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Double battle team critique

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I've recently started to build a double battle team and I'm looking for some critique on this setup.

Mega Garchomp @ Garchompite
Ability: Rough skin
EVs: 252 SAtk / 252 HP
Docile Nature
- Earthquake
- Draco Meteor
- Crunch
- Surf

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 128 Def / 128 SDef
Nature: Calm
- Flamethrower
- Dazzling Gleam
- Psychic
- Roost

Empoleon @ Assault Vest
Ability: Defiant
EVs: 252 Def / 252 SDef
- Ice Beam
- Flash Cannon
- Waterfall
- Drill peck

Typhlosion @ Expert Belt
Ability: Blaze
EVs: 252 Atk / 252 HP
- Eruption
- Thunderpunch
- flamethrower
- Extrasensory

There are only 4 pokemon because I'm trying to follow the battle spot rules for free battles. The first main strategy that I commonly use ingame features an unlikely pair, Togekiss and Garchomp. With mega garchomp's earthquake and togekiss's dazzling Gleam, it is easy to lay down some serious damage in a short amount of time to a wide range of types. Then I also have another strange pair that seem to work increasingly well together, is Empoleon and Typhlosion.
It was quite tricky to setup move sets for these two because I needed them to not kill each other in the process of killing the other team. But when you have move sets that cover there own weaknesses, they can work surprisingly well together. What do you guys think? Should something be changed or adjusted?

asked Feb 22 by Spartan2118

1 Answer

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Yaay!! Double Battles!!

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First, let's look at Mega Garchomp's base stats.

HP 108 / Atk 170 / Def 115 / SAtk 120 / SDef 95 / Spd 92 (Source)

Most people train Garchomp's Spd and Atk, because although the SAtk is high, Atk is way higher (high enough to rank next to some of the most powerful physical attackers in Ubers). So let's run a physical Garchomp set to maximize his offensive potential.

Also, we'll visit his Nature and make it boost its Spd and lower its SAtk, because we won't be using that.

Garchomp @ Garchompite
Ability: Rough Skin
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Dragon Claw
- Earthquake
- Swords Dance
- Rock Slide/Iron Head

With this set, you double his Atk with Swords Dance, boosting his ridiculously high Atk to insane levels. Dragon Claw is your Dragon-type STAB, and Earthquake is your Ground-type STAB. Rock Slide makes good coverage next to Earthquake and hits both of the opponent's Pokemon, or you can run Iron Head to cover Fairies. The only Fairy you would have to worry about outspeeding Garchomp would be scarfed Togekiss, making Iron Head viable. However, I would recommend Rock Slide, as I would probably switch if I saw a Togekiss coming at Garchomp. Empoleon covers your Fairy weakness, so you would have a good option for a switch-in.

Next, let's visit Togekiss's set.

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Isn't Togekiss just adorable? Yeah, it is.

I think a really good set for you to run next to Mega Garchomp would be a paraflinch abuse set. Let's make it look like this:

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 SAtk / 252 HP/ 4 Spd
Modest Nature
- Thunder Wave
- Air Slash
- Aura Sphere
- Roost

Here, you totally abuse the ability Serene Grace as it boosts the likelihood of added effects appearing (e.g., flinching when hit with Air Slash). Before you start abusing flinching, you paralyze the opponent, giving you an edge on Spd and further decreasing the likelihood that the opponent will be able to move at all. With a Flying-Fighting move core, you will be able to hit all Pokemon with at least neutral damage, meaning nothing will resist Togekiss's attacks, giving you a further edge on a field where more than one Pokemon is there to be reckoned with.

Garchomp and Togekiss only share one weakness-- ICE. Although you will probably not see very many Ice-types at all aside from Mamoswine, Ice Beam is a common move, meaning that this could be a problem. Garchomp is actually 4x weak to Ice. Despite this hindrance, I think these two make a good core. Just play smart and know when to anticipate an Ice-type attack.


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Empoleon has both bulky and offensive potential. I say we invest in both!

