Challenge 4th Generation Battle Facilities Discussion and Records

I'm pretty set on the Maro/Zapdos core, I think it's worked very well so far.
Yeah, it's a good Disquake+Tailwind core.
I'd only adjust Zapdos' spread like this: 224 Speed (to outspeed fully invested base 85s, which are the fastest mons you can outspeed), max Sp. Atk and the rest probably in HP. And I'd also play it Sash, since it's not very bulky and it's pretty vital to you to set up Tailwind.
Marowak is already ok. With a 31 speed IV + full investment it'd outspeed everything under Tailwind, but the only thing faster than it is Electrode and I guess you're just not scared of it (lol).
As for the rest, Marowak is pretty frail and very weak to water, grass and ice. And, while Zapdos' Thunderbolt can deal with a good number of water types, Heat Wave is just not consistent enough to take care of the other two types. Here basically every good steel type can help you, especially if you play them Lum for ice moves: Heatran, Scizor, Metagross etc. Just keep in mind that they need to hit 106 speed to outspeed everything under Tailwind.
Regarding the fourth slot, Latios (just play it Timid max Speed and max Sp. Atk) is always a good partner for steel types. If you are afraid to be too weak to Ice, Azelf (it's up to you if mixed or special, but play it max Speed +Speed nature) can be a good replacement, even tough you'd loose a lot of important resistances and bulk. It's kind of mandatory you teach them Grass Knot for Water/Ground mons (technically Metagross can learn it too).
I know this team doesn't make the most of Lightning Rod, but it has a good synergy. If you want to build around Marowak's ability, you should probably scrap Zapdos and build somehing totally different.
Hope I've been of any help!
 
Last edited:
I've had a run using a DisQuake team with Garchomp, Zapdos, Infernape, and Metagross.

Infernape @ Focus Sash
Ability: Blaze
Level: 50
EVs: 60 Atk / 252 SpA / 196 Spe
Naive Nature
- Fake Out
- Overheat
- Close Combat
- Grass Knot.
I believe 252 SpA Infernape with Overheat, Close Combat, and Fake Out is the best build for Infernape. The last move slot is free and I'm going with Grass Knot to take down Water-Ground attackers that wall Zapdos. I put too much EV into Attack so now Infernape is outsped by Garchomp, which is unfortunate.

Zapdos @ Sitrus Berry
Ability: Pressure
Level: 50
EVs: 244 HP / 52 SpA / 212 Spe
Modest Nature
IVs: 2 Atk / 30 Def
- Discharge
- Thunderbolt
- Protect
- Hidden Power [Ice]
I'm going with a bulky Zapdos this time to maximize its survival chance against Froslass without needing a Yache Berry. It is also barely fast enough to outspeed Jolly Gyarados.

Garchomp @ Life Orb
Ability: Sand Veil
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Protect
- Rock Slide
A standard Garchomp to serve as Zapdos' partner. Not much to say here. I'm not quite a believer in Yache Berry so I'm going for Life Orb instead.

Metagross @ Choice Band
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Bullet Punch
- Explosion
- Earthquake
- Meteor Mash
I believe that Metagross is the best Pokémon of Gen IV Doubles with its Steel typing, high Attack, priority move, and Explosion. This Metagross is simply built to hit as hard as possible.

The team had a 155 win streak before losing to a team of Claydol, Armaldo, Rhyperior, and Aerodactyl.

 
Last edited:
After a fairly lackluster loss at battle 441 using the team from my previous post (don't exactly remember the battle itself, all I remember is that I underestimated an Ampharos, which ultimately led to my loss), I used the opportunity to start from scratch with a new Battle Tower Doubles team that I've been testing.

Currently at 161 wins (ongoing).


Cepha (Garchomp) @ Focus Sash
Ability: Sand Veil
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Swords Dance
- Protect


Tethys (Cresselia) @ Leftovers
Ability: Levitate
Level: 50
Shiny: Yes
EVs: 252 HP / 60 Def / 112 SpD / 84 Spe
Bold Nature
IVs: 0 Atk
- Psychic
- Icy Wind
- Grass Knot
- Helping Hand


Zapdos @ Life Orb
Ability: Pressure
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Heat Wave
- Hidden Power [Ice]
- Protect


Scizor @ Lum Berry
Ability: Technician
Level: 50
EVs: 92 HP / 248 Atk / 4 Def / 164 Spe
Adamant Nature
IVs: 11 SpA
- Bug Bite
- Bullet Punch
- Swords Dance
- Protect

To be honest, this team has exceeded my expectations so far. I was never really sold on Garchomp in this format, especially in the lead position. But with the aid of Cresselia, it can accomplish things it cannot otherwise. Cresselia's role is to support Garchomp in anything it struggles with. Icy Wind drops the speed of threats that outspeed Garchomp, such as Weavile, Froslass or Starmie, which can then get dealt with by Garchomp. Grass Knot is mainly used to inflict decent damage on bulky Water types, which can put them into KO range for Garchomp. Helping Hand boosted Earthquakes can put some serious dents into the opposing teams, and helps Garchomp achieve KO's that it wouldn't get without the boost. Zapdos is the team's special attacker, and is needed to deal with the occasional Skarmory and Bronzong (which can both wall Garchomp and Cresselia), as well as having a way to effectively deal with Water types. Since the team has a big problem with Ice types, Scizor makes for a decent partner in the last slot. It's upsides compared to Metagross is that thanks to the ability Technician, it has a stronger Bullet Punch by default, which allows it to safely OHKO both Froslass and Weavile. Scizor gets often switched in for Garchomp due to potential incoming Ice type attacks, which is why a Lum Berry is required to avoid a freeze, which could end up being fatal.

The EV spreads are mostly pretty standard. Cresselia has enough investment in HP and physical defense to survive a critical hit from Weavile's Night Slash, the rest went into SpD to balance it's defensive stats out. 84 Speed EVs makes it outspeed the Jynx sets that carry status moves, so that it can at least act before it gets put to sleep. 164 Speed EVs makes Scizor faster than Cresselia, as well as most Gardevoir sets, which eases the match-ups against those. The rest went into bulk to increase it's longevity (it actually lives a Fire Punch from Hypno and a Fire Fang from Steelix).

If anyone has any suggestions to improve this team, I'd be glad to hear them.


20260521_214335.jpg
 
Hello everyone, I have 2 Important Announcements to make:

1: The leaderboard has been reupdated and reformatted. With massive, massive thanks to Eisenherz for creating a custom google sheet script that allows us to quickly generate BBCode for the revisions, and automatically sort streaks on a spreadsheet. This means I no longer have to manually edit the leaderboard, which was prone to errors and time consuming. All that has to be done now is input the data into the spreadsheet, then copy paste the BBCode over. That's it. (Yes I copied Valentino's homework lol)

If you spot any mistakes with the leaderboard, let me know. I'm old and technology scares me.

2: I have removed the "PtHGSS Battle Tower Singles TIME CHALLENGE (battles 1-49)" section from the leaderboards.

It was something that's been on my mind from before I inherited this thread. It's a category nobody posts about ever, it wasn't separated into Console/Emulator Manip/Manipless Categories which would be absolutely necessary because of timing differences, it's something that can hardly be verified without video proof, and most importantly, there's already a Category Extension for it over at Speedrun.com

Anybody who's interested in speedrunning the Battle Tower should follow the link above and submit their runs there. Personally, I'm speedrunning the Battle Factory. :row:
 
Last edited:
Cool team, as always. I really like this VGC-like building style.
Just: why not try Discharge on Zapdos? I know it's not in the lead with Chomp, but they're still in the same team.
I ran Discharge on Zapdos in the past on a different team which also had Garchomp in it, and eventhough I appreciate being able to hit both opponents with a decent chance of paralyzing them, I was disatisfied with the lacking damage output compared to Thunderbolt, and having to use Protect with the other team members if Garchomp wasn't around anymore. But I'll try it out in some test runs to see how it goes. Thanks for your feedback!
 
I ran Discharge on Zapdos in the past on a different team which also had Garchomp in it, and eventhough I appreciate being able to hit both opponents with a decent chance of paralyzing them, I was disatisfied with the lacking damage output compared to Thunderbolt, and having to use Protect with the other team members if Garchomp wasn't around anymore. But I'll try it out in some test runs to see how it goes. Thanks for your feedback!
I would personally run Discharge over Heat Wave because of how inconsistent the second move can be in longer streaks. But if you are not a precision freak like me (lol) the set is already perfect as it is.
 
I'm curious to know what moveset/items you'd give your theoretical "best 4th gen rain team" since I'm currently training up a Kingdra and Ludicolo myself. Right now I'm thinking something like this (paste) but I figured it wouldn't hurt to get someone else's input before I actually finish training the team and have to start all over again xd.
Well, first of all I'd change a couple of spreads. Keep in mind that 106 Speed is enough to outspeed everything with the stat doubled by the rain: so, given a 31 Speed IV, Ludicolo needs 124 EVs and Kingdra, quite ironically, only 4 (still, I'd give it 12 in order to make it always attack before Ludicolo). The rest can go into HP.
Besides, imho the Sash for Kingdra is kind of mandatory. Also, I should probably test it a bit before, but I think Specs Latios would be more effective. As for Scizor, the Lefties are probably the best choice.
Can I ask you what are Scizor's EVs for?
 
Well, first of all I'd change a couple of spreads. Keep in mind that 106 Speed is enough to outspeed everything with the stat doubled by the rain: so, given a 31 Speed IV, Ludicolo needs 124 EVs and Kingdra, quite ironically, only 4 (still, I'd give it 12 in order to make it always attack before Ludicolo). The rest can go into HP.
Besides, imho the Sash for Kingdra is kind of mandatory. Also, I should probably test it a bit before, but I think Specs Latios would be more effective. As for Scizor, the Lefties are probably the best choice.
Can I ask you what are Scizor's EVs for?
Thanks for the suggestions, Kingdra and Ludi's EVs aren't finalized in-game yet so I can still change them. As for the Scizor EVs I actually have no idea, I was given this scizor in a trade years ago and it's already at Lv.100 so I can't really do anything about it but train a new one (which I just haven't done since this one has served me pretty well). I'm not the biggest fan of choice items in doubles, they just don't feel right to me I'll probably stick to LO for now.
 
Thanks for the suggestions, Kingdra and Ludi's EVs aren't finalized in-game yet so I can still change them. As for the Scizor EVs I actually have no idea, I was given this scizor in a trade years ago and it's already at Lv.100 so I can't really do anything about it but train a new one (which I just haven't done since this one has served me pretty well). I'm not the biggest fan of choice items in doubles, they just don't feel right to me I'll probably stick to LO for now.
You're welcome!
That's fair. I, on the other hand, am not a fan of Life Orb. Lol. Just make sure those 10%s won't be crucial.
Btw got it. I tend to prefer more offensive Scizors, but I'm pretty sure yours can survive some weaker fire moves under the rain with that spread.
 
Second run on the Battle Tower and my first attempt at a Rain team. Despite being a "Rain" team, it includes only 1 Rain setter.

Kingdra @ Wide Lens
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Muddy Water
- Protect
- Rain Dance
Since Drizzle isn't available in Gen IV Battle Tower, Kingdra serves both as a Rain setter and a Rain sweeper. Despite giving up a move slot for Rain Dance, it doesn't suffer from Four Move Slot Syndrome at all. Because both of its STAB moves have 90% accuracy, I gave it Wide Lens to maximize its reliability.

Hitmontop (M) @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Fake Out
- Sucker Punch
- Close Combat
- Protect
I want a Fighting-Type with Fake Out to support Kingdra and take down bulky Water/Ice opponents. This time I'm picking Hitmontop for its combination of Close Combat and Sucker Punch. Sucker Punch is pretty great for taking down Alakazam, though things like Starmie and Froslass can still survive it.


Metagross @ Choice Scarf
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Iron Head
- Explosion
- Earthquake
- Ice Punch
Still the best Pokémon for Gen IV Doubles. I find that Choice Scarf makes it much more reliable than other items. Jolly Max Speed is needed to outspeed Aerodactyl. It doesn't need Bullet Punch anymore, freeing up a move slot for Ice Punch.

Gengar @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Thunderbolt
- Explosion
- Nasty Plot
I was interested in a Ghost-type partner for Metagross. Nasty Plot is a very interesting tech here as if Kingdra or Metagross can score a double KO, then Gengar has a free turn to set up its offensive power.

The team "lost" to a Hail team as we lost the weather war, allowing Glaceon to dodge Close Combat twice. Gengar was actually able to KO the final opponent, but fainted due to Life Orb. This loss was pretty frustrating because I'd have won under PvP rules.

Here is the recording of the run.
 
Gengar @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Thunderbolt
- Explosion
- Nasty Plot
...Huh? Correct me if I'm wrong here, but I thought Gengar couldn't even learn Nasty Plot until all the way in Gen 8. I did remember a fast Ghost getting the move in HGSS at least, but that was Mismagius, not Gengar.
 
INTRO:
Hi everybody. First time posting so a brief self-intro. My name is MaliciousMuffin, I've been playing Pokemon in some way or another since the original DPPt and have been involved in competitive singles since S/M. I've recently picked up the Gen 4 frontier again and decided to try the battle tower seriously. My first run going into the hundreds used Drapion/Mesprit/Garchomp, the classic world record Jumpman team, ended with 165 wins.

For those that don't know how that team works. TLDR in one sentence: Mesprit Tricks a Choice Scarf, locks the enemy into one move and cripples them with debuffs before the crit-immune Drapion or the monster overstat Garchomp comes in, sets up, and sweeps.

I'm here to write down what I learned and my new original team that builds on top of Jumpman's strategy. So far, this team has carried me past my old record to 168 wins, where my streak currently resides. In the case my streak goes into the hundreds, I thought I would start documenting it from here.

1779916286087.png


TEAM:
Disclaimer 1:
I'm playing on emulator
Disclaimer 2: My Latias and Registeel aren't actually perfect (Those interested in the exact stats can view the PokePaste below). In the era before bottle caps, I am constrained by the RNG of the game and even with third party tools to help me these are the best ones I could find within a reasonable number of encounter frames. For the purposes of this team, the best Latias would be 31/0/31/x/31/31. 0 Atk to minimize confusion damage because Battle Tower loves Signal Beam and Confuse Ray. SpAtk doesn't matter because she will not be attacking.

PokePaste: https://pokepast.es/40d79f81552e74e6
1779916217365.png
1779916251167.png
1779916263062.png


POST-MORTEM AUTOPSY OF MY ORIGINAL TEAM:

1. Drapion Setup Time:
Drapion is considered a very reliable Pokemon in the frontier because he cannot get crit, which is an enormous consideration with crit rate = 5%. Unfortunately, the battle tower rewards winning streaks in a game that is inevitably based on luck, over the course of hundreds, thousands of games, a random crit is bound to happen. However, in exchange of being immune to random crits, Drapion is susceptible to other inconsistencies. Acupressure boosts are completely random and it takes up to 21 turns to get +6 in every stat (theoretically you could get all the stats you want super early and reduce the amount of turns).

So is it always possible to get the full boost?

Full boosts are not always possible in the frontier, especially considering enemy PP usage. Suppose Mesprit Tricks + Choicelocks a move like Stone Edge or Blizzard with 5PP. Enemy moves are not PP-maxed in the frontier, so you have 5+4 or 5 turns of struggle before the enemy KOs itself. That's not enough time to even get half of the boosts for Drapion.

Why not just keep boosting on the 2nd enemy Pokemon then?

First, important caveat to note is that you can't Acupressure behind a substitute in Pt/HGSS. This got fixed in B/W.

Sometimes this is the optimal play. You put a sub up right before the first enemy KOs itself. But consistency is reduced. The second enemy is not choicelocked and not crippled with a ton of Charms and Flashes. This might not matter if the second enemy Pokemon is Lopunny4, and you already got 2 defense Acupressure boosts, bringing Drapion to +4. Here you would just let Lopunny break your sub and keep boosting. But it also could be the dreaded Quick Claw + Earthquake + Horn Drill Rhydon4, in which you need that out of your face ASAP.

When does Garchomp come in?
Precisely in this situation. Garchomp only needs 3 turns to get +6 Atk with Swords Dance, making him a far better alternative when the enemy move has 5PP and is not Blizzard. If it is Blizzard, Mesprit's Twave and Flash can hopefully make a few miss, Garchomp can SubStall the rest, and set up while the enemy Struggles.

