Challenge 4th Generation Battle Facilities Discussion and Records

Not quite sure why I didn't post this sooner.
now in DSi quality!.jpg

The streak ended on July 25th at battle 634 to Battle Girl Kristy.

Her team was Machamp-4/Breloom-2/Charizard-4.

She leads with Machamp and uses Brick Break after I Trick the scarf, I use Charm 3 times then start thinking about the next move. Machamp is kind of weird because you never know if it has Guts or No Guard, so I decided to just switch to Garchomp. Garchomp comes in and gets hit with a crit Brick Break which OHKOs so I send out Registeel. Registeel takes very little damage to Brick Break (since Machamp is at -6 attack) and gets behind a sub only for Machamp to crit another Brick Break. I get behind a sub again and manage to use Curse 2 more times (now at +3) before deciding that it was better to just kill the Machamp now than risk more crits (This decision might've been what killed the run).

My memory is pretty foggy against the Breloom, but here's what I remember.

Breloom comes out while Registeel is +3 with Curse. I use Substitute trying to predict a Sky Uppercut but Breloom uses Swords Dance, which completely wasted a turn for me and got Breloom to +2. Breloom uses Sky Uppercut which breaks my sub, I use Iron Head which deals like 90% of Brelooms HP (I did the calc and it did end up being 91%), Breloom uses another Sky Uppercut which brings me to 26 HP, I use Iron Head KOing the Breloom.

Charizard-4 comes out, uses Anicentpower, it barely deals any damage to Registeel but zard gets the omni boost, I use Iron Head but it doesn't really matter. Charizard uses Air Slash and Registeel flinches, it uses another Air Slash which KOs Registeel. Send out Latias, Charizard uses Dragon Pulse, and it OHKO's Latias (she was already at 127 HP from getting hit by Machamp's Brick Breaks).

That's it, the game was pretty much over the moment Garchomp got OHKO'd to a crit Brick break. I could've had a better chance against the Breloom and especially the Charizard if I didn't KO Machamp so early out of fear for more crits, I don't think I used Amnesia a single time during that fight.

I'd say this loss is on me because of the bad misplays, but I'm fine with that, really shocked I even got that far. Been playing a lot of gen 5 recently maybe I'll get a decent streak in the Battle Subway.
 
Another streak from my Team Syzygy, although this time with a 4th member since it's in doubles after all.


More specifically the DP Tower Doubles with tradeback movesets, done on my Spanish retail Pearl and with a lenght of 171 victories in a row.


The team:


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]


Metagross @ Occa Berry
Ability: Clear Body
Shiny: Yes
IVs: 31 / 31 / 31 / 7 / 31 / 31
EVs: 84 HP / 252 Attack / 4 Defense / 4 Sp.Defense / 164 Speed
Adamant Nature
- Iron Head
- Earthquake
- Bullet Punch
-Thunderpunch

Yeah the adition this time is a Metagross inspired on the one used by Peterko in his Tower Doubles team, as from the very start I knew what this team was lacking a steel type, and who better than Metagross which i extensively used in the Hoenn Frontier. That steel STAB along with the thunderpunch (this was my adjustment forgoing the explosion in order to cover for the ones that are also bulky and part water type) makes sure that those ice types that gave me trouble in the past could esaily be dispossed of (eat that Weavile!). Also finally having priority feels so good.

This version of the team in this mode feels pretty solid and i only died thanks to several paralisis in a row against a team of electrics (otherwise a very easy target) so i might try to better this run in the future.

Aside from this and maybe bettering other previous streaks of mine with the same team, I feel that for the most part, this run through the frontier with a single party has reached its conclusion as I have now explored most of the modes I wanted to and with much more succes than expected.

See ya!
 

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Another streak from my Team Syzygy, although this time with a 4th member since it's in doubles after all.


More specifically the DP Tower Doubles with tradeback movesets, done on my Spanish retail Pearl and with a lenght of 171 victories in a row.


The team:


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]


Metagross @ Occa Berry
Ability: Clear Body
Shiny: Yes
IVs: 31 / 31 / 31 / 7 / 31 / 31
EVs: 84 HP / 252 Attack / 4 Defense / 4 Sp.Defense / 164 Speed
Adamant Nature
- Iron Head
- Earthquake
- Bullet Punch
-Thunderpunch

Yeah the adition this time is a Metagross inspired on the one used by Peterko in his Tower Doubles team, as from the very start I knew what this team was lacking a steel type, and who better than Metagross which i extensively used in the Hoenn Frontier. That steel STAB along with the thunderpunch (this was my adjustment forgoing the explosion in order to cover for the ones that are also bulky and part water type) makes sure that those ice types that gave me trouble in the past could esaily be dispossed of (eat that Weavile!). Also finally having priority feels so good.

This version of the team in this mode feels pretty solid and i only died thanks to several paralisis in a row against a team of electrics (otherwise a very easy target) so i might try to better this run in the future.

Aside from this and maybe bettering other previous streaks of mine with the same team, I feel that for the most part, this run through the frontier with a single party has reached its conclusion as I have now explored most of the modes I wanted to and with much more succes than expected.

See ya!
And my feelings were'nt wrong, as we just crossed the 300 wins mark, getting another World Record worthy streak (the 7th concurrent one with the same 3 mons team core in this gen across all modes! So it might be time for me to start believing they really work well together and should stop being surprised xD).

So to clarify, this is a 301 (and ongoing) win streak in the DP Tower Doubles with Tradeback movesets done on my Spanish retail copy of Pearl.

The team in question being no other than Syzygy (Latios, Garchomp, Raikou) with the addition of a Metagross that covers really well their previous weaknesses. Here are the exact details:

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]


Metagross @ Occa Berry
Ability: Clear Body
Shiny: Yes
IVs: 31 / 31 / 31 / 7 / 31 / 31
EVs: 84 HP / 252 Attack / 4 Defense / 4 Sp.Defense / 164 Speed
Adamant Nature
- Iron Head
- Earthquake
- Bullet Punch
-Thunderpunch

As i said previously, they worked wonderfully well together and little to no opponents give me trouble in this mode. Before this streak i only died a couple times around the 90s and 140s mark (appart from the first one where it ended at 171 due to a lot of paralysis in a row as mentioned on the previous post) and both times due to really inconvenient crits or misses.

So now my plans are to continue this streak until it breaks or improving the Link ones I have with 6arc1 when we can get some time for it. Apart from that or maybe improving other streaks of mine, i plan no more attempts at breaking other records nor testing any new modes with the team, as i feel that without tweaks or outright changing the members, we may have reach our full potential (which i'm still strugling to believe) .

Take care, everybody!
 

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And my feelings were'nt wrong, as we just crossed the 300 wins mark, getting another World Record worthy streak (the 7th concurrent one with the same 3 mons team core in this gen across all modes! So it might be time for me to start believing they really work well together and should stop being surprised xD).

So to clarify, this is a 301 (and ongoing) win streak in the DP Tower Doubles with Tradeback movesets done on my Spanish retail copy of Pearl.

The team in question being no other than Syzygy (Latios, Garchomp, Raikou) with the addition of a Metagross that covers really well their previous weaknesses. Here are the exact details:

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]


Metagross @ Occa Berry
Ability: Clear Body
Shiny: Yes
IVs: 31 / 31 / 31 / 7 / 31 / 31
EVs: 84 HP / 252 Attack / 4 Defense / 4 Sp.Defense / 164 Speed
Adamant Nature
- Iron Head
- Earthquake
- Bullet Punch
-Thunderpunch

As i said previously, they worked wonderfully well together and little to no opponents give me trouble in this mode. Before this streak i only died a couple times around the 90s and 140s mark (appart from the first one where it ended at 171 due to a lot of paralysis in a row as mentioned on the previous post) and both times due to really inconvenient crits or misses.

So now my plans are to continue this streak until it breaks or improving the Link ones I have with 6arc1 when we can get some time for it. Apart from that or maybe improving other streaks of mine, i plan no more attempts at breaking other records nor testing any new modes with the team, as i feel that without tweaks or outright changing the members, we may have reach our full potential (which i'm still strugling to believe) .

Take care, everybody!
And this DP Tower Doubles Tradeback streak done in my Spanish retail copy of Pearl ends at 595 wins.

A reminder if the Team (Syzygy + Metagross in the 4th slot):

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]



Metagross @ Occa Berry
Ability: Clear Body
Shiny: Yes
IVs: 31 / 31 / 31 / 7 / 31 / 31
EVs: 84 HP / 252 Attack / 4 Defense / 4 Sp.Defense / 164 Speed
Adamant Nature
- Iron Head
- Earthquake
- Bullet Punch
-Thunderpunch


The team that defeated us was lead by a sashed weavile with ice punch that first KO'd my latios while my Garchomp outraged their flygon. I send out Metagross hoping to kill the dark type with iron head while chomp survives the ice punch, but the opponents third mon is a pinsir that, after surviving my dragon's second outrage, used Guillotine on Metagross (which could have bullet punched weavile next turn) forcing me to send out Raikou, who kills weavile after it faints my Garchomp, all for Pinsir to end the streak landing its second OHKO in a row.
 

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This post is a response to the "Does the AI / Game Cheat in the battle frontier" motivated by the comments section of the following video:

(Regulars can obviously ignore this post. This post is also true of the gen 3 frontier)

As an appeal to the good faith of the reader; it is hard to change your mind about something. The longer you've thought something is true and the more emotional your memories attached to that thing are; the harder it becomes. I realise this and its why I'm going to give a proper response instead of dismissing it. These "cheating" rumours are very old and surprisingly well ingrained into the community. If you are a long-time fan, you probably also had some form of confirmation bias when your Battle Tower team got hit by 3 Sheer colds back in 2010 or whatever. But I think its our job to share the truth, so feel free to link this post if you see the topic come up anywhere online.


I will be dividing this post up into sections which you can read depending on what exactly you want to know or why you think you believe what you do.

1. We literally have the source code of the games

https://github.com/pret/pokeplatinum

If you don't have the time to read the rest of this post; the knockout punch is that we have decompiled the exact source code of the game, and there is no evidence of any functions that manipulate rng, check the players streak (to alter what the enemy ai does).

Similarly there is no evidence of the AI cheating by "reacting" to what the player chooses. In fact, the way that the AI chooses its moves in gen 4 (and gen 3) is well known and documented, and none of it involves reading the players inputs. I do not really play difficulty hacks of these games (I just play the frontier); but those who do should be familiar with exactly what i mean here.

This point speaks for itself. Annoyingly, its difficult for me to "prove" this to you. If you don't trust me (or anyone else) then you'd have to read through and finish decompiling the entire source code for the game, which is an activity that would take weeks if not months - assuming you already have significant coding experience. So, you'll either have to trust the entire decomp community on that; or you'll have to do the work yourself.

Needless to say, if we discovered that the game was in some way "rigged" - that would be huge news. Knowing the people active on these threads, it would also immediately trigger a "ok so its rigged, lets find a way to exploit that".

2. The streaks achieved by users here are way too long to be possible with the claimed level of cheating by the AI

Consider just how hard the game would be if the enemy genuinely had a 30%+ chance to crit, and would double or triple the chance of secondary effects like flinching or freezing. It is not an exaggeration to say that under these conditions, we would have no streaks past 500 and probably no streaks past 200.

Something else I will add: some of the mechanics prevalent in the Frontier (Quick Claw, Brightpowder, Sheer Cold, etc) are things players have no experience with elsewhere. These are banned (or not used for their variance) in 1v1 games. They are not in the mainline story/game on regular NPCs. These (and a few other) mechanics feel like bullshit; and that's because they are bullshit. It doesnt mean the frontier cheats with them; just that something which happens to feel like cheating is most prevalent here.

In years past, a determined counterargument may be "ok but maybe the streaks here are cheated/hacked. Well as a shameless plug, I am currently on a mission to get the record on each category, livestreamed, with all footage available ( https://www.youtube.com/channel/UC0bfFoSbJanL-9ryWWr9Y3Q/ )

A streak of 1000+ is honestly unthinkable under these conditions. It is true that the best strategies are built off 2 main ideas: 1) abusing the enemy AI and its tendencies to use certain moves/ strategies and 2) trying to absolutely minimise the impact of RNG. This RNG idea isnt about the game being rigged; its just a fact that if i play 1000 games of pokemon, one of those games is going to be the "most unlucky" game. I should expect a 0.1% chance to occur (e.g. ice beam freezing 3 times in a row is 0.1%). Therefore, a good team should have protect or counterplay against this.

3. Our (the wider community's knowledge) of RNG specifically is extensive at this point

I'm not an expert on RNG but I sometimes watch speedruns and a few videos from youtubers like Im a Blissy https://www.youtube.com/c/imablisy

The knowledge and way we can manipulate these games is basically as deep as we want it to go with effort. But this level of rng manipulation (including RNG manipulations used for speedruns of the gen 4 frontier! -
) have never revealed secret forced-crits or forced-secondary effects or forced-enemy counterteam choices.

If the game was acting against the player in the frontier then we would obviously expect things to breakdown in the frontier; this either means different RNG results, different seeding, differences in how RNG advances in longer streaks, or whatever else. The fact is: none of this exists or has been found.

4. "It is well documented/ proven that the AI cheats in the frontier"

I wanted to start the discussion here (I didnt since the better arguments need to be nearer the top for people who dont have time to read it all) - because the most reasonable null hypothesis for the question "does the AI cheat" is "no". In other words, I want to reframe the discussion as "if a person knew nothing about the game, that person should probably assume that RNG/ luck is not selectively changed to beat the player".

But to rip the bandaid off; there is absolutely no evidence that proves the AI cheats in the frontier. And no, being hit by 3 sheer colds in a row (something which is only 0.3x0.3x0.3 =~ 2.7% (aka not even that rare, particularly when lumped in with all the other various ways you can just get unlucky) is not evidence for rigging or cheating.

The reasons for this (the reason why we should assume the game isnt cheating) are simple;
- If you are not a programmer, it is a lot harder than you assume to "rig" the RNG in an early game like pokemon, particularly in a dynamic way that would somehow be checking the exact winstreak of the player. Lets forget that our knowledge of how RNG operates is already detailed enough to manipulate shinys and allow TAS runs to get almost whatever result they want to occur in-battle. What exactly does "rigging" mean? If I have a guts Machamp, i may prefer that the opponent burns me. If I have an Overgrow Sceptile, I may rather be hit by a crit so I can activate my Overgrow boost. This goes deeper; there are times I would rather miss a move, or rather be hit. You may think "so what, rigging rng like this should still be effective"; and yes, but just take a step back and consider the sheer scale of the number of things affected by RNG in the game which all have to be accounted for by this supposed magical "Rng rigging" code. Because if there are defects or oversights here, a dumb version of this could actually make the game easier and not harder.
- Pokemon (when you remove the advantages the player has in-game, like items (although enemy NPCs can use items, they do not have near-bottomless revives), EVs (the gen 3 and gen 4 mainline pokemon games have 0 opponents with EV training - the player's pokemon will almost always have an advantage here even with random EVs unless you just caught them), overleveling (there really is nothing to stop the player having such a big number advantage here that it trivialises almost all strategy)) is actually quite difficult. 3v3 even moreso. It's actually pretty easy to lose a 3v3 battle, even against a kinda dumb opponent. A human should be better than the in-game enemy AI, but good enough to win all games; including the "unluckiest" game out of 100 you play? Gamefreak simply do not need to make the frontier harder than it is (the frontier features perfect IV pokemon with full EVs, bans items in battle, and prevents you from overleveling).
- Gamefreak themselves do not have a reason to rig the RNG in the frontier. Ask yourself if there is a genuine reason why this would make the game better. I would argue that the frontier is already too hard for most (particularly people not able to rng-manip IVs or who know how to breed near-perfect pokemon) and the silver/gold symbols being pretty low raw winstreaks support that gamefreak was also aware of this in internal testing. Wouldn't the battle tower be more fun if a kinda-good team could get 200 wins? Wouldn't this actually make the game better? Why would Gamefreak want to make "very long" streaks almost impossible? What does this achieve? If someone gets a 10,000 winstreak, it doesnt hurt anyone else.

I don't know what else to put in this section. If there was any kind of real analysis or study on how the AI gets more lucky than it should, I could counter it i guess. But that doesnt exist. This is entirely a rumour that outgrew itself.

5. Other communities have experience with what "real" rigging/ RNG cheating looks like

I'm guessing we have a non-zero number of Fire Emblem fans in here given the huge overlap in careful and deep strategy/ turn based gameplay.

Earlier fire emblem games have famously rigged RNG in the favor of the player and against the enemy. (This in in the way the hit chance mechanic is implemented for those curious) This is a fact a lot of people are actually unaware of while playing (another huge point of evidence in the "humans suck at intuitive statistics" and also a huge point in the "you dont properly notice your own good luck, only the bad").

Fire Emblem games with "true" hitchance are actually hated by the community and are regularly reported as being rigged or unfair to the player. This is how we feel about what the randomness and no rigging is like to play!

6. There is a perfectly reasonable explanation for the true source of this rumour

I've put this last although I've alluded to it above. Without meaning to cause offense to players (particularly those from like 15 years ago) - a very obvious reason for these rumours are simply that the playerbase has a skill issue.

If the level of strategy someone is using does not go deeper than "use the strongest/ super effective move" and/or the deepest and most detailed part of teambuilding is "well X is weak to fire but Y resists fire" - this player is simply going to be stuck at winstreaks under 100 almost no matter what.

Combine this with a known fact of human psychology (humans are famously shit at intuitive statistical reasoning, including people who have Maths/Statistics PhDs (there is a reason why you always do things properly)) and its not at all surprising that some hypothetical player (lets call him Jim) lost at battle 80 with his team of Infernape/ Salamence/ Suicune, after his pokemon got fully paralysed twice (25% chance - 6.25% to happen on consecutive turns), thought "wow that sure does feel like bullshit, i think the game must have cheated" - and ended his frontier career there. Jim might have easily beaten the game, including the Elite 4 with almost no real hurdles. Maybe all his friends did too. but none of them get a good battle tower streak, they realise that all of their losses included some bad luck (statistically, its likely your loss will be in a game with below-average RNG) and decided that 5 separate points all reporting similar feelings is conclusive evidence.

This post isnt meant to embarrass or disparage these kind of players though. Everyone's "first experience" with the frontier is going to include getting destroyed, and if you play enough - getting destroyed by RNG that seems deeply unfair. And to be honest, between things like Band Dragonite, Scarf Rampardos, Horn drill brightpowder rapidash, Quick Claw Sheer cold Lapras (etc) - the game is already very hard the second it gets slightly luckier than you in a single game.

Something people are famously blind to its their own sources of good luck. If we play 5 hands of poker and you get lucky in 4 of them but i get lucky in one, guess which one sits most firmly in your memory and feels the most unlikely? You (people have in past studies) could even come out of that game thinking that I was the luckier player but you played better. This isnt anyone's "fault" - its just the way human brains are wired.

You don't have to like the frontier or battle tower (frankly, given how ruthless it is, how many hours it takes to create and train a team, and how many hours it takes to win enough battles - its an understandable grievance). But lets not mistake something being difficult (and perhaps overly difficult) for something being rigged or cheating the player.
 
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5. Other communities have experience with what "real" rigging/ RNG cheating looks like

I'm guessing we have a non-zero number of Fire Emblem fans in here given the huge overlap in careful and deep strategy/ turn based gameplay.

Earlier fire emblem games have famously rigged RNG in the favor of the player and against the enemy. (This in in the way the hit chance mechanic is implemented for those curious) This is a fact a lot of people are actually unaware of while playing (another huge point of evidence in the "humans suck at intuitive statistics" and also a huge point in the "you dont properly notice your own good luck, only the bad").

Fire Emblem games with "true" hitchance are actually hated by the community and are regularly reported as being rigged or unfair to the player. This is how we feel about what the randomness and no rigging is like to play!
2RN/hybrid RN is not necessarily rigged towards either side, it's just an alternate calculation that applies to both the player and enemy equally in theory, though in practice it can be argued players will usually benefit from higher hit rates in the earlygame. What this topic reminds me of is people infamously claiming FE6 is 1RN despite the RNG (mechanics and initial seed) generally being the same across all GBA games, because of the game having generally lower hit rates/higher enemy avoid.

I can also agree in general this kind of belief is rather universal with how people think lots of online games like Showdown and TCG Live must be rigged against them. Pokemon tends to have a lot of these mechanical rumours in general but fortunately the decomps are valuable references to point to certain inner workings of the game that most people wouldn't guess.
 
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Another run from Team Syzygy. (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]

This time in the Tower and the plan was to try the Time Challenge (battles 1-49) category as our strategy seemed tailored made for this mode.

The final time was 75 minutes, 55 seconds and it was done on my Spanish retail copy of Heart Gold.

We also continued one of the runs to 177 wins, which is now our new personal best in the PtHGSS Towers Singles mode.


As i don't have the tools for a quality recording nor the programs usually used for timing this type of challenges I settled for the next best option at my disposal that i could think of, which was to manually use the chrono app from my phone LoL, where i tapped the "lap" button on the first black screen frame after the final battle on each round as i saw that being used as the reference by "Gimmy", the current record holder in his posted video. The final times for each round as weell as the total will be attached as the screenshot i took at the end as that is he best evidence that I can provide for this.


After literally thousands of battles with this same ensemble, the familiarity i had using them proved as the most deciding factor here which is why I wanted to stress it.
Yeah, the team was by design, made to be very fast as to maximize the amount of fun through the most modes in the whole frontier before feeling burnt out. But I can assure you that this times wouldn't have been possible weeks ago when I just started using them, now i'ts almost muscle memory what move to click against every opponent.


And this is only my second run . The first i finished at 01:17:08.33 or around 77 minutes which already put us at the moment in 2nd place, just as this last one. 1st place seems very far right now, but seeing how fun the mode is I think we'll try to find ways improve it and get near it as much as possible.

Also after the firts run i decided to continue the streak to see how far i could get with the team after so many hours of use, and the result is that new streak of 177 battles (prof pic attached too), thanks to said familiarity as even in the worst match ups, i knew how to better position. I might be able to improve this but for now I will focus on reseting the streak after the second Palmer fight, to keep attempting the speedrun.
 

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Okay so I finally did it! Got 100 wins using my rain dance team! Took me a while, i have never ev trained pokemon or anything before this so it was a new experience and much harder than i thought it would be but it was lots of fun.

Combatants:
1725925809037.png

Kingdra @ White Herb
Ability: Swift Swim
IVs: 23 HP/ 15 At / 31 Def / 24 SpA / 29 SpD / 31 Spd
Modest Nature
EVs: 252 SpA / 156 Def / 100 SpD
-Surf
-Draco Meteor
-Rain Dance
-Hydro Pump

1725925704556.png

Vaporeon @ Rindo Berry
Ability: Water Absorb
IVs: 31/ 29/ 24/ 31/ 17/18
Hardy Nature
EVs: 252 HP/ 100 Def/ 56 SpA/ 100 SpD
-Rain Dance
-Helping Hand
-Ice Beam
-Surf

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Kabutops @ Focus Sash
Ability: Swift Swim
IVs: 29/ 31/24/ 21/ 24/26
Adamant Nature
EVs: 186 HP/ 252 At/ 70 Spd
-Waterfall
-X-Scissor
-Rock Slide
-Dig

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Ludicolo @ Life Orb
Ability: Swift Swim
IVs: 31/ 27/ 21/ 31/ 20/ 27
Modest Nature
Evs: 156 HP/ 252 SpA/ 100 Spd
-Grass Knot
-Hydro Pump
-Surf
-Ice Beam

This was a long time coming. I had originally beaten this game a while ago but still kept my ds on me because one of my friends also had one with heartgold and sometimes we would trade. Basically one night im staying over at a friends house and my phone dies but i have no charger. I can't sleep but i dont want to walk around the house looking for one and wake someone so im just lying there but then i remember i have my ds in my bag. I open it up and start messing around and going places i had never been before and checking out the pokedex. I realized that there were still a lot of pokemon that i hadnt caught yet and found them using the in game pokedex. Caught some of my favorites like pikachu and cubone using this method and reignited my love for the game. When i got back home I researched about 'completion' of the game and realized that a 5 star trainer card is a strong mark of success. Getting all 400+ pokemon seemed quite difficult but I thought that 100 streak in the battle tower wouldnt be so bad. Boy was i ever wrong. I couldnt even get past the 21st battle. My team was just getting destroyed. Thats when i discovered evs and ivs. I had heard about them before but didnt really know exactly what they were, and since i had just played casually to beat the elite four, i hadn't had to bother. I did lots of research and discovered a whole other level to the game. Battle items, power anklets, iv breeding;I never knew it went so deep! I realized that my team of Gengar, Feraligator, and Tyranitar werent up to par with their current set of evs, so deleted their evs with berries and trained them from scratch. I also caught and replaced Feraligator with a great Kingdra. I was still losing though. Although I didnt want to believe it, the truth was gengar and tyranitar were too slow for their role. Although Gengar somehow was modest nature with 31 SpA ivs, (i always knew he was special) he was still getting outsped by rivals and the choice scarf i had put on my Tyranitar wasn't helping either. I realized that if I wanted to win I had to start from scratch. However, I had grown attached to these pokemon and felt bad replacing them so I wasnt really sure what to do. My friend had been telling me that he played a rom hack (radical red i think) where he used an all water team and I thought that it sounded really cool. I had always loved water pokemon and thought that a rain dance team could be epic. Plus, you could get completion with either doubles or singles battle so thought i would go for an all water doubles team. I had already had a Kingdra with swift swim and great ivs, so I did some thinking and research and came up with a strategy. I would create a team using Kingdra and Vaporeon with water absorb as my lead. I would follow this up with Kabutops as my physical attacker and have starmie come in as well. As she can learn thunder, which always hits in rain, thought it would be a perfect counter to other water type pokemon. So I got to breeding, catching staryus and smashing lots of rocks in the Ruins of Alph. Bred them and trained them up to be battle ready. Starmie was struggling though. Although thunder hit hard, she was too squishy and would just day from another attack after using Thunder. Also, her ability wasnt rain related, so i had to sacrifice lots of evs to boost her speed stat, and she would still sometimes get outsped. Also Lanturn, I kept attacking him with thunder forgetting his ability and then was sadly reminded. I got far into the battle tower, making it into the 80's twice, but just couldnt complete it. When I thought all hope was lost, I realized that you could get a lotad in soulsilver from the safari zone. I knew about him, but always assumed he wasnt in the game, and also thought his hat looked a little funny as well, so I hadnt been using him. So i caught one, bred her, and got ready for the finale.

Basically the strategy was to surf with Kingdra and set up Rain dance with Vaporeon. Because of Vaporeon's water absorb and kingdras sole weakness to dragon, I was able to defeat most of my opponents by just using these two pokemon. Using Vaporeons helping hand to aid Kingdra, a rain booted surf did major damage. Often, the battle would end with both pokemon being close to full or even full HP. There was always the threat of Kingdra getting one shot by a dragon move, however I usually could retaliate with an ice beam from Vaporeon. If Kingdra fell, Ludicolo usually replaced him, and as long as rain was set up i was able to do even more damage as well with her. If Vapereon would fall, I would usually bring in Kabutops to replace him, and being he had one higher speed point than kingrda, would dig into the ground and avoid Kingdra's rain boosted surf and then finish off the pokemon. Often, opponents would go for Kabutops as well in their attacks, so I was able to dodge them underground then finish off the pokemon after.

Not all went to plan however. Ice teams proved to be an unexpected weakness, for they often set up or had pokemon that automatically set up hail, which was quite the counter. Kabutops did have rock slide, but it wasnt always reliable and led to a few close calls. In one such instance my Kingdra had fallen to an early sheer cold by a vengeful Wailren, and was left battling a man short. Vaporeon also fell as well, and was left battling it out with a hurt Ludicolo and Kabutops in hail. I managed to take down the wailren with ludicolo, but took me in the process. It was down to a hurt Kabutops vs snorlax and granbull, and the future was looking grim. I managed to get off a rock slide on snorlax, but missed the granbull. He went for a giga impact but missed. Snorlax flinched. Went for rock slide again. Missed Granbull, snorlax flinched, granbull missed giga impact. Another rock slide, this one taking out snorlax, hits granbull, and granbull misses a third giga impact in a row. Take him out next turn with waterfall. Sometimes you get to be lucky.
Thanks for reading and thanks to everyone who posted here!
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Hello, I play with emulator desmume the HG game and after 1792 wins (with back ups and using random teams, not a legal streak) I discover something strange.
The trainer number 1793 send Aipom, hapinny and buneary. That shocks me but after wining the seven oponents my streak was 1799.
So....seems that the game "resets" the trainers or something. Unfotunately I forget to made a back up to show that.

So i'm sharing the 2 back ups I save.

In the first back up I'm in front of battle tower boss gold symbol (showed as other diferent trainer but using his team and avatar when battle start). Sorry for no post a back up more recent.

In the other back up my streak is 1700+ (don't remember the exact number). My fault no having other more recent back up. Asuming someone hit 1792 streak without losing when playing this back up.....is possible to see the "reset" that the game have.


Other notes:

-At first, this "reset" happens when the player exits to the battle tower building. But I tried the same with 1700+ and nothing happened, so I discarded this hyphotesis.

-I start playing this streak after 1000+ wins but the streak was ilegal so I don't hit trainers in the 210-1000+ range, just I put the streak to start in 1000 after wining the 203 or 210 trainer, so not sure how this afects the game. This means that in a legal cartridge maybe you need to hit more than 1792 trainers..or not, no idea about that.

- The two saves have the same name because changing the name seems that deletes the save, not 100% sure. Are played in spanish.
 

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This is already known and also happens in Emerald, 1792/7 is round 256 which is 2^8. The game's check for trainer ids to use takes a number with only 8 bits of information, so round 256 is actually read as round 0 and 257 is round 1, etc.

The same thing will also happen at 3584 as that is 512 rounds (0 mod 256)
Ok, thanks for the information. Good to know that.
 
New streak of 203 wins (and ongoing*) done in the PtHGSS Battle Tower Link Mode by me (Carloss97) and my good friend 6arci on our Spanish retail copies of Platinum.

The team:

*Carloss97's side:

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


Metagross @ Occa Berry
Ability: Clear Body
Shiny: Yes
IVs: 31 / 31 / 31 / 7 / 31 / 31
EVs: 84 HP / 252 Attack / 4 Defense / 4 Sp.Defense / 164 Speed
Adamant Nature
- Iron Head
- Earthquake
- Bullet Punch
-Thunderpunch


*6arci's side:

Latios (M) @ 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


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


After using the combination of Team Syzygy + Metagross on some of the doubles categories and seeing how well it performed, I decided to look back on the previous PtHGSS Link streak of 106 that I did alongside my trusted friend 6arci, which granted us the 2nd position of the leaderboard, knowing that this new version had the potential to improve it. So i proposed the idea to him which he gladly accepted.

So with the new version of the team, that until this point was only tested in doubles, we decided to share the 4 mons in this distribution: I lead Garchomp with Metagross in the back, and 6arci leads Latios again but now with Raikou on the reserve. This was done mainly so both of the Earthquake users could use it freely while Latios was still on the field. Also most ice attacks tend to target Garchomp (or so i perceived) so sometimes the switch seemed useful. These aspects made the mode a little more challenging than mere doubles, although with the added factor of being able to target one side of the rival field first clearing it and turning the battle into a 2vs1 (which is an advantage most of the time with these fast beasts, but with the extra risk of the enemy doing the same to you)

We needed a couple tries as 2 of the streaks ended well into the 100s after facing a Team lead by a Bronzong (which levitated both times) that set up Trick Room + an Earthquake inmune pokémon (Articuno on one instance and a Gardevoir that traced Latios' levitate on the other) and another one (the most soul crushing) when the our DS (which were fully charged, are in very good condition and place literally next to each other on a table) decided to randomly disconnect, ending the streaks and giving me flashbacks from that time my GBA died ending my first World Record Streak on the Pyramid.

If it were not for 6arci after that occurrence, and thousands of battles witth mostly the same team on the last couple months, I was ready to quit this challenge or at least to put it in a very long hold, as i felt very burned out. But luckily, 6arci who was probably not as tired as me, conviced us to continue the conquest of this new World Record (my and Team Syzygy's 8th concurrent one here in gen 4) and so we did, bringing us now to this post.

So right there I experienced 2 particular situations that could only arise from the way I happened to tackle this streak.

First the disconnect which i pressume is due to hardware issues and alongside my GBA Sp incident the previous year, makes me think each day more and more that emulators may be the way to go in order to circumvent these stupid roadblocks that have no other impact on the challenge other than to frustrate you when they decide to show up.

And then the fact that by having a friend to share the succes with i was not aware that we were going to share our failures too.
So at that time having him at my side, reassuring me what i showed him our team was capable of, and reminding me about our goals, he gave me back the mental energy I was lacking there and then so we could finish our challenge. And although sometimes we clashed in what decisions to make, i feel that overall this mode's experience is much more smooth and enjoyable with another human player.

And that’s when some conflictinig thoughts started stirring inside me regarding the emulator vs retail debate.

On one hand after beeing burned out by hardware issues (or potentially hardware issues because i'm not sure what really caused the disconnect), looking at emulators as the best way to preserve any game, but particularly these frontier challenges, seems like a no brainer.
As I feel these ways to end the streak are so far removed from gameplay that I'm sure most of us sees them as unnecesary.

But then, what about the mental?. Yeah I want to talk about this psychological (sometimes purely emotional) aspects of the challenge that made me almost quit on some ocassions and that most of you have experienced at some point.

I know those dissapointments caused by hardware are not the most common, but...

How many streaks were not continued because of stupid luck from the opponent? those instannces, although more commonly seen as "Hax" by the most casual players, for those of us who have spent some extensive time here, it's just seen as a natural part of the process and we agree that we have to accept them in order to succeed. But even though we accept their existence when they affect us they end up taking a toll on our strategies and at the very least, they change the way we approach our next tries. Wether by adjusting the team, planning a new one altogether or even making us reconsider to continue once again. And i would argue that this feelings are accentuated exponentially after long streaks as the cost of getting to the same point again, is much bigger. So I see this mental aspect as an ever present, altough most times silent, part of the game.

So all that lead me to look at specifically the use of speed up option on emulators, which as far as I am aware seems to be accepted. And far from shaming anyone for using it or wanting to outright ban it , I just want to raise the next question: Is it really fair to put retail and emulator streaks on the same category as long as that option is accepted on the latter ones?

I ask this not to split the community, but seeing as how influential this aspect was on my whole run through the frontier (which wether it truly ends now, or I put it on hold for some time i don't really know), as these feelings of burn out, accentuated by these long streaks and many attemps in a relatively short amount of time, with mostly the same 3 mons, have clearly shapen my overall experience and results of the challenge. And so I feel the need to share these particular thoughts with you all.

I would argue that for someone that uses that speed up option, using those bulkier or multi-turn set up teams seem more attractive than to someone bound to the dragging speed of the retail copies.
At least that was one reason for me to chose these 3 speedy and powerful sweepers, as i adopted a mentality where if I saw the battles ending quickly and seeing the number of wins growing fast as well, it ended up having a very positive effect on my morale, whether that helped to continue the streak or restarting them after a loss, i saw that as and advantage coming from my team selection, not too far (at least in concept) from lets say "I'll change this mon next time to counter this situation that killed me" (Again, not talking about the complexity, but the nature of the decisions and their consequences)

And as such I currently tend to avoid those type of teams (the slowly but surely setting up ones) as i know the time sink of using them would have made me less willing to keep battling.

That way i would argue that the archetype of team used could be greatly influenced by the version of the game chosen to play (in this case emulator vs retail), and does that not warrant the split of categories on other ocassions?

Let's look for example at the different battle tower formats from DP as with the release of PtHGSS the "tradeback movesets" category was implemented in order to not alienate those without the availability of the new resources, thus preserving an interesting and challenging space to keep them competing without their strategies feeling obsolete (at least that’s always been my presumption) .


And i know that some of you will look at me now after stating my preference of teams by just saying "Git Gud", cope and just have patience if you really want to replicate something similar (and i wouldn't entirely disagree with you hahaha). But just to reflect let's compare this attitude with the previous case: one could spend more time in retail compared to a sped-up emulator to get those results just as one could spend more money to get the newer retail games to get acces to those new movesets to even their options with those who already did.
And as i'm pretty sure most of us feel the second one as pretty unfair, and it might be one reason as to why we accept the use of emulators in the first place. But did we create more problems with this solution?


At this point in time i don't really have a preferred position on the matter. I just want to raise awareness about this question as I'm not entirely sure if i would really want to advocate for another splitting of categories nor i would want to deterr those fond of the option from experiencing this amazing post-game (just because i don't currently have access to said options), specially considering that sometimes, the demands of our lives leave us with little to no time to dedicate to this enjoyable but ultimately recreational activities, so I can see the appeal perceived by those who choose to use it .

But then again, what about those that look at the top numbers on these lists and feel left out because the resources available in their lives (mainly time) won't allow them to fight for those increasingly demanding top positions on the leaderboard, and seeing that they could never reach a "meaningful" performance, they altogether abandon the challenge or at least they don't feel the need to push further?

I would argue that the first and "simpler" solution would be to not really care about that and just feel the enjoyment of the process from teambuilding to the end of your streak and accept whatever results you get. Which was precisesly how I aproached this in the first place and what I would still recommend as the best option.

But seeing as how sometimes after all that, an urge to improve those streaks arose where I felt the need to make adjustments followed by seeing how much I should deviate from my experience until that point if I really wanted to challenge the dominant strats, so it made me disinterested in pushing further on some categories.

And I'm not mad about that and I'll gladly accept it as part of the game, where my approach gave me some advantages while others got some different ones by selecting other strategies. And so I see the beauty in that multiplicity of options and feel that for me it might have been a core part of the experience. As well as I accept that not everyone who looks at this thread, will experience the same thought process while challenging themeselves.

And as such I raise the question not in a vain way to try to alter my results, as I feel more than accomplished with my performance and this is the enviroment i decided to compete in the first place as well as feeling no desire to do it once again nor even trying to get better results in a hypothetically altered leaderboard (at least not so soon). I just want to let us be aware of this aspect so we take it into account if in the future further changes are needed, if for example, some strategies start to dominate mercilessly and those unable to cope with the new enviroment feel too alienated to the point very little people will be interested in continuing the fight for the top spots. Or this might just be such a niche occurrence that it wouldn't realisticly warrant any changes in the current approach to the rankings, i don't know.

So sorry for the long reflection, as it may be nothing more than the rumblings of a madman that spent too much time lately obsessing over one of his childhood's passions.

That being said no matter where your final opinion on the matter lands, I want to end this post by thanking all of you for keeping this community alive and will like to encourage any of you, one more time, to challenge yourselves and try as many modes as possible with any team you can extract joy from, even if others call it cheap, or you think your streak won't be near the better ones, remember to always keep playing just for you, while letting others (and even yourself) compare your performances using which ever criteria they deem fit, without that opinion tarnishing your efforts to have fun.

Take care everyone!
 

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Heart Gold Battle Tower Multi-AI Partner
Ongoing streak:
49

Working through a new streak for battle tower multi-AI. Currently up to 49 wins using:

Feraligatr @ King's Rock
225 attack / 225 speed EVs
- Waterfall
- Rock Slide
- Ice Fang
- Shadow Claw

Espeon @ Wise Glasses
225 special attack / 225 speed EVs
- Psychic
- Shadow Ball
- Signal Beam
- Morning Sun

I know this isn't the most 'meta' team, but I thought I would try something different and see how far it can go. I had a derpy interaction between Riley's Machamp and a Swampert, both of them decided to continually spam counter into each other. I have got my Platinum save still where I streaked last time, so I might try doing a human-partner multi although I rather play with the AI than control two consoles myself. From memory, it was pretty slow with two humans.
 
Heart Gold Battle Tower Multi-AI Partner
Ongoing streak:
49

Working through a new streak for battle tower multi-AI. Currently up to 49 wins using:

Feraligatr @ King's Rock
225 attack / 225 speed EVs
- Waterfall
- Rock Slide
- Ice Fang
- Shadow Claw

Espeon @ Wise Glasses
225 special attack / 225 speed EVs
- Psychic
- Shadow Ball
- Signal Beam
- Morning Sun

I know this isn't the most 'meta' team, but I thought I would try something different and see how far it can go. I had a derpy interaction between Riley's Machamp and a Swampert, both of them decided to continually spam counter into each other. I have got my Platinum save still where I streaked last time, so I might try doing a human-partner multi although I rather play with the AI than control two consoles myself. From memory, it was pretty slow with two humans.

RIP streak died at 53 wins.
Feraligatr, Espeon & Salamance, Heracross VS Walrein, Garchomp & Bastiodon, Rapidash:

Turn 1:
Salamence uses Dragon Claw on Walrein
Feraligator uses Rock Slide
Walrein uses ice beam and kills Salamence
Comment: In hindsight I should have Waterfall'd the Bastiodon and ignored the Walrein, I was trying to preserve the Salamence by trying to use a super effective move on Walrein.

Turn 2:
Heracross mega horns Walrein, kills Walrein
Feraligator uses Rock Slide
Comment: Should have known my AI partner will go the Walrein, again another opportunity to kill the Bastiodon and I didn't take it - was too locked onto killing Walrein.

Turn 3:
Garchomp comes out!
Heracross reversals Bastiodon
Garchomp outrages and kills Feraligator, already had some chip damage from the Bastiodon from earlier turns - lucked out in the 50/50 chance.

Turn 4:
E psychic Garchomp
Heracross earthquakes, Garchomp falls to 1HP, Bastiodon faints, Espeon is sittin at 50%~ HP
Espeon dies to outrage
Comment: I'm sure Espeon would've died to an outrage, but EQ'ing my Espeon upset me greatly.

Turn 5:
Rapidash comes out and GG.

Many mistakes on my part in this battle, deserved to lose it really.
 
Battle Factory Single Battle Level 50
record 34
I made it to battle no. 7 of round 5 and my team had a Bronzong, Jynx, and a Metagross.

In the previous battle I went up against a trainer that liked to use Electric types. Too bad for me because the Electric types were Electrode and Ampharos who weren't really good with Metagross with these atrocious movesets
The staff tells me the next trainer doesn't focus on any specific type so I try to capitalize on my Bronzong's hypnosis move instead of setting up trick room. I exchange because that's what they call a trade in the battle factory my snorlax for jynx.
The ai's lead is honchkrow. I use Signal Beam which is a throw. Honchkrow flinches my bronzong as if mocking for not having even bigger eyes and going for the hypnosis when I just thought up a gameplan to use sleep but I was too laser-focused on killing Honchkrow with metagross that I forget to click hypnosis.
Bronzong dies to the next hit but my metagross gets hit by a crit.
 
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Heart Gold Battle Tower Multi-AI Partner
Ongoing streak:
63

Aerodactyl @ Focus Sash
225 attack / 225 speed
- Stone Edge
- Aerial Ace
- Earthquake
- Roost

Gengar @ Black Sludge
225 special attack / 225 speed
- Shadow Ball
-Thunderbolt
-Focus Blast
-Confuse Ray

  • Focus sash has been very useful on Aerodactyl, it is forcing opponents to double hit Aerodactyl which almost always allows for me and the AI partner to K'O both the lead Pokémon.
  • Gengar's confuse ray has seen no action at all, probably worth swapping for something else.
  • Roost has seen limited action, only used once or twice to stall out opponent whilst my partner gets hits off.
  • I have mainly partnered with Riley and Mira, sometimes they will have a mixed attackers - once being a physical and one being a special. I will take this when it is a special attacker lead to go with my physical lead.
  • Mira' Porygon-Z with Trick is horrible, I will avoid in the past. It will use Trick at all costs!
 
Heart Gold Battle Tower Multi-AI Partner
Ongoing streak:
63

Aerodactyl @ Focus Sash
225 attack / 225 speed
- Stone Edge
- Aerial Ace
- Earthquake
- Roost

Gengar @ Black Sludge
225 special attack / 225 speed
- Shadow Ball
-Thunderbolt
-Focus Blast
-Confuse Ray

  • Focus sash has been very useful on Aerodactyl, it is forcing opponents to double hit Aerodactyl which almost always allows for me and the AI partner to K'O both the lead Pokémon.
  • Gengar's confuse ray has seen no action at all, probably worth swapping for something else.
  • Roost has seen limited action, only used once or twice to stall out opponent whilst my partner gets hits off.
  • I have mainly partnered with Riley and Mira, sometimes they will have a mixed attackers - once being a physical and one being a special. I will take this when it is a special attacker lead to go with my physical lead.
  • Mira' Porygon-Z with Trick is horrible, I will avoid in the past. It will use Trick at all costs!


Great to see someone putting some time into this, it's my favourite mode (in Gen IV and III).

A few questions/suggestions:

Aerodactyl @ Focus Sash
225 attack / 225 speed
- Stone Edge
- Aerial Ace
- Earthquake
- Roost

Aerodactyl is quite frail for a lead in this format even with a Focus Sash - it's weak to several common spread & priority moves so I imagine sometimes it still dies on turn 1. What ability are you running on it? Aero is a curious case where both its abilities are quite underwhelming on paper but very useful for it in certain contexts - Rock Head makes running Double-Edge (which is a Gen III move) much more appealing, but Pressure has a lot of situational use (more on this below).

  • Roost has seen limited action, only used once or twice to stall out opponent whilst my partner gets hits off.

I was going to ask about Roost on Aerodactyl. It seems a slight waste of a moveslot here because it'll rarely be worth healing over attacking and most attacks Aerodactyl is weak to will just KO it outright, especially since opponents tend to gang up on a weakened opponent. There aren't a better array of strategic moves (I checked to see if Aerodactyl learned Endeavour because I thought most things did, but no) but there's a whole bunch of offensive options: Crunch is useful for Psychics, Ice Fang is a good option to nail the 4x weakness on dragons, and Thunder Fang gives you an edge against some Water-types though it will rarely KO most of them. Protect or even Fly are actually both a possibility to buy some time if you feel like you're going to be ganged up on (can be interesting in conjunction with Pressure to waste low-PP moves, though) but you run the risk of falling into the trap of depending on the AI partner to do the work for you, and this is a bad strat.

Overall though would actually suggest running Rock Slide as the most optimal fourth move - it's worth running even alongside Stone Edge because it's helpful to have a double-target move (especially one a lot of foes are weak to) and the flinch chance occasionally comes in handy. Personally I would use it over Stone Edge altogether because I don't like trusting to low-accuracy moves but I can see where running both would be helpful.

  • Gengar's confuse ray has seen no action at all, probably worth swapping for something else.

Yeah again I would say Confuse Ray is a waste of a slot here. Using stalling tactics just doesn't pay off in this format, it's too fast-paced and much too dependent on luck to serve you well except for in very specific circumstances.

I'm also very much more inclined to run special attackers first, physical attackers second because of the ever-present threat of Blissey coming out second and being unbeatable - if you were to run Gengar first Destiny Bond might have some merit as a last-ditch easy KO. Though, again, it's harder to use effectively in doubles and sacking one of your Pokemon puts more pressure on your partner to perform better which is extremely risky unless you're leaving things 3v1. Perish Song is a useful way to guarantee kills but it's highly risky and should only ever be used when both opponents only have their last mon left (and ideally you have all 4 of yours).

If you are going to run Gengar second though there's a whole host of better offensive options to go with - Dark Pulse, Psychic, Giga Drain, Energy Ball, Sludge Bomb. Even Sucker Punch has some potential merit.

  • I have mainly partnered with Riley and Mira, sometimes they will have a mixed attackers - once being a physical and one being a special. I will take this when it is a special attacker lead to go with my physical lead.
  • Mira' Porygon-Z with Trick is horrible, I will avoid in the past. It will use Trick at all costs!

The AI will pretty much always use Trick first, even when they're holding a beneficial item like a Choice Scarf (this can sometimes lead to funny situations in a single battle when both Pokemon have a Choice item). Do not ever - and I mean ever - partner with a Trick user, it's just not worth it. As a matter of course you should be seeking a partner with 8 fully offensive moves, anything fewer than this is unoptimal.
 
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Crunch is useful for Psychics, Ice Fang is a good option to nail the 4x weakness on dragons, and Thunder Fang gives you an edge against some Water-types though it will rarely KO most of them.
I will be swapping out roost for sure, I noticed that it is very dicey when facing Gyarados so I think I'm going to opt for Ice Fang on Aero. I'm running pressure on this Aero. Also considering changing the Stone Edge, seem to have times where I am missing 2 stone edges in a row and then it's too late for poor Aero.

If you are going to run Gengar second though there's a whole host of better offensive options to go with - Dark Pulse, Psychic, Giga Drain, Energy Ball, Sludge Bomb. Even Sucker Punch has some potential merit.
Thinking of mixing up the starting mon. Could run Gengar in the first position. I have found that I am more often than not, partnering with Riley anyways so it would be good to have special attack in the front. I have only encountered 1 Blissey so far!

Do not ever - and I mean ever - partner with a Trick user
I had a funny opponent AI interaction - I can't remember both mons, one was Bronzong. AI opponent #1 used Trick Room, then right after that the Bronzong (AI #2) uses Trick Room in the same turn. Truly incredible!
 
I will be swapping out roost for sure, I noticed that it is very dicey when facing Gyarados so I think I'm going to opt for Ice Fang on Aero. I'm running pressure on this Aero. Also considering changing the Stone Edge, seem to have times where I am missing 2 stone edges in a row and then it's too late for poor Aero.


Thinking of mixing up the starting mon. Could run Gengar in the first position. I have found that I am more often than not, partnering with Riley anyways so it would be good to have special attack in the front. I have only encountered 1 Blissey so far!

If you run Gengar in the first position Destiny Bond/Focus Sash is def worth trying - alternatively you could go for broke and run a Life Orb or something. I haven't run the calculations since Gengar isn't a mon I use much but I imagine it needs some help pushing its moves up to OHKOs. Obviously Tyranitar is out as a potential partner from Riley if Gengar runs Focus Sash since, unlike Aerodactyl, it's damaged by Sandstorm.

I had a funny opponent AI interaction - I can't remember both mons, one was Bronzong. AI opponent #1 used Trick Room, then right after that the Bronzong (AI #2) uses Trick Room in the same turn. Truly incredible!

Yes I've had that happen as well - Trick Room is another one the opponent will also go for first, but the AI isn't smart enough to recognise the double-usage. I've also had opponent AIs tussle for control of the weather - one using Rain Dance, the other using Sunny Day, back and forth as the battle goes on.
 
Yeah again I would say Confuse Ray is a waste of a slot here. Using stalling tactics just doesn't pay off in this format, it's too fast-paced and much too dependent on luck to serve you well except for in very specific circumstances.

I'm also very much more inclined to run special attackers first, physical attackers second because of the ever-present threat of Blissey coming out second and being unbeatable - if you were to run Gengar first Destiny Bond might have some merit as a last-ditch easy KO. Though, again, it's harder to use effectively in doubles and sacking one of your Pokemon puts more pressure on your partner to perform better which is extremely risky unless you're leaving things 3v1. Perish Song is a useful way to guarantee kills but it's highly risky and should only ever be used when both opponents only have their last mon left (and ideally you have all 4 of yours).

If you are going to run Gengar second though there's a whole host of better offensive options to go with - Dark Pulse, Psychic, Giga Drain, Energy Ball, Sludge Bomb. Even Sucker Punch has some potential merit.
I have data on a specific situation that I’ll try to explain clearly. I sent out my Gallade to face an Abomasnow which didn’t knock it out with Brick Break, and then it crits with Ice Beam. Forretress came in with Counter, and Hypno used Hypnosis but didn’t use Counter against my Gallade.

Out of frustration, I forfeited. I could have used Confuse Ray, but the AI clearly thought Trick Room was the better option here. It makes you wonder if the same thing would have happened on an emulator.
 
Battle Hall Double Battle
record 168
Hey everyone! I just jumped into the Battle Hall with Latios in Doubles, and I found it kind of surprising that no one else has tried it yet. I took some notes on how my first attempt went, so I wanted to share.

I managed to beat Ice, Ghost, Psychic, Dark, and Steel, thinking I was gearing up for an Argenta battle. I used standard Life Orb and White Herb until round 6. At that point, I decided to switch things up and picked Rock first instead of Normal to prepare for Blissey. Honestly, I just woke up, so I can’t quite remember how I won the Normal round—sorry if anyone was looking for my strategy on that!

My first loss with Latios came when I faced off against two Snorlax. That’s when I started really focusing on optimizing my items. I switched to Choice Scarf and Focus Sash. I had a bit of a rough time with Skuntank because Latios missed Draco Meteor when I was trying to deal with it. After that, I swapped out the Focus Sash for a Wide Lens and went back to using Life Orb on my other Latios.

Things got tense when I faced Abomasnow. One of them survived my Draco Meteor and hit my Latios with Hidden Power Fire, but somehow it survived Avalanche? Gastrodon and Steelix almost caused me some trouble too, but what ultimately ended my run was a Fake Out from Hariyama. Overall, it was a wild ride!
 
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