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Battle Tree Discussion and Records

You're wanting either fake out, redirect or some form of speed control to help M-Garde speed tier and Garchomp goodbutnotgreat's one.

Incineroar happens to bring fake out, Intimidate and a optimal switch in resisting all Garde's weakness btw.
 
You're wanting either fake out, redirect or some form of speed control to help M-Garde speed tier and Garchomp goodbutnotgreat's one.

Incineroar happens to bring fake out, Intimidate and a optimal switch in resisting all Garde's weakness btw.
Thanks, and is Kartana a good Mon for that team? Maybe with Tailwind
 
I don't see how you would have "stolen" the idea from anyone: the whole point of both the tree thread and discord would be to share experiences / ideas for others to use or improve :P

I'd never accuse anyone of stealing a idea, if anything I'd be proud of having come up with a pairing that makes sense for once lol
 
Just started playing this again and faced Kukui at battle 20 in super singles. I noticed something was wrong with a Pokemon in the battle tree spreadsheets, (Battle tree look up) based on the moves his lead Incineroar was using.

The Pokemon in question is Incineroar 3. (The only one that makes any sense) its holding a Firium Z, but the list says its moveset is:
Darkest Lariat. Throat Chop. Earthquake. Outrage.

Well this incineroar i fought was able to use the Z move Inferno overdrive on me, while i was using protect to scout. and kept spamming the move Flare Blitz like no tomorrow.

The spread sheet titled USUM battle tree informant has the moveset as this:
Darkest Lariat. Throat Chop. Earthquake. Flare Blitz.
However the spread sheet titled Battle tree + Battle royal + Battle agency data, is still saying that Incineroar3's last move is Outrage.

Not sure if anyone else has picked up on this, but thought i would let you guys know about this, as Kukui definitely used Inferno overdrive and Flare blitz on 2 consecutive turns.
 
Just started playing this again and faced Kukui at battle 20 in super singles. I noticed something was wrong with a Pokemon in the battle tree spreadsheets, (Battle tree look up) based on the moves his lead Incineroar was using.

The Pokemon in question is Incineroar 3. (The only one that makes any sense) its holding a Firium Z, but the list says its moveset is:
Darkest Lariat. Throat Chop. Earthquake. Outrage.

Well this incineroar i fought was able to use the Z move Inferno overdrive on me, while i was using protect to scout. and kept spamming the move Flare Blitz like no tomorrow.

The spread sheet titled USUM battle tree informant has the moveset as this:
Darkest Lariat. Throat Chop. Earthquake. Flare Blitz.
However the spread sheet titled Battle tree + Battle royal + Battle agency data, is still saying that Incineroar3's last move is Outrage.

Not sure if anyone else has picked up on this, but thought i would let you guys know about this, as Kukui definitely used Inferno overdrive and Flare blitz on 2 consecutive turns.

It sounds like you might have been looking at the wrong tab. At the bottom of the spread sheet there are multiple tabs and one is for SM tree (which has the Outrage set) and the other is for USUM (which has the Flare Blitz one).
 
damn. hatched a shiny tyrunt.
also got a 6 iv one as well.
so i will use tyrantrum(shiny will be strong jaw) and a rock head one(option)
then will breed a chansey.
but what for the third member?
 
damn. hatched a shiny tyrunt.
also got a 6 iv one as well.
so i will use tyrantrum(shiny will be strong jaw) and a rock head one(option)
then will breed a chansey.
but what for the third member?

Tyrantrum in Singles, huh?

If you plan to use Head Smash I suggest otherwise. Terrible PP and it's gonna miss at a bad time sooner or later.

Hmm, you're gonna have Chansey so most special attacks shouldn't of an issue. Here are threats I forsee:

1. Most Fighting types. Whatever your 3rd is, it needs to be able to handle these.
2. Steel types. Aside from Earthquake, you won't be able to hit these very well and you don't want to overrely on Chansey.
3. Physical walls. Tyrantrum's middling initial speed tier means you can't really boost your Attack with moves effectively without support. So enemy mons with a lot of defense straight up will be annoying.
4. Fast Physical Attackers. And of course since Tyrantrum isn't particularly fast, strong mons which are faster and don't care about Chansey will be annoying. Despite Tyrantrum's Defense stat, it's typing will leave it open to a lot of stuff.
5. Mawile. If it comes out at the right time, it could give your current core problems.
6. Status/Hax. Tyrantrum is slow initially so will be frequent. Chansey has Natural Cure but fully utilizing it means switching her out for another mon which I don't think Tyrantrum will want to do too offen.


