Hey guys,
I recently started to play doubles OU with a new sun offense team that I created. This team revolves around the CharY+heatran core and I have been having a lot of fun with it. Do keep in mind that I'm new to this tier and don't know a lot about it.
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Focus Blast
- Solar Beam
- Protect
This is a standard chary set with focus blast. Since I wanted a team based around weather when I started, CharY popped into mind along with heatran as I remember both of them were used a lot during VGC 2014. Even though charY usually ran hp ground, i switched it for focus blast to help deal with steel types against rain teams and when opponents carried wide guard.
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 8 HP / 4 Def / 244 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Heat Wave
- Protect
- Flash Cannon
This is a standard heatran set with flash cannon over hp ice/ solarbeam. This is because charY already supports this team with Solarbeam to deal with ground types along with zapdos to deal with water types, and since i alreay have around 3 flying types, one of them being landorus-t, I didn't feel it necessary to use it. So I decided to put in flash cannon instead to help deal with lele easier especially psyspam teams.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 72 Def / 156 SpA / 28 SpD
Modest Nature
- Muddy Water
- Moonblast
- Calm Mind
- Protect
After I made my Off core, I decided to make a defensive core around tapu fini to help my fire mons by easily taking water moves. This tapu fini set with calm mind helps by setting up calm mind and ploughing through opponent teams later.
Zapdos @ Misty Seed
Ability: Static
EVs: 244 HP / 136 Def / 80 SpD / 48 Spe
Bold Nature
- Tailwind
- Roost
- Thunderbolt
- Hidden Power [Ice]
After Fini I wanted a def mon which could provide tailwind support and zapdos came to mind. This mon is primarily used to deal with bulky water types and provide tailwind support to my team. This mon also helps the team deal with lando and chomp and takes attacks from them due to its bulkiness. and hits them back harder if they outspeed.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- U-turn
- Superpower
After I decided my first 4 mons, i needed a scarf mon that would help me deal with opposing landorus and tapu koko. So, I decided to use landorus-t. Most games landorus's main role is to click eq besides my flying mons while they help deal with the threats against landorus.
Marshadow @ Marshadium Z
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Close Combat
- Spectral Thief
- Shadow Sneak
- Hidden Power [Ice]
For my last mon, I wanted a mon with good offensive abilities with a good priority move that also helped deal with landorus-t. So I decided to use marrshadow. Originally, it had life orb over marshadium z but then I switched it over coz I needed the raw power of his z move to plough throught he oppoents.
Do you guys have any suggestions to improve my team?
I recently started to play doubles OU with a new sun offense team that I created. This team revolves around the CharY+heatran core and I have been having a lot of fun with it. Do keep in mind that I'm new to this tier and don't know a lot about it.
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Focus Blast
- Solar Beam
- Protect
This is a standard chary set with focus blast. Since I wanted a team based around weather when I started, CharY popped into mind along with heatran as I remember both of them were used a lot during VGC 2014. Even though charY usually ran hp ground, i switched it for focus blast to help deal with steel types against rain teams and when opponents carried wide guard.
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 8 HP / 4 Def / 244 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Heat Wave
- Protect
- Flash Cannon
This is a standard heatran set with flash cannon over hp ice/ solarbeam. This is because charY already supports this team with Solarbeam to deal with ground types along with zapdos to deal with water types, and since i alreay have around 3 flying types, one of them being landorus-t, I didn't feel it necessary to use it. So I decided to put in flash cannon instead to help deal with lele easier especially psyspam teams.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 72 Def / 156 SpA / 28 SpD
Modest Nature
- Muddy Water
- Moonblast
- Calm Mind
- Protect
After I made my Off core, I decided to make a defensive core around tapu fini to help my fire mons by easily taking water moves. This tapu fini set with calm mind helps by setting up calm mind and ploughing through opponent teams later.
Zapdos @ Misty Seed
Ability: Static
EVs: 244 HP / 136 Def / 80 SpD / 48 Spe
Bold Nature
- Tailwind
- Roost
- Thunderbolt
- Hidden Power [Ice]
After Fini I wanted a def mon which could provide tailwind support and zapdos came to mind. This mon is primarily used to deal with bulky water types and provide tailwind support to my team. This mon also helps the team deal with lando and chomp and takes attacks from them due to its bulkiness. and hits them back harder if they outspeed.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- U-turn
- Superpower
After I decided my first 4 mons, i needed a scarf mon that would help me deal with opposing landorus and tapu koko. So, I decided to use landorus-t. Most games landorus's main role is to click eq besides my flying mons while they help deal with the threats against landorus.
Marshadow @ Marshadium Z
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Close Combat
- Spectral Thief
- Shadow Sneak
- Hidden Power [Ice]
For my last mon, I wanted a mon with good offensive abilities with a good priority move that also helped deal with landorus-t. So I decided to use marrshadow. Originally, it had life orb over marshadium z but then I switched it over coz I needed the raw power of his z move to plough throught he oppoents.
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Focus Blast
- Solar Beam
- Protect
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 8 HP / 4 Def / 244 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Heat Wave
- Protect
- Flash Cannon
Zapdos @ Misty Seed
Ability: Static
EVs: 244 HP / 136 Def / 80 SpD / 48 Spe
Bold Nature
- Tailwind
- Roost
- Thunderbolt
- Hidden Power [Ice]
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 72 Def / 156 SpA / 28 SpD
Modest Nature
- Muddy Water
- Moonblast
- Calm Mind
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- U-turn
- Superpower
Marshadow @ Marshadium Z
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Close Combat
- Spectral Thief
- Shadow Sneak
- Hidden Power [Ice]
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Focus Blast
- Solar Beam
- Protect
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 8 HP / 4 Def / 244 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Heat Wave
- Protect
- Flash Cannon
Zapdos @ Misty Seed
Ability: Static
EVs: 244 HP / 136 Def / 80 SpD / 48 Spe
Bold Nature
- Tailwind
- Roost
- Thunderbolt
- Hidden Power [Ice]
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 72 Def / 156 SpA / 28 SpD
Modest Nature
- Muddy Water
- Moonblast
- Calm Mind
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- U-turn
- Superpower
Marshadow @ Marshadium Z
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Close Combat
- Spectral Thief
- Shadow Sneak
- Hidden Power [Ice]
Do you guys have any suggestions to improve my team?
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