My ranked doubles team 2

𒈟Lavemu𒐫

𒀁 Infinitely grey 𒀆
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    Ok, so i'd like to update my ranked team when home support comes out. and i need help building a team. The core Pokemon would be Indeedee f and Armarouge, and i would like at least one Hisui Pokemon, also psychic is my favorite type so Maybe another psychic type. Thanks in advance!
     
    Ok, so i'd like to update my ranked team when home support comes out. and i need help building a team. The core Pokemon would be Indeedee f and Armarouge, and i would like at least one Hisui Pokemon, also psychic is my favorite type so Maybe another psychic type. Thanks in advance!

    Alright, I have a team built for you, similar to one that I use myself. However, note that Pokémon transferrable through Pokémon HOME might not be immediately available for ranked battles, as rules often exist only allowing Pokémon in the Pokédex. If they do decide to allow it, then you're in luck.

    https://pokepast.es/0b15dbdcba3fbe88

    Indeedee-F @ Psychic Seed
    Ability: Psychic Surge
    Tera Type: Normal
    EVs: 252 HP / 252 Def / 4 SpD
    Bold Nature
    IVs: 0 Atk
    - Psychic
    - Helping Hand
    - Protect
    - Follow Me


    Apparently, this is the quintessential Indeedee-F build that specializes in redirection with Follow Me and boosting the moves of teammates with Helping Hand. Protect is of course a must-have in Doubles and Psychic is Indeedee's primary attack, which gets stronger in Psychic Terrain. Psyshock also works, as it deals physical damage, which is good for dealing with special walls that have weaker Defense. If you are allowed to use transferred Pokémon in ranked battles with certain moves, Indeedee can also know Expanding Force if transferred from Pokémon Sword and Shield with the move. The EV spread ensures that it is bulky enough to tank hits when using Follow Me and its held item Psychic Seed only makes it specially bulkier.

    Armarouge (F) @ Weakness Policy
    Ability: Flash Fire
    Tera Type: Psychic
    EVs: 252 SpA / 4 SpD / 252 Spe
    Modest Nature
    IVs: 0 Atk
    - Heat Wave
    - Expanding Force
    - Aura Sphere
    - Protect


    Although Armarouge can be run in various ways, especially with Trick Room, this is a non-Trick Room build that I personally use on one of my own Doubles teams. I prefer Heat Wave over Armor Cannon because, despite its lack of accuracy, it is able to hit both of the opponent's Pokémon at the same time and doesn't lower defensive stats. Of course, Expanding Force is its main quintessential move that it would be using, as it would be extremely powerful and hit both Pokémon when used with Indeedee's Psychic Terrain. While uncommon, I prefer to run Armarouge with Aura Sphere for coverage against Dark-type Pokémon. The mere existence of a Dark-type Pokémon can ruin Armarogue's main strategy. The key is to open with Dragapult, Tera Psychic Armarouge, select Expanding Force, and have Dragapult hit Armarogue with U-Turn, which would be super effective, yet still extremely weak. This triggers Armarogue's Weak Armor, which lowers Defense, but increases Speed. This would also trigger the Weakness Policy, boosting its Attack and Special Attack by two stages. After Dragapult uses U-Turn, switch into Indeedee, who would automatically set Psychic Terrain. Armarouge will then hit both of the opponent's Pokémon with massive damage. To do even more damage, you can have Indeedee use Helping Hand to boost the power of Expanding Force (or Heat Wave if need be) to ensure that everything is a guaranteed KO.

    Dragapult (F) @ Focus Sash
    Ability: Infiltrator
    Tera Type: Dragon
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Draco Meteor
    - Shadow Ball
    - U-turn
    - Thunder Wave


    In this team, Dragapult is a good Pokémon to use to set up the above strategy for Armarogue by hitting a Terastralized Psychic Armarogue with U-Turn and switching to Indeedee. Draco Meteor is great for dealing massive damage to a target if need be, Shadow Ball is good for Ghost STAB, and Thunder Wave is good for speed control if a Pokémon is somehow faster than it on the field, which probably wouldn't happen often regardless. Because Dragapult is brittle, Focus Sash is necessary. Infiltrator is recommended in case it needs to attack through screens such as Light Screen, Substitute, or similar moves. The 0 Atk IV ensures that its U-Turn will be as weak as possible.

    Flutter Mane @ Booster Energy
    Ability: Protosynthesis
    Tera Type: Fairy
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Dazzling Gleam
    - Shadow Ball
    - Trick Room
    - Protect


    Flutter Mane is still the best Pokémon to use for Doubles thus far. It is highly recommended to Terastralize it to Fairy to deal more damage with Dazzling Gleam, which would hit both opponents. However, Moonblast works as well. Indeedee can also boost the move with Helping Hand to make it even stronger. Even though Flutter Mane is very fast, it knows Trick Room for Speed control, mainly to counter other Trick Room users or Pokémon that use Tailwind. If Trick Room isn't helping much, however, you can also go for Mystical Fire for some extra coverage. While there are no sun users on this team, you're very likely to face opponents that set the sun and take advantage of that, which helps Flutter Mane and Armarouge. Yet, in case there is no sun, Booster Energy ensures that its Ability activates.

    Iron Hands @ Assault Vest
    Ability: Quark Drive
    Tera Type: Grass
    EVs: 252 Atk / 4 Def / 252 SpD
    Adamant Nature
    - Drain Punch
    - Wild Charge
    - Volt Switch
    - Fake Out


    Iron Hands is a great Pokémon to open with if the strategy with Armarouge isn't going to work for the battle in question. It is a great Fake Out user, and it can pivot out with Volt Switch. Drain Punch ensures that it lives even longer, which goes great with its bulky defense, and Wild Charge deals a lot of damage. It wears an Assault Vest to make it specially bulky, something it really needs. Its Tera Type is Grass to protect from Rage Powder and Spore.

    Arcanine (F) @ Safety Goggles
    Ability: Intimidate
    Tera Type: Grass
    EVs: 252 HP / 4 Def / 252 Spe
    - Flare Blitz
    - Will-O-Wisp
    - Snarl
    - Protect


    Arcanine is very useful for disruption on this team. Flare Blitz deals massive damage when needed. Will-O-Wisp burns physical attackers, and Snarl lowers both opponent's special attack. Its Ability Intimidate lowers physical Attack stats. Safety Goggles protects from powder moves and Tera Type Grass does the same in case its Safety Goggles get knocked off.

    I know you asked for another Psychic Pokémon, but I couldn't think of one that would comfortably fit on this team. You also asked for another Hisuian Pokémon, but I am not sure if they would be automatically allowed as soon as they become transferrable. Regardless if so, then I recommend this Pokémon:

    Ursaluna (F) @ Flame Orb
    Ability: Guts
    Tera Type: Ground
    EVs: 248 HP / 252 Atk / 8 Def
    Impish Nature
    - Facade
    - Headlong Rush
    - Yawn
    - Protect


    A very powerful Pokémon that would likely make an impact, especially on Trick Room teams, Guts and a burn caused by the Flame Orb makes Façade extremely powerful with a power of 140. This would deal massive damage thanks to its incredible 140 base Attack stat. Headlong Rush is also extremely powerful with 120 base power. Yawn can be used to disrupt and force switches and Protect not only is naturally great and useful in Doubles, but also works well with Yawn. If it is able to be used, it can comfortably replace Iron Hands.

    Please test and let me know how the team does. If it struggles, I would make the necessary adjustments.
     
    Last edited:
    Alright, I have a team built for you, similar to one that I use myself. However, note that Pokémon transferrable through Pokémon HOME might not be immediately available for ranked battles, as rules often exist only allowing Pokémon in the Pokédex. If they do decide to allow it, then you're in luck.

    https://pokepast.es/0b15dbdcba3fbe88

    Indeedee-F @ Psychic Seed
    Ability: Psychic Surge
    Tera Type: Normal
    EVs: 252 HP / 252 Def / 4 SpD
    Bold Nature
    IVs: 0 Atk
    - Psychic
    - Helping Hand
    - Protect
    - Follow Me


    Apparently, this is the quintessential Indeedee-F build that specializes in redirection with Follow Me and boosting the moves of teammates with Helping Hand. Protect is of course a must-have in Doubles and Psychic is Indeedee's primary attack, which gets stronger in Psychic Terrain. Psyshock also works, as it deals physical damage, which is good for dealing with special walls that have weaker Defense. If you are allowed to use transferred Pokémon in ranked battles with certain moves, Indeedee can also know Expanding Force if transferred from Pokémon Sword and Shield with the move. The EV spread ensures that it is bulky enough to tank hits when using Follow Me and its held item Psychic Seed only makes it specially bulkier.

    Armarouge (F) @ Weakness Policy
    Ability: Flash Fire
    Tera Type: Psychic
    EVs: 252 SpA / 4 SpD / 252 Spe
    Modest Nature
    IVs: 0 Atk
    - Heat Wave
    - Expanding Force
    - Aura Sphere
    - Protect


    Although Armarouge can be run in various ways, especially with Trick Room, this is a non-Trick Room build that I personally use on one of my own Doubles teams. I prefer Heat Wave over Armor Cannon because, despite its lack of accuracy, it is able to hit both of the opponent's Pokémon at the same time and doesn't lower defensive stats. Of course, Expanding Force is its main quintessential move that it would be using, as it would be extremely powerful and hit both Pokémon when used with Indeedee's Psychic Terrain. While uncommon, I prefer to run Armarouge with Aura Sphere for coverage against Dark-type Pokémon. The mere existence of a Dark-type Pokémon can ruin Armarogue's main strategy. The key is to open with Dragapult, Tera Psychic Armarouge, select Expanding Force, and have Dragapult hit Armarogue with U-Turn, which would be super effective, yet still extremely weak. This triggers Armarogue's Weak Armor, which lowers Defense, but increases Speed. This would also trigger the Weakness Policy, boosting its Attack and Special Attack by two stages. After Dragapult uses U-Turn, switch into Indeedee, who would automatically set Psychic Terrain. Armarouge will then hit both of the opponent's Pokémon with massive damage. To do even more damage, you can have Indeedee use Helping Hand to boost the power of Expanding Force (or Heat Wave if need be) to ensure that everything is a guaranteed KO.

    Dragapult (F) @ Focus Sash
    Ability: Infiltrator
    Tera Type: Dragon
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Draco Meteor
    - Shadow Ball
    - U-turn
    - Thunder Wave


    In this team, Dragapult is a good Pokémon to use to set up the above strategy for Armarogue by hitting a Terastralized Psychic Armarogue with U-Turn and switching to Indeedee. Draco Meteor is great for dealing massive damage to a target if need be, Shadow Ball is good for Ghost STAB, and Thunder Wave is good for speed control if a Pokémon is somehow faster than it on the field, which probably wouldn't happen often regardless. Because Dragapult is brittle, Focus Sash is necessary. Infiltrator is recommended in case it needs to attack through screens such as Light Screen, Substitute, or similar moves. The 0 Atk IV ensures that its U-Turn will be as weak as possible.

    Flutter Mane @ Booster Energy
    Ability: Protosynthesis
    Tera Type: Fairy
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Dazzling Gleam
    - Shadow Ball
    - Trick Room
    - Protect


    Flutter Mane is still the best Pokémon to use for Doubles thus far. It is highly recommended to Terastralize it to Fairy to deal more damage with Dazzling Gleam, which would hit both opponents. However, Moonblast works as well. Indeedee can also boost the move with Helping Hand to make it even stronger. Even though Flutter Mane is very fast, it knows Trick Room for Speed control, mainly to counter other Trick Room users or Pokémon that use Tailwind. If Trick Room isn't helping much, however, you can also go for Mystical Fire for some extra coverage. While there are no sun users on this team, you're very likely to face opponents that set the sun and take advantage of that, which helps Flutter Mane and Armarouge. Yet, in case there is no sun, Booster Energy ensures that its Ability activates.

    Iron Hands @ Assault Vest
    Ability: Quark Drive
    Tera Type: Grass
    EVs: 252 Atk / 4 Def / 252 SpD
    Adamant Nature
    - Drain Punch
    - Wild Charge
    - Volt Switch
    - Fake Out


    Iron Hands is a great Pokémon to open with if the strategy with Armarouge isn't going to work for the battle in question. It is a great Fake Out user, and it can pivot out with Volt Switch. Drain Punch ensures that it lives even longer, which goes great with its bulky defense, and Wild Charge deals a lot of damage. It wears an Assault Vest to make it specially bulky, something it really needs. Its Tera Type is Grass to protect from Rage Powder and Spore.

    Arcanine (F) @ Safety Goggles
    Ability: Intimidate
    Tera Type: Grass
    EVs: 252 HP / 4 Def / 252 Spe
    - Flare Blitz
    - Will-O-Wisp
    - Snarl
    - Protect


    Arcanine is very useful for disruption on this team. Flare Blitz deals massive damage when needed. Will-O-Wisp burns physical attackers, and Snarl lowers both opponent's special attack. Its Ability Intimidate lowers physical Attack stats. Safety Goggles protects from powder moves and Tera Type Grass does the same in case its Safety Goggles get knocked off.

    I know you asked for another Psychic Pokémon, but I couldn't think of one that would comfortably fit on this team. You also asked for another Hisuian Pokémon, but I am not sure if they would be automatically allowed as soon as they become transferrable. Regardless if so, then I recommend this Pokémon:

    Ursaluna (F) @ Flame Orb
    Ability: Guts
    Tera Type: Ground
    EVs: 248 HP / 252 Atk / 8 Def
    Impish Nature
    - Facade
    - Headlong Rush
    - Yawn
    - Protect


    A very powerful Pokémon that would likely make an impact, especially on Trick Room teams, Guts and a burn caused by the Flame Orb makes Façade extremely powerful with a power of 140. This would deal massive damage thanks to its incredible 140 base Attack stat. Headlong Rush is also extremely powerful with 120 base power. Yawn can be used to disrupt and force switches and Protect not only is naturally great and useful in Doubles, but also works well with Yawn. If it is able to be used, it can comfortably replace Iron Hands.

    Please test and let me know how the team does. If it struggles, I would make the necessary adjustments.

    Thank you very much! I can't wait to try out this team when home support comes out. I'll make sure to let you know how this team does when I can battle with it!
     
    Alright, I have a team built for you, similar to one that I use myself. However, note that Pokémon transferrable through Pokémon HOME might not be immediately available for ranked battles, as rules often exist only allowing Pokémon in the Pokédex. If they do decide to allow it, then you're in luck.

    https://pokepast.es/0b15dbdcba3fbe88

    Indeedee-F @ Psychic Seed
    Ability: Psychic Surge
    Tera Type: Normal
    EVs: 252 HP / 252 Def / 4 SpD
    Bold Nature
    IVs: 0 Atk
    - Psychic
    - Helping Hand
    - Protect
    - Follow Me


    Apparently, this is the quintessential Indeedee-F build that specializes in redirection with Follow Me and boosting the moves of teammates with Helping Hand. Protect is of course a must-have in Doubles and Psychic is Indeedee's primary attack, which gets stronger in Psychic Terrain. Psyshock also works, as it deals physical damage, which is good for dealing with special walls that have weaker Defense. If you are allowed to use transferred Pokémon in ranked battles with certain moves, Indeedee can also know Expanding Force if transferred from Pokémon Sword and Shield with the move. The EV spread ensures that it is bulky enough to tank hits when using Follow Me and its held item Psychic Seed only makes it specially bulkier.

    Armarouge (F) @ Weakness Policy
    Ability: Flash Fire
    Tera Type: Psychic
    EVs: 252 SpA / 4 SpD / 252 Spe
    Modest Nature
    IVs: 0 Atk
    - Heat Wave
    - Expanding Force
    - Aura Sphere
    - Protect


    Although Armarouge can be run in various ways, especially with Trick Room, this is a non-Trick Room build that I personally use on one of my own Doubles teams. I prefer Heat Wave over Armor Cannon because, despite its lack of accuracy, it is able to hit both of the opponent's Pokémon at the same time and doesn't lower defensive stats. Of course, Expanding Force is its main quintessential move that it would be using, as it would be extremely powerful and hit both Pokémon when used with Indeedee's Psychic Terrain. While uncommon, I prefer to run Armarouge with Aura Sphere for coverage against Dark-type Pokémon. The mere existence of a Dark-type Pokémon can ruin Armarogue's main strategy. The key is to open with Dragapult, Tera Psychic Armarouge, select Expanding Force, and have Dragapult hit Armarogue with U-Turn, which would be super effective, yet still extremely weak. This triggers Armarogue's Weak Armor, which lowers Defense, but increases Speed. This would also trigger the Weakness Policy, boosting its Attack and Special Attack by two stages. After Dragapult uses U-Turn, switch into Indeedee, who would automatically set Psychic Terrain. Armarouge will then hit both of the opponent's Pokémon with massive damage. To do even more damage, you can have Indeedee use Helping Hand to boost the power of Expanding Force (or Heat Wave if need be) to ensure that everything is a guaranteed KO.

    Dragapult (F) @ Focus Sash
    Ability: Infiltrator
    Tera Type: Dragon
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Draco Meteor
    - Shadow Ball
    - U-turn
    - Thunder Wave


    In this team, Dragapult is a good Pokémon to use to set up the above strategy for Armarogue by hitting a Terastralized Psychic Armarogue with U-Turn and switching to Indeedee. Draco Meteor is great for dealing massive damage to a target if need be, Shadow Ball is good for Ghost STAB, and Thunder Wave is good for speed control if a Pokémon is somehow faster than it on the field, which probably wouldn't happen often regardless. Because Dragapult is brittle, Focus Sash is necessary. Infiltrator is recommended in case it needs to attack through screens such as Light Screen, Substitute, or similar moves. The 0 Atk IV ensures that its U-Turn will be as weak as possible.

    Flutter Mane @ Booster Energy
    Ability: Protosynthesis
    Tera Type: Fairy
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Dazzling Gleam
    - Shadow Ball
    - Trick Room
    - Protect


    Flutter Mane is still the best Pokémon to use for Doubles thus far. It is highly recommended to Terastralize it to Fairy to deal more damage with Dazzling Gleam, which would hit both opponents. However, Moonblast works as well. Indeedee can also boost the move with Helping Hand to make it even stronger. Even though Flutter Mane is very fast, it knows Trick Room for Speed control, mainly to counter other Trick Room users or Pokémon that use Tailwind. If Trick Room isn't helping much, however, you can also go for Mystical Fire for some extra coverage. While there are no sun users on this team, you're very likely to face opponents that set the sun and take advantage of that, which helps Flutter Mane and Armarouge. Yet, in case there is no sun, Booster Energy ensures that its Ability activates.

    Iron Hands @ Assault Vest
    Ability: Quark Drive
    Tera Type: Grass
    EVs: 252 Atk / 4 Def / 252 SpD
    Adamant Nature
    - Drain Punch
    - Wild Charge
    - Volt Switch
    - Fake Out


    Iron Hands is a great Pokémon to open with if the strategy with Armarouge isn't going to work for the battle in question. It is a great Fake Out user, and it can pivot out with Volt Switch. Drain Punch ensures that it lives even longer, which goes great with its bulky defense, and Wild Charge deals a lot of damage. It wears an Assault Vest to make it specially bulky, something it really needs. Its Tera Type is Grass to protect from Rage Powder and Spore.

    Arcanine (F) @ Safety Goggles
    Ability: Intimidate
    Tera Type: Grass
    EVs: 252 HP / 4 Def / 252 Spe
    - Flare Blitz
    - Will-O-Wisp
    - Snarl
    - Protect


    Arcanine is very useful for disruption on this team. Flare Blitz deals massive damage when needed. Will-O-Wisp burns physical attackers, and Snarl lowers both opponent's special attack. Its Ability Intimidate lowers physical Attack stats. Safety Goggles protects from powder moves and Tera Type Grass does the same in case its Safety Goggles get knocked off.

    I know you asked for another Psychic Pokémon, but I couldn't think of one that would comfortably fit on this team. You also asked for another Hisuian Pokémon, but I am not sure if they would be automatically allowed as soon as they become transferrable. Regardless if so, then I recommend this Pokémon:

    Ursaluna (F) @ Flame Orb
    Ability: Guts
    Tera Type: Ground
    EVs: 248 HP / 252 Atk / 8 Def
    Impish Nature
    - Facade
    - Headlong Rush
    - Yawn
    - Protect


    A very powerful Pokémon that would likely make an impact, especially on Trick Room teams, Guts and a burn caused by the Flame Orb makes Façade extremely powerful with a power of 140. This would deal massive damage thanks to its incredible 140 base Attack stat. Headlong Rush is also extremely powerful with 120 base power. Yawn can be used to disrupt and force switches and Protect not only is naturally great and useful in Doubles, but also works well with Yawn. If it is able to be used, it can comfortably replace Iron Hands.

    Please test and let me know how the team does. If it struggles, I would make the necessary adjustments.

    Oh, and is there any Pokemon that would be a suitable replacement for Ursaluna? because I don't really need a hisui pokemon and just in case its not it's not legal. (Thanks in Advance!)
     
    Oh, and is there any Pokemon that would be a suitable replacement for Ursaluna? because I don't really need a hisui pokemon and just in case its not it's not legal. (Thanks in Advance!)

    In that case, you already have a full team of six. Technically, Ursaluna is the 7th Pokémon just in case it is legal for play, which can replace Iron Hands.
     
    In that case, you already have a full team of six. Technically, Ursaluna is the 7th Pokémon just in case it is legal for play, which can replace Iron Hands.

    Oh i thought there was six lol, and i will make sure to test this team on showdown before i use it. i'll make sure to tell you anything it struggles with!
     
    Oh i thought there was six lol, and i will make sure to test this team on showdown before i use it. i'll make sure to tell you anything it struggles with!

    Sounds good, thanks a lot. ☺️
     
    Sounds good, thanks a lot. ☺️

    OK, I tested this team on showdown and it's pretty solid! There isn't any main weakness I can think of and the u turn strategy works pretty well! can't wait to use it in violet!
     
    OK, I tested this team on showdown and it's pretty solid! There isn't any main weakness I can think of and the u turn strategy works pretty well! can't wait to use it in violet!

    I am glad to hear it! Good luck!
     
    I am glad to hear it! Good luck!

    I've Been battling in the new season and this team really struggles with the ruin legends. Got any Advice for a team in the new season?
     
    I've Been battling in the new season and this team really struggles with the ruin legends. Got any Advice for a team in the new season?

    Alright, I definitely wasn't expecting the Treasures of Ruin to be allowed this season. You might have to give me some time to figure it out.
     
    Alright, I definitely wasn't expecting the Treasures of Ruin to be allowed this season. You might have to give me some time to figure it out.

    Ok! Take your Time, Your the best! also i realized out of my three favorite types 2 of them are weak to dark lol. (psychic, ghost, fairy) also if tatsugiri would work in the team please add it in!
     
    Last edited:
    Alright, I definitely wasn't expecting the Treasures of Ruin to be allowed this season. You might have to give me some time to figure it out.

    oh, and if this helps, the team had the most trouble with ting-lu out of the 4 legends
     
    oh, and if this helps, the team had the most trouble with ting-lu out of the 4 legends

    Thanks for updating me. I was going to ask you what gave you the most trouble. Yes, Ting-Lu is very problematic. Not only is it very bulky and a strong attacker, but the thing can also learn Whirlwind for some reason too. People also try their luck and spam Fissure as well, which is crazy. Sorry that I haven't been on that much lately. It's been a really busy couple of weeks for me. Because of that, I haven't been battling competitively enough to really know what's going on right now. What does Ting-Lu do specifically to cause problems for the team? I imagine it exploits the team's Ground weaknesses and possibly even tanks Flutter Mane's Dazzling Gleam and Armarogue's Aura Sphere? What members of the team struggled the most?

    I would recommend making some minor changes to your Flutter Mane. Instead of going for a Timid Flutter Mane, go for a Modest one. Because Flutter Mane is already very fast, I don't think much would outspeed it anyway. You can make it Tera Fairy, pair it with Indeedee, and use Helping Hand to boost Flutter Mane's Dazzling Gleam. This should be able to OHKO every possible common Ting-Lu build. If that Dazzling Gleam is strong enough to KO Ting-Lu, it can also KO or do massive damage to its teammate as well. Boosting with Calm Mind can work too if, for whatever reason, you can't or shouldn't use Helping Hand at the moment.

    A physical Water-type is also a good option. I would recommend Gyarados. With Intimidate, it can lower Ting-Lu's Attack, making it hit weaker and because it is Water/Flying, it is immune to Ting-Lu's Earthquake and super effective against its Ground typing. I would also recommend an Adamant Nature Palafin. Its Zero to Hero form has a base stat total of 650 and is a very strong attacker. Wave Crash while holding an item such as Life Orb or Mystic Water should do massive damage to Ting-Lu. With Tera Water, it is a guaranteed OKHO. Tera Fighting is good too, considering it learns a good amount of Fighting moves, which Ting-Lu is also weak to. If you really want to look cute, I recommend Flamigo with Co-Star. With Co-Star, switching Flamigo makes it automatically copy its teammate's stat changes, making it a great revenge killer. If you switch into Armarouge after it received its Weak Armor and Weakness Policy boosts, it would copy that and would take advantage of its sharply boosted Attack and Speed. With a Close Combat, it should be able to defeat Ting-Lu. I will have more time during the weekend, so I should be able to help you further then.
     
    Thanks for updating me. I was going to ask you what gave you the most trouble. Yes, Ting-Lu is very problematic. Not only is it very bulky and a strong attacker, but the thing can also learn Whirlwind for some reason too. People also try their luck and spam Fissure as well, which is crazy. Sorry that I haven't been on that much lately. It's been a really busy couple of weeks for me. Because of that, I haven't been battling competitively enough to really know what's going on right now. What does Ting-Lu do specifically to cause problems for the team? I imagine it exploits the team's Ground weaknesses and possibly even tanks Flutter Mane's Dazzling Gleam and Armarogue's Aura Sphere? What members of the team struggled the most?

    I would recommend making some minor changes to your Flutter Mane. Instead of going for a Timid Flutter Mane, go for a Modest one. Because Flutter Mane is already very fast, I don't think much would outspeed it anyway. You can make it Tera Fairy, pair it with Indeedee, and use Helping Hand to boost Flutter Mane's Dazzling Gleam. This should be able to OHKO every possible common Ting-Lu build. If that Dazzling Gleam is strong enough to KO Ting-Lu, it can also KO or do massive damage to its teammate as well. Boosting with Calm Mind can work too if, for whatever reason, you can't or shouldn't use Helping Hand at the moment.

    A physical Water-type is also a good option. I would recommend Gyarados. With Intimidate, it can lower Ting-Lu's Attack, making it hit weaker and because it is Water/Flying, it is immune to Ting-Lu's Earthquake and super effective against its Ground typing. I would also recommend an Adamant Nature Palafin. Its Zero to Hero form has a base stat total of 650 and is a very strong attacker. Wave Crash while holding an item such as Life Orb or Mystic Water should do massive damage to Ting-Lu. With Tera Water, it is a guaranteed OKHO. Tera Fighting is good too, considering it learns a good amount of Fighting moves, which Ting-Lu is also weak to. If you really want to look cute, I recommend Flamigo with Co-Star. With Co-Star, switching Flamigo makes it automatically copy its teammate's stat changes, making it a great revenge killer. If you switch into Armarouge after it received its Weak Armor and Weakness Policy boosts, it would copy that and would take advantage of its sharply boosted Attack and Speed. With a Close Combat, it should be able to defeat Ting-Lu. I will have more time during the weekend, so I should be able to help you further then.

    Thanks! I'll try modest flutter mane and see how that works out. I'll let you know how it does!
     
    Thanks for updating me. I was going to ask you what gave you the most trouble. Yes, Ting-Lu is very problematic. Not only is it very bulky and a strong attacker, but the thing can also learn Whirlwind for some reason too. People also try their luck and spam Fissure as well, which is crazy. Sorry that I haven't been on that much lately. It's been a really busy couple of weeks for me. Because of that, I haven't been battling competitively enough to really know what's going on right now. What does Ting-Lu do specifically to cause problems for the team? I imagine it exploits the team's Ground weaknesses and possibly even tanks Flutter Mane's Dazzling Gleam and Armarogue's Aura Sphere? What members of the team struggled the most?

    I would recommend making some minor changes to your Flutter Mane. Instead of going for a Timid Flutter Mane, go for a Modest one. Because Flutter Mane is already very fast, I don't think much would outspeed it anyway. You can make it Tera Fairy, pair it with Indeedee, and use Helping Hand to boost Flutter Mane's Dazzling Gleam. This should be able to OHKO every possible common Ting-Lu build. If that Dazzling Gleam is strong enough to KO Ting-Lu, it can also KO or do massive damage to its teammate as well. Boosting with Calm Mind can work too if, for whatever reason, you can't or shouldn't use Helping Hand at the moment.

    A physical Water-type is also a good option. I would recommend Gyarados. With Intimidate, it can lower Ting-Lu's Attack, making it hit weaker and because it is Water/Flying, it is immune to Ting-Lu's Earthquake and super effective against its Ground typing. I would also recommend an Adamant Nature Palafin. Its Zero to Hero form has a base stat total of 650 and is a very strong attacker. Wave Crash while holding an item such as Life Orb or Mystic Water should do massive damage to Ting-Lu. With Tera Water, it is a guaranteed OKHO. Tera Fighting is good too, considering it learns a good amount of Fighting moves, which Ting-Lu is also weak to. If you really want to look cute, I recommend Flamigo with Co-Star. With Co-Star, switching Flamigo makes it automatically copy its teammate's stat changes, making it a great revenge killer. If you switch into Armarouge after it received its Weak Armor and Weakness Policy boosts, it would copy that and would take advantage of its sharply boosted Attack and Speed. With a Close Combat, it should be able to defeat Ting-Lu. I will have more time during the weekend, so I should be able to help you further then.

    Yay! im in master ball tear now! i made a few changes to the team including replacing iron hands and arcanine with sylveon and gholdengo and it worked really well! and your dragapult strategy is so good! thanks for all the help!
     
    Yay! im in master ball tear now! i made a few changes to the team including replacing iron hands and arcanine with sylveon and gholdengo and it worked really well! and your dragapult strategy is so good! thanks for all the help!

    You're welcome! I'm glad to hear it. However, the best part of your post is that you reached the highest level after making some of your own changes. I'm very proud of that. 😊

    By the way, another online competition will be held soon. Will you be participating?
     
    You're welcome! I'm glad to hear it. However, the best part of your post is that you reached the highest level after making some of your own changes. I'm very proud of that. 😊

    By the way, another online competition will be held soon. Will you be participating?

    if i have the time, id love too!
     
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