Super Doubles streak of 572 wins featuring Oranguru / Mega Gardevoir / Buzzwole / Arcanine.
Disclaimer: I'm not very good at doing writeups, please forgive me if I fail to elaborate on certain points.
The losing battle: UWFW-WWWW-WWW7-PQ97
After getting my hands on Gardevoir's mega stone I immediately sought to build a Battle Tree team around it. Surprisingly, not many teams on the Battle Maison leaderboard used Gardevoir. It has amazing potential in an obscenely powerful spread move, and solid base 165 SpA to back it up. However with base 100 speed, I felt that it needed either fast Tailwind support or Trick Room support to be able to do anything at all. Eventually, I settled with Oranguru as its TR partner after seeing Josh C achieving great success with it. Although base 100 speed seems overkill for a supposed TR attacker, I get around this either by 1) using Oranguru's lower speed to help Gardevoir fire off an attack earlier; or 2) not use TR at all, depending on the opposing leads.
For the team spreads:
Oranguru @ Lum Berry
Ability: Inner Focus
Level: 50
EVs: 204 HP / 236 Def / 68 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Instruct
- Psychic
- Protect
Gardevoir @ Gardevoirite
Ability: Trace > Pixilate
Level: 50
EVs: 252 HP / 148 Def / 108 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hyper Voice
- Psyshock
- Hidden Power [Ground]
- Protect
Buzzwole @ Assault Vest
Ability: Beast Boost
Level: 50
EVs: 196 HP / 196 Atk / 116 SpD
Brave Nature
IVs: 0 Spe
- Hammer Arm
- Leech Life
- Ice Punch
- Thunder Punch
Arcanine @ Firium Z
Ability: Intimidate
Level: 50
EVs: 252 HP / 4 Atk / 140 Def / 92 SpA / 20 SpD
Quiet Nature
IVs: 14 Spe
- Burn Up > Inferno Overdrive
- Extreme Speed
- Toxic
- Protect
A Trick Room team usually doesn't have much viability for a long streak since the TR setter is prone to double targetting and hax in general, so I'm actually pretty pleased to get over the 500s. I still prefer playing with Pheromosa and Tapu Lele, but this team does provide a neat challenge for those looking to try something less straightforward.
I also made a QR code for the team!
Disclaimer: I'm not very good at doing writeups, please forgive me if I fail to elaborate on certain points.
The losing battle: UWFW-WWWW-WWW7-PQ97
- My poor decisions probably played a role in the loss, but it was mostly hax that did me in.
- Glaceon scored two freezes on my Pokemon
- I read horribly into protects
- Snorlax carried Fissure which instantly KO'd Buzzwole, my only reliable answer to it
- Seeing Togedemaru and Glaceon in the lead = setup TR, never expected a U-turn into Snorlax which ended up outrunning everything in my team
- Glaceon scored two freezes on my Pokemon
- I read horribly into protects
- Snorlax carried Fissure which instantly KO'd Buzzwole, my only reliable answer to it
- Seeing Togedemaru and Glaceon in the lead = setup TR, never expected a U-turn into Snorlax which ended up outrunning everything in my team
For the team spreads:
Oranguru @ Lum Berry
Ability: Inner Focus
Level: 50
EVs: 204 HP / 236 Def / 68 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Instruct
- Psychic
- Protect
Quite arguably the best Trick Room setter in the tree thanks to Instruct, allowing Gardevoir to launch what is effectively a 324 BP spread attack (double Hyper Voice = 2*90*1.2*1.5). Although its typing sucks, it somewhat fits alongside Gardevoir since they don't share any weaknesses, making it easier for me to predict which mon the AI will target on turn 1 and act appropriately.
I ran Mental Herb for about 200 battles until I felt that Oranguru is hurt more by status hax (mainly freezes, and to a lesser extent paralysis and confusion) than getting taunted; which is when I made the switch to Lum Berry and never regretted it. In fact, through 573 battles Oranguru has never been taunted on turn 1, be it by sheer luck or whatever; it has been hit by untimely freezes and full-para more times than I can count though. Another reason for running Lum Berry over Mental Herb is because setting up TR isn't always a necessity for this team. I've been through many battles where I just clicked Instruct + Hyper Voice on turn 1 and managed to pull off easy wins without ever setting up Trick Room.
