Mastering the Maison, mk. 2

Lumari

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Originally started by PISTOLERO
Written by NoCheese and The Dutch Plumberjack

Why Bother With the Battle Maison?

While Pokemon XY and ORAS are certainly fun to play, for many serious battlers, the games' biggest shortcoming is their lack of truly competitive battling. These games are designed to be beatable by younger children, after all, and accordingly, an experienced player with intelligently chosen and trained Pokemon will find little difficulty in smashing through underleveled storyline foes controlled by a simplistic AI. To make things more interesting, some players play through the game using complicated self-enforced "challenge" rules (Nuzlocke, etc.) that limit the Pokemon they can use, how these Pokemon can be obtained, and how and when they can be healed, taught TMs, and so forth. However, another way to find in-game challenge, and to keep the games strategically interesting long after completing the storyline, is to build lengthy winning streaks in the Battle Maison.

In the Maison, you can compete in single, double, triple, rotation, and multi battles against leveled-up and fully EVed computer-controlled teams. While winning an individual battle in the Maison is often trivial, designing and playing a team to a lengthy winning streak can be a challenging and rewarding endeavor. Furthermore, many important items and TMs can most easily be obtained by winning battles in the Maison, so even for competitive players not interested in building a massive streak, success in the Maison can be helpful. This article is intended to introduce players to the Battle Maison and aid in team design and play. It will first discuss the overall format of the Maison and items that can be won or purchased inside. It will then address general strategies for building successful teams in all Maison battle formats and the basic tendencies of the AI. Finally, it will provide format-specific advice on strategy and recommended Pokemon as well as threats for each of the five Maison battle formats.

Maison Basics

Basic Rules:

While most Pokemon are allowed to participate in Maison battles, there are a few important limitations. First, event Pokemon and cover legendaries are banned. Second, the Species Clause is in effect, so you cannot use two Pokemon of the same species, even with different formes. Third, the Item Clause is in effect, so no two of your Pokemon can hold the same item. Any of your Pokemon above level 50 will be auto-lowered to level 50 during your Maison battles, while Pokemon at lower levels retain their levels. All of the AI's Pokemon will be at level 50, and by battle 40 of a super battle streak, all will have perfect IVs and 510 EVs divided between either two or three stats. The exact progression of the IVs is as follows:
Code:
 <table class="sortable">
<thead>
<tr>
<th>Battle no.</th>
<th>AI IVs</th>
</tr>
</thead>
<tbody>
<tr class="a">
<td>1-10</td>
<td>19</td>
</tr>
<tr>
<td>11-20</td>
<td>19 (set 1) / 23 (set 2)</td>
</tr>
<tr class="a">
<td>21-30</td>
<td>23 (set 2) / 27 (set 3)</td>
</tr>
<tr>
<td>31-40</td>
<td>27 (set 3) / 31 (set 4)</td>
</tr>
<tr class="a">
<td>41+</td>
<td>31</td>
</tr>
</tbody>
</table>
The size of your team varies depending on the battle format you choose. In singles, you use a team of three Pokemon, with one active and two in reserve. In doubles, you use a team of four, with two active and two in reserve. Triples battles involve teams of six, with three Pokemon active and three in reserve. Rotation teams use four Pokemon in total, three active and one in reserve. Finally, Multis teams consist of two separate groups of two Pokemon, with one member of each group active and one in reserve. You control one of these groups, while your partner, either another human or the AI, controls the other. In XY, your list of available AI partners for Multis expands with every Friend Code you add, though the specific Pokemon that an AI-controlled friend can use are randomly determined. In ORAS, Friend Codes no longer increase your available partner options, though the default partners, particularly Steven, are stronger than the XY defaults.

There are two levels of play in the Maison, regular and super. While the focus of this article is on building teams for success in super battles, you'll first need to complete the regular level of each battle format before you can play the associated super level. 20 consecutive victories, including a final victory over a Battle Chatelaine, are required to complete a regular level. In the super level, there is no limit to streak length. You'll fight a tougher version of the Chatelaine at battle 50, but unlike in regular formats, your super battle streak will not end after a victory against the Chatelaine. As long as you keep winning, you'll be able to extend your streak indefinitely. After a single loss, however, your streak will end, and you'll have to start back at battle one if you want to build a new one.

What Can You Win?

Upon beating a Chatelaine in any regular battle format, all Pokemon on your team for the battle will be awarded the Skillful Battler Ribbon. Upon beating a Chatelaine in any super battle format, all Pokemon on your team for the battle will be awarded the Expert Battler Ribbon. Note that the only requirement for the ribbon is participating in the Chatelaine battle; a Pokemon need not have been on your team for any of the previous battles. When you beat the Chatelaine for a super battle format for the first time, a trophy will appear in the Maison lobby commemorating the achievement. There's one trophy for each format, five in all.

After your first 100-win streak, you receive a Lansat Berry. After your first 200-win streak, you receive a Starf Berry. In XY, the Berries are given to you by the girl in the left side of the Maison lobby, while in ORAS, you receive the Berries from the girl in the house immediately east of the Maison.

Most importantly, victories at the Maison allow you to collect Battle Points (BP), which can be used to pay for Move Tutors (in ORAS), exchanged for TMs (in XY), or traded for useful items (in both). In regular-level battles, the BP gain is as follows:
Code:
 <table class="sortable">
<thead>
<tr>
<th>Battle no.</th>
<th>Payout</th>
</tr>
</thead>
<tbody>
<tr class="a">
<td>1-10</td>
<td>1 BP</td>
</tr>
<tr>
<td>11-19</td>
<td>2 BP</td>
</tr>
<tr class="a">
<td>20</td>
<td>20 BP</td>
</tr>
</tbody>
</table>
In super battles, the BP gain is as follows:
Code:
<table class="sortable">
<thead>
<tr>
<th>Battle no.</th>
<th>Payout</th>
</tr>
</thead>
<tbody>
<tr class="a">
<td>1-10</td>
<td>2 BP</td>
</tr>
<tr>
<td>11-20</td>
<td>3 BP</td>
</tr>
<tr class="a">
<td>21-30</td>
<td>4 BP</td>
</tr>
<tr>
<td>31-40</td>
<td>5 BP</td>
</tr>
<tr class="a">
<td>41-49</td>
<td>6 BP</td>
</tr>
<tr>
<td>50</td>
<td>50 BP</td>
</tr>
<tr class="a">
<td>51+</td>
<td>7 BP</td>
</tr>
</tbody>
</table>
Note that this is a much higher rate of BP accumulation than in previous generations, so if you're just looking to get all relevant items and TMs, you don't need to do a lot of grinding. If you are trying to build a record-worthy streak, you'll quickly find yourself with thousands of BP. The full list of available items and TMs is as follows:
Code:
<table class="sortable">
<thead>
<tr>
<th>Item</th>
<th>Cost (BP)</th>
</tr>
</thead>
<tbody>
<tr class="a">
<td>Protein</td>
<td>2</td>
</tr>
<tr>
<td>Iron</td>
<td>2</td>
</tr>
<tr class="a">
<td>Calcium</td>
<td>2</td>
</tr>
<tr>
<td>Zinc</td>
<td>2</td>
</tr>
<tr class="a">
<td>Carbos</td>
<td>2</td>
</tr>
<tr>
<td>HP Up</td>
<td>2</td>
</tr>
<tr class="a">
<td>Power Bracer</td>
<td>16</td>
</tr>
<tr>
<td>Power Belt</td>
<td>16</td>
</tr>
<tr class="a">
<td>Power Lens</td>
<td>16</td>
</tr>
<tr>
<td>Power Band</td>
<td>16</td>
</tr>
<tr class="a">
<td>Power Anklet</td>
<td>16</td>
</tr>
<tr>
<td>Power Weight</td>
<td>16</td>
</tr>
<tr class="a">
<td>Protector</td>
<td>32</td>
</tr>
<tr>
<td>Whipped Dream</td>
<td>32</td>
</tr>
<tr class="a">
<td>Sachet</td>
<td>32</td>
</tr>
<tr>
<td>Electirizer</td>
<td>32</td>
</tr>
<tr class="a">
<td>Magmarizer</td>
<td>32</td>
</tr>
<tr>
<td>Reaper Cloth</td>
<td>32</td>
</tr>
<tr class="a">
<td>Up-Grade</td>
<td>32</td>
</tr>
<tr>
<td>Dubious Disc</td>
<td>32</td>
</tr>
<tr class="a">
<td>Rare Candy</td>
<td>48</td>
</tr>
<tr>
<td>Ability Capsule</td>
<td>200</td>
</tr>
</tbody>
</table>
Code:
<table class="sortable">
<thead>
<tr>
<th>Item</th>
<th>Cost (BP)</th>
</tr>
</thead>
<tbody>
<tr class="a">
<td>Toxic Orb</td>
<td>16</td>
</tr>
<tr>
<td>Flame Orb</td>
<td>16</td>
</tr>
<tr class="a">
<td>White Herb</td>
<td>32</td>
</tr>
<tr>
<td>Power Herb</td>
<td>32</td>
</tr>
<tr class="a">
<td>Absorb Bulb</td>
<td>32</td>
</tr>
<tr>
<td>Luminous Moss</td>
<td>32</td>
</tr>
<tr class="a">
<td>Cell Battery</td>
<td>32</td>
</tr>
<tr>
<td>Snowball</td>
<td>32</td>
</tr>
<tr class="a">
<td>Red Card</td>
<td>32</td>
</tr>
<tr>
<td>Eject Button</td>
<td>32</td>
</tr>
<tr class="a">
<td>Weakness Policy</td>
<td>32</td>
</tr>
<tr>
<td>Ring Target</td>
<td>32</td>
</tr>
<tr class="a">
<td>Wise Glasses</td>
<td>48</td>
</tr>
<tr>
<td>Choice Specs</td>
<td>48</td>
</tr>
<tr class="a">
<td>Scope Lens</td>
<td>48</td>
</tr>
<tr>
<td>Zoom Lens</td>
<td>48</td>
</tr>
<tr class="a">
<td>Wide Lens</td>
<td>48</td>
</tr>
<tr>
<td>Muscle Band</td>
<td>48</td>
</tr>
<tr class="a">
<td>Focus Band</td>
<td>48</td>
</tr>
<tr>
<td>Choice Band</td>
<td>48</td>
</tr>
<tr class="a">
<td>Choice Scarf</td>
<td>48</td>
</tr>
<tr>
<td>Assault Vest</td>
<td>48</td>
</tr>
<tr class="a">
<td>Focus Sash</td>
<td>48</td>
</tr>
<tr>
<td>Expert Belt</td>
<td>48</td>
</tr>
<tr class="a">
<td>Razor Claw</td>
<td>48</td>
</tr>
<tr>
<td>Razor Fang</td>
<td>48</td>
</tr>
<tr class="a">
<td>Bright Powder</td>
<td>48</td>
</tr>
<tr>
<td>Life Orb</td>
<td>48</td>
</tr>
<tr class="a">
<td>Iron Ball</td>
<td>48</td>
</tr>
<tr>
<td>Air Balloon</td>
<td>48</td>
</tr>
<tr class="a">
<td>Binding Band</td>
<td>48</td>
</tr>
<tr>
<td>Safety Goggles</td>
<td>48</td>
</tr>
</tbody>
</table>
Code:
<table class="sortable">
<thead>
<tr>
<th>Item</th>
<th>Cost (BP)</th>
</tr>
</thead>
<tbody>
<tr class="a">
<td>Protein</td>
<td>2</td>
</tr>
<tr>
<td>Iron</td>
<td>2</td>
</tr>
<tr class="a">
<td>Calcium</td>
<td>2</td>
</tr>
<tr>
<td>Zinc</td>
<td>2</td>
</tr>
<tr class="a">
<td>Carbos</td>
<td>2</td>
</tr>
<tr>
<td>HP Up</td>
<td>2</td>
</tr>
<tr class="a">
<td>Power Bracer</td>
<td>16</td>
</tr>
<tr>
<td>Power Belt</td>
<td>16</td>
</tr>
<tr class="a">
<td>Power Lens</td>
<td>16</td>
</tr>
<tr>
<td>Power Band</td>
<td>16</td>
</tr>
<tr class="a">
<td>Power Anklet</td>
<td>16</td>
</tr>
<tr>
<td>Power Weight</td>
<td>16</td>
</tr>
<tr class="a">
<td>Toxic Orb</td>
<td>16</td>
</tr>
<tr>
<td>Flame Orb</td>
<td>16</td>
</tr>
<tr class="a">
<td>White Herb</td>
<td>32</td>
</tr>
<tr>
<td>Power Herb</td>
<td>32</td>
</tr>
<tr class="a">
<td>Absorb Bulb</td>
<td>32</td>
</tr>
<tr>
<td>Cell Battery</td>
<td>32</td>
</tr>
<tr class="a">
<td>Red Card</td>
<td>32</td>
</tr>
<tr>
<td>Eject Button</td>
<td>32</td>
</tr>
<tr class="a">
<td>Weakness Policy</td>
<td>32</td>
</tr>
<tr>
<td>Ring Target</td>
<td>32</td>
</tr>
<tr class="a">
<td>Protector</td>
<td>32</td>
</tr>
<tr>
<td>Whipped Dream</td>
<td>32</td>
</tr>
<tr class="a">
<td>Sachet</td>
<td>32</td>
</tr>
<tr>
<td>Electirizer</td>
<td>32</td>
</tr>
<tr class="a">
<td>Magmarizer</td>
<td>32</td>
</tr>
<tr>
<td>Reaper Cloth</td>
<td>32</td>
</tr>
<tr class="a">
<td>Up-Grade</td>
<td>32</td>
</tr>
<tr>
<td>Dubious Disc</td>
<td>32</td>
</tr>
<tr class="a">
<td>Wise Glasses</td>
<td>48</td>
</tr>
<tr>
<td>Choice Specs</td>
<td>48</td>
</tr>
<tr class="a">
<td>Scope Lens</td>
<td>48</td>
</tr>
<tr>
<td>Zoom Lens</td>
<td>48</td>
</tr>
<tr class="a">
<td>Wide Lens</td>
<td>48</td>
</tr>
<tr>
<td>Muscle Band</td>
<td>48</td>
</tr>
<tr class="a">
<td>Focus Band</td>
<td>48</td>
</tr>
<tr>
<td>Choice Band</td>
<td>48</td>
</tr>
<tr class="a">
<td>Choice Scarf</td>
<td>48</td>
</tr>
<tr>
<td>Assault Vest</td>
<td>48</td>
</tr>
<tr class="a">
<td>Focus Sash</td>
<td>48</td>
</tr>
<tr>
<td>Razor Claw</td>
<td>48</td>
</tr>
<tr class="a">
<td>Razor Fang</td>
<td>48</td>
</tr>
<tr>
<td>Bright Powder</td>
<td>48</td>
</tr>
<tr class="a">
<td>Life Orb</td>
<td>48</td>
</tr>
<tr>
<td>Iron Ball</td>
<td>48</td>
</tr>
<tr class="a">
<td>Air Balloon</td>
<td>48</td>
</tr>
<tr>
<td>Binding Band</td>
<td>48</td>
</tr>
<tr class="a">
<td>Safety Goggles</td>
<td>48</td>
</tr>
<tr>
<td>Rare Candy</td>
<td>48</td>
</tr>
<tr class="a">
<td>Ability Capsule</td>
<td>200</td>
</tr>
</tbody>
</table>
Code:
<table class="sortable">
<thead>
<tr>
<th>Item</th>
<th>Cost (BP)</th>
</tr>
</thead>
<tbody>
<tr class="a">
<td>TM48 (Round)</td>
<td>16</td>
</tr>
<tr>
<td>TM59 (Incinerate)</td>
<td>16</td>
</tr>
<tr class="a">
<td>TM87 (Swagger)</td>
<td>24</td>
</tr>
<tr>
<td>TM60 (Quash)</td>
<td>24</td>
</tr>
<tr class="a">
<td>TM05 (Roar)</td>
<td>24</td>
</tr>
<tr>
<td>TM23 (Smack Down)</td>
<td>32</td>
</tr>
<tr class="a">
<td>TM34 (Sludge Wave)</td>
<td>32</td>
</tr>
<tr>
<td>TM51 (Steel Wing)</td>
<td>32</td>
</tr>
<tr class="a">
<td>TM64 (Explosion)</td>
<td>48</td>
</tr>
<tr>
<td>TM67 (Retaliate)</td>
<td>48</td>
</tr>
<tr class="a">
<td>TM72 (Volt Switch)</td>
<td>48</td>
</tr>
<tr>
<td>TM85 (Dream Eater)</td>
<td>48</td>
</tr>
</tbody>
</table>
In ORAS, the following moves are available from the move tutors:
Code:
<table class="sortable">
<thead>
<tr>
<th>Move</th>
<th>Price (BP)</th>
</tr>
</thead>
<tbody>
<tr class="a">
<td>Bind</td>
<td>4</td>
</tr>
<tr>
<td>Snore</td>
<td>4</td>
</tr>
<tr class="a">
<td>Water Pulse</td>
<td>4</td>
</tr>
<tr>
<td>Shock Wave</td>
<td>4</td>
</tr>
<tr class="a">
<td>Bug Bite</td>
<td>4</td>
</tr>
<tr>
<td>Covet</td>
<td>4</td>
</tr>
<tr class="a">
<td>Low Kick</td>
<td>8</td>
</tr>
<tr>
<td>Signal Beam</td>
<td>8</td>
</tr>
<tr class="a">
<td>Giga Drain</td>
<td>8</td>
</tr>
<tr>
<td>Thunder Punch</td>
<td>8</td>
</tr>
<tr class="a">
<td>Fire Punch</td>
<td>8</td>
</tr>
<tr>
<td>Ice Punch</td>
<td>8</td>
</tr>
<tr class="a">
<td>Drain Punch</td>
<td>8</td>
</tr>
<tr>
<td>Knock Off</td>
<td>12</td>
</tr>
<tr class="a">
<td>Super Fang</td>
<td>12</td>
</tr>
<tr>
<td>Dual Chop</td>
<td>12</td>
</tr>
<tr class="a">
<td>Endeavor</td>
<td>16</td>
</tr>
</tbody>
</table>
Code:
<table class="sortable">
<thead>
<tr>
<th>Move</th>
<th>Price (BP)</th>
</tr>
</thead>
<tbody>
<tr class="a">
<td>Uproar</td>
<td>8</td>
</tr>
<tr>
<td>Iron Tail</td>
<td>8</td>
</tr>
<tr class="a">
<td>Bounce</td>
<td>8</td>
</tr>
<tr>
<td>Drill Run</td>
<td>8</td>
</tr>
<tr class="a">
<td>Iron Head</td>
<td>8</td>
</tr>
<tr>
<td>Zen Headbutt</td>
<td>8</td>
</tr>
<tr class="a">
<td>Aqua Tail</td>
<td>12</td>
</tr>
<tr>
<td>Dragon Pulse</td>
<td>12</td>
</tr>
<tr class="a">
<td>Seed Bomb</td>
<td>12</td>
</tr>
<tr>
<td>Heat Wave</td>
<td>12</td>
</tr>
<tr class="a">
<td>Last Resort</td>
<td>12</td>
</tr>
<tr>
<td>Hyper Voice</td>
<td>12</td>
</tr>
<tr class="a">
<td>Foul Play</td>
<td>12</td>
</tr>
<tr>
<td>Earth Power</td>
<td>12</td>
</tr>
<tr class="a">
<td>Outrage</td>
<td>16</td>
</tr>
<tr>
<td>Superpower</td>
<td>16</td>
</tr>
<tr class="a">
<td>Gunk Shot</td>
<td>16</td>
</tr>
<tr>
<td>Sky Attack</td>
<td>16</td>
</tr>
<tr class="a">
<td>Focus Punch</td>
<td>16</td>
</tr>
</tbody>
</table>
Code:
<table class="sortable">
<thead>
<tr>
<th>Move</th>
<th>Price (BP)</th>
</tr>
</thead>
<tbody>
<tr class="a">
<td>Block</td>
<td>8</td>
</tr>
<tr>
<td>Skill Swap</td>
<td>8</td>
</tr>
<tr class="a">
<td>Synthesis</td>
<td>8</td>
</tr>
<tr>
<td>Role Play</td>
<td>8</td>
</tr>
<tr class="a">
<td>Pain Split</td>
<td>8</td>
</tr>
<tr>
<td>Gastro Acid</td>
<td>8</td>
</tr>
<tr class="a">
<td>Worry Seed</td>
<td>8</td>
</tr>
<tr>
<td>Spite</td>
<td>8</td>
</tr>
<tr class="a">
<td>After You</td>
<td>8</td>
</tr>
<tr>
<td>Helping Hand</td>
<td>8</td>
</tr>
<tr class="a">
<td>Trick</td>
<td>8</td>
</tr>
<tr>
<td>Recycle</td>
<td>8</td>
</tr>
<tr class="a">
<td>Snatch</td>
<td>8</td>
</tr>
<tr>
<td>Magic Coat</td>
<td>8</td>
</tr>
<tr class="a">
<td>Magnet Rise</td>
<td>8</td>
</tr>
<tr>
<td>Iron Defense</td>
<td>8</td>
</tr>
</tbody>
</table>
Code:
<table class="sortable">
<thead>
<tr>
<th>Move</th>
<th>Price (BP)</th>
</tr>
</thead>
<tbody>
<tr class="a">
<td>Heal Bell</td>
<td>8</td>
</tr>
<tr>
<td>Tailwind</td>
<td>8</td>
</tr>
<tr class="a">
<td>Magic Room</td>
<td>8</td>
</tr>
<tr>
<td>Wonder Room</td>
<td>8</td>
</tr>
<tr class="a">
<td>Stealth Rock</td>
<td>8</td>
</tr>
<tr>
<td>Gravity</td>
<td>8</td>
</tr>
<tr class="a">
<td>Electroweb</td>
<td>8</td>
</tr>
<tr>
<td>Icy Wind</td>
<td>12</td>
</tr>
</tbody>
</table>
General Advice and AI Tendencies

General Advice

Although recommended strategies vary by battle format, there are some basic facts you should keep in mind regardless of format. Variance is your enemy in the Maison, so when designing and playing your team, focus on reducing variance, even at the cost of expected value. Using 100% accurate moves is one important way of doing this. In competitive battles, for example, the extra OHKOs that Fire Blast nets typically make it better than Flamethrower, even with its 15% miss chance. However, in the Maison, your team should already have the edge over the AI in the "average" state of the world thanks to your human intelligence in building and playing your team, so you need to minimize the harm in the "unlucky" state of the world. With Fire Blast, it's only a matter of time before you'll miss twice in a row (which will happen in 2.25% of Fire Blast pairs), and if you plan to win hundreds of battles consecutively, it's a near-certainty that this will happen at some point in your streak. As such, refrain from trying a set that regularly needs to use inaccurate attacks. Even 90% accuracy can be remarkably risky. You're going to be stuck missing sometimes thanks to the occasional Lax Incense- or Double Team-using foe; there's no reason to increase this chance with unreliable moves, especially when an untimely miss can cost you a streak. A notable example of the importance of accuracy over anything else can be found in Azumarill, which heavily relies on its inaccurate but otherwise great STAB Play Rough; as such, Wide Lens, which is laughably bad in competitive battles, is mandatory for its item. Focusing on reliability doesn't apply solely to move accuracy, either; when building your team, in every single thing you should be looking for as much accuracy and as little potential for failure as possible. A classic example is Weakness Policy Dragonite; while it utterly steamrolls teams if the item is triggered, it relies on getting hit by a super effective attack first, not to mention that STAB Ice-type moves and critical hits can OHKO Dragonite even through Multiscale. Dragonite gets much, much more mileage out of Lum Berry, which doesn't provide the absurd power Weakness Policy potentially brings but prevents Dragonite from being stopped in its tracks by a status move or secondary effect, making it much more valuable in the long run.

Critical hits, flinches, stat drops, and other secondary effects of an enemy's attacks are similarly a big source of variance, so you also need to be prepared to minimize their risk. Using powerful and speedy offensive Pokemon is one good way of doing this, as a foe can't hax you if you outspeed and OHKO it. Substitute can provide protection from unexpected otherwise fatal critical hits and blocks status moves and secondary effect stat drops and status from attacking moves, but it can be too slow for the more offensive battle formats such as doubles. On bulkier setup Pokemon, Rest can heal an unexpected status, and, better still, while your Pokemon is sleeping, it cannot be re-statused. Lum Berry can likewise heal unexpected status, and Focus Sash can prevent your Pokemon from being OHKOed by an untimely critical hit. Similarly, when accounting for Fire- and Electric-types while teambuilding, it isn't enough to simply bring a switch option that resists their attacks; no matter how little damage Garchomp takes from switching into a Flamethrower, the burn chance still stands and is still just as likely to cripple Garchomp.

Perhaps the most important means of reducing variance is to play conservatively. Don't try to set up too much when a critical hit can KO your Pokemon. Conversely, when you can safely set up, take advantage of it, as once you have a sweeper set up, there are fewer ways for bad luck to wreck you. When you know you can handle your opponent's other Pokemon, recognize that a surefire 2HKO is often a better choice than an OHKO on a move that could miss twice, even if the chance is tiny. More generally, when deciding your play for a turn, always consider what could go wrong and how to minimize your pain in such a situation. A well-designed team should usually have a huge advantage in the good state of the world, so always pay more attention to the bad state when considering plays. Yes, you might be able to get in one more boost before attacking, but what if your opponent's attack is a critical hit? What if it gets a freeze or a flinch? Obviously, in a tight spot you'll sometimes have to take a chance and hope for the best, but as a general matter, you'll keep streaks going longer by playing like a pessimist.

Continuing on the subject of making the best play decisions, knowing the specific sets that your opponents' Pokemon are using really helps in determining the optimal line of play. Be sure to pay attention to the opposing Trainer's name when the battle starts (don't zone out in the moments between battles!), because each named enemy Trainer has access to a specific list of Pokemon sets. Search for the Trainer's name in Team Rocket Elite's Maison Trainer list, available in the Resources section below, and see what sets are available for the Pokemon you are facing in the named Trainer's list. Much of the time, there will only be one set available for each Pokemon, letting you easily pull up the set from the Maison Pokemon List to see that Pokemon's specific moves, nature, item, and EVs. Note, however, that enemy Pokemon abilities are randomly selected from among their regular and hidden abilities (even unreleased ones!), so keep the different ability possibilities in mind when considering your strategy. Opposing Pokemon split their EVs evenly between the two (255 each) or three (170 each) listed stats, so if you need to calculate the foe's exact stats, it is easy to do so. The more you play, the more you'll start to remember which Trainers have access to which sets, what you can OHKO, and what you can outspeed, and you'll find yourself consulting the lists a lot less, but it's a good idea to get into the habit of checking frequently early on. Better to spend a little extra time reminding yourself of the set you are facing than to blow a streak to an avoidable mistake.

Remember that some Trainers have access to multiple sets for the same Pokemon, complicating the job of divining their set. For some Pokemon, this isn't a big deal, but for others, particularly the legendary Pokemon used by "Veteran" Trainers, the correct strategy against one set might be badly suboptimal against another. In such a situation, it's particularly important to choose a line of play that punishes you the least when you guess the set wrong. Conservative play! If you can't figure out which line is best, it's often best to just attack, as getting some damage in will make things easier for your other Pokemon.

This is common sense, but it's important to pay attention as you battle. Over lengthy streaks, it's easy to go into autopilot mode, and when that happens, mistakes become more likely. Remember that there are all sorts of oddities you might forget or lose track of, especially because opposing Pokemon now have access to their hidden abilities and there are more unusual abilities and items available this generation than previously. Sound moves may KO through your Substitute, Gale Wings Talonflame may wreck your fully set up Dragonite with priority Brave Bird, and so forth. Stay focused during the battle, as failing to notice Tailwind or Trick Room going into effect can easily end a streak. Keep track of your opponents' possible abilities so you don't accidentally do something foolish such as trigger a Miltank's Sap Sipper with your Ferrothorn's Leech Seed. Remember that when one of a foe's possible abilities gives an immediate message, as is the case with Intimidate and Pressure, you can often deduce which ability the foe has the moment it enters play by the presence or absence of that message. Don't get careless against Pokemon with a Weakness Policy or Custap Berry, because though these items are often easy to play around when you remember them, blindly attacking into them can spell big trouble. In short, pay attention, as even a brief moment of forgetfulness or carelessness can ruin a monster streak. While access to Mega Evolution gives you an edge in the Maison compared to the Subway and Tower, the tradeoff you face is that there are a lot more things to watch out for and more ways to be punished for sloppiness.

It also warrants emphasis that just as in competitive play, natures, IVs, and EVs matter a lot. Though your foes in the regular battles and the early rounds of super battles will have imperfect IVs, after battle 40 your opponents will have perfectly IVed Pokemon. Accordingly, using Pokemon with bad IVs will put you at a big disadvantage. Depending on your matchup, losing just a few points of Speed can turn outspeeding your opponent's Pokemon into being outsped, while the loss of just a little Attack might turn a guaranteed OHKO into a 2HKO. Take the time to breed for near-perfect IVs. It is well worth it. While this was a huge hassle in previous generations if you didn't RNG, the new breeding mechanics, particularly the use of Destiny Knot, make it relatively easy to breed Pokemon with five perfect IVs, with the imperfect one in the unused offensive stat. Better still, the more quality Pokemon you breed, the faster future breeding projects will go, as you'll have more well-IVed parents available! Choose your EVs and nature with care as well. While maximizing Speed and an attacking stat for offensive Pokemon and HP and a defensive stat for defensive ones can be correct, the best spreads are often based around specific threats that need to be outsped. Snail489's Maison Speed Tiers list can be very useful in figuring out what Speed stats you should EV your Pokemon to achieve. Additional helpful information such as Smogon's Battle Maison leaderboard and Team Rocket Elite's complete list of Maison Pokemon and their four possible sets can be found in the Resources section below; pay special heed to the fourth set (e.g. Scizor4) for normal Pokemon and the first and second sets for legendary Pokemon, as these are by far the most common sets after battle 40, but recognize that legendary sets three and four still appear fairly frequently and certain Trainers, particularly those focusing on just a few types of Pokemon, have access to regular Pokemon with sets one, two, and three even deep into a streak.

Above everything, however, it should be stressed that the Maison has an extremely steep learning curve and most battles are decided at the teambuilding stage. If you want to go above and beyond, it is not enough to be simply a decent battler&mdash;the Maison is extremely unforgiving to blind play and won't hesitate to punish even the tiniest mistake on your part, and if you tackle it without proper knowledge of the AI's sets, damage calculations, and proper Maison-geared play in general, it won't have a hard time doing so. Proper preparation and knowledge make the difference between winning streaks of 50 and 500, and that's no exaggeration&mdash;quite the opposite.

AI Tendencies

You can also improve your play decisions by keeping some facts about the AI in mind. The AI loves to go for OHKOs, so if it has a move that can OHKO one of your Pokemon, it will probably use it. Though the AI does account for weaknesses and resistances, it will choose to go for the KO over a super effective hit that is not a guaranteed KO. When multiple moves may KO or none of them will, the AI typically chooses its strongest move, adjusted for weaknesses and resistances, although there is some variation when several moves are close in effective power. This sometimes results in the AI using an inaccurate move such as Focus Blast to finish off a low-HP Pokemon instead of the "correct" choice of an accurate attack. Be careful not to overpredict in such a situation. Notably, the AI seems to have a preferred move with which to attack your Pokemon but may start using suboptimal moves after its first choice has run out of PP; for instance, while Vaporeon prefers using Ice Beam against Gliscor, it may occasionally throw in a Signal Beam between its Surfs after it has run out of Ice Beam PP, for no apparent reason whatsoever. It should also be noted that the AI has a very strong preference for speed control moves: it is very likely to use Trick Room if it cannot OHKO any of your active Pokemon (and occasionally even if it can), and if your active Pokemon outspeeds its and it has a move such as Icy Wind at its disposal, it will most likely use it. For instance, an opposing Regice strongly prefers using Icy Wind over Thunderbolt against Greninja, and, curiously, an opposing Froslass might use Icy Wind over Shadow Ball against Aegislash under Trick Room. Additionally, the AI might not recognize ability-based immunities at first and therefore will try using a Fire-type move against Heatran, Thunder Wave against Limber Hitmonlee, and an OHKO move against Sturdy Aron; after triggering the ability once, the AI will stop using these moves, however.

The AI hardly ever switches, which is great for setting up against crippled or poorly-matched foes, but recognize that there are some situations when the AI will switch. If a foe is Choice-locked into a non-damaging move or one to which your Pokemon is immune, it will switch out, though it will often wait a few turns beforehand. Note that this only applies to Choice-locking and not merely running out of PP on all but one move. Even if a foe's remaining moves are completely useless, it will spam them until it runs out of PP and proceed to use Struggle until it faints. Additionally, a foe will usually switch out if it has a teammate that is immune to or absorbs the last move one of your Pokemon used, provided that the immunity is ability-based, not typing-based; for instance, the AI will often switch in its Latios if your Pokemon used Earthquake the turn before, but it will not switch to Zapdos in this scenario. The AI does understand Perish Song, so it will switch out on the final turn if it is able to. Finally, the AI will switch out if it uses a move such as U-turn or Volt Switch, but it only chooses these moves for their damage, not for the switching ability, so you can often prevent their use by using Pokemon against which these moves are not very effective. Additionally, after the AI's active Pokemon faints, it will use a mechanic similar to the ability Forewarn to determine the Pokemon it will send out next; it always chooses its next active Pokemon based solely on the effective Base Power of its remaining Pokemon's moves, taking type effectiveness and other damage multipliers into account. Accordingly, it will send out a Tyrantrum against your Dragonite locked into Outrage, it will prefer sending out a weak Explosion user such as Carbink over a considerably more threatening foe such as Volcarona against your Mega Kangaskhan, and if it sends out, for instance, a Grass-type against your Gliscor, you can assume it won't have an Ice-type waiting in the wings.

A few moves deserve special attention for how the AI handles them. In the Battle Subway and Tower, the AI did not understand Substitute and would often spam status moves into a Substitute, giving your Pokemon turn after turn of free setup. The AI no longer does this and will not attempt to status a Pokemon behind a Substitute unless it has the Infiltrator ability or no other usable moves. The only exceptions are Teeter Dance and Pain Split, which the AI will still use against a Pokemon behind a Substitute to no avail. Where possible, the AI will often, but not always, open with Fake Out, unless your Pokemon is immune to the move or there is another move that can achieve a KO. The AI uses Protect erratically, sometimes even when it could attack for a KO, making it difficult to predict when a foe will spend a turn using Protect. There does appear to be a tendency to use the move on the first turn and to alternate between Protect and other moves, but it is not a 100% chance. Similarly, while the AI very rarely uses Protect twice in a row, it does occasionally happen. The AI recognizes when your Pokemon are immune to Trick and so will never waste a turn trying to Trick a Pokemon with Sticky Hold or a Mega Stone. This doesn't apply to the ORAS Mega Stones, however; the AI will try to use Trick on an ORAS Mega Evolution before it Mega Evolves, and it will stop doing so only afterwards. Yawn also deserves a special mention, as the AI will often use this move multiple times in a row, such as while you're trying to switch around it. However, the AI is not predicting your switch; it simply doesn't recognize the Yawn state and is using the move against a "non-sleeping" target.

The redirection abilities Storm Drain and Lightningrod deserve a special note for how the AI handles them in doubles and triples. In the Subway, it would keep spamming Water- and Electric-type moves to no avail and supercharging the Storm Drain / Lightningrod user; however, in the Maison it stops using those moves altogether after triggering the ability the first time. Notably, this even applies to spread moves such as Surf, which aren't blocked completely by the ability. A final thing of note regarding the AI in doubles and triples is that it doesn't seem to be aware of its teammates, which makes life considerably easier in these formats. Standard examples include the AI using Helping Hand into its ally's Curse and happily KOing its allies with Earthquake and Explosion.

Coping With Losing

Remember that no matter how well you build and play your team, you are going to lose. As a rule of thumb, a good team's losses almost always involve some bad luck, but there's also usually a way you could have played or teambuilt around losing to that ill fortune. Accordingly, if you want to improve in the Maison, don't blindly blame hax for your losses, and instead consider what decisions you could have made differently that might have allowed you to win the battle. Sure, it's frustrating to lose to low-probability events, but over a long streak, you are going to face a lot of them. Accept this, and work on minimizing the impact of these unlucky stretches, and you'll be well-positioned for Maison success. Whine about hax without thinking closely about your decisions, and you are dooming yourself to more failures. Similarly, note that there is no evidence of the AI choosing teams designed specifically against you, so don't waste energy complaining about bad matchups; over a long streak, probability dictates that they will happen, but you aren't being cheated.
 
Last edited:

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Format-specific Guidelines

What follows is advice specific to each battle format, followed by discussion of recommended Pokemon in that format. Remember that all of the general guidelines above apply regardless of format; also note that the recommended Pokemon and threatlists are not intended to be comprehensive and that you can surely have success using or face difficulties against unlisted Pokemon.

Singles Advice

In Maison singles battles, your team consists of just three Pokemon. Teams typically are built in one of two ways: 1) cripple the opponent's lead, taking advantage of the AI's unwillingness to switch out in most circumstances, and set up a sweeper, or 2) build a goodstuff / synergy team of three powerful Pokemon that are reliable and cover each other's weaknesses. While you can certainly try other strategies, such as weather and Trick Room, it can be difficult to make them reliable enough to be effective over a long streak. Weather teams, for example, often push you towards using Pokemon with shared weaknesses, which is really dangerous when you only have three Pokemon available. One weather-changing foe might likewise wreck your entire plan, while a flinch or critical hit on your Trick Room setter might leave your team a sitting duck. Battle Maison play rewards straightforward strategies, so don't try to get too exotic. In previous generations, cripple-and-set-up was the more successful strategy, but so far, the Maison has also rewarded goodstuff teams. Additionally, with more abilities to worry about (because opposing Pokemon now have access to their hidden abilities) and more ways around classic crippling moves (sound moves and Infiltrator now bypass Substitute, and Roar and Whirlwind now bypass Protect, for example), an all-your-eggs-in-one-basket strategy is a lot more risky over a long streak than it used to be. Still, crippling remains viable, particularly with a Durant, and overall its success has been roughly equal to that of goodstuff teams.

For a basic goodstuff team, you'll want one hard hitter that can KO a lot of opposing Pokemon on its own, one bulky pivot that can help handle the Pokemon that your primary sweeper can't handle, and a third Pokemon, bulky or hard-hitting, to help fill in the gaps. For example, Jumpman16's Team Kangliscune was built around Mega Kangaskhan, which demolishes most of the Maison on its own but has trouble handling Fighting-types and doesn't appreciate taking status moves; therefore, it should be paired up with a Pokemon that resists or is immune to Fighting as well as with a status absorber. A Pokemon that can perform both these roles at the same time is Gliscor; however, the one status ailment Gliscor cannot take is burn, meaning your third Pokemon should be able to take burns and match up well against Fire-types. Accordingly, Jumpman16 rounded out his squad with Suicune.
Because you only have three Pokemon on your team, it's vital that you minimize any glaring weaknesses and have at least a reasonable play line against all the Pokemon you may face. For example, no matter how strong your team is against everything else, if you have little chance to beat a Timid Starmie, your run is doomed, as you will run into one long before you can put together a massive streak. While some enemy sets will of course only be threatening to certain teams, others are dangerous enough that nearly any team you build should plan a strategy for handling them in advance; a detailed singles threatlist is available in the Resources section below.

All of the general Maison strategy advice of course applies to singles battles, and minimizing variance and playing conservatively remain the name of the game. As you can set up much more in singles than in other battle formats, it is particularly important to correctly identify when you can safely set up and when you can't. Seizing safe setup opportunities is critical to reducing singles variance, but getting cute and trying to set up in a dangerous situation can be a streak ender. Similarly, even though you can often predict the AI's moves with considerable accuracy, in singles it can be very dangerous to rely too heavily on your predictive skills. It should also be stressed that status protection from the likes of Lum Berry and Substitute in general is especially imperative in singles, as the typical singles team's high reliance on setup moves makes it especially susceptible to status moves' disruptive potential. If you need to play the odds with sleep, paralysis, or confusion on a regular basis, you'll never make it far, which means that some way of preventing status ailments is mandatory&mdash;and if your Pokemon does end up getting inflicted with confusion, it's best to just switch out as opposed to engaging in multiple coinflips.

One exception to the guideline of avoiding overly predictive plays is when you can switch-stall to drain the PP from a Pokemon that threatens multiple members of your team, but with different moves. Because the AI strongly favors attacking for the KO whenever possible, if there is only one move in your foe's set that will KO your current Pokemon, the AI will almost always choose that move. Thus, if you have a teammate that is immune to or heavily resists that move, you can switch it in safely. Just switching to a teammate that is immune to the incoming attack is bread-and-butter Pokemon, the sort of play that any experienced Trainer can make in his or her sleep, but a safe switch-in alone is not always enough to help you. Your opponent might have a second move that threatens your switched-in teammate, meaning you can't take profitable advantage of the single switch. Thankfully, particularly with good team design, your Pokemon's resistances and immunities may synergize to the extent that your original Pokemon is immune to or resists the move that now threatens your switch-in. In this situation, you can switch back to your original Pokemon and safely blank the second attack. If you continue to switch back and forth between the two Pokemon in this manner, you can stall out at least one of the threatening moves and position your Pokemon for a safe setup. Dragonite and Aegislash stalling out an Earthquake + Stone Edge user is a classic example of this, but there are others, so keep this tactic in mind when developing strategies against foes with broad coverage that appear to threaten multiple members of your team. Just be sure (conservative play once again!) that the repeated switching really is safe, as a bunch of not very effective hits can wear down your Pokemon and you greatly increase the chance of eating an "additional effect" such as freeze or burn when you switch into moves multiple times.

After nineteen battles in regular singles, you'll face Battle Chatelaine Nita, with, in no particular order, the following Pokemon.


Wigglytuff @ Shell Bell
Nature: Modest
EVs: 252 HP / 252 SpA
- Disarming Voice
- Round
- Focus Blast
- Thunderbolt


Grumpig @ Wise Glasses
Nature: Modest
EVs: 252 SpA / 252 Spe
- Psychic
- Shadow Ball
- Power Gem
- Energy Ball


Purugly @ Big Root
Nature: Modest
EVs: 252 SpA / 252 Spe
- Hypnosis
- Dream Eater
- Shadow Ball
- Round

After forty-nine battles in Super Singles, you'll again face Nita, this time with, in no particular order, the following Pokemon.

Tornadus @ Yache Berry
Nature: Modest
EVs: 252 HP / 252 SpA
- Substitute
- Double Team
- Hurricane
- Focus Blast


Thundurus @ Sitrus Berry
Nature: Jolly
EVs: 252 Atk / 252 Spe
- Wild Charge
- U-turn
- Crunch
- Sky Drop


Landorus @ Choice Scarf
Nature: Modest
EVs: 252 SpA / 252 Spe
- Earth Power
- Extrasensory
- Focus Blast
- Grass Knot

Singles Recommended Pokemon

Durant:
Durant takes advantage of the AI's unwillingness to switch out and thereby lets an allied Pokemon fully set up and attempt to sweep. With its hidden ability Truant, Durant first uses Entrainment to pass Truant to the foe. It then switches out while the foe loafs around, and your new Pokemon is able to set up by alternating between Protect on the turns your foe acts and a boosting move on the turns your foe loafs around. While Durant is already quite fast unaided, because of the importance of successfully firing off an Entrainment, it should run a Jolly nature with a Choice Scarf and maximum (or near-maximum) Speed investment. While it won't be using any of its other moves often except in order to occasionally finish off a weakened foe, X-Scissor is a mandatory attacking move in order to immediately KO leads such as Espeon, which can prevent Entrainment with Magic Bounce, and Exeggutor, which can be highly disruptive with its access to Trick Room and Explosion. Options for the final slots include Iron Head, Aerial Ace (for Breloom), Protect (for opposing Truant or Trace users), and Substitute (for PerishTrappers). Durant is vulnerable to Pokemon that can interfere with a first-turn Entrainment through moves such as Protect, Fake Out, and Prankster status moves and by moves or items that cause the victim to switch out or faint before there is time to set up, such as Volt Switch, Toxic Orb, High Jump Kick, and Explosion. U-turn is not normally an issue because Durant resists it, so the AI rarely will use it on the first turn, after which it won't matter because Protect will stop it from working on your setup Pokemon. Also note that Pokemon with Roar and Whirlwind can force out your sweeper even when it uses Protect. While the correct strategy against these sorts of complications depends heavily on the specific Pokemon you are facing, you will definitely want to review the Maison Pokemon list carefully to be sure your team has a plan for handling Pokemon that resist this Entrainment + setup strategy. One option is to use a second support Pokemon to help cripple, while another is to use sweepers that can cover each other's weakness and set up reasonably well unaided. Popular sweepers to partner with Durant include Drapion, Cloyster, and Garchomp, all of which carry Protect, a setup move, and at least one attack. Remember that if you carry just a single attack on your sweeper, you need to be sure that nothing in the Maison is immune to it. Protect + Dragon Dance + Substitute + Dragon Claw Dragonite, perhaps the best choice for a Durant partner last generation, is no longer advisable because Fairy-types are immune to Dragon Claw. For a secondary support Pokemon, Whimsicott has had the most success, using a set with moves such as Switcheroo, to remove Choice items, hax items, and items such as Toxic Orb; Taunt, to prevent the foe from using moves such as Protect and Double Team; and Memento, to help Durant get in unscathed and potentially have Drapion set up even without Entrainment on foes such as Espeon.
Sample set:

Durant @ Choice Scarf
Ability: Truant
Nature: Jolly
EVs: 172 HP / 108 Def / 228 Spe
- Entrainment
- X-Scissor
- Iron Head / Protect
- Aerial Ace / Protect

Drapion: A fully set up Drapion is the closest thing to a guaranteed victory in Super Singles: with Acupressure boosting all its stats and its ability Battle Armor protecting it from critical hits, the foes that can even dream of stopping it after setup are very few and far between and can only do so in highly specific circumstances. While it is only viable on crippler teams, it is unarguably the best at what it does. Drapion's moveset is standard for a Durant-supported sweeper, featuring a boosting move in Acupressure, Protect to dodge the foe's attacks on its attacking turns, and Substitute to provide a safety net against status moves and follow-up foes. Somewhat counter-intuitively, it's not at all necessary to alternate Acupressure and Protect, however: a four-move cycle of Substitute (on the loafing turn), Protect, Acupressure, and Acupressure keeps Substitute's PP nearly equal to Protect's, giving Drapion greater ease of setting up in the rare event that it needs to PP stall, such as against Psych Up Cobalion, or switch out. The exceptions are foes with Bug Buzz or Hyper Voice, which hit through Substitute; Pokemon with Taunt, which ignore the Substitute; and Pokemon with Explosion, against which you'll want to have a Substitute up when they decide to use it. Against these foes, you'll generally want Drapion to use Protect on every non-loafing turn after setting up a Substitute. Drapion's set is rounded out by Knock Off, its initially most high-powered STAB move. Drapion benefits most from an Adamant nature with maximum Attack and HP investment, as this allows it to OHKO moderately bulky Pokemon that resist Dark such as Terrakion when fully set up, while it doesn't care too much about its Speed or defensive stats with +6 in everything and the protection of a Substitute. The next best Durant-supported sweeper is Cloyster, which can bypass Sturdy and Focus Sash with the combination of Skill Link and Icicle Spear and has access to arguably the best boosting move in the game in Shell Smash, allowing it to perform much better than Drapion if it ends up having to set up without Entrainment.
Sample set:

Drapion @ Black Sludge
Ability: Battle Armor
Nature: Adamant
EVs: 252 HP / 252 Atk / 4 SpD
- Acupressure
- Substitute
- Protect
- Knock Off

Kangaskhan: By far the most potent new singles option of this generation, Kangaskhan is an absolute beast thanks to its Mega Evolution. Courtesy of Parental Bond, Mega Kangaskhan hits incredibly hard, uses Power-Up Punch as a damage-dealing Swords Dance, and merrily breaks Substitutes, Focus Sashes, and Sturdy as it spreads its devastation. With good Speed, excellent bulk, and only one weakness, Mega Kangaskhan is very hard to take down and has been the backbone of many top-level Maison teams. Pretty much all Mega Kangaskhan sets run Return, for its massive STAB damage and strong neutral coverage, and Sucker Punch, for its priority and ability to hit the Ghost-types that laugh at Return. The remaining two moves usually vary based upon what role Mega Kangaskhan is trying to play. Played as a setup sweeper, Mega Kangaskhan runs Power-Up Punch and either Earthquake or Crunch, while as a cleaner, designed to come in and finish off what its teammates can't, Fake Out and Earthquake are typically preferred. Both are wonderful options. Fake Out Mega Kangaskhan is extremely hard to beat one-on-one, as STAB Parental Bond Fake Out opens up most foes to being KOed on the following attack, while Power-Up Punch Mega Kangaskhan can sweep many teams with ease after a single boost and is able to set up even through the normally frustrating Trick, Taunt, and Encore. Like most sweepers, Mega Kangaskhan does not enjoy being statused, but the priority on Sucker Punch at least provides some resilience against paralysis. Adamant guarantees Mega Kangaskhan some crucial KOs, and Speed is irrelevant when using Sucker Punch, but Jolly does help Mega Kangaskhan outspeed some hard-hitting Fighting-type threats such as Heracross and Gallade on the first turn of battle. As Fighting-type moves are Mega Kangaskhan's only weakness, it attracts a lot of them, so be sure to pair it with a Pokemon that resists or is immune to Fighting, such as Gliscor or Aegislash.
Sample set:

Kangaskhan @ Kangaskhanite
Ability: Scrappy
Nature: Adamant / Jolly
EVs: 252 Atk / 4 SpD / 252 Spe
- Return
- Sucker Punch
- Earthquake / Crunch
- Power-Up Punch / Fake Out

Gliscor: As far as stall Pokemon and pivots go, Gliscor, the ultimate play-it-safe Pokemon, is second to none. Between Poison Heal and alternating Substitute and Protect, Gliscor has 32 turns of uninterrupted PP or Toxic stalling, and as such it will beat anything one-on-one that either can't 3HKO it or is slower and has fewer than 32 PP with which to harm it; it can either Toxic stall its foe by itself or PP stall a foe's most threatening move and allow a teammate to set up on it. After switching in Gliscor, it generally should focus first on PP stalling its foe's most dangerous move; then, it should try to Toxic stall a faster foe to death. Earthquake should only be used when Toxic stalling is outright inefficient. Don't make the mistake of trying to directly KO an opposing Ground-weak Pokemon such as Raikou; when doing so, Gliscor risks having its Substitute broken by a last-ditch critical hit and thus having to face a threatening follow-up Pokemon without a Substitute's safety net. Obviously, this can be prevented easily by following the slower but way more reliable route of Toxic stalling.
All four of standard SubToxic Gliscor's moves are mandatory; Substitute and Protect enable Gliscor to outstall many a foe, Toxic is Gliscor's primary killing tool, and Earthquake allows Gliscor to KO slower, frail, or Toxic-immune foes. The EVs are less clear-cut. Gliscor has had most success using a heavily specially defensive EV spread, allowing it to switch in on and outstall a large array of dangerous physical and special attackers while also allowing it to maintain and thus come out on top with a Substitute against several faster foes. Alternatively, a Jolly Gliscor with near-maximum Speed investment is able to more reliably PP stall several faster, threatening foes such as Kingdra and Gyarados; however, such a spread considerably compromises its switching capabilities and naturally lowers the number of faster foes Gliscor can maintain a Substitute against. Which spread to use is team-dependent. Gliscor is a team player and as such will fit on many a team, but it performs best as a switch option for a lead that draws in attacks Gliscor resists or is immune to, such as Mega Kangaskhan, Greninja, or Cloyster.
Sample set:

Gliscor @ Toxic Orb
Ability: Poison Heal
Nature: Careful
EVs: 212 HP / 4 Atk / 36 Def / 252 SpD / 4 Spe
- Substitute
- Protect
- Toxic
- Earthquake

Aegislash: Another new addition this generation, Aegislash is the Ghost / Steel type many have long desired. While slow, Aegislash is wonderfully bulky in Shield forme and a hard hitter in Blade forme. Typical sets run Shadow Sneak for STAB priority, Sacred Sword for its excellent coverage, King's Shield for stalling and lowering the foe's Attack, and Swords Dance for sweeping power. Iron Head is an option as well. Even with Steel losing its resistances to Dark- and Ghost-type attacks, Aegislash has an impressive resistance spread and can wall and set up on many things. Ideally, Aegislash comes in on a physical attacker, cripples it by lowering its Attack stat with King's Shield on a contact move, sets up with Swords Dance, and begins attacking. Even when Aegislash cannot fully set up, it's both bulky and hard-hitting enough to take out many foes. To ease setting up and enable recovery, Leftovers is the preferred item on Aegislash, and it pairs well with the extra turns gained by using King's Shield. Aegislash wants an Attack-boosting nature, but both Adamant and Brave are viable options. Adamant Aegislash outspeeds a few more things, but the majority of enemies will still be faster than it. Given that Aegislash stays in Shield forme until it attacks, it's often advantageous for Aegislash to be slower than its foe when it is using Sacred Sword so that it can take that turn's attack while still in Shield forme. This cuts in favor of a Brave nature with a zero Speed IV. Aegislash must be careful against foes with status moves, as King's Shield does not block them, and while it is immune to poison, Aegislash hates being burned, and paralysis turns Shadow Sneak into a 25% chance for suicide. Aegislash's biggest flaw as a physical wall is its vulnerability to the extremely common Earthquake. Because the move does not make contact, King's Shield does not cripple Earthquake users, and even in Shield forme, Aegislash is badly dented by Earthquake. Accordingly, Aegislash really wants to be paired with a Flying-type or Levitate user. Dragonite, in particular, pairs very well with it.
Sample set:

Aegislash @ Leftovers
Ability: Stance Change
Nature: Adamant / Brave
IVs: 29 Spe / 0 Spe
EVs: 252 HP / 252 Atk / 4 SpD
- King's Shield
- Swords Dance
- Shadow Sneak
- Sacred Sword

Dragonite: Dragonite remains a great choice even after the introduction of the Fairy type. The smiling Dragon hits like a truck, particularly after a Dragon Dance or two, and it is extremely difficult to OHKO thanks to Multiscale. After just one turn of setup, Dragonite outspeeds and OHKOes a lot of the Maison, and after a second, very few things can survive its attacks, absent a Focus Sash or Sturdy. Movewise, Outrage is Dragonite's preferred STAB option due to its incredible power, and Dragon Dance is a must for letting it outspeed and sweep through foes. Typical offensive sets round out their coverage with Earthquake and Fire Punch, but Extreme Speed can be used to dent priority-using or speedy foes, Dragon Claw to give Dragonite a solid STAB move that doesn't lock it in, and Roost to give it the chance to take advantage of Multiscale several times while playing a bulkier role. An Adamant nature with full Attack and Speed investment is the default for pure offensive Dragonite, but particularly for Roost sets, more HP works well too. Lum Berry is easily the best choice of item, as it both protects against the confusion from Outrage and allows Dragonite to set up with Dragon Dance safely even in the face of a status move from the foe. The addition of the Fairy type means that last generation's cripple team staple of Dragon Claw + Dragon Dance + Substitute + Roost is no longer viable, but there are few enough Fairies in the Maison that Outrage is still fine when used in a normal attacking set. Dragonite's biggest weakness is its low base Speed. Because most other Maison Dragons can initially outspeed it, an unboosted Dragonite can take a lot of damage from an opposing Dragon, and critical hits can sometimes OHKO it even through Multiscale. Lots of Ice-type move users can outspeed Dragonite, too. A Steel-type teammate such as Mega Scizor or Aegislash can cover all of Dragonite's weaknesses, making one a recommended partner. While generally not as good as Dragonite, other Dragon Dance users remain solid options: Haxorus has greater power and initial Speed and access to Mold Breaker to ignore Sturdy, Levitate, and Multiscale, but its relative lack of bulk makes setting up considerably harder; Mega Charizard X similarly is stronger and faster and, unlike Dragonite, has access to a usable secondary STAB move, but its inability to hold Lum Berry and Flare Blitz's recoil compromise its setup and sweeping capabilities; and Gyarados is an excellent option for a Water-type Dragon Dance user, but its power is somewhat lacking and its Mega Evolution cannot hold Lum Berry. Lastly, while it doesn't have access to Dragon Dance, Garchomp is another excellent option for a Dragon-type, boasting an Electric immunity, an excellent Speed tier, a great secondary STAB type, and the ability to run both a Substitute + Swords Dance and a Choice Scarf or Band set.
Sample set:

Dragonite @ Lum Berry
Ability: Multiscale
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spe
- Dragon Dance
- Outrage
- Earthquake
- Roost / Fire Punch / Extreme Speed

Suicune: Even without any team support, Suicune can switch into and defeat a huge number of Maison Pokemon. Besides being able to counter many Pokemon, Suicune is often able to set up to the point that subsequent foes become pushovers as well, a big advantage compared to other bulky Water-types such as Milotic. Water is an amazing defensive typing, and in tandem with Suicune's big defenses, this can make Suicune very tough to take down. Scald, Calm Mind, and Rest are Suicune's staple moves, as they let it set up and then sweep in the face of many attacks. While Substitute is a usable option as the fourth move thanks to the protection it provides against critical hits and status and the "extra life" it gives against subsequent foes, Icy Wind is a great alternative that has been more successful and can help out by slowing down speedy foes and giving good coverage against Dragon-types. Because Calm Mind boosts special stats, almost all Suicune run a Bold nature with near-maximum HP and Defense to maximize their ability to tank physical attacks and a few EVs in Speed to avoid awkward Speed ties. Leftovers and Chesto Berry are both good item choices. Leftovers helps over the course of long setups and counteracts weather damage, while Chesto Berry is useful when trying to stall out Pokemon with one particularly threatening attack where two close-succession Rests might be needed early in the process of setting up. Note that Pressure, a normally unexciting ability, is pure gold on Suicune. Many Pokemon have only one move that can break Suicune's Substitute or otherwise threaten it, particularly after a Calm Mind or two, and Pressure lets it stall out that move and easily set up to +6 / +6. Additionally, while there are more Pokemon potentially immune to Water-type moves this generation because foes can now have their hidden abilities, this is not a big problem even when running mono-Water coverage because Suicune, aided by Pressure, is able to beat most of these Pokemon by stalling them out. If you lack a Suicune or don't have one with good stats and nature, Milotic is a reasonable replacement. Good bulk, particularly with Marvel Scale, reasonable Speed, reliable recovery, and the flexibility to attack decently well make Milotic a fine choice for a bulky Water-type Pokemon in the Maison. Sadly, however, Toxic-stalling Milotic loses badly to bulky boosting enemies with Rest and, unlike Suicune, can't set up on things it dominates to make sweeping subsequent Pokemon easier.
Sample set:

Suicune @ Leftovers / Chesto Berry
Ability: Pressure
Nature: Bold
EVs: 236 HP / 212 Def / 60 Spe
- Calm Mind
- Scald
- Rest
- Icy Wind / Substitute

Greninja: With its incredible Speed, Greninja is faster than most of the Maison, and it has sufficient type coverage and attacking power to get a lot of OHKOs, particularly with a boosting item. Greninja's biggest advantage over similar Pokemon such as Starmie is the added punch from Protean, which essentially gives all of its attacks STAB, sometimes also turning the foe's super effective counterattack into something not very effective&mdash;however, due to Greninja's horrendous bulk, this is generally not a tactic you should be relying on if avoidable. Although Greninja is capable of running a mixed or physical set, a special set is best, as it avoids awkward EV splitting and takes advantage of Greninja's higher Special Attack; additionally, what used to be mixed Greninja's main draw in competitive play, Gunk Shot, is unusable in the Maison due to its horrendous accuracy and the absence of its main targets Clefable and Azumarill from the Maison's roster. Surf, Grass Knot, Ice Beam, Dark Pulse, and Extrasensory are your best move options, so choose according to the type of coverage your team needs. When using Greninja as a switch option, Scald is preferred over Surf, as Greninja will most likely be your go-to switch-in for Ice-type attacks, making Scald's freeze-thawing side effect way superior to Surf's minor power increase. You'll want Timid as Greninja's nature because it'll be slower than a number of threats if Modest, but you can remove a few Speed EVs for added HP if you want and still have Greninja outspeed the important stuff. Choice Specs lets Greninja hit the hardest and has no recoil, while Life Orb lets it switch attacks and take optimal advantage of Protean. Life Orb is mandatory in the lead position, while Choice Specs is feasible when using Greninja as a switch option because then its lock-in effect isn't as detrimental. Greninja's weakness is that it can't boost and is really frail, so it is vulnerable to bulky Pokemon that can take a hit or Choice Scarf users that can outspeed it. Because it depends heavily on its Speed, paralysis wrecks it too. Due to Greninja's terrible bulk and general inability to sweep entire teams, it will have to do a fair amount of switching, especially when used in the lead position; accordingly, it should be paired with highly resilient teammates with good defensive synergy, such as Mega Scizor and Gliscor. While Protean and Greninja's terrific Speed generally make it the best all-out special attacker available, other options certainly aren't unusable: examples include Starmie, which has access to Natural Cure, a few alternate coverage moves such as Thunderbolt and Dazzling Gleam, and somewhat better bulk; and Latios, which is more powerful, has access to a setup move in Calm Mind, and can even run crippling sets using Memento.
Sample set:

Greninja @ Life Orb
Ability: Protean
Nature: Timid
EVs: 4 HP / 252 SpA / 252 Spe
- Surf / Scald
- Ice Beam
- Grass Knot
- Dark Pulse / Extrasensory

Scizor: Excellent typing gives Scizor only one weakness and a lot of key resistances, and with Technician, its STAB moves Bug Bite and Bullet Punch pack an amazing punch. Better yet, Scizor has a very potent Mega Evolution. Scizor can play a boosting tank role with Roost and Swords Dance or can replace Roost with Superpower for better coverage; while Roost is the all-around better option due to how greatly it eases setup, Superpower is mandatory when using Scizor as a lead in order to defeat Magnet Pull Magnezone. It can switch into a lot of scary moves thanks to its typing, and, especially after a Swords Dance, it can take great advantage of priority Bullet Punch to KO a number of Pokemon before they can act. If you are using a Dragon-type, you'll likely want a Steel-type to cover its weaknesses, and Scizor is one of the best options available. Just make sure your team is not otherwise weak to Fire-type moves, as that 4x weakness hurts, and remember that Scizor no longer resists Ghost- and Dark-type attacks. A typical set will run an Adamant nature with maximum Attack, near-maximum HP, and some Speed creep. Cutting Attack is a bad idea, as full Attack investment just barely allows Mega Scizor's +6 Bullet Punch to guarantee the OHKO on a great number of frail Fire-types, which would otherwise either OHKO it or force it out. Itemwise, the best choice by far is Scizorite, as Mega Scizor is faster, bulkier, and harder-hitting than its regular cousin, but if you are already committed to another Mega Evolution on your team, Leftovers works well on the Roost variant while Life Orb is probably best on the Superpower one. Lum Berry is also reasonable, as Scizor hates being burned. Beware, though, as Mega Scizor's bulk increase and slightly greater Speed make it the far better pick for Super Singles.
Sample set:

Scizor @ Scizorite
Ability: Technician
Nature: Adamant
EVs: 204 HP / 252 Atk / 4 Def / 4 SpD / 44 Spe
- Swords Dance
- Bullet Punch
- Bug Bite
- Roost

Doubles Advice

In Maison doubles battles, your team consists of four Pokemon, with two starting in battle and two in reserve. This significantly changes ideal strategies compared to singles play. Because you are facing multiple foes at once, setup and stall Pokemon have a harder time. In singles, it's often easy to spend a turn using Dragon Dance or switching in your Suicune and slowly boosting up, but where you risk being attacked twice in the same turn, this is a lot less reliable. Accordingly, you typically want your doubles Pokemon to be able to start contributing on the very first turn of the battle. Similarly, because of this incentive to attack early and often, you'll usually do a lot less switching with your doubles Pokemon than with your singles ones. Despite these limitations, doubles opens up a number of additional strategies. With two Pokemon in at once, it's much easier to build around and benefit from weather, Trick Room, and Tailwind and defeat your foes before these field conditions time out. You can also take advantage of moves that affect multiple Pokemon at once, either just your opponents' (e.g. Hyper Voice) or all other Pokemon (i.e. Earthquake) to more efficiently deal out damage, though a move that hits both opposing Pokemon will be at only 75% of its usual power.

