It's Double... Double Trouble?(Gravitation/KABOOM!)

Which Team is the best?

  • Gravitation

    Votes: 7 70.0%
  • KABOOM!

    Votes: 3 30.0%

  • Total voters
    10
How's everybody doing today? I'm trying to make some teams for online doubles, but since it is VGC season, I can always use that as well. These teams, are like the majority of teams in the gen 5 metagame, singles or doubles, featuring only one specific thing and nothing else, but, unlike standard doubles teams, this does not revolve around weather, Trick room, or Tailwind. from the names, you can probably guess what they are, so let's cut the chitchat and get to the teams!

GRAVITATION
A very underated move coming into play here, Gravity(if you couldn't guess) Gravity increases accuracy, and you better be damn sure I abuse it.

TEAM AT A GLANCE
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THE TEAM:
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Magnezone @ Wide Lens
Trait: Magnet Pull
EVs: 152 HP / 252 SAtk / 104 SDef
Calm Nature (+SDef, -Atk)
- Gravity
- Zap Cannon
- Hidden Power [Ground]
- Protect

My star Gravity-er. Gravity+Zap Cannon+Wide Lens=Very accurate Zap Cannons.My plan with Magnezone is to spam Zap Cannon as much as possible, as well as set up Gravity. HP Ground is filler, Mainly to deal with Steel types that resist Electric, as well as dealing damage to steel types and Rock types that electric doesn't quite cut it. And Protect is, well, Protect.
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Starmie @ Life Orb
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Blizzard
- Thunder
- Hydro Pump
- Protect

My First Gravity Sweeper. under Gravity. Blizzard, Thunder, and Hydro Pump are almost 100% accurate under Gravity, and provide me with very good coverage against almost all pokemon. Along with that, Hydro Pump gets STAB, Thunder has a 30% chance to paralyze, and Blizzard, I think has a 30% chance to freeze. Finally, Protect is, again, Protect. Life orb allows me to increase my damage output the maximum amount without being locked into one move.
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Porygon2 @ Eviolite
Trait: Trace
EVs: 188 Def / 68 SAtk / 252 SDef
Bold Nature (+Def, -Atk)
- Gravity
- Zap Cannon
- Blizzard
- Recover

My secomd Gravity setter/somewhat Gravity sweeper. The point of this is, also, to set up gravity, then spam Zap Cannon/Blizzard like there is no freaking tomorrow. Recover allows me to recover, and coupled wit Eviolite, and Porygon2's high defenses, It should be around a long while. Trace, is able to do more IMO than Download, as a attack or special attack boost is good, but in the way that double battles are, I don't know who I would boost against, and what boost I would get. Trace allows me the possibility of copying a good boost such as Speed Boost or Wonder Guard. Yes, it will be uncommon to get a usable ability, but in my experience, it has been more useful than download.
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Dusknoir (M) @ Leftovers
Trait: Pressure
EVs: 252 HP / 64 Def / 192 SDef
Impish Nature (+Def, -SAtk)
- Gravity
- Earthquake
- Mimic
- Protect

Dusknoir, my third and final Gravity setter. Gravity sets up Gravity, and Earthquake does sufficient damage to everything considering Gravity leads to flying types and pokemon with Levitate to be vulnerable to ground moves. Protect is to stall out it's life longer, and Mimic, is quite the fun move to use. I mainly use it, when it's out with Porygon2, to mimic it's Recover, this gives both of them good recovery moves, and allows me to stall out Trick Room/Tailwind/etc... should the need arise for it.
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Machamp (M) @ Choice Band
Trait: No Guard
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- DynamicPunch
- Rock Slide
- Earthquake
- Ice Punch
I need something to kick ass in or out of Gravity. No Guard gives me perfect accuracy even if Gravity isn't up, allowing me to spam Dynamicpunch at will. Ice Punch is for the various Dragons, and the excessive amount of Garchomp I am sure to find. and Rock Slide and Earthquake give me a pseudo-EdgeQuake that hits both my opponents.

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Galvantula (M) @ BrightPowder
Trait: Unnerve
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Protect
- Bug Buzz
- Thunder
- Hidden Power [Ice]

Possible Changes:
Gastro Acid over Protect/HP Ice

In something completely unrelated, I learned during this RMT that it's name is Gavantula. I've been calling it Galvantula since it came out. Anyway,My Final member of my team, Gavantula.First things first, Unnerve being over Compoundeyes is not a mistake, it is actually very helpful. While Gravity is up, Gavantula already has a pseudo-compoundeyes, and my opponent' s pokemon not being able to eat there berries is always helpful. While I was testing it out on Skarmbliss, and it was fun when Machamp OHKO'ed my opponents COnkledurr with DynamicPunch because Gavantula was out and it couldn't eat it's berry. It happened while I as testing it out on Wi-Fi also. I got a very quick disconnect.(I don't know if the terrakion had a berry or not, but right after it fainted, he D/Ced, so it seems likr a good possibility)


KABOOM!
This team, also revolves around one move, and is potentially more of a dominant teaming.This team, revolves around Explosion. and, while it unfortunately does not have the extra boost it did in gen 1-4, it is still a base 250 power move.

P.S I'm not gonna lie, this could use some help. after my first two turns, my opponent usually catches on, and if they're smart, can take down my team.

