Image by me, original Mega Abomasnow and Jellicent artwork by Ken Sugimori
While I have been playing Pokémon since May 2009 and competitively since November 2010, I’m not very good at doubles, having only dabbled it in a year ago. Recently, I’ve been playing some double matches using my rough and quickly built VGC ’14 team, I realized that it is terrible and I don’t really know what I am doing. So I was looking up team ideas when I saw one that intrigued me: HailRoom. Since weather is what made me a competitive player in the first place (Sand was good to me in the weather wars), I thought it was worth a try. That and I do like Mega Abomasnow, so I thought it would be worth a try.
Team Preview
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Abomasnow @ Abomasite
Ability: Snow Warning
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Blizzard
- Giga Drain
- Ice Shard
- Protect
Partially the reason I built this team. With Base 30 Speed after Mega Evolving, not much is going to outspeed it once Trick Room is up. Also, with a large 132 Sp. Atk stat and a STAB 110 BP spread move with perfect accuracy in Blizzard, not much is going to survive. Add to that decent bulk, it can usually survive the turn Trick Room is set up while knocking things out with Blizzard. Giga Drain is another great STAB that also heals it up from pre-Trick Room damage and Ice Shard is to pick off faster/weakened foes.
Jellicent @ Sitrus Berry
Ability: Cursed Body
Level: 50
EVs: 252 HP / 100 Def / 156 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Will-O-Wisp
- Recover
- Scald
Ah, Jellicent, again I put you in a damaging weather team to help me get into a new way to play and again, you do an amazing job. Jellicent is an amazing user of Trick Room since it is immune to non-Scrappy Fake Outs, has great bulk, and a terrific typing. In conjunction with this, it has the great ability of Cursed Body. Not many would use a Water-type move against my team, so Water Absorb isn’t that great and having that 30% chance of disabling moves is great. Will-O-Wisp and Scald help support my team with damage and Burns while Recover and Sitrus Berry heals it up.
Rhyperior @ Weakness Policy
Ability: Solid Rock
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Rock Slide
- Drill Run
- Protect
This thing hits like a truck with excellent coverage thanks to STAB Ground and Rock and a massive Atk stat. And thanks to its terrible speed stat, it is amazingly fast in Trick Room. Earthquake and Rock Slide will just hit anything not packing Wide Guard and Drill Run is for the times I don't want to hit my own Pokémon since only one of them can handle it.
Chandelure @ Life Orb
Ability: Flash Fire
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Heat Wave
- Shadow Ball
- Protect
The final regular member is a hybrid between Jellicent and Reuniclus. Chandelure is an alternate lead to Jellicent is having a Water-type is a bad idea. In addition to being good at setting up Trick Room, it is also a powerful special attacker, able to launch Heat Waves and Shadow Balls at all who oppose me.
Conkeldurr @ Assault Vest
Ability: Guts
Level: 50
EVs: 20 HP / 248 Atk / 12 Def / 228 SpD
Brave Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
I bring in Conkeldurr when I see Dark-types like Bisharp in my opponent's line up. It's pretty much a standard Conkeldurr with the twin STAB Punches, Knock Off, and Ice Punch. There really isn't much to say about this one.
Hydreigon @ Choice Specs
Ability: Levitate
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Flamethrower
- Earth Power
Hydreigon is in there as a back up in case Trick Room won't be as effective and I just need a nuke by spamming what ever is needed thanks to a great combination of Draco Meteor, Dark Pulse, Earth Power, and Flamethrower.
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Abomasnow @ Abomasite
Ability: Snow Warning
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Blizzard
- Giga Drain
- Ice Shard
- Protect
Partially the reason I built this team. With Base 30 Speed after Mega Evolving, not much is going to outspeed it once Trick Room is up. Also, with a large 132 Sp. Atk stat and a STAB 110 BP spread move with perfect accuracy in Blizzard, not much is going to survive. Add to that decent bulk, it can usually survive the turn Trick Room is set up while knocking things out with Blizzard. Giga Drain is another great STAB that also heals it up from pre-Trick Room damage and Ice Shard is to pick off faster/weakened foes.
Jellicent @ Sitrus Berry
Ability: Cursed Body
Level: 50
EVs: 252 HP / 100 Def / 156 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Will-O-Wisp
- Recover
- Scald
Ah, Jellicent, again I put you in a damaging weather team to help me get into a new way to play and again, you do an amazing job. Jellicent is an amazing user of Trick Room since it is immune to non-Scrappy Fake Outs, has great bulk, and a terrific typing. In conjunction with this, it has the great ability of Cursed Body. Not many would use a Water-type move against my team, so Water Absorb isn’t that great and having that 30% chance of disabling moves is great. Will-O-Wisp and Scald help support my team with damage and Burns while Recover and Sitrus Berry heals it up.
Rhyperior @ Weakness Policy
Ability: Solid Rock
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Rock Slide
- Drill Run
- Protect
This thing hits like a truck with excellent coverage thanks to STAB Ground and Rock and a massive Atk stat. And thanks to its terrible speed stat, it is amazingly fast in Trick Room. Earthquake and Rock Slide will just hit anything not packing Wide Guard and Drill Run is for the times I don't want to hit my own Pokémon since only one of them can handle it.
Chandelure @ Life Orb
Ability: Flash Fire
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Heat Wave
- Shadow Ball
- Protect
The final regular member is a hybrid between Jellicent and Reuniclus. Chandelure is an alternate lead to Jellicent is having a Water-type is a bad idea. In addition to being good at setting up Trick Room, it is also a powerful special attacker, able to launch Heat Waves and Shadow Balls at all who oppose me.
Conkeldurr @ Assault Vest
Ability: Guts
Level: 50
EVs: 20 HP / 248 Atk / 12 Def / 228 SpD
Brave Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
I bring in Conkeldurr when I see Dark-types like Bisharp in my opponent's line up. It's pretty much a standard Conkeldurr with the twin STAB Punches, Knock Off, and Ice Punch. There really isn't much to say about this one.
Hydreigon @ Choice Specs
Ability: Levitate
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Flamethrower
- Earth Power
Hydreigon is in there as a back up in case Trick Room won't be as effective and I just need a nuke by spamming what ever is needed thanks to a great combination of Draco Meteor, Dark Pulse, Earth Power, and Flamethrower.
I tend to lead with Abomasnow and Jellicent with Rhyperior and Chandelure in reserve. I noticed after using it that I mostly have Special Attackers, which I think might be why I am doing better than expected since Intimidate doesn’t do anything against me, giving me an advantage, though it would be wise of me to add some Physical Attackers. I have yet to use Hydreigon and it seems like every time I bring in Conkeldurr, I lose.
The main thing I want this team to be is easy for me to use since I am really starting this with very, very little Doubles or VGC experience and I want to minimize me screwing up at Team Preview. Another thing is that I don’t want a single Legendary on this team since I don’t like training Legendaries on my actual games. It is just easier for me to use non-Legends. I will not budge on this.
There it is, my second real attempt to get into VGC. This was built rather quickly with only a vague idea of the outcome and no real knowledge of the metagame. I am personally happy with the results so far since I have been winning way more often than I lose, though that is just people at the low end of the ladder on Showdown.
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