Doubles OU Sample Teams (⚆ _ ⚆)
These are teams for getting into the DOU metagame! The purpose of this thread is to showcase proven successful DOU teams in order to help aspiring new players jump into the tier and get acclimated to the tier's numerous team playstyles and archetypes. If you have a team you feel like could be included, feel free to post your team here with the importable and a short description, preferably with sprites as well.
I will add worthy teams to the OP after consulting with other experienced DOU players.
Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Return
- Power-Up Punch
- Sucker Punch
Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Earth Power
- Substitute
- Protect
Aegislash @ Safety Goggles
Ability: Stance Change
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield
Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 124 SpA / 120 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect
Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower
This is a pretty simple and straightforward team that can both apply pressure to numerous opposing builds and opt to play defensively if needed. Mega Kangaskhan's the main beatstick and Kyurem-B is there to punish slower builds and any opportunities that the team gets. Aegislash backs up the matchup against Fairies and Cresselia, and it also provides protection against spread attackers, especially Mega Gardevoir for Kyurem-B, with Wide Guard. It has Safety Goggles in order to back up the matchup against Amoonguss. Rotom-W is there to check Heatran, Volcanion, Talonflame, Landorus-T... it's basically an all-around answer to a lot of stuff. Talonflame is there in order to apply pressure and give the team Speed control with Tailwind, and Landorus-T backs the team up as a Speed safety net and another all-around check to numerous foes.
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Return
- Power-Up Punch
- Sucker Punch
Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Earth Power
- Substitute
- Protect
Aegislash @ Safety Goggles
Ability: Stance Change
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield
Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 124 SpA / 120 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect
Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower
This is a pretty simple and straightforward team that can both apply pressure to numerous opposing builds and opt to play defensively if needed. Mega Kangaskhan's the main beatstick and Kyurem-B is there to punish slower builds and any opportunities that the team gets. Aegislash backs up the matchup against Fairies and Cresselia, and it also provides protection against spread attackers, especially Mega Gardevoir for Kyurem-B, with Wide Guard. It has Safety Goggles in order to back up the matchup against Amoonguss. Rotom-W is there to check Heatran, Volcanion, Talonflame, Landorus-T... it's basically an all-around answer to a lot of stuff. Talonflame is there in order to apply pressure and give the team Speed control with Tailwind, and Landorus-T backs the team up as a Speed safety net and another all-around check to numerous foes.
Gardevoir (M) @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psychic
- Encore
- Protect
Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 220 HP / 212 Def / 76 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Giga Drain
- Spore
- Rage Powder
- Protect
Gyarados @ Safety Goggles
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Stone Edge
- Dragon Dance
- Protect
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Thunder Wave
- Protect
Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 164 Atk / 92 Def / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Superpower
- U-turn
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 20 HP / 4 Def / 252 SpA / 4 SpD / 228 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Flash Cannon
- Earth Power
- Protect
Pretty balanced Garde team, hits all 3 of my goals with every single Gardevoir team: Intimidate, Redirection, and Speed Control. Landorus's item can be changed to EBelt/Lorb if your name is Stratos and hate AV's existence, i just generally play the team with Lando as U-turn intimidate bot and zard check. Gyardos having Stone Edge helps alleviate Volcanion/Cube/Zard/Talon issues. Generally really balanced team and I had success with it in Seasonals and saw a lot of others use it to win once it was posted as a sample team in the old thread n_n
Ability: Trace
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psychic
- Encore
- Protect
Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 220 HP / 212 Def / 76 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Giga Drain
- Spore
- Rage Powder
- Protect
Gyarados @ Safety Goggles
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Stone Edge
- Dragon Dance
- Protect
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Thunder Wave
- Protect
Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 164 Atk / 92 Def / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Superpower
- U-turn
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 20 HP / 4 Def / 252 SpA / 4 SpD / 228 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Flash Cannon
- Earth Power
- Protect
Pretty balanced Garde team, hits all 3 of my goals with every single Gardevoir team: Intimidate, Redirection, and Speed Control. Landorus's item can be changed to EBelt/Lorb if your name is Stratos and hate AV's existence, i just generally play the team with Lando as U-turn intimidate bot and zard check. Gyardos having Stone Edge helps alleviate Volcanion/Cube/Zard/Talon issues. Generally really balanced team and I had success with it in Seasonals and saw a lot of others use it to win once it was posted as a sample team in the old thread n_n
Kangaskhan-Mega @ Kangaskhanite
Ability: Inner Focus
EVs: 252 HP / 228 Atk / 28 Def
Adamant Nature
- Fake Out
- Power-Up Punch
- Return
- Sucker Punch
Volcanion @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Substitute
- Heat Wave
- Steam Eruption
- Protect
Jirachi @ Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 92 Def / 164 SpD
Relaxed Nature
IVs: 0 Spe
- Iron Head
- Trick Room
- Follow Me
- Protect
Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 252 Atk / 4 SDef / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- U-turn
- Rock Slide
Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 252 HP / 20 Def / 176 SpA / 60 SpD
Modest Nature
- Thunderbolt
- Taunt
- Hidden Power [Ice]
- Thunder Wave
Conkeldurr @ Life Orb
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Hammer Arm
- Mach Punch
- Ice Punch
- Wide Guard
Here is the team that Stratos mentioned that I built when volcanion was released. Kang with the genies do their jobs of hitting stuff while supporting the team with fake out, intimidate, speed control and yadda yadda yadda. I chose ass-vest on lando-t to improve my fairy and aegislash matchup and being able to switch moves is always nice. Rachi is mainly there to better my amoongus and gardevoir matchup while also helping kang or volcanion set-up. Since I already had two ice moves on my team to cover for other lando-t I decided to use trick room over icy wind because it would allow me to put extra bulk into my mons. Volcanion is the bulky fire type of choice since it has better synergy with rachi than heatran does and can hit a couple things a bit harder (ie; diancie, kang, talon etc.). I chose the sub set because I do like it more with both fake out and redirection support. Conk is in the last slot to provide wg support for volcanion or rachi, another way to ko the genies plus kang combination, and is a great kyub check.
Ability: Inner Focus
EVs: 252 HP / 228 Atk / 28 Def
Adamant Nature
- Fake Out
- Power-Up Punch
- Return
- Sucker Punch
Volcanion @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Substitute
- Heat Wave
- Steam Eruption
- Protect
Jirachi @ Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 92 Def / 164 SpD
Relaxed Nature
IVs: 0 Spe
- Iron Head
- Trick Room
- Follow Me
- Protect
Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 252 Atk / 4 SDef / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- U-turn
- Rock Slide
Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 252 HP / 20 Def / 176 SpA / 60 SpD
Modest Nature
- Thunderbolt
- Taunt
- Hidden Power [Ice]
- Thunder Wave
Conkeldurr @ Life Orb
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Hammer Arm
- Mach Punch
- Ice Punch
- Wide Guard
Here is the team that Stratos mentioned that I built when volcanion was released. Kang with the genies do their jobs of hitting stuff while supporting the team with fake out, intimidate, speed control and yadda yadda yadda. I chose ass-vest on lando-t to improve my fairy and aegislash matchup and being able to switch moves is always nice. Rachi is mainly there to better my amoongus and gardevoir matchup while also helping kang or volcanion set-up. Since I already had two ice moves on my team to cover for other lando-t I decided to use trick room over icy wind because it would allow me to put extra bulk into my mons. Volcanion is the bulky fire type of choice since it has better synergy with rachi than heatran does and can hit a couple things a bit harder (ie; diancie, kang, talon etc.). I chose the sub set because I do like it more with both fake out and redirection support. Conk is in the last slot to provide wg support for volcanion or rachi, another way to ko the genies plus kang combination, and is a great kyub check.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Slide
- Superpower
- U-turn
- Earthquake
Charizard @ Charizardite Y
Ability: Blaze
EVs: 248 HP / 68 Def / 84 SpA / 108 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Protect
- Hidden Power [Ground]
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- King's Shield
- Wide Guard
- Shadow Ball
- Flash Cannon
Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 108 HP / 252 SpA / 148 Spe
Modest Nature
- Protect
- Ice Beam
- Earth Power
- Substitute
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
- Sleep Powder
- Giga Drain
- Sludge Bomb
- Protect
Zapdos @ Rocky Helmet
Ability: Static
EVs: 252 HP / 36 Def / 108 SpA / 112 Spe
Modest Nature
- Roost
- Tailwind
- Hidden Power [Ice]
- Thunderbolt
My goal was to build a sun team that was solid against charizard checks like Rocks and heatran, and was able to play without Zard at all if need be. Lando, Aegis, and Venusaur can handle Rock-types well. Lando, Cube, and Zapdos are good against Talon and Aegislash can tank a Flare Blitz and destroy things back in a pinch. Against teams less prepared for Sun I usually just lead Lando/Zard and destroy with Heat Waves. Against most other teams, Venusaur outside of sun can actually be fairly potent. Zapdos's Tailwind boosts the entire team which is basically middling speed mons into the very threatening range. At +2 speed Aegislash outruns Diancie. Zapdos and Charizard are both EVed to outrun Timid Loom. Zap has one more speed point so that against Heatran they both outrun; Zap can thunderbolt the Sub and Charizard will KO with HP Ground. You could probably use Earth Power Hydreigon over Kyurem-B for the Fire resist and better matchup with Bisharp and Aegislash, but with Kyurem-B the team has a secondary wincon in case Charizard isn't usable, and is much bulkier which fits my style as opposed to LO Hydreigon. Venu outspeeds Jolly Lando at +2.
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Slide
- Superpower
- U-turn
- Earthquake
Charizard @ Charizardite Y
Ability: Blaze
EVs: 248 HP / 68 Def / 84 SpA / 108 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Protect
- Hidden Power [Ground]
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- King's Shield
- Wide Guard
- Shadow Ball
- Flash Cannon
Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 108 HP / 252 SpA / 148 Spe
Modest Nature
- Protect
- Ice Beam
- Earth Power
- Substitute
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
- Sleep Powder
- Giga Drain
- Sludge Bomb
- Protect
Zapdos @ Rocky Helmet
Ability: Static
EVs: 252 HP / 36 Def / 108 SpA / 112 Spe
Modest Nature
- Roost
- Tailwind
- Hidden Power [Ice]
- Thunderbolt
My goal was to build a sun team that was solid against charizard checks like Rocks and heatran, and was able to play without Zard at all if need be. Lando, Aegis, and Venusaur can handle Rock-types well. Lando, Cube, and Zapdos are good against Talon and Aegislash can tank a Flare Blitz and destroy things back in a pinch. Against teams less prepared for Sun I usually just lead Lando/Zard and destroy with Heat Waves. Against most other teams, Venusaur outside of sun can actually be fairly potent. Zapdos's Tailwind boosts the entire team which is basically middling speed mons into the very threatening range. At +2 speed Aegislash outruns Diancie. Zapdos and Charizard are both EVed to outrun Timid Loom. Zap has one more speed point so that against Heatran they both outrun; Zap can thunderbolt the Sub and Charizard will KO with HP Ground. You could probably use Earth Power Hydreigon over Kyurem-B for the Fire resist and better matchup with Bisharp and Aegislash, but with Kyurem-B the team has a secondary wincon in case Charizard isn't usable, and is much bulkier which fits my style as opposed to LO Hydreigon. Venu outspeeds Jolly Lando at +2.
Diancie-Mega @ Diancite
Ability: Clear Body
Shiny: Yes
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Moonblast
- Earth Power
- Diamond Storm
- Protect
Amoonguss @ Rocky Helmet
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 220 Def / 36 SpD
Relaxed Nature
IVs: 0 Spe
- Spore
- Rage Powder
- Giga Drain
- Sunny Day
Landorus-Therian @ Choice Scarf
Ability: Intimidate
Shiny: Yes
EVs: 4 HP / 156 Atk / 92 Def / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Rock Slide
- Superpower
Heatran @ Shuca Berry
Ability: Flash Fire
Shiny: Yes
EVs: 24 HP / 16 Def / 216 SpA / 252 Spe
Timid Nature
- Heat Wave
- Substitute
- Earth Power
- Protect
Rotom-Wash @ Sitrus Berry
Ability: Levitate
Shiny: Yes
EVs: 244 HP / 4 Def / 8 SpA / 116 SpD / 136 Spe
Calm Nature
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect
Hydreigon @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 36 HP / 36 Def / 184 SpA / 252 Spe
Timid Nature
- Tailwind
- Dark Pulse
- Draco Meteor
- Protect
This team operates largely by supporting Diancie. Whilst maintaining a balanced team flow. Amoongus offers rage powder (and spore) support for diancie, bolstered by the intimidate and u-turn / regenerator relationship available.
It is then that Rotom w is useful, as the team might struggle to switch into heatran, and other such fire types, so rotom w is able to fit nicely. It's important to note , that rotom helps also with a slight bisharp issue, (through having a core of diancie / lando-t / amoongus) and as such speed creeps bisharp by a few points.
Further, I'm a firm believer that a team isnt good without a steel type, and i think heatran, has vast amounts of synergy with both amoongus and rotom w, and further enables the team to positively match vs Gardevoir or charizard.
The last slot has changed often, but I've finally settled on hydreigon for its ability to patch wide guard aegislash related holes, ohko Kyub, and enable speed control on an otherwise bulky offensive team that lacked it.
I think this team is probably ideal for those starting with diancie, and encourages those who use it to consider that you can switch out in pokemon for a reason (as the team has good defensive synergy). I reccomend using this team to begin learning how to play to a game plan, as this team finds it easy to create win conditions through pokemon such as diancie in tailwind, Substitute heatran, amoongus or late game landorus-t.
Ability: Clear Body
Shiny: Yes
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Moonblast
- Earth Power
- Diamond Storm
- Protect
Amoonguss @ Rocky Helmet
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 220 Def / 36 SpD
Relaxed Nature
IVs: 0 Spe
- Spore
- Rage Powder
- Giga Drain
- Sunny Day
Landorus-Therian @ Choice Scarf
Ability: Intimidate
Shiny: Yes
EVs: 4 HP / 156 Atk / 92 Def / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Rock Slide
- Superpower
Heatran @ Shuca Berry
Ability: Flash Fire
Shiny: Yes
EVs: 24 HP / 16 Def / 216 SpA / 252 Spe
Timid Nature
- Heat Wave
- Substitute
- Earth Power
- Protect
Rotom-Wash @ Sitrus Berry
Ability: Levitate
Shiny: Yes
EVs: 244 HP / 4 Def / 8 SpA / 116 SpD / 136 Spe
Calm Nature
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect
Hydreigon @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 36 HP / 36 Def / 184 SpA / 252 Spe
Timid Nature
- Tailwind
- Dark Pulse
- Draco Meteor
- Protect
This team operates largely by supporting Diancie. Whilst maintaining a balanced team flow. Amoongus offers rage powder (and spore) support for diancie, bolstered by the intimidate and u-turn / regenerator relationship available.
It is then that Rotom w is useful, as the team might struggle to switch into heatran, and other such fire types, so rotom w is able to fit nicely. It's important to note , that rotom helps also with a slight bisharp issue, (through having a core of diancie / lando-t / amoongus) and as such speed creeps bisharp by a few points.
Further, I'm a firm believer that a team isnt good without a steel type, and i think heatran, has vast amounts of synergy with both amoongus and rotom w, and further enables the team to positively match vs Gardevoir or charizard.
The last slot has changed often, but I've finally settled on hydreigon for its ability to patch wide guard aegislash related holes, ohko Kyub, and enable speed control on an otherwise bulky offensive team that lacked it.
I think this team is probably ideal for those starting with diancie, and encourages those who use it to consider that you can switch out in pokemon for a reason (as the team has good defensive synergy). I reccomend using this team to begin learning how to play to a game plan, as this team finds it easy to create win conditions through pokemon such as diancie in tailwind, Substitute heatran, amoongus or late game landorus-t.
Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 132 Def / 56 SpA / 68 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Synthesis
Volcanion @ Leftovers
Ability: Water Absorb
EVs: 116 HP / 172 SpA / 220 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Steam Eruption
- Substitute
- Protect
Jirachi @ Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 24 Atk / 92 Def / 124 SpD / 16 Spe
Impish Nature
- Iron Head
- Follow Me
- Helping Hand
- Protect
Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Tailwind
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 56 HP / 212 Atk / 56 Def / 184 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower
Thundurus @ Magnet
Ability: Prankster
EVs: 44 HP / 212 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Thunder Wave
- Protect
Mega Venu and Volcanion have pretty good synergy. Volcanion annihilates steels which Venu has trouble with while Venu checks water types that Voncanion struggles to touch. Jirachi serves as a Diancie and Gard check while its redirection helps Volcanion sub or Venu recover. Next we added Hydrei for dark coverage that further helps check common steels like jirachi and aegislash. It also offers speed control in tailwind and can serve as a general nuke with Draco Meteor. Lando was my next choice so act as a check to opposing Lando and to check threats like Talonflame and Charizard which give Rachi, Venu and Volcanion a hard time. Thundurus is a great Lando parter as it is an EQ immune and also checks bulky waters, as well as Volcanion which this team can struggle with dealing with.
Ability: Chlorophyll
EVs: 252 HP / 132 Def / 56 SpA / 68 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Synthesis
Volcanion @ Leftovers
Ability: Water Absorb
EVs: 116 HP / 172 SpA / 220 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Steam Eruption
- Substitute
- Protect
Jirachi @ Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 24 Atk / 92 Def / 124 SpD / 16 Spe
Impish Nature
- Iron Head
- Follow Me
- Helping Hand
- Protect
Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Tailwind
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 56 HP / 212 Atk / 56 Def / 184 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower
Thundurus @ Magnet
Ability: Prankster
EVs: 44 HP / 212 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Thunder Wave
- Protect
Mega Venu and Volcanion have pretty good synergy. Volcanion annihilates steels which Venu has trouble with while Venu checks water types that Voncanion struggles to touch. Jirachi serves as a Diancie and Gard check while its redirection helps Volcanion sub or Venu recover. Next we added Hydrei for dark coverage that further helps check common steels like jirachi and aegislash. It also offers speed control in tailwind and can serve as a general nuke with Draco Meteor. Lando was my next choice so act as a check to opposing Lando and to check threats like Talonflame and Charizard which give Rachi, Venu and Volcanion a hard time. Thundurus is a great Lando parter as it is an EQ immune and also checks bulky waters, as well as Volcanion which this team can struggle with dealing with.
NOTE: Please do not PM or ask me stuff like "hey can I post x team" because yes you can but whether or not it gets into the OP is not entirely my judgment.
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