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Battle Tree Discussion and Records

Check the gen 4 thread, they should have movesets and EV spreads for both DP and PtHGSS pokemon. Keep in mind that the DP tower uses random natures, leading to variance in speed tiers compared to what we're used to now.
 
If I may, I'd like to submit a win streak for Super Singles.

The replay video is G8WW-WWWW-WWWF-Q6MU. I'm also submitting photo proof, since they're planning on updating the game again soon.

This probably isn't the most viable Tree team, but I managed 202 wins with it. Pelipper, Aegislash and Swampert can account for each other's weaknesses (sans Ghost and Dark) quite nicely. Substitute on Mega Swampert works wonders for dodging status and, potentially, extending a sweep past Rain running out. Aegislash's Sacred Sword, Never Ending Nightmare and Pelipper's Rain-boosted Hurricane helped with Bright Powder and Evasion abuse. I used to run Superpower over Substitute on Swampert before learning that Substitute was considered practically a necessity for a prolonged streak. Charizard used to give me a lot of trouble before I starting using Substitute. With Substitute and Rain up, I can hide behind the sub and switch out if the opponent's using Mega Charizard Y, or knock them out easily if they're using any other Charizard variant..

The team struggled, perhaps ironically, with other Water-types. There isn't much Pelipper and Swampert can do to Water-types that aren't dual typed in such a way that they can damage them super effectively. Aegislash was usually the best bet there, and even then, bulkier or strong Waters could trip it up, considering the Rain boosting their attacks.

Fittingly, a mono Water team took me down. I wasn't playing very carefully on the match I lost. I should've switched Swampert in on Kingdra during turn 1. When Rotom came along, the one Pokémon I had that could handle it reliably was too weak to do so. Considering the bind I put myself in, I could've tried PP draining with King's Shield or something.

Regardless, I'm both proud and surprised I was able to get as far as I did. Here's the team layout, for anyone interested. If anyone wants to provide any feedback on improving this team for another attempt at a streak, I'd appreciate it! I really like using these sorts of Rain teams.

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Neech (Pelipper) (F) @ Focus Sash
Ability: Drizzle
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Surf
- Hurricane
- Ice Beam
- U-turn

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Apollo (Aegislash) (M) @ Ghostium Z
Ability: Stance Change
Level: 50
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- King's Shield
- Shadow Ball
- Sacred Sword
- Shadow Sneak

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Skip (Swampert) (M) @ Swampertite
Ability: Damp/Swift Swim
Level: 50
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Substitute

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(Not sure why the first one's so much bigger than the second. Whoops.)
 
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Speaking of Rain team, I've whipped up a variation for Subway Doubles. This time it's Politoed/Kingdra/Ferrothorn/Tornadus-I. Too tired right now to give the details, so please wait until tomorrow.
 
Posting a completed streak of 233 wins. Not gonna lie, the loss was a disaster.

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Original write up here.

Togedemaru (エミー Amy, F) @ Berry Juice
Nature: Jolly
Ability: Sturdy
IVs: 31/31/31/X/31/31
EVs: None
Moves:
- Fake Out
- Encore
- Spiky Shield
- Endeavor

Aromatisse (ユガ Yuga, M) @ Lum Berry
Nature: Sassy
Ability: Aroma Veil
IVs: 31/X/31/31/31/0
EVs: 252/0/77/0/181/0
Moves:
- Dazzling Gleam
- Protect
- Trick Room
- Disable

Mudsdale (ガンパウダー Gunpowder, M) @ Assault Vest
Nature: Brave
Ability: Stamina
IVs: 31/31/31/X/31/0
EVs: 252/252/6/0/0/0
Moves:
- Earthquake
- Close Combat
- Heavy Slam
- Rock Slide

Vikavolt (スタルチュラ Stalchula (Skulltula), M) @ Bugium-Z
Nature: Quiet
Ability: Levitate
IVs: 31/X/31/31/31/0
EVs: 252/0/0/252/6/0
Moves:
- Thunderbolt
- Bug Buzz (Savage Spinout)
- Protect
- Hidden Power (Ice)
The loss video. My trainer's name is Batt (バット), the same as my Moon character. She actually looks exactly the same in both Moon and Ultra Moon. I like very few customisation options in these games.
BCZW-WWWW-WWWF-RNHM

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The opponent's lead was horrible. Lead Snow Warning is always bad but lead Archeops is worse. I had one battle where a lead Archeops OHKOd my Aromatisse with Head Smash before I got Trick Room up and I'm always wary of that happening again, so I target them with Fake Out to make sure that doesn't happen again. Unfortunately it goes for Protect rendering Fake Out useless and hail breaks Sturdy. I get rid of Aurorus and it gets replaced by Nidoking while Archeops finished Togedemaru and this is where things go downhill. Archeops and Nidoking alternate between Protect which I'd admittedly not seen up until this point so I didn't play around it properly. In the end I was left with Vikavolt against Hydreigon and Nidoking with no Trick Room which was basically game over. I could maybe have won if Hydreigon had missed Draco Meteor and Nidoking had dealt less than half HP but, as I targeted Nidoking the last turn, Hydreigon would have had to miss twice which was never going to happen.

On Serebii this Collector could either be Sam or Dennis as both use the same Pokemon but Skewtr's spreadsheet confirms him as Sam.
I'm honestly really disappointed by this loss, not because I played poorly or because I lost, but rather the complete asshole this trainer is. In his intro quote he calls you "キサマ (kisama)" which is a rude way to address someone that I've seen sometimes translated as "bastard". No idea what else he says in Japanese but if he calls me that then it probably wasn't nice, and he's a twat in English so I don't really want to know. Would have much rather lost to literally ANYTHING else. Would have even preferred losing to Scarf-Chomp and Walrein4 and I hate losing to them.

That aside, this was easily the most fun I've had in the Battle Tree ever. I never really cared much for FEAR before but I really wish I'd tried it sooner. Breaking 200 wins was something I never thought I'd do but FEAR got me there and beyond. Sadly though I think I'm completely burnt out with the Tree which has never happened with any other facility. They were all pretty standard up until the Maison which added Triples and Rotation to the mix so, without those, the Tree just isn't fun. Hopefully the Switch release brings back Triples and Rotation. That would definitely rekindle my interest.
 
So...Psychic Terrain doesn't prevent priority moves if it's set by a Tapu Lele as it switches in? (I was trying to use this to prevent faster Fake Outs from executing.) I guess it has to be there before the turn starts...is that true for abilities like Dazzling too?
 
As promised, this is the Rain team I've been using.

