Challenge 4th Generation Battle Facilities Discussion and Records

Submitting a Battle Hall Singles Streak of 170 with Clamperl on retail.

After my Pikachu Gold Print back in February, I have managed to get wins in the Hall with a variety of decently capable Pokemon on the way to the 10.000 total winstreak, but I once again found myself craving for some action with something outside the norm, and I found my answer in the form of Clamperl. If you're in Smogon's Battle Facilities Discord server, you may have seen me optimistically dub this "bulky variant of Hall Pikachu" due to some similarities in the way they play, specifically their reliance on their signature item to reach ridiculous levels of power. Modest Clamperl with 252SpA EVs and the Deep Sea Tooth equipped has a Special Attack stat of 168 at Level 30, which basically allows Clamperl to instantly wash away anything that isn't a resist or extremely bulky. In practice though (and as you'll see in my Sets) that much investment is not necessary. What the Deep Sea Tooth does allow though, is for Clamperl to invest into its defensive stats while having a good offensive presence and becoming this so called "bulky variant" with Shell Armor no less, which is the perfect Ability to have here. (Might as well mention here that I've had many deaths to Group2/3 mons with Swagger/Confuse Ray/Double Team either at Rank8 or VS random AI which I feel like is something I don't highlight much in the description of my Sets and also something that Clamperl is very suspectible against)

1:Poison: Surf, Ice Beam, HP Psychic, Icy Wind (Modest 30Atk/Spe 252SpA/252Spe Focus Sash)
No need for fancy EVs here, 252Spe EVs allow for Clamperl to outspeed Rank10 Skuntank by 1 point and avoid the 2HKO to Poison Jab turn1 poison, 252SpA EVs help with early Rank Venomoth. This needs to dodge the rare Gengar (it only showed up once in all my attempts) and it's basically good to go. On paper, things like Tentacruel, Muk and Venomoth are also bad matchups, but Tentacruel usually went either (expectedly) for Toxic and (unexpectedly) for Dive over Poison Jab, while Muk never showed up, and the few times Venomoth did show up, it was in lower Ranks where I can Surf instead of risking 50% Shield Dust Icy Wind.

2:Grass: Ice Beam, HP Bug, Icy Wind, Confuse Ray (Modest 30Atk/Def/SpD 112SpA/216SpD/180Spe Rindo Berry)
Rindo Berry is better than Focus Sash here for 2 reasons, Abomasnow 1HKO with Hail and Ludicolo healing outside of HP Bug 2HKO range with Giga Drain. 112SpA EVs guarantee the 1HKO on Sceptile. 216SpD EVs allow me to tank everything except a max roll from Rank10 Roserade's Leaf Storm. 180Spe EVs allow me to outspeed Roserade by 1 point after Icy Wind. The only really scary encounter here is Rank9/10 Abomasnow, which is why Confuse Ray is the last move to try and shithouse a victory. (the one time I had to face Rank10 Abomasnow I lost)

3:Electric: Surf, HP Ground, Icy Wind (Modest 30HP/Atk/Def/SpD/Spe 252SpA/252Spe Wacan Berry)
Double Skip on Electric, Clamperl just can't fight against Group4 Electrics, but it's relatively consistent against everything else, with only 3 Attacks to boot! Wacan Berry preferred over Focus Sash due to Rank8 Raichu having a shot to kill with Thunder Punch + Quick Attack. Just don't get paralyzed is the name of the game here. Unfortunately, since Clamperl ain't exactly a powerhouse without Deep Sea Tooth, I had a fair share of deaths to Rank8 Pachirisu of all things, due to the need to use Icy Wind + Surf to kill, and Manectric is always a problem. Lanturn with DIscharge was a big threat in theory, but I only ever faced it in random AI Ranks iirc, and obviously, even the 10% paralysis chance from Icy Wind targets could (and sometimes did) cause problems.

4:Dark: Surf, HP Bug, Toxic, Rest (Modest 30Atk/Def/SpD 64HP/176Def/32SpA/148SpD/88Spe Deep Sea Scale)
Surprise! You thought I forgot Clamperl has another signature item, didn't you? Nope! The SpD doubling Deep Sea Scale is also represented here! 64HP & 176Def EVs allow Clamperl to tank X2 Crunch from Rank10 Sharpedo (actually, it can kill with double max roll, nothing like seeing you've fucked up when writing the report. I probably had some SpA EVs from when I was running Brine + Substitute over Toxic + Rest to better deal with Umbreon and forgot to change that...) 64HP & 148SpD EVs are to tank Leaf Storm from Shiftry. 88Spe EVs get the jump on Umbreon to avoid dealing with Confuse Ray nonsense at least for turn1. 32SpA EVs are not needed, I am an idiot. If for some reason anybody who ever reads this wants to play Battle Hall with Clamperl, go at 68HP EVs & 28SpA EVs

Quick Claw from Tyranitar turn2 is a death, 10% chance for Sharpedo's Crunch additional effect is annoying. Umbreon can be a loss if you hit yourself like 4 times in a row before getting to use Rest, never happened to me. Spiritomb could, in theory, flinch hax you to death with Dark Pulse after Icy Wind, I did actually run into it once and it spammed Dark Pulse, so easy Toxic Rest Loop.

5:Psychic: Surf, HP Dark, Icy Wind, Substitute (Modest 152SpA/236SpD/120Spe Deep Sea Tooth)
236SpD EVs tank everything except max roll from Rank10 Alakazam's Energy Ball (I used to have some HP EVs to ensure I never died to Energy Ball, but removing those gave Rank10 Gallade 1 roll to kill me with Close Combat, which ensured Surf grabbed the 1HKO, so I dumped those HP EVs into SpA, which in turn gave me a guaranteed 1HKO on Rank9 Gallade for a nice micro-optimization) 120Spe EVs get the jump on Hypno to block Hypnosis Nightmare nonsense with Substitute. 152SpA EVs help VS Rank10 Gardevoir after it Tricks away my Deep Sea Tooth turn1, giving me an 87.5% chance to 2HKO and always killing Rank9, while it's helpful for things like Thick Fat Grumpig as well, giving me a better chance to 2HKO with Icy Wind & Surf.

The Latis are a loss unless I crit, but they never showed up. I used to cover them with Ice Beam over Icy Wind, but the far more common Grumpig was always a loss with that moveset, so I switched things up.

6:Fighting: Surf, HP Psychic, Hail, Protect (Modest 30Atk/Spe 12HP/132Def/220SpA/144Spe Deep Sea Tooth)
12HP & 132Def EVs to tank Close Combat from Infernape after using Protect on turn1 Fake Out. 220SpA EVs for 1HKO on everything. 144Spe EVs to outspeed Poliwrath and not have to deal with Hypnosis. This Set is dead to Breloom, but there is no way to cover for that without severely compromising every other matchup, so the strategy is to either face it VS random AI or dodge it. Choice Band Iron Fist Hitmonchan is also potentially a loss, but I would have to give up the 1HKO on things like Gallade & Poliwrath to cover for it, so I took my chances and only ever lost against it once. (252+ Atk Choice Band Iron Fist Lv. 26 Hitmonchan Thunder Punch vs. 12 HP / 132 Def Lv. 30 Clamperl: 68-80 (95.8 - 112.7%) -- 68.8% chance to OHKO)

Now, you may be asking yourself, what the fuck is Hail here for? Well, since I'm doing a double Skip on Electric, I have to do 1 battle for the next type with my currently active Clamperl, and here, the next type is Ghost, so Hail is Rank1 Shedinja coverage (average fella strats™ also pretend I hadn't given up on Protect for Round8 Normal because it didn't register to me that I literally had 3 moves in my Fighting Set and could have slotted Shedinja coverage with no compromise being made)

7:Ghost: Surf, Ice Beam, HP Dark, Icy Wind (Modest 196HP/60SpA/252SpD Deep Sea Tooth)
196HP & 252SpD EVs to tank Rank10 Rotom Thunderbolt (kills with max roll, didn't want to compromise the Mismagius matchup further) remaining 60 EVs dumped into SpA, which makes Rank10 Mismagius a coinflip to 1HKO. Gengar's very likely a loss, never saw it, Mismagius's at Rank10 is 50% to die to Surf, never saw it either. Worth mentioning that 196HP EVs also make it so that Dusclops can never 2HKO with Thunder Punch. Icy Wind was to stop Spiritomb from Icy Wind + Dark Pulse flinch hax, judging from my encounter with it in Dark, it was not needed. HP Dark is for Shedinja.

8:Normal: Surf, Ice Beam, Icy Wind, Protect (Modest 248SpA/252SpD/8Spe Deep Sea Tooth)
8Spe EVs get the jump on Slow Start Regigigas. 252SpD so that SpD is higher than Def which stops the Porys from killing with Download boost. I can actually beat early Rank Chansey, but I'd rather not run into it, Blissey is Blissey. Stantler has a low chance to kill with Thunder, Staraptor can kill with a max roll from Brave Bird, didn't feel like lowering SpA to invest in HP because Kangaskhan would be even more of a crapshoot, never ran into it or Stantler anyways, Staraptor never got me either. Icy Wind + Surf for Clefable and Lickilicky. Protect lets me always beat Slaking, and it helps against my immortal nemesis Rank8 smart AI Aipom by blocking Fake Out and giving me 2 chances to hit through Swagger.

9:Ice: Surf, Blizzard, HP Electric, Confuse Ray (Modest 30SpA 52HP/212Def/48SpA/24SpD/168Spe Deep Sea Tooth)
(Made some slight changes to the EV spread that I never posted about on Discord, basically same story as Gallade in Psychic, lowering some stats to give Jynx this time around 1 roll to kill me at Rank9, to bait it into not using Lovely Kiss, which greatly improves the matchup, while the extra Def makes it so Weavile needs to double max roll me to kill, whereas before it would have 4 rolls to kill after 1 max roll)

52HP & 212Def EVs are for Weavile as mentioned above, 48SpA EVs to always kill Glaceon, 24SpD EVs make it so I can afford to get flinched once by Glalie's Dark Pulse, 168Spe EVs to move before base 60s like Lapras and more importantly, Abomasnow for Confuse Ray copium strats.

In addition to Abomasnow being shit to deal with VS smart AI, Jynx at Rank8/10 is also something I didn't want to see, and Regice would also be shit, if I ever saw it that is. Articuno could in theory stall me out of Surfs but it was going for Air Cutter after Reflect turn1.

Just as an aside, I have to say that in general, it felt like smart AI mons that had high critical hit rate attacks seemed to have a preference to use them VS Clamperl, I don't know if it's a potential weird interaction with Shell Armor (e.g. Drapion using Night Slash way more often than Acupressure, Articuno with Air Cutter over Roost, Feraligatr using Slash over Rain Dance, Absol used all its moves against me)

10:Bug: Surf, Ice Beam, HP Flying, Confuse Ray (Modest 30SpA/SpD/Spe 36HP/64Def/24SpA/240SpD/144Spe Deep Sea Tooth)
144Spe EVs to outspeed Scizor, 36HP & 240SpD EVs make it so Rank10 Venomoth has 1 roll to kill with both Sludge Bomb & Bug Buzz, allowing me to sneak in wins compared to just dying to Energy Ball, while also giving Rank9 Venomoth only a 37.5% chance to 1HKO with Energy Ball. In the same vein, 36HP & 64Def EVs allow me to shithouse wins VS Rank9 Scyther by giving it 1 roll to kill with X-Scissor after Swords Dance to bait 50% Technician variants into throwing the match. Have to say I got very lucky in Bug, I think I encountered Scyther every single time in and always managed to beat it with Confuse Ray, and I never run into Venomoth. 24SpA EVs are just what was left over. HP Flying is to beat Heracross and more reliable Shedinja coverage.

11:Water: Surf, Ice Beam, HP Electric, Confuse Ray (Modest 30Atk/Def/Spe 12HP/28Def/244SpA/24SpD/200Spe Deep Sea Tooth)
Smart AI Lanturn and Ludicolo equal death. I'd rather not see Suciune, Sharpedo, MIlotic either but I can win with Confuse Ray. Kingler is very likely to kill me at Rank10 as well. 200Spe EVs get the jump on base 60s like Lapras and -Speed Nature base 70s like Poliwrath. 12HP & 28Def EVs make it so Kabutops can't kill with Stone Edge, 12HP & 24SpD EVs is to avoid the 1HKO from Slowbro. 244SpA EVs to hit as hard as possible, there are a few ranges here and there like the 50% on Rank10 Poliwrath, 84.4% chance to 2HKO Kingdra etc. etc.

There are also some ranges on the defensive side of things, like Rank10 Gyarados having a 31.3% chance to 1HKO with Bounce.

12: Steel: Surf, Body Slam, HP Ground (Modest 30HP/Atk/Def/SpD/Spe 16HP/244SpA/48SpD/200Spe Deep Sea Tooth)
Smart AI Magneton is death, otherwise it's relatively smooth sailing, emphasis on relatively. 16HP EVs & 48SpD EVs to tank an Aura Sphere from Lucario, 200Spe EVs to outspeed Empoleon because Torrent Hydro Pump could 1HKO, unlikely as it is.

Need to not get Quick Clawed by Bastiodon even though I could tank a Thunder from Rank10. Metagross, Registeel and Bronzong flinches could've posed a problem, but didn't. Never saw Magneton either. Body Slam just to have a move to break Scizor's Focus Sash without putting it into Swarm for random X-Scissor over Swords Dance/Counter.

13:Flying: Surf, Ice Beam, HP Electric, Confuse Ray (Modest 30SpA 100HP/236Def/8SpA/24SpD/140Spe Deep Sea Tooth)
Drifblim is death, Zapdos is extremely likely death, same for Yanmega, Noctowl is probably a loss. I considered swapping Confuse Ray for Icy Wind to beat it and pretend Scyther & Charizard don't exist, but ended up not making changes because Noctowl can be random AI as well. 100HP & 236Def EVs tank everything on the physical side, 24SpD EVs basically to avoid the Charizard kill with Air Slash while giving me a 25% chance to survive Bug Buzz from Rank10 Yanmega. 140Spe EVs to move before Tropius and 8SpA EVs get dumped into SpA.

14:Rock: Surf, Blizzard, Ice Beam, HP Grass (Modest 30Atk/SpA 52HP/144Def/8SpA/108SpD/196Spe Deep Sea Tooth)
This is where Clamperl really comes into its own and has realistic chances of going all the way to Argenta2. 196Spe EVs outspeed Rampardos. 52HP & 144Def EVs to tank Stone Edge + Sandstorm chip from Tyranitar, 52HP & 108SpD to tank Psychic from Lunatone unless it max rolls.

Just like in Dark, don't get Quick Clawed by Tyranitar turn2, don't miss Blizzard or the 75% range on Rank10 Cradily, or if you do, don't die to the 50% Giga Drain range. Bastiodon at Rank10 is scary (8+ SpA DeepSeaTooth Lv. 30 Clamperl Surf vs. 252 HP / 0 SpD Lv. 30 Bastiodon: 92-110 (90.2 - 107.8%) -- 56.3% chance to OHKO) (252+ SpA Lv. 30 Bastiodon Thunder vs. 52 HP / 132 SpD Lv. 30 Clamperl: 66-78 (89.2 - 105.4%) -- 37.5% chance to OHKO (26.2% chance to OHKO after accuracy)

15:Ground: Surf, Dive, Ice Beam, HP Grass (Modest 30Atk/SpA 36HP/252Def/24SpA/52SpD/140Spe Deep Sea Tooth)
36HP & 252Def EVs give Garchomp 1 roll to kill with Outrage, which is better than dealing with Sandstorm Sand Veil. 36HP & 52SpD EVs to tank non Rivalry Nidoqueen Sludge Bomb (If I made my Clamperl male I would solve this problem, but that would ruin my nickname theme of sea related magical girls, which is obviously far more important) 140Spe EVs to outspeed the Water/Ground duo of Swampert & Whiscash, allowing me the luxury of getting Brightpowder'd once (and more importantly Power Herb Solarbeam Camerupt) 24SpA EVs in the same vein to always 1HKO Swampert. Dive is free moveslot tech to safely deal with missing Surf vs Piloswine, locking it into a losing Dive VS Dig matchup.

16:Dragon: Blizzard, Ice Beam, Body Slam, HP Dragon (Quiet 30Atk 92HP/252Def/4SpA/160SpD Deep Sea Tooth)
The special snowflake of my Clamperl family, the only one that's not Modest. All for copium Body Slam paralysis Blizzard VS the Latis which will never show up. Which is fine really because I wasn't outspeeding anything anyways. 92HP EVS & 252Def EVs to tank all physical attacks. 92HP EVs & 160SpD EVs to tank Dragon Pulse from Kingdra and force it to use Yawn so that I can 2HKO with HP Dragon. 4SpA EVs just because +1 in SpA

Really more scared of Dragonair & Shelgon than anything else. I got both Dragon Rush & Swagger, Dragon Rush didn't flinch me and Swagger missed. Garchomp Sand Veil would be annoying but I didn't run into it.

17: Fire: Surf, Ice Beam, Confuse Ray, Protect (Modest 172HP/252Def/4SpA/32SpD/48Spe Deep Sea Tooth)
172HP EVs & 252Def EVs to tank Close Combat from Infernape after Protect VS turn1 Fake Out. 172HP EVs & 32SpD EVs to tank Blaziken Focus Blast. 48Spe EVs to kill Camerupt before it can move. 4SpA EVs just because +1 SpA again.

Confuse Ray is for Charizard and can help shithouse a win vs Argenta2, ditto for Protect with Infernape and win VS Argenta2 Slaking. Argenta was evidently so impressed by the fact that I got to her with a fucking Clamperl that she brought an Arcanine to give me a free victory. I was typing in Discord and just mindlessly pressing the B button so no video of Gold Print battle unfortunately, not like it proves much of anything really, but it'd be cool to have, and I'd hope I have enough stock in the bank by now with all my Hall attempts that the community believes me :)

I'm probably taking kind of a break from Battle Frontier now, planning to play Battle Revolution so I'm gonna need to train teams up for that. I've also already started playing Pokemon Ranger for the 1st time whenever I didn't feel like doing Clamperl attempts and I've been surprisingly enjoying it, thought it'd be pretty boring and potentially annoying but I haven't had too much trouble so far. Don't have much more to say, enjoy some pictures of 17 Clamperls :)
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Hey, I just got a decent steak in the battle factory and saw that it was good enough to just barely make it onto the leaderboard, so I would like to submit it just to mark my progress as I play through it more. Not sure what the rules are for submission, I saw someone post a picture of their record with descriptions of each round so I'll give that a try. If more info is needed I'll make a new post. This run was done on an original Nds with a hgss cartridge.


Round 1-2: Don't remember much about these as they were done days before the next three rounds. I did check before round 3 and saw that I did swap 16 times in these rounds.

Round 3: Drafted Pelipper set 2 and blew me away with how strong it was as a lead vs almost everything I faced despite its low speed stat, crazy stuff. Also drafted Togekiss set 1 which helped to cover up Pelipper's slow speed with Extreme Speed and Sky Attack. The last member was Marshtomp set 2 that I picked up after the first match to patch the only real issue left, that being Electric types. Ran through the whole round without much trouble outside of Thorton. Started off clean after I took out his lead Nidoqueen and then his Torterra with Peilpper in two turns each, but the last pokemon managed to nearly pull off a reverse sweep before Extreme Speed finished the job.

Round 4: Set 1 Tyranitar is another monster in the lead position. The bulk alongside stab Rock Slide, Payback + Avalanche for Grass and Ground types almost singlehandedly put me through. The other two spots were mostly in flux to try to prepare for the next round.

Round 5: Didn't get a great draft this time and ended up with Tyranitar set 3 which is still solid but not anything great, Claydol set 3 which has good coverage but isn't that great either, and Meganium set 2 which I hate but needed something to be used match 1 as it was a ground type trainer. Struggled through to match 31 where I barely pushed past Electrode set 2 that I simply could not hit but won by using Sandstorm damage and stalling as much as possible with Meganium and praying that Claydol didn't die to Swagger. The final game was a bug type trainer that I had no way to counter and lost to speedboosting Yanmega.

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Been lurking this thread for a few years now, figured it's about time I finally make a post.

DP TRADEBACK Battle TOWER SINGLES: 504*
504compressed.jpg

The Team
latias.png

BIANCA @ Choice Scarf
Nature: Bold
EVs: 244 HP/158 DEF/108 SPD
Trick
Flash
Charm
Thunder Wave

registeel.png

★MINT★ @ Leftovers
Nature: Careful
EVs: 252 HP/100 ATK/140 DEF/12 SPDEF/6 SPD
Curse
Amnesia
Iron Head
Substitute

garchomp-f.png

ガブリアス @ Lum Berry
Nature: Jolly
EVs: 252 ATK/6 DEF/252 SPD
Outrage
Substitute
Swords Dance
Earthquake

The typical tower TrickScarf team, I prefer Latias over Cresslia and Mesprit for no particular reason. I used to use Salamance but ended up preferring Garchomp over Mence because it switches into pokes that are locked into electric moves and sets up for free, winning the game instantly.

Edit: Not quite sure why I said "for no particular reason" there is a pretty good reason why I prefer Latias over Cresslia at least. I much prefer having access to Charm instead of setting up Reflect every time. I've never tried out Mesprit ever though, maybe I'd like it just as much as Latias.
I've had many streaks reach 100+ before. In Heart Gold I've gotten to 126, 148 in Diamond, and 277 in Platinum. All using the same team, except for Diamond which used Salamence instead of Garchomp. This 504 streak happened over the span of a week or so when I decided to pick up my Pearl save again to play more tower since I knew my Pearl was at 126 from when I was trying to get the 100 wins star for my trainer card.

As you could imagine, I've had quite a few close calls so I'm gonna do my best to list them all, or at least all that I can remember right now.

That particular image is from battle 292 when the opponent lead with Crobat-2 and U-Turned after I tricked the scarf. Her next poke was Garchomp-2 which KO'd Latias with Dragon Pulse and damaged Registeel pretty badly with Flamethower then used Roar after I finally managed to get Registeel behind a sub. Fortunately my own Garchomp was able to KO Chomp-2 with Outrage. The next poke was Starmie-2 which died to Outrage because it spent one turn setting up rain. The Crobat comes back out and proceeds to get two Air Slash flinches in a row KOing Garchomp in the process. Registeel is the tankiest pokemon alive though, so it was able to come out and use Amnesia even at 29% to win the game.

Not quite sure which battle it was but somewhere in the 300s Weavile-4 came out and broke Garchomp's sub and KO'd it with Ice Punch. It also threatened Registeel with Brick Break, one crit and it was gameover, fortunately there was no crit and I managed set up and win.

In the late 300s I faced Milotic-2 which kept spamming Haze and didn't die until I PP stalled it. This really wasn't as scary as I remember it being but every annoying thing feels scary when you're this deep into a streak.

I had a pretty close encounter with Froslass-2, though it was kind of on me. I wasn't paying attention and switched into Garchomp thinking Froslass was locked into setting up Hail but it wasn't. Trick actually missed (Lax Incense lol) and it used Blizzard on the turn Chomp was switched in. Once Latias was out I went for Trick and missed again then proceeded to die to another Blizzard. Registeel came out and got frozen by Blizzard for at least 11 turns (I wasn't keeping count). Later in that battle Registeel dodged a Lovely Kiss from a Jynx, though I can't remember what the second pokemon was and why Registeel wasn't behind sub by the time Jynx came out. This team really doesn't like Ice type pokes and I'd say all teams dislike being frozen, especially for that long.

There was this one Idol on the 400s who's Electivire got 2 EQ crits in a row destroying Registeel in the process. She had a Staraptor in the back who's Brave Bird came scarily close to ending the streak (I believe Garchomp was at 26 HP after one Brave Bird), this might be the closest I've came losing so far.


That is pretty much every major near-loss moment I've had so far. I will continue to play this streak out until the end, or I reach somehow reach 1000 wins and never touch BT singles again. It's really just a matter of waiting for the tower to decide that my run is over after all.
 
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Hello, I am here to report my current progress and I will also be writing my team members I'm currently using. I was a bit nervous to start posting on Smogon but here I will be embarking on a Battle Tower adventure!

