Doubles Tornadus (GP 2/2)

talkingtree

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[OVERVIEW]

Intimidate plagues many physical attackers in Doubles, with common users like Landorus-T, Incineroar, and Mega Manectric all being very popular. Tornadus turns this into an advantage thanks to its ability Defiant. With ample potential for boosts, a strong STAB attack in Acrobatics, and decent coverage for Flying-resistant threats through Superpower or Knock Off, Tornadus can punch through unprepared teams. Acrobatics mandates that Tornadus use an item that's immediately expendable; this is most easily accomplishable with a Terrain-activated Seed. However, even with a boost, Tornadus is still somewhat frail, especially since the boost is lost if Tornadus switches out in order to be useful again later in the match. These Seeds also make Tornadus a bit predictable in both set and strategy, as its chosen Island Guardian partner will need to be led alongside it or switched in before it attacks. Access to Tailwind further adds to Tornadus's value, especially as its high natural speed makes it easy to set Tailwind. However, aside from supporting its team with speed control, Tornadus can't punish most common Electric-types like Zapdos and Tapu Koko.

[SET]
name: Defiant Attacker
move 1: Acrobatics
move 2: Superpower
move 3: Tailwind
move 4: Protect
item: Misty Seed / Psychic Seed
ability: Defiant
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Acrobatics is Tornadus's only strong and reliable STAB attack, though it requires Seed activation before it can do decent damage. Most switch-ins to Flying-type moves like Tyranitar can be hit for decent damage thanks to Superpower; this also gives Tornadus a way to hit Incineroar incredibly hard after getting a Defiant boost from its Intimidate. Knock Off can be used instead for added utility and to provide a solid hit on Aegislash and the chance to 2HKO Mega Metagross at +1. Tailwind supports Tornadus's team and also ensures it can get a hit off against faster foes after hopefully gaining Defiant boosts. Protect allows Tornadus to scout the opponent's moves, manage positioning, or stall out potentially detrimental field effects.

Set Details
========

Defiant enables Tornadus to be successful in a metagame with many popular users of Intimidate; its power and Speed are both maximized to make the most of potential boosts. The choice between Misty Seed and Psychic Seed is dependent on whether Tornadus has Tapu Fini or Tapu Lele as a teammate.

Usage Tips
========

Tornadus operates very well as a lead, as Intimidate users often act as leads too. If you want Tornadus to use Acrobatics, make sure the correct Terrain is set to activate its Seed. Activating this Seed does provide a useful boost to its special bulk, but don't be afraid to switch it out if Tornadus is threatened and could be useful later on in setting Tailwind or dissuading Intimidate users. Tornadus isn't particularly strong without a Defiant boost, so do your best to position it accordingly.

Team Options
========

Tapu Fini and Tapu Lele are ostensibly solid partners due to their abilities ensuring easy item activation, but they also offer additional synergy. Calm Mind Tapu Fini can apply pressure much more effectively with Tailwind support and Tornadus's fantastic matchup against Grass-types, while more defensive sets can keep Tornadus healthy with Heal Pulse. Tapu Lele appreciates Tailwind, allowing it to more easily run a Life Orb or Psychium Z set, and can use Taunt to help take on Trick Room. Attackers with middling Speed benefit greatly from Tailwind, and those that struggle with Intimidate are especially notable, making Zygarde, Kyurem-B, and Hoopa-U solid options. Zygarde and Kyurem-B also help take on Electric-types, a role that could also be filled by Landorus-T or Tyranitar. Many popular Steel-types have second typings that prevent them from being directly threatened by Superpower, so a teammate like Incineroar or Volcanion can help Tornadus handle those tough matchups.

[STRATEGY COMMENTS]
Other Options
=============

Taunt offers a different form of support than Tailwind that may be more effective on certain teams. If Tornadus is paired with either Tapu Bulu or Tapu Koko instead, it can use a Grassy or Electric Seed, respectively. However, this can be somewhat less synergistic than the other Seeds thanks to Superpower removing the provided boost. Fling may be useful with a King's Rock equipped, guaranteeing its target will flinch and providing both team support and convenient item loss without having to rely on a teammate. However, this means Tornadus is forced to use Fling before it can effectively use Acrobatics, and the moveslot becomes useless after Tornadus uses it once.

