XY Doubles team: Earth and Sky!

Should Terrakion use Choice Band over Air Balloon?


  • Total voters
    9
Hey,
Here's a team that I have that just kinda came together completely by accident. It's worked out REALLY well for me in wifi doubles. Then again, most of these kids playing have full shiny teams that couldn't win a real battle for crap. I'm open to all criticism obviously, anything from a little tweak to half a team swap.

So... Here it goes!

MegaCharizardY.jpg

TEAM CAPTAIN: THE MOTHER

MOTHER@Charizard
Special sweeper
Item: Charizardite Y
Nature: Timid
Moves:
Heat Wave
Air Slash
Solarbeam
Roar

Charizard Y's purpose is simple: take out anything that her partner BigBoy Garchomp doesn't. Heat Wave, Air Slash, and Solarbeam provide extremely good coverage. The amount of power behind Heat Wave under the sun is ridiculous, and the only things that aren't annihilated by it are special walls like Blissey and Chansey. The fact that it hits both opponents is amazing. Mainly though, Charizard is there to finish off anything Garchomp doesn't take care of with Earthquake. Roar is simply a backup plan for a certain pest named Mega Gengar, or if someone's stats start getting a little too high and I can't KO them for whatever stupid cheap-ass reason.

Garchomp.png

THE ONE THAT GREW UP ON THE STREETS

BigBoy@Garchomp
Physical sweeper
Ability: Rough Skin
Item: Soft Sand
Nature: Jolly
Moves:
Crunch
Earthquake
Fire Fang
Dual Chop

Garchomp is the vanguard of my team here. I didn't go Choice Band because I HATE being trapped in Earthquake, taking away a lot of this beast's versitality, which is decently vital to the function of this team. Like Charizard his use is pretty straightforward: hit fast and hard, leave no survivors. With the sun effect from Char, ice beam from most mons only takes him down by roughly 2 thirds from what I've seen. Crunch takes care of any pesky ghost types that try to surprise me, (yes I'm looking at YOU Gengar) while Earthquake hits everything but flying types, Fire Fang boosted by sun is more than reliable, and Dual Chop is for anyone who tries to SubSweep.

Ferrothorn.jpg

THE STRONG BUT QUIET ONE THAT'S STRANGELY GOOD AT COD

Nerde@Ferrothorn
Mixed staller
Ability: Iron Barbs
Item: Leftovers/Rocky Helmet(only if can't use 2 of same item)
Nature: Relaxed
Moves:
Thunder Wave
Leech Seed
Gyro Ball
Protect

Ferrothorn is simply here because A. He's an incredible staller and B. Frail sweepers (like mega Alakazam and his gang) and fairy types get wrecked by him. Any fire type move that hits him will OHKO him but people usually use Talonflame as a fire type, and most people start with Talonflame if they have one. By the time Ferrothorn gets out there any fire sweeper is long gone (for the most part). I had trouble deciding between Rocky Helmet and Leftovers, but in the end Leftovers was a lot more reliable. Thunder Wave slows down any sweepers giving me a hard time, Gyro ball for frail mons and fairy types, Leech Seed and Protect for great recovery.

Terrakion.jpg

THE ONE THAT GOES ALL OR NOTHING (and a lot like Vin Diesel)

Diesel@Terrakion
Physical sweeper
Item: Air Balloon
Nature: Jolly
Moves:
Close Combat
Stone Edge
X-Scissor
Sacred Sword

Terrakion: An incredible attacker. Close Combat is the move he uses most, with STAB and all that. X-Scissor is for the psychics that decide they don't like him. Stone Edge was originally meant for flying types, but I found when Ferrothorn and Terrakion are side by side, Stone Edge KOs anything that threatens Ferrothorn too. Sacred Sword is simply there for those physical walls that I just can't stand with a team like this. Air Balloon is if Terrakion and Garchomp both on, Earthquake won't just KO him. I'm considering giving him Choice Band instead though. Let me know what you think.

