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GS Cup (Tournament Rules; Double Battles)

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Post by Quail Tue Jun 22, 2010 11:20 pm

Taken from the official rules page at http://www.pokemonvgc.com/en/regulations.php wrote:GS Cup (Tournament Rules; Double Battles) Subtitle_reg3
Each match is played using the Pokémon Communication Club Coliseum, found on the top floor of the Pokémon Center in Pokémon HeartGold and Pokémon SoulSilver Versions. The tournament will use the GS Cup rules set, with some additional restrictions.

* Each player uses four Pokémon during the battle, and sends out two Pokémon at a time.
* The Flat Battle rules have an auto-level feature, which sets all Pokémon that are above level 50 down to level 50 for the duration of the battle with the following parameters:
*
o Each Pokémon retains all of the moves that it knew before being auto-leveled
o Pokémon that evolve after level 50 do not devolve when auto-leveled
o Pokémon below level 50 remain at their actual level rather than being auto-leveled up to level 50 for the battle
o The Pokémon's stats are adjusted to what its level 50 stats would be
* A player's team may not contain two Pokémon with the same National Pokédex number.
* Each Pokémon on a player's team may use held items, though no two Pokémon may hold the same item during battle. Allowed items include held items from Pokémon HeartGold and SoulSilver Versions as well as from earlier video games, including Berries 1-64. The Soul Dew item may not be used.
* Players may not enter two Pokémon with the same nickname.
* Players may not enter a Pokémon nicknamed with the name of another Pokémon character (for example, a Lucario nicknamed "Spiritomb").
* Players found to have inappropriate/offensive Trainer names or Pokémon nicknames, as determined by the event staff, will be disqualified from the event.

GS Cup (Tournament Rules; Double Battles) Subtitle_reg4
Players may use Pokémon found in the Pokémon HeartGold and Pokémon SoulSilver Versions National Pokédex, from 001 to 493, including those Pokémon imported from earlier video games, with the exception of the Pokémon listed below.
Ineligible Pokémon

The following Pokémon NOT eligible for use in the tournament:

151 - Mew
251 - Celebi
385 - Jirachi
386 - Deoxys
489 - Phione
490 - Manaphy
491 - Darkrai
492 - Shaymin
493 - Arceus
Restricted Pokémon

During battle, a player's team of four Pokémon may not have more than two Pokémon from the list below. A player's Team Information Sheet may contain up to four Pokémon from the list below, as long as two non-restricted Pokémon are also listed on the sheet.

150 - Mewtwo
249 - Lugia
250 - Ho-Oh
382 - Kyogre
383 - Groudon
384 - Rayquaza
483 - Dialga
484 - Palkia
487 - Giratina
Move Restrictions

Pokémon may only use moves (including those learned in an earlier video game) that have been learned through one of the following methods:

* By leveling up
* By TM or HM
* As an Egg move, through breeding
* From a Move Tutor
* Already learned by a Pokémon that was received at an official Pokémon event or promotion
* Already learned by a Pokémon that was received from another Pokémon game (such as the Pikachu that knows Surf from Pokémon Battle Revolution)
* By Smeargle's "Sketch" move (limited to the above moves learned by Pokémon from 001 to 493)
_______________________________________________

Post any teams you have created/have thought up for this and critique others'.

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Post by Quail Tue Jun 22, 2010 11:20 pm

My team (untested as of now, save for Dusknoir and Rhyperior):

Four Walls:

Dusknoir @ Leftovers
Ability: Pressure
Impish Nature (will become Relaxed when I breed a new one)
EVs: 252 HP/52 Def/204 SDef (Bonus 31 IVs in both defenses)
-Trick Room
-Shadow Punch
-Pain Split
-Will-o-wisp

Rhyperior @ Passho Berry
Ability: Solid Rock
Brave Nature
EVs: 252 HP/80 Atk/176 Def
-Stone Edge
-Dig
-Megahorn
-Protect

Blissey @ King's Rock
Ability: Serene Grace
Relaxed Nature
EVs: 252 HP/252 Def/4 SDef
-Soft Boiled
-Psych Up
-Light Screen
-Rock Slide

Snorlax @ Chesto Berry
Ability: Thick Fat
Sassy Nature
EVs: 168 HP/120 Def/220 SDef
-Curse
-Return
-Rest
-Fire Punch


Being that this is a double battle team, Trick Room really shines here. All four of the Pokemon are walls, meaning that they're slow, with Trick Room in effect their play style can totally change.

