Challenge 4th Generation Battle Facilities Discussion and Records

atsync

Where the "intelligence" of TRAINERS is put to the test!
is a Pokemon Researcheris a Contributor to Smogon
Also what you quoted to me applies to the guy with the garchomp streak, I got the gold prints with Garchomp but never got further than 180 due to weavile always coming out, so id argue he was luckier than I am as at least my strategy had a chance of beating anything whereas using garchomp relies on weavile never showing up, not trying to put anyone down just pointing out the fact that we all rely on some of kind of luck to do anything in games XD
Speaking of Weavile, your Raikou pretty much loses to that most of the time too. Weavile out-speeds Rash Raikou every single time (by just 1 point funnily enough, assuming you're playing at level 100) and almost always 2HKOes:

252+ Atk Weavile Ice Punch vs. 0 HP / 0 Def Raikou: 153-181 (48.4 - 57.2%) -- 93.4% chance to 2HKO

I agree that pretty much any Pokemon you could use in the Hall is gonna rely a bit on match-up luck (and that guy with the Garchomp streak was added to the list long before I had any involvement with this project anyway), but I do think it's a little weird that you would criticize Garchomp's ability to get far without luck because of Weavile's existence (fair enough I guess) and your apparent misfortune of having Weavile repeatedly showing up early after 170 to stop your Garchomp streaks, and then decide to resolve that issue by using a Pokemon and set that also loses to Weavile roughly 95% of the time and probably also relies on Weavile not showing up to get far! Did Weavile just magically stop showing up as an opponent after you made the change?

I mean at that point it might have been better just to use an anti-Weavile move on your Garchomp (the best option is Swagger which gives Garchomp a roughly 60% chance of winning due to Jolly Garchomp's ability to out-speed rank 10 Weavile if it's at level 100, Sandstorm is another less effective option but it has applications against other threats like the Confuse Ray-spamming Umbreon).
 
Speaking of Weavile, your Raikou pretty much loses to that most of the time too. Weavile out-speeds Rash Raikou every single time (by just 1 point funnily enough, assuming you're playing at level 100) and almost always 2HKOes:

252+ Atk Weavile Ice Punch vs. 0 HP / 0 Def Raikou: 153-181 (48.4 - 57.2%) -- 93.4% chance to 2HKO

I agree that pretty much any Pokemon you could use in the Hall is gonna rely a bit on match-up luck (and that guy with the Garchomp streak was added to the list long before I had any involvement with this project anyway), but I do think it's a little weird that you would criticize Garchomp's ability to get far without luck because of Weavile's existence (fair enough I guess) and your apparent misfortune of having Weavile repeatedly showing up early after 170 to stop your Garchomp streaks, and then decide to resolve that issue by using a Pokemon and set that also loses to Weavile roughly 95% of the time and probably also relies on Weavile not showing up to get far! Did Weavile just magically stop showing up as an opponent after you made the change?

I mean at that point it might have been better just to use an anti-Weavile move on your Garchomp (the best option is Swagger which gives Garchomp a roughly 60% chance of winning due to Jolly Garchomp's ability to out-speed rank 10 Weavile if it's at level 100, Sandstorm is another less effective option but it has applications against other threats like the Confuse Ray-spamming Umbreon).
Yeah for some reason when I made the change I didnt find any weavile after the 170 battles, thats just rng tho, all depends on the seed you start the game on and the frames that are advaned so till someone comes up with rng manipulation all we can do is hope to get lucky, btw just looked at gen 3 records today and noticed I would place 1 place infront of you in palace pike tower and arena, thought that was quite funny XD
 
Speaking of Weavile, your Raikou pretty much loses to that most of the time too. Weavile out-speeds Rash Raikou every single time (by just 1 point funnily enough, assuming you're playing at level 100) and almost always 2HKOes:

252+ Atk Weavile Ice Punch vs. 0 HP / 0 Def Raikou: 153-181 (48.4 - 57.2%) -- 93.4% chance to 2HKO

I agree that pretty much any Pokemon you could use in the Hall is gonna rely a bit on match-up luck (and that guy with the Garchomp streak was added to the list long before I had any involvement with this project anyway), but I do think it's a little weird that you would criticize Garchomp's ability to get far without luck because of Weavile's existence (fair enough I guess) and your apparent misfortune of having Weavile repeatedly showing up early after 170 to stop your Garchomp streaks, and then decide to resolve that issue by using a Pokemon and set that also loses to Weavile roughly 95% of the time and probably also relies on Weavile not showing up to get far! Did Weavile just magically stop showing up as an opponent after you made the change?

I mean at that point it might have been better just to use an anti-Weavile move on your Garchomp (the best option is Swagger which gives Garchomp a roughly 60% chance of winning due to Jolly Garchomp's ability to out-speed rank 10 Weavile if it's at level 100, Sandstorm is another less effective option but it has applications against other threats like the Confuse Ray-spamming Umbreon).
Also garchomp is so overused anyway I think letting an unusual pokemon shine is what the hall is all about.
 
Also garchomp is so overused anyway I think letting an unusual pokemon shine is what the hall is all about.
I know I am no expert but the reason so many use Garchomp is it works... When so few do work and those that do are so "fragile" even when they do. It's the battle frontier not like you can use just any unusual Pokemon you decide I seriously believe only a small fraction is even plausible.
 
I know I am no expert but the reason so many use Garchomp is it works... When so few do work and those that do are so "fragile" even when they do. It's the battle frontier not like you can use just any unusual Pokemon you decide I seriously believe only a small fraction is even plausible.
I agree as over the years I have tested so many pokemon and most have failed, but this Raikou is so unique its godly with its good stats and insane bolt beam+ aura sphere coverage, with a bit of luck and playing smart there is no limit to what this beast can do, I have used him in some battle tower trios to and they have easily got over 100
 
Reporting a completed Battle Factory streak with 73 wins (Level 50).

This post will be split into 3 parts, due to length. The first two parts will be mainly focused on the streak itself, (this post was originally 74000 characters) while the third part will be focused on the strategies used and will have a strategy guide for level 50 factory, as well as notes on the sets you will face during the first 20 battles of a level 50 streak.

So. A while ago I set out to acquire all 5 gold prints in the gen 4 battle frontier. I got my factory print and managed to continue the streak for 5 wins post-49. You'd think I'd then be done with factory and move on to the rest of the facilities. You'd be wrong. I still haven't bothered to RNG one of the mons for the team I plan on using. I let my save file sit for around a year. So I drifted back to Factory.

Factory, as a facility, is perfect for informed casual play. You don't have to spend time and effort preparing a team, you can just hop right in with no preparation and have as good a shot at getting that coveted gold print as someone with 999 hours on their save file and multiple boxes full of battle ready mons. The streaks are short and low-stakes, making it a facility where the best way to succeed is to keep throwing attempts at the game until you get lucky enough.
I won't say that there's no luck involved in factory - certainly, any ten year old can get the gold print if they trade a few times, get a Garchomp4 in their round 6 draft, and get a good team in round 7. But being able to make good decisions significantly increases your odds in Factory. There's a reason that in Emerald, the Knowledge Symbol is associated with the Factory - going in completely blind is the surest way to get spat right back out. The gen 4 battle factory is a test of your perseverance and ability to judge a scenario and determine what is the least bad option, and it requires this for twenty-one battles in a row if you want the Gold.

With that out of the way, let's get into the streak.

As usual, I didn't bother to keep track of the first 28 battles since, while not exactly trivial, it's generally accepted that round 5 is when the Factory starts to get difficult.

I'm informed that my opponent doesn't specialize in any particular type.


686 | Drifblim | Modest | Wise Glasses | Psychic | Thunderbolt | Icy Wind | Destiny Bond | HP/SpA (Unburden)
618 | Tyranitar | Jolly | Choice Scarf | Fire Punch | ThunderPunch | Ice Punch | Aerial Ace | Atk/Spe
697 | Ursaring | Adamant | Toxic Orb | Facade | Superpower | Crunch | Protect | HP/Atk (Quick Feet)
740 | Magnezone | Modest | Chesto Berry | Charge Beam | Flash Cannon | Magnet Rise | Thunder Wave | Def/SpA
568 | Drapion | Adamant | Iron Ball | Payback | Poison Jab | Fling | Knock Off | Atk/Def
625 | Blastoise | Adamant | Life Orb | Aqua Tail | Earthquake | Avalanche | Zen Headbutt | HP/Atk

I really wanted to use Tyranitar2, but everything else on my team really hates sand. I decided to lead with Quick Feet Ursaring3 and used Magnezone3, with Blastoise3 finding use over Drifblim3 because I decided that having an answer to Ground-types was more important than having an answer to Fighting-types.

Battle 29:
(set 1)
Straightforward battle. Ursaring crit Rhydon1 with Superpower.

Battle 30, my opponent specializes in Ground types.
I decide that I'd much rather have Vaporeon than a physically attacking Blastoise.
452 | Vaporeon | Modest | Brightpowder | Surf | Ice Beam | Acid Armor | Baton Pass | HP/SpA
(set 2)
For some reason, Feraligatr decides not to use Superpower against Ursaring and I instead take a torrented Aqua Tail to the face. Ursaring just barely survives the poison damage long enough to chunk Quagsire2. Vaporeon cleaned up.

Battle 31, my opponent specializes in Water types.
I may want Feraligatr over Vaporeon for several reasons, being its better coverage and higher speed. However, this would leave my team lopsided towards physical defense. What pushes me over the edge is the fact that Feraligatr has way better matchups against opposing waters compared to Vaporeon.
492 | Feraligatr | Adamant | White Herb | Aqua Tail | Superpower | Dragon Claw | Shadow Claw | Atk/Def
(set 2)
Straightforward battle. Ursaring easily OHKOes all of these with Facade.

Battle 32, my opponent does not specialize in any particular type.
I want Gastrodon2 for several reasons. It's super bulky, has reliable recovery and a fantastic support move, and is specially biased, making it work more with my team than Feraligatr.
518 | Gastrodon | Sassy | Zoom Lens | Muddy Water | Mud Bomb | Recover | Yawn | SpA/SpD
(set 2)
Drifblim survived Crunch and tricked Ursaring a Black Sludge. Combined with Aftermath damage, it wasn't surviving much longer. Typhlosion selected Earthquake vs Ursaring, which it survived with 3 HP. Umbreon2's only way of touching Magnezone was with Confuse Ray, and it eventually went down.

Battle 33, my opponent specializes in Water types.
All of those options are terrible trades, and I quite like my team as is.
(set 2)
Vaporeon used Acid Armor turn 1, Rain Dance turn 2 as I attacked twice.

Battle 34, my opponent doesn't use any particular type.
I prefer Gastrodon2's extra Ground typing and recovery to Vaporeon2.
(set 2)
Electrode2 was an annoyance but I prevailed eventually.

Battle 35, no specialty, no trade.
(set 3)
Steelix3 doesn't have a ground move, so its best way to hurt Magnezone is with resisted payback. This one just kept cursing up. Tentacruel got thunder waved then critted Magnezone with a surf. Gastrodon cleaned up.

Round ended with 32 trades.

My first opponent uses Steel Pokemon.

664 | Froslass | Modest | Expert Belt | Ice Beam | Thunderbolt | Signal Beam | Destiny Bond | SpA/Spe
856 | Gallade | Adamant | Scope Lens | Psycho Cut | Close Combat | Leaf Blade | Night Slash | Atk/SpD
810 | Slowking | Modest | Wise Glasses | Psychic | Surf | Ice Beam | Flamethrower | HP/SpA
880 | Gyarados | Adamant | Chesto Berry | Waterfall | Earthquake | Rest | Dragon Dance | Atk/Spe
705 | Luxray | Adamant | White Herb | Thunder Fang | Ice Fang | Superpower | Thunder Wave | HP/Atk (rivalry)
818 | Armaldo | Adamant | Life Orb | Stone Edge | X-Scissor | Earthquake | Cross Poison | Atk/Def

Any draft featuring Gyarados4 is automatically a winner - it's in the top 10 factory sets overall, and may even be top 5 or top 3. Due to this, I decided to build my team based around supporting Gyarados as much as possible. That said, I don't want to lead with it - in case I happen to run into a leech seeder, I'll want to be able to seed the mon before switching in Gyarados. The rest of the draft is mediocre. After some thought, I settle on Luxray3/Gyarados4/Gallade4 mainly to ensure that I survive the first battle.

Battle 36:
(set 3)
Luxray Superpowers down Aggron, and Gyarados and Gallade switch around to get Gastrodon down to -6 while depleting Stone Edge PP, allowing Gyarados to set up to +6. You'll be seeing me use this technique a lot during this round and round 10.

Battle 37 is a water specialist.
Metagross3 is a punchmaster set without any STAB, and nothing really complements Gyarados4 better than my existing team. "It's entirely possible I go this round without trading once. That's how good Gyarados4 is."
(set 2)
"never mind roserade2 i really want this" Gallade switches in against Roserade and cleans house. Close Combat against Lapras2 was a 13/16 roll that I got.

Battle 38, no specialty.
Leech seed greatly enhances Gyarados's ability to set up far more than Thunder Wave can. I don't really care about the set itself, just the fact that it has Leech Seed. Of course, Roserade is also one of the better set 2 seeders.
573 | Roserade | Calm | Big Root | Giga Drain | Leech Seed | Ingrain | Synthesis | SpA/SpD
(set 2)
Gyarados switches in on an Avalanche and Mamoswine uses Curse before dying to two waterfalls. Gyarados actually sets up against Lanturn2, and Muk is OHKO'd.

Battle 39, no specialty.
"Exam season's coming up, but I'm neck-deep in battling" this is way too relatable
(set 2)
Roserade turns out to be Poison Point, which is relevant here. Jolteon2 is completely walled by Roserade, but it gets a Dig crit right when I decide to start attacking. Starmie finishes with Blizzard. Gallade is bulky enough to survive even a crit Hydro Pump 13/16 of the time, and this doesn't crit. It then proceeds to survive Garchomp2's Draco Meteor to put it in Waterfall kill range.

Battle 40, Ground specialty.
This may indicate I should swap for Garchomp2 since I'm worried about a potential Gliscor. However, there could be a Mamoswine instead which would make a Garchomp swap a very bad idea. I eventually decide not to swap.
(set 2)
Ludicolo2 is a really annoying double teaming toxic stall-leech seed set that fortunately can't do a single thing to Roserade. 40 turns of switch-stalling later, I have my +6 gyarados ready to wreck whatever they could possibly- oh. sash punchmaster rhydon. It sucks to have to throw away a perfectly good +6 gyarados, but oh well. Roserade doesn't get paralyzed on the switch-in, and Leaf Blade crit OHKOs Rhyperior in the back.

Battle 41, Ground specialty.
The previous battle's Rhydon2's Focus Sash prevents certain problem mons like Garchomp3 and Gliscor3 from showing up. Roserade is generally a better leech seed user than Ludicolo. It sure says something about the leech seed + gyarados4 core that I've basically not even entertained the thought of trading for most of this round.
(set 3)
Gyarados switches in on Aggron3 and sets up 3 Dragon Dances.

I'm in a weird spot at this point. I'm one trade away from 35 (which would giving me an extra elevation) and my two-mon core is basically good enough to have carried me through the entire set at this point.

Battle 42, Flying specialty
"flying spec, fuck it i'm taking aggron over gallade"
After running some calcs against various fliers I do confirm that Aggron3 does allow me to reliably beat every flier.
735 | Aggron | Adamant | Muscle Band | Iron Tail | Dragon Rush | Avalanche | Aerial Ace | Atk/Def
(set 4)
Roserade took down Lanturn and Staraptor showed up. It locked into Brave Bird, and Aggron clicked Avalanche to victory.

Ended round with 35 trades.

Starting in Round 7, there's no point to trading just for the sake of increasing your trades counter. Any trades I do will be specifically to improve my team.
My first opponent has no specialty.

831 | Scizor | Adamant | Occa Berry | X-Scissor | Iron Head | Aerial Ace | Night Slash | Atk/Def (24 IV, technician)
815 | Nidoqueen | Adamant | Razor Claw | Earthquake | Poison Jab | Superpower | Crunch | HP/Atk (31 IV, rivalry)
539 | Miltank | Adamant | Salac Berry | Facade | Zen Headbutt | Reversal | Endure | Atk/Spe (thick fat)
475 | Blissey | Modest | Chople Berry | Hyper Beam | Shadow Ball | Water Pulse | Sing | HP/SpA (natural cure)
822 | Drifblim | Docile | Lax Incense | Shadow Ball | Air Cutter | Silver Wind | Explosion | HP/Atk (31 IV, aftermath)
620 | Metagross | Modest | Wise Glasses | Psychic | Flash Cannon | Shadow Ball | Sludge Bomb | Def/SpA

Awful draft. Nidoqueen's Rivalry is just as likely to hurt it as help it, Miltank is too weak to make use of Reversal, off-stat Metagross just won't cut it in round 7, and Drifblim and Blissey are too weak and frail to be of any use here.
Miltank2/Scizor4/Nidoqueen4 is my only real option here. Miltank leads so that it can bulk hits while getting one KO, then take a decent chunk off their second mon.

Battle 43:
(set 3)
Gallade3 doesn't have a fighting move, so Miltank can KO with two Facades. I actually got crit by Psycho cut, but survived anyway. Scizor cleaned up.

Battle 44, no specialty.
No trade.
(set 3)
Donphan3 is a fangmaster set. Reversal crit against it, picking up the KO.

Battle 45 is good with Normal types.
I want Floatzel3 over Nidoqueen mainly for its consistency, high natural speed, and ability to hit using its special attack. If Nidoqueen wasn't Rivalry, I may have decided not to make this trade.
684 | Floatzel | Modest | Wave Incense | Surf | Ice Beam | Focus Blast | Rain Dance | SpA/Spe
(set 3)
Flygon3 whiffed a Draco Meteor into Miltank, who then crit Facade. Flygon then used Flamethrower(?) and crit. I switched in Scizor as Ursaring protected, and it was revealed to be Guts when Scizor outsped. Ambipom then high rolled Scizor with technician Aerial Ace. Then, it landed Gunk Shot against Miltank and poisoned it, but I was thankfully using Facade that turn for the OHKO.

Battle 46 is good with Water types.
Miltank's time has come - it's just too weak to pick up kills with Reversal in round 7. I'm instead going to use the Ursaring set that carried me to victory in round 5. This time, I know it has Guts, making it even stronger at the cost of not being able to outrun anything but the slowest Pokemon.
697 | Ursaring | Adamant | Toxic Orb | Facade | Superpower | Crunch | Protect | HP/Atk
(set 4)
Golduck's Hydro Pump whiffed on Ursaring, allowing it to survive Surf and OHKO Milotic4.

Battle 47 is good with Psychic types.
Now we're getting into the good stuff. Milotic4 is a fantasic tank, and its specially defensive bias helps it synergize with Scizor.
884 | Milotic | Modest | Lum Berry | Surf | Ice Beam | Dragon Pulse | Recover | HP/SpA
(set 4)
Hypno4 is a choiced set. As expected, it locked into Focus Blast against Ursaring. Milotic was able to come in and didn't even need to PP stall Focus Blasts, as all of them whiffed. Houndoom4 elected to not use Sunny Day, instead trying to Dark Pulse. Metagross4 was cleaned up.

Battle 48 is good with Flying types.
Metagross4 is a risky set, but its Flying resistance made me more willing to use it over Scizor. Additionally, it can clean up battles with Explosion.
892 | Metagross | Adamant | Quick Claw | Meteor Mash | Zen Headbutt | Earthquake | Explosion | HP/Atk
(set 4)
Gyarados4 Dragon Danced twice against Ursaring, who high rolled it with Guts Facade. Lickilicky4 exploded against Ursaring. Yanmega4 crit Metagross and dodged a Meteor Mash, but went down to Milotic.

Battle 49 has no specialty.
Since Thorton is capable of using all four sets of his Pokemon(supposedly he'll only use set 4 of non-legendary species and this holds true but I still want to verify it), I decided to keep track of items present in the previous battle.
Chesto Berry, Lax Incense, Wise Glasses, Toxic Orb, Quick Claw, Lum Berry

I have some really fun stuff to play with here. Before I blindly swapped [ursaring] for Gyarados4, I wanted to make sure my team could beat a potential Raikou or Zapdos. I eventually decided to swap Milotic4 out instead due to concerns over potential non-legendary Electric types.
This was my team going into Thorton, which he rated 19 percent:
697 | Ursaring | Adamant | Toxic Orb | Facade | Superpower | Crunch | Protect | HP/Atk (guts, 20 IV)
892 | Metagross | Adamant | Quick Claw | Meteor Mash | Zen Headbutt | Earthquake | Explosion | HP/Atk (24 IV)
880 | Gyarados | Adamant | Chesto Berry | Waterfall | Earthquake | Rest | Dragon Dance | Atk/Spe (24 IV)

Battle 49:
(set 4 non-legendaries, all 4 legendary sets)

881 | Snorlax | Adamant | Life Orb | Double-Edge | Earthquake | Zen Headbutt | Crunch | HP/Atk
814 | Abomasnow | Brave | Shell Bell | Wood Hammer | Avalanche | Earthquake | Rock Slide | HP/Atk
860 | Vaporeon | Modest | Expert Belt | Surf | Ice Beam | Shadow Ball | Signal Beam | HP/SpA

Snorlax4 is cleanly OHKO'd by Ursaring's Facade. In spite of its speed-reducing nature, Abomasnow4 outspeeds Ursaring due to the difference in IVs. Ursaring survived the Wood Hammer but was cleaned up either by Hail or the Vaporeon that came out next. Metagross exploded on it and I'm past 49 for the third time in my factory career.

Thorton had surprisingly benign sets compared to what I was used to seeing him use (this was the first time I didn't see him use a legendary in his Gold Print battle).

Round 7 ended with 41 trades (this number doesn't matter any more past this point)

Keeping track of items in post-Gold Print rounds is important because of the fact that trainers will be capable of using any set of any species in these rounds.

Battle 50 is a Normal specialist.

575 | Steelix | Adamant | Shuca Berry | Earthquake | Fire Fang | Thunder Fang | Ice Fang | Atk/Def
560 | Heracross | Adamant | Scope Lens | Close Combat | Aerial Ace | Night Slash | Bulk Up | Atk/SpD
516 | Manectric | Modest | Damp Rock | Thunder | Hyper Beam | Thunder Wave | Rain Dance | SpA/Spe
422 | Pinsir | Adamant | Coba Berry | X-Scissor | Earthquake | Rock Slide | Swords Dance | Atk/Def
723 | Flygon | Timid | White Herb | Draco Meteor | Earth Power | Flamethrower | Giga Drain | SpA/Spe
485 | Garchomp | Jolly | Brightpowder | Dragon Claw | Earthquake | Double Team | Sandstorm | Atk/Spe

Decent draft, if only because it has Garchomp. Garchomp1/Heracross2/Steelix2.
Heracross's ability was never checked, and I mistakenly assumed it had Coba berry for most of the set.
Items present in draft: Shuca Berry/Scope Lens/Damp Rock/Coba Berry/White Herb/Brightpowder

Battle 50:
(any set)
463 | Aggron | Adamant | Quick Claw | Iron Head | Rock Slide | Sandstorm | Screech | Atk/Def
599 | Aggron | Adamant | Quick Claw | Metal Claw | Fire Punch | ThunderPunch | Ice Punch | Atk/Def
735 | Aggron | Adamant | Muscle Band | Iron Tail | Dragon Rush | Avalanche | Aerial Ace | Atk/Def
871 | Aggron | Adamant | Focus Sash | Metal Burst | Stone Edge | Earthquake | Shadow Claw | Atk/Def
Aggron used Ice Punch on the switch to Steelix, revealing set 2.

389 | Exploud | Modest | Chople Berry | Hyper Voice | Extrasensory | Water Pulse | Torment | HP/SpA
525 | Exploud | Adamant | Life Orb | Facade | Fire Punch | ThunderPunch | Ice Punch | HP/Atk
661 | Exploud | Adamant | Life Orb | Facade | Earthquake | Avalanche | Crunch | HP/Atk
797 | Exploud | Modest | White Herb | Hyper Voice | Overheat | Surf | Ice Beam | HP/SpA
Exploud used Earthquake against Steelix, revealing set 3.

486 | Slaking | Impish | Lax Incense | Facade | Shadow Claw | Slack Off | Yawn | HP/Def
622 | Slaking | Adamant | Lum Berry | Crush Claw | Fire Punch | ThunderPunch | Ice Punch | Atk/Def
758 | Slaking | Jolly | Life Orb | Return | Night Slash | Gunk Shot | Aerial Ace | Atk/Spe
894 | Slaking | Adamant | Muscle Band | Giga Impact | Earthquake | Hammer Arm | Shadow Claw | HP/Atk
Slaking was set 2.

Battle 51 is good with Fighting types.
Items present in previous battle: Brightpowder, Scope Lens, Shuca Berry, Quick Claw, Life Orb, Lum Berry
Slaking2 is swapped over Steelix3 for its ability to better tank Fighting moves.
(any set)
358 | Blaziken | Adamant | Salac Berry | Blaze Kick | Reversal | Aerial Ace | Endure | Atk/Spe
494 | Blaziken | Timid | Brightpowder | Blast Burn | Focus Blast | SolarBeam | Sunny Day | SpA/Spe
630 | Blaziken | Adamant | Passho Berry | Blaze Kick | Earthquake | Shadow Claw | Stone Edge | Atk/Spe
766 | Blaziken | Adamant | White Herb | Flare Blitz | Superpower | ThunderPunch | Night Slash | Atk/Spe
I used Sandstorm in case Blaziken turned out to be set 1. Garchomp managed to get two Double Teams up when it turned out that was the case.

433 | Luxray | Adamant | Razor Claw | Thunder Fang | Crunch | Howl | Charge | HP/Atk
569 | Luxray | Modest | Wise Glasses | Thunderbolt | Signal Beam | Thunder Wave | Magnet Rise | HP/SpA
705 | Luxray | Adamant | White Herb | Thunder Fang | Ice Fang | Superpower | Thunder Wave | HP/Atk
841 | Luxray | Adamant | Muscle Band | Thunder Fang | Ice Fang | Crunch | Thunder Wave | HP/Atk
Luxray whiffed an Ice fang into Garchomp, revealing either set 3 or 4.

405 | Toxicroak | Adamant | Black Sludge | Poison Jab | Brick Break | X-Scissor | Knock Off | Atk/Spe
541 | Toxicroak | Adamant | Wide Lens | DynamicPunch | Poison Jab | ThunderPunch | Ice Punch | Atk/Spe
677 | Toxicroak | Modest | Wise Glasses | Sludge Bomb | Focus Blast | Shadow Ball | Dark Pulse | SpA/Spe
813 | Toxicroak | Adamant | Razor Claw | Gunk Shot | Cross Chop | Earthquake | Stone Edge | Atk/Spe
I switched in to Heracross to get extra item information about this set. It turned out to be set 4.

Battle 52 is good with Ice types.
Items present in previous battle: Brightpowder, Scope Lens, Lum Berry, Salac Berry, Razor Claw, either White Herb or Muscle Band.
Blaziken1 over Slaking2 is a no-brainer against intelligent AI.

437 | Roserade | Calm | Coba Berry | Sludge Bomb | Magical Leaf | Stun Spore | Mud-Slap | SpA/SpD
573 | Roserade | Calm | Big Root | Giga Drain | Leech Seed | Ingrain | Synthesis | SpA/SpD
709 | Roserade | Modest | White Herb | Leaf Storm | Sludge Bomb | Hyper Beam | GrassWhistle | SpA/Spe
845 | Roserade | Modest | White Herb | Leaf Storm | Sludge Bomb | Shadow Ball | Weather Ball | SpA/Spe
OHKO'd by Earthquake.

368 | Jynx | Calm | Chesto Berry | Psychic | Ice Beam | Lovely Kiss | Fake Tears | SpA/SpD
504 | Jynx | Calm | Lax Incense | Dream Eater | Lovely Kiss | Perish Song | Mean Look | SpA/SpD
640 | Jynx | Modest | Expert Belt | Blizzard | Energy Ball | Signal Beam | Wring Out | SpA/Spe
776 | Jynx | Modest | Choice Specs | Ice Beam | Psychic | Focus Blast | Shadow Ball | SpA/Spe
OHKO'd by Earthquake.

392 | Froslass | Timid | Cheri Berry | Ice Beam | Ominous Wind | Confuse Ray | Attract | SpA/Spe
528 | Froslass | Adamant | Focus Band | Ice Punch | Sucker Punch | Swagger | Psych Up | Atk/Spe
664 | Froslass | Modest | Expert Belt | Ice Beam | Thunderbolt | Signal Beam | Destiny Bond | SpA/Spe
800 | Froslass | Modest | Lax Incense | Blizzard | Shadow Ball | Psychic | Hail | SpA/Spe
Outsped Garchomp, so it had to be set 1. Blaziken nailed it.

Battle 53, no specialist.
No trade.
Items present in previous battle: Brightpowder, Scope Lens, Salac Berry, Cheri Bery
(any set)
904 | Latias | Calm | Lum Berry | Psychic | Dragon Pulse | Attract | Calm Mind | SpA/SpD
918 | Latias | Adamant | Expert Belt | Dragon Claw | Zen Headbutt | Earthquake | Aerial Ace | Atk/Spe
932 | Latias | Timid | Brightpowder | Psychic | Ice Beam | Energy Ball | Shadow Ball | SpA/Spe
946 | Latias | Modest | White Herb | Mist Ball | Draco Meteor | Thunderbolt | Surf | SpA/Spe
Brightpowder eliminates the only set that outspeeds Garchomp, who has a 14/16 chance to OHKO it with Dragon Claw, which I got.

899 | Entei | Jolly | Shuca Berry | Fire Fang | Return | Roar | Reflect | Atk/Spe
913 | Entei | Jolly | King's Rock | Fire Fang | Bite | Iron Head | Stone Edge | Atk/Spe
927 | Entei | Modest | Shuca Berry | Fire Blast | SolarBeam | Hyper Beam | Sunny Day | SpA/Spe
941 | Entei | Modest | Shuca Berry | Overheat | Extrasensory | Shadow Ball | Calm Mind | SpA/Spe
Used Fire Blast but it revealed Shuca Berry anyway.

375 | Whiscash | Modest | Shell Bell | Surf | Earth Power | Icy Wind | Amnesia | HP/SpA
511 | Whiscash | Adamant | Persim Berry | Aqua Tail | Earthquake | Rock Slide | Thrash | HP/Atk
647 | Whiscash | Modest | Zoom Lens | Hydro Pump | Earth Power | Blizzard | Fissure | HP/SpA
783 | Whiscash | Adamant | Muscle Band | Earthquake | Aqua Tail | Zen Headbutt | Stone Edge | HP/Atk
The fact that this used Aqua Tail against Heracross makes me believe this was set 2, although it could have been set 4 instead.

Battle 54, no specialist.
Latias is tempting, but no trade.
Items present in previous battle: Brightpowder, Scope Lens, Salac Berry, Shuca Berry, Persim Berry
(any set)
430 | Rampardos | Adamant | Toxic Orb | Rock Slide | Facade | Crunch | Screech | HP/Atk
566 | Rampardos | Brave | Iron Ball | Stone Edge | Payback | Avalanche | Fling | HP/Atk
702 | Rampardos | Adamant | Life Orb | Head Smash | Zen Headbutt | Fire Punch | ThunderPunch | HP/Atk
838 | Rampardos | Jolly | Choice Scarf | Head Smash | Earthquake | Giga Impact | Superpower | Atk/Spe
Did not outspeed Garchomp, so it wasn't set 4.

362 | Empoleon | Adamant | Razor Claw | Waterfall | Metal Claw | Brick Break | Knock Off | Atk/SpD
498 | Empoleon | Adamant | Razor Claw | Drill Peck | Aqua Jet | Shadow Claw | Rock Slide | Atk/SpD
634 | Empoleon | Brave | Quick Claw | Surf | Earthquake | Blizzard | Signal Beam | Atk/SpA
770 | Empoleon | Brave | Quick Claw | Hydro Cannon | Flash Cannon | Drill Peck | Earthquake | Atk/SpA
Its quick claw activated and used Flash Cannon.

363 | Dugtrio | Jolly | Grip Claw | Earthquake | Rock Slide | Astonish | Sand Tomb | Atk/Spe
499 | Dugtrio | Modest | Lax Incense | Earth Power | Sludge Bomb | Tri Attack | Sandstorm | SpA/Spe
635 | Dugtrio | Jolly | Razor Claw | Fissure | Giga Impact | Aerial Ace | Night Slash | Atk/Spe
771 | Dugtrio | Adamant | Muscle Band | Earthquake | Stone Edge | Slash | Shadow Claw | Atk/Spe
Used Earthquake, so either set 1 or set 4.

