MissingNo. 1
Member
- Joined
- Dec 27, 2012
- Messages
- 202
- Reaction score
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I've been trying to reach battle #50 in Super Doubles for about a week now but every time, I lose somewhere between battle #30-40. Here is my team:
Greninja (5Vs, all excluding Atk)
Timid, Protean
252 SpA/4 SpD/252 Spe
Focus Sash
Mat Block, Hydro Pump, Ice Beam, Dark Pulse
Mega Kangaskhan (5Vs, all excluding SpA)
Jolly, Parental Bond
252 Atk/4 Def/252 Spe
Kangaskhanite
Power-Up Punch, Earthquake, Crunch, Return
Gengar (6Vs)
Timid, Levitate
252 SpA/4 SpD/252 Spe
Life Orb
Shadow Ball, Sludge Bomb, Dazzling Gleam, Destiny Bond
Talonflame (5Vs, all excluding SpA)
Adamant, Gale Wings
252 Atk/4 Def/252 Spe
Sharp Beak
Brave Bird, Flare Blitz, Tailwind, Roost
Dragonite (5Vs, all excluding SpA)
Jolly, Multiscale
252 Atk/4 Def/252 Spe
Lum Berry
Dragon Dance, Outrage, Earthquake, Extreme Speed
I switch around Talonflame and Dragonite because both are physical sweepers with fair share of risks.
So I always start out with Greninja and Kangaskhan. Greninja, which outspeeds ~97% of the time, starts out with Mat Block and Mega Kangaskhan starts out with Power-Up Punch, which almost never OHKO's but raises its Attack by two stages. This only doesn't work when either one of the opponents outspeeds Greninja and OHKO's it (which almost never happens but certainly devastates my team when it does) or when a status move is used on Mega Kangaskhan (all of which, whether it be Sleep, Paralysis, Confusion or Burn, ruins my set-up).
When it does work, depending on the situation, I use Power-Up Punch with Mega Kangaskhan again to raise its Attack by another two stages (I only do this when I am confident that it will KO one of the opponents) or start using either Crunch or Return (almost always Return, I only use Crunch when a Ghost-type is involved). Either way, at this point, Mega Kangaskhan OHKO's nearly everything it touches (the only exception being bulky Rock or Steel-types, in which case Earthquake does the job, with the obvious cost of Greninja going down as well). At this point, Greninja has done its job so it just attacks willy-nilly, getting STAB every time thanks to Protean. Although this isn't usually the case in the first 10-15 battles, Greninja gets defeated within one or two turns after Mat Block is used.
When one of my first two battlers is out (usually Greninja), I switch out Gengar. I originally intended to use Gengar as a Special Sweeper but due to its inability to take hits, and how that can easily be taken advantage of with Destiny Bond, it usually goes down before it can do any of its heavy-hitting. On the other hand, I am more than free to use Earthquake with Mega Kangaskhan if the situation calls for it (which, again, is usually because a Rock/Steel wall that won't succumb to Return is on the field). But since Destiny Bond, for some reason, is not a priority move, and because there are Pokemon that can outspeed Gengar, it isn't too rare that a Dark-type user (like Weavile) defeats Gengar before it can pull off Destiny Bond.
I usually use either Talonflame or Dragonite as my second physical attacker and also my last resort (except in the case where the opposing side is left with one Pokemon with barely any HP left, in which case I send out Talonflame/Dragonite before Gengar since both have priority moves). The main (and obvious) drawback for Talonflame is that it can easily be OHKO'ed. Also, neither Brave Bird nor Flare Blitz are guaranteed to OHKO (especially if a Rock-type is involved). Dragonite can set up Dragon Dance without any worries of OHKO thanks to its ability (unless a hard-hitting Ice-type is involved) and Outrage usually takes care of everything upon one touch (besides Fairy-types, obviously, but Gengar has coverage over those, granted it is still alive).
So yeah, I would like some advice on how to make my team better so I can reach battle #50. I know that one major flaw of my team is that only one of them (two, if I use Dragonite instead of Talonflame) is capable of taking hits. I should probably switch out some moves (like Scald instead of Hydro Pump for Greninja since it is actually reliable, and Swords Dance instead of Tailwind for Talonflame, which is only helpful if there is little risk of OHKO, which, unfortunately, does not occur very often).
