[BATTLING 101] Tutor AOPSUser vs. Tutee VIS

Team VIS:

Altaria [Nebula] (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)

Type: Dragon/Flying

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 69 (80/1.15)
Size Class: 2
Weight Class: 2
Base Rank Total: 19


Mega Altaria [Nebula] (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)

Type: Dragon/Fairy

Stats:
HP: 100
Atk: Rank 4
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 69 (80/1.15)
Size Class: 3
Weight Class: 2
Base Rank Total: 22


EC: 6/6
MC: 1
AC: 5/5

Abilities: Natural Cure, Cloud Nine (Unlocked), Pixilate (Mega)

Attacks (47):
PHYSICAL
Astonish
Body Slam
Dragon Claw
Dragon Rush
Earthquake
Fly
Frustration
Fury Attack
Iron Tail
Natural Gift
Peck
Pluck
Pursuit
Return
Sky Attack
Steel Wing
Take Down

SPECIAL
Disarming Voice
Draco Meteor
Dragon Pulse
Flamethrower
Heat Wave
Hidden Power [Fighting]
Hyper Beam
Hyper Voice
Ice Beam
Moonblast
Ominous Wind
Round
Snore
Solarbeam
Swift

OTHER
Agility
Dragon Dance
Endure
Growl
Heal Bell
Mist
Perish Song
Protect
Refresh
Roar
Roost
Safeguard
Sing
Substitute
Toxic

Face/Off | Kitsunoh (M)
_______________________________

Face/Off was found by Fletchner in a Mysterious Encounter, during a shoot in the pokestar studios. The Director John Woo and Co-Stars John Travolta and Nicolas cage were frightened by this creature who had come into the studio and asked Fletchner to get rid of him. Fletchner comforted the scared Nohface and named him after the movie series.​

[Nature]
Jolly (+15% Speed, +19% Accuracy, -1 SpA)​

[Type]
Ghost/Steel

Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.

Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.​

[Abilities]
Frisk / Limber / Cursed Body

Frisk (✓) (Passive, MoldBreaker affects - No)
The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases or decreases in damage, BAP and STAB from the opponent's item. This will not block the increase in BAP moves like Acrobatics and Knock Off that incur when an item is or isn't held. Item-Based increase in ranks (Such as from Rare Candy) are not negated by Frisk. The Pokemon will not be affected by Fling or Natural Gift.

Limber (Passive, MoldBreaker affects - Yes)
This Pokemon's body is well trained and immune to paralysis. If the Pokemon with this Ability is Electric-type, this Pokemon's Speed cannot be lowered by any method, including self-inflicted reductions.

Cursed Body (Passive, MoldBreaker affects - No)
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled for six (6) actions. Only one of the opponent's attacks can be disabled at a time due to Cursed Body. A Pokemon with an attack disabled by Cursed Body cannot have another one disabled by Disable, and vice versa.​

[Stats]
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 127 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 19​

[Counters]
EC: 6/6
MC: 0
AC: 5/5
KOC: 0​

[Attacks] (69/84)

Level Up (20/21)
Scratch(4,3) | Iron Defense (0,6) | Lick(7,2) | Odor Sleuth(0,6) | Faint Attack(6,4) | Shadow Sneak(7,3) | Curse(0,26) | Metal Burst(D*1.25, 5 + D/3) | Fake Out(4,4) | Revenge(6/12,8) | Perish Song(0,15) | Tail Whip (4) | Copycat(2+m) | Imprison(8) | Metal Claw(8,3) | Iron Head(11,5) | Revenge (12,8) | Shadowstrike(11,5) | Hex(10/16,7) | Shadow Claw (10,4)

Still to get: Memento(-) |

Egg (5/8)
Flail(20,13) | Foul Play(10,7) | Meteor Mash(12,6) | Phantom Force(12,11) | Psycho Shift(0,7)

Still to get: Feather Dance(0,6) | Metal Sound(0,5) | Yawn(0,7)

Prev Gen Tutor/ TM/HM(8/9)
Magic Coat(0,10) | Pain Split(+H | -D, 6+D) | Endure(0,15) | Headbutt(7,5) | Fury Cutter(4+U*3, 4+u) | Ominous Wind(9,3) | Iron Tail (13, 6) | Defog (10)

