This is the first time I attempted making a team for any double battle format since gen 5 after finally realizing back then that my team kinda sucked.
Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 248 HP / 164 Def / 4 SpA / 72 SpD / 20 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Taunt
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
Aside from the intentionally bulkier EV spread, this Thundurus is copied from my OU lead because its so effective in both formats. Taunt helps shut down Trick Room and Tailwind users alike. Thunder Wave compliments this by crippling offensive leads such as Mega Kangaskhan and Talonflame. Thunderbolt is its main STAB move and is directly complimented by HP Ice to handle those immune to Thunderbolt, most importantly Landorus-T. Since the EV spread is more defensive, a Modest nature makes up for the lack of Special Attack investment.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 24 HP / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Heat Wave
- Earth Power
- Protect
With Taunt and Thunder Wave used to cripple opposing leads, Heatran is free to set up Substitute. In cases where that might no be possible, Protect can be used instead while Thundurus either cripples or weaken common checks. Heatwave, as its main STAB and as the only spread move on my team, it is primarily used to dish out early damage since Thundurus is usually opening with a support move (although recently I've been thinking about switching to Eruption, please let me know your opinion on this). Earth Power can handle the likes of Chandelure and Terrakion (the latter of which can threaten to KO with Earthquake) but its primarily used against opposing Heatran, so I opted for a Timid nature and max speed to take advantage of it.
Gengar @ Focus Sash
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Shadow Ball
- Will-O-Wisp
- Taunt
I was seriously tempted to try the Mega option but decided that frailty would be an issue, so I opted for Focus Sash instead to handle the occasional Knock Off and Shadow Sneak. Sludge Bomb and Shadow Ball are powerful STABS and the former allows it to clear away Fairy types that would otherwise be problematic for Conkeldurr and Hydreigon. Will-O-Wisp handles troublesome physical attackers like Landorus T saves Gengar from Mega Kangaskhan's Sucker Punch, giving Conkeldurr an opening to KO. Taunt is used for mid-game speed control but more importantly to stop steup sweepers like Belly Drum Azumarill and Rage Powder/Follow Me users who assist them.
Conkeldurr @ Sitrus Berry
Ability: Guts
EVs: 252 HP / 240 Atk / 16 Def
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Detect
With Sitrus Berry and max HP investment, Conkeldurr focuses on longevity and checks major threats others can't touch, and is my best Pokemon to function during Trick Room. As the only physical attacker on my team, I immediately chose Guts as my ability knowing how prevalent Will-O-Wisp was. Drain Punch is my main STAB move and allows it to heal from damage from undoubtedly faster attackers during any single turn. It can also take down physical attackers that threaten Gengar like Mega Kangaskhan. Mach Punch can pick off any Pokemon weakened by my leads beforehand and can also KO or 2HKO frail, Fighting-weak attackers like Greninja and Weavile. Ice Punch gives very good coverage and can take out common physical attackers, including DD Dragonite (which can fall to Gengar's Will-O-Wisp before being attacked) and walls like Gliscor and Amoonguss. Detect is my last move to protect Conkeldurr from super-effective moves while Gengar, Jirachi, and Hydreigon dispose of common Fairy and Psychic types.
Jirachi @ Sitrus Berry
Ability: Serene Grace
EVs: 252 HP / 164 Atk / 92 Def
Impish Nature
- Follow Me
- Iron Head
- Icy Wind
- Helping Hand
Jirachi fills a valuable bulky support role and can assist Gengar and Kangaskhan with their wallbreaking capabilities. Its bulky spread and Impish nature give it some bulk against physical attackers, including the dreaded Azumarill. Follow Me allows other team members to attack without worry and its resistances and bulk can redirect threats like Latios and Azumarill. Iron Head is its stongest attacking move and helps Jirachi not be dead weight in any particularly offensive battle. Icy Wind is my backup form of speed control in case Gengar's Taunt fails and is far more reliable as it helps deal additional damage as well. Helping Hand was chosen to help out the offensive Pokemon on my team, and is particularly useful when Mach Punch needs extra power.
Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Fire Blast
- Protect
Hydreigon was added last to my team as a safety measure against Psychic and, more importantly, Ghost types. Draco Meteor is one of the strongest moves on my team and can wear down bulky walls and take out opposing Dragon types. However, I save it as a last resort because of the Special Attack drop. Dark Pulse is the more reliable STAB and can be used alongside Shadow Ball to take out Aegislash in Shield Form to ensure it doesn't dominate when weakness policy activates. Fire Blast was the best possible coverage option and handles Grass and Steel types, which tend to be some of the bulkier Pokemon in the game. Lastly, Protect keeps Hydreigon alive for an extra turn so its partner can take care of Pokemon that could otherise take advantage of some easily exploitable weaknesses.
Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 248 HP / 164 Def / 4 SpA / 72 SpD / 20 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Taunt
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
Aside from the intentionally bulkier EV spread, this Thundurus is copied from my OU lead because its so effective in both formats. Taunt helps shut down Trick Room and Tailwind users alike. Thunder Wave compliments this by crippling offensive leads such as Mega Kangaskhan and Talonflame. Thunderbolt is its main STAB move and is directly complimented by HP Ice to handle those immune to Thunderbolt, most importantly Landorus-T. Since the EV spread is more defensive, a Modest nature makes up for the lack of Special Attack investment.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 24 HP / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Heat Wave
- Earth Power
- Protect
With Taunt and Thunder Wave used to cripple opposing leads, Heatran is free to set up Substitute. In cases where that might no be possible, Protect can be used instead while Thundurus either cripples or weaken common checks. Heatwave, as its main STAB and as the only spread move on my team, it is primarily used to dish out early damage since Thundurus is usually opening with a support move (although recently I've been thinking about switching to Eruption, please let me know your opinion on this). Earth Power can handle the likes of Chandelure and Terrakion (the latter of which can threaten to KO with Earthquake) but its primarily used against opposing Heatran, so I opted for a Timid nature and max speed to take advantage of it.
Gengar @ Focus Sash
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Shadow Ball
- Will-O-Wisp
- Taunt
I was seriously tempted to try the Mega option but decided that frailty would be an issue, so I opted for Focus Sash instead to handle the occasional Knock Off and Shadow Sneak. Sludge Bomb and Shadow Ball are powerful STABS and the former allows it to clear away Fairy types that would otherwise be problematic for Conkeldurr and Hydreigon. Will-O-Wisp handles troublesome physical attackers like Landorus T saves Gengar from Mega Kangaskhan's Sucker Punch, giving Conkeldurr an opening to KO. Taunt is used for mid-game speed control but more importantly to stop steup sweepers like Belly Drum Azumarill and Rage Powder/Follow Me users who assist them.
Conkeldurr @ Sitrus Berry
Ability: Guts
EVs: 252 HP / 240 Atk / 16 Def
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Detect
With Sitrus Berry and max HP investment, Conkeldurr focuses on longevity and checks major threats others can't touch, and is my best Pokemon to function during Trick Room. As the only physical attacker on my team, I immediately chose Guts as my ability knowing how prevalent Will-O-Wisp was. Drain Punch is my main STAB move and allows it to heal from damage from undoubtedly faster attackers during any single turn. It can also take down physical attackers that threaten Gengar like Mega Kangaskhan. Mach Punch can pick off any Pokemon weakened by my leads beforehand and can also KO or 2HKO frail, Fighting-weak attackers like Greninja and Weavile. Ice Punch gives very good coverage and can take out common physical attackers, including DD Dragonite (which can fall to Gengar's Will-O-Wisp before being attacked) and walls like Gliscor and Amoonguss. Detect is my last move to protect Conkeldurr from super-effective moves while Gengar, Jirachi, and Hydreigon dispose of common Fairy and Psychic types.
Jirachi @ Sitrus Berry
Ability: Serene Grace
EVs: 252 HP / 164 Atk / 92 Def
Impish Nature
- Follow Me
- Iron Head
- Icy Wind
- Helping Hand
Jirachi fills a valuable bulky support role and can assist Gengar and Kangaskhan with their wallbreaking capabilities. Its bulky spread and Impish nature give it some bulk against physical attackers, including the dreaded Azumarill. Follow Me allows other team members to attack without worry and its resistances and bulk can redirect threats like Latios and Azumarill. Iron Head is its stongest attacking move and helps Jirachi not be dead weight in any particularly offensive battle. Icy Wind is my backup form of speed control in case Gengar's Taunt fails and is far more reliable as it helps deal additional damage as well. Helping Hand was chosen to help out the offensive Pokemon on my team, and is particularly useful when Mach Punch needs extra power.
Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Fire Blast
- Protect
Hydreigon was added last to my team as a safety measure against Psychic and, more importantly, Ghost types. Draco Meteor is one of the strongest moves on my team and can wear down bulky walls and take out opposing Dragon types. However, I save it as a last resort because of the Special Attack drop. Dark Pulse is the more reliable STAB and can be used alongside Shadow Ball to take out Aegislash in Shield Form to ensure it doesn't dominate when weakness policy activates. Fire Blast was the best possible coverage option and handles Grass and Steel types, which tend to be some of the bulkier Pokemon in the game. Lastly, Protect keeps Hydreigon alive for an extra turn so its partner can take care of Pokemon that could otherise take advantage of some easily exploitable weaknesses.