The squad:

Spr_4p_488.png

Cresselia (F) @ Choice Scarf
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick
- Icy Wind
- Flash
- Psychic


Spr_4p_445_m.png

Garchomp (F) @ Lum Berry
EVs: 4 HP / 252 Atk/ 252 Spe
Ability: Sand Veil
Jolly Nature
- Substitute
- Outrage
- Swords Dance
- Earthquake


Spr_4p_379.png

Registeel @ Leftovers
EVs: 252 HP / 100 Atk / 140 Def / 12 SpD / 6 Spe
Ability: Clear Body
Careful Nature
- Substitute
- Curse
- Amnesia
- Iron Head

How each member works:
Cresselia
is the main lead playing its main role, its item Choice Scarf as well as the move Trick allows it to lock the opponent to one move while Flash lowers the Pokemons accuracy whereas Psychic is just a move I've included ( I was going to include Captivate on it but I don't have the TM for it )
Garchomp the other second useful member which holds the item Lum Berry this is useful when Outrage is in play therefore it can come out of confusion from the move Outrage or if a Pokemon uses moves like Confuse Ray this makes it a valuable physical sweeper
Registeel being a Curse and Amnesia tank setter Substitute would protect some hits from the opponent while it sets up Curse or Amnesia to increase by a few stages to name a few.




Videos I've used as a reference to help me build my team:


How my battle went against Palmer 1:

One of the close calls I've encountered in Battle 30:


Here I've encountered Abomasnow 2 that holds the item Big Root ( 170 hp 170 def 170 spd ), with its ability much like the feeling of Palmer 1, I knew this one was either going to use Giga Drain or one of its moves like Sheer Cold ( if it used Sheer Cold it would've been over for one of my main team members ), however upon Cressy-girl giving the Abombinable Snowman Choice Scarf, I swapped to Garchomp ( at that point I don't know what I was in for ), SD'd and then Outraged after Abomasnow 2 had fainted, Aerodatcyl 2 (255 atk 255 sa ) came in Ice Fang'd Garchomp ( at this point I had been thinking yeah I am 100% playing with my own luck at this point ) thankfully it had survived its last Pokemon Slowking presumably Slowking 2 or Slowking 3 also had been Outraged. Quite frankly Abomasnow is my forever nightmares.

Summary of the battle
While battling Palmer 1, at first I expected to be a bit scary mainly because of both his Rhyperior ( 252 atk 252 def ) and his Dragonite ( 252 atk 252 sp def ), as you can see in this recorded video I had Tricked his Rhyperior thus being locked into the move Crunch my logical instincts tell me to switch to Reigsteel as it would've resisted Crunch this allowed me to set up one Amnesia and a few Curses enough to take out his Rhyperior then out came his Dragonite which took me about 2 hits because of a few Curse setups which his Dragonite knowingly of course goes for Dragon Claw, however the threat I knew I had coming was the Milotic because it had moves like Hypnosis and I felt that one wrong move I could be finished or as you would say finito, my mind was 100% telling me to use the move Flash to lower Milotic's accuracy and pray that Milotic and with that with one Swords Dance ( SD if you prefer ), I was able to set up Outrage to OHKO the Milotic.

My goal is to continue this streak and see how far I could go. I will keep you all updated on my progress as well as my current win streaks and of course nothing will be complete if I continue to keep my Battle Tower battling spirit alive.
 
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Been lurking this thread for a few years now, figured it's about time I finally make a post.

DP TRADEBACK Battle TOWER SINGLES: 504*
View attachment 650457
The Team
View attachment 650393
BIANCA @ Choice Scarf
Nature: Bold
EVs: 244 HP/158 DEF/108 SPD
Trick
Flash
Charm
Thunder Wave

View attachment 650401
★MINT★ @ Leftovers
Nature: Careful
EVs: 252 HP/100 ATK/140 DEF/12 SPDEF/6 SPD
Curse
Amnesia
Iron Head
Substitute

View attachment 650403
ガブリアス @ Lum Berry
Nature: Jolly
EVs: 252 ATK/6 DEF/252 SPD
Outrage
Substitute
Swords Dance
Earthquake

The typical tower TrickScarf team, I prefer Latias over Cresslia and Mesprit for no particular reason. I used to use Salamance but ended up preferring Garchomp over Mence because it switches into pokes that are locked into electric moves and sets up for free, winning the game instantly.

Edit: Not quite sure why I said "for no particular reason" there is a pretty good reason why I prefer Latias over Cresslia at least. I much prefer having access to Charm instead of setting up Reflect every time. I've never tried out Mesprit ever though, maybe I'd like it just as much as Latias.
I've had many streaks reach 100+ before. In Heart Gold I've gotten to 126, 148 in Diamond, and 277 in Platinum. All using the same team, except for Diamond which used Salamence instead of Garchomp. This 504 streak happened over the span of a week or so when I decided to pick up my Pearl save again to play more tower since I knew my Pearl was at 126 from when I was trying to get the 100 wins star for my trainer card.

As you could imagine, I've had quite a few close calls so I'm gonna do my best to list them all, or at least all that I can remember right now.

That particular image is from battle 292 when the opponent lead with Crobat-2 and U-Turned after I tricked the scarf. Her next poke was Garchomp-2 which KO'd Latias with Dragon Pulse and damaged Registeel pretty badly with Flamethower then used Roar after I finally managed to get Registeel behind a sub. Fortunately my own Garchomp was able to KO Chomp-2 with Outrage. The next poke was Starmie-2 which died to Outrage because it spent one turn setting up rain. The Crobat comes back out and proceeds to get two Air Slash flinches in a row KOing Garchomp in the process. Registeel is the tankiest pokemon alive though, so it was able to come out and use Amnesia even at 29% to win the game.

Not quite sure which battle it was but somewhere in the 300s Weavile-4 came out and broke Garchomp's sub and KO'd it with Ice Punch. It also threatened Registeel with Brick Break, one crit and it was gameover, fortunately there was no crit and I managed set up and win.

In the late 300s I faced Milotic-2 which kept spamming Haze and didn't die until I PP stalled it. This really wasn't as scary as I remember it being but every annoying thing feels scary when you're this deep into a streak.

I had a pretty close encounter with Froslass-2, though it was kind of on me. I wasn't paying attention and switched into Garchomp thinking Froslass was locked into setting up Hail but it wasn't. Trick actually missed (Lax Incense lol) and it used Blizzard on the turn Chomp was switched in. Once Latias was out I went for Trick and missed again then proceeded to die to another Blizzard. Registeel came out and got frozen by Blizzard for at least 11 turns (I wasn't keeping count). Later in that battle Registeel dodged a Lovely Kiss from a Jynx, though I can't remember what the second pokemon was and why Registeel wasn't behind sub by the time Jynx came out. This team really doesn't like Ice type pokes and I'd say all teams dislike being frozen, especially for that long.

There was this one Idol on the 400s who's Electivire got 2 EQ crits in a row destroying Registeel in the process. She had a Staraptor in the back who's Brave Bird came scarily close to ending the streak (I believe Garchomp was at 26 HP after one Brave Bird), this might be the closest I've came losing so far.


That is pretty much every major near-loss moment I've had so far. I will continue to play this streak out until the end, or I reach somehow reach 1000 wins and never touch BT singles again. It's really just a matter of waiting for the tower to decide that my run is over after all.

Managed to get to 609* and recorded a video of battles 602-609. Not many war-stories from the 500s, they were rather tame. I guess there was a moment when a Froslass got a crit + freeze on Registeel but I thawed out the next turn so it was fine.

609.png
 
Hello, reporting a 223 streak for the Battle Castle on HGSS.

Latios @ Choice Specs
Ability: Levitate
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Draco Meteor
- Thunderbolt
- Surf

Tyranitar @ Choice Scarf
Ability: Sand Stream
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Stone Edge
- Earthquake
- Superpower

Scizor @ Lum Berry
Ability: Technician
Level: 50
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Bullet Punch
- Bug Bite
- Superpower
- Swords Dance
First of all, there's great type synergy between these three Pokemon, so it's very easy to switch into a resisted, more favorable matchup. Specs Latios OHKOs almost everything in the Frontier that doesn't resist Draco Meteor, and often can OHKO with Psychic as well. Scarf Tyranitar for the Sash/Endure users, Fire types, and Psychic teams. Scizor with 111 speed to outspeed 110 Speed Tier. If there are two dragons on the opponents team I will switch Latios's item to Wide Lens (I've lost too many times to Draco dodges). If I'm facing a slow team (like a Legendary team), I sometimes switch Tyranitar's item to Lum Berry/Chople Berry/Life Orb to get access to the full moveset. I usually do not change Scizor's item.
I only upgraded ranks for Items, not healing or scouting beyond seeing the Pokemon itself, in order to keep my Castle Points up. That's what the HGSSAssistant is handy for. Besides you can also get a lot of information from the HP stat of the opponents Pokemon.

Here are some Pokemon I tend to lower the levels for:
252 SpA Choice Specs Latios Thunderbolt vs. 252 HP / 0 SpD Slowbro: 196-232 (97 - 114.8%) -- 81.3% chance to OHKO at Level 50
252 SpA Choice Specs Latios Thunderbolt vs. 252 HP / 0 SpD Slowbro: 216-256 (118.6 - 140.6%) -- guaranteed OHKO at Level 45

252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 0 SpD Slowking: 166-196 (82.1 - 97%) -- guaranteed 2HKO at Level 50
252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 0 SpD Slowking: 184-217 (101 - 119.2%) -- guaranteed OHKO at Level 45

252 SpA Choice Specs Latios Psychic vs. 0 HP / 0 SpD Salamence: 139-165 (81.7 - 97%) -- guaranteed 2HKO at Level 50
252 SpA Choice Specs Latios Psychic vs. 0 HP / 0 SpD Salamence: 154-183 (100 - 118.8%) -- guaranteed OHKO at Level 45

252 SpA Choice Specs Latios Draco Meteor vs. 0 HP / 252 SpD Gallade: 129-153 (90.2 - 106.9%) -- 37.5% chance to OHKO at Level 50
252 SpA Choice Specs Latios Draco Meteor vs. 0 HP / 252 SpD Gallade: 144-171 (110.7 - 131.5%) -- guaranteed OHKO at Level 45

252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 0 SpD Swampert: 195-231 (94.2 - 111.5%) -- 68.8% chance to OHKO at Level 50
252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 0 SpD Swampert: 217-256 (116 - 136.8%) -- guaranteed OHKO at Level 45

252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 0 SpD Lanturn: 225-265 (96.9 - 114.2%) -- 81.3% chance to OHKO at Level 50
252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 0 SpD Lanturn: 247-292 (118.1 - 139.7%) -- guaranteed OHKO at Level 45

252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 0 SpD Vaporeon: 187-222 (78.9 - 93.6%) -- guaranteed 2HKO at Level 50
252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 0 SpD Vaporeon: 207-244 (96.7 - 114%) -- 81.3% chance to OHKO at Level 45

252 SpA Choice Specs Latios Draco Meteor vs. 0 HP / 0 SpD Forretress: 135-159 (90 - 106%) -- 37.5% chance to OHKO at Level 50
252 SpA Choice Specs Latios Draco Meteor vs. 0 HP / 0 SpD Forretress: 149-176 (109.5 - 129.4%) -- guaranteed OHKO at Level 45

252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 0 SpD Lickilicky: 187-222 (86.1 - 102.3%) -- 18.8% chance to OHKO at Level 50
252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 0 SpD Lickilicky: 207-244 (105.6 - 124.4%) -- guaranteed OHKO at Level 45

252 SpA Choice Specs Latios Draco Meteor vs. 0 HP / 252+ SpD Regirock: 129-153 (83.2 - 98.7%) -- guaranteed 2HKO at Level 50
252 SpA Choice Specs Latios Draco Meteor vs. 0 HP / 252+ SpD Regirock: 144-171 (102.8 - 122.1%) -- guaranteed OHKO at Level 45

+2 252+ Atk Technician Scizor Bug Bite vs. 252 HP / 0 Def Bronzong: 150-176 (86.2 - 101.1%) -- 12.5% chance to OHKO at Level 50
+2 252+ Atk Technician Scizor Bug Bite vs. 252 HP / 0 Def Bronzong: 164-194 (104.4 - 123.5%) -- guaranteed OHKO at Level 45

+2 252+ Atk Scizor Superpower vs. 0 HP / 252 Def Scizor: 118-140 (81.3 - 96.5%) -- guaranteed 2HKO at Level 50
+2 252+ Atk Scizor Superpower vs. 0 HP / 252 Def Scizor: 132-156 (100.7 - 119%) -- guaranteed OHKO at Level 45


I also tend to lower the levels of Bronzong, Metagross, Gallade (if not a lead), and Scizor almost every time because this team doesn't really have any super-effective moves against them, and they put a lot of pressure on my Scizor to counter. The reduction of their level helps Scizor set up by not taking so much damage on the switch in + SD turn. Any team with a combination of at least two of these is a skip.
Loss to Bird Keeper Kira (Salamence, Zapdos, Skarmory). I was watching the Olympics and got distracted, forgot that Specs Latios OHKOs all Level 45 Salamence. I switched the item to Wide Lens. Turn 1 - OHKO Salamence with Draco Meteor. Zapdos switch in, switch out to Tyranitar on Signal Beam, so Zapdos 4. Dodges TWO Stone edges for the 3HKO with Signal Beam. Switch to Latios, 2HKO with Psychic but took around 60%. Skarmory comes in. Thunderbolt does around 70%, it uses Double Team, so Skarmory 2. I go for Thunderbolt again, it misses (even though I have a Wide Lens -_-), it uses Roost. Thunderbolt again, it barely survives, uses Fly. Here I think I make a mistake and switch to Scizor. Latios was getting chipped with the Sandstorm and I knew the Fly would kill. I was concerned about Scizor not being able to finish off the Skarmory by itself (I only had 4 Superpowers left). It's hard to say if this was a mistake or if I was just very unlucky. Anyways - Scizor takes the fly. I Superpower, miss, Skarm-Roost. Switch back to Lati on another Roost. I hit a thunderbolt and paralyze it, but it uses Double Team again. Miss the next one and Roost. Miss another one and it uses Fly. Switch to Scizor on para. Switch back on Fly. Switch to Scizor.... etc etc. - ultimately Latios dies to sand chip, Scizor SDs up but misses all 4 Superpowers, I lose to it chipping me with Fly.

In hindsight the real issue was me switching the item, but in most situations I probably still would've won (Tyranitar misses two Stone Edges, Latios misses an 82% accuracy Thunderbolt to let Skarmory Roost.).

Overall, I'm fairly happy with the streak. I think Castle is my favorite facility in HGSS because of the item switching and the scouting. I really enjoyed playing through this and using my HGSSAssistant, and also fixing some small bugs from when I first posted it.
 

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Hi, I am new to Smogon but... I am here to announce that I managed to reach 322 winstreak on Battle Hall Singles using one Garchomp!

Game version: Italian HeartGold
Device: Nintendo DSi XL (retail streak)
Facility: Battle Hall Singles
Winstreak: 322

My Garchomp set:

Garchomp @ Focus Sash
Ability: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Swords Dance
- Fire Fang

This set is actually common, Outrage is just the main sweeping move, Earthquake to hit other types super effectively, Sword Dance to play around BrightPowder Pokémon that normally need 2HKO (also Heracross, using Outrage turn 1 is an autolose because of the Salac Berry), reducing the chance to lose to a miss. Fire Fang rarely used against 4x weakness like Abomasnow.

Before I explain how this streak continued and eventually how I lost, I was doing Battle Hall just for the purpose of completing all my Gen 4 games. I attempted this to Platinum and I lost several times due to double Quick Claw (thanks Dusclops) and a lot of freeze hax before battle 50. Once I got the Gold Print on Platinum I lost on battle 181 because I misplayed against Heracross doing Outrage instead of Sword Dance. After this loss, this streak happened, and then I attempted again on SoulSilver but I lost to battle 218 against Piloswine freezing my Garchomp.

Before battle 170 I am not going to say anything since... it's very straightforward unless you lose to absurd hax at the beginning. I went for this order, doing one type per set from the hardest to the easiest to face the dangerous mons early and weaker:

ICE, DARK, WATER, GHOST, GROUND, GRASS, FIGHTING, NORMAL, PSYCHIC, FLYING, BUG, DRAGON, STEEL, ROCK, POISON, FIRE, ELECTRIC

After 170, I did the types in this order:

ELECTRIC, FIRE, POISON, DRAGON, STEEL, ROCK, PSYCHIC, FLYING, BUG, GHOST, FIGHTING, NORMAL, GRASS, GROUND, DARK, WATER, ICE

(yes, it's literally how Nickm65 reached 283)

Now I will list every single run ending Pokémon I faced until I lost on Battle 323 to a Weavile

Battle 187: Walrein (Blizzard)
Battle 196: Vespiqueen (BrightPowder), got critted but my Outrage landed
Battle 199: Snorlax, used Sword Dance first since Outrage was not a guaranteed 2HKO, didn't get crit so I won
Battle 201: Whiscash (Lax Incense), used Sword Dance to reduce my chances of losing (basically killing it in one hit instead of two)
Battle 204: Abomasnow, Fire Fang landed
Battle 210: Omastar, not a OHKO target and I can get freeze hax, didn't happen and I won
Battle 213: Yanmega, went immediately for Outrage (it had Speed Boost too) didn't go for Endure and I won
Battle 216: Ursaring (Focus Band), went for Sword Dance as it wasn't a OHKO and the 10% chance of surviving with 1 HP didn't happen
Battle 217: Ludicolo (Ice Beam user), went for double Outrage
Battle 218: Whiscash again, not going to mention the same strat (201)
Battle 219: Umbreon (very annoying mon, it runs Confuse Ray), went for Sword Dance to make Outrage a 37.5% chance of OHKO, Umbreon hit me with Confuse Ray but I managed to land Outrage and win
Battle 220: Slowbro, it has Ice Beam and also Citrus Berry, a Sword Dance was mandatory here to win. Avoided the freeze hax this time as well
Battle 221: Articuno with Blizzard, went for SD as it could run Reflect, and ended up winning with Outrage
Battle 229: Charizard with Focus Sash and Protect as it can protect during my Outrage, but the double Outrage worked
Battle 233: Ursaring
Battle 234: Bellossom with Stun Spore, it missed the move so no para occured, allowing me to win
Battle 235: Swampert with BrightPowder, Substitute and Rest, went for double Outrage to avoid getting screwed by an eventual Substitute, both Outrages landed
Battle 238: Glalie with BrightPowder, went for double Outrage hoping for no misses and no freeze hax, the battle was won this time as well
Battle 239: Manectric, not very threating but Signal Beam and Focus Sash has a small chance of a loss, double Earthquake and won the battle
Battle 244: Misclicked on Tyranitar but Outrage landed a critical hit
Battle 252: Gastrodon with Lax Incense and obviously an Ice move that could potentially freeze my Garchomp, once again double Outrage and the battle was won
Battle 255: Dewgong, same as 252 but no accuracy hax item
Battle 265: Froslass with BrightPowder makes it threating in case of a miss and eventually a freeze if the first one happens, but Outrage landed immediately
Battle 267: Ursaring again (for the 3rd time)
Battle 268: Ludicolo
Battle 269: Whiscash
Battle 271: Slowbro, same strategy as Battle 220, everything went smooth again
Battle 272: Cloyster, Ice Beam didn't freeze me allowing me to 2HKO it
Battle 278: Probopass. Focus Band activated after the first Earthquake but Flash Cannon being 4HKO against Garchomp makes it more unlikely to lose, the second Earthquake allowed the victory
Battle 281: Vespiquen
Battle 284: Togekiss with BrightPowder, went for Sword Dance to reduce the chance to lose to a miss, get damage from Air Slash, I miss the first Outrage (and here I thought it was almost over), I get another Air Slash and here I had my last chance to win, hitting the +2 Outrage, and it landed!
Battle 288: Slowbro
Battle 289: Dewgong
Battle 292: Crobat with BrightPowder, Crobat is faster than Garchomp, went for SD to get OHKO and it landed at +2 evasion! (Crobat went for +2 Double Team)
Battle 296: Bronzong, I made a big misplay!!! I misread the damage calc thinking Outrage was OHKO at +2 (silly me), Bronzong went for Trick Room and Extrasensory flinch! Luckily... my Outrage critted!!! If you can connect to Poké Classic Network revival services you can watch this battle. Code: 76-46244-17819
Battle 300: not a threat, just pointing out the second ever 300 winstreak (and first one with Garchomp) was against Hariyama, at this point.... let's just go for the World Record right?
Battle 303: Gastrodon, Blizzard missed
Battle 304: Umbreon, wanted to record the battle video but I forgot to save it so.... I went for Sword Dance, I get hit by Facade, went for Outrage hoping for the 37.5% chance to OHKO, didn't happen and goes for confuse say. I get hurt by confusion, Umbreon goes for Moonlight but I snapped out of the confusion at the next turn and won with Outrage!
Battle 305: Whiscash
Battle 306: Jynx
Battle 319: Bellossom, Stun Spore hit and Leaf Blade critted, Outrage successfully landed (25-92789-64600)
Battle 322: Omastar, went for Earthquake for the 31.3% chance of OHKO, didn't happen but Ice Beam didn't freeze me, allowing the victory
Battle 323: Weavile (at this point I knew it was a losing battle). It's insane it appared only this late after a lot of ice moves never freezing my Garchomp. Here, I went for Fire Fang since.... (nah no need to explain its set) hoping for a burn or a flinch, neither of those happened, Ice Punch and Quick Attack ended my streak at 322 wins. Here's the Battle video of the losing battle: 56-38280-03801

It was fun but now, time to finish my Battle Frontier in all gen 4 games! (At the time of posting I am missing Battle Castle and Arcade on SoulSilver and Battle Frontier on Platinum, HeartGold, SoulSilver).

Off-topic: I reached a 70 winstreak in the Battle Factory in Emerald a year ago, but i guess... it's too late to submit as I probably forgot stuff since then, for now bye!
 

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Hello, I am here to report my current progress and I will also be writing my team members I'm currently using. I was a bit nervous to start posting on Smogon but here I will be embarking on a Battle Tower adventure!

The squad:

View attachment 650918
Cresselia (F) @ Choice Scarf
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick
- Icy Wind
- Flash
- Psychic


View attachment 650919
Garchomp (F) @ Lum Berry
EVs: 4 HP / 252 Atk/ 252 Spe
Ability: Sand Veil
Jolly Nature
- Substitute
- Outrage
- Swords Dance
- Earthquake


View attachment 650920
Registeel @ Leftovers
EVs: 252 HP / 100 Atk / 140 Def / 12 SpD / 6 Spe
Ability: Clear Body
Careful Nature
- Substitute
- Curse
- Amnesia
- Iron Head

How each member works:
Cresselia
is the main lead playing its main role, its item Choice Scarf as well as the move Trick allows it to lock the opponent to one move while Flash lowers the Pokemons accuracy whereas Psychic is just a move I've included ( I was going to include Captivate on it but I don't have the TM for it )
Garchomp the other second useful member which holds the item Lum Berry this is useful when Outrage is in play therefore it can come out of confusion from the move Outrage or if a Pokemon uses moves like Confuse Ray this makes it a valuable physical sweeper
Registeel being a Curse and Amnesia tank setter Substitute would protect some hits from the opponent while it sets up Curse or Amnesia to increase by a few stages to name a few.




Videos I've used as a reference to help me build my team:


How my battle went against Palmer 1:

One of the close calls I've encountered in Battle 30:


Here I've encountered Abomasnow 2 that holds the item Big Root ( 170 hp 170 def 170 spd ), with its ability much like the feeling of Palmer 1, I knew this one was either going to use Giga Drain or one of its moves like Sheer Cold ( if it used Sheer Cold it would've been over for one of my main team members ), however upon Cressy-girl giving the Abombinable Snowman Choice Scarf, I swapped to Garchomp ( at that point I don't know what I was in for ), SD'd and then Outraged after Abomasnow 2 had fainted, Aerodatcyl 2 (255 atk 255 sa ) came in Ice Fang'd Garchomp ( at this point I had been thinking yeah I am 100% playing with my own luck at this point ) thankfully it had survived its last Pokemon Slowking presumably Slowking 2 or Slowking 3 also had been Outraged. Quite frankly Abomasnow is my forever nightmares.