Still to get: Captivate(0,6) |

TM/HM/Tutor(36/51)
Substitute(0,12) | Taunt(0,10) | Torment(0,10) | Protect(0,7+D/2.5) | Dig(8,10) | Will-o-wisp(0,7) | Gyro Ball(5+Spdiff/10[Max 15],6) | Trick Room(0,10) | Snatch(4+m) | Knock Off(10,7) | Endeavor([T HP - U HP / 2], 6+D/1.5) | Icy Wind(6,5) | Payback(10,7) | Facade(14/7,8/5) | Retaliate(14,8) | Rain Dance(0,10) | Super Fang(HP/5, D/2 +3) | Super Power (12,8) | Thunder Punch(8,6) | Roar(7) | Earthquake(10,7) | U-Turn(7,5) | Rest(+12 | -18, 15) | Sleep Talk(3+m) | Role Play(7) | Trick(7) | Toxic(7) | Double Team(4*c) | Low Kick(6 + WC, 4+wc/2) | Flash Cannon(11,5) | Rock Smash(4,3) | Hidden Power [Grass] (6,4) | Giga Impact (15,12) | Bulldoze (6,5) | Rock Slide (8,6) | Ice Punch (8,6) |

Still to get: Last Resort(14,9) | Sunny Day(0,10) | Embargo(0,5) | Thief(6,4) | Safeguard(0,10) | Frustration(10,7) | Return(10,7) | Psychic(6+tw, 5+tw/2) | Shadow Ball(11,5) | Attract(0,6) | Round(6,8) | Flash(4+acc) | Psych Up(0,7) | Natural Gift(0,7) | Dream Eater(10,12) | Swagger(0,7) | Confide(0,5) | Cut(5,3) | Snore(5,3) | Spite(0,5) | Sucker Punch (8,6) | Hone Claws (6) | Hyper Beam (15,10) | Aerial Ace (6,4) | False Swipe (4,3) | Fling (17,8.5) | Secret Power(7,5) | Dark Pulse (8,6) | Strength (8,6) |


Team AOPSUser:


Necturna "Princess Peach" (F)
Nature: Quiet (+1 Special Attack, -15% Speed, -10% Evasion)
Type: Grass/Ghost

Abilities: Forewarn/Telepathy (Unlocked)

Stats:

HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 23
-10% Evasion

EC: 6/6
MC: 0
AC: 5/5

Attacks:

Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Power Whip
Shadow Ball
Natural Gift
Thunder Fang
Poison Fang
Super Fang
Horn Leech
Absorb
Forest's Curse

Sketch Soak
Future Sight
Leaf Storm
Curse
Ingrain
Gravity
Leaf Blade

Protect
Hidden Power (Fighting 7)
Return
Toxic
Energy Ball
Shadow Claw
Giga Drain
Synthesis
Skill Swap
Seed Bomb
Sleep Talk
Snatch
Trick
Rest
Substitute
Double Team
Payback
Psychic
Frustration
Hyper Beam
Torment
Infestation
Facade
Nature Power

Dispel
Shadow Mend


Total: 48


Slowking "Hermit" (F)
Nature: Relaxed (+Defense, -15% Speed, -10% Evasion)

Type: Water/Psychic

Abilities: Oblivious/Own Tempo/Regenerator (Unlocked)

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
-10% Evasion

EC: 6/6
MC: 0
AC: 5/5

Attacks:

Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Heal Pulse
Water Pulse
Psychic
Rain Dance
Amnesia
Psych Up
Zen Headbutt
Power Gem
Hidden Power (Electric 7)
Nasty Plot
Swagger
Trump Card

Future Sight
Sleep Talk
Wonder Room
Me First
Mud Sport
Endure
Safeguard
Counter
Zap Cannon
Brine
Pay Day
Body Slam
Focus Punch
Dynamicpunch
Nightmare
Dream Eater
Bide
Belch
Block
Belly Drum
Stomp
Aqua Tail

Rest
Ice Beam
Scald
Toxic
Recycle
After You
Surf
Psyshock
Protect
Blizzard
Flamethrower
Fire Blast
Shadow Ball
Dig
Focus Blast
Thunder Wave
Dragon Tail
Substitute
Icy Wind
Magic Coat
Signal Beam
Trick Room
Reflect
Light Screen
Flash
Brick Break
Hail
Sunny Day
Incinerate
Grass Knot
Psych Up
Bulldoze
Safeguard
Round

