Hello.
I just finished my first competitive team for doubles and since I'm kinda new to the whole competitive scene would appreciate my team to be rated. I've used this team for well over 10 hours and am pleased with its performance, but there's always some flaw you don't see yourself but others do.
Any advice on how to improve it is most welcome, though I don't intend to switch them out for anything else as I really like these guys.
Focus of the team is to be offensive minded, with boosting and status moves thrown around when the situation calls for it.
Charizard (M) @ Charizardite X
Ability: Solar Power/Tough Claws
EVs: 252 Spe/ 152 Atk / 104 SAtk
Naive Nature
- Will-O-Wisp
- Dragon Claw
- Heat Wave
- Earthquake
Charizard X is my main lead alongside Gardevoir as Gard likes strong partners so she can support and clean up the remains. Though he can also work great alongside the others if needed. Will-O-Wisp is to burn big threats and have a tool against Fake Out Mega Kangaskhan (who otherwise would just Fake Out + Return Gardevoir to death before she can burn it) and Mega Mawile who can't do anything to stop a burn except hope it misses. Heat Wave/Earthquake is to attack everyone at once and avoid possibly wasting a turn on Pokemon eager to use Protect.
Main reason to make him mixed with an emphasis on physical is to avoid him getting completely stopped in his tracks by physical walls, without nerfing his awesome physical offense too much.
Gardevoir (F) @ Leftovers
Ability: Telepathy
EVs: 252 Def / 252 HP / 4 SDef
Calm Nature
- Will-O-Wisp
- Calm Mind
- Dazzling Gleam
- Energy Ball
She nerfs pesky physical attackers with burn and supports the others. Dazzling Gleam and Energy Ball provide coverage against things the others really don't like and allows her to pick off weakened foes. Telepathy is the star of her set as it allows Charizard X to go ham with Earthquake and that has saved me a lot of times
She gets completely walled by Fire types with this moveset unfortunately, but it's something I can live with as the rest will take care of those.
Sunny Day is replaced by Calm Mind. Thanks to her spread/typing she can pull off 1 or 2 giving her more of an offensive presence even against Poison/Fire types.
Scizor (F) @ Lum Berry
Ability: Technician
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Bullet Punch
- Swords Dance
- Protect
- Brick Break (Superpower when Pokebank releases)
My Fairy/Rock buster. Scizor does his job as great as always often giving me the momentum I need. Bullet Punch needs no explanation, Swords Dance is to boost whenever possible as just one boost alone is already enough to start the carnage for real! Protect is to take advantage of his fame. If the opponent sees him he/she WILL attack him, effectively giving me a free attack with his partner to dispatch the threat. Brick Break is filler until I can get Superpower.
Charizard X likes having Scizor around due to all those Rock types trying to crush it. Scizor also doesn't mind taking a friendly Earthquake one bit so Charizard is free to do his thing.
Talonflame (M) @ Sharp Beak
Ability: Gale Wings
EVs: 164 Spe / 252 Atk / 92 HP
- Brave Bird
- Flare Blitz
- Tailwind
- Protect
My suicide lead or endgame sweeper. Talonflame is always used to get momentum through priority attacks or a Tailwind sacrifice while also baiting attacks with Protect thanks to his fame (pretty much like Scizor who is his main partner) so the partner can dispatch the threat. Brave Bird and Flare Blitz are self explanitory as no Talonflame is complete without them.
Greninja (M) @ Life Orb
Ability: Protean
EVs: 220 Spe / 136 Atk / 152 SAtk
Naive Nature
- Water Shuriken
- Extrasensory
- Ice Beam
- Rock Slide
Pretty much the posterboy of my team when it comes to flexibility and being unpredictable. Water Shuriken is wrongfully dismissed by most people as just not worth it. 8 out of 10 times it gets 3 hits at the very least, making it stronger then most priority moves and the ability to change types with priority and be able to fight Talonflame and Blaziken (after a Speed Boost) has proven invaluable.
Extrasensory is to bait all the Fighting moves thrown at him and retaliate while Ice Beam gives him great coverage and is basically a big stick to smack those blasted Garchomp users with! I originally had Dark Pulse, but Mega Gengar and Aegislash are very rare in rated Doubles so Ice Beam will be more useful.
