I've hit the glass gauntlet. And the more singles oriented hyper offense team I've been running for a while is just not cutting it, so I need to change things up.
Here's what I want to do. During the fire type gym I ended up sweeping with +1 spa typhlosion using eruption. The thing was one shotting fire-types in sun and fire terrain. So I'm looking to make a fire terrain doubles oriented team centered around getting typhlosion in on a blazing field, and clicking eruption over and over, so to that end I'm looking for some ideas. A few important notes: I play with the set battle style and with a mod that disables item use in battle entirely. So no potions, x-items etc for me or my opponent. I also have never done the glass gauntlet before, so I only know what's up with the first two trainers don't know anything about the later trainers and I don't want to until I hit them.
Here's my current ideas:
Typhlosion:
Max speed, flash fire, item TBD. I'd like to use the field seed, but since I won't be able to re-up it between battles in the glass gauntlet I don't think that's a winning proposition.
-Eruption
-heat wave (I think I can get it from a tutor. Else I'll run flamethrower or lava plume)
-solar beam (not great honestly unless I set sun, or have grassium-Z, but that would overwrite the terrain. Decent for resetting burning terrain if it gets cleared I guess)
-Extrasensory (suspect. Likely should be changed to something else. Protect seems alright the issue is getting the TM. Focus blast is another move I need to look into more)
For typhlosion I also have toyed with the idea of running a rest-talk set to try and get more full power eruptions out of it, but that seems more memey than good
I'm considering slivally + incineroar as the leads to set burning terrain with pledges, then one or both parting shot out. Incineroar I'll probably have running amplified rock to be the one that actually uses the combo move. I'm not necessarily married to using silvally as the grass pledge user, it would be easier though since I have silvally at a high level already. The biggest problem I feel inceneraor has is its ground weakness, so a powerful ground type attacker could just ruin my day immediately. I've toyed with the idea of using a grassy terrain setter and using eruption itself to set blazing field, but that makes typhlosion's damage output a little less immediate when it comes out. Also all pokemon that learn it by level up are slower or speed tie with typhlosion so I wouldn't be able to run max speed typhlosion. The potential setters faster than typhlosion I could breed for if I would rather go the grassy terrain route are serperior, skeptile or jumpluff, but I haven't looked into them so far.
Silvally:
unsure of EV spread and item. If incineroar has the rock silvally needs to be faster than it. Silvally being powerful enough to take out the hazard setter in the first gauntlet battle after a fake out seems like where I want to be
-parting shot
-multi attack
-grass pledge
-? (toxic, protect and sunny day all feel like good contenders)
Incineroar:
Intimidate
Bulky, likely max hp and little to no speed investment (for slow parting shot). Amplified rock probably to be the field setter. Alternately I could run somehting like incinium-Z and have silvally run aplified rock.
-fire pledge
-parting shot
-fake out
- ? (flare blitz and protect seem like the obivous contenders for this slot. brick break has some situational useage, and knock off is also useful)
The last three team members are very up in the air. Here's a few things I've considered: healing support for typhlosion (e.g. comfey) to keep eruption at near max power. A rage powder/follow me user could also be good. I have an amoongus trained that could fill that slot, though it would take damage from the burning field. Eviolite togetic or a togekiss are the other, probably better options for this slot. Jumpluff also knows rage powder and u-turn, so it has the movepool to run a support set. It has lackluster defenses though.
I also want at least one backup attacker, preferably physical. I'm not entirely sure what to do on this front. I could have something that benefits from burning field, but that would make me very fire heavy. I was thinking Mega Pinsir might be a decent pick, it has strong priority in quick attack, a good neutral stab. However, I'm not familiar with its strength in doubles.