Hitmonswag (Smogon Doubles)

Hooo, boy. This is by far my most successful, versatile doubles team. I really just sort of threw it together, but somehow that worked fantastically.
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At first there doesn't seem to entirely be any rhyme or reason to this line up, but if I had to break it down i'd say the team is comprised of groups of 2 pokemon devoted to specific purposes: The offense, the anti-rain, and the support.
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Stormenite (Zapdos) @ Life Orb
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 30 Atk / 30 Def
- Discharge
- Heat Wave
- Protect
- Light Screen
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Breaker (Garchomp) @ Life Orb

Trait: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Earthquake
- Dragon Claw
- Rock Slide
- Protect
Firstly there is the well known Zapdos-Garchomp combo, with a little lightscreen thrown in for team support since there's no such thing as intimidate for special attacks. Obviously it's the offense team, though Zapdos plays nicer with the rest of the team as there are more discharge resists. The lifeorbs they are carrying make them slightly suicidal in nature, mostly just spamming attacks while the support team holds the biggest threats at bay.
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Aegis (Ferrothorn) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 252 Atk / 4 SDef
Careful Nature
IVs: 0 Spd
- Gyro Ball
- Power Whip
- Leech Seed
- Protect
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Gastropod (Gastrodon) @ Leftovers

Trait: Storm Drain
EVs: 252 HP / 252 SAtk
Modest Nature
IVs: 0 Atk / 0 Spd
- Scald
- Earth Power
- Ice Beam
- Protect
It really doesn't get any more anti-rain than a Ferrothorn and a Gastrodon. Resisting both water and electric, as well as storm drain? Gastrodon can still provide some good KO's against non-rain teams with Ice Beam, but Ferrothorn is the greater fighter when he's not facing rain. His many resists will often mean there is a point where the opponent runs out of super effectives for it and double leech seed make it invincible. Its Gyroball is also superbly deadly with incredibly high basepower.
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Worker (Hitmontop) (M) @ Fighting Gem
Trait: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Fake Out
- Mach Punch
- Close Combat
- Protect
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Worker (Scrafty) @ Leftovers

Trait: Intimidate
EVs: 252 HP / 252 Atk
Adamant Nature
IVs: 0 Spd
- Fake Out
- Drain Punch
- Crunch
- Protect
The namesake of the team, and most likely the only reason it works. The support team, or the workers as I call them, are very much a case of "can't have too much of a good thing." When putting the team together I had a hitmontop, and being unsure of what to put in the sixth slot I simply said: "Why not another intimidate+fakeouter?" The result is that I always have an answer to physical threats, and get many free shots against pokemon. Hitmontop will often sacrifice itself to get a KO on something, while Scrafty lives to do his job many more times.

Also, everything has protect because really it's just the best move in doubles. Prevent a KO and kill the offender, stall out Trick room, stall out Tailwind, hide from spread moves, etc. It does most things.
 
Hello! I see no one has replied to your team (and quite a nice one it is at that), so I'll do my best to give some quick advice.
First off, why don't you replace Zapdos with Thundurus? It packs as big a punch as Zapdos, while also having a better ability. Its bulk may be less but it can fire off priority Thunder Waves to severely cripple opposing teams; this would help with the relative slowness of the rest of your team as well.
A few minor pointers: (a) if Gastrodon/Ferrothorn are going to have 0 Speed IVs you may want to give them a speed-lowering nature (I assume this is for countering Trick Room); Quiet for Gastro and Sassy for Ferro. (b) Gastrodon can have its last 4 EVs in Defence; (c) Scrafty can have its last 4 EVs in Defence.
Good luck with your team!
 
For Pokemon running zero speed (but not countering trick room), I'd recommend a bit of speed creep, particualrly on Hitmontop because he is common and having a faster Fake Out is often decisive. Another EVing change you could make is changing HP investment on some mons to special defense investment, since with double intimidate you are already okay on the physical side (and even against Metagross and Bisharp, Gastrodon's Scald stands a chance of shutting them down). In particular for Scrafty this makes sense, as without HP investment, Drain Punch will heal a larger percentage of his HP.
 
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Hi, looks like you have a solid goodstuff team on your hands. However, there are a few problems that I'd like to address, such as moves, team roles and EVs.

It's good that you have Protect on all of your mons, but you should always opt for Detect > Protect. Even though it has less PP, VGC battles are really fast-paced, plus Protect can't be Imprisoned. Even though it would happen once in a blue moon, not being able to Protect would be pretty bad!

I only have 1 suggestion concerning moves. Since Garchomp is your only Electric resist, I would suggest use Thunderbolt on Zapdos.

Regarding team roles, you have a nice physical/special split. However, you have 2 Fake Out users on your team! I feel as if Hitmontop and Scrafty have largely overlapping roles as Fighting types and Fake Out users. I would consider replacing Hitmontop with a another synergetic such as Tyranitar or Cresselia. I will suggest sets at the bottom of the post.