Moves that hit all other Pokemon are of particular note, as even though they can be extremely powerful, you need to plan your team carefully to support them. Having one of your Pokemon use Earthquake when its partner is Ground-weak is not often advisable, for example. Partnering immunities is one of the easiest ways to do this. Garchomp and Thundurus are a classic example. Thundurus is immune to Garchomp's Earthquakes, while Garchomp is immune to Thundurus's Discharges. You can do even better when one of your Pokemon has a boosting or recovery ability such as Storm Drain or Water Absorb. A Pokemon can even hold the Absorb Bulb item to steal a boost from its partner's Surf, a popular strategy with Ludicolo, which has Swift Swim and a 4x Water-type resistance. Pokemon with the Telepathy ability are also safe from their ally's attacks. Finally, moves such as Protect and Wide Guard can shield the vulnerable partner for a turn.

Because of the AI's penchant for going after KOs and targeting weaknesses, you can often predict which Pokemon your foes are going to attack. When you expect them to double up on the same target, you can take advantage of this by using Protect to buy yourself a turn. Your first Pokemon uses Protect, both foes attack it, and your second Pokemon gets to attack completely unscathed. For this reason, it's common for the majority of Pokemon on a doubles team to carry Protect. Making sure your Pokemon don't share weaknesses makes Protect prediction easier, but you can go even further by using a "bait Pokemon" specifically designed to draw as many attacks as possible. Level 1 Sturdy Aron is the classic (and best) example of this, but any reasonably frail sort of Pokemon can often be effective bait.

Besides Protect, a few other moves deserve special note for their utility in doubles. Oftentimes, one of your foes will be very threatening, but you'll be unable to cleanly KO it before it acts. A bulky Trick Room-using foe is one good example, and a super fast Pokemon that can hit your leads hard is another. Fake Out can be incredibly helpful in such a situation, neutralizing the foe's first turn while buying your partner the time it needs to KO the threat. Mat Block, while being limited to Greninja, is kind of like a super Protect against many foes, as it can buy your partner a free first turn even if the foes split their attacks between your two Pokemon. Just make sure you know the sets you are facing, as Mat Block does not block status and has neutral priority, so careless use can waste a turn instead of saving you one. Wide Guard is difficult to use effectively against the AI, as many AI Pokemon do not carry spread moves, but it's important to keep in mind when it's part of a foe's set. Because Wide Guard shuts down all your spread attacks for a turn, it can wreck you if both of your Pokemon choose such attacks. Conversely, if you play around Wide Guard, you can often get a free turn merely by using single-target moves against it. Helping Hand, completely unusable in singles play, has +5 priority and boosts your partner's next attack by 50%, which can be very helpful in turning certain 2HKOs into OHKOs, particularly spread moves with their 25% power drop. Lastly, as noted earlier, because Tailwind, Trick Room, and weather moves benefit your entire team, these moves and, in the case of weather moves, their corresponding abilities are much more viable in doubles than in singles play.

The process of building a goodstuff team in doubles is similar to singles in that the same principle of "use a potent lead and use switch options that take advantage of the foes your lead struggles against" applies. The main difference is that you should focus on offensive rather than defensive synergy. In singles, the focus is on switching in on otherwise threatening foes, which naturally is considerably harder to consistently pull off in doubles due to the possibility of being double targeted; as such, in doubles a lead Pokemon should be able to immediately defeat (a significant portion of) its ally's checks. Ideally, a lead pairing will also be able to generate a free turn in some way most of the time, such as through the aforementioned Fake Out or Mat Block, or reliably set a field condition such as rain or Trick Room. Accordingly, when building a team around, for instance, a powerful spread attacker in Mega Gardevoir, Weavile makes for an excellent partner for its ability to easily KO fast Ghost-types that threaten Mega Gardevoir, such as Gengar, as well as its ability to buy a free turn via Fake Out, while Mega Gardevoir can destroy Fighting-types in return. If your lead pairing's offensive synergy is sound, there should only be a moderately small, clearly identifiable, number of foes remaining they lose against; your third team member must be able to defeat those and, preferably, directly counter the really threatening ones. Continuing on Weavile and Mega Gardevoir, such a pairing will have trouble with Steel-types, can struggle with multiple Poison- or physical Fire-types, and will struggle with Trick Room if they cannot prevent it from going up; a partner that soundly addresses these issues is Gastrodon. Ideally, at this point, your three Pokemon should be able to technically beat every individual foe. However, there can and will still be a number of foes that will significantly threaten them in even minorly suboptimal circumstances&mdash;for instance, a foe that troubles your lead pairing might be paired up with a Pokemon that defeats your preferred switch option. For our specific team, an opposing lead Scizor might be paired up with a Cradily, preventing Gastrodon from switching in safely. As such, your fourth team member should be a glue Pokemon and a safety net of sorts; it should also be able to address most of your lead pairing's problems while having good type synergy with your third team member and blanket checking many foes. Accordingly, Scizor makes a good fourth member of this team; it obviously falls to Fire-types, but those are the least pressing of the lead pairing's problems, and it performs decently in Trick Room and soundly beats most Poison- and Steel-types while also covering Gastrodon's Grass weakness and having its Fire weakness covered by Arceus's favored bottom feeder.

After nineteen battles in regular doubles, you'll face Battle Chatelaine Evelyn, with, in no particular order, the following Pokemon.

Lumineon @ Expert Belt
Nature: Timid
EVs: 252 SpA / 252 Spe
- Rain Dance
- Surf
- Ice Beam
- Silver Wind


Primeape @ Scope Lens
Nature: Jolly
EVs: 252 Atk / 252 Spe
- Cross Chop
- Stone Edge
- Retaliate
- Earthquake


Pachirisu @ Sitrus Berry
Nature: Jolly
EVs: 252 Atk / 252 Spe
- Volt Switch
- U-turn
- Super Fang
- Light Screen


Persian @ Life Orb
Nature: Timid
EVs: 252 SpA / 252 Spe
- Round
- Fake Out
- Power Gem
- Dark Pulse

After forty-nine battles in super doubles, you'll again face Evelyn, this time with, in no particular order, the following Pokemon.

Raikou @ Air Balloon
Nature: Timid
EVs: 252 SpA / 252 Spe
- Thunderbolt
- Volt Switch
- Shadow Ball
- Protect


Entei @ Life Orb
Nature: Adamant
EVs: 252 HP / 252 Atk
- Sacred Fire
- Iron Head
- Stone Edge
- Protect


Suicune @ Lum Berry
Nature: Timid
EVs: 252 SpA / 252 Spe
- Icy Wind
- Surf
- Blizzard
- Protect


Latios @ Lax Incense
Nature: Bold
EVs: 252 HP / 252 Def
- Calm Mind
- Luster Purge
- Dragon Pulse
- Recover

Doubles Recommended Pokemon

Aron: Because the Maison only levels Pokemon down to level 50, not up to it, level 1 Aron is the best bait Pokemon in the game. Aron has just twelve HP, so pretty much any attack can do enough damage to KO, making Aron exceptional at drawing foes' attacks. Better yet, Aron has the Sturdy ability, so when it is equipped with Berry Juice, one round of basic attacks won't even KO it. The first attack will trigger Sturdy, the Berry Juice will heal Aron to full, and the second attack will trigger Sturdy again. In tandem with Protect, this often allows Aron to serve as bait for three turns, more if you are lucky and get Protect to work twice in a row. While most attacking moves will be near-worthless when used by such a low-level Pokemon, Endeavor becomes amazingly powerful because it will reduce its target's HP all the way down to Aron's minuscule total. You can even give Aron weather or status moves for extreme corner-case situations, but really, Protect and Endeavor are all Aron needs. You don't even have to bother with nature, IVs, or EVs, which is very convenient. While Aron plays well on many sorts of teams, it is especially potent under Trick Room, as with such a low Speed, it will almost always act first, allowing it to more easily use Endeavor multiple times before being KOed.
Sample set:

Aron @ Berry Juice
Lvl: 1
Ability: Sturdy
Nature: any
EVs: none
- Protect
- Endeavor
- Toxic / Sunny Day
- Swagger / Sunny Day

Greninja: Just like in singles, Greninja makes for an excellent special attacker, as its exceptional Speed, good Special Attack, and ability Protean granting all its attacks STAB allow it to outspeed and KO a wide variety of Pokemon. But in doubles, Greninja becomes even better thanks to its signature move Mat Block, described above. Against many foes, Mat Block buys Greninja's partner a free first turn, typically leaving your team with a big advantage. It's important to remember that against enemies likely to use priority, status, or field effect moves, Mat Block won't help you, so against them, forgo the first-turn Mat Block and attack normally. But the option to protect the entire team the first turn is extremely valuable, particularly in tandem with Greninja's attacking prowess on later turns. Greninja depends on its Speed and Special Attack, so unless you are trying to run a mixed set, full Speed and Special Attack investment is recommended. Mat Block, Grass Knot, and Ice Beam are the most common moves on doubles Greninja, while moves such as Dark Pulse, Extrasensory, and a Water-type STAB move can be added based on specific team needs. Surf is useful if your teammate doesn't mind taking a Water-type hit, while Scald provides a single-target Water-type option. Greninja is very frail, so a Focus Sash is its preferred held item; it is especially useful for allowing Greninja to get off an attack against fast, unpredictable foes such as Choice Scarf Terrakion, Aerodactyl, and Choice Scarf Darmanitan. Alternatively, an Expert Belt or Life Orb can help turn certain 2HKOs into OHKOs. In terms of teammates, Greninja is best paired up with an ally that can capitalize on the Mat Block-generated free turn not only by freely attacking a single foe but also by setting up if possible; Nasty Plot Mega Lucario and Speed Boost Mega Blaziken have been used to great success. Additionally, even with a Focus Sash, an Electric-immune switch option is nearly mandatory, as Greninja is outsped by several unpleasant Electric-types such as Choice Scarf Manectric, Jolteon, and Electrode, which prevent it from using Mat Block reliably; trying to tank their attack is feasible in corner-case situations, but it is generally not advisable due to the risk of paralysis. Good options include Thundurus-T, Gastrodon, and Garchomp.
Sample set:

Greninja @ Focus Sash
Ability: Protean
Nature: Timid
EVs: 4 HP / 252 SpA / 252 Spe
- Mat Block
- Ice Beam
- Grass Knot
- Dark Pulse

Dusclops: With outrageous Eviolite-boosted bulk and its Ghost typing rendering it immune to Fake Out, Dusclops is one of the most reliable Trick Room setters available. While definitely viable on goodstuff Trick Room teams, Dusclops has had most success as a partner to Endeavor Aron, first twisting the dimensions to make Aron the fastest Pokemon on the field and then finishing off the foes one by one after Aron brings them down to 12 HP; it also provides amazing scouting utility via its ability Frisk. Apart from the obvious Trick Room, Dusclops should run Night Shade as an attacking move to finish off its weakened foes, as well as Brick Break to finish off Normal-types and select Sitrus Berry holders such as Bastiodon and Rampardos. Its final moveslot can be dedicated to a utility move: Foresight is the best option when paired up with Aron, as this allows Aron to use Endeavor against Ghost-types and has the additional utility of negating Double Team, but other usable options include weather moves, Toxic, and Gravity. Alternate Trick Room setters include Aromatisse, which makes up for its considerably worse bulk with its ability Aroma Veil preventing Taunt and its ability to hold a Lum Berry; Mega Audino, which similarly has enormous bulk and capitalizes on this by changing its defensive typing upon Mega Evolving; and Slowbro, which is immune to Taunt, has access to Heal Pulse, and has actual offensive presence.
Sample set:

Dusclops @ Eviolite
Ability: Frisk
Nature: Relaxed
EVs: 252 HP / 126 Def / 132 SpD
- Trick Room
- Foresight
- Night Shade
- Brick Break

Scizor: An absolute powerhouse in singles, Scizor also makes for a fine pick in doubles as one of the best team players available. Its Technician-boosted Bullet Punch provides an excellent cleaning tool, its Bug Bite is as powerful as ever, and its terrific defensive typing allows it to blanket check a wide array of threatening foes. Because of said defensive typing, Scizor performs best as a switch option, and its all-round capabilities and team-playing nature allow it to fit on a wide array of teams. Due to the general difficulty of setting up in doubles, Life Orb Scizor is generally preferred over its Mega counterpart for its greater immediate power; importantly, its Bullet Punch nets a nearly guaranteed OHKO on Terrakion, which an unboosted Mega Scizor fails to secure. However, Mega Scizor's greater bulk and Speed certainly make it worth considering. Similarly to in singles, typical Scizor sets will run maximum Attack, near-maximum HP, and slight Speed investment. In terms of moves, Bullet Punch and Bug Bite are mandatory STAB moves, while Protect is also required for drawing in Fire-type moves and for the general utility it provides. Superpower generally is Scizor's best coverage option, making quick work of the Steel-types that resist its STAB combination. However, if your team already has Fighting coverage available, Swords Dance remains a viable alternative to counteract Intimidate or to set up on a free turn and make Scizor even harder to stop. If the Life Orb is taken, Choice Band makes for a fine alternative; it notably allows some Attack EVs to be invested into bulk. As Bug is a highly undesirable attacking type to be locked into, such a set generally prefers U-turn over Bug Bite, however. If you feel Scizor isn't what your team needs, alternate options for a sturdy, priority-using switch option include Wide Lens Azumarill and Assault Vest Conkeldurr.
Sample set:

Scizor @ Life Orb
Ability: Technician
Nature: Adamant
EVs: 204 HP / 252 Atk / 4 Def / 4 SpD / 44 Spe
- Bullet Punch
- Bug Bite
- Superpower
- Protect

Weavile: Weavile is an excellent support attacker and dedicated Fake Out lead. It is one of the best options available for this role, for a number of reasons: its Dark-type STAB moves make quick work of the Ghost-types that are immune to Fake Out, its frailty and horrendous defensive typing make it excellent bait, and its base 125 Speed allows it to outspeed all opposing Fake Out users (except opposing Weavile) and prevent their Fake Out if necessary. Movewise, Weavile has a number of options at its disposal, but it generally prefers a set of Fake Out / Knock Off / Ice Punch / Protect; Fake Out is the reason to use Weavile in the first place, Knock Off and Ice Punch are strong, reliable STAB moves, and Protect allows Weavile to capitalize immensely on its lure potential, in addition to its usual benefits. Beat Up is an interesting alternate option for a Dark-type STAB move: it allows Weavile to form the well-known TerraVile combo with Terrakion, where Weavile uses Beat Up to give Terrakion a tremendous Attack boost by triggering the latter's ability Justified multiple times. Additionally, Beat Up is a serious option to consider over Knock Off if Weavile is used as a lead in triples, as it has a more consistent Base Power, doesn't make contact, and bypasses Focus Sash and Sturdy. Alternate options include Ice Shard for priority and Low Kick for coverage, but priority is generally wasted on a Pokemon with Weavile's high base Speed and Weavile usually can get most mileage out of its STAB moves. Itemwise, Focus Sash is essentially mandatory, as Weavile's defensive capabilities are absolutely nonexistent and it can capitalize on its baiting capabilities even better after being knocked down to 1 HP. Weavile is best paired up with a powerful attacker that can capitalize on the free turns it creates, such as Mega Gardevoir. Alternate Fake Out users include Mega Kangaskhan, which obviously is more of a powerhouse than a supporter; Infernape, which lacks Weavile's specific qualities but makes up for it with good mixed attacking stats; and Hitmonlee, which is more powerful than Weavile, is immune to paralysis, and has access to the hardest-hitting priority move among Fake Out leads in Sucker Punch&mdash;unfortunately, it generally cannot afford to run Protect and Sucker Punch is only available from Generation IV games.
Sample set:

Weavile @ Focus Sash
Ability: Pressure
Nature: Jolly
EVs: 4 HP / 252 Atk / 252 Spe
- Fake Out
- Knock Off
- Ice Punch
- Protect

Gardevoir: Mega Gardevoir's Pixilate Hyper Voice makes it a wrecking ball capable of demolishing a huge chunk of the Battle Maison: its enormous spread damage and excellent neutral coverage make Mega Gardevoir a worthwhile pick for many teams. A simple EV spread with maximum Special Attack and Speed investment is the best option for Mega Gardevoir; it also strongly prefers a Timid nature over Modest because it needs all the Speed it can get while it's plenty strong as is, although Modest can be feasible with Icy Wind support. Movewise, aside from the self-explanatory Hyper Voice, Mega Gardevoir should run Protect, in order to defuse strong physical or faster attackers, and Psyshock, as a secondary STAB move that can cover special walls such as Blissey. Plenty of options are viable in the final slot: while horrendously weak when not 4x super effective, Hidden Power Ground provides useful coverage against the Steel-types that resist Mega Gardevoir's STAB moves; Shadow Ball is a usable option in order to dispatch Trick Room setters; and utility moves such as Taunt, Substitute, and Destiny Bond all have their uses. This slot is highly flexible and you won't be using it often, so pick what suits your team best. An additional benefit of Mega Gardevoir is its base forme's ability Trace, which provides valuable scouting utility. However, Telepathy is preferred if you're using Mega Gardevoir as a switch option on a team that also includes an Earthquake user. Mega Gardevoir should ideally be paired up with a partner that can generate free turns, such as Weavile or Mat Block Greninja.
Sample set:

Gardevoir @ Gardevoirite
Ability: Trace / Telepathy
Nature: Timid
EVs: 4 HP / 252 SpA / 252 Spe
- Hyper Voice
- Psyshock / Psychic
- Hidden Power Ground / Taunt / Shadow Ball
- Protect

Salamence: One of the most broken Pokemon ever to grace the OU tier, Mega Salamence makes for a highly versatile offensive powerhouse in Maison doubles. Its excellent mixed offensive stats, tremendous Speed, and outrageous bulk for an offensive Pokemon allow it to run both physical and special sets effectively; this is compounded by its ability, Aerilate, which boosts Normal-type moves' power and turns them into Flying-type moves, and its wide movepool. Due to its great bulk aided by its pre-Mega ability Intimidate, Mega Salamence is one of the few Pokemon that can run setup moves effectively in doubles; accordingly, a physical set would be centered around Dragon Dance, further featuring Aerilate-boosted Return as its main STAB move as well as the self-explanatory Protect. The set is rounded out by Earthquake, which provides the best coverage alongside Flying. Special sets, on the other hand, utilize Mega Salamence's Aerilate-boosted spread move, Hyper Voice. As special Mega Salamence has no access to setup moves, such a set can run Tailwind, which allows Mega Salamence not only to outspeed the entire Maison itself but also to support its teammates, and with adequate support, it has no trouble setting it up due to its great bulk. Flamethrower is the best coverage option available for a special set, taking care of Steel-types, while Rock-types should then be left to Mega Salamence's teammates to take on; alternatively, Dragon Pulse can be run, which will leave Mega Salamence walled by Steel-types. Both variants benefit tremendously from a partner that can buy them a free turn; good options include Fake Out users such as Hitmonlee and Infernape, and the physical set pairs especially well with Mat Block Greninja, which can usually provide it with a free Dragon Dance. While Mega Salamence is fairly self-sufficient otherwise, it does heavily appreciate a Steel-type switch option such as Scizor or Aegislash for defensive synergy.
Sample sets:

Salamence @ Salamencite
Ability: Intimidate
Nature: Adamant / Jolly
EVs: 4 HP / 252 Atk / 4 Def / 4 SpD / 244 Spe
- Return
- Earthquake
- Dragon Dance
- Protect

Salamence @ Salamencite
Ability: Intimidate
Nature: Timid
EVs: 4 HP / 4 Def / 252 SpA / 4 SpD / 244 Spe
- Hyper Voice
- Flamethrower / Dragon Pulse
- Tailwind / Dragon Pulse
- Protect

Camerupt: Extremely slow yet very powerful, Mega Camerupt is the textbook definition of a Trick Room attacker. Its best attack is its powerful spread Eruption, and Sheer Force-boosted Earth Power provides a fine secondary STAB move. Mega Camerupt's coverage move is team-dependent. It naturally benefits from Sunny Day support in order to boost its Eruption's power; if this is present on your team, Solar Beam is the preferred option in the third slot for its amazing coverage on Water-types. Alternate options include Flamethrower, which provides a Sheer Force-boosted Fire-type STAB move that doesn't lose power as Mega Camerupt's health drops, and Ancient Power, which is also boosted by Sheer Force and allows Mega Camerupt to take on Pokemon such as Charizard and Moltres; however, these generally aren't too threatening to it. Aron is an amazing partner to Mega Camerupt, not only due to the general utility it provides Trick Room teams with but also due to its access to Sunny Day; otherwise, Mega Camerupt appreciates partners that can beat Water-types as well as Pokemon that can take on Ground-immune Dragon-types such as Hydreigon and Dragonite, which Mega Camerupt struggles tremendously against.
Sample set:

Camerupt @ Cameruptite
Ability: Solid Rock
Nature: Quiet
EVs: 252 HP / 252 SpA / 4 SpD
- Eruption
- Earth Power
- Solar Beam / Flamethrower / Ancient Power
- Protect
 
Last edited:

Lumari

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Triples Advice

In Maison triples battles, your team consists of six Pokemon, with three starting in battle and three in reserve. Strategies are fairly similar to those in doubles, but there are some key format-specific differences. The biggest mechanical change is attack range. When you send out your Pokemon, your first and third are on the left and right sides, while your second is in the middle of the field, with your opponent's Pokemon in the same alignment. Normal single-target attacking moves cannot hit a Pokemon on the opposite side of the field, and even spread moves can only hit Pokemon one space over. This means that if you want a spread move to be able to hit your opponent's entire team, the user must be in that middle spot. Similarly, if you place a bait Pokemon on one of the flanks, it often won't be able to draw attacks from the foe on the far side. Flying-type and pulse moves (Aura Sphere, Dark Pulse, etc.) get around this limitation and can attack at any range, making such moves valuable for side Pokemon. You should be very careful when aligning your Pokemon, to be sure you get best value from your attacks. Typically, you'll want your biggest attacker in the middle, while a support Pokemon, with moves that can help its entire team regardless of range such as Tailwind, is better suited to the sides.

Another triples difference is that with six Pokemon on your team, it's easier to limit variance than in other formats. This facilitates generally longer streaks and makes playing a balanced goodstuff team particularly viable. With three Pokemon active at once, however, you can also set up some particularly nice combos, perhaps sending out a Pokemon that brings favorable weather, using Tailwind, attacking, and protecting your team, all in the same setup. More generally, many doubles strategies work well in triples and can even be supercharged thanks to the presence of an additional active Pokemon. Just as moves that boost or protect your whole team are better in doubles than in singles, they are typically even better in triples than in doubles. A successful Mat Block, for example, lets two of your Pokemon get a free attack in, not just one. Just like doubles battles, triples battles move quickly, and Pokemon should typically spend their turns attacking or supporting their team, not merely boosting themselves or trying to set up defensively.

After nineteen battles in regular triples, you'll face Battle Chatelaine Dana, with, in no particular order, the following Pokemon.

Magneton @ Shuca Berry
Nature: Calm
EVs: 252 Def / 252 SpD
- Thunderbolt
- Flash Cannon
- Screech
- Metal Sound


Dragalge @ Bright Powder
Nature: Adamant
EVs: 252 Atk / 252 Spe
- Waterfall
- Facade
- Double Team
- Poison Tail


Piloswine @ Persim Berry
Nature: Bashful
EVs: 252 Atk / 252 SpA
- Blizzard
- Thrash
- Earthquake
- Hail


Magcargo @ White Herb
Nature: Quiet
EVs: 252 Atk / 252 SpA
- Overheat
- Earth Power
- Gyro Ball
- Body Slam


Whimsicott @ Sitrus Berry
Nature: Modest
EVs: 252 SpA / 252 Spe
- Energy Ball
- Moonblast
- Leech Seed
- Tailwind


Girafarig @ Colbur Berry
Nature: Modest
EVs: 252 SpA / 252 Spe
- Psychic
- Thunderbolt
- Energy Ball
- Dazzling Gleam

After forty-nine battles in Super Triples, you'll again face Dana, this time with, in no particular order, the following Pokemon.

Articuno @ Charti Berry
Nature: Jolly
EVs: 252 Atk / 252 Spe
- Frost Breath
- Reflect
- Steel Wing
- U-turn


Zapdos @ Petaya Berry
Nature: Naive
EVs: 252 SpA / 252 Spe
- Thunder
- Light Screen
- Rain Dance
- Drill Peck


Moltres @ White Herb
Nature: Modest
EVs: 252 SpA / 252 Spe
- Overheat
- Air Slash
- Tailwind
- Will-O-Wisp


Regirock @ Luminous Moss
Nature: Adamant
EVs: 252 HP / 252 Atk
- Ice Punch
- Rock Slide
- Drain Punch
- Earthquake


Regice @ Zoom Lens
Nature: Impish
EVs: 252 HP / 252 SpD
- Thunder
- Blizzard
- Focus Blast
- Thunder Wave


Registeel @ King's Rock
Nature: Jolly
EVs: 252 Atk / 252 Spe
- Rock Polish
- Earthquake
- Iron Head
- Thunder Punch

Triples Recommended Pokemon

Note that most Pokemon that are strong in doubles can effectively use similar sets in triples, so they won't be discussed again here.

Talonflame: Wonderful at both support and cleaning, Talonflame is a great flank Pokemon for a triples team. With Tailwind, Talonflame can give its team a Speed advantage for the next three turns, while STAB Brave Bird and Flare Blitz combine for good coverage and hit hard, even coming off Talonflame's mediocre Attack. Brave Bird can hit foes on the far side of the field, and with Gale Wings, it gets priority, allowing it to outspeed even Choice Scarf users and most +1 priority attacks. Protect rounds out Talonflame's set well, as due to its low defenses and a 4x weakness, Talonflame will draw its share of attacks. Other more than viable move options include Taunt and Quick Guard; Taunt is particularly useful on a goodstuff team, neutering otherwise annoying or even downright threatening foes such as Stockpile and Double Team users and Trick Room setters, while suicide Tailwind setters can get good mileage out of Quick Guard to block opposing Fake Outs. Sharp Beak is probably the best item on Tailwind Talonflame because it will use Brave Bird far more than the non-mandatory Flare Blitz and you avoid a fight over items like Life Orb, which other teammates will want more. An Adamant nature with maximum Attack investment maximizes the power of Talonflame's attacking moves. While maximizing Speed is an option, Talonflame is very fast even without EV investment, and most of its moves have priority, so maximizing HP is often better to be able to better take hits and take more recoil damage. However, when using Talonflame as a suicide Tailwind setter with Quick Guard, full Speed investment is worth considering to outspeed as many opposing Fake Outs as possible.
Sample set:

Talonflame @ Sharp Beak
Ability: Gale Wings
Nature: Adamant
EVs: 252 HP / 252 Atk / 4 SpD
- Brave Bird
- Taunt / Flare Blitz
- Tailwind
- Protect

Blastoise: Thanks to its Mega Evolution and access to Water Spout, Blastoise can finally live the Pokemon Blue dream of smashing into battle, water cannons blazing, blasting away at all before it. With 150 Base Power at full health and coming off a base 135 Special Attack, Mega Blastoise's Water Spout can dish out some pretty ridiculous damage to all three foes if positioned in the middle of your line. With rain support, the damage can be upped even further. Because of a relatively low base 78 Speed and the fact that Water Spout's power decreases as Mega Blastoise takes damage, Tailwind and Mat Block support are highly recommended. While Mega Blastoise's good defenses mean it can often take several hits before fainting, because these hits can weaken Water Spout to the point of uselessness, it's important to have good supplemental moves. Aura Sphere receives a 50% damage boost due to Mega Launcher, making it a particularly strong option, and Ice Beam provides excellent coverage; alternatively, Dark Pulse, which also receives a Mega Launcher boost, provides good coverage on opposing Trick Room setters, a big threat to typical Mega Blastoise teams. Protect is probably the best bet for the final move. For such an attacking set, you naturally want maximum Special Attack EVs. With Tailwind support, a Modest nature with maximum Speed EVs will allow Mega Blastoise to just outrun everything you'll face after battle 40.
Alternate options for a powerful spread attacker include Pixilate Hyper Voice and Eruption users, such as Choice Specs Sylveon and the aforementioned Mega Gardevoir and Typhlosion, Oblivia Heatran, and Entei, respectively.
Sample set:

Blastoise @ Blastoisinite
Ability: Rain Dish
Nature: Modest
EVs: 4 HP / 252 SpA / 252 Spe
- Water Spout
- Dark Pulse / Ice Beam
- Aura Sphere / Ice Beam
- Protect

Manectric: When looking at a Mat Block Greninja opening as a two-turn affair, it should be obvious that this provides several different possibilities of setting up. One way of capitalizing on the free turn provided by Mat Block is by pairing up Greninja with a Volt Switch user; the momentum and flexibility provided by the possibility to completely safely bring in a backup of choice while weakening or KOing a foe in the process are downright enormous and have been the backbone of multiple successful triples teams. Mega Manectric is one of the best options for this role, mainly due to its pre-Mega ability Lightningrod, which allows it to completely shut down the several fast Electric-types that are notorious for giving Greninja trouble, as well as its ability to outspeed and OHKO other notorious Greninja checks in Aerodactyl and Crobat after Mega Evolving. Mega Manectric's set is incredibly straightforward, with a Timid nature and maximum Special Attack and Speed investment making it as fast and powerful as possible while movewise, Thunderbolt and Protect are mandatory alongside Volt Switch for a good STAB move and the general utility provided by the latter move, respectively. In the final slot, Flamethrower is generally preferred over Hidden Power Ice, as using the latter move will leave Mega Manectric shut down completely by opposing Lightningrod users and Greninja generally runs Ice Beam anyway, leaving Hidden Power Ice's coverage redundant. As for teammates, as stated Mega Manectric is best paired up with Greninja in order to fully capitalize on the Mat Block / Volt Switch combo; however, other Electric-weak Pokemon naturally appreciate its Lightningrod support as well, such as Talonflame and Gyarados. Additionally, Mega Manectric really appreciates a Flying-type or Levitate user as a backup, as it attracts Earthquakes like a magnet and the ability to bring in a Ground-immune Pokemon allows it to safely Volt Switch out even after the Mat Block turn. Good options include Hydreigon, Latios, and Talonflame. An alternate Volt Switch user is Rotom-W, which trades Lightningrod for a Ground immunity that allows it to be paired up with a Ground-weak Pokemon such as Mega Lucario; alternatively, Raikou is a usable option that is similar to Mega Manectric statwise but doesn't use the Mega slot and has a less barren movepool than Rotom-W.
Sample set:

Manectric @ Manectite
Ability: Lightningrod
Nature: Timid
EVs: 252 SpA / 4 SpD / 252 Spe
- Volt Switch
- Thunderbolt
- Flamethrower / Hidden Power Ice
- Protect

Rotations Advice

In rotation battles, your team consists of four Pokemon, with three active and one in reserve. Rotation battles are a little like singles battles in that you'll only have one Pokemon attacking each turn, but the ability to rotate between Pokemon without losing a turn makes for a very fast-paced fight. Of your three Pokemon in the field, one will be "leading," while the other two will be visible but unable to attack or be attacked. Additionally, if a Pokemon has a one-time activation ability such as Intimidate or Sand Stream, it will only trigger if it is sent out in the lead position, not if it is sent out in one of the backup positions. At the start of each turn, both you and the AI have the option to rotate to either of the other two active Pokemon, and, unlike switching, your new leading Pokemon will attack immediately, without losing a turn; however, you won't know if or how the AI is rotating until you've already chosen your attack. When you rotate, the departing Pokemon's stat boosts or drops, attack lock (e.g. Outrage or Petal Dance), and volatile status (e.g. confusion) remain unchanged and will still affect the Pokemon if it later rotates it back in.

