The December streaks may not have resulted in a new personal best for me, but their lessons were valuable nonetheless. Turns out that all I needed was to ditch Latios after all (!) and reshuffle the order in which my team fights. Told you oldgens still have room for innovation.
I managed to hit 406 wins (ongoing) with the following (all-PKHeX'd) Super Doubles team. Undefeated, in fact. JetSawk is history, enter Team Land Umber:
Landorus (M) @ Life Orb
IVs: 0 Atk
EVs: 4 HP / 252 SpA / 252 Spe
Ability: Sheer Force
Timid Nature
- Earth Power
- Sludge Bomb
- Grass Knot
- Protect
Destruction in humanoid form. Earth Power 2HKOs Regigigas1-3 (set4 only has a 18% chance thanks to Leftovers). Functional immunity to paralysis is great, too. Knot is better than HP Ice when the latter coverage can be provided by its partner (and backline Suicune). Sludge Bomb is for Grass-types that trouble its co-lead, but also 2HKOs Salamence as a point of reference for its power on neutral hits against Ground immunities.
Raikou @ Choice Specs
IVs: 30 Atk / 30 Def
EVs: 4 HP / 252 SpA / 252 Spe
Ability: Pressure
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Snarl
- Volt Switch
No Aura Sphere. I would probably have lost battle #399 with Aura Sphere thanks to the -SpD nature (Raikou survived Archeops Rock Slide + non-freezing Glaceon Blizzard). Besides, Snarl is so much better: it's the pro-click against Latis, Cresselia (sometimes), Psychic trainers, and some situational threats. I can even nerf both the opposing Atk and SpA in one turn by switching out Landorus. Volt Switch is essential as well, since it allows me to go to Scrafty with "tempo". Raikou is so much better from the lead position than from backline, but you'd kind of expect that from a Choice user. Where are all the Raikou streaks? The leaderboard is almost devoid of this pokémon. 115 Speed is the best, all you need is a co-lead that deals with Electric, Grass, and Ground.
Scrafty (F) @ Fighting Gem
EVs: 252 HP / 252 Atk / 4 SpD
Ability: Intimidate
Adamant Nature
- Fake Out
- Drain Punch
- Crunch
- Protect
Mega Scrafty, as seen on the December streaks. The best Fighting-type, move over Hitmontop (I would surely have lost by now with Hitmontop). Nothing compares to the utility it provides (besides maybe Gen7 Incineroar); with Cune-like defenses even before Intimidate, Fake Out, Protect and Gem-boosted Drain Punch, it ensures its longevity thanks to its uncanny ability to only get 3HKO'd by enemy moves. Crunch over Payback for consistency in attacking e.g. Reuniclus and Musharna, or under Trick Room. Scrafty all but guarantees that I don't lose to Psychics or runaway CM Lati/Cress. Top can't do that. Protect is an essential move btw, but it's not like Scrafty has anything better. I could move the 4 EVs to Speed for opposing Scrafty, but I prefer to not get Downloaded if I'm down to my last two. Both are niche scenarios.
FO on demand is perhaps even better than frontline FO (lessons from 4K).
Suicune @ Sitrus Berry
IVs: 30 Atk / 30 SpA
EVs: 252 HP / 252 SpA / 4 Spe
Ability: Pressure
Modest Nature
- Calm Mind
- Scald
- Hidden Power [Grass]
- Ice Beam
CoeurCune. (Honorable mention to Peterko for using ChestoRest CalmCune in Doubles.) You've seen this on my December streaks, too; the backline role is nothing new for it but I did have to adapt to the idea. There's no room for Tailwind and it's not needed due to Raikou's amazing speed and the lack of dedicated speed trainers in the Subway; all three offensive moves are required for Cune to function optimally. I considered Milotic which has Recover but not Calm Mind, and dropped the idea because CM is too important for the wincon role. Cune is better than Cresselia here because of its higher SpA and ability to unfreeze itself; it switches into Landorus with ease, but can also tank "generic" hits coming in after Volt Switch.
---
The most dangerous enemy to face is probably Regice. Immune to Snarl, takes little damage from anything but Scrafty (who does 96% max with Gem Drain Punch, so chip is needed), unknown sets can fire Blizzard to make the Scrafty switch risky (sacrificing Landorus can be the smart play), the same set can Thunder Wave at will when Suicune is in against it, or it can have Amnesia if Scrafty is indisposed and start accruing Charge Beam boosts. The notorious Blissey4 and its ilk (Regigigas4 almost beat me at battle ~170) can be dangerous as well, particularly since I don't have a Steel-type.
Aside from that, it probably takes a combination of threats to take this team down. Legendary trainers and ice workers remain at the top of the threat list.
