Changes are in red.
Well, nobody commented on my last RMT, even though it peaked at about 2200 on the PS ladder. Never mind. Inspired by drakeyy, who recently posted his own Research Week team to demonstrate the value of Celebi in Smogon Doubles, I am doing the same with another VGC-illegal OU powerhouse that has often been considered a bit of a misfit in Doubles, the recent suspect Keldeo.
Ever since Doubles, with its unbanning of Swift Swim, was introduced, people have insisted that Keldeo is outclassed by Swift Swimmers. Well here are some reasons why it is not:
1) 129 SpA is way more powerful than Kingdra or Ludicolo, even though these threats run Modest natures while Keldeo has to run Timid. Life Orb Hydro Pump is a scary thing to face, and Keldeo 2HKOs most things.
2) Secret Sword blasts through traditional rain counters like Ferrothorn and the occasional Blissey (which is mostly why it was suspected in OU in the first place). Try killing Ferrothorn with Kingdra.
3) It doesn't need rain, it can function in any weather (though obviously not sun). Swift Swimmers tend to be obliterated by faster threats once their precious rain is removed. Meanwhile Keldeo has a highly decent 108 speed whatever the weather.
Anyway, here's the teambuilding process:
Obviously.
I ran sand to give Keldeo a chance to stand out from Swift Swimmers. Plus the two have tremendous offensive synergy, as Choice Scarf Tyarnitar can outrun and take out the likes of Latios, Tornadus, Thundurus, Salamence and Scarf Jellicent (to name a few), against which Keldeo struggles.
SubTran, to my mind, almost qualifies as a sand abuser. That 6% being drained from the opponent's health bar every turn while Heatran makes more Substitutes can add up in a metagame where not much stuff bothers with either passive or instant recovery. He's become my primary win condition.
Yikes, Heatran and Tyranitar share quite a few weaknesses. I'd better add something that can switch into Water-, Ground- and Fighting-type attacks without blinking. Fortunately just such a Pokemon exists and it has arguably the best ability in the metagame to boot.
Yes, it's Wolfe's famous Heatran/Cresselia combo, but I don't subscribe to those Skill Swap/Levitate shenanigans, it's too situational for my taste. Still, it can run Sunny Day to buff Heatran's attacks and stick two fingers up at rain, and provides speed control and another Ground-type immunity.
Amoonguss and Heatran have awesome defensive synergy: with one exception, each type which one is weak to is resisted by the other. This means that often Amoonguss can merrily Rage Powder as Heatran sets up a Substitute. Also, it's the only thing on this team has an Electric-type resist, which is important.
In full:
Keldeo @ Life Orb
Ability: Justified
- Hydro Pump
- Secret Sword
- Hidden Power Electric
- Protect
EVs: 4 HP / 252 SpA / 252 Spe
IVs: 30 SpA
Timid Nature
I've already waxed lyrical about Keldeo in the introduction, but I'd like to reiterate quite how powerful it is. That third moveslot proved troublesome to fill: I tried Taunt, Substitute, Icy Wind, Calm Mind and other Hidden Powers. I'm going with Hidden Power Electric because of my team's issue with bulky Water-types. Of the other stuff I tried, Substitute was probably best but with Life Orb and sand damage I often ended up dying behind the Sub, which is so not the point. Keldeo is actually really good at countering rain once the inevitable Kingdra has been dealt with.
Tyranitar @ Choice Scarf
Ability: Sand Stream
- Rock Slide
- Crunch
- Stone Edge
- Superpower
EVs: 4 HP / 252 Atk / 252 Spe
IVs: 0 SpA
Jolly Nature
Despite the fact that Scarf Tyranitar has a Smogon analysis which calls it "one of the biggest threats in the metagame", people never seem to expect Tyranitar to be holding a Choice Scarf, so this thing can get a fair few unexpected kills. Several times opponents have lost Tornadus because they expected to kill Tyranitar first with Superpower and Tyranitar has got in first with Stone Edge. If all else fails, Rock Slide flinch hax can get the job done. Tyranitar outruns and kills several other threats, and normally I'm quite happy to let it die after it has killed its designated target.
Heatran @ Leftovers
Ability: Flash Fire
- Heat Wave
-Earth Power
- Substitute
- Protect
EVs: 248 HP / 252 SpA / 8 Spe
IVs: 0 Atk
Modest Nature
SubTran seems to be the flavour of the month. But with good reason: it is very effective. Once Heatran has a Substitute intact at the end of the turn it is often game over as far as my opponent is involved. Heatran appreciates both Cresselia's sun and Tyranitar's sand, and Heat Wave is great for sweeping teams when boosted by Cresselia's Sunny Day. I've used it over Eruption here because just putting up a Substitute takes away 25% of Eruption's power to start with, although the perfect accuracy would be nice. The success of this set has left me considering taking it one step further and running Torment, as it occasionally does in singles.
