Battle Tree Discussion and Records

Has anyone else thought about using Mind Blown-Blacephalon with Tailwind in Doubles? For example starting with Whimsicott and something like Mega Bastoise, setting Tailwind and Protect/Water Spout in the first turn, and at occasion bring Blacephalon to pick up damaged Mons (and maybe Whimsi) to get two or three Beast Boosts and outspeed anything. Still many problems to figure out, but to me it seems worthy to give it a chance.
 
Excessive amount of setup required for that.

Blace is something I intend to try, but really feels like a scarf or sash poke (expecially considerin it's weak to sucker punch)
 
One Priority move, thats the whole setup.
If you play Sash you cant play Mind Blown. Edit: Bad choice of words. But in many situations the Sash gets useless. (Dies Blace at 1HP using Mind Blown?)
I think Life Orb is a good choice, OHKOing for example any Latios set with shadowball. And with Mind Blown constantly decreasing HP the recoil doesnt matter.
Scarf seems like a good option, too.
And yes, SE priority is its almost certain death, appearing also as aqua jet and shadow sneak.
 
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Reasoning for sash is that if there's no negation of priority it istadies to scarfers and priority. Doesnt really make Mindblown useless.
 
TIL that when two pokes both use Protect, the slower one automatically fails and gets to use it again. I'm sure most singles players knew this, but I just did not find myself in that situation before. This nuance ended up being my lifeline because it was the only way I could defeat a Medicham4 unscathed with my Scrafty4, as otherwise it'd easily steamroll anything I had.

For reasons I don't understand M-Medicham would alternate between Detect and HJK, and the auto failures of my own Protects enabled me to keep mine fresh and force it to kill itself. It took me a failed battle to attempt this, and the AI behavior never changed, which is why it worked.
 
Anyway, I can get more replays later; I'm filtering through all of my saved battles to see which ones are worth sharing (most of them are standard Aron stuff, but I remember saving some good stuff... And some goofs. I just have to go through them. I'll edit this post when I find stuff worth sharing.) For now, here's a link for the QR Rental Team for this team, in case any of you wanted to try it out: https://3ds.pokemon-gl.com/rentalteam/usum/BT-491B-AC71

Congratulations to AZ for forming the starting point of our addition to the existing QR databases; the QR-UNO is now open for business! This will serve as the USUM-specific listing for the QR teams shared on this thread. The QR3 will remain as our SM-specific listing.

QR-UNO Here-->http://www.smogon.com/forums/threads/battle-tree-discussion-and-records.3587215/page-118#post-7584899<--QR-UNO Here
 
TIL that when two pokes both use Protect, the slower one automatically fails and gets to use it again. I'm sure most singles players knew this, but I just did not find myself in that situation before. This nuance ended up being my lifeline because it was the only way I could defeat a Medicham4 unscathed with my Scrafty4, as otherwise it'd easily steamroll anything I had.

For reasons I don't understand M-Medicham would alternate between Detect and HJK, and the auto failures of my own Protects enabled me to keep mine fresh and force it to kill itself. It took me a failed battle to attempt this, and the AI behavior never changed, which is why it worked.
I think the automatic failure happens if no other Pokémon on the field moves after the user's Protect (it's the last move on the turn and can no longer potentially block anything) - it'll also happen if a slow Pokémon gets Encored into Protect and uses it last with no priority, and on the last Pokémon moving if all four Pokémon on the field use Protect or a higher-priority move in Doubles.
 
Got a team:

Salazzle @ Focus Sash
Timid Nature
Corrosion
252 Spa/ 252 Spe. / 4 Sp. Def
Sludge Bomb
Flamethrower
Nasty Plot
Dragon Pulse

Slapamence @ Slapamencite
Jolly Nature
Intimidate
252 Attack / 252 Spe. / 4 Def
Return
Earthquake
Dragon Dance
Shadow Claw

Toxapex @ Black Sludge
Bold Nature
Regenerator
252 Def. / 252 HP / 4 SpA.
Scald
Protect
Toxic
Recover

Plz provide ideas for this (Slapamence for the LoLs)
 
Considering you are already running Toxic and both your other pokes can tecnically easily deal with poison types, what about using Knock Off instead of Scald for Toxapex. Get rid of those Choice scarfs or Leftovers ?
 
Got a team:

Salazzle @ Focus Sash
Timid Nature
Corrosion
252 Spa/ 252 Spe. / 4 Sp. Def
Sludge Bomb
Flamethrower
Nasty Plot
Dragon Pulse

Slapamence @ Slapamencite
Jolly Nature
Intimidate
252 Attack / 252 Spe. / 4 Def
Return
Earthquake
Dragon Dance
Shadow Claw

Toxapex @ Black Sludge
Bold Nature
Regenerator
252 Def. / 252 HP / 4 SpA.
Scald
Protect
Toxic
Recover

Plz provide ideas for this (Slapamence for the LoLs)


Dangerous against ground type teams if something happens to Salamence. For Toxapex I’d suggest haze over protect, it does wonders against anyone trying to set up
 
To be honest as much as Haze sounds good, it really is not. By the time you send Toxapex in and cast Haze you are at risk of being just attacked and killed right away if the enemy got 1-2 stacks off.

