Hey, all.
I've always played pokemon ever since Blue came out and I've owned every single pokemon game, however I never got into the competitive part until recently. I'd been shiny hunting for several months and decided to give my shiny pokemon a shot to truly "shine". So I did some research, watched 2016 VGC's and came up with my first doubles team.
Being new at the forums, I'd really appreciate any help on making better posts or just plain getting better at team building.
I began building this team around a sunny day, Solar Power, Modest Charizard. This is a 2 part surprise show for the opponent, first of all by not mega Evolving my Charizard on the first turn, and secondly when they get a hit from Solar Power, Life Orb boosted STAB Heat Wave with harsh sunlight from my Zard.
When everything goes as planned, I can at least OHKO one of the 2 opponent pokemon. When this fails, I still have my backup Kanghaskhan and Terrakion/Land-T to finish off whatever's standing.
So far I've played 72 games, reaching a Battle Spot Rating of 1680 (Peak score) with 28 wins and 23 losses, which I, personally, think it's not too shabby for a newb, however I keep hitting against some common issues: Trick room, Heatran and Ghost leads.
Anyway, allow me to go further into the analysis by presenting the team:
Whimsicott @ Focus Sash
Ability: Prankster
EVs: 252 HP/ 4 SpD / 252 Spe
Serious Nature
IVs: 0 Atk
- Dazzling Gleam
- Sunny Day
- Tailwind
- Encore
Charizard @ Life Orb
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Heat Wave
- Solar Beam
- Focus Blast
The "WTF that Zard hits hard" lead. Zard usually leads alongside Whimsicott and throws a protect on turn one. This gives Tailwind time enough to settle, making zard always go first the next turn whilst receiving the boost from Solar Power the moment Whimsicott uses Sunny Day. And believe me, this thing hits HARD. Pokemon that resist it usually end up with 50% or less HP after a Heat Wave, and most neutral hits usually OHKO. The best part is, Solar Power benefits all of zards moves, making Focus Blast and Solar Beam that much better.
The real issue with my lead combo is, as some of you have already guessed by now, if my zard doesn't OHKO a threat, it probably means my zard will be dead by the end of that turn. If an opponent doesn't know it out, the recoil from Life Orb and Solar power usually do the trick. I've found myself filled with joy to see my zard survive blows only to get it killed by Solar Power. This is basically a Kamikaze lizard, and while it is lots of fun to use, it can be very stressful to lose a match where Focus Blast didn't land on that Heatran or because Solar Power knocked zard out.
Kangaskhan @ Kangaskhanite
Ability: Early Bird
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Sucker Punch
- Power-Up Punch
- Return
Everyone's using it, amirite? Seriously though, I never expected Mega Kang to grow on me, I tend to stay away from popular mons, and I was so reluctant to use it at first, but after I witnessed Returns raw power on Mega Kang, I fell in love.
After my zard has fallen (hopefully after it's been able to at least use Heat Wave once), Mega Kang shows up to clean the act. Those that survive my zards blows are usually out with Fake Out, or whenever I see the chance to get away with a Power up Punch I go with it.
If any threat remains, Return is usually the way to go. The main problem so far has been Ghost Type pokemon, I've lost to so many Gengars that it's not even funny.
Tangrowth @ Rocky Helmet
Ability: Chlorophyll
EVs: 252 HP / 100 Def / 156 SpD
Bold Nature
- Knock Off
- Rage Powder
- Giga Drain
- Protect
Tangrowth is my back up lead. If I determine my main combo is insufficient during team preview, I usually pair Tangrowth with Terrakion or Mega Kang as leads. Terrakion works great with Tangrowth as it allows for a safe Knock Off while Terrakion protects, scouting my opponents moves. On the next turn, catching them completely off guard, comes Rage Powder + Swords Dance on Terrakion.
Tangrowth is also a pretty awesome way to counter water type pokemon, which I've had so much trouble leading with in the past. Giga Drain not only hits them surprisingly hard, but it helps Tangrowth stay longer on the game. Protect is there to stall conditions from the other team, or when they wanna go for the killing blow, giving me some chance to take out a threat with Terrakion or Land-T.
