>>49410597One last comment to the tune of differences in styles between singles and doubles. Like I said earlier hazards play different between the two formats. One it's required, the other virtually doesn't use them. However there are must use techs in double which are often unspoken or taken for granted, but they almost must be prepared for.
Like hazards are the setting for singles, setting for doubles is important to consider as well. Both weather and terrain control must be considered in vgc. Your team doesn't necessarily need to have active setting for either of them, but it better be prepared to operate in others then. Which is actually way harder than it sounds. That's next level meta and I reccomend starting off by bringing weather and terrain yourself, that will help you grow your abilities.
Secondly considering setting, in a slot selecting game another format of setting management is speed control. And it too is a necessity. The most balanced teams will have both trickroom and tailwind and the means to operate in and out of both. But like weather you can use your pokemon to operate in others settings. Like bringing snorlax or torkoal to scare others from setting their own trickroom. Of course moves like icy wind and electroweb have even more significance in doubles along with quash, but techs like taunt and roar play into speed control as the best means of preventing opponents set up.
Lastly in doubles tempo setting can help to control all of the above. Protect is one of the most valuable techs in doubles for this. Fake out is next, it isn't necessary on a team but very helpful and makes protect even more important. This also brings one last tech for tempo control into reason. Feint. It breaks protect and enables offensive options. It's niche, but important to understand. Wide guard and quick guard are niche techs to, but preventing your opponents attacks also plays into tempo control.