XY Doubles Win the Game, Get the Girl

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Adam - Leftovers - Contrary
Superpower / Night Slash / Psycho Cut / Protect
144 HP / 252+ Atk / 0- SpAtk / 112 Spe

The hammer. Contrary Superpower is great. With Tailwind up he's a Beater and a no-brains required smash-stick. He can walk through teams with proper support. If you play wrong early, though, this poke makes it literally as if you're playing 5 against 6. Most games, if I lead with MalCro, Malamar is going to Protect while Crobat Tailwinds, then just bash away while Cro suicides to get a second beatstick in beside Malamar.

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Yewfell - Focus Sash - Inner Focus
Tailwind / Brave Bird / [Heat Wave][U-Turn] / Cross Poison
252 Attack / 0- Def / 4 SpDef / 252+ Spe

Inner Focus stops any Fake-Out attempts to prevent Tail Wind from coming up. I go back and forth on Heat Wave and U-Turn, but I think U-Turn is probably overall the better option. Cross Poison hits the fairies that can give Malamar problems really hard, and Brave Bird is a great stab option for suiciding Crobat out.

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Balmung - Sitrus Berry - Intimidate
Fake Out - Close Combat - Wide Guard - Feint
124 HP / 252+ Atk / 0- SpAtk / 132 Spe

Charizard's best partner, by miles. He shuts down Rock types that could give Charizard big problems otherwise, and Fake Out support allows Charizard to fight M-Kanga. Feint breaks through the all-powerful Protect, which about 80% of mons in doubles carry. Wide Guard allows Charizard to beat pokemon who could otherwise one-shot him with Rock Slide. Close Combat is an obvious stab choice.

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Ragnell - Charizardite Y - Solar Power
Protect / Fire Blast / Heat Wave / Solarbeam
0- Atk / 252 SpAtk / 4 SpDef / 252+ Spe

The God of doubles. If your team doesn't incorporate Charizard Y and/or carry something specifically to stop Charizard Y, you're gonna lose a lot of games. CharY defines the Doubles metagame like no other pokemon defines any other metagame.

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Alondite - Assault Vest - Rough Skin
Stone Edge / Iron Head / Dragon Claw / Earthquake
252 Atk / 0- Def / 4 SpDef / 252+ Spe

My Charizard counter. He's not gonna get one-shot by pretty much anything, even strong Fairies etc. Big Ice hits can obviously still take him out and physical dragon attacks, but assault vest hides so much special tankiness people are always shocked at how little they do to him.

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Arclight - Chesto Berry - Levitate
Will-O-Wisp / Rest / Hydro Pump / Volt Switch
252 HP / 0- Atk / 4 SpAtk / 252+ SpDef

Standard Rotom-W who does great against everything and everything. I really don't know how to explain what rotom does and why he's good because it's so naturally engrained in everyday play at this point. Turning off physical attackers while also tanking special hits like a king makes him a godlike tank and pivot. Resting off any residual damage is also a game-winner in the late stages when everything is low all around.
 
I'm not rating this until you get rid of those fucking images. There should be more text than picture in an RMT...

That said, I will rate it :)
 
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hey man
overheat> fire blast. the way char-y is played in the doubles meta nowadays promotes chary dropping an overheat bomb and switching out
av chomp is a really cool idea, but the chary+garchomp core (one uses heat wave while the other uses earthquake) usually works best with life orb garchomp that looks like this
Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Earthquake
- Dragon Claw
- Rock Slide
- Protect

the added power helps the core really just break through everything. also the core tends to switch in and out for each other, and to help facilitate smart switching, having the move protect is advised
as for a fairy killer, you have a resists in char y and crobat which can usually hit fairies back pretty hard. i wouldnt worry too much about dropping iron head in lieu of making the chary+garchomp core stronger
gl
 
As an opening note, Crobat and Malamar aren't the best options, but since you like them so much, I will not change them.
hey man
overheat> fire blast. the way char-y is played in the doubles meta nowadays promotes chary dropping an overheat bomb and switching out
av chomp is a really cool idea, but the chary+garchomp core (one uses heat wave while the other uses earthquake) usually works best with life orb garchomp that looks like this
Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Earthquake
- Dragon Claw
- Rock Slide
- Protect

the added power helps the core really just break through everything. also the core tends to switch in and out for each other, and to help facilitate smart switching, having the move protect is advised
as for a fairy killer, you have a resists in char y and crobat which can usually hit fairies back pretty hard. i wouldnt worry too much about dropping iron head in lieu of making the chary+garchomp core stronger
gl
I am not sure if Overheat should replace fire Blast. Switching wastes a turn of Tailwind, and Charizard Y can work with Fire Blast because Fire Blast is already so strong. However, Overheat is strong, so you should give it a try.
I agree with Garchomp here. Assault Vest doesn't really work in this meta, and I think that the above set will be better since it still does it's job, and has the advantage by carrying Protect.