The ability to freely rotate complicates things relative to singles battles, as you'll have thirteen possible actions (any of the four attacks from all three of your active Pokemon or a switch to your inactive one), far more than the six possibilities in singles. You'll also have to deal with AI rotations, as the Earthquake that is super effective against your opponent's active Excadrill will be useless if the AI rotates to its Gengar. In return, you'll have much better knowledge of your opponent than in singles, as you begin knowing three of four enemy Pokemon rather than just one of three, often letting you better plan an overall strategy for the battle.

In general, setup sweepers are your best bet in rotation battles, as the AI's rotations are for all intents and purposes impossible to predict, which makes predicting your best attack difficult but also gives the AI lots of ways to choose a poor move, allowing you many chances to boost. Therefore, when building a team, it is of the utmost importance that your Pokemon's defensive typings complement each other extremely well so as not to give the AI a 'right' move to choose and to have it make as many stupid plays as possible. This also makes Substitute a highly potent move in rotation battles, as it's surprisingly easy to get up a free Substitute on a poorly chosen move by the AI. Furthermore, as rotating does not reset a Pokemon's stats, you can boost and rotate out and still keep the boosted stats for future attacks when you rotate that Pokemon back in. Additionally, because rotating is free, dual screeners and clerics can be very helpful in rotation battles, as you don't lose a turn rotating between a sweeper and a cleric. Lastly, because of the unpredictability of the AI's rotations and the consequent impossibility of "targeting" your attacks, it is highly discouraged to use coverage moves for specific targets; as far as attacking moves go, you should generally stick with just a Pokemon's STAB moves, and other moveslots should be dedicated to utility or recovery moves or Substitute. The seeming randomness of rotation battles can sometimes be frustrating, but with solid play and a team built to take advantage of the AI's erratic choices, you can build a lengthy streak.

After nineteen battles in regular rotations, you'll face Battle Chatelaine Morgan, with, in no particular order, the following Pokemon.

Klefki @ Apicot Berry
Nature: Modest
EVs: 252 SpA / 252 SpD
- Flash Cannon
- Recycle
- Draining Kiss
- Metal Sound


Mantine @ Wacan Berry
Nature: Timid
EVs: 252 SpA / 252 Spd
- Air Slash
- Scald
- Wide Guard
- Aqua Ring


Swalot @ Black Sludge
Nature: Calm
EVs: 252 Def / 252 SpD
- Stockpile
- Toxic
- Protect
- Earthquake


Sawsbuck @ Shell Bell
Nature: Adamant
EVs: 252 Atk / 252 Spe
- Horn Leech
- Double-Edge
- Megahorn
- Leech Seed

After forty-nine battles in Super Rotations, you'll again face Morgan, this time with, in no particular order, the following Pokemon.

Latias @ Lax Incense
Nature: Bold
EVs: 252 HP / 252 Def
- Calm Mind
- Mist Ball
- Dragon Pulse
- Recover


Cobalion @ Maranga Berry
Nature: Brave
EVs: 252 HP / 252 Atk
- Metal Burst
- Sacred Sword
- Quick Attack
- Iron Head


Terrakion @ Sitrus Berry
Nature: Jolly
EVs: 252 Atk / 252 Spe
- Swords Dance
- Sacred Sword
- Earthquake
- Rock Slide


Virizion @ Coba Berry
Nature: Jolly
EVs: 252 Atk / 252 Spe
- Leaf Blade
- Stone Edge
- Sacred Sword
- Protect

Rotations Recommended Pokemon

Note that many Pokemon that are strong in singles can effectively use similar sets in rotations, so they won't be discussed again here.

Klefki: With its strong defensive typing and ability Prankster, Klefki makes for an amazing support Pokemon that can consistently set up dual screens for its sweeper teammates. Furthermore, though Klefki's stats might appear low for the role of Calm Mind booster, thanks to the AI's penchant for strange rotation and attack choices, Klefki can be used as a remarkably effective rotations sweeper as well. As Klefki receives Prankster priority on all its support moves, Speed is irrelevant to support Klefki, and it will want a Defense- or Special Defense-boosting nature, typically Bold or Calm, with EVs distributed amongst HP, Defense, and Special Defense. Many specific EV spreads are viable, but maximizing HP is probably best for maximum mixed durability. Reflect and Light Screen with a held Light Clay are obvious choices for a dual screener, Safeguard is a good supplemental support move, and Foul Play makes for a reasonable choice of attacking move because it uses the target's Attack stat rather than Klefki's own anemic one. Depending on team needs, weather setting moves are also possibilities. Sweeper Klefki should run Dazzling Gleam as its attack, as a STAB move to which nothing is immune is wonderful in the unpredictable world of rotations. Prankster-quickened Calm Mind and Substitute help Klefki set up in the face of all sorts of attacks, while the combination of Protect and Leftovers will help it stall out threatening attacks and sneak in extra recovery. Sweeper Klefki takes advantage of the fact that even if the foe has a move that can reliably break Klefki's Substitute, the AI will often rotate around and choose poor attacks. Because Klefki's priority Substitute will almost always go first, Klefki knows each turn whether it can safely use Calm Mind or whether it needs to set up a Substitute again, and so it can often safely set up on foes that initially appear to be serious threats. Because sweeper Klefki can boost its Special Defense and Special Attack with Calm Mind, a Bold nature with EVs in HP and Defense is recommended.
Sample sets:

Klefki @ Leftovers
Ability: Prankster
Nature: Bold
EVs: 228 HP / 252 Def / 28 SpD
- Substitute
- Calm Mind
- Protect
- Dazzling Gleam

Klefki @ Light Clay
Ability: Prankster
Nature: Bold
EVs: 252 HP / 152 Def / 104 SpD
- Reflect
- Light Screen
- Safeguard
- Dazzling Gleam / Flash Cannon / Foul Play

Sharpedo: Due to the average rotations team's high reliance on setup moves, it comes as no surprise that you must be wary of the AI setting up alongside your team; therefore, your team should include a way to stop opposing setup sweepers in a pinch. One way to account for this is by including a Destiny Bond user; Sharpedo is an excellent option for this role, as its ability Speed Boost allows it to keep up with Speed-boosting sweepers and use Destiny Bond before they move even after they have fully set up. The typical Sharpedo set runs an Adamant nature with full Attack and Speed investment for maximum Speed and power; itemwise, Focus Sash is mandatory, not only due to Sharpedo's abysmal bulk but also in order to be able to attack much more freely initially without having to fear being OHKOed without being able to use Destiny Bond successfully. Its moves don't allow much customization: aside from Destiny Bond, Waterfall and Crunch are recommended for strong, reliable STAB moves, and Protect should be run in order to nab additional Speed boosts. As an added benefit, Sharpedo's reliance on Protect and Focus Sash makes it synergize naturally with Wish passers.
An excellent alternate Destiny Bond user is Gengar, which has a perfectly accurate Toxic as its most distinguishing feature and, unlike Sharpedo, doesn't rely on contact moves and therefore doesn't have to fear abilities such as Flame Body, Static, and Rough Skin. Additionally, Gengar's defensive typing is considerably better than Sharpedo's; however, Sharpedo's defensive typing is marginally better-suited for taking priority moves, and its offensive typing is much better than Gengar's.
Sample set:

Sharpedo @ Focus Sash
Ability: Speed Boost
Nature: Adamant
EVs: 252 Atk / 4 SpD / 252 Spe
- Destiny Bond
- Waterfall
- Crunch
- Protect

Sylveon: A terrific way to support your team's main sweeper is by including a cleric. Sylveon is an excellent option, setting itself apart from its Wish-passing brethren with its great offensive presence and its Fairy typing. A straightforward set should be your best bet, containing Wish to restore its teammates' HP, Protect to reliably make use of the Wish itself, and Heal Bell to remove otherwise crippling status ailments such as burn and paralysis from your sweeper. Lastly, Hyper Voice should be run as an attacking move, bypassing Substitutes and turning into a powerful Fairy-type STAB move thanks to Pixilate. Otherwise, Sylveon should use its EV spread and item to maximize its defensive capabilities; as such, Leftovers should be run alongside a Bold nature with full HP and Defense investment to patch up its otherwise underwhelming physical bulk.
Other options for a Wish passer include Vaporeon and Alomomola, both of which can pass much larger Wishes than Sylveon, with Vaporeon also having access to Haze as a means to stop setup sweepers; however, they lack Sylveon's great offensive presence, and Alomomola doesn't have access to Heal Bell or Aromatherapy. They also set themselves apart from Sylveon via their Water typing, which might be preferred for your team's typing synergy.
Sample set:

Sylveon @ Leftovers
Ability: Pixilate
Nature: Bold
EVs: 252 HP / 252 Def / 4 Spe
- Wish
- Protect
- Heal Bell
- Hyper Voice

Multi Advice

In Maison multi battles, you pair with another Trainer, either another human or the AI. Each of you selects two Pokemon, with one of each starting in play and the others in reserve, and face a pair of AI Trainers. If a Pokemon is KOed or switched out, it can only be replaced by its Trainer's other Pokemon, so if you KO both of a Trainer's Pokemon, you'll only be facing one Pokemon at a time for the rest of your battle, even if both of that Trainer's partner's Pokemon are still in good health. Other than this clause, multis with a human partner play mostly like double battles, and similar strategies should lead you to success. Do note, however, that each of you can use a Mega Evolution, which really skews things in your favor. Additionally, Species Clause and Item Clause only apply to an individual Trainer's team, meaning you and your partner can technically take on the challenge using the same two Pokemon.

Multis with with an AI partner are much more challenging. First, on XY, you need to acquire an AI partner with a decent pair of Pokemon. All players have the option to partner with Shauna, Tierno, and Trevor, but if you review their Pokemon's sets, you'll see they are very lacking in power. To acquire more partner Trainers, you need to start obtaining Friend Codes. When you friend someone, you'll be able to use that Trainer's randomly assigned pair of two Pokemon. While many of these pairings will of course be pretty poor, friend enough people, and you should be able to find a reasonable set of partner Pokemon. Note that a Trainer will give the same partner Pokemon to all of his or her friends, so if you know that a person gave a great pairing to someone else, see if you can friend him or her to access the same pairing yourself. The non-default AI partners use the set 3 Pokemon from the master list of AI Pokemon.

Because the AI uses non-attacking moves in an erratic manner, such as using Protect when an attack would be a far better choice, it's best if you try to find a partner with all attacking moves. Similarly, Pokemon with one clear best attack are very valuable AI allies, as they are the easiest to predict and build a team around. Choice Scarf Typhlosion and Entei are of particular note, as they almost always lock themselves into a very powerful Eruption, but there are a number of other attacking Pokemon that can serve you fairly well. On ORAS, on the other hand, it isn't possible to obtain additional partners via Friend Codes; however, this time the defaults actually are good enough to reliably beat the Chatelaines. People have had most success with Steven, but Archie (on Alpha Sapphire) has a very usable team as well. Additionally, it should be noted that both on XY and on ORAS the default partners' lead Pokemon are determined only when you embark on your challenge, which can be rather frustrating. This setback doesn't apply to Friend Code-generated partners on XY, however.

When building and playing your team, it's important to keep the AI's tendencies in mind. Notably, the AI doesn't pay attention to its partner when using moves that affect all other Pokemon, so if your ally is leading with a Pokemon with Earthquake, you really want a lead (and perhaps a backup too) that is either Flying-type or has the Levitate ability. Likewise, the AI will use powerful attacks such as Focus Blast to finish off weakened enemies even when a more accurate but less powerful move would do the trick, so if your ally has such moves, you can't assume it will safely finish off a weakened target. One way to try to gain an advantage is to try to take out both of one enemy Trainer's Pokemon, so you can fight with a two-on-one advantage against the other Trainer, which should be favorable to you even if your partner is making poor move choices. An important difference between building in multis and doubles, or all other formats for that matter, is the unfeasibility of switching; as you and your partner's teams are separate and the AI for all intents and purposes doesn't switch to begin with, it's not realistic to try finding backups that can switch in on whatever threatens your lead and still function well with your AI partner. As such, you should try finding a backup that can simply revenge kill threats to your lead as opposed to switching in on them.

Sadly, the resulting inflexibility, among many, many other things, makes it considerably harder to net long streaks in multis; AI multi battles are particularly high in variance, and you are very likely to lose in frustrating ways from your AI partner's bad decisions. Most players tend to focus on just getting through battle 50 of super multis so that they can get the multi battle trophy and then move on, but even with a reasonable AI partner, it can take a lot of persistence to get there.

After nineteen battles in regular multis, you'll face Battle Chatelaine Evelyn partnered with Battle Chatelaine Dana. Evelyn will use two of the following four Pokemon:

Lumineon @ Expert Belt
Nature: Timid
EVs: 252 SpA / 252 Spe
- Rain Dance
- Surf
- Ice Beam
- Silver Wind


Primeape @ Scope Lens
Nature: Jolly
EVs: 252 Atk / 252 Spe
- Cross Chop
- Stone Edge
- Retaliate
- Earthquake


Pachirisu @ Sitrus Berry
Nature: Jolly
EVs: 252 Atk / 252 Spe
- Volt Switch
- U-turn
- Super Fang
- Light Screen


Persian @ Life Orb
Nature: Timid
EVs: 252 SpA / 252 Spe
- Round
- Fake Out
- Power Gem
- Dark Pulse

Dana will use two of the following six Pokemon:

Magneton @ Shuca Berry
Nature: Calm
EVs: 252 Def / 252 SpD
- Thunderbolt
- Flash Cannon
- Screech
- Metal Sound


Dragalge @ Bright Powder
Nature: Adamant
EVs: 252 Atk / 252 Spe
- Waterfall
- Facade
- Double Team
- Poison Tail


Piloswine @ Persim Berry
Nature: Bashful
EVs: 252 Atk / 252 SpA
- Blizzard
- Thrash
- Earthquake
- Hail


Magcargo @ White Herb
Nature: Quiet
EVs: 252 Atk / 252 SpA
- Overheat
- Earth Power
- Gyro Ball
- Body Slam


Whimsicott @ Sitrus Berry
Nature: Modest
EVs: 252 SpA / 252 Spe
- Energy Ball
- Moonblast
- Leech Seed
- Tailwind


Girafarig @ Colbur Berry
Nature: Modest
EVs: 252 SpA / 252 Spe
- Psychic
- Thunderbolt
- Energy Ball
- Dazzling Gleam

After forty-nine battles in Super Multi, you'll face Battle Chatelaine Nita partnered with Battle Chatelaine Morgan. Nita will use two of the following three Pokemon:

Tornadus @ Yache Berry
Nature: Modest
EVs: 252 HP / 252 SpA
- Substitute
- Double Team
- Hurricane
- Focus Blast


Thundurus @ Sitrus Berry
Nature: Jolly
EVs: 252 Atk / 252 Spe
- Wild Charge
- U-turn
- Crunch
- Sky Drop


Landorus @ Choice Scarf
Nature: Modest
EVs: 252 SpA / 252 Spe
- Earth Power
- Extrasensory
- Focus Blast
- Grass Knot

Morgan will use two of the following four Pokemon:

Latias @ Lax Incense
Nature: Bold
EVs: 252 HP / 252 Def
- Calm Mind
- Mist Ball
- Dragon Pulse
- Recover


Cobalion @ Maranga Berry
Nature: Brave
EVs: 252 HP / 252 Atk
- Metal Burst
- Sacred Sword
- Quick Attack
- Iron Head


Terrakion @ Sitrus Berry
Nature: Jolly
EVs: 252 Atk / 252 Spe
- Swords Dance
- Sacred Sword
- Earthquake
- Rock Slide


Virizion @ Coba Berry
Nature: Jolly
EVs: 252 Atk / 252 Spe
- Leaf Blade
- Stone Edge
- Sacred Sword
- Protect

Because of multi's considerable similarity to doubles, the list of recommended doubles Pokemon is a good place to start when building multi battle teams, so there's no need for a separate list here; however, remember that if you are using an AI partner rather than a human, you might have to make some unusual choices to best complement your partner's team.

Threatlist
Naturally, when planning your team, you should be able to have a reliable way of dealing with some of the Maison's more threatening Pokemon. The following list isn't intended to be comprehensive, but to cover a few select threats that are generally considered to be difficult to handle and to show what kinds of foes to be on the lookout for.
OHKO Move Users

879 | Walrein4 | Bold | Lax Incense | Sheer Cold | Fissure | Rest | Sleep Talk | Def/SpD
Perhaps the most notorious foe the Battle Maison has to offer, Walrein4 is a very threatening and utterly luck-based foe to face. Its OHKO moves speak for themselves, it is unnervingly hard to OHKO due to its bulk investment, and it can negate attempts to Toxic stall it, recover back to full, and recycle its OHKO move PP via Rest + Sleep Talk. On top of all this, it has Lax Incense to dodge an otherwise fatal move and proceed to use Rest. A reliable way to deal with Walrein is via Substitute, stalling for a miss and then KOing it, setting up on it, or (if you're using Gliscor) simply stalling it out of all its attacking PP and fully setting up on it with a different Pokemon. Otherwise, you should simply try to overcome it with offensive pressure and hope for the best. OHKO move users aren't too common, but the most notable other ones are Donphan4 and Pinsir4; Donphan4 also has Sturdy as well as a Quick Claw to throw even more hax into the mess, but because it only has Fissure it can generally be outstalled via switch stalling, whereas Pinsir4 has a very fast Guillotine courtesy of its Choice Scarf but usually prefers other moves and doesn't appear too often in the first place.

Powerful Attackers

161 | Tyrantrum4 | Adamant | Choice Band | Crunch | Dragon Claw | Earthquake | Head Smash | Atk/Spd
Tyrantrum4's Choice Band-boosted Head Smash is one of the most powerful moves in the entire Maison, and if it comes out against something slower or something that can't OHKO it, one of your Pokemon is going to take an enormous amount of damage&mdash;and especially in a format such as singles, where you can only use three Pokemon, having a single team member take heavy damage or be KOed will severly cripple your team. As Tyrantrum outruns most defensive Pokemon and has surprisingly good physical bulk, it isn't easily OHKOed at all, either&mdash;for instance, Mega Kangaskhan requires an Adamant nature to OHKO it with Earthquake.
The easiest way to account for Tyrantrum4 in singles is by using a lead that OHKOes it before it gets a chance to wreak havoc, such as Greninja, Dragonite, or Mega Kangaskhan; if your lead isn't capable of doing so, one of your other Pokemon must be able to switch in on its Choice Band-boosted Head Smash. Only very few Pokemon are capable of this, but a good example is Aegislash. In doubles and triples, Tyrantrum4 is considerably less threatening; while it hits still just as hard, its defensive typing and Speed are still just as mediocre, and seeing as you're sending out multiple Pokemon at the same time and your team will be more focused on offense, it is not at all unlikely that your preferred lineup will check it by default. Powerhouses such as Mat Block Greninja and Mega Gardevoir can OHKO it before it has a chance to even move, and naturally it can also be KOed much more easily by double targeting. The same thing applies to other powerful attackers, such as Tornadus1, which require a dedicated gameplan in singles but are more easily checked by default or taken care of with standard gambits in doubles and triples.

Setup Sweepers

898 | Volcarona4 | Bold | Leftovers | Hurricane | Quiver Dance | Bug Buzz | Heat Wave | HP/Def
Even without any offensive investment, Volcarona is one of the most feared Pokemon in the entire Maison, as after even a few Quiver Dance boosts, it becomes capable of running through teams and nearly impenetrable to special attacks. It is not easy to KO with physical attacks either due to its full bulk investment, and matters are made worse by its dumb, uncompetitive ability Flame Body, which will shut down your physical attacker if the dice rolls go against you; Mega Kangaskhan, which wouldn't have any trouble with it otherwise, will most likely come out burned, as it cannot KO Volcarona even with a +2 Earthquake. The best way to handle Volcarona is simply to overwhelm it and hope Flame Body doesn't trigger; Dragon-types such as Dragonite and Garchomp generally match up well against it, while Pokemon such as Greninja and Gliscor can beat it one-on-one but cannot switch in on it. Once again, it is more easily overwhelmed in doubles and triples, and fortunately it matches up horribly against a triples staple in Talonflame. A similar threat is Gyarados4, which also has enormous bulk but has an excellent defensive typing and recovery in ChestoRest on top of this, whereas Garchomp4 is threatening because of its way greater power after just a single boost and inability to be OHKOed courtesy of its Focus Sash.

Evasion Boosters

929 | Zapdos2 | Bold | BrightPowder | Charge Beam | Heat Wave | Double Team | Roost | HP/SpD
While this Zapdos set does not pose an immediate threat, it is easily one of the most threatening foes you will run into, as it can quickly snowball out of control due to the combination of Double Team and Bright Powder. Additionally, it is annoyingly hard to KO because of its good defensive typing, bulk investment, and access to Roost; to make matters worse, while it doesn't immediately threaten your Pokemon offensively, Charge Beam boosts can rack up quickly and its spread Heat Wave can be really annoying in doubles and triples. The most reliable way to deal with it is to quickly KO it before it snowballs out of control, but unless you're packing one of the very few hard counters in Gliscor or Chansey or reliable checks in Clear Smog Gastrodon, it always has the potential of snowballing out of control; Ground-types in general can take it on somewhat reliably due to their immunity to Charge Beam. Its access to Static can make it even harder for physical attackers to take on, however. Other evasion boosters such as Blissey4 and Tauros4 are not as threatening due to their lack of offensive presence and lack of recovery, respectively.

Field Conditions
Weather conditions and speed control moves such as Tailwind and Trick Room are well-known for their ability to turn a battle around in the blink of an eye, and the Battle Maison is no exception. Trick Room setters generally aren't too much of a problem in singles, as most of them don't pose an offensive threat, leaving their Trick Room turns easily stalled out; they are threatening in doubles and triples, where they have dangerous allies they can support. Similarly, Tailwind, Drizzle + Swift Swim, and Sand Stream + Sand Rush can put you at a huge disadvantage by turning the Speed tiers in your opponent's favor. The easiest way to counteract these is by bringing your own Tailwind as a situational option; however, this doesn't work against Trick Room. One way to account for this move is by bringing a Taunt user, but due to the presence of Oblivious Slowbro and Slowking and Aroma Veil Aromatisse, this isn't enough; therefore, it is also recommended to pack a couple Pokemon that can function decently well under Trick Room, such as Scizor and Talonflame, and to pack a Pokemon that matches up well against Trick Room setters and can KO them before they can set it, such as Greninja. Fake Out users are also an excellent way to stop Trick Room from going up, unless the setter is a Ghost-type. Additionally, Fake Out users are of great help against opposing Tailwind and weather-based Speed-boosting abilities to enable an allied Pokemon to remove the threatening sweeper. Another efficient way to account for Tailwind and weather is by packing Pokemon that match up well against them; an Electric-type such as Mega Manectric or Thundurus-T can help KO Tailwind setters before they can use the move, whereas you won't have to worry as much about rain if you pack a Gastrodon or Rotom-W. Trick Room, rain, and sand can generally be handled without too much trouble due to the AI's unsynergetic teams; however, a few Trainers, namely Hex Maniac Mara, Beauty Claire / Lana, and Worker Rasmus, respectively, specialize in these field conditions, so you should be on your guard against them.


Resources

-removed a bunch of Pokemon from the list of recommendations for conciseness's sake, being Ferrothorn, Gengar, Togekiss, Azumarill, Gyarados, Starmie, Latios, Haxorus, Milotic, Darmanitan in singles and Sylveon in triples mostly on account of being outclassed (no real need to cover like three Dragon Dancers) or just not that good (e.g. Togekiss, Darmanitan). Still mentioned as many as possible as alternate options in other entries though.
-added Scizor to doubles recommended pokemon
-added Gliscor and Drapion to singles recommended pokemon
-added Manectric to triples recommended pokemon
-went ahead and added Weavile and Gardevoir to doubles recommended Pokemon
-added chatelaine sets (for the most part, need to figure out how sprite generator works here)
-wrote item tables (left them in drafts tag for now)
-went ahead and removed Cloyster and Garchomp, leaving notes of them in the Drapion and Dragonite bits
-added Dusclops, Sharpedo, and Sylveon, Pokemon recommendations should be done now apart from revising stuff
-added the doubles teambuilding bit
-elaborated on multi (mentioned ORAS, added revenge killing > switching for teambuilding purposes), elaborated on rotations (heavily stressed typing synergy)
-made AI tendencies a separate section and toned down the emphasis on the maison thread etc in the building guide considerably, it's now a helpful resource as opposed to the sacred starting point; after all, 'step one: go read how the big guys did it and try to imitate them' is kinda off-putting


-Singles recommendations: Gliscor, Drapion. Still conflicted on whether to keep Cloyster (pretty unique but Drapion is the better Durant sweeper) and both of Aegislash and Scizor (both boosting Steel-types, not sure if they're different enough to warrant covering both of them - although they are both terrific). Also not sure on keeping Garchomp cause Dragonite is pretty much enough for a 'Dragon-type setup sweeper'
-Doubles recommendations: Dusclops (TR setter), Scizor (bulky priority-using backup gluemon thingy), Fake Out user (probably Kangaskhan, if I'm too uncomfortable writing about something I never used or if covering the same stuff as in singles comes off dull then Weavile is an option too, would also allow a mention of TerraCott). Maybe Garchomp / Gastrodon too, or maybe Mega Gardevoir if we're also adding a powerhouse rather than a supporter
-Triples recommendations: Volt Switch user (probably Manectric), otherwise idk, possibly Hydreigon
-Rotations recommendations: Wish passer (Sylveon / Vaporeon), otherwise idk, Chansey maybe, or a Destiny Bond user... (Gengar/Sharpedo)

also maybe add sample sets for ease on the eyes
-add chatelaine sets
-add ORAS AI multi

-right. threatlists. will need to work out what to do with those because as it stands it mentions format-specific threatlists, while I'm reasonably sure those will overlap for like 80%... obviously nukes such as Tyrantrum are easier to default check in doubles / triples and field conditions are waaay more threatening in those formats, but Zapdos2 is just as much of a shitface in either format, unless you *happen to* use Gliscor or Clear Smog Gastro, so what Pokemon are more dangerous generally rather depends on what Pokemon you gravitated towards to build your team around than what format you're playing... at least that's what I found. I mean, I've never had trouble with the supposedly notorious Garchomp4 just because I usually run Greninja while Weavile / Gardevoir also eat it alive, but the Weavile / Gardevoir team, which judging by its performance really isn't bad, struggles with freaking Rapidash of all things...
but yeah, stuff to include: OHKO spammers, e.g. Walrein4; nukes, e.g. Tyrantrum4; boosters, e.g. Volcarona4; hax monsters, e.g. Zapdos2; field conditions, e.g. worker Rasmus / Aromatisse4 or w/e
-miscellaneous things such as IVs, unused + banned mons, BP gain
-idk, probably more lol


singles:
Kangaskhan
@ Kangaskhanite
Ability: Scrappy
Nature: Adamant / Jolly
EVs: 252 Atk / 4 SpD / 252 Spe
- Return
- Sucker Punch
- Earthquake / Crunch
- Power-Up Punch / Fake Out

Aegislash @ Leftovers
Ability: Stance Change
Nature: Adamant / Brave
IVs: 29 Spe / 0 Spe
EVs: 252 HP / 252 Atk / 4 SpD
- King's Shield
- Swords Dance
- Shadow Sneak
- Sacred Sword

Dragonite @ Lum Berry
Ability: Multiscale
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spe
- Dragon Dance
- Outrage
- Earthquake
- Roost / Fire Punch / Extreme Speed

Suicune @ Leftovers / Chesto Berry
Ability: Pressure
Nature: Bold
EVs: 196 HP / 252 Def / 60 Spe
- Calm Mind
- Scald
- Rest
- Icy Wind / Substitute

Garchomp @ Lum Berry
Ability: Rough Skin
Nature: Jolly
EVs: 252 Atk / 4 SpD / 252 Spe
- Swords Dance
- Outrage
- Earthquake
- Substitute / Fire Fang

Greninja @ Life Orb
Ability: Protean
Nature: Timid
EVs: 4 Def / 252 SpA / 252 Spe
- Surf / Scald
- Ice Beam
- Grass Knot
- Dark Pulse / Extrasensory

