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PhazonElite
11-14-2004, 05:43 PM
I just recently started playing 2v2 again for fun. It's mostly based on Rain Dance/Water types.

Kingdra (M) @ Chesto Berry
Trait: Swift Swim
EVs: 252 HP / 4 Spd / 252 SpAtk
Modest Nature (+SpAtk, -Atk)
- Surf
- Blizzard
- Hidden Power [Grass]
- Rest

Blizzard works, since it hits both opponents. Chesto over Leftovers because without defensive EVs, it almost never survives Rest in 2v2.

Zapdos @ Lum Berry
Trait: Pressure
EVs: 4 HP / 252 Spd / 252 SpAtk
Modest Nature (+SpAtk, -Atk)
- Thunder
- Hidden Power [Ice]
- Rain Dance
- Thunder Wave

It summons the rain. I'm considering Light Screen somewhere, and I'm not sure about Lum on it either.
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Slowbro (F) @ Leftovers
Trait: Own Tempo
EVs: 216 HP / 252 Def / 40 SpDef
Bold Nature (Def, -Atk)
- Surf
- Psychic
- Calm Mind
- Rest

Own Tempo > Oblivious. Tanks up with Calm Mind and naturally high defense, so it can actually survive Rest most of the time. Eventually, it's able to sweep once it has enough CMs.

Ludicolo (F) @ Leftovers
Trait: Rain Dish
EVs: 208 HP / 220 Def / 80 SpDef
Bold Nature (+Def, -Atk)
- Dive
- Leech Seed
- Toxic
- Rest

Dive can work sometimes, though I might go back to Surf. Its role is to basically annoy the opponent so much that it attracts all attacks to it, and gives more set-up time for the other pokémon.

Starmie @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 252 Spd / 4 SpDef
Timid Nature (+Spd, -Atk)
- Surf
- Rain Dance
- Rapid Spin
- Confuse Ray

Starmie is utility here. Rapid Spin it almost a must in 2v2 IMO, since Spikes can do a lot more harm. Rain Dance lest the weather fades away, or Zapdos isn't around to summon it again.

Shedinja @ Lum Berry
Trait: Wonder Guard
EVs: 255 Atk / 255 Spd
Lonely Nature (+Atk, -Def)
- Shadow Ball
- Hidden Power [Fighting]
- Swords Dance
- Toxic

Ghost/Fight is impeccable. I realize the lonely bug doesn't fit the theme at all, but it has become a win condition on several occasions. I actually find Shedinja easier to use in 2v2 than standard battles, even though that seems counter intuitive.

I realize some of the EVs spreads are sketchy, but I seriously doubt applying 1v1 spreads here is a good idea.
Any criticism is appreciated. =)

Kuiper
11-14-2004, 07:15 PM
I've been double battling for quite some time now and have become reasonably proficient, and have been waiting for an oppertunity to dump out the result of my experience on someone wanting it.

Moves that hit both enemies have their damage halved, so generally speaking it's better to have single hit moves than moves that hit both enemies. (Moves that hit EVERYONE, not JUST enemies, don't have their damage halved, that's why everyone abuses EQ and Explosion.) However, moves like Blizzard have a chance of double freeze, (Blitz has a 14% of a single freeze) and I personally LOVE Rock Slide on Aeroy, when it has a DD'd Salamence at its side, double flinching often occurs. Double STABs are usable here, such as a Lanturn with T-bolt and Surf, I even once used both Hydro Pump and Surf on a Kingdra. When using Surf, look out for Water Absorb.

It is HIGHLY recomended that you have Gengar on your team. Gengar is the most OU Pokemon in double battles, and with good reason. He's got immunity to EQ AND Explosion, the two most used moves in double battles, and has crazy speed. ALWAYS have explosion protection, try to put Protect on as many non-ghosts as possible, or you will die to double explosion.

Almost everything that isn't using a broken utility combo (Duslops Imprisoning EQ, Protect, and Hidden Power) and is attacking with reasonable attack should have 252 speed 252 (sp) attack. Try not to use slow stuff, and speed is the most critical stat, even if you plan on DDing, 252 speed EVs for anything that was going to do the same.

Anything that is physically attacking fast, like Gyra, Mence, or Aeroy needs Lum for Burn/Para protection, and special pokemon can use it too if it's something like Zammy.


With that said, the following fixes should make more sense.


