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 2v2 Battling Guide Version 4.5 (see last post) 
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Pokemon Trainer
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Joined: Fri Mar 31, 2006 9:04 pm
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oh boy I hope I am not making a mistake... here I go
{rhydon} = Lightning Rod, Leftovers
Earthquake
Rockslide
MegaHorn
Thunder

{gyarados} Intimidate, Leftoves
Surf
Dragon Dance
Rain Dance
Double-Edge
My strategy is that you have Rhydon fending off other water types and water types wich are harmful to him. Gyrados usess Rain Dance to give a 100% accuracy for Thunder and a couple Dragon Dances and look out Double-Edge. Megahorn is for any suprise Mewtwos.

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Sun Apr 09, 2006 9:09 pm
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I found this to be a great combonation. <br>
Use any ground Pok


Thu Apr 27, 2006 3:33 pm
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I'm trying to enter a team...
{metagross} Adamant
Brick Break
Earthquake
Meteor mash
Shadow Ball/Psychic

{dragonite} Modest
Surf
Thunderbolt
Ice Beam
Flamethrower


Ultimate sweeping!
With Shadow Ball on Metagross, they can get a super-effective hit on any type, and with Psychic, it's just a surprise if you need it. Try to hit as fast as you can with these. EVs go best in Speed for both and Attack for Metagross, and Special Attack for Dragonite.

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Fri May 19, 2006 6:04 am
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Dragon Tamer
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{arcanine} @Leftovers
Flash Fire

Sunny Day
Return
HP Rock
Howl/Iron Tail

{exeggutor} @Leftovers
Chlorophyll

Skill Swap
Solarbeam
Psychic
HP Fire

Skill Swap to switch Flash Fire/Chlorophyll, Sunny Day, then start sweeping. Arcanine doubles speed with Chlorophyll, and HP Rock takes down any Flying-types. Either Howl to boost attack power, or Iron Tail for another attacking move. Exeggutor negates its fire weakness with Flash Fire, and if it does get hit it just boosts HP Fire. HP Fire and Solarbeam become more powerful in Sunny Day, and Psychic takes down Poison-types and Fighting-types with EQ.

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Thu May 25, 2006 11:24 am
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Bug Catcher
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NOTE: doesnt work

{shedinja}

Ability: Wonder Guard
Item: Choice Band

Shadow Ball/OMIT
OMIT
OMIT
OMIT



{starmie}

Ability: Natural cure
Item: Leftovers

Skill Swap
Surf
Psychic
Thunderbolt/Thunderwave/Confuse Ray/OMIT



{sableye}

Ability: Keen Eye
Item: Leftovers

Shadow Ball
Faint Attack/Knock Off/Psychic
Brick Break/OMIT
OMIT

Strategy:

Have Starmie use Skill Swap on Shedinja and Shedinja start attacking. Shedinja won't last long having only one HP and no Wonder Guard anymore, so when he faints send out Sableye. Starmie uses Skill Swap on Sableye and Sableye sweeps with his attacks. Starmie sweeps too with Surf and Psychic and maybe Thunderbolt or whatever move. Now Sableye has Wonder Guard and no weaknesses, :lol: he can stay in battle forever :evil: with leftovers protecting from Sandstorm/Sand Stream/ Hail. :twisted:



EDIT:(big red X splashed over the text)

Dam me, doesnt work


Last edited by WouW on Sun Jun 04, 2006 12:40 am, edited 2 times in total.



Sat Jun 03, 2006 9:39 am
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Gym Leader
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I dont think you can SS Wonder Guard WouW..

-Gardevoir~

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Sat Jun 03, 2006 11:48 am
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why should'nt it? i dont ever have skill swapped a shedinja (i already wasnt that sure for this team a hour later, but wonder guard only blocks damage. the rest does hit normal, so i think you CAN SS a wonder guard.

*I was also thinking you can just toxic/poison/burn (with will'o'wisp) sableye then. And with any Ninjask or other speed demon with aerial ace or such completely ruins the plan. Bad me.*


Sat Jun 03, 2006 12:09 pm
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Dragon Tamer
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No, you can't skill swap Wonder Guard. Period.

