Battle Tree Discussion and Records

So we can't share battle videos anymore and probably no one cares about the battle tree anymore, but USUM is my favourite game of the series and I found myself playing again recently.

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I reached 63 wins in the super multi and it was an extremely frustrating experience, trying to build around my partners AI. This was my last attempt before scouting for another partner. I had a modest Zapdos using thunderbolt, heat wave, tailwind and ancient power (which barely ever got clicked, but I didn't have a particularly useful alternative - roost would be nice occasionally if not for the ai of my partner, you'll see) and a careful celesteela using heavy slam, leech seed, substitute and protect. I took ev spreads from the competitive sets on this site. My partner was Cynthia leading mega-garchomp with EQ, sandstorm, Dragon claw and stone edge, and Lucario with bullet punch, close combat, blaze kick and rock slide (this was also holding a mega stone.. off to a great start).

Building the team was frustrating because I needed garchomp to not kill my mons with earthquake. I tried a bunch of stuff (volt switching tapu koko, protect Fini both to reduce status hax) but by far the most consistent lead with garchomp was zapdos, as after mega evolving garchomps speed would tank and setting up tailwind was mandatory unless the opposing side threatened trick room. This either allowed garchomp a free hand for a second turn, or allowed Lucario a guaranteed revenge kill. Even so, the amount of times the garchomp would make me want to snap my ds was .. well this took me like 4 days of attempts. I got rid of roost because I could literally never risk using it because Zapdos outspeeds mega garchomp.and EQ would just kill it.. I just wanted the stamp.

Celesteela was my last hope for holding a game that I'd otherwise lose, because I'd lost 2 runs at the 47 and 48 mark with landorus-t in the back. Sure enough, it certainly did - 1v3ing Latias, lanturn and mega Gengar on the 48th match of this run using leech seed stall strats. The stupid lanturn had rest and I'm very glad I thought to pp max celesteela out because I wouldn't have outlasted the rest + sleep turns otherwise (it kept using stockpile and so heavy slam was doing nothing). This match alone went forever and I had no idea what was behind lanturn. A bad matchup was probably all over.

Run died on the 64th match to a raikou thunder crit, which I believe I survived without the crit. I had leech seed up already and probably should have rolled the dice with a 2nd protect in a row. Had to run out of luck eventually. This was a huge struggle; I don't know how many people have done the multi with an AI partner but it can be extremely frustrating when your ai partner lucario ignores a priority kill on red health whimsicott to do 1/3 of the damage to its partner bronzong. I thought ai would go for a kill if it saw it no matter what? Anyways. I'm never doing this again I just wanted to put this here to memorialize it.

Cynthia, please just click earthquake we talked about this. I will soften it with thunderbolt, it'll be in range. "garchomp used sandstorm"
 
User Chrom x Lissa aka Gigginox had been a regular on the facilities discord server during this time, seeking input on a doubles team featuring Mega Audino; the idea being, he wanted to hammer out a streak involving Audino within the rapidly closing window. Between his desire for a TR/Mega Audino team resonating deeply within me (lol), as well as an opponent to Eisenherz and myself during the finals of the aforementioned tournament, we had the opportunity to build a great deal of mutual respect. It is through this respect that I assert there is no arrogance or oneupmanship intended whatsoever in the composition of my team, which unabashedly modifies the team used by Gigginox.

And it is with absolute pride and joy that I say, no offense taken! If anything, I feel honored to see the team I created, mainly out of desire to see one specific 'mon make it on the leaderboard, picked up by the famous Trick Room fan and used far more successfully.

It was absolutely wild scrolling through this thread after a break from Pokemon, seeing if there were any interesting updates or new streaks, and then finding a suspiciously-similar team complete with a full write-up. Not only that, but the write-up was incredibly well-written and structured, and I could easily follow along your thought processes, your improvements to my team, and your funny anecdotes. And not only THAT, but seeing your streak inspired yet another veteran to come back with a FEAR streak, this time featuring Dusclops (!!!) was just icing on the Alcremie. I don't know what I, some random internet stranger with a passing interest in a battle facility during the sunset hours of the 3DS, did to influence two people to take another stab at 1000+ streaks after years of inactivity, but whatever it was, I'm very glad for it. Just as glad as finally seeing Audino make it to 1k, despite everyone (including myself) believing otherwise.

My only regret was not sharing some of my notable Battle Tree moments in the Discord. As a less-experienced Tree player, I figured that y'all have seen everything and nothing would surprise you. If I had done so, maybe Repto would have been less surprised to see Spiritomb healing Togedemaru with Pain Split, or enemy Earthquake and Explosion users making his job easier, or even battles where Togedemaru finishes the battle without so much as a scratch, among other funny things. All things I took for granted, yet were actually surprises to a veteran. And to me, that means there's always something new to discover, some odd AI quirk to be investigated, some unplanned interaction to be catalogued and documented, which I think is awesome.
 
Well I've finally did it. I managed to reach a 330 winning streak on the Battle Tree, which is currently ongoing.

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So how did I do it? Well, the team I used was a VGC 18 team I used. The original team was Mega Swampert, Pelipper, Goodra, Thundurus-T, Amoonguss, and Bisharp. The part I used specifically was this:

Swampert-Mega @ Swampertite
Ability: Damp
Level: 50
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Protect

Pelipper @ Focus Sash
Ability: Drizzle
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Tailwind
- Protect
- Brine
- Hurricane

Amoonguss @ Wiki Berry
Ability: Regenerator
Level: 50
EVs: 252 HP / 44 Def / 212 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Rage Powder
- Spore
- Clear Smog
- Protect

Kommo-o @ Kommonium Z
Ability: Bulletproof
Level: 50
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Clanging Scales
- Close Combat
- Poison Jab
- Protect

Goodra @ Assault Vest
Ability: Sap Sipper
Level: 50
EVs: 212 HP / 68 Def / 148 SpA / 4 SpD / 76 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Sludge Bomb
- Flamethrower
- Thunder

If you are wondering why there are 5 Pokemon when you are allowed four is because I had used Goodra instead of Kommo-o for the longest time, notably after beating Red. But then as I got higher, I noted I struggled a bit against stall, despite having Clear Smog on Amoonguss. Not to mention, that Goodra's damage output was unreliable due to using Draco Meteor. So I switched to Kommo-o, who has the amazing Z-Move that sets up while doing huge spread damage. There are times where I miss Goodra, which I will go into detail a bit later.

The game plan is basically to lead Swampert + Pelipper, and try to deal as much damage as possible. Swampert and Pelipper compliment each other perfectly due to freely spamming EQ for the former and removing Electric type Pokemon, while the latter dispatches Grass type Pokemon and can use Tailwind to set up sweeps in for Kommo-o. Amoonguss is the anti-TR, Redirection support, and Stat clearer packed in one.

Some of the challenging matchups include Psychic types like Cresselia, Eon Duo, Mesprit, Uxie. Those are the times I wish I had Goodra over Kommo-o. Cresselia is bulky enough to avoid a 2HKO, while Mesprit and Lati Twins carry Grass, Psychic, and Electric coverage. TR Mega Slowbro is also very difficult enough matchup. It takes little from Swampert, Can set up TR, and Psychic still OHKOes Kommo-o after a boost. Articuno is also problematic due to Hail and lack of resistances. Mega Charizard Y is also troublesome as well, espcially since you have to play around the possibility of it being Mega X.

But this is currently an ongoing streak, let's see how far it goes!
 
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Hey I'd like to submit my streak of 149 wins on Super Singles.
149.png
I have played Battle Tree a lot in the past years but I never did it "properly" because to me was a simple way to keep enjoying the game for the sake of playing it, so I mostly ran 3 sweepers that I liked and ended all my runs between ~45 and 55 wins (highest I've reached was 61 with Nidoking, Kartana and Mega Medicham).
This time I wanted to make a good attempt at it and aim for at least 100 wins. Humble number compared to some on the leaderboard but despite me playing a lot of competitive on Gen 4 / 5 / 7, I never learned the "meta" of the Battle Tree on Ultra Moon so I thought that could've been a nice first goal.

I still wanted to play something rather quick so no longer setups with Salamence, Scizor or Durant yet. After taking inspiration from some of the teams on the leaderboard I've decided to go with these 3 guys:

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Dragonite @ Lum Berry
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Outrage
- Fire Punch
- Earthquake
- Dragon Dance

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Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Brick Break
- Bullet Punch

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Tapu Fini @ Sitrus Berry
Ability: Misty Surge
EVs: 244 HP / 196 SpA / 68 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Moonblast
- Grass Knot
- Calm Mind

Standard Dragonite and Mega Metagross while I used the build suggested by SilverstarStream here under his Set Details for Tapu Fini.
At first I was running Fly > Fire Punch on Dragonite and Earthquake > Brick Break on Metagross but then Ferrothorn-4 ended my run at 83 wins by himself with a series of curses so I decided that wasn't going to happen again.

I'm still learing the Battle Tree's AI and its various pokémon sets, I sometimes checked the doc list for items (scarfs mainly) but never used a damage calculator so the strategy was pretty simple and straightforward: We dance once or twice with the orange fella unless we need to sub him immediatly against some of his threats, we switch pokémon to play around their weaknesses and hope that not too many bad things happen when it comes to hax on the enemy's side (which is exactly how this run ended).

The main "oh shit" moments were at 74 when we almost had a quick claw + paralysis Lickilicky-3 incident, at 131 Lucario-3 got a flinch on my Dragonite who was locked on outrage without dancing and then proceeded to crit a close combat on Metagross (Fini saved the situation) and at 138 Tyranitar-1 Excadrill-3 Garchomp-4 team gave me a hard time with paralysis + flinches.

First I want to make an honorable mention to Walrein-4 destroying my first attempt at 91.
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I start by switching out Dragonite for Tapu Fini who immediatly dies to sheer cold.
Metagross deals about half his health with a meteor mash and dies to fissure.
I don't want to outrage on the first pokémon with Dragonite so I decide that dancing first might be a viable option... yes he hits sheer cold again.

Anyways, I lost at 150 to Ibis' Mega Sceptile.
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We can't share the battle videos anymore, so here's a quick recap (yes it's in italian, sorry):
I start with a dragon dance + outrage on Trevenant-3, his first shadow claw hits hard enough that I want to make sure he dies now that multiscale is down.
I'm locked on outrage and the faster Mega Sceptile makes me flinch with rock slide, still locked so the second time I lose my Dragonite.
2.png

Tapu Fini comes in, I don't know if moon blast is enough to kill but at least it should weaken him enough so that Metagross can bullet punch him without tanking an earthquake. Although Sceptile decides that it is time to crit a leaf blade and I lose my second pokémon.
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Down to Metagross I tank the first earthquake but miss a meteor mash, health bar is still green so I try for meteor mash again but his earthquake kills me and the run is over.
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Big sad moment but I'm still happy for the result especially because it only took me 4 attempts with this team.
 
Hey I'd like to submit my streak of 149 wins on Super Singles.
149.png
I have played Battle Tree a lot in the past years but I never did it "properly" because to me was a simple way to keep enjoying the game for the sake of playing it, so I mostly ran 3 sweepers that I liked and ended all my runs between ~45 and 55 wins (highest I've reached was 61 with Nidoking, Kartana and Mega Medicham).
This time I wanted to make a good attempt at it and aim for at least 100 wins. Humble number compared to some on the leaderboard but despite me playing a lot of competitive on Gen 4 / 5 / 7, I never learned the "meta" of the Battle Tree on Ultra Moon so I thought that could've been a nice first goal.

I still wanted to play something rather quick so no longer setups with Salamence, Scizor or Durant yet. After taking inspiration from some of the teams on the leaderboard I've decided to go with these 3 guys:

View attachment 670770
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Outrage
- Fire Punch
- Earthquake
- Dragon Dance

View attachment 670771
Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Brick Break
- Bullet Punch

View attachment 670773
Tapu Fini @ Sitrus Berry
Ability: Misty Surge
EVs: 244 HP / 196 SpA / 68 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Moonblast
- Grass Knot
- Calm Mind

Standard Dragonite and Mega Metagross while I used the build suggested by SilverstarStream here under his Set Details for Tapu Fini.
At first I was running Fly > Fire Punch on Dragonite and Earthquake > Brick Break on Metagross but then Ferrothorn-4 ended my run at 83 wins by himself with a series of curses so I decided that wasn't going to happen again.

I'm still learing the Battle Tree's AI and its various pokémon sets, I sometimes checked the doc list for items (scarfs mainly) but never used a damage calculator so the strategy was pretty simple and straightforward: We dance once or twice with the orange fella unless we need to sub him immediatly against some of his threats, we switch pokémon to play around their weaknesses and hope that not too many bad things happen when it comes to hax on the enemy's side (which is exactly how this run ended).

The main "oh shit" moments were at 74 when we almost had a quick claw + paralysis Lickilicky-3 incident, at 131 Lucario-3 got a flinch on my Dragonite who was locked on outrage without dancing and then proceeded to crit a close combat on Metagross (Fini saved the situation) and at 138 Tyranitar-1 Excadrill-3 Garchomp-4 team gave me a hard time with paralysis + flinches.

First I want to make an honorable mention to Walrein-4 destroying my first attempt at 91.
View attachment 670776
I start by switching out Dragonite for Tapu Fini who immediatly dies to sheer cold.
Metagross deals about half his health with a meteor mash and dies to fissure.
I don't want to outrage on the first pokémon with Dragonite so I decide that dancing first might be a viable option... yes he hits sheer cold again.

Anyways, I lost at 150 to Ibis' Mega Sceptile.
1.png


We can't share the battle videos anymore, so here's a quick recap (yes it's in italian, sorry):
I start with a dragon dance + outrage on Trevenant-3, his first shadow claw hits hard enough that I want to make sure he dies now that multiscale is down.
I'm locked on outrage and the faster Mega Sceptile makes me flinch with rock slide, still locked so the second time I lose my Dragonite.
2.png

Tapu Fini comes in, I don't know if moon blast is enough to kill but at least it should weaken him enough so that Metagross can bullet punch him without tanking an earthquake. Although Sceptile decides that it is time to crit a leaf blade and I lose my second pokémon.
3.png

Down to Metagross I tank the first earthquake but miss a meteor mash, health bar is still green so I try for meteor mash again but his earthquake kills me and the run is over.
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Big sad moment but I'm still happy for the result especially because it only took me 4 attempts with this team.
Nice team!

Mega Sceptile is pretty weak, I would definitely have swapped to Metagross first:
252 Atk Mega Sceptile Earthquake vs. 0 HP / 4 Def Mega Metagross: 72-86 (46.5 - 55.5%) -- 62.5% chance to 2HKO
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 0 HP / 0 Def Mega Sceptile: 136-162 (93.8 - 111.7%) -- 68.8% chance to OHKO

With a Substitute-less team, Walrein4 is better handled by going for straight Outrage, so that if you do get hit by Sheer Cold Metagross can revenge it:
252+ Atk Dragonite Outrage vs. 0 HP / 252+ Def Walrein: 90-106 (48.6 - 57.3%) -- 92.6% chance to 2HKO

If you do another run, have you thought about tutoring Iron Head on Metagross? This would avoid the loss scenario described thanks to the perfect accuracy. Zen Headbutt is also inaccurate and is going to cost you at some point - perhaps Substitute could be an improvement to avoid scenarios like the Walrein loss. It also lets Metagross 'set up' by taking advantage of Pokemon that it walls with its decent defensive typing and things that will spam status moves against it, and you can then smooth out bad backups by giving Metagross an extra turn to hit them while they break your Substitute.

My suggested set would be:

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Earthquake (Probably better on a Substitute set because it also nails the Fires and Electrics you were previously hitting with Zen Headbutt)
- Substitute
- Bullet Punch / Thunder Punch / Ice Punch

The other, better, option is replacing Metagross with one of the Steels that can actually set up on Ferrothorn and Mega Sceptile and recover HP (Aegislash or Mega Scizor) like in other teams, and from personal experience both still set up pretty fast, but I don't know if your preference is for aiming for longer streaks or specifically using these three Pokemon.
 
Thanks for the advices, yes now that I've reached (rushed) a first good result for me I'm definetly open to take my time and try to get higher numbers with some other teams that may have longer set-ups. I'm currently trying out Garchomp, Mega Scizor and Suicune but I miss Dragonite already :p

The Warlein incident is a clear example of my lack of knowledge of the Battle Tree builds, I should probably keep the doc open during my runs until I get a hang of what I should expect. Sceptile is kinda the same, I didn't know his moveset and how squishy he was so I will do better next time.
 
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Posting a completed streak of 88 wins in Sun Multis. (Like my other teams, this is PKHex'd, so not leaderboard-eligible.)

I used Sightseer Chen with Slaking3 and Darmanitan4.

:sm/slaking:
Slaking @ Choice Band
Ability: Truant
EVs: 252 HP / 252 Atk
Adamant Nature
- Giga Impact
- Shadow Claw
- Hammer Arm
- Earthquake

Props to ReptoAbysmal for suggesting the use of this. Choice Band Giga Impact Slaking is highly discouraged in nearly any other format for obvious reasons, but boy does it hit hard. It OHKOes more than 70% of the Tree, including just about everything neutral not called Avalugg, Cresselia or Suicune. 90% accuracy is also a pain but hey... the top streaks employ a Metagross relying on 90% accurate moves, and it worked well enough in Maison Multis with Steven. I'm not saying plenty haven't missed, and a few were at potentially fatal points, but this mode has a lot more you should be concerned with than imperfect accuracy. The coverage moves are a bit disappointing when it locks into them, but usually if Slaking can KO one foe and dent another I'm satisfied. Unfortunately there is a slight tendency to go for Earthquake against 4x weak Rocks and Steels when Hammer Arm would be better, and it may choose an unideal move if it's supereffective. Note also Giga Impact doesn't allow switching out on the turn after use, so be cautious of letting Ghosts go untouched. On the other hand, it does mean resist switches occur much less often, which is good because Darmanitan is too frail to switch into anything.

Unfortunately it can still be pretty stupid when it wants to. One time I had Slaking locked into Shadow Claw against Tornadus2 with a Substitute up (full health less one Sub) and a 25% Whimsicott3. Expecting Slaking to finish off Whimsicott with Shadow Claw, I Protected Salamence to save taking a Moonblast... but no, it decided to hit Tornadus instead.

Regarding the big red flag with Truant... yeah it sucks at times, but in practice where another AI lead might score a 2HKO, Slaking gets a OHKO then has to loaf next turn, effectively giving it the same damage output while deleting more threats quicker. It's definitely not breaking news that Choice items massively improve the reliability of the AI's Pokemon. I got my 50 in X with Scarf Charizard lead and a useless Gogoat3 in the back, and Scarf Typhlosion, Entei, Garchomp, and even Skarmory have been used to success. Think of Slaking as like a psuedo-Z Move nuke that you can use again on turn 3 if you can make space for it.

I would have preferred max Speed, but 120 seems to be barely enough. With the max HP investment, lack of weaknesses and 150/100/65 bulk, it can usually live whatever hits I need it to that aren't Fighting-type, allowing it to stick around and get another hit off. The opponents overwhelmingly seem to prefer targeting my Pokemon, which I suppose is good as I understand prioritisation and speed and have one Pokemon with Protect.

A defensive calc that surprised me that came up once was:
252 Atk Arcanine All-Out Pummeling (190 BP) vs. 252 HP / 0 Def Slaking: 192-228 (74.7 - 88.7%) -- guaranteed 2HKO

With Intimidate, one time against Kiawe Slaking survived this and still had enough HP to take the Close Combat next turn.

Most importantly of all, this does not have me treading on tiptoes every time I start a battle, and as long as you play to its strengths I don't think you'll be disappointed in it either.

:sm/darmanitan:
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 252 Spe
Impish Nature :/
- Flare Blitz
- Stone Edge
- U-turn
- Superpower

If you've played Tree or Maison, you've seen what this does. It wouldn't work well as a lead because it picks the coverage moves more often than you'd like, but if I can uncover enough of the opposing team before it comes out then it can usually lock into a good move to clean up. Also I think playing this as a lead would just be a worse Typhlosion3 or Entei3 lead.

Stone Edge (if it hits) and Superpower are powerful enough if they're supereffective, but if they're neutral then Darmanitan is very likely to die before it gets to win. Especially Superpower is a terrible move to lock into on a Choice set if it's not being used to finish something off right at the end. I've seen it use U-turn once to finish off a lastmon Starmie. If only Darmanitan learned Thunder Punch, this set would be much better as it wouldn't lose so terribly to Waters.

For my team, I chose two extremely creative options:
:sm/tapu_lele:
Top Lel (Tapu Lele) @ Choice Scarf
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Moonblast
- Shadow Ball
- Hidden Power Fire

Choice Scarf Tapu Lele is just fast and powerful. I picked it for the lead because I needed something to kill Fightings before they murder Slaking. Coeur7 argued for a Substitute + Psychium Z set, which is probably better with something like Mega Metagross as the lead, but Slaking demands more capability to neutralise fast threats and less need for power.

Move-wise, Psychic and Moonblast are obvious, and I didn't want to use Taunt or Protect in a mode where switching is so difficult. I originally had Dazzling Gleam in the third slot in case there were scenarios where spread damage helped Slaking more, but there were none in my first run, so after that I swapped it for Shadow Ball, which is clicked exclusively on Metagross leads when I think Slaking will target the other enemy. Obviously it's nowhere near a OHKO, but there is a chance to put it in range for Salamence Earthquake next turn. Hidden Power Fire is obviously to hit Steels. Before you trot out the calcs on Ferrothorn and Mega Scizor, let me say that I usually preferred having my teammates hit them, and the objective is not to KO them but just to have another way to chip them a bit in case the AI does something random and locks into bad moves, and it's better to do 60% and die against a double Steel lead than to do 20% and die. I clicked it I think about three or four times across both runs to hit Scizors and Escavaliers, against which I can safely assume Slaking will target the other Pokemon. Whatever you pick for that slot is going to be used very rarely anyway, so it seems a reasonable choice for this mode.

For the first 17 battles of the first run, this was Modest, then I came to my senses and switched to Timid to make sure that Mega Alakazam doesn't 4-0 the team. This also outspeeds Scarf Terrakion, Electrode and other fast threats, which is better for this team. I missed the power occasionally but for the most part Lele is meant to support the AI, not sweep teams on its own. Moving before Darmanitan is useful too.

:sm/salamence-mega:
Soaring Up (Salamence) @ Salamencite
Ability: Intimidate -> Aerilate
EVs: 4 HP / 244 Atk / 4 Def / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Earthquake
- Substitute
- Protect

I chose Salamence for the backline because it's another thing good into Fighting-types and one of the best things at 1v1ing as many Tree sets as possible, which fits well with the mode and the kill-or-be-killed frontline. The Ground immunity is also nice in case Slaking locks into Earthquake at an inopportune moment. The shared Rock weakness with Darmanitan is not ideal, but Intimidate and excellent physical bulk patch that up somewhat. I went with a physical set for the greater single-target power and for having coverage against more enemy sets. Spread damage is less useful than in doubles because you want to try eliminating both of one trainer's Pokemon first if you can. Earthquake hitting allies is not ideal, but it barely hurts Slaking and Darmanitan tends to kill Rocks and Steels if it's in.

I went for 4/4/4 defenses, same as turskain's Mega Salamences in Maison, in order to guarantee survival of opposing Darmanitan4's critical hit Stone Edge.

For the first run, I used Dragon Dance in the third slot, but after the loss I decided to give Substitute a go, in line with the #2 streak on the board. I hate stacking Substitute with Double-Edge recoil, but I need the extra power to revenge more sets in a pinch. Substitute isn't as great with a hyper offense partner as with Wide Guard Aegislash in Doubles or a Thunder Wave Porygon2, but Dragon Claw and uninvested Flamethrower seemed like a waste and what else has Salamence got? Substitute probably saved the streak in battle 46, where Slaking decided to Hammer Arm Cradily instead of killing the Thunder Wave-spamming Rotom-H ally. Thankfully Darmanitan hit the Stone Edge it needed to.

I still think Protect is essential on Multis Pokemon that aren't Choiced or carrying Fake Out or using Assault Vest if only to have a shot at stalling out Trick Room, and it's especially handy with Salamence having the big Ice weakness.

I could have lead with Salamence instead, but I was concerned that the Ground immunity might induce Slaking to spam non-STAB Earthquake when I want it to use Giga Impact as often as possible.

Strategy: Usually it doesn't matter too much what Slaking chooses to hit (unless there are Ghosts on the field) because so little can withstand its onslaught. Use Lele to defend it offensively by KOing Fighting types before they move, breaking Sturdy/Sash, or just hitting a fast threat for a lot of damage, whichever is most beneficial to Slaking. If Slaking is able to KO one Pokemon turn 1, which it usually can, then Lele should be able to outspeed and dent the backup on turn 2 provided it's locked into a suitable move. Then Salamence comes in when Lele faints and you should try to 2v1 the other trainer's Pokemon, with the priority being to reduce the opponent to one Pokemon to increase the odds of Darmanitan being able to clean up effectively.

Threatlist: Trick Room, Protect users blocking Slaking, Alakazam34 still, Mega Metagross, CH allied Earthquake OHKOing Lele, Steel-infested lineups, Rotom-Heat and Wash if I don't have the leads alive, Quick Claw Muk2 wrecking Lele (though unlike turskain's Bulu/Lele, Salamence can switch in if safe) and just about anything if the AI decides to be stupid.

My first run with the set variations described above lost at 47 to Metagross4 + Nidoking3 lead. Nidoking Protected into a double-target while Metagross KOed Lele with Meteor Mash, then Metagross overpowered Salamence and Damanitan lost to the backline Sableye3 (Sashed) killing it with Foul Play after recoil. After this, I switched to the sets listed and broke 50 straightforwardly, though later on I had some close calls.

This was actually pretty scary. They brought Lapras/Machamp leads.
Turn 1: If Machamp was set 3 it needed to be killed before it smashed Slaking with Dynamic Punch, so I went for Psychic onto it. Unfortunately it was set 4 and Protected, with Slaking also targeting into its Protect. Lapras hits Lele with Hydro Pump.

Turn 2: I killed Machamp, while Slaking loafs and Lapras hits Lele again, KOing it. I send out Salamence to replace Lele and Blue sends out Aerodactyl to replace Machamp. Panic mode on.

Turn 3: Mercifully, Aerodactyl is set 3 and not the deadly set 4. Aerodactyl Sky Drops Slaking while I Protect to save myself from Blizzard.

Turn 4: I go for Sub, as fishing for a Blizzard miss seems like the only chance I have of beating Lapras. Aerodactyl frees Slaking from Sky Drop and... Slaking goes for Giga Impact on Lapras! I actually did not know Truant worked like that, I thought the turn in the sky counted as an 'attack' turn and it would be loafing here. Lapras dies, and Salamence gets to keep Sub! Red also sends out Venusaur to replace Lapras, his most favourable backup. Things are looking up.

Turn 5: Since I ideally want to get rid of Venusaur in the hope the AI smashes Aerodactyl with Giga Impact/Stone Edge, I Double-Edge into Venusaur. It's set 3 and dies. Aerodactyl Sky Drops Slaking again.

Turn 6: Salamence misses Double-Edge on Aerodactyl, Slaking freed from Sky Drop. Slaking loafs.

Turn 7: Salamence Double-Edge into Aerodactyl for about 40%, Aerodactyl Sky Drop on Slaking.

Turn 8: Salamence misses Double-Edge on Aerodactyl, Slaking freed. Slaking Giga Impact on Aerodactyl, Aerodactyl dead.

A poor lead matchup, saved by Truant mechanics, a favourable backline and Aerodactyl3 being a stupid set. If it invested Speed and/or had a Rock STAB I'd have been in trouble here, and Rhyperior, Tyranitar, Mega Alakazam or Mega Charizard X backline would have been much worse.

In hindsight I probably should have switched to a different partner for battle 50 given the poor MUs for this team, but part of the fun of the streak was the novelty of using Giga Impact Slaking on a serious team.

I lost to an Aromatisse4/Landorus2 lead. Landorus rolled Sheer Force to OHKO Slaking with Focus Blast before it got to move, and Aromatisse set Trick Room. Darmanitan revenged Landorus and Lele hit Aromatisse. Darmanitan chose to hit Landorus's replacement Thundurus3 rather than Aromatisse, which was a problem because Lele and Darmanitan got worn down by Dazzling Gleam and Wild Charge and Aromatisse's backup was Rotom-Frost3. Trick Room expired after my first Protect, but Rotom used all five Blizzards before letting Salamence hold a Substitute on a Thunder Wave. Game over.

I'm satisfied that at least I lost to a genuine bad matchup here rather than the AI being stupid. Generally speaking Trick Room is a loss for most AI Multis teams unless you have Fake Out or choose to use a bulkmon for the AI's backup like Porygon2, which has the tradeoff of being much worse as an emergency plan when the other Pokemon can't do their thing. I thought about Fake Out but most of the good options for that would have shared a Fighting weakness with Slaking. If there were a Fake Out option that could destroy Fightings the way that say, Hitmonlee covers Steels and Weavile murders Ghosts I would take it as the lead for sure. Special Salamence would also be better here, but much worse against many other matchups I'd faced along the way (notably Rock-types, which the team overcomes by having multiple 'not quite strong enough' moves to wear them down, and also Heatran would be terrible to face without Earthquake on Salamence.) 4 SpA Flamethrower replacing Substitute would probably not have saved me, because it isn't even a guaranteed 2HKO on Rotom.
 
Submitting a completed streak of 1971 wins in Ultra Moon Super Doubles. It stings to lose this close to 2000 but hey, it happens. The loss itself was pretty silly and full of mistakes that I wish I never made. Full team report can be found in the quoted post above.
Battle 1972 vs Lass Inez - Zapdos1 / Regice2 / Latias2 / Entei1
At first glance, this team doesn't seem that bad except for maybe Latias2. Anyway, I start the battle off with the usual Spiky Shield on Togedemaru and click Trick Room. Zapdos hits Dusclops with a Thunderbolt and paralyzed it. Regice ended up whiffing an Ice Beam. Dusclops fights through the paralysis and gets the Trick Room. Next, I decide to switch Dusclops out to Gastrodon so I wouldn't have to risk any full paralyzes wasting my Trick Room turns. Zapdos is targeted with Endeavor. Regice hits both with Icy Wind, and Zapdos U-turns Togedemaru and switches out to Latias.

Now here is where everything started to go downhill. Instead of clicking Endeavor on Latias, I was feeling a little cheeky. The calc said both possible Latias would die to Helping Hand+Ice Beam. A little weird, but I didn't really question it. I also didn't want to risk missing an Endeavor in case it was Latias1 with the Lax Incense. So I clicked Helping Hand and Ice Beam. But Latias lives. Why? Well, dear reader, Gastrodon still had its calc set at +1 SpA from a previous battle and so the calc I was looking at was wrong. Gastro could still get the KO on Latias2 at neutral with Helping Hand but it was only a roll. It never KO'd Latias1:

252+ SpA Life Orb Gastrodon Helping Hand Ice Beam vs. 252 HP / 0 SpD Latias: 140-166 (74.9 - 88.8%) -- guaranteed 2HKO
252+ SpA Life Orb Gastrodon Helping Hand Ice Beam vs. 0 HP / 0 SpD Latias: 140-166 (90.3 - 107.1%) -- 43.8% chance to OHKO

Anyway, this wouldn't be SO bad if it was Latias1. But no, it had to be Latias2. Anyway, Regice Icy Winds again and Togedemaru goes down. Latias then hits Gastro with a nasty Draco Meteor that brings it down to 7 HP. I send in Incin now. This is looking bad as the AI still has all their Pokemon and I haven't KO'd a single one. In my desperation, I click Ice Beam on Latias and Flare Blitz on Regice. Latias dies, and Regice thankfully dies thanks to a pretty blessed calc:

252+ Atk Incineroar Flare Blitz vs. 168 HP / 168 Def Regice: 176-210 (100 - 119.3%); recoil damage: 59 (29.5%) -- guaranteed OHKO

Gastro dies to the Life Orb and Incin takes a lot of recoil. I think this was a mistake though. I really should have bought an extra turn for Gastro and Protected as it was probably getting targeted by another Draco Meteor. Oh well. Anyway, I send Dusclops back in and Zapdos returns with a new friend: Entei. Frisk reveals it is Entei1 but I knew that as the other Entei had a Chesto Berry which was taken by Regice. I try to finish off Zapdos with a Night Shade, but Dusclops gets fully paralyzed (NOOOOOOOOOO). Incin hits Entei with a Knock Off which removes the Focus Sash it was holding. Entei Stone Edges Incin, which brings it down to 12HP. Zapdos also decides to add salt to the wound and Thunder Wave Incin. Trick Room expires. With no way to Protect Incin, I had to hope it somehow survives this turn. It doesn't and dies to a Zapdos Thunderbolt. Entei then crits Dusclops with a Stone Edge. Zapdos then finally goes down to a Night Shade.

Now we're down to just Dusclops vs Entei. It Overheats. Dusclops is... fully paralyzed. Dammit. I still had a chance but it was a very small one. I needed Entei to miss some attacks here and for Dusclops to land some Night Shades. But did that happen? No. Entei landed one final Stone Edge which also happened to be a crit. Dusclops goes down. The loss quote plays and that was that.

I ended up mock battling this loss and Dusclops got frozen by a lone Ice Beam from Regice and Zapdos whiffed the Tbolt on Toge t1. That was funny but also painful lol. Every other mock battle was pretty by the book though. Protect Toge, both opponents whiff on Toge, Trick Room goes up. Zapdos goes down, Regice Icy Winds... you get the picture. I didn't think I would lose to this trainer or these four but anything can happen in Battle Facilities, right?
**Apologies for any background noise in the Battle Videos**

Battle 1013 vs Scientist Cal - Steelix3 / Bronzong4 / Jellicent3 / Cofagrigus3
Rock Slide flinch preventing Trick Room was frustrating. The immunity switch to Cofagrigus after Trick Room went up also made Togedemaru very sad. How dare you, Cal. Anyway, the Trick Room reset potential from these two was very annoying. Switching to Gastro was to prevent Jellicent from clicking Water Spout again, but taking it out the next turn was the best thing anyway. Luckily the battle was pretty smooth sailing once Incin and Gastro came out.

Battle 1211 vs Hiker Stellan - Terrakion4 / Audino4 / Tyranitar3 / Oranguru3
Usually, this Audino just clicks Inferno Overdrive. Yawn was a really huge surprise. I let Togedemaru fall asleep just so I could remove Audino and not risk another Yawn going into Dusclops. Spamming Brick Break into Tyranitar was probably not a great play, but I was hoping that Toge would wake up early after the first sleep turn. Thankfully, Tyranitar was stuck Dragon Dancing so I didn't have much to worry about. Incin's Low Kick was a pretty bad chance to KO Terrakion:

252+ Atk Incineroar Low Kick (120 BP) vs. 0 HP / 0 Def Terrakion: 150-178 (90.4 - 107.2%) -- 43.8% chance to OHKO

I didn't want Gastro taking too much damage and the Sand was preventing Earth Power from OHKOing Terrakion. I also didn't want to risk having Tyranitar finally attacking after two Dragon Dances. Switching out Incin after Trick Room expired was so I could recycle Fake Out/Intimidate if needed.

Battle 1251 vs Rising Star Marianne - Shiftry4 / Moltres4 / Leafeon4 / Venusaur4
Potential Protect roulette from Shiftry and Moltres was annoying. I don't think it mattered too much who to target after Trick Room was set. Moltres rolled Pressure so it was safe to target... if it didn't use Protect!!!!!!!!! Later on, we see a Leafeon get a Quick Claw Leaf Blade on Gastro which was not cool. This eventually leads to Mega Venusaur vs Incineroar and Dusclops. Incin eventually dies to Sludge Bomb+Flare Blitz recoil. Dusclops is able to win the 1v1 vs the giant flower thanks to dumb AI wanting to heal with Giga Drain and not Synthesis.

Battle 1311 vs Backpacker Gwenny - Regigigas2 / Landorus1 / Azelf2 / Mesprit1
Risking the Fake Out on Lando was necessary as it did have Fissure, although this one is pretty allergic to using it. Still, I didn't want to play that game so I did it. Of course it misses thanks to Bright Powder. Gigas being Set 2 was honestly pretty dang nice. It gave it a high chance to use Focus Blast and not something bad like Confuse Ray or Thunder Wave. Still, taking it out was a priority as it could still go for Confuse Ray whenever it felt like. Lando dodging not one, but two Ice Beams was super frustrating. At least it kept using Smack Down.

Battle 1337 vs Sightseer Ezra - Glaceon4 / Volcarona4 / Espeon? / Latios1
The infamous Ezra always seems to pop up on these long streaks. Anyway, Glaceon getting a Bright Powder dodge and then a fucking Detect was the absolute worst. I also couldn't really target the Volcarona here as it could not only carry Protect, but it could also burn Togedemaru with a Flame Body. It also ended up not spamming Quiver like expected. It attacked way more than usual. Later on, Volcarona proved to be a huge threat. Latios was also scary until it revealed itself to be set 1. I probably could have just left it be after Knocking Off the Lax Incense. The second Knock Off crit was needed to KO it. Eventually, the big bad Volcarona dies and the battle is won.

Battle 1409 vs Dancer Tasanee - Arcanine3 / Vanilluxe3 / Wishiwashi4 / Snorlax3
Snow Warning and Extreme Speed is a pretty bad combo for Togedemaru. Arcanine was pretty merciful on turn 2, allowing Togedemaru to actually Endeavor Vanilluxe. Snorlax was pretty scary when it came out but thankfully, set 3 doesn't have Fissure. An Intimidate from Incin kept it in check at least which was nice. Oh also, I forgot this Wishiwashi had Endeavor, lol. I was very surprised to see it using it here!

Battle 1443 vs Aether Foundation Luke - Shiinotic4 / Serperior4 / Toxapex4 / Slaking4
I usually don't try to Fake Out Shiinotic and Amoonguss because they carry Effect Spore (and the latter has a Rocky Helmet set). Also, Shiinotic usually just goes for the Moonblast into Toge. But this battle, it actually went for Spore into Dusclops. Oh and it also had Effect Spore which put Togedemaru to sleep on turn 2. Fun! Serperior rolling Overgrow over Contrary was a plus at least. Luckily, Shiinotic didn't get another Effect Spore on Incin after the Flare Blitz. Rest of the battle was pretty good as Slaking easily fell to the Earth Power+Flare Blitz combo. Pex's Stockpile did make taking it out a bit of a chore but it's also Pex, which isn't a threat at all.

Battle 1489 vs Scientist Cal - Trevenant4 / Komala4 / Chandelure4 / Jellicent3
Cal rolling triple Ghosts... cmon man. Incin was a star in this battle once Komala was dealt with. It's faster than this particular Trevenant and also walls Chandelure. Jellicent could have been a problem but we managed to tank a Spout thanks to the Assault Vest. Thank god for no crits (and no Cursed Body on Knock Off!).

Battle 1595 vs Hiker Vivek - Aromatisse4 / Regirock3 / Hippowdon? / Dugtrio2
When Hippo came out after Regirock, I decided to Endeavor Aromatisse down so Sand can finish it off and have Dusclops chip the Hippo just a little bit. That was a mistake as Aromatisse did turn off Trick Room, which I should have expected. I guess it not turning off Trick Room on t2 threw me off. Anyway, Dugtrio came in and Fissured Dusclops which stopped Trick Room from going back up. Thankfully, Incin did land a Fake Out on Duggy which bought me another turn. The Scald burn on Hippo was also really nice. Dugtrio did land another Fissure on Gastro but also missed two on Incin. The two missed Knock Offs make me think this Dugtrio rolled Sand Veil on top of its Bright Powder. I probably should have lost this fight.

Battle 1619 vs Black Belt Arnold - Vanilluxe2 / Abomasnow2 / Beartic2 / Banette4
More Hail nonsense. This time I switch to Incin so Togedemaru can be preserved for later if needed. There's really not a whole lot else to say about this fight. Lax Incense Beartic did add a little more stress to the fight but it didn't get as many dodges as the Dugtrio.

Battle 1740 vs Colress - Electrode4 / Magnezone3 / Metagross3 / Muk-Alola2
One random Thunder para and Dusclops fails to move 4 turns in a row. The Electrode has Taunt which it thankfully did not use when trying to set Trick Room. Metagross deciding to Boom also sped this battle up just a bit so thanks Colress.

Battle 1758 vs Rising Star Joaquin - Goodra3 / Jolteon3 / Zapdos3 / Pelipper3
Faking Out Jolteon was necessary as King's Rock Shadow Ball flinch on Dusclops was a possibility. However, Goodra getting accuracy drops on its Muddy Water made things a little dicey. Later on Jolteon gets some Yawns off. Did I mention I hate Yawn? Seeing Z-Roost from Pelipper was at least very funny.

Battle 1947 vs Hiker Stellan - Trevenant4 / Cofagrigus3 / Regirock4 / Tyranitar?
Double Ghost lead forcing an early switch to Incin. The switch was risky as the Shadow Ball SpD drop+Focus Blast crit could have KOd Incin. The Boom from Regirock was honestly unexpected. But I guess being next to a Ghost increased the chance of it happening. Night Shade was always KOing Cofagrigus after getting hit by Knock Off earlier. Tyranitar not rolling Sand Stream also allowed Gastro to take it out much faster.
Returning to Tree, even if it was a short time, was pretty fun! Maybe I'll do another run in the future. Thanks for reading.
 
Hello! Is it known by the way, how fair the battle AI is generally in the 7th generation games? After years of intense playing of this generation I still cannot tell, if the battle AI maybe reads out certain values sometimes. This discussion I also had with some of my friends. One thing would be for example, when you already have an improved speed value yourself, that the AI tends to use speed boosting moves as Dragon Dance or others exactly that much often, until it outspeeds you and starts offensive attacking afterwards.
 
Hello! Is it known by the way, how fair the battle AI is generally in the 7th generation games? After years of intense playing of this generation I still cannot tell, if the battle AI maybe reads out certain values sometimes. This discussion I also had with some of my friends. One thing would be for example, when you already have an improved speed value yourself, that the AI tends to use speed boosting moves as Dragon Dance or others exactly that much often, until it outspeeds you and starts offensive attacking afterwards.
While it is an urban myth disproven many times that they counterteam, the AI does see your Pokemon's stats and make decisions based on that. Yes, using Dragon Dance or Quiver Dance is much more likely if they're slower (they have a very large fixation on getting the speed advantage overall) and they can see that your Tapu Koko has been given a stat spread that survives a Heatran-4 Earth Power 100% of the time.

This is why I dismiss anybody who views using damage calcs as "getting an unfair advantage". All you're doing is putting yourself on the same footing as the AI.
 
This is why I dismiss anybody who views using damage calcs as "getting an unfair advantage". All you're doing is putting yourself on the same footing as the AI.
ok but then you have to admit that switching out before they even hit you with a move your backrow resists is definitely cheating
 
Posting an update to my four digit streak, now at 1400 wins.

Dino Nuggets has been retired indefinitely and replaced by Spidey & Friends; this team remains virtually unchanged save for three important ones:
-Oranguru runs a new build, 252 HP/228 Def/28 SpD, Sassy.
-The move orders have undergone chemotherapy and no longer scorch my friends' eyes (mostly.)
-As of battle 1421, Mawile now carries Knock Off instead of Crunch. I’ll have a lot to say about this once the streak ends and a more detailed writeup is provided.

The new guru build makes a couple of leads less dangerous while still maintaining the survivals of the older spread. It does however keep pretty much every anxiety I had with the old team and necessitate plenty of Protect scouting. I've also saved a handful of replays with TR denials and other unpleasant/scary battles worth watching once all is done.

Why have I mostly abandoned Dino Nuggets? The first impulse came from watching the end of Justin's own Feardemaru, a team I considered to be safer than mine. The second, from fear burnout in general. And the third, from it being several years since playing S&F and having the opportunity to use it while clearing my original milestone.

While I think Audino x Togedemaru had fewer scary lead pairs overall, compared to nuisances, and Spidey & Friends at least anecdotally experiencing more TR denials (lack of lead FO will do that) I still think, over thousands of battles, S&F is not just easier but more engaging to play. When not finishing battles in three turns, a regular occurrence, Araquanid being able to kill things by itself and Oranguru having much better damage output than Audino (2HKOing things Audino couldn't dream of) means TR gets more mileage per use. Resetting is rare and often unnecessary for lastmons with poor and/or exclusively single-target options.

While I'm spamming Instruct and not Endeavor, I at least have a lot more variance in weapon choice, and have much more to consider when selecting initial targets. Here I am actually looking at damage calcs at least twice as much. Setting is a bit less common, with plenty of leads making it unsafe or less beneficial. Backline switches are drastically more common, keeping things fresh if not spicy.

Most of all, I can stop shitting my pants with Rampardos leads, care way less about Fake Out/Rock Slide, get at least one get out of jail free with Lum, Heatrans are far less annoying as is Flame Body, and most evasion twerps not called Registeel4 are just waiting for their chip to fall into place so Drampa can murder them. Substitutes weren't really a thing with Encore, but that just means Drampa enjoys killing them too. Eat it, Whimsy!

However, progress is very slow, as I've been playing only 10-20 battles per day at most since resuming the streak. Playing any more than that on work nights has not been in the cards, both for time management as well as avoiding tiredness/complacency. Though I do try to make up for missed days if I can. When not playing vanilla tree I've been picking at my backlog (admittedly this is 90% of my gaming) and am trying to knock out several games to lift my self-ban on buying new ones. Metroid Prime Remastered is currently on my plate, and I'd say Persona 5 Royale is next but it feels like every time I do, six months go by with no start in sight <_<

Other hobbies aside, since I've picked the game back up, I can at least promise I'm not going to take an extended leave until this team bites the dust. Spidey is in this for the long haul.
 
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Hallo
Hat eine ideen für mein Backup im super doppelkampf ich spiele vorne
1.Kapu Fala
Ev:ini/ang
Psychokinese
Zauberschein
Mondgewalt
Energieball
itim:wahlschal

2.Mega Metagross
Ev:ini/ang
Zen-kopfstoß
Eisenschädel
Eishieb
Erdbeben
Itim:metagrossnit

Im Backup hab ich derzeit lebenorb knackrack und fokisgurt katagami aber die beiden eintauschen immer wenn meine hyper Offensive oben kaputtgeht
 
Hallo
Hat eine ideen für mein Backup im super doppelkampf ich spiele vorne
1.Kapu Fala
Ev:ini/ang
Psychokinese
Zauberschein
Mondgewalt
Energieball
itim:wahlschal

2.Mega Metagross
Ev:ini/ang
Zen-kopfstoß
Eisenschädel
Eishieb
Erdbeben
Itim:metagrossnit

Im Backup hab ich derzeit lebenorb knackrack und fokisgurt katagami aber die beiden eintauschen immer wenn meine hyper Offensive oben kaputtgeht
(ich versuche mal auf Deutsch zu antworten, aber man soll hier Englisch reden!)

Ich habe den Tree-Doppelkampf noch nicht gespielt, aber ich denke dass Metagross zum Backup verlegt werden muss. Fala kann Stahl-types nicht besiegen, deshalb braucht es Hilfe von einem Partner hier, und Metagross ist kein guter Wahl. Ein Kampf-type ist besser, und backup-Metagross kann eintreten wenn Fala kaputtgeht, so dass du kein Momentum verlierst gegen die Pokemon die Fala besiegen will. z.B., schau mal justintr's LuchaLele Team!
 
BATTLE TREE SUPER MULTIS WITH AI PARTNER RECORDS:

#01. Dark Ray (143) with Aether Foundation Heidi - Tapu Lele / Mega Metagross / Mega Salamence / Bruxish
#02. Coeur7 (142) with Pokémon Trainer Colress - Tapu Lele / Mega Metagross / Mega Salamence / Porygon2
#03. Pav A Nice Day (138) with Pokémon Trainer Anabel - Tapu Koko / Raikou / Mega Gyarados / Mega Lucario
#04. turskain (109) with Veteran Dooley - Tapu Bulu / Entei / Tapu Lele / Mega Mawile
#05. Level 51 (99) with Pokémon Trainer Colress - Tapu Koko / Porygon2 / Mega Salamence / Mega Metagross
#06. BringBackWaluigi (83) with Pokémon Trainer Anabel - Tapu Bulu / Entei / Mega Salamence / Mega Lucario
#06. AnonymousRandom (83) with Pokémon Trainer Cynthia - Zapdos / Garchomp / Mega Charizard Y / Mega Lucario
#08. Frozocrone (80) with Aether Foundation Harvey - Mega Salamence / Mega Metagross / Mimikyu / Sableye
#09. PikaAbuser (78) with Captain Kiawe - Latios / Mega Kangaskhan / Celesteela / Salazzle
#10. VenusaurOmega (69) with Police Officer Rendor - Mega Gyarados / Mega Scizor / Alolan Marowak / Serperior
#11. Tpick2211 (68) with Dancer Jo - Greninja / Mega Metagross / Mega Salamence / Zapdos
#12. Skyggenator (67) with Pokémon Trainer Wally - Mega Kangaskhan / Mega Gallade / Tapu Lele / Magnezone
#13. Torqan (62) with Pokémon Trainer Wally - Thundurus / Garchomp / Mega Gyarados / Mega Gallade
#14. Megamite (61) with Pokémon Trainer Lillie - Kommo-o / Ribombee / Mega Metagross / Comfey
#14. PikaCuber (61) with Pokémon Trainer Cynthia - Mega Salamence / Mega Lucario / Aegislash / Togekiss
#16. OrderEX (60) with Pokémon Trainer Wally - Tapu Lele / Mega Gallade / Celesteela / Garchomp
___________________________________________________________

BATTLE TREE SUPER MULTIS WITH HUMAN PARTNER RECORDS:


#01. Josh C. with himself (789) - Pelipper / Ludicolo / Mega Swampert / Mega Scizor
#02. -Snorlax- with Deynon (389) - Golisopod / Mega Blastoise / Togedemaru / Cresselia


#03. MrMarc with lolnub (372) - Mega Kangaskhan / Mega Salamence / Aegislash / Tapu Fini
#04. cannibal with ProjectTitan313 (103) - Mega Salamence / Mega Metagross / Ferrothorn / Tapu Fini
#05. Prof. Tom Bombadil with friend (89) - Mega Salamence / Excadrill / Slowbro / Ludicolo


#06. Silvernickel with friend (77) - Mimikyu / Tapu Fini / Xurkitree / Kartana
#07. LordRevan22 with Golden_Helix13 (69) - Araquanid / Mega Gyarados / Tapu Lele / Garchomp

___________________________________________________________

OTHER NOTEWORTHY POSTS:


ANTS' 360 No Stones streak incl. "Guide to Shitmons"
Eisenherz's Monotype stamps runs
Smuckem's Stamp Run Collection of 50-win teams

___________________________________________________________

Streaks get listed as "under review" when it is concluded by both me and other experienced players that a streak raises a high number of red flags. Streaks remain there indefinitely until a conclusion I'm comfortable with has been reached.
  • The ideal way of clearing things up and reach a conclusion is by having a third party try out the team and share their experience. A recorded / streamed streak using the team is best, but writing about it also helps. Anyone is free and encouraged to help out with these, but the opinion of people with extensive and proven facility experience is obviously highly valued. For this purpose, using an emulator and genned Pokémon is acceptable.
  • Discussing the different matchups the teams has and the claims made on the original streak can also be useful.
  • If discussions of streaks under review derail, mod action will be taken.
  • Once a conclusion for a streak under review is reached, it will be mentioned in my next update post.
Singles:
Super-D (284) - Gothitelle / Glalie / Gliscor

Doubles:
Super-D (655) - Whimsicott / Terrakion / Kommo-o / Mimikyu
Smoothjuicy (244) - Landorus-T / Kartana / Volcarona / Mega Salamence

Multis w/ AI:
Smoothjuicy (101) with Pokémon Trainer Colress - Snorlax / Mega Metagross / Mega Salamence / Porygon2
(76) with Pokémon Trainer Colress - Snorlax / Mega Metagross / Mega Salamence / Porygon2
(75) with Pokémon Trainer Colress - Mega Gengar / Mega Metagross / Landorus-T / Porygon2
Hi, my cousin (HydroWolf104) and I (masguy) would like to submit an ONGOING streak (currently 114) for Super Multi w/ Human partner:

PROOF:

THE TEAM:

masguy's Team
-------------
Kangaskhan @ Kangaskhanite
Ability: Scrappy
EVs: 14 HP / 252 Atk / 0 Def / 0 SpD / 242 Spe
Adamant Nature
- Fake Out
- Brick Break
- Crunch
- Return

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 252 Atk / 4 Def / 0 SpD / 0 Spe
Adamant Nature
- Sacred Sword
- King's Shield
- Shadow Claw
- Iron Head


My HydroWolf104's Team
--------------
Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 0 HP / 0 Atk / 252 Sp. Atk / 0 Def / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Thunderbolt
- Volt Switch
- Dazzling Gleam

Primarina @ Weakness Policy
Ability: Torrent
EVs: 252 HP / 0 Atk / 252 Sp. Atk / 0 Def / 4 SpD / 0 Spe
Modest Nature
- Hydro Pump
- Protect
- Ice Beam
- Moonblast



STRATEGY:
We chose our composition based on a general awareness of our weaknesses: Kangaskhan, whose only weakness was Fighting, could switch into the Ghost-type Aegislash to avoid fatal Fighting-type attacks. At the same time, however, Tapu Koko could use Dazzling Gleam to neutralize some of those Fighting-type threats. On the other hand, Kanga could Fake Out to disable a threat to Koko, as well as generally deal substantial damage (and use Brick Break to counter Koko's Steel weakness). In the event that there was a Ground-type, Koko could switch into Primarina to eat the damage and KO them with Hydro Pump. This allowed us some basic security -- 3/4 of our pokemon were pretty beefy, and they each had relatively safe switch-ins. Aegislash & Primarina's Weakness Policies allowed us to reverse some tight situations where opponents hit us with their arsenal of non-STAB supereffective moves, as both Aeg and Prim are tanky enough to eat a hit and could thus come out and sweep with the bonus from WP.
In each battle, we sent out Kangaskhan with Tapu Koko first. M Kangaskhan would fake out the pokemon we deemed to be the bigger threat, and thus allowed Tapu Koko a "free" KO (or high damage) on one of the two pokemon. After that, Kangaskhan filled sort of a Bruiser role, eating damage and chunking HP from the opponents, softening them up for Tapu Koko's Dazzling Gleam or Thunderbolt to KO. In the event that there was a significant threat to Tapu Koko (usually Ground types) that Kanga couldn't kill, Tapu Koko would Volt Switch into Primarina, eat the attack, and return it with a Hydro Pump. Typically we would just focus down one side to turn it into a 2v1 as quickly as possible.

Honestly, a glaring weakness I see in this comp is the threat of Poison opponents, ESPECIALLY when paired with a Ground pokemon -- both Koko and Primarina are weak to poison, making it unsafe to switch between them when needed. Kanga typically cannot OHKO beefier Poison or Ground types, and was thus unable to immediately neutralize the threat. That being said, we have been able to brute force our way through tight spots with Koko's high damage and speed and Kanga's all-around utility and power, combined with Primarina's bruiser-ish coverage and Aegislash's...well...Aegislash things. There were some close calls (a 1hp, last pokemon, 1v2 Aegislash reverse-sweep with Weakness Policy) but we've had some good luck. I think this team is overall rock-solid, with most of the close calls being due to user error, and I totally believe that our run could go on for a while.
 
Hello everyone, as you can probably tell, I am new to posting here, although i have not lost yet, I would like to report an ongoing streak of 103 wins in the Super Single Battle format. My team consists of:

Tapu Koko @ Assault Vest
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Hidden Power Ice
Picked this mostly cause I just like the pokemon, it also works well as a sweeper and seems to be well liked in this community. I just kinda started out with it and never changed it.

Blaziken @ Blazikenite
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Flare Blitz
- Low Kick
- Stone Edge

Started using this recently after testing Greninja and Salamence. Had a weakness to Ice and already had good coverage for water and other types so I decided to use Blaiken, I also like the pokemon cause I used it in ORAS Battle Maison.

Kartana @ Focus Sash
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Sacred Sword
- Smart Strike

Cool pokemon, tbh started using it cause I was shiny hunting it and got good IV's and just also stuck with it.
Would love to hear any comments or advice for my team or battling in general, haven't really done any damage calcs for EV's cause I dont want to redo ev training lol.
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Hopefully this is all formatted correctly. Thank you for reading.
 
Hello everyone
I have all the itims and badges in Pokemon Moon except for the badge for 50 wins in super singles. My favorite Pokemon is Gengar. Does anyone have an idea for a single battle team that revolves around Gengar.
Thanks for help.
 
Hello everyone
I have all the itims and badges in Pokemon Moon except for the badge for 50 wins in super singles. My favorite Pokemon is Gengar. Does anyone have an idea for a single battle team that revolves around Gengar.
Thanks for help.
Gengar @ Ghostium Z
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Substitute
- Destiny Bond

Salamence @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Double-Edge
- Earthquake

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Swords Dance
- King's Shield
- Shadow Sneak
- Sacred Sword

Most decent Pokemon can get to 50 with a few tries, but Gengar doesn't really bring a lot distinctive to the table for a special team, so I went with the standard Salamence/Aegislash backline.

Use Gengar to kill things, and click Destiny Bond if you're going to get killed first. If they have a status move, try Substitute first to allow for a free KO with your Z-move and have a lead against the second Pokemon.

Salamence is the revenge killer that finishes off whatever Gengar fell to, and can set up against a decent amount of things with its insane physical bulk and Intimidate.

Aegislash sets up on most things without setup, supereffective moves or non-poison status inducing pre-50 and murders all non-Darks or Normals with +6 Shadow Sneak.

As long as you look up movesets and use a damage calculator to know when you can set up and get a Substitute, I think this should be able to do 50 pretty easily. It won't go much further than that because Gengar doesn't have the kind of setup or crippling capabilities you would want for a proper Tree lead.
 
Posting a completed streak of 2578 wins in Ultra Moon (console.)
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My prior personal best of 1845 was reached not quite seven years ago. I was content to let it sit there for eternity, with better players bumping me down the leaderboard as well as it taking an enormous number of battles to even reach that point. After all, any itch to play facilities was better scratched with randos.

Gigginox pulling me back into the whirlpool with Feardemaru was unforeseen, but nevertheless allowed me to taste four digits for only the third time in my tenure on Smogon. Hitting four digits inherently caused burnout, as it had done in ORAS and in 2018; then, the untimely demise of my partner in crime, Justin, left me with zero desire to continue playing Dino Nuggets. I believed his team was overall better and safer than mine, and my bell was going to ring sooner than later, be it Alice or Reina or Calder. Spidey & Friends is the only other team I've piloted in USUM without self-made rules, and was not about to theorymon something fresh. Besides, replaying over a thousand battles to re-reach my PB was the biggest disincentive to attempting a new record. Which is not to say 845 was closeby, but hey, half of the grind had already been done by Feardemaru.

Surprisingly, there was no real reacclimation period for S&F as I had pretty vivid memories of what the team steamrolled and struggled with, needed to scout, and so on. Some beneficial changes had also been made early on but otherwise hadn't changed the way the team responded to enemies. I did, however, calc many things out of habit and was reminded of the genuine, high level of quality of Araquanid as an abuser and asset to Trick Room teams. This thing is so much stronger than it looks.

I'll reiterate that battles 1-1000 were played with Dino Nuggets. Battles 1001-2579 were played with...

Spidey & Friends Mk.II!
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Oranguru @ Lum Berry, Inner Focus
Sassy (252 HP, 228 Def, 28 SpD)
-Trick Room
-Instruct
-Psychic
-Protect
IVs: 31/1/31/31/31/0
Lv 50 Stats:
HP: 197
Atk: 65
Def: 129
SpA: 110
SpD: 147
Spe: 58

Fun Fact: The Oranguru in S&F was born in late January, just like Drampa and Araquanid... ...one year later, and the only teammate whose origins are Ultra Moon. This is because the earliest rendition of the team used the first Oranguru to be serviceable, and had an IV of 30 in Attack. For all my sniping at players that obsess over minmaxing Attack, I can't deny that I thought I could do better, and rebred. The percents saved via Sableye-34 and Liepard-3 Foul Play did not make a substantial difference at any point.

By virtue of running zero EVs in an offensive stat, Oranguru thus becomes the bulkiest unit on the team in spite of its HP being the only base stat it has over the others. Unfortunately the fairly well-rounded Araquanid does not make fantastic bait, so I was occasionally neurotically sensitive to the prospect of Guru being doubled into, with Protect-Liquid then becoming the T1 play (something worse waiting behind it, be damned.)

Far be it from Dark and Bug types to make the only worrysome pairs:

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Sun trainers are generally extremely low-effort sweeps for Araquanid, as most of their units are still cleanly killed by Liquidation in spite of the penalty from sunlight. However, the calcs for Oranguru being smacked hard by a sun-boosted nuke are not pretty, such as 87% kill odds for Rotoheat-4 Inferno Overdrive, or the dire guaranteed OHKO from the likes of Sheer Force Darmanitan-4. Even if Darma prefers Stone Edge, or outspeeds manual sunlight via its scarf (requiring a Drought partner, or Quick Claw Lurantis) the math wasn't friendly. I did encounter Delphox-3 x Rotoheat-4 several times, and Delphox does usually open with Sunny Day, but if Rotom didn't attempt Volt Switch, it liked to power up Will-o-Wisp instead (also into the Spidey slot. I am open to the possibility that the "enemy" Rotoheats were actually the one owned by my character, and sabotaging the AI.)

Zard-X is a funny one. They're vulnerable to the same Dragon Dance trap as Gyarados & Co but will usually open with it, too, since vanilla Zard has such pitiful damage. The eye openers came from seeing it Rock Slide (preferable) to hitting Guru with Flare (scary.) Very common enemy, giving me enough sample size to know that DDance occured maybe only 90% of the time.

While Heatran and Volcarona had a lot of overlap with the others, they fell into the slightly different ballpark of being easily survived but potentially set up easy 2HKOs with their partner. Volcaronas opting to do anything besides Quiver Dance was extremely rare; Heatran-14 going for Dark Pulse was practically guaranteed. Heatran-1 also helpfully comes with a sash, so no flicking it off the field. There were occasionally concerns of this happening on Sun teams, but with those only running 123 I was more likely to face this scenario with Ezra.

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Instant Terror: Just add Sharpedo! You don't run Sharpedo? How about Vikavolt?

Though any combination of these could make me proceed very cautiously. These are in that camp of being powerful enough to easily 2HKO with high rolls or come close to it, and even with good damage prospects for Araquanid, be unguaranteed to use them. Gardevoir-4's Hyper Beam comes so close to killing Oranguru by itself that even a little chip from something incredibly weak, like Bronzong-4's Rock Slide (to use a relevant anecdote) will chip it to death. Thankfully these very regularly tried to use them on Araquanid as leads, and when it kills Oranguru as it did next to Bronzong, it grants the chance to remove it afterward.

Why is Magnezone up there? Because this fucking wildcard regularly ignored Araquanid to Thunderbolt or Flash Cannon Guru, making many opening turns needlessly dicey. Metagross is on the list because it was frequently paired with Zone while doing this. Both Metagross and Magnezone are extremely common enemies, so I sampled many shit sandwiches during the run.

Porygon-Z is a welcome backline mon and a terror as a lead. Z-3 likes to Signal Beam Guru, which thanks to Expert Belt does over 50% more often than not, while Z-4 can either Thunderbolt Araquanid, preferred, or launch Adaptability Breakneck Blitz into Guru for 78% minimum. Z-3 has a chance to survive Liquidation, in case I thought I'd be clever and Protect-Attack without setting. Between Colress, Ezra and the clerks, I fought tons of these. Fortunately, with their Z-move spent, PZ-4s are not particularly awful to take down, and lack Ice Beam for Drampa. PZ-3 has Ice Beam, but only Charge Beam for Araquanid.

Kommo gets an honorable mention for Set-4 being essentially unneutered by Intimidate with its White Herb and popping up on a lot of teams where it can sit next to something strong. Outrage does not tickle if it does go into the Guru slot. Like Magnezone, there were some openers that came down to setting in the red.

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While nowhere near as threatening to S&F as Dino Nuggets, Reina and her twin had several troublesome lead pairs, mostly stemming from things that have hard-hitting openers and high odds of going after Oranguru.

In a perfect world I protect Guru and let Araquanid nip it then and there, and her shallow roster seldom means something worse takes its place. Scouting helps a lot with set ambiguity, particularly for Blaziken and Greninja (it's critically important for the former, as Mega Blaziken will nearly always go for Brave Bird, while vanilla HJKs into Protect.) This is less useful with Delphox, who might just click Sunny Day; they are better off being attacked immediately. Incineroars don't always target Oranguru, but thankfully unlike Infernape, don't carry Stone Edge. They'll also die to -1 Liquid without sunlight being up.

Serperior-4 does just enough with Leaf Storm that I can't safely set while something like Incineroar is next to it. Contrary pushes this to guaranteed, but this scenario has not played out to my peril.

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First, let me say how much I appreciated the frequency of lead Pelippers on these rain teams without Drizzle in play:

252 SpA Pelipper-4 Hydro Vortex (185 BP) vs. 252 HP / 28+ SpD Oranguru in Rain: 157-186 (79.7 - 94.4%) -- guaranteed 2HKO
252+ SpA Primarina-4 Hydro Vortex (175 BP) vs. 252 HP / 28+ SpD Oranguru in Rain: 198-234 (100.5 - 118.8%) -- guaranteed OHKO

The first calc doesn't look so bad until you consider that most enemies on rain teams look at Araquanid and see piss damage. Even Pelipper-4 itself would regularly fire Hydro Pumps at Guru with Spidey baiting Hurricane. The second calc is terrifying and makes me glad that Primarina wasn't given to Dolly or Joaquin (you can run into them with Atalanta/Variel.)

I had no disasters with either of those, but getting Armaldo x Pelipper leads was fairly common. Armaldos by themselves tempt double Protect, if only to check for Stone Edge/Rock Slide as set indicators, but Pelippers present the possibility of a double-up. In Set4's case, you can also see manual rain and mostly waste that Protect when it was better to bring Mawile in for Spidey immediately and set. Pelipper-4 does prefer Rain Dance without Drizzle, in lieu of attacking, so I did this T1 swap fairly often.

On the brighter side, rain teams without rain were rare, and the weather made killing Suicune and Rotowash much smoother. To say nothing of Mega Swampert.

I'd love to run a Sitrus or Wiki Berry, but Lum was consumed constantly throughout the run. There's just too much confusion and paralysis, and I couldn't go too long without encountering sleep or freeze. Having this item plus flinch immunity already made it less stressful to use than Audino, even with the greatly increased damage to compensate. But on the flipside, Oranguru's Psychic does enough to 2HKO many things weak to it, and certainly enough to clean up the handful of things Araquanid can only hit for 80-90%.

Oranguru's speed is both its biggest disadvantage as well as frequently its biggest clutch. Breeders (more than Scientists) often presented scenarios wherein setting was less useful than protecting Oranguru T1 and attacking with Spidey, then using Instruct with its bracket advantage to carve up the enemies. With things like Avalugg or Amoonguss, some of the few things Guru killed more easily than Spidey, it was likewise easier to handle them by keeping TR off the entire battle. As Breeders ran plenty of 45 and below, Mawile was just as much a benefactor.
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Araquanid @ Life Orb, Water Bubble
Brave (252 HP, 252 Atk, 4 SpD)
-Liquidation
-Leech Life
-Ice Beam
-Protect
IVs: 31/31/31/19/31/0
Lv 50 Stats:
HP: 175
Atk: 134
Def: 112
SpA: 70 (Hyper trained)
SpD: 153
Spe: 42

Fun Fact: Araquanid is the only abuser of mine kept in a Beast Ball. I like the design for it.

It's too bad Spidey's special attack is so low, because Ice Beam sees a ton of use. Salamence and Garchomp are everywhere and, while Liquidation kills Chomp just fine, I hate seeing Rough Skin proc and will save the contact only for after I've seen them evolve. Ice Beam froze often enough that I had to wonder if my Spidey had been hanging around with Arctovish.

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Thunder Wave was the number one threat to Araquanid. Not Gale Wings, not Mega Mence, not Pelipper. Fucking Twave and that stupid chance of full paralysis. I would trade the AI never using Icy Wind or Dragon Dance in Trick Room IN A HEARTBEAT if it also meant they realised Thunder Wave technically made us faster and de-prioritized its use. Kills momentum so badly that I'd seriously have rather had Zone just scorch it off the field with one good Thunder and let me bring in Drampa clean to deal with it (and gamble with Brightpowder, of course!)

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If there were any reason to pay close attention to 12 versus 34 Legends users, it's these two. More than any other Protect user, these two were all but guaranteed to use it liberally. Suicune-3 has the excuse of running no SpA EVs and having Surf for its main damage source; Raikou on the other hand has Thunderbolt, but would rather use Protect, sometimes consecutively (WHY. WHYYYYY.) When they also rolled Pressure, you can understand my blood beginning to boil.

Raikou by itself is nothing to write home about, making it worth waiting for them to spend Protect before targeting it, if Instruct was not going to force redirect. Suicune-3 is a slow monotonous 5HKO without knocking off Lefties but otherwise struggles to do much to Araquanid without plenty of Calm Minds under its belt; at +4 it has 73% odds of a 4HKO without the recovery from Leech. Pressure Cune-3 is a big drain on resources but Spidey has never come close to struggling against them, and their Protect misuse even regularly allowed weakened Guru to reset on them.

The first few times Samantha sent out Raikou with no Air Balloon warning, I pulled my apartment's fire alarm to keep myself aware of the danger. I stopped only after getting an eviction threat (showing the building manager my screen did not help.)

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Spidey's Thoughts:
Mega Ampharos is quite rare and, were it not, it'd likely be enough to warrant changing the team. It's nothing but bad news all around; loves to open with random moves due to vanilla stats, including Confuse Ray, and Drampa cannot switch into Dragon Pulse or Focus Blast; speed ties Oranguru and, while Liquid was never going to get a chance to 3HKO, the prospect of missing Play Rough with Mawile means a bad trade is that much more likely. The "safest" way to deal with them is Meteors, but with Drampa being backline it usually means blood must be shed. Assuming it would direct Thunder into the Spidey slot has not gone well. Savir and Munin were my best chances at meeting them, even with Kikujiro's drastically smaller roster, simply by popping up far more often.

Mega Steelix is mostly a bastard, and punishing enough that I learned not to double Protect as leads hoping for an Explosion. It's just not worth it, because Drampa can't OHKO them and Mawile is... ...yeah. At least unlike Pelipper, they don't see the absence of sand as a void that desperately needs filling, and will typically Stone Edge off the bat. Losing Sturdy doesn't mean shit as Liquid caps at 90%.

Backline Steelix, with 2+ turns of TR and leads intact? Bring it on. Best case, Steelix-3 plays the zero sum game and I get one or more deaths for nothing; at worst, I send Drampa in for cleanup duty.

Cradilies (and by extension Gastrodons) were not gambled. Cradilies by themselves are easily handled with Leech Life, though if they've been sitting there Stockpiling or I didn't feel like playing around Protect, I would usually bring Mawile in right away. Gastros were a common staple on teams full of spider food but, by being marginally less infuriating momentum killers than Thunder Wave, they defaulted to Plan D.

Drampa-3 is just bulky enough to take a Liquid 2HKO off the table without the first one cutting defense, but unfortunately Araquanid is also the least threatened by its moveset when also considering Quick Claw procs. Hyper Voice doesn't tickle, but it's better than just eating Fire Blast without getting to move. I fought way, way too many of these stupid things, so much that I was happy to find Set4s.

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$Ezra$: got steamrolled by my least favorite shitmon again
$Ezra$: at this point i feel like sunny day should reduce bug dmg by 50% too :gengarpout:
Kiawe: That Instruct tho
$Ezra$: :NOOOO:
Jill: OMG did you save a vid of that?? Pls can you upload it?? Mommy likes to watch :sweatagross:
Dooley: Jill, you've been repeatedly warned about thirsting for loss replays and were told the next one would lead to a ban
Kiawe: Have I inhaled too much smoke or is Jill not even a part of this facility? Where tf did she come from
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Drampa @ Dragonium Z, Berserk
Quiet (196 HP, 60 Def, 252 SpA)
-Draco Meteor
-Hyper Voice
-Energy Ball
-Flamethrower
IVs: 31/8/31/31/31/0
Lv 50 Stats:
HP: 178
Atk: 69 (DUUUDE)
Def: 113
SpA: 205
SpD: 111
Spe: 36

Fun Fact: I may or may not have been told that my streak would be listed permanently as "Under Review" if Drampa's first move was still Flamethrower.
Actual Fun Fact: Drampa is the only male on the team, but cannot breed with any of them. This was the only way they felt comfortable with Drampa around!

Apart from the upcoming warstories, I don't really have much to say about Drampa that wouldn't be lifted out of the prior 1845 writeup. Overall, Drampa battled the least of the three abusers; that's not saying much due to 1579 battles being an enormous sample but, without a target warranting its coverage, or Meteor, or perhaps Rotowash x Pelipper leads, Drampa was far less likely to be sent in before Mawile.

Hyper Voice's damage did occasionally catch me by surprise when running calcs. 90 spread with no weakness multiplier just doesn't scream vicious, but Instruct is the game changer. Chipping something pitiful to death and following up with a full power Voice was also fairly common. Poor souls like Manectric can be OHKO'd by Hyper Voice without the penalty.

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Drampa's Thoughts:
Zapdos-2 is easily the worst evasion spammer/hard to hit mon in the tree, even more than Registeel-4 due to Pressure and Static. I would love to run Dragon Pulse for a more consistent STAB option (even if Hyper Voice pairs beautifully with Instruct versus glassy enemies) but Meteor and Psychic together do exactly enough to KO Zapdos-2 even when rolling the absolute minimum. Besides which, the damage spike from Meteors gives Devastating Drake a large enough boost to make it safer for closing out fights on the final turn of TR.

If Flamethrower were a guaranteed OHKO on Mega Steelix, this section wouldn't even be a thing. But it caps at a cursed 79% and, if sand is already in play from itself or some other source, its Earthquake will do at least 52%. None of its moves will break 50 without it, so at least that does spike the odds that it sets... were it not for the fact that it's not unlikely to already have it on Hiker/Police rosters.

While Energy Ball is technically able to easily dispose of far more than Gastrodon, Storm Drain is the only reason it runs the move and not Protect. Araquanid doesn't care much about needing two Liquids for Swampert & Co. That being said, Rotowash leads next to another nuisance did often lead to T1 swaps to Drampa, as Rindo/Sitrus would not prevent them from being cleanly killed.

Drampa's EVs are built for STABless fighting, not shit like Bewear-3 Hammer Arms. Nearly all Quick Claw sets are menaces; however, Bewear can just as easily get speed cuts from using the move on Oranguru, and it takes only two to speed tie with Drampa. Thankfully, Rhyperiors are baited into attacking Araquanid; their hammers cap at 96%, but it only takes one to tie with Drampa. Iron Fist Golurk has low odds of a OHKO and will already outspeed without Klutz, though these should be easily dealt with by Spidey.

Drampa is barely more preferable to send in against Drampa-3 than Mawile, if only because its method of killing them cannot miss. I still will not flirt with spiteful Quick Claw procs given the choice.
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Mawile @ Mawilite, Intimidate -> Huge Power
Brave (252 HP, 252 Atk, 4 SpD)
-Iron Head
-Play Rough
-Rock Slide
-Knock Off
IVs: 31/31/31/31/31/0
Lv 50 Stats:
HP: 157
Atk: 150-172
Def: 105-145
SpA: 75
SpD: 76-116
Spe: 49

Fun Fact: Mawile is the only immigrant from Omega Ruby, having been unobtainable in vanilla Moon. It already had its EVs set for randos, though did need to replace Sucker Punch.

How I would love to run Protect over Rock Slide, to use the pitiful vanilla Mawile as bait and just maybe get more mileage out of Intimidate, but the latter does end up coming in clutch.

Knock Off was suggested by Eisenherz after bemoaning losing a 75% KO roll against an Alolan Marowak. It was replaced around 400 battles in. Amusingly, while the original team had no real problems with ghosts, this nevertheless ended up being a sizeable improvement for Mawile. Palossand-4 was formerly exclusively spider food, due to Crunch only tripping Weakness Policy; Knock Off cleanly OHKOs. Jellicent-3 is another enemy that jumped into the lovely guaranteed OHKO range. While I did enjoy having both Crunch and Liquidation to soften up certain enemies like Suicune with debuffs, removing its Leftovers is still a nice trade. Huge Power solves the matter of losing the damage boost for Instructed hits, or enemies like Mega Gengar.

While its bulk is nothing to write home about, Intimidate and Steel/Fairy typing still made it high value versus Armaldo leads, and the go-to for Escavalier when playing around the threat of Custap Berry. Intimidate was necessary to better manage enemies like Dragonite, Scizor-3 or Nidoking-4 (though the latter belonging to Raikou's Protect cult.)

Mawile's equivalent to Drampa would be Cradily, an annoying little shit that trades Gastrodon's damage for alternating Protect/Stockpile spam. Araquanid occasionally was safe to just bite away at them, but Mawile was the preferred method.

Iron Head in itself is a very nice move to spam, chewing through glassy to modestly bulky enemies easily, while also preventing it from doing much flinching. Spidey's Liquidation is still a little more powerful than it, noticeable versus enemies like Braviary which are cleanly OHKOd only by the latter; this made Mawile even less desireable to send into it when already paranoid of Defiant. In spite of that, the two of them were close enough in terms of power that they could be reliably expected to kill the same things that didn't require specific strategies. Even with the benefit of coming in clean, I still tried to prevent Mawile from having to deal with Fire/Water/Electric types, if only because they meant using Rock Slide or Play Rough repeatedly, or Knock Off on something with Flame Body.

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Mawile's Thoughts:
Araquanid and Drampa can at least kill Steelix. Intimidate doesn't do shit to ward off Sand Force Earthquakes, at least not with base 50 HP, and its entire toolkit will do below 20% on average. The solution then is to not play dumb and needlessly sack (Steelix falls into the same camp as Mudsdale of being more than willing to kill its teammates, so praying it tries Gyro Ball instead is pointless.)

Heatrans feel like the same sort of hopelessness as Steelix; sure, they don't take ~20% from Knock Off, but the 252 HP variants have laughable odds of a 2HKO, and you'd be flirting with Flame Body either way. Fortunately, Araquanid is like One Punch Man to these things. Therefore, trainers that carry Heatran make it imperative not to sack Spidey until the backline is exposed. Fairly easily accomplished. Mega Camerupt is largely in the same boat, but much rarer and still easily murdered by Araquanid (especially as leads.)

Drampa-3? Oh, boy! I not only get the satisfaction of missing Play Rough, it might even just trip QC beforehand and kill me before even getting the chance! What's not to love? Not even Mega Ampharos can do that!

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"I was thinking about how Steel just randomly stopped resisting Dark/Ghost and how maybe it's time to add Bug to that, whaddya say heavenly father"
"Nay and I doth not recall giving thee an Arc Phone"
This writeup does reuse some talking points from the 1845 run, but I attempted not to repeat an excessive amount; if there appear to be any peculiar omissions, it is more than likely in the writeup for the original streak.

Development

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The Spidey & Friends that accomplished this streak and the 1845 before it is essentially the third, or arguably fourth iteration of the team. Prior to any childish naming mechanic and during the Stone Age of Sun/Moon, when Mega Stones couldn't just be given to the player or bought, but had to be "earned" through shitty PGL events, my first attempt at a serious team involved Oranguru/Hariyama/Drampa/Araquanid.

My impressions of Hariyama as a lead and especially as an Instruct abuser soured fairly quickly. Its speed got it killed far too quickly versus the common enemy TR teams, especially with Close Combat putting it well into range of even weaker attacks like Shiinotic's Moonblast. Fake Out was valuable, but in addition to being less than crucial to Oranguru setting much of the time, it was routinely prompting the AI to make irritating resist switches, conveniently after committing to attacking it first. Close Combat's 8pp made it extremely vulnerable to Pressure x Protect, and I had plenty of issues with Suicune because of it. Otherwise, Harry still paired rather well with Oranguru, and they enjoyed many clean sweeps when not being punked by the 45-below crowd.

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I stuck with Harry even as Mega Mawile became available and, perhaps as punishment for removing Araquanid, the team lost after only thirty more battles. User error was primarily to blame, though a Poyrgon2 freeze put it to bed. Collector Dennis would not go on to be infamous like Stein, but he did serve me my first loss.

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I had briefly toyed with other backline Pokemon that looked like they could pair well with Instruct, most actively Torkoal and Alolan Marowak; however, theorymonning did not get very far as I kept reaching the conclusion that they couldn't replace Araquanid and deal with the same threats. Araquanid had to stay, and additional theorymonning painted it as the best choice of lead out of the three abusers. I didn't want to drop one of Mawile's attacks for Protect, and it was better not to trip Defiant on lead Bisharps.

As mentioned in the prior writeup, Araquanid did not immediately settle on Ice Beam. Wide Guard was discarded in theory and not practice, mostly thanks to set34 ambiguity. Mirror Coat was clicked too seldom to be considered a best option, though it did make for an impressive-looking win with no surviving Pokemon on the field.

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This team crashed at 178 I believe, to a Scientist with Gastrodon-4 and Drampa-4. Gastrodon had immediately begun to Curse, and by having no quick method of dealing with it, I focused down the other three enemies, leaving me without the resources to defeat it before it could casually Earthquake my remnants to death. Not an impressive milestone in the least, but the relative smoothness and ease I had in reaching the 170s told me the team was definitely on the right track. Drampa's Protect had more situational than crucial clicks, not to mention being the only one able to OHKO Gastrodon without being completely revamped. Grass Knot is far too weak for Gastro, so Energy Ball it was.

Playstyle

Unless both opponents are inoffensive or relatively nonthreatening Leech Life targets, Araquanid will Protect. Setting being perceivably unsafe is another reason Araquanid may not Protect, though some lineups may even encourage Oranguru protecting during a swap to Mawile. Taunt is not considered grounds for Protect due to AI randomness/misuse, unless partners may make a swap into Mawile too dangerous. Swapping Araquanid for Mawile will always be preferable due to keeping the opportunity to set available. Dark Types are most often the reason Oranguru may be unable to set right away, with Sharpedo and Honchkrow topping the list. Solutions tend to be simple matters of risk management.

While Oranguru is not necessarily the most likely to faint first, preserving it is considered lower priority than the abusers, particularly when securing KOs to threats. That being said, Protect is valued higher than Instruct if Araquanid is neither in danger but also unable to secure a KO (especially if this then sets up an Instruct double KO the following turn.) Oranguru's value increases greatly when dealing with Spore or confusion users due to Instruct more rapidly eating their respective timers. Regardless, deliberate sacks aren't made without exposing the backline or at least killing S-tier threats like lead Heatran.

Araquanid normally kills targets focusing on itself first and then issues for partners afterward. Thunder Wave is a higher priority than raw damage, especially when the threat (ie Togekiss, Garchomp-4) are still easily OHKOd by the backline. 50% OHKO rolls or worse are prime candidates for foregoing Instruct to chip them with Psychic (barring obvious typing issues) though there are many examples of taking the gamble, such as when succeeding in the roll on Togekiss-34 will set up a double KO. Known Focus Sashes or suspected Sturdy enemies are almost never Instructed.

Keeping Oranguru around longer than Araquanid is not prioritized because of its middling 58 speed; Mawile or Drampa attacking alongside it can keep up the momentum of floor wipes without opportunities for enemies to attack. Snorlax and Rhyperior are good examples of benefitting from this. This can also keep Araquanid from taking unnecessary Life Orb recoil if Oranguru would be unable to make up the difference. The Lake Trio, bulky Ghosts and Ice types are common examples.

One of the only examples of leaving a Thunder Wave user or Araquanid check alive are when an enemy is suspected of having boosts that snowball too quickly out of control, primarily Blissey-4 or Registeel. The loss of momentum from paralysis is not often as dangerous as the helplessness of trying to hurt these enemies before they can repair the damage. Cresselia-23 are excluded from this due to losing the stall war to Mawile, or extreme weakness to +2 supereffective attacks, respectively.

Enemies that can reset TR are not often killed on sight, especially when they concede the speed advantage to Oranguru in doing so, and Araquanid will not be Instructed into Protect. Some such as Trevenant are left until Mawile can come in clean. If TR is up and Drampa can come in clean on full HP Slowbro-4 or Cofagrigus-3, Meteor will often be spent on them.

Double Protect is nearly always employed for lead Dragonite, Armaldo, Glalie, Metagross, Honchkrow, Conkeldurr, and of course Slaking. Explosion users have traditionally used the move immediately and do not care if their partner will be hurt or killed. Lead Steelix is the only potential Exploder that won't deter setting, as gambling on Set-3 versus Mega and letting it attack outside TR is too risky.

For the sake of safety or common sense, whichever you want to call it, Drampa will always come into a backline to replace a fainted Oranguru/Araquanid if both it or Mawile can OHKO the lastmon, and there exists any condition that could cause Mawile to miss.

Lastly, owing to Intimidate being (generally) one-time use and the overall bulk of the team being average to poor, the team does not enjoy the privilege of several consecutive back-to-back switches. These four Pokemon must enter battle with the likelihood of committing to staying, for better or worse. It is certainly Mawile and Drampa's biggest handicap, both lacking Protect. Araquanid does have good mileage versus weak, bulky Water types like Milotic, which can't hope to outpace Leech Life recovery. For all its mediocrity, Mawile still does an excellent job swapping into Bug, Dragon or STABless Rock attacks and many enemies are sufficiently crippled just at -1. Drampa is extremely free to come into one-trick Ghost types like Cofagrigus, Dusknoir and Spiritomb, eating Will-o-Wisps or Pain Split while helping double into enemies, all but assured of a checkmate if they can leave the Ghosts for last.
 
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Warstories

Warstories may be less appropriate a title than "Annoying/Difficult Battles..." Unlike the 1845 run, I did not make a point of saving battles with amusing or idiotic AI throws unless the battle was already theirs to win. There were only two battles saved for research purposes, both to test the AI's eagerness to use Fling with an Iron Ball. The tl;dr is that they're surprisingly reluctant, especially Tyranitar-1.
Battle 1013 VS Office Worker Jana
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We open with Vanilluxe-4 Taunting Oranguru and Gardevoir-4 Focus Blasting that slot as well. Gardevoir is oneshotted and replaced by Drifblim.

Mawile swaps out for Guru, with neither of these warranting staying; Vanilluxe Ice Beams the Guru slot and... freezes. Not only does Mawile not thaw, but instead of chipping it to death, Vanilluxe instead just Acid Armors to +6 and Taunts Spidey as well.

Araquanid OHKOs Drifblim after Gardevoir and 2HKOs Musharna-3, which Yawned Spidey before reluctantly attacking Mawile. This easily gives Spidey the Mush 2HKO and quite a bit of health before its nap.

Mawile is finally KO'd and Oranguru comes back and is allowed to set. Araquanid swaps for Drampa, confident Ice Beam will not be sent into it; some of you may recall that Vanilluxe-4 is so weak because it runs 252/252+ Calm. So, it survives the two Flamethrowers and fails to KO Drampa with Ice Beam... ...but freezes it as well.

I don't remember if I was losing my shit over this, but my Discord friends would probably assume I did.

Battle 1054 VS Dancer Jo
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Uxie-4 opened with Yawn into the Guru slot and would use it every single turn until faced with a 20HP Guru, at which point it finally attacked with Dazzling Gleam.

Araquanid took out Metagross and was Yawned; it swapped for Drampa as Zapdos came in, which was the correct play because it showed Charge Beam. Oranguru had eaten its Lum from the Yawn that landed as it set TR, and hadn't been targeted again, so it landed a Psychic on Zapdos before it too became drowsy again.

Drampa Meteors Zapdos and is Yawned. Swap. Guru is now in its place and eats an Ice Beam, leaving it at the aforementioned 20HP.

By now, Uxie has annoyed me so much that I don't care that Articuno carries Sheer Cold; fucker has to die. Protect blocks both DGleam and Ice Beam, and Araquanid (who had come back in to replace Oranguru after it attacked Zapdos) kills Uxie.

Articuno finishes Guru off, but at least now Spidey & Mawile have it dead to rights.

Battle 1179 VS Aether Foundation Heidi
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You know what Aether means: guaranteed 4s. Aurorus helpfully rolled Snow Warning.

Clawitzer-4 is one of the outlier mons that is impossible to EV for desireable calcs without sacrificing too much on the other end. The best I can manage is 25% KO rate. Aurorus has no weather working for its Thunder, and Snow Warning makes Hyper Beam far less desireable.

Using Oranguru as bait worked for multiple reasons: Aurorus whiffed Thunder and died, and was then replaced by the terrible set Tauros-4, which used Double Team and Protect until Drampa could come in and Meteor it to death.

The downside came from attempting to set T2 on Clawitzer, losing the roll and dying. Mawile came in, finished Clawitzer off with Crunch, and I was given another gift in lastmon Alolan Sandslash, all but guaranteed to open with Aurora Veil, which it did. This did not prevent it from being KOd by Iron Head and Liquid.

Battle 1185 VS Bellhop Donna
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T1: Double Protect; Scizor-3 Uturns Guru slot, Bewear-3 Thunderpunches. Protects were meant to look for Z-Giga Impact.
T2: Swap Araquanid for Mawile; Bewear QC Thunderpunches Mawile. Scizor U-turns Mawile slot (!) and in comes Conkeldurr. Trick Room up.
T3: Bewear QCs... there's that fucking message again. Because Guru is not in danger of a Fling OHKO, and because Bewear tripped QC earlier without warning Unnerve, Mawile targets Conk with Play Rough first.
Bewear Sword Dances, "thankfully," in lieu of Hammer Arm. Conk actually does Fling Oranguru (normally prefers Superpower.) Both PRs connect, killing Conk and ~80% to Fluffy. Bastiodon replaces Conkeldurr.
T4: Bewear resist swaps to Scizor, which eats Iron Head. Bastiodon Rock Slides, killing Guru. Spidey back in.
T5: Lose the gamble on both Bastiodon rolling Soundproof and not clicking Metal Burst, killing Spidey at light speed. Womp womp. Mawile Crunches Scizor to death. Drampa and Bewear back in.
T6: Mawile can probably deal with Bastiodon from here, but I was still afraid of Bewear grabbing another QC proc, which it didn't. Both enemies go down.
This lil warstory does not adequately portray how NASTY these four as a group can be!

Battle 1187 VS Firefighter Calder
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T1: Drampa replaces Araquanid right away and is paralyzed by Rotowash-3 Thunderbolt. Wailord-4 connects Fissure on Oranguru. Yay! Araquanid back in.
T2: Araquanid protects, blocks Thunder Wave. Wailord lands Blizzard on Drampa, tripping Berserk. Drampa Meteors Rotom, not requiring the Berserk to OHKO. Salamence in.
Regardless of the Mence set, it's safer to sack Drampa here. Meteor will debuff Mence very well, while there's no danger of swapping Mawile into an Earthquake or Crunch debuff.
T3: Salamence whiffs Meteor, Wailord whiffs Fissure. Ice Beam and Hyper Voice kill Mence and badly wound Wailord. Politoed in.
T4: Wailord whiffs Fissure, Politoed whiffs Focus Blast. Wailord dies, Drampa Hyper Voices Politoed to low. I wanted to be able to hit both of them if Drampa were able to attack, giving Mawile an easier time of cleaning up, though Wailord landing Fissure on Araquanid would've made this even more miserable than it already was.
T5: Politoed finally breaks the cycle of whiffs and kills Drampa but, too little, too late.

Battle 1213 VS Office Worker Savir
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One of many battles to make me fear and loathe male office workers, especially Savir, who tended to just be meaner than Harding. He also is an excellent example of battles that can go to hell right away and simmer down into peace by running one or more do-nothing sets behind the leads. These bastards run the electrics I don't like to see, Ampharos and Vikavolt.

In this case, Mega Gardevoir and Bronzong-4 Hyper Beam x Rock Slide, killing Oranguru. The only compensation of Garde committing to Hyper Beam is that it can't move the following turn, giving me free reign to kill it if nothing else happens. Zong-4 is not much of a threat to Mawile and is slower outside TR. It Safeguards instead of Rock Slide, so no fear of flinching. Mawile Crunches it to red and Garde is no more. Rotomow enters; it Thunders, revealing Set4, but targeted Mawile, so that's a waste of a Protect. It targets Mawile again for the KO, but Araquanid finishes it off and I'm blessed with the sight of Shuckle, the best thing to see when you've got no setter.

Battle 1215 VS Office Worker Savir
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Yes, two battles after getting Savir'd I'm thrown back into a cell with him. This is the first instance of Metagross and Magnezone both doubling into Oranguru for reasons that will never make sense to me. This also had the effect of putting Oranguru well into range of Bullet Punch, but luckily the ensuing Protect also blocked Volt Switch, letting Zone faint without touching Spidey.

Battle 1285 VS Janitor Paulo
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Another one for the scream chamber. Vaporeon spent much of the time Yawning, and while the single Muddy Water it used didn't cut my accuracy, it froze Drampa with Blizzard. Aqua Ring also put it just out of range of KOs. By the time it and Goodra died, TR had long been shut off. Thankfully, Goodra is among the dragons Mawile can OHKO without needing Play Rough to connect.

Battle 1331 VS Veteran Dooley
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T1: Terrakion-3 uncharacteristically uses Sacred Sword into Oranguru, and Landorus Explodes for the KO. No Trick Room for Repto. Failing to double Protect was arguably a misplay as, unlike Steelix, Landorus-3 does not exactly skyrocket in lethality by having sand up and no TR (though being able to Earthquake safely next to an ally is very bad for me) plus it's up there with the other Protect-spamming assholes. I send in Mawile to replace, and am not happy to see Entei come in across it.
T2: Swap Mawile for Drampa. Terrakion Rock Slides, doing under 50% to Araquanid, while Entei Sacred Fires Drampa. No flinch, and Liquidation KOs Entei. Rotowash enters.
T3: Swap Drampa for Mawile, Protect Spidey; Terrakion Rock Slides Mawile for nothing, while Rotom Thunderbolts into Protect.
T4: Terrakion Earthquakes, doing a modest sum to Mawile and piss to Araquanid; Rotom Thunderbolts again for the Spidey KO. Mawile KOs Terrakion, finally.
T5: Rotom Thunderbolts Mawile for the KO. Drampa OHKOs Rotom with Meteor. Glad that's over.

Battle 1436 VS Sightseer Christian
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T1: Heatran-3 uses Sunny Day, Drampa-3 uses Hyper Voice. There are a multitude of ways for this opening turn to go horribly, the worst of which involving Heatran-14 using Dark Pulse, followed by Drampa-4 Meteor into the Guru slot. Everyone is healthy but this is still a pretty bad way to begin attacking.
T2: Heatran 2HKOd by Liquid, while Drampa crits Araquanid with Hyper Voice. Wonderful. Heatran is replaced by Magnezone, even more wonderful. At this point, I'm ready for one of my Pokemon to die, to give a clean swap and play the Quick Claw lotto. Let's get this shit over with.
T3: Liquid hits Zone for under 50%. Oranguru can survive Hyper Voice, but not Fire Blast, which is what Drampa uses to KO it. Magnezone-3, true to form, uses Thunder Wave on Araquanid.
T4: Araquanid fully paralyzed. Mawile lands Play Rough, killing Drampa. Zone whiffs Thunder into Araquanid. Volcarona replaces Drampa, showing me my day cannot get better.
T5: Araquanid hits Volcarona with Liquid to soften it up, while Mawile lands Knock Off on Magnezone for the KO. Volcarona is running off its typical dumbfuck script and uses Quiver Dance instead of taking the extremely free KOs in front of it. Sunlight and TR both off.
T6: Volc Bug Buzzes Araquanid to death, finally, while Mawile finishes what was left with Knock Off. At least it was Set3, and didn't have Heat Wave.

Battle 1488 VS Collector Dennis
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T1: Tauros-4 Double Teams, Drampa-3 uses Hyper Voice. TR up.
T2: Liquid predictably fails to 2HKO Drampa, but no Berserk. Tauros hits Araquanid with Toxic.
T3: Drampa gets the Quick Claw proc for Hyper Voice, bringing Oranguru to 7HP. Toxic never gets a chance to chip Spidey to death because the LO recoil from the Instructed Liquid does the job. Tauros Double Teams again. Drampa comes in, which is a big mistake no matter how I justify the decision, because Tauros has a fresh Protect and the backline is a mystery. Snorlax coming in affirms that was not the correct play.
T4: Swap Oranguru for Mawile, since it's better to intimidate Snorlax now, before it can batter Drampa. Oranguru can also come back in to Protect, or even outspeed Snorlax outside TR. Lax Protects, Hyper Voice connects on Tauros; Sitrus from Araquanid's sacrificial Liquid took it out of kill range, however. Tauros Earthquakes for piss.
T5: Tauros Protects. Hyper Voice and Iron Head fail to KO or flinch Snorlax, but it Earthquakes and dies to LO recoil. Togekiss enters, and this is gonna be even tighter. TR off.
T6: Togekiss Shadow Balls Mawile to death, while Tauros Earthquakes again. This fails to trip Berserk, but Hyper Voice connects and KOs the bull.
T7: Oranguru Protects, blocks Air Slash. Thank fuck this isn't Togekiss-4! That would've been a loss. Drampa Hyper Voices.
T8: Togekiss Air Slashes again, KOing Oranguru, while Hyper Voice finishes it as well.

While Snorlax using Protect on its first turn did me a favor, I still feel like I nearly ate shit over that.

Battle 1542 VS Worker Dan
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T1: Swap Araquanid to Mawile, and any logic in that decision is thwarted by Manectric-4 launching Thunder into Oranguru, allowing Armaldo-4 to easily KO with banded X-Scissor. Araquanid back in.
T2: Thunder and X-Scissor into Protect, while Iron Head KOs Armaldo. It's replaced by the last thing I wanted to see, Vikavolt.
T3: Swap Araquanid for Drampa. Now, Vikavolt-4 has a guaranteed, you read that right, guaranteed OHKO on Araquanid with Thunder, so I'd like to know WHAT KIND OF FUCKING HALLUCINOGENS MADE YOU TARGET THAT SLOT WITH BUG BUZZ. Manectric whiffs Thunder into that same slot, while Mawile connects Rock Slide and critically injures both.
T4: Thunder hits Mawile, but does not paralyze. Bug Buzz kills Drampa. Rock Slide connects again, for the double KO. Mudsdale enters last.
T5: Both Mudsdale-34 carry Earthquake, which does not tell me anything, and my heart sinks to see it survive Liquidation due to Passho.
T6: Rock Slide connects, bringing Araquanid down to 9HP. No flinch, but Spidey needs 18HP to survive Life Orb, so they both die. Fortunately, tree mechanics award draws in favor of the player.

Battle 1553 VS Youth Athlete Hilario
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Dugtrio lands Fissure and OHKOs Oranguru. Hilario discarded any sort of lead she'd have gained by using Substitute and Sandstorm; Starmie showed Power Gem, ie no Ice Beam for Drampa. Battle was over by T4, as the speed trainers run nothing but glass.

Battle 1559 VS Office Worker Jana
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T1: Double Protect; Blizzard and Z-Explosion. Vanilluxe-3 brought Snow Warning.
T2: Swap Araquanid for Mawile, into a Blizzard freeze. Lickilicky detonates and is replaced by Aromatisse. This is a bother not just because my Aroma murderer is a popsicle, but Blizzard plus Hail plus Explosion ensured that I'm not going to be resetting.
T3: Mawile utterly miraculously instathaws, killing Aromatisse! What's more, Vanilluxe attempts Sheer Cold and whiffs.
T4: Blissey exits as soon as it enters, as we're not waiting to see Minimize or Mud Bomb. Blizzard KOs both Oranguru and Mawile.
T5: Drampa and Spidey both have the honors, as 252hp Ice Cream is far too fat to be OHKOd by Flamethrower.

Battle 1589 VS Bellhop Gilroy
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T1: Double Protect into Swords Dance (Bewear) and Head Charge into Guru slot. Bewear warned of Unnerve, but this is still not great.
T2: Swap Araquanid for Mawile. Bewear Thunderpunches Mawile for over 50%, while Head Charge hits Oranguru. No LO recoil, so it's Bouffalant-3. Damage also does not indicate Reckless. It occurs to me they both could've Swords Danced.
T3: Play Rough whiffs into Bewear, but not trusting Mawile nor Bewear not to pull some Quick Claw shenanigans, I targeted its slot with Psychic, which crit. Bewear Hammer Arms Oranguru to death, then is killed by Earthquake friendly fire. Drampa and Mudsdale in.
T4: Meteor OHKOs Mudsdale, while Iron Head flinches Bouffalant and trips Sitrus Berry. Rotofan last.
T5: Hyper Voice connects, so Bouffalant was Sap Sipper; not leaving that to chance, Mawile also Iron Headed the slot. Rotom whiffs Thunder.
T6: Hyper Voice and Knock do their jobs.

That turn with the whiffed Play Rough could have gone far worse, between Head Charge or Payback being used and forcing me to spent another turn gambling on QC not triggering. That wasted turn would've also put Rotofan on the field without Trick Room up.

Battle 1728 VS Punk Girl Zed
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T1: Swap Araquanid for Mawile. Toxicroak-4 Taunts Oranguru, while Muk Stone Edges Mawile.
T2: Toxicroak Taunts Mawile, Muk Crunches Oranguru. Psychic and Play Rough OHKO both enemies. Sableye and Tyranitar in.
T3: I must've expected Tyranitar to use anything but a Rock attack, because I swapped Araquanid for Oranguru and was swiftly murdered by Stone Edge. Good job, idiot. Sableye is neither Prankster nor Stall, but Will-o-Wisps Mawile before it can Iron Head Tyranitar. Oranguru back in.
T4: Oranguru Protects, and Tyranitar Earthquakes. Sableye whiffs another Will-o-Wisp. Play Rough KOs Tyranitar.
T5: Another Will-o-Wisp. Tyranitar helpfully broke Sableye's Focus Sash, and Play Rough easily KOs through a burn.

The T3 comedy of errors had to be the only reason I saved this battle... Taunt was amusingly the least of my problems.

Battle 1737 VS Black Belt Chucky
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Tyrantrum-4 has guaranteed OHKOs on both my leads if it rolls Strong Jaw. Otherwise, Head Smash can still be directed into Oranguru, so bringing in Mawile is mandatory. Hariyama-4 runs 0 attack EVs because it's a brilliant Belly Drum/Counter set.

So, Mawile comes in for Araquanid immediately, and Tyrantrum Crunches Oranguru... ...with the Defense drop. Guru sits at 41hp, and Harry caps at 37 with -1 Brick Break; using Brick Break in itself and not Belly Drum was a bit questionable, but it did a good job of denying TR.

Fortunately -1 Crunch does less than 50% on average to Spidey, and -1 Harry is utterly laughable. They Crunch and Drum, then die, and I'm greeted by the soon to be Mega Scizor and its friend, Time Bomb. I don't want to weaken Scizor to the point of discouraging Lickilicky from detonating, since it's easier to have Drampa come in on just Scizor.

Protect dampens Breakneck and whiffs Aerial Ace, while Mawile Iron Heads. Spidey sack, kaboom, checkmate.

Battle 1753 VS Ace Trainer Poppy
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T1: Double Protect scouts Honchkrow-3 (Swagger) and Mega Aggron (Stone Edge.) It's not easy to get worse lead pairs than this.
T2: Because Black Hole Eclipse had been warned but not used, the correct play was to keep Araquanid in, using Liquidation on Honchkrow, and swapping Mawile for Oranguru. However, I misplayed and swapped Mawile for Araquanid instead. Without a crit, -1 Stone Edge caps at 65% on Araquanid and was worth the risk. Instead, Honchkrow BHEs Oranguru for the easy OHKO and Aggron Stone Edges Mawile for a small amount.
Drampa comes in for Oranguru, which was another misplay. Flamethrower won't OHKO Mega Aggron because of Filter, and only gets a roll at it with Berserk tripped. Araquanid can't 2HKO Mega Aggron without a defense drop, but it still could've bought a turn with Protect.
T3: Honchkrow Swaggers Mawile, while Aggron Dragon Rushes Drampa to below 50%. No self hit for Mawile, and Iron Head OHKOs. No flinch for Drampa, and Flamethrower leaves it in the red. Weavile enters.
T4: Araquanid comes back in for Drampa and eats Weavile's Fake Out. Aggron Thunder Waves Mawile. No self hit, no paralysis, Knock Off KOs Aggron. Umbreon enters.
T5: Weavile Ice Punches Mawile, Umbreon-3 Swaggers Araquanid. No self hit, Leech Life hits Weavile to sash. Mawile fully paralyzed.
T6: Weavile Night Slashes Araquanid, Umbreon Psych Ups Mawile. No self hits; Araquanid nearly OHKOs Umbreon with Leech Life and recovers all damage from Weavile. Mawile Iron Heads Umbreon for the KO.
T7: Weavile-4 Taunts, finally revealing its set. Araquanid obliges, biting for the KO.

...I was briefly convinced this was the end of the run! Not one, but two disastrous calls on my part, and I feel like Aggron using Thunder Wave was an AI throw that snowballed. Swagger resulting in no self hits also helped immensely, though without them, Araquanid x Mawile are about as bad a matchup for Umbreon-3 and Weavile as they come.

Battle 1890 VS Colress
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Magnezone-3 Thunder Waves Oranguru, wasting its Lum Berry, and PZ-3 Signal Beams, not only scoring confusion but resulting in a self hit for Oranguru.

Signal Beam will 2HKO Oranguru, so rather than play that game, Mawile came in for it. Zone-3 Thunder has 6% OHKO odds on Araquanid, or 0% if it misses, which it did. Araquanid scored the OHKO roll on Porygon-Z. Electrode coming in is a welcome sight.

Zone whiffed Thunder into Protect, then evidently said "enough of this" because it went back to Thunder Waving. Mawile took Zone down with two Knock Offs, then it and Drampa doubled into Alolamuk (Air Balloon!!! Wee-oo! Wee-oo!) to ensure it lived only that turn.

Battle 2102 VS Office Worker Harding
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Repto: "Wow, Poppy! It's hard to get worse lead pairs than this!"
Harding: "lol Savir have your phone ready"

WHY DID MALE CLERKS BECOME MY EZRA

Rolling Ampharos-3 and Escavalier-4 together is not so bad. I can't set on this, but they're manageable. If Ampharos is Mega, it's way too dangerous to swap vanilla Mawile into a guaranteed Thunder OHKO, just for the purpose of Intimidate.

T1: Oranguru Protects, Ampharos-4 whiffs Confuse Ray, Araquanid smacks Escavalier with Liquidation and is KOd by Megahorn. This targeting doesn't occur unless Escavalier is LO Set3. There's the recoil.
T2: Small compensation in Escavalier having no Custap Berry. Mega Ampharos lands Thunder on Mawile, rolling the absolute max damage, 151. No paralysis, and Mawile KOs Escavalier with Knock Off. Originally, my plan was to get rid of Escavalier so Oranguru could set, then I'd deal with Ampharos. But, who enters third but Metagross. RIP
T3: Oranguru Protects, just in case Metagross is Set3 and wants to detonate, but it wisely goes for Bullet Punch. It's now Oranguru and Drampa VS three.
T4: Meteor finally gets rid of Ampharos, and Metagross Meteor Mashes Oranguru. Vikavolt enters. By now, I'm convinced that Metagross is Set4 and just won't explode.
T5: Flamethrower 2HKOs Vikavolt, Metagross- Earthquakes! It IS METAGROSS-3!! Where's the boom!? You love the boom!!!
T6: Flamethrower loses the 38% 2HKO roll on Metagross thanks to Occa Berry. Metagross KOs Oranguru with Meteor Mash. TR expires, and I am now more uncomfortable than I was at the start.
T7: Metagross Bullet Punches Drampa, likely because it still had over 50% HP and Mash looked like it wouldn't KO. Finally, that's over with.

Battle 2314 VS Preschooler Naya
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T1: Garchomp-3 locks into Outrage, which ended up being very necessary. It whiffed into Araquanid's Protect, while Hydreigon-3 Taunted Oranguru.
In hindsight, Double Protect was the safest play here, looking for both Earthquake and for Garchomp to evolve, as it doesn't use Sandstorm over Stone Edge.
T2: Araquanid swaps for Mawile. Hydreigon whiffs vanilla Meteor into Mawile. Outrage smacks Oranguru for a chunk, Oranguru hits Garchomp with Psychic.
T3: Outrage and Taunt both directed into Mawile. Mawile whiffs Play Rough into Hydreigon. Oranguru hits Chomp with another Psychic. Taunt wears off.
T4: Hydreigon Flamethrowers Mawile into the yellow. Garchomp Outrages Oranguru, also into the yellow. Mawile whiffs another Play Rough. Trick Room up.
T5: Mawile whiffs its third consecutive Play Rough. I'm sorry, did Garchomp lock into Outrage or Muddy fucking Water? Oranguru Instructs, and finally Play Rough lands. Outrage whiffs into Mawile. Dragonite enters.
T6: Play Rough OHKOs Dragonite, then whiffs into Garchomp. Outrage whiffs into Mawile. Kommo enters.
T7: Play Rough OHKOs Kommo-o, then connects on the Instruct and finally puts Garchomp down, as well.

This battle footage was sold to both Blueberry and Eisenberry Academies for lectures as to why competent trainers should not use moves below 100% accuracy.

Battle 2330 VS Mallow
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T1: Lurantis-4 uses Sunny Day with a Quick Claw proc. Tsareena U-turns Oranguru, sending in Talonflame after it. Trick Room goes up.
T2: Mawile swaps in for Araquanid, fearing Gale Wings. The safest play is to protect Oranguru; instead, it hits Talonflame with Psychic to ensure Gale Wings is broken, because both 34 like to get cute with Swords Dance now and then. The problems begin when Intimidate trips Lurantis' Contrary, getting Oranguru killed by Solar Blade, then redirecting Flare Blitz into Mawile, OHKOing it as well. Sweatagross.
T3: Drampa and Araquanid VS all four of Mallow's Pokemon. No QC, thankfully, because +1 Solar Blade has 56% OHKO odds on Araquanid. Hyper Voice KOs Talonflame through the Sitrus it ate after murdering Mawile, and Leech Life KOs Lurantis. Trevenant joins the return of Tsareena.
T4: Trevenant whiffs Focus Blast into Drampa and is OHKOd by Flamethrower. Leech Life rolls the OHKO on Tsareena.

...whew! That is definitely the nastiest run-in with Mallow I've ever experienced, and the closest she's come to defeating me.

Battle 2379 VS Office Worker Savir
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When you see lineups like this, does the name even surprise you anymore?

T1: Mawile swaps for Araquanid. Magnezone and Scizor Volt Switch and U-turn Mawile, respectively, bringing in Steelix and Vikavolt. Mawile is on 26hp.
Now, we rightfully fear both Steelix sets at this point, but Oranguru is at full HP and can at least attack something. With Vikavolt next to it, Steelix has little reason not to Earthquake. With Explosion still on the table, Vikavolt becomes the higher priority.
T2: Steelix-4 it is. This is good, if only because Mawile will move before it. Mawile misses the Play Rough OHKO on Vikavolt, then dies to Earthquake. Oranguru chips Vikavolt with Psychic for the KO. Drampa and Scizor come in.
T3: Drampa OHKOs Scizor with Flamethrower, while Steelix predictably uses Sandstorm, granting a nice strong hit on the Instruct.
T4: Drampa kills Steelix and lands a good hit on Magnezone-4. Zone Thunderbolts Oranguru for a nonlethal sum.
T5: Flamethrower ends it.

-1 252+ Atk Life Orb Scizor-3 U-turn vs. 252 HP / 228 Def Oranguru: 109-127 (55.3 - 64.5%) -- guaranteed 2HKO
252+ Atk Mega Steelix-4 Earthquake (spread) vs. 252 HP / 228 Def Oranguru: 64-76 (32.5 - 38.6%) -- 98% chance to 3HKO

Scizor targeting Araquanid T1 more than likely turned this battle from a near-loss into a win. That math is not pretty! Even if it survived, it then becomes Bullet Punch bait for Scizor, when I *needed* those Instructs!

Battle 2396 VS Scientist Stein
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T1: Double Protect. Lickilicky-3 whiffs Knock Off, Gastrodon-4 Curses.
T2: Drampa swaps for Araquanid. Lickilicky crits Drampa with Body Slam and paralyzes. Gastrodon Earthquakes, putting Drampa at 21hp. Trick Room goes up.
T3: Lickilicky procs Quick Claw and whiffs Hammer Arm. That was to give me hope before stabbing me in the chest, because Drampa is fully paralyzed. Gastrodon Earthquakes again, killing Drampa. Oranguru hits Lickilicky with Psychic. Mawile in.
T4: Gastrodon Curses. Mawile connects two Play Roughs on Gastro, leaving it around 30% after Leftovers. Lickilicky Hammer Arms Mawile.
T5: Gastrodon and Lickilicky Curse & Hammer Arm again. Mawile kills both of them with Play Rough. Enemy Drampa and Dusknoir replace them. Drampa must be Set4, since Quick Claw was taken.
T6: Mawile kills Drampa with Play Rough, while Dusknoir eats a strong Instruct hit and shuts off TR (which was going to expire anyway...)
T7: Oranguru protects, and Dusknoir whiffs Pain Split. Iron Head kills Dusknoir.

So, in addition to having flashbacks of that ill-fated test run, of course it had to be Stein! Not today, evildoer!

Battle 2403 VS Scientist Robyn
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T1: Mega Aggron whiffs Stone Edge into Protect, and of course we need Jellicent-3, too, which Water Spouts. This is pretty far from ideal, and Jellicent is going to shut off TR, but we have to at least try to delete Aggron like this.
T2: Araquanid cuts Aggron's defense on the second Liquidation, when it needed to do that first to grant the 2HKO. Predictably, Aggron Thunder Waves, mercifully eating Oranguru's Lum. Jellicent shuts off TR.
T3: Araquanid Protects. Aggron launches Stone Edge into Oranguru, killing after Water Spout. Drampa replaces. So much for resetting or chipping Aggron to death...
T4: Araquanid swaps for Mawile. Jellicent Water Spouts, dropping Mawile to 21hp, while Stone Edge whiffs. Drampa kills Aggron with Flamethrower, and Conkeldurr replaces.
This was probably less safe than sacking Araquanid here, but Spout/Edge would've surely killed it.The Stone Edge whiff was ultimately probably irrelevant.
T5: Araquanid swaps with Mawile. Jellicent Water Spouts, and rolled high enough on both this and the previous, in order to trip Berserk. Conk turns out to be Conkeldurr-4, and clicked something besides Mach Punch into Drampa because Drampa moves first, OHKOing with Meteor. How's that Iron Ball treating ya now, buddy? Aromatisse enters.
The Scientists only run Aroma-4, so no nasty Thunders or Moonblasts bringing things to a swift end.
T6: Drampa swaps for Mawile, to prevent it from being hit by Jellicent's final Water Spout plus a Dazzling Gleam. Jellicent kills Mawile, Aromatisse uses Aromatic Mist on Jellicent, and Liquid brings it to red.
T7: Jellicent's options are now Will-o-Wisp, Recover (it has not been hit once) or Trick Room. It burns Drampa, and Aromatisse uses Aromatic Mist again on its partner. Spidey KOs Aroma, and Energy Ball does around ~40%.
T8: Spidey uses Leech Life because what else, and LO drops it to 40hp. Drampa Energy Balls Jellicent again, and Jellicent... sets Trick Room :gigglypuff:
T9: One more Energy Ball finishes the job.

While very stressful, and not really the most difficult battle the team faced, at a whopping nine turns it was easily among the longest S&F has faced. Most battles on average are over by T4.

Battle 2567 VS Aether Foundation Heidi
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T1: Oranguru Protects. Liepard-4 is always a tossup between attacking directly, and Nasty Plot. It uses Nasty Plot, while Hydreigon whiffs Crunch. Araquanid brings Liepard to sash.
T2: Oranguru swaps for Mawile, and Liepard Dark Pulses it into the yellow. Hydreigon Dragon Rushes Spidey without flinch, and Leech Life finishes Liepard. Mamoswine enters. This is pretty bad considering it has both Earthquake with an airborne partner, and Stone Edge for Araquanid.
T3: I gambled on Stone Edge, since calling it with Protect made this optimal. Unfortunately, both Hydreigon and Mamoswine use Earthquake, killing Mawile. Oranguru back in. At least I have a shot at getting Drampa in clean, and will be able to kill Mamoswine on the Instruct, and merely put into Berserk for Hydreigon.
T4: Hydreigon hits Oranguru with Crunch, no def cut. Mamoswine throws by Earthquaking, failing to kill either. Araquanid kills Mamoswine with Liquidation, then drops into the red from LO. Garchomp enters last.
T5: Hydreigon 2HKO'd by Leech Life, and Garchomp KOs Oranguru with Earthquake.
T6: Drampa OHKOs with Meteor.

Defeat

A scientist killed the OG Spidey & Friends, so perhaps it's fitting that the ill-fated Battle 2579 were against Scientist Cal. Stein would've been too chillingly cruel.

T1:
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Things get off to an excellent start, with Mega Slowbro using Surf and not Psychic; this chip puts Aromatisse-4 into guaranteed Liquid range. Aroma uses Aromatic Mist on Slowbro.

T2:
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Araquanid KOs Aromatisse and Slowbro hits it with Psychic for average damage, bringing it to 85hp. Instruct was used, as it's chip damage and occasionally scores the debuff, making Leech Life more useful against it. LO brings Spidey to 68hp.

T3:
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The first thought to spring to mind upon seeing Steelix enter is "All right! Slowbro claimed the mega for itself, so there'll be no BST jacking for this thing! Let's kill it now."

Completely failing to consider that it could be Steelix-3, which it was. Double Protect just to look for Explosion was just as liable to get Trick Room shut off. As it turns out, Steelix triggered its Quick Claw and landed Rock Slide, KOing Araquanid. At 68hp, Steelix needed to roll max to KO without Sheer Force. Slowbro hits Oranguru with Psychic, and the Psychic chip meant to polish off Steelix's possible Sturdy merely cuts its SpD.

T4:
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It is here where I believe the critical misplay happens. The chip from Liquidation into Slowbro, plus the boost from Aromatic Mist, made it fairly clear that Z-Meteor would not KO. Thus, Oranguru used Protect, and Drampa targeted Steelix with Flamethrower for the KO. Slowbro uses Blizzard, bringing Drampa to 50hp and... freezing. Fffffffffffffffuck.

I believe Steelix was most likely to click Explosion, and hitting Slowbro with Meteor would've put it in easy range for a floor wipe. Instead, I have Drampa in deadweight barring a miracle thaw.

T5:
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Drampa does not thaw. Slowbro Surfs, bringing Oranguru to 1hp. Dusknoir uses Pain Split on Drampa, giving it a small sum. Oranguru gives Slowbro a tiny chip with Psychic. Trick Room is off, and there is no point in trying to reset.

T6:
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Oranguru chips Slowbro again with Psychic, and Dusknoir Pain Splits Oranguru, taking a massive bite out of Dusknoir's HP. Unfortunately this is not enough to save Oranguru from Blizzard, which hits both of my Pokemon for a double KO.

T7:
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Any hope of a comeback is hit in the testicles with a steel-toed boot as Dusknoir Pain Splits Mawile, instantly bringing it to 93hp. Knock Off fails to KO Slowbro, and it Surfs, bringing Mawile to 23hp. We're staying in because we need a battle video. Play Rough would've done slightly more damage, and might've been the ticket, but I wanted reliability.

T8:
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Dusknoir Shadow Sneaks Mawile to 10hp. Finally, Slowbro dies.

T9:
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Never-Ending Nightmare surprisingly finishes Mawile, and I'm left thinking the name is not terribly appropriate given that this streak was keeping me from moving onto other games on my bucket list.

Like most losses followed by hindsight, my rematch with Cal via mock battle saw him lose 0-3, fairly effortlessly. Oh well.

Video:

Includes eight battles chosen for their nailbiting nature. Calder, Dooley, Christian, Dennis, Dan, Poppy, Harding, and the loss to Cal, in that order. 2x speed, animations on.

Special Thanks: Eisen's lookup tool was used liberally to check and double-check, while my chums on the facility server supplied banter and hype. I don't know if the damage calc needed Silver's maintenance at any point, but he would've been the one to do it.

I am not well and truly finished playing Tree, but will not be coming back in any formal competitive or even liesurely capacity (that is hopefully reserved for SV;) instead, I'll be doing what I'll describe for now as testing and research. Mostly closed door stuff, for the benefit of the community. I'm not otherwise going anywhere, so see y'all around!
 
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So I know this mode is very much the black sheep of the bunch, but I had an ongoing streak to wrap up here for quite a while, which I finally got off my todo a few days ago and brought to a number that actually warrants saying a few more things about it. Posting a streak of 94 wins in Super Multi with AI (Ultra Moon), with Wally, for a team of Mega Kangaskhan / Mega Gallade / Gengar / Magnezone, and since this makes for another, if unexpected, installment of my (ongoing?) series of "plug my Maison teams into other facilities", we'll have to go several years back in time in order to discuss this one properly.

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First off, that whole series of plugs thing is of course a joke and not something I'm going about in any sort of extended way, but suffice to say that getting into unfamiliar facilities is made easier if you can at least use teams you've used before and understand how they work. Now taking Marathon and plugging it into the Tree or taking CloyGlisChan for a Subway debut that gets out of control is one thing, but for Multis with the whole scouting thing it is by nature much harder to replicate teams you've used earlier, and with 50 being a genuine serious challenge as is this mode in particular is the one where a familiar team like that would be even more convenient to have. Thankfully past Mari had actually opened a door here, but for that we'll need to take a proper look at the ORAS Maison, where for those unaware the game gave you four partners to pick from (Steven, Wally, Maxie or Archie depending on version, and Brendan), with no way to add any others but with (theoretically) better teams (e.g. Mega Evolutions) to make up for this. Due to the reflexive allure of Mega Metagross and every other team showing some classic multi red flags (i.e. status moves, with the AI's notorious penchant for using these to throw), the whole world including myself flocked to Steven, despite his movesets being riddled with another facility non-starter in numerous 90% accurate STAB moves and his Metagross running a brazenly heinous max Atk / max Def EV spread. His other Pokemon in Aerodactyl, despite checking the box of having four attacking moves, ended up disappointing in practice as well due to its pathetic power functionally throwing its attack choice into a randomiser more often than not. While Steven was serviceable for breaking 50 in a not-hopeless number of attempts and some people ended up breaking 100+ with him because yes if you get the whole world tossing crap at the wall sometimes more of it ends up sticking than usual, being partnered with a computer where every battle involves praying against losses to dumb misses or brain-melting move picks was the sort of medieval torture that made me actively wish for XY multis with its friend code-based crapshoot. I made 73 with him at some point but held off indefinitely on submitting it to the leaderboard because it wouldn't really contribute anything of value and playing it just made me want to scratch my eyeballs out.

Later, I tried out Wally on a rocket scientist-level hunch at some point when I realised the doubles Kangaskhan I had sitting in my boxes somewhere would pair well with a Psychic-type to remove its main checks in Fighting-types via Fake Out + partner attack, and while I was not gonna pair it up with Steven there also was the option of Wally's Gallade filling that role. The backup chosen was Gengar, under the genius logic of "well Fake Out + Psychic partner is not good enough to handle dual Fighting-type leads so surely an immune switch option won't hurt" plus additional insurance versus Ghost-types naturally coming in handy in general for Kangaskhan + Gallade. While it certainly was not at all perfect and Wally's backup in Magnezone had several notoriously questionable choices about it as well, it turned out I had severely misjudged Gallade; Swords Dance was the main part of the set that I had been leery of, since who knows when its brain will decide now is a good time to click it, but in practice it turned out that between high stats and strength of Close Combat it had enough natural power to generally not see the need to bother with it. Between this and its attacks having perfect accuracy, suddenly this Gallade was a partner I actually felt comfortable enough trusting to make sane choices, and one of the runs that I did ended up reaching a for multi standards jaw-dropping 145, which was the first non-Steven streak att and (mostly for perspective of the world's absurd reliance on Steven) makes for the depressing stat that I still am the only person on our leaderboards to break even 60 with a non-Steven partner. Read more about the run in question here: https://www.smogon.com/forums/threads/battle-maison-discussion-records.3492706/post-6466107

With the inherent limitations of Multis, that is where that part of the story ends as far as team optimisations goes, but when one of Wally's Pokemon runs the atrocious Thunder plus two support moves that add more throwing potential than genuine upside and also for some reason has a dead slot as its ability instead of the genuinely great Sturdy, you can't help but wonder what this would have been capable of with an even slightly more sane set (Thunderbolt is right there...). In comes the Tree's Scouting mechanic, which uhhhh does not entirely allow us to engineer our own partners but does theoretically give us a million options where technically the only thing holding us back is (admittedly very substantial) RNG, and when Wally is a common Trainer here who, on a roster of a mere 8 Pokemon, runs both a Mega Gallade plus Magnezone-4 for a good-enough fix to pretty much every issue I had with the Maison set, that certainly was one potential scout for me to keep my eye on during last year's Singles run, with not-insane odds to actually show up as well with that minuscule roster. Statistically I probably was still somewhat lucky to get to actually snatch him up in 639 battles, let alone with the Magnezone in question running Sturdy on top of that, but one way or another I did get my hands on him as a partner, which made the choice of what to run in order to try and get my Multis stamp a very easy one. For context, like I said this run started last year, and I paused it after getting the stamp I wanna say uhhhh late June; I wanted to see it through to the end at some point but it had taken a couple attempts to get to 50 as is and the last couple battles were such a rollercoaster that the excuse for a break was welcome, especially since I knew it would be a waste for a lineup that at least would have a good story to go with it to just crash out at 53 if I could help it, and it felt wise to take multi burnout and uh rattledness out of the picture as potential causes for this to happen. One outside team led to another and it took some time to get back to it for real, also because I was nervous that I'd crash and burn right away after all and was not sure I'd be up for trying again from scratch for a while. Procrastination ended this weekend though, when I got frustrated I still hadn't been able to get myself to it and "surely this won't take long", and thankfully it ended up taking ever so slightly longer than I had expected.

Enough rambling, sets time.

:sm/kangaskhan-mega:
Kangaskhan @ Kangaskhanite
Ability: Scrappy
Nature: Jolly
IVs: 31/31/31/X/31/31
EVs: 252 Atk / 4 SpD / 252 Spe
- Fake Out
- Double-Edge
- Sucker Punch
- Low Kick
Kangaskhan is of course a great Pokemon to consider for any Doubles team and by extension Multis as well, but to spell it out a bit more specifically, with ally Pokemon in Multi being about as trustworthy as you can throw them, your own Pokemon should absolutely be able to function self-sufficiently, but there should still be a level of discernible synergy of course, and any sort of basic utility support they can provide is always an additional plus. We don't need to get into Kangaskhan's damage capabilities, but it's worth highlighting how much basic support it provides without even trying. Fake Out is standard on any set and genuinely any offensive partner benefits from this of course, and Sucker Punch is also standard and in addition to cleaning up Kangaskhan's own mess also helps pick off any faster enemies that its ally has just missed the KO on. Even its sheer power deserves another mention here, with Kangaskhan's ability to OHKO offensive Pokemon with neutral hits giving it access to a massive range of checks it can remove for its allies compared to Pokemon that rely on type coverage for this. So yes congrats Kangaskhan one of the most natural team players out there that obviously still wrecks millions of faces when left to its own, and for more specific Gallade synergy in particular there is of course also the aforementioned points of Gallade covering Kangaskhan's only weakness, even against faster enemies thanks to Fake Out, and Sucker Punch and Scrappy Fake Out also helping a good bit with Gallade's issues with (fast) Ghosts in particular.

For the specific set, this has been my default Kangaskhan in any Maison Doubles format, and despite the nerf to Parental Bond absolutely making for a significant cut to the range of enemies it can KO it's served me just as well here. I've already written a million words on it elsewhere and would prefer for a Multis report of all things not to be one where I have to be mindful of the character limit, so I'll keep it short, and in a nutshell I feel like this Kangaskhan is designed to be most self-sufficient and splashable. Nature-wise, I like Jolly better with Kangaskhan's somewhat awkward Speed tier leaving Adamant outsped by a bunch of wallbreakers (which was of course even worse with gen 6 Speed mechanics), where Double-Edge then serves to make up for the power loss. For the Fighting-type move, Low Kick is by far the best option from a pure damage-dealing pov, with Double-Edge + Low Kick always outdamaging Double-Edge + Drain Punch and Power-Up Punch's boosts being overkill anyways, and while Seismic Toss and Drain Punch can absolutely have their place I feel like they're more geared for more specific compositions (e.g. backline Kangaskhan) or take on more of a utility angle. In a mode like this, where you just want to make sure all enemies are dead asap before your partner turns on you, I feel like pure damage per turn makes most sense as the default by far.

:sm/gengar:
Gengar @ Focus Sash
Ability: Cursed Body
Nature: Timid
IVs: 31/X/31/31/31/31
EVs: 252 SpA / 4 SpD / 252 Spe
- Shadow Ball
- Sludge Bomb
- Destiny Bond
- Protect
Standard, and a generally great choice as a backup and a revenge killer because it has the offensive presence to threaten almost everything but not necessarily the power to actually one-shot neutral targets, letting it make great use of the wreckage left by Kangaskhan + Gallade, and its great matchup into Ghosts and Fairies in particular additionally makes it a good fit for cleaning up enemies that may actually stop those two in their tracks. As of gen 6 and its introduction of Fairy-types there's no real sensible reason to stray from just running two STAB moves, Protect fits like a glove on something with Gengar's bait capabilities and even with gen 7's changes to the AI it still works fine to ensure survival while a partner chips enemies into Gengar KO range, and Focus Sash completes the pair of gloves with Gengar's frailty by ensuring either two attacks or a safe revenge kill.

The third move is the one thing that may deserve more words, since Destiny Bond may look pretty counterintuitive on a "lastmon" and certainly felt like a yolo filler no better options choice when I first chucked this one on the lineup in 2015, but it's very much proven itself in practice. It helps to view it as a "OHKO" move on enemies that Gengar can't break with direct attacks, which in practice includes most bulky wallbreakers, and situations where Gengar will have to face these down from full health are not all that uncommon if it has to come in early. Of course Gallade helps with a lot of these, but think, well, enemy Magnezone if you're entirely down to the backline, which Gengar is just not beating unless it has HP Ground, and if you do have that one then replace that example with uhhh Snorlax if Gengar's Sash is broken and Mag's Sturdy is intact, and so on and so forth, you never know which one of these is gonna pop up when you don't want it. While the whole "lastmon Destiny Bond are you sure about that" point stands, in practice if Gengar has come in early it'll usually be slated to go down before Magnezone as well, especially with the latter's defensive presence enhancing Gengar's bait capabilities even further. Simply engineer a situation where the enemy that neither can really KO is left standing last, click Destiny Bond if it's assuredly picking off Gengar first before trying to chip through Magnezone, and the game is won. Contrast this with generic 3rd coverage moves, which as alluded to before inherently are gonna have very specific targets and especially with Kangaskhan's whole thing being breaking down neutral targets would just see zero clicks in a majority of full runs in a format where streaks are as short as here, and it just makes more sense to give this slot to a get out of jail free card to give better odds in the nonspecific dicey situations that /are/ gonna be very common in this mode. Better to have a tool to reduce volatility ever so slightly than to try and patch up holes against enemies that you can and will very realistically go without running into at all at least up to the boss battle. The only other move that I'd seriously consider over Destiny Bond is Icy Wind, which similarly provides "coverage" against a generic broad range of scary situations, but in order to make proper use of its positioning abilities I think I'd need more agency over my partner than Multis can give me.

For the elephant in the gen 7 room, Cursed Body is a great buff that allows Gengar to avoid 2HKOs by certain moves that... haha nah obviously losing Levitate is a pretty dreadful nerf especially when used alongside a Magnezone to the point that I'm not sure I would have been using Gengar in this slot at all had this team been freshly built in gen 7. The funniest instance was a certain battle where Kangaskhan and Gallade managed to solo the first three Pokemon, albeit at the cost of their own lives, but Gengar + Magnezone would be able to gang up on the fourth enemy, and especially with effective double Focus Sash plus Gengar's speed and Destiny Bond plus Magnezone's defensive presence surely that's a freebie right? Turns out the fourth is Swampert4, which somehow is bulky enough to tank two rounds of Shadow Ball + Tri Attack while naturally mowing right through GarZone in those two turns... if not for a Cursed Body proc cancelling out Earthquake and forcing it into a single-target attack turn 2, enough to give me the fifth attack needed to take it down. Guess 30% of the time it really is at least a lateral change.

I already considered replacing Gengar with "something else" as the run was ongoing, and in fact I almost went through with it in the middle of the run before deciding I'd rather ride things out with everything the way I had it to have the data point rather than take a gamble, so for now it's stayed in position. The main thing I have considered is Choice Scarf Landorus(-I), simply because it was the main thing that came to mind as a fast special attacker with both an immunity to Ground and a resistance to Fighting, but after resuming I quickly ran into a few matchups that probably would have been losses with it, mostly due to the lack of Focus Sash (and lack of speed if I swapped items instead), so good thing I was gonna let Gengar finish what it started I suppose. turskain did give me the suggestion of Mimikyu after I lost the streak, which intrigues me and would replicate a lot of Gengar's defensive profile plus quasi-Destiny Bond with Curse and also finally get using a gen 7 Pokemon for real off my todo. For all we know theory might not hold up in practice though, with its lack of offensive presence outside the Z-Move and speed outside of priority being at least slightly at odds with "don't bank on support from your partner in AI Multi"; only one way to find out for real of course though, but we'll see if/when.

:sm/gallade-mega:
Gallade @ Galladite
Ability: Steadfast
Nature: Jolly
IVs: 31/31/31/31/31/31
EVs: 252 Atk / 252 Spe
- Close Combat
- Psycho Cut
- Rock Slide
- Destiny Bond
So I bashed ORAS's Magnezone set a lot earlier, but Gallade's set has changed as well. Let's get the constants out of the way first, where it's obviously still running both STAB moves, with Close Combat for a great powerful and accurate one that one-shots enemies weak to it and a bunch of frail neutral targets as well, and Psycho Cut for me to count my lucky stars they did not give it Zen Headbutt so I don't have to pray while it's targeting the very Fighting-types it's supposed to remove in the first place. The other two moves are where things may get more interesting. Rock Slide is overall a highly questionable choice; while there were a couple times I appreciated having it for Volcarona or Flying-heavy matchups, it was appallingly weak otherwise, and with the spread move AI bonus Gallade had an annoying habit of picking it in situations where chip from a neutral Psycho Cut would have been a much better choice. The Maison version had Leaf Blade in this slot, which I'd prefer any day; single target status left it unaffected by weird choice prioritisation mechanics, and while it was picked rarely overall, the armada of Water / Ground types (and Carracostas) is exactly the sort of range of foes where having a luxury coverage move never hurts, with how annoying they can get with even a single Curse versus an all-physical lead pair and a team that overall has no good way of responding to them defensively, especially with Gengar's nerf as well. Not to mention the Tree's newly added Mega Swapmert is one that can just run away with a game entirely if given just a single free turn, where the OHKO that is not only guaranteed but also extremely tempting for Gallade to go for is something I very much would have appreciated having.

For the final slot, this set trades the Maison version's Swords Dance out for Destiny Bond, where overall both moves are in "please don't click these ever I don't wanna throw" category, and thankfully in the Maison that also was how it would shake out in practice most of the time; overall Gallade was content simply firing off moves off its natural power, and it would save Swords Dance for situations like lastmon Dusknoir, i.e. exactly the sort of case where it would make sense. Destiny Bond is in a similar category, where a healthy Gallade normally has no trouble convincing itself into just straight up attacking and Destiny Bond is a pretty rare click in practice. Misuse is more common though and AI quirks are annoying here sometimes, since prioritisation when it is low on health will occasionally lead it to click it when it could just as well be outspeeding and finishing off enemies directly (especially when I'm handling the other one lol), but overall it's not a recurring thing and of course it will have done a lot of its job at that point already as long as it just attacks when it's healthy. Except that one time when it Destiny Bonded into a Walrein's face turn 1 lol that was fun, and 70% of the time Walrein3 is not actually a bullet dodged here if it sets up hail when your backups are Focus Sash + Sturdy. Overall I'm not sure which move I rather would have seen here; from a consistency pov it's Swords Dance no question, but there certainly also were multiple times when it had genius Destiny Bond usage to remove a bulky Ghost-type in the endgame or whatever, and when for its lesser consistency Destiny Bond still was not exactly a loose cannon either it's worth reminding oneself that in a mode like Multi with inherent high variance and short streaks a wildcard with existent upside is not necessarily a bad thing.

The nature is another point of difference that warrants a couple more words than it would appear, since one would expect Jolly to be a direct upgrade over ORAS's Adamant, but I actually really appreciated Adamant's Speed drop in Maison for giving Kangaskhan initiative, not in the least thanks to Parental Bond; Gallade throwing Close Combat into Focus Sash Tyranitar or Sturdy Probopass while Kangaskhan could have just one shot those no problem is kind of the worst thing ever, and just in general it's good to be 100% sure what at least one of your attacks is gonna do. I'm hard pressed to call Jolly a straight-up downgrade either though; Gallade getting the jump on (non-Terrakion2) Musketeers is of course fantastic when paired with Kangaskhan, and Parental Bond's nerf is a notable factor here as well. The power drop is actually substantial, and the Maison's "I'm taking the guaranteed OHKO I can get and it would suck if Gallade snipes me in that slot for something it can't one-shot" loses a lot of its sting when I'm losing a lot of those Kangaskhan OHKOs as is. I definitely don't think I would want Jolly Gallade on the Maison version, but over here the much improved Speed tier adds a lot more comparative actual value, to the point that Jolly Gallade is just simply a different side of the same coin here, if not outright better.

:sm/magnezone:
Magnezone @ Assault Vest
Ability: Sturdy
Nature: Modest
IVs: 31/31/31/31/31/31
EVs: 252 HP / 252 SpA
- Thunderbolt
- Flash Cannon
- Tri Attack
- Volt Switch
Considerably fewer words here, since thank Azelf this set is actually common sense. Flash Cannon is the only move carried over from ORAS, which is of course the sane STAB move that it is, but otherwise Wally's previous Magnezone would rely on the horrible Thunder for its Electric STAB and round the set out with Thunder Wave and Reflect, which it will pretty much always click at the wrong time; and while at least Thunder Wave sometimes gets away with the excuse that "well if I'm flipping Speed tiers around it's not a wasted net turn", Reflect is pretty much always full-on sabotage, especially with Kangaskhan making do just fine without and Gengar kind of being a lost cause in the bulk area regardless. Thankfully, similarly to Gallade, it's fine enough going on the offensive if it can actually land good damage, but it having the option at all is sucky you know. The Tree set solves pretty much every issue in this area; Thunderbolt is an insane upgrade over Thunder, and while the other two moves are kinda lame, Magnezone doesn't really get any other non-Hidden Power attacking moves anyways, and uhhhh well I did get my wish from ORAS that "I'd rather have these two slots outright empty than have these two moves in there". Tri Attack was rarely used as coverage on enemy Electric-types, and thanks to lower Base Power than Thunderbolt and its added affect not coming into play for a backup Volt Switch was literally a dead slot... and the mere niche of keeping Thunder Wave away from this slot is still a positive contribution lmao. Otherwise, there is still not much of substance to say; while Air Balloon from the Maison set would have been decent as well, Assault Vest is a fair enough choice if we want to focus on Magnezone's defensive presence which is reasonable when using it in the last slot, and thankfully they also got the EV spread right for this item rather than randomly tossing the EVs into Special Defense like earlier. This is simply a pretty sane set overall and it's just something we don't get to complain about for Battle Facility set standards.

I recorded more replays than I should over this streak, but there's some things to mention about all of them so whatever:
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#36: vs. Tony / Raz
Case in point why Destiny Bond is the optimal 3rd move on Gengar. Weavile / Jellicent is an insanely threatening lead pairing with Fake Out and Trick Room Water Spout, and my attempt to Scrappy Fake Out Jellicent is foiled by Weavile going for Kangaskhan instead of wasting Fake Out on Gallade's Inner Focus, putting both my guys into range for another Water Spout after Gallade knocks Weavile to Sash. I misplay the next turn by prioritising nerfing Jellicent's Water Spout over using Sucker Punch to finish off Weavile, which takes down Gallade and lets Jellicent put me in a 2v4 board state. While Protect baiting lets me get rid of Weavile, it's followed up by Jolteon, which for obvious speed and typing reasons is a massive threat to Gengar + Magnezone; however, Destiny Bond's status as "OHKO move on Gengar check coming out at the wrong time" lets me get rid of it, while Magnezone is able to solo Tony's Jellicent + Carracosta side. Phew.

QZHB0mf.jpeg

#50: vs. Red / Blue
Obligatory stamp battle, with a good matchup overall that both me and Wally attempt to throw a few times. Like I said this battle is still from last year's half of this streak so no I could not for the life of me tell you why I went for the Fake Out on Tyranitar turn 1 other than maybe a brainfart expecting the Maison's Tyranitar4 potentially tanking Gallade's attack with a Sash, and hitting Double-Edge into Machamp the turn after rather than a paranoid Low Kick doubling up into Snorlax should have been fine as well. Somehow those are not actually the worst plays of the battle though and the main "interesting" (from an unbiased lens...) thing here is actually Wally "resist switching" his Magnezone headfirst into Blastoise's Earthquake after it used Fake Out on Gallade the turn before, despite Inner Focus literally turning said Fake Out into irrelevant chip and, you know Sturdy making said Magnezone a guaranteed game-winning revenge killer to anyone with a functional brain. Thankfully it's as weak as, well, a Blastoise and all's well that ends well, but this is some important context why I'd had enough multi with AI for a while after this battle lol.

ewzHUwR.jpeg

#55: vs. Xio / Aino
Wally throwing into Wally singlehandedly pulling back with comparative genius plays and a good bunch of luck. Enemy Mega Gallade is a yikes matchup because I can't even slow it down with Fake Out and it also Speed ties my Gengar to make revenge killing a coinflip, and while the play of going to Gengar turn 1 works out as intended, subsequent turns backfire horribly after Whimsicott sets up Tailwind turn 1 then resist switches out to Mega Gardevoir as I Protect on the predicted Psycho Cut while I'm assuming Gallade will finish the job on Whimsicott. Both Sludge Bomb into the Whimsicott slot (which would have worked out doubly great here, and if it had stayed in then the chip on Gallade either from Psycho Cut or Sludge Bomb wouldn't have hurt either) and Shadow Ball into the Gallade slot (to get it into Sucker Punch range) would have been better, but now Gengar ends up getting swept away and Kangaskhan's only contribution is picking off Gardevoir with Sucker Punch while Gallade shows off the AI's poorly programmed bias towards spread moves. Thankfully though I get bailed out by:

- Wally's Gallade picking its targets in the proper order to set up the 1v1 state;
- enemy Gallade wasting a turn with Destiny Bond;
- enemy Gallade winning the Speed tie next turn to negate its own Destiny Bond again as it goes down in a trade of Psycho Cuts.

and Wally's Gallade + Sturdy Magnezone are enough to run right through the remaining Medicham. AI Multi moment, and for better or worse that also applies to some wins sometimes.

icAwvPM.jpeg

#84: vs. Jo / Victor
Another example of how this mode really can sometimes just end you even in a neutral board state if the enemy simply rolls a generic strong team. The lineup is Zapdos / Mega Gyarados for Jo and Mega Salamence / Choice Band Dragonite for Victor, where the Salamence in particular is obviously a massive threat for outspeeding and wiping Gallade off the map and not exactly being OHKO fodder either with its insane physical bulk. The planned turn 1 works out as intended with Fake Out Salamence + Gallade's expected Rock Slide hitting both targets, then taking down Zapdos turn 2 and Salamence turn 3 after it has put itself into Sucker Punch range via Double-Edge recoil, and Gengar and Magnezone pull through versus the backups (even if barely because lol Earthquake into this backline and I'm pretty sure Gengar could have missed the final roll on Dragonite with its Special Defense investment), but case in point here is that neither base Salamence nor Gyarados had Intimidate, where even just one of those I'm pretty sure would have kept Salamence out of Sucker Punch range (let alone if Gallade also had its Rock Slide weakened ofc) for a board state I don't think I would have had a way out of. Technically no hax in my favour in this matchup, but even just these abilities were better luck than say a Hydro Pump miss would have been.

bH8kLlJ.jpeg

#95: vs. Abel / Granville
Another Weavile + slow-ish strong attacker lead pairing, and once again Weavile does not fall for the Inner Focus bait and foils Kangaskhan's attempt to Fake Out Electivire while Gallade launches Close Combat into Weavile and Electivire gets a heavy hit off on Kangaskhan. This time, I do try to finish off Weavile with Sucker Punch while the to-be redirected Close Combat will take down Electivire and put me in a mostly assuredly won 4v2 position, but Weavile uses Protect to block both my attacks while Electivire finishes off Kangaskhan. Full disclosure I did just space out on Weavile3 having Protect here and hitting Double-Edge into Electivire instead would have been a game-winning play, but with Kangaskhan also in potential Ice Punch range here I'm hard pressed to call this turn a full-on throw. Regardless, the backup will turn out to be another Jolteon, except this time there's an Entei hiding behind the Weavile partner, so with Gallade's defenses also heavily nerfed in the face of yet another fast foe after it finishes off Weavile it's not exactly winnable from this point anymore. Even though Entei did try its hardest to throw by missing a Will-O-Wisp into Magnezone rather than just continually chipping it with Flamethrower, too bad Magnezone somehow considered Jolteon the higher prio target anyways.

That is all! And that is another port of a Maison team in probably the mode where you'd least expect it, and just like in the Maison this was relatively speaking a genuinely pleasant way of getting this mode over with. My feelings on scouting as a mechanics are uhhh complicated, since while of course it got me what I wanted and I can get a bunch more good partners out of it, I'm also aware that I got to do my scouting on a 600+ streak in singles, and that I am more fortunate than most players just trying to beat the game in terms of having been able to put that together. As a result, comparing gen 7 multis to gen 6, I do worry a lot about accessibility to new players; at this point though I also can't help but wonder if GF always intended for multi with friend to be people's go-to mode of getting the trophy/stamp etc and just included the AI option so that lonely people without friends wouldn't be dead in the water. While you could argue the quality of ORAS's partners meant they put some level of focus into it, one could just as easily read this as "here, have a couple options, just leave us alone now", and Subway AI Multi in particular is just not built for reaching even in-game achievements with any sort of reliability. No control over partner Pokemon choice to speak of, and on top of that they get re-rolled for every set of 7? You could have just told us upfront you want us to play with our friends, there's no need for the snark.

I still consider the Wally run a hidden gem in my Maison history so it means a whole lot I got to redo some of it here, and clearly 94 wins in multis is a record I was always gonna be happy to reach going into this. Still, I'm not sure if this performance is fully representative of what this team is capable of; I very much had my share of luck getting here as I tried to make clear with some of the videos, but at the same time certain brain-melting plays in my videos from last year's leg do make me feel like I can hit 50 with enough consistency to maybe take another couple stabs at improving on this. For now though that won't be happening. This mode can actually be more fun than people give it credit for if you don't take it too seriously, but with the multis moments still happening even if you do have a more reliable team than usual, "not too seriously" is very much the operative word there, and putting the bar as high as 100 wins in an occasionally infuriating mode like this is not exactly conducive to that. Instead, the right kind of low-commitment time wasting would be to try and make some other partners work where there is literally no goal other than "reach the bosses" (see my attempts at getting Archie past the Chatelaines in the Maison as well), and maybe I'll end up doing some more of that at some point, we'll see. It's certainly a change of pace from shooting for several hundreds straight wins, and that's not a bad thing. And hey, as long as the 94 stands I'm avoiding the disgrace of my PB in doubles being worse than the one in multis.
 
Hey guys so im in a pickle. 200 hours in Pokemon Moon and have no chance in the battle tree.
Im am trying to make a team around tapu koko but dont see many options to get to stage 50.
My record is 23

My team is
Tapu Koko Offensive, thunderbolt voltswitch, electrim Z, sky drop, and discharge
Xurtitree, Thunder wave, discharge, thnderbolt and protect no item sadly
Vikavolt, Levitate, sticky web, electroweb, bug buzz, thunderbolt eletric seed
Last slot ive tried electivire and mega metagross
Electivire went to 23
I know 23 isn't a lot. But i'd like to improve a little bit.
 
Hey guys so im in a pickle. 200 hours in Pokemon Moon and have no chance in the battle tree.
Im am trying to make a team around tapu koko but dont see many options to get to stage 50.
My record is 23

My team is
Tapu Koko Offensive, thunderbolt voltswitch, electrim Z, sky drop, and discharge
Xurtitree, Thunder wave, discharge, thnderbolt and protect no item sadly
Vikavolt, Levitate, sticky web, electroweb, bug buzz, thunderbolt eletric seed
Last slot ive tried electivire and mega metagross
Electivire went to 23
I know 23 isn't a lot. But i'd like to improve a little bit.
One item I recommend from personal experience with Xurkitree is a choice scarf. My spread was:

Modest / 252 Sp.Atk, 252 Speed, 4 Sp.D
Item: Choice Scarf
Moves:
Hidden Power Ground
Discharge
Energy Ball
Thunderbolt

Essentially a full offensive set, just one or 2 tapping **almost** anything. The choice scarf just makes this beast even scarier after a beast boost. This set works best in Singles. In doubles, I’ve tried to pair with a Tapu Koko and it was killed after 2 discharges. Best of luck to you!
 
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