Checks and Counters
===================

**Electric-types**: Electric-types have strong STAB attacks that threaten Tornadus and can shrug off its attacks. Tapu Koko and Zapdos also resist Superpower, while Mega Manectric and Zeraora have the added benefit of outspeeding Tornadus. Kyurem-B's Fusion Bolt is similarly threatening, though it has to watch out for a boosted Superpower.

**Steel-types**: Mega Metagross and Aegislash are among the Steel-types that can take a Superpower and retaliate with strong attacks.

**Faster Pokemon**: Tornadus thrives when it can use a potential Defiant boost to get a strong first hit; Deoxys-A, weather sweepers like Excadrill and Kingdra, and Choice Scarf users like Tapu Lele are a few threats that could get in the way of that.

**Trick Room**: Without the rare Taunt, Tornadus can't do much against many common Trick Room setters like Bronzong, Diancie, and Cresselia, and its Tailwind becomes a detriment to its team's success.

[CREDITS]
- Written by: [[talkingtree, 232101]]
- Quality checked by: [[MajorBowman, 188164], [n10sit, 267148]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [name, ID]]
 
Last edited:

MajorBowman

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I can't really find anything wrong with this set other than silly nitpicky things like Adrenaline Orb being an awful item and Tornadus not really having the slot for Incinerate so I'd probably drop those. Other than that this is pretty perfect.

1/2
 

n10siT

Hoopa can do anything!
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Is Flings Rock worth mentioning in OO? Idk if I've seen that before and it sounds so much worse than the standard four moves that I couldn't personally justify using it.

Otherwise, this looks good! 2/2
 

Lumari

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TFP Leader
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Intimidate plagues many physical attackers in Doubles, with common users like Landorus-T, Incineroar, and Mega Manectric all being very popular. Tornadus turns this into an advantage thanks to its ability (RC) Defiant. With ample potential for boosts, a strong STAB attack in Acrobatics, and decent coverage for Flying-resistant threats through Superpower or Knock Off, Tornadus can punch through unprepared teams. Acrobatics mandates that Tornadus use an item that's immediately expendable; this is most easily accomplishable with a Terrain-activated Seed. However, even with a boost, Tornadus is still somewhat frail, especially since the boost is lost if Tornadus switches out in order to be useful again later in the match. These Seeds also make Tornadus a bit predictable in both set and strategy, as its chosen Island Guardian partner will need to be led alongside it or switched in before it attacks. Access to Tailwind further adds to Tornadus's value, especially as its high natural speed makes it easy to set Tailwind. However, aside from supporting its team with speed control, Tornadus can't punish most common Electric-types like Zapdos and Tapu Koko.

[SET]
name: Defiant Attacker
move 1: Acrobatics
move 2: Superpower
move 3: Tailwind
move 4: Protect
item: Misty Seed / Psychic Seed
ability: Defiant
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Acrobatics is Tornadus's only strong and reliable STAB attack, though it requires Seed activation before it can do decent damage. Most switchins switch-ins to Flying-type moves like Tyranitar can be hit for decent damage thanks to Superpower; this also gives Tornadus a way to hit Incineroar incredibly hard after getting a Defiant boost from its Intimidate. Knock Off can be used instead for added utility and to provide a solid hit on Aegislash and the chance to 2HKO Mega Metagross at +1. Tailwind supports Tornadus's team and also ensures it can get a hit off against faster foes after hopefully gaining Defiant boosts. Protect allows Tornadus to scout the opponent's moves, manage positioning, or stall out potentially detrimental field effects.

Set Details
========

Defiant enables Tornadus to be successful in a metagame with many popular users of Intimidate; its power and speed are both maximized to make the most of potential boosts. The choice between Misty Seed or and Psychic Seed is dependent on whether Tornadus has Tapu Fini or Tapu Lele as a teammate.

