Doubles: Notes for Starting Off

Status
Not open for further replies.

Idyll

xD
is a Tutoris an official Team Rateris a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Smogon Media Contributoris a Site Content Manager Alumnusis a Top Social Media Contributor Alumnusis a Community Leader Alumnus
RBTT Champion
Basically, I'll be talking about things to take note of when starting out and adjusting in Doubles, kinda like a "kill the bad habits before they grow" kinda thing, also clearing out things like misconceptions and misinformation and w/e + things you need to keep in mind. I'll be talking about basic stuff, talking points are
  1. Doubles is An Offense-Oriented Metagame (so you don't bring stall / toxic / hazards here!)
  2. Remember Doubles-Specialized Moves, Tactics, And Mechanics (protect, spread moves, redirection, etc.)
  3. Speed Is Important (importance, speed control)
  4. DOU's Banlists Are Different From OU's (different tiering, different meta, different)
  5. Doubles Is Not A Tier For Gimmicks (seriously it's not, sturdy shedinja is bad, #savetheladder)
Conclusion basically ends the thing by providing other links to resource threads like Viability Rankings and w/e + all other cliches (doubles is good!, play the meta for urself to learn xd)

in this hide tag lies the in-depth version oooo (that counts as an outline i guess)
Intro
  • entering a new metagame is always difficult, especially if it's different from all other official smogon tiers
    • unlike everything else on smogon, Doubles features a unique 2v2 environment that's different from the plethora of mainsteam singles metas
  • while starting out, you might find yourself prone to make mistakes and misconcpetions earlier on, and that would certainly hinder your skill growth
  • what this article plans to do is to clear those misconceptions and provide you with concepts, facts, and all that jazz in order to help you improve as a doubles plaeyer
  • whether you're starting off fresh or with some experience on some other tier, this article should help ease the adjustment to doubles play (i hope so lol!)
I. Doubles is An Offense-Oriented Metagame
  • battles are more oriented towards applying offensive pressure bc of how quickly damaged can be applied due to havin 2 mons at once
  • because of how fast-paced the position shifts and changes due to having 2 mons per side, doubles games are quick compared to singles. think 8-15 turns.
  • in dubs, playing passively / defensively and hoping win through passive damage blows bc you'll easily get overrun by needin to deal with 2 strong attackers at a time
  • in this kind of metagame, there are only attackers and supporters in this metagame; there are no "walls"
    • you can't really wall successfully anyway as though you may be able to wall one mon on the opposing side, you can't wall the other + you can get rekt by double targetting
  • therefore, stall and similar archetypes in doubles are badrip--anyways, you can deal much more damage to the opponent by just attacking than by stalling bc games don't last long enuf for passive damage to take its toll
  • also, hazards are nearly unseen bc less turns to rack up damage and less switches generally, and you (again) can get more mileage by just attacking usually
    • stealth rock is the only one seen bc low maintinence compared to other hazards (+beatin zard and hitting levitators, considerable damage at 1 drop unlike spikes), but it's rare still bc oppurtunity cost
    • obviously that means you don't need hazard control (defog, rapid spin) here!!

II. Remember Doubles-Specialized Moves, Tactics, And Mechanics
  • there are stuff in singles that you would have never thought that were viable here bc doubles!!!
  • PROTECT (and variants) IS A GUD IMPORTANT MOBE
    • useful for havin a mon avoid damage without needin to switch and let another pokemon take the hit, wasting an opposing pokemon's attack for that turn while letting a partner takes out the threat
    • unlike in singles where usin protect sucks save for exceptions, you have two mons so usin it isn't a wasted turn
    • protect is basically a staple move bc of the utility it has in positioning, stalling field conditions, blocking fake out, etc
  • Spread moves like Heat Wave and Rock Slide and EQ. they're cool bc they can hit both opps at a time dealing more damage against teams than a single-target move would
    • eq is the only real good spread move that hits a partner bc lots of things float
    • reduced to 75% BP tho rip
  • REDIRECTION - gives a partner freedom to do stuff like KO something or set up by soaking up non-spread hits for them
    • comes in the form of Follow Me and Rage Powder, often seen from Togekiss and Amoonguss respectively, though Jirachi and Volc are cool too! (rage powder doesn't affect grass-types tho rip)
    • watch out tho bc spread moves dont care about redirection
  • sitrus is usually more useful than lefties bc it heals more than lefties at a short span of time (which is what you need usually bc fast games). lefties is cool on substitute sets tho
  • other stuff like fake out and wide guard and helping hand and stuff
III. Speed Is Important
  • speed is one of the more important factors to take into account in doubles
  • the goal of a player is to have the offensive advantage to apply pressure and get KOes. in most cases, to have the advantage, you need to outspeed your opp
  • basically, a side with the advantage in speed is stronger, as that side has more actively threatening mons, which means that side applies more pressure
  • having faster pokemon such as skymin and scarf landog-t can be invaluable, as they can "support" in a way by being able to neuter foes before they hit partners
    • also applies to swift swim and chlorosaur
  • means of controlling speed are assets; every good team has one way or another of achieving and maintaining speed the speed advantage
    • tailwind
    • trick room
    • thunder wave support
    • honorable mention: icy wind and variant(s)

