Trying to theorymon a team centered around Koko and Surf Raichu, any ideas? Not getting access to Fake Out really blows, but seems like there's potential there combined with Rain supporter.
I've been trying several versions, and I can tell you, Surf-chu doesn't really do a whole lot. I went Alolan-Raichu (as with no Fake out and no Lightning Rod i don't really see any point in normal Raichu), and even with rain the Surf doesn't do a whole lot.
Yes, fast Encores are very strong on tree in general. I've been abusing Encore on Mega-Lopunny often enough as well :3
In case anyone's curious, I managed to extract the official QR sample teams using P3DS' PKRentalViewer.
Super Singles Mega Salamence / Tapu Lele / Aegislash Team
Salamence @ Salamencite
Ability: Intimidate
Level: 60
EVs: 6 HP / 252 Atk / 4 Def / 4 SpD / 244 Spe
Adamant Nature
IVs: 6 SpA
- Dragon Claw
- Dragon Dance
- Double-Edge
- Earthquake
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 92 HP / 252 SpA / 166 Spe
Timid Nature
IVs: 27 Atk
- Psychic
- Moonblast
- Thunderbolt
- Energy Ball
Aegislash @ Ghostium Z
Ability: Stance Change
Level: 51
EVs: 252 HP / 100 Atk / 4 Def / 142 SpA / 4 SpD / 8 Spe
Quiet Nature
IVs: 0 Spe
- Shadow Ball
- Shadow Sneak
- Flash Cannon
- King's Shield
(They also have 0 Happiness.)
Interestingly, the Pokemon appear to have been taken from actual carts, rather than made from scratch. Tapu Lele hits 223 Speed, allowing it to outrun Jolly Mega Aerodactyl (which isn't in the Tree, since the only Mega Aero is Adamant). I'm not sure what benchmarks Aegislash's EV spread is supposed to hit.
Super Doubles L1 Mimikyu / Snorlax / Araquanid / Marowak-A Team
Mimikyu @ Focus Sash
Ability: Disguise
Level: 1
Jolly Nature
IVs: 8 Atk / 9 SpD / 22 Spe
- Shadow Sneak
- Pain Split
- Trick Room
- Destiny Bond
Snorlax @ Figy Berry
Ability: Gluttony
Level: 50
EVs: 10 HP / 60 Atk / 252 Def / 188 SpD
Adamant Nature
IVs: 3 SpA / 0 Spe
- Body Slam
- High Horsepower
- Belly Drum
- Recycle
Araquanid @ Waterium Z
Ability: Water Bubble
Level: 50
EVs: 252 HP / 252 Atk / 6 Def
Brave Nature
IVs: 11 SpA / 0 Spe
- Liquidation
- Leech Life
- Wide Guard
- Protect
Marowak-Alola @ Thick Club
Ability: Lightning Rod
Level: 50
EVs: 246 HP / 244 Atk / 20 SpD
Brave Nature
IVs: 8 SpA / 27 Spe
- Shadow Bone
- Flare Blitz
- Bonemerang
- Protect
I'm not sure why Marowak-A has a 27 Speed IV; maybe someone messed up?
The teams are nothing groundbreaking, but I figured this was some interesting trivia nonetheless.
It does create an asshole-clenching moment... not unlike locking in a move with a significant drawback when you meant to use the Z-variant :PA couple of scary games where my son forgot to mega though ><
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Absol @ Absolite
Ability: Pressure
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 25 SpA
- Knock Off
- Psycho Cut
- Superpower
- Protect
Non-Mega: 141/182/80/82/80/139
Mega: 141/202/80/118/80/183
Not only does Mega Absol look amazing, it can hit pretty hard too. Knock Off helps remove any items, does really good damage, and helps remove Ghost types that otherwise threaten Tapu Lele. Psycho Cut acts like a second STAB move when under terrain, and does just a little bit more than what Knock Off would do without an item on the opponent. Superpower helps break down Steel types that can wall out Tapu Lele. Rarely used though, since the Attack drop can be pretty annoying at the beginning. Protect is really obvious with Absol's fraility and just stalling out things like Trick Room.
Jolly is the nature of choice to be as fast as possible, and the EV spread is a simple one just to maximize damage and speed. Nothing too special really.
Magic Bounce is really nice after Absol Mega Evolves. It essentially makes Absol immune to any sort of status. There seems to be a weird thing with the AI not recognizing Magic Bounce though, something I'll cover when I get to the replays.
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
Level: 50
EVs: 4 HP / 4 Def / 252 SpA / 12 SpD / 236 Spe
Rash Nature
IVs: 25 HP / 0 Atk / 25 Def
- Psychic
- Moonblast
- Dazzling Gleam
- Shadow Ball
143/91/93/200/123/145
Good old Tapu Lele, one of my most used Pokemon in the Battle Tree. Psychic is STAB with Psychic Terrain, and Moonblast is an alternate STAB, mainly for opposing Dragon and Dark types. Dazzling Gleam for a spread move, which often chips things enough to where Absol can take them out. Shadow Ball is used for coverage and to hit opposing Psychics if absolutely needed.
Modest nature and 236 Speed EVs with a Scarf hits an empty speed tier, and max Special Attack to do the most damage. Everything else is just spread out for a tiny bit of bulk to make the most of the EVs. Spread is just a slight modification of Josh C.'s Tapu Lele on Sharkanine.
Excadrill @ Groundium Z
Ability: Mold Breaker
Level: 50
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 20 SpA
- Earthquake
- Iron Head
- Rock Slide / Rock Tomb
- Protect
185/187/81/58/85/154
The Z-Move user of the team and an Electric immunity for Mantine and any Thunder Waves. Earthquake and Iron Head are obvious STABs, dealing with opposing Fairy and Steel types. When Z-powered, Tectonic Rage helps give me a one time nuke to use without hitting my partner, though it is rarely needed to be used instantly. Rock Slide, while rarely used, helps against any opposing Flying types if absolutely needed. Protect is used to stall Trick Room and just take up turns in general when needed.
EV spread is again relatively basic, just to hit fast and hit hard. Mold Breaker makes Earthquake and Tectonic Rage even better, ignoring Levitate, Sturdy, and Solid Rock, among other annoying abilities. Excadrill is by no means the best Ground type ever, but it's typing fits it in pretty well, ignoring it's somewhat lower speed.
I tried out Rock Tomb from around Battle 50, just to see how it would work out. I didn't really use it too often, besides at points when it didn't matter if I used it between something else, but having a more accurate Rock type move felt like a good enough reason to try it out.
Mantine @ Aguav Berry
Ability: Water Absorb
Level: 50
EVs: 244 HP / 148 Def / 116 SpD
Calm Nature
IVs: 18 Atk
- Scald
- Helping Hand
- Tailwind
- Wide Guard
191/48/109/100/192/90
The general team supporter and switch-in for a lot of different things. Scald is just to not be Taunt bait and to help break Focus Sashes if ever needed. Helping Hand makes any move from the rest of the team much more powerful, supporting spread moves or just solidifying a KO. Tailwind seemed kinda useless at first, but being able to make Excadrill's speed match with the rest of the team or just ignore Speed drops for a few turns is really helpful. Wide Guard helps block spread moves that can otherwise be annoying and potentially disastrous.
Since most of Mantine's weaknesses are specially based, a Calm nature is used along with max HP and a decent amount of investment to help it survive various Electric moves. The remaining EVs go into Defense to help improve it's physical bulk more. With it's relatively massive bulk, an Aguav Berry is the item of choice to quickly bring Mantine back to a health range that helps it take an extra move or two. Water Absorb gives Mantine an extra immunity and lets it switch into things for Excadrill, which gives a bonus of healing some health back.
Threats:
Trick Room: The team plays extremely quickly and relies a lot on Speed, so taking that away can cripple the team quite a bit. How I deal with it varies based on the Trick Room setter, but if I can't OHKO it with Absol and/or Tapu Lele, or there are two Trick Room setters, then I just hope to stall it out with switching and Protect.
Alakazam3: One of the Pokemon that gives me the biggest trouble. Outspeeds my whole team, and nothing I have can OHKO it without being OHKO'd in return. My best bet is to just hope that Tapu Lele can 2HKO it while taking minimal damage, or getting Tailwind up so something can OHKO it.