Team #3.1 (Codename, KingRain)
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Life Orb, Modest Nature, Swift Swim
68 HP, 4 Def, 236 SpA, 4 SpD, 196 Spe
Scald, Ice Beam, Dragon Pulse, Protect

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Lum Berry, Calm Nature, Drizzle
252 HP, 124 Def, 132 SpD
Scald, Rain Dance, Perish Song, Helping Hand

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Focus Sash, Timid Nature, Prankster
252 SpA, 4 atk, 252 Spe
Taunt, Hurricane, Protect, Superpower

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Leftovers, Brave Nature, Iron Barb
252 HP, 204 Atk, 44 Def
Leech Seed, Gyro Ball, Power Whip, Protect

My streak is 77 still ongoing.
Threats to this team include Walrein, Lanturn, and Hail teams.
 
Posting a completed streak of 233 wins. Not gonna lie, the loss was a disaster.

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Original write up here.

Togedemaru (エミー Amy, F) @ Berry Juice
Nature: Jolly
Ability: Sturdy
IVs: 31/31/31/X/31/31
EVs: None
Moves:
- Fake Out
- Encore
- Spiky Shield
- Endeavor

Aromatisse (ユガ Yuga, M) @ Lum Berry
Nature: Sassy
Ability: Aroma Veil
IVs: 31/X/31/31/31/0
EVs: 252/0/77/0/181/0
Moves:
- Dazzling Gleam
- Protect
- Trick Room
- Disable

Mudsdale (ガンパウダー Gunpowder, M) @ Assault Vest
Nature: Brave
Ability: Stamina
IVs: 31/31/31/X/31/0
EVs: 252/252/6/0/0/0
Moves:
- Earthquake
- Close Combat
- Heavy Slam
- Rock Slide

Vikavolt (スタルチュラ Stalchula (Skulltula), M) @ Bugium-Z
Nature: Quiet
Ability: Levitate
IVs: 31/X/31/31/31/0
EVs: 252/0/0/252/6/0
Moves:
- Thunderbolt
- Bug Buzz (Savage Spinout)
- Protect
- Hidden Power (Ice)
The loss video. My trainer's name is Batt (バット), the same as my Moon character. She actually looks exactly the same in both Moon and Ultra Moon. I like very few customisation options in these games.
BCZW-WWWW-WWWF-RNHM

777.png
683.png
750.png
738.png
VS
699.png
567.png
635.png
034.png


The opponent's lead was horrible. Lead Snow Warning is always bad but lead Archeops is worse. I had one battle where a lead Archeops OHKOd my Aromatisse with Head Smash before I got Trick Room up and I'm always wary of that happening again, so I target them with Fake Out to make sure that doesn't happen again. Unfortunately it goes for Protect rendering Fake Out useless and hail breaks Sturdy. I get rid of Aurorus and it gets replaced by Nidoking while Archeops finished Togedemaru and this is where things go downhill. Archeops and Nidoking alternate between Protect which I'd admittedly not seen up until this point so I didn't play around it properly. In the end I was left with Vikavolt against Hydreigon and Nidoking with no Trick Room which was basically game over. I could maybe have won if Hydreigon had missed Draco Meteor and Nidoking had dealt less than half HP but, as I targeted Nidoking the last turn, Hydreigon would have had to miss twice which was never going to happen.

On Serebii this Collector could either be Sam or Dennis as both use the same Pokemon but Skewtr's spreadsheet confirms him as Sam.
I'm honestly really disappointed by this loss, not because I played poorly or because I lost, but rather the complete asshole this trainer is. In his intro quote he calls you "キサマ (kisama)" which is a rude way to address someone that I've seen sometimes translated as "bastard". No idea what else he says in Japanese but if he calls me that then it probably wasn't nice, and he's a twat in English so I don't really want to know. Would have much rather lost to literally ANYTHING else. Would have even preferred losing to Scarf-Chomp and Walrein4 and I hate losing to them.

That aside, this was easily the most fun I've had in the Battle Tree ever. I never really cared much for FEAR before but I really wish I'd tried it sooner. Breaking 200 wins was something I never thought I'd do but FEAR got me there and beyond. Sadly though I think I'm completely burnt out with the Tree which has never happened with any other facility. They were all pretty standard up until the Maison which added Triples and Rotation to the mix so, without those, the Tree just isn't fun. Hopefully the Switch release brings back Triples and Rotation. That would definitely rekindle my interest.
I was waiting for you to say it was Dennis in NA copies (I don’t remember seeing a Sam) and I would have gotten pretty riled up if it were, because that fucker killed my only good streak in this place too. I will avenge you! Sort of!
 
I'm at 58 with a revamped Butterfree team. I have a few replays that I'll post once I inevitably lose. It's definitely still a risky team, but the addition of Bruxish has completely eliminated the problem of faster opposing Fake Out users (easily the biggest threat to this team), at the cost of some power. I tried Tapu Lele at first but didn't realize Psychic Terrain wouldn't protect Butterfree (hence my post above). Having the option of using Fake Out when Medicham comes back in is nice anyway, but, again, the drawback is having a less powerful team member in this slot. I gave Mega-Lopunny a try briefly before this run, but it's so much weaker than Mega-Medicham that the benefits it does offer aren't close to worth it in this situation.

Here's the current team (still need to re-EV Butterfree, not that it really matters very much):

Butterfree @ Focus Sash
Ability: Compound Eyes
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sleep Powder
- Tailwind
- Struggle Bug
- Rage Powder

Medicham-Mega @ Medichamite
Ability: Pure Power
Level: 50
EVs: 172 HP / 252 Atk / 4 Def / 4 SpD / 76 Spe
Adamant Nature
- Fake Out
- Ice Punch
- Drain Punch
- Psycho Cut

Bruxish @ Expert Belt
Ability: Dazzling
Level: 50
EVs: 108 HP / 252 Atk / 4 Def / 4 SpD / 140 Spe
Adamant Nature
- Aqua Jet
- Crunch
- Liquidation
- Psychic Fangs

Garchomp @ Rockium Z
Ability: Rough Skin
Level: 50
EVs: 188 HP / 252 Atk / 4 Def / 4 SpD / 60 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Dragon Claw
- Earthquake


I'm considering replacing Psycho Cut with Fire Punch because I don't have a Fire-type move and Bruxish helps cover things weak to Psychic, but that move is pretty useful at times, so I'm torn.
 
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#1,154 vs Sightseer Christian: HEAG-WWWW-WWWE-U65B

M-Lopunny/Landorus/Tapu Fini/Aegislash unfortunately fell several weeks ago now, ending at a final streak of 1,153. Quite the steamroll from the opposition to be honest, not helped by some questionable turns including:

- Opting not to Encore +1 Volcarona into Quiver Dance like I usually would; this tied into wanting to preserve Lopunny against Latios for longer and miscalculating Earth Power rolls on Volcarona at +2, both pretty big blunders.

- Switching Fini for Lopunny’s place instead of Aegi; can’t remember the exact thought process here but it was probably something like wanting to have Aegi as healthy as possible for later. Doesn’t make much sense however, when shield & sword is always the better switch for that scenario, resisting any move that any Latios set would direct at Lopunny, and the guaranteed OHKO with Never-Ending Nightmare. But instead of that occurring, Fini gets stripped of ~50% of its HP from Specs Psychic, and in turn it couldn’t survive afterward to finish off +2 Volcarona.

I can’t think of much else to say here, sloppy play results in a straightforward and quick loss. Now there’s no unfinished Tree business on SM, this was a very enjoyable team for me so it may well make a USUM return!

----

With that out of the way, it’s time for the real meat of this post with an actual analysis (of sorts), of that Trick Room team with a grassier flavour than normal. I’ve got it to 600 wins for the time being, so here’s the QR version for anyone else that wants to try it!
QR Link: https://3ds.pokemon-gl.com/rentalteam/usum/BT-41FB-8C60

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The Sheer Force of Nature

:heal-ball: Oranguru (F) ("Agent 9") @ Lum Berry
Nature: Relaxed
Ability: Inner Focus
IVs: 0 Atk, 0 Spe
EVs: 212 HP / 164 Def / 132 SpD
- Trick Room
- Instruct
- Psychic
- Protect

:repeat-ball: Camerupt (M) ("Hot Humps") @ Cameruptite
Nature: Quiet
Ability: Magma Armor
IVs: 0 Atk, 0 Spe
EVs: 244 HP / 252 SpA / 12 SpD
- Protect
- Heat Wave
- Earth Power
- Nature Power {Energy Ball}

:quick-ball: Tapu Bulu ("#viabulu") @ Grassium Z
Nature: Brave
Ability: Grassy Surge
IVs: 3 Spe (0-3 offers the same number at Lv. 50)
EVs: 244 HP / 252 Atk / 12 Def
- Wood Hammer {Bloom Doom}
- Horn Leech
- Superpower
- Protect

:beast-ball: Stakataka ("Jenga") @ Air Balloon (Chople Berry pre-500)
Nature: Lonely
Ability: Beast Boost
IVs: 11 Def, 1 Speed (17 & 0 are optimal)
EVs: 188 HP / 252 Atk / 68 SpD
- Gyro Ball
- Rock Slide
- Protect
- Wide Guard

I took a page out of kneeshoeshoe 's book and opted for a more Relaxed, physically defensive Oranguru this time; she still tanks a healthy amount of special attacks, but I tweaked the EV spread of mine to always survive a CH Night Slash from Bisharp3.
Other calcs worth noting:-
252+ Atk Flareon Inferno Overdrive (190 BP) vs. 212 HP / 164+ Def Oranguru: 160-190 (83.3 - 98.9%) -- guaranteed 2HKO
252+ SpA Yanmega Savage Spin-Out (120 BP) vs. 212 HP / 132 SpD Oranguru: 170-204 (88.5 - 106.2%) -- 37.5% chance to OHKO
252+ Atk Life Orb Scizor U-turn vs. 212 HP / 164+ Def Oranguru: 156-187 (81.2 - 97.3%) -- guaranteed 2HKO
252 SpA Adaptability Porygon-Z Breakneck Blitz (160 BP) vs. 212 HP / 132 SpD Oranguru: 154-182 (80.2 - 94.7%) -- guaranteed 2HKO
252 Atk Haxorus Devastating Drake (190 BP) vs. 212 HP / 164+ Def Oranguru: 160-190 (83.3 - 98.9%) -- guaranteed 2HKO

The sweeping team members were EV trained simply to maximise attacking performance and recovery under Grassy Terrain.
The idea of utilizing a Nature Power variant of Mega Camerupt in the Battle Tree first materialised through seeing it on a couple videos of James Baek’s current Battle Spot series on YouTube. His Tapu of choice was Koko to provide a secondary, very strong Thunderbolt for the volcano camel to unleash; given that Tree is a very different ballgame with just the 4 team slots to work with, however, having the best synergy possible both for TR functionality and teammate support was a crucial consideration to make. Accounting for this, I opted for Tapu Bulu to complement Camerupt nicely as a strong Grass-type physical attacker, being the slowest out of the Guardian Deities, and the offensive/defensive applications Grassy Terrain would provide for both.

With no prior Bulu experience from a competitive standpoint, I was rightfully sceptical of how it would perform, especially in a TR environment with a notable number of Tree sets outslowing it. I’d initially thought of Vikavolt as a suitably slow backup sweeper to better handle Fliers, despite the anti-Grassy Terrain synergy with Levitate. However, this was not meant to be when I suddenly remembered the Lonely Stakataka I took the time to SR for before I even reached the Tree, itching to get out of the PC. It’s not the first thing you’d think of to pair with Camerupt, but I’d heard pretty good things about its Gyro Ball, and Rock STAB would prove equally useful for patching up the current gaps in move coverage. I was aware I’d be stacking (or should I say, Stakking) even more of a Ground and Water weakness, but the team was already taking a strange turn away from conventional TR composition, so why not roll with the gamble and put faith in Bulu to support them as best it can.

My decision to use Oranguru again as the TR setter was swayed by both move and item choices on the sweepers. Grassium Z for Bulu jumped at me right away – an absurdly strong Bloom Doom to overcome its coverage shortcomings to an extent, and less reliance on regular Wood Hammer to maintain longevity as much as possible. Rock Slide Staka was therefore looking highly probable, which didn’t sound terrible in practise when I could have Instruct at my disposal as an inaccuracy buffer, and increase snowballing potential with Beast Boost. In a similar vein I settled on Heat Wave to also maximise Camerupt’s attacking prowess; with no room for a Fake Out lead I didn’t feel that Flamethrower would give me enough leverage, while Eruption sounded too inconsistent to stay healthy for, even with recovery from Grassy Terrain.

As for the actual team arrangement, Camerupt made the most sense as a lead in providing the superior typing support, both for Oranguru and to take the most overall advantage of those first couple of TR turns; this also establishes a stable backline to switch in on Oranguru and Camerupt’s respective weaknesses.

A very early version of Staka featured Skill Swap for some gimmick strats with Beast Boost Camerupt/Sheer Force Rock Slide (or BB Bulu + reactivate Grassy Surge) – neither of these seemed to gel too well with 2 potential rounds of recoil per turn cutting into Staka’s survivability, and spending a turn to Skill Swap being more of a novelty play than keeping things simple and straightforward. Up until the 500th battle, I’d been running Chople Berry as suggested by Level 51 for a temporary buffer to Staka’s other 4x weakness. But as it turned out, the survival yield granted by the Berry was situational at best, with a large portion of Fighting-carrying Tree sets not fazed by the damage reduction. Backline Staka produced an odd feeling – with the Z-Crystal out of contention, no other item felt like a clear-cut choice for optimum efficiency. I guess that speaks a certain volume for the facet you want Staka to excel at most – dealing superb damage with Instruct’s aid – where the item it holds doesn’t significantly impact its ability to carry out said TR destruction either way.

