Hello fellow trainers and welcome to my first VGC doubles team. This team first started out as a doubles team that I use quite successfully, but I have since adapted them in what I feel is 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 over at Smogon. 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, though I feel that this teams weakest members are Metagross and Tyranitar, as I have not used nearly as much as I would like to, so I am looking for viable replacements if possible.
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) @ Lum Berry
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 Lum Berry and Lum Berry was chosen to cure burns and paralysis, 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) @ Rocky Helmet
Ability: Levitate
EVs: 252 HP / 180 Def / 76 SDef
Calm Nature
IVs: 30 Atk / 30 SAtk / 30 Spd
- Hidden Power (Ground)
- Ice Beam
- Thunderwave
- Moonlight
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 against Garchomp, Fighting types and Terrakion. EVs are complicated but are actually a standard spread to survive common attacks. Ice Beam is for dragon control and also to get some lucky hax. 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
- Will O Wisp
- 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. Hydro Pump is standard for Rotom-W and hits the ground types that thunderbolt 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
TTar's move-set is pretty standard overall. Crunch and Rock Slide for STABs, Protect for Protect, and Fire Blast for roasting Scizor/Ferrothorn. 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
- Earthquake
- Meteor Mash
- Hammer Arm
- Ice Punch
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 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 over at Smogon. 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, though I feel that this teams weakest members are Metagross and Tyranitar, as I have not used nearly as much as I would like to, so I am looking for viable replacements if possible.
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) @ Lum Berry
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 Lum Berry and Lum Berry was chosen to cure burns and paralysis, 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) @ Rocky Helmet
Ability: Levitate
EVs: 252 HP / 180 Def / 76 SDef
Calm Nature
IVs: 30 Atk / 30 SAtk / 30 Spd
- Hidden Power (Ground)
- Ice Beam
- Thunderwave
- Moonlight
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 against Garchomp, Fighting types and Terrakion. EVs are complicated but are actually a standard spread to survive common attacks. Ice Beam is for dragon control and also to get some lucky hax. 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
- Will O Wisp
- 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. Hydro Pump is standard for Rotom-W and hits the ground types that thunderbolt 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
TTar's move-set is pretty standard overall. Crunch and Rock Slide for STABs, Protect for Protect, and Fire Blast for roasting Scizor/Ferrothorn. 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
- Earthquake
- Meteor Mash
- Hammer Arm
- Ice Punch
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.