Usage Tips
========

Tornadus operates very well as a lead, since Intimidate users often act as leads too. If Tornadus wants to use Acrobatics, make sure the correct Terrain is set to activate its Seed. Activating this Seed does provide a useful boost to its special bulk, but don't be afraid to switch it out if Tornadus is threatened and could be useful later on in setting Tailwind or dissuading Intimidate users. Tornadus isn't particularly strong without a Defiant boost, so do your best to position it accordingly.

Team Options
========

Tapu Fini and Tapu Lele are ostensibly solid partners due to their abilities ensuring easy item activation, but they also offer additional syngery synergy. Calm Mind Tapu Fini can apply pressure much more effectively with Tailwind support and Tornadus's fantastic matchup against Grass-types, while more defensive sets can keep Tornadus healthy with Heal Pulse. Tapu Lele appreciates Tailwind, allowing it to more easily run a Life Orb or Psychium Z set, and can use Taunt to help take on Trick Room. Attackers with middling Speed benefit greatly from Tailwind, and those that struggle with Intimidate are especially notable, making Zygarde, Kyurem-B, and Hoopa-U solid options. Zygarde and Kyurem-B also help take on Electric-types, a role that could also be filled by Landorus-T or Tyranitar. Many popular Steel-types have second typings that prevent them from being directly threatened by Superpower, so a teammate like Incineroar or Volcanion can help Tornadus handle those tough matchups.

[STRATEGY COMMENTS]
Other Options
=============

Taunt offers a different form of support than Tailwind that may be more effective on certain teams. If Tornadus is paired with either Tapu Bulu or Tapu Koko instead, it can use a Grassy or Electric Seed, respectively. However, this can be somewhat less synergistic than the other Seeds thanks to Superpower removing the provided boost. Fling may be useful with a King's Rock equipped, guaranteeing its target will flinch and providing both team support and convenient item loss without having to rely on a teammate. However, this means Tornadus is forced to use Fling before it can effectively use Acrobatics, and the moveslot becomes useless after Tornadus uses it once.

Checks and Counters
===================

**Electric-types**: Electric-types have strong STAB attacks that threaten Tornadus and can shrug off its attacks. Tapu Koko and Zapdos also resist Superpower, while Mega Manectric and Zeraora have the added benefit of outspeeding Tornadus. Kyurem-B's Fusion Bolt is similarly threatening, though it has to watch out for a boosted Superpower.

**Steel-types**: Mega Metagross and Aegislash are among the Steel-types that can take a Superpower and retaliate with strong attacks.

**Faster Pokemon**: Tornadus thrives when it can use a potential Defiant boost to get a strong first hit; Deoxys-A, weather sweepers like Excadrill and Kingdra, and Choice Scarf users like Tapu Lele are a few threats that could get in the way of that.

**Trick Room**: Without the rare Taunt, Tornadus can't do much against many common Trick Room setters like Bronzong, Diancie, and Cresselia, and its Tailwind becomes a detriment to its team's success.

[CREDITS]
- Written by: [[talkingtree, 232101]]
- Quality checked by: [[MajorBowman, 188164], [n10sit, 267148]]
- Grammar checked by: [[name, ID], [name, ID]]
 

Electrolyte

Wouldn't Wanna Know
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hiya

add remove (comments)
[OVERVIEW]

Intimidate plagues many physical attackers in Doubles, with common users like Landorus-T, Incineroar, and Mega Manectric all being very popular. Tornadus turns this into an advantage thanks to its ability Defiant. With ample potential for boosts, a strong STAB attack in Acrobatics, and decent coverage for Flying-resistant threats through Superpower or Knock Off, Tornadus can punch through unprepared teams. Acrobatics mandates that Tornadus use an item that's immediately expendable; this is most easily accomplishable with a Terrain-activated Seed. However, even with a boost, Tornadus is still somewhat frail, especially since the boost is lost if Tornadus switches out in order to be useful again later in the match. These Seeds also make Tornadus a bit predictable in both set and strategy, as its chosen Island Guardian partner will need to be led alongside it or switched in before it attacks. Access to Tailwind further adds to Tornadus's value, especially as its high natural speed makes it easy to set Tailwind. However, aside from supporting its team with speed control, Tornadus can't punish most common Electric-types like Zapdos and Tapu Koko.

