Hi everyone! This is my first attempt at using the Staraptor/Talonflame combination, dubbed "sixth gen's Double Dragon". Without further ado, here's the team:
Staraptor @ Choice Scarf
Ability: Reckless
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Brave Bird
- Double-Edge
- Close Combat
- U-turn
The first half of the duo, Staraptor acts as a hole-puncher, severely denting and/or crippling Talonflame's checks/counters, as well as a fair part of the metagame. BB and Double-Edge are not only STAB boosted, but Reckless powers them up as well, making them hit obscenely hard. Close Combat is a beautiful move to have, hitting Steel and Rock types who would otherwise laugh at Staraptor harder than its STABs. U-Turn is in my opinion mandatory on this Choice set, allowing me to switch out of harm's way while still dealing chip damage. Choice Band isused in this case for raw power currently dropped, and Choice Scarf is being tested.
Edit: dropped Band for Scarf, as per nmitchell890's suggestion.
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
- Brave Bird
- Flare Blitz
- U-Turn
- Tailwind/Will-O-Wisp/Steel Wing
The second half of the pair, Talonflame cleans up what is left after Staraptor is done its job. This set looks odd, but is nevertheless effective. BB and FB for STABs, with the former getting priority from Gale Wings. U-Turn is there to switch out of a check and maintain offensive momentum. The last moveslot boils down to coverage or utility- I will finalize it as I see fit. Icould will try swapping this for the standard CB set, depending on how the old set plays out.
Edit: swapped to the CB set, as per nmitchell890's suggestion.
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 232 Def / 24 Spd
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest
The possessed washing machine finds itself a place on my team- again (seriously, is there any team that wouldn't like this guy on it?). Chesto Rest Rotom-W is in my opinion a ludicrously effective set- which can stop quite a few physical attackers in their tracks. Hydro Pump is it's strongest STAB move, although I'm not fond of the accuracy. Volt Switch helps keep the momentum going forward, and forms the "VoltTurn" combo with Scizor. Will-O-Wisp to cripple the opposition, and Rest to come back and fight anther day.
Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 112 Atk / 144 SDef
Adamant Nature
- Bullet Punch
- Roost
- Defog
- Knock Off
The ironclad mantis joins the team for a few reasons- Defog, Knock Off utility, U-Turn access, and...Defog (I NEED those rocks off of the field to have any success with this). Bullet Punch is a useful priority move, allowing me to pick off weakened threats at me leisure. Roost for survivability, which can let me Defog more than once if necessary. Defog really needs no explanation, and finally Knock Off removes pesky items from opponents that would otherwise give me issues. The power boost this gen doesn't hurt, either. The only issue I think there is lies in optimizing the EV spread- any suggestions are welcome.
Edit: dropped U-Turn for Roost, as per GaryTheGengar's suggestion.
Garchomp @ Leftovers/?
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Dragon Claw/Outrage
- Earthquake
- Stone Edge
- Stealth Rock
My favorite dragon, and likely the most reliable I've used as of yet. Dragon Claw/Outrage for STAB, which boils down to safety over power. Earthquake for secondary STAB, which also forms the EdgeQuake combo with Stone Miss. Stone Miss rounds out coverage, and is really the only way this set beats Togekiss (although there's 5 other team members for that) and a few others. The last slot is a surprise for the opponent when they switch out to a check or counter- Garchomp is dangerous enough to force a switch, basically giving it a free set-up turn.
Edit: swapped Choice Scarf for Lefties/other effective item (suggestions appreciated), slashed DC with Outrage, and dropped coverage for SR as per nmitchell890's suggestions. EVs could also be tweaked to make it bulkier (if needed).
Clefable @ Leftovers
Ability: Unaware
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Moonblast
- Calm Mind
- Protect
- Wish
My WishPasser- who is coincidentally difficult to take down with a physically bulky spread and a few CMs under its belt. Moonblast for basic STAB. CM, as everyone knows, lets me hit harder and become harder to take down. Protect/Wish can be cycled to heal Clefable if it's trying to boost up, or simply using Wish to heal a teammate back up (which is vitally important since 'Raptor and T-Flame don't use Roost). I haven't used it yet, but it will (hopefully) be useful on this team.
Edit: dropped Sylveon for Clefable (for the time being) as per GaryTheGengar's suggestion.
