This is the team I used for the unofficial state championships. It did well enough to earn fourth, but I know it can be better, and it needs to be better for the regional championships.
Hydeigon @ Choice Scarf
Ability: Levitate
EVs: 4 HP, 252 Sp. Atk, 252 Spe
Nature: Timid
- Dragon Pulse
- Dark Pulse
- Flamethrower
- Surf
Oh, how I love this three headed dragon. I never liked the idea of using a Choice Scarf (or any choice item for that matter) in doubles, but I see now how wonderful it is. Outspeeding nearly everything, he take out at least one Pokémon on his own; often times more. All of his attacks provide good coverage (the two Pulses providing STAB), but the key move is Surf: Surf allows Jellicent to last a little longer, possibly enough to win.
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP, 216 Def, 44 Spe
Nature: Bold
- Protect
- Scald
- Hex
- Energy Ball
The main strategy for Jellicent is staying alive and burning things. Then, after burning, using Hex for more damage than Shadow Ball. Energy Ball is for extra coverage, and Protect for scouting and Leftovers recovery. Assuming he can stay alive as long as I need him to, Leftovers should provide good recovery. Water Absorb is for extra recovery for when I use Surf with Hydreigon.
With a base Speed of 60, I'm not sure if the 44 points is worth anything. Perhaps I should switch these to one of the defenses?
Virizion @ Sitrus Berry
Ability: Justified
EVs: 4 HP, 252 Sp. Atk, 252 Spe
Nature: Timid
- Protect
- Giga Drain
- Focus Blast
- Hidden Power Ice
Not my best Pokémon, but far from my worst. Giga Drain provides good coverage with STAB, while also healing her a bit. Focus Blast is the only special Fighting move she can learn, as has worked surprisingly well for me. Hidden Power hits common Pokémon like Garchomp hard. Assuming they don't have a Yache Berry. Protect is practically required for every Pokémon in doubles, allowing them to survive key attacks that would otherwise cost you the game. This is why she, and every other Pokémon I have with it, has it. With her high Special Defense, a Sitrus Berry should allow her to survive a bit longer, but only if the attacks she's taking are special.
Mienshao @ Focus Sash
Ability: Regenerator
EVs: 4 HP, 252 Atk, 252 Spe
Nature: Jolly
- Wide Guard
- Fake Out
- Drain Punch
- U-turn
Perhaps not the best ability in doubles. I've been seeing a lot of flinching lately, and Regenerator hasn't been doing its job. Unfortunately, I am unable to obtain another Mienshao just for Inner Focus, so either I make do with her or use a different Pokémon.
Wide Guard is risking, but the benefits are wonderful. Both Pokémon surviving common attacks such as Earthquake and Rock Slide without the other using Protect could be all that's needed to win. Fake Out will flinch one of my opponents, but lately it hasn't seemed very useful. Drain Punch is more accurate than Hi Jump Kick, and also heals me. Possibly giving me another chance to use my Focus Sash in the event I survive and attack without activating it. U-turn allows me to attack and switch at the same time, and also healing her a bit. Switching is normally not a good thing in doubles, but U-turn and Volt Switch are the exceptions.
Galvantula @ Life Orb
Ability: Compound Eyes
EVs: 4 HP, 252 Sp. Atk, 252 Spe
Nature: Modest
- Thunder
- Electroweb
- Bug Buzz
- Energy Ball
This is my weakest Pokémon, and needs to be replaced. Unfortunately, I have nothing to replace her with. She's too slow to KO anything before she's KOed, too fast to counter Trick Room, and too frail to make use of Electroweb. Compound Eyes Thunder is nice, though.
If it wasn't for her frailty, Electroweb would slow down both opponents, allowing the rest of my team to sweep. The rest is for coverage. Life Orb provides a bit more damage.
Dragonite @ Expert Belt/Muscle Band
Ability: Multiscale
EVs: 252 HP, 44 Atk, 212 Spe
Nature: Jolly
- Protect
- Fire Punch
- Earthquake
- Dragon Claw
Perhaps not the best set, but it worked well. Dragon Claw is a good STAB move, and Fire Punch and Earthquake provide coverage. Multiscale is really great ability, allowing her to survive any attack at full HP. Unfortunately, I have no means of healing her... I could go with Roost, which I did have on her, but it's too risky. Protect is a much better option. At least in doubles it is.
I'm having a hard time deciding what item to give her. Since VGC uses Item Clause, my options are limited. I decided to go with an Expert Belt, but never had a chance to use any super effective attacks. When I switch to a Muscle Band, I did. Muscle Band may not provide much of a boost, but it does provide one without locking her into an attack or hurting her.
The only thing I really fear is Trick Room. I have nothing to counter it. Also, my team is weaker to Ice than I'd like. Replacing Galvantula with something that can take an Ice attack may be the best option, but I have no ideas on what to switch her with.
Hydeigon @ Choice Scarf
Ability: Levitate
EVs: 4 HP, 252 Sp. Atk, 252 Spe
Nature: Timid
- Dragon Pulse
- Dark Pulse
- Flamethrower
- Surf
Oh, how I love this three headed dragon. I never liked the idea of using a Choice Scarf (or any choice item for that matter) in doubles, but I see now how wonderful it is. Outspeeding nearly everything, he take out at least one Pokémon on his own; often times more. All of his attacks provide good coverage (the two Pulses providing STAB), but the key move is Surf: Surf allows Jellicent to last a little longer, possibly enough to win.
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP, 216 Def, 44 Spe
Nature: Bold
- Protect
- Scald
- Hex
- Energy Ball
The main strategy for Jellicent is staying alive and burning things. Then, after burning, using Hex for more damage than Shadow Ball. Energy Ball is for extra coverage, and Protect for scouting and Leftovers recovery. Assuming he can stay alive as long as I need him to, Leftovers should provide good recovery. Water Absorb is for extra recovery for when I use Surf with Hydreigon.
With a base Speed of 60, I'm not sure if the 44 points is worth anything. Perhaps I should switch these to one of the defenses?
Virizion @ Sitrus Berry
Ability: Justified
EVs: 4 HP, 252 Sp. Atk, 252 Spe
Nature: Timid
- Protect
- Giga Drain
- Focus Blast
- Hidden Power Ice
Not my best Pokémon, but far from my worst. Giga Drain provides good coverage with STAB, while also healing her a bit. Focus Blast is the only special Fighting move she can learn, as has worked surprisingly well for me. Hidden Power hits common Pokémon like Garchomp hard. Assuming they don't have a Yache Berry. Protect is practically required for every Pokémon in doubles, allowing them to survive key attacks that would otherwise cost you the game. This is why she, and every other Pokémon I have with it, has it. With her high Special Defense, a Sitrus Berry should allow her to survive a bit longer, but only if the attacks she's taking are special.
Mienshao @ Focus Sash
Ability: Regenerator
EVs: 4 HP, 252 Atk, 252 Spe
Nature: Jolly
- Wide Guard
- Fake Out
- Drain Punch
- U-turn
Perhaps not the best ability in doubles. I've been seeing a lot of flinching lately, and Regenerator hasn't been doing its job. Unfortunately, I am unable to obtain another Mienshao just for Inner Focus, so either I make do with her or use a different Pokémon.
Wide Guard is risking, but the benefits are wonderful. Both Pokémon surviving common attacks such as Earthquake and Rock Slide without the other using Protect could be all that's needed to win. Fake Out will flinch one of my opponents, but lately it hasn't seemed very useful. Drain Punch is more accurate than Hi Jump Kick, and also heals me. Possibly giving me another chance to use my Focus Sash in the event I survive and attack without activating it. U-turn allows me to attack and switch at the same time, and also healing her a bit. Switching is normally not a good thing in doubles, but U-turn and Volt Switch are the exceptions.
Galvantula @ Life Orb
Ability: Compound Eyes
EVs: 4 HP, 252 Sp. Atk, 252 Spe
Nature: Modest
- Thunder
- Electroweb
- Bug Buzz
- Energy Ball
This is my weakest Pokémon, and needs to be replaced. Unfortunately, I have nothing to replace her with. She's too slow to KO anything before she's KOed, too fast to counter Trick Room, and too frail to make use of Electroweb. Compound Eyes Thunder is nice, though.
If it wasn't for her frailty, Electroweb would slow down both opponents, allowing the rest of my team to sweep. The rest is for coverage. Life Orb provides a bit more damage.
Dragonite @ Expert Belt/Muscle Band
Ability: Multiscale
EVs: 252 HP, 44 Atk, 212 Spe
Nature: Jolly
- Protect
- Fire Punch
- Earthquake
- Dragon Claw
Perhaps not the best set, but it worked well. Dragon Claw is a good STAB move, and Fire Punch and Earthquake provide coverage. Multiscale is really great ability, allowing her to survive any attack at full HP. Unfortunately, I have no means of healing her... I could go with Roost, which I did have on her, but it's too risky. Protect is a much better option. At least in doubles it is.
I'm having a hard time deciding what item to give her. Since VGC uses Item Clause, my options are limited. I decided to go with an Expert Belt, but never had a chance to use any super effective attacks. When I switch to a Muscle Band, I did. Muscle Band may not provide much of a boost, but it does provide one without locking her into an attack or hurting her.
The only thing I really fear is Trick Room. I have nothing to counter it. Also, my team is weaker to Ice than I'd like. Replacing Galvantula with something that can take an Ice attack may be the best option, but I have no ideas on what to switch her with.
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