Spinarak-Man
12th August 2004, 01:08 AM
OK well I've recently been inspired to play some 2v2 as of late... and I'm having a blast with it so far. It's a totally different environment with less Blissey... which makes me happy. :D
Salamence @Leftovers &Intimidate
Timid, 6/0/0/252/252/0
- Dragon Claw
- Fire Blast
- Crunch
- Grass Power
Jumpluff @Lum Berry &Chlorophyll
Timid, 248/0/10/252/0/0
- Sleep Powder
- Encore
- Leech Seed
- Helping Hand
I open with Salamence and Jumpluff. This duo by far has been the most successful element of my team. It literally kicks the shit out of the standard double intimidate openers. Special Salamence rapes the Dragon Dancing alternate while Jumpluff sleeps Gyarados. It also kicks opening ghost/exploders in the ass with a Helping Hand Crunch or a nice Sleep Powder. Same goes for Skill Swap with Slaking. Helping Hand is seriously under-rated and works beautifully on Jumpy. This combo I won't change.
From here on in my team seems to meld a little bit... all four of these guys can work with each other fairly well which is a must in 2v2 in case you lose control of the battle. I'm going to explain them all in one lump I guess.
Clefable (F) @Leftovers &Cute Charm
Bold, 252/0/128/124/6/0
- Calm Mind
- Ice Beam
- Follow Me
- Softboiled
Quagsire @Leftovers &Water Absorb
Brave, 252/68/18/0/0/172
- Curse
- Earthquake
- Seismic Toss/Ice Beam
- Rock Power
Dusclops @Leftovers &Pressure
Impish, 252/0/78/4/0/176
- Will-O-Wisp
- Seismic Toss
- Imprison
- Earthquake
Metagross @Liechi Berry &Clear Body
Adamant, 208/252/0/12/0/38
- Agility
- Meteor Mash
- Rock Power
- Explosion
First off let me say I love Clefable. Follow Me is a great setup move for Metagross as well as anyone else who is low on HP and needs to get in a hit. Calm Mind + Will-O-Wisp is a mini combo that keeps Clefable alive but also gives it sweeping power... something Cosmic Power doesn't do. Ice Beam is a solid move in 2v2... it's SE on a lot of common stuff. After being raped by a Zapdos/Kindgra Rain Dance combo, I added in Water Absorb Quagsire. Most people with explode teams won't attempt an explode on it right off which is a nice bluff and Zapdos + Kingdra can't touch it. Dusclops says no to the Double Quakers which is fun but I'm thinking I can ditch that for a Swift Swim Ludicolo with Leech Seed/Protect/S-Toss/I-BeamorWaterfall set so I'm not screwed versus Rain Dance teams... (they hurt me big time). I still need Zapdos protection so no switch on Quagy. Metagross owns because of its immunity to Intimidate.
Still in the early phases, IMO, but it's a decent start I'd say. Comments and such are welcome. I'd like KKM to take a look at this since he loves 2v2 now and I can see why. ;D
Salamence @Leftovers &Intimidate
Timid, 6/0/0/252/252/0
- Dragon Claw
- Fire Blast
- Crunch
- Grass Power
Jumpluff @Lum Berry &Chlorophyll
Timid, 248/0/10/252/0/0
- Sleep Powder
- Encore
- Leech Seed
- Helping Hand
I open with Salamence and Jumpluff. This duo by far has been the most successful element of my team. It literally kicks the shit out of the standard double intimidate openers. Special Salamence rapes the Dragon Dancing alternate while Jumpluff sleeps Gyarados. It also kicks opening ghost/exploders in the ass with a Helping Hand Crunch or a nice Sleep Powder. Same goes for Skill Swap with Slaking. Helping Hand is seriously under-rated and works beautifully on Jumpy. This combo I won't change.
From here on in my team seems to meld a little bit... all four of these guys can work with each other fairly well which is a must in 2v2 in case you lose control of the battle. I'm going to explain them all in one lump I guess.
Clefable (F) @Leftovers &Cute Charm
Bold, 252/0/128/124/6/0
- Calm Mind
- Ice Beam
- Follow Me
- Softboiled
Quagsire @Leftovers &Water Absorb
Brave, 252/68/18/0/0/172
- Curse
- Earthquake
- Seismic Toss/Ice Beam
- Rock Power
Dusclops @Leftovers &Pressure
Impish, 252/0/78/4/0/176
- Will-O-Wisp
- Seismic Toss
- Imprison
- Earthquake
Metagross @Liechi Berry &Clear Body
Adamant, 208/252/0/12/0/38
- Agility
- Meteor Mash
- Rock Power
- Explosion
First off let me say I love Clefable. Follow Me is a great setup move for Metagross as well as anyone else who is low on HP and needs to get in a hit. Calm Mind + Will-O-Wisp is a mini combo that keeps Clefable alive but also gives it sweeping power... something Cosmic Power doesn't do. Ice Beam is a solid move in 2v2... it's SE on a lot of common stuff. After being raped by a Zapdos/Kindgra Rain Dance combo, I added in Water Absorb Quagsire. Most people with explode teams won't attempt an explode on it right off which is a nice bluff and Zapdos + Kingdra can't touch it. Dusclops says no to the Double Quakers which is fun but I'm thinking I can ditch that for a Swift Swim Ludicolo with Leech Seed/Protect/S-Toss/I-BeamorWaterfall set so I'm not screwed versus Rain Dance teams... (they hurt me big time). I still need Zapdos protection so no switch on Quagy. Metagross owns because of its immunity to Intimidate.
Still in the early phases, IMO, but it's a decent start I'd say. Comments and such are welcome. I'd like KKM to take a look at this since he loves 2v2 now and I can see why. ;D