Showing posts with label offensive combinations. Show all posts
Showing posts with label offensive combinations. Show all posts

Friday, January 31, 2014

Offensive Combinations: Mega-Tyranitar + Amoongus [Kalos-Double]

Hey all! We're back again with another article on offensive combinations, this time focusing on a strategy that the Japanese have been loving. If you want to read Markus's analysis on Charizard Venusaur and Garchomp Salamence, click here

In double battling, often times Pokemon are used together that have the capacity to complement each others weaknesses and remove threats that their partners fear. However, there is more to a powerful offensive combination than just offensive support. In this duo however, the Pokemon support each other by taking advantage of Status and Boosting Moves.


 A Mushroom and a Tyrant! - Mega Tyranitar + Amoongus
Mega Tyranitar and Amoongus is a combination that has not been receiving as much attention as some of the more straightforward duo's thusfar, yet I believe this makes the combo even more dangerous. Rather than putting fast Offensive Pressure on the opponent, the pair focuses on immobilizing the opponent with Spore while simultaneously making Tyranitar much more dangerous with Dragon Dance.

Amoongus and  Tyranitar compliment each other very well. Amoongus is weak to Flying and Psychic, both of which Tyranitar resists, while its Ice Weakness is covered offensively with Tyranitar's Rock Stab. Tyranitar on the other hand is weak to Fighting, Grass, and Water, all of which Amoongus resists, as well as Bug and Ground. The defensive synergy really comes into play however when you coordinate your attacks with this combo in addition to your typing.

Mega Tyranitar has base 164 Attack Stat. That is so ridiculously powerful it makes regular Tyranitar knocking down buildings seem like a toddler smashing Legos. Now lets take that humongous Attack, and raise it a stage. Oh and lets make Tyranitar outspeed most of its threats as well. Oh and while we're at it, why don't we redirect any Fighting and Water moves into everybody's favorite sponge of a Mushroom. And anything that really threatens Tyranitar can still be put to sleep. Another great advantage of Mega-Evolving Tyranitar is the fact that its defenses go up significantly, meaning with the proper investment it can remain on the field even without Amoongus.
Beginning to see why its dangerous?

Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 132 Def / 180 Spd / 180 HP / 4 SDef / 12 Atk
Jolly Nature
- Dragon Dance
- Protect
- Crunch
- Rock Slide

This is my personal Mega Tyranitar EV Spread, and I think it warrants some explanation. While it might seem strange to not fully capitalize on Tyranitar's enormous Attack or boosted Speed, I find this spread to be more effective. The EV's allotted into HP and Defense make Jolly Garchomp Earthquake Never 2hko after Mega Evolving. Additionally, with 252 EVs invested in Attack and an Adamant Nature, Mega Mawile Iron Head only OHKO's Tyranitar 3/16 Times. Ray's Mawile EV Spread does a maximum of 89 Percent with Play Rough. The move choices are the Standard ones, with both of Tyranitars STAB options, Dragon Dance and Protect. Ice beam or Flamethrower could aid Tyranitars coverage, but it is difficult to give up a moveslot.


Amoonguss @ Coba Berry / Black Sludge / Lum Berry
Ability: Regenerator
EVs: 236 HP / 36 Def / 236 SDef
Calm Nature
- Spore
- Giga Drain
- Rage Powder
- Protect

This Amoongus spread is more Specially bulky than most, but it has its uses. The given EV's allow it to survive Timid Mega Charizard Y Heat Wave in Sun 15/16 times, without Occa Berry. Amoongus still lives Mega Kangaskan Return, which even with defensive investment is going to be a 2HKO regardless. Amoongus is EV'd heavily in Special Defense, whereas Tyranitar focuses more on Physical to ensure that a powerful pair of one side of the spectrum cannot blow through the core. Amoongus's moves are about as standard as you can get, but for good reason. Spore is used to immobilize opponents, while Rage Powder supports Tyranitar while he sets up and sweeps. Giga Drain could be replaced with Sludge Bomb, but I prefer to have a way to hit Rotom-Wash for more damage, and poisoning a Pokemon you wanted to Spore on a Switch in is generally not a good thing. Coba Berry can ensure that Adamant Choice Band Talonflame never OHKO's, whereas Lum can be used to Stop Swagger and Dark Void. Additionally, this core is used with certain types of partner Pokemon in mind, specifically with Intimidate or Will-O-Wisp to cover for Amoongus's lacking physical Defense.

Pokemon that complement the core:
Salamence is an extremely popular Pokemon in VGC 14, and for good reason. He provides fast Intimidate support when holding a Choice Scarf, and his Dragon Stab can be used to counter opposing Dragons such as Garchomp who give Tyranitar trouble. Salamence has good synergy with Tyranitar, resisting Fighting, Bug, Water, and Grass while being immune to Ground, as well as typically carrying a Fire type attack to deal with pesky Scizor.
Rotom-Wash is another popular Pokemon, and can perform a similar role to Salamence for the core. With Will-O-Wisp, Rotom-Wash can cripple opposing Mawile and the Various fighting and ground types who like to beat up on Tyranitar. Will-O-Wisp also allows Rotom to help compensate for Amoongus's low physical Defense as well as adding passive damage, which in addition to Sandstorm can add up quickly. If Rotom-Wash chooses to run Light Screen, it can make sure that Modest Max Special Attack Charizard-Y Overheat in Sun NEVER OHKO's Amoongus. Finally, Rotom's dual STABs of Electric and Water provide coverage dealing with Fire and Flying Types that threaten Amongus, and Water types that Tyranitar fears.

One of the weaknesses to Mega Tyranitar-Amoongus is the fact that Grass Types are able to ignore Amoongus's Rage Powder and Spore or hit Tyranitar for Super Effective Damage. For this reason, Talonflame is a useful addition even if only to make Grass Types more hesitant to show themselves in the battle. 

Another problem that Tyranitar Amoongus faces is the use of repeated Intimidate users such as Manectric, Salamence, or Scrafty who are able to switch in and nullify the boosts received by Tyranitars Dragon Dance. Bisharp makes an excellent addition for this reason, as Bisharp Amoongus is a powerful offensive combination on its own, as well as the fact that Bisharp discourages opponents from bringing Intimidate users to a game at all, and as most Tyranitar currently use the Special Attack stat, an opponent in Team Preview will be unable to identify how large a threat boosted Mega Tyranitar is and might refrain from bringing heavy physical support, especially due to Bisharp.

Fake Out support can be essential when paired with Amoongus's ability Regenerator and a boosted Tyranitar. Mienshao provides Fake Out Support coupled with Wide Guard, and has more speed and power traditionally than the other too. He can also make use of Reckless High Jump Kick, Feint, and a fast Rock Slide. Mr. Mime also gets Wide Guard, but uses a Psychic STAB instead of a fighting one which can be extremely useful when trying to figure out how to deal with Amoongus, which gives the core big trouble. Mr. Mime also gets Icy Wind to help deal with Salamence/Garchomp/Mega Manectric, all of which give Tyranitar Trouble, as well as a Fairy STAB that can help deal with Fighting Types. Scrafty provides Intimidate Support which is essential, and can be used if a Team has a Trick Room option or feels weak to Trick Room, or simply wants more intimidate Support. All of these Pokemon get Quick Guard.


Garchomp is one of Tyranitars oldest partners, and his high Attack base and great offensive typing can be used to complement the core offensively. Choice Scarf, Choice Band, and Focus Sash are all somewhat unconventional Item choices that I would experiment with, and Sand Veil might even be worth a shot if you feel your team can handle Physical Contact Pokemon such as Kanga. Lum Berry and Rocky Helmet are of course options as well, as is Life Orb.

Countering the Core:

Talonflame struggles with Tyranitar, but if paired with the right partner he can effectively ensure that Amoongus struggles to perform its essential role

Intimidate users, as already mentioned, can be very problematic if not checked correctly, Manectric and Scrafty in particular are difficult for Tyranitar to deal with due to Volt Switch Manectric and Scrafty's typing.

Scarf or Specs Dazzling Gleam can be a big pain for Tyranitar, especially as Amoongus often doesn't want to stay in to take a Psychic or a Psyshock. 

