Its defeatable but this team is working really well for me.
The Team:
Gyarados
I have had a red gyarados on my team every gen since soul silver. First shiny I hunt in every game and my soul silver gyarados has seen many regions.
He makes me proud.
Regardless, in the current doubles ou meta, he doesn't have a place outside of mega so I use him for support. Sub for when the opponent is focusing on the other poke, EQ for coverage, T-wave for hindering sweeps, and waterfall for a solid stab move. Ik you could make a better team by subbing him out but I love the boy.
T-tar
The meat of the team.
Choice band boosts its attack to 603 and its bulky as hell when it sandstorm is running. Rock slide is always a solid choice for stab on both pokes, EQ for coverage or when gyarados or zapdos are out, Ice punch for coverage, and pursuit for cheese. Tends to be pretty versatile, im sure someone could run the numbers on it but she generally performs fairly well except on the occasional azumarill or swampert .
Heatran
Soild stealth rock setter that I normally swap out after it sets, usually can safely stay in assuming theres not a swampert at the other end. Earthpower for coverage, works well against tapu koko and the occasional arcanine and t-tar, hp ice for pesky birds, dragons, and mances, heatwave for ferros and checks most powerful bugs and grass types.
Zapdos
Tailwind for speed - if he can safely get it set then most of the team minus amoongus outspeeds the metagame and t tar really moves. Heat is for ferro and other grass/steel stalls. Ice works wonders on salamance, land-t, dragonite, garchomp, and other less common dragon threats. Also works on opposing zapdos. Its reliable until it breaks down, like a Ford.
Amoongus
People (or at least low tiers) don't expect clear smog and im not sure why. Toxic is for stalling, giga for bonus health and protect for added stall. I think rage powder is too gimmicky and people expect this to me more of a threat than it actually is, leading to end games where we basically stall out. Regenerator is also great for predicting when t-tar is about to die.
and finally Lucario
Like goblin slayer, he exists to kill one thing. That one thing just happens to be fairys and diancie. I honestly dont know what to do with him outside of that but hes been working pretty well so far. The drain punch is just to work in tandem with the life orb and blaze kick is to deal with pesky steel types like celesteela. With life orb he does work.
Pleas leave any comments or suggestions below! This set has just been working fairly well for me in doubles and I'm not sure why, but if anyone has any ideas I encourage them.
The Team:
Gyarados (M) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Earthquake
- Thunder Wave
- Waterfall
Tyranitar (F) @ Choice Band
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Rock Slide
- Earthquake
- Ice Punch
- Pursuit
Heatran @ Groundium Z
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Hidden Power [Ice]
- Heat Wave
Zapdos @ Rocky Helmet
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Hidden Power [Ice]
- Thunderbolt
- Tailwind
Amoonguss (F) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Clear Smog
- Toxic
- Giga Drain
- Protect
Lucario @ Life Orb
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Blaze Kick
- Ice Punch
- Drain Punch
- Meteor Mash
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Earthquake
- Thunder Wave
- Waterfall
Tyranitar (F) @ Choice Band
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Rock Slide
- Earthquake
- Ice Punch
- Pursuit
Heatran @ Groundium Z
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Hidden Power [Ice]
- Heat Wave
Zapdos @ Rocky Helmet
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Hidden Power [Ice]
- Thunderbolt
- Tailwind
Amoonguss (F) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Clear Smog
- Toxic
- Giga Drain
- Protect
Lucario @ Life Orb
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Blaze Kick
- Ice Punch
- Drain Punch
- Meteor Mash
Gyarados
Gyarados (M) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Earthquake
- Thunder Wave
- Waterfall
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Earthquake
- Thunder Wave
- Waterfall
I have had a red gyarados on my team every gen since soul silver. First shiny I hunt in every game and my soul silver gyarados has seen many regions.
He makes me proud.
Regardless, in the current doubles ou meta, he doesn't have a place outside of mega so I use him for support. Sub for when the opponent is focusing on the other poke, EQ for coverage, T-wave for hindering sweeps, and waterfall for a solid stab move. Ik you could make a better team by subbing him out but I love the boy.
T-tar
Tyranitar (F) @ Choice Band
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Rock Slide
- Earthquake
- Ice Punch
- Pursuit
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Rock Slide
- Earthquake
- Ice Punch
- Pursuit
The meat of the team.
Choice band boosts its attack to 603 and its bulky as hell when it sandstorm is running. Rock slide is always a solid choice for stab on both pokes, EQ for coverage or when gyarados or zapdos are out, Ice punch for coverage, and pursuit for cheese. Tends to be pretty versatile, im sure someone could run the numbers on it but she generally performs fairly well except on the occasional azumarill or swampert .
Heatran
Heatran @ Groundium Z
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Hidden Power [Ice]
- Heat Wave
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Hidden Power [Ice]
- Heat Wave
Soild stealth rock setter that I normally swap out after it sets, usually can safely stay in assuming theres not a swampert at the other end. Earthpower for coverage, works well against tapu koko and the occasional arcanine and t-tar, hp ice for pesky birds, dragons, and mances, heatwave for ferros and checks most powerful bugs and grass types.
Zapdos
Zapdos @ Rocky Helmet
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Hidden Power [Ice]
- Thunderbolt
- Tailwind
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Hidden Power [Ice]
- Thunderbolt
- Tailwind
Tailwind for speed - if he can safely get it set then most of the team minus amoongus outspeeds the metagame and t tar really moves. Heat is for ferro and other grass/steel stalls. Ice works wonders on salamance, land-t, dragonite, garchomp, and other less common dragon threats. Also works on opposing zapdos. Its reliable until it breaks down, like a Ford.
Amoongus
Amoonguss (F) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Clear Smog
- Toxic
- Giga Drain
- Protect
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Clear Smog
- Toxic
- Giga Drain
- Protect
People (or at least low tiers) don't expect clear smog and im not sure why. Toxic is for stalling, giga for bonus health and protect for added stall. I think rage powder is too gimmicky and people expect this to me more of a threat than it actually is, leading to end games where we basically stall out. Regenerator is also great for predicting when t-tar is about to die.
and finally Lucario
Lucario @ Life Orb
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Blaze Kick
- Ice Punch
- Drain Punch
- Meteor Mash
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Blaze Kick
- Ice Punch
- Drain Punch
- Meteor Mash
Like goblin slayer, he exists to kill one thing. That one thing just happens to be fairys and diancie. I honestly dont know what to do with him outside of that but hes been working pretty well so far. The drain punch is just to work in tandem with the life orb and blaze kick is to deal with pesky steel types like celesteela. With life orb he does work.
Pleas leave any comments or suggestions below! This set has just been working fairly well for me in doubles and I'm not sure why, but if anyone has any ideas I encourage them.
Last edited by a moderator: