SwSh Battle Facilities Discussion & Records

Figured I'd pop my head in here and show I'm still alive! Crossing my fingers that the eventual DLC for Scarlet/Violet will give us something fun to compete at a la restricted sparring. I'd love the return of a traditional battle tower with a restricted eligible pokemon list, but fear that ship has probably sailed. For now though, tera raid fun it is.

Hope all are well!
 
I don't think anyone really fiddled much with battle tower given the massive advantage you have over the AI (both being able to use restricted, and dynamax any pokemon at any time).

..that said if i were to run yveltal, I'd probably just go AV (snarl / sucker punch / oblivion wing / x) or LO/black glasses and 3 attack + protect, and have a different tailwind setter (or none at all). Considering the bst advantage ubers have, may as well use them for their offensive potential.

it's good for REALLY easy BP, that's about it. But you also don't get much per battle - only 2, if I remember right? For Singles, I just ran...4 attack Mewtwo for the Sw/Sh Battle Tower: Psystrike/Aura Sphere/Thunderbolt/maybe Ice Beam. The other two team members were just filler in the unlikely event Mewtwo got KO'd.
 
I'm reporting a streak of 137 wins for Dragon-type Restricted Sparring with Salamence / Duraludon / Appletun-Gmax.

The Team
salamence_c.png

Salamence @ Shell Bell
Ability: Moxie
Adamant Nature
EVs: 252 Atk / 4 SpD / 252 Spe
- Aerial Ace [32 PP]
- Dragon Claw [24 PP]
- Bulldoze [32 PP]
- Steel Wing [40 PP]

duraludon.png

Duraludon @ Leftovers
Ability: Heavy Metal
Bold Nature
EVs: 252 HP / 124 Def / 132 SpD
- Iron Defense [24 PP]
- Snarl [24 PP]
- Body Press [16 PP]
- Rest [16 PP]

appletun_c.png

"Ahhhppletun"
Appletun (G-Max) @ Leppa Berry
Ability: Thick Fat
Calm Nature
EVs: 252 HP / 244 SpD / 12 Spe
- Leech Seed [16 PP]
- Recover [16 PP]
- Apple Acid [16 PP]
- Recycle [16 PP]
Salamence
Level 50: 170 / 205 / 100 / X / 101 / 152

Duraludon
Level 50: 177 / X / 166 / 140 / 87 / 105

Appletun
Level 50: 217 / X / 100 / 120 / 144 / 52

Team Details
Salamence is more than likely the best lead possible for Dragon. High Attack, Moxie, STAB Airstream, and a high ceiling thanks to moves with good PP.
Duraludon is mandatory to handle the multiple fast Triple Axels that exist.
I chose Appletun because I wagered that its infinite PP would squeeze out a longer streak. And I feel that Appletun is a fairly easy choice to pair up with Duraludon. Their non-Dragon typings compliment each other incredibly well defensively: Flying, Bug, Poison, Ground, some special Fire moves. Of course Appletun's Leech Seed provides free healing for Duraludon and Salamence. Additionally, Mence's immunity to Ground is useful as well, and the Fighting resistance is great for supporting Duraludon and pivoting Salamence back in.
I ended up leaning into Duraludon's physical bulk and built Appletun to cover special attacks. Splitting defenses like this has its downsides, but I found that this generally worked for this team against the RS sets and AI.
mence.png

Salamence
Salamence has many things going for it in Restricted Sparring, as mentioned above. Although wholly different from competitive or facility Mence builds, this is yet another instance of Mence absolutely excelling in a format. Clearly it's an incredible lead, but that double weakness to Ice isn't the easiest thing to play with.

For the moves, I believe that Aerial Ace / Dragon Claw / Bulldoze / Steel Wing is a sublime set for coverage on Mence, and mass calcs back this up. This is Eisenherz's moveset, except Bulldoze is over Earthquake.
I see a Steel move as mandatory on this set, notably covering Fairies like Alcremie and Aromatisse and Ice types like Vanilluxe, Abomasnow, and Mamoswine. Steel Wing has very solid PP, and Iron Head basically provides nothing that Steel Wing can't, except for a guaranteed OHKO on Mamoswine.
Now to justify Bulldoze: I wanted to aim for the Dragon record, and was willing to pay a consistency cost for that additional PP. Here's the analysis comparing Earthquake to Bulldoze. If something is listed below, it is KO'd by Mence's Max Quake Earthquake and not Bulldoze nor other moves, considering different Atk stages. In other words, this is what Bulldoze misses out on:

+0:
Garbodor

Perrserker

Drednaw

Klinklang

Drapion

Steelix 100% 2HKO (Earthquake) vs. 60.2% 2HKO (Bulldoze)

+1:
Torkoal 100% OHKO (Earthquake) vs. 93.8% OHKO (Bulldoze)

Improved chance of Rhyperior OHKO (still dubious with Solid Rock)


Not included is the following:
+0 Bisharp
Bisharp can be freely Seeded then KO'd by Mence.

-1 Luxray
Intimidate Luxray can simply be handled by Duraludon.

+1 Toxapex
Toxapex could Baneful Bunker which stops a 3-Dynamax-turn sweep regardless. It's also fodder for Ahhhppletun.


So the list of missed KOs is pretty small, none of them are immediately threatening, and they are OHKO'd at +1. On the flip side, some of them are annoying for Mence in the lead, like Garbodor, Drapion, and Steelix. Drapion is the most annoying of the bunch, for sure. It speed ties Mence and has Acupressure.
In practice, facing these specific opponents as leads was rarely overly detrimental.
That was the price paid for 16 more Ground PP per leg.
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dura.png

Duraludon
Dura is on this team not because it's especially great, but it is basically the only way to handle Triple Axel and status. It does alright in that role, but the stats don't fully back that up. It can struggle to even take remotely strong neutral or resisted special hits. Enough about the downsides and compromises surrounding this guy though, I do feel that Dura has some genuinely good upsides. Its large physical Def is quite nice to have, and I really like the move compression that Iron Defense is given due to Body Press. Steel will always be a good type, and its resistances yield some survivability to some special attacks. Snarl also builds its special survivability.

Here's CTNC's take on Duraludon's ability choices:
All of Duraludon's Abilities either do nothing or almost nothing, but opponents knowing Heavy Slam and Heat Crash but not knowing Low Kick or Grass Knot made Heavy Metal the best choice and Light Metal is worse than useless.
Scrafty does have Low Kick, which could matter if Scrafty has Intimidate but it's also better to just pivot off of Ahhhppletun instead.
So I'm also a fan of Heavy Metal here (not the music, though). Heat Crash from Coalossal and Rhyperior is certainly a good reason to run Heavy Metal and avoid Light Metal. However for Heavy Slam, Steelix and Crustle carry it but also carry Body Press, so Heavy Metal really isn't a factor for Heavy Slam.

Why Snarl:
Without any adjustments, Eisen's Duraludon does not handle Magneton especially well. However, Dura is the only team member who can reasonably deal with the paralysis. Unfortunately it can still take a lot of damage from Flash Cannon, and this is before crits or Sp Def drops.
Snarl came from me asking about how RS Dragon could deal with Magneton. sb pointed me towards an idea from RYO, who used Snarl on his Duraludon. Snarl lets Dura safely use Rest on Magneton, and then either set up or allow Mence to come back in. This is dependent on HP values, whether Dura can afford to stay asleep, and whether Magneton merely had Magnet Pull all along.
Snarl pretty much exists just for Magneton, though I found it nice for dealing with and setting up on Stoutland. Its other applications are the occasional scrappy play to live a special attack, or hitting Ghosts super-effectively since Body Press doesn't work.

Cutting into Dura's Sp Def EVs so much was initially a bit scary, but there are options to deal with special attackers with Snarl and Ahhhppletun. I don't remember the exact details but I upped Dura's physical Def for some better Triple Axel and non-STAB Ground calcs.
I ended up raising Def all the way to 165 to hit a jump point, but I bumped it up to 166 for this calc:
124+ Def Duraludon Body Press vs. 0 HP / 0 Def Cinccino: 140-166 (98.6 - 116.9%) -- 93.8% chance to OHKO
This is so that if Dura's HP is dicey or things go badly with Cincinno because of crits or Technician, it can always just click Body Press to finish it off with 15/16 certainty.
I figured this was all the physical bulk Dura could ever make use out of, so after 252 HP EVs, all the leftover EVs went into Sp Def.

While Gigantamax has no gameplay effect on this set, it seems to be suboptimal aesthetically, so I can't recommend it.
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ahhhppletun.png

Ahhhppletun
Unlike its namesake, this apple is true to its Nature and is typically very Calm. It throws out Leech Seeds and sits on a decent number of sets. Simply put, it's a very very good RS mon and is incredibly reliable. Leech Seed to keep allies healthy and infinite PP were the big appeal for running Ahhhppletun.

And yes, you read that right, 12 Speed EVs. "Dunsparce" is the answer to "Why?". Dunsparce is actually fodder since it can't damage Ahhhppletun enough even with a strong physical Dragon move. However, Dragon Rush does have a flinch chance which is boostable by Serene Grace. To make this guaranteed fodder, all Ahhhpletun had to do was up its speed by 2 points. And blissfully, Ahhhppletun still underspeeds Porygon2 and -1 Orbeetle.
All that said, the main reason I did this was because Mence doesn't have an OHKO on lead Dunsparce.

Changing the EVs like this basically doesn't affect any calcs, at all. It slightly changes the Alakazam calc, which is still not problematic. Starmie and Sandaconda were the main calcs I was concerned about for this, so it's nice that it was a non-issue. (non-Dynamax Ahhhppletun can actually live 2 hits from Starmie: 252 SpA Life Orb Starmie Ice Beam vs. 252 HP / 244+ SpD Thick Fat Appletun: 88-109 (40.6 - 50.2%) -- 0.4% chance to 2HKO
This lets Ahhhppletun switch in and KO Starmie with Apple Acid if Mence can't take an Ice Beam.)

A final note: Ahhhppletun should never be taking on status, but if it accidentally does or is forced to, G-Max Sweetness is why Ahhhppletun is run as Gigantamax in case the Dynamax can be afforded to it.

Streak Details
Here is an overview of what happened during the the streak along with some comments.
First Leg (Battles 1-48)
An insane 48 battle leg, which is quite high for this team. Everything went quite smoothly, aside from one stretch where Mence was stuck with low HP without anything to heal off of besides Shell Bell.
Mence ended on [ 0 / 0 / 1 Bulldoze / 0 ]

Second Leg (Battles 49-90)
I chose to heal after battle 90 after running out of STAB PP, to play things safe. A pretty good leg all around. There were some moments where Mence had low HP, but all was good. Thankfully nothing threatening came out and Mence was able to recover it all quite quickly. Before the midpoint of the leg I was starting to get concerned about Dura's PP since I had to use a good bit of Snarl, but Dura got used less in the second half so there were no worries by the time I had to replenish Mence's PP. There was just one lead Starmie this leg.
Mence ended on [ 0 / 0 / 5 Bulldoze / 5 Steel Wing ].

Third Leg (Battles 91-137)
There was a bit of a scare at battle 100 with Dura. The lead Weavile decided not to Taunt, which brought down Dura's HP by a good chunk. Then Clawitzer came in, which Dura had to Dynamax to both survive and 2HKO it. The last backline was a Pincurchin. While Pincurchin is fodder for Ahhhppletun, and Dura tends to heal off of it, I couldn't let Dura get some of that healing since a Hex on the switch would end him. Rest wasn't an option either, again because Hex. Luckily the next battle had a lead Amoonguss which allowed Dura to freely heal from Leftovers.
This leg did have some incredibly blessed situations with opponent teams. There was a Starmie, Ribombee, Accelgor, and Weavile that all came in after Mence used Airstream. It's so relieving to be able to clear those encounters without any worries. Mence did have to take a couple of Ice Beams from some lead Wishiwashi, but no freezes or crits appeared.
Dragon Claw ran out of PP in battle 132.
Aerial Ace ran out of PP in battle 134.
The rest of Mence's PP ran out perfectly in battle 135.
Dura and Ahhhppletun (and a 0 PP Mence) managed to pull out 2 more wins. This was thanks in part to Alcremie coming in as the third in battle 137. The thing about Alcremie is that its only attacking move is Misty Explosion, which is very favorable for a streak at its end with a high HP Duraludon. Since Ahhhppletun had already fainted and Dura had just a few Snarls left and no Body Press PP, I decided to literally end my streak with a bang and quit out after the battle.

Threat List
Here is the threat list, with threats roughly sorted from most threatening to least threatening.
  • Cloyster
    Easily the worst opposing lead for this team. To quote Eisen:
    This is a nightmare as a lead; it will most likely Shell Smash, and Salamence cannot OHKO it, so the best bet is to Airstream, after which... Salamence and Cloyster speed tie. Awkward! Better win that speed tie, or it's a loss. Thankfully, Max Wyrmwind is a blessed OHKO at +1, so as long as it's not the lead, all is good.
    Aside from this, Eisen is possibly alluding to the fact that Cloyster can just choose Icicle Spear turn 1. It's not guaranteed to OHKO as long as it only rolls 2 or 3 hits, but of course it can have Skill Link too. Yeah, it's all pretty bad.

  • Sandaconda
    Coil is the big problem, in conjunction with being invested fully in physical bulk. Salamence just cannot hit it hard enough fast enough. Dura is out because of Scorching Sands. Considering all factors at play, Ahhhppletun can reliably 2HKO Sandaconda with Apple Acid without first dying to Skitter Smack. In a more ideal situation, Ahhhpple can Leech Seed then Apple Acid it, then double-switch into Mence through Dura to start sweeping, though that's only good 90% of the time.

  • Torkoal
    Not unlike Accelgor, lead Torkoal has a flat 30% to end a streak due to status. This team has great options for Accelgor, but there's no real counterplay for Torkoal. Duraludon is the only team member who can take status, but absolutely cannot take Torkoal's powerful Lava Plumes. The strat here is to Just Get Lucky™. It could come in 2nd, maybe hit that 70% chance of no burn, perhaps be blessed by RNGsus with a crit, or Torkoal can be generous and use Amnesia. All very solid, reliable options.

  • Starmie
    This set is the most important reason to keep Mence's HP full or near-full:
    174 speed. 252 SpA Life Orb Starmie Ice Beam vs. 0 HP / 4 SpD Dynamax Salamence: 255-302 (75 - 88.8%) -- guaranteed 2HKO.

  • Gyarados
    If it happens to not have Intimidate, two Airstreams beat it. Otherwise Ahhhppletun has to come in and start using Apple Acid. Unfortunately Gyarados doesn't like to just spam Icy Wind into it, and really prefers Taunt too. Duraludon switching can be used to bait additional Icy Winds, but there's a decent chance something starts to get annoying. Gyarados can Whirlpool Dura, or burn Ahhhppletun. Trapped Dura can kind of sit on it, but with Taunt it's forced to just use Snarl. It takes 3 Apple Acids to KO Gyarados, or Mence can try to come in on a Taunt turn.

  • Krookodile
    If this has Intimidate, Mence can't deal with it since it runs Bulk Up. Dura has some good advantages here: it creeps its speed by 1 point, it's not afraid of the Sand Tomb hit (the lingering effect is more problematic), and gets to its +6 Def for an OHKO quickly. The downside is that if Krookodile uses 3 Bulk Ups, the OHKO guarantee disappears, with a Weakness Policy discouraging risking the attack. Dura can try to chip with a Snarl before Body Press. Regardless Dura is likely taking a good chunk of damage here.

  • Wailord
    Having both Tickle and Soak make Wailord a little tricky. The play I usually tried was switching Dura in then Ahhhppletun, since Wailord would use Bulldoze against the faster Dura. Then Ahhhppletun could use Apple Acid, and then double-switch back into Mence to begin the sweep. This was unreliable though, since it necessitated Wailord to not go for Self-Destruct on the Apple Acid turn and the turn swapping out Ahhhppletun. The upside of this strat, however, is that Dura is almost always the one to take the hit at +0 Def.

  • [Milotic, Wishiwashi, Ribombee, Gigalith, Barraskewda, Conkeldurr, Marowak, Mamoswine]
    These sets can all be grouped into a category that take a big chunk out of Mence's HP unless Mence has boosted Attack or Speed. Also they lack responses by the backline. Some of these sets waste a Dynamax turn too, since they have to be 2HKO'd. Mamoswine is a little bit of an exception since it gets OHKO'd by Steelspike 75% of the time. Finally, Max Quake is important to use first turn against Milotic and Wishiwashi to mitigate damage.

Additionally there are sets or combinations of sets that normally aren't an issue but screw things up if they happen to come in on Duraludon or Ahhhppletun.

Closing Thoughts
My thoughts this time are going to be very self-focused and mostly don't apply to this streak or the actual leaderboard. I suggest not reading this long sub-post if you won't care about that.
My current attitude towards RS:
Without elaborating, this was a tough streak to put together despite how I propped up this team's strengths above. There's a reason that the established Mence/Dura/Naganadel team composition is so established, and why Eisen mentioned troubles using Appletun.

I'm glad I set a new Dragon-type record. I'm glad I broke conventions for RS Dragon. I'm glad I pushed for higher PP. I'm happy with the optimizations I found.

… But attempting this streak has damaged my enthusiasm for this format. In other words, I'm burnt. It didn't help that this team is so slow to play optimally. And I hate that I've developed this mentality. Frankly it sucks that I attach any emotions to facility streaks at all. I can't be alone in doing that. But really, emotional investment is part of the reason streaks are played and attempted in the first place. Despite those emotions getting tangled in something as - in the grand scheme of life - low stakes and stupid as Pokémon.

Where I'm coming from:
I started trying out Restricted Sparring a year ago, and I didn't have any goals for my time playing it. I went in thinking I would choose some arbitrary "somewhat difficult" number, clear that with all 18 types, then move on. Maybe it would be 50, maybe 80. I needed to actually play the game to figure out what that number was. No need to go for leaderboard spots, just personal satisfaction. Early on I dabbled with a couple of leaderboard teams, then a couple of my teams. After that I came to realize and decide some things:
  • Whatever team I was playing, I wanted it to be as good as it could be. There was no point playing for some arbitrary streak number like 80; I wouldn't be satisfied with that.
  • Along with that thought, I wanted to aim high and take 1st or 2nd place within the type I was playing. And hopefully I don't win by just a battle or two.
  • I did not want to do this for every single type.
  • I wanted to innovate with the teams I was playing. New team members, new team structures, new optimizations. I don't have many submitted streaks, but it isn't a secret that I don't do much "original work" when it comes to teambuilding. I wanted to change that up. RS is a great environment to try this in since it's a relatively new and relatively underplayed facility*.
* I mean that RS's number of submissions simply doesn't approach the number that other facilities have. That said, the effort of optimization that has been put into the RS leaderboard is incredible. Every time I evaluate the leaderboard I'm intimidated in choosing which top team I could possibly attempt to beat.

Where I'm going:
I'm stating these self-imposed RS goals/ideals to explain where I'm coming from and what my approach is.
I hope I can change my mental attitude for RS in the future. I'd like to continue aiming for top spots, but I also want to be able to rest easy when something doesn't go as far as I'd like. Maybe I can go through with posting my future 2nd or 3rd place teams if I deem them interesting enough experiments. That was my initial plan, after all.

I also just hate that I'm sounding burnt out, since I don't see that as productive. I think players broadcasting that type of negativity can pull other players away from the game. That negativity is amplified in a tight niche community like facilities, too, so I want to be careful. That's one reason I want to improve my mental.

I'm certain a short break will get me back in the mood for trying out more teams. After all, I can't go long without playing Pokémon because I do love the game. Just not RS at the moment haha. I will always enjoy aspects of planning and pursuing and writing about good streaks.

If you read this entire section and cared about any of it or it resonated: I'm humbled, thank you for reading.
If you read this entire section and thought it was dumb: you are completely correct, I can admit that.
I won't publicly post this kind of thing again. I'm not sure that sharing this was a smart idea. Though I suppose this is public because I want to put myself out there and hope that someone gets something out of my rambling reflections.

2023072620245100_c.png


Thank you for reading.
 
I also just hate that I'm sounding burnt out, since I don't see that as productive. I think players broadcasting that type of negativity can pull other players away from the game. That negativity is amplified in a tight niche community like facilities, too, so I want to be careful. That's one reason I want to improve my mental.

i dont think we have to worry about pulling players away from RS, the facility itself is logistically too high-maintenance and demanding for many would-be fans

I'm certain a short break will get me back in the mood for trying out more teams. After all, I can't go long without playing Pokémon because I do love the game. Just not RS at the moment haha. I will always enjoy aspects of planning and pursuing and writing about good streaks.

if we could save our progress/streaks and not be locked out of other games on our respective Switches (logistics), i'm sure many players would also be more inclined to plan and pursue and write etc

If you read this entire section and cared about any of it or it resonated: I'm humbled, thank you for reading.
If you read this entire section and thought it was dumb: you are completely correct, I can admit that.
I won't publicly post this kind of thing again. I'm not sure that sharing this was a smart idea. Though I suppose this is public because I want to put myself out there and hope that someone gets something out of my rambling reflections

dont ever apologize for posting stuff like this.

literally nobody cares if somebody posts just "137" by itself with no writeup.

nobody.

by extension, what we all do care about is story. rationale. thought process. something we can relate to.

feeling that the posting of genuine reflections and emotions is "rambling" is a disappointing hypothesis, and i want to be sure to nip it in the bud

i genuinely think that such a mentality is much, much more negative than what you're worried about w/r/t confessing your burnout
 
Hello guys !
Im reporting an ongoing streak of 101 wins in the Classic Tower !
Heres the team im using :
Screenshot_2023-12-24-12-16-57-424_com.android.chrome-edit.jpg

Inspired by the rental team, i thought Rotom-Heat might be a good starting point since its very good against Leon ! It has enough speed to outpace barraskewda2 and the bulk came in clutch a lot of times during the streak.

Screenshot_2023-12-24-12-17-16-043_com.android.chrome-edit.jpg

I chose Ferro because it covers perfectly Rotom weaknesses and its just a very good steel type overall. Nothing much to say about its set, i might experiment with more defensive variants with body press and iron defense but its been working great for now.

Screenshot_2023-12-24-12-17-34-509_com.android.chrome-edit.jpg

Gyarados last to complete the Fire-Water-Grass core. Wanted a mon that can take advantage of more passive mons and set up on them and it does that perfectly. I need to perfect its spread and make it more bulky as i have more data with time but for now its been enough. Thinking about running Bounce over Ice Fang but still not sure.

For now the run is going great and ill update here my progression in the future, aswell as add some storys about the run.
Sorry that i have not a lot to say about the run or the team im pretty new to all this and just having fun in the Tower !

Edit : Well just had to post it to lose it ahaha, lost this run at battle 108 ! I missplayed against a lead Nasty Plot Grimmsnarl and it went badly.
Still im happy with 107 wins and will continue running this team for a while ! I'll try to get even further next time ! See you guys in the next post !
 
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I'm reporting a streak of 124 wins for Dark-type Restricted Sparring with Krookodile / Moltres-G / Incineroar.

The Team
krookodile.png

Krookodile @ Shell Bell
Ability: Moxie
Adamant Nature
EVs: 4 HP / 252 Atk / 252 Spe
- Knock Off [32 PP]
- Bulldoze [32 PP]
- Aerial Ace [32 PP]
- Low Kick [32 PP]
moltres-g.png

Moltres-Galar @ Leftovers
Ability: Berserk
Modest Nature
EVs: 252 HP / 76 Def / 68 SpA / 4 SpD / 108 Spe
- Air Slash [24 PP]
- Dark Pulse [24 PP]
- Rest [16 PP]
- Nasty Plot [32 PP]
incineroar.png

Incineroar @ Rocky Helmet
Ability: Intimidate
Adamant Nature
EVs: 220 HP / 116 Atk / 164 Def / 4 SpD / 4 Spe
- Fire Punch [24 PP]
- Drain Punch [16 PP]
- Rest [16 PP]
- Swords Dance [32 PP]
Krookodile
Level 50: 171 / 185 / 100 / X / 90 / 144

Moltres-Galar
Level 50: 197 / X / 120 / 141 / 146 / 124
Level 100: 384 / X / 235 / 278 / 287 / 243

Incineroar
Level 50: 198 / 165 / 131 / X / 111 / 81

Krookodile and Moltres are quite good, especially in the way they cover for each others' typing and shortcomings. On paper Incineroar has a number of good traits so I wanted to try him as a third. His section below explains his place in the team.

I really appreciate that the team isn't susceptible to the usual status spreaders of Froslass, Magneton, and Pyukumuku. Accelgor conveniently prioritizes Leech Life over Sludge Bomb. The only real status threat is lead Milotic with Scald. She's irritating, but infrequent enough to incur few resets.
Another nicety is several extra sets for Moltres and Incineroar to heal off of thanks to total Psychic immunity.
krookodile_spr.png

Krookodile
I ended up going with with Adamant on Krook.
Playing the team, I really appreciated having the increased Atk. Adamant only gets 6 more guaranteed OHKOs than Jolly at +0, but honestly they're some pretty nice guarantees. Lurantis, Centiskorch, Octillery, Vileplume, Pinsir, and Gigalith, then Drampa is a 15/16. Four of those use Airstream. Adamant scores 10 more guaranteed OHKOs at +1.
Additionally the non-guaranteed OHKOs make me feel better about Adamant as well, occasionally preventing more things from getting hits in.
By the way, +0 Adamant Dynamaxed Krookodile only OHKOs 50% of RS sets. That's a little sad and slightly scary.

Now unfortunately all of the above comes with tradeoffs.
The shortlist is Drapion, Obstagoon, Zoroark, Rotom, Comfey, Volcarona, and Cloyster.

Drapion and Obstagoon have annoying options but typically didn't cause problems due to their move selection.
Zoroark tends to go for Flamethrower which isn't great, Krook just has to eat it.
Rotom does nothing. Except finish off Krook in battle 75.
Comfey is a speed tie and doesn't hit too hard. It can just have Triage anyways.
Volcarona is a speed tie, so it's only an issue half of the time... it could be worse... Dynamax Krook takes 65-77% from Bug Buzz. If Krook is already Dynamaxed, the AI can go for Flame Charge instead since there's no OHKO and it still wants to try to outspeed.
Adamant misses out on outspeeding +2 Cloyster after a first-turn Airstream, so Cloyster does become a concern. This is expanded on in the threat section.
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moltres-g_spr.png

Moltres
Credit goes to sb for this EV spread. I'll defer to sb's writeup for why Moltres is amazing and what its EVs accomplish. He did an absolutely superb job explaining Moltres's position in this team.

My own thoughts on Moltres:
- I really like this spread in practice. It excels in everything it tries to do and makes Moltres an invaluable team member.
- Moltres efficiently deals with Gyarados. Gyarados is consistently annoying in Restricted Sparring so it's nice to have a solid response to it.
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incineroar_spr.png

Incineroar
Krookodile and Moltres work well as a pair, so I wanted to see what could work as the third member. The duo has a few key problem sets that something else must handle.
Froslass, Porygon2, and Scizor were some sets that came to mind, and Incineroar is perfectly suited to handle each of them.
Other sets it handles:
- Abomasnow.
- Boltund gets shut down completely.
- Moltres has to be the one to take on Golisopod, but Incineroar provides an option to pivot into Golisopod's First Impression to better accommodate Moltres's current HP for Berserk.
- Incineroar can take out a Ribombee that Krook can't take.

With the goal of taking on these specific sets, I went with a physically defensive set. The Atk EVs yield a 15/16 OHKO on Stoutland after 1 Swords Dance. The rest of the EVs were tuned to some of the above sets with Intimidate, to the point where adding more Def doesn't much affect calcs. Most of the rest of investment went into HP. 4 Speed gets it out of a speed tie with Exploud, and I don't see a big need to outspeed any nearby tiers.

For moves, Leftovers cannot be taken away from Moltres so Rest and Drain Punch are needed to keep Incineroar healthy. Swords Dance is pretty obligatory, so that just leaves one move slot. I didn't see a need for Knock Off when Krookodile and Moltres already had solid Dark coverage so Fire Punch won out. I really liked this moveset while playing.

A few more thoughts:
- Incineroar doesn't do much to help Dark's actual type weaknesses. It still has a Fighting weakness. It's a physical defender so its not geared towards beating the special attacking Fairies, counterintuitive to being only team member neutral to them.
- Incineroar's speed made me wary of keeping him in to sweep unless the match-up required it. I don't know if this was a good habit, or maybe I was too paranoid. I didn't do much experimentation to see which it was.

