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Double Battle Metagame.

Just an Idea, 3 pokes, may or may not have been posted before. Feel free to remove if it has. But for now:

Shedninja @ Focus Sash
Protect
Filler
Filler
Filler

Key pokemon, for ability only. Not putting EV's, as I don't feel the need for this strategy.

Hypno @ Focus sash
Role Play
Skill swap
Filler
Filler

Part 2 out of 3. Role play keeps Shedninja alive, and lets it protect. Skill swap to final member, who if you hadn't guessed, is none other than:

Spiritomb @ Focus Sash
Nasty plot
Torment
Shadow Ball
HP Fighting

The Wondertomb. With Torment for those nasty status moves, and Focus sash to survive the switch, this thing can severely damage even the most well built teams with 0 weaknesses.

I'll post EV's when I'm awake (GMT). Sorry about 3 Focus Sashes, but they do mean I can survive more than 1 hit. Would work best for UU double battles, but they don't exist.
 
It can, however, be Traced. (Making 2v2 versions of P2 quite effective if the foe has Shedinja).

One thing you can do to give your Pokemon Wonder Guard is have Mew/Smeargle/Ditto use Transform.

With an amazing ability, and much higher HP, they could really take advantage of Wonder Guard.

Let's not forget Mew and Smeargle learn such a large number of moves, allowing them to give themselves boosts before Transforming.

Light Screen, Reflect, Substitute, Safeguard, Aqua Ring (Smeargle), etc. making their set-up easier.
Unfortunatly, not only are Shedinja's defense stats crappy, but reagular boosts are lost when Transforming. Also, Trace picks a random oppent.
 
Have Shedinja use Endure while Mew/Smeargle/Ditto uses Transform.

That's why I only suggested moves that are not regular boosts (things like Light Screen and Safeguard affect your team and don't go away after Transforming).

So if smeargle used transform on shedinja would smeargles weaknesses be shedinja's or will he still have the same fighting type-only weakness??
 
So if smeargle used transform on shedinja would smeargles weaknesses be shedinja's or will he still have the same fighting type-only weakness??

Only the fighting weakness.

I would find it annoying to have to use the same moveset as Shedinja though, even having reduced PP in the moves.
 
One other thing to watch out when Tracing, or Transforming Wonder Guard are Phazers... not that you see them much in Doubles anyways, but be on the look out still. Sandstorm can also damage you, proving annoying. Things like Encore and Spikes will shorten your life. So just watch out for those things and you should be fine.

Shedninja's type weaknesses get copied... which is the downside of Transforming. Of course, you can't guarantee Trace, so why not Transform anyways.
 
I just thought of a random idea when I was viewing the thread about how Netbattle has doubles now...

Darkrai @ Focus Sash
Bad Dreams
EVs: 6 HP / 252 SpA / 252 Spe
Timid
~ Nasty Plot
~ Dark Pulse
~ Focus Blast
~ Dark Void

Jirachi @ Light Clay
Serene Grace
EVs: 252 HP / 100 Def / 156 SpD
Careful
~ Light Screen
~ Reflect
~ U-turn
~ Wish
 
Y'know, I was just thinking about this the other day and I don't think we've talked about it--when we get to forming a doubles tier list (which I don't think is too far off with the advent of D/P/Pt in Netbattle but Smogon doesn't look like it'll support it anytime soon), what criteria are we going to use to determine if something is broken? Well, I mean, we'd probably just go along with the current Uber definitions, but what would we do if we have a situation in which, say, we have two pokemon which are managable by themselves but when paired together are way better than the sum of their parts and prove overpowering? It's a purely theoretical situation, as the only pokemon I can think of which would do something like that would be Toxicroak + Ludicolo in reference to UU, but still it's something I have to wonder about. Do we ban the combo, instigating a sort of "species clause" like we proposed for Lati@s, or do we ban the pokemon we see as "more uber"--but how would we even determine that?
 
Y'know, I was just thinking about this the other day and I don't think we've talked about it--when we get to forming a doubles tier list (which I don't think is too far off with the advent of D/P/Pt in Netbattle but Smogon doesn't look like it'll support it anytime soon), what criteria are we going to use to determine if something is broken? Well, I mean, we'd probably just go along with the current Uber definitions, but what would we do if we have a situation in which, say, we have two pokemon which are managable by themselves but when paired together are way better than the sum of their parts and prove overpowering? It's a purely theoretical situation, as the only pokemon I can think of which would do something like that would be Toxicroak + Ludicolo in reference to UU, but still it's something I have to wonder about. Do we ban the combo, instigating a sort of "species clause" like we proposed for Lati@s, or do we ban the pokemon we see as "more uber"--but how would we even determine that?

I was actually going to start a topic about this, or rather just about furthering the double battle metagame and posting sets (similar to how the new and creative movesets thread works). I still plan on doing it in the near future, but I just don't know when.

Anyway back to your question, I don't think there is neccesarily a better option here. It might just vary depending on the Pokemon. I think the Uber Pokemon that are obviously too powerful for the metagame (such as Groudon, Palkia, etc.) would need to be banned all together. I can't think of any combination that would need to be banned from OU (maybe Latios and Latias?). But if you mean in reference to UU, which may or may not even be a tier in doubles, then I would think it would be best to access the Pokemon individually and determine how powerful it can be. I would think it would get kind of confusing if only specific pairs were banned. Honestly, it's really hard to tell anything about tiers when it comes to doubles because it's so undeveloped.
 
Frankly, I think that the current Showdown rules would be a good basis for the Doubles rules. Maybe instate a Sleep Clause and get rid of the item aClause they have, but as an overall idea, it seems plausible.

The level Clause would also go out the window, but anything that isn't overpowering (ie. groudon, palkia) would be allowed in. That would grant Salamence and Tyranitar to return to doubles.

Just a newcomer's ideas, take em or break em. =]
 
Y'know, I was just thinking about this the other day and I don't think we've talked about it--when we get to forming a doubles tier list (which I don't think is too far off with the advent of D/P/Pt in Netbattle but Smogon doesn't look like it'll support it anytime soon), what criteria are we going to use to determine if something is broken? Well, I mean, we'd probably just go along with the current Uber definitions, but what would we do if we have a situation in which, say, we have two pokemon which are managable by themselves but when paired together are way better than the sum of their parts and prove overpowering? It's a purely theoretical situation, as the only pokemon I can think of which would do something like that would be Toxicroak + Ludicolo in reference to UU, but still it's something I have to wonder about. Do we ban the combo, instigating a sort of "species clause" like we proposed for Lati@s, or do we ban the pokemon we see as "more uber"--but how would we even determine that?
IMO, if Smogon were to support Doubles, it may as well just use the Showdown rules. Why go through the trouble of banning 50 things when maybe only 5 people in the community know how to -properly- play Doubles anyway? It would take too much time, and IMO damage the Doubles metagame.
 
Honestly, it's really hard to tell anything about tiers when it comes to doubles because it's so undeveloped.

Of course, that's the insanely frustrating thing; how can we really say how the doubles metagame works if only about 15 people play it? I had thought that the number of 2v2 battlers would increase with NetBattle getting D/P/Pt but so far it hasn't seemed to have had any affect, nor has the Pokemon Showdown, which makes me likewise afraid that Shoddy getting doubles or TMN's doubles simulator, whenever he finishes it, won't appeal to anyone accept the people who alread play doubles. I don't really get how we can get more people to play. Sure, you may make a team or warstory or topic or something and people say, "Wow doubles is pretty cool maybe I'll try it" (at least it beats people saying, "Doubles is a gay explosion fest" like in early D/P but...) but in the long run that doesn't really do anything. Yes, that's our real problem before tiering. How are we gonna go about solving that?
 
Of course, that's the insanely frustrating thing; how can we really say how the doubles metagame works if only about 15 people play it? I had thought that the number of 2v2 battlers would increase with NetBattle getting D/P/Pt but so far it hasn't seemed to have had any affect, nor has the Pokemon Showdown, which makes me likewise afraid that Shoddy getting doubles or TMN's doubles simulator, whenever he finishes it, won't appeal to anyone accept the people who alread play doubles. I don't really get how we can get more people to play. Sure, you may make a team or warstory or topic or something and people say, "Wow doubles is pretty cool maybe I'll try it" (at least it beats people saying, "Doubles is a gay explosion fest" like in early D/P but...) but in the long run that doesn't really do anything. Yes, that's our real problem before tiering. How are we gonna go about solving that?
Yeah, I'd have to agree. And even if Showdown gets more doubles players, the hype around it usually ends up dying eventually and people start going back to standard.

I haven't tried out the new Netbattle feature, so I guess I'll have to do that sometime. Maybe as time passes more people will get interested? Or maybe if development actually occurred, then more people would be interested. I know there are more doubles players out there than just the ones here, so maybe if more people came it might result in more people being interested. I don't know, this is all just theory so it's hard to tell.
 
I like the current Double Battle Metagame.

I would really love to see Double with it's own tier, but the lack of a double battle database/strategydex/support from competitive communities isn't really bad.

Standard OU is kinda "obvious", but you never know what to expect in Double Battles (well, a place where Regigigas/Bellossom/etc can be used without being gimmick and still be able to battle against Top Tiers really isn't obvious).
The Double Metagame is like a new generation: full of theorymon, and nobody knows what to expect, and the only way to be good is playing (you CAN be good in single without really playing because of the large information available)
I'm not saying that i'm against support from the competitive community, but the current Double Battle metagame is fine and fun (except for the lack of players).

Ah, btw, i'm not saying that Single is bad because of it's predictable metagame, i'm just pointing out that a metagame full of surprises can be really funny to play sometimes :b
 
"Doubles is a gay explosion fest"

I resemble that remark. :b

In all seriousness, even if Doubles got popular enough, Tiers would be a pain, because lots of times it's not just the pokemon, it's who they're partnered with that makes them powerful. Electivire and Garchomp is limiting, but Electivire and Zapdos or Zapdos and Garchomp is not. Would we have to put PAIRS of pokemon tiers? That'd be messy, because Pairs change during battle. Or maybe Tiers would be based on how well the Pokemon plays with others; after all, a Pokemon that is a benefit to several partners would certainly wind up Overused.

I'm visiting my parents for a bit during Spring Break, and my Wii is there, so I'll be doing plenty of Doubles Battles with my several team ideas. Platinum still works with PBR, right?
 
What's wrong with Nintendos current Tier system for Doubles (Showdown, anyway)? The abundance of Pokemon allow for a mass of extraordinary combos, and it's fun. The only real miss-out things is a few of the Event Pokemon being banned. But this is just IMO.
 
I resemble that remark. :b

Don't you mean "resent" Mrs. Malaprop? I kid I kid...

Anyway, I have to agree that tiering Pokemon by pairs would be a total mess since, as you said, tiers shift in battle. I do, however, find the thought of tiering a pokemon based on "how well it plays with others," given that there is a much larger pool of viable pokemon in the metagame--consider it like this: something like, say, Cacturne or Cherrim are definitely useful pokemon and are not "outclassed" if you will but they fit very specific niches such as Trick Room or Sunny Day, therefore making them not as used on teams outside of that. On the other hand, pokemon like, say, Gyarados, Salamence, or, hell, maybe even Damp Politoed don't fill specific niches making them more versatile unless they are outclassed in the current team (like, say, why run Ttar on a TR team when Rhyperior and Marowak would arguably be better?).

This does, however, run into three very significant problems, the first being the sheer number of pairings: there are 493 pokemon in the game with a huge number of possible movesets, and even accounting for Species clause and tier banlists this gives a ridiculous number of possible combinations and I don't see how we would have the time--or the patience, for that matter--to thoroughly investigate each one before deciding tier placement--obviously crap like Unown'll get sorted out pretty quickly, but what about Clefable, Smeargle, Dragonite, Starmie, Tyranitar, and so on? The second problem we face is defining an "effective pairing." Would we use some sort of statistical definition and if so what? Would we have to have multiple tests, similar to the Ubers thread, but then we run into the problems faced with issue one. And last, it doesn't necessarily answer our Uber/BL question; what if a pokemon can only be reasonably paired with another but that combo proves to be overpowering? Could I not conceivably argue something to the effect of, "Well, Kyogre cannot really be used outside of Rain Dance teams, so she's not Uber (yes I know there are other things Kyogre can do but you see where I'm getting at)?

Really, I think the most efficient way to deal with most tiering is to handle it like we do on Shoddy currently--usage statistics. If a pokemon is used enough, it's OU; if it isn't, it's bumped down to UU. Basically, this would solve some of the problems faced with the last suggestion by assuming that a pokemon's usage is an indicator of how versatile it is--if it can fit many roles, it will be used more and be OU; if it cannot, it will be used less and be UU--it will not be an indicator of the pokemon's viability. I know this solution isn't perfect because somethings will inevitably be overlooked and it still doesn't solve how we would ban things to Ubers/BL, but it's a start.

Now, I had said earlier that we should start with Smogon's definitions of Uber to determine how we would follow bannings, which are as follows:

Jumpman16 said:
Offensive Characteristic
A Pokémon is uber if, in common battle conditions, it is capable of sweeping through a significant portion of teams in the metagame with little effort.

Defensive Characteristic
A Pokémon is uber if, in common battle conditions, it is able to wall and stall out a significant portion of the metagame.

Support Characteristic
A Pokémon is uber if, in common battle conditions, it can consistently set up a situation in which it makes it substantially easier for other pokemon to sweep.

Right, so Offensive Characteristic. Obviously, something smashes every team regardless of set-up or is generally overpowered as hell we can ban it. I have to wonder, though, with the "sweeping through a significant portion of teams in the metagame with little effort" part, as since this was a guideline adopted for singles play it doesn't take into account two pokemon being on the field at once. Let me put it like this; with this approach, I could possibly argue Deoxys-A to be not Uber, despite the fact that it pretty much OHKOs everything, on the basis of it has next to no good spread moves and it dies easily making it difficult for it to last more than a turn without Focus Sash and netting more than two kills (assuming we decide Deoxys-A to be Uber, but I think it's not unreasonable to say it will be). Likewise, it doesn't take into account an overly offensive pair, but I'll get to that.

The Defensive Characteristic probably will be the one that will cause use the least worry, given that when one has a wall you've the option to ignore it completely thus negating it's true walling purpose or to double team it, although I won't say there won't be pokemon that will fit this description.

The Support Characteristic will probably be the one that will cause us the most trouble. I mean, look at it this way; there are a wide variety of pokemon that can do something like this. I mean, take something like, say, Crobat for example; it's faster than most any Taunter and won't flinch from Fake Out, meaning that it can set up something like Rain Dance almost all of the time, a condition that most certainly does make it substantially easier for other pokemon to sweep. We can add TR pokes to the list too, notably Dusknoir who only fears Taunt and that can be rectified by pairing him with a Fake Out user (Hariyama anyone?), but in that case, could we reasonably say it doesn't count because another pokemon needs to support the first--but in doing so wouldn't we be ignoring one of the key principles of the metagame to begin with? And what about Togekiss? With Follow Me it allows pretty much everything to stat up as it pleases provided you aren't facing a Hail team.

But the real problem is, again, determining which pokemon is the broken one, and brings up the point of allowing a pokemon to be used to the best of its potential. I mean, take the debates concerning Garchomp's banning; the argument for simply banning Yache Berry on Garchomp was deemed invalid by the fact that it would not be allowing a pokemon to be used to its full potential, similar to allowing Mewtwo into standard so long as it was level 20. Likewise, wouldn't constricting the amount of pokemon a certain pokemon may be paired with likewise be violating this rule? And think of it this way; if Follow Me Togekiss paired with a DD Salamence proved to be overpowered, should Togekiss be banned under the Support definition because Follow Me allows Salamence to DD up easily, or should Salamence be banned under the Offensive definition because it causes so much damage?

Now I'm sorry if I'm rehashing my old statements and that I'm not really adding much anything new in the way of solutions but I happen to be hella tired right now and I think we couldn't really come up with any concrete definitions until we get more players in the metagame and can then determine what "common battle conditions" are.
 
