The team: https://pokepast.es/08444902ca031ff7
This team is mostly a collection of hard hitters. Focus on hyper-balanced offense.
Cinderace @ Expert Belt
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gunk Shot
- Pyro Ball
- Sucker Punch
- High Jump Kick
I chose cinderace primarily for Libero. Provides coverage to a lot of high-tier mons. Pyro ball for rillaboom, amoonguss, and genesect. High jump kick for Kyurem-B. Gunk shot for fairy types, and sucker punch for speed coverage and revenge kills. I chose the expert belt because it felt useful in terms of type coverage plus its synergy with libero. I'm open to changing it, however.
Sirfetch’d @ Leek
Ability: Scrappy
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Close Combat
- Knock Off
- First Impression
- Brave Bird
I've always been a fan of mons that are hard hitters but kind of niche. I previously used a team with crawdaunt, so I went with a similar style here too. I chose the leek over choice band because I didn't want to be choice locked, especially because of the inclusion of first impression. I think scrappy is an amazing ability, especially because of the meta's reliance on intimidate and ghost types like dragapult. I have questioned whether or not a switching my HP investment into speed would be a better idea, but I decided against so as to not punish myself too much against trick room teams.
Morpeko @ Life Orb
Ability: Hunger Switch
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aura Wheel
- Crunch
- Psychic Fangs
- Protect
Hunger switch is a really interesting ability and morpeko packs a surprising punch. I picked morpeko to sure up this team's weakness to psychic and water. Hunger switch allows for that dual coverage to be readily available. Protect gives me the ability to switch back into either electric or dark when I require one over the other. Aura wheel allows me to also develop momentum due to its speed increase.
Hydreigon @ Blunder Policy
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Hydro Pump
- Draco Meteor
- Snarl
Not going to lie, this is kind of gimmick-y. Blunder policy, however, gives me the better ability to use these hard-hitting, low accuracy moves. I chose hydreigon over others due to its SpA stats as well as its ability Levitate, which allows it to create a great core with metagross, especially when it's choice-locked into earthquake.
Metagross @ Choice Band
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Steel Roller
- Meteor Mash
- Zen Headbutt
- Earthquake
Metagross was an easy choice for a few reasons. First, it hits unbelievably hard with the choice band, and clear body prevents intimidates. Second, steel roller provides great synergy with fini's misty surge which allows me to OHKO most, if not all, fairy types. Earthquake provides much needed ground coverage, same is true with zen headbutt. And meteor mash exists for when all else fails.
Tapu Fini @ Sitrus Berry
Ability: Misty Surge
EVs: 248 HP / 104 Def / 124 SpA / 32 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Scald
- Heal Pulse
- Taunt
To be honest, fini's existence on this team is kind of tenuous. I had originally included a physical dragapult but felt I had an overemphasis on dragon and no clear answers to dragon on my own. Fini though provides water coverage which can be very useful in a meta that is filled with lando-t and incineroar. I also appreciate having a special attacker on a team that's mostly physical. However, it doesn't do much else and feels like a last choice. Heal pulse can be useful, but I often find myself using it at the wrong place, wrong time. I would be very open to different suggests for its place.
Here are some replays:
https://replay.pokemonshowdown.com/gen8doublesou-1445453000
https://replay.pokemonshowdown.com/gen8doublesou-1445072849
https://replay.pokemonshowdown.com/gen8doublesou-1446678214
Thanks!
This team is mostly a collection of hard hitters. Focus on hyper-balanced offense.

Cinderace @ Expert Belt
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gunk Shot
- Pyro Ball
- Sucker Punch
- High Jump Kick
I chose cinderace primarily for Libero. Provides coverage to a lot of high-tier mons. Pyro ball for rillaboom, amoonguss, and genesect. High jump kick for Kyurem-B. Gunk shot for fairy types, and sucker punch for speed coverage and revenge kills. I chose the expert belt because it felt useful in terms of type coverage plus its synergy with libero. I'm open to changing it, however.

Sirfetch’d @ Leek
Ability: Scrappy
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Close Combat
- Knock Off
- First Impression
- Brave Bird
I've always been a fan of mons that are hard hitters but kind of niche. I previously used a team with crawdaunt, so I went with a similar style here too. I chose the leek over choice band because I didn't want to be choice locked, especially because of the inclusion of first impression. I think scrappy is an amazing ability, especially because of the meta's reliance on intimidate and ghost types like dragapult. I have questioned whether or not a switching my HP investment into speed would be a better idea, but I decided against so as to not punish myself too much against trick room teams.

Morpeko @ Life Orb
Ability: Hunger Switch
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aura Wheel
- Crunch
- Psychic Fangs
- Protect
Hunger switch is a really interesting ability and morpeko packs a surprising punch. I picked morpeko to sure up this team's weakness to psychic and water. Hunger switch allows for that dual coverage to be readily available. Protect gives me the ability to switch back into either electric or dark when I require one over the other. Aura wheel allows me to also develop momentum due to its speed increase.

Hydreigon @ Blunder Policy
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Hydro Pump
- Draco Meteor
- Snarl
Not going to lie, this is kind of gimmick-y. Blunder policy, however, gives me the better ability to use these hard-hitting, low accuracy moves. I chose hydreigon over others due to its SpA stats as well as its ability Levitate, which allows it to create a great core with metagross, especially when it's choice-locked into earthquake.

Metagross @ Choice Band
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Steel Roller
- Meteor Mash
- Zen Headbutt
- Earthquake
Metagross was an easy choice for a few reasons. First, it hits unbelievably hard with the choice band, and clear body prevents intimidates. Second, steel roller provides great synergy with fini's misty surge which allows me to OHKO most, if not all, fairy types. Earthquake provides much needed ground coverage, same is true with zen headbutt. And meteor mash exists for when all else fails.

Tapu Fini @ Sitrus Berry
Ability: Misty Surge
EVs: 248 HP / 104 Def / 124 SpA / 32 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Scald
- Heal Pulse
- Taunt
To be honest, fini's existence on this team is kind of tenuous. I had originally included a physical dragapult but felt I had an overemphasis on dragon and no clear answers to dragon on my own. Fini though provides water coverage which can be very useful in a meta that is filled with lando-t and incineroar. I also appreciate having a special attacker on a team that's mostly physical. However, it doesn't do much else and feels like a last choice. Heal pulse can be useful, but I often find myself using it at the wrong place, wrong time. I would be very open to different suggests for its place.
Here are some replays:
https://replay.pokemonshowdown.com/gen8doublesou-1445453000
https://replay.pokemonshowdown.com/gen8doublesou-1445072849
https://replay.pokemonshowdown.com/gen8doublesou-1446678214
Thanks!
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