Q♠ (Durant) @ Choice Scarf
Ability: Truant
EVs: 252 HP / 20 Def / 236 Spe
Jolly Nature
- Substitute
- Entrainment
- Iron Head
- X-Scissor
In Hearts, the queen of spades is the most dangerous card in the deck. It's worth 13 points (points are bad in the game) while all the other hearts in the deck are worth 1 point each. Most players treat the card as a ticking time bomb that must be dumped onto another player the first time the opportunity presents itself. However, the more experienced ones know that through situational awareness and long-term planning, the queen of spades can be deployed even more precisely.
Incidentally, Q♠'s outsize influence is what once led a family member who works for the Los Angeles Clippers to simply remark "They had the queen of spades" after this performance from Kevin Durant I was (un)fortunate enough to witness in person:
Durant's EVs allow it to outspeed Scarf Manectric while the rest maximize its physical bulk - Mimikyu can cripple problem special attackers well enough on its own. X-Scissor is mostly for Espeon leads, and against trainers with smaller rosters whose threats I'm more aware of I'll take a shot with it against things like Alakazam or Absol. Iron Head is in the event Minior gets forced in through Red Card. Substitute's mostly been used to preserve a little of Durant's health on turn 1 against leads that already have Truant; its most important function is to make Arena Trap Dugtrio burn through at least some, if not all, of its Fissure PP. Durant is male for the matchup against Nidoking-4; if it has Rivalry Earthquake will do enough to definitely 2HKO, so less worry about it using Protect twice and forcing a switch to Mimikyu.
☺ (Mimikyu) @ Red Card
Ability: Disguise
EVs: 252 HP / 20 Sp. Def / 236 Spe
Jolly Nature
- Thief
- Thunder Wave
- Confide
- Taunt
Mimikyu is always there with a lopsided smile to switch in and say "Have a nice day!" to anything Durant wouldn't like to deal with. Mold Breaker does damage through Mimikyu's disguise, so if it can OHKO Mimikyu the Red Card won't activate. Sheer Force hits the disguise first but doesn't trigger the Red Card. Other than that, all of Mimikyu's moves are for whatever gets dragged out 2nd. In most cases Mimikyu can just Thunder Wave and spam Confide until it faints to allow Glalie to have its Substitute broken even less often while setting up. Thief is to get rid of Choice items, Quick Claws, Bright Powders, Lax Incenses, etc - I try to not use it unless absolutely necessary out of paranoia that hitting something may prompt the opponent to switch in a Dark resist the next turn. Taunt is to prevent Substitute and set-up moves and also to help Mimikyu gets KOed in a timely fashion so the opponent can't block Entrainment with Protect or Detect.
The scouting information Mimikyu provides is invaluable; it entering the field of play most often means I've seen 2 of the opponent's team members without taking any HP damage. Keeping the item clause in mind helps further narrow down what might appear 3rd. After a KO, the AI sends out the Pokemon with the highest base power move against the Pokemon you have, and knowing that allows me to make a more informed decision as to whether I should stay in with Glalie and Sub/Protect stall to try to KO Pokemon #2 from behind a Sub or pick up a more guaranteed win by switching in Mimikyu and letting Durant Entrain Pokemon #3.
I try to be judicious in when to burn the Red Card; for example, if Durant's Entrainment misses against Zapdos-2 as it uses Double Team, I'm going to try Entrainment at least a couple more times until Durant's on the verge of being KOed. Another somewhat common case is against something like Sceptile-3, which when not using Detect will target Durant with a Fighting move and Mimikyu with a Grass move; rather than letting Mimikyu get hit immediately I'll switch back and forth a few times to see if Durant can sneak in an Entrainment. Often it's good for Durant to have its HP whittled down (as long as it's not statused) in order to increase the likelihood of an opponent going for the KO rather than Protect later on if need be.
Mimikyu's EVs mirror Durant's, which is a total coincidence. It sits at an empty speed tier close to its max speed and the rest goes to maximize its special bulk. Not many unboosted physical attacks are going to OHKO it, especially considering that Durant can easily come in on Steel attacks.
○ (Glalie) @ Leftovers
Ability: Moody
EVs: 172 HP / 140 SpA / 4 Sp. Def / 136 Spe
Timid Nature
- Substitute
- Protect
- Frost Breath
- Taunt
For the time being, I've struck a deal that allows my team to escape death. My punishment from the Pokegods? Being forced to continually push an ice-covered boulder up the mountain (er, Tree). I've got it pretty good compared to Sisyphus though since Moody's very nature means that each step backward is accompanied by two steps forward.
At the Leftovers number of 177 HP, a Glalie behind a Sub at full health has 16 turns of safe Sub/Protect stalling against a faster opponent that can break its substitute every turn. In those 16 turns, Glalie has the opportunity to transform into a wall with bulk that puts Mega Aggron's or Cresselia's to shame, a nuke with a Frost Breath that deals twice as much damage as a Glaceon Blizzard, a blinding speedster that outruns an Accelgor with Unburden activated, a cheap piece of crap that dodges multiple attacks, or something in between - all as it wastes the PP of the opponent's strongest attack(s) against it. More often than not, the AI chooses an inaccurate super-effective attack when the 100% accurate STAB would have done the trick, neutralizes itself with recoil damage or stat drops, or provides Glalie a free substitute through use of a status move.
Glalie has enough Speed EVs to move before Scarf Tsareena at +1, which can give Glalie a few more chances to KO it from behind a Sub rather than forcing it to KO itself by High Jump Kicking into Protect. If you're here reading about strategies for the Battle Tree, you don't need to be told too many times about the usefulness of moving first and throwing up a Sub. The 4 EVs in Special Defense prevent a OHKO if Primarina-4 gets a max damage critical hit Sparkling Aria. I wanted Glalie's Frost Breath to be able to 2HKO Mega Metagross at +5 and may have been willing to drop a little Speed to make that happen, but fortunately putting the remaining EVs in Special Attack accomplishes just that. This Glalie has 88 Attack, which corresponds to about a 26 IV; now that I think of it I could level it up and Hyper Train, but the main point there is that a situation where you need to do some damage with Struggle is significantly more likely than Glalie dealing with confusion in the first place, so 31 is preferable to 0 if you're going for one with 6 IVs.