Defo sub is one the most important moves in the tower, blocks status, 1hko, critical hits etc defo needs to be there
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210!!!!!!!! Battle tower doubles
O MY DAYS!! broke my personal best and got myself onto the leader bored today, with my doubles team, so happy to finally get onto a leader bored :) so heres my team -
Leads
Name: Zapdos
Nature: Modest
Evs: (not sure when got more time will try work them out for anyone interested)
Item: Life Orb
Moves:
1. Discharge
2. Heatwave
3. Thunderbolt
4. Hidden Power Grass
Description
one my fav pokes from 1st gen then join this with fact it has fantastic double hitting moves was easy choice into team specially since works so well with its partner. on my last atempt i used bold but after advice here swapped it for a modest one and boy did i reep the benifits. Thunderbolt for when discharge isnt enough or to ensure the KO, and hidden power grass to get rid of ground types, mainly the ground/water combo. really enjoyed using zap league of its own in doubles!
Name: Garchomp
Nature: Jolly
Evs: 252A/252/speed/4hp
Item: Focus Sash
Moves:
1. Rock Slide
2. Earthquake
3. Dragon Claw
4. Protect
Description
ideal partner for zappy, i no its not original but it works, never liked garchomp in truth but i dont think any over poke can fill this whole, he's just to good. normal plan was to spam quake/slide and have discharge or heatwave finish off, if i was unsure or a ice team was out i would protect, but unless it was froslass i would normaly just rock slide + discharge and relie on the kill/sash, sash and protect were the most important parts to this chomp, the amount of teams i comtinued to sweep still on sash was unreal. dragon claws only use was really on other dragons or latis -
insite to how i delt with dragons -
Dragonite - just dragon claw no probs
latis - again just dragon claw and relie on sash if they end up being faster
kingdra - DC follwed by discharge
salamance - intimidate really pisses me off stoping the OHKO but just DC followed by discharge
garchomp/flygon - just DC and relie on sash
as you can c i relie on my sash to take on the dragons (do have revenge killer tho) but if a dragon comes in 3rd or 4th did give me problems but my other members can handle them, so other all this lead was fall proof in truth both rarely fainted and if they did who ever was left on the other side the field was badly damaged.
The Back Up
Name: Jolteon
Nature: Timid
Evs: 252spa/252speed/4d
Item: Expert Belt
Moves:
1. Shadow Ball
2. Protect
3. Thunderbolt
4. Hidden Power Ice
Description
great revenge killer, normally came in wen chomp dies or on a blind switch, great at revenage killing and takes care of so problematic quick pokes like areo etc, HP ice is for dragons and grounds, shadow ball was for ghost and psychics which the team isnt keen on, works great with zap and protect so it can work with chomp, unsure if i should swap jolt for starmie tho with psychic/ice beam/grass knot/protect i no there no surf but surf bad for my team and that move set would make it a great revange killer and not make me worry so much agaisnt grounds if zap faints so any ideas?
Name: Scizor
Nature: Jolly
Evs: 252a/252speed/4hp
Item: Metal Coat
Moves:
1. Protect
2. Bug Bite
3. Bullet Punch
4. Brick Break
Description
great at doing the job i needed him for taking out problem pokes like latis/froslass/gengar/aero etc and giving me a ice resistance, probly used the lease but when called on he was a complete machine, protect is so he can work with either lead. BP for priority and super effective on weak ice types etc, bug bite for the latis and brick break is kinda filler hardly used only once used importantly so unsure if i should swap it.
so thats my team, any questions i'd be glad to answer...now how i lost, was partly my fault and partly hax so here we go....
turn 1 -
zap + chomp vs Tyranitar + Rampardos
Ty ice punches chomp to sash
chomp quakes ty to 1/4 and rampardos to a sliver of health
zap HP to ty fainted
rampardos stone edge zap faints
(if only i chose discharge with zap :@)
i switch in scizor, they switch in Rhyperior
scizor protects
chomp quakes ram to faint and rhy to about 3/4
rhy paybacks chomp to death
i switch jolt in they switch armaldo
jolt tbolts arma to about 3/4
scizor brick breaks rhy to half
arma stone edges jolteon and it crits so faints
rhy counters scizor to around half
scizor BP rhy to around 1/4
arama get another crit stone edge
game over.
so i was unlucky and misplayed at the start but o well, i have such a problem with ground types once zap gone if i had starmie i coulda won but guess question is would i have got that far lol
photo proof can be given if needed, i no its not as good as recent posts in doubles but i'm proud to be on the leader board when i started this i never thought it would be possible lol
so anythoughts or ideas are welcome and thank you to everyone here who helped develop this team :)
Last edited by ashez; Oct 14th, 2010 at 12:48:15 PM.
Reason: update about streak :)
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