Hi! Here comes a new run of the Link mode of the Arcade.
This was done, as always, in spanish retail copies of the games and with the inestimable help of 6arc1, using once again the updated version of team Syzygy in doubles, with Metagross as the 4th member instead of the Swampert used in the previous attempt. This time the streak was of 167 battles won in a row.
*Carloss97's side:
Garchomp (M)
Ability: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 1 SpA
- Outrage
- Earthquake
- Fire Fang
- Swords Dance
Metagross
Ability: Clear Body
Shiny: Yes
IVs: 31 / 31 / 31 / 7 / 31 / 31
EVs: 84 HP / 252 Attack / 4 Defense / 4 Sp.Defense / 164 Speed
Adamant Nature
- Iron Head
- Earthquake
- Bullet Punch
-Thunderpunch
*6arci's side:
Latios (M)
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 29 HP / 21 Atk / 15 Def / 23 SpD / 29 Spe
- Dragon Pulse
- Psychic
- Thunderbolt
- Surf
Raikou
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Rash Nature
- Thunderbolt
- Aura Sphere
- Shadow Ball
- Hidden Power [Ice]
I would say that the difference between this streak and the last comes not only by a marginally better (still not great though xD) skill at stopping the roulette but mostly the better synergy provided by Metagross, as with his great performances in other modes (compared to the previously used swampert version), we knew we could get a longer streak here.
We also did this run, not only to improve it with Metagross, but the main purpose was to regain some of that feeling of familiarity against the link sets of PTHGSS as we just spent almost 900 battles facing the much manageable and less varied sets of the D/P modes, and that could impact our decision making if we were to continue that other streak we still have ongoing at 203 on the PtHGSS tower, as I said before, we prefer to battle by memory stopping only to slowly reconsider the situation by looking up external resources when the battle gets really tricky, so we would be biased in our thinking towards those D/P mons potentially leading us to fatal mistakes, and thus we decided to do this one first as right now we had less stakes here (none really until we started to go past our personal best) in an attempt to engage again with the improved sets in a more stress free enviroment.
This was not accomplished on the first try though, as I fucked up the roulette, landing on battle 30 something on the "switch teams" option against a team which I can't quite remember entirely (but had almost no chance at beating ours, as they were all slower mons with little super effective moves apart from an ice beam vaporeon in the back if we recall correctly), and even though it is never easy to lose in this way and it's not really relevant to the streak or the technical analysis of it, the fact that I was to now face my team from the other perspective during this late part of the journey and seeing them how easily they pounced this other shittier team, made me even more aware of the way those poor thousands of Npcs might have been feeling since the start of this project. This brief moment of pride made it quite easier to not feel too upset at the loss so we could quickly start a new streak.
I would also want to mention something I failed to notice on the first streak, (probably because of its brevity so it might have not come into play as much then as this time, plus we were too focused on playing any given mode and then quickly diving into the next one without giving any of them too much thought) and that’s that this modality cannot only seem easier (at least for Syzygy) compared to doubles because of the option to focus on one side of the field to convert the battles into 2 vs 1, but also because 2 of the worst options in the roulette, the self-infliction of sleep and freeze, which incapacites just one mon (I guess because of the overwhelming influence they can exert compared to the others) in both formats, and that means 1/3 of the team gets nullified in doubles compared to "only" 1/4 in here in link. Which was still no good news when it happened, but much more manageable than before. This also means it's a lesser advantage when you give them to the rival teams (but I see this as being less impactful or at the very least felt that way, as I rarely sought it purposefully as a mean to beat them, compared to the frustration of it happening to me, maybe beacuse of the way my team operates where that set back puts me in worse position than most other teams which might not be so reliant on hyper-offense)
Also on a much more anecdotical note, another difference between this particular streak and most other ones I did before in the same facility, is that I was certainly luckier when we landed on the "item for our team" slot, as before I could swear that the item pool was skewed in a way were most of the times I would get a lagging tail or iron ball (almost guarantying me a loss against a somewhat capable team) but this time they didn’t appear once, and other items such as the magnifying glass and scope lens seemed much more frequent. Even then, we were forced to play with a choice band once for most of the round but luckily we made it trough. This is to say that I no longer hold the impression that some items are more favored than others when landing on this option.
