Duo Destruction II - Round Five

apt-get

it's not over 'til it's over
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reserving psyduck



edit nvm taking krow

Murkrow @ Eviolite
Trait: Prankster
Level: 5
EVs: 196 HP / 180 Def / 92 SDef / 28 Spd
Bold Nature
- Roost
- FeatherDance
- Substitute
- Toxic

pretty simple, just toxic stall, subroost helps vs crits

156 Atk Ponyta Wild Charge vs. 196 HP / 180+ Def Eviolite Murkrow: 10-14 (40 - 56%) -- 11.33% chance to 2HKO
156 Atk Ponyta Flare Blitz vs. 196 HP / 180+ Def Eviolite Murkrow in sun: 16-19 (64 - 76%) -- guaranteed 2HKO
-2 156 Atk Ponyta Flare Blitz vs. 196 HP / 180+ Def Eviolite Murkrow in sun: 7-10 (28 - 40%) -- 96.68% chance to 3HKO
236+ Atk Drilbur Rock Slide vs. 196 HP / 180+ Def Eviolite Murkrow: 10-14 (40 - 56%) -- 11.33% chance to 2HKO
-2 236+ Atk Drilbur Rock Slide vs. 196 HP / 180+ Def Eviolite Murkrow: 6-8 (24 - 32%) -- possible 4HKO
 
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Uhh, what if it comes in on a sunny day? Crabhammer won't OHKO and wild charge+eq will easily OHKO. -_-
edited, since apt-get didn't take psyduck



Wooper @ Eviolite
Trait: Water Absorb
Level: 5
EVs: 156 Def / 236 HP / 76 Atk
Impish Nature
- Waterfall
- Earthquake
- Curse
- Recover

Why fix what isn't broken? Wooper works perfectly to counter this core as well. In the spirit of not being completely boring, I've changed up the set, this time featuring a Curse boosting set. The only way for this set to possibly lose is to something like an Earthquake critical hit. +1 Waterfall will OHKO Drilbur 75% of the time, and +1 EQ will OHKO Ponyta 75% of the time as well. Drilbur's Earthquake will never 2HKO without a crit, and Ponyta's best hope is to burn Wooper with Flare Blitz.
Wooper win.
wooper has already been reserved?
 
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Oh, I didn't see it >.> KK, I'll edit it.

EDIT:


Scraggy @ Eviolite
Trait: Intimidate
Level: 5
EVs: 196 HP / 196 Def / 36 SDef / 76 Atk
Impish Nature
- Drain Punch
- Bulk Up
- Rest
- Sleep Talk

Alright, so basically Scraggy with Intimidate can switch into any move and take at most 38% with a max damage roll. After a Bulk Up, Ponyta needs two max damage rolls (1/16) in order to 3HKO Scraggy with Sunny Day up. Meanwhile, +1 Scraggy 2HKOs both Drilbur and Ponyta after recoil damage with Drain Punch and heals for a nice chunk too. Rest keeps it healthy, and Sleep Talk will prevent it from being so vulnerable while it's snoozing. The only weakness of this set is critical hits, but without any bad luck Scraggy easily comes out on top.

Damage rolls
+1 76 Atk Scraggy Drain Punch vs. 36 HP / 0 Def Eviolite Drilbur: 12-15 (52.17 - 65.21%) -- guaranteed 2HKO
+1 76 Atk Scraggy Drain Punch vs. 0 HP / 76 Def Eviolite Ponyta: 9-12 (42.85 - 57.14%) -- 12.11% chance to 2HKO
-1 156 Atk Ponyta Flare Blitz vs. 252 HP / 252+ Def Eviolite Scraggy in sun: 10-13 (41.66 - 54.16%) -- 56.25% chance to 2HKO
-1 156 Atk Ponyta Flare Blitz vs. +1 252 HP / 252+ Def Eviolite Scraggy in sun: 7-9 (29.16 - 37.5%) -- 4.05% chance to 3HKO
-1 156 Atk Ponyta Flare Blitz vs. +1 252 HP / 252+ Def Eviolite Scraggy: 4-6 (16.66 - 25%)
-1 156 Atk Ponyta Flare Blitz vs. 252 HP / 252+ Def Eviolite Scraggy: 7-9 (29.16 - 37.5%) -- 4.05% chance to 3HKO
-1 236 Atk Drilbur Earthquake vs. 252 HP / 252+ Def Eviolite Scraggy: 6-7 (25 - 29.16%) -- guaranteed 4HKO
-1 236+ Atk Drilbur Earthquake vs. 252 HP / 252+ Def Eviolite Scraggy: 4-6 (12.9 - 19.35%) -- possible 6HKO
 