Salamence also *needs* to run at least substitute in order to be able to eat status / pp stall / be failsafe against 1hko users.
 
Toxapex is *extremely* passive.

I do not recommend using it in doubles at all to begin with, unless you REALLY REALLY need the role compression it offers. This coming from me using Toxapex for my first 100+ streak.
There's better stallers, and far better bulky waters and poison types for tree purpose that aren't complete deadweight outside of being tanky.
 
Toxapex is *extremely* passive.

I do not recommend using it in doubles at all to begin with, unless you REALLY REALLY need the role compression it offers. This coming from me using Toxapex for my first 100+ streak.
There's better stallers, and far better bulky waters and poison types for tree purpose that aren't complete deadweight outside of being tanky.
While I also don't recommend using it in doubles, either as a supporter or an attacker, I did have a really fun and interesting little stint with Weakness Policy Toxapex.

Believe me, it fucking sucks even simply making it last 50 battles. But it's pretty easy to get the +2, and Baneful Bunker allows it to activate Weakness Policy through Z-moves. Now and then, the AI even charges headlong into the bunker, poisoning themselves and getting the Merciless crits as well. Needless to say, I considered the experiment ultimately a failure... I've used a lot of good mons in bad ways, and offensive Toxapex might not be the worst thing I've ever done, but it's up there. I still want to try it some more, but not in a format like doubles where everyone is still too important. Trips, I can survive with some deadweight.
 
Correct, it's strictly for the first poke. Synchronize only has value for sitting pokes and gifts.

For some asinine reason Type Null is shoved into your box whether you like the outcome or not, but I guess that was the point of SRing the original game for the nature you wanted. And this time around I'm sure most people care more about Poipole.
 
One more thing: you guys know if Synchronize affects an SOS pokemon's ability? I think it might only be the turn it comes in
You can do a little trick to sync sos, you get your sync KOd *before* battle so its still in first place. Level 1 abras/ralts are quite good for this purpose.
 
Whoa, that actually works?! All this time I just took it at face value... geez. I did a considerable amount of Ditto farming last christmas, because that's how I got the tools to make a small number of pokes (namely Drampa and Alolan Marowak) before Bank was updated. Wish I knew that back then...

Anyway, could someone keep an eye out for something I'm looking to corroborate? I very recently witnessed a Walrein4 attempt to Sheer Cold an Ice type (Crabominable4 in this case) when both of them lead. Walrein had no reason not to use Fissure, as it wasn't movelocked. I'm wondering if maybe they didn't program the AI's knowledge of this change to the type effectiveness, because it's been the same for so long. Hell, our pal fatty has kept that fucking set for three gens and I fully expect Walrein4 to return in VIII.

While one might say that the AI displays questionable behavior in the Agency, that really stopped being a thing way back at rank 8 or 9; at 43 they certainly try to kill you immediately with their optimal move and play like they do in the tree. The dumbest thing any of them did was activate TR when they had a clean KO... against the very Crabby I mentioned earlier. Crab4 is a shitmon but very pleasantly surprised with how it held up. Rain is preset and so multiple enemies opted not to use fire attacks, and I fought two Scientists in a row, the second of whom Crabby nearly swept by itself. I had this guy as my lead for all five rounds of this streak, and while it almost never did more than KO the first enemy, that was good enough for me (lv100 specs Latios and lv100 Mow Rotom3 make easy cleanup.)

For someone who likes breeding copies of Maison sets, the agency will be a wet dream for Smuckem.
 
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Whoa, that actually works?! All this time I just took it at face value... geez. I did a considerable amount of Ditto farming last christmas, because that's how I got the tools to make a small number of pokes (namely Drampa and Alolan Marowak) before Bank was updated. Wish I knew that back then...

Anyway, could someone keep an eye out for something I'm looking to corroborate? I very recently witnessed a Walrein4 attempt to Sheer Cold an Ice type (Crabominable4 in this case) when both of them lead. Walrein had no reason not to use Fissure, as it wasn't movelocked. I'm wondering if maybe they didn't program the AI's knowledge of this change to the type effectiveness, because it's been the same for so long. Hell, our pal fatty has kept that fucking set for three gens and I fully expect Walrein4 to return in VIII.

Yes I noted this a while back with Glalie. http://www.smogon.com/forums/threads/battle-tree-discussion-and-records.3587215/page-76#post-7293831

In that particular battle it was Articuno but Walrein has also attempted Sheer Cold before it's used all 5 Fissures.
 
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So looks pretty clear the AI was not updated to know that sheer cold autofails against Ice types, in similar fashion that as far as I know it still attempts to Trick ORAS megastones.

....still does not justify using ice types though :(
 
I was wondering about a certain facet of the mechanics of Co-op Multis now that USUM has arrived:
has anyone checked to see what happens if you play multis with one player on SM and the other on USUM, and then it rolls one of the sets that changed from SM to USUM (for example, Electivire3)?

