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Behind the Veil: BW2 Double Illusion

Discussion in 'Older Gen RMT' started by loco1234, Jan 27, 2013.

  1. loco1234


    Hello there Serebii! I know Double Illusion really does NOT seem viable since it forces using Zorua in UU, which benefits you not at all anyway.... Or does it? Enter the biggest disaster since the beginning of the CAP project BW CAP4, Aurumoth the Gold Standard Pokemon! The CAP tier probably needs some explaining, but I'll stick that in a Spoiler tag just in case you do actually know it.

    The CAP tier is the greatest thing to happen to PS sort of like OU, really. The only difference between CAP and OU are the 15 additional Pokemon designed by the good folks at Smogon's Create-A-Pokemon project, each created with a specific purpose in mind. I'll list all 15, their typing and their purpose here for the benefit of those unfamiliar:

    DPPT CAP1: Syclant
    Typing: Ice/Bug
    Purpose: Syclant was designed to be a powerful but frail mixed sweeper, but it's most often seen running a Tail Glow set on Hail teams. It's seriously dangerous under hail with a blazing Base 121 Spe and +3 Swift-accuracy STAB Blizzards at its disposal AND its signature ability Mountaineer gives it an immunity to Rock on the switch, but ONLY on the switch. This includes Stealth Rock.

    DPPT CAP2: Revenankh
    Typing: Ghost/Fighting
    Purpose: Revenankh is meant to abuse Bulk Up to the fullest. It isn't terribly fast but with Bulk Up boosting its Def and a solid Base 110 SpD it's pretty solid defensively. Its STABs are unresisted (this was intentional). It's mainly used as a Bulk Up attacker and it's without question the best spinblocker available.

    DPPT CAP3: Pyroak
    Typing: Grass/Fire
    Purpose: Pyroak's a bulky SubSeeder first and foremost, but while its offenses may be a bit lacking STAB Wood Hammer and Flare Blitz plus Rock Head is still really strong. The best set for it in my experience is one combining the two, SubSeeding and then proceeding to pound away from behind the sub with Flare Blitz and Wood Hammer.

    DPPT CAP4: Fidgit
    Typing: Ground/Poison
    Purpose: Fidgit is a utility Pokemon that's reasonably fast at Base 105 with a respectable Base 109 Def as well. It's a supporter and one of the best hazard setters available to a CAP team. Although Deo-D is probably better. It also gets a signature ability, Persistent, which makes Gravity, Heal Block, Trick Room, Safeguard and Tailwind's effects stick around for 2 more turns.

    DPPT CAP5: Stratagem
    Typing: Rock
    Purpose: Stratagem was supposed to go against the stereotypes of its typing and with Rock generally associated with physical and a general lack of Spe, we have here a very fast Special attacker. Instead of a signature ability, this one has a signature MOVE, Paleo Wave. 100% Atk, 85 Base Power and a 20% chance to lower the opponent's Atk. And of course, it's Rock-type and Special.

    DPPT CAP6: Arghonaut
    Typing: Water/Fighting
    Purpose: Arghonaut is meant to handle physical sweepers. It's got a number of ways to do that too. First off, it has great Def and HP. It's got access to Recover, and it has Unaware, which is awesome. It also gets Roar, so even though it ignores boosts it can also get rid of them for its teammates.

    DPPT CAP7: Kitsunoh
    Typing: Ghost/Steel
    Purpose: Kitsunoh is the ultimate scout. It's pretty good at that with Frisk and U-Turn, but Kitsunoh's best asset is the switches it forces. Base 110 Spe and 103 Atk are both pretty good and Kitsunoh gets perfect neutral coverage with Close Combat and its signature move ShadowStrike. With 80 Base Power and 95% accuracy, it's not bad even without the 50% chance for a Def drop.

    DPPT CAP8: Cyclohm
    Typing: Electric/Dragon
    Purpose: Cyclohm is really straightforward. It has great Def and Slack Off, making it very nice on the physically-defensive end, but its offense is Special. And Base 112 SpA is pretty good. Cyclohm also boasts awesome Base 108 HP. It's a royal pain to break physically and it can do a lot of damage in the meantime.

