Sonic Firestorm
(Currently at 1880+ on PS)
Here is my first (Pokebank) Doubles team for sixth gen, and it has been doing pretty well. I thought I'd share it here to get some advice because this team definitely could use improvement. I wanted to use a sun team while using some of my favorite pokemon, and this team was born. It is a very offensive team that relies on ruthless power in the forms of sun boosted fire moves as well as max power Thunderbolts to win. I've been thinking of replacing Blaziken for Hitmontop, but I just never got around to doing that because I'm not sure what kind of Hitmontop this team would need, and also Blaziken is doing fine already, so I just keep him here because he always takes out something. Anyway, here is the team:
Fireborn (Blaziken) (M) @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Protect
- High Jump Kick
- Flare Blitz
- Stone Edge
I usually lead with Blaziken as long as the opposing team does not have too many threats that could easily counter Blaziken. Otherwise, I will just save him for late-game. He is a destructive force whose only flaw is his predictability. I decided to give it a Focus Sash to ensure that it can live a least one hit. It has an Adamant nature as opposed to Jolly to give it as much power as it can have to dent things since it is not running Swords Dance. Protect is here because it is a staple in Doubles and also to give it a free Speed Boost. High Jump Kick is his main STAB move along with Flare Blitz because Blaziken is not meant to sweep, but rather to kill as many things as it can at the cost of his own life to make sweeping easier for his friends on this team. Stone Edge is here to catch things off guard such as Volcarona or Talonflame.
Stratofortress (Thundurus-Therian) (M) @ Choice Specs
Ability: Volt Absorb
EVs: 8 HP / 248 SAtk / 252 Spd
Modest Nature
- Thunderbolt
- Focus Blast
- Volt Switch
- Hidden Power [Ice]
Unlike Blaziken, I just about always lead with Thundurus-T because of his sheer power and his ability to Volt Switch into another pokemon that would be better against my opponent's leading pokemon. I gave it Choice Specs because I want this guy to be a murderer; he does not settle for 2HKOs. It's Modest nature, ironically, compliments this statement. Also, Volt Absorb is a nice ability because he can switch into electric type attacks and get healed if he is injured. Thunderbolt is his main STAB move which I commonly let myself get locked into because it will hurt whatever comes in its path. Focus Blast is here for those that are weak to fighting moves such as Kangaskhan. Volt Switch is here to switch out while still doing a nice amount of damage. Lastly, Hidden Power Ice is here to KO Dragons and Grounds, like Garchomp. (Fun Fact: Max SAtk Zapdos can no longer guarantee an OHKO against Garchomp with HP Ice)
Will the Sun Rise? (Charizard) @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Heat Wave
- SolarBeam
- Protect
- Air Slash
The next thing I would like to say about this team is that having the sun up is not what this team relies on. Sun typically comes up late-game and finishes off whatever my opponent has left. And sometimes it is solely used to dispose of my opponent's weather. Charizard is able to get up a five-turn sunny day without wasting a turn due to his item, Charizardite Y, which grants him a mega evolution with the Drought ability. He has a Timid nature because with the sun along with 159 base SAtk, he has enough power, so he needs all the Speed he can get. Heat Wave is here to hit both targets on my opponent's side. Solarbeam is here to hit Water and Ground types that resist fire. Protect is here again because of it's usefulness in Double Battles. Air Slash is here because flying is a nice STAB to have in Doubles with all the Fighting types running around.
Dreamweaver (Venusaur) @ Life Orb
Ability: Chlorophyll
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Protect
Meet Charizard's partner in crime: Venusaur. With his Hidden Ability, Chlorophyll, he outspeeds many fast pokemon as long as the sun is up. The handy thing about Venusaur in Doubles is that it doesn't need the sun to be a useful pokemon on this team. With Life Orb and a Modest Nature, he has maximum damage output is ready to KO those Water, Rock, Ground, and Fairy types. Giga Drain is a nice move because like I said, the sun won't always be up when Venusaur is out so Solarbeam is not a good move for him. Also, Giga Drain heals him from the Life Orb recoil. Sludge Bomb is a slightly more powerful STAB move that Venusaur has access to which allows him to hurt the new Fairy types that I expect to see frequently. Sleep Powder is best used under the Sun because I can outspeed something, put it to sleep, and let Venusaur's partner take care of the non-sleeping pokemon. And Protect is here because this is a Doubles team.
Legions (Garchomp) @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Dragon Claw
- Earthquake
- Stone Edge
- Crunch
Garchomp is part 1 of what holds this team together. A Choice Scarf accompanied with a Jolly Nature means that this guy is not letting itself get outsped. Also, Choice Scarf sometimes catches people off guard. It has the Rough Skin ability because I wouldn't allow sand to be up, and also, Rough Skin makes physical attackers pay for attacking Garchomp. It has Dragon Claw as opposed to Outrage because in Doubles, you cannot choose your target if using a move such as Outrage or Thrash. Earthquake is here because every Doubles team needs someone who can use Earthquake. Stone Edge is here, well, I actually might switch it to Rock Slide because Stone Edge has missed three times in a row for me, which easily cost me the match. Lastly, Crunch is here to hit those darn Musharna and Cresselia.
Abyss (Rotom-Wash) @ Sitrus Berry
Ability: Levitate
EVs: 240 HP / 252 SAtk / 16 SDef
Modest Nature
- Hydro Pump
- Thunderbolt
- Thunder Wave
- Sunny Day
Rotom-W is part 2 of what holds this team together. I originally had a Metagross on this team but then I realized that every single member of my team in weak to Talonflame. So Rotom-W easily takes care of that. He has a Sitrus Berry as well as a large amount of hit points to increase his durability as much as I can while the Modest nature and max special attack give it as much power as it can have. Also, Levitate combos really well with Garchomp's Earthquakes. Hydro Pump is here because my team lacks water type attacks. Thunderbolt is here because electric is a nice type to have in Doubles and also there is that small chance of paralysis. But if paralysis is what I really need, I have Thunder Wave to do the job. Finally, I have Sunny Day here to put up the sun for Venusaur or just get rid of the current weather.
Well, that's the team. Any feedback would be nice since Doubles is pretty new to me.






