Hi guys , oh, yes!!!!! i finally did managed to pull through a very solid team for battle spot doubles/ presumably VGC16, i think... this is an extremely fun team so i finally sat down with paper and a pen to make a good team other than copying the one's from top players though, it turned out to be really good. let's get started:
NOTE: plz read through the teambuilding process to get why was every specific mon put on the team, the team discussion would cover up the individual spreads, movesets (move selection) and some secret synergies b/w the members.
Team building process:
So as i mentioned i started with paper and a pen and listed down all the top tier (most used) meta mons that were basically gonna be my first targets to take down and started to think of a pokemon/mega maybe that i wanted to use in this team effectively against the meta. i came up with two ideas, the duck that i was ever so hyped about to use in 2016 season, and already had a killer spread for it, also i though bringing back mega manectric's lost potential would be good. i knew there was some synergy to keep manectric alive with redirection and help magmar with intimidate and snarl's possibilities. hence:
Then i just slapped on a latios considering how much and how well it would cover a big chunk on meta with tons of speed following OHKO'es and coverage on it's moves. it fits well alongside magma's helping hand to OHKO some AV lando variants. latios covered up manectric's ground weakness though
i noticed that the trio could struggle against hyper voices and EQ, with RS' adding to it, still the only thing that came to my mind was the use of wide guard and to possible options to go for it, one being conk, the other aegi. to be honest at first glance i was gonna surely put aegislash for covering the gardevoir threat and go from there. however over faeries and mirror-struggles, over it conk gave me the best fighting coverage and another surprise move to keep in the back pocket to surprise for betterment of the team. not gonna spoil it for now.
this was patched up for a nyc core, next i saw some weaknesses to cover up fire types, fairy and psychic types. so there came these two slots were filled up by milotic and scizor, regarding synergy with the team, which will be discussed later in this thread
The Team:
Magmar @ Eviolite
Ability: Flame Body
EVs: 252 HP / 164 Def / 4 SpA / 12 SpD / 76 Spe
Bold Nature
- Follow Me
- Will-O-Wisp
- Overheat
- Helping Hand
So i did a thread about magmar, explaining this spread in depth, so don't mind cuz it'll be just a copy/paste thingie i guess (some things changed as with team-specifics, so don't worry) : it does alot of things at once as i will explain what is it's viability. Magmar can be a pokemon invested in 'all bulk' however that will make it loose a very important benchmark and threat to itself. i specially EV'd it to outspeed adamant max speed bisharps by one point, which may seem weird at first, however bisharp is a pokemon that can knock off it's eviolite, so i did so, to maybe burn this variant, or even flamethrower it, depending on the item confirmation/knowledge you have. so there goes that. now for the defensive investment, almost all went into the somewhat terrible physical defense, the rest was distributed to sp.def and then to avoid a waste of EV's 4 leftovers was added to the sp.atk stat. The moveset is simple, which would be follow me *standard* and then helping hand to support members like, well everyhting to get off some more damage, most importantly using draco's with latios and in attempt to OHKO AV lando variants. then comes the will-o-wisp so that it can punish physical attackers even further and be more bulkier, the last slot is chosen for overheat so that it can counter things like aegislash, amoongus, ferrothorn, scizor and even brelooms in matches. Time for damage calcs:
-1 196+ Atk Choice Band Landorus-T Earthquake vs. 252 HP / 164+ Def Eviolite Magmar: 150-176 (87.2 - 102.3%) -- 12.5% chance to OHKO
252 Atk Landorus-T Stone Edge vs. 252 HP / 164+ Def Eviolite Magmar: 94-112 (54.6 - 65.1%) -- guaranteed 2HKO
252 Atk Landorus-T Earthquake vs. 252 HP / 164+ Def Eviolite Magmar: 140-168 (81.3 - 97.6%) -- guaranteed 2HKO