Empoleon @ Leftovers
Ability: Defiant (Torrent is fine, if you can't access the Hidden Ability)
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Mud Sport/Protect
- Scald
- Aqua Ring
- Flash Cannon

This is your new bulky Empoleon. Leftovers with Aqua Ring means it's restoring 12% of its HP each turn. Scald has a chance to burn the opponent, halving their Atk, making your bulk just that much more effective. Flash Cannon is STAB and mostly for Fairies, because you need coverage for Garchomp. Also, it completely absorbs Poison-type moves and resists Rock-types for Togekiss, making Empoleon a valuable member of your team. It even resists Ice, helping both Garchomp and Togekiss further. The problem is that Empoleon shares an Electric weakness with Togekiss. To fix this problem, we'll run Mud Sport to halve Electric-type moves' power, but you could also run Protect to heal for a turn, because Garchomp's Ground typing means it absorbs Electric moves. Empoleon is a valuable member of your team because it could work next to either Garchomp or Togekiss if one of them were to get KO'd before the other. Togekiss also absorbs Fighting-type attacks for Empoleon. Together, these three Pokemon resist everything at least once. This sort of balance embodies what double battles are all about!

Next, you've got Typhlosion as Empoleon's partner.

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Typlosion actually has a lot of weaknesses in common with its partners, meaning that it is not as useful to your team as Empoleon, for example. I would consider switching Typhlosion for a Pokemon that can support its teammates better. Something else that Garchomp can Earthquake with could be nice, and the Pokemon I'm thinking of is also immune to Fighting-types...

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Gengar @ Black Slude
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
- Substitute
- Disable
- Shadow Ball
- Sludge Bomb

This is a subbing-disable Gengar set. You can Substitute so it doesn't hit you and then disable a move that would be supereffective against the other teammates, like Ice Beam. Using this set requires prediction skill, but it would suit your team well! Also, Gengar's Levitate means Garchomp can quake away without having to worry about his partner.


Let me know if I can help you out in any way! I think I've still got Gastly left over, if you want one with really good IVs. You know to talk to me if you want me to breed you anything. Good luck and have fun, Zach!

answered Feb 22 by Kenzie_Crobat
edited Feb 22 by Kenzie_Crobat
Thanks! I will defiantly use that move set for garchomp, and the setup for empoleon that you recommended. But the para-flinch strategy for togekiss seams a little noob-toobish for my kind of play style; moving on, I was wondering if you could recommend a good setup for togekiss that does not involve that para-flinch technique.
Well, there are three main Togekiss sets people run: paraflinch troll/stall (my personal favorite), special sweeping, and staller defogging. I personally would definitely recommend paraflinching because it allows Garchomp to set up and sweep brutally without giving your opponent the opportunity to clear it off the field quickly, like they will want to do. Besides, every team needs an annoying staller, lol. Paraflinch Togekiss can usually clear at least a couple of Pokemon off the field before it goes down, thanks to Roost and SAtk/HP EVs. If you still don't want to paraflinch, just tell me whether you want a sweeper or defogger and I'll try to cook a set up.
Let me see the sweeper set. I want to see what kind of damage that that can do.
Alright, this is how I would set up a special sweeper Togekiss:

Togekiss @ Choice Scarf
Ability: Serene Grace
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
- Air Slash
- Dazzling Gleam
- Aura Sphere
- Shadow Ball

Scarf it to give it speed. Air Slash for possible flinching and Dazzling Gleam for STAB and hitting both sides of the field. Aura Sphere and Shadow Ball for coverage.

Alternatively, you could run a physical sweeping set, which I had forgotten about.

Togekiss @ Life Orb
Ability: Hustle
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Extreme Speed
- Aerial Ace
- Roost
- Double Edge

This set is less viable in Gen 6 because of the loss of Normal-type STAB. Extreme Speed for priority, Aerial Ace for infinite accuracy and Normal-type STAB, Roost to heal Life Orb recoil, and Double Edge to finish the opponent off without extra recoil.

I'll just go ahead and give you the Defogger set, too:

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 SDef / 4 SAtk
Modest Nature
- Air Slash
- Defog
- Roost
- Protect/Aura Sphere

Air Slash for STAB and flinch abuse, Defog for entry hazards, Roost to heal, and choose Protect or Aura Sphere.
PERFECT!!! that is exactly what I need; thanks!