Dusknoir is the main support, setting up Trick Room his first turn, while Blissey sets up Light Screen to increase the already ridiculous Special Defenses both of them have.

Next turn Dusknoir burns one of the opponents, cutting their Attack in half and increasing Dusknoirs now balanced out Defenses, while also reducing the main threat to Blissey. Blissey, having ridiculously low Attack isn't much of a physical threat, but with Serene Grace, King's Rock, and Rock Slide (30% chance to flinch; both opponents hit) she basically becomes a para-flinch Togekiss without the need to paralyze (due to Trick Room) and while also hitting both opponents. This is repeated the next turn to burn the other opponent.

With that, two turns of Trick Room and Light Screen have gone by. The remaining three turns are taken up by Shadow Punch (Pain Split/Will-o-wisp if needed) and Rock Slide (Softboiled if needed).

After Trick Room and Light Screen's effects have vanished, both Pokemon set up them again. With both opponents burned and the moves renewed, it's safe to switch out Dusknoir for Snorlax (assuming Dusknoir hasn't already fainted). Snorlax uses Curse to up its Attack and Defense while lowering its unneeded Speed. After Curse is used (undefined amount of times) Blissey uses Psych Up to copy Snorlax's stat changes (allowing Rock Slide to do a bit more damage and further decreasing the threat of physical attacks).

Both Pokemon stay out as long as they can. Snorlax using Return/Fire Punch accordingly (and an instant recovery Rest due to Chesto Berry) while Blissey continues to flinch opponents using Rock Slide and the occasional Softboiled if needed.

Assuming Snorlax has fainted first and the battle is still not over, Dusknoir returns if also not fainted to set up Trick Room again along side Blissey's Light Screen. Once set up Dusknoir is replaced by Rhyperior. Rhyperior having 4x weakness to both Grass and Water, (generally both special moves, he can also take the physical ones) will thrive off Blissey's Light Screen. The battle continues as any other one would.

I'm expecting this team to either destroy, or fall flat on its face. Comments appreciated.

Inb4PhilandCobstudymyteamandmakeacounterteam


Last edited by FerretFox41 on Wed Jun 23, 2010 9:14 am; edited 1 time in total (Reason for editing : ... You said Paint Split.)
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Post by ethan06 Wed Jun 23, 2010 6:01 am

Why does Rhyperior have Dig over Earthquake? If you're going to mention hitting your team member too, well, they're all walls, and it's always good to have at least one Pokémon with Protect on a doubles team.
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Post by FerretFox41 Wed Jun 23, 2010 9:22 am

Why in the world did you choose to go with a Physical-based Serene Grace Blissey?

A lot of people choose to give status in doubles, and getting Toxic'ed on Blissey could totally ruin that for you. Sure, you can keep Softboiling up, but eventually, you'll die from it. If you give it Natural Cure, and, say, Flamethrower, and you'll do more damage from it with Blissey's higher Special Attack.
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Post by TheGoldenFerret Wed Jun 23, 2010 10:47 am

I'd imagine it'd be for flinching purposes being able to go first in trick room and whatnot

EDIT: and the reason paraflinch togekiss uses paralyzes isn't always for going first... it's also for giving the opponent even less of a chance to attack, figuring he doesn't flicnh he still wont attack from paralysis giving him a... i think.... only a 1/16th chance of attacking

EDIT AGAIN: oh and i also must say that raising blisseys special defense is quite pointless, because most people when competitive battling know that u don't attack blissey with a special attack and go right for the physical and by that point leaves blissey deafeted fast also having no room to use psyche up, so i'd change either light screen or psyche up for reflect and/or sweet kiss since your basing your blissey as a praflinch togekiss, sweet kiss confuses instead of paralyzes so trick room wouldn't be useless at that point
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Post by Quail Wed Jun 23, 2010 5:16 pm

ethan06 wrote:Why does Rhyperior have Dig over Earthquake? If you're going to mention hitting your team member too, well, they're all walls, and it's always good to have at least one Pokémon with Protect on a doubles team.

I've tested this before and Dig can usually OHKO anything that isn't a wall and has resistance to ground. Dig helps with being a staller and avoiding the two 4x weaknesses that can destroy Rhyperior.

FerretFox41 wrote:Why in the world did you choose to go with a Physical-based Serene Grace Blissey?

A lot of people choose to give status in doubles, and getting Toxic'ed on Blissey could totally ruin that for you. Sure, you can keep Softboiling up, but eventually, you'll die from it. If you give it Natural Cure, and, say, Flamethrower, and you'll do more damage from it with Blissey's higher Special Attack.