252+ SpA Heatran Earth Power vs. 252 HP / 0 SpD Eviolite Magmar: 88-104 (51.1 - 60.4%) -- guaranteed 2HKO
252 Atk Landorus-T Rock Slide vs. 252 HP / 164+ Def Eviolite Magmar: 70-84 (40.6 - 48.8%) -- guaranteed 3HKO
252+ SpA Politoed Scald vs. 252 HP / 12 SpD Eviolite Magmar in Rain: 134-162 (77.9 - 94.1%) -- guaranteed 2HKO
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 12 SpD Eviolite Magmar: 63-75 (36.6 - 43.6%) -- guaranteed 3HKO
252 Atk Parental Bond Mega Kangaskhan Return vs. 252 HP / 164+ Def Eviolite Magmar: 96-114 (55.8 - 66.2%) -- guaranteed 2HKO
252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 252 HP / 164+ Def Eviolite Magmar: 126-148 (73.2 - 86%) -- guaranteed 2HKO
252+ SpA Life Orb Ludicolo Hydro Pump vs. 252 HP / 12 SpD Eviolite Magmar: 159-190 (92.4 - 110.4%) -- 68.8% chance to OHKO
252+ SpA Ludicolo Scald vs. 252 HP / 12 SpD Eviolite Magmar in Rain: 134-162 (77.9 - 94.1%) -- guaranteed 2HKO
252 Atk Aerilate Mega Salamence Double-Edge vs. 252 HP / 164+ Def Eviolite Magmar: 109-129 (63.3 - 75%) -- guaranteed 2HKO
Manectric-Mega @ Manectite
Ability: Lightning Rod
Level: 50
EVs: 108 HP / 4 Def / 252 SpA / 4 SpD / 140 Spe
Timid Nature
- Thunderbolt
- Light Screen
- Hidden Power [Ground]
- Protect
Next up is something called by me, a pokemon with lost potential, sorry if those words seem wrong, but making it work is my job though. manectric in it's base form had the lightningrod ability, to redirect fished electric attacks from milotic and buff up before it mega evolves. manectric being the frailest of the frail mons, however the fastest of the fast, gave me idea for once against my weird EV spreads. this probably scares u off, however, chill cuz it is really trained to outspeed mence by one point (which with 252 investment, with non-boosting nature wasn't possible) so timid, cuz it is the fastest pokemon before scarf lando, which my team mates probably take care of for me. the rest went to bulk with intimidate adding to it. it isn't there for a specific reason though, then it goes for max damage output, and that's it, This mon's moveset changed alot as i actually gave it a though from the notes i took on the team. it changed over these reasons: team's shaky matchup against amoongus, HP ground not paying off, as most trans are shuca berry variants. getting clean OHKO'es on m-salamence
, and the most of team being highly physically defensive, with mag's W-o-W, flame body and redirection +manectric's intimidate adding to it. i needed to beef up defenses of conk and milotic at an instance though. hence came the replacement for the solution of using HP ice and light screen in substitution of the terrible HP ground and snarl.
-1 252+ Atk Landorus-T Earthquake vs. 108 HP / 4 Def Mega Manectric: 120-144 (75.4 - 90.5%) -- guaranteed 2HKO
252+ SpA Heatran Earth Power vs. 108 HP / 4 SpD Mega Manectric: 136-160 (85.5 - 100.6%) -- 6.3% chance to OHKO
252 SpA Mega Manectric Helping Hand Hidden Power Ground vs. 252 HP / 4 SpD Heatran: 204-240 (103 - 121.2%) -- guaranteed OHKO
252 SpA Mega Manectric Thunderbolt vs. 252 HP / 20 SpD Politoed: 156-186 (79.1 - 94.4%) -- guaranteed 2HKO
252 SpA Mega Manectric Helping Hand Thunderbolt vs. 252 HP / 20 SpD Politoed: 234-276 (118.7 - 140.1%) -- guaranteed OHKO
+2 132+ SpA Milotic Scald vs. 108 HP / 4 SpD Mega Manectric: 135-159 (84.9 - 100%) -- 6.3% chance to OHKO
Latios @ Choice Scarf
Ability: Levitate
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Ice Beam
- Psyshock
- Energy Ball
Latios is here for nothing too much, the spread is here just cuz it's there to do damage and do it as fast as possible, now this would be the fastest mon on the field i guess, until we hit the TR boundaries. latios is a really good pokemon for covering metamons like hydreigon, salamence, landorus, thundurus, gastrodon, amoongus, venusaur, garchomp, rotom-w, gastrodon and name more as u can. i choose psyshock over psychic because of all the AV variants around on the scene, who can somewhat shut down latios, specifically talking conkeldurr on the scene and it really helps out against the mon. so probably that was it for latios.