Summary of the battle
While battling Palmer 1, at first I expected to be a bit scary mainly because of both his Rhyperior ( 252 atk 252 def ) and his Dragonite ( 252 atk 252 sp def ), as you can see in this recorded video I had Tricked his Rhyperior thus being locked into the move Crunch my logical instincts tell me to switch to Reigsteel as it would've resisted Crunch this allowed me to set up one Amnesia and a few Curses enough to take out his Rhyperior then out came his Dragonite which took me about 2 hits because of a few Curse setups which his Dragonite knowingly of course goes for Dragon Claw, however the threat I knew I had coming was the Milotic because it had moves like Hypnosis and I felt that one wrong move I could be finished or as you would say finito, my mind was 100% telling me to use the move Flash to lower Milotic's accuracy and pray that Milotic and with that with one Swords Dance ( SD if you prefer ), I was able to set up Outrage to OHKO the Milotic.

My goal is to continue this streak and see how far I could go. I will keep you all updated on my progress as well as my current win streaks and of course nothing will be complete if I continue to keep my Battle Tower battling spirit alive.
At battle 69
At battle 69 was when I misplayed so badly anyways I was up against Hypno 1, thought it was going to be the other Hypno sets but it decides to use Fling on the Choice Scarf and then after knocking out Lanturn just after Chomp dies, Jynx came along with an evil Perish Song and kills me instantly.

Summary

Just because of one huge misplay, will not mean that I will be giving up. I will keep going and I will come back stronger.
 
At battle 69
At battle 69 was when I misplayed so badly anyways I was up against Hypno 1, thought it was going to be the other Hypno sets but it decides to use Fling on the Choice Scarf and then after knocking out Lanturn just after Chomp dies, Jynx came along with an evil Perish Song and kills me instantly.

Summary

Just because of one huge misplay, will not mean that I will be giving up. I will keep going and I will come back stronger.
So I decided I'd attempt the Battle Tower yet again but using shiny versions of the initial team I had used


During the journey back to 21, while around streaks 1-7 I had the misfortunes of versing Shedinja with Lax Incense to make matters worst I didn't even have a fire type move to even kill this thing ( though that's partly because Shedinja had Wonder Guard ) so the only thing I did was to make sure while it was Trick'd while it being locked onto Sand Attack to make it Struggle and as you can imagine I was relieved from this. After facing Shedinja I told myself I never want to face one again and that if I see one I want to scream in pain and agony.

As of now I still don't have any more stories beyond that but I will stream more in the future and hopefully this time I reach to 100 and above and I'm sure there will be more stories to be told.


Anyhow here are my shiny team members:
Spr_4p_488_s.png

Yue (Cresselia) (F) @ Choice Scarf
IVs: 31/17/31/31/31/31
EVs: 244 HP / 254 Def / 12 Spe
Ability: Levitate
Shiny: Yes
Bold Nature
- Trick
- Flash
- Icy Wind
- Psychic ( Still considering if I should replace this with Captivate )
Spr_4p_445_f_s.png


Gabby (Garchomp) (F) @ Lum Berry
IVs: 31/31/30/27/31/31
EVs: 252 Atk / 4 SpD / 252 Spe
Ability: Sand Veil
Shiny: Yes
Jolly Nature
- Substitute
- Outrage
- Earthquake
- Swords Dance
Spr_4p_379_s.png

モヒト (Registeel) @ Leftovers
IVs: 31/31/31/17/31/31
EVs: 252 HP / 252 Atk / 6 Spe
Ability: Clear Body
Shiny: Yes
Adamant Nature
- Substitute
- Iron Head
- Curse
- Amnesia
 
Hall Doubles - Metagross 627 on emulator
Proof: 1-260 261-470 471-550 551-628

Finally got a streak that surpassed Jumpman’s… barely. I’ve split the details of this post into sections, as it is rather long:
Same teams as last time, with some minor adjustments. As with my previous hall doubles streaks, each metagross was hacked in with pkhex.

Type distribution:
Team A covers: Flying, Ice, Electric, Ghost, Psychic, Water, and Fire types
Team B covers: Dark, Bug, Grass, Normal, Rock, Steel, and Ground types
The remaining three types (Dragon, Poison, and Fighting) are split between both teams, depending on when the set occurs. See the ‘Order’ section for more details.
~~~
General strategy outline:
Metagross’s explosion OHKO’s most opponents in the hall. The remaining parts of each set (moves/EVs/items) are primarily designed help to cover cases where explosion either doesn’t OHKO (i.e. damp, ghost types, many rock and steel types, focus sash users, and a few other specific cases) or cannot safely be used (i.e. focus band/brightpowder/lax incense/protect/etc).
~~~
Team A sets:
explode A (Metagross) @ Choice Scarf
Ability: Clear Body
EVs: 8 HP / 116 Atk / 172 SpD / 212 Spe
Adamant Nature
- Explosion
- Earthquake
- Hidden Power [Grass]
- Thunder Punch

support A (Metagross) @ Choice Scarf
Ability: Clear Body
EVs: 160 HP / 72 Atk / 60 Def / 216 Spe
Impish Nature
- Gravity
- Rock Slide
- Protect
- Thunder Punch
~~~
Team A notes:
explode A:
explode A is EV’ed to have just enough speed after choice scarf (343) to outspeed starmie and raikou, and just enough bulk to survive an eruption from QC entei, with the remaining EVs dumped into attack to maximize damage output. EQ mainly helps provide a reliable way to deal with Flareon, Heatran, Manectric, Magnezone and Rotom. HP Grass is specifically for omastar; previous iterations of this team without HP Grass couldn’t reliably kill an omastar in a single turn. Thunder Punch notably helps deal with Charizard, Empoleon, Blastoise, Scyther, Sharpedo, Absol, Kingler, Politoed, Skarmory, Poliwrath, and Golduck.
support A:
support A is EV’ed to outspeed its partner metagross after choice scarf (344) and survive a crit Explosion from its partner (note that an Impish nature is also required for this). Gravity is used against Brightpowder/Lax Incense opponents to guarantee that explosion will hit. Protect ensures that support A will still survive explosion in battles against Priority/Quick Claw users. It also has the added benefit of making most battles slightly faster, since you don’t have to watch your own HP tick down every time you use explosion. Thunder Punch helps with the same aforementioned pokemon. Rock slide most notably provides a (somewhat) reliable way of dealing with Magnezone (EQ is a range to OHKO), Suicune (Explosion is a range to OHKO), and Heatran (in case of Focus Band)
~~~
Team B sets:
explode B (Metagross) @ Choice Scarf
Ability: Clear Body
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Explosion
- Earthquake
- Thunder Punch
- Iron Head