2. Mesprit's doesn't have enough WEAKNESSES
Yes. Weaknesses.

Once you're out of the first few dozen battles, smart AI kicks in. The enemy battle AI prefers to use moves that are supereffective on you. Mesprit is a pure Psychic-type and is only weak to Bug, Dark, Ghost. Bug is not a very common type, but Heracross's Megahorn could be a problem. Usually, this is a good thing because the common Night Slashes and Shadow Balls flying around would get absorbed by Mesprit, the enemy gets locked into it, and Drapion tanks a move it resists while it sets up.

What if the enemy doesn't have a supereffective move on Mesprit, like Lapras4 or Regice3, but they still have high base SpAtk and are SpAtk invested? They click a neutral STAB move.

252+ SpA Lapras Surf vs. 252 HP / 0 SpD Mesprit: 66-78 (35.2 - 41.7%) -- guaranteed 3HKO

252+ SpA Regice Ice Beam vs. 252 HP / 0 SpD Mesprit: 72-85 (38.5 - 45.4%) -- guaranteed 3HKO


Mesprit gets 3 turns to do something. You can either Trick/T-wave/Flash, or Flash 3x.

Option 1: Losing turn to paralysis is 25% in Gen 4, one Flash drops accuracy to 75%. Lapras now hits her Ice Beam only 0.75^2 = 0.5625, 56.25% of the time, but her speed is also debuffed.

Option 2: -3 accuracy = 50% accuracy, but no speed debuff.

Because Lapras has a Scarf now, +1 Speed Lapras barely outspeeds +0 Speed Drapion. We go with Option 1.

And now we get to the final problem:

3. Drapion is understat, with 70 HP/75 SpDef bulk.

This is how I lost the first time.

Drapion might only have a ground weakness, but he's lacking in the resistances department and often can get statchecked by a neutral special move before he's done with his 21 turns.

252+ SpA Lapras Surf vs. 0 HP / 196+ SpD Drapion: 61-73 (42 - 50.3%) -- guaranteed 3HKO after Black Sludge recovery

Turn 1: Acupressure, no SpDef boost. Lapras hits her Surf.
Turn 2: Acupressure, no SpDef boost. Lapras hits her Surf
Turn 3: Drapion is forced to Rest, hopefully Lapras misses or gets paralyzed, we gotta buy more time to get at least one boost. Lapras hits her Surf.
Turn 4: Drapion is asleep. Lapras hits her Surf
Turn 5: Drapion is asleep. Lapras hits her Surf, Drapion is KO'd.
Turn 6: Garchomp comes in and Swords Dances once. At this point I need RNG to save me. Whether it's optimal to double Earthquake or Swords Dance + Earthquake depends on the other Pokemon in the back, which I don't know. If Lapras is the last enemy, clicking Outrage is optimal because it could just crit and turn a 2HKO into a OHKO. |
The only thing that sort of gives me a hint is that different trainer classes in the frontier seem to be more likely to use different Pokemon (Veterans and Rangers seem to have the Legendary Golems, Legendary Birds, trainers with bulky mons tend to have more bulky mons, etc.) If there is at least one bulky mon in the back I will need to be +2 to OHKO it, so I go for the boost. Lapras hits Surf.

252+ SpA Lapras Surf vs. 4 HP / 0 SpD Garchomp: 76-91 (41.3 - 49.4%) -- guaranteed 3HKO

Turn 7: Garchomp subs. Lapras hits Surf and breaks it.
Turn 8: Garchomp subs. Lapras hits Surf and breaks it.
Turn 9: I'm out of HP to sub, I gotta finish off Lapras with an Earthquake and hope the next 2 mons I can OHKO.
Turn 10: The next mon who comes in...has a Focus Sash...gg....if only I had a sub to tank a hit.

The odds of Lapras landing all 8 Surfs without losing a single turn to paralysis or miss is around 1% in this case. Not to mention this was combined with getting the wrong boosts and the second enemy just happened to have a Focus Sash. Needless to say this was very unlucky, but what are some things we can do to potentially mitigate these issues?

LATIAS/REGISTEEL/GYARADOS TEAM:

On Setup Time:
Registeel needs 9 turns to set up 6 curses and 3 amnesias, less than half the time for Drapion. He also decides which boosts to take first, making him a lot more reliable in this regard.

On Weaknesses:
Why not Mesprit/Registeel, Why Latias/Registeel?
Latias has a more volatile type matchup spreadsheet, meaning more weaknesses and resistances. Luckily, her weaknesses to Bug, Dark, Ghost, Dragon, and Ice are all resisted by Registeel, who tanks these moves like a champ (remember: Steel resists Dark, Ghost until the type rebalancing changes in X/Y). This means Latias is more likely to get targeted by some random coverage move the AI trainer is using, will choice lock the enemy into it, and then Registeel comes out and tanks it while it sets up. Registeel has way more resistances in general, which means neutral moves will probably get tanked too.

Registeel is only weak to Fire, Fighting and Ground. Latias resists Fire and Fighting moves, and is immune to Ground via Levitate (the AI is special cased to be aware of Levitate when choosing moves in Gen IV). This means the AI will almost never choose these moves against Latias and won't be locked into them - great!

It seems in general Mesprit/Drapion is a great pairing and Latias/Registeel is a great pairing. Latias sponging Ice Beams doesn't benefit Drapion much, whereas Mesprit is at least neutral to Ice Beam and less likely to attract it unless it happens to be the enemy STAB option without a supereffective move to hit Mesprit. Mesprit's lack of resistances means something like Charizard1 might click Flamethrower against it, which is a Registeel killer. However, if facing Latias, Charizard1 will prefer Air Slash.

Why Gyarados instead of Garchomp?
I thought about this for a while, and the answer is Garchomp and Latias are both Dragon-types and share many weaknesses. There are less chances to switch Garchomp in if Latias is frequently locking enemies into Ice Beams and Draco Meteors. Instead, we should be considering what kind of rare situation Latias will lock in a move Registeel hates.

Gyarados is a scary dragon without the dragon type and resists Fire, Fighting and Ground, all 3 of Registeel's weaknesses. This means if a Pokemon like Charizard2 comes out, it could be locked into Overheat (since it's other attacking move is Solar Beam). Gyarados will roll in, dragon dance, and sweep. Status moves like Will-o-Wisp are also an issue, because Leftovers can't outheal burn in Gen 4. If T-wave or Will-o-Wisp is locked, Latias can T-wave + Flash x 6 so the odds of it connecting become minimal. Gyarados has a Lum Berry just in case.

Ditching the dragon type means Gyarados is not weak to Ice and Dragon, which saves it from the weakness sharing problem of mons like Garchomp and Salamence.

ISSUES WITH THIS NEW TEAM?
With 168 games in, I've already noticed a few issues. No team is truly perfect and only time will tell if this team only created more problems compared to the old one. After all, this team isn't the record setting team with 2500 straight wins...so I guess we'll have to see how it performs.

Critical hits...

The biggest one is that Registeel can get crit, unlike Drapion. Most of the time, this doesn't matter. The iron ball Pokemon is so tanky a crit Shadow Ball does barely any more damage than a regular Shadow Ball.

252 SpA Gengar Shadow Ball vs. 252 HP / 252+ SpD Registeel on a critical hit: 38-45 (20.3 - 24%) -- possible 6HKO

However, the real problem is with crit Earthquakes, Magma Storms, Overheats, and other supereffective moves. As we established, the first enemy is going to be locked into a move Registeel will probably resist. But after it gets KO'd, the second Pokemon could be something dangerous like Moltres4, who has White Herb + Overheat.

But we would be behind a sub, so we have crit insurance, right????

Registeel is very slow...

Sort of. Not as well as Drapion, anyway. Registeel is very slow, even slower with 6 Curses up. You can't lose your sub, and then immediately get a fast sub up again to block the next hit. The enemy will get one hit in before you are comfortably behind a sub again.

+6 in every stat Drapion moves faster than a Regieleki on crack, so he will always get a sub up first unless he gets hit by priority, of which no Ground-type priority moves exist in the game and he'll be at +6 defense anyway.

What this means for Registeel is that you gotta count turns, and on the turn your sub would break, you need to create a new sub on that same turn so that you are never out in the open without a sub. The problem is random crits are random and inherently not predictable. Yes, it would have taken 5 turns to break the sub, but Charizard crit you, so the sub broke this turn. You immediately click sub again, but what if Charizard crits you twice in a row, and hits you on the one turn you are out in the open?