As for an experience it is important to keep it alive and conserve it through switch in's before i wall up the mon i am baiting to get KO'ed by latios. Not changing scarf on opinion, as it basically guarantees many OHKO'es before it's opponents even make a move, and mag is there to add to damage output with it's helping hand. mag +lati was a lead i ended up using expecting numerous pokemon that my opponents may lead with and get an early 4-3 lead.
252+ SpA Latios Helping Hand Ice Beam vs. 252 HP / 252 SpD Assault Vest Landorus-T: 208-248 (106.1 - 126.5%) -- guaranteed OHKO
252+ SpA Latios Helping Hand Psyshock vs. 252 HP / 252+ Def Amoonguss: 204-240 (92.3 - 108.5%) -- 50% chance to OHKO
252+ SpA Latios Psyshock vs. 252 HP / 240+ Def Mega Venusaur: 98-116 (52.4 - 62%) -- guaranteed 2HKO
252+ SpA Latios Helping Hand Psyshock vs. 20 HP / 12 Def Conkeldurr: 234-276 (127.8 - 150.8%) -- guaranteed OHKO
252+ SpA Latios Energy Ball vs. 252 HP / 116 SpD Rotom-W: 96-114 (61.1 - 72.6%) -- guaranteed 2HKO
252+ SpA Latios Ice Beam vs. 4 HP / 0 SpD Hydreigon: 124-148 (73.8 - 88%) -- guaranteed 2HKO
Conkeldurr @ Life Orb
Ability: Guts
Level: 50
Shiny: Yes
EVs: 52 HP / 172 Atk / 76 Def / 204 SpD / 4 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Wide Guard
- Rain Dance
Next up is a pokemon that was a must come and then brought a series of opportunities to utilize the team with itself. conkeldurr with it's amazing fighting type power and coverage get's to break down opponents like scrafty, kang, hydreigon, bisharp, excadrill, t-tar and more than that who were all once metagame threats. i can also use conk as a counter to TR as it can hit hard the usual scrafties and heatran inside TR as well be a threat for the gardevoirs i'll face. wide guard was the most important move, as well as the main reason conk was put on the team, you already know what are the main things it covers for us. Rain dance is the last and the most surprising and fun move to use for numerous reasons. as i finished my team, i realized that my scizor can only live fire type h-waves from tran and zard behind rain, and milotic can take great advantage from it, so why not use it? the team is quiet bulky from nature and natural sweeps so i wasn't scared to not run detect/protect on 3x of my pokemons. the EV spread survives adamant kang double edges. my first trio was weak to rain (mag and lati) so i went with guts to remove the threat of scalds, and then at first added expert belt to add to damage.
I changed this mon's item to life orb from E-belt to do consistent damage to many opponents again saying keeping the guts ability made it an amazing rain counter in many of/every matches against rain by getting actual OHKO'es on certain ludicolo's in their attempt to cut my attacking power. someone said why not run knock off to counter the threat of aegislash as relying on mag is really shaky, well it actually was and i do have that prob fixed, and rain dance does little but in some matches pays of perfectly. light screen now kinda gives it the AV effect and it is really powerful behind it.
172+ Atk Expert Belt Conkeldurr Drain Punch vs. 4 HP / 4 Def Hydreigon: 182-218 (108.3 - 129.7%) -- guaranteed OHKO
172+ Atk Expert Belt Conkeldurr Drain Punch vs. 92 HP / 44 Def Kangaskhan: 194-230 (101 - 119.7%) -- guaranteed OHKO
172+ Atk Expert Belt Conkeldurr Drain Punch vs. 252 HP / 252 Def Mega Tyranitar: 202-245 (97.5 - 118.3%) -- 75% chance to OHKO
etc...
Milotic @ MirangaBerry
Ability: Competitive
Shiny: Yes
EVs: 252 HP / 140 Def / 4 SpA / 60 SpD / 52 Spe
Calm Nature
- Scald
- Icy Wind
- Toxic
- Recover
Next came up milotic through which i wanted to counter fire types with effectiveness, on this mon i also wanted speed control and there is something quite complex about this milotic which would be toxic. milotic is really effective in the late game on the thought of the combination of moves like icy wind, toxic and recover and i loved using it, until anything tagged steel types appeared. again the loss of protect isn't that much as people will almost-always won't target it expecting a protect, if i don't reveal my my full moveset. milotic is one of the best pokemons to completely wipe off the bulky fire types, by slowly whittling them down. Milotic's spread is simple and effective it is trained to live kang attacks (again) the speed investment creeps 4 speed invested rotoms and get a burn or do alot of damage to some, dependent on forms. Competitive really scares away things i hate e.g. salamence, landorus, scrafty etc...