In saying this, Worldie brought Air Balloon to my attention as a more useful replacement item. My concerns about potentially lowering the chance for EQ Wide Guard baiting, or needing to have the Balloon popped for Terrain recovery were trivial compared to the additional switch opportunities it could provide, not to mention Ground-carrying sets being forced to pop it first with a less effective, often resisted attack.
The ideal and most common turn 1 strategy is as straightforward as you’d imagine – click TR with Oranguru if you’re confident in it surviving any (combination of) potential attacks from the leads, and shield Camerupt from harm with Protect. On the flipside, Camerupt can Mega Evolve right away if needed to attack Pokemon threatening Oranguru while she Protects. The backline is also geared towards switching in if Camerupt is not up to the task; they can function somewhat without TR to take out threats to Oranguru, following with either a sac for a free switch or bringing the orangutan back in actively if it’s safe to do so (accounting for any damage it could take that turn + the one after when she wants to TR.

Camerupt’s performance as the star sweeper has been very pleasing thus far – favourable typing to lay down the hurting, and plenty of power to do it with. For me personally, leading with him has resulted in the smoothest experience than any other previous TR team I’ve tried to date; across the entire length of this streak, the one time I had the dimensions reverted on the opening turn was lead Carbink3. Trevenant4 also carries the Iron Ball and underspeeds, but the couple times I’ve seen it lead, it just chose to Energy Ball instead. In a similar vein to Sharpedo surrounded by Psychic Terrain, Bulu calls forth Energy Ball via Nature Power for the camel – essentially a third STAB move when the Grassy Terrain boost and Sheer Force is factored in, and neutrally just as strong as Earth Power. This greatly improves Camerupt’s matchup against rival Waters, with only the variants heavily invested in Special Defense able to live one (Milotic34, Slowking4), or Rindo Berry holders like Rotom-W3 & Wishiwashi4) – a useful tidbit to note is that Nature Power is a status move and also resides in that classification of ‘move that calls another move’, so it can’t be used while Taunted or with Instruct. Heat Wave’s 90% accuracy means I expect to miss with it on a regular basis, but I’d honestly be playing very sloppily, have some tremendously bad luck go against me, or have a (currently undiscovered) brutal trainer matchup for a battle to hinge on Heat Wave hitting or missing. There’s still gaps that Fire/Ground/Grass coverage fails to hit for good damage, including Salamence, Dragonite, Lati twins, Talonflame etc. If a Veteran trainer were to lead with two of these resistances for instance, my strategy depends on whether I have an opportunity to switch in Stakataka safely; if I don’t, Camerupt simply stays in and starts chipping away. There’s been a couple times where attacking with normal Nature Power (Tri Attack) was the most damaging thing he could do to a particular Pokemon, but being comparatively weak with 10 less Base Power, no STAB and no Instruct functionality, its usefulness is certainly limited.

The Tapu that brings it all together, or at least gives much-needed structure to the madness that is Camerupt and Stakataka on the same team, Bulu is a physical powerhouse and the Water matchup security blanket, for when Nature Power on its own can’t cut the mustard. I felt Superpower was a necessary weapon for Sap Sipper offenders, Heatran, Magnezone, Bisharp etc., and Horn Leech as a secondary STAB option to keep Bulu healthy still packs plenty of bite. Like Camerupt, it too suffers from coverage inadequacy (perhaps worse), but this is where the main act, Z-Wood Hammer takes centre stage. Max Attack, 190 BP Bloom Doom with the 1.5x Grassy Terrain boost is ridiculously strong; I won’t bore you all with a long list of calcs but Bulu doesn’t give a damn about Grass resists (well, 4x’s yes); just to give you an idea, a Grass resist on the receiving end of Bloom Doom would need to have better than 80/80 base stats, and most likely need to be invested in bulk to have any chance of surviving it. Bulu can also put his physically defensive capabilities to the test by switching in Oranguru’s place and buying time to set TR safely on a later turn; while it’s a different beast in terms of defensive applications to Misty Terrain, the Grassy conditions still provide a noticeable dynamic to how turns are played out.

Instruct plays with Bulu are less straightforward, since it moves after Oranguru inside TR. Adding to the fact that Bloom Doom can’t be instructed, this sometimes leads to thinking a turn or two in advance regarding how much you think Bulu can achieve in a given matchup. It’s therefore harder to get the most mileage compared to Camerupt spamming its STABs or Staka snowballing with Beast Boost, but can still result in some rewarding scenarios; Horn Leech recovery via Instruct followed by Wood Hammer to secure a KO for example, or even Wood Hammer into Bloom Doom, the attacking possibilities are endless (and by endless, I mean 12)!

I don’t think I need to tell you about Staka’s Gyro Ball, it’s something best experienced firsthand. Combine with Instruct, and the sweeping potential is strong with this one. Despite the shaky accuracy and power of Rock Slide, it earns a pass being a necessary STAB move that isn’t Stone Miss. Air Balloon admittedly hasn’t seen a ton of use yet, but it enables Staka to switch a lot more often into (or stay in on) Ground leads, and not getting Terrain recovery when it hasn’t been popped yet isn’t a gamebreaker by any means. I’ve not needed to use Wide Guard a lot either so far, but being able to block EQs, Surfs, Blizzards is as good a utility choice as any for that last moveslot. Speaking of EQ, here’s a calc that will likely never come to fruition if I can avoid it, but fun to look at nonetheless (note that my Staka also lacks the optimal 16/17 Def IV):

252+ Atk Sand Force Garchomp-Mega Earthquake vs. 188 HP / 0- Def Stakataka in Grassy Terrain: 132-160 (82.5 - 100%) -- 6.3% chance to OHKO
:archeops: :tauros: :gallade: :barbaracle:
Strong neutral hits, with or without a doubled attack into Oranguru, can greatly threaten my chances of setting TR for the battle. Archeops3 tends to favour Head Smashing into Camerupt, which is a guaranteed OHKO over 75% chance on the monkey. He can also drop in one hit to a potential X-Scissor Sniper CH or Stone Edge from Barbaracle34 respectively. Tauros3 and M-Gallade are easier to work around, with the former having to recharge if it opts to Giga Impact, and Bulu can come in to tank Gallade’s hits while healing back up with Horn Leech. If the worst happens and Oranguru is KO’d, it’s up to the other members to fight back without TR’s aid.

:bouffalant: :goodra: :drampa:
Sap Sipper users are immune to Bulu’s STAB attacks, which is where Superpower can come in handy. Goodra3 is the most troublesome of the lot since Earth Power’s chance to 2HKO is only 7.8%, and it can threaten back with Muddy Water.

:hydreigon: :sawk: :toxicroak: :crobat: :weavile: :crobat: :virizion: :tornadus:
Taunt users in the Tree are an interesting bunch because more often than not, the sets that carry it prefer to use a different move. If there’s any possibility of Taunt however, I’ll still attempt to TR but make the judgement of whether to Protect Oranguru, or attack/switch out in the event of Oranguru being Taunted for some momentum. Hydreigon3 particularly stands out with Earth Power/Flamethrower threatening my 3 attackers super-effectively, and a strong Z-Draco Meteor to boot; best bet would be to wait for a free Staka switch to keep the Balloon intact, or a healthy Bulu to stomach a Flamethrower and retaliate with Superpower.

