So, my little run with Uphaze 's Triples trophy team ended at 112 wins, against an Artist (Florges/Abomasnow/Torterra/Golem/Musharna/Hawlucha, Set 4). A combination of having no way to stop hail (thus nullifying the FEARs), several opponents who are functional under TR, and a couple of surprising moves from the AI stopped the team in its tracks. I've always had problems with Snow Warning, and it finally bit me (with cold). As a result, my Aron has had Sleep Talk replaced with Rain Dance (in hindsight, how R Inanimate lasted as long as he did with his Aron having the fomer move mystifies me).
Oh well, now I can get on with my next experiment! So, the Roslindale Condores/Quetzales are prepping for a third (serious) flight, and to facilitate this, I will cutting my brother's 'mons from the roster. Yes, the two I'm using are each useful in their own right, but using Garchomp correctly, within the context of this team, requires jumping a few hoops and is always risky due to having one Protect user and one Flyer (who is meant to be dead before Garchomp even comes out). Therefore, to reduce my dependence on 'mons that someone else took time to make, I will be removing Garchomp from The Starters and Azumarill from The Bench. In the shark's place? Well, I have had one poster in the past mention to me that I have hampered my Megacross' effectiveness by not breeding one crucial move onto him. In response to that, I say: NOW THIS IS NEEDLESSLY GIMPING YOURSELF:
BM403 (Jynx) (F) (Lvl.50) @ Destiny Knot
Ability: Dry Skin
IVs: 31/31/31/7/31/31
EVs: 6 HP/252 Atk/252 Spd
Adamant Nature (+Atk, -SAtk)
- Fake Out
- Taunt
- Heart Stamp
- Ice Punch
That's right, I'm using Jynx2...what about it?
Anyways, though it's a terrible set (which is the point), it's not completely useless: Fake Out support is always handy, I now have a regular, fast Taunt user to stop most of the stallmons for a time (while the rest of the team picks off its teammates), and Dry Skin means Starmie4 finally has a teammate that it can spam Surf with.
Added to The Bench:
SaliziRazor (Leafeon) (M) (Lvl.53) @ Razor Claw
Ability: Chlorophyll
IVs: 4/31/2/31/31/31
EVs: 4 HP/252 Atk/252 Spd
Jolly Nature (+Spd, -SAtk)
- Protect
- Knock Off
- X-Scissor
- Leaf Blade
He adds a little physical bulk to the team, covers the Grass side of things if Greninja needs to pay attention to other threats or gets switched and needs to use Mat Block more than once, and serves as a switch-in Earthquake absorber if Garchomp absolutely needs to throw one out and risks hurting another teammate in the process. This was originally meant to be an Imperfect Leafeon4, but working off of the standard NU set seemed to make more sense, plus having another Protect user on standby is always useful. Named after one of Talim's moves in Soul Calibur II.
Hellcast (Typhlosion) (M) (Lvl.58) @ Choice Specs/Choice Scarf
Ability: Blaze
IVs: xx/31/xx/31/31/31
EVs: 4 HP/252 SAtk/252 Spd
Modest Nature (+SAtk, -Atk)
- Swift
- Solar Beam
- Lava Plume
- Eruption
The moveset is a bit wonky due to this being bred as a part of a sun team, but here he's strictly here for Eruption spam, so it's all good. The item is left a bit open due to its original item being the Scarf, but with Tailwind up that becomes less necessary, and a little extra power can be added (on top of none of The Starters being Choice-locked). Named after a Unique Bow in Diablo II.
SieKensou (Aerodactyl) (M) (Lvl.51) @ Aerodactylite
Ability: Pressure
IVs: 31/31/31/xx/31/31
EVs: 4 HP/252 Atk/252 Spd
Jolly Nature (+Spd, -SAtk)
- Taunt
- Tailwind
- Sky Drop
- Rock Slide
I finally made some backup Tailwind! This set is meant to be more support than anything else, though I have actually found so far that Sky Drop spam has been the way to go here. It has still pulled off its primary role at least once that I can recall.