Those are just few issues I can think of. You're third mon and the sets you run will need to be able to handle most of these issues in some compacity. A good special attacker that can get around Fighting and Steel types or another wall that can debuff and handle status while stopping most physical attackers would probably be your best but.

That said, even with good teammates, I don't think Tyrantrum will bring enough to the table to consistently contribute in singles. Its speed tier, bad special bulk, lack of recovery, lack of effective debuff options, and defensive typing will hinder it a lot.

Have you considered Doubles? Mons like Tyrantrum struggle in Singles due to being too slow to strike first and not having the most convenient ways to recover health and debuff opponents. But in Doubles it's a lot easier to patch up a lot of its issues since it'll always have teammate alongside it.
 
was doing strong jaw. third is a special mega gengar with perish trap, protect and disable.if i were to switch chansey it would be to gengar and chansey will have sub. the one problem i have is to reach the 107 speed.Whoever is kind enough to do the eving and gives it back(i had problems of peeps stealing my mons before...) will get a surprise
edit: huge thanks to smuckem for not only agreeing to ev the chansey, but is also breeding a timid one and will help me with my dex.The surprise was... a ha gligar, a ha decidueye and ub's
 
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To be honest you're likely better off going the mimikyu/durant route if you want to use a subpar mon like Tyrantrum. Get Sub up, Ddance and then try to kill things with... idk, Crunch?

That's likely your best bet.
 
To be honest you're likely better off going the mimikyu/durant route if you want to use a subpar mon like Tyrantrum. Get Sub up, Ddance and then try to kill things with... idk, Crunch?

That's likely your best bet.

This is probably the only way to make it work in singles. I'd run Jolly/Adamant with Max Speed and Attack with Leftovers and Protect, Substitute, Dragon Dance, and Crunch for moves. Without tools like Moody to boost stats every turn, Power Trip to hit STUPID hard, Frost Breath to bypass damage modifiers, and no way to boost Evasion, Defenses, or Accuracy, you're gonna be a lot more hax/priority/matchup prone compared to more conventional Truant sweepers, but this should allow Tyrantrum to do something.
 
I considered Tyrantrum back in ORAS Super singles. I tried it, but it ultimately lost around battle 37/38, after a string of misses. Head Smash is fun but 8 PP is awful.
I'm trying to use Venomoth again. I got a 260 Super Singles streak in ORAS using Venomoth, which I posted in Smogons Battle Maison thread.
It's only hard counters was anything with Soundproof. Stuff like Bastiodon and Electrode I could easily PP stall to win, but Abomasnow was always a problem for me. In fact my losing battle had me face an Abomasnow, and that was when I took my long hiatus to cool off from that.

Now i'm back, and i'm using the Durant/ Mimikyu strats, (RIP Prankster Pokemon) and i'm trying out Signal Beam as my main attack move over Bug Buzz, to see how that does.
So far not too much difference. Against a Togekiss on like battle 8 Signal Beam was a 3 HKO at +6 Tinted Lens. Bug Buzz would of easily been a 2HKO. But hey! Now I don't have to worry about soundproof!
 
i got a porygon 2 that ill use in doubles instead of chansey(when i get my team for that ready, after singles and multi's.
 
Lost at 78 wins in USUM Super Doubles last night. Looked like I was going to make 90 with this until Slowking4 tanked Thunderbolt and set Trick Room.
tapukoko.gif
greninja.gif
charizard.gif
incineroar.gif

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dazzling Gleam
- Thunderbolt
- Taunt
- Protect

Greninja @ Electric Seed
Ability: Protean
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature
IVs: X SpA
- Acrobatics
- Rock Slide
- Waterfall
- Shadow Sneak

Incineroar @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Darkest Lariat
- Flare Blitz
- Fake Out
- U-turn

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Air Slash
- Flamethrower
- Solar Beam
I definitely see my weakness to Rock, but that didn't trouble me too much in 79 battles. Trick Room isn't fun, but normally I can double target the setter and knock it out.