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Punchshroom

FISHIOUS REND MEGA SHARPEDO
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Psyduck @ Choice Scarf
Trait: Cloud Nine
Level: 5
EVs: 160 Spd / 212 Def / 116 HP
Modest Nature
- Hydro Pump
- Ice Beam
- Surf
- Hidden Power [Fire]

okay so cloud nine negates sunny day. wild charge doesn't ohko psyduck. 14 speed outspeed ponyta with a choice scarf. hydro pump ohko's drilbur and generally ohko's ponyta, but with recoil from flare blitz or wild charge ohko's.
Yeah Scarf Psyduck came up to mind as well but the reason I hesitated to use it is because you need to hit 2 Hydro Pumps in a row to deal with them, basically translating to a mere 64% chance of success (less than Focus Blast).
 
Yeah Scarf Psyduck came up to mind as well but the reason I hesitated to use it is because you need to hit 2 Hydro Pumps in a row to deal with them, basically translating to a mere 64% chance of success (less than Focus Blast).
yeah that's the department it's shaky in. there's always a chance of switching on a sunny day, morning sun, rapid spin, or stealth rock, which basically gives you an extra turn to hit a hydro pump, so i guess that sort of mitigates the problem to an extent.
 
Idk tbh, some water mons hate the sun and drilbur+ponyta is a bit bulky too.
Edit-yay iss iss going to give me points!
 
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Edited my previous post about Shellos, I hope I'm not late.
Also, my name appears twice on the scoreboard
Wobbyble - 6
Punchshroom - 6
Pen Ink - 5
Shouting - 3
Corkscrew - 3
The Quasar - 2
Haund - 2
Mylo Xyloto - 2
Axisotaku - 2
cxinlee - 2
Chieliee - 1
GlassGlaceon - 1
Chromatic Art - 1
Haund - 1
 

iss

let's play bw lc!
is a Tiering Contributoris a Top Contributoris a Forum Moderator Alumnus
Cool. 2 points.
Burn shenanigans with switching to Ponyta? Rare enough that this is fine since you can just EQ to win if you don't get burned. 2 points.
Sure. 2 points.
As with most RestTalk sets, you have crit problems, but you aren't OHKOed by them (or 2HKOed by crit + attack against boosted Defense) so you should be fine. 2 points.
A Scarfer with no SpA EVs? Okay then. 2 points.
Chlorophyll is very clever. 1 point.
Yeah, that works. 2 points.
lol
1 points
lol
1 point simply because this is just a shitty set
BU Scraggy is cool. Intimidate Scraggy is also cool. 2 points.


Bonus points:

zzz (Used RestTalk) - cxinlee (-1), Wobbyble (-1)
Very Not Hipster (Used a Pokemon in the top 20) - Corkscrew (+1), apt-get (+1), Wobbyble (+1)

Wobbyble - 8
Punchshroom - 7
Pen Ink - 7
Corkscrew - 5
Axisotaku - 4
Haund - 4
cxinlee - 3
Shouting - 3
apt-get - 2
The Quasar - 2
Mylo Xyloto - 2
vileman - 2
Kingler12345 - 2
Chieliee - 1
GlassGlaceon - 1
Chromatic Art - 1


Round 4!


Shelmet @ Eviolite
Bold | Shell Armor
evs: 116 HP / 156 Def / 236 SpD
move 1: Spikes
move 2: Yawn
move 3: Recover
move 4: Hidden Power Flying

Dwebble @ Oran Berry
Adamant | Sturdy
evs: 36 HP / 236 Atk / 236 Spe
move 1: Shell Smash
move 2: Rock Blast
move 3: Earthquake
move 4: Stealth Rock

Assume Stealth Rock and one layer of Spikes are down. If you have a Rapid Spin or Magic Bounce user, you can ignore these hazards.
 
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Reserving Mienfoo, I'll post the set tomorrow.
After the introduction of HP Flying, I unreserve Mienfoo. I'll try something else these days...
 
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Timburr changed to wooper down there after the hp flying change.
There is probably an easier way of doing this, but it feels like it would work so here I go:

Timburr @ Eviolite
Trait: Guts
Level: 5
EVs: 196 Atk / 236 Def / 76 HP
Impish Nature
- Drain Punch
- Bulk Up
- Sleep Talk
- Rock Slide

Stats = 25 HP, 16 Def, 10 SDef, 17 Atk
Lets start with switching in on a Smashing Dwebble:

Turn 0: You take spikes + rocks (3 dmg) so Timburr's HP = 22 and Dwebble uses shell smash.

Turn 1: Dwebble EQ, Timburr Bulk up:
+2 236+ Atk Dwebble Earthquake vs. 76 HP / 236+ Def Eviolite Timburr: 11-13 (44 - 52%) -- guaranteed 2HKO after Stealth Rock and Spikes
(11, 11, 11, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 12, 12, 13)

Worst case = 13 dmg, Timburr's HP = 9

Turn 2: Dwebble EQ, Timburr Drain punch:
+2 236+ Atk Dwebble Earthquake vs. +1 76 HP / 236+ Def Eviolite Timburr: 7-9 (28 - 36%) -- guaranteed 3HKO after Stealth Rock and Spikes
(7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9)

Worst case = 9 dmg okay yes that would kill Timburr but two max dmg roll is .39% chance so lets say he does 8dmg this time. Timburr's hp = 1.
+1 196 Atk Timburr Drain Punch vs. -1 36 HP / 0 Def Dwebble: 21-25 (95.45 - 113.63%) -- 75% chance to OHKO
(21, 21, 21, 21, 22, 22, 22, 22, 22, 22, 24, 24, 24, 24, 24, 25)

Timburr heals himself for 10 so hes at 11 and Oran berry activates on Dwebble.

Turn 3: He lives the next EQ and can KO with DP, healing himself for 6 leaving him at worse at 8hp (assuming he took another max dmg hit).

Here I had to choose between Rest and Rock Slide, because Shelmet comes in to yawn and +1 drain punch barely scratch him. Two +1 Rock Slide have an 88.67% chance to KO him and he only does 3 dmg with bug buzz.

Assuming you hit them, Rock Slide is way better than Rest for the Shelmet switch-in scenario.

turn 0: Switch in on Shelmet's Yawn. Timburr starts with 22 hp after taking spikes and rocks. The damage I use for dwebble is not the max damage roll, but high damage roll.
Turn 1: Timburr Bulk up and falls asleep -> Dwebble switch in
Turn 2: Dwebble SS. Timburr 1rst Sleep Talk: ST = DP, half dead Dwebble or ST = RS, Half dead Dwebble or ST = BU, Timburr is at +2.
Turn 3: Dwebble does 8 dmg and is half dead or does 6 dmg if timburr is at +2. Timburr 2nd Sleep Talks: Wakes up! ST fail = win(2nd atk from dweb wont kill and DP to kill) or ST = DP (dweb dead or half dead and timburr healed) or ST = RS (ded dweb or half ded and timburr took 6 dmg) ST = BU(half ded dweb and timburr at +2 or full heath dweb and timburr at +3, took 6 dmg)
Turn 4: Dweb does 6 dmg if Tim is at +2 and 5 dmg if at he is at +3. At this point Timburr took at most 14 dmg and Dweb would be half dead. Next turn he lives the damage DP to heal back up.
Turn 5: Dweb does 5 dmg if Tim at +3 and 4 dmg if at +4. Timburr wakes up and uses drain punch, heal up and kill Dwebble now or next turn.

The only way dweb would win is with max damage rolls OR high damage rolls and the following events: turn 2 ST = RS, turn 3 Tim takes 8 dmg and ST = BU, turn 4 Tim takes 6 dmg Wakes up ST = fail, turn 5 tim takes 6 dmg and dies. (exactly 22hp)
 
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Scraggy @ Eviolite
Trait: Intimidate
Level: 5
EVs: 196 HP / 196 Def / 36 SDef / 76 Atk
Impish Nature
- Drain Punch
- Crunch
- Bulk Up
- Rest

switch in vs Dwebble, eq is a guaranteed 3hko after dwebble shell smashes and you intimidate t1 with sr and a layer. drain punch gains enough health back to beat dwebble, then you just rest and set up vs shelmet. vs shelmet, you just bulk up to hell, rest when you need to. hp flying VERY rarely 3hko's.

+1 236+ Atk Dwebble Earthquake vs. 196 HP / 196+ Def Eviolite Scraggy: 8-10 (33.33 - 41.66%) -- guaranteed 3HKO after Stealth Rock and Spikes
76 Atk Scraggy Drain Punch vs. -1 36 HP / 0 Def Dwebble: 13-16 (59.09 - 72.72%) -- guaranteed 2HKO
0 SpA Shelmet Hidden Power Flying vs. 196 HP / 36 SpD Eviolite Scraggy: 6-8 (25 - 33.33%) -- 4.05% chance to 3HKO after Stealth Rock and Spikes
76 Atk Scraggy Crunch vs. 116 HP / 156+ Def Eviolite Shelmet: 6-7 (26.08 - 30.43%) -- guaranteed 4HKO
 
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Bug Buzz changed to HP Flying.
you... you are so evil omg I just spent like a whole hour doing calcs and shit to make it work with Timburr and you just change it like that... I... I... god damnit...

I reserve Wooper then.

Wooper @ Eviolite
Trait: Unaware
Level: 5
EVs: 236 HP / 156 Def / 76 Atk
Impish Nature
- Curse
- Waterfall
- Rest
- Sleep Talk

Rest/Talk against the yawn, Waterfall with Curse to eventually kill stuff.

236+ Atk Dwebble Earthquake vs. 236 HP / 156+ Def Eviolite Wooper: 6-8 (24 - 32%) -- possible 4HKO
(6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 8)

236+ Atk Dwebble Rock Blast (3 hits) vs. +1 236 HP / 156+ Def Eviolite Wooper: 3-6 (12 - 24%) -- possible 5HKO
(3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 6)



0 SpA Shelmet Hidden Power Flying vs. 236 HP / 0 SpD Eviolite Wooper: 5-6 (20 - 24%) -- guaranteed 5HKO
(5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6)

Wooper seems to be pretty good at these 1v2 Match-ups.
 
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Punchshroom

FISHIOUS REND MEGA SHARPEDO
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Bronzor @ Oran Berry
Trait: Levitate
Level: 5
EVs: 220 HP / 148 Def / 4 SpA / 92 Spd
Bold Nature
- Flash Cannon
- Recycle
- Sleep Talk
- Toxic

Bronzor doesn't give 2 shits about the hazards and waltzes right in. The first 2 moves handily deal with Dwebble, with Recycle + Oran Berry being a good method of recovery. The EVs are perfectly customisable, but I chose so much Speed just for Shelmet (which is hardly necessary).
+2 236+ Atk Dwebble 125 Rock Physical vs. 220 HP / 148+ Def Bronzor: 12-15 (48 - 60%) -- guaranteed 2HKO after Stealth Rock
You see that shit? Even with Dwebble's single strongest all-out attack (at +2), Bronzor just shrugs it off, with SR helping it to activate Oran Berry even! And since Rock Blast is a multi-hit move, Oran Berry will activate if the criteria is met, even before the attack finishes! What this means is that Dwebble would have to get consecutive crits for each hit just to beat Bronzor. Even if Dwebble Smashes again...
+4 236+ Atk Dwebble 125 Rock Physical vs. 220 HP / 148+ Def Bronzor: 18-22 (72 - 88%) -- guaranteed 2HKO after Stealth Rock
...it's still not OHKOing, and the only way Dwebble gets to Smash twice is if it Smashes on the switch, then Smashes again as Bronzor attacks, so Dwebble only gets to attack once. No dice, Dwebble.

The last 2 moves are pretty much used to mess with Shelmet. If you get put to sleep, just Sleep Talk and select 1 out of 3 usable moves (because no Rest!). Toxic ends Shelmet gg. Even if Dwebble wants to come in and Smash, Sleep Talk has a 2/3 chance of breaking Sturdy, essentially blowing its setup. Oh and Dwebble needs to set up to +6 just to beat me, which at any point I could screw it up with Sleep Talk or just wake up and blast it.