Amoongus can bypass Rage Powder and Spore Tyranitar, as well as Rage Powder away Crunches and heal itself with Regenerator and Giga Drain.

Safety Goggles might not seem super threatening at first glance, but in reality it can give the core an enormous amount of trouble. Safety Goggles allow a Pokemon to ignore Spore, Rage Powder, and Sand Damage. Take Rotom-Wash for example. What would normally be a favorable situation where Amoongus Rage Powders and Tyranitar Dragon Dances can become an awful turn if Rotom-Wash, holding Safety Goggles, launches a Will-O-Wisp that connects with Tyranitar, crippling it for the game.

Mega Tyranitar Amoongus is not a combination without flaws, but it is an extremely interesting option that has lots of potential and is, as of yet, still relatively unexplored. A team that capitalizes on its enormous potential can go very far in my opinion. Thanks for reading if you stuck with me until the end, feel free to leave any thoughts in the comments below!
-Wolfe

Friday, January 24, 2014

Offensive Combinations - Charizard + Venusaur and Garchomp + Salamence [Kalos-Double]

Hey everybody! A lot of people who start with VGC have played singles before that. While both types of battle do have a lot in common, there is obviously also great differences, most outstandingly the fact, that you may have more than one Pokémon on the battle field at the same time. This leads to a lot of possibilities to have Pokémon support each other



Moves like Wide Guard, Helping Hand or Trick Room are mostly used to tap out the full potential of another Pokémon.



It is generally a good advice to have a team in which the Pokémon can benefit from each other and complement the others in a way were they function as a real team, rather than only independent Pokémon.


However, from time to time, there is two or sometimes even three or more Pokémon, that help each other in a very elaborate way. These groups are often referred to as “cores”. This analysis touches two cores, offensively as well as defensively, and gives basic ideas about how to build a proper team in which the members truly appreciate the presence of the others as well as how to counter two of the most dangerous combinations out there!

The Fox is gone, but not the Sun! - Mega Charizard Y + Venusaur 

The first core I want to take a look at is Mega Charizard-Y plus Venusaur. This core is a basic start whenever you want to put a lot of pressure to the opponent and overwhelm them with the pure power of Charizard-Y. While its stats and ability are pretty good, its typing, which has been its major flaw in the past years, ensures that Charizard is very likely to be OHKO’d by any Rock Slide or Stone edge and takes a lot of damage of the very common Electric and Water moves. The mega evolution raises the SpDef, but the Defence and HP stats are pretty low compared to other common Pokémon.

When the power of Charizard-Y was discovered, the first thing to do was to run 252 EVs on Special Attack and Speed, along with a Timid nature. It often came together with Venusaur, which of course benefits from Drought, as it receives a speed boost. Even though Charizard has access to Solar Beam on its own, the addition of STAB Giga Drain from Venusaur means, that Water-types will think twice before switching into Charizard, or being picked to begin with. 

However, this combination had one very big flaw, which is the weakness to Talonflame plus Garchomp. Galewings STAB Brave Bird shuts down Venusaur pretty hard, while Garchomp can OHKO Charizard with a single Rock Slide! It seemed like Charizard could only be a niche Pokémon at most. However, the SoCal Regional proved the critics wrong, as BadIntent and kingofkongs both managed to advance to the finals with their respective Charizard + Venusaur team! 

So, judging from the results, it is probably a good thing to give this core another look! 




Venusaur @ Coba Berry

Trait: Chlorophyll

EVs: 228 HP / 4 Def / 252 SAtk / 4 SDef / 20 Spd

Modest Nature (+SAtk, -Atk)

- Giga Drain/Grass Pledge/Leaf Storm
- Protect
- Sludge Bomb
- Sleep Powder /Hidden Power Ice


20 Speed EVs ensure to outspeed even Timid max speed Mega Manectric by one point. Max SAtk is recommended, as Venusaur wants to function as a bulky sweeper that can provide support with Sleep Powder, but also be able to hit Pokémon like Rotom-W, Ludicolo, Abomasnow, Gardevoir, Azumarill, Tyranitar, Politoed, Rhyperior and many more that its STABs are super effective on, for decent damage. HP Ice could be chosen over Sleep Powder to deal with Lum Berry Garchomp as well as Salamence.


