Gen 6 Help make me #1. ORAS DOU; Rank #26 on a small Doubles ladder.

Rank 26 DOU PS.png

^Proof...

Gen 6 DOU is a fantastic game but on a ladder where it can take quite some time to find a match. If the full amount of Gen 9 OU players have been playing Gen 6 DOU instead (which would be a dream), it might only result in me being in the Top 500.
I'm experienced in using pretty much every unconventional Mega in Gen 6 Doubles, but right now my goal is just to play on the side and win. I've been climbing with M-Kanga and M-Zard Y. Apparently Trick Room doesn't function as well in DOU or my next job is to execute it properly. Here, I'm going to share my ZardY team.

VanessLife (Keldeo) @ Focus Sash
Ability: Justified
Happiness: 20
EVs: 16 HP / 4 Def / 252 SpA / 12 SpD / 224 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Quick Guard
- Icy Wind

Keldeo has two main purposes on this team. One is to be a "revenge" killer. With a Focus Sash, it will certainly get off an Icy Wind on both opponents, making it so my next attack. Its other purpose is for leading against Kangaskhan and Landorus, so I can Quick Guard against it. Hydro Pump is for opposing Diancie, because Diancie is a Trick Room setter that has super-effective moves for my Mega and two others on my team.
Def/Spec.Def EVs cause Porygon2/Z to get the incorrect Download boost. If it was VGC, Porygon2 might be better off with Trace. The HP EVs also halt before 328.


(Charizard) @ Charizardite Y
Ability: Blaze
EVs: 48 HP / 4 Def / 252 SpA / 204 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Solar Beam
- Tailwind
- Protect

The Speed outruns Excadrill when I'm in Tailwind and Excadrill is in a Sandstorm. This situation rarely pops up, and I might be able to drop some Speed and make it more bulky. The EVs right after a multiple of 4, as quad-effective moves like Rock Slide deal damage in multiples of 4. Tailwind appears to be more important in DOU than VGC and it needs to stay. A single target move rarely works as well as Heat Wave as your only target may switch or Protect itself. Even if you use a spread move against a Wide Guard user, and it is protected by Wide Guard, the target just as easily could have used Detect/Protect/King's Shield/got withdrawn. It's only finishing writing this that I realized Solar Beam is my only way to hit Water/Ground types.

Piccolo (Volcanion) @ Assault Vest
Ability: Water Absorb
Happiness: 250
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Heat Wave
- Earth Power
- Flash Cannon

Heat Wave spam alongside ZardY. That actually doesn't happen too often and this is generally a check to opposing Sun/Rain, other than M-Swampert. Flash Cannon is again for Diancie/Carbink.

(Sylveon) @ Leftovers
Ability: Pixilate
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Hyper Voice
- Psyshock
- Quick Attack
- Protect

This helps me take out opposing Dragon-types in a way that an Amoonguss cannot. M-Salamence with the mixed set can take out my Mega with a Double-Edge. For that matter, Double-Edge M-Salamence is a threat to a lot I have, so just like with the ZardY, I could use some defensive EV help here. I don't want to compromise missing out on KOs that aren't OHKOs, or not moving first. I don't know why in high-level play, people use Helping Hand in the third slot??? Imagine a Salamance sweeping you at just 30% health, and all you have to do to stop it is touch it with one Special attack. That's my reasoning behind Quick Attack.
I don't think I've used Psyshock yet.

Zapdos-T (Machamp) @ Sitrus Berry
Ability: No Guard
Happiness: 130
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Dynamic Punch
- Wide Guard
- Knock Off
- Ice Punch

Wide Guard is a big need on a team weak to Rock Slide and Hyper Voice. One of the World Champions has even used this Machamp. I haven't tested Ice Punch yet, while typing I just realized it's a 100% accurate move against Landorus-T. I can Wide Guard after it's in, but this can help me actually hit it if my Dynamic Punch PP is running low.

Grow Plants. (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn????
- Rock Slide
- Superpower

LandoT + ZardY is a core. Since ZardY has the offensive power, I go for the Jolly spread here just so I can hit opposing LandoT and flinch it or its partner before I get flinched myself. I never actually use U-Turn in any format. What should this slot be, unless U-Turn is most viable? Since I don't have an Amoonguss, I can't even do the Regenerator "Ally Switch at Home" trick with U-Turn.
 
Sylveon's EVs were changed to 248 HP / 16 Def / 244 SpA to boost the odds it will survive 252 Atk M-Salamence's Double-Edge. Psyshock was removed for Heal Bell to experiment. Calm Mind is a valid option, but in DOU, status can spread throughout 4-5 Pokemon unlike in VGC where more of your chosen Pokemon will be immune. The EV Spreads for ZardY and Machamp still need defensive polishing.

I have fallen several spots down the ladder for using Kyurem-B. I won't use it ever again. Now climbing back with Mega Sceptile.
 
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