Battle 55, no specialty.
No trade.
Items present in previous battle: Brightpowder, Scope Lens, Salac Berry, Quick Claw, and either Grip Claw or Muscle Band.
(any set)
450 | Starmie | Timid | Lum Berry | Surf | Psychic | Confuse Ray | Thunder Wave | SpA/Spe
586 | Starmie | Timid | Wide Lens | Hydro Pump | Blizzard | Thunder | Recover | SpA/Spe
722 | Starmie | Modest | Wise Glasses | Surf | Psychic | Power Gem | Signal Beam | SpA/Spe
858 | Starmie | Modest | Expert Belt | Surf | Psychic | Thunderbolt | Ice Beam | SpA/Spe
I outsped this and crit it. The crit didn't matter in the end as Blaziken would have still cleaned up with Reversal either way.

403 | Miltank | Impish | Cheri Berry | Return | Iron Head | Thunder Wave | Milk Drink | Atk/Def
539 | Miltank | Adamant | Salac Berry | Facade | Zen Headbutt | Reversal | Endure | Atk/Spe
675 | Miltank | Adamant | Scope Lens | Dizzy Punch | Fire Punch | ThunderPunch | Ice Punch | Atk/Def

811 | Miltank | Adamant | Muscle Band | Giga Impact | Earthquake | Rock Slide | Zen Headbutt | Atk/Spe
Heracross switched in on this after set 1 was revealed and CC'd it to death. This was the first time I took notice of Heracross's ability (Swarm in this case)

396 | Rhydon | Adamant | Passho Berry | Earthquake | Rock Slide | Crunch | Scary Face | Atk/Def
532 | Rhydon | Adamant | Focus Sash | Earthquake | Fire Punch | ThunderPunch | Ice Punch | Atk/Def
668 | Rhydon | Brave | Persim Berry | Outrage | Hammer Arm | Shadow Claw | Avalanche | HP/Atk
804 | Rhydon | Adamant | Quick Claw | Earthquake | Stone Edge | Megahorn | Horn Drill | HP/Atk
Used Crunch against Heracross, revealing set 1.

Battle 56, Fire specialist.
Starmie (known to be either set 3 or set 4) over Heracross.
Items present in previous battle: Brightpowder, Scope Lens, Salac Berry, Expert Belt, Cheri Berry, Passho Berry

361 | Infernape | Jolly | Coba Berry | Close Combat | Fire Punch | U-turn | Fake Out | Atk/Spe
497 | Infernape | Adamant | Muscle Band | Blaze Kick | Shadow Claw | ThunderPunch | Gunk Shot | Atk/Spe
633 | Infernape | Modest | Brightpowder | Flamethrower | Focus Blast | SolarBeam | Sunny Day | SpA/Spe
769 | Infernape | Jolly | King's Rock | Flare Blitz | Close Combat | Earthquake | ThunderPunch | Atk/Spe
Fake Out revealed set 1. Garchomp comfortably took a Close Combat.

434 | Ninetales | Timid | Brightpowder | Fire Blast | SolarBeam | Attract | Sunny Day | SpA/Spe
570 | Ninetales | Timid | White Herb | Overheat | Dark Pulse | Nasty Plot | Confuse Ray | SpA/Spe
706 | Ninetales | Timid | Wide Lens | Heat Wave | Ominous Wind | Dream Eater | Hypnosis | SpD/Spe
842 | Ninetales | Modest | Passho Berry | Flamethrower | Extrasensory | Energy Ball | Calm Mind | SpA/Spe
Outsped and OHKO'd.

453 | Jolteon | Timid | Focus Sash | Thunderbolt | Thunder Wave | Agility | Baton Pass | SpA/Spe
589 | Jolteon | Hardy | Razor Claw | Discharge | Double Kick | Dig | Thunder Wave | Atk/SpA
725 | Jolteon | Timid | Lax Incense | Thunder | Shadow Ball | Rain Dance | Yawn | SpA/Spe
861 | Jolteon | Modest | Razor Fang | Thunderbolt | Hyper Beam | Shadow Ball | Signal Beam | SpA/Spe
Used Rain Dance on its only turn.

Round ended with 45 trades.

Battle 57, no specialty. Trainers are capable of using all 4 sets past this point.

779 | Breloom | Adamant | Shell Bell | Focus Punch | Seed Bomb | Giga Impact | Spore | Atk/Def (effect spore)
541 | Toxicroak | Adamant | Wide Lens | DynamicPunch | Poison Jab | ThunderPunch | Ice Punch | Atk/Spe (anticipation)
736 | Walrein | Bold | Lax Incense | Sheer Cold | Fissure | Rest | Sleep Talk | Def/SpD (thick fat)
519 | Skuntank | Jolly | Chesto Berry | Crunch | Toxic | Swagger | Double Team | HP/Spe (stench)
555 | Gengar | Modest | Life Orb | Shadow Ball | Dream Eater | Hypnosis | Substitute | SpA/Spe
588 | Vaporeon | Modest | Damp Rock | Hydro Pump | Ice Beam | Acid Armor | Rain Dance | HP/SpA

The only good options in this draft are Gengar2 and Vaporeon2. I went into this round fully expecting to lose at 57. Picked Breloom4/Gengar2/Vaporeon2.
Items present in draft: Shell Bell, Wide Lens, Lax Incense, Chesto Berry, Life Orb, Damp Rock

Battle 57:

377 | Vespiquen | Modest | Scope Lens | Silver Wind | Air Cutter | Ominous Wind | Swagger | Def/SpD
513 | Vespiquen | Careful | Persim Berry | X-Scissor | Toxic | Heal Order | Destiny Bond | HP/Def/SpD
649 | Vespiquen | Adamant | Muscle Band | X-Scissor | Aerial Ace | Pursuit | U-turn | HP/Atk
785 | Vespiquen | Adamant | Shell Bell | Attack Order | Defend Order | Heal Order | Confuse Ray | HP/Atk
Swaggered as Gengar set up a sub against it, revealing set 1.

374 | Absol | Jolly | Chople Berry | Sucker Punch | Facade | Double Team | Taunt | Atk/Spe
510 | Absol | Adamant | Quick Claw | Punishment | Swagger | Attract | Thunder Wave | HP/Atk
646 | Absol | Jolly | Razor Claw | Night Slash | Psycho Cut | X-Scissor | Aerial Ace | Atk/Spe
782 | Absol | Adamant | Choice Band | Night Slash | Superpower | Giga Impact | Zen Headbutt | Atk/Spe
Taunted into Gengar's sub, then didn't sucker punch.

365 | Medicham | Jolly | Salac Berry | Zen Headbutt | Reversal | Endure | Fake Out | Atk/Spe
501 | Medicham | Jolly | Cheri Berry | Drain Punch | Poison Jab | Detect | Recover | Atk/Spe
637 | Medicham | Modest | Wise Glasses | Psychic | Focus Blast | Shadow Ball | Calm Mind | SpA/Spe
773 | Medicham | Adamant | Scope Lens | Psycho Cut | Fire Punch | ThunderPunch | Ice Punch | Atk/Spe
Never found out its set.

Battle 58, no specialty.
I decided to not trade.
Items present in previous battle: Shell Bell, Life Orb, Damp Rock, Scope Lens, Chople Berry

360 | Torterra | Adamant | Yache Berry | Earthquake | Grass Knot | Rock Slide | Curse | HP/Atk
496 | Torterra | Sassy | Leftovers | Giga Drain | Leech Seed | Synthesis | Amnesia | HP/Def/SpD
632 | Torterra | Modest | Lax Incense | Frenzy Plant | Earth Power | Hyper Beam | Leech Seed | Def/SpA
768 | Torterra | Adamant | Quick Claw | Wood Hammer | Earthquake | Stone Edge | Crunch | HP/Atk
Leftovers never activated, ruling out set 2.

431 | Bronzong | Impish | King's Rock | Extrasensory | Iron Head | Rock Slide | Trick Room | Def/SpD
567 | Bronzong | Calm | Lum Berry | Dream Eater | Hypnosis | Signal Beam | Trick Room | Def/SpD
703 | Bronzong | Modest | Leftovers | Psychic | Shadow Ball | Charge Beam | Signal Beam | HP/SpA
839 | Bronzong | Adamant | Quick Claw | Zen Headbutt | Iron Head | Earthquake | Explosion | HP/Atk
Leftovers DID activate, signaling set 3.

370 | Lanturn | Modest | Rindo Berry | Surf | Discharge | Thunder Wave | Aqua Ring | HP/SpA
506 | Lanturn | Calm | Lum Berry | Dive | Confuse Ray | Thunder Wave | Attract | HP/SpD
642 | Lanturn | Modest | Sitrus Berry | Hydro Pump | Thunder | Blizzard | Rain Dance | HP/SpA
778 | Lanturn | Modest | Expert Belt | Surf | Thunderbolt | Ice Beam | Signal Beam | HP/SpA
Rindo Berry triggered, revealing set 1.

Battle 59, Ice specialist.
Bronzong should make this battle much safer. Taking it over Breloom4.
Items present in previous battle: Shell Bell, Life Orb, Damp Rock, Leftovers, Rindo Berry

468 | Magnezone | Bold | Light Clay | Thunderbolt | Mirror Shot | Light Screen | Reflect | Def/SpA
604 | Magnezone | Impish | Lum Berry | Iron Head | Explosion | Swagger | Psych Up | Atk/Def
740 | Magnezone | Modest | Chesto Berry | Charge Beam | Flash Cannon | Magnet Rise | Thunder Wave | Def/SpA
876 | Magnezone | Modest | Brightpowder | Thunderbolt | Flash Cannon | Tri Attack | Signal Beam | Def/SpA
Charge beam whiffed repeatedly into Bronzong as I missed a chance to 3HKO with Psychic. I boosted with Charge Beam on its last turn.

368 | Jynx | Calm | Chesto Berry | Psychic | Ice Beam | Lovely Kiss | Fake Tears | SpA/SpD
504 | Jynx | Calm | Lax Incense | Dream Eater | Lovely Kiss | Perish Song | Mean Look | SpA/SpD
640 | Jynx | Modest | Expert Belt | Blizzard | Energy Ball | Signal Beam | Wring Out | SpA/Spe
776 | Jynx | Modest | Choice Specs | Ice Beam | Psychic | Focus Blast | Shadow Ball | SpA/Spe
Shadow Ball doesn't OHKO. This used Energy Ball for whatever reason into Bronzong.

895 | Articuno | Docile | Icy Rock | Blizzard | Fly | Roost | Hail | Atk/SpA
909 | Articuno | Brave | Wacan Berry | Avalanche | Aerial Ace | Facade | Reflect | Atk/Def
923 | Articuno | Modest | Wise Glasses | Ice Beam | Signal Beam | Ominous Wind | Water Pulse | Def/SpA
937 | Articuno | Modest | Charti Berry | Ice Beam | Air Cutter | AncientPower | Sheer Cold | SpA/SpD
Used some move, revealing set 2.

Battle 60, Dark specialist.
Magnezone is more likely to help me here than Bronzong.
Items present in previous battle: Leftovers, Life Orb, Damp Rock, Chesto Berry, Expert Belt, Wacan Berry

456 | Umbreon | Careful | Leftovers | Payback | Confuse Ray | Curse | Baton Pass | Def/SpD
592 | Umbreon | Impish | Leftovers | Toxic | Mean Look | Double Team | Confuse Ray | Def/SpD

728 | Umbreon | Impish | Lax Incense | Faint Attack | Swagger | Psych Up | Screech | HP/Def
864 | Umbreon | Impish | Brightpowder | Payback | Trump Card | Curse | Moonlight | Def/SpD
Magnezone was able to boost to +2 and set up Magnet Rise against this without taking any damage.

440 | Weavile | Adamant | Chople Berry | Night Slash | Ice Punch | Screech | Fake Out | Atk/Spe
576 | Weavile | Jolly | Brightpowder | Night Slash | Attract | Double Team | Hail | Atk/Spe
712 | Weavile | Adamant | Focus Sash | Night Slash | X-Scissor | Metal Claw | Counter | Atk/Spe
848 | Weavile | Jolly | Razor Claw | Night Slash | Ice Punch | Aerial Ace | Brick Break | Atk/Spe
Magnezone lived a Brick Break.

482 | Tyranitar | Brave | Focus Band | Rock Slide | Payback | Avalanche | Curse | Atk/SpD
618 | Tyranitar | Jolly | Choice Scarf | Fire Punch | ThunderPunch | Ice Punch | Aerial Ace | Atk/Spe
754 | Tyranitar | Adamant | White Herb | Superpower | Dragon Claw | Shadow Claw | Aqua Tail | Atk/Def
890 | Tyranitar | Adamant | Chople Berry | Stone Edge | Crunch | Earthquake | Dragon Dance | HP/Atk
That I outsped this revealed it as set 1.

Battle 61, no specialist.
After some thought, Weavile4 taken over Magnezone3 - Magnezone's utility came from the fact I knew i'd have a good matchup against 2/3 of their team.
Items in previous battle: Chesto Berry, Life Orb, Damp Rock, Brightpowder, Razor Claw, Focus Band

424 | Heracross | Jolly | Focus Band | Megahorn | Focus Punch | Swagger | Attract | Atk/Spe
560 | Heracross | Adamant | Scope Lens | Close Combat | Aerial Ace | Night Slash | Bulk Up | Atk/SpD
696 | Heracross | Adamant | Coba Berry | Megahorn | Stone Edge | Facade | Shadow Claw | Atk/Spe
832 | Heracross | Jolly | Salac Berry | Megahorn | Earthquake | Reversal | Endure | Atk/Spe
Weavile OHKO'd this with Aerial Ace without proccing Coba Berry, meaning it was either set 2 or set 4.

453 | Jolteon | Timid | Focus Sash | Thunderbolt | Thunder Wave | Agility | Baton Pass | SpA/Spe
589 | Jolteon | Hardy | Razor Claw | Discharge | Double Kick | Dig | Thunder Wave | Atk/SpA
725 | Jolteon | Timid | Lax Incense | Thunder | Shadow Ball | Rain Dance | Yawn | SpA/Spe
861 | Jolteon | Modest | Razor Fang | Thunderbolt | Hyper Beam | Shadow Ball | Signal Beam | SpA/Spe
Weavile outsped this and didn't get confused by Signal Beam, revealing set 4.

388 | Shiftry | Jolly | Persim Berry | Seed Bomb | Faint Attack | X-Scissor | Fake Out | Atk/Spe
524 | Shiftry | Calm | Leftovers | Giga Drain | Leech Seed | Double Team | Synthesis | HP/Def/SpD
660 | Shiftry | Modest | White Herb | Leaf Storm | Dark Pulse | Focus Blast | Shadow Ball | HP/SpA
796 | Shiftry | Adamant | Cheri Berry | Seed Bomb | Sucker Punch | Aerial Ace | Explosion | HP/Atk
Died to Ice Punch, meaning it definitely wasn't set 2, but could be set 3 or set 4.

Battle 62, Electric specialist.
I'm taking Jolteon4 over Vaporeon2 here for obvious reasons.
Items present in previous battle: Razor Claw, Life Orb, Damp Rock, Razor Fang, and either Scope Lens or Salac Berry.

468 | Magnezone | Bold | Light Clay | Thunderbolt | Mirror Shot | Light Screen | Reflect | Def/SpA
604 | Magnezone | Impish | Lum Berry | Iron Head | Explosion | Swagger | Psych Up | Atk/Def
740 | Magnezone | Modest | Chesto Berry | Charge Beam | Flash Cannon | Magnet Rise | Thunder Wave | Def/SpA
876 | Magnezone | Modest | Brightpowder | Thunderbolt | Flash Cannon | Tri Attack | Signal Beam | Def/SpA
Switched to Jolteon, and this almost landed the literally 0.1% chance to 3HKO it.

377 | Vespiquen | Modest | Scope Lens | Silver Wind | Air Cutter | Ominous Wind | Swagger | Def/SpD
513 | Vespiquen | Careful | Persim Berry | X-Scissor | Toxic | Heal Order | Destiny Bond | HP/Def/SpD
649 | Vespiquen | Adamant | Muscle Band | X-Scissor | Aerial Ace | Pursuit | U-turn | HP/Atk
785 | Vespiquen | Adamant | Shell Bell | Attack Order | Defend Order | Heal Order | Confuse Ray | HP/Atk
I kept Jolteon in to faint to this, it's probably not worth it to go through the effort to keep it alive.

380 | Manectric | Adamant | Shuca Berry | Thunder Fang | Crunch | Roar | Thunder Wave | Atk/Spe
516 | Manectric | Modest | Damp Rock | Thunder | Hyper Beam | Thunder Wave | Rain Dance | SpA/Spe
652 | Manectric | Adamant | Quick Claw | Thunder Fang | Fire Fang | Ice Fang | Bite | Atk/Spe
788 | Manectric | Timid | Brightpowder | Thunderbolt | Flamethrower | Signal Beam | Swift | SpA/Spe
Thunder Fang into Weavile revealed its set.

Battle 63, No specialty.
No trade.
Items in previous battle: Razor Claw, Life Orb, Razor Fang, Chesto Berry, Scope Lens, Shuca Berry

378 | Raichu | Adamant | Wide Lens | ThunderPunch | Iron Tail | Slam | Quick Attack | Atk/Spe
514 | Raichu | Jolly | Focus Band | ThunderPunch | Focus Punch | Sweet Kiss | Thunder Wave | Atk/Spe
650 | Raichu | Timid | Petaya Berry | Thunderbolt | Focus Blast | Signal Beam | Nasty Plot | SpA/Spe
786 | Raichu | Adamant | Brightpowder | Volt Tackle | Return | Brick Break | Thunder Wave | Atk/Spe
When I saw this lead, my first thought was that all four sets have distinct attacks that OHKO Weavile, and that the only bad thing that could come of switching in Gengar would be set 2 Thunder Waving me. When I saw Gengar absorb a Focus Blast, I knew that it would likely Nasty Plot turn 2, and on turn 3 I'd have a free switch into Jolteon to finish it off, and that's exactly what happened.

356 | Feraligatr | Adamant | King's Rock | Waterfall | Ice Fang | Rock Slide | Scary Face | Atk/Def
492 | Feraligatr | Adamant | White Herb | Aqua Tail | Superpower | Dragon Claw | Shadow Claw | Atk/Def
628 | Feraligatr | Modest | Wise Glasses | Hydro Cannon | Ice Beam | Focus Blast | AncientPower | Def/SpA
764 | Feraligatr | Adamant | Lum Berry | Waterfall | Earthquake | Ice Fang | Dragon Dance | Atk/Def
OHKO'd cleanly.

899 | Entei | Jolly | Shuca Berry | Fire Fang | Return | Roar | Reflect | Atk/Spe
913 | Entei | Jolly | King's Rock | Fire Fang | Bite | Iron Head | Stone Edge | Atk/Spe
927 | Entei | Modest | Shuca Berry | Fire Blast | SolarBeam | Hyper Beam | Sunny Day | SpA/Spe
941 | Entei | Modest | Shuca Berry | Overheat | Extrasensory | Shadow Ball | Calm Mind | SpA/Spe
Stone edge did not crit Jolteon, and it was speedily 2HKOed.

Round ended with 50 trades. We're in uncharted territory now.

Battle 64, no specialty.

484 | Metagross | Adamant | Brightpowder | Zen Headbutt | Bullet Punch | Facade | Light Screen | Atk/Def
619 | Salamence | Jolly | Razor Fang | Dragon Claw | Fire Fang | Thunder Fang | Dragon Dance | Atk/Spe
707 | Machamp | Adamant | Quick Claw | DynamicPunch | Earthquake | Stone Edge | Ice Punch | HP/Atk (guts)
471 | Porygon-Z | Modest | Sitrus Berry | Tri Attack | Shadow Ball | Recycle | Conversion 2 | HP/SpA (download)
461 | Probopass | Brave | Cheri Berry | AncientPower | Magnet Bomb | Thunder Wave | Protect | Atk/SpA
504 | Jynx | Calm | Lax Incense | Dream Eater | Lovely Kiss | Perish Song | Mean Look | SpA/SpD

This would be a terrible draft and probably instant loss-worthy if not for the two gen 3 pseudo-legends. Metagross leads so that I can set up Light Screen for Mence to abuse. Metagross1/Salamence2/Porygon-Z1. I felt really comfortable with this team because its preferred playstyle was so close to my Tree team (PP stall and set up mence)

Items present in draft: Brightpowder, Razor Fang, Quick Claw, Sitrus Berry, Cheri Berry, Lax Incense
Battle 64:

469 | Rhyperior | Adamant | Focus Band | Rock Wrecker | Earthquake | Crunch | Roar | Atk/Def
605 | Rhyperior | Adamant | Expert Belt | Fire Punch | ThunderPunch | Ice Punch | Aqua Tail | Atk/Def
741 | Rhyperior | Impish | Focus Sash | Horn Drill | Avalanche | Payback | Counter | HP/Def
877 | Rhyperior | Adamant | Choice Band | Rock Wrecker | Earthquake | Hammer Arm | Megahorn | HP/Atk
This was one of two Rhyperior4 leads during this set, and I'm thankful for them. They will always lock Earthquake on Metagross and stay in, allowing Salamence to set up all six Dances. In this battle, Metagross survived the Earthquake thanks to Intimidate.

449 | Exeggutor | Modest | Brightpowder | SolarBeam | Psychic | Synthesis | Sunny Day | HP/SpA
585 | Exeggutor | Modest | Lum Berry | Dream Eater | Hypnosis | Leech Seed | Ingrain | HP/SpA
721 | Exeggutor | Brave | Focus Sash | Wood Hammer | Zen Headbutt | Trick Room | Explosion | HP/Atk
857 | Exeggutor | Modest | Expert Belt | Leaf Storm | Psychic | Sludge Bomb | AncientPower | HP/SpA
I would have been so annoyed if this was set 3 and I lost due to trick room. Fortunately it wasn't.

353 | Blastoise | Modest | Mystic Water | Hydro Pump | Signal Beam | Icy Wind | Mirror Coat | Def/SpA/SpD
489 | Blastoise | Adamant | Shell Bell | Waterfall | Focus Punch | Double Team | Aqua Ring | HP/Atk
625 | Blastoise | Adamant | Life Orb | Aqua Tail | Earthquake | Avalanche | Zen Headbutt | HP/Atk
761 | Blastoise | Modest | Shell Bell | Hydro Cannon | Ice Beam | Hyper Beam | Focus Blast | HP/SpA
No idea what this was.

Battle 65, Grass specialist.
No trade.
Items in previous battle: Brightpowder, Razor Fang, Sitrus Berry, Choice Band

457 | Leafeon | Jolly | Scope Lens | Leaf Blade | Aerial Ace | Double Team | Baton Pass | Atk/Spe
593 | Leafeon | Jolly | Brightpowder | Leaf Blade | Last Resort | Curse | GrassWhistle | Atk/Spe
729 | Leafeon | Adamant | Heat Rock | Leaf Blade | X-Scissor | Synthesis | Sunny Day | Atk/Def
865 | Leafeon | Adamant | Quick Claw | Leaf Blade | X-Scissor | Aerial Ace | Bite | Atk/Def
This passed a single double team as well as -1 Attack to Dugtrio1. Finished off by Metagross later in the battle.

363 | Dugtrio | Jolly | Grip Claw | Earthquake | Rock Slide | Astonish | Sand Tomb | Atk/Spe
499 | Dugtrio | Modest | Lax Incense | Earth Power | Sludge Bomb | Tri Attack | Sandstorm | SpA/Spe
635 | Dugtrio | Jolly | Razor Claw | Fissure | Giga Impact | Aerial Ace | Night Slash | Atk/Spe
771 | Dugtrio | Adamant | Muscle Band | Earthquake | Stone Edge | Slash | Shadow Claw | Atk/Spe
KO'd Mence before being taken down by Porygon-Z.

387 | Ludicolo | Adamant | Muscle Band | Waterfall | Razor Leaf | Drain Punch | Swords Dance | Atk/SpD
523 | Ludicolo | Impish | Leftovers | Leech Seed | Toxic | Double Team | Rain Dance | HP/Def/SpD
659 | Ludicolo | Modest | Wide Lens | Hydro Pump | Grass Knot | Blizzard | Focus Blast | HP/SpA
795 | Ludicolo | Modest | Lum Berry | Surf | Giga Drain | Ice Beam | Rain Dance | SpA/SpD
Metagross was able to beat this all by itself.

Battle 66, no specialist.
The idea of passing Double Teams to Salamence, while fun, is probably less practical then just setting Salamence up outright. I will take Leafeon1, however, for increased safety against opposing Waters.
Items in previous battle: Brightpowder, Razor Fang, Sitrus Berry, Scope Lens, Grip Claw, Muscle Band

408 | Nidoking | Impish | Focus Band | Earthquake | Poison Jab | Double Kick | Counter | HP/Atk
544 | Nidoking | Careful | Brightpowder | Focus Punch | Dragon Pulse | Horn Drill | Substitute | HP/Def/SpD
680 | Nidoking | Modest | Expert Belt | Earth Power | Sludge Bomb | Ice Beam | Shadow Ball | SpA/Spe
816 | Nidoking | Adamant | Muscle Band | Earthquake | Poison Jab | Megahorn | Outrage | Atk/Spe
This turned out to be set 1, which was vulnerable to PP stalling via switching between Metagross and Salamence. 50 turns of PP stall later, I had a +6 evasion mence in ready to get Dragon Dances.

474 | Kingdra | Timid | Razor Fang | Surf | Dragon Pulse | SmokeScreen | Rain Dance | SpA/Spe
610 | Kingdra | Timid | Shell Bell | Brine | Ice Beam | Twister | Yawn | SpA/Spe
746 | Kingdra | Adamant | Lum Berry | Waterfall | Outrage | Iron Head | Dragon Dance | HP/Atk
882 | Kingdra | Modest | Wide Lens | Hydro Pump | Draco Meteor | Blizzard | Signal Beam | HP/SpA

389 | Exploud | Modest | Chople Berry | Hyper Voice | Extrasensory | Water Pulse | Torment | HP/SpA
525 | Exploud | Adamant | Life Orb | Facade | Fire Punch | ThunderPunch | Ice Punch | HP/Atk
661 | Exploud | Adamant | Life Orb | Facade | Earthquake | Avalanche | Crunch | HP/Atk
797 | Exploud | Modest | White Herb | Hyper Voice | Overheat | Surf | Ice Beam | HP/SpA
No way of knowing what these two sets were, as they were OHKO'd.

Battle 67, no specialist.
No trade.
Items in previous battle: Brightpowder, Razor Fang, Scope Lens, Focus Band

369 | Mr. Mime | Calm | Cheri Berry | Psychic | Signal Beam | Copycat | Mimic | SpA/SpD
505 | Mr. Mime | Calm | Light Clay | Dream Eater | Hypnosis | Light Screen | Reflect | SpA/SpD
641 | Mr. Mime | Modest | Kasib Berry | Psychic | Thunderbolt | Energy Ball | Hyper Beam | SpA/SpD
777 | Mr. Mime | Modest | Choice Specs | Psychic | Charge Beam | Shadow Ball | Focus Blast | SpA/SpD
I made sure to set up Reflect turn 1 in case of possible Choice Specs set 4. It turned out to be set 2. "Whatever's coming out next is probably way scarier behind screens than a dream eater mr. mime" KO'd it with only one turn of reflect left.

370 | Lanturn | Modest | Rindo Berry | Surf | Discharge | Thunder Wave | Aqua Ring | HP/SpA
506 | Lanturn | Calm | Lum Berry | Dive | Confuse Ray | Thunder Wave | Attract | HP/SpD
642 | Lanturn | Modest | Sitrus Berry | Hydro Pump | Thunder | Blizzard | Rain Dance | HP/SpA
778 | Lanturn | Modest | Expert Belt | Surf | Thunderbolt | Ice Beam | Signal Beam | HP/SpA
Metagross set Light Screen before fainting. Leafeon high rolled this for the OHKO.

351 | Venusaur | Modest | White Herb | Leaf Storm | Sludge Bomb | Amnesia | Sleep Powder | SpA/SpD
487 | Venusaur | Bold | Big Root | Giga Drain | Ingrain | Leech Seed | Sleep Powder | HP/Def/SpD
623 | Venusaur | Adamant | Black Sludge | Seed Bomb | Earthquake | Outrage | Curse | Atk/SpD
759 | Venusaur | Modest | Wise Glasses | Frenzy Plant | Sludge Bomb | Hyper Beam | Synthesis | HP/SpA
Leafeon survived Sludge Bomb thanks to Light Screen and crit an Aerial Ace against it. Since Salamence never hit the field, I had to check damage rolls to determine it was set 1.

Battle 68, no specialty.
No trade.
Items in previous battle: Brightpowder, Razor Fang, Scope Lens, Light Clay, Sitrus Berry, White Herb

367 | Granbull | Adamant | Razor Claw | Return | Rock Slide | Crunch | Thunder Wave | HP/Atk
503 | Granbull | Adamant | Quick Claw | Facade | Fire Fang | Thunder Fang | Ice Fang | HP/Atk
639 | Granbull | Adamant | Muscle Band | Fire Punch | ThunderPunch | Ice Punch | Payback | HP/Atk
775 | Granbull | Adamant | Life Orb | Giga Impact | Close Combat | Earthquake | Stone Edge | HP/Atk
Metagross survived Fire Punch, revealing set 3. Even set 4's Earthquake would not have OHKOed Metagross.

436 | Shuckle | Impish | Lax Incense | Stone Edge | Bug Bite | Swagger | Power Trick | HP/Def/SpD
572 | Shuckle | Careful | Grip Claw | Wrap | Swagger | Attract | Toxic | HP/Def/SpD
708 | Shuckle | Impish | Lax Incense | Gyro Ball | Substitute | Double Team | Power Trick | HP/Def/SpD
844 | Shuckle | Calm | Leftovers | Toxic | Substitute | Double Team | Sandstorm | HP/Def/SpD
None of my Bullet Punches missed.

433 | Luxray | Adamant | Razor Claw | Thunder Fang | Crunch | Howl | Charge | HP/Atk
569 | Luxray | Modest | Wise Glasses | Thunderbolt | Signal Beam | Thunder Wave | Magnet Rise | HP/SpA
705 | Luxray | Adamant | White Herb | Thunder Fang | Ice Fang | Superpower | Thunder Wave | HP/Atk
841 | Luxray | Adamant | Muscle Band | Thunder Fang | Ice Fang | Crunch | Thunder Wave | HP/Atk

Fortunately, two of the physical sets were ruled out, letting me determine this set easily.

Battle 69, no specialist.
No trade.
Items in previous battle: Brightpowder, Razor Fang, Scope Lens, Muscle Band, Lax Incense, Razor Claw

469 | Rhyperior | Adamant | Focus Band | Rock Wrecker | Earthquake | Crunch | Roar | Atk/Def
605 | Rhyperior | Adamant | Expert Belt | Fire Punch | ThunderPunch | Ice Punch | Aqua Tail | Atk/Def
741 | Rhyperior | Impish | Focus Sash | Horn Drill | Avalanche | Payback | Counter | HP/Def
877 | Rhyperior | Adamant | Choice Band | Rock Wrecker | Earthquake | Hammer Arm | Megahorn | HP/Atk
Set4 Rhyperior means free setup for Salamence. This one happened to crit Metagross, so I could have passed a Double Team to Salamence, but I forgot. It didn't end up mattering anyway.

479 | Togekiss | Adamant | Power Herb | Sky Attack | ExtremeSpeed | Drain Punch | Roost | Atk/SpD
615 | Togekiss | Modest | Scope Lens | Air Slash | Ominous Wind | Silver Wind | AncientPower | HP/SpA
751 | Togekiss | Modest | Wise Glasses | Air Slash | Heat Wave | Signal Beam | Magical Leaf | SpA/Spe

887 | Togekiss | Modest | Expert Belt | Hyper Beam | Air Slash | Aura Sphere | Psychic | SpA/Spe

455 | Espeon | Timid | Lum Berry | Psychic | Reflect | Calm Mind | Baton Pass | SpA/Spe
591 | Espeon | Timid | Brightpowder | Psychic | Swift | Charm | Attract | SpA/Spe
727 | Espeon | Modest | Lum Berry | Psychic | Shadow Ball | Hyper Beam | Grass Knot | SpA/Spe
863 | Espeon | Modest | Wise Glasses | Psychic | Shadow Ball | Signal Beam | Morning Sun | SpA/Spe
I only found out what Espeon's item was after the fact, since the next battle had a Lum Berry user.

Battle 70, no specialty.
No trade.
Items in previous battle: Brightpowder, Razor Fang, Scope Lens, Choice Band, one of Wise Glasses/Lum Berry, and one of Wise Glasses/Expert Belt/Power Herb.

