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Battle Tree Discussion and Records

Any chance I could get some advice on a potential Battle Maison team I'm working on? I know this is the thread for the Battle Tree, but I was directed here to ask for some help. My team can be found in the "Hide" tab.

dragonite.png
greninja.png
talonflame.png
togekiss.png
kangaskhan-mega.png
espeon.png

RMT Carry my Beloved Espeon to 2 More Ribbons From the Battle Maison

I have built this team in order to carry my Espeon to a 50 win streak to get those last two ribbons in this generation. I have every other obtainable ribbon, but am lacking a sufficient team to get me through the Battle Maison. I have selected five competent teammates for Espeon that will hopefully be enough to get me that 50 win streak. I chose Triples because it's easiest to carry a pokemon with 5 others than any other amount.

dragonite.png

Ares (Dragonite) (M) @ Lum Berry
Ability: Multiscale
EVs: 140 HP / 172 Atk / 16 Def / 60 SpD / 116 Spe
Quirky Nature
IVs: 0 Def
- Dragon Claw
- Substitute
- Dragon Dance
- Thunder Punch
Currently, I am working on if I should have Kangaskhan or Dragonite in the first three, but I settled on Dragonite due to its Marvel Scale ability. Dragonite (or Kangaskhan) will be the main sweeper of the team, with support from Talonflame and Greninja.

greninja.png

Poseidon (Greninja) (M) @ Focus Sash
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Mat Block
- Grass Knot
- Dark Pulse
- Ice Beam
Greninja's role in the first few turns of battle is to allow the rest of the team to get set up. On the first turn, Greninja uses Mat Block to protect its teammates while Dragonite either uses substitute or Dragon Dance. Talonflame will use tailwind to boost the team. Once the first turn has finished, Greninja will become a sweeper along with Dragonite.

talonflame.png

Hermes (Talonflame) @ Sharp Beak
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 0 SpD
- Tailwind
- Brave Bird
- Flare Blitz
- Steel Wing
Talonflame's purpose is to be the speed demon for the team. On the first turn, it will use Tailwind, which, along with Gale Wings, will allow is to move first nearly every turn. Once Tailwind has been used, it becomes a sweeper with Dragonite and Greninja.

togekiss.png

Artemis (Togekiss) (F) @ Leftovers
Ability: Super Luck
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Aura Sphere
- Air Slash
- Hyper Voice
- Dazzling Gleam
Togekiss is here to cover the deficiencies that are present in the above three, while also being a bulkier pokemon who can take a few more hits.

kangaskhan-mega.png

Hera (Kangaskhan) (F) @ Kangaskhanite
Ability: Scrappy
EVs: 244 HP / 252 Atk / 12 SpD
Adamant Nature
- Return
- Power-Up Punch
- Sucker Punch
- Substitute
Kangaskhan is my other choice for the main sweeper but I can also use it to rotate in on the scenario.

espeon.png

Apollo (Espeon) (M) @ Expert Belt
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Shadow Ball
- Dazzling Gleam
Espeon is here really only to get the two ribbons. It can do some damage, but It's not equipped like it should be.

Conclusion

Like I have said, this team is built so that Espeon can get the last 2 ribbons in GEN 6. The style that I am going for is to out-speed my opponent and clean up from there.

Ares (Dragonite) (M) @ Lum Berry
Ability: Multiscale
Level: 50
EVs: 140 HP / 172 Atk / 16 Def / 60 SpD / 116 Spe
Quirky Nature
IVs: 0 Def
- Dragon Claw
- Substitute
- Dragon Dance
- Thunder Punch

Poseidon (Greninja) (M) @ Focus Sash
Ability: Protean
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Mat Block
- Grass Knot
- Dark Pulse
- Ice Beam

Hermes (Talonflame) @ Sharp Beak
Ability: Gale Wings
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 0 SpD
- Tailwind
- Brave Bird
- Flare Blitz
- Steel Wing

Artemis (Togekiss) (F) @ Leftovers
Ability: Super Luck
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Aura Sphere
- Air Slash
- Hyper Voice
- Dazzling Gleam

Hera (Kangaskhan) (F) @ Kangaskhanite
Ability: Scrappy
Level: 50
EVs: 244 HP / 252 Atk / 12 SpD
Adamant Nature
- Return
- Power-Up Punch
- Sucker Punch
- Substitute

Apollo (Espeon) (M) @ Expert Belt
Ability: Synchronize
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Shadow Ball
- Dazzling Gleam
 
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Cool to see some Comfey-action!
Since NZtechfreak wrote about a similar Comfey some time ago i really got stuck with the idea. Conincidentally 2 days ago i thought some minutes about a team consisting of Mega-Gyarados + Raichu, Comfey and Aegislash, which seems to resemble your first idea with Gyara and Togedemaru, assuming you chose this because of Lightningrod+Fake Out support for Gyara.
Anyways, cool that a Comfey gets its place on the leaderboard! For sure it would be interesting to see on which different ways its special niche could be exploited beyond
 
Any chance I could get some advice on a potential Battle Maison team I'm working on? I know this is the thread for the Battle Tree, but I was directed here to ask for some help. My team can be found in the "Hide" tab.

dragonite.png
greninja.png
talonflame.png
togekiss.png
kangaskhan-mega.png
espeon.png

RMT Carry my Beloved Espeon to 2 More Ribbons From the Battle Maison

I have built this team in order to carry my Espeon to a 50 win streak to get those last two ribbons in this generation. I have every other obtainable ribbon, but am lacking a sufficient team to get me through the Battle Maison. I have selected five competent teammates for Espeon that will hopefully be enough to get me that 50 win streak. I chose Triples because it's easiest to carry a pokemon with 5 others than any other amount.

dragonite.png

Ares (Dragonite) (M) @ Lum Berry
Ability: Multiscale
EVs: 140 HP / 172 Atk / 16 Def / 60 SpD / 116 Spe
Quirky Nature
IVs: 0 Def
- Dragon Claw
- Substitute
- Dragon Dance
- Thunder Punch
Currently, I am working on if I should have Kangaskhan or Dragonite in the first three, but I settled on Dragonite due to its Marvel Scale ability. Dragonite (or Kangaskhan) will be the main sweeper of the team, with support from Talonflame and Greninja.

greninja.png

Poseidon (Greninja) (M) @ Focus Sash
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Mat Block
- Grass Knot
- Dark Pulse
- Ice Beam
Greninja's role in the first few turns of battle is to allow the rest of the team to get set up. On the first turn, Greninja uses Mat Block to protect its teammates while Dragonite either uses substitute or Dragon Dance. Talonflame will use tailwind to boost the team. Once the first turn has finished, Greninja will become a sweeper along with Dragonite.

talonflame.png

Hermes (Talonflame) @ Sharp Beak
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 0 SpD
- Tailwind
- Brave Bird
- Flare Blitz
- Steel Wing
Talonflame's purpose is to be the speed demon for the team. On the first turn, it will use Tailwind, which, along with Gale Wings, will allow is to move first nearly every turn. Once Tailwind has been used, it becomes a sweeper with Dragonite and Greninja.

togekiss.png

Artemis (Togekiss) (F) @ Leftovers
Ability: Super Luck
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Aura Sphere
- Air Slash
- Hyper Voice
- Dazzling Gleam
Togekiss is here to cover the deficiencies that are present in the above three, while also being a bulkier pokemon who can take a few more hits.

kangaskhan-mega.png

Hera (Kangaskhan) (F) @ Kangaskhanite
Ability: Scrappy
EVs: 244 HP / 252 Atk / 12 SpD
Adamant Nature
- Return
- Power-Up Punch
- Sucker Punch
- Substitute
Kangaskhan is my other choice for the main sweeper but I can also use it to rotate in on the scenario.

espeon.png

Apollo (Espeon) (M) @ Expert Belt
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Shadow Ball
- Dazzling Gleam
Espeon is here really only to get the two ribbons. It can do some damage, but It's not equipped like it should be.

Conclusion

Like I have said, this team is built so that Espeon can get the last 2 ribbons in GEN 6. The style that I am going for is to out-speed my opponent and clean up from there.

- While bringing a neutral-Natured Pokemon into any battle facility is never good, I would be inclined to let that slide for Dragonite if it wasn't a lead, since in Triples you have more opportunities to throw a unoptimized backup after creating some breathing room for it to support or setup. But, since you are leading with it, you pretty much have to get yourself an Adamant Dragonite to fully exploit the power Dragon Dance affords it. Besides, you never know when you'll find yourself in situations where simply attacking straightaway to score a 2HKO on something can be the best play. That extra power that the +Atk Nature brings will be needed then
- Along those lines, in formats other than Singles & Rotations, you will find it difficult to fit setup 'mons on the team; the risk of opponents doubling or tripling up on you before you get the chance are high. It's more forgivable in Triples since, again, your teammates can go and set the table for it. Problem is, having more than one setup 'mon on the team is taking away offensive pressure you could be putting on the opponent, as fast-paced as Triples is. For that reason, I would say that Espeon can ditch Calm Mind and go for some more offense. It's an Expert Belt set, so you should be giving it another attack to maximize Belt usage. Signal Beam and Psyshock are options, Protect is there if you're stumped for ideas (because it's Triples and having Protect almost never hurts). Check which Hidden Power it has too, that might come in handy every once in a while
- You will be disappointed by the lack of damage output on Steel Wing, consider changing that to Protect (in case of Fake Out shenanigans) or U-turn. Also, because the majority of what Talonflame does is Gale Wings-boosted, and because it''s plenty fast even without Speed investment, consider diverting at least some EVs over to HP, lets you absorb more recoil from its STABs. If you check out the Maison thread, you'll notice several Talonflame Trainers went 252 HP /252 Atk for their spreads
- While Togekiss serves you fine in its present role, it's missing out on providing valuable support to its teammates by keeping non-STAB, spread, non-boosted Hyper Voice. Explore backup Tailwind, Heal Bell, Morning Sun for additional bulk, Follow Me, Thunder Wave, ,Yawn, etc.
- MegaKhan can buy itself or teammates an extra turn to do something or just survive with Fake Out, with half a team of Flyers Earthquake can be used farily freely and be devastating after a boost or two, even spread and not enjoying the Parental Bond boost. Try using one of those over Substitute. Also, any particular reason for that EV spread?
- Having so many Electric- and Rock-weak members means that some Ground support would be welcomed, if you decide to change any team members up. While everyone and their mom uses Garchomp for this purpose, if Tailwind is a part of the team's equation, there are several Ground-types one can throw in there to suit the role (I'll let others recommend those).

I'm sure there's more I could think of, I just need to, well, not be at work to think of it...
 
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- While bringing a neutral-Natured Pokemon into any battle facility is never good, I would be inclined to let that slide for Dragonite if it wasn't a lead, since in Triples you have more opportunities to throw a unoptimized backup after creating some breathing room for it to support or setup. But, since you are leading with it, you pretty much have to get yourself an Adamant Dragonite to fully exploit the power Dragon Dance affords it. Besides, you never know when you'll find yourself in situations where simply attacking straightaway to score a 2HKO on something can be the best play. That extra power that the +Atk Nature brings will be needed then
- Along those lines, in formats other than Singles & Rotations, you will find it difficult to fit setup 'mons on the team; the risk of opponents doubling or tripling up on you before you get the chance are high. It's more forgivable in Triples since, again, your teammates can go and set the table for it. Problem is, having more than one setup 'mon on the team is taking away offensive pressure you could be putting on the opponent, as fast-paced as Triples is. For that reason, I would say that Espeon can ditch Calm Mind and go for some more offense. It's an Expert Belt set, so you should be giving it another attack to maximize Belt usage. Signal Beam and Psyshock are options, Protect is there if you're stumped for ideas (because it's Triples and having Protect almost never hurts). Check which Hidden Power it has too, that might come in handy every once in a while
- You will be disappointed by the lack of damage output on Steel Wing, consider changing that to Protect (in case of Fake Out shenanigans) or U-turn. Also, because the majority of what Talonflame does is Gale Wings-boosted, and because it''s plenty fast even without Speed investment, consider diverting at least some EVs over to HP, lets you absorb more recoil from its STABs. If you check out the Maison thread, you'll notice several Talonflame Trainers went 252 HP /252 Atk for their spreads
- While Togekiss serves you fine in its present role, it's missing out on providing valuable support to its teammates by keeping non-STAB, spread, non-boosted Hyper Voice. Explore backup Tailwind, Heal Bell, Morning Sun for additional bulk, Follow Me, Thunder Wave, ,Yawn, etc.
- MegaKhan can buy itself or teammates an extra turn to do something or just survive with Fake Out, with half a team of Flyers Earthquake can be used farily freely and be devastating after a boost or two, even spread and not enjoying the Parental Bond boost. Try using one of those over Substitute. Also, any particular reason for that EV spread?
- Having so many Electric- and Rock-weak members means that some Ground support would be welcomed, if you decide to change any team members up. While everyone and their mom uses Garchomp for this purpose, if Tailwind is a part of the team's equation, there are several Ground-types one can throw in there to suit the role (I'll let others recommend those).

I'm sure there's more I could think of, I just need to, well, not be at work to think of it...

Thank you for the advice, I will certainly take it all into consideration. Four questions for you:

1. Which 'mon would you recommend trading out a Ground-type for?

2. Would Dragonite or MegaKang be more beneficial to start in the center spot?

3. Is it beneficial enough to settle for 4 IVs instead of 5 or 6?

4. What Ground-types would you recommend(besides Garchomp)?
 
1.) Actually, I would give the current team a whirl, just with the movesets changed as recommended. Since you're just going for the ribbon and not some high number streak, the team may be solid enough to get you by with a little RNG help (i.e., you don't run into Black Belts, Scientists, or Battle Girls much from that Battle 31-49 stretch). If you fall a few times with it, then we start toying around with replacements.
2.) Depends on whether you place Fake Out on MegaKang or not: if you do, she leads; otherwise, Dragonite does (admittedly, I'm curious to see how often you're "allowed" to get that first DD boost off). Those who have used MegaKang with success in Triples tend to use it as a backup, as a general offensive presence, but I can't definitively speak on it, since I've only use it in short spurts
3.) No need to settle for 4 IVs when you're surrounded by people who can breed 5IV or 6IV hatchlings for you here. Gen VI games aren't played as much these days, sure, but plenty still do. Whatever you might need, just ask! (If not here, then on the Wi-Fi subforum.) Better safe than sorry, or however that saying goes...
4.) See Note 1
 
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Cool to see some Comfey-action!
Since NZtechfreak wrote about a similar Comfey some time ago i really got stuck with the idea. Conincidentally 2 days ago i thought some minutes about a team consisting of Mega-Gyarados + Raichu, Comfey and Aegislash, which seems to resemble your first idea with Gyara and Togedemaru, assuming you chose this because of Lightningrod+Fake Out support for Gyara.
Anyways, cool that a Comfey gets its place on the leaderboard! For sure it would be interesting to see on which different ways its special niche could be exploited beyond

Haha, that's quite the coincidence! Yeah, it's basically the same idea, Togedemaru was there for Fake Out + Lightning Rod support. The combo is nice and might be even better with Raichu due to its higher speed, I had just thrown that together very quickly...! In a proper build I'm sure this could work out for a decent streak; I lost to a mono-Fairy matchup, but my 4th wasn't Aegislash, it would have helped a lot (also, I had Zing Zap over Iron Head on Togedemaru, the latter would have helped more for that matchup).

But in any case, your post reminded me that before the streak I posted about, I actually tried the strategy you mentioned several pages ago! I bred a new Raichu for it, but used my HP Fire Koko and Careful Celesteela. Unfortunately, I lost at Battle 20 vs. Kiawe. I'm sure the team could've climbed higher, but it's kind of funny I lost to that matchup in particular so quickly, since it's probably the only one we knew in advance would be a real problem to deal with, and the particular Pokémon were the very worst case scenario: he led A-Marowak-2 and Salazzle-3 (which could've been 4 too).
After taking a little time to review my options, I decided to gamble on Marowak potentially not having Lightning Rod and tried Discharging as I normally would. I knew Salazzle would probably Fake Out, but I couldn't Protect anything, and couldn't predict what attack Marowak would target at which Pokémon, everything seemed just as likely, and I really had no switch-in to any of them (especially a Flare Blitz). Salazzle Faked Out Raichu (so even if I attempted to Fake Out I would have failed, and my sash was getting broken regardless), Koko brought Salazzle down to sash, and sure enough, Marowak did have Lightning Rod and didn't take a bit of damage, other than Flare Blitz recoil from OHKOing Koko... so I sent in Landorus, to Earth Power the Marowak and hopefully finish off Salazzle with Raichu, but Marowak Detected and Salazzle Fire Blasted Landorus, bringing it pretty low, after which I KOed with Discharge. Guess what he sends in? M-Kangaskhan, and its wonderful Fake Out pressure. I couldn't really guess where Fake Out would go, but figured if he Faked Out Landorus and I didn't Protect it, he could also Flare Blitz into it as well and then I lost Landorus which is my only way of getting rid of Marowak, so I protected, and I Discharged with Raichu hoping for a paralysis on Kangkashan. But Kangaskhan Faked Out Raichu and Marowak Flare Blitzed it, so I got nothing out of the turn (Discharge didn't paralyze), and was down to Landorus + Celesteela. I went for Earth Power into Marowak and Leech Seed into Kangaskhan, but Marowak Detected again, and Kangaskhan Double-Edged Landorus for the KO. I tried to think of all the other plays I could have made there, like protecting Celesteela and targetting Kangaskhan with Earth Power instead, but I don't see any way I don't lose Landorus to Double-Edge or Flare Blitz on that turn anyway. Marowak asserted dominance and picked up the last KO on Celesteela.

So I think no game could better prove your point of Marowak-A being the biggest threat to the team as that one, it's pretty funny it happened so early on...! At first, I figured that having HP Water/Ground Koko was indeed a necessity for this team, but looking back at it, I'm not sure that would have been enough. Salazzle Faked Out Raichu, but could very well have gone into Koko; if I Helping Hand + HP Water turn 1, Salazzle can Fake Out Koko and Marowak just KOs it. I think it's awkward to have a lead that cannot Protect at all, because it makes any Fake Out pressure that much bigger, especially if there are no good switch-ins (neither Lando or Celesteela can switch into a potential Flare Blitz). Considering Marowak's potential to Detect whenever I target it and how threatening Kiawe's other Pokémon are to the team, I think this may actually be a matchup where the team could come up short no matter how it's played, even with HP Water on Koko.

Kiawe aside, the other 19 battles were really fun, and the lead combo does get very powerful, very quickly. However, one thing that I found to be really awkward was that after a couple of Lightning Rod boosts, Raichu's Discharge does a ton to Koko, so I can't just spam Discharge with both of them; I need to either switch to Landorus, which is often scary (Raichu's Discharge alone needs to be powered up 2+ times to hope for OHKOs at neutral) given the attacks that may be going into that slot, or I just let Koko go down to my own Raichu in exchange for a KO on 2 of their Pokémon, which is usually the option I went for. It still worked out in these battles obviously, but I'm pretty sure in the higher battles against very bulky teams, like most Trick Room ones, this would have been a real problem. It doesn't help that Celesteela isn't an option to switch in next to either Koko locked into Discharge, or next to Raichu if HP Ice is not going to be helpful. Relying on Landorus so much doesn't feel safe since it's pretty frail. All in all, it was very fun to play since it's very aggro and offensive, but I'm not convinced of the viability of Double-Discharge for a long streak, at least without both partners immune to it and at least one carrying Protect.

I might give the team another whirl and pray for no Lightning Rod A-Marowak, we'll see, thanks for sharing! :)

For anyone curious, this is the team I've been referring to: https://www.smogon.com/forums/threads/battle-tree-discussion-and-records.3587215/post-7678290
 
Sad to hear that it came to such a quick end, but thank you for trying it and i'm glad you had some fun with it! I thought the downfall would be some misplay or bad matchup against a Ground type or EQ user, but spotted the second big weakness definitely as Fire types and especially these both ones you encountered (near Scarf Darmanitan, Camerupt-M and Rotom-H, but Salazzle probably still is the worst).
If you somehow managed to get some SE Hidden Power off on Marowak, he only can kill one Pokemon before he dies to the recoil. But of course we saw how 'smart' he used Detect so yeah.. Or maybe directly sacrifice Celesteela when facing Kiawe since it does nothing against Fires anyways, and then hope to get some situation of healthy Koko and Landorus on the field. If Salazzles Fake Out is gone, perhaps they could make it alone against Kiawe.
Yes, as you said the huge reliance on Lando probably is a big weakness, especially against these Fires and in such situations i guess it's hard to preserve it to pick up crucial KOs. Your notes in the end also show that no matter how much one theorizes, the only thing that finally counts is what happens at playing. Seems to be unconvenient to switch at times, because you want the back at full health, but often one has to since the offensive and defensive coverage of Koko and Raichu are not that manifold. So in hindsight there seem to be many dilemmas to come, such as in your losing battle.
But again, cool that you tried it, and perhaps you find some usage for this Raichu in the Comfey team, so your effort on breeding may still be payed out!
 
WHOA. NEW SINGLES TEAM.
AND THIS ONE IS UNIQUE.
Well, actually not really. The team I use is another Dragon/Fairy/Steel core, but it's a damn good one, bringing me up to a high streak of 138.
View attachment 105652

Bill (Dragonite) @ Lum Berry
Ability: Multiscale
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Dragon Dance
- Roost
- Earthquake / Fire Punch (?)

Oh, Bill. How I missed you. Dragonite is super bulky with its Multiscale ability, being able to eat up even an Outrage or Dragon Claw from Garchomp or its Mega counterpart. It also had a nice typing in Dragon and Flying, being able to avoid Earthquake or Earth Power from different Pokemon and checking them effectively, like Nidoking and Heatran.

SET DETAILS: An Adamant Nature and 252 Attack EVs are given to Dragonite to allow it to do huge amounts of damage to its foes, while 252 Speed EVs allow it to be super quick after just one Dragon Dance. A Lum Berry is given to Dragonite to allow it to avoid status for one turn, as it can usually sweep with Outrage anyways.

MOVES: Outrage is the main STAB move to focus on, as it can effectively dent anything that isn't a Fairy, like Florges. Outrage, being boosted by a Dragon Dance is even more threatening to face and I'm guessing it's not the same as Swords Dance from Garchomp, as Garchomp does not get to boost its Speed in anyway, or at least I think. Roost is there to give Dragonite some longevity, allowing it to stall out if necessary. Earthquake is a good option, because one, it's Earthquake, two, it can check some Pokemon that would usually be able to counter Dragonite, like Alolan Golem or Terrakion. And although, I haven't used it, I was also considering Fire Punch as another good option for Dragonite, because it can be better suited to deal with Ice-types a lot better, like Alolan Sandslash or Articuno but considering you would not want to stay in on an Ice-type anyway, I didn't really consider it. And even if I did, it would leave Dragonite walled against Rock-types. So, that's the reason why I chose Earthquake over Fire Punch.

COUNTERS:
Ice-types: Speaking of Ice-types, some Ice-types cause trouble against Dragonite, like Regice if locked into an unboosted Outrage, Mamoswine because of priority Ice Shard or Articuno because it is also somewhat bulky, allowing them to KO Dragonite easily.

Ice-type coverage: Suicune is probably the biggest offender here. Of course they had to give Suicune massive bulk, Ice-type moves like Ice Beam and Blizzard, and give it a ChestoRest set to heal it back up. I'm just glad that CrocCune does not exist. And at least no Pokemon here use Hidden Power Ice. cough cough Raikou, Zapdos cough cough

Dragon-types: Before Dragonite sets up is when it is at its weakest, with Mega Salamence being able to KO with Dragon Rush if it does not miss and if Dragonite is not at full HP. However, Mega Salamence, would not want to take an Outrage in return, bar Intimidated but even so, it would still take high damage back from it. Mega Altaria is another good counter to Dragonite as it removes one of Dragonite's options in Outrage, forcing Dragonite to go for the less powerful Earthquake.

Stealth Rocks and Rock-types: Though uncommon, Stealth Rocks do make appearances in the Tree. And even if they don't, Pokemon like Terrakion and Tyrantrum can hit Dragonite with super effective Rock-type moves like Stone Edge, Rock Slide or the very dangerous Head Smash.

Fairy-types: Funny enough, Fairies don't actually end Dragonite's life here. But if Dragonite is the only one left, then go for Earthquake. Florges can't really take an Earthquake and Sylveon can take loads of damage from Earthquake as well. But their Fairy-type moves hurt.

Togekiss: Leave it to Togekiss to be one of the most annoying Pokemon to face in the Battle Tree. And it even brought its ParaFlinch set along with it. Dragonite cannot do anything against Togekiss, so just wait there or switch.

View attachment 105653
Life Orb Special Attacking Lead (Tapu Koko) @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dazzling Gleam
- Grass Knot
- Volt Switch
- Thunderbolt

Tapu Koko is one of the coolest Pokemon to come out of the seventh generation and it is a darn good one too. Its typing allows it to deal with a myriad of Flying-types and Water-types as well as those pesky Dragons and Fighting-types as well. Electric Surge only boosts those Electric-type moves as well, and prevents the opponent from Resting or Tapu Koko and its teammates fall asleep.

SET DETAILS: 252 Special Attack EVs and 252 Speed EVs along with being a Timid Nature, allow Tapu Koko to be as speedy as a good threat has to be. A Life Orb is given to Tapu Koko as it is very nice to not be Choice-locked into something that you have a bad match up against, as well as giving Tapu Koko a bit of extra power.

MOVES: Dazzling Gleam is taken for STAB damage and is used to deal with Salamence and other Dragons but mainly Salamence and its Mega. Along with maybe Garchomp but ok. Grass Knot is used to deal with the heavy Ground-types that exist like Mudsdale, Hippowdon, and Rhyperior, although, it is very risky using Grass Knot as if Tapu Koko does not KO with Grass Knot, it might just get hit by an Earthquake. Thunderbolt is used for primary STAB damage, being boosted by Electric Terrain, defeating the many Flying-types that exist in the Tree, namely Sheer Cold Articuno, Moltres, Tornadus, Thundurus, Staraptor, and Togekiss as well as many of the Water-types like Politoed, Suicune, Jellicent, Pelipper, Mega Gyarados, and Greninja. Volt Switch, while not as powerful as Thunderbolt, still really FREAKING HURTS.

COUNTERS:
Mega Tyranitar: Tapu Koko cannot even 2HKO Mega Tyranitar with any of its moves, with Dazzling Gleam (its best move in this case), doing a maximum damage output of 47.8%. Mostly thanks to the Special Defense that Mega Tyranitar receives not just from Mega Evolving but also from the sandstorm as well.

Heatran: Tapu Koko only has the option to Volt Switch out on Heatran as it cannot be hit by an Earth Power from Heatran mostly because of its frail Special Defense stat.

Ground-types: Ground-types in general like Nidoking and Nidoqueen are good counters to Tapu Koko because they can hit back with an Earthquake or Earth Power.


View attachment 105655
Scizor-Mega @ Scizorite
Ability: Technician (Pre-Mega Ability: Light Metal)
Level: 50
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- Roost
- Bug Bite / Superpower (?)
- Swords Dance

Here is my Mega! Mega Scizor, being a good sweeper in Wifi is also not that bad of a choice here either. Sure, its Fire-type weakness might make you look down on it for a bit but otherwise, it's got an amazing defensive typing. Technician alongside Bullet Punch is amazing, because of the fact that it is STAB and gets boosts from Swords Dance. Mega Scizor is also great at shutting down users of setting up Trick Room.

SET DETAILS: 248 HP EVs make Mega Scizor very bulky in HP, while 252 Attack EVs allow Mega Scizor to hit very hard. A Scizorite is given to Scizor to Mega Evolve. Before Mega Evolving, Scizor's ability is Light Metal, allowing it to take less damage from attacks that are based on weight like Low Kick. Once Mega Evolving, Technician will be gained, allowing Mega Scizor to do its job.

MOVES: Bullet Punch was pretty obvious on this set, as Scizor would never have been able to take advantage of using it without Technician. Bullet Punch can, well, "punch" through the Fairies and Icicles that would otherwise hurt Tapu Koko and Dragonite, like for instance, Mamoswine, Mega Gardevoir, and Articuno. Roost allows Mega Scizor, your only Mega, to get some longevity. Swords Dance can be used to boost Bullet Punch to high levels. Bug Bite is used to handle Psychic-types, namely those that can set up Trick Room, like Cresselia, Oranguru, and Slowking. I was also debating Superpower over Bug Bite because if so, then Mega Scizor can deal with Magnezone and other Steel-types but then that leaves me with no super-effective option against Psychic-types so.. yeah Bug Bite. Also, stealing and eating a berry is pretty noice.

COUNTERS:
Fire-types: Well, of course it is. It's Mega Scizor's only weakness. Pokemon like Alolan Marowak that does not use Special Attacks, Magmortar, and Salazzle can easily OHKO Mega Scizor with their Fire-type move options.

Intimidate and Burns: Although Intimidate is a lot easier to handle, it still hinders Mega Scizor a tiny bit. On the other hand, burning Mega Scizor is the equivalent of having bitter medicine go down your throat. Basically, you can't really recover from burns.

Steel-types: Skarmory can easily wall Mega Scizor to no end, while Magnezone can easily eliminate Mega Scizor even without Hidden Power Fire.

Electric-types: Thundurus and Mega Manectric can beat Mega Scizor one on one because of how overwhelmingly powerful they are against Mega Scizor. Mega Menectric, being able to Overheat itself is not easy to handle.

Zapdos: Zapdos gets a special mention as it can resist all of Mega Scizor's options (unless you want to run Hidden Power Ice Mega Scizor, be my guest), and hit back with a Heat Wave.

Bulky Water-types: Jellicent can prove to be problematic for Mega Scizor as it has an amazingly good typing, being able to resist all of Mega Scizor's moves, and attempt to burn Mega Scizor with Scald or Will-O-Wisp. Toxapex having the same problems as well.

WHEW! That was a long one.
But hey, there's that.
And here are some replays that I have kept to myself.

LOSS VIDEO:
Battle No. 139: SD3W-WWWW-WWWJ-B6HW

SOME REALLY SCARY SITUATIONS I WAS IN:
Battle No. 123: Q6FG-WWWW-WWWJ-B6HK
Battle No. 47: HA4W-WWWW-WWWJ-B6YV

Ok. That's it. I'm really tired now, so I'm going to go to sleep now.
I found your post interesting because I just ran a very similar team. It was identical except for Tapu Koko- I had the very bulky Suicune instead. I also had Dragonite in the lead.

I’ll give more details on my team (just lost after 147 wins) later.
I looked at your battle videos. I’m guessing you wish you could go back and bullet punch mamoswine with scizor before it fissure’d you. That was a killer.

Some additional points-

None of the Zapdos’s in the tree carry heat wave. They’re still a pain for scizor, given the typing, but they can’t Ohko you most likely.

On mega manectric, I agree with you. That thing was even more threatening for my team because of suicune. Luckily I only ran into it once.
Have you considered extremespeed for Dragonite? It comes in really handy in a pinch. You wouldnt have room for roost though, so i guess it depends on your play style. You’re also not leading with Dragonite, so its role is different.

And yeah, earthquake on Dragonite is a must. Don’t give that up, unless you feel like being walled by empoleons or Heatran. You’ll miss out on Skarmory and levitate bronzong, but your teammates take care of them well anyway.
 
I saved a battle video with Wally leading Garchomp4-Mega (slot 1) and Gallade4-Mega, and did 10-20 mock battles. Garchomp Mega Evolved every single time.

I finally can add to this--I'm currently running one of the many configurations of The Room, in this case Oranguru/Hariyama/Shiinotic/Guzzlord, and in Battle 10 of this streak ran into Wally, leading with Altaria3 (slot 1) and Garchomp4. I ran twenty Mock Battles and got Altaria Mega Evolving every time. Just a little more evidence to add to the pile...
 
At this point I think we'd make better use of our time studying dual Z-move leads, as turskain posted a heap of intriguing info on the subject. Not that it's particularly easy to come by such a pair, either. I do have one saved, though, and presumably turskain still has his to learn from.
 
The aforementioned testing involved Rotom-Frost3/Audino4 on Turn 2 of a battle, after Audino was Faked Out on Turn 1 while First Impression KO'd its allied Oranguru34. I did 22 mock battles on this battle video making the same moves on Turn 1, and then doing nothing on Turn 2 to see what the AI would do in this situation, and if it would ever use Inferno Overdrive on Audino3 while it had the Gigavolt Havoc / Z-T-Wave option from Rotom-Frost3 in slot1. Here are the notes from this:

My Pokémon: Golisopod @ Assault Vest in Slot 1, Togedemaru (Lightning Rod) @ Focus Sash in Slot 2
The AI's side: Rotom-Frost3, Audino4 (Faked Out on previous turn, which is why some of the results involve Bronzong switching in)

mock battle 1: gigavolt havoc + fire blast
mock battle 2: gigavolt havoc + yawn
mock battle 3: dark pulse pod + yawn - next turn z-twave + yawn
mock battle 4: gigavolt havoc + yawn
mock battle 5: gigavolt havoc + fire blast
mock battle 6: rotom t-bolt + yawn
mock battle 7: switch audino to zong + gigavolt havoc
mock battle 8: blizzard + yawn
mock battle 9: gigavolt + yawn
mock battle 10: gigavolt + fire blast
mock battle 11: z-twave + fire blast
mock battle 12: gigavolt + fire blast
mock battle 13: gigavolt + yawn
mock battle 14: z-twave + fire blast
mock battle 15: audino switched for zong + z-twave
mock battle 16: rotom t-bolt + fire blast - next turn blizzard + inferno overdrive
mock battle 17: audino switched to zong + gigavolt
mock battle 18: audino switches to zong + gigavolt
mock battle 19: z-twave + fire blast
mock battle 20: z-twave + hyper voice
mock battle 21: z-twave + fire blast
mock battle 22: audino switching to zong + t-bolt

Note that I have Lightning Rod on my side, so the AI stops using electric moves after observing the ability. This testing was inconclusive, but notably Inferno Overdrive only got used once in all these battles - and this was after Rotom-Frost had used a regular Electric-type move to activate Lightning Rod, possibly a factor in disabling its Z-moves.

In the actual battle, Rotom-Frost used Blizzard twice in a row before using its Z-move while Audino4 flinched so I did not get to see its moves, which is what prompted me into mock battling to see if there was any explanation for this - my hypothesis was that the flinched Audino might've been using Inferno Overdrive, thus "locking out" Rotom-Frost from using its Gigavolt Havoc. I didn't learn much about the specific Blizzard uses, aside from them being rather uncommon and concluded that the moves in the actual battle were a very unusual series of events, and that Audino probably wasn't using Inferno Overdrive on that flinch turn.

(I kinda forgot about this entirely and had it in the backlog to post Soon™ along with other battle videos, so thanks for the reminder!)
 
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The aforementioned testing involved Rotom-Frost3/Audino4 on Turn 2 of a battle, after Audino was Faked Out on Turn 1 while First Impression KO'd its allied Oranguru34. I did 22 mock battles on this battle video making the same moves on Turn 1, and then doing nothing on Turn 2 to see what the AI would do in this situation, and if it would ever use Inferno Overdrive on Audino3 while it had the Gigavolt Havoc / Z-T-Wave option from Rotom-Frost3 in slot1. Here are the notes from this:

My Pokémon: Golisopod @ Assault Vest in Slot 1, Togedemaru (Lightning Rod) @ Focus Sash in Slot 2
The AI's side: Rotom-Frost3, Audino4 (Faked Out on previous turn, which is why some of the results involve Bronzong switching in)

mock battle 1: gigavolt havoc + fire blast
mock battle 2: gigavolt havoc + yawn
mock battle 3: dark pulse pod + yawn - next turn z-twave + yawn
mock battle 4: gigavolt havoc + yawn
mock battle 5: gigavolt havoc + fire blast
mock battle 6: rotom t-bolt + yawn
mock battle 7: switch audino to zong + gigavolt havoc
mock battle 8: blizzard + yawn
mock battle 9: gigavolt + yawn
mock battle 10: gigavolt + fire blast
mock battle 11: z-twave + fire blast
mock battle 12: gigavolt + fire blast
mock battle 13: gigavolt + yawn
mock battle 14: z-twave + fire blast
mock battle 15: audino switched for zong + z-twave
mock battle 16: rotom t-bolt + fire blast - next turn blizzard + inferno overdrive
mock battle 17: audino switched to zong + gigavolt
mock battle 18: audino switches to zong + gigavolt
mock battle 19: z-twave + fire blast
mock battle 20: z-twave + hyper voice
mock battle 21: z-twave + fire blast
mock battle 22: audino switching to zong + t-bolt

Note that I have Lightning Rod on my side, so the AI stops using electric moves after observing the ability. This testing was inconclusive, but notably Inferno Overdrive only got used once in all these battles - and this was after Rotom-Frost had used a regular Electric-type move to activate Lightning Rod, possibly a factor in disabling its Z-moves.

In the actual battle, Rotom-Frost used Blizzard twice in a row before using its Z-move while Audino4 flinched so I did not get to see its moves, which is what prompted me into mock battling to see if there was any explanation for this - my hypothesis was that the flinched Audino might've been using Inferno Overdrive, thus "locking out" Rotom-Frost from using its Gigavolt Havoc. I didn't learn much about the specific Blizzard uses, aside from them being rather uncommon and concluded that the moves in the actual battle were a very unusual series of events, and that Audino probably wasn't using Inferno Overdrive on that flinch turn.

(I kinda forgot about this entirely and had it in the backlog to post Soon™ along with other battle videos, so thanks for the reminder!)
All right, the details of being the second turn do change the circumstances considerably, but it’s still quite useful.

In my case, both users lead (Grimsley Scrafty3 slot 1, Honchkrow3 slot 2) and in the actual battle, Scrafty used All Out Pummeling on its second turn. I played around BHE because it was the far more dangerous move, but I’ll try to get Honchkrow to use it without killing or disabling Scrafty first to prevent the AI being “forced” to take the option.
 
Ok, I will talk about my team now, as promised. I reached a streak of 147 in Super Singles, using Dragonite, Suicune, and MegaScizor.
This was the exact same team I had moderately good success with in the Maison last gen. I reached a streak of 342 with it back then, but then again, I didn't get it that high on the first try, and more importantly, the Maison is a far easier facility than the Tree.
It was so much harder, in fact, that I wondered if I could even crack 100 with the trio. Fortunately I managed, although I will say it took so much more dedication and knowledge of the game this time around. The Tree is that much more serious and challenging, which is great.
Ok, now for the raw data.

250px-149Dragonite.png
Dragonite (the lead) No nickname. Just boring old "Dragonite".
Adamant nature
Ability- Multiscale
Held Item - Lum berry
Ev's- attack and speed maxed, remainder in hp
IV's- all hyper trained and perfect except for speed, which is close
Moves:
Outrage- standard
Dragon Dance- standard
Earthquake- i feel this is mandatory, a super effective earthquake is stronger than a neutral outrage (unlike fire punch)
Extremespeed- Honestly, I hardly used this. In future runs I may replace it, though I do like its "emergency" factor

This guy was my bread and butter. I honestly never wanted to lose him, as I lived in mortal fear (haha) of him going down only to run into the rare pokemon which could dismantle my backups, Suicune and M-Scizor. I will discuss these dangerous mons' more in the threats section, but mainly they were Sunnybeamer Moltres and Charizard Y. Magnezone was also very threatening since I didn't run superpower on Scizor, and he hits too hard for Suicune to stall him out, unlike Rotom heat who Suicune could probably handle.

Suicune.png
Suicune- nicknamed "Wildebeast"
Bold Nature
Ability- Pressure
Held Item- Chesto Berry
Ev's - Hp and defense mainly with a bit put in speed. I need to change the spread as it's a relic of a former era, but I will take the few in speed and put them back in defenses.
IV's- Everything hyper trained except for sp att. Sadly i got around to maxing that one only when my run ended. It turns out I needed the extra firepower in the last battle, too. Oh well.
Moves:
Scald - standard
calm mind - standard
icy wind- I debated between this and substitute for protection from ohko spammers. Ultimately, I settled on icy wind. Its utility is incredibly useful - many times I need to slow down the opponent so Dragonite can finish it off without risking a flinch, for example. I did run into Walrein 4 once, and luckily he missed sheer cold and I 2khoed him with Dragonite. You can bet my palms were sweaty with that one. Still, I couldn't deny icy wind's utility, as outside of slowing opponents down, it was my only way of hitting those very annoying water absorb pokemon. I actually lost a run once to perish song lapras, back in gen 6, because I couldn't hit the darn thing and Suicune was my last pokemon. Ugh.
Rest- Sometimes I could afford to rest even after my berry was used up when I knew the opponent couldn't harm me, like if his best move's pp was drained. I had to be careful with this, though, so as not to entice the ai to switch out the "lame duck" pokemon for something more threatening.

Dragonite may have been my bread and butter, but Suicune was the defensive glue that held the team together. I consider her better than Tapu fini, honestly. I'm biased, but I feel like Suicune makes up for her lack of misty terrain with sheer defenses and her ability to burn grounded opponents with scald. She can't do everything she could do last generation, though. She can't wall mega metagross, especially when he gets an attack boost from meteor mash on the switch in. Still, she can wall an amazing assortment of opponents. The trick is to set up on the ones she can wall while keeping in minds threats she cannot, like M-metagross or M-mawile. Hardly anything forces out after being at plus 6, too. Maybe physical grass types, like leafeon. But almost nothing else.

scizor-mega.jpg
Szicor (mega)- nicknamed "Clawface"
Adamant Nature
Ability- Technician
Held Item- Scizorite
Ev's- Not ideal. Max attack and the rest dumped mainly in hp, with a little in speed. I plan on fixing this soon. I prefer max attack on scizor, as it allows him to ohko several fast but frail fire types when fully set up at +6. I think he needs more defensive investment though, so I will take out the small bit in speed in order to do that. This guy's ev's were essentially unchanged from last gen.
Iv's- Everything is maxed except for sp att and speed. I've been reluctant to fix his dreadful speed iv because I like using him on my battlespot trick room team sometimes. Lame, I know, but I'm too lazy to breed a brave-natured one.
Moves:
Bullet Punch - standard and reason why speed investment usually isn't neccesary
Bug Bite- I debated changing this to brutal swing as someone did in a previous writeup (I believe it was Josh C. ? not sure) I can see why they did that, as bug coverage is simply terrible. I decided to stick with bug bite though, partly because I wanted to see how far I could take this team while being completely identical to my old maison team. Also, bug bite is very effective at eliminating bulky grass types that Dragonite is sometimes bothered by when not running fire punch (e.g. Tangrowth).
Roost- I knew i was going to run roost, as Scizor would have to take the brunt of many hits while switching in
Swords Dance- This leaves no room for superpower, but I wanted a setup wincon. Notice how all three of my team members can set up.

Mega Scizor is amazing. It's that simple. Unfortunately my loss resulted partially because of his complete inability to hit fire types, but what can ya do. There was some quick claw hax too - I'll get to it.
Ok, I decided to put down the threats for this team as well as general guidance for people who may want to play this in the future.
Anyway, threats-

Charizard Y-
charizard-mega-y.gif
Wooh, was this guy scary as a lead. If he gets the air slash flinch on Dragonite, it might be over. I shouldn't have to explain too much- he threatens my backups tremendously. I guess I could try switch stalling fire blast and solarbeam between scizor and suicune, true. Fortunately I never had to attempt this. But yeah, this guy is why I wanted to keep Dragonite alive as much as I could help it.

Moltres3-
Spr_6x_146.png

The sunnybeamer Moltres set. It's very threatening, and ended my run a previous time. Same reason as charizard y. It also can have the obnoxious ability Flame Body, which wastes Dragonite's lum berry at the very least.

Incineroar4-
Spr_7s_727.png
Say hello to my new nemesis. This guy ended my run for the final time, and couldn't have done so in a more insulting manner. With constant defense drops from crunch, Suicune couldn't tank him, and a last second quick claw activation that also happened to be a crit (!) on Dragonite spelled my doom. Suicune couldn't even 2hko him unboosted, probably because I was lazy and didn't hyper train her sp attk. But yeah, that thing is bulky. Just watch the vid.

Notice how these are all fire types so far? Yeah, there's a theme here. Only 2/3's of my team can hit them for meaningful damage.

Another threat - 0.jpg

Yeah, Metagross4. As I mentioned earlier, Suicune can't tank him, especially after a meteor mash attack boost. When this led, I simply dragon danced and earthquake. It survives a +1 EQ, unfortunately. After it knocks out dragonite, I better hope moltres3 doesn't come out next.

manectric-mega.jpg
Mega Manectric- Very threatening to my team for obvious reasons, as it packs electric stab and fire coverage. Also annoying is intimidate, similar to Incineroar4. This allows him to survive fully setup mega scizor's bullet punch, as at +5 it's not always strong enough to ohko it. (+5 252+ Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 0 Def Manectric-Mega: 131-155 (90.3 - 106.8%) -- 43.8% chance to OHKO)


Half the battle with this team was knowing who to setup with. If some of these threats came out after a complete setup, they were likely dead.
I'm only going to upload 2 videos since I feel like hardly anyone watches these videos anyway.

Ok, the loss- EKAW-WWWW-WWWJ-Y425
Misplay and hax but mostly hax. Simply put, I couldn't handle Incineroar4 and his darn quick claw activations (that also happen to result in crits).

Ok, this one involved more misplay, though I won-
H6RG-WWWW-WWWJ-Y48N
 
Scythes - Must've been someone else - I haven't used Scizor at all for Singles in the Tree (or Maison). In saying that, I'm currently using a Mega variant for a Multis team!
 
I think the only reason I thought Zapdos had Heat Wave, in which it does, is because I have used Zapdos with Garchomp in Doubles before and that one had Heat Wave. Something tells me that I got those confused.
Some Zapdos sets had Heat Wave in ORAS. With SM they removed all tutored moves from tree mon and in the case of Zapdos2 replaced it with ancientpower.
 
Posting an ongoing streak of 1000 wins in Ultra Moon.

1OuNWNC.jpg


This run is especially significant to me because, not only is it the farthest I've ever gotten with a doubles team in any facility, the first 250 battles were done entirely in my trademark "TR randoms" format. My methods have changed drastically since using this format in triple battles last gen; since there's also a large group of newcomers to our community that haven't really been exposed to it, I might as well detail those changes.

This website http://www.randomnumbergenerator.com has a really useful, customizable table which I use to determine my team. Every number corresponds to a specific poke in a specific box. Previously, I rolled only six numbers and, barring an unresolvable item conflict, what I rolled was what I battled with; because the tree has changed so much from the Maison, I didn't want to limit myself to a strict four entries, which had the potential to create crippling disadvantages. That still occurs, but by giving myself far more leeway in choosing, I can at least attempt to make things easier. It also lets me discard repeats more easily. Many pokes have multiple movesets, and I gave myself the option of using an alternate moveset even if it didn't correspond to the specific number.

My pool of available pokemon is as follows:
  • TR Setters: 14 (roll 2)
  • Mega Evolutions: 12 (roll 1)*
  • TR Abusers: 60 (roll 6)
  • Secondary TR Abusers: 45 (roll 2)**
* Some of these megas are highly experimental, like Kangaskhan, Blastoise and Metagross. During this streak, they were automatically ignored if selected. We can't all be monsters like Eppie.

** These are split fairly evenly between two boxes and the rolls were treated as the same number for both, if there was an available slot, instead of rolling numbers between 1 and 45. For example, rolling a 10 would select Braviary (first) and Rotom-Wash (second.) Rolling a 24 would select Celesteela from the first box and nothing from the second. Essentially I could roll up to four of these.

Unlike my triples runs, I used the megas comparatively rarely. I also made very small moveset changes depending on the rest of the team, primarily via TMs, though often this boiled down to teaching Protect to something leading. Some pokemon like Donphan received significant changes. My nervousness began to skyrocket past the 200 mark, even when I had pretty high confidence in the team, and I spent so long deciding who to use for the 240-250 run that I decided enough was enough, and I'd use my serious team for the remainder of the streak.

For all the talk about the "necessity" of Fake Out for these TR teams, I was very pleasantly surprised by the ease at which I'd managed without it. Not only that, for all its offensive prowess I believe my original frontrunner Hariyama was holding the team back. Strong as hell, but limited coverage, prone to provoking disastrous turn-wasting switches to things that resisted the Fake Out which previously hit them, and hard countered by a number of much slower pokemon he couldn't hope to outspeed, survive or KO under TR, especially with one or more stat drops under his belt. His fighting typing also encouraged the AI to direct many powerful attacks toward Oranguru, which never helped.

Araquanid, on the other hand, made an incredible lead. While impressively bulky on the special side, it still drew most attacks from the opposition, especially the nasty rock and electric attacks that could and would be used against Oranguru. With a Life Orb, Araquanid had a very long list of useful and guaranteed OHKOs, and its speed allowed it to undercut the pokes that posed serious threats to Harry. The frequent Scientist and Breeder teams were no longer a coin flip, but generally easily beaten by my leads. By surviving far longer, Araquanid was usually able to ensure that Mawile or Drampa could finish battles safe from their biggest threats, if they were even required. Initially seeming like an unconventional choice of lead, chosen more because I saw potential for Mawile's Intimidate to hurt as much as it helped, I'm happy to have learned I'd made the right choice.

Before diving deeper into my serious portion of the streak, I have a lot to say about the randoms. They made up 75 out of my total replays, be it a fun or difficult battle, so if you happen to be intrigued by one of the teams and want to see them in action, let me know. Some of these teams were incredibly wacky!

Battles 1-10:
778.png
760.png
691.png
746-s.png


First and last time I would use Mimikyu as a setter. While getting TR up was not much of a problem, misses and status aside, it was virtually deadweight outside of it, in stark contrast to all of my other setters. Lack of power was another factor, as its favorite pastime was failing to KO targets if it could even hit them. Fortunately the remaining three pokes were able to do the work themselves. I haven't permanently banished Mimikyu to the Bank, and have not yet fully settled on a new job for it, but setting TR and supporting its teammates is the wrong choice.

Battles 11-20:
080-m.png
805.png
614.png
389.png


Worldie may be interested to know this Stacky was not used as a setter, but some offensive support; Rockium Z with Gravity, Wide Guard, Stone Edge and Gyro Ball. It did its job particularly well, easily scoring KOs here and there and being fairly difficult to KO. Lack of enemy EQ usage made it all the easier to set Gravity. The boon from the 20 points added to Beartic's base attack cannot be understated; this MASSIVE spike opened up so many KO opportunities and put this big boy on par with his buddy Mamoswine. I was really happy with it, having previously kicked it out of the pool last gen (to some mild disappointment from Smuckem.) VS Grimsley is the only battle Stakataka did little, but Torterra stepped up to the plate in its stead. While I like to use vanilla Slowbro as a setter (standard M-Slowbro set doesn't use TR) the crit immunity and added offense did help.

Battles 21-30:
531-m.png
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184.png
217.png


As I would come to find out, highly amusingly, Healer cures Ursaring's poisoning before the Toxic Orb immediately refreshes it, preventing poison damage but maintaining the Guts boost. Escavalier is one of the only pokes M-Audino dislikes facing, and this team fought two of them; the latter, Escavalier3, was the cause of a generally close battle which was won because of the AI stupidity in selecting a target for KO; Palossand has no way to badly damage Toucannon and, with TR off, I was required to Destiny Bond it as it chose to Beak Blast twice. All Toucannon needed to do was attack my weakened Azumarill, and I'd have lost. Palossand used an Expert Belt which normally would have gone to Azumarill, so Azumarill tried the Protective Pads instead. Because it relies on contact moves and Flame Body is a significant threat, I figured it was a sound choice (Healer is great, but shouldn't be depended on.)

Battles 31-40:
437.png
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462.png


This team originally rolled Stakataka as its second setter, and I was initially stoked to try it, but two battles in I strongly reconsidered and switched it out for the second setter rolled, Bronzong. While I haven't lumped Stakataka in with Mimikyu yet, that being "DO NOT USE" for TR, triples might be the better avenue for it, or at least someplace Ally Switch can be constantly at the ready. Holding an Air Balloon compensated for its ground weakness but did nothing for special fire attacks, and the team as it was had a significant risk when facing those types. Not only that, in contrast to Rockium Z Stone Edge, Rock Slide made for pretty poor offensive support, and its speed meant it would be going first and typically failing to KO anything. Reuniclus was vital in destroying any fire types that might have appeared, and while Heatran was rolled, I opted not to use it because I'd just be replacing one common weakness for another.

While I didn't give Stakataka its fair chance, I DID save a replay of it passing Beast Boost onto Vileplume, who steamrolled the enemy because of it.

Battles 41-50:
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I had the opportunity to run Sand Stream AV Gigalith and Mega Steelix for this portion, but chickened out because they wouldn't have played well with the rest of the team. Pulverizing Pancake is the sort of nuke that works in doubles because of the limited number of opponents; while Snorlax has fallen a long way, it was still good at punching the sorts of holes my backline could capitalize upon. Crabominable was the true MVP, winning a number of the battles that went to shit, though the enemies being severely weak to its STABs was the main culprit. This was the first round of battles I got a taste of just how dangerous Thunder Wave can be, though I wasn't finding myself in severe crisis until the Team Araquanid portion.

Battles 51-60:
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An alternate Gigalith's moveset changed drastically for this streak, particularly in gaining Throat Chop. Ally Switch was pivotal in allowing Gigalith to do as much damage as possible before exploding; even without Helping Hand, the results were devastating. Cofagrigus was running a Mental Herb, but one battle saw such an inconvenience from paralysis that I wished I'd gone with a Lum Berry. I wouldn't make that mistake twice.

Battles 61-70:
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Holy shit! If there were ever an example of how badly Ally Switch fucks with the AI, THIS IS IT. Originally very concerned for the RNG results, absolutely stacked with rock types, I began to look at it from a different angle and decided that perhaps I could use it to my advantage. And that's exactly what happened. Triples Aurorus used Dark Pulse for cross-field filler, but used Protect this time around for that crucial first turn. After that, it was an icy rampage. Hyper Voice, Earth Power and Freeze-Dry were all it needed to destroy most teams by itself. The AI happily supplied me with lots of fighting type leads to be duped (this portion of the streak is not a good demonstration rebutting idiots who claim the faclities counter team.)

Battles 71-80:
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While I'm a big fan of memey Hone Claws sets on M-Aggron, there was none of that here; I used an extremely bulky Curse set, which worked well. Gravity also put in a lot of work, but unfortunately -1 Aggron undercuts Bronzong, so there was still potential for a miss. Dhelmise is not popular, nor would its moveset be seen as viable by the lot of you, but it hit incredibly hard and performed admirably well.

Battles 81-90:
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I hate what has become of Sucker Punch but Honchkrow is still a solid user of it. Power Herb Sky Attack as a means of getting Moxie rolling ASAP even versus bulky enemies has been completely outclassed by Z-Brave Bird, and doesn't leave a moveslot devoted to deadweight afterward. Honchkrow doesn't make anyone's lists when discussing viable TR abusers but I've always liked it for its power and the sorts of holes it can patch (or create) in using it. It was my savior in a bad battle versus a Breeder, in which Audino was repeatedly flinched with Rock Slide; outspeeding all of the Breeders' available pokes, Honchkrow had a significant advantage without TR and would deliver a decisive OHKO to M-Camerupt that would have wrecked me otherwise. This streak featured a Moltres2 setting off my Flash Fire when any other move would have been preferable. While not likely intentional (for the AI) Gastrodon redirected and absorbed a Hydro Vortex, which felt freaking great.

Battles 91-100:
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An unusual roll in that none of my possible TR abusers were from the first box, making them all from Gen V and higher. Also unusual was Wally's team, which included no megas. This Musharna used After You instead of Gravity, because it allowed Tyrantrum to keep its standard Choice Band instead of using an Iron Ball. Tyrantrum would also replace Superpower with Earthquake, but use the move only once. This streak contains a very one-sided Aegislash sweep completely devoid of AI hax, though they certainly tried. I ran Wide Guard but never found myself using it, and decided that in the future I'd try Sacred Sword (offensively, its only moves were Shadow Ball and Flash Cannon.)

Battles 101-110:
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Togekiss remained completely unused until Wally because Abomasnow was being a cheap piece of shit and freezing everything that threatened to KO it or require some backup. Among those game-changing freezes were Armaldo, Primarina and Scrafty. The battle with Primarina involved a very surprising choice on behalf of the AI, neglecting to detonate Lickilicky next to its frozen ally; while it would have forced the AI into a loss, that's never stopped them before (at least not last gen; I can't immediately recall it happening in the tree.) Gravity was used on Musharna this time. I'm glad I opted for Bisharp instead of Lurantis, because it made a very effective LO attacker and was used to slaughter some things that Abomasnow wouldn't have beaten without its haxxy BS. WOULD it have inflicted freezes on them, also? Perhaps. But I'd have felt terrible about it. I despise Glaceon so much that the more my pokes behave like it, the harder it gets to look myself in the mirror.

Battles 111-120:
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Feraligatr was used in only three battles because the free switches into Escavalier were too good to pass. I fought Xenophon and Xio twice apiece, and most other battles had lead pairs which were very friendly to it. There was also a battle that got off to a terrible start with Walrein4, but Guzzlord (special set) would save the day. When it actually did battle, Feraligatr easily swept with Swords Dance and an abusable Sheer Force moveset. While generally unacceptably weak right off the bat, I was glad I gave Guzzlord a chance (initially as switches for my primary muscle, plus Instruct abuse) because it turned out to be pretty useful.

Battles 121-130:
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Unbelievably satisfying OHKOs to Slaking, Regigigas, Regirock, and especially Suicune. How's that Bold 252/252 working for you now, jerk? Helping Hand was of great value to both Bulu and Golurk, who now has High Horsepower to mitigate the effects of Grassy Terrain. Clawitzer is just as good a cleaner as ever. Previously, Cresselia used Lunar Dance in Triples, albeit so rarely it was time to try something else. Ally Switch was, whaddya know, an excellent replacement. Rather than run dual grass coverage for some healing, Bulu ran Protect because it led, as well as Wood Hammer, Stone Edge and Fling. I consider No Guard to be heavily overrated on Golurk when it gets far more damage out of Iron Fist and an Expert Belt.

Battles 131-140:
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M-Steelix struggled a bit due to the influx of heavies and bulky waters, but Sylveon gave a lot of support by simply having a rarely resisted, unusually strong spread move, and especially Buzzwole, by being so bulky it could switch into Earthquakes for pitiful damage and provide great additional damage. Still, this was not an easy team to use. Amusingly Gothitelle reached +6 SpA twice, because of a weak Musharna4 that gave two SpD drops from Shadow Ball, and again from a Punk Guy with his Intimidate team. The former made for a very satisfying KO lategame; the latter unfortunately did not give her any really good targets (the final +2 was given by Scrafty of all things.)

Battles 141-150:
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While I think very highly of Hydreigon as a cleaner in TR, especially in Triples where its STABs can hit from anywhere, this team still depended heavily on Marowak doing most of the work, which it beautifully did. Komala is not a good fit for TR due to its frailty even when running the bulkier spreads which TR teams allow. Having said that, it does hit quite hard. Helping Hand secured a number of OHKOs against rather bulky enemies. I wouldn't recommend anyone trying Komala, but outside of Smuckem I don't think that's going to be a thing, ever :P

Battles 151-160:
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I passed on trying Stakataka as a setter again; I just don't see myself being comfortable with it without Ally Switch. Otherwise this team was very braindead and strong, though I wasn't getting as many Fiery Dance boosts as I would have liked. It wasn't needing them to secure KOs, but it would have been a lot more fun to steamroll because of them. Alolan Golem is extremely nasty even without Explosion.

Battles 161-170:
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Mudsdale is overwhelmingly bulky when attacked weakly by fast opponents, and was not often KOd. Fake Out? Yes, please. Nightshade has been a really good move for securing KOs and helping to topple walls. Fixed 50 damage tends to be a lot in this format, when your other pokes easily hit enemies to within that kill range. Both standard Alolan Egg and Empoleon use an Expert Belt, but with such a common hold item amongst my roster, they have easy alternatives.

Battles 171-180:
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I was highly fortunate in that the only fire type encountered during this run was a lead M-Camerupt who was carefully disposed of without setting TR. There were also a lack of lead fighting types that might require Intimidate support. We've briefly discussed Druddigon in the discord, and it did what it does best here, which is deliver really strong hits. I consider it to be a lot more useful than most other physical dragons as far as TR is concerned.

Battles 181-190:
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Rotom-Wash was originally born as an Ally Switch user, the idea being it could easily tank Hydro Pumps and Ice Beams and what have you. When it rolled alongside Camerupt, I thought this would be the perfect time to see it put into practice. ...and the move never ended up being used, even once, in no small part due to Regirock severely plowing through most teams by itself. When there was a time and place for Rotom to come in, I was left with what was regrettably a weakened version of what it could have been, because this washing machine was EV'd entirely for bulk. Since I wasn't depending on it, I didn't rebreed for Quiet until afterward, and it is now a bulky and slightly potent attacker.

Battles 191-200:
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Four attacks Lonely Stakataka here in all its devastating brick-hurling notoriety, and Torrent Primarina, as the HAs hadn't been released yet. Not that it mattered, as LO Hydro Pump is still very strong. Ally Switch continued to be broken with or without Stakataka in play. Lurantis made a respectable lead, with fewer chances of needing to run and hide compared to Stacky. ..or so I thought; unfortunately, it would still need to switch fairly often. Delivered a OHKO to Wishiwashi without a crit, which I was not expecting. Also got so doped up on steroids Superpower boosts that it made short work of Cresselia4, which felt great. Lickilicky notably does not like to detonate around Dusclops, as it'll just spam Brutal Swing for laughable damage. It's not the first time I've seen this behavior.

Also, FUCK SWAGGER. Guzma gave me my closest battle yet of this whole randoms streak, or at least the most anxious that I can recall. However, the aforementioned Swagger remark was more because of an Umbreon on an Eevee team, which caused a lot of disruption.

Battles 201-210:
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Wouldn't you know it, not a Metagross in sight, the biggest roadblock to Carbink safely setting TR (Magnezone is also nasty, but not as much.) Carbink is not strong, but strong enough to help, considering its STABs cover a lot of useful weaknesses. Golisopod is a monster in spite of its terrible ability and, so I've come to find, so is LO Reckless Bouffalant. Originally, I rocked Scope Lens + Focus Energy in triples, for that 100% crit rate. Not leading with it meant there was even less incentive to try that shit here, so I went with a more direct approach. Like Snorlax, Bouffalant appears much weaker than the prominent physical threats nowadays but is deceptively powerful.

Battles 211-220:
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I've said it a few times in the discord, but Lickilicky has some eye-opening muscle for such an unimpressive 85 attack. It compensates with a generally high-BP moveset able to 2HKO things weak to them (without Helping Hand) and both Z-Explosion and Explosion itself are obscenely strong, the former able to OHKO most things with average bulk and the latter easily OHKOing anything without a resist, with HH used beforehand. It's surprising more because the things that were detonating up to this point were sitting on Weakness Policy boosts on top of Helping Hand, with over a third of the raw attack power compared to Lickilicky. Yet the results were the same for both: total annihilation. There was not a lot of work for Vikavolt or Rhyperior, but they cleaned up very reliably.

Battles 221-230:
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While Muk wasn't using Explosion for room clearing, Acid Downpour came in clutch many times. There was also a battle where it was getting constant Rock Slide flinches, which ultimately saved me. Donphan also had a lot of respectable power, using Knock Off and Seed Bomb in place of Ice Shard and Head Smash. While Sturdy allows it to use Weakness Policy, because it wasn't a lead, I opted to use an Expert Belt instead. After You came in extremely handy, as the same runts like Aromatisse and Shiinotic which easily outsped and slaughtered it, could now be safely slain in TR by acting first. In fact, there was a battle in which both of them appeared and fell just like that.

Donphan had to beat Cynthia almost entirely by itself due to some severe trolling (not that it was alone; Musharna had no offensive presence but was buffing it.) I complained about Hariyama triggering costly switches with its Fake Out targets, but this run involved a flinched Gigalith switching into Tyranitar... with a Close Combat targeting that slot. Top Ten Greatest-caliber play right there, everybody!

Battles 231-240:
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The speed tie between Oranguru and Bewear proved to be annoying without Hammer Arm being used first. Cynthia was extremely annoying again, because of Spiritomb's Swagger. Florges is another eyebrow raiser, but it not only made a fantastic support with Helping Hand, it actually nearly solo'd an early team in the run, not to mention through Light Screen, at that. Having said that, the Veteran Electric-themed team was chock full of shitty SpD like Raichu, as well as Mega Ampharos who walls Moonblast about as well as it walls Earthquake. This Florges had Grassy Terrain, and originally I envisioned it pumping up Torkoal's Z-Solarbeam if it came to that, which it didn't. But it's the thought that counts. Only Oranguru had any real chance of losing its hold item, but Iron Ball Symbiosis was a possibility which never triggered.

Battles 241-250:
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The finale. I spent so long deciding who to use because my desire to keep things fresh and avoid familiar faces was conflicted with my struggling to build the rest of the team around Iron Ball Tapu Lele, relatively new to my roster, and Ferrothorn; they were competing with the pokes I ultimately used and I decided I'd rather be boring than creative and throw away what had become a really lengthy randoms streak (nowhere near my personal best, but we'll see about triples.)

That said, I had an easier time than anticipated. Wide Lens was crucial on Chesnaught without Gravity, and he was in charge of killing first and foremost anything that could threaten the backline, even at its own expense. Jellicent3 is a pest on Scientist teams, even if you're immediately able to deal with it, but my fully defensive Jellicent was even worse. Cursed Body kicked in all the time, which was great.

Spidey & Friends!
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Oranguru @ Lum Berry, Inner Focus
Relaxed (212 HP, 164 Def, 132 SpD)
-Trick Room
-Instruct
-Psychic
-Protect

Credit to Josh C. for the spread, which came with a bunch of notable survivals. Even then, I did not hesitate to send in Mawile for an Intimidate if I believed the enemies might double up on it. Just about everyone that's used a TR team this gen has used Oranguru, and there's not an awful lot I have to add to it, except that I was very surprised by the number of times the AI left it sitting at low single or double digit HP and declined to KO once TR deactivated, and allowed it to just set it right back up. Suicune was notorious for this.

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Araquanid @ Life Orb, Water Bubble
Brave (252 HP, 252 Atk, 4 SpD)
-Protect
-Liquidation
-Leech Life
-Ice Beam

I'll get to the Ice Beam in a moment, but first I want to discuss why I didn't use Wide Guard, the standard for a very good reason.. ..in theory. In practice, it's terrible. If I ran Wide Guard and used it when I anticipated Rock Slide or Explosion, I'd block it, and then promptly be murdered by Stone Edge or take needless damage from something else. Part of what made Araquanid so successful was keeping its HP as high as possible, taking damage only when I considered it acceptable, be it my LO recoil or leaving something benign/less serious than the target I KO'd. I specifically mentioned Stone Edge because that would have been the main culprit. Facing many, many, many Hikers/Workers/Policemen with their Rock/Ground themed teams, often running set34 in cases, or all four in the case of Hikers and their Terrakions/Tyranitars, it is nigh impossible to tell which is which until they move. So not only would I scout with Protect, there was usually virtually no chance that it would immediately become safe to just use Wide Guard from then on. Versus anticipated Explosions, it was always better to just Protect both my leads and then go from there, switching in Mawile if the remaining ally would likely continue to go after Araquanid. Yes, there were times where it would have been helpful to use Wide Guard late in the battle, to block an incoming Blizzard that might have hit Drampa, but those instances were practically nonexistent, unlike the instances I would prefer to have Ice Beam:

Punks with their Intimidate spam, and Mega Mence in general, were usually the main source of grief for Araquanid. While Arcanine is still guaranteed to fall to -2 Liquidation, that can't be said for anyone else. In some cases, it was usually better to just send in Mawile were it safe, and go from there; often, however, the best results could be achieved if Araquanid could somehow stay in and remove Salamence by itself. Two Ice Beams, or an Ice Beam + Psychic (not totally guaranteed) served that purpose well. Mega Mence was a fairly common enemy throughout these battles.

Chesnaught was another big one, particularly Chesnaught4, who takes unimpressive damage from its physical STABs but is guaranteed to die to Ice Beam + Psychic. Starter teams are generally nonthreatening to Araquanid in most cases, so it was very helpful to be able to do this. Whimsicott3 likes to use Cotton Guard, and with or without Prankster, it was easier to use Ice Beams to break its subs without fail and give Oranguru or Mawile the opportunity to do more damage. There were other instances, but the main two were Salamence and Chesnaught, with Whimsicott3 being frequent enough that I appreciated the option.

I didn't begin using Ice Beam until I was at least past the 500 mark, but until then I had Mirror Coat, which was also used practically never. I did win a disastrous battle with it, in which Mawile was frozen by a Rotom-Frost and couldn't do anything; Araquanid tanked a Thunder, delivered the OHKO with Mirror Coat, then died to LO recoil. I was given the win even though neither side had any surviving pokemon. Because I was put in that situation because of hax, I didn't see much to be gained from keeping Mirror Coat, especially since that instance came about with Araquanid at nearly full HP, and the conditions wouldn't be the same "next time."

The standard seemed to be Waterium Z on Araquanid, and it's easy to understand why; Water Bubble powers Hydro Vortex up to absolutely retarded levels. But apart from that one turn, you're left with a vanilla Liquidation that's capable of so much more:

252+ Atk Life Orb Water Bubble Araquanid Liquidation vs. 0 HP / 0 Def Lucario-Mega: 156-187 (107.5 - 128.9%) -- guaranteed OHKO

252+ Atk Life Orb Water Bubble Araquanid Liquidation vs. 252 HP / 0 Def Gardevoir-Mega: 198-234 (113.1 - 133.7%) -- guaranteed OHKO

252+ Atk Life Orb Water Bubble Araquanid Liquidation vs. 252 HP / 0 Def Tornadus: 187-221 (100.5 - 118.8%) -- guaranteed OHKO

-1 252+ Atk Life Orb Water Bubble Araquanid Liquidation vs. 252 HP / 0 Def Mawile-Mega: 78-94 (49.6 - 59.8%) -- 96.5% chance to 2HKO

252+ Atk Life Orb Water Bubble Araquanid Liquidation vs. 252 HP / 0 Def Garchomp-Mega: 127-151 (59 - 70.2%) -- guaranteed 2HKO
Relevant because this is one of the few naughty puppies that survives Hydro Vortex. It also guns for Araquanid with a vengeance.

252+ Atk Life Orb Water Bubble Araquanid Liquidation vs. 252 HP / 0 Def Registeel: 101-120 (54 - 64.1%) -- guaranteed 2HKO
If Registeel enters and TR is already up, KILL THIS FUCKING THING CLEANLY WHILE YOU HAVE THE CHANCE.

252+ Atk Life Orb Water Bubble Araquanid Liquidation vs. 252 HP / 0 Def Hippowdon: 250-296 (116.2 - 137.6%) -- guaranteed OHKO
Anyone used to playing with TR has learned to kind of hate these guys. They're no longer a problem!

252+ Atk Life Orb Water Bubble Araquanid Liquidation vs. 0 HP / 0 Def Charizard-Mega-Y in Sun: 172-203 (112.4 - 132.6%) -- guaranteed OHKO
Most fire types share a similar fate, as well as sunless Passho Ninetales, but it's great to have that sort of insurance.

252+ Atk Life Orb Water Bubble Araquanid Liquidation vs. 252 HP / 0 Def Primarina: 88-107 (47 - 57.2%) -- 87.9% chance to 2HKO
Not guaranteed, but worth the risk. I haven't yet failed to 2HKO, and they're relatively common enemies between rain, Xio, Kukui, etc.

252+ Atk Life Orb Araquanid Leech Life vs. 0 HP / 0 Def Politoed: 83-99 (50.3 - 60%) -- guaranteed 2HKO
There are a number of water absorbers, but this is one of the more common ones. This is helpful when they don't supply rain for your massacre.

252+ Atk Life Orb Araquanid Leech Life vs. 0 HP / 0 Def Latios: 159-190 (102.5 - 122.5%) -- guaranteed OHKO
Leech Life is a guaranteed OHKO on most psychics and grasses with builds similar to Latios, but Latios is among the more necessary ones.

If the enemy is so stupid to supply rain, Araquanid is unstoppable, even 2HKOing Suicune and Rotom-Wash, OHKOing Mega Swampert, and so on. The AI will occasionally try to burn Araquanid with Will-O-Wisp, with or without Protect, but the immunity from Flame Body is a godsend. Against teams which can carry Heatran, I'm always on the lookout so they can be eliminated before needing to send in a replacement. Because Heatran2 carries Protect, I'm also constantly aware of that (as well as any other users that like to use it out of nowhere.)

Araquanid's 4 SpD bulk is not to be underestimated. It's very difficult to KO on the special side, easily replenishes its HP against most of those foes, if it isn't able to KO them outright. This allows me to save most bulky waters not called Rotom-Wash for last, because Araquanid badly walls them and heals much more than they're able to do with their water/ice coverage. Their STABless Shadow Balls also inflict very little damage. Having said that, because Suicune builds can carry Calm Mind or some form of healing, I do like to batter them with Liquidation if the opportunity arises, because the good odds of defense drops makes them much easier to take down, especially once Mawile is able to join.

Being weak to Rock Slide was an excellent boon, because the AI loved being given a reason to spam it and it would do mostly negligible damage to Oranguru.

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Drampa @ Dragonium Z, Berserk
Quiet (196 HP, 60 Def, 252 SpA)
-Flamethrower
-Energy Ball
-Hyper Voice
-Draco Meteor

Paw Paw dragon served an even more important role on this team than it did with Hariyama. Lead Gastrodons are extremely dangerous on Rock/Ground teams for their ability to completely shut down Araquanid's main offense, so it was totally worth losing Protect for this extra attack. Drampa was my go-to for delivering OHKOs to Mega Slowbro, Cofagrigus, and a number of other walls that I didn't want my other sweepers tackling head-on. I could breathe with relief when facing the more notorious Brightpower/Lax Incense holders, also, because Devastating Drake made an excellent response to them as well.

Drampa has a lot of similarities to Porygon-Z in both bulk and offense, and while I'd love for it to be much tankier, it did allow Berserk to trigger more often. I tried to be especially careful when sending Drampa in because it's the spongiest unit on the team; without DD or Berserk, it doesn't have quite the wallbreaking power of the other two, either, so I had to be sure that when it entered, the enemies would leave (in a body bag.)

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Mawile @ Mawilite, Intimidate
Brave (252 HP, 252 Atk, 4 SpD)
-Crunch
-Iron Head
-Play Rough
-Rock Slide

No Sucker Punch. Sucker Punch BAD. Without Crunch, Cresselias and Bronzongs without Araquanid would be a nightmare, as well as any number of things weak to Dark that probably won't use most of their turns to attack. The scenarios where Mawile needs priority to finish something outside TR are virtually nonexistent, because in most cases it'd be better off using Iron Head. Rock Slide was also a valuable move in destroying some fire types when Araquanid couldn't be around or safely brought in. Play Rough rarely missed when I needed to use it, but Rock Slide did pose a couple of dire consequences from missing. I'm still glad I had the move instead of Protect.

Mawile was vital in neutering lead Scizor3s with their LO Uturns, as well as some Z-moves that I didn't want hitting Oranguru at full force, like Bewear4's Z-Giga Impact. Mawile was also frequently sent in after scouting lead Dragonites, as well as potential exploders. Sadly, vanilla Mawile's defense leaves a lot to be desired, but it usually didn't result in me losing it before it could deliver some necessary KOs. Huge Power is such a significant boost that a single enemy Intimidate or even a burn was usually not enough to stop it from inflicting serious damage.

Nuisances & Threats:
  • Empoleon: Takes more damage from resisted Liquidation than any of Drampa's moves (except DD which I would not normally waste on it) and while it isn't much of a threat offensively, I never felt comfortable letting it sit there for very long.
  • Gigalith: Namely, Set3. If it's Sturdy, it means Araquanid has to die for Liquidating it, or I can bring in Mawile and just watch it explode. They make very dangerous leads because of the restrictions they put on me.
  • Gastrodon: While they don't draw blood like Gigalith, Storm Drain is still very bad for me regardless, and these are fairly common enemies on themed teams.
  • Dragonite: Oranguru survives Set3's Outrage, but barely. Mandatory double Protect, and switching to Mawile regardless, because if not Outrage it's definitely going to Stone Edge. Fortunately, Multiscale only gives it a 50% chance to survive Play Rough. Be it 3 or 4, Araquanid doesn't have very good options against it, as Ice Beam isn't a guaranteed 2HKO if Multiscale, and will only activate Snowball, pissing it off more.
  • Golisopod: Mostly because Set3 not only has a Quick Claw, it's also unpredictable, and won't First Impression on sight. I typically didn't encounter these outside of Guzma.
  • Drampa: Set3 is not a guaranteed 2HKO for Liquidation unless the first one cut its defense. It also outspeeds Oranguru, which means that if I didn't KO, it's going to attack. It easily secures OHKOs on my own Drampa and Mawile, so it's very bad news. That said, the teammate it's with determines a lot of that, as I usually won the gamble with its Quick Claw, and tried not to even let it come to that. However, just using Liquidation willy-nilly is very dangerous as it will eventually try to Roost, which allows Berserk to trigger more than once. Arguably the most dangerous enemy to this team even without hax.
  • Registeel: If it's Set2, I'm golden, as it's weak and can't boost its defense. Any other set, I'm in for some struggling if it decides to begin boosting its defense. Liquidation is a solid 2HKO ONLY if its stats have not been jacked up. Curse is preferable to the Amnesia/Iron Defense set, because at least Drampa can attack it at full power. Fortunately, while I fought many of these in their least ideal scenarios (as leads) the Curse sets usually didn't try to rest until TR was shut off and I had the speed advantage, and could hit them twice for ~25% HP.
  • Honchkrow, Drapion, Sharpedo, Hydreigon, etc: Honchkrow is the big one, because Set3 easily OHKOs with Black Hole Eclipse and Set4 easily OHKOs with Drill Peck. Requires scouting and switching accordingly, which isn't always the safest, especially if it's Set3 and hasn't used BHE. As for the others, and most powerful Dark types, they present significant danger if they double team Oranguru, as Intimidate or protecting while trying to KO one of them is not necessarily foolproof. There have been battles where things play way out of my favor, but have been salvaged nicely. Outside of Grimsley, Punk Girls can often create this type of scenario.
  • Aggron: Honorable mention because when Oranguru did find itself taunted, it was usually from this thing. It's very unsafe to just attack them outright with Araquanid, because I usually encountered this thing on Scientist teams, who also carry Mega Aggron, easily surviving two Liquidations without defense drops and threatening to KO with Stone Edge. These fuckers also spam Thunder Wave, the bane of my existence (you're still my #1 nemesis, Glaceon. I'm not over you.)
  • Thunder Wave: Primarily from Latias4, Uxie1, Mesprit2, and various Rotoms. It eventually reached the point where I would rather Instruct-KO known T-Wavers and let Araquanid die in the process, because wasting TR turns from full paralysis was almost always worse than having free turns to attack, albeit minus a unit. Most of my rage-inducing battles were because of this move. I also learned not to Instruct Liquidation against Zapdos without Pressure, because it presented two opportunities for Static to trigger. Even Zapdos2, the bulky one, takes so much damage from one that a Psychic would KO if it connected.
  • Amoonguss & Shiinotic: Not overly nasty on breeder teams, especially when they're in the back, because the AI liked to save them for last. It's when they lead, or when they appear alongside much nastier things (like Glaceon4 in hail with Aurora Veil up) that their bulkiness and access to Spore becomes extremely dangerous. But the breeders made them much easier to deal with, given Oranguru's speed advantage; Psychic takes a fat chunk out of Amoonguss, gets to wake up from the first Spore right away, and a Liquidation will usually ensure that anything else will KO. Instruct going first outside of TR also allows for some carefully targeted executions. Liquidation is a guaranteed 2HKO on Shiinotic4 and while Set3 is the "bad" one, in a worst case scenario I don't mind holding out until Mawile can come in safely and just murder it with Iron Head. These two were pretty common enemies with mostly similar means of handling.
  • Baby Doll-Eyes: Primarina3, Sylveon4, and Vaporeon4 be damned. It's not so much the attack drop but the priority, and occasionally they even used it on something other than Oranguru or Drampa. This move is so annoying that I've been thinking of potential uses for it, myself.
  • Stockpile: Hahahahahaha! As if! The most prominent Stockpile users were easy pickings for Mawile and Araquanid, who could simply seed them for defense drops from Crunch and Liquidation, respectively, which quickly destroyed them. Versus Lanturn, Araquanid is able to heal more with Leech Life than it can damage (also compensating for LO recoil) and Toxapex's Baneful Bunker does nothing to Mawile.

Replays:
HK6G-WWWW-WWWJ-NXXR
Battle 999, VS Sightseer Christian, Glaceon4/Drampa3/Volcarona/Heatran3

Easily the most difficult battle I've ever had with this team that didn't involve Oranguru being slain before TR could go up. Drampa3 needed to be taken down, but I had no safe switches, and no immediately viable options; if Mawile comes in, I gamble with the QC and also must land Play Rough; Drampa comes in, gambles with QC, OHKOs the opposing Drampa and immediately falls to Blizzard. Araquanid can survive a few Hyper Voices with a Blizzard thrown in, but Liquidation will 3HKO without defense drops and it'll just be Roosting in the meantime. This one also had Berserk.

What I did was opt to keep Araquanid in play and focus on taking down its partners, which worked- somewhat. I took down Glaceon and Volcarona (REALLY would have preferred she send in Heatran) and Mawile replaced it once it fell to LO recoil, hitting Drampa on the way out. I was really hoping her last poke would be Latios or Alakazam, and my heart sank to find out it was Heatran. Dual Rock Slides, neither missed, and Drampa flinched, so no Fire Blast KO before the Instruct; Heatran destroys Mawile, but the two Rock Slides left it with ~30%, which Devastating Drake removed.

I've replayed this battle many times, trying different things from turn one, and only one of my other attempts was successful. My first replay involved bringing in Mawile immediately, and Drampa triggered the Quick Claw immediately. This seriously had every reason to be the end of my streak. Damn. I invite anybody else to either mock battle it with me, or consider any possibility of what I could have done differently *WITHOUT knowing she was packing Heatran as her final unit and planning specifically for that eventuality.*

LCPW-WWWW-WWWJ-NXGB Batle 1000, VS Wally, Magnezone3/Garchomp4/Altaria/Gallade

Much easier than the previous battle, but they made pretty dangerous leads. Sacking Araquanid to attempt to take down Magnezone was the correct play, as Mawile and Drampa have a number of options for dealing with any combination of his remaining three, minimizing the danger to themselves. Araquanid never missed, so I was able to send in Mawile and take relatively safe gambles with instructed Play Roughs.
 
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Thought I'd ask here seeing as my questions is Battle Tree related but please let me know if I should post elsewhere.

Realised today that the next but one Global Mission is getting BP at the Battle Tree so thought I'd ask for some recommendations for a team(s) to use that is total Battle Tree noob friendly to pick up and understand how to play it to best effect so I can get some practice in advance of the mission starting. I tend to like VGC/doubles format on the rare times I do battle but I'm open to suggestions for singles as well. Don't have many Legendaries/Ultra Beasts in my boxes so QR code team suggestions would be great but I'm open to breeding teams as well.

I know about the QR code links earlier in this thread but I have no idea where to start choosing one given my overall lack of knowledge. Thanks in advance for any help.
 
Thought I'd ask here seeing as my questions is Battle Tree related but please let me know if I should post elsewhere.

Realised today that the next but one Global Mission is getting BP at the Battle Tree so thought I'd ask for some recommendations for a team(s) to use that is total Battle Tree noob friendly to pick up and understand how to play it to best effect so I can get some practice in advance of the mission starting. I tend to like VGC/doubles format on the rare times I do battle but I'm open to suggestions for singles as well. Don't have many Legendaries/Ultra Beasts in my boxes so QR code team suggestions would be great but I'm open to breeding teams as well.

I know about the QR code links earlier in this thread but I have no idea where to start choosing one given my overall lack of knowledge. Thanks in advance for any help.

The USUM QR team compilation unfortunately has far fewer teams than the Sun and Moon one, I would suggest the Pheromosa/Tapu Lele/Salamence/Aegislash team posted by Level 51 as it's probably the easiest team to use if you don't have much knowledge of the Tree. Good Luck!
 
I was going to wait until this streak finished before posting this team, but so far, it's looking like that may take a while. So, with that said, I'm using this in Super Doubles right now:

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->
slowbro-mega.png
(F) @
slowbronite.png
, Sassy, Oblivious -> Shell Armor ** Slowsis

EVs: 252|0|0|4|252|0 / IVs: 31|0|30|31|31|0
Scald | Psychic | Slack Off | Trick Room


777.png
(M) @
berryjuice.png
, Mild, Sturdy ** Pikaseven

Lv.1 Stats: 12|7|5|6|6|6
Endeavor | Fake Out | Toxic | Spiky Shield


700.png
(M) @
choicespecs.png
, Quiet, Pixilate ** Just Fab
EVs: 252|0|4|252|0|0 / IVs: HT|0|31|HT|HT|0
Hyper Voice | Psyshock | Hidden Power Fire | Swift


727.png
(F) @
inciniumz.png
, Brave, Intimidate ** Butch

EVs: 252|252|0|0|4|0 / IVs: 31|31|31|xx|31|0
Fake Out | Flare Blitz | Darkest Lariat | Low Kick


So yeah, I finally got up off my lazy butt and bred the Aron Replacement™. Let me just say I don't regret it. Using Dusclops, I could get away with using Aron because Dusclops really has no issues setting Trick Room thanks to its insane bulk. However, I have one issue with using Dusclops: It doesn't deal any damage to anything ever. I got the idea to use Mega Slowbro as the Trick Room setter instead after someone brought it up on the Battle Tree Discord (I don't remember who it was, but whoever it was, thanks for planting that idea). With its 130 base Special Attack, Mega Slowbro can at least deal something resembling damage; plus, with its 180 base Defense, its uninvested Defense stat without a +Def nature is equivalent to Timid Tapu Koko's fully invested Speed stat. Needless to say, it has no issues taking physical hits. Plus, it has a Trick/Switcheroo immunity (no getting Choice Scarf tricked onto it), Taunt immunity (before Mega Evolution), and critical hit immunity (after Mega Evolution). Also, another minor thing that I like is that Scald allows Slowbrosis to thaw itself if it gets frozen; I haven't had to take advantage of this yet, but it's still nice to have that option. Also, since Intimidate Incineroar got released, of course I had to use it instead of Scrafty, especially due to improving the Steel matchup, giving the team an effective Grass resist (I shouldn't need to say why Togedemaru doesn't count), and a stronger Z-Move. (RIP Scrafty though, will be missed)

Of course, Slowbro still has one major problem: Even with maximum investment and a Sassy nature, 95/80 Special bulk is nothing to write home about. I have never seen a super effective STAB special attack get anything less than a 2HKO, and several super effective STAB special moves can even OHKO (Leaf Storm from Serperior4 is a textbook example). This is what makes Togedemaru such an effective replacement; this team would not be able to go old-school with Aron. If you see Serperior, Togedemaru can just use Fake Out to prevent the OHKO on Mega Slowbro, allowing it to get Trick Room set up safely. Togedemaru will drop earlier, but it's much better than losing Slowbro before it can set up Trick Room.

Here's a replay that demonstrates how Togedemaru helps this team against special attacking leads: FHFW-WWWW-WWWJ-PEEC

It's not quite the same scenario as a lead Serperior4, but it's similar; seeing the opponent leading with Thundurus and Zapdos, I know Slowbro can take a hit from Zapdos, but not Zapdos and Thundurus simultaneously. With that said, I was able to Fake Out the Thundurus (which I picked because I wasn't sure if this trainer could have the Electrium Z one or not) and ensure that Trick Room got up safely.

Another problematic matchup is Sina (which is to be expected, given how Hail-centric her team is). Kiawe can be similarly annoying given all the priority. For this reason, I use this team on Ultra Moon instead of Ultra Sun; the matchups against Dexio and Mallow are comparatively easy. When I was using this team on Ultra Sun, I false started against Sina at 59 wins, but have never struggled against Dexio (whom I have faced twice so far).
 
I am quite entertained that Adamant Zoroark actually had same idea of mine of using lvl 1 bait + setter/abuser at same time.

I'm also entertained you did settle for the same one (aka M-slowbro).

I had come to the conclusion that the only viable options would have been M-Slowbro, (air baloon) Stakataka, and A-Exeggutor.

At some point that'll be tried, now I want to see how far I go with wannabepherolele first....


Also, everyone hates Sina, so no worries.
 
I recently bore witness to a Doubles battle that contradicted what was widely regarded as consistent AI behaviour - if both Pokemon are capable of Mega Evolution, this should occur on the first left-hand side slot (my right).

My side: Focus Sash Pheromosa in Slot 1, Psychium Z Tapu Lele in Slot 2 (it's true, I've been using PheroLele!)
AI's side: Manectric34 in Slot 1, Scizor34 in Slot 2

Original battle: RHCW-WWWW-WWWJ-QV76

Contrary to what I was expecting, it was Scizor that Mega Evolved in the second slot. At the time I wasn't sure which set Manectric was, given that both sets utilize Overheat and Pheromosa Protected. Cue conducting 10 mock battles for science, except this time attacking with Pheromosa to determine the Manectric set.

#1: M-Scizor, Scarf Overheat
#2: M-Scizor, Scarf Overheat
#3: M-Scizor, Scarf Thunder into Lele
#4: M-Scizor, Scarf Overheat
#5: M-Scizor, Scarf Overheat
#6: M-Scizor, Scarf Overheat
#7: M-Scizor, Scarf Overheat
#8: M-Scizor, Scarf Overheat
#9: M-Scizor, Scarf Overheat
#10: M-Scizor, Scarf Overheat
 
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