The team feature is Acrobatics Greninja, who comes out first with Tapu Koko and gets a defense boost and 110 BP Acrobatics. Greninja is great when hitting super effectively but otherwise can leave more to be desired since its only hitting with base 95 Atk. Rock Slide for spread damage coverage and flinches and Shadow Sneak for picking off foes or chipping fast threats like Raichu-Alola in terrain. Waterfall is there but I'm open to changing it. I guess my physical options are Low Kick, Gunk Shot, and Return.

Koko hits really hard with Terrain and LO boosted Thunderbolt. Dazzling Gleam is for Dragons and spread damage when needed. Taunt is there just in case but I don't use it much.

Incineroar is nice for Fake Out and Intimidate and AV helps it tank some hits. Darkest Lariat for consistent 85 BP and hitting through defensive boosts on stallers.

Charizard-Y made the team when I started having trouble with sand teams and bulky Rock types. But I'm open to suggestions on this team slot.

So, any thoughts on how to improve this and get to 90 wins? Thanks in advance!
 
There's a lot of improvements you can be doing there, and one of them is significantly change Greninja's set. Not using Mat Block is almost a crime, and you're relying on an inaccurate Rock Slide which could really be lot of other things. (Greninja also gets U-turn, btw, if you really fancy preserving it without using sash).

It does feel you are particularly vulnerable to lead Aromatisse4, Slowking, or Oranguru (all potentially immune to taunt while threatening to set TR) showing up with another threatening lead as you have no way to KO them without double targetting, as well as a significant vulnerability to Fake out leads, as well as particularly obnoxious combinations from Raz/Granville/Plumeria and their speedmons that can outspeed & threaten your lead very hard.

If Charizard's role is to check bulky rocks, you definitely want something that's not vulnerable to electric (as well as not dieing to anything with Rock in its name). I'd suggest you Lando-I but it's unlikely you have access to a gen 5 one, options could include Garchomp, Megagross, (Mega)Latis, MegaScizor, etc.
 
There's a lot of improvements you can be doing there, and one of them is significantly change Greninja's set. Not using Mat Block is almost a crime, and you're relying on an inaccurate Rock Slide which could really be lot of other things. (Greninja also gets U-turn, btw, if you really fancy preserving it without using sash).

It does feel you are particularly vulnerable to lead Aromatisse4, Slowking, or Oranguru (all potentially immune to taunt while threatening to set TR) showing up with another threatening lead as you have no way to KO them without double targetting, as well as a significant vulnerability to Fake out leads, as well as particularly obnoxious combinations from Raz/Granville/Plumeria and their speedmons that can outspeed & threaten your lead very hard.

If Charizard's role is to check bulky rocks, you definitely want something that's not vulnerable to electric (as well as not dieing to anything with Rock in its name). I'd suggest you Lando-I but it's unlikely you have access to a gen 5 one, options could include Garchomp, Megagross, (Mega)Latis, MegaScizor, etc.
Honestly I completely forgot about Mat Block. That won't protect from Fake Out, right? What is the main purpose of using it? As for U-Turn I've considered it, but that would take away the defense boost from the seed.

Agreed with Charizard and the terrain. This has led to issues against Electric spam teams. I don't have gen 5 Lando-I but I might try out some of those options you mentioned.
 
Mat Block doesn't block from priority or status, its main usage is basically guarante an attack (or a setup) to your other lead against anything that is slower than Greninja (which is a significant portion of the game).
 
I'm surprised there isn't a Battle Tree VR yet. It might help new players learn what mons are best for the tree (along with set recommendations). Just my 2 cents tho.
 
I'm surprised there isn't a Battle Tree VR yet. It might help new players learn what mons are best for the tree (along with set recommendations). Just my 2 cents tho.
There isn't because it's not realistic to create / maintain. There's too many factors at play and lot of mons only work within certain comps.
 