Streak Details
Here is an overview of what happened during the the streak along with some comments.
First Leg (Battles 1-48)
I don't think anything notable happened. Moltres started getting low on PP earlier than I would have liked but it managed to last the entire leg. Its PP never played into any of my decisions, and Moltres was always able to switch in and answer what it needed to.
At the time, 48 was the best leg I've had with this team.
Krookodile ended on [ 1 Knock Off / 0 / 5 Aerial Ace / 5 Low Kick ].

Second Leg (Battles 49-75)
I made a very avoidable misplay in this leg. In battle 65, Dragalge came in as the last and Krookodile was out of Dynamax. I checked my calcs and saw that I could go for Knock-Off or Bulldoze, and chose Knock-Off for PP leveling. And Krook became poisoned from Poison Point.
I usually don't double check contact abilities since I've basically memorized the relevant mons that can have them, so I didn't think to avoid contact here. Dragalge, Scolipede, Emolga, and Vileplume are the Restricted Sparring sets from before gen 8 that I need to work on memorizing since I couldn't learn their abilities by playing Battle Tree.
Better yet, maybe I'll learn to start double-checking abilities for mons when I don't know all 3 ability slots. By finally getting punished for this particular lack of awareness, I've probably learned my lesson.

I lost Incineroar to a Lickilicky's Paralysis in battle 70.
Krook fainted to Rotom at 75, so Rotom actually managed to take advantage of the Adamant nature. Moltres managed to pull through, so I healed after 75.

Third Leg (Battles 75-124)
Battle 109 had a lead Poliwrath that was interesting to take down. I went for Airstream and Dynamic Punch landed. I noticed that Poliwrath had red HP after the Airstream, so after some thought, I brought in Incineroar. Either Poliwrath would miss and Incineroar would outspeed it, or Rocky Helmet would finish it. The latter happened, and thankfully Moltres was able to come in and finish the battle.
At battle 114 I encountered a lead Sirfetch'd. Moltres wouldn't be able to take Meteor Assault, so I saw sacrificing Incineroar here as the only real play.
Moltres ran out of Dark Pulse in battle 120, then Air Stream in 124. Lead Kingdra at 125 finished the team off since Krook didn't have enough HP and it hit its Hydro Pump.
I potentially had an out if Moltres had at least 1 attacking PP and high health, but I had neither.
Krook still had about 5 PP for each move.

One more little detail about the streak...
I was greeted by this lovely message every time I started my system:

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I now had to worry that the streak would end not because of anything in-game, but due to misclicking or absent-mindedly selecting update since update is the default option!
Placing a sticky note on my controller every time I finished playing solved that problem pretty effectively. No big deal.
I had to deal with this for the maximum amount of time since this started the day after I began this streak.

I finally updated my system after the streak concluded, and it seems there is an additional confirmation prompt for the update stating that software will be closed, so it seems I was much safer than I originally suspected.

Threat List
Here is the threat list, with threats roughly sorted from most threatening to least threatening.
  • Poliwrath
    Unfortunately my gameplan is to try to out-luck this. Dynamic Punch can miss 40% of the time, Airstream can crit, or Krook could simply pretend to not be confused. Krook has an OHKO on it with +1.

  • Sirfetch'd
    Meteor Assault is practically a guaranteed OHKO on Krook. Moltres does alright here, but it's still a 50/50 to die to crit. An Atk boost gets Krook an OHKO here.

  • Cloyster
    Adamant Krook is too slow to outspeed Cloyster after using Airstream on the Shell Smash turn. +1 Atk doesn't guarantee the OHKO, either. The AI should select Razor Shell over Icicle Spear, which deals 75-90% to Dynamaxed Krookodile, yikes. At least Razor Shell isn't an OHKO, whereas a 4 or 5 hit Spear is.

  • Ribombee
    Krook needs +1 Spe to avoid a massive hit here. Full health Incineroar can come in to OHKO it with Fire Punch if needed, but I made Krook take the hit when it could. If Incineroar has to come in it ends up with low health and no boosts.

  • Milotic
    Can't be OHKO'd and has Scald, which essentially demands a run reset if it burns. Adamant Krook does have a guaranteed OHKO on Milotic with +1.

  • Volcarona
    Adamant Krook speed ties Volcarona. If it wins, it OHKOs with Airstream, otherwise it takes a big chunk from Bug Buzz.

  • Wishiwashi
    Wishiwashi hits pretty hard but can usually be managed with Max Quake. Brine is a guaranteed OHKO if Krook is below half health, regardless of Quake. Lacking a guaranteed OHKO with +1 Atk is rough, too.

Closing Thoughts
I did try out Urshifu a little bit actually. I didn't try it as a Krook replacement since Krook is surely better in the lead role. I tried it in more of a double lead team. sb came to the conclusion that Urshifu doesn't switch in well. This means that if there was a team it could fit into, it would have to be a double lead team.
I didn't end up seeing much potential in Urshifu, hence my team's lack of bears.
Urshifu is fine in the non-Shell Bell lead role but it's nothing special. The breakdown really came from the backrow, since no single set could really cover enough of the RS sets. So an RS Dark team really wants two backrow members for switch-ins, which leaves one slot for the lead, which is better with Krookodile.
My conclusion: Urshifu is especially difficult to find a place on a Dark team since its opportunity cost is uncharacteristically high.

120 is a pretty solid number to hit, so I'm decently happy with where this streak ended. The second leg left me somewhat unsatisfied so I might try to come back to Dark in the future. The dissatisfaction comes my misplay and knowing that the leg was cut short because of it. The team is obviously capable of 130, or even 140 if all three legs go well.
If I come back to Dark I would want to try more Krookodile / Moltres / Drapion. I like this team but Drapion seems to take on the threat list a bit better. In any case, this team was pretty smooth to play so it's difficult for me to say whether Incineroar or Drapion is the "better" choice.

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Thank you for reading.
 
Hi, here’s a team I made that doesn’t have many weaknesses and remains unbeaten after countless wins in untangled doubles at the battle tower. The team consists of Charizard, Zacian, Sableye and Kyogre:

Charizard-Gmax @ Life Orb
Ability: Blaze
Nature: Timid
IVs: 0 Atk
EVs: 252 Spe / 252 SpA / 4 SpD
- Blast Burn
- Solar Beam
- Hurricane
- Scorching Sands

Gigantamax Charizard is broken and a Life Orb only helps it. G-Max Wildfire is amazing and sweeps most Pokémon without being super effective due to the extra STAB it receives. Max Whirlwind also gains STAB and gives Charizard a speed boost and does more damage than base Hurricane and can’t miss. Solar Beam provides great coverage, dealing with Water and Rock types that could offer Charizard trouble. Scorching Sand provides further coverage and OHKOs most Electric types and the special defense boost can never hurt. Charizard serves also serves as bait against the AI. The AI will Fake Out into it, only to not get the flinch as Charizard is gigantamaxed. Blaze further buffs damage when low and 0 Atk IVs prevent big damage from Foul Play.

Zacian @ Rusted Sword
Ability: Intrepid Sword
Nature: Jolly
EVs: 252 Atk / 212 Spe / 44 HP
- Wild Charge
- Close Combat
- Iron Head

Zacian is perhaps the most dangerous Pokémon on the team in terms of raw power, with insane speed. It’s great ability gives it x1.5 attack. Behemoth Blade OHKOs most opposing Pokémon. Close Combat for when Close Combat is super effective or Behemoth Blade is not very effective. Crunch eliminates ghost types like Chandelure and Trevenant. Wild Charge is the real beauty though. It can OHKO Leon’s Charizard and shred through Water and Flying types.

Sableye @ Sitrus Berry
Ability: Prankster
Nature: Careful
EVs: 252 SpD / 248 HP / 8 Def
- Encore
- Helping Hand
- Quash
- Fake Out

Sableye functions as a support, immediately exerting Fake Out pressure. Helping Hand enables whatever is with it to deal huge damage, Quash makes the opponent move last. The real deal comes with Encore, as it can trap Pokémon that just used Protect or a stat raising move for 3 turns unless switched out. Sableye consequently enables an ally to preform to it’s maximum.

Kyogre @ Choice Scarf
Ability: Drizzle
Nature: Modest
IVs: 0 Atk
EVs: 252 SpA / 12 Spe / 240 HP
- Water Spout
- Ice Beam
- Thunder
- Origin Pulse

Kyogre didn’t seem right due to it’s ability nerfing Charizard’s fire outputs. However, Charizard often performs better under Kyogre’s rain, due to Dynamax having ran out (this is very rare), thus making Hurricane unmissable. Kyogre can pour huge attacking output with Water Spout which often OHKOs Pokémon that it is not very effective against. Thunder and Ice Beam are coverage and Origin Pulse for if Kyogre is low. 12 Spe EVs allow Kyogre to outspeed and OHKO Charizard too, an accomplishment that couldn’t occur without Choice Scarf. Kyogre can easily pull off 4 KOs and really enjoys Helping Hand from Sableye to pummel both targets back to their Pokeballs.
 
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Hi, I am reporting an ongoing streak of 58 successive wins at the Battle Tower in Pokémon Sword / Shield in Dynamax Singles. My team consists of Dracovish, Cinderace-Gmax and Xurkitree…

Lead:
Cinderace-Gmax @ Life Orb
Ability: Libero
Nature: Jolly
EVs: 252 Spe / 252 Atk / 4 SpD
- Flare Blitz
- Iron Head
- Acrobatics
- High Jump Kick


Cinderace usually sweeps the opposing team alone. High Jump Kick turns into Max Knuckle, giving Cinderace an attack boost, with Max Airstream from Actobactics giving such to speed. Iron Head is great coverage, mostly being used as Max Steelspike and Flare Blitz is just a great move and turns into a base 160 power G-Max Fireball. Libero helps Cinderace gain STAB on all of it’s moves and can change it’s type to deal with receiving damage, for example using Max Airstream and becoming immune to Earthquake. Life Orb helps Cinderace do even more damage.

Dracovish @ Choice Scarf
Ability: Strong Jaw
Nature: Adamant
EVs: 252 Spe / 252 Atk / 4 HP
- Fishious Rend
- Outrage
- Crunch
- Psychic Fangs

I wanted something that could outspeed and OHKO Leon’s Charizard and be great elsewhere. Dracovish outputs massive damage with Fishious Rend that becomes base 170 power when going first and being both ability and STAB boosted. Outrage is just a good option for coverage and gets a STAB bonus. Crunch and Psychic Fangs also are coverage moves and are boosted by Strong Jaw. Dracovish’s amazing typing of Water Dragon definitely contributes to it’s strength, being able to tank attacks as well as deliver lethal blows.

Xurkitree @ Air Balloon
Ability: Beast Boost
Nature: Timid
IVs: 0 Atk
EVs: 252 Spe / 252 SpA / 4 HP
- Eerie Impulse
- Energy Ball
- Dazzling Gleam
- Thunderbolt

Eerie Impulse suppresses special attackers. Energy Ball provides great coverage, being able to OHKO Pokémon like Seismitoad and Whiscash. Dazzling Gleam deals nicely with Dragon types like Haxorus and Dragapult. Thunderbolt is the go to move for damage thanks to STAB. Xurkitree fulfills the role of the team’s special attacker, eliminating physical tanks. Beast Boost never hurts, giving Xurkitree a special attack buff. Air Balloon gives Xurkitree no weaknesses, thus allowing it to basically take any hit. Xurkitree also can revenge kill Charizard which is a plus.

Thanks, Mango.63.
 
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Hi I’d like to post a team that recently reached 400 consecutive wins without losing. The unbeaten team for Dynamax Doubles. Without further ado:

Whimsicott @ Focus Sash
Ability: Prankster
Nature: Hasty
IVs: 0 HP / 0 Atk / 0 Def / 31 SpA / 0 SpD / 31 Spe
EVs: 252 Spe / 252 SpA
- Tailwind
- Encore
- Moonblast
- Endeavor

Whimsicott’s primary focus is to set up Tailwind, making my team outspeed the AI’s. Whimsicott runs minimum defensive stats to get knocked down to Focus Sash, where it can fire off super powerful Endeavors and often survives at least one turn, enabling Encore to make the battle a 2 vs 1 by locking an opposing Pokémon into a move like Protect or Rain Dance. Whimsicott’s Moonblast can OHKO Pokémon like Haxorus and is otherwise a nice way for Whimsicott to pick up KOs and deal good chip damage.

Urshifu-Rapid-Strike-Gmax @ Assault Vest
Ability: Unseen Fist
Nature: Adamant
IVs: 31 HP / 31 Atk / 31 Def / 0 SpA / 31 SpD / 31 Spe
EVs: 252 Atk / 252 HP / 4 Def
- Surging Strikes
- Drain Punch
- Fire Punch
- Thunder Punch

Urshifu very rarely Dynamaxes,but can OHKO Leon’s Charizard and outspeed it under Tailwind and even survive it’s Max Overgrowth. Assault Vest let’s Urshifu survive hits it normally couldn’t, with Drain Punch providing essential recovery. Surging Strikes, Thunder Punch and Fire Punch mean that no Pokémon is going to resist Urshifu with such great coverage. Urshifu also goes through Protect which is nice.

Regigigas @ Life Orb
Ability: Slow Start
Nature: Adamant
IVs: 31 HP / 31 Atk / 31 Def / 0 SpA / 31 SpD / 31 Spe
EVs: 252 Atk / 252 HP / 4 SpD
- Giga Impact
- High Horsepower
- Iron Head
- Ice Punch

Regigigas is like a delete button. A Pokémon annoying you? Delete. Almost nothing can tank it’s STAB Max Strike, also giving more Speed control. And Ghost, Rock and Steel types aren’t safe either. Regigigas often fights 2 vs 1s, as my 4th Pokémon sits around and makes itself a nuisance, though with such a big delete button, it feels like I have the 2 vs 1. Regigigas is also really tanky and works really well under Tailwind.

Weezing @ Sitrus Berry
Ability: Neutralizing Gas
Nature: Calm
IVs: 31 HP / 0 Atk / 31 Def / 31 SpA / 31 SpD / 31 Spe
EVs: 252 HP / 252 SpD / 4 HP
- Protect
- Will-O-Wisp
- Taunt
- Sludge Bomb

Weezing’s job is to stick around and laugh. It uses Protect as often as possible and suppresses physical attackers with Will-O-Wisp. Taunt shuts down setup and Protect andSludge Bomb does chip damage. Weezing just really sits around though, enabling Regigigas to press its delete buttons.

Hope you like the team I made :)
 
Hi I’d like to post a team that recently reached 400 consecutive wins without losing. The unbeaten team for Dynamax Doubles. Without further ado:

Whimsicott @ Focus Sash
Ability: Prankster
Nature: Hasty
IVs: 0 HP / 0 Atk / 0 Def / 31 SpA / 0 SpD / 31 Spe
EVs: 252 Spe / 252 SpA
- Tailwind
- Encore
- Moonblast
- Endeavor

Whimsicott’s primary focus is to set up Tailwind, making my team outspeed the AI’s. Whimsicott runs minimum defensive stats to get knocked down to Focus Sash, where it can fire off super powerful Endeavors and often survives at least one turn, enabling Encore to make the battle a 2 vs 1 by locking an opposing Pokémon into a move like Protect or Rain Dance. Whimsicott’s Moonblast can OHKO Pokémon like Haxorus and is otherwise a nice way for Whimsicott to pick up KOs and deal good chip damage.

Urshifu-Rapid-Strike-Gmax @ Assault Vest
Ability: Unseen Fist
Nature: Adamant
IVs: 31 HP / 31 Atk / 31 Def / 0 SpA / 31 SpD / 31 Spe
EVs: 252 Atk / 252 HP / 4 Def
- Surging Strikes
- Drain Punch
- Fire Punch
- Thunder Punch

Urshifu very rarely Dynamaxes,but can OHKO Leon’s Charizard and outspeed it under Tailwind and even survive it’s Max Overgrowth. Assault Vest let’s Urshifu survive hits it normally couldn’t, with Drain Punch providing essential recovery. Surging Strikes, Thunder Punch and Fire Punch mean that no Pokémon is going to resist Urshifu with such great coverage. Urshifu also goes through Protect which is nice.

Regigigas @ Life Orb
Ability: Slow Start
Nature: Adamant
IVs: 31 HP / 31 Atk / 31 Def / 0 SpA / 31 SpD / 31 Spe
EVs: 252 Atk / 252 HP / 4 SpD
- Giga Impact
- High Horsepower
- Iron Head
- Ice Punch

Regigigas is like a delete button. A Pokémon annoying you? Delete. Almost nothing can tank it’s STAB Max Strike, also giving more Speed control. And Ghost, Rock and Steel types aren’t safe either. Regigigas often fights 2 vs 1s, as my 4th Pokémon sits around and makes itself a nuisance, though with such a big delete button, it feels like I have the 2 vs 1. Regigigas is also really tanky and works really well under Tailwind.

Weezing @ Sitrus Berry
Ability: Neutralizing Gas
Nature: Calm
IVs: 31 HP / 0 Atk / 31 Def / 31 SpA / 31 SpD / 31 Spe
EVs: 252 HP / 252 SpD / 4 HP
- Protect
- Will-O-Wisp
- Taunt
- Sludge Bomb

Weezing’s job is to stick around and laugh. It uses Protect as often as possible and suppresses physical attackers with Will-O-Wisp. Taunt shuts down setup and Protect andSludge Bomb does chip damage. Weezing just really sits around though, enabling Regigigas to press its delete buttons.

Hope you like the team I made :)
I really like your team (and I wondered myself if Weezing/Regigigas might work as a core in Tower Doubles), but I wonder if you might be better off switching Urshifu and Regigigas's items. Usually you want more power on the leads and bulk on the backups, since it's the former that needs to be able to attack straight away when you face leads that can't be left alone for a while and the latter that has to be able to take a hit when the leads have to switch out of things. Life Orb Urshifu can Protect to improve the frontline's flexibility, and Regigigas also has a better defensive typing for taking special hits - Assault Vest will not do Urshifu any good when it lives a Thunderbolt but gets paralyzed, or takes an Air Slash and is flinched.

For Regigigas, Crush Grip is a slightly weaker Max Strike but a lot better outside Dynamax, and perhaps see if you can fit Knock Off on there - it's a top 10 attacking move in general and hits the Ghost-types that are immune to your STAB, plus does more damage to Psychic-types that your Weezing and Urshifu are vulnerable to.

Will-O-Wisp on Weezing doesn't seem great as that 85% accuracy will screw you at some point. Possible replacements could be Toxic (puts passive stuff on a timer and has perfect accuracy) or Clear Smog (I've used it on Gastrodon to reasonable success, checks setup opponents).
 
Restricted Sparring is now an over four-year-old format, but I’d like to report a new record of 125 for Water with Urshifu-R/Gyarados/Lanturn. I also had a couple relatively high streaks of 115 with Fighting using Mienshao/Cobalion/Scrafty and 84 with Rock using Nihilego/Tyranitar/Drednaw that I wanted to wait to post until getting a new type-specific record.

I’ll do a quick run down of the Fighting and Rock teams before I dive into the main event. I have notes on the sets and runs, but I don’t go into detailed threats lists for those two types.

~~~~~~~~~~~~~~~ROCK~~~~~~~~~~~~~~~~~~

The Rock team was meant to be a mirror of my Poison team using a Water/Dark core to support a lead Nihilego.


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Nihilego @ Black Sludge

Level: 50

Ability: Beast Boost

EVs: 4 HP/252 SpA/252 Spe

Timid Nature

- Power Gem

- Grass Knot

- Acid

- Dazzling Gleam

248.png


Tyranitar @ Sharp Beak

Ability: Sand Stream

Adamant Nature

EVs: 156 HP / 252 Atk / 4 Def / 92 SpD / 4 Spe

- Crunch

- Aerial Ace

- Dragon Dance

- Rest


834-gi.png


Drednaw-Gmax @ Leftovers

Ability: Shell Armor

Impish Nature

EVs: 252 HP / 252 Def / 4 SpD

- Iron Defense

- Body Press

- Crunch

- Rest

It’s the same lead :nihilego: set that sb879 developed for their record Rock streak that I later used for this record Poison streak at the time of writing. Not much to say here, other than I have Black Sludge instead of Shell Bell to allow for healing while switch stalling.

:drednaw: was a Steel neutrality that could handle :steelix: and :barraskewda: by setting up with Shell Armor + Body Press. Simple max HP and max Defense EVs, and Crunch was to chunk Ghost types.

:tyranitar: was a Psychic immunity that could set up and sweep with Dragon Dance and Crunch through pesky Pokémon like :trevenant:. Its Sand Stream ability was also nice for boosting the special defense of itself and its allies while chipping down enemies. Sharp Beak and Aerial Ace gave it a chance against fighting types; it had a 68.8% chance to take out :sirfetch’d: with a +0 Attack Max Airstream. It also took out :drapion: and :azumarill: at +3 with Max Airstream, which is why I preferred Sharp Beak to Expert Belt. Crunch is reliable STAB (one generation too early for Knock Off), and Rest allowed for healing. Max Attack EVs and Adamant nature for maximum power.I think the 4 speed EVs did something. Otherwise, the Special Defense EVs make it so Download boosts :porygon2: and :porygon-z:’s Attack instead of Special Attack, and the rest went into HP.

The run:

Leg 1. 39. Relatively smooth until the end. Let :drednaw: go down to :perrserker: on battle 37 after maiming it with Body Press; :drednaw: should have been healthier, but I let it take a Reversal off a Dubwool with 1 HP. Really crashed and almost burned battle 39. I used :nihilego: against a lead Amoonguss; Starfall + two Oozes. Out comes Starmie; KO’s me because I wasn’t at full. Tyranitar lives the Surf thanks to Sand Stream, and I demolished the incoming Oranguru. I only had a few battles left on Nihilego PP-wise.

Leg 2. 36 battles (75 total). Got lucky with non-Sturdy :magnezone: against a fully set up Drednaw at one point. Had another magnezone: whiff a Steel Beam against :nihilego:; felt good. Lost :tyranitar: to a :crustle: battle 63; I was Dynamaxed at +1, which doesn’t OHKO even discounting sturdy, and :tyranitar: was a bit low on health due to the Grass Knot-happy Blissey it came in on. Not sure if :drednaw: could have fixed it, and Nihilego wasn’t an option. Blissey also ended this leg by nailing :nihilego: with a Metronomed Psystrike, which I believe is the most damaging move possible that Blissey could use against :nihilego: excluding Final Gambit or a OHKO move.

Leg 3. 9 battles (84 total) I didn’t actually take notes on how I lost; I just have “whole team on low health on battle 83 and sacked :drednaw:.”

So yeah, Rock is a volatile type. One leg you’re winning 39 battles, another you’re losing before hitting 10.

~~~~~~~~~~~~~~~FIGHTING~~~~~~~~~~~~~~~~~~

The Fighting team was a product of my fascination with using Life Orb and mixed attackers in a format where healing is limited and mixed attackers are rare. I also wanted to see if I could beat my prototype Flying team’s record of 116 wins with a Life Orb lead. Regenerator + Life Orb worked pretty well for Tornadus-T on that Flying team, so I figured I’d try the other speedy offensive mon with Regenerator: Mienshao. I came just shy of 116 wins, but still had fun with such a chaotic lead. Incidentally, this team is 100% Gen 5 mons!

620.png


Mienshao @ Life Orb

Ability: Regenerator

Hasty Nature

EVs: 252 Atk / 20 SpA / 236 Spe

- Low Kick

- Aerial Ace

- Grass Knot

- Rock Tomb

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Cobalion @ Leftovers

Ability: Justified

Careful Nature

EVs: 204 HP / 236 SpD / 68 Spe

- Swords Dance

- Iron Head

- Sacred Sword

- Rest

560.png


Scrafty @ Shell Bell

Ability: Shed Skin

Careful Nature

EVs: 252 HP / 220 Atk / 4 Def / 12 SpD / 20 Spe

- Dragon Dance

- Drain Punch

- Knock Off

- Rest

Fighting team description

The Lead

Like I mentioned, I wanted to use a mixed Life Orb lead to compete with :tornadus-therian:. :mienshao: has Regenerator combined with great attack and speed. With Life Orb, it hits an equivalent of 230 attack, compared with the 194 of Adamant :zapdos-galar:. It also naturally hits 170 speed, allowing a useful outspeed on :froslass: before any boosts. This is where most favorable comparisons with :zapdos-galar: end; :mienshao: lacks a secondary type to provide secondary STAB and defensive utility, it has abysmal defenses, and it has an on-paper good, but not exceptional, PP of 120. Considering 32 of that is very situational Grass Knot PP and only 32 are STAB attacks, :mienshao:’s effective PP is relatively low.

As for why the moves were selected, Low Kick is a given for its power and good PP reserve. Aerial Ace enables speed boosts from Max Airsteam and KOs a lot of pesky Pokémon with the help of Life Orb, such as :exeggutor:, :orbeetle:, and :sirfetch’d:. Grass Knot made :mienshao: a mixed attacker and took out various specially-frail and quad-weak Water and Ground types, including the pesky :quagsire:, and it provided minor healing via Grassy Terrain from Max Overgrowth. Rock Tomb was chosen to hit :froslass:, :emolga:, and :braviary:, the last of which was an especially massive issue for the backline. In retrospect, Knock Off may have been better in the place of Grass Knot.

The Back Line

:mienshao:’s biggest struggles were Psychic and Fairy types. After briefly testing Blaziken + a non-bulky and fast Calm Mind Cobalion (Flash Cannon + Volt Switch) as my two backline mons, I learned several things: 1) :blaziken:’s Speed Boost ability doesn’t proc on switch in, 2) Psychic immunity would be really nice, 3) without HP and defensive investment, Cobalion is pretty frail, especially on the special side, 4) Steel + Electric coverage is bad.

Like others before, I landed back on Scrafty for that key Psychic immunity and consistency against status, replacing Blaziken. Cobalion stayed, but got a much bulkier EV spread and a physical Swords Dance set. Only one of the two could hold Leftovers; I chose the needier :cobalion: due to :scrafty:’s ability to heal with Drain Punch and spontaneously wake up from Rest with Shed Skin.

Cobalion is a defensive tank that can set up with Swords Dance. Its main functions were taking out Fairy types and serving as a poison immunity. HP EVs hit an actual stat of 192, which is divisible by 16 for Leftovers. The Speed EVs let it hit 137 speed, letting it outpace :braviary: and slower. Its Careful nature and remaining EVs bolster its Special Defense to better tank Moonblasts and Misty Explosions

I built this team a couple years back, but it looks like 220 Attack EVs on my :scrafty: gave a 93.8% chance of OHKO on Sirfetch’d with +4 Drain Punch. The speed outspeeds :emolga: at +2. Otherwise, Dialganet2 provides a great description of what Scrafty does for a fighting team.

Fighting Run

Leg 1. 37 battles. I misclicked non-Maxed Low Kick against an Octillery on battle 34. Tragic; aside from a Gunk Shot miss, there is no room for error when your lead has 60 base defense and a Defense lowering nature. Cobalion wasn’t doing too hot on PP, anyway. I made it through battle 37, exhausting all of Cobalion’s attacking PP in the process.

Leg 2. Made it to 79 (42 battles) Emolga speed calc came into play right out of the gate! I swapped Scrafty in on a Zoroark posing as an Accelgor; I DD’ed twice before getting burned by Flamethrower and needing to Rest. Out pops Emolga! I take it out with Knock Off (should have Maxed for Static). Battle 51 got absurdly lucky; backline was in rough shape and Goodra Draco Meteor missed against an unboosted Mienshao as I went for the Knuckle and procced the Lansat berry. Mr. Rime on Battle 53 gave me a means of getting the team back up to full; both Scrafty and Cobalion were under half and para’d at this point. At least three greedy/risky moments with Mienshao. Lost an Overgrowth roll to Palossand and got hit with a Scorching Sands; luckily no burn. Also swapped :mienshao: into a Jellicent’s Poltergeist when I thought it was going for a Substitute against Cobalion; survived with 3 HP. Similar narrow miss scenario against a lead Magnezone; hit the “it’s not Sturdy!” jackpot instead of getting obliterated by a Steel Beam. Got to bop a Ribombee with Mienshao once after an Airstream boost; felt good. Leg came to an end when Colabion had zero PP. Scrafty had one more battle left, Mienshao had 4 Low Kick PP (and 41 coverage PP, which, 20 of those were Grass Knot).

