Checkmater
It’s just us kittens left, and the rain is coming
Teambuilding Frameworks
Old Thread
Gen 6 Frameworks
SPL 9 T/R
DPL 4 T/R
Team Dumps
If you're stuck on where to go next when building a team, or unsure of where to start, you can check out this thread to find out what successful Doubles teams have looked like and what some of these teams have in common.
Viewing teambuilding frameworks can also be helpful to notice similarities and differences accross compositions to get a better grasp of building with a particular Pokemon or core or archetype.
If you want to contribute feel free to post similarities between successful teams that you've spotted. Your post can be a framework for me to add to the OP, or any kind of comment or feedback. Please contribute as much as possible: good discussions are always healthy and welcome on the forums, and it's good practice in team analysis. Also feel free to suggest what team should be added to the frameworks if you think theres something i missed out on.
General
"The point of noticing frameworks like this isn't to limit creativity or say "you MUST build this way." This framework catalogue exists as a resource for when you're starting out on a new team to help you take a top level thing and put your own spin on it." - keith
Old Thread
Gen 6 Frameworks
SPL 9 T/R
DPL 4 T/R
Team Dumps
If you're stuck on where to go next when building a team, or unsure of where to start, you can check out this thread to find out what successful Doubles teams have looked like and what some of these teams have in common.
Viewing teambuilding frameworks can also be helpful to notice similarities and differences accross compositions to get a better grasp of building with a particular Pokemon or core or archetype.
If you want to contribute feel free to post similarities between successful teams that you've spotted. Your post can be a framework for me to add to the OP, or any kind of comment or feedback. Please contribute as much as possible: good discussions are always healthy and welcome on the forums, and it's good practice in team analysis. Also feel free to suggest what team should be added to the frameworks if you think theres something i missed out on.
General
No matter what kind of team you make, there are certain things that your Doubles OU team needs to have in order to function properly and succeed. Here are some very basic points to go over during team building to help you out!
- 2 Grass resists / Tapu Bulu checks
- 2 Water resists
- 2 Fire resists
- 2 Electric resists / immunities
- 1 Ground immunity / resist
- 2 checks to Steel-types
- 2 different Trick Room checks
- 2 Kommo-o checks
- 1 counter for each of Amoonguss, Ferrothorn, Celesteela
Croven Gengar
Kaori Gengar Rain
SMB Gengar
Vallex Gengar
laptops Gengar
1: Mega Gengar
Mega Gengar's strength in SM DOU mirrors the availability of strong Fairy-types, arising as a consistent offensive check. By providing trapping and offensive pressure, and having team members to cover its weaknesses and compliment its strengths, Mega Gengar teams are a staple of the meta.
2: Dragon-type
Gengar's ability to pressure Fairies gives rise to powerhouse Dragon-types in the form of Zygarde and Kyurem-Black, which in turn help with Gengar's lack of elemental (Water, Fire, Grass, Electric) resists. The choice between Kyurem-Black and Zygarde ultimately impacts the team's matchup against rain, as well as threats such as Gengar and Metagross. Teams with Zygarde practically necessitate Incineroar for Fake Out and Intimidate support, whereas teams with Kyurem-Black are not as constrained.
3: Water-type
Similarly to the Gen 6 Gengar Framework, a strong Water-type helps Gengar's matchups against Incineroar and LandoT, two prominent Gengar checks.
4: Grass-type
Grass-types provide another Electric resist while also checking opposing Water-types. Tapu Bulu enjoys Gengar's ability to force an opponent to eat a Wood Hammer, while Ferrothorn benefits from Gengar trapping its checks to clear the lategame and Amoonguss synergizes well with the positional nature of Gengar teams, soaking extra hits while moving around. This slot also functions the help check Trick Room.
5: Pivot, Tapu Bulu check, Steel-types check, soft Gengar/Metagross/Zygarde check
The last two slots are both pivots, meaning they possess either U-turn or Volt Switch, letting the team position better and maintain offensive momentum. This slot focuses more on checking opposing Steel-types and specifically dealing with opposing Tapu Bulu.
6: Pivot, Secondary Fairy-types check, Water-types check
With the exception of Vallex's Zapdos, this slot is another pivot. Most teams use an Electric type here, but the others use Genesect. Either way, both are good Tapu Bulu/Fairies checks, as well as dealing with opposing Water-types. While Tapu Koko provides synergy with Kyurem-Black, Zapdos provides an additional ground immunity as opposed to Tapu Koko's ground weakness.
