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If I lose by stupidity I always have a hard time to let it go, as I feel I have failed the team and it could go farer. I lost the 213-Hitmontop-streak to stupidity. I tried again, but with some changes:
Firstly, I RNGd a perfect Suicune with HP Grass (now way better stats: 183, x, 136, 139, 156, 123, compared to the first Suicune: 183, x, 132, 109, 148, 102). I then also tried a bunch of different sets. Scald and Tailwind were mandatory. I played around with different combinations of Ice Beam, HP Grass, Rest, Calm Mind and Snarl. Without Ice Beam I did not even get to 100 again in 3 or 4 attempts. Depending on which moves I had, I struggled with defensively boosting stuff, Water immune stuff, evasion raising stuff, Minimize Blissey (Missey), and also especically CM + Rest enemies. There seemed to be no answer to all of this within a 4-move Suicune, and eventually I acknowledged that I need Ice Beam, and that HP Grass also is needed. Had I another moveslot available I definitely would choose Rest. Then I never had to worry about Missey again. This and much other stuff can just be PP stalled, and Rest came into play nicely with the Lum that Suicune already has. With the room I had on the other team members I tried my best to improve the matchup against Missey and other defensively boosting stuff such as Cofagrigus or Musharna. I wanted to give Hitmontop Taunt but it cannot learn it (Scrafty could), so I went for Toxic, and on Latios I changed Grass Knot for Psyshock, because of Blissey, and also because Suicune now covered Grass. Toxic worked way better than I thought. You usually can afford a miss against slowly boosting stuff, and whenever I saw a CM Cofagrigus for instance I just Toxiced it and leant back. Now I finally understand Toxic on Josh Cs Arcanine in his battle tree streak.
The team felt more solid, but I lost on battle 181 before reaching the former record, despite the way better Suicune. Looking at the threatlist: Psychics, Ghosts, defensive boosters, evasion boosters, Blissey, … Scrafty would be so good against all of these, I just did not use one because I had no way of getting one with Intimidate. Or so I thought, eventually I got one, thanks to Charliezard7! I played it with FO, Drain Punch, Crunch, Taunt and Eject Button. It hardly got KOs on its own, I really missed Tops power. And idk if it was only because it had one priority move less than Top, but Eject Button eventually more felt like a burden than an asset. I lost at around 100 I think. Then I replaced Eject Button with Fighting Gem, tried again, and found myself climbing higher and higher, 407 wins first try, more than I ever dared to hope. Scrafty is so f good! Fighting Gem changes everyhting.
And the Psyshock on Latios which in the first place I chose to improve the Blissey matchup, also came in handy against the new fighting weakness from Scrafty.
It works very similar to the first team. However as expected the Psychics matchup completely turned around, as did the Ghost matchup. I grew really fond of Taunt, it never really crossed my way before, but it is so so good and convenient to have. Shutting down long-term threats is crucial, and it always is a joy to hit the no-damaging-moves mons with it. I never played a team that is so good at preventing TR. I am not sure if it ever went off, aside from a backrow mon setting it up when the battle was over anyways (and battle 209 below due to my lack of knowledge about Taunt). I remember one battle with Slowbro and Dusknoir leading, both going for TR and cancelling it out both in the first and in the second turns, where I leaft both purposely alive and just when Suicune could KO Slowbro I taunted the Dusknoir. That felt cold-blooded. Anyways, TR are merely TR-attempts with Scrafty.
A thing which as in the previous team is quite crucial is to know when to set Tailwind. If possible (e.g. if there is no chance that something dies on either side until the end of the next turn) it should be delayed, otherwise it may run out to an unfavorable time.
In general, Suicune and Scrafty are so strong, there are many battles that are won just by these two. Btw having 2 activating abilities often tells something about enemy sets. For Suicune and Scrafty with 123 and 101 speed, you can distinguish between Suicune123 and Suicune4, Tyranitar14 and 23, Gyarados23 and 14 and a few more, and also the White Herb mons – in total quite a lot.
Bulky Waters, especially Suicune, Vaporeon, Milotic. Cannot do much against my leads, but even more so against the backrow.
Calm minding stuff, especially with Rest/Leftovers, and especially Waters. Volcarona sometimes is a bit scary somtimes for similar reasons.
Evasion, especially Missey. I am always nervous when a trainer can have it. Once, I had Scrafty switched out, Missey comes in, I immediately switch Scrafty in, and hit Taunt afterwards, but the one Minimize it got brought me to the brink of losing. Psyshock on Latios of course helps. Eruption Heatran with its Toxic immunity often crosses my mind in such instances. While being crucially slower than Typhlosion and being actually KOed by more stuff than Typhlosion (16% vs 11% of the subway) it obviously has something going for it, not the least also Earthpower. But having Heatran would provide the option of beating Blissey by wasting all its mud-bombs (Taunt and Pressure helping) and then stalling it dead in the end with Heatran.
Tyranitar: Backrow struggles against it.
Gyarados, can be annoying. Just preserve Latios and Thunderbolt it at the given time, and maybe Taunt it.
Lucario, Gallade: Rather Annoying than threatening. When Fake Outing into Steadfast they outspeed Scrafty afterwards despite Tailwind, so better just Fake Out the other mon and let Scrafty die for instance to Aurasphere.
+
Fake Out Zapdos, by damage it is not Zapdos2, Landorus Earthpower into Scrafty, Tailwind.
Decide to kill Landorus instead of doubling on Zapdos which may detect. So Ice Beam Landorus, Sash, Crunch finishes. Zapdos Thunderbolt, Scrafty 2HP, Regirock in.
Icebeam into Zapdos, Drain Punch into Regirock, 45%. Zapdos Volt Switch kills Scrafty, Tornadus in. Regirock EQ, Suicune 80%. Typhlosion in.
Eruption + Ice Beam kills Tornadus, Regirock in the red, Stone Edge kills Typhlosion. Oops, I brought it into Custap range… Tailwind peters out. Latios in, Zapdos in.
I protect Latios from Custap and go for Scald. But Regirock goes for EQ and Zapdos finishes Cune.
I somehow see Zapdos as the bigger threat for no reason and attack it – it detects! I barely survive Regirocks Explosion. Then I can finish Zapdos, but that was quite a misplay. I was not that wary so early in the streak.
+
Fake Out into Latias because a crit may kill Suicune, Tailwind, Cresse Sub. I double on Latias to take it out and Cresse went for TR. I thought I could not prevent that but now researched that Taunt hits through Sub – that would have made this battle a breeze.
In comes Landorus. I go for Crunch and Icebeam on it. It is the scarf-set and gets off an EQ before it is taken out. Cresse Toxic into Scrafty. In comes Thundurus.
This is problematic because some sets can OHKO Suicune (114HP), some the leftovers of Scrafty (72HP) and some both. Tailwind is still up, so Thundurus will go before mine, but only for this turn. I really want to safe Scrafty. I switch it out for Typhlosion and Suicune for Latios. Thundurus is Thundurus3 and goes for Sky Drop in the Scrafty/Typhlosion slot and Cresse goes for Psychic in the switched in Latios. Tailwind peters out.
Sky Drop is a bit annoying because without Tailwind I would go first in TR, but now I cannot move at all with Typhlosion in this turn. Cresse goes for Psychic in Typhlosion which is still in the air lol. Latios gets a Bright Powder miss on Cresse. Typhlosion at 90HP.
Cresse Psychic into Typhlosion, 42HP, Typhlosion Gem Flamethrower with Blaze OHKOs Thundurus. Latios Dragon Pulse destroys Cresses Sub. TR finally out, and I am glad that I defeated Thundurus by now. I clean up the Cresse.
+
All set 4.
Gallade and Vaporeon are troublesome, because if I Fake Out Gallade, Steadfast activates and it will outspeed Scrafty next turn even with Tailwind. And Vaporeon needs multiple hits.
Turn 1: Fake Out Vaporeon, Gallade CC in Scrafty, guaranteed survival, 6HP, Tailwind.
Turn 2: Scientist Shan also has the terrible Minimize-Blissey, so I really would like to save Scrafty… I switch it out for Latios. CC and Ice Beam kill Latios, should have seen that coming. Suicune HP Grass into Vaporeon, like idk 58%. Typhlosion in.
Turn 3: Typhlosion Protect, Suicune HP into Vaporeon, Gallade CC into Cune, Vaporeon Surf, Cune at 96 HP.
Turn 5: In come Porygon-Z 4 and Gliscor 4, which is bad as both outspeed my whole team now. Try to go for Tailwind but Acrobatics and Thunderbolt take it out first. Eruption does decent damage, Porygon-Zs Sitrus activates. Scrafty in.
Turn 6: Fake Out on Gliscor, Thunderbolt takes out Scrafty, Eruption finishes both.
In turn 3 I maybe should have went for Eruption. It would have killed Gallade due to CC drops, and with HP Grass had a high/guaranteed chance to kill Vaporeon. But I was too uncertain… And this then led to Tailwind petering out against the unknown backline, which of course can and almost led to disaster. I thought about saving the Fire Gem as HP Ground would have knocked Gallade out and HP Grass Vaporeon. But I feared an Ally Switch and Vaporeon surviving HP Ground and retaliating. Anyways, the enemy backrow came in. I was quite certain that Porygon-Z will go for Thunderbolt into Cune, which is 50/50 KO, and further that Gliscor will go for Acrobatics. I tried to figure out every possible damage scenario, which are quite a few, because of the variable damage of Eruption and then there is also Blaze. I correctly chose Eruption despite two faster mons. Even then it was no safe win, but I figured the AI is stupid and will try to KO Scrafty, which is what happened.
+
Turn 1: From ability activations I know it is Entei 1 or 3. Entei misses Stone Edge, Suicune Tailwind, Cresse Icy Wind, Scrafty hits Taunt on Cresse.
Turn 2: I Scald the Entei. Entei because of Icy Wind outspeeds Scrafty and hits a Stone Edge crit to bring Suicune to 60HP (spoiler: It will live another 9 turns), Scraftys Drain Punch knocks out Entei. Cresse Icy Wind, which now cancels out Tailwind. In comes enemy Suicune and from here the rollercoaster really starts.
Turn 3: I double into Suicune – and Suicune protects, uff. Cresse another Icy Wind, Suicune at 50HP, Scrafty at 126HP.
Turn 4: Enemy Suicune CM, help. Cresse Icy Wind, Suicune avoids. Cune HP Grass into enemy Cune, Scrafty Drain Punch. Enemy Cune at about 60%. Leftovers revealing Suicune3. Tailwind peters out.
Turn 5: Cresse Helping Hand, but Suicune goes for another protect and I once again double into it.
Turn 6: Cresse Helping Hand, enemy Cune Blizzard, my Cune avoids, but Scrafty goes down to a mid roll crit. At least I got a crit in return with HP Grass on enemy Cune. After leftovers it has about 20%. I see my chance and bring Typhlosion in as Eruption would KO.
Turn 8: Now again I am in a really bad spot. I want to shake off the confusion, but don’t want to risk to switch Latios into a potential Blizzard. So I tried an Eruption but I hit myself. Cresse Safeguard, Enemy Cune surfs, KOs Typhlosion, Cune at 28HP, Cresse at 40%. My Cune HP Grass into enemy Cune, in the low red. Latios in.
Turn 9: Guess what – Cune Protects! Latios‘ Thunderbolt would have finished. Cresse Icy Wind, Cune at 28HP. My Cune Scald into Cresse, has like 20% left.
Turn 10: Latios now finally finishes this terrible Suicune. Cresse Icy Wind, Cune at 18HP, Latios at 91HP. Tailwind peters out. Raikou comes in (Air balloon), heart sinks. If it is Raikou4 I still have a chance.
Turn 11+: Cresse HH, Volt Switch on Cune which now after a Stone Edge crit, a +1 Surf and 5 Icy Winds goes down. I don’t get a Psyshock crit and Raikou survives. It has a guaranteed KO with Shadow Ball now. I protect once and briefly calculate the chance to stall out 15 Shadow Balls with Protect. I Protect only once and get taken out afterwards…
This was the second battle after having a break and starting again. Battle 407 also was tense, also against a CMing Suicune. No smooth start getting into battling again.
I misevaluated the threats and chances. Probably I had won had I just at one point landed a Crunch on the recovery-lacking Cresse such that when Typhlosion enters Cresse goes down to Eruption. That now in hindsight would have been the obvious solution and there were plenty of occasions. I guess switching out Typhlosion in turn 8 also may have saved the day. Cune had a save KO on it, so I could have assumed Surf over Blizzard. And well, even more obvious probably would have been to use Taunt on enemy Cune. Firing 6 attacks in total into a protecting Cune of course is bad, 2 of which would have been KOs. I directed a ridiculous total of 11 attacks in the Suicune slot. I really wanted to get rid of it because of its Leftovers recovery. I was aware that bulky waters, CM and recovery may be problematic, especially in combination. Cune having also Protect and legendary stats, and hitting my backrow with spread - I guess tough encounters were predestined at some point.
If this every 2 turn protecting is a reliable pattern then next time it will be easier. However there is no next time. I don’t think I ever will get such a high record again and I don’t want to try.
After I passed battle 200 I rebred a Typhlosion, this time a perfect one and with HP Ground. Not sure if it ever mattered. After battle 406 I did not want to continue with my imperfect Latios (20/x/23/5/25/31) as I encountered more battles where it may have mattered. The luck however did not last long when I resumed the streak, as I won exactly one battle with his perfect Latios lol. Anyways, great thanks to Charliezard7 who kindly traded me this Latios, and who by trading me a Scrafty made this streak possible in the first place!
A Ferrothorn started the battle with 6 consecutive Protects lol
An Articuno started it with 3 consecutive Mind Readers lol
I felt like there are hardly Quick Claws in the subway anymore. Probably they just did matter less because the team is so bulky. Compared to my paper-thin Hail-team where I was hyperaware of QC I barely noticed it with this team.
Who would have thought that Typhlosion is best outside of a sun-team? It OHKOs a wrecking 46% of the subway, that is with a spread move. I mentioned it on the other post already, but Typhlosion is a huge carrier of the team. Maybe within the team despite being in the back it has the most blood on its hands, idk. Probably it would be a good fit for every second Tailwind team actually, despite maybe being a bit random/boring.