This Blissey isn't used for dealing damage, it's used for flinching and stalling. Snorlax/Rhyperior will be the ones dealing damage while Blissey helps prevent the opponents from attacking. As far as the threat of Toxic goes, I was thinking of possibly substituting Psych Up for Heal Bell/Aromatherapy/Safeguard.

TheGoldenFerret wrote:I'd imagine it'd be for flinching purposes being able to go first in trick room and whatnot

EDIT: and the reason paraflinch togekiss uses paralyzes isn't always for going first... it's also for giving the opponent even less of a chance to attack, figuring he doesn't flicnh he still wont attack from paralysis giving him a... i think.... only a 1/16th chance of attacking

EDIT AGAIN: oh and i also must say that raising blisseys special defense is quite pointless, because most people when competitive battling know that u don't attack blissey with a special attack and go right for the physical and by that point leaves blissey deafeted fast also having no room to use psyche up, so i'd change either light screen or psyche up for reflect and/or sweet kiss since your basing your blissey as a praflinch togekiss, sweet kiss confuses instead of paralyzes so trick room wouldn't be useless at that point
Even without Paralysis, Rock Slide hits both opponents and give's them only a 20% chance each to attack.
Light Screen not only raises Blissey's Special Defense, but also the team's. Meaning Dusknoir will be able to take more Shadow Balls and Dark Pulses, Blissey will be able to take any possible Focus Blasts from special sweepers, same goes for Snorlax, and last the main reason, Rhyperior will be able to withstand its crippling weaknesses and low Special Defense.
Also Blissey can't learn Reflect.
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Post by ethan06 Thu Jun 24, 2010 4:43 am

Quail wrote:
ethan06 wrote:Why does Rhyperior have Dig over Earthquake? If you're going to mention hitting your team member too, well, they're all walls, and it's always good to have at least one Pokémon with Protect on a doubles team.

I've tested this before and Dig can usually OHKO anything that isn't a wall and has resistance to ground. Dig helps with being a staller and avoiding the two 4x weaknesses that can destroy Rhyperior.

Dig is a two-turn move. Usually when people see you use it, they'll switch out to their resident Skarmory/Yanmega/Bronzong/other Flying-type/Levitator, and that's a turn wasted. And they now know that you don't pack Earthquake.
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Post by TheGoldenFerret Thu Jun 24, 2010 11:01 am

ethan06 wrote:
Quail wrote:
ethan06 wrote:Why does Rhyperior have Dig over Earthquake? If you're going to mention hitting your team member too, well, they're all walls, and it's always good to have at least one Pokémon with Protect on a doubles team.

I've tested this before and Dig can usually OHKO anything that isn't a wall and has resistance to ground. Dig helps with being a staller and avoiding the two 4x weaknesses that can destroy Rhyperior.

Dig is a two-turn move. Usually when people see you use it, they'll switch out to their resident Skarmory/Yanmega/Bronzong/other Flying-type/Levitator, and that's a turn wasted. And they now know that you don't pack Earthquake.

In a double battle though there are two targets, and if you know how to play your strengths carefully, you could either sucsessfully use the dig or anticipate the changeout of a pokemon at which point you should have an easy way to counter it by ganging up on it
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Post by Quail Thu Jun 24, 2010 4:58 pm

ethan06 wrote:
Quail wrote:
ethan06 wrote:Why does Rhyperior have Dig over Earthquake? If you're going to mention hitting your team member too, well, they're all walls, and it's always good to have at least one Pokémon with Protect on a doubles team.

I've tested this before and Dig can usually OHKO anything that isn't a wall and has resistance to ground. Dig helps with being a staller and avoiding the two 4x weaknesses that can destroy Rhyperior.

Dig is a two-turn move. Usually when people see you use it, they'll switch out to their resident Skarmory/Yanmega/Bronzong/other Flying-type/Levitator, and that's a turn wasted. And they now know that you don't pack Earthquake.

Rock Slide should help take out any flying types, if not, then there's still Fire Punch for Skarmory, Yanmega, and Bronzong, as well as Shadow Punch for any Levitating Ghost Types.

Also Skarmory barely poses any thread in double battles, in addition Yanmega doesn't pose much of a threat due to Trick Room.
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Post by ethan06 Fri Jun 25, 2010 5:47 am

It's still a turn wasted and a move scouted. But good point.
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