Refining Char Y Sun Doubles Team

Summary

Pokémon Champions | VGC Battles & Tournaments announcement asking for help refining a Charizard Y Sun doubles team. Covers role questions for H. Zoroark and Dragonite, Armarouge setup with White Herb, Whimsicott Incineroar lead using Tailwind and Fake Out, and struggles versus Trick Room, Garchomp, Sneasler and sand teams. Community advice on strategy and moves is requested.

solarrocket-35 OP

I'm in Ultra Ball Tier Rank 4 (I've been stuck)

Mostly need help in the H. Zoroark and Dragonite slot, since I feel like they might not be the best fit for the team, or I'm just not using them correctly. Any other suggestions (strategy or move changes) are welcome though.

  • I have Zoroark for Sneaslers and Trick Room teams. I planned on having Zoroark pretend to be Incineroar to bait fake out and close combat, but I forgot that it's obvious it's Zoroark because no intimidate (it did work against someone though lmao). Then for trick room I could just taunt the setter.
  • I have Dragonite mostly for Garchomp, but it never really works and I get rock slide'd to death, and I never really bring Dragonite anyways.

I usually start Whimsicott + Incin, with Armarouge and Char Y in the back, pretty much always doing Tailwind + Fake Out first.

This team has mostly been struggling with Trick Room, opposing Incineroars, Garchomps, Sneaslers, and Sand teams.

Note: My best way of getting Pokemon is Pokemon GO 😭

Refining Char Y Sun Doubles Team - Image 1
Refining Char Y Sun Doubles Team - Image 2

merrykitten-85
merrykitten-85
merrykitten-85

Armarouge @ White Herb
Ability: Weak Armor
Level: 50
EVs: 2 HP / 32 SpA / 32 Spe
Timid Nature
IVs: 0 Atk
- Armor Cannon
- Psychic
- Wide Guard
- Protect

Farigiraf @ Colbur Berry
Ability: Armor Tail
Level: 50
EVs: 32 HP / 32 Def / 2 SpD
Bold Nature
IVs: 0 Atk
- Psychic
- Helping Hand
- Trick Room
- Protect

Whimsicott @ Focus Sash
Ability: Prankster
Level: 50
EVs: 2 HP / 32 SpA / 32 Spe
Timid Nature
IVs: 0 Atk
- Tailwind
- Moonblast
- Encore
- Sunny Day

Incineroar @ Sitrus Berry
Ability: Intimidate
Level: 50
EVs: 32 HP / 20 Atk / 12 SpD / 2 Spe
Adamant Nature
- Fake Out
- Flare Blitz
- Parting Shot
- Taunt

Primarina @ Mystic Water
Ability: Torrent
Level: 50
EVs: 32 HP / 2 Def / 32 SpA
Modest Nature
IVs: 0 Atk
- Moonblast
- Hyper Voice
- Icy Wind
- Protect

Charizard @ Charizardite Y
Ability: Blaze
Level: 50
EVs: 2 Def / 32 SpA / 32 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Solar Beam
- Scorching Sands
- Protect

merrykitten-85

Something like this would be good

merrykitten-85

If you can’t make any changes tho

merrykitten-85
  1. Incineroar: Thunder Punch → Taunt
    This gives them a much better Trick Room answer. Fake Out + Taunt is way more useful for this team than random Electric coverage.
  2. Incineroar: Charcoal → Sitrus Berry
    Incineroar is their main glue mon, so it should be staying alive longer. Charcoal damage is nice, but bulk matters more here.
  3. Armarouge: Lava Plume → Psychic / Psyshock
    They said Sneasler is annoying, so Armarouge should actually threaten it directly. Lava Plume feels redundant when they already have Charizard and Incineroar for Fire pressure.
  4. Charizard: Dragon Pulse → Solar Beam
    Dragon Pulse does not really fix the Garchomp problem. Solar Beam fits Charizard-Y much better and helps into Water, Rock, and Ground-style matchups.
  5. Zoroark-H: Will-O-Wisp → Protect
    Zoroark is frail and Life Orb makes it easier to pick off. Protect makes it way safer under Tailwind and helps it avoid obvious doubles once the Illusion mind game is revealed.
solarrocket-35 OP

Thank you!

solarrocket-35 OP

Oops sorry, double tap reaction 💀

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