Other Metagames SV DUbers Rainbow Terrain Team

Hello! Just wanted to show this random updated rainbow terrain sweep team i made.

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Incineroar @ Focus Sash
Ability: Intimidate
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Fire Pledge
- Knock Off
- Fake Out
- Flare Blitz

Blastoise @ Leftovers
Ability: Rain Dish
Tera Type: Ground
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Water Pledge
- Fake Out
- Ice Beam
- Dark Pulse

Incineroar and Blastoise are the pokemon for setting up the rainbow terrain for later. Incineroar has a focus sash since its more of a "bulky but not really bulky" pokemon for me, and it would help for it to use fire pledge. Tera ghost cuz ya know, fake out
Blastoise is more bulky so i gave it leftovers since the high HP would help it survive hits and use water pledge and setup rainbow terrain successfully. Fake out ice beam, dark pulse are good moves that i found and tera ground to dodge those electric types.



Dudunsparce-Three-Segment @ Leftovers
Ability: Serene Grace
Shiny: Yes
Tera Type: Normal
EVs: 124 HP / 252 SpA / 4 SpD / 128 Spe
Modest Nature
IVs: 0 Atk
- Baton Pass
- Ancient Power
- Roost
- Agility
(damn thats a lot of evs)

Dudunsparce is unfortunately the only serene grace + baton pass + ancient power pokemon i could find since jirachi cant use ancient power anymore. It does have decent bulk to let it survive hits and use ancient power which when combined with serene grace and rainbow ups the chance from 10% to a nice 40% chance to get an omniboost. I usually keep it for all of the turns of rainbow to see if i can get 2 boosts which is really good.
Roost is there for healing w/o clefable


Necrozma-Dusk-Mane @ Weakness Policy
Ability: Prism Armor
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Sunsteel Strike
- Morning Sun

Zacian-Crowned @ Rusted Sword
Ability: Intrepid Sword
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Behemoth Blade
- Sacred Sword
- Wild Charge

Necrozma DM and Zacian Crowned are the baton pass dogs. Necrozma has DDance for an attack and speed boost if i only got 1 omniboost, earthquake for those fire types and others, sunsteel strike for those fairy types, morning sun for nice heals.

Zacian has swords dance for a similar reason to necrozma's dance, behemoth blade and wild charge are great moves and i think Sacred Sword is better because you dont have to deal with Close Combats negative effects, plus it ignore the opponents stat boosts!


Clefable @ Leftovers
Ability: Magic Guard
Tera Type: Steel
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Follow Me
- Life Dew
- Helping Hand
- Protect

Finally, Clefable is the user for when rainbow terrain is setted up to use follow me while dudunsparce is using ancient power, life dew for heals, helping hand to get a nice attack boost and protect because its a double battle, you cant go there without protect (unless you are playing gen 3 actually)
 
Hi there notatreecko!

I hate to be a bummer immediately, but there's something incredibly important that needs to be said from the beginning: Pledges suck and will always suck, and if you want to use Pledges, you're going to be fighting an uphill battle the whole way.

With that in mind, I'm going to recommend a variety of different things to do with the team, but I'm going to try to keep the core idea intact.

Pledge Users

Incineroar is really good! Blastoise is pretty bad. There's a couple different options to take here. I'll put them in hide tags so this post doesn't look quite as huge:

Right now, the big issue with setting up pledges is both Incineroar and Blastoise will just evaporate against the big hitters of the format like Miraidon and Calyrex. The Water starters all kind of suck in DUbers, so we're very fortunate that Mew can also learn all three pledges. While we're here, we can make Incineroar more support focused, so that it still provide some utility outside of clicking Fire Pledge.

:incineroar:
Incineroar @ Sitrus Berry / Assault Vest
Ability: Intimidate
Tera Type: Dragon / Ghost
EVs: 252 HP / 96 Def / 160 SpD
Impish Nature
- Fake Out
- Fire Pledge
- Knock Off
- Parting Shot / U-turn

:mew:
Mew @ Assault Vest / Covert Cloak
Ability: Synchronize
Tera Type: Dark
EVs: 248 HP / 84 SpD / 176 Spe
Jolly Nature
- Water Pledge
- Snarl
- Body Slam / Tailwind
- U-turn / Pollen Puff / Life Dew

