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Double Battle Metagame.

Due to the length of my previous Post, here is another strategy in this next post:

A cool Strategy might involve Belly Drum (say on Smeargle with a Choice Scarf).

----------------------------------

Smeargle: Choice Scarf

Dark Void
Filler
Filler
Filler


Shuckle: Life Orb

Power Trick
Rock Slide
Earthquake
Protect

Bronzong: Occa Berry
Levitate

Trick Room
Explosion
Gyro Ball
Filler


1st turn: Smeargle uses Dark Void, Shuckle uses Power Trick. *Both enemy Pokemon are now asleep.

2nd turn: Switch out Smeargle for Bronzong, Shuckle uses
Earthquake or Rock Slide. *Both enemy Pokemon are now switching out, and sending in new Pokemon getting hit by Rock Slide or Earthquake.

3rd turn: Bronzong uses Trick Room, Shuckle uses Protect.

4th Turn: Shuckle and Bronzong attack, with Bronzong being Immune to EQ.

5th Turn: If Bronzong is still alive, have it use Explosion as Shuckle uses Protect.
Why don't you use swords dance rhyperior instead of shuckle it reaches higher attack after one boost, gets STAB on earthquake and doesnt automatically die to any physical hit.
 
Here's a team that works pretty well as a starting threat...

dpmfb157.png
Typhlosion @ Choice Scarf
Nature: Modest
EV's: 252 Spd / 252 SpA / 6 HP
Ability: Blaze
- Lava Plume
- Solarbeam / Protect
- HP [Ice / Electric]
- Will-O-Wisp / Protect

485-m.png
Heatran @ Lum Berry / Focus Sash / Life Orb
Nature: Timid / Modest
EV's: 252 SpA / 252 Spd / 6 HP
Ability: Flash Fire
- Heat Wave
- Earth Power
- Dragon Pulse
- Dark Pulse / Protect

Other Team members:
Cherrim (Can set up Sunny Day if needed)
Dusknoir (Can also set up SD and maybe TR)

This set is pretty self explanatory. You bring out Typhlosion and use Lava Plume, you get Flash Fire bonus with Heatran, and can maybe get a OHKO with Typhlosion, and if not, then you can most likely finish them off with Heatran. If you're running this against a Smeargle (Dark Void) then just put a Lum Berry on it to keep it "real"... lol.

You can also bring out Cherrim if you want to increase ones defenses by bringing out Sunny Day. It can really support the team and help them out. Dusknoir is just a filler for the team.

If anyone has a better replacement for Dusknoir please post!

It's a pretty easy set to use, and it can be pretty hard to beat. Cresselia may resist it, but it wrecks Dusknoir. Snorlax may also screw it up if it knows EQ or Selfdestruct.

@ OmegaDonut = Thanks for pointing out the Eruption error!
 
Glad to hear that my klutz Lopunny trick scarf idea was somewhat inspirational.

Just wondering if anyone used a mixed Camerupt for a Trick Room team before, something like:

Camerupt @ Life Orb
Solid Rock
Brave / Quiet
252 Attack 252 Sp Attack 4 HP
Rock Slide
Earthquake
Eruption
Explosion

... I was trying to think of a slow exploder, and then I thought of that one. certainly not many pokemon can boast having a moveset with 4 moves that hit multiple targets (with base 100/105 in attack/sp attack anyway).

I'm just wondering if anyone here has tried something like that, and how well did that go (and... Brave or Quiet)? I was thinking of breeding for one to see.
 
Glad to hear that my klutz Lopunny trick scarf idea was somewhat inspirational.

Just wondering if anyone used a mixed Camerupt for a Trick Room team before, something like:

Camerupt @ Life Orb
Solid Rock
Brave / Quiet
252 Attack 252 Sp Attack 4 HP
Rock Slide
Earthquake
Eruption
Explosion

... I was trying to think of a slow exploder, and then I thought of that one. certainly not many pokemon can boast having a moveset with 4 moves that hit multiple targets (with base 100/105 in attack/sp attack anyway).

I'm just wondering if anyone here has tried something like that, and how well did that go (and... Brave or Quiet)? I was thinking of breeding for one to see.

I tried it once in a match a long, long time ago, only I used it in a Sunny-Trick team and replaced Rock Slide with Solarbeam, and used a Quiet nature. Let me tell you that when I did use it, it failed miserbly. It seemed that everything countered. But, if you can get it some kind of an advantage with maybe Solid Rock and Cherrim's ability, it's defenses are good and can take more hits. But for the match I used it in, it didn't work out so well.
 
@ hhjj = Nice team! I would get pretty PO'd if I faced it but still you've got to do what you have to, to win. You may want to watch out for those Hitmontops popping up in Doubles more often. They can Fake Out and Mach Punch Darkrai which kinda hurts the strategy. For the Ghost type I would suggest Mismagius, if you still have Wobba in than you can Perish Song and maybe take out some Pokémon with that.
 
Fuck yeah! I love Double Battles! Much more room for creative strategy than its Single kin. I've taken up pages of my school notebook creating Double Battle pairings, but I'll only put a few up at a time:

Heatran+Swampert/Empoleon (late game sweep)

Heatran @ Expert Belt
Flash Fire
4 HP/252 Special Attack/252 Speed and Naive
-Heat Wave
-Earth Power
-Explosion
-Protect

Swampert @ Leftovers
Torrent
240 HP/216 Defense/52 Special Attack and Relaxed
-Earth Power/Earthquake
-Ice Beam
-Surf
-Protect

Empoleon @ Petaya Berry
12 HP/252 Special Attack/12 Special Defense/232 Speed and Modest
-Agility
-Substitute
-Surf
-Ice Beam

There are a few things I do with this team:
1- If Heatran is with Empoleon, Empoleon uses Agility to assure that he is faster than Heatran, so a Sub can be put up if Heatran decides to kill everybody with Explosion, while Heatran takes out any threats. Chances are, the universal resistance coverage will force a switch, having one of Heatran's attacks damage an incomin Pokemon, and Empoleon getting a free Agility. Empoleon then puts up a Sub while Heatran either takes out whatever switches in, or Protects from an EQ. If the pressure's on Heatran, Empoleon will Surf, and if it's on Empoleon, he'll Sub again. This continues until Empoleon is in Torrent+Petaya range, and then a sweep commences.

2- If Heatran is with Swampert, I will either start out with an appropriate Protect+ combo (Protect+Surf if Heatran is in danger, and Protect+Heat Wave/Explosion/Earth Power if Swampert is in danger). If I don't suspect that either is in danger, or if I feel a switch coming on, I'll use the appropriate moves. Most people don't expect me to have Protect on Heatran (assuming it's Scarfed or Spec'd), and consequently, don't expect Surf to be used, or for Heatran to switch out with a Flying type if EQ is imminent. The advantage over a physical Swampert is better Water/Ice attacks, and not having to use EQ.



Aerodactyl+Togekiss (suicide lead/flinch)

Aerodactyl @ Focus Sash
Pressure
252 Attack/252 Speed/4 Defense and Adamant
-Taunt
-Stealth Rock
-Earthquake
-Rock Slide

Togekiss @ Leftovers
Serene Grace
252 HP/252 Special Defense/4 Defense
-Thunder Wave (thinking of changing to Tri Attack)
-Air Slash
-Heat Wave
-Aura Sphere

Aerodactyl is mostly out there as a suicide lead, to Taunt anyone planning on crippling someone with a status or setting up, or setting up Stealth Rock if Taunting isn't necessary. Focus Sash is there so I can get either Taunt and Stealth Rock, or Stealth Rock and Rock Slide/Earthquake. Rock Slide over Stone Edge because Stone Edge is the worst move in the game, Rock Slide hits both opponents, and Earthquake to get rid of frail Electrics or put a dent in some Rock/Steel types.

Togekiss usually starts off with Thunder Wave (which I'm planning on switching with Tri Attack for STAB, offensive, and chance to freeze, paralyze, or burn), and if I feel an Electivire switching in, I Earthquake with Aerodactyl. Air Slash is there for hax Flinching, Heat Wave to cover fucking Scizor or Forretress, and Aura Sphere there because I like it. I might switch it in with Nasty Plot, because Heat Wave covers most things Aura Sphere does, or Roost to eliminate Rock, Ice, and Electric weaknesses while healing.

The main idea here is to set up with Aerodactyl while Togekiss paralyzes, and then go flinch-crazy with Air Slash and Rock Slide. Earthquake doesn't affect Togekiss and puts a dent in dangerous Electric types, which can usually be taken out with Heat Wave. They both have moves that damage both opponents, which is handy in Double Battles.

That's all I have time for now, I'll put some more up later. Feel free to tell me where I've screwed up!
 
So, I was thinking of this the other night, dunno if it'd work, but hey this thread needs more activity anyway:

dpmfb482.png

Azelf@Focus Sash
Levitate
Naive-36 Atk, 252 Sp. Atk, 220 Spd
-Skill Swap
-Explosion
-Fire Blast
-Grass Knot

dpffb241.png

Miltank@Leftovers
Scrappy
Impish-252 HP, 224 Def, 36 Spd
-Milk Drink
-Helping Hand
-Body Slam
-Heal Bell/Hammer Arm/Protect

So, yeah, this seems obvious enough; Skill Swap Scrappy onto Azelf then explode on ghosts and whatever, perhaps with a Helping Hand to boost. If my calculations are correct, Miltank should only take about half of its life from Explosion with Helping Hand (45.94% - 53.81% if Metalkid is right) and then heal it off later; you can use Protect if that bothers you. Fire Blast for steels, Grass Knot and Hammer Arm are for Tyranitar and other rock types if they scare you. Heal Bell if you get T-waved or some crap like that (hey, it happens!). I really don't know if this strategy's all that effective since it seems so obvious, but whatever; I suppose you could use Gengar instead to avoid Fake Out but it's not as powerful...I dunno.
 
Its a good strategy StarmanXL, but, you do have a lot of risk being Faked Out by Weavile than getting hit by Night Slash. The strategy is kind of predictable once you Skill Swap. I like the idea of it though, it's just hard to pull off.
 
Miltank is most definitely not going to take *just* 50% damage from Azelf's Explosion. Perhaps you forgot that Explosion halves Defense, making it effectively 500 power?
 
Fixed and re-posted to remove the double post.

Darkrai @ Choice Scarf

-Dark Void
Dark Pulse
Focus Blast
Spacial Rend


Scarf so it outspeeds everything, including Deoxys.

Wobbafett

-Encore
Safeguard
Mirror Coat
Counter


Turn 1: Dark Void while Wobbafett Encores an opponent which works incase Darkrai misses a foe. They are trapped asleep, cannot switch out, and take 12.5% damage from Darkrai's Bad Dreams Ability.

Metagross @ Choice Scarf
Adamant
252 Attack, 252 Speed

-Explosion
Earthquake
Meteor Mash
Filler

Turn 2:
Darkrai switches out for Metagross and Wobbafett stays in and uses Safeguard while both opponents are asleep.

Turn 3: Switch out Wobbafett on this turn for a Ghost type (since Wobbafett doesn't learn Protect). With a Scarf, Metagross will use Explosion and will likely go first, incase you are worried about them waking up. Killing 2 Pokemon at the cost of 1, while your GHOST will be unscaved.

GHOST TYPE : Life Orb
4 HP, 252 Speed, 252 Special Attack/Attack


-Trick
Shadow Ball
Filler
Filler


Turn 4: Send in Darkrai again with no risk, since Metagross is dead it gets a free switch. Have it Dark Void as you switch out your GHOST and send in Wobbafett to prevent the sleepers from switching.

Turn 5: Switch out Darkrai and send in Azelf, keep Wobbafett in so they cant switch using a move of your choice.

Azelf: Choice Band/Scarf
252 Attack, 252 Speed
Jolly / Adamant (According to Item)

-Explosion

Filler
Filler
Filler


Azelf is pretty fast on its own, but you could use a Scarf just to be safe.

Turn 6: Switch out Wobbafett to your GHOST as you have Azelf use Explosion.

Now you have just killed 4 Pokemon on your opponent's side with 2 of your own.

Turn 7: Send in Darkrai for free since Azelf just died. Have Darkrai use Dark Void one last time as your Ghost uses Trick, giving Darkrai Life Orb to Sweep the opponents next turn, right after it uses Dark Void really fast.

Turn 8: As neither foe can switch out of sleep because they are the last two left, they will each take 12.5% due to Darkrai's Bad Dreams and be swept by his Dark Pulse or its other attacks, while your GHOST hits whatever it can now that it is fast with Choice Scarf (effectively making your GHOST probably outspeed both opponents).


This guy is for emergencies and to clean up whatever survived.

Deoxys Attack Form@ Life Orb
252 Speed, 252 Attack

-Extreme Speed
Psycho Boost
Filler
Filler

Extreme Speed is for Rayquaza

This strategy assumes your opponent will just sit there and not switch out of sleep while you crush them and that they don't have a ghost. Both of these are fairly unlikely.
 
This strategy assumes your opponent will just sit there and not switch out of sleep while you crush them and that they don't have a ghost. Both of these are fairly unlikely.


Expect Shadow Tags traps them so that's unlikely unless your carrying a Wobbuffet/U-Turn/Baton Pass+Sleep Talk aswell.
 
