In doubles, Protect is a staple because it lets you do things like scout for attacks or give a partner time to take out an opponent. Doubles formats are different from singles formats, and the team you're using appears to be geared for Singles. Some moves, like Stealth Rock, are unsuitable for doubles teams.
The doubles environment is too fast-paced for Togekiss to Roost up, so Protect should be in the last slot. Life Orb also comprises its bulk, so consider giving it Leftovers or Sitrus Berry.
Natural Cure is the preferred ability on Chansey, as your set currently has no moves to take advantage of Serene Grace whatsoever. Just because something has Serene Grace doesn't mean it should use it. Entry hazards aren't that useful in doubles, since you rarely switch in that environment. Instead of Stealth Rock, you can use Heal Pulse to heal a teammate.
Honchkrow has no use for Foul Play, as its Attack is rather good enough to let it deal damage on its own:
-Sucker Punch
-Brave Bird
-Night Slash/Superpower/Tailwind
-Protect
Nature: Adamant
EVs: 252 Atk/4 SDef/252 Spe
Item: Dread Plate/Black Glasses/Charti Berry/Wacan Berry/Sitrus Berry
Special Nidoking is better than physical Nidoking because virtually all of Nidoking's special moves benefit from Sheer Force, which is the very ability that made Nidoking viable in the first place. Physical Nidoking only has Poison Jab, Rock Slide and the elemental punches as Sheer Force-compatible moves, but they're weaker than Earth Power, Sludge Bomb/Wave and Ice Beam/Thunderbolt/Flamethrower. Also, a Sheer Force-boosted Earth Power outdamages Earthquake. Poison Point is useless in comparison and Nidoking isn't bulky enough to take advantage of it. The below sets may go against the team's purpose, but the way you're currently using Nidoking isn't the most effective way to use it:
-Sludge Wave/Sludge Bomb
-Earth Power
-Ice Beam
-Protect
Nature: Timid
EVs: 4 Def/252 SAtk/252 Spe
Item: Life Orb
Ability: Sheer Force
or
-Sludge Wave/Sludge Bomb
-Earth Power
-Ice Beam/Fire Blast
-Thunderbolt/Fire Blast
Nature: Timid/Modest
EVs: 4 Def/252 SAtk/252 Spe
Item: Choice Scarf
Ability: Sheer Force
I don't think Mega Aggron has a place in doubles, given that it struggles against common spread moves in Earthquake and Heat Wave, even with Filter. Even then, there are better spreaders of Thunder Wave out there, like Meowstic, Klefki Whimsicott (who have Prankster) or Gyarados (who has offensive presence in addition to Intimidate support to help sponge physical hits):
Meowstic (male):
-Quick Guard
-Psychic/Fake Out
-Safeguard/Charm/Helping Hand
-Thunder Wave/Charm/Swagger/Helping Hand
Nature: Calm
EVs: 252 HP/88 Def/168 SDef
Item: Mental Herb/Sitrus Berry
Ability: Prankster
Klefki:
-Reflect
-Light Screen
-Thunder Wave/Safeguard
-Foul Play
Nature: Bold
EVs: 252 HP/64 Def/192 SDef
Item: Light Clay
Ability: Prankster
or
-Safeguard
-Swagger
-Foul Play
-Protect/Thunder Wave
Nature: Calm
EVs: 252 HP/164 Def/92 SDef
Item: Sitrus Berry
Ability: Prankster
Whimsicott:
-Tailwind
-Encore/Taunt
-Helping Hand/Moonblast/Giga Drain
-Protect
Nature: Timid
EVs: 252 HP/40 Def/216 Spe
Item: Sitrus Berry/Focus Sash
Ability: Prankster
Gyarados:
-Waterfall
-Taunt
-Protect
-Thunder Wave/Icy Wind
Nature: Impish
EVs: 252 HP/208 Def/48 Spe
Item: Sitrus Berry
Ability: Intimidate
Super Luck only works on whoever has the ability; in that case, Honchkrow.
I think you completly missed the point of my team bro, i agree protect is a wise decision, heal pulse i will proabably make room for, but this team is based off of Serene Grace usage, making the best if the secondary effects. I chose my team as is and its going to stay as is. I dont want other pokes or for you to rebuild my team and im prettu sure i didnt ask for that. Chansey has serene grace because its a serene grace team other wise i would use natural cure. Honchkrow has super luck and scope lens because its attacks are based off high damage and high crit ratio. Aggron may be slow but it packs a huge defense and can take several earthquakes and heat wave hardly touches it, and with my SpD investment it becomes a stable brick wall that makes up for its slow speed. This team is designed to slow down the fast pace doubles and give my pokes time to make use of those serene grace secondary effects. For example:
1. Aggron can t-wave, both pokes and still have health to use earthquake and/or iron head at least 2 times
2. Togekiss can out speed pretty much all of its threats while it t-waves or para flinches.
3. Honchkrow packs a massive punch sweeping out alot of threats with high crit damage.
4. Chansey sits, stalls, heals, supports, and can maybe deal a bit of damage as it goes with seismic toss.
5. Dunsparce paraflinches while takes a massive load of damage then roosts and the party starts all over.
6. Nidoking not so sure about. Honeslty he will probably be replaced for something of better value to my team. It was just something i had scrapped together for testing purposes. Maybe a prankster poke would do. Like sableye to ready for ORAS.