:flareon: :lickilicky: :honchkrow: :nidoking: :yanmega: :porygon-z:
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Caution must be applied around potential holders of powerful Z-moves, super-effective flavour or otherwise. Depending on whether a certain move threatens one of my leads more than the other, or equally so, plays range from Protecting both to scout, Protecting Oranguru while Camerupt attacks (common scenario with Flareon), switching Oranguru for Bulu and attacking (Nidoking4 trade-off potential is halved EQ damage, or ~50% Bulu after taking Z-Megahorn + no damage on Camerupt before Earth Power KO), or the rarest of all, switching both out at the same time. The most important thing is trying to keep Oranguru alive for TR, which could mean saccing something in the process; Bulu is generally the most expendable.

:snorlax: :walrein: :abomasnow: :dugtrio:
Oranguru has no protection against OHKO moves eliminating him from play immediately, so they could obviously end my streak at any point. Snorlax4 (and by extension, Professor Kukui) I fear the most since it shrugs off M-Camerupt’s attacks and outspeeds Oranguru inside TR. Bulu can Bloom Doom, but this isn’t as simple as it sounds if Snorlax is out while Bulu’s in the back, as I either need to make the call of saccing something for a free switch, or taking the 30% gamble and risk losing my only means of OHKO’ing Snorlax4 right away to Fissure.

:kommo-o: :chesnaught:
Similarly to Sap Sipper, the possibility of Bulletproof largely prevents Staka from using its most effective STAB attack against these Pokemon. These two generally aren’t too bad if Oranguru’s still around to either Instruct Camerupt or chip in with Psychic, but a Bulu/Staka backline will have trouble dealing with them, especially since Chesnaught3 carries both Focus Miss and Sludge Bomb.

:golisopod: :conkeldurr:
Golisopod34 can heavily damage/OHKO Oranguru or Camerupt with First Impression or Liquidation/Aqua Jet respectively. I wouldn’t want either to happen of course, so my go-to play is Protect Oranguru and switch Camerupt for Bulu, and proceed to Bloom Doom the following turn. In the event of set3, Oranguru then has the option to switch for Camerupt/Staka fearing a Quick Claw Leech Life.

Conkeldurr4’s Fling can strip off up to 95% of Oranguru’s HP, which is also in my best interest to scout for. If that doesn’t happen, it’s fortunately a similar situation for Bulu to come in relatively freely and delete Conkeldurr swiftly.

I think I selected a good variety of battles to showcase here, they do a fine job of highlighting the strengths (and weaknesses of each member). I went through them this time in ascending order, so #600 is right at the end.

Point of interest - the battle starting at 22:30 is the near-loss, where I lost Bulu right away to Snorlax4's Fissure, gained some ground with Staka, idiotically forgot about Instruct not working with Nature Power (Slowking was in Earth Power range anyway, rip), but I scraped through cause Reuniclus missed its first Focus Blast, letting me get the necessary damage on it before TR expired...complete breeze.


 
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Posting a completed Super Singles streak of 163.

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I wanted to build a team with my favorite Pokemon, Golisopod. Never really thought I could get this far so I'm particularly happy but I definitely misplayed on my loss and I think I can get this team over 200+ at least. My team doesn't have a set-up mon and two of them has Choice items. I guess I got tired from shuffling things around, PP stalling, setting up behind subs so I opted to go with a pretty HO team. But pretty much I wanted to build a team where Golisopod can shine. Team is:

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Golisopod // Assault Vest
Adamant
EVs: 252 HP/252 ATK/4 SpD
-First Impression
-Aqua Jet
-Liquidation
-Leech Life

Golisopod is the glue of the team and beats anything that her teammates can't beat. Emergency Exit is often an incredibly great ability in this team since it would often allow me to reset the moves of her Choice Locked teammates as well as regain momentum when something starts getting out of hand. She's a fantastic revenge killer as well and is sufficiently bulky enough to beat most special attackers that can't SE her. Often times, Golisopod serves to soften things up for her two teammates to kill as well as taking hits her teammates can't take. She's been invaluable in most of my battles.

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Tapu Koko // Choice Specs
Timid
EVs: 252 SpA/252 Spd/4 HP
-Thunderbolt
-Volt Switch
-Grass Knot
-Dazzling Gleam

My lead of choice and my favorite Tapu. Electric Surge helps out against annoying things like Gengar-1 as well as Spore and Rest users in general. Rule of thumb with Koko is it stays in if it can OHKO or 2HKO something that can't threaten it. If not, chip it with a Volt Switch if it's not immune and let it's teammates revenge kill. Very straightforward with some battles ending with a clean sweep with Tbolt.

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Landorus-T // Choice Scarf
Jolly
EVs: 252 ATK/252 Spd/4 Def
-Earthquake
-Rock Slide
-U-Turn
-Toxic

If I see something with ground coverage or is a ground type I usually switch over to Lando ASAP. He's very good at what he does and threatens things that his other two teammates can't handle (ie. grounds with rock coverage). Toxic is specifically there for Blissey-4 since it's usually a pain to deal with. I used to use a Fly-Z Lando but opted to go with scarf to ensure it KOs something frail and fast before they get the damage in allowing him to be more reliable in most situations.

Team strategy is fairly simple. If Koko is threatened out, switch to Lando-T if the enemy doesn't have water/ice coverage and Golisopod if it does. Beat them down, repeat. Going with Volt Switch -> U-Turn -> First Impression is also great for things like M-Tar that has coverage for both Koko and Lando.


Video of loss: 33UW - WWWW - WWWF - UDZG

Lost against a Rising Star that led with Heatran. I foolishly switched to Lando right away because of a possible Earth Power when I should have ALWAYS switched to Golisopod right away. I guess I was in a hurry to finish my night's Battle Tree playthrough because I had work in the morning. Anyways, Heatran OHKOs with Overheat right away and Lando dies for nothing. Golisopod eats a Will-o-Wisp and 3HKOs with two Liquidations and an Aqua Jet. My heart sank when she throws out a Venusaur as I knew being weakened and with a burn, Golisopod can't possibly 1-vs-1 a M-Venu (even though he usually does with Leech Life). Golisopod dies to Sludge Bomb and Koko is destroyed by a Sludge Bomb afterwards. If I would have switched to Golisopod, it could have eaten an Overheat, Emergency Exits to Lando, KO-ing the Heatran. The Venu and the eventual Moltres would have been easy to beat afterwards.

I'll probably try again tomorrow and try to get my streak back. I definitely believe Golisopod and her boys can get over 200, possibly more. But I'm very happy with their performance since it's the first time I got over 100.
 