Hehe

BRONZONG @ Life Orb
Ability: Levitate
Brave: 252 HP / 252 ATK / 4 SPD | IV: 0 SPE
- Explosion
- Gyro Ball
- Trick Room
- Hypnosis

DUSKNOIR @ King's Rock / Razor Claw
Ability: Pressure
Careful: 252 HP / 4 DEF / 252 SPD | IV: 0 SPE
- Trick Room
- Fling
- Shadow Sneak
- Ice Punch

SMEARGLE (Level 1) @ Focus Sash
Ability: Own Tempo
Null: Null
- Spore
- Endeavor
- Dragon Rage
- Substitute / Filler

HONCHKROW @ Life Orb / Scope Lens
Ability: Super Luck
Brave: 4 HP/ 252 ATK / 252 SPA
- Sucker Punch
- Dark Pulse
- Superpower
- Heat Wave

STRATEGY BEHIND THIS SET:
Written in term of turns, when a Ghost is not present in turn 1.
1. Bronzong uses Explosion, deal as much damage as possible. Dusknoir uses Trick Room. This should kill 2, if not, heavily damage them.
2. Bring out Smeargle... Smeargle puts the one SLOWER than Dusknoir to sleep using Spore, or the one that does NOT have Vital Spirit or Insomnia, or the one that DOES have Inner Focus. Dusknoir uses Fling, causes the OTHER to Flinch. If one is a Ghost type, Spore that one and Fing the other.
3. Smeargle uses Endeavor; Dusknoir finishes him off with Ice Punch.
4. Finish the sleeper last.
5. Honchkrow is there if you need to kill a leftover Ghost type. It's offense is way great enough to take out things such as Gengar, Mismagius or Froslass in Trick Room. Even if Trick Room ended, there is Sucker Punch available.

If there is a Ghost on Turn 1:
Bronzong uses Gyro Ball, Dusknoir uses Shadow Sneak. Hopefully kills the ghost. If it's Spiritomb or Dusknoir, then it may be a problem. Of course, no strategies work for EVERYTHING, but this works for a lot of things.

If there is a Ghost on Turn 2 (a sendout):
Flinch the other, Spore the Ghost. Sucks if you are fighting a Banette...

Won't work if you are against something that has Inner Focus + Ghost type, but the chances are pretty slim for that as well. Overall, a Thumbs-Up :D
 
Personally I feel that its too specific of a team; if something goes wrong, you might be ruined =\ For example, the opposing pokemon might have protect, defeat Dusknoir on turn 1, or even taunt Dusknoir. The situation with a ghost pokemon and inner focus pokemon is entirely possible as well. If its for 6 vs. 6 though, you might be able to make a nice backup plan to support this strategy.
 
Personally I feel that its too specific of a team; if something goes wrong, you might be ruined =\ For example, the opposing pokemon might have protect, defeat Dusknoir on turn 1, or even taunt Dusknoir. The situation with a ghost pokemon and inner focus pokemon is entirely possible as well. If its for 6 vs. 6 though, you might be able to make a nice backup plan to support this strategy.

It's mostly for 4 vs. 4 PBR battles, where you can even see if the opponent has things like Banette or Inner Focusers before you choose your team.

Dusknoir is very bulky, and can stand up to a lot of attacks. Even if Dusknoir is defeated, Bronzong can pull out Trick Room and do the same thing. Only will it use Gyro Ball to finish off the opponent instead of Ice Punch. Although without the flinch it may be a problem. However, when it works, it works great, and by the chances of the opponents Pokemon, sure it is very likely that they have 2 Ghosts on turn 1 or Inner Focus + Ghost type, but the chances that the opponent does NOT have that is far greater, so in terms of probability, it can pull off MOST of the time.
 
Miltank is most definitely not going to take *just* 50% damage from Azelf's Explosion. Perhaps you forgot that Explosion halves Defense, making it effectively 500 power?

No, I just misunderstood the mechanic; I thought that it halved defense because 250 BP was too high for the game to calculate properly or something to that effect, so I just multiplied 250 by .75 to get my damage. My bad (although she does still survive it sans Helping Hand, but just barely...).

On a side note, does anyone know what sets the Porygon2 + Electivire lead usually runs? I've never actually been able to see all the moves and figure out the EVs and what not.
 
Well, there's the option of using Chilan (normal resist) berry so that Miltank always survives the explosion (other than critical hit of course) even when she's using Helping Hand.
 
Skimmed through and didn't see this particular strategy so thought I might show what I've been thinking about lately.

Bronzong @Leftovers
Ability: Levitate
Sassy: 252 HP / 6 DEF / 252 SPD
- Skill Swap
- Earthquake
- Gyro Ball
- Hypnosis

Jolteon @Wise Glasses (?)
Ability: Volt Absorb
Modest: 252 SPE / 252 SPA / 6 HP
- Thunder Wave
- Discharge
- Thunderbolt
- Shadow Ball

Bronzong uses Skill Swap to give Jolteon Levitate while also getting himself Volt Absorb. After that, spam Discharge+Earthquake unless the situation calls for something else. Dunno about the EVs and the moves are just for general coverage.
 
