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Challenge 4th Generation Battle Facilities Discussion and Records

I see. You mean Trick Room, right? That's news to me but I will look into it.
Nope, I mean teams with a lead that can cripple the opponent by locking it into using only one move with Trick (usually things like Latias, Mesprit, Uxie, Cresselia etc.). But I don't want to bore you with a whole paragraph about it (lol): if you check the leaderboard you'll understand immediately what I'm talking about.
Garchomp@Focus Sash (Adamant) (252 ATK 252 Speed)
Swords Dance
Outrage
Earthquake
??
Probably use Fire Fang for the last
The current Dragonite I use has DD, Outrage, Fire/Thunder Punch, so I'd probably go with Fire Fang for the last slot. Or Flamethrower, if I still have that TM. Any reason not to use Flamethrower over Flame Punch? Seems a lot stronger.
Basic stuff. Send him first, SD, Outrage. The rest of the team takes care of anything that still stands.
The set is ok, I'd only suggest you to go for a Jolly nature (that 102 speed is pretty useful if you manage to make the most of it) and to consider Substitute over Fire Fang. Speaking about Dragonite, Fire Punch is the better move because of its physical nature: you can try to use Flamethrower/Fire Blast in a mixed set, but there are better options.
Gengar@?? (Modest) (252 Sp ATK 252 Speed)
Destiny Bond
Shadow Ball
Sludge Bomb
??
I thought of putting Gengar in for a special sweeper, I guess I don't have much to say about him. STABs and... stuff.
Again, I would go for a timid nature. For the fourth slot you can try Thunderbolt or Energy Ball (you could try to run both, too). Also, Destiny Bond Gengar is usually used as a lead with the Focus Sash, hence my advice is to stick with the classic set and so to give another item to Chomp.
Then there's a whole spot open. This is gonna be troublesome...
Scizor can fit this spot very well, since it covers both Chomp's and Gengar's weaknesses. But ofc there are other options.

Btw these are only my suggestions: you may find better solutions
 
Nope, I mean teams with a lead that can cripple the opponent by locking it into using only one move with Trick
Oh, that. Right. It was my first thought but I googled ''Trick team'' to be sure and the dumbass AI understood it as Trick Room teams which confused me.
My Latias was supposed to be the Trick carrier, I even had taught it already. But I don't know if it's doable with a nature that reduces her speed. I will check if my Cresselia, Mesprit and Uxie have good natures. I've heard that Cresselia is a great Pokémon, it's just that she's so... ugly.
The set is ok, I'd only suggest you to go for a Jolly nature (that 102 speed is pretty useful if you manage to make the most of it)
Could do that too.
consider Substitute over Fire Fang
I haven't used Substitute, I guess it does not hurt to test it.
Speaking about Dragonite, Fire Punch is the better move because of its physical nature: you can try to use Flamethrower/Fire Blast in a mixed set, but there are better options.
I completely forgot about Physical/Special for a second there.
Destiny Bond Gengar is usually used as a lead with the Focus Sash, hence my advice is to stick with the classic set and so to give another item to Chomp.
Perfect.
Scizor can fit this spot very well, since it covers both Chomp's and Gengar's weaknesses. But ofc there are other options.

Btw these are only my suggestions: you may find better solutions
I will look into Scizor. And wait to see if someone else throws in their 2 cents
Appreciate the input.
 
My Latias was supposed to be the Trick carrier, I even had taught it already. But I don't know if it's doable with a nature that reduces her speed. I will check if my Cresselia, Mesprit and Uxie have good natures. I've heard that Cresselia is a great Pokémon, it's just that she's so... ugly.
Unfortunately Latias needs to be Timid to fit this role. The best alternative is Mesprit, all the others are at least one tier below (but still viable) lol
I will look into Scizor. And wait to see if someone else throws in their 2 cents
Appreciate the input.
Hope someone else can give you other hints. You're welcome!
 
for getting to 100 you can probably make do with a subpar latias tbh, I remember I did and just compensated by upping speed evs until I hit whatever benchmark there was, but even that may not matter since you're "only" doing like 60 battles at most fwiw. It might still take more than one try but it's definitely possible
 
I have not played Trick crippling, but if the speed IVs of your Latias are not worse than 5 then you outspeed base 130s. There is not much faster stuff that does not carry already a choice scarf. So I'd say your Latias is good enough
 
I have not played Trick crippling, but if the speed IVs of your Latias are not worse than 5 then you outspeed base 130s. There is not much faster stuff that does not carry already a choice scarf. So I'd say your Latias is good enough
The problem is that she won't be able to outspeed anything (except for super slow things) without the Scarf, so you'll use Charm etc. way less. It can work until 100 but it probably won't be a first try
 
Streak submission - 48 wins, Level 50 Platinum Battle Factory (physical cartridge)

Friends...there is no more painful a way on God's green earth to lose a streak than reaching gold-print Thorton, being told he is a Steel-primary user, picking Flygon4 as your lead alongside Heracross4 and Weavile4, OHKO-ing his Megnezone lead, and then running into Hippowdon. Curse, Slack-Off Hippowdon. And just slowly watching as a 20+ turn battle proceeds without you landing a single crit, freeze, or anything you need to stop the inevitable loss that would otherwise have been an easy victory. The glitched, early English Platinum Thorton fight, the one where he is consigned to Set 1 Pokémon, the one everyone says is free. Staring a victory you've spent almost literally 300 hours building up to, and knowing that, for once, it wasn't any kind of tactical mistake on your part leading to the loss. Your only mistake was daring to dream.

Such is life. Once again, at least a cool war story can come out of it.

I had previously been stuck in the first 3 rounds of level 50 for like three days straight due to hax--the slog through idiocy, as I call them. Silver-Thorton reverse 3-0'd my entire team of Electabuzz, Bronzong and Houndoom with 1 Leafeon because it had Double Team and Scope Lense. You can imagine I was *pissed.*

I dove right back in for a probably unwise redemption run, plowed my way back to silver Thorton and knocked on his door with a Primeape2, Ampharos1 and Omastar2. Not bad, I think to myself, before the receptionist tells me what Thorton is leading with.

Hello, Starmie. Slayer of gods, ender of runs, personal bane of my existence, might-as-well-be-mascot of the Factory. And I have no easy answer to it. Psychic instantly destroys Primeape. Omastar is no match. Ampharos CAN kill, but, is outsped, two-shot, and sacking somebody to get Ampharos out on a risk of a potential crit at worst and at best leading me to a 1.5 vs 2 scenario is terrible. Especially since I don't know what other horrors he's cooking up. My trade options are garbage too, nothing looks good, already I'm facing pretty much a dead run in my head

Except ONE trade. Chansey2. Sing Chansey. A 'mon the pros say is basically worthless, heck I'm looking at it and I think it's basically worthless. But, it's the one and only 'mon there that Starmie has no way of reliably killing

So I take it, turn on the gen 5 Elite Four theme, and off we go.

