2V2 Strategy/Counter Discussion

The purpose of this thread is to discuss popular 2v2 strategies and their possible counters. It will also take a somewhat RMT spin as a design a team that counters the discussed strategies.

Before I begin I wish to direct you all to FiveKRunners exelent somewhat old 2v2 ubers guide. http://www.smogon.com/forums/showthread.php?t=18114
Note the game format he describes at the begining of the guide. A reveiled team of 6 of which 4 were chosen to counter the opponents team.

Looking at that guide I will discuss the counters to those strategies listed and build a team from them.

First there is Obi-mode. For that I add to my team a Smeargle of my own with a counter-obi move set:

Smeargle @ Salac Berry
Technitian
Jolly 252 attack 252 speed
- Spore
- Fake out
- Imprison
- Endure

This dude is an excellent starter who can imprison the opponents spore and protect. Also has fake out for more anti-obi. I decided that after making this set, I could make my team more Imprison based to support it. This Smeargle is guarenteed to be one of my starters.

The second popular team in 5kR's post is the imprison team. Most imprison teams rely on imprisoning protect and then blowing someone up. My counters to this stratagy is simple. I have a fast Imprison user my self (smeargle). Also, since my team likes having protect imprisoned and that is the purpose of most imprison teams, I'm not to troubles by who does the imprisoning. As you will see, as long as protect is locked, my team can function.

I list here my second starter i would bring in vs suspected imprison teams.

Metagross @ Life Orb
Clear Body
Hasty 252 sp attack 252 Speed
- Explosion
- Agility
- Protect
- Shadow Ball

This Metagross can agility on the first turn vs most imprison teams. He has protect because its a 2vc2 staple. Explosion to boom after protect is locked. Shadow Ball is there because it hits many troublesome starters. First it hits ghosts which are the first problematic dudes (explosion immunity) and it hits the common imprisoners. Agility is the gem in this set. By using it first turn when imprison is getting set up you allow yourself to reach 140 base speed. This puts you ahead of ALL pokemon who would think to explode before you.

Weather Abuse teams are the easiest to counter. I use Shiftry and Quilfish because both explode for reasonable damage and can turn the weather against the opponent. If I see kyogre and other rain abusers on their team i bring in this quilfish as my second opener.

Quilfish @ Life Orb
Swift Swim
Adamant 252 Attack 252 speed
- Explosion
- Protect
- Waterfall
- Poison Jab

This quilfish uses their rain effect to become one of the fastest exploders ever. Waterfall and Poison Jab are for Stab/filler

Sunny Day Equivalent:

Shiftry @ Leftovers
Chlorophyll
Adamant 252 attack 252 speed
- Explosion
- Leech Seed
- Substitute
- Protect

This poke' can Stall with Sub/seed/prot or use their sunny day to 'splode faster.

None of the other teams out of the 7 listed are extremely large threats to the imprison stratagy. My final slots are pokemon who would be able to make use of the poke advantage created by the explosion and finish off their team. For lack of any other ideas I suggest this dude.

Latios @ Soul Dew
Levitate
Modest 252 sp attack 252 hp
- Ice Beam
- Thunderbolt
- Shadow Ball
- Draco Meteor

I use this latios for general sweeping purposes. He carries boltbeam because its good. It hits neutral on tons-o-peeps. Shadow Ball rapes the ghosts who make explosion suck. Dracometoer wtfowns those who arnt double-steel shuckles.

I really have no ideas for the final pokemon. Since the team has all the counters and combos I think it needs, you can fill the final slot with anyone you want really.

While I did just map out a possible 2v2 team I would like the main purpose of this thread to be discussing the 2v2 counter game.

-pew
 
Well I personally use Reflect/Light Screen to set up before then attacking. Gave FiveK a bunch of fits whenever he faced me because Reflect will almost guarantee survival in 2vs2 Ubers. Anyways, my leads from back in NB (only listing the movesets because the EVs and Nature escape me atm):

Lugia
Reflect
Calm Mind
Ice Beam
Recover

Ho-Oh
Reflect
Shadow Ball (needs to be changed for DP)
EQ
Recover

Barring any LG Deoxys with Toxic, these two can seriously last a while behind the 2 barriers. Lugia is especially a beast; CM enough times and he'll at least 2HKO most ubers, if not flat out OHKO. Ho-Oh is more sacrificable, as if he goes out I'd just bring in someone else like Mewtwo or FR Deoxys depending on the situation.
 
I was thinking of something like Zapdos and Electivire. Zapdos can Discharge, thus raising Electivire's speed also Zapdos is immune to Electivire's Earthquake. But I've not really tested it yet.
 
Seems a bit Explosion heavy, I think. >_>

You could also throw in counters to Hail and Sandstorm teams, I guess. Also, seems like the enemy could mess up your anti-obi lead with Detect, Trick Room, Taunt, or some priority moves.

Of course, I may just be stupid.
 
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