    DPPT CAP9: Colossoil
    Typing: Ground/Dark
    Purpose: Colossoil is meant to really hurt everything that doesn't use direct attacks. Base 133 HP and Base 122 Atk are its selling points. The rest of its stats are pretty poor, except Spe which is a passable Base 95. It runs Scarf sets fairly often.

    DPPT CAP10: Krilowatt
    Typing: Electric/Water
    Purpose: Krilowatt's a utility counter. It has absolutely insane coverage, for starters. Then we add in Magic Guard, quite possibly the best ability there is. A massive Base 151 HP stat and a respectable Base 105 Spe stat with passable Base 83 SpA and the moves to use it.

    DPPT CAP11: Voodoom
    Typing: Fighting/Dark
    Purpose: Voodoom is a Special attacker meant to be "the perfect partner" to one specific Pokemon, Zapdos. And it is a VERY good partner to Zapdos. But you most likely won't ever see it without a Zapdos around. Base 110 Spe and Base 105 SpA are its strong points, and Lightningrod helps that offense. Or Volt Absorb, for survivability, but either way it's an Electric immunity to boot.

    BW CAP1: Tomohawk
    Typing: Flying/Fighting
    Purpose: Tomohawk exists for momentum. And it is GOOD at what it does. Prankster Roost keeps it around. It gets Hurricane and Aura Sphere, plus U-Turn. It gets Taunt. It can pass Subs. It can Toxic stall. If you want to use it as a physical tank it has Intimidate. It also gets Rapid Spin and Stealth Rock. I mostly see an Intimidate set in the Rain that abuses Hurricane a bloody lot.

    BW CAP2: Necturna
    Typing: Grass/Ghost
    Purpose: Necturna has Base 120 Atk and SpD, but a meh Base 81 Spe and a pitiful Base 64 HP. The main reason to use it? Sketch. Necturna gets it once, and as such it can do pretty much anything. It can be incredibly dangerous if its set is made right.

    BW CAP3: Mollux
    Typing: Fire/Poison
    Purpose: Mollux does 2 things. It uses awful typing to its advantage and it abuses the wrong weather. Mollux HATES the sun, but under the rain.... It gets Dry Skin. It gets Thunder. It gets Recover. It gets Toxic Spikes. Mollux doesn't have the movepool to go full Rain offensive despite a massive Base 131 SpA, but Thunder is still fantastic. It's a great supporter though, and often carries Air Balloons.

    BW CAP4: Aurumoth
    Typing: Bug/Psychic
    Purpose: Aurumoth is SUPPOSED to be risky. That turned out poorly. But it's still a great Pokemon. The 3 "risky" abilities to choose from are Illusion, No Guard and Weak Armor. Weak Armor's the only real risk there. I still say it needed Reckless and recoil moves, but whatever. It has the highest BST of all the CAPmons at 600 and great mixed 120/117 offenses. And it has a godly movepool too, if you're using it Specially. Physically, you're stuck with Megahorn, Close Combat and Zen Headbutt.

    And with that out of the way, on to the team.


    Zoroark @ Life Orb
    Trait: Illusion
    Timid Nature
    EVs: 4 HP / 252 SpA / 252 Spe
    - Nasty Plot
    - Dark Pulse
    - Flamethrower
    - Focus Blast

    Zoroark is so much fun. And with Aurumoth on board, the fun is doubled. Is that Heatran Zoroark? Or maybe it's Aurumoth? Or possibly it really IS a Heatran? Better hope you guess right, a mistake could easily be fatal... Nasty Plot Zoroark also gets solid neutral coverage and just really hurts things once it gets a boost off. Dark Pulse gets STAB, pumping it up to match Focus Miss. Flamethrower roasts the Steels Haxorus has to be careful of, and a Zoroark in disguise as Haxy can really do that well. Hello Ferrothorn! Guess what? No Outrage here! Focus Miss handles Dark-types that want to be annoying and also deals nicely with Ice and Rock-types.


