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Revised team

littlerain

Straw Hat Pirate
Here is my revised team which I have made purely for Showdown. It is doubles all have to be at level 50. (So I can not teach a pokemon a move which is learned after level 50. Also Dragonite and Tyranitar are thus not allowed. Also only one of a pokemon and item. Legendaries are not allowed but the sets of 3 are.

First of all I am taking advantage of the fact that Latias(latios) are allowed.

Latias @ ???(SD is not allowed and leftovers is on Blissy...hermmmm..)
Bold
EVs: 252 Def, 204 Spd, 12 HP, 42 SDef
(Since I will end up with nice SDef after CMinding Defense will help to make a nice wall until then. With a base of 135 for SDef she can last long enough with her recovers to get the SDef up)
-recover
-calm mind (these two will allow me to use CM until i get my SAtk up)
-grass knot (because Metagross has all the other type coverage and swampert)
-dragon pulse (good stab)


Metagross @ Choice Band
Adamant
EVs: 252 HP, 252 Atk, 4 Spd (Well this is very uneven but I ran with one of these before and it lasted long enough.)
~Earthquake
~Ice Punch
~Thunder Punch
~Meteor Mash
(This metagross is basically to compliment Lati along with having good type coverage. Because an explosion would hurt lati too much I have ice punch to add some extra coverage against all those dragons out there. It would not really be used for ground types though and that is mainly why i stuck the grass knot on lati. Lati having maxed speed can help to cover most other problems Meta faces.)

Blissy @ Leftovers
Bold
EVs: 252 Def, 252 SAtk, 4 HP (maybe more in HP...? I know maxed out Def is a must but I could consider some in HP or SDef)
~Softboil
~Aromatherapy
~Flamethrower
~shadow ball
Blissy is to help the team. Since Lati is just too week to gengars i had to throw in the SBall. Flamethrower also is a must because of all those types recently which are only weak to fire. Blissy is really to back up the team and at least if she is out with meta she can use flamethrower on steals without him KOing her with EQ to get to them. Trait is obviously Natural Cure.

Well since this is doubles EQ is bound to be a problem so i chose to throw in a togekiss Paraflinch really just to deal with anything I can't handle and has average or lower SDef.

Togekiss @ metranome(atks get stronger every time they hit. Any other ideas?)
Calm
EVs: HP 252, SDef 252, 4 SAtk (maybe more in SAtk?)
~Thunderwave (make the opponent always go last)
~Airslash (flinch them at 60% chance because of serene grace)
~Aura Sphere (need a fighting type and can really hurt all those high defense types out there weak to fighting. Also good for fighting dark)
~Roost (bulk)

togekiss is always much better for 1 on 1 but he is more for the end of the battle anyway, maybe even a stall for Blissy or Lati to recover more. Also flying matches good with Metagross if he has to.


My Latias and togekiss are done( latias lvl 48 togekiss at lvl43) in case I want change IVs. Blissy is in the works I am actually waiting on a trade with someone for the metagross(should be at lvl 20) so there is room for suggestions still. I would really appreciate some help with the team.
 
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add more Satk and use Life orb on togekiss
 
not exactly a team rate but you should bold the part that says this is for the showdown and point out that latias is usable, otherwise people are gonna come in and shout Laitias is uber, you can't use it blah blah blah. give lati shell be, she has the attaciking power to get some decent recovery, that or lum to protect you from status
 
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add more Satk and use Life orb on togekiss
It's not a sweeper, it's duty is to annoy. Leftovers does fine job if you don't play with item clause. But since you do, I don't know.

I don't think that Blissey needs that many sp. attack EVs or Shadow ball. You're still walling Gengar with Flamethrower and Softboiled, though SpecsGar can 2HKO you. It still 2HKOs you if you switch in on it because it's faster.
 
This seems far too much like a 1v1 team.

To succeed in 2v2, you really need a lot of Protect, so your buddies can Explode and Earthquake without harming yourself.

Also remember there's a 3-turn Sudden Death limit, meaning if after 3 turns no one's been KO'ed yet, it goes to Sudden Death, where the 1st KO wins the match. You either want to take advantage of this rule, like I do, or do your best to sweep your opponent in 3 turns. Having 2 Exploders and more Protect could help you do the latter.

Just remember you won't have all the time in the world to set-up. You gotta do what you gotta do and you gotta do it fast.
 