356 | Feraligatr | Adamant | King's Rock | Waterfall | Ice Fang | Rock Slide | Scary Face | Atk/Def
492 | Feraligatr | Adamant | White Herb | Aqua Tail | Superpower | Dragon Claw | Shadow Claw | Atk/Def
628 | Feraligatr | Modest | Wise Glasses | Hydro Cannon | Ice Beam | Focus Blast | AncientPower | Def/SpA
764 | Feraligatr | Adamant | Lum Berry | Waterfall | Earthquake | Ice Fang | Dragon Dance | Atk/Def
It was pretty unlikely for this Feraligatr to be set 3 or 4, since at least one of those sets was forbidden due to item clause, and there's a decent chance the other one was too. I proceeded under the assumption this gatr was set 1 or 2. Since this Dragon Danced on the switch to Leafeon, this means it's set 4, which means the Espeon in the previous battle had Wise Glasses. Leafeon outsped and crit it on turn 2.

458 | Glaceon | Calm | Lax Incense | Ice Beam | Water Pulse | Double Team | Baton Pass | SpA/SpD
594 | Glaceon | Calm | Leftovers | Ice Beam | Double Team | Yawn | Hail | SpA/SpD
730 | Glaceon | Modest | Focus Sash | Blizzard | Hyper Beam | Hail | Mirror Coat | Def/SpA
866 | Glaceon | Modest | Wise Glasses | Ice Beam | Shadow Ball | Signal Beam | Water Pulse | Def/SpA
I crit the Glaceon, it Ice Beamed me, and then recovered with Leftovers.

438 | Honchkrow | Adamant | Wacan Berry | Night Slash | Aerial Ace | Torment | Taunt | HP/Atk
574 | Honchkrow | Adamant | White Herb | Superpower | Pluck | Confuse Ray | Thunder Wave | HP/Atk
710 | Honchkrow | Modest | Life Orb | Dark Pulse | Air Cutter | Psychic | Shadow Ball | HP/SpA
846 | Honchkrow | Adamant | Scope Lens | Night Slash | Drill Peck | Sucker Punch | Steel Wing | HP/Atk
This was set 1, and Metagross made quick work of it.

Round ended with 52 trades.

Continued in next post.
 
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(continued from previous post due to length)
My first opponent has no specialty.

918 | Latias | Adamant | Expert Belt | Dragon Claw | Zen Headbutt | Earthquake | Aerial Ace | Atk/Spe
896 | Zapdos | Serious | Yache Berry | Thunder | Drill Peck | Thunder Wave | Rain Dance | Atk/Spe
379 | Dewgong | Careful | Razor Fang | Waterfall | Avalanche | Headbutt | Fake Out | Atk/SpD (hydration)
435 | Machamp | Adamant | Scope Lens | Cross Chop | Earthquake | Bullet Punch | Foresight | HP/Atk (guts)
853 | Lickilicky | Adamant | Lax Incense | Body Slam | Power Whip | Earthquake | Explosion | HP/Atk
889 | Dragonite | Adamant | Choice Band | Outrage | Giga Impact | Earthquake | Superpower | Atk/SpD
"so this is where all the legendaries were" Latias2 and Zapdos1 are both overshadowed by choice band Dragonite. Lickilicky is good enough to work here, and Dewgong is a backup against other, faster dragons that OHKO Dragonite.
Dragonite4/Lickilicky4/Dewgong1

Items present in draft: Expert Belt, Yache Berry, Razor Fang, Scope Lens, Lax Incense, Choice Band
Battle 71:

453 | Jolteon | Timid | Focus Sash | Thunderbolt | Thunder Wave | Agility | Baton Pass | SpA/Spe
589 | Jolteon | Hardy | Razor Claw | Discharge | Double Kick | Dig | Thunder Wave | Atk/SpA
725 | Jolteon | Timid | Lax Incense | Thunder | Shadow Ball | Rain Dance | Yawn | SpA/Spe
861 | Jolteon | Modest | Razor Fang | Thunderbolt | Hyper Beam | Shadow Ball | Signal Beam | SpA/Spe
Jolteon crit Dragonite with Thunderbolt, leaving it at 1 HP for Dewgong to finish off.

397 | Slowbro | Bold | Chesto Berry | Psychic | Surf | Calm Mind | Yawn | Def/SpA
533 | Slowbro | Adamant | Expert Belt | Zen Headbutt | Aqua Tail | Earthquake | Avalanche | HP/Atk
669 | Slowbro | Modest | Choice Specs | Psychic | Flamethrower | Shadow Ball | Signal Beam | HP/SpA
805 | Slowbro | Quiet | Leftovers | Psychic | Surf | Ice Beam | Trick Room | HP/SpA
No way was Dewgong beating a Slowbro, so Lickilicky switched in. Damage calcs revealed the set to be Specs, which only option against was to explode and hope Dewgong could take whatever was in the back, which was decently likely since it was guaranteed to not be Water or Electric type.

419 | Gengar | Timid | Payapa Berry | Shadow Ball | Sludge Bomb | Spite | Confuse Ray | SpA/Spe
555 | Gengar | Modest | Life Orb | Shadow Ball | Dream Eater | Hypnosis | Substitute | SpA/Spe
691 | Gengar | Modest | Scope Lens | Psychic | Energy Ball | Focus Blast | Confuse Ray | SpA/Spe
827 | Gengar | Modest | Lum Berry | Shadow Ball | Sludge Bomb | Thunderbolt | Destiny Bond | SpA/Spe
If this was set 2, I lose if I got unlucky with sleep turns or if the Gengar got high rolls. If this turned out to be set 4, I would lose regardless. This actually confused Dewgong, revealing set 1. Dewgong got lucky enough to break through confusion once and thanks to odd move choice (it used Spite several times), I won.

Battle 72, no specialty.
The main choice was between Jolteon1 and Gengar1. Obviously I'd need to get rid of Dewgong, and both of those are decent sets. I think what eventually tipped me into deciding on Gengar was the fact that Jolteon is best as a lead to pass Agility to stuff, and since Dragonite was my lead, Gengar made a better backup, in addition to good defensive synergy with Lickilicky.
Items in previous battle: Choice Band, Lax Incense, Razor Fang, Focus Sash, Choice Specs, Payapa Berry

373 | Skarmory | Impish | Occa Berry | Drill Peck | Steel Wing | Spikes | Roar | Atk/Def
509 | Skarmory | Careful | Leftovers | Fly | Toxic | Double Team | Roost | HP/Def/SpD
645 | Skarmory | Impish | Razor Claw | Drill Peck | Slash | Payback | Night Slash | Atk/Def
781 | Skarmory | Adamant | Life Orb | Brave Bird | Steel Wing | X-Scissor | Rock Slide | Atk/Def
I superpowered, it birded, and we both died.

436 | Shuckle | Impish | Lax Incense | Stone Edge | Bug Bite | Swagger | Power Trick | HP/Def/SpD
572 | Shuckle | Careful | Grip Claw | Wrap | Swagger | Attract | Toxic | HP/Def/SpD
708 | Shuckle | Impish | Lax Incense | Gyro Ball | Substitute | Double Team | Power Trick | HP/Def/SpD
844 | Shuckle | Calm | Leftovers | Toxic | Substitute | Double Team | Sandstorm | HP/Def/SpD
Gengar hardwalls both set 2 and set 4. This turned out to be set 4. I got a poison, and Lickilicky was brought in on the turn it fainted, allowing me to explode it on whatever came in next.

401 | Alakazam | Timid | Brightpowder | Psychic | Shadow Ball | Calm Mind | Future Sight | SpA/Spe
537 | Alakazam | Modest | Colbur Berry | Psychic | Focus Blast | Charge Beam | Recover | SpA/Spe
673 | Alakazam | Timid | Wise Glasses | Psychic | Charge Beam | Signal Beam | Grass Knot | SpA/Spe
809 | Alakazam | Modest | Expert Belt | Psychic | Shadow Ball | Energy Ball | Focus Blast | SpA/Spe
This whiffed a focus blast into Lickilicky, revealing it to be one of the Modest sets, but if this had been Timid, my play against shuckle would have been 100% necessary.

Battle 73, Water specialist.
Trading for Alakazam was an option but I eventually decided against it due to lower bulk and speed.
Items in previous battle: Choice Band, Lax Incense, Payapa Berry, Life Orb, Leftovers

394 | Hypno | Brave | Iron Ball | Psycho Cut | Fling | Hypnosis | Trick Room | Atk/SpD
530 | Hypno | Quirky | Persim Berry | Dream Eater | Nightmare | Drain Punch | Hypnosis | SpA/SpD
666 | Hypno | Adamant | Sitrus Berry | Zen Headbutt | Fire Punch | ThunderPunch | Ice Punch | Atk/SpD
802 | Hypno | Modest | Choice Specs | Psychic | Shadow Ball | Signal Beam | Focus Blast | SpA/SpD

416 | Poliwrath | Modest | Rindo Berry | Surf | Vacuum Wave | Psychic | Double Team | HP/SpA
552 | Poliwrath | Adamant | Lax Incense | Waterfall | DynamicPunch | Poison Jab | Bulk Up | HP/Atk
688 | Poliwrath | Modest | Wide Lens | Hydro Pump | Focus Blast | Blizzard | Mud Bomb | HP/SpA
824 | Poliwrath | Adamant | Expert Belt | Waterfall | Focus Punch | Earthquake | Hypnosis | HP/Atk

387 | Ludicolo | Adamant | Muscle Band | Waterfall | Razor Leaf | Drain Punch | Swords Dance | Atk/SpD
523 | Ludicolo | Impish | Leftovers | Leech Seed | Toxic | Double Team | Rain Dance | HP/Def/SpD
659 | Ludicolo | Modest | Wide Lens | Hydro Pump | Grass Knot | Blizzard | Focus Blast | HP/SpA
795 | Ludicolo | Modest | Lum Berry | Surf | Giga Drain | Ice Beam | Rain Dance | SpA/SpD
Outrage rolled a 3-turn duration, so I never found out what any of these sets were.

Battle 74, no specialization.
No trade.
Items known to be in previous battle: Choice Band, Lax Incense, Payapa Berry.

365 | Medicham | Jolly | Salac Berry | Zen Headbutt | Reversal | Endure | Fake Out | Atk/Spe
501 | Medicham | Jolly | Cheri Berry | Drain Punch | Poison Jab | Detect | Recover | Atk/Spe
637 | Medicham | Modest | Wise Glasses | Psychic | Focus Blast | Shadow Ball | Calm Mind | SpA/Spe
773 | Medicham | Adamant | Scope Lens | Psycho Cut | Fire Punch | ThunderPunch | Ice Punch | Atk/Spe
Switching out Dragonite here is ill-advised because if it isn't set 4, then I give set 3 a free turn to calm mind, set 2 gets good chip on Licki, and set 1 won't use fake out on Nite again, giving it a potential chance to get its Salac up. Naturally, this turns out to be set 4 and Dragonite dies for Gengar to revenge it.

353 | Blastoise | Modest | Mystic Water | Hydro Pump | Signal Beam | Icy Wind | Mirror Coat | Def/SpA/SpD
489 | Blastoise | Adamant | Shell Bell | Waterfall | Focus Punch | Double Team | Aqua Ring | HP/Atk
625 | Blastoise | Adamant | Life Orb | Aqua Tail | Earthquake | Avalanche | Zen Headbutt | HP/Atk
761 | Blastoise | Modest | Shell Bell | Hydro Cannon | Ice Beam | Hyper Beam | Focus Blast | HP/SpA
No ruling out any items here. Again, the best play is to just spam attacks at it hoping to chip it down. I want to use shadow ball here to not activate Torrent accidentally. This got a freeze against Gengar that lasted 2 turns, ending with Blastoise at an HP value that, when eyeballed, appeared to be in Torrent range but outside of a guaranteed Body Slam KO after Shell Bell recovery, forcing me to go for Power Whip. Fortunately, it hit, but Licky took a Focus Blast in the process, meaning that i probably wasn't going to be beating much outside of stuff like Golem or Shuckle.

351 | Venusaur | Modest | White Herb | Leaf Storm | Sludge Bomb | Amnesia | Sleep Powder | SpA/SpD
487 | Venusaur | Bold | Big Root | Giga Drain | Ingrain | Leech Seed | Sleep Powder | HP/Def/SpD
623 | Venusaur | Adamant | Black Sludge | Seed Bomb | Earthquake | Outrage | Curse | Atk/SpD
759 | Venusaur | Modest | Wise Glasses | Frenzy Plant | Sludge Bomb | Hyper Beam | Synthesis | HP/SpA

My best hope was for this to be set 2. It used Sludge Bomb, leaving Lickilicky at 10 HP, but unpoisoned. Body Slam did not paralyze, so my only hope was to dodge something with Lax Incense. Of course, that did not happen, so I lost. Note that the damage roll for Body slam was somewhat ambiguous as to whether this was set 1 or set 4. Set 4 would explain why it didn't go for a guaranteed kill, as the AI doesn't like using Hyper Beam clones.

Streak ended with 73 wins and 54 trades, just one win off from tying the Open Level record.


A closing note: When I first started playing Factory, I was completely unaware of the mechanics that it used. I thought that trading to get elevations was just superstition, and I thought that level 50 and level 100 modes would be near-equal in difficulty. Now, anyone who's played factory seriously knows that those are false, but it's not commonly known. Factory has a lot of complexities regarding how it works that's pretty hidden from the casual player, and the info isn't easy to find unless you know what you're looking for. When playing factory and chatting on discord logs and on Werster's stream, I've had people who didn't know that trading would give you better mons in your subsequent drafts. Having coached at least one person in factory, I've become more aware that my initial experience with playing Factory casually was nothing unique. The goal of this post isn't to demonstrate a feat of luck and skill, but to inform people about the factory, that it does follow rules, and that it can be beaten.

Additionally, I hope I didn't set the bar too high for people that want to post their own records. That this post was even possible was the result of me having a discord server to speak on where I could share my factory runs and log battles. That I felt it was necessary is because, as the saying goes, "extraordinary claims require extraordinary evidence", and I felt that blowing an 8+-year-old record out of the water is quite the claim.

Shoutouts:
atsync for maintaining this thread and having a level 50 record that stood for nearly 10 years.
turskain for maintaining the discord server where all this goes down, for maintaining the battle facilities damage calculator, and for having a good style of post for me to emulate here.
Team Rocket Elite for datamining frontier sets every generation.
Jumpman16 and The Dutch Plumberjack for getting me into serious battle facility play as a whole back in gen 6.
Level 51 for being active on the battle facility discord server every once in a while.
average fella for trying really hard even if you haven't succeeded yet.
NebulaCRUNCH on discord (don't know your smogon username sorry) for being willing to learn.
Glen for inspiring the level 50 factory guide I'm working on.
 
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Battle Factory Level 50 Strategy Guide, brought to you by The Letter A

This post will cover:
-intro
-hidden mechanics
-general strategy and long-term strategy
-round-specific strategies
-my thoughts on sets you'd find in round 1

And my thoughts on round 2 and 3 sets will be in the next post, due to character limits. Again.

Introduction​
The Battle Factory is fundamentally different from other facilities because you aren't allowed to use your own Pokemon, instead being given a random selection of rentals to choose from. Additionally, after every battle, you are given the option to trade for any one of the previous trainer's Pokemon. This is the core gimmick of the factory, being forced to use a potentially unsynergetic team, and swapping around to improve it. However, the fact that you are forced to win against a trainer before being able to take any of their sets means that strong sets like Starmie4 are just as likely to end your run as they are to improve your round, and thus your team will mostly be dictated by the Pokemon you get in your initial choice of 6 at the start of every round (called a draft).

Hidden Mechanics​
The most detailed information about the Factory isn't widely publicized, and this is probably why the Factory is so daunting to face casually.
The most important mechanic to be aware of is that swapping more often will permanently increase the quality of sets in your draft. Specifically, for every seven swaps you make (picking your initial team from your draft counts as a swap), one Pokemon in your draft will be chosen from the pool of sets you'd normally get in next round's draft (this is called an elevation).

The list of Pokemon you'd normally receive in each round's draft is as follows, using index numbers from this list:
Round 1: 0 IV Pokemon of very weak species with only 1 possible set (Index 1 to 150)
Round 2: 4 IV NFE or weak fully evolved Pokemon using the first set of their species (Index 151 to 250)
Round 3: 8 IV NFE or weak fully evolved Pokemon using the second set of their species (Index 251 to 350)
Round 4: 12 IV fully evolved (plus Porygon2 and Rhydon) non-legendary Pokemon using the first set of their species (Index 351 to 486)
Round 5: 16 IV fully evolved non-legendary Pokemon using the second set of their species (Index 487 to 622)
Round 6: 20 IV fully evolved non-legendary Pokemon using the third set of their species (Index 623 to 758)
Round 7: 24 IV fully evolved non-legendary Pokemon using the fourth set of their species (Index 759 to 894)
Round 8+: 31 IV fully evolved and legendary Pokemon using all possible sets for their species (Index 351 to 950)

For example, if you just began round 6 and you've swapped 23 times prior, you will receive three 20 IV Pokemon that use set 3, and three 24 IV Pokemon that use set 4.

In the first six battles of every round, you will face either a trainer that uses Pokemon you'd normally find in the current round's draft, or a trainer that uses Pokemon you'd normally find in the previous round's draft. That is to say, any trainers will not mix and match Pokemon from multiple rounds, until round 8.
In the seventh and final battle of every round, you will face a trainer that uses Pokemon you'd normally find in the next round's draft. The only exception to this is fighting Thorton on battle 49, who will use either set 4 non-legendary Pokemon, or legendary Pokemon from all sets, at 31 IVs, letting him use sets with index numbers between 759 and 950.

I should also talk about the attendant that tells you about your opponent and what exactly she means. In the first two rounds, her advice is self-explanatory. She'll just state the species of the Pokemon on your opponent's team. However, in round 3 and 4, she will always list the first move (in the top-left slot) of the opponent's lead. For example, if she says the opponent's using a Golbat that knows Aerial Ace, even though set1 and set2 Golbat both know Aerial Ace, she's referring to set1 Golbat, but not set2 Golbat, since that has Poison Fang as its first move.
In round 5 and onward, her advice refers to the most common type on your opponent's team. If she says that the opponent doesn't care about the types of Pokemon, it means that none of the Pokemon your opponent uses will have any types in common. If there is a type that several Pokemon on your opponent's team share, she'll pick the most common type. (For instance, a trainer using Skarmory, Dragonite, and Salamence would cause the attendant to say Flying type.) If two or more types are equally common (For instance, Tauros, Rhydon, and Rhyperior, or Feraligatr, Quagsire, and Hippowdon), the attendant will pick one of the most common types seemingly at random. It's possible she uses the index number to prioritize announcing certain types over others, but I haven't bothered to test this.

The battle factory's AI is weird. I have a theory that, every round, it adds a new "layer" that differently affects the AI's decision-making process. Whether this is the case or not, the simplest thing to remember is that during the first four rounds (with the notable exception of Thorton's silver print battle at 21), the AI will use moves semi-randomly (called 'Bad AI'), but starting in round 5, the AI will use moves intelligently, including going for KOes if one is possible, using boosting moves if they can't KO, trying to status your Pokemon if possible (called 'Smart AI'). Smart AI has a few quirks that can be exploited:
-They are equally likely to select all moves that can KO on their highest roll and don't have major drawbacks (like recoil, moving last, requiring a recharge, or lowering user's attacking stats). This can lead to scenarios where the AI has a guaranteed KO with STAB Psychic but using non-STAB Focus Blast instead and either missing the KO due to a low roll or missing outright.
-If they don't have a KO on you and only have damaging moves, they'll go for the move that does the most damage. I've exploited this several times to safely switch mons in.
-The AI will not switch out if they are locked into a move you are immune to, or only have status moves that don't affect your Pokemon. The only time I've ever seen the AI switch out due to being unable to hurt my mons is when using Shedinja.

The only other mechanic I should talk about is how Item and Species Clauses are implemented. Due to the fact that you can bring your opponent's Pokemon onto your team, the opponent's team may not have any species or items present in the previous battle. While this may seem obvious, it is still worth mentioning, as it is very important to keep in mind against trainers capable of using multiple sets of one species.

General strategies and long-term strategy​
Remember that the odds are stacked against you. On any specific run, you are overwhelmingly likely to lose before battle 49. Don't get discouraged if you lose several times at low numbers. It will happen. I've lost on battle 1 several times, and I'm pretty sure that just about everyone who's gone after the Gold print has as well. Hax happens. Sooner or later you'll have the perfect run and get your gold print, even if it takes hundreds of hours.
With that out of the way, let's talk general strategies. While the specifics differ every round, you'll usually want to not lead with your best Pokemon, and favor fast but frail Pokemon over slow, bulky ones. At the start of every round, keep in mind what you want your team to eventually look like, not necessarily in terms of species or sets, but in favor of archetypes you're fairly certain that you're likely to have the opportunity to trade for. For instance, if you receive a Magneton in your round 2 draft, you might think "Mag + Water + anti-grass". This'll help with choosing better sets to trade for. Additionally, in rounds where you've decided to trade every battle for the sake of receiving elevations, you usually want to designate a teamslot to repeatedly trade away (nicknamed the 'churn slot' by average fella). This can be either your lead slot or one of your backup slots.

Now, long-term strategy. There are a few spots in level 50 that feature large difficulty spikes, so the aim is to trade as much as possible to increase the chances of surviving this. The hardest points of any level 50 run are: Battle 7, Battle 14, Battle 21, and the entirety of Round 5. The difficulty spike on the last battles of the first 3 rounds is simple enough to explain: You're fighting Pokemon that far outclass what you naturally have access to in terms of stats and moves. Fortunately, Battles 7 and 14 take place with bad AI, so it's likely that the AI will just make stupid moves, letting you win. However, if the AI randomly selects effective moves, you're in for a VERY rough time.
Round 5's difficulty spike, on the other hand, comes from a multitude of factors. First off, elevations are no longer so much more powerful than what the enemies will be using (for example, Surf Lumineon when the average enemy is using STABs between 50 and 60 BP). Secondly, the sets that you naturally receive in round 5 (set 2 of fully evolved Pokemon) are usually gimmicky, unreliable, or too specialized. Thirdly, round 5 is when Smart AI kicks in full-force, so you can't just hope the AI picks bad moves. All this combines to form a massive roadblock that relies on you getting a good draft or getting trade options with reliable moves that you're lucky enough to beat.

Because of this, the commonly accepted 'best' long-term strategy for level 50 is:
-Trade every battle during rounds 1 and 2 to get two elevations, which gives you better odds at round 3 Thorton. Since the first two rounds can be lost with little consequence, there is no downside to trading every battle during these rounds.
-Trade after every battle during round 3, keeping your two best mons from the draft in your party. I like to have my churn slot be in the lead position by default so that I can counter-team Thorton's lead.
-Trade after every battle during round 4, since it's your last chance and round 5 is way likelier to go favorably with four elevations to choose from.
-Trade only to improve your team during round 5. Trading after every battle here is likely to get you to lose to something stupid and completely preventable.
-Before going into round 6, look at the number of trades you have in the record-keeping PC. Keep this in mind that 35 trades will give you an elevation in round 7. Since elevations in round 7 are of dubious worth (Set4's are consistently great, but only having one guaranteed to choose from may cause your draft to vary wildly in quality), keep track of how many trades you'll need to do to get to 35, and trade accordingly to either stay under or hit the 35-trades benchmark. Aside from this, trade mainly to improve your team, although with four set4 mons to choose from, round 6 drafts are usually high-quality.
-Since elevations do not matter in round 8 and onwards, trade only to improve team quality in round 7 and later.

If you're having trouble and find yourself losing in the early rounds of the factory, you could try this strategy instead:
-Trade after every battle in rounds 1 and 2, since losing in these rounds is of little consequence.
-In round 3, trade mainly to improve your team to give yourself a better shot against Thorton.
-In round 4, look at your current trades, and try to hit 21 trades by the end of the round or, if you're confident enough, trade every battle.
-In round 5 and onwards, trade only to improve your team.
This strategy is better to help learn decision-making in Level 50 factory, although missing out on an elevation in rounds 5 and 6 hurts a lot.

Round-specific teambuilding strategies​
Round 1 is unique due to the fact that everything's stats are so low that EV investment will make up a significant portion of something's offensive power or bulk. Losing here is of so little consequence and the round so monotonous if you're familiar enough with the pool of sets that you can play it inebriated, while multitasking, and without access to a set database.
Generally you'll want to lead with your best attacker here (Such as Minun, Magby, or a Bug/Flying) in interest of faster battles. The main pokemon archetypes you'll want to watch out for here are Rock/Ground, Bug/Flying, and strong Electric special attackers. You have full team preview during this round so you'll know if a threat to your team is coming up.
Also there's nothing wrong with resetting at the round 1 draft if you want to try again for better sets, since you aren't losing any progress.

The round 2 trading strategy in the battle factory differs completely from round 1 strategy. This is due to the fact that you will, 90% of the time, have exactly one mon that is so much better than the rest of your team that your "team" should be built around supporting that one mon.
While round 1 focuses mainly on getting the best pokemon available and keeping them throughout the round regardless of how badly they synergize and round 3 focuses on elevations mainly, round 2 highly rewards two-mon cores. These two-mon cores usually feature one mon as the main (usually your elevation) and one as the backup (a non-elevation that you either found in the draft or traded for and kept). These two-mon cores favor defensive synergy over offensive synergy. Two-mon cores should have a mon capable of beating pokemon of every type or common type combinations (like rock/ground or normal/flying), but it is fine if one mon doesn't resist a type the other is weak to. The mons themselves should also be capable of holding their own, unless the main mon is so vastly strong by round 2 standards (like Electabuzz2) that the backup is only needed to patch specific holes. Examples of strong two-mon cores include:
Mantine/Magneton
Persian/Misdreavus
Gligar/Huntail
Note that while two-mon cores mainly apply if you have a useful elevation, it's possible that your elevation will have bad moves (as in Raticate) or stats unsuited to speedy battles (as in Dusclops). In these cases, there is nothing wrong with simply using a team that focuses on a two-mon core that does not include your elevation.
Since it's possible to face (and thus trade for) round 2 sets as enemies in round 3, it's not unlikely that you will be using a round 2 set against battle 21 Thorton, and thus some sets will acknowledge that fact.

Round 3, strategy, as mentioned above, focuses on elevations. Battle 21 is incredibly difficult to do without any elevations, and sometimes Thorton will pick a team that you just cannot win against. At the round 3 draft, you want to look at your elevations and think long and hard "Is this mon likely to pitch in majorly against Thorton?" If the answer is no for one of them, you have to look at your other mons and ask that question again. Once you find two mons that you can say yes to, you have to pick the two best mons in your draft, and keep them throughout the whole set. It is very likely that these mons will not have good synergy with each other, and you will have to deal with it. Any time you want to replace one of the two mons you found on your draft, you ask yourself "Is this more likely to help me against Thorton than the mon I'm throwing away?" If the answer is no, you don't replace that mon. Round 3 is tough, and a lot of the time you will find yourself with a choice of set1s you are forced to choose one of against Thorton. In that case, you either pick something you know can counter his lead, or you pick the mon that's most likely to get off an attack.

Never get discouraged if you keep losing on round 3, especially against Silver print Thorton. This round is by far the most luck-dependent thing you'll face in the early parts of factory, and I'd estimate somewhere between a 40%-60% success rate for each individual run here (as opposed to success rates in the 80-90% range for rounds 1, 2, and 4).

Round 4 trading strategy is similar to round 1 trading strategy. At this point, elevations stop being special, so don't feel obligated to keep them throughout the whole round.
Round 5 and onwards trading strategy is self-explanatory: You trade for fast, strong mons as your first choice, bulky, strong mons as your second choice, and avoid gimmicks wherever possible.

Guide to individual sets in the first round:​
Inspired by Glen's list for fully evolved pokemon that can be found here.
105 | Aipom | Adamant | Silk Scarf | Double Hit | U-turn | Thunder Wave | Fake Out | Atk/Spe
Solid. Best used as a lead. Not too shabby in round 2, either.

104 | Anorith | Adamant | Metronome | Fury Cutter | Rock Blast | Metal Claw | Protect | Atk/Spe
Incredibly unreliable. Don't use this, but be wary of its occasional 4+ hit rock blasts.

130 | Ariados | Adamant | SilverPowder | Bug Bite | Toxic | Shadow Sneak | Spider Web | HP/Atk
I've never used this - it seems too slow and vulnerable to all the Rock Tomb/AncientPowers and Aerial Ace/Air Cutters. Bad moves, as well.

74 | Aron | Impish | Metal Coat | Metal Claw | Rock Tomb | Iron Defense | Protect | Atk/Def
The defensive typing makes it usable, but definitely one of the worst steels in round 1.

150 | Azumarill | Quiet | Pecha Berry | BubbleBeam | Rollout | Defense Curl | Tail Whip | SpA/SpD
Only use it if every other swap option is completely unusable.

38 | Bagon | Naughty | Dragon Fang | DragonBreath | Headbutt | Brick Break | Scary Face | Atk/Def
Slow and specially frail, doesn't hit too hard either. Pass it up if better options are available.

36 | Baltoy | Modest | Twisted Spoon | Psybeam | Mud-Slap | AncientPower | Light Screen | SpA/SpD
On paper this seems legit. I haven't used this, but I wouldn't say it's garbage tier.

125 | Beautifly | Modest | SilverPowder | Silver Wind | Air Cutter | Mega Drain | Attract | SpA/Spe
Amazing lead. This is the best of the 3 Bug/Flyings thanks to its ability to OHKO the fearsome Rock/Grounds with Mega Drain and speed and power right off the bat. It's on the slower end of the speed-invested mons however, so be wary.

121 | Beedrill | Jolly | Scope Lens | Twineedle | Toxic | Assurance | Agility | Atk/SpD
why

19 | Bidoof | Adamant | Silk Scarf | Headbutt | Pluck | Growl | Yawn | HP/Atk
go back to being an HM slave

25 | Bonsly | Adamant | Rock Incense | Rock Slide | Low Kick | Copycat | Sandstorm | Atk/Def
A decidedly average set. The strong Rock Slides and solid typing/physical bulk keeps it far away from being the worst, but the lack of coverage and speed means you can do much better.

39 | Bronzor | Brave | Odd Incense | Confusion | Gyro Ball | AncientPower | Imprison | Atk/SpA
Don't use Gyro Ball. Competes with Aron for the title of worst round 1 Steel.

22 | Budew | Calm | Big Root | Mega Drain | Toxic | Growth | Worry Seed | SpA/SpD
Now we get into the garbage round 1 sets. Never use these except as death fodder.

77 | Buizel | Jolly | Wave Incense | Aqua Jet | Quick Attack | Pursuit | Growl | Atk/Spe
Too frail and too weak. The speed EVs mean nothing when you only have priority moves.

1 | Bulbasaur | Modest | Brightpowder | Magical Leaf | Toxic | Leech Seed | Sweet Scent | SpA/SpD
A bad round 1 Grass. In the same boat as Azumarill.

99 | Buneary | Adamant | Black Belt | Dizzy Punch | Drain Punch | Quick Attack | Foresight | Atk/Spe
This set is done better by other round 1 mons.

15 | Burmy | Adamant | Sitrus Berry | Bug Bite | Tackle | Snore | Protect | HP/Atk
no

120 | Butterfree | Modest | Pecha Berry | Silver Wind | Air Cutter | Psybeam | Tailwind | SpA/SpD
All of the Bug/Flyings are amazing leads in round 1. Butterfree boasts impressive team support and Special bulk as its draws, but lacks in the Speed department.

83 | Cacnea | Adamant | Aspear Berry | Needle Arm | Faint Attack | Cotton Spore | GrassWhistle | HP/Atk
you could do worse, i guess

45 | Carvanha | Adamant | Cheri Berry | Aqua Jet | Bite | Scary Face | Swagger | HP/Atk
see: buizel

135 | Castform | Timid | Persim Berry | Weather Ball | Sunny Day | Rain Dance | Hail | SpA/Spe
If you ever get a free turn, you WILL sweep their team. Solid stats too, for round 1.

2 | Charmander | Adamant | Scope Lens | Fire Fang | Metal Claw | SmokeScreen | Scary Face | Atk/Spe
Worth using if the foe has a really scary mon that's weak to fire, but otherwise best used as death fodder

141 | Chatot | Calm | Persim Berry | Chatter | Swift | Sing | Mirror Move | SpD/Spe
TIL this thing doesn't have spa EVs. Shows you how high Chatot's attack is that it can do that much damage uninvested. Definitely worth using.

21 | Cherubi | Modest | Rose Incense | Magical Leaf | Toxic | Leech Seed | Helping Hand | SpA/SpD
A worse Bulbasaur. And factory bulbasaur isn't even good in the first place

4 | Chikorita | Adamant | Lax Incense | Bullet Seed | Secret Power | Growl | Light Screen | HP/Atk
bullet seed is 10 BP in gen 4. Keep that in mind whenever you use this

11 | Chimchar | Adamant | Passho Berry | Flame Wheel | Facade | Leer | Fake Out | Atk/Spe
Probably the second best Fire mon in round 1. Pity that Fire is a terrible type in round 1 Factory.

