So this Is my first ever "real" competitive team for double battle's any advice is appreciated. Unless you don't like lanturn.
Lanturn @ Leftovers
Ability: Volt Asorb
Nature: Sassy
EV's: 252 SpD / 252 Def / 6 Hp
- Stock Pile
- Surf
- Discharge
-Soak
Lanturn is the back bone of this team and has great synergy with almost every other member on my team. One of my favorite things is how everyone underestimate's him and his bulky fish bod. I almost always start with lanturn so I can start stock piling my defense quickly. Soak is a must as it removes other stabs and basically turns them it to fodder for mega Sceptile. I'll speak more on lanturn in the following team slots as he's worthless with out synergy.
Helioisk @ Damp Rock
Ability: Dry Skin
Nature: Timid
EV's -252 Spe / 252 Defense / 6 SpD
-Rain Dance
-Electrify
-Parabolic Charge
-Psych Up
So Helioisk and Lanturn are best friends with the ability to damage the other team while healing each other. My favorite thing to do is start with Lanturn and say Mega Sceptile while Lanturn stock piles, Mega Sceptile is the perceived threat. Letting Sceptile Detect for a free stock pile and some scouting. Basically Mega Sceptile OHKO's other poke's or get's Knocked out him self at this point and Lanturn +2's Best friend helioisk is ready to party. If I feel I have a good idea what there gonna do I will psych up off Lanturn but if im still a bit scared I'll electrify the biggest threat for minimal damage or my self while possibly healing lanturn ( if this happens Lanturn will stock pile that turn also) it's great when electrified earthquake's kill there own bird's too. Psych up is too help Helioisk tank a few more hits as he's a weak lil' Lizard. And if all go's as planed these BFF can basically stall out anyone. Parabolic Charge is for a sure heal on self and Lanturn and decent damage on soaked poke's. While rain dance is for nerfing fire damage and healing helioisk but should only be used when helioisk doomed ( After killing your own pokemon most people start targeting him) or if you already psyched up. Lanturn's surf is always a nice healing option as he's slow for this very reason, while helioisk is fast for Electrify and a fast heal on Lanturn if it's absolutely necessary.
Sceptile @ Sceptile
Ability: Lightning Rod
Nature: Timid
EV's -252 Spe/ 252 SpA/ 6 SpD
-Energy Ball
-Dragon Pulse
-Roar
-Detect
Mega Sceptile is a glass cannon. All most always getting knocked out in one hit since ice is his sworn enemy. Opening with detect is a must to scout for ice threats while possibly soaking with Lanturn for easy kills with Sceptile. Unaware opponents of often use fire moves witch Mega Sceptile is now neutral too. He has trouble with Tyranatar and can't seem to ever OHKO Garchomp unless he gets a lightning Rod Boost. In the end though Sceptile just can't ever seem to survive more then 3 turns max unless the other team has no ice coverage.
Lucario @ Situs Berry
Ability: Stead Fast
Nature: Brave
EV's - 252 Def/ 252 SpD/ 6 Atk
-Follow Me
-Helping Hand
-Low Kick
-Quick Guard
Lucario is a stand in and is only really useful with Mega Sceptile. He tanks ice attacks thanks to follow me and can help Sceptile OHKO Garchomp with Helping hand or almost anthing not resistant to Dragon. Low Kick is for Tyranatar and most heavy weights. Quick Guard is for Tallonflame as he OHKO's Sceptile with Brave Bird consistently.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
Nature: Relaxed
EV's 252 Def/ 252 SpD/ 6 Hp
-Gyro Ball
-Spikes
-Stealth Rock
- Leach Seed
Ferrothorn is the least used on my team and only makes an appearance when the other team has nothing to easily kill him. He's here for entry hazards and eating a hit or two while hurting any poke using contact move's. Speed is minimal for maximum damage with Gyro Ball while spikes and stealth rock are for some nice entry damage. Leach Seed for some residual damage over time and healing any switch after he falls.
Pachirisu @ Sitrus Berry (him and Lucario share.)
Ability: Volt Asorb
Nature: Relaxed
EV's - 252 Def/ 252 SpD/ 6 Hp
-Follow Me
-Helping Hand
-Discharge
- Nuzzle
Lucario and Pachirisu are interchangeable depending on the opposing team. Working all most identical except pachirisu come's with more synergy with Lanturn and Sceptile. Pachirisu is normally my 4th poke after Lanturn Helioisk and Mega Sceptile specifically for synergy. Discharge is for healing lanturn if it comes to that but I try to avoid them being together as much as possible, its also nice for boosting with lighting rod. I prefer helping hand and follow me when teamed with Sceptile though as to make the most out of my glass cannon. Getting stuck with only Helioisk and Pachirisu is a huge drawback though and is almost always the beginning of the end for my team they just can't deal the necessary damage alone. While Volt Asorb is a nice addition with additional synergy it's nowhere near the Lanturn Helioisk team up.
