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Discussion in 'Orange Islands' started by Peterko, Mar 23, 2011.
Haha good job, atsync. Emolga is cute. :)
Thanks. I must admit I was surprised it got as far as it did (I would have loled if I actually broke my personal best with it).
Anyway I've been theorymonning again and I think I've come up with something cool for doubles:
Illumise @ focus sash
Smeargle @ choice scarf
The idea is to have Illumise use a Prankster-boosted Sweet Scent to give Dark Void 100% accuracy (allowing Smeargle to put both opponents to sleep instantly). Fake Out and Lum Berry will screw it up though, and sleep isn't as good as it used to be. Meh...
I just saw this now, but this team as awesome. Just one thought: it seems like, after the first cycle of Taunt -> Shadow Ball -> Focus Blast, you could have predicted the Taunt, switched to Espeon, and bounced it back. In general, it seems like you could deal with fast Taunt leads just by recognizing them and switching appropriately. So when you see Gengar, if you know it has Taunt, switch straight to Espeon then back to Smeargle, and if you don't know for sure, switch to Smeargle to take the possible Shadow Ball and switch to Arbok if it uses Taunt on Smeargle (since it'll hit with a resisted Focus Blast), then back to Espeon to reflect Taunt, then back to Smeargle. Other fast Taunters can still cause you problems (Weavile, Zoroark!, Electrode, Froslass), but at least it deals with one potential problem, and a number of faster Taunters would probably rather just try to kill you (Haxorus, anyone?).
I'm guessing you're not using Moody on Smeargle so you avoid stupid hax like dropping your own Speed or Accuracy, but it would still be awesome if it worked. I mean, +4 every turn you use Acupressure is insane.
Interesting idea, few weeks ago i was concidering something similar. I looked into using Lilligant with Teeter Dance and Quiver Dance, partnered with an own temp smeargle (similar set to yours) or a prankster sub/set up poke (sub to avoid confusion then set up while they hopefully HTSIC) but never got round to it.
Once in every four battles, the opponent would hit you through confusion with both Pokemon on turn 1, and that's assuming you actually manage to confuse both of them before they move (meaning they can't be faster, have a Lum or Persim Berry, or have Own Tempo themselves). It's not like Lilligant is exactly built to survive two attacks either (70/75/75 isn't going to take two attacks, particularly when it's weak to Bug, Flying, Ice, Fire, and Poison). I'm going to go out on a limb and say that strategy isn't worth using a full two Pokemon to pull off.
Good morning, Subway enthusiasts! I rarely enter this thread due to my views that the Battle Subway is for fun, and you guys like it competitive, but either way, we are all in the same position: for whatever reason, we like the Battle Subway. A thread has been posted in the Suggestion Box, asking for a subforum for the Battle Subway! However, it was asked if there would be enough people to keep the place active and put work into it. If you feel that you could help, post in the thread saying you could help with that: http://www.smogon.com/forums/showthread.php?t=3457118
Super Doubles Train
Win Streak: 140 199
Mienshao | Jolly | Regenerator
31 / 31 / 31 / 31 / 31 / 31
4 HP | 252 Atk | 252 Spe
141 | 177 | 80 | 103 | 80 | 172
Fake Out | U-Turn | Hi Jump Kick | Wide Guard
Togekiss | Modest | Serene Grace
31 / x / 31 / 31 / 31 / 31
4 HP | 252 SpA | 252 Spe
161 | 55 | 115 | 189 | 135 | 198*
Air Slash | Aura Sphere | Heat Wave | Trick
*Speed is 132 without the Choice Scarf boost
Latios | Timid | Levitate
31 / 28 / 31 / 31 / 31 / 31
4 HP | 252 SpA | 252 Spe
156 | 98 | 100 | 182 | 130 | 178
Dragon Pulse | Psyshock | Thunderbolt | Draco Meteor
Metagross | Adamant | Clear Body
31 / 31 / 31 / 31 / 31 / 31
76 HP | 252 Atk | 180 Spe
165 | 205 | 150 | 103 | 110 | 113
Meteor Mash | Earthquake | Ice Punch | Bullet Punch
Team Nejiki ver 1.2
Mienshao - Bait-and-Switch Lead, the idea is to Fake Out on Turn 1 and U-Turn out on Turn 2. Hi Jump Kick is there if I know that I can grab the KO, Wide Guard is rarely used, but is handy for predicted Rock Slides and Blizzards. Almost useless against faster leads after Turn 1, Crobat is his worst nightmare as it can outspeed him, laugh at Fake Out, and OHKO back with STAB Brave Bird.
Togekiss - 85% of the time I lead with Air Slash because of the somewhat reliable 60% Flinch rate courtesy of Serene Grace. 10% of the time I use Aura Sphere when both leads resist Flying-type, and 5% of the time I use Heat Wave when both opponents are weak to Fire (ie. Hail teams). I've never found a situation for using Trick, maybe I'm a bad battler for not using it, but I'd rather Flinch my opponents to death. I may replace with Hidden Power Ice or Tri Attack in the future.