Total: 77


The rules:
2v2 Doubles
DQ: 48h (The DQ of the pupil is by the discretion of the Tutor. If the Pupil asks for the DQ of the Tutor, the Manager of the Program should assign someone to replace them asap).
2 Recoveries, 5 Chills per mon
Two Substitutions per pokemon excluding KO Substitutions.
OneNo Mega Evolution (Tutee does not own Mega Stones)
Switch = OK
Abilities = ALL
Items = Training
Arena: ASB Tournament Arena

About Battling 101:
The player has the right to fight the tutor in at most 3 battles (singles or doubles), being two 2vs2 and one 3vs3. In those battles the player can use either rentals, aka, copies of pokemon owned by registered players, or his own mons. The Tutor should respond with either rentals or pokemon of his own that match the level of the ones used by the player.

The battle will play out normally, with the tutor playing to win. During the match, the tutor should give tips on moves and what-not, but only after the player orders. Comment on why a certain strategy you/they used went right/wrong and why you/they won/lost the battle.

The Pupil isn't obligated to use all 3 battles, or to use them before or after registering. They can register their team and use the 3 battles to pratice with them. Or they can use the 3 battle solely to try on stuff. Or they can test with 2 matches, register a team and then use the last one as a final test. Or any other way that seems fit.


VIS sends out Pokemon with items.
I send out Pokemon with items and order.
VIS orders.
I ref (and make comments as necessary).
 
Both of mine take EXP. Share

Slowking: Ice Beam (Altaria)*3

IF Altaria is under the effects of a Protective/Evasive move when you are to act, THEN use Fire Blast (Kitsunoh).
IF Altaria is in the semi-invulnerable stage of a damaging evasive move when you are to act, THEN use Fire Blast (Kitsunoh)

Necturna: Soak (Kitsunoh) --- Horn Leech (Kitsunoh) --- Leaf Blade (Kitsunoh)

IF Kitsunoh is under the effects of a Protective/Evasive move when you are to act, THEN use Super Fang (Altaria) and push actions back.
IF Kitsunoh is in the semi-invulnerable stage of a damaging evasive move when you are to act, THEN use Super Fang (Altaria) and push actions back.
 
Altaria: Dragon Pulse (Slowking) x 3

Kitsunoh: Taunt (Necturna) ~ Shadowstrike (Slowking) ~ Shadowstrike (Slowking)
 
Good. But ordering second in doubles is a really huge advantage, one that you should exploit to deal as much damage as possible when you still have it. For instance, you basically just wasted Altaria's entire round. Solar Beam comboes, or even just Solar Beam*3 on Slowking would have dealt at least 18 more than you did, with the energy usage not really being relevant since this is such a short battle. You also could have spammed Phantom Force and Fly with both of your mons and watched me waste all my energy, but in general if you're ordering second you want to deal damage.

Team VIS:

HP: 100 | 100
EN: 100 | 100
Other: none | none
Item: Amulet Coin | none

Team AOPSUser:

HP: 100 | 100
EN: 100 | 100
Other: none | none
Item: EXP. Share | EXP. Share

Action 1:
Kitsunoh used Taunt!
-10 Energy

Necturna can't use Soak after the Taunt!

Altaria used Dragon Pulse (Slowking)!
Crit: [<=625] 2464/10000 (No)
Calculation: 9+3+4*1.5-4*1.5=12
-6 Energy

Slowking used Ice Beam (Altaria)!
Crit: [<=625] 5072/10000 (No)
Freeze: [<=1000] 7083/10000 (No)
Calculation: (9+4*1.5-4*1.5)*2.25=20.25
-7 Energy

Action 2:
Kitsunoh used Shadow Strike (Slowking)!
Crit: [<=625] 789/10000 (No)
-Def: [<=5000] 909/10000 (Yes)
Calculation: (8+3+4*1.5-4*1.5)*1.5=16.5
-5 Energy

Necturna used Horn Leech!
Crit: [<=625] 6438/10000 (No)
Calculation: (8+3+5*1.5-3*1.5)*2/3=9.33333333
-11 Energy

Altaria used Dragon Pulse (Slowking)!
Crit: [<=625] 9987/10000 (No)
Calculation: 9+3+4*1.5-4*1.5=12
-10 Energy