Lanturn @ Leftovers
Ability: Volt Asorb
Nature: Sassy
EV's: 252 SpD / 252 Def / 6 Hp
- Stock Pile
- Surf
- Discharge
-Soak
Lanturn is the back bone of this team and has great synergy with almost every other member on my team. One of my favorite things is how everyone underestimate's him and his bulky fish bod. I almost always start with lanturn so I can start stock piling my defense quickly. Soak is a must as it removes other stabs and basically turns them it to fodder for mega Sceptile. I'll speak more on lanturn in the following team slots as he's worthless with out synergy.
Helioisk @ Damp Rock
Ability: Dry Skin
Nature: Timid
EV's -252 Spe / 252 Defense / 6 SpD
-Rain Dance
-Electrify
-Parabolic Charge
-Psych Up
So Helioisk and Lanturn are best friends with the ability to damage the other team while healing each other. My favorite thing to do is start with Lanturn and say Mega Sceptile while Lanturn stock piles, Mega Sceptile is the perceived threat. Letting Sceptile Detect for a free stock pile and some scouting. Basically Mega Sceptile OHKO's other poke's or get's Knocked out him self at this point and Lanturn +2's Best friend helioisk is ready to party. If I feel I have a good idea what there gonna do I will psych up off Lanturn but if im still a bit scared I'll electrify the biggest threat for minimal damage or my self while possibly healing lanturn ( if this happens Lanturn will stock pile that turn also) it's great when electrified earthquake's kill there own bird's too. Psych up is too help Helioisk tank a few more hits as he's a weak lil' Lizard. And if all go's as planed these BFF can basically stall out anyone. Parabolic Charge is for a sure heal on self and Lanturn and decent damage on soaked poke's. While rain dance is for nerfing fire damage and healing helioisk but should only be used when helioisk doomed ( After killing your own pokemon most people start targeting him) or if you already psyched up. Lanturn's surf is always a nice healing option as he's slow for this very reason, while helioisk is fast for Electrify and a fast heal on Lanturn if it's absolutely necessary.
Sceptile @ Sceptile
Ability: Lightning Rod
Nature: Timid
EV's -252 Spe/ 252 SpA/ 6 SpD
-Energy Ball
-Dragon Pulse
-Roar
-Detect
Mega Sceptile is a glass cannon. All most always getting knocked out in one hit since ice is his sworn enemy. Opening with detect is a must to scout for ice threats while possibly soaking with Lanturn for easy kills with Sceptile. Unaware opponents of often use fire moves witch Mega Sceptile is now neutral too. He has trouble with Tyranatar and can't seem to ever OHKO Garchomp unless he gets a lightning Rod Boost. In the end though Sceptile just can't ever seem to survive more then 3 turns max unless the other team has no ice coverage.
Lucario @ Situs Berry
Ability: Stead Fast
Nature: Brave
EV's - 252 Def/ 252 SpD/ 6 Atk
-Follow Me
-Helping Hand
-Low Kick
-Quick Guard
Lucario is a stand in and is only really useful with Mega Sceptile. He tanks ice attacks thanks to follow me and can help Sceptile OHKO Garchomp with Helping hand or almost anthing not resistant to Dragon. Low Kick is for Tyranatar and most heavy weights. Quick Guard is for Tallonflame as he OHKO's Sceptile with Brave Bird consistently.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
Nature: Relaxed
EV's 252 Def/ 252 SpD/ 6 Hp
-Gyro Ball
-Spikes
-Stealth Rock
- Leach Seed
Ferrothorn is the least used on my team and only makes an appearance when the other team has nothing to easily kill him. He's here for entry hazards and eating a hit or two while hurting any poke using contact move's. Speed is minimal for maximum damage with Gyro Ball while spikes and stealth rock are for some nice entry damage. Leach Seed for some residual damage over time and healing any switch after he falls.
Pachirisu @ Sitrus Berry (him and Lucario share.)
Ability: Volt Asorb
Nature: Relaxed
EV's - 252 Def/ 252 SpD/ 6 Hp
-Follow Me
-Helping Hand
-Discharge
- Nuzzle
Lucario and Pachirisu are interchangeable depending on the opposing team. Working all most identical except pachirisu come's with more synergy with Lanturn and Sceptile. Pachirisu is normally my 4th poke after Lanturn Helioisk and Mega Sceptile specifically for synergy. Discharge is for healing lanturn if it comes to that but I try to avoid them being together as much as possible, its also nice for boosting with lighting rod. I prefer helping hand and follow me when teamed with Sceptile though as to make the most out of my glass cannon. Getting stuck with only Helioisk and Pachirisu is a huge drawback though and is almost always the beginning of the end for my team they just can't deal the necessary damage alone. While Volt Asorb is a nice addition with additional synergy it's nowhere near the Lanturn Helioisk team up.