Brown
03-10-2009, 06:46 PM
Double Battle tournament next week at my school. 4 on 4 double battles.
The team I made is a sunny day team, a potent one at that with crazy [origional?] natures/combos. The only problem I have is Cherrim or Bellossom
Starters:
Dusknoir (Huggie) @Lefties
Impish - 252 Hp 252 Def
Sunny Day - Helping Hand (XD Traded)
Fire Punch - Shadow Sneak
Shifty (RaveSpree) @??? (power orb?)
Quiet 252 Attack 252 S. Attack
Fake Out - Solar Beam
Dark Pulse - Explosion
Pretty standard doubles lead, with a bit of a twist if you ask me.
Hugs sunny days first turn whilst Rave fliches anything that may stop me right away. Then depending on the situation I may beat down or helping hand + Explosion for the double kill, ideally. Trading my duskul from XD was brilliant, helping hand on a ghost is like, elation! O_O
Back Up:
Infernape @hoice Scarf
Brave 252 attack 252 S. Attack
Heat Wave - Close Combate
Stone Edge - Fire Blitz
It sounds silly to run two fire attacks, little lone a special attack on a clear physical attacker, but heat wave hits both opponents. Sunny Day + Helping Hand = Heat Wave Pain, ideally. So yeah. Brave ups his attack but lowers speed, but he's scarfed so I figure he'll be able to out run everything. Am I over estimating teh scarf?
Bellossom/Cherrim @Focus Sash
Modest/Timid 252 speed 252 S. Attack
B: Sleep powder - Helping Hand - Solarbeam - protect/attract
C: Protect - Helping Hand - Solarbeam - attract/grass whilstle
I don't know to either go with chrrium and give my team stat boosts or go with bellossom to be awesome stand alone. What do you guys think? Both serve the purpose of pimping their friend for the kill or spaming solar beam. Attract/Sleep moves are their for tech. as well as the protects.
The team I made is a sunny day team, a potent one at that with crazy [origional?] natures/combos. The only problem I have is Cherrim or Bellossom
Starters:
Dusknoir (Huggie) @Lefties
Impish - 252 Hp 252 Def
Sunny Day - Helping Hand (XD Traded)
Fire Punch - Shadow Sneak
Shifty (RaveSpree) @??? (power orb?)
Quiet 252 Attack 252 S. Attack
Fake Out - Solar Beam
Dark Pulse - Explosion
Pretty standard doubles lead, with a bit of a twist if you ask me.
Hugs sunny days first turn whilst Rave fliches anything that may stop me right away. Then depending on the situation I may beat down or helping hand + Explosion for the double kill, ideally. Trading my duskul from XD was brilliant, helping hand on a ghost is like, elation! O_O
Back Up:
Infernape @hoice Scarf
Brave 252 attack 252 S. Attack
Heat Wave - Close Combate
Stone Edge - Fire Blitz
It sounds silly to run two fire attacks, little lone a special attack on a clear physical attacker, but heat wave hits both opponents. Sunny Day + Helping Hand = Heat Wave Pain, ideally. So yeah. Brave ups his attack but lowers speed, but he's scarfed so I figure he'll be able to out run everything. Am I over estimating teh scarf?
Bellossom/Cherrim @Focus Sash
Modest/Timid 252 speed 252 S. Attack
B: Sleep powder - Helping Hand - Solarbeam - protect/attract
C: Protect - Helping Hand - Solarbeam - attract/grass whilstle
I don't know to either go with chrrium and give my team stat boosts or go with bellossom to be awesome stand alone. What do you guys think? Both serve the purpose of pimping their friend for the kill or spaming solar beam. Attract/Sleep moves are their for tech. as well as the protects.