This team is too much defense/sp.def orientated. The problem with that in a double battle is the weight of attacks upon you. You may very well be paired against a physical sweeper and a special sweeper, with 8 attacks for coverage between them.

Also, explosion is extremely commen in doubles and you have no protect to defend against it. And i hate to rain on your parade, but there is no sleep cause and your team is just asking to be induced with sleep
 
give lati shell be, she has the attaciking power to get some decent recovery, that or lum to protect you from status
Shell bell huh? I had considered this it is just that the amount of recovery sucks. Blissy has auromather to deal with those status problems so i would rather give Lati a better item... I still can't really think of a better choice than SellB


I don't think that Blissey needs that many sp. attack EVs or Shadow ball. You're still walling Gengar with Flamethrower and Softboiled, though SpecsGar can 2HKO you. It still 2HKOs you if you switch in on it because it's faster.
Well without SBall i don't have anyone on my team who would be super effective against psychics, or ghosts which I know are going to be popular. I also hope to be throwing out as many twaves as I can and hopefully that can prevent any 2HKOs. Also SBall tend to be unpredictable on Blissy so i hope to also get some surprise factor advantage. I have considered toxic on my blissy instead of SBall...any thoughts?
On the EV side though I agree. So how much do you think I should put into HP? I am still a little new at EV training so i don't know if there is a good amount for maxing out leftovers.

This seems far too much like a 1v1 team.

To succeed in 2v2, you really need a lot of Protect, so your buddies can Explode and Earthquake without harming yourself.
Also remember there's a 3-turn Sudden Death limit, meaning if after 3 turns no one's been KO'ed yet, it goes to Sudden Death, where the 1st KO wins the match. You either want to take advantage of this rule, like I do, or do your best to sweep your opponent in 3 turns. Having 2 Exploders and more Protect could help you do the latter.
Just remember you won't have all the time in the world to set-up. You gotta do what you gotta do and you gotta do it fast.

Yes I know that sudden death is the first person to be KOed but that is also 15 minutes into the match and since it is 2 on 2 that is actually a lot of time even when the person is stalling. As far as EQ goes 2 of my poke can fly so blissy is the only one who faces problems with it. If there was any way to get my hands on a wish blissy i could throw a protect in there instead of SBall so protect could have two good reasons for taking the slot. I don't think i can ever get one though so I will just have to run with this. I have used Explode on metagrosses before and I know they can be used effectively but just holding out a few more turns trying to spam EQ with a levitater /flyer or MMash always seems to help me better. I will still consider it though so thank you.

pokemon can learn moves after level 50, just play lv 50 double on the invite page
lol this is a special tournament and everything has to be level 50. RULES


This team is too much defense/sp.def orientated. The problem with that in a double battle is the weight of attacks upon you. You may very well be paired against a physical sweeper and a special sweeper, with 8 attacks for coverage between them.
Also, explosion is extremely commen in doubles and you have no protect to defend against it. And i hate to rain on your parade, but there is no sleep cause and your team is just asking to be induced with sleep

I don't quite understand what you mean by 'weight of attacks upon you.' I am assuming that you are saying that in a double battle you are likely to be facing opponents who have specially effective moves and all that SDef can go to waste quickly? I am aware of this being an issue on my team but how do you thing I can fix it?
as far as explosion goes you are right about the protect and i will consider it. Also for the sleep clause i have tried to help out my team with having blissy know aurothere but i know once she is slept i am pretty open to status problems if i can't switch out. I know sleep can be a problem but her aurother tends to work well for sleep in the other battles i have done online cause i can just switch to waker her. Is there a reason i am missing as to why this makes me vulnerable? I would like to know it so please respond. :)


Oh and thanks everyone else for responding to my post. I appreciate it a lot!
^_____^
 
In standard battles, sleep clause prevents more than one oponent from being induced with sleep. What with there being no sleep clause for this tourney, people will be abusing it majorly. Fast sleep inducers like crobat and gengar are going to run rampage and sleep everything stood before them.

A simple lum berry can prevent a poke from being induced with sleep which can then immedietley strike back for a KO. Rest-talkers will love catching foes off gaurd to, and even just having sleep-talk without rest can catch sleep inducers off gaurd. Insomnia and vital spirit etc are OK if you can make use of the limited pokes who have those abilities. Where aromatherapy is always good for coping with status, Blissey will undoubtabley have to face sleep at one stage through the tourney.