Leg 3. Scary lead Kingdra on battle 83; Cobalion was at about 2/3 but seemed like my best option (thinking back, Mienshao was probably better (had pretty good health), as Cobalion needed to avoid more crits). Draco Meteor missed on switch. I SDed once unmaxed then Knuckled twice. Escaped with very few HP; second mon Golurk ate a Steelspike and Cobalion got to rest against last mon Tentacruel. Scrafty’s speed investment came in handy again, this time against a Barraskewda when I was at +3 speed. Battle 99 I let Scrafty go down to a last mon Magneton… I didn’t check damage calcs or speed tiers. Should have used the much safer Cobalion, but I was trying to preserve PP…. which is a moot point once a entire teammate goes down. Battle 103 put me in rough spot; Mienshao missed the Overgrowth roll on lead Golduck; Mienshao almost went down, but I pulled through with Cobalion. Both remaining squad members were under half HP. The next dozen battle where a roller coaster of HP values. Cobalion went down to Rocky Helmet chip from a Gyarados on 115. I should have tried to swap in Mienshao on the Taunt to nail with Rock Tomb. Mienshao was bested by a Gale Wings Talonflame on battle 116, putting me just shy of my lead Life Orb Tornadus-T team (116 wins). I wish I’d played a bit better and gotten a little further, but not bad for a Life Orb meme lead! This team is definitely not a contender to dethrone Dialganet2 ’s Zapdos-G team; with a combination of good luck and perfect piloting, I think this team could cap out at 130.

~~~~~~~~~~~~~~~WATER~~~~~~~~~~~~~~~~~~

I got the first 100+ Water type record reported on this forum about 3 years ago. Around that time, there seemed to be a notion that Water had a lot of untapped (bad pun) potential for Restricted Sparring type. (click the spoiler for more musings).

The Good on Paper
Water has:

Three evolution lines with Regenerator:

:slowbro:/:slowking: :corsola: :toxapex:

Three evolution lines with Recycle:

:slowbro:/:slowking: :starmie: :pyukumuku:

And a lot of Electric immunities

:seaking: :lanturn: :quagsire: :swampert: :whiscash: :gastrodon: :seismitoad:


The Less Good in Practice (and my opinion on what needs to be accounted for in team buidling)

Water suffers from a few problems, most of which are unique to Restricted Sparring compared to other battle facilities.

  1. A hostile line-up of opposing Pokemon, mostly Grass, Psychic and Dragon types. Electric types are pretty easy to trivialize, but Grass types are not. I did limited testing with Sap Sipper :azumarill: back in 2021, but having a Leftovers hog with no reliable recovery or means of doing PP-efficient damage was not workable. Grass neutralities are shaky when you’re contending with things like Hustle-boosted Grav Apples (:flapple:), Miracle Seed-boosted Wood Hammers (:abomasnow:), and Power Herb Solar Beams (:exeggutor:). You’re also not going be able to OHKO every Grass type without setup (unless you’re the painfully slow :pelipper:, where :trevenant: can be taken out with a boosting item) :trevenant: has crazy special bulk with Assault Vest, :abomasnow: tanks Ice attacks, and :amoonguss: and :tangrowth: are potent physical tanks. Water also struggles a lot with Psychic types, especially those with Grass or Electric coverage, such as :starmie:, :gallade:, :oranguru:, :exeggutor: and :beheeyem:. The Psychics cause problems by making the otherwise good :toxapex: less reliable while annihilating any would-be Psychic immunities or resistances with their coverage moves. Finally, there are four Water-resistant Dragon types that are also not afraid to ruin your day with strong Dragon Meteors (:kingdra: :dragalge: :goodra: :kommo-o:); OHKOing all of them with a Water lead is a tall order.
  2. Partly due to the aforementioned hostile lineup, the Recycle mons are sort of bad. :slowbro:/:slowking: and :pyukumuku: are slow as heck and easily sniped by strong Grass and Electric attacks from faster Pokémon. :starmie:’s base 100 Special Attack just doesn’t cut it in Gen 8. It can’t boost it, and it doesn’t get Stored Power to go with Cosmic Power. Reflect Type is an interesting way of defensively handling some threats, but swapping in :starmie: with its mediocre bulk and myriad weaknesses is easier said than done.
  3. Mediocre primary STAB. All Water moves that hit 130 BP+ Max Geyser max out at 24 PP. Bubble Beam and Flip Turn are the next best options on the special and physical side, but they tend not to cut it outside Dynamax. G-Max Inteleon skirts this PP issue with G-Max Hydrosnipe off Water Gun, but then it gives up on setting Rain. Water is resisted by Dragon/Grass/Water, all very common types, and is susceptible to being rendered ineffective by Water Absorb.
  4. A lack of good leads. Strict speed and offensive requirements translate to only five possible leads: My assessment after some testing of :pelipper: as a lead is that a Water lead should hit at least 135 speed to outspeed :pikachu: / :lilligant: / :porygon-z: . This feat requires 71 base Speed if running a Speed-boosting nature, or 83 if running a neutral nature. While the first two are frail, the outspeed isn’t useful if :porygon-z: survives. A 130 BP Max Geyser needs to be supported by a physical attack stat of 170 or special attack stat of 180 to snag the KO. This translates to base physical attack of 118 (neutral nature) or 103 (boosting nature), or a base special attack of 128 (neutral nature) or 112 (boosting nature). Honorable mentions to :rotom-wash: for a Rising Voltage KO on :porygon-z: but an abysmal Grass/Dragon matchup, and :tentacruel: for a Mystic Water-boosted KO on :porygon-z: with 130 BP Max Geyser with Rain Dish + Giga Drain healing but, it is offensively weak overall. Aside from those honorable mentions, the final list boils down to :gyarados: :sharpedo: :inteleon: :barraskewda: :urshifu: . Of those, only :urshifu: and :gyarados: have effective ways of boosting attack while simultaneously taking out a good array of Pokémon on turn 1, and only :urshifu: and the tragically frail :sharpedo: can boost speed without resorting to an 8 PP move in Bounce or a non-damaging setup move.

Here's the team I landed on:

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Urshifu-Rapid-Strike @ Muscle Band

Ability: Unseen Fist

Adamant Nature

EVs: 252 Atk / 4 SpD / 252 Spe

- Low Kick

- Waterfall

- Drain Punch

- Aerial Ace

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Gyarados @ Leftovers

Ability: Intimidate

Jolly Nature

EVs: 44 HP / 180 Atk / 92 Def / 4 SpD / 188 Spe

- Waterfall

- Crunch

- Dragon Dance

- Rest

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Lanturn @ Shell Bell

Ability: Volt Absorb

Calm Nature

EVs: 4 HP / 84 Def / 132 SpA / 252 SpD / 28 Spe

IVs: 10 Atk

- Volt Switch

- Scald

- Eerie Impulse

- Rest



The lead :urshifu:

I did experiment a bit with :gyarados:, :inteleon:, :sharpedo:, :pelipper:, :tentacruel:, and :starmie:, but landed back on :urshifu: due to its relative bulk, power, and ability to boost both Attack and Speed.

Despite an unfortunate Psychic weakness, mediocre Special Defense, and an ability that doesn’t work in Dynamax, the bear that was terrorizing Gen 9 VGC prior to Regulation H is probably Water’s best lead. Despite unique combined utility against :starmie: and :exeggutor:, I don’t think U-Turn + Shell Bell on my first Urshifu-R set was optimal. Muscle Band secures some useful OHKOs and frees up Shell Bell for the back line. Many of the following Muscle Band-enabled KOs otherwise threaten huge damage or status.

Max Geyser:

:cursola:

:whiscash:

:beheeyem:

:comfey:

:crustle: (non-Sturdy)

:sandaconda: (can still use Quick Claw Scorching Sands)

:pincurchin: (Lightning Rod only)

:klefki:

:mr. rime:


Max Knuckle:

:octillery:

:magneton: (not worth the Sturdy risk)

:tauros: with Intimidate


Max Airstream:

:passimian:

:sirfetch’d:

:falinks:

(:exeggutor: is an 81% chance)


The following guaranteed KOs are unique to Muscle Band at +1 Attack:

:tangrowth:

:dragalge:

:amoonguss:

:turtonator:

:druddigon:

:milotic:

:musharna:

:palossand:

Finally, a healing move. Healing with Drain Punch is relatively easy. There are 20 Pokémon KOed with +0 Drain Punch excluding the Static risk that is :pikachu:


An electric immunity for the back line :lanturn:

With strong electric types running amok, mostly notably the blazing fast :boltund:, Intimidate-wielding :luxray:, and notorious Sturdy users :magnezone: and :magneton:, an Electric immunity was non-negotiable.

Given that I wanted the option to not use Leftovers, Water Absorb/Volt Absorb made sense as an ability. Quagsire’s low speed and susceptibility to status weren’t appealing, while Seismitoad didn’t offer much in terms of offense or utility.

Thus, like my first Water run, I settled on :lanturn:. The move set and EVs got some improvements. The first change was Volt Switch for Rising Voltage. The speed stat underspeeds :milotic: and :gyarados:, among other things, for a slow Volt Switch. Upon review, I think 4 EVs would have been better to underspeed :magneton:. Due to its mediocre offenses, Grass weakness, and low physical defense :lanturn: really hates staying in after KOing a Pokémon. Volt Switch lets :lanturn: switch out after taking out a Pokémon or chipping something like :milotic: to set up a KO for :urshifu:. I’m missing 8 Special Attack EVs that were supposed to guarantee a minimum of 50% damage on Belly Drum :azumarill:. At least :kingler: and :wailord: were still notable guaranteed Max Lightning KOs, but I don’t think those two calcs ever came up (:azumarill: did and I got lucky!). Rest was a given for manual healing. Last two moves changed a couple times. I immediately ditched my original Soak + Toxic gimmick. Next iteration was Icy Wind + Heal Bell. This was mostly to slow down mons for KOs by my lead and other backline mons without Rest (originally lead + :toxapex: before replacing it with :gyarados:). Icy Wind was also OK against Grass and Dragons if I Dynamaxed. However, after adding :gyarados: to the backline, I had more counter play against status. By harshly lowering opponents’ Special Attack, Eerie Impulse allowed for safer and more impactful uses of Rest and gave :gyarados: more comfortable setup opportunities. Scald was sort of a filler, but neutral hits against :magneton: and :magnezone: were appreciated, as was the chance to burn things like :dusknoir:. Ice Beam could have been OK for coverage. I already talked about the Special Attack and Speed EVs, but the nature and bulk EVs simply maximized Special Defense to handle Special Attackers that :urshifu: tried to avoid, with the excess going into Defense due to :lanturn:’s high base HP. Shell Bell was used to free up Leftovers while supplementing Volt Absorb and Rest healing; it notably works better with Volt Switch than Leftovers. Bright Powder might have been better to dodge the occasional hit, but I’m not going to test it after getting a streak I’m happy with.


Physical tank or wall that can handle problematic Grass types :gyarados:

I had :toxapex: here for the longest time. However, a glacial speed stat, low firepower, and a weakness to Psychic types caused too many issues, especially with an :urshifu: lead. I would have liked to have tried :empoleon: as a Steel type, but it’s not in SwSh. When trying to find a good :toxapex: replacement, I looked at sb879’s Ground run for inspiration from a fellow Grass-weak type. Maybe I’m selling the sea serpent short, but I think of Intimidate :gyarados: as a budget :landorus-therian:. Both :landorus-therian: and :gyarados: have only two weaknesses, one of which baits moves that let a teammate heal (Water Absorb :quagsire: for sb’s team). The Ground immunity is great alongside :lanturn: and prevents the effects of Spikes and Sticky Webs, which is actually relevant against :accelgor: and :galvantula:. In the back line, Intimidate is much better than Moxie, especially when :gyarados: is almost always setting up with Dragon Dance to boost attack anyway. As for moves, Waterfall is its best physical STAB, and Crunch has excellent neutral and super-effective coverage with a respectable 24 PP. Dragon Dance and Rest are :gyarados:’s best setup and healing moves, respectively. The Speed EVs and nature outspeed :pikachu: and :porygon-z:, among other things. The Attack guaranteed a OHKO with +3 Max Geyser on :conkeldurr:, though in practice I usually set up to +2. HP is divisible by 16 for Leftovers, and the rest went into Defense to work with Intimidate.

Threats are somewhat similar to my first water team, though the Muscle Band on :urshifu:, Volt Switch + Eeire Impulse on :lanturn:, and the use of a speed-boosting setup sweeper/tank with Intimidate, :gyarados:, really helped narrow down the threats list.

:ribombee:

My lead is weak to Moonblast and is slower. No resists in the back, either. Best defense is boosting Speed on either :urshifu: or :gyarados: before it comes out. If :laturn: is out, Eerie Impulse can provide a buffer for :gyarados: to set up. If it leads, better hope at least one team member as at or near full and it doesn’t crit.

:starmie: :exeggutor: :beheeyem: :oranguru:

These are Psychic types that threaten big super-effective damage to the back line. These are lot more manageable with a Crunch :gyarados: than my previous team’s :toxapex:. :starmie: is the biggest threat. :urshifu: needs +1 Speed, +1 Attack AND Dynamax to safely KO this thing. Which did happen at least once! Otherwise, a set up :gyarados: steamrolls it, or, worst case scenario, the healthiest back line member takes a Psychic before :lanturn: nails it with Volt Switch. :urshifu: offensively handles :beheeyem: and :oranguru: and has a favorable, but risky, damage roll against :exeggutor: at +0. Otherwise, :gyarados: serves as a shaky :exeggutor: check.

:kingdra: :dragalge: :goodra: :kommo-o:

:urshifu: does not appreciate taking Draco Meteors, but it has a tough time OHKOing most Dragon types with a +1 in Attack. If :urshifu: is low, the backline can sponge hits if they are healthy, but crits are bad. Setting up :gyarados: is the alternate win con here.

:drapion: :garbodor:
Swapping out :toxapex: for :gyarados: means these two bulky Poisons are annoying as status threats and PP wasters, primarly because :urshifu: cannot KO either one unboosted, and it is is outsped by :drapion:. :gyarados: 's Intimidate helps a lot, but Accupressure off :drapion: is quite scary.

Leg 1: 41 battles. Battle 23 had to risk a poison off a :garbodor: Gunk Shot on a +1 Speed Dynamaxed :urshifu:. Battle 41 :urshifu: was in relatively rough shape PP-wise (2 Low Kick + 1 Aerial Ace + 4 Waterfall + 0 Drain Punch) and just below half HP. I let it go down to lead :ribombee: to get a quite healthy :lanturn: in scot-free. :lanturn: used its last two Eerie Impulses before Resting. Got Lanturn up to 65% health on a slow Volt Switch to :gyarados:. :gyarados: set up 2 of its last 3 Dragon Dances for a clean sweep with its last 3 Waterfall PP.

Leg 2. 41 battles (82 so far)

Battle 42 got off to a shaky start. Solrock and Whiscash were easy KOs with Waterfall and Max Geyser, respectively. Third Mon was Drapion. Without a speed boost, Urshifu can’t risk a Poison Fang Poisoning. Off to Gyarados on a Defense-boosting Acupressure. Yikes. Drapion boosts Evasion as I Dragon Dance. The first Rain-boosted Waterfall hits, doing about half. The second unfortunately misses, and the third connects for minimal damage after a second Defense boost. Not big on burning through Waterfall PP outside of rain, I go out to Lanturn and whiff two Scalds before taking the KO. I missed a few turns in my recollection, but all told, Drapion got to +6 Defense, +2 Evasion, +2 Accuracy, +2 Evasion. I was lucky to dodge Attack boosts and crits, and thankful for Intimidate on Gyarados.

Finally ran into an Exeggutor with Urshifu on battle 52. Rain was up from a lead Pelipper so I chanced Airstream and got the 81% OHKO.

Azumarill Volt Switch calc came in clutch in this leg… that is if I hadn’t messed up my EVs. Still a favorable roll (13/16)… but yikes.

Battle 66 was a cheek-clencher. Ribombee lead. Urshify near full, Lanturn at 65%, Gyarados at full. Two Moonblasts could KO Lanturn, Moonblast only takes out Dynamax Urshifu on a crit. I dodge the crit and KO Ribombee, Passimian, and Cloyster. Those last two required Muscle Band for guaranteed KOs.

Of course 67 is lead Exeggutor. I swap to Gyarados on a Power Herb Solar Beam then Lanturn on what I predicted as a Trick Room. It was another Solar Beam! Dynamaxed Lanturn for a Max Guard before getting off a couple mediocre Max Geysers. I got Future Sight thrown at me, and luckily I 3KHO Exeggutor and the mon that comes out on the Future Sight turn is Miltank. It took a lot of Volt Switch PP, but I got Gyarados and Lanturn back up to full and Urshifu up to just under half. Last Mon Tentacruel wasn’t an issue for Lanturn and Gyarados.

Burned my last Drain Punch PP on battle 76 on a Kangaskhan, getting Urshifu back to almost full after a Kingdra’s Draco Meteor

Gyarados used its last two Dragon Dances on Battle 82 and was down to 1 Crunch and 3 Waterfalls. Urshifu was also down to one Waterfall, and Lanturn had 2 PP each of Scald and Volt Switch. First DD was wasted as lead Swoobat U-Turned into Magnezone. I managed to take out the Magnezone without Reflect going up with the help of a Scald burn.”, Volt Switching to Gyarados. The last Dragon Dance got me to +4 Speed +0 Attack due to the second Skill Swap Simple Swoobat this leg. Unboosted Crunch felled the bat, and Max Darkness demolished the final Beheeyem.

Leg 3: 125 (43 battles)

Battle 100: Lead Sirfetch’d; Urshifu Airstreams. Passimian suffers the same fate. I didn’t have the patience to stall out the last month Meowstic, so Geyser it was.

Battle 105: Lead Miltank. Volt Switch into Urshifu to pick up the KO with Max Knuckle. Of course #2 is a Starmie. Urshifu lives any non-crit. Lanturn is at about 70%, so I decided to stay in. I live with 7. Clawitzer last, so I swap to Lanturn on an Aqua Jet.

With a maimed Urshifu, on battle 106 I come across a lead Bisharp. Not Pressure, so Defiant was a risk. I didn’t want to risk Sucker Punch, either, so I went to Lanturn on a strong Brick Break. I get Brick Breaked again as I Rest. I stall out Sucker Punch while Resting twice, leaving Lanturn asleep up at full health. Out to Urshifu on the last Sucker Punch . I’ve seen Bisharp throw out random Brick Breaks occasionally, so I got lucky with the Sucker Punches. Drain Punch up some health, then KO last mon Bouffalant with Max Knuckle.

Lead Morpeko on battle 107 lets Urshifu Drain Punch up to almost full like Starmie never happened. Second mon Alakazam allows Lanturn a risky wake up opportunity. I get the wake up but am left at 63 health after hitting Eerie Impulse on wake up. This is a Gyarados angle, but I get a Sp Def drop on the switch. Luckily it ends up OK, but the last mon Poliwrath is a nuisance. After a tense Rest-stall fest with a confused Gyarados, I get rid of the Dynamic Punches so Urshifu can come in and KO with Airstream after some chip from Crunch. Unfortunately, Gyarados only had 60% health afterward, and Urshifu’s health from the Drain Punch at the start of the battle was mostly wasted. However, this battle did allow Water to finally surpass the current Normal and Psychic type records.

Battle 108 was Cursola/Exeggutor/Coalossal. I get the roll on Exeggutor (I had rain up so less risky than normal) and dodge an Endure on Coalossal.

Team as a whole limped into Battle 109; Butterfree and Lilligant are no match for Urshifu. In comes Cramorant! The perfect opportunity to get the backline up to full health! Unfortunately, this generally requires stalling out all of Surf’s PP at a minimal. Gyarados’s PP was getting comparatively low, so it was up to Lanturn to proc Gulp Missile after the stall. Used a Scald to do that to dodge a Volt Switch crit, Rest, Volt Switch, Urshifu to get ~30 HP off Drain Punch.

With the team mostly in the clear on Battle 110, I come across a Kingdra lead ready to chunk my team. Urshifu will only get KOed from Crit Sniper Draco Meteor, so it’s Knuckle time. No crit, so Airstream next turn then Stoutland (easy KO). Last mon Exploud means Drain Punch gets me to almost full.

Battle 115 put me into another challenging lead, Ribombee. Lanturn swap looked good until I got crit on the switch (crit is a 75% OHKO on Urshifu from full while Dyamaxed. Gyarados hard switch; I get off one Dragon Dance and go to 21% health. I don’t commit to Dynamax and pick off Ribombee with a Waterfall. In comes Drampa. Whether I maxed Gyarados or swap in Urshifu, I could die to a crit, and +1 Max Darkness is unlikely to KO. No crit on the Urshifu switch, and Drain Punch gives some good healing as I pick off an easy last Mon Cloyster.

Battle 116: Team is back to limping. Lucky for me, there’s a lead Galvantula. Switch a bit to stall out Thunder, set up with Gyarados once it’s stalled, and presto! Lanturn is back to full, and Gyarados is only missing 1 HP after taking out Galvantula, Lopunny, and Beheeyem.

Battle 120 is lead Exeggutor. The team isn’t crashing PP-wise and Gyarados has almost full HP, so I swap in on a Solar Beam. Turn 2 is a Future Sight while I Dragon Dance, so I decided to run for it with a +1 Attack and Speed while Trick Room wasn’t a problem. In comes Wailord. Tickle and Future Sight neuter and maim me as Dynamax fades. Clawitzer. Lanturn went down trying to tank 2 Dragon Pulses while swapping to Urshifu. Urshifu did get a free switch, but I used all but 1 of my remaining Drain Punches to offset the Dragon Pulses.

Battle 124 I got to use my last Drain Punch on a lead Blissey.

Battle 126 I’m down to 100 (non-Dynamax) HP on Urshifu with 5 attacking PP. Gyarados has 51 HP, two Dragon Dances, and 5 Attacking PP. Staring down a lead Ribombee that will KO me even with Dynamax, I sack Urshifu. Gyarados survived and KOed Ribombee and Solrock. Down to 0 Waterfall PP and 3 Crunch PP, in comes Cramorant Forgetting about Feather Dance and (wrongly) fearing a KO from Surf, I Max Guard Gyarados instead of attacking while Cramorant sets up Aqua Ring. I do KO the Cramorant with my last Crunch, but I took a Gulp Missile Pikachu to the face in the process, knocking Gyarados out.


Closing thoughts

At the time of writing, a streak of 125 puts water just above Bug, a mediocre type with incredible Pokémon, and Dark, a good type with some decent Pokémon but nasty Fairy and Fighting weaknesses . It is just below Ground, a good type with some restrictive weaknesses and a lead (:krookodile:) that lacks massive initial fire power. This placement for Water “feels” right to me. For the longest time, Dark in the 100s felt out of place to me, too, until I noticed the 2023 record Dark run by SilverstarStream. This Water streak puts a whopping 13 of 18 types about 120 wins! I remember when over 100 with each type felt like a pipe dream. My current opinion is that Fairy, Ice, and Rock are fairly places in the 100 to 110 range (curse you, :magnezone:!), and Psychic is, unfortunately, probably about right in that range despite myriad legendaries available. Normal might have untapped potential if one were to swap Recycle Leppa Blissey (as suggested here by sb879 ) with Chansey on my current record Normal team. I may give that a whirl, I may not. Even though this format is old, I still have a soft spot for it, but I agree with others that the format can cause burnout.
 
Restricted Sparring is now an over four-year-old format, but I’d like to report a new record of 125 for Water with Urshifu-R/Gyarados/Lanturn. I also had a couple relatively high streaks of 115 with Fighting using Mienshao/Cobalion/Scrafty and 84 with Rock using Nihilego/Tyranitar/Drednaw that I wanted to wait to post until getting a new type-specific record.

I’ll do a quick run down of the Fighting and Rock teams before I dive into the main event. I have notes on the sets and runs, but I don’t go into detailed threats lists for those two types.

~~~~~~~~~~~~~~~ROCK~~~~~~~~~~~~~~~~~~

The Rock team was meant to be a mirror of my Poison team using a Water/Dark core to support a lead Nihilego.


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Nihilego @ Black Sludge

Level: 50

Ability: Beast Boost

EVs: 4 HP/252 SpA/252 Spe

Timid Nature

- Power Gem

- Grass Knot

- Acid

- Dazzling Gleam

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Tyranitar @ Sharp Beak

Ability: Sand Stream

Adamant Nature

EVs: 156 HP / 252 Atk / 4 Def / 92 SpD / 4 Spe

- Crunch

- Aerial Ace

- Dragon Dance

- Rest


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Drednaw-Gmax @ Leftovers

Ability: Shell Armor

Impish Nature

EVs: 252 HP / 252 Def / 4 SpD

- Iron Defense

- Body Press

- Crunch

- Rest

It’s the same lead :nihilego: set that sb879 developed for their record Rock streak that I later used for this record Poison streak at the time of writing. Not much to say here, other than I have Black Sludge instead of Shell Bell to allow for healing while switch stalling.

:drednaw: was a Steel neutrality that could handle :steelix: and :barraskewda: by setting up with Shell Armor + Body Press. Simple max HP and max Defense EVs, and Crunch was to chunk Ghost types.

:tyranitar: was a Psychic immunity that could set up and sweep with Dragon Dance and Crunch through pesky Pokémon like :trevenant:. Its Sand Stream ability was also nice for boosting the special defense of itself and its allies while chipping down enemies. Sharp Beak and Aerial Ace gave it a chance against fighting types; it had a 68.8% chance to take out :sirfetch’d: with a +0 Attack Max Airstream. It also took out :drapion: and :azumarill: at +3 with Max Airstream, which is why I preferred Sharp Beak to Expert Belt. Crunch is reliable STAB (one generation too early for Knock Off), and Rest allowed for healing. Max Attack EVs and Adamant nature for maximum power.I think the 4 speed EVs did something. Otherwise, the Special Defense EVs make it so Download boosts :porygon2: and :porygon-z:’s Attack instead of Special Attack, and the rest went into HP.

The run:

Leg 1. 39. Relatively smooth until the end. Let :drednaw: go down to :perrserker: on battle 37 after maiming it with Body Press; :drednaw: should have been healthier, but I let it take a Reversal off a Dubwool with 1 HP. Really crashed and almost burned battle 39. I used :nihilego: against a lead Amoonguss; Starfall + two Oozes. Out comes Starmie; KO’s me because I wasn’t at full. Tyranitar lives the Surf thanks to Sand Stream, and I demolished the incoming Oranguru. I only had a few battles left on Nihilego PP-wise.

Leg 2. 36 battles (75 total). Got lucky with non-Sturdy :magnezone: against a fully set up Drednaw at one point. Had another magnezone: whiff a Steel Beam against :nihilego:; felt good. Lost :tyranitar: to a :crustle: battle 63; I was Dynamaxed at +1, which doesn’t OHKO even discounting sturdy, and :tyranitar: was a bit low on health due to the Grass Knot-happy Blissey it came in on. Not sure if :drednaw: could have fixed it, and Nihilego wasn’t an option. Blissey also ended this leg by nailing :nihilego: with a Metronomed Psystrike, which I believe is the most damaging move possible that Blissey could use against :nihilego: excluding Final Gambit or a OHKO move.

Leg 3. 9 battles (84 total) I didn’t actually take notes on how I lost; I just have “whole team on low health on battle 83 and sacked :drednaw:.”

