Doubles OU Preview of USM Updates

By talkingtree and GenOne.
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Art

Art by Pyritie.

Overview

The release of new games in Pokémon's main series always triggers a shakeup in Smogon's many tiers. Though mid-generational shifts are less obvious than changes from main series games, new Pokémon and move tutors force players to adapt in both building and playing. This article will help you, the reader, learn how USM changed Doubles OU and give a bit of insight into this new metagame.


Stakataka

Stakataka

Stakataka is one of the most interesting new additions to the Doubles metagame. There are two main draws to using it. First of all, with a rock-bottom base 13 Speed stat and access to Gyro Ball, Stakataka is able to hit most of the metagame with 150-Base Power STAB attacks. Factoring in Stakataka's respectable base 131 Attack stat, Stakataka is an absolute wrecking ball when it's positioned favorably; frailer targets outright drop to its Gyro Ball, while bulkier neutral targets like Tapu Fini are an easy 2HKO. It also gets access to STAB Stone Edge and Rock Slide, which allow it to hit many of the targets that would resist its Gyro Ball. In this regard, Stakataka outclasses Ferrothorn as a slow Gyro Ball attacker. Second of all, Stakataka gets access to Trick Room, one of the most potent speed control moves in Doubles. Stakataka's potent combination of hard-hitting Gyro Balls and access to Trick Room essentially allows it to combine the roles of Ferrothorn and Diancie into a single slot. That said, Stakataka still does face competition from Diancie as a Rock-type Trick Room setter and from Ferrothorn as a Gyro Ball attacker. Diancie is still arguably a more reliable Trick Room setter that has a better defensive typing, negates stat drops through Clear Body, and has better Special Defense. Offensively, Diancie is more ideal for softening up foes with STAB spread coverage through Diamond Storm, whereas Stakataka wants to go for quick KOs with its absurdly strong Gyro Balls. Ferrothorn, on the other hand, only has one exploitable weakness (Fire-type attacks) and access to recovery through Leech Seed, whereas Stakataka has two exploitable weaknesses to Ground- and Fighting-type moves, which happen to be some of the most common offensive typings in Doubles. Stakataka can mitigate these weaknesses to an extent through its naturally high Defense stat and the use of either Shuca Berry or Chople Berry, however. Though those weaknesses are somewhat able to be patched up, Stakataka can only dream of Ferrothorn's resistances to crucial attacking types like Water and Electric.


Naganadel

Naganadel

Naganadel's offensive prowess in singles tiers doesn't necessarily translate to Doubles, where it's left struggling to deal with especially bulky Pokémon, such as Zapdos, Tapu Fini, and Ferrothorn, as well as faster threats, including Marshadow, Mega Gengar, and Deoxys-A, that weren't around to dissuade it in OU. Naganadel's poor bulk prevents it from sticking around much, so it's best utilized for its wide coverage or as a Tailwind setter nuke. A Speed tier allowing it to eclipse Mega Salamence saves it from uselessness, as this allows it to be a decent check to both Mega Salamence and Kyurem-B, OHKOing even Assault Vest sets of the latter with its Devastating Drake. Its STAB Poison coverage prevents Naganadel from falling into the traps of other users of Dragon-type STAB attacks, scaring out Tapu Bulu, non-Choice Scarf Tapu Lele, and non-Hidden Power Ice Tapu Koko. The choice between using Fire Blast or setting Tailwind depends on its team's needs, as for the most part Naganadel will be used to fill a rather specific niche. For many teams, Mega Salamence is a purely better option due to its superior bulk and versatility.


Tapu Fini

Tapu Fini

Tapu Fini was already a Tier 1 threat in the SM Doubles metagame, but the new move tutors gave it an extra boost, providing it access to both Icy Wind and Knock Off, hugely beneficial utility moves in the Doubles metagame. With consistent speed control and the ability to remove items, Tapu Fini's already impressive versatility has continued to expand. For the most part, Icy Wind and Knock Off are still somewhat rare due to the success that Tapu Fini's other sets still enjoy. However, hybrid sets with Calm Mind and Icy Wind have popped up to provide both utility and sweeping potential, and the release of both these moves has made Assault Vest and offensive Tapu Fini sets a much more legitimate threat.