-Siphai-

(See how I signed it because you wouldn't be able to tell it was me otherwise)

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Sat Jun 03, 2006 12:13 pm
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Why not? I think you just can SS a Wonder Guard cuz it won't be blocked by Wonder Guard who only blocks damage. Sorry if I'm wrong, but at least give me a reason why not.


Sat Jun 03, 2006 12:22 pm
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Terrato used Skill Swap on Shedinja! But it failed!

Does this answer your question?

((This is Emerald version, by the way. I have no idea if that would be the outcome on the other games, or on netbattle. I'm assuming it is no different, however.))

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Sat Jun 03, 2006 12:56 pm
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made another team, hope this is better.

{stantler}

Ability: Intimidate
Item: Shell Bell/Leftovers
Nature:Jolly/Adamant

Role Play
Substitute
Shadow Ball
Body Slam


{medicham}

Ability: Pure Power
Item: Shell Bell/Leftovers
Nature:Brave

Psych Up
Swagger
Brick Break
Psychic


Stantler uses Role Play to copy Pure Power and Medicham uses any attacking move. Then Stantler uses Substitute and Medicham Swaggers.
After Stantler's Attack is maxed out use Psych Up and see how stantler has 2500+ attack :twisted: (don't forget Pure Power) and 1900+ for Medicham. Now sweep to death with Body Slam and Brick Break. Use Shadow Ball for Ghosts who won't be hurt by Body Slam and Brick Break and use Psychic for fighters who want to take out Stantler.

EVs go in Attack and Speed for Stantler and Attack for Medicham


If there are any errors post it here please


Sat Jun 03, 2006 1:10 pm
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A good classic:

{marowak} @ Thick Club
Trait: Lightning Rod
Earthquake
Rock Slide
Protect
Bonemerang/Bone Rush

{gyarados} @ Leftovers/Lum Berry
Trait: Intimidate
Dragon Dance
HP Flying
Earthquake
Taunt/Omit

Marowak lures electric attacks and probably won't die from a single blow anyway, allowing Gyarados to Dragon Dance. Once Gyarados Dragon Dances, have Marowak use Protect whenever you order a Gyarados Earthquake and start ripping through teams. Marowak's Thick Club means it can start out with a strong attack like EQ (thank you Gyara Ground immunity) or Rock Slide to keep opponents on guard. Bonemerang and Bone Rush can break Subs and thus ruin Sub-punching strategies.

XD Moves inspired:

{metagross} @ Leftovers
Trait: Clear Body
Earthquake
Rock Slide
Agility
Psychic/Meteor Mash

{duskull} @ Leftovers
Trait: Levitate
Helping Hand
Pain Split
Will-O-Wisp
Taunt

Duskull? Yup. With Duskull getting Helping Hand in XD, Metagross can abuse its massive attack power and immunity to Intimidators to wipe things out. Metagross can also boost its speed with Agility so that it is sure to move before the opponent and potentially flinch them with Rock Slide. Let Loose with some massively powerful Earthquakes that won't hit Duskull, wipe out a smarmy Weezing with Psychic (or try to pwn it with STABBed boosted Metor Mash). Skarmory come to ruin your fun with WW or Roar? Have Duskull Taunt it. Will-O-Wisp for status and Pain Split to keep alive with Duskull's Poor HP and mediocre defenses.

UU 4 U:

{togetic} @ Leftovers
Trait: Hustle
Follow Me
Psych Up
Aerial Ace
Softboiled/Baton Pass

{poliwrath} @ Salac Berry
Trait: Damp
Substitute
Belly Drum
Brick Break/HP Ghost
Earthquake

Here's something new. Togetic uses Follow Me on the first turn to take hits while Poliwrath Subs. Then Poliwrath Belly Drums and gets a Salac Boost. (Make sure HP is divisible by 4) Togetic uses Psyche Up, and now the enemy is in BIG trouble. Togetic's attack and speed may be poor, but with Hustle, STAB, and +6 Attack, Aerial Ace is going to HURT and can't miss. Similarly, Poliwrath's Earthquake can decimate both foes while leaving Togetic unscathed or hit with a STABBed Brick Break (if you fear Gengar, however, give it HP Ghost). Togetic can heal with Softboiled and be a monster to destroy with its defense centered stats. Or alternatively, you can pass the +1 speed and +6 attack to something truly Viscious(Heracross or Salamence perhaps?) and let that pokemon wreak havoc. As a last note, I chose Damp to avoid the pesky Exploders that like to show up and ruin your fun.