Also the Horn Drill-spamming Rhydon is back. He just has to hit you twice in a row. 0.3^2 =0.09 -> 9% odds, which is pretty scary to think about it.

Thank you if you read my post this far. Hopefully I'll see everybody again in a few more hundred wins (or when I lose).
 

Attachments

  • 1779901931331.png
    1779901931331.png
    82.5 KB · Views: 25
  • 1779901947189.png
    1779901947189.png
    84.9 KB · Views: 23
  • 1779901957868.png
    1779901957868.png
    88.3 KB · Views: 27
  • 1779904674149.png
    1779904674149.png
    24.5 KB · Views: 21
INTRO:
Hi everybody. First time posting so a brief self-intro. My name is MaliciousMuffin, I've been playing Pokemon in some way or another since the original DPPt and have been involved in competitive singles since S/M. I've recently picked up the Gen 4 frontier again and decided to try the battle tower seriously. My first run going into the hundreds used Drapion/Mesprit/Garchomp, the classic world record Jumpman team, ended with 165 wins.

For those that don't know how that team works. TLDR in one sentence: Mesprit Tricks a Choice Scarf, locks the enemy into one move and cripples them with debuffs before the crit-immune Drapion or the monster overstat Garchomp comes in, sets up, and sweeps.

I'm here to write down what I learned and my new original team that builds on top of Jumpman's strategy. So far, this team has carried me past my old record to 168 wins, where my streak currently resides. In the case my streak goes into the hundreds, I thought I would start documenting it from here.

View attachment 836298

TEAM:
Disclaimer 1:
I'm playing on emulator
Disclaimer 2: My Latias and Registeel aren't actually perfect (Those interested in the exact stats can view the PokePaste below). In the era before bottle caps, I am constrained by the RNG of the game and even with third party tools to help me these are the best ones I could find within a reasonable number of encounter frames. For the purposes of this team, the best Latias would be 31/0/31/x/31/31. 0 Atk to minimize confusion damage because Battle Tower loves Signal Beam and Confuse Ray. SpAtk doesn't matter because she will not be attacking.

PokePaste: https://pokepast.es/40d79f81552e74e6
View attachment 836294View attachment 836296View attachment 836297

POST-MORTEM AUTOPSY OF MY ORIGINAL TEAM:

1. Drapion Setup Time:
Drapion is considered a very reliable Pokemon in the frontier because he cannot get crit, which is an enormous consideration with crit rate = 5%. Unfortunately, the battle tower rewards winning streaks in a game that is inevitably based on luck, over the course of hundreds, thousands of games, a random crit is bound to happen. However, in exchange of being immune to random crits, Drapion is susceptible to other inconsistencies. Acupressure boosts are completely random and it takes up to 21 turns to get +6 in every stat (theoretically you could get all the stats you want super early and reduce the amount of turns).

So is it always possible to get the full boost?

Full boosts are not always possible in the frontier, especially considering enemy PP usage. Suppose Mesprit Tricks + Choicelocks a move like Stone Edge or Blizzard with 5PP. Enemy moves are not PP-maxed in the frontier, so you have 5+4 or 5 turns of struggle before the enemy KOs itself. That's not enough time to even get half of the boosts for Drapion.

Why not just keep boosting on the 2nd enemy Pokemon then?

First, important caveat to note is that you can't Acupressure behind a substitute in Pt/HGSS. This got fixed in B/W.

Sometimes this is the optimal play. You put a sub up right before the first enemy KOs itself. But consistency is reduced. The second enemy is not choicelocked and not crippled with a ton of Charms and Flashes. This might not matter if the second enemy Pokemon is Lopunny4, and you already got 2 defense Acupressure boosts, bringing Drapion to +4. Here you would just let Lopunny break your sub and keep boosting. But it also could be the dreaded Quick Claw + Earthquake + Horn Drill Rhydon4, in which you need that out of your face ASAP.

When does Garchomp come in?
Precisely in this situation. Garchomp only needs 3 turns to get +6 Atk with Swords Dance, making him a far better alternative when the enemy move has 5PP and is not Blizzard. If it is Blizzard, Mesprit's Twave and Flash can hopefully make a few miss, Garchomp can SubStall the rest, and set up while the enemy Struggles.

2. Mesprit's doesn't have enough WEAKNESSES
Yes. Weaknesses.

Once you're out of the first few dozen battles, smart AI kicks in. The enemy battle AI prefers to use moves that are supereffective on you. Mesprit is a pure Psychic-type and is only weak to Bug, Dark, Ghost. Bug is not a very common type, but Heracross's Megahorn could be a problem. Usually, this is a good thing because the common Night Slashes and Shadow Balls flying around would get absorbed by Mesprit, the enemy gets locked into it, and Drapion tanks a move it resists while it sets up.

What if the enemy doesn't have a supereffective move on Mesprit, like Lapras4 or Regice3, but they still have high base SpAtk and are SpAtk invested? They click a neutral STAB move.

252+ SpA Lapras Surf vs. 252 HP / 0 SpD Mesprit: 66-78 (35.2 - 41.7%) -- guaranteed 3HKO

252+ SpA Regice Ice Beam vs. 252 HP / 0 SpD Mesprit: 72-85 (38.5 - 45.4%) -- guaranteed 3HKO


Mesprit gets 3 turns to do something. You can either Trick/T-wave/Flash, or Flash 3x.

Option 1: Losing turn to paralysis is 25% in Gen 4, one Flash drops accuracy to 75%. Lapras now hits her Ice Beam only 0.75^2 = 0.5625, 56.25% of the time, but her speed is also debuffed.

Option 2: -3 accuracy = 50% accuracy, but no speed debuff.

Because Lapras has a Scarf now, +1 Speed Lapras barely outspeeds +0 Speed Drapion. We go with Option 1.

And now we get to the final problem:

3. Drapion is understat, with 70 HP/75 SpDef bulk.

This is how I lost the first time.

Drapion might only have a ground weakness, but he's lacking in the resistances department and often can get statchecked by a neutral special move before he's done with his 21 turns.

252+ SpA Lapras Surf vs. 0 HP / 196+ SpD Drapion: 61-73 (42 - 50.3%) -- guaranteed 3HKO after Black Sludge recovery

Turn 1: Acupressure, no SpDef boost. Lapras hits her Surf.
Turn 2: Acupressure, no SpDef boost. Lapras hits her Surf
Turn 3: Drapion is forced to Rest, hopefully Lapras misses or gets paralyzed, we gotta buy more time to get at least one boost. Lapras hits her Surf.
Turn 4: Drapion is asleep. Lapras hits her Surf
Turn 5: Drapion is asleep. Lapras hits her Surf, Drapion is KO'd.
Turn 6: Garchomp comes in and Swords Dances once. At this point I need RNG to save me. Whether it's optimal to double Earthquake or Swords Dance + Earthquake depends on the other Pokemon in the back, which I don't know. If Lapras is the last enemy, clicking Outrage is optimal because it could just crit and turn a 2HKO into a OHKO. |
The only thing that sort of gives me a hint is that different trainer classes in the frontier seem to be more likely to use different Pokemon (Veterans and Rangers seem to have the Legendary Golems, Legendary Birds, trainers with bulky mons tend to have more bulky mons, etc.) If there is at least one bulky mon in the back I will need to be +2 to OHKO it, so I go for the boost. Lapras hits Surf.

252+ SpA Lapras Surf vs. 4 HP / 0 SpD Garchomp: 76-91 (41.3 - 49.4%) -- guaranteed 3HKO

Turn 7: Garchomp subs. Lapras hits Surf and breaks it.
Turn 8: Garchomp subs. Lapras hits Surf and breaks it.
Turn 9: I'm out of HP to sub, I gotta finish off Lapras with an Earthquake and hope the next 2 mons I can OHKO.
Turn 10: The next mon who comes in...has a Focus Sash...gg....if only I had a sub to tank a hit.

The odds of Lapras landing all 8 Surfs without losing a single turn to paralysis or miss is around 1% in this case. Not to mention this was combined with getting the wrong boosts and the second enemy just happened to have a Focus Sash. Needless to say this was very unlucky, but what are some things we can do to potentially mitigate these issues?

LATIAS/REGISTEEL/GYARADOS TEAM:

On Setup Time:
Registeel needs 9 turns to set up 6 curses and 3 amnesias, less than half the time for Drapion. He also decides which boosts to take first, making him a lot more reliable in this regard.

On Weaknesses:
Why not Mesprit/Registeel, Why Latias/Registeel?
Latias has a more volatile type matchup spreadsheet, meaning more weaknesses and resistances. Luckily, her weaknesses to Bug, Dark, Ghost, Dragon, and Ice are all resisted by Registeel, who tanks these moves like a champ (remember: Steel resists Dark, Ghost until the type rebalancing changes in X/Y). This means Latias is more likely to get targeted by some random coverage move the AI trainer is using, will choice lock the enemy into it, and then Registeel comes out and tanks it while it sets up. Registeel has way more resistances in general, which means neutral moves will probably get tanked too.

Registeel is only weak to Fire, Fighting and Ground. Latias resists Fire and Fighting moves, and is immune to Ground via Levitate (the AI is special cased to be aware of Levitate when choosing moves in Gen IV). This means the AI will almost never choose these moves against Latias and won't be locked into them - great!

It seems in general Mesprit/Drapion is a great pairing and Latias/Registeel is a great pairing. Latias sponging Ice Beams doesn't benefit Drapion much, whereas Mesprit is at least neutral to Ice Beam and less likely to attract it unless it happens to be the enemy STAB option without a supereffective move to hit Mesprit. Mesprit's lack of resistances means something like Charizard1 might click Flamethrower against it, which is a Registeel killer. However, if facing Latias, Charizard1 will prefer Air Slash.

Why Gyarados instead of Garchomp?
I thought about this for a while, and the answer is Garchomp and Latias are both Dragon-types and share many weaknesses. There are less chances to switch Garchomp in if Latias is frequently locking enemies into Ice Beams and Draco Meteors. Instead, we should be considering what kind of rare situation Latias will lock in a move Registeel hates.

Gyarados is a scary dragon without the dragon type and resists Fire, Fighting and Ground, all 3 of Registeel's weaknesses. This means if a Pokemon like Charizard2 comes out, it could be locked into Overheat (since it's other attacking move is Solar Beam). Gyarados will roll in, dragon dance, and sweep. Status moves like Will-o-Wisp are also an issue, because Leftovers can't outheal burn in Gen 4. If T-wave or Will-o-Wisp is locked, Latias can T-wave + Flash x 6 so the odds of it connecting become minimal. Gyarados has a Lum Berry just in case.

Ditching the dragon type means Gyarados is not weak to Ice and Dragon, which saves it from the weakness sharing problem of mons like Garchomp and Salamence.

ISSUES WITH THIS NEW TEAM?
With 168 games in, I've already noticed a few issues. No team is truly perfect and only time will tell if this team only created more problems compared to the old one. After all, this team isn't the record setting team with 2500 straight wins...so I guess we'll have to see how it performs.

Critical hits...

The biggest one is that Registeel can get crit, unlike Drapion. Most of the time, this doesn't matter. The iron ball Pokemon is so tanky a crit Shadow Ball does barely any more damage than a regular Shadow Ball.

252 SpA Gengar Shadow Ball vs. 252 HP / 252+ SpD Registeel on a critical hit: 38-45 (20.3 - 24%) -- possible 6HKO

However, the real problem is with crit Earthquakes, Magma Storms, Overheats, and other supereffective moves. As we established, the first enemy is going to be locked into a move Registeel will probably resist. But after it gets KO'd, the second Pokemon could be something dangerous like Moltres4, who has White Herb + Overheat.

But we would be behind a sub, so we have crit insurance, right????

Registeel is very slow...

Sort of. Not as well as Drapion, anyway. Registeel is very slow, even slower with 6 Curses up. You can't lose your sub, and then immediately get a fast sub up again to block the next hit. The enemy will get one hit in before you are comfortably behind a sub again.

+6 in every stat Drapion moves faster than a Regieleki on crack, so he will always get a sub up first unless he gets hit by priority, of which no Ground-type priority moves exist in the game and he'll be at +6 defense anyway.

What this means for Registeel is that you gotta count turns, and on the turn your sub would break, you need to create a new sub on that same turn so that you are never out in the open without a sub. The problem is random crits are random and inherently not predictable. Yes, it would have taken 5 turns to break the sub, but Charizard crit you, so the sub broke this turn. You immediately click sub again, but what if Charizard crits you twice in a row, and hits you on the one turn you are out in the open?

Also the Horn Drill-spamming Rhydon is back. He just has to hit you twice in a row. 0.3^2 =0.09 -> 9% odds, which is pretty scary to think about it.

Thank you if you read my post this far. Hopefully I'll see everybody again in a few more hundred wins (or when I lose).

Did another set of 7 battles, one of which I encountered a Veteran with both Latias and Latios in his 2nd, 3rd slots of his team.

There is one more case for Gyarados over Garchomp. Gyarados has Dragon Dance instead of Swords Dance. This means Gyarados is faster.

Why does this matter when Garchomp is already very fast? Magpie did mention in one of his videos that Garchomp outspeeds almost everything relevant, and anything faster is generally an Electric-type that can't hurt the land shark Pokemon anyways. While this assumption holds true for people aiming for the gold print at 49 wins, late battle tower means perfect IVs and a lot of the Pokemon below:

Garchomp1: Jolly Nature, 252 EVs Atk, Speed, Speed tie, has Dragon claw (other 3 Garchomp sets use Adamant or Modest)
Froslass1: Timid Nature, 252 EVs SpAtk, Speed, Ice Beam.
Latias3: Timid Nature, 252 EVs SpAtk, Speed, Ice Beam.
Latios3: Timid Nature, 252 EVs SpAtk, Speed, Ice Beam.
Starmie2: Timid Nature, 252 EV SpAtk, Speed, Blizzard

Aerodactyl1: King's Rock + Rock Slide, can get haxed
Aerodactyl2: THE MOST DANGEROUS AERODACTYL SET -> ICE FANG
Aerodactyl4: Dragon Claw
Weavile1, Weavile 4: Carries Ice Punch
Weavile3: Doesn't carry any Ice moves but has Focus Sash
Dugrio3: Jolly Nature, has Fissure

These are some of the most notable threats who can outspeed 252 Speed Jolly Garchomp and land a killing hit on it. Garchomp will be behind a sub though - so why does this matter? If you happen to see 2 of these Pokemon on the same team or one of these Pokemon + one of the 21 different sets in the tower that use Focus Sash, Garchomp is dead. Certain non-threatening Pokemon like Jolteon that outspeed you can still mess you up if it happens to occur in a certain order (Jolteon4 shows up first, Shadow Balls to break your sub, you kill it. Next opponent has a sash).
Note that luckily, you will never see two focus sash Pokemon in the same match due to item clause.

Gyarados takes 6 turns to fully set up instead of 3, but this is within reason and definitely not as atrocious as the 21 turns needed for Drapion. However, he will be +6Atk, +6 Spe at the end, which means he will be zooming around like a Ninjask by the time he's done. +6 Gyarados is enough to take out naturally resisted tanky opponents like all 4 Latias sets OHKO with Waterfall. However, he fails to kill all 4 Exeggutor sets and Tangrowth.

For this reason I'm contemplating if I want to swap Waterfall for Outrage (same power after accounting for Waterfall STAB, so no DPS loss technically, but Outrage locks me into the move), which makes Gyarados and Garchomp's moveset identical. It becomes only resisted by the relatively passive Skarmory, scores the kill on Exeggutor and around 60-70% chance to kill Tangrowth depending on set. Unlike Garchomp, Gyarados will not get STAB on the moves, but Garchomp is usually overkill + can't boost his speed. Garchomp loses to all of the mons above faster than it, which seems to be a lot worse than just...not being able to OHKO Tangrowth 30% of the time. Tangrowth can't even OHKO Gyarados.

Salamence could also be a solution, because he can boost his speed and gets STAB Outrage, which means we can OHKO everybody again, but we go back to the same weakness sharing issue that made me drop Garchomp earlier.

I need to think on it.

EDIT 1: Gyarados's EVs could also be modified to be fully invested into HP instead of 156HP, 100Spe. The old spread is meant to outspeed Jolly Garchomp by 1 point at +1, but none of this matters if we're fully +6. This makes us even less Tangrowth-vulnerable.
 
Hi everyone, I submit a new streak: 405 in the Platinum Battle Tower (Singles). I achieved it again on emulator.
This time I have no footage, since the idea was to get to 500 and then record a streak of 7. But I guess the Tower had other plans and I really have no interest in starting a new Singles streak soon. At least I've got past the 400 barrier.

The original plan was to use Magpie's team (Mismagius+Mesprit+Drapion). I even built it from scratch on cartridge. But I tried it and I kept loosing to absurd scenarios: one I clearly remember is me using DB to get rid of Ramp4 just for Rhydon4 to come in and straight away Quick Claw Horn Drill Mesprit (lol).
So I must have thought "If I must lose to something absurd, let's just do it in a simpler way" and I went for a Jumpman's team variant with a special Drapion instead of the classic physical one. Why special Drapion? It's just better: no Static or Flame body of sorts, less self damage from confusion, Dark Pulse can flinch and more damage to some tough opponents.

Mesprit @ Choice Scarf
Ability: Levitate
Level: 50
EVs: 248 HP / 16 Def / 244 Spe
Impish Nature
IVs: 24 HP / x Atk / 31 Def / x SpA / 18 SpD / 25 Spe
- Trick
- Flash
- Charm
- Flash

Classic Mesprit. Built to be faster than all Dugtrio's sets and also than base 65s after Trick. A bit frail imho, but it clearly works very well with Drapion, so it was the best choice.

Drapion @ Black Sludge
Ability: Battle Armor
Level: 50
EVs: 248 HP / 24 Def / 236 SpD
Calm Nature
IVs: 30 HP / x Atk / 21 Def / 31 SpA / 31 SpD / 31 Spe
- Dark Pulse
- Acupressure
- Rest
- Substitute

Not the best Defense but it was the best Drapion I could breed without going crazy. It's clearly better than Registeel, but - I'll be honest - not that much, at least not in this kind of team. I guess it comes to its full potential in Magpie's team, but I sadly didn't have the chance to really test it.

Garchomp @ Lum Berry
Ability: Sand Veil
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 25 HP / 30 Atk / 30 Def / x SpA / 24 SpD / 29 Spe
- Outrage
- Earthquake
- Substitute
- Swords Dance

My good old Chomp. It's always reliable, especially when it comes to saving desperate games. But, like every other sweeper which is not called Drapion, a little too weak to hax in general (kind of a spoiler).
I used Trick on T1 against Tyranitar, hoping for its typical Curse/DD set up. But the Kaiju guy went for Payback instead, and at that point I was in a bad but not desperate spot. The plan was simple: get a Defense boost with Drapion within the first three turns and try a quick set up or PP stall that thing.
I ofc got no Def boost but I managed to PP stall Tytar1 and set up Chomp under the Sandstorm. Though, I still found a way to lose.
After KOing Tytar, I had to lock on Outrage against a not better specified Gliscor, which then revealed to be Gliscor3 and broke my Sub with Counter.
The last opponent was Rhyperior2 and at that moment I knew I was screwed, especially since I was still locked on Outrage: one Avalanche was clearly enough to OHKO my Chomp (thank you Sand Veil for never helping) and Horn Drill ended my Drapion, which was almost full HP but asleep (Rest things).
Since I'm starting to think I'm just not built for Singles, I've decided I'll get back to Castle Doubles soon, this time with a more serious team. Rn I really need the feeling of being able to just avoid hax (lol).
Talking about hax, I'm also working on a Multi Factory streak, but that will need some time.
 

Attachments

  • PT405.png
    PT405.png
    190.7 KB · Views: 24
Last edited:
It ended on the 84 mark. I wasn't looking for a streak, just the 100 consecutive wins for the TC, as I usually do when replaying HGSS.

Keep in mind, I was playing with no spreadsheet nor Pokémon sets, meaning I only knew what I already know based on previous experience with certain mons. This team is an archetype I've been using forever in Gen 4 (I used it too in BDSP, tho it fares a bit diferently due to Steel type not resisting Dark and Ghost anymore).

As I've always said, the team is not designed for long streaks unless you are extremely lucky. This is due to the team not being hax proof. There are certains extremely bad MUs, namely most of the bulky mons that cannot be disposed of inmediatly or setted up in front of them and have the means of defeating both Scizor and Garchomp (say Snorlax, for example, with access to both Fire Punch and Ice Punch, or Curse + EQ, etc.). Mons like Dewgong, Walrein and Lapras are also a problem. Kingdra is a great problem. Etc.

But the team is perfectly valid for 100ish streaks, because it has plenty of answers and is pretty fast, which is the thing I like the most about it. Focus Sash Starmie almost always puts you in a 3v2 scenario, and thanks to Natural Cure you can scout status moves if its needed. Sometimes your best play is to switch Starmie even if it is at 1 HP, but this is not something I want to talk about rn. Garchomp is standard jolly spread with Subs Outrage EQ SD Lum Berry and Scizor is Adamant but heavily invested in SpD.

The reason for this is Scizor will be switching in a lot of leads Starmie doesn't like, and most of those are on the special spectrum of things. For example, I don't want to trade my sash against Shadow Ball lead Alakazam, a mon that outspeeds me (even if it doesn't, it is irrelevant, since Starmie can't OHKO Alakazam /crit and Alakazam will always activate sash on Starmie with SE move), when I can just switch to SpD. Scizor, tank the shadow ball and either kill it with a combination of 2 BPs or SD + BP. It is not a perfect switch in, since something like SB SpD Drop + Focus Blast can happen. SB + Crit FB can also happen, but due to FB imperfect accuracy its rare that both events occur and, as I said, the team is not hax proof, so it works most of the time.

That being said, what happend with the Lapras was unfortunate. As I said earlier, Lapras is one of those bulky water ice types that gives the team problems. I can't switch against Lapras. Ever. Mostly because Sheer Cold. Switchin in Scizor or Garchomp on a Sheer Cold is a no go, it puts me directly in a 2v3 scenario against a 100% health Lapras and that's terrible. It cannot do anything against Starmie /tbolt and if its the sheer cold one it gives me 2 t-bolts for free (bc of sash), putting it in range of EQ so its a 2v2, which i can accept. After seeing it was the t-bolt one, i switched in Scizor, because Scizor can more or less tank non crit surf and dent it. I was using roost because at full health Scizor can tank 1 crit surf and I was looking for a low roll Surf, but eventually I try to SD because low health starmie + non-boosted low health Scizor against 2 100% remaining mons isn't the best for me even if its a 3v2, and I in fact managed to avoid the surf crit and boost myself to +2, but then it happened. Three misses in a row, back to back, all of them 100% acc moves, just because of bright powder. Keep in mind, had the Scizor landed the BP, i'd have instantly won since the remainings mons were -i didnt know at the time- Jynx and Glaceon.

Video: https://streamable.com/vnf4d1

You can skip to the 1:38 mark to see Ultra Instinct Lapras.
 
Last edited:
Would like to submit a 50 win streak in the Battle Factory I got around 10 days ago.

20260623_205436.jpg
I don't remember all the details but in round 6 I had Gyarados4 and Mismagius4 which made things easy.

In round 7 I had Electrode4 and Garchomp4 and another slot that I swapped a lot, I don't really remember. NPC lady told me Thorton specialized in Ice type, so I was weary of Articuno or Regice and ended up taking Skarmory4 from the previous battle. In the end it didn't hit the field.

Thorton led with Jynx4 and I had Electrode 4
Turn 1 - Jynx uses Psychic and I mirror Coat for the kill thanks to Focus Sash
Turn 2 - Thorton sends in Galie4. Lax Incense is annoying but I have no reason to not click Boom since Glalie will kill with Dark Pulse. I hit and Glalie is left crippled. I send in Garchomp4 as Skarmory4 is slower than Glalie
Turn 3 - I hit Earthquake and dispose of Glalie. Thorton sends in Regigigas
Turn 4 - I check the sets 2,3,4 (I assume it can't be set 1 since Glalie4 has Lax Incense). Regardless of the movesets the play is just to Outrage. It does a bit less than half and Regigigas uses Facade so it's set2 (damage is not menacing)
Turn 5 - I Outrage again and don't get the kill. Regigigas uses Double Team. Garchomp gets confused and Persim berry activates
Turn 6 - I miss Earthquake and Regi uses Facade again
Turn 7 - I hit Earthquake and get the Gold Symbol after what? 120 hours of trying?

Mandatory shout-out to McMeghan who I partnered with during the grind. Having two brains really helped. You'll get yours soon :swole: We all end up getting our blessed run
Tried to go longer than 49 for the fun of it but things ended up quickly alas

I don't remember by entire draft but i remember having 3 obvious options and 3 bad ones. I drafted Articuno3, Froslass4, and Claydol (I think set 3). Not really happy with the draft. I did not want to lead Froslass as it was my only true fast member so I end up leading with Articuno with the plan to make swaps ASAP.

I win the first game and swap Claydol for Gallade4

In battle 50 I face a trainer that is guaranteed to have set 4s (I don't remember the trainer type exactly)

I lead with Articuno3, he leads with Quagsire4.
Turn 1 - Stone Edge is guaranteed, I go Gallade and Quagsire crits Stone Edge
Turn 2 - I simply kill with Leaf Blade. Opponent sends out Mismagius4
Turn 3 - Shadow Ball is a roll because of the Stone Edge crit. I figure I simply have to go with it and hope to survive and kill with Night Slash. I don't see how switching improves my position. Shadow Ball kills Gallade. I send out Articuno as Froslass gets outsped and OHKO'd
Turn 4 - Thunderbolt is a roll for a 2HKO on Articuno. He hits a high roll and I use Ice Beam hoping for a crit or a freeze. Nothing happens
Turn 5 - Mismagius kills Articuno with Thunderbolt. I send out Froslass
Turn 6 - My only hope is that Lax Incense procs and that I kill with Shadow ball but this doesn't happen and Mismagius kills Froslass with Shadow Ball

I don't know if I could've done better, would appreciate feedback from the Factory experts here. Maybe I lost when I drafted this team (drafting is my weakpoint for sure) but I don't remember the other options so can't really know. I just remember that I thought it was gonna be tough. Still happy that I got that Gold Print though !

This was very difficult overall. I don't know how many tries I've put in the Factory but it was massive. I'd say 80% of my losses were either Thorton1 or Round 5. I used calculators and moveset lists and at times still felt like it was impossible even though I had full information. I have no idea how the developpers expected 10 year olds to beat this. I don't believe for a second that any child got the Gold Symbol when the game got out.

Still, the Factory is quite enjoyable and the skill required feels insane. I don't think I'll do another cardridge as I just couldn't handle going through the boring first 3 rounds just to end up losing in round 5 because the draft is crap. I just feel like I got there after so many tries simply because I ended up getting really lucky on the draft
 
Hi!
I submit a streak of 350 in the Battle Castle (Doubles). This time on retail.
Even if the streak is still ongoing, I’m submitting it now since I’ve decided to take a break from it in order to rethink the team. The goal is 500 wins and, though the team I’m using can surely do it on paper, I’d like to find a more efficient combination.
Why? Well, I’ve basically kept losing CPs for 100+ battles. At some point in the early 200s I had more than 1600 CPs, while now I barely have 1100. It doesn’t make any sense in theory, since after battle 49 you always face the same opponents, but reality says otherwise.
Still, I’m very happy with the result, seen how complicate and convoluted the Castle Doubles can be.

For the first 28 battles I opted for a Chomp+Dactyl lead with Magnezone in the back.
Very basic strategy: EQ+RS spam with some coverage for Water and Ice types. It won't lead you very far in this type of challenge, but it’s solid enough to level the first rounds without losing too many CPs.

Now the real team.
Again, it’s nothing new. Explosion+Ghost was already meta in VGC08 and Magpie clearly used the Azelf+Gengar combo in the Castle before I could even think of it (Gengar’s EV spread is basically taken from its team). I simply picked Chomp as a third, which still isn’t that unusual, I guess.
In January I had a run with a very similar team (the only difference was Drifblim instead of Gengar), but it wasn’t much of success.
The team relys on Azelf exploding on T1, that usually means a double KO. Then, you can either kill your last opponent via brute force (Outrage+SB, another Explosion etc.) or using Destiny Bond, depending on whom you are facing.
Ofc you have a lot of exceptions. The most common are:
  • DB is needed to kill one of the mons in the lead (things like Bright Powder and Focus Band may be the reason lol) and then Chomp has to be able to safely 1v1 the last opponent;
  • there’s a Damp mon in the lead: here you just make the other one flinch via the Fling+King’s Rock combo when needed, while Gengar DBs it (ofc it’s not always possible);
  • both your opponents in the lead resist/double resist Explosion: you still explode to chip them and then Chomp generally KOs both with EQ (usually safe unless the third mon is something particularly dangerous);
  • you are facing one or more Ghosts and so you have to play around it using SB and Fling.
You also have a lot of skips: very unpredictable mons, some Blizzard users in certain circumstances and sets that cannot kill Gengar when you really need to DB are basically always an insta-skip; as well as teams with a combo of items like Lax Incense+Bright Powder+X (lol).
As you can imagine, the team performs at its best when Azelf and Gengar can take advantage of the Pinch Berries. So you’ll rarely want to heal them.
But now let’s dive deep into its members.

Azelf
Level: 50
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 17 HP / 28 Atk / 7 Def / 0 SpA / 6 SpD / 28 Spe
- Explosion
- Fling
- Protect
- Fire Punch

One of the strongest Explosion users and especially the fastest. Defensive IVs are really bad but it basically doesn’t need them.
Fling is very situational but can sometimes be the key to survive weird scenarios.
Flamethrower should be the fourth slot move, but my Azelf is Jolly and has a fantastic SpA IV of exactly 0: still, Fire Punch can OHKO a lot of annoying opponents like Froslass, Scizor, Forretress etc., especially at +1, so I’ll stick with it. Also, Azelf’s fourth slot isn’t that crucial in general.

Gengar
Level: 50
Ability: Levitate
EVs: 204 Atk / 54 SpA / 252 Spe
Hasty Nature
IVs: 28 HP / 31 Atk / 28 Def / 30 SpA / 13 SpD / 31 Spe
- Explosion
- Shadow Ball
- Destiny Bond
- Protect

While Drifblim can look better on paper (stronger Explosion, faster thanks to Unburden etc.), it really is not. Drifblim is a cool and viable Pokemon and you can certainly use it, but it just overcomplicates things way too much for my liking: if it’s not at 1 HP with a Pinch Berry consumed it’s basically useless and will make you skip so many games; also, it shares an Ice weakness with Chomp, which can make some 2v1s or 2v2s scaringly unpredictable.
Gengar is a more solid choice: it’s naturally faster and doesn’t necessarily need the Pinch Berries to do its job.
I was lately thinking that a Naïve nature should be better, but I’m pretty sure it wouldn’t really matter that much anyway.

Garchomp
Level: 50
Ability: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 25 HP / 30 Atk / 30 Def / 2 SpA / 24 SpD / 29 Spe
- Outrage
- Earthquake
- Protect
- Swords Dance

Why chomp as the third mon? Two main reasons: it simplifies a lot all those match-ups against Rock and Steel mons that resist Explosion and it’s a very solid 1v1 mon (Hall players will agree lol).
On the other hand, it has some cons: it’s basically useless in Damp match-ups and it doesn’t 1v1 Bright Powder/Lax Incense/Focus Band sets (while other 1v1 staples like Zapdos would fix both cases); also, it’s 4x Ice weakness makes some scenarios unsafe, especially the ones where Blizzard is involved.
For this exact reason, I’m starting to think to run Sub over SD, as, tough SD can be useful in some niche situations, Sub would likely mitigate the Ice problem.
One could ask why I didn’t go for Dragon Claw since I’m playing Doubles. The answer is that you just don’t need it.
Based on how the team works, you have four main scenarios with Chomp, with very little and negligible exceptions:
  • as I've already said, you click EQ to usually kill two Explosion resistant mons at the same, which are very often weak to Earth;
  • you still click EQ (or double EQ, SD+EQ etc.) but to win a 1v1/2v1 against an Earth-weak mon;
  • you go for straight Outrage, of which the greater power output is very needed, or SD+Outrage in a generic 1v1/2v1;
  • you Protect while you DB with Gengar.
So a third offensive move would really have no consistent purpose.
I filmed the last four battles of this streak just to have some additional proof and to show how the team works, with its pros and cons. You can watch them here. More footage will come when I resume the streak, aiming for 500.
 

Attachments

  • BC350.jpeg
    BC350.jpeg
    166.4 KB · Views: 20
Last edited:
Hi everyone!
My Castle Doubles streak ended today at exactly 456 wins.
I know in other post I wrote I was aiming for 500, but I’m still very happy with what I achieved, since the Castle Doubles is one of the hardest things in the Frontier. Also, my original goal was “300 wins and then let’s see”, so I guess it went pretty well overall.

I wrote about the team I used in my previous post, so I won’t repeat myself about it. The only note I’ll add is that, if you play Garchomp in the back, the fourth move can basically be everything. In my last 100 or so battles I ran Sub over SD, but really everything can work: Sub, SD, Dragon Claw etc.
Also, I came to the conclusion that the CPs problem wasn’t really a problem. I guess at the start of the streak they were simply inflated by the free 700/800 points you gain in the first 49 games. And after battle 230 or so I was just witnessing them stabilizing in their normal range, which was, in my case, between 800 and 1100.
However, how did I lose?
The only thing you can lose from in the Castle Doubles, if you know what you’re doing, is human error. But sadly, we humans tend to make a lot of errors, and that’s what happened to me in my last battle.
I was against Latias-3, Registeel-3 and Regigigas-2. By just leveling down Latias and following the plan you'll find later (except ofc for the second and the third points) it would have been an easy win. But I somehow forgot that Latias-3 has Shadow Ball (should have kept more attention) and the false conviction that Latias-3, regardless of her level, couldn't see a kill on my full HP Azelf made me plan an absurd game.
Here you have the exact plan:
  • cure Azelf and give it a Life Orb: crucial in order to OHKO Gigas and deal more damage to Steel;
  • give a Salac Berry to Gengar to oustpeed Latias-3;
  • level up Latias-3 (based on my false conviction, it basically meant free CPs);
  • on t1 Protect with Azelf and DB with Gengar to take out Latias-3 (which holds a Bright Powder);
  • on t2 explode against Steel-3 and Gigas-2, while clicking Protect with Chomp;
  • on t3 finish off Steel-3 with single target EQ.
And here how the match really went:
  • on t1 Azelf Protects and Gengar DBs, but Latias-3 aims for Azelf and Steel-3 kills Gengar, getting killed in turn by DB;
  • atp I can only hope that Latias-3 aims for Chomp, so that I can Protect with it and kill both my opponents with Azelf’s Explosion (Bright Powder permitting), but that doesn't happen: on t2 Latias-3 kills Azelf before it can explode, making my Chomp's protect simply useless (in the meantime Gigas uses DT, but it doesn't really matter anymore);
  • on t3 Chomp gets obviously killed by Ice beam.
That’s it. Pretty dumb loss but that’s how you lose in the Castle Doubles.
Now some thoughts on the Castle Doubles as a format.
When I approached it, I thought the only way to successfully take on the Castle Doubles was Magpie’s one: Azelf+Ghost+PP staller in the back. The only change I made was Chomp as a third, since I’m not a fan of PP stalling and Chomp seemed a pretty natural fit (it owns most Explosion-resistant mons, it’s great in 1v1s and all the other things you already know).
But the more I played, the more I came to realize that a more direct approach can be as effective, while it also probably (ofc I cannot know this for certain) frees the player from a lot of thinking. And I think that Squilliam’s WR and Urban’s streak kind of prove my point.
At some point of my streak I was even tempted to build a more direct team myself, but in the end I just decided that I couldn’t stand more breeding/soft-resetting (lol).
All that just to say that, if I had to give a tip to new Castle Doubles players, it would be to simply go for a more straightforward team than mine.
I would have liked to have more footage but it is what it is. Here’s the video of a very unfortunate streak, where I had to skip a lot of games.
I’m currently collecting ideas for an Arcade Doubles streak (any help would be appreciated, I guess). I’d like to try something different from the classic baitjask core, but you really do not have much room for creativity in a facility where items are basically not a thing.
I also feel I have to improve my Tower Singles PB, but the idea really doesn’t sound that appealing lol
 

Attachments

  • BC456.jpeg
    BC456.jpeg
    184.9 KB · Views: 22
Last edited:
I took another shot at the Battle Tower, this time playing the Moemon Platinum mod. To my knowledge the stats and movepools of the Moemon are the same as the vanilla games, though perhaps female Moemon will appear more often.

Anyhow, I'm using a ZapChomp core same as before, though the other two members are different this time.

Zapdos @ Magnet
Ability: Pressure
Level: 50
EVs: 244 HP / 52 SpA / 212 Spe
Modest Nature
IVs: 2 Atk / 30 Def
- Discharge
- Thunderbolt
- Protect
- Hidden Power [Ice]

Garchomp @ Life Orb
Ability: Sand Veil
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Protect
- Rock Slide

ZapChomp duo remain mostly unchanged compared to the previous run. I swapped Zapdos' item from Sitrus Berry to Magnet because I noticed Zapdos barely failing to reach some KO benchmarks before. Garchomp also replaced Swords Dance for Rock Slide coverage, becoming a very standard VGC Chomp

Heatran @ Leftovers
Ability: Flash Fire
Level: 50
EVs: 204 HP / 4 Def / 252 SpA / 4 SpD / 44 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Protect
- Earth Power
- Flamethrower

Substitute Heatran provides a lot of consistency as it provides a failsafe against some RNG shenanigans like OHKO moves, Sleep, and Confusion. Because of its many resistances as well as Weavile support, I find myself able to set up substitute for more than half of my battles.

Weavile @ Focus Sash
Ability: Pressure
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Ice Punch
- Night Slash
- Protect

Weavile rounds out the team as a Fake Out user with great offensive typing and speed. Unfortunately its STAB moves have below-average BP. I like to use Protect rather than a coverage move because a 1 HP Weavile is a great attack magnet, providing a pseudo-Follow Me so Heatran can set up Substitute.

The team made it to 190 wins, before losing to a crucial King's Rock flinch. The Water/Ground Moemon can be a hassle since they threaten all of my teammates while my team cannot hit them for super effective damage. Consider HP Grass on Zapdos.

 
Last edited:
I took another shot at the Battle Tower, this time playing the Moemon Platinum mod. To my knowledge the stats and movepools of the Moemon are the same as the vanilla games, though perhaps female Moemon will appear more often.

Anyhow, I'm using a ZapChomp core same as before, though the other two members are different this time.

Zapdos @ Sitrus Berry
Ability: Pressure
Level: 50
EVs: 244 HP / 52 SpA / 212 Spe
Modest Nature
IVs: 2 Atk / 30 Def
- Discharge
- Thunderbolt
- Protect
- Hidden Power [Ice]

Garchomp @ Life Orb
Ability: Sand Veil
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Protect
- Rock Slide

ZapChomp duo remains mostly unchanged compared to the previous run. I swapped Zapdos' item from Sitrus Berry to Magnet because I noticed Zapdos barely failing to reach some KO benchmarks before. Garchomp also replaced Swords Dance for Rock Slide coverage, being a very standard VGC Chomp

Heatran @ Leftovers
Ability: Flash Fire
Level: 50
EVs: 204 HP / 4 Def / 252 SpA / 4 SpD / 44 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Protect
- Earth Power
- Flamethrower

Substitute Heatran provides a lot of consistency as it provide a failsafe against some RNG shenanigans like OHKO moves, Sleep, and Confusion. Because of its many resistance as well as Weavile support, I find myself able to set up substitute for more than half of my battles.

Weavile @ Focus Sash
Ability: Pressure
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Ice Punch
- Night Slash
- Protect

Weavile rounds out the team as a Fake Out user with great offensive typing and speed. Unfortunately its STAB moves have below-average BP. I like to use Protect rather than a coverage move because a 1 HP Weavile is a great attack magnet, providing a pseudo-Follow Me so Heatran can set up Substitute.

The team made it to 190 wins, before losing to a crucial King's Rock flinch. The Water/Ground Pokemon can be a hassle since they threaten all of my teammates while my team cannot hit them for super effective damage. Consider HP Grass on Zapdos.

Is it mostly the sprites that are different in this mod?
Also, your last video is private
 
I took another shot at the Battle Tower, this time playing the Moemon Platinum mod. To my knowledge the stats and movepools of the Moemon are the same as the vanilla games, though perhaps female Moemon will appear more often.

Anyhow, I'm using a ZapChomp core same as before, though the other two members are different this time.
Cool team, imo Weavile is very underrated when it comes to Doubles.
Though, as far as I know, streaks made on modified roms are not eligible here
 
Back
Top