[SET]
name: Defiant Attacker
move 1: Acrobatics
move 2: Superpower
move 3: Tailwind
move 4: Protect
item: Misty Seed / Psychic Seed
ability: Defiant
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Acrobatics is Tornadus's only strong and reliable STAB attack, though it requires Seed activation before it can do decent damage. Most switch-ins to Flying-type moves like Tyranitar can be hit for decent damage thanks to Superpower; this also gives Tornadus a way to hit Incineroar incredibly hard after getting a Defiant boost from its Intimidate. Knock Off can be used instead for added utility and to provide a solid hit on Aegislash and the chance to 2HKO Mega Metagross at +1. Tailwind supports Tornadus's team and also ensures it can get a hit off against faster foes after hopefully gaining Defiant boosts. Protect allows Tornadus to scout the opponent's moves, manage positioning, or stall out potentially detrimental field effects.

Set Details
========

Defiant enables Tornadus to be successful in a metagame with many popular users of Intimidate; its power and Speed are both maximized to make the most of potential boosts. The choice between Misty Seed and Psychic Seed is dependent on whether Tornadus has Tapu Fini or Tapu Lele as a teammate.

Usage Tips
========

Tornadus operates very well as a lead, since as Intimidate users often act as leads too. If Tornadus wants to use is using Acrobatics, make sure the correct Terrain is set to activate its Seed. Activating this Seed does provide a useful boost to its special bulk, but don't be afraid to switch it out if Tornadus is threatened and could be useful later on in setting Tailwind or dissuading Intimidate users. Tornadus isn't particularly strong without a Defiant boost, so do your best to position it accordingly.

Team Options
========

Tapu Fini and Tapu Lele are ostensibly solid partners due to their abilities ensuring easy item activation, but they also offer additional synergy. Calm Mind Tapu Fini can apply pressure much more effectively with Tailwind support and Tornadus's fantastic matchup against Grass-types, while more defensive sets can keep Tornadus healthy with Heal Pulse. Tapu Lele appreciates Tailwind, allowing it to more easily run a Life Orb or Psychium Z set, and can use Taunt to help take on Trick Room. Attackers with middling Speed benefit greatly from Tailwind, and those that struggle with Intimidate are especially notable, making Zygarde, Kyurem-B, and Hoopa-U solid options. Zygarde and Kyurem-B also help take on Electric-types, a role that could also be filled by Landorus-T or Tyranitar. Many popular Steel-types have second typings that prevent them from being directly threatened by Superpower, so a teammate like Incineroar or Volcanion can help Tornadus handle those tough matchups.

[STRATEGY COMMENTS]
Other Options
=============

Taunt offers a different form of support than Tailwind that may be more effective on certain teams. If Tornadus is paired with either Tapu Bulu or Tapu Koko instead, it can use a Grassy or Electric Seed, respectively. However, this can be somewhat less synergistic than the other Seeds thanks to Superpower removing the provided boost. Fling may be useful with a King's Rock equipped, guaranteeing its target will flinch and providing both team support and convenient item loss without having to rely on a teammate. However, this means Tornadus is forced to use Fling before it can effectively use Acrobatics, and the moveslot becomes useless after Tornadus uses it once.

Checks and Counters
===================

**Electric-types**: Electric-types have strong STAB attacks that threaten Tornadus and can shrug off its attacks. Tapu Koko and Zapdos also resist Superpower, while Mega Manectric and Zeraora have the added benefit of outspeeding Tornadus. Kyurem-B's Fusion Bolt is similarly threatening, though it has to watch out for a boosted Superpower.

**Steel-types**: Mega Metagross and Aegislash are among the Steel-types that can take a Superpower and retaliate with strong attacks.

**Faster Pokemon**: Tornadus thrives when it can use a potential Defiant boost to get a strong first hit; Deoxys-A, weather sweepers like Excadrill and Kingdra, and Choice Scarf users like Tapu Lele are a few threats that could get in the way of that.

**Trick Room**: Without the rare Taunt, Tornadus can't do much against many common Trick Room setters like Bronzong, Diancie, and Cresselia, and its Tailwind becomes a detriment to its team's success.

Almost nothing to fix lmao
GP 2/2
 

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