I lost a new Super Doubles streak at
159 wins. Still kinda bleh but it is an improvement I guess :\
Old team writeup
here. While this team was pretty darn cool with good synergy, there was still a glaring defect in that one of the team members only had one reliable move, with rather redundant coverage, and that his job was more 'don't die' than 'kill stuff that the others can't'. While Rotom was pretty resilient, he just didn't add another level of depth to the team, so I felt it would be possible to improve the streak with a better team member in his stead. I did this streak alongside triples while I was trying out new stuff there in order to perfect my squad, and it died today. Enter the updated squad:
By-Tor (Greninja) @ Focus Sash
Ability: Protean
Nature: Timid
IVs: 31/19/19/31/31/31
EVs: 4 Def / 252 SpA / 252 Spe
-Mat Block
-Dark Pulse
-Ice Beam
-Grass Knot
Blaziken @ Blazikenite
Ability: Speed Boost -> Speed Boost
Nature: Adamant
IVs: 31/31/31/31/13/31
EVs: 252 Atk / 4 Def / 252 Spe
-Flare Blitz
-Low Kick
-Rock Slide
-Protect
Garchomp @ Life Orb
Ability: Rough Skin
Nature: Jolly
IVs: 31/31/19/19/31/31
EVs: 4 HP / 252 Atk / 252 Spe
-Earthquake
-Dragon Claw
-Rock Slide
-Protect
Clawitzer @ Expert Belt
Ability: Mega Launcher
Nature: Modest
IVs: 31/13/31/31/31/31
EVs: 252 HP / 252 SpA / 4 Spe
-Water Pulse
-Dark Pulse
-Aura Sphere
-Protect
ReptoAbysmal I'm glad to say that your favourite shrimp has served me very well ^_^ Clawitzer was one of several things I had been trying in triples, and its coverage and Speed tier make it an excellent doorstop to opposing Trick Room teams. Because TR happens to be the bane of my existence I wanted to try a run in doubles with Clawitzer over Rotom; the synergy with the rest of my team would be similar (both hard-hitting, slow, semi-bulky waters), only this one would bring actual coverage and a lot more power, while being really nice to fall back on if I ever were to get caught in Trick Room. All in all, it worked like I intended it to.
Every iteration of the team has been built around the Greninja/Mega Blaziken lead; when I first wanted to try Doubles, I didn't have any experience at all, and when I was looking around the internet for inspiration I came across
this video. It looked fun and reliable and I didn't know squat about doubles anyway, so I went with it. The backups have changed numerous times, as have Blaze and Ninja's movesets (from Flare Blitz/Sky Uppercut/Rock Slide/Protect and Hydro Pump/Ice Beam/Extrasensory/Mat Block to their current iterations), but I've always used Greninja/Blaziken in Doubles. Mat Block + Speed Boost is simply a hilarious combo, on par with Mat Block + Tailwind and Mat Block + Volt Switch imo. Ideally, on the first turn Blaziken makes sure both opponents are in KO range, allowing me to take a 2-0 lead on the second turn when Blaziken outspeeds the entire unboosted maison. Then it's easy ^_^
The backups have gone through a long history, and I'm honestly still not sure that these are optimal. I started out with 'generic bulkmons with spread moves', i.e. AV Metagross and Togekiss; however, this gave me problems with bulky waters, making me swap out Togekiss for Rotom-W; later, I experimented with a more powerful Earthquake spammer with more reliable STAB moves, i.e. Garchomp, over Metagross. Currently, Rotom-W has also been swapped out for a mon with reliable STAB moves. At the moment Garchomp is the weakest link because Earthquake is kinda annoying to pull off in a team without fliers and even a mon without Protect, but I don't know what could replace him. That Earthquake also came in really handy occasionally in a pinch.
As for the movesets, Greninja's is what is generally considered most effective in triples in term of coverage, reliability, and utility. I've kept the same set in doubles because I honestly couldn't miss one of these attacks: Grass Knot is potentially Greninja's strongest move and just happens to reach its highest base power on the fat Ground-, Rock-, and bulky Water-types it's supposed to hit; Ice Beam has the best super effective coverage; and Dark Pulse is inexpensible for 2HKOing nearly every Trick Room setter in tandem with Blaziken. Blaziken's is standard (well I guess because I'm kinda the only one around here who uses Blaziken): Protect because it's Protect; Flare Blitz as the obvious Fire STAB move; Low Kick as Fighting STAB move because HJK is too reckless (pun intended) and Sky Uppercut is too unreliable and only rarely stronger; finally, Rock Slide is imo the best filler move available - the accuracy is a letdown, but it OHKOes the Fire/Flying-types that resist both STAB moves, while also hitting Gyarados and Chandelure super effectively. It's also useful for bringing both opponents into KO range on the Mat Block turn. Garchomp's is pretty much completely standard: Protect is Protect, Earthquake and Dragon Claw are STAB moves, and Rock Slide is the seldom used filler move. I chose it over Iron Head because Rock Slide's targets are generally more dangerous. Finally, Clawitzer's is also standard I reckon. Water Pulse is its strongest reliable STAB move, Dark Pulse murders opposing Trick Room teams - the reason to use Clawitzer in the first place - and Aura Sphere is preferred over Dragon Pulse because its super effective coverage is better and Dragon-types are already covered pretty well between Greninja's Ice Beam and Garchomp's Dragon Claw.
Anyway, swapping in Clawitzer has left Gyarados4 public enemy number one for this team. Due to its humongous special bulk Greninja and Clawitzer can't really hurt it, while it resists Blaziken's STAB moves and Rock Slide barely tickles it after Intimidate. The two times I faced it I overcame it with continuous offensive pressure but I don't really have a reliable answer anymore. Lanturn4 is mostly an annoyance; Greninja and Blaziken can't really hurt it, but it also can't really do much back in the first turns. Garchomp easily beats it, but I can't switch it in because 'whoops Ice Beam'. Usually I defeated all its teammates and then ganged up on it with Rock Slide+Dark Pulse. These two combined have a 41% flinch chance, and just a little bit of hax is enough to break it. Gale Wings Talonflame is also a huge threat for obvious reasons, and Trick Room is still dangerous. Fortunately, Greninja's Dark Pulse (Ice Beam on Aromatisse)+Blaziken's Flare Blitz KOes most setters, but if the setter's partner outruns and OHKOes Blaziken on turn 1 of if the setter's name starts with 'Slow' (or probably Cresselia too) I can't KO it. The positive thing is that Bro and King always preferred to OHKO Blaziken, but it's not really secure :\ Honestly, many problems would be solved if Blaziken learned Wild Charge :] I actually did not lose to Trick Room this time though! I lost against a set3/4 Veteran who led off with Latios+Cresselia, a horrible matchup. I automatically assumed Cresselia4, i.e. TR, so I double targeted it, because Protecting would have been futile; if Latios didn't opt to OHKO Blaziken on turn 1, it would do so on turn 2 in the supposed TR. Latios did OHKO Blaziken, and Cresselia revealed itself to be the Icy Wind/Swagger one. On turn 2 I double targeted Latios with Greninja and Clawitzer's Dark Pulses, but it switched out into Regirock (I don't know why! Clawitzer really doesn't appreciate taking a Specs Psychic, and seeing as I didn't even target it turn one it couldn't switch into an immunity, not to mention Regirock doesn't even have immunities); only Greninja's Dark Pulse hit though, because Clawitzer was Swaggered and hit itself. I swapped it out for Garchomp because I figured Clawitzer was more valuable, and while Greninja did kill Regirock, I had lost too much momentum and Cresselia's Icy Winding didn't help. I don't recall the following turns in great detail, but Greninja was killed, and the final backup was Balloon Raikou. The greatest ever 'fuck you' to Garchomp/Clawitzer. It was winnable by using Protect on Blaziken turn 1, hoping that Latios targeted Blaziken (it also likes to target Greninja with Specs Thunder) and Cresselia didn't Icy Wind, and Dark Pulsing Latios twice (leaving Garchomp not dead weight), but that required some outrageous prediction that I can't do if I don't even know the sets for sure :\ oh well.
Battle code: 160: VDEW-WWWW-WWWA-5778
another one: 143: 6CKG-WWWW-WWWA-577B. This one featured an even horribler lead matchup (TR Aromatisse+Gale Wings Talonflame), and I only won because suicidal Skuntank was among the backups. Also had some outrageous misplays (even though there weren't really any 'right' moves to choose in a matchup like this) because I wanted to Rock Slide Talon a little too badly. Powerful Clawitzer saved the day though, and it was kind of fitting considering the identity of the last pokemon I faint :]
So, yeah. While this isn't a substantial improvement in terms of streak length, it is a substantial improvement in terms of team, and it was as fun to play as ever. I could write volumes about Greninja and Blaziken's truly terrific offensive synergy, and I've already done so in previous posts. The identity of their perfect backups is a puzzle I haven't yet solved though, but these two were 'adequate'. I would have liked to reach my fourth 200+ though :< I've had my fun here, but I'm not gonna try again soon (probably not until ORAS), because I'm too tired of being shit scared of Gyarados, and because I've got a more important calling right now in triples :) I think I've somewhat improved the team (no scratch that, it's pretty much mathematically better than its previous iteration and I'm confident it's not gonna get better anymore without a complete overhaul). I've done a lot of experimenting in the backups, but eventually I settled with the most obvious and simple fix, and the backups' former 'catastrophic' defensive synergy is now 'nearly perfect', while there's also some added utility. New member Eddie has joined team Clockwork Angels, and steadily cruising they've reached 90 by now; if I don't chime in again before naturally rebreeding it in ORAS, I've lost prematurely and am too disappointed to post ^_^