IV. DOU's Banlists Are Different From OU's
  • you might be ladderin one day and notice that some mons banned in singles aren't banned in doubles; that's intentional
    • stuff like deo-a and aegislash and MEGA KANGA for example
  • doubles is different from singles in terms of playing and metagame-wise, and thus has separate tiering
    • for example, hazards are bad so deo-d and deo-s are also bad; another mega mawile being too slow and having to deal with 2 foes at a time, so even if it KOs 1, it's still threatened by the other
    • don't fret around Darkrai too, as tho it's legal Dark Void is NOT (bc that thing's dumb lol)
  • by nature, dubs is a fairly self-balancing metagame due to being able to have 2 mons, meaning one specific mon won't be able to fully dominate unless extreme qualities kek
  • don't worry about any of them being too good (broken) tho; while some are good in their own right (mega kang, skymin, aegislash), others aren't that threatening and are barely relevant
    • simply, they're just additional threats to watch out for, don't fret too much when you find one of 'em :>
  • as a rule of thumb, only the base 670+ BST singles Ubers are banned.
  • for more info on why the singles ubers dropped are legal, read: link: Ubers in Singles, Legal in Doubles by yours truly

V. Doubles Is Not A Tier For Gimmicks
  • doubles is not a metagame where gimmicks are the best; rather, gimmicks blow
  • gimmicks are basically strategies that involves a mon interacting w/ a partner that are seemingly powerful but in reality blow eg. Skill Swap + Regigigas / Slaking, Frost Breath / Storm Throw + Anger Point, Discharge + Volt Absorb / Lightningrod
  • while they may look good for lower-ladder play, gimmicks simply lose to any reasonably good player who can easily stop your set up
    • relying on these gimmicks means that if your setup gets prevented you 're p much at a big disadvantage and essentially lose
    • remember that, while you try setting up, you have an opponent who can easily intervene and prevent you from fulfilling your gimmick
  • most pokemon used in gimmicks are already p bad to begin with (regigigas is bad and so is anger point tauros,,,)
  • depending on a gimmick only really leads to multiple losses and will make you looked down upon by the community
  • Justified, specifically Terrakion, + Beat Up, is the only real exception since it can give a really strong beatstick quickly, and it can find occassional use in high-level play
    • don't use this a your main win condition tho / build around this gimmick, rather you should only use it if you can to supplement an already solid core else you'd be relyin on a stoppable gimmick as a wincon,,,
  • instead of gimmicks, you should build a team like how you would in singles, keeping in mind synergy but also doubles strategies and guidelines.
    • if you can't, it doesn't hurt to steal a sample team or two to get a feel for doubles
  • #savetheladder
  • on examples of gimmicks, read this artcle: link to Bad to the Core: How Not to Build a Doubles Team by L51
conclusion
  • come to the doubles room or irc, we usually don't kill people and will help with questions and stuff
  • read other resource threads such as THE OVERVIEW and THE VIABILITY RANKINGS
  • watch replays of good players playin!
  • learning aint just reading and watching; experience the meta for yourself!
  • rof
  • have fun in dubs bruh! o-o
  • if you use a gimmick kys
  • :]
 

Stratos

Banned deucer.
im not sure if this is a great idea for an article simply because its so incredibly basic but if Bummer or Toast++ disagrees they obviously have the final say

this is all good stuff of course its just really rudimentary and id rather use the smog to talk about more interesting things like your last articles did if at all possible
 

Bummer

Jamming to the beat
is a Top Artist Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Top Smogon Media Contributor Alumnus
It's up to you to decide if the doubles in community is in need of a new general rundown of the basics, or if the old articles are enough to guide new players in the current meta. A good topic for sure, but I'm completely oblivious to what assets you have available.
 
Maybe it would help if you presented the article in a different way, Memoric, like "Myths and Misconceptions about Doubles" or something like that, rather than just a general guide for beginners. Personally, I do like the idea since singles can be considered the "default" of competitive battling, so unless someone else disagrees, this is approved.
 

Idyll

xD
is a Tutoris an official Team Rateris a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Smogon Media Contributoris a Site Content Manager Alumnusis a Top Social Media Contributor Alumnusis a Community Leader Alumnus
RBTT Champion
doing this on the title "On Concepts and Misconceptions about Doubles" unless that sounds overly horrid :>
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top