Mega Metagross

Mega Metagross

Mega Metagross has established itself as one of the most influential Mega Pokémon in Doubles due to its all-around strong stat distribution and ability to take on most of the Island Guardians head-to-head. However, historically speaking, Mega Metagross has suffered severely from four-moveslot syndrome; it isn't able to run both of its STAB moves (Iron Head and Zen Headbutt), Protect (a staple move in Doubles), and a coverage move that allows it to comfortably deal with relevant Steel-types ranging from Ferrothorn and Celesteela to Heatran and Aegislash. However, in USM the introduction of new move tutors allows Mega Metagross to learn Stomping Tantrum—a single-target Ground-type move colloquially referred to as "Ground Punch" that benefits from a Tough Claws boost. It hits most Steel-types for super effective damage and still hits others (like Ferrothorn and Scizor) neutrally, thereby patching up Mega Metagross's coverage issues a bit. In tandem with its other coverage moves, such as Hammer Arm, Ice Punch, and Thunder Punch, Mega Metagross now has ways to hit all of its checks. This Pokémon still won't be able to hit all its threats with one moveset, but its newly gained access to Stomping Tantrum makes it a bit more unpredictable and more versatile to build around.


Necrozma

Necrozma

Before USM, Necrozma was essentially regarded as a Trick Room setter comparable to Cresselia but with better offensive capabilities, worse bulk, and a worse movepool. Necrozma's biggest flaw was that it didn't have good coverage against opposing Steel-types. In USM, however, Necrozma gains access to Heat Wave and Earth Power, which in tandem essentially allow Necrozma to inflict super effective damage against every relevant Steel-type in Doubles. Moreover, it gains access to an exclusive Psychic-type move, Photon Geyser, that can double as either a special or a physical attack depending on what Necrozma's highest offensive stat happens to be. With better coverage options and access to Photon Geyser, Necrozma has become a singificantly more unpredictable threat. While the most common use for Necrozma is still as an offensive Trick Room setter, it now has a myriad of other niches. It can run a physical EV spread with Swords Dance, Earthquake, and Groundium Z to hard counter would-be Steel-type checks. It can run Kasib Berry to bait and KO an opposing Marshadow. It doesn't have to run Trick Room at all—maybe it's being used as a fake Heatran with a fast EV spread? The point is, Necrozma is no longer a one-trick pony with a predictable niche; it has ascended to become a mysterious entity that can't be read like a book from Team Preview.


Kartana

Kartana

Kartana's abysmally low Special Defense leaves it quite difficult to use in the special attacker-focused Doubles metagame, with only its decent Speed tier and incredible Attack saving it from irrelevancy. The new move tutors were kind to Kartana, though, giving it additional utility with both Tailwind and Knock Off. Typically, Kartana was left useless if it was unable to get a KO each turn on the field before these moves were granted; however, both moves can allow Kartana to keep its team's momentum even without KOing a foe. Tailwind is particularly interesting, as when paired with Flyinium Z, the move sharply raises Kartana's critical hit ratio. With a STAB Leaf Blade that already has a high critical hit ratio, this means that Kartana will land a critical hit every turn, allowing it to shrug off potential Intimidate from Landorus-T, one of the most common threats in the metagame. Night Slash provides Kartana additional coverage with guaranteed critical hits; however, the set lacks the ability to really nail many prevalent attackers with super effective damage and prevents Kartana's team from being able to take advantage of another Z-Move user. Additionally, as a Tailwind setter, Kartana is exceedingly frail, so its teammates are unable to depend on it providing reliable speed control.


Minor Changes

The above are the main contributors to the changes in USM Doubles, but there were a few other additions that have the potential to shake things up as the metagame adapts. Blacephalon, the only new Pokémon not yet covered in this article, has a wonderful Special Attack stat and decent STAB coverage. However, it struggles with frailty, a poor Speed tier, and the ubiquity of Tapu Fini, Mega Salamence, and Marshadow, each of which troubles it in different ways. A few other move tutors were somewhat notable. Tapu Koko gained access to Electroweb as a form of speed control but rarely has room in its moveset. Alolan Muk can now utilize the combination of Gluttony, Recycle, and an Iapapa Berry for semi-reliable healing. Defog is now quite widely distributed, which opens up the possibility for the diminishing of Stealth Rock's continued rise to prominence. Finally, Sticky Web, which has been entirely shunted to gimmicky teams thus far in the Doubles metagame, got a couple of new setters in Araquanid and Ribombee that could bring it into usability.


Get Out There!

For the most part, the Doubles metagame was left quite similar to its pre-USM form. Still, for those Doubles players who were feeling that the metagame was stale, these shifts will shake things up and open new possibilities for creativity and innovation. Now that you know the ins and outs of the most important shifts to come with USM Doubles, get out there and try them for yourself!

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