What i mean by "the weight of attacks upon you" is that you may be faced with 8 direct attacks, both special and physical and covering 8 different types which will give near perfect coverage against anything. This is why walling is not a good strategy in double battles. If you are faced with Infernape and gengar, you have no idea what sets they are running. Gengar may be armed with Focus punch and infernape may be more physical based or special. Blissey doesn't stand a chance but if you switch you may be pelted with HP ice or T-bolt from nape which takes a chunk out whatever you switch in. Duel walls or tanks will work to an extent, but do you really think anyone is aiming a special attack at bliss and a physical attack on metta? No, it will be the other way around.

It's VERY hard to play defensively in double battles, with your oponent looking to disable or incapacitate, or KO you as quickly as possible. Explosion will even put a huge dent in mettagross so expect to lose half your team to an exploder.
 
Alright I will take a lot of that into account. Thank you!

I was also just wondering if anyone knew what some good EVs on Blissy are?
I am considering 104 HP/ 252Def / 152SDef
 
Walls don't work in 2v2 nearly as well as in 1v1. There's a whole 'nother guy for them to attack. They can just completely ignore the wall.

However, playing a defensive game isn't out in left field. You just need to use bulky types, like tanks, that can take hits from both ends of the offensive spectrum, and bite back too. Such candidates for a role like this are BulkyGyarados, Sandstorm Regirock, Bronzong, and to an extent, Bulky Salamence, especially with Intimidate.

Also, do remember that sudden death kicks in after 3 turns, regardless of how long those turns are clock-wise. You can't spend forever setting up, or you're ally will get popped on the first turn of SD and you'll wind up walking away with your head down in shame.

So I say again. More Protect. Explosion is the name of the game in this tourney - it's 2v2 on a time budget.
 
Alright thank you but I think there is an misunderstanding with the rules.
copy and pasted from the site:

Tournament Operation:

The Qualifier Tournament is a Single Elimination event. Each match will consist of a single game, and will result in the winner advancing to the next round and the loser being removed from the tournament.

* A player wins by knocking out his or her opponent’s final Pokémon.
* If an attack knocks out his or her final Pokémon, as well as his or her opponent’s final Pokémon, the match is a tie and both players are eliminated from the event.

Each player will be assigned to one of 4 flights within their age division. Competitors in each flight will play Single Elimination matches until 4 players remain in each flight. The remaining competitors will be re-paired into a top 16 playoff within their age division.

Each match during the elimination rounds and playoffs has a 15-minute time limit, and will be played using special Nintendo DS Lite systems, located at the event. When time expires, the tournament staff will determine the result of any unfinished matches using the tiebreakers outlined below.

* Players who are found to be intentionally delaying the pace of their match will be disqualified from the event.
* Players who are tardy to their match for any reason will be disqualified from the event.

The final match in each age division will be played without a time limit using Pokémon Battle Revolution.

Tiebreakers:

When time expires, any games that are still in progress are halted, and players will be required to step away from their DS. Once all attacks and effects of the current turn have resolved, the tournament staff will determine the winner of the match using the following tiebreakers. If a player is choosing a move, the current turn has not started.

Remaining Pokémon

The tournament staff will assess the number of Pokémon that each player has remaining.

* If one player has more remaining Pokémon, that player wins the match. The losing player is eliminated from the tournament.
* If both players have the same number of Pokémon remaining, the match is tied, and the result of the match is determined by Sudden Death, as described below.

Sudden Death

Players will have up to 3 turns to gain an advantage in number of remaining Pokémon over their opponent. After each turn has completed, the tournament staff will assess the number of Pokémon that each player has remaining.

* If a player has more remaining Pokémon than his or her opponent at the end of any turn, that player wins the match. The losing player is eliminated from the tournament.
* If both players have the same number of Pokémon remaining at the end of the first or second turn of Sudden Death, the match continues.

If both players have the same number of Pokémon remaining at the end of the third turn of Sudden Death, the match is a tie and both players are eliminated from the tournament.
 
Well anyway I hope this is what the rules meant cause you never got back to me. There are really as many turns as you can get through in 15 minutes and then you have 3 turns if you get into sudden death at the end of that.
 
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