Kaori Gengar Rain
SMB Gengar
Vallex Gengar
laptops Gengar
1: Mega Gengar
Mega Gengar's strength in SM DOU mirrors the availability of strong Fairy-types, arising as a consistent offensive check. By providing trapping and offensive pressure, and having team members to cover its weaknesses and compliment its strengths, Mega Gengar teams are a staple of the meta.
2: Dragon-type
Gengar's ability to pressure Fairies gives rise to powerhouse Dragon-types in the form of Zygarde and Kyurem-Black, which in turn help with Gengar's lack of elemental (Water, Fire, Grass, Electric) resists. The choice between Kyurem-Black and Zygarde ultimately impacts the team's matchup against rain, as well as threats such as Gengar and Metagross. Teams with Zygarde practically necessitate Incineroar for Fake Out and Intimidate support, whereas teams with Kyurem-Black are not as constrained.
3: Water-type
Similarly to the Gen 6 Gengar Framework, a strong Water-type helps Gengar's matchups against Incineroar and LandoT, two prominent Gengar checks.
4: Grass-type
Grass-types provide another Electric resist while also checking opposing Water-types. Tapu Bulu enjoys Gengar's ability to force an opponent to eat a Wood Hammer, while Ferrothorn benefits from Gengar trapping its checks to clear the lategame and Amoonguss synergizes well with the positional nature of Gengar teams, soaking extra hits while moving around. This slot also functions the help check Trick Room.
5: Pivot, Tapu Bulu check, Steel-types check, soft Gengar/Metagross/Zygarde check
The last two slots are both pivots, meaning they possess either U-turn or Volt Switch, letting the team position better and maintain offensive momentum. This slot focuses more on checking opposing Steel-types and specifically dealing with opposing Tapu Bulu.
6: Pivot, Secondary Fairy-types check, Water-types check
With the exception of Vallex's Zapdos, this slot is another pivot. Most teams use an Electric type here, but the others use Genesect. Either way, both are good Tapu Bulu/Fairies checks, as well as dealing with opposing Water-types. While Tapu Koko provides synergy with Kyurem-Black, Zapdos provides an additional ground immunity as opposed to Tapu Koko's ground weakness.
GenOne Gengar Kommo-o
Croven & miltankmilk Gengar Kommo-o
miltankmilk Gengar Kommo-o
Fespy Gengar Kommo-o
1 and 2: Gengar + Kommo-o
With a fantastic showing in DPL, Gengar Kommo-o is powerful offensive core. Gengar's trapping gives its team easier ability to position, while it takes out Fairy-types for Kommo-o, letting it sweep. For teams more worried about the Zygarde/LandoT matchup, Gengar runs HP Ice, whereas Substitute can function as a second Protect, and Taunt beats opposing Tailwind users and soft-checks Trick Room.
3: Incineroar
Incineroar rounds out the core, soaking hits and improving the matchup against Steel-types such as Celesteela or Genesect. Fake Out is additionally useful to complement Gengar's offensive pressure and Kommo-o's need to setup.
4: Fires Counter, LandoT Check, Gengar Check
A consistent Incineroar/LandoT check helps Gengar's ability to stick on the field. Suicune and Araquinid directly threaten Incineroar and LandoT, while Zygarde can setup on both with little difficulty. It should be noted that slots 2-4 create a significant Tapu Fini weakness.
5: Hard Fini Counter
Tapu Bulu and Koko both threaten opposing Fini, while also being difficult to switch into (Bulu because resisted Wood Hammer still chunks, Koko because it can Volt Switch and preserve momentum vs. a switch). In addition, this slot functions to generically counter opposing Water-types.
6: LandoT Counter, Zygarde Counter, Gengar Check.
The last slot covers weaknesses, such as to Zygarde and Gengar, and being able to consistently deal with LandoT. Most teams use a Steel-type here, but Fespy opts for LandoT for more offensive pressure and synergy with Sticky Webs.
Croven & miltankmilk Gengar Kommo-o
miltankmilk Gengar Kommo-o
Fespy Gengar Kommo-o
1 and 2: Gengar + Kommo-o
With a fantastic showing in DPL, Gengar Kommo-o is powerful offensive core. Gengar's trapping gives its team easier ability to position, while it takes out Fairy-types for Kommo-o, letting it sweep. For teams more worried about the Zygarde/LandoT matchup, Gengar runs HP Ice, whereas Substitute can function as a second Protect, and Taunt beats opposing Tailwind users and soft-checks Trick Room.
3: Incineroar
Incineroar rounds out the core, soaking hits and improving the matchup against Steel-types such as Celesteela or Genesect. Fake Out is additionally useful to complement Gengar's offensive pressure and Kommo-o's need to setup.
4: Fires Counter, LandoT Check, Gengar Check
A consistent Incineroar/LandoT check helps Gengar's ability to stick on the field. Suicune and Araquinid directly threaten Incineroar and LandoT, while Zygarde can setup on both with little difficulty. It should be noted that slots 2-4 create a significant Tapu Fini weakness.
5: Hard Fini Counter
Tapu Bulu and Koko both threaten opposing Fini, while also being difficult to switch into (Bulu because resisted Wood Hammer still chunks, Koko because it can Volt Switch and preserve momentum vs. a switch). In addition, this slot functions to generically counter opposing Water-types.
6: LandoT Counter, Zygarde Counter, Gengar Check.
The last slot covers weaknesses, such as to Zygarde and Gengar, and being able to consistently deal with LandoT. Most teams use a Steel-type here, but Fespy opts for LandoT for more offensive pressure and synergy with Sticky Webs.
Kaori Metagross Offense
Genone Metagross Balance
Vallex Psy Terrain Metagross
EmbC Metagross Balance
1: Metagross
While less popular since Marshadow's ban, Metagross is still a popular and potent mega, and one of the only offensive steels. Even though Mega Gengar's star has risen, Metagross still finds a niche as a strong offensive attacker with unique coverage and ways around Intimidate.
2: Zapdos
Zapdos does many things that make it best in slot here on Metagross teams. First, it helps eliminate Water-types such as Tapu Fini and has the bulk and speed control to punish offensive threats like Gengar. Zapdos also benefits greatly from Metagross' ability to actively chase away threats like Tyranitar and Kyurem-Black. Unlike Tapu Koko, Zapdos is immune to Ground, letting it switch in for Metagross.
3: Ground-type: Zygarde or LandoT
Along with checking Gengar, Ground-types also help to soft-check opposing steels and Fire-types. While Kaori and Genone both use Zygarde, LandoT is also a viable option, with some effects on the latter slots.
4: Fire-Type
Fire types synergize well with Metagross by eliminating opposing Steels and benefiting from Zapdos' ability to eliminate Water-types. While Kaori and Genone use Incineroar, Vallex already has intimidate, allowing him to run Volcanion here, whereas EmbC instead opts of running Double Intimidate.
5: Waters Counter
Since Vallex uses LandoT as his Ground-type, Kyurem-Black fits here without stacking Dragon-typing. In addition, it helps against opposing Fire-types as LandoT doesn't provide a Fire-resist. The other teams use Grass-types, which function similarly but lose to Fire-types.
6: Secondary Waters Check
This slot functions as insurance against Water-types and rain while also rounding out the teams towards the directions they hope to take. Life Orb Hoopa-U with Gunk Shot gives Kaori greater ability to take advantage of Tailwind, while Tapu Fini helps Genone and EmbC against Fire-types, complimenting Amoonguss. Vallex's Tapu Lele provides Psychic Terrain to boost Metagross.
Genone Metagross Balance
Vallex Psy Terrain Metagross
EmbC Metagross Balance
1: Metagross
While less popular since Marshadow's ban, Metagross is still a popular and potent mega, and one of the only offensive steels. Even though Mega Gengar's star has risen, Metagross still finds a niche as a strong offensive attacker with unique coverage and ways around Intimidate.
2: Zapdos
Zapdos does many things that make it best in slot here on Metagross teams. First, it helps eliminate Water-types such as Tapu Fini and has the bulk and speed control to punish offensive threats like Gengar. Zapdos also benefits greatly from Metagross' ability to actively chase away threats like Tyranitar and Kyurem-Black. Unlike Tapu Koko, Zapdos is immune to Ground, letting it switch in for Metagross.
3: Ground-type: Zygarde or LandoT
Along with checking Gengar, Ground-types also help to soft-check opposing steels and Fire-types. While Kaori and Genone both use Zygarde, LandoT is also a viable option, with some effects on the latter slots.
4: Fire-Type
Fire types synergize well with Metagross by eliminating opposing Steels and benefiting from Zapdos' ability to eliminate Water-types. While Kaori and Genone use Incineroar, Vallex already has intimidate, allowing him to run Volcanion here, whereas EmbC instead opts of running Double Intimidate.
5: Waters Counter
Since Vallex uses LandoT as his Ground-type, Kyurem-Black fits here without stacking Dragon-typing. In addition, it helps against opposing Fire-types as LandoT doesn't provide a Fire-resist. The other teams use Grass-types, which function similarly but lose to Fire-types.
6: Secondary Waters Check
This slot functions as insurance against Water-types and rain while also rounding out the teams towards the directions they hope to take. Life Orb Hoopa-U with Gunk Shot gives Kaori greater ability to take advantage of Tailwind, while Tapu Fini helps Genone and EmbC against Fire-types, complimenting Amoonguss. Vallex's Tapu Lele provides Psychic Terrain to boost Metagross.
EmbC Manectric
Hashtag Manectric
Mint16 Manectric
Pigeons Manectric
1: Mega Manectric
While not a heavy-hitter like other megas, Mega Manectric brings valuable role condensation to the table, combining unique coverage, Intimidate, fast pivot momentum, and pre-evolve Electric redirection, all in one package. Although vulnerable to LandoT/Zygarde and speed control, Mega Manectric teams have the game control to out-position opponents and win the game.
2: Second Intimidate
One of Mega Manectric's greatest strengths lies in the ease with which Manectric teams can run double-Intimidate, thus being able to neuter and take advantage of opposing physical attackers.
3: Steel-type
Along with being generically bulky and covering many resists, Steel-types are particularly useful for their ability to switch into threats like Tapu Bulu and Kyurem-Black. Note that the Steel-types used here aren't weak to Ground, and thus don't lose to LandoT/Zygarde. Genesect provides more pivoting power whereas Ferrothorn provides a Water resist and a win condition.
4: Incineroar / LandoT Counter
Not only is this slot designed to patch the previous slot's Fire weakness, on most teams it serves to ramp up the offensive capabilities of the teams. For the most part, the first three slots of each team represent a versatile defensive core, which enable the offensive core of the last three slots. While most teams use a Water-type here, Mint16 opts for Tornadus, since his Steel-type already provides his Water resist.
5: Amoonguss Killer, Soft Tapu Bulu Check, Second LandoT Check Trick Room check
This slot continues to provide more offense, while specifically punishing Amoonguss, Tapu Bulu, and LandoT. Additionally, across the teams, this slot helps to pressure aspects of Trick Room such as Intimidate, blocking Fake Out, or providing a powerful nuke in Icium Kyurem-Black.
6: Zapdos Check, Fires Check, Trick Room check
Pressures speed control users while additionally checking Fire-types.
Hashtag Manectric
Mint16 Manectric
Pigeons Manectric
1: Mega Manectric
While not a heavy-hitter like other megas, Mega Manectric brings valuable role condensation to the table, combining unique coverage, Intimidate, fast pivot momentum, and pre-evolve Electric redirection, all in one package. Although vulnerable to LandoT/Zygarde and speed control, Mega Manectric teams have the game control to out-position opponents and win the game.
2: Second Intimidate
One of Mega Manectric's greatest strengths lies in the ease with which Manectric teams can run double-Intimidate, thus being able to neuter and take advantage of opposing physical attackers.
3: Steel-type
Along with being generically bulky and covering many resists, Steel-types are particularly useful for their ability to switch into threats like Tapu Bulu and Kyurem-Black. Note that the Steel-types used here aren't weak to Ground, and thus don't lose to LandoT/Zygarde. Genesect provides more pivoting power whereas Ferrothorn provides a Water resist and a win condition.
4: Incineroar / LandoT Counter
Not only is this slot designed to patch the previous slot's Fire weakness, on most teams it serves to ramp up the offensive capabilities of the teams. For the most part, the first three slots of each team represent a versatile defensive core, which enable the offensive core of the last three slots. While most teams use a Water-type here, Mint16 opts for Tornadus, since his Steel-type already provides his Water resist.
5: Amoonguss Killer, Soft Tapu Bulu Check, Second LandoT Check Trick Room check
This slot continues to provide more offense, while specifically punishing Amoonguss, Tapu Bulu, and LandoT. Additionally, across the teams, this slot helps to pressure aspects of Trick Room such as Intimidate, blocking Fake Out, or providing a powerful nuke in Icium Kyurem-Black.
6: Zapdos Check, Fires Check, Trick Room check
Pressures speed control users while additionally checking Fire-types.
"The point of noticing frameworks like this isn't to limit creativity or say "you MUST build this way." This framework catalogue exists as a resource for when you're starting out on a new team to help you take a top level thing and put your own spin on it." - keith
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