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Thread: Making Due With What We're Given [Battle Subway RMT]

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    Default Making Due With What We're Given [Battle Subway RMT]

    TrickScarf isn't nearly as effective this generation because the computer realizes that it's been locked into a crappy move. However, does this same logic apply to the Truant ability?

    I've been joking for a while that Chandelure+Durant is the most broken combo in the battle subway, as you lock your opponent into Truant, faint, send out Chandelure with Shadow Tag so your opponent can't switch, and then alternate between Protect and a stat-up move until you're +6/+6/+6. According to serebii, DW Durant has been released, and while we're still waiting for Chandelure, I figured I'd give this team a chance.

    I doubt that the computer will switch out once given the "Truant" ability. If testing confirms that it does, then this team is garbage.



    Durant@Choice Scarf
    Jolly (+Spd, -Sp. Atk)
    Trait: Truant
    252 Atk, 16 HP, 240 Speed

    ~Entrainment
    ~Superpower
    ~Bug Bite
    ~Stone Edge

    Entrainment+Truant=full knowledge of what your opponent will be doing every other turn. The importance of this information cannot be downplayed. Every Sweeper would gladly give one up one moveslot for protect in order for, well, perfect protection.

    252 Atk for the worst case scenario where Durant is the last Pogey left alive and needs to KO something.

    Durant needs to reach 173 speed to be the fastest kid on the subway, as Scarf Manectric reaches 258. I'm not exactly sure how EVs work at level 50, but I do believe that this spread will grant me enough speed to outrun everything, and a bit more bulk.


    Dragonite@Leftovers
    Adamant (+Atk, -Sp. Atk)
    Trait: Multiscale
    252 HP, 252 Atk, 6 Def

    ~Dragon Dance
    ~Substitute
    ~Protect
    ~Dragon Claw

    Standard set is standard, with the exception of replacing Roost for Protect as Leftovers can restore me to full health when need be. I'm choosing to go max HP/max attack since I'm guaranteed to go +6/+6, and Dragon Claw>Outrage since +6 Dragon Claw OHKOs just about everything. Substitute is to block status and OHKO moves.

    I am considering going 252 Speed>252 HP just in case the strategy doesn't work as planned (i.e. the opponent Protects first turn). I wanted my last two pogeys to have synergy and be capable of winning even if I can't pull of Entrainment.


    Volcarona@Focus Sash
    Timid (+Spd, -Atk)
    Trait: Flame Body
    252 Sp. Atk, 252 Speed, 6 HP

    ~Protect
    ~Quiver Dance
    ~Fiery Dance
    ~Bug Buzz

    A failsafe should any ridiculous hax occur. Focus Sash guarantees either Quiver Dance or at least one attack in.
    Last edited by randomn00b; 5th August 2012 at 11:00 PM.
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