My ranked doubles team

My ranked doubles team is armarouge, indeedee f, palafin, dudunsparce, revavroom, and arcanine. i really struggle with dark types though. any tips on a dark type counter?

Half of your team is also weak to Ground-type Pokémon as well. Within the meta, Pokémon such as Great Tusk, Garchomp, Iron Treads, Sandy Shocks, and even Gastrodon with Earth Power are going to give you a hard time as well, along with those Dark-types. Offensively, your team is pretty good in terms of coverage, though. Out of all the top 50 Pokémon commonly used in the metagame for ranked Doubles, it has the ability to cover 62% of them all offensively with their STAB. Not bad! I'm assuming that you are running Armarouge and Indeedee for Psychic Terrain and Expanding Force, right? If so, that's pretty good. Thus, you have a powerful attack that can hit both of the opponent's Pokémon at the same time, and Indeedee can redirect with Follow Me or boost your attack with Helping Hand if needed. Palafin is obviously your heavy-hitting wallbreaker with speed control (Jet Punch), and Arcanine is another support Pokémon that disrupts with Intimidate and hopefully has moves such as Will-O-Wisp, Snarl, and whatnot. I can see these roles. However, I'm curious. What role does Dudunsparce serve on your team? It seems really out of place on this team. Am I missing something here? I can say the same thing for Revavroom too. Dudunsparce is unable to hit anything super effectively with STAB, and being a Normal-type, it also doesn't really add any good defense to your team as well other than Ghost immunity. Sure It is bulky, and can hit decently hard, but it's very slow. This doesn't seem like a Trick Room team, and I hope it isn't. Why Dudunsparce?

Revavroom has a double weakness to Ground on top of the fact that half of your team is already weak to Ground. What role does Revavroom serve? If your goal is to hit Dark-type Pokémon offensively, I recommend replacing Dudunsparce with Iron Valiant. It is fast, hits hard, is versatile, and has two types, Fairy and Fighting, which are both super effective against Dark-type Pokémon and both doubly resist it. It also grants resistance to Rock, Fighting, and doubly so for Bug, as well as a Dragon immunity. As for Revavroom, why not replace it with Amoonguss? Doing so would get rid of a 4x Ground-type weakness and could provide support similar to Indeedee with Rage Powder, which is not only useful for helping you set up your other Pokémon, but is also great against Pokémon like Maushold using Population Bomb when holding a Rocky Helmet, as Amoonguss would tank it and Maushold would take damage after each attack. Amoonguss can also learn Pollen Puff to restore the health of allies (or do damage if needed), and Clear Smog to get rid of stat changes while also doing a tiny bit of STAB damage, which is useful against Pokémon like Dondozo when paired with Tatsugiri. Of course, Amoonguss can also put Pokémon to sleep with 100% accuracy with Spore, which is very powerful. Mind you, I have never been the type to tell competitive players not to use what they love. If you just happen to like Dudunsparce and Revavroom, that's great, and use them if you love them. It's just that I don't see what role they can have on this particular team, so I recommend you make some changes and put them on another team. Making these changes would also increase your offensive STAB coverage from 62% to 86%.
 
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Half of your team is also weak to Ground-type Pokémon as well. Within the meta, Pokémon such as Great Tusk, Garchomp, Iron Treads, Sandy Shocks, and even Gastrodon with Earth Power are going to give you a hard time as well, along with those Dark-types. Offensively, your team is pretty good in terms of coverage, though. Out of all the top 50 Pokémon commonly used in the metagame for ranked Doubles, it has the ability to cover 62% of them all offensively with their STAB. Not bad! I'm assuming that you are running Armarouge and Indeedee for Psychic Terrain and Expanding Force, right? If so, that's pretty good. Thus, you have a powerful attack that can hit both of the opponent's Pokémon at the same time, and Indeedee can redirect with Follow Me or boost your attack with Helping Hand if needed. Palafin is obviously your heavy-hitting wallbreaker with speed control (Jet Punch), and Arcanine is another support Pokémon that disrupts with Intimidate and hopefully has moves such as Will-O-Wisp, Snarl, and whatnot. I can see these roles. However, I'm curious. What role does Dudunsparce serve on your team? It seems really out of place on this team. Am I missing something here? I can say the same thing for Revavroom too. Dudunsparce is unable to hit anything super effectively with STAB, and being a Normal-type, it also doesn't really add any good defense to your team as well other than Ghost immunity. Sure It is bulky, and can hit decently hard, but it's very slow. This doesn't seem like a Trick Room team, and I hope it isn't. Why Dudunsparce?