252+ Atk Talonflame Brave Bird vs. 228 HP / 4 Def Venusaur: 192-228 (104.3 - 123.9%) -- guaranteed OHKO


However, even non-boosted adamant Talonflame’s Brave Bird easily One-Hit-KO’s Venusaur, so Coba Berry is used in order to reduce the effectiveness of this threat. 

Adamant Life-Orb Brave Bird only does 67.9 - 80.4% to Coba Venusaur and even adamant Choice Band fails to KO as it does 78.5 - 91.8 %! Sludge Bomb does 62.3 to 74% in return, so after all the recoil Talonflame gets when attacking it with Brave Bird, Venusaur can KO it. While Coba Berry is a very situational Item, I would still recommend trying it out as other items such as Sitrus Berry, Life Orb or Lum Berry are usually better off on other Pokémon. The alternative is to use Black Sludge or Leftovers to regain health, but being able to beat Talonflame is superior in my opinion. 






Charizard (F) @ Charizardite Y

Trait: Solar Power

EVs: 92 HP / 4 Def / 212 SAtk / 44 SDef / 156 Spd

Modest Nature (+SAtk, -Atk)

- Heat Wave/Flamethrower
- Protect
- Solar Beam
- Overheat/Fire Pledge/Roost/Air Slash


As I said earlier, 4/252/252 Timid was the way to run Charizard in the past, but things have changed!


252+ Atk Choice Band Talonflame Brave Bird vs. 92 HP / 4 Def Mega Charizard Y: 150-177 (90.9 - 107.2%) -- 43.8% chance to OHKO 
252 Atk Garchomp Rock Slide vs. 92 HP / 4 Def Mega Charizard Y: 156-184 (94.5 - 111.5%) -- 56.3% chance to OHKO 
4 Atk Salamence Rock Slide vs. 92 HP / 4 Def Mega Charizard Y: 136-160 (82.4 - 96.9%)
4- Atk Life Orb Salamence Rock Slide vs. 92 HP / 4 Def Mega Charizard Y: 156-187 (94.5 - 113.3%) -- 75% chance to OHKO
 
252 SpA Life Orb Salamence Draco Meteor vs. 92 HP / 44 SpD Mega Charizard Y: 109-130 (66 - 78.7%) 
116+ SpA Rotom-W Thunderbolt vs. 92 HP / 44 SpD Mega Charizard Y: 114-134 (69 - 81.2%)


It can be seen, that investing some EVs into bulk means that Charizard is not OHKO’d as easily, while a modest nature means that it will still hit even harder than the Timid set.


212+ SpA Mega Charizard Y Solar Beam vs. 252 HP / 100 SpD Rotom-W: 146-174 (92.9 - 110.8%) -- 62.5% chance to OHKO


With the given EV spread, Charizard hits harder and is more bulky, only at the cost of speed. 156 EVs allow to outpace all Modest Rotom-Applications as well as stuff like Smeargle or Kingdra outside of rain.


How to complement the core


Pokémon that can provide even more support to this and take out the counters of Charizard-Y and Venusaur are Mienshao, Scrafty, Garchomp, Gyarados, Mamoswine, Rotom-W.



Mienshao and Scrafty can provide Fake Out support, as well as Wide Guard and Quick Guard respectively. This allows them to protect the team from either Rock Slide or moves like Galewings Brave Bird. Scrafty and Gyarados come with Intimidate, that turns most Rock Slides into 2HKOs. Mamoswine and Rotom-W are generally good tools to stop Garchomp from wrecking the combo. Both, Mamoswine and Garchomp enjoy using Earthquake when Charizard is on the field, in order to prevent damage to the ally. They are also pretty good answers to Chandelure and Tyranitar, two Pokémon that give ChariVenu a lot of trouble.



Dragon Buddies - Garchomp + Salamence

The next combination I want to touch is the very popular DoubleDragon Garchomp plus Salamence that has had a lot of success recently.

