XY Doubles RMT: Pure Heroine

Hello! This is my first Rate My Team on Smogon. I haven't played much of pokemon since generation 6's release. I've played a bit and adapted one of my favorite teams to the game style as much as I could. With little knowledge towards the current game style, I was wondering if people could give me tips on how I could better equip my team to handle the game style. If you would like, please include pokemon alternatives to the ones I have in my party that would fill the role just as well or even better. Thank you! [Since I am a huge fan of Lorde, I have named each one of my pokemon after a song of her haha].

Overview
My team was first created to combat VGC 2013. I would like to adapt my team to play in the current doubles and possibly other styles if I can. VGC 2014 is already underway and most of my team is not in the kalos dex, which basically means I could not play in the game. Maybe next year! Overall, I consider my team to be fairly quick and powerful, stopping most teams in their tracks. I consider speed to be one of the most important aspects of the game, if not the most aspect of the game which is why all my pokemon have speed boosts in one way or another. So far, it has proven to be fairly successful, but I would like to make it more successful. Please include tips on how I could improve my team as a whole and how I can improve each pokemon individually.​

Pokemon Analysis

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Ribs (Hitmontop) @ Life Orb
Ability: Intimidate
EVs: 94 HP / 244 Atk / 52 SpD / 120 Spe
Adamant Nature
- Fake Out
- Close Combat
- Wide Guard
- Sucker Punch

Named after my favorite Lorde song, is my favorite pokemon. Hitmontop worked very well in VGC 2013. Hitmontop operates as a pokemon to allow set up and to protect team members. Intimidate is used to lower the opponents attack stat, the first turn out. It allows my pokemon to stay in the battle longer while the opponent is handicapped. I felt the use of technician and steadfast weren't needed for obvious reasons. For a usable fighting type, it has a relatively low attack which is why the boost from Adamant nature, 224 attack EV and life orb come in handy. Using fake out on its first move out causes other pokemon to flinch. It allows other team mates to start sweeping immediately, the moment out of the gate. Sucker punch allows Hitmontop to combat psychic types along with attacking pokemon who I think are going to use a move next. Close Combat is a great general STAB move for Hitmontop to have. It KO's hefty steel and rock types along with others. Wide Guard stops spread moves in its tracks, protecting team mates from attacks. I think Wide Guard is one of the biggest reasons to have Hitmontop on my team. With a priority of +4, its very quick. Hitmontop has proven to be a great pokemon to have on a doubles team.

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White Teeth Teen (Latios) @ Dragon Fang
Ability: Levitate
EVs: 100 HP / 32 Def / 212 SpA / 56 SpD / 108 Spe
Modest Nature
- Draco Meteor
- Psychic
- Protect
- Icy Wind

Latios proves time after time that it is a very powerful and quick sweeper. The only problem I have with Latios is finding a usable item that is released in generation 6. Dragon Fang boosts Draco Meteors power to sky high levels. In generation 5, I used a Dragon Gem which KO'd everything in sight. Please include suggestions for items! Latios' 212 SpA and Modest Nature boost Latios' high base SpA to higher levels enabling for Draco Meteor to KO most things. Since Latios is one of my main sweepers on my team, I felt it was important to boost the SpA and because its move set is consisted of mostly attacking moves. In the EV's, I include a boost to speed as well as a few defensive things to keep Latios in the game for a bit longer. Draco Meteor is a great STAB move that will KO most pokemon. Psychic is another STAB move to have on its move set. Protect is an obvious necessity on a doubles team. Icy Wind is a spread move that lowers the opponents speed in a game where speed is very important. Latios fills the role of being a strong quick sweeper on my team.

