Jiggly What? Jiggly Who?
(GBU Triples RMT)
With a current rated GBU record of 17W/4L with this team, I feel that it's time to show my pro.
This team is essentially Trick Room + Hail, but it's that amazing little, ignored in nearly every battle, surprise that has been the teams MVP in every one of my 17 wins so far.
Meet the Team
(GBU Triples RMT)
With a current rated GBU record of 17W/4L with this team, I feel that it's time to show my pro.
This team is essentially Trick Room + Hail, but it's that amazing little, ignored in nearly every battle, surprise that has been the teams MVP in every one of my 17 wins so far.
Meet the Team
Nature: Calm
Ability: Friend Guard
EVs: 252 Def/252 SpDef/4 HP
Moveset:
-Substitute
-Protect
-Attract
-Perish Song
I'm guessing you are already asking how exactly that set makes for a teams MVP in a competitive metagame where nearly anything goes (bar species and item clause). It's all in Jigglypuff's Friend Guard ability. The thing to note here is Friend Guard is basically perma-dual screens. In doubles/triples, Light Screen and Reflect only give a 33% boost to defences, and need turns to set up. Jigglypuff's Friend Guard offers up a 25% boost to all of it's teammates, with no need to set up, and as long as Jigglypuff remains on the field, the defence boost to teammates won't stop. This means you are otherwise going at your opponent 2-on-3, but to end off Jigglypuff's usefulness, you only need to KO three of the opponents Pokes, then let Jiggly do what Jiggly does best...Sing...it's Perish Song. Substitute, Protect, and Attract are there to keep Jigglypuff around beyond the first couple of turns. Sub up turn one (this is a must), Protect until three Pokes are KOd, Attract whenever you are lucky.
Nature: Relaxed
Ability: Effect Spore
EVs: 198 HP/156 Def/156 SpDef
Moveset:
-Rage Powder
-Spore
-Protect
-Giga Drain
Loads of bulk here, both on it's own, and with a little help from it's friend. Rage Powder on turn one allows my other two leads to set up as they see fit. Without Sleep Clause in GBU, if Amoonguss can actually manage to go first, everything it wants to take a nap, takes a nap.
Nature: Quiet
Ability: Magic Guard
EVs: 252 SpAtk/192 HP/64 Def
Moveset:
-Trick Room
-Psychic
-Shadow Ball
-Focus Blast
With Jiggly's Friend Guard help, and Amoonguss' Rage Powder help, I have not failed to get Trick Room up on turn one yet. In triples, five turns of Trick Room is a looooong time. After that, anything not named either Chansey or Blissey is going to be in serious trouble.
Nature: Modest
Ability: Torrent
EVs: 252 SpAtk/252 HP/4 SpDef
Moveset:
-Protect
-Wide Guard
-Muddy Water
-Blizzard
In my opinion, when in doubles/triples, Swampert attacking from the special side is the way to go. Water/Ice attacks make for great coverage, plus, with Muddy Water + Blizzard, there's no need to protect your Pokes from your own Swampert's attacks as you would from Earthquake. Depending on type match ups, Swampert will occasionally get the center lead position over Amoonguss due to Wide Guard if I need that kind of help getting Trick Room up to defend my team versus attacks that target multiple Pokes on my team.
Nature: Quiet
Ability: Snow Warning
EVs: 252 HP/252 SpAtk/4 SpDef
Moveset:
-Protect
-Blizzard
-Energy Ball
-Ice Shard
I needed a hard-hitting attacker on the special side that has the ability to sweep under Trick Room, while having good synergy with both Reuniclus and Swampert. Abomosnow seemed to be the perfect choice. 100% accurate Blizzards for itself and Swampert, plus priority Ice Shard with Ice Gem hold item hits hard, even with an uninvested atk stat. Hail hits for residual damage just in case I have a barely missed a KO somewhere. Energy Ball to help versus bulky water types that would wall Swampert.
Nature: Brave
Ability: Guts
EVs: 252 HP/252 Atk/4 SpDef
Moveset: Protect/Facade/Close Combat/Crunch
The physical power house on the team. With Trick Room up, and Guts activated, Ursaring is a OHKO machine. After Guts + Burn via Flame Orb + STAB, Ursaring has essentially a 160 base power move, with no drawbacks in Facade. Close Combat plus Crunch gives unresisted type coverage. With Jigglypuff's Friend Guard active, the first stat drop from Close Combat is near meaningless.
Discuss, Comment, Rate.
Retirement Record: 25W/7L
Retirement Record: 25W/7L