Siigari
NU Addict
- 91
- Posts
- 18
- Years
- Age 41
- Portland, OR
- Seen Aug 5, 2022
After reading the replies to my original 2v2 thread, I decided that my pokes were in a complete state of disarray and I needed to rethink just exactly what I was doing. Fact is, that team consisted of a team of all my favorite pokes (minus Dratini/Dragonair) and they were mostly ported from my FireRed pak and put into Pearl, then reformatted for actually battling.
So... what have I done now? I can only imagine those of you that read my previous thread are looking at this thinking "lol this ought to be good." Fact is, I've created a menacing team of pokes I believe to be quite amazing, and almost ALL of them are underused.
Now, I bring to you my brand new 2v2 team.. the team that frustrates.. the team that dominates.. the team that, well, I can't stop laughing at using:
Conflinchalyze aka: Siigari's Fury
Dunsparce @ Leftovers
Ability: Serene Grace
EVs: 252 HP, 128 Atk, 76 Def, 52 Sp Def
Nature: Adamant
- Glare
- Headbutt
- Roost
- Rock Slide
There has been much discussion and debate over the Glare/Thunder Wave issue. However, needing a solid 100% HIT PERCENTAGE (Headbutt) AND the possibility to hit Ghosts (Rock Slide), I opted for Glare over Thunder Wave. Additionally, Thunder Wave does not affect Ground Pokes, and I needed a HP recovering move in tight situations. As the mainstay of my team, Dunsparce needs to last long enough to do its damage; that is, it needs to paralyze at least 3 Pokes before it goes down. Say for instance Dunsparce is at 4 HP. Both opponents are Paralyzed, however the chance for an oncoming attack is still 10% (Confuse, Flinch, Paralyze). Recovering your HP to endure an attack long enough so that your other Poke can continue to deal damage is important, and I decided to take an HP recovering move over Thunder Wave for this reason. The 75% chance that it has to Paralyze first turn is not awesome, however it is sufficient. Note that I always Paralyze any possible fighting-type user first turn.
Lopunny @ Lagging Tail
Ability: Klutz
EVs: 252 Spd, 128 Atk, 64 Def, 64 Sp Def
Nature: Jolly
- Fake Out
- Switcheroo
- Dizzy Punch
- Bounce
Creating this set of Pokes, I knew immediately I wanted a cute and underused Poke for my first starter.. something that would have a chance of confusing the opponent right of the start (and I mean confuse the player, not their Pokes.) Lopunny opens with Fake Out, then moves instantly to Switcheroo. By giving the opponent a Lagging Tail - and having Dunsparce immobilize its target as well first turn - it opens the field for all sorts of mayhem next turn. Lopunny then dives in with Dizzy Punch as the main attack, with Bounce as needed. Bounce also makes a good delay move, due to the fact that most of the battles I have fought, I have found Lopunny is called the primary target while Dunsparce just flaps it's wings happily on the side. Finally, with the addition of Bounce, this team gains a much needed Fighting-type removal.
Kingdra @ Scope Lens
Ability: Sniper
EVs: 252 Sp Atk, 128 Spd 64 Def, 64 Sp Def
Nature: Modest
- Focus Energy
- Dragon Pulse
- Signal Beam
- Hydro Pump
Kingdra is truly awesome. Not the hardest hitter around, but posessing moderate defenses and a good type set, it lasts long enough to do it's job. With at least a 100% effectiveness at all times, it is GUARANTEED to do at least 100% of it's damage. There is no Poke that Kingdra will hit with this moveset that is Not Very Effective. So, because of that, I added the Scope Lens for a boosted chance of criticals, and the additional damage from Sniper makes Kingdra an even more lucrative sweeper.
Ninetales @ Life Orb
Ability: Flash Fire
EVs: 252 Atk, 252 Spd, 4 HP
Nature: Adamant
- Confuse Ray
- Flare Blitz
- Energy Ball
- Facade
After reading the other thread, I realized that I needed to adjust my Ninetales to be a well-rounded sweeper. Though it is still a Physical sweeper, it complements Kingdra's hit abilities. Containing the ability to be super-effective against both Steel, Bug, Water and Grass types, it rounds out the list of Pokes this team is effective against. Facade is great in a pinch.. say I am being annoyed as well. And Energy Ball gives me Water removal, plus an additional sp. def killer in case Kingdra is still in the back lines. I stand beside my Ninetales proudly.
Linoone @ Focus Belt/Sitrus Berry
Ability: Gluttony
EVs: 252 Atk, 128 Spd, 64 Def, 64 Sp Def
Nature: Adamant
- Rock Smash
- Headbutt
- Odor Sleuth
- Belly Drum
This is an experiment in kicking ass. So far, I've managed to wipe out an Aggron, Rypherior, Milotic, and a multitude of other large tanks in one single hit with this Poke. Linoone is a tribute to unheralded Pokes receiving prime-time play as the "OMG" sweeper. Having the Pokes flinch/Paralyze every turn allows me to do something fairly unique for this Poke: Turn 1) Switch out other poke, continue to flinch. Turn 2) Belly Drum, flinch. Turn 3) Eliminate opponent. It's pretty amazing to watch a Giratina go down to a Headbutt.
Milotic @ Lax Incense
Ability: Marvel Scale
EVs: 128 HP, 128 Def, 128 Sp Def, 60 Sp Atk, 64 Spd
Nature: Modest
- Water Pulse
- Aqua Ring
- Recover
- Safeguard
Rarely used, but there for backup, my Milotic is a true asset to the team when in a great time of need. Having high stats in ALL fields save for Attack (it comes out to 169/67/138/140/155/92 @ level 53), Milotic keeps the team safe with Safeguard and continues the confusion with Aqua Ring. A decent damage stat is good to have on Milotic as well, because if I threw it in my team with no attack stat at all, it would wither away quickly against other teams' sweeps. A good last call Poke to have.