While it might seem redundant to have two dragon-types that both share weaknesses to Ice, Dragon and Fairy, Garchomp Salamence is a very good example for an offensive combination. While neither of them is super fast, both are sitting at a comfortable 100 and 102 base speed respectively. Despite the addition of the fairy type, dragon is still a primary attacking choice and allows these two Pokémon that might seem to be very similar at first, to perform that well together. 

The last time when these two made quite a splash was when Jumpei Yamamoto used them side by side in 2012 to claim second place at the Japanese National Championship.

The obvious parts in which Garchomp and Salamence complement one another is the fact that Salamence is a flying type and Garchomp may therefore use Earthquake freely. But there is a lot more than that! Despite its sky-high attack stat, most Salamence go either special or mixed these days. One of the main Pokémon that gives pure special Salamence trouble is Tyranitar with its super high special defence in sand. Garchomp, of course, loves to take on Tyranitar. Similarly, Rotom-W is able to shut down most Garchomp pretty handily, as Sitrus Berry ensures it is not 2HKOd, while Will-O-Wisp cripples Garchomp. Salamence on the other hand, doesn’t mind to be burned and loves to fire off Draco Meteor on Rotom to get it down to less than 50% after Sitrus Berry kicked in. While Rotom-W might not be the best example, as it can also damage Salamence and is never OHKOd, it shows that Garchomp and Salamence are especially strong when they combine their attacks, since Rotom-W falls to Draco Meteor after it was hit with a Dragon Claw first. With Garchomp covering the physical, Salamence taking on the special spectrum and phenomenal coverage, they have very little bad matchups. Even the steel fairy Mega Mawile does not beat them at all, because of Earthquake and Fire Blast/Flamethrower. Since Dragon is super effective on Dragon vice versa and the fact that there is only very little ice types and even fewer that can take Fire Blast or Draco Meteor, the only really hard counter to the Dragon duo is fairy-types like Gardevoir or Azumarill, that can easily take on the non-STAB attacks. It is therefore recommended to add a steel-type to this combo, such as Mega Mawile, Scizor or Aegislash




Salamence @ Life Orb

Ability: Intimidate

EVs: 4 Atk / 252 SAtk / 252 Spd

Timid Nature

- Flamethrower
- Draco Meteor
- Stone Edge / Rock Slide / Hydro Pump
- Protect




Salamence (M) @ Choice Scarf

Trait: Intimidate

EVs: 4 HP / 4 Def / 244 SAtk / 4 SDef / 252 Spd

Modest Nature (+SAtk, -Atk)

- Draco Meteor
- Dragon Pulse
- Fire Blast/Flamethrower
- Hydro Pump/Rock Slide

Salamence can go either with Life Orb or Choice Scarf. It is rarely seen with Choice Specs, too, so keep that in mind when playing against it! 




Garchomp @ Rocky Helmet/Lum Berry/Focus Sash

Ability: Rough Skin

EVs: 4 HP / 252 Atk / 252 Spd

Jolly Nature

- Earthquake
- Dragon Claw
- Rock Slide/Substitute/Stone Edge
- Protect

As you can see, the sets are very simple at the moment and it is not that difficult to use either of them, too. Yet, it is so difficult to shut these down without limiting your resources! In the Japanese metagame, Gardevoir has kind of established as a very good counter to them. I also used Scarf Gardevoir in the past and I can confirm that it helps a ton! However, I think that the dominating Gardevoir set will be a bulky Sitrus Berry version that is capable of taking several hits. I recommend to try that out! 

Again, the beauty of this duo is not that they cover each other’s weaknesses, instead, they even add up! The good thing about Salamence + Garchomp is that they have superior type coverage offensive-wise and can beat a lot of threats by double targeting them. Another option this duo is capable off, is to double Rock Slide, which has a pretty nice chance of flinching either of the opponnet’s Pokémon. Therefore, you should try to outspeed them!

On top of that, Garchomp and Salamence can easily fit in any type of team, may it be a sun based team or a sand team, a team with Tailwind or just a very general goodstuff team. 

