I just finished a streak of
211 in subway super doubles! Here's the team:
Tornadus @ Flying Gem
Jolly
ivs: 31/31/31/x/31/31
evs: 4/252/0/0/0/252
stats: 155/167/90/x/100/179
Prankster
Acrobatics
Taunt
Tailwind
Substitute
Infernape @ Focus Sash
Hasty
ivs: 31/31/31/31/31/31
evs: 0/252/0/4/0/252
stats: 152/156/81/124/91/176
Blaze
Fake Out
Close Combat
Flamethrower
Protect
Hydreigon @ Life Orb
Timid
ivs: 31/x/31/31/31/31
evs: 4/0/0/252/0/252
stats: 168/x/110/177/110/165
Levitate
Dragon Pulse
Dark Pulse
Flamethrower
Protect
Swampert @ Muscle Band
Adamant
ivs: 31/31/31/x/31/31
evs: 4/252/0/0/0/252
stats: 176/178/110/x/110/112
Torrent
Earthquake
Waterfall
Ice Punch
Protect
Sorry I don't have access to a GOOD camera right now so I can't get a proof pic yet but I will be able to soon hopefully. I've posted the final battle video online anyway, so that should be proof.
But yep this is the Tailwind team I posted before, with some changes.
Tornadus is wonderful. It's good enough that it gets Prankster, but then it gets better when you realise just how powerful Flying Gem Acrobatics is. Obviously it one-shots basically everything weak to it, but then it gets better when you kill fast frail stuff like Espeon before they can do anything! Taunt is handy to stop Trick Room mainly though it also leaves pokemon with 0-1 attacks quite helpless. I was tempted to use Protect over Substitute since it does have advantages (mainly when Tornadus is double targetted) but I love how Substitute can be used over and over. Sometimes Substitute will still be active at the end of the turn which is lovely.
Infernape is a great partner for Tornadus. Fake Out is really useful despite Prankster, since it increases the chances that Tornadus will still be alive at the end of the set-up turn. Also, Acrobatics + Close Combat + Flamethrower is great coverage. Speaking of Flamethrower, it is a bit weak before the Blaze boost unforetunately, but it is far more reliable than Overheat or Heat Wave and Flare Blitz is silly with Focus Sash. I would be interested in trying Iron Fist + Fire Punch if it is ever made legally available to me. Still Flamethrower helps a tiny bit against Intimidate (not much though). I was running U-turn before but I realised that Protect would be better. Infernape often finds itself at 1 hp so it's easy to abuse Protect this way, plus it helps if I need to Earthquake with Swampert.
Hydreigon is fairly standard. It is an excellent Tailwind abuser and the type synergy it has with Infernape is great (and especially helpful against Psychics). Not much to say about it really.
Finally, there's Swampert, probably the oddball of the team. It isn't the kind of thing that you would consider "good" on a subway team. It is more of a glue to this team. Basically, I initially had Feraligatr in the last spot because I wanted a water type and I was just testing it out to see what my team struggled with most. After a while I noticed that electric heavy teams (namely Depot Agents) were giving me a hard time. Tornadus falls to them and Infernape and Hydreigon can't really take repeated attacks from moves that can paralyze at anytime (nor can they finish them off in one hit). I found that Swampert provides everything I need in the last spot. It beats Depot Agents mostly on its own while also providing water coverage. The lack of ice/water resistance is a shame but it isn't a massive problem. Earthquake and Waterfall hit hard enough. Ice Punch is a bit weak but it does kill Dragons which is what it is most useful for. Ev wise Adamant with 252 speed evs gives me enough speed to outpace everything under Tailwind except Scarf Pinsir and the few Scarf things that are faster (Manectric, Entei, etc). It still has good bulk and can often take 2 attacks on the switch-in with plenty of hp to spare.
