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Double Battle Strategies - Overview for VGC Rules
With the recent announcement of the Video Game Championships (link), I started seriously looking at competitive Double Battle teams in the Pokémon: Platinum video game. Much to my chagrin, I noticed there wasn't much of a community for this important part of Pokémon battling.
Double Battle Strategies: A Brief Overview by Bryan Varnell April 26, 2009 Format: VGC Rules: Double Battle, Lv. 50, Restricted Legendaries I. Introduction Most online battling focuses on Single Battles, and not much information has been compiled with Wi-Fi or Pokémon Battle Revolution data for the Double Battle system. Simply put, Double Battles aren't very popular. I sort of knew this going in, but I was shocked at how little even hardcore video game sites had to say on the matter. Sure, there is a thread here or there or a RMT buried on the forums, but there is really no metagame. I will attempt to analyze the Double Battle metagame and provide an overview of the major strategies both to use and look out for in that metagame. Most of this is hypothetical, but I hope that a broader understanding among the video game community will allow for deeper and more fun battling. II. History Double Battles (DB) were first introduced in Pokémon: Ruby and Sapphire. They were largely a novelty with very little use in the actual story except for one Gym. In Pokémon: Diamond and Pearl, DBs were kept around. This time, they were given an expanded role. Instead of one Gym, DBs were used in several semi-side quests where the hero would team up with another trainer to battle their way through a forest or cave. DBs were still largely ignored in the core gaming front and therefore on the competitive front. So why aren't Double Battles as popular? The obvious reason is that they are so radically different from Single Battles. Most trainers who enjoy the highly competitive Single Battle metagame don't devote time to training an entirely different team. That isn't to say that DBs aren't as competitive or strategic as Single Battles. Instead, I will attempt to prove the opposite. III. The Basics This section will detail the major differences that set Double Battling apart from its Singles counterpart. Firstly and most obviously, since two Pokémon battle at once, there is less emphasis placed on type coverage on more on support and power. This leads into the primary DB rule, two Pokémon often team up to be more devastating than they could be alone. This will be the crux of this article. DBs also tend to go by much more quickly than Single Battles. This is due to the fact that two Pokémon are vunerable at once and only four Pokémon are used total. This has several far-reaching effects. Switching isn't as common, so Spikes and Stealth Rock are negligible. Also total field effects (weather, trick room, etc) last a larger portion of the battle and are exponentially more popular. Defenses also become more important in DBs. Instead of the standard EV investment, a few EVs added to the defenses can change a 1HKO to a 2-3HKO. Lastly, I previously mentioned support, but support moves (like Protect, Follow Me, Helping Hand, and Trick Room) are used to extend the battle and setup a sweeper much more effectively than in Singles. These are the main things to know about DBs. IV. Strategies Next, I will list the major strategies I have observed and read about, followed by the common Pokémon used in that strategy.
That is a lot of strategies! I hope to have proved that Double Battles are just as deep and fun as Single Battles. Also, I want to encourage greater competition in the format for the upcoming Video Game Championship. Lastly and most importantly, I wanted to generate a conversation about the Double Battle format so that the metagame can be refined and become as popular as the Single Battles. Please comment below. I encourage comments about why my strategies are wrong, inclusions/ommisions I can make in each strategy above, and new strategies to add. Mainly I want discussion!
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Chattanooga Pokémon League Leader
"The ability to destroy a planet is insignificant next to the power of the Force." Last edited by Red5bv06; 05/10/2009 at 12:34 AM. |
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#2 |
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Forum Moderator
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Good basic overview of doubles, I like.