    Aurumoth @ Life Orb
    Trait: Illusion
    Jolly Nature (+Spe, -SpA)
    EVs: 104 HP / 252 Atk / 152 Spe
    - Dragon Dance
    - Megahorn
    - Zen Headbutt
    - Overheat

    My second Illusioner and the physical one of the pair. Aurumoth also has a really useful 4x Fighting resistance, which Zoroark greatly appreciates. I'm not really sure why they decided Aurumoth should get Dragon Dance, but it has it and it needs it for the physical set. Aurumoth isn't the fastest thing in the world. But this can come in disguised as Haxorus and scare the flub outta just about anything that isn't Steel, which then gets roasted by Overheat. I'm using that over CC because it hits Ferrothorn, Skarmory and Kitsunoh really hard and because Megahorn handles Darks just fine. I miss out on Heatran though. This disguised as Haxorus can usually pick up a quick KO on their Steel, which is nice and once it's gone Haxorus can rampage with Outrage. Nothing enjoys a neutral hit off Haxy's Outrage. But back to Aurumoth. Megahorn hammers opposing Dark and Psychic-types, and Zen Headbutt is for the Fighting-types Zoroark hates. Overheat can also deal with the Bugs, but I prefer to let Heatran do that. The Spe EVs let it outrun what it needs to at +1, maximized Atk is pretty obvious and I dumped the rest into HP for overall bulk.


    Heatran @ Air Balloon
    Trait: Flash Fire
    Timid Nature (+Spe, -Atk)
    EVs: 4 HP / 252 SpA / 252 Spe
    - Flame Charge
    - Fire Blast
    - Earth Power
    - Hidden Power Ice

    I love this Heatran. Spe is its only meh stat, and one Flame Charge fixes that right up. Fire Blast gets STAB and roasts the Bug-types that threaten both Zoroark and Aurumoth. Earth Power is primarily for opposing Heatran, but it does a real number on a good amount of CAP as well as quite a bit of OU. Its main targets are Heatran and Mollux though. Hidden Power Ice is for opposing Dragons and Gliscor. Heatran also makes a nice answer to opposing Aurumoth that don't carry Hydro Pump/Close Combat. Physical Overheat sets like the one I run are pretty much completely walled.


    Haxorus @ Choice Band
    Trait: Mold Breaker
    Adamant Nature (+Atk, -SpA)
    EVs: 36 HP / 252 Atk / 220 Spe
    - Outrage
    - Earthquake
    - Brick Break
    - Dragon Claw

    Classic Choice Band Haxorus. 648 Atk is TERRIFYING. STAB Outrage is even scarier. Haxorus and Aurumoth go together like peanut butter and marshmallow cream (Fluffernutters FTW!!). Aurumoth disguised as DD Haxorus lures in those Steels that would stop my Haxorus's sweep, and once that Steel is gone, Haxorus can usually clean up. Sometimes they have more than 1 Steel, and Aurumoth can only get 1, which is where the other moves come in. Earthquake and Brick Break hit various opposing Steels, with the exception of Skarmory. Dragon Claw is here for when I need Dragon without being locked in, but I never actually used it in testing.


    Arghonaut @ Leftovers
    Trait: Unaware
    Impish Nature (+Def, -SpA)
    EVs: 252 HP / 4 Atk / 252 Def
    - Recover
    - Waterfall
    - Low Kick
    - Roar

    Arghonaut is a great physical wall. The combination of Unaware and Recover served Quagsire well, and Arghonaut does it even better. Waterfall gets STAB and actually hurts things surprisingly badly even with such small Atk investment. Low Kick is here to hurt heavier opponents and stuff that resists Waterfall, and Roar is for getting rid of boosts if needed and just removing things I can't deal with, like Mollux.