BM831 (Donphan) (M) (Lvl.50) @ Quick Claw
Ability: Sturdy
EVs: 252 HP/6 Atk/252 SDef
IVs: 31/31/31/31/31/31
Adamant Nature (+Atk, -SAtk)
- Stone Edge
- Seed Bomb
- Earthquake
- Fissure
My third-ever 6IV mon, my second-ever 6IV mon to be raised & used, my first-ever 6IV Maisonmon. It's Donphan4, not much explanation needed.
BM865 (Jolteon) (M) (Lvl.50) @ Razor Fang
Ability: Volt Absorb
EVs: 6 HP/252 SAtk/252 Spd
IVs: 31/31/31/31/31/31
Timid Nature (+Spd, -Atk)
- Fake Tears
- Signal Beam
- Thunderbolt
- Hyper Beam
My second-ever 6IV Maisonmon makes its way onto the stage, after being inspired by one YouTube vid of this British guy whose Starf Battle in Super Singles led off with this opponent. It's Jolteon4, not much explanation needed, though I will say that having a Volt Absorber as a switch-in option is always good.
BM867 (Espeon) (F) (Lvl.50) @ Expert Belt
Ability: Synchronize
EVs: 6 HP/252 SAtk/252 Spd
IVs: 31/xx/31/31/31/31
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Signal Beam
- Dazzling Gleam
- Psychic
A byproduct of my Jolteon4 breeding. Again, it's Espeon4, not much explanation needed.
Lucario (M) (Lvl.70) @ Lucarionite
Ability: Steadfast
EVs: 6 Atk/252 SAtk/252 Spd
Hasty Nature (+Spd, -Def)
- Extreme Speed
- Dragon Pulse
- Flash Cannon
- Aura Sphere
Korrina's gift Lucario from my Y record, he was brought in specifically for the Dana battle, as a reliable Regi killer. Past that, having extra priority and Aura Sphere available never hurts, and I'm constantly trying to shoehorn Lucario into Triples teams in general.
So, the basic idea here is to see how far my most successful legit team to this point can go when it has Jynx2 as an anchor weighing them down. To up the difficultly a little more, I will also be switching the sixth ' mon every five battles, as opposed to the twenty-five from the 200-win streak. After Megavoir starts off from The Bench, every switch will be done roughly by national dex order, with the Eeveelutions being the last four in line.
At 50 wins right now, and the most important thing to note so far is that Jynx2's Destiny Knot has actually come into play once (against Milotic2)...yeah I'm confused too.
Oh well, now I can get on with my next experiment! So, the Roslindale Condores/Quetzales are prepping for a third (serious) flight, and to facilitate this, I will cutting my brother's 'mons from the roster. Yes, the two I'm using are each useful in their own right, but using Garchomp correctly, within the context of this team, requires jumping a few hoops and is always risky due to having one Protect user and one Flyer (who is meant to be dead before Garchomp even comes out). Therefore, to reduce my dependence on 'mons that someone else took time to make, I will be removing Garchomp from The Starters and Azumarill from The Bench. In the shark's place? Well, I have had one poster in the past mention to me that I have hampered my Megacross' effectiveness by not breeding one crucial move onto him. In response to that, I say: NOW THIS IS NEEDLESSLY GIMPING YOURSELF:
BM403 (Jynx) (F) (Lvl.50) @ Destiny Knot
Ability: Dry Skin
IVs: 31/31/31/7/31/31
EVs: 6 HP/252 Atk/252 Spd
Adamant Nature (+Atk, -SAtk)
- Fake Out
- Taunt
- Heart Stamp
- Ice Punch
That's right, I'm using Jynx2...what about it?
Anyways, though it's a terrible set (which is the point), it's not completely useless: Fake Out support is always handy, I now have a regular, fast Taunt user to stop most of the stallmons for a time (while the rest of the team picks off its teammates), and Dry Skin means Starmie4 finally has a teammate that it can spam Surf with.