So yeah, Rock is a volatile type. One leg you’re winning 39 battles, another you’re losing before hitting 10.

~~~~~~~~~~~~~~~FIGHTING~~~~~~~~~~~~~~~~~~

The Fighting team was a product of my fascination with using Life Orb and mixed attackers in a format where healing is limited and mixed attackers are rare. I also wanted to see if I could beat my prototype Flying team’s record of 116 wins with a Life Orb lead. Regenerator + Life Orb worked pretty well for Tornadus-T on that Flying team, so I figured I’d try the other speedy offensive mon with Regenerator: Mienshao. I came just shy of 116 wins, but still had fun with such a chaotic lead. Incidentally, this team is 100% Gen 5 mons!

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Mienshao @ Life Orb

Ability: Regenerator

Hasty Nature

EVs: 252 Atk / 20 SpA / 236 Spe

- Low Kick

- Aerial Ace

- Grass Knot

- Rock Tomb

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Cobalion @ Leftovers

Ability: Justified

Careful Nature

EVs: 204 HP / 236 SpD / 68 Spe

- Swords Dance

- Iron Head

- Sacred Sword

- Rest

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Scrafty @ Shell Bell

Ability: Shed Skin

Careful Nature

EVs: 252 HP / 220 Atk / 4 Def / 12 SpD / 20 Spe

- Dragon Dance

- Drain Punch

- Knock Off

- Rest

Fighting team description

The Lead

Like I mentioned, I wanted to use a mixed Life Orb lead to compete with :tornadus-therian:. :mienshao: has Regenerator combined with great attack and speed. With Life Orb, it hits an equivalent of 230 attack, compared with the 194 of Adamant :zapdos-galar:. It also naturally hits 170 speed, allowing a useful outspeed on :froslass: before any boosts. This is where most favorable comparisons with :zapdos-galar: end; :mienshao: lacks a secondary type to provide secondary STAB and defensive utility, it has abysmal defenses, and it has an on-paper good, but not exceptional, PP of 120. Considering 32 of that is very situational Grass Knot PP and only 32 are STAB attacks, :mienshao:’s effective PP is relatively low.

As for why the moves were selected, Low Kick is a given for its power and good PP reserve. Aerial Ace enables speed boosts from Max Airsteam and KOs a lot of pesky Pokémon with the help of Life Orb, such as :exeggutor:, :orbeetle:, and :sirfetch’d:. Grass Knot made :mienshao: a mixed attacker and took out various specially-frail and quad-weak Water and Ground types, including the pesky :quagsire:, and it provided minor healing via Grassy Terrain from Max Overgrowth. Rock Tomb was chosen to hit :froslass:, :emolga:, and :braviary:, the last of which was an especially massive issue for the backline. In retrospect, Knock Off may have been better in the place of Grass Knot.

The Back Line

:mienshao:’s biggest struggles were Psychic and Fairy types. After briefly testing Blaziken + a non-bulky and fast Calm Mind Cobalion (Flash Cannon + Volt Switch) as my two backline mons, I learned several things: 1) :blaziken:’s Speed Boost ability doesn’t proc on switch in, 2) Psychic immunity would be really nice, 3) without HP and defensive investment, Cobalion is pretty frail, especially on the special side, 4) Steel + Electric coverage is bad.

Like others before, I landed back on Scrafty for that key Psychic immunity and consistency against status, replacing Blaziken. Cobalion stayed, but got a much bulkier EV spread and a physical Swords Dance set. Only one of the two could hold Leftovers; I chose the needier :cobalion: due to :scrafty:’s ability to heal with Drain Punch and spontaneously wake up from Rest with Shed Skin.

Cobalion is a defensive tank that can set up with Swords Dance. Its main functions were taking out Fairy types and serving as a poison immunity. HP EVs hit an actual stat of 192, which is divisible by 16 for Leftovers. The Speed EVs let it hit 137 speed, letting it outpace :braviary: and slower. Its Careful nature and remaining EVs bolster its Special Defense to better tank Moonblasts and Misty Explosions

I built this team a couple years back, but it looks like 220 Attack EVs on my :scrafty: gave a 93.8% chance of OHKO on Sirfetch’d with +4 Drain Punch. The speed outspeeds :emolga: at +2. Otherwise, Dialganet2 provides a great description of what Scrafty does for a fighting team.

Fighting Run

Leg 1. 37 battles. I misclicked non-Maxed Low Kick against an Octillery on battle 34. Tragic; aside from a Gunk Shot miss, there is no room for error when your lead has 60 base defense and a Defense lowering nature. Cobalion wasn’t doing too hot on PP, anyway. I made it through battle 37, exhausting all of Cobalion’s attacking PP in the process.

Leg 2. Made it to 79 (42 battles) Emolga speed calc came into play right out of the gate! I swapped Scrafty in on a Zoroark posing as an Accelgor; I DD’ed twice before getting burned by Flamethrower and needing to Rest. Out pops Emolga! I take it out with Knock Off (should have Maxed for Static). Battle 51 got absurdly lucky; backline was in rough shape and Goodra Draco Meteor missed against an unboosted Mienshao as I went for the Knuckle and procced the Lansat berry. Mr. Rime on Battle 53 gave me a means of getting the team back up to full; both Scrafty and Cobalion were under half and para’d at this point. At least three greedy/risky moments with Mienshao. Lost an Overgrowth roll to Palossand and got hit with a Scorching Sands; luckily no burn. Also swapped :mienshao: into a Jellicent’s Poltergeist when I thought it was going for a Substitute against Cobalion; survived with 3 HP. Similar narrow miss scenario against a lead Magnezone; hit the “it’s not Sturdy!” jackpot instead of getting obliterated by a Steel Beam. Got to bop a Ribombee with Mienshao once after an Airstream boost; felt good. Leg came to an end when Colabion had zero PP. Scrafty had one more battle left, Mienshao had 4 Low Kick PP (and 41 coverage PP, which, 20 of those were Grass Knot).

Leg 3. Scary lead Kingdra on battle 83; Cobalion was at about 2/3 but seemed like my best option (thinking back, Mienshao was probably better (had pretty good health), as Cobalion needed to avoid more crits). Draco Meteor missed on switch. I SDed once unmaxed then Knuckled twice. Escaped with very few HP; second mon Golurk ate a Steelspike and Cobalion got to rest against last mon Tentacruel. Scrafty’s speed investment came in handy again, this time against a Barraskewda when I was at +3 speed. Battle 99 I let Scrafty go down to a last mon Magneton… I didn’t check damage calcs or speed tiers. Should have used the much safer Cobalion, but I was trying to preserve PP…. which is a moot point once a entire teammate goes down. Battle 103 put me in rough spot; Mienshao missed the Overgrowth roll on lead Golduck; Mienshao almost went down, but I pulled through with Cobalion. Both remaining squad members were under half HP. The next dozen battle where a roller coaster of HP values. Cobalion went down to Rocky Helmet chip from a Gyarados on 115. I should have tried to swap in Mienshao on the Taunt to nail with Rock Tomb. Mienshao was bested by a Gale Wings Talonflame on battle 116, putting me just shy of my lead Life Orb Tornadus-T team (116 wins). I wish I’d played a bit better and gotten a little further, but not bad for a Life Orb meme lead! This team is definitely not a contender to dethrone Dialganet2 ’s Zapdos-G team; with a combination of good luck and perfect piloting, I think this team could cap out at 130.

~~~~~~~~~~~~~~~WATER~~~~~~~~~~~~~~~~~~

I got the first 100+ Water type record reported on this forum about 3 years ago. Around that time, there seemed to be a notion that Water had a lot of untapped (bad pun) potential for Restricted Sparring type. (click the spoiler for more musings).

The Good on Paper
Water has:

Three evolution lines with Regenerator:

:slowbro:/:slowking: :corsola: :toxapex:

Three evolution lines with Recycle:

:slowbro:/:slowking: :starmie: :pyukumuku:

And a lot of Electric immunities

:seaking: :lanturn: :quagsire: :swampert: :whiscash: :gastrodon: :seismitoad:


The Less Good in Practice (and my opinion on what needs to be accounted for in team buidling)

Water suffers from a few problems, most of which are unique to Restricted Sparring compared to other battle facilities.

  1. A hostile line-up of opposing Pokemon, mostly Grass, Psychic and Dragon types. Electric types are pretty easy to trivialize, but Grass types are not. I did limited testing with Sap Sipper :azumarill: back in 2021, but having a Leftovers hog with no reliable recovery or means of doing PP-efficient damage was not workable. Grass neutralities are shaky when you’re contending with things like Hustle-boosted Grav Apples (:flapple:), Miracle Seed-boosted Wood Hammers (:abomasnow:), and Power Herb Solar Beams (:exeggutor:). You’re also not going be able to OHKO every Grass type without setup (unless you’re the painfully slow :pelipper:, where :trevenant: can be taken out with a boosting item) :trevenant: has crazy special bulk with Assault Vest, :abomasnow: tanks Ice attacks, and :amoonguss: and :tangrowth: are potent physical tanks. Water also struggles a lot with Psychic types, especially those with Grass or Electric coverage, such as :starmie:, :gallade:, :oranguru:, :exeggutor: and :beheeyem:. The Psychics cause problems by making the otherwise good :toxapex: less reliable while annihilating any would-be Psychic immunities or resistances with their coverage moves. Finally, there are four Water-resistant Dragon types that are also not afraid to ruin your day with strong Dragon Meteors (:kingdra: :dragalge: :goodra: :kommo-o:); OHKOing all of them with a Water lead is a tall order.
  2. Partly due to the aforementioned hostile lineup, the Recycle mons are sort of bad. :slowbro:/:slowking: and :pyukumuku: are slow as heck and easily sniped by strong Grass and Electric attacks from faster Pokémon. :starmie:’s base 100 Special Attack just doesn’t cut it in Gen 8. It can’t boost it, and it doesn’t get Stored Power to go with Cosmic Power. Reflect Type is an interesting way of defensively handling some threats, but swapping in :starmie: with its mediocre bulk and myriad weaknesses is easier said than done.
  3. Mediocre primary STAB. All Water moves that hit 130 BP+ Max Geyser max out at 24 PP. Bubble Beam and Flip Turn are the next best options on the special and physical side, but they tend not to cut it outside Dynamax. G-Max Inteleon skirts this PP issue with G-Max Hydrosnipe off Water Gun, but then it gives up on setting Rain. Water is resisted by Dragon/Grass/Water, all very common types, and is susceptible to being rendered ineffective by Water Absorb.
  4. A lack of good leads. Strict speed and offensive requirements translate to only five possible leads: My assessment after some testing of :pelipper: as a lead is that a Water lead should hit at least 135 speed to outspeed :pikachu: / :lilligant: / :porygon-z: . This feat requires 71 base Speed if running a Speed-boosting nature, or 83 if running a neutral nature. While the first two are frail, the outspeed isn’t useful if :porygon-z: survives. A 130 BP Max Geyser needs to be supported by a physical attack stat of 170 or special attack stat of 180 to snag the KO. This translates to base physical attack of 118 (neutral nature) or 103 (boosting nature), or a base special attack of 128 (neutral nature) or 112 (boosting nature). Honorable mentions to :rotom-wash: for a Rising Voltage KO on :porygon-z: but an abysmal Grass/Dragon matchup, and :tentacruel: for a Mystic Water-boosted KO on :porygon-z: with 130 BP Max Geyser with Rain Dish + Giga Drain healing but, it is offensively weak overall. Aside from those honorable mentions, the final list boils down to :gyarados: :sharpedo: :inteleon: :barraskewda: :urshifu: . Of those, only :urshifu: and :gyarados: have effective ways of boosting attack while simultaneously taking out a good array of Pokémon on turn 1, and only :urshifu: and the tragically frail :sharpedo: can boost speed without resorting to an 8 PP move in Bounce or a non-damaging setup move.

Here's the team I landed on:

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Urshifu-Rapid-Strike @ Muscle Band

Ability: Unseen Fist

Adamant Nature

EVs: 252 Atk / 4 SpD / 252 Spe

- Low Kick

- Waterfall

- Drain Punch

- Aerial Ace

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Gyarados @ Leftovers

Ability: Intimidate

Jolly Nature

EVs: 44 HP / 180 Atk / 92 Def / 4 SpD / 188 Spe

- Waterfall

- Crunch

- Dragon Dance

- Rest

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Lanturn @ Shell Bell

Ability: Volt Absorb

Calm Nature

EVs: 4 HP / 84 Def / 132 SpA / 252 SpD / 28 Spe

IVs: 10 Atk

- Volt Switch

- Scald

- Eerie Impulse

- Rest



The lead :urshifu:

I did experiment a bit with :gyarados:, :inteleon:, :sharpedo:, :pelipper:, :tentacruel:, and :starmie:, but landed back on :urshifu: due to its relative bulk, power, and ability to boost both Attack and Speed.

Despite an unfortunate Psychic weakness, mediocre Special Defense, and an ability that doesn’t work in Dynamax, the bear that was terrorizing Gen 9 VGC prior to Regulation H is probably Water’s best lead. Despite unique combined utility against :starmie: and :exeggutor:, I don’t think U-Turn + Shell Bell on my first Urshifu-R set was optimal. Muscle Band secures some useful OHKOs and frees up Shell Bell for the back line. Many of the following Muscle Band-enabled KOs otherwise threaten huge damage or status.

Max Geyser:

:cursola:

:whiscash:

:beheeyem:

:comfey:

:crustle: (non-Sturdy)

:sandaconda: (can still use Quick Claw Scorching Sands)

:pincurchin: (Lightning Rod only)

:klefki:

:mr. rime:


Max Knuckle:

:octillery:

:magneton: (not worth the Sturdy risk)

:tauros: with Intimidate


Max Airstream:

:passimian:

:sirfetch’d:

:falinks:

(:exeggutor: is an 81% chance)


The following guaranteed KOs are unique to Muscle Band at +1 Attack:

:tangrowth:

:dragalge:

:amoonguss:

:turtonator:

:druddigon:

:milotic:

:musharna:

:palossand:

Finally, a healing move. Healing with Drain Punch is relatively easy. There are 20 Pokémon KOed with +0 Drain Punch excluding the Static risk that is :pikachu:


An electric immunity for the back line :lanturn:

With strong electric types running amok, mostly notably the blazing fast :boltund:, Intimidate-wielding :luxray:, and notorious Sturdy users :magnezone: and :magneton:, an Electric immunity was non-negotiable.

Given that I wanted the option to not use Leftovers, Water Absorb/Volt Absorb made sense as an ability. Quagsire’s low speed and susceptibility to status weren’t appealing, while Seismitoad didn’t offer much in terms of offense or utility.

Thus, like my first Water run, I settled on :lanturn:. The move set and EVs got some improvements. The first change was Volt Switch for Rising Voltage. The speed stat underspeeds :milotic: and :gyarados:, among other things, for a slow Volt Switch. Upon review, I think 4 EVs would have been better to underspeed :magneton:. Due to its mediocre offenses, Grass weakness, and low physical defense :lanturn: really hates staying in after KOing a Pokémon. Volt Switch lets :lanturn: switch out after taking out a Pokémon or chipping something like :milotic: to set up a KO for :urshifu:. I’m missing 8 Special Attack EVs that were supposed to guarantee a minimum of 50% damage on Belly Drum :azumarill:. At least :kingler: and :wailord: were still notable guaranteed Max Lightning KOs, but I don’t think those two calcs ever came up (:azumarill: did and I got lucky!). Rest was a given for manual healing. Last two moves changed a couple times. I immediately ditched my original Soak + Toxic gimmick. Next iteration was Icy Wind + Heal Bell. This was mostly to slow down mons for KOs by my lead and other backline mons without Rest (originally lead + :toxapex: before replacing it with :gyarados:). Icy Wind was also OK against Grass and Dragons if I Dynamaxed. However, after adding :gyarados: to the backline, I had more counter play against status. By harshly lowering opponents’ Special Attack, Eerie Impulse allowed for safer and more impactful uses of Rest and gave :gyarados: more comfortable setup opportunities. Scald was sort of a filler, but neutral hits against :magneton: and :magnezone: were appreciated, as was the chance to burn things like :dusknoir:. Ice Beam could have been OK for coverage. I already talked about the Special Attack and Speed EVs, but the nature and bulk EVs simply maximized Special Defense to handle Special Attackers that :urshifu: tried to avoid, with the excess going into Defense due to :lanturn:’s high base HP. Shell Bell was used to free up Leftovers while supplementing Volt Absorb and Rest healing; it notably works better with Volt Switch than Leftovers. Bright Powder might have been better to dodge the occasional hit, but I’m not going to test it after getting a streak I’m happy with.


Physical tank or wall that can handle problematic Grass types :gyarados:

I had :toxapex: here for the longest time. However, a glacial speed stat, low firepower, and a weakness to Psychic types caused too many issues, especially with an :urshifu: lead. I would have liked to have tried :empoleon: as a Steel type, but it’s not in SwSh. When trying to find a good :toxapex: replacement, I looked at sb879’s Ground run for inspiration from a fellow Grass-weak type. Maybe I’m selling the sea serpent short, but I think of Intimidate :gyarados: as a budget :landorus-therian:. Both :landorus-therian: and :gyarados: have only two weaknesses, one of which baits moves that let a teammate heal (Water Absorb :quagsire: for sb’s team). The Ground immunity is great alongside :lanturn: and prevents the effects of Spikes and Sticky Webs, which is actually relevant against :accelgor: and :galvantula:. In the back line, Intimidate is much better than Moxie, especially when :gyarados: is almost always setting up with Dragon Dance to boost attack anyway. As for moves, Waterfall is its best physical STAB, and Crunch has excellent neutral and super-effective coverage with a respectable 24 PP. Dragon Dance and Rest are :gyarados:’s best setup and healing moves, respectively. The Speed EVs and nature outspeed :pikachu: and :porygon-z:, among other things. The Attack guaranteed a OHKO with +3 Max Geyser on :conkeldurr:, though in practice I usually set up to +2. HP is divisible by 16 for Leftovers, and the rest went into Defense to work with Intimidate.

Threats are somewhat similar to my first water team, though the Muscle Band on :urshifu:, Volt Switch + Eeire Impulse on :lanturn:, and the use of a speed-boosting setup sweeper/tank with Intimidate, :gyarados:, really helped narrow down the threats list.

:ribombee:

My lead is weak to Moonblast and is slower. No resists in the back, either. Best defense is boosting Speed on either :urshifu: or :gyarados: before it comes out. If :laturn: is out, Eerie Impulse can provide a buffer for :gyarados: to set up. If it leads, better hope at least one team member as at or near full and it doesn’t crit.

:starmie: :exeggutor: :beheeyem: :oranguru:

These are Psychic types that threaten big super-effective damage to the back line. These are lot more manageable with a Crunch :gyarados: than my previous team’s :toxapex:. :starmie: is the biggest threat. :urshifu: needs +1 Speed, +1 Attack AND Dynamax to safely KO this thing. Which did happen at least once! Otherwise, a set up :gyarados: steamrolls it, or, worst case scenario, the healthiest back line member takes a Psychic before :lanturn: nails it with Volt Switch. :urshifu: offensively handles :beheeyem: and :oranguru: and has a favorable, but risky, damage roll against :exeggutor: at +0. Otherwise, :gyarados: serves as a shaky :exeggutor: check.

:kingdra: :dragalge: :goodra: :kommo-o:

:urshifu: does not appreciate taking Draco Meteors, but it has a tough time OHKOing most Dragon types with a +1 in Attack. If :urshifu: is low, the backline can sponge hits if they are healthy, but crits are bad. Setting up :gyarados: is the alternate win con here.

:drapion: :garbodor:
Swapping out :toxapex: for :gyarados: means these two bulky Poisons are annoying as status threats and PP wasters, primarly because :urshifu: cannot KO either one unboosted, and it is is outsped by :drapion:. :gyarados: 's Intimidate helps a lot, but Accupressure off :drapion: is quite scary.

Leg 1: 41 battles. Battle 23 had to risk a poison off a :garbodor: Gunk Shot on a +1 Speed Dynamaxed :urshifu:. Battle 41 :urshifu: was in relatively rough shape PP-wise (2 Low Kick + 1 Aerial Ace + 4 Waterfall + 0 Drain Punch) and just below half HP. I let it go down to lead :ribombee: to get a quite healthy :lanturn: in scot-free. :lanturn: used its last two Eerie Impulses before Resting. Got Lanturn up to 65% health on a slow Volt Switch to :gyarados:. :gyarados: set up 2 of its last 3 Dragon Dances for a clean sweep with its last 3 Waterfall PP.

Leg 2. 41 battles (82 so far)

Battle 42 got off to a shaky start. Solrock and Whiscash were easy KOs with Waterfall and Max Geyser, respectively. Third Mon was Drapion. Without a speed boost, Urshifu can’t risk a Poison Fang Poisoning. Off to Gyarados on a Defense-boosting Acupressure. Yikes. Drapion boosts Evasion as I Dragon Dance. The first Rain-boosted Waterfall hits, doing about half. The second unfortunately misses, and the third connects for minimal damage after a second Defense boost. Not big on burning through Waterfall PP outside of rain, I go out to Lanturn and whiff two Scalds before taking the KO. I missed a few turns in my recollection, but all told, Drapion got to +6 Defense, +2 Evasion, +2 Accuracy, +2 Evasion. I was lucky to dodge Attack boosts and crits, and thankful for Intimidate on Gyarados.

Finally ran into an Exeggutor with Urshifu on battle 52. Rain was up from a lead Pelipper so I chanced Airstream and got the 81% OHKO.

Azumarill Volt Switch calc came in clutch in this leg… that is if I hadn’t messed up my EVs. Still a favorable roll (13/16)… but yikes.

Battle 66 was a cheek-clencher. Ribombee lead. Urshify near full, Lanturn at 65%, Gyarados at full. Two Moonblasts could KO Lanturn, Moonblast only takes out Dynamax Urshifu on a crit. I dodge the crit and KO Ribombee, Passimian, and Cloyster. Those last two required Muscle Band for guaranteed KOs.

Of course 67 is lead Exeggutor. I swap to Gyarados on a Power Herb Solar Beam then Lanturn on what I predicted as a Trick Room. It was another Solar Beam! Dynamaxed Lanturn for a Max Guard before getting off a couple mediocre Max Geysers. I got Future Sight thrown at me, and luckily I 3KHO Exeggutor and the mon that comes out on the Future Sight turn is Miltank. It took a lot of Volt Switch PP, but I got Gyarados and Lanturn back up to full and Urshifu up to just under half. Last Mon Tentacruel wasn’t an issue for Lanturn and Gyarados.

Burned my last Drain Punch PP on battle 76 on a Kangaskhan, getting Urshifu back to almost full after a Kingdra’s Draco Meteor

Gyarados used its last two Dragon Dances on Battle 82 and was down to 1 Crunch and 3 Waterfalls. Urshifu was also down to one Waterfall, and Lanturn had 2 PP each of Scald and Volt Switch. First DD was wasted as lead Swoobat U-Turned into Magnezone. I managed to take out the Magnezone without Reflect going up with the help of a Scald burn.”, Volt Switching to Gyarados. The last Dragon Dance got me to +4 Speed +0 Attack due to the second Skill Swap Simple Swoobat this leg. Unboosted Crunch felled the bat, and Max Darkness demolished the final Beheeyem.

Leg 3: 125 (43 battles)

Battle 100: Lead Sirfetch’d; Urshifu Airstreams. Passimian suffers the same fate. I didn’t have the patience to stall out the last month Meowstic, so Geyser it was.

Battle 105: Lead Miltank. Volt Switch into Urshifu to pick up the KO with Max Knuckle. Of course #2 is a Starmie. Urshifu lives any non-crit. Lanturn is at about 70%, so I decided to stay in. I live with 7. Clawitzer last, so I swap to Lanturn on an Aqua Jet.

With a maimed Urshifu, on battle 106 I come across a lead Bisharp. Not Pressure, so Defiant was a risk. I didn’t want to risk Sucker Punch, either, so I went to Lanturn on a strong Brick Break. I get Brick Breaked again as I Rest. I stall out Sucker Punch while Resting twice, leaving Lanturn asleep up at full health. Out to Urshifu on the last Sucker Punch . I’ve seen Bisharp throw out random Brick Breaks occasionally, so I got lucky with the Sucker Punches. Drain Punch up some health, then KO last mon Bouffalant with Max Knuckle.

Lead Morpeko on battle 107 lets Urshifu Drain Punch up to almost full like Starmie never happened. Second mon Alakazam allows Lanturn a risky wake up opportunity. I get the wake up but am left at 63 health after hitting Eerie Impulse on wake up. This is a Gyarados angle, but I get a Sp Def drop on the switch. Luckily it ends up OK, but the last mon Poliwrath is a nuisance. After a tense Rest-stall fest with a confused Gyarados, I get rid of the Dynamic Punches so Urshifu can come in and KO with Airstream after some chip from Crunch. Unfortunately, Gyarados only had 60% health afterward, and Urshifu’s health from the Drain Punch at the start of the battle was mostly wasted. However, this battle did allow Water to finally surpass the current Normal and Psychic type records.

Battle 108 was Cursola/Exeggutor/Coalossal. I get the roll on Exeggutor (I had rain up so less risky than normal) and dodge an Endure on Coalossal.

Team as a whole limped into Battle 109; Butterfree and Lilligant are no match for Urshifu. In comes Cramorant! The perfect opportunity to get the backline up to full health! Unfortunately, this generally requires stalling out all of Surf’s PP at a minimal. Gyarados’s PP was getting comparatively low, so it was up to Lanturn to proc Gulp Missile after the stall. Used a Scald to do that to dodge a Volt Switch crit, Rest, Volt Switch, Urshifu to get ~30 HP off Drain Punch.

With the team mostly in the clear on Battle 110, I come across a Kingdra lead ready to chunk my team. Urshifu will only get KOed from Crit Sniper Draco Meteor, so it’s Knuckle time. No crit, so Airstream next turn then Stoutland (easy KO). Last mon Exploud means Drain Punch gets me to almost full.

Battle 115 put me into another challenging lead, Ribombee. Lanturn swap looked good until I got crit on the switch (crit is a 75% OHKO on Urshifu from full while Dyamaxed. Gyarados hard switch; I get off one Dragon Dance and go to 21% health. I don’t commit to Dynamax and pick off Ribombee with a Waterfall. In comes Drampa. Whether I maxed Gyarados or swap in Urshifu, I could die to a crit, and +1 Max Darkness is unlikely to KO. No crit on the Urshifu switch, and Drain Punch gives some good healing as I pick off an easy last Mon Cloyster.

Battle 116: Team is back to limping. Lucky for me, there’s a lead Galvantula. Switch a bit to stall out Thunder, set up with Gyarados once it’s stalled, and presto! Lanturn is back to full, and Gyarados is only missing 1 HP after taking out Galvantula, Lopunny, and Beheeyem.

Battle 120 is lead Exeggutor. The team isn’t crashing PP-wise and Gyarados has almost full HP, so I swap in on a Solar Beam. Turn 2 is a Future Sight while I Dragon Dance, so I decided to run for it with a +1 Attack and Speed while Trick Room wasn’t a problem. In comes Wailord. Tickle and Future Sight neuter and maim me as Dynamax fades. Clawitzer. Lanturn went down trying to tank 2 Dragon Pulses while swapping to Urshifu. Urshifu did get a free switch, but I used all but 1 of my remaining Drain Punches to offset the Dragon Pulses.

Battle 124 I got to use my last Drain Punch on a lead Blissey.

Battle 126 I’m down to 100 (non-Dynamax) HP on Urshifu with 5 attacking PP. Gyarados has 51 HP, two Dragon Dances, and 5 Attacking PP. Staring down a lead Ribombee that will KO me even with Dynamax, I sack Urshifu. Gyarados survived and KOed Ribombee and Solrock. Down to 0 Waterfall PP and 3 Crunch PP, in comes Cramorant Forgetting about Feather Dance and (wrongly) fearing a KO from Surf, I Max Guard Gyarados instead of attacking while Cramorant sets up Aqua Ring. I do KO the Cramorant with my last Crunch, but I took a Gulp Missile Pikachu to the face in the process, knocking Gyarados out.


Closing thoughts

At the time of writing, a streak of 125 puts water just above Bug, a mediocre type with incredible Pokémon, and Dark, a good type with some decent Pokémon but nasty Fairy and Fighting weaknesses . It is just below Ground, a good type with some restrictive weaknesses and a lead (:krookodile:) that lacks massive initial fire power. This placement for Water “feels” right to me. For the longest time, Dark in the 100s felt out of place to me, too, until I noticed the 2023 record Dark run by SilverstarStream. This Water streak puts a whopping 13 of 18 types about 120 wins! I remember when over 100 with each type felt like a pipe dream. My current opinion is that Fairy, Ice, and Rock are fairly places in the 100 to 110 range (curse you, :magnezone:!), and Psychic is, unfortunately, probably about right in that range despite myriad legendaries available. Normal might have untapped potential if one were to swap Recycle Leppa Blissey (as suggested here by sb879 ) with Chansey on my current record Normal team. I may give that a whirl, I may not. Even though this format is old, I still have a soft spot for it, but I agree with others that the format can cause burnout.
I forgot my proof on this post! Here it is!
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Sword Battle Facilities, part 4. I’m four years late to the party, but better late than never! It is the standard for me when it comes to battle facilities. Here’s what I have finally done:

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It started in November last year. I decided to go back to Sword for what was supposed to be one last time in order to do some things I had previously never done in the game. The last thing on my list was to beat Restricted Sparring with all remaining types. But it didn’t happen until now, a year later. I was planning to get it all done last year, but I had to change my plans. I started on it and beat a few types, but then I decided to take a break since it took longer than expected. The release of the Indigo Disk was getting closer, and I since I wanted to prepare a new team for it ahead of the release, I started to get very stressed. I thought it over, and decided to simply take a break from Restricted Sparring in Sword and return to it in 2024. I don’t always make the most rational decisions, but looking back now, I think I did the right thing back then. It took a while before I got back since I have been playing a lot of other Switch games which I have been more interested in, but going back to Sword was always on my list. And now, it is finally done.

