I get to join the quadruple-digit club!! Reporting an ongoing streak of
1000 in Super Doubles. Just a simple report and not a ZapFini-esque novella since everyone knows this team well already, but I did have some thoughts on it I wanted to share.
TEAM JEJUNUM
aka Team 4K HDTV, Team 4K-J, Team J/K
pokepaste here
oh geez this is big but i'm too lazy to resize it sorry
"Just having something I can get so into that I go a little nuts makes me happy."— Bellhop Zero
* * * * *
This team is mostly
Coeur7's. I made a few edits, but it's well-built and there's no reason to change something that isn't broken, so the general structure remains.
What makes 4K interesting to me is that, unlike many top-performing teams, it's essentially a hyper-offensive team, and doesn't have quite as much switch flexibility as leaderboard-toppers like ZapFini, Sharkanine, Mahler's variations, and so forth (oftentimes, sacrificing a Pokemon is the "right" move in a situation anyway). What 4K lacks in defensive structure, it makes up for in having the brute power to remove a wide range of threats before they even become threats. Unlike other more defensively-oriented teams, 4K's ridiculous power makes it easy to pick up, having never used it before, and run with—which happens to be what I did. In a sense, the team is difficult to write about because, especially with my limited experience with the team, I'm not really able to tell someone how the team "should" be run; in some battles, the team felt like it ran itself. (Of course, this viewpoint may be skewed by having played Doubles formats for 6-7 years.)
Coeur already made two great write-ups about the four Pokemon on this team in the two posts he's made about his streaks (
886 and
1001) so it's perhaps not too productive to reiterate what he's said about the roles of each Pokemon on the team, but since I suspect I play this team a little differently than he did I'll go ahead and do a really quick paragraph on each member.
* * * * *
Kartana @ Focus Sash "JEJUTANA"
Ability: Beast Boost
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Tailwind
- Detect
Literally the only change this set has from the set that Coeur used is that I have Detect over Protect for style points because I think it looks cool (also, because Imprison + Protect exists somewhere in the first 40 battles). I suspect Protect is far better, since it would make Kartana more able to beat those particular evasion-boosting Pokemon with no attacking moves. I haven't yet tested Knock Off, but I think that without Sacred Sword a lot of opposing Steel-type leads would feel a little shakier (Steelix in particular, the rest more circumstantially) and—perhaps more importantly—Rotom-Frost / Rotom-Heat / Rotom-Mow would be somewhat iffier (the former due to dropping a SE move, the latter two due to the drop in power on Z crystal variants). Given that my peanut brain already has no idea how to play around those, as evidenced by some replays that I forgot to save probably, I don't think I could handle them without Sacred Sword. Give me Trevenant any day of the week, I'll lose graciously I promise.
Tapu Koko @ Choice Specs "JEJU NUMO"
Ability: Electric Surge
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Electroweb
- Volt Switch
This Tapu Koko is essentially the same set as Coeur's, except for the fact that I run 252 Speed EVs while Coeur runs 220. I have been informed that this is an incorrect decision since this leaves me with a non-negligible chance of being OHKOd by Aerodactyl-4's Earthquake or Heatran-4's Earth Power. This hasn't been a problem yet—though of course that's not to say it never will—but I do think that 220 Speed and more bulk is probably a better spread for Tapu Koko. The fact that I'm writing this post means that this suboptimal set has won out through 1000 battles, though, so take from that what you will. I will point out that having max speed allows me to go for speed ties with opposing Crobat and Gengar-4, which is a far more comfortable move in most cases than being forced to switch 100% of the time. This sounds desperate, but I do think that going for a potential speed tie is sometimes the superior move, given that losing the speed tie won't put the team at a significant disadvantage or the streak in significant jeopardy.
The other quick point I will make about Tapu Koko is that I did not treat Electroweb as a move for about 500 consecutive battles somewhere in the middle of the streak. Don't do that (see Battle Video 809 below).
Kommo-o @ Kommonium Z "JEJUNUMO-O"
Ability: Bulletproof
Level: 50
EVs: 20 Atk / 236 SpA / 252 Spe
Modest Nature
- Clanging Scales
- Close Combat
- Flamethrower
- Protect
When I first saw people were using Kommo-o in the tree I was extremely turned off by the idea, since Kommo-o isn't what one would traditionally think of as a set-up sweeper: even after setting up once, it's still relatively weak, 2HKOing most things and even being stuck with 3HKOing some of the more bulky Tree denizens. It doesn't even guarantee an OHKO all the Pokemon it hits super-effectively (see: Latias-1234, Garchomp-4)! So why does it work at all? Of course, I was forgetting the simple fact that Kommo-o being able to boost and let loose a huge attack in the same turn is, well, somewhat powerful. This means that it typically starts attacking with its boosts at close to full HP, so its slightly lower damage output is covered for by just having more stamina left to take on opposition, while its teammates' single-target attacks can pick up where a +1 Clanging Scales falls short.
One edit I made to this Kommo-o, as suggested by Eisen, was to add 20 EVs to Attack.
- +1 20- Atk Kommo-o Close Combat vs. 0 HP / 0 Def Electrode: 135-159 (100 - 117.7%) -- guaranteed OHKO
As a DOU player (and as a competitive player in general), this is a hilarious benchmark to me. I hope you find it similarly funny.
Kangaskhan-Mega @ Kangaskhanite "JEJUNUM"
Ability: Parental Bond
Level: 50
EVs: 244 HP / 44 Atk / 28 Def / 52 SpD / 140 Spe
Adamant Nature
- Fake Out
- Double-Edge
- Seismic Toss
- Sucker Punch
Since I'd been thinking of trying it out in the Tree anyway, I figured this was the best time to pull out my favorite piece from early SM DOU, bulky Seismic Toss Kangaskhan. Coeur's team plays semi-bulky Drain Punch Kangaskhan, which—having never played it—is not a choice I can dispute, but I do think that Seismic Toss's ability to take a 2HKO on almost any Pokemon in the Tree, without huge amounts of Attack EV investment, is too good on paper for me to pass up. As the only reasonable switch-in on the team, I wanted to give Kangaskhan a bulkier EV spread to better let it switch in on unfavorable lead matchups, so the extra bulk over Coeur's spread generally makes me more comfortable doing that, as even in a suboptimal scenario, Kangaskhan is generally taking about 50% on the switch-in, rather than 60%—2HKOs (after additional Mega bulk) rather than 3HKOs. Furthermore, having Seismic Toss as a reliably powerful move which doesn't have recoil meant that I also felt more comfortable running Double-Edge instead of Return, with that extra 20% or so damage output definitely shifting a few calculations in my favor. Using Seismic Toss as my main attack also meant that I didn't have to worry about recoil knocking Kangaskhan into dangerous health zones... as a user with a really poor attention span, not having to worry about extra variables definitely helped me avoid making dumb streak-ending mistakes.
This is the EV spread on the team with the most work put into it, with an entire 5 minutes of discussion going on between
Eisenherz and myself as to what kind of EVs to put on it. Some significant numbers this set hits:
- 44+ Atk Parental Bond Kangaskhan-Mega Sucker Punch vs. 0 HP / 0 Def Alakazam-Mega: 130-155 (100 - 119.2%) -- guaranteed OHKO
- 44+ Atk Parental Bond Kangaskhan-Mega Double-Edge vs. 0 HP / 0 Def Starmie: 135-158 (100 - 117%) -- guaranteed OHKO
- 44+ Atk Parental Bond Kangaskhan-Mega Double-Edge vs. 0 HP / 0 Def Medicham-Mega: 135-158 (100 - 117%) -- guaranteed OHKO
- 252+ Atk Bewear Hammer Arm vs. 244 HP / 28 Def Kangaskhan-Mega: 176-210 (83.4 - 99.5%) -- guaranteed 2HKO
- 252 Atk Refrigerate Glalie-Mega Explosion vs. 244 HP / 28 Def Kangaskhan-Mega: 177-208 (83.8 - 98.5%) -- guaranteed 2HKO
- 252+ SpA Choice Specs Slowking Focus Blast vs. 244 HP / 52 SpD Kangaskhan-Mega: 178-210 (84.3 - 99.5%) -- guaranteed 2HKO
- 252+ SpA Kommo-o Focus Blast vs. 244 HP / 52 SpD Kangaskhan-Mega: 180-212 (85.3 - 100.4%) -- 6.3% chance to OHKO
* * * * *
As if any further proof was needed as to how good this team is, here is a collection of battles where I masterfully attempt to throw the battle, only to be bailed out by luck or how good the team is. You may not (and probably will not) be as lucky as I was in some of these, but as a wise man once said, "you can't get haxed if the opponent's already dead".
371 //
// 9PCG-WWWW-WWX8-5TU9 - potentially close battle ft. not respecting Volcarona
422 //
// AU7W-WWWW-WWX2-VF42 - back Kommo-o makes my life hard along with generally annoying Pokemon Regice, but Seismic Toss Kangaskhan saves the day!
566 //
// 7CXW-WWWW-WWX8-5UE8 - almost throw super hard on the way to top 10, mistarget with Kangaskhan on second-last turn leads to a ~30% loss chance on an Air Slash flinch that thankfully didn't materialize
701 //
// J6KW-WWWW-WWX8-5UF7 - erroneous switch off fainted Kommo-o could have been bad if Typhlosion was set 4
704 //
// UZ5G-WWWW-WWX8-5UGW - showing how important Tailwind is to the team
755 //
// AXHW-WWWW-WWX7-DQQ5 - potentially close battle ft. Cresselia with lucky hits at the end
809 //
// ZFVG-WWWW-WWX8-5UK3 - what happens when you don't respect Electroweb as a move, thankfully Koko bailed me with a Thunderbolt para / full para. Truly glorious misplay
936 //
// S28G-WWWW-WWX8-5UKR - Garchomp, CM Cresselia and Raikou being extremely threatening in theory (but going down reasonably safely)
1000 //
// 9P3G-WWWW-WWX8-5UN3 - as always, the most numerically significant battle is also one of the least significant in terms of actual battle content.
* * * * *
There are many people to thank who played a role in contributing to the fun times I've had in the Tree and the Discord server. I suspect that if you're on this list, you'll already know that I think of you as a good friend and you'll have some rough idea of what you mean to me, so I'll dispense with the formalities: a huge thank you to basically the entire (active part of the) server, but especially
Eisenherz,
Coeur7,
ReptoAbysmal,
paperquagsire,
Smuckem,
Josh C.,
JustinTR,
turskain,
SadisticMystic,
ExtendedFreezer,
Frazone, and
Worldie even though he left the Discord server and refuses to return (boo). If this thank-you feels rather curt and insincere to you, please be assured that it's not, but that I'm spending all my warm fuzzy love designing absolutely lethal puzzles for you.
So here's the big question: will I be gunning for 2000? To put it shortly, no. To put it not-shortly, nooooooooooooooooooooooooooooooooooo.
In all seriousness, though, I've been (re-)playing Pokemon X and having a lot of fun with it, so the Tree is not high up on my list of priorities. I will probably play a lot faster and less meticulously now that I've achieved my goal, and I think it's reasonable to expect that the streak will end through some sort of misplay or lapse of concentration of mine before Sword and Shield are released, so there's no need to worry about the streak hanging in limbo forever. See you all again back atop the Tree, as always.