This is my personal team that i like to use in Doubles OU, although it was originally my Smogon Triples Team. At the moment the team has put me at the ranking of 1517
Proof^
Also, I haven't yet peaked with this team, meaning it has a lot more potential and is open to change.
Originally, as I said, this was my Smogon Triples team, although it translated almost perfectly to Doubles OU, with some minor tweaks here and there.
I started off in my Teambuilder with the thought that, if I could have a 'Mon that deals vast amounts of damage to everything on the opponents side, with strong STAB moves and a wide coverage to help it. With that thought in mind, instead of using 'Mons like Mega Zard Y ( not too fond of sun teams, or rain teams too for that matter) I wanted a Mon that could go fairly well against pretty much everything in the tier. I also wanted a Strong Mega to base my team around. Eventually, i cam to Mega Gardevoir
Gardevoir @ Gardevoirite
Ability: Telepathy
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Protect
I wanted to use Gardevoir because of my fond memories of GenIII, with Gardevoir being one of my mains, and i was so happy to see it get a Mega. Standard set really, Hyper Voice is for your main STAB, bypassing Substitutes, as well as hitting fairly hard every thing that doesn't resist it. Psyshock is to hit SpDef walls hard, as well as serving as an answer to Mega Zard Y
Calc: 252 SpA Mega Gardevoir Psyshock vs. 248 HP / 64 Def Mega Charizard Y: 178-210 (49.5 - 58.4%) -- 98.8% chance to 2HKO
252 SpA Pixilate Mega Gardevoir Hyper Voice vs. 4 HP / 0 SpD Landorus-T: 276-325 (86.2 - 101.5%) -- 12.5% chance to OHKO252+ Atk Landorus-T Earthquake vs. 4 HP / 0 Def Mega Gardevoir: 277-327 (99.6 - 117.6%) -- 93.8% chance to OHKO
252+ Atk Landorus-T Rock Slide vs. 4 HP / 0 Def Mega Gardevoir: 139-164 (50 - 58.9%) -- guaranteed 2HKO
Not only that, but Mega Voir's nice speed allows it to pivot, and even without much health investment lives CS Lando-Therian rock slide, which i find more people go for rather than EQ.
The Telepathy Bonus as well, can be used if you don't want to Mega Evolve at that point in time, saving it for later, although the sooner you Mega Evolve, the better.
Which Brings us to Mon 2.
I wanted to use something that would create momentum well, and would really hit hard on most Mon's that dont resist it. I wanted a bit of Utility as well, so that not all of my Mons would die to a Rock Slide or and EQ. With that in mind, my next choice was obvious. Aegislash.
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield
I used to fiddle around with Aegislash's defence stats so while in Shield Forme it would take absolutely no damage, although this left it with less offensive presence and power than it usually commanded. Max HP means that even with 0 Investment in Def it still lives quite nicely all manner of attacks, although it fears Landorus-Therian. Quite simple set really, Wide Guard for defence against EQ and Rock Slide, Heat Wave, or any matter of coverage moves. Shadow Ball and Flash Cannon for dual STAB, and King's Shield for Atk Drops and Forme Changes. Aegislash works well with most Mons on the team, providing support with Wide Guard, instead of going for a double Protect.
Mon number 3 provides a check to faster Mons, outspeeding most of the unboosted tier, and also able to offensively pivot. Landorus-Therian
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 28 HP / 252 Atk / 228 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower
I wanted to use the CS set for Lando-Therian mostly because its' role as a bulky or offensive SR setter mostly wouldn't be as useful in Doubles or Triples as it would be in Singles. The potential to outspeed most of the unboosted tier was also a factor that appealed greatly to me. Once again, a rather standard set. EQ is the main STAB, although in my experience is rarely used unless it is guaranteed that the benefits outweigh the potential negatives. In my experience, Rock Slide is almost always used, with U-turn for pivoting instead of flat switching, and Superpower for those mons who aren't affected by Rock Slide or EQ as well as going through mons who use Wide Guard. The Intimidate bonus is always helpful, no matter what you switch into.