Slowking used Ice Beam (Altaria)!
Crit: [<=625] 4660/10000 (No)
Freeze: [<=1000] 5337/10000 (No)
Calculation: (9+4*1.5-4*1.5)*2.25=20.25
-11 Energy

Action 3:
Kitsunoh used Shadow Strike (Slowking)!
Crit: [<=625] 3180/10000 (No)
-Def: [<=5000] 1674/10000 (Yes)
Calculation: (8+3+4*1.5-4*1.5)*1.5+2=18.5
-5 Energy

Necturna used Leaf Blade!
Crit: [<=625] 5553/10000 (No)
Calculation: (9+3+5*1.5-3*1.5)*2/3=10
-6 Energy

Altaria used Dragon Pulse (Slowking)!
Crit: [<=625] 4808/10000 (No)
Calculation: 9+3+4*1.5-4*1.5=12
-14 Energy

Slowking used Ice Beam (Altaria)!
Crit: [<=625] 4470/10000 (No)
Freeze: [<=1000] 2156/10000 (No)
Calculation: (9+4*1.5-4*1.5)*2.25=20.25
-15 Energy


Team VIS:

HP: 39 | 81
EN: 70 | 76
Other: none | none
Item: Amulet Coin | none

Team AOPSUser:

HP: 100 | 29
EN: 83 | 67
Other: Taunted (3a) | -2 Defense
Item: EXP. Share | EXP. Share

VIS orders.
I order, ref, and comment as necessary
 
Last edited:
Thanks AOPS!

Kitsunoh: Taunt (Slowking) ~ Shadowstrike (Slowking) ~ Shadowstrike (Slowking)
If
Slowking is under the effects of a P/E move A1 And Slowking uses Slack Off A1 Then use Snatch and push back.
If Slowking is under the effects of Endure And Slowking isn't poisoned Then use Toxic and push back.
If Slowking is KO'd when Kitsunoh would act Then use Shadowstrike (Necturna)

Altaria: Dragon Pulse (Slowking) ~ Draco Meteor + Draco Meteor (Slowking) ~ Cooldown (Draco Meteor (Slowking))
If
Slowking is under the effects of a P/E move Then Flamethrower (Necturna)
If Slowking is under the effects of Endure Then Flamethrower (Necturna)
If Slowking is KO'd when you wouls act Then Flamethrower (Necturna)
 
Those subs are actually quite good. The problem with using a combo nuke ordering first is...well...

Slowking: Protect --- Ice Beam (Altaria) --- Protect

Necturna: Thunder Fang (Altaria) --- Thunder Fang (Altaria) --- Shadow Claw (Kitsunoh)

-------------------

Team VIS:

HP: 39 | 81
EN: 70 | 76
Other: none | none
Item: Amulet Coin | none

Team AOPSUser:

HP: 100 | 29
EN: 83 | 67
Other: Taunted (3a) | -2 Defense
Item: EXP. Share | EXP. Share

Action 1:
Slowking used Protect!
-7 Energy

Kitsunoh used Taunt (Slowking)!
Protect
-10 Energy

Necturna used Thunder Fang (Altaria)!
Hit: yes
Crit: [<=625] 416/10000 (Yes)
Flinch: [<=1000] 9641/10000 (No)
Calculation: 7+3+5*1.5-3*1.5=13
-5 Energy

Altaria used Flamethrower (Necturna)!
Crit: [<=625] 6293/10000 (No)
Burn: [<=1000] 6335/10000 (No)
Calculation: (9+4*1.5-5*1.5)*1.5=11.25
-7 Energy

Action 2:
Kitsunoh used Shadow Strike (Slowking)!
Crit: [<=625] 128/10000 (Yes)
-Def: [<=5000] 4952/10000 (Yes)
Calculation: (8+3+3+4*1.5-4*1.5)*1.5+4=25
-5 Energy

Necturna used Thunder Fang (Altaria)!
Hit: yes
Crit: [<=625] 5956/10000 (No)
Flinch: no me care wahahahaha
Calculation: 7+5*1.5-3*1.5=10
-9 Energy

Slowking used Ice Beam (Altaria)!
Crit: [<=625] 1569/10000 (No)
Freeze: [<=1000] no me care wahahaha
Calculation: (9+4*1.5-4*1.5)*2.25=20.25
-7 Energy
Altaria fainted!