I recently won a regional doubles tournament. It wasn't showdown (I don't live in America) but it had exactly the same rules, except with a lvl 100 cap. I thought I'd share the team I used with you guys:


487.png

Azelf@Choice Scarf
188 Atk / 252 Spe / 70 SpA
Nature: Mild
- Explosion
- Energy Ball
- Flamethrower
- Shadow Ball


482.png

Dusknoir@Leftovers
252 HP / 66 Def / 192 SpD
0 speed IVs
Nature: Relaxed
- Trick room
- Swagger
- Shadow sneak
- Protect


468.png

Lickilicky@Life Orb
252 Atk / 252 HP / 4 Def
0 speed IVs
Ability: Own Tempo
Nature: Brave
- Explosion
- Earthquake
- Return
- Aqua tail/protect


442.png

Bronzong@Lum Berry
252 HP/152 Atk/104 Def
0 speed IVs
Nature: Relaxed
Ability: Levitate
- Trick room
- Gyro Ball
- Explosion
- Protect

These wen't the final EVs, as my IVs weren't perfect. (I worked around them to equal out DEF and SPD) I also had protect instead of aqua tail, as I was unable to obtain it at the time from the move tutor in Platinum.

Anyway, this is obviously a trickroom/explosion team. Azelf uses energy ball against rock leads, flamethrower against steel leads and shadow ball against ghost leads. Any other type, it explodes. Dusknoir uses trick room and Lickilicky replaces Azelf. Dusknoir uses swagger on lickilicky (esentially a free swords dance) and Lickilicky uses protect/aqua tail/return. Bronzong replaces Dusknoir and Lickilicky is free to use Earthquake. Both pokemon continue to sweep until either gets low on health and explodes. The other pokemon either protects or changes to Dusknoir. On a side note, nothing can survive a STABed, Life Orbed explosion. We're talking around 900 base power here. I was even able to OHKO various powerful steel and rock types such as Metagross and Bronzong.

Now obviously, this team has some huge, gaping holes in it. Particuly, protect users, steels, and to a certain extent, ghosts. As mentioned previously, steels were no match for explosion, shadow sneak was supprisingly effective against ghosts, (I could THKO a standard Gengar) and the only protect user I encoutered didn't realise I had an explosion team until it was too late. The tournament was full of Kids, bad hackers and single-battle players, so no-one really bothered with protect.

My most challenging opponent was in the quarter-finals. He had a double-team shuckle with no damaging moves except toxic. He was unable to take my bronzong and we eventually went over-time. A "Sudden death" game proceded, and I only managed to win out of sheer luck. It was my Azelf vs his Milotic. I could only take out a little less than half his health with energy ball. Next turn, he would THKO my Azelf, unless Energy Ball got a critical hit. Guess what. It was a critical hit. Some would say he should have won, but he never would have won in the first place if double team was banned! My opponents afterwards were both single-battle players, and were defeated with ease. Awesome.

So.... What do you guys think of this team?
 
@starman = While I will add more later today to this post, I do not think Jump's singles tiering qualifications should apply to double battles, since what the definition of normal battle conditions in a single battle is not the case in a double battle.
 
For Ubers:



dpmfa383.png
@Leftovers / Salac Berry / Life Orb
Evs: 4 HP / 252 Atk / 252 Spd
Jolly/Adamant Natured
~ Swords Dance
~ Earthquake
~ Dragon Claw / Shadow Claw
~ Stone Edge / Overheat / Fire Punch / Substitute

This Groudon will battle powerfully with Cherrim at it's side. First, use Swords Dance while Sentret gets attacked. Next turn, send Cherrim out. The two will destroy everything in sight. Leftovers is the item of choice here, as he really doesn't need any of the other items. Shadow Cale hits most everything in Ubers, so it should be considered. Th last move should probably be Fire Punch.

Lv.19 @Focus Sash
dpmfa161.png

~ Follow Me

So Sentret uses Follow Me, hopefully getting killed while Groudon Swords Dances or Sets up a Sub. Then Cherrim comes in, ready to sweep. Focus Sash is so that it can survive both hits.

dpmfa421.png
426.png
@Leftovers
Evs: 252 HP, 200 Def, 156 SDef
Bold Natured
~ Helping Hand
~ Protect
~ Solarbeam
~ Grass Whistle

Has unlimited sun to provide an endless Flower Gift and give a Helping Hand boost. This should be an absolute power with Groudon. The only thing is that it can be countered, while not easily.

Well, I edited it. I think that this strategy will work.
 
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