Not much but a big change to the item choice from sitrus berry to miranga. hence i wanted to wall against meta mons it was a great mon to do so with miranga berry, as also much of my bulk went into physical defenses. pulling it against a resistant special attack was definitely helpful in some matches. to be actual i used a suicune for practice to improvise the team, as i though that the team lacked speed, i played it terribly and suicune wasn't it for this very team. i love using this bulky milotic and right now have no regrets from it. milotic takes advantage from her opponent's mistakes. miranga berry balances out the bulk evenly. Miranga berry actually came to me in the form of a suggestion so thanks to the guy who did this fix. i decided to change toxic for tons of stuff, but things like CM cress, and even other bulk variants got pretty dangerous so as just for the safety net i did kept the toxic which disrupts those and milotic-mirrors.
252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 252 HP / 140 Def Milotic: 168-199 (83.1 - 98.5%) -- guaranteed 2HKO
252 SpA Life Orb Thundurus Thunderbolt vs. 252 HP / 60+ SpD Milotic: 140-166 (69.3 - 82.1%) -- guaranteed 2HKO
etc....
Scizor-Mega @ Scizorite
Ability: Technician
Level: 50
EVs: 252 HP / 52 Atk / 84 Def / 116 SpD / 4 Spe
Adamant Nature
- Knock off
- Bullet Punch
- Swords Dance
- Protect
As said before last up was the major weakness of the fairy and psychic types, to be honest my team could also potentially be troubled by AV ludi's so a counter to add up to that too. the perfect pokemon for all the job's that came to my mind was scizor, and then why not go dual mega with mega scizor right? so all thanks to this spread for Black117's legendary spread thread on pokemonforever.com which makes a mega scizor accomplish many and many attacks while doing back tons of my damage with swords dance, this synergizes well with magmar's follow me. scozor isn't the main focal point of the team, though it rocks in some matches.
I knew i had regrets from it regarding how limited it's options went with the opponents team whence i tried bug bitw. and aegislash was still big time trouble. i went with the original idea of using knock off on this mon, as it always takes care of psychic types too and reveals bit of information, if i wall aegi correctly, or meet it head on this scizor set is basically build to counter aegislash and pull out a win. As someone asked why not use standard scizor? well i don't bring manectric in every game, and with it's absence i need that extra punch of power in the matches. also this spread was designed for m-scizor, and i don't think if it holds the same potential in it's standard form.
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 116 SpD Mega Scizor: 75-88 (42.3 - 49.7%) -- guaranteed 3HKO
252+ SpA Heatran Heat Wave vs. 252 HP / 116 SpD Mega Scizor in Rain: 156-184 (88.1 - 103.9%) -- 25% chance to OHKO
244+ SpA Charizard Heat Wave vs. 252 HP / 116 SpD Mega Scizor in Rain: 136-168 (76.8 - 94.9%) -- guaranteed 2HKO
+2 52+ Atk Technician Mega Scizor Bullet Punch vs. 252 HP / 252 Def Sylveon: 224-266 (110.8 - 131.6%) -- guaranteed OHKO
+2 52+ Atk Technician Mega Scizor Bug Bite vs. 236 HP / 204+ Def Cresselia: 218-258 (96.8 - 114.6%) -- 75% chance to OHKO
+2 52+ Atk Technician Mega Scizor Bullet Punch vs. 108 HP / 124 Def Gardevoir: 260-308 (165.6 - 196.1%) -- guaranteed OHKO
etc....
Battle Videos:
http://replay.pokemonshowdown.com/battlespotdoubles-275340764
http://replay.pokemonshowdown.com/battlespotdoubles-275348404
http://replay.pokemonshowdown.com/battlespotdoubles-275350831
http://replay.pokemonshowdown.com/battlespotdoubles-275377006
http://replay.pokemonshowdown.com/battlespotdoubles-275381531
Conclusion:
so guys this was it for this team built, hope u guys all enjoyed going through this post, this is a bit special cuz it was my first Battle Spot Doubles team that i pulled of perfectly and yes this team is a bit old as compared to what it will work like now. Bye for now!