Added to The Bench:
SaliziRazor (Leafeon) (M) (Lvl.53) @ Razor Claw
Ability: Chlorophyll
IVs: 4/31/2/31/31/31
EVs: 4 HP/252 Atk/252 Spd
Jolly Nature (+Spd, -SAtk)
- Protect
- Knock Off
- X-Scissor
- Leaf Blade
He adds a little physical bulk to the team, covers the Grass side of things if Greninja needs to pay attention to other threats or gets switched and needs to use Mat Block more than once, and serves as a switch-in Earthquake absorber if Garchomp absolutely needs to throw one out and risks hurting another teammate in the process. This was originally meant to be an Imperfect Leafeon4, but working off of the standard NU set seemed to make more sense, plus having another Protect user on standby is always useful. Named after one of Talim's moves in Soul Calibur II.
Hellcast (Typhlosion) (M) (Lvl.58) @ Choice Specs/Choice Scarf
Ability: Blaze
IVs: xx/31/xx/31/31/31
EVs: 4 HP/252 SAtk/252 Spd
Modest Nature (+SAtk, -Atk)
- Swift
- Solar Beam
- Lava Plume
- Eruption
The moveset is a bit wonky due to this being bred as a part of a sun team, but here he's strictly here for Eruption spam, so it's all good. The item is left a bit open due to its original item being the Scarf, but with Tailwind up that becomes less necessary, and a little extra power can be added (on top of none of The Starters being Choice-locked). Named after a Unique Bow in Diablo II.
SieKensou (Aerodactyl) (M) (Lvl.51) @ Aerodactylite
Ability: Pressure
IVs: 31/31/31/xx/31/31
EVs: 4 HP/252 Atk/252 Spd
Jolly Nature (+Spd, -SAtk)
- Taunt
- Tailwind
- Sky Drop
- Rock Slide
I finally made some backup Tailwind! This set is meant to be more support than anything else, though I have actually found so far that Sky Drop spam has been the way to go here. It has still pulled off its primary role at least once that I can recall.
BM831 (Donphan) (M) (Lvl.50) @ Quick Claw
Ability: Sturdy
EVs: 252 HP/6 Atk/252 SDef
IVs: 31/31/31/31/31/31
Adamant Nature (+Atk, -SAtk)
- Stone Edge
- Seed Bomb
- Earthquake
- Fissure
My third-ever 6IV mon, my second-ever 6IV mon to be raised & used, my first-ever 6IV Maisonmon. It's Donphan4, not much explanation needed.
BM865 (Jolteon) (M) (Lvl.50) @ Razor Fang
Ability: Volt Absorb
EVs: 6 HP/252 SAtk/252 Spd
IVs: 31/31/31/31/31/31
Timid Nature (+Spd, -Atk)
- Fake Tears
- Signal Beam
- Thunderbolt
- Hyper Beam
My second-ever 6IV Maisonmon makes its way onto the stage, after being inspired by one YouTube vid of this British guy whose Starf Battle in Super Singles led off with this opponent. It's Jolteon4, not much explanation needed, though I will say that having a Volt Absorber as a switch-in option is always good.
BM867 (Espeon) (F) (Lvl.50) @ Expert Belt
Ability: Synchronize
EVs: 6 HP/252 SAtk/252 Spd
IVs: 31/xx/31/31/31/31
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Signal Beam
- Dazzling Gleam
- Psychic
A byproduct of my Jolteon4 breeding. Again, it's Espeon4, not much explanation needed.
Lucario (M) (Lvl.70) @ Lucarionite
Ability: Steadfast
EVs: 6 Atk/252 SAtk/252 Spd
Hasty Nature (+Spd, -Def)
- Extreme Speed
- Dragon Pulse
- Flash Cannon
- Aura Sphere
Korrina's gift Lucario from my Y record, he was brought in specifically for the Dana battle, as a reliable Regi killer. Past that, having extra priority and Aura Sphere available never hurts, and I'm constantly trying to shoehorn Lucario into Triples teams in general.
So, the basic idea here is to see how far my most successful legit team to this point can go when it has Jynx2 as an anchor weighing them down. To up the difficultly a little more, I will also be switching the sixth ' mon every five battles, as opposed to the twenty-five from the 200-win streak. After Megavoir starts off from The Bench, every switch will be done roughly by national dex order, with the Eeveelutions being the last four in line.
At 50 wins right now, and the most important thing to note so far is that Jynx2's Destiny Knot has actually come into play once (against Milotic2)...yeah I'm confused too.
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