Several of you might remember that I used to be quite good at double battles, and actually ranked quite high in that antique KKM 2v2 league. Several others of you may recal a really cool 2v2 uber team I created for JAA, before familiarizeing myself with the rules. It was really a fantastic team, and I have modified it for D/P OU
The Lead Pair
Dusknoir (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/104 Def/18 Spd/134 SDef
Impish nature (+Def, -SAtk)
- Imprison
- Protect
- Earthquake
- Shadow Sneak
---
Togekiss (M) @ Leftovers
Ability: Serene Grace
EVs: 204 HP/152 Def/152 SDef
Bold nature (+Def, -Atk)
- Follow Me
- Baton Pass
- Encore
- Tri Attack
---
Togekiss draws all attacks, while noir imprisons. Togekiss has baton pass incase by some miracle she lives to the next round, in which case she can safely swich in an exploder. The real plan of course is that Togekiss absorbs the first hit and dies from the second. that way an exploder gets in scott free at the start of round two. the other moves are there incase togekiss somehow managed to survive... and got her bp off. Encore is to try to help with trick room teams... though I am very afraid of them.
The Gauntlet
Azelf @ Life Orb
Ability: Levitate
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Explosion
- Grass Knot
- Shadow Ball
- Psychic
---
Speed Balls (Electrode) @ Choice Band
Ability: Soundproof
EVs: 252 Atk/252 Spd/4 SDef
Jolly nature (+Spd, -SAtk)
- Explosion
- Thunderbolt
- Thief
- Taunt
---
Gengar (M) @ Choice Skarf
Ability: Levitate
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Explosion
- Poison Jab
- Thunderbolt
- Shadow Ball
---
Three fast explosions will then riddle the enemy team while noir blocks thier protects >=). Don't look to into trodes moveset. hes not ever going to use anything but splode, so I was really just clicking attacks. I may give gengar focus sash and jolly instead, as that could help me with other gar and still boom the next turn.
the cleaner
Garchomp (M) @ Focus Sash
Ability: Sand Veil
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Dragon Claw
- Swords Dance
- Fire Blast
---
fast strong, and comes complete with a get out of jail free card. basically there to clean up the explosion's mess
I have yet to test this in d/p... but I expect it will have trouble with focus sash spam-- dusknoir's shadow sneak will hopefully be able to disable a few sashes.
I aslo expect trouble from trick room teams. but I'm not sure how to combat them, other than hopeing kiss can stall them out with encore. but its unlikely
The Lead Pair
Dusknoir (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/104 Def/18 Spd/134 SDef
Impish nature (+Def, -SAtk)
- Imprison
- Protect
- Earthquake
- Shadow Sneak
---
Togekiss (M) @ Leftovers
Ability: Serene Grace
EVs: 204 HP/152 Def/152 SDef
Bold nature (+Def, -Atk)
- Follow Me
- Baton Pass
- Encore
- Tri Attack
---
Togekiss draws all attacks, while noir imprisons. Togekiss has baton pass incase by some miracle she lives to the next round, in which case she can safely swich in an exploder. The real plan of course is that Togekiss absorbs the first hit and dies from the second. that way an exploder gets in scott free at the start of round two. the other moves are there incase togekiss somehow managed to survive... and got her bp off. Encore is to try to help with trick room teams... though I am very afraid of them.
The Gauntlet
Azelf @ Life Orb
Ability: Levitate
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Explosion
- Grass Knot
- Shadow Ball
- Psychic
---
Speed Balls (Electrode) @ Choice Band
Ability: Soundproof
EVs: 252 Atk/252 Spd/4 SDef
Jolly nature (+Spd, -SAtk)
- Explosion
- Thunderbolt
- Thief
- Taunt
---
Gengar (M) @ Choice Skarf
Ability: Levitate
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Explosion
- Poison Jab
- Thunderbolt
- Shadow Ball
---
Three fast explosions will then riddle the enemy team while noir blocks thier protects >=). Don't look to into trodes moveset. hes not ever going to use anything but splode, so I was really just clicking attacks. I may give gengar focus sash and jolly instead, as that could help me with other gar and still boom the next turn.
the cleaner
Garchomp (M) @ Focus Sash
Ability: Sand Veil
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Dragon Claw
- Swords Dance
- Fire Blast
---
fast strong, and comes complete with a get out of jail free card. basically there to clean up the explosion's mess
I have yet to test this in d/p... but I expect it will have trouble with focus sash spam-- dusknoir's shadow sneak will hopefully be able to disable a few sashes.
I aslo expect trouble from trick room teams. but I'm not sure how to combat them, other than hopeing kiss can stall them out with encore. but its unlikely