StarKO Rotom doesn't get surf :/
Yonanoveau I thought you could maybe try an Azumarill as your lead, it can Aqua Jet lead Aerodactyl and Archeops for decent damage which let's Typhlosion finish them off with Eruption (provided it chooses it). The only problem is that Scarf Aero will out-speed Typh and either ohko or weaken it so bad that Eruption will do nothing. Azumarill can also use Helping Hand to power up Eruption.
If you wanna keep Charizard then I would try to get Ancient Power on it somehow (maybe dropping Air Slash). Protect is also a solid move on any Pokemon in doubles so maybe that would work better.
Really there's no good way to deal with those fast rock types without compromising your Sun+Eruption strategy too much :( I've really wanted to try the combo but I don't have any AI partners with Typhlosion. Pretty much the only things that hurt it bad (afaik) are those previously mentioned fossil birds and probably also Scarf-Manectric. Maybe explore things like Fake Out and Wide Guard. Mienshao can use both so that could be a good partner...
I did try my Azumarril at first, and while it worked well, Typhlosion was much less Eruption happy without Sunlight (I guess Drought does motivate him to use it), very often using Focus Miss and wasting a turn. And well, the Eruption + Sun combo can pierce through more things than Azumarrill with Typhlosion in combination can, mainly due to sheer power. Though Helping Hand sounds like a pretty good idea might try it if this run ends.
I did try Ancientpower but it wasn't really that useful. Mainly it was because of its low Base Power. Then again I might have been using it wrong. I was using it against things it hits SE when I should have been using it against things it hits SE that resist Fire attacks, like other fire Types, like I use Dragon Pulse exclusively because dragons can survive Eruption. Gonna give it a try again.
Things that stop the Eruption + Sunlight combo are the fast rock types (Typhlosion can outspeed them to get a hit in, the problem is that Charizard is too slow and will get killed before finishing them off), Tyranitar if he comes second (if he's first then Mega Evolving cancels out Sand Stream) and Wide Guard (this isn't so bad, simply take down the offender with a Sun boosted flamethrower), Fake Out is more annoying than anything, mostly because it doesn't hurt that much and they always target Zard for some reason, meaning Typhlosion gets the hit in.
I did find a final team member that so far is doing a pretty nice job:
Swampert @ Leftovers
Torrent
Adamant
252 HP / 252 Atk / 6 Sp. Def
- Waterfall
- Earthquake
- Rain Dance
- Avalanche
Might replace either Avalanche or Earthquake with Hammer Arm. This guy fits nicely here from what I am seeing. While it is slow, the Ground typing and good bulk allows to take Rock Slide and Stone Edge without much issue, Feraligatr's Friendly Fire Earthquake barely hurts him, he also covers Zard's Electric weakness and his own Earthquake hurts. He can go for Rain Dance as well at least to setup for Feraligatr. The only downside is that my own Sunlight makes him a good target for Sunnybeams, but if pulled out at the right time he'll be taking down rock opponents or fire types and nothing else. Also his own lack of speed gets him hurt more than he should, but if he gets Rain Dance active Feraligatr will kick ass in his name.
Will let know how this goes.
Thanks for the help, BTW.
EDIT: Wait, wait, wait... there are Scarfed Aerodactyls in the Maison? That's... unconvenient...
I don't understand how Typhlosion can be 'Eruption happy' when on turn 1 you haven't mega evolved so sun isn't active yet, I think it's just a coincidence. I'm also a little confused at your choice in Swampert. Aside from having your back line very weak to grass, they can both hurt each other with Earthquake. Not to mention that Typhlosion takes SE damage from it.
So you said that its Aero, Arch and T-tar that give Tyhplosion trouble. For this I would consider Scizor (like StarKO suggested) as it can ohko both the birds with bullet punch and brick break has a chance to ohko T-tar (life orb gets a clean ko, a combo of eruption and BB will do the trick also, so you can use another item if you'd like). He also takes negligible damage from 'Gator's earthquake and is neutral to enemy rock moves (he's pretty bulky though).
Now that I'm thinking about it all, I think the biggest drawback is Feraligatr! Anything that compliments Typhlosion's success hinders Gator and vica versa... Hitmontop could be a nice lead. It gets Intimidate, fake out, wide guard and helping hand and can wreck T-tar with a fighting move. It gets walled by ghosts so I guess just click helping hand and hope Eruption kills stuff.
And yeah there is a scarf Aero running around. All we know is that it knows Rock Slide because that's all it's used!
Aerodactyl's set 1 is Scarfed, which means it won't appear after battle #20. Don't worry about Scarf Aerodactyl.EDIT: Wait, wait, wait... there are Scarfed Aerodactyls in the Maison? That's... unconvenient...
I'm wondering if Endeavor Aron teams should be moved to a separate section, like Entrainment teams, since it's a one-two combo that can decimate half of the Maison without fault? What do you think, Eppie? (By the way, you spelled Hippowdon as Hippodown in the first post.)