Edit: I initially had Safeguard on this thing which would've been cool, but Yawn mechanics had to be a bitch >:(
 
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Bronzor @ Oran Berry
Trait: Levitate
Level: 5
EVs: 220 HP / 148 Def / 4 SpA / 92 Spd
Bold Nature
- Flash Cannon
- Recycle
- Safeguard
- Toxic

The last 2 moves are perfectly equipped to manhandle Shelmet. Oh, you switched into a Yawn? No worries, simply Safeguard and you won't fall asleep, then wail away at Shelmet with Toxic and keep yourself healthy with Recycle.
Unfortunately safeguard doesn't prevent you to fall asleep if yawn was used before you used safeguard.
 

Bronzor @ Oran Berry
Trait: Levitate
Level: 5
EVs: 220 HP / 148 Def / 4 SpA / 92 Spd
Bold Nature
- Flash Cannon
- Recycle
- Safeguard
- Toxic

Bronzor doesn't give 2 shits about the hazards and waltzes right in. The first 2 moves handily deal with Dwebble, with Recycle + Oran Berry being a good method of recovery. The EVs are perfectly customisable, but I chose so much Speed just for Shelmet (which is hardly necessary).

You see that shit? Even with Dwebble's single strongest all-out attack (at +2), Bronzor just shrugs it off, with SR helping it to activate Oran Berry even! And since Rock Blast is a multi-hit move, Oran Berry will activate if the criteria is met, even before the attack finishes! What this means is that Dwebble would have to get consecutive crits for each hit just to beat Bronzor. Even if Dwebble Smashes again...

...it's still not OHKOing, and the only way Dwebble gets to Smash twice is if it Smashes on the switch, then Smashes again as Bronzor attacks, so Dwebble only gets to attack once. No dice, Dwebble.

The last 2 moves are perfectly equipped to manhandle Shelmet. Oh, you switched into a Yawn? No worries, simply Safeguard and you won't fall asleep, then wail away at Shelmet with Toxic and keep yourself healthy with Recycle.

Not that Shelmet would ever put you into that position by itself before Flash Cannon + Toxic damage finish it off. Dwebble can't switch in on Bronzor either due to breaking its Sturdy, so these Bugs are pretty f**ked against Bronzor.
Unfortunately safeguard doesn't prevent you to fall asleep if yawn was used before you used safeguard.
Therefore, just use resttalk bronzor with possibly CM.
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
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Ah you're right. Safeguard doesn't prevent a prior Yawn.

Edit: I don't like relying on RestTalk to counter threats, but Bronzor doesn't have any other ways to block Yawn, so Ima just slap Sleep Talk on him, kapisch?
 
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Reserving baltoy


Baltoy @ Oran Berry
Trait: Levitate
Level: 5
EVs: 196 HP / 240 Def / 40 SDef
Bold Nature
- Hidden Power [Rock]
- Toxic
- Cosmic Power
- Recycle

Baltoy takes 1 damage from Stealth Rocks, 0 from Spikes, Shelmet cannot touch Baltoy, and +2 Rock Blast does 2 damage per hit against +1 def Oran Berry Baltoy, or 3 damage per hit against +0. Since turn lasts a maximum of 3 turns, there's no way that Shelmet can put Baltoy to sleep, swap to Dwebble, and kill Baltoy before it wakes up through Oran Berry (unless max damage rolls with chains of 5 and crits). Eyooo, Baltoy OP.

+2 236+ Atk Dwebble Rock Blast (3 hits) vs. +1 196 HP / 236+ Def Baltoy: 6-9 (26.08 - 39.13%) (2 damage her hit)
+4 236+ Atk Dwebble Rock Blast (3 hits) vs. +1 196 HP / 236+ Def Baltoy: 9-12 (39.13 - 52.17%) (3 damage per hit)
+2 236+ Atk Dwebble Rock Blast (3 hits) vs. 196 HP / 236+ Def Baltoy: 9-12 (39.13 - 52.17%) (3 damage per hit)
0 SpA Baltoy Hidden Power Rock vs. -1 36 HP / 0 SpD Dwebble: 16-20 (72.72 - 90.9%)
0 SpA Baltoy Hidden Power Rock vs. 116 HP / 236 SpD Eviolite Shelmet: 6-8 (26.08 - 34.78%)
0 SpA Shelmet Hidden Power Flying vs. +1 196 HP / 0 SpD Baltoy: 3-4 (13.04 - 17.39%)
0 SpA Shelmet Hidden Power Flying vs. 196 HP / 0 SpD Baltoy: 5-6 (21.73 - 26.08%)
 
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