Gyarados @ Wacan Berry
Ability: Intimidate
- Waterfall
- Taunt
- Thunder Wave
- Protect
EVs: 252 HP / 212 SpD / 44 Spe
IVs: 0 SpA
Careful Nature
Nothing much to say here. A standard set and it does what it's supposed to do. Taunt is mostly useful versus Trick Room as Gyarados's Taunt is not the fastest, though it can be nice to catch Pranksters and the like on the switch. Waterfall, even uninvested, packs a punch when boosted by opponent's rain, but considering most rain teams on the ladder seem to be composed of six Water types anyway, it isn't always the most useful thing. Thunder Wave cripples stuff, obviously, and is really vital for slowing down other threats, although sadly it works against Cresselia's Trick Room. 44 speed EVs creep opposing Cresselia.
Cresselia @ Sitrus Berry
Ability: Levitate
- Psychic
- Ice Beam
- Trick Room
- Sunny Day
EVs: 252 HP / 136 Def / 112 SpA / 8 Spe
IVs: 0 Atk
Calm Nature
Cresselia is one of those Pokemon that can viably run about ten different moves, and it is the task of the teambuilder to pick the ones which are needed the most. Ice Beam 2HKOs Tornadus and Yache Berry Garchomp, and has a 50% chance to OHKO Shaymin-S, which are notable threats to this team. I've gone for Trick Room mostly as a way of countering dedicated Tailwind teams that can rip me to shreds; since it trumps all other forms of speed control it is really the only speed control needed. I know Sunny Day looks weird when I have two Water-types on my team but without it I keep getting run over by rain teams. Plus it can pave the way for Heatran to sweep.
Amoonguss @ Mental Herb
Ability: Regenerator
- Spore
- Rage Powder
- Giga Drain
- Protect
EVs: 88 HP / 252 Def / 168 SpD
IVs: 0 Atk / 0 Spe
Sassy Nature
Everyone knows about Amoonguss and how annoying it is. It is highly bulky, surviving both Modest Hydreigon's Draco Meteor and Timid Latios's Psyshock with the given EVs. I have given it minimum speed to allow it to counter Trick Room, which is a role in which it excels. If Gyarados's Taunt is the best thing I can do to prevent Trick Room, Amoonguss is the best Plan B, immediately sleeping the most dangerous threat. Apart from that, Rage Powder. Mental Herb allows me to get in one more Rage Powder in the face of Taunt users, and that can sometimes make all the difference.
Tyranitar can revenge most other Dragon-types but can't do the same to Garchomp, who has a little more bulk than most. Cresselia's Ice Beam is only a 2HKO, and Keldeo's Hydro Pump falls short of being an OHKO too. For that reason I often have to play around it a bit with Gyarados's Intimidate, which can be a problem if (as it often is) Garchomp is partnered with Zapdos.
Keldeo's Secret Sword just barely 2HKOs Gastrodon. Same for Amoonguss's Giga Drain. And it is a massive problem for Gyarados, Heatran and Tyranitar, hard countering the lot. Other bulky Water-types - Gyarados, Manaphy, Suicune, Slowking, Jellicent and Swampert - are all problematic but this is certainly the worst and sadly also the most common.
Since nothing on the team approaches Shaymin-S's lightning-fast speed tier and I have limited speed control, this thing can and has flinched me to death when my predictive powers and the random number generator conspire against me. If Amoonguss is around I will be okay since I can absorb a Seed Flare and Thunder Wave/Ice Beam the thing.
This team contains no priority attacks, not even Fake Out. Therefore Deoxys-A is a massive bitch, and will score at least one KO if played well. Cresselia is the best answer, but will still take a lot from Dark Pulse.
Well, nobody commented on my last RMT, even though it peaked at about 2200 on the PS ladder. Never mind. Inspired by drakeyy, who recently posted his own Research Week team to demonstrate the value of Celebi in Smogon Doubles, I am doing the same with another VGC-illegal OU powerhouse that has often been considered a bit of a misfit in Doubles, the recent suspect Keldeo.
Ever since Doubles, with its unbanning of Swift Swim, was introduced, people have insisted that Keldeo is outclassed by Swift Swimmers. Well here are some reasons why it is not:
1) 129 SpA is way more powerful than Kingdra or Ludicolo, even though these threats run Modest natures while Keldeo has to run Timid. Life Orb Hydro Pump is a scary thing to face, and Keldeo 2HKOs most things.
2) Secret Sword blasts through traditional rain counters like Ferrothorn and the occasional Blissey (which is mostly why it was suspected in OU in the first place). Try killing Ferrothorn with Kingdra.
3) It doesn't need rain, it can function in any weather (though obviously not sun). Swift Swimmers tend to be obliterated by faster threats once their precious rain is removed. Meanwhile Keldeo has a highly decent 108 speed whatever the weather.
Anyway, here's the teambuilding process:

Obviously.


I ran sand to give Keldeo a chance to stand out from Swift Swimmers. Plus the two have tremendous offensive synergy, as Choice Scarf Tyarnitar can outrun and take out the likes of Latios, Tornadus, Thundurus, Salamence and Scarf Jellicent (to name a few), against which Keldeo struggles.



SubTran, to my mind, almost qualifies as a sand abuser. That 6% being drained from the opponent's health bar every turn while Heatran makes more Substitutes can add up in a metagame where not much stuff bothers with either passive or instant recovery. He's become my primary win condition.




Yikes, Heatran and Tyranitar share quite a few weaknesses. I'd better add something that can switch into Water-, Ground- and Fighting-type attacks without blinking. Fortunately just such a Pokemon exists and it has arguably the best ability in the metagame to boot.





Yes, it's Wolfe's famous Heatran/Cresselia combo, but I don't subscribe to those Skill Swap/Levitate shenanigans, it's too situational for my taste. Still, it can run Sunny Day to buff Heatran's attacks and stick two fingers up at rain, and provides speed control and another Ground-type immunity.






Amoonguss and Heatran have awesome defensive synergy: with one exception, each type which one is weak to is resisted by the other. This means that often Amoonguss can merrily Rage Powder as Heatran sets up a Substitute. Also, it's the only thing on this team has an Electric-type resist, which is important.
In full:

Keldeo @ Life Orb
Ability: Justified
- Hydro Pump
- Secret Sword
- Hidden Power Electric
- Protect
EVs: 4 HP / 252 SpA / 252 Spe
IVs: 30 SpA
Timid Nature

Tyranitar @ Choice Scarf
Ability: Sand Stream
- Rock Slide
- Crunch
- Stone Edge
- Superpower
EVs: 4 HP / 252 Atk / 252 Spe
IVs: 0 SpA
Jolly Nature

Heatran @ Leftovers
Ability: Flash Fire
- Heat Wave
-Earth Power
- Substitute
- Protect
EVs: 248 HP / 252 SpA / 8 Spe
IVs: 0 Atk
Modest Nature

Gyarados @ Wacan Berry
Ability: Intimidate
- Waterfall
- Taunt
- Thunder Wave
- Protect
EVs: 252 HP / 212 SpD / 44 Spe
IVs: 0 SpA
Careful Nature

Cresselia @ Sitrus Berry
Ability: Levitate
- Psychic
- Ice Beam
- Trick Room
- Sunny Day
EVs: 252 HP / 136 Def / 112 SpA / 8 Spe
IVs: 0 Atk
Calm Nature

Amoonguss @ Mental Herb
Ability: Regenerator
- Spore
- Rage Powder
- Giga Drain
- Protect
EVs: 88 HP / 252 Def / 168 SpD
IVs: 0 Atk / 0 Spe
Sassy Nature
Threats to this team:
Defiant Variants stop Gyarados from ever switching in, which can be a bit limiting, and Prankster Variants get up Tailwind without fail and exploit my already slow-ish team. Apart from Cresselia, everything is destroyed by either Acrobatics or Superpower, and Cresselia can't take Taunt very well. By luck not design, Tyranitar is just fast and powerful enough to OHKO it with Stone Edge after an Intimidate, but if it gets in with Tailwind up I am in trouble unless I can activate Trick Room.



Since nothing on the team approaches Shaymin-S's lightning-fast speed tier and I have limited speed control, this thing can and has flinched me to death when my predictive powers and the random number generator conspire against me. If Amoonguss is around I will be okay since I can absorb a Seed Flare and Thunder Wave/Ice Beam the thing.

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