(Currently at 1880+ on PS)
Here is my first (Pokebank) Doubles team for sixth gen, and it has been doing pretty well. I thought I'd share it here to get some advice because this team definitely could use improvement. I wanted to use a sun team while using some of my favorite pokemon, and this team was born. It is a very offensive team that relies on ruthless power in the forms of sun boosted fire moves as well as max power Thunderbolts to win. I've been thinking of replacing Blaziken for Hitmontop, but I just never got around to doing that because I'm not sure what kind of Hitmontop this team would need, and also Blaziken is doing fine already, so I just keep him here because he always takes out something. Anyway, here is the team:

Fireborn (Blaziken) (M) @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Protect
- High Jump Kick
- Flare Blitz
- Stone Edge
I usually lead with Blaziken as long as the opposing team does not have too many threats that could easily counter Blaziken. Otherwise, I will just save him for late-game. He is a destructive force whose only flaw is his predictability. I decided to give it a Focus Sash to ensure that it can live a least one hit. It has an Adamant nature as opposed to Jolly to give it as much power as it can have to dent things since it is not running Swords Dance. Protect is here because it is a staple in Doubles and also to give it a free Speed Boost. High Jump Kick is his main STAB move along with Flare Blitz because Blaziken is not meant to sweep, but rather to kill as many things as it can at the cost of his own life to make sweeping easier for his friends on this team. Stone Edge is here to catch things off guard such as Volcarona or Talonflame.
Stratofortress (Thundurus-Therian) (M) @ Choice Specs
Ability: Volt Absorb
EVs: 8 HP / 248 SAtk / 252 Spd
Modest Nature
- Thunderbolt
- Focus Blast
- Volt Switch
- Hidden Power [Ice]
Unlike Blaziken, I just about always lead with Thundurus-T because of his sheer power and his ability to Volt Switch into another pokemon that would be better against my opponent's leading pokemon. I gave it Choice Specs because I want this guy to be a murderer; he does not settle for 2HKOs. It's Modest nature, ironically, compliments this statement. Also, Volt Absorb is a nice ability because he can switch into electric type attacks and get healed if he is injured. Thunderbolt is his main STAB move which I commonly let myself get locked into because it will hurt whatever comes in its path. Focus Blast is here for those that are weak to fighting moves such as Kangaskhan. Volt Switch is here to switch out while still doing a nice amount of damage. Lastly, Hidden Power Ice is here to KO Dragons and Grounds, like Garchomp. (Fun Fact: Max SAtk Zapdos can no longer guarantee an OHKO against Garchomp with HP Ice)