As for the EV spread, it most definitely can be improved but my spread hasn't given me any major problems thus far. 204 HP EVs hit a HP stat of 191 which minimises residual damage. 68 SpD EVs allow it to survive a Bug Buzz from max SpA Vikavolt4 and max SpA Expert Belt Ribombee4, with the rest of the EVs thrown into Def to somewhat make up for its mediocre physical bulk. Investing 12 SpA EVs would guarantee a KO on Salazzle with Psychic, but I found it mostly unnecessary because of Hyper Voice's spread damage. Oranguru is only OHKO'd by very few attacks, and it is important to recognise these opposing leads in order to preserve it for its partners.
I ran Mental Herb for about 200 battles until I felt that Oranguru is hurt more by status hax (mainly freezes, and to a lesser extent paralysis and confusion) than getting taunted; which is when I made the switch to Lum Berry and never regretted it. In fact, through 573 battles Oranguru has never been taunted on turn 1, be it by sheer luck or whatever; it has been hit by untimely freezes and full-para more times than I can count though. Another reason for running Lum Berry over Mental Herb is because setting up TR isn't always a necessity for this team. I've been through many battles where I just clicked Instruct + Hyper Voice on turn 1 and managed to pull off easy wins without ever setting up Trick Room.
As for the EV spread, it most definitely can be improved but my spread hasn't given me any major problems thus far. 204 HP EVs hit a HP stat of 191 which minimises residual damage. 68 SpD EVs allow it to survive a Bug Buzz from max SpA Vikavolt4 and max SpA Expert Belt Ribombee4, with the rest of the EVs thrown into Def to somewhat make up for its mediocre physical bulk. Investing 12 SpA EVs would guarantee a KO on Salazzle with Psychic, but I found it mostly unnecessary because of Hyper Voice's spread damage. Oranguru is only OHKO'd by very few attacks, and it is important to recognise these opposing leads in order to preserve it for its partners.
Gardevoir @ Gardevoirite
Ability: Trace > Pixilate
Level: 50
EVs: 252 HP / 148 Def / 108 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hyper Voice
- Psyshock
- Hidden Power [Ground]
- Protect
Gardevoir doesn't really need much SpA investment given its already skyhigh 165 base SpA; even less so considering Oranguru allows it to get off two Hyper Voices in a single turn. Investing heavily into bulk also ensures more security in clicking Hyper Voice on Turn 1, as Gardevoir has a higher chance of surviving and getting two more Hyper Voices off on Turn 2. Max HP EVs give it 175 HP which is coincidentally a number that reduces residual damage. I gave Gardevoir 148 Def EVs with the intention of surviving a Bullet Punch from Mega Scizor, but it also heavily bolsters Gardevoir's low physical bulk, allowing it to stay on the field longer to destroy more lives. I didn't invest in SpD at all because after running some calcs in turskain's calculator, I realised that Gardevoir already lives almost every special attack in the tree, with very few exceptions such as (ironically) opposing Mega Gardevoir's Hyper Beam and Porygon-Z's Hyper Beam, and certain Z-Moves. The remaining EVs of course went into SpA, which is more than sufficient to take out many opposing threats in a single turn.
Trace is a really good opening ability, providing several uses:
- Copying opposing Intimidate is probably the most useful feature.
- Getting Download SpA boosts is rather rare, but also useful.
- It also gives a chance to scout for Soundproof from the likes of Exploud, Electrode and Kommo-o, allowing me to plan appropriately in advance.
- There was one game where I traced Solar Power from a Charizard and used non-mega Psyshock to KO another mon, but that's really situational.
I chose Psyshock over Psychic to give Gardevoir more options against special tanks such as Florges, Regice and Blissey. HP Ground is meh, it doesn't get any guaranteed KOs against 4x ground weak Pokemon which resist both STABs, but it's Gardevoir's best option to take out Magnezone, Heatran, and Metagross, if Arcanine isn't available in the back.
Gardevoir being faster than Oranguru is a slight hindrance. If Gardevoir protects on Turn 1 while TR goes up, Instruct would call up Protect on Turn 2 due to Oranguru moving before Gardevoir can use Hyper Voice. This may or may not turn out well, given that the 2nd protect only has a 50% chance of working, but if it does, Gardevoir gets to attack while simultaneously under Protect's effect. Due to this, I almost always click Hyper Voice on Turn 1, then use Instruct on Turn 2 to finish off both foes.
Trace is a really good opening ability, providing several uses:
- Copying opposing Intimidate is probably the most useful feature.
- Getting Download SpA boosts is rather rare, but also useful.