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Love Club (Thundurus) @ Sitrus Berry
Ability: Prankster
Shiny: Yes
EVs: 200 HP / 80 Def / 212 SpA / 16 Spe
Modest Nature
- Discharge
- Hidden Power [Flying]
- Flash Cannon
- Protect

In generation 5, I used an electric gem on Thundurus to boost Discharge. Since all gem's are unreleased in generation 6, I decided a Sitrus Berry would be a nice addition to the set. Thundurus' abilities aren't as well used as they could be. Prankster only boosts the priority of protect [which usually comes first anyway]. Defiant is a completely useless ability since none of Thundurus' moves are physical. I boosted Thundurus' Def to make its SpD and Def even. Its HP boost is handy to make more bulky. When Thundurus eats its Sitrus Berry, it will gain more HP back. The boost in Spe I felt was necessary to making a bit faster. Most of the EV's go into SpA and the nature further boosts this stat. Discharge is a STAB move that is also a spread move, attacking each member of the opposing team. I felt it had the opportunity to do more damage rather than Thunderbolt. Hidden Power Flying is mostly a STAB move to combat grass types and fighting types. Flash Cannon is used to combat other pokemon that resist Electric and Flying types. Protect defends Thundurus from mostly ice types.

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Royals (Suicune) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 4 HP / 76 Def / 188 SpA / 72 SpD / 168 Spe
Modest Nature
- Tailwind
- Surf
- Icy Wind
- Protect

Named after Lorde's famed hit "Royals", Suicune has cracked the code. Suicune serves as a bulky wall support on a team of quick sweepers. His HP, Def and SpD EVs come in handy in making sure Suicune remains in the game. Leftovers works well with Protect to assure that Suicune recovers HP efficiently and constantly. The rest of its EVs go towards its SpA and Spe. Suicune will need both of these to carry out its moves quickly. 188 SpA work well with icy wind. Although it has low base power, and it doesn't receive STAB from Suicune's typing, I think its important to get the most out of it. Suicune will quickly use Icy Wind to lower the opponents speed, enabling the rest of my team to sweep quickly. Tailwind doubles the speed of the pokemon on my team, making my team even quicker. The STAB boost from Suicune's typing, the 188 SpA, Modest Nature and the spread move advantage cause Surf to be a revenge sweeper. Although it may not sweep as well as some of my other pokemon, it certainly does a fair amount of damage, lowering the opponents HP by quite a bit or even finishing a pokemon off. Protect is a move used to avoid team mates from crippling Suicune in its tracks as a support, through Gengar's Sludge Wave and Thundurus' discharge, its important for Suicune to work well with these sweepers on my team.

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Buzzcut Season (Gengar) (F) @ Black Sludge
Ability: Levitate
Shiny: Yes
EVs: 72 HP / 216 SpA / 220 Spe
Modest Nature
- Sludge Wave
- Dark Pulse
- Shadow Ball
- Protect

Gengar is a very quick sweeper which is why I like it very much! Since Gengar is a poison type, it can HP gain from Black Sludge. With Protect, it can gain even more HP. Gengar's EVs and nature makes Gengar an even more quick and powerful attacker/sweeper. The 72 HP is mostly to get the most out of Black Sludge. Sludge Wave is a great STAB move and spread move that I feel is underestimated in Double Battles. Sludge Wave is never expected on a move set with Gengar, but I feel it is highly effective in wrecking grass types and the new fairy type. Shadow Ball is another effective STAB move. Dark Pulse is a great move to use in defense of psychic types and other ghost types. I feel Gengar is a great addition to the team, contributing a lot.

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400 Lux (Infernape) (F) @ Expert Belt
Ability: Iron Fist
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Mach Punch
- Swords Dance
- Fire Punch
- Thunder Punch