Rocky Helmet allows Tangrowth to have a lot more offensive pressure against physical attackers.
This strat fails terribly when up against Sylveon or Mega Gardevoir (Or any wide attacks for that matter).
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower
Land-T does a great job against physical teams, Intimidate + U-Turn allows me to do some damage while applying Intimidate on the opponent team, usually switching into Whimsicott or Tangrowth.
Earthquake is usually my main attack whenever Land-T comes in, but only after I've made sure there are no other Levitate or Flying pokemon on the other side.
I've lost a couple of games in the past where I've got Earthquake locked against a Levitate Gengar.
Choice Scarf makes sure nothing will outspeed my Land-T while under Tailwind, however I've had my doubts...am I overspeeding my Land-T? Maybe some other item could work better?
Terrakion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Slide
- Sacred Sword
- Protect
- Swords Dance
Terrakion works surprisingly well at being an early or mid game sweeper. Tailwind + Speed investment make Terrakion unstoppable, and Lum Berry gives me a free turn from a Will o Wisp from the opposing team. Terrakion is usually my answer to Heatran, since I've lost to couple of Heatrans that held a berry that lowered my Land-T's Earthquake, hence I always answer with Sacred Sword.
Terrakion is also surprisingly bulky, which ensures he'll survive most neutral hits and some very effective ones, however Fairy types the likes of Mega Gardevoir and Sylveon tend to easily OHKO Terrakion with ease.
Anyway, that's my team, as you can see, there are several areas where I can get a lot better. I've been reluctant on changing my Whimsicott + Charizard combo and maybe take them out all together. I've tried taking Terrakion out for some Special Sweepers, but it didn't go too well. Tangrowth + any other mon work really great, it allows my Land-T to intimidate, do some damage and send Mega Kang or Terrakion out without receiving any damage, so I've been trying to come up with a better strat using redirection and setup maybe.
But I digress, any C&C will be greatly appreciated.
Thanks in advance!
I've always played pokemon ever since Blue came out and I've owned every single pokemon game, however I never got into the competitive part until recently. I'd been shiny hunting for several months and decided to give my shiny pokemon a shot to truly "shine". So I did some research, watched 2016 VGC's and came up with my first doubles team.
Being new at the forums, I'd really appreciate any help on making better posts or just plain getting better at team building.
I began building this team around a sunny day, Solar Power, Modest Charizard. This is a 2 part surprise show for the opponent, first of all by not mega Evolving my Charizard on the first turn, and secondly when they get a hit from Solar Power, Life Orb boosted STAB Heat Wave with harsh sunlight from my Zard.
When everything goes as planned, I can at least OHKO one of the 2 opponent pokemon. When this fails, I still have my backup Kanghaskhan and Terrakion/Land-T to finish off whatever's standing.
So far I've played 72 games, reaching a Battle Spot Rating of 1680 (Peak score) with 28 wins and 23 losses, which I, personally, think it's not too shabby for a newb, however I keep hitting against some common issues: Trick room, Heatran and Ghost leads.
Anyway, allow me to go further into the analysis by presenting the team:
Whimsicott @ Focus Sash
Ability: Prankster
EVs: 252 HP/ 4 SpD / 252 Spe
Serious Nature
IVs: 0 Atk
- Dazzling Gleam
- Sunny Day
- Tailwind
- Encore
My Sunny Day lead. Part of the core team, the idea behind Whimsicott is to lead the team with Tailwind + Sunny Day combo, if it manages to survive whatever comes next, it can do some nasty Encores, completely shutting down threats for Zard or any of the other team members. Max investment in Speed makes sure she'll outspeed any other pranksters, while full HP investment make sure she'll survive 2 neutral hits on turn one. I've had to use Dazzling Gleam a couple of times against dragons (Particularly Hydreigon) or fighting mons, but it's mostly in there to avoid becoming taunt bait.
So far Whimsicott does as promised, she usually survives long enough to get the combo up, I've thought about removing Dazzling Gleam for another support move, but I'm not totally sure.
So far Whimsicott does as promised, she usually survives long enough to get the combo up, I've thought about removing Dazzling Gleam for another support move, but I'm not totally sure.