Speed control is super important in every Doubles format, and Mew gets a lot of it. Tailwind is realistically better than Body Slam on Mew, but if we're using the hax pledges already, we might as well go for 60% paralysis with Body Slam. Incineroar's EVs have been moved entirely to bulk so we can run a different item that provides some more utility in the games Incineroar likes to play. Mew outruns Timid Kyogre. Mew's set is pretty customizable to be honest; as long as you have Water Pledge and a speed control move, you can kind of do whatever. Just don't try to make it an attacker, because it's not good at that.
If you aren't already aware of Pledge mechanics, using two Pledges in one turn will make the second one happen immediately after the first; you'll lose the first Pledge but the second Pledge will be doubled in power. This combination leans into that idea a little bit more, making the turn you use your Pledges actually matter in exchange for some consistency:

:skeledirge:
Skeledirge @ Charcoal / Leftovers
Ability: Unaware
Tera Type: Dark
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Fire Pledge
- Shadow Ball
- Torch Song / Slack Off / Will-o-Wisp
- Protect

:greninja:
Greninja @ Choice Scarf / Focus Sash
Ability: Torrent
Tera Type: Ghost
EVs: 40 Atk / 216 SpA / 252 Spe
Hasty Nature
- Water Pledge
- Dark Pulse
- Hydro Pump
- Taunt / Protect

Greninja is the fastest Water starter, and while Skeledirge isn't the strongest Fire starter, it's probably the best one after Incineroar. It can sort of stand up to Ice Rider Calyrex and it's strong into Zacian, Zamazenta, Koraidon, and Extreme Killer Arceus, which means it can actually be useful after clicking Fire Pledge in more games. Greninja on the other hand is kind of a one trick pony; it's just here to click Water Plege once and then probably (hopefully?) die. Scarf Taunt might be useful sometimes. There's no way you can still be fast AND avoid getting murdered by +2 Extreme Speed from Arceus, so Tera Ghost lets you get Pledge up in a pinch.

Dudunsparce

This guy stinks, but we can at least improve the set a bit:

:dudunsparce:
Dudunsparce @ Sitrus Berry / Clear Amulet
Ability: Serene Grace
Tera Type: Ghost
EVs: 164 HP / 76 Def / 40 SpD / 228 Spe
Calm Nature
IVs: 0 Atk
- Protect
- Ancient Power
- Agility
- Baton Pass

Rock is a terrible type in DUbers because a ton of the top Pokemon resist it and not many things are actually weak to it. It's also base 60 power, so there's not really any damage output to be expected there. Instead we're going to max out the chances that we actually get to click Baton Pass. The Speed EVs outrun Timid Miraidon after an Agility, and from there I just spit the remainder into an optimizer. Roost is now Protect because you are never clicking Roost. Sitrus Berry makes you live a little bit longer in the few turns you'll get on the battlefield, while Clear Amulet keeps your Attack up against opposing Incineroar, so you can Baton Pass more easily to Dusk Mane and Zacian.

DUbers is about the big guys; you don't want to put too much pressure on this funny worm because it can't stand up to it.

The Attackers

I'm not a huge fan of double Steel here, and I think Dusk Mane's pretty lame when it isn't clicking Trick Room. Despite this, I'm going to keep them both here for convenience. You said yourself that "it's a double battle, you can't go there without Protect," but you didn't include it on either! Let's fix these two.

:necrozma-dusk-mane:
Necrozma-Dusk-Mane @ Weakness Policy
Ability: Prism Armor
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Photon Geyser

- Sunsteel Strike
- Dragon Dance

:zacian-crowned:
Zacian-Crowned @ Rusted Sword
Ability: Intrepid Sword
Tera Type: Water / Grass
EVs: 48 HP / 252 Atk / 208 Spe

Jolly Nature
- Protect
- Behemoth Blade
- Play Rough / Swords Dance
- Sacred Sword

Earthquake and Wild Charge aren't really hitting anything that you can't already hit - besides your teammates when you clicked Earthquake into a one-Protect team. I've replaced those with STAB moves, because they'll just hit anything hard. I think you've placed a little too much emphasis on healing in general; on a Baton Pass team you just want to be clicking murder buttons, not really spending time healing. Swords Dance on Zacian also feels kind of extraneous if you intend to Baton Pass to it, but in a format with Incineroar, it can still be kind of useful. The Speed EVs outrun Dragapult, which is the next fastest thing that could conceivably matter after opposing Zacian, but you can just be 252 Spe Jolly instead.