His Starmie instantly Thunder Waves and Confuse Rays my Chansey, as exactly as you'd expect. My Sing misses, as you'd expect. But then it becomes stall wars, and eventually I land a Sing. Lum Berry cures it. I Softboiled the cumulative damage away after confusion is through chipping away at me and finally land another Sing.

I switch to Ampharos. He switches to Honchcrow.

That's when I realize the AI understands Natural Cure and I'm in a chess battle for my life with Thorton. I check the damage calcs, Ampharos is two-shot by Night Slash and that's assuming a crit doesn't happen, I lose her and I lose my only kill against Starmie. It outspeeds, too, and has a Wacan berry, so if I Thunderbolt, it will survive and end me. No dice.

So I take a risk and Thunder Wave it. I watch with bated breath as Thorton, having spent too much hax power on Starmie, fails to crit. Thunder Wave lowers Honchcrow's speed enough for Omastar to outspeed, and I switch in to it. Night Slash cuts it down to about half, but Ice Beam oneshots.

In comes Starmie, cured. I switch back to Chansey and off we go again. I land a Sing after about a dozen turns of nonsense. This time however, I predict the switch and immediately Sing again. And for once planning pays off, the Calm Mind Golduck that emerges is put to sleep against all odds.

I take the free switch to Ampharos, hold my breath in a death grip and click Thunderbolt. It stays asleep and meets its end.

In comes the bringer of death again and I switch back to my derpy pink fortress. Another round of clenching up and expecting crits\Psychic defense drops (which, thankfully, the AI didn't go for outside the one gut-clench switch-in because Surf does slightly more damage.) Eventually I land the final Sing, and this time the monster has nowhere to run.

In comes Ampharos. It stays asleep. I shut my eyes and click the button.

I open them again to see Thorton aghast as his weapon of water-flavored annihilation collapses in a sparking heap.
 

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Finally found some time to get back into the Hall and continue my struggle towards an overall record of 10,000 and I'm coming in with a new record for a Pokemon not used before.

I've a big Excel spreadsheet with dozens of tabs in which I've been theorycrafting the viability of numerous species. Most, I don't seriously expect to get to 170 without an immense amount of luck or contrivance, but one in particular seemed worth the time investment it'd take to go all the way - Dusknoir.

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I really enjoy playing the Hall at level 30 where I can; it's much more interesting to me than using higher-levelled mons. Duskull only evolves at level 37, but notably Dusclops can be caught extremely underlevelled in Turnback Cave. Taking Dusknoir's immense defences into account, as well as its very respectable physical offense, made me think that it would very comfortably be able to hold its own against even poor matchups thanks to the level advantage.

It was nice in theory, but didn't really work out that way. Unfortunately, playing defensively means you're constantly on the backfoot; a crit can be (and frequently was) quite devastating. If only the Eviolite existed in this generation, Dusclops would have been a better option.

Another stupid assumption I made was thinking that Dusknoir's wide movepool and the fact it gets all three elemental punches as starting moves would mean I wouldn't need to catch too many of them and could just go to the Move Reminder between rounds. I was rapidly disabused of this notion very early on; you'd think I'd have learned after getting to 170 with other Pokemon, but the fact remained that if you want to get the gold the more individuals the better. So back I went to Turnback Cave and caught a box full of them.

Using Dusknoir at level 30 had some other drawbacks. The main one is that being underlevelled means I miss out on Shadow Punch. And that was a move I could very much have done with at numerous points. Equally, I couldn't use any of the moves Dusclops might bring with it from Gen III, like Counter or Mimic.

So this was not easy at all, and took me a very long time indeed. Losses - too many to count, but the main ones I remember are:

Infernape
Medicham
Skuntank
Honchkrow
Drapion
Exeggutor
Starmie
Slowbro
Drifblim
Rotom
Charizard
Blaziken
Venusaur

More details below.

1. Dark

Dark had to be first for obvious reasons. Even with the biggest possible level disparity, too many things here are incredibly difficult to beat. Having a moveset which covered all of them was just not possible, so Skuntank, Drapion, and Honchkrow were the hardest fights: the only recourse is to pray they show up at low enough levels that Skuntank uses Iron Tail or Flamethrower or that Drapion opts to use Acupressure a couple of times (and even then, hope it doesn't get an Attack or Defence boost). Thankfully most of the time I was able to just make it through, but the amount of flinches and critical hits you're exposed to here make it a seriously unpleasant round.

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2. Poison

And then Poison next to see Skuntank and Drapion off for good. Thankfully, Earthquake makes them much easier to deal with. Crobat is annoying if it opts to Double Team on the first turn, as Psychic just narrowly falls short of a KO and you know even a single evasion boost is enough to cause multiple Shadow Sneak misses - but all you need is one Brave Bird and it'll take itself out. After initially running Protect on this build, I switched to Substitute, which not only makes Gengar a non-issue but makes Weezing a much easier fight - I lost to it more than once thanks to being outsped and flinched repeatedly by Dark Pulse. Everything else is pretty much fine.

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3. Ground

Ground might seem a bit of an odd choice for the third round, and it was one I initially kept for later on. But so many foes in this round are rather too bulky - and there's not a moveset that can cover all of them. In particular I struggled a lot with Steelix, which always seemed to show up and boost too quickly with Curse for Brick Break to reliably KO it in time. This led me to change up my original strategy of using Ice Punch, instead using Ice Beam to take advantage of the generally lower Special Defence of this round's foes. Worked a whole lot better. I ran Rest instead of Protect as it gave me a far better chance of outlasting Swampert and Hippowdon (with Leftovers because not much here can hope to 3HKO Dusknoir). Predictably, I never once fought the former in either this or the Water round.

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4. Ice

Ice actually isn't, on the whole, a hugely threatening round: Weavile, usually an awful foe to face, can be reliably taken out with Brick Break and Shadow Sneak as it's relatively unlikely to OHKO with Night Slash. Not much else posed an issue, so I could have left this one for a little later.

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5. Ghost

And now we come to the Argenta Silver round. Always tricky, because you need to keep some versatility for the final fight. Initially I ran a more offensive moveset hoping to overwhelm whatever she brought: this was quickly shown to be a stupid idea since the first time I fought Argenta here she brought Venusaur, which promptly slaughtered me since I had no means of recovery. So I switched to a passive moveset relying mostly on Rest and Protect in conjunction with Pressure; handy against lots of things with 5 PP moves like Hydro Pump or Stone Edge. Despite my assumption that this would be a tricky round it pretty much never was.

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6. Fire

Fire made sense to do next, as quite a few of the opponents faced here have the potential to be very problematic. Charizard beat me once thanks to repeated Air Slash flinches; Arcanine is overwhelmingly powerful and hard to counter; Infernape got lucky on more than one occasion with a critical-hit Flare Blitz; Heatran always manages to get the Focus Band activation; and Houndoom is just miserable to face. It might have been an idea to swap this with Ice, but ultimately sixth is still early enough for there to mostly be enough of a level advantage that it's manageable.