Take Kingdra's EVs out of HP and put them in speed. Waterfall or Hydro Pump over Surf, and Ice Beam over Blitz. Consider HP:electric, as Mantine is moderately common. (Water absorb+EQ immunity+good sp. def=good 2vs2 poke) You might use Rain Dance-Petaya over Rest-Chesto so Zappy can use Agility.

If Zappy has Agility, it can do some crazy sweeping given the right circumstances.

Tanking up does NOT work in 2vs2. All they have to do is center their attacks on him and he dies. This is about speed to kill them before they can touch you, not sticking around to take a shot at them after enduring a hit. I'd drop it for Zammy. (If you do, consider using Skill Swap to steal Levatate.)

If you want to give your partner time to set up, use Follow Me Togetic. Don't use Dive, use Protect. Toxic is pretty much useless, giving them para/burn immunity.

NEVER use Rabid spin in 2vs2. If something is not flying/levatator, people will hit it with EQ, not spikes. Typically you'll see 3-4 fliers/levetators per team, rendering spikes useless. And when there's no spikes, rabid spin isn't needed. Lose Spin for t-wave, GREAT in double battles, and you could switch out surf/rain dance for some other special single hitters.

Yeah, Sheddy's a LOT more effective in doubles, c-ray over toxic.


The 2vs2 metagame changes often, it's hard to keep up, just watch for what's common and try to counter it. The only form of stalling that works effectively in 2vs2 is lock down, making it impossible for your opponent to move by use by Imprisoning, Pressure PP apping, and using resistances. 2vs2 is really speed driven, try to concentrate more on offense. Oh, and your opening setup gets screwed by double explosion, if you don't have two ghosts (or pokes that can take explode like skarm) then make sure you have protect, that way you can have one protect and the other starter swap for a ghost. You need more fliers/levatators and ghosts.


Check the doubles guide on gamefaqs by shiny zangoose, it's a great source of info.

http://db.gamefaqs.com/portable/gbadvance/file/pokemon_frlg_2vs2.txt

shineyaltaria
11-14-2004, 07:27 PM
Sir Fallen Ronin, with your permission, I'd like to update the "Double Battling" section of the R/S Help thread with some of the good hard-learned info you just posted here. Let me now if that is ok with you or not.

PhazonElite
11-14-2004, 07:59 PM
I'm relatively new when it comes to 2v2, so I definitely appreciate the extensive input Fallen Ronin, and the link to shiny zangoose's guide. That's a lot to absorb, but extremely helpful. I always thought moves that hit both opponents did 2/3 the damage they normally would. Wow, that makes me reconsider a lot of sets. I never thought about Gengar, but yeah, you're right, it seems like it would do extremely well on any doubles team. Your point on speed is good too, and everything you said is well justified.

Oh, and I just recently played a few more 2v2 battles with this team, and got destroyed...badly. Water Absorb/Explosion/Earthquakes absolutely ***** me. =\
I think instead of just trying to fix this team, I'm simply going to build a new one.

Fallen Ronin, you should have shineyaltaria post that information in the Help Thread. It's extremely helpful.
Thanks again.

EDIT 11/15:
I thought about what you posted, read through the guide, considered the combos/pokémon mentioned, and decided to throw something new together. I haven't tested it (can't until Wednesday), but I do think it's at least a step in the right direction.

Starters:

Zapdos @ Leftovers
Trait: Pressure
EVs: 216 HP / 40 Def / 252 SpAtk
Modest Nature (+SpAtk, -Atk)
- Thunderbolt
- Hidden Power [Ice]
- Agility
- Protect

Claydol @ Leftovers
Trait: Levitate
EVs: 244 HP / 136 Def / 128 SpDef
Bold Nature (+Def, -Atk)
- Ice Beam
- Reflect
- Light Screen
- Protect

Others:

Salamence (M) @ Leftovers
Trait: Intimidate
EVs: 4 HP / 252 Spd / 252 SpAtk
Modest Nature (+SpAtk, -Atk)
- Dragon Claw
- Fire Blast
- Hydro Pump
- Protect

Tauros (M) @ Choice Band
Trait: Intimidate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SpAtk)
- Return
- Earthquake
- Hidden Power [Ghost]
- Iron Tail

Gengar (F) @ Leftovers
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Naďve Nature (+Spd, -SpDef)
- Shadow Ball
- Thunderbolt
- Explosion
- Protect

Aerodactyl (M) @ Choice Band
Trait: Rock Head
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SpAtk)
- Double-Edge
- Rock Slide
- Hidden Power [Flying]
- Earthquake

Think that could work? It seems like it would be really vulnerable to Rock/Ice though. =\