OU Double team

Hi guys, I'm new on the forum, but some usual lurker. I've tested this team a little, but can't get enough analysis because of "too much 5th gen", plus no one battling doubles. Either way, I can see the potential, so here it goes


36.png

Red Hood (Clefable) (F) @ Toxic Orb
Trait: Magic Guard
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature (+Atk, -Spd)
IV Speed: 0
- Facade
- Follow Me
- Trick
- Thunder Wave
Son of Sun (Solrock) @ Lum Berry
Trait: Levitate
338.png

EVs: 252 HP / 252 Atk / 6 SDef
Brave Nature (+Atk, -Spd)
IV Speed: 0
- Explosion
- Trick Room
- Gyro Ball
- Will-o-Wisp
These two are my leads. The only objective here is: Use Clefable to draw fire to itself, hoping it dies in the process, while Solrock sets up Trick Room. In the best conditions, Clefable dies in the first turn, but Clefable moves first if it survives, while it can use one of it's moves to cripple the opposing pokémon (Facade is main STAB after Toxic Orb, while is useful against the common Taunt leads), while Solrock explodes whatever happens.

482.png

Grandma (Dusknoir) (M) @ Leftovers
Trait: Pressure
EVs: 252 HP / 252 Def / 4 Atk
Relaxed Nature (+Def, -Spd)
IV Speed: 0
- Gravity
- Dynamicpunch
- Pain Split
- Protect
Dusknoir comes in play in place of Clefable, and its objective here is setting up Gravity, block Solrock's explosion in case Clafable dies first, and stall the opponent while I call the masterpiece of this set below. Dynamicpunch is against Taunt users, with 83% accuracy while in Gravity, and can cripple things with Base 100 Atk, even without serious effort.

469.png

Wolf (Rhyperior) (M) @ Choice Band
Trait: Solid Rock
EVs: 4 HP / 252 Atk / 252 SDef
Brave Nature (+Atk, -Spd)
IV Speed: 0
- Earthquake
- Rock Slide
- Outrage
- Megahorn
This is the killer of the team. Move of choice is Earthquake, unless something very bad happens. Rock Slide has perfect accuracy (along with the flinch chance) while in Gravity, and it's the choice against Stone Edge, making it viable in case Dusknoir faints before Rhyperior comes in (which shouldn't be happening anyway). Dusknoir should be using Protect and Pain Split to keep itself alive while Rhyperior's Earthquake hits everyone in the field, again, thanks to Gravity. If somehow I lose momentum, there is the possibility of a double switch, which works great as soon as Trick Room wears off.

473.png

Powerhouse (Togekiss) (M) @ Choice Scarf
Trait: Serene Grace
EVs: 4 Def / 252 SAtk / 252 Spd
Jolly Nature
- Air Slash
- Aura Sphere
- Fire Blast
- Trick
This thing can be played in two ways: Either replacing Rhyperior while in Trick Room, or replacing Dusknoir after it ends. In the first case, it should be tricking the scarf to anyone that can pose a threat, and in the latter, it's the usual scarf set, abusing para-flinch or finishing off weakened foes.

502.png

Rotom-S @ King's Rock
Trait: Levitate
EVs: 40 HP / 252 SAtk / 216 Spe
Timid Nature (+Spd, -Atk)
- Thunder Wave
- Confuse Ray
- Shadow Ball
- Air Slash
Again, it's pretty much the annoyer set. King's Rock isn't banned where I play, so it works with Air Slash pretty well for flinching after para-fusion. Shadow Ball is there for main STAB, altough it's usually not needed. I'm not sure about EV distribution, swapping SAtk and HP as shown for hitting harder with main moves is working well so far because of the abuse of fight-types, especially Heracross and Infernape, in the local league.




So... Is there something I should be replacing? Any moves I should consider? Any flaws I couldn't see?
 
Needed to edit 1st post, now it makes more sense.
Bronzong isn't needed in this team, due not to need its defenses unless something goes wrong. Edits in bold
 
Your team has a pretty big weakness against ghost and dark types. Do you have a strategy for dealing with them?
 
Back
Top