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I watched the rest of the video and wow there's so little of an attempt made, you can tell that not only is this a crock of shit but it's also a crock of shit where he never even TRIED to do it legitimately or else he would have bothered with damage calcs and checking out the movesets and all that. "Battle Tree is impossible," they say. "I know it's impossible because I tried it - me! - and failed," they say. "I know! I'll cheat. It's impossible, so that's the only way to win," they say.
If it wasn't for the fact that he made the recording and then commentated on it, I would have also pegged the fact that he had absolutely nothing to say about being easily screwed by Rotom-Fan and nearly losing to it with his final poke. That entire portion was covered in silence, yet anyone doing a legitimate stream would have been noticeably agitated by the situation. To me, that screams "why waste my breath on this shitty battle when it'll be a forgotten memory once I reload my save?" Alas, the talking was after the fact. But he still had nothing to say, when for anyone else that battle looked dangerously close.
If it wasn't for the fact that he made the recording and then commentated on it, I would have also pegged the fact that he had absolutely nothing to say about being easily screwed by Rotom-Fan and nearly losing to it with his final poke. That entire portion was covered in silence, yet anyone doing a legitimate stream would have been noticeably agitated by the situation. To me, that screams "why waste my breath on this shitty battle when it'll be a forgotten memory once I reload my save?" Alas, the talking was after the fact. But he still had nothing to say, when for anyone else that battle looked dangerously close.
You don't even have to see the comments: early on in the video, the camera was focused on the top screen to show Kangaskhan's stats (but none of the others had their stats visible that way). That snapshot is sufficient to determine a spread of 28-29/31/27-28/17-18/28-29/31...and mind you, this is a Kangaskhan that he's supposedly had for about 10 years, and that had to be transferred forward across four generational boundaries in the mean time (it had to have come from FR/LG in order for the Seismic Toss/Scrappy combo to coexist), but is somehow still only level 61 so it's not eligible for bottle caps to patch up those "mediocre" stats.
Other words of wisdom I managed to draw out of the video creator:
-"Against lead Medicham, always switch to Kangaskhan." This is necessary against Medicham4 to avoid having Sturdy broken by Fake Out, then outsped and finished off with HJK before it can accomplish anything except perhaps a +0 Sucker Punch. And fair enough, if Kangaskhan switches in on Medicham's Fake Out, it can properly retaliate with its own Fake Out the following turn and finish off with a DE. But, of course, it won't always be Medicham4. If he switches in Kangaskhan on Medicham3 instead, well...that thing doesn't have Fake Out, so congratulations, Kangaskhan just takes a HJK right away, and without the stat boosts from going mega either. In the case of an ambiguous Medicham34 lead, there's no way around it: he's stuck with a 50% chance of guessing wrong, and outright losing someone without any compensation, a catastrophic deficit when it comes to a team that's based on "forcing 1-for-1 trades where I at least have the iniative in those trades," basically.
-"Against lead Gyarados, go ahead and explode on turn 1." The theory there is that if it's Gyarados4, it can Waterfall for the KO through Sturdy without the explosion actually happening, but in doing so it has forced itself to gain a weakness to Fighting. Lucario can then KO back with CC, but since it's an Adamant Lucario, Gyarados will outspeed it 146-142. He seems convinced that despire already outspeeding in that circumstance, Gyarados will always waste time setting up with DD so that it can be KO'd with Lucario still at full health. On the other hand, if it's Gyarados3, that thing can't break Sturdy, and the Explosion will either OHKO (if Moxie) or at least get close enough to finish off with priority (if Intimidate). Nowhere does he consider the possibility of Gyarados3 picking up a turn-1 flinch, which is again one of those 1-for-0 trades, and of course Gyarados3 will resist CC rather than be weak to it.
Dude has backpedaled considerably from saying he used the Golem team for "almost the entire run."
I cycled between guys like Mence, Zapdos, Cress, Kang, Mimikyu, Aegislash, Durant, etc. I used a bunch of other teams throughout the run, but the Golem/Kang/Lucario team was the one I used the most consistently, and I estimate probably like 400-500 wins or so over the course of 7-8 months.
Only recently noticed SM pointed out the Fighting type stuff (was not aware he had a reddit thread when Altissimo posted) but he did not default to this with SM's observations about his crippling weakness to fighters.
I should be at 1950 in the next week or so, and when I get there I'll stream the battles on YouTube.
edit: on another note about faked streaks, it was good to see SadisticMystic confirm my intuition that Magnezone is one of the most common Pokemon to face. Meanwhile, we have an alleged 1000-0 team in Singles that deals with the more common Magnezone set as a lead by, I suppose, taking it out with Porygon2's Ice Beam that does 6-8% a hit while hoping P2 doesn't get parahaxed and/or Magnezone doesn't Volt Switch out to a bad matchup.
I love how one recurring theme of non-serious players' "complaints" about the battle facilities is that the CPUs have an affinity for OHKO moves (which apparently always go first and always hit)... And this guy goes far enough to point out all the free turns that he gets by avoiding those moves with his Sturdy Golem.
I love how one recurring theme of non-serious players' "complaints" about the battle facilities is that the CPUs have an affinity for OHKO moves (which apparently always go first and always hit)... And this guy goes far enough to point out all the free turns that he gets by avoiding those moves with his Sturdy Golem.
I love how one recurring theme of non-serious players' "complaints" about the battle facilities is that the CPUs have an affinity for OHKO moves (which apparently always go first and always hit)... And this guy goes far enough to point out all the free turns that he gets by avoiding those moves with his Sturdy Golem.
I can’t decide if it greatly amuses or infuriates me when people talk about teams like his as “the point is to just go first and kill stuff LOL!! It’s called offense, stupid! Anyone can do it! Why worry about enemies when you’re too busy killin’ ‘em!!!” But it certainly makes me react with something. Maybe it annoys me because I genuinely do try to use hyper offense, and it seems like it discredits my efforts when someone flaunts bogus HO as though it’s a simple and casual stroll to any milestone.
The fact that this guy mentioned Whimsicott3 (rather, Cotton Guard) and actually knew what Garchomp was capable off only tells me that they were among the most common enemies that forced him to reset and reload.
I don't think he even played the full 2000 - probably just hacked his streak number to be arbitrarily high and started from there, to give the impression he somewhat knew what he was doing.
I've finally gotten around to making a list of TR-centric speed tiers, which includes both a long list of AI sets as well as the minimum speeds for Pokemon TR aficionados will use. I've also included the speeds of Pokemon that reckless fanatics such as myself will use, but unless you're curious or similarly lacking in common sense, those particular speeds are not likely to ever be relevant. As a rule of thumb, any enemy set not on the list is either not encountered past 50, or is faster than 106.
One of the first things that'll jump out is the noticeably high number of pokes, namely AI sets, with 100+ speed; this arbitrary beginning threshhold was chosen not only because Rotom-Frost appears on select Scientist teams (regardless of it not suiting the theme) but also for a number of people who have dabbled in much faster setters, such as Cresselia, who still have quite a bit of speed when not using a halving item. Since some numbers are shared with AI, with or without Iron Balls, they were kept on separate lines for better organization (at least in my opinion.)
Hopefully that doesn't look too cluttered. There are some pokes that aren't on the list, yet known to be used in TR by particular Smogonites; thinking primarily of Eisen here, with his LC minions and Wormadam. Of course, there can always be edits. Hopefully this will be of some use to someone contemplating a TR team, in order to see the many minimized speeds not otherwise encountered in the facility, and where they fall in line.
i just want the entire world to know my pain and frustration at playing plat factory, getting past thorton1 for the first time in literal years, and then having the game freeze mid round 4 (when i had a pretty decent team going on) i'm ready to Die yall.
So while trying to get higher on the leaderboard, fixing up my Charjabug team, I decided to try out some new ideas that I had come up with while playing with my other team. None of these are leaderboard streaks, with only one team making it close to that point. One of them didn't even break past the stamp requirement, but at the same time I only did play it once. Oh well, here they are.
This team came about shortly after another attempt with my Charjabug team, deciding on having a break from that team for a little bit while I breed up some new components for it. I was messing around with the idea of a color-themed team, and I wanted to try out Naganadel, so purple is where I went to. While the team isn't all purple, I couldn't think of another Pokemon that could fill the role that I needed. So, here's the team.
One half of the lead pair of this team as well as the main sweeper, at least in theory. Sludge Bomb is the main STAB move of choice in most situations, while Dragon Pulse is a secondary STAB that gives a decently powerful Z-Dragon Pulse as well as an accurate option outside of the Z-Crystal. Flamethrower rounds out the coverage so that Naganadel can hit the entire Tree for at least neutral damage apart from Heatproof Bronzong and Flash Fire Heatran. Protect is near mandatory on a lead, especially one as frail as Naganadel.
The EV spread is really generic, max Speed and max Special Attack to hit as hard as possible as fast as possible. A Timid nature allows Naganadel to boost it's Speed with Beast Boost, which I felt was fine since Fake Tears would compensate for the slight lack of damage. When I soft reset'ed for the Poipole, my main goals were HP Ice and a low Attack, and this IV spread came up. Optimally speaking, it should be Hyper Trained, but I was too lazy to get it up to Level 100, and I don't feel that the slight lack in stats affected the streak, especially since it already has relatively poor bulk.
Naganadel's main job was to get an early Beast Boost, then be able to outspeed most of the Tree, enough to where it can run through teams with support from it's teammates through Fake Tears or just secondary attacks.
Liepard @ Focus Sash
Ability: Prankster
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 3 SpA
- Fake Out
- Fake Tears
- Knock Off
- Encore
139/140/70/84/71/173
The other lead for this team and the general supporter for the team. Fake Out opens up opportunities for it's teammates to get some kind of setup going, as well as negate an opponent for a turn. Fake Tears acts as a pseudo-Nasty Plot for Naganadel and Aegislash, and helps fix the lower damage output of Naganadel and make some more guaranteed KOs. Knock Off is great for removing annoying items like Quick Claw and Bright Powder, and makes it so that Liepard isn't complete Taunt bait. Encore helps shut down some opponents temporarily and open up more opportunities for it's teammates to ruin the rest of the team.
The EV spread is incredibly generic, again, to hit as hard as possible as fast as possible. With a Focus Sash, bulk investment isn't really needed. Prankster makes it so that any support move can almost always go before Naganadel and the opponents, so Liepard can either weaken or cripple them without putting itself at risk.
Liepard's role was to help set up for a Naganadel sweep and help mitigate its overall poor damage output without a Z-Crystal or Beast Boost, and help ease the role of its teammates in the back, should it be needed.
The bulky attacker of the team and general switch-in for most situations, as well as being the best way I have to deal with Trick Room. Shadow Ball and Flash Cannon are strong STABs that give relatively good coverage and power. King's Shield is necessary to keep Aegislash as safe as possible and give nice debuffs, and Wide Guard is covers spread moves that could otherwise threaten the rest of the team. Relatively standard moveset, one that most people run for Aegislash in Doubles.
The EV spread is really basic, made to hit as hard as possible while being as bulky as possible. The minimum Speed isn't necessarily a requirement, but it helps in dealing with Trick Room if it ever comes up. Normally, I would run a Z-Crystal with this set, but with it taken by Naganadel, I went with Life Orb to help get some more damage out of one of my attackers.
Aegislash functions as the bulky pivot of the team, being a reliable switch-in to most things that threaten the leads, while being able to take advantage of the openings they create, or further extend their usage.
The only physical attacker of the team and back up plan for when things don't go completely right. Waterfall is the main STAB move of choice, being relatively strong with or without a boost, in Mega form or not. Crunch is a secondary STAB, mainly used when Gyarados has Mega Evolved. Earthquake rounds out the coverage, hitting opponents like Magnezone, which otherwise pose a minor problem to the team. Dragon Dance gives a way for Gyarados to fix its Speed problem and take advantage of any openings that its teammates can create for Gyarados to sweep.
The EV spread aims to max out the damage possible while doing it's best to try and fix the slight Speed issue. This team is fast enough as it is, and I didn't really feel like having two slower attackers in the back would be great for this team's momentum. Having the possibility of Mega Evolving also helps improve Gyarados's bulk immensely, not only through stats but through typing, and Intimidate further enhances this bulk.
Gyarados helps fix the problem this team has with Fire and Ground types as well as a way to break past bulky Special walls like Blissey and Snorlax, both of which would be relatively troublesome for my other attackers.
General Play:
The plan for this team was for Naganadel to get a quick KO, preferably Turn 1, so that it can attack with effectively +2 attacks. If not, just have enough raw power to break through the opponent's team.
Threats:
Paralysis: This team, especially Naganadel, relies heavily on how fast it is to get damage off before the opponent can do the same. Being paralyzed removes the speed advantage that I would otherwise have as well as open up opportunities for me to not be able to attack for the turn, something that is extremely detrimental to frail Pokemon like Naganadel.
Sandstorm and Rock types: With the Special Defense boost that Rock types get under Sand, Naganadel has huge problems trying to get past them, being forced to use its weaker STAB move. Plus, the Sand breaks Liepard's Focus Sash, reducing its survivability, making it susceptible to a KO Turn 1, without a double target. However, Aegislash can deal with most opposing Sand users, resisting Rock type moves and having Wide Guard for moves like Earthquake.
Tyranitar: Can set up the Sand as soon as it comes onto the field, takes Naganadel's attacks for relatively little damage, and does heavy damage to the team. All the sets pose different kinds of problems as well. Set 1 can paralyze the team, while Set 2 and 3 can outpace Gyarados in setting up, as it is usually too risky to set up Gyarados in front of Tyranitar. Set 4 does massive damage and can set up Sand again, if it wasn't up due to Unnerve.
Team Problems:
The team is relatively reliant on getting something set up in some way, and there isn't a super reliable way to get that done. Naganadel is relatively weak on it's own and often doesn't do enough damage without support from Fake Tears or other prior damage.
I was also building this team around the time when I wanted an all purple team. While this team isn't quite all purple, I called it as such because I couldn't think of something could deal with the problems that I was facing when building the team. This restricted the things I could use and probably hurt this team's viability more than anything. If I really wanted to keep the core concept of this team, while being more viable, I'd probably have to break this restriction.
This might have been a bad luck loss, maybe not, I dunno. Either way, Turn 1 goes as most of them went, Fake Out into Rotom-Mow out of fear of Thunder Wave, and Z-Dragon Pulse Lycanroc-Midnight, and hope for a KO. None this time, except the Fake Out into Rotom-Mow cause it to swap into Tyranitar. Yikes. Sand takes out Liepard after it finishes off Lycanroc, and I thankfully get a Poison onto Tyranitar. Without it, I probably had no chance of winning. Garchomp comes in as I bring in Aegislash and steals the Mega Evolution from Tyranitar, as I double Protect to scout the sets. At this point, I still don't know the exact Tyranitar set, being either Set 3 or 4, so I expect it to go for the same play as last time, Earthquake, and I Wide Guard, while I Dragon Pulse the Garchomp. Even after the Earthquake chip damage, Garchomp lives and KOs Naganadel, while Tyranitar hits Aegislash for most of its health with Payback. With only what seemed like one option left, I try to get a double KO with Earthquake, and just miss the roll, it seems, to KO Tyranitar, who in turn takes out Aegislash. At this point, Gyarados only beats Rotom-Mow with flinches or misses, but I didn't get enough of it.
This battle really highlights this team's weakness to Tyranitar, as well as it's low damage output. Naganadel being unable to KO Garchomp at around 80-85% health, and Gyarados missing the KO on Tyranitar by about 1 HP. However, I would have never even had the opening to KO Tyranitar had the Poison not occurred, so I got lucky in that regard.
Final Thoughts:
While I liked trying to make an all-purple team based around Naganadel, I feel as though it is just a tad too weak, being forced to either miss out on power or speed simply because of its stats. The concept of this team might be feasible with another backline, maybe not going for the all-purple theme, but it was relatively fun to try out. However, I'm probably not gonna come back to this team for quite a while.
While playing with the last team, I really liked the idea of seeing more underrated, unused Pokemon on the leaderboard. With this in mind, my thoughts went straight to Pikachu, one of my favorites. While it did see a tiny bit of usage in the Maison, it was in the back of a Triples and otherwise unseen, from what I can tell.
The rain setter and one of the leads of the team. Scald is a generally strong STAB move, and under Rain, has some really decent power behind it. Hurricane is 100% accurate in Rain and is a good option against opposing Grass types. Tailwind is necessary to help Pikachu outspeed the rest of the Tree, as well as give Swampert the speed it wants to face opposing weather. Protect is mandatory as always, to help bait attacks once its Focus Sash is activated.
With the Focus Sash, Pelipper doesn't need an overly complicated EV spread, with the aim to max out its potential damage output, while taking the best advantage it can from Tailwind.
Pelipper is the most important member to the team, simply because it sets Rain for the rest of the team to take advantage of, as well as provide the speed control.
Pikachu @ Light Ball
Ability: Lightning Rod
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 30 HP / 30 Def
- Fake Out
- Thunder
- Hidden Power [Ice]
- Protect
110/67/60/112/71/142
One of the special attackers of the team as well as a lead of the team. Fake Out gives a free turn for its teammates to work with, whether that be a free attack or setting up speed control. Thunder takes the best advantage of the rain and does heavy amounts of damage to anything that doesn't resist it. Hidden Power Ice rounds out the coverage, hitting Ground and Dragon types for heavy damage, otherwise an issue for the leads, mainly the Dragon types. Protect is again necessary in case Pikachu survives any attacks, allowing it to bait out attacks so its teammates can take advantage of the opening, as well as keep itself safe from Swampert's Earthquake, if necessary.
The EV spread makes the most Pikachu can out of Light Ball, as being able to do as much damage as possible for something as frail as Pikachu. I opted to not go for a Timid nature simply because the extra Speed provides very little for Pikachu, as it shouldn't be used too much outside of Tailwind. Plus, a max Speed Modest Pikachu is enough to outspeed the entire Tree under Tailwind, so I found that sufficient. Lightning Rod, paired along with Pelipper, is an extremely easy way for Pikachu to get free boosts, from things like Thunder Wave or other Electric type moves.
Plus, with this spread, Pikachu hits as hard as Tapu Koko...
252+ SpA Light Ball Pikachu Thunder vs. 0 HP / 0 SpD Arcanine: 139-165 (84.2 - 100%) -- 6.3% chance to OHKO
+1 252+ SpA Light Ball Pikachu Thunder vs. 0 HP / 0 SpD Arcanine: 208-246 (126 - 149%) -- guaranteed OHKO
252 SpA Tapu Koko Thunder vs. 0 HP / 0 SpD Arcanine in Electric Terrain: 138-163 (83.6 - 98.7%) -- guaranteed 2HKO
252 SpA Choice Specs Tapu Koko Thunder vs. 0 HP / 0 SpD Arcanine in Electric Terrain: 205-243 (124.2 - 147.2%) -- guaranteed OHKO
The lack of a Focus Sash and general frailness is actually somewhat of a benefit for this team in particular. If Pikachu gets KO'd really early, it means there are more turns of Tailwind to take advantage of for the rest of the team. And if Pikachu sticks around, it can run through teams by itself. Plus, Pelipper's ability to set the Rain is far more important than getting another attack off from Pikachu.
It's also important to have Pikachu in the second because the AI generally doesn't swap in something with Volt Absorb/Lightning Rod if it comes from the second slot. Behavior observed mostly from turskain I believe, and I haven't seen anything myself that neither confirms nor disproves this, but I may as well play it safe.
Pikachu's job on the team is to support Pelipper long enough to get Tailwind up, then take advantage of its newfound speed to run through as much of the opposing team as possible.
The main physical attacker of the team as well as the biggest Rain abuser. Waterfall is extremely deadly under Rain, combined with STAB and Swampert's immense power. Earthquake is a good secondary STAB that hits primarily Electric and Steel types that the lead struggles to deal with. Being a spread move is somewhat unfortunate, but the rest of the team have ways around it. Ice Punch rounds out the coverage, hitting Dragon and Grass types for decent damage when needed. Protect is needed to help stall out turns and bait out attacks, mainly Grass type ones.
The EV spread is really generic, max Attack and an Adamant nature to do as much damage as possible, and max Speed to outspeed the entire Tree under either Rain, Tailwind, or both. While the amount of Speed it has isn't needed for Swampert to outspeed the entire Tree, it is nice in cases where I can't or don't have Rain or Tailwind up for the team. Damp is used simply because it at least has a use on the turn Swampert comes into battle, as Swampert shouldn't be in range for Torrent to activate while not having Mega Evolved.
Swampert acts as the Rain abuser and hardest hitter of the team, as well as being the main win condition for most games.
The secondary physical attacker of the team and main Trick Room counter through the use of priority moves. Bullet Punch and Bug Bite are practically mandatory STAB moves for any Scizor, taking advantage of Technician as well as having priority, at least for the former. Superpower provides coverage against opposing Steel types. Despite the debuffs, having coverage against the likes of Heatran, as well as a solid way to chunk bulky Normal types is too important to give up on. Protect helps keep Scizor around any opposing Fire types, as well as preventing friendly-fire from Swampert's Earthquake whenever needed.
The EV spread, while slightly more unusual, is still really basic. Max Attack and an Adamant nature to help maximize Scizor's damage output, and enough Speed to get out of the relatively crowded 85-90 Speed tier, then the rest dumped into HP for general bulk. Life Orb further increases the damage output, alongside Technician. A slightly faster spread might be viable, but this team already has very little bulk on it, and having a bulkier Pokemon in the back for switch-ins is probably a little bit more useful.
Scizor's role on the team is to deal with any opposing Grass types that threaten the rest of the team whenever Pelipper isn't around to take care of them.
General Play:
The team's goal was to safely get Tailwind up, then have the sweepers use their speed advantage to go through the opposing team, preferably with boosted attacks from Rain or Lightning Rod.
Threats:
Storm Drain: Like any other Rain team, this ability is the worst to see. This ability redirects some of this team's best moves away from the intended target, absorbs it, and boosts the opponent with the ability, allowing them to hit back much harder. Generally just painful to play around.
Opposing Weather: Primarily Sun, but anything that stops Rain from coming up is an issue. Pikachu loses its best attacking move, and Swampert loses its speed. Ability-based weather is the worst, as I can do nothing to do to stop them, especially if it involves Mega Evolution. At least manual weather can be stalled for a turn for me to prepare for it.
Rotom-Wash: Resists almost every move on the team. Pikachu and Scizor are the only ones that can hit it for decent damage, but both can get easily wiped out my a Rain-boosted Hydro Pump, or crippled by a Thunder Wave if Pikachu isn't out.
Gastrodon: Combine the nuisance of Storm Drain with immense bulk and an immunity to one of the strongest moves on my team. Add a Curse or Amnesia and it becomes incredibly difficult to break past this Pokemon, almost always requiring at least 3 hits to KO it. Arguably the worst opponent this team can face.
Team Problems:
If it wasn't clear enough already, this team has a pretty big issue against bulky Water types, especially those that either resist or are immune to Electric. Pikachu's Thunder is the best move for most bulky Water types, but it is too frail to survive for long, and thus isn't there when I need it sometimes.
This team is also relatively frail, able to be KO'd relatively easily. Pikachu has basically no defenses, Pelipper only lives because it has a Focus Sash, and Scizor eventually chips away its own health because of the Life Orb. Having the bulkiest member of the team also be the main attacker of the team, in this case Swampert, puts a lot of priority on keeping it safe and healthy enough to deal damage.
Just a bad lead right from the beginning. Oranguru can have Inner Focus, so I can't have Fake Out to stop Trick Room from coming up. Yet, if I ignore the Shiinotic, it can Spore something in the lead rendering that Pokemon useless. With no other option in mind, I decide to try to take on the worst of two evils, Trick Room. Deciding not to risk the possibility of Inner Focus, I double target Oranguru with a Thunder and a Hurricane, to try and maximize the chance for hax as much as possible to stop Trick Room from coming up. However, I think that this move choice costed me dearly, as Oranguru barely lived and set up Trick Room, while Shiinotic put Pelipper to sleep. With Trick Room up, I try to stall out turns with Protect and stalling, and am mostly successful, taking out Shiinotic with a Bullet Punch from Scizor and sacrificing Pikachu in the progress. I don't remember why I brought Pelipper in, maybe just to stall out a turn, but I manage to take out Oranguru on the last turn of Trick Room, leaving me against Gastrodon, who had already set up a few times, and a Rhyperior, who just went on the field. Unfortunately, with the potential of Storm Drain, I can't really hit Rhyperior as hard as I'd like, and I end up losing Swampert in an effort to take out a boosted Gastrodon. Pelipper remains asleep throughout the whole game, and Rhyperior adds insult to injury, ending the game by connecting a Horn Drill.
I honestly don't know how much I could have done that battle. I could have potentially gotten the KO onto Oranguru with a double target Turn 1 if I had Pelipper use Scald over Hurricane, but even then it's only a chance for that to work out.
252+ SpA Light Ball Pikachu Thunder vs. 0 HP / 252+ SpD Oranguru: 78-93 (47.2 - 56.3%) -- 78.9% chance to 2HKO
252+ SpA Pelipper Scald vs. 0 HP / 252+ SpD Oranguru in Rain: 61-73 (36.9 - 44.2%) -- guaranteed 3HKO
252+ SpA Pelipper Hurricane vs. 0 HP / 252+ SpD Oranguru: 57-67 (34.5 - 40.6%) -- guaranteed 3HKO
However, in choosing Hurricane, I gave up any chance of stopping Trick Room without any form of hax, relying solely on getting a paralysis from Thunder or confusion from Hurricane in my game. However, even if I had gone for the KO and got it, I still don't know how my team could have dealt with Gastrodon, as the best way to deal with it, with what was on the field, was with a Hurricane, assuming Pelipper wasn't targeted with Spore from Shiinotic.
I also misplayed slightly at the end, choosing to go for Superpower as Scizor's last move against Gastrodon instead of Bug Bite, since the latter is stronger, but it likely wouldn't have made a difference in the end, at that state.
Of course, all my plays assumed that the Gastrodon had Storm Drain. Near the end, I should have just risked it and gone for a Waterfall into Gastrodon from Swampert, as I would have already loss if it was Storm Drain, and if it wasn't, I would do the most damage possible while also getting a flinch opportunity.
Team Adjustment:
At this point, it's pretty clear that my team can't deal with Water types well, especially those that have a secondary type resistant or immune to Electric. Not only do they resist many of the moves from my team, they also hit hard with their own Water type moves in the rain. Nothing on the team hits them super effectively other than Thunder from Pikachu, so if Pikachu goes down, I basically have to chip them down slowly with 2, maybe 3 attacks, depending on who is out against it. Plus, there is nothing that hits Rotom-Wash or Gastrodon super effectively, two Pokemon that can cause many problems for the team, especially if the latter has Storm Drain. With this major trouble, I knew I needed something, likely a Grass type, to take care of opposing Water types. However, all the members play important roles on the team. In the end, I decided to replace Scizor with Kartana, as they have a very similar typing, while not giving another weakness to Fire, even if there is Rain to help survive things.
Kartana is a strong, physical attacker, one that isn't as reliant on Tailwind or Rain due to its already naturally high Attack and Speed. Leaf Blade is a strong STAB move and the main, almost signature attack of Kartana. Smart Strike is a secondary STAB move that also has the perk of never missing, giving a way to deal with anything with Bright Powder, Double Team, and any other evasion methods. Sacred Sword provides similar things as Smart Strike, but also gives a really good way to take care of bulky Normal types like Snorlax as well as the likes of Heatran and other bulky Steel types. X-Scissor provides a sort of reminiscent of Scizor, providing coverage for opposing Grass types primarily. I may have had Night Slash at the time of this streak, but I don't remember exactly when I changed it. However, Night Slash honestly doesn't provide too much coverage that other moves wouldn't be able to do, besides hitting maybe Bronzong for decent damage, as anything else it could hit decently hard are things that Kartana can't really deal with.
The EV spread isn't my creation, it comes from an old Assault Vest set from VGC 2017. Max Speed to make the most out of the Speed that Kartana has, with the rest of the EVs put into bulk. I have no clue what benchmark it hit in VGC, but the main logic was to fix as much of the Special Defense of Kartana as possible, since its Attack is already so naturally high and its Defense is already pretty good, both not needing any investment.
Kartana functions as a somewhat bulky switch-in for the team, while providing valuable coverage against opposing Water types.
Threats:
Opposing Weather: Much like before with Scizor, this team still doesn't like not having Rain up. Having the Sun up would be the absolute worst for this team, as there no longer something on the team that can handle multiple attacks from strong, potentially Chlorophyll-boosted Grass types. With an Assault Vest, Kartana's special bulk is only slightly worse than Scizor, but doesn't have as strong moves nor priority to help deal with them.
Trick Room: Losing Scizor meant losing something incredibly valuable for dealing with Trick Room: priority. The team is incredibly fast, and having it move last in a turn can be detrimental, as it is also really frail and will probably only able to take one attack before going down to the second. Lots of planning around needed for dealing with it.
Grass Types: With the loss of Scizor, the team no longer has a really good way to hit opposing Grass types. While Pelipper does carry Hurricane, its main purpose is to set up Tailwind, not attack. So, if it goes down early, I have no good, reliable way to hit them for a lot of damage. Rotom-Mow is especially notable because it resists almost all the STAB moves on the team, and can paralyze or just hurt the team badly with Leaf Storm.
I learned from my previous loss and went straight for the stronger double target this time, Thunder and Scald into Oranguru. However, I miss the KO, and Trick Room goes up, but Rotom-Frost thankfully misses both targets of Blizzard. The next turn, I Protect with Pelipper while sacrificing Pikachu, trying to get one last attack in. Kartana takes its place, taking a Focus Blast the following turn and attacking Rotom-Frost with Sacred Sword while Swampert comes in to take a Thunderbolt from Rotom-Frost. This next turn, I get incredibly lucky, with a low HP Kartana under Trick Room without Protect. Rotom-Frost and Oranguru double targets Kartana with a Blizzard and Focus Blast, respectively, and both miss, with Blizzard missing Swampert as well, getting me a double KO that turn. I stall out the last turn of Trick Room by preserving Swampert and sacrificing Kartana, and as the turn ends, Rain and Trick Room go down, right as Pelipper comes in to reset the Rain. The battle ends cleanly, removing Shiinotic quickly to prevent the threat of Spore and finishing off Lickilicky the following turn.
I'm not completely sure how the game would have gone had the first Blizzard of the game had hit, or if Kartana wasn't able to help get a double KO on the second to last turn of Trick Room. However, I do know that those misses saved me, and made that game much easier than it could have been had those moves connected.
Just a relatively bad matchup from the beginning. against a trainer with all Grass types. Whimsicott threatens Tailwind, which removes the speed advantage that I would have, and I found that more valuable to stop at the time, choosing to double into Whimsicott with a Fake Out and Hurricane, in case it has Tailwind, as Pikachu is taken out by Virizion's Leaf Blade. Swampert comes in to try and bait out attacks, as Rotom-Mow replaces Whimsicott. I try to preserve Swampert for as long as possible while I set up Tailwind, getting Pelipper paralyzed by Thunder Wave in the process. The next turn, Kartana comes in to take the Leaf Blade and Leaf Storm aimed at Swampert, in which the latter misses, while Pelipper attempts to attack, but gets a full paralysis, possibly costing me the game. Following that, Kartana goes for some chip damage onto Rotom-Mow with Sacred Sword, eating a Sacred Sword from Virizion as well as being paralyzed by Rotom-Mow, while Pelipper takes out Virizion with a Hurricane. I end up sacrificing Kartana the turn Tsareena comes into play, getting some valuable chip damage onto Tsareena with a Smart Strike while Pelipper hits Rotom-Mow with a Hurricane, but takes a Thunder in the face, going down to 1 HP. At this point, the Rain goes down, as does Tailwind, so I lose the speed advantage I would have had. Expecting Rotom-Mow to target a 1 HP Pelipper, I have it use Protect while Swampert takes out Tsareena with an Ice Punch. However, I instead have Swampert take a super effective Leaf Storm, going straight down leaving me at a 1v1 with a 1 HP paralyzed Pelipper against a low HP Rotom-Mow, my only win condition at this point being a miss from Rotom-Mow and no full paralysis.
I mentioned this briefly in the team analysis involving Kartana, but I'm not sure if I had X-Scissor on Kartana for this streak. I don't think I did though, as I think I would have gone for it into Rotom-Mow instead of a Sacred Sword if I had it. That may have mattered, getting a little more damage onto Rotom-Mow, but I honestly don't know, since that could have resulted in Rotom-Mow going down that turn and changing the endgame entirely. However, what did actually matter was the Leaf Storm from Rotom-Mow missing onto Kartana. I didn't realize it at the time, but because that missed, it left Kartana at enough HP to survive a Sacred Sword from Virizion and do even more damage to the team. Without that, Tsareena would have probably been at full health in the end, at the same time Swampert came in, or Rotom-Mow would have more HP remaining. Another important moment is the full paralysis onto Pelipper. The full paralysis almost definitely mattered, since it delayed a KO or some key damage, as I don't remember which play I went for anymore. Though, paralysis as a whole wasn't actually that crucial this match besides the full paralysis onto Pelipper, as Tailwind was up to compensate the speed loss. What really loss me the game though, was the sudden odd targeting from Rotom-Mow into Swampert. While I understand why it went for a Leaf Storm into Swampert over any attack into Pelipper, since both would be an OHKO, I'm still confused as to why the AI decided to target the full HP Pokemon instead of the one at 1 HP. Maybe there's an explanation that doesn't involve the fact that both Pokemon were potential OHKOs, making it a 50/50, I don't know. If that was the case, I lost the game to a coin flip, in the very end.
Final Thoughts:
This team was really fun to use, though it was kinda disappointing losing both times a little bit before it would be leaderboard eligible. The team has potential, but it needs a better way to deal with both Grass types as well as Water types. I've considered things like a Bug/Grass type on the team in the Scizor/Kartana slot, to take their best qualities for the team, or maybe replacing Swampert with another Swift Swim user like Ludicolo, but I haven't thought too much into it. However, it was really refreshing to go about something new, using a popular team format but with something uncommon.
In the middle of one of my attempts with my Pika Rain team, paperquagsire mentioned in Discord his idea of a team consisting of Z-Snatch and Tail Glow. A little bit of discussion in Discord later, and I decided to snatch the idea and take it into a slightly different direction, resulting in the team I have.
The support Pokemon and bait for the team. Swords Dance is basically only used alongside Snatch to help give boosts to Krookodile, and Prankster ensures that Krookodile will Snatch Swords Dance and not some other move from the AI. Helping Hand helps support the entire team in case something goes wrong or as a last ditch move when Riolu is bound to go down that turn. Copycat is kind of niche, but it was put on Riolu as a safety measure against Trick Room. The theory is that Copycat would copy the last used move, in that case it would be Trick Room, and reverse it, opening up opportunities for the rest of the team to deal with any threats. Protect allows for Riolu to be bait for the AI whenever its Focus Sash gets broken, which is basically every game. It also prevents any Fake Out users to prevent the setup going and potentially ruin the team.
Normally this is when I talk about the EV spread of a Pokemon but...there's not a lot to talk about. There's nothing you can do when you're Level 1 in terms of bulk, everything is an OHKO. So, the Focus Sash is absolutely necessary, otherwise Riolu wouldn't even survive past the first turn. Riolu is also the only Pokemon that has the combination of Prankster and Swords Dance, so it's the only Pokemon that can be in this slot.
Riolu's job is to help get Krookodile get set up and bait attacks away from any of its teammates, while doing the best it can in supporting them at the same time.
The primary attacker of the team as well as the main setup Pokemon for the team. Snatch, combined with the Darkinium Z, gives Krookodile +2 Speed, allowing it to outspeed the entire Battle Tree after the boost, as well as letting Krookodile take the Swords Dance from Riolu. After the boosts, Power Trip becomes a 100 base power Dark type move, while off of a +2 Attack boost, combined with STAB. Plus, while I never encountered a chance to do this, if needed, with the Darkinium Z, Power Trip becomes a one-time, 160 base power move that I can use if I am not in need of the boosts from Z-Snatch. Stomping Tantrum gives Krookodile another STAB move to use, without being reliant on getting boosts and also not having to risk hurting its teammates in battle. Protect is mandatory to help stall out dangerous moves like Fake Out, help bait attacks when at low HP, and make it more likely for Metagross to obtain the boosts through Psych Up.
The EV spread puts Krookodile at exactly 130 Speed, which, at +2, is just enough to outspeed the entire Battle Tree besides Aerodactyl1, who doesn't even show up after Battle 40. An Adamant nature and max Attack investment lets Krookodile take as much of an advantage as it can of the boosts from Swords Dance, while still hitting hard without it. The rest of the EVs are invested into bulk to help Krookodile survive as many attacks that are aimed at it when the AI isn't properly baited by Riolu. Combined with Intimidate, this makes its bulk on the physical side at least good enough to live some otherwise lethal moves.
When first creating this team, my thoughts had always gone to Incineroar for being the setup Pokemon. Good typing, Intimidate, and the best bulk out of any Pokemon that had the combination of Snatch and Power Trip. However, what led me to use Krookodile instead was two things: typing, and Speed. Being a Fire type, Incineroar was weak to many common spread moves like Earthquake and Rock Slide, which I feared could be used heavily due to Riolu being the other lead. In the end, especially when looking at Garchomp3, the Speed issue really came to light, as it would take far too much investment to try and outspeed Garchomp3 at +2, but it would leave too little bulk if I tried to outspeed it.
Krookodile is the setup Pokemon and tries to get off as many attacks as it can before it can go down, while staying safe enough to pass the boosts off to Metagross.
Metagross @ Metagrossite
Ability: Clear Body
Level: 50
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
IVs: 12 SpA
- Psych Up
- Iron Head
- Stomping Tantrum
- Bullet Punch
The Mega Pokemon of the team and the stat boost copier, taking the boosts from Krookodile. Psych Up allows Metagross to copy the boosts that Krookodile gets, with the nice perk of being able to copy the stats even through Protect. Iron Head is the STAB move of choice for Metagross, being accurate and decently powerful, with the nice perk of the ability of flinching the opponent. Stomping Tantrum is the coverage move of choice, being boosted by Tough Claws once Metagross Mega Evolves, while providing valuable coverage against opposing Steel and Fire types that resist Iron Head. Bullet Punch gives a priority move in case Metagross can't get the Speed from Krookodile, or it needs to finish something off that would otherwise threaten the team.
The EV spread is still relatively basic, maximizing the HP and Attack to increase Mega Metagross's bulk and damage output as much as possible. Even with an Adamant nature, Mega Metagross has exactly enough Speed to outspeed the entire Battle Tree at +2, so the last 4 EVs went into Speed just so Metagross and Krookodile didn't speed tie, before or after the boosts.
Mega Metagross seemed to be the bulkiest, yet strongest user of Psych Up, being able to survive the turn that it tries to copy the stat boosts. It's job is to copy the boosts from Krookodile, to get a bulkier Pokemon to take advantage of the boosts so I don't have to be protecting Krookodile as closely once the boosts are copied.
Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 18 Atk
- Thunderbolt
- Dazzling Gleam
- Grass Knot
- Protect
145/116/105/147/96/200
The only special attacker of the team and the Water type counter for the team. Thunderbolt is a generic STAB move, probably the best move of Tapu Koko. Dazzling Gleam is a secondary STAB move that also provides a nice spread move in case I need to attack both opponents in that turn. Grass Knot takes care of the Water and Ground types that otherwise could cause problems for the other members of the team. Tapu Koko is relatively frail, so Protect helps mitigate this issue, at least for a turn.
The EV spread is relatively generic, just to maximize the damage output and make Tapu Koko as fast as possible. A Life Orb increases this damage output even more without the drawback of being unable to switch moves, which I find really important since Tapu Koko is in the back, so there's rarely a chance where it is good to lock into a single move due to an item like a Choice Specs.
Tapu Koko helps deal with any physical walls that I can face and any Water types that would otherwise cause big problems for the other two attackers of the team.
General Play:
Theoretically speaking, Krookodile would safely get itself boosted up while Riolu baits the attacks away from Krookodile, then Metagross can copy the boosts and the duo can run through opposing teams with some help from Tapu Koko if needed. However, if Krookodile can't keep the boosts long enough for Metagross to copy it, Tapu Koko often has to be the one to do a lot of the big damage for the team.
Threats:
Moves that can OHKO Krookodile: Primarily the specially based ones like Focus Blast, Leaf Storm, and Hydro Pump. In my experiences, the AI would opt to attack into Krookodile instead of going after the Level 1 Riolu. Dangerous moves like this can quickly take down Krookodile and have me play without any boosts for Metagross. The main danger of this is the lack of predictability for opponents that can OHKO Krookodile.
Ground types: The two backline Pokemon are both weak to Ground types, and Tapu Koko can't even hit them with its best move. However, I don't think I faced too many of them without Krookodile being boosted, so they weren't too big of an issue this time around. That, or I just don't remember any super dangerous encounters.
Fire types: Nothing on the team resists their moves, and a lot of them have either powerful STAB moves are strong coverage moves like Solar Beam, if from a Sun team. If they're fast, like with Typhlosion3, they can threaten a 2HKO onto Krookodile, which makes it very difficult to give Metagross time to copy the boosts, since it is also weak to those moves.
I probably should have lost this battle, had I not gotten slightly lucky near the end. The lead Braviary had Defiant, and due to the lead with Intimidate, Krookodile went straight down to a boosted Superpower. Due to the fear of Tailwind, I bring in Tapu Koko to take care of Braviary, as well as make it impossible for Ninetales-A to put anyone to sleep with Hypnosis. The following turn, I take out Braviary with a Thunderbolt and Tapu Koko barely survives a Z-Blizzard. This whole time, Riolu hasn't been touched by an attack, and Incineroar comes in. I try to get Tapu Koko to KO Incineroar with a Helping Hand Thunderbolt, since Metagross can take care of Ninetales-A fairly easily. However, I just miss the KO, so Riolu gets taken down to a double target as Tapu Koko goes down to Life Orb recoil.
252 SpA Life Orb Tapu Koko Helping Hand Thunderbolt vs. 252 HP / 0 SpD Incineroar in Electric Terrain: 199-235 (98.5 - 116.3%) -- 93.8% chance to OHKO
I'm left in a 1v3, with a full HP Metagross against a full HP Ninetales-A1, 1 HP Incineroar4, and an unknown Pokemon in the back, with Electric Terrain up. Incineroar is the biggest threat to Metagross at this time, Quick Claw or not, so I take that out with a Bullet Punch and pray for no freezes. Then in comes the Snorlax.
Snorlax34 carries many dangerous moves for Metagross, from either a Life Orb Crunch/Earthquake from Snorlax3, or a slightly weaker Earthquake or the more devastating Fissure from Snorlax4. I decide to attack into Snorlax this turn, as I knew that a single target Earthquake from either set would be the end of me, so I couldn't take out Ninetales-A yet. Thankfully, Electric Terrain was still up, so it couldn't stop me right then with a Hypnosis. Unfortunately, Snorlax uses Protect that turn, wasting my attack and taking more damage from Blizzard. By now, I definitely could not touch Ninetales-A until Snorlax went down, as a Life Orb Earthquake or Crunch would do far too much damage, especially if the former move was a single target one. I go into Snorlax again with an Iron Head, praying for flinches, crits, or just no crits or freezes onto Metagross. Nothing game-ending happens, except that Snorlax hurts Ninetales-A with an Earthquake while putting Metagross into the red. At this point, Snorlax KOs me with any move, and Electric Terrain is down, so Metagross can get put to sleep with Hypnosis. I decide to go all in with a Bullet Punch into Ninetales-A, and hoping that Snorlax goes for the Protect, wasting its turn. And I get it, taking out Ninetales-A, removing the hax factor, and giving me free reign to take out Snorlax with an Iron Head.
Far too close of a battle. Had it been Snorlax4 in the back, or it didn't use Protect, I would have lost completely. In some ways, you could say I got lucky that Riolu never got targeted that battle, since it gave Tapu Koko chances to OHKO both Braviary4 and Incineroar34, which, without it, I probably would have lost if Tailwind went up or Incineroar got a lucky Quick Claw proc. But, I did get somewhat unlucky with the roll onto Incineroar, getting the one chance to not OHKO Incineroar, resulting in Riolu going down. Had I gotten the overwhelming chance to OHKO Incineroar, I could have had both Riolu and Metagross around for a 2v2 against Ninetales-A1 and Snorlax34, something much better since at that point I think I only lose to a Fissure connection onto Metagross, with my only way out being a Copycat Fissure connecting back the following turn.
Battle 46: KQLG-WWWW-WWWQ-NQUX
Scientist Cal (Reuniclus3/Oranguru34/Slowbro3/Aggron3)
A battle showing how Trick Room can be dealt with, but also how the AI is not consistent at all with targeting the Level 1 Pokemon, much like with the previous battle. Due to Riolu's extremely slow Speed, the AI never sets Trick Room when Riolu is on the field, something that Worldie pointed out to me on Discord and an observation I noticed as well, after putting it into practice on another team. However, since Oranguru doesn't have a need to set Trick Room anymore, if it could even have it, it attacks into Riolu, but Reuniclus decides to take out Krookodile at the same time. Thankfully, the rest of the battle still goes relatively smoothly, with a Helping Hand Iron Head stopping Oranguru from potentially setting up Trick Room, and the pair of Tapu Koko and Metagross taking care of everything else.
Battle 50: NXZG-WWWW-WWWQ-NQU9
Battle Legend Blue (Alakazam3/Arcanine4/Aerodactyl3/Gyarados4)
This battle was just a weird one. The lead is bad, with Alakazam34 threatening OHKOs onto Krookodile, and Arcanine just being potentially annoying with Extreme Speed and strong STAB moves. I decide to go for the boosts, getting the very crucial Speed that I need to take care of Alakazam. I end up going to only +1 Attack since Alakazam Mega Evolves and gets Intimidate through Trace, while Arcanine hits Riolu with an Extreme Speed and Alakazam gets Krookodile with a questionable Grass Knot. This leaves me at an awkward position with two low HP Pokemon against something that has a +2 priority Extreme Speed. For whatever reason, I decide that Riolu is the one worth saving at this point, and that Alakazam is more threatening than Arcanine, which was honestly quite wrong, I think, looking back. I have Riolu use Protect while Krookodile aims a Power Trip at Alakazam. Oddly, I get lucky and get the attack off onto Alakazam, something I didn't expect, since Arcanine went for a Flare Blitz into Riolu. Aerodactyl takes Alakazam's place, and Krookodile finally goes down to an Extreme Speed, while Riolu gets taken away by a Sky Drop. In a temporary 1v1, I bring in Metagross instead of Tapu Koko, I think because Tapu Koko can't get a KO onto Arcanine. Metagross does some slight damage onto Arcanine while losing about half of its health. Tapu Koko comes in to take Riolu's place, and I get a quick KO, now Tapu Koko being able to KO Arcanine due to the chip damage, and Metagross just missing the KO onto Aerodactyl with a Bullet Punch. As soon as the last Pokemon is revealed to be Gyarados, I knew the stressful lead was finally over, as these two would be two easy KOs.
Had I lost Krookodile a turn earlier, I'm not sure what I could have done, as no one really wants to deal with Arcanine, being unable to really deal with it, and Tapu Koko doesn't want to have anything faster than it, in this case in the form of Mega Alakazam. Now that I know the back, Tapu Koko could theoretically deal with the two in the back, but it would need at least someone there to support it, which would be really difficult to get without anything able to survive a lot of attacks from the opposing leads.
Battle 61: RLZW-WWWW-WWWQ-NR3U
Black Belt Bryson (Gogoat3/Typhlosion3/Rotom-Heat34/Haxorus34)
The losing battle, and a really rough one at that. Gogoat threatens pretty big damage onto Krookodile, and if it's Typhlosion3, I can't safely get off a Psych Up from Metagross, since a full-powered Eruption can KO Metagross.
252+ SpA Typhlosion Eruption (150 BP) vs. 252 HP / 0 SpD Metagross-Mega: 170-204 (90.9 - 109%) -- 50% chance to OHKO
I opt to go for the usual Turn 1 setup with the team, and it ends up being Typhlosion3, with Krookodile taking heavy damage from Eruption, as Riolu goes down from a double target. I bring in Metagross to copy the boosts that Krookodile has, and I sacrifice Krookodile in exchange for taking out Typhlosion. Unfortunately, Rotom-Heat comes out, something that the remaining pair of Metagross and Tapu Koko can't hit too hard. I decide to sacrifice Metagross and double target Rotom-Heat to get some chip damage, probably a bad decision, as it leaves me in a 1v3 with Tapu Koko, with Rotom-Heat easily taking out Metagross with an Overheat. Gogoat unfortunately uses Protect on the turn I try to hit both of them with a Dazzling Gleam, honestly a really bad decision because Dazzling Gleam comes nowhere near KOing Rotom-Heat, the biggest threat that's on the field. Instead, Tapu Koko takes an Overheat from Rotom-Heat, taking far too much damage, even at -2 Special Attack. The turn after, I finally manage to take out Rotom-Heat, but Tapu Koko goes down, ending my run.
The hour or two after the battle had happened, I tried to figure out a way to win in this battle, voicing my things out on Discord.
PikaCuber 06/22/2018
And rip at 60. This team really needs a better way to hit Rotoms
Bound to happen eventually honestly. I already had some decent luck in Battle 40 and 50
Surprised I even got the stamp
Have no idea at this moment how I could have won the battle though, facing Gogoat34 and Typhlosion34
paperquagsire 06/22/2018
Yeah those two seem pretty bad for you
Maybe put a dragon somewhere
PikaCuber 06/22/2018
I don't think those two by themselves are that bad, but the fact that Rotom-Heat came in after Krookodile went down made it a big problem
Cause then I had no good way of hitting it, I had to play for a flinch in the end
A Dragon could be nice, but I don't really no what it could replace, plus it doubles the Ice weakness
Could try a different Snatch user, but having the ability to have a strong Z-Move just in case is also nice
A spread move would have also been nice, but there really aren't enough moveslots for it
If I use a different Snatch Pokemon, Mega Altaria might suffice
Though, not many Pokemon have the good combination of speed, attack, and bulk to use Snatch, from what I looked at, Incineroar being the closest other one
Actually, there might have been win potential if I wanted to risk a 50/50 on Metagross surviving Typhlosion3 Eruption
Actually no that's stupid. Typhlosion just takes out Krookodile instead
I guess...flinch Gogoat, KO Typhlosion is my only out, to preserve Krookodile
Then after, Krookodile can KO Rotom, or at least chunk it enough where something easy takes it out, and Psych Up at the same time to preserve boosts. Koko can handle the Haxorus in the back
I think I needed a flinch in that game at some point, regardless of who is still alive, to have any chance
Flinch something to preserve Krookodile, or flinch Rotom to keep Metagross alive
And it's not like bringing Koko in after Riolu goes down is gonna do anything, Koko probably just dies to Eruption and can't really touch Gogoat
252+ SpA Typhlosion Eruption (150 BP) vs. 0 HP / 4 SpD Tapu Koko: 117-138 (80.6 - 95.1%) -- guaranteed 2HKO
No, stop it
Regardless, Krookodile goes down, unless I get a paralysis or something here
Yeah. From what I can tell, assuming Typhlosion locks into Eruption, I have no win potential without a flinch or paralysis, full paralysis or not. The slowdown is enough
Actually, unless the AI does a dumb move and has Gogoat Protect, buying Krookodile another turn
Yeah, that's another out, with no flinches
So that's 3 outs I can see, flinch Rotom-Heat, flinch something instead of Psych Up Turn 2, or Gogoat Protects
None of which I control
So I figured a few potential ways out, but when writing this up, I figured that I may have had a chance to win even at the point of the 1v3 with Tapu Koko, had I just taken out Rotom-Heat before it managed to attack me. Since, Gogoat does relatively little damage with Horn Leech, due to the Intimidate from Krookodile, I can theoretically take on Haxorus with little problem, being able to OHKO it a decent amount of the time. Though, if I miss that KO, I just lose anyways.
-1 252 Atk Gogoat Horn Leech vs. 0 HP / 0 Def Tapu Koko: 42-49 (28.9 - 33.7%) -- 0.9% chance to 3HKO
252 SpA Life Orb Tapu Koko Dazzling Gleam vs. 0 HP / 0 SpD Haxorus: 143-172 (94.7 - 113.9%) -- 75% chance to OHKO
So, basically, I can't see the most simple way out right after a battle, with only hax able to guide me out, in my head.
Final Thoughts:
This team was really fun to mess around with, but it has quite a few flaws, especially against opposing Fire types. Like paperquagsire mentioned in the Discord bit, a Dragon type or some other Fire type resist would be really nice, but I have no idea what slot it could go into, as everyone on the team right now plays a really important role, with very different jobs. I may try again with this team though, but I would either play much more cautiously, something I should be doing anyways, or with a little bit of adjustment in what Pokemon I'm using.
While these teams are honestly quite interesting and they were very fun to play with, I wish I could have more time, to mess around with some other ideas I have. While a few are some Multis ideas that will probably utterly fail, if I ever get around to doing them, I have a little bit of hope for the ones I have planned for Doubles, if I ever get myself out of the mindset of needing the best possible EV spread for a first try with a team. Probably not though. But, it was fun to take a little break from my Charjabug team, just to get away from some of the upsets I've had with it.
I've got a streak of 79 wins, followed by 167 wins in Super Doubles to report from a rain team consisting of lead specs Tapu Koko, Stoked Sparksurfer Raichu-Alola, with sash Pelipper and Mega Swampert as the backline. This is the furthest I've made it in the tree so far in Ultra Sun, but given the second loss was due to a horrendous misplay stemming from me not using a damage calculator against a mon with a custap berry, I'm quite confident the team can make it much further than that.
I chose Raichu for the crazy amount of turn 1 offensive momentum it has to offer with its absurd speed tier under terrain and access to fake out + a powerful Z move nuke that's highly disruptive even against mons that survive it. It hits a blazing 260 speed under terrain, allowing it to outrun the entire tree after 40 battles, which eliminates any concerns of random scarfers outspeeding and OHKOing it or Koko turn 1, since Aerodactyl 1 simply won't appear at this point, and the next fastest mon is scarf manectric4 at 258. Rain dance and psyshock are there to get rain up while preserving pelipper's sash,, and to hit special walls like goodra, virizion, blissey, and such harder than thunderbolt. They are, however, filler moves that I'd be happy to change if need be.
The EVs may seem odd at first glance, as you wouldn't normally expect this much bulk on something as frail as raichu, but because no speed investment is needed, it gives Raichu room to tank a surprising amount of neutral hits, and even some crazy powerful super effective ones like Mega Alakazam's shadow ball.
252 SpA Alakazam-Mega Shadow Ball vs. 172 HP / 0 SpD Raichu-Alola: 132-156 (84 - 99.3%) -- guaranteed 2HKO
That said, I couldn't just max out HP and call it a day, since its horrible base 50 defense ensures that an EV there offers quite a lot more physical bulk than an EV in HP. I found the current spread gives it the best overall bulk when keeping the megazam benchmark into account.
Obviously raichu would be worthless without electric terrain, and who better to provide that than Tapu Koko? I'm sure we're all familiar with how this mon plows through large swathes of the tree. Thunder's a no brainer on a rain team, but since I can't use it turn 1 without going hard pelipper or manually setting rain with raichu, I mostly use it for cleaning late game, and volt out or gleam instead.
You'll notice grass knot in place of HP Ice, despite this koko being fully capable of running it. I found it to not hit the relevant grass types hard enough to matter, and a much larger array of ground types are dealt with by grass knot. For instance, grass knot has saved my rear against many a Rhyperior in the past, and quite a few other ground types would completely annihilate my koko and raichu without it. I know the horrors of being locked into specs grass knot first hand, but life orb missed out on too many OHKOs for me to drop the specs, like this one:
252 SpA Choice Specs Tapu Koko Grass Knot (60 BP) vs. 0 HP / 0 SpD Gastrodon4: 196-232 (105.3 - 124.7%) -- guaranteed OHKO
252 SpA Life Orb Tapu Koko Grass Knot (60 BP) vs. 0 HP / 0 SpD Gastrodon4: 177-208 (95.1 - 111.8%) -- 68.8% chance to OHKO
This mon is just as important and self explanatory as Koko, providing both a second layer of speed control to be exploited by Swampert and my best way of hitting grass types in rain boosted Hurricane. Rain dance is chosen over Tailwind because I don't need to match opposing tailwind due to there being almost no tailwind setters in the tree, let alone ones that can successfully get one off against my leads.
There are however loads of opposing weather setters, in both Drought/Snow warning/Sand stream mons and manual weather setters, so I need to be as aggressive as possible in keeping the rain up against them. The sash is especially handy for that purpose, as it guarantees a free turn for pelipper to do whatever it likes, as long as its not double focused.
Swampert is naturally the premier rain sweeper for this team, however I prefer not to lead with it since, as we all know, grass types are the bane of its existence. If I led with my rain duo against, say, Ferrothorn, I lose enough momentum to potentially lose the match before it even begins. Pert's here because it can annihilate the many ground types that would threaten koko and raichu and the handful of electric types that give them a hard time, like a potentially volt absorb Lanturn. Not to mention it has a great matchup against most lightning rod users, only being threatened by Mega Sceptile, which gets outsped in the rain and OHKO'd by ice punch regardless.
As for the EVs, it turns out there's only one scarfer that's faster than this pert but slower than 252 speed pert, which is Terrakion2. Since that barely 2HKOs from full, I figured I can get away with that being slower than pert. Meanwhile the next fastest scarfer would be Lando2, which carries Grass Knot, so there is no way in hell I'm letting pert be outsped by that in the rain. Getting down to 1 point above that left a pretty sizable 60 HP EVs, which were crucial in letting it survive one of my recent battles. against a sylveon3, where this happened:
252+ SpA Sylveon Moonblast vs. 60 HP / 0 SpD Swampert-Mega: 75-88 (40.9 - 48%) -- guaranteed 3HKO
I also couldn't care less about Swampert's speed tier outside the rain due to how stubborn this team can be in keeping rain up with 2 manual rain setters, one of which being Pelipper with its auto-rain.
Noteworthy battles:
Losses:
LS9W-WWWW-WWWR-XAT7 - 168
Raichu wasn't surviving this lead regardless, but I don't know why I sacked it by faking torterra out instead of Z moving lickilicky and hard switching koko for pelipper on the earthquake. That 1hp survival into the deadly custap berry is exactly what happens when you forget or don't bother to check a mon's set and/or do damage calcs.
57TG-WWWW-WWWR-XAZ7 - 80
My team was quite a bit different in this Sina matchup, carrying a huge downgrade in power with sash raichu and life orb tbolt koko, and not having a rain boosted thunder against snow cloak and/or brightpowder glaceon was very much a death sentence. Those last few turns are also the reason I ran superpower for a while on pert, only to not find another abomasnow until battle 90, which was a koko/raichu 4-0.
Clutch wins and a steamroll:
46TG-WWWW-WWWR-XASK - 161
I have no idea why I DGleam'd turn 1. I guess I got the battle right before it where the lead was kang + alolan marowak. Either way, the play was obviously to volt switch like I usually do, as then that Sylveon wouldn't have lived on 1 HP. I'm just glad that guy only had set 34 latios, and that it conveniently locked itself into Thunder sealing the 1 HP victory for pert.
AA9G-WWWW WWWR XAP7 - 145
You would never expect me to 3-0 a team with a lead like that under tailwind but it happened. Raichu really carried this one, especially with that well timed Rain Dance at the end. Though admittedly keeping raichu in on a heatran in tailwind could have ended horribly, it managed to work surprisingly well here.
PYXW-WWWW-WWWR-XAP9 - 125 -
My most extreme weather war so far, which showcases just how hard it is to keep rain off against me, even under Trick Room. You can also tell how the AI needs more than just Trick Room to beat this team.
XKAW-WWWW-WWWQ-ACAZ - 115 -
This one went quite nicely until that sceptile revealed unburden... and I got locked into specs grass knot against it... and yet the AI still let me fire off all 5 of the grass knots I needed to KO sceptile with koko.
6SGG-WWWW-WWWR-XAZF - 90 -
Sina rematch. I got my revenge on her with a much more powerful version of this team that won the weather war. Not much else to say about it.
Threatlist:
Grass types
You would think fat grasses are the ones that wreck this team, like ferrothorn and mega venusaur, but the ones that actually screwed me over are the offensive ones, namely unburden White Herb Sceptile and Torterra3 as shown in the battle vids.
Trick room
While there isn't a setter on the tree that survives Stoked Sparkedsurfer into Volt Switch/Dgleam, there are still times I have to target the setter's teammate with koko when the setter won't die to just the Z move. I still dread the day I run into a Rhyperior4 next to a trick room setter from Stein or Cadel...
Lightningrod and Storm Drain
It should go without saying why the abilities that redirect and nullify my team's primary STAB moves are a threat. Special shoutout to Alolan Marowak, who completely walls my entire lead unlike, say, Rhyperior, which still dies to Grass Knot.
Those are the 3 main threats I've run into, with random Quick Claws being a hassle occasionally, although I'm sure there's more I missed and will come across in the future.
Hello everyone, I'm building a team for doubles. This is the first 2 pkmn
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Bullet Punch
- Iron Head
- Earthquake
- Zen Headbutt
This is the main pkmn of the team, just 2 problems with it:
-Bullet punch is useless in most of the fights, so I'm thinking to change it.
-EVs in speed or HP?
The idea of this pokemon is to cover fire and earth type to help metagross. I have the same problem than metagross.
-EVs spread, as I dont know to max Spe, SAt or HP, or take a mixed spread (also nature, depending on the EVs).
To complete the team I had tried dragonite, blaziken, mimykiu, terrakion and a few more.
What about using koko, alolan raichu or something electric? Can anyone help pls? Thank you!!!
Hello everyone, I'm building a team for doubles. This is the first 2 pkmn
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Bullet Punch
- Iron Head
- Earthquake
- Zen Headbutt
This is the main pkmn of the team, just 2 problems with it:
-Bullet punch is useless in most of the fights, so I'm thinking to change it.
-EVs in speed or HP?
The idea of this pokemon is to cover fire and earth type to help metagross. I have the same problem than metagross.
-EVs spread, as I dont know to max Spe, SAt or HP, or take a mixed spread (also nature, depending on the EVs).
To complete the team I had tried dragonite, blaziken, mimykiu, terrakion and a few more.
What about using koko, alolan raichu or something electric? Can anyone help pls? Thank you!!!
Well first off, megagross is the one that needs speed and fini's usually the bulky one, not the other way around. Also, if you're running Z on fini, you'll want hydro pump or muddy water as the base move, depending on whether you need to maximize your raw damage or get more utility out of the base move.
If you want to figure out how much speed your mons actually need, check the post 40 speed tiers.
Hello everyone, I'm building a team for doubles. This is the first 2 pkmn
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Bullet Punch
- Iron Head
- Earthquake
- Zen Headbutt
This is the main pkmn of the team, just 2 problems with it:
-Bullet punch is useless in most of the fights, so I'm thinking to change it.
-EVs in speed or HP?
The idea of this pokemon is to cover fire and earth type to help metagross. I have the same problem than metagross.
-EVs spread, as I dont know to max Spe, SAt or HP, or take a mixed spread (also nature, depending on the EVs).
To complete the team I had tried dragonite, blaziken, mimykiu, terrakion and a few more.
What about using koko, alolan raichu or something electric? Can anyone help pls? Thank you!!!
I'm not fully sure about who you could pair with these two, but have you considered Stomping Tantrum instead of Earthquake? Does more damage than Earthquake does to a single target due to the boost from Tough Claws. You miss on the ability of a spread move, which you may find more valuable, but there is more damage available. Also, I'm not as sure about Zen Headbutt, though I understand why. Maybe just Protect, or Ice Punch. These moves could also replace Bullet Punch, if you really feel the need for it.
As for Tapu Fini, move wise, it seems relatively fine, but I'm not as sure about a Z-Crystal for it. While it can work, I feel like Choice Specs or Choice Scarf might be better suited for it, assuming that it is in the lead. Something else on the team might be able to take better advantage of the Z-Crystal. If you do that, maybe Dazzing Gleam for a fourth move, as Tapu Fini's coverage otherwise isn't the greatest.
However, at this point, these two don't really have the best of times dealing with Electrics or Water types, so whoever you have is definitely gonna need to be able to deal with at least one of them, the other one to take care of the other problem. Steel could also be a minor problem, though not as much as the other two I think. My first thoughts are a Grass type of some kind, but that just amplifies your Fire weakness. Normally I'd suggest a Dragon, for defensive reasons, but Tapu Fini kinda negates that. I guess Garchomp could work, since it isn't as reliant on Dragon type moves, but it can use the Z-Crystal if you decide to swap Tapu Fini's item.
I'm not fully sure about who you could pair with these two, but have you considered Stomping Tantrum instead of Earthquake? Does more damage than Earthquake does to a single target due to the boost from Tough Claws. You miss on the ability of a spread move, which you may find more valuable, but there is more damage available. Also, I'm not as sure about Zen Headbutt, though I understand why. Maybe just Protect, or Ice Punch. These moves could also replace Bullet Punch, if you really feel the need for it.
As for Tapu Fini, move wise, it seems relatively fine, but I'm not as sure about a Z-Crystal for it. While it can work, I feel like Choice Specs or Choice Scarf might be better suited for it, assuming that it is in the lead. Something else on the team might be able to take better advantage of the Z-Crystal. If you do that, maybe Dazzing Gleam for a fourth move, as Tapu Fini's coverage otherwise isn't the greatest.
However, at this point, these two don't really have the best of times dealing with Electrics or Water types, so whoever you have is definitely gonna need to be able to deal with at least one of them, the other one to take care of the other problem. Steel could also be a minor problem, though not as much as the other two I think. My first thoughts are a Grass type of some kind, but that just amplifies your Fire weakness. Normally I'd suggest a Dragon, for defensive reasons, but Tapu Fini kinda negates that. I guess Garchomp could work, since it isn't as reliant on Dragon type moves, but it can use the Z-Crystal if you decide to swap Tapu Fini's item.
The first idea was to built a team with Metagross, and due to previous experience on the tree, I wanted a water-type to cover him. I also can change Fini for anither one, but I can't think about one that i feel good.
Rotom-W: I used it before and I liked it, but I think its not top meta now.
Greninja: Hits hard, but I think I would need something more tank.
Toxapex/Pelipper: Maybe could work.
Also maybe something grass type resisting fire like alolan exeggutor or ludicolo, or something that can set rain.
Resuming, I think Metagross is a really nice pkmn but I cant find anything that fits it.