Hello there, we meet again. This time I have devised a double choice team for regulation H. I would appreciate any and all advice on how I can make it better since I drafted this several days ago and I need some help to make it better. Thank you in advance for your help and without further ado let's get started.
Arcanine-Hisui @ Choice Band
Ability: Rock Head
Level: 50
Shiny: Yes
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Extreme Speed
- Rock Slide
- Flare Blitz
- Head Smash
This right here is the first of my two choice users. He has a jolly nature but I am fluctuating between adamant because he could use the damage boost. I ran some damage calcs but it kept being too close to know for sure. He has a standard move set with rock slide to do incredible damage and cause huge disruption with flinches (I got a double flinch that completely ruined the opponent). I am still unsure if this is the best ability and move set for a doubles format, but that's why you can help me. Arcanine
runs tera fairy since its a great defensive tera type to help take more hits. Besides that there isn't too much to say, but I will mention he is a great lead and a great cleanup because banded extreme speeds help to pick off a lot of opponents. It has a standard EV spread to maximize damage and speed.
Whimsicott @ Mental Herb
Ability: Prankster
Level: 50
Shiny: Yes
Tera Type: Ghost
EVs: 252 HP / 128 Def / 128 SpD
Calm Nature
IVs: 0 Atk
- Protect
- Tailwind
- Encore
- Fake Tears
This is whimsicott
, the star of the show in its own unique way. Tailwind is crucial to out speed many opponents to let either my Arcanine
or Gholdengo
do their thing. With encore for disruption to punish any counter play the opponent might do, such as protect or something else, it's a great way to shut down the opponent. Fake tears is used because it pairs very nicely with Gholdengo
, making its make it rains do double damage to the target. As for EVs, I took a different approach, since I am not running moon-blast, mental herb is crucial to making sure I don't get taunted and can't move. Because my item isn't cloak, I run a ghost tera so in a pinch I can avoid those nasty fake outs. And finally, I have max HP and investment into bulk, making whimsicott able to live some hits.
Gholdengo @ Choice Specs
Ability: Good as Gold
Level: 50
Shiny: Yes
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Focus Blast
- Trick
Gholdengo
is my second choice Pokemon, opting to run specs. Because it's base special attack stat is so high, Gholdengo
can afford to run a + speed nature. Gholdengo
runs a make it rain tera steel set to wipe out the opponent turn 1. With fake tears and tailwind from Whimsicott
, it can rip through teams if they aren't careful. Gholdengo
runs shadow ball for a second STAB and focus blast, with Kingambit and other dark types coming back, I need a way to take care of them, so the 70% accuracy is worth it being able to take on these mons. It finally runs trick to disrupt opponents and potentially ruin some Pokemon, like Indeedee
or Clefairy
. It has a standard EV spread of max special attack and speed, and it's ability makes it a great switch in on disruption Pokemon.
Rillaboom @ Assault Vest
Ability: Grassy Surge
Level: 50
Shiny: Yes
Tera Type: Fire
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Wood Hammer
- U-turn
- Grassy Glide
- Fake Out
Rillaboom
is a great support tool, which is why I put it on almost every one of my teams. Rillaboom
has great damage in grassy glide for priority and wood hammer for tons of damage. Fake out is a great disruption tool and u turn is used to grab momentum and reset fake out and grassy terrain if it ended. With max HP plus assault vest, Rillaboom
can live a lot of hits. Rilla is running tera fire to get around will o wisp and Incineroar
. Finally, Rillaboom
has 4 spe to make it ever so slightly faster than other Rillabooms
. It runs max attack plus adamant to make it hard to ignore.
Volcarona @ Sitrus Berry
Ability: Flame Body
Level: 50
Shiny: Yes
Tera Type: Water
EVs: 252 HP / 156 Def / 100 SpA
Modest Nature
- Tera Blast
- Rage Powder
- Quiver Dance
- Heat Wave
Volcarona
is one of my more obscure options. It has great support in rage powder and flame body, making it a great way to halt physical attackers. But don't be fooled, with quiver dance, heat wave and tera blast, it can quickly turn into a sweeper if you choose to ignore it, making it a great way to play mind games and potentially sweep off the block. One thing I am wary of though is that it doesn't have protect meaning tera is crucial to staying alive. Tera blast is mainly used to take care of Incineroar
or any other fire type. Volcarona
runs a more defensive EV spread, with max HP and 156 defense, it can take hits. But with 100 special attack and a modest nature, which evens it out to where a 252 not modest nature would have around the same stat, it can dish out some serious damage. And that can be boosted further with Whimsicott
, so Volcarona
can quickly get out of hand.
Kingambit @ Dread Plate
Ability: Defiant
Level: 50
Shiny: Yes
Tera Type: Dark
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Protect
- Kowtow Cleave
- Sucker Punch
- Swords Dance
Finally I run a Kingambit
. Its a great way to profit off of Incineroar
or any other intimidate/stat dropping user. With swords dance, dread plate, and tera dark, Kingambit
does incredible amounts of damage with sucker punch and kowtow cleave. Protect is there to block fake out or any fighting type trying to stop it's sweep. Kingambit
runs a max HP and attack to take hits and deal unholy amounts of damage. I am still unsure about it though, since it doesn't fit the archetype of my team as well as I hoped.
Thank you so much for taking the time to read this. I would really appreciate advice on how I can make my double choice team work, since I think it has a lot of potential, I just need a way to tap into it. Also side note, I put in the sprites bc I finally figured that out :D

Ability: Rock Head
Level: 50
Shiny: Yes
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Extreme Speed
- Rock Slide
- Flare Blitz
- Head Smash
This right here is the first of my two choice users. He has a jolly nature but I am fluctuating between adamant because he could use the damage boost. I ran some damage calcs but it kept being too close to know for sure. He has a standard move set with rock slide to do incredible damage and cause huge disruption with flinches (I got a double flinch that completely ruined the opponent). I am still unsure if this is the best ability and move set for a doubles format, but that's why you can help me. Arcanine


Ability: Prankster
Level: 50
Shiny: Yes
Tera Type: Ghost
EVs: 252 HP / 128 Def / 128 SpD
Calm Nature
IVs: 0 Atk
- Protect
- Tailwind
- Encore
- Fake Tears
This is whimsicott





Ability: Good as Gold
Level: 50
Shiny: Yes
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Focus Blast
- Trick
Gholdengo








Ability: Grassy Surge
Level: 50
Shiny: Yes
Tera Type: Fire
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Wood Hammer
- U-turn
- Grassy Glide
- Fake Out
Rillaboom







Ability: Flame Body
Level: 50
Shiny: Yes
Tera Type: Water
EVs: 252 HP / 156 Def / 100 SpA
Modest Nature
- Tera Blast
- Rage Powder
- Quiver Dance
- Heat Wave
Volcarona






Ability: Defiant
Level: 50
Shiny: Yes
Tera Type: Dark
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Protect
- Kowtow Cleave
- Sucker Punch
- Swords Dance
Finally I run a Kingambit




Thank you so much for taking the time to read this. I would really appreciate advice on how I can make my double choice team work, since I think it has a lot of potential, I just need a way to tap into it. Also side note, I put in the sprites bc I finally figured that out :D