Suicune does not have the optimal nature for this spread. If it was calm instead of modest I could put 3 more points into SAtk for instance.
Looking in the tree on Eisenherz‘ Tapu Fini + Incineroar team I see similar synergies at least from the leads. However I doubt that without Tailwind in the lead my team would have climbed so high.
Shoutout to Coeur who played similar Suicune/Scrafty combos and incredible creative teams in general!
At this very moment I randomly got the enlightment of why once a Golurk failed when using Fling – must be because of Klutz.
(warning: the teambuilding process in this post is unfortunately 100% real--proceed with caution)
So I wanted to play Subway Doubles as well, after my singles debut a few months ago, with the goal of getting at least to Starf Berry. Unfortunately, no Maison team to backport or even really adapt this time around, so I'd have to come up with something from scratch. My first thought was to go on easy mode and grab a rain team, this time leading with Kingdra for a very poor attempt at creativity points; however, having just finished a massive Ludicolo rain streak in BDSP, on second thought I preferred running literally anything else, and I guess my pride did not allow me to phone it in like that either, so instead I turned to a shelved BDSP idea partly based on a failed Maison idea.
I'll keep it as concise as possible, but the tl;dr was that I had considered giving Weavile + Latios a go there, for one of the more obvious "Fake Out user + strong and fast attacker with good coverage on each other's checks" pairing; then, "I suck at teambuilding" so the logical next step for BDSP in particular is counterteaming Barry + Palmer as base, since you see them once every 7 battles. From my runs with Ludicolo rain I knew that Gastrodon matches up really well into him overall and especially would be a clean fit into some lines versus a few enemies that Weavile + Latios would hate facing, namely their Empoleon and Milotic. For the fourth Pokemon, I instead turned to an alternative take of my Maison teams, namely Mega Kangaskhan / Latios / Sylveon / Bisharp, where I had considered Heatran + Azumarill as a different backline that would theoretically cover the leads better from a defensive pov. While I'd shelved that one after a couple dozen battles made it painfully clear that it was not good enough at stopping Heatran from getting overwhelmed by enemy Water-types, a certain different Water-type would of course provide much better help there, and a good offensive Fire-type was always gonna be an intuitive synergistic partner to cover Gastrodon's only weakness. The fact that Heatran was on my list of Pokemon I'd finally wanted to use was the icing on the cake. Unfortunately, this ended up never seeing the light of day as such (for now? idk?), because I was not exactly the only person to cook up "Weavile / Latios / Gastrodon / Fire-type" here, with the goats justintrickroom and Eisenherz both independently coming up with their own variants of this lineup, where justin's take in particular seemed like a more natural fit into the momentum maelstrom that is BDSP Doubles. Still, from an overall synergy and gameplan angle it was probably gonna be functional enough to not just shelve out of the gate, so with me needing a team here one way or another it would do as a starting point just fine. Pasting the full team below because it's worth sharing, but full set descriptions will have to wait until later in this post.
Weavile @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Jolly
IVs: 31/31/31/15/31/31
- Fake Out
- Ice Punch
- Night Slash
- Protect
I enjoyed playing the team a lot, but in terms of performance it was very, uh, "it works, until it doesn't". Gastrodon did a good job shielding Heatran from Water-type attacks, but there was a weird anti-synergy where Gastrodon's weaker defensive presence meant it would actually draw more attacks, rendering Protect + Icy Wind plays tricky and getting the AI to gang up on it without the ability to hold them off via Protect, as well as strong Earthquake users in general being awkward to hold off. There was also the thing that, while these four had answers to most individual Pokemon, they were not really put together with unpredictable board states or Subway specialty Trainers in mind and were prone to floundering in certain not-at-all-uncommon practical situations. You know how it goes; while Heatran does shred pretty much everything Ice Workers can bring, that only goes so far in practice when you don't want to switch it into Blizzard if it can at all be helped and as a result the enemy gets to use your own Latios as a meatshield while Weavile is hardly good at offensive pressure into these Trainers either, and when Tyranitar not only is just as terrifying to Weavile + Latios as common sense would dictate but also features prominently on Earthquake-stacking Sand Workers and Hikers, then Gastrodon becomes much more of a paper answer than it would seem as well. Even something like Empoleon joins the ranks of enemies that give Weavile + Latios hell where Gastrodon as a dedicated answer just does not hold up well in practice at all. The actual results it put up still weren't exactly bad though; out of four runs, two were lost to unfamiliarity with Subway AI and/or nasty misplays, but the attempts that I did get to ride out all the way to the legit end made it to 158 and 181. Now, there's an optimistic and a pessimistic way to interpret those numbers; of course they're close enough to 203 for Starf Berry to definitely be in the cards, but on the other hand every team has a ceiling. Given that the 158 took a number of narrow escapes to get there in the first place and the 181 ended up getting more or less obliterated by a lineup of Vanilluxe4/Walrein4/Quagsire3/Swampert4 where Weavile's lack of power to assist Latios in breaking through threatening neutral targets really showed and Heatran was mostly helpless into the backline, on top of Walrein also actually hitting its OHKO moves to render Heatran's ability to buy space for teammates mostly moot, I was getting genuine worries that even if I had not reached it yet the ceiling was probably not gonna be that much higher, and that, while not overtly crazy, continuing to shoot for Starf with this team essentially meant committing to probably at least a handful more runs with a team I was fully aware was suboptimal when it mattered most--even with natural levels of "fun", not exactly something conducive to not wearing out its welcome before long. Which led to the following message on Discord.
This is where a history lesson is once again in order, since the Hitmonlee / Latios lead pairing this would leave me with is one that was championed hard earlier by the one and only Peterko, actually giving him his Subway PB with a 390 score after he'd already put up a then-second-place 600+ record in gen 4 with it as well. While of course it was gonna make for a good reassurance that I was gonna give myself an easier time getting to 203+, at the same time I also hoped I would not need to actually go there, given that even for a modest enough goal like Starf it was important to me that I'd be able to put up a non-copycat contribution here and that there was no point in e.g. avoiding R Inanimate rain if I was just gonna use another long-proven build anyways. Still, "there's only so many ideas going around and self-nerfing creativity entirely for the sake of being different is not a good thing"; in the end I felt that with the different backline (let alone one like Heatran + Gastrodon that was both intuitive and wholly unexplored at the same time) and my slightly different take on the exact LeeTios sets there was still gonna be enough to contribute here, and of course the fact that I wanted to reach Starf at all without making this needlessly frustrating for myself was not something to gloss over either. And from the lens of the leaderboard as a competition, what better way of making this a worthwhile contribution than showing that Hitmonlee + Latios had more in the tank than Peterko's 390 all along? Posting a streak of 452 wins in Super Doubles, which I don't even feel is this team's ceiling either, but I'll take this for now at least.
Hitmonlee not only ended up being a unilateral upgrade over Weavile in terms of its partnership with Latios but also caused a ripple effect fixing certain other more subtle issues with the team. Let's get into it.
Hitmonlee @ Focus Sash
Ability: Limber
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Adamant
IVs: 31/31/31/17/31/31
- Fake Out
- Close Combat
- Sucker Punch
- Protect
Out of all the Fake Out users I've used, it's almost scary how optimised Hitmonlee is as a damage output-focused one. Hitmonlee's obvious niche over Weavile and in fact just about every other non-Mega Kangaskhan Fake Out user is the raw power of base 126 Attack Adamant Close Combat, but in the Subway in particular this niche's stock rises even further thanks to the existence of certain notorious Trainer classes, namely Ice Workers and Sand Workers, which the keen observer will note Latios hates in particular as well. Tyranitar in particular is such an obnoxious one that singlehandedly turns Latios's Sand Worker matchup from pretty favourable into a nightmare, but when it sees Hitmonlee it's just gone, except maybe the Sash set depending on what Latios has to do that turn but that one is not going after Latios anyways. Excadrill is the main other one making that matchup yucky but that one disappears when Hitmonlee is on the field--barring Sand Rush of course, or when set 3 dodges Close Combat and sets up its own sand after, that was fun, but you get it. Ice Workers similar deal, when the very vast majority of the Ice Worker roster is indeed simply outsped and OHKOed (the only exception of Close Combat targets that comes to mind right now is it being a roll on Walrein4 but still hey); while hax will always happen versus these and hail or sand removing Focus Sash is obnoxious and I am not at all implying that you can just chuck a Hitmonlee on your team and have them solved for good, there's no denying that even on that front if nothing else they certainly have a lot less room to pull their bs. Other appreciated Close Combat targets include notorious bulky Normal-types like Porygon2 and Snorlax, the aforementioned Empoleon, as well as the one Fighting-type that Latios actually hates not shreds in Scrafty.
And that is just one move, since Sucker Punch is another extremely important thing that makes Hitmonlee the support it is to the point that it probably still just wouldn't function without it. It's a one-stop shop for addressing Hitmonlee's main issues, namely its only above average Speed plus Close Combat's inability to deal with Psychics or Ghosts, where for the latter uhhh it's not a one-on-one replacement for Weavile's Night Slash but comes close. It misses several KOs on notable targets that Night Slash does get like Starmie and Gardevoir, but others like Espeon, Gengar, Jynx, and (set 3) Mismagius are still sufficient, and a bunch of misses are still guaranteed with Fake Out chip. It's of course still no Night Slash, and (due to Trick being prioritised over KOs) Alakazam in particular is actually a little tricky now, but this is the very group of enemies you'd really want Weavile over Hitmonlee for and for the most part you don't lose out on too much. The loss of Speed on the main STAB move(s) is actually much more significant than losing out on those STAB moves outright, but at the very least for picking things off Sucker Punch is sufficient; even without STAB it's almost as strong as a Technician-boosted regular priority move would be, after all, and positive-natured base 126 Attack goes further to putting almost Scizor Bullet Punch-level power behind it.
But yea that is the offensive side on Hitmonlee, where having two good damage sources on my frontline makes for enough of a niche over Weavile as is, but it provides so much more in tandem with Latios in particular, since counterintuitively it fills a defensive role as well just like Weavile can. The key here is of course Protect + Focus Sash, which allows Hitmonlee to very easily bait attacks and buy Latios free turns at 1 HP, but Hitmonlee's deplorable natural physical bulk enhances this niche even further, since the AI even reads OHKOs on run-of-the-mill medium-strong neutral physical STAB moves like Arcanine's Flare Blitz. As a result, Hitmonlee can pull this same trick even on lead a lot of the time, which gives Latios easy room for chip damage for a double KO on turn 2 and lets you face the backline with a fresh Hitmonlee that otherwise would be knocked down to Sash or even taken out entirely. While using a zero IV physical bulk Hitmonlee would realistically be overcooking things (no calcs handy off the top of my head but it can still dodge 2HKOs from like weak non-STAB Earthquakes, and of course it's functionally playing without Sash in sand or hail matchups, which are objectively top of the list where you would like it to use Close Combat multiple times), its physical bulk is genuinely more of a feature than a bug in practice and contributes to its hyperoptimisation feeling for gen 1 standards. Hitmonlee's baiting capabilities in tandem with Sucker Punch are strong to the point that it has performed well even in Trick Room matchups, not even simply surviving the battle but even doing so without switching out while contributing significantly on its own. Peterko ran Mach Punch in the final slot, from what I understand because "Weavile", which given that one is a legit issue for this lead pairing I don't think is a bad reason, but it's really hard to put into words how much Protect enhances Hitmonlee's bait capabilities, increases the depth of this team's toolkit, and streamlines a vast majority of matchups (though I hope I gave it an honest shot!) to the point that I don't think an enemy that ultimately can still be played around fine would be reason for me to give it up. It should be mentioned that I have not actually found any posts by him considering Protect at all as opposed to, say, Helping Hand (and Reversal... which yea let's leave it at lends credibility to the notion that Protect indeed was not on his mind at all), so odds are that this is just a case in point of that hypothesis a lot of us have of dinosaur teams like this one in general just not really taking Protect seriously as a default option before gen 6-ish.
Limber is worth a final mention, since being able to hit Static users with Fake Out or Close Combat with complete peace of mind is just as valuable as it sounds, but of course it makes for great counterplay to Thunder Wave as well especially in tandem with Heatran's Substitute. Sometimes I wish the AI was actually aware of it in advance, since it would give me a safe turn 1 switch to Heatran for a free followup Sub, but oh well it's a great help one way or another.
Three of these moves I'd like to believe are wholly standard on a Life Orb Latios; if Psyshock versus Psychic needs any "words", then as usual you can consider Psyshock a coverage move of sorts, since from a sheer power lens there is genuinely no point to Psychic when you already have the equally strong Dragon Pulse, with Dragon's neutral coverage, and for the most part Psyshock covers super effective targets just the same; so, when Psyshock and Psychic are more or less interchangeable in terms of preferred type matchups it just makes sense to go with the option that also makes special walls a bit easier to handle, especially with this team having three special attackers as is. The third move is maybe a more interesting case; while you also have the option here of other coverage moves like Thunderbolt and Grass Knot, I feel like those are usually best left for any major holes that identify themselves in theory or practice, and in terms of boosting the team's overall synergy the main two options I'd consider are Tailwind and Surf. Latios is obviously a great Tailwind setter and it did a good job in this role on KangaLati by flipping Veteran Speed tiers in Kangaskhan's favour or just setting up Sylveon for a safe wallbreaking romp, but it felt like a bit more of a waste here; the main beneficiary would have been Heatran (keep in mind that this decision was made when Weavile was still on the team as well), which when all is said and done still plays a defensive role rather than a wallbreaking one, and for any sort of in the moment momentum swings Icy Wind felt like it could be sufficient. Surf on the other hand was made a very tempting option thanks to the pairing with Gastrodon, adding a Gastrodon supercharge mode as yet another option to this team's toolkit. In practice, it didn't stop there either, and its ability to land chip on both enemies paired extremely well with Hitmonlee's bait qualities as well; you know how it goes, when both opposing Pokemon are not in KO range and can't really hurt Latios, just click Protect + Surf and finish them both next turn. Not to mention that thanks to common stat distributions a lot of the time the special coverage on enemy Rock-types etc is a lot more practical anyways than having Hitmonlee handle them. Harlequins leading with say Rhyperior or Steelix + bulky Trick Room setter or whatever would just eat Surf + Gastrodon switch, which generally was a fantastic position for me to be in.