After reading Quanyails' post (the one immediately above mine), I'm not so sure I see huge discrepancies between Entrainment Durant and Endeavor Aron (other than the fact that Durant is for Singles and Aron is for Doubles/Triples, of course). This is especially true for Triples; in Doubles, Aron only has one partner, and Trick Room is more important for it to function. In Triples, R Inanimate shows that Aron can just sit there and act like a magnet for days, overwhelmingly reducing the demands placed on the rest of the team. Sure, it has problems with spread attacks, but Durant has plenty of problems as well (Protect, Brightpowder/Lax Incense, Magic Bounce Espeon), and they can be easily avoided with the right set-up.Updated
Hi there.
First of all, congratulations on your #1 doubles record!!
I don't really like the idea of a separate section for teams that involve Endeavor Aron and here is why:
That said, my answer to your suggestion would be no. However, you are the first one to bring this up so I will leave it open for debate. For those of you who read this and agree with Quanyails, please motivate your reasoning and don't forget to mention and/or quote me in your post so that I am sure I will read it (I don't read everything posted in this thread to be honest).
- While proven very effectively, Trick Room Endeavor is still very risky. No Trick Room means you're carrying dead weight in the form of level 1 Aron;
- While Aron resists Rock type moves, the AI still tends to use multi targetting moves like Rock Slide (30% flinch rate) for the fact that Aron is level 1. This means that in theory, you won't be able to get Trick Room up on turn 1 in 30/100 scenario's where the AI uses a turn 1 Rock Slide.
- Separating Endeavor Aron means separating Trick Room Endeavor teams entirely (and therefor basically creating a whole new records list for Trick Room teams).
- In my opinion, ''a one(-two) combo that can decimate half of the Maison without fault'' is not enough of an argument to consider Aron ''suspect''. 70% of the Super Singles record list leads with Dragonite, another Pokémon who can probably decimate half of the Maison without fault. Separating Pokémon based on their usage and records is like creating tiers for the Battle Maison, which, in my opinion, is never a good idea. Durant on the other hand is a completely different example.
Thanks for the heads up on the Hippowdon error, I fixed it.
Yonanoveau I don't really like Greninja as a fix to your teams issues. He is slower than Aerodactyl and Scarf Lando so cannot help keep Typhlosion alive. You're also not taking advantage of Eruption in anyway (which I think is the only perk of your team). Sure, Gren will dish out some serious hurt on your opponents for the most part, but I fear you will just keep losing in similar fashion. I suggested Hitmontop and Mienshao earlier as partners for Typh which I really think you should look into. The thing with Multi battles is that the AI sucks no matter how good their Pokemon are so it's your job to facilitate their success, not the other way around. So when building a team you need to find stuff that helps them as much as possible. If it were you just playing straight doubles and you could control all 4 Pokemon it would allow much more flexibility.
And yeah like Stellar said, use the mega stone if you chose Scizor. If you haven't got a mega already I would have thought it was a no brainer
I'll give a try to Hitmontop then. Wasn't really sure about Scizorite because from a while I heard Mega Scizor wasn't that good and given I don't play competitive that much didn't have much proof of the opposite even if it was obvious. And yeah, forgot I can't use Roost with Assault Vest, my bad.
Soo... I'll have to breed a hitmontop. Is this a good setup? If not what should I do?
Hitmontop @ Life Orb?
Intimidate
Adamant
6 Hp/ 252 Atk/ 252 Spd
-Fake Out
-Close Combat
-Helping Hand
-Mach Punch/Bullet Punch? I really don't know here.
I think fake out, wide guard and helping hand are musts. Your fourth move will need to be a damaging move so you're not taunt bait. I'm undecided between close combat and mach punch as they both have their uses. Hopefully Tyhplosion will be dishing out enough damage with eruption that close combat will probably be redundant, so you could instead use mach punch to pick off weakened opponents. Because all your moves have priority you could shift the EVs into HP instead of speed for more bulk. As you'll only be attacking with one move and mostly supporting I would suggest changing the life orb for maybe a sitrus berry
I'd swap BB for either Knock Off or Superpower, personally, also switch X-Scissor for Bug Bite if you can.Sounds good, I thought about Wide Guard, but wasn't really sure because I have to be good at predicting my opponents... buuut I guess with practice I'll get to that. I also wasn't sure about Close Combat either or the Spd EVs, mostly because Hitmontop was pretty slow but still needed to somehow finish off the opponents Typh weakened. But priority moves and good bulk sounds great.
I'll get to breed, test in the maison and let know how it went.
BTW, Think I'll go with this guy in the backrow:
Scizor @ Scizorite
Technician
Adamant
252 Hp/ 252 Atk/ 6 Spd
-Bullet Punch
-X-Scissor
-Brick Break
-Roost
Fair enough, but I was only saying what I did based on what I saw.I'm 99% sure he is using that set because he doesn't have access to the past gen tutors (Knock Off, Superpower, and Bug Bite).
Fair enough, but I was only saying what I did based on what I saw.