Greninja.jpg

THE ONE THAT CAN'T STICK WITH DECISIONS... OR THE PLAN

Snake Eyes@Greninja
Special sweeper
Ability: Protean
Item: Expert Belt
Nature: Modest
Moves:
Scald
Dark Pulse
Ice Beam
U-turn

Greninja is meant for this role. Great maneuverability and coverage, and he can perform very well under many different situations. He's kind of like the pivot of the team, plus not a half bad late game sweeper. I used Scald over Surf simply because it can cause a burn, plus it doesn't damage any Pokemon on my side. Dark Pulse has some nice power behind it, Ice Beam is for any dragons that have gotten past Garchomp, or any random flying types that got past Terrakion. Bounce is so that if Garchomp is with Greninja, Greninja won't get hit by Earthquake, and also to hit any fighting types that forget about Greninja's Protean ability.

Cresselia.jpg

THE ONE THAT'S DEEP. REAL DEEP.

Star@Cresselia
Support
Item: Leftovers
Nature: Bold
Moves:
Moonlight
Psychic
Ice Beam
Toxic

I originally had Chansey in this spot, but someone (SolarHatesPie ;) ) suggested that I try using Cresselia instead, so I did. I'm considering replacing one of her moves with Helping Hand, <----LET ME KNOW WHAT YOU THINK!!! Turned out to be a way better decision than Chansey. In fact, I found on this team that Cresselia completely outclasses Chansey. Cresselia is mainly used to stall/wall, and she does a great job. Her only fear really is dark types like Greninja, but besides that she pretty much holds her own. I don't know what else to say other than she uses a standard defence set to stall the opponent... That's pretty much it.

For importing:

MOTHER (Charizard) (F) @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 252 SAtk / 252 Spd / 4 SDef
Timid Nature
- Heat Wave
- Air Slash
- Solar Beam
- Focus Blast
BigBoy (Garchomp) (M) @ Muscle Band
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 252 Spd / 4 Def
Jolly Nature
- Dual Chop
- Earthquake
- Rock Slide
- Iron Head
Nerde (Ferrothorn) (F) @ Leftovers
Ability: Iron Barbs
Shiny: Yes
EVs: 252 Def / 252 SDef / 4 Atk
Sassy Nature
IVs: 0 Spd
- Protect
- Leech Seed
- Thunder Wave
- Gyro Ball
Diesel (Terrakion) @ Choice Band
Ability: Justified
Shiny: Yes
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Quick Guard
- Close Combat
- Rock Slide
- X-Scissor
FrogEyes (Greninja) (M) @ Life Orb
Ability: Protean
Shiny: Yes
EVs: 252 SAtk / 252 Spd
Timid Nature
- Scald
- Mat Block
- Ice Beam
- Dark Pulse
Star (Cresselia) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 240 HP / 216 SDef / 12 Def / 40 SAtk
Bold Nature
- Moonlight
- Thunder Wave
- Helping Hand
- Psychic


Anyways, there's my current Doubles team. Please leave comments below of what you think, or any questions, i am looking for constructive criticism so please don't just say "Oh Charizard with Roar really? So typical of a NOOB HAHA", actually offer a replacement for it and the reason why, and how it will be better than what's already there. Thank you!
 
Last edited:
Helping Hand on Cresselia is actually great for doubles. Because usually, Cresselia isn't used as an attacker because of its mediocre Sp. Attack stat. I have a Cresselia, and it does well as just a supporter with its natural tremenndous bulk and reliable recovery.
But, Cresselia usually has to come out first, because if it is left as the last Pokemon on the team, the opponent can easily get by her (if you call being paralyzed and Cresselia keeps healing easy, then yeah, pretty easy) because of her again, mediocre Sp. Attack.

Recommended set:
Support Cresselia

488.png

Cresselia@Leftovers
Ability: Levitate
Nature: Bold/Careful
EVs: 240 HP / 216 SpDef / 12 Def / 40 Sp.Att
~Thunder Wave
~Helping Hand
~Psyshock/Psychic
~Moonlight
(Heals 100% in the sunlight, 50% in clear skies)

This Cresselia is certain to give you a boost... In this case, she would probably best come out with Charizard. A sun and Helping Hand boosted Heat Wave is certain to hit pretty hard. And if you see someone who might be a potential sweeper, easily hit them with a Thunder Wave. And due to Charizard Y's Drought, Cresselia has the ability to regain full health for five turns. Sometimes Cresselia will survive the whole battle if the opponent gives up on attacking her because she's just too good. But some people are aware of Cresselia's supporting abilities and double team her. She can be a very valuable Pokemon in Doubles, if you keep her alive.
 
I highly recommend the suggestion above. It says everything seriously. Besides that your team is solid. Except for Roar on Charizard. Which is odd but ok i guess. Also go for Rocky Helmet on Ferro no matter what. You have Leech Seed already and RockyBarbs shuts down Mega Kangaskhan and physical attackers in general.
 
Helping Hand on Cresselia is actually great for doubles. Because usually, Cresselia isn't used as an attacker because of its mediocre Sp. Attack stat. I have a Cresselia, and it does well as just a supporter with its natural tremenndous bulk and reliable recovery.
But, Cresselia usually has to come out first, because if it is left as the last Pokemon on the team, the opponent can easily get by her (if you call being paralyzed and Cresselia keeps healing easy, then yeah, pretty easy) because of her again, mediocre Sp. Attack.

Recommended set:
Support Cresselia

488.png

Cresselia@Leftovers
Ability: Levitate
Nature: Bold/Careful
EVs: 240 HP / 216 SpDef / 12 Def / 40 Sp.Att
~Thunder Wave
~Helping Hand
~Psyshock/Psychic
~Moonlight
(Heals 100% in the sunlight, 50% in clear skies)

This Cresselia is certain to give you a boost... In this case, she would probably best come out with Charizard. A sun and Helping Hand boosted Heat Wave is certain to hit pretty hard. And if you see someone who might be a potential sweeper, easily hit them with a Thunder Wave. And due to Charizard Y's Drought, Cresselia has the ability to regain full health for five turns. Sometimes Cresselia will survive the whole battle if the opponent gives up on attacking her because she's just too good. But some people are aware of Cresselia's supporting abilities and double team her. She can be a very valuable Pokemon in Doubles, if you keep her alive.
Perfect! Thank you very much, I completely forgot Cresselia can heal to full in sun! This will definitely make the team that much more effective. You're pretty smart Solar lol
 
No problem :D Make sure you look out for Wide Guard too, a common protective move against EQ users like Garchomp. Anyways, I really like your double battle team. Pretty awesome for something that came together by accident.
 
You forgot the EV spreads on all of your Pokemon descriptions; putting those would definitely be useful for people trying to give suggestions to the team.

Anyway, I'll assume you use standard spreads and address your team accordingly.

One major alarming aspect of this team is its lack of partner synergy. You basically have a team of standalone attackers- which would be fine in Singles, but is a huge disadvantage in Doubles. (Seriosly, this team looks like it's more geared for Singles than Doubles, lol) Synergized strategies (Fake Out, Follow Me / Rage Powder, Protect maneuvering, spread attacks) can quickly overpower this team. Trick Room is also very troublesome; you've got no way to stall out the effect and your speedy Pokemon will quickly be picked apart in that time. The lack of synergy will also cause you to trip over your own feet; Garchomp's EQ use is fairly limited, Intimidate easily shuts down your attackers, and you've got no control over the field because your singular attacks can be quite easily stopped.

The Pokemon you have together are fine, but their movepools need to be tweaked.

PROTECT:
In most cases, Protect should be on at least two to three or more Pokemon in each Doubles team. Protect is an insanely useful move in Doubles, letting you stall out field effects, Protect one Pokemon as it draws in attacks and move with your other, and protect yourself from your partner's spread attacks. Your team needs it.


Mega Charizard-Y:
Use Protect instead of Roar. Setting up is a relatively rare strategy in Doubles and should not take more than the combined efforts of your two active Pokemon to take down a boosted opponent. Protect lets Mega Charizard Y stall out the turn of a Rock-type will its teammate removes the threat, enhancing its longevity and its total damage output. Garchomp, Terrakion, and Greninja can all be used to take out Rock-types and Water-types while they attempt to attack a Protecting Charizard.

Terrakion:
Use Quick Guard instead of Sacred Sword. Your team is susceptible to Fake Out and priority attacks. Quick Guard solves that problem. It stops Fake Out leads, Talonflame, and other priority attacks that would be annoying. You could also use Protect, so you can let Garchomp EQ even with Terrakion's balloon popped.


Garchomp:
Your listed moveset is inefficient. Fire Fang is too weak to be useful, and Steel-types weaker to FFang than Earthquake in Doubles are very rare. Dual Chop is a poor STAB choice because it's weak, and Crunch hits nothing. Try this instead:
-Earthquake
-Stone Edge
-Dragon Claw
-Protect
Stone Edge is a lot more useful than Crunch / Fire Fang, as it hits Flying-types such as Thundurus-T or Charizard Y hard, and hits Ice-types too. Dragon Claw is preferred over Dual Chop; Dual Chop won't be breakinf Subs anyway. Again, Protect shows up here to bait in Ice-types and remove them quickly.
Also, Soft Sand is not too great, especially when you can only take advantage of it a fraction of the team. Try Sitrus Berry; it's a free 25% more health and will come in useful for escaping 2HKO. (Also note that Ice Beam OHKOs Chomp everywhere; Sun does not weaken Ice type attacks)

Greninja:
Try Mat Block over U-Turn. Pivoting is useful, but blocking attacks is even more useful. Mat Block takes advantage of Greninja's Speed to protect itself and its partner for one turn, giving its partner a free turn to do whatever it wants. This is extremely useful for maneuvering and getting off free damage, and grabs a lot more momentum than U-Turn does.


Also do the above Cresselia changes; the suggested set is solid.

Goos luck with the team.
 
Sweet. I've taken everything here into serious consideration and edited my team accordingly! This team used to win about 2/3 of its fights. Now it's winning the VAST majority of its battles, so far with all these edits I've gone 7-2 with this team, so it's DEFINITELY looking like a sweet team. Thanks so much to you guys that contributed! If you have any more suggestions I'm still totally open to them!
 
You forgot the EV spreads on all of your Pokemon descriptions; putting those would definitely be useful for people trying to give suggestions to the team.

Anyway, I'll assume you use standard spreads and address your team accordingly.

One major alarming aspect of this team is its lack of partner synergy. You basically have a team of standalone attackers- which would be fine in Singles, but is a huge disadvantage in Doubles. (Seriosly, this team looks like it's more geared for Singles than Doubles, lol) Synergized strategies (Fake Out, Follow Me / Rage Powder, Protect maneuvering, spread attacks) can quickly overpower this team. Trick Room is also very troublesome; you've got no way to stall out the effect and your speedy Pokemon will quickly be picked apart in that time. The lack of synergy will also cause you to trip over your own feet; Garchomp's EQ use is fairly limited, Intimidate easily shuts down your attackers, and you've got no control over the field because your singular attacks can be quite easily stopped.

The Pokemon you have together are fine, but their movepools need to be tweaked.

PROTECT:
In most cases, Protect should be on at least two to three or more Pokemon in each Doubles team. Protect is an insanely useful move in Doubles, letting you stall out field effects, Protect one Pokemon as it draws in attacks and move with your other, and protect yourself from your partner's spread attacks. Your team needs it.


Mega Charizard-Y:
Use Protect instead of Roar. Setting up is a relatively rare strategy in Doubles and should not take more than the combined efforts of your two active Pokemon to take down a boosted opponent. Protect lets Mega Charizard Y stall out the turn of a Rock-type will its teammate removes the threat, enhancing its longevity and its total damage output. Garchomp, Terrakion, and Greninja can all be used to take out Rock-types and Water-types while they attempt to attack a Protecting Charizard.

Terrakion:
Use Quick Guard instead of Sacred Sword. Your team is susceptible to Fake Out and priority attacks. Quick Guard solves that problem. It stops Fake Out leads, Talonflame, and other priority attacks that would be annoying. You could also use Protect, so you can let Garchomp EQ even with Terrakion's balloon popped.


Garchomp:
Your listed moveset is inefficient. Fire Fang is too weak to be useful, and Steel-types weaker to FFang than Earthquake in Doubles are very rare. Dual Chop is a poor STAB choice because it's weak, and Crunch hits nothing. Try this instead:
-Earthquake
-Stone Edge
-Dragon Claw
-Protect
Stone Edge is a lot more useful than Crunch / Fire Fang, as it hits Flying-types such as Thundurus-T or Charizard Y hard, and hits Ice-types too. Dragon Claw is preferred over Dual Chop; Dual Chop won't be breakinf Subs anyway. Again, Protect shows up here to bait in Ice-types and remove them quickly.
Also, Soft Sand is not too great, especially when you can only take advantage of it a fraction of the team. Try Sitrus Berry; it's a free 25% more health and will come in useful for escaping 2HKO. (Also note that Ice Beam OHKOs Chomp everywhere; Sun does not weaken Ice type attacks)

Greninja:
Try Mat Block over U-Turn. Pivoting is useful, but blocking attacks is even more useful. Mat Block takes advantage of Greninja's Speed to protect itself and its partner for one turn, giving its partner a free turn to do whatever it wants. This is extremely useful for maneuvering and getting off free damage, and grabs a lot more momentum than U-Turn does.


Also do the above Cresselia changes; the suggested set is solid.

Goos luck with the team.
I like what your saying I just have 2 questions: do you still think Dual Chop is worse than Dragon Claw, I mean Dual Chop does a total of 80 damage and while that's not incredible, I have it there for substitute users. So do you think I should still replace it for Dragon Claw? And question 2: For Garchomp should I go Stone Edge or Rock Slide?? Rock Slide may have slightly less power BUT A. It has better accuracy and B. It's doubles, so wouldn't I want more spread damage, especially if it's simply giving up that tiny bit of extra power? Otherwise I'd just put Fire Blast instead of Heat Wave on Charizard right?
 
I like what your saying I just have 2 questions: do you still think Dual Chop is worse than Dragon Claw, I mean Dual Chop does a total of 80 damage and while that's not incredible, I have it there for substitute users. So do you think I should still replace it for Dragon Claw? And question 2: For Garchomp should I go Stone Edge or Rock Slide?? Rock Slide may have slightly less power BUT A. It has better accuracy and B. It's doubles, so wouldn't I want more spread damage, especially if it's simply giving up that tiny bit of extra power? Otherwise I'd just put Fire Blast instead of Heat Wave on Charizard right?
Dragon claw is a good idea for bigger damage, and because dual chop can miss
Rock slide > stone edge for mentioned reasons plus rock slide can flinch.
Your reasoning for heat wave and fire blast would be analogous to rock slide and stone edge.
 
Dragon claw is a good idea for bigger damage, and because dual chop can miss
Rock slide > stone edge for mentioned reasons plus rock slide can flinch.
Your reasoning for heat wave and fire blast would be analogous to rock slide and stone edge.
Soo... Rock Slide or Stone Edge? Lol I really feel that Rock Slide is superior since it's doubles, but that's just me personally
 
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