While Life Orb feels like the intuitive Latios to me, it is apparently much less common than Choice Specs (or Gem) here, which I guess I can understand from the awkward interaction between the recoil and its more than decent natural special bulk, but I have not felt it was a problem here with Hitmonlee's support and the backline's great defensive coverage, at which point the extra positioning flexibility thanks to Protect is extremely valuable. Blocking the extremely telegraphed Fling from Iron Ball users is still the funniest thing ever and makes me appreciate that Flung items do not work like Gems here. One final thing worth highlighting is the special attack unnerf; while you can always find blessed calcs if you go out of your way to look for them ofc the extra 5 Base Power that Dragon Pulse gets back compared to the Maison means e.g. Leafeon and Manectric are guaranteed neutral KOs now and odds of one-shotting Tangrowth have improved from Hydro Pump after Double Team to Rock Slide, which can make for some very handy peace of mind.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 4 HP / 248 SpA / 4 SpD / 252 Spe
Nature: Modest
IVs: 31/17/30/30/31/31
- Flamethrower
- Earth Power
- Substitute
- Protect
First off, don't mind the IVs; when I RNGed this one last year in anticipation of maybe using it on KangaLati I got an HP Grass spread just in case so I would not regret skipping out on it later if I ended up ever needing that move on hypothetical other teams, but I had no concrete plans on actually using it so I am indeed not actually using it on here. What I am using is the same set that Eisenherz used on his 1k run, for a few reasons, all of which relating to Substitute of course. The main one is, while of course I'm aware that Heatran is an awesome defensive piece and had it underlined red on my used mons wishlist, it also comes with sketchy Speed and three common and nasty weaknesses, which was a cocktail that I could see making for a lot of momentum loss when I can't afford it but can be mitigated well by a preemptive Substitute, which in turn of course is easy to get up in the numerous board states where Heatran does have a defensive typing advantage. Tailwind would have been another option of handling this, but I already alluded in the Latios blurb to why that felt awkward here, and the nail in the coffin was the fact that on the Weavile variant of the team I had no good enough coverage on Walrein4; as much as I normally think a couple tools for smacking it off the screen are "good enough" prep here, when I didn't even have that the hard check was pretty much mandatory.
Between its most (and honestly only) consistent Fire-type move, its go-to coverage move, and Protect the rest of the moves should be common sense, but the EV spread might at least warrant some affirmation, since tl;dr yes synergy with Substitute does indeed warrant max Speed here, with an absolute ton of status users being in the tiers between minimum and maximum Speed Heatran as well as of course a number of threats that you don't want to underspeed period. From the Substitute lens, you have annoyances like Tentacruel4 that can use Protect to mess with allies' attempts at removing it where its additional role of a poor man's Protect may make Substitute the optimal click, and of course picking off the likes of Excadrill before they can do anything comes in more than handy. Especially with Gastrodon's nonexistent Speed any extra points on Heatran are pretty much worth their weight in gold in situations where the frontline has gone down entirely, and when dudes like Emboar and Mienshao are in range for max Speed and can pretty much fire at will otherwise there's really no reason to skimp out on any points here. The (very fair) counterpoint is that, well, having no bulk investment on what's still a defensive piece is contradictory and potentially counterproductive, but while I have no calcs or anything on hand, in practice yes no worries at all Heatran more than gets by on sheer base stats and defensive typing, to the point that you really just don't even realise this is a 0 bulk Heatran.
In practice, this set has been incredible; for the most part its gets by on its defensive presence and just does not die from chip before it's killed everything else, and Substitute enhances those capabilities a lot by of course providing cushioning in more awkward situations, since the one downside of Heatran is that, for its awesome resistances, its weaknesses are actually some kinda painful ones. "Proactive momentum management" is the name of the game here, where it's extremely encouraged to pilot things so that the Sub goes up /before/ a potentially threatening enemy hits the field; think uh let's say a Battle Girl leading with Klinklang + Ferrothorn, where Klinklang gets destroyed by Hitmonlee and Heatran blasts Ferrothorn off the field, but if we take out Klinklang turn 1 while switching to Heatran a Fighting-type backup might come in before Heatran can remove Ferrothorn while we also have a Hitmonlee that probably has its Sash broken in some form. So instead turn 1 becomes Fake Out on Klinklang to keep it frozen in place while Heatran gets a safe switch, then turn 2 Hitmonlee clicks Protect while baiting things so Heatran can set up its Sub, and then finally turn 3 we take our double KO; by far the optimal position to be in with Heatran having safely Subbed up before a scary HJK user comes in, and Hitmonlee being around as potential bait never hurts either. Playing through Trick Room is a similar case, where if Heatran can Sub on a weak setter like Dusknoir4 we're pretty set for making it through cleanly, since we have the option of simply Sub/Protect cycling through the Trick Room turns while ideally lays the hurt on the enemies. It's unfortunate that it's not a great PP stalling tool except in certain edge cases; Heatran not having Pressure or Poison Heal means it's hard to deplete even 15 PP moves like Surf and sometimes even 10 PP moves depending on prior chip and/or AI using the wrong move on Protect turns before wearing itself down entirely, and of course it simply does not work at all if there's still multiple enemies standing--good luck outstalling dual Earthquake users if one of them just breaks the Sub for the other! Nevertheless it's still a powerful option to have up one's sleeve versus certain slow, bulky attackers, where hard checking Walrein4 is the most obvious practical application. It's also unfortunate that switching into attacks can be tricky since freeze or paralysis can proc before you get the shield up, but oh well not really the point overall either; just a fantastic tool of making sure Heatran can keep performing in more questionable matchups as well.
A top 2 favourite gluemon, and at long last I am submitting a streak where this one takes the spotlight entirely over Scizor. Unlike in the Maison, I can't run Assault Vest on it here, but Sitrus Berry works just as well for the most part, doing a good attempt at trading the 50% special bulk increase for a 25% boost against both physical and special attacks, given the AI's massive struggles OHKOing Gastrodon without Grass-type attacks or, like, Choice Band Outrage or Specs Draco Meteor. Storm Drain is the name of the game as always, shielding Heatran from non-Surf Water attacks (and Hitmonlee from STAB Waterfalls and Aqua Jets tbh lol) and making Gastrodon a setup sweeper when paired with Latios's Surf.
Scald and Earth Power are as obvious as ever, and I believe Clear Smog and Icy Wind are the two optimal moves in the final two slots. Gastrodon is pretty great at providing team support for the most part, and especially when you turbodie into Grass-types regardless type coverage is the wrong thing to focus on (imo) alongside a STAB combo as generally potent as Water / Ground; so, Clear Smog and Icy Wind it is. Clear Smog is a pretty much full-on no-brainer inclusion on Gastrodon for me atp, providing a massive security blanket against notorious dipsticks like Zapdos, Volcarona, Cresselia, and Blissey, and not being entirely reliant on Storm Drain for keeping Gyarados under control is also a good idea.
Icy Wind is like slightly more contentious, but for this team at least in theory the synergy with Latios and (especially) Heatran's Substitute should be clear. In practice plays with Substitute in particular ended up being slightly shakier than I expected; the way I'm used to playing it with e.g. Mega Gardevoir is simply Protect on threatening foe's attack such as Gengar's Shadow Ball or Sludge Bomb while safely slowing it down, profit, but since Heatran is one of the very few Pokemon with an actually even more commanding defensive presence than Gastrodon, a lot of the time most of what I accomplished with this was just letting the enemy lay into Gastrodon while Heatran could just as well have Subbed or attacked them directly that very turn. It got to the point where I ended up reconsidering Protect, which of course is still a valid option here one way or another, since Gastrodon getting chipped down quicker meant it would actually perform the better bait role than Heatran when hitting low health, and the awkwardness in question meant I was not getting a lot of room to make effective Icy Wind plays in the first place. With Hitmonlee on the team, Icy Wind became the clearly superior option though and was essential in pulling through in certain close-ish battles; it's kind of hard to explain and I'll go into it more later, but tl;dr a lot of the failed Icy Wind plays happened in board states where Heatran + Gastrodon is genuinely not a great lineup to have in the field in the first place, which Hitmonlee's power was good for preventing more proactively, meaning this time I could save Heatran / Gastrodon boards for when they were actually optimal, with Gastrodon's full toolkit at that and with much better success keeping Gastrodon out of situations where it would get chipped quickly enough for Protect to actually become a sensible option. Plus Hitmonlee being another obvious situational Icy Wind beneficiary doesn't exactly hurt either. With Weavile out of the picture, I even ended up needing the coverage on Dragonite once or twice, lol.
EV-wise, this is (still) turskain's spread from the Assault Vest set ten years ago, which holds up alright here by providing a mostly even bulk split while maximising offensive presence and I could not put together anything better anyways. Since Gastrodon doubles as this team's main Trick Room check, making the Speed stat as low as possible IV- and naturewise makes sense, but I've long run 4 Speed IVs over 0, for an effective Speed stat of 41, since (Swagger of course) Escavalier4 was an absolute nightmare for Weavile / Mega Gardevoir / Gastrodon / Scizor and it lost out on little to nothing of significance under Trick Room otherwise. Escavalier is slightly less of an issue on this specific team for... self-explanatory reasons, but of course it's more than likely this won't be my only Gastrodon team in this facility, and I really do think it's the best all-around Speed benchmark. I will say that I wondered if I should just be using a regular Modest Gastrodon when I was still on the Weavile variant of this team, because underspeeding certain Earthquake users like Rhyperior made a bunch of battles trickier than they should have been, but once again that was symptomatic of me running a suboptimal frontline; here too adding Hitmonlee took a bunch of pressure off Gastrodon and allowed it to better focus on the game states where it excels, and outrunning dudes like Slowbro under TR was as valuable as ever. As a bonus, from what I can tell the Subway AI has pretty high standards in terms of speed advantage stakes before it clicks Trick Room, which in practice means that if Gastrodon gets on the field before Trick Room is up, it's probably staying off for good; the AI does not seem keen to make Gastrodon faster than even just one of its Pokemon, which of course is something it would pretty much always make happen.
A threatlist at this time is definitely gonna have me overlooking a bunch of things when I only have about 600 battles worth of experience with the Hitmonlee variant in particular, but the following should at least be a good starting point:
Weavile is painful between a faster Fake Out, Focus Sash, massive Speed, and the just about guaranteed OHKO on Latios as well as 80% minimum damage on Hitmonlee for whatever that's worth and is the main thing where I can agree to live and let live on Peterko's choice for Mach Punch. Ways of dealing with it are situational depending on its allies, but tools include (double) Protect, a Heatran switch, and a Close Combat + Sucker Punch KO, and (if it comes out later) Icy Wind; Heatran in particular does a great job holding the team together here if it doesn't get frozen while covering for Latios, and even Fake Out + Dragon Pulse could work since it does not seem to use Fake Out a lot in practice, though of course unless it's fully ruled out that can be kind of a high-risk gamble. Thankfully it's not all that common here I guess.
Opposing Latios and Latias are probably the biggest targets where dropping Weavile is actually a downgrade, as fast Psychics that don't fall to Fake Out + Sucker Punch and also the only Dragons other than certain Garchomp sets that Latios doesn't simply outspeed and snipe. On lead they can be handled cleanly by Fake Out + Dragon Pulse, but that necessitates a benign-enough partner as well, and when they come in as backups it doesn't work at all anymore for obvious reasons. To make matters worse you also can't reliably predict who they're gonna gun after between Hitmonlee and Latios. The upside is that Heatran is a good defensive answer to them overall and they're much easier to handle when you can actually predict their attacks, but yea overall these are in "figure out a way to play around them" category more often than I'd like and you really don't want to see both of them at the same time either. Worse come to worst there also the "75% of the time, it works every time" Speed tie gamble, but thankfully I have not had to do that just yet.
On the topic of enemies where I'm missing Weavile, Alakazam is not the hugest threat overall but it does become annoying when the AI's hyperprioritisation of Trick means I can't Sucker Punch it. Now, it doesn't seem reliable in who it targets either, and the good thing is that if it gives its Specs to Latios that's really not the worst downgrade ever for me, but stealing Hitmonlee's Sash is much worse when it's just gonna one-shot Hitmonlee after and I can't even take the consolation of one-shotting it anymore for having to lock into Sucker Punch--and I also can't get ahead of things with Fake Out because lol Inner Focus. While the preferred way of handling it once again assumes a benign ally, ideally I just click Protect on Hitmonlee while Latios hits it with Dragon Pulse, where if it does hit Latios with Trick it gets Sucker Punched next turn, and if it went after Hitmonlee instead I still can't Sucker Punch it but at least there's no harm in it stealing Sash anymore. In practice it also just switches out the turn after for "locked into non-damaging move" reasons, so that also mitigates it as a threat all but entirely; I wonder sometimes if I should actually open with double Protect so it gets locked into Trick no matter who it targets, but I don't know if the switch is actually guaranteed and it would be considerably more annoying if it waits on switching, so doing it just on Hitmonlee seems optimal from a risk management pov when Choice Specs Latios really is not that bad of course.
Yanmega also deserves a big mention; Bug / Flying is a remarkably tricky STAB combo to handle for these leads overall of course, but Speed Boost flipping momentum around if I can't remove it right away makes this one much more painful than anything else that can hit both of Hitmonlee and Latios super effectively. Thankfully odds of an outright Dragon Pulse OHKO are good enough that it's worth rolling those dice when the other enemy also demands turn 1 attention, and even if the Rock Slide-level odds of missing the KO do kick in I realistically have Sucker Punch to finish the job anyways; however, with both Bug Buzz and Air Slash only being like 80% assured OHKOs Detect is not actually fully ruled out, so if it clicks that one (or its ally otherwise forces all of my attention) and is Speed Boost I'm actually in for a world of pain, especially with Hitmonlee not really being able to damage it much at all. At least Heatran is a very hard counter if no excessive bs or troublesome partner.