Scizor @ Scizorite
Ability: Technician
Nature: Adamant
EVs: 212 HP / 252 Atk / 44 Spe
- Swords Dance
- Bullet Punch
- Bug Bite
- Roost

Gliscor @ Toxic Orb
Ability: Poison Heal
Nature: Careful
EVs: 212 HP / 4 Atk / 36 Def / 252 SpD / 4 Spe
- Substitute
- Protect
- Toxic
- Earthquake

Durant @ Choice Scarf
Ability: Truant
Nature: Jolly
EVs: 172 HP / 108 Def / 228 Speed
- Entrainment
- X-Scissor
- Iron Head / Aerial Ace / Protect / Substitute
- Iron Head / Aerial Ace / Protect / Substitute

Cloyster @ Focus Sash
Ability: Skill Link
Nature: Adamant / Naughty
EVs: 252 Atk / 12 SpA / 244 Spe
- Shell Smash
- Icicle Spear
- Rock Blast / Surf
- Protect / Surf

Drapion @ Black Sludge
Ability: Battle Armor
Nature: Adamant
EVs: 252 HP / 252 Atk / 4 SpD
- Acupressure
- Substitute
- Protect
- Knock Off

doubles
Aron
@ Berry Juice
Lvl: 1
Ability: Sturdy
Nature: lol
EVs: lol
- Protect
- Endeavor
- Toxic / Sunny Day / Swagger / Spite
- Toxic / Sunny Day / Swagger / Spite

Dusclops @ Eviolite
Ability: Frisk
Nature: Relaxed
EVs: 252 HP / 126 Def / 132 SpD
- Trick Room
- Foresight
- Night Shade
- Brick Break

Greninja @ Focus Sash
Ability: Protean
Nature: Timid
EVs: 4 Def / 252 SpA / 252 Spe
- Mat Block
- Ice Beam
- Grass Knot
- Dark Pulse

Scizor @ Life Orb
Ability: Technician
Nature: Adamant
EVs: 212 HP / 252 Atk / 44 Spe
- Bullet Punch
- Bug Bite
- Superpower
- Protect

Weavile @ Focus Sash
Ability: Pressure
Nature: Jolly
EVs: 252 Atk / 4 Def / 252 Spe
- Fake Out
- Knock Off
- Ice Punch
- Protect

Gardevoir @ Gardevoirite
Ability: Trace / Telepathy
Nature: Timid
EVs: 4 HP / 252 SpA / 252 Spe
- Hyper Voice
- Psyshock / Psychic
- Hidden Power Ground / Taunt / Shadow Ball / Substitute / Destiny Bond / whatever lol
- Protect

triples
Talonflame
@ Sharp Beak
Ability: Gale Wings
Nature: Adamant
EVs: 252 HP / 252 Atk / 4 SpD
- Brave Bird
- Taunt / Flare Blitz
- Tailwind
- Protect

Blastoise @ Blastoisinite
Ability: Rain Dish
Nature: Modest
EVs: 4 HP / 252 SpA / 252 Spe
- Water Spout
- Dark Pulse / Ice Beam
- Aura Sphere / Ice Beam
- Protect

Manectric @ Manectite
Ability: Lightning Rod
Nature: Timid
EVs: 252 SpA / 4 SpD / 252 Spe
- Volt Switch
- Thunderbolt
- Flamethrower / Hidden Power Ice
- Protect

rotations
Klefki
@ Leftovers
Ability: Prankster
Nature: Bold
EVs: 252 HP / 252 Def / 4 SpD
- Substitute
- Calm Mind
- Protect
- Dazzling Gleam

Klefki @ Light Clay
Ability: Prankster
Nature: Bold
EVs: some mixed spread
- Reflect
- Light Screen
- Safeguard
- Dazzling Gleam / Flash Cannon / Foul Play


11:35 atsync2 i think with sylveon you just have to emphasize that its fairy typing and its powerful, sub-evading Hyper Voice are what separate it from other wish-passers
11:35 atsync2 because obviously its wishes aren't quite as big as things like alomomola and vaporeon (not a huge difference but might be important in some situations)
11:40 atsync2 and it's slower
12:17 plumberjack ok
12:18 plumberjack and with sharpedo the big thing is obviously speed boost, whereas gengar also has that perfectly accurate toxic
12:43 atsync2 pretty much
12:43 atsync2 DB sharpedo would be complete garbage without speed boost
12:45 atsync2 i'm hardly the guy to ask about gengar but certainly having an accurate toxic is neat, and it's a bit more resilient
12:46 atsync2 with arguably a better defensive typing
13:52 turska gengar vs sharpedo is about the typing, both offensive and defensive; gengar has 2 immunities and a toxic that is good against most things that aren't steel/poison/rest/lum berry, while sharpedo is faster -> better at using destiny bond and it has water-type coverage
13:54 turska dark/ghost are pretty similar in coverage, and waterfall is definitely a lot better for killing stuff than sludge bomb
13:59 plumberjack thanks guys :> will try to stamp out a lot of the remaining bits the rest of this week, school + GP rampage got in the way recently haha
14:01 atsync2 no problem
14:02 atsync2 probably the only other things to note with Sharpedo and Gengar is that Sharpedo's Waterfall's flinch chance can make things easier occasionally, but the fact that Sharpedo is forced to use contact moves sucks against Flame Body/Static/etc. - Gengar doesn't have that problem
14:02 atsync2 although Heal Bell can cover that...
14:03 plumberjack dat momentum though, will make a note of it
14:03 turska sharpedo has protect, so it goes well with wish-passing
14:03 turska gengar wouldn't want to use a moveslot for it
14:09 atsync2 oh another thing, Sharpedo resisting Sucker Punch instead of being weak to it like Gengar is convenient sometimes, and the damage is easily recovered with Wish so you can restore Focus Sash is it's still there
14:10 turska on the other hand, gengar is immune to extremespeed/mach punch, and has toxic as a non-attacking move to capitalize on sucker punch as well
14:10 plumberjack in other words, better defensive typing for taking priority moves
14:11 plumberjack (except espeed obviously, mach punch hardly exists afaik)
14:13 turska also fake out, in case the AI manages to bank it for a few turns and fire it off on a rotation when not protecting, but that shouldn't be a big issue
14:14 plumberjack ya
14:15 turska also on rotations, the pokemon you are leading with doesn't matter as you can always rotate so you should choose your lead based on which is most suitable against intimidate/download/trace
14:16 plumberjack except if you have a pokemon with intimidate / drizzle (leaving aside that it sucks anyway) and the like cause you have to lead with those if you want to make use of their abilities
14:16 turska right, that one guy did use a tyranitar/trevenant/aron team to get 100+
14:16 turska which was pretty cool

01:18 turska i was rereading it and had a few nitpicks - AI behaviour section about switching doesn't mention that immunity/absorb switching only applies to ability-based immunities, not those from typing
01:18 turska there is a mention of the AI never using trick on mega pokemon, which is outdated for the oras megas that do get tricked on occasion
01:20 turska and the doubles/triples behaviour of being choice-locked into an ineffective move, where it sometimes switches right away when a ground-type comes in on a elec-locked user without ever hitting it even if there are other targets
01:21 turska for that matter, maybe doubles/triples weirdness and the AI's usage of the format-specific moves could use a few paragraphs of its own
01:23 plumberjack ya
01:23 plumberjack their fetish for speed control should also be added
01:23 plumberjack regice using icy wind over thunderbolt on greninja, whyyy
01:23 plumberjack i'm not too sure how in-depth i should go
01:24 turska maybe split general play advice and AI tendencies into separate sections
01:24 plumberjack it's still meant to cover (mostly) the basics, so i'm not sure if something like the difference between doubles and triples for storm drain/lightningrod should be mentioned
01:24 turska that section is a little oversized already imo
01:24 plumberjack agreed
01:27 turska also sb879's combined sheet with neat search features over the raw dumps
01:27 plumberjack yup, forgot about that one

23:46 turska i was thinking of the AI using helping hand to boost an allied curse
23:46 turska maybe snatch honchkrow3 stealing mat blocks/tailwinds
23:49 turska maybe its preference for EQ/explosion over most other options
23:50 turska it's plenty explosion-happy in singles too, but it seems even more so in doubles
23:51 plumberjack aaah, ok
23:52 plumberjack re. helping hand, i basically chalked that up to them not being team players, but that's definitely something that should be noted
23:52 plumberjack honchkrow just seems like a random niche threat basically, it also uses snatch in singles afaik
23:53 plumberjack and the earthquake bit is basically not caring about koing its allies, so once again not being a team player
23:54 plumberjack (and about being more explosion-happy, that's probably 'oooh, even more damage to inflict')
23:54 turska it even does that when it could do more with EQ
23:55 turska like the golem3 in my AI multis loss, where it used explosion on 10% suicune + 100% heatran
23:55 turska instead of EQ because lol, why not
23:55 turska though I suppose both of them KO the suicune so they're the same, but ehh
23:55 plumberjack yeah, it's probably that
23:56 plumberjack and i don't think it's the greatest idea to mention 'seems to have explosion fetish but idk the details'
23:56 plumberjack we do want to look as if we know what we're talking about ^_^
23:57 turska yeah, it'd be hard to make it educational as well
23:58 turska the doubles/triples weirdness seems more like a "feel" developed by spamming a lot of battles at it, with a lot of RNG thrown in for good measuire
00:14 plumberjack also, as for how the ai handles ability-based immunities
00:15 plumberjack i'm positive it doesn't recognise them at first because i've had fire-type moves used against heatran and the like
00:15 plumberjack but have you ever had the AI use earthquake against a gengar?
00:15 plumberjack because i've never heard anything of the sort and that would be pretty noteworthy
00:15 turska nope
00:16 plumberjack the Obvious explanation would be that gengar has only one ability, and therefore the ai 'knows' it must have levitate
00:16 turska you could justify flash fire/etc because every mon that has those abilities, could plausibly carry something else - the AI doesn't know about legality or anything
00:16 turska while everything that has levitate only has that
00:16 turska you said it already, heh
00:17 plumberjack except bronzong haha
00:17 turska there is the AI hitting its own teammate with mold breaker EQ, then switching in gengar to get KO'd by that mold breaker EQ on the next turn
00:17 turska yeah, bronzong... does the AI recognize zong's ability, for that matter?
00:17 plumberjack idk, never used it
00:17 turska never actually used it
00:17 plumberjack but it would make sense it didn't at first
00:19 turska maybe levitate is a special case - all other absorbing abilities (aside from wonder guard) have a secondary effect, right
00:19 turska the fire-type move boost, HP recovery, or something else
00:19 turska while levitate is just immunity, and behaves like flying-typing in other aspects like being negated by gravity/iron ball
00:20 plumberjack hmmm, but that also applies to air balloon
00:20 plumberjack which is telegraphed, so the ai 'knows'
00:21 plumberjack and the same thing applies to the other immunity abilities, which the ai also only 'knows' after they have been triggered and therefore telegraphed
00:25 turska idk, the AI always seemed to treat levitate like a typing rather than an ability
00:26 plumberjack except that it switches in levitate users on earthquakes
00:26 turska the switch-in mechanic is separate from move choice
00:27 turska for move choice on enemy pokemon, levitate is like a typing, but for the ability immunity switch-in mechanic, levitate is treated like the rest of the abilities while flying-typing and balloon are not
00:27 plumberjack what would the ai do differently if they were to treat it like an ability?
00:29 turska oversight, maybe? levitate has largely been treated as a typing by the in-game AI ever since genIII (I think), and maybe that just stuck - but genVI's AI switching was programmed differently for some reason
00:29 turska AI switching has changed over gens, the genIV frontier AI does random switches on resisted moves and I've no idea what it's doing
00:31 plumberjack right now i worded it like this
00:31 plumberjack Additionally, if a Pokemon has multiple possible abilities, the AI doesn't recognize ability-based immunities and first and accordingly will try using a Fire-type move against Heatran, Thunder Wave against Limber Hitmonlee, and an OHKO move against Aron; after triggering the ability once, the AI will stop using these moves, however. On the other hand, the AI
00:31 plumberjack On the other hand, the AI won't use Earthquake against a Gengar, as Levitate is its only possible ability.
00:34 turska I don't like it, we don't really know the AI internals enough to say that
00:35 plumberjack ya, I can change it to 'may not recognize' etc and remove the gengar bit
00:35 turska the weird flash fire/etc behaviour is more specific and easily tested, but with levitate it "just knows"
00:36 plumberjack (although, the switching mechanic is guaranteed, isn't it? like, if a quagsire switches in multiple turns after you've used a water move, it cannot be water absorb?)
00:37 turska I'm not confident if it's guaranteed, should test it by replaying a BV
00:37 turska if it does the same switch every time in 20-30 replays, it ought to be guaranteed
00:37 plumberjack i recall gg unit saying at some point that it was guaranteed
00:37 plumberjack although idr when exactly lol

00:58 turska testing the switch with a flash fire entei BV right now
00:58 turska first mock battle, it switches on que
01:02 turska 3 battles, still doing it... I wasn't sure personally, but I did think it was good enough to make ability assumptions off of
01:04 turska fourth battle, it didn't make the switch
01:04 plumberjack I even recall something like a medicham koing greninja after i hit it with surf and then switching in (dry skin) toxicroak against my gliscor
01:04 turska used flamethrower on raikou - no entei switch
01:04 plumberjack ok
01:04 plumberjack so it's definitely a 'most likely'
01:04 turska not perfectly reliable, but maybe 80-90%
01:04 turska definitely good enough to make ability guesses off of in a tight spot
01:05 turska that's the impression I had
01:05 turska it might also be per move, or per individual pokemon hit
01:05 turska so an eruption that hits 3 pokemon would have 3 80-90% shots at triggering it?
01:05 turska and cause it more reliably
01:05 turska not sure
01:06 turska checked FT pp to make sure I actually used it, it had 2 less than max and the raikou had taken damage
 
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NoCheese

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I really like your doubles discussion on Weavile and Mega Gardevoir, which introduces not just optimal builds for these two Pokemon but good general doubles strategy. I think the Drapion writeup is fine too, but yes, a look over from VaporeonIce would be prudent.
 
The Dutch Plumberjack , the Drapion write-up looks good to me. I almost always use the Sub (on the loafing turn), Protect, (use Acupressure until they break the Sub) cycle for set-up to keep the Sub PP equal to the Protect PP, which can help if I need to stall out Cobalion 3's Iron Head. So you may want to change this part:
Somewhat counter-intuitively, it's generally not at all necessary to alternate Acupressure and Protect, as after a few boosts to evasion or defenses, Drapion can simply afford to have its foe try attacking its Substitute and thus conserve its Protect PP; usually it will fail to break Drapion's Substitute, and the worst that could happen is that it does break it, in which case Drapion can simply set up a new one on the loaf turn.

...to this:

Somewhat counter-intuitively, it's not at all necessary to alternate Acupressure and Protect. A four-move cycle of Sub (on the loafing turn), Protect, Acupressure, Acupressure keeps Sub's PP nearly equal to Protect's, giving Drapion greater ease of setting up in the rare event that it needs to PP stall (such as Psych Up Cobalion) or switch out. The exceptions are opponents with Bug Buzz or Hyper Voice, who hit through Substitute, Pokemon with Taunt, who ignore the Sub, and Pokemon with Explosion (since you'll want to have a Sub up when they decide to use it); against these opponents, you'll generally want to use Protect on every non-loafing turn after you've set up a Sub.

EDIT: Just read through the whole thing, and here are some thoughts for edits:
1) Note that the AI doesn't seem to understand how Teeter Dance works, and will sometimes continue using it when your Pokemon is behind a Sub. You might also add them not understanding how Yawn works, leading them to use it on consecutive turns (since some people think it's the AI "predicting your switch").
2) Regarding the AI's move selection, you'll probably want to add that, when an AI Pokemon runs out of PP on its strongest attacking move against your Pokemon (in Singles), it chooses RANDOMLY from its remaining moves (excluding the ones your Pokemon is immune to). As such, people shouldn't expect the AI to choose a neutral move over a resisted move if it runs out of PP on its super-effective STAB; it could use either one.
3) You may want to add that the AI doesn't recognize ORAS mega stones, and may attempt to Trick them, so long as your Pokemon hasn't mega evolved yet. I've seen the AI try to Trick an ORAS mega (that I hadn't mega evolved) twice in a row.
4) IMO, Aegislash HATES paralysis, because it turns Shadow Sneak into a 25% chance for suicide, so I might change that part to emphasize that you really do want to avoid paralysis on that thing. Maybe link to turskain 's discussion of 79 speed Aegislash?
5) If you rewrite the Singles threat list, you might add in a blanket "Fire- and Electric-types" statement. It's really easy to make a team that doesn't have anything that can switch in to a potential burn or paralysis, and it's more crippling in Singles than it is elsewhere. You want to be able to switch into Ice too, but Steel and Water are such potent types that you can usually cover that okay (and Aegislash and Mega Scizor can often withstand hits until they thaw).
6) On Singles Greninja, maybe add a brief statement about abusing the AI's tendency to go for the super-effective attack by changing your type to a resist with Protean? It seems pretty integral to Life Orb Greninja's strategy. Of course, you're the expert on Singles Life Orb Greninja :)
7) I'd probably specifically mention Magic Bounce Espeon in the Durant section, and mention tht you can generally OHKO it with X-Scissor.
 
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Lumari

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Haha thanks dude :)
EDIT: Just read through the whole thing, and here are some thoughts for edits:
1) Note that the AI doesn't seem to understand how Teeter Dance works, and will sometimes continue using it when your Pokemon is behind a Sub. You might also add them not understanding how Yawn works, leading them to use it on consecutive turns (since some people think it's the AI "predicting your switch").
2) Regarding the AI's move selection, you'll probably want to add that, when an AI Pokemon runs out of PP on its strongest attacking move against your Pokemon (in Singles), it chooses RANDOMLY from its remaining moves (excluding the ones your Pokemon is immune to). As such, people shouldn't expect the AI to choose a neutral move over a resisted move if it runs out of PP on its super-effective STAB; it could use either one.
3) You may want to add that the AI doesn't recognize ORAS mega stones, and may attempt to Trick them, so long as your Pokemon hasn't mega evolved yet. I've seen the AI try to Trick an ORAS mega (that I hadn't mega evolved) twice in a row.
Re. move selection, I'm not sure how specific we should be on that one because there is a certain degree of randomness at both points and it is more complicated than strongest move first, random attacks next... E.g. Gardevoir4 usually follows this pattern against Gliscor by using Moonblast first and then occasionally throwing in a Focus Blast before running out of Psychic, but I've also had battles where it neatly used all Moonblasts first and all Psychics next and only then started using FB; also, Vaporeon4 throws in the occasional Shadow Ball / Signal Beam after stalling Ice Beam, but it still very strongly prefers Surf; also noteworthy is turskain's note how switchstalling Starmie's BoltBeam PP with Empoleon / Gliscor just didn't work because Thunderbolt didn't really do anything to Empoleon either, so it would occasionally use Surf against Empoleon even though Thunderbolt is pretty clearly its strongest move. I'll mention it as a general tendency, but I'll stress people shouldn't rely too much on this or overpredict, not sure yet how exactly I'll word it. I'll also be sure to mention the AI's fetish for speed control moves (Regice1 using Icy Wind over Thunderbolt against Greninja lol, preventing Gliscor from easily countering it)

4) IMO, Aegislash HATES paralysis, because it turns Shadow Sneak into a 25% chance for suicide, so I might change that part to emphasize that you really do want to avoid paralysis on that thing. Maybe link to turskain 's discussion of 79 speed Aegislash?
5) If you rewrite the Singles threat list, you might add in a blanket "Fire- and Electric-types" statement. It's really easy to make a team that doesn't have anything that can switch in to a potential burn or paralysis, and it's more crippling in Singles than it is elsewhere. You want to be able to switch into Ice too, but Steel and Water are such potent types that you can usually cover that okay (and Aegislash and Mega Scizor can often withstand hits until they thaw).
absolutely agree on the paralysis thing, and might make sense to briefly link the 29 Spe discussion to illustrate the point of carefully picking a Speed tier for it. As for the threat list, I think it makes most sense to cherry pick a couple notable ones from different categories (e.g. Walrein for OHKO users, Zapdos2 for hax monsters, Volcarona for dangerous boosters, Tyrantrum for nukes, etc, while also briefly mentioning some similar threats such as Donphan for OHKO users and Gyarados for boosters), which pairs nicely with the recommended Pokemon also generally being one specific example for a given role and nicely shows what sort of threats to look out for without getting too long, and a section 'Fire- and Electric-types' doesn't fit too well with that. I'll probably add that to the teambuilding guidelines as a specific example of taking hax into account; something like 'e.g. don't use Azumarill as your sole Fire counter because its resistance doesn't stop burn hax' or 'if you're using Mega Charizard X, you'll still need a Ground-type: even though it gains an Electric resistance upon Mega Evolving, foes will still happily choose Electric-type attacks against its base forme, and its newfound resistance doesn't stop those attacks from inflicting paralysis' (ik the mon isn't great, but it's a pretty neat one for the sake of argument)

6) On Singles Greninja, maybe add a brief statement about abusing the AI's tendency to go for the super-effective attack by changing your type to a resist with Protean? It seems pretty integral to Life Orb Greninja's strategy. Of course, you're the expert on Singles Life Orb Greninja :)
Honestly, if it's integral to its strategy you should probably reconsider your team haha, if Greninja can't OHKO the foe it should ideally just switch out. Looking through my lead notes on Greninja/Scizor/Gliscor, there are only a couple of foes that Greninja has to stay in on to 2HKO/3HKO, some of which Protean doesn't even consciously come into play against because the SE move's type just happens to resist their STAB type (primarily Fire-types such as Heatran/Entei/Chandelure and things like Suicune/Poliwrath, not to mention Entei4 is a flaw in that team) and some of which are the typical passive, annoying stuff you don't want to be switching around against in the first place (think Skarmory/Mismagius). The only leads I deliberately use Protean to gain resistances against are Garchomp (GK+IB KO, just in case it uses EQ and you can't OHKO it anyway), Electivire (GK+Surf KO, not a great example cause Thunderpunch may still paralyze but Scizor/Gliscor can't really handle it either without previous setup), Ludicolo (GK+IB KO), and maaybe Hariyama (Surf + GK KO in order to discourage Bullet Punch)
I'll definitely drop a mention of it though because it can definitely help out in clutch situations (e.g. Goodra comes out against Grass-type Greninja -> use Surf to bait it into using Thunder next turn while taking manageable damage from either Fire Blast or Blizzard, both of which Gliscor wouldn't want to switch in on -> safely switch in Gliscor and proceed to humiliate it), but I'll also strongly discourage relying on it too much because Greninja pretty much shouldn't be taking hits in the first place, which includes Protean-resisted hits if there's any way you can help it (e.g. no 2HKOing Raichu with Grass Knot 'because you can', just switch to a Ground-type instead)

7) I'd probably specifically mention Magic Bounce Espeon in the Durant section, and mention tht you can generally OHKO it with X-Scissor.
will do, would it also make sense to mention Exeggutor here? (afaik those are its only two specific targets)
 
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will do, would it also make sense to mention Exeggutor here? (afaik those are its only two specific targets)
Yeah, probably; I think most Durant teams would be better served by wiping out Exeggutor than letting it set up Trick Room and having the high chance of it Exploding on turn 3 with two turns of Trick Room left.
 

Lumari

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NoCheese hi, the first draft should be pretty much done... Probably rushed a few things here and there and missed a couple things (such as the move tutor tables, sob), but I just wanted to get this down today and in any case the outline and like 99% of the content should be done and this should be ready to be looked at in more detail.

also tagging some other maison regulars (turskain VaporeonIce atsync cant say ReptoAbysmal GG Unit Eppie ) to see if they have something to add.. You can comment on the whole thing, you can comment on your main area of expertise, you can comment on just the layout / structure, idc, any feedback is welcome and will be taken into account.

Hopefully we can get this done in a couple days so that I can bully some GP members into checking it :3
 
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turskain

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NoCheese hi, the first draft should be pretty much done... Probably rushed a few things here and there and missed a couple things (such as the move tutor tables, sob), but I just wanted to get this down today and in any case the outline and like 99% of the content should be done and this should be ready to be looked at in more detail.

also tagging some other maison regulars (turskain VaporeonIce atsync cant say ReptoAbysmal GG Unit Eppie ) to see if they have something to add.. You can comment on the whole thing, you can comment on your main area of expertise, you can comment on just the layout / structure, idc, any feedback is welcome and will be taken into account.

Hopefully we can get this done in a couple days so that I can bully some GP members into checking it :3
Nitpicking sample sets:

-Suicune's EV spread should be 236 HP / 212 Def / 60 Spe
-Klefki prefers 228 HP / 252 Def / 28 SDef to be able to use Substitute as many times as possible - max HP gives it 164 HP, which is worse for Sub usage with Leftovers than 161 HP - 162-163HP still results in 40HP Substitutes, so going down to 161 maximizes the Sub's bulk
-Scizor's EVs - the HP/Def/SDef split - 204/4/4 would give better bulk than 212 due to Lv50 stats

Maybe add Mega Salamence as a recommended Doubles/Triples Pokémon; with both physical and special sets viable with Dragon Dance and Tailwind, I think it differentiates itself enough from Gardevoir and Blastoise to get its own section, though it is a stupidly broken mon anyway. Could also mention why M-Mence is outclassed as a Singles mon by Dragonite / M-Khan.

The General Advice / AI Tendencies section feels like something is missing... Not sure exactly what, maybe reordering a bit to put the key points earlier into it and move EVs somewhere else - possibly dump a bunch EV training/breeding/spread guides in the resources section instead of skimming it in the article. Perhaps move the opening paragraph that mentions Speed tiers and EVs into the team building section later on, and get straight to the more general points which are the information advantage, cautious play and AI behaviour. Or a brief introduction to the Maison as a competitive game before getting to the specifics in General Advice. I'm no writer, though - aside from the opener (which is still accurate), it seems very solid all around.

Edit: also worth a threat mention is that the AI uses Confuse Ray, Swagger, inaccurate Sleep moves (without Sleep clause in play) and more, i.e. why status protection and Lum Berries are so important in Singles, and switching out to get rid of confusion safely.
 
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NoCheese

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I very much like the gathering of resources into the resources section. But there is still a direct link to my little trainer quick reference in general advice, paragraph 5. I think it remains a useful tool, but the link should be moved to the resources section for the sake of consistency.

The general advice organization may be imperfect, but I really did want to get the EV/IV point in quickly, since I think a lot of Maison newcomers are looking to put together a big streak with imperfect or in-game Pokemon, and I think it's important to explain the importance of proper breeding and training early. But I'm not crazily attached to any specific order, so am happy to defer should The Dutch Plumberjack prefer some rearranging.
 

cant say

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tl;dr

lol nah. all I could advise is that I think it needs to be explained that the Chatelaine's team order is randomised. reading this guide makes me think to expect Nita to lead with Tornadus etc. and some people may swap out their team for a counter-team based on that. I know I did when I first faced her and lost because she led with Landorus (I think).

otherwise this is good!
 
I would recommend NOT talking about how Mega Salamence is outclassed as a Singles sweeper. Evidence to come...sometime.

In the Singles section, maybe change the language to reflect that goodstuffs is roughly equal to "crippler" (i.e. Durant) in success, rather than saying it's had "the most overall success."

For Durant, mention something about why you OHKO Espeon with X-Scissor (e.g. "(because Magic Bounce prevents Entrainment)"). Change Aerial Ace to just say "Breloom" (it actually helps less against PH Breloom than non-PH Breloom).

I don't have time to look over the sections past Singles right now, but this looks great!
 
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atsync

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Obviously we already discussed Sharpedo and Sylveon on irc and I think their sections cover everything necessary.

Congratulations on getting the guide this far. I can only imagine how long it must have taken and it's looking great!

Also, I'm not sure if this is the right place to bring it up but I think if this guide is including a direct link to the speed tiers, then the speed tiers need to be fixed to remove some of the misleading information currently included. Currently the list assumes 31 IVs for everything which means the list has speed listings that will never exist (e.g. Aerodactyl1 with 300 Speed will NEVER occur). Since this guide is appealing to newer players, I think having accurate information is important so newer players don't try to design EV spreads to outspeed some threat they think is important but is actually non-existent. Perhaps the best way to fix it is to remove any sets that never appear after 40 battle (which is the point when every trainer you face will have 31 IVs).
 
The General Advice / AI Tendencies section feels like something is missing... Not sure exactly what, maybe reordering a bit to put the key points earlier into it and move EVs somewhere else - possibly dump a bunch EV training/breeding/spread guides in the resources section instead of skimming it in the article.
Aside from reorganization, does any broad subject come to mind as lacking? I read that section particularly attentively because it's one of the few areas I've waffled on myself, and nothing really jumped out at me. He included all my usual talking points, at least.

As for things I'd add: particularly to Triples, since teams of six widen your options so much, is "acceptable alternatives" of sorts when specific roles/hold items (read: Mega Stones) are already taken but the basic function of that pokemon is still extremely valuable to the team. The first thing that comes to mind is Pixilate Sylveon, since many teams that used one already brought M-Blastoise or someone else, so M-Gardevoir is out of the question.

I'd also put at least one other Trick Roomer in there (of course I'd say that <_____<) and perhaps a couple blurbs on viable sweepers. While Tailwind has been overwhelmingly dominant on the leaderboards, with a second place going to goodstuffs, it kinda looks off to me to have Dusclops portrayed as the be-all to end-all of TR leads when really, its claim to fame is bolstering Aron's potential and it's not that great at supporting anyone else.

Having said that, I can understand wanting to limit entries to those that have been part of the most absurdly long streaks, to illustrate only the most dominant and reliable of pokes. Still, VaporeonIce's summary of the merits of Mega Audino when he posted his awesome triples streak should be recognized. That thing is unbelievably sturdy, and it's not teetering on deadweight once Aron is gone.

Also mildly surprised to see no Conkeldurr. Even away from purely TR-oriented teams, the thing is a reliable monster and people liked bringing it for crisis/damage control.
 
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turskain

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Aside from reorganization, does any broad subject come to mind as lacking? I read that section particularly attentively because it's one of the few areas I've waffled on myself, and nothing really jumped out at me. He included all my usual talking points, at least.
I think I've got it now - a bit tired (but that's when the good thinking happens anyway) so pardon the English:

1. The Maison wants to be played in a certain way - it is a much stricter game than in-game Pokémon, or even most JRPGs in general for that matter. You have to know the AI's sets, do damage calculations, and play accordingly; if you are playing "wrong", the game is extremely punishing and will seem all but impossible and overloaded with an unreasonable amount of RNG, even if you are copying a proven team.

The general advice implies it already, but I think it deserves stronger emphasis - the Maison does not have a smooth learning curve, is extremely inconducive to blind play, gives no extends, strongly misleads the player at the beginning of the game (battles 1-40 having sets that will never be seen again, requiring redoing them with each loss), and is an all-around asshole of a video game. It gives no quarter and makes no attempt to teach you how it's played - you have to copy other players and read things like this article and the set data to learn the game and study its mechanics. Preparation/planning/theorymon is a lot more important than the mechanics of playing against the AI and 99% of battles are decided before the AI sends out its Pokémon.

2. 100% accurate moves over less accurate ones - mostly covered, but individual Pokémon, teams, and general strategies also have "accuracy" that is not much different - you want to use items that will give you an advantage 100% of the time, use Pokémon and sets that accomplish their role as well as they can, and minimize the probability of failure. What are the things that you should look for very high accuracy and low failure rate in? Every single thing.



I don't think the guide is missing these things - hell, it covers all of it already - but it doesn't give the Maison's abrasive nature enough respect. To rephrase what I'm trying to say, the Maison very nearly cannot be played casually at all - in this regard I think it is a lot more unapproachable than competitive Pokémon, for example, and a large reason for why the Maison has a relatively small player base compared to everything else in Pokémon. It's all mentioned in the intro already in some way or another, but it seems like it's missed all too often and needs to be hammered in for an effective introduction to new players.

And well, it is probably going to be intimidating and elitist, but it can't really be helped because the Maison hates your guts in the first place.
 
I do like that. You can also "helpfully" point out that, when stressing the need for damage calcs and such amongst your planning, such info will make it abundantly clear that the game is not being inherently dishonest or broken when X poke only does 50% with Y move to Z target, and is KOed in retaliation that same turn.

Most people that don't do research have absolutely no grasp of this, and it doesn't help that their misimpressions are reinforced by their 5IV Mega Salamence, raised from a Bagon giveaway, absolutely raping every single NPC pokemon in the game, yet cannot take down two enemies by itself in rounds 1-10 of Super Singles. These are the people that select Earthquake against Aurorus and fail to OHKO, wasting a good unit on a stupidly preventable misplay.

I think some damage calcs for fan favorites, to both demonstrate prowess behind proper training, as well as inadequacies in situations they may easily misread, would help. The threats list does an excellent job of breaching this kind of subject.
 

Lumari

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Maybe add Mega Salamence as a recommended Doubles/Triples Pokémon; with both physical and special sets viable with Dragon Dance and Tailwind, I think it differentiates itself enough from Gardevoir and Blastoise to get its own section, though it is a stupidly broken mon anyway. Could also mention why M-Mence is outclassed as a Singles mon by Dragonite / M-Khan.
Sure, why not, how's this?

Salamence: One of the most broken Pokemon to ever grace the OU tier, Mega Salamence makes for a highly versatile offensive powerhouse in Maison Doubles. Its excellent mixed offensive stats, tremendous Speed, and outrageous bulk for an offensive Pokemon allow it to run both physical and special sets effectively; this is compounded by its ability, Aerilate, which turns Normal-type moves into Flying-type moves, and its wide movepool. Due to its great bulk aided by its pre-Mega ability Intimidate, Mega Salamence is one of the few Pokemon that can run setup moves effectively in doubles; as such, a physical set would be centered around Dragon Dance, further featuring Aerilate-boosted Return as its main STAB move as well as the self-explanatory Protect. The set is rounded out by Earthquake, which provides the best coverage alongside Flying. Special sets on the other hand utilize Mega Salamence's Aerilate-boosted spread move, Hyper Voice. As special Mega Salamence has no access to setup moves, such a set can run Tailwind, which allows Mega Salamence not only to outspeed the entire Maison itself but also to support its teammates, and with adequate support, it has no trouble setting it up due to its great bulk. Flamethrower is the best coverage option available for a special set, taking care of Steel-types, while Rock-types should be left to Mega Salamence's teammates to take on. Both variants benefit tremendously from a partner that can buy them a free turn; good options include Fake Out users such as Hitmonlee and Infernape, and the physical set pairs especially well with Mat Block Greninja, which can usually provide it with a free Dragon Dance. While Mega Salamence is fairly self-sufficient otherwise, it does heavily appreciate a Steel-type switch option such as Scizor or Aegislash for defensive synergy.
Sample sets:
Salamence @ Salamencite
Ability: Intimidate
Nature: Adamant
EVs: 4 HP / 252 Atk / 4 Def / 4 SpD / 244 Spe
- Return
- Earthquake
- Dragon Dance
- Protect

Salamence @ Salamencite
Ability: Intimidate
Nature: Timid
EVs: 4 HP / 4 Def / 252 SpA / 4 SpD / 244 Spe
- Hyper Voice
- Flamethrower
- Tailwind
- Protect
Edit: also worth a threat mention is that the AI uses Confuse Ray, Swagger, inaccurate Sleep moves (without Sleep clause in play) and more, i.e. why status protection and Lum Berries are so important in Singles, and switching out to get rid of confusion safely.
I'll put this in the teambuilding guide for now, or do you mean it should have an entry in the threatlist?

Also, I'm not sure if this is the right place to bring it up but I think if this guide is including a direct link to the speed tiers, then the speed tiers need to be fixed to remove some of the misleading information currently included. Currently the list assumes 31 IVs for everything which means the list has speed listings that will never exist (e.g. Aerodactyl1 with 300 Speed will NEVER occur). Since this guide is appealing to newer players, I think having accurate information is important so newer players don't try to design EV spreads to outspeed some threat they think is important but is actually non-existent. Perhaps the best way to fix it is to remove any sets that never appear after 40 battle (which is the point when every trainer you face will have 31 IVs).
Hmmm... I think, in that case, that it would make most sense to rewrite them and put them on-site as a separate article (kinda like what was done with the Pokemon master lists for the subway guide). I kinda want to finish this first though..

As for things I'd add: particularly to Triples, since teams of six widen your options so much, is "acceptable alternatives" of sorts when specific roles/hold items (read: Mega Stones) are already taken but the basic function of that pokemon is still extremely valuable to the team. The first thing that comes to mind is Pixilate Sylveon, since many teams that used one already brought M-Blastoise or someone else, so M-Gardevoir is out of the question.
Aren't those already there or am I misunderstanding you? There's a couple Hyper Voice users and Eruption users in the final bit of the Blastoise paragraph, and Rotom and Raikou are mentioned in the Manectric paragraph..

I'd also put at least one other Trick Roomer in there (of course I'd say that <_____<) and perhaps a couple blurbs on viable sweepers. While Tailwind has been overwhelmingly dominant on the leaderboards, with a second place going to goodstuffs, it kinda looks off to me to have Dusclops portrayed as the be-all to end-all of TR leads when really, its claim to fame is bolstering Aron's potential and it's not that great at supporting anyone else.

Having said that, I can understand wanting to limit entries to those that have been part of the most absurdly long streaks, to illustrate only the most dominant and reliable of pokes. Still, VaporeonIce's summary of the merits of Mega Audino when he posted his awesome triples streak should be recognized. That thing is unbelievably sturdy, and it's not teetering on deadweight once Aron is gone.
The idea with the Pokemon recommendations was to give an impression of what strategies / gambits are possible by discussing one Pokemon for each "role". In doubles that was Aron because it's Aron and Greninja because it's Greninja, as well as a Fake Out user, a Trick Room setter, a spread attacker, and a sturdy gluemon.. and for the Trick Room setter, I just went with Dusclops because it was the most successful one, Aromatisse and Audino are mentioned as alternate options. I can also throw in Slowbro as an alternate option if you'd like (basically as something with Heal Pulse, actual offensive presence, and a Taunt immunity)
If we wanted to be more comprehensive, the lists would end up being at least ten / fifteen mons per format, which is a bit excessive :X the article is pretty daunting as is, and it probably makes more sense to have the Pokemon recommendations be 'this is the sort of Pokemon that might be useful, just as a general impression' than have them basically overshadow the rest of the article..
I guess it might make sense to include an actual TR sweeper though, yeah :> will write up something for Mega Camerupt now and toss it in the triples section.

Also mildly surprised to see no Conkeldurr. Even away from purely TR-oriented teams, the thing is a reliable monster and people liked bringing it for crisis/damage control.
Conkeldurr is mentioned as an 'acceptable alternative' to Scizor as a sturdy, reliable, priority-using switch option gluemon thingy of sorts. Didn't want to discuss them both because their roles are largely similar, and since I've got about 2700 battles with Scizor under my belt as opposed to 0 with Conkeldurr I figured I'd be better equipped to discuss Scizor :>

re. 'the Maison cannot be played casually at all' needing more stress, I'm kinda thinking adding a conclusion paragraph that stresses that bit would be the most efficient way of doing that?

edit: k here's a megarupt bit, drawing a bit of a blank for now though so feel free to suggest things cause i'm tired
Camerupt: Extremely slow yet very powerful, Mega Camerupt is the textbook definition of a Trick Room attacker. Its best attack is its powerful spread Eruption, and Sheer Force-boosted Earth Power provides a fine secondary STAB move. Mega Camerupt's coverage move is team-dependent. It naturally benefits from Sunny Day support in order to boost its Eruption's power; if this is present on your team, Solar Beam is the preferred option in the third slot for its amazing coverage on Water-types. Alternate options include Ancient Power, which is also boosted by Sheer Force and allows Mega Camerupt to take on Pokemon such as Charizard and Moltres, and Flamethrower, which provides a Fire-type STAB move that doesn't lose power as Mega Camerupt's health drops. Aron is an amazing partner to Mega Camerupt, not only due to the general utility it provides Trick Room teams but also due to its access to Sunny Day; otherwise, it appreciates partners that can beat Water-types as well as Pokemon that can switch in on Earthquakes.

Sample set:
Camerupt @ Cameruptite
Ability: Solid Rock
Nature: Quiet
EVs: 252 HP / 252 SpA / 4 SpD
- Eruption
- Earth Power
- Solar Beam / Ancient Power / Flamethrower
- Protect
also dumping this here for now
02:59 turska plumberjack: re: salamence, looks fine - dragon pulse is also a viable move depending on what you want to hit or if you're not running tailwind, and adamant / jolly deserves a slash (adamant when using DD most of the time, jolly when not)
03:04 plumberjack ok
03:04 --- plumberjack is back
03:05 plumberjack and a conclusion would be the appropriate place for that whole thing how the maison hates you and can't be casual?
03:05 turska re: swagger, both the teambuilding section and the threatlist sound like fine options; the threat list specifically could mention hax machines like regigigas with evasion hax already there
03:06 turska a conclusion to the general advice section, you mean? that sounds fine
03:07 plumberjack actually i was more talking about a conclusion to the entire article
03:07 plumberjack like the subway guide has
03:07 plumberjack http://www.smogon.com/ingame/bc/battle_subway_part2
03:07 plumberjack but a conclusion to the general advice makes sense too
03:07 turska it's so long by that point and covers all modes and specific mechanics before that, earlier seems better
03:08 plumberjack ok
 
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My apologies for missing the other recommended names, as I had read word-for-word the general and behavioral section and skimmed the rest. I don't have enough fruitful anecdotes to comment on the rest.

As for adding Slowbro, nah; your explanation as to why the lists are limited is sound, and Slowbro has more of a niche than a defining presence IMO. However, you should definitely mention M-Camerupt.

Edit: I read the Camerupt edit (didn't see profile post til now) and the only thing I'd change off the top of my head, nitpicking really, is the "appreciates someone that can take Earthquakes." Camerupt instead appreciates things that can kill Dragons with Levitate or Flying type. It kills EQers by itself with little trouble via overpowering them, but enemies like Hydreigon, Lati@s, and especially Dragonite are pretty much impossible to take down quickly by itself. You did explicitly mention Aron, but then this is regarding the comment after that.

Otherwise, I would emphasize that Flamethrower is by and far the best alternative move for Camerupt and not Ancientpower. The things it damages substantially higher than Eruption are not very threatening to it.
 
Last edited:

Lumari

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Ok NoCheese and everyone else, as far as I'm concerned the content is done now... added a note to stress how very important proper knowledge and preparation are and how ruthless the Maison becomes otherwise (at the end of the general advice section) and moved the EV/IV section further to the back of the general advice section. I didn't see the point in trimming it because the things it discusses are geared specifically to the Maison and not really covered in outside guides, but structurewise it did make more sense to start that section with instructions on cautious play and the like, so yeah :| I have changed the wording a bit to stress the importance, though.
Sooo meticulous proofreading will ensue now, after which I'll submit it for GP if no last-minute comments come up.

edit: ok i did it, have at it gp friends
 
Last edited:

NoCheese

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I really like the reorganization on the general stuff. It works very well.

But much more importantly, huge thanks for your serious work turning this into such a detailed, precise, and comprehensive guide. I'm excited!
 

P Squared

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read code chunks too :o
i kinda quit with the may/might but idk
Why Bother With the Battle Maison?

While Pokemon XY and ORAS are certainly fun to play, for many serious battlers, the games' biggest shortcoming is their lack of truly competitive battling. These games are designed to be beatable by younger children, after all, and accordingly, an experienced player with intelligently chosen and trained Pokemon will find little difficulty in smashing through underleveled storyline foes controlled by a simplistic AI. To make things more interesting, some players play through the game using complicated self-enforced "challenge" rules (Nuzlocke, etc.) that limit the Pokemon they can use, how these Pokemon can be obtained, and how and when they can be healed, taught TMs, and so forth. However, another way to find in-game challenge, and to keep the games strategically interesting long after completing the storyline, is to build lengthy winning streaks in the Battle Maison.

In the Maison, you can compete in single, double, triple, rotation, and multi battles against leveled-up and fully EVed computer-controlled teams. While winning an individual battle in the Maison is often trivial, designing and playing a team to a lengthy winning streak can be a challenging and rewarding endeavor. Furthermore, many important items and TMs can most easily be obtained by winning battles in the Maison, so even for competitive players not interested in building a massive streak, success in the Maison can be helpful. This article is intended to introduce players to the Battle Maison and aid in team design and play. It will first discuss the overall format of the Maison and items that can be won or purchased inside. It will then address general strategies for building successful teams in all Maison battle formats and the basic tendencies of the AI. Finally, it will provide format-specific advice on strategy and recommended Pokemon as well as threats for each of the five Maison battle formats.

Maison Basics

Basic Rules:

While most Pokemon are allowed to participate in Maison battles, there are a few important limitations. First, event Pokemon and cover legendaries are banned. Second, the Species Clause is in effect, so you cannot use two Pokemon of the same species, even with different formes. Third, the Item Clause is in effect, so no two of your Pokemon can hold the same item. Any of your Pokemon above level 50 will be auto-lowered to level 50 during your Maison battles, while Pokemon at lower levels retain their levels. All of the AI's Pokemon will be at level 50, and by battle 40 of a super battle streak, all will have perfect IVs and 510 EVs divided between either two or three stats. The exact progression of the IVs is as follows:
Code:
 <table class="sortable">
<thead>
<tr>
<th>Battle no.</th>
<th>AI IVs</th>
</tr>
</thead>
<tbody>
<tr class="a">
<td>1-10</td>
<td>19</td>
</tr>
<tr>
<td>11-20</td>
<td>19 (set 1) / 23 (set 2)</td>
</tr>
<tr class="a">
<td>21-30</td>
<td>23 (set 2) / 27 (set 3)</td>
</tr>
<tr>
<td>31-40</td>
<td>27 (set 3) / 31 (set 4)</td>
</tr>
<tr class="a">
<td>41-(if this denotes "more than 41", I feel like it should be a plus instead)</td>
<td>31</td>
</tr>
</tbody>
</table>
The size of your team varies depending on the battle format you choose. In Singles, you use a team of three Pokemon, with one active and two in reserve. In Doubles, you use a team of four, with two active and two in reserve. Triples battles involve teams of six, with three Pokemon active and three in reserve. Rotations teams use four Pokemon total, three active and one in reserve. Finally, Multis teams consist of two separate groups of two Pokemon, with one member of each group active and one in reserve. You control one of these groups, while your partner, either another human or the AI, controls the other. In XY, your list of available AI partners for Multis expands with every Friend Code you add, though the specific Pokemon that an AI-controlled friend can use are randomly determined. In ORAS, Friend Codes no longer increase your available partner options, though the default partners, particularly Steven, are stronger than the XY defaults.

There are two levels of play in the Maison, regular and super. While the focus of this article is on building teams for success in super battles, you'll first need to complete the regular level of each battle format before you can play the associated super level. 20 consecutive victories, including a final victory over a Battle Chatelaine, are required to complete a regular level. In the super level, there is no limit to streak length. You'll fight a tougher version of the Chatelaine at battle 50, but unlike in regular formats, your super battle streak will not end after a victory against the Chatelaine. As long as you keep winning, you'll be able to extend your streak indefinitely. After a single loss, however, your streak will end, and you'll have to start back at battle one if you want to build a new one.

What Can You Win?

Upon beating a Chatelaine in any regular battle format, all Pokemon on your team for the battle will be awarded the Skillful Battler Ribbon. Upon beating a Chatelaine in any super battle format, all Pokemon on your team for the battle will be awarded the Expert Battler Ribbon. Note that the only requirement for the ribbon is participating in the Chatelaine battle; a Pokemon need not have been on your team for any of the previous battles. When you beat the Chatelaine for a super battle format for the first time, a trophy will appear in the Maison lobby commemorating the achievement. There's one trophy for each format, five in all.

After your first 100 win streak, you receive a Lansat Berry. After your first 200 win streak, you receive a Starf Berry. In XY, the Berries are given to you by the girl in the left side of the Maison lobby, while in ORAS, you receive the Berries from the girl in the house immediately east of the Maison.

Most importantly, victories at the Maison allow you to collect Battle Points (BP), which can be used to pay for Move Tutors (in ORAS), exchanged for TMs (in XY), and traded for useful items (in both). In regular level battles, the BP gain is as follows:
Code:
 <table class="sortable">
<thead>
<tr>
<th>Battle no.</th>
<th>Payout</th>
</tr>
</thead>
<tbody>
<tr class="a">
<td>1-10</td>
<td>1 BP</td>
</tr>
<tr>
<td>11-19</td>
<td>2 BP</td>
</tr>
<tr class="a">
<td>20</td>
<td>20 BP</td>
</tr>
</tbody>
</table>
In super battles, the BP gain is as follows:
Code:
<table class="sortable">
<thead>
<tr>
<th>Battle no.</th>
<th>Payout</th>
</tr>
</thead>
<tbody>
<tr class="a">
<td>1-10</td>
<td>2 BP</td>
</tr>
<tr>
<td>11-20</td>
<td>3 BP</td>
</tr>
<tr class="a">
<td>21-30</td>
<td>4 BP</td>
</tr>
<tr>
<td>31-40</td>
<td>5 BP</td>
</tr>
<tr class="a">
<td>41-49</td>
<td>6 BP</td>
</tr>
<tr>
<td>50</td>
<td>50 BP</td>
</tr>
<tr class="a">
<td>51-(plus?)</td>
<td>7 BP</td>
</tr>
</tbody>
</table>
Note that this is a much higher rate of BP accumulation than in previous generations, so if you're just looking to get all relevant items and TMs, you don't need to do a lot of grinding. If you are trying to build a record-worthy streak, you'll quickly find yourself with thousands of BP. The full list of available items and TMs is as follows:
Code:
<table class="sortable">
<thead>
<tr>
<th>Item</th>
<th>Cost (BP)</th>
</tr>
</thead>
<tbody>
<tr class="a">
<td>Protein</td>
<td>2</td>
</tr>
<tr>
<td>Iron</td>
<td>2</td>
</tr>
<tr class="a">
<td>Calcium</td>
<td>2</td>
</tr>
<tr>
<td>Zinc</td>
<td>2</td>
</tr>
<tr class="a">
<td>Carbos</td>
<td>2</td>
</tr>
<tr>
<td>HP Up</td>
<td>2</td>
</tr>
<tr class="a">
<td>Power Bracer</td>
<td>16</td>
</tr>
<tr>
<td>Power Belt</td>
<td>16</td>
</tr>
<tr class="a">
<td>Power Lens</td>
<td>16</td>
</tr>
<tr>
<td>Power Band</td>
<td>16</td>
</tr>
<tr class="a">
<td>Power Anklet</td>
<td>16</td>
</tr>
<tr>
<td>Power Weight</td>
<td>16</td>
</tr>
<tr class="a">
<td>Protector</td>
<td>32</td>
</tr>
<tr>
<td>Whipped Dream</td>
<td>32</td>
</tr>
<tr class="a">
<td>Sachet</td>
<td>32</td>
</tr>
<tr>
<td>Electirizer</td>
<td>32</td>
</tr>
<tr class="a">
<td>Magmarizer</td>
<td>32</td>
</tr>
<tr>
<td>Reaper Cloth</td>
<td>32</td>
</tr>
<tr class="a">
<td>Up-Grade</td>
<td>32</td>
</tr>
<tr>
<td>Dubious Disc</td>
<td>32</td>
</tr>
<tr class="a">
<td>Rare Candy</td>
<td>48</td>
</tr>
<tr>
<td>Ability Capsule</td>
<td>200</td>
</tr>
</tbody>
</table>
Code:
<table class="sortable">
<thead>
<tr>
<th>Item</th>
<th>Cost (BP)</th>
</tr>
</thead>
<tbody>
<tr class="a">
<td>Toxic Orb</td>
<td>16</td>
</tr>
<tr>
<td>Flame Orb</td>
<td>16</td>
</tr>
<tr class="a">
<td>White Herb</td>
<td>32</td>
</tr>
<tr>
<td>Power Herb</td>
<td>32</td>
</tr>
<tr class="a">
<td>Absorb Bulb</td>
<td>32</td>
</tr>
<tr>
<td>Luminous Moss</td>
<td>32</td>
</tr>
<tr class="a">
<td>Cell Battery</td>
<td>32</td>
</tr>
<tr>
<td>Snowball</td>
<td>32</td>
</tr>
<tr class="a">
<td>Red Card</td>
<td>32</td>
</tr>
<tr>
<td>Eject Button</td>
<td>32</td>
</tr>
<tr class="a">
<td>Weakness Policy</td>
<td>32</td>
</tr>
<tr>
<td>Ring Target</td>
<td>32</td>
</tr>
<tr class="a">
<td>Wise Glasses</td>
<td>48</td>
</tr>
<tr>
<td>Choice Specs</td>
<td>48</td>
</tr>
<tr class="a">
<td>Scope Lens</td>
<td>48</td>
</tr>
<tr>
<td>Zoom Lens</td>
<td>48</td>
</tr>
<tr class="a">
<td>Wide Lens</td>
<td>48</td>
</tr>
<tr>
<td>Muscle Band</td>
<td>48</td>
</tr>
<tr class="a">
<td>Focus Band</td>
<td>48</td>
</tr>
<tr>
<td>Choice Band</td>
<td>48</td>
</tr>
<tr class="a">
<td>Choice Scarf</td>
<td>48</td>
</tr>
<tr>
<td>Assault Vest</td>
<td>48</td>
</tr>
<tr class="a">
<td>Focus Sash</td>
<td>48</td>
</tr>
<tr>
<td>Expert Belt</td>
<td>48</td>
</tr>
<tr class="a">
<td>Razor Claw</td>
<td>48</td>
</tr>
<tr>
<td>Razor Fang</td>
<td>48</td>
</tr>
<tr class="a">
<td>Bright Powder</td>
<td>48</td>
</tr>
<tr>
<td>Life Orb</td>
<td>48</td>
</tr>
<tr class="a">
<td>Iron Ball</td>
<td>48</td>
</tr>
<tr>
<td>Air Balloon</td>
<td>48</td>
</tr>
<tr class="a">
<td>Binding Band</td>
<td>48</td>
</tr>
<tr>
<td>Safety Goggles</td>
<td>48</td>
</tr>
</tbody>
</table>
Code:
<table class="sortable">
<thead>
<tr>
<th>Item</th>
<th>Cost (BP)</th>
</tr>
</thead>
<tbody>
<tr class="a">
<td>Protein</td>
<td>2</td>
</tr>
<tr>
<td>Iron</td>
<td>2</td>
</tr>
<tr class="a">
<td>Calcium</td>
<td>2</td>
</tr>
<tr>
<td>Zinc</td>
<td>2</td>
</tr>
<tr class="a">
<td>Carbos</td>
<td>2</td>
</tr>
<tr>
<td>HP Up</td>
<td>2</td>
</tr>
<tr class="a">
<td>Power Bracer</td>
<td>16</td>
</tr>
<tr>
<td>Power Belt</td>
<td>16</td>
</tr>
<tr class="a">
<td>Power Lens</td>
<td>16</td>
</tr>
<tr>
<td>Power Band</td>
<td>16</td>
</tr>
<tr class="a">
<td>Power Anklet</td>
<td>16</td>
</tr>
<tr>
<td>Power Weight</td>
<td>16</td>
</tr>
<tr class="a">
<td>Toxic Orb</td>
<td>16</td>
</tr>
<tr>
<td>Flame Orb</td>
<td>16</td>
</tr>
<tr class="a">
<td>White Herb</td>
<td>32</td>
</tr>
<tr>
<td>Power Herb</td>
<td>32</td>
</tr>
<tr class="a">
<td>Absorb Bulb</td>
<td>32</td>
</tr>
<tr>
<td>Cell Battery</td>
<td>32</td>
</tr>
<tr class="a">
<td>Red Card</td>
<td>32</td>
</tr>
<tr>
<td>Eject Button</td>
<td>32</td>
</tr>
<tr class="a">
<td>Weakness Policy</td>
<td>32</td>
</tr>
<tr>
<td>Ring Target</td>
<td>32</td>
</tr>
<tr class="a">
<td>Protector</td>
<td>32</td>
</tr>
<tr>
<td>Whipped Dream</td>
<td>32</td>
</tr>
<tr class="a">
<td>Sachet</td>
<td>32</td>
</tr>
<tr>
<td>Electirizer</td>
<td>32</td>
</tr>
<tr class="a">
<td>Magmarizer</td>
<td>32</td>
</tr>
<tr>
<td>Reaper Cloth</td>
<td>32</td>
</tr>
<tr class="a">
<td>Up-Grade</td>
<td>32</td>
</tr>
<tr>
<td>Dubious Disc</td>
<td>32</td>
</tr>
<tr class="a">
<td>Wise Glasses</td>
<td>48</td>
</tr>
<tr>
<td>Choice Specs</td>
<td>48</td>
</tr>
<tr class="a">
<td>Scope Lens</td>
<td>48</td>
</tr>
<tr>
<td>Zoom Lens</td>
<td>48</td>
</tr>
<tr class="a">
<td>Wide Lens</td>
<td>48</td>
</tr>
<tr>
<td>Muscle Band</td>
<td>48</td>
</tr>
<tr class="a">
<td>Focus Band</td>
<td>48</td>
</tr>
<tr>
<td>Choice Band</td>
<td>48</td>
</tr>
<tr class="a">
<td>Choice Scarf</td>
<td>48</td>
</tr>
<tr>
<td>Assault Vest</td>
<td>48</td>
</tr>
<tr class="a">
<td>Focus Sash</td>
<td>48</td>
</tr>
<tr>
<td>Razor Claw</td>
<td>48</td>
</tr>
<tr class="a">
<td>Razor Fang</td>
<td>48</td>
</tr>
<tr>
<td>Bright Powder</td>
<td>48</td>
</tr>
<tr class="a">
<td>Life Orb</td>
<td>48</td>
</tr>
<tr>
<td>Iron Ball</td>
<td>48</td>
</tr>
<tr class="a">
<td>Air Balloon</td>
<td>48</td>
</tr>
<tr>
<td>Binding Band</td>
<td>48</td>
</tr>
<tr class="a">
<td>Safety Goggles</td>
<td>48</td>
</tr>
<tr>
<td>Rare Candy</td>
<td>48</td>
</tr>
<tr class="a">
<td>Ability Capsule</td>
<td>200</td>
</tr>
</tbody>
</table>
Code:
<table class="sortable">
<thead>
<tr>
<th>Item</th>
<th>Cost (BP)</th>
</tr>
</thead>
<tbody>
<tr class="a">
<td>TM48 (Round)</td>
<td>16</td>
</tr>
<tr>
<td>TM59 (Incinerate)</td>
<td>16</td>
</tr>
<tr class="a">
<td>TM87 (Swagger)</td>
<td>24</td>
</tr>
<tr>
<td>TM60 (Quash)</td>
<td>24</td>
</tr>
<tr class="a">
<td>TM05 (Roar)</td>
<td>24</td>
</tr>
<tr>
<td>TM23 (Smack Down)</td>
<td>32</td>
</tr>
<tr class="a">
<td>TM34 (Sludge Wave)</td>
<td>32</td>
</tr>
<tr>
<td>TM51 (Steel Wing)</td>
<td>32</td>
</tr>
<tr class="a">
<td>TM64 (Explosion)</td>
<td>48</td>
</tr>
<tr>
<td>TM67 (Retaliate)</td>
<td>48</td>
</tr>
<tr class="a">
<td>TM72 (Volt Switch)</td>
<td>48</td>
</tr>
<tr>
<td>TM85 (Dream Eater)</td>
<td>48</td>
</tr>
</tbody>
</table>
General Advice and AI Tendencies: (your previous bold headings don't have colons, so maybe remove this one?)

General Advice

Although recommended strategies vary by battle format, there are some basic facts you should keep in mind regardless of format. Variance is your enemy in the Maison, so when designing and playing your team, focus on reducing variance, even at the cost of expected value. Using 100% accurate moves is one important way of doing this. In competitive battles, for example, the extra OHKOs that Fire Blast nets typically make it better than Flamethrower, even with its 15% miss chance. However, in the Maison, your team should already have the edge over the AI in the "average" state of the world thanks to your human intelligence in building and playing your team, so you need to minimize the harm in the "unlucky" state of the world. With Fire Blast, it's only a matter of time before you'll miss twice in a row (which will happen in 2.25% of Fire Blast pairs), and if you plan to win hundreds of battles consecutively, it's a near-certainty that this will happen at some point in your streak. Accordingly, refrain from trying a set that regularly needs to use inaccurate attacks. Even 90% accuracy can be remarkably risky. You're going to be stuck missing sometimes thanks to the occasional Lax Incense- or Double Team-using foe; there's no reason to increase this (add "chance" or "possibility" here?) with unreliable moves, especially when an untimely miss can cost you a streak. A notable example (add "of [...]" imo? I get it's supposed to be an example of a Pokemon that needs to use inaccurate attacks, but it's separated from the last mention of that by a couple of sentences) is Azumarill, which heavily relies on its inaccurate but otherwise great STAB Play Rough; as such, the in competitive battles laughably bad Wide Lens, which is laughably bad in competitive battles, (subjective but "the in" was weird to read) is mandatory for its item. Focusing on reliability doesn't apply solely to move accuracy, either; when building your team, in every single thing you should be looking for as much accuracy and as little potential for failure as possible. A classic example is Weakness Policy Dragonite; while it utterly steamrolls teams if the item is triggered, it relies on getting hit by a super effective attack first, not to mention that STAB Ice-type moves or and critical hits can OHKO Dragonite even through Multiscale. Dragonite gets much, much more mileage out of Lum Berry, which doesn't provide the absurd power Weakness Policy potentially brings but prevents Dragonite from being stopped in its tracks by a status move or secondary effect, making it much more valuable in the long run.