Revavroom has a double weakness to Ground on top of the fact that half of your team is already weak to Ground. What role does Revavroom serve? If your goal is to hit Dark-type Pokémon offensively, I recommend replacing Dudunsparce with Iron Valiant. It is fast, hits hard, is versatile, and has two types, Fairy and Fighting, which are both super effective against Dark-type Pokémon and both doubly resist it. It also grants resistance to Rock, Fighting, and doubly so for Bug, as well as a Dragon immunity. As for Revavroom, why not replace it with Amoonguss? Doing so would get rid of a 4x Ground-type weakness and could provide support similar to Indeedee with Rage Powder, which is not only useful for helping you set up your other Pokémon, but is also great against Pokémon like Maushold using Population Bomb when holding a Rocky Helmet, as Amoonguss would tank it and Maushold would take damage after each attack. Amoonguss can also learn Pollen Puff to restore the health of allies (or do damage if needed), and Clear Smog to get rid of stat changes while also doing a tiny bit of STAB damage, which is useful against Pokémon like Dondozo when paired with Tatsugiri. Of course, Amoonguss can also put Pokémon to sleep with 100% accuracy with Spore, which is very powerful. Mind you, I have never been the type to tell competitive players not to use what they love. If you just happen to like Dudunsparce and Revavroom, that's great, and use them if you love them. It's just that I don't see what role they can have on this particular team, so I recommend you make some changes and put them on another team. Making these changes would also increase your offensive STAB coverage from 62% to 86%.
Thanks for the advice! im going to use showdown to build a team with this in mind, once im done ill add a link to the pokepaste so you can see their movesets etc. Here is the link: https://pokepast.es/e42f8bb0780d51a9
 
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Thanks for the advice! im going to use showdown to build a team with this in mind, once im done ill add a link to the pokepaste so you can see their movesets etc. Here is the link: https://pokepast.es/e42f8bb0780d51a9

Change Indeedee's Ability from "Own Tempo" to "Psychic Surge. " This automatically sets up Psychic Terrain, which protects you from priority moves, powers up your Psychic-type moves if your Pokémon are grounded, and allows Armarouge to hit harder and both of his opponent's Pokémon with "Expanding Force." It also allows Indeedee to hit harder with her "Psyshock." Nonetheless, the move set for Indeedee is great and Psychic Seed is a smart choice. I don't understand why you selected the EV spread you did though, but the Nature is good. You're using Armarouge to Choice lock your opponents with "Trick? " That seems a little too situational, doesn't it, especially in Doubles? I would recommend that you simply go full offensive with Armarogue. Open Armarogue with Indeedee and Psychic Surge to improve your Expanding Force. Instead of running Trick and "Dark Pulse," try replacing Trick with "Protect" for scouting moves and to be safe. Instead of a "Choice Scarf," I recommend a "Life Orb" or even a "Weakness Policy" to make it more powerful when it attacks.

As long as Indeedee is on the field with it, you don't really have to worry about its Speed because "Follow Me" can redirect attacks from it. However, instead of Dark Pulse, I do recommend a boosting move such as "Calm Mind. " This would let Armarouge hit even harder and make it specially bulkier. Have Indeedee use Follow Me while you set this up to keep Armarouge safe. Other than that, your Ability choice, Nature, and EV spreads are pretty good. As for Palafin, I get that "Flip Turn" is often used because it helps Palafin do damage before switching, but when you think about it, is it really necessary? Palafin's Ability would still kick in even if you switched manually via the menu as well. Having Flip Turn limits your options with Palafin if you ask me. A lot of players run a "Haze" set with Palafin, which is useful for removing all stat changes. Like I mentioned before, this is very useful for Dondozo and Tatsugiri because if they boost their stats, it could be a major problem. Why did you choose "Zen Headbutt? " It doesn't really cover any of Palafin's weaknesses, which is only weak to Grass and Electric. It also has only 80 base power and isn't even 100% accurate. If anything, that should be your "Jet Punch," a move that has a powerful 80 base power with STAB and increased priority, allowing it to hit first every time, even if your opponent outspeeds you. Speed control is very good, especially against Pokémon such as Flutter Mane, which is extremely quick. Choice Band is a good choice, especially for wallbreaking, but keep in mind that it does limit your options.