There are certainly other threats. I just haven't played the team far enough to see them, but I did run into these two things several times on this run.
Team Problems:
At the moment, I don't see any major flaws that require massive changes, like changing a whole Pokemon. The main reason for my loss is my fault, targeting the wrong thing at the wrong time. You could argue that there was a tiny bit of hax involved, but that could have been avoided entirely. I'll cover this more when I get to that battle.
Battles:
Battle 50: 6FPG-WWWW-WWW9-Y3PL
Battle Legend Blue (Alakazam3 / Rhyperior4 / Machamp34 / Pidgeot3)
First time I've faced an Alakazam. Dealing with that got mildly annoying, but once Alakazam went down, it finished up relatively easily. Also was my first Blue battle in quite a while, I haven't been able to get this far lately in Doubles.
Battle 75: JSTG-WWWW-WWW9-Y3PF
Black Belt Boris (Rhyperior3 / Aggron4 / Virizion2 / Regigigas1)
Aggron can get really annoying for Tapu Lele, and Absol can't really break through it either. A potential Rhyperior3 also means I can't just use Absol to take it out, as I risk losing Absol. A couple switches and a weird Magic Bounce interaction makes it easier, as it allows me to ignore Aggron for the most part and deal with the other side, then nuke Aggron to finish it off.
As seen in this battle, the opposing Aggron continuously uses Thunder Wave into Absol, who has Magic Bounce and thus is essentially immune to it. This happened several other times in this streak, at least 3 times I know for sure, all of which I saved the battle for. Seems to be something similar to how the AI reacts to Misty Terrain, but I'm not sure.
Battle 79: XP3G-WWWW-WWW9-Y3P5 (Loss)
Golfer Susanna (Tentacruel4 / Slaking3 / Zapdos3 / Salamence4)
A mistarget from the beginning, I'd say. Seeing the wrong Pokemon as the threat, I decide that a potential Choice Band Slaking is fine to leave around, going after Tentacruel instead, who could have had a Focus Sash. It doesn't, but Slaking takes out Tapu Lele in return, and Absol has it's Protect wasted from a prediction. The battle goes pretty downhill from there, since I have no good way to hit Salamence and it outspeeds me. I unfortunately miss a Rock Slide there, which may have cost me the game, but I don't believe it would have mattered, as a Zapdos in the back would be pretty annoying to handle with just Excadrill.
If I just double targeted Slaking right from the beginning, I should have won that. Absol and Tapu Lele would theoretically be able to deal with anything in the back, and if not, they would be crippled enough to where the back can take them on. Or even if the Rock Slide connected, I may have needed to take one less Crunch, thus not lowering my Defense and having just over half health on Excadrill, which should have been enough health for it to go down in 3 hits, assuming Rock Slide connected.
Final Thoughts:
I really like the concept of the team, and getting lesser used Pokemon out there, like Absol and Mantine, makes me happy that it actually functions relatively well. Very glad I didn't give up on the team immediately when I saw it lose a few times under 40 battles. I'll try another run after this post goes up, so some sort of update should come around.
Much like a lot of Trick Room teams, they struggle when Trick Room can't go up, but unlike most other teams, mine doesn't have any extra support. It really just relies on Bronzong's bulk and a little bit of hope/luck to not get prevented.Ampharos-Mega @ Ampharosite
Ability: Static
Level: 50
EVs: 252 HP / 252 SpA / 6 SpD
Quiet Nature
IVs: 14 Atk / 0 Spe
- Thunderbolt
- Dragon Pulse
- Volt Switch
- Protect
The main focus of the team, supporting Mega Ampharos. Nothing too special here, with the basic STABs in Thunderbolt and Dragon Pulse, having the utility in Volt Switch, and stalling out turns and keeping itself safe before Trick Room goes up with Protect. General EVs for bulk and as much firepower as possible.
Thunder isn't used, as strong as it is, mostly because Rain is not the main focus of the team; Trick Room is. I'd rather have the guaranteed accuracy in any weather for less power, than more power and similar accuracy in Rain, but much less accuracy out of it. Plus, the utility of Volt Switch and general usefulness of Protect is too good to skip out on, and I have other ways of powering up Thunderbolt.