Action 3:
Slowking used Protect!
-7 Energy

Kitsunoh used Shadow Strike (Slowking)!
Can't crit or drop def.
Damage: (8+3+4*1.5-4*1.5)*1.5+6=22.5
-9 Energy

22.5/2.5=9 Energy Slowking

Necturna used Shadow Claw (Kitsunoh)!
Crit: [<=1250] 9373/10000 (No)
Cursed Body: [<=3000] 4954/10000 (No)
Calculation: (7+3+5*1.5-3*1.5)*1.5=19.5
-4 Energy

END OF ROUND


Team VIS:

HP: -4 | 61
EN: 63 | 52
Other: none | none
Item: Amulet Coin | none

Team AOPSUser:

HP: 89 | 5
EN: 65 | 37
Other: Taunted (3a) | -3 Defense
Item: EXP. Share | EXP. Share

"But AOPS! I thought you told me you shouldn't stall when ordering second!"

In this case, however, stalling is very much justified because my opponent has few options ordering second here.
In general, when trying to finish off a mon in Doubles, make sure you use necessary and sufficient force. For instance, Draco Meteor+Draco Meteor was not necessary, and in fact the unnecessariness undid the sufficiency, because now Slowking could KO Altaria before it could move. Dragon Pulse instead would have KOed Slowking before he was able to use Ice Beam.

The price for letting Slowking live is here:

Slowking: Endure --- Flamethrower (Kitsunoh) --- Flamethrower (Kitsunoh)
IF Kitsunoh is ordered to target Slowking with Toxic A1, THEN use Flamethrower+Hyper Beam A1 instead.
IF it is raining, THEN use Brine (Kitsunoh) instead.

Necturna: Shadow Claw (Kitsunoh)*3

[2 SUBS] IF Shadow Claw is Disabled OR Kitsunoh is under the effects of Imprison, THEN use Shadow Ball (Kitsunoh) instead.

NOTE: The [2 SUBS] tag is a condensed form for writing two substitutions at once, joined by an OR clause (which is not legal in a single substitution). You will see this often because it saves time and effort typing.

VIS orders.
I ref and comment.
 
So, AOPSUser if they are under the effects of Endure, is this another time where stalling when acting second is worthwhile?

Phantom Force (Necturna) ~ Protect ~ Phantom Force (Necturna)
 
Last edited:
Yes.

Team VIS:

HP: -4 | 61
EN: 63 | 52
Other: none | none
Item: Amulet Coin | none

Team AOPSUser:

HP: 89 | 5
EN: 65 | 37
Other: Taunted (3a) | -3 Defense
Item: EXP. Share | EXP. Share

Action 1:
Slowking used Endure!
-15 Energy

Kitsunoh melted into shadow!

Necturna used Shadow Claw!
-8 Energy

Kitsunoh used Phantom Force!
Crit: [<=625] 721/10000 (No)
Calculation: (9+3+4*1.5-4*1.5)*1.5=18
-11 Energy

Action 2:
Kitsunoh used Protect!
-7 Energy

Slowking used Flamethrower!
Protected
Calculation: (9+4*1.5-3*1.5)*1.5=15.75
-7 Energy

Necturna used Shadow Claw (Kitsunoh)!
Protected
Calculation: (7+3+5*1.5-3*1.5)*1.5=19.5
-12 Energy

35.25/2.5=14.1 Energ Kitsunoh

Action 3:
Kitsunoh melted into shadow!

Necturna used Shadow Claw!
-8 Energy

Slowking used Flamethrower!
-11 Energy

Kitsunoh used Phantom Force!
Crit: [<=625] 5275/10000 (No)
Calculation: (9+3+4*1.5-4*1.5)*1.5=18
-11 Energy

END OF ROUND


Team VIS:

HP: -4 | 61
EN: 63 | 9
Other: none | none
Item: Amulet Coin | none

Team AOPSUser:

HP: 51 | 5
EN: 29 | 4
Other: none) | -2 Defense, cannot Endure (1R)
Item: EXP. Share | EXP. Share

I admit you caught me off-guard slightly. However, there is still the issue of 9 Energy to deal with.

