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].
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.
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.
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.
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.
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.
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.
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

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.

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.

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.

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.

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.

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!