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Battle Tree Discussion and Records

I made it to a battle 30 something in super single battles and my last Pokémon lost to a sceptile this a focus sash and endeavor and quick attack. I didn’t even know the battle tree could do that!
 
I made it to a battle 30 something in super single battles and my last Pokémon lost to a sceptile this a focus sash and endeavor and quick attack. I didn’t even know the battle tree could do that!
There's also a staraptor with that set but believe me, you saw nothing of the atrocities lurking there ... D:
 
This is more a vent than anything, I just lost my 3rd streak in a row on battle #32, unlucky number for me apparently. I'm just aiming to hit 50 in Super Singles without looking up sets or doing damage calculations (because I don't have that kind of dedication). I've got decent natures and good IVs, never really learned how to calculate EVs (note again my lack of dedication).

Current team:
Kartana, Rash(?)
Focus Sash
Leaf Blade
Sacred Sword
X-Scissor
Smart Strike


Dragonite, Jolly
Lum Berry
Arial Ace
Dragon Dance
Roost
Earthquake


Mimikyu, Adamant
Leftovers
Shadow Sneak
Play Rough
Protect
Curse
(thanks to whoever on this forum noted the usefulness of this)

I played with using Double Team instead of Protect on Mimikyu, didn't go all that well. Even after going +3 or 4 on evasion I was still taking more hits than made it worth it.

I think with a little luck I should be able to brute force my way to 50 wins. Could probably find a better item for Mimikyu, doesn't typically live long enough to really take advantage of leftovers. Basic plan is hyper offense with Kartana and Dragonite, when that won't work lay down curse on whatever is stalling me. Farms BP well enough at least.

Any gaping holes I should address? Overall I enjoy the team, but I do have some other decent mons I could switch in (again with favorable natures and at least good IVs): Metagross, Salamence, Tyranitar, All of the Tapus, Kommo-O, Aegislash, Suicuine and probably others I'm forgetting.
 
This is more a vent than anything, I just lost my 3rd streak in a row on battle #32, unlucky number for me apparently. I'm just aiming to hit 50 in Super Singles without looking up sets or doing damage calculations (because I don't have that kind of dedication). I've got decent natures and good IVs, never really learned how to calculate EVs (note again my lack of dedication).

Current team:
Kartana, Rash(?)
Focus Sash
Leaf Blade
Sacred Sword
X-Scissor
Smart Strike


Dragonite, Jolly
Lum Berry
Arial Ace
Dragon Dance
Roost
Earthquake


Mimikyu, Adamant
Leftovers
Shadow Sneak
Play Rough
Protect
Curse
(thanks to whoever on this forum noted the usefulness of this)

I played with using Double Team instead of Protect on Mimikyu, didn't go all that well. Even after going +3 or 4 on evasion I was still taking more hits than made it worth it.

I think with a little luck I should be able to brute force my way to 50 wins. Could probably find a better item for Mimikyu, doesn't typically live long enough to really take advantage of leftovers. Basic plan is hyper offense with Kartana and Dragonite, when that won't work lay down curse on whatever is stalling me. Farms BP well enough at least.

Any gaping holes I should address? Overall I enjoy the team, but I do have some other decent mons I could switch in (again with favorable natures and at least good IVs): Metagross, Salamence, Tyranitar, All of the Tapus, Kommo-O, Aegislash, Suicuine and probably others I'm forgetting.

This is definitely the kind of team that should be able to get you to 50 if you're willing to give it a few shots, however, I do think some things could be improved to make things easier on yourself:

- If possible, a Kartana with a nature that boosts a useful stat (attack or speed) would definitely help, ideally Jolly. I would suggest replacing X-Scissor with Knock Off if you have access to USUM tutors, since it offers better coverage and some utility as well.

- Dragonite should definitely be running Outrage, probably over Aerial Ace. After a Dragon Dance, Outrage can sweep through several teams on its own, and the Lum Berry will snap you out of confusion. You may want to consider leading Dragonite rather than Kartana, since Dragonite is not great as a switch-in (you don't want Multiscale broken). Since you're almost always going to boost with Dragon Dance, an Adamant Dragonite is probably better, but Jolly is fine if you can't be bothered.

- Mimikyu's best item here would most likely be a Z crystal. If you're playing in USUM, Mimikium Z is ideal, otherwise Fairium Z; both have the advantage of letting you use Play Rough without fear of missing. Substitute could be a nice option over Protect, not only would it allow Mimikyu to stall out a Curse turn if necessary, but it would prevent status moves from slower Pokémon, which I'm sure you noticed there are quite a few in the Tree. Alternatively, Mimikyu can make good use of Swords Dance, and the Disguise can be used to guarantee setting one up, so you may want to consider that.

Having maxed out EVs in relevant stats would certainly be a big help, have you considered using Poké Pelago for that?

I hope these tips are going to be helpful, good luck in your next attempts!
 
I think I must be mis-remembering Kartana's nature as I was pretty sure it's +speed. I've been meaning to hunt for a Jolly one but never got around to it. I'm in Ultra Sun, so I'll look into Knock Off.

Dragonite isn't running Outrage because of one bad experience. I was on a decent (for me) run and I'm down to just Dragonite, but +3 on on Dragon Dances so I'm feeling pretty good. Out comes Togekiss and I can't do anything. This is probably a bad reason not to run it in general but I was pretty annoyed. Aerial Ace is only mildly useful, but hits decently enough once set up, so no real attachment to it.

Substitute is definitely an option, this is my first time using a battle facility so I'm just learning as I go, but I have noticed a lot of people on here seem to use it pretty successfully.

Thanks for the tips. Actually let's make this a double thank you because you sent me a 6IV Ditto in your giveaway thread and it's saved me about a zillion hours in breeding.
 
Alright, I got a streak of 154 in Super Singles in Moon.
After playing around a lot with different teams, I finally landed on this one. I was a little disappointed that my teams with Shell Smash + Sturdy Crustle didn't make the cut. I thought for sure he was a part of a winning strategy, but there were just too many fast Pokemon that outsped even him (not to mention speed priority users). I also really like my Rash Pheromosa with Quiver Dance and Beast Boost (+SpA each kill), but type coverage was an issue.

1566443933040.png
Terrakion @ Focus Sash
Jolly Nature
Ability: Justified
EVs: 4 HP / 252 Attack / 252 Speed
- Close Combat
- Rock Slide
- Earthquake
- Swords Dance

A lot of the time he doesn't need to set up with Swords Dance to kill off the first Pokemon and give my team a 3-vs-2 advantage because STAB Close Combat is so powerful, but there are a lot of opponents that can take a hit, which is when I Swords Dance instead of attacking. Actually, as a general rule, always Swords Dance first unless:
* The opposing Pokemon will get OHKOed with any of Terrakion's attacking moves.
* The opposing Pokemon could be faster than Terrakion
* The opposing Pokemon could have Sturdy or a Focus Sash
Most of the time, except for Pokemon faster than 108 base speed (and can take a hit from Terrakion without fainting), it's a 3-vs-2 advantage, which I found to be extremely important in the Battle Tree.

1566443969281.png
Scizor ♂ @ Life Orb
Adamant Nature
Ability: Technician
EVs: 252 HP / 252 Attack / 4 Speed
- Swords Dance
- Bullet Punch
- Bug Bite
- Superpower

Standard Life Orb Scizor. One Swords Dance and he can kill off most anything that doesn't resist Bullet Punch. Bug Bite is for those that resist steel (but not bug). Superpower is for the occasion he needs to hit other steel types. He's basically the next in line because he can set up a Swords Dance on most Pokemon while still having half his HP left. The only times I won't use Scizor to set up or revenge kill are obviously on fire types which Salamence can. He does a phenomenal job against rocks, fairies, and ices, which is super nice to have with Mega Salamence on the back end.

1566443992982.png
Salamence ♂ @ Salamencite
Adamant Nature
Ability: Intimidate -> Aerilate
EVs: 100 HP / 252 Attack / 156 Speed
- Dragon Claw
- Return
- Earthquake
- Dragon Dance

Before I added him to the team, I kept getting wrecked by bulky fighting types because I simply didn't have the offense or defense to take them on. Like Scizor, one Dragon Dance and he can OHKO most things with Aerilated, STABed Return. I'll typically opt to set up with Salamence as opposed to Scizor on Fire and Fighting types. He and Scizor just complement each other so well (if they can get past Terrakion).


Obviously, this team's biggest weaknesses are Trick Room, the obnoxiously fast teams, and of course Water types which beat Scizor by resisting Bullet Punch and beat Salamence by always packing an ice type move. I survived a pretty good scare a couple of times during this run that I was completely convinced I was done for (No. 113 and No. 149).

No. 113 vs Collector Dennis: KD9W-WWWW-WWX9-VQMG
Basically, this battle was just me not thinking, so it really shouldn't have been as close as it was. He leads out with Porygon-Z, no problem to kill off with a quick Close Combat. Sends out dragonite, Rock Slide won't be good enough, and I forgot about ExtremeSpeed so Swords Danced, focus sashed and got dead by ExtremeSpeed (whoops!). Went with Salamence instead of Scizor since Dragonite could have Fire Punch, and I am glad I did. Intimidate cut Dragonite's attack well, but I forgot that Dragonite will be faster than my Salamence without Dragon Dancing. I naively used Dragon Claw which didn't even do half of Dragonite's HP, and Dragonite killed me the next turn. This is when I thought I was boned. The only reason Fire Punch didn't kill Scizor was because Salamence intimidated Dragonite (thank you). Swords Dance + Bullet Punch killed Dragonite, and I was just hoping that a water, fire, or electric type wouldn't be next. Luckily it was Tyrantrum which went down on one Bullet Punch.

No. 149 vs Raz: DMG-WWWW-WWX9-VRW9
Super speed team. Starts out with Accelgor (faster than Terrakion and will have a focus sash). Used Earthquake just to break the sash and got locked into an encore. Eh ok. Did another EQ and switched to Scizor (poor choice since fast teams will beat Terrakion no matter what). But anyway, I didn't want Scizor to be encored into Swords Dance, so I quickly revenge-killed with Bullet Punch. And comes out Noivern which always packs a Flamethrower. Crap, oh well. Bullet Punched away. Dragon Pulse from Noivern and Salamence is treading water. Dragon Dance + Dragon claw finishes off Noivern, and out comes Ribombee. Welp I lost... Dazzling gleam will kill my remaining two Pokemon. I probably should have invested a few more EVs into Salamence, but I made it before Gen 6 so I wasn't thinking about Mega Evolutions. Ribombee kills Salamence, and wait... it's slower than Terrakion? Oh it must be modest instead of timid. That was close.. too close. Terrakion Rock Slides Ribombee for the win.

LOSING BATTLE
No. 155 vs Veteran Demiathena: 44QW-WWWW-WWX9-VR9B
Sends out Latios, and there's no way Terrakion will OHKO Latios, so Swords Dance. Wait... Dope, Latios is faster than Terrakion. Oops. Psychic takes out Focus Sash, but at least it's choiced on Psychic since it didn't mega-evolve. Psychic deals out Terrakion's one last HP. Scizor resists Psychic so switch to him and Swords Dance + Bullet Punch. Let's hope the next Pokemon isn't Moltres... Well, Zapdos resists Bullet Punch too. Zapdos takes the Bullet Punch to over half HP, uses Thunder and misses (luckily). Bullet Punch finishes off Zapdos. ...And comes out Suicune. At this point I know I'm boned. Only hope is that Blizzard misses twice on Salamence. Bullet Punch and Scizor dies from a Surf. I send out Salamence as a final hope, and Blizzard kills him. Rock Slide instead of Swords Dance wouldn't have had an impact, so I'm not sure what I could've done differently besides switching to Salamence instead of Scizor to set up on the Psychic from Latios, but even then, Salamence and Scizor both would have a hard time against that bulky Suicune.

Alright, I'm off to finally go play Ultra Sun, breed and train up some new ones that I'm excited about. I'll figure out the doubles game eventually.
 
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In doubles, this is where I'm at in my team building (yes I know I'm late to the party). I kind of really like the combination of Mega Charizard-Y with Choice Band Infernape. Flare Blitz & STAB & Choice Band & Drought has been working quite well as a non-setup sweeper (especially on his 3rd Flare Blitz thanks to Blaze). The thing is, I'm not sure what to have on the back-end. Currently, I've got Garchomp to deal with fire types, and I've tepidly got Thundurus because of Garchomp's EQ and he can Thunderbolt/Discharge/GrassKnot water types.

1566443489657.png
Charizard ♂ @ Charizardite Y
Timid Nature
Ability: Blaze -> Drought
EVs: 4 HP / 252 Special Attack / 252 Speed
- Heat Wave
- Air Slash
- Protect
- Solar Beam

1566443451645.png
Infernape ♂ @ Choice Band
Jolly Nature
Ability: Blaze
EVs: 4 HP / 252 Attack / 252 Speed
- Flare Blitz
- Close Combat
- Earthquake
- Rock Slide

1566443760279.png
Thundurus @ Focus Sash
Timid Nature
Ability: Prankster
EVs: 4 HP / 252 Special Attack / 252 Speed
- Thunderbolt
- Sludge Bomb
- Grass Knot
- Nasty Plot

1566443791228.png
Garchomp ♂ @ Lum Berry
Jolly Nature
Ability: Sand Veil
EVs: 4 HP / 252 Attack / 252 Speed
- Dragon Claw
- Earthquake
- Poison Jab
- Swords Dance

It seems my collection of EV trained Pokemon might not be enough, so I'll be grabbing some more before Sword & Shield come out. But anyways, these are a couple of Megas with Adaptability I'm interested in making and trying out (for singles or doubles) because maybe I need a completely different strategy and also because I can imagine Mega Beedrill being really good in general. Yes, I am offensively-minded, thank you for asking.

1566443554429.png
Lucario @ Lucarionite
Jolly Nature
Ability: Steadfast -> Adaptability
EVs: 4 HP / 252 Attack / 252 Speed
- Close Combat
- Bullet Punch
- Ice Punch
- Swords Dance/Earthquake/Substitute

1566443370901.png
Beedrill @ Beedrillite
Jolly Nature
Ability: Swarm -> Adaptability
EVs: 4 HP / 252 Attack / 252 Speed
- X-Scissor
- Poison Jab
- Drill Run
- Fell Stinger
 
In doubles, this is where I'm at in my team building (yes I know I'm late to the party). I kind of really like the combination of Mega Charizard-Y with Choice Band Infernape. Flare Blitz & STAB & Choice Band & Drought has been working quite well as a non-setup sweeper (especially on his 3rd Flare Blitz thanks to Blaze). The thing is, I'm not sure what to have on the back-end. Currently, I've got Garchomp to deal with fire types, and I've tepidly got Thundurus because of Garchomp's EQ and he can Thunderbolt/Discharge/GrassKnot water types.
Your composition isn't that much different from what i've used at the time to hit 140 or so.

A couple optimizations you could do:
1) Ditch Heat Wave and Air Slash on Charizard. They're inaccurate and Charizard isn't exactly the bulky pokemon that can afford to miss. When running Sun, you really want to either break both leads or at least trade 2 for 1 in turn 1 outside of bulky enemies. Flamethrower hits significantly harder on single target than Heat Wave, and you can round up with either Dragon Pulse (so you're not walled by dragons), Ancient Power (allows you to actually damage Heatran on top of hitting a few fliers that resist fire on top of oneshotting Talonflame Moltres and opposer Charizards), or HP Ice/Ground. Also, a minimal investment in HP (iirc, something like 50 EV, I would need to recheck) allow Charizard to survive some unstabbed Rock slides, most notably Bronzong34's ones, which otherwise threatens to either setup TR or QC 1hko you, while not really losing much of anything in term of damage due to its already massive Spatk.
2) Infernape's attack is already quite decent and he is insanely squishy and going to kill himself with recoil anyway, so I would suggest ditching Band for Life Orb, and replacing one of the attacks (most likely Rock Slide) for Fake Out. Charizard's biggest vulnerability is its mediocre speed, and Fake Out can buy you that one turn against speedy trainers necessary to get going. (By the way, Aerodactyl34 and Garchomp3 right now can single handedly mow down your entire team, expecially if combined with a second dangerous lead, and unfortunately they're common enough to need consideration)
3) Change your Garchomp and Thundurus sets. Setup moves are sorta pointless on backline pokemon: when they're coming in, you're likely in istant need to kill something right away and potentially in desperation mode cause your lead just got killed or forced out. I would personally suggest Z-move on Garchomp (potentially ground) and just replace both setup moves with Protect or a 4th coverage. Do note that Thundurus is decently fast and gets access to Sky Drop, which while not doing much damage can be pretty precious in buying out a TR or weather turn to perform a swap, while another option could be Smack Down to let your Garchomp be able to hit fliers more easily with his main stab.
Z-move on Infernape and LO on Garchomp is also a possibility if you want a bigger chance to murder something turn one and don't mind the risk of not being able to use Earthquake while Infernape is still on the field.

Hope this helps. If you're curious of it, my streak with a very similar comp and a bigger analysis is available here
https://www.smogon.com/forums/threa...ion-and-records.3587215/page-112#post-7557884


Edit: Ah, I've tried to use Mega Beedrill, and contrary to what you'd expect, he's sadly terrible. He's super fast, but not fast enough to get the jump on scarfers, and his stabs are awful. You'd be surprised by how many times it does basically nothing turn 1 :(
 
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I'm going to be streaming soon. Will start off with a battle video or two before trying to add to the streak (currently at 4260).

Link

The beginning of the stream showed the video of the most dramatic battle of the streak. Battle summary: Scarf Entei KOed Durant, Glalie wasn't able to KO the Thundurus on the switch-in because of negative Accuracy boosts, Thundurus hit Glalie with a Prankster Taunt (through +4 or +5 Evasion) the turn it got KOed, Entei hit Glalie again the following turn to break its Substitute and with negative Sp. Def boosts and no ability to Sub/Protect stall I had to switch to Mimikyu, the Tornadus that came in had Supersonic Skystrike and OHKOed Mimikyu (3/8ths damage roll) before it could move, and then all that crazy bad luck was largely undone the following turn when Glalie used Protect and got a Speed boost.
 
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Is mega Charizard Y viable in singles? If yes, what are some good teammates for it? Does it need checks for electric?
Realistically not. He's too slow and without a reliable way to setup, even with a neutered lead. Its high spatk, while neat, isn't anywhere enough to oneshot certain rock types (expecially Tyranitar and Terrakion) which threaten to 1hko it right away and severely dent almost anything you may want to swap in.
X would be borderline usable with neutered leads since it can abuse Dragon Dance and Roost, basically working similarly to Salamence, but Y would just work in short-term hyperaggressive combos.
 
Could anyone help me assemble a team from these mons for super doubles? Completed super single using mega Scizor, Garchomp and Toxapex.
Greatful for any help, natures, abilities, attacks, evs ivs and items.
192967
192968
 
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Could anyone help me assemble a team from these mons for super doubles? Completed super single using mega Scizor, Garchomp and Toxapex.
Greatful for any help, natures, abilities, attacks, evs ivs and items.
View attachment 192967View attachment 192968
Slowking @ Lum Berry
Oblivious or Regenerator
Sassy (252 HP 4 Def 252 SpD)
0 Speed IV
Trick Room
Scald
Disable/Psychic
Heal Pulse/After You

Incineroar @ Figy Berry/Assault Vest
Intimidate
Brave (252 HP 252 Atk 4 SpD)
0 Speed IV
Fake Out
Flare Blitz
Knock Off/Darkest Lariat
Low Kick

Metagross @ Assault Vest/Iron Ball
Brave (252 HP 252 Atk 4 SpD)
Clear Body
0 Speed IV
Meteor Mash
Zen Headbutt
Earthquake
Ice Punch

Vikavolt @ Life Orb
Quiet (252 HP 4 Def 252 SpA)
Levitate
0 Speed IV
Thunderbolt
Bug Buzz
Energy Ball
Protect/Flash Cannon/Charge Beam

The idea is to FO Taunt or Rock Slide users, or prevent Slowking from eating supereffective Z moves. From there, you damage what you can and safely switch if possible and let Vikavolt do its thing, which is murder. Don't underestimate neutral hits off that LO; it is extremely strong.

Disable off that 31 speed is pretty useful and can be used to deactivate annoying moves, while After You benefits pokes with poorer TR speeds, namely Incineroar, and will allow it to outspeed and KO Escavalier or a Ramblin' Evil Mushroom (those spores will be your downfall if you let them!) Oblivious is immensely good for its Taunt blocking, while Regen is better for giving second chances if you can't prevent a flinch.

Intimidate will do a lot for Slowking, and take it from me: base 95/80 fully invested survives a lot of STAB supereffective hits, Thunder and Bug Buzz and the like, and Slowking is rocking 95/110, a nice spike over Bro. I am one of the few people who condemns Uturn on Incin, especially in a role with a movepool which allows it to deal huge or fatal damage to things like Tyranitar or Snorlax. Knock Off rarely fails to be a poorer option, but Darkest Lariat will ignore Minimize/DT and Curse.

Metagross with an Assault Vest is very bulky and is still able to wreck stuff outside of its mega form. Another beneficiary of After You, but whenever possible your killing should fall onto Vikavolt. The main perk to Gross is switching him into powerful rock users.

TR is my bread and butter and I would probably run a randomly assembled team like this. I believe it's easily capable of 50 wins, with some getting accustomed.

You have a few more excellent TR pokes, like Azumarill, Dragalge and Lurantis.
 
Slowking @ Lum Berry
Oblivious or Regenerator
Sassy (252 HP 4 Def 252 SpD)
0 Speed IV
Trick Room
Scald
Disable/Psychic
Heal Pulse/After You

Incineroar @ Figy Berry/Assault Vest
Intimidate
Brave (252 HP 252 Atk 4 SpD)
0 Speed IV
Fake Out
Flare Blitz
Knock Off/Darkest Lariat
Low Kick

Metagross @ Assault Vest/Iron Ball
Brave (252 HP 252 Atk 4 SpD)
Clear Body
0 Speed IV
Meteor Mash
Zen Headbutt
Earthquake
Ice Punch

Vikavolt @ Life Orb
Quiet (252 HP 4 Def 252 SpA)
Levitate
0 Speed IV
Thunderbolt
Bug Buzz
Energy Ball
Protect/Flash Cannon/Charge Beam

The idea is to FO Taunt or Rock Slide users, or prevent Slowking from eating supereffective Z moves. From there, you damage what you can and safely switch if possible and let Vikavolt do its thing, which is murder. Don't underestimate neutral hits off that LO; it is extremely strong.

Disable off that 31 speed is pretty useful and can be used to deactivate annoying moves, while After You benefits pokes with poorer TR speeds, namely Incineroar, and will allow it to outspeed and KO Escavalier or a Ramblin' Evil Mushroom (those spores will be your downfall if you let them!) Oblivious is immensely good for its Taunt blocking, while Regen is better for giving second chances if you can't prevent a flinch.

Intimidate will do a lot for Slowking, and take it from me: base 95/80 fully invested survives a lot of STAB supereffective hits, Thunder and Bug Buzz and the like, and Slowking is rocking 95/110, a nice spike over Bro. I am one of the few people who condemns Uturn on Incin, especially in a role with a movepool which allows it to deal huge or fatal damage to things like Tyranitar or Snorlax. Knock Off rarely fails to be a poorer option, but Darkest Lariat will ignore Minimize/DT and Curse.

Metagross with an Assault Vest is very bulky and is still able to wreck stuff outside of its mega form. Another beneficiary of After You, but whenever possible your killing should fall onto Vikavolt. The main perk to Gross is switching him into powerful rock users.

TR is my bread and butter and I would probably run a randomly assembled team like this. I believe it's easily capable of 50 wins, with some getting accustomed.

You have a few more excellent TR pokes, like Azumarill, Dragalge and Lurantis.

Thank you!
 
So I have decided to tackle the Battle Tree before SwSh gets here. I want to get to 100 wins in Doubles and at least to the 50 I need in Singles. Maybe, I'll try for the Multi as well, if I can.

My Doubles Team will be the one I beat all Maisons and Trees since XY, Aron/Dusclops/Mega Kanga/Conkeldurr.

However, since I'm trying to learn how to better play Singles 3x3, I'm in doubt of which team to use. Currently, the one I'm using (just got to 10 wins - nothing, I know) is the one below:

Tapu Lele @Psychium Z
Psychic Surge
Timid (252 SpA / 252 Spe / 4 HP)
-Psychic
-ShadowBall
-Energy Ball
-Moonblast

Umbreon @ Leftovers
Synchronize
Careful (252 HP / 252 SpD / 4 Def)
-Wish
-Protect
-Foul Play
-Toxic

Salamence @ Salamencite
Intimidate
Naive (164 Atk / 92 SpA / 252 Spe)
-Flamethrower
-Hyper Voice
-Draco Meteor
-Crunch

Can you tell me if it's a well-rounded team to at least get the stamp?

If not, how should I change it?

Thanks a bunch!
 
So I have decided to tackle the Battle Tree before SwSh gets here. I want to get to 100 wins in Doubles and at least to the 50 I need in Singles. Maybe, I'll try for the Multi as well, if I can.

My Doubles Team will be the one I beat all Maisons and Trees since XY, Aron/Dusclops/Mega Kanga/Conkeldurr.

However, since I'm trying to learn how to better play Singles 3x3, I'm in doubt of which team to use.

As you are aware, you'll definitely do fine with the Eppie special in Doubles.

As for singles, I have good news and bad news.

The good news is that if you are just trying to get to 50, just running a reasonable mix of Pokemon with a reasonable mix of attacks can get you there. So you should be able to make it.

The bad news is that your suggested team does have some notable weaknesses. First is Mixed-Mence. Draco Meteor is not a good option in the battle tree. That miss chance is just brutal, and can turn easy wins into losses. While in PVP battles, the "likely OHKO, small chance of a miss" moves are a great option, since the occasional loss to accuracy is worth the greater OHKO capability, whenever you are looking to put together a big streak of wins, you want to be minimizing variance. It also seems odd to go Mixed just for Crunch as your one physical-type attack, especially since it provides super-effective coverage against neither Steel-types, nor Faerie types, nor Blissey. Remember that because your STAB attacks are so powerful, a neutral Crunch is often going to be out-performed by a not-very effective STAB, and a Super effective Crunch will be outperformed by a neutral STAB. With coverage moves on big Dragons, you are thus usually looking for a potential 4x delta. Earthquake, for example, is 2x effective on Steel-types, where Outrage is 1/2x effective. Crunch doesn't provide a lot of these. Finally, you pay a very real EV price in going mixed. With just 92 Spa, your primary attacks lose a notable amount of pop. And even if you actually meant to flip your Spa and Att EVs, leaving you with 164 Spa, you are still losing a decent chunk of power just to support a marginal coverage move. I suspect you are better off going with a more traditional physical attacking Salamence, or even Dragonite, which can more easily steal a Dragon Dance or two thanks to Multiscale.

This takes us to Umbreon. Umbreon suffers from what I call "the Milotic problem": it's a reasonable Defensive Pokemon, but it can't take advantage of things it dominates. One of the best ways to win an easy victory is to have a foe that one of your Pokemon beats easily, switch in, set up, and then turn other future threats into cakewalks thanks to being set-up. Umbreon may be able to switch in and beat a decent number of foes, but then what? An unfavorable follow-up comes in, and you have no advantage going forward. This isn't to say that every Pokemon has to be able to set up. A couple of examples: Mega Metagross plays reasonably well on offensive teams with a Dragon-type lead as a weakness covering switch-in that can muscle through a lot of problems. Gliscor doesn't boost, and like Umbreon it can rack up plenty of KOs with Toxic, but Gliscor's big advantage is it is incredible at stalling out moves to allow its teammates to come in and set up freely. Umbreon is, in my mind, mostly a worse Gliscor, with its one advantage being that it doesn't stack a 4x ice-type weaknesses with Flying-type Dragons. (And even this can sometimes be an advantage for Gliscor to the extent that Gliscor can draw and stall out the ice-type move for Salamence).

And this comparison to Gliscor, and Umbreon's inability to either set-up or give its teammates a chance to set up leads us to a related problem: nothing on your team can set up at all. It's not just Umbreon who won't be at any advantage against subsequent Pokemon no matter how badly it dominates the lead; it's your whole team. If the opponent is reasonably bulky, can boost, and especially if it can Rest off Toxic, you may easily find yourself in trouble. Similarly, with no Substitute anywhere on the team, OHKO moves and status afflictions are a real threat. I'd feel much more comfortable if at least something on your squad was designed to set up, and you should consider a Substitute user as well.

All this said, 50 is a pretty modest goal, so extreme optimization is not required, and your team can probably make it. But recognize that it may take several tries for your team to get there, as your proposed squad has some big holes.
 
So I have decided to tackle the Battle Tree before SwSh gets here. I want to get to 100 wins in Doubles and at least to the 50 I need in Singles. Maybe, I'll try for the Multi as well, if I can.

My Doubles Team will be the one I beat all Maisons and Trees since XY, Aron/Dusclops/Mega Kanga/Conkeldurr.

However, since I'm trying to learn how to better play Singles 3x3, I'm in doubt of which team to use. Currently, the one I'm using (just got to 10 wins - nothing, I know) is the one below:

Tapu Lele @Psychium Z
Psychic Surge
Timid (252 SpA / 252 Spe / 4 HP)
-Psychic
-Substitute
-Calm Mind
-Moonblast

No need to get too cute trying to set up, but a lot of things are very predictable in their use of status moves and will let you get a free Sub before you KO with Psychium Z

Umbreon @ Leftovers
Synchronize
Careful (252 HP / 252 SpD / 4 Def)
-Wish
-Protect
-Foul Play
-Toxic


Aegislash @Leftovers
Adamant/Brave/whatever you have 252 HP/252 Atk
-King's Shield
-Swords Dance
-Sacred Sword
-Shadow Sneak

Tapu Lele doesn't need coverage because this can set up on whatever bulky steel types are before 50. Covers Poison/Steel for Lele and Dragon/Ice/Rock/Fairy for Salamence.


Salamence @ Salamencite
Intimidate
Naive (252 Atk / 252 Spe) -
-Substitute
-Dragon Dance
-Double-Edge
-Earthquake

Jolly would be better if you've got one, but you'll be fine for getting the stamp either way.

This is basically the 'clear through the early riff-raff' team I used, although it's been a while since I've had to do that.
 
Hello! First time caller, love the show.

I'm using a team not entirely dissimilar to the one above in singles:
Kartana @ Focus Sash
Beast Boost
Jolly (252 Atk / 252 Spd)
Leaf Blade
Swords Dance
Smart Strike
Sacred Sword


Tapu Lele @ Choice Scarf
Psychic Surge
Timid (252 SpAtk / 252 Spd)
Thunderbolt
Psychic
Shadowball
Moonblast


Salamence @ Salamencite
Intimidate > Aerilate
Jolly (252 Atk / 252 Speed)
Return
Dragon Dance
Substitute
Roost


I usually get around the 50 mark in battle tree, but I struggle with some trick room teams, and if a quick special attacker gets the drop, they can be hard to stop. I'm thinking of swapping Tapu Lele for Tapu Fini for the bulk, which would also increase my resistance to fire, with Kartana carrying that 4x weakness. Kartana does the bulk of the work, usually sweeping teams, whilst Mence usually stalls and DD's up.

Any thoughts?
 
Hello! First time caller, love the show.

I'm using a team not entirely dissimilar to the one above in singles:
Kartana @ Focus Sash
Beast Boost
Jolly (252 Atk / 252 Spd)
Leaf Blade
Swords Dance
Smart Strike
Sacred Sword


Tapu Lele @ Choice Scarf
Psychic Surge
Timid (252 SpAtk / 252 Spd)
Thunderbolt
Psychic
Shadowball
Moonblast


Salamence @ Salamencite
Intimidate > Aerilate
Jolly (252 Atk / 252 Speed)
Return
Dragon Dance
Substitute
Roost


I usually get around the 50 mark in battle tree, but I struggle with some trick room teams, and if a quick special attacker gets the drop, they can be hard to stop. I'm thinking of swapping Tapu Lele for Tapu Fini for the bulk, which would also increase my resistance to fire, with Kartana carrying that 4x weakness. Kartana does the bulk of the work, usually sweeping teams, whilst Mence usually stalls and DD's up.

Any thoughts?

Sure, sounds fine to me. If you're using Tapu Fini as a choiced attacker, I'd recommend having Confide on it somewhere so you have the option of sacrificing it to help guarantee a Salamence set-up. Also consider Sub/DD/Double-Edge/Earthquake on Salamence if you're mostly using it to clean things up after Kartana; the initial power can make a pretty big difference when it comes to revenge killing things (Starmie and Tornadus are a couple fast special attackers where Double-Edge is a guaranteed OHKO while Return isn't), and between that and the extra coverage you don't need as many boosts to sweep.

If you're consistently hitting 50, that's pretty good and there isn't really a way to consistently get 100 or 200 in singles outside of stalling/set-up. Battle 40 marks a noticeable bump in difficulty, so it's closer to the truth to say a streak of 100 contains 6 times, not 2 times, as many 'tough' battles as a streak of 50. The leaderboard lists a team's peak, not average, performance and most of the streaks up to about 400 straight are either the result of one outlier lucky run out of many attempts (whether it's from the same person attempting multiple streaks with the exact same team or hundreds of people independently coming up with extremely similar teams) or someone using a team that's higher on the leaderboard and losing due to misplay.
 
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