support B (Metagross) @ Wide Lens
Ability: Clear Body
EVs: 216 HP / 4 Def / 252 SpA / 36 Spe
Modest Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Grass Knot
- Psychic
- Protect
~~~
Team B notes:
explode B:
explode B is EV’ed to outspeed Aerodactyl after choice scarf (342); it then has maximum attack investment with the rest dumped into HP. EQ hits some of the rock and steel types which don’t get OHKO’ed by Explosion (Bastiodon, Aggron, Steelix, Probopass, etc). Iron Head hits many rock types super-effectively (Rhyperior, Regirock, Rhydon, Golem, Tyranitar, etc). Thunder Punch notably hits Togekiss, Vespiquen, Bronzong, Sharpedo, Omastar, Skarmory, and Poliwrath.
support B:
support B now holds a Wide Lens. Previous iterations of this team used Focus Sash for this item slot, but I felt like the instances where sash even had potential to be useful were exceedingly rare to the point where it almost felt like a wasted item slot. Wide Lens, by contrast, has the benefit of making battles against Brightpowder/Lax Incense users much more consistent. The water/ground types Swampert, Whiscash, and Gastrodon, in particular, were all very threatening to the B team prior to the addition of Wide Lens. As for the EV spread: I run enough HP EVs to survive a Fire Blast from Bastiodon+EQ from the partner Metagross, maximum special attack, and just enough speed to outrun Togekiss (184). I had previously been running significantly more speed to surpass the common benchmark of 224, but decided I was able to drop down quite a bit since there aren’t that many mons that pose a legitimate threat within that speed range. The only “threat” worth considering between 224 and 184 speed is Brightpowder Sandslash at 215, but I felt like it wasn’t nearly enough of a problem to warrant the speed investment at the cost of either HP or Special Attack.
Pre-170:
Like I’ve said before, the exact pre-170 order isn’t particularly important since most runs are easily getting past this anyways provided that you’re paying attention and playing correctly. For those interested though, this is the order I used:

WATER, FIGHTING, GHOST, GROUND, ROCK, FIRE, NORMAL, STEEL, DARK, BUG, GRASS, FLYING, ICE, PSYCHIC, POISON, ELECTRIC, DRAGON

I usually do Normal later, but I accidentally kept mashing A at the start of one of the earlier sets. It did not end up mattering at all.

Post-170:
This is where things get interesting. I’m sure it’s somewhat common knowledge at this point that the same pokemon can’t appear twice in the same set. However, by using the ‘rest’ feature to soft reset your game mid-set, you essentially reset the pool of available opponents, allowing you to re-encounter pokemon you’ve already seen.

I’ve been making use of this to give myself higher chances of encountering opponents that are essentially free wins. For example, if I encounter Shiftry for the Dark type (a guaranteed win with Explosion+Protect), I will rest after the battle to put Shiftry back into the ‘pool’ of possible opponents and immediately select the Grass type next. The opposite is true for opponents which are not guaranteed wins. For example, if I encounter Bastiodon for the Rock type (which has potential to cause problems with QC Fire Blast or Metal Burst), I deliberately won’t rest before doing the Steel type next.

In cases where the rest feature comes into play, I’ve gotten into the habit of immediately selecting the next affected type, so that I don’t end up in situations where I would want to both rest and not rest for contradicting reasons. Thus, the exact order within each set generally changes on the fly based on what opponents I see. However, the types that I do for each set remain the same as in my last post:
171-180DragonPoisonFightingDarkBugGrassNormalRockSteelGroundB
181-190FlyingIceElectricGhostPsychicFireWaterFlyingIceElectricA
191-200DragonPoisonFightingDarkBugGrassNormalRockSteelGroundB
201-210GhostPsychicFireWaterFlyingIceElectricGhostPsychicFireA
211-220DragonPoisonFightingDarkBugGrassNormalRockSteelGroundB
221-230WaterDragonPoisonFlyingIceElectricGhostPsychicFireWaterA
231-240FightingDarkBugGrassNormalRockSteelGroundDarkBugB
241-250DragonPoisonFightingFlyingIceElectricGhostPsychicFireWaterA
251-260GrassNormalRockSteelGroundDarkBugGrassNormalRockB
261-270DragonPoisonFightingFlyingIceElectricGhostPsychicFireWaterA
271-280SteelGroundDragonDarkBugGrassNormalRockSteelGroundB
281-290PoisonFightingFlyingIceElectricGhostPsychicFireWaterFlyingA
291-300DragonPoisonFightingDarkBugGrassNormalRockSteelGroundB
301-310IceElectricGhostPsychicFireWaterFlyingIceElectricGhostA
311-320DragonPoisonFightingDarkBugGrassNormalRockSteelGroundB
321-330PsychicFireWaterFlyingIceElectricGhostPsychicFireWaterA
331-340DragonPoisonFightingDarkBugGrassNormalRockSteelGroundB
The cycle repeats at battle 341. Take the following as an example set that occurred during the streak:
~
221|Water: Slowbro - Explosion+Protect

Slowbro is a guaranteed win with Explosion+Protect, so after the battle I rest to put Slowbro back into the pool of possible opponents, and I immediately choose to face the Psychic type, then Water type next.

222|Psychic: Xatu - Explosion+Protect
223|Water: Whiscash - Explosion+Gravity

Xatu is another guaranteed win, so I rest again before selecting Flying as the next type, to increase the chances of seeing Xatu again.

224|Flying: Golbat - Explosion+Protect
225|Dragon: Latias - Explosion+Protect

Golbat is also a guaranteed win, so I rest before selecting Poison.

226|Poison: Golbat - Explosion+Protect (2nd appearance this set)
227|Ice: Walrein - Explosion+Protect
228|Electric: Jolteon - Explosion+Protect
229|Ghost: Banette - TPunch+TPunch
230|Fire: Magmar - Explosion+Protect
~
I’m not gonna go into detail on every single set for the sake of my own sanity (you can watch the videos if you really want to see the exact order that I played every set). Hopefully this example was enough to get the idea across. If not, you can ask me questions and I’ll do my best to explain.
I watched back through the VODs and wrote down any battles that either had a significant chance of losing or I felt were worthy of commentary:

186 | Team A | Psychic | Alakazam
Alakazam is a notable threat since it outspeeds. If both opponents target explode A, a crit or SpDef drop with Focus Blast can cause a loss. In this instance, both Alakazams targeted explode A, but there was no crit/SpDef drop.

200 | Team B | Steel | Bastiodon
As stated before, Bastiodon has Quick Claw, Fire Blast, and Metal Burst. Earthquake also doesn’t OHKO (without a crit). This battle, there was no QC activation turn 1 and I happened to get a crit EQ on one of the Bastiodons, resulting in a win for me.

203 | Team A | Fire | Heatran
Heatran has Focus Band and can OHKO me with Magma Storm. My strategy vs Heatran is to use EQ+Rock Slide, essentially fishing for flinches with Rock Slide in case Focus Band activates. Turn 1, I EQ/Rock Slide. One heatran dies, the other lives with Focus Band, doesn’t flinch, and OHKOs explode A with Magma Storm. Turn 2, Rock Slide hits and Focus Band doesn’t activate.

237 | Team B | Rock | Tyranitar
Ttar has QC with a chance to flinch with Dark Pulse, which makes it a scary opponent to encounter. No QC activations happened this battle.

242 | Team A | Flying | Honchkrow
Scary for the same reasons as Ttar, but Honchkrow can also have an increased crit chance with Super Luck. No QC activations happened this battle.

247 | Team A | Electric | Manectric
Manectric has Focus Sash and Flamethrower, which will OHKO if it crits and has a chance to burn. My strategy vs Manectric is to use EQ+Rock Slide to break both sashes and kill with EQ. This battle is loseable if Rock Slide misses. A possible alternative is using TPunch instead of Rock Slide, but then you run the risk of paralysis from Static. I haven’t put too much thought into which is worse. Either way, I made it through this particular battle despite a double Rock Slide miss.

259 | Team B | Dark | Honchkrow
No QC activations this battle.

266 | Team A | Water | Empoleon
With Team A specifically, Explosion is not a guaranteed OHKO on Empoleon. So, instead what I do is TPunch+TPunch. However, because this strategy takes multiple turns for the battle to finish, it opens the door for Empoleon to crit Hydro Pump, which will OHKO either metagross. No crits occurred this battle.

272 | Team B | Ground | Gastrodon
Gastrodon (with Team B) is one of the few instances where I have to rely on Explosion to hit a Lax Incense/Brightpowder pokemon without the help of Gravity (Iron Head+Grass Knot is a range to kill in a single turn). This battle can go a few different ways: 1) if Explosion hits both Gastro’s, it’s an instant win. 2) If Explosion hits neither Gastro, it’s pretty much an instant loss. 3) If Explosion hits one and misses the other, there’s still a high chance of victory since support B just has to 2HKO with Grass Knot (99% chance for each to hit with Wide Lens) and not get crit by Earth Power. I got scenario 3 in this case. Explosion hit once, and Grass Knot hit twice, resulting in a win.

304 | Team A | Psychic | Alakazam
One Focus Blast missed, the other targeted support B (protected).

320 | Team B | Ground | Gastrodon
Explosion hit both Gastrodons.

327 | Team A | Flying | Honchkrow
One QC activation, targeted support A (protected).

329 | Team A | Electric | Rotom
EQ is a 15/16 range to KO rotom. I hit the range on both this battle.

347 | Team B | Steel | Bastiodon
Turn 1: QC Fire Blast hits explode A, no crit/burn. I EQ, no crit. I Grass Knot, one Bastiodon down. The other Bastiodon uses Fire Blast on explode A, killing it. Turn 2: No QC, Grass Knot kills the remaining Bastiodon

353 | Team A | Electric | Manectric
Rock Slide hits both.

358 | Team A | Electric | Magnezone
EQ is a range to OHKO Magnezone. Crit Thunder will OHKO metagross. My strategy vs Magnezone is EQ+Rock Slide to fish for flinches in case EQ doesn’t OHKO. Turn 1: one Magnezone dies to EQ+Rock Slide, the other flinches.

366 | Team B | Normal | Blissey
Blissey isn’t threatening at all, I just thought it was interesting that I encountered it at all. This was (I think) the first time I’ve seen it in all my Hall attempts.

380 | Team A | Electric | Rotom
Hit both EQ rolls.

391 | Team A | Water | Empoleon
No crits.

397 | Team A | Electric | Manectric
Rock Slide hits both.

402 | Team B | Dark | Honchkrow
QC Dark Pulse hits Explode B, but no flinch.

407 | Team B | Steel | Heatran
No Focus Band activations.

424 | Team B | Ground | Whiscash
Whiscash is similar to Gastrodon (for Team B) in that I have to rely on Explosion to hit through Lax Incense. In this battle, Explosion hits both Whiscash

429 | Team B | Normal | Togekiss
Togekiss has Brightpowder, Thunder Wave, and Air Slash with an increased flinch rate due to Serene Grace (potentially). Due to the sheer number of factors that make Togekiss difficult to hit (for Team B), I consider Togekiss one of the biggest potential runkillers. My strategy vs Togekiss is to use TPunch+Psychic, targeting a single opponent. This will kill Togekiss if both attacks hit. In this battle, I got a crit TPunch, OHKOing the first Togekiss. Psychic does a little under half to the remaining Togekiss, which then uses Thunder Wave on support B. On Turn 2, the remaining Togekiss dies to TPunch.

436 | Team A | Electric | Rotom
Hit both EQ rolls.

442 | Team B | Ground | Piloswine
Piloswine has Brightpowder, which (I think) makes it technically a loseable battle for Team B. However, I do not consider it very threatening. It will often try to use Dig, which is completely avoidable with Protect.

450 | Team B | Rock | Tyranitar
No QC activations.

470 | Team B | Ground | Gastrodon
Explosion hit both Gastrodons

476 | Team A | Water | Suicune
Explosion is a range to kill (6/16). I use Explosion+Rock Slide. Rock Slide hits one and misses the other. Explosion hits the range to kill the Suicune that was still at full health.

484 | Team B | Dark | Tyranitar
No QC activations.

510 | Team B | Steel | Bastiodon
QC activates for both Bastiodons, but Fire Blast misses for both (!). EQ crits one Bastiodon, Grass Knot secures the kill on the other. Insane sequence.

513 | Team B | Grass | Tangrowth
Tangrowth has Lax Incense, making for a bit of an awkward fight, but overall not too threatening. It will often use Sunny Day, which makes support B’s HP Fire a 15/16 range to OHKO. Turn 1: Iron Head hits and flinches, HP Fire misses. The other Tangrowth uses Sunny Day. Turn 2: Iron Head misses, one Tangrowth uses Wring Out (Chlorophyll), HP Fire hits, taking out one Tangrowth. Turn 3: Iron Head misses, Tangrowth uses Grass Knot, HP Fire OHKOs.

567 | Team A | Electric | Magnezone
Turn 1: one Rock Slide miss, so one Magnezone lives after EQ. No crit/para from Thunder. Turn 2: Rock Slide+EQ finishes off the remaining Magnezone.

568 | Team A | Ghost | Froslass
Brightpower and Snow Cloak can make Froslass annoying to deal with. Turn 1: I TPunch+Rock Slide. All my attacks hit, and one Froslass goes down while the other flinches from Rock Slide. Turn 2: Rock Slide hits, finishing off the remaining Froslass

569 | Team A | Psychic | Latios
Not threatening at all, just a very rare encounter; I thought this was worth noting.

577 | Team B | Steel | Bastiodon
EQ crits one Bastiodon, Grass Knot finishes off the other.

578 | Team B | Ground | Swampert
Explosion hits both Swamperts.

583 | Team A | Fire | Entei
explode A will survive one attack from Entei in the event that QC activates. However, if QC activates for both Enteis, or if explode A gets burned, it’s an instant loss. This battle there were no QC activations.

597 | Team B | Dark | Spiritomb
Both metagross teams are somewhat poorly equipped to deal with Spiritomb. Turn 1: I use Iron Head on one Spiritomb and Grass Knot on the other. One Spiritomb uses Dark Pulse on explode B, the other uses Dark Pulse on support B. No crits. Turn 2: I use Iron Head on the same Spiritomb, fainting it. I use HP Fire on the remaining Spiritomb instead of Grass Knot to avoid activating the Petaya Berry. Spiritomb uses Dark Pulse, no crit. Turn 3: Iron head takes down the remaining Spiritomb.

615 | Team B | Steel | Bastiodon
Turn 1: QC Fire Blast hits support B, EQ crits one Bastiodon, Grass Knot finishes the other.

627 | Team A | Electric | Rotom
I hit both EQ rolls.
628 | Team A | Ghost | Dusknoir
Turn 1: I TPunch+TPunch the left Dusknoir, the second TPunch paralyzes. The right Dusknoir uses Curse on explode A, The left Dusknoir uses Shadow Punch on explode A. From this range (both Dusknoirs are just under half health), another TPunch+TPunch will kill either Dusknoir. I decide that I should target the right Dusknoir, since I think it is less likely to use Curse (since it just used Curse) and less likely to use Rest (since it isn’t currently statused). I’m not sure if this reasoning is true at all, it’s just what was going through my head at the time. In hindsight, I think the “correct” play would have been to target the left Dusknoir, since it is less likely to successfully get a Rest off, considering that it is paralyzed.
Turn 2: The right Dusknoir gets off a QC Rest before I am able to use TPunch+TPunch on it. It goes back down to about half health. The left Dusknoir gets fully paralyzed.
Turn 3: The left Dusknoir gets off a QC Rest before I am able to use TPunch+TPunch on it. It goes back down to about half health.
Turn 4: I TPunch+TPunch the left Dusknoir. This is a misplay. I should have targeted the right Dusknoir, since the left Dusknoir will have another sleep turn where it isn’t able to do anything. The left Dusknoir faints. explode A faints to Curse damage.
Turn 5: The right Dusknoir wakes up and gets another QC Rest. I use TPunch.
Turn 6: I use TPunch, Dusknoir is asleep.
Turn 7: I use TPunch, Dusknoir is asleep.
Turn 8: I use TPunch, Dusknoir lives on a sliver of health (72 Atk Lv. 100 Metagross Thunder Punch vs. 0 HP / 252 Def Lv. 96 Dusknoir: 51-60 (23.5 - 27.6%) -- 75.6% chance to 4HKO). Dusknoir wakes up and uses Rest.
Turn 9: I use TPunch, Dusknoir is asleep.
Turn 10: I use TPunch, Dusknoir is asleep.
Turn 11: Dusknoir wakes up and uses QC Shadow Punch. I use TPunch.
Turn 12: Dusknoir gets another QC rest. I use TPunch. I’m now completely out of TPunches due to Pressure.
Turn 13: I Struggle, Dusknoir is asleep.
Turn 14: I Struggle, Dusknoir is asleep.
Turn 15: I Struggle, Dusknoir wakes up and uses Rest.
Turn 16: I Struggle and faint to recoil.

I definitely could have played this better, but luck also played a bit of a factor. I’ve faced Dusknoir so many times with no problem in my hall attempts that I’m usually not thinking very hard whenever I run into it. It’s a shame the streak died so soon after surpassing the record, especially when the loss was avoidable. But I suppose the silver lining is that it happened just after 620 instead of before it :)
 
So I decided I'd attempt the Battle Tower yet again but using shiny versions of the initial team I had used


During the journey back to 21, while around streaks 1-7 I had the misfortunes of versing Shedinja with Lax Incense to make matters worst I didn't even have a fire type move to even kill this thing ( though that's partly because Shedinja had Wonder Guard ) so the only thing I did was to make sure while it was Trick'd while it being locked onto Sand Attack to make it Struggle and as you can imagine I was relieved from this. After facing Shedinja I told myself I never want to face one again and that if I see one I want to scream in pain and agony.

As of now I still don't have any more stories beyond that but I will stream more in the future and hopefully this time I reach to 100 and above and I'm sure there will be more stories to be told.


Anyhow here are my shiny team members:
View attachment 653425
Yue (Cresselia) (F) @ Choice Scarf
IVs: 31/17/31/31/31/31
EVs: 244 HP / 254 Def / 12 Spe
Ability: Levitate
Shiny: Yes
Bold Nature
- Trick
- Flash
- Icy Wind
- Psychic ( Still considering if I should replace this with Captivate )
View attachment 653428

Gabby (Garchomp) (F) @ Lum Berry
IVs: 31/31/30/27/31/31
EVs: 252 Atk / 4 SpD / 252 Spe
Ability: Sand Veil
Shiny: Yes
Jolly Nature
- Substitute
- Outrage
- Earthquake
- Swords Dance
View attachment 653427
モヒト (Registeel) @ Leftovers
IVs: 31/31/31/17/31/31
EVs: 252 HP / 252 Atk / 6 Spe
Ability: Clear Body
Shiny: Yes
Adamant Nature
- Substitute
- Iron Head
- Curse
- Amnesia

Did have some unlucky moments while streaming while attempting this like 2-3 other times to reach to Palmer 2

A more notable one that led to my lost was facing Reversal Endure Salac Berry Heracross with Max Atk and Max SA those are absolutely the worse type of Pokemon I had lost against, quite honestly looking back had I used Registeel and use a few Curses and Amnesia which should've been able to knock out Heracross 4

So I decided to take a break from streaming mainly to focus on getting rid of my anger ( You can imagine how much anger I was having ), the other stream was where I had been up against Ursaring 4 with Quick Claw which has Max HP and Max Atk, that thing while being tricked after giving it a Choice Scarf still tries and goes for Return after Ursaring 4 had finally fainted Snorlax 4 with Life Orb which is also Max HP and Max Atk and Double-Edges one of my other members after that I was left with Garchomp hoping it would critically hit the Slaking with Hammer Arm probably Slaking 4 ( I had faced it again during my other attempt off-stream ) and of course I've lost.

But...

While off-stream after taking a break from streaming, I did eventually get up to Palmer 2 and that's where my saying: keep going and never give up! comes in

Battle video: 41-55345-95537

How the battle went:

War Story Incoming
: First turn I decided to Trick Palmer's Cresselia to give his one the Choice Scarf, while slowly killing it with Registeel while his Cresselia was locked only to using Signal Beam, only to confuse it so the only thing I could really do is to pray that it comes out of confusion so that it can set up Curse and Amnesia with a few Iron Heads his Cresselia goes down then out comes his Heatran which was his one with Focus Sash so I decided to hit it a bit ( because I realize it was going to survive at that point with 1HP ) after Earthquaking Heatran it goes down parts of my mind told me to flash Regigigas to reduce its accuracy but the worst part even when I did it knocks out my Registeel and Garchomp as well as by Cresselia eating that Crush Grip like a boss surviving at 1HP from his Regigigas by reducing the accuracy of his Regigigas it also made him miss Drain Punch a ton of times as Cresselia was going to die but the hilarious fail was when Regigigas decided to go and use Earthquake as you will see in the Battle video and with that I had successfully had beaten him. ( Finally as I've been wanting for it to happen after failing a few times but it may as well be just a skill issue )


Final Thoughts
While this took me a ton of attempts and I'm currently taking a break from streaming ( As I've previously mentioned ) there are a few threats that my team might face an example is facing any Calm Mind and Night Slash Pokemon as well as Pokemon like Yanmega this is mostly due to its ability Speed Boost which allows for its Spd stat to become boosted.
Addressing these threats as well as creating more strategical elements into my Battle Tower team whenever I decided to go and stream the rest of my streak again ( However I should be glad I am now at 49 ) there can be more threats a long the way and they might be as worse as when I have lost a few times however there can be another threat such as Yanmega with Wise Glasses which I have not seen yet but since it has Bug Buzz it can be more concerning so I will need to carefully and strategize for this.
In addition to the threats mentioned the other threats a long the way might be one of the Porygon-Z sets and one of them is Porygon-Z 1 with Sitrus Berry because of its move Tri Attack since it could either paralyze, burn or even freeze one of my other Battle Tower members so to try and mitigate these threats from happening my goal is to try get through my fears from these Pokemon sets, one in particular in the possible combination of Porygon-Z is one with Trick and one of the Gallade sets particularly Gallade 4 with all of the 4 punches possible with Bright Powder and potentially Heatran 4 with Focus Sash for instance ( Which closely resembles the set of what Palmer 2 uses )

Asides from the possible threats I might face when progressing to streak 56 whenever I become better and start streaming the Battle Tower itself can be a roulette either the game becomes favorable and goes your way or the Battle Tower decides to not go your way and make you become trapped in the most unfortunate way ( yeah I know hax can happen to me but let's hope not ) but the challenge to try and get through this will remain with me.

In conclusion while there might be several other threats and possibly other uncertainties inside the Battle Tower itself I will definitely keep honing my strategical elements as well as carefully planning as well as predicting the AI's every move ( sometimes its easy to read it like a book but it might come back to read me like a book ) until then I definitely look forward to try and go beyond 105 wins hopefully achieving even more success.

And definitely 100% I will be continuing where I had left off and continue from that streak once I'm feeling better.
 
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So I decided to take a break from streaming mainly to focus on getting rid of my anger ( You can imagine how much anger I was having ), the other stream was where I had been up against Ursaring 4 with Quick Claw which has Max HP and Max Atk, that thing while being tricked after giving it a Choice Scarf still tries and goes for Return after Ursaring 4 had finally fainted Snorlax 4 with Life Orb which is also Max HP and Max Atk and Double-Edges one of my other members after that I was left with Garchomp hoping it would critically hit the Slaking with Hammer Arm probably Slaking 4 ( I had faced it again during my other attempt off-stream ) and of course I've lost.

I watched this loss and IMO it encompasses the issue with using Cresselia as the TrickScarf lead over Mesprit/Latias, Uxie/Latios. Cresselia doesn't have access to a Atk or SpAtk reducing status move like Charm or Memento, which makes it riskier to switch in Registeel and Garchomp. I prefer Mesprit personally, and in that case a battle against Ursaring 4 to Snorlax 4 would go more like this:

*assuming Max Rolls for Opponent AI and same sequence of critical hits:

1 - Trick Scarf to Ursaring, Ursaring Return does 53%.
2 - Mesprit Charm, Ursaring Return does 27%
3 - Mesprit Charm, Ursaring Return does 18%
(I like to save Mesprit as a sack just in case I need to switch, so switch to Registeel here)
4 - Registeel switch, get crit, Ursaring Return does 43%, after Leftovers, Registeel has 62%
(I noticed you also did Amnesia first, which was a bit inefficient. Given you know Ursaring is locked into a physical move, set up Curse first against physical attackers and Amnesia against special attackers)
5 - Ursaring Return does 7%, Registeel Curse, after Leftovers Registeel has 61%
6 - Ursaring Return does 5%, Registeel Curse, after Leftovers Registeel has 62%
... etc etc.

Now even if he crits the next turn, he has to have a nearly max roll to prevent Registeel from getting a sub up. And without a crit, Registeel can sub and heal since Returns do less than Leftovers recovery.

If you don't have access to Mesprit/Latias/Uxie/Latios, Togekiss works well too. Gardevoir could also be a last resort if you don't want to use your Shiny Stone. But IMO a TrickScarf user has to have an Atk stat reducing move. I think it could be a bit difficult to get to 100+ without it.
 
I watched this loss and IMO it encompasses the issue with using Cresselia as the TrickScarf lead over Mesprit/Latias, Uxie/Latios. Cresselia doesn't have access to a Atk or SpAtk reducing status move like Charm or Memento, which makes it riskier to switch in Registeel and Garchomp. I prefer Mesprit personally, and in that case a battle against Ursaring 4 to Snorlax 4 would go more like this:

*assuming Max Rolls for Opponent AI and same sequence of critical hits:

1 - Trick Scarf to Ursaring, Ursaring Return does 53%.
2 - Mesprit Charm, Ursaring Return does 27%
3 - Mesprit Charm, Ursaring Return does 18%
(I like to save Mesprit as a sack just in case I need to switch, so switch to Registeel here)
4 - Registeel switch, get crit, Ursaring Return does 43%, after Leftovers, Registeel has 62%
(I noticed you also did Amnesia first, which was a bit inefficient. Given you know Ursaring is locked into a physical move, set up Curse first against physical attackers and Amnesia against special attackers)
5 - Ursaring Return does 7%, Registeel Curse, after Leftovers Registeel has 61%
6 - Ursaring Return does 5%, Registeel Curse, after Leftovers Registeel has 62%
... etc etc.

Now even if he crits the next turn, he has to have a nearly max roll to prevent Registeel from getting a sub up. And without a crit, Registeel can sub and heal since Returns do less than Leftovers recovery.

If you don't have access to Mesprit/Latias/Uxie/Latios, Togekiss works well too. Gardevoir could also be a last resort if you don't want to use your Shiny Stone. But IMO a TrickScarf user has to have an Atk stat reducing move. I think it could be a bit difficult to get to 100+ without it.
Thanks for your input! I'll keep that in mind I do have access to Uxie however ( I don't know if Bold is even good but I have taught it something like Trick, Thunder Wave Stealth Rock and Memento its been a long time thoguh since I last used one so I cannot remember what moves I've taught it.)

I'm curious to know how would Gardevoir would work if I were to hypothetically use it.
 
Did have some unlucky moments while streaming while attempting this like 2-3 other times to reach to Palmer 2

A more notable one that led to my lost was facing Reversal Endure Salac Berry Heracross with Max Atk and Max SA those are absolutely the worse type of Pokemon I had lost against, quite honestly looking back had I used Registeel and use a few Curses and Amnesia which should've been able to knock out Heracross 4

So I decided to take a break from streaming mainly to focus on getting rid of my anger ( You can imagine how much anger I was having ), the other stream was where I had been up against Ursaring 4 with Quick Claw which has Max HP and Max Atk, that thing while being tricked after giving it a Choice Scarf still tries and goes for Return after Ursaring 4 had finally fainted Snorlax 4 with Life Orb which is also Max HP and Max Atk and Double-Edges one of my other members after that I was left with Garchomp hoping it would critically hit the Slaking with Hammer Arm probably Slaking 4 ( I had faced it again during my other attempt off-stream ) and of course I've lost.

But...

While off-stream after taking a break from streaming, I did eventually get up to Palmer 2 and that's where my saying: keep going and never give up! comes in

Battle video: 41-55345-95537

How the battle went:

War Story Incoming
: First turn I decided to Trick Palmer's Cresselia to give his one the Choice Scarf, while slowly killing it with Registeel while his Cresselia was locked only to using Signal Beam, only to confuse it so the only thing I could really do is to pray that it comes out of confusion so that it can set up Curse and Amnesia with a few Iron Heads his Cresselia goes down then out comes his Heatran which was his one with Focus Sash so I decided to hit it a bit ( because I realize it was going to survive at that point with 1HP ) after Earthquaking Heatran it goes down parts of my mind told me to flash Regigigas to reduce its accuracy but the worst part even when I did it knocks out my Registeel and Garchomp as well as by Cresselia eating that Crush Grip like a boss surviving at 1HP from his Regigigas by reducing the accuracy of his Regigigas it also made him miss Drain Punch a ton of times as Cresselia was going to die but the hilarious fail was when Regigigas decided to go and use Earthquake as you will see in the Battle video and with that I had successfully had beaten him. ( Finally as I've been wanting for it to happen after failing a few times but it may as well be just a skill issue )


Final Thoughts
While this took me a ton of attempts and I'm currently taking a break from streaming ( As I've previously mentioned ) there are a few threats that my team might face an example is facing any Calm Mind and Night Slash Pokemon as well as Pokemon like Yanmega this is mostly due to its ability Speed Boost which allows for its Spd stat to become boosted.
Addressing these threats as well as creating more strategical elements into my Battle Tower team whenever I decided to go and stream the rest of my streak again ( However I should be glad I am now at 49 ) there can be more threats a long the way and they might be as worse as when I have lost a few times however there can be another threat such as Yanmega with Wise Glasses which I have not seen yet but since it has Bug Buzz it can be more concerning so I will need to carefully and strategize for this.
In addition to the threats mentioned the other threats a long the way might be one of the Porygon-Z sets and one of them is Porygon-Z 1 with Sitrus Berry because of its move Tri Attack since it could either paralyze, burn or even freeze one of my other Battle Tower members so to try and mitigate these threats from happening my goal is to try get through my fears from these Pokemon sets, one in particular in the possible combination of Porygon-Z is one with Trick and one of the Gallade sets particularly Gallade 4 with all of the 4 punches possible with Bright Powder and potentially Heatran 4 with Focus Sash for instance ( Which closely resembles the set of what Palmer 2 uses )

Asides from the possible threats I might face when progressing to streak 56 whenever I become better and start streaming the Battle Tower itself can be a roulette either the game becomes favorable and goes your way or the Battle Tower decides to not go your way and make you become trapped in the most unfortunate way ( yeah I know hax can happen to me but let's hope not ) but the challenge to try and get through this will remain with me.

In conclusion while there might be several other threats and possibly other uncertainties inside the Battle Tower itself I will definitely keep honing my strategical elements as well as carefully planning as well as predicting the AI's every move ( sometimes its easy to read it like a book but it might come back to read me like a book ) until then I definitely look forward to try and go beyond 105 wins hopefully achieving even more success.

And definitely 100% I will be continuing where I had left off and continue from that streak once I'm feeling better.
As of writing this I now have 70 wins while off-stream these battle videos numbers will serve as a documentation when I am not streaming the battle tower as well them being notable moments as I progressed. ( Feel free to watch them on the Global Terminal if you wish to ).

Battle 21:
( Video no: 58-25016-97930 )

After losing again, I decided to keep trying with Cresselia, the obvious lead I first saw was Rhyperior after it was tricked I thought it would be wise to switch to Registeel with a few Curses and Amnesia Rhyperior goes down, then goes his Milotic which goes for Hypnosis ( truly one move to be fearful off. ) Milotic goes down with a few Iron Heads and so does his Dragonite. If I say this myself personally the Milotic can be threatening.

Battle 35:
( Video no: 89-61513-36131 )
At Battle 35, I was up against a birdkeeper which sent out Drifblim 4, Drifblim goes for Icy Wind and much similar to how Battle 21 had started I swapped to Registeel as it was resistant to Ice moves and did the usual while I was at it after KO'ing Drifblim I wasn't too bothered about losing health on Reg personally as I only lost not too much anyways, Gliscor 3 came around I believe as it had Guillotine which OHKO Registeel while setting up Swords Dance on Garchomp it lives so therefore it had to have been Gliscor 3 with another Outrage it faints, Skarmory gets sent out then Garchomp goes for another Outrage which then knocks it out.

Battle 48:
( Video no: 93-86274-11162 )
During Battle 48 I was up against yet another Bird Keeper with an interesting team Skarmory, Dragonite and Togekiss. The main lead in this case was Skarmory 4 with the item Life Orb nothing special happened other than slowly knocking it out with Iron Head, Dragonite 1 or 3 had came along so it was yet again knocked out then Togekiss 2 came out the one with Wise Glasses it somehow lived just about 1HP, my first thought was what the heck? and it goes down.

Battle 54:
( Video no: 83-06528-07443 )
As I started to progress higher as I go, I had been met with Regirock 3 as the main lead Chesto Berry + Rest ( Quite the annoying set ) with it only being able to use Stone Edge it was eventually going to use Struggle, Regice 4 came around Registeel OHKO's it after it tried to use Focus Blast. The last Pokemon my opponent sends out is Latios 4 with Draco Meteor and it somehow lands a critical hit dealing a chunk of damage and it dies from that sweet revenge.

Battle 70:
( Video no: 35-31886-79304 )
At Battle 70 my opponent leads with Probopass 1, I swapped Cress with Chomp and used Earthquake but annoying thing decided to use Protect and finally Earthquake lands, Lucario comes in ( not sure which number it was but it could very well be Lucario 1 or Lucario 2 ) it dies with one Earthquake as well, Heracross comes along ( the exact Heracross I lost against and the bane of my own existence none other than Heracross 3 that SOB decided to go for Megahorn with hopes in trying to KO the Heracross I go for Psychic knocking it out ) Quite frankly I feel pretty good finally being able to beat Heracross 3 finally! as long as I can keep this in my own pace for sure I can ensure I don't worry about losing again.


Short Conclusion
While I have endured the hit of being destroyed ( a bit of a Pokemon move pun if you will ), these battles were 100% intense, especially when it got to Battle 21 where I was facing a potentially annoying Milotic and realizing how important it would be to try and not do any terrible decisions, throughout where I slowly progress over to Battle 35, as where I had talked about facing a Birdkeeper as well as Battle 48 where my team can face the most threatening looking Pokemon especially because of how they can land nasty moves. But also realizing it's more than just battling but rather creating use and carefully planning of how to beat the opponents Pokemon overall the journey was a little bumpy but also good because of learning to adapt to not just use moves strategically but to switch at the right time. Reaching Battle 70 felt good though not mainly because it went through to my favors but rather finally being able to get beyond streak 49. Gliscor 3 will give me nightmares too ( and I thought Walrein 3 could be much worse ).
 
I'm curious to know how would Gardevoir would work if I were to hypothetically use it.

A set such as this one would be viable, although I would probably switch Garchomp to Salamence to gain a Ground immunity. 134 Speed before scarf means it outspeeds everything in the Battle Frontier.
Gardevoir @ Choice Scarf
Ability: Synchronize
Level: 50
EVs: 252 HP / 84 Def / 172 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Thunder Wave
- Charm
- Memento
 
Platinum and HGSS speed tiers.
I added some things using the speed tiers provided in that post:
https://www.smogon.com/forums/threa...ttle-tower-records.52858/page-42#post-2182637

I correct small things such as speed in Iron ball mons, too. And some little mistakes such as speed on quilava (is 100, not 78) and others that don't remember. Probably still has mistakes on my part, if someone notice a mistake you can tell me about that.


Platinum, HGSS



400 jolteon 1 (agility +2 ) LOL

366 Floatzel 1 (Swift swim)

334 salamence 2 (ddance +2), floatzel 3 (swift swim)

300 kingdra 1 (Swift swim)

292 gyarados 2 (dragon dance +2)

266 gyarados 4 (dragon dance + 2)


250 Linoone 2 (Choice Scarf) salamence 2 (dragon dance +1)

243 latios 2 (dragon dance +1)

241 arcanine 2 (salac)


234 Porygon-Z 2 (Choice Scarf) kangaskhan 1 (salac)

228 miltank 2 (salac)

225 heracross 4 (salac) pinsir 2 (salac)

219 gyarados 2 (dragon dance +1)

217 medicham 1 (salac)

213 vigoroth 2 (salac)


211 Electrode 23

210 kingdra 3 (ddance + 2)

208 kingler 2 (salac)


200 Aerodactyl 12, Crobat 1, Jolteon 13 dragonite, altaria (+2 ddance)

199 gyarados 2 (+ 1 ddance)

198 blaziken 1 (salac)


194 Weavile 24

192 Electrode 14 flareon 2, scizor 3, hitmonlee 2 (salac)

189 Alakazam 13, Dugtrio 13, Sceptile 124

186 Tyranitar 2 (Choice Scarf)

183 Ambipom 12, Floatzel 12, Raikou 12, Sneasel 2, Starmie 12

182 Aerodactyl 34, Crobat 234, Jolteon 4

181 Rampardos 4 (Choice Scarf)

180 Ninjask 2, ludicolo 24 (swift swim), victreebel 3 (clorophyll)

178 Espeon 12, Froslass 1, Gengar 1, Latias 3, Latios 3, Tauros 13

177 Swellow 2, Weavile 13

176 Infernape 14

172 Alakazam 24, Dugtrio 24, Lopunny 124, Manectric 4, Mismagius 34, Rapidash 4, Sceptile 3

169 Garchomp 1

167 Ambipom 34, Charizard 4, Dodrio 2, Entei 12, Floatzel 34, Flygon 23, Ninetales 123, Persian 2, Raichu 23, Raikou 34, Salamence 2, Slaking 3, Staraptor 12, Starmie 34, Tentacruel 14, Zapdos 23

164 Purugly 2

162 Espeon 34, Froslass 234, Gengar 234, Jumpluff 2, Latias 24, Latios 24, Tauros 24

161 Arcanine 12, Drapion 3, Electivire 1, Gliscor 23, Houndoom 124, Leafeon 12, Yanmega 1

160 Infernape 23

157 Electabuzz 2, Kadabra 2, Lopunny 3, Manectric 123, Mismagius 1, Rapidash 123, Scyther 2, kingdra 3 (ddance +1)

156 Kangaskhan 13, Moltres 1

154 Garchomp 234

152 Charizard 123, Entei 34, Fearow 2, Flygon 14, Miltank 24, Ninetales 4, Raichu 14, Salamence 134, Staraptor 34, Typhlosion 134, Zapdos 14

150 Heracross 14, Jolteon 2, Kingdra 12, Pinsir 2, Suicune 2, exeggutor 1 (clorophyll)

149 Skuntank 234

147 Arcanine 34, Drapion 4, Electivire 34, Grovyle 2, Houndoom 3, Jynx 34, Primeape 2, Sharpedo 2, Xatu 2, Yanmega 234

146 Gyarados 2

145 Blaziken 2, Gallade 2, Gardevoir 4, Magmar 2, Medicham 12, Shiftry 1

143 Lumineon 2, Pidgeot 2, Rotom 2

142 Furret 2, Golbat 2, Lucario 1234, Moltres 34, Porygon-Z 4, Roserade 34, Venomoth 2, Vigoroth 2, Zangoose 2

140 tangrowth 3 (clorophyll)

139 Absol1 3, Kingler 2

138 Raticate 2

137 Girafarig 2, Gligar 2, Golduck 2, Heracross 3, Misdreavus 2, Nidoking 34, Seadra 2, Stantler 2, Toxicroak 1234

135 Magmortar 1234

134 Gabite 2

133 Gyarados 4, Monferno 2

132 Altaria 4, Blaziken 134, Charmeleon 2, Medicham 34, Togekiss 34

130 Latias 1, Latios 1

128 Flareon 2, Hitmonlee 2, Scizor 3

127 Absol 4

125 Mismagius 2

121 Moltres 2

120 Miltank 13, Slaking 124, Tentacruel 23, Typhlosion 2

117 Hitmonchan 2

115 Drapion 12, Electivire 2, Gliscor 14, Jynx 12, Leafeon 34

110 Kangaskhan 24, Mr. Mime 1234, Porygon-Z 13, Roserade 12

105 Articuno 134, Cherrim 2, Cresselia 1234, Golduck 134, Heracross 2, Kingdra 34, Nidoking 12, Pinsir 134, Qwilfish 2, Suicune 134

104 Skuntank 1

101 Gyarados 13, Milotic 1234,

100 Altaria 123, Arbok 2, Dragonite 1234, Drifblim 1234, Gallade 134, Gardevoir 123, Glalie 234, Grumpig 2, Kabutops 2, Mamoswine 1234, Meganium 1234, Quilava 2, Shiftry 234, Togekiss 12, Venusaur 1234

98 Blastoise 1234, Feraligatr 1234

97 Heatran 123

96 Nidoqueen 1234

95 Absol 2, Claydol 234

94 Articuno 2

93 Flareon 3

91 Bibarel 2, Honchkrow 1234

90 Breloom 134, Cloyster 2, Dewgong 1234, Dragonair 2, Hitmontop 2, Kecleon 2 (Choice Scarf), Ludicolo 1234, Lunatone2, Luxray 1234, Magneton 2, Mantine 2, Metagross 1234, Mightyena 2, Politoed 1234, Poliwrath 1234, Skarmory 1234, Solrock 2, Victreebel 1234

88 Exploud 1234, Seaking 2

87 Heatran 4, Hypno 234, Lanturn 1234

86 Mothim 2

85 Banette 2, Claydol 1, Flareon 14, Glaceon 1234, Pelipper 2, Sandslash 2, Scizor 124, Seviper 2, Umbreon 1234, Vaporeon 1234, Walrein 134

81 Breloom 2, Noctowl 2, Tyranitar 34

80 Abomasnow 12, Bayleef 2, Clefable 2, Empoleon 12, Ivysaur 2, Lapras 1234, Luxio 2, Magnezone 1234, Porygon2 134, Swampert 1234, Tangela 2, Wailord 1234, Weezing 124, Whiscash 1234

78 Croconaw 2, Hypno 1 (Fling used), Rampardos 13, Wartortle 2

76 Chimecho 2, Torterra 134, Walrein 2

75 Ampharos 123, Blissey 1234, Cacturne 2, Combusken 2, Crawdaunt 2, Exeggutor 124, Machamp 1234, Omastar 2, Relicanth 2, Swalot 2, Ursaring 234

72 Abomasnow 34, Empoleon 34, Gorebyss 2, Huntail 2, Masquerain 2, Tyranitar 1, Weezing 3

71 Pupitar 2, Tropius 2

70 Aggron 1234, Bellossom 2, Chansey 2, Donphan 124, Hariyama 1234, Lickilicky 124, Metang 2, Muk 124, Piloswine 2, Prinplup 2, Rampardos 2 (fling used), Regice 1234, Regirock 1234, Registeel 1234, Shelgon 2, Tangrowth 1234, Vileplume 1234

68 Torterra 2

67 Ampharos 4, Exeggutor 3, Hippowdon 1234, Ursaring 1

66 Carnivine 2

65 Armaldo 1234, Dusknoir 234, Golem 12, Granbull 1234, Machoke 2, Marowak 1234, Octillery 2, Wigglytuff 2

63 Cradily 1234, Donphan 3, Lickilicky 3, Marshtomp 2, Muk 3,

60 Camerupt 2, Forretress 34, Lairon 2, Probopass 234, Regigigas 1234 (Slow Start), Rhydon 124, Rhyperior 1234, Vespiquen 1234

59 Gastrodon 134

58 Dusknoir 1 (fling used), Golem 3 (fling used) 4, Sealeo 2

57 Drapion 2 (iron ball)

56 Wormadam 2

55 Quagsire 1234

54 Forretress 12, Probopass 1, Rhydon 3

53 Bronzong 1234, Gastrodon 2

50 Bastiodon 1234, Grotle 2, Lickitung 2, Slowbro 123, Slowking 234, Snorlax 1234, Steelix 12, Sunflora 2

45 Dusclops 2, Glalie 1 (iron ball), Magcargo 2, Slowbro 4, Slowking 1, Steelix 4, Sudowoodo 2

40 Torkoal 2

39 Hypno 1 (iron ball)

36 Porygon2 2 (iron ball)

35 Hariyama 2, Rampardos 2 (iron ball)

29 Dusknoir 1, golem 3 (iron ball)

25 Shuckle 1234

22 Steelix 3 (iron ball)

EDIT: Forget to mention that pokemon with set 4 (exceptions are legends like zapdos, latios, regis, etc.) can have iv 21 after the 50 battle. For example absol4 can have 122 speed and 127, depending the trainer that use the pokémon.
 
Last edited:
https://www.smogon.com/forums/threads/dp-battle-tower-records.29425/page-48#post-1635728

Using this post as a reference and platinum speed tiers format I made Diamond and Pearl speed tiers.


378 Sceptile 2 (agility) (16%)

366 ambipom 4 (agility) (16%)

344 Sceptile 2 (agility) (68%)

342 floatzel 4 (Swift swim) (16%)

334 ambipom 4, floatzel 1 (very bad set) (agility) (68%) salamence 24 charizard 3 (ddance +2) (16%)

312 floatzel 4 (Swift swim) (68%)

308 Sceptile 2 (agility) (16%)

304 salamence 24 charizard 3 (ddance +2) (68%)

300 ambipom 4 (agility) (16%) kingdra 13 (ddance + 2) (16%)

296 Ambipom 1 (agility), floatzel 3 (Swift swim) (16%)

292 gyarados 4 (ddance +2) (16%)

290 dragonite 4 (ddance +2)(16%)

288 Moltres 2 (agility) (16%)

286 Latios 1 feraligatr 3 (ddance +2) (16%)

280 floatzel 4 (Swift swim) (16%)

276 Articuno 3 (tailwind) kingdra 2 (Swift swim)( (16%)

274 kingdra 13 (ddance + 2) (68%)

272 salamence 24 charizard 3 (ddance +2)(16%)

270 Ambipom 1 (agility), floatzel 3 (Swift swim) (68%)

268 gyarados 3 (ddance +2) (16%)

266 gyarados 4 (ddance +2) (68%)

264 dragonite 4 (ddance +2)(68%)

262 Moltres 2 (agility) (68%)

260 Latios 1 feraligatr 3 (ddance +2) (68%)

252 Articuno 3 (tailwind) kingdra 2 (Swift swim)(68%)

250 miltank 3 (salac) salamence 24 charizard 3 (ddance +1) (16%)

248 tyranitar 4 (ddance +2) (16%)

246 kingdra 13 (ddance + 2) (16%)

244 gyarados 3 (ddance +2) (68%)

242 lucario 2 (agility) (16%) Ambipom 1 (agility), floatzel 3 (Swift swim) (16%)

241 arcanine 2 (salac) (16%)

238 gyarados 4 (ddance +2) (16%)

236 dragonite 4 (ddance +2)(16%)

234 lucario 3, kangaskhan 3 (salac) (16%) Moltres 2 (agility) (16%) exeggutor 4 (clorophyll)(16%) Latios 1 feraligatr 3 (ddance +2) (16%)

230 suicune 2 (tailwind) articuno 2 (agility) kingdra 4 (swift swim) (16%)

228 miltank 3 (salac) salamence 24, charizard 3 (ddance +1)(68%)

226 articuno 3 (tailwind) kingdra 2 (Swift swim)( (16%) tyranitar 4 (ddance +2) (68%)

225 kingdra 13 (dragon dance +1) heracross 4, pinsir 3 (salac) (16%)

224 Tangrowth 3 (clorophyll) (16%)

220 arcanine 2 (salac) (68%) lucario 2 (agility) (68%) shiftry 4 (clorophyll)(16%)

219 milotic 1 (salac) gyarados 4 (ddance + 1)(16%)

218 gyarados 3 (ddance +2) (16%)

217 Mamoswine 4 blaziken 2 medicham 2(salac) dragonite 4 (ddance +1) (16%)

214 exeggutor 4 (clorophyll)(68%) Latios 1 feraligatr 3 (ddance +1) (16%)
213 (142 + choice scarf) outspeeds everything in the tower besides priority moves, salac Berry users, Swift swim users, dragon dance users, clorophyll users and quick claw

213 lucario 3, kangaskhan 3 (salac) (68%)
211 electrode 1/2/3 (16%)

210 suicune 2 (tailwind), articuno 2 (agility) kingdra 4 (swift swim) (68%) exeggutor 3 (clorophyll) (16%) nidoqueen 1 (salac) (16%)
208 scarf absol 4 (16%)

205 kingdra 13 (ddance + 1), heracross 4, pinsir 3 (salac) (68%)

204 Tangrowth 3 (clorophyll) (68%) miltank 3 (salac) salamence 24 charizard 3 (ddance +1) (16%)

202 tyranitar 4 (ddance +2) (16%)

201 gyarados 3 (ddance +1) (16%)
201 (134 + choice scarf) outspeeds everything in the tower besides +speed electrode, scarf absol, pokémon with speed boosts, priority moves and quick claw
200 aerodactyl 2/3/4; crobat 1/3/4; jolteon 3/4 (16%) shiftry 4 (clorophyll)(68%) Altaria 34 (ddance +2) (68%)

199 milotic 1 (salac) gyarados 4 (ddance +1) (68%)
198 ninjask 1/2 (16%) Mamoswine 4 blaziken 2 medicham 2(salac) dragonite 4 (ddance +1) (68%), arcanine 2 (salac) (16%) lucario 2 (agility) ludicolo 4 (Swift swim) victreebel 4 (clorophyll) (16%) typhlosion 2 (salac) (16%) 195 Latios 1, feraligatr 3 (ddance +1) (68%)
194 weavile 2/3/4 (16%)
192 electrode 1/2/3 (68%) exeggutor 3 (clorophyll)(68%) exeggutor 4 (clorophyll)(16%) nidoqueen 1 (salac) (68%) scizor 4 (salac)(16%)
190 scarf absol 4 (68%), lucario 3, kangaskhan 3 (salac) (16%)
189 alakazam 3/4; dugtrio 1/3/4; sceptile 2/4 (16%)
188 aerodactyl 1; jolteon 2 (16%) suicune 2 (tailwind) articuno 2 (agility) kingdra 4 (swift swim) (16%)
186 scarf/1DD tyranitar 3/4 (16%) 184 kingdra 13 (ddance + 1) heracross 4, pinsir 3 (salac) (16%)
183 ambipom 4; raikou 2/4; starmie 3/4; floatzel 1 (16%) gyarados 3 (ddance +1) (68%)
182 aerodactyl 2/3/4; crobat 1/3/4; jolteon 3/4 (68%) Tangrowth 3 (clorophyll) (16%)
181 salac/scarf rampardos 3/4 (16%)
180 ninjask 1/2 ludicolo 4 (Swift swim) victreebel 4 (clorophyll) (68%) shiftry 4 (clorophyll)(16%) typhlosion 2 (salac) (68%)
178 espeon 2/3/4; froslass 1/2/4; gengar 1/2/3/4; latias 13, latios 2 (16%), tauros 3/4; jumpluff 1 (16%) milotic 1 (salac) gyarados 4 (ddance +1) (16%)
177 weavile 2/3/4 (68%), dugtrio 2 (16%) mamoswine 4 blaziken 2 medicham 2 (salac) dragonite 4 (ddance +1) (16%)
176 infernape 2/3/4; electrode 4 (16%)
175 scarf machamp 4 (16%) scizor 4 (salac)(68%) Latios 1 feraligatr 3 (ddance +1) (16%)
172 alakazam 3/4; dugtrio 1/3/4; sceptile 2/4 (68%); lopunny 2/3/4; manectric 1/3/4; mismagius 2/4; rapidash 1/2/3/4; scyther 2; scarf pinsir 4; electrode 1/2/3 (16%) exeggutor 3 (clorophyll)(16%) nidoqueen 1 (salac) (16%)
171 aerodactyl 1; jolteon 2 (68%); ambipom 2/3; raikou 3; floatzel 2/4; sneasel 2, scarf absol 4 (16%)
170 purugly 1 (16%)
169 garchomp 1/2/4 (16%); scarf/1DD tyranitar 3/4 (68%) 168 hariyama 3 (salac) (16%)
167 ambipom 4; raikou 2/4; starmie 3/4; floatzel 1 (68%); charizard 1/2/3/4; entei 3/4; flygon 2/3/4; linoone 2; miltank 3; ninetales 1/4; raichu 2/3; after 5 turns regigigas 2; salamence 2/3/4; slaking 2/3; staraptor 1/2/3/4; tentacruel 4; typhlosion 1/3/4; zapdos 1/3/4; dodrio 1/2; fearow 1/2 (16%)
166 tauros 1; sceptile 3 (16%)
165 crobat 2; jolteon 1 (16%); salac/scarf rampardos 3/4 (68%)
164 purugly 1 (68%)
163 aerodactyl 2/3/4; crobat 1/3/4; jolteon 3/4; infernape 1 (16%) gyarados 3 (ddance +1) (16%)
162 espeon 2/3/4; froslass 1/2/4; gengar 1/2/3/4; latias 13, latios 2, tauros 3/4; jumpluff 1 (68%); ninjask 1/2 ludicolo 4 (Swift swim) victreebel 4 (clorophyll) (16%) typhlosion 2 (salac) (16%)
161 arcanine 1/2/4; drapion 3/4; electivire 4; gliscor 2/3; houndoom 1/3/4; jynx 2/3 (16%); dugtrio 2 (68%)
160 electrode 4; infernape 2/3/4; scarf machamp 4 (68%); manectric 2 (16%) scizor 4 (salac) (16%) Lapras 1 (dragon dance +2) (68%)
159 weavile 1; weavile 2/3/4 (16%)
157 lopunny 2/3/4; manectric 1/3/4; mismagius 2/4; rapidash 1/2/3/4; scyther 2; scarf pinsir 4 (68%)
156 ambipom 2/3; raikou 3; sneasel 2; floatzel 2/4 (68%);lucario 34, kangaskhan 1/3; moltres 1/4; porygon-z 2/3 (16%)
155 miltank 1; raichu 4; tentacruel 1 (16%)
154 alakazam 1,2; sceptile 1 (16%); garchomp 1/2/4 (68%); alakazam 3/4; dugtrio 1/3/4; sceptile 2/4 (16%)

153 aerodactyl 1, jolteon 2 (16%) hariyama 3 (salac) (68%)
152 hitmonlee 2 (16%); charizard 1/2/3/4; entei 3/4; flygon 2/3/4; linoone 2; miltank 3; ninetales 1/4; after 5 turns regigigas 2;raichu 2/3, salamence 2/3/4; slaking 2/3; staraptor 1/2/3/4; tentacruel 4; typhlosion 1/3/4; zapdos 1/3/4; dodrio 1/2; fearow 1/2 (68%)

151 Sceptile 3 tauros 1(68%), scarf/1DD tyranitar 3/4 (16%)



150 Altaria 34 (ddance +1), Crobat 2, Jolteon 1, Kingdra 13 (16%), Raikou 24 (16%), Starmie 34 (16%)

147 Arcanine 124, Drapion 34, Electivire 4, Gliscor 23, Grovyle 2, Houndoom 134, Jynx 23, Leafeon 3,Primeape 2, Yanmega 2

146 Electabuzz 2 manectric 2

145 Blaziken 2, Espeon 234 (16%), latias 13 latios 2 (16%), Magmar 2, swellow 2, Weavile 1

144 infernape 1

143 Chatot 2, Lumineon 2, Pidgeot 2, Rotom 2

142 Furret 2, Golbat 2,Kangaskhan 13 Lucario 34, Moltres 14, Porygon-Z 23, Venomoth 2, , Zangoose 2

141 Miltank 1, Raichu 4, Tentacruel 1

140 Sceptile 1, Alakazam 2

139 Hitmonlee 2

138 Garchomp 124 (16%) Raticate 2 Rhyperior 3 (choice scarf)

137 Girafarig 2, Heracross 34, Kingdra 13, Nidoking 24, Pinsir 23, Stantler 2, Toxicroak 14

136 Arcanine 3, Houndoom 2, Leafeon 1, Sharpedo 2 Skuntank 1234

135 Ambipom 1 Floatzel 3, Persian 2, Raikou 1, Starmie 12, politoed 3 (salac)

134 Gabite 2

133 Gyarados 4, Milotic 1, Monferno 2

132 Blaziken 234, Charmeleon 2, Dragonite 24, Drifblim 4, Gallade 12, Gardevoir 1, Mamoswine 4, Medicham 1234, Meganium 2, Purugly 2

131 Lucario 1, Moltres 2, Mr.mime 3, Roserade 4

130 Blastoise 2 Espeon1, feraligatr 23 Froslass 3 Jumpluff 2, Latias 24, Latios 134, Tauros 2

128 Nidoqueen 14

127 Claydol 1

126 Articuno 3, Golduck 12, Kingdra 2, Pinsir 1

125 Lopunny 1 Mismagius 13

123 Bibarel 2

122 Garchomp 3, Gyarados 3, Luxray 4, Victreebel 1234

121 Drifblim 2

120 Entei 12, Flygon 1, Lapras 1 (dragon dance +1), Miltank 24, Ninetales 23, Raichu 1, Regigigas 134 (after 5 turns), Salamence 1, Slaking 14, Tentacruel 23, Typhlosion 2 , Zapdos 2

117 Glaceon 2, Nidoqueen 3, Scizor 4

116 blaziken 1, absol 3

115 Drapion 12, Electivire 123, Gliscor 14, Jynx 14, Leafeon 24, Xatu 2, Yanmega 134

113 Tyranitar 4

112 Honchkrow 124,Masquerain 2, Wailord 2

111 Breloom 2, Luxray 12, Metagross 1,Skarmory 234

110 Kangaskhan 24, Lucario 2, Moltres 3, Mr. Mime 124, Porygon-Z 14, Rampardos 3, Roserade 123, Vigoroth 2

108 Lanturn 2

107 Ampharos 1, Exeggutor 24, Mothim 2

106 Scizor 2, Vaporeon 1, Flareon 1

105 Articuno 124, Cherrim 2, Cresselia 1234, Gligar 2, Golduck 34, Heracross 12, Kingdra 4, Misdreavus 2, Nidoking 13, Qwilfish 2, Seadra 2, Suicune 1234, Toxicroak 23

103 Magmortar 1234

102 Aggron 1, Hariyama 3, Tangrowth 3

101 Gyarados 12, Milotic 234, Empoleon 4

100 Altaria 1234, Arbok 2, Dragonite 13, Drifblim 13, Gallade 4, Gardevoir 234, Glalie 234, Grumpig 2, Kabutops 2, Mamoswine 123, Meganium 134, Quilava 2, Shiftry 1234, Togekiss 1234, Venusaur 1234

99 Rampardos 2

98 Blastoise 34, Feraligatr 14

97 Armaldo 2, Golem 1, Granbull 2, Heatran 1234 Marowak 12

96 Combusken 2, Exeggutor 3, Hitmonchan 2, Nidoqueen 2, Ursaring 3

95 Absol 12, Claydol 234 Kingler 2

92 Probopass 2, Vespiquen 4

91 Honchkrow 3 Regice 2, Regirock 3

90 Breloom 134, Castform 2, Cloyster 2, Dewgong 1234, Dragonair 2, Hitmontop 2, Ludicolo 1234, Lunatone2, Luxray 3, Magneton 2, Mantine 2, Metagross 234, Mightyena 2, Noctowl 2 Politoed 1234, Poliwrath 1234, Skarmory 1, Solrock 2,


88 Exploud 1234, Seaking 2

87 Hypno 123, Lanturn 134

85 Banette 2, Chimecho 2, Flareon 234, Glaceon 134, Pelipper 2, Sandslash 2, Scizor 13, Seviper 2, Umbreon 1234, Vaporeon 234, Walrein 1234

81, , Tyranitar 12 Forretress 4

80 Abomasnow 1234, Bayleef 2, clefable 2, Empoleon 123, Ivysaur 2, Lapras 1234, Luxio 2, Magnezone 1234, Porygon2 1234, Swampert 1234, Tangela 2, Wailord 134, Weezing 1234, Whiscash 1234,

78 Croconaw 2 , Rampardos 1, Wartortle 2

76 Regigigas 2 (slow start), Torterra 1234,

75 Ampharos 234, Blissey 1234, Cacturne 2, Crawdaunt 2, Exeggutor 1, Machamp 123, Omastar 2, Relicanth 2, Swalot 2, Ursaring 124

72 Gorebyss 2, Huntail 2

71 Pupitar 2, Slowking 2, Tropius 2

70 Aggron 234, Alakazam 1 (iron ball), Bellossom 2, Chansey 2, Donphan 1234, Hariyama 124, Lickilicky 1234, Marshtomp 2, Metang 2, Muk 1234, Piloswine 2, Prinplup 2, Regice 134, Regirock 124, Registeel 1234, Shelgon 2, Tangrowth 124, Vileplume 1234

67 Hippowdon 1234

66 Carnivine 2

65 Armaldo 134, Dunsparce 2, Dusknoir 1234, Golem 234, Granbull 134, Machoke 2, Marowak 34, Octillery 2, Sealeo 2, Wigglytuff 2

63 Cradily 1234,

60 Camerupt 2, Forretress 123, Lairon 2, Probopass 134, Regigigas 134 (Slow Start), Rhydon 1234, Rhyperior 124, Vespiquen 123 Kecleon 2

59 Gastrodon 1234

56 Wormadam 2, Grotle 2

55 Quagsire 1234

53 Bronzong 1234,

50 Bastiodon 1234, Lickitung 2, Magcargo 2, Gallade 3 Glalie 1 (iron ball), Slowbro 1234, Slowking 134, Snorlax 124, Steelix 1234, Sudowoodo 2, Sunflora 2

49 Blastoise 1 (iron ball)

45
Dusclops 2,

43 Hypno 4 (iron ball)

40
Torkoal 2

25 Snorlax 3 (iron ball) , Shuckle 1234

(135) 150 (165)

(131) 146 (160)

(130) 145
(159)

(126) 141 (155)

(126) 140 (154)

(125) 139 (152)

(117) 130 (143)

(22) 25 (27)


Examples for calc positive and negative natures.

If 140 (number with a final 0) just +14 and -14.
If 141-149 just +14 and -15.

Using only neutral natures in the final spoiler because otherwise is a lot of work. If someone notice mistakes, please tell me about that.

Peterko explanations:

- 1/2/3 or 3/4 mean pokémon sets
- (16% or 68%) this should be pretty self-explanatory, just read jumps note in the first post. Is the probability that AI achieve that speed based on natures (are random).

blue = positive speed nature
black = neutral speed nature
red = negative speed nature

You can download the PDF with colours in the natures for more clarity.
 

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Hi!
After clearing 100+ wins on all facilities Singles using my Latios, Garchomp, Raikou team (Team Syzygy: https://pokepast.es/40e402884ac990f2 ) , I wanted to keep enjoying them, so other modes had to be explored.
For the Hall Doubles i didn't put much thought on the sets and were always a pair formed by 2 copies of the same set, which for Latios and Raikou were the same ones used for the Hall Singles:

Latios (M) @ Choice Specs
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 @ Choice Specs
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Rash Nature
- Thunderbolt
- Aura Sphere
- Shadow Ball
- Hidden Power [Ice]


And in the case of Garchomp (which was used in Hall Doubles and Link), the set is based on one of the previously used by Team Rocket Elite in Hall Doubles , but again i just played with a pair of 2 Garchomp with the following set):

Garchomp (M) @ Choice Band
Ability: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 1 SpA
- Outrage
- Earthquake
- Rock Slide
- Aerial Ace

As last time, and for clarity's sake, I'll first of all provide the lenght of the streaks. All of them were played on my already mentioned Heart Gold Platinum and Pearl Spanish retail copies, (plus my friend's Platinum of the same caracteristics. I'll talk more about this later) and for now i''ll post only those that i feel are somewhat worthy. Except for the one explicitly stated as ongoing all others are done for now:

Doubles:

- DP (Pearl) Tradeback Battle Tower Doubles: 88 wins.

-PtHGSS (Pt) Battle Castle Doubles: 126 wins.

-PtHGSS (Pt) Battle Arcade Doubles: 99 wins.

-PtHGSS (HG) Hall Doubles: Raikou 219 wins/ Garchomp 219 wins. Latios 185 wins.



Link with Human Partner (Carloss97 & 6arc1):


-PtHGSS Battle TOWER LINK (Human Partner): 106 wins

-PtHGSS Battle HALL LINK: 200 Garchomp wins.

-PHGSS Battle CASTLE LINK: 70 wins (ongoing)

-PtHGSS Battle ARCADE LINK: 62 wins.


Lets say that my initial intention was to keep finding excuses to keep having fun with this amazing team and the first ones came when i realized that for castle and hall doubles they only let you use 3 pokémon instead of the usual 4 for double battles. So i could tackle this without having to worry about finding a 4th partner. The plan was simple: double dragon lead to take advantage of thr Earthquake/levitate combo and then Raikou came to finish the job. I think that the 3 mon restriction is due to the already long process between battles due to the nature of these facilities' gimmicks, and Gamefreak not wanting to paddle that time even more.

When those 2 were done, a good hall doubles streak with each of them were my last planned runs. Here i used the exact same Latios and Raikou sets as in singles but a set based on Team Rocket Elite' s choices for Garchomp. They were exactly the same ste as in my singles run but with a choice band and Outrage/Rock slide/ Aerial Ace/ Swords Dance as their moves.

Then i told all of this to my good friend 6arc1 (also named Carlos like me, and the only one i have stayed in close contact with through this long pokémon journey since we met in our childhood) excited to share my joy with him when it suddenly dawned to me: there are link modes too, and some of them even without streaks yet. So i felt this was the perfect storm as now i have a team, and some time together to spare with my most loyal friend, so to the link modes we went!

First of all we decided the 4th pokémon which was pretty easy as Swampert is his favorite pokémon and we both had already experience using it on the frontier (was also part of my pyramid World Record team) and apart from some grass moves we had to beware of at some endgames, it worked pretty well as he could somehow handle some of the ice types along with raikou when they killed the dragons. Oh yeah we used the double dragons lead again with raikou and swampert on the back. (Garchomp/Raikou on my side and Latios/Swampert on 6arc1' s). This particular Swampert was admant with 252 in Attack and Speed and 4 in HP and a Muscle Band as the item. His moves: Waterfall, Earthquake, Stone Edge and Ice Punch. I borrowed this same Swampert to complete the team for the tower doubles as the synergy felt quite good.

My honest opinion about this Link modes is that at the end of the day they' re functionally little more than more convoluted and clunkier versions of the doubles modality, with more time between battles due to the double npc dialogues and the time waiting for the consoles to share data.
So if you are interested in playing them by yourself, i think you'll have more fun sticking to the classic double modes (no shame to anyone who decides on the contrary, just my advice for those seeking to have a good time).

That being said, playing with a friend makes the experience go from tedious at worst and bearable at times, to a really fun activity. Even losing could become a funny moment, or even tilting your partner threatening them with a stupid streak ending move LoL. So i really recommend those of you with the means and close friends who are interested in spending some time playing around here, that you give this modes a try.
Trust us, even though other streaks of mine were more challenging, record worthy, etc. I can say these ones will undoubtedly leave much stronger memories .

All that being said i'll proceed to end the post thanking again 6arc1 for his time spent alongside me, my 3 mon team (Syzygy) that after all this has to become my favorite yet, and reminding all of you that most of the streaks took me quite some tries (we could be talking thousands in numbers only looking at the sum of the best ones, but even more counting those others where i died early) and to put them in context i"ll share 2 other shines i found while battling: shiftry and relicanth this time bringing the total to 4 since i started using this team earlier this summer. Both in the Arcade (Again! What happens in this facility? Oh i guess it must very attractive to those trainers with gambling habits xD).

And so i close once again encouraging all of you to keep playing these fantastic formats, wheter with a friend or by yourself, to break a record or just to have fun, please keep growing and share your experiences ;)
 

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Hi,

I am back again. I just got 49 wins on the Battle Factory in Italian Platinum and, we just discovered something. I am not here to submit the streak yet (the streak is not ended) but we found something very interesting.

It was reported that Platinum uses only set 1 with 31 IVs at the Gold Print fight level 50 and any set 12 IVs for level 100 Silver, and that was swapped in Pokémon HGSS (lv50 gold any set 31 IVs and lv100 silver set 1). As I was facing Thorton Gold, I was expecting set 1, but not him leading with Cresselia-3 and Typhlosion-4 in the back.

After getting the gold print legitimately on console, I decided to go on emulator and hack the 42 wins to test, I tried US, UK and Italian, and the results? US and UK used set 1s, Italian used Registeel-4, Meganium-4 and Latios-2, concluding European localization Platinum games are the same as any copy of HGSS!

To any future non-English Factory players, keep that in mind!
 
Reporting an ongoing Castle Streak: 1015 wins (Emulator) with 5,110 Castle Points

The entire run was livestreamed and VODs backed up on youtube.
You can find the playlist here: https://www.youtube.com/playlist?list=PL07Pg6iILwrIIbklsCS12LZE5N8DW-OCD

I've attached the graph of Castle Points vs Streak since I did track this as I played.

Recommended pre-reading: https://www.smogon.com/forums/threa...ssion-and-records.3663294/page-3#post-8638960 this excellent post by Anna.

I'm not actually sure why Castle isn't as popular. Here's a brief list of "castle pros":
- This is definitely the most skill-intensive facility.
- There is a metagame in not just wanting to win, but to win well (optimise CP).
- You can eliminate a significant aspect of RNG (if you want) by being able to fully scout the opponent's team beforehand.
- You can effectively remove OHKO moves (or another mechanic or two of your choosing) from the game. You could also build a team that never plays against QC opponents, or bright powder, etc.
- Being able to skip a battle gives a lot more teambuilding freedom. In theory you could build a team weak to Electric types and get away with it so long as it functions outside of this. At the very least, it's totally possible to be weak to a specific set or pokemon.
- The historically dominant/ optimal tower strategy doesn't really work here. Gimmicks may be possible but I'll touch on that later.
- There's no item clause so a few teams you may wish were viable in the tower can be used here.

In the interest of fairness, here are some Castle cons:
- micromanagement is annoying. re-equiping items, scouting sets, etc. This is my guess at the lower popularity.
- A bit like factory, it is true that a near-encyclopedic knowledge maybe is a bit too helpful. Being able to instantly spot not just a pokemon species but also its set just from its base stats + ability + item is perhaps a skill you don't care about.
- Analysis is more heavily emphasised. I think maybe some players enjoy the "freedom" of not having the burden to need to work out exactly how a battle will/ wont go because of the lack of knowledge about whats in the back of the opponents team. Although equally i suspect this may appeal to some players.
- Maybe you don't like the additional meta of how "points" work, although after this post I hope to presuade you that points are so massively in your favor that you shouldn't complain.

I don't have a source on this but I will say that most of "cons" can be solved in the year of 2024.
- We have damage calculator websites, where you can upload a copy-paste showdown set and select opponents.
- I think we are 1 good spreadsheet or website or local app away from trivialising the knowledge part.
- the micromanagement may stay annoying but whatever. The frontier is a battle against your own sanity in any facility anyway.

With our decomp knowledge, its now possible to accurately predict which pokemon in the back (out of 2nd/3rd) will be switched in if you know which of your pokemon plan to beat their first.
This is obviously a fairly massive improvement in terms of game analysis and mapping out exactly all the possible battle scenarios before you go in.
This writeup serves as an overview and guide, but I recommend watching footage to get a sense of how its played.
I verbally go through this (the team, how the castle works) in the "WR video" for the first 23 minutes or so:

Regardless, the team:

Garchomp (F)
Ability: Sand Veil
Level: 50
EVs: 4 HP / 252 Atk / 4 Def / 4 SpD / 244 Spe
Jolly Nature
IVs: 14 SpA
- Swords Dance
- Outrage
- Earthquake
- Substitute

No points for originality here, but there's a reason why (almost) this exact set is all over the gen4 frontier leaderboards. Garchomp is probably the 2nd most broken pokemon allowed in the frontier.
Female is intentional and slightly more optimal due to how attract is distributed across non-50/50 gendered species.

Jolly is massively better than adamant. It's true that Jolly loses out on a few unfortunate +0 KO rolls, but Garchomp spends a significant amount of its time either at +2 or at +1 through liechi or "+1" (choice band).
Meanwhile the advantage of not letting a large chunk of the 110s and 100s not getting a move in can literally be the difference between being able to skip a battle or not. It's true that Garchomp can also equip a Scarf but you don't want to be forced into this, especially if the turn 1 click is outrage.

252+ Jolly makes no sense to me however (it isnt literally useless; it would outspeed lvl55 garchomp2/3/4). Given the target is thousands of wins in a row, there's no way i'm risking a speed tie into lvl50 Garchomp1.
I still need to be faster than 168 for the 167 base 100 +ve speed grouping, but that gives me 8 extra EVs to play with.
(Note 244+ also outspeeds neutral base 100s at level 55)

252 ATK is an easy decision as this exactly guarantees the KO on the 70/65 base crew (weavile and sceptile). At +1 (Band) it's also an OHKO on all rhydon sets and a slew of other annoying nonsense like Wailord and Glaceon. It might be kind of obvious to run max ATK but I did check.

4EVs in HP gives a multiple of 4, aka Garchomp can cleanly sub 3 times to get liechi/ salac while still being out of range of annoying stuff like Scizor/ Staraptor Quick Attack (I'd be unlikely to risk such scenarios anyway but at least in a riskless battle it means i can stay in for a 94% reward).
There are some scenarios where I might want to be 185hp instead of 184, mostly where I may want to fish 4 times for a slower opponent to miss an attack or throw with a status move.
This leaves 8 left and 4 go into each of def and Spdef and that feels like a natural end. While Garchomp is bulky it's not bulky enough that these are at all wasted.

There is room for a reconsideration of EVs though. Mostly, "since I'm only ever going to setup/ try to 2hko if they cant crit OHKO garchomp" - why not try and extend this list?
It's an option. My main dismissal comes from the fact that pushing bulk to move against crits is hard and super expensive in terms of EVs. The second I start investing heavily I must either give up some critical guaranteed OHKOs, or go slower and allow Garchomp's pool of use to shrink.

Outrage is necessary power for this set to serve its function (more below). The "drawback" of outraging blind into unknown opponents doesnt exist in the Castle, although the randomness between 2/3 turns does. The benefit is that Outrage only counts a single time for the PP CP metric in battle; so sub + SD + EQ + Outrage is considered a "4 turn win" for CP rewards, despite often being a 5 turn win.
Earthquake is obvious follow up and a much less commital decision. Dropping EQ would be nonsense in the Castle. It's Garchomp's most used move by miles.
Swords Dance is very important to having safe 4 turn battles as well as occassionally double-SD sweeps. +4 Garchomp has basically no enemies other than evasion hax and QC hax. There are things that survive but almost none of them matter in the context of being able to lose.

Substitute is probably the only move one could argue against (although i suspect anyone who has played facilities substitute sets before would not question it). But these posts should be informative so i'll rundown what the other possible (reasonable) moves could be here and why I'm not running them:
- Rock slide is probably the first option. Although its only 99% accurate with wide lens, it does pick up some notable KOs (Charizard, moltres, articuno, yanmega). That's a very small return compared to substitute though and Outrage almost achieves the same.
- Aqua tail is maybe the next most reasonable. Also 99% accuracy with wide lens and its also disappointing in terms of ranges. Outrage is as strong as aqua tail unless aqua tail has a 4x type modifier over it (so, rhydon/camerupt/Steelix/golem/etc). No new KOs are picked up at +0 here and at +1 all non-steel ones drop to EQ anyway.
- Fire Fang actually hits 100% with wide lens (although wide lens itself would be a concession). However as i mention in my factory post, steel type sets actually kinda suck. I don't care about scizor4 or scizor1 (Garchomp may care but i dont and the team wont). I dont care about Forretress. I would care about Abomasnow but fire fang doesnt even OHKO any of its sets safely.
- brick break does nothing. Ttar survives +0 BB and it never survives +1 EQ. I guess BB could very occassionally prevent an outrage lock.
- crunch/ iron head/ poison jab do nothing except occassionally prevent an outrage lock.
- Aerial Ace is probably better than everything listed above, although its more of a supporting move and also more of a "well i dont have to skip now" option into things like Leafeon-2 (although that would also require a level drop...).
- Natural Gift, Fling, Mud Shot and Scary face are legitimate although niche options. However these all somewhat go against the concept of Garchomp's job as a "CP printing machine".

What sub brings is a huge ability for garchomp to be able to sweep teams if either the first pokemon sucks against it (it meaning either garchomp itself or the concept of substitute) or can be PP stalled by a teammate or can be baited into some kind of status move. It's also a "safe" way to intentionally lower to liechi/salac range - which garchomp can stay at between matches if it wants to.
Although some OHKO sets may be under-leveled, Garchomp can fish for free wins against some of these too. Dewgong3 is a set I would happily let Garchomp have a stab-to-nothing at beating (so long as garchomp's teammates dont lose to the entire enemy team).
Sub also has some rare/ niche uses, such as intentionally bringing Garchomp into HP ranges that will prevent the opponent from spamming certain status moves, or bait the opponent into "seeing a KO" with weaker/ worse moves. For example, after subbing 3 times Garchomp can go from losing to glalie3 (without a crit itself) to having a realistic chance at winning because glalie may use shadow ball against a low hp garchomp, giving 2 turns.

One last comment on substitute; a shocking number of pokemon in the frontier can do literally nothing to Garchomp behind a substitute, and a +6 Garchomp with a sub slices through basically every backline there is.
So Garchomp can equip basically any item.
The most common item might be "none" to save CP. Garchomp quite regularly has no job to do, except maybe wait in the wings and smash something and often it needs no item to do that.

The next most common item is Choice Band. This is because (particularly combined with level manipulation), it gives Garchomp access to a huge number of turn 1 (or revenge) OHKOs. With level 45 opponents, Band Garchomp's OHKO list grows from 420/700 to 559/700.
Choice band is also useful just because its a very simple item in terms of planning and leads to some very fast wins. The choice lock downside is offset heavily in the castle when I know exactly whats in the back and exactly what Garchomp has to (or doesnt have to) do later.
20 CP for a band is often worth it because it can come into play on later matches.
The next most common item is probably Persim berry. Persim is super cheap at 2CP, and can often guarantee a 3-4 turn match and guarantee i dont have to take chip on anything other than Garchomp.
After that;
focus sash, lum, sitrus, liechi, salac, choice scarf, wide lens, leftovers.
But, I prefer not to actually mentally attach any item to Garchomp. Like many things in the Castle, it needs to be figured out at the time.
Blissey
Ability: Natural Cure
Level: 50
EVs: 52 HP / 252 Def / 204 Spe
Bold Nature
IVs: 4 Atk / 22 SpA
- Seismic Toss
- Minimize
- Soft-Boiled
- Substitute

Blissey is - in my opinion - the most broken pokemon in the frontier.
Although Blissey is almost always going to be 252 Def, there is definitely an argument to be made for timid over bold.

Timid blissey can go all the way to 117 (c.f. 0 speed neutral which is 75). There are a lot of pretty scary things in this range, including a bunch of OHKO sets.
In the tower, I would argue a lot more for a fast blissey and indeed Gen 3 developments have gone this way.

In the castle I have the luxury of being able to selectively deactivate OHKO moves, as well as the more simple fact that a lot of OHKO sets suck and Garchomp can eat them anyway if they are not QC.

204 speed EVs brings blissey to 101 overall (aka faster than base 80s). That's me agreeing that being able to deal with (some) walrein, Gallade, Lapras, Dragonite, Mamoswine, Venusaur, Feraligatr, Poliwrath, Magnezone, Metagross, Breloom, Togekiss, etc. with a faster sub being worth it.
Just out of reach without pumping to almost max speed or going timid are; Cresselia, Suicune, Articuno and a few others. Blissey does gain something by outspeeding these things, in some cases the matchup is transformed from uncertain to safe win (so long as blissey does not risk anything in the switch in).

The main comment I have to make here is how little Blissey gains from HP EVs. Going from 52 to 252 is what, barely +7% bulk? Meh. Meanwhile I havent counted but I feel like the additional speed might make a difference for like 20-25% of the frontier. The majority of pokemon in this range become completely trivial if slower or at least become manageable (down from "could easily lose") if slower.

Timid gives a larger speed return but losing bold is a ~ 9-10% bulk drop on the physical side; and even in castle where i plan out turns and (you may assume) dont have blissey in vs many physical pokemon, this definitely matters. Blissey spends a lot of time fighting mixed/physical attackers.
ATK/SPATT can be completely ignored. IVs too. Makes RNG/ Breeding easier. Confusion is rare enough and something i should plan for anyway.
SPDEF EVs are largely wasted on blissey. 155 is the number you hit with 0, and that's already above several rounding thresholds. I could change a few rolls, but it would take 12 or perhaps 28 for a lot of them. Why not just put it in HP, where it's never wasted with softboiled and where it also contributes to physical bulk (slightly, lol).

It is kind of a coincidence that Blissey ends up at a "leftovers number +1". Although it turns out, getting 5 guaranteed subs (in a row) is exceptionally important for enemies with 5PP moves (either slower enemies or faster ones which switch into blissey intending to spam CC or whatever). As such; Leftovers+1 gives huge returns and I would swear by it now.

As for the Moves:
- Soft-Boiled is mandatory.
- Substitute is huge for Blissey. Absolutely huge. Makes so many of Blissey's outspeed matchups safe. I cannot imagine cutting it, ever. Also just a huge safety net for an infamous "blissey sweep" as well as being relatively free to find after evasion boosts. Fast blissey can also take sub and use it to risklessly beat a number of sleep, OHKO and other gimmick sets.
- Minimize is less about trying to sweep and more about accelerating how quickly Blissey can beat enemies. Saving PP (by winning faster) matters a lot. Minimize often saves PP on other moves (particularly sub/softboiled which reduces how often I have to heal). In a potential disaster scenario, I guess it's also a last ditch effort to win. but that's not why blissey runs it.
- Seismic Toss is not only excellent damage but perhaps more importantly predictable damage. This makes Blissey much easier to play, much more consistently, and opens the door to a lot more enemy abuse and CP-maximisation through winning at full HP. SToss also is excellent backup damage for pokemon that Garchomp cannot OHKO

Minimize has more PP than Double Team and is therefore just strictly better. Nothing past 49 runs Stomp.

"Wishlist":
- Twave would be incredible. Sadly, I do not have the luxury of always hoping that blissey survives the turn against a faster pokemon. I don't want to Twave an opponent that could be Paralyzing, flinching or Freezing blissey that turn (or indeed, miss through brightpowder). Still, TWave gets a shoutout here. its the "5th move".
- Calm Mind was terrible in testing. Of course blissey itself still does a lot, but this is the wrong direction to go in.
- Flamethrower would be nice. I think bystanders may exaggerate the importance of hitting ghosts though. It's totally fine to have a longer battle occassionally, and I'm not at risk of losing to any of them. Blissey outstalls them all.
- Toxic is something I don't care about. It's less about the low accuracy, and more about the awkwardness of controlling exactly when the opponent faints to make sure blissey is prepared for the next mon. Blissey is not always on a close clock to counter pressure; but when it is (and it does happen) - missing would be completely unacceptable. I'm also very concerned about losing control of KO timing against opponents with Trick Room, etc.
- Protect would be a fun luxury but certainly dramatically inferior to sub.
- Aromatherapy and Heal Bell are antithetical to how I play this team and prepare for matches. Or alternatively phrased; Blissey is already the anti-status pokemon.
- Counter is funny but not a real consideration due to how much can go wrong with intentionally planning to use it.
- Growl and Flash would both be cool. Fundamentally though; its against the concept of how the team should operate. I should be preparing to get crit multiple times, and not rely on moves that can be "ignored". This is subtly different to Minimize, which isn't blocked by Clear body and persists through enemies.
I originally wrote a lot here but it went over the character limit.

Blissey is broken though. The number of times it has swept a team of 3 physical attackers, including stuff like CC lucario is dumb. Leftovers sub evasion boosting just makes this thing impossible to kill if the opponent is slower, and nearly impossible if they are faster.

The only thing to be aware of is the fact that this team is designed to operate at ~99.9%+ odds. That means if blissey is switching into a psychic and that psychic (and the next one) would both get a spdef drop, and this can lead to blissey losing (forget about potential evasion boosts); the strategy is wrong and the correct line of play will be something else.
Blissey's item is largely static (Leftovers).

There are scenarios where it would be logical to use other items. I stopped doing this a very long time ago, because i realised that the risk of forgetting to equip items (particularly leftovers on the back 2) was a top 3 risk to the streak. unironically.
Lapras (F)
Ability: Shell Armor
Level: 50
EVs: 188 HP / 20 Atk / 252 Def / 44 SpD / 4 Spe
Impish Nature
IVs: 18 SpA
- Ice Shard
- Curse
- Rest
- Substitute

What was originally supposed to be borderline filler instead became the face of the team.
This thing is incredible.
I don't feel the need to justify Garchomp/ Blissey (even though I guess I have) because they so easily outclass their peers in their roles.

The role the 3rd mon needs to fill is simply to be a safe answer to a large chunk of whatever remains. i.e. "Physical attackers" through the same "bad luck lens" (QC, crits, status need to not matter). It'll often have to switch into these too. Bonus points for being able to win alone (+ win alone without huge PP spending) and for being "very likely if not guaranteed" to win in low-CP total situations.

A number of pokemon spring to mind but don't fit for various reasons;
- Suicune is the most obvious contender with Pressure, Calm Mind and seriously good base speed. Garchomp can take electrics which leaves few "obvious" counters to Suicune. But Suicune falls apart on one metric; which is that its surprisingly frail to crits. 2 crits in a row (given how many turns over a streak suicune would be in) is not that unlikely, and presents a huge problem for restloop suicune.
- Milotic is -broadly speaking- worse than suicune. If I were to run milotic it would be for marvel scale rest, but milo does not carry calm mind and struggles to sweep. It would also be completely unacceptable to be weak to status (particularly frz/prz) on a "stall-y" pokemon.
- Skarmory and Steelix both lack the physical bulk to actually just ignore the possibility of crits, and are both considerably worse in a sweep attempt
- Cresselia is similar to the above but worse, Cress would also probably need to be a Rest looper. In a world without crits, maybe its fine. I've always been hugely underwhelmed at its performance though. It's a pokemon that only looks good on paper.
- Raikou and other fast subtect pressure stallers are tempting but ultimately way too frail. A lot of pokemon can break their sub with the 2nd or 3rd strongest move. There also simply isnt room for protect/sub/rest/calm mind/[any attack] and whatever of those 5 isnt in the moveslot causes issues. The biggest problem is that these pokemon just cannot work as a generic pivot for times when i would want to save blissey/garchomp.
- Gyarados is a similar story to Milo and Suicune on top of its sweep requiring a contact move. But mostly Gyarados is just no where near safe enough into crits.
- Cloyster and Omastar are shockingly close to fitting this role pretty well and its almost entirely down to shell armor.

But I think in this metric, Lapras "wins". A brief list of Lapras pros:
- Shell Armor is incredible. It's incredible for planning out and also for knowing when it is genuinely completely safe to click rest. I also can't be surprised in most substitute break situations.
- Lapras can fearlessly just curse in the face of other curse/ dragon dance pokemon. There is no risk of being crit.
- Being immune to Freeze is worth its weight in gold, especially when 10% frz ice moves are some of the most common things aimed at Garchomp.
- Being immune to perma-hail is a decent bonus considering how even Blissey is slightly scared of this in stall attempts vs any kind of bad luck
- With curse and ice shard, Lapras can perform a pseudo-"sweep" fairly often without relying on a contact move (screw static, screw flame body, screw effect spore, screw aftermath) and while removing the variance that Quick Claw can introduce
- The high PP total across its moves don't make up the difference to a pressure pokemon but do go a very long way in never being out-stalled
- Lapras base defense stats are impressive, hitting 220+ hp and 115+ spdef is already a bulky set that will avoid 3hkos against neutral strong special STAB moves. This isn't Lapras' job with Blissey around but its a neat bonus
- +0 ice shard safely finishes off a shocking number of sets that survive one of Garchomp's STABs
- Nothing is immune to ice shard. Water absorb is less annoying in the castle with preview, but its still annoying and increases the amount of potentially troublesome situations and combinations
- Priority ice shard means I do not worry about sub being broken unexpectedly before KO'ing a setup target. It also means i can ignore endure/salac/reversal/etc.

Lapras cons:
- The speed. It would be very expensive to try and outrun some important threats. This leaves Lapras vulnerable to a few sources of bullshit like 10% paralysis and flinch moves.
- Being weak to Fighting is not ideal. While a lot of lead fighting pokemon can be dealt with in other ways, there's no doubt that a pokemon neutral to fighting in this slot would be better. Shame that this role clashes so badly with anti-freeze.
- The defensive properties of ice are annoying. When playing it certainly feels like the majority of these 4-attack sets have a coverage move into water/ice.
- Curse does not scale physical defense that quickly. Not only can it be outboosted but it also means that lapras can only safely set up on physical attacks that do 50% max. (since then, the loop of curse -> rest is possible with either leftovers or lum)
- Mono-ice coverage can interfere with certain scenarios where a threat remains relevant even if lapras is at +6
- Winning can be slow. Not in terms of real-time but in terms of PP and turns. In fact I can't imagine Lapras ever winning in under 13 turns if we include the switch-in.
- No way to cure paralysis apart from already being in a rest loop. Lapras is slower than most pokemon with twave, making twave unpredictable. While Garchomp takes on most electrics, Lapras potentially going 2/2 or 3/3 on full paralysis is something i'm most wary of.
- Slow substitute gives a single chance at a secondary effect. This can be trouble if its a crunch defense drop, a psychic spdef drop, or otherwise
- Lapras does not fill every hole in the team. You may be wondering what I would do against e.g. an opposing Lapras-1. The answer is that I stall it for 60 turns with this Lapras.
- Lapras is vulnerable to OHKO moves. It's possible to fix this of course but 15 CP is a lot.
- The slow way that Lapras takes down some enemies is an issue because of Psych Up. But again, at least in team preview i can play or plan around this.

I think if Suicune was either crit-immune or freeze-immune, I'd take Suicune. It's true that "a steel type" or Suicune could equip an aspear berry. To this, i'd say that being frozen twice in a match is way too likely. Yeah, Suicune could just sit on rest until all ice moves are out of PP; but the slower you go the more crit chances you are giving up.
I'm also concerned that if a pokemon is going to take, lets say, 8-15 hits in a row that the chance of 2 consecutive crits or 3 crits in 4 consecutive attempts is just too high when accounting for a pokemon doing this hundreds of times.
I am aware having used it a lot that Suicune's setup should largely happen behind a sub to try and dodge status and crits; but the fact is that if you are clicking rest you are inevitably going to occassionally be open to nonsense, and even with speed investment Suicune is far from "fast" by g4 frontier standards.
Moves;
- Curse; the entire point of this set is to turn physical opponents into sweeps, plus after 1 or 2 curses the number of pokemon that have a chance into lapras fall off massively.
- Rest; completely necessary. Status protection, healing, kind of scams the CP "reward for HP remaining" system, wasting opponents PP also helps.
- Ice Shard; I'm convinced that if Lapras runs one coverage move, this is it. The priority is amazing. Nothing is immune to it. Avalanche is fickle and makes contact and opens lapras up to a lot of attacks. Waterfall is actually worse than ice shard once set up; since most sets that are OHKO by waterfall will be 2hko by ice shard, except the ice shard crit chance introduces a potential "free takedown". Ice Shard also just has more PP than waterfall. Outrage isn't something I want to run for reasons that should be obvious. Iron head is surprisingly not a terrible idea and probably the best sweep option; but it's contact, has no priority, and isn't even double ice shard's damage like waterfall (hypothetically) is. The con of ice shard is just how slow certain water/ice opponents faint to it. But this isn't gen3 so I can just PP stall them to win.
- Substitute; perhaps the most flexible. Ultimately I have it here since it can block status, other secondary effects and can also block OHKOs. It's also probably the best move to support a sweep while maintaining defensive use. With a sub up, Lapras beats pokemon such as (special) Typhlosion and Infernape. Lapras is slow and so sub is less powerful than on other frontier sets.

A bit like Blissey it would be great if Lapras could run 2 more moves (almost certainly this would be protect + another attack) but whatever.

EVs/ Nature:
252+ defense is the entire point of the set.
Unlike with Blissey's spdef ability; the extra HP on lapras definitely does matter for its physical bulk. 188 hits 229; an odd number to jump a few strong special super effective moves, as well as being 1 more than a multiple of 4.
Other serious HP considerations were 225 ("a leftovers number" but mostly would allow lapras to sub 5 times in a row. Problem with this is that Lapras is slower than most enemies so it doesn't work as often as it would on a pokemon like Suicune). 233 was also an option although that really isn't leaving many EVs left over.
4 speed is less silly than it looks because I'm not always clicking curse immediately and quite a lot of other pokemon are base 60 speed. This also gives 54 speed at -1 which outruns bronzong1/4.
44 Spdef hits 121 which is the last major rounding breakpoint available to Lapras if I'm going to go this hard into HP and DEF. I could have also stopped at 120 but enough annoying STAB special moves do run off 130+ effective power from spatt values above 160. I'm not sure if I will ever have to risk facing infernape-3 or Lanturn-1, but I guess if I do this improves it more than more ATK would.
20 ATK hits 108 raw which isn't any kind of special breakpoint; it's kind of whats left over. Obviously lapras spends a lot of time working under a 4x attack stat so the return here is quite good. But Lapras would function similarly at 105 raw, and this extra power is mostly about pushing some 3hko rolls to be more favorable so Lapras isn't switching out of fire types once setup.
The ability to OHKO venusaur4, togekiss, mr mime is nice. And increasing the chance for pokemon like Raichu, leafeon, Nidoqueen to faint also helps. But these pokemon are not the primary concern of Lapras.
Like Blissey, after 1000+ battles I have settled on a static item for Lapras (Leftovers). This isnt strictly optimal, but its protection against misclicks and forgetfulness.

The more I use Lapras the more I cannot fathom swapping it out for anything else. Shell armor is just so incredible. Also fuck Freeze.
Blissey is - by most metrics - better than Lapras but honestly less reliable in enough scenarios because crits really are just so broken as a mechanic. It's special bulk isnt quite as precocious when I'm considering worst-case scenarios.
The combination of Blissey + Lapras is better than the sum of their parts though. Yeah, there's a fighting weakness. But I can skip or severely nerf those opponents. I also really love "fast" blissey, in fact early on I very regularly thought I was in trouble before remembering that blissey outsped the opponent and could just safely block any hax attempts with sub.
Also incredibly broken; how trivial it is to win at full health. No HP healing for the next match, only PP sometimes. Sub + Leftovers is the magic there.

Garchomp has been slightly underwhelming. At full power with a specialised item for the match its a monster. But, keeping that in-and-out gets expensive on the CP side. So many matches I see Garchomp has a great opportunity to do massive damage. But then I also know that either Blissey or Lapras would get a guaranteed setup against the lead, and that removes all risk from losing. Poor chomp can't keep up with these slow burn startegies.

I'm not sure if replacing Garchomp would work though. I use it heavily in something like a Scarf role from other OU metas (although its usually band and not Scarf).
There are times when it is incredibly clutch to have something really fast and hard hitting, even without an item, in the back as insurance. It's also very nice how much CP Garchomp just passively earns the team. I probably overlook this because Garchomp beating something takes 5 seconds while the other 2 will be on the screen for minutes.
I think genuine crippling would be too slow although I'm open to the memento Latios.

A habit needs to be picked up which is;
- Start of the round: buy leftovers (x2)
- Scout every opponent for 2CP each. Sometimes may need 5CP for moves (Gallade; ambipom; staraptor; entei; machamp; empoleon; etc). Sometimes it doesnt matter.
- Even more rare: some pokemon are literally identical on stats, but not moves (e.g. Charizard2 - Typhlosion4). Spend 1CP on this (pokemon identification) instead of 5CP on the moves.
- Do not make any commital decisions (except skipping if the lead is on the skip list) before scouting the entire enemy team
- "Is this a Garchomp game". Does garchomp win with no item. Does it win with band or scarf or sash or lum.
- Assess if the lead can be setup on "guaranteed" by any team member. If not, what about at level 45? What about with Lum? Focus Sash? etc.
- Assess what kind of resistance the backup enemies will give, if any, and what order they will be sent out in. If any resistance; can it also be fixed by level or items?
- If anything is of a concern, it's necessary to assess approximate chances of losing. I tend to spitball 99-99.9% (that's worse than double freeze or consecutive crits) as the bar here. If its below 99% and there's nothing to be done to fix it, I'll skip.
- Consider +5 Level but carefully. This typically is more on the back 2 pokemon which should be facing something setup and already behind a substitute.
- How much will all this cost in CP? If below 60 its probably worth it to play.
- Check HP and PP on the party, particularly on the one(s) doing the work.
- Make sure items are equipped if needed. This is mainly for Blissey/Lapras who will spend a lot of time with no item before called upon.
- I like to go back into the enemy team once again and confirm I know what they are.

Analysis may sometimes take a while but it's way better to do this before the match than during it. It is rare for me to spend more than 3 minutes but I tend to force myself to think for at least 30 seconds.


+5 Levels is a dangerous ego button I have found. Important to remember each click of this is only +6 net CP assuming it doesnt change the turncount.
While approx. 20% dmg changes also apply, it's really important not to forget how the speed can change, especially for Garchomp. Too easy to forget that Rapidash can suddenly outspeed and burn on turn 1, leading to a dead chomp.
I also heavily dislike situations where "Garchomp still OHKOs but must outrage" as the slightly randomness and loss of control during outrage can be easily overlooked.

It doesn't surprise me that most leaderboard streak Castle losses happened in fights where the opponent's levels were boosted, and I've definitely boosted opponents that I shouldn't have touched.


In terms of CP gain: I was up at almost 6CP/match on average until around 600 - where I hit about 4,000 CP.
Since then I have slackened slightly. I do not hyper optimise as much as when i started, and I've also started playing less optimally in the service of "simpler and quicker games".
For example; perhaps a game is easily won by switch-stalling for 30 turns, and then fully setting up lapras, beating pokemon #1, PP stalling #2 with lapras, then KOing #3. This strategy probably would let me raise all 3 opponents to 55, and would be minimal healing after.
Alternatively; i could buy a choice band, send one of them down to 45, and let Garchomp murder them. that's a lot less points but its also easier to spot and easier to play and leads to faster rounds.

Something discovered recently in the discord (which has been verified) is that the CP reward for PP usage is bugged or is slightly not what you expect.
Instead of tracking PP used in the battle, the game tracks the difference in PP between the last battle and the end of the next one.
This means that e.g. If I heal 30PP on Lapras, go into the battle, and use 20PP. I've used a total of -10 PP. That is less than 5 PP, so I get +8 CP for "winning using less than 5 PP".
Why is this good? Well, healing PP on a pokemon costs 8 CP. That's almost a full refund.
It may not apply equally to all teams but this is my main thoughts on CP costs of various things;

- Scouting stats for 2CP is insanely broken and by far the most unbalanced thing in the castle. You literally can see their entire team for 6CP in most cases, although occassionally you may have to separate out e.g. Entei3/4
- Berries are extremely cheap for how effective they are. Not just pinch berries and lum/sitrus but also even cheri/chesto/rawst.
- The pinch berries + the fact you can start a battle at 1HP in particular is an incredible combination. That's basically Choice band/ specs/ scarf without choicelock.
- Focus Sash is remarkably cheap at 10CP, particularly since you keep this if its not activated. Great anti-crit, although my team here doesnt make as much use of it as other teams would
- Pass costing 50CP is probably fair. As mentioned earlier, the true cost is higher.
- PP recovery (with the bug in mind) is too cheap, and probably something gamefreak didn't think through. That said, no other team on this leaderboard abuses PP as hard as this team does so I guess it flew under the radar there also.
- HP recovery is probably correctly priced at 10
- 6 (-1+7) CP for +5 Levels is really borderline to be worth it for the majority of teams. Without a setup mon you are very limited in what a safe level elevation is, outside of the obviously terrible pokemon.
- -15 CP for -5 Levels is a great deal. Really this should be like -20. Regardless, it's often better than skipping the battle, even if you have to level down the entire enemy team + equip a specific item - you still come out ahead of the skip.
- A lot of the regular items are horrendously priced. Focus band costing 15 is ridiculous, so is 10 for a Big Claw.
- 20 CP items (Choice, Leftovers, LO) can be worth it if you are regularly committing to them for multiple battles. Keep in mind these roughly cost an entire match of winnings (after factoring in how you always scout for a match and must occassionally heal)
- Itemless is a pretty good option in general and when teambuilding I would seriously consider trying to support this.

The majority of Lvl55 promotes are either:
1. Pokemon Garchomp still outspeeds and obviously OHKOs with EQ. This is most fire sets, and a large chunk of Rock and Steels. There's also pokemon which just suck like Jynx.
2. Pokemon that cannot (in a literal sense) touch Blissey or Lapras. I would not promote something like Espeon4, even though this is a "very likely" win for Blissey including the tempo loss from switch-in
3. Duos of pokemon in the back where nothing could go wrong with an early setup (and I mean nothing). e.g. Lapras would never fail to setup on lvl55 Blastoise3 and so if Sceptile4 and Torterra4 were in the back; this could be 3x Lvl55. But if it was e.g. Sceptile4 and Heatran4, then suddenly I would be nervous to promote either to lvl55.
4. Something just absolutely terrible, like Hypno or Shuckle or one of many terrible set 2s.

I stick by the rule that promotes should be "obvious" under the intended plan for the match; and if they aren't, then they probably are not worth promoting.
Most pokemon in the threatlist only apply to the lead opponent, as a lot of them (e.g. Machamp) cannot stop a fully setup Lapras.

Flinching:
If a pokemon can deal more than ~30 damage to Lapras and has enough PP to drag it all the way down, and is faster, and the strongest move it has can flinch, it can beat lapras.
Not all of these pokemon are necessarily skips, as it often depends on its matchup into Garchomp/blissey as well as what its teammates are.
Substitute on Lapras helps heavily with this as it often means a single turn of not being flinched can be followed up by a guaranteed curse + rest or rest.
It may be correct to not curse at all on lapras until the flinch move no longer has enough PP to win.
The item Razor Fang is important to include here.

Focus Hit:
Blissey is bulky. Really bulky. However, a faster special attacker with the move focus blast can pose a risk. The concern is not immediate damage but the spdef drop chance.
After a Spdef drop, Blissey cannot safely heal out of range each turn in the case of a crit. This forces ultra- safe plays from Blissey.
Lapras and Garchomp cannot switch into this move, so in these cases often focus blast has to be waited out. But this causes more randomness as the Gen4 AI could then select almost any other attack, which can also be a problem for switch in.
I have seen 5/5 focus blasts hit a +6 evasion blissey twice in the run.

Calm Mind:
Roughly the same as focus blast; Blissey must be careful here. Analyse the game under the assumption that these will CM as blissey switches in, and then will crit on the next 2 turns.
e.g. Alakazam1. On paper this looks like a simple Blissey win. In reality the danger is high even at lvl 45.
The kicker for alakazam1 is its brightpowder. Without this item, of course i can remove it with chomp or at least I know I can safely SToss x2 + ice shard or similar.

Quick Claw:
Part of the reason for picking Garchomp is this. If a pokemon with QC can critical hit KO the lead, that's a problem. Garchomp is probably the best at avoiding the largest number of these.
While Blissey and Lapras enjoy outspeeding a lot, they would still rather be consistently slower than randomly slower. At least if always slower, I can safely execute out PP stalls with sub, or heal expecting to take a certain amount of damage first.
The combination of QC + flinch is especially deadly, due to how it can avoid sub-loops. See the slowking example in near misses.

Acc Items:
The most annoying one. While Garchomp can equip a wide lens here, base 100% accuracy still goes to 99% after all modifiers.
Even outside of this, Blissey and Lapras can be concerned by this item as a string of misses for them could also cause an unexpected loss.
The question here really boils down to; can Blissey/Lapras stall this pokemon out to struggle completely if necessary?
Later on (in the back), these pokemon are less of a direct concern as Blissey/Lapras are usually in a very good spot to win or at least stall.

Trick Room:
It's never a skip on its own but TR can blow open the doors for potential loss sequences if not handled correctly.

OHKO moves + any other modifier (either faster than the team or brightpowder or whatever)
These should be sent to 45, even in the back, in most cases. Being wrong about the threat of ease-of-setup into the lead can backfire most horribly here.

Non-lead concerns:
Fast (or randomly fast (QC)) and very strong physical pokemon with access to a huge Fighting move are obviously never going to be risked.
These can be handled by banded chomp at 45, but in general an extra layer of care needs to be given to ensure that the lead setup is perfectly safe so that these are never given free reign.
A few other sets also trigger this such as Aerodactyl4.

PP sum check:
Some ice type trainers look like an easy lapras win, however some ice sets stall out Lapras PP enough that when put together, Lapras will fail to blast through the team (particularly if Lapras' pp is not healed).
If expected, this is not a problem as a banded Garchomp can handle some ice types and Blissey can safely take out many slower ones.
But an overconfident approach into ice trainers could easily see Lapras go down to PP issues, Garchomp taken out, and blissey frozen.
Also applicable; pressure-stall sets with HP recovery can drain PP faster. Although Blissey/Lapras sets are built to be more resilient into these regardless.

Specific problems even after -5 Levels (largely only applies to leads as most lose to a setup lapras):
- Golem4. Not necessarily a skip since EQ + Ice shard will drop it but I have to win the resulting 2v2 every time.
- Aggron1. It's actually a skip as it can QC flinch Garchomp twice and go on to win. Doubly annoying because its stats are identical to Aggron2 which I'd never skip.
- Torterra4. Garchomp can run sash for this but even so Lapras might be naked into the switch in.
- Bronzong4. QC Flinch machines are skips.
- Pinsir3 (mold breaker). Skip.
- Pinsir4. Requires -5 Levels and a Liechi/Band Chomp to handle. Otherwise may unexpectedly lose chomp.
- Regirock4. ^
- Steelix4. ^
- Rhydon4. ^
- Blastoise2. ^
- Hariyama3.
- Poliwrath4. I fought this at battle 371 and it was a mistake, EQ miss exposed how horribly this can go. I would have won this battle anyway since blissey stalls out all 5 dynamic punch PP (even if 5/5 hit) and then lapras can stall out poliwrath (poliwrath will have never boosted past +2 which gives lapras easily enough time to catch up). But if the final pokemon had been something that lapras didnt beat (it was toxicroak1) then i could have lost.
- Alakazam1. It's either a skip or -5 levels plus zoom lens (not wide lens) on Garchomp.
- Blaziken2. Blissey can in theory stall this out of Focus blast PP and win but Garchomp must be sacked and Lapras might take a huge f. blast after a spdef drop. So basically can Blissey also 1v2 the teammates.
- Blissey3. Worth putting this to 45. Blissey should 1v1 it still but should be prepared to lose a lot of PP.
- Gardevoir3. Set to 45 but also don't expect Garchomp to win. Blissey should not setup on this beyond +1 evasion.
- Infernape3. Skip if lead and consider skipping in general.
- Leafeon2. Skip if lead.
- Lucario1. Blissey should only take this on at lvl45.
- Nidoking2. As terrible as this set is, its also incredibly dangerous without prior setup or wide lens.
- Hippo4. Can beat Garchomp at Lvl45 and if it does Lapras loses its passive recovery for the other opponents.
- Leafeon4. If this beats Garchomp then one of the other 2 are eating a huge attack.
- Machamp3. Skip
- Machamp4. Skip if lead.
- Metagross4. Skip if lead.
- Scizor1. Dangerous in general; do not face unless multiple team members could safely be lost.
- Scyther2. ^
- Claydol4. Faster than lapras at 45 and therefore strong skip consideration.
- Forretress4. at +0 rock slide can break sub. Lapras needs White herb to never lose.
- lickilicky4. Garchomp may fail.
- Poliwrath2.
- Shuckle1. Maybe. I don't know. God it would be emabrrassing to lose to this.
- Aero3. Lost to this in the lead
- Skarmory4. Kills itself too fast to setup on, even at 45. Only fight if not afraid of backline.
- Skarmory1. Menace in the lead if the backline is strong. Very annoying in the back as it can Roar out Blissey/Lapras.
- Alakazam1. Skip if lead, or at least drag down to 45.
- Latios1 could potentially threaten to beat blissey at 45 with extreme luck, and switching out isnt an option on CM.
- Rampardos4 in games where Garchomp is not guaranteed to be alive.

Surprisingly annoying pokemon if earlier setup not possible (do not level up / be careful of):
Dusknoir2 (if male) - Garchomp almost never has a free entry, and this thing regularly is played well. So long as Lapras and Blissey are healthy, it cannot actually win so long as you don't try to actually fight it. Just let it run out of PP and abuse leftovers.
Lopunny2 (if male) - Focus punch hits surprisingly hard, and (like dusknoir) attract goes through sub, so it should really be left as shark food at level 50
Absol2 - similar story to lopunny except less immediately deadly
Weezing4 - I have always remembered to play around QC destiny bond (if lapras isnt setup then you have to PP stall the dbond after doing damage) but forgetting to do so could be an absolute disaster. Blissey disappearing from the game can easily be a loss.

Meta list of things that concern me:
- My biggest fear is misclicking down onto "enemy" and hitting "battle" in the castle menu. There's no confirmation box for this. While this team does ok on CP, I don't gain it fast enough to just blindly heal all every game. I've done this more than once.
- I'm also afraid of forgetting to heal, particularly to heal PP.
- Misclicking on the Level option concerns me too although at least I can undo this (it just would waste CP).
- I'm very rarely wrong (error rate is perhaps 1 in 300) about identifying what set the opponent is but I should double check more. Being wrong could easily be a loss.

The thing I always knew could happen - I misclick (on emulator this means holding down for slightly too long), jumping from "opponent" to "battle" in the menu before doing any checks or healing.
I am fortunate that: 1) the trainer who appeared was "deterministic" (it was a set 4 trainer) and 2) Their team did not contain a deadly threat and 3) the team did not need healing after the last match.
This remains - I think - the greatest risk to the streak before in past and future. I favor using the mouse (touchscreen) but this menu requires the keyboard input (it is the only one) (and its the most dangerous for misclicks.. )

.

Mamoswine2 coming in 2nd surprised me. I should have sent it to 45, but this wasnt the main error. I should have sacrificed Garchomp while using EQ - this at least means at worst Blissey gets a final 1v1 into rhyperior2 - which is an easy win as rhyperior2 will be forced to aqua tail (a 4hko) and is slower.
Switching to lapras early was stupid; while it is a better play "on average" due to the fact that the AI is very likely to setup inefficiently or randomly get the 27% chance to avalanche - in this battle the AI gets "lucky" on move selects and sets up perfectly.
This all leads to: 252+ Atk Mamoswine Earthquake vs. 188 HP / 252+ Def Lapras: 78-93 (34.1 - 40.6%) -- 43.5% chance to 3HKO after Leftovers recovery
Mamoswine only gets 1 attempt at this, due to optimal move ordering from lapras (sub interferes with the next attempt). It can instantly ruin its chances by picking avalanche (which is randomly possible) - so this is more like a "20%" or lower.
If mamoswine gets this roll then its probably over. Honestly at the time I was not aware the 3hko chance was so high, although equally at that point it was too late to do anything else anyway.
Immediately after this.... in my semi-focused state of considering the previous match, i accidentally misclick "battle".
I am lucky that the opponents team sucked but also the safety heal before doing this wasnt luck.

.

Another "outside of battle" error; during the 886-903 set, i equip Choice band on Garchomp (common) early on. This is pretty normal.
There is an unusual situation where the most (points) profitable line is to remove choice band temporarily, to setup on a completely useless pokemon in battle #902.
Following this, I identify an easy matchup in #903: Breloom4/ Typhlosion2/ Moltres3
This is easy because a +1 outrage always KOs breloom, and then while Blast burn is dangerous for lapras, Lapras will always safely setup on both typhlosion or moltres as typhlosion cannot use Blast burn at 100% HP. So even if effect spore procs on Garchomp, I win anyway.
My thought process for most of the setup was actually deciding what to send to level 55 out of Typhlosion and Moltres. I could easily send both up; I still win easily. But sending Moltres up means Garchomp can miss the outrage KO, and the point loss from taking so much damage doesnt outweigh the winnings.
I knew the mistake the second I clicked outrage (I knew before the HP even stopped moving). I had forgotten to re-equip choice band.
This opens up a potential loss; Breloom can shutdown Garchomp either via spore or via effect spore. Shell Bell will heal ~65 health as Breloom kills Garchomp and Blissey; the sum total of Min damage Outrage + SToss + ice shard is 93+50+38 = 181. Breloom has 135+65 = 200 health. (with a high enough outrage roll, SToss will actually just KO breloom).
So if Breloom sleeps and KOs both Garchomp and Blissey while only getting hit from once from each, then it could survive ice shard. That's a lot of "ifs" though; both blissey and Garchomp are naturally faster and both are difficult to kill without Focus punch spam and "long" sleeps and of course the entire sequence requires human-level move choice.
Focus punch is (luckily) an extremely bugged move in gen 4, and because focus punch overrides the "strongest move" from seed bomb, giga impact becomes possible at high HP.
It is also true (i suppose) that Breloom could still badly mess up against Lapras (it must also immediately spore lapras or Lapras wins; seed bomb isnt good enough).
The AI does not fully punish me here. I suspect if someone went through the "entire" scenario (including the chance of the AI to pick various moves on various turns, etc. - and with the win condition that lapras must be above ~110hp after breloom) that the chance of being punished was probably around 2-4%.
That said, its unacceptable. This should have been a 100% win.

.

Regirock3 proves it deserves a bit more respect.
Before going into this battle I said in commentary "the only way this could be an issue is if it curses 4 times before touching rest or an attack".
What follows? Well, it plays the opening perfectly, i do not get an early crit. It then curses again and I realise its a speed tie, and it's still got 3 stone edge PP remaining.
This is "extremely awkward"; if I do not rest now, and it does not curse, and i lose the following speed tie, then I will lose if Regirock hits 10/11 moves it has remaining.
If I rest but win the speed tie on rest, then Lapras can faint to stone edge. I can then lose if it perfectly attacks and hits every single move left (all 13/13) without "stalling" (hammer arm/ curse both possible).
This doesnt happen. With a bit more time to separate from the event, I now realise this entire sequence of moves was tremendously unlikely from the AI. but it was my fault to fail to recognise the speed tie that was possible at -6 vs -5 speed. Regirock should have been sent to 45 (ironically, 55 would have also been safer...)

.

I am glad i did send this down to 45 and also am glad paid attention here and bothered to count aura sphere PP. it's easy to imagine this going worse.
This is still "bad luck" with double brightpowder miss from both ice shard and EQ and then a crit on Garchomp, as well as the timing on roar lining up perfectly to waste more substitute and softboiled PP when it was already marginal.
I decided that this would be the last time I face Lucario1 at all, or at least without a full health wide lens garchomp with a 5 level advantage.

.

Maybe the most extreme bad luck I've had without losing. The enemy AI has a small chance of switching out to a pokemon which can OHKO your pokemon. The AI chooses to do this on the exact turn where blissey is not behind a sub. I decide to sack Lapras for safety, but in the process of trying to avoid potential danger with QC, Aggron gets 3/3 freezes on Blissey and 2/3 attack boosts. If Garchomp also got hit by a QC then blissey could have lost if Aggron also got a QC on blissey.
In hindsight I don't even believe this was a misplay; it was responsible and correct to verify aggron1 vs aggron2. It was also responsbile to send it to 45. I could have sent bastiodon to 45 also but bastiodon has no way of interacting with any of my pokemon behind a sub except lapras - and aggron is one of the rare pokemon that lapras would not reliably have set up on or would have got past without curse.
The primary plan was simply to stall out Close combat pp after using 5 susbtitutes (guaranteed at a 16n+1 blissey HP value) and then either continue the blissey sweep or safely set up lapras.
The secondary plan was to handle the situation as i did, knowing that blissey "only" has to 1v1 aggron1 and then both lapras and garchomp never lose to bastiodon.
Somehow the way luck transpired interrupted or put severe pressure on both plans, the fact that this team survived such a huge run of bad luck is a testement to its strength and design. Again, when i look at most teams in this facility and others I honestly wonder how they operate without the anti bad luck measures of sub, natural cure, battle armor
(earlier in this set i had blissey vs glalie, allowed sub to go down for exactly 1 turn and glalie immediately froze blissey too. Again, i cannot fathom cutting substitute from blissey).

.

Very poorly considered game, brightpowder means lapras can fail to get past manectric, ambipom should never have been sent to 55 and no PP heal on lapras was reckless:

.

considering attract and intimidate meant i forgot about focus band, entirely possible to lose after that 10% as Lapras would be facing a male attract heracross (first game)

.

Skarmory1 plus teammates that I can never face without lapras proves itself a nuisance, although bliss/lapras do have enough hp to heal spikes:

.

Exact PP stall with exact enough time to setup into band rhyperior from choice struggle, or, "why substitute is the best move in the game" or "why counting to 10 is an important skill"

.

I forget the nature of charizard when preparing for a match and end up in a game thats possible to lose, or, "the focus blast lesson"
this game also includes a focus blast spdef drop on the first time it hits blissey, plus a moltres getting an ancientpower omniboost

.

Slowking gets back-to-back QC zenheadbutt flinches, a 0.1% occurance, and the subsequent roll is almost enough to knock lapras out:

.

The loss on the previous streak attempt; Aerodactyl3 gets a crit flinch into an immediate follow up flinch on blissey with rock slide and then also flinches lapras. Garchomp is banded and unable to rescue.
This is "unlucky"; but not that unlucky. A 0.2% loss sounds low but this team should be playing at better odds than that.
My plan is to use a different team for 1k-2k in the Castle. I have this new team in mind. It's probably a bit worse but I think I will pay more attention if its new; and as you can see from the near miss list, lack of attention is the biggest killer. I've played this team for 80 hours and (if I am honest) only played it well for the middle 60 or so.

I would like to hit 9999 CP. I would also like to overtake the current tower record. 9999CP is likely to happen around 2-3k wins anyway so this is probably the same goal.
9999 wins is possible in the Castle. I say this with certainty. A significantly worse team than this could do it, although for each "step" worse the team would have to be played "better"; or at least slower.
But castle streaks take longer. Much longer, as there is much more planning and strategy to do ahead of each match.

Considering I would like to shift focus on Castle Doubles and Tower Singles next; its likely that there wont be much movement on this Castle Singles streak for a while.
 

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I had a few "backup" thoughts if the above team failed, either because it sucked in practice or because it was "CP-negative" (i.e. would leak/ lose Castle Points even if played well; which inevitably leads to a loss)

Other Castle team ideas:

Hyper Offense:

Of all the things I have tested, this was by far the most promising. You need to pay attention and plan properly, but an extremely offensive team such as:
reversal Medicham / Specs Latios/ Scarf Heatran / Physical Azelf/ Physical Infernape/ blah

Has huge potential because not only does it print CP at a ridiculous rate but its also probably the most flexible style of team possible.

I have gone over 300+ streaks in testing with similar teams to this and the real bottleneck is the player's ability to read and adapt to different win conditions, while also being humble/ realistic enough to avoid any potential danger games or losses.

I'm shocked this was not used more in the current leaderboard, because a very common complaint about frontier teams is that they are too slow, or the matches are too similar; well you completely blow this open with teams like this. The team doesnt even need to be well built; you just need fast things that hit very hard and have good coverage. Remember; a lot of opponents use "themed" teams (e.g. opponents that use electric types, or use psychic types) and you often only need a single pokemon against such teams and with access to all the good offense items, its usually pretty trivial to create certain-wins that give a lot of points.

Most likely it isnt common (on the leaderboard) because its (legitimately) very difficult to play these teams perfectly while managing Castle Points alongside the run. Still, this may be the single most skill-defining team-facility combination there is, perhaps after factory.

Stall:

Stall is close to viable in the Castle because of the PP-glitch / bug / whatever you want to call it.
Castle auto-solves a few big problems: namely OHKO moves as well as a few absolute nightmare mons like Rampardos, Dragonite4, etc (i.e. you skip them).
Unlike Tower you do get to run 3x leftovers if you want; although I suspect a lot like PvP there is a significant advantage to running the equivalent of a single / HO pokemon to ensure you don't struggle with some embarrassing opponents such as Dusknoir2 or even Power Trick Shuckle.

There is also a significant burden on stall teams that you have to win "the unluckiest match you get in the streak"; and for a significant streak you are inevitably going to run into similarly bad luck that hit me a few times (like being frozen on 3/3 attempts of a 10% frz move; or like being flinched 4 out of 5 turns).

My suspicion is that a lot of these "stall ideas" are going to end up going in a similar direction, particularly since they will want to bias towards putting a lot of PP-emphasis into a single pokemon; which ends up at....

Trick:
Is "Trick" viable?

The answer to this is both yes and no.

No - I don't think a direct tower team works here. Constantly buying Choice Scarf hurts too much and a Trick team would regularly get a low total CP back, even while elevating the levels of whats in the back.

Yes - I do think a non-item specific cripple strategy works. Unlike in tower, the cripple + setup do not need to beat everything since you have skips. You also get to trivialise leads such as OHKO spammers.

Basic premise;
- Lead pokemon with some combination of; Memento, thunder wave, torment, flash, charm, yawn, encore, taunt and possibly even trick despite what i said above (even if you just use trick to remove their QC)
- Sweeper 1 (lets just say Garchomp)
- Sweeper 2 (lets just say Drapion)

This team works. Just. It's both harder and easier than in the tower;
- Harder; you cannot trick spam and get so many free wins. Trick is "expensive" and rarer. You have to be a lot more tactical about when its used.
- Harder; you have a few competing objectives to win "by more". There is an incentive to save the lead as much as possible for more CP won and fewer CP spend healing. But this is risky.
- Harder; you will have to carefully calculate how often you do or dont need to heal. e.g. can 60% Registeel setup here safely? It saves 10CP if the answer is yes.
- Harder; my testing suggests these teams have to live on the edge to avoid huge CP problems in general
- Easier; you get to run leftovers on both sweepers (or indeed, swap out the item for whatever depending on the situation...)
- Easier; you get to skip or level-down problematic pokemon, although this team gets fewer skips as a % of games compared to a more normal team
- Easier; you get to scout exactly whats in the back. You will know how much you do or dont need to setup, or indeed which sweeper to setup at all.

Lead candidates for this kind of team:

Latios
Ability: Levitate
Level: 50
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Memento
- Thunder Wave
- Trick
- Roar / Flash

Mismagius (F)
Ability: Levitate
Level: 50
EVs: 204 HP / 52 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Memento
- Torment / Thunder Wave
- Trick / Thunder Wave
- Destiny Bond / Thunder Wave

Both of these could park a certain item for multiple games (e.g. focus sash to protect against crits or choice scarf to guarantee a fast memento).


Tag Teaming/ Platooning:

The true endgame (i.e. "I have a massive streak and want to optimise real-life factors like time and effort") of the Castle might be some kind of hybird approach;

Simple setup;
"Team 1" - used when the total CP for the streak is below a number (say, 1000)
Super offensive team, with perhaps a Blissey backup. e.g. Banded Salamence + Specs Latios + Blissey.
also very tempting; something like a banded 1hp reversal Medicham/Heracross (you keep 1HP between fights remember)

Team 1 is played properly with scouting; but aims to abuse any opponent without the ability to win through hax (although the presence of blissey/cress as a 3rd maybe prevents the team from skipping these fights)
Team 1 gains a huge amount of CP. It's not unusual for teams like this to win over 200 net CP per round.

Team 1 can be as dumb as you like; I think even triple choice locked Salamence/ Dragonite/ Garchomp could work for example.


"Team 2" - used when the total CP is above 1,000.
Very safe team, with a smaller skip list but also a very predictable one with a lot of ways of closing games with no risk.
Obvious style candidates here; Cripple/Trick, Stall, perhaps even a gimmick like 2x Scarf Destiny bond + Sash Garchomp / PressureStall Aero.

Team 2 is a stronger team designed to exploit some part of Castle (e.g. Stall but you get to actually run 3x Leftovers). It's a lot safer and would be infinite if CP weren't a limitation.
Team 2 aims to win while leaking CP, but not "too much" CP. Each win may cost a net 10-20 CP on average.

Approx expected ratio is probably around 1:5. So e.g. team1 does battle 700-707 and then team2 would do 707-742. Then team1 does 742-749, and team2 does 749-777, etc.

I was prepared to do something like this if a single team didn't work out. Tbh, Garchomp-Lapras-Blissey can actually function like Team 1 or Team 2 here.

Current leaderboard:

The current castle leaderboard is -frankly- really disappointing in terms of strategic depth. I would split the vast majority of teams into one of the following categories:
1. "tower" teams that don't take advantage of the Castle's unique mechanics at all (tbf this one is understandable; if you just want to get gold then you probably should turn up with generic Water/Dragon/Steel or even just 3 pokemon from OU that dont suck in a format that doesnt care about SR)
2. Teams that - to be blunt - are obviously not legit streaks given the size of the claimed streak and the massive problems these teams have with maintaining points, how much they have to skip, how precisely (and lucky) the user has to be with them.

Some of the teams in #1 are actually way, way better than the write up suggests (or, i will bet, than they were played by the original user) and this almost always boils down to the fact that the original user did not understand the power of swapping items in/out. Indeed; Garchomp/ Scizor/ Starmie is a trio that could easily go to 500 if the user does not throw.

#2 is the bigger problem. I have made my feelings on the suspicious streaks (there are a lot) known in the discord, in the future i will condense this down and probably include some live gameplay to demonstrate why these streaks are ridiculous.
To be transparent; I am angry about these, angry at the users who submitted them and also sad that the existence of these streaks probably stopped other users from doing legit attempts at the Castle over the years. I'm also disappointed more of a stink has not been made about them - either at the time they were submitted or since. I guess the hand-wave-y "oh its castle so you can level down/ skip" must have deterred enough people; or maybe (to be candid about it) no strong player has ever attempted to replicate the results from such teams. I guess I am exacerbating the problem now, but equally i feel like the fact the streaks have stood for so long without being challenged means I have to provide more evidence against them than I did if some of them were posted now.

But anyway; because of this I do no recommend anyone use the current leaderboard as inspiration or as a starting point. It's sad but that's how it is, you're probably better off building from scratch or using a tower team or using some of the rambling in this post or my previous one as a direction. Just keep in mind the 2 biggest user-side mechanics in the Castle are the ability to skip bad matchups and the ability to be flexible with items (or, at least, to ignore item clause)
 
Hi I hope this is the correct place, but how do I deal with opposing pokemon that also uses trick? I am using jumpmans team and want to get 100 wins. But sometimes my lead gets ohkod and I don't have time setting up drapion.
 
Here with a very quick update on one of my streaks!

This one was done my Platinum Spanish cartridge and with my Latios, Garchomp, Raikou Team in the Doubles category of the Castle.
https://pokepast.es/40e402884ac990f2

The streak lenght is currently of 336 wins and ongoing! Which puts it at the top of castle doubles for now.

This one for me is huge and i feel emotionally drained from days of trying to get a good initial streak with enough castle points to get near the numbers of the previous top submissions.

So this is the reason for the brevity of this post and why tomorrow morning i might expand it on a reply,edit this or whatever feels better when i'm not exhausted.
But for now i just wanted to share this one as it puts me and my team in a top spot of at least one facility in the three categories (singles, doubles and link) which given the options i started with, feels surreal.

Sorry if this bothers you and think that i should have waited until tomorrow to elaborate further.

Take care!
 

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Here with a very quick update on one of my streaks!

This one was done my Platinum Spanish cartridge and with my Latios, Garchomp, Raikou Team in the Doubles category of the Castle.

The streak lenght is currently of 336 wins and ongoing! Which puts it at the top of castle doubles for now.

This one for me is huge and i feel emotionally drained from days of trying to get a good initial streak with enough castle points to get near the numbers of the previous top submissions.

So this is the reason for the brevity of this post and why tomorrow morning i might expand it on a reply,edit this or whatever feels better when i'm not exhausted.
But for now i just wanted to share this one as it puts me and my team in a top spot of at least one facility in the three categories (singles, doubles and link) which given the options i started with, feels surreal.

Sorry if this bothers you and think that i should have waited until tomorrow to elaborate further.

Take care!

Here is my update on the Doubles mode Battle Castle streak, now at the current World Record lenght of 361 consecutive victories.

This was done in my Spanish retail copy of Pokémon Platinum. The team used being none other than Syzygy, composed of the still reliable Latios, Garchomp and Raikou used on my previous streaks.

https://pokepast.es/40e402884ac990f2


Latios (M) @ Life Orb
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


Garchomp (M) @ Focus Sash
Ability: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 1 SpA
- Outrage
- Earthquake
- Fire Fang
- Swords Dance


Raikou @ Choice Specs
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Rash Nature
- Thunderbolt
- Aura Sphere
- Shadow Ball
- Hidden Power [Ice]


First i must say that on my initial run i got to 126 and what killed me was a Quick Claw Blizzard Water type (whiscash or wailord if I recall correctly) lead team that outcomissioned both my dragons on turn 1 via crits and freezes.
I knew that would have been preventable with more careful planning but as my objective at the time was "just" having fun trying the limits of my new assembled team, and that numbers put them on 3rd place, as well as having the link streaks already planed to be tackled with my friend 6arc1, i didn’t want to think about it for now and accepted what my sloppy plays lead me to.

After those link runs, i started to think again about this particular category as 331 wins (the previous top spot from "pokemonwargeneral") didn’t seem unreachable.

So i started some runs where i had the objective to accumulate a good number of Castle Points to have at my disposal for the long run. But every time i was pretty reckless in pursue of that hoarding of Castle Points and most of the runs did not past the 50 numbers. Not getting to the 100s started to eat at my morale.

I even thought about changing the team for some parts of the run or even the whole thing in order to pursue that alluring last record on a category where i had none. But that was very much against my initial spirit of just having fun with my team and seeing the limits they could reach (so nothing against those other options, they might even been recommendable if you don't want to be shackled by your own self imposed restrictions LoL).


That way i was adamant i could at least go near the previous numbers with these 3 monsters, so i kept the grind. I also wanted to give some shoutouts to "magpie ai" as their very well presented and desciptive post about castle singles gave me the final push when my confidence started to dwindle. So very few days later i had, for the first time in a lot of tries, a streak that went past that 100 mark and with even more Castle Points than the previous one and most importantly, much more familiarity with the team after already thousands of battles in this frontier with the same team.

And I want to bring attention to that last aspect: familiarity. Knowing the ins and outs of your team and how well or poorly they behave on each matchup, is crucial on every facility but even more so right here. As in this Castle you have the option to pass a battle by exchanging points, it gives you a workaround the difficult encounters (provided you have enough points for it and scouting every opponent). And that’s probably the thing I'm the most proud of this challenging ordeal. That after thousands of battles i can detect where these 3 might struggle and to have the mind in the right place (and again, enouh points) not to risk death by unnecesary battling.

If you decide to use a similar strategy these are the threats to be ware of (mostly the same and already discussed in other streaks of mine):

-Too many ice types specially the fast ones and even more if they were in the 2 lead positions. This made me skip a lot of battles with Weavile or Articuno at the start. Regice was another annoying ice type to face.

-Slow bulky psychics that love to use or take advantage of trick room: Bronzong, Claydol, Slowbro or Exeggutor. Even hypno which sometimes started spreading sleep.
Cresselia can also be considered here as she is tough even outside trick room. And one thing to note is that knowing Bronzong's ability beforehand makes it much easier to deal with him (althought even then a levitating one is what killed my run)

-The legendaries: specially the already mentiond Cresselia, Articuno or Regice. But also Latios/as were problematic if i didn’t lower their levels before hand. Any level composed of 3 of the aforementioned were skipped. Others also gave me trouble such as the wacan wielding suicune when i couldn’t focus on him. In fact he was present in a close call i might talk about later.

-Some of the difficult opponents such as starmie or gengar could be beaten by only lowering their levels. Sometimes i did the same for others, specially bulky water/ground types. Even those mentioned on the previous skippable teams such as the ice or psychics were not a threat when alone, or when they were on the back (so a simple level down would also be enough).


So with careful planning my streak went past my last one, and i continued skipping battles that contained those threats while racking up points when facing against ground weak teams (as that Earthquake levitate combo is godly).

Oh, about that accumulatuon of points the main objective was to level everything up from the first 3 rounds, then starting to select only the easy targets to keep hoarding them without risking. From round 4 up i started to scout everything just in case. I only conssitently bought the focus sash everytime after round 4 and no other item for Latios or Raikou.

That’s right I tried to save points by buying only the necessary sashes for Garchomp ecach round and only when i went past 200 i started to think about giving Latios something for the less easier matchups (but not difficult enough that they had to be skipped) such as the type berries against super-effective attacks like ghost or ice. Never i gave one to Raikou just because i was stingy with the points.


I had some scares but none worse than the one i have as the recorded battle at 321 (only 10 before the record) that i would like to upload too but don't know or even think that i can do it in good enough quality so ill write about it here for now.

It went as follows: I lead Latios and Garchomp against Regirock, Moltres. I focus my latios' psychic with the earthquake damage to kill the titan (as i feel raikou takes care of the other 2) while the ominous wind from moltres does little more than half to Latios.

Next comes suicune which i know has the wacan berry so it won't die even if i try to focus on him so i settle for an outrage and target the moltres with thunderbolt hoping to get rid of him. But the outrage targets suicune for like 1/3 damage or less and the bird survives at red health and finishes my latios with another ominous wind that this time gives him an omniboost. Now its time for suicune to attack and lands a shadow ball (i guess they both targeted the low health mon with the super effective ghost move) that does around a third or less of the total health of garchomp, breaking the sash and getting the special defense drop.

Next turn starts as i target the moltres with raikou's thunderbolt hoping that it or the outrage kills him. But it outspeeds both now and kills my tiger with overheat before it does anything and then recovers from the drop with a white herb. After that the worst happens as i see that my outrage targets the suicune but a very clutch crit keeps our options alive, until i see i'll be confused for the last turn.
Moltres unleashes his final air slash which fails to kill nor flinch my Garchomp who doesn't let the opportunity escape and lands the last outrage through the confusion.


After all this we carefully went through the last rounds getting to the desired numbers and claiming the top spot

Thus i kept playing today with much less pressure (compared to the more careful and calculated way of previous day) which lead me to the end against a TR levitating Bronzong Team.

I should have avoided it, but now with a more carefree aproach i decided to try and beat to my final detriment.

Not really sad, just glad the objective was fulfilled at a respectable streak of 361 victories in a row, thus giving this team a world record in each category (singles, doubles and link) on at least one facility (spreaded between hall, castle and arcade) which still feels surreal. Specially as i only intended to do some good enough runs to prove myself that i could play with my "own" idea (very much cemented on the better ones of many others).

So after this run through most of the frontier and having so much fun with this powerful and fast team and even with help of a friend i still might give some tries to other modes or even retry to better other streaks of mine, but as of now i dont think ill grind them as much as i have already done.

That way i encourage you once again to do the same and have fun trying your teams and attempt to break your limits before you show us how it went.

So good luck to anyone of you that try to break this record as with careful planning this facility can be very fun!
 

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Well, if i was hesitant to believe what this team of mine helped me achive just 2 days ago, today i just lost any capacity to make more sense out of this situation, and wouldn't blame you if something similar happened to you as what i'm submitting here is yet another World Record, this time on the Tower Multi with Npcs (86 consecutive wins) again on my Platinum Spanish retail copy.

While i was having fun exploring the modes where i didn’t have such good streaks, the Tower Multi with Npcs provided a very interesting challenge. As i already used these 3 mons of mine (Latios, Garchomp, Raikou) to their limits, here i could get a little variety with the help of the npc mons, presenting a curious mix of the familiarity that i had prioritized with the much needed variance, specially after thousands of battles through the rest of the frontier (So very glad i left it towards the end of my planning).

For this challenge i decided to use just the 2 Dragons, tending to lead Latios over Garchomp (Sorry Raikou, you performed very well on the other facilites, but the synergy of these 2 is too powerful).Their sets, as always:

Latios (M) @ Life Orb
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

Garchomp (M) @ Focus Sash
Ability: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 1 SpA
- Outrage
- Earthquake
- Fire Fang
- Swords Dance


And for my partners, Riley, Mira and Marley were the preferred ones (in fact i didn’t even bother talking to the others once i realised these 3 were the ones that adjusted more to my playstile). This is because they worked better with my hyper offensive, fast-paced gameplan as they specialize in Attack, Special Attack and Speed, respectively.

The strategy i used was trying to get the most flying/levitating pokemon possible to let Garchomp unleash its powerful Earthquakes after Latios swept what it could. But if I could only get one, then I preferred for it to be in the back for the same reason.

If the first thing wasn’t ground inmune at least i tried to seek one not weak to said earthquakes.

At the end of the day the best pokemon i liked to have were from Riley as he had the most suited pairs for me. Heracross (only lead) or Gyarados, Dragonite, Salamence (these 3 in any position really and any pair made from them was good to me). In the record run i picked him in the last 3 rounds, with two consecutive Close Combat Heracross + Waterfall,DD Gyarados (probably the GOATED pair) and a Dragon Claw Salamence + Dragonite on the ending run (yeah i was asking to lose to any ice types carrying 4 dragons, 3 of them x4 weak to ice, but what killed me was a Brightpowder Regirock)

Then Mira with her Latias and Gengar. It usually presented in this order but i wouldn't really care as they both levitate. One round i had one of them paired with a Flametrrower Moltres that was really good too. Although this was sometimes risky as some of the sets had a couple status moves that they liked abusing at not very ideal situatuons. But in the end i had luck when i picked her on the higher rounds (in the first 3-4 i didn’t have to be so picky as if i died there, no big deal).

And finally Marley, specially for her dugtrio as a lead (as some had also EQ), Starmie or the Aerodactyl (as he was a flying type with Eq it played well along both my dragons).


Not much else to say apart that this mode is very fun and felt like it went very fast even more so after days of being focus on the slow and more strategic castle.

I'm very glad that i decided to run this team through the whole Frontier, as not only did I have fun, but after all these results (some of them very intentional and earned while others came more as a surprise, like this one) I can confidently say that it really works even if it has some clear weak points, for the most part is pretty reliable if what you want are quick, decently lenghed streaks (more than gold print worthy), even taking into account that i didn’t have to make almost any change between modes (appart from those moveset alterations required for the hall doubles and multi), so there might still be some room for improvement.

I want to say again that i don't have anything more serious planned here (which is again true LoL), but after this i hesitate to say so xD.

Jokes aside, sorry for the multitude of posts this past few weeks, but I really didn’t know this project would give me so much things to share and be proud of.

Take care and keep battling!
 

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