Will report back when I lose, and move on to making Clefable work if I can.
I managed to hit 406 wins (ongoing) with the following (all-PKHeX'd) Super Doubles team. Undefeated, in fact. JetSawk is history, enter Team Land Umber:
Landorus (M) @ Life Orb
IVs: 0 Atk
EVs: 4 HP / 252 SpA / 252 Spe
Ability: Sheer Force
Timid Nature
- Earth Power
- Sludge Bomb
- Grass Knot
- Protect
Destruction in humanoid form. Earth Power 2HKOs Regigigas1-3 (set4 only has a 18% chance thanks to Leftovers). Functional immunity to paralysis is great, too. Knot is better than HP Ice when the latter coverage can be provided by its partner (and backline Suicune). Sludge Bomb is for Grass-types that trouble its co-lead, but also 2HKOs Salamence as a point of reference for its power on neutral hits against Ground immunities.
Raikou @ Choice Specs
IVs: 30 Atk / 30 Def
EVs: 4 HP / 252 SpA / 252 Spe
Ability: Pressure
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Snarl
- Volt Switch
No Aura Sphere. I would probably have lost battle #399 with Aura Sphere thanks to the -SpD nature (Raikou survived Archeops Rock Slide + non-freezing Glaceon Blizzard). Besides, Snarl is so much better: it's the pro-click against Latis, Cresselia (sometimes), Psychic trainers, and some situational threats. I can even nerf both the opposing Atk and SpA in one turn by switching out Landorus. Volt Switch is essential as well, since it allows me to go to Scrafty with "tempo". Raikou is so much better from the lead position than from backline, but you'd kind of expect that from a Choice user. Where are all the Raikou streaks? The leaderboard is almost devoid of this pokémon. 115 Speed is the best, all you need is a co-lead that deals with Electric, Grass, and Ground.
Scrafty (F) @ Fighting Gem
EVs: 252 HP / 252 Atk / 4 SpD
Ability: Intimidate
Adamant Nature
- Fake Out
- Drain Punch
- Crunch
- Protect
Mega Scrafty, as seen on the December streaks. The best Fighting-type, move over Hitmontop (I would surely have lost by now with Hitmontop). Nothing compares to the utility it provides (besides maybe Gen7 Incineroar); with Cune-like defenses even before Intimidate, Fake Out, Protect and Gem-boosted Drain Punch, it ensures its longevity thanks to its uncanny ability to only get 3HKO'd by enemy moves. Crunch over Payback for consistency in attacking e.g. Reuniclus and Musharna, or under Trick Room. Scrafty all but guarantees that I don't lose to Psychics or runaway CM Lati/Cress. Top can't do that. Protect is an essential move btw, but it's not like Scrafty has anything better. I could move the 4 EVs to Speed for opposing Scrafty, but I prefer to not get Downloaded if I'm down to my last two. Both are niche scenarios.
FO on demand is perhaps even better than frontline FO (lessons from 4K).
Suicune @ Sitrus Berry
IVs: 30 Atk / 30 SpA
EVs: 252 HP / 252 SpA / 4 Spe
Ability: Pressure
Modest Nature
- Calm Mind
- Scald
- Hidden Power [Grass]
- Ice Beam
CoeurCune. (Honorable mention to Peterko for using ChestoRest CalmCune in Doubles.) You've seen this on my December streaks, too; the backline role is nothing new for it but I did have to adapt to the idea. There's no room for Tailwind and it's not needed due to Raikou's amazing speed and the lack of dedicated speed trainers in the Subway; all three offensive moves are required for Cune to function optimally. I considered Milotic which has Recover but not Calm Mind, and dropped the idea because CM is too important for the wincon role. Cune is better than Cresselia here because of its higher SpA and ability to unfreeze itself; it switches into Landorus with ease, but can also tank "generic" hits coming in after Volt Switch.
---
The most dangerous enemy to face is probably Regice. Immune to Snarl, takes little damage from anything but Scrafty (who does 96% max with Gem Drain Punch, so chip is needed), unknown sets can fire Blizzard to make the Scrafty switch risky (sacrificing Landorus can be the smart play), the same set can Thunder Wave at will when Suicune is in against it, or it can have Amnesia if Scrafty is indisposed and start accruing Charge Beam boosts. The notorious Blissey4 and its ilk (Regigigas4 almost beat me at battle ~170) can be dangerous as well, particularly since I don't have a Steel-type.
Aside from that, it probably takes a combination of threats to take this team down. Legendary trainers and ice workers remain at the top of the threat list.
Will report back when I lose, and move on to making Clefable work if I can.
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