Speaking of the leaderboard: I'm new to this thread but the leaderboard is some ugly wall of text. Wouldn't it look better with some nicer formatting and maybe some icons? Example:

#01. GG Unit, (2005*) -
632.png
362.png
778.png
Etc with all the other links and such
 
Reporting an on-going winning streak of 1000 consecutive wins on Super Double Battle Tree.
I have finally climbed up to the 1000th battle on Super Battle Tree. I have been grinding since the last post from 450 wins to 1000 wins.
Here are the proofs:
42240157_266818007285637_4814481626681573376_n.jpg
42361371_209579283092499_3527424311985963008_n.jpg
42229177_675513949497790_7360231110934003712_n.jpg
42287580_254960928491772_1190534165305491456_n.jpg


For some reason it did not allow me to upload the battle video. It says "This Battle Video cannot be made public", which is weird because I had uploads many successfully in the past.

The team is slightly different from the last post. If you want to see the team, click on the quote below.
Teambuilding:
View attachment 119649
Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Protect
- Iron Head
- Zen Headbutt
- Ice Punch Stomping Tantrum

With incredible bulk, huge attack, great speed, and a good ability before as well as after mega evolving, Mega Metagross is a monster. Its bulk allows it to live non-STAB super effective moves easily, sometimes it can even survive STAB super effective moves. If you get hit super effectively by Mega Metagross, you are gone. Period. With the Psychic and Steel, Mega Metagross is both good at offense and defense. The ability to check Psychic and Fairy is also great too.

Iron Head instead of Meteor Mash because it has higher accuracy. This is extremely important, you don't want to spam a move with 90% accuracy in Battle Tree unless you are an NPC in Battle Tree. A miss can change the game drastically in your opponent's favor so Iron Head is a good choice since it has 30% flinch, boosted by Tough Claws, and hit nearly as hard as Meteor Mash without missing.

Zen Headbutt because it is STAB and it gets rid of Poison type pokemons that are threats to Koko. However, since it only has 90 accuracy, I avoid using it as much as possible.

Ice Punch is an amazing coverage move because it OHKO menacing threats such as Landorus, Salamence, Charchomp, Dragonite. Overall, it is mostly to kill Dragons, Flying, and Ground.

Stomping Tantrum over Ice Punch so that it doesn't automatically lose to Heatran and opposing Mega Gross. Plus, Ash-Gren and Lando have Ice type attacks already.

However, Mega Metagross gets walled completely by Steel type and bulky Water type (even though I have Zen Headbutt for Water pokes), so I decided to build the rest to counter these types.

Therefore, I opted to go for Tapu Koko again as it is a reliable lead to get rid of Water type and Dragon type pokemons.
View attachment 119642

Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Thunderbolt
- Dazzling Gleam
- Grass Knot

Even though its SpA stat is not impressive, thanks to its ability to bring electric surge, its electric attacks gain 50% power and hits pretty hard. With the powerful Z move plus Terrain, Tapu Koko 90% of the time OHKO everything that doesn't resist it. So, I almost always have a free kill every first turn.

Thunderbolt and Dazzling Gleam are quite standard and there is nothing much to talk about really.

Grass Knot instead of HP Ice because it hits those heavy Ground pokemons harder. And especially, it hits x4 effectively to the threat Rhyperior since Eearthquake OHKOs me and it has Lightning Rod to deny Thunderbolt/Gigavolt Havic.

So, the common thing between Mega Metagross and Tapu Koko is that they both are weak to Ground and Steel type pokemons. Therefore, the third pokemon will be chosen to defeat Ground and Steel pokemons, which is none other than Mr. Lando - I.

View attachment 119650
Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Protect
- Earth Power
- Sludge Bomb
- Hidden Power [Ice]

Yep, you heard it right. It's Landorus Incarnate form instead of Therian. Here's why. As great as Therian's Atk stat and its ability Intimidate is, my pokemon will be affected by the its spammed STAB move Earthquake. As a result, I went for Incarnate form instead as its STAB move Earth Power hits harder for it is a single targeted move and it doesn't hit its teammate. Second of all, Landorus and Tapu Koko will be my lead, so I don't want to get Intimidated by my opponents if I'm using Therian. With Life Orb Sheer Force, Incarnate hits harder than Therian for sure.


Earth Power: The favorite STAB move that I spam most of the time. With Life Orb, Sheer Force it hits much harder than Koko's terrain boosted Thunderbolt. This stab move checks Steel type easily.