VIS orders.
I order, ref, and comment.
 
Welp. At least I lasted another round.

Shadow Sneak (Slowking) ~ Chill ~ Chill

If
Slowking is under the effects of a P/E move Then use Chill and push back.
If Necturna uses a damaging ghost type combo A3 Then use Phantom Force (Necturna) on A3
 
Some moves are good to play around and/or sub for.

Examples include Taunt, Torment, Encore, Bide, Counter, Mirror Coat, Metal Burst, etc.
And Snatch.

Necturna: Chill --- Snatch --- Shadow Ball+Shadow Ball

Slowking: Chill*3

Team VIS:

HP: -4 | 61
EN: 63 | 9
Other: none | none
Item: Amulet Coin | none

Team AOPSUser:

HP: 51 | 5
EN: 29 | 4
Other: none) | -2 Defense, cannot Endure (1R)
Item: EXP. Share | EXP. Share

Action 1:
Kitsunoh used Shadow Sneak!
Crit: no me care
Calculation: (4+3+4*1.5-4*1.5)*1.5+4=14.5
-3 Energy
Slowking fainted!

Necturna Chilled!
+12 Energy

Action 2:
Necturna used Snatch!
-4 Energy

Kitsunoh used Chi--nope

Necturna used Chill!
+12 Energy

Action 3:
Kitsunoh faded into the shadows!

Kitsunoh used Phantom Force!
Crit: [<=625] 5275/10000 (No)
Calculation: (9+3+4*1.5-4*1.5)*1.5=18
-11 Energy
Kitsunoh fainted from exhaustion!

END OF BATTLE


Team VIS:

HP: -4 | 61
EN: 63 | -5
Other: none | KOed
Item: Amulet Coin | none

Team AOPSUser:

HP: 35 | -10
EN: 49 | 4
Other: none | KOed
Item: EXP. Share | EXP. Share

Overall remarks:
You did pretty well at using your subs and actions wisely throughout the battle. I do feel like the first round could have been done a bit better, since Altaria died with 63 unused Energy, and the second round as well, though ordering first in doubles is devilishly difficult. The third round you did really well considering what you were working with.

In general, you should calculate damage values for the attacks you plan to use, the attacks that your opponent plans to use, and, if going second, the way the round will pan out (barring things like BS hax). Doing so will allow you to maximize the amount of work you can get done during any single round. For instance, many times it is better to use Earthquake --- Earthquake rather than an Earthquake+Earthquake combo because the combo does little to none more than the two separate moves and uses much more energy. Many other times, however, something like Extremespeed+Return can help you chip into an enemy with a one HP mon before you die. Sometimes, you will want to take advantage of a cooling down enemy by setting up Trick Room or Tailwind. Basically, make sure your attacks are necessary and sufficient, sacrificing sufficiency to hax if necessary.

In Singles, you want to manipulate matchup, because a favorable matchup going first will often force the player ordering second to stall away their turn, and you can then counterswitch any switch they make. Moves such as Stealth Rock, U-Turn, and Wrap are amazing for such manipulation. In Doubles, however, you want to minimize your losses going first and maximize your rounds going second. Niche comboes might sound nice but calculate it out and make sure it's actually your best option.

As for your mons:
Altaria is a mixed attacker whose main draw is its wide array of high-BAP attacks, which make up for its average stats. Its typing is good and its support movepool (Haze, Pursuit, Tailwind, etc.) is decent, but its damage racing potential really differentiates it. It doesn't exactly shine in either Singles or Doubles but pulls its work in both formats.
Kitsunoh is a disruptor first, supporter second, and attacker third. Despite this, however, it can hold its own in a damage race. Its huge supportive movepool includes gems such as Imprison, Taunt, Torment, Knock Off, Yawn, Curse, Pain Split, Fake Out, Endeavor, Snatch, and Perish Song. In particular, Imprison, Taunt, Torment, and Cursed Body can be used in conjunction to deny most if not all of your opponent's options, and its wide range of attacking options make Imprison deadly when ordering second. It may not win too many damage races with its average offensive and defensive stats, but its high speed and movepool means that it often doesn't need to.

For your efforts you shall be rewarded!
VIS gets 6 CC (1+2*2+1)
I get 11 (6+5) UC and 1 CC
Each of my mons gets 3 (2+1) MC.
 

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