always a bonus). Ice Punch should do well against Rayquaza, Lugia, Ho-oh and so on, and Low Kick is to take advantage of the heaviness of many of the opponents, especially punishing Dialga. Focus Sash is obviously to protect against OHKOs, as Weavile isn't the most bulky thing around.
The EVs are pretty much copies from the Smogon analysis, which claims maximising speed isn't necesary... I'm not too savvy about speed tiers myself, so can anyone confirm this? What will my Weavile be looking to/able to outspeed?
I was a little tempted towards giving it Ice Shard, probably replacing Ice Punch; what are people's thoughts? In general, Weavile should be able to outspeed most things, but priority moves are never a bad thing (especially if they get Trick Room set up).
@
Lugia @ Lum Berry
Ability: Pressure
Nature: Timid
EVs: 252 HP/66 Def/192 Speed
Calm Mind
Roost
Aeroblast
Earth Power
Since a lot of the scariest Pokémon out there are specially based, I wanted something that could take some special hits. Lugia is fast enough that it should easily get one Calm Mind off, expecially with Weavile Faking something Out, and with Roost to recover itself (and lose its weaknesses to Rock, Electric and Ice for a turn) hopefully many more. Aeroblast is a strong STAB move (that can hit Shedinja!) that should get pretty powerful after several Calm Minds. Earth Power is to hit things that resist Aeroblast; targets such as Metagross, Dialga and Tyrannitar. Lum Berry is to cope with Dark Void Smeargle, and any other potential problems (freezing blizzards and paralyzing thunderstorms, for instance...).
The EVs are again copied from the analysis, though Skarmbliss suggests 100 speed EVs instead. Which is better?
Now, I was kind of unsure about the attacking moves here; perhaps it would be better to go with Ice Beam, Blizzard or Thunder? What are people's opinions? Thunder and Blizzard kind of rely on Kyogre or Abomasnow being out, with Ice Beam a safer ice option...
@
Blissey @ Leftovers
Ability: Natural Cure
Nature: Calm
EVs: 6 HP/252 Def/252 Sp. Def
Helping Hand
Psych Up
Softboiled
Toxic
I saw the Lugia/Blissey Calm Mind/Psych Up combo on a video, and it seemed pretty interesting; though like I say, I haven't tested it, so
I don't know how well it works. Poor Blissey I kind of want to be doing way more things than it has move slots for; ideally I'd give it Thunderbolt, Ice Beam, Psych Up, Substitute, Softboiled, Helping Hand, Heal Bell, Protect, Toxic and Safeguard... The plan is to switch Blissey in after Lugia has got a few Calm Minds, and then Psych Up to match it. That should make Blissey into a truly formidable special wall, who can then recover itself and either help its partner to do damage with Helping Hand or chip away the opponent's life with Toxic. Leftovers meanwhile steadily cure Blissey
Since it doesn't have any attacking moves, the EVs kind of write themselves; obviously they might need changing if I change her moveset.
So, the moveset. I'd really like to fit Substitute or Protect on to dodge Explosions; I'm also not using the Sp. Att boost from Pysch Up at all. Perhaps she should gain an attacking move. And maybe it would be better just to give Blissey herself Calm Mind? She could also be a good Safeguard and/or Heal Bell user (or maybe Lugia should get Safeguard?). What do you think?
@
Kyogre @ Choice Scarf
Ability: Drizzle
Nature: Timid
EVs: 6 HP/252 Sp. Att/252 Speed
Water Spout
Thunder
Ice Beam
Ancientpower
My last member, a somewhat typical Kyogre. Its job is pretty simple: get in and do massive damage with Water Spout, especially when boosted by Blissey's Helping Hand. Being Scarfed should let it outspeed most things. The remaining moves are to give coverage: Thunder for opposing Kyogres, Ice Beam for dragons and ground types, and if necessary Ancientpower for Shedinja. Hiding at the back also allows me to switch it in to change the weather if needed, or else just to come in last when hopefully they can't switch around and stop it raining any more.
So, that's my team. A few points: I don't have anything with Protect, which worries me, and most of my members are more specially defensive than defensive. Against an Explosive opponent my only real hope is to try and KO it before it goes boom.
So, how does it look? Is it good enough for me to start RNGing the necessary Pokémon, or are there more major flaws to be worked out?
I've been watching a few videos of other people's VGC 10 matches to get some ideas, and there were a few Pokémon that seemed interesting to me. Plus, I've never used any of these before, so it should be a fun experience!


