I've recently been trying out national dex doubles, and its been a lot of fun. Obviously, its national dex, but this is the first time i've really given double battles a chance. This isn't the first team I made, but I feel this is the better one. The team is focused on one thing: Speed Control. It doesn't matter what it comes from, I control the speed of the game all the time, making sure I always go first, and hit hard at the same time. It's very hyper offensive, with its playstyle being extremely fast paced and relentless, until the resources are off the field, in which I have solid ways to place them down again.
Marowak-Alola @ Thick Club
Ability: Rock Head
Tera Type: Normal
EVs: 252 HP / 36 Atk / 124 SpD / 96 Spe
Adamant Nature
- Poltergeist
- Flare Blitz
- Protect
- Brick Break
Starting Off the team is a simple Fire/Water/Grass Core, with Marowak-Alola. I could've used Gouing Fire here instead, but that means being a META SLAVE, And I don't want that. Anyway, this thing is just here to hit hard, with rock head Flare Blitzes, Poltergeists and Brick Breaks for dark types. Protect is also there to scout for certain threatening moves, especially since it can be covered easily by its partners. Speed EVs get it exactly to 150 Speed, and with its thick club item already boosting its attack, I thought improving its bulk was more important than more offense. Especially because this thing isn't the fastest, and even with speed mods can still be slower in some occasions.
Tera usage
Ghost Immunity
Game Plan
Most of the time, Marowak comes out after someone else has been taken out and Starts beating on everyone until I have to set up my Speed Control again. It doesn't get simpler than this
Primarina @ Mystic Water
Ability: Liquid Voice
Tera Type: Water
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Protect
- Water Pledge
- Dazzling Gleam
Big boi Primarina, the star Water Type of regulation G. This Pokemon provides strong spread dmg, and is a great follow up attacker to the faster ones on the team. Mystic Water gives it increased power to its now water type Hyper Voice, allowing for basically anything to be hit for atleast half health. Its Speed isn't good, but on a team centered around Controlling tempo through other methods, than it doesn't matter enough to be a complete hinderance. Its EVs are standard, with max firepower to make sure everything is dieing quick enough. There really isn't much to say about it.
Tera Usage
Even bigger numbers come up on you're screen.
Game Plan
After a Pivot/Faint, switch this in, as it has the bulk to live atleast one hit. Then, just start spamming moves, mainly hyper voice, unless you need to protect to scout certain dangerous moves or fake out.
Serperior @ Assault Vest
Ability: Contrary
Shiny: Yes
Tera Type: Stellar
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Tera Blast
- Giga Drain
- Grass Pledge
The Last of the Fire/Water/Grass core is the most crucial one to the team. Serperior offers good bulk, great offense, and longevity. And it also allows me to set up the best form of speed control in the entire game; the swamp. By combining this pokemons Grass Pledge and Primarina's Water Pledge, I can shoot an insanely powerful move at the opponent and make a swamp that QUARTERS the opponent's speed. Not halves. QUARTERS, which basically means I will always outspeed the opponent when its in play. Not only that, but Serperior is notorious for its Contrary Leaf Storm, and here its put alongside Giga Drain and Assault Vest for extra staying power. Max Speed EVs are here incase I need to lead with the Swamp, everything else is standard.
TERA USAGE
Serperior is one of the best Stellar Tera users, since it doesn't really use any coverage that often. Now it can hit everything for neutral dmg, and still get an attack boost doing it.
GAME PLAN
As a Lead, go for the Swamp with Primarina (Prima's speed doesn't matter since the Pledges go right after each other if used together), or if Speed Control's already setup, then just start throwing moves. But always remember to set up the swamp again if Prima's also on the field if speed control is about to run out.
Silvally-Fairy (Silvally-Ghost) @ Ghost Memory
Ability: RKS System
Tera Type: Fairy
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Tailwind
- Parting Shot
- Multi-Attack
- Psychic Fangs
The second form of Speed Control. Silvally isn't the first pick for a Tailwind setter, but it is a unique one, and one that fits well into here. Its Ghost typing allows it to escape Fake Out, and Gladion's favourite move Parting Shot is there for dmg control, and easy pivots after Tailwind. Psychic Fangs is here to destroy screens, and Multi-Attack is its strongest attacking move. Its built to be bulky and fast at the same time, and unfortunately its stats don't compliment that well. It is pretty bulky, with 95 HP and a servicable 95 defenses, but its speed is a bit of and issue in such a high speed meta. However, there are workarounds to this, and it really only matters against meta teams and turn 1, when no speed control is up at all.
TERA USAGE
Dark Resist. Don't use unless really needed.
GAME PLAN
As a lead, the flowchart of tailwind -> Parting Shot is good, with helping manage certain pokemon and getting the gameplan going. It's only really here for utility anyway, and it definitely doesn't fall short there. Stopping you're opponent from getting their gameplans started while also starting you're own. That's what it's designed to do.