Adding a few more:

{salamence} @leftovers/Lum Berry
Brick Break
HP Flying
Dragon Dance
Rock Slide/Substitute

{dusclops} @Leftovers
Imprison
Ice Beam
Ice Punch
HP Ghost

Salamence's move depends on whether you fear Ice using starters or not . Anyway, Dusclops uses Imprison the first turn and all of a sudden the only thing Salamence has to fear is Dragon Claw because Ice Punch, Ice Beam, and HP Ice are no longer relevant. Dragon Dance up and then Sweep. With a Flying and a Fighting attack, you can score a nuetral hit on anything but Zapdos, who would be hurt badly by Ice Beam. Not perfect, but it can be pulled off. If you fear status as well as first move Ice, choose Sub over Rock Slide.

With Explode:

{metagross} @Leftovers
Earthquake
Rock Slide
Agility/Explosion
Meteor Mash

{dusclops} @Leftovers
Imprison
Protect
Shadow Ball
Endure/Helping Hand

Dusclops is great support for any Exploding team. By Imprisoning Protect h has stopped the most prevalent counter to Explosion or even a strategy in general. You can either Imprison Endure as Well or you can use Helping Had to boost your partners attacks(or Explosion) to new levels of strength. Shadow Ball gives Dusclops STAB and also prevents the Attack from hitting Dusclops or another pokemon weak to it, say, Gengar or Medicham? Dusclops is also immune to Explosion and Helping Hand has priority, so Dusclops can help you decimate foes even before they move.

Mantine Ftw?:

{mantine} @Leftovers
Trait: Water Absorb/Swift Swim
Hydro Pump
Ice Beam
Agility/Rain Dance
Confuse Ray

{gardevoir} @ leftovers/Lum Berry
Trait: Synchronize
Imprison
Calm Mind
Psychic
Thunderbolt

LOLZ Mantine rite? wrong. Wiht Thunderbolt Imprisoned, Maintine isn't going to be fearing anything from special attacks, and with boosted speed, Ice Beam, and Hydro Pump along with Gardevoirs Psychic, most of the enemies with Rock Attacks will think twice before using them.

Magneton as it should be:

{claydol} @ Leftovers/Chesto Berry
Trait: Levitate
Skill Swap
Earthquake
Ice Beam/Psychic
Rest

{magneton} @Salac Berry
Trait: Magnet Pull/Sturdy
Endure
Thunderbolt
HP Ice
Rest/OMIT

Magneton with Levitate, SWEET. If Skill Swap can work through Protect then use That instead, but otherwise Endure for whats likely to be an onslaught of EQ's, and then use the Salac Boost to blow things out of the water with your now levitating Magneton. Claydol can EQ with impunity now and I suppose you can Rest your Magneton given that it now has resistance or immunity to everything except Water(nuetral) Fighting, and Fire(weaks).

More fun with Skill Swap:

{slowbro} @ Leftovers/Chesto Berry
Trait: Own Tempo
Skill Swap
Earthquake
Surf/Psychic
Thunder Wave/Amnesia/Rest

{lanturn} @Leftovers
Trait: Volt Absorb
Swagger
Thunderbolt
Ice Beam
Protect

Basic strategy here is, if you can pull it off, Swagger Slowbro and then Skill Swap. Slobro now has +2 Attack and Volt Absorb, so the only things left to hit it in its low SD are Grass and Dark Attacks, which are much rarer than electric ones.