69 | Chinchou | Modest | Magnet | Shock Wave | BubbleBeam | Icy Wind | Thunder Wave | HP/SpA
The unquestionably best bulky Water in round 1, even with Illuminate. Solid stats paired with a moveset that leaves nothing wasted. Always pick this guy if it shows up.

23 | Chingling | Modest | Twisted Spoon | Confusion | Swift | Disable | Growl | SpA/SpD
i used this thing once (as a trade slot) and was surprised at how much damage it was doing

92 | Clamperl | Bold | DeepSeaScale | Whirlpool | Toxic | Iron Defense | Protect | HP/Def
never

58 | Clefairy | Adamant | Brightpowder | Wake-Up Slap | Follow Me | Encore | Sing | HP/Atk
annoying to play against, never ever use this

18 | Combee | Serious | SilverPowder | Bug Bite | Gust | Ominous Wind | Sweet Scent | Atk/SpA/Spe
i forgot there was a bug/flying in round 1 factory that not only isn't god tier, but is absolute trash

47 | Corphish | Brave | Pecha Berry | BubbleBeam | ViceGrip | Knock Off | Swagger | HP/SpA
a lot of the time you can tell whether something is good in round 1 factory by its moveset. this is one of those mons. don't use corphish

115 | Corsola | Modest | Focus Band | BubbleBeam | AncientPower | Mirror Coat | Barrier | SpA/SpD
Competes with Chinchou for a team slot, but falls behind due to the latter's amazing moves

97 | Cranidos | Careful | Rock Incense | Rock Tomb | Pursuit | Scary Face | Leer | Def/SpD
what were they thinking

41 | Croagunk | Adamant | Black Sludge | Poison Jab | Wake-Up Slap | Taunt | Swagger | HP/Atk
even with the hp EVs, you aren't surviving anything. those high BP moves mean nothing if you never get to use them, and you probably aren't

55 | Cubone | Adamant | Soft Sand | Bone Club | Headbutt | Brick Break | Leer | Atk/Def
shouldn't be too bad, has high BP moves and solid physical bulk.

5 | Cyndaquil | Adamant | Quick Claw | Flame Wheel | Double Kick | Swift | SmokeScreen | Atk/SpD
fire is a terrible type in round 1, and cyndaquil is a terrible fire

116 | Delcatty | Adamant | Sitrus Berry | Secret Power | Faint Attack | Fake Out | Foresight | HP/Atk
This. This thing. If it's Cute Charm, lead with it and never look back. If it's Normalize, lead with it anyway and just remember that your teammates have to hit ghosts. Seriously, this is god tier if it's not normalize, and still solid if it is. Hell, it's even viable in round 2.

71 | Delibird | Adamant | NeverMeltIce | Present | Ice Ball | Aerial Ace | Hail | Atk/Spe
Only bother with this if it's Hustle. Even then, there are better fliers.

48 | Doduo | Jolly | Liechi Berry | Aerial Ace | Quick Attack | Faint Attack | Acupressure | Atk/Spe
Solid flier, second only to Murkrow and Staravia.

32 | Dratini | Modest | Cheri Berry | Twister | Water Pulse | Thunder Wave | Supersonic | SpA/SpD
don't even bother

94 | Drifloon | Modest | Petaya Berry | Ominous Wind | Air Cutter | Icy Wind | Will-O-Wisp | HP/SpA
it's like a weird combination of a bug/flying, murkrow, and chinchou. all of these combine to make a solid round 1 mon.

66 | Drowzee | Modest | Rawst Berry | Psybeam | Assist | Disable | Barrier | SpA/SpD
slow and has bad coverage

109 | Dunsparce | Adamant | Razor Claw | Headbutt | Bite | Spite | Glare | HP/Atk
A solid substitute for Delcatty. It's still slow, but that bulk though

27 | Duskull | Adamant | Spell Tag | Shadow Sneak | Pain Split | Will-O-Wisp | Confuse Ray | Def/SpD
annoying to play against, even more annoying to use

126 | Dustox | Modest | SilverPowder | Silver Wind | Toxic | Psybeam | Whirlwind | SpA/SpD
i mean, it's not terrible. i forget if i've ever used this, but it can't be that bad

64 | Eevee | Jolly | Salac Berry | Take Down | Bite | Flail | Endure | Atk/Spe
m_bison_yes.mp4
This is the only viable non-weather setup sweeper in round 1. Always take it, because even if you aren't getting set up and even if it's run away, STAB take down will do a lot of damage.

106 | Elekid | Jolly | Cheri Berry | ThunderPunch | Karate Chop | Quick Attack | Light Screen | Atk/Spe
Solid, but one of the weaker round 1 electrics thanks to its lack of bulk.

63 | Exeggcute | Modest | Odd Incense | Confusion | Grass Knot | Leech Seed | Light Screen | Def/SpA
terrible stats, bad moves

100 | Farfetch'd | Adamant | Stick | Slash | Air Cutter | Knock Off | Swords Dance | Atk/SpD
it's okay i guess. there's better fliers though

80 | Finneon | Modest | Wave Incense | Water Pulse | Silver Wind | Attract | Aqua Ring | SpA/SpD
no

112 | Flaaffy | Modest | Light Clay | Shock Wave | Swift | Thunder Wave | Light Screen | HP/SpA
amazing round 1 glue, thanks to light screen and thunder wave it can play the support role while its stats and typing allows it to be a great attacker. most rock/grounds aren't surviving 2 swifts either.

31 | Geodude | Adamant | Focus Band | Magnitude | Rock Blast | Strength | Protect | Atk/Def
I'd pass on this. It's extremely unreliable and folds to any special attack instantly.

40 | Gible | Adamant | Soft Sand | Dragon Rage | Sand Tomb | Metal Claw | Sandstorm | HP/Atk
bad stats, and its moves don't even match its EVs

50 | Glameow | Jolly | Razor Claw | Fury Swipes | Fake Out | Faint Attack | Attract | Atk/Spe
unreliable is the word of the day in round 1 factory

133 | Gloom | Modest | Miracle Seed | Mega Drain | Acid | Stun Spore | Moonlight | HP/SpA
previous comment retracted. this thing is so solid. it will never die to any resisted hits as you can recover the damage off. its moveset lets it play support. the lack of power isn't an issue given, you know, reliable recovery and solid bulk.

56 | Goldeen | Modest | Petaya Berry | Water Pulse | Psybeam | Supersonic | Rain Dance | Def/SpA
you aren't gorebyss

128 | Graveler | Adamant | Focus Band | Magnitude | Rock Tomb | Stealth Rock | Defense Curl | Atk/Def
now this is a mon. ignore the last 2 moves. who gives a fuck if its attacks can't do consistent damage, it's not dying to any flying or normal attack ever.

61 | Grimer | Adamant | Black Sludge | Toxic | Shadow Sneak | Acid Armor | Minimize | HP/Atk
spare yourself the torture and pass this up

96 | Growlithe | Adamant | Charcoal | Fire Fang | Bite | Roar | Agility | HP/Atk
this fire can actually play a decent role thanks to intimidate dialing back the power of the foe's threats. shines a lot in battle 7 if the foe is bringing physical mons.

14 | Happiny | Adamant | Sitrus Berry | Present | Sweet Kiss | Copycat | Charm | HP/Def
happiny will never be good in any format ever

142 | Haunter | Timid | Persim Berry | Night Shade | Toxic | Confuse Ray | Grudge | SpA/Spe
this is actually really sad. you've got a mon with amazing stats, an amazing EV spread, an amazing round1 typing/ability, a solid round1 item, and..... its moves are useless. it can't even use its SpA EVs. it can't do anything other than annoy you. poor factory haunter

78 | Hippopotas | Adamant | Chesto Berry | Dig | Rock Tomb | Sand Tomb | Yawn | HP/Atk
hippopotas will remind you how hard dig hits for. pretend sand tomb doesn't exist. yawn is amazing in battle 7.

72 | Houndour | Adamant | Charcoal | Fire Fang | Bite | Roar | Will-O-Wisp | Atk/Spe
not the worst combination of stats and moves, but it's a round 1 fire type

137 | Illumise | Timid | Petaya Berry | Silver Wind | Swift | Wish | Helping Hand | SpA/Spe
And now you've got, what I believe to be a solid contender for top 3 round1 mons. Even with a wasted moveslot, Illumise will never let you down. And that's not even taking into consideration that this can have Tinted Lens, so that you can ohko Doduo. Petaya is a treat as well. Stick with Illumise if you ever get it.

102 | Kabuto | Adamant | Liechi Berry | Aqua Jet | Rock Tomb | Knock Off | Metal Sound | Atk/Def
weak, slow, and frail. pretty much like half the pool in round 1.

84 | Koffing | Modest | Poison Barb | Sludge | Psybeam | SmokeScreen | Spite | Def/SpA
it'll annoy you, but won't do much else

62 | Krabby | Quiet | Pecha Berry | BubbleBeam | ViceGrip | Leer | Protect | Def/SpA
corphish but even sadder, since they didn't even bother patching up its pathetic special defense

13 | Kricketot | Relaxed | Liechi Berry | Bug Bite | Bide | Mud-Slap | Growl | HP/Def/SpD
i don't understand. why is this in the round 1 pool when kricketune also is

119 | Kricketune | Adamant | Metronome | Fury Cutter | Rock Smash | Knock Off | Focus Energy | HP/Atk
still garbage

35 | Larvitar | Adamant | Liechi Berry | Rock Slide | Dig | Bite | Scary Face | HP/Atk
bad stats salvaged by top-tier moves and typing

129 | Ledian | Timid | Razor Claw | Silver Wind | Air Cutter | Agility | Baton Pass | SpA/SpD
the worst round 1 bug/flying(combee doesn't exist). lacks the speed of beautifly and yanma, and lacks the raw power of butterfree. i mean you can try BPing speed or a silver wind boost, that's always a laugh. still top tier though

124 | Lickitung | Adamant | Chesto Berry | Secret Power | Rock Tomb | Lick | Screech | HP/Atk
with full attack investment, an adamant nature, and a 70 BP stab, you'd think this would do 75% at worst to everything. nope. lickitung is actually kinda weak, failing to 2hko some stuff. but that doesn't matter, lickitung is retardedly bulky(even by round 3 standards it would have good bulk) and will remind you that secret power has body slam's paralysis chance. high tier mon, but makes your battles take way longer than they should

103 | Lileep | Calm | Lax Incense | AncientPower | Grass Knot | Ingrain | Confuse Ray | HP/Def/SpD
interesting typing for round 1. unfortunately makes it weak to bug and neutral to flying, and its stats are nothing to write home about either. as for moves, forget all of them but ancientpower.

87 | Lombre | Quiet | Damp Rock | Water Pulse | Mega Drain | Fake Out | Rain Dance | SpA/SpD
you see, this is how you do an offensive grass in round 1. plays more like a water type that isn't weak to electric, which works more in its favor. still super slow even with swift swim though, so you'll have to rely on its natural special bulk and raw power under the rain

107 | Loudred | Adamant | Persim Berry | Stomp | Bite | Howl | Supersonic | HP/Atk
i don't understand

76 | Luvdisc | Timid | Damp Rock | Water Pulse | Attract | Sweet Kiss | Rain Dance | SpA/Spe
as far as offensive waters go, you could do worse. just be super wary of this thing if your opponents have it, because it will hax you a lot and survive longer than it should thanks to its deceptive bulk

43 | Machop | Adamant | Scope Lens | Karate Chop | Rock Tomb | Foresight | Scary Face | HP/Atk
forget this thing exists

113 | Magby | Adamant | Pecha Berry | Fire Punch | Mach Punch | Leer | SmokeScreen | Atk/Spe
the best fire in round 1. this thing will make you forget that round 1 fire is a terrible typing. still needs to be wary of rock/grounds though, mach punch fails to 3hko graveler and onix

59 | Magnemite | Bold | Rawst Berry | Shock Wave | Mirror Shot | Metal Sound | Reflect | Def/SpA
terrifying stats, the best defensive typing in round 1, and solid moves combine to make this beast. its only flaw is its low speed, which is killer in round 1. still worth using if minun isn't available

93 | Mantyke | Hardy | Mystic Water | BubbleBeam | Aerial Ace | Icy Wind | Agility | SpA/SpD
another solid offensive water. aerial ace isn't even half bad since the likes of roselia and bulbasaur have crap physdef. even gets agility to patch up its speed. pity about the lack of HP though

118 | Mawile | Impish | Brightpowder | Iron Head | Bite | Tickle | Iron Defense | HP/Def
Every steel in round 1 except Aron will remind you why steels are never available early game in the story mode - they just never die. the AI has nothing to dent this beast, especially if it's intimidate. Iron Head's 80 BP more than makes up for the lack of investment. And its plethora of resistances can carry you through battle 7.

51 | Mime Jr. | Bold | Lax Incense | Copycat | Confusion | Barrier | Light Screen | SpA/SpD
skip this

147 | Minun | Timid | Salac Berry | Shock Wave | Swift | Encore | Helping Hand | SpA/Spe
Ah, Minun. My favorite mon in round 1, and I think it's the best, for one simple reason. Encore. You see, in early game factory, the AI selects moves completely at random. This means that Minun can lock a hugely damaging threat into a useless move, and everything you face in round 1 will have at least one useless move. Minun is also the fastest thing in round 1 (aside from a speed boost yanma), so it WILL go first. Its bulk is solid by round 1 standards, and it deals respectable damage as well. This is, bar none, the best electric in round 1, and round 1 has a LOT of good electrics.

9 | Mudkip | Modest | Mystic Water | Water Pulse | Icy Wind | Mud-Slap | Growl | HP/SpA
shouldn't have pressed b

132 | Munchlax | Relaxed | Sitrus Berry | Metronome | Recycle | Stockpile | Swallow | Def/SpD
whenever i see munchlax i always groan, because i know it's going to take a super long time to whittle it down and there's nothing i can do about it. metronome is terrifying in the AI's hands as well.

144 | Murkrow | Jolly | BlackGlasses | Faint Attack | Wing Attack | Torment | Taunt | Atk/Spe
outspeeds nearly everything, has a boosting item combined with 60 BP attack, and solid attack to back it up? sign me up

57 | Natu | Timid | Twisted Spoon | Night Shade | Air Cutter | Ominous Wind | Future Sight | SpA/Spe
borderline usable

110 | Nidorina | Adamant | Poison Barb | Poison Fang | Double Kick | Bite | Flatter | HP/Atk
i mean, at least it has STAB

111 | Nidorino | Adamant | Focus Band | Toxic | Double Kick | Facade | Flatter | HP/Atk
poor thing

114 | Nosepass | Modest | Hard Stone | AncientPower | Shock Wave | Thunder Wave | Sandstorm | Def/SpA
decidedly average set and mon. differs from other rocks in that it hits on the special side (and has a nice support move in thunder wave)

46 | Numel | Serious | Lax Incense | Magnitude | Ember | Rock Tomb | Sandstorm | Atk/SpA
despite the nature, this set definitely isn't

88 | Nuzleaf | Adamant | Aspear Berry | Razor Leaf | Faint Attack | Swagger | Harden | HP/Atk
better grasses, and better darks.

53 | Oddish | Bold | Rose Incense | Mega Drain | Acid | Sweet Scent | Moonlight | SpA/SpD
a mediocre version of Gloom. a worse stat spread, a weaker support move (sweet scent instead of stun spore), and worse base stats. still usable though

101 | Omanyte | Bold | Pecha Berry | AncientPower | Water Gun | Mud Shot | Protect | Def/SpA
you could do worse, i guess

123 | Onix | Adamant | Hard Stone | Rock Slide | Dig | Screech | Sandstorm | Atk/Def
Onix sets the gold standard for Rocks in round 1. High BP moves, a boosting item, and super-high Defense. Also it's pretty fast even uninvested, so watch out

148 | Pachirisu | Jolly | Magnet | Spark | Quick Attack | Bite | Sweet Kiss | Atk/Spe
Weak, but fast and bulky. I'd rather have Elekid though

140 | Parasect | Jolly | Aspear Berry | Bug Bite | Grass Knot | Scratch | Stun Spore | SpD/Spe
why would you ever use this

73 | Phanpy | Adamant | Metronome | Rollout | Rock Tomb | Defense Curl | Sandstorm | HP/Atk
no stab and no speed. i don't get what they were going for here.

95 | Pidgeotto | Adamant | Rawst Berry | Wing Attack | Quick Attack | FeatherDance | Mirror Move | Atk/Spe
strictly worse than doduo, but good.

29 | Pikachu | Modest | Sitrus Berry | ThunderShock | Swift | Thunder Wave | Double Team | SpA/Spe
stick to minun

12 | Piplup | Bashful | Rindo Berry | BubbleBeam | Aerial Ace | Growl | Supersonic | Atk/SpA
average

146 | Plusle | Timid | Petaya Berry | Shock Wave | Swift | Fake Tears | Helping Hand | SpA/Spe
holy shit this is amazing, but it's still not minun. hits harder than minun, but lacks that extra bit of bulk, and of course no encore

122 | Poliwhirl | Quirky | Liechi Berry | BubbleBeam | DoubleSlap | Mist | Rain Dance | Atk/SpA
quirky indeed

149 | Ponyta | Adamant | Chesto Berry | Flame Wheel | Stomp | Will-O-Wisp | Tail Whip | Atk/Spe
you know the drill with round 1 fires at this point.

134 | Porygon | Modest | Persim Berry | Swift | Psybeam | Icy Wind | Recycle | HP/SpA
it's like delcatty in a way. an already amazing pokemon with an ability that makes it even more amazing, but getting the bad ability doesn't stop it from being good.

54 | Psyduck | Modest | Chesto Berry | Water Gun | Confusion | Water Sport | Disable | HP/SpA
nope

34 | Remoraid | Modest | Petaya Berry | BubbleBeam | Aurora Beam | Mud-Slap | Supersonic | SpA/Spe
never used this, but i wouldn't put it in garbage tier. sure it's frail, isn't too fast, and has meh moves but it still hits fairly hard

91 | Rhyhorn | Adamant | Persim Berry | Dig | Rock Blast | Scary Face | Tail Whip | HP/Atk/Def
like onix, but loses its consistent rock damage for even more bulk and attack power

24 | Riolu | Adamant | Expert Belt | Brick Break | Bullet Punch | Foresight | Counter | Atk/Spe
see: croagunk. this will rarely survive long enough to use a move.

138 | Roselia | Modest | Black Sludge | Mega Drain | Toxic | GrassWhistle | Cotton Spore | SpA/SpD
stay away from this

117 | Sableye | Impish | BlackGlasses | Faint Attack | Shadow Sneak | Fake Out | Detect | Atk/Def
Actually, this is a more accurate comparison to Delcatty than Porygon. The difference here is, Stall vs Keen Eye actually doesn't make too much of a difference because half the time Sableye will be using a priority move, and the other half it would be moving last anyway because you have base 50 speed uninvested. Sableye's typing is the key to its success here, as most mons in round 1 have Normal attacks. The Rock/Grounds will also be using Dig, so Protect comes into play for that instead.

30 | Sandshrew | Adamant | Soft Sand | Dig | Rock Tomb | Sandstorm | Sand-Attack | Atk/Def
bad stats

60 | Seel | Adamant | Aspear Berry | Aqua Jet | Ice Shard | Fake Out | Encore | Atk/SpD
pathetically weak

16 | Shedinja | Adamant | Lax Incense | Shadow Sneak | Fury Cutter | Confuse Ray | Sand-Attack | Atk/Spe
half the time you're facing down a Rock with this thing, and the other half you'd be better off using something else to beat their normals

65 | Shellos | Bold | Lax Incense | Water Pulse | Mud-Slap | Icy Wind | Harden | HP/SpA
literally mudkip but with slightly better stats

98 | Shieldon | Sassy | Focus Band | Iron Head | Rock Tomb | Swagger | Iron Defense | Atk/Def
It's a steel type. You know it's good.

20 | Shinx | Adamant | King's Rock | Thunder Fang | Bite | Howl | Leer | HP/Atk
similar to growlithe. useful for intimidate instead of the mon itself.

26 | Shuppet | Adamant | Spell Tag | Shadow Sneak | Knock Off | Will-O-Wisp | Grudge | HP/Atk
don't torture yourself by using this

86 | Skiploom | Hardy | Big Root | Mega Drain | Aerial Ace | Confusion | Cotton Spore | Atk/SpA
stay away from this

79 | Skorupi | Impish | Poison Barb | Poison Fang | Bug Bite | Bite | Toxic Spikes | Atk/Def
this is kinda bad as well

52 | Slowpoke | Modest | Cheri Berry | Water Pulse | Confusion | Disable | Yawn | HP/SpA
okay at support, but you really wanna make the battles take less time, not more

44 | Smoochum | Mild | Brightpowder | Confusion | Icy Wind | Fake Out | Sweet Kiss | SpA/Spe
don't be fooled by its low power moves, this thing pulls its weight. except against physical attackers, then it just dies instantly

37 | Snorunt | Adamant | King's Rock | Ice Fang | Headbutt | Bite | Protect | HP/Atk
would be okay if everything didn't hit it SE

81 | Snover | Adamant | NeverMeltIce | Ice Punch | Razor Leaf | GrassWhistle | Ingrain | HP/Atk
too slow to utilize its amazing moveset

33 | Snubbull | Adamant | Razor Claw | Headbutt | Bite | Swagger | Scary Face | HP/Atk
one of the better intimidators, because of Headbutt giving it some punch

108 | Spinda | Adamant | Silk Scarf | Dizzy Punch | Drain Punch | Faint Attack | Teeter Dance | HP/Atk
Never be fooled by whatever misconceptions you had about a poke before using it. Spinda is a solid alternative to Delcatty, boasting a stronger STAB and better coverage. Its bulk is solid, and it can even break Steels with Drain Punch. Also Own Tempo comes into play a lot blocking random Supersonics.

75 | Spoink | Modest | Sitrus Berry | Psywave | Swift | Magic Coat | Confuse Ray | SpA/SpD
psywave? that's cute

3 | Squirtle | Adamant | Sea Incense | Aqua Jet | Bite | Withdraw | Protect | HP/Atk
weak and slow.

90 | Staravia | Adamant | Sharp Beak | Endeavor | Wing Attack | Quick Attack | Whirlwind | Atk/Spe
has intimidate and is kinda speedy, also really strong moves. give it a whirl if you get it

17 | Starly | Adamant | Sharp Beak | Wing Attack | Quick Attack | Endeavor | Growl | Atk/Spe
slow, frail, no intimidate. not the worst

85 | Staryu | Timid | Cheri Berry | BubbleBeam | Twister | Swift | Light Screen | SpA/Spe
competes with Mantyke for an offensive water. Staryu is naturally fast and can hit opposing waters, but is somewhat frail.

67 | Stunky | Adamant | BlackGlasses | Pursuit | Toxic | Slash | SmokeScreen | Atk/Spe
that's the smell of a bad set

49 | Swablu | Modest | Mental Herb | Air Cutter | Swift | Mirror Move | Attract | SpA/SpD
pointless

70 | Teddiursa | Impish | Chesto Berry | Secret Power | Faint Attack | Attract | Rest | HP/Atk
i've rarely used this, but on paper it seems like a cool normal. problem is its bulk is a bit low so it can't make use of chesto rest very well

82 | Tentacool | Modest | Cheri Berry | BubbleBeam | Acid | Supersonic | Barrier | SpA/SpD
stop giving me flashbacks to RSE

143 | Togetic | Calm | Chesto Berry | Air Cutter | Swift | Magical Leaf | Wish | SpA/SpD
amazing as a team support. differs from illumise in that it's slow and bulky with good coverage.

8 | Torchic | Hardy | Charcoal | Ember | Mirror Move | Mud-Slap | Double Team | Atk/SpA
You can tell by the moves alone that this is useless.

6 | Totodile | Adamant | Razor Claw | Dive | Slash | Screech | Scary Face | Atk/Def
I've never used this. I mean, it should do pretty well, since Dive is like 80 BP or something and that's absolutely bonkers for round 1. Problem is, it's slow and specially frail.

7 | Treecko | Timid | Miracle Seed | Mega Drain | Swift | Flash | Double Team | SpA/Spe
you know the drill

10 | Turtwig | Adamant | Occa Berry | Razor Leaf | Bite | Tickle | Withdraw | HP/Atk
decent enough if it's in the trade slot or if you want to counterteam, but don't stick with it

42 | Venonat | Relaxed | SilverPowder | Bug Bite | PoisonPowder | Psybeam | Supersonic | HP/SpA
conflicting moves and EVs tells you that they didn't even know what they were going for when they made this

89 | Vibrava | Modest | Aspear Berry | DragonBreath | Mud-Slap | Ominous Wind | Supersonic | SpA/Spe
the sole viable user of dragon stab in round 1, which isn't as good as it sounds. also it's incredibly frail and lacks real use outside of its typing and dragonbreath

136 | Volbeat | Jolly | Liechi Berry | U-turn | Quick Attack | Confuse Ray | Helping Hand | Atk/Spe
while it hits harder than illumise, it's strictly inferior thanks to u-turn slowing down battles in round 1 and a worse normal move. also no wish. also it can't even abuse liechi at all

68 | Voltorb | Modest | Petaya Berry | Shock Wave | Swift | Thunder Wave | Light Screen | SpA/Spe
surprisingly bulky. it doesn't hit very hard however so watch out for that.

28 | Vulpix | Calm | Brightpowder | Ember | Swift | Will-O-Wisp | Confuse Ray | SpA/SpD
a terrible fire, even by round 1 fire standards

139 | Wailmer | Modest | Sea Incense | Water Pulse | Icy Wind | Roar | Mist | SpA/Spe
absolutely incredible. only issue is that when it takes a hit, you will have to sit there watching its HP bar take 10 seconds to drain

127 | Weepinbell | Quiet | Scope Lens | Razor Leaf | Acid | Wrap | Sweet Scent | Atk/SpA
never used this, don't think i ever will

145 | Wobbuffet | Jolly | Focus Band | Counter | Mirror Coat | Charm | Splash | Def/SpD/Spe
okay, i guess. becomes exponentially better if paired with a wish user. unfortunately, the nature of wobbuffet means that you will take forever to win battles, assuming that the AI even wants to attack into you.

131 | Yanma | Timid | Lax Incense | Silver Wind | Air Cutter | Double Team | Detect | SpA/Spe
The fastest of the Bug/Flyings. Trades bulk and coverage for speed and a cheeky evasion rate. I consider this to be worse than Butterfree and Beautifly, but which one you will end up using is up to the RNG's whims.
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194 | Arbok | Adamant | Persim Berry | Poison Fang | Bite | Gastro Acid | Glare | HP/Atk
Generally not useful aside from intimidate or Glare.
294 | Arbok | Docile | Payapa Berry | Sludge Bomb | Mud Bomb | Crunch | Glare | Atk/SpA
An okay elevation to build around, but against Thorton it's probably worse than set 1 due to its frailty.

218 | Banette | Adamant | Rawst Berry | Shadow Sneak | Knock Off | Will-O-Wisp | Spite | HP/Atk
Bad moves, bad stats.
318 | Banette | Adamant | Colbur Berry | Shadow Claw | Faint Attack | Will-O-Wisp | Trick Room | HP/Atk
Not bad as an elevation. If you have a specific team in round 3, it can even pull off support decently well.

154 | Bayleef | Modest | Sitrus Berry | Magical Leaf | AncientPower | Safeguard | Light Screen | HP/SpA
60 BP STAB is the benchmark for being useful in round 2. Bayleef1 is strong in its own right, and can even provide support against Thorton.
254 | Bayleef | Hardy | Chesto Berry | Giga Drain | Body Slam | GrassWhistle | Rest | Def/SpA/SpD
Around equal utility to set 1 when used in round 3, but is probably worse than set 1 as an elevation due to lower Special Attack.

240 | Bellossom | Modest | Petaya Berry | Magical Leaf | Acid | Tickle | Stun Spore | HP/SpA
Generally only useful to plug certain holes.
340 | Bellossom | Modest | Brightpowder | SolarBeam | Sludge Bomb | Sunny Day | Synthesis | HP/SpA
Having to set sun means that battles will take slightly longer (and bellossom isn't the fastest thing in the world even under sun) but holy shit is it strong and bulky.

167 | Bibarel | Docile | Chople Berry | Headbutt | Water Pulse | Quick Attack | Growl | Atk/SpA
Useful due to its water-typing defensively, normal-typing offensively, and decent bulk, even uninvested.
267 | Bibarel | Adamant | Shell Bell | Hyper Fang | Super Fang | Pluck | Attract | HP/Atk
The worse coverage means that this isn't exactly comparable to set 1. One of the worse elevations due to bad moves and horrible coverage, but it has utility against Thorton.

239 | Cacturne | Adamant | Chople Berry | Bullet Seed | Faint Attack | Spikes | Ingrain | HP/Atk
Nearly every round 2 mon can be useful if it beats a mon that threatens your main core. Cacturne is less likely to be useful due to the fact that it basically only has one move.
339 | Cacturne | Modest | Shell Bell | Giga Drain | Dark Pulse | Acid | Cotton Spore | HP/SpA
Really slow and somewhat frail but very strong and Grass coverage is good in round 2 due to all the waters.

225 | Camerupt | Brave | Focus Band | Magnitude | Will-O-Wisp | Rock Tomb | Amnesia | HP/Atk
Lacks Fire STAB, so it's only really good for countering electrics.
325 | Camerupt | Modest | Quick Claw | Earth Power | Eruption | AncientPower | Sandstorm | HP/SpA
Solid bulk and Quick Claw is hilarious but you shouldn't be using Eruption unless it's like Tangela.

211 | Carnivine | Adamant | Miracle Seed | Razor Leaf | Bite | Sweet Scent | Ingrain | HP/Atk
Strong but slow.
311 | Carnivine | Adamant | Occa Berry | Seed Bomb | Wring Out | Crunch | Ingrain | HP/Atk
Stronger but still slow. I feel like I should mention here that generally in round 3, slow mons that aren't particularly bulky is usually bad because most stuff is just frail enough to get OHKO'd by neutral STABs, and as such, assume any slow mon on this list is bad during round 3 unless specified otherwise.

206 | Chansey | Sassy | Sitrus Berry | Metronome | Refresh | Defense Curl | Minimize | HP/SpD
no
306 | Chansey | Impish | Lucky Punch | Egg Bomb | Focus Punch | Sing | Softboiled | HP/SpD
Chansey2 is generally useful in one situation only: Against Thorton. This set will basically never lose to special attackers, but it'll take a while to win. So use it against Thorton's Alakazam and laugh. Don't bother with it in round 2 since losing and playing through round 1 again will probably take less time than going through all of round 2 with this set.

152 | Charmeleon | Naughty | Razor Claw | Fire Fang | Slash | SmokeScreen | Scary Face | Atk/Spe
Not exceptionally strong and not the best coverage, but is decently fast.
252 | Charmeleon | Bashful | Razor Claw | Flamethrower | Shadow Claw | Aerial Ace | SmokeScreen | Atk/Spe
Faster than i gave it credit for. Why does this have attack EVs but a special STAB? Misses the OHKO on a lot of bulky fire-weak stuff (like scyther and carnivine)

174 | Cherrim | Bold | Persim Berry | Magical Leaf | Leech Seed | GrassWhistle | Synthesis | SpD/Spe
Mono-attack, without any special attack EVs to back it up? ew. bulky af tho
274 | Cherrim | Modest | Power Herb | SolarBeam | Leech Seed | Sunny Day | Synthesis | HP/SpA
Manages to get away with mono-attacking grass thanks to having a spammable 120 BP STAB and solid bulk.

185 | Chimecho | Calm | Pecha Berry | Psywave | Icy Wind | Heal Bell | Safeguard | SpA/SpD
Universally terrible, even to plug a psychic weakness.
285 | Chimecho | Quiet | Twisted Spoon | Psychic | Shadow Ball | Hypnosis | Dream Eater | HP/SpA
Even in round 3, it's pretty good thanks to okay bulk and very strong attacks. Don't bother with hypnosis against the bad AI.