Garchomp is perfectly fine for here, and imo he was banned for dumb reasons anyways (even if it's 1 less threat to worry about in OU). Don't mention Serebii, just for the simple fact people will laugh you off if you mention it being competitive. Regarding Sand teams, Sandstorm is also TM still; granted, I personally think it's worthless to set up in doubles, but it's an option if the Hippo doesn't fit in your team. One of my more favorite (but gimmicky and hard-to-pull off) strategies is to get the opponent down to 2 Pokes, then use Perish Song (obviously with a Soundproof Pokemon on board, or ability to switch) and wait out 3 turns to win. Absolute fun if you can do it. Also, one I personally used before is dual screens (Reflect + Light Screen); just about no Pokemon runs Brick Break here, so they're relatively safe to set up, and having a what...25%? damage reduction is nice for 5-8 turns.
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Shameless self-promotion:
Interested in the VGC? Want to be the best you can be? Check out my VGC Teambuilding guide here: http://pokegym.net/forums/showthread.php?t=158669 Last edited by Regis_Neo; 04/26/2009 at 02:47 PM. |
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#5 |
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Great article!
Good job!
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#6 | ||
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I was going to say something about Perish Song, but I thought it was a little too specialized and risky. I personally like the strategy though, so I'll add it in somewhere. Dual screens is a good strategy, but I don't really have much to say about it. Heh. It's not that much different from Single Battles, just quicker. Quote:
Yes, I meant Rhyperior. I'm still stuck in the 3rd (and mainly 1st) generation. I forget about all these new-fangled evolutions. Keep the comments coming.
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Chattanooga Pokémon League Leader
"The ability to destroy a planet is insignificant next to the power of the Force." |
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Were you thinking about mentioning Entry Hazards? I really think Entry Hazards should be touched on in this thread.
Stealth Rock is reasonably popular. Depending on the opponent's type determines how much HP is chipped off. Pokemon double weak to Rock attack (ie: Bug/Flying) instantly lose half of thier max HP. Single weakness lose one Forth, nuetral loses one eighth, resistant loses 1/16, and double resistant loses 1/32 max HP. Aerodactyl, Gliscor, Swampert, and Skarmory are the most common pokemon using said move. Spikes and Toxic Spikes are feasible, but hardly ever used compared to Stealth Rock since the Spikes require more then one "layer" to be most effective. Plus, Stealth Rock hits Levitators while the two different Spikes moves don't. Tentacruel and Omastar are two good candidates for Toxic Spikes and they both can slide into a Rain Dance team. Entry Hazards can be abused by having a pokemon knowing Roar or Whirlwind on team. Roar is also a TM, making it available to almost every pokemon out there. Using an attack will force the oppent to switch and be hit with an Entry Hazard once more. Skarmory and Aerodactyl are two good candidates to use these moves in combination with Entry Hazards. If one wishes to counter Entry Hazards, any pokemon knowing Rapid Spin will do. Starmie, Forretress, and Donphan are the most popular Rapid Spinners out there. Hope this info helps. Feel free to copy, paste, and/or edit this into the first post if you want to Red5bv06 ~Cyber~
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Life is a battle, fight and grow |
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#8 | |
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Wow, I like the comments. Keep 'em coming. I'll probably post a few teams in a couple days to get rated. I'm looking at a rain team and a disruption team.
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Chattanooga Pokémon League Leader
"The ability to destroy a planet is insignificant next to the power of the Force." |
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#9 |
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Administrator
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Off to the front page with you! Excellent overview. Now, let the comments continue the excellence!
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#10 |
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Comeing from a guy who has tried 3 times to complete Diamond/Platinum and still hasn't, not enough free time. This video game battleing is far more complicated than I gave it credit for. Back in my day you just cloned your Mewtwo 6 times and won. How times have changed.
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Trade Thread: http://pokegym.net/forums/showthread.php?t=171257
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Only if you want Espeon/Claydol to go down really fast (...which in Claydol's case might be alright. Explosion anyone?) :/
I think a bit of thought should be spent towards the value of attacks that hit multiple pokemon (IE: Surf, Discharge, Blizzard, Earthquake) as opposed to ones that only hit single pokemon (for comparison: Hydro Pump, Thunder/Thunderbolt, Ice Beam, and... uh... There's really not a counterpart to the amazing Earthquake XD) Helping Hand might be worth mentioning too. Boosting your partner's power is probably useful when using multiple-opponent hitting moves. Not to mention quite a few pokemon learn it (Notably Eevee-lutions, Latias/Latios, Blissey, Electivire, Pixie Trio, Cresselia) so it can be used in interesting ways... |
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#13 | ||
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Good article. I havn't done much with the new DS games, but in the GBA games, Baton Pass was always a BIG move, power up a pokemon, then Baton Pass the power ups to the already powered up Pokemon.
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Team M ~We will remember~........OH GOD!! I AM IN CONTROL of the "BORED LOCKDOWN!" ........Metanite:R.I.P.Student of Texas A&M and Proud Member of the Corps. of Cadets Army ROTC Quote:
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#14 |
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Forum Moderator
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The only thing is, it's hard to do with doubles, since you'll then risk your incoming Pokemon to damage, maybe even a KO. Not very viable here as it was in singles (even isn't that viable in singles anymore due to the buttload of damage SR and/or Spikes can do).
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Shameless self-promotion:
Interested in the VGC? Want to be the best you can be? Check out my VGC Teambuilding guide here: http://pokegym.net/forums/showthread.php?t=158669 |
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#15 |
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Golduck isn't commonly used in Rain dance, although Ludicolo is, and Lapras, especially for DB's. Also look into Obi mode.
Not to mention you could even add commonly used DB pokemon, such as Smeargle, who are usually staples in DBs. |
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#16 |
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pokemon vgs is only for 9-14 years
Garchomp is the best
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2008/2009- top 8 cc's(3-2),12th place nationals(2-3) (5-5)2009/2010-Top 4 2009 city championships(4-2),9th Nationals(2-3) (6-5)2010/2011-12th cities (3-2), 5th states 2011 (4-1),(3-3) nats with a R1 loss. 10-5
2011/2012-One Tournament One result Nationals 4-2 |
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#17 | ||||||
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I'll look into a Helping Hand section. And thanks for all your good comments, Rai. Quote:
And I mentioned Smeargle in my Trick Room discussion. I know Smeargle is a common one online, but I just don't know how common it will be IRL since it is so hard to get the right moves on it. Also, is Dark Void a legal move on Smeargle in the VGC format? I know that is a common move for Smeargle (since it disables half of the opponent's team), but I'm not sure how you would even get it to learn it. I appreciate your input, shoot me some more detail on Smeargle and I'll definitely add more. Maybe even a whole section since it is such an interesting Pokémon (and one of my favorites). Quote:
And although I'm not sure how much Garchomp will influence the format, I do not think its the best, since there is even more to threaten it with the type coverage available from 2 opponents. I hope to make this article better with your input. Keep it coming.
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Chattanooga Pokémon League Leader
"The ability to destroy a planet is insignificant next to the power of the Force." |
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You wouldn't happen to know some basic Double teams, would ya? (pardon the pun)
I have Metagross, Magnezone, Gyarados, Vaporeon, and I might have Flygon some time in the near future. I do have Gengar, but he's 2wice the level requirement.
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Last edited by PkmnManiac; 05/01/2009 at 12:19 AM. |
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Back to back posts merged. The following information has been added: Quote:
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Simple. When you go to battle Darkrai, save beforehand just in case, like you always would with a legendary. Give Smeargle a Chesto Berry so he can immediately wake up from Dark Void, then use Sketch.
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www.sixprizes.com
TEAM HATTER! ...like a boss Last edited by yoyofsho16; 05/03/2009 at 06:34 AM. Reason: Doublepost Eliminator |
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#20 |
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Entry Harzards are not as good as they are in Singles as they are in VGS Style.
You're only running 4 Pokemon, and most people don't switch out. Common teams like TR also are Resistant to it, and also have Leftovers to heal that 3% damage.