Bikers are probably the single most threatening Trainer class in this facility as is, and for those reading along so far that should come as no surprise with unknown Weavile or Yanmega sets being part of their roster as well, lol. They're also a big one where I feel the loss of Weavile sometimes though, with any set Dragon-types being such a major part of their roster otherwise; while Latios handles just about all of them fine individually of course it's not hard for it to get overwhelmed if they stack a bunch of them, which is a common situation. At least the fact that they also have all Tyranitar sets on their rosters (seriously just drop the pretense and make them boss Trainers at this point) validates Hitmonlee's presence but yea lol...
Blizzard always deserves a mention when leading with Latios; like discussed before it's for the most mitigated pretty well by Hitmonlee's presence to just outspeed and OHKO them with Close Combat (or Sucker Punch in Jynx's case), but that does not work for everything, when there are also non-STAB (read: not weak to Fighting) users or those that just outspeed Hitmonlee. I'm not sure if there's a whole lot to say about the likes of Suicune that does not simply amount to handling them like most bulky Waters, but for faster users the ones worth highlighting are Articuno and Froslass. Articuno is handled by Fake Out and two Psyshocks (or just Close Combat + Psyshock if you've managed to confirm it as slower via Item Clause or whatever) but can additionally be obnoxious via Protect; I've had certain very close battles involving Articuno because of how scared I was of double targeting it, but by now I've accepted that for better or worse its use of it is not consistent enough to warrant the risk of leaving it alone. Froslass also forces a lot of immediate focus and gets a lot of glare points for Speed tying Latios, where the "best" way of dealing with it is simply hitting Sucker Punch twice while Latios clicks Protect turn 1, but of course that also depends on benign allies, and I've also had to do things like switch Latios out for Gastrodon turn 1 and abuse Froslass's tendencies of just spamming Destiny Bond when at 1HP when Latios is off the field. To make things more annoying, while Hitmonlee at least has a guaranteed KO on any Glaceon set that actually runs Blizzard, Brightpowder and Quick Claw are certainly things that exist, and while of course you need to play with some anticipation for those on turn 1 (helps that Glaceon commonly being paired with other Ice move users at least makes that choice easy), that's not always something you can afford effectively. At the very least Gastrodon and Heatran with Sub active (more case in point for running Speed on it here...) are functionally immune to Blizzard, so you're still hardly a single hax proc away from losing or anything.
No sense in digging up very specific examples here other than maybe Leafeon with its Quick Claw or any Grass-types that otherwise outspeed Heatran, but Earthquake and late-game Grass-types are worth highlighting as threats for the backline specifically, for several very obvious reasons. Earthquake AI in Subway in particular is worth a dissertation of its own, where it won't like using it if it hits its ally but 4x weak Heatran is probably still enough bait that it's still not worth outright counting on, while it will use it almost pathologically if its ally actually is immune, and Gastrodon is not bulky to the point it can just shrug off repeated STAB ones. It makes for a funny dynamic where you need to log Gyarados a lot higher on the threat radar when it's brought by Pilots specifically, since it has no real reason not to spam Earthquake there and will probably actually do so as well with the way Subway AI works, rather than just let itself be walled forever by Gastrodon, and there were also interesting misplays like that one time Pinsir4 showed up as a backliner so I was forced to make a defensive switch into the "obvious" X-Scissor and ended up switching Heatran headfirst into Earthquake because I spaced on Pinsir's ally that idr being technically a Flying-type. At least Latios was now going to wall Pinsir for good I suppose. As for Grass-types, no words to be said about their matchup into Gastrodon without making this beyond condescending, except that they are guilty of almost every situation where I do miss having Protect on it. The main takeaway from these enemies actually is that, despite obvious offensive typing synergy, it's actually wise to avoid a Heatran + Gastrodon board state if there's any unknown variables in play; of course there are still enough situations where it's fine, like if Heatran has gotten its preemptive Substitute up, if you're engineering a late-game 2v1 state into certain Water-types, or if Heatran can Sub/Protect cycle through Trick Room while Gastrodon is laying the hurt on the enemy, but overall they're both too slow to be entirely reliable blanket responses to each other's checks and can unravel extremely quickly if the wrong enemy comes in to swing momentum back at the wrong time.
Miscellaneous hax is kind of a cop-out entry lol but worth mentioning, since Hitmonlee + Latios are only so equipped at dealing with it and it can swing back certain otherwise-covered matchups extremely hard; think the aforementioned example of a Brightpowder miss into Glaceon4 on just that very battle where Latios couldn't afford to click Protect, and of course also Quick Claw being obnoxious into two heavily offensive leads. Heatran and Gastrodon are both a lot more resilient to it, especially with Substitute, but like I've mentioned before you really don't want to go into unknown backlines with those two out, and I also had several battles get sketchy or even outright lost thanks to back-to-back Rock Slide flinches on Gastrodon--you know, one of those types it's partly tasked with handling. At least those were with the Weavile variant, and it makes sense Hitmonlee would make the AI a lot less happy to spam it at least...
The loss is, uh, kind of hard to explain, but let's get into it.
#453: vs. Pokemon Breeder Eoin
I won't be providing a turn-by-turn recap here, but basically a Gardevoir4 + Togekiss4 lead is tricky, since Sucker Punch is usually not a KO on Gardevoir and Togekiss is obviously disruptive plus thanks to Sitrus cannot be 2HKOed by any combination of moves even with Fake Out chip. I map out the first couple turns so that I trade Hitmonlee for taking down Gardevoir entirely plus leaving Togekiss in KO range for whatever, after which I sent out Heatran to pick off Togekiss and Latios attacks into the followup Leafeon's Detect. Lastmon Bouffalant is where things spiral, since it's a brutally strong and bulky Pokemon with Earthquake as a coverage move, but I should be able to chip and/or Life Orb stall it once Leafeon is also down; unfortunately Leafeon takes out Latios with a Quick Claw proc, while Bouffalant uses Earthquake to break the Substitute I set up to grab momentum as a midground play should Bouffalant go after Latios, so suddenly things are extremely dire; at least I get to dodge another Quick Claw proc and manage to secure the unavoidable Heatran trade while it takes out Leafeon, and the Scald burn on Bouffalant actually makes for a glimmer of hope, but unfortunately it manages to override the Attack drop with a crit to pull the battle away from me for good.
Overall, this was basically a case of tricky lead matchup, nasty backups for my backline, coupled with some normally benign misplays:
- Not preserving Hitmonlee where I could realistically have Protected into Psychic + Air Slash; I was paranoid of Togekiss using Thunder Wave to suddenly make the next turn nasty and was content with leaving it an assured... dead egg flying?, even though Air Slash certainly was the expected move.
- Mishandling Leafeon; on the fatal Quick Claw proc, both a double target and a Protect on Latios while targeting it with Flamethrower would have assuredly taken it out while leaving Bouffalant standing alone, allowing me to either Life Orb stall it with Heatran's Substitute (if it went after Latios) or simply overpower it. This realistically would have been a Heatran sack though, and I guess I was subconsciously paranoid of a double Detect here to render that one moot. Certainly the less likely outcome compared to the Quick Claw proc though.
I'm not trying to make excuses, but I do think it's worth mentioning that the backups (not just Leafeon but also Bouffalant; even something like Rhyperior would have simply turbodied to Gastrodon on the final turns in Bouffalant's place) were as nasty as they come here and the hax procs would have had to happen as specifically as they did. What I mean by benign misplays is, it did take this specific lategame cocktail for them to actually be punished, and almost all the time they're of the kind that simply blows over and you just recognise as a future finetuning learning experience and move on. It's why this loss feels so weird, because even with losing Hitmonlee I never once felt like I didn't have momentum on my side or the matchup was even particularly threatening until the Quick Claw proc happened; I suppose it makes for reassurance that a better streak is in the cards at some point, but for now it'll just have to be a Subway school of hard knocks moment.
That is that, and I should also provide some other battle videos.
#45: vs. Veteran Colombo
An early battle with the Weavile variant showing off exactly what Substitute Heatran is capable of, specifically defeating a set-up Suicune3 one-on-one despite not even being PP Upped yet as of this battle. Full disclosure, this did need a little bit of luck, namely the double Protect on the final Surf, as well as the Flamethrower burn of course but I think with PP Ups I would have been the one to force Suicune into Struggle instead? Still ridiculous of course though, and at least it got me the Never Give Up medal...
#182: vs. Fisherman Fird
The loss of the Weavile version's PB, which I might as well provide when I'm posting anyways. I had been doing okay on close calls up to this point, but this was absolute slaughter; Vanilluxe4 is difficult for Weavile + Latios when Psyshock is not a 2HKO thanks to Sitrus Berry, and when Walrein4 also ends up actually hitting its OHKO moves there is really no way to stop a dual Water / Ground backline from bulldozing Heatran. This battle did do a good job of selling me on Hitmonlee over Weavile, because of course Heatran's vulnerability to this backline was a known issue, but the main reason it had to face it like this in the first place was because the opening rounds were pretty reflective of Weavile's lack of supplementary offensive presence if Latios can't provide it; Hitmonlee would have simply one-shot (or almost one-shot) Walrein turn 1 and Vanilluxe turn 2 while Latios clicked Protect on Vanilluxe's Ice Beam, at which point even with Heatran's uselessness here the rest of the battle would have been a formality.
#301: vs. Psychic Khaan
Originally saved as a generic milestone battle, but it also provides a decent showcase of the team dipping into its regular toolkit to handle Trick Room, so like sure why not. Spiritomb and Reuniclus are both slightly tricky thanks to Sucker Punch and Trick, but Reuniclus dies to Fake Out + two Dragon Pulses, and with Sucker Punch's damage output versus 100% Latios I was comfortable enough taking the gamble, and things worked out as planned there while Hitmonlee got a turn 2 switch to Heatran, a hard Spiritomb counter to turn that one into a dud slot. Then, followup Slowbro is my cue to set up Sub and bring in Gastrodon to turn the telegraphed Trick Room against them, and it's mostly just clicking from that point. Forgive the Icy Wind misclick btw...
#365: vs. Pilot Chand
Pilot battle that got tricky thanks to immediate hax where Icy Wind increases my range of fallback options a lot. Basically my planned opening two turns were KOing unknown Staraptor set with Fake Out + Dragon Pulse and taking out possible Hurrrnadus with Psyshock + Sucker Punch, but an old crit Dark Pulse from Tornadus3 takes Latios out of the running. Thanks to Hitmonlee's bait capabilities and Gastrodon's Icy Wind giving both Hitmonlee and Heatran free extra hits via speed advantage the battle never becomes truly dangerous afterwards though.
I already alluded to this earlier, but the main reason why Hitmonlee made a good replacement for Weavile despite certainly losing out on a handful of matchups that ended up turning into decent-to-notable threats was because it managed to deal much more proactively with a range of Latios checks that I otherwise would have had to rely on the backline for. It's kind of counterintuitive to me that a one-on-one replacement could do so well while losing out only on specific Weavile targets and not really at all on overall team synergy, but I suppose it makes sense when you look at it through a lens that the "main" team is the Latios / Heatran / Gastrodon board and that the second lead exists to grease their skids but has limited attempts at synergy with them otherwise. Latios / Heatran has great defensive synergy and coverage on each other's checks and can even take advantage of Latios baiting for free Substitutes, Heatran / Gastrodon has the coverage on each other's checks etc, and Latios / Gastrodon has the whole Surf supercharge mode; however, Weavile / Heatran and Weavile / Gastrodon did not really do any of that other than just attacking together, meaning that Hitmonlee / Heatran and Hitmonlee / Gastrodon didn't really have to try and improve anything over that either (though they still did--see Heatran actually covering Hitmonlee's weaknesses properly). Both Weavile / Latios and Hitmonlee / Latios existed to have a Fake Out user create space for Latios while handling some of its checks, and Hitmonlee and Weavile both do an okay job in that area in their own way.
To truly understand what makes Hitmonlee better from a teamwide synergy angle, we need to look at the Heatran / Gastrodon backline again, with the newfound understanding that these two, while not doing a bad job helping each other out, are prone to losing a lot of momentum versus the wrong enemies and as a result need to not actually be on the field at the same time if it can be helped and the battle is not in the bag yet, not to mention the fact that there are limits to their hard switching in abilities thanks to Heatran's vulnerability to added effects and Gastrodon's squishiness, especially in the face of old crits. This is again where Hitmonlee comes in; while Weavile manages to deal with a range of enemies that threaten Latios offensively, Hitmonlee actually breaks through the enemies that handle it defensively, meaning it can stay on the field and contribute much better and, more importantly, postpone the moment where Heatran / Gastrodon need to take to the field together. "I'm not worried about Steel-types with Weavile + Latios when my backline shreds those", I mean sure but when practice has taught you that you don't actually want your entire backline on the field then that puts a pretty major asterisk on that. It's funny how this ended up indirectly fixing Heatran's vulnerability to Earthquake spam; you simply do get to face a lot less of those head-on if Hitmonlee kills or helps Latios kill them first, at which point just making sure Heatran has a Sub up before backups come in when it does have to come in directly is indeed pretty much enough. Cool stuff.
I also can't avoid talking about this team without saying a few words about Peterko's team as well, as the earlier "definitive" version of the Hitmonlee + Latios backline that put up a very good score in its own right. As much as I would like to make a more direct comparison between our two teams, I think they simply provide wildly different takes from a similar starting point, where Heatran + Gastrodon attempts to support LeeTios in a defensive way while Hydreigon + Metagross takes on an offensive angle here. More specifically, in a way, his team reminds me of KangaLati, and more specifically the pseudo-"type spam" aspect that I identified while playing around with them, in the sense that e.g. losing Latios often wasn't a huge deal at all when Sylveon could simply jump in and continue the Dragon carnage without any trouble. This is the main way in which the dual Dragon-types make sense to me, when Hydreigon's presence makes Latios much more expendable when it goes down early due to a wallbreaking trade or hax and the team's overall functionality is not very impacted, and Metagross can swap in mostly seamlessly for Ice-type killing duties if anything happens to Hitmonlee. The increased Ice Worker weakness does stand, without Substitute Heatran or Scald Gastrodon's extra defensive coverage, but I'm not at all saying anything there Peterko hasn't said as is of course. It even validates Mach Punch on Hitmonlee in ways beyond our "dinosaur teams hadn't discovered Protect properly yet" vibes, since yea without Heatran or Icy Wind and with a Choice-locked (read: incapable of Protect baiting) Latios it's extremely appreciated if you have a way to remove it that won't entail an outright sack of substantial hax risk. I'll avoid discussing it too much further because I'm not sure if it's an entirely respectful thing to do, but yea needless to say it's super interesting to see how there's such wildly different backlines possible by taking a different approach on the same lead and how both have been capable of putting up competitive records on the same board. I still think looking for the singular best team is stupid and am much more interested in contributing to a very diverse board showing lots of different teams and styles, and if indeed I managed to contribute something novel enough despite starting off from the same frontline as one of the best teams from the current gen, then that means a lot to me.