Seems a bit obvious, but I can't say much else against it since I haven't faced it in person. I would say, however, that Thunderwave is unneeded on Jolteon since Discharge has a nice paralysis rate anyway, so I would drop that for something such as, oh, maybe HP Ice or Grass for coverage.

On a side note, am I the only person who runs a cleric on one of their doubles teams? I haven't seen many opposing ones ('course, I lack PBR) and I've found mine to be useful.
 
BRONZONG @ Life Orb
Ability: Levitate
Brave: 252 HP / 252 ATK / 4 SPD | IV: 0 SPE
- Explosion
- Gyro Ball
- Trick Room
- Hypnosis

DUSKNOIR @ King's Rock / Razor Claw
Ability: Pressure
Careful: 252 HP / 4 DEF / 252 SPD | IV: 0 SPE
- Trick Room
- Fling
- Shadow Sneak
- Ice Punch

SMEARGLE (Level 1) @ Focus Sash
Ability: Own Tempo
Null: Null
- Spore
- Endeavor
- Dragon Rage
- Substitute / Filler

HONCHKROW @ Life Orb / Scope Lens
Ability: Super Luck
Brave: 4 HP/ 252 ATK / 252 SPA
- Sucker Punch
- Dark Pulse
- Superpower
- Heat Wave

STRATEGY BEHIND THIS SET:
Written in term of turns, when a Ghost is not present in turn 1.
1. Bronzong uses Explosion, deal as much damage as possible. Dusknoir uses Trick Room. This should kill 2, if not, heavily damage them.
2. Bring out Smeargle... Smeargle puts the one SLOWER than Dusknoir to sleep using Spore, or the one that does NOT have Vital Spirit or Insomnia, or the one that DOES have Inner Focus. Dusknoir uses Fling, causes the OTHER to Flinch. If one is a Ghost type, Spore that one and Fing the other.
3. Smeargle uses Endeavor; Dusknoir finishes him off with Ice Punch.
4. Finish the sleeper last.
5. Honchkrow is there if you need to kill a leftover Ghost type. It's offense is way great enough to take out things such as Gengar, Mismagius or Froslass in Trick Room. Even if Trick Room ended, there is Sucker Punch available.

If there is a Ghost on Turn 1:
Bronzong uses Gyro Ball, Dusknoir uses Shadow Sneak. Hopefully kills the ghost. If it's Spiritomb or Dusknoir, then it may be a problem. Of course, no strategies work for EVERYTHING, but this works for a lot of things.

If there is a Ghost on Turn 2 (a sendout):
Flinch the other, Spore the Ghost. Sucks if you are fighting a Banette...

Won't work if you are against something that has Inner Focus + Ghost type, but the chances are pretty slim for that as well. Overall, a Thumbs-Up :D

Quite cool. However, on PBR, one of my friends runs Gengar Crobat as his leads on his fast team (not his TR team). However, this is only 1 user in many.
 
Skimmed through and didn't see this particular strategy so thought I might show what I've been thinking about lately.

Bronzong @Leftovers
Ability: Levitate
Sassy: 252 HP / 6 DEF / 252 SPD
- Skill Swap
- Earthquake
- Gyro Ball
- Hypnosis

Jolteon @Wise Glasses (?)
Ability: Volt Absorb
Modest: 252 SPE / 252 SPA / 6 HP
- Thunder Wave
- Discharge
- Thunderbolt
- Shadow Ball

Bronzong uses Skill Swap to give Jolteon Levitate while also getting himself Volt Absorb. After that, spam Discharge+Earthquake unless the situation calls for something else. Dunno about the EVs and the moves are just for general coverage.
Not a bad set at all. I like the idea of removing Jolteon's only weakness while providing Bronzong a solid electric immunity.
 
too bad Jolteon is way faster than Bronzong, otherwise you could Skill Swap first and then discharge; off the top of my head, the only poke that gets close is Azelf, and having two frail guys out there first off is usually a bad idea. Maybe have Jolteon hold Focus Sash, since you have to survive an attack before the combo is set up. I don't think skill swap works through Protect, otherwise you could just go that way instead.
 
I just came here to say that in my experience in battling Japanese players on PBR, Wobbuffet + a trick scarfer is extremely effective when used on set-up Pokemon like Cresselia and Brongzong. It turns often turns battles into a 2 vs. 1 situation, as the support Pokemon is trapped using a useless move.
 
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