Double Battle in Diamond/Pearl

Double Battle, the neglected battling aspect of Pokemon, still haven't gained any popularity this generation. But this is understandable because Double Battle requires a completely different mentality and strategy.

But anyway, I made this thread because I'm interested in this shiznik. Last time I had a chat with Footnote, the innovations and "gimmicks" in Double Battle he provided intrigued me enough to want to learn how to Double Battle. Things Pokemon that rarely show their face in Singles makes a strong appearance in Doubles, and vice versa, some solid OU Pokes in Singles often lose their effectiveness in Doubles. Or the danger of switching in fear of being Focus Fired. Things like that.

So. How many of you Double Battle competitively? ITT, share your general knowledge about it, whether it's a strategy or Pokemon or whatever. I want to learn. And hopefully, this thread will give Footnote a nudge so he can finish his Double Battle guide faster!

Now to start this thread off, I'll share tidbits of the novelty strategy that Footnote shared when we chatted. I don't think he would mind.

This is his novelty team by the way, don't scream about it's gimmicks.

His two starters are Banette and Fearow (I know, I said wtf too). With Banette's Frisk ability, one of the opposing Pokes item will be clearly shown, but most of the time, you can easily tell which Pokemon Banette is frisking. Now if there's a dangerous Berry or something, his Fearow would Pluck it (lol). If the opponent attacks, Banette would Sucker Punch, then Fearow would compliment that by Assurance, the targeted Pokemon is mostly like to be KO'd.

:happybrain:

Pretty impressive in terms of creativity don't you think.

Well, let's discizzle.
 
I think there's already another thread concerning this, but it's long dead, so...

Anyway, one thing I've found out is that mult-turn moves such as Trick Room and weather moves are a lot more effective, simply because two pokemon can exploit the effects at one time and you're less likely to get walled.
 
in double battles, moves never seen in singles become extremely powerful, like helping hand, follow me, and abilities like lightning rod/storm drain, etc may help one of your pokemon setup for the sweep
 
I always thought this battle combo was cool, on paper anyway.

Theres a metagross and a hariyama. Hariyama uses belly drum and metagrosss uses protect. Metagross uses psych up on hariyama and hariyama uses foresight on any ghost types. Metagross uses explosion and hariyama uses endure. If something is still alive, Hariyama finishes it off with reversal
 
I've always been interested in Double Battles and had multiple discussions with Footnote (my favourite user here) about them and strategies involved. Unfortunately due to various time constraints I haven't been able to make a D/P Double Battle team, though once my secondary singles team is finished I'm going to get started on it.

As anyone else would say, I think that even though Doubles requires a much different mindset and a lot of stuff is broken in it (explosion, protect etc.) it can be quite a lot of fun.
 
Why would someone use Assurance with Fearow when a STABed Return or Drill Peck does more damage, even if Assurance has its doubled power?

Anyway, double battles seemed like an afterthought in the Advance generation, but GF has done some good stuff. I still think that it's an Explosion dominated game; even novelty like Surgo's Squirtle team depends on booming.
 
Why would someone use Assurance with Fearow when a STABed Return or Drill Peck does more damage, even if Assurance has its doubled power?

Anyway, double battles seemed like an afterthought in the Advance generation, but GF has done some good stuff. I still think that it's an Explosion dominated game; even novelty like Surgo's Squirtle team depends on booming.

Just FYI I don't think that team was original Surgo's idea, it was used by a Japanese player before DP (not to mention BR) came out here. Regardless he did play it well.

Definite agreement on explosion dominating it though. Maybe if they eliminated the 1/2 defense modifier and kept the 75% power of the move, it would be more effective, but as it stands... everything just goes boom. Or should be able to protect from being blown up.
 
Sometimes I wonder why Explosion / Self Destruct aren't banned, like Double Team is in Standard.

Because it's still quite counterable. Any 2v2 team worth it's salt will have protect somewhere. Plus plenty of things resist it (Especially with the 75% damage thing in DP, it's not as scary). Oh and Ghosts lol.
 
You now what would be funny? People starting to use damp Quagsire (don't remember others with this ability) to counter boomers
 
You now what would be funny? People starting to use damp Quagsire (don't remember others with this ability) to counter boomers
My 2v2 team has a Damp Golduck. ^^
Then again, it also has a Choice Scarf LickiLick-BOOM and a ghost, so meh. XD
 
I'm not sure why Footnote is writing an entire 2v2 battling guide since I wrote one for ADV, 5K's 2v2 Uber Strategy Guide.

Really, there weren't that many new additions that I'll have to add to it for D/P 2v2.
Choice Scarf
New priority moves
Me First
Trick Room
New Exploders
New Abilities (Mold Breaker)
New options for all sets in general, more Fake Outers for Obi Mode, more Ubers to abuse, etc.
 
You now what would be funny? People starting to use damp Quagsire (don't remember others with this ability) to counter boomers

The other ones include Golduck - who could essentially use his other ability, Cloud Nine, to help break Weather-based teams. I'm not sure how would be'd fare though. Oh! and Politoed, Poliwrath, and Quagsire, of course.
 
I'm not sure why Footnote is writing an entire 2v2 battling guide since I wrote one for ADV, 5K's 2v2 Uber Strategy Guide.

Really, there weren't that many new additions that I'll have to add to it for D/P 2v2.
Choice Scarf
New priority moves
Me First
Trick Room
New Exploders
New Abilities (Mold Breaker)
New options for all sets in general, more Fake Outers for Obi Mode, more Ubers to abuse, etc.

Footnote is probably writing one for the OU metagame. Or his version where 580+ BST pokemon are banned. One of the two, knowing him.
 
I prefer 2v2 Uber battles so I can use a ridiculous Helping Hand Dusknoir with Selfdestruct Mewtwo to automatically eliminate a threat. I generally prefer 4v4 double battles because the game just gets funner and faster to execute a strategy.
 
I personally know next to nothing about competitive double battles, but I'm certainly willing to learn. Especially because it seems to be Nintendo's favorite when it comes to tournaments, and Japanese people seem to love it too. The number of weather teams I seen on Youtube pre-PBR was ridiculous. Seriously, every other battle was pretty much Sunny Day team vs Rain Dance team. I have to admit, it was pretty hilarious seeing people fight for their weather.

2 vs 2 looks pretty fun. The shortness of battles, more strategic teams and the increased amount of choices (18 per turn!) makes it look all the sweeter.
 
I like Doubles, I'm trying a Trick Room/Explosion team right now, but it's failing (it fails with Taunt)

Now I'm trying something with Helping hand, it should be quite fun. Doubles, imo, are more fun than Singles OU.
I just found out that if a Lickilicky gets a helping hand from Dusknoir while doing an explosion... it's just the power of an Atomic bomb...
 
I love doubles as you unleash the side of pokemon that you are not much familiar with. 2vs2 needs a more deeper strategy as you just cant have protect and explosion togetheer always when the opponent carries feint. When competitor is out i will defineteley build a 2vs2team. Btw really why would you use pluck anyway? Kids these days they dont respect to berries instead put life orbs lol. Also fearow can't risk to have the chance to attack with assurance with that defenses
 
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