coolflare
The flame of wonder and coolness
Towns Folk
Yep. You know me as the the guy wo made alot of RMTs. I'm new to doubles OU and I do understand the principles of Doubles thanks to my VGC experience. Here is my team:
Weaknesses? Changes you think will benefit me for the better? Comment below!
Apocalypse (Salamence-Mega) @ Salamencite
Ability: Intimidate
EVs: 44 Atk / 212 SpA / 252 Spe
Naive Nature
- Double-Edge
- Hyper Voice
- Draco Meteor
- Protect
Zeus (Thundurus) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Taunt
- Protect
BunnyBoo (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Aqua Jet
- Play Rough
- Belly Drum
- Protect
Me0W (Mew) @ Sitrus Berry
Ability: Synchronize
EVs: 252 HP
Jolly Nature
- Fake Out
- Transform
- Tailwind
- Protect
Weavile @ Focus Sash
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Beat Up
- Knock Off
- Icicle Crash
- Feint
Terrakion @ Life Orb
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Close Combat
- Quick Guard
- Protect
The usual plan here is to either lead with Mew and Azumarill or Weavile and Terrakion, depending on which would match up better against the oppossing team's lead. Mew has access to fake out so Azumarill can set up safely. It also has transform to cause double Azumarill trouble. Weavile has Beat up to boost Terrakion's power to insane levels, getting many OHKO's with rock slide, even on resisted hits.
Ability: Intimidate
EVs: 44 Atk / 212 SpA / 252 Spe
Naive Nature
- Double-Edge
- Hyper Voice
- Draco Meteor
- Protect
Zeus (Thundurus) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Taunt
- Protect
BunnyBoo (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Aqua Jet
- Play Rough
- Belly Drum
- Protect
Me0W (Mew) @ Sitrus Berry
Ability: Synchronize
EVs: 252 HP
Jolly Nature
- Fake Out
- Transform
- Tailwind
- Protect
Weavile @ Focus Sash
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Beat Up
- Knock Off
- Icicle Crash
- Feint
Terrakion @ Life Orb
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Close Combat
- Quick Guard
- Protect
The usual plan here is to either lead with Mew and Azumarill or Weavile and Terrakion, depending on which would match up better against the oppossing team's lead. Mew has access to fake out so Azumarill can set up safely. It also has transform to cause double Azumarill trouble. Weavile has Beat up to boost Terrakion's power to insane levels, getting many OHKO's with rock slide, even on resisted hits.
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