Weavile @ Focus Sash
Ability: Pressure
Nature: Jolly
EVs: 42 HP/252 Att/216 Speed
Fake Out
Ice Punch
Night Slash
Low Kick
I wanted a Fake Out user, and Weavile came to mind with its dual STABs that should prove useful against a lot of the field. Night Slash is super effective against things like Mewtwo and Giratina, as well as being able to hit Shedinja (always a bonus). Ice Punch should do well against Rayquaza, Lugia, Ho-oh and so on, and Low Kick is to take advantage of the heaviness of many of the opponents, especially punishing Dialga. Focus Sash is obviously to protect against OHKOs, as Weavile isn't the most bulky thing around.
The EVs are pretty much copies from the Smogon analysis, which claims maximising speed isn't necesary... I'm not too savvy about speed tiers myself, so can anyone confirm this? What will my Weavile be looking to/able to outspeed?
I was a little tempted towards giving it Ice Shard, probably replacing Ice Punch; what are people's thoughts? In general, Weavile should be able to outspeed most things, but priority moves are never a bad thing (especially if they get Trick Room set up).


Lugia @ Lum Berry
Ability: Pressure
Nature: Timid
EVs: 252 HP/66 Def/192 Speed
Calm Mind
Roost
Aeroblast
Earth Power
Since a lot of the scariest Pokémon out there are specially based, I wanted something that could take some special hits. Lugia is fast enough that it should easily get one Calm Mind off, expecially with Weavile Faking something Out, and with Roost to recover itself (and lose its weaknesses to Rock, Electric and Ice for a turn) hopefully many more. Aeroblast is a strong STAB move (that can hit Shedinja!) that should get pretty powerful after several Calm Minds. Earth Power is to hit things that resist Aeroblast; targets such as Metagross, Dialga and Tyrannitar. Lum Berry is to cope with Dark Void Smeargle, and any other potential problems (freezing blizzards and paralyzing thunderstorms, for instance...).
The EVs are again copied from the analysis, though Skarmbliss suggests 100 speed EVs instead. Which is better?
Now, I was kind of unsure about the attacking moves here; perhaps it would be better to go with Ice Beam, Blizzard or Thunder? What are people's opinions? Thunder and Blizzard kind of rely on Kyogre or Abomasnow being out, with Ice Beam a safer ice option...


Blissey @ Leftovers
Ability: Natural Cure
Nature: Calm
EVs: 6 HP/252 Def/252 Sp. Def
Helping Hand
Psych Up
Softboiled
Toxic
I saw the Lugia/Blissey Calm Mind/Psych Up combo on a video, and it seemed pretty interesting; though like I say, I haven't tested it, so
I don't know how well it works. Poor Blissey I kind of want to be doing way more things than it has move slots for; ideally I'd give it Thunderbolt, Ice Beam, Psych Up, Substitute, Softboiled, Helping Hand, Heal Bell, Protect, Toxic and Safeguard... The plan is to switch Blissey in after Lugia has got a few Calm Minds, and then Psych Up to match it. That should make Blissey into a truly formidable special wall, who can then recover itself and either help its partner to do damage with Helping Hand or chip away the opponent's life with Toxic. Leftovers meanwhile steadily cure Blissey
Since it doesn't have any attacking moves, the EVs kind of write themselves; obviously they might need changing if I change her moveset.
So, the moveset. I'd really like to fit Substitute or Protect on to dodge Explosions; I'm also not using the Sp. Att boost from Pysch Up at all. Perhaps she should gain an attacking move. And maybe it would be better just to give Blissey herself Calm Mind? She could also be a good Safeguard and/or Heal Bell user (or maybe Lugia should get Safeguard?). What do you think?


Kyogre @ Choice Scarf
Ability: Drizzle
Nature: Timid
EVs: 6 HP/252 Sp. Att/252 Speed
Water Spout
Thunder
Ice Beam
Ancientpower
My last member, a somewhat typical Kyogre. Its job is pretty simple: get in and do massive damage with Water Spout, especially when boosted by Blissey's Helping Hand. Being Scarfed should let it outspeed most things. The remaining moves are to give coverage: Thunder for opposing Kyogres, Ice Beam for dragons and ground types, and if necessary Ancientpower for Shedinja. Hiding at the back also allows me to switch it in to change the weather if needed, or else just to come in last when hopefully they can't switch around and stop it raining any more.
So, that's my team. A few points: I don't have anything with Protect, which worries me, and most of my members are more specially defensive than defensive. Against an Explosive opponent my only real hope is to try and KO it before it goes boom.
So, how does it look? Is it good enough for me to start RNGing the necessary Pokémon, or are there more major flaws to be worked out?