My KingRain team was stopped short at 119 wins by a Hariyama/Dewgong/Slowking/Froslass team. My Kingdra and Ferrothorn were frozen and could not use Protect ot Gyro Ball.
Regardless, 100 wins on the first try is a good sign of a solid team. This is my analysis:
Kingdra: Modest Nature and Life Orb allow this Pokemon to have equal offense to Absorb Bulb-boosted Ludicolo. Water/Dragon is a solid typing since it can destroy opposing Dragons. The only thing it loses to Ludi is Fake Out. I think max SpA would be better since 236 SpA narrowly misses some KO.
Politoed: As a Rain setter it is the most vital Pokemon in my team. Rain Dance allows it to maintain control weather and counteract Hail. Lum Berry allows ut to shrug off Freeze and use Rain Dance. Helping Hands allows Kingdra to score numerous OHKO, especially the Haban Berry Dragons. Perish song is a fantastic stallbreaking move that makes Minimize and Stockpile spammers a non-issue.
Ferrothorn: Generic Rain team Ferrothorn. Its low Speed and great defensve typing are also handy for Perish Song shenanigans.
Tornadus-I: Probably the most replaceable mon here. Superpower is just enough to KO Hydreigon. I don't use Taunt often because this team isn't afraid of Trick Room. Maybe Rain Dance would be a better status move. Maybe Raichu would make a better teammate.
 
PLZZ HELPP !!!!

Is there something like this for Gen III ?

I really really want to know the best teams for the Battle Tower RS or whatever it is called in Emerald : ) But it does not seem like it so far that there is something like this anywhere ...


Hmmm seems like this one has never gotten any entries:

http://www.smogon.com/forums/threads/gen-3-battle-frontier-record-thread.3478612/

Also another question: Is double combatting possible in Emerald? In RS there is only Singles as you may know, but as I never got Emerald I really wonder if it's possible there. I am just confused because of Pokewiki:

It tells

*Like before, it features a standard 3-vs-3 single or 4-vs-4 Double Battle format, with straight runs of 7 Trainers that get progressively more powerful as the player goes on.*

But *BEFORE* there was no 4-vs-4 Double Battle at all ... ? Or did I miss something ? This would assume that there is Doubles in Emerald, but this also sounds like it would be in RS :0
 
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PLZZ HELPP !!!!

Is there something like this for Gen III ?

I really really want to know the best teams for the Battle Tower RS or whatever it is called in Emerald : ) But it does not seem like it so far that there is something like this anywhere ...


Hmmm seems like this one has never gotten any entries:

http://www.smogon.com/forums/threads/gen-3-battle-frontier-record-thread.3478612/

Also another question: Is double combatting possible in Emerald? In RS there is only Singles as you may know, but as I never got Emerald I really wonder if it's possible there. I am just confused because of Pokewiki:

It tells

*Like before, it features a standard 3-vs-3 single or 4-vs-4 Double Battle format, with straight runs of 7 Trainers that get progressively more powerful as the player goes on.*

But *BEFORE* there was no 4-vs-4 Double Battle at all ... ? Or did I miss something ? This would assume that there is Doubles in Emerald, but this also sounds like it would be in RS :0

I have the old prima guide to Emerald, which definitely talks about Doubles in the Tower, though you won't face Anabel and can't get the symbol that way.

Serebii says that there is Doubles in the RS Tower, though I've never been there, so I wouldn't know personally.
 
But there is none, you just walk into the hall and there is 1 single lady, asking you if you want to compete at level 50 or 100. This is all ... then you choose 3 Pokemon O:
 
But there is none, you just walk into the hall and there is 1 single lady, asking you if you want to compete at level 50 or 100. This is all ... then you choose 3 Pokemon O:
This is true, in Ruby / Sapphire there was no option to choose Doubles as the battle format.
The option to choose Doubles as the battle format was introduced in Emerald, but as bbluewi said, there is no way to battle Anabel in the Doubles format. She only appears in Singles.
 
Hai bois.

Reporting second streak dropping at 99 to Grimsley.

Actually surprised this one got so far considering the comp, which will be picked up again once HA starters are available (if it ever happens).
The original team idea featured both HA Incineroar and HA Primarina, which obviously cannot happen, but would have for example made a lot of matchups on the way and including the one I lost with much easier.

The same comp might be picked up again later on if they become available.

Composition:
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Hariyama @ Flame Orb
Ability: Guts
Level: 50
EVs: 32 HP / 252 Atk / 106 Def / 116 SpD
Brave Nature
IVs: 0 Spe
- Knock Off
- Fake Out
- Close Combat
- Heavy Slam
This is basically the same Hariyama I used in the other TR streak. Not much to say about it
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Oranguru @ Lum Berry
Ability: Inner Focus
Level: 50
EVs: 252 HP / 140 Def / 110 SpD / 8 Spe
Relaxed Nature
IVs: 0 Spe, 0 Atk
- Trick Room
- Psychic
- Protect
- Instruct
This is also a quite standard Oranguru, EV spread optimized to survive some specific stuff, and the 8 speed EV... because originally the composition featured Incineroar as lead and not Hariyama, so the EVs could make Oranguru faster in TR, and HA incineroar would realistically work way better, but without HA it really just stacks fighting weakness which I didn't want.
Yes I know simply breeding a 1 IV speed Oranguru would have been better, but considering I wasn't even taking the comp seriously due to the lack of the other 2 key components, for now that'll do.
Besides, iirc there's like only a handful of pokes on the Tree that step from 58 to 59 speed, and none of them is a threat for this composition.
I could consider gearing Oranguru to survive the threat that ended the streak (more below) but... we'll see.
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Abomasnow @ Abomasnowite
Ability: Snow Warning
Level: 50
EVs: 252 SpAtk / 252 HP
Quiet Nature
IVs: 0 Spe
- Blizzard
- Energy Ball
- Protect
- Hidden Power Ground
That's the thing I built the team around, as my current "Project" is to just get Ice types on the board. The main reason for Oranguru as setter is that both the backline mons are very efficient spread moves + Instruct users. Double Blizzard which gets the guaranteed accuracy from Snow Warning is actually... well... how many times we have lost to Glaceon already? Decent damage, 20% freeze chance on both enemyes, plenty of weak mons, STAB and coming from a significant spatk. Most matches that the lead couldnt delete were usually cleaned up by Obama getting on and firing Blizzards.
It's worth noting that having a Hail setter has the added benefit of removing opposer weathers, something that expecially for Sand is quite important as it makes bulky rock types like Tyranitar much easier to kill.
I originally used Stomping Tantrum as coverage against fire and steel types, eventually rebred Abomasnow to get a HP ground one as it's slightly more damage due to the investment and not affected by intimidates.
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Drampa @ Life Orb
Ability: Berserk
Level: 50
EVs: 252 SpAtk / 252 HP
Quiet Nature
IVs: 0 Spe / 0 Atk
- Dragon Pulse
- Hyper Voice
- Protect
- Flamethrower
Drampa which we all hate was the only other spread move user that I considered worth using. I tried Sylveon, but it's relatively too fast for a fully dedicated TR comp.
Ultimately, the stack of a Fighting weakness and Fairy weakness wasn't a good deal as I expected. I mentioned this spot would have just been better with HA primarina, because the typing/bulk would have perfectly fit the other 3 (remember, originally this had Incineroar as Fake Outer), while providing a spread Water move that is accurate, and a strong fairy stab, while also having a pretty significant bulk.
I would tecnically be open for ideas to replace Drampa with to attempt again this setup, but aside from using Iron Ball on something (which... I'm not sure is worth the power drop). The spot would want a strong spread move user that doesn't stack Fighting weakness and is not a mega.