NOTE: plz read through the teambuilding process to get why was every specific mon put on the team, the team discussion would cover up the individual spreads, movesets (move selection) and some secret synergies b/w the members.
Team building process:
So as i mentioned i started with paper and a pen and listed down all the top tier (most used) meta mons that were basically gonna be my first targets to take down and started to think of a pokemon/mega maybe that i wanted to use in this team effectively against the meta. i came up with two ideas, the duck that i was ever so hyped about to use in 2016 season, and already had a killer spread for it, also i though bringing back mega manectric's lost potential would be good. i knew there was some synergy to keep manectric alive with redirection and help magmar with intimidate and snarl's possibilities. hence:
Then i just slapped on a latios considering how much and how well it would cover a big chunk on meta with tons of speed following OHKO'es and coverage on it's moves. it fits well alongside magma's helping hand to OHKO some AV lando variants. latios covered up manectric's ground weakness though
i noticed that the trio could struggle against hyper voices and EQ, with RS' adding to it, still the only thing that came to my mind was the use of wide guard and to possible options to go for it, one being conk, the other aegi. to be honest at first glance i was gonna surely put aegislash for covering the gardevoir threat and go from there. however over faeries and mirror-struggles, over it conk gave me the best fighting coverage and another surprise move to keep in the back pocket to surprise for betterment of the team. not gonna spoil it for now.
this was patched up for a nyc core, next i saw some weaknesses to cover up fire types, fairy and psychic types. so there came these two slots were filled up by milotic and scizor, regarding synergy with the team, which will be discussed later in this thread
The Team:
Magmar @ Eviolite
Ability: Flame Body
EVs: 252 HP / 164 Def / 4 SpA / 12 SpD / 76 Spe
Bold Nature
- Follow Me
- Will-O-Wisp
- Overheat
- Helping Hand
So i did a thread about magmar, explaining this spread in depth, so don't mind cuz it'll be just a copy/paste thingie i guess (some things changed as with team-specifics, so don't worry) : it does alot of things at once as i will explain what is it's viability. Magmar can be a pokemon invested in 'all bulk' however that will make it loose a very important benchmark and threat to itself. i specially EV'd it to outspeed adamant max speed bisharps by one point, which may seem weird at first, however bisharp is a pokemon that can knock off it's eviolite, so i did so, to maybe burn this variant, or even flamethrower it, depending on the item confirmation/knowledge you have. so there goes that. now for the defensive investment, almost all went into the somewhat terrible physical defense, the rest was distributed to sp.def and then to avoid a waste of EV's 4 leftovers was added to the sp.atk stat. The moveset is simple, which would be follow me *standard* and then helping hand to support members like, well everyhting to get off some more damage, most importantly using draco's with latios and in attempt to OHKO AV lando variants. then comes the will-o-wisp so that it can punish physical attackers even further and be more bulkier, the last slot is chosen for overheat so that it can counter things like aegislash, amoongus, ferrothorn, scizor and even brelooms in matches. Time for damage calcs:
-1 196+ Atk Choice Band Landorus-T Earthquake vs. 252 HP / 164+ Def Eviolite Magmar: 150-176 (87.2 - 102.3%) -- 12.5% chance to OHKO
252 Atk Landorus-T Stone Edge vs. 252 HP / 164+ Def Eviolite Magmar: 94-112 (54.6 - 65.1%) -- guaranteed 2HKO
252 Atk Landorus-T Earthquake vs. 252 HP / 164+ Def Eviolite Magmar: 140-168 (81.3 - 97.6%) -- guaranteed 2HKO
252+ SpA Heatran Earth Power vs. 252 HP / 0 SpD Eviolite Magmar: 88-104 (51.1 - 60.4%) -- guaranteed 2HKO