Critical hits, flinches, stat drops, and other secondary effects of an enemy's attacks are similarly a big source of variance, so you also need to be prepared to minimize their risk. Using powerful and speedy offensive Pokemon is one good way of doing this, as a foe can't hax you if you outspeed and OHKO it. Substitute can provide protection from unexpected otherwise-fatal critical hits and blocks status moves and secondary effect stat drops and status from attacking moves, but it can be too slow for the more offensive battle formats such as doubles. (you've capitalized this before) On bulkier setup Pokemon, Rest can heal an unexpected statusing, and better still, while your Pokemon is sleeping, it cannot be re-statused. Lum Berry can likewise heal unexpected status, and Focus Sash can prevent your Pokemon from being OHKOed by an untimely critical hit. Similarly, when accounting for Fire- and Electric-types while teambuilding, it isn't enough to simply bring a switch option that resists their attacks; no matter how little damage Garchomp takes from switching into a Flamethrower, the burn chance still stands and is still just as likely to cripple Garchomp.

Perhaps the most important means of reducing variance is to play conservatively. Don't try to set up too much when a critical hit can KO your Pokemon. Conversely, when you can safely set up, take advantage ("of it"?), as once you have a sweeper set up, there are fewer ways for bad luck to wreck you. Where (when?) you know you can handle your foe's opponent's other Pokemon, recognize that a surefire 2HKO is often a better choice than a OHKO on a move that could miss twice, even if the chance is tiny. More generally, when deciding your play for a turn, always consider what could go wrong and how to minimize your pain in such a situation. A well-designed team should usually have a huge advantage in the good state of the world, so always pay more attention to the bad state when considering plays. Yes, you may might be able to get in one more boost before attacking, but what if your opponent's attack is a critical hit? What if it gets a freeze or a flinch? Obviously, in a tight spot you'll sometimes have to take a chance and hope for the best, but as a general matter, you'll keep streaks going longer by playing like a pessimist.

Continuing on the subject of making the best play decisions, knowing the specific sets that your opponents' Pokemon are using really helps in determining the optimal line of play. Be sure to pay attention to the opposing Trainer's name when the battle starts (don't zone out in the moments between battles!), because each named enemy Trainer has access to a specific list of Pokemon sets. Search for the Trainer's name in Team Rocket Elite's Maison Trainer list, available in the Resources section below, and see what sets are available for the Pokemon you are facing in the named Trainer's list. Much of the time, there will only be one set available for each Pokemon, letting you easily pull up the set from the Maison Pokemon List to see that Pokemon's specific moves, nature, item, and EVs. Note, however, that enemy Pokemon abilities are randomly selected from among their regular and hidden abilities (even unreleased ones!), so keep the different ability possibilities in mind when considering your strategy. Opposing Pokemon split their EVs evenly between the two (255 each) or three (170 each) listed stats, so if you need to calculate the foe's exact stats, it is easy to do so. The more you play, the more you'll start to remember which Trainers have access to which sets, what you can OHKO, and what you can outspeed, and you'll find yourself consulting the lists a lot less, but it's a good idea to get into the habit of checking frequently early on. Better to spend a little extra time reminding yourself of the set you are facing than to blow a streak to an avoidable mistake.

Remember that some Trainers have access to multiple Pokemon of the same species, ("multiple sets for the same Pokemon"?) complicating the job of divining their set. For some Pokemon, this isn't a big deal, but for others, particularly the legendary Pokemon used by "Veteran" Trainers, the correct strategy against one set may might be badly suboptimal against another. In such a situation, it's particularly important to choose a line of play that punishes you the least when you guess the set wrong. Conservative play! If you can't figure out which line is best, it's often best to just attack, as getting some damage in will make things easier for your other Pokemon.

This is common sense, but it's important to pay attention as you battle. Over lengthy streaks, it's easy to go into autopilot mode, and when that happens, mistakes become more likely. Remember that there are all sorts of oddities you may might forget or lose track of, especially because opposing Pokemon now have access to their hidden abilities and there are more unusual abilities and items available this generation than previously. Sound moves may KO through your Substitute, Gale Wings Talonflame may wreck your fully set up Dragonite with priority Brave Bird, and so forth. Stay focused during the battle, as failing to notice Tailwind or Trick Room going into effect can easily end a streak. Keep track of your opponents' possible abilities so you don't accidentally do something foolish such as triggering a Miltank's Sap Sipper with your Ferrothorn's Leech Seed. Remember that when one of a foe's possible abilities gives an immediate message, as is the case with Intimidate and Pressure, you can often deduce which ability a the foe has the moment it enters play by the presence or absence of that message. Don't get careless against Pokemon with a Weakness Policy or Custap Berry, because though these items are often easy to play around when you remember them, blindly attacking into them can spell big trouble. In short, pay attention, as even a brief moment of forgetfulness or carelessness can ruin a monster streak. While access to Mega Evolution gives you an edge in the Maison compared to the Subway and Tower, the tradeoff you face is that there are a lot more things to watch out for and more ways to be punished for sloppiness.

It also warrants emphasis that just as in competitive play, natures, IVs, and EVs matter a lot. Though your opponents foes in the regular battles and the early rounds of super battles will have imperfect IVs, after battle 40, your foes opponents will have perfectly IVed Pokemon. Accordingly, using Pokemon with bad IVs will put you at a big disadvantage. Depending on your matchup, losing just a few points of Speed can turn outspeeding your opponent's Pokemon into being outsped, while the loss of just a little Attack might turn a guaranteed OHKO into a 2HKO. Take the time to breed for near-perfect IVs. It is well worth it. While this was a huge hassle in previous generations if you didn't RNG, the new breeding mechanics, particularly the use of Destiny Knot, make it relatively easy to breed Pokemon with five perfect IVs, with the imperfect one in the unused offensive stat. Better still, the more quality Pokemon you breed, the faster future breeding projects will go, as you'll have more well-IVed parents available! Choose your EVs and nature with care as well. While maximizing Speed and an attacking stat for offensive Pokemon and HP and a defensive stat for defensive ones can be correct, the best spreads are often based around specific threats that need to be outsped. Snail489's Maison Speed Tiers list can be very useful in figuring out what speeds (or "Speed stats"?) you should EV your Pokemon to achieve. Additional helpful information such as Smogon's Battle Maison leaderboard and Team Rocket Elite's complete list of Maison Pokemon and their four possible sets can be found in the Resources section below; pay special heed to the fourth set (e.g. Scizor4) for normal Pokemon and the first and second sets for legendary Pokemon, as these are by far the most common sets after battle 40 forty, (consistency) but recognize that legendary sets three and four still appear fairly frequently and certain Trainers, particularly those focusing on just a few types of Pokemon, have access to regular Pokemon with sets one, two, and three even deep into a streak.

Above everything, however, it should be stressed that the Maison has an extremely steep learning curve and most battles are decided at the teambuilding stage. If you want to go above and beyond, it is not enough to be simply a decent battler&mdash;the Maison is extremely unforgiving to blind play and won't hesitate to punish even the tiniest mistake on your part, and if you tackle it without proper knowledge of the AI's sets, damage calculations, and proper Maison-geared play in general, it won't have a hard time doing so. Proper preparation and knowledge make the difference between winning streaks of 50 and 500, and that's no exaggeration&mdash;quite the opposite.

AI Tendencies

You can also improve your play decisions by keeping some facts about the AI in mind. The AI loves to go for OHKOs, so if it has a move that can OHKO one of your Pokemon, it will probably use it. Though the AI does account for weaknesses and resistances, it will choose to go for the KO over hitting a weakness where the attack on the weakness ("a super effective hit that"?) is not a guaranteed KO. When multiple moves may KO or none of them will, the AI typically chooses its strongest move, adjusted for weaknesses and resistances, although there is some variation when several moves are close in effective power. This sometimes results in the AI using an inaccurate move such as Focus Blast to finish off a low-HP Pokemon instead of the "correct" choice of an accurate attack. Be careful not to overpredict in such a situation. Notably, the AI seems to have a preferred move with which to attack your Pokemon but may start using suboptimal moves after its first choice has run out of PP; for instance, while Vaporeon prefers using Ice Beam against Gliscor, it may occasionally throw in a Signal Beam between its Surfs after it has run out of Ice Beam PP, for no apparent reason whatsoever. It should also be noted that the AI has a very strong preference for speed control moves: it is very likely to use Trick Room if it cannot OHKO any of your active Pokemon (and occasionally even if it can), and if your active Pokemon outspeeds theirs and they have a move such as Icy Wind at their disposal, they will most likely use it. (do the "they"s also refer to the AI? if so, you're using both it and they to refer to the AI...) For instance, an opposing Regice strongly prefers using Icy Wind over Thunderbolt against Greninja, and, curiously, an opposing Froslass may might use Icy Wind over Shadow Ball against Aegislash under Trick Room. Additionally, the AI may might not recognize ability-based immunities and first (at first?) and accordingly will try using a Fire-type move against Heatran, Thunder Wave against Limber Hitmonlee, and an OHKO move against Sturdy Aron; after triggering the ability once, the AI will stop using these moves, however.

The AI hardly ever switches, which is great for setting up against crippled or poorly-matched foes, but recognize that there are some situations when the AI will switch. If a foe is Choice-locked into a non-damaging move or one to which your Pokemon is immune, it will switch out, though it will often wait a few turns beforehand. Note that this only applies to Choice-locking and not merely running out of PP on all but one move. Even if a foe's remaining moves are completely useless, it will spam them until it runs out of PP and proceed to use Struggle until it faints. Additionally, a foe will usually switch out if it has a teammate that is immune to or absorbs the last move one of your Pokemon used, provided that the immunity is ability-based, not typing-based; for instance, the AI will often switch in its Latios if your Pokemon used Earthquake the turn before, but it will not switch to Zapdos in this scenario. The AI does understand Perish Song, so it will switch out on the final turn if it is able to. Finally, the AI will switch out if it uses a move such as U-turn or Volt Switch, but it only chooses these moves for their damage, not for the switching ability, so you can often prevent their use by using Pokemon against which these moves are not very effective.

A few moves deserve special attention for how the AI handles them. In the Battle Subway and Tower, the AI did not understand Substitute and would often spam status moves into a Substitute, giving your Pokemon turn after turn of free setup. The AI no longer does this and will not attempt to status a Pokemon behind a Substitute unless it has the Infiltrator ability or no other usable moves. The only exceptions are Teeter Dance and Pain Split, which the AI will still use against a Pokemon behind a Substitute to no avail. Where possible, the AI will often, but not always, open with Fake Out, unless your Pokemon is immune to the move or there is another move that can achieve a KO. The AI uses Protect erratically, sometimes even when it could attack for a KO, making it difficult to predict when a foe will spend a turn using Protect itself. There does appear to be a tendency to use the move on the first turn and to alternate between Protect and other moves, but it is not a 100% chance. Similarly, while the AI very rarely uses Protect twice in a row, it does occasionally happen. The AI recognizes when your Pokemon are immune to Trick and so will never waste a turn trying to Trick a Pokemon with Sticky Hold or a Mega Stone. This doesn't apply to the ORAS Mega Stones, however; the AI will try to use Trick on an ORAS Mega Evolution before it Mega Evolves, and it will stop doing so only afterwards. Yawn also deserves a special mention, as the AI will often use this move multiple times in a row, such as while you're trying to switch around it. However, the AI is not predicting your switch; it simply doesn't recognize the Yawn state and is using the move against a "non-sleeping" target.

The redirection abilities Storm Drain and Lightningrod (:D) deserve a special note for how the AI handles them in doubles and triples. (again, you capitalized these before) In the Subway, it would keep spamming Water- and Electric-type moves to no avail and supercharging the Storm Drain / Lightningrod user; however, in the Maison it stops using those moves altogether after triggering the ability the first time. Notably, this even applies to spread moves such as Surf, which aren't blocked completely by the ability. A final thing of note regarding the AI in doubles and triples (ya) is that they don't seem to be aware of their teammates, which makes life considerably easier in these formats. Standard examples include the AI using Helping Hand into its ally's Curse and happily (the imagery lol) KOing its allies with Earthquake and Explosion.

Coping With Losing

Remember that no matter how well you build and play your team, you are going to lose. As a rule of thumb, a good team's losses almost always involve some bad luck, but there's also usually a way you could have played or teambuilt around losing to that ill fortune. Accordingly, if you want to improve in the Maison, don't blindly blame hax for your losses, and instead consider what decisions you could have made differently that might have allowed you to win the battle. Sure, it's frustrating to lose to low-probability events, but over a long streak, you are going to face a lot of them. Accept this, and work on minimizing the impact of these unlucky stretches, and you'll be well-positioned for Maison success. Whine about hax without thinking closely about your decisions, and you are dooming yourself to more failures. Similarly, note that there is no evidence of the AI choosing teams designed specifically against you, so don't waste energy complaining about bad matchups; over a long streak, probability dictates that they will happen, but you aren't being cheated.
 
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P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
GP 2/6
in general there's inconsistency with Singles/singles, not sure whether they have distinct meanings or not, but just fyi!
don't forget opponent=the AI and foe=the Pokemon :]
What follows is advice specific to each battle format, followed by discussion of recommended Pokemon in that format. Remember that the all of the general guidelines above apply regardless of format; also note that the recommended Pokemon and threatlists are not intended to be comprehensive and that you can surely have success using or face difficulties against unlisted Pokemon.

Singles Advice

In Maison singles (Singles?) battles, your team consists of just three Pokemon. Teams typically are built in one of two ways: 1) cripple the opponent's lead, taking advantage of the AI's unwillingness to switch out in most circumstances, and set up a sweeper, or 2) build a goodstuff / synergy team of three powerful Pokemon that are reliable and cover each other's weaknesses. While you can certainly try other strategies, such as weather and Trick Room, it can be difficult to make them reliable enough to be effective over a long streak. Weather teams, for example, often push you towards using Pokemon with shared weaknesses, which is really dangerous when you only have three Pokemon available. One weather-changing foe may likewise wreck your entire plan, while a flinch or critical hit on your Trick Room setter may leave your team a sitting duck. Battle Maison play rewards straightforward strategies, so don't try to get too exotic. In previous generations, cripple-and-set-up was the more successful strategy, but so far, the Maison has rewarded goodstuff teams. With more abilities to worry about (because opposing Pokemon now have access to their hidden abilities) and more ways around classic crippling moves (sound moves and Infiltrator bypassing Substitute and Roar and Whirlwind bypassing Protect, for example), (maybe not serious but this could be read as Infiltrator bypassing Substitute and Roar and Whirlwind bypassing Protect) an all-your-eggs-in-one-basket strategy is a lot more risky over a long streak than it used to be. Still, crippling remains viable, particularly with a Durant, and overall its success has been roughly equal to that of goodstuff teams.

For a basic goodstuff team, you'll want one hard hitter that can KO a lot of opposing Pokemon on its own, one bulky pivot that can help handle the Pokemon that your primary sweeper can't handle, and a third Pokemon, bulky or hard-hitting, to help fill in the gaps. For example, Jumpman16's Team Kangliscune was built around Mega Kangaskhan, which demolishes most of the Maison on its own but has trouble handling Fighting-types and doesn't appreciate taking status moves; therefore, it should be paired up with a Pokemon that resists or is immune to Fighting as well as with a status absorber. A Pokemon that can perform both these roles at the same time is Gliscor; however, the one status ailment Gliscor cannot take is burn, meaning your third Pokemon should be able to take burns and match up well against Fire-types. Accordingly, Jumpman16 rounded out his squad with Suicune.
Because you only have three Pokemon on your team, it's vital that you minimize any glaring weaknesses and have at least a reasonable play line against all the Pokemon you may face. For example, no matter how strong your team is against everything else, if you have little chance to beat a Timid Starmie, your run is doomed, as you will run into one long before you can put together a massive streak. While some enemy sets will of course only be threatening to certain teams, others are dangerous enough that nearly any team you build should plan a strategy for handling them in advance; a detailed singles (capitalization?) threatlist is available in the Resources section below.

All of the general Maison strategy advice of course applies to Singles battles, and minimizing variance and playing conservatively remain the name of the game. As you can set up much more in singles than in other battle formats, it is particularly important to correctly identify when you can safely set up and when you can't. Seizing safe setup opportunities is critical to reducing singles variance, but getting cute and trying to set up in a dangerous situation can be a streak ender. Similarly, even though you can often predict the AI's moves with considerable accuracy, in singles it can be very dangerous to rely too heavily on your predictive skills. It should also be stressed that status protection from the likes of Lum Berry and Substitute in general is especially imperative in singles, as the typical singles team's high reliance on setup moves makes it especially susceptible to status moves' disruptive potential. If you need to play the odds with sleep, paralysis, or confusion on a regular basis, you'll never make it far, which means that some way of preventing status ailments is mandatory&mdash;and if your Pokemon does end up getting inflicted with confusion, it's best to just switch out as opposed to engaging in multiple coinflips.

One exception to the guideline of avoiding overly predictive plays is when you can switch(dash perhaps?)stall to drain the PP from a Pokemon that threatens multiple members of your team, but with different moves. Because the AI strongly favors attacking for the KO whenever possible, if there is only one move in your foe's set that will KO your current Pokemon, the AI will almost always choose that move. Thus, if you have a teammate that is immune to or heavily resists that move, you can switch it in safely. Just switching to a teammate that is immune to the incoming attack is bread-and-butter Pokemon, the sort of play that any experienced Trainer can make in his or her sleep, but a safe switch-in alone is not always enough to help you. Your opponent may have a second move that threatens your switched-in teammate, meaning you can't take profitable advantage of the single switch. Thankfully, particularly with good team design, your Pokemon's resistances and immunities may synergize to the extent that your original Pokemon is immune to or resists the move that now threatens your switch-in. In this situation, you can switch back to your original Pokemon and safely blank the second attack. If you continue to switch back and forth between the two Pokemon in this manner, you can stall out at least one of the threatening moves and position your Pokemon for a safe setup. Dragonite and Aegislash stalling out an Earthquake + Stone Edge user is a classic example of this, but there are others, so keep this tactic in mind when developing strategies against foes with broad coverage that appear to threaten multiple members of your team. Just be sure (conservative play once again!) that the repeated switching really is safe, as a bunch of not very effective hits can wear down your Pokemon and you greatly increase the chance of eating an "additional effect" such as freeze or burn when you switch into moves multiple times.

After nineteen battles in regular singles, you'll face Battle Chatelaine Nita, with, in no particular order, the following Pokemon.


Wigglytuff @ Shell Bell
Nature: Modest
EVs: 252 HP / 252 SpA
- Disarming Voice
- Round
- Focus Blast
- Thunderbolt


Grumpig @ Wise Glasses
Nature: Modest
EVs: 252 SpA / 252 Spe
- Psychic
- Shadow Ball
- Power Gem
- Energy Ball


Purugly @ Big Root
Nature: Modest
EVs: 252 SpA / 252 Spe
- Hypnosis
- Dream Eater
- Shadow Ball
- Round

After forty-nine battles in super singles, you'll again face Nita, this time with, in no particular order, the following Pokemon.

Tornadus @ Yache Berry
Nature: Modest
EVs: 252 HP / 252 SpA
- Substitute
- Double Team
- Hurricane
- Focus Blast


Thundurus @ Sitrus Berry
Nature: Jolly
EVs: 252 Atk / 252 Spe
- Wild Charge
- U-turn
- Crunch
- Sky Drop


Landorus @ Choice Scarf
Nature: Modest
EVs: 252 SpA / 252 Spe
- Earth Power
- Extrasensory
- Focus Blast
- Grass Knot

Singles Recommended Pokemon
Durant:
Durant takes advantage of the AI's unwillingness to switch out and thereby lets an allied Pokemon fully set up and attempt to sweep. With its hidden ability of Truant, Durant first uses Entrainment to pass Truant to the foe opponent. It then switches out while the opponent foe loafs around, and your new Pokemon is able to set up by alternating ("between"?) Protect on the turns your opponent foe acts and a boosting move on the turns your opponent foe loafs around. While Durant is already quite fast unaided, because of the importance of successfully firing off an Entrainment, it should run a Jolly nature with a Choice Scarf and maximum (or near-maximum) Speed investment. While it won't be using any of its other moves often except in order to occasionally finish off a weakened foe, X-Scissor is a mandatory attacking move in order to immediately KO leads such as Espeon, which can prevent Entrainment with Magic Bounce, and Exeggutor, which can be highly disruptive with its access to Trick Room and Explosion. Options for the final slots include Iron Head, Aerial Ace (for Breloom), Protect (for opposing Truant or Trace users), and Substitute (for PerishTrappers). Durant is vulnerable to Pokemon that can interfere with a first-turn Entrainment through moves such as Protect, Fake Out, and Prankster status moves and by moves or items that cause the victim to switch out or faint before there is time to set up, such as Volt Switch, Toxic Orb, High Jump Kick, and Explosion. U-turn is not normally an issue because Durant resists it, so the AI rarely will use it on the first turn, after which it won't matter because Protect will stop it from working on your setup Pokemon. Also note that Pokemon with Roar and Whirlwind can force out your sweeper even when it uses Protect. While the correct strategy against these sorts of complications depends heavily on the specific Pokemon you are facing, you will definitely want to review the Maison Pokemon list carefully to be sure your team has a plan for handling Pokemon that resist this Entrainment + setup strategy. One option is to use a second support Pokemon to help cripple, while another is to use sweepers that can cover each other's weakness and set up reasonably well unaided. Popular sweepers to partner with Durant include Drapion, Cloyster, and Garchomp, all of which carry Protect, a setup move, and at least one attack. Remember that if you carry just a single attack on your sweeper, you need to be sure that nothing in the Maison is immune to it. Protect + Dragon Dance + Substitute + Dragon Claw Dragonite, perhaps the best choice for a Durant partner last generation, is no longer advisable because Fairy-types are immune to Dragon Claw. For a secondary support Pokemon, Whimsicott has had the most success, using a set with moves such as Switcheroo, to remove Choice items, hax items, and items such as Toxic Orb, (semicolon here instead to improve readability?) Taunt, to prevent the foe from using moves such as Protect and Double Team, (ditto) and Memento, to help Durant get in unscathed and potentially have Drapion set up even without Entrainment on foes such as Espeon.
Sample set:

Durant @ Choice Scarf
Ability: Truant
Nature: Jolly
EVs: 172 HP / 108 Def / 228 Speed
- Entrainment
- X-Scissor
- Iron Head / Protect
- Aerial Ace / Protect

Drapion: A fully set up Drapion is the closest thing to a guaranteed victory in Super Singles: with Acupressure boosting all its stats and its ability Battle Armor protecting it from critical hits, the foes that can even dream of stopping it after setup are very few and far between and can only do so in highly specific circumstances. While it is only viable on crippler teams, it is unarguably the best at what it does. Drapion's moveset is standard for a Durant(-supported?) sweeper, featuring a boosting move in Acupressure, Protect to dodge the foe's attacks on its attacking turns, and Substitute to provide a safety net against status moves and follow-up foes. Somewhat counter-intuitively, it's not at all necessary to alternate Acupressure and Protect, however: a four-move cycle of Substitute (on the loafing turn), Protect, Acupressure, and Acupressure keeps Substitute's PP nearly equal to Protect's, giving Drapion greater ease of setting up in the rare event that it needs to PP stall, such as against Psych Up Cobalion, or switch out. The exceptions are opponents foes with Bug Buzz or Hyper Voice, which hit through Substitute; Pokemon with Taunt, which ignore the Substitute; and Pokemon with Explosion, against which you'll want to have a Substitute up when they decide to use it. Against these foes opponents, you'll generally want Drapion to use Protect on every non-loafing turn after setting up a Substitute. Drapion's set is rounded out by Knock Off, its initially most high-powered STAB move. Drapion benefits most from an Adamant nature with maximum Attack and HP investment, as this allows it to OHKO moderately bulky Pokemon that resist Dark such as Terrakion when fully set up, while it doesn't care too much about its Speed or defensive stats with +6 in everything and the protection of a Substitute. The next best Durant(-supported?) sweeper is Cloyster, which can bypass Sturdy and Focus Sash with the combination of Skill Link and Icicle Spear and has access to arguably the best boosting move in the game in Shell Smash, allowing it to perform much better than Drapion if it ends up having to set up without Entrainment.
Sample set:

Drapion @ Black Sludge
Ability: Battle Armor
Nature: Adamant
EVs: 252 HP / 252 Atk / 4 SpD
- Acupressure
- Substitute
- Protect
- Knock Off

Kangaskhan: By far the most potent new singles option of this generation, the Mashing Marsupial (wat) is an absolute beast thanks to its Mega Evolution. Courtesy of Parental Bond, Mega Kangaskhan hits incredibly hard, uses Power-Up Punch as a damage-dealing Swords Dance, and merrily breaks Substitutes, Focus Sashes, and Sturdy as it spreads its devastation. With good Speed, excellent bulk, and only one weakness, Kangaskhan is very hard to take down and has been the backbone of many top-level Maison teams. Pretty much all Kangaskhan sets run Return, for its massive STAB damage and strong neutral coverage, and Sucker Punch, for its priority and ability to hit the Ghost-types that laugh at Return. The remaining two moves usually vary based upon what role Kangaskhan is trying to play. Played as a setup sweeper, Kangaskhan runs Power-Up Punch and either Earthquake or Crunch, while as a cleaner, designed to come in and finish off what its teammates can't, Fake Out and Earthquake are typically preferred. Both are wonderful options. Fake Out Kangaskhan is extremely hard to beat one-on-one, as STAB Parental Bond Fake Out opens up most foes to being KOed on the following attack, while Power-Up Punch Kangaskhan can sweep many teams with ease after a single boost and is able to set up even through the normally frustrating Trick, Taunt, and Encore. While like most sweepers, Kangaskhan does not enjoy being statused, the priority on Sucker Punch at least provides some resilience against paralysis. Adamant guarantees Mega Kangaskhan some crucial KOs, and Speed is irrelevant when using Sucker Punch, but Jolly does help Mega Kangaskhan outspeed some hard-hitting Fighting-type threats such as Heracross and Gallade on the first turn of battle. As Fighting-type moves are Kangaskhan's only weakness, it attracts a lot of them, so be sure to pair it with a Pokemon that resists or is immune to Fighting, such as Gliscor or Aegislash.
Sample set:

Kangaskhan @ Kangaskhanite
Ability: Scrappy
Nature: Adamant / Jolly
EVs: 252 Atk / 4 SpD / 252 Spe
- Return
- Sucker Punch
- Earthquake / Crunch
- Power-Up Punch / Fake Out

(current progress ends here)

Gliscor: As far as stall Pokemon and pivots go, Gliscor, the ultimate play-it-safe Pokemon, is second to none. Between Poison Heal and alternating Substitute and Protect, Gliscor has 32 turns of uninterrupted PP or Toxic stalling, and as such it will beat anything one-on-one that either can't 3HKO it or is slower and has fewer than 32 PP with which to harm it; it can either Toxic stall its foe by itself or PP stall a foe's most threatening move and allow a teammate to set up on it. After switching in Gliscor, it generally should focus first on PP stalling its foe's most dangerous move; then, it should try to Toxic stall a faster foe to death. Earthquake should only be used when Toxic stalling is outright inefficient. Don't make the mistake of trying to directly KO an opposing Electric-weak (Ground-weak?) Pokemon such as Raikou; when doing so, Gliscor risks having its Substitute broken by a last-ditch critical hit and thus having to face a threatening follow-up Pokemon without a Substitute's safety net. Obviously, this can be prevented easily by following the slower but way more reliable route of Toxic stalling.
All four of standard SubToxic Gliscor's moves are mandatory; Substitute and Protect enable Gliscor to outstall many a foe, Toxic is Gliscor's primary killing tool, and Earthquake allows Gliscor to KO slower, frail, or Toxic-immune foes. (when i played pokebank OU i used this set :]) The EVs are less clear-cut. Gliscor has had most success using a heavily specially defensive EV spread, allowing it to switch in on and outstall a large array of both dangerous physical and special attackers while also allowing it to maintain and thus come out on top with a Substitute against several faster foes. Alternatively, a Jolly Gliscor with near-maximum Speed investment is able to more reliably PP stall several faster, threatening foes such as Kingdra and Gyarados; however, such a spread considerably compromises its switch-in ("switching"? switch-in only refers to "Pokemon that switches in", so it's equivalent to saying "sweeper/wall capabilities", which sounds a little odd) capabilities and naturally lowers the number of faster foes Gliscor can maintain a Substitute against. Which spread to use is team-dependent. Gliscor is a team player and as such will fit on many a team, but it performs best as a switch option for a lead that draws in attacks Gliscor resists or is immune to, such as Mega Kangaskhan, Greninja, or Cloyster.
Sample set:

Gliscor @ Toxic Orb
Ability: Poison Heal
Nature: Careful
EVs: 212 HP / 4 Atk / 36 Def / 252 SpD / 4 Spe
- Substitute
- Protect
- Toxic
- Earthquake

Aegislash: Another new addition this generation, Aegislash is the Ghost / Steel type many have long desired. While slow, Aegislash is wonderfully bulky in Shield forme and a hard hitter in Blade forme. Typical sets run Shadow Sneak for STAB priority, Sacred Sword for its excellent coverage, King's Shield for stalling and lowering the opponent's foe's Attack, and Swords Dance for sweeping power. Iron Head is an option as well. Even with Steel losing its resistances to Dark- and Ghost-type attacks, Aegislash has an impressive resistance spread and can wall and set up on many things. Ideally, Aegislash comes in on a physical attacker, cripples it by lowering its Attack stat with King's Shield on a contact move, sets up with Swords Dance, and begins attacking. Even when Aegislash cannot fully set up, it's both bulky and hard-hitting enough to take out many foes. To ease setting up and enable recovery, Leftovers is the preferred item on Aegislash, and it pairs well with the extra turns gained by using King's Shield. Aegislash wants an Attack-boosting nature, but both Adamant and Brave are viable options. Adamant Aegislash outspeeds a few more things, but the majority of enemies will still be faster than it. Given that Aegislash stays in Shield forme until it attacks, it's often advantageous for Aegislash to be slower than its foe when it is using Sacred Sword so that it can take that turn's attack while still in Shield forme. This cuts in favor of a Brave nature with a zero Speed IVs. Aegislash must be careful against opponents foes with status moves, as King's Shield does not block them, and while it is immune to poison, Aegislash hates being burned, and paralysis turns Shadow Sneak into a 25% chance for suicide. Aegislash's biggest flaw as a physical wall is its vulnerability to the extremely common Earthquake. Because the move does not make contact, King's Shield does not cripple Earthquake users, and even in Shield forme, Earthquake badly dents Aegislash ("Aegislash is badly dented by Earthquake"? - it's passive but currently it could be read as Earthquake being the one in Shield forme? maybe not a big probem but fyi). Accordingly, Aegislash really wants to be paired with a Flying-type or Levitate user. Dragonite, in particular, pairs very well with it.
Sample set:

Aegislash @ Leftovers
Ability: Stance Change
Nature: Adamant / Brave
IVs: 29 Spe / 0 Spe
EVs: 252 HP / 252 Atk / 4 SpD
- King's Shield
- Swords Dance
- Shadow Sneak
- Sacred Sword