Trainers that are easy to face would be Bakers and Battle Girls/Black Belts, who I consider easy wins for me. I don't like Legendary teams, water teams or those pesky Hikers that carry really physically bulky things that can take abuse from my leads (Hippowdon especially). Psychics and Trick Room teams are managable as long as I'm careful. I should say that I didn't face any hail workers for ages (if ever) which is fortunate I guess (Infernape can beat most ice types that of course that is meaningless if Snow Cloak kicks in). However, the 2nd last battle I had was against a Janitor who lead with Abomasnow and Glaceon, with Scarf Entei (one of the few things that outspeeds Swampert under Tailwind) as back-up. Glaceon avoided 2 attacks but Hydreigon finally finished it off and the last thing was Ludicolo so it was ok.
Some battle videos:
61-84306-50513 (legendary battle with some evasion stuffs – not sure if it’s from the same run but lol at how badly I play here towards the end)
56-38280-78661 (Zapdos 2 being an annoying piece of crap)
38-43201-10225 (Cresselia surprises me with Trick Room turn 2 when I was expecting Psychic on Infernape)
91-83735-23031 (my losing battle)
How I lost:
I made 2 horrific misplays. I was watching tv at the same time. Yep, that's the excuse I'm going with lol.
Battle 212 vs. Psychic Longo
Longo sends out Alakazam and Spiritomb, go Tornadus and Spiritomb
I Fake Out Alakazam and Taunt Spiritomb, Alakazam Tricks Choice Specs onto Tornadus, Spiritomb can't use Will-o-Wisp
Infernape Protects, Spiritomb Sucker Punches Tornadus (98 hp), Alakazam's Psychic hits Protects, Tornadus Acrobatics's Alakazam (a tiny sliver of hp left)
Infernape switched out for Hydreigon, Spiritomb Sucker Punch's Tornadus (crit, dead), Alakazam's Psychic has no effect, Spiritomb's taunt wears off
Go Swampert
Alakazam Focus Blast's Hydreigon (dead), Swampert Earthquake's (Alakazam dead, Spiritomb at around 60% hp), Spiritomb Substitutes,
Longo sends out Medicham, Go Infernape
Infernape Fake Out's Medicham, Medicham flinches, Swampert Waterfall's Medicham (hp in the red), Spiritomb Pain Split's Swampert (108 hp)
Infernape Flamethrower's Medicham (dead), Swampert Waterfall's Spiritomb's sub (broken), Spiritomb Will-o-Wisp's Swampert (burnt)
Longo sends out Gengar
Swampert Protects, Gengar Sludge Bombs Infernape (48 hp), Infernape Flamethrower's Gengar (hp in the red), Spiritomb Substitutes
Spiritomb Sucker Punch's Swampert (12 hp), Gengar Thunderbolts Infernape (dead), Swampert Waterfall's Gengar (dead), Swampert dies to burn
0-1
So yeah I have no bloody idea why I tried to Fake Out Alakazam. I realised a fraction of a second after clicking Fake Out that it can have Inner Focus, which this one did. What was worse was when I let Hydreigon get Focus Blasted to hell. Seriously, what? I guess I forgot that Tailwind wasn't active. I really wish they would make it so the game tells you if things like Tailwind and Trick Room are active, much like weather, because it is easy to forget if you aren't attentive enough. Either way, I lost my best answer to Psychics for no reason and it cost me.
Still, Spiritomb can go to hell for that rather decisive Sucker Punch crit, I would have probably fought back more easily if Tornadus was alive (I wouldn't have lost Hydreigon then because Alakazam would have died to the second Acrobatics, plus Acrobatics KOs Medicham ugh). Then Spiritomb continued to have its way with me with Substitute, Pain Split and Will-o-Wisp. Oh, and why did Gengar target Infernape with Sludge Bomb instead of killing Swampert with Shadow Ball like it's supposed to? It didn't even poison or crit! I guess Shadow Ball wasn't strong enough to kill after all? Based on how little Sludge Bomb did to to frail Infernape I guess it wasn't. Either way if Infernape was still alive after Gengar was dead then I still had a chance against Spiritomb if I managed to stall Sucker Punch out (Infernape is immune to Will-o-Wisp).
The worst thing is that I needed just a handful more wins to reach the top 10 and I blew it with shitty plays. That sucks.
Guess I can't do anything about it now. 211 though... that was more than I could even hope for. I find it odd that my doubles streak is better than my singles streak since I find singles easier. Not that I'm complaining. I finally got a Starf Berry lol.