Doubles UU

n10siT

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What is Doubles UU?
Doubles UU, sometimes abbreviated as duu, dubs uu, or even just uu in the context of doubles, is exactly what it sounds like. It's a doubles metagame in which the most powerful threats, which are OU by usage, are banned. At the moment, it's a largely unexplored metagame with only a few good players.

Where can I play it?
You can find a game on the showdown ladder, by selecting Doubles UU under ORAS Doubles formats. Alternatively, you can ask for a game in the doubles room on showdown, where you can battle more experienced players.

What's banned?
A list of legal Doubles UU Pokemon can be found by making a new team on PS and selecting the format as "Doubles UU." The teambuilder will then display what can be used.

Some topics for discussion:
  • Trick Room
  • Some relevant threats and how to counter them
  • How to do some OU archetypes fare in UU? (rain, sun, semi-tr, etc.)
  • What Pokemon can fill certain niches now that they aren't outclassed by their OU counterparts?
  • Some teams/cores that you've seen success with
Current banlist:
Aegislash, Amoonguss, Azumarill, Bisharp, Breloom, Charizard-Mega-Y, Conkeldurr, Cresselia, Diancie-Mega, Dragonite, Ferrothorn, Garchomp, Gardevoir-Mega, Gengar, Greninja, Gyarados, Heatran, Hoopa-Unbound, Hydreigon, Jirachi, Kangaskhan-Mega, Keldeo, Kyurem-Black, Landorus, Landorus-Therian, Latios, Ludicolo, Mawile-Mega, Milotic, Politoed, Rotom-Wash, Scizor, Scrafty, Suicune, Sylveon, Talonflame, Terrakion, Thundurus, Togekiss, Tyranitar, Ubers, Venusaur, Venusaur-Mega, Volcanion, Weavile, Whimsicott, Zapdos
 
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n10siT

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Sample Teams

Easy-to-use teams made by the more experienced Doubles UU players.
If there's a team that you've had success with and that you want to share, post it here and I'll consider putting it in this post.

Hailroom - checkmater75
Diancie @ Life Orb
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect

Victini @ Life Orb
Ability: Victory Star
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- V-create
- Bolt Strike
- Trick Room
- Protect

Hoopa @ Life Orb
Ability: Magician
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Shadow Ball
- Hyperspace Hole
- Trick Room
- Protect

Abomasnow-Mega @ Abomasite
Ability: Snow Warning
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Blizzard
- Energy Ball
- Ice Shard
- Protect

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Knock Off
- Crabhammer
- Aqua Jet
- Protect

Hariyama @ Flame Orb
Ability: Guts
EVs: 252 Atk / 128 Def / 128 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Close Combat
- Knock Off
- Heavy Slam
The team's focused around setting up Trick Room and then abusing slow but powerful attackers to KO opponents. It has to worry a bit about opposing threats that counter Hariyama (or even just faster Hariyama) as something along the lines of Hariyama+Genesect can give it a tough time. Team member choices were mainly to diversify defensive typing and offensive coverage, with special attention paid to opposing slow threats that might be on a SemiRoom team (Jellicent, Hariyama, Tangela, Diancie come to mind). Greatest difficulty the team faces is definitely the lack of support: it opts for flexibility in 3 setters and having every team member be a powerful attacker, which leaves it with only 1 Fake Out and 2 priority attacks.



Aerodactyl + Volcarona Offense - Yoda2798
Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rock Slide
- Aerial Ace
- Crunch
- Protect

Volcarona @ Life Orb
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Giga Drain
- Quiver Dance
- Protect

Tangela @ Eviolite
Ability: Regenerator
EVs: 248 HP / 28 Def / 232 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Rage Powder
- Sleep Powder
- Protect

Hariyama @ Flame Orb
Ability: Guts
EVs: 252 Atk / 128 Def / 128 SpD
Adamant Nature
- Fake Out
- Close Combat
- Knock Off
- Wide Guard

Salamence @ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Fire Blast
- Hydro Pump
- Tailwind

Genesect @ Choice Scarf
Ability: Download
EVs: 124 Atk / 216 SpA / 168 Spe
Naive Nature
- U-turn
- Iron Head
- Ice Beam
- Thunderbolt
The team was mainly built around Volc + Tang, which I thought would work well as a combination (which proved true).

