XY Doubles Trinity Intervention Team (Peaked #3 on Ladder)

Trinity Intervention Team (Peaked #3 on Ladder)


Hello there, this is my first RMT of a team I built which turned out to be very successful in battles and has peaked #3 on the ladder on my main account, RequiemX.
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Mirror: http://i.imgur.com/G1OvqCs.png
I have played around ~200 games with this team alone, and have battled against numerous teams, mostly on the ladder, but also in room tournaments. So without further ado, here is the team I used.

Team Preview:
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Teambuilding process:

The team started by using the trio trinity of coverage and bulk, which are really strong in Doubles due to their ability to survive the majority of neutral hits and return with their own strong attacks.

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Landorus-Therian is S Rank in the current meta, as it brings so much damage and utility to the table whilst having two immunities and many resistances to back up a great ability in Doubles, which is Intimidate. This increases its chances of survival in order to demolish the opponent before it gets hit.
Rotom-Wash is a brilliant poke which can be used offensively and defensively, which is aided by its natural bulk, typing and ability allowing it to check many common attackers with its STABed attacks or with its support moves like Will-O-Wisp.
Kangaskhan-Mega is one of the most powerful physical attackers to roam in the Doubles metagame. With Parental Bond STAB boosted Fake Outs and Returns, Kangaskhan-Mega can easily deal heavy damage and create free turns for your partner. With Sucker Punch in its arsenal, Kangaskhan-Mega can easily deal with fast, frail threats, effortlessly breaking their Substitutes/Sashes and dealing with most Trick Room users.

Seeing that most teams would use these three same pokes, and the team so far had no resistances to grass, a decision to try out Breloom seemed fine as it deals with these individual pokes well. Spore is also great to stop threats in their tracks, as there is no Sleep Clause in Smogon Doubles, allowing you to neutralize pokes which pose a threat and taking them out in the next turn.

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Breloom provides an important role in the team - whether it'd be revenge killing weakened Terrakions or Sporing threats like TR users, Breloom never lets the team down when given its time to shine. Breloom applies strong presence in the Doubles metagame with its ability to create free turns for its partner by utilizing spore.

Although the team packs a grass type in its arsenal, there was no way to effectively deal with opposing grass types, as Rotom-Wash did not pack HP Ice and Breloom was a threat if Kangaskhan-Mega was down. Therefore, a strong fire type poke was needed, so Heatran was chosen for its offensive capability.

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Heatran has significant typing to support its exceptional bulk which allows it to wall most common threats such as Charizard-Mega-Y and Venusaur, whilst having powerful STABed spread attacks such as Eruption and Heat Wave as well as strong coverage moves which include Earth Power and Flash Cannon/Ancient Power. It's ability allows it to switch-in on Fire attacks and retaliate with its own boosted attacks, and further increases its walling capabilities.

By this stage, most of the team suffers from having mediocre speed (especially Breloom, who needs it most), and since a bulky Kangaskhan was being run, a Tailwind setter could help the team a great deal so it was used. Searching for pokes that learned Tailwind and Taunt whilst covering weaknesses such as fighting type, a decision to test Mew seemed interesting as it also learned Fake Out.

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After several tests with the team, there were a few problems concerning Mew (surprisingly enough), where it would lack power behind its attacks or it would be one of the last pokes standing and get completely walled by pokes like Sableye. It was decided that Mew was not optimal for the team due to the moveset it had. So therefore, instead of changing the moveset to make it usable, a better Tailwind setter replaced it. Suicune was chosen as it has great bulk and has much better offense than Mew.

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After that was done, the decision was made to replace Heatran for better typing resistances on the team as it didn't really mesh well with the team - SubTran felt pretty useless after several test runs on the team setup used before as it required setup before it could attack safely. It could probably still fit in this team if adjustments were made, but a Taunt user was necessary to stop Trick Room anyway, thus Victini took the spot as it's known for being a menace in Tailwind and for good synergy on the team in terms of typing resistances.
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And now, this is the current line-up of the team right now, and it is the team which peaked #3 on the Smogon Doubles ladder with its offensive Tailwind playstyle. With no clear type weaknesses and each poke covering each others weaknesses, the team can easily devastate unprepared teams when played correctly.
Suicune has a good defensive typing which is backed up by its good bulk which allows it to set up Tailwind whilst staying on the field for an extended period of the battle. When people see a Suicune, they usually underestimate its 90 base SpA, thinking that it is incapable of dealing damage. This offensively orientated Suicune was chosen over a more support style set as the team applied offensive pressure throughout the team, and a weak Tailwind setter would ruin the point of the team.
Victini defines the offensive pressure within the team - it hits any poke like a monstrous truck with its Choice Band STAB boosted V-create, destroying anything on the field that doesn't resist it. Why use Final Gambit to trade 1 for 1 when this beast can tear apart entire teams apart under Tailwind? On that note, the speed drop of V-create is compensated by the doubled speed, allowing it to continue demolishing its opponents without any disruption.

Team Analysis
Here are the pokes and their sets individually explained in detail.

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MakNooN (Suicune) @ Sitrus Berry
Ability: Pressure
EVs: 116 HP / 252 SpA / 140 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Tailwind
- Protect

Suicune is the main glue to this team, as it is the primary Tailwind setter and the only setter in this team. It's natural bulk allows it to survive the majority of hits and set up Tailwind for its partner to begin wrecking damage. The spread allows Suicune to remain an offensive threat after setting up Tailwind, and surprise unprepared teams who choose to ignore Suicune's offensive prowess. To show the strength of Suicune, here are some calcs against the common threats in Doubles.

252+ SpA Suicune Hydro Pump vs. 80 HP / 0 SpD Talonflame: 416-492 (131.2 - 155.2%) -- guaranteed OHKO

252+ SpA Suicune Ice Beam vs. 0 HP / 4 SpD Landorus-T: 404-476 (126.6 - 149.2%) -- guaranteed OHKO

252+ SpA Suicune Hydro Pump vs. 4 HP / 0 SpD Excadrill: 438-516 (120.9 - 142.5%) -- guaranteed OHKO

252+ SpA Suicune Hydro Pump vs. 4 HP / 0 SpD Terrakion: 336-396 (103.7 - 122.2%) -- guaranteed OHKO

252+ SpA Suicune Ice Beam vs. 4 HP / 0 SpD Breloom: 254-300 (96.9 - 114.5%) -- 81.3% chance to OHKO

252+ SpA Suicune Hydro Pump vs. 252 HP / 4 SpD Heatran: 290-344 (75.1 - 89.1%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Suicune Ice Beam vs. 0 HP / 4 SpD Hydreigon: 182-216 (56 - 66.4%) -- guaranteed 2HKO

252+ SpA Suicune Ice Beam vs. 4 HP / 0 SpD Latios: 156-184 (51.6 - 60.9%) -- guaranteed 2HKO

252+ SpA Suicune Ice Beam vs. 212 HP / 96 SpD Thundurus: 180-214 (51.1 - 60.7%) -- guaranteed 2HKO

252+ SpA Suicune Hydro Pump vs. 252 HP / 4 SpD Tyranitar in Sand: 204-242 (50.4 - 59.9%) -- guaranteed 2HKO
This shows how strong Suicune can be when given the opportunity to deal super effective damage against foes who leave their pokes weak to Water/Ice in, thinking it won't deal much damage. It also allows Suicune to deal heavy damage with its partner after Tailwind has been set, leaving no breathing room for the enemy. The EVs are spread to ensure Suicune deals as much damage as possible whilst outspeeding Breloom and other 252 base 70s and being on par with neutral 252 Tyranitar-Mega. The rest are invested into bulk and Hydro Pump is used over Scald for more offensive pressure. Sitrus Berry is used to further increase Suicune's bulk, and it has saved it from fainting multiple times against the likes of Kangaskhan-Mega.


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Hitmontree (Breloom) @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Protect

Breloom fulfills another important role in the team, as it can disable threats and deal respectable damage with Technician STAB boosted attacks capable of revenge killing weakened pokes. Spore can easily create free turns for the team to either set up Tailwind, switch out or deal with more bulkier threats, and forces Trick Room users to run Safety Goggles in order for them to set it up. Under Tailwind, Breloom pressures the opponent into using Protect, Safety Goggles or Grass Types in fear of being Spored, and punishes them if they don't.
Breloom runs Focus Sash and Protect to save itself from Fake Out, double targeting or strong/super effective attacks, which allows Suicune to set up Tailwind for Breloom to begin dominating. It also runs a Jolly Nature to surprise those running 240 Spe pokes expecting to outspeed Breloom without Tailwind, and allows Breloom to outspeed the majority of neutral base 80s.


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Blitzkrieg (Victini) @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- V-create
- Bolt Strike
- Taunt

Victini is a fearsome poke which brings so much damage to the table with its Choice Band STAB boosted V-creates which OHKOs nearly everything it hits with. Here are some calcs to show how strong Victini can nuke them for:

252 Atk Choice Band Victini V-create vs. 252 HP / 252+ Def Amoonguss: 662-780 (153.2 - 180.5%) -- guaranteed OHKO

252 Atk Choice Band Victini V-create vs. 252 HP / 0 Def Aegislash-Shield: 516-608 (159.2 - 187.6%) -- guaranteed OHKO

252 Atk Choice Band Victini V-create vs. 252 HP / 252+ Def Jirachi: 528-624 (130.6 - 154.4%) -- guaranteed OHKO

252 Atk Choice Band Victini V-create vs. 212 HP / 128 Def Thundurus: 415-490 (117.8 - 139.2%) -- guaranteed OHKO

252 Atk Choice Band Victini Bolt Strike vs. 252 HP / 4 Def Politoed: 446-526 (116.1 - 136.9%) -- guaranteed OHKO

252 Atk Choice Band Victini Bolt Strike vs. 252 HP / 4 Def Azumarill: 424-500 (104.9 - 123.7%) -- guaranteed OHKO


252 Atk Choice Band Victini V-create vs. 248 HP / 192 Def Togekiss: 316-373 (84.7 - 100%) -- 6.3% chance to OHKO

252 Atk Choice Band Victini V-create vs. 252 HP / 0 Def Thick Fat Mega Venusaur: 308-366 (84.6 - 100.5%) -- 6.3% chance to OHKO

252 Atk Choice Band Victini V-create vs. 252 HP / 80 Def Cresselia: 292-345 (65.7 - 77.7%) -- guaranteed 2HKO

-1 252 Atk Choice Band Victini V-create vs. 4 HP / 0 Def Landorus-T: 267-315 (83.4 - 98.4%) -- guaranteed 2HKO
This wallbreaking power is used to break its way through the opponent's team without having to worry about the speed drop from V-create, as in Tailwind, Victini has 436 Spe at -1 and 328 Spe at -2, which allows it to fire multiple V-creates in a row. U-turn lets me switch out whilst dealing super effective damage to Psychic Trick Room users, whilst Bolt Strike deals with Water types. Taunt is somewhat situational, as most people wouldn't expect Victini to use Taunt instead of V-create against them, but it can be a good surprise against bulky Trick Room users like Cresselia and Dusclops which are likely to survive a V-create and set up Trick Room. Zen Headbutt can be run over Taunt but it doesn't provide much more coverage, so it is also fairly situational.

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Ultimatum (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Rock Slide
- Earthquake
- Superpower


Landorus-Therian is a strong poke which functions as a clean up poke on this team after Tailwind has petered out and Suicune is unable to set it up again. Even with Scarf, Landorus-Therian can also be used under Tailwind, outspeeding faster Scarf users and setting up an advantage on the field for your partner and your team to capitalize on. Intimidate also allows Landorus-Therian to switch in and out with U-turn and decrease the damage taken from the enemy so that the team can attack more freely. Rock Slide can be used to deal strong spread damage to weaken foes for its partner to finish off, and it has a good chance of making either poke hit flinch. Earthquake is a very strong STABed attack coming off an 145 base Attack stat which can devastate teams at the cost of hitting its partner, but they can switch to Rotom-Wash in order to prevent this. Finally, Superpower is used to hit pokes like Ferrothorn and Tyranitar, as well as Air Balloon Heatran and Excadrill, dealing either half or fatal damage to them.

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Hextech (Rotom-Wash) @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 132 SpA / 100 SpD / 24 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect

Rotom-Wash is a very versatile poke on this team as it can be used to absorb hits with its bulk whilst crippling physical attackers, or it can attack with the same offensive prowess as Suicune with PumpBolt as it's strong STAB attacks. It's defensive typing and ability allows Rotom-Wash to attack unrestrained and survive any retaliating damage with a Sitrus Berry for recovery. The EV spread maximizes it's low HP stat before increasing it's speed to get past opposing pokes which invest their own speed EVs to outspeed Rotom-Wash, and the SpA EVs gives it the same power as 252+ base 90 special attackers. The rest are invested into SpD for additional bulk and to force Download users to get an Atk boost.


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The Hunk (Kangaskhan) @ Kangaskhanite
Ability: Scrappy
Happiness: 0
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Fake Out
- Frustration
- Drain Punch
- Sucker Punch

Kangaskhan-Mega provides a STABed Fake Out which deals good damage and stops Trick Room users from setting it in the turn, and allowing the team to disable or kill the setter and set up Tailwind to begin wrecking their team. Frustration is a very strong STABed physical attack which is the primary attack that Kangaskhan-Mega uses, and to maximize the damage output of this, it runs Adamant 252 Atk / 0 Spe instead of Jolly 252 Atk / 252 Spe as the team already has Tailwind support, and so additional bulk was chosen over neutral 252 Spe for more effective results. Drain Punch was run over Power-Up Punch as it increased the survivability and dealt higher damage for more quicker games. Sucker Punch helps mitigate its lack of speed outside Tailwind, and helps it kill fast, frail pokes like Gengar.


Leads
Rain Teams
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Suicune + Breloom or Rotom-Wash
This lead is good against Rain Teams as they all resist the rain-boosted STABed Water attacks and can outspeed low investment Swift Swimmers with Tailwind up and Spore or attack them before they can retaliate. However, Ludicolo can wall this lead and has Fake Out to prevent Tailwind from being set whilst its partner hits Breloom or baits out Protect. Rotom-Wash can be used to dish out super effective STABed Thunderbolts on Tornadus/Thundurus and Water types, whilst resisting both Water and Ice attacks, but it is likely to be outsped by Swift Swimmers even under Tailwind.

Trick Room
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Breloom + Kangaskhan-Mega
This lead usually depends on either using Fake Out on the Trick Room user whilst Breloom Protects the attack from the setter's partner, or Sporing the Trick Room user and using Fake Out on the Trick Room's partner if they have Fake Out. An important thing to keep in mind is that Kangaskhan-Mega will most likely outspeed the Trick Room's partner if that poke is optimized for Trick Room (minimal speed), so its Fake Out will go before the partner's Fake Out hits. However, semi-Trick Room Teams can run fast pokes with Fake Out as a partner to the Trick Room setter, so this lead requires some prediction to be able to prevent Trick Room from being set up.

Trick Room #2
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Victini + Kangaskhan-Mega
This lead can be ran instead of the previous lead if they are likely to have Safety Goggles or don't have Mental Herb/Aroma Veil on their Trick Room setter. Whilst Victini Taunts the Trick Room user, Kangaskhan-Mega can Fake Out the partner, preventing Trick Room from being set. Alternatively, if the Trick Room user protects, Victini can attack the partner and Kangaskhan can use Fake Out or switch out to Breloom to Spore the Trick Room user the next turn. This lead will make Victini switch out after it uses Taunt to stop Trick Room as it is Banded and cannot select any other attack.

Against Tailwind
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Suicune + Kangaskhan-Mega
With this lead, Suicune can set up Tailwind whilst Kangaskhan-Mega uses Fake Out on their Tailwind, and this is followed by a Frustration on their Tailwind setter the next turn to ensure that the team will always outspeed their team. Suicune can also Protect against an enemy Fake Out and Kangaskhan-Mega can Fake Out their Tailwind setter or attack its partner if the setter Protects.

Against Speed
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Landorus-Therian + Kangaskhan-Mega
When against a Shaymin-Sky/Thundurus or something fast and threatening to Suicune, sending Suicune out would get take it down within the first turns, so this lead is intended to take down the threats to Suicune setting up Tailwind by outspeeding these threats with Fake Out and Rock Slide to weaken these threats, and Frustration or Sucker Punch to finish these threats before they get a chance to attack if they don't switch out.

Threat List
Shaymin-Sky
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Threat Level: High
With strong special attacks boosted by Life Orb and supported by a high speed stat, Shaymin-Sky can easily OHKO pokes on the team with Seed Flare for Suicune and Rotom-Wash, Air Slash for Breloom and Earth Power for Victini. Generally paired with a strong poke which covers the weaknesses Shaymin-Sky has (such as Follow Me Safety Goggles Togekiss), leaving no room for revenge kills and can Protect at will.
Bulky Grass Types
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Threat Level: High
When Victini is down, this team is walled by these bulky Grass types which can redirect attacks, put the team to sleep or spam Leech Seed without much retaliation from the team, especially when Kangaskhan-Mega is burned and cannot use Frustration to deal damage to these pokes. Sleep can easily disable this team as Breloom is the only Grass type to switch it into, but it is walled by these Grass types and can only watch as the team falls to Spore/Sleep Powder spam.
Bisharp
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Threat Level: Medium-Low
Whilst not such a great threat to the team, Victini falls victim to any Sucker Punch, especially when using multiple V-creates. Bisharp can take advantage of this weakness and use Defiant to raise its attack when Landorus-Therian is sent out.


Team in Action - replays are back!
Here are some battles where I put the team into action:

Importable
Click here if you want to have a try of my team:
MakNooN (Suicune) @ Sitrus Berry
Ability: Pressure
Shiny: Yes
EVs: 116 HP / 252 SpA / 140 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Tailwind
- Protect

Hitmontree (Breloom) @ Focus Sash
Ability: Technician
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Protect

Blitzkrieg (Victini) @ Choice Band
Ability: Victory Star
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- V-create
- Bolt Strike
- Taunt

Ultimatum (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Rock Slide
- Earthquake
- Superpower

Hextech (Rotom-Wash) @ Sitrus Berry
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 132 SpA / 100 SpD / 24 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect

The Hunk (Kangaskhan) @ Kangaskhanite
Ability: Scrappy
Shiny: Yes
Happiness: 0
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Fake Out
- Frustration
- Drain Punch
- Sucker Punch

RMT - End
Thank you for reading my RMT of a team which I enjoyed playing against many players, and I welcome any constructive criticism of the team and any suggestions for improvement to the team.
370.gif UBERDISC IS GOD
 
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