Wrapping up my summary, Infernape is my last pokemon on my team. Added as a new pokemon to generation 6, in replacement of my old member who I felt was obsolete by generation 6. Although new, Infernape is certainly not the weakling of the group by any means. Expert belt is great item to have. Infernape's move set is always super effective on one type or another. The boost in expert belt is very appreciated. Getting the most out of the ability, each move on Infernape's move set is further boosted by Iron fist. 252 Atk and an Adamant nature boost its attack even more, setting up for Infernape to become an easy sweeper. 252 Spe boosts Infernape's speed which is a very important aspect in Double Battles. Mach Punch is a great STAB move with priority, combating quick steel, ice, and dark types. Fire Punch is another STAB move that I consider to be necessary on Infernape's move set. Fire Punch attacks steel, ice, grass, and the occasional bug type with enough power to KO in a single hit. Opponents who think are sneaky by sending out a water type once Infernape has KO'd the rest of their party, are quickly surprised to find out Infernape carries Thunder Punch. Although its not a STAB move, it gets boost from EVs, Item, Nature and Ability. Swords Dance just furthers all of Infernape's power by doubling it, turning Infernape into an unstoppable machine.

Conclusion
My team was created for VGC 2013, but I did my best to adapt it to the battle style for the current doubles standard but it does have a lot of room for improvement. Please include tips on how I can improve! Thanks for taking the time to read this and rating my team, I appreciate it alot!
 
Hey! Glad to see someone new getting into Doubles :]

I like the concept of this team, and the general backbone is pretty strong. However, I'm going to optimize the sets on a lot of your Pokes; most of your EV spreads and move choices need some tweaking.

All the sets will be at the bottom.

Hitmontop's Current Spread --> 252 HP / 136 Atk / 60 Def / 60 SpD Adamant with a Sitrus Berry. Although getting power off Hitmontop can be cool, your team needs a supportive Pokemon to spread Intimidate drops and disrupt the opponent with Fake Out. It survives two uninvested Cresselia Psyshocks or Psychics with this spread, and retains a decent amount of offense, allowing you to get most of the KO's you need.

Latios's Current Spread --> 176 HP / 48 Def / 252 SpA / 32 Spd Modest with a Dragon Fang; Roost > Icy Wind, Psyshock > Psychic. I love the concept of a bulkier Latios and I've been meaning to try it out for a while, so rating this team made me create the spread. The HP and Defense investment lives a Jolly Kangaskhan Sucker Punch and the Speed outspeeds Jolly Breloom. This set should carry a recovery move in order to last as long as possible, and Psyshock is generally a better choice than Psyshock as it allows you to hit the Specially Defensive Pokemon that Draco Meteor can't hit.

Thundurus's Current Moveset --> Standard Bulky Thundurus. Honestly, the set you have currently isn't going to cut it. Thundurus's main job is to spread paralysis with Thunder Wave as much as possible, and if you don't want to do that, pick another Poke. That being said, I think standard Thundurus would help your team a ton.

Suicune's Current Spread --> 232 HP / 84 Def / 112 SpA / 80 SpD Bold with Leftovers, Scald > Surf, Icy Wind > Ice Beam. This was already a pretty good set, the EVs are just optimized. Ice Beam KO's Landorus-T every time with the Special Attack Investment and you already have Tailwind to control the speed, so Icy Wind is quite redundant.

Gengar's Current Moveset --> Standard Mega Gengar. Normal Gengar isn't too good in Doubles, and you're missing a Mega anyways, so I figured it would be best to Mega this up. This fixes a pretty huge weakness to Shaymin-Sky and helps you deal more with Mega Kangaskhan, and thanks to Shadow Tag, it's going to be a pretty permanent solution.

Infernape --> Terrakion. Infernape isn't too good in Doubles if it's not running a supportive Fake Out set, but I agree you need a fast Fighting Type. Terrakion fits the bill perfectly, forming one of the best offensive cores with Mega Gengar. This makes you a bit more weak to Landorus-T, but Suicune and Thundurus should be able to handle those two.



NOTE: Spread Moves that hit your partner too [Surf, Discharge, Sludge Wave] are generally worse than their single target counterparts because of the lack of immunities to them, forcing you to Protect to get out of the situation. The exception to this is Earthquake, as ground immunities are quite common.