Dragonite: Dragonite remains a great choice even after the introduction of the Fairy-type Pokemon (or "the Fairy type" imo). The smiling Dragon hits like a truck, particularly after a Dragon Dance or two, and it is extremely difficult to OHKO thanks to Multiscale. After just one turn of setup, Dragonite outspeeds and OHKOes a lot of the Maison, and after a second, very few things can survive its attacks, absent a Focus Sash or Sturdy. Movewise, Outrage is Dragonite's preferred STAB option due to its incredible power, and Dragon Dance is a must for letting it outspeed and sweep through foes. Typical offensive sets round out their coverage with Earthquake and Fire Punch, but Extreme Speed can be used to dent priority using or speedy foes, Dragon Claw gives Dragonite a solid STAB move that doesn't lock it in, and Roost gives it the chance to take advantage of Multiscale several times while playing a bulkier role. An Adamant nature with full Attack and Speed investment is the default for pure offensive Dragonite, but particularly for Roost sets, more HP works well too. Lum Berry is easily the best choice of item, as it both protects against the confusion from Outrage and allows Dragonite to set up with Dragon Dance safely even in the face of a status move from the foe opponent. The addition of the Fairy-type Pokemon (see above) means that last generation's cripple team staple of Dragon Claw + Dragon Dance + Substitute + Roost is no longer viable, but there are few enough Fairies in the Maison that Outrage is still fine when used in a normal attacking set. Dragonite's biggest weakness is its low base Speed. Because most other Maison Dragons can initially outspeed it, an unboosted Dragonite can take a lot of damage from an opposing Dragon, and critical hits can sometimes OHKO it even through Multiscale. Lots of Ice-type move users can outspeed Dragonite, too. A Steel-type teammate such as Mega Scizor or Aegislash can cover all of Dragonite's weaknesses, making one a recommended partner. While generally not as good as Dragonite, other Dragon Dance users remain solid options: Haxorus has greater power and initial Speed and access to Mold Breaker to ignore Sturdy, Levitate, and Multiscale, but its relative lack of bulk makes setting up considerably harder; Mega Charizard X similarly is stronger and faster and, unlike Dragonite, has access to a usable secondary STAB move, but its inability to hold Lum Berry and Flare Blitz's recoil compromise its setup and sweeping capabilities; and Gyarados is an excellent option for a Water-type Dragon Dance user, but its power is somewhat lacking and its Mega Evolution cannot hold Lum Berry. Lastly, while it doesn't have access to Dragon Dance, Garchomp is another excellent option for a Dragon-type, boasting an Electric immunity, an excellent Speed tier, a great secondary STAB type, and the ability to run both a Substitute + Swords Dance and a Choice Scarf or Band set.
Sample set:

Dragonite @ Lum Berry
Ability: Multiscale
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spe
- Dragon Dance
- Outrage
- Earthquake
- Roost / Fire Punch / Extreme Speed

Suicune: Even without any team support, Suicune can switch into and defeat a huge number of Maison Pokemon. Besides being able to counter many Pokemon, Suicune is often able to set up to the point that subsequent foes become pushovers as well, a big advantage compared to other bulky Water-types such as Milotic. Water is an amazing defensive typing, and in tandem with Suicune's big defenses, this can make Suicune very tough to take down. Scald, Calm Mind, and Rest are Suicune's staple moves, as they let it set up and then sweep in the face of many attacks. While Substitute is a usable option as the fourth move, (RC; it could look like the next part attaches to Icy Wind if you know what I mean?) thanks to the protection it provides against critical hits and status and the "extra life" it gives against subsequent foes opponents, Icy Wind is a great alternative that has been more successful and can help out by slowing down speedy foes and giving good coverage against Dragon-types. Because Calm Mind boosts special stats, almost all Suicune run a Bold nature with near-maximum HP and Defense to maximize their ability to tank physical attacks and a few EVs in Speed to avoid awkward Speed ties. Leftovers and Chesto Berry are both good item choices. Leftovers helps over the course of long setups and counteracts weather damage, while Chesto Berry is useful when trying to stall out Pokemon with one particularly threatening attack where two close-succession Rests may be needed early in the process of setting up. Note that Pressure, a normally unexciting ability, is pure gold on Suicune. Many Pokemon have only one move that can break Suicune's Substitute or otherwise threaten it, particularly after a Calm Mind or two, and Pressure lets it stall out that move and easily set up to +6 / +6. Additionally, while there are more Pokemon potentially immune to Water-type moves this generation because foes may now have their hidden abilities, this is not a big problem even when running mono-Water coverage because Suicune, aided by Pressure, is able to beat most of these Pokemon by stalling them out. If you lack a Suicune or don't have one with good stats and nature, Milotic is a reasonable replacement. Good bulk, particularly with Marvel Scale, reasonable Speed, reliable recovery, and the flexibility to attack decently well make Milotic a fine choice for a bulky Water-type Pokemon in the Maison. Sadly, however, Toxic stalling Milotic loses badly to bulky boosting enemies with Rest and, unlike Suicune, can't set up on things it dominates to make sweeping subsequent Pokemon easier.
Sample set:

Suicune @ Leftovers / Chesto Berry
Ability: Pressure
Nature: Bold
EVs: 236 HP / 212 Def / 60 Spe
- Calm Mind
- Scald
- Rest
- Icy Wind / Substitute

Greninja: With its incredible Speed, Greninja is faster than most of the Maison, and it has sufficient type coverage and attacking power to get a lot of OHKOs, particularly with a boosting item. Greninja's biggest advantage over similar Pokemon such as Starmie is the added punch from Protean, which essentially gives all of its attacks STAB, sometimes also turning the opponent's foe's super effective counterattack into something not very effective - (is this the right dash?) however, due to Greninja's horrendous bulk, this is generally not a tactic you should be relying on if avoidable. Although Greninja is capable of running a mixed or physical set, a special set is best, as it avoids awkward EV splitting and takes advantage of Greninja's higher Special Attack; additionally, what used to be mixed Greninja's main draw in competitive play, Gunk Shot, is unusable in the Maison due to its horrendous accuracy and the absence of its main targets Clefable and Azumarill from the Maison's roster. Surf, Grass Knot, Ice Beam, Dark Pulse, and Extrasensory are your best move options, so choose according to the type of coverage your team needs. When using Greninja as a switch option, Scald is preferred over Surf, as Greninja will most likely be your go-to switch-in for Ice-type attacks, making Scald's freeze-thawing side effect (cool, didn't think about that!) way superior to Surf's minor power increase. (space) You'll want Timid as Greninja's nature because it'll be slower than a number of threats if Modest, but you can remove a few Speed EVs for added HP if you want and still have Greninja outspeed the important stuff. Choice Specs lets Greninja hit the hardest and has no recoil, while Life Orb lets it switch attacks and take optimal advantage of Protean. Life Orb is mandatory in the lead position, while Choice Specs is feasible when using Greninja as a switch option because then its lock-in effect isn't as detrimental. Greninja's weakness is that it can't boost and is really frail, so it is vulnerable to bulky Pokemon that can take a hit or Choice Scarf users that can outspeed it. Because it depends heavily on its Speed, paralysis wrecks it too. Due to Greninja's terrible bulk and general inability to sweep entire teams, it will have to do a fair amount of switching, especially when used in the lead position; accordingly, it should be paired with highly resilient teammates with good defensive synergy, such as Mega Scizor and Gliscor. While Protean and Greninja's terrific Speed generally make it the best all-out special attacker available, other options certainly aren't unusable: examples include Starmie, which has access to Natural Cure, a few alternate coverage moves such as Thunderbolt and Dazzling Gleam, and somewhat better bulk; and Latios, which is more powerful, has access to a setup move in Calm Mind, and can even run crippling sets using Memento.
Sample set:

Greninja @ Life Orb
Ability: Protean
Nature: Timid
EVs: 4 Def / 252 SpA / 252 Spe
- Surf / Scald
- Ice Beam
- Grass Knot
- Dark Pulse / Extrasensory

Scizor: (my fave) Excellent typing gives Scizor only one weakness and a lot of key resistances, and with Technician, its STAB moves Bug Bite and Bullet Punch pack an amazing punch. Better yet, Scizor gained (maybe just "has") a very potent Mega Evolution. Scizor can play a boosting tank role with Roost and Swords Dance or can replace Roost with Superpower for better coverage; while Roost is the all-around better option due to how greatly it eases setup, Superpower is mandatory when using Scizor as a lead in order to defeat Magnet Pull Magnezone. It can switch into a lot of scary moves thanks to its typing, and especially after a Swords Dance, it can take big (maybe "great") advantage of priority Bullet Punch to KO a number of Pokemon before they can act. If you are using a Dragon-type, you'll likely want a Steel-type to cover its weaknesses, and Scizor is one of the best options available. Just make sure your team is not otherwise weak to Fire-type moves, as that 4x weakness hurts, and remember that Scizor no longer resists Ghost- and Dark-type attacks. A typical set will run an Adamant nature with maximum Attack, near-maximum HP, and some Speed creep. Cutting Attack is a bad idea, as full Attack investment just barely allows Mega Scizor's +6 Bullet Punch to guarantee the OHKO on a great number of frail Fire-types, which would otherwise either OHKO it or force it out. Itemwise, the best choice by far is Scizorite, as Mega Scizor is faster, bulkier, and harder-hitting than its regular cousin, but if you are already committed to another Mega Evolution on your team, Leftovers works well on the Roost variant while Life Orb is probably best on the Superpower one. Lum Berry is also reasonable, as Scizor hates being burned. Beware, though, as Mega Scizor's bulk increase and slightly greater Speed make it the far better pick for Super Singles.
Sample set:

Scizor @ Scizorite
Ability: Technician
Nature: Adamant
EVs: 204 HP / 252 Atk / 4 Def / 4 SpD / 44 Spe
- Swords Dance
- Bullet Punch
- Bug Bite
- Roost

Doubles Advice

In Maison doubles battles, your team consists of four Pokemon, with two starting in battle and two in reserve. This significantly changes ideal strategies compared to singles play. Because you are facing multiple foes at once, setup and stall Pokemon have a harder time. In singles, it's often easy to spend a turn using Dragon Dance or switching in your Suicune and slowly boosting up, but where you risk being attacked twice in the same turn, this is a lot less reliable. Accordingly, you typically want your doubles Pokemon to be able to start contributing on the very first turn of the battle. Similarly, because of this incentive to attack early and often, you'll usually do a lot less switching with your doubles Pokemon than with your singles ones. Despite these limitations, doubles opens up a number of additional strategies. With two Pokemon in at once, it's much easier to build around and benefit from weather, Trick Room, and Tailwind and defeat your foes before these field conditions time out. You can also take advantage of moves that affect multiple Pokemon at once, either just your opponents' (e.g. Hyper Voice) or all other Pokemon (i.e. Earthquake) to more efficiently deal out damage, though a move that hits both opposing Pokemon will be at only 75% of its usual power.

Moves that hit all other Pokemon are of particular note, as even though they can be extremely powerful, you need to plan your team carefully to support them. Having one of your Pokemon use Earthquake when its partner is Ground-weak is not often advisable, for example. Partnering immunities is one of the easiest ways to do this. Garchomp and Thundurus are a classic example. Thundurus is immune to Garchomp's Earthquakes, while Garchomp is immune to Thundurus's Discharges. You can do even better when one of your Pokemon has a boosting or recovery ability such as Storm Drain or Water Absorb. A Pokemon can even hold the Absorb Bulb item to steal a boost from its partner's Surf, a popular strategy with Ludicolo, which has Swift Swim and a 4x Water-type resistance. Pokemon with the Telepathy ability are also safe from their ally's attacks. Finally, moves such as Protect and Wide Guard can shield the vulnerable partner for a turn.

Because of the AI's penchant for going after KOs and targeting weaknesses, you can often predict which Pokemon your foes are going to attack. When you expect them to double up on the same target, you can take advantage of this by using Protect to buy yourself a turn. Your first Pokemon uses Protect, both foes attack it, and your second Pokemon gets to attack completely unscathed. For this reason, it's common for the majority of Pokemon on a doubles team to carry Protect. Making sure your Pokemon don't share weaknesses makes Protect prediction easier, but you can go even further by using a "bait Pokemon" specifically designed to draw as many attacks as possible. Level 1 Sturdy Aron is the classic (and best) example of this, but any reasonably frail sort of Pokemon can often be effective bait.

Besides Protect, a few other moves deserve special note for their utility in doubles. Oftentimes, one of your foes will be very threatening, but you'll be unable to cleanly KO it before it acts. A bulky Trick Room-using foe is one good example, and a super fast Pokemon that can hit your leads hard is another. Fake Out can be incredibly helpful in such a situation, neutralizing the foe's first turn while buying your partner the time it needs to KO the threat. Mat Block, while being limited to Greninja, is kind of like a super Protect against many foes, as it can buy your partner a free first turn even if the foes split their attacks between your two Pokemon. Just make sure you know the sets you are facing, as Mat Block does not block status and has neutral priority, so careless use can waste a turn instead of saving you one. Wide Guard is difficult to use effectively against the AI, as many AI pokes do not carry spread moves, but it's important to keep in mind when it's part of a foe's set. Because Wide Guard shuts down all your spread attacks for a turn, it can wreck you if both of your Pokemon choose such attacks. Conversely, if you play around Wide Guard, you can often get a free turn merely by using single-target moves against it. Helping Hand, completely unusable in singles play, has +5 priority and boosts your partner's next attack by 50%, which can be very helpful in turning certain 2HKOs into OHKOs, particularly spread moves with their 25% power drop. Lastly, as noted earlier, because Tailwind, Trick Room, and weather moves benefit your entire team, these moves and, in the case of weather moves, their corresponding abilities are much more viable in doubles than in singles play.

The process of building a goodstuff team in doubles is similar to singles in that the same principle of "use a potent lead and use switch options that take advantage of the foes your lead struggles against" applies. The main difference is that you should focus on offensive rather than defensive synergy. In singles, the focus is on switching in on otherwise threatening foes, which naturally is considerably harder to consistently pull off in doubles due to the possibility of being double targeted; as such, in doubles a lead Pokemon should be able to immediately defeat (a significant portion of) its ally's checks. Ideally, a lead pairing will also be able to generate a free turn in some way most of the time, such as through the aforementioned Fake Out or Mat Block, or reliably set a field condition such as rain or Trick Room. Accordingly, when building a team around, for instance, a powerful spread attacker in Mega Gardevoir, Weavile makes for an excellent partner for its ability to easily KO fast Ghost-types that threaten Mega Gardevoir, such as Gengar, as well as its ability to buy a free turn via Fake Out, while Mega Gardevoir can destroy Fighting-types in return. If your lead pairing's offensive synergy is sound, there should only be a moderately small, clearly identifiable, number of foes remaining they lose against; your third team member must be able to defeat those and, preferably, directly counter the really threatening ones. Continuing on Weavile and Mega Gardevoir, such a pairing will have trouble with Steel-types, may struggle with multiple Poison- or physical Fire-types, and will struggle with Trick Room if they cannot prevent it from going up; a partner that soundly addresses these issues is Gastrodon. Ideally, at this point, your three Pokemon should be able to technically beat every individual foe. However, there can and will still be a number of foes that will significantly threaten them in even minorly suboptimal circumstances - (dash check) for instance, a foe that troubles your lead pairing might be paired up with a Pokemon that defeats your preferred switch option. For our specific team, an opposing lead Scizor may be paired up with a Cradily, preventing Gastrodon from switching in safely. As such, your fourth team member should be a gluemon (is this coined? ^_^) and a safety net of sorts; it should also be able to address most of your lead pairing's problems while having good type synergy with your third team member and blanket checking many foes. Accordingly, Scizor makes a good fourth member of this team; it obviously falls to Fire-types, but those are the least pressing of the lead pairing's problems, and it performs decently in Trick Room and soundly beats most Poison- and Steel-types while also covering Gastrodon's Grass weakness and having its Fire weakness covered by Arceus's favored bottom feeder. (lol)

After nineteen battles in regular doubles, you'll face Battle Chatelaine Evelyn, with, in no particular order, the following Pokemon.

Lumineon @ Expert Belt
Nature: Timid
EVs: 252 SpA / 252 Spe
- Rain Dance
- Surf
- Ice Beam
- Silver Wind


Primeape @ Scope Lens
Nature: Jolly
EVs: 252 Atk / 252 Spe
- Cross Chop
- Stone Edge
- Retaliate
- Earthquake


Pachirisu @ Sitrus Berry
Nature: Jolly
EVs: 252 Atk / 252 Spe
- Volt Switch
- U-turn
- Super Fang
- Light Screen


Persian @ Life Orb
Nature: Timid
EVs: 252 SpA / 252 Spe
- Round
- Fake Out
- Power Gem
- Dark Pulse

After forty-nine battles in super doubles, you'll again face Evelyn, this time with, in no particular order, the following Pokemon.

Raikou @ Air Balloon
Nature: Timid
EVs: 252 SpA / 252 Spe
- Thunderbolt
- Volt Switch
- Shadow Ball
- Protect


Entei @ Life Orb
Nature: Adamant
EVs: 252 HP / 252 Atk
- Sacred Fire
- Iron Head
- Stone Edge
- Protect


Suicune @ Lum Berry
Nature: Timid
- Icy Wind
- Surf
- Blizzard
- Protect


Latios @ Lax Incense
Nature: Bold
EVs: 252 HP / 252 Def
- Calm Mind
- Luster Purge
- Dragon Pulse
- Recover

Doubles Recommended Pokemon

Aron: Because the Maison only levels Pokemon down to level 50, not up to it, level 1 Aron is the best bait Pokemon in the game. Aron has just twelve HP, so pretty much any attack can do enough damage to KO, making Aron exceptional at drawing foes' attacks. Better yet, Aron has the Sturdy ability, so when it is equipped with Berry Juice, one round of basic attacks won't even KO it. The first attack will trigger Sturdy, the Berry Juice will heal Aron to full, and the second attack will trigger Sturdy again. In tandem with Protect, this often allows Aron to serve as bait for three turns, more if you are lucky and get Protect to work twice in a row. While most attacking moves will be near-worthless when used by such a low-level Pokemon, Endeavor becomes amazingly powerful because it will reduce its target's HP all the way down to Aron's minuscule total. You can even give Aron weather or status moves for extreme corner-case situations, but really, Protect and Endeavor are all Aron needs. You don't even have to bother with nature, IVs, or EVs, which is very convenient. While Aron plays well on many sorts of teams, it is especially potent under Trick Room, as with such a low Speed, it will almost always act first, allowing it to more easily use Endeavor multiple times before being KOed.
Sample set:

Aron @ Berry Juice
Lvl: 1
Ability: Sturdy
Nature: any
EVs: none
- Protect
- Endeavor
- Toxic / Sunny Day
- Swagger / Sunny Day

Greninja: Just like in singles, Greninja makes for an excellent special attacker, as its exceptional Speed, good Special Attack, and ability Protean granting all its attacks STAB allow it to outspeed and KO a wide variety of Pokemon. But in doubles, Greninja becomes even better thanks to its signature move Mat Block, described above. Against many foes, Mat Block buys Greninja's partner a free first turn, typically leaving your team with a big advantage. It's important to remember that against enemies likely to use priority, status, or field effect moves, Mat Block won't help you, so against them, forgo the first(dash?)turn Mat Block and attack normally. But the option to protect the entire team the first turn is extremely valuable, particularly in tandem with Greninja's attacking prowess on later turns. Greninja depends on its Speed and Special Attack, so unless you are trying to run a mixed set, full Speed and Special Attack investment is recommended. Mat Block, Grass Knot, and Ice Beam are the most common moves on doubles Greninja, while moves such as Dark Pulse, Extrasensory, and a Water-type STAB move can be added based on specific team needs. Surf is useful if your teammate doesn't mind taking a Water-type hit, while Scald provides a single-target Water-type option. Greninja is very frail, so a Focus Sash is its preferred held item; it is especially useful for allowing Greninja to get off an attack against fast, unpredictable foes such as Choice Scarf Terrakion, Aerodactyl, and Choice Scarf Darmanitan. Alternatively, an Expert Belt or Life Orb can help turn certain 2HKOs into OHKOs. In terms of teammates, Greninja is best paired up with an ally that can capitalize on the Mat Block-generated free turn not only by freely attacking a single foe but also by setting up if possible; Nasty Plot Mega Lucario and Speed Boost Mega Blaziken have been used to great success. Additionally, even with a Focus Sash, an Electric-immune switch option is nearly mandatory, as Greninja is outsped by several unpleasant Electric-types such as Choice Scarf Manectric, Jolteon, and Electrode, which prevent it from using Mat Block reliably; trying to tank their attack is feasible in corner-case situations, but it is generally not advisable due to the risk of paralysis. Good options include Thundurus-T, Gastrodon, and Garchomp.
Sample set:

Greninja @ Focus Sash
Ability: Protean
Nature: Timid
EVs: 4 Def / 252 SpA / 252 Spe
- Mat Block
- Ice Beam
- Grass Knot
- Dark Pulse

Dusclops: With outrageous Eviolite-boosted bulk and its Ghost typing rendering it immune to Fake Out, Dusclops is one of the most reliable Trick Room setters available. While definitely viable on goodstuff Trick Room teams, Dusclops has had most success as a partner to Endeavor Aron, first twisting the dimensions to make Aron the fastest Pokemon on the field and then finishing off the foes one by one after Aron brings them down to 12 HP; it also provides amazing scouting utility via its ability Frisk. Apart from the obvious Trick Room, Dusclops should run Night Shade as an attacking move to finish off its weakened foes, as well as Brick Break to finish off Normal-types and select Sitrus Berry holders such as Bastiodon and Rampardos. Its final moveslot can be dedicated to a utility move: Foresight is the best option when paired up with Aron, as this allows Aron to use Endeavor against Ghost-types and has the additional utility of negating Double Team, but other usable options include weather moves, Toxic, and Gravity. Alternate Trick Room setters include Aromatisse, which makes up for its considerably worse bulk with its ability Aroma Veil preventing Taunt and its ability to hold a Lum Berry, (semicolon?) Mega Audino, which similarly has enormous bulk and capitalizes on this by changing its defensive typing upon Mega Evolving, (semicolon?) and Slowbro, which is immune to Taunt, has access to Heal Pulse, and has actual offensive presence.
Sample set:

Dusclops @ Eviolite
Ability: Frisk
Nature: Relaxed
EVs: 252 HP / 126 Def / 132 SpD
- Trick Room
- Foresight
- Night Shade
- Brick Break

Scizor: An absolute powerhouse in singles, Scizor also makes for a fine pick in doubles as one of the best team players available. Its Technician-boosted Bullet Punch provides an excellent cleaning tool, its Bug Bite is as powerful as ever, and its terrific defensive typing allows it to blanket check a wide array of threatening foes. Because of said defensive typing, Scizor performs best as a switch option, and its all-round capabilities and team-playing nature allow it to fit on a wide array of teams. Due to the general difficulty of setting up in doubles, Life Orb Scizor is generally preferred over its Mega counterpart for its greater immediate power; importantly, its Bullet Punch nets a nearly guaranteed OHKO on Terrakion, which an unboosted Mega Scizor fails to secure. However, Mega Scizor's greater bulk and Speed certainly make it worth considering. Similarly to (in?) singles, typical Scizor sets will run maximum Attack, near-maximum HP, and slight Speed investment. In terms of moves, Bullet Punch and Bug Bite are mandatory STAB moves, while Protect is also required for drawing in Fire-type moves and for the general utility it provides. Superpower generally is Scizor's best coverage option, making quick work of the Steel-types that resist its STAB combination. However, if your team already has Fighting coverage available, Swords Dance remains a viable alternative to counteract Intimidate or to set up on a free turn and make Scizor even harder to stop. If the Life Orb is taken, Choice Band makes for a fine alternative; it notably allows some Attack EVs to be invested into bulk. As Bug is a highly undesirable attacking type to be locked into, such a set generally prefers U-turn over Bug Bite, however. If you feel Scizor isn't what your team needs, alternate options for a sturdy, priority-using switch option include Wide Lens Azumarill and Assault Vest Conkeldurr.
Sample set:

Scizor @ Life Orb
Ability: Technician
Nature: Adamant
EVs: 204 HP / 252 Atk / 4 Def / 4 SpD / 44 Spe
- Bullet Punch
- Bug Bite
- Superpower
- Protect

Weavile: Weavile is an excellent support attacker and dedicated Fake Out lead. It is one of the best options available for this role, for a number of reasons: its Dark-type STAB moves make quick work of the Ghost-types that are immune to Fake Out, its frailty and horrendous defensive typing make it excellent bait, and its base 125 Speed allows it to outspeed all opposing Fake Out users (except opposing Weavile) and prevent their Fake Out if necessary. Movewise, Weavile has a number of options at its disposal, but it generally prefers a set of Fake Out / Knock Off / Ice Punch / Protect; Fake Out is the reason to use Weavile in the first place, Knock Off and Ice Punch are strong, reliable STAB moves, and Protect allows Weavile to capitalize immensely on its lure potential, in addition to its usual benefits. Beat Up is an interesting alternate option for a Dark-type STAB move: it allows Weavile to form the well-known TerraVile combo with Terrakion, where Weavile uses Beat Up to give Terrakion a tremendous Attack boost by triggering the latter's ability Justified multiple times. Additionally, Beat Up is a serious option to consider over Knock Off if Weavile is used as a lead in triples, as it has a more consistent Base Power, doesn't make contact, and bypasses Focus Sash and Sturdy. Alternate options include Ice Shard for priority and Low Kick for coverage, but priority is generally wasted on a Pokemon with Weavile's high base Speed and Weavile usually can get most mileage out of its STAB moves. Itemwise, Focus Sash is essentially mandatory, as Weavile's defensive capabilities are absolutely nonexistent and it can capitalize on its baiting capabilities even better after being knocked down to 1 HP. Weavile is best paired up with a powerful attacker that can capitalize on the free turns it creates, such as Mega Gardevoir. Alternate Fake Out users include Mega Kangaskhan, which obviously is more of a powerhouse than a supporter; Infernape, which lacks Weavile's specific qualities but makes up for it with good mixed attacking stats; and Hitmonlee, which is more powerful than Weavile, is immune to paralysis, and has access to the hardest-hitting priority move among Fake Out leads in Sucker Punch&mdash;unfortunately, it generally cannot afford to run Protect and Sucker Punch is only available from Generation IV games.
Sample set:

Weavile @ Focus Sash
Ability: Pressure
Nature: Jolly
EVs: 252 Atk / 4 Def / 252 Spe
- Fake Out
- Knock Off
- Ice Punch
- Protect

Gardevoir: Mega Gardevoir's Pixilate Hyper Voice makes it a wrecking ball capable of demolishing a huge chunk of the Battle Maison: its enormous spread damage and excellent neutral coverage make Mega Gardevoir a worthwhile pick for many teams. A simple EV spread with maximum Special Attack and Speed investment is the best option for Mega Gardevoir; it also strongly prefers a Timid nature over Modest because it needs all the Speed it can get while it's plenty strong as is, although Modest can be feasible with Icy Wind support. Movewise, aside from the self-explanatory Hyper Voice, Mega Gardevoir should run Protect, in order to defuse strong physical or faster attackers, and Psyshock, as a secondary STAB move that can cover special walls such as Blissey. Plenty of options are viable in the final slot: while horrendously weak when not 4x super effective, Hidden Power Ground provides useful coverage against the Steel-types that resist Mega Gardevoir's STAB moves; Shadow Ball is a usable option in order to dispatch of Trick Room setters; and utility moves such as Taunt, Substitute, and Destiny Bond all have their uses. This slot is highly flexible and you won't be using it often, so pick what suits your team best. An additional benefit of Mega Gardevoir is its base forme's ability Trace, which provides valuable scouting utility. However, Telepathy is preferred if you're using Mega Gardevoir as a switch option on a team that also includes an Earthquake user. Mega Gardevoir should ideally be paired up with a partner that can generate free turns, such as Weavile or Mat Block Greninja.
Sample set:

Gardevoir @ Gardevoirite
Ability: Trace / Telepathy
Nature: Timid
EVs: 4 HP / 252 SpA / 252 Spe
- Hyper Voice
- Psyshock / Psychic
- Hidden Power Ground / Taunt / Shadow Ball
- Protect

Salamence: One of the most broken Pokemon ever to grace the OU tier, Mega Salamence makes for a highly versatile offensive powerhouse in Maison doubles. Its excellent mixed offensive stats, tremendous Speed, and outrageous bulk for an offensive Pokemon allow it to run both physical and special sets effectively; this is compounded by its ability, Aerilate, which boosts Normal-type moves' power and turns them into Flying-type moves, and its wide movepool. Due to its great bulk aided by its pre-Mega ability Intimidate, Mega Salamence is one of the few Pokemon that can run setup moves effectively in doubles; accordingly, a physical set would be centered around Dragon Dance, further featuring Aerilate-boosted Return as its main STAB move as well as the self-explanatory Protect. The set is rounded out by Earthquake, which provides the best coverage alongside Flying. Special sets, on the other hand, utilize Mega Salamence's Aerilate-boosted spread move, Hyper Voice. As special Mega Salamence has no access to setup moves, such a set can run Tailwind, which allows Mega Salamence not only to outspeed the entire Maison itself but also to support its teammates, and with adequate support, it has no trouble setting it up due to its great bulk. Flamethrower is the best coverage option available for a special set, taking care of Steel-types, while Rock-types should then be left to Mega Salamence's teammates to take on; alternatively, Dragon Pulse can be run, which will leave Mega Salamence walled by Steel-types. Both variants benefit tremendously from a partner that can buy them a free turn; good options include Fake Out users such as Hitmonlee and Infernape, and the physical set pairs especially well with Mat Block Greninja, which can usually provide it with a free Dragon Dance. While Mega Salamence is fairly self-sufficient otherwise, it does heavily appreciate a Steel-type switch option such as Scizor or Aegislash for defensive synergy.
Sample sets:

Salamence @ Salamencite
Ability: Intimidate
Nature: Adamant / Jolly
EVs: 4 HP / 252 Atk / 4 Def / 4 SpD / 244 Spe
- Return
- Earthquake
- Dragon Dance
- Protect

Salamence @ Salamencite
Ability: Intimidate
Nature: Timid
EVs: 4 HP / 4 Def / 252 SpA / 4 SpD / 244 Spe
- Hyper Voice
- Flamethrower / Dragon Pulse
- Tailwind / Dragon Pulse
- Protect

Camerupt: Extremely slow yet very powerful, Mega Camerupt is the textbook definition of a Trick Room attacker. Its best attack is its powerful spread Eruption, and Sheer Force-boosted Earth Power provides a fine secondary STAB move. Mega Camerupt's coverage move is team-dependent. It naturally benefits from Sunny Day support in order to boost its Eruption's power; if this is present on your team, Solar Beam is the preferred option in the third slot for its amazing coverage on Water-types. Alternate options include Flamethrower, which provides a Sheer Force-boosted Fire-type STAB move that doesn't lose power as Mega Camerupt's health drops, and Ancient Power, which is also boosted by Sheer Force and allows Mega Camerupt to take on Pokemon such as Charizard and Moltres; however, these generally aren't too threatening to it. Aron is an amazing partner to Mega Camerupt, not only due to the general utility it provides Trick Room teams with but also due to its access to Sunny Day; otherwise, it appreciates partners that can beat Water-types as well as Pokemon that can take on Ground-immune Dragon-types such as Hydreigon and Dragonite, which Mega Camerupt struggles tremendously against.
Sample set:

Camerupt @ Cameruptite
Ability: Solid Rock
Nature: Quiet
EVs: 252 HP / 252 SpA / 4 SpD
- Eruption
- Earth Power
- Solar Beam / Flamethrower / Ancient Power
- Protect
 
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