The.Lost.Hylian
Conquer your Shadow
I'm relatively new to the Doubles format. I say relatively because I started in 2006, but I have only hundreds of hours of play time in the format compared to the thousands of hours in singles.
I was attracted to the format at first because the official rules for Nintendo are doubles, but I disliked the limitations, so I was happy when I saw Smogon introduced Doubles OU. I haven't been as active in the community as I was in my teens, and the community has changed quite a bit in my absence. I have a great many questions to ask, as I'm looking to become more active again, but those questions are best saved in another board. However, I was wondering when an official doubles tiering system was going to get introduced, and I only ask because I realized Pokemon considered Uber in Singles were running around in doubles. But since some pretty OP tactics are available, I figured I'd build a team around abusing luck.
"Abomination. That had always been Haggon's favorite word. Abomination, abomination, abomination. To eat of human meat was abomination, to mate as wolf with wolf was abomination, and to seize the body of another man was the worst abomination of all. Haggon was weak, afraid of his own power. He died weeping and alone when I nripped his second life from him. Varamyr had devoured his heart himself. He taught me much and more, and the last thing I learned from him was the taste of human flesh." - Prologue, A Dance With Dragons
Seeing as Varamyr Sixskins was an abomination as a warg, I use the Pokemon tactics that would be considered an abomination by many: luckhax.
Serene Grace is probably one of my favorite abilities in Pokemon, and in the theme of saying "No" to my opponent, Flinch moves are necessary. Togekiss has been a favorite of mine since house her inception for this reason, so I felt she was an auto include on my team.
Togekiss (F) @ Choice Scarf
Ability: Serene Grace
Shiny: Yes
EVs: 248 HP / 8 SpD / 252 Spe
Modest Nature
- Air Slash
- Aura Sphere
- Ancient Power
- Flamethrower
Air Slash is the primary attack. Flying type is, in my opinion, a great offensive type, but the 95% accuracy can be unreliable at crucial moments. I mean, really, wtf with Game Freak's choices for accuracy on some attacks, but I digress. The rest of the attacks are for coverage and guaranteed KOs on certain Pokemon, namely Charizard, Tyranitar, Greninja, and Scizor. Also, that 20% chance on AP is real. Hate Stone Missing? I love that same chance for it to miss being the same chance stats go CHOOCHOO! I personally play with Item Clause in all formats, and I wanted to make up for Togekiss' average speed to help in Flinch locking, so Choice Scarf got the nod.
Suggested by Yellow Paint:
Ban Air Slash (Togekiss) @ Sitrus Berry
Ability: Serene Grace
Shiny: Yes
EVs: 252 HP / 192 Def / 64 SpD
Bold Nature
- Follow Me
- Air Slash
- Encore
- Protect
Suggested by Yellow Paint to replace Togekiss:
Ban Flinches (Jirachi) @ Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 68 Def / 80 SpD / 108 Spe
Careful Nature
- Follow Me
- Iron Head
- Icy Wind
- Protect
When looking up Serene Grace in databases, I noticed Shaymin-S had the ability and some pretty stupid good stats. I saw it was available in Doubles OU, so hell, why not?
Shaymin-Sky @ Assault Vest
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Seed Flare
- Air Slash
- Earth Power
- Hidden Power [Fire]
Shaymin has enough Speed to beat most of the Speed tier unless they held a Scarf. To give longevity, I chose Assault Vest. Seed Flare wrecks anything neutral or Super Effective, and is a great attack to toss at a predicted switch, as 80% chance to harshly lower Special Defense means even NVE attacks are going to put a dent in stuff. Air Slash for Flinch lock, Earth Power for Fires and Steels. I'm in the air on the fourth move. I like being able to take out Charizard Y then abuse his Sun after he's gone, but I bet there's a better option.
Suggested by Yellow Paint:
Ban Skymin (Shaymin-Sky) @ Focus Sash
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Seed Flare
- Air Slash
- Earth Power
- Protect
Since this team is based on saying, "No," I like removing options. So I chose Mega Gengar to prevent my opponent from switching from unwanted matchups.
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Sludge Bomb
- Protect
- Shadow Ball
I originally had Perish Song and Substitute, but I was unable to abuse to set the way I wanted. I chose a bulky set because I felt it was playing more a support role, and being able to survive longer allows it to prevent switching for longer, and it already has stupid Special Attack. Really just has basic STAB and coverage, with Protect for dodging attacks and guaranteeing Mega Evolution.
Suggested by Yellow Paint:
Ban Shadow Tag (Gengar-Mega) @ Gengarite
Ability: Shadow Tag
EVs: 208 HP / 44 Spa / 252 Spe
Timid Nature
- Shadow Ball
- Disable
- Will-O-Wisp
- Protect
Darkrai has been a favorite of mine in concept and design, and I was pleased to see it was available in Doubles OU. I first encountered it against me recently, and figured my opponent used Hypnosis instead of Dark Void because the latter must have been banned. I decided to try him anyway.
Darkrai @ Wide Lens
Ability: Bad Dreams
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Hypnosis
- Substitute
- Dark Pulse
- Charge Beam
Wide Lens for increased Hypnosis accuracy, though I admit even with the boost, it still misses often. With Flinch lock companion, it can shut down the other half of my opponent's pair with a damage over time Sleep. I was pretty boggled there is no Sleep Clause, so that makes saying, "No," even better. Charge Beam is a great offensive boosting attack, and Dark Pulse has (lol) Flinch chance to prevent them from doing something should they maybe wake up. Substitute is for protection from status. Maybe I should have a different item?
Suggested by Yellow Paint to replace Darkrai:
Actually Balanced (Hydreigon) @ Life Orb
Ability: Levitate
EVs: 128 HP / 252 Spa / 128 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Earth Power
- Protect
I wanted a late game cleaner, so my first thought came to The Bird.
Talonflame
Ability: Gale Wings
EVs: 248 HP / 8 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Flare Blitz
- Will-O-Wisp
- Swords Dance
Eh, it does it's job, but sometimes I want something more. 5 move set syndrome... wish I had room for Roost.
Suggested by Yellow Paint:
Ban Talonflame (Talonflame) @ Sharp Beak
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Protect
Suggested by Yellow Paint to replace Talonflame:
Heatranne Frank (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 52 HP / 252 Spa / 204 Spe
Modest Nature
- Heat Wave
- Earth Power
- Substitute
- Protect
Garchomp is a filler.
Garchomp @ Choice Band
Ability: Rough Skin
EVs: 248 HP / 8 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Iron Head
- Rock Slide
I chose to go bulky to give it more procs on Rough Skin. Typical Choice Band set. Is there something better that can go here?
Suggested by Yellow Paint to replace Garchomp:
Ban Rock Slide (Landorus-Therian) (M) @ Choice Scarf
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-Turn
- Superpower
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Varamyr 6 Skins is my username I use when I play a serious team. I'm a huge fan of A Song of Ice and Fire, and will eventually naming the team accordingly. I noticed I'm weak to entry hazards and Prankster Pokemon. Suggestions? Thanks.
Edit 1: Added pictures and the suggested spreads by others.
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