Hello fellow trainers and welcome to my latest doubles team. After partaking in the latest mentoring program I have assembled what I consider to be a pretty solid team.
The team does not focus on 'gimmicks' or a set strategy, rather it relies on more on probability and hitting hard and fast.
This team has undergone so many changes I can hardly remember what the first team looked like, the major replacements were; Suicune and Conkeldurr were replaced with Metagross and Rotom-W at the suggestion of some people. Mega Kangaskhan, whist powerful, I felt Mega Tyranitar proved to be more than worth the sacrifice with its sheer bulk.
I am looking for any recommendations in improving this team in all aspects and general reviews. If you feel this could benefit from a set strategy then go right ahead.
So here's the breakdown:
Romeo (Bisharp) @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Protect
Probably one of my favorite Pokemon. It's basically a hurricane Pokemon if used correctly. It creates OHKO's on most Pokemon, has STAB Priority, perfect neutral coverage, and a powerful attack.
The set here is fairly simple. Max attack and Speed make it a super speedy attacker, while Life Orb gives me that little bit extra to get past any special tasks made to survive most assaults. Sucker punch is standard and can easily take down Aegislash is timed right, while the combination of Dark/Stell attacks leaves me with a good attack on fairies, it can be brought down in pinch by other priority attackers. Iron head for fairies.
The role here is Sweeper. It functions similarly to Scizor in this regard , but with a few more weaknesses (but more power).
Iago (Terrakion) @ Focus Sash
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Rock Slide
- Close Combat
- Quick Guard
- Protect
It was either Life Orb or Focus Sash, Focus Sash was chosen to take anything and dish everything, capable of OHKOing a Mega Kangaskhan, Terrakion is the definition of a tank. Nothing much else to add really, his build is cut and dry. I'll often lead with him and Bisharp, Quick Guard then dish out the pain.
Juliet (Cresselia) (F) @ Expert Belt
Ability: Levitate
EVs: 252 HP / 180 Def / 76 SDef
Calm Nature
IVs: 30 Atk / 30 SAtk / 30 Spd
- Helping Hand
- Icy Wind
- Psyshock
- Calm Mind
Originally a TR set up, I found using TR not to my tastes, and other people would find some counter to it. I feel that Cresselia is the weak link to my team, although she does help Garchomp, Fighting types and Terrakion. EVs are complicated but are actually a standard spread to survive common attacks. Calm to maximize bulk. Icy Wind is for speed control and also to get some lucky hax. Helping Hand to get those much needed KOs. Psyshock in case it comes down to 1 vs 1 against a wall. Cresselia will lead with Bisharp if I do not feel Terrakion is safe.
Macbeth (Rotom-Wash) @ Sitrus Berry
Ability: Levitate
EVs: 236 HP / 88 Def / 180 SDef / 4 Spd
Calm Nature
- Hydro Pump
- Thunderbolt
- Protect
- Thunder Wave
Rotom-W is so brilliant in so many ways. It's fantastic typing/ability means that it has just one weakness and it's a weakness to one of the least common offensive types, grass. Levitate is particularly important given I have lost to users of Earthquake meaning it synergises really well with the rest of the team. It also has decent natural bulk so I opted for a Sitrus Berry . Discharge is great for my team because I have two Ground-types who are unaffected by it. The 30 Percent paralysis chance also makes it an appealing choice. Hydro Pump is standard for Rotom-W and hits the ground types that discharge can't. Thunder Wave to get those needed parahax's when the going gets tough.
Hamlet (Tyranitar) @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
- Fire Blast
- Rock Slide
- Protect
- Crunch
Not sure if it is allowed but seems as Tyranitar is from my mentor, I felt the description explains its role quite well.
"Tyranitar here is amazing. Tyranitar was already an S Rank threat, giving us Sand, being boss, killing everything, and being so damn bulky. Now, it's shot up to a 700 BST Behemoth with even more EVERYTHING (except Special Attack sadly) and is running around killing things even harder. However, it has to stick around long enough to keep setting up Sand, due to the new weather effects in Gen 6.
TTar's move-set is pretty standard overall. Crunch and Rock Slide for STABs, Protect for Protect, and Fire Blast for roasting Scizor/Ferrothorn (and Genesect after it's released). It's also great to have an option to still attack after being Intimidated a few times. the EVs are also standard fare, allowing TTar great bulk and attacking power, while the 0 Speed/Brave Nature allow him to be a threat under Trick Room as well.
TTar's role on this team is to provide Sand and to just absolutely kill everything, while being bulky as crap. It supports the team by giving Excadrill its speed boost, providing Chip Damage to the opposing side, and being a check to opposing Talonflame/Volcarona/etc."
Othello (Metagross) @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 76 Atk / 180 Spd
Adamant Nature
- Explosion
- Zen Headbutt
- Meteor Mash
- Hammer Arm
Assault Vest allows Metagross to survive some fire hits that may OHKO it and provides additional bulk to the set, which forgoes maximum bulk for speed investment. The 180 Spd EV's allow Metagross to outspeed Landorus-T and OHKO with Ice Punch, Metagross is not effected by Intimidate due to its ability Clear Body. This set, as well as all Metagross sets, can easily deal with fairy type Pokemon like Mega Gardevoire, Azumarill and Sylveon.
The lead is simple, crude but effective in its design. The battle strategy if I encounter tough opponents is to set up the base for the next Pokemon, and to not rely on switch-ins too much.
Special thanks to user BlankZero who mentored me to create this Behemoth team.
The team does not focus on 'gimmicks' or a set strategy, rather it relies on more on probability and hitting hard and fast.
This team has undergone so many changes I can hardly remember what the first team looked like, the major replacements were; Suicune and Conkeldurr were replaced with Metagross and Rotom-W at the suggestion of some people. Mega Kangaskhan, whist powerful, I felt Mega Tyranitar proved to be more than worth the sacrifice with its sheer bulk.
I am looking for any recommendations in improving this team in all aspects and general reviews. If you feel this could benefit from a set strategy then go right ahead.
So here's the breakdown:

Romeo (Bisharp) @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Protect
Probably one of my favorite Pokemon. It's basically a hurricane Pokemon if used correctly. It creates OHKO's on most Pokemon, has STAB Priority, perfect neutral coverage, and a powerful attack.
The set here is fairly simple. Max attack and Speed make it a super speedy attacker, while Life Orb gives me that little bit extra to get past any special tasks made to survive most assaults. Sucker punch is standard and can easily take down Aegislash is timed right, while the combination of Dark/Stell attacks leaves me with a good attack on fairies, it can be brought down in pinch by other priority attackers. Iron head for fairies.
The role here is Sweeper. It functions similarly to Scizor in this regard , but with a few more weaknesses (but more power).

Iago (Terrakion) @ Focus Sash
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Rock Slide
- Close Combat
- Quick Guard
- Protect
It was either Life Orb or Focus Sash, Focus Sash was chosen to take anything and dish everything, capable of OHKOing a Mega Kangaskhan, Terrakion is the definition of a tank. Nothing much else to add really, his build is cut and dry. I'll often lead with him and Bisharp, Quick Guard then dish out the pain.

Juliet (Cresselia) (F) @ Expert Belt
Ability: Levitate
EVs: 252 HP / 180 Def / 76 SDef
Calm Nature
IVs: 30 Atk / 30 SAtk / 30 Spd
- Helping Hand
- Icy Wind
- Psyshock
- Calm Mind
Originally a TR set up, I found using TR not to my tastes, and other people would find some counter to it. I feel that Cresselia is the weak link to my team, although she does help Garchomp, Fighting types and Terrakion. EVs are complicated but are actually a standard spread to survive common attacks. Calm to maximize bulk. Icy Wind is for speed control and also to get some lucky hax. Helping Hand to get those much needed KOs. Psyshock in case it comes down to 1 vs 1 against a wall. Cresselia will lead with Bisharp if I do not feel Terrakion is safe.

Macbeth (Rotom-Wash) @ Sitrus Berry
Ability: Levitate
EVs: 236 HP / 88 Def / 180 SDef / 4 Spd
Calm Nature
- Hydro Pump
- Thunderbolt
- Protect
- Thunder Wave
Rotom-W is so brilliant in so many ways. It's fantastic typing/ability means that it has just one weakness and it's a weakness to one of the least common offensive types, grass. Levitate is particularly important given I have lost to users of Earthquake meaning it synergises really well with the rest of the team. It also has decent natural bulk so I opted for a Sitrus Berry . Discharge is great for my team because I have two Ground-types who are unaffected by it. The 30 Percent paralysis chance also makes it an appealing choice. Hydro Pump is standard for Rotom-W and hits the ground types that discharge can't. Thunder Wave to get those needed parahax's when the going gets tough.

Hamlet (Tyranitar) @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
- Fire Blast
- Rock Slide
- Protect
- Crunch
Not sure if it is allowed but seems as Tyranitar is from my mentor, I felt the description explains its role quite well.
"Tyranitar here is amazing. Tyranitar was already an S Rank threat, giving us Sand, being boss, killing everything, and being so damn bulky. Now, it's shot up to a 700 BST Behemoth with even more EVERYTHING (except Special Attack sadly) and is running around killing things even harder. However, it has to stick around long enough to keep setting up Sand, due to the new weather effects in Gen 6.
TTar's move-set is pretty standard overall. Crunch and Rock Slide for STABs, Protect for Protect, and Fire Blast for roasting Scizor/Ferrothorn (and Genesect after it's released). It's also great to have an option to still attack after being Intimidated a few times. the EVs are also standard fare, allowing TTar great bulk and attacking power, while the 0 Speed/Brave Nature allow him to be a threat under Trick Room as well.
TTar's role on this team is to provide Sand and to just absolutely kill everything, while being bulky as crap. It supports the team by giving Excadrill its speed boost, providing Chip Damage to the opposing side, and being a check to opposing Talonflame/Volcarona/etc."

Othello (Metagross) @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 76 Atk / 180 Spd
Adamant Nature
- Explosion
- Zen Headbutt
- Meteor Mash
- Hammer Arm
Assault Vest allows Metagross to survive some fire hits that may OHKO it and provides additional bulk to the set, which forgoes maximum bulk for speed investment. The 180 Spd EV's allow Metagross to outspeed Landorus-T and OHKO with Ice Punch, Metagross is not effected by Intimidate due to its ability Clear Body. This set, as well as all Metagross sets, can easily deal with fairy type Pokemon like Mega Gardevoire, Azumarill and Sylveon.
The lead is simple, crude but effective in its design. The battle strategy if I encounter tough opponents is to set up the base for the next Pokemon, and to not rely on switch-ins too much.
Special thanks to user BlankZero who mentored me to create this Behemoth team.
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