Alright! There it is! Any comments/suggestions/ideas are all more than welcome! Thanks for reading.
Staraptor @ Choice Scarf
Ability: Reckless
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Brave Bird
- Double-Edge
- Close Combat
- U-turn
The first half of the duo, Staraptor acts as a hole-puncher, severely denting and/or crippling Talonflame's checks/counters, as well as a fair part of the metagame. BB and Double-Edge are not only STAB boosted, but Reckless powers them up as well, making them hit obscenely hard. Close Combat is a beautiful move to have, hitting Steel and Rock types who would otherwise laugh at Staraptor harder than its STABs. U-Turn is in my opinion mandatory on this Choice set, allowing me to switch out of harm's way while still dealing chip damage. Choice Band is
Edit: dropped Band for Scarf, as per nmitchell890's suggestion.
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
- Brave Bird
- Flare Blitz
- U-Turn
- Tailwind/Will-O-Wisp/Steel Wing
The second half of the pair, Talonflame cleans up what is left after Staraptor is done its job. This set looks odd, but is nevertheless effective. BB and FB for STABs, with the former getting priority from Gale Wings. U-Turn is there to switch out of a check and maintain offensive momentum. The last moveslot boils down to coverage or utility- I will finalize it as I see fit. I
Edit: swapped to the CB set, as per nmitchell890's suggestion.
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 232 Def / 24 Spd
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest
The possessed washing machine finds itself a place on my team- again (seriously, is there any team that wouldn't like this guy on it?). Chesto Rest Rotom-W is in my opinion a ludicrously effective set- which can stop quite a few physical attackers in their tracks. Hydro Pump is it's strongest STAB move, although I'm not fond of the accuracy. Volt Switch helps keep the momentum going forward, and forms the "VoltTurn" combo with Scizor. Will-O-Wisp to cripple the opposition, and Rest to come back and fight anther day.
Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 112 Atk / 144 SDef
Adamant Nature
- Bullet Punch
- Roost
- Defog
- Knock Off
The ironclad mantis joins the team for a few reasons- Defog, Knock Off utility, U-Turn access, and...Defog (I NEED those rocks off of the field to have any success with this). Bullet Punch is a useful priority move, allowing me to pick off weakened threats at me leisure. Roost for survivability, which can let me Defog more than once if necessary. Defog really needs no explanation, and finally Knock Off removes pesky items from opponents that would otherwise give me issues. The power boost this gen doesn't hurt, either. The only issue I think there is lies in optimizing the EV spread- any suggestions are welcome.
Edit: dropped U-Turn for Roost, as per GaryTheGengar's suggestion.
Garchomp @ Leftovers/?
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Dragon Claw/Outrage
- Earthquake
- Stone Edge
- Stealth Rock
My favorite dragon, and likely the most reliable I've used as of yet. Dragon Claw/Outrage for STAB, which boils down to safety over power. Earthquake for secondary STAB, which also forms the EdgeQuake combo with Stone Miss. Stone Miss rounds out coverage, and is really the only way this set beats Togekiss (although there's 5 other team members for that) and a few others. The last slot is a surprise for the opponent when they switch out to a check or counter- Garchomp is dangerous enough to force a switch, basically giving it a free set-up turn.
Edit: swapped Choice Scarf for Lefties/other effective item (suggestions appreciated), slashed DC with Outrage, and dropped coverage for SR as per nmitchell890's suggestions. EVs could also be tweaked to make it bulkier (if needed).
Clefable @ Leftovers
Ability: Unaware
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Moonblast
- Calm Mind
- Protect
- Wish
My WishPasser- who is coincidentally difficult to take down with a physically bulky spread and a few CMs under its belt. Moonblast for basic STAB. CM, as everyone knows, lets me hit harder and become harder to take down. Protect/Wish can be cycled to heal Clefable if it's trying to boost up, or simply using Wish to heal a teammate back up (which is vitally important since 'Raptor and T-Flame don't use Roost). I haven't used it yet, but it will (hopefully) be useful on this team.
Edit: dropped Sylveon for Clefable (for the time being) as per GaryTheGengar's suggestion.
Alright! There it is! Any comments/suggestions/ideas are all more than welcome! Thanks for reading.
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