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I've been thinking about a strategy for Double Battles for quite some time now, and I think I've come up with a pretty good way to do it. So here's my team so far:

Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Mimic
- Hone Claws
- Shadow Sneak
- X-Scissor

Audino @ Choice Scarf
Ability: Klutz
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Entrainment

Tauros (M) @ Expert Belt
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Return
- Earthquake
- Zen Headbutt
- Outrage

Basically Audino uses Entrainment, and then Shedinja Mimics it. Then Shedinja switches to Tauros and Wonder Guard Audino uses Entrainment again. Could this work, assuming Shedinja doesn't get KO'ed?

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-5, damn guys. Save it for the pointless/stupid questions.
Unnecessary provocation.
Wow 5 down votes, this may not be the best strategy in the world but it's still a little harsh down voting him 5 times, all he did was ask the question "would it work?", a simple "no" would of been suffice :/
I feel so bad about myself now. :(
Well, now I know what not to do!
Unnecessary provocation.

2 Answers

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And then a Fighting type ruins all your hard work.

To be honest, most Shedinja strategies are devastating when pulled off, however, this particular one is incredibly weak to Fighting, especially as many have taken to using Knock Off to hurt Ghosts (and therefore Shedinja.) Also, Shedinja can be Pursuited. So, whilst it could work, it probably won't.

Note: Don't use Outrage in Doubles, you can't control the target.

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To be completely honest this looks like DT's triples strategy of Mimic Porygon2 and Shedinja, and Shedinja gets T-Waved by something else, while Shedinja Mimics Conversion2, becoming Electric type, immune to status, immune to everything but weather (I assume he had Safety Goggles so that's null) and any non-ground move.
What happens there: Shedinja becomes electric type with Wonder Guard

You look like you want to transfer Wonder Guard, so I'll suggest a better strategy. Replace Tauros with Spiritomb, and Entrain Spiritomb to have Wonder Guard since its NU, and barely any viable Fairy types exist in NU outside of Granbull, Carbink (lol), Dedenne (No Special Fairy Move, but it gets Play Rough), Mr Mime, and Wigglytuff. Slurpuff got banned iirc.

A Spiritomb with Wonder Guard only gets hit by fairy, and isn't even likely KO'd unless its Band Granbull.
0 Atk Granbull Play Rough vs. 252 HP / 0 Def Spiritomb: 212-252 (69.7 - 82.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Granbull Play Rough vs. 252 HP / 132 Def Spiritomb: 254-300 (83.5 - 98.6%) -- guaranteed 2HKO after Leftovers recovery

Ouchies, but here's the thing, you can run Steelix beside our pal Spiritomb and carry Protect on Spiritomb like everyone carries Protect in doubles for that reason.

Source(s): Been around since gen 3 and they were abusing WonderEye, which was hacked Sableye + Wonder Guard which before gen 6, had no weakness. Then with Gen 4 came WonderTomb.
The damage calc for calcs obviously.

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