I would strongly consider replacing Dusk Mane with a Shadow Rider Calyrex or a Miraidon, as these are just better Pokemon in addition to being better Baton Pass recipients, and don't stack a Steel type with Zacian.

Clefable?

This Pokemon has no stats so we are replacing it. Even with max HP and max SpD, you can still die to Miraidon's Specs Electro Drift, and Clefable can't save you against an opposing Arceus or Calyrex anyway. It just doesn't do enough.

On the other hand, I strongly believe that every DUbers team should have an Arceus, and this is the best slot to add one of those.

:sv/arceus-fairy:
Arceus-Fairy @ Pixie Plate
Ability: Multitype
Tera Type: Ground
EVs: 248 HP / 96 Def / 40 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Dazzling Gleam
- Earth Power
- Calm Mind
- Recover

Arceus is one of the few Pokemon the format that tends to drop Protect, simply because it's just so bulky that it doesn't often need it. Calm Mind Arceus-Fairy has a pretty good STAB spread move and doesn't stack weaknesses with anything else on the team. The EVs ensure that +1 Tera Ground Earth Power will OHKO uninvested Miraidon and Zacian-C, and that it will always outrun Timid Kyogre. While you're dropping the support value Clefable provides, you're getting a lot more bang for your buck out of Arceus just by virtue of having 120 in every stat (and you can recoup some of that support value through the bulkier Incineroar and Mew).

Let me know if you have any other questions!

Incineroar @ Sitrus Berry
Ability: Intimidate
Tera Type: Dragon
EVs: 252 HP / 96 Def / 160 SpD
Impish Nature
- Fake Out
- Fire Pledge
- Knock Off
- Parting Shot

Mew @ Assault Vest
Ability: Synchronize
Tera Type: Dark
EVs: 248 HP / 84 SpD / 176 Spe
Jolly Nature
- Water Pledge
- Snarl
- Body Slam
- U-turn

Dudunsparce @ Sitrus Berry
Ability: Serene Grace
Tera Type: Ghost
EVs: 164 HP / 76 Def / 40 SpD / 228 Spe
Calm Nature
IVs: 0 Atk
- Protect
- Ancient Power
- Agility
- Baton Pass

Necrozma-Dusk-Mane @ Weakness Policy
Ability: Prism Armor
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Photon Geyser
- Sunsteel Strike
- Dragon Dance

Zacian-Crowned @ Rusted Sword
Ability: Intrepid Sword
Tera Type: Water
EVs: 48 HP / 252 Atk / 208 Spe
Jolly Nature
- Protect
- Behemoth Blade
- Play Rough
- Sacred Sword

Arceus-Fairy @ Pixie Plate
Ability: Multitype
Tera Type: Ground
EVs: 248 HP / 96 Def / 40 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Dazzling Gleam
- Earth Power
- Calm Mind
- Recover
 
Hi there notatreecko!

I hate to be a bummer immediately, but there's something incredibly important that needs to be said from the beginning: Pledges suck and will always suck, and if you want to use Pledges, you're going to be fighting an uphill battle the whole way.

With that in mind, I'm going to recommend a variety of different things to do with the team, but I'm going to try to keep the core idea intact.

Pledge Users

Incineroar is really good! Blastoise is pretty bad. There's a couple different options to take here. I'll put them in hide tags so this post doesn't look quite as huge:

Right now, the big issue with setting up pledges is both Incineroar and Blastoise will just evaporate against the big hitters of the format like Miraidon and Calyrex. The Water starters all kind of suck in DUbers, so we're very fortunate that Mew can also learn all three pledges. While we're here, we can make Incineroar more support focused, so that it still provide some utility outside of clicking Fire Pledge.

:incineroar:
Incineroar @ Sitrus Berry / Assault Vest
Ability: Intimidate
Tera Type: Dragon / Ghost
EVs: 252 HP / 96 Def / 160 SpD
Impish Nature
- Fake Out
- Fire Pledge
- Knock Off
- Parting Shot / U-turn

:mew:
Mew @ Assault Vest / Covert Cloak
Ability: Synchronize
Tera Type: Dark
EVs: 248 HP / 84 SpD / 176 Spe
Jolly Nature
- Water Pledge
- Snarl
- Body Slam / Tailwind
- U-turn / Pollen Puff / Life Dew

Speed control is super important in every Doubles format, and Mew gets a lot of it. Tailwind is realistically better than Body Slam on Mew, but if we're using the hax pledges already, we might as well go for 60% paralysis with Body Slam. Incineroar's EVs have been moved entirely to bulk so we can run a different item that provides some more utility in the games Incineroar likes to play. Mew outruns Timid Kyogre. Mew's set is pretty customizable to be honest; as long as you have Water Pledge and a speed control move, you can kind of do whatever. Just don't try to make it an attacker, because it's not good at that.
If you aren't already aware of Pledge mechanics, using two Pledges in one turn will make the second one happen immediately after the first; you'll lose the first Pledge but the second Pledge will be doubled in power. This combination leans into that idea a little bit more, making the turn you use your Pledges actually matter in exchange for some consistency:

:skeledirge:
Skeledirge @ Charcoal / Leftovers
Ability: Unaware
Tera Type: Dark
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Fire Pledge
- Shadow Ball
- Torch Song / Slack Off / Will-o-Wisp
- Protect

:greninja:
Greninja @ Choice Scarf / Focus Sash
Ability: Torrent
Tera Type: Ghost
EVs: 40 Atk / 216 SpA / 252 Spe
Hasty Nature
- Water Pledge
- Dark Pulse
- Hydro Pump
- Taunt / Protect

Greninja is the fastest Water starter, and while Skeledirge isn't the strongest Fire starter, it's probably the best one after Incineroar. It can sort of stand up to Ice Rider Calyrex and it's strong into Zacian, Zamazenta, Koraidon, and Extreme Killer Arceus, which means it can actually be useful after clicking Fire Pledge in more games. Greninja on the other hand is kind of a one trick pony; it's just here to click Water Plege once and then probably (hopefully?) die. Scarf Taunt might be useful sometimes. There's no way you can still be fast AND avoid getting murdered by +2 Extreme Speed from Arceus, so Tera Ghost lets you get Pledge up in a pinch.

Dudunsparce

This guy stinks, but we can at least improve the set a bit:

:dudunsparce:
Dudunsparce @ Sitrus Berry / Clear Amulet
Ability: Serene Grace
Tera Type: Ghost
EVs: 164 HP / 76 Def / 40 SpD / 228 Spe
Calm Nature
IVs: 0 Atk
- Protect
- Ancient Power
- Agility
- Baton Pass

Rock is a terrible type in DUbers because a ton of the top Pokemon resist it and not many things are actually weak to it. It's also base 60 power, so there's not really any damage output to be expected there. Instead we're going to max out the chances that we actually get to click Baton Pass. The Speed EVs outrun Timid Miraidon after an Agility, and from there I just spit the remainder into an optimizer. Roost is now Protect because you are never clicking Roost. Sitrus Berry makes you live a little bit longer in the few turns you'll get on the battlefield, while Clear Amulet keeps your Attack up against opposing Incineroar, so you can Baton Pass more easily to Dusk Mane and Zacian.

DUbers is about the big guys; you don't want to put too much pressure on this funny worm because it can't stand up to it.

The Attackers

I'm not a huge fan of double Steel here, and I think Dusk Mane's pretty lame when it isn't clicking Trick Room. Despite this, I'm going to keep them both here for convenience. You said yourself that "it's a double battle, you can't go there without Protect," but you didn't include it on either! Let's fix these two.

:necrozma-dusk-mane:
Necrozma-Dusk-Mane @ Weakness Policy
Ability: Prism Armor
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Photon Geyser

- Sunsteel Strike
- Dragon Dance

:zacian-crowned:
Zacian-Crowned @ Rusted Sword
Ability: Intrepid Sword
Tera Type: Water / Grass
EVs: 48 HP / 252 Atk / 208 Spe

Jolly Nature
- Protect
- Behemoth Blade
- Play Rough / Swords Dance
- Sacred Sword

Earthquake and Wild Charge aren't really hitting anything that you can't already hit - besides your teammates when you clicked Earthquake into a one-Protect team. I've replaced those with STAB moves, because they'll just hit anything hard. I think you've placed a little too much emphasis on healing in general; on a Baton Pass team you just want to be clicking murder buttons, not really spending time healing. Swords Dance on Zacian also feels kind of extraneous if you intend to Baton Pass to it, but in a format with Incineroar, it can still be kind of useful. The Speed EVs outrun Dragapult, which is the next fastest thing that could conceivably matter after opposing Zacian, but you can just be 252 Spe Jolly instead.