Charizard @ Life Orb
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Heat Wave
- Solar Beam
- Focus Blast
The "WTF that Zard hits hard" lead. Zard usually leads alongside Whimsicott and throws a protect on turn one. This gives Tailwind time enough to settle, making zard always go first the next turn whilst receiving the boost from Solar Power the moment Whimsicott uses Sunny Day. And believe me, this thing hits HARD. Pokemon that resist it usually end up with 50% or less HP after a Heat Wave, and most neutral hits usually OHKO. The best part is, Solar Power benefits all of zards moves, making Focus Blast and Solar Beam that much better.
The real issue with my lead combo is, as some of you have already guessed by now, if my zard doesn't OHKO a threat, it probably means my zard will be dead by the end of that turn. If an opponent doesn't know it out, the recoil from Life Orb and Solar power usually do the trick. I've found myself filled with joy to see my zard survive blows only to get it killed by Solar Power. This is basically a Kamikaze lizard, and while it is lots of fun to use, it can be very stressful to lose a match where Focus Blast didn't land on that Heatran or because Solar Power knocked zard out.
Kangaskhan @ Kangaskhanite
Ability: Early Bird
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Sucker Punch
- Power-Up Punch
- Return
Everyone's using it, amirite? Seriously though, I never expected Mega Kang to grow on me, I tend to stay away from popular mons, and I was so reluctant to use it at first, but after I witnessed Returns raw power on Mega Kang, I fell in love.
After my zard has fallen (hopefully after it's been able to at least use Heat Wave once), Mega Kang shows up to clean the act. Those that survive my zards blows are usually out with Fake Out, or whenever I see the chance to get away with a Power up Punch I go with it.
If any threat remains, Return is usually the way to go. The main problem so far has been Ghost Type pokemon, I've lost to so many Gengars that it's not even funny.
Tangrowth @ Rocky Helmet
Ability: Chlorophyll
EVs: 252 HP / 100 Def / 156 SpD
Bold Nature
- Knock Off
- Rage Powder
- Giga Drain
- Protect
Tangrowth is my back up lead. If I determine my main combo is insufficient during team preview, I usually pair Tangrowth with Terrakion or Mega Kang as leads. Terrakion works great with Tangrowth as it allows for a safe Knock Off while Terrakion protects, scouting my opponents moves. On the next turn, catching them completely off guard, comes Rage Powder + Swords Dance on Terrakion.
Tangrowth is also a pretty awesome way to counter water type pokemon, which I've had so much trouble leading with in the past. Giga Drain not only hits them surprisingly hard, but it helps Tangrowth stay longer on the game. Protect is there to stall conditions from the other team, or when they wanna go for the killing blow, giving me some chance to take out a threat with Terrakion or Land-T.
Rocky Helmet allows Tangrowth to have a lot more offensive pressure against physical attackers.
This strat fails terribly when up against Sylveon or Mega Gardevoir (Or any wide attacks for that matter).
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower
Land-T does a great job against physical teams, Intimidate + U-Turn allows me to do some damage while applying Intimidate on the opponent team, usually switching into Whimsicott or Tangrowth.
Earthquake is usually my main attack whenever Land-T comes in, but only after I've made sure there are no other Levitate or Flying pokemon on the other side.
I've lost a couple of games in the past where I've got Earthquake locked against a Levitate Gengar.
Choice Scarf makes sure nothing will outspeed my Land-T while under Tailwind, however I've had my doubts...am I overspeeding my Land-T? Maybe some other item could work better?
Terrakion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Slide
- Sacred Sword
- Protect
- Swords Dance
Terrakion works surprisingly well at being an early or mid game sweeper. Tailwind + Speed investment make Terrakion unstoppable, and Lum Berry gives me a free turn from a Will o Wisp from the opposing team. Terrakion is usually my answer to Heatran, since I've lost to couple of Heatrans that held a berry that lowered my Land-T's Earthquake, hence I always answer with Sacred Sword.
Terrakion is also surprisingly bulky, which ensures he'll survive most neutral hits and some very effective ones, however Fairy types the likes of Mega Gardevoir and Sylveon tend to easily OHKO Terrakion with ease.
But I digress, any C&C will be greatly appreciated.
Thanks in advance!