As these two are dominating the metagame right now, it is very important to keep them in mind during the team building process. I’d like to show you some Pokémon I have used in the past, that are able to beat or at least put a lot of pressure on the Dragons!

How to become a Dragonslayer




Manectric (M) @ Manectite

Trait: Lightningrod

EVs: 60 HP / 244 SAtk / 204 Spd

Timid Nature (+Spd, -Atk)

-Volt Switch / Thunderbolt
-Overheat / Flamethrower / Snarl
-Protect
-Hidden Power Ice

Mega Manectric outspeeds non-scarfed variants and is able to one-shot non-bulky Garchomp and Salamence with Hidden Power Ice. It also has Intimidate as ability, which helps a ton in dealing with Garchomp. 204 Speed EVs allow to outspeed Choice Scarfed Chandelure, Gardevoir and Mamoswine. Overheat one-shots non-bulky Mega Mawile, while Volt Switch resets the special attack drop and Intimidate. Snarl is another option to cripple special sweepers and could be used to deal with Salamence more easily. 




Gardevoir @ Choice Scarf

Ability: Telepathy / Trace

EVs: 52 HP / 28 Def / 196 SAtk / 4 SDef / 228 Spd

Modest Nature (+SAtk, -Atk)

- Dazzling Gleam
- Moonblast
- Psychic
- Thunderbolt / Shadow Ball

Choice Scarf Gardevoir is a pretty good check to ChompMence, as it outspeeds and OHKO’s both of them with Moonblast. The speed EVs ensure to outspeed max speed timid Noivern, while the Special Attack EVs guarantee to KO Garchomp that has a little bit invested into bulk. The rest is put into HP and Def because the SDef is naturally high.

Recently, we have also seen things like Ice Punch Scrafty, Hidden Power Ice Choice Scarf Rotom-H or Ice Fang Gyarados to be viable checks to Garchomp and Salamence. However, all of them do not like to take a boosted Draco Meteor

Another Pokémon that has been overshadowed by Garchomp and Salamence in the past, but might be a good call at the moment, is Noivern.



Noivern @ Life Orb / Focus Sash

Ability: Infiltrator / Frisk

EVs: 4 HP / 252 SAtk / 252 Spd

Timid Nature (+Spd, -Atk)

- Draco Meteor
- Flamethrower
- Protect
- Tailwind / Air Slash

Noivern is a pretty interesting Pokémon, that outspeeds and OHKO’s the other Dragons with Draco Meteor. It is especially interesting, because it doesn’t need a Choice Scarf to outpace the majority of the metagame and, when equipped with a Life Orb, it hits 8,4% harder than Modest Scarf Salamence, while having free move choice! I think Noivern is pretty underrated at the moment and should get more usage in the future. Infiltrator is very cool against Substitute and Screens, while Frisk allows you to gain information over the opponent’s items and might help against unorthodox Item choices, such as random Choice Scarf or Focus Sash.


Greninja @ Life Orb / Focus Sash
Ability: Protean
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Ice Beam
- Dark Pulse
- Mat Block / Protect

Greninja is one of those Pokémon that is just able to outspeed and OHKO a lot of stuff, while being very frail. Therefore, it can be useless in some games, but a deadly weapon in the right hands! Protean gave it one of the best offensive abilities, while Mat Block is a unique way to support the team. Ice Beam is of course the Dragon-killer on this set, while the other moves provide good neutral coverage. Dark Pulse comes with a handy chance to flinch. I think this Pokémon’s full potential hasn’t been exploited just yet and I am very interested in seeing whether it is able to claim a place in the most commonly used Pokémon in VGC14 or not.


Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 4 Atk / 252 SAtk / 252 Spd 
Timid Nature
- Rock Slide / Ancient Power
- Dark Pulse
- Ice Beam
- Fire Blast

The last set I would like to share with you is special Choice Scarf Tyranitar. While most Tyranitar tend to go special these days, I think Choice Scarf is a pretty nice surprise item on it, as it allows the rather slow sand-setter to reach a respectable speed stat of 186, which is enough to outpace Mega Lucario, Adamant Talonflame and Aerodactyl and of course Garchomp and Salamence, too! Rock Slide is generally used over Ancient Power due to multiple targets and the chance to flinch, but it is no fun to face a +1/+1/+1/+1/+1 Tyranitar! Ice Beam one-shots Garchomp and Salamence. I am sure this Tyranitar will catch a lot of players off-guard and it has helped me to gain some good victories in the past!

I hope this list encourages some of you to try unorthodox counters to the dominating double dragon. Of course, there is a lot more out there, as Wolfe Glick has proven at the Virginia Regional with Mr.Mime!

- Markus

Thursday, January 9, 2014

Liepard Gengar

 Analysis

I began experimenting with Liepard Gengar almost immediately after XY came out. My idea was to use Fake Tears, Fake Out, and Encore support from Liepard coupled with Shadow Ball and Sludge Bomb from Mega Gengar’s huge Special Attack stat. As I continued testing on Showdown and eventually wifi, it occurred to me that if I used Disable on Mega Gengar, I would be able to Prankster Encore any move and then immediately disable it with Gengar. With this revelation, I expected I would be unbeatable. I got the Pokemon in game and proceeded to battle spot to claim my place at the top. However, in practice I noticed a fundamental error. The combo was extraordinarily weak to offensive Pokemon. And the state of the current Metagame is extremely offensive. I was often forced to rely on my prediction rather than my team, which was the reverse of what I expected to happen. Random scarf Pokemon caught me off guard and lost me games immediately with no chance of recovery. Smart players saw through my tricks and did major damage without me being able to respond. Even struggle from Mega Kangaskhan does a lot of damage. Despite being able to play around sucker punch with Gengar, I grew less and less enthralled in Liepard Gengar and eventually dropped them from my team. I think a large flaw in the theory is that because Liepard is so well known in what it does, specifically in Encore, it forces opponents to not protect or use defensive moves in order to not be rendered useless by Encore. This is precisely the opposite of what Liepard was intended to do, forcing them to play more offensively because it works so well when facing defensive strategies. Furthermore, Shadow Tag actually lessens skill because opponents lose the possibility of switching, whereas without shadow tag an opponent could choose to protect one turn and switch the other, which good playing could punish by not using Encore on the switch turn. The worst part about Liepard Gengar is the fact that usage has become widespread and is no longer an interesting, unpopular strategy. I ran into 3 opponents on Battle Spot in a row with Liepard Gengar and decided it was likely time to retire it. It is absolutely an interesting theory, and I am sure with the right support it could work far better than I was able to utilize, but in terms of combos that are able to break apart a majority of the Metagame, it is just a little too slow and a little too frail.
-Wolfe


EV Spreads and Moves

  Liepard @ Focus Sash/Safety Goggles
 Trait: Prankster
EVs: 132 Def / 124 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Fake Tears/Charm
- Encore
- Taunt/Snarl
- Fake Out
Other options include but are not limited to: Captivate, Foul Play, Growl, Knock Off, Pursuit, Rain Dance, Swagger, Thunder Wave, Yawn

The given EV's maximize overall bulk and should be a decent starting point for anyone who wishes to experiment with Liepard. Depending on the team Liepard is used on, and the support of the team as a whole, more EV's can be dedicated to surviving one end of the spectrum. More details in the individual analysis.
 

Gengar (F) @ Gengarite
Trait: Levitate
EVs: 60 HP / 20 Def / 220 SAtk / 4 SDef / 204 Spd
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Sludge Bomb/Perish Song
- Disable/WoW
- Protect

 Other Options include: Dazzling Gleam, Destiny Bond, Energy Ball, Thunderbolt, Substitute, Trick Room

The EV's in this scenario provide enough speed to outpace timid Greninja 100 percent of the time after mega-evolving. The spread also outpaces scarf Tyranitar and Abomasnow, which is essential. The defensive EV's are given to survive adamant Talonflame's Life Orb boosted Brave Bird 13/16 times before an intimidate drop. The Spread was also designed to take Adamant Tyranitar Crunch 15/16 times after an intimidate. The remaining EV's were placed into Special Attack. Additional Special Attack can be removed if Talonflame is a primary concern.