Mega Aero helps deal with Fire-types and appreciates Volcarona removing Steel-types in return. Crunch was for mainly Latias (which can be a problem without Gene and annoys volc + tang) but helps against Jelli as well I guess. Sky Drop is an option over Ace to help Volc setup, but drawbacks such as failing against Virizion (which with Stone Edge can be annoying) made me use Aerial Ace.

Quiver Dance Volcarona is the main win condition of the team, destroying everybody's life at +1 and still decent without a boost. The team is still good outside of it, but be wary for random Rock Slides on stuff.

Tang redirects hits for days and has nice typing synergy with Volc. Grass STAB and sleep helps against stuff like Rock-types and Rock Slide Hariyama which could get past redirection, and helps deal with TR teams. Spread always lives two Mega Aero Aerial Aces, dump in Sp Def (spread by thetalkingtree).

Hariyama provides FO and WG support to help Volc setup and is a strong mon in itself. I have Guts Toxic Orb for more power but if you want to go for a more defensive item Sitrus and Coba Berry are good. I guess you could hit some benchmark for under TW but it's probably not worth the loss of bulk.

Salamence provides Intimidate for Volc while helping against Dragons. Mence's great coverage destroys nearly anything slower than it and under Tailwind the opponent is put under a lot of offensive pressure. TW is also nice for dealing with the opponent's own speed control.

Scarf Gene is a nice Dragon and Rock check, adds some speed and is great in general. Spread outspeeds Jolly Exca and neutral base 100s before factoring Scarf, meaning you outspeed Scarf Exca, +1 Modest Volc and neutral speed natured Scarf Victini. Sp Atk OHKOes max HP Rhyperior with +1 Ice Beam, dump in Attack (spread also by thetalkingtree).



Mega Houndoom Sun - xzern
Ninetales @ Life Orb
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Roar
- Protect

Houndoom-Mega (F) @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Dark Pulse
- Solar Beam
- Protect

Exeggutor @ Life Orb
Ability: Chlorophyll
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Psychic
- Sleep Powder
- Protect

Salamence @ Life Orb
Ability: Intimidate
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Draco Meteor
- Fire Blast
- Stone Edge
- Protect

Diancie @ Life Orb
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

Hariyama @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 120 Def / 120 SpD / 16 Spe
Adamant Nature
- Fake Out
- Close Combat
- Knock Off
- Wide Guard



Memoric Blastoise SemiRoom (S T A R D U S T)
Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Aura Sphere
- Dark Pulse
- Protect

Diancie @ Weakness Policy
Ability: Clear Body
EVs: 244 HP / 252 Atk / 12 Spe
Adamant Nature
- Diamond Storm
- Moonblast
- Trick Room
- Protect

Hariyama @ Flame Orb
Ability: Guts
EVs: 252 Atk / 120 Def / 124 SpD / 8 Spe
Adamant Nature
- Fake Out
- Close Combat
- Knock Off
- Bullet Punch

Victini @ Choice Scarf
Ability: Victory Star
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Final Gambit

Salamence @ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Hydro Pump
- Fire Blast
- Protect

Rotom-Mow @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 92 SpA / 156 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Leaf Storm
- Will-O-Wisp
- Protect
 
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n10siT

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Viability Rankings

redesigned, remodeled, refinished, by clius, thetalkingtree, Yoda2796, n10sit, xzern​

VR Council - These users have the ultimate say on shifts in Viability rankings tiers. The council consists of experienced players who have different styles and perspectives to offer to the table when deciding the strength of any individual pokemon.
xzern
Yoda2798
Memoric
n10sit
Nido-Rus


Tier X - Pokemon that are banned from tournaments, but are still usable on the ladder.



Tier 1 - Pokemon that have a good matchup vs a large portion of the metagame, are either quite powerful or offer great team support, or can fit on almost any team. These Pokemon define the Doubles UU metagame.

Blastoise (Mega)
Blastoise (Non-Mega)
Charizard (Mega X)
Diancie
Genesect
Hariyama
Salamence
Victini
Volcarona



Tier 1.5 - Pokemon that are generally strong, but can fail to impress in some matchups or don't have great matchups vs a lot of Tier 1.

Abomasnow (Mega)
Aerodactyl (Mega)
Camerupt (Mega)
Crobat
Darkrai
Hoopa
Infernape
Jellicent
Latias (Non-Mega)
Manaphy (Mitochondria)
Metagross (Mega)
Porygon2
Tangela (little shoes)
Tornadus


Tier 2 - Pokemon which, while good, either only fit on specific team archetypes, fill solely supportive roles, or have some glaring weakness.

Altaria (Mega)
Arcanine
Blaziken
Cofagrigus
Crawdaunt
Deoxys-Attack
Gastrodon
Hitmontop
Houndoom (Mega)
Latias (Mega)
Liepard
Lopunny (Mega)
Lucario (Mega)
Mew
Raikou
Rhyperior
Roserade (big flower)
Rotom-Heat
Serperior
Shaymin
Staraptor
Thundurus-T


Tier 2.5 - Pokemon which, while good, lack some redeeming qualities or require heavy support.

Blaziken (Mega)
Bronzong
Clefairy
Clefable
Entei
Exeggutor
Kingdra
Klefki
Krookodile
Magnezone
Meowstic-M
Reuniclus
Sableye
Slowbro (Mega)
Swampert (Mega)


Tier 3 - Pokemon who can hold their own in the metagame and fit well on certain teams due to their unique match ups, but are not broadly usable for one reason or another.

Ampharos (Mega)
Chandelure
Dragalge
Gothitelle
Gourgeist-Super
Heracross (Mega)
Kyurem
Mamoswine
Manectric (Mega)
Nidoking
Ninetales
Pinsir (Mega)
Rotom-C
Swampert (Non-Mega)
Togetic
Toxicroak
Victreebel
Virizion
Vivillon


Tier 4 - Either incredibly niche or inconsistent Pokemon. Pokemon in this tier are far more situational and costly than those in higher tiers.

Electabuzz
Emboar
Escavalier
Magmar
Medicham (Mega)
Moltres
Parasect
Shiftry
Slowking
Pidgeot (Mega)
Regigigas
Tyrantrum
 
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After a bit of trial and error I came up with this team. I started out with Pinsir as I expected it to be great, and I was happy to find that I was correct. There's not a lot of switch ins to pinsir in the meta, and Blaziken can cover those possible switch ins quite well with Stone Edge/Overheat/Superpower.

Pinsir @ Pinsirite
Ability: Moxie
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Quick Attack
- Return
- Close Combat
- Protect

Blaziken @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 74 SpA / 184 Spe
Naughty Nature
- Overheat
- Superpower
- Stone Edge
- Protect

Meloetta @ Life Orb
Ability: Serene Grace
Shiny: Yes
EVs: 68 HP / 252 SpA / 188 Spe
Modest Nature
- Energy Ball
- Psychic
- Thunderbolt
- Hyper Voice

Genesect @ Choice Scarf
Ability: Download
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Iron Head
- Energy Ball
- Flamethrower
- U-turn

Tornadus
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Superpower
- Taunt
- Tailwind

Raikou @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Shadow Ball
- Extrasensory
 

Bughouse

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Listing 5 fire types in tier 1.5 and none in tier 1 is madness, especially when fire types so utterly bone Abomasnow, Genesect, and Aromatisse.
 
Listing 5 fire types in tier 1.5 and none in tier 1 is madness, especially when fire types so utterly bone Abomasnow, Genesect, and Aromatisse.
The rankings will definitely change as the metagame develops.
Right now I think that Victini could be a contender for Tier 1, as it's versatile, and hits very hard.
 

xzern

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The viability rankings are, of course, preliminary and far from perfect. You guys are supposed to provide good arguments as to why something should or shouldn't be in a certain place to help us create more accurate rankings. For now, i put altaria in 1.5 and victini + rotom-h in 1. They're both good fire types that work well in and out of trick room, while also forming good matchups against certain threats.
 

talkingtree

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SocialSocialSocial on your Pinsir set I'd recommend trying Feint - it's almost as powerful as Quick Attack and breaks protection or any Wide Guard/Quick Guard shenanigans your opponent tries. I've been trying it and found it really useful.

Also, I want to nominate Mega Lucario for Rank 2 - Adaptability makes it really strong and 112 Speed feels perfect for this meta. Not only that, but it has a great movepool, both physically and specially, making it unpredictable. It also has a good matchup against a lot of prominent playstyles, with 3 different priority attacks (Bullet Punch, Vacuum Wave, and ExtremeSpeed) to use against TR when the effect is up or against HO to break down the many frail mons. As shown below, it OHKO's or 2HKO's every Tier 1 Threat, and that alone should be enough to consider it viable.

252 Atk Adaptability Mega Lucario Iron Tail vs. 252 HP / 252+ Def Aromatisse: 420-496 (103.4 - 122.1%) -- guaranteed OHKO
252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 0 Def Mega Abomasnow: 544-644 (141.6 - 167.7%) -- guaranteed OHKO
252 Atk Adaptability Mega Lucario Close Combat vs. 0 HP / 0 Def Genesect: 296-350 (104.5 - 123.6%) -- guaranteed OHKO
252 Atk Mega Lucario Stone Edge vs. 200 HP / 0 Def Rotom-H: 224-264 (76.9 - 90.7%) -- guaranteed 2HKO
252 Atk Mega Lucario Stone Edge vs. 252 HP / 0 Def Victini: 238-280 (58.9 - 69.3%) -- guaranteed 2HKO


It also 1 or 2 hit ko's all of Tier 1.5 save for Arcanine, but I didn't want to assault you with a wall of calcs.

I will admit though, that it has its drawbacks. Competition for a Mega slot is huge, and there's plenty of other strong fighting types in the tier. Also, 70/88/70 Defenses are just as frail as they sound. Not only that, but with things like Genesect, Blaziken, and Deoxys-A running around and TR super prominent, it's far from guaranteed to be going first. But for what you need it for - a hard, fast hitter - it does its job.
 

xzern

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Salamence @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Dragon Claw
- Fire Blast
- Rock Slide
- Hydro Pump

So I think that, after some testing, I've found the best possible pseudo-landog in the form of mixed mence. It's got intimidate, typing that works well as a switch-in for a lot of situations, good enough speed to work well as a scarfer, and rock slide. This is the set that I've been using on my mega lucario team and I also think that this is probably the best set that scarf mence can muster. Dragon Claw is its only usable stab, really, aside from Draco Meteor. Fire Blast lets you get the ko on stuff like Abomasnow and Escavalier, but it also lets you just do damage on steels in general. Rock Slide for le ebin flinches and for switching in + hurting fire types. If mence gets burned, you always can use Hydro Pump to hurt fire types instead, although, the main reason I put it on there was for Rhyperior/Rhydon. It can also run life orb with max speed instead since base 100 isn't too bad in this meta. Also, it gets tailwind, too, so that could be interesting. The way I see it, it has the potential to be a rather versatile threat. At the moment, however, I've placed salamence in tier 2, but not any higher; since i'm pretty sure that i'm among the few who actually use it.

What do you guys think are some pseudo versions of other ou threats? What other pokemon have you had success with in this metagame?
 

Pastelle

we're all star stuff
Tangela is definitely the pseudo-Amoonguss of the tier. Both have Regenerator, Rage Powder, and access to Sleep. Tangela also has slightly more bulk than Amoonguss when holding Eviolite. The only real downfall is that Tangela doesn't get Spore and is stuck with terrible accuracy Sleep Powder. Besides that, its as great of a support mon as the shroom.
 
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Yellow Paint

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Does mega manectric fit anywhere on the list? I know other electrics don't take up mega slots, but intimidate is pretty useful, especially with volt switch.
 

xzern

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Does mega manectric fit anywhere on the list? I know other electrics don't take up mega slots, but intimidate is pretty useful, especially with volt switch.
i've never really used it or seen it, so i cant be a good judge of its viability. theoretically, though, it could fit on these rankings. if you feel that it belongs in a certain place, feel free to make a post advocating for its viability. replays are helpful to your point but not necessary.

edit: if you need a good match but the ladder isnt delivering, you can always ask around the room (i wouldnt mind helping) for a test battle or two
 
Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 176 Def / 80 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Calm Mind
- Slack Off
- Protect / trick room (depends if your team can already provide constant troom, protect is prefered)
- Scald

Slowbro is rather an extreeme mega, that is mostly a win ticket/win condition in my battles. Set up right and your almost undefeatable as it tanks almost anything and can win situations that go up to like 3v1 or 2v4 (with a partner like heal pulse aromatiss or any that keeps tr running). It's enough to eliminate it's checks and get around 2 boosts for the opponent to have to dedicate their entire forces into dealing with this guy. regenerator allows it to switch in, take a hit, maybe fake setting tr and waste a taunt, and then go right back in for momentum. Unprepared teams almost auto-lose late game once anything that can touch slowbro is gone.
However it requires a decent amount of support, as it definitly needs trick room when unboosted, and it needs at least 2 boosts to be semi untouchable and is defenitly only playable in that style. But it's still a great mega that if conserved becomes a win condition deserving at a nomination to tier 2

Edit: The EV spreads are from the personal needs of my team, which i took this set from, any suggestion is welcomed since many possible sets exist. (some even put 252 hp 252 def, but i dislike relying on calm mind that much since it's sometimes hard to set up, bold nature may be used)

The current set is not ohkoed by any (unboosted) pokemon that's above tier 2, with exceptions being darkrai's dpulse that has a 25% ohko chance, genesect's bug buzz (which isnt used as fas as i know) and 6.3% chance ohko for a +1 spa genesect tbolt, it lives anything else with around 10-1% left

Edit 2: managed to get a replay showing how devastating it gets when slowbro was let set up makes amazing comebacks http://replay.pokemonshowdown.com/doublesuu-250245714
 
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Pastelle

we're all star stuff
Here's something to spark some discussion; What are some offensive and defensive benchmarks you guys use when building sets? I think it would nice to compile some and include it in the op
 

xzern

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well, since you mention it: when it comes to speed, i've noticed that base 100 speed is a big important speed tier in uu. you have a bunch of offensive threats like staraptor, victini, shaymin, etc. all sitting in that tier. also, eving your attackers to nail KOs on certain trick room setters is also usually a good idea. for example, some of my genesects have enough initial atk (max +nature) to be able to ohko aromatisse even without a +1 phys boost, since download is generally unreliable.
 
Some Def benchmarks i used in DPL and the minitour were:
  • Mega Abomasnow Blizzard + Hail
  • Guts Hariyama CC / Non Guts Hariyama CC
  • LO Victini Bolt strike / V-Create
  • Specs Thundy T Tbolt
  • Mega Pinsir Double Edge
  • Rotom Heat Overheat
  • LO Darkrai Dark Pulse
Deo-A wasn't legal for these but living it's psycho boost would be a solid mark as well. As for offensive benchmarks KOing Pokemon like Hariyama, Mega Abomasnow, Jellicent, Escavalier, Jirachi, Rhyperior, Milotic, Intimidate Arcanine, Tangela, Aromatisse, and Cofagrigus are solid benchmarks.

Mizu edit: Kyle is a noob
 
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Volcarona @ Leftovers
Ability: Swarm
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Quiver Dance
- Bug Buzz
- Flamethrower
- Protect

Milotic @ Life Orb
Ability: Competitive
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 30 Atk / 30 SpA / 0 Spe
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Protect

Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 84 Def / 116 SpA / 56 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Recover
- Tri Attack
- Magic Coat

Dragalge @ Choice Specs
Ability: Adaptability
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 30 Atk / 30 SpA / 0 Spe
- Sludge Bomb
- Draco Meteor
- Hidden Power [Fire]
- Focus Blast

Gallade @ Galladite
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Zen Headbutt
- Close Combat
- Quick Guard
- Protect

Jirachi @ Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 56 Def / 88 SpD / 112 Spe
Careful Nature
- Follow Me
- Icy Wind
- Iron Head
- Toxic


Volcarona tends to do the most in most matches, but the rest of the team is definitely capable of carrying their weight.

With the help of Jirachi Volcarona can usually get up 1 or 2 Quiver dances pretty easily, then begin to sweep, though they often are not entirely necessary, QD makes things a lot easier.
 

xzern

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hey guys i just posted an rmt of my sun team that peaked #1 on the ladder. its inspired by audiosurfer's original sun team from early duu. you can read this rmt if you want to see teambuilding in action in uu or if you just want to use it for ez laddering lol. if you guys post any duu rmts of your own, feel free to post them here! we would love to see them and would most certainly like to see an increase of duu rmts.
 


so heres a fun HO tailwind team that xzern and i made based around tw staraptor cause it sounded cool on paper. tornadus helps keep tw up on our side, and takes alot of pressure off of raptors' back, so that it can attack when it needs to without being put into too bad of a spot. next, altaria was chosen for a strong special wallbreaker with a good movepool, a spread move in hyper voice, great defensive typing, and an offensive rain check. jirachi is the next pick, as it provides a reliable hail check, a redirector to take attacks for a weakened teammate, aswell as a fairy check. spreading paralysis is also neat, slowing down foes so that the team is less reliant on tailwind for speed control. hariyama might seem to be an unorthodox choice for a tailwind-centred team, but it's one thats proven successful so far, thanks to its high attack stat, decent bulk, guts, and excellent coverage, with a not-so-shabby speed under tailwind to top it all off. and lastly, blazikien provides a genesect check, a back-up abomasnow check, and speed boost to be less reliant on thunder wave or tailwind. super weak to mega pinsir, so you usually gotta play some jirachi+tornadus/staraptor shenanigans

pet shop (Staraptor) @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Double-Edge
- Tailwind
- Protect

jojo (Tornadus) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Taunt
- Tailwind
- Protect

niceu niceu niceu (Altaria-Mega) @ Altarianite
Ability: Pixilate
EVs: 192 HP / 252 SpA / 64 Spe
Modest Nature
- Hyper Voice
- Fire Blast
- Draco Meteor
- Protect

it was i... DIO! (Jirachi) @ Sitrus Berry
Ability: Serene Grace
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Follow Me
- Iron Head
- Thunder Wave
- Protect

sounada bitch (Hariyama) @ Flame Orb
Ability: Guts
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
- Fake Out
- Close Combat
- Bullet Punch
- Knock Off

magician's red (Blaziken) @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Overheat
- Superpower
- Stone Edge
- Protect
 
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Pocket

be the upgraded version of me
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
cool team, astroboy. The only thing I'll suggest is go Acrobatics @ no item > Air Slash on Tornadus for better damage output (max Atk and Jolly obviously).

Also give Hariyama something more useful than Bullet Punch. If you need something for a Steel-type use Heavy Slam. Or Stone Edge for Pinsir. I personally prefer Life Orb > Flame Orb, b/c the latter puts it on a timer. LO also means Hariyama can run support moves like Wide Guard / Helping Hand without losing health that turn.

However, if you need the enhanced power of Guts, you may want to use Toxic Orb instead, depending on how long Hariyama is out in the field. If the sumo mon is out for less than 3 turns, then Toxic Orb inflicts less damage (6+12+18 poison vs 12+12+12 burn)

Also put Hariyama's 76 HP EVs into either Def or SDef. It has base stats of 144 HP / 60 Def / 60 SpD; padding its already bloated HP wont help take Hariyama take hits better (ie look at Blissey).
 

xzern

for sure
is a Tiering Contributoris a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
so im just going to make some nominations and if nobody objects to them in the next few days then im just going to update the ranks with these

2 -> 1.5
while it offers no particular resists for your team, porygon2 is incredibly useful. it's great for speed control, having access to either trick room or icy wind. afaik the only mons that can ohko it are guts hariyama and mega lucario. however, it can be dead weight in a lot of matchups because it lacks any sufficient offensive power. it many situations, its quite literally just a sitting duck.

2 -> 1.5
aside from the fact that pinsir is really strong with aerialate, there are very few flying resists in this meta that can easily take pinsir out. furthermore, a base speed of 105 means that its able to outspeed all the offensive threats from the 100 speed tier, including shaymin and staraptor. however, it has an unfavorable matchup against rotom-heat and thundy-t, rotom-h in particular being a top-tier common threat.

1.5 -> 3
honestly i dont know why anyone would bother using any mega other than abomasnow on a hail team. on every hail team that i've seen, there has never been a nonmega abomasnow and it's not hard to see why that is. nonmega abomasnow has really bad stats, from its offenses to its defenses. even more so when compared to its mega counterpart.

----------------

undecided and open for discussion: the following pokemon seem pretty good, but since i've never used them or have seen them frequently, i havent put them in the rankings. i'd like you guys to discuss these pokemon and where they could fit on the rankings, if at all.


it seems like it would be good because of its speed, special attack, and intimidate. however, it seems to be walled by a good number of threats.


an offensive slow water type? sign me up! although, judging by its stats, it looks like its not bulky enough for its own good and i doubt it could function well outside of trick room. does it serve well as a check to the abundant fire-types?


mega medicham seems cool because of its base 100 speed tier, access to fake out, and the ability huge power. maybe it could work well under tailwind?


astroboy: ADD EMPOLEON
 
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