252 Atk Landorus-T Rock Slide vs. 252 HP / 164+ Def Eviolite Magmar: 70-84 (40.6 - 48.8%) -- guaranteed 3HKO
252+ SpA Politoed Scald vs. 252 HP / 12 SpD Eviolite Magmar in Rain: 134-162 (77.9 - 94.1%) -- guaranteed 2HKO
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 12 SpD Eviolite Magmar: 63-75 (36.6 - 43.6%) -- guaranteed 3HKO
252 Atk Parental Bond Mega Kangaskhan Return vs. 252 HP / 164+ Def Eviolite Magmar: 96-114 (55.8 - 66.2%) -- guaranteed 2HKO
252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 252 HP / 164+ Def Eviolite Magmar: 126-148 (73.2 - 86%) -- guaranteed 2HKO
252+ SpA Life Orb Ludicolo Hydro Pump vs. 252 HP / 12 SpD Eviolite Magmar: 159-190 (92.4 - 110.4%) -- 68.8% chance to OHKO
252+ SpA Ludicolo Scald vs. 252 HP / 12 SpD Eviolite Magmar in Rain: 134-162 (77.9 - 94.1%) -- guaranteed 2HKO
252 Atk Aerilate Mega Salamence Double-Edge vs. 252 HP / 164+ Def Eviolite Magmar: 109-129 (63.3 - 75%) -- guaranteed 2HKO
Manectric-Mega @ Manectite
Ability: Lightning Rod
Level: 50
EVs: 108 HP / 4 Def / 252 SpA / 4 SpD / 140 Spe
Timid Nature
- Thunderbolt
- Light Screen
- Hidden Power [Ground]
- Protect
Next up is something called by me, a pokemon with lost potential, sorry if those words seem wrong, but making it work is my job though. manectric in it's base form had the lightningrod ability, to redirect fished electric attacks from milotic and buff up before it mega evolves. manectric being the frailest of the frail mons, however the fastest of the fast, gave me idea for once against my weird EV spreads. this probably scares u off, however, chill cuz it is really trained to outspeed mence by one point (which with 252 investment, with non-boosting nature wasn't possible) so timid, cuz it is the fastest pokemon before scarf lando, which my team mates probably take care of for me. the rest went to bulk with intimidate adding to it. it isn't there for a specific reason though, then it goes for max damage output, and that's it, This mon's moveset changed alot as i actually gave it a though from the notes i took on the team. it changed over these reasons: team's shaky matchup against amoongus, HP ground not paying off, as most trans are shuca berry variants. getting clean OHKO'es on m-salamence
, and the most of team being highly physically defensive, with mag's W-o-W, flame body and redirection +manectric's intimidate adding to it. i needed to beef up defenses of conk and milotic at an instance though. hence came the replacement for the solution of using HP ice and light screen in substitution of the terrible HP ground and snarl.
-1 252+ Atk Landorus-T Earthquake vs. 108 HP / 4 Def Mega Manectric: 120-144 (75.4 - 90.5%) -- guaranteed 2HKO
252+ SpA Heatran Earth Power vs. 108 HP / 4 SpD Mega Manectric: 136-160 (85.5 - 100.6%) -- 6.3% chance to OHKO
252 SpA Mega Manectric Helping Hand Hidden Power Ground vs. 252 HP / 4 SpD Heatran: 204-240 (103 - 121.2%) -- guaranteed OHKO
252 SpA Mega Manectric Thunderbolt vs. 252 HP / 20 SpD Politoed: 156-186 (79.1 - 94.4%) -- guaranteed 2HKO
252 SpA Mega Manectric Helping Hand Thunderbolt vs. 252 HP / 20 SpD Politoed: 234-276 (118.7 - 140.1%) -- guaranteed OHKO
+2 132+ SpA Milotic Scald vs. 108 HP / 4 SpD Mega Manectric: 135-159 (84.9 - 100%) -- 6.3% chance to OHKO
Latios @ Choice Scarf
Ability: Levitate
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Ice Beam
- Psyshock
- Energy Ball
Latios is here for nothing too much, the spread is here just cuz it's there to do damage and do it as fast as possible, now this would be the fastest mon on the field i guess, until we hit the TR boundaries. latios is a really good pokemon for covering metamons like hydreigon, salamence, landorus, thundurus, gastrodon, amoongus, venusaur, garchomp, rotom-w, gastrodon and name more as u can. i choose psyshock over psychic because of all the AV variants around on the scene, who can somewhat shut down latios, specifically talking conkeldurr on the scene and it really helps out against the mon. so probably that was it for latios.
As for an experience it is important to keep it alive and conserve it through switch in's before i wall up the mon i am baiting to get KO'ed by latios. Not changing scarf on opinion, as it basically guarantees many OHKO'es before it's opponents even make a move, and mag is there to add to damage output with it's helping hand. mag +lati was a lead i ended up using expecting numerous pokemon that my opponents may lead with and get an early 4-3 lead.
252+ SpA Latios Helping Hand Ice Beam vs. 252 HP / 252 SpD Assault Vest Landorus-T: 208-248 (106.1 - 126.5%) -- guaranteed OHKO
252+ SpA Latios Helping Hand Psyshock vs. 252 HP / 252+ Def Amoonguss: 204-240 (92.3 - 108.5%) -- 50% chance to OHKO
252+ SpA Latios Psyshock vs. 252 HP / 240+ Def Mega Venusaur: 98-116 (52.4 - 62%) -- guaranteed 2HKO
252+ SpA Latios Helping Hand Psyshock vs. 20 HP / 12 Def Conkeldurr: 234-276 (127.8 - 150.8%) -- guaranteed OHKO
252+ SpA Latios Energy Ball vs. 252 HP / 116 SpD Rotom-W: 96-114 (61.1 - 72.6%) -- guaranteed 2HKO
252+ SpA Latios Ice Beam vs. 4 HP / 0 SpD Hydreigon: 124-148 (73.8 - 88%) -- guaranteed 2HKO
Conkeldurr @ Life Orb
Ability: Guts
Level: 50
Shiny: Yes
EVs: 52 HP / 172 Atk / 76 Def / 204 SpD / 4 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Wide Guard
- Rain Dance
Next up is a pokemon that was a must come and then brought a series of opportunities to utilize the team with itself. conkeldurr with it's amazing fighting type power and coverage get's to break down opponents like scrafty, kang, hydreigon, bisharp, excadrill, t-tar and more than that who were all once metagame threats. i can also use conk as a counter to TR as it can hit hard the usual scrafties and heatran inside TR as well be a threat for the gardevoirs i'll face. wide guard was the most important move, as well as the main reason conk was put on the team, you already know what are the main things it covers for us. Rain dance is the last and the most surprising and fun move to use for numerous reasons. as i finished my team, i realized that my scizor can only live fire type h-waves from tran and zard behind rain, and milotic can take great advantage from it, so why not use it? the team is quiet bulky from nature and natural sweeps so i wasn't scared to not run detect/protect on 3x of my pokemons. the EV spread survives adamant kang double edges. my first trio was weak to rain (mag and lati) so i went with guts to remove the threat of scalds, and then at first added expert belt to add to damage.
I changed this mon's item to life orb from E-belt to do consistent damage to many opponents again saying keeping the guts ability made it an amazing rain counter in many of/every matches against rain by getting actual OHKO'es on certain ludicolo's in their attempt to cut my attacking power. someone said why not run knock off to counter the threat of aegislash as relying on mag is really shaky, well it actually was and i do have that prob fixed, and rain dance does little but in some matches pays of perfectly. light screen now kinda gives it the AV effect and it is really powerful behind it.
172+ Atk Expert Belt Conkeldurr Drain Punch vs. 4 HP / 4 Def Hydreigon: 182-218 (108.3 - 129.7%) -- guaranteed OHKO
172+ Atk Expert Belt Conkeldurr Drain Punch vs. 92 HP / 44 Def Kangaskhan: 194-230 (101 - 119.7%) -- guaranteed OHKO
172+ Atk Expert Belt Conkeldurr Drain Punch vs. 252 HP / 252 Def Mega Tyranitar: 202-245 (97.5 - 118.3%) -- 75% chance to OHKO
etc...
Milotic @ MirangaBerry
Ability: Competitive
Shiny: Yes
EVs: 252 HP / 140 Def / 4 SpA / 60 SpD / 52 Spe
Calm Nature
- Scald
- Icy Wind
- Toxic
- Recover
Next came up milotic through which i wanted to counter fire types with effectiveness, on this mon i also wanted speed control and there is something quite complex about this milotic which would be toxic. milotic is really effective in the late game on the thought of the combination of moves like icy wind, toxic and recover and i loved using it, until anything tagged steel types appeared. again the loss of protect isn't that much as people will almost-always won't target it expecting a protect, if i don't reveal my my full moveset. milotic is one of the best pokemons to completely wipe off the bulky fire types, by slowly whittling them down. Milotic's spread is simple and effective it is trained to live kang attacks (again) the speed investment creeps 4 speed invested rotoms and get a burn or do alot of damage to some, dependent on forms. Competitive really scares away things i hate e.g. salamence, landorus, scrafty etc...