Ribs (Hitmontop) @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 136 Atk / 60 Def / 60 SpD
Adamant Nature
- Fake Out
- Close Combat
- Wide Guard
- Sucker Punch

White Teeth Teen (Latios) @ Dragon Fang
Ability: Levitate
EVs: 176 HP / 48 Def / 252 SpA / 32 Spe
Modest Nature
- Draco Meteor
- Psyshock
- Roost
- Protect

Love Club (Thundurus) (M) @ Sitrus Berry
Ability: Prankster
EVs: 244 HP / 108 Def / 60 SpA / 72 SpD / 24 Spe
Modest Nature
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
- Taunt

Royals (Suicune) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 232 HP / 84 Def / 112 SpA / 80 SpD
Bold Nature
- Tailwind
- Scald
- Ice Beam
- Protect

Buzzcut Season (Gengar) (F) @ Gengarite
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sludge Bomb
- Shadow Ball
- Will-O-Wisp
- Protect

400 Lux (Terrakion) @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Taunt
- Protect

Although I may have made a lot of changes, they were mostly minor and I like the team a lot n_n If you're new to Doubles, feel free to stop by the Doubles Room in Showdown and we'll be sure to help you out.
 
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Just gonna say that most of qsns' suggestions are good and you should follow them, but instead of Terrakion over Infernape, you could try Substitute Heatran. Heatran gives you both spread damage and Ground-type coverage which are really good to have. Notably, it can deal with Pokemon such as Cresselia, Amoonguss, and Scizor which can be somewhat problematic for you and set up on them. It has great synergy with your team as well; Hitmontop can help Heatran set up with Fake Out and defend it from Earthquakes with Wide Guard, and Latios can take out pesky Fighting-types such as opposing Hitmontop and Keldeo which trouble Heatran.

qsns' Latios set is fine, but you should use a basic 252 SpA / 4 SpD / 252 Spe Timid. Latios needs the Speed to handily take out Terrakion and Keldeo, both of which can really beat you down otherwise. Another thing is that you should run Life Orb instead of Draco Fang since it also boosts Psyshock, albeit at a cost. However, it's worth it in the end as it dishes out more power on its more reliable form of damage output. The recoil can easily be offset by Roost anyways.

There's some few more minor things left. One is you could try out Feint over Sucker Punch on Hitmontop. Hitmontop only really beats Latios, on other targets you're better off just using Close Combat. The extra priority isn't really worth it and you have a few ways against Latios regardless. Feint would help in blasting through opposing Protects / Wide Guards just in case they try to pull that off. Another is that you can run Snarl over Protect on qsns' Suicune. Suicune is bulky enough to get away with running no Protect. Snarl gives you the option of weakining your opponent's Special Attacks to make your mon's lives easier.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Heat Wave
- Earth Power
- Substitute
- Protect

Outspeeds things that try to outspeed Rotom-W/H.

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP
- Draco Meteor
- Psyshock
- Recover
- Protect

Hits a LO number.
 
Not much to add, just gonna say this is a great formatted rmt for one of your first and i hope you get into doubles ^_^
 
Hey! Glad to see someone new getting into Doubles :]

I like the concept of this team, and the general backbone is pretty strong. However, I'm going to optimize the sets on a lot of your Pokes; most of your EV spreads and move choices need some tweaking.

All the sets will be at the bottom.

I really appreciate you taking the time to review everything thank you! I have looked at your suggestions and I agree with most of everything. Im definitly going to try everything out and see what works best on the team. I switched Infernape to Terrakion and I have already noticed a difference. I also switched Latios to Latias who is much bulkier than Latios. Ive never used Latias before but I hope it works just as well as her brother.


White Teeth Teen (Latias) @ Dragon Fang
Ability: Levitate
EVs: 112 HP / 40 Def / 252 SpA / 104 Spe
Modest Nature
- Draco Meteor
- Psyshock
- Roost
- Protect

The move set and general EVs are the same, I just added a little more speed since Latias is already fairly bulky. I'm just going to try both Latios and Latias out and see what works best for me.

Thanks for the suggestions I really appreciate it!
 
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