TEAM AT A GLANCE:
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THE TEAM:
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Dusclops (M) @ Eviolite
Trait: Pressure
EVs: 132 HP / 124 Def / 252 SDef
Bold Nature (+Def, -Atk)
- Helping Hand
- Confuse Ray
- Rest
- Night Shade

You do not know how long it took me to get This Dusclops. First, I had to get it in xD, soft reset for a proper nature(and it takes a while to even find out your nature!) then transfer it to Emerald, then to my fourth gen game, and now to my White File. It's been around a long time. All this, for Helping Hand. Anyway, My supporter of the team. Being Ghost type makes it immune to Explosion, and Helping hand can double the damage output, effectively making the damage done the same as it was in 4th gen. Night Shade is to do damage in case it get's taunted, While Rest is used to heal, because I don't think i can get Pain Split and Helping Hand on the same set. Or I got it back when I caught it in xD, andd accidentally deleted it. either way, I can't get it. Confuse Ray is simply to confuse my opponents pokemon, and to help try to ensure my exploders explode.
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Electrode @ Normal Gem
Trait: Static
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Thunder Wave
- Explosion
- Taunt
- Endure

My first Exploder. Normal Gem is only there because Liechi Berry is illegal, and I wanted to boost the power of Explosion.anyway, Thunder wave is straightforward enough, but it's to paralyze my opponents, and Taunt is useful for any Tailwind or Trick Roomers that don't have priority, so Electrode can taunt them before they set up, while Endure can keep electrode alive if I feel it won't survive long enough to survive. However, Electrode's speed is so impressive, that won't be a problem that much. Explosion is, the basis of this team, and Electrode's only attack, so have to hope I don't get taunted if Im trying to do something else. a nice pokemon to start with, and a good warning of what is left to come, after 2 of my opponents pokemon have fallen.
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Metagross @ Life Orb
Trait: Clear Body
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature (+Atk, -SAtk)
- Rock Polish
- Explosion
- Meteor Mash
- Earthquake

My main Sweeper, in the case that it does more than simply explode.Rock Polish to boost his speed to ungodly levels, then Meteor Mash and Earthquake to wreck havoc while it's partners explode. Then, Explode when it's job was fulfilled. Meteor Mash gets both STAB, and some great Coverage, while Earthquake covers almost every other pokemon.

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Snorlax (M) @ Choice Band
Trait: Immunity
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd)
- Selfdestruct
- Fire Punch
- Smackdown
- Earthquake

My other Exploder. Unfortunately, Snorlax cannot learn explosion, but it can learn selfdestruct, which, is almost as good. It barely make a difference also, as it also get's STAB and a Choice Band boost. Anyway, it's main job is to explode, then be done with it. however, it can also work as a standalone sweeper as well. Fire Punch does good damage to Steel Types, as well as Skarmory's who wall this team to bits, aside from this and Lucario's ThunderPunch. Smackdown brings flying types down to assault with Earthquake, and Earthquake is earthquake.
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Camerupt (M) @ Focus Sash
Trait: Magma Armor
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Fire Blast
- Explosion
- Rock Slide
- Earthquake

Yes, Exploding Camels do exist. Anyway, my final exploder. has a basic Explosion, just with Fire Blast, Rock Slide and Earthquake thrown on. Focus Sash is almost a guarantee that Camerupt lives to the end of the turn, so it can explode. Fire Blast and Earthquake get STAB and good coverage, while Rock Slide tops off the great coverage.
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Lucario (M) @ Leftovers
Trait: Steadfast
EVs: 252 Atk / 144 Def / 112 Spd
Jolly Nature (+Spd, -SAtk)
- Feint
- Protect
- Close Combat
- ThunderPunch

My Anti-Protect policy. Lucario's job is to do as much damage as possible, as well as ruing my opponents protect with Feint. Feint, is also a very under-appreciated move.My opponent gonna wide Guard and have me waste a member? have Lucario Feint it, ruin their protect, and blow both of my opponent's pokemon to bits. Lucario on it's own is a simple sweeper, with Close Combat and ThunderPunch dealing damage to Flying types. And finally, protect is used if I think noone plans to protect and my pokemon can explode freely. Lucario is also decently bulky as well. here are some calculations on how much my various explosion will do to him.

Some Damage calcs from my exploders
Electrode: 102-120 damage,approx one third damage.
Metagross: 188-222 damage, approx 2/3 damage
Snorlax: 196-230,about 3/4 damage.
Camerupt: 139-163 about 1/2 damage
So it can live through an Explosion, in every case. Well, excluding taking prior damage, but that isn't what I am discussing at this point.
 
Don't have time to do a rate, however, for Electrode, Normal Gem deals significantly more damage than Silk Scarf. That said, running a straight Explosion team probably isn't the wisest of ideas - it requires a superior play every single match to be successful, which simply won't happen all the time.
 
I'm only going to comment on your Gravity team, because I know that the Explosion team just isn't going to work.

First off, I like the team, if you know me I'm a guy that loves creative teams like gravity and people wont see it coming. However, it does have some flaws and some potential additional changes. Firstly, with VGC 2012 being a mainly weather war based metagame, so your increased accuracy Thunder and Blizzard will be nullified and also 2/3rds of your team could be really strong in trick room, so you should maybe think of running that on that team as well, because the only thing more annoying than a Zap Cannon hitting every time is it hitting every time, while going first.
 
bump

@Saboros

I don't really know how well Trick Room will do for my team, because the only person that actually benefits is Magnezone. Machamp kind of does, but ten it ends up being basically outclassed by Conkledurr. Dusknoir's only attack is also Earthqake, so it doesn't exactly need to be under trick room, as it doesn't reall do anything with it.
 
I'd suggest abusing sleep in your trick room team with Priority Grasswhistle from Whimsicott, I gave that a try and it rarely missed. By rarely I mean once.
 
I suggest you to run hp fire over hp ground on magnezone, simply for more coverage and to hit pokes like scizor and ferrothorn better than hp ground
 
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