Now for our loss on battle 168:
- Turn 0 (Roulette): I set up hail vs aerodactyl (lead)/ Houndoom (back) & Forretress (lead)/Scizor (back)
- Turn1: Aerodactyl outspeeds and kills chomp with a crit dclaw. Then latios gets the revenge with a t-bolt, while forretres uses spikes.
- Turn 2: Next comes a houndoom which overheats to kill Metagross (maybe i should have bullet punched here to get a little chip damage) and latios fails to kill it with d-pulse (here the better move was probably surf but I still don't think it would have been enough to get the kill by iself seeing it has to spread the damage being "doubles", plus I wasn’t sure if maybe he would use sunny day to override the weather and thus would weaken my water move further). So in the end I think I should have made that hypothetical combo of bullet punch + surf which (only if they both were to be near max rolls) would have killed the houndoom before it could knock out my Meta so i would still keep a mon on both sides of the field. After all this (most certainly) wrong string of decisions, forretress puts the cherry on top by KOing latios with pay-back.
- Turn 3: I send Raikou which, as Metagross did before, gets chipped by the spikes, then kills houndoom but gets hit by a pay-back which leaves us in the red portion of the HP bar after also getting hit by the hail, and with only enough life to live another turn
-Turn 4: forry gets killed by a single T-Bolt, before Raikou succumbing finally to the inclement weather that I slopilly set up (not entirely on purpose obviously, I just aimed to a cluster of red and grey options of the roulette and happened to land there), and without even getting to face Scizor. Nor that we were going to have options at killing him anyway as only a crit would have made him die to an unboosted (as we had no specs due to the mode) T-bolt and only if it was a variant without priority (bullet punch or quick attack).
So I would say this was a somewhat deserved death which may have been prevented by better aim of the roulette and that other aproach to maybe kill houndoom.
That being said a completely different battle would have taken place if aero didn’t crit as Chomp would have been very useful if my initial gameplan were to be fulfilled, as him or latios could survive the dclaw (which I now only kills any of them if helped by the crit), then chomp fire fangs the forretress weakening it a lot, before latios tbolts the aero. Next turn with an EQ houndoom probably dies and if not latios finishes him or KOs forretress too. Then with only one side active (and probably just one mon left) against our whole team this was a sure victory.
So I think that complete deviation from the gameplan might have made me rush a little bit much in the decision making of the next turn, giving them a more pronounced advantage.
Or he could have been the Ice Fang variant and the same scenario would have ultimately occured without them even needing to crit LoL.
So I don't think I can complain too much after all the good luck in previous runs xD.
Now for the closing thoughts I must admit that even though this might be our worst perfoming facility, is certainly one of the most fun for us, the uncertainty of the roulette makes for very varied scenarios which is such a breath of fresh air after so many battles under the same, almost sterile conditions (not at all helped by my insistence about still using the same team over and over xD) and even taking into account that the rounds were slower and the roulette still requires a level of attention between battles that makes it less suitable for my otherwise usual approach at this challenges (which for those not familiar, I would explain it as in almost not paying attention, specially between fights in a way were the experience makes the battles feel as they are being blended together aiding me in getting into that kind of flow state were they get to be labeled as "background activity" by my brain, letting me to do them while doing other IRL duties most of the time).
That being said this is nothing compared to the complete change of mind that the castle requires of me, as that "between-battle" time, is the opposite of what one encounters here in the roulette: a slow as fuck and strategic consideration, instead of the more random and quicker nature of the external events here. Why I say this? Beacuse the most logical step for us now might be to revisit our link streak there for a while before revisiting the tower one in order to keep regaining said familiarity with the sets.
But I must admit this is more of a 6arc1 idea as for much sense it may make, I really dread going back there after my beautiful but certainly painful and slow experience there, by myself in doubles. So If we end up revisiting that facility first, I don't think we will do as many battles as we did here even if the streak doesn't break.
Whichever one we end up tackling now, we will update you when it's done, but in the meantime: take care and have fun everyone!
This was done, as always, in spanish retail copies of the games and with the inestimable help of 6arc1, using once again the updated version of team Syzygy in doubles, with Metagross as the 4th member instead of the Swampert used in the previous attempt. This time the streak was of 167 battles won in a row.
*Carloss97's side:
Garchomp (M)
Ability: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 1 SpA
- Outrage
- Earthquake
- Fire Fang
- Swords Dance
Metagross
Ability: Clear Body
Shiny: Yes
IVs: 31 / 31 / 31 / 7 / 31 / 31
EVs: 84 HP / 252 Attack / 4 Defense / 4 Sp.Defense / 164 Speed
Adamant Nature
- Iron Head
- Earthquake
- Bullet Punch
-Thunderpunch
*6arci's side:
Latios (M)
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 29 HP / 21 Atk / 15 Def / 23 SpD / 29 Spe
- Dragon Pulse
- Psychic
- Thunderbolt
- Surf
Raikou
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Rash Nature
- Thunderbolt
- Aura Sphere
- Shadow Ball
- Hidden Power [Ice]
I would say that the difference between this streak and the last comes not only by a marginally better (still not great though xD) skill at stopping the roulette but mostly the better synergy provided by Metagross, as with his great performances in other modes (compared to the previously used swampert version), we knew we could get a longer streak here.
We also did this run, not only to improve it with Metagross, but the main purpose was to regain some of that feeling of familiarity against the link sets of PTHGSS as we just spent almost 900 battles facing the much manageable and less varied sets of the D/P modes, and that could impact our decision making if we were to continue that other streak we still have ongoing at 203 on the PtHGSS tower, as I said before, we prefer to battle by memory stopping only to slowly reconsider the situation by looking up external resources when the battle gets really tricky, so we would be biased in our thinking towards those D/P mons potentially leading us to fatal mistakes, and thus we decided to do this one first as right now we had less stakes here (none really until we started to go past our personal best) in an attempt to engage again with the improved sets in a more stress free enviroment.
This was not accomplished on the first try though, as I fucked up the roulette, landing on battle 30 something on the "switch teams" option against a team which I can't quite remember entirely (but had almost no chance at beating ours, as they were all slower mons with little super effective moves apart from an ice beam vaporeon in the back if we recall correctly), and even though it is never easy to lose in this way and it's not really relevant to the streak or the technical analysis of it, the fact that I was to now face my team from the other perspective during this late part of the journey and seeing them how easily they pounced this other shittier team, made me even more aware of the way those poor thousands of Npcs might have been feeling since the start of this project. This brief moment of pride made it quite easier to not feel too upset at the loss so we could quickly start a new streak.
I would also want to mention something I failed to notice on the first streak, (probably because of its brevity so it might have not come into play as much then as this time, plus we were too focused on playing any given mode and then quickly diving into the next one without giving any of them too much thought) and that’s that this modality cannot only seem easier (at least for Syzygy) compared to doubles because of the option to focus on one side of the field to convert the battles into 2 vs 1, but also because 2 of the worst options in the roulette, the self-infliction of sleep and freeze, which incapacites just one mon (I guess because of the overwhelming influence they can exert compared to the others) in both formats, and that means 1/3 of the team gets nullified in doubles compared to "only" 1/4 in here in link. Which was still no good news when it happened, but much more manageable than before. This also means it's a lesser advantage when you give them to the rival teams (but I see this as being less impactful or at the very least felt that way, as I rarely sought it purposefully as a mean to beat them, compared to the frustration of it happening to me, maybe beacuse of the way my team operates where that set back puts me in worse position than most other teams which might not be so reliant on hyper-offense)
Also on a much more anecdotical note, another difference between this particular streak and most other ones I did before in the same facility, is that I was certainly luckier when we landed on the "item for our team" slot, as before I could swear that the item pool was skewed in a way were most of the times I would get a lagging tail or iron ball (almost guarantying me a loss against a somewhat capable team) but this time they didn’t appear once, and other items such as the magnifying glass and scope lens seemed much more frequent. Even then, we were forced to play with a choice band once for most of the round but luckily we made it trough. This is to say that I no longer hold the impression that some items are more favored than others when landing on this option.
Now for our loss on battle 168:
- Turn 0 (Roulette): I set up hail vs aerodactyl (lead)/ Houndoom (back) & Forretress (lead)/Scizor (back)
- Turn1: Aerodactyl outspeeds and kills chomp with a crit dclaw. Then latios gets the revenge with a t-bolt, while forretres uses spikes.
- Turn 2: Next comes a houndoom which overheats to kill Metagross (maybe i should have bullet punched here to get a little chip damage) and latios fails to kill it with d-pulse (here the better move was probably surf but I still don't think it would have been enough to get the kill by iself seeing it has to spread the damage being "doubles", plus I wasn’t sure if maybe he would use sunny day to override the weather and thus would weaken my water move further). So in the end I think I should have made that hypothetical combo of bullet punch + surf which (only if they both were to be near max rolls) would have killed the houndoom before it could knock out my Meta so i would still keep a mon on both sides of the field. After all this (most certainly) wrong string of decisions, forretress puts the cherry on top by KOing latios with pay-back.
- Turn 3: I send Raikou which, as Metagross did before, gets chipped by the spikes, then kills houndoom but gets hit by a pay-back which leaves us in the red portion of the HP bar after also getting hit by the hail, and with only enough life to live another turn
-Turn 4: forry gets killed by a single T-Bolt, before Raikou succumbing finally to the inclement weather that I slopilly set up (not entirely on purpose obviously, I just aimed to a cluster of red and grey options of the roulette and happened to land there), and without even getting to face Scizor. Nor that we were going to have options at killing him anyway as only a crit would have made him die to an unboosted (as we had no specs due to the mode) T-bolt and only if it was a variant without priority (bullet punch or quick attack).
So I would say this was a somewhat deserved death which may have been prevented by better aim of the roulette and that other aproach to maybe kill houndoom.
That being said a completely different battle would have taken place if aero didn’t crit as Chomp would have been very useful if my initial gameplan were to be fulfilled, as him or latios could survive the dclaw (which I now only kills any of them if helped by the crit), then chomp fire fangs the forretress weakening it a lot, before latios tbolts the aero. Next turn with an EQ houndoom probably dies and if not latios finishes him or KOs forretress too. Then with only one side active (and probably just one mon left) against our whole team this was a sure victory.
So I think that complete deviation from the gameplan might have made me rush a little bit much in the decision making of the next turn, giving them a more pronounced advantage.
Or he could have been the Ice Fang variant and the same scenario would have ultimately occured without them even needing to crit LoL.
So I don't think I can complain too much after all the good luck in previous runs xD.
Now for the closing thoughts I must admit that even though this might be our worst perfoming facility, is certainly one of the most fun for us, the uncertainty of the roulette makes for very varied scenarios which is such a breath of fresh air after so many battles under the same, almost sterile conditions (not at all helped by my insistence about still using the same team over and over xD) and even taking into account that the rounds were slower and the roulette still requires a level of attention between battles that makes it less suitable for my otherwise usual approach at this challenges (which for those not familiar, I would explain it as in almost not paying attention, specially between fights in a way were the experience makes the battles feel as they are being blended together aiding me in getting into that kind of flow state were they get to be labeled as "background activity" by my brain, letting me to do them while doing other IRL duties most of the time).
That being said this is nothing compared to the complete change of mind that the castle requires of me, as that "between-battle" time, is the opposite of what one encounters here in the roulette: a slow as fuck and strategic consideration, instead of the more random and quicker nature of the external events here. Why I say this? Beacuse the most logical step for us now might be to revisit our link streak there for a while before revisiting the tower one in order to keep regaining said familiarity with the sets.
But I must admit this is more of a 6arc1 idea as for much sense it may make, I really dread going back there after my beautiful but certainly painful and slow experience there, by myself in doubles. So If we end up revisiting that facility first, I don't think we will do as many battles as we did here even if the streak doesn't break.
Whichever one we end up tackling now, we will update you when it's done, but in the meantime: take care and have fun everyone!