Instead, you can try "Mystic Water" to increase the power of your Water-type attacks if you don't want your options locked, which would work wonders for Jet Punch. Also, I must ask, why Ground-type Tera Type? Is this to protect it against Electric-type attacks? If so, well, in the meta, the only commonly used Electric-types are Sandy Shocks and Iron Hands. You have other Pokémon such as Aramrouge and Iron Valiant that make short work of Iron Hands and Sandy Shocks is already weak to Water-type attacks due to being part Ground-type. You also have no moves to benefit from its Ground Tera Type and while I understand you're trying to be defensive, understand that with a Ground Tera Type, you're only making Palafin weaker to even more types with Ground, including types it normally resists such as Ice. Ground-type is strictly an offensive type, not a defensive one. It also still has its Grass weakness. Instead, why not make it Tera Fighting? A Fighting Tera Type gives you even more offense against Dark-types, which you said you had problems with, and makes your "Close Combat" stronger. It would also make the Electric damage neutral that you would potentially take from a Pokémon such as Sandy Shocks.

Other than that, the Nature and EV spread is pretty good. As for Arcanine, I see many issues. I'm really not sure what you're going for with its EV spread. Why are you going for a slow, bulky build here? I'm not really trying to critique here, but I am curious why you selected this. What exactly are you going for? Anyways, Arcanine is a support Pokémon with pretty decent Speed. Thus, you want it to be fast. If you want bulky support, you can make this happen while still having a fast Arcanine. You can go for 244 HP EVs, 4 Attack and Defense EVs, 36 Special Defense, and 220 Speed. In addition, because "Intimidate" lowers Attack, you don't really have to worry about physical attackers either. This allows you to outspeed most other Pokémon while causing disruption with your moves, while also providing you with enough bulk to stay alive. As for its moves, why "Psychic Fangs? " That's a good move for physical Psychic-types, but for Arcanine, it's weak coverage, and for what, to take down the Fighting-types that Armarouge, Iron Valiant, and Indeedee can already handle?

I'm guessing to dismantle walls like Light Screen or Reflect? Either way, I recommend "Snarl" over Psychic Fangs. It's a good move that, while weak, lowers the Special Attack stat of both opponents by one stage. This makes Arcanine not only able to lower Attack with Intimidate, but also Special Attack. As for its Water Tera Type, why? How does that help it in any way? Is it to be defensive? If that's the case, why not go with a Grass Tera Type? Grass Tera Type eliminates Ground and Water weaknesses while also neutralizing Rock. It also protects you from Amoonguss' "Spore" and "Rage Powder," which most players already do by letting Arcanine hold "Safety Goggles," but a "Sitrus Berry" is a smart choice as well. Other than that, your move selection is pretty good, but I recommend changing its Nature to Jolly. You want it to be faster than most other Pokémon when you're disrupting your opponent. As for Revavroom, yeah, I'm not really sure what you were going for here. It's worth noting that Revavroom has a signature move called "Spin Out. " It is a Steel-type attack that has 100% accuracy (unlike "Iron Head)," but lowers its Speed by two stages. It sounds like a drawback, but perhaps Revavroom would fit in on another Trick Room team.

