3v3 Triples Guide (SS)

Araii Jan 22nd, 2020 (edited) 111 Never
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  1. Triples Mechanics
  2. - Generally has same mechanics as 2v2 such as spread moves being reduced by 25% in power, unless there is only one target left at the time the move is executed. This means moves such as Earthquake will have a base power of 75 instead of 100.
  4. - Pokemon can either be positioned at either end of the field (positions 1 and 3 in Team Preview), or they can be in the center (position 2). Pokemon that are at the corners can only attack the central Pokemon of either side and the Pokemon opposite them. Pokemon in the center on either side can both attack and be attacked by every other Pokemon on the field.
  6. Tips for 3v3 Triples
  7. - Triples has a lot of the common strategies and playstyles as Doubles. These often include Rain, Sand, Trick Room and Tailwind. These are all strategies you should expect and think about when building your team.
  9. - Important to think about how you decide to position your Pokemon because of the added element in Triples Battles. Think about which member on your team will be placed in the center as it is the best-placed offensively, but also the worst-placed defensively.
  11. Bans and Clauses
  12. - Zacian, Zamazenta, Eternatus, Illegal or Unreleased Pokemon are banned.
  14. - The item Focus Sash is banned.
  16. - The move Perish Song is banned.
  18. Active Clauses: Accuracy Moves Clause, Endless Battle Clause, Evasion Moves Clause, OHKO Clause, Species Clause, Dynamax Clause
  20. Doubles Basics (This also counts for Triples)
  21. - Protect - +4 Priority. Undoubtedly the most important move in Doubles; it shields whatever moves targeted at the user and without the need to blindly switch out and let another one of your Pokemon to take a hit, too! A well-executed Protect means wasted turns for the opponent, whose attacks utterly fail to do anything while your other Pokemon can ideally take the attacker out. Protect also shield your Pokemon against Fake Out flinches, a devastating move in Double. Stalling out Tailwind or TR turns serve as another purpose for using Protect.
  23. - Feint - +2 Priority. With Protect being such a pivotal move in Doubles, it's no wonder that a counter-move in Feint would see some use! It comes in handy when you need to connect with the target Pokemon on that turn NO MATTER WHAT. Feint also breaks other protection moves, including Wide Guard, Quick Guard, and Spiky Shield.
  25. - Fake Out - +3 Priority. This is another prevalent move in Doubles, and it's a game-breaking one, too. A super-priority flinch move renders one of the opponent's Pokemon immobile and vulnerable to assaults. Just like in Singles, Fake Out can be seen from a mile away, but the Fake Out user can actually take advantage of this, forcing the opponent to use Protect. Fake Out's greater utility in Doubles in turn increases the value of Inner Focus. In Triples, Fake Out can only target the center and the Pokemon opposite them.
  27. - Spread Moves - These moves target multiple Pokemon - some only affect both enemies while other spread moves also catches your ally, too. Such distinctions make otherwise obscure moves in Singles, such as Heat Wave and Rock Slide, to have a specific niche in Doubles! In Triples, Spread Moves can generally only target the center and the Pokemon opposite them.
  29. - All spread moves's power is reduced to 75% of its original base power (so Earthquake is a 75 bp Ground-type move, while Blizzard is a 82 bp Ice-type move), but this reduction is more than compensated by hitting more than one target. If it's hitting both foes, it is effectively hitting with 150% of the move's original power (75%*2). When there is only one target on the field, the spread move hits the opponent with 100% of its original power.
  31. - Notable Spread Moves that Target Only Enemies
  32. Blizzard (82 bp) & Icy Wind (41 bp)
  33. Rock Slide (56) & Diamond Storm (75)
  34. Thousand Arrows (67)
  35. Heat Wave (71) & Eruption (112)
  36. Muddy Water (67) & Water Spout (112)
  37. Dazzling Gleam (60)
  38. Pixilate Hyper Voice (87, Fairy-type) and Aerilate Hyper Voice (87, Flying-type)
  39. Snarl (41)
  40. Electroweb (41)
  42. - Notable Spread Moves that Target Enemies and Ally alike
  43. Explosion (187) & Selfdestruct (150)
  44. Earthquake (75)
  46. - All single-target damage-dealing Flying-type moves, Flying Press, and all single-target aura and pulse moves can hit any Pokémon on the battlefield
  48. - Wide Guard / Quick Guard - +3 Priority. Unlike Protect, these Guard moves protect both the user AND the ally from spread moves and priority moves, respectively. This means that one Pokemon can guard for Earthquake or Fake Outs, thereby wasting the opponent's turn, while its partner can go on the offensive. Both of these moves can be used consecutively without fail. Quick Guard also blocks non-damaging moves from Pokemon with the ability Prankster.
  50. - Helping Hand - +5 Priority. A move designed specifically for Doubles, this move boosts the power of the user's ally by 50% for one turn, which can change a 2HKO into a OHKO. Such a difference is significant in Doubles, as knocking out the opponent effectively means cutting down on the opponent's offense by half for that turn. Thus, Helping Hand user pairs nicely with a fast Sweeper like Thundurus or Latios. Helping Hand has +5 priority, so the helper can be a slow bulky supporter like Cresselia, and it is used before Prankster Taunt.
  52. - Follow Me / Rage Powder - +2 Priority. Another move tailored for Doubles, but this time all non-spread moves are re-directed to the user of Follow Me or Rage Powder, thereby keeping its partner untouched. Spread moves like Blizzard and Earthquake still hits both users, though. This move comes in handy when you are trying to set up with your other Pokemon. XY nerfed Follow Me / Rage Powder by lowering its priority bracket to one below Fake Out - faster users can no longer re-direct Fake Out with these moves. Grass-types and Pokemon either holding Safety Goggles or using the Overcoat ability also ignore Rage Powder.
  54. - Tailwind / Icy Wind / Thunder Wave / Trick Room - Similarly to Singles, having the first move is almost always more advantageous than attacking second. Tailwind, Icy Wind, and Trick Room are prevalent moves to control Speed and attack first. Even though 4-5 turns go awfully quick in Singles to do anything productive, in Doubles it is usually half the game or more! Icy Wind (or Electroweb) is also an amazing utility move, a spread move that drops BOTH enemies' Speed by one stage.
  56. - Move Order - Who moves first is often a frequently confused topic, since a Pokemon's Speed can change in the middle of a turn, making faster Pokemon slower. As of Sword and Shield, move order is no longer pre-determined at the beginning of the turn and is dynamically determined, so any changes in the Pokemon's Speed will affect move order on the turn they occur. Here are some scenarios:
  57.     - Your Prankster Whimsicott sets up Tailwind. Your max Speed Obstagoon will move before the opponent's max Speed        
  58.       Charizard that turn.
  59.     - Your Prankster Grimmsnarl paralyzes the opposing max Speed Cinderace with Thunder Wave. Your max Speed Chandelure
  60.       will move before Cinderace that turn.
  61.     - Your Choice Scarf Abomasnow uses Icy Wind against an opposing max Speed Gengar. Your max Speed Polteageist will move
  62.       before your opponent's Gengar.
  63.     - You switch in your Ninetales and summon sun. Venusaur's Chlorophyll kicks in immediately.
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