Rock Slide deserves a seperate mention as it has turned out to be the move I use most with him. It punishes Talonflame switch-ins and destroys Charizard Y's who are confident that Drought will protect them from Water STAB moves. It has proven to be an invaluable tool against Sandstream/Drought users in general as well.
The moveset is made with flinching moves in it as I found that Greninja really HATES to get hit and flinching is one of the best ways to prevent that. I don't rely on it to happen, but when it does it often gives me the upperhand in a match.
The EV spread is something I just cooked up with one line of thinking: Stay a comfortable couple of speed points above +Speed Starmie (Greninja is at 369 with this if I'm correct) and divide the rest over Atk and SAtk.
Meowstic (M) @ Twisted Spoon
Ability: Prankster
EVs: 252 HP/ 252 Def / 4 SDef
Bold Nature
- Safeguard
- Swagger
- Psychic
- Fake Out/Calm Mind/Energy Ball
Galvantula had to go, I didn't want to but she just couldn't keep up and I needed some more oomph to my team. Mixed Charizard X/Greninja didn't have enough bite to their attacks and Scizor often doesn't have the time to be using Swords Dance so that's where Meowstic comes in!
SafeSwag is a very powerful combo and Meowstic has the tools to pull it off consistently. All my pokes like the +2 Atk boost and status protection he can give and in Scizor's case I can do a Swagger right away if I feel I need a +2 Bullet Punch immediately. If I expect a switch I can do a combo with Swords Dance for +4. Even Fire/Water types won't enjoy having to deal with +4 Scizor.
Psychic is obvious for STAB and Fake Out is the last move for now. If testing proves it to be useless (which I very much doubt since out faking the Kanga is great!) I'll switch it out for Calm Mind or Energy Ball. Twisted Spoon is a filler item until I can figure out what would benefit him more...
Notable threats:
1. Mega Mawile: this thing has been giving me headache a lot.
2. Azumarill: only dangerous if I can't damage it enough before the 2nd turn starts (Belly Drum)
3. Mega Kangaskhan: I can deal with it just fine, but thanks to Fake Out among other things it puts a lot of strain on my team before going down...
I just finished my first competitive team for doubles and since I'm kinda new to the whole competitive scene would appreciate my team to be rated. I've used this team for well over 10 hours and am pleased with its performance, but there's always some flaw you don't see yourself but others do.
Any advice on how to improve it is most welcome, though I don't intend to switch them out for anything else as I really like these guys.
Focus of the team is to be offensive minded, with boosting and status moves thrown around when the situation calls for it.
Charizard (M) @ Charizardite X
Ability: Solar Power/Tough Claws
EVs: 252 Spe/ 152 Atk / 104 SAtk
Naive Nature
- Will-O-Wisp
- Dragon Claw
- Heat Wave
- Earthquake
Charizard X is my main lead alongside Gardevoir as Gard likes strong partners so she can support and clean up the remains. Though he can also work great alongside the others if needed. Will-O-Wisp is to burn big threats and have a tool against Fake Out Mega Kangaskhan (who otherwise would just Fake Out + Return Gardevoir to death before she can burn it) and Mega Mawile who can't do anything to stop a burn except hope it misses. Heat Wave/Earthquake is to attack everyone at once and avoid possibly wasting a turn on Pokemon eager to use Protect.
Main reason to make him mixed with an emphasis on physical is to avoid him getting completely stopped in his tracks by physical walls, without nerfing his awesome physical offense too much.
Gardevoir (F) @ Leftovers
Ability: Telepathy
EVs: 252 Def / 252 HP / 4 SDef
Calm Nature
- Will-O-Wisp
- Calm Mind
- Dazzling Gleam
- Energy Ball
She nerfs pesky physical attackers with burn and supports the others. Dazzling Gleam and Energy Ball provide coverage against things the others really don't like and allows her to pick off weakened foes. Telepathy is the star of her set as it allows Charizard X to go ham with Earthquake and that has saved me a lot of times
She gets completely walled by Fire types with this moveset unfortunately, but it's something I can live with as the rest will take care of those.
Sunny Day is replaced by Calm Mind. Thanks to her spread/typing she can pull off 1 or 2 giving her more of an offensive presence even against Poison/Fire types.
Scizor (F) @ Lum Berry
Ability: Technician
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Bullet Punch
- Swords Dance
- Protect
- Brick Break (Superpower when Pokebank releases)
My Fairy/Rock buster. Scizor does his job as great as always often giving me the momentum I need. Bullet Punch needs no explanation, Swords Dance is to boost whenever possible as just one boost alone is already enough to start the carnage for real! Protect is to take advantage of his fame. If the opponent sees him he/she WILL attack him, effectively giving me a free attack with his partner to dispatch the threat. Brick Break is filler until I can get Superpower.
Charizard X likes having Scizor around due to all those Rock types trying to crush it. Scizor also doesn't mind taking a friendly Earthquake one bit so Charizard is free to do his thing.
Talonflame (M) @ Sharp Beak
Ability: Gale Wings
EVs: 164 Spe / 252 Atk / 92 HP
- Brave Bird
- Flare Blitz
- Tailwind
- Protect
My suicide lead or endgame sweeper. Talonflame is always used to get momentum through priority attacks or a Tailwind sacrifice while also baiting attacks with Protect thanks to his fame (pretty much like Scizor who is his main partner) so the partner can dispatch the threat. Brave Bird and Flare Blitz are self explanitory as no Talonflame is complete without them.
Greninja (M) @ Life Orb
Ability: Protean
EVs: 220 Spe / 136 Atk / 152 SAtk
Naive Nature
- Water Shuriken
- Extrasensory
- Ice Beam
- Rock Slide
Pretty much the posterboy of my team when it comes to flexibility and being unpredictable. Water Shuriken is wrongfully dismissed by most people as just not worth it. 8 out of 10 times it gets 3 hits at the very least, making it stronger then most priority moves and the ability to change types with priority and be able to fight Talonflame and Blaziken (after a Speed Boost) has proven invaluable.
Extrasensory is to bait all the Fighting moves thrown at him and retaliate while Ice Beam gives him great coverage and is basically a big stick to smack those blasted Garchomp users with! I originally had Dark Pulse, but Mega Gengar and Aegislash are very rare in rated Doubles so Ice Beam will be more useful.
Rock Slide deserves a seperate mention as it has turned out to be the move I use most with him. It punishes Talonflame switch-ins and destroys Charizard Y's who are confident that Drought will protect them from Water STAB moves. It has proven to be an invaluable tool against Sandstream/Drought users in general as well.
The moveset is made with flinching moves in it as I found that Greninja really HATES to get hit and flinching is one of the best ways to prevent that. I don't rely on it to happen, but when it does it often gives me the upperhand in a match.
The EV spread is something I just cooked up with one line of thinking: Stay a comfortable couple of speed points above +Speed Starmie (Greninja is at 369 with this if I'm correct) and divide the rest over Atk and SAtk.
Meowstic (M) @ Twisted Spoon
Ability: Prankster
EVs: 252 HP/ 252 Def / 4 SDef
Bold Nature
- Safeguard
- Swagger
- Psychic
- Fake Out/Calm Mind/Energy Ball
Galvantula had to go, I didn't want to but she just couldn't keep up and I needed some more oomph to my team. Mixed Charizard X/Greninja didn't have enough bite to their attacks and Scizor often doesn't have the time to be using Swords Dance so that's where Meowstic comes in!
SafeSwag is a very powerful combo and Meowstic has the tools to pull it off consistently. All my pokes like the +2 Atk boost and status protection he can give and in Scizor's case I can do a Swagger right away if I feel I need a +2 Bullet Punch immediately. If I expect a switch I can do a combo with Swords Dance for +4. Even Fire/Water types won't enjoy having to deal with +4 Scizor.
Psychic is obvious for STAB and Fake Out is the last move for now. If testing proves it to be useless (which I very much doubt since out faking the Kanga is great!) I'll switch it out for Calm Mind or Energy Ball. Twisted Spoon is a filler item until I can figure out what would benefit him more...
Notable threats:
1. Mega Mawile: this thing has been giving me headache a lot.
2. Azumarill: only dangerous if I can't damage it enough before the 2nd turn starts (Belly Drum)
3. Mega Kangaskhan: I can deal with it just fine, but thanks to Fake Out among other things it puts a lot of strain on my team before going down...
Last edited: