15th January 2013, 6:57 PM
Ablaze in The Sun! A doubles sun team!
Ablaze in the sun!
Hello serebii community, this will be the second rmt i submit to serebii, i love sun teams and thought it was about time i tryed to create a suitable one for double battles. I am currently in the process of acquiring and then training the pokemon listed above and below but am not really sure if they flow good together or if maybe i should switch some pokemon around or something to provide better synergy. All criticism is welcome, please help me make a better team in any way i can thank you, and without further ado the Team thus far:
Ninetails @ Focus sash
Evs: 4 hp/252 SpA/252 Spe
Modest Nature (+SpA/-Atk)
This will of course be my weather starter, i decided to choose a modest nature for ninetails so i can bring out its maximun offesive potential while under the sun, i also have it a focus sash since ninetails is very squishy and is weak to many of the attacks seens alot through double battles such as surf,rock slide, earthquake and such this will hopefulyl allow it to attack strongly one last time. Not sure, maybe a timid nature as ive seen around alot is better? I decided to give it heat wave which is a good STAB move to deal damage to both offensive pokemon on the enemy team as well as giving it energy ball for those pesky water types that might be sent in to deal with ninetails. Protect of course to stall a turn or scout, and sunny day to thanks to the speed evs hopefully be able to outspeed and put sunny day back up should another weather starter come up and start their own weather.
Venasaur @ Life Orb
Evs: 252 SpA/252Spe/4 hp
Modest Nature (+SpA/-Attk)
Venasaur i believe is the bread and butter of a strong sun team. Modest with life orb along with evs in the special attack make this guy a fearsome opponent. After a quick growth he can pack a punch through nearly anything, giga drain to deal some STAB damage and heal back some damage taken. Sludge bomb also seems like a good choice due to its STAB plus chance to poison and of course sleep power to cripple my opponents and then maybe get off a quick growth. And with venasaurs speed, he should usually get the sleep off. Not sure if maybe i should put solarbeam in there or some other move. Was also thinking about maybe switching venasuar for an executor so i could better control its ivs, since the venasaur is a male Dw, and cant be tampered with.
Jumpluff @ Yache Berry
Evs: 252 hp/60 SpD/196 Spe
Timid Nature (+Spe/-Attk)
I love this little guy, hes always been one of my favorite pokemon around.I plan on using jumpluffs set to be my sun support. I got this set from smogon itself but not sure if it could use some changing. With a timid nature and the 196 evs in speed, i hope this jumpluff can outspeed certain dangers in or out of the sunlight, as well as being somehwat more durable thanks to the health evs. Sleep power of course to shut down an enemy and allow my partner to strike, encore to lock an enemy into a useless move or some such thing like that, helping hand to give my partner that extra oompf to KO the enemy pokemon and of course protect to stall or scout ahead. Not sure if anything here needs changing, if it does let me know!
Sawsbuck @ Choice Band
Evs: 252 Attk/252 Spe/4HP
Adament Nature: (+Attk/-SpA)
Sawsbuck, one of the best physical sweepers around, with his sky high attack, and unmatched speed in the sun, he'll surely be a threat to any opposing pokemon. The evs given to him will help maximize his attack and speed and allow him to hit fast and hard with a tiny boost in health to add to survivability somewhat. Adament nature of course again to increase attack. His moveset might need some tinkering as his item as well, not sure if i should give him a choice band seeing as venasaur already has life orb. Anywho horn leech for some Stab damage and self healing, with a full friendly return for maximum Stab damage, jump kick to help deal with some of those pesky rock and other normal types and protect again just to stall a turn or scout. ( was thinking about replacing this guy for a dugtrio, thoughts?)
Volcorona @ Fire Gem
Trait: Flame Body
Evs: 252 SpA/252 Spe/4Hp
Timid Nature: (+Spe/-Attk)
Here i present volcorona! A powerful bug/fire type pokemon to take advantage of the sun. Ev trained in special attack and in speed to allow it to be able to outspeed some of its competition and and strike hard with STAB heat wave or Bug buzz. With Bug Buzz im sure it can potentially OHKO some of the stronger dark type pokemon such as tyranitar and hydreigon. Timid nature to further boost its speed again for the same reason as said above. Protect again for the same reason, protect is a great move, especially in doubles, and rage powder to maybe draw some threat to volcorona so my partner can strike back. Not sure if i should maybe change volcorona for another pokemon, seems like maybe a change could be made here. If so please let me know and i shall do it immediately!
Donphan @ leftovers
Evs: 252 Hp/252 Def/4 Spe
Impish Nature: (+Def/-SpA)
Say hello to donphan, he will be our designated tank and rapid spinner for the team! This donphan will be a great physical wall especially with the evs and nature assigned to him, he will be able to take hits and be able to switch in and maybe even take on tyranitar and the like. His moveset might again need some changing but i chose rapid spin to of course remove spikes and such, stealth rock for those teams that just love to switch around their players on the field to deal some nice damage to them. Earthquake as a strong STAB option, and since some of my team has protect it can work out i believe. and of course the toxic to help take down those strong walls who try to stall the game out. Let me know if anything here requires changing, id love to keep donphan on the team, but if he must go then he goes.
Well fellow pokemon battlers, we are at the end of my RMT, please let me know anything that i must change. I do believe that i maybe have too many grass pokemon and maybe need a few more fire types but im not exactly 100% sure so just let me know what can be improved on here. Remember this is a team for double battles, im ready for all the rates and critisism. Thanks in advance
Last edited by Necromorphs; 15th January 2013 at 7:08 PM.
18th January 2013, 1:03 AM
bumping this for some rates
18th January 2013, 5:17 PM
I don't have much time atm, but I'll point out some small things.
Firstly, hazards are never used in doubles, so rapid spin is unnecessary and so is stealth rock. double battles are too short to abuse hazards.
Secondly, pokemon function very differently than in singles. not all pokemon which are good in singles function well on a double team. I would suggest swapping out one of your chlorophyll abusers. They add weaknesses to fire, and if two grass types are on the field at the same time, one heat wave will OHKO each one of them.
A good option for a pokemon is Cresselia, it can use icy wind or thunder wave to slow down foes. Icy wind is especially good, as your team can't handle dragon types very well. There's a ton of other good doubles pokemon to use, so take a look at smogon's battle analyses to learn more about them. It really will help! There's also probably some article there on common double strategies, which is really handy.
19th January 2013, 4:43 PM
yeah your right about the donphan thing, think im going to remove him then and replcae him for someone else, as well as replace jumpluff for a cresselia as you suggested. Thanks alot , its true taht entry hazards are nonwhere to be seeen in doubles.