Fri Jun 09, 2006 4:54 am
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{marowak}@ Thick Club, Rock Head, Adamant
Screech
Brick Break
Rock Slide
Bonemerang

{slowbro}@ Lefties, Own Tempo, Hasty

Skill Swap
Swagger
OMIT
OMIT



{medicham}@Lefties, Pure Power, Modest

Skill Swap
Calm Mind
Fire Punch
Thunderpunch


Slowbro uses Skill Swap and Swaggers Marowaks attack to death. After Slowbro has done his supporting work, switch out and send Medicham. Use Skill Swap on Marowak and see how Marowak's attack is multiplied by 16 :twisted: ( 2 - Thick Club, x 2 - Pure Power, x 4 - the Swagger.
Marowak rushes down anything with :twisted: 4500+ :shock: attack and Medicham uses Fire or Thunderpunch to take down Marowak's weaknesses. Screech is used for even more damage (as if you did'nt have enough)

Basically, ANY poke is screwed, even a Shuckle with def x4 has lost 80-95% hp by ONE rock slide. Ouch.


Sat Jun 10, 2006 7:58 am
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Fun with Psy pokes!


{volbeat} @ Leftovers, Timid

Helping Hand
Tail Glow
Thunderbolt/Baton Pass
Moonlight/Baton Pass

{alakazam} @ Scope Lens, Synchronize

Psychic
Psych Up
Fire Punch/Thunderpunch
Ice Punch


Volbeat uses Tail Glow and Alakazam uses Psychic. After Volbeat's Sp. Atk is maxed out use Psych Up. Alakazam is now a wreckage machine, having maximized Sp.Atk and sweeping with Psychic/Punch, and Volbeat uses Helping Hand to make Alakazam even stronger. Thunderbolt or Moonlight may be replaced with Baton pass to make another Special Sweeper one death machine.


{claydol} @ leftovers, Impish, Levitate
Double Team
Cosmic Power
Reflect
Rock Slide/Mud Slap/Earthquake

{claydol} @ leftovers, Impish, Levitate
Double Team
Cosmic Power
Light Screen
Rock Slide/Mud Slap/Earthquake



Use Double Team, Cosmic Power and Reflect/Light Screen, and you have two fortified machines who won't be hurt, and when one is hurt, its almost nothing lost. This is easily recovered by Leftovers, so these stay in battle for a looooong time. It is also a fun idea how to see your opponent waste PP by missing or doing (almost) no damage. EQ may be used for damage. Rock Slide may be used for flying pokes who won't be hurt by EQ. Mud slap may be used for a greater effect


july_skies92 wrote:
I found this to be a great combonation. <br>
Use any ground Pok


Tue Jun 20, 2006 7:25 am
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In the past I, Groudon King, have created double battle teams for those who would find them usefull now I have a new team.

{gengar} Nature: Brave

Dream Eater
Nightmare
Meanlook
Focus Punch

{breloom} Nature: Mild

Spore
Leach Seed
Giga Drain
Focus Punch

The battle starts with Gengar's Mean Look and Breloom's Spore. Next turn Gengar uses Nightmare on the sleeping pokemon and Breloom uses Spore on the one that is awake. Gengar uses Nightmare yet again while Breloom uses Leach Seed. Once both pokemon are asleep, nightmared, and seed, use Focue Punch without fail. If any wake up use Spore yet again. If Gengar and Breloom start to get weak use Dream Eater and Giga Drain.

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Sun Jul 09, 2006 3:17 pm
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Pokemon Master
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Several problems with that G_K:

1. With 2 out of 8 possible different attacks coming at you in one turn, some of those could be aerial ace, which rips breloom to shreds before it can spore. Even with max speed, you have 140 pokemon who are faster than Breloom and those aren't all fully evolved ones.

http://www.psypokes.com/rs/maxstats.php?stat=spd (breloom is #159 on that list)

2. Gengars and brelooms don't have the defenses or hit points to survive for long enough to pull off that plan.

3. At least on NB, lots of people play with the sleep clause on so you can't have two pokemon asleep at the same time.

4. You have listed no EV spreads or items for them to hold.

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Mon Jul 10, 2006 7:54 pm
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Hey I'm brand new here, but how's this for a team?