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....still does not justify using ice types though :(

I got to thinking if enough Trainers over the years have been able to justify the usage of a cold shoulder, so I got to checking the leaderboards:
- Frontier: 15 Ice-types
- Subway: 21 Ice-types
- Maison: 41 Ice-types (this includes a few 'mons rotated in for semi-random streaks)
- Tree: 3 Ice-types (so far)

Quite difficult, but doable.
 
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I got to thinking if enough Trainers over the years have been able to justify the usage of a cold shoulder, so I got to checking the leaderboards:
- Frontier: 15 Ice-types
- Subway: 21 Ice-types
(to be updated as I keep flipping through the leaderboards)
Those were the times before fairy types existed and ice stab was actually solid to deal with dragons :P
 
Those were the times before fairy types existed and ice stab was actually solid to deal with dragons :P
That's why fairy-laden Maison by and far has the most (41 though, seriously? damn Smucks lol) And I don't remember anyone bringing ice STAB purely for dragons, when there are enough special sweepers out there that learn Ice Beam and use it well.

Many of them have individual uses, though, you know that. Even if the ice typing isn't what gives them most of their niche, they're still ice pokes. Frost Breath is a critical part of GG's star player moveset, something he wouldn't have if he were using Drapion instead.
 
Today I defeated Red in Ultra Sun's Super Multis with a team almost identical to Echskiry's, but I lost midway in my first try due to HAX since Mimikyu failed a Play Rough on a Porygon2, which procceeded to paralyze it with Thunder Wave and, if it wasn't enough yet, it even lowered its Sp. Def. with Shadow Ball. I really hate miss moves, so in my second try I replaced Ghostium Z by the brand new Mimikyum Z, and this time it worked wonders ignoring Play Rough's 10% chance to fail. It OHKO'd things like Lapras at +2 and left others like Avalugg with its HP in red, easy target for a boosted Shadow Sneak.

Now I'm trying to get the Super Multis' stamp. The trainers I've recruited so far are promising, like Cynthia or Anabel, but some set or ability in some of their Pokémon are not the best to work with. Most decent guy I've found is Cook Julien/Sly, which leads with Scarf Typhlosion and then Air Balloon Magmortar. I remember some of the records in XY's Battle Maison's Super Multis included Scarf Typhlosion on the AI's lead, so I'm trying to support it with Mega-Charizard Y (Heat Wave, Solarbeam, Dragon Pulse, Protect) and Garchomp (Swords Dance, Dragon Claw, Earthquake, Rock Slide). The latter currently holds a Lum Berry, but I wonder if I could use Groundium Z? Just to prevent hitting Typhlosion and Magmortar once if the Balloon is broken. I wish I had a better fourth Pokémon than Magmortar, but it should at least also benefit from Drought.
 
Today I defeated Red in Ultra Sun's Super Multis with a team almost identical to Echskiry's, but I lost midway in my first try due to HAX since Mimikyu failed a Play Rough on a Porygon2, which procceeded to paralyze it with Thunder Wave and, if it wasn't enough yet, it even lowered its Sp. Def. with Shadow Ball. I really hate miss moves, so in my second try I replaced Ghostium Z by the brand new Mimikyum Z, and this time it worked wonders ignoring Play Rough's 10% chance to fail. It OHKO'd things like Lapras at +2 and left others like Avalugg with its HP in red, easy target for a boosted Shadow Sneak.

Now I'm trying to get the Super Multis' stamp. The trainers I've recruited so far are promising, like Cynthia or Anabel, but some set or ability in some of their Pokémon are not the best to work with. Most decent guy I've found is Cook Julien/Sly, which leads with Scarf Typhlosion and then Air Balloon Magmortar. I remember some of the records in XY's Battle Maison's Super Multis included Scarf Typhlosion on the AI's lead, so I'm trying to support it with Mega-Charizard Y (Heat Wave, Solarbeam, Dragon Pulse, Protect) and Garchomp (Swords Dance, Dragon Claw, Earthquake, Rock Slide). The latter currently holds a Lum Berry, but I wonder if I could use Groundium Z? Just to prevent hitting Typhlosion and Magmortar once if the Balloon is broken. I wish I had a better fourth Pokémon than Magmortar, but it should at least also benefit from Drought.
Groundium-Z is a good option for Garchomp. I question the value of Mega Charizard Y - while Sun does support the two allied Fire-types, it also leaves your team with 3 Fire-types all sharing weaknesses to Water and Rock, with similar offensive coverage. I think building to cover the AI partner's weaknesses and let the AI support your team, rather than committing too hard into supporting the AI partner is preferred - personally, I had success with Scarf Bulu (Jolly) alongside an AI partner's Scarf Entei, for Grassy Terrain support and fast, strong STAB moves against Rock- and Water-types that Eruption does poorly against. Groundium-Z Garchomp seems like a good idea, as Typhlosion and Magmortar both are weak to opposing Fire-types, which Tectonic Rage (or EQ if Air Ballon is intact) will remove.
 
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