As far as matches go, the main big threats were overally Rhyperior and Escavalier. Rhyperior is near unkillable for my lead, though is a almost clean 1hko for Abomasnow, but the main issue is that one set outspeeds Oranguru while the other doesn't, so I'm at risk if facing unknown set.
Escavalier34 on other hand, underspeeds everything I have, near guaranteed 1hkos Oranguru and Abomasnow even without Sword Dance buffs, threatens 1hko on Drampa as well even though Drampa 1hkos back, and is only 2hkod by Hariyama while 2-3kod by HP Ground.
I went as far as considering HP fire on Obama instead for literally only that matchup, though that'd have made it walled very hard by Fire types and expecially Heatran, so wasn't worth it.

A few battle videos:
Realistically... I don't think I could have played this better outside of simply taking risks.
Both leads were capable of 1hkoing Oranguru without a crit (Crunch from Mega-Sharpedo, and Z-move from Honchkrow). I've tried to get Oranguru then Hariyama in safely to setup TR later on by saccing Abomasnow, which would have allowed Hariyama to KO both enemies, but the AI going for Bulk Up instead of finishing off Drampa essentially killed every hope to win that match. If the double protect worked, I'd have also won, but that was literally praying RNG already.
Just showcasing a "Press Blizzard to Victory" which is the main core of the composition.
Realistically A-ninetales2 is a nuisance more than a problem, but in same fashion as it happened at some other point vs Lapras, I completely forgot it has Ice Shard to that made the match way more difficult than it should have been.
With Snorlax being quite threatening on its own and Ninetales not even remotely able to 1hko Hariyama even with Z-move, I figured the best deal is to flat out Snorlax right away I didn't want to Instruct CC turn 2 as there was the risk of Snorlax if it was 3 protecting and completely wasting the turn, but also did not want to hit Ninetales instead since Snorlax is slower than Oranguru so there was the chance Hariyama would have got KOd by a crit or Fissure and i'd have wasted the turn.
Then Obama happened and things died as expected.
A example of shit lead and why I hate Escavalier. Raichu has sash and can 1hko Hariyama, Escavalier textbook oneshots Oranguru. I can't realistically set TR against Escavalier as it threatens to run me over, so I resorted to play this match without it.
I was blessed this time for a almost irrelevant backline at least.

Now to the plans for next Ice type, I wonder if I can make Articuno work....
 
Worldie Escavalier3 is the one you don't want to face; Set 4 is always outsped and only has a Custap Berry. Set3 is LO and hits 36 speed, unfortunately the same as minimalist Drampa. Not sure where Rhyperior poses that big lead threat, as Guts CC easily OHKOs Set 4 if not Solid Rock. The problem comes from treating it passively and letting it use Hammer Arm for the speed drops. Rhyperior3 is largely the same way, and when it leads I almost never see it do anything besides Payback versus Oranguru. Our teams are extremely similar.

You make your fellow setters proud, well done for that. Had I been around during your Grimsley struggle I would have offered some different advice but unfortunately I never got Smuck's call for support until it was far too late :P
 
Eeeh, I feel just Drampa doesn't fit that comp.
But I can't think of any other replacement that would work.

I actually thought of using Escavalier myself but i'm bothered by the fact it has a hard time dealing with fire and steel types outside of Drill Run, and is quite vulnerable outside of TR.
 
Reporting a completed streak of 186.

Sun and Moon introduced a lot of new tools for taking on the Tree, such as the Tapus and Ultra Beasts, Z-Moves, and more. Some of these new tools and playstyles have been completely ignore for all of this gen, so I tried to fix that. Now it's time to unveil my latest team;

Team "All Hail Kommo-O":
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Australis (Ninetales-Alola) @ Focus Sash
Ability: Snow Warning
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Aurora Veil
- Protect
- Freeze Dry
The most important part of the team. Once Aurora Veil is set up, Blastiose's already formidable bulk becomes obscene, Kommo-O can take super effective attacks and retaliate, and Nihilego becomes insanely bulky on the special side, and even lives some physical attacks! And don't let the pitiful 81 spA fool you, Ninetales can soften stuff up with it's stabs, allowing Kommo-o, Blastoise, and Nihilego to KO pokemon they could not otherwise, and Ninetales can even take on powerful dragon types such as Salamence, Garchomp, Hydreigon, Latias, Latios, and Kommo-o that the rest of the team struggles with. Ninetales also takes on many rain teams with freeze dry and can also function as some nice bait for attacks with protect at 1HP
000_12-png.99774.png

Pachelbel (Blastoise-Mega) @ Blastoisinite
Ability: Rain Dish
Level: 50
EVs: 164 HP / 4 Def / 252 SpA / 20 SpD / 68 Spe
Modest Nature
- Water Pulse
- Aura Sphere
- Dark Pulse
- Fake Out
I was unsure about which fake out user to use in order to ensure Veil would go up. Kangaskhan, Lopunny, even Togedemaru crossed my mind, but none of them could stop Trick Room from going up on enemy teams, and they didn't have enough coverage to satisfy me. I settled on Blastoise for the ability to KO most sand teams with Water Pulse, which overwrite my weather and make it so I cannot set Veil, hit steel types hard with Aura Sphere, and hit TR setters and power psychic types with Dark Pulse. Under Veil, Blastoise can eat up super effective hits such as Thunderbolt and Leaf Storm and hit back hard. 68 speed outspeeds the Rotoms, 164 HP EVs puts him at 175 HP, minimizing hail damage
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Fortissimo (Kommo-o) @ Kommonium Z
Ability: Overcoat
Level: 50
EVs: 68 HP / 4 Atk / 4 Def / 200 SpA / 4 SpD / 228 Spe
Rash Nature
- Clanging Scales (Clangorous Soulblaze)
- Close Combat
- Flamethrower
- Protect
Kommo-o got a major buff in USUM, earning it usage on many teams it would never have gotten before. Under veil, Kommo-o can safely Clangorous Soulblaze and gain an omniboost. This move can really tip the scales of battle, because once she gets this boost, the game is almost certainly won. Kommo-o can switch into some attacks that even Blastoise cannot take, such as Exeggutor2's Bloom Doom and Raikou3's Gigavolt Havoc. While Clanging Scales and Clangorous Soulblaze are the most spammable moves, Close Combat is essential for Blissey, Snorlax, Bastiodon, and more, and Flamethrower hits stuff like Metagross, Mawile, Rotom-Mow, and Shiinotic. 228 speed allows Kommo-o to outspeed base 130s after a boost, 68 hp and 4 defense allow it to survive Crobat3's brave bird.
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Myxozoa (Nihilego) @ Life Orb
Ability: Beast Boost
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Bomb
- Protect
- Thunderbolt
I was initially unsure of Nihilego. It stacked a psychic weakness, took a lot of chip through LO and hail, and was frail on the physical side. However, Nihilego is amazing at what it does. It is perhaps one of the only viable counters to Volcarona and Charizard, being able to KO both forms. Rock coverage is something nearly every Tree team lacks due to accuracy, and having it on this team was amazing. Sludge Bomb and the poison typing allow this otherwordly jellyfish parasite to take on fairies that Kommo-o struggles with, grass types that Blastoise struggles with, and after a beast boost, Nihilego can sweep through teams just as well as Kommo-o. Thunderbolt is there to hit bulky water types in case freeze dry isn't enough.
QR code for anyone who wants to try the team