That’s the short backstory for this. Now, let’s get to what this is actually about: Restricted Sparring. Previously, the only types I had beaten were Grass, Fire and Water, I included some short summaries for those in an old post which can be found here. When I played now, I didn’t feel like trying again for Grass and Water, but I made a new try for Fire.

You need to win 5 battles in a row in order to beat Restricted Sparring for any type, but I decided to set my goal a little higher. I wanted to get at least 10 wins with every type since that was my lowest streak with the types I had already beaten. When I first started last year, I initially did some failed attempts with Pokémon that weren’t properly trained for the format. This made me realize that I had no chance of beating all remaining types if I only used the Pokémon I already had. In order to win, I had to train a bunch of new Pokémon. After doing a bit of planning, I ended up training a total of 18 new Pokémon. None of the teams I used are original, I took a lot of inspiration from other teams in this thread and I will give credit where it is due (unless it is a popular Pokémon/set which many people have used).

I did this semi-seriously. I EV-trained and IV bred/Hyper Trained most of the Pokémon I used (the only exceptions are some from my old in-game teams) and I gave them proper movesets, but I didn’t max the Dynamax level for all of them, nor did I max PP for all moves. When I played, I looked up opposing sets and speed tiers, but I did not run damage calculations.

I wasn’t sure if I should make a post about this here on the forums, or how seriously I should do it. I changed my mind many times and I almost scrapped this post completely on a few occasions, but I decided to make it in the end. I wasn’t sure if I should try to get all types on the leaderboards, but in the end, I decided to just go for it. There are 16 types to talk about. I don’t have any super long explanations for my teams since I didn’t feel like writing a lot, and a lot of it should be obvious anyway. None of my streaks are super amazing, so keep your expectations low or you’ll be disappointed. My goal with this was not to get high streaks, but to beat all types and have some fun along the way.

Here we go!
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I decided to do the 16 types in order, which meant that Normal was first out. I initially tried with a team of Obstagoon, Indeedee and Dubwool from my in-game teams, but I never got to more than one win with them! After training my 18 new and properly trained Pokémon for Restricted Sparring, I made a new try with three of the new ones which were Normal-types.

Team:

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Indeedee (M) @ Choice Specs ** Rhett Butler
Ability: Psychic Surge
EVs: 6 HP / 252 Sp.att / 252 Spd
IVs: 31/x/31/31/31/31
Nature: Timid
- Expanding Force
- Shadow Ball
- Dazzling Gleam
- Mystical Fire

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Obstagoon (M) @ Flame Orb ** Gorath
Ability: Guts
EVs: 6 HP / 252 Att / 252 Spd
IVs: 31/31/31/x/31/31
Nature: Jolly
- Facade
- Knock Off
- Low Kick
- Seed Bomb

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Diggersby (M) @ Choice Band ** Dugglewoof
Ability: Huge Power
EVs: 252 Att / 6 Sp.def / 252 Spd
IVs: 31/31/31/x/31/31
Nature: Jolly
- Body Slam
- Earthquake
- Bounce
- Wild Charge

Streak: 20

Picture proof:
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This new team still features Indeedee and Obstagoon, but much better ones than the ones from my in-game teams. The third member is a Diggersby. This team is obviously based on this team by Eisenherz. One big reason I decided to go with these three was because of their secondary types, letting me use them for those types later on as well.

Indeedee is a standard special attacker. It can hit really hard with Specs-boosted moves, or it can Dynamax if it needs to get out of the move it is locked into. Expanding Force for STAB, it hits really hard on Psychic Terrain. The other moves are for coverage. A Timid Nature with maxed Sp.att/Speed makes it hard and strong. Psychic Surge is the obvious Ability, setting Psychic Terrain upon entering a battle is great.

Obstagoon is Physical attacker. Facade and Knock Off for STAB, the former gets a strong boost while Obstagoon is statused (Burned), the latter deals extra damage to foes that are still holding their item. Low Kick and Seed Bomb for coverage, though they are more useful as Max Moves, with Max Knuckle boosting Attack and Max Overgrowth setting Grassy Terrain, allowing Obstagoon (and sometimes Diggersby) to recover HP at the end of every turn. Obstagoon holds the Flame Orb in order to get Burned, boosting its Attack to sky-high levels thanks to Guts, but this comes at the cost of its HP decreasing at the end of every turn.

Diggersby is the third and final member of the team. It has Body Slam and Earthquake for STAB, Bounce and Wild Charge for coverage, though they are mostly useful as Max Moves to boost Speed or set Electric Terrain. It holds a Choice Band to hit harder, but it can Dynamax if it needs to switch between moves. Huge Power is the obvious Ability, Diggersby is unfortunately terrible without it.

Battling with this team went much better compared to using my old in-game Pokémon. Though I still had to make two tries. On my first try, I lost in battle #6, don’t remember the situation and I didn’t write it down. I hadn’t reached 10 wins and I hadn’t used any heals, so I decided to try again. From there on, I also decided to look up opposing sets and Speed tiers.

On my second attempt, I had to use my first heal before battle #10, and my second heal soon afterwards. After battle #20, I only had Obstagoon left. In battle #21, a lead Greedent managed to hurt it pretty badly, followed by a Malamar which got a QC activation and KO’d with Superpower before I could do anything more. My streak ended at 20 wins, which was a satisfying start.

This team wasn’t amazing, but it was fun to use, and it was a good start for my proper attempts at Restricted Sparring.
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As mentioned in the intro, I had tried Fire in the past. But I wanted to make a new try with a somewhat different team. It featured two of the Pokémon I used on my previous try, and one new.

Team:

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Cinderace-Gmax (M) @ Shell Bell ** Kick-Ash
Ability: Libero
EVs: 6 HP / 252 Att / 252 Spd
IVs: 31/31/31/x/31/31
Nature: Jolly
- Flare Blitz
- Low Kick
- Bounce
- U-Turn

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Volcarona (F) @ Leftovers ** Firefly Star
Ability: Flame Body
EVs: 84 HP / 36 Def / 252 Sp.att / 6 Sp.def / 132 Spd
IVs: 31/x/31/31/31/31 (Hyper Trained)
Nature: Brave (minted to Modest)
- Bug Buzz
- Fiery Dance
- Giga Drain
- Quiver Dance

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Chandelure (F) @ Expert Belt ** Light Me Up
Ability: Infiltrator
EVs: 20 HP / 4 Def / 252 Sp.att / 4 Sp.def / 230 Spd
IVs: 31/x/31/31/31/31
Nature: Modest
- Flamethrower
- Shadow Ball
- Energy Ball
- Protect

Streak: 38

Picture proof:
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My previous streak was 32, which I had gotten with Cinderace and Chandelure as well as a Centiskorch from my in-game teams. Since I had trained Volcarona to use for Bug later on, I decided to make a new try for Fire with it instead of Centiskorch.

Cinderace is from my Single Battle Tower team, the only difference is that it holds a Shell Bell instead of Life Orb. I suppose I could have changed Flare Blitz to another Fire-type move which doesn’t have recoil, but I didn’t. One thing I learned now is that Shell Bell restores HP after Cinderace has taken recoil from Flare Blitz, which is nice. The other moves are for coverage. Boosting Attack with Max Knuckle or Speed with Max Airstream is nice too. Libero gives it STAB on every move, which is fantastic. This means that the Max moves have a base power of 300 or above if they are Super Effective. G-Max Fireball has a base power of 240 if it is regularly effective, or 480 if it is Super Effective, which is insane. The fact that it ignores opposing Abilities is fantastic too. I didn’t change Cinderace’s Nature or EVs.

Volcarona is the new team member. I got the idea from several people on the leaderboards who have used it to great success on both Fire and Bug. Bug Buzz and Fiery Dance for STAB, the latter also has a chance to boost Sp.att, which is never bad. Giga Drain for coverage and to recover HP while attacking. Quiver Dance to set up, raising both power, special bulk and Speed at the same time! Regarding Max Moves, Max Flare is nice to set Sun, and Max Overgrowth is great to set Grassy Terrain, healing the team. The Speed EVs give it a stat of 137 before boosting, which is an empty Speed tier. It hits 205 Speed after one Quiver Dance, and after two or more, it will outrun every unboosted opponent.

Chandelure is from my Double Battle Tower team, the only difference is that it holds an Expert Belt instead of a Life Orb. I was considering Wise Glasses or Choice Scarf, but I decided to go with the Expert Belt. Flamethrower and Shadow Ball for STAB, Energy Ball for coverage. I decided to keep Protect in the moveset since I didn’t want to make any changes in case I should go back to the Battle Tower in the future (which will never happen). It ended up being surprisingly useful since Protect allows Chandelure to win against opposing Steelix!

Using Max Flare to set Sun or Max Overgrowth to set Grassy Terrain were nice bonuses from the Max moves. The EVs give it a Speed stat of 129, which isn’t optimal for Restricted Sparring since it ties with Pinsir and Toxicroak. I could have changed the EVs and boosted its Speed to 130 (which is an empty Speed tier), but I didn’t.

This team has big weaknesses to both Fire and Rock, but I can sort of get around that thanks to Cinderace’s Libero.

When I played now, I didn’t use Volcarona very much, unfortunately. I feel that I should have used it more. Most battles where just clean sweeps by Cinderace. And I think Chandelure might have been better in the second slot since it was much better as a “lead” towards the end of the streak.

This streak went fairly well. I had to use my first heal after battle #12. At that point, I only had Cinderace left. It still had a lot of PP but only around half of its HP left. I had lost Volcarona and Chandelure due to some unfortunate circumstances, so I felt that I needed to heal. I then used my second heal after battle #26. Cinderace was getting low on PP, Chandelure had fainted, and I had been close to losing Volcarona in the previous battle.

Cinderace then ended up taking heavy damage from some opponents, it fell in battle #32. Volcarona then fell in battle #33 against a Dragalge. After that, Chandelure did very well in the remaining battles. It got several good matchups, allowing me to win. I lost in battle #39. Chandelure had low HP at the start, it managed to beat the opposing lead Volcarona, but fell to the Sharpedo that followed. The streak ended at 38 wins, which is a slight improvement over my previous streak of 32. After losing, I realized that I could have played better, and I considered trying again. But I felt that I didn’t really have the time/interest for it since I had 14 types left to complete.

I’m surprised to see that there are only three people on the leaderboards for Fire. After seeing how great Cinderace is, I had expected more people to use it. I had lots of fun with it, Chandelure and Volcarona were great as well.
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For Electric, I was originally going to train just one new Pokémon and use two fillers, one from my mid-game team and one from my in-game teams. But I ended training two new Pokémon instead of just one, which meant that I only needed one filler, which was the one from my mid-game teams.

Team:

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Xurkitree @ Shell Bell ** ULFS Max
Ability: Beast Boost
EVs: 252 Sp.att / 6 Sp.def / 252 Spd
IVs: 31/31/31/31/31/31 (Hyper Trained)
Nature: Hardy (minted to Timid)
- Thunderbolt
- Rising Voltage
- Grass Knot
- Dazzling Gleam

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Zapdos @ Leftovers ** ElectroZwing
Ability: Pressure
EVs: 150 HP / 4 Def / 252 Sp.att / 4 Sp.def / 100 Spd
IVs: 31/31/31/31/31/31 (Hyper Trained)
Nature: Bold (minted to Timid)
- Rising Voltage
- Hurricane
- Heat Wave
- Roost

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Regieleki @ Magnet ** Lightning
Ability: Transistor
EVs: 196 HP / 252 Sp.att / 10 Sp.def / 52 Spd
IVs: 31/31/31/31/31/31 (Hyper Trained)
Nature: Careful (Minted to Modest)
- Thunderbolt
- Ancient Power
- Swift
- Volt Switch

Streak: 62

Picture proof:
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Xurkitree and Zapdos were the new ones I trained, Regieleki is from my mid-game teams. I was originally planning to only train Zapdos, but I ended up training Xurkitree as well. When I started planning the Pokémon I was going to use for Restricted Sparring, I planned 16 at first. But I realized that if I added two more, it would become 18, which is exactly three full “teams.” So I added two more Pokémon, Xurkitree was the first of them.

The idea of using Xurkitree and Zapdos came from Jumpman16 and sb879 since both of them have used those two Pokémon to great success.

Xurkitree has a standard set. Rising Voltage and Thunderbolt for STAB, the former gets a massive boost during Electric Terrain and has higher BP as a Max Move, the latter hits harder if there’s no Electric Terrain. Grass Knot and Dazzling Gleam for coverage, they are helpful against Ground- and Dragon-types. It has a Timid Nature with maxed EVs in Sp.att and Speed. Beast Boost is great to rack up boosts, letting it hit even harder after one or two kills. Shell Bell to recover HP.

Zapdos has Rising Voltage and Hurricane for STAB, the latter is unfortunately inaccurate, but it is very good as a Max move. Heat Wave for coverage, Roost to heal. The Leftovers lets it heal even more. The EVs are a mix of bulk and offense. It hits a Speed stat of 146, which is an empty Speed tier. It becomes 219 at +1, making it faster than any unboosted opponent.

For the last team member, I used the Regieleki I had trained for my mid-game team. It was mostly used as death fodder, but it did win me some battles. High speed is also great since it outspeeds every unboosted opponent, and many boosted ones too. Thunderbolt hits pretty hard, the other moves aren’t quite as great. Regieleki doesn’t have a particularly great offensive movepool, which is unfortunate.

Having three Special attackers meant potential issues against Blissey. I once met a Blissey when I had Xurkitree out. It was Dynamaxed, at +1 Sp.att, and I think Electric Terrain was active. I managed to 2HKO the Blissey with a 140 BP Max Lightning, which was cool.

I made two attempts here. On my first attempt, I lost in battle #20, hadn’t used any of my heals. I should have healed before battle #20. I was considering it since Xurkitree was burned and at low PP, Zapdos had fainted, Regieleki was asleep and damaged. But dumb as I was, I decided to do one more battle, then heal afterwards. I met a lead Cramorant, Dynamax and Max Lightning, it uses Endure. I KO’d it on the next turn. Next up was a Trevenant. It managed to damage Xurkitree, I beat it but my Dynamax had ended. Last out was an Alakazam. It used Light Screen, I did not KO and it KO’d me with Psychic. Regieleki was faster but did not wake up, it fell to another Psychic. I was quite sour about this loss. What I learned here is that I shouldn’t Dynamax if it isn’t totally necessary. There was no need to Dynamax against the Cramorant, I would have beaten it anyway. But this showed me that the team had the potential to go far, especially since I had gotten to 19 wins without using any of my heals. So I made another try.

On my next try, I had to use my first heal after battle #20. I lost Zapdos to an Escavalier with Metal Burst, Xurkitree was running low on PP, and Regieleki was damaged, so I thought it was best to do it. Then I had to use my second heal after battle #31. I had misplayed and lost both Xurkitree and Regieleki in that battle, so I had no other choice.

After that, it went pretty well. I decided to sacrifice Xurkitree in battle #60. It was up against a lead Appletun and only had PP left for Grass Knot. Zapdos won that battle and two more. I lost in battle #63. When the battle started, both Zapdos and Regieleki were at low HP. I faced a lead Lopunny which was faster than Zapdos, so I sacrificed it and let Regieleki Dynamax, KOing the bunny with a Max Lightning. Next out was a Trevenant which miraculously missed with Poltergeist, allowing me to 2HKO it with Max Lightning. Last out was a Pyukumuku which I KO’d with Thunderbolt, but it took Regieleki down with it thanks to Innards Out. Streak over at 62 wins, which I am really happy about. It is my overall highest streak for Restricted Sparring.

This team was fun, Xurkitree and Zapdos are a great duo. If I had used a better third team member (like Magnezone or Raikou) I could probably have gotten even farther.
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For Ice, it was the same as for Electric. I trained two new Pokémon and took the last one from my mid-game teams.

Team:

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Darmanitan-G (M) @ Shell Bell ** Snowsmasher
Ability: Zen Mode
EVs: 6 HP / 252 Att / 252 Spd
IVs: 31/31/31/2/31/31
Nature: Adamant
- Icicle Crash
- Flare Blitz
- Earthquake
- U-Turn

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Weavile (F) @ Expert Belt ** Snowclash
Ability: Pressure
EVs: 6 HP / 252 Att / 252 Spd
IVs: 31/31/31/x/31/31 (Hyper Trained)
Nature: Jolly
- Throat Chop
- Ice Punch
- Low Kick
- Dig

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Mamoswine (M) @ Leftovers ** Manfred
Ability: Thick Fat
EVs: 6 HP / 252 Att / 252 Spd
IVs: 31/31/31/x/31/31
Nature: Jolly
- Icicle Crash
- Earthquake
- Superpower
- Iron Head

Streak: 17

Picture proof:
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Darmanitan-G is from my mid-game teams, while I got the idea of using Weavile and Mamoswine from people on the leaderboards. Dialganet2 had used both Weavile and Mamoswine, while Eisenherz had used Mamoswine, which was the inspiration for me to use these two.

Darmanitan-G has Icicle Crash for STAB, Flare Blitz for coverage (and STAB if Zen Mode is activated), Earthquake for coverage, and U-Turn in the last slot. It is not made for Restricted Sparring, and I guess it shows. Gorilla Tactics is obviously the better Ability, but I bred it with Zen Mode since it was more fun, and when it comes to in-game use, I prefer to be able to switch between moves.

Weavile has Throat Chop and Ice Punch for STAB, Low Kick and Dig for coverage. Though they are better used as Max moves, with Max Knuckle boosting Attack and Max Quake not needing a charging turn.

Mamoswine has Icicle Crash and Earthquake for STAB, Superpower and Iron Head for coverage. I really wanted to use Peck, but had to skip it since it is a transfer-only move. Thick Fat reduces the damage taken from Ice- and Fire-type moves, which is great.

This team doesn’t have particularly great defensive synergy since it is super-weak to both Fighting and Steel, it also has issues against Rock.

I wasn’t expecting to get super far, but getting past 10 wins should at least be possible. I made one try here. I had to use my first heal after battle #7. Darmanitan was getting low on PP and Mamoswine had fainted. Then in battle #8, Darmanitan fainted due to heavy misplay, and Weavile fell in battle #9. I used my second heal afterwards. Darmanitan fainted again in Battle #11, and Weavile in battle #12. I only had Mamoswine left, but it managed to solo several battles afterwards, exceeding my expectations. It finally fell in battle #18. First was a lead Porygon2 which I beat since it did some really stupid moves, followed by a Quagsire which I lost against. The streak ended at 17 wins, which isn’t amazing but it felt good enough.
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For Fighting, I initially made a try with Urshifu-Rapid and Hitmontop from my mid-game teams, and a Sirfetch’d from my in-game teams. This got me to 16 wins. But since I was going to train a Pokémon for a different type later on, which also happened to be a Fighting-type, I decided to make a new try with it over Sirfetch’d.

Team:

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Heracross (M) @ Shell Bell ** Gregor Samsa
Ability: Moxie
EVs: 6 HP / 252 Att / 252 Spd
IVs: 31/31/31/x/31/31
Nature: Jolly
- Pin Missile
- Low Kick
- Bullet Seed
- Rock Slide

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Urshifu-Rapid-Gmax (M) @ Choice Band ** Flow Breaker
Ability: Unseen Fist
EVs: 6 HP / 252 Att / 252 Spd
IVs: 31/31/31/1/31/31 (Hyper Trained)
Nature: Impish (Minted to Adamant)
- Close Combat
- Surging Strikes
- Thunder Punch
- Ice Punch

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Hitmontop (M) @ Expert Belt ** Upside Down
Ability: Technician
EVs: 34 HP / 252 Att / 4 Def / 4 Sp.def / 216 Spd
IVs: 31/31/31/13/31/31
Nature: Adamant
- Close Combat
- Brutal Swing
- Bullet Punch
- Triple Axel

Streak: 26

Picture proof:
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Heracross was the new Pokémon I trained here, inspired by many other players who have used it. Looking at the leaderboards now, Eisenherz is the only one who have used it for Fighting, while everyone except DrDimentio and CTNC have used it for Bug. It has Pin Missile and Low Kick for STAB, the former has a lot of PP which is nice. Bullet Seed and Rock Slide for coverage. Moxie is a great Ability which lets Heracross acquire Attack boosts as it defeats opponents.

Urshifu-Rapid is from my mid-game teams. I had previously used it for Water where it worked well, so I decided to use it for Fighting as well. It has Close Combat and Surging Strikes for STAB, BoltBeam punches for coverage. It is really fast and powerful. Being able to Gigantamax is a nice boost too.

Hitmontop is also from my mid-game teams. It isn’t super great, but it worked. It has Close Combat for STAB, the other moves are for coverage, they also get a Technician boost.

There was a fourth Pokémon I could have used, a Fighting-type which I had primarily trained to use for another type later on, but I decided to not use it.

With these three, I got a better streak than when I used Sirfetch’d. I had to use my first heal after battle #10. Heracross had fainted and Urshifu was damaged, so it felt like the right choice. I then used my second heal after battle #19. Heracross had fainted once more, while Urshifu was damaged and burned.

Heracross fell in battle #23 against a lead Ribombee followed by a Boltund. I won a few more battles, but lost in battle #27. A lead Emolga beat Urshifu. Hitmontop beat the Emolga and the Salazzle that followed, but fell to a Rotom which was the last opposing Pokémon. Streak over at 26 wins. Far from amazing, but I’m okay with it. I think the team might have potential to go further, but I didn’t feel like trying again.

One thing I noticed when battling with this team was that it had a massive weakness to Ribombee. It could outspeed and OHKO the entire team, my best shot at killing it was with Hitmontop’s Bullet Punch.
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For Poison, I trained two new Pokémon and used one from my in-game teams as a filler.

Team:

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Nihilego @ Black Sludge ** I Am Nothing
Ability: Beast Boost
EVs: 6 HP / 252 Sp.att / 252 Spd
IVs: 31/31/31/31/31/31 (Hyper Trained)
Nature: Calm (minted to Timid)
- Power Gem
- Sludge Wave
- Grass Knot
- Dazzling Gleam

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Naganadel @ Shell Bell ** Cryptobiotic
Ability: Beast Boost
EVs: 252 Sp.att / 6 Sp.def / 252 Spd
IVs: 31/30/31/31/31/31 (Hyper Trained)
Nature: Hasty (minted to Modest)
- Sludge Wave
- Dragon Pulse
- Flamethrower
- Thunderbolt

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Toxtricity (F) @ Choice Scarf
Ability: Punk Rock
EVs: bad
IVs: bad
Nature: Quirky
- Overdrive
- Sludge Bomb
- Hex
- Boomburst

Streak: 39

Picture proof:
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I got the idea of using Nihilego from several other players who have used it for both Poison and Rock. Power Gem and Sludge Wave for STAB, Grass Knot and Dazzling Gleam for coverage. It is fast and hits hard, it can also boost its Sp.att with Beast Boost and Max Ooze. Using Sludge Wave instead of Dynamaxing can sometimes be the better option since it has higher base power than Max Ooze! Unfortunately, Nihilego has no way to hit Steel-types.

Next up, another Ultra Beast. Naganadel has also been used by several people on the leaderboards. It has two STAB moves and two coverage moves. Like Nihilego, it can boost by attacking, making it stronger and stronger as the battle goes on.

The third team member is a Toxtricity from my in-game teams, which is just a filler. It isn’t very good, there’s not much to say about it. I gave it a Choice Scarf so that it could hopefully outrun and maybe revenge kill something, but I recall that it was quite slow even with the Scarf.

I made two tries here. On my first try, I only got to 5 wins, I lost in battle 6 against a lead Klinklang. It made me think about changing my lead to Naganadel to give me a better matchup, but I didn’t make the change.

My second try went much better. I didn’t expect to get super far, but it went better than expected. I had to use my first heal after battle #7, both Nihilego and Toxtricity had fainted so I had no other choice. I used my second heal after battle #17, Toxtricity had fainted again and Nihilego was getting low on PP.

Nihilego then fell against a Bisharp, don’t remember in which battle. I hadn’t Dynamaxed, perhaps it could have lived if I had. I then lost in battle #40. Before the battle, both Naganadel and Toxtricity were damaged. A lead Talonflame with Gale Wings wasted Naganadel’s Dynamax turns with Fly. Naganadel beat it with Max Lightning, but my Dynamax ended afterwards. Next was a Runerigus which tanked a Flamethrower (I had no PP left for Dragon Pulse) and KO’d with Night Shade. It then survived a Hex from Toxtricity and KO’d with Earth Power. Streak over at 39 wins.

This streak went surprisingly well, and the team was fun to use. Nihilego and Naganadel were both great, and both of them would see more action for their other types later on.

This was the last streak I did in 2023. All of the following streaks were done now in 2024.
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Ground was first out for 2024. I went with two Pokémon from previous teams, and one new.

Team:

excadrill.png
shellbell.png

Excadrill (F) @ Shell Bell ** Steelrend
Ability: Sand Rush
EVs: 6 HP / 252 Att / 252 Spd
IVs: 31/31/31/x/31/31 (Hyper Trained)
Nature: Gentle (minted to Adamant)
- Earthquake
- Iron Head
- Rock Slide
- Brick Break

diggersby.png
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Diggersby (M) @ Choice Band ** Dugglewoof
Ability: Huge Power
EVs: 252 Att / 6 Sp.def / 252 Spd
IVs: 31/31/31/x/31/31
Nature: Jolly
- Body Slam
- Earthquake
- Bounce
- Wild Charge

mamoswine.png
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Mamoswine (M) @ Leftovers ** Manfred
Ability: Thick Fat
EVs: 6 HP / 252 Att / 252 Spd
IVs: 31/31/31/x/31/31
Nature: Jolly
- Icicle Crash
- Earthquake
- Superpower
- Iron Head

Streak: 14

Picture proof:
ViKsF32.jpg


Excadrill is the new addition here. Earthquake and Iron Head for STAB, Rock Slide and Brick Break for coverage. As Max Moves, they set Sandstorm and boost Attack, respectively. The former is useful in combination with Sand Rush, allowing Excadrill to outspeed every unboosted opponent when Sandstorm is up. I thought about using Sand Force, but decided to go with Sand Rush instead since Excadrill already has Max Knuckle to boost Attack. Another option would have been a Flying-type move like Aerial Ace to give it access to Max Airstream, but I scrapped it as well.

Diggersby and Mamoswine are the same as I used for Normal and Ice.

I had to use my first heal after battle #3. A team of Marowak/Heracross/Cinccino beat Excadrill and Diggersby, I only had Mamoswine with 8 HP left at the end of the battle, leaving me with no choice but to heal. After that, Excadrill fainted in battle #6. It got Paralyzed by a Passimian, followed by a Drednaw which KO’d. Diggersby took some heavy damage in Battle #9, so I decided to use my second heal afterwards.

Diggersby fainted again in Battle #12. It took heavy damage from a lead Pyukumuku, and lost to the Grapploct that followed. If I had been smarter, I would have used Max Airstream for a safe KO instead of Max Strike/Quake (don’t remember which I used). Excadrill then fell against a Quagsire in battle #13. Mamoswine got paralyzed by a Passimian in battle #14, which caused it to lose against a Gallade and Escavalier in Battle #15. Streak over at 14 wins.

This team wasn’t very good, it didn’t have super great defensive synergy either because of massive weaknesses to both Fighting and Water. But it got me more than the 10 wins I was after, so that’s good.
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Time to leave the Ground and soar up into the air! Flying was next up. I went with one Pokémon from my Battle Tower teams, one I had used on a previous team, and one new.

Team:

gyarados.png
shellbell.png

Gyarados (M) @ Shell Bell ** Ophion
Ability: Moxie
EVs: 14 HP / 252 Att / 4 Def / 4 Sp.def / 236 Spd
IVs: 31/31/31/x/31/31
Nature: Adamant
- Waterfall
- Bounce
- Earthquake
- Dragon Dance

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Zapdos @ Wise Glasses ** ElectroZwing
Ability: Pressure
EVs: 150 HP / 4 Def / 252 Sp.att / 4 Sp.def / 100 Spd
IVs: 31/31/31/31/31/31 (Hyper Trained)
Nature: Bold (minted to Timid)
- Rising Voltage
- Hurricane
- Heat Wave
- Roost

celesteela.png
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Celesteela @ Leftovers ** Aerie Summit
Ability: Beast Boost
EVs: 164 HP / 252 Att / 20 Def / 44 Sp.def / 30 Spd
IVs: 31/31/31/31/31/31 (Hyper Trained)
Nature: Serious (minted to Adamant)
- Heavy Slam
- Fly
- Earthquake
- Leech Seed

Streak: 37

Picture proof:
PFw6Mni.jpg


Gyarados is from my Battle Tower teams, but with a Shell Bell instead of Lum Berry. Like Urshifu, I had used it for Water in the past. It had worked well for Water, so I used it here as well. Unlike in the Battle Tower, it is the lead instead of being in the backline. Waterfall and Bounce for STAB, Earthquake to destroy Electric-types. Dragon Dance to boost, a bit riskier here compared to the Tower, but still good from time to time. Max Geyser sets Rain, Max Airstream boosts Speed, and Max Quake boosts Sp.def, which is very nice. Moxie is a great Ability, letting it gain boosts as it keeps on winning. If I Dynamax, use Max Airstream and get a KO, it is pretty much a “Max Dragon Dance”, while defeating the opponent at the same time! The Speed EVs give it a Speed stat of 131, which is nice as it is an empty Speed tier. If I had changed the EVs and maxed its Speed, it would have been 133, which would have allowed it to outspeed Barraskewda after one Dragon Dance. Though I’m not sure how much of a difference it would have made.

Zapdos is the same as for Electric, but with Wise Glasses instead of Leftovers.

Celesteela is a new addition. It was the very last Pokémon I added to the 18 new ones I trained for Restricted Sparring. It is a fairly uncommon choice for the format, the only other players who have used it are DrDimentio and CTNC. My set was mostly inspired by the one used by DrDimentio.

Heavy Slam and Fly for STAB, Earthquake for coverage. Leech Seed to drain HP from opponents, which is never bad. It could be used in combination with Fly to drain HP while avoiding opposing moves at the same time. The Speed EVs give it a Speed stat of 85, which is an empty speed tier. I EV’d it to have max Attack, which makes it hit unexpectedly hard and lets it get an Attack boost from Beast Boost. The fun thing is that when it is Dynamaxed, the Max Moves allow it to boost its other stats as well: Airstream raises Speed, Quake raises Sp.def, and Steelspike raises Defense. Thus, it can boost all of its important stats, making it a pseudo-omnibooster!

I had to use my first heal after battle #11. I had lost both Gyarados and Zapdos against a Barraskewda and a Marowak. I only had Celesteela left and it was damaged, so no choice but to heal. I then used my second heal after battle #20, mostly as a safety measure. Gyarados was low on PP but had high HP, Zapdos was damaged and Celesteela was at high health.

After that, I decided to sacrifice Gyarados in battle #33. It was up against a lead Drifblim, and it only had PP left for Earthquake and Dragon Dance, so it didn’t feel worth keeping. Celesteela then fainted in battle #34 against the odd combination of Obstagoon/Talonflame/Klinklang. After that, Zapdos won a few more battles on its own, before finally falling in battle #38 against a Quagsire. It would have won if Hurricane hadn’t missed (I had already used up all Dynamax turns). Streak over at 37 wins, which is a nice result.

This team was fun to play with and I got over 30 wins, which is great.
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For Psychic, I used two new Pokémon and one from a previous team.

Team:

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shellbell.png

Tapu Lele @ Shell Bell ** Psychologic
Ability: Psychic Surge
EVs: 6 HP / 252 Sp.att / 252 Spd
IVs: 31/31/31/31/31/31 (Hyper Trained)
Nature: Timid
- Psyshock
- Moonblast
- Energy Ball
- Calm Mind

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Indeedee (M) @ Choice Specs ** Rhett Butler
Ability: Psychic Surge
EVs: 6 HP / 252 Sp.att / 252 Spd
IVs: 31/x/31/31/31/31
Nature: Timid
- Expanding Force
- Shadow Ball
- Dazzling Gleam
- Mystical Fire

latios.png
leftovers.png

Latios (M) @ Leftovers ** Dragonflight
Ability: Levitate
EVs: 6 HP / 252 Sp.att / 252 Spd
IVs: 31/x/31/31/31/31 (Hyper Trained)
Nature: Adamant (minted to Timid)
- Dragon Pulse
- Psychic
- Mystical Fire
- Thunderbolt

Streak: 21

Picture proof:
YnfHhWB.jpg


I got the idea of using Tapu Lele from sb879 and DrDimentio. Psyshock and Moonblast for STAB, I think the reason I went with Psyshock over Psychic was to have a better option against Blissey. Energy Ball to hit Water-, Ground- and Rock-types harder, Calm Mind to boost if given the opportunity. Psychic Surge gives an instant boost to Psychic-type moves, which is nice. Timid with maxed EVs in Sp.att and Speed makes it fast and strong. Unfortunately, all of Lele’s moves are resisted by Steel-types.

Indeedee is the same as I used for Normal.

Latios is the third member of the team. It seems to be an uncommon choice for Restricted Sparring as nobody on the leaderboards have used it. Dragon Pulse and Psychic for STAB, I suppose I could have used Psyshock here as well (it would have made things easier the one time I faced a Blissey with this team). Mystical Fire and Thunderbolt for coverage. It has the same Nature/EVs as Lele, no need for something else. Latios is really fast, it has a Speed stat of 178, exactly one point above opposing Salazzle! Levitate is a mixed bag, though. It takes no damage from Ground-type moves, but it doesn’t get a boost from Psychic Terrain either.

I had to use my first heal after battle #5, both Lele and Indeedee had fainted. Then I used my second heal after battle #12. Latios had fainted while Lele was getting low on PP.

Lele then fell in battle #17 to a Kangaskhan. Indeedee fell in battle #21 to a Torkoal, and Latios was defeated by a Lycanroc-Midday in battle #22. I got 21 wins in a row, which is an okay result.
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For Bug, I went with two Pokémon from previous teams and one new.

Team:

heracross.png
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Heracross (M) @ Shell Bell ** Gregor Samsa
Ability: Moxie
EVs: 6 HP / 252 Att / 252 Spd
IVs: 31/31/31/x/31/31
Nature: Jolly
- Pin Missile
- Low Kick
- Bullet Seed
- Rock Slide

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Durant (M) @ Muscle Band ** Extravagant
Ability: Hustle
EVs: 6 HP / 252 Att / 252 Spd
IVs: 31/31/31/x/31/31
Nature: Jolly
- X-Scissor
- Iron Head
- Rock Slide
- Stomping Tantrum

volcarona.png
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Volcarona (F) @ Leftovers ** Firefly Star
Ability: Flame Body
EVs: 84 HP / 36 Def / 252 Sp.att / 4 Sp.def / 132 Spd
IVs: 31/x/31/31/31/31 (Hyper Trained)
Nature: Brave (minted to Modest)
- Bug Buzz
- Fiery Dance
- Giga Drain
- Quiver Dance

Streak: 36

Picture proof:
1OHLPgz.jpg


Heracross is the same as for Fighting.

Durant is a new addition. On the leaderboards, it is a popular choice for both Bug and Steel, many players have used it. In past generations, it was a popular choice in the Subway/Maison/Tree thanks to TruAnt, but here, it works more like a regular Pokémon. X-Scissor and Iron Head for STAB, Rock Slide and Stomping Tantrum for coverage. Hustle is a great Ability for a Dynamax Pokémon. It usually boosts Attack at the cost of Accuracy, but since Max moves always hit, the Accuracy loss doesn’t matter! However, sometimes I had to attack with Durant without being Dynamaxed. It was very risky, and unfortunately, it often missed. Durant holds a Muscle Band to give a slight power boost to all of its moves. It has maxed EVs in Attack and Speed, it doesn’t need anything else. This gives it a Speed stat of 177, which is really great.

Volcarona is the same as for Fire.

My experiences with Bug were… odd, to say the least. I actually made several tries here. At first, I got into some really bad situations in the earliest battles, putting me in bad positions right from the start, so I restarted a few times. I also lost against an Alakazam on one streak before I even reached 5 wins! But I kept trying, and in the end, it went much better.

On my successful streak, I had to use my first heal after battle #12. Heracross and Volcarona were both damaged. I then used my second heal after battle #24, Heracross had fainted and Durant was damaged.

I sacrificed Heracross in battle #30 against a lead Passimian, Heracross was damaged and I wasn’t sure what else to do. After that, I lost in battle #37 against a lead Clawitzer. Durant was at very low HP and fell to an Aqua Jet, while Volcarona was damaged from previous battles. It used Giga Drain but didn’t KO, and the HP it recovered was not enough for it to survive a Water Pulse. Streak over at 36 wins.

After how badly it went at first, I’m really happy with how this streak went. The team was fun, but I feel that I had to learn how to properly use it before I could get a satisfying streak.
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After Bug, it was time to Rock! I used one new Pokémon, one I had used on a previous team, and the last one was a filler from my in-game teams.

Team:

nihilego.png
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Nihilego @ Black Sludge ** I Am Nothing
Ability: Beast Boost
EVs: 6 HP / 252 Sp.att / 252 Spd
IVs: 31/31/31/31/31/31 (Hyper Trained)
Nature: Calm (minted to Timid)
- Power Gem
- Sludge Wave
- Grass Knot
- Dazzling Gleam

terrakion.png
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Terrakion @ Shell Bell ** Iron Horns
Ability: Justified
EVs: 252 Att / 6 Sp.def / 252 Spd
IVs: 31/31/31/x/31/31 (Hyper Trained)
Nature: Modest (minted to Jolly)
- Rock Slide
- Sacred Sword
- Iron Head
- Zen Headbutt

drednaw.png
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Drednaw (F) @ Leftovers
Ability: Shell Armor
EVs: bad
IVs: bad
Nature: Timid
- Liquidation
- Rock Slide
- High Horsepower
- False Swipe

Streak: 23

Picture proof:
imevKb7.jpg


Nihilego is the same as for Poison.

Terrakion is a new addition. I got the idea from several people on the leaderboards who have used it for Rock. It has a standard moveset, with double STABs and two coverage moves. Max Attack and Speed with Jolly, no need to make it complicated. It has a Speed stat of 176, which is really fast.

Drednaw is from my in-game teams, it is purely a filler Pokémon. It isn’t very good, obviously. I was considering getting rid of False Swipe for something else, but decided to keep it since it wouldn’t really matter in the end. Drednaw was mostly used as death fodder, but it did get a few KOs from time to time, and it was able to tank a few hits as well.

How did this go? At first, not very well. Like for Bug, I restarted several times after the earliest battles since I got into many bad situations, including some battles where I was close to losing. I realized that this team just wasn’t very good, and that I couldn’t expect to go very far. Rock is a difficult type since it has many weaknesses, and it feels like many opposing sets carry at least one move that can hit Rock-types for super effective damage.

On my winning attempt, things finally went better. I had to use my first heal after battle #8, both Nihilego and Drednaw had fainted. Then I had to use my second heal after battle #10 since both Nihilego and Drednaw had fainted once again.

I ended up sacrificing Drednaw in battle #13. I sent it out against a Perrserker which it beat, it then lost to the Pikachu that followed. I felt that I’d much rather have both Nihilego and Terrakion left at full health than one of them damaged alongside a damaged Drednaw. Nihilego fell in battle #17. I misplayed against a lead Bisharp and Nihilego was defeated by the Boltund that appeared afterwards. After that, Terrakion took heavy damage and got poisoned by an Accelgor, but it still managed to win several battles afterwards, as the hero of justice that it is! It got all the way to battle #24, where it lost against the last Pokémon, a Pyukumuku. Terrakion didn’t have much HP left and fell to the damage from Innards Out. Streak over at 23 wins.

This was another streak that went better than I initially expected. One thing I considered here was to use Terrakion as the lead instead of Nihilego. That would have given me a better chance of beating Steel-types, and Terrakion was a really great “lead” in the last parts of the streak. But using Nihilego as the lead worked. I’m not sure which would have been better.
Turns out that this got too long for just one post (even if I really tried to keep things brief), so it will be continued in the next post.
 
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Here's the rest of the types.
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A little late since Halloween was over when I did this, but the next type on the list was Ghost. I originally made a try with Chandelure from my Double Battle Tower team, Spectrier from my mid-game teams, and a filler Polteageist from my in-game teams. This got me to 11 wins. But since I had trained a Ghost-type for a different type later on, I decided to make another try with it over Polteageist.

Team:

mimikyu.png
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Mimikyu (F) @ Shell Bell ** Tether
Ability: Disguise
EVs: 6 HP / 252 Att / 252 Spd
IVs: 31/31/31/x/31/31 (Hyper Trained)
Nature: Jolly
- Shadow Claw
- Play Rough
- Wood Hammer
- Swords Dance

chandelure.png
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Chandelure (F) @ Expert Belt ** Light Me Up
Ability: Infiltrator
EVs: 20 HP / 4 Def / 252 Sp.att / 4 Sp.def / 230 Spd
IVs: 31/x/31/31/31/31
Nature: Modest
- Flamethrower
- Shadow Ball
- Energy Ball
- Protect

spectrier.png
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Spectrier @ Leftovers ** Headless
Ability: Grim Neigh
EVs: 160 HP / 160 Sp.att / 190 Spd
IVs: 31/15-16/31/31/31/31 (Hyper Trained)
Nature: Jolly (Minted to Timid)
- Shadow Ball
- Swift
- Substitute
- Nasty Plot

Streak: 27

Picture proof:
rueQXtn.jpg


Mimikyu is the new member here. I got the idea of using it from several people on the leaderboards who have used it. It has been used by everyone who has a streak for Ghost, and DrDimentio is the only one who hasn’t used it for Fairy. I went with a standard set. Two STABs alongside Wood Hammer, which was used for coverage and to set up Grassy Terrain. Swords Dance to boost. Mimikyu is great since it can take at least one hit thanks to Disguise (in most situations), allowing it to set up a Swords Dance and become really powerful.

Chandelure is the same as for Fire.

Spectrier is from my mid-game teams. An odd pick, but it was what I had. As everyone knows, this not-headless horse has great offensive stats and a solid Ability, but a terrible movepool. Shadow Ball is the mandatory STAB Move, Swift for “coverage”. Substitute was very situational, but it could be used to gain an advantage in some battles. Nasty Plot to set up if given the opportunity. Grim Neigh is a great Ability, boosting Sp.att after defeating an opponent is nice. I don’t remember why I EV’d it the way I did, it has a weird mix of bulk, power and speed. I wish I had maxed its EVs in Sp.att to make it hit harder as it missed out on some KOs at various points during the streak.

I made two attempts here. My first try ended at 15 wins, I lost in battle #16 against a Magnezone and Golisopod. I might have been able to win if I had played better, but I got in a pretty bad situation. Since I had only used one heal, and since I felt that the team was capable of getting a better streak, I decided to try again.

On my second streak, I had to use my first heal after battle #8. Both Mimikyu and Chandelure had fainted, so I had no other choice. I then used my second heal after battle #15. Chandelure had fainted and Mimikyu was getting low on PP. I didn’t want to take any unnecessary risks, so I felt that it was time to heal again.

Mimikyu then fell in battle #21. It got Paralyzed from a Galvantula’s Thunder, so I decided to just sacrifice it. Chandelure fell in battle #23 against a lead Kingdra, it felt better to sacrifice it than to send in Spectrier. After that, Spectrier managed to win some battles on its own, before finally falling in battle #28 against a Dragalge. Streak over at 27 wins.

This team was really fun to use. All three team members were great in their own right, though a majority of the battles were just cleans sweeps by Mimikyu. There were also two really fun situations along the way. The first one was against a lead Kommo-o, which couldn’t touch Mimikyu since it only knows Dragon- and Fighting-type moves. This allowed me to set up three Swords Dances and auto-win the whole battle. The second was a similar situation, where I had Spectrier out and met a Scrafty. I set up a Substitute so it couldn’t use Swagger. Since it only has Normal- and Fighting-type moves, it couldn’t touch me, so I used the opportunity to let Spectrier get fully healed with Leftovers before I defeated the Scrafty.

Just for fun, here's a bonus image from the streak, where Mimikyu is about to defeat an opposing Ribombee:

XKp0vdM.jpg


And that’s it for Ghost.
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For Dragon, I used two Pokémon from previous teams and one filler from my in-game Tundra Team.

Team:

naganadel.png
shellbell.png

Naganadel @ Shell Bell ** Cryptobiotic
Ability: Beast Boost
EVs: 252 Sp.att / 6 Sp.def / 252 Spd
IVs: 31/30/31/31/31/31 (Hyper Trained)
Nature: Hasty (minted to Modest)
- Sludge Wave
- Dragon Pulse
- Flamethrower
- Thunderbolt

latios.png
leftovers.png

Latios (M) @ Leftovers ** Dragonflight
Ability: Levitate
EVs: 6 HP / 252 Sp.att / 252 Spd
IVs: 31/x/31/31/31/31 (Hyper Trained)
Nature: Adamant (minted to Timid)
- Dragon Pulse
- Psychic
- Mystical Fire
- Thunderbolt

dragapult.png
expertbelt.png

Dragapult (F) @ Expert Belt
Nature: Mild
EVs: bad
IVs: bad
Ability: Infiltrator
- Dragon Darts
- Shadow Ball
- Flamethrower
- Thunderbolt

Streak: 34

Picture proof:
QqJRQfx.jpg


Naganadel is the same as I used for Poison, while Latios is the same as I used for Psychic.

Dragapult is a filler from my in-game Tundra Team. Since I had only trained two Dragon-types for Restricted Sparring, I had to use something else as my third team member. I had used a few Dragon-types on my in-game teams, and I settled for this Dragapult since it felt like it could work the best. It is a mixed attacker with Dual STABs and two coverage moves. I gave it an Expert Belt to hold to power up its Super effective moves a bit. It is also pretty fast with a Speed stat of 161, which is nice.

Here, I had to use my first heal after battle #12. It was supposed to be after battle #11 as both Latios and Dragapult had fainted, but I accidentally forgot to heal and got into battle #12, which made me really nervous. Even worse, the first opponent was a Pyukumuku! Fortunately, it was stupid enough to use Counter instead of Mirror Coat against Naganadel, allowing me to win the whole battle. I made sure to heal afterwards.

I then used my second heal after battle #19. Naganadel had fainted while both Latios and Dragapult were damaged, so I healed in order to be safe.

I ended up losing in battle #35. Before the battle, I had all three team members alive. I decided to sacrifice Naganadel against the lead Sandaconda, it was getting low on PP and didn’t feel worth keeping. I was about to revenge kill with Latios, but the snake got a QC activation and beat Latios before I could move. Dragapult beat the Sandaconda, but lost to the Seaking that appeared afterwards. Streak ended at 34 wins.

The loss was quite dumb, but I still got a quite good streak. Naganadel and Latios were great, and Dragapult was okay in the few battles it participated in.
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For Dark, I went with one Pokémon from my Double Battle Tower team, while the other two were from previous teams.

Team:

bisharp.png
shellbell.png

Bisharp (M) @ Shell Bell ** Paladin
Ability: Defiant
EVs: 38 HP / 252 Att / 4 Def / 4 Sp.def / 212 Spd
IVs: 31/31/31/x/31/31
Nature: Adamant
- Throat Chop
- Iron Head
- Low Kick
- Protect

obstagoon.png
flameorb.png

Obstagoon (M) @ Flame Orb ** Gorath
Ability: Guts
EVs: 6 HP / 252 Att / 252 Spd
IVs: 31/31/31/x/31/31
Nature: Jolly
- Facade
- Knock Off
- Low Kick
- Seed Bomb

weavile-f.png
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Weavile (F) @ Expert Belt ** Snowclash
Ability: Pressure
EVs: 6 HP / 252 Att / 252 Spd
IVs: 31/31/31/x/31/31 (Hyper Trained)
Nature: Jolly
- Throat Chop
- Ice Punch
- Low Kick
- Dig

Streak: 12

Picture proof:
K0kJre6.jpg


Bisharp is a new addition here, taken straight from my Double Battle Tower team, but with a Shell Bell over Expert Belt. It has Throat Chop and Iron Head for STAB, Low Kick for coverage, getting an Attack boost with Max Knuckle is great too. Unfortunately, it is quite slow here since it doesn’t have Tailwind support. It has a Speed stat of 117, which is low for Restricted Sparring. It also Speed ties with Falinks, which isn’t exactly great.

Obstagoon and Weavile are the same as I used for Normal and Ice.

This team is obviously not very good. It has a massive weakness to Fighting, and there are far too many other shared weaknesses as well. Plus, it has three Physical attackers, giving me issues against Pokémon with high Defense. During the streak, I came close to losing to a Cloyster on one occasion.

I had to use my first heal as early as after battle #2. Bisharp and Weavile had fainted while Obstagoon was heavily damaged. I then used my second heal after battle #6, Bisharp and Obstagoon had fainted.

Bisharp fell in battle #9 to a lead Lanturn. I couldn’t think of any chance of winning and felt that I’d rather keep Obstagoon and Weavile alive, so I sacrificed it. Obstagoon then fell in battle #10. I was up against a lead Pikachu which used Quick Attack, Obstagoon was at low HP after the previous battle. It might have lived if I had Dynamaxed, or even better, if I had switched to Weavile. After that, Weavile fell in battle #13. The lead was a Corviknight which hit really hard with Steel Beam, I beat it but the next opponent was an Accelgor which was faster than Weavile and KO’d with Leech Life. Streak ended at 12 wins.

I decided to not try again since I had reached my goal of getting at least 10 wins, and the team didn’t feel very good. I felt that my odds of getting a better streak were very low.
tSWxUrY.png


The second last type was Steel. Here, I just used three Pokémon from previous teams.

Team:

durant.png
muscleband.png

Durant (M) @ Muscle Band ** Extravagant
Ability: Hustle
EVs: 6 HP / 252 Att / 252 Spd
IVs: 31/31/31/x/31/31
Nature: Jolly
- X-Scissor
- Iron Head
- Rock Slide
- Stomping Tantrum

excadrill.png
shellbell.png

Excadrill (F) @ Shell Bell ** Steelrend
Ability: Sand Rush
EVs: 6 HP / 252 Att / 252 Spd
IVs: 31/31/31/x/31/31 (Hyper Trained)
Nature: Gentle (minted to Adamant)
- Earthquake
- Iron Head
- Rock Slide
- Brick Break

celesteela.png
leftovers.png

Celesteela @ Leftovers ** Aerie Summit
Ability: Beast Boost
EVs: 164 HP / 252 Att / 20 Def / 44 Sp.def / 30 Spd
IVs: 31/31/31/31/31/31 (Hyper Trained)
Nature: Serious (minted to Adamant)
- Heavy Slam
- Fly
- Earthquake
- Leech Seed

Streak: 44

Picture proof:
RmkMg1W.jpg


Durant from Bug, Excadrill from Ground, Celesteela from Flying. I could have used Bisharp from Dark, but it didn’t feel as reliable as those three.

Durant worked really well as a lead, it could solo many battles all on its own. But as said during Bug, it is very reliant on Dynamax, attacking without Dynamaxing is very risky because of Hustle.

I used my first heal after battle #13. Celesteela had fainted while both Durant and Excadrill were damaged, so it felt like I had to do it. I then used my second heal after battle #23. In said battle, I had faced a Zoroark which had cleverly disguised itself as a Scizor. It managed to defeat both Durant and Celesteela, so I had no other choice but to heal.

It went pretty well afterwards. Excadrill and Celesteela both fell in battle #42. A Kingler tanked a Max Quake from Excadrill and KO’d with Crabhammer. Celesteela beat it but lost to the Magnezone that appeared afterwards, which I beat with Durant. After that, Durant managed to solo two more battles, before it lost in battle #45. It had no PP left and Struggled against the lead Vileplume which beat it with Moonblast afterwards. Streak over at 44 wins.

This went really well. My second highest streak, and my second streak that got me past 40 wins. This team was fun to use, and quite good too.
1ux6z1K.png


Lastly, we have my favorite type, Fairy! While it is the last type I completed, it was actually the very first type I ever tried for Restricted Sparring. Back when the Isle of Armor had just been released, after I had beaten the story and unlocked Restricted Sparring, I decided to try it with some of my in-game Pokémon just to see how it was. Since Fairy is my favorite type, and since it was one of the types I had trained at least three Pokémon for, I tried with Rapidash-G, Grimmsnarl and Hatterene from my in-game teams. But it didn’t go very well as I lost in the very first battle! Now, to close the circle, it was time again. But this time, my goal was to win.

The Pokémon I used now were two I had used on previous teams, and one from my Double Battle Tower team.

Team:

mimikyu.png
shellbell.png

Mimikyu (F) @ Shell Bell ** Tether
Ability: Disguise
EVs: 6 HP / 252 Att / 252 Spd
IVs: 31/31/31/x/31/31 (Hyper Trained)
Nature: Jolly
- Shadow Claw
- Play Rough
- Wood Hammer
- Swords Dance

tapu-lele.png
leftovers.png

Tapu Lele @ Leftovers ** Psychologic
Ability: Psychic Surge
EVs: 6 HP / 252 Sp.att / 252 Spd
IVs: 31/31/31/31/31/31 (Hyper Trained)
Nature: Timid
- Psyshock
- Moonblast
- Energy Ball
- Calm Mind

whimsicott.png
focussash.png

Whimsicott (F) @ Focus Sash ** Bittersweet
Ability: Prankster
EVs: 244 HP / 4 Def / 252 Sp.att / 4 Sp.def / 6 Spd
IVs: 31/x/31/31/31/31
Nature: Modest
- Energy Ball
- Moonblast
- Tailwind
- Protect

Streak: 23

Picture proof:
Sm8oCjD.jpg


Mimikyu is the same as for Ghost, while Tapu Lele is the same as for Psychic, though it holds a Leftovers here since Mimikyu got the Shell Bell.

Whimsicott is from my Double Battle Tower team. It is obviously not made for Restricted Sparring, but it was what I had. Dual STABs to attack, Tailwind could be used to make the team faster than any opposition. Whimsicott has a Speed stat of 137, which isn’t super-fast for Restricted Sparring, but it gets better if it can set up a Tailwind. Protect was very situational, but it came into use a few times. The best moment was when I used Protect to defeat an opposing Slurpuff which used Misty Explosion!

I wasn’t expecting this to go super well, but it went a little better than expected. I used my first heal after battle #6. Mimikyu had fainted while Whimsicott was damaged. I used my second heal after battle #13, it was the same situation.

After that, Whimsicott fainted as early as in battle #14, due to severe misplay from my side. Mimikyu fell in battle #20 against an opposing Tangrowth. Lele then fell in battle #24 to a lead Klinklang. Streak over at 23 wins.

My final streak for Restricted Sparring, and I am satisfied with it. The team wasn’t super great but it worked, though Mimikyu did most of the work here.

This streak happened on November 10th, which was twelve days ago. After it was over, I had beaten all types and completed Restricted Sparring.
I’m now done with Restricted Sparring. It was fun, and I can definitely see the appeal in trying to get higher streaks, but I will never try it again. If this had been during 2011-2019, I would probably have taken it much more seriously. But as things are now, I have no interest of doing anything more with it than this.

In addition to Restricted Sparring, I tried Endless Dynamax Adventures a little last year just to see how it was. I made two attempts and got to 7 wins at best. I got to face Tapu Koko and Raikou as the legendary bosses, don’t remember which one I lost against. I have to say that I’m not a fan of this format, the same goes for regular Dynamax Adventures. Now that I have tried Endless and caught all legendaries and UBs in the regular mode, I will never try it again.

I am now done with the battle facilities in not only S/S, but on Gen 8 on the whole. I have no plans to make more tries at the Battle Tower in Sword, I feel done with it after my previous streaks. I don’t have BD/SP (and I’m not interested in getting them) so I will never try the Tower there. I tried the Eternal Battle Reverie in L:A a few times and got past 50 wins with my legendary team, so I have “beaten” it and I don’t feel like trying again.

However, I still have many ongoing streaks and projects for battle facilities in the older generations. Now including Gen 2 as well since I played through VC Crystal on 3DS earlier this year, and I want to try to beat the Battle Tower there. I’m hoping to be able to get back to all of these streaks and projects at some point, maybe next year. We’ll see.

Until next time.
 
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I would like to report a score of 419 for Battle Tower Classic Singles

I streamed all of it here if you are interested, I may make a more condensed summary of it someday, but this is just live footage:
419 in Battle Tower Classic Singles Playlist

And a big thanks to SadisticMystic and Kaphotics (and everyone else) for working on the BT Helper, that was obviously a huge blessing throughout.

As for the team, I have been wanting to do a write-up of them for quite a long time.
Here's a code for it (now with revised Slowking EVs and Sub over Rock Slide on Mence):
0000 0006 2LWK GT

THE TEAM

BT Ferro.png
BT Slowking.png
BT Mence.png

I don't know how to add the sprites, but I'll give a breakdown of each of these guys and how they fit together. This trio have been through a lot together, and have tackled the Battle Maison and the Battle Tree on their way to what was a fantastic performance in the Battle Tower as well. I think that the team is fully capable of whatever streak you want with enough heads-up play and the requisite amount of luck.

Ferrothorn @ Leftovers
Ability: Iron Barbs
Level: 50
Shiny: Yes
Tera Type: Grass
EVs: 252 HP / 48 Def / 208 SpD
Relaxed Nature
IVs: 16 SpA / 0 Spe
- Power Whip
- Leech Seed
- Protect
- Gyro Ball

Firstly, and most importantly, is Ferrothorn. This thing is the best wall to ever do it, and it shows up for me once again. Protect is an absolute life saver in most situations, as it obviously provides for scouting against potentially dangerous threats and allows for a bit of extra Leftovers. It also clearly pairs well with Leech Seed, which in itself allows Ferrothorn to beat most things (even those with super-effective coverage). I would guess that, throughout the whole streak, Leech Seed picked up at least as many KOs as Outrage.

Those two moves in themselves allow Ferro to blank more than a third of the Pokemon in the Tower, and Gyro Ball helps round that out nicely. It takes advantage of Ferro's naturally low speed and provides some much needed coverage against Fairies which typically struggle against Ferrothorn anyway. On top of that is Power Whip, which is not strictly necessary but has rarely let me down. The accuracy has caused a couple of scares, but I still wouldn't change that power for anything.

The EVs are just perfect on this thing, and I can't say enough good things about it. The crippling Fire weakness is a lot to handle when you have to face Leon every 10 battles, but I clearly have assistance for that.


Slowking @ Assault Vest
Ability: Regenerator
Level: 50
Tera Type: Water
EVs: 252 HP / 248 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Psychic
- Scald
- Flamethrower
- Ice Beam

Slowking has always been a truly pivotal part of this team in every sense of the word. Very little needs to be said about the bulk of AV Slowking. He can stomach virtually any special hit that comes his way, and he spits back truly impressive damage.

I spent much of this streak with Fire Blast, but I eventually came to fear the accuracy biting me, so I switched to Flamethrower (though it did lead to missed KOs). I never intended to have my EVs that way, but never bothered to change them. This led to a small number of missed OHKOs on Leon's Charizard so it should definitely change.

Psychic is the most contentious move on this set to me, as Psyshock certainly could have been useful in many cases. Still, Psychic did its job quite well. Scald was a must-have also. Off-setting your relative Physical weakness with burn is always a plus, and it can't hurt the rest of the team either. Flamethrower and Ice Beam make pretty perfect coverage, unless you run into Water/Dark or Water/Psychic.

Regenerator gives it the perfectly ability to pivot into Fire or Fighting moves, as well as Ice moves for the final member.


Salamence @ Lum Berry
Ability: Intimidate
Level: 50
Tera Type: Dragon
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Outrage
- Earthquake
- Rock Slide
- Dragon Dance

Salamence is an age-old threat that may not pack the most immediate punch or ability to snowball as other threats or its Moxie set, but it possesses the bulk and perfect complementary typing with Ferrothorn to find plenty of set-up opportunities, if you are willing to take them. Beyond that, he is still perfectly capable of punching holes straight out of the gate.

Outrage and Earthquake are just fantastic coverage. In the past, I ran Substitute instead of Rock Slide. This really could have saved me in a number of situations, but it ultimately didn't really need to I suppose. Rock Slide was there for insurance against Shedinja, but Outrage is always stronger than Rock Slide, as everything that matters is Charti Berry. Except Centiscorch, I use it on that anyway.

I tried Jolly out before this, but I greatly preferred the power of Adamant. Base 100 is a great speed tier, but even in the best situations Jolly would find me Speed-tying with a lot of dangerous threats like Charizard. The difference between +1/+2 Adamant and Jolly was a deciding factor for a lot of KOs throughout, and the extra speed doesn't net you much of an advantage when a lot of threats are naturally faster regardless.


THE SYNERGY


As a group, the three cover each-other's weaknesses as best as you can really hope for. Slowking and Mence both resist Fire and Fighting for Ferro. Ferro and Mence both 4x resist Grass. Ferro is an Electric resist as well as a Fairy and Dragon resist. None of them share a weakness with either of the others.

However, Dark and Ghost stand out a particularly dangerous and I honestly had no solid answer for those types. Thankfully, Salamence and Ferrothorn were always able to soldier through with Neutral typing.

The team is certainly not impenetrable, though. I sometimes had to use switch strats to find myself in a winnable position, though I think this is probably the most fun part of the challenge. Intimidate functions so perfectly to soften blows for both walls, and with Mence's resistance to Fighting/Fire and Ground immunity, there were plenty of opportunities to switch into potential threats to Ferrothorn. I would also have to pivot between all three just to make sure Darmanitan didn't destroy me.

Leech Seed + Intimidate was the biggest factor in setting up sweeps. None of it was exceptionally quick, but it was quite consistent and reliable in its own way.


THE THREATS


The most significant and heart-stopping threat to the team was Weavile-4. It didn't play a hugely prominent role in the streak, and was more-often a simple Reflect set that couldn't touch Ferro, let alone get through the rest of the team. Weavile-4 is simply an absolute monster designed in a lab to beat this team if you show any weakness. I had to constantly remind myself if the opponent MIGHT have Weavile to keep Ferrothorn healthy, as it was basically the only thing that could live a hit.

Lapras-2, and its OHKO brethren, deserve a mention on this list, as this Lapras beat me previously with 3 consecutive Sheer Colds (about the same chance as a crit I believe). Excadrill, Durant, Vikavolt, and more tried to cut me down this time but I was thankfully always able to escape them in some very intense battles.

Mamoswine is also a very considerable threat, and I had to be sure to have multiple survival protocols if I wanted to get past it. With Weavile my answer was always to Gyro Ball if I could, but that was not always true for Mamoswine. I believe it cut me down in an ill-informed earlier run that ran head-first into an Ice Shard. In regards to ending Salamence sweeps short, he was the chief concern.

And then there is Ditto of course. I lost another attempt to a Ditto earlier on because I was simply too foolish to think of it. The first few I encountered were simply Limber and that lulled me into forgetting about Imposter. in that instance, I chose not to risk the speed tie (or Choice Scarf), and switching out was my downfall.

Since then, Ditto is pretty irrelevant with smart enough play. If Ditto could be on their team, I try to prevent it from turning into Salamence. I wasn't initially happy with Ditto turning into anything, but as it turns out, both of my walls sort of wall themselves, and Slowking can at least cook Ferrothorn with Flamethrower.

Honorable mention threats include Braviary, Haxorus, Specs Gengar, Malamar, Morpeko, and Grimmsnarl. They all have their moments, and could end things in a hurry in the wrong context.


THE LOSS

Sadly, I was still unprepared after everything. There were way too many close calls, and it's possible that the run is lucky to get as far as it did. Still, I think I piloted the team pretty well, and that it is capable of more than I got out of it this time.

This one came down to a misunderstanding on my part. It is one that came up quite frequently as I played, but never played such a significant role as this. I did not realize the clause about duplicate items at any point, which ultimately screwed me over. In my 420th battle (nice) against Leon, he led with Cinderace-1, which I played pretty poorly around, switching to get -1 before pivoting into Slowking.

With a set of Focus Energy, Blaze Kick and Sucker Punch, I expected a Sucker Punch to come out and crush my Slowking so I take the opportunity to switch back into Ferrothorn, which was clearly the wrong choice. I had been able to knock Cinderace to its Focus Sash with Slowking, as it went for Focus Energy, but there was nothing to be gained from switching in except knocking Cinderace out on a rogue Feint. At best, I expected a harmless Sucker Punch, not the Blaze Kick that Ferro ate on the way in. Cinderace was down, at least, and Slowking and Salamence could pull off the same trick I used to beat Charizard every other time. Although Slowking was at about 50%, the first step involved switching out anyhow, so I sent him in after Ferrothorn was knocked out.

Sadly, though, I was greeted by another threat in Inteleon-3 (Leon, Sash/Focus Energy), which was the problem. Thrown off, as I had been expecting Charizard to come out next, I was unsure of what Inteleon I was facing, and figured that my best bet was to switch out into Salamence regardless, and I prayed for a weak Physical set to go for Waterfall. Instead, I was met by another Focus Energy.

In the face of this, and knowing that Slowking simply could not defeat both this and Charizard on its own as well as that Dark Pulse would not KO Salamence, even with a crit, I Dragon Danced. At this stage I was able to outspeed Inteleon and KO with Outrage, but I knew there was one crucial problem: Focus Sash.

What I came to find out when it was too late was that I had been misunderstanding how the items work, which is fair enough. Unfortunately for me, Inteleon no longer had a Focus Sash, as Cinderace already had. I did my best to try and win by hoping for what I thought was a necessary flinch, which never materialized. Instead, I knocked the Inteleon into what I found out was now SITRUS range. At that point there was no saving the run.

Slowking put up a valiant effort in tanking Dark Pulse and defeating the Inteleon, but simply had no more support to deal with Max Overgrowth.


+1 Outrage does 69% minimum to Dynamax Charizard, and Scald does 70% minimum, so a clean KO on Inteleon into a clean up from Slowking was possible barring a crit. Max Overgrowth does 51.5% maximum (104 damage), and Slowking would have hit the field at 114 health.


THE CONCLUSION


I should have done my research better, especially when it was right in front of me. Still, I am really happy with how well this run went, and I can't say I won't be back for more. I know that this is obviously a very dead category, but I love this format so much, and I appreciate having a way to share it.

I will always love this team, and I think it's nearly impossible to find something that has such a sturdy foundation which can span so many generations. If you like a balance playstyle, give this a try.
 
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I would like to report a score of 419 for Battle Tower Classic Singles

I streamed all of it here if you are interested, I may make a more condensed summary of it someday, but this is just live footage:
419 in Battle Tower Classic Singles Playlist

And a big thanks to SadisticMystic and Kaphotics (and everyone else) for working on the BT Helper, that was obviously a huge blessing throughout.

As for the team, I have been wanting to do a write-up of them for quite a long time.
Here's a code for it (now with revised Slowking EVs and Sub over Rock Slide on Mence):
0000 0006 2LWK GT

I am back to report that I have now broken the record for Battle Tower Classic Singles, with an ongoing streak of 600.
You can find the new playlist of the journey here:
NEW BATTLE TOWER RECORD (on the first stream here, I actually ended up losing 5 battles in, but the streak starts after that)

For anyone interested, it took about 44 hours to get to the record. I am very interested in how long it took Stormorbiter, surely much less time with a team so offensive. If you plan on getting far quickly, this may not be the way, but you can get far with patience.

I am largely using the same team as my 419 run, but with one exceptional substitution: Substitute over Rock Slide on Salamence. Slowking now has 252 SpAtk as well, though it did not help with the Charizard KO chances.

Substitute is well-known for its ability to provide set-up opportunities, and turned previously-borderline set-up targets like Life Orb Rillaboom--who would regularly negate Dragon Dance with Drum Beating--into new-found guaranteed wins. I've run Substitute with Salamence since Gen 4 Battle Tower and through Gen 6 and 7, but I felt that the coverage for Shedinja and Togekiss in Rock Slide could be more useful the first time around in Gen 8. Ultimately, those threats never warranted that extra coverage (which wouldn't even KO Charizard through Charti), and Substitute brought it all home.

Sub-stalling with Leech Seed was an additional branch path that this change provided to the streak. Even if I couldn't necessarily set up on something, it was occasionally useful to stall it into range by using substitute, even taking on otherwise dangerous Ice threats like Glaceon. With that said, the move was crucial in such a role even without Leech Seed. More than once, I was able to take advantage of the low-accuracy OHKO moves of Lapras or Glalie to gain a free Sub to protect myself when I need a 2HKO on Lapras or anything else.

Overall, I really can't say enough about this team. I am so thrilled that I was able to take it this far. Even when one of the members of the team go down, I know I can count on the other two to make it work. They have survived their biggest threats, plus some of the worst Freezes, Flinches, Confusions, and Crits you can take, and they keep on going.
 
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Despite making my last attempt at the Normal type in Restricted Sparring all the way back in 2021, I decided to give it another go. With a lot of luck on my side, I achieved a streak of 137 with Heliolisk/Braviary/Blissey.

IMG_2855.jpg


Here's the squad:

1743368470624.png


Heliolisk @ Life Orb

Level: 50

Ability: Dry Skin

EVs: 252 SpA / 4 Def/ 252 Spe

Timid Nature

- Rising Voltage

- Parabolic Charge

- Hyper Beam

- Surf

This is the same :heliolisk: I used in my last Normal streak, except I subbed Surf for Grass Knot. Eisenherz used this move on :heliolisk: in their Normal streak, and I think it is better for this team than Grass Knot. I found the Dry Skin healing, ability to hit :coalossal:, gamble against :steelix:, and not resetting terrain helpful. The only major loss was not KOing :quagsire:. See also sb879 's post here on :heliolisk: as a Normal-type lead for Restricted Sparring.

1743368763880.png


Braviary @ Leftovers

Level: 50

Ability: Defiant

EVs: 252 HP / 4 Att / 132 Def/ 4 SpD / 116 Spe

Jolly Nature

- Fly

- Shadow Claw

- Bulk Up

- Rest

Don’t fix what isn’t broken! This is the same :braviary: I used in my last Normal streak. I explain it there, but in summary, it’s a physical setup tank with a Fighting neutrality, Grass resistance, and Ground immunity.


1743368868473.png

Blissey @ Leppa Berry

Ability: Natural Cure

Bold Nature

EVs: 76 HP / 252 Def / 20 SpA / 4 SpD / 156 Spe

IVs: 22 Atk

- Calm Mind

- Flamethrower

- Soft-Boiled

- Recycle

The first time I remember Recycle :blissey: being mentioned was in this post by sb879. I put it to work as a hybrid PP staller/setup sweeper here. Now, Blissey’s speed stat isn’t great and fighting moves are scary, so if I sent it out against the lead Pokemon, I’d lean into the PP stalling role to give
:braviary:
or
:heliolisk:
an opening. Generally, I would only setup with the intention of KOing against the last Pokemon, though I did sometimes break this rule.

Natural Cure is pretty much the perfect ability for a Recycle Pokemon with access to reliable recovery, making status manageable. Calm Mind served both an offensive and defensive role, trivializing almost every special attacker without an item-removing move (
:aromatisse:
and
:orbeetle:
had the potential to be scary with crits after setting up their own Calm Minds). Flamethrower had decent power, neutral coverage, and super-effective coverage. Steel types like
:perrserker:
,
:bisharp:
, and
:scizor:
were otherwise problematic for the team, necessitating Flamethrower over another attacking move. +6 Flamethrower also OHKOs
:sirfetch’d:
, among other things. Soft-Boiled is reliable recovery, and Recycle was needed to facilitate infinite PP from the Leppa Berry. The Special Attack EVs guarantee a 2HKO against
:weavile:
at +0, but I quickly learned that switching in
:blissey:
on
:weavile:
risked too much damage. The speed EVs hit 95 speed, outspeeding slightly over half of the Restricted Sparring roster, including the 94 speed
:beartic:
. There were 4 leftover EVs that ended up in special defense. The rest of the EVs and nature work toward maximizing physical bulk, as
:blissey:
’s special bulk is already quite good, especially with Calm Mind. This physical bulk is important for stalling out Pokemon like
:dusknoir:
and
:seismitoad:
while being able to tank High Jump Kick from
:mienshao:
if Dynamaxed.


The threats were very similar to my previous version of this team with :chansey: over :blissey:. I’d remove :gigalith: and probably :boltund: from the threat list for this team, as :blissey: handles both pretty well with Soft-Boiled. The item removing threats listed by sb879 in the Restricted Sparring Guide were something to always keep in mind for :blissey:.

I would also add the following threats not included on my previous threats list:
:quagsire: due to lack of Grass Knot on :heliolisk:
:beartic: due to Swift Swim getting set up by Max Geyser
:rotom: due to Light Screen, paralysis risk, and Volt Switch allowing for pivoting
:whiscash: due to Dragon Dance and good coverage against my team

Leg 1: 42 battles

Minimal notes; taking out a :steelix: while already set up and Dynamaxed with :braviary: felt great. I got to full HP on everyone on battle 39 using a last mon :seismitoad:. Battle 42 involved a last mon :luxray:, and I was out of Dynamax due to a dumb :toxapex:’s Baneful Bunker. Rain and Electric Terrain were up. Hyper Beam got me the win 90% of the time, and I could have probably eked out 2 to 3 more battles with my remaining PP. However, I played it safe and sacrificed :heliolisk: to take out :luxray: with a combo of Surf and Wild Charge recoil. As an aside, I think :braviary: only used 5 Rest PP this leg, and it only had 6 Bulk Up PP (2 setups) at the end!

Leg 2. 44 battles (86 total)

Lead :steelix: reared its ugly head on battle 46. I switched in :braviary: and only got one Bulk Up in before I decided to take three turns of Dynamax to take :steelix: out. Up next is :oranguru:… so I can’t use Fly due to Thunder. :blissey: stalled it out of attacking moves and :braviary: could heal as :oranguru: depleted Psych Up PP. Not knowing the last Pokémon and fearing a Fighting type, I set up a bit with :braviary: as :oranguru: faints to Struggle recoil. In comes :dragalge:. :blissey: would have been the safest play, but for some reason (laziness?) I took the 5% risk of a miss and 9.5% chance of Poison Point to get the KO with Fly.

Battle 55 had a Sturdy lead :crustle: that took :heliolisk: down into yellow health. Next mon :flapple: burned a Hyper Beam PP, and last mon :porygon2: led me to switch in :blissey: to avoid a potential Tri Attack. The next battle, I was able to heal almost everything back with a few Parabolic Charges and Max Geyser against a lead :mr. rime: that :blissey: stalled out of all PP except Recycle. Second mon :abomasnow: was scary but fell to Hyper Beam; however that was half my Hyper Beam PP only 14 battles into leg 2. Last mon :musharna: was not a problem due to :blissey:.

I should have lost a team member at battle 61. Snow Warning :abomasnow: as a second mon came in and would have knocked out :heliolisk: if Hyper Beam missed the 75%. I switch in :blissey". It of course Ingrains instead of attacking... I Soft-Boiled before a eating a massive Wood Hammer, then KO with Flamethrower next turn. In comes :cinccinno:… who has Cute Charm and only hits two Tail Slaps as I hit Soft-Boiled! I am pretty sure the pre-Wood Hammer Soft-Boiled saved me.

:heliolisk: and :braviary: were both at full HP at the end of battle 69, which was nice. :blissey:could have been, but I didn’t count my PP stalling and got hit with a Struggle from a :cursola:.

Took a chance on a 2nd mon :steelix: with Max Geyser on battle 73 and did not roll Sturdy (:braviary: only had 6 bulk up PP).

I stopped the second leg because :heliolisk: was down to 3 PP at the end of Battle 86. Last mon of this leg was :quagsire:. I tested for Water Absorb with Geyser, and luckily it was that and not Unaware. :braviary: dispatched it.

Leg 3. 51 battles (137 total)

Battle 89 was a rough lineup. Bad AI is the main thing that saved me. Lead :rotom:, so I switch to :blissey: to get a couple Calm Minds up. I avoid getting paralyzed by Discharge, then see Volt Switch into :mienshao:. :mienshao: has an even HP stat, so my strat was double Max Guard to KO with High Jump Kick recoil. I miss the double and get taken down to 33 HP after Dynamax. :rotom: comes out next, so I get a Soft-Boiled off as it Volt Switches to :barraskewda:. It seems like the AI prioritizes pivoting moves in a weird way, as :barraskewda: does a lot more damage to :blissey: than :rotom:. Anyway, I pivot to :heliolisk: on Waterfall, :braviary: on Drill Run, then one Bulk Up to guarantee a KO with the 95% Accurate Fly. :barraskewda: mercifully avoids the Ice Fang while boosting to +6 attack with Acupressure. Luckily Fly hits and there were no Defense boosts. :rotom: was a simple stall with :blissey:, so the whole team ended up with full HP like nothing happened!

Battle 101 out comes another dreaded :rotom: lead. This time :blissey: gets paralyzed, but no Volt Switch. I chunk :rotom:’s HP before bringing :heliolisk: back in on the last turn of Light Screen. I use Geyser, but unfortunately second mon is Passho Berry :palossand:; even in Rain I don’t have guaranteed OHKO, so off to :blissey:. Luckily the last mon :klinklang: didn’t paralyze me with Wild Charge.

Battle 113 was dicey. Lead :steelix: caused me to swap to :braviary:. I did my now-standard single Bulk Up into Max Phantasm x2 + Max Airstream. In comes :starmie:. Shadow Claw isn’t a guaranteed KO at +1, so off to :blissey:. I get to +6 while :starmie: faints to Life Orb. In comes :whiscash:. I blindly click Flamethrower as it Dragon Dances. Looked like 2HKO, so I went for it and got it, tanking a +1 Earthquake in the process. Turns out that was a 32.8% chance of a 2HKO, and +1 Earthquake had a 25.8% chance to 2HKO me. To be fair, I would have been swept if it got to +2 with Dragon Dance and :blissey: switched, so the Flamethrower play was probably right.

Got the whole team up to full HP on Battle 116 by stalling out a lead :aromatisse:, setting up with :braviary:, convincing a :rhyperior: to go for Breaking Swipe over Rock Wrecker while 2HKOing it, healing :heliolisk: against a last mon :toxapex:, then making sure :blissey: topped off during a Baneful Bunker turn before taking the KO.

Battle 131 is only the second :quagsire: of the run, and it’s a lead. Not Unaware, so :braviary: set up relatively comfortably.

Battle 132 :heliolisk: used its last Hyper Beam against a :flapple:.

By Battle 136 :heliolisk: and :braviary: are down to 4 and 3 Attacking PP, respectively. In comes lead :kommo-o:. I switch in :braviary: and decide to Dynamax. I burn my last two Fly PP on the :kommo-o: and :golisopod:, and use my last Shadow Claw PP to chip the incoming :torkoal:. :blissey: cleaned up, but in the process I forgot to Recycle the Leppa Berry before the end of the battle..

Battle 137 starts with lead :pikachu:, and I assume it will be :heliolisk:’s last time leading. However, in comes :trevenant:. While I did burn all of :braviary:’s attacking PP, I had 9 Rest PP kicking around to stall out Horn Leeches. I realize my Leppa Berry blunder from last battle as I use my last Flamethrower PP to burn the :trevenant:. I use my last 3 Bulk Up PP and burn my Rest PP to get some hefty Struggles ready for the last mon. It’s a :thievul:, which carries Knock Off, so my hypothetical Leppa Berry wouldn’t have been totally safe, either. I get Red Carded to :blissey:, who Struggles down to bring in :braviary: safely to finish off the :thievul: while also fainting to Struggle recoil.

Unexpectedly for a Life Orb lead, :heliolisk: is full HP, but only has 3 PP, for the beginning of battle 138. Unfortunately, Max Lightning off Rising Voltage is only a 31.1% chance to take out the lead :stoutland:, and I don’t get it. I use my last Surf PP, then easily KO the second mon :sharpedo: with my last Parabolic Charge PP. However, I have no way through a last mon :skuntank:, sealing the streak at 137 victories.
 

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I'm reporting a streak of 148 wins for Fire-type Restricted Sparring with Cinderace-Gmax / Volcarona / Incineroar.

The Team
cinderace.png

Cinderace (G-Max) @ Shell Bell
Ability: Libero
Jolly Nature
EVs: 4 HP / 252 Atk / 4 SpD / 244 Spe
- Flame Charge [32 PP]
- Low Kick [32 PP]
- U-turn [32 PP]
- Zen Headbutt [24 PP]

volcarona.png

Volcarona @ Leftovers
Ability: Flame Body
Modest Nature
EVs: 132 HP / 140 Def / 196 SpA / 4 SpD / 36 Spe
- Flamethrower [24 PP]
- Bug Buzz [16 PP]
- Roost [16 PP]
- Quiver Dance [32 PP]

incineroar.png

Incineroar @ Muscle Band
Ability: Intimidate
Adamant Nature
EVs: 188 HP / 148 Atk / 164 Def / 4 SpD / 4 Spe
- Knock Off [32 PP]
- Drain Punch [16 PP]
- Rest [16 PP]
- Swords Dance [32 PP]
Cinderace
Level 50: 156 / 168 / 95 / X / 96 / 187

Volcarona
Level 50: 177 / X / 103 / 198 / 126 / 125
Level 59: 207 / X / 120 / 232 / 147 / 146

Incineroar
Level 50: 194 / 169 / 131 / X / 111 / 81
Cinderace and Volcarona are in the highest tier of options for a Fire team; they just control battles so incredibly well. I liked Incineroar from my Dark team, so that makes three.
Incineroar doesn't have quite as much synergy with Cinderace and Volcarona compared to his Dark teammates, but this still worked out.
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Cinderace
It is unbelievable how convenient having a lead that outspeeds everything is.
The movepool (copied from sb) is very much geared towards optimizing Cinderace's Dynamax performance. I can't add much to the vast amount of praise that has already been heaped on it during its tenure in RS. So instead of rambling, I'll point to sb's fantastic writeup about the power of this lead.
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volcarona_spr.png

Volcarona
Volcarona is incredible in the backrow position, and its solid bulk and typing carves out many switch-in opportunities. Quiver Dance combined with high Sp. Atk means that it can get set up and start attacking very quickly, too.
The set is based on Eisenherz's and sb's Volcarona sets and writeups. The straightforward EVs are 36 Speed EVs for Goodra and 136 HP EVs for Leftovers. I went to 196 Sp. Atk EVs for picking up a solid number of non-Dynamaxed OHKOs at +1 and +2. This leaves 140 EVs for Def. This Volcarona is pretty close to Eisen's set and ends up with a bit more Sp. Atk and a bit less Def. This set also has a good chunk less Def compared to sb's set. I figured this would be fine since Volcarona has Intimidate support.
I went with Roost on the moveset since I had a Volcarona with it already. It worked out and it's a very safe option to have. I do think the team could do a bit better with more attacking PP via Giga Drain, so that's definitely worth looking into for anyone following this. It's also a safer answer to Quagsire.
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incineroar_spr.png

Incineroar
Incineroar is taken from my Dark team, but features a few updates. Fire Punch is replaced with Knock Off, the item has changed from Rocky Helmet to Muscle Band, and the EVs have been adjusted as a result. The core concept remains, however. A bulky and hard-hitting Intimidator with Drain Punch and Rest to stay healthy while passing up Leftovers for a teammate.
After a couple of attempts with this team I really wanted to find a replacement for Rocky Helmet. Rocky Helmet ended up on Incineroar in the first place simply because it's the default filler item for RS. And playing RS Dark and this team, I never found myself particularly grateful for the extra chip damage, and I never planned or created strategies that required it. Further, I wanted more consistent or slower stalling from a handful of sets, Quagsire and Druddigon are some examples. Muscle Band is absolutely still a filler item, but in concert with the reworked EVs Incineroar finds itself with some nice additional OHKOs and 2HKOs. Thank you to both Eisenherz and sb for mentioning Muscle Band as a potential alternative to Rocky Helmet.

Streak Details

Here is an overview of what happened during the the streak along with some commentary.
First Leg (Battles 1-51)
Nothing too crazy happened in the first leg. Cinderace ran out of Flame Charge in battle 41, and then fainted in battle 51. Volcarona's HP might have been playable here, I don't remember. Regardless, I decided to heal after the battle.

Second Leg (Battles 52-96)
Volcarona got poisoned by Druddigon's Poison Tail in battle 79. Either I seriously miscounted Dragon Tail PP or Druddigon went for Poison Tail too early.
The timing for this was scary too. Cinderace was floating around 45 HP at the time and Incineroar was forced to burn through its remaining Rest PP. It ended up with just 1 Rest PP after this battle.
The team hung on. Cinderace was able to heal enough to take smaller hits. Volcarona was able to weave Roosts into its setups when it came out. Surprisingly, I never had to make a sacrifice play to keep the leg going. No one ended up fainting this leg.
Cinderace ran out of U-Turn and Low Kick PP in battle 96, then I healed. Incineroar and Volcarona had run out of PP in some moves by this point as well.

Third Leg (Battles 97-148)
One battle had a scary situation with a Clawtizer coming in as the last set after Dynamax ended. Cinderace was likely not going to live a Water Pulse, and only had +1 Atk so Zen Headbutt could not OHKO. Cinderace did have enough HP to live two Aqua Jets, meaning that even if Cinderace took one Jet, Clawitzer should choose Water Pulse as its move. Volcarona also had full HP, so it could live one Water Pulse and invite Clawitzer to finish it with an Aqua Jet.
Cinderace used U-Turn to swap into Volcarona, and Volcarona barely survived the Pulse. Cinderace switched back into the Jet, then KO'd it with U-Turn.
Crits had to be risked for this play and Volcarona's HP sacrificed, but it avoided taking a chance with Zen Headbutt's accuracy or getting confused. Luckily it worked out and no one ended up fainted. Volcarona was eventually able to reclaim the lost HP, too.

Cinderace ran out of Low Kick and Volcarona ran out of Roost in battle 140.
Cinderace used its last PP in battle 146.
Volcarona ran out of its PP in battle 147.
Incineroar managed to set up and sweep battles 147 and 148, and then went down to a lead Kingdra in battle 149.

Threat List

The the threat list, with threats roughly sorted from most threatening to least threatening.
  • Barraskewda
    Of course one of the two sets faster than Cinderace has a STAB super-effective attack off of a strong Atk stat. Cinderace is forced to take the hit. At least when it comes in on Dynamaxed Cinderace it has a preference for Accupressure, a typically useless play. Of course, Barraskewda is at its scariest when it switches into Cinderace after Dynamax. Thankfully the AI will prioritize sending in Barraskewda second instead of third in most situations due to its high damage output.

  • Golisopod
    Golisopod takes Cinderace's hits well.
    Emergency Exit means it doesn't stick around for Cinderace to finish it off, so it's got a good chance to come back after Dynamax is finished.
    Golisopod has a large Atk stat with very strong attacks on its moveset so it can do some real damage when it returns.
    Cinderace can't even guarantee a KO on it between G-Max Fireball and +1 Zen Headbutt, either.
    All of this combines to make Golisopod uncomfortable to play around. Incineroar is able to come in and take hits to finish it, but it will take sizable damage in the process. The only silver lining here is that First Impression almost never gets used due to Cinderace's typing or Psychic Terrain being active.

  • Clawitzer
    Cinderace doesn't have any guaranteed OHKOs from +0 Atk which is unfortunate since Water Pulse hits very hard. It can be mitigated with Libero and Flutterby, but then Water Pulse has a confusion chance.

  • Rhyperior
    Cinderace just has to take the big hit from Rock Wrecker, not fun. Libero would greatly reduce the damage, but Weakness Policy negates the effect of the resistance.

  • Milotic
    The threat of Scald means that Cinderace has to stay as Fire and eat a super-effective hit while it goes for a 2HKO. Trying to reduce damage with Flutterby means risking Competitive on top of risking getting burned, too.

  • Quagsire
    Unaware is an unfortunate ability to have to play around. However, Intimidate works regardless of Unaware. If Incineroar and Volcarona have high enough HP and Incineroar doesn't get crit at crucial points, Quagsire can be stalled out. Generally Quagsire doesn't become a problem but things can go wrong.
    Giga Drain on Volcarona neutralizes Quagsire's threat, but I didn't use it. Oops.

  • Azumarill
    STAB Aqua Jet with potential Huge Power isn't usually a problem, but depending on when and who it switches in on, it could find the crucial moment to take out a large chunk of HP or score a KO.

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Thank you for reading.
 
I am reporting a Fairy type Restricted Sparring streak of 113 with a team of Togekiss/Tapu Fini/Mawile.

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Fairy type is a doozy in this format… I tried it years ago without much luck. In a vacuum, it’s theoretically the best type in the game. However, the Restricted Sparring opponents are not a vacuum. As Eisenherz points out in their Fairy streak, this type has a rough match up against the Restricted Sparring roster’s abundance of problematic Steel and Poison types. There are only two Fairy types on 100+ streak Restricted Sparring teams for other types, :tapu lele: on Psychic and :mimikyu: on Ghost. The former leverages its Fairy type to cover Psychic’s Dark weakness while boosting damage with Psychic Surge. :mimikyu:’s secondary type is arguably less important due to its Disguise ability coupled with :shedinja: support, though Fairy/Ghost has very good coverage and Max Starfall can block status. Due to its weaknesses in this format, Fairy as a primary Restricted Sparring type has been languishing at the bottom of the RS type leaderboard for a long time, bested by even the Rock and Ice types. Granted, if you’re CTNC, Fairy seems to be the best type if you’re looking to beat Restricted Sparring with only status moves, like they did in this run. With some of that information in mind, I recently had the idea to try :mawile: in the back line of a Fairy team, and it worked surprisingly well!

The Team:

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Togekiss @ Wise Glasses

Ability: Super Luck

Timid Nature

EVs: 4 HP / 252 SpA / 252 Spe

- Air Slash

- Draining Kiss

- Grass Knot

- Flamethrower


For the lead slot, I wasn’t keen on :mimikyu: due to Disguise messing with the predictability of the AI’s move selection, a low Attack stat before a Swords Dance, a mediocre matchup against Steel types, and only having 64 attacking PP. I very briefly tried Life Orb :dedenne: with Parabolic Charge after my success with Life Orb :heliolisk:, but base 81 Special Attack is not it. Besides :mimikyu:, :togekiss: is another Fairy type that sticks out as a decent lead, as Eisenherz alludes to in their Fairy streak writeup. However, :togekiss: is far from perfect. I’ll list the good, then the not so good.

The good: STAB Max Airstream is great and :togekiss: has good type coverage. Access to Flamethrower is especially critical, as Steel types run rampant on opponents’ teams in Restricted Sparring. The ground immunity is good to allow for switches from :mawile:. Its natural bulk is also quite good. Finally, despite not being able to boost offensive stats, Max Flare can boost subsequent Fire moves by setting sun.

The not so good: With no way to boost Special Attack while Dynamaxed, base 120 Special Attack feels a little low. Base 80 speed is workable, but requires a Timid nature and misses outspeeds on :rotom: and anything faster. Despite the ground immunity, not being affected by Terrains is a bit of a bummer, as status immunity from Max Starfall and healing from Max Overgrowth would be nice. The 96 attacking PP with my current moveset is a little low, too, but I managed a 137 Normal streak with a lead :heliolisk: with the same PP. With a fully special moveset, :togekiss: also only has one ability that is relevant during Dynamax, Super Luck, which isn’t reliable enough to count on for a lead, even with a potential Scope Lens attached. It is also pretty weak if Dynamax runs out, and its strongest STAB move, Air Slash, can miss.

The move set is similar to Eisenherz’s for their backline :togekiss: in their Fairy run, except I subbed Grass Knot for Nasty Plot for the extra PP and the ability to take out 15 extra Pokémon without a boost, especially Rock types. Air Slash is for a strong STAB Max Airstream, Flamethrower roasts almost every Steel type and alleviates some Air Slash PP usage by KOing Grass and Bug types. Draining Kiss provides healing and 7 extra KOs as Max Starfall. Air Cutter was tempting for PP reasons, but lacks too much power to replace Air Slash, I need Grass Knot and Flamethrower for coverage, and Draining Kiss is needed for healing since I’m running Wise Glasses. EVs are simple max speed and offense.

Wise Glasses and a Timid nature let :togekiss: outspeed and KO :porygon-z: with a max move (Max Airstream), which is my general benchmark for a decent Restricted Sparring lead. Wise Glasses, compared to the more standard lead item of Shell Bell, picks up 9 extra KOs with Max Airstream, including :garbodor:, :torkoal:, :trevenant:, and the aforementioned :porygon-z:. Wise Glasses also enables one extra KO with no-sun Max Flare (non-Sturdy :magneton:), three with Sun-boosted Max Flare (:luxray:, :rotom:, and :dedenne:), one with Max Overgrowth (non-Sap Sipper :azumarill:), and one with Max Starfall (:boltund:). Max Starfall also has a favorable roll (75%) for OHKOs against :emolga: and :mandibuzz:. Finally, Wise Glasses guarantees OHKOs with Draining Kiss on :flapple: and :scrafty:, and with Flamethrower on :pikachu:, :tangrowth:, :perrserker:, and :lilligant:.

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Tapu Fini @ Shell Bell

Ability: Misty Surge

Timid Nature

EVs: 20 HP / 236 SpA / 252 Spe

- Calm Mind

- Surf

- Moonblast

- Draining Kiss

Eisenherz has a good explanation of how :tapu fini: functions on a Restricted Sparring Fairy team in their Fairy streak write up, so I won’t go into too much detail. It is a very good Pokemon. My set is almost identical to Eisenherz’s :tapu fini: on their Fairy team, just a little less bulk, a touch more Special Attack, and a different item. I trained this :tapu fini: years ago for some previous Restricted Sparring runs that didn’t make it very far, and I don’t remember the rationale for the Special Attack. It gets :dusknoir: and :gardevoir: at +2 Special Attack with a max move; maybe that was it? Leftovers was needed by :mawile:, so I opted for Shell Bell for healing since :togekiss: wasn’t using the item. :tapu fini: also has utility on this team in that it can protect :mawile: from status.

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Mawile @ Leftovers

Ability: Intimidate

Impish Nature

EVs: 252 HP / 4 Atk / 44 Def / 188 SpD / 20 Spe

- Knock Off

- Swords Dance

- Iron Defense

- Rest

Now for the wild card: :mawile:. :mawile: has the 10th lowest base stat total of any fully evolved Pokémon, assuming you count the solo form of :wishiwashi:. However, it has arguably the best defensive typing in the game, a great ability in Intimidate, a good move pool, and a base Attack of 85, which is usable with some Swords Dances. Its typing provides a neutrality to Steel and an immunity to Poison, greatly easing match ups against threats like :accelgor: and :dragalge:. Its typing is also great at baiting out Ground and Fire moves that :togekiss: and :tapu fini: can switch in on. Steel typing also trivializes :cinccino:, which can otherwise hits :togekiss: and :tapu fini: super effectively. All that being said, :mawile:’s stats are really bad, meaning that unresisted STAB moves and even strong, resisted special STAB moves can spell trouble. It leans very heavily on resistances, immunities, and stat modification through Intimidate + Iron Defense to stay alive. It also has a tendency to burn through attacking PP quickly, as even at +6 Attack, Knock Off misses the OHKO on a lot of Restricted Sparring opponents.

My first iteration of :mawile: was almost fully physically defensive EV-wise and had Seismic Toss/Iron Defense/Baton Pass/Rest. However, the knockouts with Seismic Toss were too slow, Baton Pass was getting almost no usage, and I needed :mawile: to check a few specially offensive threats. I landed on a moveset that is identical to sb879 's :drapion: from their Dark run and similar to SilverstarStream 's :incineroar: from their relatively recent Fire streak. Knock Off has good PP, good super effective and neutral coverage, and decent base power on the first hit. Notably, Knock Off OHKOs :cursola: at +2 Attack, a Pokémon that the rest of the team abhors due to its massive Special Defense and ability to quickly burn PP with Spite. +2 Knock Off also OHKOs :blissey: and :oranguru:, and it takes out :alakazam: at +0. Swords Dance is needed for Knock Off to hit hard enough against most opponents, Iron Defense eases Swords Dance setup against physical attackers, and Rest is Mawile’s best healing move. I considered Stockpile over Iron Defense, but :mawile:’s low stats mean that boosting its physical defense quickly is often necessary. It also often likes going beyond the +3 cap of Stockpile, especially against mons like :dusknoir: and :azumarill:. I wish I had room for Iron Head on this set, but I think the other moves are too necessary to get rid of.

As for :mawile:’s EVs, it has max HP for general bulk. The Special Defense + HP lives two :cursola: Shadow Balls 93.7% of the time barring crits and Special Defense drops. The speed outpaces the six uninvested base 60 speed Pokémon; :oranguru: is probably the most notable for this team, but :abomasnow: is also nice to outspeed. An Impish nature and 44 EVs gives :mawile: as much physical bulk as possible while still maximizing HP and hitting Special Defense and Speed benchmarks. The remainder went into Attack.

As somewhat of an aside, I’ve experimented a bit with the other Restricted Sparring-legal Steel/Fairy type, :klefki:, on other team compositions. However, its offensive move pool is horrid in terms of both coverage and PP, and I couldn’t get Recycle + Leppa Berry strats to work effectively with it.

Literally every Electric type. I arranged them roughly from hardest to easiest to handle, though the order really depends on which teammate is out and what kind of boosts they have.

The following are faster than :togekiss: and/or cannot be OHKOed by :togekiss: outside sun/crits

:luxray: :rotom: :boltund: :pinchurchin: :dedenne: :emolga:

:lanturn:, :magnezone:, :magneton: are a gray area; :togekiss: has 62.5% chance to OHKO on :lanturn: with Max Overgrowth, and the magnet duo are OHKO by Max Flare if they lack Sturdy)

:pikachu: :galvantula: :morpeko: are all slower than :togekiss: and usually OHKOed even outside Dynamax (Draining Kiss is a 87.5% roll on :morpeko:)

These Pokémon threaten heavy damage with their STAB moves because both :togekiss: and :tapu fini: are weak to them, and :mawile: doesn’t do so hot against unresisted STAB attacks, especially on the special side. The paralysis chance from most of them is also terrible if Misty Terrain isn’t up.

:luxray: is probably the biggest threat to the team. If it comes out as a lead, it usually takes a KO, and is only reliably dealt with by setting up before it comes out (luckily sun from Max Flare lets :togekiss: take the OHKO).

:rotom: is not great either because it outspeeds :togekiss:, isn’t OHKOed by Max Starfall even with a speed boost, and sets Light Screen :tapu fini: does OK against :rotom: but doesn’t like the Light Screen and can’t handle getting crit while setting up Calm Minds. :mawile: can OHKO it at +2 Attack, but takes quite a bit of damage from its STAB Electric moves.

Strong attackers with Electric moves (that aren’t electric types)


:oranguru: :starmie: :drifblim: :dusknoir:

Unless :tapu fini: or :mawile: is set up, :oranguru: is in this team’s top 3 scariest matchups, as Wise Glasses-boosted Thunder hits hard and has a decent chance to paralyze. It also has really good special defense, meaning not even a crit Max Airstream from :togekiss: will OHKO. :starmie: is pretty easy to OHKO, but its speed means something is probably taking damage, and :togekiss: has a chance to get paralyzed or frozen.

:drifblim: doesn’t get OHKOed by :togekiss: without a crit, is unpredictable, and gets scary if it has the Flare Boost ability. It seems to tend to go for Tailwind turn one against :togekiss:, so Max Airstream might be the best move, but then you risk status from a Tricked Flame Orb or Thunderbolt if it doesn’t go for Tailwind.

If I faced a :dusknoir: on this run, :tapu fini: was already set up. Failing that, :mawile: has to dodge crits from Fire Punch.

Other threats

:aromatisse:

It didn’t cause me problems on the 113 streak, but man this thing is a menace. Max Airstream from :togekiss: has an 87.5% chance to 2HKO, but that assume two things: 1) you have two turns of Dynamax left, and 2) your damage isn’t reduced by a Moonblast Special Attack drop or a Calm Mind boost. Despite its Steel typing, :mawile: matches poorly into :aromatisse: due to only carrying a dark move and having base 55 Special Defense.

:cursola:

Losing a run to this thing is what caused me to put Knock Off on :mawile:’s moveset and give it a lot of Special Defense EVs. This thing has crazy special bulk; :tapu fini: needs +3 or +2 and rain to OHKO, and it likes to waste PP with Spite, Endure, and potentially Grudge. :mawile: is specifically tailored to take on this Pokémon with some consistency, but the combination of Endure + Weak Armor makes :mawile: a less-than-safe bet against :cursola:.

:blissey:

Not a fun Pokémon to deal with when your primary attackers are special attackers. :mawile: is also weak to Flamethrower and cannot OHKO without a Swords Dance boost. :tapu fini: is usually part of the puzzle of defeating this thing unless :mawile: is already out and set up. If :tapu fini: isn’t the one defeating :blissey:, then :mawile: appreciates it as a pivot point so it does not have swap into Flamethrower (outside of a Magic Powder or Forest’s Curse from Metronome) or deal with status.

:ribombee:

The possible Special Attack drop from this thing’s Moonblast is probably its scariest feature. Switching out also isn’t great, as :mawile: doesn’t take Moonblasts very well and would have to spend at least 3 Knock Off PP and probably 5 or 6 Rest PP for a chance to dispatch it with reasonable safety (one Knock Off to get rid of Pixie Plate, two to KO after Swords Dances). One poorly timed crit, though, and :mawile: is toast. I always just stay in with :togekiss:, and I managed to dodge Special Attack drops this run.

:alakazam:/:swoobat:

The main threat here is Light Screen, as :mawile: has no trouble dispatching these two. :mawile: can't set up easily against :alakazam: due to Shadow Ball being pretty strong. :swoobat: has U-Turn, meaning it can switch to something :mawile: can't handle while halving the damage on :tapu fini: and :togekiss:.

:drapion:

The combo of status from Poison Fang and stat boosts from Acupressure is scary. :togekiss: is slower and only has a 68.8% chance to OHKO with Max Airstream. :mawile: to :tapu fini: is probably the most efficient line, though I’ve used :mawile: to solo it as well, at the cost of many Knock Off PP.

:beheeyem:

Really only a problem if :togekiss: is out and is low on health or out of Dynamax turns. Psychic Terrain-boosted Psychic + the possibility of Analytic shreds my team if I give it an opening.

:zoroark:

:togekiss: is slower and baits Flamethrower here, which is a pretty strong move and has a chance to burn. It also sets up a theoretical for :mawile: to come in on an unexpected Flamethrower, but that never happened.

:comfey:

Unless :tapu fini: is set up or :togekiss: crits with Max Airstream, this thing is liable to drain some health and PP off my team. It heals so much, and my team lacks the initial firepower to take it out in one hit.

:scizor:

Technician Bullet Punch has a slim chance to OHKO full health, non-Dynamax :togekiss:, but :togekiss: has an easy OHKO with Max Flare. I maybe ran into one of these on my run and it just took a little health off of :togekiss:. :mawile: works as a check in a pinch, but Swords Dance makes crits scary.

:azumarill:

Mostly a problem if it has Sap Sipper and is up against :togekiss:, as it can set up Belly Drum or paralyze with Body Slam. :mawile: is a decent check if the Belly Drum goes up so long as it doesn’t have Huge Power.

:escavalier:

I don’t 100% remember if I faced one of these on my 113 run, and if I did, I believe sun was up. Without sun, :togekiss:’s Max Flare has a 62.5% chance to OHKO, making this is the only Steel type that :togekiss: doesn’t have a guaranteed KO against with Max Flare besides Sturdy :magnezone:/:magneton:. I’d probably take the risk with :togekiss: in some situations, but I think :mawile: would do OK against it.

:gigalith:

Crit Meteor Beam does upwards of 95% to :togekiss:. If :gigalith: has Weak Armor, :togekiss: OHKOs 93.8% of the time, but both Sand Stream and Sturdy block the OHKO. :mawile: doesn’t stack up well due to :gigalith: consuming its item with Meteor Beam and having high physical bulk. :tapu fini: can do pretty well, especially if Dynamax is available.

:lickilicky:

Bulky, hits pretty hard, and threatens status with Body Slam. :togekiss: doesn’t OHKO without a crit Max Airstream, and even that isn’t a guarantee. :mawile: easily walls it, but doesn’t do much in return due to Defense Curl. :tapu fini: can 2HKO with +1 Moonblast, but can end up taking quite a bit of damage in the process if it tries to set up.

:tentacruel:

I don’t think I encountered one of these on my 113 steak run, but I did in subsequent attempts. :togekiss: can’t 2HKO with Max Airstream unless it crits, and it resists all of :tapu fini:’s moves. :mawile: does pretty well here, but Waterfall crits after a few Swords Dances would be bad news, and flinches can cause issues. :mawile: needs +6 to OHKO with Knock Off. That being said, this thing has never actually ended a run for me.

Leg 1. 36 Battles. Not too many notes until towards the end. Battle 5 was the first clean :mawile: sweep against :accelgor:/:mantine:/:beheeyem:. I think I was down to 7 or so Knock Off PP by the end of the leg. :tapu fini: wasn’t getting as much action as it should have, and I fumbled pretty hard around battle 27 by switching :tapu fini: into some :accelgor:-laid Spikes trying to protect :mawile:’s Knock Off PP from a :cursola: that used Endure to get a Weak Armor speed boost. Spikes + Shadow Ball brought :tapu fini: down to 12 HP and benched it for the rest of the leg. Battle 34 :mawile: got chipped pretty bad by a :cramorant:; lucky :togekiss: had set the sun. Battle 35 was ability roulette, and :togekiss: had pretty low PP. Lead :azumarill: luckily wasn’t Sap Sipper, and :steelix: wasn’t Sturdy. Battle 36 I got unlucky with a Sturdy :magnezone: as the second mon. Somewhat fortunately it went for Light Screen, meaning the last Mon :zoroark: was a 2HKO with Draining Kiss, leaving :togekiss: with a single Air Slash PP to his name. I could have sacked :mawile: to :zoroark: to give :tapu fini: a new lease on life, but that would have left me pretty vulnerable to Grass and Electric types.

Leg 2. 30 battles (66 total) Battle 57 was a super sketchy last mon :blissey: fight. :togekiss: chipped it with Max Flare (sun was already up), but :tapu fini: had to finish the job. Metronome rolled :hatterene:’s forgettable signature move,, Magic Powder, turning :tapu fini: into a Psychic type. Annoying, as that reduced the power of my moves and caused :blissey: to attack with Flamethrower. No burns, but a crit did bring me down to 4 HP. It took a fair amount of PP, but I clawed my way back to almost half health. Battle 65 was another last mon :blissey:, but :tapu fini: got lucky with Metronome rolls and scored a crit Surf. Battle 65 shit hit the fan. Lead :passimian:. I debated switching to :tapu fini:, but I’ve seen Electroweb before instead of the usual Fling or Acrobatics. I just did a normal Airstream. Big mistake. In comes :oranguru:. I Max Flare hoping to reduce Thunder’s accuracy. Instead I get paralyzed and taken to low red health. Hard swap to :tapu fini: catches another Thunder hit. Next swap to :mawile: dodges a Thunder; it dodges at least 2 before getting crit. A +2 Knock Off finishes. I don’t remember the last Pokémon, but I know :togekiss: and :mawile: were in low red and :tapu fini: was in mid yellow for HP by the end of battle 65. I decide to try one more battle. The lead of the next battle (66) is :beheeyem:. Full paralysis on :togekiss:, so I get taken out by Psychic. :mawile: sneaks in a Knock Off before also falling to Psychic. :tapu fini: comes in, and I go for Max Geyser, which is plenty with Knock Off damage. :azumarill: next, which falls to two Max Starfalls after getting a weak Steel Roller in. Dynamax ends, and out comes :steelix:, threatening a stronger Steel Roller that probably would have KOed. Luckily, it wasn’t Sturdy, so I lived, took the KO with Surf, and I promptly accepted my last full team heal.

Leg 3. 47 battles (113 total). I had to deal with a :rotom: somewhere during this run, but I don’t have notes. I think it was this leg somewhere? I remember using a :tapu fini: to :mawile: line to dispatch it. Battle 68 had :magnezone: and :luxray: in second and third position, respectively. Normally scary, but two Max Flares made quick work of them because I got lucky with no Sturdy on the former. Battle 78 had another :magnezone:, this time in the lead. Luckily not Sturdy again! Battle 84 saw lead :blissey:. I decided to do a :tapu fini: to :mawile: line, as :tapu fini:’s PP was getting drained a little quickly this leg. Metronome rolls Stuff Cheeks as I switch in. I get hit with Flamethrower while I Swords Dance. I’m at +2 and yellow health and in comes Light Ball :pikachu:. Uh oh. Dynamax is my only out, but someone didn’t give their :mawile: any Dynamax candies. I Max Guard to get a little health back with Leftovers, then survive a 14/16 roll with Volt Tackle to retaliate with Max Darkness. Last mon was luckily :swoobat:, so :mawile: healed up and got to fight another day. Battle 87 I got a little cocky against a last mon :milotic: with a fully set up :mawile: and got burned and taken to almost half health. I heal up :mawile: next battle against a last mon :dubwool: at the cost of 3 :tapu fini: PP (I didn’t calc the Draining Kiss after the Luminous Moss boost post-Surf and missed a KO). :zoroark: showed up as the lead of battle 92 to chunk my :togekiss: with Flamethrower, bringing me to lower yellow health. I decide to take a slight risk (losing Wise Glasses to a Weakness Policy-boosted Thief) and Draining Kiss on the lead :krookodile: battle 93, and land a nice crit to KO and heal to full. Battle 106 brought :mawile: down to 1 Knock Off PP and :togekiss: to 1 Air Slash PP. Battle 107 last Mon was :magnezone:, but this time I rolled Sturdy and got :togekiss: down to 35 HP post-Dynamax. Battle 108 was a lead :goodra: that turned into a :tapu fini: sweep, bringing :tapu fini: down to 5 attacking PP. Battle 109 used :mawile:’s last Knock Off PP on a lead :froslass:, and :tapu fini: was down to 1 PP in each of its moves at the end of the battle. Battle 110 saw a lead Alcremie, letting :mawile: watch another Pokemon faint (Misty Explosion) despite no longer having attack PP. Next mon was :kommo-o:, conveniently letting :togekiss: heal a bit in spite of PP woes. Battle 111 was a lead Obstagoon, so I switch :mawile: in on the inevitable parting shot. In comes Passimian. :tapu fini: used its last PP to sweep Passimian and :lilligant: and get some chip into the :obstagoon:’s Obstruct. :togekiss: burned several Grass Knots to KO that :obstagoon:. Battle 112 I use my last Air Slash as a Max Move on :gyarados:, finish with Max Overgrowth, use Max Overgrowth on :greedent:, crit with my last Flamethrower on :greedent:, then KO :quagsire: with Grass Knot. With only a Grass Knot and Draining Kiss PP a piece on :togekiss:, I step into Battle 113 in case I can Struggle stall something. Lead :drampa: got me hopeful, as :tapu fini: had the HP to tank several Snarls and :mawile:’s Intimidates made the Flys a non-issue. I switch-stall quite a bit while also depleting all of :mawile:’s PP except for its remaining two Swords Dances. I set those up while :drampa: uses its last Struggles. In comes :runerigus:. Good! I chunk it with a Struggle from :mawile: before going down to Earth Power. :togekiss: takes the KO with Grass Knot. Last Pokemon is… :krookodile:! Using my very last PP, I take the KO with Max Starfall.

Closing thoughts

I’m pretty happy with a Fairy streak of 113, but I consider that high of a streak with this team anomalous. Based on the 113 streak and a final leg of 47, I originally thought this team might have the potential to get into the 120s or even 130s. It may still have that potential, but I’ve tried this team at least a dozen times since then and it usually falls apart before battle 20. I managed two streaks over 30: One was a streak of 33ish that ended prematurely in part due to me forgetting about :dragalge:’s Toxic Spikes, and another got to 36 on the first leg before crashing out in the second leg on battle 49 after losing :mawile: on battle 42 to a last mon :beheeyem:.

It’s wild how the generally overpowered Fairy type is comparatively lackluster in this particular context. It was also fun to use :mawile: and have it be an integral part of the team, even without a Mega available! I do wonder how Gen 9 Fairies like Iron Valiant, Flutter Mane, and even Tinkaton would perform in this format.

Getting a decent streak with Fairy inspired me to try Psychic for a bit, but after a fair number of runs, that inspiration faded. It’s not great offensively, it doesn’t have great lead options, its weaknesses to Dark and Ghost are hard to cover well, and its resistances aren’t stellar, either. I never made it beyond a first leg of 26 battles.

If you couldn't tell from my attempts nearly 5 years after the release of Crown Tundra, I really like this battle facility, but I'm not sure there are many types left that could be significantly improved upon without a lot of luck. Ten of the eighteen types are above 130 wins (Normal hasn't been updated at the time of writing), and only four types are below 120 wins (Fairy, Psychic, Ice, and Rock). I consider that a dang impressive accomplishment by the community.
 
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