Still, that doesn't really change anything about how this team is literally "BDSP team based off failed Maison backline shoehorned into Subway with a singular Pokemon changed for something else with 0 changes to the rest of the team to account for potential ripple effects"; and when jury is still out on whether my "sucks at teambuilding" allegations are actually true or just self-inflicted imposter syndrome brain worms, you can argue whether this team is genuinely four Pokemon with deep toolkits that synergise well together or just a lucky strike of trial and error building, and in terms of proper teambuilding skills it might just be a case of Katrielle Layton-like "miraculous instinct" at best, lol. It's not really a way of looking at this conducive to good vibes, anyway, and I don't think I need it either, since this one might be up there for the most fun team I've ever used period. WeavGarde has always been my go-to answer to that question, but I think this one is a similar case of four Pokemon with deep and fun toolkits where no two battles are the same and the point is to explore said toolkits as deeply as possible to win against huge ranges of enemies, except this one is even more rewarding because it does not even have the "Fake Out + spread move" stock play (unless Surf counts but for this team that one is much more of a niche tool to open up even more options!). And, well, as least in terms of relative power levels this team is probably also genuinely better. WeavGarde has done really well in the Maison (still the best performing team not using any of Greninja, Mega Kangaskhan, or FEAR!) but as good and fun to use as it is it still has a definite set of enemies that force its back to the wall and force you to either give other enemies space while playing around them or just lose, which I have not identified here to that level. This is also the reason why I mentioned earlier that 452 is good "for now", since especially with the nature of the loss I can't shake the feeling that this team can still do better than it has put up so far.
This is also only the third run with this team so far, after two prior losses in the 90s to a hard Biker counterteam and a horrendous brainfart around Conkeldurr3, and as we all know it's standard procedure in Subway to do at least over half a dozen runs with the same team to brute force some luck to compete with the higher variance inherent to this place compared to later facilities. This has not felt wise to me so far though, since I played right through burnout to get to this number as is, not to mention "Starf in Subway Doubles" was one of my two true in-game achievement-related remaining facility goals, and calling it good after reaching 203+ was always the plan with how turbo unfun it is to lose in the 90s while playing through burnout and "time" being the factor that it always is. Once I reach my final goal I absolutely have some other teams in already cleared modes that I plan to pick up or revisit though, and this one is pretty high on this list. Don't take that as an actual commitment, just, in terms of Fun(tm), this would very much be one of the safer teams to dive back into whenever it's time for that. Really happily surprised with how much I've been enjoying this facility after the shaky relationship with Unova that I've had all my life.
Hello people, this is my very first post on the Smogon forums and I've been struggling to reach even 49 wins with my team in the Battle Subway and I'm not sure why, some basic help would be appreciated.
It's a Cloyster team with limited options:
- No breeding, all caught in the wild. Which removes options like Leech Seed on Ferrothorn and Rock Blast on Cloyster.
- One single copy of Pokémon Black without other games or other consoles to trade with which removes options like Garchomp, Latios, Multiscale Dragonite and Suicune
It's Cloyster, it auto-wins about 70% of games (Or it should do that at least). Protect replaces Rock Blast because of my rules and allows me to scout for sets and make plays according to that.
It is a mixed set too, a principle I'd like to stick to is accuracy, Razor Shell on top of not hitting physical walls as hard as I would like to also has a 5% to just completely screw me over, seems pretty self explanatory but yeah.
Thank you to Peterko for this amazing Pokémon, I don't know how I would motivate myself to play the Subway without it haha. (And sorry if Peterko was not the person who came up with it first, I just saw their name on the first page for Cloyster)
Chandelure @ Lum Berry
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid
IVs: 31/31/31/17/31/31
- Flamethrower
- Shadow Ball
- Energy Ball
- Taunt
Chandelure allows me to switch myself into Fire types while also giving me an immunity to Fighting and Normal (Scrappy Miltank is not real, I refuse)
I gave it a Lum Berry because of a traumatic incident involving a double full paralysis against a Raichu that barely made me lose, unfortunate stuff.
I considered Choice Scarf, but being able to switch moves feels very nice, Taunt is great too.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 100 Def / 152 SpD
Nature: Impish
IVs: 31/31/31/17/31/31
- Gyro Ball
- Curse
- Toxic
- Protect
Ferrothorn without Leech Seed feels much less like a one-mon army than I would like it to be. I sort of crumble against any decent special attacker and ESPECIALLY against bulky Water types with Ice Beam (And god forbid Rest)
Definitely a key weakness for this team that I'm struggling to find a solution for.
Other than that, the useful resistances it provides and the ability for it to shut down sets like Blissey4 (Only one that comes to mind right now, but it's got a lot of uses) is very nice. Iron Barbs and Curse strongly isolates physical attackers that can't muscle through it and allows me to boost up to +6 and become a great sweeper afterwards.
If It's not the place for it, I apologize
I'm just left scratching my head a little because I genuinely think this core is great but I'm somehow losing very early despite making careful plays with all the ressources on the Internet at my disposal. (Sets, Speed Tiers)
Hello people, this is my very first post on the Smogon forums and I've been struggling to reach even 49 wins with my team in the Battle Subway and I'm not sure why, some basic help would be appreciated.
It's a Cloyster team with limited options:
- No breeding, all caught in the wild. Which removes options like Leech Seed on Ferrothorn and Rock Blast on Cloyster.
- One single copy of Pokémon Black without other games or other consoles to trade with which removes options like Garchomp, Latios, Multiscale Dragonite and Suicune
It's Cloyster, it auto-wins about 70% of games (Or it should do that at least). Protect replaces Rock Blast because of my rules and allows me to scout for sets and make plays according to that.
It is a mixed set too, a principle I'd like to stick to is accuracy, Razor Shell on top of not hitting physical walls as hard as I would like to also has a 5% to just completely screw me over, seems pretty self explanatory but yeah.
Thank you to Peterko for this amazing Pokémon, I don't know how I would motivate myself to play the Subway without it haha. (And sorry if Peterko was not the person who came up with it first, I just saw their name on the first page for Cloyster)
Chandelure @ Lum Berry
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid
IVs: 31/31/31/17/31/31
- Flamethrower
- Shadow Ball
- Energy Ball
- Taunt
Chandelure allows me to switch myself into Fire types while also giving me an immunity to Fighting and Normal (Scrappy Miltank is not real, I refuse)
I gave it a Lum Berry because of a traumatic incident involving a double full paralysis against a Raichu that barely made me lose, unfortunate stuff.
I considered Choice Scarf, but being able to switch moves feels very nice, Taunt is great too.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 100 Def / 152 SpD
Nature: Impish
IVs: 31/31/31/17/31/31
- Gyro Ball
- Curse
- Toxic
- Protect
Ferrothorn without Leech Seed feels much less like a one-mon army than I would like it to be. I sort of crumble against any decent special attacker and ESPECIALLY against bulky Water types with Ice Beam (And god forbid Rest)
Definitely a key weakness for this team that I'm struggling to find a solution for.
Other than that, the useful resistances it provides and the ability for it to shut down sets like Blissey4 (Only one that comes to mind right now, but it's got a lot of uses) is very nice. Iron Barbs and Curse strongly isolates physical attackers that can't muscle through it and allows me to boost up to +6 and become a great sweeper afterwards.
If It's not the place for it, I apologize
I'm just left scratching my head a little because I genuinely think this core is great but I'm somehow losing very early despite making careful plays with all the ressources on the Internet at my disposal. (Sets, Speed Tiers)
- there's probably no reason ever for cloyster to deviate from 252 atk / 12 spa / 244 spe ev-wise, bulk investment is simply kind of a waste one way or another on a shell smash sweeper like this and there's too many speed tiers you can't afford to miss out on (scarf terrakion at +2, volcarona at an equal number of boosts just off the top of my head and just for the near-max in question). investment on surf doesn't tend to matter much in practice iirc, with how much you can rely on icicle spear for the most part.
- idt there's any dodging scarf for chandelure here, this team is insanely slow otherwise and doesn't have the defensive backbone to get away with that. in the 4th slot another move you could consider is hp ground in order to have at least a fighting chance against heatran.
- yea ferrothorn could use a few tweaks as well, sub is always an option for the safety net against mystery followup enemies, and the (correctly) identified weakness to bulky waters probably locks you into power whip as well. or seed bomb but idr if that's a levelup move.
it might take some time but my gut agrees with you that these three should be capable of making it to ingo with enough tries, it's reminiscent enough of the cloyster/chandelure/mega venusaur i used in maison when i was just starting out. gl hope some of this was helpful
- there's probably no reason ever for cloyster to deviate from 252 atk / 12 spa / 244 spe ev-wise, bulk investment is simply kind of a waste one way or another on a shell smash sweeper like this and there's too many speed tiers you can't afford to miss out on (scarf terrakion at +2, volcarona at an equal number of boosts just off the top of my head and just for the near-max in question). investment on surf doesn't tend to matter much in practice iirc, with how much you can rely on icicle spear for the most part.
- idt there's any dodging scarf for chandelure here, this team is insanely slow otherwise and doesn't have the defensive backbone to get away with that. in the 4th slot another move you could consider is hp ground in order to have at least a fighting chance against heatran.
- yea ferrothorn could use a few tweaks as well, sub is always an option for the safety net against mystery followup enemies, and the (correctly) identified weakness to bulky waters probably locks you into power whip as well. or seed bomb but idr if that's a levelup move.
it might take some time but my gut agrees with you that these three should be capable of making it to ingo with enough tries, it's reminiscent enough of the cloyster/chandelure/mega venusaur i used in maison when i was just starting out. gl hope some of this was helpful
Thank you a lot !!
I am going to go catch another Chandelure with Hidden Power Ground (And give it a Choice Scarf), Heatran is a huge Pokémon I overlooked (Because I never fought it because I didn't go far enough yet, oopsie)
Power Whip actually sounds great yes, now unfortunately Seed Bomb is an egg move so I am gonna have to give up on accuracy on it but hey, Ferrothorn can take a few hits, it's fine I think (And I can actually hurt the very scary Lapras immediatly now)
Oh and by the way, what moves do you recommend I give up on for Substitute, it is actually an option I considered myself but I'm sort of attached to the ones I have right now and I'm unsure. Thanks!
As for bulk on Cloyster.. oopsie again
It's 100 Speed EVs, not HP, I just mispelled
Unfortunately for me, I already invested all of my EVs into my dear oyster so I am just going to pray I don't face those threats you named
I'll post on the thread again if I manage to get the trophy !!
Then I'll move to Doubles and I'm gonna have fun hehe (Not that Singles isn't but I really wanna use my neutral nature in-game trade Snorlax and see how far I can push it)
Hi guys! Have been playing the subway for quite a while, but I need some help. When I play using what is in the boxes I tend to use the same 5 pokemon and stagnating in team builds and have a hard time using other ones. Also have only been able to get to about 49, In links are pokemon I have got and was wondering if you could help with coming up with teams which is why your input is needed thanks. I can get any sort of the items or berry so that is not an issue and would want to also not without switch any moves. Also are the ones I have even good enough for the subway? All the pokemon are either +atk or +sp atk and I also wanted to not use hiddenability. Sorry for the long request but I thought that it would be helpful to post here thank you and appreciate its
Hi guys! Have been playing the subway for quite a while, but I need some help. When I play using what is in the boxes I tend to use the same 5 pokemon and stagnating in team builds and have a hard time using other ones. Also have only been able to get to about 49, In links are pokemon I have got and was wondering if you could help with coming up with teams which is why your input is needed thanks. I can get any sort of the items or berry so that is not an issue and would want to also not without switch any moves. Also are the ones I have even good enough for the subway? All the pokemon are either +atk or +sp atk and I also wanted to not use hiddenability. Sorry for the long request but I thought that it would be helpful to post here thank you and appreciate its
I'm trying a new team rocking Medicham! It all came to be as I was reading a couple of comments about it on this thread.
Before the creation of this team, I had been experimenting with Tailwind, and Tyranitar sand teams. Then it just clicked that Medi + Tar could work well, as Medi hates Ghosts which Tar devours using Crunch; while Medi OHKO's most Fighting types in the Subway. Add Tailwind into the mix, as well as Sand Rush Drill for good measure, and you've got an exceptionally fast team with three physical attackers where the lowest attack stat is 204.
I'm down in case anyone would like to discuss the strategy or my experience with the team.
252+ Atk Life Orb Pure Power Medicham-4 Psycho Cut vs. 0 HP / 0 Def Thundurus-4: 142-168 (92.2 - 109.1%) -- 43.8% chance to OHKO
This shouldn't be possible.
I'm trying a new team rocking Medicham! It all came to be as I was reading a couple of comments about it on this thread.
Before the creation of this team, I had been experimenting with Tailwind, and Tyranitar sand teams. Then it just clicked that Medi + Tar could work well, as Medi hates Ghosts which Tar devours using Crunch; while Medi OHKO's most Fighting types in the Subway. Add Tailwind into the mix, as well as Sand Rush Drill for good measure, and you've got an exceptionally fast team with three physical attackers where the lowest attack stat is 204.
I'm down in case anyone would like to discuss the strategy or my experience with the team.
252+ Atk Life Orb Pure Power Medicham-4 Psycho Cut vs. 0 HP / 0 Def Thundurus-4: 142-168 (92.2 - 109.1%) -- 43.8% chance to OHKO
This shouldn't be possible.
Sorry to hear.
CM Suicune imo is one of the biggest threats, it can get out of control so quickly. I lost my other streak to it, and right now have a new one running, and one of the two close battles so far also was because of a CM Cune
Sorry to hear.