I see you picked a Flying Tera Type to protect it from Ground-type attacks. That's smart, but impractical. You want your primary attackers to have the ability to Teralize and Revavroom doesn't seem like one of your main attackers, at least on this team. It can probably work on another team, though. Either way, I still don't see Revavroom having a place on this particular team. Again, I'm not saying that you shouldn't use it or that it's bad, as I am all in favor of using favorites in competitive. In fact, I made it to the Master Ball tier in ranked using just my favorites with Butterfree as my lead in Sword and was among the top of the ladder in Pokémon Showdown when competing in Gen 8 Doubles OU using my favorites again. Revavroom just doesn't seem to fit in with this group. I recommend replacing it with Amoonguss. I recommend the set of "Spore," "Rage Powder," "Pollen Puff," and "Clear Smog. " Spore is great as it can put several Pokémon to sleep with 100% accuracy. Rage Powder works like Follow Me, making it a good support Pokémon like Indeedee, but note that it doesn't work on Grass-type Pokémon.

Pollen Puff can either heal your partner or do damage, and Clear Smog does a bit of STAB but also removes stat changes, which is always great, especially in this metagame. Let it hold a "Rocky Helmet." (Remember what I said about Maushold). Its Ability should always be "Regenerator" so it can restore health when it switches out. As for its EV spread, go for 252 HP to make it bulky as possible, 156 Defense to allow it to take physical hits better, and 100 Special Defense for special hits. A Relaxed or Bold Nature could work pretty equally. Finally, for Iron Valiant, I recommend you make it a physical attacker rather than special. While this might seem like a very weird move set that nobody uses and probably won't work, hear me out. I recommend "Spirit Break," "Brick Break," "Swords Dance," and "Protect. " Spirit Break and Brick Break only have 75 base power, which isn't that powerful, but they do grant STAB, and with Swords Dance, they can become really powerful. Spirit Break also has the added bonus of lowering the target's Special Attack and Brick Break can shatter any potential screens like Psychic Fangs did. However, if screens aren't that important to you, invest in Close Combat instead of Brick Break.

The key is to open with either Indeedee or Amoonguss if needed, redirect attacks with Follow Me or Rage Powder, and boost with Swords Dance. This would make Iron Valiant's attacks stronger. The held item should be "Booster Energy. " As for its EV spread, make it have 252 Attack EVs and 252 Speed EVs with a Jolly Nature to ensure that its Speed is its best stat. Thus, when Booster Energy activates, it would get a Speed boost, allowing it to outspeed most of the metagame. After safely Swords Dancing, it would then be able to hit harder than much of the metagame while also being faster. With this, you would then have an even number of special and physical attackers, with Indeedee, Armarouge, and Amoonguss being special, and Iron Valiant, Arcanine, and Palafin being physical. Nonetheless, it's always good to test things out and see what works. Try out my advice and see if it helps you. Also, I am always down to battle, so if you ever want to test your strategies, be it on the Nintendo Switch or Pokémon Showdown, just hit me up. We can see if everything works out for you before we hit those ranked battles!
 
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Change Indeedee's Ability from "Own Tempo" to "Psychic Surge. " This automatically sets up Psychic Terrain, which protects you from priority moves, powers up your Psychic-type moves if your Pokémon are grounded, and allows Armarouge to hit harder and both of his opponent's Pokémon with "Expanding Force." It also allows Indeedee to hit harder with her "Psyshock." Nonetheless, the move set for Indeedee is great and Psychic Seed is a smart choice. I don't understand why you selected the EV spread you did though, but the Nature is good. You're using Armarouge to Choice lock your opponents with "Trick? " That seems a little too situational, doesn't it, especially in Doubles? I would recommend that you simply go full offensive with Armarogue. Open Armarogue with Indeedee and Psychic Surge to improve your Expanding Force. Instead of running Trick and "Dark Pulse," try replacing Trick with "Protect" for scouting moves and to be safe. Instead of a "Choice Scarf," I recommend a "Life Orb" or even a "Weakness Policy" to make it more powerful when it attacks.

