Black & White 2 Battle SUBWAY SUPER DOUBLES Record: 105*
My streak is unbroken (I'll update with a screenshot when I lose), but I thought I'd post because:
1. Nobody seems to have submitted a Black 2 doubles record.
2. This team is just incredibly fun to use
and you should try it!
Firstly, a ton of credit must go to pokemonwargeneral for his original version that achieved a streak of 234. However, I've made a number of (I think) improvements.
You can essentially download the team from Pokecheck:
1.
Typhlosion
2.
Ninetales
3.
Cresselia
4.
Garchomp
You just need to fiddle with some EVs.
Typlosion
Blaze/Modest/Choice Scarf
EVs/4 HP/252 SpA/252 Spd
- Eruption
- SolarBeam
- Hidden Power Ice
- Heat Wave
Reasons not to use eruption on turn one:
1. Dragonite/Garchomp/Salamence.
2. Both opposing Pokemon resist fire (I sometimes use Eruption anyway to e.g. bring water types into Ninetales' SolarBeam range).
3. Sand Stream is up and I can't OHKO something.
4. Sub-optimal match up (e.g. need to switch because Eruption can't OHKO something dangerous that's faster than Ninetales... sup Aerodactyl, or need to SolarBeam in case of Choice Scarf a la Rampardos).
Otherwise, I'm locking into Eruption. Typhlosion is bulky enough to survive most attacks and this often activates Blaze. I can switch out and abuse Heat Wave later. Modest is important (over Timid); that 10% boost is really noticeable.
Ninetales
Drought/Timid/Life Orb
EVs/4 HP/252 SpA/252 Spd
- Heat Wave
- SolarBeam
- Hidden Power Ground
- Protect
Tale's primary role is clean up duty. Turn one, I'm usually securing KOs on stuff that survive Eruption. Hidden Power Ground is primarily for (Flash) Fire Pokemon, but it sees more usage as a guaranteed hit against e.g. Pokemon with Sturdy. Protect helps with switching, avoids Earthquake, stalls out Trick Room/weather, and because opponents seem to prefer to target Ninetales. If Eruption will guarantee a double kill, I switch out to Cresselia for Helping Hand abuse from turn two.
Cresselia
Levitate/Bold/Leftovers
EVs/252 HP/244 Def/4 SpA/4 SpD/4 Spd
- Helping Hand
- Psyshock
- Calm Mind
- Rest
Boasting 227/188/151 defenses and Leftovers, Cresselia doesn't mind switching in on anything. Helping Hand is incredibly complementary to the rest of the team, and there's something awesomely thrilling about using it with a full power Eruption in the sun. This had Moonlight for a while, but it was rarely used. Rest is here because I lost to Toxic (almost twice). It enables Cresselia to win a stall war if needs be.
Garchomp
Sand Veil/Jolly/Expert Belt
EVs/4 HP/252 Att/252 Spd
- Earthquake
- Rock Slide
- Dragon Claw
- Protect
There's not much to say except that Expert Belt is preferred because Choice Band is too limiting, Muscle Band too feeble, and Life Orb recoil is unwelcome (Ninetales needs it more anyway).
Most battles last two or three turns. I've not really had any problems with opposing weather (this just requires smart play/switching), but almost lost to a team that lead with Hippowdon
and packed a Tyranitar. Fast Latios/Latias are scary, and so is Kingdra, but otherwise it's been fairly straightforward.