My own edits: You should probably be running Protect on Crobat somewhere. It's important to not lose your Tailwind user and by Protecting you can dodge Fake Out, Priority, and just attacks in general. Protect is a valuable move to most Pokemon, and I think your Crobat should carry that. Also I think Adamant will be better for Crobat as it has already great speed with Tailwind, and breaking up defensive mons for Malamar is nice.

Togekiss is an option over Crobat if you want to set up Tailwind more reliably as well has having a good typing and various support moves like Follow Me
Malamar isn't the best option because of its average bulk and speed as well as relying on boosts to attack strong. Probably have better Pokemon in that slot, but you can keep those 2 if you want :)
 
I'm going to try not to make major changes in my initial rate and do what I can with what you have. However, I can make suggestions that would involve changing ~2 Pokemon yet maintaining a large part of your team, sun, and tailwind so I'll put that in the end of this rate

Anyway, Tailwind Sun is cool, but you have to have answers to Speed control if you're going to attempt it. Right now, Trick Room, Prankster, and Icy Wind / Electroweb all are major hindrances to the team.

First up is Taunt on Crobat instead of Heat Wave / U-Turn. Crobat is quite weak, and Heat Wave / U-Turn is not going to be dealing any useful damage. Pivoting in Doubles is a much less reliable strategy compared to in OU because the opponent can simply double target the remaining teammate. Taunt lets you at least have a weapon against less-prepared Trick Room teams (though even most have answers to it anyway but still), at least long enough that you can switch to a partner and start dealing some damage.

Patching up Rotom-W will help, too. ChestoRest is not a very great method of healing since the opponent can knock you back down just as quickly as you've set up. Lack of sleep clause takes away any benefit of taking up the sleep spot, and wasting Tailwind turns sleeping is only going to delay your cause. I suggest this set instead:

Rotom-W @ Sitrus Berry
252 HP / 252 SpA / 4 SpDef
Modest nature
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect

A few changes: Thunderbolt as a stay in STAB attack so you're not forced to switch whenever you try to hurt Water-types. Protect+Sitrus instead of Chesto Berry + Rest because you need to be able to maneuver around threats, and you simply don't have time for Rest. A more offensive spread because extra SpDef is not necessary- one of the main reasons why you'd ever run SpDef investment in the first place is to shrug off the Solarbeam from Char Y, but Sun vs Sun usually doesn't require Rotom-W to step in, and you've got AV Chomp for that anyway. More offensive power lets you hit things hard and take advantage of Tailwind.

Finally, I'd suggest a Jolly nature on Garchomp instead of the Hasty nature you now have- there's no reason to decrease your Defense when you're not even using your Special Attack stat.


Along with everything above, I suggest the following:

Salamence over Garchomp
Aegislash over Hitmontop


I'm shifting some roles. Combining the task of Intimidate + Char Y killer opens up a free slot for Aegislash, which will 1. love the Tailwind and 2. eat up Trick Room real easily. Aegislash keeps Wide Guard for Char Y and priority, while Mence can also help out as a secondary Tailwind setter. Here are the sets:

Aegislash @ Safety Goggles
252 HP / 252 Atk / 4 SpDef
Adamant nature
- King's Shield
- Wide Guard
- Iron Head
- Shadow Sneak

Salamence @ Life Orb
4 HP / 252 SpA / 252 Spe
Timid nature
- Draco Meteor
- Fire Blast
- Tailwind
- Protect

Things maintained:
- Intimidate
- A counter to Charizard Y
- Wide Guard, priority
- bulk
- Aegislash checks Rock-types

Things improved:
- Aegislash is a full on counter to Trick Room. With Safety Goggles, it has nothing to fear from Amoonguss's Spore.
- Aegislash beats Fairy-types a lot more reliably than Garchomp with Iron Head.
- Salamence hits a lot harder than Garchomp with LO DMeteor (in fact LO DMeteor is the power equivalence of two Chomp DClaws)
- Salamence can also help set Tailwind, and has Fire Blast to take advantage of Sun


These are bigger changes, but I honestly think they'd help the team a lot. It's your choice whether you want to follow them.

Cool team! Hope to see more from you in the future
 
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