Also, Landorus-Therian has been replacing Garchomp lately and I can definitely understand why. Landorus-T has a fantastic ability in Intimidate, high base attack and even resists Fighting, which adds to the synergy of your team! Overall, I would go with Landorus-T over Garchomp. I will suggest a set at the bottom of this post.

Lastly, you have many 252 / 252 spreads. This isn't necessarily a bad thing, but I feel like many could be improved.

Ferrothorn: I would try Max SpDef over max Atk so Ferothorn can last as long as possible.

Zapdos: 140 HP / 252 SpAtk / 116 Speed lets it reach an important speed tier, outspeeding 252 beneficial Base 70s like Breloom.

Gastrodon: 252 HP / 108 Def / 28 SpAtk / 116 SpDef lets you live Fighting Gem Close Combat from Max Attack Terrakion and Hitmontop, be 3HKOed by Max Attack Tyranitar Crunch, Metagross Zen Headbutt and Scizor Bug Bite and survive Timid Gem Meteor from Latios.

Scrafty: 252 HP / 140 Atk / 116 SpDef Careful with a Chople Berry allows it to live Fighting Gem Close Combat from Hitmontop and Modest Gem Meteor from Hydreigon, while also OHKOing 4 HP (Scarf) Tyranitars with Drain Punch and deal heavy damage to other varities.


SETS:

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Tyranitar @ Chople Berry / Focus Sash
Adamant
252 HP / 236 Atk / 20 Def (lets it live Max Attack Adamant Metagross' Meteor Mash)
-Crunch
-Low Kick
-Protect
-Rock Slide

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Cresselia @ Leftovers / Sitrus Berry (whichever you don't use on Gastrodon)
Calm
252 HP / 4 Def / 76 SpAtk / 176 SpDef (lets you live a +1 Bug Buzz from Volcarona and 2HKO Hitmontop, Terrakion and Virizion with Psyshock)
-Psyshock
-Ice Beam / Icy Wind / Thunder Wave
-Trick Room / Swagger
-Helping Hand

You can use any form of speed control that you like. I would recommend TR since most of your team is slow. Swagger could be cool with Scrafty in TR.

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Landorus-T @ Focus Sash / Ground Gem / Choice Scarf
Jolly
60 HP / 252 Atk / 196 Speed (lets you outpace 252 Jolly Breloom)
-Earthquake
-U-turn
-Rock Slide / Stone Edge
-Protect


(!!!! This was all typed on my iPhone)
 
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Hi tlyee61, this isn't a VGC team; rather, it's for Smogon Doubles, which is played in a 6v6 format at level 100 with a much smaller banlist. Not that those are bad rates by any means (although I can understand Garchomp > Lando, Defiant is a scary thing sometimes...), but your EVs are very likely off slightly and some of the suggestions may not seem as good in a metagame where powerhouses like Deoxys-A are running about!

As for my suggestions:
- Hitmontop's set could be working much better - Mach Punch doesn't really hit anything important, while Sucker Punch hits the omnipresent Latios as well as the occasional Gengar and Deoxys. Wide Guard is also a very useful move in general on Top.
- This is a bit of a two-part suggestion. I see two main problems with this team's structure: 1) it has no Speed control whatsoever, and 2) it is incredibly reliant on Zapdos and Garchomp to do damage, but they pose a significant risk to your other Pokemon simply by attacking. I'd like to make one suggestion that can fix both of these issues: Musharna.. I might be slightly biased (don't mess with my Mush plushie), but Musharna is an excellent supporter on offensive teams, and can easily work its way around whatever speed control the opponent may have. I personally have yet to find a "perfect" EV spread for Musharna, but it's movepool is pretty much set in stone. I would suggest running it over either Gastrodon or Scrafty personally (you don't need to be particularly anti-Rain when you have a 60% chance of paralyzing one of your opponent's Pokemon each turn!).

Musharna @ Sitrus Berry
Trait: Telepathy
EVs: 252 HP / 252 SDef / 4 Def
Sassy Nature
IVs: 0 Atk / 0 Spd
- Trick Room
- Imprison
- Helping Hand
- Psychic

Good luck with the team!
 
Hi tlyee61, this isn't a VGC team; rather, it's for Smogon Doubles, which is played in a 6v6 format at level 100 with a much smaller banlist. Not that those are bad rates by any means (although I can understand Garchomp > Lando, Defiant is a scary thing sometimes...), but your EVs are very likely off slightly and some of the suggestions may not seem as good in a metagame where powerhouses like Deoxys-A are running about!
ah xD, completely forgot that you can use Ubers for Smogon Doubles. I know this seems odd and you might be opposed to it, but I might try adding a legendary of your own to keep up with their higher BSTs. I've only used legends a few times in Smogon Doubles, so I don't really know which are allowed and which aren't. (if somebody could link me a banlist, that would be great :D) However, something likes Deoxys-A would appreaciate the Fake Out support to prevent from being double targetted.
 
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