Rate my double battle team.

Eleventyseventy

But why is the rum gone?
  • 261
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    17
    Years
    First duo.
    "image removed"@Life Orb/Focus Sash (If I've nasty plotted and hung on with Focus Sash it sweeps nicely with Flamethrower)
    Ability: Blaze
    Naive Nature
    EVS: 252 Spe, 156 Atk, 100 Sp Atk
    -Nasty Plot
    -Flamethrower
    -Grass Knot
    -Close Combat

    "image removed"@Lefties
    Ability: Technician
    Careful Nature
    EVS: 252 HP, 116 Sp Def, 40 Atk, 100 Def
    -Fake Out
    -Detect
    -Mach Punch
    -Aerial Ace/Stone Edge

    Hitmontop fakes out the bigger threat to Infernape, so Nape can Nasty Plot.
    I've tested on Shoddy and Nasty Plotted Infernape can sweep mad with Flamethrower and Grass Knot.
    But if both opponents are threats to Infernape eg. Gyarados and Alakazam
    then I just switch out Infernape and Detect with Hitmontop.
    Also, if any Weaviles come out, Hitmontop KOs them with Mach Punch I think, if not, then Fake out + Mach Punch.
    Detect is for dodging Salamences and Ursaring's Earthquakes later on, to only hurt the other side, and gives a bit of HP back with Lefties.
    Aerial Ace takes care of Heracross. Stone Edge counters Salamence, Gyarados, etc. You decide.

    The rest.
    "image removed"@Expert Belt
    Ability: Intimidate
    Modest Nature
    EVS: 252 Spe, 128 Atk, 128 Sp Atk
    -Dragon Dance
    -Dragon Claw
    -Hydro Pump
    -Flamethrower

    Pretty simple. Dragon Dance, then Dragon Claw. Then opponent brings out Physical Wall like Skarmory or Rhyperior thinking it's a physical sweeping mence, and I go nuts with Hydro Pump/Flamethrower.

    "image removed"@Toxic Orb
    Ability: Quick Feet
    Jolly Nature
    EVS: 252 Atk, 252 Spe, 4 HP
    -Protect
    -Earthquake
    -Crunch/Shadow Claw
    -Facade

    Protect to activate poison of course. Also helps Lanturn to surf and Forry to EQ w/o hurting Ursaring.
    Earthquake to use when paired with Salamence, or even Forry with his high defense.
    Crunch for ghosts.
    Facade for poison boost + STAB.

    "image removed"@Lefties
    Ability: Volt Absorb
    Bold/Calm Nature
    EVS: 252 HP, 156 Sp Def, 100 Sp Atk
    -Surf
    -Ice Beam
    -Thunderbolt
    -Confuse Ray/Agility

    Surf for STAB. Ice Beam for dragons. Thunderbolt for more STAB.
    Confuse Ray to annoy, or maybe Agility.
    Great Starmie counter. Starmies switch at the sight of Lanturn.
    Usually switching to Garchomp/Claydol to predict a Thunderbolt.
    So I can either confuse them and then KO them with Surf/Ice Beam or use Agility to ensure I attack first which might be the better option.


    Partnered with Mence, Top or Ursaring's Protect to use Surf more effectively.

    Skarmory@Lefties
    Ability: Sturdy
    Impish Nature
    EVS: 252 HP / 96 Atk / 160 Def
    -Roar
    -Drill Peck
    -Stealth Rock/Spikes
    -Roost

    Basic Physical Wall, SRer and PHazer.
     
    Last edited:
    I can see some mini-combos with the team, especially in the beginning; someone used Fake Out on me in that case and it set me up to die.

    I can see a weakness if Steadfast or Inner Focus were the case in the entrance, but they're not common.

    Surf shouldn't be used in double battles unless you have something that can take it very easily without too much damage or Water Absorb. Go Hydro Pump if this is that case. I do see a lot of protects, but... this is your choice. Also, Agility won't guarantee you outrunning a high speed pokemon without speed EVs. Although it ensures you go faster than about half of the gameplay out there, the big Lanturn counters are much quicker. I'd go T-Wave instead because it makes you faster for sure, and they regret switching in. If you predict well, then Ice Beam should be enough.

    Go Facade on Unsaring. 140 (Poisoned with Facade) > 105 (Max power Return).

    I don't have too much comment elsewhere.
     
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