ORAS Doubles OU Rate my Sun Team!

My OU Doubles Sun Team, currently at 9 wins - 1 Loss
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Ninetales (F) @ Weakness Policy
Ability: Drought
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Heat Wave
- Solar Beam
- Extrasensory
- Protect

This is a sun team, so it needed somebody with Drought. I chose Ninetales because I wanted Houndoom as my Mega. It has HP EV's so it can occasionally tank a physical hit and easily tanks most special attacks. I run Weakness Policy on it, since a surprising number of people will try to KO it with water, but since it's bulky and it almost always has sunlight it usually takes a low amount of damage. The set is pretty simple, Heat Wave for STAB that hits both opponents, Solarbeam provides good coverage and only takes 1 turn in the sun, Extrasensory provides coverage agains Poison and Fighting and can sometimes let Ninetales stall a turn in a pinch. Protect is there because... well protect is almost necessary for tanks in doubles, and the team revolves around the sun Ninetales provides so it needs to stay alive.

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Venusaur @ Leftovers
Ability: Chlorophyll
EVs: 164 HP / 252 SpA / 92 Spe
Mild Nature
- Growth
- Earthquake
- Giga Drain
- Sludge Bomb

Venusaur only needs one turn of setup to sweep in the sun, and it's mixed attacks provide great coverage. Chlorophyll and 92 Speed EVs let it outspeed literally anything unboosted while in the sun except Ninjask and Deoxys-S, both of which are not relevant in the tier. 252 SpA gives it's Special attacks maximum power, and the rest of the EVs were put into HP to help Venusaur tank while it sets up. Growth doubles both it's special and physical attack, allowing it to hit hard with both. Earthquake provides coverage against Steel and Fire types, Giga Drain is a good STAB move that also allows Venusaur to heal if it needs to, and Sludge Bomb is Venusaurs most powerful STAB, and gives coverage against Fairy and other Grass types.

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Sunflora @ Life Orb
Ability: Solar Power
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
- Earth Power
- Solar Beam
- Giga Drain
- Sludge Bomb

Many think the Sunflora is odd, however I chose it for the team after having terrible trouble with Trick Room on a previous Sun team. It's low speed, high SpA, and wide movepool allow it to rip through most unsuspecting Trick Room teams with ease. Life Orb and Solar Power, combined with 252 SpA and a Quiet nature gives Sunflora incredible power in the sun and still decent power without it. All other EVs go into tanking stats, and the Quiet nature reduces it's speed to a measly 86, giving it the best chance to move first in trick room. Earth Power provides great coverage against fire, steel, and poison types. Giga Drain is decent STAB that gives sunflora some much needed healing, since it loses 22% of it's health each turn. Sludge Bomb is more coverage and counters the Faries that are common on Trick Room Teams. Solar Beam is Sunflora's trump card, dealing very heavy damage in the sun and OHKOing amost anything that doesn't resist it.

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Heliolisk @ Life Orb
Ability: Solar Power
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Parabolic Charge
- Dragon Pulse
- Thunderbolt

Heliolisk has good power and speed and provides good coverage moves that the rest of the team cannot. The EVs and nature maximixe it's speed and power, and Solar power and Life Orb give it an even further power boost. Hyper Voice is powerful neutral STAB that hits both opponents and most types for decent damage. Parabolic charge, while low in power, hits both opponents and heals Heliolisk, allowing it to remain alive through the Life Orb and Solar Power damage. Dragon Pulse hits hard against the Dragon types that most of the other team members have a hard time against. Thunderbolt is there for when Heliolisk needs a more powerful electric attack than Parabolic charge to get a KO.

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Volcarona @ Lum Berry
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Bug Buzz
- Heat Wave
- Quiver Dance
- Giga Drain

Volcarone has excellent speed, power, and coverage that fits very well on the team. The EV Spread and modest nature maximize speed and power, and the Lum berry gets rid of any Status that is caused while Volcarona sets up. Quiver Dance sets Volcarona up for a sweep by giving it the power to deal heavy damage and allowing it to outspeed most competitors. Bug Buzz is incredibly powerful STAB that hits through the Substitutes used by some pokemon and covers any dark types that the rest of the team cannot. Heat wave is another powerful STAB that hits both opposing pokemon for great damage, especially when sun boosted. Giga Drain allows it to heal if needed and counters any water, ground, or rock types trying to take it out.

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Houndoom (M) @ Houndoominite
Ability: Flash Fire
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Heat Wave
- Dark Pulse
- Sludge Bomb
- Solar Beam

Houndoom probably packs the biggest punch on the entire team. It's EV spread and nature allow it to hit hard and fast. Heat Wave is once again the STAB of choice, with the sun boosted version hitting with power similar to Blast Burn. Dark Pulse is great STAB for anything that resists Heat Wave. Sludge bomb kills any faries who can tank Heat wave, and Solarbeam is powerful coverage against Water, Ground, and rock types who can tank it's other moves.
 
For your sun setter, I would suggest chairzard-y over ninetails because ninetails really isn't viable. It's way too passive, deals mediocre damage, and has crappy bulk. And since really the only viable sun setter in this tier is zard-Y, houndoom-mega isn't very viable because it means having to use ninetails. Venusaur set is cool, but not viable. It requires one turn to set up growth, which you can't always count on. An unboosted earthquake will do barely any damage, and even when boosted, it's better to just have a ground type like lando-T to fire of the EQs since it'll do a similar amount of damage if you factor in the STAB. Also, 92 Spe EV's actually do allow venu to outspeed unboosted Deo-A, and Deo-A actually is fairly relevant to this tier. Overall, I think zard Y and venu should have standard sets. For a TR counter, I would suggest something with taunt(Like thundy) or a more bulky slow support/attacker than sunflora because it has very low bulk and outside of TR, it will probably be OHKOd before even being able to move. Then for heliolisk, I would replace it something like bisharp or some rock-type resist to check lando-T from ripping apart zard Y with rock slide. Heliolisk is underwhelming because while it may be decently fast and have a decent sp.A, it needs heavy support to even be able to function since it gets taken apart from many attackers that either outspeed it, or take minimal damage from it. Volcorona is an interesting option you can try, but with so many rock weaks on the team, it would just add to the weakness to rock slide.

Overall:
You really, really, reallyyyy need protect on your mons. Protect is extremely important in doubles because it allow your partner to deal with a threat while you protect without having to switch out or sack a mon
Take a look at http://www.smogon.com/forums/threads/doubles-ou-viability-rankings.3535930/ and http://www.smogon.com/forums/threads/oras-teambuilding-frameworks.3544037/
The viability rankings is good for finding relevant threats to build for in the meta and frameworks has good stuff on building specific team archetypes like sun
 
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