As long as Indeedee is on the field with it, you don't really have to worry about its Speed because "Follow Me" can redirect attacks from it. However, instead of Dark Pulse, I do recommend a boosting move such as "Calm Mind. " This would let Armarouge hit even harder and make it specially bulkier. Have Indeedee use Follow Me while you set this up to keep Armarouge safe. Other than that, your Ability choice, Nature, and EV spreads are pretty good. As for Palafin, I get that "Flip Turn" is often used because it helps Palafin do damage before switching, but when you think about it, is it really necessary? Palafin's Ability would still kick in even if you switched manually via the menu as well. Having Flip Turn limits your options with Palafin if you ask me. A lot of players run a "Haze" set with Palafin, which is useful for removing all stat changes. Like I mentioned before, this is very useful for Dondozo and Tatsugiri because if they boost their stats, it could be a major problem. Why did you choose "Zen Headbutt? " It doesn't really cover any of Palafin's weaknesses, which is only weak to Grass and Electric. It also has only 80 base power and isn't even 100% accurate. If anything, that should be your "Jet Punch," a move that has a powerful 80 base power with STAB and increased priority, allowing it to hit first every time, even if your opponent outspeeds you. Speed control is very good, especially against Pokémon such as Flutter Mane, which is extremely quick. Choice Band is a good choice, especially for wallbreaking, but keep in mind that it does limit your options.

Instead, you can try "Mystic Water" to increase the power of your Water-type attacks if you don't want your options locked, which would work wonders for Jet Punch. Also, I must ask, why Ground-type Tera Type? Is this to protect it against Electric-type attacks? If so, well, in the meta, the only commonly used Electric-types are Sandy Shocks and Iron Hands. You have other Pokémon such as Aramrouge and Iron Valiant that make short work of Iron Hands and Sandy Shocks is already weak to Water-type attacks due to being part Ground-type. You also have no moves to benefit from its Ground Tera Type and while I understand you're trying to be defensive, understand that with a Ground Tera Type, you're only making Palafin weaker to even more types with Ground, including types it normally resists such as Ice. Ground-type is strictly an offensive type, not a defensive one. It also still has its Grass weakness. Instead, why not make it Tera Fighting? A Fighting Tera Type gives you even more offense against Dark-types, which you said you had problems with, and makes your "Close Combat" stronger. It would also make the Electric damage neutral that you would potentially take from a Pokémon such as Sandy Shocks.

Other than that, the Nature and EV spread is pretty good. As for Arcanine, I see many issues. I'm really not sure what you're going for with its EV spread. Why are you going for a slow, bulky build here? I'm not really trying to critique here, but I am curious why you selected this. What exactly are you going for? Anyways, Arcanine is a support Pokémon with pretty decent Speed. Thus, you want it to be fast. If you want bulky support, you can make this happen while still having a fast Arcanine. You can go for 244 HP EVs, 4 Attack and Defense EVs, 36 Special Defense, and 220 Speed. In addition, because "Intimidate" lowers Attack, you don't really have to worry about physical attackers either. This allows you to outspeed most other Pokémon while causing disruption with your moves, while also providing you with enough bulk to stay alive. As for its moves, why "Psychic Fangs? " That's a good move for physical Psychic-types, but for Arcanine, it's weak coverage, and for what, to take down the Fighting-types that Armarouge, Iron Valiant, and Indeedee can already handle?

I'm guessing to dismantle walls like Light Screen or Reflect? Either way, I recommend "Snarl" over Psychic Fangs. It's a good move that, while weak, lowers the Special Attack stat of both opponents by one stage. This makes Arcanine not only able to lower Attack with Intimidate, but also Special Attack. As for its Water Tera Type, why? How does that help it in any way? Is it to be defensive? If that's the case, why not go with a Grass Tera Type? Grass Tera Type eliminates Ground and Water weaknesses while also neutralizing Rock. It also protects you from Amoonguss' "Spore" and "Rage Powder," which most players already do by letting Arcanine hold "Safety Goggles," but a "Sitrus Berry" is a smart choice as well. Other than that, your move selection is pretty good, but I recommend changing its Nature to Jolly. You want it to be faster than most other Pokémon when you're disrupting your opponent. As for Revavroom, yeah, I'm not really sure what you were going for here. It's worth noting that Revavroom has a signature move called "Spin Out. " It is a Steel-type attack that has 100% accuracy (unlike "Iron Head)," but lowers its Speed by two stages. It sounds like a drawback, but perhaps Revavroom would fit in on another Trick Room team.