Overall Impressions:
I didn't say you could move.
So... what have I done now? I can only imagine those of you that read my previous thread are looking at this thinking "lol this ought to be good." Fact is, I've created a menacing team of pokes I believe to be quite amazing, and almost ALL of them are underused.
Now, I bring to you my brand new 2v2 team.. the team that frustrates.. the team that dominates.. the team that, well, I can't stop laughing at using:
Conflinchalyze aka: Siigari's Fury
Dunsparce @ Leftovers
Ability: Serene Grace
EVs: 252 HP, 128 Atk, 76 Def, 52 Sp Def
Nature: Adamant
- Glare
- Headbutt
- Roost
- Rock Slide
There has been much discussion and debate over the Glare/Thunder Wave issue. However, needing a solid 100% HIT PERCENTAGE (Headbutt) AND the possibility to hit Ghosts (Rock Slide), I opted for Glare over Thunder Wave. Additionally, Thunder Wave does not affect Ground Pokes, and I needed a HP recovering move in tight situations. As the mainstay of my team, Dunsparce needs to last long enough to do its damage; that is, it needs to paralyze at least 3 Pokes before it goes down. Say for instance Dunsparce is at 4 HP. Both opponents are Paralyzed, however the chance for an oncoming attack is still 10% (Confuse, Flinch, Paralyze). Recovering your HP to endure an attack long enough so that your other Poke can continue to deal damage is important, and I decided to take an HP recovering move over Thunder Wave for this reason. The 75% chance that it has to Paralyze first turn is not awesome, however it is sufficient. Note that I always Paralyze any possible fighting-type user first turn.
Lopunny @ Lagging Tail
Ability: Klutz
EVs: 252 Spd, 128 Atk, 64 Def, 64 Sp Def
Nature: Jolly
- Fake Out
- Switcheroo
- Dizzy Punch
- Bounce
Creating this set of Pokes, I knew immediately I wanted a cute and underused Poke for my first starter.. something that would have a chance of confusing the opponent right of the start (and I mean confuse the player, not their Pokes.) Lopunny opens with Fake Out, then moves instantly to Switcheroo. By giving the opponent a Lagging Tail - and having Dunsparce immobilize its target as well first turn - it opens the field for all sorts of mayhem next turn. Lopunny then dives in with Dizzy Punch as the main attack, with Bounce as needed. Bounce also makes a good delay move, due to the fact that most of the battles I have fought, I have found Lopunny is called the primary target while Dunsparce just flaps it's wings happily on the side. Finally, with the addition of Bounce, this team gains a much needed Fighting-type removal.
Kingdra @ Scope Lens
Ability: Sniper
EVs: 252 Sp Atk, 128 Spd 64 Def, 64 Sp Def
Nature: Modest
- Focus Energy
- Dragon Pulse
- Signal Beam
- Hydro Pump
Kingdra is truly awesome. Not the hardest hitter around, but posessing moderate defenses and a good type set, it lasts long enough to do it's job. With at least a 100% effectiveness at all times, it is GUARANTEED to do at least 100% of it's damage. There is no Poke that Kingdra will hit with this moveset that is Not Very Effective. So, because of that, I added the Scope Lens for a boosted chance of criticals, and the additional damage from Sniper makes Kingdra an even more lucrative sweeper.
Ninetales @ Life Orb
Ability: Flash Fire
EVs: 252 Atk, 252 Spd, 4 HP
Nature: Adamant
- Confuse Ray
- Flare Blitz
- Energy Ball
- Facade
After reading the other thread, I realized that I needed to adjust my Ninetales to be a well-rounded sweeper. Though it is still a Physical sweeper, it complements Kingdra's hit abilities. Containing the ability to be super-effective against both Steel, Bug, Water and Grass types, it rounds out the list of Pokes this team is effective against. Facade is great in a pinch.. say I am being annoyed as well. And Energy Ball gives me Water removal, plus an additional sp. def killer in case Kingdra is still in the back lines. I stand beside my Ninetales proudly.
Linoone @ Focus Belt/Sitrus Berry
Ability: Gluttony
EVs: 252 Atk, 128 Spd, 64 Def, 64 Sp Def
Nature: Adamant
- Rock Smash
- Headbutt
- Odor Sleuth
- Belly Drum
This is an experiment in kicking ass. So far, I've managed to wipe out an Aggron, Rypherior, Milotic, and a multitude of other large tanks in one single hit with this Poke. Linoone is a tribute to unheralded Pokes receiving prime-time play as the "OMG" sweeper. Having the Pokes flinch/Paralyze every turn allows me to do something fairly unique for this Poke: Turn 1) Switch out other poke, continue to flinch. Turn 2) Belly Drum, flinch. Turn 3) Eliminate opponent. It's pretty amazing to watch a Giratina go down to a Headbutt.
Milotic @ Lax Incense
Ability: Marvel Scale
EVs: 128 HP, 128 Def, 128 Sp Def, 60 Sp Atk, 64 Spd
Nature: Modest
- Water Pulse
- Aqua Ring
- Recover
- Safeguard
Rarely used, but there for backup, my Milotic is a true asset to the team when in a great time of need. Having high stats in ALL fields save for Attack (it comes out to 169/67/138/140/155/92 @ level 53), Milotic keeps the team safe with Safeguard and continues the confusion with Aqua Ring. A decent damage stat is good to have on Milotic as well, because if I threw it in my team with no attack stat at all, it would wither away quickly against other teams' sweeps. A good last call Poke to have.
Overall Impressions:
I didn't say you could move.