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7. Flying

A few dangerous foes in this round but there's such a wide variety that you often get lucky and don't see them. I lost to Drifblim once after stupidly using Sucker Punch and getting it in Petaya range; Togekiss and Aerodactyl are very hard fights; and then there's Staraptor and Honchkrow, which potentially can wipe you out if they get a critical hit. For this reason, I used a Focus Sash in this round despite Dusknoir's bulk making an OHKO generally quite unlikely - actually came in handy more times than you'd think.

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8. Normal

Only a few dangerous foes here. The hardest part about this round was settling on the right moveset. Initially floated using Sucker Punch and/or Toxic - the former useful when Brick Break or Ice Punch left something on a small amount of HP. Unfortunately one of the more dangerous foes here - Staraptor - isn't guaranteed to be KO'd by Sucker Punch even after taking damage from Ice Punch and Brave Bird recoil, so I found myself questioning its effectiveness before too long. Toxic seemed a good idea for some of the bulkier stuff (Regigigas, Lickilicky, Porygon2) but after doing some calcs I realised they could just be dealt with directly. Toxic also wasn't worth using against Snorlax. At lower levels, I can take a Crunch and 2HKO with Brick Break, but doing Normal this late meant that this strategy wasn't guaranteed. Instead, what works is alternating Protect and Substitute to run Crunch out of PP and then letting it Struggle to death. This would also have been a good strategy for Regigigas, except that I never actually saw it in this round.

That left Porygon-Z as the majorly threatening foe; neutralising the threat of Snorlax left me free to invest more in Special Defence. I encountered it once and unsurprisingly lost - depending on level, Dark Pulse is a 2HKO or a 3HKO, but of course you have to pray it doesn't flinch. Never saw it again after that, thankfully.

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9. Rock

And it's Rock next. The given EVs ensure I outspeed and OHKO Tyranitar with Brick Break; that's pretty much the most threatening foe of this round. Don't think I ever lost to anything here.

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10. Grass

The same cannot be said of Grass, a round I assumed would be incredibly easy. Not so. Quite a few things here unexpectedly caught me out - Exeggutor flattened me with a Liechi-boosted Wood Hammer once, Shiftry is a gigantic pain in the neck, and Ludicolo can be very annoying if it's not poisoned quickly. I kept thinking I should move this back a couple of places but ultimately there just wasn't an earlier type I could make the switch for. Bulky as Dusknoir is, it's outsped by a lot of equally bulky mons here.

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11. Electric

I never look forward to this round but surprisingly this actually wasn't bad. The most threatening of the bunch is Rotom which, like Exeggutor, can eviscerate with a Petaya boost if hit too hard. Damage calculations are vital here to check yourself, so often the best way to go was Shadow Sneak first turn, Sucker Punch the next. Lum Berry seemed the obvious item choice, but I'm outsped by everything anyway so Leftovers made more sense as a way of giving me a little more breathing room against those foes not equipped with a super-effective move (Lanturn, Luxray, Jolteon, Ampharos, et al).

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12. Water

My expectation was that this would be a hard one, too - but for the most part, it wasn't. Ultimately that was more down to dumb luck than anything else - every time I did this round, I fought weak NFEs all the way up to battle 8 or 9 and then had a good matchup for the final couple of fights. Milotic is an absolute joke of a fight, Feraligatr and Lapras are easily dealt with, and Suicune is trivially easy. Wailord gave me a good fight on one occasion (I'd completely forgotten Sleep Talk can call moves which are out of PP and got smacked by a full-power Water Spout), and Kingdra is more than a little difficult, but I didn't lose to either of them. Sharpedo might have given me a little trouble if it had shown up; I didn't ever see Swampert, Blastoise, or Empoleon. The only thing I ever lost to here was Starmie when it disgustingly got two consecutive crits on Hydro Pump. I lost to Slowbro once when Argenta used it, which made me wary of seeing it again - however, I fought it several times here and in the Psychic round and never had trouble with it again.

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13. Psychic

This should, by rights, have been a round I could leave right until the very end, but the presence of several foes I'd previously lost to (Exeggutor, Starmie, Slowbro) compelled me to do it next. On the whole this was a very easy round, though I lost once, frustratingly, to Medicham of all things, which got one evasion boost and promptly dodged all subsequent attacks, 2HKOing me with Psycho Cut thanks to the second move getting a critical hit. Metagross was a foe I was nervous about facing, but I never once saw it here or in the Steel round. Fought Uxie and Cresselia and I believe Argenta once beat me with Azelf, but no appearances from the Lati twins (as so often happens).

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14. Dragon

An often very straightforward round. Pretty much the only threatening foe is Kingdra, which beat me very capably one time. This made me realise that the optimal item here was Lum Berry (not Leftovers) since it pretty much always goes for Yawn first turn. For this round, I made use of the rest exploit and on my winning streak hilariously ended up fighting Altaria not once but three times.

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15. Steel

I did question the sense of leaving this one so late. Forretress is a potentially difficult foe thanks to Payback's high damage and its held Lum Berry meaning it needs burning twice - but Dusknoir outspeeds, and for some reason when I fought it it seemed prone to using Bug Bite more often than Payback. Weird. Skarmory could have been troublesome, and I was already wary of Metagross - thankfully neither appeared. I had trouble with Aggron and came very close to a loss after missing with Will-o-wisp twice and taking a crit Stone Edge - but Iron Tail's terrible accuracy saved me, and I was able to clinch a win. Lucario would have been a joy to fight but sadly I didn't get that lucky.

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16. Fighting

Pretty much the only round I could call incredibly easy. The given EVs ensure I outspeed Machamp and 2HKO with Psychic - otherwise, it could use Foresight and then Dynamicpunch. Hariyama was the only really problematic foe - in the end, rather than hope to 2HKO, I went with the PP-wasting strategy I used for Snorlax, combining Substitute and Protect to use up all of its Payback PP and be more safely able to deal with it. At least that's what I would have done had I encountered it - but that never happened. Nor did I encounter Machamp. Oh, well.

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17. Bug

That left me with Bug as the final round. A very reasonable choice since Dusknoir resists Bug and only a couple of foes here pose a genuine threat. After initially deciding to run Fire Punch, I considered what might be a better choice for Argenta's gold fight was Substitute. Sure, Fire Punch is decent enough coverage but there's so few things I could actually beat with it - better to trust to Pressure stalling against the vast majority of foes. Yanmega is the most dangerous to face, since burning it won't compromise its offenses - with Tinted Lens, it's truly dangerous. Thankfully, my round 9 fight was Scizor - burn as it SDs, Substitute as it SDs again, then Protect and Sub over and over, Rest as it breaks the last sub, and by then it's fainted. Nice and simple.

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Argenta Gold

I sweated a bit over this one. There were a lot of things she could have brought that would have been downright unbeatable. Ultimately, she brought... Metagross. Well, that's not the mon I was hoping for but it's possible to beat. I dithered over my first move - Substitute or Will-o-wisp? - and correctly predicted she'd set up Light Screen first turn. My Will-o-wisp hit and I was able to set up a Substitute next turn. From there, it was a relatively straightforward dance of Protect-Sub-Protect-Sub-Protect, using Rest as it broke my final sub. By then, it was out of Meteor Mash PP and Zen Headbutt wasn't capable of breaking a sub in a single turn - but it's irrelevant, as that was enough time for the burn to do its job and faint it.



Unfortunately after 170 I didn't last very long at all. Chose Fighting-Bug-Psychic-Ice-Grass and lost to a Tangrowth which got a critical hit Grass Knot as I tried to Substitute, leaving me too weak to Sub and promptly outsped and KO'd next turn.


Streak submission - 48 wins, Level 50 Platinum Battle Factory (physical cartridge)

Friends...there is no more painful a way on God's green earth to lose a streak than reaching gold-print Thorton, being told he is a Steel-primary user, picking Flygon4 as your lead alongside Heracross4 and Weavile4, OHKO-ing his Megnezone lead, and then running into Hippowdon. Curse, Slack-Off Hippowdon. And just slowly watching as a 20+ turn battle proceeds without you landing a single crit, freeze, or anything you need to stop the inevitable loss that would otherwise have been an easy victory.

Truly I can match this - on the attempt directly before my successful winning streak, Argenta used Blaziken against me for the silver match, which I confidently assumed would be a very easy win since it can only touch Dusknoir with Blaze Kick. All I have to do is stall for 5 turns until it's out of PP, right? And then the first hit that connects gets a critical hit, and down I go. I swore very, very loudly.

Now that I'm done with this one I'm looking forward to doing a few more casual streaks with randomly-chosen mons, but I've already got another candidate in mind to attempt another full 170+ streak with, so I hope to be updating with that one before too long...
 
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I've been working a bit on potential ideas for a Doubles team. Once again, to set the stage: I want to come up with one or more options that could surpass the 500+ streak length to make for a top 5 finish. I've got some past experience with the gen 3 Frontier so know the basics and am familiar with the specific challenges of it, but only have basic knowledge of the gen 4 specifics from what I've read online. I also want to try and go with an 'original' combination. There's one team idea so far that I've finished putting together:

https://pokepast.es/ced0cd9bb17d03c5

So my thought here was that rain should be quite a viable strategy with the boost on spread moves from 50 to 75 in this generation. To me, rain means Kingdra. The question then became who to pair him with. Ludicolo is the obvious one, but I've just never liked the dancing pineapple so had to look for alternatives with Fake Out + rain synergy. That's where Toxicroak comes in. Has Fake Out, generally good defensive typing in the rain with the fire weakness neutralized and Sucker Punch priority somewhat covering its 4x psychic weakness, and most importantly: heals from both Kingdra's Surf, as well as the rain itself.

The question then became who to put in the backline. Latios is an obvious one I think, just the most splashable Pokemon in both gens 3 and 4. For the last slot I chose Scizor, mainly because of its bulk, helped by rain reducing its fire weakness. This is the one I'm least sure about though. Alternatives I have been looking at are Metagross, Vaporeon for Water Absorb + Haze and Expert Belt Kabutops. What are your thoughts? Who should fill the last slot, and could this team meet my goals?

As for other teams, Trick Room of course is the obvious star in gen 4. Only there's one issue: Bronzong gives me the same vibes as Ludicolo, and I just do not like the idea of the lvl 1 endeavor, so that kinda limits me in my options. I looked through some teams in the charts and found a Dusknoir-Azelf lead with Azelf there for the boom. That would be an option. Another idea would be Porygon 2. Slow enough, BoltBeam, decent bulk. Just not sure if he's got it without Eveolite in the game. Maybe Cresselia on a full on support set where its less than ideal Trick Room speed stat matters less? For the sweeper department, I feel like Marowak would be an obvious pick if trying something different than Machamp, as would Ursaring and Rhyperior. Heatran is another option with the added benefit of being one of the rare 'slow special attackers' with high offensive stats. But I'm not sure if his speed would be low enough when running Life Orb/Specs, or his output would be high enough if running Iron Ball?

Finally, Gravity. Seems like an obvious move to deal with evasion hax, but it gets used on zero of the top ranking teams. Is there a reason for it, or is it just a matter of 'no one really went for it' and would it still make for a viable strategy?
 
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Overall I guess rain has the potential to meet your goals.

Brief thoughts: Does Toxicroak need so much speed, when 3 of its 4 moves have priority? Is Kingdra fast enough with no speed investment?
Since you mentioned Gravity, maybe this gen5 team may inspire you, as most parts of it can be transferred to gen4:
 
I'd say the standard (and probably also the best) Rain Team for Gen 4 is Kingdra, Ludicolo, Latios, Scizor, and yours is basically a variant that can surely work. Toxicroak is a clever pick, but be careful about leading a Kingdra without the Focus Sash: rain may not go up more often than you think. I also wouldn't change Scizor: it's just too good, especially under the rain.
That said, I really don't know if the team can get you 500+ wins: that's up to you to find out, I think. The only thing I can say is that 500+ wins is really a lot and you'll probably need a lot of attempts.
As for other teams, Trick Room of course is the obvious star in gen 4. Only there's one issue: Bronzong gives me the same vibes as Ludicolo, and I just do not like the idea of the lvl 1 endeavor, so that kinda limits me in my options. I looked through some teams in the charts and found a Dusknoir-Azelf lead with Azelf there for the boom. That would be an option.
Boomzelf is way better in the Castle: in the Tower you'll sacrifice one mon just to be 3v2 in best case scenarios, which are kind of rare.
Another idea would be Porygon 2. Slow enough, BoltBeam, decent bulk. Just not sure if he's got it without Eveolite in the game. Maybe Cresselia on a full on support set where its less than ideal Trick Room speed stat matters less? For the sweeper department, I feel like Marowak would be an obvious pick if trying something different than Machamp, as would Ursaring and Rhyperior.
TR teams need to hit hard with basically all their members: supporters and bulky mons without a huge offensive output are usually not that good in Gen 4.
Heatran is another option with the added benefit of being one of the rare 'slow special attackers' with high offensive stats. But I'm not sure if his speed would be low enough when running Life Orb/Specs, or his output would be high enough if running Iron Ball?
I'd go for Iron Ball Heatran.
Finally, Gravity. Seems like an obvious move to deal with evasion hax, but it gets used on zero of the top ranking teams. Is there a reason for it, or is it just a matter of 'no one really went for it' and would it still make for a viable strategy?
There are simply better and faster ways to deal with evasion hax: Destiny Bond and No Guard Machamp above all. Gravity is a move slot that can be replaced with something more useful 90% of the time
 
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Overall I guess rain has the potential to meet your goals.

Brief thoughts: Does Toxicroak need so much speed, when 3 of its 4 moves have priority? Is Kingdra fast enough with no speed investment?
Since you mentioned Gravity, maybe this gen5 team may inspire you, as most parts of it can be transferred to gen4:
EV spreads are still very much up for grabs. Just copied my Gen 3 spread for Kingdra and filled in my standard Adamant spread for Toxicroak. Once the team is settled upon I'll probably dive into specifics (same for checking whether Latios actually needs 252 speed).
I'd go for Iron Ball Heatran.
Noted. Another idea I just got for a never seen pick that might have a niche: Ampharos. Decent bulk, workable SpA, rock coverage with 100% accuracy, Discharge for spread... and Magnet Rise. This might just be asking too much setup for a faster metagame, but I could see levitating Ampharos pair really nicely with Marowak spamming EQs?
I'd say the standard (and probably also the best) Rain Team for Gen 4 is Kingdra, Ludicolo, Latios, Scizor, and yours is basically a variant that can surely work. Toxicroak is a clever pick, but be careful about leading a Kingdra without the Focus Sash: rain may not go up more often than you think. I also wouldn't change Scizor: it's just too god, especially under the rain.
That said, I really don't know if the team can get you 500+ wins: that's up to you to find out, I think. The only thing I can say is that 500+ wins is really a lot and you'll probably need a lot of attempts.
This might be lack of experience with Gen 4 on my part, but is Kingdra really that threatened in regards to getting up rain T1? Like, you have Fake Out support, so should only be taking one move in return and even get some choice in which one through who you target?

Boomzelf is way better in the Castle: in the Tower you'll sacrifice one mon just to be 3v2 in best case scenarios, which are kind of rare.
I'd say part of the value is creating a 'safe entry' for one of the sweepers with a spread move that can finish the job. Eruption Heatran mostly. Boomzelf would ensure it gets on the field at full health with TR up, while Eruption should do a clean finish on anything not dying to Boom.

There are simply better and faster ways to deal with evasion hax: Destiny Bond and No Guard Machamp above all. Gravity is a move slot that can be replaced with something more useful 90% of the time
Hmm yeah sounds fair. I suppose Gen 4 is too fast paced for Perish to be a reliable strategy either? As for Gravity, I do kinda like the idea behind the team Brucolac shared. Might be interesting to dive into which sweepers could make most use of it. Something with Zap Cannon might also be a nice addition. Porygon-Z with Zap Cannon, Adaptability Tri Attack and Blizzard?
 
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Hmm yeah sounds fair. I suppose Gen 4 is too fast paced for Perish to be a reliable strategy either? As for Gravity, I do kinda like the idea behind the team Brucolac shared. Might be interesting to dive into which sweepers could make most use of it. Something with Zap Cannon might also be a nice addition. Porygon-Z with Zap Cannon, Adaptability Tri Attack and Blizzard?
Even with Gravity Zap Cannon is too inaccurate. I think you need at least 60% accuracy in order for a move getting 100% accuracy with Gravity.

As for the Focus Sash on Kingdra: From my experience (in gen 5) it can work over long distances (like 100 battles) that you can sidestep threats by selecting who acts with FO. But for 500 battles this probably isn't enough. I would consider Sash. LO will be in good hands on Scizor.
And at the very least I would make Kingdra faster than enemy Kingdras, who luckily don't run max speed oh they do! Hm ok another alternative may be to use the fact that it has only one weakness and give it Haban Berry. That may be enough to make the amount of mons that can outspeed and KO it small enough. For reference, in gen5 I have a Suicune which sets Tailwind and has FO-support. 6 sets can OHKO Cune, and I never faced 2 of them together, over 1500 battles. Suicune only ever got OHKOed by crits, I think less than 5 times in total.

Actually Latios may like LO even more. You can consider running Surf and/or Protect
 
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Noted. Another idea I just got for a never seen pick that might have a niche: Ampharos. Decent bulk, workable SpA, rock coverage with 100% accuracy, Discharge for spread... and Magnet Rise. This might just be asking too much setup for a faster metagame, but I could see levitating Ampharos pair really nicely with Marowak spamming EQs?
You said it yourself, it'd need way too much setup for the fast-paced Gen 4 metagame.
This might be lack of experience with Gen 4 on my part, but is Kingdra really that threatened in regards to getting up rain T1? Like, you have Fake Out support, so should only be taking one move in return and even get some choice in which one through who you target?
Kingdra is already weak to status, so it's kind of mandatory to protect it from crits and OHKO moves that will surely happen in longer streaks. You may try to mitigate the risk by making Toxicroak super-frail, but it would still happen sooner or later.
I'd say part of the value is creating a 'safe entry' for one of the sweepers with a spread move that can finish the job. Eruption Heatran mostly. Boomzelf would ensure it gets on the field at full health with TR up, while Eruption should do a clean finish on anything not dying to Boom.
I tried to build something like that (without the TR core) some time ago, but it ended up being just worse than other archetypes. Still, if you want to give it a try I'd suggest you to go for Scarftran.
Hmm yeah sounds fair. I suppose Gen 4 is too fast paced for Perish to be a reliable strategy either?
Honestly, Perish Song seems just too complicated to me. Maybe it could work to some degree in the Castle?
As for Gravity, I do kinda like the idea behind the team Brucolac shared. Might be interesting to dive into which sweepers could make most use of it. Something with Zap Cannon might also be a nice addition. Porygon-Z with Zap Cannon, Adaptability Tri Attack and Blizzard?
You can surely build around Gravity and that team looks fun to play, but would something similar take you to 500+ wins?
 
I'm onto a good pace with the Hall atm. A rummage through my PC produced a bunch of species for me to throw at the challenge, resulting in a wide spectrum of win streaks:

Ivysaur 55
Fearow 49
Cascoon 43
Murkrow 88
Misdreavus 100
Trapinch 59
Lairon 34
Smoochum 34
Granbull 140
Swampert 48
Wingull 57
Buizel 29
Chimecho 65
Scyther 91
Kabutops 70
Dragonair 120

Quite pleased to have redeemed Dragonair's honour after having only made it to 20 with it way back when.

That got me to 4000, which meant it was time for another serious shot at 170 with a new candidate. And who better than a very old favourite of mine.

:dp/lanturn:

Lanturn's unique typing and good defenses made it an excellent choice for the Hall in my judgement. In this, I was correct - it took me only two attempts to get to 170.

I mentioned in my Dusknoir post that I assumed it'd be nice and easy to use since it doesn't need much in the way of egg moves or TMs - Lanturn is much the same, and if anything needs even less; Surf and Thunderbolt is already immense coverage, with one or two additional moves sometimes also required. I'd expected to rely on Hidden Power much more than I ultimately did; this made breeding them nice and easy. Obviously, all the Lanturn I used had Volt Absorb as their ability.

1. Poison

Grass is pretty much Lanturn's most pressing weakness, but I chose to do Poison first thanks to the sheer amount of part-Grass Pokemon here. Of those, the most concerning by far is Roserade; Gengar is also, as usual, quite a pain to face.

Dealing with both is tricky, so I opted simply to take this round on at the lowest possible level in order to have a good chance of surviving Roserade's Leaf Storm. The EV spread is calculated specifically so that Gengar cannot break Lanturn's substitute without a critical hit, meaning I only risk Hypnosis once.

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2. Grass

And onto Grass. This was the only round for which I invested significantly in speed, the better to take advantage of Icy Wind if I ever needed it. Ultimately, this never really mattered against anything I faced here. I faced Abomasnow at rank 7 and impulsively decided not to bother with Substitute, instead just 2HKOing with Signal Beam.

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3. Ice

Ice (and Psychic) were done early because it's really hard to beat Jynx. Sure enough, my first loss was to Jynx at Ice rank 10. Always carry a Lum for both rounds, though even then it's hard to win as Jynx outspeeds and can just put you to sleep again.

Ice specifically was done third because Abomasnow is still dangerous with that darn Wood Hammer. Thankfully it only 2HKOs but the risk of a crit is always there.

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4. Psychic

As above. Substitute also helps against Wobbuffet, one of the few genuine threats here. Otherwise going mixed with Sucker Punch was quite a good play: both Jynx and Alakazam are OHKOed by it,

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5. Ground

I initially wasn't sure what to run for the first Argenta round. Bug was a possibility, as I'll cover later on. Ground made sense despite just not being that threatening on the whole, but it seemed like looking a gift horse in the mouth not to skip a potentially threatening Ground fight (which really just means Gliscor, ultimately). So I opted to do it here. Sure enough, I had no problems with anything I faced here and blasted through. Thunderbolt obviously was not used until the Argenta fight (Zangoose) - it used Close Combat and was OHKOed.

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6. Normal

This one often feels quite threatening, but not so much this time. Ditto was the second fight - always an amusing battle as it's closest you ever come to facing your own species, but obviously has the potential to be unwinnable. I used Toxic as it transformed and missed, which was somewhat nervewracking - thankfully the second turn it connected and the AI stupidly used Thunderbolt on me for no damage, then Protected next turn as I set up a sub. Setting up a Sub first turn is unfortunately not the safest move here because in Gen IV Transform takes on the same amount of PP as you have, meaning I'd likely lose a Struggle war.

Nothing else was much of a problem here - I faced Ursaring at rank 10, which using Thunderbolt on could be risky if it got paralysed and smacked me with a powered-up Frustration, but I got a critical hit and OHKOed.

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7. Dragon

For once, doing Dragon quite early. This is largely because Kingdra is significantly harder to 2HKO at higher levels, and the Lati twins (unlikely though it may be to face them) can be outsped after one Icy Wind, though I included Sucker Punch too for insurance. Largely overcautious, because Altaria seems to have a very high percentage chance of appearing in the Dragon round, thus using the rest exploit means you're overwhelmingly more likely to see that or another 4x Ice-weak Dragon species instead - I ultimately didn't use it and faced Kingdra at rank 9 and Dragonite at rank 10.

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8. Dark

Precious little to say about this one. I encountered both Shiftry and Sharpedo, which could have been troublesome - but Shiftry used Focus Blast and missed, while Sharpedo failed to flinch with Crunch. No Umbreon, no Weavile, no Drapion, no Spiritomb, no Tyranitar. Where was this luck when I was doing this with Dusknoir?

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9. Ghost

Ghost next. Thankfully even with a Brave nature we outrun Dusknoir, so can avoid Curse. I've learned from experience that Drifblim and Mismagius, which were my rank 8 and 10 fights respectively, need to be handled with care to avoid triggering their pinch berries. Gengar is pretty much always awful to face so the entire EV set was built around it: typically, I did not end up facing it here or even in the Poison round.

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10. Fighting

Ugh, Fighting. I considered possibly breeding for Psybeam for this round, before dismissing it as not worth the effort. I very nearly went in with just Thunderbolt with my sole attacking move, before realising I'd lose to Breloom and replacing Protect with Ice Beam. Unexpectedly almost lost to Toxicroak here when it poisoned me with Poison Jab and I accidentally hit with Thunderbolt and triggered the Liechi, not expecting it to outspeed. Thankfully, clumsy AI saved the day as it went for Revenge next turn, allowing me to get the KO.

1770056417808.png


11. Steel

Steel is for the most part easy thanks to the large amount of part Rock- or Ground-types you'll see. Only dicey foes are Metagross (beatable, but tough) and Magnezone of all things, which requires a little more care to beat thanks to Mirror Coat. Thankfully, I didn't come up against either of them.

1770056441100.png


12. Rock

Seeing that, even with Choice Specs, I cannot OHKO Bastiodon with Surf was dismaying until I remembered that Metal Burst does 1.5x the damage taken rather than double. Tyranitar was the only foe I worried about, since it survives a Surf and potentially can OHKO me with a crit Stone Edge - but there's just no way around it, investing more in Defence runs the risk of not being able to 2HKO it. However, it wasn't an issue as it's another dicey foe which never appeared.

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13. Bug

I was expecting to need Hidden Power Fire for this round, but nah: Water and Electric really do cover everything. Hidden Power Flying might have been wise, though...

This was a round I really should have done earlier, perhaps even fifth: Heracross is very dangerous. In hindsight, adding some Defence EVs would have been wiser, as it would have pushed Megahorn and Close Combat down from 2HKOs into potential 3HKOs after the Sitrus Berry recovery. But, once again... I got lucky and never had to face it. My rank 10 fight was Scizor, which hilariously used Counter on the first turn, then X-Scissor for way more damage than I was expecting as I failed to 2HKO - thankfully my Sitrus Berry put me out of range of a Bullet Punch snipe and I was able to finish it off.

1770056497732.png


14. Water

Water next. It's disappointing how few things you can OHKO with HP Grass without Specs. But you need a degree of flexibility here, so it had to be a healing item. Sitrus Berry would have been an option, but Leftovers works better with Substitute. Thankfully Thunderbolt is the go-to against most stuff. There were a lot of foes I'd have been happy enough facing at rank 9/10; ironically, at rank 9 I got Omastar which it just so happens is one of the things HP Grass can cleanly OHKO (Thunderbolt does too, though). At rank 10 I got Lumineon, which was an easy OHKO.

1770056561920.png

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15. Fire

In hindsight Fire might actually have been a better final round. A few foes in Flying are still potentially quite dangerous (Tropius, Scyther, Drifblim, Gliscor, Dragonite), whereas nothing in Fire is really that potent of a threat save for Infernape. I got Rapidash and Heatran instead for ranks 9 and 10.

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16. Electric

Electric, what fun. Being, of course, immune to Electric moves, I figured I could more or less sail through this round. Ampharos, Jolteon, Luxray, and Raikou would all have been a delight to face. And yet I actually had a little difficulty with Rotom, which first inflicted confusion with Signal Beam and then got a SpD drop with Shadow Ball. However, AI stupidity meant it then used Thunderbolt and obligingly brought me out of the HP danger zone, allowing me to eventually 2HKO with Surf. Rank 10 was Raichu, which tried Thunderpunch first to no effect and then hopelessly used Quick Attack before fainting.

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17. Flying

And so we're left with Flying last. I didn't really know what the best setup was for the eventual Argenta fight - Protect lets me have a guard against Fake Out users, like Infernape, but Lum Berry also adds a bit of shielding against the great many status-users out there. Equally, I could have just ran Signal Beam and gone for an all-out offensive set, but that didn't feel like the best use of Lanturn's strengths - when you've got the bulk and the typing to take a few hits, may as well make use of it. I even considered the possibility of a gimmicky Endure+Flail set before coming to my senses; too weak, too slow. So Protect+Lum it was. Nothing in the Flying round proper gave me too much trouble; Salamence was the rank 9 fight and was swiftly Ice Beamed to death.

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And the Argenta Gold fight was... Blastoise. Which is kind of perfect for what I chose, even if it hadn't been a Water-type. Lum makes Yawn a non-issue and even if it Protects I 2HKO with Thunderbolt. Pretty darn sweet.

Post-170 I went with the build I used for the Fire round and went through the types again in the order Fire-Electric-Water-Rock-Steel-Flying-Dragon-Psychic, losing to Exeggutor when it survived Ice Beam and Wood Hammered me to death.

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Almost halfway to that coveted 10,000!
 
I've mentioned the Battle Hall rest exploit in a couple of my posts - has that been documented at all on here? Definitely should be if not.

For anyone not aware, usually when doing any type in a single round in the Hall you won't get repeat species (e.g. if you fight Altaria at rank 6 Dragon, you won't encounter it again at ranks 7, 8, 9, or 10). However, choosing to rest between fights "resets" the pool of Pokemon, such that you could potentially encounter a Pokemon you've already fought in the round. This has significant potential benefit to the player in more dangerous rounds as it reduces the overall odds of encountering an opponent from group 4 in rank 9/10, especially since different species seem to have very different odds of appearing. This can be done multiple times in the same round - in my winning streak with Dusknoir I fought Altaria three times in the Dragon round. I'm not sure whether it's possible to see the same Pokemon when doing two different types in the same round (e.g. doing Fire rank 9 and battling Infernape, then doing Fighting rank 9 right afterwards and battling Infernape again).

https://bulbapedia.bulbagarden.net/wiki/List_of_Battle_Hall_Pokémon
 
Streak submission - 50 wins, Level 50 Platinum Battle Factory (physical cartridge)

Well, folks, we're finally here. My final time is 308 hours--three hundred hours poured into Platinum to finally beat the Battle Frontier, and at last, the final and most ruthless facility bites the dust.

It was quite a journey, and sometimes fate allows for some fun ironies--Magpie always said Gardevoir was a lot more mid than most people give it credit for, but every time I find one with a good set I grab it with little hesitation (especially in this case, where my final draft for round 7 was rather dodgy.) In the end, this one was the hero that slew the beast, as you'll see in a bit.

My final team in round 7 was Gardevoir4, Gyarados4 and Drapion3. Had Quagsire 3 throughout most of the round, I actually took Magpie's advice about shutting the opponent out of a Quick Claw mon, but in the end Drapion provided better balance and consistent speed to what I would like to think was an ultimately solid team.

Thorton was, by no means, an anticlimactic final fight. One last time I remind folks this is the 'bugged' set 1-only gold print fight, I dared to believe my last loss was a fluke and that this'd be easy. So you can imagine my gut-wrenching dread as he leads with Salamence.

And set 1 Salamence has a damn good moveset too, plus his very functional 31 IVs. A real monster, worse even than most late game sets you might find on a HGSS run. I send in Gardevoir and suddenly a single crit, a single misplay, might just be the end of another many-hour long gauntlet.

Fortunately, Gardevoir has a superweapon: Destiny Bond. I click it, watch as Dragon Claw knocks me down to the red, and Gardevoir lands the move. the AI always goes for the kill, and before you know it, both my ace and Thorton's bite the dust.

I send in Gyrados as what I believe is a safe option against more picks than Drapion would've been. And rightfully, as Thorton follows up with Infernape. Realizing he will go for Fake Out, I actually switch to Drapion and back for a double Intimidate, and then set up Dragon Dance. His Close Combat + Fake Out still shave off about a third of Gyarados's health, and not wanting to risk a crit, I take it out with Waterfall after only one DD.

In comes Crobat, who outspeeds despite DD by literally one point. I clench up one last time in this godforsaken factory, expecting the Cross Poison crit that'll put me into a bad spot. But amazingly, this whole battle was the most fair and hax-free fight in the whole run. And Thorton doesn't have a good track record with fair fights, I daresay.

Gyarados survives in the low yellow, DDs one more time, and a double-boosted Waterfall annihilates the beast once and for all.

Here is the video showcasing said fight, for posterity's sake:

After that, I did try for fun just to see how far I could get. As you can see though, it wasn't far, lol. Round 8, I grab Tauros1, Scizor1 and Mismagius3. First opponent is Nidoking, Heracross and Quagsire--not a very epic story, was easy fodder for Tauros and his Zen Headbutts. But then the next opponent leads Aerodactyl, and literally triple crits Stone Edges to utterly wipe my team out raw. An honestly funny and fitting reminder of just where I am, and a fitting note to end on too.

This personally is the end of a journey beginning with my first childhood foray into the charming world of Pokémon Crystal, diving into a series that changed my life, and ending with conquering a Battle Frontier--something I thought for the longest time was more than impossible for me. I won't be pushing for any other records because I know I couldn't by far; this, honestly, is enough.

Oh, and briefly, since I'm technically 'good' at the Factory now, some tips for the mental since that's as important as the raw information you have to memorize:

- If you're pushing for gold, try to do 3 rounds per day and the 7th round on a separate day. Obviously adjust based on how you're feeling/what works best for you, but establishing a consistent rhythm of some kind works wonders for this place.

- Create a mantra for yourself. If you have a saying or a routine, you forget to get nervous during a tense moment. I like to say before each battle or round, "I'm allowed to lose any fight except the one I'm currently in."

- Even if you love this place, accept it's gonna beat you down bad more than once. But remember that as long as you take breaks, follow the pros' advice and look for good sets, and don't give up, you WILL get gold. If I can do it, trust me, you've got a good shot.

That's all, folks. Roykirk, signing off. Thanks for reading!
 

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It's been awhile but I'm back. Would like to submit a 248 win streak in the Pokémon Diamond Pearl Original Battle Tower Singles. The team I used was a standard Starmie, Tyranitar, and Garchomp team.

Starmie @ Life Orb
Modest Nature
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 31/x/31/31/31/31
~ Surf
~ Psychic
~ Thunderbolt
~ Ice Beam

Tyranitar @ Lum Berry
Jolly Nature
EVs: 4 HP/252 Atk/252 Spe
IVs: 31/31/31/x/31/31
~ Dragon Dance
~ Crunch
~ Rock Slide
~ Earthquake

Garchomp @ Choice Scarf
Adamant Nature
EVs: 160 HP/252 Atk/96 Spe
IVs: 31/31/31/x/31/31
~ Outrage
~ Earthquake
~ Fire Fang
~ Aerial Ace


It's pretty much the exact same team as Jumpman16's, except I put a Life Orb on Starmie instead of Expert Belt. I found that the extra recoil damage from the Life Orb doesn't make a huge difference in determining whether Starmie lives or dies from a hit from the AI and the extra power from the Life Orb compared to Expert Belt (even when using Super Effective moves) is much more rewarding/invaluable. I was able to outspeed and OHKO Medicham, Lucario, and Pinsir (as well as 2HKO Metagross and Bronzong, among others) in the DP Battle Tower with just Surf! All of my Pokemon were bred and RNG'd to have max IVs to ensure that the damage calcs aren't messed up both damage wise, speed wise, and when taking hits (since the AI in the Battle Tower has max IVs on all of their Pokemon, I didn't want to be at a huge disadvantage when playing the Battle Tower).

I recorded pretty much the 7th battle of every set post battle 105 until my loss at Battle 249, as well as a full video of the 100 win streak (battles 98-105), the Silver Print battle vs Tower Tycoon Palmer (battle 21), the Gold Print battle vs Tower Tycoon Palmer (battle 49), and the Silver Trophy battle (battle 56 which I actually LOST: yeah, it actually took me around 4 attempts before I was able to achieve the streak that I just had) (also, apparently even if you lose at the end of your set, as long as you surpass 50 wins, you still get the Silver Trophy and the same applies for the Gold Trophy if you surpass 100 wins, but lose at some point between Battles 101-105). I actually found the battles post 100 win streak to be easier than the battles pre 100 as it felt like the AI would always send out mons that matched up really well against my team (such as Normal type Pokemon who Starmie can't OHKO such as Snorlax, Lickilicky, Granbull, Ursaring, etc.)

The playlist of all the videos I recorded in the DP Battle Tower can be found here:

https://www.youtube.com/playlist?list=PLx6a8ZnZU6GB1Ngu0eJfTeb5FMaqsdNLW

And here's the video of the loss at Battle 249:


I lost on Battle 249 to Ace Trainer Abbey (Arcanine, Gallade, Garchomp).

https://www.psypokes.com/dp/battletower_teams.php?id=223

TLDR: I got screwed over by Arcanine surviving an OHKO from Starmie with Focus Band before using Crunch on it, taking me down to only 34/135 HP, getting a Critical Hit on Tyranitar when I correctly switched from Starmie to Tyranitar anticipating that it will use Extreme Speed on Starmie, and then a bad matchup with the last Pokemon the AI sending out being Garchomp 4 which had Focus Sash and actually BENEFITED from the Sand Stream that my own Tyranitar set up by dodging several of my attacks such as Ice Beam on it that would've OHKO'd it. In hindsight, I should've sacrificed Tyranitar against Gallade and had Garchomp at full health when facing the AI's Garchomp as I would've been able to get one more attempt at hitting it through Sand Veil than I did during the battle, but unlike Jumpman16, I usually never sacrifice Tyranitar during my streak unless I'm facing a certain trainer class where Tyranitar is not needed which was rarely the case during my streak. Even then, I still ended up sacrificing Tyranitar later in the battle when the opponent sent out her last Pokemon which turned out to be Garchomp... It was all about matchups and I had to take into account every Pokémon that the AI could've sent out last and it just so happened to be the absolute worst one for me. Against literally every other potential mon on her team, I would've been fine, but against Garchomp (even in a 3 v 1 situation, albeit not at full health), I had to find a way to hit it twice through Sand Veil or else I lose.

Let me know if you have any other questions or comments about my streak in the DP Battle Tower, but I believe this should get me to 10th on the Pokemon DP Battle Tower Original Singles leaderboard. I was hoping I could reach the top 8 or 9, but either way, I'm super happy with my streak. I began playing the DP Battle Tower again on Christmas Eve (previously my team in the Battle Tower was with tradeback movesets) and only just completed my streak today. I usually only played 1-2 sets a day (especially post battle 105) to reduce the chances that I get haxed as I've noticed that the longer you play the Battle Tower or Frontier each day, the more likely that the game will troll and screw you and your streak over due to hax (at least from my experience of playing the Tower/Frontier all these years). Next, I'll be sharing my 304 win streak in the HGSS Battle Tower once I upload all of my videos of that onto YouTube (which might take a couple of weeks to a month from now).
 

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I submit a streak of 381 in the Platinum Battle Tower (singles) on retail.
Though I'm happy to a have a new pb, I'm not totally satisfied with this result: 400/500 wins seemed "easy" to get and I lost in a very dumb way. I may try again, but not in a near future: the Tower on retail is really time consuming.

I basically used Peterko's team. I won't spend time explaining how it works, since I'm pretty sure you all already know it. But I'll still write a couple of remarks about its members.

Latias @ Choice Scarf
Ability: Levitate
Level: 50
EVs: 248 HP / 184 Def / 76 Spe
Timid Nature
IVs: 28 HP / x Atk / 24 Def / x SpA / 28 SpD / 29 Spe
- Charm
- Trick
- Thunder Wave
- Flash

Latias does her job better than every other trick lead, except for maybe Mesprit depending on the team you are using. Charm makes her miles better than Cresselia and Uxie. When I started building the team, I was tempted to get creative with the fourth move slot (I thought about Protect, Sub and Recover), but I soon realized Flash is the better option.
The 76 speed EVs are there to outspeed base 81s (namely Gyarados and Milotic) after Trick. You can also make her faster than base 85s but that would mean losing some useful bulk.

Registeel @ Leftovers
Ability: Clear Body
Level: 50
EVs: 252 HP / 100 Atk / 156 SpD
Impish Nature
IVs: 30 HP / 26 SpA / 23 SpD / 10 Spe
- Iron Head
- Curse
- Amnesia
- Substitute

My good old Registeel. I'll just say its weakness to crits makes it worse than Drapion as a sweeper, but on the other hand it has way more safe entries than his "counterpart" thanks to its typing. I would have liked to have a Registeel with a better Special Defense in order to make P-Z's Download useless, but I guess it basically never really matters.

Garchomp @ Lum Berry
Ability: Sand Veil
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 25 HP / 30 Atk / 30 Def / 2 SpA / 24 SpD / 29 Spe
- Outrage
- Earthquake
- Substitute
- Swords Dance

That's the Garchomp I used for my Castle run, but with a new moveset. In my previous runs I used Salamence and I was kind of skeptical about not having Dragon Dance to set up, but I must say our earth shark is still better, even without the ability to boost its speed: that's almost never a problem.
I lost to an Ice Ace trainer, but I would say it was totally my fault.
The trainer lead with Abomasnow-4 and I locked it into Wood Hammer. After one Charm (Why didn't I use it again?) I switched in Registeel, which died mid-set up because of a couple of unlucky crits + obv the hail.
I then brought back Latias to Charm another time and that's where I basically lost. I miscounted Wood Hammer's PPs and I brought Garchomp in when Abomasnow still had some PPs left. I tried to set up properly but Abomasnow broke two Subs of mine (I get the first, but the second was probably CHed and I didn't notice, since the damage range is 16.6 - 19.9%).
I was still able to KO Abomasnow and than Mamoswine. But right when I was starting to regain some hope to win, the Ace Trainer switched in Glalie-1, which conveniently has Ice Shard...
But I guess that's the Tower: you make one mistake and you've lost.

Here you have some footage: Battle 217, Battle 293 and Battle 376.
And then the proof picture.
 

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