【VGC2018 S1 Battle Spot 2nd place 2006 INC January 1832 Team】Snorlax+Cresselia【Pokémon Ultra Sun and Moon Doubles 】

Hi, my name is Ka・El and as I had managed to reach to the 2000s on season 7 battle spot before other players, I was offered by EMOLGAME to showcase the team that got me this far. I began using this team around the 1930s and was able to ladder up to the 2000s with a win rate of approximately 77.5%. Furthermore, I had also finished the January International Challenge with a rating of 1832 (32W-5L), using my alternative cartridge.


Flow to teambuilding

I was initially absorbed to the fact that Cresselia can learn Ally Switch via tutor move. As this will allow Cresselia to have a similar role to a Follow-me user with its immense bulk, I chose her as my primary slot. I then chose Snorlax because of how well it corresponds to Cresselia due to its high defensive stats and having powerful set-up moves. 
Next, I chose Landorus because it pairs well with Cresselia and can cycle Intimidate with U-turn. Afterwards I chose Charizard as it also pairs well with Landorus and then selected Tapu Fini as the fifth slot to check Dark types and Rain teams. Finally, I placed Ferrothorn for the last slot as there were no steel types within the team and I didn’t have a stable matchup against Rain archetypes (especially hard rain teams).

Individual Analysis

006-my (1)
Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
Level: 50
EVs: 252 HP / 108 Def / 4 SpA / 84 SpD / 60 Spe
Modest Nature
IVs: 0 Atk
- Flamethrower
- Overheat
- Heat Wave
- Protect
•    252 Atk Tough Claws Mega Metagross Zen Headbutt vs. 252 HP / 108 Def Mega Charizard Y in Psychic Terrain: 156-184 (84.3 - 99.4%) -- guaranteed 2HKO
•    4+ SpA Mega Charizard Y Overheat vs. 4 HP / 0 SpD Mega Kangaskhan in Sun: 183-216 (101.1 - 119.3%) -- guaranteed OHKO
•    252 SpA Tapu Koko Thunderbolt vs. 252 HP / 84 SpD Mega Charizard Y in Electric Terrain: 152-182 (82.1 - 98.3%) -- guaranteed 2HKO
•    Outspeeds Max speed Tapu Bulu with neutral nature

I invested a lot of EV towards defense and special defense, as I wanted Charizard to endure as much as attack as possible and also put a lot of pressure towards the opponent. Because I gave this much bulk, it can also survive a Jolly Landorus’s Rock Slide when it’s double targeted and a Timid Mega Gengar’s Shadowball even after Fake Tears. I thought that as long as Charizard has a beneficial nature, it already has enough firepower and do not necessarily need to invest into its offense. In terms of speed, I thought that being able to outspeed max speed Bisharp with neutral nature will be enough but as soon as I encountered a max speed Bulu with a neutral nature, I decided to invest more towards speed. Because there is no such thing as non-scarf Jolly natured max speed Bulu’s, I was able to identify whether the opposing Bulu is scarfed or not.

645-s (1) 
Landorus-Therian @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 252 HP / 44 Atk / 44 Def / 156 SpD / 12 Spe
Adamant Nature
- Earthquake
- U-turn
- Rock Slide
- Superpower
•    -1 252+ Atk Parental Bond Kangaskhan-Mega Ice Punch vs. 252 HP / 44 Def Landorus-Therian: 160-190 (81.6 - 96.9%) -- guaranteed 2HKO
•    252+ SpA Tapu Lele Shattered Psyche (175 BP) vs. 252 HP / 156 SpD Assault Vest Landorus-Therian in Psychic Terrain: 165-195 (84.1 - 99.4%) -- guaranteed 2HKO
•    Outspeeds Base Speed 50s with Max Speed (Also Outspeeds Base Speeds 60s with Max Speed if neutral nature) 

I invested a lot of EVs towards it defensive sides as I wanted it to spread as much Intimidate as possible. This set is bulkier than it seems as Intimidate raises its Defense and Assault Vest raises its Special Defense by 1.5 respectively. Although I only invested a minimum amount of speed, this turned out to be rather beneficial because I am more likely to U-turn after my opponent and thereby have a safe switch into my other mons. 
The moveset is pretty standard. Earthquake for STAB, U-turn for cycling Intimidates, Rock Slide to hit Flying Pokemon and for flinches and Superpower for mons such as Tyranitar, Kangaskhan, Incineroar and Snorlax. There were few moments when I wanted Knock Off but I was still able to without it so I didn’t end up putting it. 
As long as I’m not facing tough matchups such as Rain, I will selected this mon for almost all matchups. Intimidate fits very well with this team because it pretty much raises the defense of the other members. I especially relied on it when facing Kangaskhan teams.

488 (1) 
Cresselia @ Iapapa Berry
Ability: Levitate
Level: 50
EVs: 228 HP / 28 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Trick Room
- Light Screen
- Helping Hand
- Ally Switch
•    HP set to activate berry after taking Guardian of Alola 

I needed it to be bulky as possible to be able to take hits with Ally Switch and as Landorus’s Intimidate can support its physical defense, I invested almost all EV to its Special Defense. 
Its moveset is aimed to entirely support its teammates. Trick Room for its central speed control method, Ally Switch due to its being the concept of the team and Helping Hand to increase its partner’s firepower were all essential. For the last slot, I was debating whether I should put Ice Beam as a suitable attacking move, but I realized that an Ice Beam from a non-attack invested Cresselia is not going to do anything even if it hits opponents with 4x weakness to ice so therefore I chose Light Screen because it can raise its teammates Special Defenses. (Landorus’s Intimidate will support the physical side) 
No matter what kind of team I faced, I chose her in every match. Charizard is the fastest member of the team but since it only has a base speed of 128, I would pretty much lose if I don’t set up Trick Room. Cresselia never became useless because of its Ally Switch.

143 (1) 
Snorlax @ Aguav Berry
Ability: Gluttony
Level: 50
EVs: 244 HP / 68 Atk / 196 Def
Relaxed Nature
IVs: 0 Spe
- Return
- Earthquake
- Recycle
- Belly Drum
•    Activates Berry after Belly Drum 
•    +6 68 Atk Snorlax Return vs. 252 HP / 0 Def Cresselia: 229-270 (100.8 - 118.9%) -- guaranteed OHKO

Since Belly Drum will allow Snorlax to have significant firepower, I didn’t really need to invest much into Attack and instead spread the EVs towards its physical defense, as Snorlax’s Special Defense is already high. 
In terms of its movesets, Return is its main weapon, Belly Drum for setup, Recylce for recovering and Earthquake for spread damage. Earthquake was in fact easy to fire off because there are already 3 levitating Pokémon in this team. However, the fact that it is a non-STAB spread move only damages around 70% to opponents that can take Earthquake Neutrally (although it can still pick up an OHKO if paired with Cresselia’s Helping Hand). 
I chose this mon in every matchup except for Rain and anything with Amoonguss inside. Cresselia’s Light Screen and Landorus’s Intimidate will make it temporarily bulkier and will aim for sweep after setting up Belly Drum. During matches, I also made sure that Snorlax would not be nullified from Knock Off, Taunt or Encore.

Tapu Fini @ Waterium Z
Ability: Misty Surge
Level: 50
EVs: 236 HP / 20 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Calm Mind
- Protect
- Muddy Water
- Moonblast
•    HP set to reduce residual damage from Hail or Sandstorm 
•    252 Atk Landorus-Therian Tectonic Rage (180 BP) vs. 236 HP / 20 Def Tapu Fini: 145-172 (82.8 - 98.2%) -- guaranteed 2HKO

I honestly wanted as much firepower as possible for Fini so I made it max Special Attack and I also wanted it to be bulky so gave the rest of the EVs to HP and defense (the HP was set to reduce residual damage). Knowing that Finis in the current meta do have some speed investment, I decided not to give it any speed so that I can outspeed them under Trick Room. 
The moveset is an orthodox Calm Mind Fini set. Protect and Calm Mind for stability, Muddy Water and Moonblast as its main means of offence. In terms of its item Waterium Z, this was very convenient because I can decide whether if I want to use Muddy Water to deal chip damage with a spread move and use the Z-move if I definitely want to hit or pick up a KO on something. A normal Hydro Vortex will pick up an OHKO on Incineroar and Heatran, whereas it will OHKO Kangaskhan, Lele and Charizard if Helping Hand or Calm Mind was set up. 
I selected this mon in team preview when facing Rain or teams with Mence and sometimes chose Fini in other matchups. Fini aims to set up Calm Mind using Cresselia’s Light Screen and Landorus’s Intimidate as a shield.

598 (1) 
Ferrothorn @ Choice Band
Ability: Iron Barbs
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Knock Off
- Bullet Seed
- Power Whip

I invested all the EVs towards HP and Attack because I needed both firepower and bulk. The moveset is pretty standard. Powe rwhip and Gyro Ball for main means of offence, Bullet Seed for a 100% accuracy STAB move and Knock Off to deal with Aegislash and abolish the opposing Pokémon’s pinch berries. A helping hand boosted Gyro Ball is insanely powerful and can OHKO mons with similar defensive stats like Volcarona, despite its resistance to Steel. 
I particularly chose Ferrothorn when facing Rain, Lele-Gross and teams with Amoonguss. I often pair it up with Cresselia if I do select it, and won games with Helping Hand boosted Gyro Balls under Trick Room.

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Final Thoughts

I was able to win more than I expected but avoid potential Taunt holders with Ally Switch and often Struggled with this. Moreover, I couldn’t win against a specific type of team no matter what so there are some adjustments to be made for this team. Lastly、Cresselia’s Ally Switch is really imbalanced.

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