- It also gives a chance to scout for Soundproof from the likes of Exploud, Electrode and Kommo-o, allowing me to plan appropriately in advance.
- There was one game where I traced Solar Power from a Charizard and used non-mega Psyshock to KO another mon, but that's really situational.
108+ SpA Pixilate Gardevoir-Mega Hyper Voice vs. 252 HP / 0 SpD Slowbro-Mega: 100-118 (49.5 - 58.4%) -- 98.4% chance to 2HKO (effectively OHKO with Instruct)
108+ SpA Pixilate Gardevoir-Mega Hyper Voice vs. 0 HP / 0 SpD Gallade-Mega: 198-234 (138.4 - 163.6%) -- guaranteed OHKO
108+ SpA Pixilate Gardevoir-Mega Hyper Voice vs. 168 HP / 0 SpD Kingdra: 234-276 (136.8 - 161.4%) -- guaranteed OHKO
108+ SpA Pixilate Gardevoir-Mega Hyper Voice vs. 168 HP / 168 SpD Vikavolt: 115-136 (66.4 - 78.6%) -- guaranteed 2HKO (effectively OHKO with Instruct)
108+ SpA Gardevoir-Mega Hidden Power Ground vs. 0 HP / 0 SpD Magnezone: 180-216 (124.1 - 148.9%) -- guaranteed OHKO
108+ SpA Pixilate Gardevoir-Mega Hyper Voice vs. 0 HP / 0 SpD Gallade-Mega: 198-234 (138.4 - 163.6%) -- guaranteed OHKO
108+ SpA Pixilate Gardevoir-Mega Hyper Voice vs. 168 HP / 0 SpD Kingdra: 234-276 (136.8 - 161.4%) -- guaranteed OHKO
108+ SpA Pixilate Gardevoir-Mega Hyper Voice vs. 168 HP / 168 SpD Vikavolt: 115-136 (66.4 - 78.6%) -- guaranteed 2HKO (effectively OHKO with Instruct)
108+ SpA Gardevoir-Mega Hidden Power Ground vs. 0 HP / 0 SpD Magnezone: 180-216 (124.1 - 148.9%) -- guaranteed OHKO
Gardevoir being faster than Oranguru is a slight hindrance. If Gardevoir protects on Turn 1 while TR goes up, Instruct would call up Protect on Turn 2 due to Oranguru moving before Gardevoir can use Hyper Voice. This may or may not turn out well, given that the 2nd protect only has a 50% chance of working, but if it does, Gardevoir gets to attack while simultaneously under Protect's effect. Due to this, I almost always click Hyper Voice on Turn 1, then use Instruct on Turn 2 to finish off both foes.
Buzzwole @ Assault Vest
Ability: Beast Boost
Level: 50
EVs: 196 HP / 196 Atk / 116 SpD
Brave Nature
IVs: 0 Spe
- Hammer Arm
- Leech Life
- Ice Punch
- Thunder Punch
The bulkier, slower, and uglier version of Pheromosa, Buzzwole's role is simply to provide coverage for the team, most notably taking out opposing Steel types which resist both of Gardevoir's STAB attacks. The EVs allow Buzzwole to survive Volcarona-3 Overheat and Alakazam-1 Psychic (just a random benchmark I settled upon without having to sacrifice too much Atk EVs). Buzzwole already has good enough physical bulk, amplified further with Intimidate support from Arcanine; hence I didn't invest in Def at all. Giving it more SpD also maximises Assault Vest's 1.5x boost.
Buzzwole at minimum speed hits 75, which still leaves it outsped by a substantial number of treemons under Trick Room. I chose Hammer Arm as Buzzwole's Fighting STAB to somewhat get around its speed issue; it has good base power, albeit only 90% accuracy, and I didn't want to deal with stat drops from Superpower. Leech Life gives reliable recovery on top of being another STAB, and the elemental punches round off its coverage. Buzzwole hits everything neutrally at best, except Alolan Marowak, which is hopefully taken care of by Gardevoir and Oranguru before it has a chance to touch Buzzwole.
Buzzwole at minimum speed hits 75, which still leaves it outsped by a substantial number of treemons under Trick Room. I chose Hammer Arm as Buzzwole's Fighting STAB to somewhat get around its speed issue; it has good base power, albeit only 90% accuracy, and I didn't want to deal with stat drops from Superpower. Leech Life gives reliable recovery on top of being another STAB, and the elemental punches round off its coverage. Buzzwole hits everything neutrally at best, except Alolan Marowak, which is hopefully taken care of by Gardevoir and Oranguru before it has a chance to touch Buzzwole.
