DON'T BLAME IT ON THE SUNSHINE!
A SMOGON DOUBLES SUN TEAM
The Team:
Ninetales (F) @ Heat Rock
Ability: Drought
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Sunny Day
- Heat Wave
- Will-O-Wisp
- SolarBeam
The sun-setter of choice, Ninetales provides some core support to the team through her Drought ability, which provides instant sun for eight turns provided there are no other weather setters around. Sunny Day helps her beat other auto-weather setters which are all slower than her, and helps maintain the favourable battle conditions for as long as possible, whilst Will-O-Wisp helps spread burns and cut the offensive power of Physical attackers in half. The last two moves provide Ninetales with some way of defending herself against the likes of opposing weather-setters, but without any offensive investment she will not be easily causing many KO's. A calm nature and max HP and SpD investment grants her maximum staying power against the likes of special attackers who may try and wear her down. As a support pokemon, Ninetales is often withdrawn whilst at low health purely to bring her back in late-game to re-ignite the sun for the final sweep.
Cherrim (F) @ Leftovers
Ability: Flower Gift
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Protect
- Helping Hand
- Energy Ball
- Leech Seed
Do not be deceived. Cherrim is cute, yes. She isn't the most powerful pokemon in existence, no. But hat she does extremely well is support her team mates who are just itching to sweep, with a helping hand. Speaking of which, Helping Hand is the most important of Cherrim's moves, as it allows her to instantly boost allies' power, which is particularly potent with the likes of Typhlosion's Eruption, or the priority moves that may need just a little extra kick to secure victory. It goes without saying, but Cherrim functions best with the sun up - granting both herself and her allies a boost in Special Defense and Attack thanks to Flower Gift. This is particularly useful for Breloom, who's Helping Hand-boosted Mach Punch already...well... packs a punch, but factor in Flower Gift too and Swords Dance and you are hitting anything that doesn't resist it like a freight train. Donphan really appreciates the special defense boost too, allowing it to survive moves that would normally KO it once Sturdy has been broken. Protect allows bot scouting and protection from ally Earthquakes, and affords a free turn of Leftovers recovery, whilst Energy Ball prevents her from being Taunt-bait. Leech Seed rounds off the set for maximum sustain.
A calm nature and flower gift combination allows her to laugh off even super-effective special attacks outside of strong fire type moves, but it is good to note, too, that even outside of sun Cherrim is very useful - never underestimate Helping Hand!
Typhlosion (M) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Eruption
- Extrasensory
- Solar Beam
- Focus Blast
The ace in the hole and late-game sweeper. Typhlosion, equipped with Choice Scarf, is one fast little bugger which in combination with a sun-boosted (and often Helping-Hand-boosted) Eruption is to the opponent what a volcano was to Pompeii! The idea is simple; use Donphan to remove all hazards and ensure the hazard setters of the opponent are gone, then weaken the enemy as much as possible with the rest of the team before bringing Typhlosion in at the home stretch to finish off all the things! Flash Fire offers further opportunities for boosting Eruption's power, and max SpA and Spe with a Modest nature affords as much speed and strength as possible. Truthfully, Typhlosion's use is often limited to Eruption-sweeping, though this is not at all a bad thing as it does this so well. Seemingly hopeless matches have been won thanks to this strategy, but just in case the other three moveslots are occupied with some extra coverage, just in case it is ever needed (which thus far it hasn't been!) Otherwise, there isn't really much else to say - it's very self explanatory!
Breloom (M) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Mach Punch
- Bullet Seed
- Swords Dance
Breloom is a late-game Physical Sweeper, and is very frail - a problem faced by a lot of sun teams. This is somewhat remedied by Focus Sash and Flower Gift, but ultimately Breloom is only ever coming in on either a guaranteed KO or an enemy that can't hit it hard enough to do anything too worrisome. However, despite his low bulk, the power of Breloom's offenses more than compensate. Mach Punch is the primary attacking move, which has been used consistently with Cherrim's Helping Hand to sweep late-game, whilst Bullet Seed is standard for breaking sashes and racking up damage. The benefit of both is that Technician is activated, further increasing the damage output of Breloom. Jolly has been used as I like my sweepers to be as fast as possible, as ideally the enemy will have had their health whittled down low enough before my sweepers come in to make this decrease in power almost not matter. Spore provides numerous opportunities for Breloom, either in the form of a clutch Swords Dance boost or the chance to get a little more damage for free.
Donphan (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Ice Shard
Donphan is the physical wall to an otherwise physically frail team, and it promotes this by using Rocky Helmet to further punish those hits that do connect. Sturdy will usually provide the opportunity for Donphan to either guarentee it gets Stealth Rock up, or score a little extra damage on an enemy to further assist a later sweeper. Rapid Spin is vital to ensure Breloom's Sash is kept intact and Typhlosion is able to retain maximum HP for the Eruption-fest it likes to reign down on the opponents team! Ice Shard provides useful priority and threatens Landorus-T; the scarfed version of which is a big threat to Typhlosion, and hits hard when super-effective due to maximum Atk investment and an adamant nature. Earthquake also hits hard with some much-appreciated STAB. Without recovery, Donphan can be worn down quite quickly, but when the sun is up and Cherrim is on the field too, the boost to Donphan's special defense and reduced damage from water attacks means that it doesn't have to fear special attacks as much as normal, though it is still best to remove Donphan altogether in the face of strong super-effective moves.
Aerodactyl (M) @ Aerodactylite
Ability: Rock Head / Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Fire Fang
- Protect
The last team member and my mega of choice is Aerodactyl; who is fast, powerful and an excellent physical attacker. There isn't much to say about this set, as it is pretty standard; Jolly nature for Max-speed, and STAB Rock Slide / Earthquake hit most opponents hard due to good coverage. Protect guarantees that base-150 speed is reached upon Mega Evolution, and allows for scouting. Finally, Fire Fang has been chosen due to its boost in power from Tough Claws and the sun, and has 10% chance to burn or 10% chance to flinch the opponent, too. Mid-to-late game, Aerodactyl is a monster, and rarely lets the team down.
CONCLUSION:
So that's the team as it stands. I have tested it time and again on Showdown and it really is a case of me winning more games than I am losing with it (and the ones I do lose are usually due to poor foresight or predictions on my part). However, I am still a newbie to the Doubles scene and know I have a lot to learn - I have probably made some painfully stupid choices in building this team that I have't realised due to this inexperience with the format, so any advice or feedback is welcome!