For my 4th and 5th mon I wanted to shake things up a little. Instead of using rather bland, predictable sets, I wanted to give my team a bit of "wow" factor. So, i chose the two newest mons to grace Doubles OU, Hoopa-U and Volcanion.
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 192 Atk / 140 SpA / 176 Spe
Hasty Nature
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot
- Protect
Volcanion @ Power Herb
Ability: Water Absorb
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Heat Wave
- Protect
- Solar Beam
Hoopa-Us' signature movies both allow it to break Protection, which is an incredible thing, as well as bypassing Substitutes. Gunk Shot is for Fairy types as well as some grass types. Although the defence drop from Hyperspace Fury can get annoying and destroy Hoopa-U's longevity on the field
For Volcanion, its' signature STAB in Steam Eruption hits everything that doesn't resist it hard, and still does around 30-40% on Heatran while in the sun. Heat Wave is for spread damage, with both moves having a burn chance, which can be useful from time to time. Protect is always obvious, but Solar Beam is for other bulky water types, which otherwise Volcanion struggles against, like Suicune or non Sap-Sipper Azumarill
My last mon is helpful for a bit more utility, and still hits hard with its two STABs'
Talonflame
Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- Flare Blitz
- Brave Bird
- Tailwind
With a Priority Tailwind to help the entire teem speed along and outspeed a large section of the team. Flare Blitz is for bulky steel types that otherwise put a hamper on the team such as Ferrothorn, or pesky Ice types. A priority Brave Bird is a must, so that in a tight situation you can attack first and deal a large amount of damage to your enemy. Beware of Rocky Helmet or Rough Skin/ Iron Barbs mons however, as after 1 attack you often have less that half health left
Importable
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield
Gardevoir @ Gardevoirite
Ability: Telepathy
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 28 HP / 252 Atk / 228 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower
Volcanion @ Power Herb
Ability: Water Absorb
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Heat Wave
- Protect
- Solar Beam
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 192 Atk / 140 SpA / 176 Spe
Hasty Nature
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot
- Protect
Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- Flare Blitz
- Brave Bird
- Tailwind
Proof^
Also, I haven't yet peaked with this team, meaning it has a lot more potential and is open to change.
Originally, as I said, this was my Smogon Triples team, although it translated almost perfectly to Doubles OU, with some minor tweaks here and there.
I started off in my Teambuilder with the thought that, if I could have a 'Mon that deals vast amounts of damage to everything on the opponents side, with strong STAB moves and a wide coverage to help it. With that thought in mind, instead of using 'Mons like Mega Zard Y ( not too fond of sun teams, or rain teams too for that matter) I wanted a Mon that could go fairly well against pretty much everything in the tier. I also wanted a Strong Mega to base my team around. Eventually, i cam to Mega Gardevoir
Gardevoir @ Gardevoirite
Ability: Telepathy
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Protect
I wanted to use Gardevoir because of my fond memories of GenIII, with Gardevoir being one of my mains, and i was so happy to see it get a Mega. Standard set really, Hyper Voice is for your main STAB, bypassing Substitutes, as well as hitting fairly hard every thing that doesn't resist it. Psyshock is to hit SpDef walls hard, as well as serving as an answer to Mega Zard Y
Calc: 252 SpA Mega Gardevoir Psyshock vs. 248 HP / 64 Def Mega Charizard Y: 178-210 (49.5 - 58.4%) -- 98.8% chance to 2HKO
252 SpA Pixilate Mega Gardevoir Hyper Voice vs. 4 HP / 0 SpD Landorus-T: 276-325 (86.2 - 101.5%) -- 12.5% chance to OHKO252+ Atk Landorus-T Earthquake vs. 4 HP / 0 Def Mega Gardevoir: 277-327 (99.6 - 117.6%) -- 93.8% chance to OHKO
252+ Atk Landorus-T Rock Slide vs. 4 HP / 0 Def Mega Gardevoir: 139-164 (50 - 58.9%) -- guaranteed 2HKO
Not only that, but Mega Voir's nice speed allows it to pivot, and even without much health investment lives CS Lando-Therian rock slide, which i find more people go for rather than EQ.