CM Suicune imo is one of the biggest threats, it can get out of control so quickly. I lost my other streak to it, and right now have a new one running, and one of the two close battles so far also was because of a CM Cune
Similar to my last one, but with Heatran instead of Typhlosion. I passed my record and am still going. And yeah, meanwhile 5 of the 10 closer battles I had involved an enemy Suicune lol
I reached 700 wins, still going. I'll deliver writeup + proof when I lose. I don't know in what pace I will continue though.. R Inanimates closer record is some way to go, and I feel this streak is not super beneficial to my mental well being
I frankly didn’t have much hope when I started playing again a few weeks ago after stopping in December. I did practice battles on emulator, where I actually lost once to a slow twin lead where I couldn’t stop Trick Room from going up and misplayed badly afterwards. Despite this warning to not move to console just yet, I ran out of patience two days later and started the streak again. What could go wrong?
Turn 1
Janitor Oscar sent out Dragonite and Abomasnow!
(hail)
This is a very tough lead! Here Dragonite2 (faster than both my leads) is the immediate problem; janitors can have Abo-134, and Politoed was EVed to survive Wood Hammer from Abo-3, so generally I’m fine using FO on the other slot and let Abomasnow use a spread ice move to trigger EB and switch Toxicroak in safely. Of course, I can’t do that with Dragonite…
This is embarrassing to say, but I misplay right on turn 1. The safe play would have probably been Protect + Ice Beam, barely a OHKO on Dragonite, but my intrusive thoughts want to carry on the EB switch to Toxicroak plan to reset the rain as soon as possible. So I decide to Surf (doesn’t matter what I click) with Politoed and Ice Beam on Dragonite, which not only risks a Thunderbolt crit on Politoed but also doesn’t even protect Politoed from Abo’s ice move(!?!?!) Truly puzzling…
Dragonite used Thunderbolt on Politoed – 60%, trigger EB, switch to Toxicroak
Ludicolo used Ice Beam on Dragonite – 0%
Abomasnow used Icy Wind – 66%(crit) on Toxicroak, 88% on Ludicolo, speed drop
(Hail chip)
Oscar sent out Articuno!
100%
100% (hail)
60%
82%
Turn 2 Good news: The punishment for my earlier misplay was not a crit on Politoed, but a crit on Toxicroak. Also, it’s Abo1, so while the speed drops are a problem, there’s no freeze chance from that side.
Bad news: Omg Articuno is the worst thing that could ever come out. It’s either set 3 or 4, and both are faster than both Toxicroak and Ludicolo. Blizzard hits so hard, and there’s a 50% chance it’s Ice Gem boosted.
I have to use FO on Articuno. With Ludicolo, I Surf once deal some damage and heal Toxicroak. Next turn, I can preserve Toxicroak and reset rain at the same time.
Toxicroak used Fake Out on Articuno – 85%
Articuno flinched
Abomasnow used Icy Wind – 41% on Toxicroak, 68% on Ludicolo, speed drop
Ludicolo used Surf – 66% on Toxicroak, 85% on Abomasnow, 58% on Articuno
(Hail chip, Abomasnow Leftovers)
91%
58% (hail)
60%
62%
Turn 3 Toxicroak is super valuable here, and I need rain back. I’m saving it and Surfing with Ludicolo. I still don’t know what’s the Articuno set though, but we’ll find out here. I’m feeling pretty good, because next turn will steal the momentum back.
Toxicroak switched to Politoed – Rain overwrites hail
Articuno used Blizzard, Ice Gem boost – Ludicolo avoided the attack, Politoed 7%
Abomasnow used Leech Seed – Politoed is seeded
Ludicolo used Surf – Politoed 0%, Abo 69%, Articuno 12%
(Abo’s Leftovers)
I send Toxicroak
75%
12% (rain)
60%
62%
Turn 4 Dodging Blizzard doesn’t really matter, I can always bring Kingdra and execute my next turn the same. I’ve finally positioned myself in the rain, let’s outspeed and double KO with Drain Punch + Surf!
Articuno used Blizzard – Toxicroak 0%, Ludicolo 15% OMG I FORGOT THE SPEED DROPS ON LUDICOLO!!!
Ludicolo used Surf – Abo 53%, Articuno 0%
Abomasnow used Icy Wind – Ludicolo 0%
(Abo's Leftovers)
Oscar sent out Togekiss, I send out Kingdra
59%
100% (rain)
100%
Turn 5 That Blizzard miss was actually terrible in retrospect. I have mostly given up at this point, but at least now the board is simpler so the chances of misplays are low.
Actually, there’s still a path forward. I need to 2HKO Togekiss (well I have no choice to target it if it goes for Follow Me…) and then hopefully deal with Abo. I can’t Ice Beam Togekiss because both possible sets have Sitrus and Ice Beam deals 47-57% or 53-64%, which would trigger it and prevent the 2HKO. So let’s Surf, which will also chip Abomasnow for a Dragon Pulse KO in 2 turns.
Kingdra used Surf – above 50% on Togekiss, 30% on Abomasnow, Life Orb chip
Togekiss used Thunder Wave
Abomasnow used Ingrain
(Leftovers + Ingrain on Abo)
42% (Ingrain)
52% (rain)
90% (Paralyzed)
Turn 6 Ingrain is very passive by the opponent; all that’s between me and the victory here is beating paralysis a couple times.
Togekiss used Follow Me
Abomasnow used Frost Breath (crit) – 63%
Kingdra is fully paralysed!
(Leftovers + Ingrain on Abo)
54% (Ingrain)
52% (rain)
63% (Paralyzed)
Turn 7
Togekiss used Follow Me
Abomasnow used Leech Seed– Kingdra is seeded
Kingdra is fully paralysed!
(Leftovers + Ingrain on Abo, Leech Seed)
76% (Ingrain, Leech Seed)
52% (rain)
51% (Paralyzed, Leech Seed)
Turn 8
Togekiss used Follow Me
Abomasnow used Frost Breath (crit) – 20%
Kingdra used Ice Beam – 0% on Togekiss
(Life Orb chip, Leech Seed, Kingdra hit 0%)
I’m also disappointed in my instant reaction to the loss:
Pure cope…
Anyway, may this serve as a reminder for me of how essential focus is. Just like all my losses in the past, I'm in control!
I wish there weren't so many stupid mistakes, but I’m at peace now.
I quote you loosely: EB & Toxi can only get you the world record in a mode that exists for over 14 years and was higly contested.
Congrats to this massive improvement of the highest streak! I guess one had to be a machine in order to play flawless over 4-digits of battles.
Do you also have records of other close battles?
We've gotten some major research into Gen5 AI mechanics courtesy of Mow, who made the amazing Gen4 AI look-up tool and did a whole bunch of cool things, romhacks, other research, etc.
This site is extremely informative for Gen4 and the majority of information on it, especially score logic for individual moves is fully identical in Gen5. The background information blurb (aka the Jank Bible) is only partially applicable to Gen5, however.
MAJOR DIFFERENCES from Gen4 include but may not be limited to:
"Smart AI" aka Basic+Strong+Expert(+Doubles in Doubles) is always active
KOs are considered 'guaranteed' only if a minimum roll would KO. All AI damage estimates are done with the random factor fixed to 85, whether or not they KO.
Doubles spread calculations assume singles damage (no 75% modifier is applied).
Substitute is broken and the AI spams status moves into it unlike in Gen4 - specifics unknown
No awareness of Storm Drain or Lightning Rod - they're treated the same as in Gen4, meaning they're ignored unless the Lightning Rod user is Ground-type
New moves (incomplete list): Bulldoze & Low Sweep are equivalent to Gen4 Icy Wind, with no regard for Bulldoze friendly fire.
Gen5 AI damage calculations use the battle engine damage call, instead of the unique buggy re-implementation that Gen4 uses. The majority of moves, items, abilities, weather boosts, screens, gems etc... are calculated correctly but there are at least the following exceptions (incomplete list):
Calculated without variable power/typing factors: Weather Ball, Stored Power (always minimum power), Payback (always 50bp), Avalanche (always 60bp)
Calculated incorrectly as very low damage, and consistently scoring very low & failing to see KOs as a result: Return, Gyro Ball
Heal Bell: supposed to get -5 when ineffective, but this check seems to not function as intended in BW Doubles and the move might default to 0 score
Fling & Explosion: janky in the same way as Gen4, check pokemow for details. Fling is likely to be used when super-effective, and rarely randomly chosen otherwise, and Explosion is very rarely randomly chosen at full HP.
New status moves: assumed to have no AI unless proven otherwise. Quiver Dance seems equivalent to Dragon Dance, Autotomize smells like Agility, other cases of new stat boosting moves similar to old ones might also be recycling old move AI
Giga Impact & variants + Superpower: in Gen4 these moves are treated specially and don't have their damage calculated, but in Gen5 they're calculated as regular moves and will be usable when they can KO - but negative movescore logic still seems to apply, so other moves that also KO are more likely if present
For the silliest of reasons, I did not save battle videos except for the loss: I really liked the video I had saved already (a damage overflow setup) and didn’t want to “lose it” for just a close call battle. I have good notes of what every set likes to do on turn 1, but for battle logs I don’t have much below the ~800 mark. However, watching some other people play makes me realize how sloppy I have been overall; it’s something I want to do more going forward.
Here's one extra battle I’ll put here for fun: bakers are usually fine as long as they have a single fire type (which gives enough breathing room to win), but four grass types is a bit harder to deal with. On top of that, this battle features the worst Lilligant set and getting outplayed by Protect.
Shiftry, Lilligant
T1: FA Shiftry, Surf with Politoed (bulb), Lilligant uses QD
T2: Politoed switches to Toxicroak, Ice Beam KO Shiftry, Lilligant uses Leech Seed on Toxicroak (Vileplume comes in)
T3: Lilligant Protects, blocks my FA+Ice Beam, Stun Spore on Ludicolo
T4: Lilligant uses Energy Ball on Toxicroak (50%), Taunt on Vileplume, blocks Stun Spore, Ludi full para
This is looking like a Perish Song win. I need to bring Politoed in with an active FA to block Lilligant.
T5: Sucker Punch on Vileplume, Lilligant QDs again(!), Vileplume uses Petal Dance on Ludicolo (30% left), Ice Beam KOs Vileplume (Victreebel comes in)
T6: Switch Toxicroak for Politoed, Energy Ball KOs Ludicolo, Victreebel Stockpiles (Bring in Toxicroak)
T7: FA Lilligant, Perish Song, another Stockpile (3)
T8: Protect on Politoed, blocks both attacks, Drain Punch on Lilligant (70%) (2)
T9: Politoed switch to Kingdra… left at 15% (doesn’t matter) (1)
T10: Protect Kingdra (0, KOs Lilligant + Vileplume)
I’ve actually been playing… the maison. I didn’t have a gen 6 save file, so I had to build fresh ones for X and AS, which was nice. This is my first time really playing the facility, and it’s funny to get excited about how strong everything is 10 years too late. Did you know Kangaskhan can attack twice now??? Who gave Salamence a 130bp flying stab and 120 speed??? Aegislash??? Priority bird moves???? Greninja???????? Considering that the enemy rosters are largely similar, these gifts feel somewhat undeserved & unfair. But I’ve never been one to feel bad for the facility NPCs (does anyone?), so I’m happy just trying everything out.
When I next post, it will surely (probably) be there.
Hello,
reporting an ongoing streak of 1001 battles. It's basically the same team as last time, but with a Heatran instead of Typhlosion and changed EVs on Scrafty. I had no chance to get an Eruption Heatran, but oopsgtg was so friendly to gen a Heatran for me. The team actually stems from Meuhforevers supercool Eject Button team. It evolved from Suicune, Hitmontop (with Eject Button), Typhlosion and Latios, which got me 214 wins. I then had replaced Eject Button-Hitmontop with Fighting Gem Scrafty -> 407 wins. And now the final run with Heatran over Typhlosion and 1001+ wins.
The main reason I started considering Heatran over Typhlosion was Blissey4, as stalling out it's Mud Bombs then also is a win condition. I was concerned that the lack of speed will be bad, especially against Scarf-Terrakion for instance, which still outspeeds despite Tailwind, Furthermore I was worried about the "fragility" of Heatran because it is OHKOed by more stuff than Typhlosion (11% vs 16% of the subway). However the Terrakion encounter never happened and there were only few instances where Typhlosions speed would have been better. Despite the being-KOed-by-more-stuff thing, Heatran outshined Typhlosions defensive capabilities massively. With the old team I hardly ever dared to switch Typhlosion in and weakening it's Eruption, but with Heatran I did it frequently, usually against Grass type attacks which even with a crit do nearly nothing. Typhlosion could not afford that. When it is taken care that Heatran is not hit SE by something, the 11 vs 16% means nothing; Heatran feels so much bulkier than Typhlosion. Then, of course it also hits harder, 13% to be accurate. Typhlosion kills 46% of the subway with Eruption whereas Heatran kills 51%. Getting these new KOs simplified plenty of battles. First, I also was concerned about losing Blaze for Flash Fire. Now, clearly Flash Fire is better, as the AI does not see Flash Fire, and it gets often targetted by Fire moves. It feels like the game wants to say: See, I am not cheating, I do not see your ability, let me convince you. Having Heatran also provides other strategies and win conditions by its ability to wall a bunch of mons very hard. Some Entei, Moltres, other Fire and Grass types and mons that rely on Toxic/Will-O-Wisp just hardly can hit it, and therefore be left alone. These capabilities of Heatran are the main reason I improved from 407 to 1001+. Heatran (and formerly Typhlosion) is like you get out of jail for free: You messed up or got crit-killed? Np, you will get a double KO afterwards. Btw, with Heatran all weaknesses are covered. In fact the team has resistances to all 17 types in the game.
One other change I also made was re-EVing Scrafty shorty before 500 battles. I went from 76HP / 252 Atk / 180 Spd to 36HP / 244Atk / 4Def / 4SDef / 220 Spd, increasing its speed from 101 to 106. It needed more speed, because at 101 it ties with a Gyarados and 3 Milotics, both troublesome mons, which cannot be taken out quickly and therefore often a delayed or outpetered Tailwind is the situation. I then however went all the way to 106, because then it outspeeds also enemy #1, Suicune (the 3 most dangerous sets), and also Articuno and Cresselia. Against these, absence of Tailwind also is likely, so placing Scrafty on top of them should improve the matchup. It was really hard to sacrifice EVs from Scrafty for doing so. The way I did it, it did not lose a 100% KO, and mons that now additionally can OHKO it for 100% are only Victreebell2 and Jynx3. The 4 SDef EVs avoid the possible KOs from Gengar and Hydreigon. 106 speed made a significant difference I believe. Taunting Cune before it can go CM is huge.
106 speed also is very good for Scarf-Heatran and Scarf-Charizard, because they now are outsped by 1 point in Tailwind. Scrafty being trapped in Magma Storm waiting to be killed happened once. I also had a battle where I could not switch Scrafty out because Ice + Water coverage from the other mon was a threat, and so Scrafty had to uselessly die to Charizard in turn 2.
Suicune is the biggest threat, foremost Suicune3, followed by Suicune1. It must not get a CM off, period. In general bulky waters that are hard to KO are threatening, when they have water + ice coverage (which often is spread damage) such that neither Heatran nor Latios can come safely in. This is a recurring difficulty. Vaporeon and Milotic are very common. Politoed4 also gets a mention, with Hydropump, Blizzard, Focus Blast and Hypnosis speaking for itself.
Legendaries. Cune is built such that only one set (Latios3) might KO it without a crit.
Blissey4 if I cannot Taunt it. But I have several win conditions against it. Besides Scrafty, Scald burns, Psyshock and stalling it out with Heatran are a thing. In one battle it happened that Cune got paralyzed and I noticed that this also meant I could not lose against it if Cune keeps a little health, because it could not be toxiced anymore and only needed to live a few Mud Bombs. I however usually check the roster for Blissey4 when I consider to risk losing Scrafty.
Walrein4 of course. Luckily everyone can hit it relatively hard. E.g. FO + HP Grass + Drain Punch kill it, and so does HP Grass + Eruption if it is not Thick Fat. Eruption anyways helps against these Ice teams such that I can put full attention to Walrein. Donphan4 also is scary, but it for example takes min 100% from Scald + Crunch.
Gyarados, if Latios cannot safely come in. Paired with Blizzard or other threatening stuff Gyarados can be bad and requires careful planning.
Yanmega with Speed Boost and Detect. At +1 it outspeeds Scrafty despite Tailwind. I wished FO + Ice Beam was a safe KO, but it's not. Accelgor is similar. Has Sash, is faster than Scrafty in Tailwind, has Encore, can hit everyone except Suicune hard.
Enemy Tailwind. And in particular Honchcrow4, because it has Snatch and actually may use it, so never use Tailwind against it!
Faster enemy FO.
Enemy Scrafty with Bulk Up, Protect, Drain Punch… it's like the physical version of Suicune3, considerably less dangerous, but requires attention.
Toxicroak – if it has Dry Skin, it walls my leads, so can be unconvenient. Heracross is similar. Or Tentacruel. Ludicolo and Kingdra also can slow down my team dangerously by their bulk, but also by their offense.
Steadfast and Inner Focus. Once Gallade in turn one went for CC into Cune and KOed it with a crit. Lucario3 also can use CC against Cune. Against fighting mons frequently a switch from Scrafty to Latios is the way to go. Having a Scrafty in the back is highly valuable.
Thunderwave. Always Taunt if possible. And also Static, especially from Raichu, which also has Encore. Against some Static mons that can kill Cune with a crit you have to risk a FO contact.
Tyranitar could be problematic because aside from Scrafty it is hard to kill. But somehow Scrafty always is still around when Tar appears, probably because Scrafty can hardly be brought down by teams from Hikers.
Rock Polish Regirock and -steel and DD Haxorus (because it cannot be KOed by Cune in contrast to other DDers). These after one boost outspeed Scrafty.
Gengar4 in theory, as I cannot FO it and a crit may kill Cune. I often kill it with Crunch in turn 1.
This must be the first threatlist without Froslass.
I for some time noted how battles went. From 126 consecutive post-50 battles I got:
67 times 4:0 (53%)
51 times 3:0 (40%)
7 times 2:0 (5%)
1 time 1:0 (0.8%)
More than half are 4:0, and it’s only 6,3% to lose more than one pokemon. While it is very impressive imo, it’s also the reason why I don’t like this challenge so much. Over far distances no close battles, but still having to be wary as heck. I’d prefer a harder facility and shorter streaks.
Closest battles probably are 305, 527, 543 and 837.
Most of the following battles can be seen here:
+
Articuno is slower than Cune, therefore Articuno1 or 2.
Fake Out crit on Thundurus, Tailwind, Hail.
Ice Beam kills Thundurus, Crunch on Articuno. Here I could possibly have switched into Heatran, because something may get frozen anyways, and Crunch does not do a lot. But I stayed in, crunched for ~35% damage and get Blizzard. After Hail Suicune at 132/183 and Scrafty 71/150. In comes Tornadus.
Ice Beam on it, revealing the bulky set 3. Gem Drain Punch on Articuno to get a bit health. This enabled Scrafty to live Tornadus‘ Air Slash with 10HP. Articuno then takes it out with Blizzard though. Cune gets frozen but thaws with Lum. Heatran in.
Prankster Rest + Chesto. But Ice Beam + Eruption take out both. Tailwind peters out. Latias in.
Want to go for Tailwind, but Draco Meteor takes out Cune. It’s the specs set. Heatrans Eruption does some damage, and Hail. Latios in.
I should have protected Latios. Then only with a crit on Heatran and a won speed tie in the following turn plus another crit (because of the SAtk drops it can only OHKO with a crit) Latias would have defeated me. That is, if it would have preferred to attack Heatran over the possible OHKO on Latios – very unlikely.
I however went for the speed tie directly and lost Latios to it. Heatran did another Eruption, and after Hail, Latias has like 17% left. From that sloppy play I now am only a crit away from losing. I protect, to see whether Hail would finish if I get a double protect. It’s not in range, so I decide to roll the dice. DM does not crit, and Flamethrower ends the battle.
First close battle.. I got away with something.
And maybe I had lost, had I Typhlosion, which might have done too little damage.
Now thinking about it, I also could have PP stalled the DM for a guaranteed win *facepalm
+
Not sure what I want to do. I Fake Out Regice and Scald Cresse, which burns. Cresse goes for Psychic into Cune.
Cune Tailwind, Drain Punch almost knocks Regice out, Cresse Psychic into Cune, Regice Icy Wind, Cune at 101/183. Now I know it’s Bright Powder TR Cresse.
Cune finishes Regice, Scrafty prevents TR with Taunt. Zapdos in.
Due to Icy Wind Zapdos barely outspeeds Cune and KOs with Thunderbolt. Scrafty Crunch on Zapdos, Cresse Psychic does nothing. Heatran in.
Eruption, kills Cresse but Zapdos detects. Scraftys Crunch does nothing. Should have switched it out instead. Tailwind peters out. Enemy Suicune in, concerned, is it…?
Zapdos Thunderbolt on Heatran, 89/167. Tran finishes Zapdos with Flamethrower. And then yes, Cune with CM reveals to be Cune3, which ended the 408-streak and now potentially could do the same and actually solo my 3 remaining pokemon, after getting the CM boost, and some polite damage by Scraftys Drain Punch. It’s a race of overpowering each other now. Scrafty at least at 146/150 again.
I figured Cune would Surf because it had a guaranteed KO on Tran, so I protect and indeed get Surf, and can do some damage with Drain Punch. Scrafty afterwards at 109 HP, the Cune is at maybe 68% with Leftovers.
I do damage with Earthpower (actually get a SDef drop), Cune Surf finishes Tran, crits Scrafty, which survives with 7HP, which is the lowest roll, and it could have died here. Drain Punch and Latios TB next round finish it. Had Scrafty died and there been no SDef drop, I could have lost. Also, of course, if this Cune would have protected a few times, I could not have defeated it due to leftovers, so I am kinda happy that Heatran was a guaranteed KO.
This Cune probably at one point will end the streak.
+
Politoed is also unconvenient because of Hypnosis. I still go for HP Grass and Fake Out into Walrein. It dodges HP Grass. Politoed hits Focus Blast on Suicune, gets SDef drop.
HP Grass and Drain Punch into Walrein but I think something missed. Politoed Blizzard, Scrafty gets KOed by Sheer Cold. Heatran would die to Hydro Pump, so I bring Latios in and pray to stay unfrozen.
Latios finished Walrein, Cune hits HP Grass. Politoed hits Blizzard, but no freeze. In comes.. – Blissey4!
I decide to finish Politoed with Thunderbolt. Cune Scald in Blissey, Minimize. In comes the no attack Mandibuzz.
I found it hard to believe that Cune and Latios cannot KO this thing together. However I get a lucky freeze. Blissey went for Minimize or Mud Bomb, not sure anymore.
I finish Mandibuzz with Latios. What follows of course is trying to hit with Psyshock or burn. Which actually worked, and Blissey went down. However otherwise I still would have won, because Blissey used 4 Mud Bombs against Suicune with Pressure, which means Heatran could stall it dead. Here we have the main reason I considered Heatran over Typhlosion. That was Blissey4, Walrein4 and Politoed4 in one team, nice extract of my threatlist.
+
Biker Philipo
Usually I bring in Latios in turn 2 or 3 to KO Gyarados, but Spiritomb with Sucker Punch may pose problems for this. My plan was to shut down Spiritomb.
Gyarados Stone Edge against Cune, crit, Cune at 83/183. Cune Scald on Spiritomb, Scrafty Taunt on Spiritomb, which cannot use Will-O-Wisp.
Sucker Punch fails, Gyarados hits SE, luckily no crit, Cune at 46/183. Cune Tailwind, Scrafty Crunch against Spiritomb.
Sucker Punch, Cune at 18/183, Scald + Crunch take Spiritomb out. Big misplay, but getting back to it. Gyarados Dragon Dance. In comes Haxorus.
Ice Beam on Haxorus, Gyara SE takes out Cune, Drain Punch finishes Haxorus. Latios in, enemy Garchomp in.
I figure out different scenarios, and had a guaranteed win in any of those, because Thunderbolt OHKOs Gyarados. I switch Scrafty out for Heatran and go for Thunderbolt – and Gyara survives. I honestly „remembered“ that all Gyaradoses die to Thunderbolt, even the Wacan one. But that of course was not true. I think this false remembering stems from me having used a bad IV Latios in the past, which had no save KO on Gyarados4, but now with perfect IVs it had.
Anyways, Gyara survived and DDed again. Chomps Dragon Claw killed Latios, it’s Chomp 4, the only Chomp that could defeat me. Tailwind out, Scrafty in.
I got a high roll Thunderbolt before on Gyara, therefore FO kills. Chomp EQ, I protect with Heatran to face 75% EQ as long as possible.
Try another protect, but it fails, and Chomps EQ kills Heatran, Scrafty from 105 to 66 and after Drain Punch is at 100 again. 2 more Drain Punchs, no low rolls, and no crits from Chomp and I win. That’s what happened, but I did not feel like I won this battle.
Instead of taking out Spiritomb, I should have done some damage on Gyara of course, such that Thunderbolt is a KO. Also, Spiritomb would have been out of Sucker Punchs anyways, so leaving it alive would have been even an advantage to me. Big misplay.
+
It’s Cune1, 2 or 3. Tailwind + Fake Out Cune, but it protects. Flash Cannon does half on Scrafty. Probably Heatran2.
I’d really like to heal Scrafty, but I must prevent potential CM at all cost. I go Scald on Heatran and Taunt on Cune. It indeed tried to CM, revealing the dangerous Cune3. Heatran failes to KO Scrafty with Flash Cannon.
HP Grass on Cune, Drain Punch finishes Heatran. Probably misplay, this Heatran cannot do much against my remaining pokes. Enemy Cune Blizzard, misses my Cune, crits and kills Scrafty. My Latios in. Regice in.
Latios Thunderbolt + HP Grass take out Cune. Regice Ice Beam kills Latios, revealing Regice1. Entei in, Heatran in.
Tailwind + Protect gives a guaranteed win, as Eruption OHKOs Regice, and no Entei can outspeed and kill Suicune.
+
These Suicunes drive my crazy.
Suicune is 1, 2 or 3, Regigigas is 2.
Tailwind + Fake Out Cune. Focus Blast on Scrafty, 40/150, SDef drop. Enemy Cune no Leftovers, therefore it’s Cune 1 or 2.
Again, prevent CM at all cost. Taunt and HP Grass on enemy Cune. Ice Beam finishes Scrafty, Focus Blast on my Cune. Heatran in.
When deciding for Heatran I made the calcs with Single target… and overlooked potential Sitrus. I noticed it before I moved, and therefore change my plan. I go HP Grass on Cune and Protect. Cune Ice Beam into Heatran, which probably is Cune1 (not wanting to hit Regigigas with Surf). Regigigas Thunder, Cune at 40/183.
From the rolls I should be able to kill Cune with Eruption. Therefore Scald can ensure the kill on Regigigas.
What, enemy Cune lived!! Idk what I got wrong. But... actually this may be good. Ice Beam on my Cune, freezes, but Lum. Moltres in.
Moltres finishes Cune with Sky Attack. Heatran Eruption finishes enemy Cune and does some damage to Moltres. Latios in, Tornadus in. It can be everything but Tornadus 3 because Suicune already had Chesto.
I need to kill the Tornadus, as Moltres cannot really do anything now. Tornadus 1 and 4 are OHKO by Thunderbolt, 2 only maybe. 1 almost guaranteed oneshots Heatran, the others have no OHKO.
It’s Tornadus 1 and OHKOs Heatran with Focus Blast. Thunderbolt kills Tornadus. Moltres charges Sky Attack. I finish it.
Have no footage because I wanted to save the other battle. How many Suicune encounters will I survive yet? I probably should consider lifting Scraftys speed from 101 to 106 to outspeed the dangerous Suicune sets (and Cresse e.g.).
+
White Herb activates, revealing Moltres 1. Fake Out Latios, Tailwind, but Moltres also used Tailwind! Uff. At least Latios is slower than Moltres, revealing Latios1, but no Tailwind advantage against legendaries is terrible.
Switch Scrafty out for Heatran, gets Air Slash. Suicune gets a Dragon Pulse crit, 71/183HP. It hits Latios with Ice Beam, over half.
Am expecting Overheat into Heatran, which might kill if it hadn’t Flash Fire. Which is what happened. Latios again unexpectedly goes for Dragon Pulse against my Heatran, 102/167HP. Suicune Ice Beam on Latios, Heatran Eruption finishes Latios, Moltres at about 45%. Enemy Heatran in.
Heatran could have Sash, Shuca or Scarf. Neither Moltres nor Heatran can KO Suicune. All Heatrans can OHKO my Heatran with Earthpower. I assume that is what happens, and next round I will know whether it is scarfed. Moltres probably will go Air Slash against Cune, because it’s the strongest move. I planned every scenario, and then the battle just turns into a joke. See:
I switch Heatran out for Latios against expected Earthpower OK, and go for Scald into Heatran. Moltres activates enemy Heatrans Flash Fire, and the Heatran charges Solar Beam.
Now it’s easy, Thunderbolt kills Moltres, Cune sets Tailwind which petered out last round for both and Heatran kills Cune with Solar Beam. Scrafty in, Virizion in. I clean up.
Here, shortly before 500 I re-EVd Scrafty. I believe also because of this from now on there are less dire enemy Cune battles.
+
It’s Articuno3 or 4. Fake Out Articuno, because it may go for Tailwind. Cune Tailwind, Cresse CM.
I Scald Articuno and Taunt Cresse. Articuno Ice Gem Blizzard, luckily no freeze. Cresse Psychic into Cune.
I double on Articuno to take it out. Cresse Psychic on Cune, 35/183HP. Terrakion in.
Terrakion of course is bad, because I don’t know which one it is, and the scarf one outpseeds Scrafty in Tailwind. I switch Scrafty out for Latios and go Scald into Terrakion. Terrakion EQs and kills Suicune. Cresse Psychic in Latios. I still don’t know whether it’s the scarf set. Tailwind peters out. Scrafty in.
If it is scarfed, then there is no danger, unless it crits Scrafty. However this is what happened, Scrafty FOed Cresse, and Latios finished Terrakion, but it moved before and killed Scrafty with a crit. Heatran in, and the enemy brings in you name it the worst mon especially in this situation a Suicune.
It’s Suicune23 or 4. 4 outspeeds Heatran, 2 has a guaranteed KO on Heatran, then there is Blizzard, and Protect, it’s dire. I decide to attack, and hit Thunderbolt, and Heatran also goes first, meaning it is Cune2 or 3, and this also means that Latios got a high roll, and Heatran took it‘s guaranteed finish on Cune then. Odds of killing Cune23 like that where slightly in my favor. But if it was Cune2 and had it survived and hit a Hydropump, I would have lost aside from a miracle. And had it killed Latios instead, I had to win 1vs1 against Cresse, for which I do not know who was favored.
+
Jynx FO Cune, Scrafty FO Sceptile.
Sceptile Energy Ball crit, KO Cune, Jynx Blizzard, luckily no Freeze, Crunch finishes Jynx. Latios in. Ludicolo in.
Bad because Ludicolo has a guaranteed KO on Scrafty and Heatran. Psyschock on Ludicolo, Energy Ball + Hydropump take out Scrafty, Heatran in.
Finish Ludicolo, Sceptile does sth, Heatran finishes, and I finish the incoming Blaziken.
+
Weavile FO Scrafty, flinches, Salamence Outrage, OHKOs Cune with a crit. Uff, this is worse than the other battle where Tailwind was prevented similarly. Heatran in (Latios might have been better baiting with Protect?).
I expected Ice Punch on Scrafty but get Night Slash on Heatran. Fine I guess… Salamence outraged Heatran, Heatran at 108/167, Eruption, Scrafty finishes Weavile with Crunch. Salamence has about 60% and got confused by Outrage and cured with Lum. In comes Magnezone, hope rises.
Salamence Outrage against Scrafty, 66/145HP, Eruption + Drain Punch kill Magnezone, Salamence at about 30%. I’d preferred to kill Mence, but it might have survived double targeting. Porygon-Z in, which gets a SAtk boost with Download, which is almost impossible against my team, and only happened one other time I think.
Salamence Outrage, gets the mid roll and kills Scrafty. It gets confused. Porygon-Z goes Thunderbolt into Heatran, 24HP. Heatran kills Mence with Flamethrower, which was a safe KO I believe. Now I have won and clean up the Porygon-Z with Heatran and Latios.
Most stressful battle where a single other bad incidence probably would have made me lose. Magnezone coming in got me back into the game, but it was not over still. It was really hard to work out a plan with Mence which could target anything, and I did not know when its Outrage would run out, and I could hardly switch, because Outrage kills Latios whereas EQ kills Heatran. This battle took like an hour. I even thought about using Flamethrower against Mence, such that Scrafty could heal with Weavile lol.
+
All are set 3.
I Fake Out Miltank, and go for Tailwind. Accelgor uses U-turn and brings Samurott in. I wanted to Fake Out Accelgor to remove its Sash. It was the only misclick in the streak.
KO on Samurott by doubling on it is very unlikely. So I go for HP Grass into it, and Drain Punch, which has a high chance to KO the Miltank (misplay I guess). Miltank lives, and hits Cune with Thunderpunch, Samurott also does some damage.
Next I finish Miltank with Scrafty and bring Samurott to the red with Suicune. Samurott finishes Cune. Accelgor and Heatran in, big misplay incoming.
Usually my flags for Custap and QC are there, but apparently not for Samurott. Its Custap activates, and it kills Heatran with a crit Waterfall. I land crunch on Accelgor, and luckily Accelgor misses its Focus Blast (would have not been a KO, but still a likely loss). Tailwind petered out. Latios in.
Accelgor with a crit can kill either of mine and it would be over. It does not crit luckily, it hit Scrafty with Focus Blast, who survived, and I finish both. In comes Cofagrigus and I clean up.
The misclick was bad, the Custap crit was worse. Accelgor got shifted up considerably on the threatlist.
+
All are set 4.
This is yikes because usually I want to get as much damage on Vaporeon, but Tentacruel probably will heal it with Surf. But focussing on Tentacruel first also is bad because it has recovery and Protect. Therefore I change my plan and Fake Out Vaporeon and bring in Latios for Cune. Tentacruel surfed.
I suspected that Tentacruel also will Surf in the second turn and I can kill it with Psyshock + Crunch, and luckily it happened. Vaporeon kills Latios with Ice Beam. Had Tentacruel used Protect then I likely would have lost Latios for nothing. Suicune back in, and in comes Jolteon, which again is bad because I have no Tailwind up.
Crit or flinch might have happened, but Jolteon goes for Fake Tears into Suicune. Scrafty kills Jolteon with crit Drain Punch. Vaporeon hits Shadow Ball on Cune and gives it another SDef drop, -3. Walrein4 in.
Despite the SDef drops Vaporeon still cannot oneshot Cune. Hard to decide what to do, I cannot KO anything. Scrafty may win against Vaporeon with Drain Punch, whereas Heatran is better against Walrein. I decide to go for Vaporeon because it’s a safe 3HKO. Walrein then misses and I clean everything up.
It was a particularly bad lead with Tentacruel which walls Cune and Scrafty to some degree + heal on Vaporeon. This battle showcases how bulky waters can bring my team into bad spots. It may not be so obvious in the beginning becaues neither Tentacruel nor Vaporeon can do much damage against Cune+Scrafty. But had I just done the usual thing, then I over a few turns probably would have gotten severely damaged leads and no chance to time Tailwind properly for the backrow. I had another similar bad matchup with Lapras and Vaporeon leading, both with Water Absorb and both with Surf.
+
Drifblim Thunderbolt into Cune. I go Tailwind + Crunch into Drifblim. Vespiqueen goes U-Turn into Scrafty and in comes Yanmega. Allowing a U-Turn probably was the misplay.
Then I switch Scrafty out for Heatran, because Yanmega might kill Scrafty, but it might also Detect against a double targetting. Cune kills Drifblim and the Yanmega of all things goes for Swagger into Heatran. Furthermore its Speed Boost activates now – I thought it would not have it since it did not activate in the U-Turn-turn. In comes Togekiss.
Very annoying. Maybe I should have just stayed in, but I switch Heatran out into Scrafty again. Cune goes Ice Beam into Yanmega which after Sitrus is slighty over half. Yanmega uses Bug Buzz against Cune which is at 51/183, and Scrafty gets a Thunder Wave from Kiss.
Both Yanmega and Kiss have a guaranteed kill on Cune now, but Kiss also has a guaranteed kill on Scrafty. I switch Cune out for Heatran. Yanmega indeed went for the kill, Heatran at 148/167. Togekiss killed Scrafty. Tailwind petered out. Suicune in for baiting.
Cune gets taken out and I thought now I can turn the battle in my favor with Erution – but Heatran flinshes from Air Slash, uff. Latios in.
I Protect Latios because Yanmega has a 68% kill chance. But it Swaggered Heatran instead, are you serious. Togekiss wastes a Thunderwave into the Protect. Heatran luckily got through the confusion and finishes Yanmega with Flamethrower (no Eruption because I feared Kisses Water Pulse). In comes Vespiqueen.
I considered Heat Wave from Kiss to be likely. Anyways, win is very unlikely if Heatran hurts itself in confusion. I go for Thunderbolt into Kiss, and Kiss goes Thunderwave into Latios, again unexpected, but welcome this time. Heatran snapped out of confusion and finished Kiss with Flamethrower. Vespiqueen took the now after LO-damage guaranteed KO on Latios. I finish it next turn with Heatran.
My luck must be exhausted by now. After Vespiqueens U-Turn it was a mispredicting mess. Now afterwards, the first outswitching of Scrafty was where the battle turned around I think. Even if it died, it would not have been bad had I left it in, because then Heatran unconfused could have annihilated everything. It was the first set of 7 after a longer break, so…
+
FO Virizion and Tailwind are a no brainer. But Landorus flinshes Cune with Rock Slide.
I don’t want to risk a Leaf Blade crit and switch Cune out for Heatran, Scrafty for Latios. Leaf Blade and Smack Down into Heatran.
Heatran protects, Latios Dragon Pulse against Lando, Virizion Stone Edge against Latios, 102/156, Lando EQ does nothing except critting Virizion.
I see my chance to bring the frontline in again and to set Tailwind. Virizions Sacred Sword hits Cune, Lando EQ again, Salac of Virizion activates.
FO kills Virizion, Lando Rock Slide and - Tailwind? – but no, Lando flinches Cune again, damn. In comes Moltres.
I switch Scrafty out for Latios. Lando EQ, Motres Power Herb Sky Attack, kills Cune before it could set Tailwind. Heatran in.
I first wanted to switch Heatran out now to have FO ready for the backmon coming in, but then was too afraid of an EQ crit from Lando. So I protect Heatran and kill Moltres with Thunderbolt. Lando EQ. In comes Latias.
DM of Latias hits Protect of Latios. I sac Heatran to EQ. Scrafty in. Latias2 is the only set that could defeat me now, though unlikey, but no White Herb activation anyways.
FO + Dragon Pulse kill it, I kill Lando next turn.
+
Froslass sets Hail, I go Tailwind and Crunch kills Lass. Walrein Sheer Cold kills Scrafty. Abomasnow comes in, Heatran in.
HP Grass + Eruption into Walrein. That is a KO if it is not Thick Fat. However it is, and Fissure kills Heatran. Mamoswine comes in for Abo, and Latios in.
Both can finish Walrein now, but Thunderbolt already hits, and so HP Grass hits Mamoswine. Ice Fang takes out Latios.
It’s almost full health Cune against Mamoswine2, which can be outsped and KOed, what could go wrong? Well, this: Mamoswine dodges Scald with Snow Veil and hits Bulldoze. Tailwind petered out and now Mamoswine is faster and if it crits with Stone Edge it’s over. It did not crit, but yeah, I was prepared to lose.
I used Meuhforevers spreadsheet from battle 700 on. It is so convenient to use, thank you very much!!
I guess the team overperformed, there were at least 2 battles where win was like 50/50 depending on the rolls.
Cune should be calm, then it could have 142 SAtk instead of 139 whereas the other stats stay the same. Together with changing Heatrans SAtk EVs from 244->252 they then are able to KO the EQ carrying Regirocks together. That would be nice also because of Custap, and 2 times I wished they could have this guaranteed kill.
Slaking instead of doing at least 99.3% damage to Scrafty went for Suicune, for which it did not have a KO??
Scarf Manectric from the back once did go for Thunder to get a guaranteed kill on Suicune instead of Switcheroo.
One time it happened that a mon that carried TR did not go for it although the enemy team was slower. This led to TR because both mons carried it (they cancelled each other out in the first turn).
Gallade uses Heal Pulse into a protecting ally (no effect. Enemy mons you should talk to each other lol). Does quirky stuff sometimes. Opened the battle once with 4 consecutive Ally Switches.
Heatran is genned, the rest is legally obtained.
I am not sure if I continue playing. It does not really make me happy I gotta say. I like to theorymon teams and I like to do writeups lol. But battling so many battles, where sometimes you have to play 50 or 100 battles until something threatening happens? I really like when planned EVs and strats pay out though, and when I can use what I have prepared against the top threats like Cune3 or Blissey4. Meuhs record is at 1319, which is so so far, and Eisenherz is still going. At this point I could make a compilation of me saying: This is the last time I battled. But this time it may be true. I don't see a possible improvement of this team aside from shifting some 4EVs, and I never will do a 1000 battles streak again, I swear. Maybe every once in a while I do some 7 battles. Thanks for reading.
I’ve actually been playing… the maison. I didn’t have a gen 6 save file, so I had to build fresh ones for X and AS, which was nice. This is my first time really playing the facility, and it’s funny to get excited about how strong everything is 10 years too late. Did you know Kangaskhan can attack twice now??? Who gave Salamence a 130bp flying stab and 120 speed??? Aegislash??? Priority bird moves???? Greninja???????? Considering that the enemy rosters are largely similar, these gifts feel somewhat undeserved & unfair. But I’ve never been one to feel bad for the facility NPCs (does anyone?), so I’m happy just trying everything out.