237 | Clefable | Bashful | Chesto Berry | Metronome | Double Team | Reflect | Follow Me | Def/SpD
There's a few of these sets in round 1 and 2. Don't use them.
337 | Clefable | Adamant | Focus Band | Return | Meteor Mash | Zen Headbutt | Sing | HP/Atk
Every now and then you'll forget Clefable is a normal type with decent attack and then this set will show up and you have to remember "oh yeah, Clefable was a physical mon for the first 3 gens"

250 | Cloyster | Bold | NeverMeltIce | Aurora Beam | Water Pulse | Spikes | Supersonic | Def/SpA
Water/Ice is actually a fantastic type combo, it's just modern gens make you forget that thanks to fighting, rock, and electric being absolutely everywhere. Two of those types are basically nonexistent in rounds 2/3. Usable even against Thorton thanks to that physical bulk.
350 | Cloyster | Impish | Leftovers | Avalanche | Dive | Toxic | Protect | Atk/Def
Cloyster1 but better in basically every way. Lefties is fantastic. Avalanche is fantastic. Can get away with moving last thanks to the fact that you will survive basically every physical move ever, including Machamp's cross chop holy shit

158 | Combusken | Adamant | Liechi Berry | Fire Punch | Double Kick | Quick Attack | Sand-Attack | HP/Atk
Pretty strong by round 2 standards, but water and flying are basically everywhere so treat this as being really frail
258 | Combusken | Hardy | Scope Lens | Flamethrower | Sky Uppercut | Slash | Sand-Attack | Atk/SpA
Deceptively terrible, even as an elevation. Water and Flying types are everywhere, it's frail, it's slow, and it relies on an inaccurate move to hit everything that resists fire (which is a lot)

232 | Crawdaunt | Modest | Persim Berry | BubbleBeam | Dark Pulse | Harden | Taunt | Def/SpA
It's easy to forget that crawdaunt actually has 95 base SpA when it's famous for its Choice Band and Swords Dance sets. It's strong and physically bulky.
332 | Crawdaunt | Adamant | Quick Claw | Crabhammer | Crunch | X-Scissor | Swords Dance | Atk/Def
A better version of set 1. Swords Dance gives you something to do against weak mons with only resisted attacks. Usable in round 3 and against Thorton for its neat typing.

156 | Croconaw | Serious | Scope Lens | Water Pulse | Slash | Bite | Scary Face | Atk/SpA
Somewhat bulky, and not that frail. Decently strong on both sides of the spectrum.
256 | Croconaw | Adamant | Focus Band | Aqua Tail | Crunch | Rock Slide | Scary Face | Atk/Def
Strong and bulky. Similar to Crawdaunt but lacks Swords Dance and the extra Dark typing.

223 | Dodrio | Jolly | Aspear Berry | Pluck | Fury Attack | Growl | Acupressure | Atk/Spe
Pretty strong, very fast, and extremely frail. Usable in round 3 because it will get a semi-strong attack against something.
323 | Dodrio | Jolly | King's Rock | Drill Peck | Frustration | Faint Attack | Acupressure | Atk/Spe
Absolutely incredible. Dodrio2 is basically a minmaxxed normal/flying. Excels against physically frail and/or flying-weak mons, but crumples to a single non-resisted hit. Comparable to certain round 4 mons.

175 | Dragonair | Modest | Cheri Berry | DragonBreath | Water Pulse | Thunder Wave | Safeguard | SpA/SpD
Basically the only good user of Dragon STAB in round 2, which doesn't say much when your only competition is Shelgon
275 | Dragonair | Docile | Haban Berry | Dragon Pulse | Aqua Tail | Slam | Dragon Dance | Atk/SpA
I don't like this. It's not that bulky or fast, and it requires too many DD's to outspeed fast stuff, and then you can't even use your STAB and have to rely on aqua tail hitting.

219 | Dusclops | Impish | Rawst Berry | Shadow Sneak | Pain Split | Will-O-Wisp | Confuse Ray | Def/SpD
No. Hope it never shows up, ever.
319 | Dusclops | Impish | Colbur Berry | Shadow Punch | Payback | Brick Break | Confuse Ray | HP/Def/SpD
Worse than some non-elevations due to its lack of any power behind its attacks. Battles will take way longer than they should if you use this (not to the extent of Chansey2 though)

245 | Electabuzz | Timid | Lansat Berry | Shock Wave | Swift | Thunder Wave | Light Screen | SpA/Spe
One of the best sets in round 2, thanks to a rarely-resisted STAB, high stats all-around, and four useful moves.
345 | Electabuzz | Modest | Brightpowder | Thunderbolt | Psychic | Focus Blast | Thunder Wave | SpA/Spe
This is probably the best set in round 3, and is more useful than even some round 4 mons. Electabuzz2 has everything, and if you're lucky enough to get one in round 2, just plop a water or grass next to it and you're basically set for the rest of the round.

202 | Fearow | Adamant | Sharp Beak | Pluck | Facade | Growl | Leer | Atk/Spe
Slower but bulkier and stronger than Dodrio. Can pitch in against Thorton on occasion.
302 | Fearow | Adamant | Cheri Berry | Drill Peck | Frustration | Faint Attack | U-turn | Atk/Spe
Also has better coverage, although missing out on the +speed base 100 tier matters in certain cases.

172 | Furret | Jolly | Liechi Berry | Slash | Sucker Punch | Helping Hand | Assist | Atk/Spe
Strong moves but somewhat low stats. Still a solid mon by virtue of STAB Slash.
272 | Furret | Adamant | Choice Band | Frustration | Shadow Claw | Trick | Assist | Atk/Spe
Adamant means that this is getting outsped by a decent amount of stuff but choice band makes it hurt like a mf.

168 | Gabite | Adamant | Yache Berry | Dragon Rage | Sand Tomb | Slash | Sand-Attack | Atk/Spe
Basically gible but in round 2. Hard pass on this one.
268 | Gabite | Adamant | Muscle Band | Dragon Claw | Earthquake | Slash | Sandstorm | Atk/Spe
Babby garchomp. Slow enough to get outsped often but pretty strong, and has fantastic moves and typing.

216 | Girafarig | Modest | Petaya Berry | Psybeam | Swift | Baton Pass | Agility | SpA/Spe
Pretty good thanks to its weird typing giving it a neutral hit on basically anything that isn't Steel typed. Modest gives it a nice kick behind its attacks.
316 | Girafarig | Adamant | Razor Claw | Zen Headbutt | Double Hit | Crunch | Thunder Wave | Atk/Spe
Worse than set 1 due to worse moves as well as running off its lower base 80 attack.

186 | Gligar | Adamant | Razor Claw | Aerial Ace | Sand Tomb | Metal Claw | Swords Dance | Atk/Def
Very good thanks to Swords Dance. A bit weak though, so try to get at least one up if possible.
286 | Gligar | Adamant | Quick Claw | Earthquake | Aerial Ace | Aqua Tail | Sandstorm | Atk/Spe
Also good in rounds 2 and 3 thanks to being a fast quaker and being a fantastic partner to electrics.

212 | Golbat | Jolly | Payapa Berry | Aerial Ace | Toxic | Steel Wing | Confuse Ray | Atk/Spe
Fast but weak.
312 | Golbat | Adamant | Black Sludge | Poison Fang | Aerial Ace | Zen Headbutt | Confuse Ray | Atk/Spe
Around as useful as set 1 thanks to having very weak STABs. Don't think you have to keep it if this is your elevation.

243 | Gorebyss | Bold | Wave Incense | Water Pulse | Confusion | Rain Dance | Aqua Ring | HP/Def
Phenomenal thanks to rain making its STAB hit like a truck even uninvested and letting it outspeed basically everything that doesn't have investment.
343 | Gorebyss | Modest | Shell Bell | Surf | Psychic | Ice Beam | Rain Dance | Def/SpA
Almost a straight upgrade from set 1. Strong even in round 3 thanks to being a bulky water.

160 | Grotle | Relaxed | Big Root | Razor Leaf | Bite | Leech Seed | Synthesis | Atk/Def
Decently strong and very bulky. Good against Thorton depending on the mon he's using.
260 | Grotle | Brave | Occa Berry | Seed Bomb | Crunch | Curse | Synthesis | Atk/Def
I've solo'd Thorton with this once or twice. Good even in round 3 thanks to being a bulky mf.

157 | Grovyle | Timid | Coba Berry | Magical Leaf | Swift | Mud-Slap | Detect | SpA/Spe
Not the worst, but really frail and grass isn't the best typing offensively.
257 | Grovyle | Adamant | Coba Berry | Leaf Blade | Rock Slide | Crunch | Screech | Atk/Spe
Worse than grovyle1 relative to the time you'll usually be using it. It's decent in round 2 but generally to frail to bother with in round 3.

236 | Grumpig | Calm | Petaya Berry | Psybeam | Grass Knot | Future Sight | Confuse Ray | SpA/SpD
Strong and bulky. Remember that Future Sight is typeless in gen 4.
336 | Grumpig | Calm | Colbur Berry | Psychic | Power Gem | Charge Beam | Mirror Coat | SpA/SpD
Straight upgrade from set 1. Stronger and better coverage. Usable in round 3 thanks to having some useful resistances (especially if thick fat) and being very fat specially. Not that slow in spite of lacking speed investment.

215 | Hitmonchan | Adamant | King's Rock | Mach Punch | Bullet Punch | Mind Reader | Counter | Atk/SpD
meh
315 | Hitmonchan | Adamant | King's Rock | Sky Uppercut | Mega Punch | Bullet Punch | Counter | Atk/SpD/Spe
Okay elevation, very team-dependent in round 3. Hitmonchan2 should never be your main mon in round 2 - it's something you use if you're weak to special mons in general.

214 | Hitmonlee | Careful | Black Belt | Rolling Kick | Facade | Foresight | Focus Energy | Atk/SpD
Stronger than Hitmonchan but not that much better thanks to inaccurate STAB.
314 | Hitmonlee | Adamant | Salac Berry | Hi Jump Kick | Blaze Kick | Mega Kick | Endure | Atk/SpD/Spe
All-or-nothing set. HJK is only 100 BP in gen 4. Why does this not have reversal?

217 | Hitmontop | Adamant | Liechi Berry | Triple Kick | Mach Punch | Detect | Focus Energy | HP/Atk
Two abilities that complement the set incredibly well make this generally the most useful of the hitmons if you have a good ghost counter.
317 | Hitmontop | Adamant | Muscle Band | Triple Kick | Bullet Punch | Aerial Ace | Counter | HP/Atk
Whether this is more useful than set 1 is dependent on your team and its ability. Tech is generally more useful here thanks to Counter being on the set.

242 | Huntail | Docile | Mystic Water | Water Pulse | Bite | Screech | Rain Dance | Atk/Def
Slightly less useful than Gorebyss1 due to weaker STAB and being frailer overall. It's rare that you'll need the drastically stronger coverage.
342 | Huntail | Adamant | Shell Bell | Aqua Tail | Crunch | Ice Fang | Rain Dance | Atk/Def
Around as useful as Gorebyss2 thanks to its coverage move being more useful against opposing waters, which are usually specially biased. Useful in round 3.

151 | Ivysaur | Careful | Salac Berry | Razor Leaf | PoisonPowder | Take Down | Leech Seed | Atk/SpD
Bad but still usable.
251 | Ivysaur | Modest | Big Root | Giga Drain | Sludge Bomb | Sleep Powder | Leech Seed | SpA/SpD
I like this set. Really high staying power thanks to Giga drain, and Sleep Powder keeps it relevant in round 3.

208 | Jumpluff | Jolly | Pecha Berry | Aerial Ace | Bullet Seed | Cotton Spore | Tail Whip | Atk/Spe
Too weak to be useful most of the time.
308 | Jumpluff | Adamant | Sitrus Berry | Seed Bomb | Bounce | Sleep Powder | Synthesis | Atk/Spe
Jumpluff will remind you how bullshit a fast Sleep Powder can be. Horrible to play against because it introduces a ton of variance. More useful against Thorton than in round 3 proper. Extends your battles if used as an elevation and doesn't make the round that much more reliable. Don't treat it as anything special if you get it in round 2.

248 | Kabutops | Impish | Sea Incense | Aqua Jet | Rock Tomb | Harden | Metal Sound | Atk/Def
Pretty strong priority and good typing.
348 | Kabutops | Adamant | Razor Claw | Waterfall | Rock Slide | Slash | Swords Dance | Atk/Def
Powerful STABs. Just make sure you have a reliable anti-Grass if you get this in round 2.

178 | Kadabra | Timid | Twisted Spoon | Confusion | Role Play | Disable | Future Sight | SpD/Spe
I used this a lot back when i thought it had SpA investment and now that i realize it it's suddenly become worse
278 | Kadabra | Modest | Cheri Berry | Psychic | Shadow Ball | Shock Wave | Reflect | SpA/Spe
Phenomenal. Lacks the bulk and good coverage that catapult Electabuzz2 to being nigh-unbeatable, but is still a very good mon in general.

200 | Kecleon | Careful | Lansat Berry | Slash | Shadow Sneak | Tail Whip | Magic Coat | Atk/SpD
One of the worse normals thanks to being slow and suffering from a lack of normal typing.
300 | Kecleon | Careful | Choice Scarf | Frustration | Shadow Claw | Aerial Ace | Trick | Atk/SpD
I don't even know what to say about this mon. Form your own opinions because mine seem to change every time i look at this set

238 | Kingler | Quiet | Wacan Berry | BubbleBeam | ViceGrip | Harden | Mud Sport | Def/SpA
Crawdaunt can get away with attacking from its off-stat because it still has a high special attack. Kingler does not.
338 | Kingler | Jolly | Salac Berry | Crabhammer | Guillotine | Flail | Endure | Atk/Spe
Endure-Flail makes this incredible against Thorton, and strong STAB will let it carry you through round 2 and 3.

191 | Lairon | Impish | Metal Coat | Metal Claw | Rock Tomb | Iron Defense | Protect | Atk/Def
Steel-types hold a weird position in round 2, namely that there are only 3 of them. They also kinda hard-counter everything they don't instantly lose to, by design, Lairon especially.
291 | Lairon | Impish | Sitrus Berry | Iron Head | Rock Slide | Earthquake | Roar | Atk/Def
Can work decently well thanks to pseudo-team preview, meaning that most of the time in round 2 you will know that they have a mon that can't scratch this. Useful against certain Thorton mons, and can actually switch in to a lot of those same Thorton mons thanks to round 4 mons usually only having 2 attacks.

177 | Linoone | Jolly | Lansat Berry | Slash | Shadow Claw | Covet | Tickle | Atk/Spe
Solid.
277 | Linoone | Jolly | Choice Scarf | Frustration | Shadow Claw | Dig | Switcheroo | Atk/Spe
Scarf generally hurts more than it helps, but you can guarantee that nothing will outspeed you. Still better than Linoone1 due to having stronger STAB.

227 | Lumineon | Bashful | Wacan Berry | Water Gun | U-turn | Captivate | Attract | Atk/SpA
Probably the worst water, but not even that bad if you're only using it to beat like rock/grounds
327 | Lumineon | Modest | Shell Bell | Surf | Silver Wind | Attract | Aqua Ring | SpA/Spe
A very solid water due to high speed and weird coverage. Not the strongest, but can consistently 2HKO stuff that isn't a special tank like grumpig

198 | Lunatone | Modest | Sitrus Berry | AncientPower | Confusion | Cosmic Power | Reflect | SpA/SpD
Weird typing gives it use. Reflect gives it a niche against Thorton.
298 | Lunatone | Modest | Passho Berry | Psychic | AncientPower | Shadow Ball | Cosmic Power | SpA/SpD
STAB Psychic and Passho berry make it a good elevation. Is faster than you think.

173 | Luxio | Adamant | Magnet | Thunder Fang | Bite | Flash | Swagger | HP/Atk
Useful for Intimidate. Thunder Fang hits decently hard.
273 | Luxio | Modest | Petaya Berry | Thunderbolt | Signal Beam | Swift | Thunder Wave | HP/SpA
Luxio falls victim to the curse of physical electrics, having terrible STAB options or being forced to go special. Thunderbolt is strong, but the coverage is weak by round 3 standards and it's somewhat slow. Again, useful more for Intimidate than for the mon itself.

169 | Machoke | Adamant | Focus Band | Karate Chop | Rock Tomb | Foresight | Scary Face | HP/Atk
Slow and bad moves. Niche but usable.
269 | Machoke | Adamant | Scope Lens | Cross Chop | Facade | Rock Slide | Counter | HP/Atk
This thing's worth goes up dramatically in round 3 if it has No Guard. Useful in round 2 even with Guts if only for its bulk and strong attacks.

164 | Magcargo | Modest | Lax Incense | Lava Plume | AncientPower | Acid Armor | Sandstorm | HP/SpA
Niche. Waters are everywhere meaning that its typing works against it.
264 | Magcargo | Quiet | Quick Claw | Overheat | Rock Slide | Earthquake | Body Slam | Atk/SpA
Literally every bad quality of a round 3 mon, rolled into one massive "don't use this" package. Don't bother with it even in round 2.

246 | Magmar | Jolly | Lansat Berry | Fire Punch | Mach Punch | SmokeScreen | Will-O-Wisp | Atk/Spe
Strong, fast, and bulky. Pity about waters being everywhere. Usable in round 3.
346 | Magmar | Modest | Lax Incense | Flamethrower | Psychic | Focus Blast | Confuse Ray | SpA/Spe
Worse than Electabuzz2 due to worse typing, lower speed, and a worse support move. Still better than certain round 4 mons.

228 | Magneton | Docile | Petaya Berry | Shock Wave | Magnet Bomb | Thunder Wave | Supersonic | Atk/SpA
The lack of bulk investment doesn't matter when you resist absolutely everything. Magnet bomb is only useful against specially defensive grasses (like gloom) and rock/grounds (which you should have something to switch in to if you're using magneton). Even in round 3, keeps up thanks to 120 base SpA and having like 12 resistances.
328 | Magneton | Modest | Shuca Berry | Thunderbolt | Mirror Shot | Thunder Wave | Magnet Rise | Def/SpA
Electabuzz's slower but bulkier distant relative. The extra power behind Thunderbolt doesn't mean much if you're OHKOing everything anyway, but the extra resistances are nice. Fantastic mon in rounds 2 and 3.

229 | Mantine | Quirky | Mystic Water | BubbleBeam | Wing Attack | Agility | Supersonic | Atk/SpA
Solid special bulk and decently strong water STAB. Can even set up.
329 | Mantine | Modest | Shell Bell | Surf | Air Cutter | Ice Beam | Confuse Ray | SpA/SpD
Stronger moves and even higher special bulk. I wouldn't consider this to be slow by round 3 standards.

159 | Marshtomp | Modest | Focus Band | Mud Shot | Water Pulse | AncientPower | Growl | SpA/SpD
Good filler mon. You could even use this with Mantine to double down on the water spam.
259 | Marshtomp | Quiet | Persim Berry | Muddy Water | Earthquake | AncientPower | Protect | Atk/SpA
This is worse than you'd expect. The lack of bulk investment really hurts when you're as slow as Marshtomp and it really struggles to keep up with the round 3 powerhouses.

171 | Masquerain | Bold | SilverPowder | Silver Wind | Air Cutter | Sweet Scent | Scary Face | Def/SpA
Intimidate.
271 | Masquerain | Quiet | Petaya Berry | Bug Buzz | Air Slash | Shadow Ball | Stun Spore | SpA/SpD
Slow and not particularly strong. Good moves though.

180 | Metang | Quirky | Chesto Berry | Metal Claw | Confusion | Magnet Rise | Scary Face | Atk/SpA
Doesn't have that much natural bulk but makes up for it thanks to being a steel type. Pretty weak moves but maybe you'll use it against thorton in some situation.
280 | Metang | Adamant | Shuca Berry | Meteor Mash | Zen Headbutt | Bullet Punch | Scary Face | HP/Atk
Better moves than round 4 Metagross, but way worse stats overall. Gets by thanks to its typing, bulk, and strong STAB moves.

176 | Mightyena | Jolly | Razor Fang | Bite | Poison Fang | Howl | Roar | Atk/Spe
Actually pretty fast. Can boost, has intimidate, pity it's overshadowed by stuff like magneton and scyther
276 | Mightyena | Adamant | Chople Berry | Crunch | Take Down | Sucker Punch | Howl | Atk/Def
Legit, even if it doesn't have Intimidate. Okay natural bulk, it boosts, and has Sucker Punch to make up for its low speed. Can put in solid work in rounds 2 and 3.

193 | Misdreavus | Calm | Cheri Berry | Ominous Wind | Pain Split | Confuse Ray | Thunder Wave | SpA/SpD
The only user of Ghost STAB in round 2. Useful defensively, although having only 5 PP of attacks hurts.
293 | Misdreavus | Modest | Kasib Berry | Shadow Ball | Psychic | Thunder Wave | Confuse Ray | SpA/Spe
Better than set 1 in every way. Legit even against Thorton thanks to its typing and support moves.

161 | Monferno | Adamant | Coba Berry | Mach Punch | Flame Wheel | Fury Swipes | Taunt | Atk/Spe
Fast, strong, and frail. I honestly thought Flame Wheel was 65 BP.
261 | Monferno | Adamant | Scope Lens | Blaze Kick | Brick Break | Rock Slide | Torment | Atk/Spe
While most round 3 mons are drastic improvements over their round 2 counterparts, Monferno breaks the mold by only having slightly stronger moves and slightly better coverage.

182 | Mothim | Modest | Petaya Berry | Silver Wind | Air Cutter | PoisonPowder | Captivate | HP/SpA
Too frail to get away with bulk investment.
282 | Mothim | Modest | Coba Berry | Bug Buzz | Air Slash | Psychic | PoisonPowder | HP/SpA
Pretty strong but pretty frail. Too slow to work in round 3.

220 | Ninjask | Adamant | Chesto Berry | Bug Bite | Aerial Ace | Sand-Attack | Baton Pass | HP/Atk
The bulk investment actually helps Ninjask out a lot since it's not like it needs the speed investment. Like this actually outspeeds timid electabuzz. Useful in round 3 thanks to being faster than everything bar linoone2
320 | Ninjask | Adamant | Razor Fang | X-Scissor | Aerial Ace | Night Slash | Baton Pass | HP/Atk
Gets to use a stronger bug STAB before dying to whatever survives a hit from it.

203 | Noctowl | Adamant | Persim Berry | Secret Power | Aerial Ace | Supersonic | Reflect | HP/Atk
Weaker than Lickitung.
303 | Noctowl | Quiet | Persim Berry | Air Slash | Swift | Psychic | Reflect | HP/SpA
Better than set 1 due to better coverage that runs off its higher stat.

241 | Octillery | Modest | Wacan Berry | Octazooka | Icy Wind | Thunder Wave | Focus Energy | HP/SpA
Bulkier than you'd think, and not that weak either. The main problem with this is that its STAB is inaccurate.
341 | Octillery | Modest | Life Orb | Octazooka | Flamethrower | Psychic | Thunder Wave | HP/SpA
Not that much better than set 1 thanks to still using the same inaccurate STAB. At least it has way stronger coverage. Bulky enough to tank a hit in round 3 and its coverage means it'll probably kill back.

247 | Omastar | Brave | Metronome | Water Gun | Rollout | Withdraw | Spikes | Atk/Def
????
347 | Omastar | Modest | Sitrus Berry | Surf | Stone Edge | Ice Beam | Toxic Spikes | Def/SpA
Useful in certain niche scenarios. A good elevation thanks to being strong and the low speed not mattering that much in round 2.

190 | Pelipper | Modest | Chesto Berry | Water Pulse | Air Cutter | Stockpile | Swallow | Def/SpA
Mantine1 but physically defensive and with a better flying move.
290 | Pelipper | Modest | Shell Bell | Surf | Air Cutter | Ice Beam | Tailwind | Def/SpA
Mantine2 but physically defensive and with a better support move.

195 | Persian | Jolly | Silk Scarf | Slash | U-turn | Captivate | Swagger | Atk/Spe
Good in both round 2 and 3 thanks to being fast, strong, and not that frail.
295 | Persian | Adamant | Razor Claw | Slash | Shadow Claw | Bite | Fake Out | Atk/Spe
Basically Persian1 but with a different nature and better moves. Probably shares Girafarig's spot for being the most underwhelming elevation, but in Persian's case this is due to having a very good set1.

233 | Pidgeot | Adamant | Cheri Berry | Wing Attack | Facade | Tailwind | Sand-Attack | Atk/Spe
The worst Normal/Flying thanks to having the lowest attack.
333 | Pidgeot | Adamant | Razor Claw | Return | Aerial Ace | Steel Wing | U-turn | Atk/Spe
Same as above. Worse stats than both Fearow and Dodrio and this time it doesn't even have Drill Peck.

209 | Piloswine | Modest | NeverMeltIce | Icy Wind | Mud Bomb | Mist | Hail | HP/SpA
Not that bad if you need a ground.
309 | Piloswine | Adamant | Muscle Band | Ice Fang | Earthquake | Stone Edge | Curse | HP/Atk
Slow but strong as hell and incredibly bulky. It's unlikely that you'll ever bother with Curse, just Earthquake everything to death instead.

213 | Primeape | Jolly | Scope Lens | Karate Chop | Fury Swipes | Foresight | Focus Energy | Atk/Spe
Worse than Machoke.
313 | Primeape | Adamant | Expert Belt | Cross Chop | Earthquake | Rock Slide | Swagger | Atk/Spe
Unreliable STAB but is very strong and pretty fast. Having Earthquake for coverage is also very rare in round 3, so it gets bonus points for that as well.

162 | Prinplup | Quiet | Wacan Berry | BubbleBeam | Metal Claw | Peck | Double Team | SpA/SpD
Sufficiently strong and bulky to be basically every bulky water in round 2. This one also has a Wacan berry so it can actually chip Electabuzz and Magneton.
262 | Prinplup | Bashful | Focus Band | Surf | Drill Peck | Metal Claw | Rain Dance | Atk/SpA
Lacks bulk investment or Ice coverage. Is slow. A bad water in round 3 but not a bad elevation.

165 | Pupitar | Adamant | Hard Stone | Rock Tomb | Dig | Scary Face | Sandstorm | HP/Atk
Like the round 1 rock/grounds but it has higher stats and appears in round 2 instead.
265 | Pupitar | Adamant | Soft Sand | Earthquake | Rock Slide | Crunch | Scary Face | HP/Atk
Slow but has STAB earthquake. Mainly useful either as an elevation or against Thorton.

210 | Purugly | Adamant | Silk Scarf | Slash | Faint Attack | Attract | Growl | Atk/Spe
Persian but bulkier and with different coverage. Useful in round 3 because of its speed and resistances.
310 | Purugly | Adamant | Liechi Berry | Body Slam | Shadow Claw | Attract | Fake Out | Atk/Spe
Unlike Persian, this is actually a significant improvement over the round 2 version.

155 | Quilava | Adamant | Chesto Berry | Flame Wheel | Double Kick | Quick Attack | SmokeScreen | Atk/Spe
Niche.
255 | Quilava | Serious | Focus Band | Flamethrower | Crush Claw | Quick Attack | SmokeScreen | Atk/SpA
Magcargo but without the rock typing and with different coverage and a completely different stat spread and this sounded much better in my head and near the start of the sentence

187 | Qwilfish | Bashful | Cheri Berry | BubbleBeam | Toxic | Pin Missile | Harden | Atk/SpA
Fast in comparison to other round 2 waters but lacks coverage and is relatively frail.
287 | Qwilfish | Adamant | Focus Band | Aqua Tail | Poison Jab | Revenge | Destiny Bond | Atk/Def
Different from other bulky waters in that it hits on the physical side and has a solid secondary STAB. All of its moves are useful.

170 | Raticate | Jolly | Silk Scarf | Endeavor | Pursuit | Quick Attack | Scary Face | Atk/Spe
Very weak moves.
270 | Raticate | Bashful | Chople Berry | Super Fang | Hyper Fang | Shadow Ball | Scary Face | Atk/SpA/Spe
Bad elevation. Bad stats, questionable moves, and it lacks any sort of reliability.

244 | Relicanth | Relaxed | Wave Incense | Water Pulse | Rock Tomb | Mud Sport | Harden | Def/SpA
Decent water. One time i swept Thorton with this and it was hilarious
344 | Relicanth | Impish | Chesto Berry | Aqua Tail | Rock Slide | Rest | Yawn | Atk/Def
Slow but its support moves give it strong utility against Thorton.

201 | Rotom | Modest | Cheri Berry | ThunderShock | Astonish | Thunder Wave | Confuse Ray | SpA/Spe
Only use this if you desperately need an electric for whatever reason.
301 | Rotom | Modest | Magnet | Discharge | Ominous Wind | Thunder Wave | Double Team | SpA/Spe
Its typing gives it life in spite of having the worse versions of its STAB moves. A solid set 3.

204 | Sandslash | Adamant | Sitrus Berry | Dig | Rock Tomb | Defense Curl | Sandstorm | Atk/Def
Pretty good thanks to its strong STAB.
304 | Sandslash | Adamant | Quick Claw | Earthquake | Rock Slide | Crush Claw | Sandstorm | Atk/Def
STAB Earthquake. I actually thought this was like base 80 speed or something, but no, it's base 65.

249 | Scyther | Jolly | Metronome | Fury Cutter | Wing Attack | Light Screen | Leer | HP/Spe
You'll barely realize that this doesn't have attack investment with how strong its wing attacks are. Fury Cutter is a nice meme. Usable in round 3 even if it's Swarm. Actually surprisingly bulky
349 | Scyther | Adamant | Brightpowder | X-Scissor | Aerial Ace | Night Slash | Swords Dance | Atk/Spe
Incredible mon. Doesn't have universal coverage like Electabuzz2, but has strong dual STABs and the ability to boost. Useful regardless of its ability. Better than some round 4 mons. Bulky enough to take a Surf. This has everything.

196 | Seadra | Bold | Razor Claw | BubbleBeam | Aurora Beam | SmokeScreen | Rain Dance | Def/SpA
Strong and fast water, but frail on the special side. Can't actually have Swift Swim.
296 | Seadra | Modest | Shell Bell | Surf | Ice Beam | Twister | SmokeScreen | Def/SpA
Stronger but still frail specially.

207 | Seaking | Modest | Pecha Berry | Water Pulse | Psybeam | Supersonic | Rain Dance | HP/SpA
The good fast water. Has stronger coverage than Gorebyss, and higher natural speed lets it outrun more stuff under rain. Won't always have Swift Swim, though.
307 | Seaking | Adamant | Quick Claw | Aqua Tail | Poison Jab | Facade | Aqua Ring | HP/Atk
Inaccurate STAB (really? the thing even learns waterfall by level-up) leaves this as a discount Qwilfish.

166 | Sealeo | Relaxed | Icy Rock | Aurora Beam | Water Pulse | Encore | Hail | HP/SpA
The other water/ice in round 2. Bulky all-around, as opposed to Cloyster's lopsided defense. Can also have thick fat for even more bulk.
266 | Sealeo | Quiet | Chesto Berry | Ice Beam | Surf | Signal Beam | Hail | HP/SpA
Lacks encore in exchange for signal beam, which is usually redundant with its STABs and basically only helps against Crawdaunt. Bulky enough to be decent in round 3.

222 | Seviper | Adamant | Scope Lens | Poison Tail | Lick | Knock Off | Glare | HP/Atk
Pretty much an inferior Arbok, which isn't even that good to begin with
322 | Seviper | Adamant | Black Sludge | Sludge Bomb | Crunch | Aqua Tail | Swagger | HP/Atk
See above. At least this has HP investment.

224 | Sharpedo | Quirky | Cheri Berry | Water Pulse | Bite | Scary Face | Focus Energy | SpA/Spe
Strong, fast, and will crumple to anything you throw at it. Like this takes over half from resisted STAB moves. Fast enough to work in round 3 where its low bulk doesn't mean anything.
324 | Sharpedo | Adamant | Wacan Berry | Crunch | Waterfall | Ice Fang | Swagger | Atk/Spe
Stronger than the round 2 variant and has Ice coverage this time, which only really helps you against Dragonite1.

179 | Shelgon | Quiet | Aspear Berry | DragonBreath | Headbutt | Protect | Scary Face | Atk/SpA
Weaker than Dragonair, has worse coverage, is slower, and has more lopsided bulk.
279 | Shelgon | Adamant | Focus Band | Dragon Claw | Crunch | Dragon Dance | Scary Face | Atk/Def
Another weird set. Extremely lopsided bulk, is slow enough to make dragon dancing just not worth it most of the time, and doesn't have the strongest attacks, but its resistances carry it. That said, it's still a solid elevation.

188 | Sneasel | Jolly | Persim Berry | Faint Attack | Ice Shard | Leer | Taunt | Atk/Spe
Solid in both rounds 2 and 3 due to high speed and attack.
288 | Sneasel | Jolly | King's Rock | Ice Punch | Faint Attack | Crush Claw | Spite | Atk/Spe
Ice Punch over Ice Shard is a huge improvement here and lets it stay relevant.

199 | Solrock | Adamant | Sitrus Berry | Psywave | Rock Tomb | Cosmic Power | Light Screen | Atk/Def
Effectively a mono-rock attacker thanks to Psywave being terrible.
299 | Solrock | Adamant | Passho Berry | Zen Headbutt | Rock Slide | Will-O-Wisp | Cosmic Power | Atk/Def
Fast enough to not be bad, has weird resistances. Passho actually means something due to lacking the natural bulk to survive Surfs.

230 | Stantler | Adamant | Liechi Berry | Stomp | Bite | Imprison | Confuse Ray | Atk/Spe
Good thanks to intimidate. Not bad even if it's not intimidate.
330 | Stantler | Adamant | Chople Berry | Frustration | Zen Headbutt | Thunder Wave | Confuse Ray | Atk/Spe
Really good. Frisk is basically useless in early round factory but intimidate is so. goooood. also it's chople so it can actually survive some shit

163 | Sudowoodo | Impish | Hard Stone | Rock Slide | Faint Attack | Sandstorm | Block | Atk/Def
Strong but slow and lopsided bulk. Useful in niche scenarios.
263 | Sudowoodo | Adamant | Life Orb | Stone Edge | Earthquake | Mimic | Selfdestruct | Atk/Def
Unreliable, slow, lopsided bulk, and life orb is really redundant in round 2 factory. Don't be unwilling to trade this away. Can be useful against Thorton on occasion.

184 | Sunflora | Calm | Persim Berry | Mega Drain | Ingrain | Leech Seed | Light Screen | SpA/SpD
if you're going to be using mono-attacking grass, at least make your attack strong
284 | Sunflora | Modest | Sitrus Berry | Giga Drain | Sludge Bomb | GrassWhistle | Double Team | HP/SpA
Bad. Bad typing, bad coverage, bad support moves, bad STAB, bad stats. Useful as an elevation but bad in round 3.

231 | Swalot | Modest | Lax Incense | Sludge | Stockpile | Swallow | Spit Up | HP/Def/SpD
Slows down your battles a lot.
331 | Swalot | Modest | Black Sludge | Sludge Bomb | Shadow Ball | Giga Drain | Yawn | HP/SpA
Pretty solid mon in round 3 thanks to Leftovers, solid bulk, good coverage, and Yawn.

189 | Swellow | Jolly | King's Rock | Pluck | Quick Attack | Focus Energy | Growl | Atk/Spe
Frail but ridiculously fast. Like other speedy round 2 mons, it's useful against Thorton just because it can tap whatever mon he has for 30% before dying.
289 | Swellow | Adamant | Toxic Orb | Facade | Aerial Ace | Growl | U-turn | Atk/Spe
Gives Electabuzz2 a solid run for its money as the best round 3 mon. Trades away all of Buzz's bulk for speed and raw power. Facade will OHKO basically everything that doesn't resist it. Will usually 3-0 Thorton if you manage to activate your orb. Sadly this dies incredibly fast and usually can't OHKO stuff without its orb, meaning it's better if you keep it in the back. Its all-or-nothing nature also makes it worse as an elevation than when you'd get it in round 3, since you'll have worse mons supporting it.

192 | Tangela | Bold | Pecha Berry | Mega Drain | AncientPower | Toxic | Bind | Def/SpA
Weird coverage lets this get away with only having a 40 BP STAB.
292 | Tangela | Bold | Pecha Berry | Giga Drain | Sludge Bomb | Wring Out | Ingrain | Def/SpA
Wring Out is your strongest neutral move if they have full health. Its lopsided defenses make this more useful against Thorton than in general.

235 | Torkoal | Bold | Petaya Berry | Ember | Mud-Slap | Smog | Amnesia | Def/SpA
no
335 | Torkoal | Bold | Quick Claw | Heat Wave | SolarBeam | Earth Power | Sunny Day | Def/SpA
Too slow to get away with having to set up. It's also bad as an elevation due to being weak to absolutely everything ever.

226 | Tropius | Adamant | Lansat Berry | Razor Leaf | Aerial Ace | Leech Seed | Captivate | HP/Atk
Really, really fat and has a useful STAB combo. Leech seed is also nice.
326 | Tropius | Modest | Occa Berry | Giga Drain | Air Slash | Synthesis | Sunny Day | HP/SpA
Fatter than set 1 thanks to having a recovery move. Probably not worth it to set sun if you're Solar Power. Is fat enough to help against some Thorton mons.

205 | Venomoth | Timid | Black Sludge | Silver Wind | Psybeam | Sleep Powder | Attract | SpA/Spe
Sleep powder carries this. Lacks a poison move but that doesn't matter if you have tinted. Even good in round 3 and against Thorton.
305 | Venomoth | Modest | SilverPowder | Bug Buzz | Sludge Bomb | Psychic | Supersonic | SpA/Spe
Loses the utility of sleep powder but gains extra power on its unresisted STABs if you have tinted. like skarm is the only thing even capable of showing up that resists both your stabs and what are you doing using venomoth against a mon that murders it anyway

197 | Vigoroth | Adamant | Focus Band | Slash | Pursuit | Encore | Counter | HP/Atk
Strong, bulky, and has Slash.
297 | Vigoroth | Adamant | Salac Berry | Crush Claw | Shadow Claw | Reversal | Endure | Atk/Spe
Endure is only really consistent against Thorton thanks to bad AI, and Vigoroth isn't exactly the strongest reversal user. It relies more on being able to tank hits than to murder everything at 1 HP, so I'd rather just spam crush claw and keep endure in your back pocket for when you get low on health.

153 | Wartortle | Adamant | Focus Band | Aqua Jet | Bite | Rapid Spin | Yawn | HP/Atk
Weak but bulky. A bad water because it's so weak.
253 | Wartortle | Serious | Shell Bell | Surf | Ice Beam | Brick Break | Fake Out | HP/SpA
A good water due to good bulk and decently strong attacks.

183 | Wigglytuff | Adamant | Silk Scarf | Secret Power | Grass Knot | Wish | Sing | HP/Atk
Slow and slows down battles thanks to its HP bar taking forever to drain. Grass Knot does let you beat rock/grounds though so it has that at least
283 | Wigglytuff | Modest | Sitrus Berry | Hyper Voice | Shadow Ball | Sing | Dream Eater | HP/SpA
Same problems as set 1 but with stronger moves.

181 | Wormadam | Adamant | Coba Berry | Razor Leaf | Bug Bite | Protect | Captivate | Atk/SpD
Very niche.
281 | Wormadam | Modest | Coba Berry | Giga Drain | Signal Beam | Psychic | Attract | Def/SpA
Probably not worth using even in round 2.

234 | Xatu | Jolly | Sharp Beak | Zen Headbutt | Pluck | Tailwind | Future Sight | Atk/Spe
One of the more fearsome round 2 mons to face thanks to high base power STABs that thankfully run off its weaker attacking stat. It's also very fast.
334 | Xatu | Modest | Colbur Berry | Psychic | Air Cutter | Ominous Wind | Confuse Ray | SpA/Spe
Around as good as the other STAB psychic users. Good all-around stats and a useful item but has slightly worse coverage moves.

221 | Zangoose | Adamant | Persim Berry | Scratch | Pursuit | Detect | Leer | Atk/Spe
The worst round 2 normal thanks to not having Slash.
321 | Zangoose | Adamant | Razor Claw | Crush Claw | Shadow Claw | Aerial Ace | Taunt | Atk/Spe
Good coverage, and it's pretty strong and fast. Not that useful in round 3 thanks to relatively low-powered STAB.

Thanks for reading through this. It took me the better part of two days of work to put these four posts together, and I ran into the 65k character limit multiple times while posting this. I hope that this comprehensive guide will raise awareness and increase the amount of players level 50 factory gets, compared to its level 100 version.
 
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atsync

Where the "intelligence" of TRAINERS is put to the test!
is a Pokemon Researcheris a Contributor to Smogon
I've gone ahead and added that guide to the OP for easier access.

Spoke about this briefly on discord but:

In the seventh and final battle of every round, you will face a trainer that uses Pokemon you'd normally find in the next round's draft. The only exception to this is fighting Thorton on battle 49, who will use either set 4 non-legendary Pokemon, or legendary Pokemon from all sets, at 31 IVs, letting him use sets with index numbers between 759 and 950.
Thorton actually seems to use different sets depending on whether you're playing in Platinum or HGSS. As far as I know, this is the only difference between both versions.

In Platinum:

Level 50Open Level
Battle 21 (Thorton1, Silver) (IV=12)High Tier (set 1)High Tier (set 4) and Legendaries (any set)
Battle 49 (Thorton2, Gold) (IV=31)High Tier (set 1)High Tier (set 4) and Legendaries (any set)

In HGSS:

Level 50Open Level
Battle 21 (Thorton1, Silver) (IV=12)High Tier (set 1)High Tier (set 1)
Battle 49 (Thorton2, Gold) (IV=31)High Tier (set 4) and Legendaries (any set)High Tier (set 4) and Legendaries (any set)

In other words, it looks like they swapped the Level 50 Gold battle with the Open Level Silver battle in the transition from Platinum to HGSS.

I'm not 100% certain about his IVs in Platinum. In HGSS he uses IV=12 for battle 1 and IVs=31 for battle 2. It may be similar in Platinum but if this was a straight swap between the versions it honestly wouldn't surprise me if both of his Level 50 battles were done with IVs=12 and both of his Open Level battles were done with IVs=31. Probably the first way to test this would be to challenge Open Level in Platinum and check his IVs during the Silver battle - if they are 31 then I would suspect that the IVs for the Gold battle in level 50 are 12.

EDIT:

This video of Thorton2 in Platinum is from TotalPotato's 52 win streak. In the battle, Ambipom1 inflicts 53 damage with Shadow Claw against TotalPotato's 31 IV Nidoking3 which is only possible if Ambipom1's Attack IV is 21 or higher. Since it can't be 12, I therefore believe that the Platinum IVs are probably the same as HGSS (12 for battle 1, 31 for battle 2).
 
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Hey all. I decided to pick Platinum back up after getting bored with Gen 8's Battle Tower. To get the silver and gold prints, how important is it to have perfect IVs? Obviously the higher the better but I'm just curious about time invested vs actual results. If that makes sense.

And going for high win streaks will require perfect IVs, I'm assuming? Thanks for any and all advice.
 
Hey all. I decided to pick Platinum back up after getting bored with Gen 8's Battle Tower. To get the silver and gold prints, how important is it to have perfect IVs? Obviously the higher the better but I'm just curious about time invested vs actual results. If that makes sense.

And going for high win streaks will require perfect IVs, I'm assuming? Thanks for any and all advice.
I have done up to 50 wins before without proper ev training or knowing IVs or even natures just with a good team synergy and coverage so its def doable, I would actually argue that team synergy and strategy is more important than evs and ivs although they are important to, Id say that ivs and evs only become more important from battles 49 onwards as all enemies have all ivs of 31 and its almost impossible to keep going if you are not at least on par with them to not always be at disadvantage, specifically when it comes to speed ties, other than that I say experiment with different teams and have fun and find what works for you, copying other people rarely works its better for each person to find their own style and path :)
 
(continued from previous post due to length)
My first opponent has no specialty.

918 | Latias | Adamant | Expert Belt | Dragon Claw | Zen Headbutt | Earthquake | Aerial Ace | Atk/Spe
896 | Zapdos | Serious | Yache Berry | Thunder | Drill Peck | Thunder Wave | Rain Dance | Atk/Spe
379 | Dewgong | Careful | Razor Fang | Waterfall | Avalanche | Headbutt | Fake Out | Atk/SpD (hydration)
435 | Machamp | Adamant | Scope Lens | Cross Chop | Earthquake | Bullet Punch | Foresight | HP/Atk (guts)
853 | Lickilicky | Adamant | Lax Incense | Body Slam | Power Whip | Earthquake | Explosion | HP/Atk
889 | Dragonite | Adamant | Choice Band | Outrage | Giga Impact | Earthquake | Superpower | Atk/SpD
"so this is where all the legendaries were" Latias2 and Zapdos1 are both overshadowed by choice band Dragonite. Lickilicky is good enough to work here, and Dewgong is a backup against other, faster dragons that OHKO Dragonite.
Dragonite4/Lickilicky4/Dewgong1

Items present in draft: Expert Belt, Yache Berry, Razor Fang, Scope Lens, Lax Incense, Choice Band
Battle 71:

453 | Jolteon | Timid | Focus Sash | Thunderbolt | Thunder Wave | Agility | Baton Pass | SpA/Spe
589 | Jolteon | Hardy | Razor Claw | Discharge | Double Kick | Dig | Thunder Wave | Atk/SpA
725 | Jolteon | Timid | Lax Incense | Thunder | Shadow Ball | Rain Dance | Yawn | SpA/Spe
861 | Jolteon | Modest | Razor Fang | Thunderbolt | Hyper Beam | Shadow Ball | Signal Beam | SpA/Spe
Jolteon crit Dragonite with Thunderbolt, leaving it at 1 HP for Dewgong to finish off.

397 | Slowbro | Bold | Chesto Berry | Psychic | Surf | Calm Mind | Yawn | Def/SpA
533 | Slowbro | Adamant | Expert Belt | Zen Headbutt | Aqua Tail | Earthquake | Avalanche | HP/Atk
669 | Slowbro | Modest | Choice Specs | Psychic | Flamethrower | Shadow Ball | Signal Beam | HP/SpA
805 | Slowbro | Quiet | Leftovers | Psychic | Surf | Ice Beam | Trick Room | HP/SpA
No way was Dewgong beating a Slowbro, so Lickilicky switched in. Damage calcs revealed the set to be Specs, which only option against was to explode and hope Dewgong could take whatever was in the back, which was decently likely since it was guaranteed to not be Water or Electric type.

419 | Gengar | Timid | Payapa Berry | Shadow Ball | Sludge Bomb | Spite | Confuse Ray | SpA/Spe
555 | Gengar | Modest | Life Orb | Shadow Ball | Dream Eater | Hypnosis | Substitute | SpA/Spe
691 | Gengar | Modest | Scope Lens | Psychic | Energy Ball | Focus Blast | Confuse Ray | SpA/Spe
827 | Gengar | Modest | Lum Berry | Shadow Ball | Sludge Bomb | Thunderbolt | Destiny Bond | SpA/Spe
If this was set 2, I lose if I got unlucky with sleep turns or if the Gengar got high rolls. If this turned out to be set 4, I would lose regardless. This actually confused Dewgong, revealing set 1. Dewgong got lucky enough to break through confusion once and thanks to odd move choice (it used Spite several times), I won.

Battle 72, no specialty.
The main choice was between Jolteon1 and Gengar1. Obviously I'd need to get rid of Dewgong, and both of those are decent sets. I think what eventually tipped me into deciding on Gengar was the fact that Jolteon is best as a lead to pass Agility to stuff, and since Dragonite was my lead, Gengar made a better backup, in addition to good defensive synergy with Lickilicky.
Items in previous battle: Choice Band, Lax Incense, Razor Fang, Focus Sash, Choice Specs, Payapa Berry

373 | Skarmory | Impish | Occa Berry | Drill Peck | Steel Wing | Spikes | Roar | Atk/Def
509 | Skarmory | Careful | Leftovers | Fly | Toxic | Double Team | Roost | HP/Def/SpD
645 | Skarmory | Impish | Razor Claw | Drill Peck | Slash | Payback | Night Slash | Atk/Def
781 | Skarmory | Adamant | Life Orb | Brave Bird | Steel Wing | X-Scissor | Rock Slide | Atk/Def
I superpowered, it birded, and we both died.

436 | Shuckle | Impish | Lax Incense | Stone Edge | Bug Bite | Swagger | Power Trick | HP/Def/SpD
572 | Shuckle | Careful | Grip Claw | Wrap | Swagger | Attract | Toxic | HP/Def/SpD
708 | Shuckle | Impish | Lax Incense | Gyro Ball | Substitute | Double Team | Power Trick | HP/Def/SpD
844 | Shuckle | Calm | Leftovers | Toxic | Substitute | Double Team | Sandstorm | HP/Def/SpD
Gengar hardwalls both set 2 and set 4. This turned out to be set 4. I got a poison, and Lickilicky was brought in on the turn it fainted, allowing me to explode it on whatever came in next.

401 | Alakazam | Timid | Brightpowder | Psychic | Shadow Ball | Calm Mind | Future Sight | SpA/Spe
537 | Alakazam | Modest | Colbur Berry | Psychic | Focus Blast | Charge Beam | Recover | SpA/Spe
673 | Alakazam | Timid | Wise Glasses | Psychic | Charge Beam | Signal Beam | Grass Knot | SpA/Spe
809 | Alakazam | Modest | Expert Belt | Psychic | Shadow Ball | Energy Ball | Focus Blast | SpA/Spe
This whiffed a focus blast into Lickilicky, revealing it to be one of the Modest sets, but if this had been Timid, my play against shuckle would have been 100% necessary.

Battle 73, Water specialist.
Trading for Alakazam was an option but I eventually decided against it due to lower bulk and speed.
Items in previous battle: Choice Band, Lax Incense, Payapa Berry, Life Orb, Leftovers

394 | Hypno | Brave | Iron Ball | Psycho Cut | Fling | Hypnosis | Trick Room | Atk/SpD
530 | Hypno | Quirky | Persim Berry | Dream Eater | Nightmare | Drain Punch | Hypnosis | SpA/SpD
666 | Hypno | Adamant | Sitrus Berry | Zen Headbutt | Fire Punch | ThunderPunch | Ice Punch | Atk/SpD
802 | Hypno | Modest | Choice Specs | Psychic | Shadow Ball | Signal Beam | Focus Blast | SpA/SpD

416 | Poliwrath | Modest | Rindo Berry | Surf | Vacuum Wave | Psychic | Double Team | HP/SpA
552 | Poliwrath | Adamant | Lax Incense | Waterfall | DynamicPunch | Poison Jab | Bulk Up | HP/Atk
688 | Poliwrath | Modest | Wide Lens | Hydro Pump | Focus Blast | Blizzard | Mud Bomb | HP/SpA
824 | Poliwrath | Adamant | Expert Belt | Waterfall | Focus Punch | Earthquake | Hypnosis | HP/Atk

387 | Ludicolo | Adamant | Muscle Band | Waterfall | Razor Leaf | Drain Punch | Swords Dance | Atk/SpD
523 | Ludicolo | Impish | Leftovers | Leech Seed | Toxic | Double Team | Rain Dance | HP/Def/SpD
659 | Ludicolo | Modest | Wide Lens | Hydro Pump | Grass Knot | Blizzard | Focus Blast | HP/SpA
795 | Ludicolo | Modest | Lum Berry | Surf | Giga Drain | Ice Beam | Rain Dance | SpA/SpD
Outrage rolled a 3-turn duration, so I never found out what any of these sets were.

Battle 74, no specialization.
No trade.
Items known to be in previous battle: Choice Band, Lax Incense, Payapa Berry.

365 | Medicham | Jolly | Salac Berry | Zen Headbutt | Reversal | Endure | Fake Out | Atk/Spe
501 | Medicham | Jolly | Cheri Berry | Drain Punch | Poison Jab | Detect | Recover | Atk/Spe
637 | Medicham | Modest | Wise Glasses | Psychic | Focus Blast | Shadow Ball | Calm Mind | SpA/Spe
773 | Medicham | Adamant | Scope Lens | Psycho Cut | Fire Punch | ThunderPunch | Ice Punch | Atk/Spe
Switching out Dragonite here is ill-advised because if it isn't set 4, then I give set 3 a free turn to calm mind, set 2 gets good chip on Licki, and set 1 won't use fake out on Nite again, giving it a potential chance to get its Salac up. Naturally, this turns out to be set 4 and Dragonite dies for Gengar to revenge it.

353 | Blastoise | Modest | Mystic Water | Hydro Pump | Signal Beam | Icy Wind | Mirror Coat | Def/SpA/SpD
489 | Blastoise | Adamant | Shell Bell | Waterfall | Focus Punch | Double Team | Aqua Ring | HP/Atk
625 | Blastoise | Adamant | Life Orb | Aqua Tail | Earthquake | Avalanche | Zen Headbutt | HP/Atk
761 | Blastoise | Modest | Shell Bell | Hydro Cannon | Ice Beam | Hyper Beam | Focus Blast | HP/SpA
No ruling out any items here. Again, the best play is to just spam attacks at it hoping to chip it down. I want to use shadow ball here to not activate Torrent accidentally. This got a freeze against Gengar that lasted 2 turns, ending with Blastoise at an HP value that, when eyeballed, appeared to be in Torrent range but outside of a guaranteed Body Slam KO after Shell Bell recovery, forcing me to go for Power Whip. Fortunately, it hit, but Licky took a Focus Blast in the process, meaning that i probably wasn't going to be beating much outside of stuff like Golem or Shuckle.

351 | Venusaur | Modest | White Herb | Leaf Storm | Sludge Bomb | Amnesia | Sleep Powder | SpA/SpD
487 | Venusaur | Bold | Big Root | Giga Drain | Ingrain | Leech Seed | Sleep Powder | HP/Def/SpD
623 | Venusaur | Adamant | Black Sludge | Seed Bomb | Earthquake | Outrage | Curse | Atk/SpD
759 | Venusaur | Modest | Wise Glasses | Frenzy Plant | Sludge Bomb | Hyper Beam | Synthesis | HP/SpA

My best hope was for this to be set 2. It used Sludge Bomb, leaving Lickilicky at 10 HP, but unpoisoned. Body Slam did not paralyze, so my only hope was to dodge something with Lax Incense. Of course, that did not happen, so I lost. Note that the damage roll for Body slam was somewhat ambiguous as to whether this was set 1 or set 4. Set 4 would explain why it didn't go for a guaranteed kill, as the AI doesn't like using Hyper Beam clones.

Streak ended with 73 wins and 54 trades, just one win off from tying the Open Level record.


A closing note: When I first started playing Factory, I was completely unaware of the mechanics that it used. I thought that trading to get elevations was just superstition, and I thought that level 50 and level 100 modes would be near-equal in difficulty. Now, anyone who's played factory seriously knows that those are false, but it's not commonly known. Factory has a lot of complexities regarding how it works that's pretty hidden from the casual player, and the info isn't easy to find unless you know what you're looking for. When playing factory and chatting on discord logs and on Werster's stream, I've had people who didn't know that trading would give you better mons in your subsequent drafts. Having coached at least one person in factory, I've become more aware that my initial experience with playing Factory casually was nothing unique. The goal of this post isn't to demonstrate a feat of luck and skill, but to inform people about the factory, that it does follow rules, and that it can be beaten.

Additionally, I hope I didn't set the bar too high for people that want to post their own records. That this post was even possible was the result of me having a discord server to speak on where I could share my factory runs and log battles. That I felt it was necessary is because, as the saying goes, "extraordinary claims require extraordinary evidence", and I felt that blowing an 8+-year-old record out of the water is quite the claim.

Shoutouts:
atsync for maintaining this thread and having a level 50 record that stood for nearly 10 years.
turskain for maintaining the discord server where all this goes down, for maintaining the battle facilities damage calculator, and for having a good style of post for me to emulate here.
Team Rocket Elite for datamining frontier sets every generation.
Jumpman16 and The Dutch Plumberjack for getting me into serious battle facility play as a whole back in gen 6.
Level 51 for being active on the battle facility discord server every once in a while.
average fella for trying really hard even if you haven't succeeded yet.
NebulaCRUNCH on discord (don't know your smogon username sorry) for being willing to learn.
Glen for inspiring the level 50 factory guide I'm working on.
So you basically lost to RED :D
 
58 wins in Factory Level 50



factory is hard. i have only logged dramatic battles and late round drafts.




i don't keep track of these, besides thorton battles.

for round 3, i got pretty good elevations, tentacruel1 lead can beat most things and kangaskhan1 beats most thorton comps with endure reversal and isn't a slouch vs bad ai with double-edge. ultimately the churn brought me to somewhere that i honestly didnt want to go to, with furret2 in the last slot.

thorton immediately leads off with something threatening, staraptor1. it returns me to near-death as i icy wind to remove a speed tie for the next turn. but aha, the ai is capable of switching. it switches to magnezone1 as i sludge bomb as a finisher, ineffectively.

252 Atk Staraptor Return vs. 0 HP / 0 Def Tentacruel: 123-145 (84.2 - 99.3%) -- guaranteed 2HKO
252 SpA Tentacruel Icy Wind vs. 0 HP / 0 SpD Staraptor: 84-100 (55.6 - 66.2%) -- guaranteed 2HKO


i have no choice but to sack near-dead tentacruel. furthermore, i'm scared of parahax tbolt on kang, so i put in furret. it lives a frustration, i get a roll to live, and i use that valuable turn of life to frustration it to within an inch of its life.

252 SpA Tentacruel Surf vs. 0 HP / 0 SpD Magnezone: 66-78 (48.5 - 57.3%) -- 90.6% chance to 2HKO
252+ Atk Choice Band Furret Frustration vs. 0 HP / 252+ Def Magnezone: 32-38 (23.5 - 27.9%) -- 77.3% chance to 4HKO
252 SpA Magnezone Thunderbolt vs. 0 HP / 0 SpD Furret: 144-171 (96.6 - 114.7%) -- 81.3% chance to OHKO
252+ Atk Choice Band Furret Frustration vs. 0 HP / 252+ Def Magnezone: 32-38 (23.5 - 27.9%) -- 77.3% chance to 4HKO

in comes kang. i dont need to post the roll for crunch to kill, in comes flareon1, who promptly dies. raptor double teams as i endure, and this is the crucial part, it returns as i... think it'll double team again and double-edge. i'm left at 2 health, and thorton is dead.

252 Atk Kangaskhan Double-Edge vs. 0 HP / 0 Def Flareon: 130-154 (99.2 - 117.5%) -- 93.8% chance to OHKO [down to 128 health]

252 Atk Staraptor Return vs. 0 HP / 0 Def Kangaskhan: 102-121 (59.6 - 70.7%) -- guaranteed 2HKO
Possible damage amounts: (102, 103, 105, 106, 108, 108, 109, 111, 112, 114, 114, 115, 117, 118, 120, 121)
note: i'm at 20 health after, so it got a relatively low roll. 1 roll higher and i lived, any top half roll and i die

-1 252 Atk Kangaskhan Double-Edge vs. 0 HP / 0 Def Staraptor: 76-91 (50.3 - 60.2%) -- guaranteed 2HKO



also in order to tolerate early battles, i usually drink during them. the day i did this was my birthday, so i had a new york strip steak, sliced up a few potatoes to have some oven fries, and had a half bottle of carnivor cabernet sauvignon wine. i must say, not the best wine i've had, although for 10 bucks a bottle it ain't too bad. i'm not a wine snob so don't criticize this rating i tried my best. i guess i can post a picture of the bottle.
.



Where it usually gets interesting.

My draft is composed of a few sets that are quite fine, and some trash, but not enough to bog this draft down:

664 | Froslass | Modest | Expert Belt | Ice Beam | Thunderbolt | Signal Beam | Destiny Bond | SpA/Spe
670 | Weezing | Sassy | Lax Incense | Sludge Bomb | Thunderbolt | Dark Pulse | Explosion | SpA/SpD
663 | Lopunny | Modest | Wise Glasses | Charge Beam | Ice Beam | Shadow Ball | Focus Blast | SpA/Spe
659 | Ludicolo | Modest | Wide Lens | Hydro Pump | Grass Knot | Blizzard | Focus Blast | HP/SpA
505 | Mr. Mime | Calm | Light Clay | Dream Eater | Hypnosis | Light Screen | Reflect | SpA/SpD
594 | Glaceon | Calm | Leftovers | Ice Beam | Double Team | Yawn | Hail | SpA/SpD

I got 4 good mons, Lass3 is great in back, Weezing3 is great in back, Glaceon3 is great in back, Ludi3 can be good as a lead since it won't really be getting forced out a lot. I elect to use Ludicolo3/Froslass3/Weezing3, and don't trade once during the set.



The only dramatic battle was 35, wherein the ai got some truly amazing pulls. The matchup was Ludicolo3/Froslass3/Weezing3 vs Staraptor3/Garchomp3/Tyranitar3.
Vs.
653 | Staraptor | Adamant | Muscle Band | Brave Bird | Return | Steel Wing | Pursuit | Atk/Spe
757 | Garchomp | Adamant | Focus Sash | Dragon Rush | Stone Edge | Aqua Tail | Aerial Ace | Atk/Spe
754 | Tyranitar | Adamant | White Herb | Superpower | Dragon Claw | Shadow Claw | Aqua Tail | Atk/Def



I was forced out for the first time in the set, brave bird nearly killed Weezing, and I was fully accepting that I would have had to sack it to put Froslass in.

252+ Atk Muscle Band Staraptor Brave Bird vs. 0 HP / 0 Def Weezing: 102-120 (75.5 - 88.8%) -- guaranteed 2HKO

Until... Weezing's Lax Incense kicked in for the first time in the set, and I was able to boom on it, meaning I could put Ludicolo in without risking another flying, as there was no specialty in the team preview.

0 Atk Weezing Explosion vs. 0 HP / 0 Def Staraptor: 235-277 (151.6 - 178.7%) -- guaranteed OHKO

Ludi comes in on Garchomp3, an incredibly threatening mon with Sash and Dragon Rush. I anticipate having to trade with it, and I do not.

Dragon Rush whiffs. I hit a 77% blizzard, which gets a lucky freeze. It continues to be frozen as I grass knot for the kill. I hope you don't need calcs to demonstrate that Garchomp doesn't take blizzards well and that grass knot deals at least 1 damage.

In comes Tyranitar3, a Factory Ttar through and through in that it has no good moves at all. Focus blast technically can kill, but I go for the safe grass knot, due to the fact that that min roll grass knot+min roll Froslass signal beam kills it with no risk. Of course, it doesn't ohko me with wet noodle dragon claw, so this situation doesn't come to pass, but round 5 is slain with a horrible draw offset by amazing in-battle luck.

252+ SpA Ludicolo Grass Knot (120 BP) vs. 0 HP / 0 SpD Tyranitar in Sand: 116-140 (68.2 - 82.3%) -- guaranteed 2HKO
252+ SpA Expert Belt Froslass Signal Beam vs. 0 HP / 0 SpD Tyranitar in Sand: 55-67 (32.3 - 39.4%) -- 98.5% chance to 3HKO



This is where it really gets interesting.

My draft is composed of:

754 | Tyranitar | Adamant | White Herb | Superpower | Dragon Claw | Shadow Claw | Aqua Tail | Atk/Def
746 | Kingdra | Adamant | Lum Berry | Waterfall | Outrage | Iron Head | Dragon Dance | HP/Atk
828 | Ampharos | Quiet | Zoom Lens | Thunder | Focus Blast | Signal Beam | Power Gem | HP/SpA
869 | Probopass | Modest | Life Orb | Flash Cannon | Power Gem | Earth Power | Thunderbolt | SpA/SpD
811 | Miltank | Adamant | Muscle Band | Giga Impact | Earthquake | Rock Slide | Zen Headbutt | Atk/Spe
868 | Hippowdon | Adamant | Quick Claw | Earthquake | Stone Edge | Crunch | Thunder Fang | HP/Atk

Hey, it's my old buddy Tyranitar3. Kingdra3 carries this draft, I genuinely considered using Ampharos instead of stacking Edgequake instances with Miltank4 and Hippowdon4, but Amph is just too bad. Kingdra3/Miltank4/Hippowdon4 is my party.

Battle 38
Vs.
654 | Gastrodon | Adamant | Shell Bell | Waterfall | Earthquake | Stone Edge | Fissure | HP/Atk
723 | Flygon | Timid | White Herb | Draco Meteor | Earth Power | Flamethrower | Giga Drain | SpA/Spe
702 | Rampardos | Adamant | Life Orb | Head Smash | Zen Headbutt | Fire Punch | ThunderPunch | HP/Atk


Immediately, I'm scared. Gastrodon fissure is incredibly threatening, so I go Miltank. I come in on a Fissure whiff, Giga Impact does a chunk as eq does under half, Fissure kills me. Here's the relevant roll.

252+ Atk Muscle Band Miltank Giga Impact vs. 252 HP / 0 Def Gastrodon: 157-186 (74 - 87.7%) -- guaranteed 2HKO

Kingdra has to Waterfall to revenge kill it, I can't risk DD'ing on a Fissure. In comes Flygon3, the other ground I could conceivably be scared of.

I have to exhaust its white herb and get it to -2. This game's only hope is Hippowdon4 being a fat mf long enough for Kingdra to live one of these Dracos. Hippo tanks a draco, and tanks another, Flygon is at -2.

I have to get an Outrage off, now. In perma-sand, the odds are stacked against me if I try to dd twice to outspeed the 160 speed Flygon3.

-2 252 SpA Flygon Draco Meteor vs. 252 HP / 0 SpD Kingdra: 92-110 (52.2 - 62.5%) -- guaranteed 2HKO
-4 252 SpA Flygon Draco Meteor vs. 252 HP / 0 SpD Kingdra: 62-74 (35.2 - 42%) -- guaranteed 3HKO

I do, and it kills, as it lops off over half my health. The last is Rampardos3, I either need to get an outrage crit or a head smash miss.

252+ Atk Kingdra Outrage vs. 252 HP / 0 Def Rampardos: 141-166 (71.2 - 83.8%) -- guaranteed 2HKO

Outrage crits. Jam escaped, battle won.


Battle 39
Vs.
669 | Slowbro | Modest | Choice Specs | Psychic | Flamethrower | Shadow Ball | Signal Beam | HP/SpA
755 | Salamence | Modest | Wise Glasses | Draco Meteor | Hydro Pump | Flamethrower | Ominous Wind | SpA/Spe
711 | Steelix | Relaxed | Iron Ball | Gyro Ball | Payback | Swagger | Curse | Atk/Def


Flygon3 is an interesting trade option over Hippo. I deliberate a bit, and eventually settle on using it over Hippo. It immediately comes in handy by living a Psychic on a roll, dracoing to do half, and opening Kingdra to dragon dance and kill Slowbro.

252+ SpA Choice Specs Slowbro Psychic vs. 0 HP / 0 SpD Flygon: 129-153 (86 - 102%) -- 12.5% chance to OHKO
252 SpA Flygon Draco Meteor vs. 252 HP / 0 SpD Slowbro: 105-124 (53.5 - 63.2%) -- guaranteed 2HKO
252+ SpA Choice Specs Slowbro Psychic vs. 252 HP / 0 SpD Kingdra: 111-132 (63 - 75%) -- guaranteed 2HKO
+1 252+ Atk Kingdra Outrage vs. 252 HP / 0 Def Slowbro: 126-148 (64.2 - 75.5%) -- guaranteed 2HKO


Outrage mows down Salamence, but I get intimidated in the process. I don't get a 2-turn, outrage bounces off steelix, and Miltank has to contend with Steelix.

252+ Atk Kingdra Outrage vs. 0 HP / 252+ Def Steelix: 20-24 (13.7 - 16.5%) -- possible 7HKO

And here's where the drama comes in. See, if I was against a human at this point, the game is unwinnable. I am not.

252+ Atk Muscle Band Miltank Earthquake vs. 0 HP / 252+ Def Steelix: 44-54 (30.3 - 37.2%) -- 66.5% chance to 3HKO
252 Atk Steelix Gyro Ball (150 BP) vs. 0 HP / 0 Def Miltank: 91-108 (54.4 - 64.6%) -- guaranteed 2HKO

I eq as it curses, presumably to ensure an ohko with 2 curses. I eq again as it swaggers me. I self-hit, seemingly dead to rights, as it decides cursing again is the move. I eq to kill. Thanks, Swagger!

252+ Atk Muscle Band Miltank Earthquake vs. +1 0 HP / 252+ Def Steelix: 30-36 (20.6 - 24.8%) -- guaranteed 5HKO



Where perfectly fine runs go to die.

I asked Santa for 2 legendaries, and I got them, I guess.


590 | Flareon | Jolly | Salac Berry | Fire Fang | Flail | Endure | Sand-Attack | Atk/Spe
810 | Slowking | Modest | Wise Glasses | Psychic | Surf | Ice Beam | Flamethrower | HP/SpA
817 | Cradily | Calm | Leftovers | Stone Edge | Seed Bomb | Earthquake | Mirror Coat | HP/Def/SpD
680 | Nidoking | Modest | Expert Belt | Earth Power | Sludge Bomb | Ice Beam | Shadow Ball | SpA/Spe [RIVALRY]
908 | Regigigas | Impish | Lax Incense | Return | Aerial Ace | Thunder Wave | Confuse Ray | HP/Def/SpD
943 | Regirock | Careful | Quick Claw | Stone Edge | Earthquake | Hammer Arm | Explosion | Atk/SpD


Hidden within what you may see as another instance of a round 7 draft shitting on me is hidden synergy. Flareon2 is awful, as is Rivalry Nidoking3. I have a plan for this team. Regigigas speed control for Regirock4 and Slowking4 to dole out punishment, the speed control will be insane, and it doesn't matter that Regigigas has effectively 90 attack and 60 speed most of the time, it's fat and it's got twave, what's not to love? Regigigas1/Regirock4/Slowking4 is my team.

battle 43
This isn't as dramatic as some others, but I do encounter something funny. See, Milotic3 outlasts Slowking4 and can kill Regirock4. What am I to do? Parafuse it! Milotic3 will not stop using Mirror Coat until I use a physical move, I burn turns to get past Slow Start and the results are delightful, I don't even have to use my back-line.

battle 44
vs.
627 | Typhlosion | Adamant | Shuca Berry | Flare Blitz | Earthquake | Shadow Claw | Aerial Ace | Atk/Spe
742 | Tangrowth | Modest | Heat Rock | SolarBeam | Wring Out | Synthesis | Sunny Day | Def/SpA
642 | Lanturn | Modest | Sitrus Berry | Hydro Pump | Thunder | Blizzard | Rain Dance | HP/SpA

Typhlosion is twaved in lead, no issue. Regirock4 is the safest switchin in the world, BUT it gets Flare Blitz burned, which means that not only is it taking chip, but it can't ohko Typhlosion. stone edge+eq into shuca is enough to kill, but Typhlosion gets an eq off of its own, which means that Regirock is nearly dead and burned.

In comes Tangrowth. I boom without a second thought as it sets up Sunny Day.

252 Atk burned Regirock Explosion vs. 0 HP / 252 Def Tangrowth: 85-100 (50 - 58.8%) -- guaranteed 2HKO

And here's the tragedy... I forgot Leaf Guard exists. My strategy of twaving it when it's in cloro for Slowking to kill it has gone down the drain, Regigigas can't even get a move off on it, and I wouldn't dare put in Slowking on a solarbeam. I am probably dead...


Not so fast. The AI has a tendency to use Wring Out at weird times, and it does here, when Solarbeaming was a likely instant win.

252+ SpA Tangrowth Wring Out (121 BP) vs. 252 HP / 0 SpD Slowking: 62-73 (31.3 - 36.8%) -- 72.1% chance to 3HKO

The last of Lanturn3 comes out, and I'm just as sad. Little did I know, the Leaf Guard-procing sun would come into my favor.

Thunder in Sun misses, as it does half the time, and I not only get a crit, I get a high roll crit.

252+ SpA Wise Glasses Slowking Psychic vs. 252 HP / 0 SpD Lanturn on a critical hit: 201-237 (88.9 - 104.8%) -- 31.3% chance to OHKO

Jam escaped, run still alive.

battle 45
Another bulky water I can't beat with Slowking4, Dewgong4. Regigigas mishes it by parafusing it and getting past Slow Start, causing it to shred it and the next mon, and leave Cradily4 parafused for Regirock to Hammer Arm it twice for an easy kill.

battle 46
Easy. Togekiss4 aura spheres Regigigas as it gets twaved, Slowking comes in easily, ice beams twice as it air slashes me once to kill. Crobat4 comes in, who can't touch Regirock. I get a useless Quick Claw proc as stone edge kills it, and Marowak4 gets boomed on.

battle 47
Skarmory4 is a bit difficult, it brave birds Regigigas for a chunk as i twave, brave birds Slowking for a hefty chunk as Flamethrower kills. Typhlosion4 uses its valuable turn of life to charge up Solarbeam before it dies, and Shuckle4 uses its valuable turn of life to Sandstorm before it dies.

battle 48
Dragonite3 is twaved as it dracos into Regigigas, Slowking comes in on parahax. ice beam kills, and I would like you to observe this roll:
252+ SpA Crobat Dark Pulse vs. 0 HP / 252+ SpD Regirock: 23-28 (14.8 - 18%) -- possible 6HKO
It does this twice as stone edge obviously ohkos, Whiscash3 is an obvious drama candidate with Fissure and twave immunity, but it gets quick claw boomed on. Thorton awaits.

battle 49
Vs
794 | Electrode | Quirky | Focus Sash | Thunderbolt | Signal Beam | Explosion | Mirror Coat | SpA/Spe
851 | Aerodactyl | Adamant | Choice Band | Stone Edge | Aerial Ace | Earthquake | Dragon Claw | Atk/Spe
949 | Cresselia | Modest | Leftovers | Psychic | Ice Beam | Signal Beam | Moonlight | HP/Def/SpD

Thorton has given me matchup woes before, and I was expecting something bad, in a bad way. Regirock comes in safely on a mirror coat, eqs safely as it mirror coats again, and it unleashes a wet noodle Thunderbolt to paralyze Regirock in its dying breath.

252 SpA Electrode Thunderbolt vs. 0 HP / 252+ SpD Regirock: 43-52 (27.7 - 33.5%) -- 0.2% chance to 3HKO

Next up is Aerodactyl4, and finally the Quick Claw is paying dividends. Quick Claw Stone Edge, it's gone, no parahax or stone edge missing here.

252 Atk Regirock Stone Edge vs. 0 HP / 0 Def Aerodactyl: 204-240 (131.6 - 154.8%) -- guaranteed OHKO

Last up is Cresselia4, and Quick Claw works again with boom this time. I was so hyped about getting quick claw boom that I didn't notice it was lefties, so I made the decision to put Regigigas in on it to just either burn turns with parafusion so that I can kill it with Slow Start up, or burn turns with parafusion so I can remove Slow Start and kill it easier This could have been horrible if it was Cresselia2, but it wasn't. I twave as it psychics me to do a pittance, get lefties recovery, and give me great relief. I Return as it gets parahaxed, next Return kills. Thorton has been slain, gold symbol acquired.

252 Atk Regirock Explosion vs. 168 HP / 168 Def Cresselia: 179-211 (82.8 - 97.6%) -- guaranteed 2HKO after Leftovers recovery
-2 0 Atk Regigigas Return vs. 168 HP / 168 Def Cresselia: 33-40 (15.2 - 18.5%) -- possible 8HKO after Leftovers recovery


I'm playing with house money, and now they've decided to give me a good draw.

616 | Arcanine | Jolly | Salac Berry | Flare Blitz | Thunder Fang | Reversal | Endure | Atk/Spe
942 | Suicune | Modest | Wacan Berry | Surf | Ice Beam | Extrasensory | Calm Mind | HP/SpA
477 | Electivire | Jolly | Scope Lens | ThunderPunch | Cross Chop | Thunder Wave | Screech | Atk/Spe
620 | Metagross | Modest | Wise Glasses | Psychic | Flash Cannon | Shadow Ball | Sludge Bomb | Def/SpA
827 | Gengar | Modest | Lum Berry | Shadow Ball | Sludge Bomb | Thunderbolt | Destiny Bond | SpA/Spe
700 | Wailord | Adamant | Leftovers | Waterfall | Avalanche | Earthquake | Curse | HP/Atk

The gist of the draft is Suicune, an elec immune, and a fat grass resist. Metagross2/Suicune4/Electivire1 is an amazing draft.

...Literally nothing notable happens for the first 4 games. Metagross usually takes out one or two mons, I remember it taking out Cresselia2 once, the thing that it's the most equipped to take out, so that was fun, and then Suicune4 sets up a calm mind or 2 and cleans.

battle 54
vs.
584 | Gallade | Jolly | Brightpowder | Drain Punch | Fire Punch | ThunderPunch | Ice Punch | Atk/Spe
772 | Marowak | Adamant | Thick Club | Earthquake | Stone Edge | Iron Head | ThunderPunch | Atk/Def
947 | Latios | Modest | White Herb | Luster Purge | Draco Meteor | Hyper Beam | Surf | SpA/Spe

Metagross tanks 2 fire punches and kills with 2 shadow balls. It psychics marowak to do a fair amount, Suicune then proceeds to rk marowak. Latios misses a draco meteor as Suicune ice beams, I had a contingency plan if it hit draco number 1 [force it to draco evire, and then it's out of kill range for cune], but it didn't so 2 ice beams killed. Latios4 is a little bit better than Metagross2, perhaps, so I took it.

battle 56
Vs
913 | Entei | Jolly | King's Rock | Fire Fang | Bite | Iron Head | Stone Edge | Atk/Spe
922 | Regigigas | Careful | Leftovers | Facade | Zen Headbutt | Double Team | Substitute | HP/Def/SpD
522 | Electrode | Timid | Brightpowder | Charge Beam | Thunder Wave | Flash | Swagger | SpA/Spe

Dramatic battles should be funny.

Entei outspeeds and bites latios as I hit a surf. I get out of the way, Electivire comes in, tanks a Bite and a Fire Fang, and tpunch kills. cross chop does under half as zen kills near-dead electivire.

252 Atk Electivire Cross Chop vs. 168 HP / 168 Def Regigigas: 88-104 (42.7 - 50.4%) -- guaranteed 3HKO after Leftovers recovery

Suicune then has to contend with this thing. I cm as it double teams, and then I get lucky, and get a surf crit to kill it. This is where the fun starts, in comes Electrode2.

It swaggers, self-hit. Charge beams into wacan, self-hit. T-waves, self-hit. Charge beam crits, suicune is dead. Charge beam does a whole 20 damage to Latios as draco wipes it off the face of the planet.

252+ SpA Latios Draco Meteor vs. 0 HP / 0 SpD Electrode: 159-187 (117.7 - 138.5%) -- guaranteed OHKO


Can't get good drafts forever.

577 | Gliscor | Jolly | Razor Fang | Earthquake | Fire Fang | Thunder Fang | Ice Fang | Atk/Spe
464 | Walrein | Adamant | Chople Berry | Ice Fang | Aqua Tail | Swagger | Encore | HP/Atk
565 | Claydol | Modest | Rindo Berry | Earth Power | AncientPower | Signal Beam | Shadow Ball | Def/SpA
522 | Electrode | Timid | Brightpowder | Charge Beam | Thunder Wave | Flash | Swagger | SpA/Spe
546 | Armaldo | Adamant | Scope Lens | Crush Claw | Aqua Tail | Aerial Ace | Swagger | Atk/SpD
742 | Tangrowth | Modest | Heat Rock | SolarBeam | Wring Out | Synthesis | Sunny Day | Def/SpA

These last 3 mons are horrible. I can't choose anything other than Gliscor2/Walrein1/Claydol2.

battle 57
Vs
Vaporeon1/2
388 | Shiftry | Jolly | Persim Berry | Seed Bomb | Faint Attack | X-Scissor | Fake Out | Atk/Spe
468 | Magnezone | Bold | Light Clay | Thunderbolt | Mirror Shot | Light Screen | Reflect | Def/SpA

Gliscor eqs into vapo to do a pittace as ice beam kills. This is where encore comes in, walrein encores vapo into continuing ice beam, and manages to get it dead with the help of swagger, with about 170 hp left. This is where I misplay, swaggering into persim when I knew damn well that by using fake out, it was set 1. Miraculously, it didn't matter.

+2 252 Atk Shiftry X-Scissor vs. 0 HP / 252 Def Claydol: 118-140 (87.4 - 103.7%) -- 18.8% chance to OHKO

I somehow live this, and the lastmon is simultaneously amazing, and loses to Claydol. The run lives at least 1 more game. Claydol is traded for Magnezone1.

battle 58
Vs
685 | Mismagius | Timid | Wise Glasses | Shadow Ball | Energy Ball | Icy Wind | Destiny Bond | SpA/Spe
492 | Feraligatr | Adamant | White Herb | Aqua Tail | Superpower | Dragon Claw | Shadow Claw | Atk/Def
622 | Slaking | Adamant | Lum Berry | Crush Claw | Fire Punch | ThunderPunch | Ice Punch | Atk/Def

Gliscor has to switch out into mag. I switch into an icy wind, and lay light screen as shadow ball gets an unfortunate crit. I'm able to live 2 more shadow balls and dole out 2 thunderbolts, and in comes Feraligatr.

Another AI quirk is that it will basically never use superpower, even when it's the correct move to use. I put in Walrein on it, confident that I'll need to swagger it to win. Swagger comes down, no self-hit through 2 shadow claws vs me, and it's Gliscor vs. the world.

Gliscor uses thunder fang, flinch. Another thunder fang, self-hit. I'm given a new lease on life.

Slaking1 is very, very fat. I need to get a fire fang burn if I wish to win.

The sequence goes like crush claw, loaf, yawn, loaf, as I fire fang, fire fang, fire fang, fire fang, and the last one finally burns. At this point, it's pretty much stuck slacking off, and eqing it constantly while burned results in a net loss thanks to truant, so I live another day.

Feraligatr2 is a good trade option that has actual good moves. Feraligatr>Walrein, no-brainer.


battle 59
Vs
714 | Tentacruel | Modest | Focus Sash | Surf | Sludge Bomb | Giga Drain | Mirror Coat | SpA/SpD
879 | Porygon-Z | Modest | Expert Belt | Tri Attack | Shadow Ball | Thunderbolt | Recover | SpA/Spe [download]
?

Tentacruel lives an earthquake with sash, kills with surf. I use this time to lay screens with mag as it kills me. Feraligatr is at 120/160 with dual screens... and still gets ohko'd by pz4 with a download boost. This run got 2 battles more than it had any right to get.


I don't intend to touch Factory for a long, long while. oh yes, shoutouts, i will do them.

HeadsILoseTailsYouWin for enlightening me to the """""joys"""" of level 50 factory, i.e. it's more beatable
turskain when i was going over losses in the channel it was interesting to see alternate viewpoints on what i could or could not have done [i've mulled over some hax losses for too long before he told me that it was dumb to do so, and was correct]. also the battle facilities calc was invaluable
Altissimo cheering me along as factory is, without fail, factory.
atsync for pointing out random details that I completely miss, cheering me along and occasionally helping me go over preventable losses
 
58 wins in Factory Level 50



factory is hard. i have only logged dramatic battles and late round drafts.




i don't keep track of these, besides thorton battles.

for round 3, i got pretty good elevations, tentacruel1 lead can beat most things and kangaskhan1 beats most thorton comps with endure reversal and isn't a slouch vs bad ai with double-edge. ultimately the churn brought me to somewhere that i honestly didnt want to go to, with furret2 in the last slot.

thorton immediately leads off with something threatening, staraptor1. it returns me to near-death as i icy wind to remove a speed tie for the next turn. but aha, the ai is capable of switching. it switches to magnezone1 as i sludge bomb as a finisher, ineffectively.

252 Atk Staraptor Return vs. 0 HP / 0 Def Tentacruel: 123-145 (84.2 - 99.3%) -- guaranteed 2HKO
252 SpA Tentacruel Icy Wind vs. 0 HP / 0 SpD Staraptor: 84-100 (55.6 - 66.2%) -- guaranteed 2HKO


i have no choice but to sack near-dead tentacruel. furthermore, i'm scared of parahax tbolt on kang, so i put in furret. it lives a frustration, i get a roll to live, and i use that valuable turn of life to frustration it to within an inch of its life.

252 SpA Tentacruel Surf vs. 0 HP / 0 SpD Magnezone: 66-78 (48.5 - 57.3%) -- 90.6% chance to 2HKO
252+ Atk Choice Band Furret Frustration vs. 0 HP / 252+ Def Magnezone: 32-38 (23.5 - 27.9%) -- 77.3% chance to 4HKO
252 SpA Magnezone Thunderbolt vs. 0 HP / 0 SpD Furret: 144-171 (96.6 - 114.7%) -- 81.3% chance to OHKO
252+ Atk Choice Band Furret Frustration vs. 0 HP / 252+ Def Magnezone: 32-38 (23.5 - 27.9%) -- 77.3% chance to 4HKO

in comes kang. i dont need to post the roll for crunch to kill, in comes flareon1, who promptly dies. raptor double teams as i endure, and this is the crucial part, it returns as i... think it'll double team again and double-edge. i'm left at 2 health, and thorton is dead.

252 Atk Kangaskhan Double-Edge vs. 0 HP / 0 Def Flareon: 130-154 (99.2 - 117.5%) -- 93.8% chance to OHKO [down to 128 health]

252 Atk Staraptor Return vs. 0 HP / 0 Def Kangaskhan: 102-121 (59.6 - 70.7%) -- guaranteed 2HKO
Possible damage amounts: (102, 103, 105, 106, 108, 108, 109, 111, 112, 114, 114, 115, 117, 118, 120, 121)
note: i'm at 20 health after, so it got a relatively low roll. 1 roll higher and i lived, any top half roll and i die

-1 252 Atk Kangaskhan Double-Edge vs. 0 HP / 0 Def Staraptor: 76-91 (50.3 - 60.2%) -- guaranteed 2HKO



also in order to tolerate early battles, i usually drink during them. the day i did this was my birthday, so i had a new york strip steak, sliced up a few potatoes to have some oven fries, and had a half bottle of carnivor cabernet sauvignon wine. i must say, not the best wine i've had, although for 10 bucks a bottle it ain't too bad. i'm not a wine snob so don't criticize this rating i tried my best. i guess i can post a picture of the bottle.
.



Where it usually gets interesting.

My draft is composed of a few sets that are quite fine, and some trash, but not enough to bog this draft down:

664 | Froslass | Modest | Expert Belt | Ice Beam | Thunderbolt | Signal Beam | Destiny Bond | SpA/Spe
670 | Weezing | Sassy | Lax Incense | Sludge Bomb | Thunderbolt | Dark Pulse | Explosion | SpA/SpD
663 | Lopunny | Modest | Wise Glasses | Charge Beam | Ice Beam | Shadow Ball | Focus Blast | SpA/Spe
659 | Ludicolo | Modest | Wide Lens | Hydro Pump | Grass Knot | Blizzard | Focus Blast | HP/SpA
505 | Mr. Mime | Calm | Light Clay | Dream Eater | Hypnosis | Light Screen | Reflect | SpA/SpD
594 | Glaceon | Calm | Leftovers | Ice Beam | Double Team | Yawn | Hail | SpA/SpD

I got 4 good mons, Lass3 is great in back, Weezing3 is great in back, Glaceon3 is great in back, Ludi3 can be good as a lead since it won't really be getting forced out a lot. I elect to use Ludicolo3/Froslass3/Weezing3, and don't trade once during the set.



The only dramatic battle was 35, wherein the ai got some truly amazing pulls. The matchup was Ludicolo3/Froslass3/Weezing3 vs Staraptor3/Garchomp3/Tyranitar3.
Vs.
653 | Staraptor | Adamant | Muscle Band | Brave Bird | Return | Steel Wing | Pursuit | Atk/Spe
757 | Garchomp | Adamant | Focus Sash | Dragon Rush | Stone Edge | Aqua Tail | Aerial Ace | Atk/Spe
754 | Tyranitar | Adamant | White Herb | Superpower | Dragon Claw | Shadow Claw | Aqua Tail | Atk/Def



I was forced out for the first time in the set, brave bird nearly killed Weezing, and I was fully accepting that I would have had to sack it to put Froslass in.

252+ Atk Muscle Band Staraptor Brave Bird vs. 0 HP / 0 Def Weezing: 102-120 (75.5 - 88.8%) -- guaranteed 2HKO

Until... Weezing's Lax Incense kicked in for the first time in the set, and I was able to boom on it, meaning I could put Ludicolo in without risking another flying, as there was no specialty in the team preview.

0 Atk Weezing Explosion vs. 0 HP / 0 Def Staraptor: 235-277 (151.6 - 178.7%) -- guaranteed OHKO

Ludi comes in on Garchomp3, an incredibly threatening mon with Sash and Dragon Rush. I anticipate having to trade with it, and I do not.

Dragon Rush whiffs. I hit a 77% blizzard, which gets a lucky freeze. It continues to be frozen as I grass knot for the kill. I hope you don't need calcs to demonstrate that Garchomp doesn't take blizzards well and that grass knot deals at least 1 damage.

In comes Tyranitar3, a Factory Ttar through and through in that it has no good moves at all. Focus blast technically can kill, but I go for the safe grass knot, due to the fact that that min roll grass knot+min roll Froslass signal beam kills it with no risk. Of course, it doesn't ohko me with wet noodle dragon claw, so this situation doesn't come to pass, but round 5 is slain with a horrible draw offset by amazing in-battle luck.

252+ SpA Ludicolo Grass Knot (120 BP) vs. 0 HP / 0 SpD Tyranitar in Sand: 116-140 (68.2 - 82.3%) -- guaranteed 2HKO
252+ SpA Expert Belt Froslass Signal Beam vs. 0 HP / 0 SpD Tyranitar in Sand: 55-67 (32.3 - 39.4%) -- 98.5% chance to 3HKO



This is where it really gets interesting.

My draft is composed of:

754 | Tyranitar | Adamant | White Herb | Superpower | Dragon Claw | Shadow Claw | Aqua Tail | Atk/Def
746 | Kingdra | Adamant | Lum Berry | Waterfall | Outrage | Iron Head | Dragon Dance | HP/Atk
828 | Ampharos | Quiet | Zoom Lens | Thunder | Focus Blast | Signal Beam | Power Gem | HP/SpA
869 | Probopass | Modest | Life Orb | Flash Cannon | Power Gem | Earth Power | Thunderbolt | SpA/SpD
811 | Miltank | Adamant | Muscle Band | Giga Impact | Earthquake | Rock Slide | Zen Headbutt | Atk/Spe
868 | Hippowdon | Adamant | Quick Claw | Earthquake | Stone Edge | Crunch | Thunder Fang | HP/Atk

Hey, it's my old buddy Tyranitar3. Kingdra3 carries this draft, I genuinely considered using Ampharos instead of stacking Edgequake instances with Miltank4 and Hippowdon4, but Amph is just too bad. Kingdra3/Miltank4/Hippowdon4 is my party.

Battle 38
Vs.
654 | Gastrodon | Adamant | Shell Bell | Waterfall | Earthquake | Stone Edge | Fissure | HP/Atk
723 | Flygon | Timid | White Herb | Draco Meteor | Earth Power | Flamethrower | Giga Drain | SpA/Spe
702 | Rampardos | Adamant | Life Orb | Head Smash | Zen Headbutt | Fire Punch | ThunderPunch | HP/Atk


Immediately, I'm scared. Gastrodon fissure is incredibly threatening, so I go Miltank. I come in on a Fissure whiff, Giga Impact does a chunk as eq does under half, Fissure kills me. Here's the relevant roll.

252+ Atk Muscle Band Miltank Giga Impact vs. 252 HP / 0 Def Gastrodon: 157-186 (74 - 87.7%) -- guaranteed 2HKO

Kingdra has to Waterfall to revenge kill it, I can't risk DD'ing on a Fissure. In comes Flygon3, the other ground I could conceivably be scared of.

I have to exhaust its white herb and get it to -2. This game's only hope is Hippowdon4 being a fat mf long enough for Kingdra to live one of these Dracos. Hippo tanks a draco, and tanks another, Flygon is at -2.

I have to get an Outrage off, now. In perma-sand, the odds are stacked against me if I try to dd twice to outspeed the 160 speed Flygon3.

-2 252 SpA Flygon Draco Meteor vs. 252 HP / 0 SpD Kingdra: 92-110 (52.2 - 62.5%) -- guaranteed 2HKO
-4 252 SpA Flygon Draco Meteor vs. 252 HP / 0 SpD Kingdra: 62-74 (35.2 - 42%) -- guaranteed 3HKO

I do, and it kills, as it lops off over half my health. The last is Rampardos3, I either need to get an outrage crit or a head smash miss.

252+ Atk Kingdra Outrage vs. 252 HP / 0 Def Rampardos: 141-166 (71.2 - 83.8%) -- guaranteed 2HKO

Outrage crits. Jam escaped, battle won.


Battle 39
Vs.
669 | Slowbro | Modest | Choice Specs | Psychic | Flamethrower | Shadow Ball | Signal Beam | HP/SpA
755 | Salamence | Modest | Wise Glasses | Draco Meteor | Hydro Pump | Flamethrower | Ominous Wind | SpA/Spe
711 | Steelix | Relaxed | Iron Ball | Gyro Ball | Payback | Swagger | Curse | Atk/Def


Flygon3 is an interesting trade option over Hippo. I deliberate a bit, and eventually settle on using it over Hippo. It immediately comes in handy by living a Psychic on a roll, dracoing to do half, and opening Kingdra to dragon dance and kill Slowbro.

252+ SpA Choice Specs Slowbro Psychic vs. 0 HP / 0 SpD Flygon: 129-153 (86 - 102%) -- 12.5% chance to OHKO
252 SpA Flygon Draco Meteor vs. 252 HP / 0 SpD Slowbro: 105-124 (53.5 - 63.2%) -- guaranteed 2HKO
252+ SpA Choice Specs Slowbro Psychic vs. 252 HP / 0 SpD Kingdra: 111-132 (63 - 75%) -- guaranteed 2HKO
+1 252+ Atk Kingdra Outrage vs. 252 HP / 0 Def Slowbro: 126-148 (64.2 - 75.5%) -- guaranteed 2HKO


Outrage mows down Salamence, but I get intimidated in the process. I don't get a 2-turn, outrage bounces off steelix, and Miltank has to contend with Steelix.

252+ Atk Kingdra Outrage vs. 0 HP / 252+ Def Steelix: 20-24 (13.7 - 16.5%) -- possible 7HKO

And here's where the drama comes in. See, if I was against a human at this point, the game is unwinnable. I am not.

252+ Atk Muscle Band Miltank Earthquake vs. 0 HP / 252+ Def Steelix: 44-54 (30.3 - 37.2%) -- 66.5% chance to 3HKO
252 Atk Steelix Gyro Ball (150 BP) vs. 0 HP / 0 Def Miltank: 91-108 (54.4 - 64.6%) -- guaranteed 2HKO

I eq as it curses, presumably to ensure an ohko with 2 curses. I eq again as it swaggers me. I self-hit, seemingly dead to rights, as it decides cursing again is the move. I eq to kill. Thanks, Swagger!

252+ Atk Muscle Band Miltank Earthquake vs. +1 0 HP / 252+ Def Steelix: 30-36 (20.6 - 24.8%) -- guaranteed 5HKO



Where perfectly fine runs go to die.

I asked Santa for 2 legendaries, and I got them, I guess.


590 | Flareon | Jolly | Salac Berry | Fire Fang | Flail | Endure | Sand-Attack | Atk/Spe
810 | Slowking | Modest | Wise Glasses | Psychic | Surf | Ice Beam | Flamethrower | HP/SpA
817 | Cradily | Calm | Leftovers | Stone Edge | Seed Bomb | Earthquake | Mirror Coat | HP/Def/SpD
680 | Nidoking | Modest | Expert Belt | Earth Power | Sludge Bomb | Ice Beam | Shadow Ball | SpA/Spe [RIVALRY]
908 | Regigigas | Impish | Lax Incense | Return | Aerial Ace | Thunder Wave | Confuse Ray | HP/Def/SpD
943 | Regirock | Careful | Quick Claw | Stone Edge | Earthquake | Hammer Arm | Explosion | Atk/SpD


Hidden within what you may see as another instance of a round 7 draft shitting on me is hidden synergy. Flareon2 is awful, as is Rivalry Nidoking3. I have a plan for this team. Regigigas speed control for Regirock4 and Slowking4 to dole out punishment, the speed control will be insane, and it doesn't matter that Regigigas has effectively 90 attack and 60 speed most of the time, it's fat and it's got twave, what's not to love? Regigigas1/Regirock4/Slowking4 is my team.

battle 43
This isn't as dramatic as some others, but I do encounter something funny. See, Milotic3 outlasts Slowking4 and can kill Regirock4. What am I to do? Parafuse it! Milotic3 will not stop using Mirror Coat until I use a physical move, I burn turns to get past Slow Start and the results are delightful, I don't even have to use my back-line.

battle 44
vs.
627 | Typhlosion | Adamant | Shuca Berry | Flare Blitz | Earthquake | Shadow Claw | Aerial Ace | Atk/Spe
742 | Tangrowth | Modest | Heat Rock | SolarBeam | Wring Out | Synthesis | Sunny Day | Def/SpA
642 | Lanturn | Modest | Sitrus Berry | Hydro Pump | Thunder | Blizzard | Rain Dance | HP/SpA

Typhlosion is twaved in lead, no issue. Regirock4 is the safest switchin in the world, BUT it gets Flare Blitz burned, which means that not only is it taking chip, but it can't ohko Typhlosion. stone edge+eq into shuca is enough to kill, but Typhlosion gets an eq off of its own, which means that Regirock is nearly dead and burned.

In comes Tangrowth. I boom without a second thought as it sets up Sunny Day.

252 Atk burned Regirock Explosion vs. 0 HP / 252 Def Tangrowth: 85-100 (50 - 58.8%) -- guaranteed 2HKO

And here's the tragedy... I forgot Leaf Guard exists. My strategy of twaving it when it's in cloro for Slowking to kill it has gone down the drain, Regigigas can't even get a move off on it, and I wouldn't dare put in Slowking on a solarbeam. I am probably dead...


Not so fast. The AI has a tendency to use Wring Out at weird times, and it does here, when Solarbeaming was a likely instant win.

252+ SpA Tangrowth Wring Out (121 BP) vs. 252 HP / 0 SpD Slowking: 62-73 (31.3 - 36.8%) -- 72.1% chance to 3HKO

The last of Lanturn3 comes out, and I'm just as sad. Little did I know, the Leaf Guard-procing sun would come into my favor.

Thunder in Sun misses, as it does half the time, and I not only get a crit, I get a high roll crit.

252+ SpA Wise Glasses Slowking Psychic vs. 252 HP / 0 SpD Lanturn on a critical hit: 201-237 (88.9 - 104.8%) -- 31.3% chance to OHKO

Jam escaped, run still alive.

battle 45
Another bulky water I can't beat with Slowking4, Dewgong4. Regigigas mishes it by parafusing it and getting past Slow Start, causing it to shred it and the next mon, and leave Cradily4 parafused for Regirock to Hammer Arm it twice for an easy kill.

battle 46
Easy. Togekiss4 aura spheres Regigigas as it gets twaved, Slowking comes in easily, ice beams twice as it air slashes me once to kill. Crobat4 comes in, who can't touch Regirock. I get a useless Quick Claw proc as stone edge kills it, and Marowak4 gets boomed on.

battle 47
Skarmory4 is a bit difficult, it brave birds Regigigas for a chunk as i twave, brave birds Slowking for a hefty chunk as Flamethrower kills. Typhlosion4 uses its valuable turn of life to charge up Solarbeam before it dies, and Shuckle4 uses its valuable turn of life to Sandstorm before it dies.

battle 48
Dragonite3 is twaved as it dracos into Regigigas, Slowking comes in on parahax. ice beam kills, and I would like you to observe this roll:
252+ SpA Crobat Dark Pulse vs. 0 HP / 252+ SpD Regirock: 23-28 (14.8 - 18%) -- possible 6HKO
It does this twice as stone edge obviously ohkos, Whiscash3 is an obvious drama candidate with Fissure and twave immunity, but it gets quick claw boomed on. Thorton awaits.

battle 49
Vs
794 | Electrode | Quirky | Focus Sash | Thunderbolt | Signal Beam | Explosion | Mirror Coat | SpA/Spe
851 | Aerodactyl | Adamant | Choice Band | Stone Edge | Aerial Ace | Earthquake | Dragon Claw | Atk/Spe
949 | Cresselia | Modest | Leftovers | Psychic | Ice Beam | Signal Beam | Moonlight | HP/Def/SpD

Thorton has given me matchup woes before, and I was expecting something bad, in a bad way. Regirock comes in safely on a mirror coat, eqs safely as it mirror coats again, and it unleashes a wet noodle Thunderbolt to paralyze Regirock in its dying breath.

252 SpA Electrode Thunderbolt vs. 0 HP / 252+ SpD Regirock: 43-52 (27.7 - 33.5%) -- 0.2% chance to 3HKO

Next up is Aerodactyl4, and finally the Quick Claw is paying dividends. Quick Claw Stone Edge, it's gone, no parahax or stone edge missing here.

252 Atk Regirock Stone Edge vs. 0 HP / 0 Def Aerodactyl: 204-240 (131.6 - 154.8%) -- guaranteed OHKO

Last up is Cresselia4, and Quick Claw works again with boom this time. I was so hyped about getting quick claw boom that I didn't notice it was lefties, so I made the decision to put Regigigas in on it to just either burn turns with parafusion so that I can kill it with Slow Start up, or burn turns with parafusion so I can remove Slow Start and kill it easier This could have been horrible if it was Cresselia2, but it wasn't. I twave as it psychics me to do a pittance, get lefties recovery, and give me great relief. I Return as it gets parahaxed, next Return kills. Thorton has been slain, gold symbol acquired.

252 Atk Regirock Explosion vs. 168 HP / 168 Def Cresselia: 179-211 (82.8 - 97.6%) -- guaranteed 2HKO after Leftovers recovery
-2 0 Atk Regigigas Return vs. 168 HP / 168 Def Cresselia: 33-40 (15.2 - 18.5%) -- possible 8HKO after Leftovers recovery


I'm playing with house money, and now they've decided to give me a good draw.

616 | Arcanine | Jolly | Salac Berry | Flare Blitz | Thunder Fang | Reversal | Endure | Atk/Spe
942 | Suicune | Modest | Wacan Berry | Surf | Ice Beam | Extrasensory | Calm Mind | HP/SpA
477 | Electivire | Jolly | Scope Lens | ThunderPunch | Cross Chop | Thunder Wave | Screech | Atk/Spe
620 | Metagross | Modest | Wise Glasses | Psychic | Flash Cannon | Shadow Ball | Sludge Bomb | Def/SpA
827 | Gengar | Modest | Lum Berry | Shadow Ball | Sludge Bomb | Thunderbolt | Destiny Bond | SpA/Spe
700 | Wailord | Adamant | Leftovers | Waterfall | Avalanche | Earthquake | Curse | HP/Atk

The gist of the draft is Suicune, an elec immune, and a fat grass resist. Metagross2/Suicune4/Electivire1 is an amazing draft.

...Literally nothing notable happens for the first 4 games. Metagross usually takes out one or two mons, I remember it taking out Cresselia2 once, the thing that it's the most equipped to take out, so that was fun, and then Suicune4 sets up a calm mind or 2 and cleans.

battle 54
vs.
584 | Gallade | Jolly | Brightpowder | Drain Punch | Fire Punch | ThunderPunch | Ice Punch | Atk/Spe
772 | Marowak | Adamant | Thick Club | Earthquake | Stone Edge | Iron Head | ThunderPunch | Atk/Def
947 | Latios | Modest | White Herb | Luster Purge | Draco Meteor | Hyper Beam | Surf | SpA/Spe

Metagross tanks 2 fire punches and kills with 2 shadow balls. It psychics marowak to do a fair amount, Suicune then proceeds to rk marowak. Latios misses a draco meteor as Suicune ice beams, I had a contingency plan if it hit draco number 1 [force it to draco evire, and then it's out of kill range for cune], but it didn't so 2 ice beams killed. Latios4 is a little bit better than Metagross2, perhaps, so I took it.

battle 56
Vs
913 | Entei | Jolly | King's Rock | Fire Fang | Bite | Iron Head | Stone Edge | Atk/Spe
922 | Regigigas | Careful | Leftovers | Facade | Zen Headbutt | Double Team | Substitute | HP/Def/SpD
522 | Electrode | Timid | Brightpowder | Charge Beam | Thunder Wave | Flash | Swagger | SpA/Spe

Dramatic battles should be funny.

Entei outspeeds and bites latios as I hit a surf. I get out of the way, Electivire comes in, tanks a Bite and a Fire Fang, and tpunch kills. cross chop does under half as zen kills near-dead electivire.

252 Atk Electivire Cross Chop vs. 168 HP / 168 Def Regigigas: 88-104 (42.7 - 50.4%) -- guaranteed 3HKO after Leftovers recovery

Suicune then has to contend with this thing. I cm as it double teams, and then I get lucky, and get a surf crit to kill it. This is where the fun starts, in comes Electrode2.

It swaggers, self-hit. Charge beams into wacan, self-hit. T-waves, self-hit. Charge beam crits, suicune is dead. Charge beam does a whole 20 damage to Latios as draco wipes it off the face of the planet.

252+ SpA Latios Draco Meteor vs. 0 HP / 0 SpD Electrode: 159-187 (117.7 - 138.5%) -- guaranteed OHKO


Can't get good drafts forever.

577 | Gliscor | Jolly | Razor Fang | Earthquake | Fire Fang | Thunder Fang | Ice Fang | Atk/Spe
464 | Walrein | Adamant | Chople Berry | Ice Fang | Aqua Tail | Swagger | Encore | HP/Atk
565 | Claydol | Modest | Rindo Berry | Earth Power | AncientPower | Signal Beam | Shadow Ball | Def/SpA
522 | Electrode | Timid | Brightpowder | Charge Beam | Thunder Wave | Flash | Swagger | SpA/Spe
546 | Armaldo | Adamant | Scope Lens | Crush Claw | Aqua Tail | Aerial Ace | Swagger | Atk/SpD
742 | Tangrowth | Modest | Heat Rock | SolarBeam | Wring Out | Synthesis | Sunny Day | Def/SpA

These last 3 mons are horrible. I can't choose anything other than Gliscor2/Walrein1/Claydol2.

battle 57
Vs
Vaporeon1/2
388 | Shiftry | Jolly | Persim Berry | Seed Bomb | Faint Attack | X-Scissor | Fake Out | Atk/Spe
468 | Magnezone | Bold | Light Clay | Thunderbolt | Mirror Shot | Light Screen | Reflect | Def/SpA

Gliscor eqs into vapo to do a pittace as ice beam kills. This is where encore comes in, walrein encores vapo into continuing ice beam, and manages to get it dead with the help of swagger, with about 170 hp left. This is where I misplay, swaggering into persim when I knew damn well that by using fake out, it was set 1. Miraculously, it didn't matter.

+2 252 Atk Shiftry X-Scissor vs. 0 HP / 252 Def Claydol: 118-140 (87.4 - 103.7%) -- 18.8% chance to OHKO

I somehow live this, and the lastmon is simultaneously amazing, and loses to Claydol. The run lives at least 1 more game. Claydol is traded for Magnezone1.

battle 58
Vs
685 | Mismagius | Timid | Wise Glasses | Shadow Ball | Energy Ball | Icy Wind | Destiny Bond | SpA/Spe
492 | Feraligatr | Adamant | White Herb | Aqua Tail | Superpower | Dragon Claw | Shadow Claw | Atk/Def
622 | Slaking | Adamant | Lum Berry | Crush Claw | Fire Punch | ThunderPunch | Ice Punch | Atk/Def

Gliscor has to switch out into mag. I switch into an icy wind, and lay light screen as shadow ball gets an unfortunate crit. I'm able to live 2 more shadow balls and dole out 2 thunderbolts, and in comes Feraligatr.

Another AI quirk is that it will basically never use superpower, even when it's the correct move to use. I put in Walrein on it, confident that I'll need to swagger it to win. Swagger comes down, no self-hit through 2 shadow claws vs me, and it's Gliscor vs. the world.

Gliscor uses thunder fang, flinch. Another thunder fang, self-hit. I'm given a new lease on life.

Slaking1 is very, very fat. I need to get a fire fang burn if I wish to win.

The sequence goes like crush claw, loaf, yawn, loaf, as I fire fang, fire fang, fire fang, fire fang, and the last one finally burns. At this point, it's pretty much stuck slacking off, and eqing it constantly while burned results in a net loss thanks to truant, so I live another day.

Feraligatr2 is a good trade option that has actual good moves. Feraligatr>Walrein, no-brainer.


battle 59
Vs
714 | Tentacruel | Modest | Focus Sash | Surf | Sludge Bomb | Giga Drain | Mirror Coat | SpA/SpD
879 | Porygon-Z | Modest | Expert Belt | Tri Attack | Shadow Ball | Thunderbolt | Recover | SpA/Spe [download]
?

Tentacruel lives an earthquake with sash, kills with surf. I use this time to lay screens with mag as it kills me. Feraligatr is at 120/160 with dual screens... and still gets ohko'd by pz4 with a download boost. This run got 2 battles more than it had any right to get.


I don't intend to touch Factory for a long, long while. oh yes, shoutouts, i will do them.

HeadsILoseTailsYouWin for enlightening me to the """""joys"""" of level 50 factory, i.e. it's more beatable
turskain when i was going over losses in the channel it was interesting to see alternate viewpoints on what i could or could not have done [i've mulled over some hax losses for too long before he told me that it was dumb to do so, and was correct]. also the battle facilities calc was invaluable
Altissimo cheering me along as factory is, without fail, factory.
atsync for pointing out random details that I completely miss, cheering me along and occasionally helping me go over preventable losses
Luck at its best lol
 

Level 51

the orchestra plays the prettiest themes
is a Site Content Manageris a Community Contributoris a Top Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributoris a Team Rater Alumnusis a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnusis a Past SCL Champion
Another day, another disappointing Arcade streak!!!!! Reporting an Arcade streak of 95.


I feel obliged to post this because it's a higher streak than my current PB. Same team as the one in this post, and once again I lost to being just off on the board at just the wrong time. Sorry that I keep forgetting to save Battle Videos, so I'll go over the losing battle in detail while I can still remember it.

Battle 96 vs Ace Trainer Thad (Ice): Articuno / Mamoswine / Abomasnow
There's two team-swap tiles on the board, and as enticing as they are, I still don't want to go up against my own team because I'll look like an idiot if I lose after doing that. I steer clear of the tiles and aim for a patch of two opposing status tiles in a row (I think para + para or para + poison, not sure -- either is cool, because outspeeding Articuno and Abomasnow with Blissey just make them both significantly easier to handle, since I can click Substitute before they move, and poison chips Mamoswine into guaranteed Surf range). Instead, I hit the +Lv tile in front of the patch.
  • Garchomp vs Articuno: of course the natural move here is to swap into Blissey. I do so and eat a Blizzard on the way in, confirming that it's Articuno-1.
  • Blissey vs Articuno: I set up a Substitute as it uses Fly.
  • Blissey vs Articuno: I hit it with a Toxic it as it lands, breaking the Substitute.
  • Blissey vs Articuno: I click Softboiled, mostly as a precautionary measure, since I'm wary of letting my health get too low (I need it fairly high so I can get a Seismic Toss on Mamoswine to chip it into Surf range). Articuno uses Hail, and I get chipped.
  • Blissey vs Articuno: Articuno uses Blizzard. Blissey is frozen and frozen solid.
  • Blissey vs Articuno: I don't want Blissey getting low, since there's a chance I will need it for Abomasnow, so I switch out to Starmie to take a potential Blizzard. Instead, Articuno uses Fly.
  • Starmie vs Articuno: I'm wary of bringing Blissey back in to eat the Fly, since it's actually doing quite a lot of damage, Articuno is due to faint to Toxic soon, and I don't want Mamoswine coming in on my almost-dead Blissey. My idea is to leave Starmie in, take the Fly, and then KO Articuno, so that the AI sends in Abomasnow next, which should be softer for Blissey to re-enter on. So I stay in, and Thunderbolt into empty space. Articuno uses Fly, dealing quite a lot of damage, and with Hail chip Starmie is down to 46 HP.
  • Starmie vs Articuno: Thunderbolt KOs Articuno. Abomasnow is sent in.
  • Starmie vs Abomasnow: I switch to Blissey. Abomasnow Earthquakes (??) on the switch-in, and I can only imagine this is because Starmie was at such low HP. This damage plus Abomasnow's newly-summoned Hail bring Blissey down to ~30% (?) HP. Turns out it was Abomasnow-4, which may be the only Abomasnow Blissey can't (typically) handle.
  • Blissey vs Abomasnow: I try to use Soft-Boiled. Abomasnow wins the 76 Speed stat speed tie and Wood Hammers me for the KO. I bring in Garchomp; in retrospect, my out may have been to attempt to bait the Wood Hammer by going Starmie -> Garchomp instead, but (a) I didn't think of that and (b) I bet it would have used Earthquake anyway.
  • Garchomp vs Abomasnow: I use Outrage. Abomasnow previously EQing instead of Wood Hammering the Blissey switch-in means that it's not in range of Outrage, so it returns an Avalanche and Garchomp is KOed.
  • Starmie vs Abomasnow: I Psychic Abomasnow for the KO.
  • Starmie vs Mamoswine: I seem to recall Mamoswine was a range, so I check the calculator to check if it still is.
    • 252 SpA Starmie Surf vs. 252 HP / 0 SpD (Lv 53) Mamoswine: 192-228 (83.8 - 99.5%) -- guaranteed 2HKO
    • lol
  • I use Surf, and get KOd by an Earthquake in return.
A lot of things went poorly this battle; the +Lv tile, most obviously, but also some unfortunate AI move choices that may have made my life easier had they gone another way, plus the freeze and the speed tie. This was a really, really annoying loss, because on one hand I don't feel like it was out of my control enough that I can feel okay with losing it, and yet it was enough out of my control that it really feels like the game was just being a twat on purpose.

Still not stopping this streak until I hit a number I'm happy with (preferably 200, may stop at ~100+ if I lose enough sanity attempting 200). I've been sort of half-playing Arcade while writing this, so I'm already back at battle 20, which is a start. I think the prospect of having to slog through those early battles is a real momentum-killer, so it's nice at least to be able to tune them out in favor of writing this report.

ok that's all cya
 
Another day, another disappointing Arcade streak!!!!! Reporting an Arcade streak of 95.


I feel obliged to post this because it's a higher streak than my current PB. Same team as the one in this post, and once again I lost to being just off on the board at just the wrong time. Sorry that I keep forgetting to save Battle Videos, so I'll go over the losing battle in detail while I can still remember it.

Battle 96 vs Ace Trainer Thad (Ice): Articuno / Mamoswine / Abomasnow
There's two team-swap tiles on the board, and as enticing as they are, I still don't want to go up against my own team because I'll look like an idiot if I lose after doing that. I steer clear of the tiles and aim for a patch of two opposing status tiles in a row (I think para + para or para + poison, not sure -- either is cool, because outspeeding Articuno and Abomasnow with Blissey just make them both significantly easier to handle, since I can click Substitute before they move, and poison chips Mamoswine into guaranteed Surf range). Instead, I hit the +Lv tile in front of the patch.
  • Garchomp vs Articuno: of course the natural move here is to swap into Blissey. I do so and eat a Blizzard on the way in, confirming that it's Articuno-1.
  • Blissey vs Articuno: I set up a Substitute as it uses Fly.
  • Blissey vs Articuno: I hit it with a Toxic it as it lands, breaking the Substitute.
  • Blissey vs Articuno: I click Softboiled, mostly as a precautionary measure, since I'm wary of letting my health get too low (I need it fairly high so I can get a Seismic Toss on Mamoswine to chip it into Surf range). Articuno uses Hail, and I get chipped.
  • Blissey vs Articuno: Articuno uses Blizzard. Blissey is frozen and frozen solid.
  • Blissey vs Articuno: I don't want Blissey getting low, since there's a chance I will need it for Abomasnow, so I switch out to Starmie to take a potential Blizzard. Instead, Articuno uses Fly.
  • Starmie vs Articuno: I'm wary of bringing Blissey back in to eat the Fly, since it's actually doing quite a lot of damage, Articuno is due to faint to Toxic soon, and I don't want Mamoswine coming in on my almost-dead Blissey. My idea is to leave Starmie in, take the Fly, and then KO Articuno, so that the AI sends in Abomasnow next, which should be softer for Blissey to re-enter on. So I stay in, and Thunderbolt into empty space. Articuno uses Fly, dealing quite a lot of damage, and with Hail chip Starmie is down to 46 HP.
  • Starmie vs Articuno: Thunderbolt KOs Articuno. Abomasnow is sent in.
  • Starmie vs Abomasnow: I switch to Blissey. Abomasnow Earthquakes (??) on the switch-in, and I can only imagine this is because Starmie was at such low HP. This damage plus Abomasnow's newly-summoned Hail bring Blissey down to ~30% (?) HP. Turns out it was Abomasnow-4, which may be the only Abomasnow Blissey can't (typically) handle.
  • Blissey vs Abomasnow: I try to use Soft-Boiled. Abomasnow wins the 76 Speed stat speed tie and Wood Hammers me for the KO. I bring in Garchomp; in retrospect, my out may have been to attempt to bait the Wood Hammer by going Starmie -> Garchomp instead, but (a) I didn't think of that and (b) I bet it would have used Earthquake anyway.
  • Garchomp vs Abomasnow: I use Outrage. Abomasnow previously EQing instead of Wood Hammering the Blissey switch-in means that it's not in range of Outrage, so it returns an Avalanche and Garchomp is KOed.
  • Starmie vs Abomasnow: I Psychic Abomasnow for the KO.
  • Starmie vs Mamoswine: I seem to recall Mamoswine was a range, so I check the calculator to check if it still is.
    • 252 SpA Starmie Surf vs. 252 HP / 0 SpD (Lv 53) Mamoswine: 192-228 (83.8 - 99.5%) -- guaranteed 2HKO
    • lol
  • I use Surf, and get KOd by an Earthquake in return.
A lot of things went poorly this battle; the +Lv tile, most obviously, but also some unfortunate AI move choices that may have made my life easier had they gone another way, plus the freeze and the speed tie. This was a really, really annoying loss, because on one hand I don't feel like it was out of my control enough that I can feel okay with losing it, and yet it was enough out of my control that it really feels like the game was just being a twat on purpose.

Still not stopping this streak until I hit a number I'm happy with (preferably 200, may stop at ~100+ if I lose enough sanity attempting 200). I've been sort of half-playing Arcade while writing this, so I'm already back at battle 20, which is a start. I think the prospect of having to slog through those early battles is a real momentum-killer, so it's nice at least to be able to tune them out in favor of writing this report.

ok that's all cya
I was thinking of this facility as one that would be ripe for the “real” modern Blissey to dominate, especially when paired with an Intimidate lead. You might as well have Minimize over Toxic since even if I were to grant the assumption that it helps win battles faster on average (which to be brief I would say is not the case in practice), using a moveslot that simply speeds up wins rather than turns some losses into wins is forfeiting the ability to execute a better long-term plan than the AI, basically your 2nd-biggest advantage after the ability to freely switch.

Stat boosting against a free opponent makes Blissey that much more of a win condition and in the Arcade makes you much more resilient to bad squares where you can just sacrifice stuff to ensure a Blissey set-up and make basically any square but a team swap palatable.

I messed around with a run several years ago with a team of Gyarados, Garchomp, and Drapion. I lost somewhere in the triple digits (don’t remember the exact number but I remember checking the leaderboard and seeing it would’ve been like 3rd) to Drapion staying frozen for many turns against something that slowly chipped it down while doing Leftovers amounts of damage. With that team it was just a standard SD/Sub (which should basically always be the first choice for a spare moveslot, particularly in earlier gens where the AI spams status moves on a Sub) Garchomp that was mostly there as an Electric/paralysis immunity, which Blissey would’ve done just as well in addition to covering special attackers.

The Gyarados had Thunder Wave, Dragon Dance, Waterfall, and I believe Earthquake. I liked having the flexibility to either muscle through things or just sacrifice it to get off a Thunder Wave and Intimidates to still ensure a Drapion setup rather just having a pure suicide lead, a concept I felt was unexplored in the Arcade. Gyarados/Drapion/Blissey I feel would have a decent shot at 200, but just the general concept of Intimidate+speed control lead, Blissey, and bulky stat booster with Rest should be very solid.
 
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Level 51

the orchestra plays the prettiest themes
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I was thinking of this facility as one that would be ripe for the “real” modern Blissey to dominate, especially when paired with an Intimidate lead. You might as well have Minimize over Toxic since even if I were to grant the assumption that it helps win battles faster on average (which to be brief I would say is not the case in practice), using a moveslot that simply speeds up wins rather than turns some losses into wins is forfeiting the ability to execute a better long-term plan than the AI, basically your 2nd-biggest advantage after the ability to freely switch.

Stat boosting against a free opponent makes Blissey that much more of a win condition and in the Arcade makes you much more resilient to bad squares where you can just sacrifice stuff to ensure a Blissey set-up and make basically any square but a team swap palatable.
This is a fair idea! I do prize Toxic's ability to deal damage on turns that I heal, since it does actually let Blissey beat some physical attackers it would not really stand a chance against otherwise. But in a world with consistently optimal play and infinite time (mostly to PP stall Ghosts with), I think Minimize is indeed the better option.

I also need to get my hands on a Seismic Toss Blissey that isn't at Level 100, lol :P
 
This is a fair idea! I do prize Toxic's ability to deal damage on turns that I heal, since it does actually let Blissey beat some physical attackers it would not really stand a chance against otherwise. But in a world with consistently optimal play and infinite time (mostly to PP stall Ghosts with), I think Minimize is indeed the better option.

I also need to get my hands on a Seismic Toss Blissey that isn't at Level 100, lol :P
I'm sure I've discussed it at length in other posts, but boosting evasion (oh yeah and Double Team > Minimize for the higher PP since they're both +1 that gen) takes much less time in the long run since you have to Sub or Softboiled less often when attacks are missing. Blissey completely takes the momentum away from any special attackers (and most physical attackers at -1 too), and running Toxic just introduces the opportunity to give that right back to the AI when something breaks the substitute the turn it dies to Toxic and leaves Blissey completely naked against some threatening physical attacker. There are only like 5 ghost types you can face in the first place (one of which is immune to Toxic as well), and the number of times you're able to just set up Blissey within the first 10 turns and press Seismic Toss until everything's dead more than makes up for the rare occasions PP stalling is necessary.

Almost any move would be more useful than Toxic - if you're that worried about physical attackers (which seems to be putting too much on Blissey since it's already covering every special attacker and you have two whole other Pokemon) just set up Defense Curl; if you're that worried about Ghosts just run Shadow Ball, which has 100% accuracy, would KO any of them in fewer turns than Toxic, and most importantly allow you to choose the turn you try to KO them and make sure you've got a Sub and 100% HP first. In the last battle you lost it would've been trivial to set up on even a leveled-up Articuno (even with the worst possible luck you can just sacrifice the least essential team member to get off a Natural Cure, and with Intimidate Fly wouldn't be breaking a Blissey Substitute) and the only thing that even introduced the possibility of a loss was taking a harmless set-up fodder lead and intentionally limiting the number of turns it could stay on the field.

Almost any other non-damaging status move (Growl, Flash, Aromatherapy, Light Screen, Safeguard), could be used in a team support capacity. Even some elemental special attack to hit a 4x weak Pokemon your team's somewhat weak against would be worse than Double Team but still better than Toxic. Yeah it would be better to have a Timid one that outspeeds more stuff you don't want critting or statusing or OHKOing, but the improvement from a better moveset is going to be more substantial than a different distribution of Blissey's stats when it's walling itemless special attackers and outspeeding paralyzed opponents regardless of IVs/EVs/nature.
 
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Hey, I'm not sure if this is the best place to post, but I'm looking for some advice for the battle tower. I'm trying to get a 100 win streak using Chinese Dood's old team, but I'm having trouble dealing with a few pokemon. One of my main problems is with the normal-type tanks that deal physical damage like lickilicky with power whip or life orb snorlax. Especially when they have good coverage like with the elemental punches. I can sacrifice my latios and deal a hit, but I usually only deal around half damage and they can usually kill my latios afterwards or leave it with almost no health for life orb to kill. My suicune is also pretty useless in those situations because they can usually break through my substitute in one hit. I can also try switching to metagross and using explosion, but that also puts me in a really vulnerable position if its only the first pokemon in the battle.

I'm not the greatest competative player, but the farthest I've gotten was to 84 wins, and that was pretty lucky. Anyone know what I could do in those situations or have any other good teams for my latios? I don't have an action replay, so I cant get any other legendaries and my suicune doesn't have the best ivs or nature (relaxed)
 

atsync

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Hey, I'm not sure if this is the best place to post, but I'm looking for some advice for the battle tower. I'm trying to get a 100 win streak using Chinese Dood's old team, but I'm having trouble dealing with a few pokemon. One of my main problems is with the normal-type tanks that deal physical damage like lickilicky with power whip or life orb snorlax. Especially when they have good coverage like with the elemental punches. I can sacrifice my latios and deal a hit, but I usually only deal around half damage and they can usually kill my latios afterwards or leave it with almost no health for life orb to kill. My suicune is also pretty useless in those situations because they can usually break through my substitute in one hit. I can also try switching to metagross and using explosion, but that also puts me in a really vulnerable position if its only the first pokemon in the battle.

I'm not the greatest competative player, but the farthest I've gotten was to 84 wins, and that was pretty lucky. Anyone know what I could do in those situations or have any other good teams for my latios? I don't have an action replay, so I cant get any other legendaries and my suicune doesn't have the best ivs or nature (relaxed)
I don't know how much help I can provide about Chinese Dood's team specifically, but there are plenty of many other good teams using Latios listed on the leaderboard including some that don't use other legendaries, so obviously I'd start there. I feel like a lead LO 4-attacks Latios like you're using is a relatively unorthodox choice in singles, but Latios can certainly use other sets in singles. For example, Latios is a great Calm Mind sweeper not just because of its good stats but also because Dragon Pulse is a reliable STAB that nothing is immune to (which means that it doesn't really need to run coverage and can run both Substitute and a recovery move alongside Dragon Pulse and Calm Mind). You could pair it with a crippler lead to facilitate easier set-ups. Latios can also work as a crippler lead itself. It is probably worse than Latias overall at this role because it has worse defensive stats but it does have a niche in its access to Memento. You may want to check out McGrrr's Latios/Scizor/Gyarados team in particular which uses a lead Specs Latios with Dragon Pulse/Thunderbolt/Surf/Trick. The strategy uses Latios as a hyper offense-esque lead similar to your LO 4 attacks but also has the ability to Trick its Specs onto certain opponents to facilitate set-ups for Swords Dance Scizor and Dragon Dance Gyarados.
 
I don't know how much help I can provide about Chinese Dood's team specifically, but there are plenty of many other good teams using Latios listed on the leaderboard including some that don't use other legendaries, so obviously I'd start there. I feel like a lead LO 4-attacks Latios like you're using is a relatively unorthodox choice in singles, but Latios can certainly use other sets in singles. For example, Latios is a great Calm Mind sweeper not just because of its good stats but also because Dragon Pulse is a reliable STAB that nothing is immune to (which means that it doesn't really need to run coverage and can run both Substitute and a recovery move alongside Dragon Pulse and Calm Mind). You could pair it with a crippler lead to facilitate easier set-ups. Latios can also work as a crippler lead itself. It is probably worse than Latias overall at this role because it has worse defensive stats but it does have a niche in its access to Memento. You may want to check out McGrrr's Latios/Scizor/Gyarados team in particular which uses a lead Specs Latios with Dragon Pulse/Thunderbolt/Surf/Trick. The strategy uses Latios as a hyper offense-esque lead similar to your LO 4 attacks but also has the ability to Trick its Specs onto certain opponents to facilitate set-ups for Swords Dance Scizor and Dragon Dance Gyarados.
Thanks I'll try out McGrrr's team and see if I have better luck with it. I'll post and update if I can get past 100.
 
...and I thought that level 50 and level 100 modes would be near-equal in difficulty. Now, anyone who's played factory seriously knows that those are false, but it's not commonly known
Quick question for HeadsILoseTailsYouWin: Did you explicitly explain why level 50 is easier than open level? I assume it is because the sets all rise chronologically, whereas the open level sets will be random after round 4, but I was just looking for some confirmation on that. Thanks in advance!
 
It's not just due to the fact that in open you have to do rounds with enemies that use multiple sets, but the timing of each round with respect to both when the AI gets smart and how many elevations you're likely to have make certain rounds easy or difficult on both level 50 and 100, but for completely different reasons - like even though you see the same sets in both L50 round 7 and L100 round 4, L100 round 4 is obviously going to be way easier due to bad AI, the pseudo-team preview, and less elevations at the time giving you two or three chances at a good legendary without the massive risk of getting a full draft of horrible sets in L50 round 7.
I guess I'll compare each round and how they compare in L50 vs L100

Round 1 - Complete joke in both. In L50, the bad AI tends to bring out the worst of the sets (nearly everything has at least one dud move that the AI has a chance to spam), while in L100, everything is much frailer than later on due to lower IVs and you'll be picking strong moves.
Round 2 - Easiest round in L50, easier than round 1 usually. Elevations are just so much of a power boost in L50 compared to what the opponents use. In L100, you have the same issue as in L50 round 1 in that a lot of set 2s run status moves that the AI is unlikely to get lucky with. Round 2 is a slog in both L100 and L50 thanks to everything having weak or unreliable moves relative to their stats.
Round 3 - Easiest round in HGSS L100 due to the fact that thorton uses set 1s while you'll have access to set 4s, and everything else is running really risky movesets. In L50, the thorton battle alone makes this round very dependent on your draft. Trade options in L50 round 3 tend to be pretty terrible compared to what you get in your draft, exacerbating this issue even more.
Round 4 - The breather round in L50. Possible to lose here if you get bad draft or if your opponents get lucky, but it doesn't happen to me much. In L100, you're getting awesome mons, but enemies will also use those same awesome mons against you with bad AI.
Round 5 - THE streak-killing round in both modes (aside from thorton in level 50). Smart AI is only responsible for about half of your dead runs here, it's just that round 5 is when a lot of factors combine to cause a massive difficulty spike in both modes. These factors are smart AI, the team preview-lady finally stopping telling you what type their lead is, and usually the mons themselves. In L50, your default draft options will usually have unreliable moves, while if the AI is using set1s, they'll have consistent STABs for the cost of extremely narrow coverage, making it a pain to trade for better mons, although this does mean that if you manage to survive the first few battles, you'll likely survive the full round. In L100, you'll be getting really unreliable drafts, and half the time your enemy will have a full team of set4s, while the other half they'll be completely unpredictable. It's just a horrible combination that causes a massive difficulty spike.
Round 6 - In L100, this is the same as round 5 except the AI will have unpredictable teams all the time instead of only half. In L50, this is a breather round thanks to the fact that over half of your draft should consist of set 4's while the AI is stuck using the unreliable set 2's and risky set 3's. Even though this is technically a breather round, you will lose around 40% of the time here.
Round 7 - In L100, same as round 6. In L50, worse than round 5, and is probably equivalent to L100's round 5. You can't expect a consistently good draft, your opponents will be using set 4's, and there's smart AI. At least you don't have to worry about multiple sets until thorton whips out a legendary.


So yeah. Both L50 and L100 have their high and low points. L100 has a way better early-game (round 3 and 4 especially) while L50 has a less terrible late-game and is more consistent overall. (Round 6 especially, with round 2 being less of a slog than its L100 counterpart).
 

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