Bronzong @ Mental Herb
Ability: Levitate
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 24 SpA / 0 Spe
- Trick Room
- Gyro Ball
- Rain Dance
- Protect
The Trick Room setter and a lot of the bulk of the team. Trick Room is mandatory for a team like this, and Gyro Ball to have a decently strong STAB move for Fairy types and just to not be Taunt bait. Protect is there to not be vulnerable to Fake Out, status, Taunt, or just general scouting. Rain Dance helps support the team a lot. It effectively makes Bronzong weak to only Ghost and Dark, powers up Araquanid, and weakens the threat of Fire to Escavalier. I really liked the idea and I might try it again in the future, but I don't know if I'll come back to this idea.
Mental Herb and Lum Berry were the two items I considered for this, and honestly both have their uses. I may try Lum Berry in a future run, but I felt like I got Taunted more often than statused with Bronzong.
However, I found that a lot of the times, once Trick Room itself went up, it just got in the way in the lead and I had to waste a turn getting it out. It's damage output is pretty mediocre if it isn't super effective, and I don't remember running into too many Fairy types. Most of the time, I just let it go down to the opponent or just swapped it to something else, to get more damage going.
Escavalier @ Assault Vest
Ability: Shell Armor
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 9 SpA / 0 Spe
- X-Scissor
- Iron Head
- Drill Run
- Knock Off
One of the sweepers of the team and a good, bulky switch in wherever needed. X-Sxissor and Iron Head are really solid STAB moves to have, generally strong off of a high Attack. Drill Run for coverage against the Electric types that I otherwise have trouble hitting, as well as opposing Fire types if needed. Knock Off is a good utility move to have, beating out Psychic and Ghost types if getting I can't KO them.
Assault Vest was the item for improving bulk, and I already needed all the attacks, plus it was going to be switched in most of the time, taking a hit. The extra 4 Special Defense EVs puts it at an even stat point, making the most out of the Assault Vest boost.
Araquanid @ Waterium Z
Ability: Water Bubble
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 6 SpA / 0 Spe
- Liquidation
- Soak
- Wide Guard
- Protect
Definitely the Pokemon that made this team really fun to use. Rain + Water Bubble makes things hurt. Liquidation for a really good STAB and Z-Move, especially in Rain. Soak was an interesting choice at first, but being able to remove the STAB bonus from the opponents, as well as making Ampharos hit super effectively, really appealed to me. Makes it even better that Araquanid is just slower than Ampharos, so it's very similar to the Choice Scarf Tapu Fini + Kartana/Tapu Koko idea. Wide Guard for protection against spread moves that this team was kind of weak to already. And Protect just for stalling where needed.
Serebii actually does have updated to show natures of Pokemon on tree with USUM.
View attachment 95823
Otherwise, the spreadsheeds in the OP have all the data, including the exact values of every stat.
Sounds like someone has just had the first of many experiences with Drampa-3, he soon will learn to hate him and Sina equally :DForgot Quick Claw was even a thing in the tree! Well, I never!
Jokes aside, every gen has had at least one notoriously dangerous pain in the ass because of that item. DPP Metagross4 was a big one because of the good old Explosion mechanics back then. Donphan4 was also a bad apple until this gen. Now we have Incineroar4 and, as you've experienced, Drampa. IIRC the non-Steelixite packer has a Quick Claw as well.
The way DDancers look to be coded seems to be "Always DDance once, DDance twice if outspeed wasn't reached OR 1hko potential is not reached".Thank you thank you
EDIT: Also, another question about Red's stupid Zard X. How often does he Double Dragon Dance? Because I think I can get him if I switch my lead from Ninja to M-Blaziken. Start with Low Kick (speed boost) and it DDs, I protect (speed boost) *it does SOMETHING*, I EQ.
So does anyone know how often that 'SOMETHING' will be a second DD? I imagine it would be a Dragon Claw and then Metal Chicken should outspeed but I am not sure.
I’m mildly surprised it took him until now to have a bad run-in with a QC holder. I’ve always had plenty of run-ins with Hikers/Workers (and at least one of the cops is a ground user) and Steelix3 is one of those enemies I almost always see before long.Sounds like someone has just had the first of many experiences with Drampa-3, he soon will learn to hate him and Sina equally :D