I see you picked a Flying Tera Type to protect it from Ground-type attacks. That's smart, but impractical. You want your primary attackers to have the ability to Teralize and Revavroom doesn't seem like one of your main attackers, at least on this team. It can probably work on another team, though. Either way, I still don't see Revavroom having a place on this particular team. Again, I'm not saying that you shouldn't use it or that it's bad, as I am all in favor of using favorites in competitive. In fact, I made it to the Master Ball tier in ranked using just my favorites with Butterfree as my lead in Sword and was among the top of the ladder in Pokémon Showdown when competing in Gen 8 Doubles OU using my favorites again. Revavroom just doesn't seem to fit in with this group. I recommend replacing it with Amoonguss. I recommend the set of "Spore," "Rage Powder," "Pollen Puff," and "Clear Smog. " Spore is great as it can put several Pokémon to sleep with 100% accuracy. Rage Powder works like Follow Me, making it a good support Pokémon like Indeedee, but note that it doesn't work on Grass-type Pokémon.

Pollen Puff can either heal your partner or do damage, and Clear Smog does a bit of STAB but also removes stat changes, which is always great, especially in this metagame. Let it hold a "Rocky Helmet." (Remember what I said about Maushold). Its Ability should always be "Regenerator" so it can restore health when it switches out. As for its EV spread, go for 252 HP to make it bulky as possible, 156 Defense to allow it to take physical hits better, and 100 Special Defense for special hits. A Relaxed or Bold Nature could work pretty equally. Finally, for Iron Valiant, I recommend you make it a physical attacker rather than special. While this might seem like a very weird move set that nobody uses and probably won't work, hear me out. I recommend "Spirit Break," "Brick Break," "Swords Dance," and "Protect. " Spirit Break and Brick Break only have 75 base power, which isn't that powerful, but they do grant STAB, and with Swords Dance, they can become really powerful. Spirit Break also has the added bonus of lowering the target's Special Attack and Brick Break can shatter any potential screens like Psychic Fangs did. However, if screens aren't that important to you, invest in Close Combat instead of Brick Break.

The key is to open with either Indeedee or Amoonguss if needed, redirect attacks with Follow Me or Rage Powder, and boost with Swords Dance. This would make Iron Valiant's attacks stronger. The held item should be "Booster Energy. " As for its EV spread, make it have 252 Attack EVs and 252 Speed EVs with a Jolly Nature to ensure that its Speed is its best stat. Thus, when Booster Energy activates, it would get a Speed boost, allowing it to outspeed most of the metagame. After safely Swords Dancing, it would then be able to hit harder than much of the metagame while also being faster. With this, you would then have an even number of special and physical attackers, with Indeedee, Armarouge, and Amoonguss being special, and Iron Valiant, Arcanine, and Palafin being physical. Nonetheless, it's always good to test things out and see what works. Try out my advice and see if it helps you. Also, I am always down to battle, so if you ever want to test your strategies, be it on the Nintendo Switch or Pokémon Showdown, just hit me up. We can see if everything works out for you before we hit those ranked battles!

My indeedee actually has psychic terrain but in the game, but i forgot to put it on the showdown one. Thanks for the advice! im already on great ball tier with this Team!
 
My indeedee actually has psychic terrain but in the game, but i forgot to put it on the showdown one. Thanks for the advice! im already on great ball tier with this Team!

I hope by that, you meant Psychic Surge, as in the Ability, and not the move Psychic Terrain. Nonetheless, I'm glad to hear it! Good luck and I hope you make it to Master Ball tier!
 
I hope by that, you meant Psychic Surge, as in the Ability, and not the move Psychic Terrain. Nonetheless, I'm glad to hear it! Good luck and I hope you make it to Master Ball tier!
Oh yeah i meant psychic surge lol
 
I hope by that, you meant Psychic Surge, as in the Ability, and not the move Psychic Terrain. Nonetheless, I'm glad to hear it! Good luck and I hope you make it to Master Ball tier!

Guess what, i got into master ball tier with this team!
 
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