I would strongly consider replacing Dusk Mane with a Shadow Rider Calyrex or a Miraidon, as these are just better Pokemon in addition to being better Baton Pass recipients, and don't stack a Steel type with Zacian.

Clefable?

This Pokemon has no stats so we are replacing it. Even with max HP and max SpD, you can still die to Miraidon's Specs Electro Drift, and Clefable can't save you against an opposing Arceus or Calyrex anyway. It just doesn't do enough.

On the other hand, I strongly believe that every DUbers team should have an Arceus, and this is the best slot to add one of those.

:sv/arceus-fairy:
Arceus-Fairy @ Pixie Plate
Ability: Multitype
Tera Type: Ground
EVs: 248 HP / 96 Def / 40 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Dazzling Gleam
- Earth Power
- Calm Mind
- Recover

Arceus is one of the few Pokemon the format that tends to drop Protect, simply because it's just so bulky that it doesn't often need it. Calm Mind Arceus-Fairy has a pretty good STAB spread move and doesn't stack weaknesses with anything else on the team. The EVs ensure that +1 Tera Ground Earth Power will OHKO uninvested Miraidon and Zacian-C, and that it will always outrun Timid Kyogre. While you're dropping the support value Clefable provides, you're getting a lot more bang for your buck out of Arceus just by virtue of having 120 in every stat (and you can recoup some of that support value through the bulkier Incineroar and Mew).

Let me know if you have any other questions!

Incineroar @ Sitrus Berry
Ability: Intimidate
Tera Type: Dragon
EVs: 252 HP / 96 Def / 160 SpD
Impish Nature
- Fake Out
- Fire Pledge
- Knock Off
- Parting Shot

Mew @ Assault Vest
Ability: Synchronize
Tera Type: Dark
EVs: 248 HP / 84 SpD / 176 Spe
Jolly Nature
- Water Pledge
- Snarl
- Body Slam
- U-turn

Dudunsparce @ Sitrus Berry
Ability: Serene Grace
Tera Type: Ghost
EVs: 164 HP / 76 Def / 40 SpD / 228 Spe
Calm Nature
IVs: 0 Atk
- Protect
- Ancient Power
- Agility
- Baton Pass

Necrozma-Dusk-Mane @ Weakness Policy
Ability: Prism Armor
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Photon Geyser
- Sunsteel Strike
- Dragon Dance

Zacian-Crowned @ Rusted Sword
Ability: Intrepid Sword
Tera Type: Water
EVs: 48 HP / 252 Atk / 208 Spe
Jolly Nature
- Protect
- Behemoth Blade
- Play Rough
- Sacred Sword

Arceus-Fairy @ Pixie Plate
Ability: Multitype
Tera Type: Ground
EVs: 248 HP / 96 Def / 40 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Dazzling Gleam
- Earth Power
- Calm Mind
- Recover

Hello! Thanks for the improvent, did notice how bad some mons were when i was reading.

I think i would've put Arceus-Fairy in the team if it got access to Follow Me but apparently there are like no ubers that can use FM.

(and i completely forgot to put protect)

Body Slam on Mew and Parting Shot on Incineroar does help a lot so parting shot can not only get me to switch a bit easier if incineroar is slower, but also act as Intimidate+ because of the sp. atk boost.
Body Slam's paralyze chance also helps a lot for Dudunsparce so he can get 2 ancient powers easier without worrying about any fighting types.
Speaking of fighting types, tera ghost is also really good so i dont get Iron Valiant'd instantly when someone notices dudunsparce.

As for ZC and NDM, wow i really forgot about Protect when making that team.
NDM:
Photon Geyser is already a great improvent since my brain turns off when it comes to physical psychic STAB attacks.
Also i forgot to put something about Weakness Policy, but i just put it so if you used a super effective attack, you are basically making necrozma stronger.
ZC:
The tera choices are pretty great over fighting.
As for the moves, Play Rough is a great move but of course its gonna miss at the worst time, but hey i have Dazzling Gleam and necrozma.


Anyways, thanks for improving all of the garbage movesets and mons, gonna try to use this improved version to sweep some teams.
 
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