Latios - Hit hard and fast is his motto. Specs Draco Meteor is nothing to scoff at as it can easily OHKO a lot of stuff that isn't Steel-type. Dragon Pulse is the most used move for being reliable, Psyshock for STAB and hitting Special Walls, and Thunderbolt for bulky Waters and Steel-types who would otherwise laugh at this set. Normally, Life Orb would be the item of choice for coverage but by the time Latios enters battle, the opponent is usually down to half of their team anyways, allowing me to pick a move that can hit both targets for at least neutral damage.
Metagross - This guy is awesome and has saved me from losing my streak on many occasions. Buller Punch is my lifeline when the opponents gets up Trick Room or is faster than 'Gross. I orginally ran Air Balloon, but after the suggestions of R Inanimate and Chinese Dood, I gave him a Steel Gem to power up Bullet Punch enough so that it can score OHKOs on threats such as Archeops and Froslass assuming they're not Sashed. Meteor Mash hasn't Meteor Missed enough for me to consider using Iron Head; the Attack boost has helped me on a few occasions.
Hit List (Shit that gives me trouble)
Weather - I almost lost to a Worker with a Sand team and Sand Veil hax. God help me if there's a Scarfchomp or Sand Rush Excadrill. Hail is more annoying since they almost always pack 100% Blizzards. Wide Guard is my insurance, but if Mienshao's down, Latios and Togekiss will take a hell of a lot of damage if they miss.
Legendary Trainers - Goddamn cheaters. The most annoying ones to take down are the Genies, especially Thundurus with its priority Thunder Wave.
Bulky Waters - Especially Water/Ground variants.
Sucker Punch in general. That's how I lost my streak.
How I LostI got a bit careless and ended up losing to Kangaskhan 2 and Lilligant 3 of all things. Forgot to save the video in my fit of rage, oh well. I was 4 battles away from that Starf Berry too...
Is there a reason for Metagross to have an Air Balloon? Earthquakes don't do very much to it, and Earth Power is a pretty rare move.You might be better off having something like a Choice Band, Occa Berry or Wide Lens (if you are really worried about missing or BrightPowder hax).
I guess I'll try Wide Lens then, as Meteor Mash hasn't Meteor Missed yet and I'd like to keep it that way. I had it for EQ resist, but after some playing I've found switching breaks the Balloon anyways so I'll replace it. Thanks for catching that.
Steel Gem is worth a consideration too for one time attack boost on either Bullet Punch or Meteor Mash. Gem boosted Bullet Punch OHKOs Aerodactyl, Froslass, and Weavile 100% of the times - assuming no sash obviously. Unboosted never OHKOs, and Iron Plate/Metal Coat boost has low chance to OHKO.
I've put hundreds of hours into this and cannot get past 48 wins, which I got to only once. I just keep getting haxed to death! It's so frustrating.
My latest loss was in doubles. I had a full-health Registeel with five Curses and Leftovers left against a Ferrothorn and Escavalier. Escavalier was almost knocked out from my other Pokemon and its Life Orb. The only way for me lose was if Escavalier got two critical hit Swarm boosted Megahorns in a row... which is exactly what happened.
I don't know how you guys do it. ._.
Stuff like that can happen, which tends to ruin great streaks. Be sure to have good team synergy as you can still win even in the worst situations.
Speaking of streaks, I took Chinese Dood's advice for Steel Gem and now I'm sitting at 112 wins for Super Doubles. (and can still keep going)
I'm at 105 wins now on Super Double Battles.
Early on, I was mostly just testing out my Trick Room team, but after I passed the Subway Boss, I decided I better put up a better team and went with Sand Storm.
@ Ground Gem
Ability: Sand Rush
EVs: 60 HP/ 252 Atk / 196 Spd
- Rock Slide
@ Air Balloon
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spd
- Rock Slide
@ Life Orb
Ability: Sand Force
EVs: 4 HP / 252 Atk / 252 Spd
- Rock Slide
- Brick Break
- Swords Dance
@ Dragon Gem
Ability: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spd
- Swords Dance
This team was very designed to play together, but has worked out well for me with just its pure power running over teams. Order of the day is to spam Earthquake with Excadrill, and back it up with Tyranitar taking out a bulky Pokemon that survives.. or whatever is top priority. I have been worried about Fake Out leads popping his Balloon before Excadrill uses Earthquake, but thus far it hasn't been an issue (and I continue to Protect if I suspect a priority attack first turn).
I did carry Swords Dance over X-Scissor for a while, but Excadrill so rarely has time to set up and X-Scissor adds some welcomed coverage. Tyranitar was originally a terribly designed Rock Polish variant from Gen IV, but has worked out well enough for me. With max speed, he actually out paces quite a bit and can land a strong Crunch, or Rock Slide.