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Aaron Zheng, two time US VGC National Champion, @CybertronVGC
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When do you battle Darkrai? They haven't given out the Member Pass yet. Have they in Japan? Either way, I doubt we will get it in the next month.
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Chattanooga Pokémon League Leader
"The ability to destroy a planet is insignificant next to the power of the Force." |
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Also, can anybody please answer my question? What are some easy double team pkmn to get together?
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Well, given the Pokémon you listed as what you want to use, you have the beginnings of a rain dance team. Let Vaporeon and Gyarados be your Rain Dance setups. Then use accurate thunders with Metagross and Magnezone. Couple Gyarados with Metagross so it can use EQ freely. Feel free to come up with your own strategies based on the article.
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Chattanooga Pokémon League Leader
"The ability to destroy a planet is insignificant next to the power of the Force." |
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1. Yea, say you do a Double Team w/Smeargle and Aipom in PBR or in a free fight. That way you can Sketch.
2. I like the sound of that idea...
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#25 |
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Researching Tower Scientist, Retired
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Very helpful guide. You are missing a few cruicial points that may also help players prepare for the VGS.
Shedinja Saw some use in Japan. 4 pokémon and protect as a common move together with weather moves / trick room heavily limit the attack variety present on teams. If only one of your pokémon can stop Shedinja, you are taking a big gamble. Shedinja tactic is to keep it secret and focus on KOing their pokémon that may have the moves to beat it. Many popular pokémon do not have anti-Shedinja moves, such as Kingdra and Lati@s, so you may well get a clean sweep just with Shedinja. Level 50 EVs EVs work differently to how they do in L100 battles. Instead of 4 EVs = 1 stat point, 8 EVs = 1 stat point. As 504 is a multiple of 8, 6 of your EVs are useless, much like 2 of the EVs in L100 pokémon. In each stat, you are restricted to 255 max EVs. In L100 battles, the last 3 are redundant. In L50 battles, it is the last 7. Putting more than 248 EVs in a stat is waste, like putting more than 252 in L100. If you are aiming to max out two stats like the 252/252/4 spreads in L100, you will need to use 248/248/8. If you put 252 into the stats, the 8 EVs you waste mean you lose out on the final stat point. OK that's a wall of text for a single stat point, but I think it's important to know. And for people who wish to put 4 EVs into speed to outspeed the same pokémon... you need 8 not 4!. L1 Kangaskhan Very similar to Smeargle, but Kangaskhan's Scrappy ability allows it to use Fake Out and Endeavour on the ghosts that counter Smeargle. Kangaskhan and Smeargle share the same minimum speed of 5 points. Kangaskhan doesn't get the sleep moves and every move in the game, but it gets enough to be very useful. Swinub does the same but has snow cloak. the advantages of each need to weighed up if this is a strategy you are considering. Anti-setup Crobat and/or Weavile can get a fast Taunt in to stop Rain Dancers. Anything with Taunt can stop Trick Room because is it is a low priority move. Your taunter may be fake out'd though. Jolteon is a good choice for setting up Rain Dance due to its speed, but it has its own share of vulnerabilities too. Psych Up Share your stat boosts or steal your opponent's. Useful for calm mind and belly drum, or perhaps with swagger. Swagger is a very useful move in Doubles, as little switching occurs and soon they have nothing to switch to anyway. You can swagger your own pokémon that has a persim/lum berry too. Weather bluffing You can put Thunder, Solarbeam, fire moves, water moves on pokémon in a team without weather. Those moves can be used after they set up weather but you didn't have to wait the turn. One team from Japan had a sunny day / solarebeam Ludicolo, that can get the best of either weather. Common Sense Just my opinion here about a few of the points being made. Switching should only occur if you have clear reasons for it, I don't think there is any advantage to entry hazards. That turn you spend on doing very minimal not even instant damage allows them to setup. |
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