{nidoqueen}@White Herb
Nature: Hasty
Ability: Poison Point
EVs: Speed: 6, Special Attack: 252, Attack: 252

Attract
Protect
Superpower
Thunder/Thunderbolt

{nidoking}@Nevermeltice
Nature: Jolly
Ability: Poison Point
EVs: Speed: 6, Special Defense: 252, Defense: 252

Attract
Earthquake
Megahorn
Blizzard/Ice Beam

Strategy: Basically, this team is for sweeping (physical AND special). They do double or normal damage to just about everyone, and the last two attacks each has cover their four weaknesses. The moves are megapowerful (so are the pokemon), and Attract is a great annoyer, especially when the Pokemon with the move are different genders. Also, with the last move each has and their abilities, you're bound to Freeze, Paralyze (especially with Thunder), or Poison them pretty quickly. The White Herb keeps Nidoqueen's stats at normal even when it uses Superpower and the Nevermeltice boosts Nidoking's Blizzard/Ice Beam. Make sure to use Protect with Nidoqueen whenever Nidoking uses Earthquake, or it will get creamed. (Earthquake is Nidoking's because it has higher Attack, but you could switch it to Nidoqueen if you wanted too; don't know why you would.) Also, the EV distribution helps even out their lower stats and keep them quite competitive.


Fri Jul 14, 2006 8:01 pm
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I have 3 basic 2v2 battle combos. With the 1st one, have a Pkmn with Follow Me and one with Focus Punch, and have the one with Follow Me use that move, so it is the only one attacked that turn. Have your other Pkmn use Focus Punch. Since it is not attacked, it can hit with Focus Punch.

For my next combo, send out a Slaking and a weaker Pkmn with Skill Swap. Yep-use Skill Swap on Slaking, and he can attack every turn!

The third strategy-This is similar to Endure-Salac-Reversal. Have one Pkmn with Salac Berry & Reversal, and another with False Swipe and very high speed (it has to attack before partner to work.) Attack your partner with False Swipe so it has 1 hp. The Salac will kick in, and with Reversal you can easily sweep through.

I'm sorry if any of these combos have been posted already.

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Sat Jul 15, 2006 8:01 am
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Oraclelink: On paper, it looks good. But one good surf attack while rain dance is in affect and both of them are history. Also, an EQ from a tyranitar would do that pair in.

RedYoshi64: Dude, those first two have to be the two oldest strategies for a double battle. It's good that you figured those out, but it's not anything close to new.

As for the reversal-using strategy, they work in single matches because each side has only one attack per turn. Since there are two attacks per turn on each side in double battles, the pokemon that isn't killed by reversal has a clean shot at the pokemon who's using reversal.

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Sun Jul 16, 2006 7:28 pm
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*created an account so she could add this*

Welll, forgive me if it doesn't work, but here goes...

Blissey
Moves:
Softboiled
Sing
Minimize
Refresh

Sableye
Moves:
Psychic
Shadow Ball
Mean Look
Faint Attack/Detect

My favorite annoying team. You have to use your TM to teach Sableye Psychic, but it's worth it, because that will take out any Fighting types that threaten Blissey. After that, Blissey will make an excellent tank, being able to heal herself and use Minimize as much as she can. While she does this, Sableye (who has no weaknesses) can take out the opponents with Psychic, Shadow Ball, and maybe Faint Attack.

:twisted: I named the Blissey that I'm raising for this team Spawnette, and I'm pumping her up on HP Ups, Zincs, and Irons.


Thu Aug 03, 2006 8:44 am
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Post 
Grumpig - Thick Fat
Skill Swap
Physic
Bounce
Thunderpunch
Steelix - Sturdy
Crunch
Earthquake
Explosion
Rock Slide
Steelix with thick fat will be resistance to most type with only weakness to fighting, water and ground. Grumpig can take care of this and with bounce, it can evade the earthquake.


Edit by Tiger, 12 Oct: This thread has been locked as a result of the newer guide taking its place. If you wish to comment on this or whatever, feel free to PM me or post in that thread.


Sat Aug 05, 2006 12:28 am
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