The Telepathy Bonus as well, can be used if you don't want to Mega Evolve at that point in time, saving it for later, although the sooner you Mega Evolve, the better.
Which Brings us to Mon 2.
I wanted to use something that would create momentum well, and would really hit hard on most Mon's that dont resist it. I wanted a bit of Utility as well, so that not all of my Mons would die to a Rock Slide or and EQ. With that in mind, my next choice was obvious. Aegislash.
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield
I used to fiddle around with Aegislash's defence stats so while in Shield Forme it would take absolutely no damage, although this left it with less offensive presence and power than it usually commanded. Max HP means that even with 0 Investment in Def it still lives quite nicely all manner of attacks, although it fears Landorus-Therian. Quite simple set really, Wide Guard for defence against EQ and Rock Slide, Heat Wave, or any matter of coverage moves. Shadow Ball and Flash Cannon for dual STAB, and King's Shield for Atk Drops and Forme Changes. Aegislash works well with most Mons on the team, providing support with Wide Guard, instead of going for a double Protect.
Mon number 3 provides a check to faster Mons, outspeeding most of the unboosted tier, and also able to offensively pivot. Landorus-Therian
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 28 HP / 252 Atk / 228 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower
I wanted to use the CS set for Lando-Therian mostly because its' role as a bulky or offensive SR setter mostly wouldn't be as useful in Doubles or Triples as it would be in Singles. The potential to outspeed most of the unboosted tier was also a factor that appealed greatly to me. Once again, a rather standard set. EQ is the main STAB, although in my experience is rarely used unless it is guaranteed that the benefits outweigh the potential negatives. In my experience, Rock Slide is almost always used, with U-turn for pivoting instead of flat switching, and Superpower for those mons who aren't affected by Rock Slide or EQ as well as going through mons who use Wide Guard. The Intimidate bonus is always helpful, no matter what you switch into.
For my 4th and 5th mon I wanted to shake things up a little. Instead of using rather bland, predictable sets, I wanted to give my team a bit of "wow" factor. So, i chose the two newest mons to grace Doubles OU, Hoopa-U and Volcanion.
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 192 Atk / 140 SpA / 176 Spe
Hasty Nature
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot
- Protect
Volcanion @ Power Herb
Ability: Water Absorb
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Heat Wave
- Protect
- Solar Beam
Hoopa-Us' signature movies both allow it to break Protection, which is an incredible thing, as well as bypassing Substitutes. Gunk Shot is for Fairy types as well as some grass types. Although the defence drop from Hyperspace Fury can get annoying and destroy Hoopa-U's longevity on the field
For Volcanion, its' signature STAB in Steam Eruption hits everything that doesn't resist it hard, and still does around 30-40% on Heatran while in the sun. Heat Wave is for spread damage, with both moves having a burn chance, which can be useful from time to time. Protect is always obvious, but Solar Beam is for other bulky water types, which otherwise Volcanion struggles against, like Suicune or non Sap-Sipper Azumarill
My last mon is helpful for a bit more utility, and still hits hard with its two STABs'
Talonflame
Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- Flare Blitz
- Brave Bird
- Tailwind
With a Priority Tailwind to help the entire teem speed along and outspeed a large section of the team. Flare Blitz is for bulky steel types that otherwise put a hamper on the team such as Ferrothorn, or pesky Ice types. A priority Brave Bird is a must, so that in a tight situation you can attack first and deal a large amount of damage to your enemy. Beware of Rocky Helmet or Rough Skin/ Iron Barbs mons however, as after 1 attack you often have less that half health left
Importable
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield
Gardevoir @ Gardevoirite
Ability: Telepathy
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 28 HP / 252 Atk / 228 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower
Volcanion @ Power Herb
Ability: Water Absorb
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Heat Wave
- Protect
- Solar Beam
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 192 Atk / 140 SpA / 176 Spe
Hasty Nature
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot
- Protect
Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- Flare Blitz
- Brave Bird
- Tailwind
Last edited: