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Battle Tree Discussion and Records

Well with adamant, lvl 50 gyarados at +1 reaches 199.5 speed (that rounds up correct?) and Jolteon is at 200. So at best it’s a tie.
 
300 - Aerodactyl-1
258 - Manectric-4
253 - Garchomp-3
250 - Entei-3
240 - Terrakion-2
229 - Landorus (Incarnate Forme)-2
228 - Staraptor-2
228 - Typhlosion-3
226 - Rotom (Wash Rotom)-2
226 - Rotom (Fan Rotom)-4
225 - Pinsir-4
222 - Electrode-2
222 - Electrode-3
222 - Alakazam-3
222 - Electrode-4
220 - Darmanitan-4
216 - Beedrill-3
216 - Accelgor-1
216 - Accelgor-3
216 - Sceptile-4
216 - Accelgor-4
211 - Heatran-4
205 - Manectric-3
205 - Lopunny-3
205 - Lopunny-4
204 - Tsareena-4
201 - Skarmory-3
200 - Jolteon-1
200 - Crobat-1
200 - Aerodactyl-2
200 - Jolteon-2
200 - Crobat-2
200 - Jolteon-3
200 - Crobat-3
200 - Gengar-4
200 - Aerodactyl-4
200 - Jolteon-4
200 - Crobat-4


This is what you are missing to outspeed with adamant over jolly, pmuch. The big threat you are missing on are Jolteon sets, M-Lopunny, M-Manectric. and M-Beedrill if caught mega evolved before +1. I don't think you can realistically aim higher than 220 speed even with jolly
 
Well with adamant, lvl 50 gyarados at +1 reaches 199.5 speed (that rounds up correct?) and Jolteon is at 200. So at best it’s a tie.

Everything in Pokemon rounds down, except for the recoil from Mind Blown (so it really can only be used twice).
 
Kind of a more low-key update today: turskain has introduced me to a team he created last year, trying to make Mat Block Greninja more of a thing in Tree Doubles, and bringing back some of the glory it had in Maison Doubles/Triples. This was also an attempt to get some more value out of Hitmontop, who has kind of been MIA on this thread. However, he's out of space to share QR teams on his PGL account, so the team is technically being brought to you all by Worldie. I have added it to the QR3, check it~!

https://3ds.pokemon-gl.com/rentalteam/sm/BT-86FF-4102
 
I’m just constantly bashing my head against a wall trying to get Shuckle on the leaderboard. I know it’s possible, I’ve gotten 10+ runs ending in the 80s. I just have to keep trying and hope I get some RNG on the trainers to make it past 90. Please no Taunt leads...
 
I have a question:
I finally setup ACE on my Pokemon Red and can make every Gen 1 Pokemon, so I wanted to know if I could build a really good Level 100 Team, give them the right nature and atleast get to 50 wins in Ultra Sun.
AN EXAMPLE :

Mega-Kanga(no egg moves needed, HA doesn't matter), Starmie(no egg moves), Zapdos(got one Timid with HP Ice)

Now the above team is just an example, if you had access to every HA mon from Gen 1 with perfect nature but no egg moves, what would you do?
 
You might want to know that you cannot transfer them at level 100 as the nature will be fixed to Hardy.

A mono gen 1 team is quite unrealistic though. Most need egg moves to be relevant or are not good with their HA.

For example, Kangaskhan wants Scrappy to be strong on tree.
 
3-stage evolution lines other than Butterfree, Beedrill, and Dragonite all get L100 to correspond to Timid instead of Hardy, which is at least convenient for Alakazam and Gengar (this doesn't apply to lines that only became 3 stages in later generations, like Golbat or Electabuzz).
 
Yeah, we're going HAM at the Discord today coming up with ideas for these starters.

All of these ideas, sadly, revolve around Trick Room. If anyone attacks these from any other angles, please share! We're paupers creatively.
 
You might want to know that you cannot transfer them at level 100 as the nature will be fixed to Hardy.

A mono gen 1 team is quite unrealistic though. Most need egg moves to be relevant or are not good with their HA.

For example, Kangaskhan wants Scrappy to be strong on tree.

Why does Kanga needs Scrappy?
Anyways I trade them over at Level 99 with the correct amount of EXP to fulfill the EXP%Modulo blabla formula
And I level them up with Rare Candies
 
Welcome to the battle tree Wrassle Cat


I plan on running an AV set with Fake Out, Flare Blitz, Darkest Lariat, and Drain Punch. Wanted some sustain in the last set, and chose Drain Punch over Leech Life due to redundant coverage and ability to hit Normal-types and Tyranitar harder. Thought about a Z-set with protect, but I really want him to be fat.

Adamant since I don't really mind being outspeed in TR by a lot of things since he is so bulky (and I can deal with them out of Trick Room first if need be). 44 speed EVs to bring my speed to 86, which creeps the bane of my existence Glaceon at 85. Haven't decided the rest of the spread yet (or his team for that matter), but the day of Spicy Garfield is finally here.
 
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Didn’t think I’d be playing the Tree again for awhile but I got bored and made a new team. This isn’t a serious team and was made purely for fun but it’s been doing surprisingly well. Currently at 63 wins.

primarina.gif
cacturne.gif
lopunny-mega.gif
tapukoko.gif


Primarina (フィローネ Firone (Faron), M) @ Primarium-Z
Nature: Modest
Ability: Torrent
IVs: 31/0/31/31/31/17(HT)
EVs: 252 HP, 252 Sp. Attack, 6 Speed
Moves:
- Perish Song
- Ice Beam
- Moon Blast
- Sparkling Aria (Oceanic Operetta)

My left hand lead and the main reason I made this team. I enjoy shiny hunting when I’m not playing the Tree and I bred this shiny Primarina about a week ago (right before the HA starters were released). After taking all day to level him to Hyper Train his Speed IV (something I could have done in under an hour in ORAS (seriously screw levelling this generation)) I decided to give him a go in the Tree. Max special attack for maximum power, max HP for increased survivability and 6 speed EVs to outspeed other Primarina. Ice Beam and Moon Blast for coverage and STAB for the latter. Perish Song is very handy for dealing with annoying stally Pokemon the team struggles with like Ferrothorn, and for using against the last 2 Pokemon in case I potentially have a bad matchup that I’d lose against otherwise. A lot of my victories have been due to Perish Song KOs. Sparkling Aria for Z-Nuking stuff and hitting through subs. I could have gone for something else but I really just wanted to use Primarina’s unique Z-Move as I never did it in Moon and I just like watching the animation. Nicknamed after Faron, the water dragon from The Legend of Zelda: Skyward Sword.

Cacturne (ハーリー Harley, M) @ Focus Sash
Nature: Adamant
Ability: Water Absorb
IVs: 31/31/31/X/31/31
EVs: 252 HP, 252 Attack, 6 Defence
Moves:
- Sucker Punch
- Drain Punch
- Spiky Shield
- Seed Bomb

My right hand lead. Cacturne is one of my favourite grass types but he does have several flaws in the Tree. While he has decent power he’s extremely slow and frail so he’s almost always guaranteed to go last and be brought down to his Sash if not KOd, and his coverage isn’t the best with his only good physical STAB moves being Sucker Punch and Seed Bomb. I originally chose him because I needed something that wouldn’t take damage from Primarina’s Sparkling Aria and, thanks to Water Absorb, he was the only Pokemon I had that could do so without having to use Protect. I wasn’t expecting him to do as well as he’s been doing but he’s been pulling his weight and getting a surprising amount of KOs. In the battle against Blue he was the only Pokemon left standing at the end. Spiky Shield for obvious reasons which I use turn 1 99% of the time, and Drain Punch (originally Low Kick) for coverage although I’ve been considering changing it to Brick Break as Screeners have been an issue. Nicknamed after Harley, my favourite character from the Pokemon anime whose signature Pokemon was Cacturne.

Lopunny (バージニア Virginia, F) @ Lopunnite
Nature: Jolly
Ability: Limber > Scrappy
IVs: 31/31/31/X/31/31
EVs: 0/252/6/0/0/252
Moves:
- Low Kick
- Return
- Ice Punch
- Fake Out

The same Lopunny set I used in my Moon 110 win team. Kind of standard Mega Lopunny set with Return and Low Kick for STAB and Ice Punch for coverage. Fake Out for obvious flinching with max attack and speed for maximum killing power. I really didn’t have any other Mega to use for this team so I picked Lopunny as she’s done well for me in the past and she’s been doing well again. Nicknamed Virginia purely because I like the name and use it for all my Lopunny. My old team Lopunny was nicknamed Pleinair however she was actually the second Lopunny I bred on Moon as my first didn’t have Low Kick. That first Lopunny was named Virginia and was on that team for 92 wins. This Lopunny is number 3.

Tapu Koko (カプ・コケコ Kapu Kokeko) @ Choice Specs
Nature: Timid
Ability: Electric Surge
IVs: 31/0/HT/HT/31/31
EVs: 0/0/0/252/6/252
Moves:
- Grass Knot
- Thunderbolt
- Dazzling Gleam
- Volt Switch

Another returning face from my first team. Standard Specs-Koko. Again I don’t really have a lot of Pokemon I can use that don’t require Z-Moves or Trick Room so I picked Tapu Koko. Thunderbolt and Dazzling Gleam for STAB with Volt Switch for switching (which is very rarely used as Koko isn’t a lead this time) and Grass Knot for coverage. I might switch Specs for Life Orb as being locked into a move is what caused me to lose my original streak. No nickname as it’s the shiny event one.

Before Tapu Koko was added to the team I had Sableye in its place.
Oh Arceus, where do I start here? This team has had a lot of problems and has been plagued by bad hax. A lot. This is actually the team’s third attempt at a decent streak. The first ended pretty poorly as a result of 3 Will-O-Wisp misses in a row which resulted in the surviving Pokemon being too strong to take hits from. I can’t remember what it was but I lost at a streak of 37. After this streak I changed Cacturne’s Low Kick to Drain Punch as Low Kick wasn’t KOing a lot from him and Lopunny has it anyway.

The ending to streak 2 was more hilarious than anything else. At battle 40 I faced off against Kukui who IIRC used Magnezone, Incineroar, Primarina and either Lycanroc or Decidueye (I can’t remember which). I brought him down to 2 Pokemon and used Perish Song on them, one of which was Primarina. I had 3 Pokemon left by 2 turns left of Perish Song. Mega Lopunny finished off whatever the other Pokemon was before fainting to Primarina while my Primarina was still on the field at low HP. My last Pokemon was Sableye who wasn’t affected by Perish Song so I though the win was in the bag as I thought Kukui would definitely KO my Primarina. Alas, this was not the case and Kukui’s Primarina OHKOd my Sableye instead. Because of the 6 Speed EVs I have on my Primarina specifically for avoiding speed ties with other Primarina, mine fainted first thus resulting in the loss. I honestly wish I’d saved this one as I still find it pretty hilarious. Anyway, that was the end of that streak and Sableye was subsequently replaced by Tapu Koko.

This streak has been going a lot better. Nothing too horrible has happened so far and Tapu Koko is a lot more useful than Sableye.

During one of the first two streaks I faced off against a Serperior that used Gastro Acid on Cacturne when I used Sparkling Aria with Primarina resulting in Cacturne losing his Sash and being KOd by whatever Serperior’s partner was. This battle was early on and I won but it was pretty funny when it happened.
Lead Leafeon. This is the worst Pokemon to face against as it can OHKO Primarina with Leaf Blade and bring Cacturne down to 1 HP with X-Scissor. I have no choice but to Spiky Shield with Cacturne and hope it goes for him so Primarina can OHKO it with Ice Beam. 90% of the time however I lose Primarina. Eeveelution teams in general are a problem with Espeon being the only one that isn’t a problem in some way as Sucker Punch OHKOs it and the Sashed one only has Dream Eater which Cacturne is immune to.
- Sylveon is too bulky to OHKO even with Oceanic Operetta and Cacturne can’t hit it very hard either.
- Jolteon can hit Primarina hard with electric moves and can’t be OHKOd without Oceanic Operetta.
- Flareon can do the same to Cacturne and doesn’t get OHKOd by Sparkling Aria but can be revenge killed with Sucker Punch.
- Vaporeon is too bulky to OHKO and can threaten Cacturne with Ice Beam.
- Umbreon is less threatening but can have Swagger which is just a pain in the ass.
- Glaceon has Blizzard which has frozen me on a few occasions.
They might not seem threatening on their own but they are when there’s two of them.

Dual grass leads. Primarina is very slow and a lot of grass types outspeed him so he can’t hit them with Ice Beam. Due to lack of STAB a lot of them still survive and can revenge kill him as a result. If one is Leafeon it’s a whole lot worse.

Dual bug type leads. Primarina can’t OHKO many of these outside of Z-nuking them which leaves Cacturne at their mercy.

Rotom. All of them. Except the Oven one who gets immediately Z-Nuked.

These aren’t the only ones that cause problems but they’re the main ones. Most of the issues are because of the slow leads with the only means of outspeeding most of them being Sucker Punch which isn’t guaranteed to work.
As I mentioned at the start this isn’t a serious team, it’s just one I made for fun. I don’t expect it to be leaderboard eligible but I thought I’d post what I’ve been doing anyway because I’ve been having a lot of fun with it. And trying to get Cacturne on the leaderboard can be a goal I can work towards until the next games come out. Whenever that is.
 
I’m not sure if this is the area to post this but I need someone high level for the Battle Agency. I’m rank 47 and would love someone close to that.

Posting an updated streak of 69 wins in Super-Multis. I got Wally Scarfchomp/Mega Galade on my Ultra Sun version so I ran Thundurus/Mega Gyarados again. Same team as I used before. Lost to Mega Abomasnow’s Blizzard and Salazzle Fake Out front line. Not going to post a write up because it’s the exact same team I used for my other run.
Shoutout to Eisenherz for his Thundurus and Blueforce for his Gyarados
QU6W-WWWW-WWWY-VC53
 
I’m not sure if this is the area to post this but I need someone high level for the Battle Agency. I’m rank 47 and would love someone close to that.

Posting an updated streak of 69 wins in Super-Multis. I got Wally Scarfchomp/Mega Galade on my Ultra Sun version so I ran Thundurus/Mega Gyarados again. Same team as I used before. Lost to Mega Abomasnow’s Blizzard and Salazzle Fake Out front line. Not going to post a write up because it’s the exact same team I used for my other run.
Shoutout to Eisenherz for his Thundurus and Blueforce for his Gyarados
QU6W-WWWW-WWWY-VC53
Visit the discord intermittently and pester whoever is present for their FC, and since you're both (hopefully) online at the moment, you can arrange your plaza date and VIP right there. It's worked out well for some and it's easier than just adding someone and idling online for a designated time.
 
I'm climbing the Super Multi's tree (58 wins so far), but before I post my write up, how do I format my posts like the previous posts in this thread? That is, Pokemon sprites, collapsible/expandable headers, etc. Sorry for the silly questions - been lurking for a while, but just joined the forums today.
 
I'm climbing the Super Multi's tree (58 wins so far), but before I post my write up, how do I format my posts like the previous posts in this thread? That is, Pokemon sprites, collapsible/expandable headers, etc. Sorry for the silly questions - been lurking for a while, but just joined the forums today.
Hey, nice that you are joining us after lurking around the Battle Facilities!
You can see the seperate / all commands regarding posting right here:
https://www.smogon.com/forums/help/bb-codes/
Good luck with the write-up and with Tree-climbing ;)
 
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Thanks!^

Ok here goes nothing...I got 67 on the Multi Battles with AI partner Wally. Originally I had copied Pav a Nice Day's double team that got him over 350 wins, but I lost on battle 88 twice in a row....sadly both times were easily preventable. If anyone's interested, I can post my experience, but his write up is much better. Only difference is my Kommo-O had flash cannon (generally not too useful because it couldn't take out most fairies).

Anyway - onto the Super Multi's write up.

Kangaskhan@Kangaskhanite
Ability: Scrappy
Nature: Timid
EVs: 4 HP, 252 Atk, 252 Spd
Fake Out
Return
Sucker Punch
Low Kick

Tapu Lele@Choice Scarf
Ability: Psychic Surge
Nature: Timid
EVs: 4 HP, 252 SpA, 252 Spd
Psyshock
Shadow Ball
Moonblast
Psychic

Teammate:
Wally

Gallade@Galladite
Ability: Steadfast/Inner Focus
Close Combat
Psycho Cut
Destiny Bond
Rock Slide

Magnezone@Assault Vest
Ability: Sturdy
Thunderbolt
Volt Switch
Flash Cannon
Tri Attack

Pretty straight forward here. you have to predict who Mega Gallade will attack and then Fake-Out the other opponent with Kangaskhan. If you're lucky, the fake out victim is flinched and the Gallade's target is already down. Sometimes I find it necessary to fake-out who gallade was going to target anyway in case it was something that was faster and could take him out in one shot. But by the time the first round is done, the team already has pretty good momentum. Tapu Lele is good to switch into if there are too many dangerous fighters out there and the usual strategy described above wouldn't take anyone out. And Gallade's frailness is offset by Magnezone's general bulk and Sturdy, allowing him to get at least one good attack most of the time. In general, I hardly used Tapu Lele (I don't even think i used Psyshock at all), but he/she/it was a pretty solid revenge killer when the situation came up. There were generally some hiccups, like Gallade using a move that wasn't optimal for the situation, but the team was robust enough to work around those situations.

On the 50th battle, 5YFG - WWWW - WWWJ - 4AUG, Wally did some some things I would not have expected, but ultimately the strategy still worked well.

Here's the losing battle:

EU4W - WWWW - WWWJ - 4ATR

It was basically just a few things that went wrong (Kangaskhan getting burned from Flame Body and me thinking Gallade would outspeed tornadus (or he missed an attack, I wasn't really watching). That's fine and all, but the problem was that I picked the wrong move once Lele came out...it should've been Moonblast to take out that Mega Latios, not Psychic >_> 50/50 shot and it was the wrong choice.

Other threats? Mainly Ghost types, especially ones like Spiritomb whose only attack is pain split, which doesn't trigger sucker punch working. Gallade is strong enough to do some damage, but I had to be pretty lucky getting Sucker Punch eligible attacks with Kanga. To make matters worse, I can't just switch into Tapu Lele because it is weak to Ghost (but then again, who's attacking Kangaskhan with a Shadow Ball anyway?)

Trick Room users are also problematic. I kind of know who most of them are and prioritize in getting rid of them first, but if I don't pay attention and it happens, then I put myself in a precarious positio.

Closing comments - I probably won't do this mode again in this game as I'm happy I broke 50, but I believe this team could've easily gone longer if I paid more attention. I don't think a partner like Wally is even necessary - you just need something fast that can hit hard, but luckily Wally's roster was pretty compatible with my team.

Hopefully I helped - the strategy is pretty straightforward and shows how great Kangaskhan still is after getting nerfed this generation.

IMG_0866.JPG
 
My streak ended at 79 thanks to turn 1 Tri Attack freeze from Colress’s Porygon-Z. Download from Porygon2 boosting its special attack didn’t help either as Lopunny couldn’t tank a Psychic and went down without really doing anything. I may have won if I’d attacked Muk over P2 but whether or not Koko could tank a hit from +1 P2 I have no idea.

Well, back to the start for me.
 
Minor idea: since Sun/US and Moon/UM have different special trainers as opposition - Kiawe, Plumeria, Sina exclusive to Sun, and Dexio, Guzma, Mallow exclusive to Moon, would it be useful to track the game version used on the leaderboards as well? It's a small difference, but possibly more relevant than the difference in opposing trainers/sets between vanilla SM and USUM, and on Discord I heard some players owning both games choosing which game to play on depending on their respective special trainer match-ups.

Going forward, this would be easy to add. I'm not sure if having an extra mark for this on the leaderboard will be super useful, though. I'm also not eager to scan through all the previous teams to add this info. But what certainly is true is that this is a good reason to be very clear about which precise version of the game you are using when you post a streak.
 
Well for the frequent people it's also quite easy (for me, my runs are on Moon and UltraSun specifically).

Also fuck Sina btw.
 
Submitting a streak of 279 in Ultra Sun Super Doubles.

The losing battle: BCFG-WWWW-WWWJ-5LM2 vs. Sina. Looking back at it, this was very winnable. I had been playing pretty recklessly for quite some time and rarely looked up the sets since by now, I know a lot of them already. I'm pretty sure this was the first time I ever saw Sandslash go for an Aurora Veil (I must have KOed them before in my previous encounters with that set), and that put me in a very bad spot... but the biggest problem is that I completely forgot about Ice Shard on M-Abomasnow; I thought I was about to win until the last turn! I should simply have double-Flamethrowered Abomasnow in case the 1st didn't KO (I was pretty confident it would KO with the Clanging Scales chip damage, but I was obviously wrong). Oh well! I do have more fun overall when I don't research everything to play optimally, so I'm ok with this streak ending earlier than it could have, there's many other teams I want to test!
The team started as a different one where I had a Mega Gyarados and Togedemaru lead with Comfey in the back to provide Gyarados with healing after setting up. But I quickly realized that most of the time Comfey was on the field, it was the star of the show, being way more useful than just another support Pokémon with priority healing. So I decided to build a team around Comfey; it was put together pretty quickly from what I had in my boxes. A few changes were made to the sets here and there as I progressed, but I discovered the team had a lot more synergy than I originally thought. Let's get into it with more detail!

The team:

comfey.gif
@ Pixie Plate
Bag_Pixie_Plate_Sprite.png

Modest | Triage
IVs: 31/0/31/30/30/31 [HP Ground] (Hyper trained to 31/0/31/31/31/31)
EVs: 116 HP / 252 SpAtk / 140 Spe
Calm Mind / Draining Kiss / Hidden Power Ground / Floral Healing

The star of the show! Which is pretty difficult to believe given how tiny Comfey is on the screen compared to most Pokémon, especially the other members of the team (the sprite here and on Showdown really don't do it justice, it's much smaller in game!). I was very surprised by how well this Pokémon - and set - did in the Tree. I'm sure most people are familiar with what it does at this point, since it's Comfey's niche in about every tier it's in, but for anyone who doesn't know, thanks to Triage, Comfey gets +3 (!) priority on Draining Kiss. As weak as the attack is, it heals Comfey by 75% of the damage dealt; pair this with Comfey's low base 51 HP, and you're certain to heal by a good amount, making Comfey very hard to take out if it's not through a Z-move or a really powerful hit that OHKOs.

Originally, I was especially appealed by the priority Floral Healing since it's a great pairing with bulky set-up Pokémon. This was the idea behind every teammate I gave Comfey: Mega Salamence's power and bulk needs no introduction anymore, but it gets worn down quickly when using Double-Edge for its insane damage output; Floral Healing can entirely mitigate the recoil. Aegislash's bulk is also famous, in shield forme at least, so I figured having recovery would be beneficial, not to mention Aegislash's legendary synergy with M-Salamence. I added Kommo-o to that core since I wanted something that could set up, and Kommo-o becomes so bulky from using its Z-move, it loves getting healed at the start of a turn too.

However, after running the team for a while, I realized Flower Healing was barely an option that came in handy every once in a while: Comfey's true greatness comes from the Calm Mind-Draining Kiss combo. I usually set up a Calm Mind turn 1, since Comfey can usually tank a couple of hits, and protect Salamence if it's threatened by anything. This usually resulted in Comfey being reasonably low in HP at the start of turn 2, in which I Draining Kissed back to 75%+ HP and finished off one of the targets with M-Salamence. In some occasions, for example against Trick Room or some bulky Special threats, I went full greed and boosted Comfey to +6, using Draining Kiss a couple of times in between to heal back. But generally, the chip damage from a +1 Draining Kiss at the start of every turn is just what the rest of the team needs to score KOs. It's worth noting that unless you need chip damage right away against a big threat, it's important to use Calm Mind as soon as possible, since it can't contribute as much without it.

The last slot of the moveset is really open for debate. I originally had HP Ground on the set, so I just left it there to see if it would come in handy. Tailwind and Leech Seed were appealing options, I also considered Giga Drain for a priority Grass move, and Protect as well. In the end, HP Ground ended up being a lot more useful than I thought it would, I actually used it a lot. Comfey's speed EVs ensure it outspeeds Toxicroak and Nidoking, so it's safe to HP Ground into them if need be, but it's against Magnezone, Togedemaru and Mawile that it came in the most handy. M-Mawile is one of the biggest threats to the team, but a turn 1 Flamethrower + HP Ground has a really high chance to KO instantly. So ultimately, I left HP Ground and was very satisfied with it, but I can't compare to how the other options would fare since I didn't test any of them. The best choice would probably depend on Comfey's partners.

The item was the other piece of the puzzle I was hesitant on. I originally had Leftovers (I left them on until battle 50, which is when I started to be a bit more serious about the team), thinking that an extra bit of healing at the end of each turn would stack well with Draining Kiss recovery and make Comfey really hard to take out. But in practice, the Leftovers were practically useless, that chip recovery barely ever made any difference, and the battles didn't go on long enough to justify them. I considered a 50% berry, which I still think would have been a good choice, and a Life Orb, which's reasoning is basically the opposite of Leftovers (since Draining Kiss heals so much every turn, the chip damage from LO isn't as bad, especially since it helps heal more HP in the first place). But then I realized Pixie Plate was the perfect compromise: added damage to the one move I spam all the time = extra recovery every time as well, without the inconvenience of the Life Orb (HP Ground isn't used enough to be worth boosting anyway). To be honest, I don't think this Comfey set even needs an item at all to function well, but the extra Pixie Plate damage helps with a lot of 2HKOs at +1, so I think it's the optimal choice.

All in all, to my surprise, the set performed really well in the Tree and I believe it could be paired with a wide array of partners and do well, since it basically does its own thing on the side and assists whatever's there. It works really well in Trick Room too because of the +3 priority, which was very handy since my team was pretty Trick Room-weak.

salamence-mega.gif
@ Salamencite
Bag_Salamencite_Sprite.png

Hasty | Intimidate -> Aerilate
IVs: 31/31/31/31/31/31
EVs: 124 Atk / 132 SpAtk / 252 Spe
Hyper Voice / Double-Edge / Flamethrower / Protect

This Pokémon really doesn't need an introduction anymore, everyone here knows what it does and how good it is at it. I simply grabbed the VGC M-Salamence I had in my boxes and rolled with it, I figured it was generally a good moveset and EV spread anyway, and I wasn't disappointed, though I'm sure it could be optimized better for the Tree.

Hyper Voice is wonderfully spammable, while Double-Edge is so powerful, I kept expecting to see the critical hit message after it hit. Flamethrower was originally Tailwind (I changed it after battle 50); the team really doesn't need Tailwind support (it's actually hindering for Aegislash, if anything). I went for Flamethrower since 1. Ice-types scare Salamence and 2. Steel-types scare Comfey = very handy coverage for my lead overall. I ended up using it a lot, so I believe that was the right choice (over a Dragon move, for example).

The synergy with both Aegislash and Kommo-o was really good (I didn't think double Dragon could have such good synergy, but Flying and Fighting really compliment each other well as secondary types), granting a switch-in to any of Salamence's weaknesses.

aegislash.gif
@ Ghostium Z
Bag_Ghostium_Z_Sprite.png

Modest | Stance Change
IVs: 31/0/30/31/31/31 [HP Ice] (Hyper trained to 31/0/31/31/31/31)
EVs: 188 HP / 236 SpAtk / 68 SpDef / 12 Spe
Shadow Ball / Flash Cannon / Wide Guard / King's Shield

I tried using Aegislash on so many Tree teams, but I always ended up switching it for something else, so I'm glad I finally found a team where it worked well with all 3 partners. Like Salamence, the moveset is really standard and taken straight from my VGC boxes in game, so there really isn't a lot to explain.

Funnily enough, it seemed so natural to run Ghostium Z that I originally didn't realize I had two Z-moves on my team. I tried to think of item replacements; Leftovers surely would have made a lot of sense, but at the same time, the Ghostium Z saved me a few times, and the more I advanced, the less I was willing to change it. I almost always used Clangorous Soulblaze as my Z-move, but every time I saw Cresselia or Uxie, I just went for a Never-Ending Nightmare into them to OHKO, and that was really satisfying. I also tried to keep it as a winning condition against Pokémon that boosted their evasion so I could pull the trigger when they're just in range. Aegislash really is another of these Pokémon that don't *need* an item, so I was fine with not making use of the item most of the time if it meant it coming in clutch every once in a while.

One of the reasons I really wanted Aegislash on the team to begin with was Wide Guard; after my previous streak featuring Celesteela, I was sold on how amazing Wide Guard is and I try to include it on every team I can have it on. I found Aegislash to be a more awkward Wide Guard user than Celesteela because of Stance Change (there's been plenty of moments where I wanted to Wide Guard but was in Blade Forme, and didn't want to risk getting KOed), but it still was incredibly useful. Double STAB is pretty self-explanatory; Flash Cannon can sometimes be dropped for coverage, but with my team being weak to Fairy and Ice, Flash Cannon was very much needed here.

kommo-o.gif
@ Kommonium Z
Bag_Kommonium_Z_Sprite.png

Modest | Soundproof
IVs: 31/31/31/31/31/31
EVs: 180 HP / 4 Def / 92 SpAtk / 4 SpDef / 228 Spe
Clanging Scales / Close Combat / Flamethrower / Protect

Kommo-o was originally placed on the team as an afterthought, just an outsider to the core of the team, but it ended up having much better synergy than I anticipated. Having double Dragons, especially with one 4x weak to Fairy, really scared me. But the resistance to Rock and the fact it can tank neutral hits very well made Kommo-o a valuable member when it came to finding switch-ins.

Most of the time, however, the way Kommo-o was used was this: Comfey sets up a Calm Mind turn 1 while Salamence protects (or Hyper Voices if it's not threatened at all). On turn 2, I Draining Kiss + Hyper Voice and pick up a KO, but a crit, Z-move, or just a strong unexpected attack takes one of my lead Pokémon out. Kommo-o comes in, and I either Hyper Voice + Clangorous Soulblaze or Draining Kiss + Clangorous Soulblaze; in both cases, it was almost always possible to score a double-KO with Kommo-o in this situation all the while getting fully boosted. Afterwards, facing down the opponent's remaining Pokémon with a boosted Kommo-o and either Comfey or Salamence made for an easy KO. I believe this way of using Kommo-o (cleaning up the field with the Z-move rather than trying to boost on Pokémon at full HP) is the best way to get the most out of it.

Some might question the Modest nature with Close Combat. For those unfamiliar, this is the most standard way of running Kommo-o in VGC - the sheer base power of Close Combat paired with Kommo-o being at +1 usually makes up for the -Atk nature, since the move is not meant to be spammed but only used when super-effective (it OHKOs M-Kangkashan, Heatran or any Tyranitar for example). Focus Blast is a terrible alternative because of its accuracy, and Kommo-o's bulk being one of its selling points, I prefer not lowering it with the nature.

Once again, the EV spread is taken straight from my VGC boxes and isn't tailored for the Tree, but I really liked its bulk and speed tier and found no reason to change it during the battles.


There may be more threats than what I list here since the team was created without much research and I'll only be listing what actually gave me trouble during the streak. A longer streak would have allowed for a more exhaustive list, but the basics should be there!
  • nidoqueen.gif

    Not a common encounter, but with its coverage, it can take on the entire team. Nidoqueen-3 is way more threatening than Nidoqueen-4, but not knowing which one you're against makes it hard to play around. Having Protect on Comfey would help scout and play around it, but without that, if you ever choose to attack it with a Pokémon, you're basically sacrificing a team member for that damage. Depending on what it's paired with, finding switch-ins can be very difficult. Ideally, if you can Double-Edge + HP Ground it right away for the KO, do it.
  • mawile-mega.gif

    Like Nidoqueen, Mega Mawile can just KO the entire team. My last few encounters with it went pretty well since I went for Flamethrower + HP Ground into it immediately for the KO; there's a very slight chance it survives, but if that happens, it can only pick up 1 KO and is in range of any of your attacks next turn. It's especially threatening on all-Fairy teams, because the partners will be putting pressure on half of your team at the same time.
  • magnezone.gif

    Magnezone-4, in particular, is the big threat here. With the Assault Vest, it tanks Flamethrower and HP Ground really well, and you can't just ignore it because it does such big damage to the entire team. With no way of KOing it in a single turn even by doubling into it (with the lead, at least), and with no Protect on Comfey, it's really difficult to play around, and I usually had to accept to trade something for it.
  • primarina.gif

    Not a very common occurrence, though having Kukui among the boss battles gives it more showtime. Its Fairy STAB destroys half of the team, and the other half is severely damaged by its Water moves (the biggest threat being Hydro Vortex since it OHKOs Comfey without a Calm Mind and deals a good 75% to Aegislash). Add Blizzard to the mix, and it's guaranteed to be a nightmare to deal with. Thankfully, Double-Edge does a ton (a near OHKO), so as long as you're in a position to use it it's not as bad.
  • Paralysis: A large amount of the games where I got close to losing were due to getting para-haxed. There's plenty of Pokémon that love just spamming Thunder Wave, and the team has no immunity to it, and 2 Pokémon that can't even protect at all in front of it, so para-hax is bound to happen at some point. I really thought this would be what I would end up losing to. I wish I could use Tapu Fini on every single team ever!
  • Evasion: This is the first "long" (100+) streak where I found myself struggling against the evasion-boosters of the Tree. My rain team had so many tools for them that I didn't give it much thought when putting this together. I believe I've had 3 close finishes, vs Cresselia, Zapdos and Bastiodon. Thankfully, Aegislash's Z-move usually handles Cresselia without a problem, but the other 2 could be really bad, especially Zapdos.

  • Battle #75 vs. Veteran Xio: GCHG-WWWW-WWWJ-8CDD. Very close battle, where I really thought I would lose. Mono-Fairy teams are the most threatening, and I still can't believe these damage rolls at the end (really wasn't expecting that much damage!).
  • Battle #106 vs. Sightseer Ezra: 7NGW-WWWW-WWWJ-8EQT. This battle is a pretty good reflection of the average battle.
  • Battle #124 vs. Worker Omar: SEMG-WWWW-WWWJ-89VD. This is where I learned how much of a threat Nidoqueen is to the team. The worst part, however, is Togedemaru, which's Red Card I didn't see coming, and activated at the very worst moment. On that day, lessons were learnt the hard way!
  • Battle #136 vs. Scientist Robyn: M5BG-WWWW-WWWJ-8EZC. Trick Room + Rotom-Frost is a scary matchup in itself, but this battle highlights how the team generally handled Trick Room (and shows how good Comfey is at dealing with it!).
  • Battle #147 vs. Golfer Patrick: KPZG-WWWW-WWWJ-8FXP. UGH. This Zapdos... we all know it, we all hate it. When I saw the direction the battle was going to take after the first Double Team, I decided my plan would be to go full greed with Comfey, +6 +6, heal off Zapdos' partners (funnily enough, a Charizard that I walled with Wide Guard) and then bank on connecting a Draining Kiss at some point. Thankfully, enough of my attacks connected in time for things to work out, though I was keeping the Z-move in bank to be safe.
  • Battle #167 vs. Office Worker Harding: HR8W-WWWW-WWWJ-8EKT. The Kommo-o showcase...! What I liked most about this team is how every member seemed to equally pull its weight. They all at some point carried the rest of the team.
  • Battle #235 vs. Veteran Candy: 52DW-WWWW-WWWJ-5N64. Wow, what a crazy game. That one gave me my portion of hax for the week. I was absolutely certain I had lost at the end, but banked on my only winning condition: having 2 Thunders miss. What do you know... they did! Which is even funnier considering the hax that happened beforehand... that Raikou should have been LONG gone...!
  • Battle #280 vs. Sina: BCFG-WWWW-WWWJ-5LM2. The losing battle; I discuss it at the beginning of this post!
This was a fun streak, and I'm a little sad I got too impatient to play the team as optimally as I could have. Though I really believe this team could have gone much further, I also think its lack of answer for paralysis would hold it back at one point or the other. There's a lot of different things I want to try at the moment (currently working on an Eevee revival!), but I'm hoping to give Comfey another try at some point on a more carefully crafted team, because if anything, this streak convinced me it has high potential in the Tree!

Thank you for reading! :heart:
 
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