Xurkitree @ Choice Specs
Ability: Beast Boost
Tera Type: Grass
EVs: 216 HP / 252 SpA / 40 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Energy Ball
One of the most powerful pokemon ever released, held back by its middiling speed and bulk. But what if none of that mattered? That's exactly what happens here. Choice Specs Gives it unbeliveable power, going up to over 730 Sp.Atk. And the Speed EVs are here to get to exactly 212 speed, which outspeeds +Speed nature Dragapult by a single point inside of Tailwind. With almost nothing to outspeed it, it can blast away, free of charge.
TERA USAGE
Use it to beat ground types, or sometimes punish Rillaboom for entering.
GAME PLAN
The same thing as Marowak, send it in and start Spamming moves. On a bad Switch In or a prediction, Pivot out with volt switch and reposition into a better suited pokemon.
Overqwil @ Ghostium Z
Ability: Intimidate
Tera Type: Dark
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Destiny Bond
- Acid Spray
- Gunk Shot
- Crunch
The Last Pokemon to round out the team is a very strange, but helpful support pick. Overqwil has all the utility I need, Offensive Support in Acid Spray for Prima and Xurk, Defensive Support in Intimidate, Redirection in Z-Destiny Bond since this is National Dex, and it just hits hard. Its Dark typing also means Prankster pokemon are completely useless against it, especially Grimmsnarl and Whimsicott, which it can hit for massive dmg. Its Poison typing also allows it to check Fairy type threats, especially Flutter Mane, hitting it on its weaker Physcial side. EVs are for dmg and maximising lead off potential.
TERA USAGE
You can't tera Pokemon with Z-Crystals
GAME PLAN
I've mostly been using a Silvally/Overqwil lead, and straight going for Tailwind and Z-Destiny bond. If I'm lucky enough, I can grab an ez kill on a key pokemon if they decide to attack into me. Otherwise Acid spray any pokemon Prima or Xurk can't OHKO and hit anything it can threaten itself with Gunk Shot or Crunch.
STRENGTHS
:This teams offense is loaded. Everyone has something really hard to hit you with
:No matter what, as long as you have any momentum, you will always have the Speed advantage
:Weirdly, this team might be anti-meta? I've faced 2 full top tier teams and won both times. Its prolly just good at beating teams that just play the game well
:Decent Bulk for a Hyper Offense team
WEAKNESSES
:If Speed control isn't up, or if the opponent beats out you're speed control, the team crumbles hard, because of the overall base speed being poor
:No way to cancel out weather, and especially nothing to truly beat Archaludon, almost inarguably the biggest threat to this team.
:High Risk, High Reward style
:No Nuke Option without multiple pokemon setups (maybe Swords Dance over Brick Break for Marowak?)
Anyways, thoughts on the team...
Marowak-Alola @ Thick Club
Ability: Rock Head
Tera Type: Normal
EVs: 252 HP / 36 Atk / 124 SpD / 96 Spe
Adamant Nature
- Poltergeist
- Flare Blitz
- Protect
- Brick Break
Starting Off the team is a simple Fire/Water/Grass Core, with Marowak-Alola. I could've used Gouing Fire here instead, but that means being a META SLAVE, And I don't want that. Anyway, this thing is just here to hit hard, with rock head Flare Blitzes, Poltergeists and Brick Breaks for dark types. Protect is also there to scout for certain threatening moves, especially since it can be covered easily by its partners. Speed EVs get it exactly to 150 Speed, and with its thick club item already boosting its attack, I thought improving its bulk was more important than more offense. Especially because this thing isn't the fastest, and even with speed mods can still be slower in some occasions.
Tera usage
Ghost Immunity
Game Plan
Most of the time, Marowak comes out after someone else has been taken out and Starts beating on everyone until I have to set up my Speed Control again. It doesn't get simpler than this
Primarina @ Mystic Water
Ability: Liquid Voice
Tera Type: Water
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Protect
- Water Pledge
- Dazzling Gleam
Big boi Primarina, the star Water Type of regulation G. This Pokemon provides strong spread dmg, and is a great follow up attacker to the faster ones on the team. Mystic Water gives it increased power to its now water type Hyper Voice, allowing for basically anything to be hit for atleast half health. Its Speed isn't good, but on a team centered around Controlling tempo through other methods, than it doesn't matter enough to be a complete hinderance. Its EVs are standard, with max firepower to make sure everything is dieing quick enough. There really isn't much to say about it.
Tera Usage
Even bigger numbers come up on you're screen.
Game Plan
After a Pivot/Faint, switch this in, as it has the bulk to live atleast one hit. Then, just start spamming moves, mainly hyper voice, unless you need to protect to scout certain dangerous moves or fake out.