Landorus and Garchomp are simply there for power, even if their coverage doesn't add much. They usually muscle through and outspeed everything. I've kept setup moves on both, although either rarely has time to dance, Garchomp does find Substitute to be pretty useful.
Obviously my one huge weakness are the Ice teams the Subway continues to throw at me. So far I've been lucky enough to avoid a lot of Froslass Blizzard spam and haven't encountered a single Abomasnow yet even though I've had a lot of 4 Ice Pokemon teams. Another weakness is simply type coverage; no Fire moves, no Electric, a lot of Rock and Ground. But for the most part, I just muscle through everything regardless. And everything on the team is bulky enough to usually take a hit.
It's been a pretty easy to play team. The one reason I switched from Trick Room was TR just requires one wrong move, a flinch one turn, or a surprise Protect, to ruin the sweep. TR is very entertaining though, and I want to go back to refining the team at some point.
Since I can't get Cobalion without restarting my game...and RNG is super confusing...I'm going to try this time once I get them bred and trained:
Conkelldur @ Flame Orb
Adamant - Guts
4 Def/252 Att/252 Spe
- Mach Punch
Bulk-Up first turn to activate Guts, than start to pound through things with Mach Punch/Superpower. I was debating on using Machamp instead with Bullet Punch/Close Combat/Thunderpunch/Protect with the same idea, but since MP get STAB I figured it would work better.
Whimsiscott @ Focus Sash
Jolly - Prankster
252 HP/4 Def/252 Spe
- Thunder Wave
- Light Screen
I don't have access to Memento/Worry Seed Whimsi yet so I went with this build just to help Conk out and let him setup afterwards. I figure Taunt first, if Sash breaks start Flashing, if it simply cancels one of their moves hit the Light Screen/Thunderwave and than Flash.
Porygon 2 @ Evolite
Bold - Trace
252 HP/42 Def/210 SpD
- Ice Beam
If the other 2 go down, Pory2 is my last line of defense (get it, lol) since he can stall long enough to hopefully win. I went with Ice Beam for his last slot incase Taunt hits before I can get a sub up, and it hits so many things for neutral damage.
Whimsicott doesn't learn Thunder Wave. Use Stun Spore instead.
So it doesn't. lol. I must have been looking at another pokes TM list when I was looking up moves.
Do u guys think Drain Punch would work better than Mach Punch? Although after 2 BU he can practically OHKO everything with MP...the Drain Punch can help with longevity especially with the Burn every turn.
Dragon madness. YES.
Latios @light clay
252hp 4def 252 speed
Haxorus @lum berry
4hp 252atk 252spd
Salamence @yache berry
252atk 4sp.atk 252 speed
I will get to a high record with this without blizzard hax. i promise you. :naughty:
Wouldn't Intimidate work better on Salamence in the singles? Your only gonna get 2 triggers off it, and seems a little overkill ontop of DD.
Hmm.. maybe youre right. will make correction
Moxie Mence and Unburden Lee realesed... want to try :D
@BeastMode2010: Mach Punch and Drain Punch are both useful. It's actually just sort of difficult to have Conkeldurr as a set up pokemon, especially with Flame Orb. Sometimes the best it can probably do is set up one Bulk Up and then attack if it is holding Flame Orb. With Drain Punch it might be able to afford to set up twice and attack to gain back health if it's faster than opponent, but without Mach Punch it will probably just faint to the next incoming pokemon.
So, either way, it'll be sort of hard with Flame Orb. With Flame Orb, you are probably better off with both Drain Punch and Mach Punch and just aiming to set up once. Of course there may be plenty of times where it will be able to set up two or 3 times, but you always have to prepare for the worst.
just thought of a brilliant idea.
fake out spinda.
now how does it work?
heres the gist of the team:
this is a doubles strategy.
what you do is you copy contrary with latias and spam draco meteor. GG
As cool as Contrary Role Play sounds, there are always issues to deal with for these teams:
-Faster Fake Outs
-CB Dragonite, Quick Claw Druddigon, etc.
-90% accuracy of Draco Meteor
-status/flinch hax from faster pokemon
I honestly can't remember the last time throwing all your offensive force into one basket has ever worked for much more than say 100 battles.
Seems decently viable. First couple turns will be very crucial though. I.e. First turn Latias Role Plays while taking a hit, and 2nd turn unboosted Draco Meteor may not KO. After that, it would be at +2 SpA, but Draco Meteor can still only target one opponent. Might potentially be better to have a Dry Skin Toxicroak in the back to fake out after Spinda faints or switches as Latias uses Surf.
Latias needs a wide Lens or something. Sash for Spinda obviously.
EDIT: Maybe Spinda can Flash Latias to boost its Accuracy lol :P Of course.... Latias would have to move first still so the first DM will still be at 90%.
youre right about the first couple of turns being very crucial.
maybe i could try dragon gem to get that extra power to get the first kill?
and maybe an offensive spread with latias?