Will the Sun Rise? (Charizard) @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Heat Wave
- SolarBeam
- Protect
- Air Slash
The next thing I would like to say about this team is that having the sun up is not what this team relies on. Sun typically comes up late-game and finishes off whatever my opponent has left. And sometimes it is solely used to dispose of my opponent's weather. Charizard is able to get up a five-turn sunny day without wasting a turn due to his item, Charizardite Y, which grants him a mega evolution with the Drought ability. He has a Timid nature because with the sun along with 159 base SAtk, he has enough power, so he needs all the Speed he can get. Heat Wave is here to hit both targets on my opponent's side. Solarbeam is here to hit Water and Ground types that resist fire. Protect is here again because of it's usefulness in Double Battles. Air Slash is here because flying is a nice STAB to have in Doubles with all the Fighting types running around.

Dreamweaver (Venusaur) @ Life Orb
Ability: Chlorophyll
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Protect
Meet Charizard's partner in crime: Venusaur. With his Hidden Ability, Chlorophyll, he outspeeds many fast pokemon as long as the sun is up. The handy thing about Venusaur in Doubles is that it doesn't need the sun to be a useful pokemon on this team. With Life Orb and a Modest Nature, he has maximum damage output is ready to KO those Water, Rock, Ground, and Fairy types. Giga Drain is a nice move because like I said, the sun won't always be up when Venusaur is out so Solarbeam is not a good move for him. Also, Giga Drain heals him from the Life Orb recoil. Sludge Bomb is a slightly more powerful STAB move that Venusaur has access to which allows him to hurt the new Fairy types that I expect to see frequently. Sleep Powder is best used under the Sun because I can outspeed something, put it to sleep, and let Venusaur's partner take care of the non-sleeping pokemon. And Protect is here because this is a Doubles team.

Legions (Garchomp) @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Dragon Claw
- Earthquake
- Stone Edge
- Crunch
Garchomp is part 1 of what holds this team together. A Choice Scarf accompanied with a Jolly Nature means that this guy is not letting itself get outsped. Also, Choice Scarf sometimes catches people off guard. It has the Rough Skin ability because I wouldn't allow sand to be up, and also, Rough Skin makes physical attackers pay for attacking Garchomp. It has Dragon Claw as opposed to Outrage because in Doubles, you cannot choose your target if using a move such as Outrage or Thrash. Earthquake is here because every Doubles team needs someone who can use Earthquake. Stone Edge is here, well, I actually might switch it to Rock Slide because Stone Edge has missed three times in a row for me, which easily cost me the match. Lastly, Crunch is here to hit those darn Musharna and Cresselia.

Abyss (Rotom-Wash) @ Sitrus Berry
Ability: Levitate
EVs: 240 HP / 252 SAtk / 16 SDef
Modest Nature
- Hydro Pump
- Thunderbolt
- Thunder Wave
- Sunny Day
Rotom-W is part 2 of what holds this team together. I originally had a Metagross on this team but then I realized that every single member of my team in weak to Talonflame. So Rotom-W easily takes care of that. He has a Sitrus Berry as well as a large amount of hit points to increase his durability as much as I can while the Modest nature and max special attack give it as much power as it can have. Also, Levitate combos really well with Garchomp's Earthquakes. Hydro Pump is here because my team lacks water type attacks. Thunderbolt is here because electric is a nice type to have in Doubles and also there is that small chance of paralysis. But if paralysis is what I really need, I have Thunder Wave to do the job. Finally, I have Sunny Day here to put up the sun for Venusaur or just get rid of the current weather.
Well, that's the team. Any feedback would be nice since Doubles is pretty new to me.