The most prominent threats to the team:
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Gardevoir: Deals heavy damage with Psychic and is unreliable about when it uses it, making a switch to Nihilego unsafe, also is annoyingly bulky.
252 SpA Life Orb Nihilego Sludge Bomb vs. 252 HP / 0 SpD Gardevoir-Mega: 151-182 (86.2 - 104%) -- 18.8% chance to OHKO

Alakazam: Oh boy this guy is an asshole to fight. Smacks Kommo-o and Nihilego HARD, can trace beast boost as well so be sure to get Nihil the fuck outta there if you see this guy. Grass Knot makes Blastoise take quite a bit of damage, so try to find a safe opportunity for a Dark Pulse.

Metagross: Fuck this guy as well. Zen Headbutt and Meteor Mash hit most of my team for a lot of damage, and Brick Break can shatter my Veil. Generally, Fake Out Metagross and set up Veil, then Dark Pulse the next turn. If you just Dark Pulse turn one there's a chance it won't KO, but waiting a turn lets hail set up a guaranteed KO.

Mawile: This hits HARD with huge power, OHKOing or 2HKOing the whole team, even under Veil. Water Pulse from blastoise does about 60%, so try to get at least one off so Kommo-o can finish the job with flamethrower (Or just water pulse twice if you can)

Gallade: Close Combat does a crapload of damage, psycho cut hits Kommo-o and Nihilego, Rock Slide can flinch, and Destiny Bond can be very annoying. Also cannot be faked out, so treat with caution.

Thundurus: Outspeeds Ninetales so it can hit Blastoise before Veil goes up, has a scary specs set, and set 4 has a prankster taunt that forces me to fake it out every time I see it.

Slaking: Slaking sort of depends on it's allies to be threatening. If it is paired with a weather changer or something that demands a switch, something will die. This mon is manageable with Veil up and protect plays, but makes any switches unsafe.
252+ Atk Choice Band Slaking Giga Impact vs. 0 HP / 0 Def Ninetales-Alola: 310-366 (209.4 - 247.2%) -- guaranteed OHKO
252+ Atk Choice Band Slaking Giga Impact vs. 164 HP / 4 Def Blastoise-Mega: 210-247 (120 - 141.1%) -- guaranteed OHKO
252+ Atk Choice Band Slaking Giga Impact vs. 68 HP / 4 Def Kommo-o: 202-238 (127 - 149.6%) -- guaranteed OHKO
252+ Atk Choice Band Slaking Giga Impact vs. 4 HP / 0 Def Nihilego: 219-258 (118.3 - 139.4%) -- guaranteed OHKO
TLDR: Get veil up vs Slaking.

Kommo-o: Not a threat as a frontline due to Ninetales OHKOing it, but if it comes out after Ninetales is dead, it can be very threatening. It can wall Blastoise through typing, which leaves the backline to deal with it. The problem is that if you see it take hail damage, it isn't overcoat and is therefore immune to either Sludge Bomb or Clanging Scales. This can be very scary because you cannot afford to waste a move. If a trainer has Kommo-o, try not to lose Ninetales until it is revealed to not be on the team.

Tyranitar: Sets up sand, nullifying Veil. Both set 3 and set 4 can live Aura Sphere, and set 3 can boost up with DDance, while set 4 can hit Kommo-o with ice fang. Try to get in an Aura Sphere or something so Kommo-o can finish it with Clangorous Soulblaze.

Tornadus: While this mon loses to Nihilego, it can taunt Ninetales, forcing a fake out from Blastoise to prevent that. That can be problematic with another taunt lead, or something else that demands Fake Out.

Honorable Mentions: Latios, Latias, Salamence, Raikou, Ninetales, Electrode, Escavlier, Blissey, Florges, Dusknoir, Togekiss.

The Loss: UZ2W-WWWW-WWWG-2SM7 (Battle 187 vs Sightseer Ezra) (Taking down this video to upload more for another writeup)
T1: She led Vikavolt/Volcarona, which prompted a Nihilego switch to tank Vikavolt's hit and OHKO Volcarona with Power Gem before it boosted to uncontrollable levels. I use Veil and switch Blastoise for Nihilego. Vikavolt revealed Vikavolt4 by using Thunder, which made me afraid of mud shot fucking me up. Volcarona reveals set 4 by healing with leftovers.

T2: Nihilego is at around 60%, and I made a very stupid play by attacking Vikavolt with Power Gem and not Volcarona, who was getting far too many boosts. Volcarona quiver dances again, and Ezra sends in Alakazam, a huge threat to the team.

T3: I made a misclick. I meant to switch Nihilego for Blastoise so I wouldn't go down to psychic, but I ended up hitting Sludge Bomb instead. Alakazam traces beast boost and gets a free +1 from killing Nihilego, Volcarona uses Heat Wave and brings Ninetales to it's sash. Ninetales hits Alakazam for ~50% when combined with hail.

T4: I thought Alakazam would go for Grass Knot on Blastoise and Volcarona would Heat Wave, so I used Fake out on Volcarona and tried to kill Alakazam with Moonblast+Hail. Alakazam was not cooperative and instead finished off Ninetales, giving it another free +1.

T5: I knew it would take a miracle to not die versus a +2 SpA Mega Alakazam and a Volcarona with 2 Quiver Dances up. I should have protected Kommo-o and Water Pulsed Alakazam, but I didn't. Volcarona goes for a 3rd Dance, I stupidly tried to Soulblaze, and got rewarded for my efforts with a Psychic OHKOing Kommo-o. At least I killed Alakazam with Water Pulse right afterwards.

T6: Veil wears off, Porygon-Z comes out, Volcarona mutilates Blastoise with a +3 Bug Buzz. A brutal, deserved, and easily prevented loss.

Special Thanks to all the folks over at the Discord Channel!
 
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