    Xatu @ Leftovers
    Trait: Magic Bounce
    Calm Nature (+SpD, -Atk)
    EVs: 248 HP / 204 SpD / 56 Spe
    - Roost
    - Heat Wave
    - Thunder Wave
    - U-Turn

    Xatu is here for team support. It's also the only SpD I have on this entire team, which has been slightly problematic but not as much as I had expected. I run no hazards of my own, but Xatu can, with good prediction, both deny my opponent theirs and give me some to work with. Roost prolongs Xatu's life and this reliable recovery is one advantage over Espeon. Heat Wave is for beating Forretress and Ferrothorn, especially Ferrothorn. Thunder Wave is for making Haxorus's job easier, and U-Turn gets me out. Xatu makes a nice Illusion bluff too, since no one wants to leave their spiker in against a Magic Bouncer. It gives me a free turn to boost and those boosts can easily be turned into a sweep. Xatu absolutely blew me away with its performance on this team. I've used it before and I know it's great if it's used right, but I was a bit concerned about it in the CAP metagame. I didn't need to worry though - it did great. And there's nothing Fidgit can do to it either.​
  2. justinjiaxinghu

    justinjiaxinghu class on my back

    I suppose you're going to use this for the CAP tier in Showdown? (I'm not that great at CAP but oh well)
    A threat I see here is Tomohawk, if it can predict perfectly...
    It can deal massive amounts of damage to 3 of your pokes, and if one hit lands, the illusion is gone...food for thought.
  3. loco1234


    Yep! CAP's my favorite tier xD

    Ergh.... Tomohawk has been the bane of this team. I've seen two so far, neither was in particularly good hands and I was able to work around them but they still gave me fits. I kinda wanted to stick a Krilowatt in to deal with it, but I'm not really sure where to put it.
  4. justinjiaxinghu

    justinjiaxinghu class on my back

    Haha ok made my own team on CAP...its a Rain team and it has Tomohawwwwk!
  5. Soul_Fly

    Soul_Fly Well-Known Member

    Only one Advice. On Haxorus Drop The Band and Fit in Dragon Dance there. Dragon/Fight already gets flawless coverage. You're using Dragon Claw so I assume You don't want to be locked into Outrage but It's wouldn't matter 9/10 times as Every other Pokemon in your team can reliably handle all types of steels. Plus it lets you bluff Auromoth more effectively.
  6. loco1234


    Dragon Claw is there pretty much just because I didn't really like Rock Slide or Dual Chop, but I'll give DD a shot. The Spe could come in handy too.

    Dragon/Fighting misses out on Kitsunoh (Ghost/Steel) in CAP and Kitsunoh's on a lot of teams but as you mentioned I can beat every Steel in some way.
    Last edited: Jan 27, 2013
  7. Soul_Fly

    Soul_Fly Well-Known Member

    Why doesn't it carry EQ too? My recommendation was just to remove the extra Dragon Move.
  8. loco1234


    Err... It does carry EQ... Second slot.... The only options I have for that fourth slot are Dragon Dance and Rock Slide/Dual Chop and if I use any of those it'll be Dragon Dance. Haxorus has amazing Atk but a pathetic physical movepool. It's been doing pretty well so far but it seems like people expect me to take that set-up turn after seeing Aurumoth disguised as Hax using DD.

    DD's advantage is the extra Spe and ability to change moves, Band's advantage is that they expect DD and it gives immediate power. DD's disadvantage is that I lose a turn and Band's is that I lose out on Spe.

    I'm kinda liking DD better for the Spe, I'll probably go with that.
  9. Divine Retribution

    Divine Retribution Well-Known Member

    Hey Smogon, give Pyroak Flame Charge already... ._.

    Anyways, I have little experience in CAP, I only recently started messing around with it. However, Choice Band Necturna seems to be a bit of a ***** to your team as you can't really switch in on it. Sure, with a bit of prediction you can force it out, but if you mispredict, something dies. The double Illusion helps, cause it's not going to fire off a V-Create on Aurumoth if it's disguised as Heatran, however, it's probably going to fire off a Stone Edge, which still KOs.

    ...Well, to be honest, that's all I can see right now. I'm still pretty new to CAP.
  10. loco1234


    I don't think I've seen one of those yet. Seems like it would be a problem, yeah.

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