Arcanine @ Firium Z
Ability: Intimidate
Level: 50
EVs: 252 HP / 4 Atk / 140 Def / 92 SpA / 20 SpD
Quiet Nature
IVs: 14 Spe
- Burn Up > Inferno Overdrive
- Extreme Speed
- Toxic
- Protect
I'm a big fan of the Burn Up Arcanine idea from Josh C's Sharpedo/Lele team. With this team struggling heavily against bulky Steel types, Arcanine filled the perfect role to take on certain Steel types which Buzzwole cannot reliably counter, such as Mega Mawile, Mega Metagross and Scizor, while also providing valuable Intimidate support.
36 SpA EVs would be enough for Burn Up to OHKO Mega Metagross, but after 150 battles or so I decided to invest more into SpA to instead make typeless Arcanine guarantee an Inferno Overdrive KO on Mega Metagross. The extra SpA investment has also come in useful in getting more OHKO Z-Move nukes against other non-Fire weak Pokemon. 92 SpA also just barely guarantees an OHKO on all Crobat sets with Inferno Overdrive. The SpD spreads are leftovers from running a different spread with lower SpA investment, with the rest of the EVs dumped into physical bulk. I was originally planning to use this as a temporary spread for test runs and ended up settling with it for the long run. 14 speed IVs let Arcanine outrun all Scizor sets outside of Trick Room and OHKO them with Burn Up.
Running Firium Z effectively gives Arcanine the chance to use two Burn Ups before switching out. While you may think otherwise, there are battles where I use Burn Up before the Z-Move; these situations occur usually when 130BP Burn Up is more than enough to secure the KO, or when I decide to lose Arcanine's Fire type immediately to give it more survivability against whatever threat it's facing off. Using non-STAB Inferno Overdrive after using Burn Up is usually avoided at all costs unless when absolutely necessary, but it has been useful on some occasions when Arcanine cannot afford to switch out.
I ran Helping Hand for a short while before switching to Toxic to give Arcanine a "universal" option against any bulky Pokemon that isn't Poison- or Steel-type. With Arcanine's bulk and Protect, he often can Toxic-stall out annoying tanks in the absence of its other teammates. Extreme Speed is mandatory on this team in my opinion - it has reasonably high BP for a priority move and can pick up missed KOs from Gardevoir and Buzzwole.
36 SpA EVs would be enough for Burn Up to OHKO Mega Metagross, but after 150 battles or so I decided to invest more into SpA to instead make typeless Arcanine guarantee an Inferno Overdrive KO on Mega Metagross. The extra SpA investment has also come in useful in getting more OHKO Z-Move nukes against other non-Fire weak Pokemon. 92 SpA also just barely guarantees an OHKO on all Crobat sets with Inferno Overdrive. The SpD spreads are leftovers from running a different spread with lower SpA investment, with the rest of the EVs dumped into physical bulk. I was originally planning to use this as a temporary spread for test runs and ended up settling with it for the long run. 14 speed IVs let Arcanine outrun all Scizor sets outside of Trick Room and OHKO them with Burn Up.
Running Firium Z effectively gives Arcanine the chance to use two Burn Ups before switching out. While you may think otherwise, there are battles where I use Burn Up before the Z-Move; these situations occur usually when 130BP Burn Up is more than enough to secure the KO, or when I decide to lose Arcanine's Fire type immediately to give it more survivability against whatever threat it's facing off. Using non-STAB Inferno Overdrive after using Burn Up is usually avoided at all costs unless when absolutely necessary, but it has been useful on some occasions when Arcanine cannot afford to switch out.
I ran Helping Hand for a short while before switching to Toxic to give Arcanine a "universal" option against any bulky Pokemon that isn't Poison- or Steel-type. With Arcanine's bulk and Protect, he often can Toxic-stall out annoying tanks in the absence of its other teammates. Extreme Speed is mandatory on this team in my opinion - it has reasonably high BP for a priority move and can pick up missed KOs from Gardevoir and Buzzwole.
A Trick Room team usually doesn't have much viability for a long streak since the TR setter is prone to double targetting and hax in general, so I'm actually pretty pleased to get over the 500s. I still prefer playing with Pheromosa and Tapu Lele, but this team does provide a neat challenge for those looking to try something less straightforward.
I also made a QR code for the team!
Last edited:







