
This thread is dedicated to information and discussion about the Generation 4 Doubles Metagame, DPP Doubles
Some topics for discussion: Sample teams; Viability of Leads/mons/archetypes; No Team Preview: love it or hate it?; Is Explosion Broken?; Can we free Wobbgod?
PLAY RESTRICTIONS- Sleep Clause Mod: Players cannot put two Pokemon on the opposing team to sleep.
- Species Clause: Players cannot use two Pokemon with the same Pokedex number on the same team.
- OHKO Clause: Players cannot use the moves Fissure, Guillotine, Horn Drill, or Sheer Cold.
- Evasion Clause: Players cannot use the moves Double Team or Minimize.
- Evasion Abilities Clause: Players cannot use the abilities Snow Cloak or Sand Veil unless it is the Pokemon's only ability
Players cannot use the following Pokemon:
- Arceus
- Darkrai
- Deoxys
- Dialga
- Giratina
- Groudon
- Ho-Oh
- Kyogre
- Lugia
- Mewtwo
- Palkia
- Rayquaza
- Shaymin-Sky
Players cannot use the following moves:
- Explosion
Players cannot use the following items:
- Soul Dew
Significant Differences in Mechanics
- No team preview, the first two Pokemon in your team will be your lead
- Steel resists Ghost and Dark
- Hidden abilities do not exist
- All Rotom forms are Ghost/Electric type
- Double Protecting works 50% of the time
- Crits do 2x damage
- Follow me has +3 Priority
- Sleep lasts 2-5 Turns, Sleep timer does not reset when switching (as it does in BW)
- Burn does 1/8 HP per turn
- Grasses can be Spored, Electrics paralyzed
- Sleep Clause mod is on, which means if an opponent is already sleeping because of your pokemon, a second attempt to put an opponent to sleep will fail
- Mental Herb only cures infatuation
- Explosion Halves targets' defense in calculation, effectively giving it 500 Base power
- This mechanic also applies to self-destruct, effectively giving it 400 Base Power
- Drain Punch, Giga Drain have 60 Base Power instead of 75
- Feint has 50 Base Power instead of 30. it also fails if it does not hit a protect.
- Hi Jump Kick has 100 Base Power instead of 130
- Aura Sphere has 90 Base Power instead of 80
- Blizzard, Thunder, Fire Blast, Hydro Pump All have 120 Base Power instead of 110
- Ice Beam, Flamethrower, Thunderbolt, Surf, Muddy Water All have 95 Base Power instead of 90
- Dragon Pulse has 90 Base Power instead of 85
- Energy Ball has 80 Base Power instead of 90
- Heat Wave has 100 Base Power instead of 95
- Draco Meteor, Leaf Storm, Overheat all have 140 Base Power instead of 130
- Knock Off Has 20 Base Power instead of 65
- Meteor Mash has 100 Base Power instead of 90, and 85% accuracy instead of 90%
- Hidden Power has Base Power depending on the user's IVs, 30-70
- Sucker Punch has 80 Base Power instead of 70
- Toxic has 85% accuracy instead of 90
- Will-O-Wisp has 75% accuracy instead of 85%
- Thunder Wave has 100% accuracy (bless)
- Glare has 70% accuracy instead of 100%
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