Greninja (5Vs, all excluding Atk)
Timid, Protean
252 SpA/4 SpD/252 Spe
Focus Sash
Mat Block, Hydro Pump, Ice Beam, Dark Pulse
Mega Kangaskhan (5Vs, all excluding SpA)
Jolly, Parental Bond
252 Atk/4 Def/252 Spe
Kangaskhanite
Power-Up Punch, Earthquake, Crunch, Return
Gengar (6Vs)
Timid, Levitate
252 SpA/4 SpD/252 Spe
Life Orb
Shadow Ball, Sludge Bomb, Dazzling Gleam, Destiny Bond
Talonflame (5Vs, all excluding SpA)
Adamant, Gale Wings
252 Atk/4 Def/252 Spe
Sharp Beak
Brave Bird, Flare Blitz, Tailwind, Roost
Dragonite (5Vs, all excluding SpA)
Jolly, Multiscale
252 Atk/4 Def/252 Spe
Lum Berry
Dragon Dance, Outrage, Earthquake, Extreme Speed
I switch around Talonflame and Dragonite because both are physical sweepers with fair share of risks.
So I always start out with Greninja and Kangaskhan. Greninja, which outspeeds ~97% of the time, starts out with Mat Block and Mega Kangaskhan starts out with Power-Up Punch, which almost never OHKO's but raises its Attack by two stages. This only doesn't work when either one of the opponents outspeeds Greninja and OHKO's it (which almost never happens but certainly devastates my team when it does) or when a status move is used on Mega Kangaskhan (all of which, whether it be Sleep, Paralysis, Confusion or Burn, ruins my set-up).
When it does work, depending on the situation, I use Power-Up Punch with Mega Kangaskhan again to raise its Attack by another two stages (I only do this when I am confident that it will KO one of the opponents) or start using either Crunch or Return (almost always Return, I only use Crunch when a Ghost-type is involved). Either way, at this point, Mega Kangaskhan OHKO's nearly everything it touches (the only exception being bulky Rock or Steel-types, in which case Earthquake does the job, with the obvious cost of Greninja going down as well). At this point, Greninja has done its job so it just attacks willy-nilly, getting STAB every time thanks to Protean. Although this isn't usually the case in the first 10-15 battles, Greninja gets defeated within one or two turns after Mat Block is used.
When one of my first two battlers is out (usually Greninja), I switch out Gengar. I originally intended to use Gengar as a Special Sweeper but due to its inability to take hits, and how that can easily be taken advantage of with Destiny Bond, it usually goes down before it can do any of its heavy-hitting. On the other hand, I am more than free to use Earthquake with Mega Kangaskhan if the situation calls for it (which, again, is usually because a Rock/Steel wall that won't succumb to Return is on the field). But since Destiny Bond, for some reason, is not a priority move, and because there are Pokemon that can outspeed Gengar, it isn't too rare that a Dark-type user (like Weavile) defeats Gengar before it can pull off Destiny Bond.
I usually use either Talonflame or Dragonite as my second physical attacker and also my last resort (except in the case where the opposing side is left with one Pokemon with barely any HP left, in which case I send out Talonflame/Dragonite before Gengar since both have priority moves). The main (and obvious) drawback for Talonflame is that it can easily be OHKO'ed. Also, neither Brave Bird nor Flare Blitz are guaranteed to OHKO (especially if a Rock-type is involved). Dragonite can set up Dragon Dance without any worries of OHKO thanks to its ability (unless a hard-hitting Ice-type is involved) and Outrage usually takes care of everything upon one touch (besides Fairy-types, obviously, but Gengar has coverage over those, granted it is still alive).
So yeah, I would like some advice on how to make my team better so I can reach battle #50. I know that one major flaw of my team is that only one of them (two, if I use Dragonite instead of Talonflame) is capable of taking hits. I should probably switch out some moves (like Scald instead of Hydro Pump for Greninja since it is actually reliable, and Swords Dance instead of Tailwind for Talonflame, which is only helpful if there is little risk of OHKO, which, unfortunately, does not occur very often).