Not much but a big change to the item choice from sitrus berry to miranga. hence i wanted to wall against meta mons it was a great mon to do so with miranga berry, as also much of my bulk went into physical defenses. pulling it against a resistant special attack was definitely helpful in some matches. to be actual i used a suicune for practice to improvise the team, as i though that the team lacked speed, i played it terribly and suicune wasn't it for this very team. i love using this bulky milotic and right now have no regrets from it. milotic takes advantage from her opponent's mistakes. miranga berry balances out the bulk evenly. Miranga berry actually came to me in the form of a suggestion so thanks to the guy who did this fix. i decided to change toxic for tons of stuff, but things like CM cress, and even other bulk variants got pretty dangerous so as just for the safety net i did kept the toxic which disrupts those and milotic-mirrors.
252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 252 HP / 140 Def Milotic: 168-199 (83.1 - 98.5%) -- guaranteed 2HKO
252 SpA Life Orb Thundurus Thunderbolt vs. 252 HP / 60+ SpD Milotic: 140-166 (69.3 - 82.1%) -- guaranteed 2HKO
etc....
Scizor-Mega @ Scizorite
Ability: Technician
Level: 50
EVs: 252 HP / 52 Atk / 84 Def / 116 SpD / 4 Spe
Adamant Nature
- Knock off
- Bullet Punch
- Swords Dance
- Protect
As said before last up was the major weakness of the fairy and psychic types, to be honest my team could also potentially be troubled by AV ludi's so a counter to add up to that too. the perfect pokemon for all the job's that came to my mind was scizor, and then why not go dual mega with mega scizor right? so all thanks to this spread for Black117's legendary spread thread on pokemonforever.com which makes a mega scizor accomplish many and many attacks while doing back tons of my damage with swords dance, this synergizes well with magmar's follow me. scozor isn't the main focal point of the team, though it rocks in some matches.
I knew i had regrets from it regarding how limited it's options went with the opponents team whence i tried bug bitw. and aegislash was still big time trouble. i went with the original idea of using knock off on this mon, as it always takes care of psychic types too and reveals bit of information, if i wall aegi correctly, or meet it head on this scizor set is basically build to counter aegislash and pull out a win. As someone asked why not use standard scizor? well i don't bring manectric in every game, and with it's absence i need that extra punch of power in the matches. also this spread was designed for m-scizor, and i don't think if it holds the same potential in it's standard form.
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 116 SpD Mega Scizor: 75-88 (42.3 - 49.7%) -- guaranteed 3HKO
252+ SpA Heatran Heat Wave vs. 252 HP / 116 SpD Mega Scizor in Rain: 156-184 (88.1 - 103.9%) -- 25% chance to OHKO
244+ SpA Charizard Heat Wave vs. 252 HP / 116 SpD Mega Scizor in Rain: 136-168 (76.8 - 94.9%) -- guaranteed 2HKO
+2 52+ Atk Technician Mega Scizor Bullet Punch vs. 252 HP / 252 Def Sylveon: 224-266 (110.8 - 131.6%) -- guaranteed OHKO
+2 52+ Atk Technician Mega Scizor Bug Bite vs. 236 HP / 204+ Def Cresselia: 218-258 (96.8 - 114.6%) -- 75% chance to OHKO
+2 52+ Atk Technician Mega Scizor Bullet Punch vs. 108 HP / 124 Def Gardevoir: 260-308 (165.6 - 196.1%) -- guaranteed OHKO
etc....
Battle Videos:
http://replay.pokemonshowdown.com/battlespotdoubles-275340764
http://replay.pokemonshowdown.com/battlespotdoubles-275348404
http://replay.pokemonshowdown.com/battlespotdoubles-275350831
http://replay.pokemonshowdown.com/battlespotdoubles-275377006
http://replay.pokemonshowdown.com/battlespotdoubles-275381531
Conclusion:
so guys this was it for this team built, hope u guys all enjoyed going through this post, this is a bit special cuz it was my first Battle Spot Doubles team that i pulled of perfectly and yes this team is a bit old as compared to what it will work like now. Bye for now!
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