Serperior @ Assault Vest
Ability: Contrary
Shiny: Yes
Tera Type: Stellar
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Tera Blast
- Giga Drain
- Grass Pledge
The Last of the Fire/Water/Grass core is the most crucial one to the team. Serperior offers good bulk, great offense, and longevity. And it also allows me to set up the best form of speed control in the entire game; the swamp. By combining this pokemons Grass Pledge and Primarina's Water Pledge, I can shoot an insanely powerful move at the opponent and make a swamp that QUARTERS the opponent's speed. Not halves. QUARTERS, which basically means I will always outspeed the opponent when its in play. Not only that, but Serperior is notorious for its Contrary Leaf Storm, and here its put alongside Giga Drain and Assault Vest for extra staying power. Max Speed EVs are here incase I need to lead with the Swamp, everything else is standard.
TERA USAGE
Serperior is one of the best Stellar Tera users, since it doesn't really use any coverage that often. Now it can hit everything for neutral dmg, and still get an attack boost doing it.
GAME PLAN
As a Lead, go for the Swamp with Primarina (Prima's speed doesn't matter since the Pledges go right after each other if used together), or if Speed Control's already setup, then just start throwing moves. But always remember to set up the swamp again if Prima's also on the field if speed control is about to run out.
Silvally-Fairy (Silvally-Ghost) @ Ghost Memory
Ability: RKS System
Tera Type: Fairy
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Tailwind
- Parting Shot
- Multi-Attack
- Psychic Fangs
The second form of Speed Control. Silvally isn't the first pick for a Tailwind setter, but it is a unique one, and one that fits well into here. Its Ghost typing allows it to escape Fake Out, and Gladion's favourite move Parting Shot is there for dmg control, and easy pivots after Tailwind. Psychic Fangs is here to destroy screens, and Multi-Attack is its strongest attacking move. Its built to be bulky and fast at the same time, and unfortunately its stats don't compliment that well. It is pretty bulky, with 95 HP and a servicable 95 defenses, but its speed is a bit of and issue in such a high speed meta. However, there are workarounds to this, and it really only matters against meta teams and turn 1, when no speed control is up at all.
TERA USAGE
Dark Resist. Don't use unless really needed.
GAME PLAN
As a lead, the flowchart of tailwind -> Parting Shot is good, with helping manage certain pokemon and getting the gameplan going. It's only really here for utility anyway, and it definitely doesn't fall short there. Stopping you're opponent from getting their gameplans started while also starting you're own. That's what it's designed to do.
Xurkitree @ Choice Specs
Ability: Beast Boost
Tera Type: Grass
EVs: 216 HP / 252 SpA / 40 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Energy Ball
One of the most powerful pokemon ever released, held back by its middiling speed and bulk. But what if none of that mattered? That's exactly what happens here. Choice Specs Gives it unbeliveable power, going up to over 730 Sp.Atk. And the Speed EVs are here to get to exactly 212 speed, which outspeeds +Speed nature Dragapult by a single point inside of Tailwind. With almost nothing to outspeed it, it can blast away, free of charge.
TERA USAGE
Use it to beat ground types, or sometimes punish Rillaboom for entering.
GAME PLAN
The same thing as Marowak, send it in and start Spamming moves. On a bad Switch In or a prediction, Pivot out with volt switch and reposition into a better suited pokemon.
Overqwil @ Ghostium Z
Ability: Intimidate
Tera Type: Dark
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Destiny Bond
- Acid Spray
- Gunk Shot
- Crunch
The Last Pokemon to round out the team is a very strange, but helpful support pick. Overqwil has all the utility I need, Offensive Support in Acid Spray for Prima and Xurk, Defensive Support in Intimidate, Redirection in Z-Destiny Bond since this is National Dex, and it just hits hard. Its Dark typing also means Prankster pokemon are completely useless against it, especially Grimmsnarl and Whimsicott, which it can hit for massive dmg. Its Poison typing also allows it to check Fairy type threats, especially Flutter Mane, hitting it on its weaker Physcial side. EVs are for dmg and maximising lead off potential.
TERA USAGE
You can't tera Pokemon with Z-Crystals
GAME PLAN
I've mostly been using a Silvally/Overqwil lead, and straight going for Tailwind and Z-Destiny bond. If I'm lucky enough, I can grab an ez kill on a key pokemon if they decide to attack into me. Otherwise Acid spray any pokemon Prima or Xurk can't OHKO and hit anything it can threaten itself with Gunk Shot or Crunch.
STRENGTHS
:This teams offense is loaded. Everyone has something really hard to hit you with
:No matter what, as long as you have any momentum, you will always have the Speed advantage
:Weirdly, this team might be anti-meta? I've faced 2 full top tier teams and won both times. Its prolly just good at beating teams that just play the game well
:Decent Bulk for a Hyper Offense team
WEAKNESSES
:If Speed control isn't up, or if the opponent beats out you're speed control, the team crumbles hard, because of the overall base speed being poor
:No way to cancel out weather, and especially nothing to truly beat Archaludon, almost inarguably the biggest threat to this team.
:High Risk, High Reward style
:No Nuke Option without multiple pokemon setups (maybe Swords Dance over Brick Break for Marowak?)
Anyways, thoughts on the team...
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