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Double Dragon: 2012 Worlds Master Top 8 Team Analysis (Translation)

blog-jumpei_top8.jpgThe following is an English translation of Jumpei Yamamoto's worlds team article by Ren Z. (crobert). The original can be found on Jumpei's blogWe would like to thank him for granting us permission to re-publish his work in English. Jumpei took 8th at the 2012 Pokémon World Video Game Championships, eventually losing to champion Ray Rizzo (Ray) in the quarter-finals in one of the closest sets of the tournament. He placed 2nd at the 2012 Japanese National Championships after playing Satoru Masukata (huuuryu) in the finals.


It's been a while since Worlds, but I would like to take this opportunity to explain my Worlds team.

First I'm going to talk about my Japanese Nationals team. I based it on this team by Kage [note: Kage is a player in Japan]. I actually played against this team during SHADE Off [note: an unofficial offline tournament] sometime in March. I was really drawn in by the destructive power of Garchomp and Salamence, so I decided to start building from there.

The original concept for Kage's team was to first spread paralysis with Calm Thundurus and then repeatedly use Rock Slide with Garchomp and Tyranitar to force hax on your opponent. Because I didn't have a Calm Thundurus and didn't feel I could use Ferrothorn as well as Kage, I decided to change Thundurus to Rotom-C and Ferrothorn to Scizor for a more offensive team. This makes the team into one that doesn't abuse Thunder Wave but just keeps on attacking, which I feel is more suited to me.

That was the team I used for Nationals. I'll list it here.

Nationals Team

garchomp.png

Garchomp @ Focus Sash

- Protect

- Dragon Claw

- Earthquake

- Rock slide

cresselia.png

Cresselia @ Psychic Gem

- Trick

- Psyshock

- Icy Wind

- Hidden Power Fire

salamence.png

Salamence @ Choice Scarf

- Rock Slide

- Fire Blast

- Hidden Power Flying

- Draco Meteor

scizor.png

Scizor @ Flying Gem

- Protect

- Bug Bite

- Bullet Punch

- Acrobatics

rotom-mow.png

Rotom-C @ Grass Gem

- Protect

- Thunderbolt

- Leaf Storm

- Hidden Power Fire

tyranitar.png

Tyranitar @ Iron Ball

- Protect

- Low Kick

- Rock Slide

- Fling

Now I'm going to explain my Worlds team individually. I had almost no time to prepare for Worlds, and I didn't know what the metagame would be like. Coupled with the fact that Worlds would be played in Best of 3 Matches (something Japanese players aren't used to), I decided that making a new team would be difficult, so I decided to reuse my Nationals team and tweak it to fit an international metagame.

I'm going to explain each Pokémon individually.

Worlds Team

garchomp.png

Garchomp @ Focus Sash

Ability: Sand Veil

Jolly Nature (+Spd, -SAtk)

EVs: 4 HP/252 Atk / Spd 252

Stats: 184-182-115-*-105-169

- Protect

- Dragon Claw

- Earthquake

- Rock Slide

Everyone's favourite Pokémon. This is the same Garchomp as my Nationals team. Some people don't think Garchomp is that good, but you'll realize once you use it that it is really strong. Because it has Focus Sash, you can focus on attacking opposing Pokémon, and if you have Sandstorm there's always Sand Veil. Focus Sash makes it hard to switch in, but if you use it to your advantage it's very strong indeed.

salamence.png

Salamence @ Choice Scarf

Modest Nature (+SAtk, -Atk)

EVs: 8 HP / 248 SAtk / 252 Spd

Stats: 171-*-100-177-100-152

- Rock Slide

- Fire Blast

- Hidden Power Flying

- Draco Meteor

The second dragon. This is also the same one from my Nationals team. The Scarf is for countering Latios. I've heard that outside Japan there are a lot of Gem Latios, and I really wanted to be able to hit Latios first so I chose to Scarf it. HP Flying is for fighting Pokémon and Virizion. Because Worlds is a different metagame than Japan's, I really didn't know what to expect, so I put HP Flying on. However there weren't many situations where I needed it. Rock Slide is for Volcarona. I heard that there were Rage Powder Volcarona overseas so I decided to use the last slot for Rock Slide, but if you really want to counter Volcarona I guess Stone Edge is also fine.

tyranitar.png

Tyranitar @ Dark Gem

Adamant Nature (+Atk, -SAtk)

EVs: 252 HP /196 Atk / 12 Def / 36 SDef / 12 Spd

Stats: 207-196-132-*-125-83

- Protect

- Low Kick

- Rock Slide

- Crunch

This is also from my Nationals team. The only difference between the two is my change from Iron Ball to Dark Gem. I didn't expect a lot of Trick Room teams overseas, so I didn't feel the need to lower my Speed. I didn't face any difficulties changing to Dark Gem, as there were many teams using Thunder Wave but fewer using Trick Room. The fact that its Speed is 83 was a lucky coincidence (Ray's Cresselia had 81 Speed and his Metagross had 82 Speed). This Tyranitar was originally for GS Cup, and because I needed a 4th Gen Tyranitar this was the only one I had.

cresselia.png

Cresselia @ Psychic Gem

Modest Nature (+SAtk, -Atk)

EVs: 92 HP / 248 SAtk / 168 Spd

Stats: 207-*-140-138-150-126

- Protect

- Psyshock

- Icy Wind

- HP Fire

Again this is from my Nationals team. The only change is from Trick to Protect. Its goal is to manipulate speed with Icy Wind, then take out Hitmontop and other Fighting-types with Gem Psyshock. I could have used Expert Belt instead, but I wanted the extra damage from Psyshock so I decided on Gem. With Gem it could also do 50% to Gastrodon, so it worked out in the end. HP Fire is for Ferrothorn, Scizor, and Metagross. There weren't a lot of Ferrothorn or Scizor, but it's definitely good to be able to do damage to Metagross. In fact you can 3hko Metagross if it's not too bulky. If it's something like Ray's, though, it'll survive. The purpose of this Cresselia is to manipulate the opponents' Speed with Icy Wind. At first I wanted to have Grass Knot against Tyranitar, but because of my Metagross build I am forced to have Protect. However, Protect on Cresselia is very hard to predict and there were many times where it came in handy.

metagross.png

Metagross @ Choice Band

Adamant Nature (+Atk, -SAtk)

EVs: 252 HP / 76 Atk / 180 SDef

Stats: 187-181-150-*-133-90

- Explosion

- Meteor Mash

- Zen Headbutt

- Hammer Arm

I changed the Scizor in my Nationals party to Metagross and added Explosion as a surprise gimmick. I heard that overseas there were a lot of difficult Pokémon like Zapdos, Hitmontop, Latios, and Thundurus so I chose Metagross who has very high base stats. Regarding Choice Band, while I was discussing the best-of-3 format with many people including huuuryu the consensus was that surprise gimmicks won't work as well in them. However, I thought that Choice Band Explosion Metagross would be a good fit because I personally enjoy gimmicks like these and figured I just needed to keep it hidden during game 1, then use it effectively past game 2. As long as Metagross hits targets it would normally do decent damage to, you won't reveal Choice Band, and from there you can Protect + Explosion in game 2 (although I only pulled this off in about two games).

Lastly, I wanted to do something about Swagger Thundurus, which I figured would also be popular overseas. In general for Cresselia + Metagross you would set up by Swaggering Metagross, but I decided to get rid of the opposing Thundurus quickly by Gem Psyshock + Choice Band Zen Headbutt in turn one. This actually took down many Thundurus. Especially since there were many players relying on Thunder Wave + Swagger Thundurus, as soon as you got rid of Thundurus their team collapsed and you were in a very good position. I chose Hammer Arm over Earthquake because if you lock into Earthquake it would severely limit my partners.

rotom-wash.png

Rotom-W @ Sitrus Berry

Calm Nature (+SDef, -Atk)

EVs: 236 HP / 88 Def / 180 SpDef/ 4 Spe

Stats: 155-*-138-125-165-107

- Thunder Wave

- Will-o-Wisp

- Thunderbolt

- Hidden Power Grass

I changed the Rotom-C to a Rotom-W with a bulky support build. There used to be a lot of these, but they seem to be overtaken by Choice Specs builds lately. Because of the bulk and Sitrus Berry, it can survive two hits of most attacks while spreading Thunder Wave or Will-o-Wisp. About Will-o-Wisp, if you don't want Salamence and Garchomp facing Cresselia then you're only left with Metagross and Tyranitar. Neither are very fast meaning your opponent will be hitting you first, so I decided to use Will-o-Wisp which can damage opponents in addition to Sand. This also stops physical attackers like opposing Metagross and Tyranitar which made it easy to use. However, that's only if it hits. There were many instances where it missed, so I wouldn't recommend using it unless you also ran Gravity or something. Also I didn't use Hydro Pump because this is a support build, and I didn't need any power. If you have only Thunderbolt and Hydro Pump then Gastrodon will completely stop you so I decided on HP Grass. I saw many Gastrodon so that came in handy.

So that was my team for Worlds. I've actually only used it about three times after making it, and I'm surprised that it did so well. As well, I was really surprised that Ray's team was so similar to mine. Although the team concept was completely different, we used identical Pokémon except he had a Hydreigon instead of a Salamence. His Garchomp with its Haban Berry really caught me off guard and worked out for him since it survived the Earthquake in the final turn. Also, the Garchomp/Hydreigon vs Garchomp/Salamence super dragon matchup in game 2 was on purpose. I wanted to do that as soon as I saw Garchomp/Hydreigon in game 1. Fortunately the crowed seemed to have fun. Ray and I were also smiling.

Article image created by feathers for Nugget Bridge. View more of her artwork on her tumblr.


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Swords Dance allows me to set up and, uder either Gravity or Trick Room, potentially sweep. 252 SpA Primal Groudon Earth Power vs. 116 HP / 132 SpD Primal Groudon: 162-192 (85.2 - 101%) -- 6.3% chance to OHKO     Hemingway (Bronzong) @ Mental Herb   Ability: Levitate   Level: 50   EVs: 252 HP / 124 Def / 132 SpD   Sassy Nature   IVs: 0 Spe   - Gyro Ball   - Trick Room   - Gravity   - Skill Swap     Here we have what I believe to be the best partner to Dual Primal, Bronzong. It can set up Gravity and TR to help with a primal Offense, Skill Swap to make things immune to Ground or get the ideal weather up. In addition, it can do decent-large damage with Gyro Ball, especially on Xerneas. The spread allows it to take a 252+ Water Spout from Kyogre. The Herb allows me to get off a TR or Gravity guarenteed. 252+ SpA Primal Kyogre Water Spout (150 BP) vs. 252 HP / 132+ SpD Bronzong in Heavy Rain: 144-171 (82.7 - 98.2%) -- guaranteed 2HKO     Croissant (Salamence) (M) @ Salamencite   Ability: Intimidate   Level: 50   EVs: 4 Atk / 252 SpA / 252 Spe   Naive Nature   - Hyper Voice   - Double-Edge   - Draco Meteor - Protect     Now, since I bring both primals almost every game, I can free up options by having double megas. This is the fast one of those megas. In addition, I can weaken the power of opposing pokemon. Salamence is probably the best mega to go with dual primal as it can do just enough with HyperVoice to allow Kyogre or Groudon to get the kill. Double Edge is for KOs and Draco Meteor is to help with mirrors and Rayquaza matchups.     Sylvia (Mawile) (F) @ Mawile   Ability: Intimidate   Level: 50   EVs: 236 HP / 108 Atk / 164 SpD   Brave Nature   IVs: 0 Spe   - Play Rough   - Iron Head   - Sucker Punch   - Protect     Here's the slow mega and the second intimidator. This is the main check to the Kalos duo, which gives this team trouble. Noone wants to stare down a Mawile in TR. Even with reduced ATK it still packs a punch. The spread allows it to take an origin pulse from a 252+ Kyogre. The attacks are STAB and Sucker Punch for priority. 252+ SpA Primal Kyogre Origin Pulse vs. 236 HP / 164 SpD Mega Mawile in Heavy Rain: 130-154 (83.8 - 99.3%) -- guaranteed 2HKO   Zeus (Thundurus) @ Focus Sash   Ability: Prankster   Level: 50   EVs: 4 HP / 24 Def / 228 SpA / 252 Spe   Timid Nature   - Thunderbolt   - Thunder Wave   - Taunt   - Role Play   Here is the main Smeargle check on the team. That is what taunt is for. TWave is for another form of speed control, TBolt for STAB and Role Play for the same reason I have Skill Swap on Bronzong. The sash allows me to live a hit and get off 2 status moves. The 28 def allows me to take a -1 Double Edge from Kangaskhan the vast majority of the time. -1 252 Atk Parental Bond Mega Kangaskhan Double-Edge vs. 4 HP / 24 Def Thundurus: 128-154 (82.5 - 99.3%) -- guaranteed 2HKO   Problems: Smeargle is annoying as always as I only have one good method to deal with it Unlike the other team, I don't have the best Kyogre checks and it can sweep if Groudon is dead. But like with the other team, Yveltal can still hit everything super hard.   I hope you enjoyed, constructive criticism is very welcome. This is TheMinimizer signing out!
    • LF: Timid 6IV Salamence
      By PokeBert
      Hi there!

      I'm looking for a 6IV timid Salamence (a Bagon will do just fine, I don't mind training it) as well as a Relaxed, 0 speed Ferrothorn (also, Ferroseed is fine). I don't really have anything impressive to offer, as I haven't really bred too many competitively viable Pokémon. If you are after anything specific, I do have:
      Adamant Growlithes (with Intimidate), Adamant Larvitars, Adamant Beldums, Adamant Fletchlings, Adamant Totodiles (with Sheer Force), Adamant Marills (Huge Power), Bold Feebas, Timid Gastlys, Modest Rotoms, as well as Careful Scraftys (Intimidate). I could also breed Adamant Mawiles, Modest Charmanders (not HA, unfortunately) and Timid Whimsicotts.
      The majority of these probably are missing out in 1-2 relevant IV's. I could, if requested, probably breed up pretty much any of these to 5 relevant IV's.
      Thanks!
    • My first team
      By smartguyc1089
      This is the first team I have made for VGC16.
      Togekiss (F) @ Safety Goggles  
      Ability: Serene Grace  
      Level: 50  
      EVs: 252 HP / 252 Def / 4 Spe  
      Bold Nature  
      - Air Slash  
      - Protect  
      - Follow Me  
      - Tailwind  
      Togekiss+xerneas is the core I built this team around. Togekiss's main role is to redirect moves from xerneas so it can get a geomancy and then sweep. It has 252 HP and defence evs to help defend against the physical moves that are commonly used to KO xerneas. It does have some problems with Iron head users, but generally one turn is all that is required. The reason for togekiss to be used instead of amoongus is to avoid being 2HKOed by precipice blades from groudon. The safety goggles are to give it the ability to redirect spore from amoongus. Air slash can be used to lock down the pokemon xerneas is not moonblasting, albeit unreliably. Protect is just staple in doubles, follow me provides the redirection support I need, and tailwind is for setting up almost unbeatable groudon or xerneas sweeps if given the opportunity.
      oh Deer (Xerneas) @ Power Herb  
      Ability: Fairy Aura  
      Level: 50  
      EVs: 244 HP / 252 SpA / 12 Spe  
      Modest Nature  
      - Geomancy  
      - Moonblast  
      - Thunderbolt  
      - Protect  
      Xerneas is the crutch this team is built around. I gave it HP EVs because the geomancy boost means it outspeeds most things, notably not speed invested groudon, but I don't run into that very much for some reason. The special attack EVs are self explanatory, and the speed evs are to speed creep speed creeping bulky xerneas. Geomancy is the setup that this team is built around, Moonblast was taken because I prefer the obscene single target damage to the only powerful dual target damage dazzling gleam provides. Thunderbolt is taken to deal heavy damage to primal kyogre, a weakness of this team. protect is sometimes used turn one combined with tailwind from togekiss on a prediction that xerneas gets double targeted.
      Rotom-Wash @ Choice Scarf  
      Ability: Levitate  
      Level: 50  
      EVs: 4 HP / 252 Def / 252 SpD  
      Calm Nature  
      - Trick  
      - Thunder  
      - Hydro Pump  
      - Protect  
      Rotom wash is here because I found this team has a huge weakness to primal kyogre, and xerneas carrying thunderbolt doesnt really do enough. It is designed to be tanky, but still 2HKOs primal kyogre with thunder. The scarf means it outspeeds kyogre, and with trick it can cripple support pokemon, and slow down an enemy in trick room. Hydro pump is to provide a secondary coverage option also boosted by heavy rain. Protect may seem stupid on a choice scarf user, but it very rarely keeps its scarf after turn 1 of it being on the field, due to the number of supporting pokemon in the meta right now.
      Groudon-Primal @ Red Orb  
      Ability: Desolate Land  
      Level: 50  
      Shiny: Yes  
      EVs: 244 HP / 252 SpA / 12 Speed
      Modest Nature  
      - Earth Power  
      - Eruption  
      - Protect  
      - Fire Blast  
      My Primal Groudon is built to beat other primal groudons. It OHKOs opposing primal groudons with earth power, deals ridiculous damage to both enemys and 2HKOs Primal groudon with eruption, and carries fire blast for powerful fire type damage if it is on low HP. It has enough speed to speed creep speed creeping primals. It is a relatively straightfoward inclusion in this metagame.
      Kangaskhan-Mega @ Kangaskhanite  
      Ability: Scrappy  
      Level: 50  
      EVs: 116 HP / 252 Atk / 140 Spe  
      Jolly Nature  
      - Fake Out  
      - Return  
      - Protect  
      - Sucker Punch  
      Kanghaskan is here to lock down pokemon that threaten xerneas with spread moves, and to break smeargle's sash. I needed a mega, and so this one provided. It is tanky enough to take at least one hit from any non-supereffective or primal hit. The fake out makes it useful for looking after xerneas. Return deals heavy damage to almost anything that doesn't resist it. Protect is self explanatory, and then sucker punch 2HKOs most sweepers.
      Scizor (M) @ Choice Band  
      Ability: Technician  
      Level: 50  
      EVs: 252 HP / 252 Atk / 4 SpD  
      Adamant Nature  
      - Bullet Punch  
      - Bug Bite  
      - U-turn  
      - Knock Off  
      Scizor here has only one job, and that is to bullet punch xerneas. It carries knock off to deal with pesky items, bug bite to screw with sitrus berry users and do decent STAB damage, and u-turn to provide switch utility
       
       
       
       
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