Sludge Bomb: Thanks to Life Orb and Sheer Force, Sludge Bomb is basically a STAB move now so it most of the time can easily OHKO grass type that Koko's Thunderbolt has a hard time dealing with and. Sludge Bomb can be use to kill Fairies too.

HP Ice: Again, the same reason as Ice Punch, it is to deal with threats like opposing Landorus, Garchomp, Ssalamence, etc.

It seems like the core Mega Metagross - Tapu Koko - Landorus I is pretty solid. Now I need to find the final member that can support my team even further. For example: Taking Ice moves to protect Landorus, getting rid of Ground type that kills Koko and Metagross and destroy trick room setters that are usually Ghost or Psychic type. Hmmm, I wonder what can it be...Greninja.
View attachment 119651
Greninja @ Focus Sash
Ability: Protean
EVs: 252 SpA / 252 Spe / 4 HP
Timid Nature
IVs: 0 Atk
- Protect
- Scald
- Dark Pulse
- Ice Beam


The reason I used Protean Greninja instead of Ash-Greninja is because...I don't have one LOL. If I had had one, I would've used it, but oh well.

Greninja-Ash @ Focus Sash
Ability: Battle Bond
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Protect
- Scald
- Dark Pulse
- Ice Beam

Scald and Dark Pulse are its main STAB.

Ice Beam because it is too good of an attacking move, duh. Couldn't think of a better attacking move for it.

So here is the full team with the lead in the order that I lead with:
View attachment 119652View attachment 119653View attachment 119654View attachment 119655

Strategy:

Contrary to the trend of using Trick Room team in this thread, I want my team to beat everything down with sheer power alone. Most of the time, these pokemons have the potential to OHKO 1 or even 2 pokemons on first turn. So, the strategy is to use Pokemon with high speed and high Atk/SpA to OHKO pokemons that are a threat to my team and leave pokemons that cannot deal much damage to my pokemon alone. With the Z move Gigavolt Havic from Tapu Koko, most pokemons will drop immediately turn 1 if they don't resist it; even if bulky pokemons survives, their attacks are not putting my pokemons in danger anyway since they have no attacking investment. So thanks to Koko, the match up is usually 4 vs 3 after turn 1, or even 4 vs 2 if Landorus can OHKO the other pokemon, which happens quite a lot actually considering Life Orb Sheer Force Earth Power hits like a truck. The mission of Metagross and Greninja in the back is to take out pokemons that the duo Lando-Koko cannot get rid of or just simply take a hit for them.

I know that the strategy sounds simple but it works effectively. The strategy is basically making your team outnumber your opponent's so that you can have the advantage and the important thing is to gang up on the one threat to the team if necessary. The idea of using Koko turn 1 to use Z move to OHKO pokemons is from me getting set up by bulky Pokemons to activate Trick Room and stuff. As a result, I want to lead with something incredibly fast and can hit hard, which is Koko and Z move to OHKO setup users or threats. With said pokemons out of the way turn 1, what my teammates have to do is to simply deal damage to pressure my opponen

The duo Lando-Koko works extremely well together as a lead as they cover each other's weakness:

- Tapu Koko is weak to Ground type? Landorus is immune to it and fires off an attack to that Ground-type Pokemon while Koko protects and finish it turn 2, or Koko can simply Grass Knot/Dazzling Gleam it and let Landorus finish it off if it's a slower pokemon.
- Tapu Koko's main STAB Thunderbolt/Gigavolt Havic cannot hit Grass effectively? Landorus's Sludge Bomb can usually OHKO that grass pokemon.
- Tapu Koko's is weak to Steel type? Landorus OHKOs it.
- Tapu Koko is weak to Poison type? Landorus crushes it.
- Landorus is weak to Water type? Koko OHKOs it.
- Landorus cannot hit Flying type super well? Koko OHKOs it.


The problem is Landorus is weak to Ice type so the priority is to kill that Ice type immediately before anything; if there are two Ice types or there are a threat bigger than that Ice type pokemon, I will switch out Landorus into Metagross to take the Ice move attack or simply just protect with it. Since Ice pokemons are usually bulky, I'm not confident that Landorus can OHKO them so if there are two threats on the field, switch out Landorus or protect with it depending on the situation.

I never switched Greninja in as it is super fragile and it has a Focus Sash and I don't wanna break it. Greninja is like a bonus to the core Mega Metagross - Tapu Koko - Landorus, so I only switch it in when a pokemon faints.

Weakness of the team and threats:

Since the team is hyper offense, their investments are all in speed and power. Consequently, they are quiet fragile as there is no investment in bulk; however, their natural stat is not to be taken lightly as they can take hits too, especially the monster Metagross.

Long story short, the weakness of my team is facing faster pokemons that can hit hard first and Trick Room teams.

Here is the biggest threat to the team:

View attachment 119678View attachment 119679
Ah yes, the pokemon that I hate facing the most as it is the biggest threat to my team. First and foremost, Mega Alakazam is ridiculous OP with 150 Speed and 175 SpA and Trace ability and Blue seems to always want to mess me up by bringing it. If it is Mega Alakazam, my pokemons are gonna drop. As it mega evolves, Trace ability usually traces my Sheer Force thus makes Psychic even more powerful that can OHKO my Landorus or Tapu Koko every single time. With that being said, when it mega evolves, 1 of my pokemon will die; what even worse is that if Koko dies, Landorus cannot revenge kill it every time with Earth Power. here is the cal to it:
252 SpA Life Orb Sheer Force Landorus Earth Power vs. 0 HP / 0 SpD Alakazam-Mega: 220-259 (87.6 - 103.1%) -- 25% chance to OHKO

Yep, with only 25% chance of killing it, Mega Alakazam will likely take out another pokemon of mine next turn. However, if it attacks and kills Landorus, my Koko can revenge with Gigavolt Havic, but losing Landorus is a huge loss to my team. Predicting the attack and protect with either Landorus or Koko doesn't work either as it is too risky. If my prediction fails, I sure will lose.

Normal Alakazam, on the other hand, wouldn't be so bad...if it doesn't have the stupid Focus Sash. Having the ability to survive an attack from Koko and fire back with Psychic and the attack from Alakazam's partner means my opponent has a free attack against me and that is not good at all.

Switching when there is Alakazam on the field is not always a good idea either because they have a free attack as well.

Other threats are: Ferrthorn, Crobat, Salazzle, Choice Scarf Garchomp, Mega Sceptile, Blissey, Cresselia,... and a lot more and I'm not gonna explain all of them again as I don't want to spam another wall of text.

Update:
1020: DV7W-WWWW-WWWT-GWGG
1021: FXJW-WWWW-WWWT-HJHL
1022: SPRG-WWWW-WWWT-HJHR
1023: ZS3G-WWWW-WWWT-HJYX
1024: WWFG-WWWW-WWWT-HJY6
1025: Y5HG-WWWW-WWWT-HJYC
1026: TC2W-WWWW-WWWT-HJYT
1027: 6F4G-WWWW-WWWT-HJJ3
1028: RNGG-WWWW-WWWT-HJKD


Update to 1090:
1045: QXKW-WWWW-WWWT-KL7K
1050: GZGG-WWWW-WWWT-KL8Q
1055: RZJG-WWWW-WWWT-KL92
1060: X24W-WWWW-WWWT-KL99
1065: SE9G-WWWW-WWWT-KL9Y
1070: VL4G-WWWW-WWWT-KL9Q
1080: MNRG-WWWW-WWWT-KL9V
1085: 3CGG-WWWW-WWWT-KLA7
1090: 88KW-WWWW-WWWT-KLAE
 
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Other others are: Ferrthorn, Crobat, Salazzle, Choice Scarf Garchomp, Mega Sceptile, Blissey, Lunala,... and a lot more and I'm not gonna explain all of them again as I don't want to spam another wall of text
im really interested in the ways you deal with lunala and the worst teams it appeared on

my araquanid team is fucked really hard by primal groudon so i know what thats like
 
LOL I didn't mean Lunala hahaha. I mean Cresselia. I'm dumb. I play Super Double so there is no pokemons like Lunala, P-Groudon. Ways I deal with the threats have been said from my previous post so I don't wanna repeat haha
 
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